Warlord disassembly =================== Warlord was written by Graham Williams and Peter Voke, and was published by Acorn User in August and September 1988. It is a modified form of Doctor Who and the Warlord, published by Chessfield Microgames in 1985. References to the Doctor and the TARDIS are replaced by "Tim Trevyl" and "the Cubix". The following disassembly was created by reverse engineering binary images, without access to any source code. It is nevertheless reasonably complete, allowing the technical approaches used to be understood. The author of this disassembly imposes no additional copyright restrictions beyond those already present on the game itself. It is provided for educational purposes only, and it is hoped that the original authors will accept it in the good faith it was intended - as a tribute to their skills. Technical notes =============== The game has 235 rooms, 65 objects and approximately 84k of compressed text, split over six overlays. The parser understands 317 words, including 118 verbs. Each object has a location, and each room has eight one-bit flags. There is also an array of variables, p[], referred to as parameters by one of the authors, which are used both in the interpreter and the bytecode. The game is written in a custom bytecode which uses the following opcodes: 0 0000 000 (&00) end of byte code 0 0000 001 (&01) open bracket 0 0000 010 (&02) logical OR 0 0000 011 (&03) close bracket 0 0000 011 (&04) return Otherwise, if the top bit of an opcode is clear, it is an assignment: 0 .... 000 set player room 0 .... 001 set object_room[first_noun] 0 .... 010 set object_room[second_noun] 0 .... 011 set object_room[byte - 4], where byte is the next byte of bytecode 0 .... 100 set p[byte - 4] For each of these, the middle four bits determine the value set: 0 0001 ... = (byte - 4) 0 0010 ... = 0 0 0011 ... = 1 0 0100 ... += (byte - &80) 0 0101 ... = p[byte - 4] 0 0110 ... = rnd(byte - 4) 0 0111 ... = player_room 0 1000 ... ++ 0 1001 ... -- 0 .... 101 write packed string or input word, or execute bytecode 0 0001 101 (&0d) write packed string 0 0010 101 (&15) write verb 0 0011 101 (&1d) write first_noun 0 0100 101 (&25) write second_noun 0 0101 101 (&2d) write preposition 0 1010 101 (&55) write pronoun 0 1011 101 execute bytecode for room description byte 0 1100 101 execute bytecode for object description byte 0 1101 101 execute bytecode for verb byte 0 1110 101 execute bytecode for miscellaneous bytecode byte 0 1111 101 execute bytecode for for_room actions byte 0 .... 110 execute a special function: 0 0000 110 (&06) list and move objects 0 0001 110 (&0e) skip to start of next bytecode 0 0010 110 (&16) execute object bytecode for first noun 0 0011 110 (&1e) load position from file 0 0100 110 (&26) save position to file 0 0101 110 (&2e) restore initial position 0 0110 110 (&36) read a character into p[&20] (character) 0 0111 110 (&3e) reset the system 0 1000 110 (&46) unused; would crash game 0 1001 110 (&4e) store game state to memory 0 1010 110 (&56) execute room bytecode for player room 0 1011 110 (&5e) list verbs 0 1100 110 (&66) decrypt hint 0 1101 110 (&6e) restore game state from memory 0 1110 110 (&76) store current bytecode address 0 1111 110 (&7e) restore previous bytecode address 0 .... 111 clear or set room flag: . 421. ... flag to set or clear . ...0 ... clear flag . ...1 ... set flag If the top bit of an opcode is set, it is a condition: 1 .... 000 verb 1 .... 001 first_noun 1 .... 010 second noun 1 .... 011 (byte - 4) 1 .... 100 p[byte - 4] 1 .... 101 preposition For each of these, the middle four bits determine the comparison: 1 0000 ... true if (variable < (byte - 4)) 1 0001 ... true if (variable == (byte - 4)) 1 0010 ... true if (variable > (byte - 4)) 1 0011 ... true if (variable != (byte - 4)) 1 0100 ... true if (variable < p[byte - 4]) 1 0101 ... true if (variable == p[byte - 4]) 1 0110 ... true if (variable > p[byte - 4]) 1 0111 ... true if (variable != p[byte - 4]) 1 1000 ... true if (variable == 0) 1 1001 ... true if (variable != 0) 1 1010 ... true if object_room[variable] == 0 1 1011 ... true if object_room[variable] == 1 1 1100 ... true if object_room[variable] == player_room 1 1101 ... true if object_room[variable] == (byte - 4) 1 .... 110 set player_room if player moving in specified direction: . 0000 ... player_room = byte if verb == "north" . 0001 ... player_room = byte if verb == "east" . 0010 ... player_room = byte if verb == "south" . 0011 ... player_room = byte if verb == "west" . 0100 ... player_room = byte if verb == "northeast" . 0101 ... player_room = byte if verb == "northwest" . 0110 ... player_room = byte if verb == "southeast" . 0111 ... player_room = byte if verb == "southwest" . 1000 ... player_room = byte if verb == "left" . 1001 ... player_room = byte if verb == "right" . 1010 ... player_room = byte if verb == "down" . 1011 ... player_room = byte if verb == "up" . 1100 ... player_room = byte if verb == "enter" . 1101 ... player_room = byte if verb == "exit" . 1110 ... player_room = byte if verb == "back" . 1111 ... player_room = byte if verb == "forward" 1 .... 111 test room flag . 421. ... flag to test 1 ...0 ... true if flag unset 1 ...1 ... true if flag set Consecutive conditions are ANDed together, except where separated by an OR. Strings are stored as follows: &04 end string with "." &05 end string without "." &06 - &10 punctuation &11 - &2a letters &2b randomly write a string from (byte - 4) choices, separated by &05 &2c toggle forced uppercase &2d new line &2e uppercase next character &2f write character (byte - 4) &30 write (byte - 4) as a number &31 write p[byte - 4] as a number &32 - &f4 write word from primary dictionary &f5 byte (unused) &f6 byte &f7 byte &f8 byte &f9 byte &fa byte &fb byte &fc byte write word from secondary dictionary &fd byte (unused) write word from primary dictionary &fe byte write word from verb dictionary &ff byte write word from noun dictionary The interpreter extends that used in Doctor Who and the Warlord by adding opcodes to store and restore the bytecode address, and to execute bytecode functions. Fragments of source code for the bytecode include BASIC tokens. Loader disassembly ================== ; W.Warlord ; FF0C00 FF0C00 000100 ; entry_point &0c00 a9 16 LDA #&16 # Change to MODE 7 &0c02 20 e3 ff JSR &ffe3 ; OSASCI &0c05 a9 07 LDA #&07 &0c07 20 e3 ff JSR &ffe3 ; OSASCI &0c0a a9 03 LDA #&03 # End print job &0c0c 20 e3 ff JSR &ffe3 ; OSASCI &0c0f a9 8b LDA #&8b ; Set filing system attributes &0c11 a2 01 LDX #&01 # *OPT 1,0 &0c13 20 c2 0c JSR &0cc2 ; osbyte_with_zero_y &0c16 a9 0c LDA #&0c ; Set auto-repeat period &0c18 a2 03 LDX #&03 &0c1a 20 c2 0c JSR &0cc2 ; osbyte_with_zero_y &0c1d a9 0b LDA #&0b ; Set auto-repeat delay &0c1f a2 1e LDX #&1e &0c21 20 c2 0c JSR &0cc2 ; osbyte_with_zero_y &0c24 a9 c8 LDA #&c8 ; Read/Write BREAK/ESCAPE effect &0c26 a2 03 LDX #&03 ; Clear memory on next RESET &0c28 20 c2 0c JSR &0cc2 ; osbyte_with_zero_y &0c2b a9 d4 LDA #&d4 ; Read/Write volume/ENVELOPE For BELL &0c2d a2 98 LDX #&98 ; use -10 volume &0c2f 20 c2 0c JSR &0cc2 ; osbyte_with_zero_y &0c32 a9 d5 LDA #&d5 ; Read/Write frequency for BELL &0c34 a2 01 LDX #&01 &0c36 20 c2 0c JSR &0cc2 ; osbyte_with_zero_y &0c39 a9 d6 LDA #&d6 ; Read/Write duration for BELL &0c3b a2 04 LDX #&04 &0c3d 20 c2 0c JSR &0cc2 ; osbyte_with_zero_y &0c40 20 b8 0c JSR &0cb8 ; load_file # *LOAD W.I0 (first title screen) &0c43 a9 1f LDA #&1f &0c45 20 e3 ff JSR &ffe3 ; OSASCI # TAB(&1a, &18) &0c48 a9 1a LDA #&1a &0c4a 20 e3 ff JSR &ffe3 ; OSASCI &0c4d a9 18 LDA #&18 &0c4f 20 e3 ff JSR &ffe3 ; OSASCI ; wait_for_return_loop &0c52 20 e0 ff JSR &ffe0 ; OSRDCH &0c55 c9 0d CMP #&0d ; CR &0c57 d0 f9 BNE &0c52 ; wait_for_return_loop &0c59 a9 00 LDA #&00 &0c5b 8d 87 02 STA &0287 ; BREAK intercept code &0c5e a9 00 LDA #&00 &0c60 8d 88 02 STA &0288 ; BREAK intercept code + 1 &0c63 a9 11 LDA #&11 &0c65 8d 89 02 STA &0289 ; BREAK intercept code + 2 &0c68 ea NOP &0c69 ea NOP &0c6a ea NOP &0c6b 20 b8 0c JSR &0cb8 ; load_file # *LOAD W.I1 &0c6e 20 b8 0c JSR &0cb8 ; load_file # *LOAD W.I2 &0c71 20 b8 0c JSR &0cb8 ; load_file # *LOAD W.I3 &0c74 20 b8 0c JSR &0cb8 ; load_file # *LOAD W.I4 (second title screen) &0c77 ad 0e 02 LDA &020e ; oswrch_vector_low &0c7a 8d 34 02 STA &0234 ; previous_oswrch_vector_low &0c7d ad 0f 02 LDA &020f ; oswrch_vector_high &0c80 8d 35 02 STA &0235 ; previous_oswrch_vector_high &0c83 a9 f0 LDA #&f0 ; &0cf0 = oswrch_handler &0c85 8d 0e 02 STA &020e ; oswrch_vector_low &0c88 a9 0c LDA #&0c &0c8a 8d 0f 02 STA &020f ; oswrch_vector_high &0c8d a9 84 LDA #&84 ; &1a84 = break_handler &0c8f 8d 02 02 STA &0202 ; brk_vector_low &0c92 a9 1a LDA #&1a &0c94 8d 03 02 STA &0203 ; brk_vector_high &0c97 a9 1f LDA #&1f # TAB(&1a, &18) &0c99 20 e3 ff JSR &ffe3 ; OSASCI &0c9c a9 1a LDA #&1a &0c9e 20 e3 ff JSR &ffe3 ; OSASCI &0ca1 a9 18 LDA #&18 &0ca3 20 e3 ff JSR &ffe3 ; OSASCI ; wait_for_return_loop &0ca6 20 e0 ff JSR &ffe0 ; OSRDCH &0ca9 c9 0d CMP #&0d ; CR &0cab d0 f9 BNE &0ca6 ; wait_for_return_loop &0cad 4c 00 11 JMP &1100 ; main_entry_point ; unused &0cb0 ea ea ea ea ea 00 00 00 ; load_file &0cb8 ee e5 0c INC &0ce5 ; load_w_i_part_string + 5 &0cbb a2 e0 LDX #&e0 ; &0ce0 = load_w_i_part_string &0cbd a0 0c LDY #&0c &0cbf 4c f7 ff JMP &fff7 ; OSCLI ; osbyte_with_zero_y &0cc2 a0 00 LDY #&00 &0cc4 4c f4 ff JMP &fff4 ; OSBYTE ; unused # &0cc7 - &0ccf is a copyf of &0cb8 - &0cc1 &0cc7 e5 0c SBC &0c &0cc9 a2 e0 LDX #&e0 &0ccb a0 0c LDY #&0c &0ccd 4c f7 ff JMP &fff7 ; OSCLI ; unused &0cd0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; load_w_i_part_string &0ce0 4c 2e 57 2e 49 2f 0d ; "L.W.I/" # Final character of filename is modified ; unused &0ce7 00 00 00 00 00 00 00 00 00 ; oswrch_handler &0cf0 c9 16 CMP #&16 # Suppress changing MODE &0cf2 f0 03 BEQ &0cf7 ; leave &0cf4 6c 34 02 JMP (&0234) ; previous_oswrch_vector_low ; leave &0cf7 60 RTS ; unused &0cf8 00 00 00 00 00 00 00 00 ; W.I0 ; 007c00 007c00 0400 &7c00 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 ; " " &7c10 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 ; "........................................" &7c20 20 20 20 20 20 20 20 20 92 f3 f3 f3 f3 a3 a3 a3 ; ".......... ... . ....7.55 6#47#57#4...." &7c30 a3 a3 a3 a3 a3 a3 a3 a3 a3 a3 a3 a3 a3 a3 a3 a3 ; "........ 7.5.! 5557.57g 5 5 57g 5 5...." &7c40 a3 a3 a3 a3 a3 a3 a3 a3 a3 a3 a3 a3 e3 f3 f3 f3 ; ".......! ! !## ##!! !! !#!"# ! !##."###" &7c50 92 ac ac ac a4 93 a3 b7 a1 b5 20 b5 b7 a3 20 20 ; ".,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,," &7c60 b5 20 b5 b6 a3 b4 37 a3 35 35 20 36 23 34 37 23 ; " " &7c70 35 37 23 34 92 ac ac ac 92 a3 a3 a3 a1 93 93 b5 ; ". An Adventure .by Peter Voke " &7c80 20 37 a3 35 b7 21 20 20 35 35 35 37 a3 35 37 67 ; ". An Adventure .by Peter Voke " &7c90 20 35 20 35 20 35 37 67 20 35 20 35 92 a3 a3 a3 ; ". ..and Graham Williams" &7ca0 92 a3 a3 a3 a3 93 93 21 20 21 20 21 23 23 20 20 ; ". ..and Graham Williams" &7cb0 23 23 21 21 20 21 21 20 21 23 21 22 23 20 21 20 ; " " &7cc0 21 23 23 92 22 23 23 23 92 2c 2c 2c 2c 2c 2c 2c ; " You are adventuring round space-time" &7cd0 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c ; " with your friend Tim Trevyl. Tim is the" &7ce0 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c ; " youngest member of the time navigator's" &7cf0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 ; " guild, having recently inherited a time" &7d00 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 ; " machine from his uncle. The machine is" &7d10 20 20 20 20 20 20 20 20 8d 20 20 41 6e 20 41 64 ; " called "the Cubix", since it looks from" &7d20 76 65 6e 74 75 72 65 20 20 20 20 20 86 62 79 20 ; " the outside like an enormous blue cube." &7d30 50 65 74 65 72 20 56 6f 6b 65 20 20 20 20 20 20 ; " " &7d40 8d 20 20 41 6e 20 41 64 76 65 6e 74 75 72 65 20 ; " You set out for the planet Quantain," &7d50 20 20 20 20 86 62 79 20 50 65 74 65 72 20 56 6f ; " to visit Tim's friend King Varangar who" &7d60 6b 65 20 20 20 20 20 20 8d 20 20 20 20 20 20 20 ; " has a spot of trouble on his hands... " &7d70 20 20 20 20 20 20 20 20 20 20 20 86 86 61 6e 64 ; " " &7d80 20 47 72 61 68 61 6d 20 57 69 6c 6c 69 61 6d 73 ; " .PRESS RETURN " &7d90 8d 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 ; " " &7da0 20 20 20 86 86 61 6e 64 20 47 72 61 68 61 6d 20 &7db0 57 69 6c 6c 69 61 6d 73 20 20 20 20 20 20 20 20 &7dc0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 &7dd0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 &7de0 20 20 20 20 59 6f 75 20 61 72 65 20 61 64 76 65 &7df0 6e 74 75 72 69 6e 67 20 72 6f 75 6e 64 20 73 70 &7e00 61 63 65 2d 74 69 6d 65 20 77 69 74 68 20 79 6f &7e10 75 72 20 66 72 69 65 6e 64 20 54 69 6d 20 54 72 &7e20 65 76 79 6c 2e 20 54 69 6d 20 69 73 20 74 68 65 &7e30 20 79 6f 75 6e 67 65 73 74 20 6d 65 6d 62 65 72 &7e40 20 6f 66 20 74 68 65 20 74 69 6d 65 20 6e 61 76 &7e50 69 67 61 74 6f 72 27 73 20 67 75 69 6c 64 2c 20 &7e60 68 61 76 69 6e 67 20 72 65 63 65 6e 74 6c 79 20 &7e70 69 6e 68 65 72 69 74 65 64 20 61 20 74 69 6d 65 &7e80 20 6d 61 63 68 69 6e 65 20 66 72 6f 6d 20 68 69 &7e90 73 20 75 6e 63 6c 65 2e 20 20 54 68 65 20 6d 61 &7ea0 63 68 69 6e 65 20 69 73 20 63 61 6c 6c 65 64 20 &7eb0 22 74 68 65 20 43 75 62 69 78 22 2c 20 73 69 6e &7ec0 63 65 20 69 74 20 6c 6f 6f 6b 73 20 66 72 6f 6d &7ed0 20 74 68 65 20 6f 75 74 73 69 64 65 20 6c 69 6b &7ee0 65 20 61 6e 20 65 6e 6f 72 6d 6f 75 73 20 62 6c &7ef0 75 65 20 63 75 62 65 2e 20 20 20 20 20 20 20 20 &7f00 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 &7f10 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 &7f20 20 20 20 20 59 6f 75 20 73 65 74 20 6f 75 74 20 &7f30 66 6f 72 20 74 68 65 20 70 6c 61 6e 65 74 20 51 &7f40 75 61 6e 74 61 69 6e 2c 20 74 6f 20 76 69 73 69 &7f50 74 20 54 69 6d 27 73 20 66 72 69 65 6e 64 20 4b &7f60 69 6e 67 20 56 61 72 61 6e 67 61 72 20 77 68 6f &7f70 20 68 61 73 20 61 20 73 70 6f 74 20 6f 66 20 74 &7f80 72 6f 75 62 6c 65 20 6f 6e 20 68 69 73 20 68 61 &7f90 6e 64 73 2e 2e 2e 20 20 20 20 20 20 20 20 20 20 &7fa0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 &7fb0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 &7fc0 20 20 20 20 20 20 20 20 20 20 20 20 20 85 50 52 &7fd0 45 53 53 20 52 45 54 55 52 4e 20 20 20 20 20 20 &7fe0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 &7ff0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 Game disassembly ================ ; W.I3 ; FF0050 FF0050 0040 ; unused &0050 80 7b 78 20 7f 00 00 00 00 00 00 00 00 00 ; previous_bytecode_address_low &005e 00 ; previous_bytecode_address_high &005f 00 ; digits &0060 00 00 00 ; room &0063 00 ; new_room &0064 00 ; object &0065 00 ; number_of_objects_in_room &0066 00 ; count &0067 00 ; word_type &0068 00 ; have_preposition ; packed_word_byte &0069 00 ; word_is_verb ; packed_word_offset &006a 00 ; word_number &006b 00 ; input_word_length &006c 00 ; unused &006d 00 ; comparison_value ; dictionary_number &006e 00 ; character_to_add &006f 00 ; target_address ; address_address ; room_flags_address ; packed_word_address &0070 00 00 ; source_address ; end_address &0072 00 00 ; object_rooms_address &0074 00 04 ; &0400 = object_rooms # Value used ; parameters_address &0076 80 04 ; &0480 = parameters # Value used ; dictionary_address &0078 00 00 ; input_address &007a 00 01 ; &0100 = input_buffer - 4 # Value used ; buffer_address &007c 00 0c ; &0c00 = buffer # Value used ; bytecode_address &007e 00 00 &0080 00 ; strings_to_skip &0081 00 ; character &0082 00 ; input_offset &0083 00 ; dictionary_lookup &0084 00 ; truth &0085 00 ; text_x &0086 00 # Value used ; buffer_offset &0087 00 # Value used ; end_of_word &0088 00 # Value used ; character_case &0089 30 ; force_uppercasing &008a 00 # Value used ; offset &008b 00 ; opcode_low_three_bits &008c 00 ; opcode_middle_four_bits &008d 00 ; buffer_needs_writing &008e 00 ; bytecode_byte &008f 00 ; W.I2 ; FF0840 FF0840 02C0 ; save_war_string &0840 53 2e 57 61 72 2d 41 20 34 30 30 20 36 30 30 0d ; "S.War-A 400 600" ; load_war_string &0850 4c 2e 57 61 72 2d 41 20 34 30 30 0d ; "L.War-A 400" ; unused &085c 00 00 00 00 ; punctuation # 6789abcdef0 &0860 2e 3f 21 3a 3b 2c 22 22 20 27 2d ; ".?!:;,"" '-" ; input_block &086b 04 01 ; &0104 = input_buffer &086d 24 ; length &086e 20 7a ; accept " " to "z" ; os_sound_channel_3_buffer &0870 90 64 06 06 90 64 06 90 64 06 90 64 06 90 64 06 ; address_table &0880 ff 1a ; &80 : &1aff = bytecode_for_room_descriptions - 1 &0882 ff 3b ; &82 : &3bff = bytecode_for_object_descriptions - 1 &0884 63 3e ; &84 : &3e63 = bytecode_for_verbs - 1 &0886 b2 4c ; &86 : &4cb2 = miscellaneous_bytecode - 1 &0888 ff 2a ; &88 : &2aff = bytecode_for_room_actions - 1 &088a ff ff ; (unused) &088c ff ff ; (unused) &088e ff ff ; (unused) &0890 d7 08 ; &90 : &08d7 = bytecode_for_listing_verb - 1 &0892 ff ff ; (unused) &0894 ff ff ; (unused) &0896 97 08 ; (unused) &0898 6b 54 ; &98 : &546b = secondary_dictionary_one # &f6 &089a 1a 57 ; &9a : &571a = secondary_dictionary_two # &f7 &089c fd 5c ; &9c : &5cfd = secondary_dictionary_three # &f8 &089e 7a 60 ; &9e : &607a = secondary_dictionary_four # &f9 &08a0 3c 66 ; &a0 : &663c = secondary_dictionary_five # &fa &08a2 0c 6a ; &a2 : &6a0c = secondary_dictionary_six # &fb &08a4 6b 6e ; &a4 : &6e6b = secondary_dictionary_seven # &fc &08a6 9d 71 ; &a6 : &719d = primary_dictionary # &fd &08a8 2f 74 ; &a8 : &742f = verb_dictionary # &fe &08aa 61 76 ; &aa : &7661 = noun_dictionary # &ff &08ac 45 71 ; (unused) ; maximum_object_plus_one &08ae 61 ; maximum_verb &08af 7a ; &fe &7a = "hypnotise" ; indent_string &08b0 0d 20 20 20 20 00 ; "\r "; ; prompt_string &08b6 0d 83 5d 83 00 ; \r YELLOW "]" YELLOW ; cursor_up_twice_string &08bb 0b 0b 00 ; unused &08be 00 00 00 ; syllable_suffixes &08c1 11 : &20 : "a" - &50 &08c2 15 ; &40 : "e" - &50 &08c3 19 ; &60 : "i" - &50 &08c4 1f ; &80 : "o" - &50 &08c5 22 ; &a0 : "r" - &50 &08c6 24 ; &c0 : "t" - &50 &08c7 1e ; &e0 : "n" - &50 ; disc_string &08c8 0d 20 20 83 44 69 73 63 3a 00 ; \r " " YELLOW "Disc:" ; unused &08d2 00 00 00 00 00 00 ; bytecode_for_listing_verb &08d8 0d fe 16 05 ; "[verb]" # &08da is modified &08dc 00 ; end ; unused &08dd 00 00 00 ; load_overlay_string &08e0 4c 2e 57 2e 53 31 20 31 42 30 30 0d ; "L.W.S1 1B00" ; unused &08ed 00 00 00 00 ; overlay_rooms # Actual room numbers: ; 0 1 2 3 4 5 6 # 0 1 2 3 4 5 6 &08f0 00 2c 55 79 9f cd ef # 05 31 5a 7e a4 d2 f4 ; unused &08f7 00 00 00 00 00 00 00 00 ; current_overlay &08ff 01 ; initial_game_state &0900 00 ; &0400 (unused) &0901 73 ; &0401 : object_room[&01] "a bag of florins" the music room &0902 3a ; &0402 : object_room[&02] "a rusty can" the bottom of the well &0903 05 ; &0403 : object_room[&03] "a stick of chewing gum" &0904 45 ; &0404 : object_room[&04] "a pea" at one end of the castle kitchen &0905 28 ; &0405 : object_room[&05] "a half cooked rat" in the bandits' hideout &0906 05 ; &0406 : object_room[&06] "a metal security tag" &0907 06 ; &0407 : object_room[&07] "a bell push" &0908 05 ; &0408 : object_room[&08] "a metal disc" &0909 05 ; &0409 : object_room[&09] "a bunch of keys" &090a 46 ; &040a : object_room[&0a] "a lantern" the cellars &090b 05 ; &040b : object_room[&0b] "a coil of rope" &090c 61 ; &040c : object_room[&0c] "a bar of soap" the Cubix bathroom &090d 06 ; &040d : object_room[&0d] "a sonic lance" &090e 05 ; &040e : object_room[&0e] "a gold locket" &090f 05 ; &040f : object_room[&0f] "a needle" &0910 05 ; &0410 : object_room[&10] "an eagle's feather" &0911 05 ; &0411 : object_room[&11] "some matches" &0912 00 ; &0412 : object_room[&12] "a pair of time travellers' dungarees" wearing &0913 05 ; &0413 : object_room[&13] "an ivory toothpick" &0914 71 ; &0414 : object_room[&14] "Tim Trevyl's yellow screwdriver" a small workshop &0915 05 ; &0415 : object_room[&15] "a pair of space boots" &0916 06 ; &0416 : object_room[&16] "a light bulb" &0917 3f ; &0417 : object_room[&17] "a scrap of paper with writing on it" the dark corridor &0918 06 ; &0418 : object_room[&18] "some broken glass" &0919 01 ; &0419 : object_room[&19] "a two way radio" carried &091a 05 ; &041a : object_room[&1a] "a silver button" &091b 06 ; &041b : object_room[&1b] "several dozen radioactive roubles" &091c 59 ; &041c : object_room[&1c] "a tankard of ale" the busiest inn in town &091d 41 ; &041d : object_room[&1d] "a green wig" the dressing room &091e 3a ; &041e : object_room[&1e] "a bone" the bottom of the well &091f 05 ; &041f : object_room[&1f] "a leather bound book" &0920 05 ; &0420 : object_room[&20] "an index card" &0921 41 ; &0421 : object_room[&21] "an ermine robe" the dressing room &0922 61 ; &0422 : object_room[&22] "some snow" the Cubix bathroom &0923 40 ; &0423 : object_room[&23] "a flagon of wine" a luxurious bedroom &0924 0f ; &0424 : object_room[&24] "a yellow hovercycle" the battle headquarters of King Varangar &0925 05 ; &0425 : object_room[&25] "a parchment scroll" &0926 06 ; &0426 : object_room[&26] "Tim Trevyl's watch" &0927 05 ; &0427 : object_room[&27] "a letter from Tim Trevyl" &0928 3a ; &0428 : object_room[&28] "a broken bottle" the bottom of the well &0929 06 ; &0429 : object_room[&29] "a wrist computer" &092a 05 ; &042a : object_room[&2a] "a hexagonal cylinder" &092b 05 ; &042b : object_room[&2b] "the king's invitation" &092c 93 ; &042c : object_room[&2c] "a box of snuff" a tent &092d 93 ; &042d : object_room[&2d] "a pen lying by some documents" a tent &092e 81 ; &042e : object_room[&2e] "a hat" a warm and rowdy roadside inn &092f a0 ; &042f : object_room[&2f] "a map of Belgium" Napoleon Bonaparte's temporary headquarters &0930 06 ; &0430 : object_room[&30] "the Duke of Wellington" &0931 05 ; &0431 : object_room[&31] "a nail file" &0932 92 ; &0432 : object_room[&32] "some bully beef" a store tent &0933 84 ; &0433 : object_room[&33] "a french loaf" the bakery &0934 05 ; &0434 : object_room[&34] "a cannon fuse" &0935 81 ; &0435 : object_room[&35] "a cloak" a warm and rowdy roadside inn &0936 94 ; &0436 : object_room[&36] "a plate" a low room with stone walls &0937 98 ; &0437 : object_room[&37] "a taper" the tent of a cuirassier &0938 91 ; &0438 : object_room[&38] "a pistol" a tent &0939 05 ; &0439 : object_room[&39] "a small device with two buttons on it" &093a 83 ; &043a : object_room[&3a] "a cleaver" a butcher's shop &093b 80 ; &043b : object_room[&3b] "a musket" the shack &093c f2 ; &043c : object_room[&3c] "a recharge module for a sonic lance" &093d ea ; &043d : object_room[&3d] "a whistle" along the side of a cornfield &093e 05 ; &043e : object_room[&3e] "a pair of scissors" &093f 9e ; &043f : object_room[&3f] "some tweezers" an empty tent &0940 80 ; &0440 : object_room[&40] "a bayonet" the shack &0941 05 ; &0441 : object_room[&41] "some despatches" &0942 06 ; &0442 ; object_room[&42] (unused) &0943 06 ; &0443 ; object_room[&43] (unused) &0944 06 ; &0444 ; object_room[&44] (unused) &0945 06 ; &0445 ; object_room[&45] (unused) &0946 06 ; &0446 ; object_room[&46] (unused) &0947 06 ; &0447 ; object_room[&47] (unused) &0948 06 ; &0448 ; object_room[&48] (unused) &0949 06 ; &0449 ; object_room[&49] (unused) &094a 06 ; &044a ; object_room[&4a] (unused) &094b 06 ; &044b ; object_room[&4b] (unused) &094c 06 ; &044c ; object_room[&4c] (unused) &094d 06 ; &044d ; object_room[&4d] (unused) &094e 06 ; &044e ; object_room[&4e] (unused) &094f 06 ; &044f ; object_room[&4f] (unused) &0950 06 ; &0450 ; object_room[&50] (unused) &0951 06 ; &0451 ; object_room[&51] (unused) &0952 06 ; &0452 ; object_room[&52] (unused) &0953 06 ; &0453 ; object_room[&53] (unused) &0954 06 ; &0454 ; object_room[&54] (unused) &0955 06 ; &0455 ; object_room[&55] (unused) &0956 06 ; &0456 ; object_room[&56] (unused) &0957 06 ; &0457 ; object_room[&57] (unused) &0958 06 ; &0458 ; object_room[&58] (unused) &0959 06 ; &0459 ; object_room[&59] (unused) &095a 06 ; &045a ; object_room[&5a] (unused) &095b 06 ; &045b ; object_room[&5b] (unused) &095c 06 ; &045c ; object_room[&5c] (unused) &095d 06 ; &045d ; object_room[&5d] (unused) &095e 06 ; &045e ; object_room[&5e] (unused) &095f 06 ; &045f ; object_room[&5f] (unused) &0960 06 ; &0460 ; object_room[&60] (unused) &0961 00 ; &0461 (unused) &0962 00 ; &0462 (unused) &0963 00 ; &0463 (unused) &0964 00 ; &0464 (unused) &0965 00 ; &0465 (unused) &0966 00 ; &0466 (unused) &0967 00 ; &0467 (unused) &0968 00 ; &0468 (unused) &0969 00 ; &0469 (unused) &096a 00 ; &046a (unused) &096b 00 ; &046b (unused) &096c 00 ; &046c (unused) &096d 00 ; &046d (unused) &096e 00 ; &046e (unused) &096f 00 ; &046f (unused) &0970 00 ; &0470 (unused) &0971 00 ; &0471 (unused) &0972 00 ; &0472 (unused) &0973 00 ; &0473 (unused) &0974 00 ; &0474 (unused) &0975 00 ; &0475 (unused) &0976 00 ; &0476 (unused) &0977 00 ; &0477 (unused) &0978 00 ; &0478 (unused) &0979 00 ; &0479 (unused) &097a 00 ; &047a (unused) &097b 00 ; &047b (unused) &097c 00 ; &047c (unused) &097d 00 ; &047d (unused) &097e 00 ; &047e (unused) &097f 00 ; &047f (unused) &0980 07 ; &0480 : p[&00] player_room &0981 00 ; &0481 : p[&01] current_room &0982 00 ; &0482 : p[&02] previous_room &0983 00 ; &0483 : p[&03] recognised_words &0984 00 ; &0484 : p[&04] total_words &0985 00 ; &0485 : p[&05] output_written &0986 00 ; &0486 : p[&06] number_of_objects_in_player_room &0987 00 ; &0487 : p[&07] old_room &0988 00 ; &0488 : p[&08] new_room &0989 10 ; &0489 : p[&09] maximum_objects_carried &098a 01 ; &048a : p[&0a] number_of_objects_carried &098b 00 ; &048b : p[&0b] consider_inventory_size &098c 00 ; &048c : p[&0c] verb &098d 00 ; &048d : p[&0d] first_noun &098e 00 ; &048e : p[&0e] second_noun &098f 00 ; &048f : p[&0f] preposition &0990 00 ; &0490 : p[&10] verb_type &0991 00 ; &0491 : p[&11] first_noun_type &0992 00 ; &0492 : p[&12] second_noun_type &0993 00 ; &0493 : p[&13] preposition_type &0994 00 ; &0494 : p[&14] previous_verb &0995 00 ; &0495 : p[&15] previous_first_noun &0996 00 ; &0496 : p[&16] previous_second_noun &0997 00 ; &0497 : p[&17] previous_preposition &0998 00 ; &0498 : p[&18] previous_verb_type &0999 00 ; &0499 : p[&19] previous_first_noun_type &099a 00 ; &049a : p[&1a] previous_second_noun_type &099b 00 ; &049b : p[&1b] previous_preposition_type &099c 00 ; &049c : p[&1c] score &099d 00 ; &049d : p[&1d] moves &099e 00 ; &049e : p[&1e] (unused) &099f 00 ; &049f : p[&1f] is_following_tim &09a0 00 ; &04a0 : p[&20] character &09a1 00 ; &04a1 : p[&21] is_riding_hovercycle &09a2 00 ; &04a2 : p[&22] following_guards_on_hovercycle &09a3 00 ; &04a3 : p[&23] distance_into_mountains &09a4 00 ; &04a4 : p[&24] distance_into_desert &09a5 00 ; &04a5 : p[&25] haystack_searched &09a6 00 ; &04a6 : p[&26] radio_battery_used &09a7 00 ; &04a7 : p[&27] distance_into_forest &09a8 00 ; &04a8 : p[&28] drunk_state &09a9 00 ; &04a9 : p[&29] spiral_staircase_direction &09aa 00 ; &04aa : p[&2a] room_is_dark &09ab 00 ; &04ab : p[&2b] tim_state_one &09ac 00 ; &04ac : p[&2c] cubix_fire_state &09ad 00 ; &04ad : p[&2d] cubix_fire_extinguished &09ae 00 ; &04ae : p[&2e] antigrav_boots_state &09af 00 ; &04af : p[&2f] bandit_chieftain_was_tearful &09b0 00 ; &04b0 : p[&30] king_state &09b1 00 ; &04b1 : p[&31] king_bow_count &09b2 00 ; &04b2 : p[&32] dungeon_door_state &09b3 00 ; &04b3 : p[&33] lantern_state &09b4 00 ; &04b4 : p[&34] (unused) &09b5 00 ; &04b5 : p[&35] radio_state &09b6 00 ; &04b6 : p[&36] cubix_state &09b7 00 ; &04b7 : p[&37] cubix_fire_alarm_state &09b8 00 ; &04b8 : p[&38] courtyard_guards_state &09b9 00 ; &04b9 : p[&39] entrance_hall_guard_state &09ba 00 ; &04ba : p[&3a] lance_used &09bb 01 ; &04bb : p[&3b] (unused) &09bc 00 ; &04bc : p[&3c] (unused) &09bd 00 ; &04bd : p[&3d] (unused) &09be 00 ; &04be : p[&3e] (unused) &09bf 00 ; &04bf : p[&3f] (unused) &09c0 00 ; &04c0 : p[&40] game_part &09c1 00 ; &04c1 : p[&41] soldier_timer &09c2 00 ; &04c2 : p[&42] infantry_timer &09c3 00 ; &04c3 : p[&43] tent_guards_patience &09c4 00 ; &04c4 : p[&44] inn_timer &09c5 00 ; &04c5 : p[&45] tim_state_two &09c6 00 ; &04c6 : p[&46] baker_state &09c7 00 ; &04c7 : p[&47] pig_sty_wall_hole &09c8 00 ; &04c8 : p[&48] pig_sty_roof_hole &09c9 00 ; &04c9 : p[&49] taper_is_lit &09ca 00 ; &04ca : p[&4a] orange_button_state &09cb 00 ; &04cb : p[&4b] whistle_has_pea &09cc 00 ; &04cc : p[&4c] cavalry_state &09cd 00 ; &04cd : p[&4d] guesses &09ce 00 ; &04ce : p[&4e] cart_state &09cf 00 ; &04cf : p[&4f] (unused) &09d0 00 ; &04d0 : p[&50] fuse_is_lit &09d1 00 ; &04d1 : p[&51] (unused) &09d2 00 ; &04d2 : p[&52] (unused) &09d3 00 ; &04d3 : p[&53] lantern_is_lit &09d4 00 ; &04d4 : p[&54] (unused) &09d5 00 ; &04d5 : p[&55] (unused) &09d6 00 ; &04d6 : p[&56] (unused) &09d7 00 ; &04d7 : p[&57] despatches_open &09d8 00 ; &04d8 : p[&58] bomb_disarming_state &09d9 00 ; &04d9 : p[&59] bomb_countdown &09da 00 ; &04da : p[&5a] vault_colour &09db 00 ; &04db : p[&5b] (unused) &09dc 00 ; &04dc : p[&5c] warlord_state &09dd 00 ; &04dd : p[&5d] (unused) &09de 00 ; &04de : p[&5e] minion_state &09df 00 ; &04df : p[&5f] &09e0 00 ; &04e0 : &09e1 00 ; &04e1 (unused) &09e2 00 ; &04e2 (unused) &09e3 00 ; &04e3 (unused) &09e4 00 ; &04e4 (unused) &09e5 00 ; &04e5 (unused) &09e6 00 ; &04e6 (unused) &09e7 00 ; &04e7 (unused) &09e8 00 ; &04e8 (unused) &09e9 00 ; &04e9 (unused) &09ea 00 ; &04ea (unused) &09eb 00 ; &04eb (unused) &09ec 00 ; &04ec (unused) &09ed 00 ; &04ed (unused) &09ee 00 ; &04ee (unused) &09ef 00 ; &04ef (unused) &09f0 00 ; &04f0 (unused) &09f1 00 ; &04f1 (unused) &09f2 00 ; &04f2 (unused) &09f3 00 ; &04f3 (unused) &09f4 00 ; &04f4 (unused) &09f5 00 ; &04f5 (unused) &09f6 00 ; &04f6 (unused) &09f7 00 ; &04f7 (unused) &09f8 00 ; &04f8 (unused) &09f9 00 ; &04f9 (unused) &09fa 00 ; &04fa (unused) &09fb 00 ; &04fb (unused) &09fc 00 ; &04fc (unused) &09fd 00 ; &04fd (unused) &09fe 00 ; &04fe (unused) &09ff 00 ; &04ff (unused) &0a00 00 ; &0500 (unused) &0a01 00 ; &0501 (unused) &0a02 00 ; &0502 (unused) &0a03 00 ; &0503 (unused) &0a04 00 ; &0504 (unused) &0a05 00 ; &0505 (unused) &0a06 00 ; &0506 (unused) &0a07 00 ; &0507 (unused) &0a08 00 ; &0508 (unused) &0a09 00 ; &0509 (unused) &0a0a 00 ; &050a (unused) &0a0b 00 ; &050b (unused) &0a0c 00 ; &050c (unused) &0a0d 00 ; &050d (unused) &0a0e 00 ; &050e (unused) &0a0f 00 ; &050f (unused) &0a10 00 ; &0510 (unused) &0a11 00 ; &0511 (unused) &0a12 00 ; &0512 (unused) &0a13 00 ; &0513 : room_flags[&f1] &0a14 00 ; &0514 : room_flags[&f0] &0a15 00 ; &0515 : room_flags[&ef] &0a16 00 ; &0516 : room_flags[&ee] &0a17 00 ; &0517 : room_flags[&ed] &0a18 00 ; &0518 : room_flags[&ec] &0a19 00 ; &0519 : room_flags[&eb] &0a1a 80 ; &051a : room_flags[&ea] &0a1b 00 ; &051b : room_flags[&e9] &0a1c 00 ; &051c : room_flags[&e8] &0a1d 00 ; &051d : room_flags[&e7] &0a1e 00 ; &051e : room_flags[&e6] &0a1f 00 ; &051f : room_flags[&e5] &0a20 00 ; &0520 : room_flags[&e4] &0a21 00 ; &0521 : room_flags[&e3] &0a22 00 ; &0522 : room_flags[&e2] &0a23 00 ; &0523 : room_flags[&e1] &0a24 00 ; &0524 : room_flags[&e0] &0a25 00 ; &0525 : room_flags[&df] &0a26 80 ; &0526 : room_flags[&de] &0a27 00 ; &0527 : room_flags[&dd] &0a28 00 ; &0528 : room_flags[&dc] &0a29 00 ; &0529 : room_flags[&db] &0a2a 00 ; &052a : room_flags[&da] &0a2b 00 ; &052b : room_flags[&d9] &0a2c 00 ; &052c : room_flags[&d8] &0a2d 00 ; &052d : room_flags[&d7] &0a2e 00 ; &052e : room_flags[&d6] &0a2f 00 ; &052f : room_flags[&d5] &0a30 00 ; &0530 : room_flags[&d4] &0a31 00 ; &0531 : room_flags[&d3] &0a32 00 ; &0532 : room_flags[&d2] &0a33 00 ; &0533 : room_flags[&d1] &0a34 00 ; &0534 : room_flags[&d0] &0a35 00 ; &0535 : room_flags[&cf] &0a36 00 ; &0536 : room_flags[&ce] &0a37 00 ; &0537 : room_flags[&cd] &0a38 00 ; &0538 : room_flags[&cc] &0a39 00 ; &0539 : room_flags[&cb] &0a3a 00 ; &053a : room_flags[&ca] &0a3b 00 ; &053b : room_flags[&c9] &0a3c 00 ; &053c : room_flags[&c8] &0a3d 00 ; &053d : room_flags[&c7] &0a3e 00 ; &053e : room_flags[&c6] &0a3f 00 ; &053f : room_flags[&c5] &0a40 00 ; &0540 : room_flags[&c4] &0a41 00 ; &0541 : room_flags[&c3] &0a42 00 ; &0542 : room_flags[&c2] &0a43 00 ; &0543 : room_flags[&c1] &0a44 00 ; &0544 : room_flags[&c0] &0a45 00 ; &0545 : room_flags[&bf] &0a46 00 ; &0546 : room_flags[&be] &0a47 00 ; &0547 : room_flags[&bd] &0a48 00 ; &0548 : room_flags[&bc] &0a49 00 ; &0549 : room_flags[&bb] &0a4a 00 ; &054a : room_flags[&ba] &0a4b 00 ; &054b : room_flags[&b9] &0a4c 00 ; &054c : room_flags[&b8] &0a4d 00 ; &054d : room_flags[&b7] &0a4e 00 ; &054e : room_flags[&b6] &0a4f 00 ; &054f : room_flags[&b5] &0a50 00 ; &0550 : room_flags[&b4] &0a51 00 ; &0551 : room_flags[&b3] &0a52 00 ; &0552 : room_flags[&b2] &0a53 00 ; &0553 : room_flags[&b1] &0a54 00 ; &0554 : room_flags[&b0] &0a55 00 ; &0555 : room_flags[&af] &0a56 00 ; &0556 : room_flags[&ae] &0a57 00 ; &0557 : room_flags[&ad] &0a58 00 ; &0558 : room_flags[&ac] &0a59 00 ; &0559 : room_flags[&ab] &0a5a 00 ; &055a : room_flags[&aa] &0a5b 00 ; &055b : room_flags[&a9] &0a5c 00 ; &055c : room_flags[&a8] &0a5d 80 ; &055d : room_flags[&a7] &0a5e 00 ; &055e : room_flags[&a6] &0a5f 00 ; &055f : room_flags[&a5] &0a60 80 ; &0560 : room_flags[&a4] &0a61 00 ; &0561 : room_flags[&a3] &0a62 00 ; &0562 : room_flags[&a2] &0a63 80 ; &0563 : room_flags[&a1] &0a64 80 ; &0564 : room_flags[&a0] &0a65 80 ; &0565 : room_flags[&9f] &0a66 00 ; &0566 : room_flags[&9e] &0a67 00 ; &0567 : room_flags[&9d] &0a68 00 ; &0568 : room_flags[&9c] &0a69 00 ; &0569 : room_flags[&9b] &0a6a 80 ; &056a : room_flags[&9a] &0a6b 80 ; &056b : room_flags[&99] &0a6c 80 ; &056c : room_flags[&98] &0a6d 80 ; &056d : room_flags[&97] &0a6e 00 ; &056e : room_flags[&96] &0a6f 80 ; &056f : room_flags[&95] &0a70 00 ; &0570 : room_flags[&94] &0a71 40 ; &0571 : room_flags[&93] &0a72 00 ; &0572 : room_flags[&92] &0a73 80 ; &0573 : room_flags[&91] &0a74 00 ; &0574 : room_flags[&90] &0a75 00 ; &0575 : room_flags[&8f] &0a76 00 ; &0576 : room_flags[&8e] &0a77 00 ; &0577 : room_flags[&8d] &0a78 00 ; &0578 : room_flags[&8c] &0a79 00 ; &0579 : room_flags[&8b] &0a7a 00 ; &057a : room_flags[&8a] &0a7b 80 ; &057b : room_flags[&89] &0a7c 00 ; &057c : room_flags[&88] &0a7d 00 ; &057d : room_flags[&87] &0a7e 80 ; &057e : room_flags[&86] &0a7f 80 ; &057f : room_flags[&85] &0a80 80 ; &0580 : room_flags[&84] &0a81 00 ; &0581 : room_flags[&83] &0a82 80 ; &0582 : room_flags[&82] &0a83 80 ; &0583 : room_flags[&81] &0a84 80 ; &0584 : room_flags[&80] &0a85 00 ; &0585 : room_flags[&7f] &0a86 80 ; &0586 : room_flags[&7e] &0a87 80 ; &0587 : room_flags[&7d] &0a88 80 ; &0588 : room_flags[&7c] &0a89 80 ; &0589 : room_flags[&7b] &0a8a 40 ; &058a : room_flags[&7a] &0a8b 00 ; &058b : room_flags[&79] &0a8c 00 ; &058c : room_flags[&78] &0a8d 00 ; &058d : room_flags[&77] &0a8e 00 ; &058e : room_flags[&76] &0a8f 00 ; &058f : room_flags[&75] &0a90 40 ; &0590 : room_flags[&74] &0a91 00 ; &0591 : room_flags[&73] &0a92 00 ; &0592 : room_flags[&72] &0a93 00 ; &0593 : room_flags[&71] &0a94 40 ; &0594 : room_flags[&70] &0a95 00 ; &0595 : room_flags[&6f] &0a96 40 ; &0596 : room_flags[&6e] &0a97 00 ; &0597 : room_flags[&6d] &0a98 00 ; &0598 : room_flags[&6c] &0a99 00 ; &0599 : room_flags[&6b] &0a9a 00 ; &059a : room_flags[&6a] &0a9b 00 ; &059b : room_flags[&69] &0a9c 00 ; &059c : room_flags[&68] &0a9d 00 ; &059d : room_flags[&67] &0a9e 00 ; &059e : room_flags[&66] &0a9f 00 ; &059f : room_flags[&65] &0aa0 00 ; &05a0 : room_flags[&64] &0aa1 00 ; &05a1 : room_flags[&63] &0aa2 00 ; &05a2 : room_flags[&62] &0aa3 00 ; &05a3 : room_flags[&61] &0aa4 00 ; &05a4 : room_flags[&60] &0aa5 00 ; &05a5 : room_flags[&5f] &0aa6 00 ; &05a6 : room_flags[&5e] &0aa7 00 ; &05a7 : room_flags[&5d] &0aa8 00 ; &05a8 : room_flags[&5c] &0aa9 00 ; &05a9 : room_flags[&5b] &0aaa 80 ; &05aa : room_flags[&5a] &0aab 80 ; &05ab : room_flags[&59] &0aac 00 ; &05ac : room_flags[&58] &0aad 00 ; &05ad : room_flags[&57] &0aae 00 ; &05ae : room_flags[&56] &0aaf 00 ; &05af : room_flags[&55] &0ab0 00 ; &05b0 : room_flags[&54] &0ab1 00 ; &05b1 : room_flags[&53] &0ab2 00 ; &05b2 : room_flags[&52] &0ab3 00 ; &05b3 : room_flags[&51] &0ab4 00 ; &05b4 : room_flags[&50] &0ab5 00 ; &05b5 : room_flags[&4f] &0ab6 00 ; &05b6 : room_flags[&4e] &0ab7 00 ; &05b7 : room_flags[&4d] &0ab8 00 ; &05b8 : room_flags[&4c] &0ab9 00 ; &05b9 : room_flags[&4b] &0aba 00 ; &05ba : room_flags[&4a] &0abb 00 ; &05bb : room_flags[&49] &0abc 00 ; &05bc : room_flags[&48] &0abd 00 ; &05bd : room_flags[&47] &0abe 00 ; &05be : room_flags[&46] &0abf 80 ; &05bf : room_flags[&45] &0ac0 80 ; &05c0 : room_flags[&44] &0ac1 80 ; &05c1 : room_flags[&43] &0ac2 00 ; &05c2 : room_flags[&42] &0ac3 00 ; &05c3 : room_flags[&41] &0ac4 00 ; &05c4 : room_flags[&40] &0ac5 00 ; &05c5 : room_flags[&3f] &0ac6 80 ; &05c6 : room_flags[&3e] &0ac7 80 ; &05c7 : room_flags[&3d] &0ac8 80 ; &05c8 : room_flags[&3c] &0ac9 80 ; &05c9 : room_flags[&3b] &0aca 00 ; &05ca : room_flags[&3a] &0acb 00 ; &05cb : room_flags[&39] &0acc 80 ; &05cc : room_flags[&38] &0acd 00 ; &05cd : room_flags[&37] &0ace 80 ; &05ce : room_flags[&36] &0acf 00 ; &05cf : room_flags[&35] &0ad0 00 ; &05d0 : room_flags[&34] &0ad1 00 ; &05d1 : room_flags[&33] &0ad2 00 ; &05d2 : room_flags[&32] &0ad3 80 ; &05d3 : room_flags[&31] &0ad4 c0 ; &05d4 : room_flags[&30] &0ad5 00 ; &05d5 : room_flags[&2f] &0ad6 00 ; &05d6 : room_flags[&2e] &0ad7 00 ; &05d7 : room_flags[&2d] &0ad8 00 ; &05d8 : room_flags[&2c] &0ad9 00 ; &05d9 : room_flags[&2b] &0ada 00 ; &05da : room_flags[&2a] &0adb 80 ; &05db : room_flags[&29] &0adc 80 ; &05dc : room_flags[&28] &0add 00 ; &05dd : room_flags[&27] &0ade 00 ; &05de : room_flags[&26] &0adf 00 ; &05df : room_flags[&25] &0ae0 00 ; &05e0 : room_flags[&24] &0ae1 00 ; &05e1 : room_flags[&23] &0ae2 00 ; &05e2 : room_flags[&22] &0ae3 00 ; &05e3 : room_flags[&21] &0ae4 00 ; &05e4 : room_flags[&20] &0ae5 00 ; &05e5 : room_flags[&1f] &0ae6 00 ; &05e6 : room_flags[&1e] &0ae7 00 ; &05e7 : room_flags[&1d] &0ae8 00 ; &05e8 : room_flags[&1c] &0ae9 00 ; &05e9 : room_flags[&1b] &0aea 00 ; &05ea : room_flags[&1a] &0aeb 00 ; &05eb : room_flags[&19] &0aec 00 ; &05ec : room_flags[&18] &0aed 00 ; &05ed : room_flags[&17] &0aee 00 ; &05ee : room_flags[&16] &0aef 00 ; &05ef : room_flags[&15] &0af0 00 ; &05f0 : room_flags[&14] &0af1 00 ; &05f1 : room_flags[&13] &0af2 00 ; &05f2 : room_flags[&12] &0af3 00 ; &05f3 : room_flags[&11] &0af4 80 ; &05f4 : room_flags[&10] &0af5 00 ; &05f5 : room_flags[&0f] &0af6 80 ; &05f6 : room_flags[&0e] &0af7 00 ; &05f7 : room_flags[&0d] &0af8 00 ; &05f8 : room_flags[&0c] &0af9 00 ; &05f9 : room_flags[&0b] &0afa 00 ; &05fa : room_flags[&0a] &0afb 40 ; &05fb : room_flags[&09] &0afc 00 ; &05fc : room_flags[&08] &0afd 00 ; &05fd : room_flags[&07] &0afe 00 ; &05fe : room_flags[&06] &0aff 00 ; &05ff : room_flags[&05] ; W.I1 ; 001100 001100 6B00 ; entry_point &1100 20 c1 15 JSR &15c1 ; copy_initial_game_state &1103 20 eb 15 JSR &15eb ; backup_game_state ; continue_game &1106 ad 80 04 LDA &0480 ; parameters + &00 (player_room) &1109 20 b8 12 JSR &12b8 ; execute_bytecode_for_room &110c 20 b2 12 JSR &12b2 ; write_buffer_and_newline ; main_game_loop &110f a2 b6 LDX #&b6 ; &08b6 = prompt_string &1111 20 5a 14 JSR &145a ; write_string &1114 a9 00 LDA #&00 ; Input line &1116 a2 6b LDX #&6b ; &086b = input_block &1118 a0 08 LDY #&08 &111a 20 f1 ff JSR &fff1 ; OSWORD # Returns Y = length of input &111d 98 TYA &111e d0 08 BNE &1128 ; process_input &1120 a2 bb LDX #&bb ; &08bb = cursor_up_twice_string &1122 20 5a 14 JSR &145a ; write_string &1125 4c 0f 11 JMP &110f ; main_game_loop ; process_input &1128 a0 04 LDY #&04 &112a 84 83 STY &83 ; input_offset ; process_input_loop &112c a2 00 LDX #&00 &112e 8e 83 04 STX &0483 ; parameters + &03 (recognised_words) &1131 8e 84 04 STX &0484 ; parameters + &04 (total_words) &1134 86 69 STX &69 ; have_preposition # Set to zero to indicate not following prepositions &1136 8e 8c 04 STX &048c ; parameters + &0c (verb) &1139 8e 8d 04 STX &048d ; parameters + &0d (first_noun) &113c 8e 8e 04 STX &048e ; parameters + &0e (second_noun) &113f 8e 8f 04 STX &048f ; parameters + &0f (preposition) &1142 ca DEX ; &ff &1143 9a TXS ; process_next_word &1144 a2 00 LDX #&00 &1146 86 6c STX &6c ; input_word_length ; copy_word_from_input_loop &1148 a4 83 LDY &83 ; input_offset &114a b1 7a LDA (&7a),Y ; input_address &114c 85 82 STA &82 ; character &114e c9 41 CMP #&41 ; "A" &1150 30 0d BMI &115f ; consider_next_character &1152 c9 7b CMP #&7b ; "z" + 1 &1154 10 09 BPL &115f ; consider_next_character &1156 29 1f AND #&1f &1158 18 CLC &1159 69 60 ADC #&60 ; "a" - 1 &115b 9d 00 0c STA &0c00,X ; buffer &115e e8 INX ; consider_next_character &115f c8 INY &1160 84 83 STY &83 ; input_offset &1162 a5 82 LDA &82 ; character &1164 c9 20 CMP #&20 ; " " &1166 f0 14 BEQ &117c ; is_end_of_word &1168 c9 0d CMP #&0d ; CR &116a f0 10 BEQ &117c ; is_end_of_word &116c c9 26 CMP #&26 ; "&" &116e f0 0c BEQ &117c ; is_end_of_word &1170 c9 2c CMP #&2c ; "," &1172 f0 08 BEQ &117c ; is_end_of_word &1174 c9 2e CMP #&2e ; "." &1176 f0 04 BEQ &117c ; is_end_of_word &1178 e0 0f CPX #&0f &117a 30 cc BMI &1148 ; copy_word_from_input_loop ; is_end_of_word &117c a9 00 LDA #&00 &117e 9d 00 0c STA &0c00,X ; buffer &1181 86 6c STX &6c ; input_word_length &1183 e0 03 CPX #&03 &1185 d0 1b BNE &11a2 ; not_and &1187 ad 00 0c LDA &0c00 ; buffer &118a c9 61 CMP #&61 ; "a" &118c d0 14 BNE &11a2 ; not_and &118e ad 01 0c LDA &0c01 ; buffer + 1 &1191 c9 6e CMP #&6e ; "n" &1193 d0 0d BNE &11a2 ; not_and &1195 ad 02 0c LDA &0c02 ; buffer + 2 &1198 c9 64 CMP #&64 ; "d" &119a d0 06 BNE &11a2 ; not_and &119c a2 00 LDX #&00 &119e a9 2c LDA #&2c ; "," &11a0 85 82 STA &82 ; character ; not_and &11a2 e0 00 CPX #&00 &11a4 f0 25 BEQ &11cb ; skip_word &11a6 ee 84 04 INC &0484 ; parameters + &04 (total_words) &11a9 ad 83 04 LDA &0483 ; parameters + &03 (recognised_words) &11ac c9 04 CMP #&04 &11ae 10 1b BPL &11cb ; skip_word &11b0 ad 8c 04 LDA &048c ; parameters + &0c (verb) &11b3 f0 0a BEQ &11bf ; skip_nouns ; consider_nouns &11b5 a0 aa LDY #&aa ; &08aa = noun_dictionary &11b7 a2 01 LDX #&01 # Non-zero to use non-verb dictionary &11b9 20 cc 19 JSR &19cc ; find_word_in_dictionary &11bc 4c cb 11 JMP &11cb ; skip_word ; skip_nouns &11bf a0 a8 LDY #&a8 ; &08a8 = verb_dictionary &11c1 a2 00 LDX #&00 # Zero to use verb dictionary &11c3 20 cc 19 JSR &19cc ; find_word_in_dictionary &11c6 ad 8c 04 LDA &048c ; parameters + &0c (verb) &11c9 f0 ea BEQ &11b5 ; consider_nouns ; skip_word &11cb a5 82 LDA &82 ; character &11cd c9 0d CMP #&0d ; CR &11cf f0 0f BEQ &11e0 ; is_end_of_words &11d1 c9 26 CMP #&26 ; "&" &11d3 f0 0b BEQ &11e0 ; is_end_of_words &11d5 c9 2c CMP #&2c ; "," &11d7 f0 07 BEQ &11e0 ; is_end_of_words &11d9 c9 2e CMP #&2e ; "." &11db f0 03 BEQ &11e0 ; is_end_of_words &11dd 4c 44 11 JMP &1144 ; process_next_word ; is_end_of_words &11e0 ad 84 04 LDA &0484 ; parameters + &04 (total_words) &11e3 f0 72 BEQ &1257 ; skip_action &11e5 a9 0c LDA #&0c ; &0c00 = buffer &11e7 85 71 STA &71 ; target_address_high &11e9 85 73 STA &73 ; source_address_high &11eb a9 20 LDA #&20 ; &0c20 = first_noun_buffer &11ed 85 70 STA &70 ; target_address_low &11ef a0 0f LDY #&0f &11f1 ad 8d 04 LDA &048d ; parameters + &0d (first_noun) &11f4 d0 0c BNE &1202 ; skip_copying &11f6 ad 8e 04 LDA &048e &11f9 f0 07 BEQ &1202 ; skip_copying &11fb a9 30 LDA #&30 ; &0c30 = second_noun_buffer &11fd 85 72 STA &72 ; source_address_low &11ff 20 96 13 JSR &1396 ; copy_memory # Copy second noun into first noun ; skip_copying &1202 ad 91 04 LDA &0491 ; parameters + &11 (first_noun_type) &1205 c9 06 CMP #&06 ; WORD_TYPE_PRONOUN &1207 d0 07 BNE &1210 ; not_pronoun &1209 a9 a0 LDA #&a0 ; &0ca0 = pronoun_buffer &120b 85 72 STA &72 ; source_address_low &120d 20 96 13 JSR &1396 ; copy_memory ; not_pronoun &1210 a9 00 LDA #&00 &1212 8d 85 04 STA &0485 ; parameters + &05 (output_written) &1215 a9 02 LDA #&02 &1217 20 35 13 JSR &1335 ; execute_miscellaneous_bytecode # Execute bytecode for additional parsing &121a ad 90 04 LDA &0490 ; parameters + &10 (verb_type) &121d c9 07 CMP #&07 ; VERB_TYPE_SYSTEM &121f 10 0b BPL &122c ; skip_room_action &1221 ad 80 04 LDA &0480 ; parameters + &00 (player_room) &1224 38 SEC &1225 e9 05 SBC #&05 &1227 a0 88 LDY #&88 ; &0888 = bytecode_for_room_actions_address &1229 20 39 13 JSR &1339 ; execute_bytecode_if_no_output_written # Execute bytecode for action in room ; skip_room_action &122c ae 8c 04 LDX &048c ; parameters + &0c (verb) &122f ca DEX &1230 8a TXA &1231 a0 84 LDY #&84 ; &0884 = bytecode_for_verbs_address &1233 20 39 13 JSR &1339 ; execute_bytecode_if_no_output_written # Execute bytecode for action globally &1236 a9 01 LDA #&01 &1238 20 35 13 JSR &1335 ; execute_miscellaneous_bytecode # Execute global bytecode &123b ae 80 04 LDX &0480 ; parameters + &00 (player_room) &123e 20 bc 13 JSR &13bc ; count_objects_in_room_loop # Returns number of objects in X &1241 8e 86 04 STX &0486 ; parameters + &06 (number_of_objects_in_player_room) &1244 a2 01 LDX #&01 ; ROOM_CARRYING &1246 20 bc 13 JSR &13bc ; count_objects_in_room_loop # Returns number of objects in X &1249 8e 8a 04 STX &048a ; parameters + &0a (number_of_objects_carried) &124c 20 a3 19 JSR &19a3 ; write_buffer &124f a9 03 LDA #&03 &1251 20 35 13 JSR &1335 ; execute_miscellaneous_bytecode # Execute bytecode to list objects if room changed &1254 20 b2 12 JSR &12b2 ; write_buffer_and_newline ; skip_action &1257 a4 83 LDY &83 ; input_offset &1259 a5 82 LDA &82 ; character &125b c9 0d CMP #&0d ; CR &125d f0 0a BEQ &1269 ; stop_further_actions &125f ad 85 04 LDA &0485 ; parameters + &05 (output_written) &1262 c9 02 CMP #&02 &1264 10 03 BPL &1269 ; stop_further_actions &1266 4c 2c 11 JMP &112c ; process_input_loop ; stop_further_actions &1269 ad 85 04 LDA &0485 ; parameters + &05 (output_written) &126c c9 03 CMP #&03 &126e 10 05 BPL &1275 ; to_main_game_loop &1270 a9 00 LDA #&00 &1272 8d 94 04 STA &0494 ; parameters + &14 (previous_verb) ; to_main_game_loop &1275 4c 0f 11 JMP &110f ; main_game_loop ; set_word_if_not_already_set &1278 bc 8c 04 LDY &048c,X ; parameters + &0c (words) # Zero if no word already set for this slot &127b f0 01 BEQ &127e ; set_word &127d 60 RTS ; set_word &127e 9d 8c 04 STA &048c,X ; parameters + &0c (words) &1281 ee 83 04 INC &0483 ; parameters + &03 (recognised_words) &1284 a5 68 LDA &68 ; word_type &1286 9d 90 04 STA &0490,X ; parameters + &10 (word_types) &1289 e8 INX &128a 8a TXA &128b 0a ASL A # buffer + &0010 = verb_buffer &128c 0a ASL A # buffer + &0020 = first_noun_buffer &128d 0a ASL A # buffer + &0030 = second_noun_buffer &128e 0a ASL A # buffer + &0040 = third_noun_buffer &128f 85 70 STA &70 ; target_address_low # buffer + &00a0 = pronoun_buffer &1291 a5 7d LDA &7d ; buffer_address &1293 85 71 STA &71 ; target_address_high &1295 85 73 STA &73 ; source_address_high &1297 a9 00 LDA #&00 &1299 85 72 STA &72 ; source_address_low &129b a0 0f LDY #&0f &129d 4c 96 13 JMP &1396 ; copy_memory # Copy input word for use in writing strings ; set_address_X_to_Y &12a0 a9 00 LDA #&00 ; &0880 = address_table &12a2 85 70 STA &70 ; address_address_low &12a4 a9 08 LDA #&08 &12a6 85 71 STA &71 ; address_address_high &12a8 b1 70 LDA (&70),Y ; address_address &12aa 95 70 STA &70,X ; address_address &12ac c8 INY &12ad b1 70 LDA (&70),Y ; address_address &12af 95 71 STA &71,X ; address_address + 1 &12b1 60 RTS ; write_buffer_and_newline &12b2 20 a3 19 JSR &19a3 ; write_buffer &12b5 4c e7 ff JMP &ffe7 ; OSNEWL ; execute_bytecode_for_room # Called with A = room &12b8 38 SEC &12b9 e9 05 SBC #&05 &12bb a0 80 LDY #&80 ; &0880 = bytecode_for_room_descriptions_address &12bd a2 01 LDX #&01 # Non-zero to indicate buffer is not empty ; execute_bytecode &12bf 85 80 STA &80 ; chunk &12c1 86 8e STX &8e ; buffer_needs_writing &12c3 a5 7e LDA &7e ; bytecode_address_low &12c5 48 PHA ; previous_bytecode_address_low &12c6 a5 7f LDA &7f ; bytecode_address_high &12c8 48 PHA ; previous_bytecode_address_high ; execute_bytecode_without_setting_previous_address &12c9 a2 0e LDX #&0e ; &7e = bytecode_address &12cb 20 a0 12 JSR &12a0 ; set_address_X_to_Y &12ce a5 80 LDA &80 ; chunk &12d0 c0 81 CPY #&81 ; &0880 = bytecode_for_room_descriptions_address &12d2 f0 04 BEQ &12d8 ; consider_changing_overlay # If this is bytecode for a room description &12d4 c0 89 CPY #&89 ; &0888 = bytecode_for_room_actions_address &12d6 d0 29 BNE &1301 ; skip_changing_overlay # or a room action, ; consider_changing_overlay &12d8 a2 00 LDX #&00 ; find_overlay_loop &12da e8 INX &12db dd f0 08 CMP &08f0,X ; overlay_rooms # which overlay contains the room? &12de b0 fa BCS &12da ; find_overlay_loop &12e0 ec ff 08 CPX &08ff ; current_overlay # Is it the current overlay? &12e3 f0 13 BEQ &12f8 ; skip_loading_overlay &12e5 8a TXA &12e6 48 PHA ; overlay &12e7 18 CLC &12e8 69 30 ADC #&30 ; "0" &12ea 8d e5 08 STA &08e5 ; load_overlay_string + 5 &12ed a2 e0 LDX #&e0 ; &08e0 = load_overlay_string &12ef a0 08 LDY #&08 &12f1 20 f7 ff JSR &fff7 ; OSCLI # If not, load the required overlay &12f4 68 PLA ; overlay &12f5 8d ff 08 STA &08ff ; current_overlay ; skip_loading_overlay &12f8 a5 80 LDA &80 ; chunk &12fa ae ff 08 LDX &08ff ; current_overlay &12fd 38 SEC &12fe fd ef 08 SBC &08ef,X ; overlay_rooms - 1 # Bytecodes in overlay start at first room in overlay ; skip_changing_overlay &1301 aa TAX &1302 f0 14 BEQ &1318 ; execute_bytecode_loop &1304 a4 7e LDY &7e ; bytecode_address_low &1306 a9 00 LDA #&00 &1308 85 7e STA &7e ; bytecode_address_low ; find_chunk_loop &130a c8 INY &130b d0 02 BNE &130f ; skip_page &130d e6 7f INC &7f ; bytecode_address_high ; skip_page &130f b1 7e LDA (&7e),Y ; bytecode_address # Zero if start of bytecode chunk &1311 d0 f7 BNE &130a ; find_chunk_loop &1313 ca DEX &1314 d0 f4 BNE &130a ; find_chunk_loop &1316 84 7e STY &7e ; bytecode_address_low ; execute_bytecode_loop &1318 20 43 13 JSR &1343 ; get_byte_of_bytecode &131b 30 06 BMI &1323 ; is_negative ; is_positive # 0 .... ... assignment or special function &131d 20 7b 14 JSR &147b ; execute_series_of_assignments &1320 4c 26 13 JMP &1326 ; next_byte ; is_negative # 1 .... ... condition &1323 20 70 16 JSR &1670 ; execute_series_of_conditions &1326 a5 8f LDA &8f ; bytecode_byte &1328 f0 04 BEQ &132e ; end_of_bytecode &132a c9 04 CMP #&04 ; OP_RETURN &132c d0 ea BNE &1318 ; execute_bytecode_loop ; end_of_bytecode &132e 68 PLA ; previous_bytecode_address_high &132f 85 7f STA &7f ; bytecode_address_high &1331 68 PLA ; previous_bytecode_address_low &1332 85 7e STA &7e ; bytecode_address_low &1334 60 RTS ; execute_miscellaneous_bytecode &1335 a0 86 LDY #&86 ; &0886 = miscellaneous_bytecode_address &1337 d0 05 BNE &133e ; execute_bytecode_with_non_empty_buffer # Always branches ; execute_bytecode_if_no_output_written &1339 ae 85 04 LDX &0485 ; parameters + &05 (output_written) # Non-zero if any output was written &133c d0 11 BNE &134f ; leave ; execute_bytecode_with_non_empty_buffer &133e a2 01 LDX #&01 # Set to non-zero to indicate buffer is not empty &1340 4c bf 12 JMP &12bf ; execute_bytecode # If no valid move made ; get_byte_of_bytecode &1343 a2 00 LDX #&00 ; get_byte_of_bytecode &1345 e6 7e INC &7e ; bytecode_address_low &1347 d0 02 BNE &134b ; skip_page &1349 e6 7f INC &7f ; bytecode_address_high ; skip_page &134b a1 7e LDA (&7e,X) ; bytecode_address &134d 85 8f STA &8f ; bytecode_byte &134f 60 RTS ; get_byte_of_bytecode_minus_four &1350 20 43 13 JSR &1343 ; get_byte_of_bytecode &1353 38 SEC &1354 e9 04 SBC #&04 &1356 85 6e STA &6e ; comparison_value &1358 60 RTS ; get_following_byte_of_bytecode &1359 a0 01 LDY #&01 &135b b1 7e LDA (&7e),Y ; bytecode_address &135d 60 RTS ; get_parameter_from_byte_of_bytecode_minus_four &135e 20 50 13 JSR &1350 ; get_byte_of_bytecode_minus_four &1361 a8 TAY &1362 b1 76 LDA (&76),Y ; parameters_address &1364 60 RTS ; find_close_bracket # Call with A = - (number of brackets to skip) &1365 85 80 STA &80 ; depth ; find_close_bracket_loop &1367 20 43 13 JSR &1343 ; get_byte_of_bytecode &136a c9 04 CMP #&04 ; OP_STRING_END_PERIOD &136c b0 f9 BCS &1367 ; find_close_bracket_loop &136e 38 SEC &136f e9 02 SBC #&02 ; OP_OR # &01 (OP_BRACKET_START) decreases depth &1371 18 CLC # &03 (OP_BRACKET_END) increases depth &1372 65 80 ADC &80 ; depth &1374 85 80 STA &80 ; depth &1376 d0 ef BNE &1367 ; find_close_bracket_loop &1378 60 RTS ; rnd &1379 a2 30 LDX #&30 ; &0130 = clock_block &137b a0 01 LDY #&01 &137d a9 01 LDA #&01 ; Read system clock &137f 20 f1 ff JSR &fff1 ; OSWORD &1382 20 50 13 JSR &1350 ; get_byte_of_bytecode_minus_four &1385 38 SEC &1386 e9 01 SBC #&01 &1388 2d 30 01 AND &0130 ; clock_block &138b 60 RTS ; search_for_next_byte_A_of_bytecode &138c 85 80 STA &80 ; byte ; search_for_next_byte_A_of_bytecode_loop &138e 20 43 13 JSR &1343 ; get_byte_of_bytecode &1391 c5 80 CMP &80 ; byte &1393 d0 f9 BNE &138e ; search_for_next_byte_A_of_bytecode_loop &1395 60 RTS ; copy_memory # Called with Y = number of bytes to copy - 1 &1396 b1 72 LDA (&72),Y ; source_address &1398 91 70 STA (&70),Y ; target_address &139a 88 DEY &139b c0 ff CPY #&ff &139d d0 f7 BNE &1396 ; copy_memory &139f 60 RTS ; get_room_flag_address_and_mask &13a0 a9 05 LDA #&05 &13a2 85 71 STA &71 ; room_flags_address_high &13a4 a9 04 LDA #&04 # Room X flags are stored at &0600 - (X - 4) &13a6 38 SEC &13a7 ed 80 04 SBC &0480 ; parameters + &00 (player_room) &13aa 85 70 STA &70 ; room_flags_address_low &o3ac a5 8d LDA &8d ; opcode_middle_four_bits # . 421. ... specifies flag to use for mask &13ae 4a LSR A &13af aa TAX &13b0 a9 01 LDA #&01 # Flag 0 is stored in lowest bit (bit 0), etc &13b2 e0 00 CPX #&00 &13b4 f0 04 BEQ &13ba ; leave_with_mask ; calculate_mask_loop &13b6 0a ASL A &13b7 ca DEX &13b8 d0 fc BNE &13b6 ; calculate_mask_loop &13ba aa TAX &13bb 60 RTS # Leaves with A = X = mask for flag ; count_objects_in_room_loop # Called with X = room &13bc 86 63 STX &63 ; room &13be a0 00 LDY #&00 &13c0 a2 00 LDX #&00 ; count_objects_in_room_loop &13c2 c8 INY &13c3 cc ae 08 CPY &08ae ; maximum_object_plus_one &13c6 f0 09 BEQ &13d1 ; leave &13c8 b1 74 LDA (&74),Y ; object_rooms_address &13ca c5 63 CMP &63 ; room &13cc d0 f4 BNE &13c2 ; count_objects_in_room_loop &13ce e8 INX &13cf d0 f1 BNE &13c2 ; count_objects_in_room_loop # Always branches ; leave &13d1 60 RTS # Leaves with X = number of objects in room ; list_and_move_objects_in_room # Called with X = old room, Y = new room &13d2 84 64 STY &64 ; new_room &13d4 20 bc 13 JSR &13bc ; count_objects_in_room # Returns number of objects in X &13d7 86 66 STX &66 ; number_of_objects_in_room &13d9 8a TXA &13da f0 67 BEQ &1443 ; leave # Leave if no objects in room &13dc a9 00 LDA #&00 &13de 8d 85 04 STA &0485 ; parameters + &05 (output_written) # Set to zero to indicate no output written &13e1 85 67 STA &67 ; count &13e3 a8 TAY ; find_next_object_loop &13e4 c8 INY &13e5 84 65 STY &65 ; object &13e7 cc ae 08 CPY &08ae ; maximum_object_plus_one &13ea f0 57 BEQ &1443 ; leave &13ec b1 74 LDA (&74),Y ; object_rooms_address &13ee c5 63 CMP &63 ; room # Set in count_objects_in_room_loop &13f0 d0 f2 BNE &13e4 ; find_next_object_loop &13f2 ad 89 04 LDA &0489 ; parameters + &09 (maximum_objects_carried) &13f5 38 SEC &13f6 ed 8b 04 SBC &048b ; parameters + &0b (consider_inventory_size) &13f9 cd 8a 04 CMP &048a ; parameters + &0a (number_of_objects_carried) &13fc 90 45 BCC &1443 ; leave # Stop moving objects if inventory is full &13fe e6 67 INC &67 ; count &1400 a5 67 LDA &67 ; count &1402 c9 01 CMP #&01 &1404 f0 14 BEQ &141a ; list_and_move_object # If not the first object, &1406 c5 66 CMP &66 ; number_of_objects_in_room &1408 f0 08 BEQ &1412 ; write_and # and not the last object &140a a9 0b LDA #&0b ; CHARACTER_COMMA &140c 20 c8 18 JSR &18c8 ; add_character_to_buffer # write ", " &140f 4c 1a 14 JMP &141a ; list_and_move_object ; write_and # If this is the last object &1412 a9 00 LDA #&00 &1414 aa TAX # Zero to indicate buffer is empty &1415 a0 86 LDY #&86 ; &0886 = miscellaneous_bytecode_address &1417 20 bf 12 JSR &12bf ; execute_bytecode # write "and " ; list_and_move_object &141a a5 65 LDA &65 ; object &141c 38 SEC &141d e9 01 SBC #&01 &141f a0 82 LDY #&82 ; &0882 = bytecode_for_object_descriptions_address &1421 a2 00 LDX #&00 &1423 20 bf 12 JSR &12bf ; execute_bytecode # Write object description &1426 a4 65 LDY &65 ; object &1428 a5 64 LDA &64 ; new_room &142a 91 74 STA (&74),Y ; object_rooms_address # Move object to new room &142c ad 8a 04 LDA &048a ; parameters + &0a (number_of_objects_carried) &142f 18 CLC &1430 6d 8b 04 ADC &048b ; parameters + &0b (consider_inventory_size) &1433 8d 8a 04 STA &048a ; parameters + &0a (number_of_objects_carried) &1436 ad 86 04 LDA &0486 ; parameters + &06 (number_of_objects_in_player_room) &1439 38 SEC &143a ed 8b 04 SBC &048b ; parameters + &0b (consider_inventory_size) &143d 8d 86 04 STA &0486 ; parameters + &06 (number_of_objects_in_player_room) &1440 4c e4 13 JMP &13e4 ; find_next_object_loop ; leave &1443 60 RTS ; copy_two_pages_at_Y_to_X &1444 a9 00 LDA #&00 &1446 85 70 STA &70 ; target_address_low &1448 85 72 STA &72 ; source_address_low &144a 86 71 STX &71 ; target_address_high &144c 84 73 STY &73 ; source_address_high &144e a0 ff LDY #&ff # Copy 256 bytes &1450 20 96 13 JSR &1396 ; copy_memory &1453 e6 71 INC &71 ; target_address_high &1455 e6 73 INC &73 ; source_address_high &1457 4c 96 13 JMP &1396 ; copy_memory ; write_string &145a a0 00 LDY #&00 &145c 86 70 STX &70 ; string_address_low &145e a9 08 LDA #&08 &1460 85 71 STA &71 ; string_address_high ; write_string_loop &1462 b1 70 LDA (&70),Y ; string_address &1464 f0 06 BEQ &146c ; leave &1466 20 e3 ff JSR &ffe3 ; OSASCI &1469 c8 INY &146a d0 f6 BNE &1462 ; write_string_loop ; leave &146c 60 RTS ; split_opcode_into_bits &146d 4a LSR A &146e 4a LSR A &146f 4a LSR A &1470 29 0f AND #&0f &1472 85 8d STA &8d ; opcode_middle_four_bits # . 8421 ... &1474 a5 8f LDA &8f ; bytecode_byte &1476 29 07 AND #&07 &1478 85 8c STA &8c ; opcode_low_three_bits # . .... 421 &147a 60 RTS ; execute_series_of_assignments # 0 .... ... assignment or special function &147b c9 06 CMP #&06 ; OP_STRING_END + 1 &147d 30 2a BMI &14a9 ; leave # Leave if brackets ; execute_series_of_assignments_loop &147f 20 6d 14 JSR &146d ; split_opcode_into_bits # Returns lowest three bits &1482 c9 05 CMP #&05 ; ASSIGNMENT_TYPE_FIVE &1484 10 03 BPL &1489 ; skip_value &1486 20 b3 14 JSR &14b3 ; determine_value_for_assignment ; skip_value &1489 20 02 15 JSR &1502 ; execute_assignment_or_special_function ; find_end_of_brackets_loop &148c 20 43 13 JSR &1343 ; get_byte_of_bytecode &148f 30 19 BMI &14aa ; move_back_a_byte_of_bytecode # Negative if next operation is a condition &1491 c9 06 CMP #&06 ; OP_STRING_END + 1 &1493 10 ea BPL &147f ; execute_series_of_assignments_loop # Continue executing if next operation is an assignment &1495 c9 03 CMP #&03 ; OP_BRACKET_END &1497 d0 10 BNE &14a9 ; leave &1499 20 59 13 JSR &1359 ; get_following_byte_of_bytecode &149c c9 03 CMP #&03 ; OP_BRACKET_END &149e f0 ec BEQ &148c ; find_end_of_brackets_loop # Find end of (possibly nested) bracket &14a0 c9 01 CMP #&01 ; OP_BRACKET_START &14a2 d0 05 BNE &14a9 ; leave # A following start bracket indicates "else" code &14a4 a9 00 LDA #&00 &14a6 20 65 13 JSR &1365 ; find_close_bracket # Skip bytecode in else bracket ; leave &14a9 60 RTS ; move_back_a_byte_of_bytecode &14aa a5 7e LDA &7e ; bytecode_address_low &14ac d0 02 BNE &14b0 ; skip_page &14ae c6 7f DEC &7f ; bytecode_address_page ; skip_page &14b0 c6 7e DEC &7e ; bytecode_address_low &14b2 60 RTS ; determine_value_for_assignment &14b3 a6 8d LDX &8d ; opcode_middle_four_bits &14b5 ca DEX &14b6 d0 03 BNE &14bb ; not_assignment_value_type_1 ; is_assignment_value_type_1 # 0 0001 ... variable = (byte - 4) &14b8 4c 50 13 JMP &1350 ; get_byte_of_bytecode_minus_four ; not_assignment_value_type_1 &14bb ca DEX &14bc d0 03 BNE &14c1; not_assignment_value_type_2 ; is_assignment_value_type_2 # 0 0010 ... variable = 0 &14be a9 00 LDA #&00 &14c0 60 RTS ; not_assignment_value_type_2 &14c1 ca DEX &14c2 d0 03 BNE &14c7 ; not_assignment_value_type_3 ; is_assignment_value_type_3 # 0 0011 ... variable = 1 &14c4 a9 01 LDA #&01 &14c6 60 RTS ; not_assignment_value_type_3 &14c7 ca DEX &14c8 d0 14 BNE &14de ; not_assignment_value_type_4 ; is_assignment_value_type_4 # 0 0100 ... variable += (byte - &80) &14ca 20 43 13 JSR &1343 ; get_byte_of_bytecode &14cd 38 SEC &14ce e9 80 SBC #&80 &14d0 85 80 STA &80 ; delta ; add_delta_to_variable &14d2 20 5e 13 JSR &135e ; get_parameter_from_byte_of_bytecode_minus_four &14d5 18 CLC &14d6 65 80 ADC &80 ; delta &14d8 48 PHA ; tmp_a &14d9 20 aa 14 JSR &14aa ; move_back_a_byte_of_bytecode &14dc 68 PLA ; tmp_a &14dd 60 RTS ; not_assignment_value_type_4 &14de ca DEX &14df d0 03 BNE &14e4 ; not_assignment_value_type_5 ; is_assignment_value_type_5 # 0 0101 ... variable = p[byte - 4] &14e1 4c 5e 13 JMP &135e ; get_parameter_from_byte_of_bytecode_minus_four ; not_assignment_value_type_5 &14e4 ca DEX &14e5 d0 03 BNE &14ea ; not_assignment_value_type_6 ; is_assignment_value_type_6 # 0 0110 ... variable = rnd(byte - 4) &14e7 4c 79 13 JMP &1379 ; rnd ; not_assignment_value_type_6 &14ea ca DEX &14eb d0 04 BNE &14f1 ; not_assignment_value_type_7 ; is_assignment_value_type_7 # 0 0111 ... variable = player_room &14ed ad 80 04 LDA &0480 ; parameters + &00 (player_room) &14f0 60 RTS ; not_assignment_value_type_7 &14f1 ca DEX &14f2 d0 07 BNE &14fb ; is_assignment_value_type_9 ; is_assignment_value_type_8 # 0 1000 ... variable ++ &14f4 a9 01 LDA #&01 &14f6 85 80 STA &80 ; delta &14f8 4c d2 14 JMP &14d2 ; add_delta_to_variable ; is_assignment_value_type_9 # 0 1001 ... variable -- &14fb a9 ff LDA #&ff &14fd 85 80 STA &80 ; delta &14ff 4c d2 14 JMP &14d2 ; add_delta_to_variable ; execute_assignment_or_special_function &1502 a6 8c LDX &8c ; opcode_low_three_bits &1504 d0 09 BNE &150f ; not_assignment_type_0 ; is_assignment_type_0 # 0 .... 000 sets player room &1506 8d 80 04 STA &0480 ; parameters + &00 (player_room) &1509 a9 01 LDA #&01 &150b 8d 85 04 STA &0485 ; parameters + &05 (output_written) # Set to non-zero to indicate output written &150e 60 RTS ; not_assignment_type_0 &150f ca DEX &1510 d0 04 BNE &1516 ; not_assignment_type_1 ; is_assignment_type_1 # 0 .... 001 sets object_room[first_noun] &1512 a0 0d LDY #&0d ; parameters + &0d (first_noun) &1514 d0 05 BNE &151b ; set_object_room_from_parameter # Always branches ; not_assignment_type_1 &1516 ca DEX &1517 d0 09 BNE &1522 ; not_assignment_type_2 ; is_assignment_type_2 # 0 .... 010 sets object_room[second_noun] &1519 a0 0e LDY #&0e ; parameters + &0e (second_noun) ; set_object_room_from_parameter &151b be 80 04 LDX &0480,Y ; parameters + &00 (player_room) &151e 9d 00 04 STA &0400,X ; object_rooms &1521 60 RTS ; not_assignment_type_2 &1522 ca DEX &1523 d0 0a BNE &152f ; not_assignment_type_3 ; is_assignment_type_4 # 0 .... 011 sets object_room[byte - 4] &1525 a8 TAY &1526 20 50 13 JSR &1350 ; get_byte_of_bytecode_minus_four &1529 aa TAX &152a 98 TYA &152b 9d 00 04 STA &0400,X ; object_rooms &152e 60 RTS ; not_assignment_type_3 &152f ca DEX &1530 d0 0a BNE &153c ; not_assignment_type_4 ; is_assignment_type_4 # 0 .... 100 sets p[byte - 4] &1532 a8 TAY &1533 20 50 13 JSR &1350 ; get_byte_of_bytecode_minus_four &1536 aa TAX &1537 98 TYA &1538 9d 80 04 STA &0480,X ; parameters &153b 60 RTS ; not_assignment_type_4 &153c ca DEX &153d d0 16 BNE &1555 ; not_assignment_type_5 ; is_assignment_type_5 # 0 .... 101 writes packed string or input word &153f a5 8d LDA &8d ; opcode_middle_four_bits &1541 c9 06 CMP #&06 &1543 30 03 BMI &1548 ; is_assignment_type_5_low ; is_assignment_type_5_high &1545 4c 58 16 JMP &1658 ; jump_to_specified_bytecode # or jumps to specified bytecode ; is_assignment_type_5_low &1548 a9 01 LDA #&01 &154a 8d 85 04 STA &0485 ; parameters + &05 (output_written) # Set to non-zero to indicate output written &154d 20 d2 17 JSR &17d2 ; write_packed_string_or_input_word &1550 a9 00 LDA #&00 &1552 85 8e STA &8e ; buffer_needs_writing # Set to zero to indicate buffer is empty &1554 60 RTS ; not_assignment_type_5 &1555 ca DEX &1556 d0 03 BNE &155b ; is_assignment_type_7 ; is_assignment_type_6 # 0 .... 110 executes a special function &1558 4c 7a 15 JMP &157a ; execute_special_function ; is_assignment_type_7 # 0 .... 111 alters room flag &155b 20 a0 13 JSR &13a0 ; get_room_flag_address_and_mask # Returns X = mask &155e a5 8d LDA &8d ; opcode_middle_four_bits &1560 29 01 AND #&01 # . ...0 ... clears flag &1562 f0 08 BEQ &156c ; clear_room_flag ; set_room_flag &1564 8a TXA # . ...1 ... sets flag &1565 a2 00 LDX #&00 &1567 01 70 ORA (&70,X) ; room_flags_address &1569 81 70 STA (&70,X) ; room_flags_address &156b 60 RTS ; clear_room_flag &156c 86 80 STX &80 ; mask &156e a2 00 LDX #&00 &1570 a9 ff LDA #&ff &1572 38 SEC &1573 e5 80 SBC &80 ; mask &1575 21 70 AND (&70,X) ; room_flags_address &1577 81 70 STA (&70,X) ; room_flags_address &1579 60 RTS ; execute_special_function &157a a6 8d LDX &8d ; opcode_middle_four_bits &157c d0 09 BNE &1587 ; not_special_function_0 ; is_special_function_0 # 0 0000 110 lists and moves objects &157e ae 87 04 LDX &0487 ; parameters + &07 (old_room) &1581 ac 88 04 LDY &0488 ; parameters + &08 (new_room) &1584 4c d2 13 JMP &13d2 ; list_and_move_objects_in_room ; not_special_function_0 &1587 ca DEX &1588 d0 05 BNE &158f ; not_special_function_1 ; is_special_function_1 # 0 0001 110 skips to start of next bytecode &158a a9 00 LDA #&00 ; OP_BYTECODE_END &158c 4c 8c 13 JMP &138c ; search_for_next_byte_A_of_bytecode ; not_special_function_1 &158f ca DEX &1590 d0 0c BNE &159e ; not_special_function_2 ; is_special_function_2 # 0 0010 110 executes object bytecode for first noun &1592 ae 8d 04 LDX &048d ; parameters + &0d (first_noun) &1595 ca DEX &1596 8a TXA &1597 a2 00 LDX #&00 &1599 a0 82 LDY #&82 ; &0882 = bytecode_for_object_descriptions_address &159b 4c bf 12 JMP &12bf ; execute_bytecode ; not_special_function_2 &159e ca DEX &159f d0 0d BNE &15ae ; not_special_function_3 ; is_special_function_3 # 0 0011 110 loads position from file &15a1 a2 50 LDX #&50 ; &0850 = load_war_string &15a3 a0 08 LDY #&08 &15a5 ad 00 0c LDA &0c00 ; buffer &15a8 8d 56 08 STA &0856 ; load_war_string + 6 # Replace A with first character of last word input &15ab 4c f7 ff JMP &fff7 ; OSCLI ; not_special_function_3 &15ae ca DEX &15af d0 0d BNE &15be ; not_special_function_4 ; is_special_function_4 # 0 0100 110 saves position to file &15b1 a2 40 LDX #&40 ; &0840 = save_war_string &15b3 a0 08 LDY #&08 &15b5 ad 00 0c LDA &0c00 ; buffer &15b8 8d 46 08 STA &0846 ; save_war_string + 6 # Replace A with first character of last word input &15bb 4c f7 ff JMP &fff7 ; OSCLI ; not_special_function_4 &15be ca DEX &15bf d0 07 BNE &15c8 ; not_special_function_5 ; is_special_function_5 # 0 0101 110 restores initial position ; copy_initial_game_state &15c1 a2 04 LDX #&04 ; &0400 = game_state &15c3 a0 09 LDY #&09 ; &0900 = initial_game_state &15c5 4c 44 14 JMP &1444 ; copy_two_pages_at_Y_to_X ; not_special_function_5 &15c8 ca DEX &15c9 d0 11 BNE &15dc ; not_special_function_6 ; is_special_function_6 # 0 0110 110 reads a character into p[&20] (character) &15cb 20 a3 19 JSR &19a3 ; write_buffer &15ce a9 0f LDA #&0f ; Flush all buffers &15d0 a2 00 LDX #&00 ; all buffers &15d2 20 f4 ff JSR &fff4 ; OSBYTE &15d5 20 e0 ff JSR &ffe0 ; OSRDCH &15d8 8d a0 04 STA &04a0 ; parameters + &20 (character) &15db 60 RTS ; not_special_function_6 &15dc ca DEX &15dd d0 03 BNE &15e2 ; not_special_function_7 ; is_special_function_7 # 0 0111 110 resets the system &15df 6c fc ff JMP (&fffc) ; os_reset_address_low ; not_special_function_7 &15e2 ca DEX &15e3 d0 03 BNE &15e8 ; not_special_function_8 ; is_special_function_8 # 0 1000 110 saves special file (unused) &15e5 4c f3 08 JMP &08f3 # Would be save_special_file, but shouldn't branch ; not_special_function_8 &15e8 ca DEX &15e9 d0 07 BNE &15f2 ; not_special_function_9 ; is_special_function_9 # 0 1001 110 stores game state to memory ; backup_game_state &15eb a2 06 LDX #&06 ; &0600 = saved_game_state &15ed a0 04 LDY #&04 ; &0400 = game_state &15ef 4c 44 14 JMP &1444 ; copy_two_pages_at_Y_to_X ; not_special_function_9 &15f2 ca DEX &15f3 d0 06 BNE &15fb ; not_special_function_10 ; is_special_function_10 # 0 1010 110 executes room bytecode for player room &15f5 ad 80 04 LDA &0480 ; parameters + &00 (player_room) &15f8 4c b8 12 JMP &12b8 ; execute_bytecode_for_room ; not_special_function_10 &15fb ca DEX &15fc d0 1b BNE &1619 ; not_special_function_11 ; is_special_function_11 # 0 1011 110 lists verbs &15fe a9 16 LDA #&16 ; &fe &16 = "up" &1600 8d da 08 STA &08da ; bytecode_for_listing_verb + 2 ; list_verbs_loop &1603 a9 00 LDA #&00 &1605 aa TAX &1606 a0 90 LDY #&90 ; &0890 = bytecode_for_listing_verb_address &1608 20 bf 12 JSR &12bf ; execute_bytecode # Write a verb &160b ad da 08 LDA &08da ; bytecode_for_listing_verb + 2 &160e cd af 08 CMP &08af ; maximum_verb &1611 f0 05 BEQ &1618 ; leave &1613 ee da 08 INC &08da ; bytecode_for_listing_verb + 2 &1616 d0 eb BNE &1603 ; list_verbs_loop ; leave &1618 60 RTS ; not_special_function_11 &1619 ca DEX &161a d0 1d BNE &1639 ; is_special_function_13 ; is_special_function_12 # 0 1100 110 decrypts hint ; decrypt_hint &161c a9 27 LDA #&27 ; "'" &161e 85 80 STA &80 ; key ; decrypt_hint_loop &1620 20 e0 ff JSR &ffe0 ; OSRDCH &1623 c9 0d CMP #&0d ; CR &1625 f0 f1 BEQ &1618 ; leave &1627 18 CLC &1628 65 80 ADC &80 ; key &162a 85 80 STA &80 ; key &162c 29 3f AND #&3f &162e 18 CLC &162f 69 20 ADC #&20 ; " " &1631 20 ee ff JSR &ffee ; OSWRCH &1634 c9 2f CMP #&2f ; "/" &1636 d0 e8 BNE &1620 ; decrypt_hint_loop &1638 60 RTS ; not_special_function_12 &1639 ca DEX &163a d0 07 BNE &1643 ; not_special_function_13 ; is_special_function_13 # 0 1101 110 restores game state from memory ; restore_game_state &163c a2 04 LDX #&04 ; &0400 = game_state &163e a0 06 LDY #&06 ; &0600 = saved_game_state &1640 4c 44 14 JMP &1444 ; copy_two_pages_at_Y_to_X ; not_special_function_13 &1643 ca DEX &1644 d0 09 BNE &164f; is_special_function_15 ; is_special_function_14 # 0 1110 110 stores current bytecode address &1646 a5 7e LDA &7e ; bytecode_address_low &1648 85 5e STA &5e ; previous_bytecode_address_low &164a a5 7f LDA &7f ; bytecode_address_high &164c 85 5f STA &5f ; previous_bytecode_address_high &164e 60 RTS ; is_special_function_15 # 0 1111 110 restores previous bytecode address &164f a5 5e LDA &5e ; previous_bytecode_address_low &1651 85 7e STA &7e ; bytecode_address_low &1653 a5 5f LDA &5f ; previous_bytecode_address_high &1655 85 7f STA &7f ; bytecode_address_high &1657 60 RTS ; jump_to_specified_bytecode &1658 38 SEC # A = middle four bits &1659 e9 0b SBC #&0b # specify set of bytecodes to use &165b 48 PHA ; set &165c 20 50 13 JSR &1350 ; get_byte_of_bytecode_minus_four # Next byte specifies bytecode chunk number &165f 85 80 STA &80 ; chunk &1661 68 PLA ; set # 0 1011 101 bytecode_for_room_descriptions &1662 0a ASL A # 0 1100 101 bytecode_for_object_descriptions &1663 18 CLC # 0 1101 101 bytecode_for_room_actions &1664 69 80 ADC #&80 ; &0880 = address_table # 0 1110 101 miscellaneous_bytecode &1666 a8 TAY # 0 1111 101 bytecode_for_room_actions &1667 68 PLA &1668 68 PLA &1669 68 PLA &166a 68 PLA # Leave execute_bytecode on next return &166b 84 8e STY &8e ; buffer_needs_writing # Set to non-zero to indicate buffer needs writing &166d 4c c9 12 JMP &12c9 ; execute_bytecode_without_setting_previous_address ; execute_series_of_conditions &1670 a2 ff LDX #&ff ; TRUE &1672 86 85 STX &85 ; truth ; execute_series_of_conditions_loop &1674 20 6d 14 JSR &146d ; split_opcode_into_bits &1677 20 b9 16 JSR &16b9 ; get_variable_for_comparison &167a a6 8c LDX &8c ; opcode_low_three_bits &167c e0 06 CPX #&06 ; CONDITION_TYPE_SIX &167e 10 07 BPL &1687 ; consider_next_condition &1680 20 0e 17 JSR &170e ; perform_comparison # Returns &ff if condition true, &00 if false &1683 25 85 AND &85 ; truth &1685 85 85 STA &85 ; truth &1687 20 43 13 JSR &1343 ; get_byte_of_bytecode &168a 30 e8 BMI &1674 ; execute_series_of_conditions_loop # Negative if next operation is a condition &168c aa TAX &168d ca DEX &168e 30 1e BMI &16ae ; leave # Leave if &00 (OP_BYTECODE_END) &1690 c9 04 CMP #&04 ; OP_STRING_END_PERIOD &1692 f0 1a BEQ &16ae ; leave &1694 30 03 BMI &1699 ; is_opcode_1_2_or_3 &1696 4c aa 14 JMP &14aa ; move_back_a_byte_of_bytecode ; is_opcode_1_2_or_3 # Should never be &03 (OP_BRACKET_END) &1699 ca DEX &169a 10 09 BPL &16a5 ; not_opcode_1 ; is_opcode_1 # &01 (OP_BRACKET_START) &169c a5 85 LDA &85 ; truth &169e d0 0e BNE &16ae ; leave # If true, leave to execute bracketed bytecode &16a0 a9 ff LDA #&ff &16a2 4c 65 13 JMP &1365 ; find_close_bracket # Otherwise, skip past bracketed bytecode ; is_opcode_2 &16a5 a5 85 LDA &85 ; truth &16a7 f0 06 BEQ &16af ; consider_or ; skip_or # If true, skip past remaining conditions &16a9 a9 01 LDA #&01 ; OP_BRACKET_START &16ab 20 8c 13 JSR &138c ; search_for_next_byte_A_of_bytecode ; leave &16ae 60 RTS ; consider_or # Otherwise, consider alternative conditions &16af a9 ff LDA #&ff ; TRUE &16b1 85 85 STA &85 ; truth &16b3 20 43 13 JSR &1343 ; get_byte_of_bytecode # Zero at end of bytecode &16b6 d0 bc BNE &1674 ; execute_series_of_conditions_loop # Should always branch &16b8 60 RTS ; get_variable_for_comparison &16b9 a6 8c LDX &8c ; opcode_low_three_bits &16bb e0 03 CPX #&03 ; CONDITION_TYPE_THREE &16bd 10 04 BPL &16c3 ; not_comparison_variable_type_0_1_or_2 ; is_comparison_variable_type_0_1_or_2 # 1 .... 000 verb &16bf bd 8c 04 LDA &048c,X ; parameters + &0c (words) # 1 .... 001 first_noun &16c2 60 RTS # 1 .... 010 second noun ; not_comparison_variable_type_0_1_or_2 &16c3 ca DEX &16c4 ca DEX &16c5 ca DEX &16c6 ca DEX &16c7 10 04 BPL &16cd ; not_comparison_variable_type_3 ; is_comparison_variable_type_3 # 1 .... 011 (byte - 4) &16c9 20 50 13 JSR &1350 ; get_byte_of_bytecode_minus_four &16cc 60 RTS ; not_comparison_variable_type_3 &16cd ca DEX &16ce 10 03 BPL &16d3 ; not_comparison_variable_type_4 ; is_comparison_variable_type_4 # 1 .... 100 p[byte - 4] &16d0 4c 5e 13 JMP &135e ; get_parameter_from_byte_of_bytecode_minus_four ; not_comparison_variable_type_4 &16d3 ca DEX &16d4 10 04 BPL &16da ; not_comparison_variable_type_5 ; is_comparison_variable_type_5 # 1 .... 101 preposition &16d6 ad 8f 04 LDA &048f ; parameters + &0f (preposition) &16d9 60 RTS ; not_comparison_variable_type_5 &16da ca DEX &16db 10 17 BPL &16f4 ; is_comparison_variable_type_7 ; is_comparison_variable_type_6 # 1 .... 110 changes room if player moving in direction &16dd ac 8c 04 LDY &048c ; parameters + &0c (verb) &16e0 88 DEY &16e1 c4 8d CPY &8d ; opcode_middle_four_bits # . 8421 ... direction - 1 &16e3 d0 0c BNE &16f1 ; skip_byte &16e5 20 43 13 JSR &1343 ; get_byte_of_bytecode # Next byte specifies new room &16e8 8d 80 04 STA &0480 ; parameters + &00 (player_room) &16eb a9 01 LDA #&01 &16ed 8d 85 04 STA &0485 ; parameters + &05 (output_written) &16f0 60 RTS ; skip_byte &16f1 4c 43 13 JMP &1343 ; get_byte_of_bytecode # Discard room byte if not moving in correct direction ; is_comparison_variable_type_7 # 1 .... 111 gets room flag &16f4 20 a0 13 JSR &13a0 ; get_room_flag_address_and_mask # Returns A = mask for flag specified in . 421. ... &16f7 a0 00 LDY #&00 &16f9 31 70 AND (&70),Y ; room_flags_address &16fb a8 TAY # Y is non-zero if flag is set &16fc a5 8d LDA &8d ; opcode_middle_four_bits &16fe 29 01 AND #&01 # . ...1 ... return true if flag set, false if unset &1700 f0 04 BEQ &1706 ; leave_with_false_if_set &1702 98 TYA # . ...0 ... return true if flag unset, false if set &1703 f0 04 BEQ &1709 ; leave_with_false &1705 60 RTS ; leave_with_false_if_set &1706 98 TYA &1707 f0 04 BEQ &170d ; leave ; leave_with_false &1709 a9 00 LDA #&00 ; FALSE &170b 85 85 STA &85 ; truth ; leave &170d 60 RTS ; perform_comparison &170e a6 8d LDX &8d ; opcode_middle_four_bits &1710 e0 04 CPX #&04 ; COMPARISON_VALUE_TYPE_FOUR &1712 10 07 BPL &171b ; not_comparison_type_0_1_2_or_3 &1714 48 PHA ; tmp_a &1715 20 50 13 JSR &1350 ; get_byte_of_bytecode_minus_four &1718 68 PLA ; tmp_a &1719 a6 8d LDX &8d ; opcode_middle_four_bits ; not_comparison_type_0_1_2_or_3 &171b ca DEX &171c 10 06 BPL &1724 ; not_comparison_type_0 ; is_comparison_type_0 # 1 0000 ... true if (variable < (byte - 4)) &171e c5 6e CMP &6e ; comparison_value &1720 30 68 BMI &178a ; leave_with_true &1722 10 69 BPL &178d ; leave_with_false # Always branches ; not_comparison_type_0 &1724 ca DEX &1725 10 06 BPL &172d ; not_comparison_type_1 ; is_comparison_type_1 # 1 0001 ... true if (variable == (byte - 4)) &1727 c5 6e CMP &6e ; comparison_value &1729 f0 5f BEQ &178a ; leave_with_true &172b d0 60 BNE &178d ; leave_with_false # Always branches ; not_comparison_type_1 &172d ca DEX &172e 10 08 BPL &1738 ; not_comparison_type_2 ; is_comparison_type_2 # 1 0010 ... true if (variable > (byte - 4)) &1730 c5 6e CMP &6e ; comparison_value &1732 f0 59 BEQ &178d ; leave_with_false &1734 10 54 BPL &178a ; leave_with_true &1736 30 55 BMI &178d ; leave_with_false # Always branches ; not_comparison_type_2 &1738 ca DEX &1739 10 06 BPL &1741 ; not_comparison_type_3 ; is_comparison_type_3 # 1 0011 ... true if (variable != (byte - 4)) &173b c5 6e CMP &6e ; comparison_value &173d d0 4b BNE &178a ; leave_with_true &173f f0 4c BEQ &178d ; leave_with_false # Always branches ; not_comparison_type_3 &1741 e0 04 CPX #&04 &1743 10 0e BPL &1753 ; not_comparison_type_4_5_6_or_7 ; is_comparison_type_4_5_6_or_7 # 1 0100 ... true if (variable < p[byte - 4]) &1745 48 PHA ; tmp_a # 1 0101 ... true if (variable == p[byte - 4]) &1746 86 80 STX &80 ; tmp_x # 1 0110 ... true if (variable > p[byte - 4]) &1748 20 5e 13 JSR &135e ; get_parameter_from_byte_of_bytecode_minus_four # 1 0111 ... true if (variable != p[byte - 4]) &174b 85 6e STA &6e ; comparison_value &174d a6 80 LDX &80 ; tmp_x &174f 68 PLA ; tmp_a &1750 4c 1b 17 JMP &171b ; perform_comparison ; not_comparison_type_4_5_6_or_7 &1753 ca DEX &1754 ca DEX &1755 ca DEX &1756 ca DEX &1757 ca DEX &1758 10 05 BPL &175f ; not_comparison_type_8 ; is_comparison_type_8 # 1 1000 ... true if (variable == 0) ; leave_with_true_if_zero &175a a8 TAY &175b f0 2d BEQ &178a ; leave_with_true &175d d0 2e BNE &178d ; leave_with_false # Always branches ; not_comparison_type_8 &175f ca DEX &1760 10 05 BPL &1767 ; not_comparison_type_9 ; is_comparison_type_9 # 1 1001 ... true if (variable != 0) &1762 a8 TAY &1763 d0 25 BNE &178a ; leave_with_true &1765 f0 26 BEQ &178d ; leave_with_false # Always branches ; not_comparison_type_9 &1767 a8 TAY &1768 b1 74 LDA (&74),Y ; object_rooms_address &176a ca DEX &176b 30 ed BMI &175a ; leave_with_true_if_zero # 1 1010 ... true if object_room[variable] == 0 ; not_comparison_type_10 &176d ca DEX &176e 10 06 BPL &1776 ; not_comparison_type_11 ; is_comparison_type_11 # 1 1011 ... true if object_room[variable] == 1 &1770 c9 01 CMP #&01 &1772 f0 16 BEQ &178a ; leave_with_true &1774 d0 17 BNE &178d ; leave_with_false # Always branches ; not_comparison_type_11 &1776 ca DEX &1777 10 07 BPL &1780 ; is_comparison_type_13 ; is_comparison_type_12 # 1 1100 ... true if object_room[variable] == player_room &1779 cd 80 04 CMP &0480 ; parameters + &00 (player_room) &177c f0 0c BEQ &178a ; leave_with_true &177e d0 0d BNE &178d ; leave_with_false # Always branches ; is_comparison_type_13 # 1 1101 ... true if object_room[variable] == (byte - 4) &1780 a8 TAY &1781 20 50 13 JSR &1350 ; get_byte_of_bytecode_minus_four &1784 c4 6e CPY &6e ; comparison_value &1786 f0 02 BEQ &178a ; leave_with_true &1788 d0 03 BNE &178d ; leave_with_false # Always branches ; leave_with_true &178a a9 ff LDA #&ff ; TRUE # Leave with &ff to indicate true &178c 60 RTS ; leave_with_false &178d a9 00 LDA #&00 ; FALSE # Leave with &00 to indicate false &178f 60 RTS ; write_number &1790 aa TAX # X is number &1791 f8 SED &1792 a9 00 LDA #&00 &1794 85 62 STA &62 ; digits + 2 &1796 e0 00 CPX #&00 &1798 f0 0a BEQ &17a4 ; skip_converting_number ; convert_number_loop &179a 18 CLC &179b 69 01 ADC #&01 &179d 90 02 BCC &17a1 ; skip_overflow &179f e6 62 INC &62 ; digits + 2 ; skip_overflow &17a1 ca DEX &17a2 d0 f6 BNE &179a ; convert_number_loop ; skip_converting_number &17a4 d8 CLD &17a5 aa TAX # A is number as BCD &17a6 29 0f AND #&0f &17a8 85 60 STA &60 ; digits &17aa 8a TXA &17ab 4a LSR A &17ac 4a LSR A &17ad 4a LSR A &17ae 4a LSR A &17af 85 61 STA &61 ; digits + 1 &17b1 a2 02 LDX #&02 &17b3 a0 01 LDY #&01 ; write_number_loop &17b5 b5 60 LDA &60,X ; digits &17b7 f0 0c BEQ &17c5 ; skip_leading_zero ; write_zero &17b9 18 CLC &17ba 69 30 ADC #&30 ; "0" &17bc 20 e3 ff JSR &ffe3 ; OSASCI &17bf e6 86 INC &86 ; text_x &17c1 a0 ff LDY #&ff &17c3 d0 04 BNE &17c9 ; skip_trailing_zero # Always branches ; skip_leading_zero &17c5 c0 00 CPY #&00 &17c7 30 f0 BMI &17b9 ; write_zero ; skip_trailing_zero &17c9 88 DEY &17ca ca DEX &17cb 10 e8 BPL &17b5 ; write_number_loop &17cd a9 00 LDA #&00 &17cf 85 88 STA &88 ; end_of_word # Set to zero to indicate not end of word &17d1 60 RTS ; write_packed_string_or_input_word # 0 .... 101 writes packed string or input word &17d2 a5 8e LDA &8e ; buffer_needs_writing # Zero if buffer is empty &17d4 f0 07 BEQ &17dd ; skip_existing_buffer &17d6 20 65 19 JSR &1965 ; write_buffer_and_start_new_line &17d9 a9 00 LDA #&00 &17db 85 8e STA &8e ; buffer_needs_writing # Set to zero to indicate buffer is empty ; skip_existing_buffer &17dd a5 8d LDA &8d ; opcode_middle_four_bits &17df c9 02 CMP #&02 # 0 0001 101 writes packed string from following bytes &17e1 30 23 BMI &1806 ; write_packed_string_loop ; write_input_word # 0 0010 101 writes verb &17e3 38 SEC # 0 0011 101 writes first_noun &17e4 e9 01 SBC #&01 # 0 0100 101 writes second_noun &17e6 0a ASL A # 0 0101 101 writes preposition &17e7 0a ASL A # 0 1010 101 writes pronoun &17e8 0a ASL A &17e9 0a ASL A &17ea 85 8b STA &8b ; offset &17ec 20 00 18 JSR &1800 ; add_space_to_buffer ; write_input_word_loop &17ef a4 8b LDY &8b ; offset &17f1 b1 7c LDA (&7c),Y ; buffer_address # Store input word at buffer + word * 16 &17f3 f0 0b BEQ &1800 ; add_space_to_buffer &17f5 38 SEC &17f6 e9 50 SBC #&50 &17f8 20 c8 18 JSR &18c8 ; add_character_to_buffer &17fb e6 8b INC &8b ; offset &17fd 4c ef 17 JMP &17ef ; write_input_word_loop ; add_space_to_buffer &1800 a9 0e LDA #&0e ; CHARACTER_SPACE &1802 20 c8 18 JSR &18c8 ; add_character_to_buffer &1805 60 RTS ; write_packed_string_loop &1806 20 43 13 JSR &1343 ; get_byte_of_bytecode &1809 c9 04 CMP #&04 ; OP_STRING_END_PERIOD # &04 ends string with "." &180b d0 06 BNE &1813 ; not_string_end_period &180d a9 06 LDA #&06 ; CHARACTER_PERIOD &180f 20 c8 18 JSR &18c8 ; add_character_to_buffer ; leave &1812 60 RTS ; not_string_end_period &1813 c9 05 CMP #&05 ; OP_STRING_END # &05 ends string without "." &1815 f0 fb BEQ &1812 ; leave &1817 c9 32 CMP #&32 # &06 - &31 adds character (for words not in dictionary) &1819 b0 06 BCS &1821 ; use_dictionary &181b 20 c8 18 JSR &18c8 ; add_character_to_buffer &181e 4c 06 18 JMP &1806 ; write_packed_string_loop ; use_dictionary &1821 20 00 18 JSR &1800 ; add_space_to_buffer &1824 20 a3 19 JSR &19a3 ; write_buffer &1827 a5 8f LDA &8f ; bytecode_byte &1829 c9 f5 CMP #&f5 &182b b0 0a BCS &1837 ; use_secondary_dictionary ; use_primary_dictionary # &32 - &f4 uses word from primary dictionary &182d 38 SEC &182e e9 32 SBC #&32 &1830 85 84 STA &84 ; dictionary_lookup &1832 a0 a6 LDY #&a6 ; &08a6 = primary_dictionary &1834 4c 44 18 JMP &1844 ; get_word_from_dictionary ; use_secondary_dictionary # &f5 - &ff uses word from secondary dictionaries &1837 38 SEC # &f5 -> &0896, &f6 -> &0898, &f7 -> &089a &1838 e9 aa SBC #&aa # &f8 -> &089c, &f9 -> &089e, &fa -> &08a0 &183a 0a ASL A # &fb -> &08a2, &fc -> &08a4, &fd -> &08a6 &183b a8 TAY # &fe -> &08a8, &ff -> &08aa &183c 20 43 13 JSR &1343 ; get_byte_of_bytecode &183f 38 SEC &1840 e9 05 SBC #&05 &1842 85 84 STA &84 ; dictionary_lookup ; get_word_from_dictionary &1844 84 6e STY &6e ; dictionary_number &1846 a2 08 LDX #&08 ; &78 = dictionary_address &1848 20 a0 12 JSR &12a0 ; set_address_X_to_Y &184b a2 00 LDX #&00 &184d a0 05 LDY #&05 &184f d0 0c BNE &185d ; consider_words_of_length # Always branches ; find_words_of_length_loop # Find which section of the dictionary the word is in &1851 a5 78 LDA &78 ; dictionary_address_low &1853 18 CLC &1854 69 03 ADC #&03 &1856 85 78 STA &78 ; dictionary_address_low &1858 90 02 BCC &185c ; skip_page &185a e6 79 INC &79 ; dictionary_address_high ; skip_page &185c e8 INX ; consider_words_of_length &185d b1 78 LDA (&78),Y ; dictionary_address &185f c5 84 CMP &84 ; dictionary_lookup &1861 90 ee BCC &1851 ; find_words_of_length_loop &1863 f0 ec BEQ &1851 ; find_words_of_length_loop &1865 e8 INX &1866 86 80 STX &80 ; lengths_to_skip &1868 a5 84 LDA &84 ; dictionary_lookup &186a 38 SEC &186b a0 02 LDY #&02 &186d f1 78 SBC (&78),Y ; dictionary_address &186f 85 84 STA &84 ; dictionary_lookup # Use offset into section (words of same length) &1871 88 DEY &1872 b1 78 LDA (&78),Y ; dictionary_address &1874 85 71 STA &71 ; packed_word_address_high &1876 88 DEY &1877 b1 78 LDA (&78),Y ; dictionary_address &1879 85 70 STA &70 ; packed_word_address_low &187b a4 84 LDY &84 ; dictionary_lookup &187d f0 10 BEQ &188f ; unpack_word_loop &187f a5 70 LDA &70 ; packed_word_address_low ; find_word_loop &1881 18 CLC &1882 65 80 ADC &80 ; lengths_to_skip &1884 90 02 BCC &1888 ; skip_page &1886 e6 71 INC &71 ; packed_word_address_high ; skip_page &1888 88 DEY &1889 d0 f6 BNE &1881 ; find_word_loop &188b 85 70 STA &70 ; packed_word_address_low &188d 84 60 STY &60 ; unused # Unused variable ; unpack_word_loop &188f b1 70 LDA (&70),Y ; packed_word_address &1891 85 69 STA &69 ; packed_word_byte &1893 84 6a STY &6a ; packed_word_offset &1895 29 1f AND #&1f ; ...18421 # Low five bits set first letter of syllable &1897 18 CLC &1898 69 10 ADC #&10 &189a c9 2f CMP #&2f &189c d0 02 BNE &18a0 ; not_apostrophe &189e a9 0f LDA #&0f ; CHARACTER_APOSTROPHE ; not_apostrophe &18a0 20 c8 18 JSR &18c8 ; add_character_to_buffer # Write first letter of syllable &18a3 a5 6e LDA &6e ; dictionary_number &18a5 c9 a8 CMP #&a8 ; &08a8 = verb_dictionary # Verbs and non-verbs only have one letter per byte &18a7 10 12 BPL &18bb ; skip_second_letter &18a9 a5 69 LDA &69 ; packed_word_byte &18ab 29 e0 AND #&e0 ; 842..... # Top three bits set optional second letter of syllable &18ad f0 0c BEQ &18bb ; skip_second_letter &18af 4a LSR A &18b0 4a LSR A &18b1 4a LSR A &18b2 4a LSR A &18b3 4a LSR A &18b4 aa TAX &18b5 bd c0 08 LDA &08c0,X ; syllable_suffixes - 1 &18b8 20 c8 18 JSR &18c8 ; add_character_to_buffer # Write second letter of syllable ; skip_second_letter &18bb a4 6a LDY &6a ; packed_word_offset &18bd c8 INY &18be c4 80 CPY &80 ; packed_word_length &18c0 d0 cd BNE &188f ; unpack_word_loop &18c2 20 00 18 JSR &1800 ; add_space_to_buffer # Write space after dictionary word &18c5 4c 06 18 JMP &1806 ; write_packed_string_loop ; add_character_to_buffer &18c8 85 6f STA &6f ; character_to_add &18ca a4 87 LDY &87 ; buffer_offset &18cc a6 8a LDX &8a ; force_uppercasing # Non-zero to uppercase entire words &18ce f0 04 BEQ &18d4 ; skip_uppercasing &18d0 a2 30 LDX #&30 ; CASE_UPPERCASE &18d2 86 89 STX &89 ; character_case ; skip_uppercasing &18d4 c9 2b CMP #&2b ; CHARACTER_FIRST_SPECIAL &18d6 10 5d BPL &1935 ; is_special_character &18d8 a6 88 LDX &88 ; end_of_word # Non-zero at end of word &18da f0 0f BEQ &18eb ; add_character_to_existing_word &18dc c9 0e CMP #&0e ; CHARACTER_SPACE &18de f0 52 BEQ &1932 ; leave_after_setting_buffer_offset &18e0 c9 0d CMP #&0d ; CHARACTER_START_QUOTE &18e2 10 04 BPL &18e8 ; add_character_to_new_word # Branch if quote, apostrophe, hyphen or letter &18e4 88 DEY &18e5 4c eb 18 JMP &18eb ; add_character_to_existing_word ; add_character_to_new_word &18e8 20 a3 19 JSR &19a3 ; write_buffer ; add_character_to_existing_word &18eb a5 6f LDA &6f ; character_to_add &18ed c9 11 CMP #&11 ; CHARACTER_HYPHEN + 1 &18ef 30 10 BMI &1901 ; is_punctuation ; is_letter &18f1 18 CLC &18f2 65 89 ADC &89 ; character_case &18f4 91 7c STA (&7c),Y ; buffer_address &18f6 a2 50 LDX #&50 ; CASE_LOWERCASE &18f8 86 89 STX &89 ; character_case &18fa a2 00 LDX #&00 &18fc 86 88 STX &88 ; end_of_word # Set to zero to indicate not end of word &18fe 4c 31 19 JMP &1931 ; leave_after_incrementing_buffer_offset ; is_punctuation &1901 aa TAX &1902 bd 5a 08 LDA &085a,X ; punctuation - 6 &1905 91 7c STA (&7c),Y ; buffer_address &1907 a2 00 LDX #&00 &1909 86 88 STX &88 ; end_of_word # Set to zero to indicate not end of word &190b a5 6f LDA &6f ; character_to_add &190d c9 0d CMP #&0d ; CHARACTER_START_QUOTE &190f 30 09 BMI &191a ; not_end_of_word &1911 c9 0f CMP #&0f ; CHARACTER_APOSTROPHE &1913 10 05 BPL &191a ; not_end_of_word ; is_end_quote_or_space &1915 85 88 STA &88 ; end_of_word # Set to non-zero to indicate end of word &1917 4c 31 19 JMP &1931 ; leave_after_incrementing_buffer_offset ; not_end_of_word &191a a2 30 LDX #&30 ; CASE_UPPERCASE # Start next word with uppercase letter &191c 86 89 STX &89 ; character_case &191e c9 09 CMP #&09 ; CHARACTER_COLON # if period, question mark or exclamation mark &1920 30 04 BMI &1926 ; skip_lowercasing &1922 a2 50 LDX #&50 ; CASE_LOWERCASE # Otherwise, start next word with lowercase letter &1924 86 89 STX &89 ; character_case ; skip_lowercasing &1926 c9 0d CMP #&0d ; CHARACTER_START_QUOTE # No space after quote, space, apostrophe or hyphen &1928 10 07 BPL &1931 ; leave_after_incrementing_buffer_offset &192a a9 0e LDA #&0e ; " " # Other punctuation is followed by a space &192c 85 6f STA &6f ; character_to_add &192e c8 INY &192f d0 d0 BNE &1901 ; is_punctuation # Always branches ; leave_after_incrementing_buffer_offset &1931 c8 INY leave_after_setting_buffer_offset &1932 84 87 STY &87 ; buffer_offset &1934 60 RTS ; is_special_character &1935 38 SEC &1936 e9 2b SBC #&2b ; CHARACTER_FIRST_SPECIAL &1938 aa TAX &1939 d0 1d BNE &1958 ; not_character_2b ; is_character_2b # &2b randomly prints a string from (byte - 4) choices &193b 98 TYA &193c 48 PHA ; tmp_y &193d 20 79 13 JSR &1379 ; rnd # Gets next byte of bytecode minus four &1940 f0 0b BEQ &194d ; use_following_string &1942 85 81 STA &81 ; strings_to_skip ; skip_strings_loop &1944 a9 05 LDA #&05 ; OP_STRING_END # Choices are separated by &05 bytes &1946 20 8c 13 JSR &138c ; search_for_next_byte_A_of_bytecode &1949 c6 81 DEC &81 ; strings_to_skip &194b d0 f7 BNE &1944 ; skip_strings_loop ; use_following_string &194d 20 06 18 JSR &1806 ; write_packed_string_loop &1950 a9 04 LDA #&04 ; OP_STRING_END_PERIOD # Random block is terminated by &04 byte &1952 20 8c 13 JSR &138c ; search_for_next_byte_A_of_bytecode &1955 68 PLA ; tmp_y &1956 a8 TAY &1957 60 RTS ; not_character_2b &1958 ca DEX &1959 d0 07 BNE &1962 ; not_character_2c ; is_character_2c # &2c toggles forcing uppercase &195b a5 8a LDA &8a ; force_uppercasing &195d 49 ff EOR #&ff &195f 85 8a STA &8a ; force_uppercasing &1961 60 RTS ; not_character_2c &1962 ca DEX &1963 d0 13 BNE &1978 ; not_character_2d ; is_character_2d # &2d writes existing buffer and starts a new line ; write_buffer_and_start_new_line &1965 20 a3 19 JSR &19a3 ; write_buffer &1968 a2 b0 LDX #&b0 ; &08b0 = indent_string &196a 20 5a 14 JSR &145a ; write_string &196d a2 04 LDX #&04 &196f 86 86 STX &86 ; text_x &1971 86 88 STX &88 ; end_of_word?? ; is_character_2e # &2e uppercases next character &1973 a9 30 LDA #&30 ; CASE_UPPERCASE ; set_character_case &1975 85 89 STA &89 ; character_case &1977 60 RTS ; not_character_2d &1978 ca DEX &1979 f0 f8 BEQ &1973 ; is_character_2e ; not_character_2e &197b ca DEX &197c d0 0e BNE &198c ; not_character_2f ; is_character_2f # &2f writes character (byte - 4) &197e 20 a3 19 JSR &19a3 ; write_buffer &1981 20 50 13 JSR &1350 ; get_byte_of_bytecode_minus_four &1984 20 ee ff JSR &ffee ; OSWRCH &1987 a9 00 LDA #&00 &1989 85 88 STA &88 ; end_of_word # Set to zero to indicate not end of word &198b 60 RTS ; not_character_2f &198c ca DEX &198d d0 0a BNE &1999 ; is_character_31 ; is_character_30 # &30 writes (byte - 4) as a number &198f 20 a3 19 JSR &19a3 ; write_buffer &1992 20 50 13 JSR &1350 ; get_byte_of_bytecode_minus_four &1995 20 90 17 JSR &1790 ; write_number &1998 60 RTS ; is_character_31 # &31 writes p[byte - 4] as a number &1999 20 a3 19 JSR &19a3 ; write_buffer &199c 20 5e 13 JSR &135e ; get_parameter_from_byte_of_bytecode_minus_four &199f 20 90 17 JSR &1790 ; write_number &19a2 60 RTS ; write_buffer &19a3 a4 87 LDY &87 ; write_buffer &19a5 98 TYA &19a6 18 CLC &19a7 65 86 ADC &86 ; text_x &19a9 c9 28 CMP #&28 # 40 characters per line &19ab 30 07 BMI &19b4 ; not_new_line &19ad 20 e7 ff JSR &ffe7 ; OSNEWL &19b0 a9 00 LDA #&00 &19b2 85 86 STA &86 ; text_x ; not_new_line &19b4 98 TYA &19b5 f0 10 BEQ &19c7 ; skip_writing_buffer &19b7 85 80 STA &80 ; buffer_length &19b9 a0 00 LDY #&00 ; write_buffer_loop &19bb e6 86 INC &86 ; text_x &19bd b1 7c LDA (&7c),Y ; buffer_address &19bf 20 e3 ff JSR &ffe3 ; OSASCI &19c2 c8 INY &19c3 c4 80 CPY &80 ; buffer_length &19c5 30 f4 BMI &19bb ; write_buffer_loop ; skip_writing_buffer &19c7 a0 00 LDY #&00 &19c9 84 87 STY &87 ; buffer_offset &19cb 60 RTS ; find_word_in_dictionary &19cc 86 6a STX &6a ; word_is_verb &19ce a2 08 LDX #&08 ; &78 = dictionary_address &19d0 20 a0 12 JSR &12a0 ; set_address_X_to_Y &19d3 a6 6c LDX &6c ; input_word_length # Find which section of the dictionary the word is in &19d5 ca DEX &19d6 8a TXA &19d7 85 80 STA &80 ; word_length_times_three &19d9 0a ASL A &19da 18 CLC &19db 65 80 ADC &80 ; word_length_times_three &19dd a8 TAY &19de b1 78 LDA (&78),Y ; dictionary_address &19e0 85 70 STA &70 ; word_address_low &19e2 c8 INY &19e3 b1 78 LDA (&78),Y ; dictionary_address &19e5 85 71 STA &71 ; word_address_high &19e7 c8 INY &19e8 b1 78 LDA (&78),Y ; dictionary_address &19ea 85 6b STA &6b ; word_number &19ec c8 INY &19ed b1 78 LDA (&78),Y ; dictionary_address &19ef 85 72 STA &72 ; end_address_low &19f1 c8 INY &19f2 b1 78 LDA (&78),Y ; dictionary_address &19f4 85 73 STA &73 ; end_address_high ; check_words_loop &19f6 a0 00 LDY #&00 ; check_for_match_loop &19f8 b1 70 LDA (&70),Y ; word_address &19fa 29 1f AND #&1f &19fc 85 80 STA &80 ; character &19fe b1 7c LDA (&7c),Y ; buffer_address &1a00 29 1f AND #&1f &1a02 c5 80 CMP &80 ; character &1a04 d0 08 BNE &1a0e ; consider_next_word &1a06 c8 INY &1a07 c4 6c CPY &6c ; input_word_length &1a09 30 ed BMI &19f8 ; check_for_match_loop &1a0b 4c 2e 1a JMP &1a2e ; found_word ; consider_next_word &1a0e e6 6b INC &6b ; word_number &1a10 a5 70 LDA &70 ; word_address_low &1a12 18 CLC &1a13 65 6c ADC &6c ; input_word_length &1a15 90 02 BCC &1a19 ; skip_page &1a17 e6 71 INC &71 ; word_address_high ; skip_page &1a19 85 70 STA &70 ; word_address_low &1a1b a5 73 LDA &73 ; end_address_high &1a1d c5 71 CMP &71 ; word_address_high &1a1f f0 04 BEQ &1a25 ; check_low &1a21 90 0a BCC &1a2d ; leave &1a23 b0 d1 BCS &19f6 ; check_words_loop # Always branches ; check_low &1a25 a5 72 LDA &72 ; end_address_low &1a27 c5 70 CMP &70 ; word_address_low &1a29 f0 02 BEQ &1a2d ; leave &1a2b b0 c9 BCS &19f6 ; check_words_loop ; leave &1a2d 60 RTS ; found_word &1a2e a0 00 LDY #&00 &1a30 b1 70 LDA (&70),Y ; word_address_low # Top three bits of first byte of word set word type &1a32 4a LSR A &1a33 4a LSR A &1a34 4a LSR A &1a35 4a LSR A &1a36 4a LSR A &1a37 85 68 STA &68 ; word_type &1a39 a4 6b LDY &6b ; word_number &1a3b c8 INY &1a3c a6 6a LDX &6a ; word_is_verb # Zero if verb, non-zero if non-verb &1a3e d0 08 BNE &1a48 ; not_verb ; is_verb &1a40 b9 c0 7a LDA &7ac0,Y ; verb_translation_table &1a43 a2 00 LDX #&00 ; WORD_VERB &1a45 4c 78 12 JMP &1278 ; set_word_if_not_already_set ; not_verb &1a48 b9 37 7b LDA &7b37,Y ; noun_translation_table &1a4b a6 68 LDX &68 ; word_type &1a4d e0 07 CPX #&07 ; WORD_TYPE_PREPOSITION # Type 7 words are prepositions &1a4f d0 0a BNE &1a5b ; not_preposition ; is_preposition &1a51 a2 03 LDX #&03 ; WORD_PREPOSITION &1a53 20 78 12 JSR &1278 ; set_word_if_not_already_set &1a56 a9 ff LDA #&ff &1a58 85 69 STA &69 ; have_preposition # Set to non-zero to indicate following preposition &1a5a 60 RTS ; not_preposition &1a5b a6 69 LDX &69 ; have_preposition # Zero if not following preposition &1a5d f0 08 BEQ &1a67 ; is_first_noun ; is_second_noun &1a5f a2 02 LDX #&02 ; WORD_SECOND_NOUN &1a61 20 78 12 JSR &1278 ; set_word_if_not_already_set &1a64 4c 7f 1a JMP &1a7f ; clear_have_preposition ; is_first_noun &1a67 a2 01 LDX #&01 ; WORD_FIRST_NOUN &1a69 20 78 12 JSR &1278 ; set_word_if_not_already_set &1a6c a6 68 LDX &68 ; word_type &1a6e e0 06 CPX #&06 ; WORD_TYPE_PRONOUN # Type 6 words are pronouns ("it", "him", "them") &1a70 f0 0d BEQ &1a7f ; clear_have_preposition ; not_pronoun &1a72 a2 00 LDX #&00 &1a74 8e 95 04 STX &0495 ; parameters + &15 (previous_first_noun) # Set to zero to forget any previous noun for pronoun &1a77 a2 09 LDX #&09 ; &0655 = parameters + &15 (previous_first_noun) &1a79 20 78 12 JSR &1278 ; set_word_if_not_already_set &1a7c ce 83 04 DEC &0483 ; parameters + &03 (recognised_words) # Undo increment at &0579 ; clear_have_preposition &1a7f a9 00 LDA #&00 &1a81 85 69 STA &69 ; have_preposition # Set to zero to indicate not following preposition &1a83 60 RTS ; break_handler &1a84 a2 c8 LDX #&c8 ; &08c8 = disc_string &1a86 20 5a 14 JSR &145a ; write_string &1a89 20 e0 ff JSR &ffe0 ; OSRDCH &1a8c 20 e7 ff JSR &ffe7 ; OSNEWL &1a8f 4c 06 11 JMP &1106 ; continue_game ; unused # Source code fragment &1a92 25 3d 26 36 30 20 b8 20 26 38 43 20 88 20 34 3a ; ... %=&60 TO &8C STEP 4:!I%=0:NEXT &1aa2 21 49 25 3d 30 3a ed 0d &1aaa 00 a0 21 21 26 37 34 3d 4f 3a 21 26 37 36 3d 50 ; 100!&74=O:!&76=P:!&7A=ba:!&7C=bb &1aba 3a 21 26 37 41 3d 62 61 3a 21 26 37 43 3d 62 62 &1aca 0d &1acb 00 aa 27 3f 26 38 36 3d 30 3a 3f 26 38 37 3d 30 ; 110?&86=0:?&87=0:?&88=0:?&89=48:?&8A=0 &1adb 3a 3f 26 38 38 3d 30 3a 3f 26 38 39 3d 34 38 3a &1aeb 3f 26 38 41 3d 30 0d &1af2 00 b4 05 20 0d ; 120 &1af7 00 be 10 4f 53 52 44 43 48 ; 130OSRDCH ... ; bytecode_for_room_descriptions ; bytecode_for_room_05_description &1b00 00 ; end ; bytecode_for_room_06_description &1b01 00 ; end ; bytecode_for_room_07_description &1b02 c7 ; if(!room.flags[4]) &1b03 01 ; { &1b04 0d 2f 10 2d 2d 2d 2d 2d 05 ; "[cls]\n\n\n\n\n" &1b0d d7 ; if(!room.flags[5]) &1b0e 01 ; { &1b0f 0d 42 f8 05 32 6d 05 ; "You wake to find" &1b16 03 ; } &1b17 0d 42 43 33 34 fb 20 0b fc 05 34 fc 3a fc 06 06 ; "you are in a field, near a tall tree. One sun is rising, the &1b27 44 f8 06 45 fc b6 0b 46 fc 3b f8 79 06 32 46 6e ; other setting. To the north and west of you, very distantly, &1b37 47 48 49 42 0b 6f f9 4f 0b 45 46 70 49 fb 98 0b ; is the sound of fighting, but morning mist obscures the view &1b47 4a f8 7a fc 07 1f 12 23 13 25 22 15 23 46 fc 3c ; south and east." &1b57 71 47 4b 04 &1b5b d7 ; if(!room.flags[5]) &1b5c 01 ; { &1b5d 0d 72 45 35 fe 34 49 2e 4c 2e d4 06 33 4d 73 fa ; "there is no sign of Tim Trevyl. In your back pocket you &1b6d 69 42 6d 34 4e 4f ff 57 04 ; find a two way radio." &1b76 5f ; room.flags[5] = true &1b77 03 ; } &1b78 04 ; return &1b79 03 ; } &1b7a 0d 42 43 73 fc 05 46 fc 3a fc 06 74 42 fb 21 04 ; "you are back near the tall tree where you started." &1b8a 00 ; end ; bytecode_for_room_08_description &1b8b 0d 75 4d f8 7b 20 1f 19 1e 24 33 46 fc 06 42 50 ; "From your vantage point in the tree you can see a metal road to &1b9b 51 34 76 77 32 46 4b 0b 47 34 f8 2f f7 b0 f9 50 ; the east, and a barren wilderness westwards. Battle scarred &1bab 06 78 fb 99 16 19 15 1c 14 23 fa 05 32 46 6e 0b ; fields lie to the north, with a range of high snow covered &1bbb 79 34 22 11 1e 17 15 49 fc 3d ff 33 fc b7 d5 b5 ; mountains beyond, while the country to the south is shrouded in &1bcb 0b 7a 46 f8 7c 32 46 71 45 23 18 22 1f 25 14 15 ; mist." &1bdb 14 33 fc 07 04 &1be0 00 ; end ; bytecode_for_room_09_description &1be1 0d 42 fa 6a 32 36 33 34 f9 51 fb 20 0b 79 7b 16 ; "You appear to be in a ploughed field, with deep furrows &1bf1 25 22 22 1f 27 23 fb 9a 06 37 45 b6 1d 19 23 24 ; underfoot. It is rather misty round here. Nearby there is a &1c01 29 7c 52 06 fc b8 72 45 34 ff b5 04 ; haystack." &1c0d 00 ; end ; bytecode_for_room_0a_description &1c0e 0d 42 43 ec 53 f9 52 fa 06 06 38 fb 9b 7d 13 25 ; "You are surrounded by swirling fog. An enormous blue cube stands &1c1e 12 15 fc b9 7e 42 04 ; before you." &1c25 8c 3a 06 ; if(p["cubix_state"] == &02) &1c28 01 ; { &1c29 0d 46 54 45 fc 3e 04 ; "the door is ajar." &1c30 03 ; } &1c31 00 ; end ; bytecode_for_room_0b_description &1c32 0e ; skip_to_next_bytecode() &1c33 00 ; end ; bytecode_for_room_0c_description &1c34 0d 42 43 33 7b fc 07 06 42 50 12 11 22 15 1c 29 ; "You are in deep mist. You can barely see your hand in front of &1c44 51 4d 7f 33 fc 3f 49 42 06 46 f8 30 fc ba fa 6b ; you. The damp ground slopes down to the south." &1c54 55 32 46 71 04 &1c59 00 ; end ; bytecode_for_room_0d_description &1c5a 0d fa 06 23 27 19 22 1c 23 7c 42 06 46 fc ba fb ; "Fog swirls round you. The ground underfoot is now very marshy &1c6a 9a 45 56 6f 1d 11 22 23 18 29 47 42 fc 40 32 fa ; and you start to sink in." &1c7a 1c 33 04 &1c7d 00 ; end ; bytecode_for_room_0e_description &1c7e c7 ; if(!room.flags[4]) &1c7f 01 ; { &1c80 0d 80 46 fc 08 fa 6c f8 31 fc 41 34 f8 32 49 fb ; "Over the once lovely land lies a pall of smoke. Wounded &1c90 0a 06 f8 7d 81 ff b7 fb 9c fa 07 42 0b f8 fc 04 ; space troopers stumble past you, unseeing." &1ca0 04 ; return &1ca1 03 ; } &1ca2 0d 42 43 d6 39 46 f7 b1 06 fb 0a fa 6d 39 46 fc ; "you are somewhere on the battlefield. Smoke drifts on the air." &1cb2 09 04 &1cb4 00 ; end ; bytecode_for_room_0f_description &1cb5 a7 ; if(!room.flags[2]) &1cb6 01 ; { &1cb7 0d 42 43 ec 53 fc 42 fc 0a 0b 57 42 58 f9 53 59 ; "You are surrounded by armed men, for you have stumbled into &1cc7 2e 82 2e f7 b2 78 f6 1f 06 f7 b2 fc bb b7 43 3a ; King Varangar's battle headquarters. Varangar's blood guard &1cd7 1c 15 11 23 24 fa 08 5a fa 08 19 1e 13 18 15 23 ; are at least six feet six inches tall even without their &1ce7 fc 3a fc 43 b8 83 81 ff 87 0b 47 58 84 ff 95 16 ; space armour, and have long orange fur. They inspect you &1cf7 25 22 06 85 fe 6f 42 f6 54 80 83 24 25 23 1b 23 ; suspiciously over their tusks." &1d07 04 &1d08 04 ; return &1d09 03 ; } &1d0a 0d 42 43 fc 44 33 46 78 f6 1f 49 2e 82 2e fb 9d ; "you are again in the battle headquarters of King Varangar, which &1d1a 0b b9 43 fb 9e 0b fc 45 fb 9f 5b fc 0b 32 46 fc ; are deserted, since everyone has gone to the ball." &1d2a 46 04 &1d2c 00 ; end ; bytecode_for_room_10_description &1d2d c7 ; if(!room.flags[4]) &1d2e 01 ; { &1d2f 0d 80 46 fa 6e 47 fb a0 f9 54 fc 0a 47 12 15 11 ; "Over the bleak and bloody landscape men and beasts are &1d3f 23 24 23 43 fb a1 0b 86 75 46 f9 55 49 2e 82 2e ; fleeing, away from the onslaught of King Varangar's dreadful &1d4f f7 b2 f9 56 f9 57 04 ; battalions." &1d56 03 ; } &1d57 0d 34 f8 32 49 fb 0a fc 41 80 46 23 13 15 1e 15 ; "a pall of smoke lies over the scene, all but obscuring the &1d67 0b 87 4a 1f 12 23 13 25 22 19 1e 17 46 d5 32 46 ; mountains to the north." &1d77 6e 04 &1d79 00 ; end ; bytecode_for_room_11_description &1d7a c4 27 ; if(p["distance_into_mountains"] == 0) &1d7c 01 ; { &1d7d 0d 42 43 33 46 f9 58 49 46 fc bc d5 06 72 45 35 ; "You are in the foothills of the northern mountains. There is &1d8d fe 34 49 fc 0c fc 47 04 ; no sign of any path." &1d95 1c 27 ; p["distance_into_mountains"] = 1 &1d97 03 ; } ; else &1d98 01 ; { &1d99 0d 42 43 d6 fc 3d 33 46 fa 6e fc bc d5 0b b8 fc ; "you are somewhere high in the bleak northern mountains, &1da9 48 3b f9 59 06 79 fc 49 fc 4a 0b 42 fa 1d 13 1f ; without food or protection. With each step, you become &1db9 1c 14 15 22 47 fc 0d 15 28 18 11 25 23 24 15 14 ; colder and more exhausted." &1dc9 04 &1dca 03 ; } &1dcb 00 ; end ; bytecode_for_room_12_description &1dcc 0d 42 43 3a 46 fc bc fc 4b 49 34 fa 09 47 fb a0 ; "You are at the northern edge of a vast and bloody battlefield." &1ddc f7 b1 04 &1ddf c7 ; if(!room.flags[4]) &1de0 01 ; { &1de1 0d 46 70 49 fb 98 45 f8 fd 47 fc bd 0b fc be 0b ; "the sound of fighting is sporadic and distant, coming, it &1df1 37 ba 0b 75 46 fe 79 04 ; seems, from the southwest." &1df9 03 ; } &1dfa 0d 32 46 4b 45 34 7b fc 4c 06 46 f9 58 49 46 d5 ; "to the east is a deep ravine. The foothills of the mountains lie &1e0a fa 05 fb a2 6e 04 ; directly north." &1e10 00 ; end ; bytecode_for_room_13_description &1e11 0d 42 43 39 46 fc 4b 49 46 f7 b1 0b b9 ed 5c fc ; "You are on the edge of the battlefield, which stretches as far &1e21 0e 5c 46 fb 05 50 51 06 5d fc bf 32 46 48 72 45 ; as the eye can see. Some distance to the west there is a neat &1e31 34 1e 15 11 24 fc c0 49 14 1f 1d 15 14 fc 4d 04 ; group of domed tents." &1e41 00 ; end ; bytecode_for_room_14_description &1e42 0d 46 fc ba bb 42 fc 0f f9 5a 46 23 19 24 15 49 ; "The ground around you was evidently the site of a laser attack &1e52 34 1c 11 23 15 22 fe 63 33 46 f8 33 78 06 22 25 ; in the recent battle. Rubble and earth are black and scorching. &1e62 12 12 1c 15 47 fc 4e 43 fc c1 47 f7 b3 06 4e fc ; Two gold roubles lie at your feet." &1e72 4f ff 9c fa 05 3a 4d 5a 04 &1e7b 00 ; end ; bytecode_for_room_15_description &1e7c 0d 46 f7 b1 ed 5c fc 0e 5c 46 fb 05 50 51 32 46 ; "The battlefield stretches as far as the eye can see to the &1e8c fe 78 06 6e fa 05 46 d5 0b 47 48 49 52 72 45 d7 ; southeast. North lie the mountains, and west of here there is &1e9c 4a f9 5b fc 50 06 2d 34 ff a3 fc 41 3a 4d 5a 0b ; nothing but radioactive desert. \nA trooper lies at your feet, a &1eac 34 17 11 20 19 1e 17 fc 10 33 5e 81 ff 87 05 ; gaping hole in his space armour" &1ebb eb 11 0a ; if(object_room["lance"] == &06) &1ebe 01 ; { &1ebf 0d 0b 5e fc 51 88 fc c2 33 5e fc 52 fc 53 05 ; ", his sonic lance still in his death grip" &1ece 03 ; } &1ecf 0d 06 89 5f 45 34 20 19 1c 15 49 fc 4f ff 9c 0b ; ". Beside him is a pile of gold roubles, the fruit of some long &1edf 46 16 22 25 19 24 49 5d 84 f9 5c fb 22 04 ; abandoned looting." &1eed 00 ; end ; bytecode_for_room_16_description &1eee 0d 46 f9 56 23 13 15 1e 15 23 49 f8 7e fb a3 42 ; "The dreadful scenes of carnage surround you on all sides. To the &1efe 39 87 8a 06 32 46 48 34 fb a4 fc 54 5b f8 7f 34 ; west a nuclear blast has created a new desert. Some distance to &1f0e f8 07 fc 50 06 5d fc bf 32 46 4b 49 42 72 45 34 ; the east of you there is a group of silastic tents." &1f1e fc c0 49 f8 fe fc 4d 04 &1f26 00 ; end ; bytecode_for_room_17_description &1f27 0d 46 f7 b1 ed 86 39 87 8a 47 fb a4 fb a5 fa 6a ; "The battlefield stretches away on all sides and nuclear weapons &1f37 32 58 60 fc 55 32 46 48 06 fa 1e f8 34 24 22 11 ; appear to have been used to the west. Thin vapour trails mark &1f47 19 1c 23 0e 1d 11 22 1b 46 fa cc 49 fb a1 26 15 ; the departure of fleeing vessels. \nThere are many gold coins &1f57 23 23 15 1c 23 06 0e 2d 72 43 fc 56 fc 4f ff 58 ; scattered around here. A shallow crater marks where a mine has &1f67 f9 5d bb 52 06 34 fb a6 f8 35 fa 6f 74 34 f8 08 ; exploded nearby." &1f77 5b 15 28 20 1c 1f 14 15 14 fc b8 04 &1f83 00 ; end ; bytecode_for_room_18_description &1f84 0d 42 43 3a 46 fc 4b 49 34 fa 09 47 fb a0 f7 b1 ; "You are at the edge of a vast and bloody battlefield. Everywhere &1f94 06 f7 b4 72 43 fc 57 47 14 29 19 1e 17 06 32 46 ; there are dead and dying. To the west there is nothing but &1fa4 48 72 45 d7 4a f9 5b fc 50 0b 4a 32 46 71 42 50 ; radioactive desert, but to the south you can see a strangely &1fb4 51 34 f9 5e 23 18 11 20 15 14 fc 58 fc b6 61 49 ; shaped hill rising out of marshland." &1fc4 f7 b5 04 &1fc7 00 ; end ; bytecode_for_room_19_description &1fc8 0d 42 43 6f fc 05 32 46 fc 11 49 46 fc 59 06 46 ; "You are very near to the top of the ramp. The trembling &1fd8 24 22 15 1d 12 1c 19 1e 17 fa cd 5b fa 1d 34 fc ; sensation has become a heavy rumbling and is getting louder all &1fe8 c3 22 25 1d 12 1c 19 1e 17 47 45 fc c4 fc c5 87 ; the time. \nAt your feet are twenty two gold coins." &1ff8 46 62 06 2d 3a 4d 5a 43 fc c6 4e fc 4f ff 58 04 &2008 00 ; end ; bytecode_for_room_1a_description &2009 0d 39 fa 70 63 46 fc c7 ed 86 5d 8b d8 5a 8c 06 ; "On either side the surface stretches away some three hundred &2019 46 fc 59 ba 32 24 22 15 1d 12 1c 15 f9 5f 04 ; feet below. The ramp seems to tremble slightly." &2028 00 ; end ; bytecode_for_room_1b_description &2029 0d 42 43 39 46 fc 5a fc 59 0b b9 8d 64 32 46 71 ; "You are on the steel ramp, which runs up to the south and down &2039 47 55 32 46 6e 06 46 8e 49 46 fc 59 32 4b 47 48 ; to the north. The wall of the ramp to east and west falls two &2049 bc 4e d8 5a 32 46 20 1c 11 19 1e 8c 04 ; hundred feet to the plain below." &2056 00 ; end ; bytecode_for_room_1c_description &2057 0d 46 fc 5a fc 59 fb a7 64 32 46 71 06 39 fc 5b ; "The steel ramp climbs up to the south. On both sides is a fall &2067 8a 45 34 8f 49 34 d8 5a 04 ; of a hundred feet." &2070 00 ; end ; bytecode_for_room_1d_description &2071 0d 42 43 d9 39 90 fb a8 32 36 46 f8 36 fc 12 49 ; "You are standing on what appears to be the lowest part of an &2081 38 fb 9b fc 5a fc 59 0b b9 fc 5c 32 46 71 06 34 ; enormous steel ramp, which rises to the south. A short ladder &2091 fc 5d fc c8 bd 55 32 46 4b 0b 59 46 f7 b5 fa 06 ; leads down to the east, into the marshland fog." &20a1 04 &20a2 00 ; end ; bytecode_for_room_1e_description &20a3 c4 28 ; if(p["distance_into_desert"] == 0) &20a5 01 ; { &20a6 1c 28 ; p["distance_into_desert"] = 1 &20a8 03 ; } &20a9 9c 28 08 02 ; if(p["distance_into_desert"] != &04 or &20ad af ; room.flags[2]) &20ae 01 ; { &20af 0d 42 43 d6 33 46 f7 b3 fc c9 fc 50 74 46 fc ca ; "You are somewhere in the scorching western desert where the &20bf fc 5e 79 f9 60 fb a9 06 5c fc cb fc cc fc cd 0b ; rocks glow with unnatural radiation. As every minute passes, &20cf 42 fc 5e 34 fc 5f f7 05 da 04 ; you glow a little brighter yourself." &20d9 04 ; return &20da 03 ; } &20db 0d 42 58 f9 53 fb aa 46 fc ce 49 38 fc cf fb 22 ; "you have stumbled across the remains of an enemy looting party. &20eb fa 1f 06 fc d0 46 f9 61 13 1f 22 20 23 15 23 42 ; Among the blackened corpses you see piles of gold coins and one &20fb 51 20 19 1c 15 23 49 fc 4f ff 58 47 44 fa ce fc ; undamaged sonic lance." &210b 51 88 04 &210e 00 ; end ; bytecode_for_room_1f_description &210f 0d 34 23 19 1c 26 15 22 29 76 77 fa 71 ee 46 f9 ; "A silvery metal road slices through the landscape from the &211f 54 75 46 6e 0b f7 b6 59 46 1d 19 23 24 23 71 49 ; north, disappearing into the mists south of here. Just beyond it &212f 52 06 91 b5 37 34 fc 13 0b 23 27 19 16 24 fb ab ; a wide, swift flowing river prevents access to forest covered &213f fc 60 fb ac fb ad 32 92 fc b7 fa 72 32 46 4b 04 ; hills to the east." &214f 00 ; end ; bytecode_for_room_20_description &2150 0d 42 6d da 39 34 fc 13 11 1c 25 1d 19 1e 19 25 ; "You find yourself on a wide aluminium road which runs along a &2160 1d 77 b9 8d be 34 fc 60 f8 37 75 71 32 6e 06 b5 ; river bank from south to north. Beyond the river to the east is &2170 46 fc 60 32 46 4b 45 14 15 1e 23 15 92 04 ; dense forest." &217e 00 ; end ; bytecode_for_room_21_description &217f 0d 42 43 39 34 fc 13 bf 74 46 76 77 db 75 46 71 ; "You are on a wide bridge where the metal road leading from the &218f 13 25 22 26 15 23 4b fb aa 46 fc 60 06 6e 49 52 ; south curves east across the river. North of here the river &219f 46 fc 60 22 25 23 18 15 23 55 75 46 d5 ee f9 62 ; rushes down from the mountains through dangerous rapids, &21af 22 11 20 19 14 23 0b f7 06 47 fb 23 04 ; cascades and ravines." &21bc 00 ; end ; bytecode_for_room_22_description &21bd c4 2b ; if(p["distance_into_forest"] == 0) &21bf 01 ; { &21c0 0d 42 43 3a 46 fc 4b 49 46 93 fc d1 92 06 37 45 ; "You are at the edge of the great southern forest. It is not &21d0 65 66 fc 14 32 fc 61 73 04 ; too late to turn back." &21d9 1c 2b ; p["distance_into_forest"] = 1 &21db 04 ; return &21dc 03 ; } &21dd 0d 42 43 fc 15 33 46 fa 73 49 46 fc d1 92 06 2b ; "you are lost in the depths of the southern forest. " + &21ed 08 42 51 d7 4a fc 62 39 87 8a 05 42 f8 38 5c 67 ; random("You see nothing but trees on all sides", "you feel as if &21fd 42 58 60 52 7e 05 46 fc 62 fc 63 fc d2 52 05 42 ; you have been here before", "the trees seem familiar here", "you &220d 43 fa cf 32 fe 5d 42 43 fc 64 33 13 19 22 13 1c ; are beginning to think you are going in circles") + "." &221d 15 23 05 04 04 &2222 00 ; end ; bytecode_for_room_23_description &2223 0d 46 77 fc 65 fb ae 55 34 fc d3 0b c0 92 fc b7 ; "The road cuts straight down a valley, between forest covered &2233 fa 72 32 46 71 47 fc 66 fc d4 fc 67 32 46 6e 04 ; hills to the south and steep mountain scree to the north." &2243 8c 06 09 ; if(p["previous_room"] == &05) &2246 01 ; { &2247 0d fc 0e fc d5 42 50 51 46 76 fa 74 49 2e 94 2e ; "far ahead you can see the metal towers of Castle Varangar." &2257 fb 9d 04 &225a 03 ; } &225b 00 ; end ; bytecode_for_room_24_description &225c 0e ; skip_to_next_bytecode() &225d 00 ; end ; bytecode_for_room_25_description &225e 0d 46 77 fb af be 46 fc d3 0b 79 95 92 39 44 63 ; "The road continues along the valley, with dark forest on one &226e 47 46 1c 1f 27 15 22 fa 6b 49 46 d5 39 46 fc 3b ; side and the lower slopes of the mountains on the other." &227e 04 &227f 00 ; end ; bytecode_for_room_26_description &2280 0d 42 43 3a 34 f7 b7 fc 68 fb 0b 32 46 fc 69 0b ; "You are at a crossroads quite close to the city, whose gleaming &2290 fb 0c f9 63 fc d6 fc 6a 80 42 32 46 4b 06 52 34 ; spires tower over you to the east. Here a rough track leads into &22a0 fc d7 fc d8 bd 59 46 92 f7 b8 0b 47 fb a7 64 34 ; the forest southwards, and climbs up a rocky gully opposite into &22b0 22 1f 13 1b 29 fa d0 fb b0 59 46 f9 58 32 46 6e ; the foothills to the north." &22c0 04 &22c1 00 ; end ; bytecode_for_room_27_description &22c2 0d 42 43 dc 39 34 fc 66 fc 47 c0 fc 6b fc d9 49 ; "You are walking on a steep path between solid walls of rock. To &22d2 ff 3c 06 32 46 6e 46 13 1c 19 16 16 23 0e 27 19 ; the north the cliffs widen as if there was once a quarry here." &22e2 14 15 1e 5c 67 72 fc 0f fc 08 34 fc da 52 04 &22f1 00 ; end ; bytecode_for_room_28_description &22f2 b7 ; if(!room.flags[3]) &22f3 01 ; { &22f4 0d 42 58 27 11 1c 1b 15 14 59 46 f9 64 fb 24 33 ; "You have walked into the bandits' hideout in a disused gold &2304 34 14 19 23 25 23 15 14 fc 4f fc da 04 ; quarry." &2311 a7 ; if(!room.flags[2]) &2312 01 ; { &2313 0d 42 43 ef ec 53 f9 65 fc d7 fb b1 68 fc 3c 87 ; "you are instantly surrounded by wild-eyed rough fellows &2323 f9 66 0b f6 20 42 0b 79 7b f9 67 06 fc cb fb b2 ; who view all strangers, especially you, with deep &2333 f9 68 ba 32 36 f7 b9 0b fb b3 46 fa 75 ff c2 ba ; suspicion. Every species imaginable seems to be &2343 fc 0d 3b 1c 15 23 23 fc db 04 ; represented, though the bandit chieftain seems more or ; less human." &234d 03 ; } &234e 04 ; return &234f 03 ; } &2350 0d 42 43 73 33 46 f9 64 fb 24 0b b9 fb 25 fc cb ; "you are back in the bandits' hideout, which shows every sign of &2360 fe 34 49 fc dc 60 f9 5c 33 34 fa 76 04 ; having been abandoned in a hurry." &236d 00 ; end ; bytecode_for_room_29_description &236e 0d 42 58 60 fa d1 33 34 c1 f8 30 f8 09 d6 96 46 ; "You have been dumped in a small damp cave somewhere under the &237e d5 06 34 54 49 76 ff 44 45 46 97 fe 28 0b 47 b5 ; mountains. A door of metal bars is the only exit, and beyond it &238e 37 fa 20 4d b7 0b 05 ; sits your guard, " &2395 a7 ; if(!room.flags[2]) &2396 01 ; { &2397 0d 46 ff 26 3a 5e fa 21 04 ; "the keys at his waist." &23a0 04 ; return &23a1 03 ; } &23a2 0d 68 5b 16 11 1c 1c 15 1e 59 34 7b fa 22 04 ; "who has fallen into a deep trance." &23b1 00 ; end ; bytecode_for_room_2a_description &23b2 0d 42 6d da 39 34 fc dd fc 47 98 fa 77 46 fc 66 ; "You find yourself on a narrow path that skirts the steep &23c2 f9 69 0b db 48 04 ; mountainside, leading west." &23c8 00 ; end ; bytecode_for_room_2b_description &23c9 0d 42 43 39 34 fc dd fc 47 98 fa 77 46 fc 66 f9 ; "You are on a narrow path that skirts the steep mountainside, &23d9 69 0b db 75 4b 32 48 04 ; leading from east to west." &23e1 00 ; end ; bytecode_for_room_2c_description &23e2 0d 46 fc 47 75 46 4b c2 6e 59 46 d5 52 06 72 45 ; "The path from the east turns north into the mountains here. &23f2 34 f9 62 fc 67 49 fb 0d fc ca 39 4d 69 47 34 7b ; There is a dangerous scree of loose rocks on your left and a &2402 fc 4c fc d5 06 3a 46 fc 11 49 46 fb b4 38 fc 6c ; deep ravine ahead. At the top of the precipice an old, gnarled &2412 0b f8 80 fc 06 17 22 1f 27 23 fc d0 46 ff b6 04 ; tree grows among the boulders." &2422 af 02 ; if(room.flags[2] or &2424 bf ; room.flags[3]) &2425 01 ; { &2426 0d 34 ff 28 fa 78 80 46 fa 79 0b fc 6d 3a 46 fc ; "a rope hangs over the cliff, tied at the top to" &2436 11 32 05 &2439 03 ; } &243a af ; if(room.flags[2]) &243b 01 ; { &243c 0d 34 ff 3c 04 ; "a rock." &2441 03 ; } &2442 bf ; if(room.flags[3]) &2443 01 ; { &2444 0d 46 fc 06 04 ; "the tree." &2449 03 ; } &244a 00 ; end ; bytecode_for_room_2d_description &244b 14 05 ; p["current_room"] = 0 &244d 0d 42 6d da 33 34 7b fc 4c 0b 89 34 fc de 06 46 ; "You find yourself in a deep ravine, beside a spring. The stream &245d 23 24 22 15 11 1d f0 80 34 f9 6a 71 0b 47 39 46 ; disappears over a waterfall south, and on the cliff north, east &246d fa 79 6e 0b 4b 47 48 72 45 35 18 11 1e 14 18 1f ; and west there is no handhold firm enough to support you." &247d 1c 14 0e 16 19 22 1d fb b5 32 23 25 20 20 1f 22 &248d 24 42 04 &2490 a7 ; if(!room.flags[2]) &2491 01 ; { &2492 0d 2d 34 fc 6e fb b6 fa 23 0b 3a fc 6f 97 34 23 ; "\nA giant hunting eagle, at first only a speck in the sky, &24a2 20 15 13 1b 33 46 fa 24 0b bc dd 42 fc 16 34 f7 ; falls towards you like a thunderbolt." &24b2 ba 04 &24b4 04 ; return &24b5 03 ; } &24b6 97 ; if(!room.flags[1]) &24b7 01 ; { &24b8 0d 2d 42 56 99 34 fb 26 33 46 fe 76 9a 04 ; "\nYou now notice a crevice in the northeast corner." &24c6 1f ; room.flags[1] = true &24c7 03 ; } &24c8 00 ; end ; bytecode_for_room_2e_description &24c9 0d 42 27 22 19 17 17 1c 15 59 34 fb 26 04 ; "You wriggle into a crevice." &24d7 e7 ; if(!room.flags[6]) &24d8 01 ; { &24d9 0d 42 de 34 ff 7c c3 27 15 14 17 15 14 33 46 ff ; "you discover a silver button wedged in the rock." &24e9 3c 04 &24eb 03 ; } &24ec 00 ; end ; bytecode_for_room_2f_description &24ed 0d 42 43 dc be 34 1d 25 14 14 29 92 fc d8 06 72 ; "You are walking along a muddy forest track. There seems to be a &24fd ba 32 36 34 9b f7 07 5d 4f 71 04 ; large clearing some way south." &2508 00 ; end ; bytecode_for_room_30_description &2509 0d 33 34 f7 07 ff 43 86 75 46 77 45 34 ff 67 9c ; "In a clearing well away from the road is a gypsy camp. Colourful &2519 06 f9 6b 81 f7 08 49 fc cb f8 0a 0b 23 18 11 20 ; space vehicles of every size, shape and age are set in a circle &2529 15 47 f8 0b 43 fa 0a 33 34 13 19 22 13 1c 15 7c ; round a central atomic furnace." &2539 34 fc df fc e0 f8 81 04 &2541 a7 ; if(!room.flags[2]) &2542 01 ; { &2543 0d 2d 46 f6 47 24 19 1e 1b 15 22 23 43 33 34 f8 ; "\nThe interplanetary tinkers are in a foul mood, for an &2553 39 1d 1f 1f 14 0b 57 38 f9 6c f8 82 45 1d 19 23 ; essential element is missing from their annual festival of &2563 23 19 1e 17 75 83 11 1e 1e 25 11 1c f7 09 49 11 ; alchemy. A giant gypsy, made even taller by his space boots, &2573 1c 13 18 15 1d 29 06 34 fc 6e ff 67 0b fc 17 fc ; floats towards you." &2583 43 24 11 1c 1c 15 22 53 5e 81 ff 53 0b 16 1c 1f &2593 11 24 23 dd 42 04 &2599 04 ; return &259a 03 ; } &259b 0d 2d 4d c4 46 fc 3a ff 67 fc 70 42 34 f7 0a 23 ; "\nYour friend the tall gypsy gives you a generous smile." &25ab 1d 19 1c 15 04 &25b0 00 ; end ; unused # Source code fragment corresponding to S1:&237f - &2380 &25b1 2e 61 20 ; ".a " ; unused &25b4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &25c4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &25d4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &25e4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &25f4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2604 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2614 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2624 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2634 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2644 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2654 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2664 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2674 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2684 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2694 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &26a4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &26b4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &26c4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &26d4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &26e4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &26f4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2704 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2714 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2724 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2734 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2744 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2754 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2764 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2774 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2784 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2794 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &27a4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &27b4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &27c4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &27d4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &27e4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &27f4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2804 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2814 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2824 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2834 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2844 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2854 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2864 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2874 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2884 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2894 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &28a4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &28b4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &28c4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &28d4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &28e4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &28f4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2904 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2914 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2924 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2934 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2944 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2954 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2964 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2974 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2984 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2994 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &29a4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &29b4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &29c4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &29d4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &29e4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &29f4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2a04 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2a14 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2a24 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2a34 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2a44 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2a54 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2a64 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2a74 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2a84 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2a94 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2aa4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2ab4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2ac4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2ad4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2ae4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &2af4 00 00 00 00 00 00 00 00 00 ; unused # Source code fragment corresponding to S1:&24f9 - &24fa &2afd 6b 2e 20 ; "k. " ; bytecode_for_room_actions ; bytecode_for_room_05_actions &2b00 00 ; end ; bytecode_for_room_06_actions &2b01 00 ; end ; bytecode_for_room_07_actions &2b02 87 ; if(!room.flags[0]) &2b03 01 ; { &2b04 0f ; room.flags[0] = true &2b05 44 20 ; p["score"] ++ &2b07 03 ; } &2b08 86 0e ; if(verb == "north") { player_room = &0e } &2b0a 8e 09 ; if(verb == "east") { player_room = &09 } &2b0c 96 0c ; if(verb == "south") { player_room = &0c } &2b0e 9e 18 ; if(verb == "west") { player_room = &18 } &2b10 b6 0b ; if(verb == "southeast") { player_room = &0b } &2b12 de 08 ; if(verb == "up") { player_room = &08 } &2b14 00 ; end ; bytecode_for_room_08_actions &2b15 88 0f ; if(verb == "down") &2b17 01 ; { &2b18 0d 42 fe 62 55 04 ; "You climb down." &2b1e 08 0b ; player_room = &07 &2b20 04 ; return &2b21 03 ; } &2b22 80 09 ; if(verb < "northeast") &2b24 01 ; { &2b25 0d 42 fc 4a 9d 34 fa b8 47 8f 0b f9 10 4d fc 71 ; "you step off a branch and fall, breaking your neck." &2b35 04 &2b36 75 09 ; execute_miscellaneous_bytecode(&05) &2b38 03 ; } &2b39 00 ; end ; bytecode_for_room_09_actions &2b3a 86 14 ; if(verb == "north") { player_room = &14 } &2b3c 8e 1f ; if(verb == "east") { player_room = &1f } &2b3e 9e 07 ; if(verb == "west") { player_room = &07 } &2b40 96 0b ; if(verb == "south") { player_room = &0b } &2b42 88 56 ; if(verb == "search") &2b44 01 ; { &2b45 44 29 ; p["haystack_searched"] ++ &2b47 8c 29 05 ; if(p["haystack_searched"] == &01) &2b4a 01 ; { &2b4b 0d 33 46 ff b5 42 de 34 ff 7c c3 fa b9 79 46 fc ; "In the haystack you discover a silver button marked with &2b5b 8e 49 46 82 04 ; the head of the king." &2b60 3b 1e ; object_room["silver"] = player_room &2b62 44 20 ; p["score"] ++ &2b64 04 ; return &2b65 03 ; } &2b66 8c 29 06 ; if(p["haystack_searched"] == &02) &2b69 01 ; { &2b6a 0d 42 fe 6a fa ba 47 f8 ba 34 fa 4c ff 79 fc d0 ; "you search deeper and uncover a tiny needle among the &2b7a 46 23 24 11 1c 1b 23 04 ; stalks." &2b82 3b 13 ; object_room["needle"] = player_room &2b84 44 20 ; p["score"] ++ &2b86 04 ; return &2b87 03 ; } &2b88 0d fa b1 08 18 11 29 fc aa 45 fc c4 64 4d f8 24 ; "achoo! hay dust is getting up your nose." &2b98 04 &2b99 03 ; } &2b9a 00 ; end ; bytecode_for_room_0a_actions &2b9b 87 ; if(!room.flags[0]) &2b9c 01 ; { &2b9d 44 20 ; p["score"] ++ &2b9f 0f ; room.flags[0] = true &2ba0 03 ; } &2ba1 86 1f ; if(verb == "north") { player_room = &1f } &2ba3 9e 0b ; if(verb == "west") { player_room = &0b } &2ba5 96 0d ; if(verb == "south") { player_room = &0d } &2ba7 88 06 02 ; if(verb == "east" or &2baa 88 12 02 ; verb == "enter" or &2bad 88 4a ; verb == "open" and &2baf 89 49 ; first_noun == "trapdoor") &2bb1 01 ; { &2bb2 84 3a 06 ; if(p["cubix_state"] < &02) &2bb5 01 ; { &2bb6 0d 46 fb 1c 54 49 46 2e cb 45 fc f1 04 ; "The outer door of the Cubix is locked." &2bc3 04 ; return &2bc4 03 ; } &2bc5 08 5e ; player_room = &5a &2bc7 03 ; } &2bc8 00 ; end ; bytecode_for_room_0b_actions &2bc9 86 09 ; if(verb == "north") { player_room = &09 } &2bcb 8e 0c ; if(verb == "east") { player_room = &0c } &2bcd 96 0d ; if(verb == "south") { player_room = &0d } &2bcf 9e 0c ; if(verb == "west") { player_room = &0c } &2bd1 b6 0a ; if(verb == "southeast") { player_room = &0a } &2bd3 00 ; end ; bytecode_for_room_0c_actions &2bd4 86 07 ; if(verb == "north") { player_room = &07 } &2bd6 8e 0b ; if(verb == "east") { player_room = &0b } &2bd8 96 0d ; if(verb == "south") { player_room = &0d } &2bda 9e 0b ; if(verb == "west") { player_room = &0b } &2bdc 00 ; end ; bytecode_for_room_0d_actions &2bdd 88 05 02 ; if(verb == "north" or &2be0 88 13 ; verb == "back") &2be2 01 ; { &2be3 08 0f ; player_room = &0b &2be5 0d 42 f9 11 da 75 46 fb 7f 91 33 62 04 ; "You extricate yourself from the marsh just in time." &2bf2 04 ; return &2bf3 03 ; } &2bf4 80 15 ; if(verb < "dc") &2bf6 01 ; { &2bf7 0d 42 12 1c 25 1e 14 15 22 f9 12 59 46 fb 7f 06 ; "you blunder further into the marsh. After a while you are &2c07 b0 34 7a 42 43 23 25 13 1b 15 14 96 47 fa 3d 04 ; sucked under and drown." &2c17 03 ; } ; else &2c18 01 ; { &2c19 0d f9 13 42 fa 1c 59 46 fb 7f 47 fa e4 04 ; "slowly you sink into the marsh and disappear." &2c27 03 ; } &2c28 75 09 ; execute_miscellaneous_bytecode(&05) &2c2a 00 ; end ; bytecode_for_room_0e_actions &2c2b 86 0f ; if(verb == "north") { player_room = &0f } &2c2d 8e 14 ; if(verb == "east") { player_room = &14 } &2c2f 96 07 ; if(verb == "south") { player_room = &07 } &2c31 9e 17 ; if(verb == "west") { player_room = &17 } &2c33 00 ; end ; bytecode_for_room_0f_actions &2c34 a7 ; if(!room.flags[2]) &2c35 01 ; { &2c36 88 22 ; if(verb == "ask") &2c38 01 ; { &2c39 89 50 02 ; if(first_noun == "trevyl" or &2c3c 8d 72 ; preposition == "trevyls") &2c3e 01 ; { &2c3f 0d 46 df 17 22 15 15 24 42 5c 34 f8 bb 33 fc ab ; "The soldiers greet you as a comrade in arms. To Tim &2c4f 06 32 2e 4c 2e d4 85 1f 27 15 83 93 fb 62 0b 57 ; Trevyl they owe their great victory, for it is he &2c5f 37 45 3e 68 16 1f 19 1c 15 14 34 f9 d9 fe 63 39 ; who foiled a dastardly attack on the king by the &2c6f 46 82 53 46 fa bb 2e e3 0b 47 68 23 15 1e 24 fc ; mighty Warlord, and who sent them back to the &2c7f 8b 73 32 46 f7 b1 32 6d 42 06 2d 42 43 fa 4d 34 ; battlefield to find you. \nYou are given a letter &2c8f ff 7f 75 2e 4c 0b 47 38 ff c8 32 f8 25 5f 33 46 ; from Tim, and an invitation to join him in the great &2c9f 93 fc 78 3a 46 94 57 34 f9 c9 fc 46 32 36 fa 4d ; hall at the castle for a celebration ball to be &2caf 53 46 82 fb 52 06 46 e1 fe 59 83 f6 37 47 fc 34 ; given by the king tonight. The guards mount their &2cbf 9d f9 da 0b fb b8 44 ff 5a 57 42 04 ; hovercycles and move off eastwards, leaving one ; cycle for you." &2ccb 2f ; room.flags[2] = true &2ccc 1b 2b ; object_room["letter"] = 1 &2cce 1b 2f ; object_room["invitation"] = 1 &2cd0 44 20 ; p["score"] ++ &2cd2 0c 08 26 ; p["following_guards_on_hovercycle"] = &04 &2cd5 6f ; room.flags[6] = true &2cd6 04 ; return &2cd7 03 ; } &2cd8 0d 46 e1 fc 63 f9 db 53 4d 21 25 11 19 1e 24 fb ; "the guards seem fascinated by your quaint accent." &2ce8 80 04 &2cea 04 ; return &2ceb 03 ; } &2cec 80 15 ; if(verb < "dc") &2cee 01 ; { &2cef 0d 4d fb 7d 32 fb 5e 05 ; "your attempt to escape" &2cf7 03 ; } ; else &2cf8 01 ; { &2cf9 0d 4d fb 7b 05 ; "your action" &2cfe 03 ; } &2cff 0d 97 11 22 1f 25 23 15 23 f9 12 f9 67 47 46 e1 ; "only arouses further suspicion and the guards have no &2d0f 58 35 f7 f0 33 f9 14 42 06 46 fa 08 fc 22 78 f7 ; difficulty in capturing you. The six foot battle veterans &2d1f 43 43 11 1d 25 23 15 14 53 4d f9 15 15 16 16 1f ; are amused by your pitiful efforts, and rather than do you &2d2f 22 24 23 0b 0e 47 b6 fc ac 3c 42 fc 0c f8 4f fa ; any harm merely break your arms and legs and throw you out &2d3f bc fe 56 4d fc ab 47 1c 15 17 23 47 fe 53 42 61 ; to die. " + random("", "As you sink into delirium, you call &2d4f 32 fc 35 06 2b 06 05 5c 42 fa 1c 59 f9 16 0b 42 ; Tim Trevyl's name, but no one answers. ") + "" &2d5f f8 58 2e 4c 2e f7 c3 f8 1f 0b 4a 35 44 11 1e 23 &2d6f 27 15 22 23 06 05 04 05 &2d77 75 09 ; execute_miscellaneous_bytecode(&05) &2d79 04 ; return &2d7a 03 ; } &2d7b 86 10 ; if(verb == "north") { player_room = &10 } &2d7d 8e 13 ; if(verb == "east") { player_room = &13 } &2d7f 96 0e ; if(verb == "south") { player_room = &0e } &2d81 9e 16 ; if(verb == "west") { player_room = &16 } &2d83 00 ; end ; bytecode_for_room_10_actions &2d84 86 11 ; if(verb == "north") { player_room = &11 } &2d86 8e 12 ; if(verb == "east") { player_room = &12 } &2d88 96 0f ; if(verb == "south") { player_room = &0f } &2d8a 9e 15 ; if(verb == "west") { player_room = &15 } &2d8c 00 ; end ; bytecode_for_room_11_actions &2d8d 88 28 02 ; if(verb == "drop" or &2d90 88 2d 02 ; verb == "throw" or &2d93 88 26 ; verb == "remove") &2d95 01 ; { &2d96 0d 39 fa 4e f8 bc 47 f7 44 20 15 11 1b 23 0b 42 ; "On these desolate and unmapped peaks, you will never find &2da6 b4 ae 6d eb 42 fe 53 86 04 ; anything you throw away." &2daf 03 ; } &2db0 80 0d ; if(verb < "left" and &2db2 98 07 ; verb != "south") &2db4 01 ; { &2db5 44 27 ; p["distance_into_mountains"] ++ &2db7 8c 27 0a ; if(p["distance_into_mountains"] == &06) &2dba 01 ; { &2dbb 0d fc 3d 39 46 f7 45 42 3a fc 1f fa 4f 32 fc 52 ; "high on the glaciers you at last freeze to death, and &2dcb 0b 47 4d fa 26 43 ae fa 50 04 ; your bones are never found." &2dd5 75 09 ; execute_miscellaneous_bytecode(&05) &2dd7 04 ; return &2dd8 03 ; } &2dd9 03 ; } &2dda 88 07 ; if(verb == "south") &2ddc 01 ; { &2ddd 4c 27 ; p["distance_into_mountains"] -- &2ddf c4 27 ; if(p["distance_into_mountains"] == 0) &2de1 01 ; { &2de2 2c 06 04 ; p["player_room"] = p["previous_room"] &2de5 1c 09 ; p["output_written"] = 1 &2de7 04 ; return &2de8 03 ; } &2de9 03 ; } &2dea 80 09 02 ; if(verb < "northeast" or &2ded 88 13 ; verb == "back") &2def 01 ; { &2df0 56 ; execute_bytecode_for_room() &2df1 03 ; } &2df2 00 ; end ; bytecode_for_room_12_actions &2df3 86 11 ; if(verb == "north") { player_room = &11 } &2df5 96 13 ; if(verb == "south") { player_room = &13 } &2df7 9e 10 ; if(verb == "west") { player_room = &10 } &2df9 be 0f ; if(verb == "southwest") { player_room = &0f } &2dfb 88 06 02 ; if(verb == "east" or &2dfe 88 0f ; verb == "down") &2e00 01 ; { &2e01 0d 5c 42 fa 51 9d 46 8a 49 46 fc 4c 39 4d 4f 55 ; "As you bounce off the sides of the ravine on your way down &2e11 46 d8 fc 22 fe 30 0b 37 fb e4 32 42 98 dc 80 f9 ; the hundred foot drop, it occurs to you that walking over &2e21 dc 45 65 46 f8 26 4f 32 20 22 1f 1c 1f 1e 17 4d ; precipices is not the best way to prolong your life." &2e31 fc 25 04 &2e34 75 09 ; execute_miscellaneous_bytecode(&05) &2e36 03 ; } &2e37 00 ; end ; bytecode_for_room_13_actions &2e38 86 12 ; if(verb == "north") { player_room = &12 } &2e3a 8e 21 ; if(verb == "east") { player_room = &21 } &2e3c 9e 0f ; if(verb == "west") { player_room = &0f } &2e3e 96 14 ; if(verb == "south") { player_room = &14 } &2e40 00 ; end ; bytecode_for_room_14_actions &2e41 86 13 ; if(verb == "north") { player_room = &13 } &2e43 9e 0e ; if(verb == "west") { player_room = &0e } &2e45 96 09 ; if(verb == "south") { player_room = &09 } &2e47 8e 20 ; if(verb == "east") { player_room = &20 } &2e49 88 1b ; if(verb == "take") &2e4b 01 ; { &2e4c 89 1f 02 ; if(first_noun == "roubles" or &2e4f 89 64 ; first_noun == "all") &2e51 01 ; { &2e52 0d 46 ff 58 fc 2c fb 53 1d 15 1c 24 15 14 33 46 ; "The coins were almost melted in the heat and the &2e62 18 15 11 24 47 46 f9 dd fc 6f f8 59 fb 78 fc 61 ; resulting first degree burns turn gangrenous overnight. &2e72 f7 f1 f9 de 06 42 fc a0 0b 33 4d fc 1f fb 81 49 ; You decide, in your last moments of delirium, that you &2e82 f9 16 0b 98 42 fa f9 58 20 1c 11 29 15 14 37 34 ; should have played it a little more cool." &2e92 fc 5f fc 0d 13 1f 1f 1c 04 &2e9b 75 09 ; execute_miscellaneous_bytecode(&05) &2e9d 03 ; } &2e9e 03 ; } &2e9f 00 ; end ; bytecode_for_room_15_actions &2ea0 86 11 ; if(verb == "north") { player_room = &11 } &2ea2 8e 10 ; if(verb == "east") { player_room = &10 } &2ea4 96 16 ; if(verb == "south") { player_room = &16 } &2ea6 9e 1e ; if(verb == "west") { player_room = &1e } &2ea8 88 1b ; if(verb == "take") &2eaa 01 ; { &2eab 89 1f 02 ; if(first_noun == "roubles" or &2eae 89 11 02 ; first_noun == "lance" or &2eb1 89 64 ; first_noun == "all") &2eb3 01 ; { &2eb4 0d 5c 42 1c 15 11 1e 80 46 13 1f 22 20 23 15 0b ; "As you lean over the corpse, posthumous avarice or rigor &2ec4 f7 f2 f8 bd 3b 22 19 17 1f 22 0e 1d 1f 22 24 19 ; mortis cause the trooper's finger to tighten on the &2ed4 23 0e 13 11 25 23 15 46 f9 df fb 82 32 f8 be 39 ; trigger of his lance. The sonic beam, with poetic &2ee4 46 f9 17 49 5e 88 06 46 fc 51 fc 9c 0b 79 20 1f ; justice, hits you smack in the right temple." &2ef4 15 24 19 13 0e 1a 25 23 24 19 13 15 0b 0e fc 96 &2f04 42 23 1d 11 13 1b 33 46 a5 24 15 1d 20 1c 15 04 &2f14 75 09 ; execute_miscellaneous_bytecode(&05) &2f16 03 ; } &2f17 03 ; } &2f18 00 ; end ; bytecode_for_room_16_actions &2f19 86 15 ; if(verb == "north") { player_room = &15 } &2f1b 8e 0f ; if(verb == "east") { player_room = &0f } &2f1d 96 17 ; if(verb == "south") { player_room = &17 } &2f1f 9e 1e ; if(verb == "west") { player_room = &1e } &2f21 00 ; end ; bytecode_for_room_17_actions &2f22 86 16 ; if(verb == "north") { player_room = &16 } &2f24 8e 0e ; if(verb == "east") { player_room = &0e } &2f26 96 18 ; if(verb == "south") { player_room = &18 } &2f28 9e 1e ; if(verb == "west") { player_room = &1e } &2f2a 88 1b ; if(verb == "take") &2f2c 01 ; { &2f2d 89 1f 02 ; if(first_noun == "roubles" or &2f30 89 64 ; first_noun == "all") &2f32 01 ; { &2f33 0d 38 f9 e0 11 1c 11 22 1d 0e 20 19 1e 17 23 34 ; "An infra-red alarm pings a microsecond before the atomic &2f43 f7 f3 7e 46 fc e0 f8 08 f9 e1 0b fa f7 fb 30 42 ; mine explodes, hardly giving you time to regret your &2f53 62 32 fc ad 4d 17 22 15 15 14 04 ; greed." &2f5e 75 09 ; execute_miscellaneous_bytecode(&05) &2f60 03 ; } &2f61 03 ; } &2f62 00 ; end ; bytecode_for_room_18_actions &2f63 86 17 ; if(verb == "north") { player_room = &17 } &2f65 8e 07 ; if(verb == "east") { player_room = &07 } &2f67 96 1d ; if(verb == "south") { player_room = &1d } &2f69 9e 1e ; if(verb == "west") { player_room = &1e } &2f6b 00 ; end ; bytecode_for_room_19_actions &2f6c 88 07 02 ; if(verb == "south" or &2f6f 88 10 ; verb == "up") &2f71 01 ; { &2f72 0c 06 10 ; p["verb"] = "east" &2f75 03 ; } &2f76 88 1b ; if(verb == "take") &2f78 01 ; { &2f79 89 1f 02 ; if(first_noun == "roubles" or &2f7c 89 64 ; first_noun == "all") &2f7e 01 ; { &2f7f 0d 46 fc 59 45 fc 12 49 46 11 22 13 18 11 19 13 ; "The ramp is part of the archaic defences of the planet. &2f8f f9 18 49 46 fa bd 06 4d 11 13 24 19 1f 1e 23 58 ; Your actions have triggered a very rusty firing &2f9f f9 e2 34 6f fc ea fb 6c f9 e3 0b 47 42 91 58 62 ; mechanism, and you just have time to see the gigantic &2faf 32 51 46 f7 46 f6 47 f8 bf 13 11 24 13 18 19 1e ; interplanetary missile catching you behind the knees &2fbf 17 42 cd 46 1b 1e 15 15 23 7e 37 f8 c0 42 ee 46 ; before it carries you through the upper atmosphere. From &2fcf 25 20 20 15 22 f9 e4 06 75 72 42 58 34 fc 95 f7 ; there you have a better perspective on life, and in your &2fdf f4 39 fc 25 0b 47 33 4d fc 1f fb 81 42 20 1f 1e ; last moments you ponder the wisdom of aimless searching &2fef 14 15 22 46 27 19 23 14 1f 1d 49 11 19 1d 1c 15 ; for gold." &2fff 23 23 f9 e5 57 fc 4f 04 &3007 75 09 ; execute_miscellaneous_bytecode(&05) &3009 03 ; } &300a 03 ; } &300b 0e ; skip_to_next_bytecode() &300c 00 ; end ; bytecode_for_room_1a_actions &300d 0e ; skip_to_next_bytecode() &300e 00 ; end ; bytecode_for_room_1b_actions &300f 0e ; skip_to_next_bytecode() &3010 00 ; end ; bytecode_for_room_1c_actions &3011 88 05 02 ; if(verb == "north" or &3014 88 0f ; verb == "down") &3016 01 ; { &3017 24 81 04 ; p["player_room"] += &01 &301a 1c 09 ; p["output_written"] = 1 &301c 03 ; } &301d 88 07 02 ; if(verb == "south" or &3020 88 10 ; verb == "up") &3022 01 ; { &3023 24 7f 04 ; p["player_room"] -= &01 &3026 1c 09 ; p["output_written"] = 1 &3028 03 ; } &3029 88 06 02 ; if(verb == "east" or &302c 88 08 ; verb == "west") &302e 01 ; { &302f 0d f9 e6 fa 4b 0b 42 8f 75 46 fc 59 06 34 f7 47 ; "Reckless fool, you fall from the ramp. A starving desert &303f fc 50 f9 e7 af fb aa 4d fc ed fc a2 5d fb 1d fb ; voorwokurp comes across your broken body some hours later, &304f 1e 0b 4a f7 bd 42 43 f6 2b 53 98 62 04 ; but fortunately you are unconscious by that time." &305c 75 09 ; execute_miscellaneous_bytecode(&05) &305e 03 ; } &305f 00 ; end ; bytecode_for_room_1d_actions &3060 86 18 ; if(verb == "north") { player_room = &18 } &3062 8e 0c ; if(verb == "east") { player_room = &0c } &3064 d6 0c ; if(verb == "down") { player_room = &0c } &3066 96 1c ; if(verb == "south") { player_room = &1c } &3068 de 1c ; if(verb == "up") { player_room = &1c } &306a 88 08 ; if(verb == "west") &306c 01 ; { &306d 0d 42 8f 32 46 fc c7 0b f9 e8 38 fa 52 f9 5f 04 ; "You fall to the surface, spraining an ankle slightly." &307d 08 22 ; player_room = &1e &307f 03 ; } &3080 00 ; end ; bytecode_for_room_1e_actions &3081 88 28 02 ; if(verb == "drop" or &3084 88 2d 02 ; verb == "throw" or &3087 88 26 ; verb == "remove") &3089 01 ; { &308a 0d 98 fb 83 36 fc 1e f8 5a 06 42 b4 ae 6d eb 42 ; "That would be most unwise. You will never find anything you &309a fc 82 52 04 ; leave here." &309e 04 ; return &309f 03 ; } &30a0 88 1b ; if(verb == "take" and &30a2 8c 28 08 ; p["distance_into_desert"] == &04 and &30a5 a7 ; !room.flags[2]) &30a6 01 ; { &30a7 2f ; room.flags[2] = true &30a8 0d 42 17 22 11 12 4d 12 1f 1f 24 29 47 23 24 11 ; "you grab your booty and stagger away." &30b8 17 17 15 22 86 04 &30be 89 1f 02 ; if(first_noun == "roubles" or &30c1 89 11 ; first_noun == "lance") &30c3 01 ; { &30c4 19 ; object_room[first_noun] = 1 &30c5 03 ; } &30c6 89 64 ; if(first_noun == "all") &30c8 01 ; { &30c9 1b 11 ; object_room["lance"] = 1 &30cb 1b 1f ; object_room["roubles"] = 1 &30cd 03 ; } &30ce 04 ; return &30cf 03 ; } &30d0 88 06 ; if(verb == "east" and &30d2 eb 1f 0a ; object_room["roubles"] == &06) &30d5 01 ; { &30d6 4c 28 ; p["distance_into_desert"] -- &30d8 c4 28 ; if(p["distance_into_desert"] == 0) &30da 01 ; { &30db db 11 ; if(object_room["lance"] == "carrying" and &30dd 87 ; !room.flags[0]) &30de 01 ; { &30df 0f ; room.flags[0] = true &30e0 44 20 ; p["score"] ++ &30e2 03 ; } &30e3 2c 06 04 ; p["player_room"] = p["previous_room"] &30e6 1c 09 ; p["output_written"] = 1 &30e8 04 ; return &30e9 03 ; } &30ea 56 ; execute_bytecode_for_room() &30eb 04 ; return &30ec 03 ; } &30ed 80 09 02 ; if(verb < "northeast" or &30f0 88 13 ; verb == "back") &30f2 01 ; { &30f3 44 28 ; p["distance_into_desert"] ++ &30f5 94 28 0a ; if(p["distance_into_desert"] > &06) &30f8 01 ; { &30f9 0d 3a fc 1f 42 23 25 13 13 25 1d 12 32 fb a9 23 ; "at last you succumb to radiation sickness. Your body &3109 19 13 1b 1e 15 23 23 06 4d fc a2 f9 e9 59 46 17 ; dissolves into the glowing sands and your fate is never &3119 1c 1f 27 19 1e 17 fa 88 47 4d 16 11 24 15 45 ae ; known." &3129 1b 1e 1f 27 1e 04 &312f 75 09 ; execute_miscellaneous_bytecode(&05) &3131 04 ; return &3132 03 ; } &3133 56 ; execute_bytecode_for_room() &3134 03 ; } &3135 00 ; end ; bytecode_for_room_1f_actions &3136 86 20 ; if(verb == "north") { player_room = &20 } &3138 96 0b ; if(verb == "south") { player_room = &0b } &313a 9e 09 ; if(verb == "west") { player_room = &09 } &313c 88 06 ; if(verb == "east") &313e 01 ; { &313f 0e ; skip_to_next_bytecode() &3140 03 ; } &3141 00 ; end ; bytecode_for_room_20_actions &3142 86 21 ; if(verb == "north") { player_room = &21 } &3144 96 1f ; if(verb == "south") { player_room = &1f } &3146 9e 14 ; if(verb == "west") { player_room = &14 } &3148 88 06 ; if(verb == "east") &314a 01 ; { &314b 0d 42 27 11 14 15 59 46 fc 60 47 43 ff ad fa 53 ; "You wade into the river and are quickly swept off your feet. &315b 9d 4d 5a 06 79 fc 95 fb 84 fc ac 42 f8 c1 0b 42 ; With better fortune than you deserve, you are deposited back &316b 43 f9 19 73 39 46 fc c9 f8 37 34 fc 5d fc bf f9 ; on the western bank a short distance downstream." &317b ea 04 &317d 03 ; } &317e 00 ; end ; bytecode_for_room_21_actions &317f 8e 23 ; if(verb == "east") { player_room = &23 } &3181 96 20 ; if(verb == "south") { player_room = &20 } &3183 9e 13 ; if(verb == "west") { player_room = &13 } &3185 88 05 ; if(verb == "north") &3187 01 ; { &3188 0d 79 f9 e6 14 11 22 19 1e 17 42 fa 0a 9d 64 46 ; "With reckless daring you set off up the ravines. By one &3198 fb 23 06 53 44 fb c0 49 f8 c2 fc 7e fc 72 42 fc ; stretch of roaring white water you slip on wet rocks and are &31a8 ae 39 f8 27 fc ca 47 43 fb 85 80 34 f9 6a f9 ea ; carried over a waterfall downstream. As your head is struck &31b8 06 5c 4d fc 8e 45 23 24 22 25 13 1b 0e 16 1f 22 ; forcibly against the twentieth rock, it occurs to you that &31c8 13 19 12 1c 29 fb 3f 46 f9 eb ff 3c 0b 37 fb e4 ; you might have chosen a safer route." &31d8 32 42 98 42 fc 8f 58 13 18 1f 23 15 1e 34 23 11 &31e8 16 15 22 fa 43 04 &31ee 75 09 ; execute_miscellaneous_bytecode(&05) &31f0 03 ; } &31f1 00 ; end ; bytecode_for_room_22_actions &31f2 88 28 02 ; if(verb == "drop" or &31f5 88 2d 02 ; verb == "throw" or &31f8 88 26 ; verb == "remove") &31fa 01 ; { &31fb 0d 98 fb 83 36 6f 16 1f 1f 1c 19 23 18 06 42 b4 ; "That would be very foolish. You will never be able to find &320b ae 36 11 12 1c 15 32 6d eb 42 fe 30 33 ac f7 f5 ; anything you drop in this undergrowth." &321b 04 &321c 03 ; } &321d 88 05 ; if(verb == "north") &321f 01 ; { &3220 4c 2b ; p["distance_into_forest"] -- &3222 c4 2b ; if(p["distance_into_forest"] == 0) &3224 01 ; { &3225 2c 06 04 ; p["player_room"] = p["previous_room"] &3228 44 09 ; p["output_written"] ++ &322a 04 ; return &322b 03 ; } &322c 56 ; execute_bytecode_for_room() &322d 04 ; return &322e 03 ; } &322f 80 0d 02 ; if(verb < "left" or &3232 88 13 ; verb == "back") &3234 01 ; { &3235 44 2b ; p["distance_into_forest"] ++ &3237 94 2b 09 ; if(p["distance_into_forest"] > &05) &323a 01 ; { &323b 0d 75 38 f6 38 fa b8 34 fb b6 92 f9 e7 fb 67 39 ; "from an overhanging branch a hunting forest voorwokurp &324b 42 06 fc af 46 11 1e 19 1d 11 1c 5b f7 48 0b 35 ; drops on you. When the animal has finished, no trace of &325b 24 22 11 13 15 49 42 45 69 04 ; you is left." &3265 75 09 ; execute_miscellaneous_bytecode(&05) &3267 04 ; return &3268 03 ; } &3269 56 ; execute_bytecode_for_room() &326a 03 ; } &326b 00 ; end ; bytecode_for_room_23_actions &326c 88 05 02 ; if(verb == "north" or &326f 88 10 ; verb == "up") &3271 01 ; { &3272 0d 42 fb 7d 32 fe 62 46 fc 66 23 1c 11 24 15 fc ; "You attempt to climb the steep slate scree without success. &3282 67 b8 23 25 13 13 15 23 23 06 27 19 23 15 1c 29 ; Wisely, you give up trying." &3292 0b 42 fe 31 64 fa 99 04 &329a 03 ; } &329b 8e 24 ; if(verb == "east") { player_room = &24 } &329d 9e 21 ; if(verb == "west") { player_room = &21 } &329f 96 22 ; if(verb == "south") { player_room = &22 } &32a1 00 ; end ; bytecode_for_room_24_actions &32a2 cc 26 ; if(p["following_guards_on_hovercycle"] != 0) &32a4 01 ; { &32a5 0d 46 fa 74 49 46 fc 69 f8 44 1c 11 22 17 15 22 ; "The towers of the city grow larger every minute. From the &32b5 fc cb fc cc 06 75 46 f9 69 39 4d 69 34 f8 5b 49 ; mountainside on your left a band of brigands watches you &32c5 f9 ec ff 9d 42 fc b0 04 ; pass." &32cd 44 20 ; p["score"] ++ &32cf 03 ; } &32d0 c4 0e 02 ; if(p["number_of_objects_carried"] == 0 or &32d3 cc 26 02 ; p["following_guards_on_hovercycle"] != 0 or &32d6 cc 33 02 ; p["bandit_chieftain_was_tearful"] != 0 or &32d9 9f ; room.flags[1]) &32da 01 ; { &32db 80 09 ; if(verb < "northeast") &32dd 01 ; { &32de 27 ; room.flags[2] = false &32df 17 ; room.flags[1] = false &32e0 03 ; } &32e1 8e 25 ; if(verb == "east") { player_room = &25 } &32e3 96 22 ; if(verb == "south") { player_room = &22 } &32e5 86 2b ; if(verb == "north") { player_room = &2b } &32e7 9e 23 ; if(verb == "west") { player_room = &23 } &32e9 04 ; return &32ea 03 ; } &32eb a7 ; if(!room.flags[2]) &32ec 01 ; { &32ed 0d 34 f8 5b 49 f9 ec 22 19 14 19 1e 17 0e 23 11 ; "a band of brigands riding sabre tooth chalikos appears from &32fd 12 22 15 0e 24 1f 1f 24 18 f7 49 fb a8 75 34 fc ; a mountain gully and sets upon you. Armed to the teeth and &330d d4 fa d0 47 fa 54 25 20 1f 1e 42 06 fc 42 32 46 ; drawn from the wierdest species on the planet, they look a &331d fc 77 47 fa 49 75 46 f8 c3 fb b2 39 46 fa bd 0b ; desperate and dangerous crew." &332d 85 fe 45 34 f9 1a 47 f9 62 13 22 15 27 04 &333b cc 25 ; if(p["is_riding_hovercycle"] != 0) &333d 01 ; { &333e 0d 85 ff ad f8 0d 42 9d 4d ff c7 0b 27 22 15 13 ; "they quickly tip you off your hovercycle, wrecking it in &334e 1b 19 1e 17 37 33 46 f9 1b 04 ; the process." &3358 14 25 ; p["is_riding_hovercycle"] = 0 &335a 03 ; } &335b 2f ; room.flags[2] = true &335c 44 09 ; p["output_written"] ++ &335e 04 ; return &335f 03 ; } &3360 88 1c 02 ; if(verb == "attack" or &3363 88 1d ; verb == "shoot") &3365 01 ; { &3366 db 11 ; if(object_room["lance"] == "carrying" and &3368 84 3f 06 ; p["lance_used_one"] < &02) &336b 01 ; { &336c 0d 42 58 35 fc b1 fb 07 32 fe 21 46 88 0b 4a 4d ; "you have no idea how to use the lance, but your wild &337c f8 5c fb 6c 5b 46 a5 15 16 16 15 13 24 06 46 13 ; firing has the right effect. The cowards make off into &338c 1f 27 11 22 14 23 fe 32 9d 59 46 d5 5c 67 34 14 ; the mountains as if a devil were after them." &339c 15 26 19 1c fc 2c b0 fc 8b 04 &33a6 1f ; room.flags[1] = true &33a7 44 3f ; p["lance_used_one"] ++ &33a9 44 20 ; p["score"] ++ &33ab 04 ; return &33ac 03 ; } &33ad db 11 ; if(object_room["lance"] == "carrying") &33af 01 ; { &33b0 0d 72 45 35 fb 6d 69 33 46 88 05 ; "there is no charge left in the lance" &33bb 03 ; } ; else &33bc 01 ; { &33bd 0d f7 f6 42 58 35 fb a5 79 42 05 ; "regretably you have no weapons with you" &33c8 03 ; } &33c9 0d 0b 3d 05 ; ", so" &33cd 03 ; } &33ce 0d 42 43 f7 4a 47 22 1f 12 12 15 14 49 87 42 20 ; "you are overcome and robbed of all you possess, namely " &33de 1f 23 23 15 23 23 0b 1e 11 1d 15 1c 29 0e 05 &33ed 1c 0b ; p["old_room"] = 1 &33ef 0c 2c 0c ; p["new_room"] = &28 &33f2 06 ; list_objects(p["old_room"]. p["new_room"]) &33f3 0d 06 12 11 14 1c 29 f8 5d 47 fc 17 32 fa 55 16 ; ". Badly beaten and made to tell funny stories, you are hit on &3403 25 1e 1e 29 f8 c4 0b 42 43 fe 1d 39 46 fc 8e 47 ; the head and left for dead." &3413 69 57 fc 57 04 &3418 00 ; end ; bytecode_for_room_25_actions &3419 86 2a ; if(verb == "north") { player_room = &2a } &341b 8e 26 ; if(verb == "east") { player_room = &26 } &341d 9e 24 ; if(verb == "west") { player_room = &24 } &341f 96 22 ; if(verb == "south") { player_room = &22 } &3421 00 ; end ; bytecode_for_room_26_actions &3422 86 27 ; if(verb == "north") { player_room = &27 } &3424 8e 31 ; if(verb == "east") { player_room = &31 } &3426 96 2f ; if(verb == "south") { player_room = &2f } &3428 9e 25 ; if(verb == "west") { player_room = &25 } &342a 00 ; end ; bytecode_for_room_27_actions &342b 86 28 ; if(verb == "north") { player_room = &28 } &342d 96 26 ; if(verb == "south") { player_room = &26 } &342f 00 ; end ; bytecode_for_room_28_actions &3430 af ; if(room.flags[2]) &3431 01 ; { &3432 88 07 02 ; if(verb == "south" or &3435 88 08 ; verb == "west") &3437 01 ; { &3438 3f ; room.flags[3] = true &3439 03 ; } &343a 96 27 ; if(verb == "south") { player_room = &27 } &343c f6 27 ; if(verb == "back") { player_room = &27 } &343e 9e 2a ; if(verb == "west") { player_room = &2a } &3440 e3 1e ; if(object_room["silver"] == player_room and &3442 87 ; !room.flags[0]) &3443 01 ; { &3444 44 20 ; p["score"] ++ &3446 0f ; room.flags[0] = true &3447 03 ; } &3448 04 ; return &3449 03 ; } &344a 88 29 02 ; if(verb == "offer" or &344d 88 2b 02 ; verb == "show" or &3450 88 4a ; verb == "open") &3452 01 ; { &3453 89 12 ; if(first_noun == "locket") &3455 01 ; { &3456 0b 09 12 ; object_room["locket"] = &05 &3459 0d 46 fa 75 ff c2 fb 5f 46 ff 78 47 f9 ed 5e 84 ; "The bandit chieftain opens the locket and recognises his &3469 fc 15 f9 ee 06 3e 12 25 22 23 24 23 59 fa 56 49 ; long lost sweetheart. He bursts into tears of gratitude &3479 f9 1c 5c 42 fa 55 5f 74 32 6d fc 24 0b 47 f9 1d ; as you tell him where to find her, and offers you a &3489 42 34 22 1f 11 23 24 15 14 fc 6e ff 0f 75 46 23 ; roasted giant rat from the spit." &3499 20 19 24 04 &349d 2f ; room.flags[2] = true &349e 6f ; room.flags[6] = true &349f 44 33 ; p["bandit_chieftain_was_tearful"] ++ &34a1 04 ; return &34a2 03 ; } &34a3 03 ; } &34a4 80 09 ; if(verb < "northeast") &34a6 01 ; { &34a7 0d 42 fb 7d 32 fc ae 86 4a 46 ff a6 43 66 fa be ; "you attempt to slip away but the bandits are too quick for &34b7 57 42 04 ; you." &34ba 03 ; } ; else &34bb 01 ; { &34bc 0d ac 97 f9 1e 46 f9 64 f9 67 04 ; "this only increases the bandits' suspicion." &34c7 03 ; } &34c8 d3 12 ; if(object_room["locket"] == "wearing") &34ca 01 ; { &34cb 0d ab 4d f9 1f fa 16 06 85 fc 9f 42 55 34 fa 57 ; "it's your lucky day. They drag you down a secret tunnel into &34db c9 59 46 fc d4 04 ; the mountain." &34e1 3f ; room.flags[3] = true &34e2 77 ; room.flags[7] = false &34e3 08 2d ; player_room = &29 &34e5 44 20 ; p["score"] ++ &34e7 db 11 ; if(object_room["lance"] == "carrying") &34e9 01 ; { &34ea 0b 09 11 ; object_room["lance"] = &05 &34ed 03 ; } &34ee 04 ; return &34ef 03 ; } &34f0 0d 85 f8 5e 27 18 15 24 18 15 22 32 fa 3c 42 f8 ; "they debate whether to hold you hostage, but it's your unlucky &3500 c5 0b 4a ab 4d 25 1e 1c 25 13 1b 29 fa 16 09 85 ; day: they decide that dead men tell no tales, and shoot you." &3510 fc a0 98 fc 57 fc 0a fa 55 35 24 11 1c 15 23 0b &3520 47 fe 4e 42 04 &3525 75 09 ; execute_miscellaneous_bytecode(&05) &3527 00 ; end ; bytecode_for_room_29_actions &3528 88 45 ; if(verb == "unlock" and &352a db 0d ; object_room["keys"] == "carrying") &352c 01 ; { &352d 9f ; if(room.flags[1]) &352e 01 ; { &352f 0d 37 45 f7 4b 04 ; "It is unlocked." &3535 04 ; return &3536 03 ; } &3537 0d 46 b7 23 24 19 22 23 0b 4a fc 91 65 f8 05 06 ; "the guard stirs, but does not wake. The tunnel leads west &3547 46 c9 bd 48 dd 46 a8 04 ; towards the light." &354f 1f ; room.flags[1] = true &3550 04 ; return &3551 03 ; } &3552 9f ; if(room.flags[1]) &3553 01 ; { &3554 88 08 02 ; if(verb == "west" or &3557 88 11 ; verb == "exit") &3559 01 ; { &355a 08 2c ; player_room = &28 &355c 44 20 ; p["score"] ++ &355e 2f ; room.flags[2] = true &355f 3b 22 ; object_room["bone"] = player_room &3561 03 ; } &3562 04 ; return &3563 03 ; } &3564 88 08 02 ; if(verb == "west" or &3567 88 11 02 ; verb == "exit" or &356a 88 4a ; verb == "open" and &356c 89 49 ; first_noun == "trapdoor" and &356e 97 ; !room.flags[1]) &356f 01 ; { &3570 0d 46 54 45 f9 ef 04 ; "the door is padlocked." &3577 04 ; return &3578 03 ; } &3579 a7 ; if(!room.flags[2]) &357a 01 ; { &357b 88 1c ; if(verb == "attack") &357d 01 ; { &357e 0d 65 3d 15 11 23 29 04 ; "not so easy." &3586 04 ; return &3587 03 ; } &3588 88 29 ; if(verb == "offer" and &358a 89 12 02 ; first_noun == "locket" or &358d 88 3a ; verb == "bribe" and &358f 89 48 ; first_noun == "troopers") &3591 01 ; { &3592 0d 46 b7 11 13 13 15 20 24 23 46 fc 4f ff 78 79 ; "the guard accepts the gold locket with commendable &35a2 f7 f7 fb 7e 06 3e f9 20 79 37 0b ae 32 36 fa 19 ; speed. He vanishes with it, never to be seen again. With &35b2 fc 44 06 79 35 44 32 16 15 15 14 42 0b 42 fc 35 ; no one to feed you, you die of starvation and boredom." &35c2 49 f9 21 47 f8 c6 04 &35c9 75 09 ; execute_miscellaneous_bytecode(&05) &35cb 03 ; } &35cc 88 49 ; if(verb == "hypnotise" and &35ce 89 48 02 ; first_noun == "troopers" or &35d1 88 3f ; verb == "swing" and &35d3 89 12 ; first_noun == "locket") &35d5 01 ; { &35d6 a7 ; if(!room.flags[2]) &35d7 01 ; { &35d8 0d 42 fe 5c 46 fc 4f ff 78 06 46 b7 fb 5c f9 db ; "you swing the gold locket. The guard becomes &35e8 0b 47 b0 34 fc cc bc 59 34 7b fa 22 04 ; fascinated, and after a minute falls into a deep ; trance." &35f5 2f ; room.flags[2] = true &35f6 3b 0d ; object_room["keys"] = player_room &35f8 44 20 ; p["score"] ++ &35fa 03 ; } &35fb 03 ; } &35fc 03 ; } &35fd 00 ; end ; bytecode_for_room_2a_actions &35fe 86 11 ; if(verb == "north") { player_room = &11 } &3600 8e 28 ; if(verb == "east") { player_room = &28 } &3602 88 07 ; if(verb == "south") &3604 01 ; { &3605 0e ; skip_to_next_bytecode() &3606 03 ; } &3607 9e 2b ; if(verb == "west") { player_room = &2b } &3609 00 ; end ; bytecode_for_room_2b_actions &360a 86 11 ; if(verb == "north") { player_room = &11 } &360c 8e 2a ; if(verb == "east") { player_room = &2a } &360e 88 07 ; if(verb == "south") &3610 01 ; { &3611 0d 42 14 15 23 13 15 1e 14 32 46 fc d3 04 ; "You descend to the valley." &361f 08 29 ; player_room = &25 &3621 03 ; } &3622 9e 2c ; if(verb == "west") { player_room = &2c } &3624 00 ; end ; bytecode_for_room_2c_actions &3625 88 20 ; if(verb == "tie" and &3627 89 0f ; first_noun == "rope" and &3629 8d 69 ; preposition == "to") &362b 01 ; { &362c af 02 ; if(room.flags[2] or &362e bf ; room.flags[3]) &362f 01 ; { &3630 0d ab e9 fc 6d 04 ; "It's already tied." &3636 04 ; return &3637 03 ; } &3638 c2 ; if(second_noun == 0) &3639 01 ; { &363a 04 ; return &363b 03 ; } &363c 8a 46 ; if(second_noun == "haystack") &363e 01 ; { &363f 3f ; room.flags[3] = true &3640 03 ; } &3641 8a 47 ; if(second_noun == "boulders") &3643 01 ; { &3644 2f ; room.flags[2] = true &3645 03 ; } &3646 0d fc 33 04 ; "fine." &364a 09 0a ; object_room[first_noun] = &06 &364c 03 ; } &364d 88 41 ; if(verb == "untie" and &364f 89 0f ; first_noun == "rope") &3651 01 ; { &3652 a7 ; if(!room.flags[2] and &3653 b7 ; !room.flags[3]) &3654 01 ; { &3655 0d ab 65 fc 6d 04 ; "it's not tied." &365b 04 ; return &365c 03 ; } &365d 0d a5 04 ; "right." &3660 39 ; object_room[first_noun] = player_room &3661 37 ; room.flags[3] = false &3662 27 ; room.flags[2] = false &3663 04 ; return &3664 03 ; } &3665 88 0f ; if(verb == "down") &3667 01 ; { &3668 bf ; if(room.flags[3]) &3669 01 ; { &366a 0d a2 4f 55 0b 46 fc 06 45 20 25 1c 1c 15 14 61 ; "half way down, the tree is pulled out by its roots and &367a 53 fc 1a 22 1f 1f 24 23 47 bc 39 fc 11 49 42 5c ; falls on top of you as you hit the bottom. You do not &368a 42 fe 1d 46 fc eb 06 42 3c 65 1c 19 26 15 84 fb ; live long enough to work out what went wrong." &369a b5 32 fc 89 61 90 27 15 1e 24 fa 58 04 &36a7 75 09 ; execute_miscellaneous_bytecode(&05) &36a9 04 ; return &36aa 03 ; } &36ab af ; if(room.flags[2]) &36ac 01 ; { &36ad 27 ; room.flags[2] = false &36ae 08 31 ; player_room = &2d &36b0 0d 42 91 fe 32 37 32 46 fc eb 7e 46 ff 28 fb 86 ; "you just make it to the bottom before the rope slips &36c0 9d 06 37 1c 11 1e 14 23 fb 7a 89 42 04 ; off. It lands neatly beside you." &36cd 3b 0f ; object_room["rope"] = player_room &36cf 44 20 ; p["score"] ++ &36d1 04 ; return &36d2 03 ; } &36d3 0d 34 fc 30 fa a8 8c 46 fc 4b 42 fc 2f 4d fc 53 ; "a few metres below the edge you lose your grip. As you &36e3 06 5c 42 f7 4c 46 fa 0b 49 4d fb 87 fc b2 fc ac ; complete the rest of your journey faster than you intended, &36f3 42 f7 4d 0b 42 fb 88 39 46 f7 4e 49 46 f6 39 ff ; you reflect on the vagaries of the inexperienced rock &3703 3c fe 62 04 ; climb." &3707 75 09 ; execute_miscellaneous_bytecode(&05) &3709 04 ; return &370a 03 ; } &370b 88 08 02 ; if(verb == "west" or &370e 88 14 ; verb == "forward") &3710 01 ; { &3711 0d 42 fc 4a 80 46 fb b4 47 8f 32 4d fc 52 04 ; "you step over the precipice and fall to your death." &3720 75 09 ; execute_miscellaneous_bytecode(&05) &3722 03 ; } &3723 88 07 02 ; if(verb == "south" or &3726 88 0d ; verb == "left") &3728 01 ; { &3729 0d 42 fc ae 39 46 fc 67 47 8f ca d8 5a 32 46 77 ; "you slip on the scree and fall several hundred feet to the &3739 04 ; road." &373a 75 09 ; execute_miscellaneous_bytecode(&05) &373c 03 ; } &373d 86 11 ; if(verb == "north") { player_room = &11 } &373f 8e 2b ; if(verb == "east") { player_room = &2b } &3741 00 ; end ; bytecode_for_room_2d_actions &3742 88 28 02 ; if(verb == "drop" or &3745 88 2d 02 ; verb == "throw" or &3748 88 29 ; verb == "offer") &374a 01 ; { &374b 89 09 ; if(first_noun == "meat") &374d 01 ; { &374e 0d 46 fa 23 23 15 19 2a 15 23 46 ff 22 47 fb 1b ; "The eagle seizes the meat and makes off, dropping a &375e 9d 0b f9 f0 34 fc fb fc 7e ff 9a 75 44 27 19 1e ; single white feather from one wing as it goes." &376e 17 5c 37 fc a9 04 &3774 0b 09 09 ; object_room["meat"] = &05 &3777 3b 14 ; object_room["feather"] = player_room &3779 44 20 ; p["score"] ++ &377b 2f ; room.flags[2] = true &377c 6f ; room.flags[6] = true &377d 04 ; return &377e 03 ; } &377f 03 ; } &3780 a7 ; if(!room.flags[2]) &3781 01 ; { &3782 0d 66 fc 14 06 46 fa ef 24 11 1c 1f 1e 23 fc 53 ; "too late. The eagle's talons grip you inexorably. Just &3792 42 f7 f8 06 91 7e fc 1a 12 15 11 1b fa 56 42 1c ; before its beak tears you limb from limb, you pause to &37a2 19 1d 12 75 1c 19 1d 12 0b 42 20 11 25 23 15 32 ; reflect on the wonders of nature and the sanctity of &37b2 fb 88 39 46 f9 08 49 1e 11 24 25 22 15 47 46 f7 ; wildlife. Especially big, hungry wildlife." &37c2 4f 49 f9 22 06 f6 20 fa 1b 0b 18 25 1e 17 22 29 &37d2 f9 22 04 &37d5 75 09 ; execute_miscellaneous_bytecode(&05) &37d7 04 ; return &37d8 03 ; } &37d9 88 07 ; if(verb == "south") &37db 01 ; { &37dc 0d 42 fc 7f 32 46 fc 4b 49 46 bc 0b 4a 72 45 35 ; "you walk to the edge of the falls, but there is no way &37ec 4f 55 04 ; down." &37ef 03 ; } &37f0 a6 2e ; if(verb == "northeast") { player_room = &2e } &37f2 ee 2e ; if(verb == "enter") { player_room = &2e } &37f4 88 38 ; if(verb == "wear" and &37f6 89 19 ; first_noun == "boots" and &37f8 c4 32 ; p["antigrav_boots_state"] == 0) &37fa 01 ; { &37fb 44 20 ; p["score"] ++ &37fd 0d 42 fe 22 39 46 81 ff 53 06 46 fa 4c f9 06 fa ; "you put on the space boots. The tiny antigrav motors in the &380d b2 33 46 fa b3 fc 40 f7 50 47 42 05 ; heels start whirring and you" &3819 db 0f 02 ; if(object_room["rope"] == "carrying" or &381c db 11 02 ; object_room["lance"] == "carrying" or &381f 94 0e 08 ; p["number_of_objects_carried"] > &04) &3822 01 ; { &3823 0d 16 1c 1f 11 24 bb 57 34 7a 05 ; "float around for a while" &382e 03 ; } ; else &382f 01 ; { &3830 0d 43 fa a2 32 46 fc 11 49 46 48 ff 3c 8e 05 ; "are lifted to the top of the west rock wall" &383f 08 16 ; player_room = &12 &3841 03 ; } &3842 0d 7e 46 fa b4 fc 70 61 04 ; "before the energy gives out." &384b 13 19 ; object_room["boots"] = 0 &384d 1c 32 ; p["antigrav_boots_state"] = 1 &384f 03 ; } &3850 88 10 02 ; if(verb == "up" or &3853 88 13 ; verb == "back") &3855 01 ; { &3856 0d a1 a2 4f 64 0b 46 ff 3c 13 22 25 1d 12 1c 15 ; "about half way up, the rock crumbles under your hand and you &3866 23 96 4d 7f 47 42 8f f7 f9 0b f9 10 fc cb ff 2f ; fall backwards, breaking every bone in your body. Over the &3876 33 4d fc a2 06 80 46 fc 26 fc 30 27 15 15 1b 23 ; next few weeks, as you slowly die of starvation, you have &3886 0b 5c 42 f9 13 fc 35 49 f9 21 0b 42 58 fa bf 49 ; plenty of time to consider the gravity of your situation." &3896 62 32 f9 23 46 f9 24 49 4d f9 25 04 &38a2 75 09 ; execute_miscellaneous_bytecode(&05) &38a4 03 ; } &38a5 00 ; end ; bytecode_for_room_2e_actions &38a6 a7 ; if(!room.flags[2]) &38a7 01 ; { &38a8 44 20 ; p["score"] ++ &38aa 2f ; room.flags[2] = true &38ab 03 ; } &38ac be 2d ; if(verb == "southwest") { player_room = &2d } &38ae e6 2d ; if(verb == "exit") { player_room = &2d } &38b0 8c 04 31 ; if(p["player_room"] == &2d) &38b3 01 ; { &38b4 1f ; room.flags[1] = true &38b5 03 ; } &38b6 00 ; end ; bytecode_for_room_2f_actions &38b7 86 26 ; if(verb == "north") { player_room = &26 } &38b9 96 30 ; if(verb == "south") { player_room = &30 } &38bb 88 06 02 ; if(verb == "east" or &38be 88 08 ; verb == "west") &38c0 01 ; { &38c1 08 26 ; player_room = &22 &38c3 1c 2b ; p["distance_into_forest"] = 1 &38c5 03 ; } &38c6 9e 22 ; if(verb == "west") { player_room = &22 } &38c8 00 ; end ; bytecode_for_room_30_actions &38c9 86 2f ; if(verb == "north") { player_room = &2f } &38cb 88 06 02 ; if(verb == "east" or &38ce 88 08 ; verb == "west") &38d0 01 ; { &38d1 08 26 ; player_room = &22 &38d3 1c 2b ; p["distance_into_forest"] = 1 &38d5 03 ; } &38d6 96 22 ; if(verb == "south") { player_room = &22 } &38d8 88 29 ; if(verb == "offer" and &38da 89 1e ; first_noun == "silver" and &38dc a7 ; !room.flags[2]) &38dd 01 ; { &38de 0d fc dc fb ef 46 17 29 20 23 29 0f 23 f8 43 79 ; "Having crossed the gypsy's palm with silver, he tells your &38ee ff 7c 0b 3e 24 15 1c 1c 23 4d fb 84 06 2d 4d fb ; fortune. \nYour journey will be longer than you think. To &38fe 87 b4 36 1c 1f 1e 17 15 22 fc ac 42 fe 5d 06 32 ; the east weapons will not aid you, and to the north gold is &390e 46 4b fb a5 b4 65 11 19 14 42 0b 47 32 46 6e fc ; of more value. In the west you will at last meet your &391e 4f 45 49 fc 0d 26 11 1c 25 15 06 0e 33 46 48 42 ; friend; in the south you will find only an enemy. \nAs an &392e b4 3a fc 1f f8 28 4d c4 0a 33 46 71 42 b4 6d 97 ; honoured guest, you may take anything you wish from the &393e 38 fc cf 06 2d 5c 38 f7 51 17 25 15 23 24 0b 42 ; camp. Looking round, you see only a pair of worn space boots &394e 1d 11 29 fe 2a eb 42 f8 54 75 46 9c 06 e6 7c 0b ; and an oily rope." &395e 42 51 97 34 fc 2a 49 27 1f 22 1e 81 ff 53 47 38 &396e 1f 19 1c 29 ff 28 04 &3975 2f ; room.flags[2] = true &3976 0b 32 1e ; object_room["silver"] = &2e &3979 3b 19 ; object_room["boots"] = player_room &397b 3b 0f ; object_room["rope"] = player_room &397d 44 20 ; p["score"] ++ &397f 03 ; } &3980 00 ; end ; unused # Source code fragment corresponding to S2:&1e67 - &1e69 &3981 5b 23 0d ; ... [# &3984 0a dc db 20 e7 20 46 63 20 7a 20 28 57 22 79 6f ; 2780 IF Fc z (W"yo ; unused &3994 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &39a4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &39b4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &39c4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &39d4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &39e4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &39f4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3a04 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3a14 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3a24 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3a34 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3a44 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3a54 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3a64 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3a74 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3a84 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3a94 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3aa4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3ab4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3ac4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3ad4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3ae4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3af4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3b04 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3b14 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3b24 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3b34 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3b44 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3b54 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3b64 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3b74 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3b84 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3b94 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3ba4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3bb4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3bc4 00 00 00 00 00 00 00 00 ; unused # Source code fragment corresponding to S2:&1f22 - &1f27 &3bcc 68 2e 22 0d ; ... h." &3bd0 0b 04 06 20 e0 0d ; 2820 END &3bd6 0b 0e 05 20 0d ; 2830 &3bdb 0b 18 0e 20 dd 20 44 3d 22 45 4e 54 22 0d ; 2840 DEF D="ENT" &3be9 0b 22 0b 20 e9 20 46 68 5b 23 0d ; 2850 LET Fh[# &3bf4 0b 2c 9e 20 57 22 79 6f 75 20 61 72 ; 2860 W"you ar ... ; bytecode_for_object_descriptions ; bytecode_for_object_01_description ("florins") &3c00 0d 34 ff 0b 49 ff 98 05 ; "a bag of florins" &3c08 00 ; end ; bytecode_for_object_02_description ("can") &3c09 0d 34 fc ea 50 05 ; "a rusty can" &3c0f 00 ; end ; bytecode_for_object_03_description ("gum") &3c10 0d 34 fa b0 49 fb b9 ff 0d 05 ; "a stick of chewing gum" &3c1a 00 ; end ; bytecode_for_object_04_description ("pea") &3c1b 0d 34 ff 0e 05 ; "a pea" &3c20 00 ; end ; bytecode_for_object_05_description ("meat") &3c21 0d 34 a2 13 1f 1f 1b 15 14 ff 0f 05 ; "a half cooked rat" &3c2d 00 ; end ; bytecode_for_object_06_description ("tag") &3c2e 0d 34 76 e4 ff 10 05 ; "a metal security tag" &3c35 00 ; end ; bytecode_for_object_07_description ("bell") &3c36 0d 34 ff 23 fe 3b 05 ; "a bell push" &3c3d 00 ; end ; bytecode_for_object_08_description ("disk") &3c3e 0d 34 76 ff 24 05 ; "a metal disc" &3c44 00 ; end ; bytecode_for_object_09_description ("keys") &3c45 0d 34 12 25 1e 13 18 49 ff 26 05 ; "a bunch of keys" &3c50 00 ; end ; bytecode_for_object_0a_description ("lantern") &3c51 94 37 06 ; if(p["lantern_state"] > &02) &3c54 01 ; { &3c55 0d 34 f7 e6 05 ; "a flickering" &3c5a 03 ; } ; else &3c5b 01 ; { &3c5c 0d 38 25 1e 1c 19 24 05 ; "an unlit" &3c64 03 ; } &3c65 0d 0e ff 99 05 ; " lantern" &3c6a 00 ; end ; bytecode_for_object_0b_description ("rope") &3c6b 0d 34 13 1f 19 1c 49 ff 28 05 ; "a coil of rope" &3c75 00 ; end ; bytecode_for_object_0c_description ("soap") &3c76 0d 34 f8 15 49 ff 29 05 ; "a bar of soap" &3c7e 00 ; end ; bytecode_for_object_0d_description ("lance") &3c7f 0d 34 fc 51 88 05 ; "a sonic lance" &3c85 00 ; end ; bytecode_for_object_0e_description ("locket") &3c86 0d 34 fc 4f ff 78 05 ; "a gold locket" &3c8d 00 ; end ; bytecode_for_object_0f_description ("needle") &3c8e 0d 34 ff 79 05 ; "a needle" &3c93 00 ; end ; bytecode_for_object_10_description ("feather") &3c94 0d 38 fa ef ff 9a 05 ; "an eagle's feather" &3c9b 00 ; end ; bytecode_for_object_11_description ("matches") &3c9c 0d 5d ff 9b 05 ; "some matches" &3ca1 00 ; end ; bytecode_for_object_12_description ("dungarees") &3ca2 0d 34 fc 2a 49 62 f6 33 ff be 79 1c 1f 24 23 49 ; "a pair of time travellers' dungarees with lots of pockets" &3cb2 fa f0 05 &3cb5 00 ; end ; bytecode_for_object_13_description ("toothpick") &3cb6 0d 38 19 26 1f 22 29 ff bf 05 ; "an ivory toothpick" &3cc0 00 ; end ; bytecode_for_object_14_description ("screwdriver") &3cc1 0d 2e 4c 2e f7 c3 cf ff cb 05 ; "Tim Trevyl's yellow screwdriver" &3ccb 00 ; end ; bytecode_for_object_15_description ("boots") &3ccc 0d 34 fc 2a 49 81 ff 53 05 ; "a pair of space boots" &3cd5 00 ; end ; bytecode_for_object_16_description ("bulb") &3cd6 0d 34 a8 ff 2b 05 ; "a light bulb" &3cdc 00 ; end ; bytecode_for_object_17_description ("paper") &3cdd 0d 34 ff 54 49 ff 55 79 f8 ad 39 37 05 ; "a scrap of paper with writing on it" &3cea 00 ; end ; bytecode_for_object_18_description ("glass") &3ceb 0d 5d fc ed ff 56 05 ; "some broken glass" &3cf2 00 ; end ; bytecode_for_object_19_description ("radio") &3cf3 0d 34 4e 4f ff 57 05 ; "a two way radio" &3cfa 00 ; end ; bytecode_for_object_1a_description ("silver") &3cfb 0d 34 ff 7c c3 05 ; "a silver button" &3d01 00 ; end ; bytecode_for_object_1b_description ("roubles") &3d02 0d ca fc 93 f9 5b ff 9c 05 ; "several dozen radioactive roubles" &3d0b 00 ; end ; bytecode_for_object_1c_description ("drink") &3d0c 0d 34 24 11 1e 1b 11 22 14 49 ff 11 05 ; "a tankard of ale" &3d19 00 ; end ; bytecode_for_object_1d_description ("wig") &3d1a 0d 34 a6 ff 12 05 ; "a green wig" &3d20 00 ; end ; bytecode_for_object_1e_description ("bone") &3d21 0d 34 ff 2f 05 ; "a bone" &3d26 00 ; end ; bytecode_for_object_1f_description ("book") &3d27 0d 34 f8 ae 12 1f 25 1e 14 ff 30 05 ; "a leather bound book" &3d33 00 ; end ; bytecode_for_object_20_description ("card") &3d34 0d 38 fc 86 ff 31 05 ; "an index card" &3d3b 00 ; end ; bytecode_for_object_21_description ("robe") &3d3c 0d 38 fa 28 ff 32 05 ; "an ermine robe" &3d43 00 ; end ; bytecode_for_object_22_description ("snow") &3d44 0d 5d ff 33 05 ; "some snow" &3d49 00 ; end ; bytecode_for_object_23_description ("beaujolais") &3d4a c4 44 ; if(p["game_part"] == 0) &3d4c 01 ; { &3d4d 0d 34 ff 7d 05 ; "a flagon" &3d52 03 ; } ; else &3d53 01 ; { &3d54 0d 34 ff 13 05 ; "a jug" &3d59 03 ; } &3d5a c4 37 ; if(p["lantern_state"] == 0) &3d5c 01 ; { &3d5d 0d 0e 49 ff 34 05 ; " of wine" &3d63 03 ; } &3d64 00 ; end ; bytecode_for_object_24_description ("hovercycle") &3d65 0d 34 cf ff c7 05 ; "a yellow hovercycle" &3d6b 00 ; end ; bytecode_for_object_25_description ("scroll") &3d6c 0d 34 f9 c2 ff 7e 05 ; "a parchment scroll" &3d73 00 ; end ; bytecode_for_object_26_description ("watches") &3d74 0d 2e 4c 2e f7 c3 ff 5b 05 ; "Tim Trevyl's watch" &3d7d 00 ; end ; bytecode_for_object_27_description ("letter") &3d7e 0d 34 ff 7f 75 2e 4c 2e d4 05 ; "a letter from Tim Trevyl" &3d88 00 ; end ; bytecode_for_object_28_description ("bottle") &3d89 0d 34 fc ed ff 80 05 ; "a broken bottle" &3d90 00 ; end ; bytecode_for_object_29_description ("computers") &3d91 0d 34 fc 75 ff af 05 ; "a wrist computer" &3d98 00 ; end ; bytecode_for_object_2a_description ("cylinder") &3d99 0d 34 fb d4 ff b0 05 ; "a hexagonal cylinder" &3da0 00 ; end ; bytecode_for_object_2b_description ("invitation") &3da1 0d 46 1b 19 1e 17 0f 23 ff c8 05 ; "the king's invitation" &3dac 00 ; end ; bytecode_for_object_2c_description ("tree") &3dad 0d 34 ff 14 49 ff 5d 05 ; "a box of snuff" &3db5 00 ; end ; bytecode_for_object_2d_description ("documents") &3db6 0d 34 ff 15 fc e8 53 5d ff c1 05 ; "a pen lying by some documents" &3dc1 00 ; end ; bytecode_for_object_2e_description ("hats") &3dc2 0d 34 ff 16 05 ; "a hat" &3dc7 00 ; end ; bytecode_for_object_2f_description ("map") &3dc8 0d 34 ff 17 49 2e fb eb 05 ; "a map of Belgium" &3dd1 00 ; end ; bytecode_for_object_30_description ("duke") &3dd2 0d 46 2e b1 49 2e f9 a8 05 ; "the Duke of Wellington" &3ddb 00 ; end ; bytecode_for_object_31_description ("file") &3ddc 0d 34 f8 4d ff 37 05 ; "a nail file" &3de3 00 ; end ; bytecode_for_object_32_description ("beef") &3de4 0d 5d fa dd ff 38 05 ; "some bully beef" &3deb 00 ; end ; bytecode_for_object_33_description ("bread") &3dec 0d 34 d2 ff 39 05 ; "a french loaf" &3df2 00 ; end ; bytecode_for_object_34_description ("fuse") &3df3 0d 34 fc a4 ff 3a 05 ; "a cannon fuse" &3dfa 00 ; end ; bytecode_for_object_35_description ("cloaks") &3dfb 0d 34 ff 5f 05 ; "a cloak" &3e00 00 ; end ; bytecode_for_object_36_description ("plate") &3e01 0d 34 ff 60 05 ; "a plate" &3e06 00 ; end ; bytecode_for_object_37_description ("taper") &3e07 0d 34 05 ; "a" &3e0a cc 4d ; if(p["taper_is_lit"] != 0) &3e0c 01 ; { &3e0d 0d fb d3 05 ; "burning" &3e11 03 ; } &3e12 0d ff 61 05 ; "taper" &3e16 00 ; end ; bytecode_for_object_38_description ("pistol") &3e17 0d 34 ff 82 05 ; "a pistol" &3e1c 00 ; end ; bytecode_for_object_39_description ("device") &3e1d 0d 34 c1 ff 83 79 4e fb c9 39 37 05 ; "a small device with two buttons on it" &3e29 00 ; end ; bytecode_for_object_3a_description ("cleaver") &3e2a 0d 34 ff 9e 05 ; "a cleaver" &3e2f 00 ; end ; bytecode_for_object_3b_description ("musket") &3e30 0d 34 ff 84 05 ; "a musket" &3e35 00 ; end ; bytecode_for_object_3c_description ("module") &3e36 0d 34 f7 3a ff 85 57 34 fc 51 88 05 ; "a recharge module for a sonic lance" &3e42 00 ; end ; bytecode_for_object_3d_description ("whistle") &3e43 0d 34 ff 9f 05 ; "a whistle" &3e48 00 ; end ; bytecode_for_object_3e_description ("scissors") &3e49 0d 34 fc 2a 49 ff b2 05 ; "a pair of scissors" &3e51 00 ; end ; bytecode_for_object_3f_description ("tweezers") &3e52 0d 5d ff b3 05 ; "some tweezers" &3e57 00 ; end ; bytecode_for_object_40_description ("bayonet") &3e58 0d 34 ff a0 05 ; "a bayonet" &3e5d 00 ; end ; bytecode_for_object_41_description ("despatches") &3e5e 0d 5d ff c9 05 ; "some despatches" &3e63 00 ; end ; bytecode_for_verbs ; bytecode_for_verb_01 ("north") &3e64 0d 42 b3 40 6e 04 ; "you can't go north." &3e6a 00 ; end ; bytecode_for_verb_02 ("east") &3e6b 0d e8 35 4f 4b 04 ; "there's no way east." &3e71 00 ; end ; bytecode_for_verb_03 ("south") &3e72 0d fc 43 42 b3 fc 7f ee fc d9 04 ; "even you can't walk through walls." &3e7d 00 ; end ; bytecode_for_verb_04 ("west") &3e7e 0d e8 35 fa 43 48 75 52 04 ; "there's no route west from here." &3e87 00 ; end ; bytecode_for_verb_05 ("northeast") &3e88 0e ; skip_to_next_bytecode() &3e89 00 ; end ; bytecode_for_verb_06 ("northwest") &3e8a 0e ; skip_to_next_bytecode() &3e8b 00 ; end ; bytecode_for_verb_07 ("southeast") &3e8c 0e ; skip_to_next_bytecode() &3e8d 00 ; end ; bytecode_for_verb_08 ("southwest") &3e8e 0d b9 4f 07 05 ; "which way? " &3e93 00 ; end ; bytecode_for_verb_09 ("left") &3e94 0d b9 4f 45 69 07 05 ; "which way is left? " &3e9b 00 ; end ; bytecode_for_verb_0a ("right") &3e9c 0d a5 07 b9 4f 45 98 07 05 ; "right? which way is that? " &3ea5 00 ; end ; bytecode_for_verb_0b ("down") &3ea6 0d 55 74 07 05 ; "down where? " &3eab 00 ; end ; bytecode_for_verb_0c ("up") &3eac 0d 72 45 35 4f 64 04 ; "there is no way up." &3eb3 00 ; end ; bytecode_for_verb_0d ("exit") &3eb4 0d b9 fe 28 07 05 ; "which exit? " &3eba 00 ; end ; bytecode_for_verb_0e ("enter") &3ebb 0d fe 4c 74 07 05 ; "enter where? " &3ec1 00 ; end ; bytecode_for_verb_0f ("back") &3ec2 cc 06 ; if(p["previous_room"] != 0 and &3ec4 cc 05 ; p["current_room"] != 0) &3ec6 01 ; { &3ec7 2c 04 05 ; p["current_room"] = p["player_room"] &3eca 2c 06 04 ; p["player_room"] = p["previous_room"] &3ecd 2c 05 06 ; p["previous_room"] = p["current_room"] &3ed0 04 ; return &3ed1 03 ; } &3ed2 0d 73 74 07 05 ; "back where? " &3ed7 00 ; end ; bytecode_for_verb_10 ("forward") &3ed8 0d b9 4f fe 6b 07 05 ; "which way forward? " &3edf 00 ; end ; bytecode_for_verb_11 ("dc") &3ee0 0d 2f 11 2f 87 2f 43 2f 87 05 ; "\r[yellow]?[yellow]" &3eea 66 ; decrypt_hint() &3eeb 00 ; end ; bytecode_for_verb_12 ("drink") &3eec 89 27 ; if(first_noun == "beaujolais") &3eee 01 ; { &3eef c4 37 ; if(p["lantern_state"] == 0) &3ef1 01 ; { &3ef2 0d 42 16 19 1e 19 23 18 9d 46 ff 34 04 ; "you finish off the wine." &3eff 1c 2c ; p["drunk_state"] = 1 &3f01 1c 37 ; p["lantern_state"] = 1 &3f03 04 ; return &3f04 03 ; } &3f05 0d fc a5 0b fa 17 69 04 ; "sorry, none left." &3f0d 04 ; return &3f0e 03 ; } &3f0f 89 37 ; if(first_noun == "bread") &3f11 01 ; { &3f12 0d f9 c3 04 ; "delicious." &3f16 09 09 ; object_room[first_noun] = &05 &3f18 04 ; return &3f19 03 ; } &3f1a 8c 15 05 ; if(p["first_noun_type"] == &01) &3f1d 01 ; { &3f1e 0d 34 fb 06 49 fc 81 98 b4 3c 42 04 ; "a lot of good that will do you." &3f2a 09 09 ; object_room[first_noun] = &05 &3f2c 04 ; return &3f2d 03 ; } &3f2e 0d fc 32 39 56 08 05 ; "come on now! " &3f35 00 ; end ; bytecode_for_verb_13 ("bow") &3f36 0d 4d fb 70 45 65 f6 34 04 ; "your gesture is not appreciated." &3f3f 00 ; end ; bytecode_for_verb_14 ("buy") &3f40 8c 04 88 ; if(p["player_room"] == &84) &3f43 01 ; { &3f44 0d 72 45 97 ff 5e 57 fc 1b 52 04 ; "there is only bread for sale here." &3f4f 04 ; return &3f50 03 ; } &3f51 0d d0 65 33 46 fc e3 04 ; "you're not in the market." &3f59 00 ; end ; bytecode_for_verb_15 ("cut") &3f5a db 44 ; if(object_room["bayonet"] == "carrying") &3f5c 01 ; { &3f5d 0d 46 05 ; "the" &3f60 1d ; print first_noun &3f61 0d fc a6 fc 27 04 ; "won't cut." &3f67 04 ; return &3f68 03 ; } &3f69 0d 42 b3 04 ; "you can't." &3f6d 00 ; end ; bytecode_for_verb_16 ("dig") &3f6e 8d 6e ; if(preposition == "with" and &3f70 c9 ; first_noun != 0 and &3f71 99 3a ; first_noun != "plate") &3f73 01 ; { &3f74 0d fc 68 f7 e7 04 ; "quite impossible." &3f7a 04 ; return &3f7b 03 ; } &3f7c 94 04 41 ; if(p["player_room"] > &3d and &3f7f 84 04 7f ; p["player_room"] < &7b) &3f82 01 ; { &3f83 0d 42 b3 04 ; "you can't." &3f87 04 ; return &3f88 03 ; } &3f89 0d 98 fc a7 42 fb 71 04 ; "that gets you nowhere." &3f91 00 ; end ; bytecode_for_verb_17 ("take") &3f92 ac 0e 0d ; if(p["number_of_objects_carried"] == p["maximum_objects_carried"]) &3f95 01 ; { &3f96 0d 2b 06 fc a5 0b fa f1 87 42 50 fa 44 05 4d fb ; "" + random("sorry, that's all you can carry", "your hands &3fa6 50 43 fc e4 05 04 04 ; are full") + "." &3fad 04 ; return &3fae 03 ; } &3faf 89 64 ; if(first_noun == "all") &3fb1 01 ; { &3fb2 c4 0a ; if(p["number_of_objects_in_player_room"] == 0) &3fb4 01 ; { &3fb5 0d e8 d7 52 32 fe 2a 04 ; "there's nothing here to take." &3fbd 04 ; return &3fbe 03 ; } &3fbf 0d 42 fe 2a 05 ; "you take" &3fc4 2c 04 0b ; p["old_room"] = p["player_room"] &3fc7 1c 0c ; p["new_room"] = 1 &3fc9 1c 0f ; p["consider_inventory_size"] = 1 &3fcb 06 ; list_objects(p["old_room"]. p["new_room"]) &3fcc 0d 04 ; "." &3fce 14 0f ; p["consider_inventory_size"] = 0 &3fd0 6f ; room.flags[6] = true &3fd1 ac 0e 0d ; if(p["number_of_objects_carried"] == p["maximum_objects_carried"]) &3fd4 01 ; { &3fd5 0d 2d fa f1 87 42 50 fa 44 04 ; "\nThat's all you can carry." &3fdf 03 ; } &3fe0 04 ; return &3fe1 03 ; } &3fe2 8c 15 08 ; if(p["first_noun_type"] == &04) &3fe5 01 ; { &3fe6 0d 66 fc c3 57 42 06 fc a5 04 ; "too heavy for you. Sorry." &3ff0 04 ; return &3ff1 03 ; } &3ff2 8c 15 09 ; if(p["first_noun_type"] == &05) &3ff5 01 ; { &3ff6 0d 42 b3 04 ; "you can't." &3ffa 04 ; return &3ffb 03 ; } &3ffc e9 0a ; if(object_room[first_noun] == &06) &3ffe 01 ; { &3fff 0d 2b 06 24 22 19 13 1b 29 05 f9 c4 05 04 04 ; "" + random("tricky", "difficult") + "." &400e 04 ; return &400f 03 ; } &4010 e1 ; if(object_room[first_noun] == player_room) &4011 01 ; { &4012 19 ; object_room[first_noun] = 1 &4013 0d 2b 06 fc a8 05 fc 36 05 04 04 ; "" + random("okay", "done") + "." &401e 6f ; room.flags[6] = true &401f 04 ; return &4020 03 ; } &4021 d9 ; if(object_room[first_noun] == "carrying") &4022 01 ; { &4023 0d 42 43 2b 06 fa eb 05 fe 75 05 04 0e 98 2b 06 ; "you are " + random("holding", "carrying") + " that " + &4033 e9 05 05 04 04 ; random("already", "") + "." &4038 04 ; return &4039 03 ; } &403a d1 ; if(object_room[first_noun] == "wearing") &403b 01 ; { &403c 0d 4a d0 fe 71 98 04 ; "but you're wearing that." &4043 04 ; return &4044 03 ; } &4045 15 ; print verb &4046 0d 90 07 05 ; "what? " &404a 0c 07 09 ; p["output_written"] = &03 &404d 00 ; end ; bytecode_for_verb_18 ("attack") &404e 8d 6e ; if(preposition == "with") &4050 01 ; { &4051 8a 44 02 ; if(second_noun == "bayonet" or &4054 89 44 ; first_noun == "bayonet") &4056 01 ; { &4057 0d fb cb 45 25 23 15 1c 15 23 23 52 04 ; "violence is useless here." &4064 04 ; return &4065 03 ; } &4066 03 ; } &4067 0e ; skip_to_next_bytecode() &4068 00 ; end ; bytecode_for_verb_19 ("shoot") &4069 db 3c ; if(object_room["pistol"] == "carrying") &406b 01 ; { &406c 0d f8 4e 08 d2 df fc 32 e0 0b 47 fb 4d 42 86 04 ; "bang! french soldiers come running, and march you away." &407c 0b 09 3c ; object_room["pistol"] = &05 &407f 08 98 ; player_room = &94 &4081 04 ; return &4082 03 ; } &4083 db 11 ; if(object_room["lance"] == "carrying") &4085 01 ; { &4086 94 3f 05 ; if(p["lance_used_one"] > &01) &4089 01 ; { &408a 0d 72 45 35 fb 6d 69 33 46 88 04 ; "there is no charge left in the lance." &4095 04 ; return &4096 03 ; } &4097 ff ; if(room.flags[7]) &4098 01 ; { &4099 0d f7 bd 42 43 34 f7 3b fc a3 06 f7 3c b2 46 88 ; "fortunately you are a hopeless shot. Somebody takes the &40a9 86 75 42 33 ff 2d 42 f8 4f da 04 ; lance away from you in case you harm yourself." &40b4 0b 09 11 ; object_room["lance"] = &05 &40b7 04 ; return &40b8 03 ; } &40b9 0d 42 6b 46 88 0b 4a f7 bd 35 f8 4f 45 fc 36 04 ; "you fire the lance, but fortunately no harm is done." &40c9 44 3f ; p["lance_used_one"] ++ &40cb 04 ; return &40cc 03 ; } &40cd 88 1c ; if(verb == "attack") &40cf 01 ; { &40d0 0e ; skip_to_next_bytecode() &40d1 03 ; } &40d2 0d 42 58 35 fb a5 04 ; "you have no weapons." &40d9 00 ; end ; bytecode_for_verb_1a ("kick") &40da 0e ; skip_to_next_bytecode() &40db 00 ; end ; bytecode_for_verb_1b ("hit") &40dc 0d f7 e8 b4 fc 28 42 fb 71 52 04 ; "aggression will get you nowhere here." &40e7 00 ; end ; bytecode_for_verb_1c ("tie") &40e8 99 0f ; if(first_noun != "rope") &40ea 01 ; { &40eb 0d 42 b3 3c 98 04 ; "you can't do that." &40f1 04 ; return &40f2 03 ; } &40f3 9d 69 02 ; if(preposition != "to" or &40f6 c2 ; second_noun == 0) &40f7 01 ; { &40f8 0d fe 1e 37 32 90 07 05 ; "tie it to what? " &4100 04 ; return &4101 03 ; } &4102 8a 46 ; if(second_noun == "haystack") &4104 01 ; { &4105 8c 04 26 02 ; if(p["player_room"] == &22 or &4109 8c 04 30 02 ; p["player_room"] == &2c or &410d 8c 04 0b 02 ; p["player_room"] == &07 or &4111 8c 04 65 ; p["player_room"] == &61) &4114 01 ; { &4115 0d fc a8 04 ; "okay." &4119 09 0a ; object_room[first_noun] = &06 &411b 3f ; room.flags[3] = true &411c 04 ; return &411d 03 ; } &411e 0d 90 fc 06 07 05 ; "what tree? " &4124 03 ; } &4125 0d f9 c4 04 ; "difficult." &4129 00 ; end ; bytecode_for_verb_1d ("guess") &412a 0d 6f 22 19 23 1b 29 04 ; "very risky." &4132 00 ; end ; bytecode_for_verb_1e ("ask") &4133 8c 08 05 ; if(p["total_words"] == &01) &4136 01 ; { &4137 15 ; print verb &4138 0d 90 07 05 ; "what? " &413c 04 ; return &413d 03 ; } &413e 89 1d 02 ; if(first_noun == "radio" or &4141 8a 1d ; second_noun == "radio") &4143 01 ; { &4144 0c 1d 11 ; p["first_noun"] = "radio:= &19" &4147 03 ; } &4148 0e ; skip_to_next_bytecode() &4149 00 ; end ; bytecode_for_verb_1f ("speak") &414a 89 1d ; if(first_noun == "radio") &414c 01 ; { &414d 0e ; skip_to_next_bytecode() &414e 03 ; } &414f cc 49 ; if(p["tim_state_two"] != 0) &4151 01 ; { &4152 0d 2e 4c 2e d4 45 11 12 23 1f 22 12 15 14 33 5e ; "Tim Trevyl is absorbed in his own thoughts." &4162 1f 27 1e 0e 24 18 1f 25 17 18 24 23 04 &416f 04 ; return &4170 03 ; } &4171 ff ; if(room.flags[7]) &4172 01 ; { &4173 0d fb 72 fa f2 04 ; "nobody replies." &4179 04 ; return &417a 03 ; } &417b 0d 72 45 35 44 32 fe 2e 32 04 ; "there is no one to talk to." &4185 00 ; end ; bytecode_for_verb_20 ("use") &4186 89 2d ; if(first_noun == "computers") &4188 01 ; { &4189 0d 42 fa 45 38 f9 c5 57 34 7a 06 37 45 a1 34 62 ; "you play an adventure for a while. It is about a time &4199 f9 c6 68 1c 1f 23 15 23 5e ff 5b 0b 47 6f f9 c4 ; traveller who loses his watch, and very difficult." &41a9 04 &41aa 04 ; return &41ab 03 ; } &41ac 89 1d ; if(first_noun == "radio") &41ae 01 ; { &41af 94 2a 24 ; if(p["radio_battery_used"] > &20) &41b2 01 ; { &41b3 0d 46 ff 57 fa f3 58 ff 21 61 04 ; "the radio batteries have run out." &41be 04 ; return &41bf 03 ; } &41c0 c4 39 ; if(p["radio_state"] == 0) &41c2 01 ; { &41c3 0d ab 23 27 19 24 13 18 15 14 9d 04 ; "it's switched off." &41cf 04 ; return &41d0 03 ; } &41d1 94 04 11 02 ; if(p["player_room"] > &0d or &41d5 9c 3a 05 ; p["cubix_state"] != &01) &41d8 01 ; { &41d9 0d 42 fc 2d d7 4a fa f4 23 24 11 24 19 13 04 ; "you hear nothing but hissing static." &41e8 04 ; return &41e9 03 ; } &41ea 0d 2e 4c 2e f7 c3 26 1f 19 13 15 fa f2 09 2e 18 ; "Tim Trevyl's voice replies: Hello! where have you been? lost &41fa 15 1c 1c 1f 08 74 58 42 60 07 fc 15 33 46 fa 06 ; in the fog? the easiest way to find the Cubix is to go to &420a 07 46 f8 af 4f 32 6d 46 2e cb 45 32 40 32 46 fc ; the tall tree, and move southeast. I'll have the door open &421a 3a fc 06 0b 47 fc 34 fe 78 06 f8 90 58 46 54 9f ; for you." &422a 57 42 04 &422d 44 3a ; p["cubix_state"] ++ &422f 24 82 20 ; p["score"] += &02 &4232 04 ; return &4233 03 ; } &4234 89 30 ; if(first_noun == "tree") &4236 01 ; { &4237 0d fa b1 08 05 ; "achoo! " &423c 0b 09 30 ; object_room["tree"] = &05 &423f 04 ; return &4240 03 ; } &4241 0d fc 16 fb 07 07 05 ; "like how? " &4248 00 ; end ; bytecode_for_verb_21 ("blow") &4249 89 41 ; if(first_noun == "whistle") &424b 01 ; { &424c cc 4f ; if(p["whistle_has_pea"] != 0) &424e 01 ; { &424f 0d 46 ff 9f fb 2b 34 fb f4 ff 2c 06 11 12 23 1f ; "the whistle emits a piercing note. Absolutely nothing &425f 1c 25 24 15 1c 29 d7 ea 04 ; happens." &4268 04 ; return &4269 03 ; } &426a 0d 46 ff 9f fb 73 fc 89 04 ; "the whistle doesn't work." &4273 04 ; return &4274 03 ; } &4275 0d 65 6f f9 c7 04 ; "not very rewarding." &427b 00 ; end ; bytecode_for_verb_22 ("remove") &427c 89 16 ; if(first_noun == "dungarees") &427e 01 ; { &427f 0d ac 45 34 f7 e9 f9 c5 08 05 ; "this is a respectable adventure! " &4289 04 ; return &428a 03 ; } &428b d1 ; if(object_room[first_noun] == "wearing") &428c 01 ; { &428d 39 ; object_room[first_noun] = player_room &428e 0d fc 33 04 ; "fine." &4292 6f ; room.flags[6] = true &4293 04 ; return &4294 03 ; } &4295 e1 02 ; if(object_room[first_noun] == player_room or &4297 d9 ; object_room[first_noun] == "carrying") &4298 01 ; { &4299 0d d0 65 fe 71 98 04 ; "you're not wearing that." &42a0 04 ; return &42a1 03 ; } &42a2 1d ; print first_noun &42a3 0d 07 05 ; "? " &42a6 00 ; end ; bytecode_for_verb_23 ("place") &42a7 cd ; if(preposition != 0) &42a8 01 ; { &42a9 0e ; skip_to_next_bytecode() &42aa 03 ; } &42ab 15 ; print verb &42ac 0d 37 74 07 05 ; "it where? " &42b1 00 ; end ; bytecode_for_verb_24 ("drop") &42b2 89 16 ; if(first_noun == "dungarees") &42b4 01 ; { &42b5 0d 35 f8 b0 04 ; "no comment." &42ba 04 ; return &42bb 03 ; } &42bc 89 64 ; if(first_noun == "all") &42be 01 ; { &42bf c4 0e ; if(p["number_of_objects_carried"] == 0) &42c1 01 ; { &42c2 0d d0 65 fe 75 eb 04 ; "you're not carrying anything." &42c9 04 ; return &42ca 03 ; } &42cb 0d 42 fe 22 55 05 ; "you put down" &42d1 1c 0b ; p["old_room"] = 1 &42d3 2c 04 0c ; p["new_room"] = p["player_room"] &42d6 06 ; list_objects(p["old_room"]. p["new_room"]) &42d7 0d 04 ; "." &42d9 6f ; room.flags[6] = true &42da 04 ; return &42db 03 ; } &42dc d9 02 ; if(object_room[first_noun] == "carrying" or &42de d1 ; object_room[first_noun] == "wearing") &42df 01 ; { &42e0 39 ; object_room[first_noun] = player_room &42e1 0d fc 33 04 ; "fine." &42e5 6f ; room.flags[6] = true &42e6 04 ; return &42e7 03 ; } &42e8 0d d0 65 fe 75 98 04 ; "you're not carrying that." &42ef 00 ; end ; bytecode_for_verb_25 ("offer") &42f0 89 50 ; if(first_noun == "trevyl") &42f2 01 ; { &42f3 0d fe 31 90 32 2e 4c 2e d4 07 05 ; "give what to Tim Trevyl? " &42fe 04 ; return &42ff 03 ; } &4300 89 11 ; if(first_noun == "lance" and &4302 cc 49 ; p["tim_state_two"] != 0) &4304 01 ; { &4305 0d 4d c4 b2 46 88 0b f9 c8 98 37 fc 8f fc 32 33 ; "your friend takes the lance, remarking that it might come in &4315 fa f5 04 ; useful." &4318 0b f7 11 ; object_room["lance"] = &f3 &431b 44 20 ; p["score"] ++ &431d 04 ; return &431e 03 ; } &431f cc 49 ; if(p["tim_state_two"] != 0) &4321 01 ; { &4322 0d 4c fb 74 42 32 18 11 1e 17 39 32 98 57 56 04 ; "tim asks you to hang on to that for now." &4332 04 ; return &4333 03 ; } &4334 ff ; if(room.flags[7]) &4335 01 ; { &4336 0d 4d fe 52 45 65 11 13 13 15 20 24 15 14 04 ; "your offer is not accepted." &4345 04 ; return &4346 03 ; } &4347 0d e8 35 44 32 fe 31 37 32 04 ; "there's no one to give it to." &4351 00 ; end ; bytecode_for_verb_26 ("make") &4352 0d 90 43 42 fa f6 a1 07 05 ; "what are you talking about? " &435b 00 ; end ; bytecode_for_verb_27 ("show") &435c ff ; if(room.flags[7]) &435d 01 ; { &435e 0d ac fa f7 13 11 25 23 15 23 34 23 24 19 22 04 ; "this hardly causes a stir." &436e 04 ; return &436f 03 ; } &4370 0d e8 35 44 32 fe 33 37 32 04 ; "there's no one to show it to." &437a 00 ; end ; bytecode_for_verb_28 ("sign") &437b 0d 90 3c 42 fa 18 07 05 ; "what do you mean? " &4383 00 ; end ; bytecode_for_verb_29 ("throw") &4384 d9 ; if(object_room[first_noun] == "carrying") &4385 01 ; { &4386 0d f7 e8 b4 fc 28 42 fb 71 52 04 ; "aggression will get you nowhere here." &4391 39 ; object_room[first_noun] = player_room &4392 04 ; return &4393 03 ; } &4394 0d d0 65 fe 75 fc 0c 05 ; "you're not carrying any" &439c 1d ; print first_noun &439d 0d 04 ; "." &439f 00 ; end ; bytecode_for_verb_2a ("jump") &43a0 0d fb 07 f8 50 04 ; "how cute." &43a6 00 ; end ; bytecode_for_verb_2b ("fill") &43a7 99 0e ; if(first_noun != "lantern") &43a9 01 ; { &43aa 0d 42 b3 04 ; "you can't." &43ae 04 ; return &43af 03 ; } &43b0 c2 ; if(second_noun == 0) &43b1 01 ; { &43b2 0d 79 90 07 05 ; "with what? " &43b7 04 ; return &43b8 03 ; } &43b9 8d 6e ; if(preposition == "with") &43bb 01 ; { &43bc 8a 27 ; if(second_noun == "beaujolais") &43be 01 ; { &43bf cc 37 ; if(p["lantern_state"] != 0) &43c1 01 ; { &43c2 0d e8 35 ff 34 69 04 ; "there's no wine left." &43c9 04 ; return &43ca 03 ; } &43cb 0d fc a8 04 ; "okay." &43cf 0c 06 37 ; p["lantern_state"] = &02 &43d2 04 ; return &43d3 03 ; } &43d4 03 ; } &43d5 0d fc a5 07 05 ; "sorry? " &43da 00 ; end ; bytecode_for_verb_2c ("hide") &43db c9 ; if(first_noun != 0 and &43dc c5 ; preposition == 0) &43dd 01 ; { &43de 0d 72 45 fb 71 32 fe 37 37 04 ; "there is nowhere to hide it." &43e8 04 ; return &43e9 03 ; } &43ea 0d fa f1 35 fe 21 04 ; "that's no use." &43f1 00 ; end ; bytecode_for_verb_2d ("pour") &43f2 99 27 ; if(first_noun != "beaujolais") &43f4 01 ; { &43f5 0d fc 32 39 08 05 ; "come on! " &43fb 04 ; return &43fc 03 ; } &43fd cc 37 ; if(p["lantern_state"] != 0) &43ff 01 ; { &4400 0d e8 fa 17 69 06 fc a5 04 ; "there's none left. Sorry." &4409 04 ; return &440a 03 ; } &440b 8d 66 ; if(preposition == "into" and &440d 8a 0e 02 ; second_noun == "lantern" or &4410 8d 68 ; preposition == "onto" and &4412 8a 62 ; second_noun == "gunpowder") &4414 01 ; { &4415 0d 46 ff 92 33 46 ff 27 18 19 23 23 15 23 47 fc ; "the powder in the lamp hisses and gives off odorous fumes." &4425 70 9d 1f 14 1f 22 1f 25 23 0e 16 25 1d 15 23 04 &4435 0c 06 37 ; p["lantern_state"] = &02 &4438 04 ; return &4439 03 ; } &443a 0d 46 ff 34 20 1f 25 22 23 ff 4c 46 fc ba 47 24 ; "the wine pours onto the ground and trickles away." &444a 22 19 13 1b 1c 15 23 86 04 &4453 1c 37 ; p["lantern_state"] = 1 &4455 00 ; end ; bytecode_for_verb_2e ("lift") &4456 0e ; skip_to_next_bytecode() &4457 00 ; end ; bytecode_for_verb_2f ("press") &4458 89 0b ; if(first_noun == "bell") &445a 01 ; { &445b 0e ; skip_to_next_bytecode() &445c 03 ; } &445d 89 1e ; if(first_noun == "silver") &445f 01 ; { &4460 db 3d ; if(object_room["device"] == "carrying") &4462 01 ; { &4463 8d 70 ; if(preposition == "red") &4465 01 ; { &4466 cc 4e ; if(p["orange_button_state"] != 0) &4468 01 ; { &4469 94 04 a8 ; if(p["player_room"] > &a4 and &446c 84 04 d6 ; p["player_room"] < &d2) &446f 01 ; { &4470 08 d6 ; player_room = &d2 &4472 04 ; return &4473 03 ; } &4474 08 f5 ; player_room = &f1 &4476 04 ; return &4477 03 ; } &4478 0d d7 ea 04 ; "nothing happens." &447c 04 ; return &447d 03 ; } &447e 8d 71 ; if(preposition == "orange") &4480 01 ; { &4481 0d d7 ea 04 ; "nothing happens." &4485 cc 4e ; if(p["orange_button_state"] != 0) &4487 01 ; { &4488 14 4e ; p["orange_button_state"] = 0 &448a 03 ; } ; else &448b 01 ; { &448c 1c 4e ; p["orange_button_state"] = 1 &448e 03 ; } &448f 04 ; return &4490 03 ; } &4491 03 ; } &4492 0d b9 c3 07 05 ; "which button? " &4497 04 ; return &4498 03 ; } &4499 0d d7 ea 04 ; "nothing happens." &449d 00 ; end ; bytecode_for_verb_30 ("ring") &449e 89 0b ; if(first_noun == "bell") &44a0 01 ; { &44a1 d9 ; if(object_room[first_noun] == "carrying") &44a2 01 ; { &44a3 0d fa 46 08 90 f8 21 04 ; "ping! what fun." &44ab 04 ; return &44ac 03 ; } &44ad 0d 90 ff 23 07 05 ; "what bell? " &44b3 04 ; return &44b4 03 ; } &44b5 0d 43 42 13 22 11 2a 29 07 05 ; "are you crazy? " &44bf 00 ; end ; bytecode_for_verb_31 ("read") &44c0 89 2b ; if(first_noun == "letter") &44c2 01 ; { &44c3 0d 46 ff 7f 45 fb 38 33 2e 4c 2e f7 c3 fc d2 fa ; "the letter is written in Tim Trevyl's familiar scrawl. He &44d3 f8 06 3e fa 47 42 43 11 1c 22 19 17 18 24 0b 47 ; hopes you are alright, and explains that he had to go ahead &44e3 15 28 20 1c 11 19 1e 23 98 3e fc 29 32 40 fc d5 ; to the castle to warn the king of a plot. You should go with &44f3 32 46 94 32 27 11 22 1e 46 82 49 34 20 1c 1f 24 ; the blood guard, who can be trusted; they will bring you to &4503 06 42 fa f9 40 79 46 fc bb b7 0b 68 50 36 24 22 ; the castle. \nP. S. Have you seen his watch anywhere? " &4513 25 23 24 15 14 0a 85 b4 fb 19 42 32 46 94 06 2d &4523 20 06 23 06 58 42 fa 19 5e ff 5b fa fa 07 05 &4532 03 ; } &4533 89 2f ; if(first_noun == "invitation") &4535 01 ; { &4536 0d 46 ff 7c 15 1d 12 1f 23 23 15 14 fa fb fb 34 ; "the silver embossed lettering reads: \nHis Royal Highness &4546 09 2d 5e 2e fa 48 2e 18 19 17 18 1e 15 23 23 2e ; King Varangar V requests the pleasure of your company in the &4556 0e 82 2e fb 9d 2e 26 f7 3d 46 20 1c 15 11 23 25 ; great hall tonight, in celebration of his victory." &4566 22 15 49 4d 13 1f 1d 20 11 1e 29 33 46 93 fc 78 &4576 fb 52 0b 33 f9 c9 49 5e fb 62 04 &4581 03 ; } &4582 89 1b ; if(first_noun == "paper") &4584 01 ; { &4585 0d 46 ff 2c 45 f9 90 1f 27 19 1e 17 32 46 fa 25 ; "the note is illegible owing to the manner in which it was &4595 33 b9 37 fc 0f fb 38 04 ; written." &459d 03 ; } &459e 89 29 ; if(first_noun == "scroll") &45a0 01 ; { &45a1 0d 46 ff 7e 45 fb 38 33 34 fa fc 3b 13 1f 14 15 ; "the scroll is written in a language or code you have never &45b1 42 58 ae fa 19 7e 04 ; seen before." &45b8 03 ; } &45b9 89 24 ; if(first_noun == "card") &45bb 01 ; { &45bc 0d 97 34 ff 71 50 fe 3d 37 04 ; "only a robot can read it." &45c6 03 ; } &45c7 89 23 ; if(first_noun == "book") &45c9 01 ; { &45ca 0d 37 fc fc 6f f8 22 47 12 1f 22 19 1e 17 0e 23 ; "it looks very dry and boring stuff." &45da 24 25 16 16 04 &45df 03 ; } &45e0 89 0a ; if(first_noun == "tag") &45e2 01 ; { &45e3 0d 46 ff 10 45 6f fc 6c 06 f9 ca 39 37 43 46 fb ; "the tag is very old. Inscribed on it are the words: TAG &45f3 75 09 2c ff 10 2c 0e f9 cb 30 17 30 59 0e 2e 20 ; copyright 1985 Peter Voke." &4603 15 24 15 22 2e 0e 26 1f 1b 15 04 &460e 03 ; } &460f 89 45 ; if(first_noun == "despatches") &4611 01 ; { &4612 cc 5b ; if(p["despatches_open"] != 0) &4614 01 ; { &4615 0d 4d 2e fb 16 0b f9 cc 06 2d 34 c7 aa 0b 65 12 ; "your Grace, greetings. \nA strange being, not born of &4625 1f 22 1e 49 27 1f 1d 11 1e 0b 3f 58 fa fd 52 3a ; woman, we have captured here at Quatre Bras, which, &4635 2e fa af 2e f8 4b 0b b9 0b 96 46 fc 1e f8 51 14 ; under the most severe duress, admits serving one that it &4645 25 22 15 23 23 0b 11 14 1d 19 24 23 fb c5 44 98 ; calls The Warlord, from out of the future. This latter &4655 37 fb 76 2e 46 2e e3 0b 75 61 49 46 fb 77 06 ac ; intends to kill you and your commanders at the ball &4665 f8 52 19 1e 24 15 1e 14 23 32 fe 2b 42 47 4d f7 ; tonight. I should believe none of it were not the body &4675 ea 3a 46 fc 46 fb 52 06 19 fa f9 fb 56 fa 17 49 ; of the demon beside me as I write. I fear Bonaparte is &4685 37 fc 2c 65 46 fc a2 49 46 14 15 1d 1f 1e 89 1d ; employing sorcery, therefore be on your guard. \nBernard &4695 15 5c 2e 19 0e 27 22 19 24 15 06 19 f8 20 2e fb ; Saxe-Weimar" &46a5 ce 45 15 1d 20 1c 1f 29 19 1e 17 fa fe 0b f9 05 &46b5 36 39 4d b7 06 2d fb 6e 2e 23 11 28 15 10 2e 27 &46c5 15 19 1d 11 22 05 &46cb 04 ; return &46cc 03 ; } &46cd 0d 46 ff c9 43 23 15 11 1c 15 14 06 85 43 11 14 ; "the despatches are sealed. They are addressed to His Grace &46dd 14 22 15 23 23 15 14 32 2e 5e 2e fb 16 46 2e b1 ; the Duke of Wellington." &46ed 49 2e f9 a8 04 &46f2 03 ; } &46f3 c4 09 ; if(p["output_written"] == 0) &46f5 01 ; { &46f6 0d 43 42 23 15 22 19 1f 25 23 07 05 ; "are you serious? " &4702 03 ; } &4703 00 ; end ; bytecode_for_verb_32 ("wait") &4704 0d d7 ea 04 ; "nothing happens." &4708 00 ; end ; bytecode_for_verb_33 ("wave") &4709 ff ; if(room.flags[7]) &470a 01 ; { &470b 0d fb 72 fb 1a 73 04 ; "nobody waves back." &4712 04 ; return &4713 03 ; } &4714 0d e8 fb 72 32 fe 3f 32 04 ; "there's nobody to wave to." &471d 00 ; end ; bytecode_for_verb_34 ("wear") &471e d1 ; if(object_room[first_noun] == "wearing") &471f 01 ; { &4720 0d d0 fe 71 98 e9 04 ; "you're wearing that already." &4727 04 ; return &4728 03 ; } &4729 89 19 ; if(first_noun == "boots" and &472b c4 32 ; p["antigrav_boots_state"] == 0) &472d 01 ; { &472e 0d 5c 42 fe 22 39 46 ff 53 0b 46 f9 06 fa b2 33 ; "as you put on the boots, the antigrav motors in the heels &473e 46 fa b3 fc 40 64 f6 48 05 ; start up automatically" &4747 94 04 41 ; if(p["player_room"] > &3d and &474a 84 04 7f ; p["player_room"] < &7b) &474d 01 ; { &474e 0d 06 91 7e 4d fc 8e 13 22 11 23 18 15 23 59 46 ; ". Just before your head crashes into the ceiling, " &475e fb bb 0b 05 &4762 03 ; } ; else &4763 01 ; { &4764 0d 0b f8 b1 42 ca d8 5a 59 46 fc 09 7e 46 fa b4 ; ", lifting you several hundred feet into the air before &4774 fc 70 61 06 39 46 4f 55 0b 05 ; the energy gives out. On the way down, " &477e 03 ; } &477f 0d 42 fe 31 f9 07 32 46 f9 08 49 f7 eb 0b 47 46 ; "you give thought to the wonders of technology, and the &478f f9 cd 49 fc db f9 ce 04 ; limitations of human knowledge." &4797 75 09 ; execute_miscellaneous_bytecode(&05) &4799 04 ; return &479a 03 ; } &479b 89 25 ; if(first_noun == "robe" and &479d d3 39 ; object_room["cloaks"] == "wearing") &479f 01 ; { &47a0 0d 39 fc 11 49 46 ff 5f 07 05 ; "on top of the cloak? " &47aa 04 ; return &47ab 03 ; } &47ac 89 39 ; if(first_noun == "cloaks" and &47ae d3 25 ; object_room["robe"] == "wearing") &47b0 01 ; { &47b1 0d 42 a3 fe 40 46 ff 5f 39 fc 11 49 46 ff 32 04 ; "you cannot wear the cloak on top of the robe." &47c1 04 ; return &47c2 03 ; } &47c3 c4 15 ; if(p["first_noun_type"] == 0) &47c5 01 ; { &47c6 e1 02 ; if(object_room[first_noun] == player_room or &47c8 d9 ; object_room[first_noun] == "carrying") &47c9 01 ; { &47ca 0d a5 04 ; "right." &47cd 11 ; object_room[first_noun] = 0 &47ce 6f ; room.flags[6] = true &47cf 03 ; } &47d0 04 ; return &47d1 03 ; } &47d2 0d f9 09 07 05 ; "really? " &47d7 00 ; end ; bytecode_for_verb_35 ("break") &47d8 0d 37 fc a6 fe 56 04 ; "it won't break." &47df 00 ; end ; bytecode_for_verb_36 ("bribe") &47e0 ff ; if(room.flags[7]) &47e1 01 ; { &47e2 0d f7 e7 04 ; "impossible." &47e6 04 ; return &47e7 03 ; } &47e8 0d 72 45 35 44 52 04 ; "there is no one here." &47ef 00 ; end ; bytecode_for_verb_37 ("light") &47f0 db 15 02 ; if(object_room["matches"] == "carrying" or &47f3 e3 15 02 ; object_room["matches"] == player_room or &47f6 db 3b ; object_room["taper"] == "carrying" and &47f8 cc 4d ; p["taper_is_lit"] != 0) &47fa 01 ; { &47fb 4f ; room.flags[4] = true &47fc 03 ; } ; else &47fd 01 ; { &47fe 0d 42 58 35 ff 9b 04 ; "you have no matches." &4805 04 ; return &4806 03 ; } &4807 89 15 ; if(first_noun == "matches") &4809 01 ; { &480a 0d 46 ff 52 ff ad fc a9 61 04 ; "the match quickly goes out." &4814 04 ; return &4815 03 ; } &4816 89 1b 02 ; if(first_noun == "paper" or &4819 89 2b 02 ; first_noun == "letter" or &481c 89 29 ; first_noun == "scroll") &481e 01 ; { &481f 0d 46 05 ; "the" &4822 1d ; print first_noun &4823 0d fb 78 32 d7 33 f9 0a 04 ; "burns to nothing in seconds." &482c 09 09 ; object_room[first_noun] = &05 &482e 04 ; return &482f 03 ; } &4830 89 0e 02 ; if(first_noun == "lantern" or &4833 89 27 ; first_noun == "beaujolais") &4835 01 ; { &4836 8c 37 06 ; if(p["lantern_state"] == &02) &4839 01 ; { &483a 0d 46 ff 27 16 1c 11 22 15 23 64 0b f6 4c 46 f6 ; "the lamp flares up, illuminating the surroundings." &484a 35 04 &484c 44 37 ; p["lantern_state"] ++ &484e 8c 04 4a ; if(p["player_room"] == &46) &4851 01 ; { &4852 2f ; room.flags[2] = true &4853 56 ; execute_bytecode_for_room() &4854 03 ; } &4855 04 ; return &4856 03 ; } &4857 8c 37 07 ; if(p["lantern_state"] == &03) &485a 01 ; { &485b 0d ab e9 fa 14 04 ; "it's already lit." &4861 04 ; return &4862 03 ; } &4863 0d 72 45 d7 33 46 ff 27 4a 34 f8 22 fc 98 ff 92 ; "there is nothing in the lamp but a dry grey powder." &4873 04 &4874 04 ; return &4875 03 ; } &4876 89 38 ; if(first_noun == "fuse") &4878 01 ; { &4879 db 3b ; if(object_room["taper"] == "carrying" and &487b cc 4d ; p["taper_is_lit"] != 0) &487d 01 ; { &487e 0d 46 ff 3a f9 0b 0b 47 33 34 fc 30 fb f1 37 fb ; "the fuse catches, and in a few minutes it burns away." &488e 78 86 04 &4891 0b 09 38 ; object_room["fuse"] = &05 &4894 04 ; return &4895 03 ; } &4896 0d 42 b3 04 ; "you can't." &489a 04 ; return &489b 03 ; } &489c c9 ; if(first_noun != 0) &489d 01 ; { &489e 0d 98 fc a6 fe 41 04 ; "that won't burn." &48a5 04 ; return &48a6 03 ; } &48a7 15 ; print verb &48a8 0d 90 07 05 ; "what? " &48ac 00 ; end ; bytecode_for_verb_38 ("mount") &48ad 89 28 ; if(first_noun == "hovercycle") &48af 01 ; { &48b0 cc 25 ; if(p["is_riding_hovercycle"] != 0) &48b2 01 ; { &48b3 0d d0 39 46 ff c7 e9 04 ; "you're on the hovercycle already." &48bb 04 ; return &48bc 03 ; } &48bd 9c 04 13 ; if(p["player_room"] != &0f) &48c0 01 ; { &48c1 0d e8 35 ff 5a 52 04 ; "there's no cycle here." &48c8 04 ; return &48c9 03 ; } &48ca 0d 5c 42 fc 28 39 46 ff 5a 0b 37 fb 79 32 fc 34 ; "as you get on the cycle, it begins to move east as if drawn &48da 4b 5c 67 fa 49 53 5d f9 0c fc 9c 06 46 fb c6 43 ; by some invisible beam. The controls are totally mysterious &48ea fb c1 f7 ec 32 42 04 ; to you." &48f1 1c 25 ; p["is_riding_hovercycle"] = 1 &48f3 44 20 ; p["score"] ++ &48f5 3f ; room.flags[3] = true &48f6 0b 0a 28 ; object_room["hovercycle"] = &06 &48f9 04 ; return &48fa 03 ; } &48fb 0d 45 98 f9 0d 07 05 ; "is that possible? " &4902 00 ; end ; bytecode_for_verb_39 ("insert") &4903 89 40 ; if(first_noun == "module") &4905 01 ; { &4906 db 11 02 ; if(object_room["lance"] == "carrying" or &4909 e3 11 ; object_room["lance"] == player_room) &490b 01 ; { &490c 0d 46 ff 85 23 13 22 15 27 23 59 46 12 25 24 24 ; "the module screws into the butt of the lance." &491c 49 46 88 04 &4920 09 0a ; object_room[first_noun] = &06 &4922 14 3f ; p["lance_used_one"] = 0 &4924 44 20 ; p["score"] ++ &4926 04 ; return &4927 03 ; } &4928 03 ; } &4929 89 08 ; if(first_noun == "pea") &492b 01 ; { &492c db 41 02 ; if(object_room["whistle"] == "carrying" or &492f e3 41 ; object_room["whistle"] == player_room) &4931 01 ; { &4932 0d 37 fa 4a fb 7a 04 ; "it fits neatly." &4939 09 0a ; object_room[first_noun] = &06 &493b 44 4f ; p["whistle_has_pea"] ++ &493d 44 20 ; p["score"] ++ &493f 04 ; return &4940 03 ; } &4941 03 ; } &4942 0d 65 f9 0d 04 ; "not possible." &4947 00 ; end ; bytecode_for_verb_3a ("stand") &4948 0d d0 e9 d9 04 ; "you're already standing." &494d 00 ; end ; bytecode_for_verb_3b ("swing") &494e 0d f8 b2 04 ; "bizarre." &4952 00 ; end ; bytecode_for_verb_3c ("think") &4953 8c 08 05 ; if(p["total_words"] == &01) &4956 01 ; { &4957 0d 90 38 15 16 16 1f 22 24 08 05 ; "what an effort! " &4962 04 ; return &4963 03 ; } &4964 0d d7 ea 04 ; "nothing happens." &4968 00 ; end ; bytecode_for_verb_3d ("untie") &4969 99 0f ; if(first_noun != "rope") &496b 01 ; { &496c 0d 18 25 18 07 05 ; "huh? " &4972 04 ; return &4973 03 ; } &4974 8c 04 26 02 ; if(p["player_room"] == &22 or &4978 8c 04 30 02 ; p["player_room"] == &2c or &497c 8c 04 0b 02 ; p["player_room"] == &07 or &4980 8c 04 65 ; p["player_room"] == &61) &4983 01 ; { &4984 bf ; if(room.flags[3]) &4985 01 ; { &4986 0d fc 36 04 ; "done." &498a 39 ; object_room[first_noun] = player_room &498b 04 ; return &498c 03 ; } &498d 03 ; } &498e 0e ; skip_to_next_bytecode() &498f 00 ; end ; bytecode_for_verb_3e ("salute") &4990 0d ac fb 53 fb 1b 42 f8 38 23 1d 11 22 24 04 ; "this almost makes you feel smart." &499f 00 ; end ; bytecode_for_verb_3f ("follow") &49a0 c1 ; if(first_noun == 0) &49a1 01 ; { &49a2 15 ; print verb &49a3 0d 68 07 05 ; "who? " &49a7 04 ; return &49a8 03 ; } &49a9 0d 90 43 42 fa f6 a1 07 05 ; "what are you talking about? " &49b2 00 ; end ; bytecode_for_verb_40 ("pretend") &49b3 0d 42 fc 9e fa 4b 11 1e 29 12 1f 14 29 04 ; "you don't fool anybody." &49c1 00 ; end ; bytecode_for_verb_41 ("unlock") &49c2 db 0d ; if(object_room["keys"] == "carrying") &49c4 01 ; { &49c5 0d 46 ff 26 fc 9e fa 1a eb 52 04 ; "the keys don't fit anything here." &49d0 04 ; return &49d1 03 ; } &49d2 0d 42 58 35 ff 26 04 ; "you have no keys." &49d9 00 ; end ; bytecode_for_verb_42 ("switch") &49da 89 1d ; if(first_noun == "radio") &49dc 01 ; { &49dd 8d 68 ; if(preposition == "onto") &49df 01 ; { &49e0 c4 39 ; if(p["radio_state"] == 0) &49e2 01 ; { &49e3 0d a5 04 ; "right." &49e6 1c 39 ; p["radio_state"] = 1 &49e8 04 ; return &49e9 03 ; } &49ea 0d 37 45 39 04 ; "it is on." &49ef 04 ; return &49f0 03 ; } &49f1 8d 6b ; if(preposition == "off") &49f3 01 ; { &49f4 c4 39 ; if(p["radio_state"] == 0) &49f6 01 ; { &49f7 0d 37 45 9d 04 ; "it is off." &49fc 04 ; return &49fd 03 ; } &49fe 0d fc a8 04 ; "okay." &4a02 14 39 ; p["radio_state"] = 0 &4a04 04 ; return &4a05 03 ; } &4a06 0d 39 3b 9d 07 05 ; "on or off? " &4a0c 04 ; return &4a0d 03 ; } &4a0e 0d 1f 12 23 13 25 22 15 08 05 ; "obscure! " &4a18 00 ; end ; bytecode_for_verb_43 ("dismount") &4a19 cc 25 ; if(p["is_riding_hovercycle"] != 0) &4a1b 01 ; { &4a1c 0d 42 de 0b 66 fc 14 0b 98 f9 cf 9d 34 f8 b3 f7 ; "you discover, too late, that jumping off a vehicle &4a2c ed 3a a1 34 d8 fa 36 38 fc 37 50 fa b5 36 16 11 ; travelling at about a hundred miles an hour can easily be &4a3c 24 11 1c 04 ; fatal." &4a40 75 09 ; execute_miscellaneous_bytecode(&05) &4a42 04 ; return &4a43 03 ; } &4a44 0d 90 3c 42 fa 18 07 05 ; "what do you mean? " &4a4c 00 ; end ; bytecode_for_verb_44 ("extract") &4a4d 0d 45 98 f9 0d 07 05 ; "is that possible? " &4a54 00 ; end ; bytecode_for_verb_45 ("hypnotise") &4a55 0d 61 49 46 f7 3e 04 ; "out of the question." &4a5c 00 ; end ; bytecode_for_verb_46 ("open") &4a5d c1 ; if(first_noun == 0) &4a5e 01 ; { &4a5f 15 ; print verb &4a60 0d 90 07 05 ; "what? " &4a64 04 ; return &4a65 03 ; } &4a66 89 45 ; if(first_noun == "despatches") &4a68 01 ; { &4a69 cc 5b ; if(p["despatches_open"] != 0) &4a6b 01 ; { &4a6c 0d 85 43 9f 04 ; "they are open." &4a71 04 ; return &4a72 03 ; } &4a73 0d a5 04 ; "right." &4a76 44 5b ; p["despatches_open"] ++ &4a78 04 ; return &4a79 03 ; } &4a7a 89 12 ; if(first_noun == "locket") &4a7c 01 ; { &4a7d 0e ; skip_to_next_bytecode() &4a7e 03 ; } &4a7f 89 49 ; if(first_noun == "trapdoor") &4a81 01 ; { &4a82 0d 37 45 9f 04 ; "it is open." &4a87 04 ; return &4a88 03 ; } &4a89 0d 42 a3 04 ; "you cannot." &4a8d 00 ; end ; bytecode_for_verb_47 ("examine") &4a8e cc 2e ; if(p["room_is_dark"] != 0) &4a90 01 ; { &4a91 0d 33 46 95 07 05 ; "in the dark? " &4a97 04 ; return &4a98 03 ; } &4a99 89 11 ; if(first_noun == "lance") &4a9b 01 ; { &4a9c 0d 37 45 34 f7 dc 1d 11 22 1b 23 1d 11 1e 0f 23 ; "it is a beautiful marksman's sonic lance, hand carved from &4aac fc 51 88 0b 7f fc f4 75 f8 b4 47 fb b7 04 ; ebonite and titanium." &4aba 8c 3f 06 ; if(p["lance_used_one"] == &02) &4abd 01 ; { &4abe 0d e8 35 fb 6d 69 04 ; "there's no charge left." &4ac5 03 ; } &4ac6 04 ; return &4ac7 03 ; } &4ac8 89 12 ; if(first_noun == "locket") &4aca 01 ; { &4acb e9 0a ; if(object_room[first_noun] == &06) &4acd 01 ; { &4ace 0d 65 3d ff 50 04 ; "not so fast." &4ad4 04 ; return &4ad5 03 ; } &4ad6 0d fc 90 46 ff 78 42 6d 34 fb d5 f8 b5 49 46 f6 ; "inside the locket you find a miniature portrait of the &4ae6 23 a6 15 29 15 14 fb c4 04 ; landlord's green eyed daughter." &4aef 04 ; return &4af0 03 ; } &4af1 89 3d ; if(first_noun == "device") &4af3 01 ; { &4af4 0d 37 45 a1 46 f8 0a 49 34 1d 11 24 13 18 12 1f ; "it is about the size of a matchbox, with a red button and an &4b04 28 0b 79 34 ff 20 c3 47 38 ff 95 c3 39 46 fc 11 ; orange button on the top." &4b14 04 &4b15 04 ; return &4b16 03 ; } &4b17 e9 0a ; if(object_room[first_noun] == &06) &4b19 01 ; { &4b1a 0d fa f1 65 d1 fe 43 04 ; "that's not much help." &4b22 04 ; return &4b23 03 ; } &4b24 0d d7 2b 08 23 20 15 13 19 11 1c 05 25 1e 25 23 ; "nothing " + random("special", "unusual", "remarkable", &4b34 25 11 1c 05 f9 d0 05 f6 36 05 04 06 2b 06 91 05 ; "extraordinary") + ". " + random("Just", "looks like") + " " &4b44 fc fc fc 16 05 04 0e 05 &4b4c 16 ; execute_bytecode_for_object(first_noun) &4b4d 0d 04 ; "." &4b4f 00 ; end ; bytecode_for_verb_48 ("where") &4b50 56 ; execute_bytecode_for_room() &4b51 2c 04 05 ; p["current_room"] = p["player_room"] &4b54 00 ; end ; bytecode_for_verb_49 ("score") &4b55 0d 42 58 f9 d1 31 20 2f 29 0e 49 46 fc 38 2f 83 ; "you have completed p["score"]% of the game ." &4b65 2f 32 05 &4b68 00 ; end ; bytecode_for_verb_4a ("inv") &4b69 0e ; skip_to_next_bytecode() &4b6a 00 ; end ; bytecode_for_verb_4b ("carrying") &4b6b cc 0e ; if(p["number_of_objects_carried"] != 0) &4b6d 01 ; { &4b6e 0d 42 43 fe 75 05 ; "you are carrying" &4b74 1c 0b ; p["old_room"] = 1 &4b76 1c 0c ; p["new_room"] = 1 &4b78 06 ; list_objects(p["old_room"]. p["new_room"]) &4b79 0d 04 ; "." &4b7b 03 ; } ; else &4b7c 01 ; { &4b7d 0d 42 43 65 fe 75 eb 04 ; "you are not carrying anything." &4b85 03 ; } &4b86 88 4e ; if(verb == "inv") &4b88 01 ; { &4b89 0d 2d 05 ; "\n" &4b8c 0e ; skip_to_next_bytecode() &4b8d 03 ; } &4b8e 00 ; end ; bytecode_for_verb_4c ("wearing") &4b8f 0d 42 43 fe 71 05 ; "you are wearing" &4b95 14 0b ; p["old_room"] = 0 &4b97 14 0c ; p["new_room"] = 0 &4b99 06 ; list_objects(p["old_room"]. p["new_room"]) &4b9a 0d 04 ; "." &4b9c 00 ; end ; bytecode_for_verb_4d ("help") &4b9d 0d fb 7b fb 75 09 05 ; "action words: " &4ba4 5e ; list_verbs() &4ba5 00 ; end ; bytecode_for_verb_4e ("restart") &4ba6 8c 08 05 ; if(p["total_words"] == &01) &4ba9 01 ; { &4baa 2e ; restore_initial_position() &4bab 04 ; return &4bac 03 ; } &4bad 0d 90 07 05 ; "what? " &4bb1 00 ; end ; bytecode_for_verb_4f ("restore") &4bb2 8c 08 05 ; if(p["total_words"] == &01) &4bb5 01 ; { &4bb6 6e ; restore_position(); &4bb7 2c 06 05 ; p["current_room"] = p["previous_room"] &4bba 0d 2f 10 2d 2d 2d 05 ; "[cls]\n\n\n" &4bc1 04 ; return &4bc2 03 ; } &4bc3 0d 90 07 05 ; "What? " &4bc7 00 ; end ; bytecode_for_verb_50 ("load") &4bc8 8c 08 06 ; if(p["total_words"] == &02) &4bcb 01 ; { &4bcc 1e ; load_position() &4bcd 0e ; skip_to_next_bytecode() &4bce 03 ; } &4bcf 0d f9 0e 07 05 ; "fileletter? " &4bd4 00 ; end ; bytecode_for_verb_51 ("look") &4bd5 98 55 ; if(verb != "look") &4bd7 01 ; { &4bd8 0d 2f 10 2d 2d 2d 05 ; "[cls]\n\n\n" &4bdf 03 ; } &4be0 47 ; room.flags[4] = false &4be1 6f ; room.flags[6] = true &4be2 56 ; execute_bytecode_for_room() &4be3 2c 04 05 ; p["current_room"] = p["player_room"] &4be6 cc 25 ; if(p["is_riding_hovercycle"] != 0) &4be8 01 ; { &4be9 0d 2d 42 43 39 46 ff c7 04 ; "\nYou are on the hovercycle." &4bf2 03 ; } &4bf3 cc 49 ; if(p["tim_state_two"] != 0) &4bf5 01 ; { &4bf6 0d 2d 42 43 79 4d c4 2e 4c 04 ; "\nYou are with your friend Tim." &4c00 03 ; } &4c01 cc 0a ; if(p["number_of_objects_in_player_room"] != 0 and &4c03 c4 2e ; p["room_is_dark"] == 0) &4c05 01 ; { &4c06 0d 2d 05 ; "\n" &4c09 0e ; skip_to_next_bytecode() &4c0a 03 ; } &4c0b 00 ; end ; bytecode_for_verb_52 ("search") &4c0c c1 02 ; if(first_noun == 0 or &4c0e 98 56 ; verb != "search") &4c10 01 ; { &4c11 0e ; skip_to_next_bytecode() &4c12 03 ; } &4c13 0d 65 d1 fe 43 04 ; "not much help." &4c19 00 ; end ; bytecode_for_verb_53 ("here") &4c1a cc 2e ; if(p["room_is_dark"] != 0) &4c1c 01 ; { &4c1d 0d 42 a3 2b 06 6d 05 51 05 04 0e d1 52 5c 37 45 ; "you cannot " + random("find", "see") + " much here as it is &4c2d 3d 95 04 ; so dark." &4c30 04 ; return &4c31 03 ; } &4c32 c4 0a ; if(p["number_of_objects_in_player_room"] == 0) &4c34 01 ; { &4c35 0d e8 d7 2b 08 49 d1 fe 21 05 fa f5 05 f9 d2 05 ; "there's nothing " + random("of much use", "useful", &4c45 f9 d3 05 04 0e 52 04 ; "significant", "important") + " here." &4c4c 04 ; return &4c4d 03 ; } &4c4e 0d 2b 08 42 50 51 05 42 6d 05 72 45 05 e8 05 04 ; "" + random("you can see", "you find", "there is", "there's") + " &4c5e 0e 05 ; " &4c60 2c 04 0b ; p["old_room"] = p["player_room"] &4c63 2c 04 0c ; p["new_room"] = p["player_room"] &4c66 06 ; list_objects(p["old_room"]. p["new_room"]) &4c67 0d 0e 52 04 ; " here." &4c6b 00 ; end ; bytecode_for_verb_54 ("save") &4c6c 8c 08 06 ; if(p["total_words"] == &02) &4c6f 01 ; { &4c70 26 ; save_position() &4c71 0d fc 38 23 11 26 15 14 04 ; "game saved." &4c7a 04 ; return &4c7b 03 ; } &4c7c 0d f9 0e 07 05 ; "fileletter? " &4c81 00 ; end ; bytecode_for_verb_55 ("store") &4c82 8c 08 05 ; if(p["total_words"] == &01) &4c85 01 ; { &4c86 14 10 ; p["verb"] = 0 &4c88 4e ; store_position() &4c89 0d fc 38 fa b6 04 ; "game stored." &4c8f 04 ; return &4c90 03 ; } &4c91 0d 90 07 05 ; "what? " &4c95 00 ; end ; bytecode_for_verb_56 ("quit") &4c96 0d 42 f9 09 fc 39 32 fe 48 07 29 2f 33 2e 1e 2d ; "you really want to quit? y/N\n" &4ca6 05 &4ca7 36 ; p["character"] = read_character() &4ca8 8c 24 5d 02 ; if(p["character"] == &59 or &4cac 8c 24 7d ; p["character"] == &79) &4caf 01 ; { &4cb0 3e ; reset() &4cb1 03 ; } &4cb2 00 ; end ; miscellaneous_bytecode ; miscellaneous_bytecode_00 &4cb3 0d 0e 47 05 ; " and" &4cb7 00 ; end ; miscellaneous_bytecode_01 &4cb8 14 2e ; p["room_is_dark"] = 0 &4cba 94 04 49 ; if(p["player_room"] > &45 and &4cbd 84 04 57 ; p["player_room"] < &53) &4cc0 01 ; { &4cc1 1c 2e ; p["room_is_dark"] = 1 &4cc3 27 ; room.flags[2] = false &4cc4 db 0e 02 ; if(object_room["lantern"] == "carrying" or &4cc7 e3 0e ; object_room["lantern"] == player_room) &4cc9 01 ; { &4cca 94 37 06 ; if(p["lantern_state"] > &02) &4ccd 01 ; { &4cce 14 2e ; p["room_is_dark"] = 0 &4cd0 2f ; room.flags[2] = true &4cd1 03 ; } &4cd2 03 ; } &4cd3 03 ; } &4cd4 8c 04 5c ; if(p["player_room"] == &58) &4cd7 01 ; { &4cd8 cc 36 02 ; if(p["dungeon_door_state"] != 0 or &4cdb af 02 ; room.flags[2] or &4cdd df ; room.flags[5]) &4cde 01 ; { &4cdf 1c 2e ; p["room_is_dark"] = 1 &4ce1 03 ; } &4ce2 db 0e 02 ; if(object_room["lantern"] == "carrying" or &4ce5 e3 0e ; object_room["lantern"] == player_room) &4ce7 01 ; { &4ce8 94 37 06 ; if(p["lantern_state"] > &02) &4ceb 01 ; { &4cec 14 2e ; p["room_is_dark"] = 0 &4cee 03 ; } &4cef 03 ; } &4cf0 03 ; } &4cf1 cc 5d ; if(p["bomb_countdown"] != 0 and &4cf3 98 59 ; verb != "store") &4cf5 01 ; { &4cf6 4c 5d ; p["bomb_countdown"] -- &4cf8 8c 04 d5 ; if(p["player_room"] == &d1) &4cfb 01 ; { &4cfc 0d 46 fb 59 13 18 11 1e 17 15 23 32 31 5d 04 ; "the counter changes to p["bomb_countdown"]." &4d0b 03 ; } &4d0c c4 5d ; if(p["bomb_countdown"] == 0) &4d0e 01 ; { &4d0f 08 d6 ; player_room = &d2 &4d11 04 ; return &4d12 03 ; } &4d13 03 ; } &4d14 0b 0a 64 ; object_room["all"] = &06 &4d17 00 ; end ; miscellaneous_bytecode_02 &4d18 bc 04 05 ; if(p["player_room"] != p["current_room"]) &4d1b 01 ; { &4d1c 2c 05 06 ; p["previous_room"] = p["current_room"] &4d1f 03 ; } &4d20 2c 04 05 ; p["current_room"] = p["player_room"] &4d23 4f ; room.flags[4] = true &4d24 c4 07 ; if(p["recognised_words"] == 0) &4d26 01 ; { &4d27 84 08 07 ; if(p["total_words"] < &03) &4d2a 01 ; { &4d2b 0d 90 07 05 ; "what? " &4d2f 03 ; } ; else &4d30 01 ; { &4d31 0d 2b 06 4d f8 b6 45 f8 b7 05 fb 7c fe 21 23 19 ; "" + random("your meaning is unclear", "please use &4d41 1d 20 1c 15 22 fb 75 05 04 04 ; simpler words") + "." &4d4b 03 ; } &4d4c 0c 06 09 ; p["output_written"] = &02 &4d4f 04 ; return &4d50 03 ; } &4d51 88 55 ; if(verb == "look" and &4d53 8d 66 ; preposition == "into") &4d55 01 ; { &4d56 0c 56 10 ; p["verb"] = "search" &4d59 14 14 ; p["verb_type"] = 0 &4d5b 03 ; } &4d5c 88 55 ; if(verb == "look" and &4d5e 8d 65 ; preposition == "at") &4d60 01 ; { &4d61 0c 4b 10 ; p["verb"] = "examine" &4d64 14 14 ; p["verb_type"] = 0 &4d66 03 ; } &4d67 88 1b ; if(verb == "take" and &4d69 8d 68 ; preposition == "onto") &4d6b 01 ; { &4d6c 8a 28 ; if(second_noun == "hovercycle") &4d6e 01 ; { &4d6f 0c 3c 10 ; p["verb"] = "mount" &4d72 03 ; } ; else &4d73 01 ; { &4d74 0c 10 10 ; p["verb"] = "up" &4d77 03 ; } &4d78 03 ; } &4d79 88 1b ; if(verb == "take" and &4d7b 8d 6b ; preposition == "off" and &4d7d 8a 28 ; second_noun == "hovercycle") &4d7f 01 ; { &4d80 0c 47 10 ; p["verb"] = "dismount" &4d83 03 ; } &4d84 88 1b 02 ; if(verb == "take" or &4d87 88 28 ; verb == "drop") &4d89 01 ; { &4d8a 8c 08 05 ; if(p["total_words"] == &01) &4d8d 01 ; { &4d8e 0c 64 11 ; p["first_noun"] = "all:= &60" &4d91 03 ; } &4d92 03 ; } &4d93 88 5b ; if(verb == "climb" and &4d95 9d 6d 02 ; preposition != "down" or &4d98 88 1b ; verb == "take" and &4d9a 8d 6a 02 ; preposition == "up" or &4d9d 88 3e ; verb == "stand" and &4d9f 8d 68 ; preposition == "onto") &4da1 01 ; { &4da2 0c 10 10 ; p["verb"] = "up" &4da5 0c 05 14 ; p["verb_type"] = &01 &4da8 03 ; } &4da9 88 5b 02 ; if(verb == "climb" or &4dac 88 1b ; verb == "take") &4dae 01 ; { &4daf 8d 6d ; if(preposition == "down") &4db1 01 ; { &4db2 0c 0f 10 ; p["verb"] = "down" &4db5 0c 05 14 ; p["verb_type"] = &01 &4db8 03 ; } &4db9 03 ; } &4dba c1 ; if(first_noun == 0 and &4dbb ca ; second_noun != 0) &4dbc 01 ; { &4dbd 2c 12 11 ; p["first_noun"] = p["second_noun"] &4dc0 14 12 ; p["second_noun"] = 0 &4dc2 2c 16 15 ; p["first_noun_type"] = p["second_noun_type"] &4dc5 14 16 ; p["second_noun_type"] = 0 &4dc7 03 ; } &4dc8 8c 15 0a ; if(p["first_noun_type"] == &06) &4dcb 01 ; { &4dcc c0 ; if(verb == 0) &4dcd 01 ; { &4dce 0d 90 07 05 ; "what? " &4dd2 04 ; return &4dd3 03 ; } &4dd4 2c 19 11 ; p["first_noun"] = p["previous_first_noun"] &4dd7 2c 1d 15 ; p["first_noun_type"] = p["previous_first_noun_type"] &4dda 03 ; } &4ddb c0 ; if(verb == 0 and &4ddc c9 ; first_noun != 0 and &4ddd cc 18 ; p["previous_verb"] != 0) &4ddf 01 ; { &4de0 2c 18 10 ; p["verb"] = p["previous_verb"] &4de3 2c 1b 13 ; p["preposition"] = p["previous_preposition"] &4de6 2c 1a 12 ; p["second_noun"] = p["previous_second_noun"] &4de9 03 ; } &4dea 2c 10 18 ; p["previous_verb"] = p["verb"] &4ded 2c 11 19 ; p["previous_first_noun"] = p["first_noun"] &4df0 2c 12 1a ; p["previous_second_noun"] = p["second_noun"] &4df3 2c 13 1b ; p["previous_preposition"] = p["preposition"] &4df6 c0 ; if(verb == 0) &4df7 01 ; { &4df8 c1 02 ; if(first_noun == 0 or &4dfa 89 64 ; first_noun == "all") &4dfc 01 ; { &4dfd 0d fb 7c 36 fc 0d 15 28 20 1c 19 13 19 24 04 ; "please be more explicit." &4e0c 04 ; return &4e0d 03 ; } &4e0e 89 50 ; if(first_noun == "trevyl") &4e10 01 ; { &4e11 0d fc a5 07 05 ; "sorry? " &4e16 04 ; return &4e17 03 ; } &4e18 e1 02 ; if(object_room[first_noun] == player_room or &4e1a d9 02 ; object_room[first_noun] == "carrying" or &4e1c d1 02 ; object_room[first_noun] == "wearing" or &4e1e e9 0a ; object_room[first_noun] == &06) &4e20 01 ; { &4e21 0d 90 3c 42 fc 39 32 3c 79 46 05 ; "what do you want to do with the" &4e2c 1d ; print first_noun &4e2d 0d 07 05 ; "? " &4e30 03 ; } ; else &4e31 01 ; { &4e32 0d 90 05 ; "what" &4e35 1d ; print first_noun &4e36 0d 07 05 ; "? " &4e39 03 ; } &4e3a 0c 06 09 ; p["output_written"] = &02 &4e3d 04 ; return &4e3e 03 ; } &4e3f c4 14 ; if(p["verb_type"] == 0 and &4e41 c1 ; first_noun == 0) &4e42 01 ; { &4e43 15 ; print verb &4e44 cd ; if(preposition != 0) &4e45 01 ; { &4e46 2d ; print preposition &4e47 03 ; } &4e48 0d 90 07 05 ; "what? " &4e4c 0c 07 09 ; p["output_written"] = &03 &4e4f 04 ; return &4e50 03 ; } &4e51 94 14 05 ; if(p["verb_type"] > &01 and &4e54 84 14 0b ; p["verb_type"] < &07 and &4e57 c9 ; first_noun != 0) &4e58 01 ; { &4e59 0d 90 3c 42 fa 18 07 05 ; "what do you mean? " &4e61 0c 06 09 ; p["output_written"] = &02 &4e64 04 ; return &4e65 03 ; } &4e66 c9 ; if(first_noun != 0 and &4e67 98 22 ; verb != "ask" and &4e69 98 40 ; verb != "think") &4e6b 01 ; { &4e6c e1 02 ; if(object_room[first_noun] == player_room or &4e6e d9 02 ; object_room[first_noun] == "carrying" or &4e70 d1 02 ; object_room[first_noun] == "wearing" or &4e72 e9 0a ; object_room[first_noun] == &06) &4e74 01 ; { &4e75 4f ; room.flags[4] = true &4e76 03 ; } ; else &4e77 01 ; { &4e78 0d 90 05 ; "what" &4e7b 1d ; print first_noun &4e7c 0d 07 05 ; "? " &4e7f 0c 06 09 ; p["output_written"] = &02 &4e82 04 ; return &4e83 03 ; } &4e84 03 ; } &4e85 ca ; if(second_noun != 0 and &4e86 98 22 ; verb != "ask") &4e88 01 ; { &4e89 e2 02 ; if(object_room[second_noun] == player_room or &4e8b da 02 ; object_room[second_noun] == "carrying" or &4e8d d2 02 ; object_room[second_noun] == "wearing" or &4e8f ea 0a ; object_room[second_noun] == &06) &4e91 01 ; { &4e92 4f ; room.flags[4] = true &4e93 03 ; } ; else &4e94 01 ; { &4e95 0d 90 05 ; "what" &4e98 25 ; print second_noun &4e99 0d 07 05 ; "? " &4e9c 0c 06 09 ; p["output_written"] = &02 &4e9f 04 ; return &4ea0 03 ; } &4ea1 03 ; } &4ea2 89 64 ; if(first_noun == "all") &4ea4 01 ; { &4ea5 98 1b ; if(verb != "take" and &4ea7 98 28 ; verb != "drop") &4ea9 01 ; { &4eaa 0d fb 7c 36 f7 3f 04 ; "please be specific." &4eb1 0c 06 09 ; p["output_written"] = &02 &4eb4 04 ; return &4eb5 03 ; } &4eb6 03 ; } &4eb7 88 27 ; if(verb == "place") &4eb9 01 ; { &4eba 8d 68 ; if(preposition == "onto" and &4ebc c2 ; second_noun == 0) &4ebd 01 ; { &4ebe 0c 38 10 ; p["verb"] = "wear" &4ec1 03 ; } &4ec2 8d 66 ; if(preposition == "into") &4ec4 01 ; { &4ec5 0c 3d 10 ; p["verb"] = "insert" &4ec8 03 ; } &4ec9 03 ; } &4eca 88 1b ; if(verb == "take" and &4ecc 8d 6b ; preposition == "off" and &4ece c2 ; second_noun == 0) &4ecf 01 ; { &4ed0 0c 26 10 ; p["verb"] = "remove" &4ed3 03 ; } &4ed4 98 43 ; if(verb != "follow") &4ed6 01 ; { &4ed7 14 23 ; p["is_following_tim"] = 0 &4ed9 03 ; } &4eda 88 43 ; if(verb == "follow" and &4edc cc 23 ; p["is_following_tim"] != 0) &4ede 01 ; { &4edf 8c 2f 05 ; if(p["tim_state_one"] == &01) &4ee2 01 ; { &4ee3 0c 06 10 ; p["verb"] = "east" &4ee6 03 ; } &4ee7 8c 2f 06 ; if(p["tim_state_one"] == &02) &4eea 01 ; { &4eeb 0c 08 10 ; p["verb"] = "west" &4eee 03 ; } &4eef 03 ; } &4ef0 44 21 ; p["moves"] ++ &4ef2 cc 39 ; if(p["radio_state"] != 0 and &4ef4 84 2a 34 ; p["radio_battery_used"] < &30) &4ef7 01 ; { &4ef8 44 2a ; p["radio_battery_used"] ++ &4efa 03 ; } &4efb cc 26 ; if(p["following_guards_on_hovercycle"] != 0 and &4efd c4 25 ; p["is_riding_hovercycle"] == 0) &4eff 01 ; { &4f00 4c 26 ; p["following_guards_on_hovercycle"] -- &4f02 03 ; } &4f03 cc 25 ; if(p["is_riding_hovercycle"] != 0) &4f05 01 ; { &4f06 80 11 ; if(verb < "exit" and &4f08 98 06 02 ; verb != "east" or &4f0b 88 13 ; verb == "back") &4f0d 01 ; { &4f0e 0d 42 fb 7d 32 fc 61 46 ff 5a 0b 79 f9 d4 fa ed ; "you attempt to turn the cycle, with disastrous results. &4f1e 06 5c 42 f8 53 ee 46 fc 09 3a fb 7e dd 34 fc b8 ; As you fly through the air at speed towards a nearby " + &4f2e 2b 06 fc 06 05 ff a1 05 04 0b 42 f8 54 42 fc 29 ; random("tree", "boulder") + ", you wish you had followed &4f3e f7 40 46 e1 04 ; the guards." &4f43 75 09 ; execute_miscellaneous_bytecode(&05) &4f45 04 ; return &4f46 03 ; } &4f47 88 06 02 ; if(verb == "east" or &4f4a 88 36 02 ; verb == "wait" or &4f4d 88 43 ; verb == "follow" and &4f4f cc 26 ; p["following_guards_on_hovercycle"] != 0) &4f51 01 ; { &4f52 0d 42 f8 53 4b 05 ; "you fly east" &4f58 cc 26 ; if(p["following_guards_on_hovercycle"] != 0) &4f5a 01 ; { &4f5b 0d 79 46 e1 91 fc d5 04 ; "with the guards just ahead." &4f63 03 ; } ; else &4f64 01 ; { &4f65 0d 39 f9 d5 04 ; "on autopilot." &4f6a 03 ; } &4f6b 0c 06 10 ; p["verb"] = "east" &4f6e 14 09 ; p["output_written"] = 0 &4f70 04 ; return &4f71 03 ; } &4f72 88 1b ; if(verb == "take") &4f74 01 ; { &4f75 0d fb 07 50 42 f8 55 64 eb 7a 42 43 39 34 ff c7 ; "how can you pick up anything while you are on a &4f85 07 05 ; hovercycle? " &4f87 03 ; } &4f88 03 ; } &4f89 94 04 45 ; if(p["player_room"] > &41 and &4f8c 84 04 49 ; p["player_room"] < &45 and &4f8f cc 2c ; p["drunk_state"] != 0) &4f91 01 ; { &4f92 44 2c ; p["drunk_state"] ++ &4f94 94 2c 06 ; if(p["drunk_state"] > &02) &4f97 01 ; { &4f98 0d 42 43 f9 d6 53 46 e1 57 aa fc 79 47 f7 ee 06 ; "you are accosted by the guards for being drunk and &4fa8 66 fc 14 42 f7 41 2e 4c 2e d4 f9 0f 27 11 22 1e ; disorderly. Too late you remember Tim Trevyl always &4fb8 15 14 98 2e ff c6 fc 91 65 24 22 11 26 15 1c ff ; warned that Beaujolais does not travel well. Not in deep &4fc8 43 06 65 33 7b 81 0b 11 1e 29 27 11 29 04 ; space, anyway." &4fd6 14 2c ; p["drunk_state"] = 0 &4fd8 08 5c ; player_room = &58 &4fda 04 ; return &4fdb 03 ; } &4fdc 03 ; } &4fdd cc 30 ; if(p["cubix_fire_state"] != 0) &4fdf 01 ; { &4fe0 44 30 ; p["cubix_fire_state"] ++ &4fe2 94 30 0b ; if(p["cubix_fire_state"] > &07) &4fe5 01 ; { &4fe6 88 39 ; if(verb == "break" and &4fe8 89 1c ; first_noun == "glass") &4fea 01 ; { &4feb 04 ; return &4fec 03 ; } &4fed 0d 46 6b 23 20 22 15 11 14 23 fb e6 47 15 1e 17 ; "the fire spreads rapidly and engulfs the entire Cubix. &4ffd 25 1c 16 23 46 f8 56 2e cb 06 2e 4c 2e d4 15 23 ; Tim Trevyl escapes in a life pod, unaware that it is the &500d 13 11 20 15 23 33 34 fc 25 20 1f 14 0b f8 b8 98 ; only one left functioning." &501d 37 45 46 97 44 69 f7 ef 04 &5026 75 09 ; execute_miscellaneous_bytecode(&05) &5028 04 ; return &5029 03 ; } &502a 03 ; } &502b 8c 14 0b ; if(p["verb_type"] == &07) &502e 01 ; { &502f 04 ; return &5030 03 ; } &5031 cc 54 ; if(p["fuse_is_lit"] != 0) &5033 01 ; { &5034 8c 04 98 ; if(p["player_room"] == &94) &5037 01 ; { &5038 14 54 ; p["fuse_is_lit"] = 0 &503a 04 ; return &503b 03 ; } &503c 44 54 ; p["fuse_is_lit"] ++ &503e 8c 54 0d ; if(p["fuse_is_lit"] == &09) &5041 01 ; { &5042 0d 34 f7 d8 f9 9f fc ca 46 9c 05 ; "a tremendous explosion rocks the camp" &504d 8c 04 a0 02 ; if(p["player_room"] == &9c or &5051 8c 04 9f ; p["player_room"] == &9b) &5054 01 ; { &5055 0d 0b 1b 19 1c 1c 19 1e 17 42 f7 42 04 ; ", killing you outright." &5062 75 09 ; execute_miscellaneous_bytecode(&05) &5064 04 ; return &5065 03 ; } &5066 0d 06 fc 0a fc 40 e0 f7 b4 06 fa 9c 16 1c 19 15 ; ". Men start running everywhere. Debris flies through the &5076 23 ee 46 fc 09 0b 47 5d fc c3 fa b7 fc 96 42 39 ; air, and some heavy object hits you on the back of the &5086 46 73 49 46 fc 8e 06 42 f8 b9 f6 55 33 f6 35 98 ; head. You recover consciousness in surroundings that are &5096 43 87 66 fc d2 04 ; all too familiar." &509c 08 98 ; player_room = &94 &509e 44 09 ; p["output_written"] ++ &50a0 14 54 ; p["fuse_is_lit"] = 0 &50a2 44 20 ; p["score"] ++ &50a4 04 ; return &50a5 03 ; } &50a6 8c 54 16 ; if(p["fuse_is_lit"] == &12) &50a9 01 ; { &50aa 08 e8 ; player_room = &e4 &50ac 04 ; return &50ad 03 ; } &50ae 03 ; } &50af 00 ; end ; miscellaneous_bytecode_03 &50b0 bc 05 04 ; if(p["current_room"] != p["player_room"]) &50b3 01 ; { &50b4 56 ; execute_bytecode_for_room() &50b5 8c 04 5f ; if(p["player_room"] == &5b and &50b8 8c 2f 06 ; p["tim_state_one"] == &02) &50bb 01 ; { &50bc 44 2f ; p["tim_state_one"] ++ &50be 04 ; return &50bf 03 ; } &50c0 cc 25 ; if(p["is_riding_hovercycle"] != 0) &50c2 01 ; { &50c3 0d 2d 42 43 39 34 ff c7 0b fc 64 4b 04 ; "\nYou are on a hovercycle, going east." &50d0 03 ; } &50d1 cc 49 ; if(p["tim_state_two"] != 0) &50d3 01 ; { &50d4 0d 2d 42 43 79 4d c4 2e 4c 04 ; "\nYou are with your friend Tim." &50de 03 ; } &50df ef ; if(room.flags[6] and &50e0 cc 0a ; p["number_of_objects_in_player_room"] != 0 and &50e2 c4 2e ; p["room_is_dark"] == 0) &50e4 01 ; { &50e5 0d 2d 2b 06 72 45 05 42 6d 05 04 0e 05 ; "\n" + random("There is", "you find") + " " &50f2 2c 04 0b ; p["old_room"] = p["player_room"] &50f5 2c 04 0c ; p["new_room"] = p["player_room"] &50f8 06 ; list_objects(p["old_room"]. p["new_room"]) &50f9 0d 0e 52 04 ; " here." &50fd 03 ; } &50fe 03 ; } &50ff 00 ; end ; miscellaneous_bytecode_04 &5100 0d 42 43 16 11 1c 1c 19 1e 17 0b 16 11 1c 1c 19 ; "you are falling, falling, falling, in what appears to be a &5110 1e 17 0b 16 11 1c 1c 19 1e 17 0b 33 90 fb a8 32 ; bottomless pit. . . \n" &5120 36 34 f7 c4 fc 21 06 06 06 2d 05 &512b 36 ; p["character"] = read_character() &512c 0d 2d 2c 13 22 25 1e 13 18 08 2c 0e 37 f8 57 f7 ; "\nCRUNCH! it wasn't bottomless after all. \n" &513c c4 b0 87 06 2d 05 &5142 0e ; skip_to_next_bytecode() &5143 00 ; end ; miscellaneous_bytecode_05 &5144 0d 2d 42 f9 d1 31 20 2f 29 0e 49 46 fc 38 06 2d ; "\nYou completed p["score"]% of the game. \nPress 1 to restart, 2 &5154 fe 55 2f 35 0e 32 fe 72 0b 2f 36 0e 32 fe 73 06 ; to restore. \n" &5164 2d 05 &5166 76 ; store_bytecode_address(); &5167 36 ; p["character"] = read_character() &5168 9c 24 35 ; if(p["character"] != &31 and &516b 9c 24 36 ; p["character"] != &32) &516e 01 ; { &516f 7e ; restore_bytecode_address(); &5170 03 ; } &5171 0d 2f 10 2d 2d 2d 05 ; "[cls]\n\n\n" &5178 8c 24 35 ; if(p["character"] == &31) &517b 01 ; { &517c 2e ; restore_initial_position() &517d 03 ; } ; else &517e 01 ; { &517f 6e ; restore_position(); &5180 03 ; } &5181 56 ; execute_bytecode_for_room() &5182 2c 04 05 ; p["current_room"] = p["player_room"] &5185 0c 06 09 ; p["output_written"] = &02 &5188 00 ; end ; miscellaneous_bytecode_06 &5189 0d 42 43 f9 d7 59 46 2e d2 9c 04 ; "you are escorted into the French camp." &5194 cc 49 ; if(p["tim_state_two"] != 0) &5196 01 ; { &5197 0d 2e 4c 2e d4 45 f9 d8 38 f9 d3 6d 47 45 f8 23 ; "Tim Trevyl is considered an important find and is led away, &51a7 86 0b 4a 05 ; but" &51ab 14 49 ; p["tim_state_two"] = 0 &51ad 03 ; } &51ae 0d 35 44 ba fa 29 90 32 3c 79 42 04 ; "no one seems sure what to do with you." &51ba cc 0e ; if(p["number_of_objects_carried"] != 0) &51bc 01 ; { &51bd 0d 85 fe 6a 42 0b 47 fe 2a 05 ; "they search you, and take" &51c7 1c 0b ; p["old_room"] = 1 &51c9 0c a5 0c ; p["new_room"] = &a1 &51cc 06 ; list_objects(p["old_room"]. p["new_room"]) &51cd 14 0e ; p["number_of_objects_carried"] = 0 &51cf 0d 04 ; "." &51d1 03 ; } &51d2 08 98 ; player_room = &94 &51d4 00 ; end ; unused &51d5 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &51e5 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &51f5 00 00 00 00 00 00 00 00 00 00 00 ff 00 00 00 00 &5205 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5215 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5225 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5235 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5245 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5255 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5265 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5275 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5285 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5295 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &52a5 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &52b5 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &52c5 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &52d5 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &52e5 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &52f5 00 00 00 00 00 00 00 00 00 00 00 ff 00 00 00 00 &5305 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5315 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5325 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5335 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5345 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5355 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5365 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5375 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5385 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5395 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &53a5 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &53b5 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &53c5 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &53d5 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &53e5 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &53f5 00 00 00 00 00 00 00 00 00 00 00 ff 00 00 00 00 &5405 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5415 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5425 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5435 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5445 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5455 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5465 00 00 00 00 00 00 ; secondary_dictionary_one &546b 9b 54 00 ; 0 words of length 1 &546e 9b 54 00 ; 0 words of length 2 &5471 9b 54 00 ; 0 words of length 3 &5474 9b 54 00 ; 0 words of length 4 &5477 9b 54 00 ; 0 words of length 5 &547a 9b 54 00 ; 0 words of length 6 &547d 9b 54 00 ; 26 words of length 7, starting at &549b &5480 51 55 1a ; 40 words of length 8, starting at &5551 &5483 91 56 42 ; 13 words of length 9, starting at &5691 &5486 06 57 4f ; 2 words of length 10, starting at &5706 &5489 1a 57 51 ; 0 words of length 11 &548c 1a 57 51 ; 0 words of length 12 &548f 1a 57 51 ; 0 words of length 13 &5492 1a 57 51 ; 0 words of length 14 &5495 1a 57 51 &5498 00 4e 0d &549b 11 55 d3 89 6e 0e 07 ; &f6 &05 : questioning &54a2 b0 0f a7 01 0d 4d 04 ; &f6 &06 : programmed &54a9 83 0d 10 2c e9 14 13 ; &f6 &07 : complaints &54b0 05 56 12 d9 68 0e 07 ; &f6 &08 : everything &54b7 01 10 b0 0f b0 29 54 ; &f6 &09 : appropriate &54be 01 c6 a5 37 12 04 13 ; &f6 &0a : afterwards &54c5 e9 54 b2 0f 27 54 04 ; &f6 &0b : interrogated &54cc 14 48 0d 53 0c 56 13 ; &f6 &0c : themselves &54d3 07 35 12 04 88 15 53 ; &f6 &0d : guardhouse &54da 09 0d b0 05 23 74 ef ; &f6 &0e : imprecation &54e1 0f d5 2c 0e 64 13 08 ; &f6 &0f : outlandish &54e8 07 35 12 04 13 4d 0e ; &f6 &10 : guardsmen &54ef 66 0e 47 f2 61 0c 13 ; &f6 &11 : fingernails &54f6 c1 0f 6d 23 0c 0c 19 ; &f6 &12 : atomically &54fd 44 13 a3 09 d0 89 0e ; &f6 &13 : description &5504 01 13 33 13 73 0e 13 ; &f6 &14 : assassins &550b 14 a8 0f 15 07 88 d5 ; &f6 &15 : throughout &5512 f5 b4 e1 13 2c 54 04 ; &f6 &16 : untranslated &5519 e9 13 a3 09 d0 89 0e ; &f6 &17 : inscription &5520 4d 13 53 0e 47 12 13 ; &f6 &18 : messengers &5527 05 06 66 63 e5 03 19 ; &f6 &19 : efficiency &552e b4 e1 13 90 d2 05 04 ; &f6 &1a : transported &5535 64 01 10 a8 01 07 0d ; &f6 &1b : diaphragm &553c 13 15 07 47 d3 89 0e ; &f6 &1c : suggestion &5543 01 04 56 ce b5 05 13 ; &f6 &1d : adventures &554a a6 09 07 c8 e5 05 04 ; &f6 &1e : frightened &5551 48 01 04 11 35 d2 a5 13 ; &f6 &1f : headquarters &5559 05 13 50 63 01 0c 0c 19 ; &f6 &20 : especially &5561 13 15 13 70 63 0f 15 13 ; &f6 &21 : suspicious &5569 01 03 83 0d 8d 24 74 ef ; &f6 &22 : accommodation &5571 2c 0e 04 8c 12 04 1f 13 ; &f6 &23 : landlord's &5579 f5 86 d2 f5 c1 05 0c 19 ; &f6 &24 : unfortunately &5581 e5 76 92 0e 4d ce 01 0c ; &f6 &25 : environmental &5589 e9 d3 12 15 c3 89 0e 13 ; &f6 &26 : instructions &5591 2e 74 ef 01 6c 74 05 13 ; &f6 &27 : nationalities &5599 03 48 a5 06 15 0c 0c 19 ; &f6 &28 : cheerfully &55a1 23 0e 04 4c d3 09 03 0b ; &f6 &29 : candlestick &55a9 09 0c 0c 00 66 d4 e9 07 ; &f6 &2a : ill-fitting &55b1 f5 83 0e 13 63 0f 15 13 ; &f6 &2b : unconscious &55b9 72 03 08 8d 0e 04 1f 13 ; &f6 &2c : richmond's &55c1 f5 11 55 0e 03 28 02 4c ; &f6 &2d : unquenchable &55c9 83 0e 53 11 55 0e 43 13 ; &f6 &2e : consequences &55d1 52 11 75 73 74 ef 05 04 ; &f6 &2f : requisitioned &55d9 13 6b 12 6d 13 48 12 13 ; &f6 &30 : skirmishers &55e1 13 28 12 10 13 88 cf a5 ; &f6 &31 : sharpshooter &55e9 01 13 33 13 73 2e 54 04 ; &f6 &32 : assassinated &55f1 b4 01 56 0c 4c 12 13 1f ; &f6 &33 : travellers' &55f9 01 10 b0 05 63 c1 05 04 ; &f6 &34 : appreciated &5601 13 b5 92 f5 64 0e 07 13 ; &f6 &35 : surroundings &5609 05 d8 32 af 64 2e 12 19 ; &f6 &36 : extraordinary &5611 88 56 12 03 19 03 4c 13 ; &f6 &37 : hovercycles &5619 0f 56 12 28 0e 67 0e 07 ; &f6 &38 : overhanging &5621 e9 05 18 50 72 e5 43 04 ; &f6 &39 : inexperienced &5629 52 0c 15 c3 e1 14 0c 19 ; &f6 &3a : reluctantly &5631 01 04 56 d2 09 73 0e 07 ; &f6 &3b : advertising &5639 09 0d b0 0f 50 12 0c 19 ; &f6 &3c : improperly &5641 a3 99 47 6e 23 0c 0c 19 ; &f6 &3d : cryogenically &5649 05 18 50 c3 e1 14 0c 19 ; &f6 &3e : expectantly &5651 f5 47 ce 4c 2d 0e 0c 19 ; &f6 &3f : ungentlemanly &5659 a6 0f 07 2d 12 03 48 04 ; &f6 &40 : frogmarched &5661 44 13 30 14 03 68 0e 07 ; &f6 &41 : despatching &5669 83 0e d3 12 15 c3 05 04 ; &f6 &42 : constructed &5671 09 0d 4d 64 c1 05 0c 19 ; &f6 &43 : immediately &5679 53 6d a0 05 d0 09 6c e1 ; &f6 &44 : semi-reptilian &5681 13 10 0c d5 54 72 0e 07 ; &f6 &45 : spluttering &5689 05 18 43 0c 4c ce 0c 19 ; &f6 &46 : excellently &5691 e9 54 12 10 2c 4e 34 12 19 ; &f6 &47 : interplanetary &569a 01 d5 0f 2d 74 23 0c 0c 19 ; &f6 &48 : automatically &56a3 14 a8 25 54 6e 0e 07 0c 19 ; &f6 &49 : threateningly &56ac 14 57 ce 19 00 86 b5 14 08 ; &f6 &4a : twenty-fourth &56b5 02 2c 0e 03 68 13 53 72 05 ; &f6 &4b : blanchisserie &56be 09 0c 0c 15 6d 2e 74 0e 07 ; &f6 &4c : illuminating &56c7 01 03 63 44 ce 01 0c 0c 19 ; &f6 &4d : accidentally &56d0 83 0e 76 0e 63 0e 07 0c 19 ; &f6 &4e : convincingly &56d9 01 03 eb 0f 17 4c 04 47 13 ; &f6 &4f : acknowledges &56e2 13 19 0d 30 14 68 53 12 13 ; &f6 &50 : sympathisers &56eb 22 03 0b 13 2c 10 70 0e 07 ; &f6 &51 : backslapping &56f4 62 0f 00 4d 03 28 6e 23 0c ; &f6 &52 : bio-mechanical &56fd 83 0e a7 c1 15 2c 74 ef 13 ; &f6 &53 : congratulations &5706 13 15 13 70 63 0f 15 13 0c 19 ; &f6 &54 : suspiciously &5710 83 0e 13 63 0f 15 f3 05 13 13 ; &f6 &55 : consciousness ; secondary_dictionary_two &571a 4a 57 00 ; 0 words of length 1 &571d 4a 57 00 ; 0 words of length 2 &5720 4a 57 00 ; 0 words of length 3 &5723 4a 57 00 ; 0 words of length 4 &5726 4a 57 00 ; 120 words of length 5, starting at &574a &5729 a2 59 78 ; 51 words of length 6, starting at &59a2 &572c d4 5a ab ; 79 words of length 7, starting at &5ad4 &572f fd 5c fa ; 0 words of length 8 &5732 fd 5c fa ; 0 words of length 9 &5735 fd 5c fa ; 0 words of length 10 &5738 fd 5c fa ; 0 words of length 11 &573b fd 5c fa ; 0 words of length 12 &573e fd 5c fa ; 0 words of length 13 &5741 fd 5c fa ; 0 words of length 14 &5744 fd 5c fa &5747 00 53 48 &574a a2 09 07 c8 a5 ; &f7 &05 : brighter &574f 23 13 23 44 13 ; &f7 &06 : cascades &5754 03 4c a1 e9 07 ; &f7 &07 : clearing &5759 56 68 03 4c 13 ; &f7 &08 : vehicles &575e 46 d3 09 36 0c ; &f7 &09 : festival &5763 47 4e 92 15 13 ; &f7 &0a : generous &5768 8e 74 63 0e 07 ; &f7 &0b : noticing &576d e5 54 72 0e 07 ; &f7 &0c : entering &5772 d3 a1 74 0e 07 ; &f7 &0d : starting &5777 2c 15 07 c8 a5 ; &f7 &0e : laughter &577c 05 d8 e5 44 04 ; &f7 &0f : extended &5781 a1 0d 03 28 a9 ; &f7 &10 : armchair &5786 82 d4 0f 4d 04 ; &f7 &11 : bottomed &578b 33 36 47 0c 19 ; &f7 &12 : savagely &5790 23 d3 4c 1f 13 ; &f7 &13 : castle's &5795 82 14 48 52 04 ; &f7 &14 : bothered &579a 42 83 6d 0e 07 ; &f7 &15 : becoming &579f e9 54 f2 01 0c ; &f7 &16 : internal &57a4 6e 11 d5 68 0d ; &f7 &17 : niquthim &57a9 22 14 a8 8f 0d ; &f7 &18 : bathroom &57ae a6 45 7a 0e 07 ; &f7 &19 : freezing &57b3 b4 01 50 5a 13 ; &f7 &1a : trapezes &57b8 54 12 6d 2e 0c ; &f7 &1b : terminal &57bd 83 ce 61 0e 13 ; &f7 &1c : contains &57c2 88 d3 05 ac 19 ; &f7 &1d : hostelry &57c7 c1 34 03 48 04 ; &f7 &1e : attached &57cc 92 01 04 73 44 ; &f7 &1f : roadside &57d1 42 0c 67 e1 13 ; &f7 &20 : belgians &57d6 2d d4 52 13 13 ; &f7 &21 : mattress &57db 90 e9 74 0e 07 ; &f7 &22 : pointing &57e0 f3 8f 7a 0e 07 ; &f7 &23 : snoozing &57e5 13 6b d2 e9 07 ; &f7 &24 : skirting &57ea 2c b4 e9 05 13 ; &f7 &25 : latrines &57ef 28 0e 04 93 4d ; &f7 &26 : handsome &57f4 e9 86 12 4d 04 ; &f7 &27 : informed &57f9 a3 25 73 0e 07 ; &f7 &28 : creasing &57fe 50 12 43 09 56 ; &f7 &29 : perceive &5803 44 86 12 4d 04 ; &f7 &2a : deformed &5808 33 36 47 12 19 ; &f7 &2b : savagery &580d 83 0e 56 12 47 ; &f7 &2c : converge &5812 83 8c b5 05 04 ; &f7 &2d : coloured &5817 6d d3 01 4b 0e ; &f7 &2e : mistaken &581c 76 0c 2c 47 13 ; &f7 &2f : villages &5821 06 6c d4 e9 07 ; &f7 &30 : flitting &5826 13 b5 b0 09 53 ; &f7 &31 : surprise &582b a2 45 03 48 13 ; &f7 &32 : breeches &5830 83 56 72 0e 07 ; &f7 &33 : covering &5835 a4 01 87 ef 13 ; &f7 &34 : dragoons &583a 86 12 67 56 13 ; &f7 &35 : forgives &583f 13 88 d5 e9 07 ; &f7 &36 : shouting &5844 44 46 c1 05 04 ; &f7 &37 : defeated &5849 d3 e1 24 12 04 ; &f7 &38 : standard &584e 92 2d ce 09 03 ; &f7 &39 : romantic &5853 52 03 28 12 47 ; &f7 &3a : recharge &5858 88 50 4c 13 13 ; &f7 &3b : hopeless &585d 93 4d 82 04 19 ; &f7 &3c : somebody &5862 52 11 55 d3 13 ; &f7 &3d : requests &5867 11 55 d3 89 0e ; &f7 &3e : question &586c 13 50 63 66 03 ; &f7 &3f : specific &5871 86 0c 8c 57 04 ; &f7 &40 : followed &5876 52 4d 0d 42 12 ; &f7 &41 : remember &587b 0f d5 72 07 c8 ; &f7 &42 : outright &5880 56 54 32 0e 13 ; &f7 &43 : veterans &5885 f5 2d 10 50 04 ; &f7 &44 : unmapped &588a 07 2c 63 a5 13 ; &f7 &45 : glaciers &588f 67 27 ce 09 03 ; &f7 &46 : gigantic &5894 d3 a1 76 0e 07 ; &f7 &47 : starving &5899 66 6e 13 48 04 ; &f7 &48 : finished &589e 03 28 6c 8b 13 ; &f7 &49 : chalikos &58a3 0f 56 12 83 4d ; &f7 &4a : overcome &58a8 f5 8c 03 4b 04 ; &f7 &4b : unlocked &58ad 83 0d 10 4c 54 ; &f7 &4c : complete &58b2 e9 54 0e 44 04 ; &f7 &4d : intended &58b7 36 27 72 05 13 ; &f7 &4e : vagaries &58bc 33 0e c3 c9 19 ; &f7 &4f : sanctity &58c1 17 68 b2 e9 07 ; &f7 &50 : whirring &58c6 88 8e b5 05 04 ; &f7 &51 : honoured &58cb d3 a1 14 4c 04 ; &f7 &52 : startled &58d0 42 8c 0e 47 04 ; &f7 &53 : belonged &58d5 f5 48 05 44 04 ; &f7 &54 : unheeded &58da 57 0c 83 4d 13 ; &f7 &55 : welcomes &58df 90 09 93 4e 12 ; &f7 &56 : poisoner &58e4 af 44 72 0e 07 ; &f7 &57 : ordering &58e9 f5 37 ce 05 04 ; 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0 words of length 6 &5d0f 7a 60 fa ; 0 words of length 7 &5d12 7a 60 fa ; 0 words of length 8 &5d15 7a 60 fa ; 0 words of length 9 &5d18 7a 60 fa ; 0 words of length 10 &5d1b 7a 60 fa ; 0 words of length 11 &5d1e 7a 60 fa ; 0 words of length 12 &5d21 7a 60 fa ; 0 words of length 13 &5d24 7a 60 fa ; 0 words of length 14 &5d27 7a 60 fa &5d2a 00 45 41 &5d2d 37 4b ; &f8 &05 : wake &5d2f 13 f5 ; &f8 &06 : sun &5d31 4e 17 ; &f8 &07 : new &5d33 6d 4e ; &f8 &08 : mine &5d35 23 56 ; &f8 &09 : cave &5d37 73 5a ; &f8 &0a : size &5d39 01 47 ; &f8 &0b : age &5d3b 27 54 ; &f8 &0c : gate &5d3d 74 10 ; &f8 &0d : tip &5d3f 6d 4c ; &f8 &0e : mile &5d41 6e 4e ; &f8 &0f : nine &5d43 27 10 ; &f8 &10 : gap &5d45 a9 ef ; &f8 &11 : iron &5d47 66 56 ; &f8 &12 : five &5d49 d3 a1 ; &f8 &13 : star &5d4b 01 87 ; &f8 &14 : ago &5d4d 22 12 ; &f8 &15 : bar &5d4f 24 34 ; &f8 &16 : data &5d51 70 07 ; &f8 &17 : pig &5d53 d3 19 ; &f8 &18 : sty &5d55 32 e9 ; &f8 &19 : rain &5d57 22 04 ; &f8 &1a : bad &5d59 a1 25 ; &f8 &1b : area &5d5b 8d ce ; 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&fb &ce : bonaparte &6d7b 0d b5 0d b5 13 ; &fb &cf : murmurs &6d80 52 01 64 0e 07 ; &fb &d0 : reading &6d85 14 b5 6e 0e 07 ; &fb &d1 : turning &6d8a 13 a3 05 57 04 ; &fb &d2 : screwed &6d8f 02 b5 6e 0e 07 ; &fb &d3 : burning &6d94 48 38 87 2e 0c ; &fb &d4 : hexagonal &6d99 6d 6e c1 b5 05 ; &fb &d5 : miniature &6d9e 83 02 02 4c 04 ; &fb &d6 : cobbled &6da3 a4 05 13 53 04 ; &fb &d7 : dressed &6da8 f5 09 86 12 0d ; &fb &d8 : uniform &6dad 90 f5 64 0e 07 ; &fb &d9 : pounding &6db2 01 13 4c 05 10 ; &fb &da : asleep &6db7 03 4c a1 0c 19 ; &fb &db : clearly &6dbc 2d 4b 12 1f 13 ; &fb &dc : maker's &6dc1 03 28 32 c3 a5 ; &fb &dd : character &6dc6 53 12 47 e1 14 ; &fb &de : sergeant &6dcb e9 26 ce 12 19 ; &fb &df : infantry &6dd0 d3 0f 10 50 04 ; &fb &e0 : stopped &6dd5 47 ce 4c 2d 0e ; &fb &e1 : gentleman &6dda 03 28 13 53 b5 ; &fb &e2 : chasseur &6ddf 05 13 23 50 04 ; &fb &e3 : escaped &6de4 0f 03 03 b5 13 ; &fb &e4 : occurs &6de9 33 10 50 12 13 ; &fb &e5 : sappers &6dee 32 70 04 0c 19 ; &fb &e6 : rapidly &6df3 0f 06 66 43 12 ; &fb &e7 : officer &6df8 2d 12 13 28 0c ; &fb &e8 : marshal &6dfd 52 27 12 04 13 ; &fb &e9 : regards &6e02 05 0d 50 92 12 ; &fb &ea : emperor &6e07 42 0c 67 15 0d ; &fb &eb : belgium &6e0c 50 12 93 2e 0c ; &fb &ec : personal &6e11 03 28 0e 43 13 ; &fb &ed : chances &6e16 22 0c ac 8f 0d ; &fb &ee : ballroom &6e1b a3 0f 13 53 04 ; &fb &ef : crossed &6e20 a2 0f 15 07 c8 ; &fb &f0 : brought &6e25 6d 0e d5 05 13 ; &fb &f1 : minutes &6e2a 03 8c 73 0e 07 ; &fb &f2 : closing &6e2f 64 52 c3 89 0e ; &fb &f3 : direction &6e34 70 a5 63 0e 07 ; &fb &f4 : piercing &6e39 a3 25 14 b5 05 ; &fb &f5 : creature &6e3e 86 52 48 01 04 ; &fb &f6 : forehead &6e43 a6 0f 07 6c 4b ; &fb &f7 : froglike &6e48 0d d5 54 12 13 ; &fb &f8 : mutters &6e4d 52 2d 12 0b 13 ; &fb &f9 : remarks &6e52 37 54 12 8c 0f ; &fb &fa : waterloo &6e57 93 09 e7 05 13 ; &fb &fb : soignes &6e5c b4 f5 04 4c 13 ; &fb &fc : trundles &6e61 44 53 d2 a5 13 ; &fb &fd : deserters &6e66 b0 15 13 73 e1 ; &fb &fe : prussian ; secondary_dictionary_seven &6e6b 9b 6e 00 ; 0 words of length 1 &6e6e 9b 6e 00 ; 53 words of length 2, starting at &6e9b &6e71 05 6f 35 ; 124 words of length 3, starting at &6f05 &6e74 79 70 b1 ; 73 words of length 4, starting at &7079 &6e77 9d 71 fa ; 0 words of length 5 &6e7a 9d 71 fa ; 0 words of length 6 &6e7d 9d 71 fa ; 0 words of length 7 &6e80 9d 71 fa ; 0 words of length 8 &6e83 9d 71 fa ; 0 words of length 9 &6e86 9d 71 fa ; 0 words of length 10 &6e89 9d 71 fa ; 0 words of length 11 &6e8c 9d 71 fa ; 0 words of length 12 &6e8f 9d 71 fa ; 0 words of length 13 &6e92 9d 71 fa ; 0 words of length 14 &6e95 9d 71 fa &6e98 00 0d 52 &6e9b 4e a1 ; &fc &05 : near &6e9d b4 45 ; &fc &06 : tree &6e9f 6d d3 ; &fc &07 : mist &6ea1 ef 43 ; &fc &08 : once &6ea3 61 12 ; &fc &09 : air &6ea5 4d 0e ; &fc &0a : men &6ea7 87 4e ; &fc &0b : gone &6ea9 e1 19 ; &fc &0c : any &6eab 8d 52 ; &fc &0d : more &6ead 26 12 ; &fc &0e : far &6eaf 37 13 ; &fc &0f : was &6eb1 88 4c ; &fc &10 : hole &6eb3 94 10 ; &fc &11 : top &6eb5 30 d2 ; &fc &12 : part &6eb7 77 44 ; &fc &13 : wide &6eb9 2c 54 ; &fc &14 : late &6ebb 8c d3 ; &fc &15 : lost &6ebd 6c 4b ; &fc &16 : like &6ebf 2d 44 ; &fc &17 : made &6ec1 8d c1 ; &fc &18 : moat &6ec3 2d e9 ; &fc &19 : main &6ec5 c9 13 ; &fc &1a : its &6ec7 33 4c ; &fc &1b : sale &6ec9 e9 0e ; &fc &1c : inn &6ecb 84 07 ; &fc &1d : dog &6ecd 8d d3 ; &fc &1e : most &6ecf 2c d3 ; &fc &1f : last &6ed1 8c 17 ; &fc &20 : low &6ed3 70 14 ; &fc &21 : pit &6ed5 86 cf ; &fc &22 : foot &6ed7 94 f7 ; &fc &23 : town &6ed9 48 12 ; &fc &24 : her &6edb 6c 46 ; &fc &25 : life &6edd 4e d8 ; &fc &26 : next &6edf 03 d5 ; &fc &27 : cut &6ee1 47 14 ; &fc &28 : get &6ee3 28 04 ; &fc &29 : had &6ee5 30 a9 ; &fc &2a : pair &6ee7 93 ef ; &fc &2b : soon &6ee9 57 52 ; &fc &2c : were &6eeb 48 a1 ; &fc &2d : hear &6eed a3 19 ; &fc &2e : cry &6eef 8c 53 ; &fc &2f : lose &6ef1 46 17 ; &fc &30 : few &6ef3 26 43 ; &fc &31 : face &6ef5 83 4d ; &fc &32 : come &6ef7 66 4e ; &fc &33 : fine &6ef9 8d 56 ; &fc &34 : move &6efb 64 05 ; &fc &35 : die &6efd 84 4e ; &fc &36 : done &6eff 88 b5 ; &fc &37 : hour &6f01 27 4d ; &fc &38 : game &6f03 37 ce ; &fc &39 : want &6f05 34 0c 0c ; &fc &3a : tall &6f08 cf 48 12 ; &fc &3b : other &6f0b 76 05 17 ; &fc &3c : view &6f0e 68 07 08 ; &fc &3d : high &6f11 01 2a 12 ; &fc &3e : ajar &6f14 a6 ef 14 ; &fc &3f : front &6f17 d3 a1 14 ; &fc &40 : start &6f1a 6c 05 13 ; &fc &41 : lies &6f1d a1 4d 04 ; &fc &42 : armed &6f20 05 56 0e ; &fc &43 : even &6f23 01 27 e9 ; &fc &44 : again &6f26 73 0e 43 ; &fc &45 : since &6f29 22 0c 0c ; &fc &46 : ball &6f2c 30 14 08 ; &fc &47 : path &6f2f 86 0f 04 ; &fc &48 : food &6f32 25 03 08 ; &fc &49 : each &6f35 d3 05 10 ; &fc &4a : step &6f38 05 04 47 ; &fc &4b : edge &6f3b 32 76 4e ; &fc &4c : ravine &6f3e 54 ce 13 ; &fc &4d : tents &6f41 25 d2 08 ; &fc &4e : earth &6f44 87 0c 04 ; &fc &4f : gold &6f47 44 53 d2 ; &fc &50 : desert &6f4a 93 6e 03 ; &fc &51 : sonic &6f4d 44 c1 08 ; &fc &52 : death &6f50 a7 09 10 ; &fc &53 : grip &6f53 02 2c d3 ; &fc &54 : blast &6f56 15 53 04 ; &fc &55 : used &6f59 2d 0e 19 ; &fc &56 : many &6f5c 44 01 04 ; &fc &57 : dead &6f5f 68 0c 0c ; &fc &58 : hill &6f62 32 0d 10 ; &fc &59 : ramp &6f65 d3 45 0c ; &fc &5a : steel &6f68 82 14 08 ; &fc &5b : both &6f6b 72 53 13 ; &fc &5c : rises &6f6e 13 88 d2 ; &fc &5d : short &6f71 07 8c 17 ; &fc &5e : glow &6f74 6c d4 4c ; &fc &5f : little &6f77 72 56 12 ; &fc &60 : river &6f7a 14 b5 0e ; &fc &61 : turn &6f7d b4 45 13 ; &fc &62 : trees &6f80 53 05 0d ; &fc &63 : seem &6f83 87 e9 07 ; &fc &64 : going &6f86 03 d5 13 ; &fc &65 : cuts &6f89 d3 45 10 ; &fc &66 : steep &6f8c 13 a3 45 ; &fc &67 : scree &6f8f 11 75 54 ; &fc &68 : quite &6f92 63 14 19 ; &fc &69 : city &6f95 94 57 12 ; &fc &6a : tower &6f98 93 6c 04 ; &fc &6b : solid &6f9b 0f 0c 04 ; &fc &6c : old &6f9e 74 05 04 ; &fc &6d : tied &6fa1 67 e1 14 ; &fc &6e : giant &6fa4 66 12 d3 ; &fc &6f : first &6fa7 67 56 13 ; &fc &70 : gives &6faa 4e 03 0b ; &fc &71 : neck &6fad 37 54 12 ; &fc &72 : water &6fb0 4c 01 04 ; &fc &73 : lead &6fb3 01 30 d2 ; &fc &74 : apart &6fb6 b7 09 d3 ; &fc &75 : wrist &6fb9 d3 52 c5 ; &fc &76 : street &6fbc 54 c5 08 ; &fc &77 : teeth &6fbf 28 0c 0c ; &fc &78 : hall &6fc2 a4 f5 0b ; &fc &79 : drunk &6fc5 a1 03 08 ; &fc &7a : arch &6fc8 a1 72 56 ; &fc &7b : arrive &6fcb 66 58 04 ; &fc &7c : fixed &6fce 01 82 56 ; &fc &7d : above &6fd1 17 68 54 ; &fc &7e : white &6fd4 37 0c 0b ; &fc &7f : walk &6fd7 92 0f 06 ; &fc &80 : roof &6fda 87 0f 04 ; &fc &81 : good &6fdd 4c 01 56 ; &fc &82 : leave &6fe0 33 19 13 ; &fc &83 : says &6fe3 30 72 13 ; &fc &84 : paris &6fe6 f5 03 4c ; &fc &85 : uncle &6fe9 e9 44 18 ; &fc &86 : index &6fec 13 88 10 ; &fc &87 : shop &6fef 17 88 4c ; &fc &88 : whole &6ff2 97 12 0b ; &fc &89 : work &6ff5 a7 e1 44 ; &fc &8a : grande &6ff8 14 48 0d ; &fc &8b : them &6ffb a1 0d 19 ; &fc &8c : army &6ffe 13 6c 14 ; &fc &8d : slit &7001 48 01 04 ; &fc &8e : head &7004 6d 07 c8 ; &fc &8f : might &7007 e9 73 44 ; &fc &90 : inside &700a 84 05 13 ; &fc &91 : does &700d 4d 93 0e ; &fc &92 : meson &7010 84 5a 0e ; &fc &93 : dozen &7013 05 76 0c ; &fc &94 : evil &7016 42 d4 a5 ; &fc &95 : better &7019 68 14 13 ; &fc &96 : hits &701c 26 12 0d ; &fc &97 : farm &701f a7 05 19 ; &fc &98 : grey &7022 36 15 cc ; &fc &99 : vault &7025 53 57 12 ; &fc &9a : sewer &7028 6d 6e ef ; &fc &9b : minion &702b 42 01 0d ; &fc &9c : beam &702e 82 0d 02 ; &fc &9d : bomb &7031 84 0e df ; &fc &9e : don't &7034 a4 01 07 ; &fc &9f : drag &7037 44 63 44 ; &fc &a0 : decide &703a 88 12 53 ; &fc &a1 : horse &703d 82 04 19 ; &fc &a2 : body &7040 13 88 14 ; &fc &a3 : shot &7043 23 ee ef ; &fc &a4 : cannon &7046 93 b2 19 ; &fc &a5 : sorry &7049 97 0e df ; &fc &a6 : won't &704c 47 14 13 ; &fc &a7 : gets &704f 0f 2b 19 ; &fc &a8 : okay &7052 87 05 13 ; &fc &a9 : goes &7055 04 15 d3 ; &fc &aa : dust &7058 a1 0d 13 ; &fc &ab : arms &705b 14 28 0e ; &fc &ac : than &705e 52 a7 c5 ; &fc &ad : regret &7061 13 6c 10 ; &fc &ae : slip &7064 17 48 0e ; &fc &af : when &7067 30 13 13 ; &fc &b0 : pass &706a 09 44 01 ; &fc &b1 : idea &706d 26 d3 a5 ; &fc &b2 : faster &7070 e1 99 4e ; &fc &b3 : anyone &7073 a1 52 d3 ; &fc &b4 : arrest &7076 14 48 0e ; &fc &b5 : then &7079 72 73 0e 07 ; &fc &b6 : rising &707d 83 56 52 04 ; &fc &b7 : covered &7081 4e a1 02 19 ; &fc &b8 : nearby &7085 d3 e1 04 13 ; &fc &b9 : stands &7089 a7 0f f5 04 ; &fc &ba : ground &708d 02 8c 0f 04 ; &fc &bb : blood &7091 8e d2 48 f2 ; &fc &bc : northern &7095 64 d3 e1 14 ; &fc &bd : distant &7099 83 6d 0e 07 ; &fc &be : coming &709d 64 d3 e1 43 ; &fc &bf : distance &70a1 a7 0f 15 10 ; &fc &c0 : group &70a5 02 2c 03 0b ; &fc &c1 : black &70a9 d3 09 0c 0c ; &fc &c2 : still &70ad 48 01 16 19 ; &fc &c3 : heavy &70b1 47 d4 e9 07 ; &fc &c4 : getting &70b5 8c 15 44 12 ; &fc &c5 : louder &70b9 14 57 ce 19 ; &fc &c6 : twenty &70bd 13 b5 26 43 ; &fc &c7 : surface &70c1 2c 04 44 12 ; &fc &c8 : ladder &70c5 57 d3 a5 0e ; &fc &c9 : western &70c9 92 03 0b 13 ; &fc &ca : rocks &70cd 05 56 12 19 ; &fc &cb : every &70d1 6d 0e d5 05 ; &fc &cc : minute &70d5 30 13 53 13 ; &fc &cd : passes &70d9 52 2d e9 13 ; &fc &ce : remains &70dd e5 05 0d 19 ; &fc &cf : enemy &70e1 01 8d 0e 07 ; &fc &d0 : among &70e5 93 d5 48 f2 ; &fc &d1 : southern &70e9 26 6d 6c a1 ; &fc &d2 : familiar &70ed 36 0c 4c 19 ; &fc &d3 : valley &70f1 8d f5 34 e9 ; &fc &d4 : mountain &70f5 01 48 01 04 ; &fc &d5 : ahead &70f9 13 70 52 13 ; &fc &d6 : spires &70fd 92 15 07 08 ; &fc &d7 : rough &7101 b4 01 03 0b ; &fc &d8 : track &7105 37 0c 0c 13 ; &fc &d9 : walls &7109 11 35 b2 19 ; &fc &da : quarry &710d 08 15 2d 0e ; &fc &db : human &7111 28 76 0e 07 ; &fc &dc : having &7115 2e b2 0f 17 ; &fc &dd : narrow &7119 13 b0 e9 07 ; &fc &de : spring &711d 43 ce 32 0c ; &fc &df : central &7121 c1 0f 6d 03 ; &fc &e0 : atomic &7125 a1 72 56 04 ; &fc &e1 : arrived &7129 d3 0f 10 13 ; &fc &e2 : stops &712d 2d 12 4b 14 ; &fc &e3 : market &7131 06 15 0c 0c ; &fc &e4 : full &7135 b0 c5 14 19 ; &fc &e5 : pretty &7139 d3 05 10 13 ; &fc &e6 : steps &713d 53 c3 89 0e ; &fc &e7 : section &7141 0c 79 0e 07 ; &fc &e8 : lying &7145 8c 23 0c 13 ; &fc &e9 : locals &7149 12 15 d3 19 ; &fc &ea : rusty &714d 82 d4 0f 0d ; &fc &eb : bottom &7151 05 0d d0 19 ; &fc &ec : empty &7155 a2 0f 4b 0e ; &fc &ed : broken &7159 06 6c 07 c8 ; &fc &ee : flight &715d d3 61 12 13 ; &fc &ef : stairs &7161 66 07 b5 05 ; &fc &f0 : figure &7165 8c 03 4b 04 ; &fc &f1 : locked &7169 e5 54 52 04 ; &fc &f2 : entered &716d a2 09 07 c8 ; &fc &f3 : bright &7171 23 12 56 04 ; &fc &f4 : carved &7175 2d 6b 0e 07 ; &fc &f5 : making &7179 83 ce e9 55 ; &fc &f6 : continue &717d 43 0c 2c 12 ; &fc &f7 : cellar &7181 52 01 03 08 ; &fc &f8 : reach &7185 70 14 03 08 ; &fc &f9 : pitch &7189 13 70 32 0c ; &fc &fa : spiral &718d 73 0e 07 4c ; &fc &fb : single &7191 8c 0f 0b 13 ; &fc &fc : looks &7195 6d 04 04 4c ; &fc &fd : middle &7199 83 0c 15 ed ; &fc &fe : column ; primary_dictionary &719d cd 71 00 ; 16 words of length 1, starting at &71cd &71a0 dd 71 10 ; 43 words of length 2, starting at &71dd &71a3 33 72 3b ; 72 words of length 3, starting at &7233 &71a6 0b 73 83 ; 31 words of length 4, starting at &730b &71a9 87 73 a2 ; 24 words of length 5, starting at &7387 &71ac ff 73 ba ; 8 words of length 6, starting at &73ff &71af 2f 74 c2 ; 0 words of length 7 &71b2 2f 74 c2 ; 0 words of length 8 &71b5 2f 74 c2 ; 0 words of length 9 &71b8 2f 74 c2 ; 0 words of length 10 &71bb 2f 74 c2 ; 0 words of length 11 &71be 2f 74 c2 ; 0 words of length 12 &71c1 2f 74 c2 ; 0 words of length 13 &71c4 2f 74 c2 ; 0 words of length 14 &71c7 2f 74 c2 &71ca 00 41 4c &71cd 94 ; &32 : to &71ce e9 ; &33 : in &71cf 01 ; &34 : a &71d0 8e ; &35 : no &71d1 42 ; &36 : be &71d2 c9 ; &37 : it &71d3 e1 ; &38 : an &71d4 ef ; &39 : on &71d5 c1 ; &3a : at &71d6 af ; &3b : or &71d7 84 ; &3c : do &71d8 93 ; &3d : so &71d9 48 ; &3e : he &71da 57 ; &3f : we &71db 87 ; &40 : go &71dc d3 ; &41 : st &71dd 99 15 ; &42 : you &71df a1 05 ; &43 : are &71e1 ef 05 ; &44 : one &71e3 09 13 ; &45 : is &71e5 14 48 ; &46 : the &71e7 e1 04 ; &47 : and &71e9 57 d3 ; &48 : west &71eb 0f 06 ; &49 : of &71ed 02 d5 ; &4a : but &71ef 25 d3 ; &4b : east &71f1 74 0d ; &4c : tim &71f3 99 b5 ; &4d : your &71f5 14 97 ; &4e : two &71f7 37 19 ; &4f : way &71f9 23 0e ; &50 : can &71fb 53 05 ; &51 : see &71fd 48 52 ; &52 : here &71ff 02 19 ; &53 : by &7201 84 af ; &54 : door &7203 84 f7 ; &55 : down &7205 8e 17 ; &56 : now &7207 86 12 ; &57 : for &7209 28 56 ; &58 : have &720b e9 94 ; &59 : into &720d 46 c5 ; &5a : feet &720f 28 13 ; &5b : has &7211 01 13 ; &5c : as &7213 93 4d ; &5d : some &7215 68 13 ; &5e : his &7217 68 0d ; &5f : him &7219 42 e5 ; &60 : been &721b 0f d5 ; &61 : out &721d 74 4d ; &62 : time &721f 73 44 ; &63 : side &7221 15 10 ; &64 : up &7223 8e 14 ; &65 : not &7225 94 0f ; &66 : too &7227 09 06 ; &67 : if &7229 17 88 ; &68 : who &722b 4c c6 ; &69 : left &722d 0d 19 ; &6a : my &722f 66 52 ; &6b : fire &7231 54 ce ; &6c : tent &7233 66 0e 04 ; &6d : find &7236 8e d2 08 ; &6e : north &7239 56 12 19 ; &6f : very &723c 93 f5 04 ; &70 : sound &723f 93 d5 08 ; &71 : south &7242 14 48 52 ; &72 : there &7245 22 03 0b ; &73 : back &7248 17 48 52 ; &74 : where &724b a6 0f 0d ; &75 : from &724e 4d 34 0c ; &76 : metal &7251 92 01 04 ; &77 : road &7254 22 d4 4c ; &78 : battle &7257 77 14 08 ; &79 : with &725a 17 68 4c ; &7a : while &725d 44 05 10 ; &7b : deep &7260 92 f5 04 ; &7c : round &7263 02 0c 55 ; &7d : blue &7266 42 86 52 ; &7e : before &7269 28 0e 04 ; &7f : hand &726c 0f 56 12 ; &80 : over &726f 13 30 43 ; &81 : space &7272 6b 0e 07 ; &82 : king &7275 14 48 a9 ; &83 : their &7278 8c 0e 07 ; &84 : long &727b 14 48 19 ; &85 : they &727e 01 37 19 ; &86 : away &7281 01 0c 0c ; &87 : all &7284 2c 0e 43 ; &88 : lance &7287 42 73 44 ; &89 : beside &728a 73 44 13 ; &8a : sides &728d 14 a8 45 ; &8b : three &7290 42 8c 17 ; &8c : below &7293 12 f5 13 ; &8d : runs &7296 37 0c 0c ; &8e : wall &7299 26 0c 0c ; &8f : fall &729c 17 28 14 ; &90 : what &729f 0a 15 d3 ; &91 : just &72a2 86 52 d3 ; &92 : forest &72a5 a7 25 14 ; &93 : great &72a8 23 d3 4c ; &94 : castle &72ab 24 12 0b ; &95 : dark &72ae f5 44 12 ; &96 : under &72b1 ef 0c 19 ; &97 : only &72b4 14 28 14 ; &98 : that &72b7 8e 74 43 ; &99 : notice &72ba 83 f2 a5 ; &9a : corner &72bd 2c 12 47 ; &9b : large &72c0 23 0d 10 ; &9c : camp &72c3 0f 06 06 ; &9d : off &72c6 05 59 13 ; &9e : eyes &72c9 0f 50 0e ; &9f : open &72cc 92 0f 0d ; &a0 : room &72cf 01 82 d5 ; &a1 : about &72d2 28 0c 06 ; &a2 : half &72d5 23 ee cf ; &a3 : cannot &72d8 84 af 13 ; &a4 : doors &72db 72 07 c8 ; &a5 : right &72de a7 45 0e ; &a6 : green &72e1 34 02 4c ; &a7 : table &72e4 6c 07 c8 ; &a8 : light &72e7 06 8c af ; &a9 : floor &72ea 42 e9 07 ; &aa : being &72ed c9 1f 13 ; &ab : it's &72f0 14 68 13 ; &ac : this &72f3 8d 4d ce ; &ad : moment &72f6 4e 56 12 ; &ae : never &72f9 83 4d 13 ; &af : comes &72fc 01 c6 a5 ; &b0 : after &72ff 04 15 4b ; &b1 : duke &7302 34 4b 13 ; &b2 : takes &7305 23 0e df ; &b3 : can't &7308 77 0c 0c ; &b4 : will &730b 42 99 0e 04 ; &b5 : beyond &730f 32 14 48 12 ; &b6 : rather &7313 07 35 12 04 ; &b7 : guard &7317 77 14 88 d5 ; &b8 : without &731b 17 68 03 08 ; &b9 : which &731f 53 05 0d 13 ; &ba : seems &7323 a1 0f f5 04 ; &bb : around &7327 26 0c 0c 13 ; &bc : falls &732b 4c 01 04 13 ; &bd : leads &732f 01 8c 0e 07 ; &be : along &7333 a2 09 04 47 ; &bf : bridge &7337 42 14 57 e5 ; &c0 : between &733b 13 2d 0c 0c ; &c1 : small &733f 14 b5 0e 13 ; &c2 : turns &7343 02 d5 94 0e ; &c3 : button &7347 a6 49 0e 04 ; &c4 : friend &734b 13 11 35 52 ; &c5 : square &734f 93 0c 64 a5 ; &c6 : soldier &7353 d3 32 0e 47 ; &c7 : strange &7357 e5 b4 e1 43 ; &c8 : entrance &735b 14 f5 4e 0c ; &c9 : tunnel &735f 53 56 32 0c ; &ca : several &7363 03 15 62 18 ; &cb : cubix &7367 83 ce 92 0c ; &cc : control &736b 42 68 0e 04 ; &cd : behind &736f 2e 90 4c ef ; &ce : napoleon &7373 59 0c 8c 17 ; &cf : yellow &7377 99 15 bf 05 ; &d0 : you're &737b 0d 15 03 08 ; &d1 : much &737f a6 e5 03 08 ; &d2 : french &7383 84 af 37 19 ; &d3 : doorway &7387 b4 05 16 19 0c ; &d4 : trevyl &738c 8d f5 34 e9 13 ; &d5 : mountains &7391 93 4d 17 48 52 ; &d6 : somewhere &7396 8e 14 68 0e 07 ; &d7 : nothing &739b 08 f5 a4 05 04 ; &d8 : hundred &73a0 d3 e1 64 0e 07 ; &d9 : standing &73a5 99 b5 53 0c 06 ; &da : yourself &73aa 4c 01 64 0e 07 ; &db : leading &73af 37 0c 6b 0e 07 ; &dc : walking &73b4 94 37 12 04 13 ; &dd : towards &73b9 64 13 83 56 12 ; &de : discover &73be 93 0c 64 a5 13 ; &df : soldiers &73c3 12 f5 6e 0e 07 ; &e0 : running &73c8 07 35 12 04 13 ; &e1 : guards &73cd 83 b2 09 84 12 ; &e2 : corridor &73d2 37 12 8c 12 04 ; &e3 : warlord &73d7 53 03 b5 c9 19 ; &e4 : security &73dc 64 b3 15 d0 af ; &e5 : disruptor &73e1 8c 0f 6b 0e 07 ; &e6 : looking &73e6 e5 07 6c 13 08 ; &e7 : english &73eb 14 48 52 1f 13 ; &e8 : there's &73f0 01 ac 25 04 19 ; &e9 : already &73f5 28 10 50 0e 13 ; &ea : happens &73fa e1 d9 68 0e 07 ; &eb : anything &73ff 13 b5 92 f5 44 04 ; &ec : surrounded &7405 d3 52 14 03 48 13 ; &ed : stretches &740b 14 a8 0f 15 07 08 ; &ee : through &7411 e9 d3 e1 14 0c 19 ; &ef : instantly &7417 64 33 10 50 a1 13 ; &f0 : disappears &741d 24 12 eb 05 13 13 ; &f1 : darkness &7423 a2 15 13 53 0c 13 ; &f2 : brussels &7429 0f 06 66 43 12 13 ; &f3 : officers ; verb_dictionary &742f 5f 74 00 ; 11 words of length 1, starting at &745f &7432 6a 74 0b ; 7 words of length 2, starting at &746a &7435 78 74 12 ; 13 words of length 3, starting at &7478 &7438 9f 74 1f ; 37 words of length 4, starting at &749f &743b 33 75 44 ; 26 words of length 5, starting at &7533 &743e b5 75 5e ; 8 words of length 6, starting at &75b5 &7441 e5 75 66 ; 9 words of length 7, starting at &75e5 &7444 24 76 6f ; 2 words of length 8, starting at &7624 &7447 34 76 71 ; 5 words of length 9, starting at &7634 &744a 61 76 76 ; 0 words of length 10 &744d 61 76 76 ; 0 words of length 11 &7450 61 76 76 ; 0 words of length 12 &7453 61 76 76 ; 0 words of length 13 &7456 61 76 76 ; 0 words of length 14 &7459 61 76 76 &745c 00 00 00 &745f 6e ; &fe &05: "n" verb &01, type 3 &7460 65 ; &fe &06: "e" verb &02, type 3 &7461 73 ; &fe &07: "s" verb &03, type 3 &7462 77 ; &fe &08: "w" verb &04, type 3 &7463 6c ; &fe &09: "l" verb &09, type 3 &7464 72 ; &fe &0a: "r" verb &0a, type 3 &7465 24 ; &fe &0b: "d" verb &0b, type 1 &7466 35 ; &fe &0c: "u" verb &0c, type 1 &7467 78 ; &fe &0d: "x" verb &0d, type 3 &7468 62 ; &fe &0e: "b" verb &0f, type 3 &7469 66 ; &fe &0f: "f" verb &10, type 3 &746a 6e 45 ; &fe &10: "ne" verb &05, type 3 &746c 6e 57 ; &fe &11: "nw" verb &06, type 3 &746e 73 45 ; &fe &12: "se" verb &07, type 3 &7470 73 57 ; &fe &13: "sw" verb &08, type 3 &7472 25 4e ; &fe &14: "en" verb &0e, type 1 &7474 e4 43 ; &fe &15: "dc" verb &11, type 7 (system verb) &7476 35 50 ; &fe &16: "up" verb &0c, type 1 &7478 25 41 54 ; &fe &17: "eat" verb &12, type 1 &747b 42 4f 57 ; &fe &18: "bow" verb &13, type 2 &747e 02 55 59 ; &fe &19: "buy" verb &14, type 0 &7481 03 55 54 ; &fe &1a: "cut" verb &15, type 0 &7484 24 49 47 ; &fe &1b: "dig" verb &16, type 1 &7487 07 45 54 ; &fe &1c: "get" verb &17, type 0 &748a 28 49 54 ; &fe &1d: "hit" verb &1b, type 1 &748d 14 49 45 ; &fe &1e: "tie" verb &1c, type 0 &7490 33 41 59 ; &fe &1f: "say" verb &1e, type 1 &7493 21 53 4b ; &fe &20: "ask" verb &1e, type 1 &7496 15 53 45 ; &fe &21: "use" verb &20, type 0 &7499 10 55 54 ; &fe &22: "put" verb &23, type 0 &749c e9 4e 56 ; &fe &23: "inv" verb &4a, type 7 (system verb) &749f 65 41 53 54 ; &fe &24: "east" verb &02, type 3 &74a3 77 45 53 54 ; &fe &25: "west" verb &04, type 3 &74a7 6c 45 46 54 ; &fe &26: "left" verb &09, type 3 &74ab 24 4f 57 4e ; &fe &27: "down" verb &0b, type 1 &74af 65 58 49 54 ; &fe &28: "exit" verb &0d, type 3 &74b3 62 41 43 4b ; &fe &29: "back" verb &0f, type 3 &74b7 14 41 4b 45 ; &fe &2a: "take" verb &17, type 0 &74bb 2b 49 4c 4c ; &fe &2b: "kill" verb &18, type 1 &74bf 26 49 52 45 ; &fe &2c: "fire" verb &19, type 1 &74c3 2b 49 43 4b ; &fe &2d: "kick" verb &1a, type 1 &74c7 34 41 4c 4b ; &fe &2e: "talk" verb &1f, type 1 &74cb 02 4c 4f 57 ; &fe &2f: "blow" verb &21, type 0 &74cf 04 52 4f 50 ; &fe &30: "drop" verb &24, type 0 &74d3 07 49 56 45 ; &fe &31: "give" verb &25, type 0 &74d7 0d 41 4b 45 ; &fe &32: "make" verb &26, type 0 &74db 13 48 4f 57 ; &fe &33: "show" verb &27, type 0 &74df 13 49 47 4e ; &fe &34: "sign" verb &28, type 0 &74e3 4a 55 4d 50 ; &fe &35: "jump" verb &2a, type 2 &74e7 06 49 4c 4c ; &fe &36: "fill" verb &2b, type 0 &74eb 28 49 44 45 ; &fe &37: "hide" verb &2c, type 1 &74ef 10 4f 55 52 ; &fe &38: "pour" verb &2d, type 0 &74f3 10 55 4c 4c ; &fe &39: "pull" verb &2e, type 0 &74f7 0c 49 46 54 ; &fe &3a: "lift" verb &2e, type 0 &74fb 10 55 53 48 ; &fe &3b: "push" verb &2f, type 0 &74ff 12 49 4e 47 ; &fe &3c: "ring" verb &30, type 0 &7503 12 45 41 44 ; &fe &3d: "read" verb &31, type 0 &7507 57 41 49 54 ; &fe &3e: "wait" verb &32, type 2 &750b 37 41 56 45 ; &fe &3f: "wave" verb &33, type 1 &750f 17 45 41 52 ; &fe &40: "wear" verb &34, type 0 &7513 02 55 52 4e ; &fe &41: "burn" verb &37, type 0 &7517 2f 50 45 4e ; &fe &42: "open" verb &46, type 1 &751b e8 45 4c 50 ; &fe &43: "help" verb &4d, type 7 (system verb) &751f ec 4f 41 44 ; &fe &44: "load" verb &50, type 7 (system verb) &7523 ec 4f 4f 4b ; &fe &45: "look" verb &51, type 7 (system verb) &7527 e8 45 52 45 ; &fe &46: "here" verb &53, type 7 (system verb) &752b f3 41 56 45 ; &fe &47: "save" verb &54, type 7 (system verb) &752f f1 55 49 54 ; &fe &48: "quit" verb &56, type 7 (system verb) &7533 6e 4f 52 54 48 ; &fe &49: "north" verb &01, type 3 &7538 73 4f 55 54 48 ; &fe &4a: "south" verb &03, type 3 &753d 72 49 47 48 54 ; &fe &4b: "right" verb &0a, type 3 &7542 25 4e 54 45 52 ; &fe &4c: "enter" verb &0e, type 1 &7547 24 52 49 4e 4b ; &fe &4d: "drink" verb &12, type 1 &754c 33 48 4f 4f 54 ; &fe &4e: "shoot" verb &19, type 1 &7551 27 55 45 53 53 ; &fe &4f: "guess" verb &1d, type 1 &7556 33 50 45 41 4b ; &fe &50: "speak" verb &1f, type 1 &755b 10 4c 41 43 45 ; &fe &51: "place" verb &23, type 0 &7560 0f 46 46 45 52 ; &fe &52: "offer" verb &25, type 0 &7565 14 48 52 4f 57 ; &fe &53: "throw" verb &29, type 0 &756a 13 48 49 46 54 ; &fe &54: "shift" verb &2f, type 0 &756f 10 52 45 53 53 ; &fe &55: "press" verb &2f, type 0 &7574 02 52 45 41 4b ; &fe &56: "break" verb &35, type 0 &7579 22 52 49 42 45 ; &fe &57: "bribe" verb &36, type 1 &757e 0c 49 47 48 54 ; &fe &58: "light" verb &37, type 0 &7583 0d 4f 55 4e 54 ; &fe &59: "mount" verb &38, type 0 &7588 13 43 52 45 57 ; &fe &5a: "screw" verb &39, type 0 &758d 33 54 41 4e 44 ; &fe &5b: "stand" verb &3a, type 1 &7592 13 57 49 4e 47 ; &fe &5c: "swing" verb &3b, type 0 &7597 34 48 49 4e 4b ; &fe &5d: "think" verb &3c, type 1 &759c 15 4e 54 49 45 ; &fe &5e: "untie" verb &3d, type 0 &75a1 f7 48 45 52 45 ; &fe &5f: "where" verb &48, type 7 (system verb) &75a6 f3 43 4f 52 45 ; &fe &60: "score" verb &49, type 7 (system verb) &75ab f3 54 4f 52 45 ; &fe &61: "store" verb &55, type 7 (system verb) &75b0 23 4c 49 4d 42 ; &fe &62: "climb" verb &57, type 1 &75b5 21 54 54 41 43 4b ; &fe &63: "attack" verb &18, type 1 &75bb 12 45 4d 4f 56 45 ; &fe &64: "remove" verb &22, type 0 &75c1 09 4e 53 45 52 54 ; &fe &65: "insert" verb &39, type 0 &75c7 33 41 4c 55 54 45 ; &fe &66: "salute" verb &3e, type 1 &75cd 26 4f 4c 4c 4f 57 ; &fe &67: "follow" verb &3f, type 1 &75d3 15 4e 4c 4f 43 4b ; &fe &68: "unlock" verb &41, type 0 &75d9 13 57 49 54 43 48 ; &fe &69: "switch" verb &42, type 0 &75df 33 45 41 52 43 48 ; &fe &6a: "search" verb &52, type 1 &75e5 66 4f 52 57 41 52 44 ; &fe &6b: "forward" verb &10, type 3 &75ec 30 52 45 54 45 4e 44 ; &fe &6c: "pretend" verb &40, type 1 &75f3 15 4e 53 43 52 45 57 ; &fe &6d: "unscrew" verb &44, type 0 &75fa 05 58 54 52 41 43 54 ; &fe &6e: "extract" verb &44, type 0 &7601 09 4e 53 50 45 43 54 ; &fe &6f: "inspect" verb &47, type 0 &7608 05 58 41 4d 49 4e 45 ; &fe &70: "examine" verb &47, type 0 &760f f7 45 41 52 49 4e 47 ; &fe &71: "wearing" verb &4c, type 7 (system verb) &7616 f2 45 53 54 41 52 54 ; &fe &72: "restart" verb &4e, type 7 (system verb) &761d f2 45 53 54 4f 52 45 ; &fe &73: "restore" verb &4f, type 7 (system verb) &7624 24 49 53 4d 4f 55 4e 54 ; &fe &74: "dismount" verb &43, type 1 &762c e3 41 52 52 59 49 4e 47 ; &fe &75: "carrying" verb &4b, type 7 (system verb) &7634 6e 4f 52 54 48 45 41 53 54 ; &fe &76: "northeast" verb &05, type 3 &763d 6e 4f 52 54 48 57 45 53 54 ; &fe &77: "northwest" verb &06, type 3 &7646 73 4f 55 54 48 45 41 53 54 ; &fe &78: "southeast" verb &07, type 3 &764f 73 4f 55 54 48 57 45 53 54 ; &fe &79: "southwest" verb &08, type 3 &7658 08 59 50 4e 4f 54 49 53 45 ; &fe &7a: "hypnotise" verb &45, type 0 ; noun_dictionary &7661 91 76 00 ; 0 words of length 1 &7664 91 76 00 ; 6 words of length 2, starting at &7691 &7667 9d 76 06 ; 23 words of length 3, starting at &769d &766a e2 76 1d ; 47 words of length 4, starting at &76e2 &766d 9e 77 4c ; 38 words of length 5, starting at &779e &7670 5c 78 72 ; 33 words of length 6, starting at &785c &7673 22 79 93 ; 23 words of length 7, starting at &7922 &7676 c3 79 aa ; 15 words of length 8, starting at &79c3 &7679 3b 7a b9 ; 8 words of length 9, starting at &7a3b &767c 83 7a c1 ; 5 words of length 10, starting at &7a83 &767f b5 7a c6 ; 1 words of length 11, starting at &7ab5 &7682 c0 7a c7 ; 0 words of length 12 &7685 c0 7a c7 ; 0 words of length 13 &7688 c0 7a c7 ; 0 words of length 14 &768b c0 7a c7 &768e 00 00 00 &7691 e1 54 ; &ff &05: "at" noun &61, type 7 (preposition) &7693 e9 4e ; &ff &06: "in" noun &62, type 7 (preposition) &7695 c9 54 ; &ff &07: "it" noun &63, type 6 (pronoun) &7697 ef 4e ; &ff &08: "on" noun &64, type 7 (preposition) &7699 f4 4f ; &ff &09: "to" noun &65, type 7 (preposition) &769b f5 50 ; &ff &0a: "up" noun &66, type 7 (preposition) &769d 42 41 47 ; &ff &0b: "bag" noun &01, type 2 &76a0 43 41 4e ; &ff &0c: "can" noun &02, type 2 &76a3 27 55 4d ; &ff &0d: "gum" noun &03, type 1 &76a6 30 45 41 ; &ff &0e: "pea" noun &04, type 1 &76a9 32 41 54 ; &ff &0f: "rat" noun &05, type 1 &76ac 14 41 47 ; &ff &10: "tag" noun &06, type 0 &76af 21 4c 45 ; &ff &11: "ale" noun &1c, type 1 &76b2 17 49 47 ; &ff &12: "wig" noun &1d, type 0 &76b5 2a 55 47 ; &ff &13: "jug" noun &23, type 1 &76b8 42 4f 58 ; &ff &14: "box" noun &2c, type 2 &76bb 30 45 4e ; &ff &15: "pen" noun &2d, type 1 &76be 08 41 54 ; &ff &16: "hat" noun &2e, type 0 &76c1 4d 41 50 ; &ff &17: "map" noun &2f, type 2 &76c4 47 55 4e ; &ff &18: "gun" noun &38, type 2 &76c7 82 45 44 ; &ff &19: "bed" noun &43, type 4 &76ca 74 49 4d ; &ff &1a: "tim" noun &4c, type 3 &76cd a1 4c 4c ; &ff &1b: "all" noun &60, type 5 &76d0 c8 49 4d ; &ff &1c: "him" noun &63, type 6 (pronoun) &76d3 ef 46 46 ; &ff &1d: "off" noun &67, type 7 (preposition) &76d6 ef 55 54 ; &ff &1e: "out" noun &68, type 7 (preposition) &76d9 e6 4f 42 ; &ff &1f: "fob" noun &6b, type 7 (preposition) &76dc f2 45 44 ; &ff &20: "red" noun &6c, type 7 (preposition) &76df f2 55 4e ; &ff &21: "run" noun &70, type 7 (preposition) &76e2 2d 45 41 54 ; &ff &22: "meat" noun &05, type 1 &76e6 42 45 4c 4c ; &ff &23: "bell" noun &07, type 2 &76ea 24 49 53 43 ; &ff &24: "disc" noun &08, type 1 &76ee 24 49 53 4b ; &ff &25: "disk" noun &08, type 1 &76f2 4b 45 59 53 ; &ff &26: "keys" noun &09, type 2 &76f6 4c 41 4d 50 ; &ff &27: "lamp" noun &0a, type 2 &76fa 52 4f 50 45 ; &ff &28: "rope" noun &0b, type 2 &76fe 33 4f 41 50 ; &ff &29: "soap" noun &0c, type 1 &7702 02 4f 4f 54 ; &ff &2a: "boot" noun &15, type 0 &7706 42 55 4c 42 ; &ff &2b: "bulb" noun &16, type 2 &770a 2e 4f 54 45 ; &ff &2c: "note" noun &17, type 1 &770e 43 41 53 45 ; &ff &2d: "case" noun &18, type 2 &7712 27 4f 4c 44 ; &ff &2e: "gold" noun &1b, type 1 &7716 22 4f 4e 45 ; &ff &2f: "bone" noun &1e, type 1 &771a 42 4f 4f 4b ; &ff &30: "book" noun &1f, type 2 &771e 23 41 52 44 ; &ff &31: "card" noun &20, type 1 &7722 12 4f 42 45 ; &ff &32: "robe" noun &21, type 0 &7726 33 4e 4f 57 ; &ff &33: "snow" noun &22, type 1 &772a 37 49 4e 45 ; &ff &34: "wine" noun &23, type 1 &772e 08 41 54 53 ; &ff &35: "hats" noun &2e, type 0 &7732 64 55 4b 45 ; &ff &36: "duke" noun &30, type 3 &7736 26 49 4c 45 ; &ff &37: "file" noun &31, type 1 &773a 22 45 45 46 ; &ff &38: "beef" noun &32, type 1 &773e 2c 4f 41 46 ; &ff &39: "loaf" noun &33, type 1 &7742 46 55 53 45 ; &ff &3a: "fuse" noun &34, type 2 &7746 b4 52 45 45 ; &ff &3b: "tree" noun &42, type 5 &774a 92 4f 43 4b ; &ff &3c: "rock" noun &43, type 4 &774e 6b 49 4e 47 ; &ff &3d: "king" noun &44, type 3 &7752 b4 52 41 50 ; &ff &3e: "trap" noun &45, type 5 &7756 a4 4f 4f 52 ; &ff &3f: "door" noun &45, type 5 &775a 83 41 53 4b ; &ff &40: "cask" noun &46, type 4 &775e 84 45 53 4b ; &ff &41: "desk" noun &4a, type 4 &7762 b7 49 52 45 ; &ff &42: "wire" noun &4b, type 5 &7766 b7 45 4c 4c ; &ff &43: "well" noun &4d, type 5 &776a a2 41 52 53 ; &ff &44: "bars" noun &4e, type 5 &776e 96 49 53 45 ; &ff &45: "vise" noun &50, type 4 &7772 82 55 4e 4b ; &ff &46: "bunk" noun &55, type 4 &7776 b4 45 4e 54 ; &ff &47: "tent" noun &56, type 5 &777a b4 49 4c 45 ; &ff &48: "tile" noun &57, type 5 &777e 83 41 52 54 ; &ff &49: "cart" noun &57, type 4 &7782 e9 4e 54 4f ; &ff &4a: "into" noun &62, type 7 (preposition) &7786 d4 48 45 4d ; &ff &4b: "them" noun &63, type 6 (pronoun) &778a ef 4e 54 4f ; &ff &4c: "onto" noun &64, type 7 (preposition) &778e e4 4f 57 4e ; &ff &4d: "down" noun &69, type 7 (preposition) &7792 f7 49 54 48 ; &ff &4e: "with" noun &6a, type 7 (preposition) &7796 f4 49 4d 53 ; &ff &4f: "tims" noun &6e, type 7 (preposition) &779a e6 41 53 54 ; &ff &50: "fast" noun &70, type 7 (preposition) &779e 4c 41 4e 43 45 ; &ff &51: "lance" noun &0d, type 2 &77a3 2d 41 54 43 48 ; &ff &52: "match" noun &11, type 1 &77a8 02 4f 4f 54 53 ; &ff &53: "boots" noun &15, type 0 &77ad 53 43 52 41 50 ; &ff &54: "scrap" noun &17, type 2 &77b2 50 41 50 45 52 ; &ff &55: "paper" noun &17, type 2 &77b7 47 4c 41 53 53 ; &ff &56: "glass" noun &18, type 2 &77bc 52 41 44 49 4f ; &ff &57: "radio" noun &19, type 2 &77c1 43 4f 49 4e 53 ; &ff &58: "coins" noun &1b, type 2 &77c6 24 52 49 4e 4b ; &ff &59: "drink" noun &1c, type 1 &77cb 83 59 43 4c 45 ; &ff &5a: "cycle" noun &24, type 4 &77d0 57 41 54 43 48 ; &ff &5b: "watch" noun &26, type 2 &77d5 07 4f 4f 44 53 ; &ff &5c: "goods" noun &29, type 0 &77da 53 4e 55 46 46 ; &ff &5d: "snuff" noun &2c, type 2 &77df 22 52 45 41 44 ; &ff &5e: "bread" noun &33, type 1 &77e4 03 4c 4f 41 4b ; &ff &5f: "cloak" noun &35, type 0 &77e9 50 4c 41 54 45 ; &ff &60: "plate" noun &36, type 2 &77ee 34 41 50 45 52 ; &ff &61: "taper" noun &37, type 1 &77f3 67 55 41 52 44 ; &ff &62: "guard" noun &44, type 3 &77f8 83 41 53 4b 53 ; &ff &63: "casks" noun &46, type 4 &77fd ac 45 56 45 52 ; &ff &64: "lever" noun &46, type 5 &7802 a3 48 41 49 4e ; &ff &65: "chain" noun &46, type 5 &7807 63 4f 4f 4b 53 ; &ff &66: "cooks" noun &48, type 3 &780c 67 59 50 53 59 ; &ff &67: "gypsy" noun &48, type 3 &7811 8c 49 47 48 54 ; &ff &68: "light" noun &49, type 4 &7816 83 48 41 49 52 ; &ff &69: "chair" noun &49, type 4 &781b 94 41 42 4c 45 ; &ff &6a: "table" noun &4a, type 4 &7820 90 49 41 4e 4f ; &ff &6b: "piano" noun &4a, type 4 &7825 93 54 4f 4f 4c ; &ff &6c: "stool" noun &4a, type 4 &782a b7 49 52 45 53 ; &ff &6d: "wires" noun &4e, type 5 &782f 8c 41 54 48 45 ; &ff &6e: "lathe" noun &50, type 4 &7834 82 45 4e 43 48 ; &ff &6f: "bench" noun &50, type 4 &7839 ad 4f 55 4c 44 ; &ff &70: "mould" noun &51, type 5 &783e 72 4f 42 4f 54 ; &ff &71: "robot" noun &52, type 3 &7843 76 41 4c 45 54 ; &ff &72: "valet" noun &52, type 3 &7848 b4 49 4c 45 53 ; &ff &73: "tiles" noun &57, type 5 &784d a2 45 41 52 44 ; &ff &74: "beard" noun &58, type 5 &7852 82 52 49 43 4b ; &ff &75: "brick" noun &59, type 4 &7857 b0 41 4e 45 4c ; &ff &76: "panel" noun &5f, type 5 &785c 46 4c 4f 52 49 4e ; &ff &77: "florin" noun &01, type 2 &7862 0c 4f 43 4b 45 54 ; &ff &78: "locket" noun &0e, type 0 &7868 2e 45 45 44 4c 45 ; &ff &79: "needle" noun &0f, type 1 &786e 26 4f 4c 44 45 52 ; &ff &7a: "folder" noun &11, type 1 &7874 22 55 54 54 4f 4e ; &ff &7b: "button" noun &1a, type 1 &787a 53 49 4c 56 45 52 ; &ff &7c: "silver" noun &1a, type 2 &7880 26 4c 41 47 4f 4e ; &ff &7d: "flagon" noun &23, type 1 &7886 53 43 52 4f 4c 4c ; &ff &7e: "scroll" noun &25, type 2 &788c 2c 45 54 54 45 52 ; &ff &7f: "letter" noun &27, type 1 &7892 22 4f 54 54 4c 45 ; &ff &80: "bottle" noun &28, type 1 &7898 03 4c 4f 41 4b 53 ; &ff &81: "cloaks" noun &35, type 0 &789e 50 49 53 54 4f 4c ; &ff &82: "pistol" noun &38, type 2 &78a4 44 45 56 49 43 45 ; &ff &83: "device" noun &39, type 2 &78aa 4d 55 53 4b 45 54 ; &ff &84: "musket" noun &3b, type 2 &78b0 4d 4f 44 55 4c 45 ; &ff &85: "module" noun &3c, type 2 &78b6 67 55 41 52 44 53 ; &ff &86: "guards" noun &44, type 3 &78bc 81 52 4d 4f 55 52 ; &ff &87: "armour" noun &4a, type 4 &78c2 ad 49 52 52 4f 52 ; &ff &88: "mirror" noun &4b, type 5 &78c8 74 52 45 56 59 4c ; &ff &89: "trevyl" noun &4c, type 3 &78ce b3 43 52 45 45 4e ; &ff &8a: "screen" noun &4d, type 5 &78d4 a4 52 41 57 45 52 ; &ff &8b: "drawer" noun &51, type 5 &78da 6b 49 4c 52 4f 59 ; &ff &8c: "kilroy" noun &54, type 3 &78e0 81 52 4d 4f 55 52 ; &ff &8d: "armour" noun &55, type 4 &78e6 a3 41 4e 56 41 53 ; &ff &8e: "canvas" noun &56, type 5 &78ec 86 52 45 4e 43 48 ; &ff &8f: "french" noun &5b, type 4 &78f2 a3 41 4e 44 4c 45 ; &ff &90: "candle" noun &5c, type 5 &78f8 b3 43 52 45 45 4e ; &ff &91: "screen" noun &5d, type 5 &78fe b0 4f 57 44 45 52 ; &ff &92: "powder" noun &5e, type 5 &7904 a2 41 52 52 45 4c ; &ff &93: "barrel" noun &5e, type 5 &790a a2 52 49 44 47 45 ; &ff &94: "bridge" noun &5f, type 5 &7910 ef 52 41 4e 47 45 ; &ff &95: "orange" noun &6d, type 7 (preposition) &7916 e7 45 4e 54 4c 59 ; &ff &96: "gently" noun &6f, type 7 (preposition) &791c f3 4f 46 54 4c 59 ; &ff &97: "softly" noun &71, type 7 (preposition) &7922 46 4c 4f 52 49 4e 53 ; &ff &98: "florins" noun &01, type 2 &7929 4c 41 4e 54 45 52 4e ; &ff &99: "lantern" noun &0a, type 2 &7930 26 45 41 54 48 45 52 ; &ff &9a: "feather" noun &10, type 1 &7937 2d 41 54 43 48 45 53 ; &ff &9b: "matches" noun &11, type 1 &793e 52 4f 55 42 4c 45 53 ; &ff &9c: "roubles" noun &1b, type 2 &7945 57 41 54 43 48 45 53 ; &ff &9d: "watches" noun &26, type 2 &794c 43 4c 45 41 56 45 52 ; &ff &9e: "cleaver" noun &3a, type 2 &7953 57 48 49 53 54 4c 45 ; &ff &9f: "whistle" noun &3d, type 2 &795a 42 41 59 4f 4e 45 54 ; &ff &a0: "bayonet" noun &40, type 2 &7961 82 4f 55 4c 44 45 52 ; &ff &a1: "boulder" noun &43, type 4 &7968 73 4f 4c 44 49 45 52 ; &ff &a2: "soldier" noun &44, type 3 &796f 74 52 4f 4f 50 45 52 ; &ff &a3: "trooper" noun &44, type 3 &7976 72 55 46 46 49 41 4e ; &ff &a4: "ruffian" noun &47, type 3 &797d 63 45 4e 54 41 55 52 ; &ff &a5: "centaur" noun &48, type 3 &7984 62 41 4e 44 49 54 53 ; &ff &a6: "bandits" noun &48, type 3 &798b b4 52 41 50 45 5a 45 ; &ff &a7: "trapeze" noun &4e, type 5 &7992 61 4e 44 52 4f 49 44 ; &ff &a8: "android" noun &52, type 3 &7999 83 4f 4e 53 4f 4c 45 ; &ff &a9: "console" noun &53, type 4 &79a0 82 52 41 5a 49 45 52 ; &ff &aa: "brazier" noun &56, type 4 &79a7 8d 41 43 48 49 4e 45 ; &ff &ab: "machine" noun &59, type 4 &79ae f4 52 45 56 59 4c 53 ; &ff &ac: "trevyls" noun &6e, type 7 (preposition) &79b5 f1 55 49 43 4b 4c 59 ; &ff &ad: "quickly" noun &70, type 7 (preposition) &79bc f1 55 49 45 54 4c 59 ; &ff &ae: "quietly" noun &71, type 7 (preposition) &79c3 03 4f 4d 50 55 54 45 52 ; &ff &af: "computer" noun &29, type 0 &79cb 23 59 4c 49 4e 44 45 52 ; &ff &b0: "cylinder" noun &2a, type 1 &79d3 24 4f 43 55 4d 45 4e 54 ; &ff &b1: "document" noun &2d, type 1 &79db 53 43 49 53 53 4f 52 53 ; &ff &b2: "scissors" noun &3e, type 2 &79e3 54 57 45 45 5a 45 52 53 ; &ff &b3: "tweezers" noun &3f, type 2 &79eb 44 45 53 50 41 54 43 48 ; &ff &b4: "despatch" noun &41, type 2 &79f3 88 41 59 53 54 41 43 4b ; &ff &b5: "haystack" noun &42, type 4 &79fb 82 4f 55 4c 44 45 52 53 ; &ff &b6: "boulders" noun &43, type 4 &7a03 74 52 4f 4f 50 45 52 53 ; &ff &b7: "troopers" noun &44, type 3 &7a0b b4 52 41 50 44 4f 4f 52 ; &ff &b8: "trapdoor" noun &45, type 5 &7a13 a3 52 55 43 49 42 4c 45 ; &ff &b9: "crucible" noun &4f, type 5 &7a1b 88 41 54 53 54 41 4e 44 ; &ff &ba: "hatstand" noun &53, type 4 &7a23 a7 52 41 46 46 49 54 49 ; &ff &bb: "graffiti" noun &5a, type 5 &7a2b b4 41 50 45 53 54 52 59 ; &ff &bc: "tapestry" noun &4d, type 5 &7a33 f3 49 4c 45 4e 54 4c 59 ; &ff &bd: "silently" noun &71, type 7 (preposition) &7a3b 04 55 4e 47 41 52 45 45 53 ; &ff &be: "dungarees" noun &12, type 0 &7a44 34 4f 4f 54 48 50 49 43 4b ; &ff &bf: "toothpick" noun &13, type 1 &7a4d 03 4f 4d 50 55 54 45 52 53 ; &ff &c0: "computers" noun &29, type 0 &7a56 24 4f 43 55 4d 45 4e 54 53 ; &ff &c1: "documents" noun &2d, type 1 &7a5f 63 48 49 45 46 54 41 49 4e ; &ff &c2: "chieftain" noun &48, type 3 &7a68 6c 49 42 52 41 52 49 41 4e ; &ff &c3: "librarian" noun &52, type 3 &7a71 a7 55 4e 50 4f 57 44 45 52 ; &ff &c4: "gunpowder" noun &5e, type 5 &7a7a e3 41 52 45 46 55 4c 4c 59 ; &ff &c5: "carefully" noun &6f, type 7 (preposition) &7a83 22 45 41 55 4a 4f 4c 41 49 53 ; &ff &c6: "beaujolais" noun &23, type 1 &7a8d 88 4f 56 45 52 43 59 43 4c 45 ; &ff &c7: "hovercycle" noun &24, type 4 &7a97 49 4e 56 49 54 41 54 49 4f 4e ; &ff &c8: "invitation" noun &2b, type 2 &7aa1 44 45 53 50 41 54 43 48 45 53 ; &ff &c9: "despatches" noun &41, type 2 &7aab b4 52 41 4d 50 4f 4c 49 4e 45 ; &ff &ca: "trampoline" noun &4e, type 5 &7ab5 33 43 52 45 57 44 52 49 56 45 52 ; &ff &cb: "screwdriver" noun &14, type 1 ; verb_translation_table ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &7ac0 00 01 02 03 04 09 0a 0b 0c 0d 0f 10 05 06 07 08 ; &00 &7ad0 0e 11 0c 12 13 14 15 16 17 1b 1c 1e 1e 20 23 4a ; &10 &7ae0 02 04 09 0b 0d 0f 17 18 19 1a 1f 21 24 25 26 27 ; &20 &7af0 28 2a 2b 2c 2d 2e 2e 2f 30 31 32 33 34 37 46 4d ; &30 &7b00 50 51 53 54 56 01 03 0a 0e 12 19 1d 1f 23 25 29 ; &40 &7b10 2f 2f 35 36 37 38 39 3a 3b 3c 3d 48 49 55 57 18 ; &50 &7b20 22 39 3e 3f 41 42 52 10 40 44 44 47 47 4c 4e 4f ; &60 &7b30 43 4b 05 06 07 08 45 ; &70 ; noun_translation_table ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &7b37 00 61 62 63 64 65 66 01 02 03 04 05 06 1c 1d 23 ; &00 &7b47 2c 2d 2e 2f 38 43 4c 60 63 67 68 6b 6c 70 05 07 ; &10 &7b57 08 08 09 0a 0b 0c 15 16 17 18 1b 1e 1f 20 21 22 ; &20 &7b67 23 2e 30 31 32 33 34 42 43 44 45 45 46 4a 4b 4d ; &30 &7b77 4e 50 55 56 57 57 62 63 64 69 6a 6e 70 0d 11 15 ; &40 &7b87 17 17 18 19 1b 1c 24 26 29 2c 33 35 36 37 44 46 ; &50 &7b97 46 46 48 48 49 49 4a 4a 4a 4e 50 50 51 52 52 57 ; &60 &7ba7 58 59 5f 01 0e 0f 11 1a 1a 23 25 27 28 35 38 39 ; &70 &7bb7 3b 3c 44 4a 4b 4c 4d 51 54 55 56 5b 5c 5d 5e 5e ; &80 &7bc7 5f 6d 6f 71 01 0a 10 11 1b 26 3a 3d 40 43 44 44 ; &90 &7bd7 47 48 48 4e 52 53 56 59 6e 70 71 29 2a 2d 3e 3f ; &a0 &7be7 41 42 43 44 45 4f 53 5a 4d 71 12 13 29 2d 48 52 ; &b0 &7bf7 5e 6f 23 24 2b 41 4e 14 ; &c0 ; unused &7bff 00 ; W.I4 ; 007c00 007c00 0400 &7c00 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 ; " " &7c10 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 ; "........................................" &7c20 20 20 20 20 20 20 20 20 92 f3 f3 f3 f3 a3 a3 a3 ; ".......... ... . ....7.55 6#47#57#4...." &7c30 a3 a3 a3 a3 a3 a3 a3 a3 a3 a3 a3 a3 a3 a3 a3 a3 ; "........ 7.5.! 5557.57g 5 5 57g 5 5...." &7c40 a3 a3 a3 a3 a3 a3 a3 a3 a3 a3 a3 a3 e3 f3 f3 f3 ; ".......! ! !## ##!! !! !#!"# ! !##."###" &7c50 92 ac ac ac a4 93 a3 b7 a1 b5 20 b5 b7 a3 20 20 ; ".,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,," &7c60 b5 20 b5 b6 a3 b4 37 a3 35 35 20 36 23 34 37 23 ; " " &7c70 35 37 23 34 92 ac ac ac 92 a3 a3 a3 a1 93 93 b5 ; " You arrive on Quantain in 2743, just" &7c80 20 37 a3 35 b7 21 20 20 35 35 35 37 a3 35 37 67 ; " as a century-old war is nearly over. " &7c90 20 35 20 35 20 35 37 67 20 35 20 35 92 a3 a3 a3 ; " " &7ca0 92 a3 a3 a3 a3 93 93 21 20 21 20 21 23 23 20 20 ; " You and Tim emerge from the Cubix to" &7cb0 23 23 21 21 20 21 21 20 21 23 21 22 23 20 21 20 ; " find deep mist all around. Moving north" &7cc0 21 23 23 92 22 23 23 23 92 2c 2c 2c 2c 2c 2c 2c ; " and west, you stumble across one of the" &7cd0 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c ; " last battles of the long war. Tim seems" &7ce0 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c 2c ; " convinced that King Varangar is in some" &7cf0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 ; " deadly danger, and presses on. " &7d00 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 ; " " &7d10 20 20 20 20 20 20 20 20 20 20 20 20 59 6f 75 20 ; " In the confusion, you are separated" &7d20 61 72 72 69 76 65 20 6f 6e 20 51 75 61 6e 74 61 ; " from Tim Trevyl. Some heavy object hits" &7d30 69 6e 20 69 6e 20 32 37 34 33 2c 20 6a 75 73 74 ; " you on the back of the head. Your last" &7d40 20 61 73 20 61 20 63 65 6e 74 75 72 79 2d 6f 6c ; " memory as you pass out is of shouts of" &7d50 64 20 77 61 72 20 69 73 20 6e 65 61 72 6c 79 20 ; " "Varangar! Varangar!" and the answering" &7d60 6f 76 65 72 2e 20 20 20 20 20 20 20 20 20 20 20 ; " cries: "The Warlord! The Warlord!" " &7d70 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 ; " " &7d80 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 ; " .PRESS RETURN " &7d90 20 20 20 20 59 6f 75 20 61 6e 64 20 54 69 6d 20 ; " " &7da0 65 6d 65 72 67 65 20 66 72 6f 6d 20 74 68 65 20 &7db0 43 75 62 69 78 20 74 6f 20 66 69 6e 64 20 64 65 &7dc0 65 70 20 6d 69 73 74 20 61 6c 6c 20 61 72 6f 75 &7dd0 6e 64 2e 20 4d 6f 76 69 6e 67 20 6e 6f 72 74 68 &7de0 20 61 6e 64 20 77 65 73 74 2c 20 79 6f 75 20 73 &7df0 74 75 6d 62 6c 65 20 61 63 72 6f 73 73 20 6f 6e &7e00 65 20 6f 66 20 74 68 65 20 6c 61 73 74 20 62 61 &7e10 74 74 6c 65 73 20 6f 66 20 74 68 65 20 6c 6f 6e &7e20 67 20 77 61 72 2e 20 54 69 6d 20 73 65 65 6d 73 &7e30 20 63 6f 6e 76 69 6e 63 65 64 20 74 68 61 74 20 &7e40 4b 69 6e 67 20 56 61 72 61 6e 67 61 72 20 69 73 &7e50 20 69 6e 20 73 6f 6d 65 20 64 65 61 64 6c 79 20 &7e60 64 61 6e 67 65 72 2c 20 61 6e 64 20 70 72 65 73 &7e70 73 65 73 20 6f 6e 2e 20 20 20 20 20 20 20 20 20 &7e80 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 &7e90 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 &7ea0 20 20 20 20 20 20 20 20 20 20 20 20 20 49 6e 20 &7eb0 74 68 65 20 63 6f 6e 66 75 73 69 6f 6e 2c 20 79 &7ec0 6f 75 20 61 72 65 20 73 65 70 61 72 61 74 65 64 &7ed0 20 66 72 6f 6d 20 54 69 6d 20 54 72 65 76 79 6c &7ee0 2e 20 53 6f 6d 65 20 68 65 61 76 79 20 6f 62 6a &7ef0 65 63 74 20 68 69 74 73 20 79 6f 75 20 6f 6e 20 &7f00 74 68 65 20 62 61 63 6b 20 6f 66 20 74 68 65 20 &7f10 68 65 61 64 2e 20 20 59 6f 75 72 20 6c 61 73 74 &7f20 20 6d 65 6d 6f 72 79 20 61 73 20 79 6f 75 20 70 &7f30 61 73 73 20 6f 75 74 20 69 73 20 6f 66 20 73 68 &7f40 6f 75 74 73 20 20 6f 66 20 22 56 61 72 61 6e 67 &7f50 61 72 21 20 56 61 72 61 6e 67 61 72 21 22 20 61 &7f60 6e 64 20 74 68 65 20 61 6e 73 77 65 72 69 6e 67 &7f70 20 63 72 69 65 73 3a 20 22 54 68 65 20 57 61 72 &7f80 6c 6f 72 64 21 20 54 68 65 20 57 61 72 6c 6f 72 &7f90 64 21 22 20 20 20 20 20 20 20 20 20 20 20 20 20 &7fa0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 &7fb0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 &7fc0 20 20 20 20 20 20 20 20 20 20 20 20 20 85 50 52 &7fd0 45 53 53 20 52 45 54 55 52 4e 20 20 20 20 20 20 &7fe0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 &7ff0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 Overlay disassemblies ===================== ; W.S1 ; FF1B00 FF1B00 002000 ; bytecode_for_room_descriptions ; bytecode_for_room_05_description &1b00 00 ; end ; bytecode_for_room_06_description &1b01 00 ; end ; bytecode_for_room_07_description &1b02 c7 ; if(!room.flags[4]) &1b03 01 ; { &1b04 0d 2f 10 2d 2d 2d 2d 2d 05 ; "[cls]\n\n\n\n\n" &1b0d d7 ; if(!room.flags[5]) &1b0e 01 ; { &1b0f 0d 42 f8 05 32 6d 05 ; "You wake to find" &1b16 03 ; } &1b17 0d 42 43 33 34 fb 20 0b fc 05 34 fc 3a fc 06 06 ; "you are in a field, near a tall tree. One sun is rising, the &1b27 44 f8 06 45 fc b6 0b 46 fc 3b f8 79 06 32 46 6e ; other setting. To the north and west of you, very distantly, &1b37 47 48 49 42 0b 6f f9 4f 0b 45 46 70 49 fb 98 0b ; is the sound of fighting, but morning mist obscures the view &1b47 4a f8 7a fc 07 1f 12 23 13 25 22 15 23 46 fc 3c ; south and east." &1b57 71 47 4b 04 &1b5b d7 ; if(!room.flags[5]) &1b5c 01 ; { &1b5d 0d 72 45 35 fe 34 49 2e 4c 2e d4 06 33 4d 73 fa ; "there is no sign of Tim Trevyl. In your back pocket you &1b6d 69 42 6d 34 4e 4f ff 57 04 ; find a two way radio." &1b76 5f ; room.flags[5] = true &1b77 03 ; } &1b78 04 ; return &1b79 03 ; } &1b7a 0d 42 43 73 fc 05 46 fc 3a fc 06 74 42 fb 21 04 ; "you are back near the tall tree where you started." &1b8a 00 ; end ; bytecode_for_room_08_description &1b8b 0d 75 4d f8 7b 20 1f 19 1e 24 33 46 fc 06 42 50 ; "From your vantage point in the tree you can see a metal road to &1b9b 51 34 76 77 32 46 4b 0b 47 34 f8 2f f7 b0 f9 50 ; the east, and a barren wilderness westwards. Battle scarred &1bab 06 78 fb 99 16 19 15 1c 14 23 fa 05 32 46 6e 0b ; fields lie to the north, with a range of high snow covered &1bbb 79 34 22 11 1e 17 15 49 fc 3d ff 33 fc b7 d5 b5 ; mountains beyond, while the country to the south is shrouded in &1bcb 0b 7a 46 f8 7c 32 46 71 45 23 18 22 1f 25 14 15 ; mist." &1bdb 14 33 fc 07 04 &1be0 00 ; end ; bytecode_for_room_09_description &1be1 0d 42 fa 6a 32 36 33 34 f9 51 fb 20 0b 79 7b 16 ; "You appear to be in a ploughed field, with deep furrows &1bf1 25 22 22 1f 27 23 fb 9a 06 37 45 b6 1d 19 23 24 ; underfoot. It is rather misty round here. Nearby there is a &1c01 29 7c 52 06 fc b8 72 45 34 ff b5 04 ; haystack." &1c0d 00 ; end ; bytecode_for_room_0a_description &1c0e 0d 42 43 ec 53 f9 52 fa 06 06 38 fb 9b 7d 13 25 ; "You are surrounded by swirling fog. An enormous blue cube stands &1c1e 12 15 fc b9 7e 42 04 ; before you." &1c25 8c 3a 06 ; if(p["cubix_state"] == &02) &1c28 01 ; { &1c29 0d 46 54 45 fc 3e 04 ; "the door is ajar." &1c30 03 ; } &1c31 00 ; end ; bytecode_for_room_0b_description &1c32 0e ; skip_to_next_bytecode() &1c33 00 ; end ; bytecode_for_room_0c_description &1c34 0d 42 43 33 7b fc 07 06 42 50 12 11 22 15 1c 29 ; "You are in deep mist. You can barely see your hand in front of &1c44 51 4d 7f 33 fc 3f 49 42 06 46 f8 30 fc ba fa 6b ; you. The damp ground slopes down to the south." &1c54 55 32 46 71 04 &1c59 00 ; end ; bytecode_for_room_0d_description &1c5a 0d fa 06 23 27 19 22 1c 23 7c 42 06 46 fc ba fb ; "Fog swirls round you. The ground underfoot is now very marshy &1c6a 9a 45 56 6f 1d 11 22 23 18 29 47 42 fc 40 32 fa ; and you start to sink in." &1c7a 1c 33 04 &1c7d 00 ; end ; bytecode_for_room_0e_description &1c7e c7 ; if(!room.flags[4]) &1c7f 01 ; { &1c80 0d 80 46 fc 08 fa 6c f8 31 fc 41 34 f8 32 49 fb ; "Over the once lovely land lies a pall of smoke. Wounded &1c90 0a 06 f8 7d 81 ff b7 fb 9c fa 07 42 0b f8 fc 04 ; space troopers stumble past you, unseeing." &1ca0 04 ; return &1ca1 03 ; } &1ca2 0d 42 43 d6 39 46 f7 b1 06 fb 0a fa 6d 39 46 fc ; "you are somewhere on the battlefield. Smoke drifts on the air." &1cb2 09 04 &1cb4 00 ; end ; bytecode_for_room_0f_description &1cb5 a7 ; if(!room.flags[2]) &1cb6 01 ; { &1cb7 0d 42 43 ec 53 fc 42 fc 0a 0b 57 42 58 f9 53 59 ; "You are surrounded by armed men, for you have stumbled into &1cc7 2e 82 2e f7 b2 78 f6 1f 06 f7 b2 fc bb b7 43 3a ; King Varangar's battle headquarters. Varangar's blood guard &1cd7 1c 15 11 23 24 fa 08 5a fa 08 19 1e 13 18 15 23 ; are at least six feet six inches tall even without their &1ce7 fc 3a fc 43 b8 83 81 ff 87 0b 47 58 84 ff 95 16 ; space armour, and have long orange fur. They inspect you &1cf7 25 22 06 85 fe 6f 42 f6 54 80 83 24 25 23 1b 23 ; suspiciously over their tusks." &1d07 04 &1d08 04 ; return &1d09 03 ; } &1d0a 0d 42 43 fc 44 33 46 78 f6 1f 49 2e 82 2e fb 9d ; "you are again in the battle headquarters of King Varangar, which &1d1a 0b b9 43 fb 9e 0b fc 45 fb 9f 5b fc 0b 32 46 fc ; are deserted, since everyone has gone to the ball." &1d2a 46 04 &1d2c 00 ; end ; bytecode_for_room_10_description &1d2d c7 ; if(!room.flags[4]) &1d2e 01 ; { &1d2f 0d 80 46 fa 6e 47 fb a0 f9 54 fc 0a 47 12 15 11 ; "Over the bleak and bloody landscape men and beasts are &1d3f 23 24 23 43 fb a1 0b 86 75 46 f9 55 49 2e 82 2e ; fleeing, away from the onslaught of King Varangar's dreadful &1d4f f7 b2 f9 56 f9 57 04 ; battalions." &1d56 03 ; } &1d57 0d 34 f8 32 49 fb 0a fc 41 80 46 23 13 15 1e 15 ; "a pall of smoke lies over the scene, all but obscuring the &1d67 0b 87 4a 1f 12 23 13 25 22 19 1e 17 46 d5 32 46 ; mountains to the north." &1d77 6e 04 &1d79 00 ; end ; bytecode_for_room_11_description &1d7a c4 27 ; if(p["distance_into_mountains"] == 0) &1d7c 01 ; { &1d7d 0d 42 43 33 46 f9 58 49 46 fc bc d5 06 72 45 35 ; "You are in the foothills of the northern mountains. There is &1d8d fe 34 49 fc 0c fc 47 04 ; no sign of any path." &1d95 1c 27 ; p["distance_into_mountains"] = 1 &1d97 03 ; } ; else &1d98 01 ; { &1d99 0d 42 43 d6 fc 3d 33 46 fa 6e fc bc d5 0b b8 fc ; "you are somewhere high in the bleak northern mountains, &1da9 48 3b f9 59 06 79 fc 49 fc 4a 0b 42 fa 1d 13 1f ; without food or protection. With each step, you become &1db9 1c 14 15 22 47 fc 0d 15 28 18 11 25 23 24 15 14 ; colder and more exhausted." &1dc9 04 &1dca 03 ; } &1dcb 00 ; end ; bytecode_for_room_12_description &1dcc 0d 42 43 3a 46 fc bc fc 4b 49 34 fa 09 47 fb a0 ; "You are at the northern edge of a vast and bloody battlefield." &1ddc f7 b1 04 &1ddf c7 ; if(!room.flags[4]) &1de0 01 ; { &1de1 0d 46 70 49 fb 98 45 f8 fd 47 fc bd 0b fc be 0b ; "the sound of fighting is sporadic and distant, coming, it &1df1 37 ba 0b 75 46 fe 79 04 ; seems, from the southwest." &1df9 03 ; } &1dfa 0d 32 46 4b 45 34 7b fc 4c 06 46 f9 58 49 46 d5 ; "to the east is a deep ravine. The foothills of the mountains lie &1e0a fa 05 fb a2 6e 04 ; directly north." &1e10 00 ; end ; bytecode_for_room_13_description &1e11 0d 42 43 39 46 fc 4b 49 46 f7 b1 0b b9 ed 5c fc ; "You are on the edge of the battlefield, which stretches as far &1e21 0e 5c 46 fb 05 50 51 06 5d fc bf 32 46 48 72 45 ; as the eye can see. Some distance to the west there is a neat &1e31 34 1e 15 11 24 fc c0 49 14 1f 1d 15 14 fc 4d 04 ; group of domed tents." &1e41 00 ; end ; bytecode_for_room_14_description &1e42 0d 46 fc ba bb 42 fc 0f f9 5a 46 23 19 24 15 49 ; "The ground around you was evidently the site of a laser attack &1e52 34 1c 11 23 15 22 fe 63 33 46 f8 33 78 06 22 25 ; in the recent battle. Rubble and earth are black and scorching. &1e62 12 12 1c 15 47 fc 4e 43 fc c1 47 f7 b3 06 4e fc ; Two gold roubles lie at your feet." &1e72 4f ff 9c fa 05 3a 4d 5a 04 &1e7b 00 ; end ; bytecode_for_room_15_description &1e7c 0d 46 f7 b1 ed 5c fc 0e 5c 46 fb 05 50 51 32 46 ; "The battlefield stretches as far as the eye can see to the &1e8c fe 78 06 6e fa 05 46 d5 0b 47 48 49 52 72 45 d7 ; southeast. North lie the mountains, and west of here there is &1e9c 4a f9 5b fc 50 06 2d 34 ff a3 fc 41 3a 4d 5a 0b ; nothing but radioactive desert. \nA trooper lies at your feet, a &1eac 34 17 11 20 19 1e 17 fc 10 33 5e 81 ff 87 05 ; gaping hole in his space armour" &1ebb eb 11 0a ; if(object_room["lance"] == &06) &1ebe 01 ; { &1ebf 0d 0b 5e fc 51 88 fc c2 33 5e fc 52 fc 53 05 ; ", his sonic lance still in his death grip" &1ece 03 ; } &1ecf 0d 06 89 5f 45 34 20 19 1c 15 49 fc 4f ff 9c 0b ; ". Beside him is a pile of gold roubles, the fruit of some long &1edf 46 16 22 25 19 24 49 5d 84 f9 5c fb 22 04 ; abandoned looting." &1eed 00 ; end ; bytecode_for_room_16_description &1eee 0d 46 f9 56 23 13 15 1e 15 23 49 f8 7e fb a3 42 ; "The dreadful scenes of carnage surround you on all sides. To the &1efe 39 87 8a 06 32 46 48 34 fb a4 fc 54 5b f8 7f 34 ; west a nuclear blast has created a new desert. Some distance to &1f0e f8 07 fc 50 06 5d fc bf 32 46 4b 49 42 72 45 34 ; the east of you there is a group of silastic tents." &1f1e fc c0 49 f8 fe fc 4d 04 &1f26 00 ; end ; bytecode_for_room_17_description &1f27 0d 46 f7 b1 ed 86 39 87 8a 47 fb a4 fb a5 fa 6a ; "The battlefield stretches away on all sides and nuclear weapons &1f37 32 58 60 fc 55 32 46 48 06 fa 1e f8 34 24 22 11 ; appear to have been used to the west. Thin vapour trails mark &1f47 19 1c 23 0e 1d 11 22 1b 46 fa cc 49 fb a1 26 15 ; the departure of fleeing vessels. \nThere are many gold coins &1f57 23 23 15 1c 23 06 0e 2d 72 43 fc 56 fc 4f ff 58 ; scattered around here. A shallow crater marks where a mine has &1f67 f9 5d bb 52 06 34 fb a6 f8 35 fa 6f 74 34 f8 08 ; exploded nearby." &1f77 5b 15 28 20 1c 1f 14 15 14 fc b8 04 &1f83 00 ; end ; bytecode_for_room_18_description &1f84 0d 42 43 3a 46 fc 4b 49 34 fa 09 47 fb a0 f7 b1 ; "You are at the edge of a vast and bloody battlefield. Everywhere &1f94 06 f7 b4 72 43 fc 57 47 14 29 19 1e 17 06 32 46 ; there are dead and dying. To the west there is nothing but &1fa4 48 72 45 d7 4a f9 5b fc 50 0b 4a 32 46 71 42 50 ; radioactive desert, but to the south you can see a strangely &1fb4 51 34 f9 5e 23 18 11 20 15 14 fc 58 fc b6 61 49 ; shaped hill rising out of marshland." &1fc4 f7 b5 04 &1fc7 00 ; end ; bytecode_for_room_19_description &1fc8 0d 42 43 6f fc 05 32 46 fc 11 49 46 fc 59 06 46 ; "You are very near to the top of the ramp. The trembling &1fd8 24 22 15 1d 12 1c 19 1e 17 fa cd 5b fa 1d 34 fc ; sensation has become a heavy rumbling and is getting louder all &1fe8 c3 22 25 1d 12 1c 19 1e 17 47 45 fc c4 fc c5 87 ; the time. \nAt your feet are twenty two gold coins." &1ff8 46 62 06 2d 3a 4d 5a 43 fc c6 4e fc 4f ff 58 04 &2008 00 ; end ; bytecode_for_room_1a_description &2009 0d 39 fa 70 63 46 fc c7 ed 86 5d 8b d8 5a 8c 06 ; "On either side the surface stretches away some three hundred &2019 46 fc 59 ba 32 24 22 15 1d 12 1c 15 f9 5f 04 ; feet below. The ramp seems to tremble slightly." &2028 00 ; end ; bytecode_for_room_1b_description &2029 0d 42 43 39 46 fc 5a fc 59 0b b9 8d 64 32 46 71 ; "You are on the steel ramp, which runs up to the south and down &2039 47 55 32 46 6e 06 46 8e 49 46 fc 59 32 4b 47 48 ; to the north. The wall of the ramp to east and west falls two &2049 bc 4e d8 5a 32 46 20 1c 11 19 1e 8c 04 ; hundred feet to the plain below." &2056 00 ; end ; bytecode_for_room_1c_description &2057 0d 46 fc 5a fc 59 fb a7 64 32 46 71 06 39 fc 5b ; "The steel ramp climbs up to the south. On both sides is a fall &2067 8a 45 34 8f 49 34 d8 5a 04 ; of a hundred feet." &2070 00 ; end ; bytecode_for_room_1d_description &2071 0d 42 43 d9 39 90 fb a8 32 36 46 f8 36 fc 12 49 ; "You are standing on what appears to be the lowest part of an &2081 38 fb 9b fc 5a fc 59 0b b9 fc 5c 32 46 71 06 34 ; enormous steel ramp, which rises to the south. A short ladder &2091 fc 5d fc c8 bd 55 32 46 4b 0b 59 46 f7 b5 fa 06 ; leads down to the east, into the marshland fog." &20a1 04 &20a2 00 ; end ; bytecode_for_room_1e_description &20a3 c4 28 ; if(p["distance_into_desert"] == 0) &20a5 01 ; { &20a6 1c 28 ; p["distance_into_desert"] = 1 &20a8 03 ; } &20a9 9c 28 08 02 ; if(p["distance_into_desert"] != &04 or &20ad af ; room.flags[2]) &20ae 01 ; { &20af 0d 42 43 d6 33 46 f7 b3 fc c9 fc 50 74 46 fc ca ; "You are somewhere in the scorching western desert where the &20bf fc 5e 79 f9 60 fb a9 06 5c fc cb fc cc fc cd 0b ; rocks glow with unnatural radiation. As every minute passes, &20cf 42 fc 5e 34 fc 5f f7 05 da 04 ; you glow a little brighter yourself." &20d9 04 ; return &20da 03 ; } &20db 0d 42 58 f9 53 fb aa 46 fc ce 49 38 fc cf fb 22 ; "you have stumbled across the remains of an enemy looting party. &20eb fa 1f 06 fc d0 46 f9 61 13 1f 22 20 23 15 23 42 ; Among the blackened corpses you see piles of gold coins and one &20fb 51 20 19 1c 15 23 49 fc 4f ff 58 47 44 fa ce fc ; undamaged sonic lance." &210b 51 88 04 &210e 00 ; end ; bytecode_for_room_1f_description &210f 0d 34 23 19 1c 26 15 22 29 76 77 fa 71 ee 46 f9 ; "A silvery metal road slices through the landscape from the &211f 54 75 46 6e 0b f7 b6 59 46 1d 19 23 24 23 71 49 ; north, disappearing into the mists south of here. Just beyond it &212f 52 06 91 b5 37 34 fc 13 0b 23 27 19 16 24 fb ab ; a wide, swift flowing river prevents access to forest covered &213f fc 60 fb ac fb ad 32 92 fc b7 fa 72 32 46 4b 04 ; hills to the east." &214f 00 ; end ; bytecode_for_room_20_description &2150 0d 42 6d da 39 34 fc 13 11 1c 25 1d 19 1e 19 25 ; "You find yourself on a wide aluminium road which runs along a &2160 1d 77 b9 8d be 34 fc 60 f8 37 75 71 32 6e 06 b5 ; river bank from south to north. Beyond the river to the east is &2170 46 fc 60 32 46 4b 45 14 15 1e 23 15 92 04 ; dense forest." &217e 00 ; end ; bytecode_for_room_21_description &217f 0d 42 43 39 34 fc 13 bf 74 46 76 77 db 75 46 71 ; "You are on a wide bridge where the metal road leading from the &218f 13 25 22 26 15 23 4b fb aa 46 fc 60 06 6e 49 52 ; south curves east across the river. North of here the river &219f 46 fc 60 22 25 23 18 15 23 55 75 46 d5 ee f9 62 ; rushes down from the mountains through dangerous rapids, &21af 22 11 20 19 14 23 0b f7 06 47 fb 23 04 ; cascades and ravines." &21bc 00 ; end ; bytecode_for_room_22_description &21bd c4 2b ; if(p["distance_into_forest"] == 0) &21bf 01 ; { &21c0 0d 42 43 3a 46 fc 4b 49 46 93 fc d1 92 06 37 45 ; "You are at the edge of the great southern forest. It is not &21d0 65 66 fc 14 32 fc 61 73 04 ; too late to turn back." &21d9 1c 2b ; p["distance_into_forest"] = 1 &21db 04 ; return &21dc 03 ; } &21dd 0d 42 43 fc 15 33 46 fa 73 49 46 fc d1 92 06 2b ; "you are lost in the depths of the southern forest. " + &21ed 08 42 51 d7 4a fc 62 39 87 8a 05 42 f8 38 5c 67 ; random("You see nothing but trees on all sides", "you feel as if &21fd 42 58 60 52 7e 05 46 fc 62 fc 63 fc d2 52 05 42 ; you have been here before", "the trees seem familiar here", "you &220d 43 fa cf 32 fe 5d 42 43 fc 64 33 13 19 22 13 1c ; are beginning to think you are going in circles") + "." &221d 15 23 05 04 04 &2222 00 ; end ; bytecode_for_room_23_description &2223 0d 46 77 fc 65 fb ae 55 34 fc d3 0b c0 92 fc b7 ; "The road cuts straight down a valley, between forest covered &2233 fa 72 32 46 71 47 fc 66 fc d4 fc 67 32 46 6e 04 ; hills to the south and steep mountain scree to the north." &2243 8c 06 09 ; if(p["previous_room"] == &05) &2246 01 ; { &2247 0d fc 0e fc d5 42 50 51 46 76 fa 74 49 2e 94 2e ; "far ahead you can see the metal towers of Castle Varangar." &2257 fb 9d 04 &225a 03 ; } &225b 00 ; end ; bytecode_for_room_24_description &225c 0e ; skip_to_next_bytecode() &225d 00 ; end ; bytecode_for_room_25_description &225e 0d 46 77 fb af be 46 fc d3 0b 79 95 92 39 44 63 ; "The road continues along the valley, with dark forest on one &226e 47 46 1c 1f 27 15 22 fa 6b 49 46 d5 39 46 fc 3b ; side and the lower slopes of the mountains on the other." &227e 04 &227f 00 ; end ; bytecode_for_room_26_description &2280 0d 42 43 3a 34 f7 b7 fc 68 fb 0b 32 46 fc 69 0b ; "You are at a crossroads quite close to the city, whose gleaming &2290 fb 0c f9 63 fc d6 fc 6a 80 42 32 46 4b 06 52 34 ; spires tower over you to the east. Here a rough track leads into &22a0 fc d7 fc d8 bd 59 46 92 f7 b8 0b 47 fb a7 64 34 ; the forest southwards, and climbs up a rocky gully opposite into &22b0 22 1f 13 1b 29 fa d0 fb b0 59 46 f9 58 32 46 6e ; the foothills to the north." &22c0 04 &22c1 00 ; end ; bytecode_for_room_27_description &22c2 0d 42 43 dc 39 34 fc 66 fc 47 c0 fc 6b fc d9 49 ; "You are walking on a steep path between solid walls of rock. To &22d2 ff 3c 06 32 46 6e 46 13 1c 19 16 16 23 0e 27 19 ; the north the cliffs widen as if there was once a quarry here." &22e2 14 15 1e 5c 67 72 fc 0f fc 08 34 fc da 52 04 &22f1 00 ; end ; bytecode_for_room_28_description &22f2 b7 ; if(!room.flags[3]) &22f3 01 ; { &22f4 0d 42 58 27 11 1c 1b 15 14 59 46 f9 64 fb 24 33 ; "You have walked into the bandits' hideout in a disused gold &2304 34 14 19 23 25 23 15 14 fc 4f fc da 04 ; quarry." &2311 a7 ; if(!room.flags[2]) &2312 01 ; { &2313 0d 42 43 ef ec 53 f9 65 fc d7 fb b1 68 fc 3c 87 ; "you are instantly surrounded by wild-eyed rough fellows &2323 f9 66 0b f6 20 42 0b 79 7b f9 67 06 fc cb fb b2 ; who view all strangers, especially you, with deep &2333 f9 68 ba 32 36 f7 b9 0b fb b3 46 fa 75 ff c2 ba ; suspicion. Every species imaginable seems to be &2343 fc 0d 3b 1c 15 23 23 fc db 04 ; represented, though the bandit chieftain seems more or ; less human." &234d 03 ; } &234e 04 ; return &234f 03 ; } &2350 0d 42 43 73 33 46 f9 64 fb 24 0b b9 fb 25 fc cb ; "you are back in the bandits' hideout, which shows every sign of &2360 fe 34 49 fc dc 60 f9 5c 33 34 fa 76 04 ; having been abandoned in a hurry." &236d 00 ; end ; bytecode_for_room_29_description &236e 0d 42 58 60 fa d1 33 34 c1 f8 30 f8 09 d6 96 46 ; "You have been dumped in a small damp cave somewhere under the &237e d5 06 34 54 49 76 ff 44 45 46 97 fe 28 0b 47 b5 ; mountains. A door of metal bars is the only exit, and beyond it &238e 37 fa 20 4d b7 0b 05 ; sits your guard, " &2395 a7 ; if(!room.flags[2]) &2396 01 ; { &2397 0d 46 ff 26 3a 5e fa 21 04 ; "the keys at his waist." &23a0 04 ; return &23a1 03 ; } &23a2 0d 68 5b 16 11 1c 1c 15 1e 59 34 7b fa 22 04 ; "who has fallen into a deep trance." &23b1 00 ; end ; bytecode_for_room_2a_description &23b2 0d 42 6d da 39 34 fc dd fc 47 98 fa 77 46 fc 66 ; "You find yourself on a narrow path that skirts the steep &23c2 f9 69 0b db 48 04 ; mountainside, leading west." &23c8 00 ; end ; bytecode_for_room_2b_description &23c9 0d 42 43 39 34 fc dd fc 47 98 fa 77 46 fc 66 f9 ; "You are on a narrow path that skirts the steep mountainside, &23d9 69 0b db 75 4b 32 48 04 ; leading from east to west." &23e1 00 ; end ; bytecode_for_room_2c_description &23e2 0d 46 fc 47 75 46 4b c2 6e 59 46 d5 52 06 72 45 ; "The path from the east turns north into the mountains here. &23f2 34 f9 62 fc 67 49 fb 0d fc ca 39 4d 69 47 34 7b ; There is a dangerous scree of loose rocks on your left and a &2402 fc 4c fc d5 06 3a 46 fc 11 49 46 fb b4 38 fc 6c ; deep ravine ahead. At the top of the precipice an old, gnarled &2412 0b f8 80 fc 06 17 22 1f 27 23 fc d0 46 ff b6 04 ; tree grows among the boulders." &2422 af 02 ; if(room.flags[2] or &2424 bf ; room.flags[3]) &2425 01 ; { &2426 0d 34 ff 28 fa 78 80 46 fa 79 0b fc 6d 3a 46 fc ; "a rope hangs over the cliff, tied at the top to" &2436 11 32 05 &2439 03 ; } &243a af ; if(room.flags[2]) &243b 01 ; { &243c 0d 34 ff 3c 04 ; "a rock." &2441 03 ; } &2442 bf ; if(room.flags[3]) &2443 01 ; { &2444 0d 46 fc 06 04 ; "the tree." &2449 03 ; } &244a 00 ; end ; bytecode_for_room_2d_description &244b 14 05 ; p["current_room"] = 0 &244d 0d 42 6d da 33 34 7b fc 4c 0b 89 34 fc de 06 46 ; "You find yourself in a deep ravine, beside a spring. The stream &245d 23 24 22 15 11 1d f0 80 34 f9 6a 71 0b 47 39 46 ; disappears over a waterfall south, and on the cliff north, east &246d fa 79 6e 0b 4b 47 48 72 45 35 18 11 1e 14 18 1f ; and west there is no handhold firm enough to support you." &247d 1c 14 0e 16 19 22 1d fb b5 32 23 25 20 20 1f 22 &248d 24 42 04 &2490 a7 ; if(!room.flags[2]) &2491 01 ; { &2492 0d 2d 34 fc 6e fb b6 fa 23 0b 3a fc 6f 97 34 23 ; "\nA giant hunting eagle, at first only a speck in the sky, &24a2 20 15 13 1b 33 46 fa 24 0b bc dd 42 fc 16 34 f7 ; falls towards you like a thunderbolt." &24b2 ba 04 &24b4 04 ; return &24b5 03 ; } &24b6 97 ; if(!room.flags[1]) &24b7 01 ; { &24b8 0d 2d 42 56 99 34 fb 26 33 46 fe 76 9a 04 ; "\nYou now notice a crevice in the northeast corner." &24c6 1f ; room.flags[1] = true &24c7 03 ; } &24c8 00 ; end ; bytecode_for_room_2e_description &24c9 0d 42 27 22 19 17 17 1c 15 59 34 fb 26 04 ; "You wriggle into a crevice." &24d7 e7 ; if(!room.flags[6]) &24d8 01 ; { &24d9 0d 42 de 34 ff 7c c3 27 15 14 17 15 14 33 46 ff ; "you discover a silver button wedged in the rock." &24e9 3c 04 &24eb 03 ; } &24ec 00 ; end ; bytecode_for_room_2f_description &24ed 0d 42 43 dc be 34 1d 25 14 14 29 92 fc d8 06 72 ; "You are walking along a muddy forest track. There seems to be a &24fd ba 32 36 34 9b f7 07 5d 4f 71 04 ; large clearing some way south." &2508 00 ; end ; bytecode_for_room_30_description &2509 0d 33 34 f7 07 ff 43 86 75 46 77 45 34 ff 67 9c ; "In a clearing well away from the road is a gypsy camp. Colourful &2519 06 f9 6b 81 f7 08 49 fc cb f8 0a 0b 23 18 11 20 ; space vehicles of every size, shape and age are set in a circle &2529 15 47 f8 0b 43 fa 0a 33 34 13 19 22 13 1c 15 7c ; round a central atomic furnace." &2539 34 fc df fc e0 f8 81 04 &2541 a7 ; if(!room.flags[2]) &2542 01 ; { &2543 0d 2d 46 f6 47 24 19 1e 1b 15 22 23 43 33 34 f8 ; "\nThe interplanetary tinkers are in a foul mood, for an &2553 39 1d 1f 1f 14 0b 57 38 f9 6c f8 82 45 1d 19 23 ; essential element is missing from their annual festival of &2563 23 19 1e 17 75 83 11 1e 1e 25 11 1c f7 09 49 11 ; alchemy. A giant gypsy, made even taller by his space boots, &2573 1c 13 18 15 1d 29 06 34 fc 6e ff 67 0b fc 17 fc ; floats towards you." &2583 43 24 11 1c 1c 15 22 53 5e 81 ff 53 0b 16 1c 1f &2593 11 24 23 dd 42 04 &2599 04 ; return &259a 03 ; } &259b 0d 2d 4d c4 46 fc 3a ff 67 fc 70 42 34 f7 0a 23 ; "\nYour friend the tall gypsy gives you a generous smile." &25ab 1d 19 1c 15 04 &25b0 00 ; end ; unused # Source code fragment corresponding to S1:&237f - &24fa &25b1 2e 61 20 64 6f 6f 72 20 6f 66 20 6d 65 74 61 6c ; ... .a door of metal bars is the only exit,and beyond it sits &25c1 20 62 61 72 73 20 69 73 20 74 68 65 20 6f 6e 6c ; your guard," &25d1 79 20 65 78 69 74 2c 61 6e 64 20 62 65 79 6f 6e ; IF Fc z (W"the keys at his waist." RETURN ) &25e1 64 20 69 74 20 73 69 74 73 20 79 6f 75 72 20 67 ; W"who has fallen into a deep trance." &25f1 75 61 72 64 2c 22 20 e7 20 46 63 20 7a 20 28 57 &2601 22 74 68 65 20 6b 65 79 73 20 61 74 20 68 69 73 &2611 20 77 61 69 73 74 2e 22 20 f8 20 29 20 57 22 77 &2621 68 6f 20 68 61 73 20 66 61 6c 6c 65 6e 20 69 6e &2631 74 6f 20 61 20 64 65 65 70 20 74 72 61 6e 63 65 &2641 2e 22 0d &2644 06 d6 06 20 e0 0d ; 1750 END &264a 06 e0 05 20 0d ; 1760 &264f 06 ea 0d 20 dd 20 44 3d 22 50 32 22 0d ; 1770 DEF D="P2" &265c 06 f4 5c 20 57 22 79 6f 75 20 66 69 6e 64 20 79 ; 1780 W"you find yourself on a narrow path that skirts the steep &266c 6f 75 72 73 65 6c 66 20 6f 6e 20 61 20 6e 61 72 ; mountainside, leading west." &267c 72 6f 77 20 70 61 74 68 20 74 68 61 74 20 73 6b &268c 69 72 74 73 20 74 68 65 20 73 74 65 65 70 20 6d &269c 6f 75 6e 74 61 69 6e 73 69 64 65 2c 20 6c 65 61 &26ac 64 69 6e 67 20 77 65 73 74 2e 22 0d &26b8 06 fe 06 20 e0 0d ; 1790 END &26be 07 08 05 20 0d ; 1800 &26c3 07 12 0d 20 dd 20 44 3d 22 50 33 22 0d ; 1810 DEF D="P3" &26d0 07 1c 5f 20 57 22 79 6f 75 20 61 72 65 20 6f 6e ; 1820 W"you are on a narrow path that skirts the steep mountainside, &26e0 20 61 20 6e 61 72 72 6f 77 20 70 61 74 68 20 74 ; leading from east to west." &26f0 68 61 74 20 73 6b 69 72 74 73 20 74 68 65 20 73 &2700 74 65 65 70 20 6d 6f 75 6e 74 61 69 6e 73 69 64 &2710 65 2c 20 6c 65 61 64 69 6e 67 20 66 72 6f 6d 20 &2720 65 61 73 74 20 74 6f 20 77 65 73 74 2e 22 0d &272f 07 26 06 20 e0 0d ; 1830 END &2735 07 30 05 20 0d ; 1840 &273a 07 3a 0d 20 dd 20 44 3d 22 50 34 22 0d ; 1850 DEF D="P4" &2747 07 44 92 20 57 22 74 68 65 20 70 61 74 68 20 66 ; 1860 W"the path from the east turns north into the mountains here. &2757 72 6f 6d 20 74 68 65 20 65 61 73 74 20 74 75 72 ; there is a dangerous scree of loose rocks on your left and a &2767 6e 73 20 6e 6f 72 74 68 20 69 6e 74 6f 20 74 68 ; deep ravine ahead. &2777 65 20 6d 6f 75 6e 74 61 69 6e 73 20 68 65 72 65 &2787 2e 20 74 68 65 72 65 20 69 73 20 61 20 64 61 6e &2797 67 65 72 6f 75 73 20 73 63 72 65 65 20 6f 66 20 &27a7 6c 6f 6f 73 65 20 72 6f 63 6b 73 20 6f 6e 20 79 &27b7 6f 75 72 20 6c 65 66 74 20 61 6e 64 20 61 20 64 &27c7 65 65 70 20 72 61 76 69 6e 65 20 61 68 65 61 64 &27d7 2e 0d &27d9 07 4e 4f 61 74 20 74 68 65 20 74 6f 70 20 6f 66 ; 1870at the top of the precipice an old, gnarled tree grows among &27e9 20 74 68 65 20 70 72 65 63 69 70 69 63 65 20 61 ; the boulders." &27f9 6e 20 6f 6c 64 2c 20 67 6e 61 72 6c 65 64 20 74 &2809 72 65 65 20 67 72 6f 77 73 20 61 6d 6f 6e 67 20 &2819 74 68 65 20 62 6f 75 6c 64 65 72 73 2e 22 0d &2828 07 58 6d 20 e7 20 46 63 23 20 84 20 46 64 23 20 ; 1880 IF Fc# OR Fd# &2838 28 57 22 61 20 72 6f 70 65 20 68 61 6e 67 73 20 ; (W"a rope hangs over the cliff,tied at the top to ") &2848 6f 76 65 72 20 74 68 65 20 63 6c 69 66 66 2c 74 ; IF Fc#(W"a rock."): &2858 69 65 64 20 61 74 20 74 68 65 20 74 6f 70 20 74 ; iF Fd# (W"the tree.") &2868 6f 20 22 29 20 e7 20 46 63 23 28 57 22 61 20 72 &2878 6f 63 6b 2e 22 29 3a 20 e7 20 46 64 23 20 28 57 &2888 22 74 68 65 20 74 72 65 65 2e 22 29 0d &2895 07 62 06 20 e0 0d ; 1890 END &289b 07 6c 05 20 0d ; 1900 &28a0 07 76 0e 20 dd 20 44 3d 22 52 41 56 22 0d ; 1910 DEF D="RAV" &28ae 07 80 19 20 50 27 30 31 5b 7a 20 2a 20 4e 4f 20 ; 1920 P'01[z * NO WAY BACK &28be 57 41 59 20 42 41 43 4b 0d &28c7 07 8a bd 20 57 22 79 6f 75 20 66 69 6e 64 20 79 ; 1930 W"you find yourself in a deep ravine,beside a spring.the &28d7 6f 75 72 73 65 6c 66 20 69 6e 20 61 20 64 65 65 ; stream disappears over a waterfall south,and on the cliff &28e7 70 20 72 61 76 69 6e 65 2c 62 65 73 69 64 65 20 ; north,east and west there is no handhold firm enough to support &28f7 61 20 73 70 72 69 6e 67 2e 74 68 65 20 73 74 72 ; you." &2907 65 61 6d 20 64 69 73 61 70 70 65 61 72 73 20 6f &2917 76 65 72 20 61 20 77 61 74 65 72 66 61 6c 6c 20 &2927 73 6f 75 74 68 2c 61 6e 64 20 6f 6e 20 74 68 65 &2937 20 63 6c 69 66 66 20 6e 6f 72 74 68 2c 65 61 73 &2947 74 20 61 6e 64 20 77 65 73 74 20 74 68 65 72 65 &2957 20 69 73 20 6e 6f 20 68 61 6e 64 68 6f 6c 64 20 &2967 66 69 72 6d 20 65 6e 6f 75 67 68 20 74 6f 20 73 &2977 75 70 70 6f 72 74 20 79 6f 75 2e 22 0d &2984 07 94 70 20 e7 20 46 63 20 7a 28 57 22 5d 61 20 ; 1940 IF Fc z(W"]a giant hunting eagle, at first only a speck in &2994 67 69 61 6e 74 20 68 75 6e 74 69 6e 67 20 65 61 ; the sky,falls towards you like a thunderbolt." RETURN) &29a4 67 6c 65 2c 20 61 74 20 66 69 72 73 74 20 6f 6e &29b4 6c 79 20 61 20 73 70 65 63 6b 20 69 6e 20 74 68 &29c4 65 20 73 6b 79 2c 66 61 6c 6c 73 20 74 6f 77 61 &29d4 72 64 73 20 79 6f 75 20 6c 69 6b 65 20 61 20 74 &29e4 68 75 6e 64 65 72 62 6f 6c 74 2e 22 20 f8 29 0d &29f4 07 9e 48 20 e7 20 46 62 20 7a 20 28 57 22 5d 79 ; 1950 IF Fb z (W"]you now notice a crevice in the northeast corner." &2a04 6f 75 20 6e 6f 77 20 6e 6f 74 69 63 65 20 61 20 ; Fb[#) &2a14 63 72 65 76 69 63 65 20 69 6e 20 74 68 65 20 6e &2a24 6f 72 74 68 65 61 73 74 20 63 6f 72 6e 65 72 2e &2a34 22 20 46 62 5b 23 29 0d &2a3c 07 a8 06 20 e0 0d ; 1960 END &2a42 07 b2 05 20 0d ; 1970 &2a47 07 bc 0f 20 dd 20 44 3d 22 43 52 45 56 22 0d ; 1980 DEF D="CREV" &2a56 07 c6 60 20 57 22 79 6f 75 20 77 72 69 67 67 6c ; 1990 W"you wriggle into a crevice." &2a66 65 20 69 6e 74 6f 20 61 20 63 72 65 76 69 63 65 ; IF Fg z (W"you discover a silver button wedged in the rock.") &2a76 2e 22 20 e7 20 46 67 20 7a 20 28 57 22 79 6f 75 &2a86 20 64 69 73 63 6f 76 65 72 20 61 20 73 69 6c 76 &2a96 65 72 20 62 75 74 74 6f 6e 20 77 65 64 67 65 64 &2aa6 20 69 6e 20 74 68 65 20 72 6f 63 6b 2e 22 29 0d &2ab6 07 d0 06 20 e0 0d ; 2000 END &2abc 07 da 05 20 0d &2ac1 07 e4 0d 20 dd 20 44 3d 22 50 30 22 0d ; 2010 DEF D="P0" &2ace 07 ee 66 20 57 22 79 6f 75 20 61 72 65 20 77 61 ; 2020 W"you are walking along a muddy forest track. ... &2ade 6c 6b 69 6e 67 20 61 6c 6f 6e 67 20 61 20 6d 75 &2aee 64 64 79 20 66 6f 72 65 73 74 20 74 72 61 63 6b &2afe 2e 20 ; bytecode_for_room_actions ; bytecode_for_room_05_actions &2b00 00 ; end ; bytecode_for_room_06_actions &2b01 00 ; end ; bytecode_for_room_07_actions &2b02 87 ; if(!room.flags[0]) &2b03 01 ; { &2b04 0f ; room.flags[0] = true &2b05 44 20 ; p["score"] ++ &2b07 03 ; } &2b08 86 0e ; if(verb == "north") { player_room = &0e } &2b0a 8e 09 ; if(verb == "east") { player_room = &09 } &2b0c 96 0c ; if(verb == "south") { player_room = &0c } &2b0e 9e 18 ; if(verb == "west") { player_room = &18 } &2b10 b6 0b ; if(verb == "southeast") { player_room = &0b } &2b12 de 08 ; if(verb == "up") { player_room = &08 } &2b14 00 ; end ; bytecode_for_room_08_actions &2b15 88 0f ; if(verb == "down") &2b17 01 ; { &2b18 0d 42 fe 62 55 04 ; "You climb down." &2b1e 08 0b ; player_room = &07 &2b20 04 ; return &2b21 03 ; } &2b22 80 09 ; if(verb < "northeast") &2b24 01 ; { &2b25 0d 42 fc 4a 9d 34 fa b8 47 8f 0b f9 10 4d fc 71 ; "you step off a branch and fall, breaking your neck." &2b35 04 &2b36 75 09 ; execute_miscellaneous_bytecode(&05) &2b38 03 ; } &2b39 00 ; end ; bytecode_for_room_09_actions &2b3a 86 14 ; if(verb == "north") { player_room = &14 } &2b3c 8e 1f ; if(verb == "east") { player_room = &1f } &2b3e 9e 07 ; if(verb == "west") { player_room = &07 } &2b40 96 0b ; if(verb == "south") { player_room = &0b } &2b42 88 56 ; if(verb == "search") &2b44 01 ; { &2b45 44 29 ; p["haystack_searched"] ++ &2b47 8c 29 05 ; if(p["haystack_searched"] == &01) &2b4a 01 ; { &2b4b 0d 33 46 ff b5 42 de 34 ff 7c c3 fa b9 79 46 fc ; "In the haystack you discover a silver button marked with &2b5b 8e 49 46 82 04 ; the head of the king." &2b60 3b 1e ; object_room["silver"] = player_room &2b62 44 20 ; p["score"] ++ &2b64 04 ; return &2b65 03 ; } &2b66 8c 29 06 ; if(p["haystack_searched"] == &02) &2b69 01 ; { &2b6a 0d 42 fe 6a fa ba 47 f8 ba 34 fa 4c ff 79 fc d0 ; "you search deeper and uncover a tiny needle among the &2b7a 46 23 24 11 1c 1b 23 04 ; stalks." &2b82 3b 13 ; object_room["needle"] = player_room &2b84 44 20 ; p["score"] ++ &2b86 04 ; return &2b87 03 ; } &2b88 0d fa b1 08 18 11 29 fc aa 45 fc c4 64 4d f8 24 ; "achoo! hay dust is getting up your nose." &2b98 04 &2b99 03 ; } &2b9a 00 ; end ; bytecode_for_room_0a_actions &2b9b 87 ; if(!room.flags[0]) &2b9c 01 ; { &2b9d 44 20 ; p["score"] ++ &2b9f 0f ; room.flags[0] = true &2ba0 03 ; } &2ba1 86 1f ; if(verb == "north") { player_room = &1f } &2ba3 9e 0b ; if(verb == "west") { player_room = &0b } &2ba5 96 0d ; if(verb == "south") { player_room = &0d } &2ba7 88 06 02 ; if(verb == "east" or &2baa 88 12 02 ; verb == "enter" or &2bad 88 4a ; verb == "open" and &2baf 89 49 ; first_noun == "trapdoor") &2bb1 01 ; { &2bb2 84 3a 06 ; if(p["cubix_state"] < &02) &2bb5 01 ; { &2bb6 0d 46 fb 1c 54 49 46 2e cb 45 fc f1 04 ; "The outer door of the Cubix is locked." &2bc3 04 ; return &2bc4 03 ; } &2bc5 08 5e ; player_room = &5a &2bc7 03 ; } &2bc8 00 ; end ; bytecode_for_room_0b_actions &2bc9 86 09 ; if(verb == "north") { player_room = &09 } &2bcb 8e 0c ; if(verb == "east") { player_room = &0c } &2bcd 96 0d ; if(verb == "south") { player_room = &0d } &2bcf 9e 0c ; if(verb == "west") { player_room = &0c } &2bd1 b6 0a ; if(verb == "southeast") { player_room = &0a } &2bd3 00 ; end ; bytecode_for_room_0c_actions &2bd4 86 07 ; if(verb == "north") { player_room = &07 } &2bd6 8e 0b ; if(verb == "east") { player_room = &0b } &2bd8 96 0d ; if(verb == "south") { player_room = &0d } &2bda 9e 0b ; if(verb == "west") { player_room = &0b } &2bdc 00 ; end ; bytecode_for_room_0d_actions &2bdd 88 05 02 ; if(verb == "north" or &2be0 88 13 ; verb == "back") &2be2 01 ; { &2be3 08 0f ; player_room = &0b &2be5 0d 42 f9 11 da 75 46 fb 7f 91 33 62 04 ; "You extricate yourself from the marsh just in time." &2bf2 04 ; return &2bf3 03 ; } &2bf4 80 15 ; if(verb < "dc") &2bf6 01 ; { &2bf7 0d 42 12 1c 25 1e 14 15 22 f9 12 59 46 fb 7f 06 ; "you blunder further into the marsh. After a while you are &2c07 b0 34 7a 42 43 23 25 13 1b 15 14 96 47 fa 3d 04 ; sucked under and drown." &2c17 03 ; } ; else &2c18 01 ; { &2c19 0d f9 13 42 fa 1c 59 46 fb 7f 47 fa e4 04 ; "slowly you sink into the marsh and disappear." &2c27 03 ; } &2c28 75 09 ; execute_miscellaneous_bytecode(&05) &2c2a 00 ; end ; bytecode_for_room_0e_actions &2c2b 86 0f ; if(verb == "north") { player_room = &0f } &2c2d 8e 14 ; if(verb == "east") { player_room = &14 } &2c2f 96 07 ; if(verb == "south") { player_room = &07 } &2c31 9e 17 ; if(verb == "west") { player_room = &17 } &2c33 00 ; end ; bytecode_for_room_0f_actions &2c34 a7 ; if(!room.flags[2]) &2c35 01 ; { &2c36 88 22 ; if(verb == "ask") &2c38 01 ; { &2c39 89 50 02 ; if(first_noun == "trevyl" or &2c3c 8d 72 ; preposition == "trevyls") &2c3e 01 ; { &2c3f 0d 46 df 17 22 15 15 24 42 5c 34 f8 bb 33 fc ab ; "The soldiers greet you as a comrade in arms. To Tim &2c4f 06 32 2e 4c 2e d4 85 1f 27 15 83 93 fb 62 0b 57 ; Trevyl they owe their great victory, for it is he &2c5f 37 45 3e 68 16 1f 19 1c 15 14 34 f9 d9 fe 63 39 ; who foiled a dastardly attack on the king by the &2c6f 46 82 53 46 fa bb 2e e3 0b 47 68 23 15 1e 24 fc ; mighty Warlord, and who sent them back to the &2c7f 8b 73 32 46 f7 b1 32 6d 42 06 2d 42 43 fa 4d 34 ; battlefield to find you. \nYou are given a letter &2c8f ff 7f 75 2e 4c 0b 47 38 ff c8 32 f8 25 5f 33 46 ; from Tim, and an invitation to join him in the great &2c9f 93 fc 78 3a 46 94 57 34 f9 c9 fc 46 32 36 fa 4d ; hall at the castle for a celebration ball to be &2caf 53 46 82 fb 52 06 46 e1 fe 59 83 f6 37 47 fc 34 ; given by the king tonight. The guards mount their &2cbf 9d f9 da 0b fb b8 44 ff 5a 57 42 04 ; hovercycles and move off eastwards, leaving one ; cycle for you." &2ccb 2f ; room.flags[2] = true &2ccc 1b 2b ; object_room["letter"] = 1 &2cce 1b 2f ; object_room["invitation"] = 1 &2cd0 44 20 ; p["score"] ++ &2cd2 0c 08 26 ; p["following_guards_on_hovercycle"] = &04 &2cd5 6f ; room.flags[6] = true &2cd6 04 ; return &2cd7 03 ; } &2cd8 0d 46 e1 fc 63 f9 db 53 4d 21 25 11 19 1e 24 fb ; "the guards seem fascinated by your quaint accent." &2ce8 80 04 &2cea 04 ; return &2ceb 03 ; } &2cec 80 15 ; if(verb < "dc") &2cee 01 ; { &2cef 0d 4d fb 7d 32 fb 5e 05 ; "your attempt to escape" &2cf7 03 ; } ; else &2cf8 01 ; { &2cf9 0d 4d fb 7b 05 ; "your action" &2cfe 03 ; } &2cff 0d 97 11 22 1f 25 23 15 23 f9 12 f9 67 47 46 e1 ; "only arouses further suspicion and the guards have no &2d0f 58 35 f7 f0 33 f9 14 42 06 46 fa 08 fc 22 78 f7 ; difficulty in capturing you. The six foot battle veterans &2d1f 43 43 11 1d 25 23 15 14 53 4d f9 15 15 16 16 1f ; are amused by your pitiful efforts, and rather than do you &2d2f 22 24 23 0b 0e 47 b6 fc ac 3c 42 fc 0c f8 4f fa ; any harm merely break your arms and legs and throw you out &2d3f bc fe 56 4d fc ab 47 1c 15 17 23 47 fe 53 42 61 ; to die. " + random("", "As you sink into delirium, you call &2d4f 32 fc 35 06 2b 06 05 5c 42 fa 1c 59 f9 16 0b 42 ; Tim Trevyl's name, but no one answers. ") + "" &2d5f f8 58 2e 4c 2e f7 c3 f8 1f 0b 4a 35 44 11 1e 23 &2d6f 27 15 22 23 06 05 04 05 &2d77 75 09 ; execute_miscellaneous_bytecode(&05) &2d79 04 ; return &2d7a 03 ; } &2d7b 86 10 ; if(verb == "north") { player_room = &10 } &2d7d 8e 13 ; if(verb == "east") { player_room = &13 } &2d7f 96 0e ; if(verb == "south") { player_room = &0e } &2d81 9e 16 ; if(verb == "west") { player_room = &16 } &2d83 00 ; end ; bytecode_for_room_10_actions &2d84 86 11 ; if(verb == "north") { player_room = &11 } &2d86 8e 12 ; if(verb == "east") { player_room = &12 } &2d88 96 0f ; if(verb == "south") { player_room = &0f } &2d8a 9e 15 ; if(verb == "west") { player_room = &15 } &2d8c 00 ; end ; bytecode_for_room_11_actions &2d8d 88 28 02 ; if(verb == "drop" or &2d90 88 2d 02 ; verb == "throw" or &2d93 88 26 ; verb == "remove") &2d95 01 ; { &2d96 0d 39 fa 4e f8 bc 47 f7 44 20 15 11 1b 23 0b 42 ; "On these desolate and unmapped peaks, you will never find &2da6 b4 ae 6d eb 42 fe 53 86 04 ; anything you throw away." &2daf 03 ; } &2db0 80 0d ; if(verb < "left" and &2db2 98 07 ; verb != "south") &2db4 01 ; { &2db5 44 27 ; p["distance_into_mountains"] ++ &2db7 8c 27 0a ; if(p["distance_into_mountains"] == &06) &2dba 01 ; { &2dbb 0d fc 3d 39 46 f7 45 42 3a fc 1f fa 4f 32 fc 52 ; "high on the glaciers you at last freeze to death, and &2dcb 0b 47 4d fa 26 43 ae fa 50 04 ; your bones are never found." &2dd5 75 09 ; execute_miscellaneous_bytecode(&05) &2dd7 04 ; return &2dd8 03 ; } &2dd9 03 ; } &2dda 88 07 ; if(verb == "south") &2ddc 01 ; { &2ddd 4c 27 ; p["distance_into_mountains"] -- &2ddf c4 27 ; if(p["distance_into_mountains"] == 0) &2de1 01 ; { &2de2 2c 06 04 ; p["player_room"] = p["previous_room"] &2de5 1c 09 ; p["output_written"] = 1 &2de7 04 ; return &2de8 03 ; } &2de9 03 ; } &2dea 80 09 02 ; if(verb < "northeast" or &2ded 88 13 ; verb == "back") &2def 01 ; { &2df0 56 ; execute_bytecode_for_room() &2df1 03 ; } &2df2 00 ; end ; bytecode_for_room_12_actions &2df3 86 11 ; if(verb == "north") { player_room = &11 } &2df5 96 13 ; if(verb == "south") { player_room = &13 } &2df7 9e 10 ; if(verb == "west") { player_room = &10 } &2df9 be 0f ; if(verb == "southwest") { player_room = &0f } &2dfb 88 06 02 ; if(verb == "east" or &2dfe 88 0f ; verb == "down") &2e00 01 ; { &2e01 0d 5c 42 fa 51 9d 46 8a 49 46 fc 4c 39 4d 4f 55 ; "As you bounce off the sides of the ravine on your way down &2e11 46 d8 fc 22 fe 30 0b 37 fb e4 32 42 98 dc 80 f9 ; the hundred foot drop, it occurs to you that walking over &2e21 dc 45 65 46 f8 26 4f 32 20 22 1f 1c 1f 1e 17 4d ; precipices is not the best way to prolong your life." &2e31 fc 25 04 &2e34 75 09 ; execute_miscellaneous_bytecode(&05) &2e36 03 ; } &2e37 00 ; end ; bytecode_for_room_13_actions &2e38 86 12 ; if(verb == "north") { player_room = &12 } &2e3a 8e 21 ; if(verb == "east") { player_room = &21 } &2e3c 9e 0f ; if(verb == "west") { player_room = &0f } &2e3e 96 14 ; if(verb == "south") { player_room = &14 } &2e40 00 ; end ; bytecode_for_room_14_actions &2e41 86 13 ; if(verb == "north") { player_room = &13 } &2e43 9e 0e ; if(verb == "west") { player_room = &0e } &2e45 96 09 ; if(verb == "south") { player_room = &09 } &2e47 8e 20 ; if(verb == "east") { player_room = &20 } &2e49 88 1b ; if(verb == "take") &2e4b 01 ; { &2e4c 89 1f 02 ; if(first_noun == "roubles" or &2e4f 89 64 ; first_noun == "all") &2e51 01 ; { &2e52 0d 46 ff 58 fc 2c fb 53 1d 15 1c 24 15 14 33 46 ; "The coins were almost melted in the heat and the &2e62 18 15 11 24 47 46 f9 dd fc 6f f8 59 fb 78 fc 61 ; resulting first degree burns turn gangrenous overnight. &2e72 f7 f1 f9 de 06 42 fc a0 0b 33 4d fc 1f fb 81 49 ; You decide, in your last moments of delirium, that you &2e82 f9 16 0b 98 42 fa f9 58 20 1c 11 29 15 14 37 34 ; should have played it a little more cool." &2e92 fc 5f fc 0d 13 1f 1f 1c 04 &2e9b 75 09 ; execute_miscellaneous_bytecode(&05) &2e9d 03 ; } &2e9e 03 ; } &2e9f 00 ; end ; bytecode_for_room_15_actions &2ea0 86 11 ; if(verb == "north") { player_room = &11 } &2ea2 8e 10 ; if(verb == "east") { player_room = &10 } &2ea4 96 16 ; if(verb == "south") { player_room = &16 } &2ea6 9e 1e ; if(verb == "west") { player_room = &1e } &2ea8 88 1b ; if(verb == "take") &2eaa 01 ; { &2eab 89 1f 02 ; if(first_noun == "roubles" or &2eae 89 11 02 ; first_noun == "lance" or &2eb1 89 64 ; first_noun == "all") &2eb3 01 ; { &2eb4 0d 5c 42 1c 15 11 1e 80 46 13 1f 22 20 23 15 0b ; "As you lean over the corpse, posthumous avarice or rigor &2ec4 f7 f2 f8 bd 3b 22 19 17 1f 22 0e 1d 1f 22 24 19 ; mortis cause the trooper's finger to tighten on the &2ed4 23 0e 13 11 25 23 15 46 f9 df fb 82 32 f8 be 39 ; trigger of his lance. The sonic beam, with poetic &2ee4 46 f9 17 49 5e 88 06 46 fc 51 fc 9c 0b 79 20 1f ; justice, hits you smack in the right temple." &2ef4 15 24 19 13 0e 1a 25 23 24 19 13 15 0b 0e fc 96 &2f04 42 23 1d 11 13 1b 33 46 a5 24 15 1d 20 1c 15 04 &2f14 75 09 ; execute_miscellaneous_bytecode(&05) &2f16 03 ; } &2f17 03 ; } &2f18 00 ; end ; bytecode_for_room_16_actions &2f19 86 15 ; if(verb == "north") { player_room = &15 } &2f1b 8e 0f ; if(verb == "east") { player_room = &0f } &2f1d 96 17 ; if(verb == "south") { player_room = &17 } &2f1f 9e 1e ; if(verb == "west") { player_room = &1e } &2f21 00 ; end ; bytecode_for_room_17_actions &2f22 86 16 ; if(verb == "north") { player_room = &16 } &2f24 8e 0e ; if(verb == "east") { player_room = &0e } &2f26 96 18 ; if(verb == "south") { player_room = &18 } &2f28 9e 1e ; if(verb == "west") { player_room = &1e } &2f2a 88 1b ; if(verb == "take") &2f2c 01 ; { &2f2d 89 1f 02 ; if(first_noun == "roubles" or &2f30 89 64 ; first_noun == "all") &2f32 01 ; { &2f33 0d 38 f9 e0 11 1c 11 22 1d 0e 20 19 1e 17 23 34 ; "An infra-red alarm pings a microsecond before the atomic &2f43 f7 f3 7e 46 fc e0 f8 08 f9 e1 0b fa f7 fb 30 42 ; mine explodes, hardly giving you time to regret your &2f53 62 32 fc ad 4d 17 22 15 15 14 04 ; greed." &2f5e 75 09 ; execute_miscellaneous_bytecode(&05) &2f60 03 ; } &2f61 03 ; } &2f62 00 ; end ; bytecode_for_room_18_actions &2f63 86 17 ; if(verb == "north") { player_room = &17 } &2f65 8e 07 ; if(verb == "east") { player_room = &07 } &2f67 96 1d ; if(verb == "south") { player_room = &1d } &2f69 9e 1e ; if(verb == "west") { player_room = &1e } &2f6b 00 ; end ; bytecode_for_room_19_actions &2f6c 88 07 02 ; if(verb == "south" or &2f6f 88 10 ; verb == "up") &2f71 01 ; { &2f72 0c 06 10 ; p["verb"] = "east" &2f75 03 ; } &2f76 88 1b ; if(verb == "take") &2f78 01 ; { &2f79 89 1f 02 ; if(first_noun == "roubles" or &2f7c 89 64 ; first_noun == "all") &2f7e 01 ; { &2f7f 0d 46 fc 59 45 fc 12 49 46 11 22 13 18 11 19 13 ; "The ramp is part of the archaic defences of the planet. &2f8f f9 18 49 46 fa bd 06 4d 11 13 24 19 1f 1e 23 58 ; Your actions have triggered a very rusty firing &2f9f f9 e2 34 6f fc ea fb 6c f9 e3 0b 47 42 91 58 62 ; mechanism, and you just have time to see the gigantic &2faf 32 51 46 f7 46 f6 47 f8 bf 13 11 24 13 18 19 1e ; interplanetary missile catching you behind the knees &2fbf 17 42 cd 46 1b 1e 15 15 23 7e 37 f8 c0 42 ee 46 ; before it carries you through the upper atmosphere. From &2fcf 25 20 20 15 22 f9 e4 06 75 72 42 58 34 fc 95 f7 ; there you have a better perspective on life, and in your &2fdf f4 39 fc 25 0b 47 33 4d fc 1f fb 81 42 20 1f 1e ; last moments you ponder the wisdom of aimless searching &2fef 14 15 22 46 27 19 23 14 1f 1d 49 11 19 1d 1c 15 ; for gold." &2fff 23 23 f9 e5 57 fc 4f 04 &3007 75 09 ; execute_miscellaneous_bytecode(&05) &3009 03 ; } &300a 03 ; } &300b 0e ; skip_to_next_bytecode() &300c 00 ; end ; bytecode_for_room_1a_actions &300d 0e ; skip_to_next_bytecode() &300e 00 ; end ; bytecode_for_room_1b_actions &300f 0e ; skip_to_next_bytecode() &3010 00 ; end ; bytecode_for_room_1c_actions &3011 88 05 02 ; if(verb == "north" or &3014 88 0f ; verb == "down") &3016 01 ; { &3017 24 81 04 ; p["player_room"] += &01 &301a 1c 09 ; p["output_written"] = 1 &301c 03 ; } &301d 88 07 02 ; if(verb == "south" or &3020 88 10 ; verb == "up") &3022 01 ; { &3023 24 7f 04 ; p["player_room"] -= &01 &3026 1c 09 ; p["output_written"] = 1 &3028 03 ; } &3029 88 06 02 ; if(verb == "east" or &302c 88 08 ; verb == "west") &302e 01 ; { &302f 0d f9 e6 fa 4b 0b 42 8f 75 46 fc 59 06 34 f7 47 ; "Reckless fool, you fall from the ramp. A starving desert &303f fc 50 f9 e7 af fb aa 4d fc ed fc a2 5d fb 1d fb ; voorwokurp comes across your broken body some hours later, &304f 1e 0b 4a f7 bd 42 43 f6 2b 53 98 62 04 ; but fortunately you are unconscious by that time." &305c 75 09 ; execute_miscellaneous_bytecode(&05) &305e 03 ; } &305f 00 ; end ; bytecode_for_room_1d_actions &3060 86 18 ; if(verb == "north") { player_room = &18 } &3062 8e 0c ; if(verb == "east") { player_room = &0c } &3064 d6 0c ; if(verb == "down") { player_room = &0c } &3066 96 1c ; if(verb == "south") { player_room = &1c } &3068 de 1c ; if(verb == "up") { player_room = &1c } &306a 88 08 ; if(verb == "west") &306c 01 ; { &306d 0d 42 8f 32 46 fc c7 0b f9 e8 38 fa 52 f9 5f 04 ; "You fall to the surface, spraining an ankle slightly." &307d 08 22 ; player_room = &1e &307f 03 ; } &3080 00 ; end ; bytecode_for_room_1e_actions &3081 88 28 02 ; if(verb == "drop" or &3084 88 2d 02 ; verb == "throw" or &3087 88 26 ; verb == "remove") &3089 01 ; { &308a 0d 98 fb 83 36 fc 1e f8 5a 06 42 b4 ae 6d eb 42 ; "That would be most unwise. You will never find anything you &309a fc 82 52 04 ; leave here." &309e 04 ; return &309f 03 ; } &30a0 88 1b ; if(verb == "take" and &30a2 8c 28 08 ; p["distance_into_desert"] == &04 and &30a5 a7 ; !room.flags[2]) &30a6 01 ; { &30a7 2f ; room.flags[2] = true &30a8 0d 42 17 22 11 12 4d 12 1f 1f 24 29 47 23 24 11 ; "you grab your booty and stagger away." &30b8 17 17 15 22 86 04 &30be 89 1f 02 ; if(first_noun == "roubles" or &30c1 89 11 ; first_noun == "lance") &30c3 01 ; { &30c4 19 ; object_room[first_noun] = 1 &30c5 03 ; } &30c6 89 64 ; if(first_noun == "all") &30c8 01 ; { &30c9 1b 11 ; object_room["lance"] = 1 &30cb 1b 1f ; object_room["roubles"] = 1 &30cd 03 ; } &30ce 04 ; return &30cf 03 ; } &30d0 88 06 ; if(verb == "east" and &30d2 eb 1f 0a ; object_room["roubles"] == &06) &30d5 01 ; { &30d6 4c 28 ; p["distance_into_desert"] -- &30d8 c4 28 ; if(p["distance_into_desert"] == 0) &30da 01 ; { &30db db 11 ; if(object_room["lance"] == "carrying" and &30dd 87 ; !room.flags[0]) &30de 01 ; { &30df 0f ; room.flags[0] = true &30e0 44 20 ; p["score"] ++ &30e2 03 ; } &30e3 2c 06 04 ; p["player_room"] = p["previous_room"] &30e6 1c 09 ; p["output_written"] = 1 &30e8 04 ; return &30e9 03 ; } &30ea 56 ; execute_bytecode_for_room() &30eb 04 ; return &30ec 03 ; } &30ed 80 09 02 ; if(verb < "northeast" or &30f0 88 13 ; verb == "back") &30f2 01 ; { &30f3 44 28 ; p["distance_into_desert"] ++ &30f5 94 28 0a ; if(p["distance_into_desert"] > &06) &30f8 01 ; { &30f9 0d 3a fc 1f 42 23 25 13 13 25 1d 12 32 fb a9 23 ; "at last you succumb to radiation sickness. Your body &3109 19 13 1b 1e 15 23 23 06 4d fc a2 f9 e9 59 46 17 ; dissolves into the glowing sands and your fate is never &3119 1c 1f 27 19 1e 17 fa 88 47 4d 16 11 24 15 45 ae ; known." &3129 1b 1e 1f 27 1e 04 &312f 75 09 ; execute_miscellaneous_bytecode(&05) &3131 04 ; return &3132 03 ; } &3133 56 ; execute_bytecode_for_room() &3134 03 ; } &3135 00 ; end ; bytecode_for_room_1f_actions &3136 86 20 ; if(verb == "north") { player_room = &20 } &3138 96 0b ; if(verb == "south") { player_room = &0b } &313a 9e 09 ; if(verb == "west") { player_room = &09 } &313c 88 06 ; if(verb == "east") &313e 01 ; { &313f 0e ; skip_to_next_bytecode() &3140 03 ; } &3141 00 ; end ; bytecode_for_room_20_actions &3142 86 21 ; if(verb == "north") { player_room = &21 } &3144 96 1f ; if(verb == "south") { player_room = &1f } &3146 9e 14 ; if(verb == "west") { player_room = &14 } &3148 88 06 ; if(verb == "east") &314a 01 ; { &314b 0d 42 27 11 14 15 59 46 fc 60 47 43 ff ad fa 53 ; "You wade into the river and are quickly swept off your feet. &315b 9d 4d 5a 06 79 fc 95 fb 84 fc ac 42 f8 c1 0b 42 ; With better fortune than you deserve, you are deposited back &316b 43 f9 19 73 39 46 fc c9 f8 37 34 fc 5d fc bf f9 ; on the western bank a short distance downstream." &317b ea 04 &317d 03 ; } &317e 00 ; end ; bytecode_for_room_21_actions &317f 8e 23 ; if(verb == "east") { player_room = &23 } &3181 96 20 ; if(verb == "south") { player_room = &20 } &3183 9e 13 ; if(verb == "west") { player_room = &13 } &3185 88 05 ; if(verb == "north") &3187 01 ; { &3188 0d 79 f9 e6 14 11 22 19 1e 17 42 fa 0a 9d 64 46 ; "With reckless daring you set off up the ravines. By one &3198 fb 23 06 53 44 fb c0 49 f8 c2 fc 7e fc 72 42 fc ; stretch of roaring white water you slip on wet rocks and are &31a8 ae 39 f8 27 fc ca 47 43 fb 85 80 34 f9 6a f9 ea ; carried over a waterfall downstream. As your head is struck &31b8 06 5c 4d fc 8e 45 23 24 22 25 13 1b 0e 16 1f 22 ; forcibly against the twentieth rock, it occurs to you that &31c8 13 19 12 1c 29 fb 3f 46 f9 eb ff 3c 0b 37 fb e4 ; you might have chosen a safer route." &31d8 32 42 98 42 fc 8f 58 13 18 1f 23 15 1e 34 23 11 &31e8 16 15 22 fa 43 04 &31ee 75 09 ; execute_miscellaneous_bytecode(&05) &31f0 03 ; } &31f1 00 ; end ; bytecode_for_room_22_actions &31f2 88 28 02 ; if(verb == "drop" or &31f5 88 2d 02 ; verb == "throw" or &31f8 88 26 ; verb == "remove") &31fa 01 ; { &31fb 0d 98 fb 83 36 6f 16 1f 1f 1c 19 23 18 06 42 b4 ; "That would be very foolish. You will never be able to find &320b ae 36 11 12 1c 15 32 6d eb 42 fe 30 33 ac f7 f5 ; anything you drop in this undergrowth." &321b 04 &321c 03 ; } &321d 88 05 ; if(verb == "north") &321f 01 ; { &3220 4c 2b ; p["distance_into_forest"] -- &3222 c4 2b ; if(p["distance_into_forest"] == 0) &3224 01 ; { &3225 2c 06 04 ; p["player_room"] = p["previous_room"] &3228 44 09 ; p["output_written"] ++ &322a 04 ; return &322b 03 ; } &322c 56 ; execute_bytecode_for_room() &322d 04 ; return &322e 03 ; } &322f 80 0d 02 ; if(verb < "left" or &3232 88 13 ; verb == "back") &3234 01 ; { &3235 44 2b ; p["distance_into_forest"] ++ &3237 94 2b 09 ; if(p["distance_into_forest"] > &05) &323a 01 ; { &323b 0d 75 38 f6 38 fa b8 34 fb b6 92 f9 e7 fb 67 39 ; "from an overhanging branch a hunting forest voorwokurp &324b 42 06 fc af 46 11 1e 19 1d 11 1c 5b f7 48 0b 35 ; drops on you. When the animal has finished, no trace of &325b 24 22 11 13 15 49 42 45 69 04 ; you is left." &3265 75 09 ; execute_miscellaneous_bytecode(&05) &3267 04 ; return &3268 03 ; } &3269 56 ; execute_bytecode_for_room() &326a 03 ; } &326b 00 ; end ; bytecode_for_room_23_actions &326c 88 05 02 ; if(verb == "north" or &326f 88 10 ; verb == "up") &3271 01 ; { &3272 0d 42 fb 7d 32 fe 62 46 fc 66 23 1c 11 24 15 fc ; "You attempt to climb the steep slate scree without success. &3282 67 b8 23 25 13 13 15 23 23 06 27 19 23 15 1c 29 ; Wisely, you give up trying." &3292 0b 42 fe 31 64 fa 99 04 &329a 03 ; } &329b 8e 24 ; if(verb == "east") { player_room = &24 } &329d 9e 21 ; if(verb == "west") { player_room = &21 } &329f 96 22 ; if(verb == "south") { player_room = &22 } &32a1 00 ; end ; bytecode_for_room_24_actions &32a2 cc 26 ; if(p["following_guards_on_hovercycle"] != 0) &32a4 01 ; { &32a5 0d 46 fa 74 49 46 fc 69 f8 44 1c 11 22 17 15 22 ; "The towers of the city grow larger every minute. From the &32b5 fc cb fc cc 06 75 46 f9 69 39 4d 69 34 f8 5b 49 ; mountainside on your left a band of brigands watches you &32c5 f9 ec ff 9d 42 fc b0 04 ; pass." &32cd 44 20 ; p["score"] ++ &32cf 03 ; } &32d0 c4 0e 02 ; if(p["number_of_objects_carried"] == 0 or &32d3 cc 26 02 ; p["following_guards_on_hovercycle"] != 0 or &32d6 cc 33 02 ; p["bandit_chieftain_was_tearful"] != 0 or &32d9 9f ; room.flags[1]) &32da 01 ; { &32db 80 09 ; if(verb < "northeast") &32dd 01 ; { &32de 27 ; room.flags[2] = false &32df 17 ; room.flags[1] = false &32e0 03 ; } &32e1 8e 25 ; if(verb == "east") { player_room = &25 } &32e3 96 22 ; if(verb == "south") { player_room = &22 } &32e5 86 2b ; if(verb == "north") { player_room = &2b } &32e7 9e 23 ; if(verb == "west") { player_room = &23 } &32e9 04 ; return &32ea 03 ; } &32eb a7 ; if(!room.flags[2]) &32ec 01 ; { &32ed 0d 34 f8 5b 49 f9 ec 22 19 14 19 1e 17 0e 23 11 ; "a band of brigands riding sabre tooth chalikos appears from &32fd 12 22 15 0e 24 1f 1f 24 18 f7 49 fb a8 75 34 fc ; a mountain gully and sets upon you. Armed to the teeth and &330d d4 fa d0 47 fa 54 25 20 1f 1e 42 06 fc 42 32 46 ; drawn from the wierdest species on the planet, they look a &331d fc 77 47 fa 49 75 46 f8 c3 fb b2 39 46 fa bd 0b ; desperate and dangerous crew." &332d 85 fe 45 34 f9 1a 47 f9 62 13 22 15 27 04 &333b cc 25 ; if(p["is_riding_hovercycle"] != 0) &333d 01 ; { &333e 0d 85 ff ad f8 0d 42 9d 4d ff c7 0b 27 22 15 13 ; "they quickly tip you off your hovercycle, wrecking it in &334e 1b 19 1e 17 37 33 46 f9 1b 04 ; the process." &3358 14 25 ; p["is_riding_hovercycle"] = 0 &335a 03 ; } &335b 2f ; room.flags[2] = true &335c 44 09 ; p["output_written"] ++ &335e 04 ; return &335f 03 ; } &3360 88 1c 02 ; if(verb == "attack" or &3363 88 1d ; verb == "shoot") &3365 01 ; { &3366 db 11 ; if(object_room["lance"] == "carrying" and &3368 84 3f 06 ; p["lance_used"] < &02) &336b 01 ; { &336c 0d 42 58 35 fc b1 fb 07 32 fe 21 46 88 0b 4a 4d ; "you have no idea how to use the lance, but your wild &337c f8 5c fb 6c 5b 46 a5 15 16 16 15 13 24 06 46 13 ; firing has the right effect. The cowards make off into &338c 1f 27 11 22 14 23 fe 32 9d 59 46 d5 5c 67 34 14 ; the mountains as if a devil were after them." &339c 15 26 19 1c fc 2c b0 fc 8b 04 &33a6 1f ; room.flags[1] = true &33a7 44 3f ; p["lance_used"] ++ &33a9 44 20 ; p["score"] ++ &33ab 04 ; return &33ac 03 ; } &33ad db 11 ; if(object_room["lance"] == "carrying") &33af 01 ; { &33b0 0d 72 45 35 fb 6d 69 33 46 88 05 ; "there is no charge left in the lance" &33bb 03 ; } ; else &33bc 01 ; { &33bd 0d f7 f6 42 58 35 fb a5 79 42 05 ; "regretably you have no weapons with you" &33c8 03 ; } &33c9 0d 0b 3d 05 ; ", so" &33cd 03 ; } &33ce 0d 42 43 f7 4a 47 22 1f 12 12 15 14 49 87 42 20 ; "you are overcome and robbed of all you possess, namely " &33de 1f 23 23 15 23 23 0b 1e 11 1d 15 1c 29 0e 05 &33ed 1c 0b ; p["old_room"] = 1 &33ef 0c 2c 0c ; p["new_room"] = &28 &33f2 06 ; list_objects(p["old_room"]. p["new_room"]) &33f3 0d 06 12 11 14 1c 29 f8 5d 47 fc 17 32 fa 55 16 ; ". Badly beaten and made to tell funny stories, you are hit on &3403 25 1e 1e 29 f8 c4 0b 42 43 fe 1d 39 46 fc 8e 47 ; the head and left for dead." &3413 69 57 fc 57 04 &3418 00 ; end ; bytecode_for_room_25_actions &3419 86 2a ; if(verb == "north") { player_room = &2a } &341b 8e 26 ; if(verb == "east") { player_room = &26 } &341d 9e 24 ; if(verb == "west") { player_room = &24 } &341f 96 22 ; if(verb == "south") { player_room = &22 } &3421 00 ; end ; bytecode_for_room_26_actions &3422 86 27 ; if(verb == "north") { player_room = &27 } &3424 8e 31 ; if(verb == "east") { player_room = &31 } &3426 96 2f ; if(verb == "south") { player_room = &2f } &3428 9e 25 ; if(verb == "west") { player_room = &25 } &342a 00 ; end ; bytecode_for_room_27_actions &342b 86 28 ; if(verb == "north") { player_room = &28 } &342d 96 26 ; if(verb == "south") { player_room = &26 } &342f 00 ; end ; bytecode_for_room_28_actions &3430 af ; if(room.flags[2]) &3431 01 ; { &3432 88 07 02 ; if(verb == "south" or &3435 88 08 ; verb == "west") &3437 01 ; { &3438 3f ; room.flags[3] = true &3439 03 ; } &343a 96 27 ; if(verb == "south") { player_room = &27 } &343c f6 27 ; if(verb == "back") { player_room = &27 } &343e 9e 2a ; if(verb == "west") { player_room = &2a } &3440 e3 1e ; if(object_room["silver"] == player_room and &3442 87 ; !room.flags[0]) &3443 01 ; { &3444 44 20 ; p["score"] ++ &3446 0f ; room.flags[0] = true &3447 03 ; } &3448 04 ; return &3449 03 ; } &344a 88 29 02 ; if(verb == "offer" or &344d 88 2b 02 ; verb == "show" or &3450 88 4a ; verb == "open") &3452 01 ; { &3453 89 12 ; if(first_noun == "locket") &3455 01 ; { &3456 0b 09 12 ; object_room["locket"] = &05 &3459 0d 46 fa 75 ff c2 fb 5f 46 ff 78 47 f9 ed 5e 84 ; "The bandit chieftain opens the locket and recognises his &3469 fc 15 f9 ee 06 3e 12 25 22 23 24 23 59 fa 56 49 ; long lost sweetheart. He bursts into tears of gratitude &3479 f9 1c 5c 42 fa 55 5f 74 32 6d fc 24 0b 47 f9 1d ; as you tell him where to find her, and offers you a &3489 42 34 22 1f 11 23 24 15 14 fc 6e ff 0f 75 46 23 ; roasted giant rat from the spit." &3499 20 19 24 04 &349d 2f ; room.flags[2] = true &349e 6f ; room.flags[6] = true &349f 44 33 ; p["bandit_chieftain_was_tearful"] ++ &34a1 04 ; return &34a2 03 ; } &34a3 03 ; } &34a4 80 09 ; if(verb < "northeast") &34a6 01 ; { &34a7 0d 42 fb 7d 32 fc ae 86 4a 46 ff a6 43 66 fa be ; "you attempt to slip away but the bandits are too quick for &34b7 57 42 04 ; you." &34ba 03 ; } ; else &34bb 01 ; { &34bc 0d ac 97 f9 1e 46 f9 64 f9 67 04 ; "this only increases the bandits' suspicion." &34c7 03 ; } &34c8 d3 12 ; if(object_room["locket"] == "wearing") &34ca 01 ; { &34cb 0d ab 4d f9 1f fa 16 06 85 fc 9f 42 55 34 fa 57 ; "it's your lucky day. They drag you down a secret tunnel into &34db c9 59 46 fc d4 04 ; the mountain." &34e1 3f ; room.flags[3] = true &34e2 77 ; room.flags[7] = false &34e3 08 2d ; player_room = &29 &34e5 44 20 ; p["score"] ++ &34e7 db 11 ; if(object_room["lance"] == "carrying") &34e9 01 ; { &34ea 0b 09 11 ; object_room["lance"] = &05 &34ed 03 ; } &34ee 04 ; return &34ef 03 ; } &34f0 0d 85 f8 5e 27 18 15 24 18 15 22 32 fa 3c 42 f8 ; "they debate whether to hold you hostage, but it's your unlucky &3500 c5 0b 4a ab 4d 25 1e 1c 25 13 1b 29 fa 16 09 85 ; day: they decide that dead men tell no tales, and shoot you." &3510 fc a0 98 fc 57 fc 0a fa 55 35 24 11 1c 15 23 0b &3520 47 fe 4e 42 04 &3525 75 09 ; execute_miscellaneous_bytecode(&05) &3527 00 ; end ; bytecode_for_room_29_actions &3528 88 45 ; if(verb == "unlock" and &352a db 0d ; object_room["keys"] == "carrying") &352c 01 ; { &352d 9f ; if(room.flags[1]) &352e 01 ; { &352f 0d 37 45 f7 4b 04 ; "It is unlocked." &3535 04 ; return &3536 03 ; } &3537 0d 46 b7 23 24 19 22 23 0b 4a fc 91 65 f8 05 06 ; "the guard stirs, but does not wake. The tunnel leads west &3547 46 c9 bd 48 dd 46 a8 04 ; towards the light." &354f 1f ; room.flags[1] = true &3550 04 ; return &3551 03 ; } &3552 9f ; if(room.flags[1]) &3553 01 ; { &3554 88 08 02 ; if(verb == "west" or &3557 88 11 ; verb == "exit") &3559 01 ; { &355a 08 2c ; player_room = &28 &355c 44 20 ; p["score"] ++ &355e 2f ; room.flags[2] = true &355f 3b 22 ; object_room["bone"] = player_room &3561 03 ; } &3562 04 ; return &3563 03 ; } &3564 88 08 02 ; if(verb == "west" or &3567 88 11 02 ; verb == "exit" or &356a 88 4a ; verb == "open" and &356c 89 49 ; first_noun == "trapdoor" and &356e 97 ; !room.flags[1]) &356f 01 ; { &3570 0d 46 54 45 f9 ef 04 ; "the door is padlocked." &3577 04 ; return &3578 03 ; } &3579 a7 ; if(!room.flags[2]) &357a 01 ; { &357b 88 1c ; if(verb == "attack") &357d 01 ; { &357e 0d 65 3d 15 11 23 29 04 ; "not so easy." &3586 04 ; return &3587 03 ; } &3588 88 29 ; if(verb == "offer" and &358a 89 12 02 ; first_noun == "locket" or &358d 88 3a ; verb == "bribe" and &358f 89 48 ; first_noun == "troopers") &3591 01 ; { &3592 0d 46 b7 11 13 13 15 20 24 23 46 fc 4f ff 78 79 ; "the guard accepts the gold locket with commendable &35a2 f7 f7 fb 7e 06 3e f9 20 79 37 0b ae 32 36 fa 19 ; speed. He vanishes with it, never to be seen again. With &35b2 fc 44 06 79 35 44 32 16 15 15 14 42 0b 42 fc 35 ; no one to feed you, you die of starvation and boredom." &35c2 49 f9 21 47 f8 c6 04 &35c9 75 09 ; execute_miscellaneous_bytecode(&05) &35cb 03 ; } &35cc 88 49 ; if(verb == "hypnotise" and &35ce 89 48 02 ; first_noun == "troopers" or &35d1 88 3f ; verb == "swing" and &35d3 89 12 ; first_noun == "locket") &35d5 01 ; { &35d6 a7 ; if(!room.flags[2]) &35d7 01 ; { &35d8 0d 42 fe 5c 46 fc 4f ff 78 06 46 b7 fb 5c f9 db ; "you swing the gold locket. The guard becomes &35e8 0b 47 b0 34 fc cc bc 59 34 7b fa 22 04 ; fascinated, and after a minute falls into a deep ; trance." &35f5 2f ; room.flags[2] = true &35f6 3b 0d ; object_room["keys"] = player_room &35f8 44 20 ; p["score"] ++ &35fa 03 ; } &35fb 03 ; } &35fc 03 ; } &35fd 00 ; end ; bytecode_for_room_2a_actions &35fe 86 11 ; if(verb == "north") { player_room = &11 } &3600 8e 28 ; if(verb == "east") { player_room = &28 } &3602 88 07 ; if(verb == "south") &3604 01 ; { &3605 0e ; skip_to_next_bytecode() &3606 03 ; } &3607 9e 2b ; if(verb == "west") { player_room = &2b } &3609 00 ; end ; bytecode_for_room_2b_actions &360a 86 11 ; if(verb == "north") { player_room = &11 } &360c 8e 2a ; if(verb == "east") { player_room = &2a } &360e 88 07 ; if(verb == "south") &3610 01 ; { &3611 0d 42 14 15 23 13 15 1e 14 32 46 fc d3 04 ; "You descend to the valley." &361f 08 29 ; player_room = &25 &3621 03 ; } &3622 9e 2c ; if(verb == "west") { player_room = &2c } &3624 00 ; end ; bytecode_for_room_2c_actions &3625 88 20 ; if(verb == "tie" and &3627 89 0f ; first_noun == "rope" and &3629 8d 69 ; preposition == "to") &362b 01 ; { &362c af 02 ; if(room.flags[2] or &362e bf ; room.flags[3]) &362f 01 ; { &3630 0d ab e9 fc 6d 04 ; "It's already tied." &3636 04 ; return &3637 03 ; } &3638 c2 ; if(second_noun == 0) &3639 01 ; { &363a 04 ; return &363b 03 ; } &363c 8a 46 ; if(second_noun == "haystack") &363e 01 ; { &363f 3f ; room.flags[3] = true &3640 03 ; } &3641 8a 47 ; if(second_noun == "boulders") &3643 01 ; { &3644 2f ; room.flags[2] = true &3645 03 ; } &3646 0d fc 33 04 ; "fine." &364a 09 0a ; object_room[first_noun] = &06 &364c 03 ; } &364d 88 41 ; if(verb == "untie" and &364f 89 0f ; first_noun == "rope") &3651 01 ; { &3652 a7 ; if(!room.flags[2] and &3653 b7 ; !room.flags[3]) &3654 01 ; { &3655 0d ab 65 fc 6d 04 ; "it's not tied." &365b 04 ; return &365c 03 ; } &365d 0d a5 04 ; "right." &3660 39 ; object_room[first_noun] = player_room &3661 37 ; room.flags[3] = false &3662 27 ; room.flags[2] = false &3663 04 ; return &3664 03 ; } &3665 88 0f ; if(verb == "down") &3667 01 ; { &3668 bf ; if(room.flags[3]) &3669 01 ; { &366a 0d a2 4f 55 0b 46 fc 06 45 20 25 1c 1c 15 14 61 ; "half way down, the tree is pulled out by its roots and &367a 53 fc 1a 22 1f 1f 24 23 47 bc 39 fc 11 49 42 5c ; falls on top of you as you hit the bottom. You do not &368a 42 fe 1d 46 fc eb 06 42 3c 65 1c 19 26 15 84 fb ; live long enough to work out what went wrong." &369a b5 32 fc 89 61 90 27 15 1e 24 fa 58 04 &36a7 75 09 ; execute_miscellaneous_bytecode(&05) &36a9 04 ; return &36aa 03 ; } &36ab af ; if(room.flags[2]) &36ac 01 ; { &36ad 27 ; room.flags[2] = false &36ae 08 31 ; player_room = &2d &36b0 0d 42 91 fe 32 37 32 46 fc eb 7e 46 ff 28 fb 86 ; "you just make it to the bottom before the rope slips &36c0 9d 06 37 1c 11 1e 14 23 fb 7a 89 42 04 ; off. It lands neatly beside you." &36cd 3b 0f ; object_room["rope"] = player_room &36cf 44 20 ; p["score"] ++ &36d1 04 ; return &36d2 03 ; } &36d3 0d 34 fc 30 fa a8 8c 46 fc 4b 42 fc 2f 4d fc 53 ; "a few metres below the edge you lose your grip. As you &36e3 06 5c 42 f7 4c 46 fa 0b 49 4d fb 87 fc b2 fc ac ; complete the rest of your journey faster than you intended, &36f3 42 f7 4d 0b 42 fb 88 39 46 f7 4e 49 46 f6 39 ff ; you reflect on the vagaries of the inexperienced rock &3703 3c fe 62 04 ; climb." &3707 75 09 ; execute_miscellaneous_bytecode(&05) &3709 04 ; return &370a 03 ; } &370b 88 08 02 ; if(verb == "west" or &370e 88 14 ; verb == "forward") &3710 01 ; { &3711 0d 42 fc 4a 80 46 fb b4 47 8f 32 4d fc 52 04 ; "you step over the precipice and fall to your death." &3720 75 09 ; execute_miscellaneous_bytecode(&05) &3722 03 ; } &3723 88 07 02 ; if(verb == "south" or &3726 88 0d ; verb == "left") &3728 01 ; { &3729 0d 42 fc ae 39 46 fc 67 47 8f ca d8 5a 32 46 77 ; "you slip on the scree and fall several hundred feet to the &3739 04 ; road." &373a 75 09 ; execute_miscellaneous_bytecode(&05) &373c 03 ; } &373d 86 11 ; if(verb == "north") { player_room = &11 } &373f 8e 2b ; if(verb == "east") { player_room = &2b } &3741 00 ; end ; bytecode_for_room_2d_actions &3742 88 28 02 ; if(verb == "drop" or &3745 88 2d 02 ; verb == "throw" or &3748 88 29 ; verb == "offer") &374a 01 ; { &374b 89 09 ; if(first_noun == "meat") &374d 01 ; { &374e 0d 46 fa 23 23 15 19 2a 15 23 46 ff 22 47 fb 1b ; "The eagle seizes the meat and makes off, dropping a &375e 9d 0b f9 f0 34 fc fb fc 7e ff 9a 75 44 27 19 1e ; single white feather from one wing as it goes." &376e 17 5c 37 fc a9 04 &3774 0b 09 09 ; object_room["meat"] = &05 &3777 3b 14 ; object_room["feather"] = player_room &3779 44 20 ; p["score"] ++ &377b 2f ; room.flags[2] = true &377c 6f ; room.flags[6] = true &377d 04 ; return &377e 03 ; } &377f 03 ; } &3780 a7 ; if(!room.flags[2]) &3781 01 ; { &3782 0d 66 fc 14 06 46 fa ef 24 11 1c 1f 1e 23 fc 53 ; "too late. The eagle's talons grip you inexorably. Just &3792 42 f7 f8 06 91 7e fc 1a 12 15 11 1b fa 56 42 1c ; before its beak tears you limb from limb, you pause to &37a2 19 1d 12 75 1c 19 1d 12 0b 42 20 11 25 23 15 32 ; reflect on the wonders of nature and the sanctity of &37b2 fb 88 39 46 f9 08 49 1e 11 24 25 22 15 47 46 f7 ; wildlife. Especially big, hungry wildlife." &37c2 4f 49 f9 22 06 f6 20 fa 1b 0b 18 25 1e 17 22 29 &37d2 f9 22 04 &37d5 75 09 ; execute_miscellaneous_bytecode(&05) &37d7 04 ; return &37d8 03 ; } &37d9 88 07 ; if(verb == "south") &37db 01 ; { &37dc 0d 42 fc 7f 32 46 fc 4b 49 46 bc 0b 4a 72 45 35 ; "you walk to the edge of the falls, but there is no way &37ec 4f 55 04 ; down." &37ef 03 ; } &37f0 a6 2e ; if(verb == "northeast") { player_room = &2e } &37f2 ee 2e ; if(verb == "enter") { player_room = &2e } &37f4 88 38 ; if(verb == "wear" and &37f6 89 19 ; first_noun == "boots" and &37f8 c4 32 ; p["antigrav_boots_state"] == 0) &37fa 01 ; { &37fb 44 20 ; p["score"] ++ &37fd 0d 42 fe 22 39 46 81 ff 53 06 46 fa 4c f9 06 fa ; "you put on the space boots. The tiny antigrav motors in the &380d b2 33 46 fa b3 fc 40 f7 50 47 42 05 ; heels start whirring and you" &3819 db 0f 02 ; if(object_room["rope"] == "carrying" or &381c db 11 02 ; object_room["lance"] == "carrying" or &381f 94 0e 08 ; p["number_of_objects_carried"] > &04) &3822 01 ; { &3823 0d 16 1c 1f 11 24 bb 57 34 7a 05 ; "float around for a while" &382e 03 ; } ; else &382f 01 ; { &3830 0d 43 fa a2 32 46 fc 11 49 46 48 ff 3c 8e 05 ; "are lifted to the top of the west rock wall" &383f 08 16 ; player_room = &12 &3841 03 ; } &3842 0d 7e 46 fa b4 fc 70 61 04 ; "before the energy gives out." &384b 13 19 ; object_room["boots"] = 0 &384d 1c 32 ; p["antigrav_boots_state"] = 1 &384f 03 ; } &3850 88 10 02 ; if(verb == "up" or &3853 88 13 ; verb == "back") &3855 01 ; { &3856 0d a1 a2 4f 64 0b 46 ff 3c 13 22 25 1d 12 1c 15 ; "about half way up, the rock crumbles under your hand and you &3866 23 96 4d 7f 47 42 8f f7 f9 0b f9 10 fc cb ff 2f ; fall backwards, breaking every bone in your body. Over the &3876 33 4d fc a2 06 80 46 fc 26 fc 30 27 15 15 1b 23 ; next few weeks, as you slowly die of starvation, you have &3886 0b 5c 42 f9 13 fc 35 49 f9 21 0b 42 58 fa bf 49 ; plenty of time to consider the gravity of your situation." &3896 62 32 f9 23 46 f9 24 49 4d f9 25 04 &38a2 75 09 ; execute_miscellaneous_bytecode(&05) &38a4 03 ; } &38a5 00 ; end ; bytecode_for_room_2e_actions &38a6 a7 ; if(!room.flags[2]) &38a7 01 ; { &38a8 44 20 ; p["score"] ++ &38aa 2f ; room.flags[2] = true &38ab 03 ; } &38ac be 2d ; if(verb == "southwest") { player_room = &2d } &38ae e6 2d ; if(verb == "exit") { player_room = &2d } &38b0 8c 04 31 ; if(p["player_room"] == &2d) &38b3 01 ; { &38b4 1f ; room.flags[1] = true &38b5 03 ; } &38b6 00 ; end ; bytecode_for_room_2f_actions &38b7 86 26 ; if(verb == "north") { player_room = &26 } &38b9 96 30 ; if(verb == "south") { player_room = &30 } &38bb 88 06 02 ; if(verb == "east" or &38be 88 08 ; verb == "west") &38c0 01 ; { &38c1 08 26 ; player_room = &22 &38c3 1c 2b ; p["distance_into_forest"] = 1 &38c5 03 ; } &38c6 9e 22 ; if(verb == "west") { player_room = &22 } &38c8 00 ; end ; bytecode_for_room_30_actions &38c9 86 2f ; if(verb == "north") { player_room = &2f } &38cb 88 06 02 ; if(verb == "east" or &38ce 88 08 ; verb == "west") &38d0 01 ; { &38d1 08 26 ; player_room = &22 &38d3 1c 2b ; p["distance_into_forest"] = 1 &38d5 03 ; } &38d6 96 22 ; if(verb == "south") { player_room = &22 } &38d8 88 29 ; if(verb == "offer" and &38da 89 1e ; first_noun == "silver" and &38dc a7 ; !room.flags[2]) &38dd 01 ; { &38de 0d fc dc fb ef 46 17 29 20 23 29 0f 23 f8 43 79 ; "Having crossed the gypsy's palm with silver, he tells your &38ee ff 7c 0b 3e 24 15 1c 1c 23 4d fb 84 06 2d 4d fb ; fortune. \nYour journey will be longer than you think. To &38fe 87 b4 36 1c 1f 1e 17 15 22 fc ac 42 fe 5d 06 32 ; the east weapons will not aid you, and to the north gold is &390e 46 4b fb a5 b4 65 11 19 14 42 0b 47 32 46 6e fc ; of more value. In the west you will at last meet your &391e 4f 45 49 fc 0d 26 11 1c 25 15 06 0e 33 46 48 42 ; friend; in the south you will find only an enemy. \nAs an &392e b4 3a fc 1f f8 28 4d c4 0a 33 46 71 42 b4 6d 97 ; honoured guest, you may take anything you wish from the &393e 38 fc cf 06 2d 5c 38 f7 51 17 25 15 23 24 0b 42 ; camp. Looking round, you see only a pair of worn space boots &394e 1d 11 29 fe 2a eb 42 f8 54 75 46 9c 06 e6 7c 0b ; and an oily rope." &395e 42 51 97 34 fc 2a 49 27 1f 22 1e 81 ff 53 47 38 &396e 1f 19 1c 29 ff 28 04 &3975 2f ; room.flags[2] = true &3976 0b 32 1e ; object_room["silver"] = &2e &3979 3b 19 ; object_room["boots"] = player_room &397b 3b 0f ; object_room["rope"] = player_room &397d 44 20 ; p["score"] ++ &397f 03 ; } &3980 00 ; end ; unused # Source code fragment corresponding to S2:&1e67 - &1ee3 &3981 5b 23 0d ; ... [# &3984 0a dc db 20 e7 20 46 63 20 7a 20 28 57 22 79 6f ; 2780 IF Fc z (W"you are in the great hall of ^castle ^varangar.the &3994 75 20 61 72 65 20 69 6e 20 74 68 65 20 67 72 65 ; room is about half a mile square,and you cannot see the distant &39a4 61 74 20 68 61 6c 6c 20 6f 66 20 5e 63 61 73 74 ; ceiling,if there is one.it is a small,intimate gathering of &39b4 6c 65 20 5e 76 61 72 61 6e 67 61 72 2e 74 68 65 ; about ten or twelve thousand. &39c4 20 72 6f 6f 6d 20 69 73 20 61 62 6f 75 74 20 68 &39d4 61 6c 66 20 61 20 6d 69 6c 65 20 73 71 75 61 72 &39e4 65 2c 61 6e 64 20 79 6f 75 20 63 61 6e 6e 6f 74 &39f4 20 73 65 65 20 74 68 65 20 64 69 73 74 61 6e 74 &3a04 20 63 65 69 6c 69 6e 67 2c 69 66 20 74 68 65 72 &3a14 65 20 69 73 20 6f 6e 65 2e 69 74 20 69 73 20 61 &3a24 20 73 6d 61 6c 6c 2c 69 6e 74 69 6d 61 74 65 20 &3a34 67 61 74 68 65 72 69 6e 67 20 6f 66 20 61 62 6f &3a44 75 74 20 74 65 6e 20 6f 72 20 74 77 65 6c 76 65 &3a54 20 74 68 6f 75 73 61 6e 64 2e 0d &3a5f 0a e6 83 67 72 65 61 74 20 74 61 62 6c 65 73 20 ; 2790great tables groan with the weight of strange food and drink. &3a6f 67 72 6f 61 6e 20 77 69 74 68 20 74 68 65 20 77 ; the king is seated on his throne nearby,surrounded by &3a7f 65 69 67 68 74 20 6f 66 20 73 74 72 61 6e 67 65 ; courtiers.") &3a8f 20 66 6f 6f 64 20 61 6e 64 20 64 72 69 6e 6b 2e &3a9f 74 68 65 20 6b 69 6e 67 20 69 73 20 73 65 61 74 &3aaf 65 64 20 6f 6e 20 68 69 73 20 74 68 72 6f 6e 65 &3abf 20 6e 65 61 72 62 79 2c 73 75 72 72 6f 75 6e 64 &3acf 65 64 20 62 79 20 63 6f 75 72 74 69 65 72 73 2e &3adf 22 29 0d &3ae2 0a f0 a4 20 8b 28 57 22 79 6f 75 20 61 72 65 20 ; 2800 (W"you are back in the gr ... &3af2 62 61 63 6b 20 69 6e 20 74 68 65 20 67 72 ; W.S2 ; FF1B00 FF1B00 002000 ; bytecode_for_room_descriptions ; bytecode_for_room_31_description &1b00 cf ; if(room.flags[4]) &1b01 01 ; { &1b02 0d 42 43 73 3a 46 48 f8 0c 04 ; "you are back at the west gate." &1b0c 03 ; } ; else &1b0d 01 ; { &1b0e 0d 42 58 fc e1 3a 46 fc c9 fa d2 0b b9 0b fc 16 ; "you have arrived at the western gatehouse, which, like the &1b1e 46 fa 0b 49 46 fc 69 0b fb a8 32 36 f7 bb 49 23 ; rest of the city, appears to be contructed of seamless &1b2e 15 11 1d 1c 15 23 23 fb b7 04 ; titanium." &1b38 03 ; } &1b39 cc 25 ; if(p["is_riding_hovercycle"] != 0) &1b3b 01 ; { &1b3c 0d 2d 46 ff c7 fc e2 f6 48 0b 24 19 20 23 42 ff ; "\nThe hovercycle stops automatically, tips you gently off, &1b4c 96 9d 0b 47 fa 6d 86 32 46 ff c7 fe 61 04 ; and drifts away to the hovercycle store." &1b5a cc 26 ; if(p["following_guards_on_hovercycle"] != 0) &1b5c 01 ; { &1b5d 0d 46 fc bb b7 2a 1f 1f 1d ee 0b b8 f7 0b 85 58 ; "the blood guard zoom through, without noticing they have &1b6d fc 15 42 04 ; lost you." &1b71 03 ; } &1b72 14 25 ; p["is_riding_hovercycle"] = 0 &1b74 14 26 ; p["following_guards_on_hovercycle"] = 0 &1b76 0b 09 28 ; object_room["hovercycle"] = &05 &1b79 03 ; } &1b7a 0d 2d fc 42 df 43 fb 27 32 fe 6a fb 9f f7 0c 3b ; "\nArmed soldiers are waiting to search everyone entering or &1b8a fb b8 04 ; leaving." &1b8d c7 ; if(!room.flags[4]) &1b8e 01 ; { &1b8f 0d fc dc 27 11 24 13 18 15 14 66 fc 56 fc c1 fc ; "having watched too many black market videos from earth, the &1b9f e3 26 19 14 15 1f 23 75 fc 4e 0b 46 df 43 87 22 ; soldiers are all rude and chew gum constantly." &1baf 25 14 15 47 13 18 15 27 ff 0d f7 bc 04 &1bbc 03 ; } &1bbd 00 ; end ; bytecode_for_room_32_description &1bbe 0d 42 43 dc fb aa 38 11 22 13 18 19 1e 17 bf fc ; "You are walking across an arching bridge high over the castle &1bce 3d 80 46 94 fc 18 04 ; moat." &1bd5 00 ; end ; bytecode_for_room_33_description &1bd6 0d 42 6d da 64 32 4d fc 71 33 fa 7a fc 72 06 46 ; "You find yourself up to your neck in filthy water. The moat is &1be6 fc 18 45 fc e4 49 fc e5 fc 5f f9 6d 0b b9 43 f7 ; full of pretty little fangfish, which are starting to nibble. &1bf6 0d 32 1e 19 12 12 1c 15 06 f7 bd 44 20 19 1c 1c ; Fortunately one pillar of the bridge is beside you." &1c06 11 22 49 46 bf 45 89 42 04 &1c0f 00 ; end ; bytecode_for_room_34_description &1c10 0d fc e6 fc 73 55 4b 59 46 fc 69 0b fb b0 46 bf ; "Steps lead down east into the city, opposite the bridge over the &1c20 80 46 fc 18 06 6e 47 71 43 fc dd 27 11 1c 1b 27 ; moat. North and south are narrow walkways along the top of the &1c30 11 29 23 be 46 fc 11 49 46 fc 19 fc 69 8e 04 ; main city wall." &1c3f 00 ; end ; bytecode_for_room_35_description &1c40 0d 42 43 d9 39 46 94 8e 06 8c 42 32 46 48 45 46 ; "You are standing on the castle wall. Below you to the west is &1c50 fc 18 0b fc 1a fc c7 12 25 12 12 1c 19 1e 17 06 ; the moat, its surface bubbling. On the other side you overlook a &1c60 39 46 fc 3b 63 42 f9 6e 34 f8 83 fc e3 c5 74 42 ; busy market square where you notice an old well standing in the &1c70 99 38 fc 6c ff 43 d9 33 46 fe 77 9a 06 6e 49 42 ; northwest corner. North of you is a high tower without &1c80 45 34 fc 3d fc 6a b8 27 19 1e 14 1f 27 23 04 ; windows." &1c8f 00 ; end ; bytecode_for_room_36_description &1c90 0d 42 43 39 34 fc e7 49 46 94 8e 06 32 46 71 47 ; "You are on a section of the castle wall. To the south and east &1ca0 4b f7 be fc d6 fe 62 64 59 46 fa 24 06 32 46 48 ; precipitous spires climb up into the sky. To the west, some &1cb0 0b 5d fa 7b 5a 8c 42 0b 45 46 fc 18 06 2d 34 c6 ; thirty feet below you, is the moat. \nA soldier is lying here in &1cc0 45 fc e8 52 33 46 f8 06 0b fb b9 ff 0d 0b 5e 9e ; the sun, chewing gum, his eyes closed." &1cd0 fa 7c 04 &1cd3 00 ; end ; bytecode_for_room_37_description &1cd4 0d 42 43 39 34 76 77 b9 bd 75 48 32 4b 0b e0 be ; "You are on a metal road which leads from west to east, running &1ce4 46 71 63 49 38 9f fc e3 c5 04 ; along the south side of an open market square." &1cee 00 ; end ; bytecode_for_room_38_description &1cef 0d 42 43 33 34 13 22 1f 27 14 15 14 fc e3 c5 0b ; "You are in a crowded market square, full of strange sounds and &1cff fc e4 49 c7 fa 7d 47 f9 6f 06 39 fc 1b 43 87 fa ; fragrances. On sale are all manner of goods." &1d0f 25 49 ff 5c 04 &1d14 a7 ; if(!room.flags[2]) &1d15 01 ; { &1d16 0d 46 fc e9 fc 63 f6 21 47 f7 bf 0b fc 74 75 44 ; "the locals seem suspicious and unfriendly, apart from one &1d26 f8 84 fc 6c ff a5 23 15 1c 1c 19 1e 17 ff 9d 47 ; wizened old centaur selling watches and wrist computers." &1d36 fc 75 ff c0 04 &1d3b 03 ; } &1d3c 00 ; end ; bytecode_for_room_39_description &1d3d 0d 42 43 33 34 95 9a 49 46 fc e3 c5 0b d9 53 34 ; "You are in a dark corner of the market square, standing by a &1d4d 7b ff 43 06 34 fc ea ff 65 fa 78 55 59 46 ff 43 ; deep well. A rusty chain hangs down into the well." &1d5d 04 &1d5e 00 ; end ; bytecode_for_room_3a_description &1d5f 0d 46 fc eb 49 46 ff 43 45 fc ec 49 fc 72 0b 4a ; "The bottom of the well is empty of water, but seems to be used &1d6f ba 32 36 fc 55 5c 34 22 25 12 12 19 23 18 f8 0d ; as a rubbish tip" &1d7f 05 &1d80 e7 ; if(!room.flags[6]) &1d81 01 ; { &1d82 0d 0e 57 87 46 fc 6c fa 26 0b fc ea 13 11 1e 23 ; " for all the old bones, rusty cans and broken bottles of the &1d92 47 fc ed f8 85 49 46 fc 69 05 ; city" &1d9c 03 ; } &1d9d 0d 04 ; "." &1d9f 00 ; end ; bytecode_for_room_3b_description &1da0 eb 12 0a ; if(object_room["locket"] == &06) &1da3 01 ; { &1da4 0b 09 12 ; object_room["locket"] = &05 &1da7 03 ; } &1da8 0d 42 43 39 46 fc 19 fc 76 e0 64 dd 46 fc df f9 ; "You are on the main street running up towards the central &1db8 70 49 46 94 06 22 11 25 13 1f 25 23 f7 0e fa d3 ; courtyard of the castle. Raucous laughter issues from the open &1dc8 75 46 9f 54 49 38 fc 1c 39 46 71 63 0b 05 ; door of an inn on the south side, " &1dd6 a7 ; if(!room.flags[2]) &1dd7 01 ; { &1dd8 0d 4a 34 23 13 22 25 16 16 29 fc 1d 79 25 1e 25 ; "but a scruffy dog with unusually large teeth bars your &1de8 23 25 11 1c 1c 29 9b fc 77 ff 44 4d 4f 04 ; way." &1df6 04 ; return &1df7 03 ; } &1df8 0d 7a 34 f7 c0 1d 1f 1e 17 22 15 1c fa 7e 34 ff ; "while a flea-bitten mongrel gnaws a bone at your feet." &1e08 2f 3a 4d 5a 04 &1e0d 00 ; end ; bytecode_for_room_3c_description &1e0e 0d 42 fe 4c 46 fc df f9 70 49 46 94 04 ; "You enter the central courtyard of the castle." &1e1b c7 ; if(!room.flags[4]) &1e1c 01 ; { &1e1d 0d f9 63 76 fc d6 fb a3 42 47 34 fa 09 fc ee 49 ; "gleaming metal spires surround you and a vast flight of &1e2d fc ef 32 46 4b bd 64 32 46 fc 6a c8 06 fa 0a 33 ; stairs to the east leads up to the tower entrance. Set in &1e3d 46 8e 45 34 ff 20 ff 64 0b fb ba 33 30 f0 0e f9 ; the wall is a red lever, labelled in 236 languages &1e4d 71 2d 2d 2f 85 2c 3c 65 fa 7f 2c 2d 2d 72 43 fc ; \n\n[red]DO NOT TOUCH \n\nThere are armed guards and &1e5d 42 e1 47 f9 72 f7 b4 04 ; dignitaries everywhere." &1e65 03 ; } &1e66 00 ; end ; bytecode_for_room_3d_description &1e67 a7 ; if(!room.flags[2]) &1e68 01 ; { &1e69 0d 42 43 33 46 93 fc 78 49 2e 94 2e fb 9d 06 46 ; "You are in the great hall of Castle Varangar. The room is &1e79 a0 45 a1 a2 34 f8 0e c5 0b 47 42 a3 51 46 fc bd ; about half a mile square, and you cannot see the distant &1e89 fb bb 0b 67 72 45 44 06 37 45 34 c1 0b f8 86 f9 ; ceiling, if there is one. It is a small, intimate gathering &1e99 73 49 a1 24 15 1e 3b 24 27 15 1c 26 15 f9 74 06 ; of about ten or twelve thousand. Great tables groan with the &1ea9 93 24 11 12 1c 15 23 0e 17 22 1f 11 1e 79 46 fa ; weight of strange food and drink. The king is seated on his &1eb9 80 49 c7 fc 48 47 ff 59 06 46 82 45 23 15 11 24 ; throne nearby, surrounded by courtiers." &1ec9 15 14 39 5e 24 18 22 1f 1e 15 fc b8 0b ec 53 fa &1ed9 d4 04 &1edb 03 ; } ; else &1edc 01 ; { &1edd 0d 42 43 73 33 46 93 fc 78 06 fc 1e 49 46 fa 81 ; "you are back in the great hall. Most of the guests are dead &1eed 43 fc 57 fc 79 0b 47 fa 27 68 f8 3a 43 f8 87 33 ; drunk, and those who aren't are engaged in a hand of twenty &1efd 34 7f 49 fc c6 f8 0f ff 31 0b 8b f7 c1 12 22 11 ; nine card, three dimensional brag." &1f0d 17 04 &1f0f 03 ; } &1f10 0d 2d 46 fc 19 a4 43 48 0b 7a 39 46 4b 63 45 34 ; "\nThe main doors are west, while on the east side is a smaller &1f20 fb bc fc 7a 04 ; arch." &1f25 00 ; end ; bytecode_for_room_3e_description &1f26 0d 42 fc 7b 33 46 c8 fc 78 49 46 fc 6a 04 ; "You arrive in the entrance hall of the tower." &1f34 a7 ; if(!room.flags[2]) &1f35 01 ; { &1f36 0d 34 f9 75 47 17 1f 22 17 15 1f 25 23 1c 29 0e ; "a bejewelled and gorgeously robed figure stands before you, &1f46 22 1f 12 15 14 fc f0 fc b9 7e 42 0b 46 7f 49 f7 ; the hand of friendship extended." &1f56 c2 f7 0f 04 &1f5a 03 ; } &1f5b 0d 93 a4 fe 5b 9f 32 46 4b 47 48 0b 47 72 45 34 ; "great doors stand open to the east and west, and there is a &1f6b fb bc fc 7a 33 46 6e 8e 04 ; smaller arch in the north wall." &1f74 00 ; end ; bytecode_for_room_3f_description &1f75 0d 42 43 33 46 95 e2 79 34 f9 76 27 19 1e 14 1f ; "You are in the dark corridor with a shuttered window in front of &1f85 27 33 fc 3f 49 42 32 46 6e 06 46 54 39 4d 69 45 ; you to the north. The door on your left is" &1f95 05 &1f96 af ; if(room.flags[2]) &1f97 01 ; { &1f98 0d 9f 0b 47 05 ; "open, and" &1f9d 03 ; } ; else &1f9e 01 ; { &1f9f 0d fc f1 0b 4a 05 ; "locked, but" &1fa5 03 ; } &1fa6 0d 46 44 32 4d a5 45 fc 3e 04 ; "the one to your right is ajar." &1fb0 e7 ; if(!room.flags[6]) &1fb1 01 ; { &1fb2 0d 34 ff 54 49 ff 55 45 23 24 25 13 1b 32 46 54 ; "a scrap of paper is stuck to the door." &1fc2 04 &1fc3 03 ; } &1fc4 00 ; end ; bytecode_for_room_40_description &1fc5 0d 42 58 fc f2 34 1c 25 28 25 22 19 1f 25 23 fb ; "You have entered a luxurious bedroom, decorated in green silk. &1fd5 28 0b fb bd 33 a6 f8 3b 06 fc 7c 32 46 8e fc 7d ; Fixed to the wall above the bedside table is a mirror" &1fe5 46 fb 29 a7 45 34 ff 88 05 &1fee e7 ; if(!room.flags[6]) &1fef 01 ; { &1ff0 0d 0b 7a 39 46 a7 45 46 fc ce 49 34 ff 7d 49 2e ; ", while on the table is the remains of a flagon of Tim &2000 4c 2e f7 c3 f8 88 2e ff c6 05 ; Trevyl's favorite Beaujolais" &200a 03 ; } &200b a7 ; if(!room.flags[2]) &200c 01 ; { &200d 0d 06 4d f9 67 98 4d c4 23 1c 15 20 24 52 fc 1f ; ". Your suspicion that your friend slept here last night is &201d 1e 19 17 18 24 45 f9 77 53 46 f8 3c ff 19 05 ; confirmed by the unmade bed" &202c 03 ; } &202d 0d 06 2d 34 23 1c 19 14 19 1e 17 54 39 46 4b 63 ; ". \nA sliding door on the east side leads to the dressing room. &203d bd 32 46 14 22 15 23 23 19 1e 17 a0 06 48 45 46 ; West is the main door." &204d fc 19 54 04 &2051 00 ; end ; bytecode_for_room_41_description &2052 0d 42 43 33 46 14 22 15 23 23 19 1e 17 a0 04 ; "You are in the dressing room." &2061 e7 ; if(!room.flags[6]) &2062 01 ; { &2063 0d 39 34 14 25 1d 1d 29 53 46 f7 10 45 38 fa 28 ; "on a dummy by the armchair is an ermine robe and a full &2073 ff 32 47 34 fc e4 f7 11 ff 12 33 fc f3 a6 04 ; bottomed wig in bright green." &2082 03 ; } &2083 00 ; end ; bytecode_for_room_42_description &2084 0d 42 43 33 34 fb 28 fc 16 46 fc 3b 0b 4a fb bd ; "You are in a bedroom like the other, but decorated in white &2094 33 fc 7e f8 3b 04 ; silk." &209a e7 ; if(!room.flags[6]) &209b 01 ; { &209c 0d 72 45 34 ff 7c c3 39 46 fb 29 a7 04 ; "there is a silver button on the bedside table." &20a9 03 ; } &20aa 00 ; end ; bytecode_for_room_43_description &20ab 0d 34 f9 63 fb be 79 a0 57 34 d8 32 fc 7f 64 f8 ; "A gleaming staircase with room for a hundred to walk up abreast &20bb 89 ed 7e 42 32 46 4b 06 e1 fe 5b 7e 93 fc f4 a4 ; stretches before you to the east. Guards stand before great &20cb 3a 46 fc 11 06 2d db 6e 45 34 95 f9 78 e2 04 ; carved doors at the top. \nLeading north is a dark carpetted ; corridor." &20da 00 ; end ; bytecode_for_room_44_description &20db 0d 42 43 39 46 73 fc ef 06 34 b7 05 ; "You are on the back stairs. A guard" &20e7 d3 25 ; if(object_room["robe"] == "wearing" and &20e9 d3 21 ; object_room["wig"] == "wearing") &20eb 01 ; { &20ec 0d f8 3d fc 20 04 ; "bows low." &20f2 04 ; return &20f3 03 ; } &20f4 0d 9e 42 f6 54 04 ; "eyes you suspiciously." &20fa 00 ; end ; bytecode_for_room_45_description &20fb 0d 42 43 d9 3a 44 fa 0c 49 46 94 1b 19 24 13 18 ; "You are standing at one end of the castle kitchen. Cooks are &210b 15 1e 06 ff 66 43 22 25 23 18 19 1e 17 a1 0b f8 ; rushing about, pouring peas into great cauldrons, while guards &211b 8a 20 15 11 23 59 93 f9 79 0b 7a e1 f8 3e a1 fc ; lounge about making sure no one poisons the soup." &212b f5 fa 29 35 44 20 1f 19 23 1f 1e 23 46 23 1f 25 &213b 20 04 &213d 00 ; end ; bytecode_for_room_46_description &213e 14 2c ; p["drunk_state"] = 0 &2140 af ; if(room.flags[2]) &2141 01 ; { &2142 0d 42 50 56 51 98 46 fb bf fc f6 71 0b 4a 72 45 ; "You can now see that the cellars continue south, but there &2152 34 6f 7b fc 21 91 b5 46 11 22 13 18 27 11 29 48 ; is a very deep pit just beyond the archway west. Steps lead &2162 06 fc e6 fc 73 64 59 46 94 04 ; up into the castle." &216c 04 ; return &216d 03 ; } &216e 0d 46 a8 75 46 fc ef 45 91 fb b5 57 42 32 fe 32 ; "the light from the stairs is just enough for you to make out" &217e 61 05 &2180 e7 ; if(!room.flags[6]) &2181 01 ; { &2182 0d 38 fc 6c ff 99 fc e8 33 46 fc f7 33 b9 42 43 ; "an old lantern lying in the cellar in which you are now &2192 56 d9 06 72 43 05 ; standing. There are" &2198 03 ; } &2199 0d 95 fa 82 db 9d 71 47 48 04 ; "dark arches leading off south and west." &21a3 00 ; end ; bytecode_for_room_47_description &21a4 a7 ; if(!room.flags[2]) &21a5 01 ; { &21a6 0e ; skip_to_next_bytecode() &21a7 03 ; } &21a8 0d 46 fb bf fb c0 86 32 46 71 0b 48 0b 47 6e 04 ; "The cellars stretch away to the south, west, and north." &21b8 00 ; end ; bytecode_for_room_48_description &21b9 a7 ; if(!room.flags[2]) &21ba 01 ; { &21bb 0e ; skip_to_next_bytecode() &21bc 03 ; } &21bd 0d 46 fb bf fc f8 34 fc 57 fa 0c 52 06 32 46 48 ; "The cellars reach a dead end here. To the west is a bottomless &21cd 45 34 f7 c4 fc 21 04 ; pit." &21d4 00 ; end ; bytecode_for_room_49_description &21d5 a7 ; if(!room.flags[2]) &21d6 01 ; { &21d7 0e ; skip_to_next_bytecode() &21d8 03 ; } &21d9 0d 32 6e 47 71 49 42 43 f7 c4 f8 3f 33 46 fc f7 ; "To north and south of you are bottomless pits in the cellar &21e9 a9 06 46 fb bf fc f6 48 47 4b 04 ; floor. The cellars continue west and east." &21f4 00 ; end ; bytecode_for_room_4a_description &21f5 a7 ; if(!room.flags[2]) &21f6 01 ; { &21f7 0e ; skip_to_next_bytecode() &21f8 03 ; } &21f9 0d 46 fa 82 fb c0 86 32 46 48 47 71 0b 4a 32 46 ; "The arches stretch away to the west and south, but to the east &2209 4b 72 45 34 7b fc c1 fc 21 04 ; there is a deep black pit." &2213 00 ; end ; bytecode_for_room_4b_description &2214 a7 ; if(!room.flags[2]) &2215 01 ; { &2216 0e ; skip_to_next_bytecode() &2217 03 ; } &2218 0d 32 46 48 45 34 f7 c4 fc 21 06 fc 3b 22 1f 25 ; "To the west is a bottomless pit. Other routes look safe." &2228 24 15 23 fe 45 fa 0d 04 &2230 00 ; end ; bytecode_for_room_4c_description &2231 a7 ; if(!room.flags[2]) &2232 01 ; { &2233 0e ; skip_to_next_bytecode() &2234 03 ; } &2235 0d 46 fb bf fb c0 86 32 6e 47 48 06 32 46 4b 45 ; "The cellars stretch away to north and west. To the east is a &2245 34 fc 21 04 ; pit." &2249 00 ; end ; bytecode_for_room_4d_description &224a a7 ; if(!room.flags[2]) &224b 01 ; { &224c 0e ; skip_to_next_bytecode() &224d 03 ; } &224e 0d 72 43 f8 3f 32 46 6e 47 48 0b 47 34 8e 71 06 ; "There are pits to the north and west, and a wall south. The only &225e 46 97 4f 61 45 73 4b 04 ; way out is back east." &2266 00 ; end ; bytecode_for_room_4e_description &2267 75 08 ; execute_miscellaneous_bytecode(&04) &2269 00 ; end ; bytecode_for_room_4f_description &226a 0e ; skip_to_next_bytecode() &226b 00 ; end ; bytecode_for_room_50_description &226c 0e ; skip_to_next_bytecode() &226d 00 ; end ; bytecode_for_room_51_description &226e a7 ; if(!room.flags[2]) &226f 01 ; { &2270 0e ; skip_to_next_bytecode() &2271 03 ; } &2272 0d 46 fc dd c9 8d 75 6e 32 71 04 ; "The narrow tunnel runs from north to south." &227d 00 ; end ; bytecode_for_room_52_description &227e a7 ; if(!room.flags[2]) &227f 01 ; { &2280 0d 42 43 2b 06 d6 05 05 04 0e 33 46 fb bf 06 37 ; "You are " + random("somewhere", "") + " in the cellars. It &2290 45 2b 08 fc f9 05 f7 c5 05 fb c1 05 6f 05 04 0e ; is " + random("pitch", "completely", "totally", "very") + " &22a0 95 04 ; dark." &22a2 04 ; return &22a3 03 ; } &22a4 d7 ; if(!room.flags[5]) &22a5 01 ; { &22a6 3b 22 ; object_room["bone"] = player_room &22a8 44 0a ; p["number_of_objects_in_player_room"] ++ &22aa 5f ; room.flags[5] = true &22ab 03 ; } &22ac 0d 42 6d da 33 34 13 1c 15 11 1e fc f7 74 ca fc ; "you find yourself in a clean cellar where several heavy casks &22bc c3 ff 63 43 fb c2 04 ; are stacked." &22c3 e7 ; if(!room.flags[6]) &22c4 01 ; { &22c5 0d 33 44 9a 45 34 ff 2f 0b f7 12 17 1e 11 27 15 ; "in one corner is a bone, savagely gnawed." &22d5 14 04 &22d7 03 ; } &22d8 0d 33 46 a9 45 34 ff b8 06 72 45 34 fc dd f8 10 ; "in the floor is a trapdoor. There is a narrow gap in the north &22e8 33 46 6e 8e 0b 47 34 05 ; wall, and a" &22f0 87 ; if(!room.flags[0]) &22f1 01 ; { &22f2 0d 0e ff 42 14 11 1e 17 1c 19 1e 17 75 46 fc 80 ; " wire dangling from the roof." &2302 04 &2303 04 ; return &2304 03 ; } &2305 0d 0e fc c8 db 64 59 f1 04 ; " ladder leading up into darkness." &230e 00 ; end ; bytecode_for_room_53_description &230f 1c 2d ; p["spiral_staircase_direction"] = 1 &2311 0d 42 6d da 3a 46 fc 22 49 34 fc fa fb be fc 17 ; "You find yourself at the foot of a spiral staircase made of &2321 49 76 fa 83 0b ee b9 a8 fb 2a 55 75 fc 0e fc 7d ; metal slats, through which light filters down from far above. A &2331 06 34 95 c9 bd 9d f7 b8 06 46 93 76 54 33 46 48 ; dark tunnel leads off southwards. The great metal door in the &2341 8e 05 ; west wall" &2343 cc 36 ; if(p["dungeon_door_state"] != 0) &2345 01 ; { &2346 0d 45 fc 3e 04 ; "is ajar." &234b 04 ; return &234c 03 ; } &234d 0d 45 f8 40 fa d5 47 fb 2b 34 fc 20 fa 2a 04 ; "is shut firmly and emits a low hum." &235c 00 ; end ; bytecode_for_room_54_description &235d 0e ; skip_to_next_bytecode() &235e 00 ; end ; bytecode_for_room_55_description &235f 0e ; skip_to_next_bytecode() &2360 00 ; end ; bytecode_for_room_56_description &2361 0d 42 43 fc 12 4f 05 ; "You are part way" &2368 cc 2d ; if(p["spiral_staircase_direction"] != 0) &236a 01 ; { &236b 0d 64 05 ; "up" &236e 03 ; } ; else &236f 01 ; { &2370 0d 55 05 ; "down" &2373 03 ; } &2374 0d 0e 34 fc fa fb be 49 76 fa 83 db 32 46 fb c3 ; " a spiral staircase of metal slats leading to the dungeons. &2384 06 a8 fb 2a 55 75 fc 7d 04 ; Light filters down from above." &238d 00 ; end ; bytecode_for_room_57_description &238e 14 2d ; p["spiral_staircase_direction"] = 0 &2390 0d 42 43 3a 46 fc 11 49 34 84 fc fa fb be b9 f0 ; "You are at the top of a long spiral staircase which disappears &23a0 59 46 fb 2c 8c 06 38 fc 7a bd 61 59 34 23 25 1e ; into the gloom below. An arch leads out into a sunlit hall &23b0 1c 19 24 fc 78 71 04 ; south." &23b7 00 ; end ; bytecode_for_room_58_description &23b8 14 05 ; p["current_room"] = 0 &23ba cc 2e ; if(p["room_is_dark"] != 0) &23bc 01 ; { &23bd 0d 42 43 05 ; "You are" &23c1 9f ; if(room.flags[1]) &23c2 01 ; { &23c3 0d 0e d9 39 46 a7 05 ; " standing on the table" &23ca 03 ; } &23cb 0d 0e 33 46 f8 8b 04 ; " in the dungeon." &23d2 cc 36 ; if(p["dungeon_door_state"] != 0) &23d4 01 ; { &23d5 0d 5c 46 ff 3a 45 fc 0b 0b 05 ; "as the fuse is gone, " &23df 03 ; } &23e0 0d 37 45 fc f9 95 04 ; "it is pitch dark." &23e7 04 ; return &23e8 03 ; } &23e9 0d 42 43 05 ; "you are" &23ed c4 36 ; if(p["dungeon_door_state"] == 0) &23ef 01 ; { &23f0 0d f7 c6 05 ; "imprisoned" &23f4 03 ; } &23f5 0d 33 46 f8 8c 47 f8 8d 49 46 f7 13 15 19 17 18 ; "in the deepest and dankest of the castle's eight thousand or so &2405 24 f9 74 3b 3d fb c3 06 46 54 45 8b 19 1e 13 18 ; dungeons. The door is three inch thick steel, with no keyhole &2415 fa 84 fc 5a 0b 79 35 f8 8e f8 8f 0b 05 ; visible, " &2422 c4 36 ; if(p["dungeon_door_state"] == 0) &2424 01 ; { &2425 0d 47 fb 2b 34 fc 20 fa 2a 04 ; "and emits a low hum." &242f 03 ; } ; else &2430 01 ; { &2431 0d 4a 37 56 fc b9 9f 04 ; "but it now stands open." &2439 03 ; } &243a a7 ; if(!room.flags[2]) &243b 01 ; { &243c 0d 2d 34 fc fb a8 ff 2b fa d6 46 fb bb 0b 47 05 ; "\nA single light bulb decorates the ceiling, and" &244c 03 ; } &244d 0d 72 45 34 fe 69 53 46 54 06 34 fc c3 f8 11 a7 ; "there is a switch by the door. A heavy iron table completes the &245d f9 7a 46 1d 19 1e 25 23 f8 12 47 34 a2 f8 13 f6 ; minus five and a half star accommodation." &246d 22 04 &246f 00 ; end ; bytecode_for_room_59_description &2470 14 05 ; p["current_room"] = 0 &2472 eb 12 09 ; if(object_room["locket"] == &05) &2475 01 ; { &2476 0b 0a 12 ; object_room["locket"] = &06 &2479 03 ; } &247a c7 ; if(!room.flags[4]) &247b 01 ; { &247c 0d 42 6d 42 43 33 46 12 25 23 19 15 23 24 fc 1c ; "You find you are in the busiest inn in town. The customers &248c 33 fc 23 06 46 f7 c7 fc 63 34 1c 19 26 15 1c 29 ; seem a lively lot, and a good deal of the local ale is being &249c fb 06 0b 47 34 fc 81 fa 2b 49 46 1c 1f 13 11 1c ; swilled by one and all. The landlord's toothsome daughter" &24ac ff 11 45 aa 23 27 19 1c 1c 15 14 53 44 47 87 06 &24bc 46 f6 23 fa d7 fb c4 05 &24c4 a7 02 ; if(!room.flags[2] or &24c6 8f ; room.flags[0]) &24c7 01 ; { &24c8 0d 0b 68 fc fc 16 11 19 22 1c 29 fc db fc 74 75 ; ", who looks fairly human apart from her green eyes and &24d8 fc 24 a6 9e 47 f9 7b fc 77 0b 45 17 11 19 1c 29 ; vampire's teeth, is gaily serving the customers." &24e8 fb c5 46 f7 c7 04 &24ee 87 ; if(!room.flags[0]) &24ef 01 ; { &24f0 0d bb fc 24 fc 71 23 18 15 fa 2c 34 fc 4f ff 78 ; "around her neck she wears a gold locket." &2500 04 &2501 03 ; } &2502 04 ; return &2503 03 ; } &2504 0d 45 aa f7 14 53 34 ff a4 04 ; "is being bothered by a ruffian." &250e 04 ; return &250f 03 ; } &2510 0d 42 43 73 33 46 fc 1c 04 ; "you are back in the inn." &2519 00 ; end ; unused # &251a - &2aff is a copy of &251a - &2aff from W.S1 &251a f9 6b 81 f7 08 49 fc cb f8 0a 0b 23 18 11 20 15 &252a 47 f8 0b 43 fa 0a 33 34 13 19 22 13 1c 15 7c 34 &253a fc df fc e0 f8 81 04 a7 01 0d 2d 46 f6 47 24 19 &254a 1e 1b 15 22 23 43 33 34 f8 39 1d 1f 1f 14 0b 57 &255a 38 f9 6c f8 82 45 1d 19 23 23 19 1e 17 75 83 11 &256a 1e 1e 25 11 1c f7 09 49 11 1c 13 18 15 1d 29 06 &257a 34 fc 6e ff 67 0b fc 17 fc 43 24 11 1c 1c 15 22 &258a 53 5e 81 ff 53 0b 16 1c 1f 11 24 23 dd 42 04 04 &259a 03 0d 2d 4d c4 46 fc 3a ff 67 fc 70 42 34 f7 0a &25aa 23 1d 19 1c 15 04 00 2e 61 20 64 6f 6f 72 20 6f &25ba 66 20 6d 65 74 61 6c 20 62 61 72 73 20 69 73 20 &25ca 74 68 65 20 6f 6e 6c 79 20 65 78 69 74 2c 61 6e &25da 64 20 62 65 79 6f 6e 64 20 69 74 20 73 69 74 73 &25ea 20 79 6f 75 72 20 67 75 61 72 64 2c 22 20 e7 20 &25fa 46 63 20 7a 20 28 57 22 74 68 65 20 6b 65 79 73 &260a 20 61 74 20 68 69 73 20 77 61 69 73 74 2e 22 20 &261a f8 20 29 20 57 22 77 68 6f 20 68 61 73 20 66 61 &262a 6c 6c 65 6e 20 69 6e 74 6f 20 61 20 64 65 65 70 &263a 20 74 72 61 6e 63 65 2e 22 0d 06 d6 06 20 e0 0d &264a 06 e0 05 20 0d 06 ea 0d 20 dd 20 44 3d 22 50 32 &265a 22 0d 06 f4 5c 20 57 22 79 6f 75 20 66 69 6e 64 &266a 20 79 6f 75 72 73 65 6c 66 20 6f 6e 20 61 20 6e &267a 61 72 72 6f 77 20 70 61 74 68 20 74 68 61 74 20 &268a 73 6b 69 72 74 73 20 74 68 65 20 73 74 65 65 70 &269a 20 6d 6f 75 6e 74 61 69 6e 73 69 64 65 2c 20 6c &26aa 65 61 64 69 6e 67 20 77 65 73 74 2e 22 0d 06 fe &26ba 06 20 e0 0d 07 08 05 20 0d 07 12 0d 20 dd 20 44 &26ca 3d 22 50 33 22 0d 07 1c 5f 20 57 22 79 6f 75 20 &26da 61 72 65 20 6f 6e 20 61 20 6e 61 72 72 6f 77 20 &26ea 70 61 74 68 20 74 68 61 74 20 73 6b 69 72 74 73 &26fa 20 74 68 65 20 73 74 65 65 70 20 6d 6f 75 6e 74 &270a 61 69 6e 73 69 64 65 2c 20 6c 65 61 64 69 6e 67 &271a 20 66 72 6f 6d 20 65 61 73 74 20 74 6f 20 77 65 &272a 73 74 2e 22 0d 07 26 06 20 e0 0d 07 30 05 20 0d &273a 07 3a 0d 20 dd 20 44 3d 22 50 34 22 0d 07 44 92 &274a 20 57 22 74 68 65 20 70 61 74 68 20 66 72 6f 6d &275a 20 74 68 65 20 65 61 73 74 20 74 75 72 6e 73 20 &276a 6e 6f 72 74 68 20 69 6e 74 6f 20 74 68 65 20 6d &277a 6f 75 6e 74 61 69 6e 73 20 68 65 72 65 2e 20 74 &278a 68 65 72 65 20 69 73 20 61 20 64 61 6e 67 65 72 &279a 6f 75 73 20 73 63 72 65 65 20 6f 66 20 6c 6f 6f &27aa 73 65 20 72 6f 63 6b 73 20 6f 6e 20 79 6f 75 72 &27ba 20 6c 65 66 74 20 61 6e 64 20 61 20 64 65 65 70 &27ca 20 72 61 76 69 6e 65 20 61 68 65 61 64 2e 0d 07 &27da 4e 4f 61 74 20 74 68 65 20 74 6f 70 20 6f 66 20 &27ea 74 68 65 20 70 72 65 63 69 70 69 63 65 20 61 6e &27fa 20 6f 6c 64 2c 20 67 6e 61 72 6c 65 64 20 74 72 &280a 65 65 20 67 72 6f 77 73 20 61 6d 6f 6e 67 20 74 &281a 68 65 20 62 6f 75 6c 64 65 72 73 2e 22 0d 07 58 &282a 6d 20 e7 20 46 63 23 20 84 20 46 64 23 20 28 57 &283a 22 61 20 72 6f 70 65 20 68 61 6e 67 73 20 6f 76 &284a 65 72 20 74 68 65 20 63 6c 69 66 66 2c 74 69 65 &285a 64 20 61 74 20 74 68 65 20 74 6f 70 20 74 6f 20 &286a 22 29 20 e7 20 46 63 23 28 57 22 61 20 72 6f 63 &287a 6b 2e 22 29 3a 20 e7 20 46 64 23 20 28 57 22 74 &288a 68 65 20 74 72 65 65 2e 22 29 0d 07 62 06 20 e0 &289a 0d 07 6c 05 20 0d 07 76 0e 20 dd 20 44 3d 22 52 &28aa 41 56 22 0d 07 80 19 20 50 27 30 31 5b 7a 20 2a &28ba 20 4e 4f 20 57 41 59 20 42 41 43 4b 0d 07 8a bd &28ca 20 57 22 79 6f 75 20 66 69 6e 64 20 79 6f 75 72 &28da 73 65 6c 66 20 69 6e 20 61 20 64 65 65 70 20 72 &28ea 61 76 69 6e 65 2c 62 65 73 69 64 65 20 61 20 73 &28fa 70 72 69 6e 67 2e 74 68 65 20 73 74 72 65 61 6d &290a 20 64 69 73 61 70 70 65 61 72 73 20 6f 76 65 72 &291a 20 61 20 77 61 74 65 72 66 61 6c 6c 20 73 6f 75 &292a 74 68 2c 61 6e 64 20 6f 6e 20 74 68 65 20 63 6c &293a 69 66 66 20 6e 6f 72 74 68 2c 65 61 73 74 20 61 &294a 6e 64 20 77 65 73 74 20 74 68 65 72 65 20 69 73 &295a 20 6e 6f 20 68 61 6e 64 68 6f 6c 64 20 66 69 72 &296a 6d 20 65 6e 6f 75 67 68 20 74 6f 20 73 75 70 70 &297a 6f 72 74 20 79 6f 75 2e 22 0d 07 94 70 20 e7 20 &298a 46 63 20 7a 28 57 22 5d 61 20 67 69 61 6e 74 20 &299a 68 75 6e 74 69 6e 67 20 65 61 67 6c 65 2c 20 61 &29aa 74 20 66 69 72 73 74 20 6f 6e 6c 79 20 61 20 73 &29ba 70 65 63 6b 20 69 6e 20 74 68 65 20 73 6b 79 2c &29ca 66 61 6c 6c 73 20 74 6f 77 61 72 64 73 20 79 6f &29da 75 20 6c 69 6b 65 20 61 20 74 68 75 6e 64 65 72 &29ea 62 6f 6c 74 2e 22 20 f8 29 0d 07 9e 48 20 e7 20 &29fa 46 62 20 7a 20 28 57 22 5d 79 6f 75 20 6e 6f 77 &2a0a 20 6e 6f 74 69 63 65 20 61 20 63 72 65 76 69 63 &2a1a 65 20 69 6e 20 74 68 65 20 6e 6f 72 74 68 65 61 &2a2a 73 74 20 63 6f 72 6e 65 72 2e 22 20 46 62 5b 23 &2a3a 29 0d 07 a8 06 20 e0 0d 07 b2 05 20 0d 07 bc 0f &2a4a 20 dd 20 44 3d 22 43 52 45 56 22 0d 07 c6 60 20 &2a5a 57 22 79 6f 75 20 77 72 69 67 67 6c 65 20 69 6e &2a6a 74 6f 20 61 20 63 72 65 76 69 63 65 2e 22 20 e7 &2a7a 20 46 67 20 7a 20 28 57 22 79 6f 75 20 64 69 73 &2a8a 63 6f 76 65 72 20 61 20 73 69 6c 76 65 72 20 62 &2a9a 75 74 74 6f 6e 20 77 65 64 67 65 64 20 69 6e 20 &2aaa 74 68 65 20 72 6f 63 6b 2e 22 29 0d 07 d0 06 20 &2aba e0 0d 07 da 05 20 0d 07 e4 0d 20 dd 20 44 3d 22 &2aca 50 30 22 0d 07 ee 66 20 57 22 79 6f 75 20 61 72 &2ada 65 20 77 61 6c 6b 69 6e 67 20 61 6c 6f 6e 67 20 &2aea 61 20 6d 75 64 64 79 20 66 6f 72 65 73 74 20 74 &2afa 72 61 63 6b 2e 20 ; bytecode_for_room_actions ; bytecode_for_room_31_actions &2b00 bf ; if(room.flags[3]) &2b01 01 ; { &2b02 88 08 ; if(verb == "west") &2b04 01 ; { &2b05 37 ; room.flags[3] = false &2b06 08 2a ; player_room = &26 &2b08 03 ; } &2b09 88 06 ; if(verb == "east") &2b0b 01 ; { &2b0c 37 ; room.flags[3] = false &2b0d 08 36 ; player_room = &32 &2b0f 03 ; } &2b10 04 ; return &2b11 03 ; } &2b12 88 1f 02 ; if(verb == "hit" or &2b15 88 1c ; verb == "attack") &2b17 01 ; { &2b18 04 ; return &2b19 03 ; } &2b1a 88 28 ; if(verb == "drop" and &2b1c 89 11 ; first_noun == "lance") &2b1e 01 ; { &2b1f 0d 4d fb 89 45 f9 f1 53 34 f9 f2 fc 5a 17 1e 1f ; "Your weapon is collected by a stainless steel gnome made &2b2f 1d 15 fc 17 f6 20 57 46 f8 c7 04 ; especially for the purpose." &2b3a 09 09 ; object_room[first_noun] = &05 &2b3c 04 ; return &2b3d 03 ; } &2b3e 80 15 ; if(verb < "dc") &2b40 01 ; { &2b41 0d 46 df 6b 3a 4d fb a1 fa 3b 0b f9 f3 fc 96 33 ; "the soldiers fire at your fleeing form, registering hits in &2b51 30 8d 0e 20 1c 11 13 15 23 06 5c 42 12 19 24 15 ; 137 places. As you bite the dust, your mind dwells for a &2b61 46 fc aa 0b 4d fa 59 14 27 15 1c 1c 23 57 34 ad ; moment on the virtues of patience." &2b71 39 46 f8 c8 49 fb 8a 04 &2b79 75 09 ; execute_miscellaneous_bytecode(&05) &2b7b 04 ; return &2b7c 03 ; } &2b7d 08 3f ; player_room = &3b &2b7f 27 ; room.flags[2] = false &2b80 17 ; room.flags[1] = false &2b81 08 35 ; player_room = &31 &2b83 98 1d ; if(verb != "shoot") &2b85 01 ; { &2b86 0d 46 df f7 fa fc 28 7c 32 f9 e5 42 04 ; "the soldiers eventually get round to searching you." &2b93 03 ; } &2b94 db 11 ; if(object_room["lance"] == "carrying") &2b96 01 ; { &2b97 0d fc 45 42 43 fa 50 32 36 fe 75 fb a5 0b 42 43 ; "since you are found to be carrying weapons, you are &2ba7 23 25 1d 1d 11 22 19 1c 29 f9 f4 06 5c 46 12 1c ; summarily executed. As the blindfold is tied, you resolve &2bb7 19 1e 14 16 1f 1c 14 45 fc 6d 0b 42 f8 c9 ae fc ; never again to trust anyone chewing gum." &2bc7 44 32 24 22 25 23 24 fc b3 fb b9 ff 0d 04 &2bd5 75 09 ; execute_miscellaneous_bytecode(&05) &2bd7 04 ; return &2bd8 03 ; } &2bd9 db 27 ; if(object_room["beaujolais"] == "carrying") &2bdb 01 ; { &2bdc 0d 85 f9 26 42 49 fa e3 34 fa 48 ff 34 ff 7d 0b ; "they accuse you of stealing a royal wine flagon, and execute &2bec 47 f9 27 42 f9 f5 57 fc 3d f8 ca 04 ; you forthwith for high treason." &2bf8 75 09 ; execute_miscellaneous_bytecode(&05) &2bfa 04 ; return &2bfb 03 ; } &2bfc 0d 85 25 23 18 15 22 42 ee 04 ; "they usher you through." &2c06 3f ; room.flags[3] = true &2c07 00 ; end ; bytecode_for_room_32_actions &2c08 86 33 ; if(verb == "north") { player_room = &33 } &2c0a 8e 34 ; if(verb == "east") { player_room = &34 } &2c0c 96 33 ; if(verb == "south") { player_room = &33 } &2c0e 9e 31 ; if(verb == "west") { player_room = &31 } &2c10 00 ; end ; bytecode_for_room_33_actions &2c11 88 10 ; if(verb == "up") &2c13 01 ; { &2c14 0d 42 23 13 22 11 1d 12 1c 15 73 ff 4c 46 bf 91 ; "You scramble back onto the bridge just in time." &2c24 33 62 04 &2c27 08 36 ; player_room = &32 &2c29 2c 04 05 ; p["current_room"] = p["player_room"] &2c2c 04 ; return &2c2d 03 ; } &2c2e 0d 5c 46 f9 6d fe 17 42 fa 5a 0b 42 fb 88 12 22 ; "as the fangfish eat you alive, you reflect briefly on the folly &2c3e 19 15 16 1c 29 39 46 fb 8b 49 1c 15 11 20 19 1e ; of leaping before looking." &2c4e 17 7e e6 04 &2c52 75 09 ; execute_miscellaneous_bytecode(&05) &2c54 00 ; end ; bytecode_for_room_34_actions &2c55 86 35 ; if(verb == "north") { player_room = &35 } &2c57 8e 37 ; if(verb == "east") { player_room = &37 } &2c59 d6 37 ; if(verb == "down") { player_room = &37 } &2c5b 96 36 ; if(verb == "south") { player_room = &36 } &2c5d 9e 32 ; if(verb == "west") { player_room = &32 } &2c5f 00 ; end ; bytecode_for_room_35_actions &2c60 96 34 ; if(verb == "south") { player_room = &34 } &2c62 9e 33 ; if(verb == "west") { player_room = &33 } &2c64 88 06 02 ; if(verb == "east" or &2c67 88 2e ; verb == "jump") &2c69 01 ; { &2c6a 0d 42 8f 59 46 fc e3 c5 0b f9 10 4d fc 71 06 46 ; "You fall into the market square, breaking your neck. The &2c7a 94 f8 cb 43 fb 8c 0b 4a f8 5f 32 fe 47 42 04 ; castle doctors are called, but fail to save you." &2c89 75 09 ; execute_miscellaneous_bytecode(&05) &2c8b 03 ; } &2c8c 00 ; end ; bytecode_for_room_36_actions &2c8d 88 1b ; if(verb == "take") &2c8f 01 ; { &2c90 04 ; return &2c91 03 ; } &2c92 86 34 ; if(verb == "north") { player_room = &34 } &2c94 88 07 ; if(verb == "south") &2c96 01 ; { &2c97 0d 42 fa 5b 80 46 c6 0b 47 8f 59 46 fc 18 04 ; "You trip over the soldier, and fall into the moat." &2ca6 08 37 ; player_room = &33 &2ca8 04 ; return &2ca9 03 ; } &2caa 9e 33 ; if(verb == "west") { player_room = &33 } &2cac d6 33 ; if(verb == "down") { player_room = &33 } &2cae 88 2e ; if(verb == "jump") &2cb0 01 ; { &2cb1 08 37 ; player_room = &33 &2cb3 04 ; return &2cb4 03 ; } &2cb5 80 10 ; if(verb < "up") &2cb7 01 ; { &2cb8 04 ; return &2cb9 03 ; } &2cba a7 ; if(!room.flags[2] and &2cbb 88 22 ; verb == "ask") &2cbd 01 ; { &2cbe 0d 46 c6 fb 5f 5e 9e 0b fa 5c 0b 47 f9 1d 42 34 ; "the soldier opens his eyes, grins, and offers you a stick of &2cce fa b0 49 fb b9 ff 0d 06 5e 9e fb 0b fc 44 04 ; chewing gum. His eyes close again." &2cdd 3b 07 ; object_room["gum"] = player_room &2cdf 2f ; room.flags[2] = true &2ce0 44 20 ; p["score"] ++ &2ce2 04 ; return &2ce3 03 ; } &2ce4 0d 46 c6 45 f7 52 5c 4d 23 18 11 14 1f 27 bc fb ; "the soldier is startled as your shadow falls across him. Jumping &2cf4 aa 5f 06 f9 cf 64 0b 3e f6 4d 1b 1e 1f 13 1b 23 ; up, he accidentally knocks you backwards into the moat." &2d04 42 f7 f9 59 46 fc 18 04 &2d0c 08 37 ; player_room = &33 &2d0e 00 ; end ; bytecode_for_room_37_actions &2d0f 8c 37 07 ; if(p["lantern_state"] == &03) &2d12 01 ; { &2d13 0c 05 37 ; p["lantern_state"] = &01 &2d16 03 ; } &2d17 86 38 ; if(verb == "north") { player_room = &38 } &2d19 8e 3b ; if(verb == "east") { player_room = &3b } &2d1b 9e 34 ; if(verb == "west") { player_room = &34 } &2d1d de 34 ; if(verb == "up") { player_room = &34 } &2d1f 00 ; end ; bytecode_for_room_38_actions &2d20 ae 39 ; if(verb == "northwest") { player_room = &39 } &2d22 96 37 ; if(verb == "south") { player_room = &37 } &2d24 88 1b ; if(verb == "take") &2d26 01 ; { &2d27 0d fb 8d 08 fb 8d 08 46 fc 2e fc a9 64 06 42 43 ; "Thief! thief! the cry goes up. You are escorted from the &2d37 f9 d7 75 46 fc 69 b8 f9 12 f8 29 04 ; city without further ado." &2d43 08 2a ; player_room = &26 &2d45 db 27 ; if(object_room["beaujolais"] == "carrying") &2d47 01 ; { &2d48 0b 09 27 ; object_room["beaujolais"] = &05 &2d4b 03 ; } &2d4c 03 ; } &2d4d a7 ; if(!room.flags[2]) &2d4e 01 ; { &2d4f 88 4b ; if(verb == "examine") &2d51 01 ; { &2d52 89 2a 02 ; if(first_noun == "watches" or &2d55 89 2d ; first_noun == "computers") &2d57 01 ; { &2d58 0d e6 13 1c 1f 23 15 22 0b 42 99 44 49 46 fa 9f ; "looking closer, you notice one of the items for sale &2d68 57 fc 1b 45 34 ff 1f ff 5b 98 fc 08 f7 53 32 2e ; is a fob watch that once belonged to Tim Trevyl." &2d78 4c 2e d4 04 &2d7c 04 ; return &2d7d 03 ; } &2d7e 03 ; } &2d7f 03 ; } &2d80 88 18 ; if(verb == "buy") &2d82 01 ; { &2d83 db 1e ; if(object_room["silver"] == "carrying") &2d85 01 ; { &2d86 4f ; room.flags[4] = true &2d87 03 ; } ; else &2d88 01 ; { &2d89 db 05 ; if(object_room["florins"] == "carrying") &2d8b 01 ; { &2d8c 0d 35 44 b4 fe 2a 2e fc 4e ff 98 04 ; "no one will take Earth florins." &2d98 04 ; return &2d99 03 ; } &2d9a 0d 42 58 d7 32 20 11 29 79 04 ; "you have nothing to pay with." &2da4 04 ; return &2da5 03 ; } &2da6 89 2a 02 ; if(first_noun == "watches" or &2da9 89 2d ; first_noun == "computers") &2dab 01 ; { &2dac af ; if(room.flags[2]) &2dad 01 ; { &2dae 0d 46 ff a5 5b 23 1c 19 20 20 15 14 86 06 fc a5 ; "the centaur has slipped away. Sorry." &2dbe 04 &2dbf 04 ; return &2dc0 03 ; } &2dc1 2f ; room.flags[2] = true &2dc2 0b 09 1e ; object_room["silver"] = &05 &2dc5 8d 72 02 ; if(preposition == "trevyls" or &2dc8 8d 6f ; preposition == "fob") &2dca 01 ; { &2dcb 0d 46 ff a5 20 11 22 24 23 f6 3a 79 2e fb 37 ff ; "the centaur parts reluctantly with Tim's watch, in &2ddb 5b 0b 33 15 28 13 18 11 1e 17 15 57 4d ff 7c c3 ; exchange for your silver button. He slips off into &2deb 06 3e fb 86 9d 59 46 fa c0 04 ; the crowd." &2df5 1b 2a ; object_room["watches"] = 1 &2df7 44 20 ; p["score"] ++ &2df9 04 ; return &2dfa 03 ; } &2dfb 0d 46 23 1c 29 fc 6c fb 8d fc cd 42 34 13 18 15 ; "the sly old thief passes you a cheap wrist computer, &2e0b 11 20 fc 75 ff af 0b f8 cc 97 49 20 1c 11 29 19 ; capable only of playing a silly adventure game, and &2e1b 1e 17 34 fb 8e f9 c5 fc 38 0b 47 fb 86 9d 59 46 ; slips off into the crowd, taking your silver with him." &2e2b fa c0 0b fa 95 4d ff 7c 79 5f 04 &2e36 1b 2d ; object_room["computers"] = 1 &2e38 04 ; return &2e39 03 ; } &2e3a 0d 98 45 65 57 fc 1b 52 04 ; "that is not for sale here." &2e43 03 ; } &2e44 00 ; end ; bytecode_for_room_39_actions &2e45 88 28 ; if(verb == "drop" and &2e47 8a 51 ; second_noun == "tapestry" and &2e49 d9 ; object_room[first_noun] == "carrying") &2e4a 01 ; { &2e4b 0d 46 05 ; "The" &2e4e 1d ; print first_noun &2e4f 0d f0 55 46 ff 43 04 ; "disappears down the well." &2e56 09 3e ; object_room[first_noun] = &3a &2e58 03 ; } &2e59 d6 3a ; if(verb == "down") { player_room = &3a } &2e5b b6 38 ; if(verb == "southeast") { player_room = &38 } &2e5d e6 38 ; if(verb == "exit") { player_room = &38 } &2e5f 00 ; end ; bytecode_for_room_3a_actions &2e60 88 10 02 ; if(verb == "up" or &2e63 88 13 ; verb == "back") &2e65 01 ; { &2e66 94 0e 05 ; if(p["number_of_objects_carried"] > &01) &2e69 01 ; { &2e6a 0d 4d fa 80 fa c1 66 d1 47 46 fc ea ff 65 12 22 ; "Your weight proves too much and the rusty chain breaks. &2e7a 15 11 1b 23 06 4d fb 10 57 fe 43 40 f7 54 06 42 ; Your cries for help go unheeded. You have plenty of time &2e8a 58 fa bf 49 62 32 f9 23 46 f9 24 49 4d f9 25 5c ; to consider the gravity of your situation as you starve &2e9a 42 f8 60 32 fc 52 04 ; to death." &2ea1 75 09 ; execute_miscellaneous_bytecode(&05) &2ea3 04 ; return &2ea4 03 ; } &2ea5 08 3d ; player_room = &39 &2ea7 03 ; } &2ea8 00 ; end ; bytecode_for_room_3b_actions &2ea9 8c 37 07 ; if(p["lantern_state"] == &03) &2eac 01 ; { &2ead 0c 05 37 ; p["lantern_state"] = &01 &2eb0 03 ; } &2eb1 88 2e ; if(verb == "jump") &2eb3 01 ; { &2eb4 0d 46 fc 1d 45 66 fa 1b 32 fe 35 80 04 ; "The dog is too big to jump over." &2ec1 03 ; } &2ec2 af ; if(room.flags[2] and &2ec3 88 1b ; verb == "take" and &2ec5 89 22 ; first_noun == "bone") &2ec7 01 ; { &2ec8 0d 46 fc 1d ba b6 16 1f 1e 14 49 37 04 ; "the dog seems rather fond of it." &2ed5 04 ; return &2ed6 03 ; } &2ed7 89 22 ; if(first_noun == "bone" and &2ed9 e9 0a ; object_room[first_noun] == &06) &2edb 01 ; { &2edc 0d 90 05 ; "what" &2edf 1d ; print first_noun &2ee0 0d 07 05 ; "? " &2ee3 04 ; return &2ee4 03 ; } &2ee5 97 ; if(!room.flags[1]) &2ee6 01 ; { &2ee7 9e 37 ; if(verb == "west") { player_room = &37 } &2ee9 a7 ; if(!room.flags[2]) &2eea 01 ; { &2eeb 88 06 02 ; if(verb == "east" or &2eee 88 07 02 ; verb == "south" or &2ef1 88 12 ; verb == "enter") &2ef3 01 ; { &2ef4 0d 46 fc 1d 12 11 22 15 23 5e fc 77 47 f9 28 f6 ; "the dog bares his teeth and growls convincingly." &2f04 4e 04 &2f06 03 ; } &2f07 88 29 ; if(verb == "offer" and &2f09 89 22 ; first_noun == "bone") &2f0b 01 ; { &2f0c d9 02 ; if(object_room[first_noun] == "carrying" or &2f0e e1 ; object_room[first_noun] == player_room) &2f0f 01 ; { &2f10 0d 46 fc 1d fa c2 46 ff 2f 47 27 22 11 20 23 5e ; "the dog grabs the bone and wraps his canines &2f20 f8 cd 7c 37 06 f8 61 34 fc e5 fa 5d b7 fc 1d 04 ; round it. He's a pretty rotten guard dog." &2f30 2f ; room.flags[2] = true &2f31 0b 0a 22 ; object_room["bone"] = &06 &2f34 44 20 ; p["score"] ++ &2f36 04 ; return &2f37 03 ; } &2f38 03 ; } &2f39 04 ; return &2f3a 03 ; } &2f3b 03 ; } &2f3c 8e 3c ; if(verb == "east") { player_room = &3c } &2f3e 96 59 ; if(verb == "south") { player_room = &59 } &2f40 ee 59 ; if(verb == "enter") { player_room = &59 } &2f42 97 ; if(!room.flags[1]) &2f43 01 ; { &2f44 04 ; return &2f45 03 ; } &2f46 a7 ; if(!room.flags[2]) &2f47 01 ; { &2f48 88 08 ; if(verb == "west") &2f4a 01 ; { &2f4b 0d 46 fc 1d fb 25 5e fc 77 47 f9 28 04 ; "the dog shows his teeth and growls." &2f58 03 ; } &2f59 88 29 ; if(verb == "offer" and &2f5b 89 22 ; first_noun == "bone" and &2f5d d9 ; object_room[first_noun] == "carrying") &2f5e 01 ; { &2f5f 0d 46 fc 1d fc a9 57 46 ff 2f 0b 4a 1d 19 23 23 ; "the dog goes for the bone, but misses and sinks his &2f6f 15 23 47 23 19 1e 1b 23 5e fc 77 59 4d 7f 06 3e ; teeth into your hand. He really is a pretty rotten guard &2f7f f9 09 45 34 fc e5 fa 5d b7 fc 1d 04 ; dog." &2f8b 04 ; return &2f8c 03 ; } &2f8d 88 2d ; if(verb == "throw" and &2f8f 89 22 ; first_noun == "bone") &2f91 01 ; { &2f92 0d 46 fc 1d 8d 9d 32 f8 ce 46 ff 2f 06 3e 5b 60 ; "the dog runs off to retrieve the bone. He has been &2fa2 fc f2 57 2e 27 1f 22 23 24 2e 0e b7 2e fc 1d 33 ; entered for Worst Guard Dog in the Universe and doesn't &2fb2 46 2e f9 29 47 fb 73 fc 39 32 23 20 1f 19 1c 5e ; want to spoil his chances." &2fc2 fb ed 04 &2fc5 2f ; room.flags[2] = true &2fc6 0b 0a 22 ; object_room["bone"] = &06 &2fc9 44 20 ; p["score"] ++ &2fcb 03 ; } &2fcc 04 ; return &2fcd 03 ; } &2fce 9e 37 ; if(verb == "west") { player_room = &37 } &2fd0 00 ; end ; bytecode_for_room_3c_actions &2fd1 88 32 ; if(verb == "lift" and &2fd3 89 4a ; first_noun == "chain") &2fd5 01 ; { &2fd6 0d fc 49 49 46 f9 63 fc d6 c2 61 32 36 34 fc 6b ; "Each of the gleaming spires turns out to be a solid fuel &2fe6 16 25 15 1c fa 2e 0b 47 46 fc df fc 6a 46 fc ce ; engine, and the central tower the remains of a once mighty &2ff6 49 34 fc 08 fa bb f8 13 f8 cf 06 5c 46 f8 d0 19 ; star cruiser. As the engines ignite, incinerating you and &3006 17 1e 19 24 15 0b f7 fb 42 47 46 fc 88 fc 69 0b ; the whole city, you reflect once more on the folly of idle &3016 42 fb 88 fc 08 fc 0d 39 46 fb 8b 49 19 14 1c 15 ; curiosity." &3026 f9 f6 04 &3029 75 09 ; execute_miscellaneous_bytecode(&05) &302b 04 ; return &302c 03 ; } &302d 9e 3b ; if(verb == "west") { player_room = &3b } &302f a7 ; if(!room.flags[2] and &3030 88 06 ; verb == "east") &3032 01 ; { &3033 0d f9 2a fa 81 43 65 f6 34 06 34 fc 93 e1 fa 5e ; "uninvited guests are not appreciated. A dozen guards pounce &3043 39 42 5c 42 fb 08 32 fc ae fa 07 0b 47 fc 9f 42 ; on you as you try to slip past, and drag you away." &3053 86 04 &3055 08 5c ; player_room = &58 &3057 04 ; return &3058 03 ; } &3059 88 29 02 ; if(verb == "offer" or &305c 88 2b ; verb == "show") &305e 01 ; { &305f 89 2f ; if(first_noun == "invitation" and &3061 a7 ; !room.flags[2]) &3062 01 ; { &3063 0d 46 e1 fe 18 f9 2b 47 f8 62 42 32 46 4b 04 ; "the guards bow deeply and direct you to the east." &3072 2f ; room.flags[2] = true &3073 44 20 ; p["score"] ++ &3075 04 ; return &3076 03 ; } &3077 03 ; } &3078 a7 ; if(!room.flags[2]) &3079 01 ; { &307a 44 3c ; p["courtyard_guards_state"] ++ &307c 94 3c 07 ; if(p["courtyard_guards_state"] > &03) &307f 01 ; { &3080 0d 46 e1 fc 2f fb 8a 79 4d c7 27 11 29 23 47 fe ; "the guards lose patience with your strange ways and &3090 53 42 59 fb 8f 5c 38 f9 f7 f8 63 04 ; throw you into prison as an obvious spy." &309c 08 5c ; player_room = &58 &309e 14 3c ; p["courtyard_guards_state"] = 0 &30a0 03 ; } &30a1 04 ; return &30a2 03 ; } &30a3 8e 3e ; if(verb == "east") { player_room = &3e } &30a5 00 ; end ; bytecode_for_room_3d_actions &30a6 88 17 ; if(verb == "bow") &30a8 01 ; { &30a9 44 35 ; p["king_bow_count"] ++ &30ab 8c 35 05 ; if(p["king_bow_count"] == &01) &30ae 01 ; { &30af 0d 46 82 f6 4f 4d fb 70 04 ; "The king acknowledges your gesture." &30b8 03 ; } &30b9 8c 35 06 ; if(p["king_bow_count"] == &02) &30bc 01 ; { &30bd 0d 46 82 f8 d1 42 fe 6b 06 3e 15 1d 12 22 11 13 ; "the king motions you forward. He embraces you and awards &30cd 15 23 42 47 11 27 11 22 14 23 42 34 1d 15 14 11 ; you a medal for Tim Trevyl's part in defeating the &30dd 1c 57 2e 4c 2e f7 c3 fc 12 33 f9 2c 46 2e e3 47 ; Warlord and his minions. He asks you to deliver a small &30ed 5e fb 5d 06 0e 3e fb 74 42 32 f8 d2 34 c1 f9 c2 ; parchment scroll which was dropped by the Warlord in his &30fd ff 7e b9 fc 0f f9 2d 53 46 2e e3 33 5e fc ee 75 ; flight from the battlefield: the king cannot read and &310d 46 f7 b1 09 46 82 a3 fe 3d 47 fa 47 2e 4c 2e d4 ; hopes Tim Trevyl can. \nThe king bids you eat." &311d 50 06 2d 46 82 12 19 14 23 42 fe 17 04 &312a 14 34 ; p["king_state"] = 0 &312c 1c 3a ; p["cubix_state"] = 1 &312e 3b 29 ; object_room["scroll"] = player_room &3130 44 20 ; p["score"] ++ &3132 2f ; room.flags[2] = true &3133 6f ; room.flags[6] = true &3134 03 ; } &3135 04 ; return &3136 03 ; } &3137 88 44 ; if(verb == "pretend") &3139 01 ; { &313a af ; if(room.flags[2]) &313b 01 ; { &313c 0d f9 f8 08 42 fa 4b fb 9f 0b fc 43 46 82 06 5c ; "magnificent! you fool everyone, even the king. As you &314c 42 fe 6c 32 fe 17 0b 42 99 3a 4d 15 1c 12 1f 27 ; pretend to eat, you notice at your elbow a folder of &315c 34 ff 7a 49 ff 9b f6 3b 46 2e f9 f9 3a 46 2e fc ; matches advertising the Restaurant at the Start of the &316c 40 49 46 2e f9 29 04 ; Universe." &3173 3b 15 ; object_room["matches"] = player_room &3175 1f ; room.flags[1] = true &3176 44 20 ; p["score"] ++ &3178 04 ; return &3179 03 ; } &317a 03 ; } &317b 88 16 ; if(verb == "drink") &317d 01 ; { &317e 0d 42 fc 2b de 46 fa 5f fc 48 47 ff 34 3c 65 11 ; "you soon discover the alien food and wine do not agree with &318e 17 22 15 15 79 fc db 23 24 1f 1d 11 13 18 23 06 ; human stomachs. You turn green and keel over." &319e 42 fc 61 a6 47 1b 15 15 1c 80 04 &31a9 75 09 ; execute_miscellaneous_bytecode(&05) &31ab 04 ; return &31ac 03 ; } &31ad 97 ; if(!room.flags[1]) &31ae 01 ; { &31af 44 34 ; p["king_state"] ++ &31b1 94 34 08 02 ; if(p["king_state"] > &04 or &31b5 80 09 ; verb < "northeast") &31b7 01 ; { &31b8 0d 46 82 45 11 20 20 11 1c 1c 15 14 53 4d f8 64 ; "the king is appalled by your lack of courtesy" &31c8 49 f9 2e 05 &31cc af ; if(room.flags[2]) &31cd 01 ; { &31ce 0d 33 22 15 16 25 23 19 1e 17 32 fe 17 0b 05 ; "in refusing to eat, " &31dd 03 ; } &31de 0d 0e 47 5b 42 f8 d3 04 ; " and has you removed." &31e6 08 3f ; player_room = &3b &31e8 14 34 ; p["king_state"] = 0 &31ea 04 ; return &31eb 03 ; } &31ec 03 ; } &31ed 9e 43 ; if(verb == "west") { player_room = &43 } &31ef 8e 44 ; if(verb == "east") { player_room = &44 } &31f1 00 ; end ; bytecode_for_room_3e_actions &31f2 9e 3c ; if(verb == "west") { player_room = &3c } &31f4 af ; if(room.flags[2]) &31f5 01 ; { &31f6 8e 43 ; if(verb == "east") { player_room = &43 } &31f8 86 57 ; if(verb == "north") { player_room = &57 } &31fa 04 ; return &31fb 03 ; } &31fc 88 29 ; if(verb == "offer" and &31fe 89 2f ; first_noun == "invitation") &3200 01 ; { &3201 0d 46 f9 fa f8 3d f9 2b 47 f7 55 42 33 16 25 1c ; "The major-domo bows deeply and welcomes you in fulsome &3211 23 1f 1d 15 0e 24 15 22 1d 23 04 ; terms." &321c 0b 09 2f ; object_room["invitation"] = &05 &321f 2f ; room.flags[2] = true &3220 44 20 ; p["score"] ++ &3222 08 3f ; player_room = &3b &3224 27 ; room.flags[2] = false &3225 1f ; room.flags[1] = true &3226 08 42 ; player_room = &3e &3228 04 ; return &3229 03 ; } &322a 44 3d ; p["entrance_hall_guard_state"] ++ &322c 94 3d 07 ; if(p["entrance_hall_guard_state"] > &03) &322f 01 ; { &3230 0d f9 2f f9 fb 98 42 43 34 1c 25 1e 11 24 19 13 ; "finally convinced that you are a lunatic, the guards decide &3240 0b 46 e1 fc a0 32 fa 45 fa 0d 47 f8 65 42 86 32 ; to play safe and lock you away to await medical advice." &3250 fb 13 f8 d4 fa c3 04 &3257 08 5c ; player_room = &58 &3259 14 3d ; p["entrance_hall_guard_state"] = 0 &325b 04 ; return &325c 03 ; } &325d 80 08 ; if(verb < "west") &325f 01 ; { &3260 0d 11 1c 11 22 1d 15 14 53 4d f8 64 49 f9 2e 0b ; "alarmed by your lack of courtesy, the guards prevent your &3270 46 e1 f8 d5 4d fe 28 04 ; exit." &3278 03 ; } &3279 00 ; end ; bytecode_for_room_3f_actions &327a 96 43 ; if(verb == "south") { player_room = &43 } &327c ce 40 ; if(verb == "right") { player_room = &40 } &327e 8e 40 ; if(verb == "east") { player_room = &40 } &3280 88 08 02 ; if(verb == "west" or &3283 88 0d 02 ; verb == "left" or &3286 88 4a ; verb == "open" and &3288 89 49 ; first_noun == "trapdoor") &328a 01 ; { &328b af ; if(room.flags[2]) &328c 01 ; { &328d 08 46 ; player_room = &42 &328f 04 ; return &3290 03 ; } &3291 0d 46 54 45 fc f1 04 ; "The door is locked." &3298 03 ; } &3299 88 45 ; if(verb == "unlock" and &329b 89 49 ; first_noun == "trapdoor" and &329d a7 ; !room.flags[2] and &329e db 0d ; object_room["keys"] == "carrying") &32a0 01 ; { &32a1 0d 44 49 46 f9 64 ff 26 c2 61 32 fa 1a 46 f8 65 ; "one of the bandits' keys turns out to fit the lock." &32b1 04 &32b2 2f ; room.flags[2] = true &32b3 44 20 ; p["score"] ++ &32b5 03 ; } &32b6 00 ; end ; bytecode_for_room_40_actions &32b7 8e 41 ; if(verb == "east") { player_room = &41 } &32b9 ee 41 ; if(verb == "enter") { player_room = &41 } &32bb 9e 3f ; if(verb == "west") { player_room = &3f } &32bd e6 3f ; if(verb == "exit") { player_room = &3f } &32bf 88 35 02 ; if(verb == "read" or &32c2 88 4b ; verb == "examine") &32c4 01 ; { &32c5 89 1b ; if(first_noun == "paper" and &32c7 8d 66 ; preposition == "into" and &32c9 8a 4f ; second_noun == "mirror") &32cb 01 ; { &32cc 0d 42 fa 3c 46 ff 2c 64 32 46 ff 88 06 33 2e 4c ; "You hold the note up to the mirror. In Tim Trevyl's &32dc 2e f7 c3 fc d2 fa f8 45 fb 38 09 2d 6a 14 15 11 ; familiar scrawl is written: \nMy dear friend, this is a &32ec 22 c4 0b ac 45 34 24 22 19 13 1b 6a fc 85 fb 51 ; trick my uncle learned from Leonardo, or maybe taught &32fc 75 2e f8 d6 0b 3b 1d 11 29 12 15 0e 24 11 25 17 ; him. I have gone back to the Cubix to find my watch. It &330c 18 24 5f 06 19 58 fc 0b 73 32 46 2e cb 32 6d 6a ; has been stolen and I am losing track of time without &331c ff 5b 06 37 5b 60 23 24 1f 1c 15 1e 47 2e 19 0e ; it. \nPlease play my role at the party; bow twice to the &332c 11 1d 0e 1c 1f 23 19 1e 17 fc d8 49 62 b8 37 06 ; king, of course, receive the honours, and all that. &333c 2d fb 7c fa 45 6a 22 1f 1c 15 3a 46 fa 1f 0a fe ; Regards. . ." &334c 18 24 27 19 13 15 32 46 82 0b 49 f8 66 0b f8 d7 &335c 46 f8 d8 0b 47 87 98 06 fb e9 06 06 04 &3369 03 ; } &336a 03 ; } &336b 89 4f ; if(first_noun == "mirror") &336d 01 ; { &336e 88 56 02 ; if(verb == "search" or &3371 88 24 ; verb == "use") &3373 01 ; { &3374 d3 21 ; if(object_room["wig"] == "wearing") &3376 01 ; { &3377 0d 42 3c fe 45 fb 8e 08 05 ; "You do look silly! " &3380 04 ; return &3381 03 ; } &3382 0d 34 fc d2 fc 31 fc fc 73 3a 42 04 ; "a familiar face looks back at you." &338e 03 ; } &338f 03 ; } &3390 88 2a 02 ; if(verb == "make" or &3393 88 56 ; verb == "search") &3395 01 ; { &3396 89 47 ; if(first_noun == "boulders" and &3398 a7 ; !room.flags[2]) &3399 01 ; { &339a 0d 33 46 ff 19 42 de 34 fc 55 ff bf 04 ; "in the bed you discover a used toothpick." &33a7 3b 17 ; object_room["toothpick"] = player_room &33a9 44 20 ; p["score"] ++ &33ab 2f ; room.flags[2] = true &33ac 03 ; } &33ad 03 ; } &33ae 00 ; end ; bytecode_for_room_41_actions &33af 9e 40 ; if(verb == "west") { player_room = &40 } &33b1 e6 40 ; if(verb == "exit") { player_room = &40 } &33b3 00 ; end ; bytecode_for_room_42_actions &33b4 8e 3f ; if(verb == "east") { player_room = &3f } &33b6 e6 3f ; if(verb == "exit") { player_room = &3f } &33b8 00 ; end ; bytecode_for_room_43_actions &33b9 86 3f ; if(verb == "north") { player_room = &3f } &33bb 9e 3e ; if(verb == "west") { player_room = &3e } &33bd 88 06 02 ; if(verb == "east" or &33c0 88 10 ; verb == "up") &33c2 01 ; { &33c3 d3 25 ; if(object_room["robe"] == "wearing" and &33c5 d3 21 ; object_room["wig"] == "wearing") &33c7 01 ; { &33c8 87 ; if(!room.flags[0]) &33c9 01 ; { &33ca 0d 46 e1 f8 d9 42 5c 42 fc b0 ee 46 a4 04 ; "The guards announce you as you pass through the ; doors." &33d8 44 20 ; p["score"] ++ &33da 03 ; } &33db 0f ; room.flags[0] = true &33dc 08 41 ; player_room = &3d &33de 04 ; return &33df 03 ; } &33e0 0d 46 e1 22 15 16 25 23 15 32 fa c4 42 32 fe 4c ; "the guards refuse to allow you to enter since you are &33f0 fc 45 42 43 f6 3c fb d7 04 ; improperly dressed." &33f9 04 ; return &33fa 03 ; } &33fb 00 ; end ; bytecode_for_room_44_actions &33fc de 45 ; if(verb == "up") { player_room = &45 } &33fe d6 46 ; if(verb == "down") { player_room = &46 } &3400 88 08 ; if(verb == "west") &3402 01 ; { &3403 d3 25 ; if(object_room["robe"] == "wearing" and &3405 d3 21 ; object_room["wig"] == "wearing") &3407 01 ; { &3408 08 41 ; player_room = &3d &340a 04 ; return &340b 03 ; } &340c 0d 46 b7 f9 30 32 fb 09 42 fe 4c 46 fc 78 f6 3c ; "The guard refuses to let you enter the hall improperly &341c fb d7 04 ; dressed." &341f 03 ; } &3420 88 0f ; if(verb == "down") &3422 01 ; { &3423 d3 25 ; if(object_room["robe"] == "wearing" and &3425 d3 21 ; object_room["wig"] == "wearing") &3427 01 ; { &3428 0d 46 b7 fc fc 3a 4d 16 19 1e 15 22 29 47 f8 da ; "the guard looks at your finery and directs you firmly &3438 42 fa d5 48 04 ; west." &343d 08 41 ; player_room = &3d &343f 04 ; return &3440 03 ; } &3441 08 4a ; player_room = &46 &3443 03 ; } &3444 00 ; end ; bytecode_for_room_45_actions &3445 a7 ; if(!room.flags[2] and &3446 db 08 ; object_room["pea"] == "carrying") &3448 01 ; { &3449 44 20 ; p["score"] ++ &344b 2f ; room.flags[2] = true &344c 03 ; } &344d d6 44 ; if(verb == "down") { player_room = &44 } &344f 88 56 ; if(verb == "search" and &3451 e3 08 ; object_room["pea"] == player_room) &3453 01 ; { &3454 0d 42 99 34 ff 0e 39 46 a9 fc 05 4d fc 22 04 ; "You notice a pea on the floor near your foot." &3463 03 ; } &3464 80 08 ; if(verb < "west") &3466 01 ; { &3467 0d 42 43 11 13 13 25 23 15 14 49 aa 34 f7 56 53 ; "you are accused of being a poisoner by a suspicious cook, &3477 34 f6 21 13 1f 1f 1b 0b 47 f9 31 86 53 46 e1 04 ; and dragged away by the guards." &3487 08 5c ; player_room = &58 &3489 03 ; } &348a 00 ; end ; bytecode_for_room_46_actions &348b de 44 ; if(verb == "up") { player_room = &44 } &348d 86 44 ; if(verb == "north") { player_room = &44 } &348f 9e 4e ; if(verb == "west") { player_room = &4e } &3491 96 47 ; if(verb == "south") { player_room = &47 } &3493 00 ; end ; bytecode_for_room_47_actions &3494 86 46 ; if(verb == "north") { player_room = &46 } &3496 96 48 ; if(verb == "south") { player_room = &48 } &3498 9e 49 ; if(verb == "west") { player_room = &49 } &349a 00 ; end ; bytecode_for_room_48_actions &349b 86 47 ; if(verb == "north") { player_room = &47 } &349d 9e 4e ; if(verb == "west") { player_room = &4e } &349f 00 ; end ; bytecode_for_room_49_actions &34a0 86 4e ; if(verb == "north") { player_room = &4e } &34a2 8e 47 ; if(verb == "east") { player_room = &47 } &34a4 96 4e ; if(verb == "south") { player_room = &4e } &34a6 9e 4b ; if(verb == "west") { player_room = &4b } &34a8 00 ; end ; bytecode_for_room_4a_actions &34a9 8e 4e ; if(verb == "east") { player_room = &4e } &34ab 96 4b ; if(verb == "south") { player_room = &4b } &34ad 9e 52 ; if(verb == "west") { player_room = &52 } &34af 00 ; end ; bytecode_for_room_4b_actions &34b0 8e 49 ; if(verb == "east") { player_room = &49 } &34b2 86 4a ; if(verb == "north") { player_room = &4a } &34b4 96 4c ; if(verb == "south") { player_room = &4c } &34b6 9e 4e ; if(verb == "west") { player_room = &4e } &34b8 00 ; end ; bytecode_for_room_4c_actions &34b9 86 4b ; if(verb == "north") { player_room = &4b } &34bb 8e 4e ; if(verb == "east") { player_room = &4e } &34bd 9e 4d ; if(verb == "west") { player_room = &4d } &34bf 00 ; end ; bytecode_for_room_4d_actions &34c0 86 4e ; if(verb == "north") { player_room = &4e } &34c2 8e 4c ; if(verb == "east") { player_room = &4c } &34c4 9e 4e ; if(verb == "west") { player_room = &4e } &34c6 00 ; end ; bytecode_for_room_4e_actions &34c7 00 ; end ; bytecode_for_room_4f_actions &34c8 86 53 ; if(verb == "north") { player_room = &53 } &34ca 96 50 ; if(verb == "south") { player_room = &50 } &34cc 00 ; end ; bytecode_for_room_50_actions &34cd 86 4f ; if(verb == "north") { player_room = &4f } &34cf 96 51 ; if(verb == "south") { player_room = &51 } &34d1 00 ; end ; bytecode_for_room_51_actions &34d2 86 50 ; if(verb == "north") { player_room = &50 } &34d4 96 52 ; if(verb == "south") { player_room = &52 } &34d6 00 ; end ; bytecode_for_room_52_actions &34d7 86 51 ; if(verb == "north") { player_room = &51 } &34d9 8e 4a ; if(verb == "east") { player_room = &4a } &34db 88 32 ; if(verb == "lift" and &34dd 89 4f ; first_noun == "mirror") &34df 01 ; { &34e0 8f ; if(room.flags[0]) &34e1 01 ; { &34e2 0d d7 ea 04 ; "Nothing happens." &34e6 04 ; return &34e7 03 ; } &34e8 0d 34 fc c8 23 27 19 1e 17 23 55 75 46 f1 fc 7d ; "a ladder swings down from the darkness above." &34f8 04 &34f9 0f ; room.flags[0] = true &34fa 04 ; return &34fb 03 ; } &34fc 88 4a ; if(verb == "open" and &34fe 89 49 02 ; first_noun == "trapdoor" or &3501 88 0f ; verb == "down") &3503 01 ; { &3504 0d 34 fc 6e ff 0f 12 1f 25 1e 14 23 61 47 fb 79 ; "a giant rat bounds out and begins to devour you. As it &3514 32 f8 67 42 06 5c 37 fa 7e 0b 42 fb 88 39 46 fb ; gnaws, you reflect on the lot of lonely rodents and the &3524 06 49 1c 1f 1e 15 1c 29 f8 db 47 46 f9 fc 49 f7 ; unfairness of fifty-fifty chances." &3534 fc fb ed 04 &3538 75 09 ; execute_miscellaneous_bytecode(&05) &353a 03 ; } &353b 8f ; if(room.flags[0] and &353c 88 10 ; verb == "up") &353e 01 ; { &353f 07 ; room.flags[0] = false &3540 0d 42 fb 3e 33 34 95 9a 49 34 9b a0 fc e4 49 fb ; "you emerge in a dark corner of a large room full of people. &3550 31 06 46 ff b8 f9 32 f8 40 cd 42 04 ; The trapdoor clicks shut behind you." &355c 08 5d ; player_room = &59 &355e 03 ; } &355f 00 ; end ; bytecode_for_room_53_actions &3560 de 54 ; if(verb == "up") { player_room = &54 } &3562 96 4f ; if(verb == "south") { player_room = &4f } &3564 cc 36 ; if(p["dungeon_door_state"] != 0) &3566 01 ; { &3567 9e 58 ; if(verb == "west") { player_room = &58 } &3569 ee 58 ; if(verb == "enter") { player_room = &58 } &356b 04 ; return &356c 03 ; } &356d 89 49 ; if(first_noun == "trapdoor") &356f 01 ; { &3570 88 4a 02 ; if(verb == "open" or &3573 88 45 ; verb == "unlock") &3575 01 ; { &3576 0d f7 c5 f7 e7 04 ; "Completely impossible." &357c 03 ; } &357d 03 ; } &357e 00 ; end ; bytecode_for_room_54_actions &357f 0e ; skip_to_next_bytecode() &3580 00 ; end ; bytecode_for_room_55_actions &3581 0e ; skip_to_next_bytecode() &3582 00 ; end ; bytecode_for_room_56_actions &3583 88 10 ; if(verb == "up") &3585 01 ; { &3586 44 04 ; p["player_room"] ++ &3588 44 09 ; p["output_written"] ++ &358a 03 ; } &358b 88 0f ; if(verb == "down") &358d 01 ; { &358e 4c 04 ; p["player_room"] -- &3590 44 09 ; p["output_written"] ++ &3592 03 ; } &3593 00 ; end ; bytecode_for_room_57_actions &3594 96 3e ; if(verb == "south") { player_room = &3e } &3596 d6 56 ; if(verb == "down") { player_room = &56 } &3598 00 ; end ; bytecode_for_room_58_actions &3599 9f ; if(room.flags[1]) &359a 01 ; { &359b 80 08 02 ; if(verb < "west" or &359e 88 11 ; verb == "exit") &35a0 01 ; { &35a1 0d 42 fc 4a 9d 46 a7 0b f9 e8 38 fa 52 04 ; "You step off the table, spraining an ankle." &35af 17 ; room.flags[1] = false &35b0 04 ; return &35b1 03 ; } &35b2 03 ; } &35b3 88 4a ; if(verb == "open") &35b5 01 ; { &35b6 cc 36 ; if(p["dungeon_door_state"] != 0) &35b8 01 ; { &35b9 04 ; return &35ba 03 ; } &35bb 0d 46 54 45 fc f1 04 ; "the door is locked." &35c2 03 ; } &35c3 88 10 ; if(verb == "up" and &35c5 97 ; !room.flags[1]) &35c6 01 ; { &35c7 0d 42 fe 5b 39 46 a7 04 ; "you stand on the table." &35cf 1f ; room.flags[1] = true &35d0 03 ; } &35d1 88 0f ; if(verb == "down" and &35d3 9f ; room.flags[1]) &35d4 01 ; { &35d5 0d 42 fc 28 55 04 ; "you get down." &35db 17 ; room.flags[1] = false &35dc 03 ; } &35dd 88 46 ; if(verb == "switch" and &35df 99 1d ; first_noun != "radio") &35e1 01 ; { &35e2 9f ; if(room.flags[1]) &35e3 01 ; { &35e4 0d 42 b3 fc f8 46 fe 69 04 ; "you can't reach the switch." &35ed 04 ; return &35ee 03 ; } &35ef cc 36 ; if(p["dungeon_door_state"] != 0) &35f1 01 ; { &35f2 0d 0e d7 ea 04 ; " nothing happens." &35f7 04 ; return &35f8 03 ; } &35f9 8d 68 ; if(preposition == "onto") &35fb 01 ; { &35fc d7 ; if(!room.flags[5]) &35fd 01 ; { &35fe 0d 37 45 39 04 ; "it is on." &3603 04 ; return &3604 03 ; } &3605 bf ; if(room.flags[3]) &3606 01 ; { &3607 af ; if(room.flags[2]) &3608 01 ; { &3609 0d 46 ff 24 bc 61 04 ; "the disc falls out." &3610 37 ; room.flags[3] = false &3611 57 ; room.flags[5] = false &3612 3b 0c ; object_room["disk"] = player_room &3614 04 ; return &3615 03 ; } &3616 0d 20 18 25 24 08 46 ff 3a 12 1c 1f 27 23 06 46 ; "phut! the fuse blows. The hum from the door stops." &3626 fa 2a 75 46 54 fc e2 04 &362e 1c 36 ; p["dungeon_door_state"] = 1 &3630 44 20 ; p["score"] ++ &3632 04 ; return &3633 03 ; } &3634 0d fc a8 04 ; "okay." &3638 57 ; room.flags[5] = false &3639 04 ; return &363a 03 ; } &363b 8d 6b ; if(preposition == "off") &363d 01 ; { &363e df ; if(room.flags[5]) &363f 01 ; { &3640 0d 37 45 9d 04 ; "it is off." &3645 04 ; return &3646 03 ; } &3647 0d fc a8 04 ; "okay." &364b 5f ; room.flags[5] = true &364c 04 ; return &364d 03 ; } &364e 0d 39 3b 9d 07 05 ; "on or off? " &3654 03 ; } &3655 88 1b 02 ; if(verb == "take" or &3658 88 32 02 ; verb == "lift" or &365b 88 33 ; verb == "press") &365d 01 ; { &365e 89 4e ; if(first_noun == "armour") &3660 01 ; { &3661 9f ; if(room.flags[1]) &3662 01 ; { &3663 0d 7a 42 43 39 37 07 05 ; "while you are on it? " &366b 04 ; return &366c 03 ; } &366d 0d 1f 1f 20 18 08 ab fc c3 04 ; "ooph! it's heavy." &3677 87 ; if(!room.flags[0]) &3678 01 ; { &3679 0d 34 c1 76 ff 24 bc 9d 46 fc eb 49 44 1c 15 17 ; "a small metal disc falls off the bottom of one &3689 04 ; leg." &368a 0f ; room.flags[0] = true &368b 3b 0c ; object_room["disk"] = player_room &368d 03 ; } &368e 03 ; } &368f 03 ; } &3690 88 1b ; if(verb == "take" and &3692 89 1a ; first_noun == "bulb" and &3694 a7 ; !room.flags[2]) &3695 01 ; { &3696 0d ab fb d2 33 04 ; "it's screwed in." &369c 04 ; return &369d 03 ; } &369e 88 48 ; if(verb == "extract") &36a0 01 ; { &36a1 ac 0d 0e ; if(p["maximum_objects_carried"] == p["number_of_objects_carried"]) &36a4 01 ; { &36a5 0d 42 43 fe 75 66 d1 04 ; "you are carrying too much." &36ad 04 ; return &36ae 03 ; } &36af 89 1a 02 ; if(first_noun == "bulb" or &36b2 89 4d ; first_noun == "chair") &36b4 01 ; { &36b5 97 ; if(!room.flags[1]) &36b6 01 ; { &36b7 0d 42 b3 fc f8 37 04 ; "you can't reach it." &36be 04 ; return &36bf 03 ; } &36c0 af ; if(room.flags[2]) &36c1 01 ; { &36c2 0d 37 45 f9 fd 04 ; "it is unscrewed." &36c8 04 ; return &36c9 03 ; } &36ca 0d fc a8 04 ; "okay." &36ce 1b 1a ; object_room["bulb"] = 1 &36d0 2f ; room.flags[2] = true &36d1 03 ; } &36d2 03 ; } &36d3 88 3d ; if(verb == "insert") &36d5 01 ; { &36d6 89 1a 02 ; if(first_noun == "bulb" or &36d9 89 4d ; first_noun == "chair") &36db 01 ; { &36dc 97 ; if(!room.flags[1]) &36dd 01 ; { &36de 0d 42 b3 fc f8 04 ; "you can't reach." &36e4 04 ; return &36e5 03 ; } &36e6 0d fc a8 04 ; "okay." &36ea 27 ; room.flags[2] = false &36eb 0b 0a 1a ; object_room["bulb"] = &06 &36ee 03 ; } &36ef 03 ; } &36f0 88 3d ; if(verb == "insert" and &36f2 89 0c ; first_noun == "disk") &36f4 01 ; { &36f5 a7 ; if(!room.flags[2]) &36f6 01 ; { &36f7 0d 74 07 05 ; "where? " &36fb 04 ; return &36fc 03 ; } &36fd 97 ; if(!room.flags[1]) &36fe 01 ; { &36ff 0d 42 b3 fc f8 04 ; "you can't reach." &3705 04 ; return &3706 03 ; } &3707 e3 0c ; if(object_room["disk"] == player_room) &3709 01 ; { &370a 0d ab fc c2 39 46 a9 04 ; "it's still on the floor." &3712 04 ; return &3713 03 ; } &3714 c4 36 ; if(p["dungeon_door_state"] == 0 and &3716 d7 ; !room.flags[5]) &3717 01 ; { &3718 0d 2a 11 20 08 46 f8 dc fc a9 fb ae ee 42 06 15 ; "zap! the current goes straight through you. Expiring on &3728 28 20 19 22 19 1e 17 39 46 a9 0b 42 1d 25 23 15 ; the floor, you muse on the elementary rules of &3738 39 46 f9 fe 22 25 1c 15 23 49 f7 7d fa a4 04 ; electrical safety." &3747 75 09 ; execute_miscellaneous_bytecode(&05) &3749 04 ; return &374a 03 ; } &374b 0d 37 fa 4a 23 1e 25 17 1c 29 04 ; "it fits snugly." &3756 0b 0a 0c ; object_room["disk"] = &06 &3759 3f ; room.flags[3] = true &375a 03 ; } &375b 88 48 ; if(verb == "extract" and &375d 89 0c ; first_noun == "disk") &375f 01 ; { &3760 97 ; if(!room.flags[1]) &3761 01 ; { &3762 0d 42 b3 fc f8 04 ; "you can't reach." &3768 04 ; return &3769 03 ; } &376a a7 ; if(!room.flags[2]) &376b 01 ; { &376c 0d 42 b3 fc 28 37 04 ; "you can't get it." &3773 04 ; return &3774 03 ; } &3775 b7 ; if(!room.flags[3]) &3776 01 ; { &3777 0d ff 24 07 75 74 07 05 ; "disc? from where? " &377f 04 ; return &3780 03 ; } &3781 0d fc 33 04 ; "fine." &3785 1b 0c ; object_room["disk"] = 1 &3787 37 ; room.flags[3] = false &3788 03 ; } &3789 cc 36 ; if(p["dungeon_door_state"] != 0) &378b 01 ; { &378c 8e 53 ; if(verb == "east") { player_room = &53 } &378e e6 53 ; if(verb == "exit") { player_room = &53 } &3790 04 ; return &3791 03 ; } &3792 00 ; end ; bytecode_for_room_59_actions &3793 88 4a ; if(verb == "open" and &3795 89 49 ; first_noun == "trapdoor") &3797 01 ; { &3798 0d 35 40 04 ; "No go." &379c 03 ; } &379d 88 1f 02 ; if(verb == "hit" or &37a0 88 1e ; verb == "kick") &37a2 01 ; { &37a3 99 4b 02 ; if(first_noun != "ruffian" or &37a6 a7 02 ; !room.flags[2] or &37a8 8f ; room.flags[0]) &37a9 01 ; { &37aa 0d 42 43 1b 1e 1f 13 1b 15 14 32 46 a9 47 1a 25 ; "you are knocked to the floor and jumped on for your &37ba 1d 20 15 14 39 57 4d 20 11 19 1e 23 04 ; pains." &37c7 04 ; return &37c8 03 ; } &37c9 03 ; } &37ca 88 18 ; if(verb == "buy" and &37cc 89 20 ; first_noun == "drink") &37ce 01 ; { &37cf db 1e ; if(object_room["silver"] == "carrying") &37d1 01 ; { &37d2 af ; if(room.flags[2]) &37d3 01 ; { &37d4 0d 42 58 44 e9 04 ; "you have one already." &37da 04 ; return &37db 03 ; } &37dc 0d 42 fe 19 34 9b ff 11 0b f8 dd 44 ff 7c c3 06 ; "you buy a large ale, costing one silver button. In the &37ec 33 46 f9 1b 49 f7 57 0b 42 a3 fe 43 4a 99 98 46 ; process of ordering, you cannot help but notice that the &37fc f6 23 fb c4 45 23 25 16 16 15 22 19 1e 17 75 46 ; landlord's daughter is suffering from the unwanted &380c f7 58 f7 7e 49 34 fb 46 ff a4 5d f8 0f 5a fc 3a ; attentions of a drunken ruffian some nine feet tall who &381c 68 23 20 1f 22 24 23 0e 18 1f 22 1e 23 47 34 16 ; sports horns and a forked tail." &382c 1f 22 1b 15 14 0e 24 11 19 1c 04 &3837 2f ; room.flags[2] = true &3838 0b 46 1e ; object_room["silver"] = &42 &383b 1b 20 ; object_room["drink"] = 1 &383d 44 20 ; p["score"] ++ &383f 04 ; return &3840 03 ; } &3841 db 05 ; if(object_room["florins"] == "carrying") &3843 01 ; { &3844 0d 85 fc 9e fb 90 ff 98 75 2e fc 4e 52 04 ; "they don't accept florins from Earth here." &3852 04 ; return &3853 03 ; } &3854 0d 42 58 35 fa 60 04 ; "you have no money." &385b 03 ; } &385c 88 05 02 ; if(verb == "north" or &385f 88 11 ; verb == "exit") &3861 01 ; { &3862 a7 ; if(!room.flags[2]) &3863 01 ; { &3864 0d 46 fc e9 51 4d f8 de 32 fe 19 34 ff 59 5c 38 ; "the locals see your neglect to buy a drink as an insult. &3874 19 1e 23 25 1c 24 06 42 43 15 1a 15 13 24 15 14 ; You are ejected with considerable force, and scraped off &3884 79 f7 fd 16 1f 22 13 15 0b 47 23 13 22 11 20 15 ; the wall by a passing patrol who arrest you as drunk and &3894 14 9d 46 8e 53 34 f9 33 20 11 24 22 1f 1c 68 fc ; disorderly." &38a4 b4 42 5c fc 79 47 f7 ee 04 &38ad 08 5c ; player_room = &58 &38af 04 ; return &38b0 03 ; } &38b1 db 20 ; if(object_room["drink"] == "carrying") &38b3 01 ; { &38b4 3b 20 ; object_room["drink"] = player_room &38b6 03 ; } &38b7 03 ; } &38b8 af ; if(room.flags[2]) &38b9 01 ; { &38ba 86 3b ; if(verb == "north") { player_room = &3b } &38bc e6 3b ; if(verb == "exit") { player_room = &3b } &38be 89 4b ; if(first_noun == "ruffian") &38c0 01 ; { &38c1 88 1f 02 ; if(verb == "hit" or &38c4 88 1e ; verb == "kick") &38c6 01 ; { &38c7 97 ; if(!room.flags[1]) &38c8 01 ; { &38c9 0d 42 fe 1d 46 ff a4 0b 68 12 1c 11 13 1b 23 4d ; "you hit the ruffian, who blacks your eyes and &38d9 9e 47 fb 1b 4d f8 24 12 1c 15 15 14 33 fa 87 04 ; makes your nose bleed in return." &38e9 1f ; room.flags[1] = true &38ea 04 ; return &38eb 03 ; } &38ec 0d 46 ff a4 f7 7f 06 34 fc 93 49 46 fc e9 23 15 ; "the ruffian staggers. A dozen of the locals seize &38fc 19 2a 15 46 f7 80 42 58 fb f0 a1 0b 47 5c 46 ff ; the advantage you have brought about, and as the &390c a4 45 fb 85 9d 32 46 f7 81 46 f6 23 fb c4 f9 34 ; ruffian is carried off to the infirmary the &391c fc 24 fc ab 47 fc 24 ff 78 bb 4d fc 71 04 ; landlord's daughter throws her arms and her locket ; around your neck." &392a 13 12 ; object_room["locket"] = 0 &392c 0b 09 4b ; object_room["ruffian"] = &05 &392f 0f ; room.flags[0] = true &3930 44 20 ; p["score"] ++ &3932 03 ; } &3933 03 ; } &3934 04 ; return &3935 03 ; } &3936 88 1b ; if(verb == "take") &3938 01 ; { &3939 0d fb 8d 08 fb 8d 08 46 fc 2e fc a9 64 06 42 43 ; "thief! thief! the cry goes up. You are thrown in prison &3949 fb 91 33 fb 8f b8 f9 12 f8 29 04 ; without further ado." &3954 08 5c ; player_room = &58 &3956 03 ; } &3957 00 ; end ; unused # &3958 - &3aff is a copy of &3958 - &3aff from W.S1 &3958 46 9c 06 e6 7c 0b 42 51 97 34 fc 2a 49 27 1f 22 &3968 1e 81 ff 53 47 38 1f 19 1c 29 ff 28 04 2f 0b 32 &3978 1e 3b 19 3b 0f 44 20 03 00 5b 23 0d 0a dc db 20 &3988 e7 20 46 63 20 7a 20 28 57 22 79 6f 75 20 61 72 &3998 65 20 69 6e 20 74 68 65 20 67 72 65 61 74 20 68 &39a8 61 6c 6c 20 6f 66 20 5e 63 61 73 74 6c 65 20 5e &39b8 76 61 72 61 6e 67 61 72 2e 74 68 65 20 72 6f 6f &39c8 6d 20 69 73 20 61 62 6f 75 74 20 68 61 6c 66 20 &39d8 61 20 6d 69 6c 65 20 73 71 75 61 72 65 2c 61 6e &39e8 64 20 79 6f 75 20 63 61 6e 6e 6f 74 20 73 65 65 &39f8 20 74 68 65 20 64 69 73 74 61 6e 74 20 63 65 69 &3a08 6c 69 6e 67 2c 69 66 20 74 68 65 72 65 20 69 73 &3a18 20 6f 6e 65 2e 69 74 20 69 73 20 61 20 73 6d 61 &3a28 6c 6c 2c 69 6e 74 69 6d 61 74 65 20 67 61 74 68 &3a38 65 72 69 6e 67 20 6f 66 20 61 62 6f 75 74 20 74 &3a48 65 6e 20 6f 72 20 74 77 65 6c 76 65 20 74 68 6f &3a58 75 73 61 6e 64 2e 0d 0a e6 83 67 72 65 61 74 20 &3a68 74 61 62 6c 65 73 20 67 72 6f 61 6e 20 77 69 74 &3a78 68 20 74 68 65 20 77 65 69 67 68 74 20 6f 66 20 &3a88 73 74 72 61 6e 67 65 20 66 6f 6f 64 20 61 6e 64 &3a98 20 64 72 69 6e 6b 2e 74 68 65 20 6b 69 6e 67 20 &3aa8 69 73 20 73 65 61 74 65 64 20 6f 6e 20 68 69 73 &3ab8 20 74 68 72 6f 6e 65 20 6e 65 61 72 62 79 2c 73 &3ac8 75 72 72 6f 75 6e 64 65 64 20 62 79 20 63 6f 75 &3ad8 72 74 69 65 72 73 2e 22 29 0d 0a f0 a4 20 8b 28 &3ae8 57 22 79 6f 75 20 61 72 65 20 62 61 63 6b 20 69 &3af8 6e 20 74 68 65 20 67 72 ; W.S3 ; FF1B00 FF1B00 002000 ; bytecode_for_room_descriptions ; bytecode_for_room_5a_description &1b00 0d 42 6d da 39 46 48 63 49 46 2e cb cc a0 0b fc ; "you find yourself on the west side of the Cubix control room, &1b10 05 46 11 19 22 1c 1f 13 1b 54 04 ; near the airlock door." &1b1b c4 2f ; if(p["tim_state_one"] == 0) &1b1d 01 ; { &1b1e 0d 4c 2e d4 45 52 05 ; "tim Trevyl is here" &1b25 87 ; if(!room.flags[0]) &1b26 01 ; { &1b27 0d 0b 4a 3e ba b6 25 20 23 15 24 47 13 1f 1e 16 ; ", but he seems rather upset and confused" &1b37 25 23 15 14 05 &1b3c 03 ; } &1b3d 0d 04 ; "." &1b3f 03 ; } &1b40 00 ; end ; bytecode_for_room_5b_description &1b41 8c 2f 06 ; if(p["tim_state_one"] == &02) &1b44 01 ; { &1b45 0d 2f 10 2d 2d 2d 2d 2d 05 ; "[cls]\n\n\n\n\n" &1b4e 03 ; } &1b4f 0d 42 43 33 46 fc fd 49 46 2e cb cc a0 0b d9 53 ; "You are in the middle of the Cubix control room, standing by the &1b5f 46 cc ff a9 04 ; control console." &1b64 cc 44 ; if(p["game_part"] != 0) &1b66 01 ; { &1b67 0d 4c 2e d4 45 f8 83 79 46 fb c6 0b fb c7 46 2e ; "tim Trevyl is busy with the controls, putting the Cubix into &1b77 cb 59 23 24 11 1e 14 12 29 0e 1d 1f 14 15 fa 85 ; standby mode ready for you to leave." &1b87 57 42 32 fc 82 04 &1b8d 04 ; return &1b8e 03 ; } &1b8f 8c 2f 06 ; if(p["tim_state_one"] == &02) &1b92 01 ; { &1b93 0d 4c 2e d4 45 20 25 1e 13 18 19 1e 17 33 46 f9 ; "tim Trevyl is punching in the coordinates, muttering to &1ba3 7c 0b f9 7d 32 fb c8 06 2d 23 15 15 19 1e 17 42 ; himself. \nSeeing you, he straightens up and says, \"It's &1bb3 0b 3e f7 c8 64 47 fc 83 0b 0d 2e ab 87 f7 15 fa ; all becoming clear. I'll explain as we go. Paris 1814! this &1bc3 2d 06 f8 90 15 28 20 1c 11 19 1e 5c 3f 40 06 2e ; Warlord could be very dangerous. \" \nHe presses several &1bd3 fc 84 30 16 30 12 08 ac 2e e3 fa 86 36 6f f9 62 ; buttons on the console, and pulls a lever. The central &1be3 06 0c 2d 3e 20 22 15 23 23 15 23 ca fb c9 39 46 ; column starts moving up and down. \n\n[yellow]Press RETURN &1bf3 ff a9 0b 47 fb ca 34 ff 64 06 46 fc df fc fe fb ; " &1c03 2d fb 2e 64 47 55 06 2d 2d 2f 87 fe 55 2c fa 87 &1c13 2c 05 &1c15 76 ; store_bytecode_address(); &1c16 36 ; p["character"] = read_character() &1c17 9c 24 11 ; if(p["character"] != &0d) &1c1a 01 ; { &1c1b 7e ; restore_bytecode_address(); &1c1c 03 ; } &1c1d 0d 2f 10 2d 2d 2d 4d c4 fb af 09 0d 2e ac 2e e3 ; "[cls]\n\n\nYour friend continues: \"This Warlord was once a &1c2d fc 0f fc 08 34 2e 62 2e 1c 1f 22 14 0b 23 24 25 ; Time Lord, studying warfare in the search for a means to &1c3d 14 29 19 1e 17 f8 91 33 46 fe 6a 57 34 1d 15 11 ; stop it. My uncle knew him, long ago before he became &1c4d 1e 23 32 f8 41 37 06 6a fc 85 1b 1e 15 27 5f 0b ; obsessed with violence and started wandering round in &1c5d 84 f8 14 7e 3e f8 42 1f 12 23 15 23 23 15 14 79 ; history, changing events to keep various conflicts going. &1c6d fb cb 47 fb 21 f9 7e 7c 33 fb 2f 0b 13 18 11 1e ; Tragic. \" \nTim adjusts the Cubix controls as the central &1c7d 17 19 1e 17 0e 15 26 15 1e 24 23 32 1b 15 15 20 ; column slows. \n \"On Sirius V he did it by giving the cave &1c8d fb cc f9 7f fc 64 06 24 22 11 17 19 13 06 0c 2d ; people fire. On Fomalhaut it was the internal combustion &1c9d 4c 11 14 1a 25 23 24 23 46 2e cb fb c6 5c 46 fc ; engine. My uncle said he was behind the destruction of the &1cad df fc fe 23 1c 1f 27 23 06 2d 0d 39 2e 23 19 22 ; Niquthim race. . . \n \"And now Napoleon Bonaparte, \" Tim &1cbd 19 25 23 0e 2e 26 3e fa 0e 37 53 fb 30 46 f8 09 ; murmurs, as the central column stops moving." &1ccd fb 31 6b 06 39 2e fb cd 37 fc 0f 46 f7 16 f7 c9 &1cdd fa 2e 06 6a fc 85 23 11 19 14 3e fc 0f cd 46 f7 &1ced ca 49 46 2e f7 17 22 11 13 15 06 06 06 2d 0d 47 &1cfd 56 2e ce 2e fb ce 0b 0c 2e 4c fb cf 0b 5c 46 fc &1d0d df fc fe fc e2 fb 2e 04 &1d15 24 82 20 ; p["score"] += &02 &1d18 44 44 ; p["game_part"] ++ &1d1a 0b 0a 1e ; object_room["silver"] = &06 &1d1d 03 ; } &1d1e 00 ; end ; bytecode_for_room_5c_description &1d1f 0d 42 43 39 46 6e 63 49 46 2e cb cc a0 06 34 26 ; "You are on the north side of the Cubix control room. A viewing &1d2f 19 15 27 19 1e 17 ff 8a 45 fb 32 42 33 46 6e 8e ; screen is facing you in the north wall." &1d3f 04 &1d40 00 ; end ; bytecode_for_room_5d_description &1d41 0d 42 43 39 46 71 63 49 46 2e cb cc a0 06 72 45 ; "You are on the south side of the Cubix control room. There is a &1d51 34 ff ba 52 04 ; hatstand here." &1d56 00 ; end ; bytecode_for_room_5e_description &1d57 0d 42 43 39 46 4b 63 49 46 2e cb cc a0 06 34 fb ; "You are on the east side of the Cubix control room. A passage &1d67 33 bd 4b 75 52 04 ; leads east from here." &1d6d 00 ; end ; bytecode_for_room_5f_description &1d6e 0d 42 43 33 34 fc 7e fb 33 0b b9 bd 4b 06 46 cc ; "You are in a white passage, which leads east. The control room &1d7e a0 45 48 06 72 45 34 54 39 46 6e 63 47 34 a6 e2 ; is west. There is a door on the north side and a green corridor &1d8e db 71 06 2d fc 7c 32 46 8e 45 34 c1 ff 20 ff 2d ; leading south. \nFixed to the wall is a small red case, with a &1d9e 0b 79 34 99 fc 7d 37 b9 fb 34 09 2f 89 2e 33 ff ; notice above it which reads: [magenta]In case of fire, break &1dae 2d 49 6b 0b fe 56 ff 56 04 ; glass." &1db7 00 ; end ; bytecode_for_room_60_description &1db8 0d 42 43 dc be 34 fc 7e fb 33 b9 8d 75 4b 32 48 ; "You are walking along a white passage which runs from east to &1dc8 04 ; west." &1dc9 00 ; end ; bytecode_for_room_61_description &1dca 0d 42 6d da 33 46 2e cb f7 18 06 34 f7 cb fa 2f ; "You find yourself in the Cubix bathroom. A freshwater lagoon &1dda ed 7e 42 0b 79 13 22 29 23 24 11 1c fa 2d 7b 7d ; stretches before you, with crystal clear deep blue water, golden &1dea fc 72 0b 17 1f 1c 14 15 1e fa 88 0b 47 27 11 26 ; sands, and waving palm trees. Unfortunately environmental &1dfa 19 1e 17 f8 43 fc 62 06 f6 24 f6 25 cc 45 39 46 ; control is on the blink at the moment and it is about thirty &1e0a 12 1c 19 1e 1b 3a 46 ad 47 37 45 a1 fa 7b f8 92 ; degrees below freezing." &1e1a 8c f7 19 04 &1e1e e7 ; if(!room.flags[6]) &1e1f 01 ; { &1e20 0d 3a 4d 5a 45 34 f8 15 49 ff 29 a2 12 25 22 19 ; "at your feet is a bar of soap half buried in snow." &1e30 15 14 33 ff 33 04 &1e36 03 ; } &1e37 00 ; end ; bytecode_for_room_62_description &1e38 0d 42 43 33 46 a6 e2 06 8b fc e6 fc 73 55 32 46 ; "You are in the green corridor. Three steps lead down to the &1e48 71 06 80 46 fc e6 45 34 fe 34 fb d0 09 2d 2d 2c ; south. Over the steps is a sign reading: \n\n[magenta]RESTRICTED &1e58 2f 89 f9 80 fb ad 2c 05 ; ACCESS " &1e60 00 ; end ; bytecode_for_room_63_description &1e61 0d 52 34 cf e2 75 46 48 fb 0e 46 a6 e2 b9 8d 6e ; "Here a yellow corridor from the west meets the green corridor &1e71 47 71 06 80 87 fb 35 43 fb 36 23 11 29 19 1e 17 ; which runs north and south. Over all exits are notices saying: &1e81 09 2e 35 fb ad b8 e4 fa d8 06 2d 72 45 34 54 4b ; No access without security clearance. \nThere is a door east, &1e91 0b fb ba 2e e4 2e fa 89 04 ; labelled Security Office." &1e9a 00 ; end ; bytecode_for_room_64_description &1e9b 0d 42 43 dc be 46 a6 e2 04 ; "You are walking along the green corridor." &1ea4 00 ; end ; bytecode_for_room_65_description &1ea5 0d 34 a6 e2 75 46 6e fb 0e 34 7d e2 e0 4b 47 48 ; "A green corridor from the north meets a blue corridor running &1eb5 52 04 ; east and west here." &1eb7 00 ; end ; bytecode_for_room_66_description &1eb8 0d 42 43 33 46 7d e2 0b b9 bd 75 4b 32 48 06 6e ; "You are in the blue corridor, which leads from east to west. &1ec8 45 34 ff 60 ff 56 54 ee b9 42 50 51 34 f9 81 fc ; North is a plate glass door through which you can see a &1ed8 86 ff ab 33 46 a0 b5 06 46 54 05 ; telepathic index machine in the room beyond. The door" &1ee3 a7 ; if(!room.flags[2]) &1ee4 01 ; { &1ee5 0d fb a8 32 36 fc f1 04 ; "appears to be locked." &1eed 04 ; return &1eee 03 ; } &1eef 0d fc b9 a2 9f 04 ; "stands half open." &1ef5 00 ; end ; bytecode_for_room_67_description &1ef6 0e ; skip_to_next_bytecode() &1ef7 00 ; end ; bytecode_for_room_68_description &1ef8 0d 42 43 33 46 7d e2 06 72 45 34 54 39 46 71 63 ; "You are in the blue corridor. There is a door on the south &1f08 04 ; side." &1f09 00 ; end ; bytecode_for_room_69_description &1f0a 0d 52 34 7d e2 75 46 4b fb 0e 34 ff 20 e2 98 bd ; "Here a blue corridor from the east meets a red corridor that &1f1a 6e 04 ; leads north." &1f1c 00 ; end ; bytecode_for_room_6a_description &1f1d 0e ; skip_to_next_bytecode() &1f1e 00 ; end ; bytecode_for_room_6b_description &1f1f 0d 46 cf e2 8d 4b 47 48 06 72 45 34 54 71 04 ; "The yellow corridor runs east and west. There is a door south." &1f2e 00 ; end ; bytecode_for_room_6c_description &1f2f 0d 42 43 3a 34 fb d1 06 34 cf e2 bd 4b 0b 34 ff ; "You are at a turning. A yellow corridor leads east, a red one &1f3f 20 44 71 04 ; south." &1f43 00 ; end ; bytecode_for_room_6d_description &1f44 0d d0 33 34 ff 20 e2 98 8d 6e 47 71 06 72 45 34 ; "You're in a red corridor that runs north and south. There is a &1f54 54 39 fc 49 63 04 ; door on each side." &1f5a 00 ; end ; bytecode_for_room_6e_description &1f5b 0d 42 6d da 33 34 c1 fa 89 79 34 ff 41 47 ff 69 ; "You find yourself in a small office with a desk and chair." &1f6b 04 &1f6c 97 ; if(!room.flags[1]) &1f6d 01 ; { &1f6e 0d fb d2 32 46 ff 41 45 34 ff 23 fe 3b 04 ; "screwed to the desk is a bell push." &1f7c 03 ; } &1f7d 0d 72 43 a4 4b 47 48 04 ; "there are doors east and west." &1f85 00 ; end ; bytecode_for_room_6f_description &1f86 0d 42 58 fc f2 46 2e cb 17 29 1d 1e 11 23 19 25 ; "You have entered the Cubix gymnasium, which has the appearance &1f96 1d 0b b9 5b 46 f9 82 49 34 8b fe 3c 13 19 22 13 ; of a three ring circus: bars, high wires, trapezes and &1fa6 25 23 09 ff 44 0b fc 3d ff 6d 0b f7 1a 47 f7 cc ; trampolines are all available." &1fb6 43 87 f9 83 04 &1fbb 00 ; end ; bytecode_for_room_70_description &1fbc 14 05 ; p["current_room"] = 0 &1fbe 0d 42 43 33 46 ff ab fc 87 04 ; "You are in the machine shop." &1fc8 cc 30 ; if(p["cubix_fire_state"] != 0) &1fca 01 ; { &1fcb 0d 46 fc 88 fe 51 45 11 1c 19 17 18 24 0b 47 42 ; "the whole place is alight, and you are in danger of your &1fdb 43 33 fa 8a 49 4d fc 25 04 ; life." &1fe4 04 ; return &1fe5 03 ; } &1fe6 cc 31 ; if(p["cubix_fire_extinguished"] != 0) &1fe8 01 ; { &1fe9 0d 72 45 d7 69 52 4a 13 18 11 22 22 15 14 0e 11 ; "there is nothing left here but charred ashes." &1ff9 23 18 15 23 04 &1ffe 03 ; } ; else &1fff 01 ; { &2000 0d 72 45 34 ff 6e 47 34 ff b9 0b b9 45 fb d3 86 ; "there is a lathe and a crucible, which is burning away &2010 1d 15 22 22 19 1c 29 06 fc 7c 32 46 fc 89 ff 6f ; merrily. Fixed to the work bench is a small hexagonal &2020 45 34 c1 fb d4 ff 70 04 ; mould." &2028 03 ; } &2029 0d 72 43 fb 35 6e 47 48 04 ; "there are exits north and west." &2032 00 ; end ; bytecode_for_room_71_description &2033 0d 42 43 33 34 c1 27 1f 22 1b 23 18 1f 20 04 ; "You are in a small workshop." &2042 e7 ; if(!room.flags[6]) &2043 01 ; { &2044 0d fc e8 39 46 ff 6f 45 2e 4c 2e f7 c3 cf ff cb ; "lying on the bench is Tim Trevyl's yellow screwdriver." &2054 04 &2055 03 ; } &2056 0d 46 fe 28 45 4b 04 ; "the exit is east." &205d 00 ; end ; bytecode_for_room_72_description &205e 0d 42 43 33 46 2e cb fa 8b a0 0b b9 45 8b 5a c5 ; "You are in the Cubix sewing room, which is three feet square, &206e 0b 47 fc ec 06 fb 37 fc 85 ae 1c 19 1b 15 14 fa ; and empty. Tim's uncle never liked sewing much." &207e 8b d1 04 &2081 00 ; end ; bytecode_for_room_73_description &2082 0d 42 43 33 46 1d 25 23 19 13 a0 0b b9 45 34 fb ; "You are in the music room, which is a miniature version of the &2092 d5 f8 93 49 46 2e 11 1c 12 15 22 24 0e fc 78 04 ; Albert hall." &20a2 e7 ; if(!room.flags[6]) &20a3 01 ; { &20a4 0d 72 45 34 ff 0b 49 ff 98 39 46 ff 6b ff 6c 06 ; "there is a bag of florins on the piano stool. On the bag is &20b4 39 46 ff 0b 45 fb 38 09 79 fc 56 24 18 11 1e 1b ; written: with many thanks from Wolfgang Amadeus." &20c4 23 75 2e 27 1f 1c 16 17 11 1e 17 0e 2e 11 1d 11 &20d4 14 15 25 23 04 &20d9 03 ; } &20da 00 ; end ; bytecode_for_room_74_description &20db 0d 42 43 33 46 2e fb 39 2e fc 86 2e a0 06 34 f9 ; "You are in the Library Index Room. A telepathic index machine &20eb 81 fc 86 ff ab 1f 13 13 25 20 19 15 23 46 fc 88 ; occupies the whole of the east wall. The only exit is south." &20fb 49 46 4b 8e 06 46 97 fe 28 45 71 04 &2107 00 ; end ; bytecode_for_room_75_description &2108 c7 ; if(!room.flags[4]) &2109 01 ; { &210a 0e ; skip_to_next_bytecode() &210b 03 ; } &210c 0d 42 43 39 46 48 63 49 46 fe 61 06 34 54 bd 48 ; "You are on the west side of the store. A door leads west into &211c 59 46 fc 7e fb 33 04 ; the white passage." &2123 00 ; end ; bytecode_for_room_76_description &2124 c7 ; if(!room.flags[4]) &2125 01 ; { &2126 0e ; skip_to_next_bytecode() &2127 03 ; } &2128 0d 42 43 39 46 6e 63 49 46 fe 61 04 ; "You are on the north side of the store." &2134 00 ; end ; bytecode_for_room_77_description &2135 c7 ; if(!room.flags[4]) &2136 01 ; { &2137 0e ; skip_to_next_bytecode() &2138 03 ; } &2139 0d 42 43 39 46 71 63 49 46 fe 61 04 ; "You are on the south side of the store." &2145 00 ; end ; bytecode_for_room_78_description &2146 c7 ; if(!room.flags[4]) &2147 01 ; { &2148 0d 42 58 fc f2 38 fc ec fe 61 a0 0b 44 49 fc 56 ; "You have entered an empty store room, one of many in the &2158 33 46 2e cb 06 46 a0 45 f9 84 a2 34 f8 0e c5 47 ; Cubix. The room is roughly half a mile square and you cannot &2168 42 a3 51 46 fb bb 0b fb b3 46 a8 45 fc 68 fc f3 ; see the ceiling, though the light is quite bright." &2178 04 &2179 04 ; return &217a 03 ; } &217b 0d 42 43 39 46 4b 63 49 46 fe 61 06 72 45 34 c1 ; "you are on the east side of the store. There is a small arch in &218b fc 7a 33 46 8e 04 ; the wall." &2191 00 ; end ; bytecode_for_room_79_description &2192 0d 42 6d da 33 46 fa d9 f8 16 fb 3a a0 0b 34 c1 ; "You find yourself in the principal data storage room, a small &21a2 a0 79 38 fc 7a 39 46 48 63 04 ; room with an arch on the west side." &21ac 8c 2f 05 ; if(p["tim_state_one"] == &01) &21af 01 ; { &21b0 0d 4c 2e d4 45 d9 53 46 ff af f7 1b 04 ; "tim Trevyl is standing by the computer terminal." &21bd 14 23 ; p["is_following_tim"] = 0 &21bf 03 ; } &21c0 00 ; end ; bytecode_for_room_7a_description &21c1 0d 42 43 33 46 fc 6f fc e7 49 46 2e cb fb 39 0b ; "You are in the first section of the Cubix library, which &21d1 b9 f7 1c f9 84 8b 47 34 a2 f8 94 fb 3b 06 fb 37 ; contains roughly three and a half billion books. Tim's uncle was &21e1 fc 85 fc 0f 34 f9 85 22 15 11 14 15 22 04 ; a voracious reader." &21ef ff ; if(room.flags[7]) &21f0 01 ; { &21f1 0d 2d 34 fa 8c ff 71 ff c3 11 27 11 19 24 23 4d ; "\nA snooty robot librarian awaits your instructions." &2201 f6 26 04 &2204 03 ; } &2205 00 ; end ; bytecode_for_room_7b_description &2206 1c 49 ; p["tim_state_two"] = 1 &2208 14 05 ; p["current_room"] = 0 &220a 0d 42 43 33 34 fb d6 fc 23 c5 0b 79 12 25 19 1c ; "You are in a cobbled town square, with buildings east, west and &221a 14 19 1e 17 23 4b 0b 48 47 71 06 34 77 bd 9d 6e ; south. A road leads off north. The square is deserted." &222a 06 46 c5 45 fb 9e 04 &2231 00 ; end ; bytecode_for_room_7c_description &2232 0d 42 43 dc 55 34 fb d6 fc 76 b9 8d 6e 47 71 06 ; "You are walking down a cobbled street which runs north and &2242 39 46 4b 63 45 34 f7 1d f8 95 46 fe 34 2e 12 15 ; south. On the east side is a hostelry bearing the sign Belle-Vue &2252 1c 1c 15 10 2e 26 25 15 2e 0e f9 86 04 ; Charleroi." &225f 00 ; end ; bytecode_for_room_7d_description &2260 0d 42 58 fc e1 3a 34 fb 3c bf b9 bd 6e fb aa 34 ; "You have arrived at a wooden bridge which leads north across a &2270 95 fc 60 04 ; dark river." &2274 a7 ; if(!room.flags[2]) &2275 01 ; { &2276 0d 4e fc 42 df f9 87 42 0b 18 25 22 22 29 19 1e ; "two armed soldiers approach you, hurrying across the bridge. &2286 17 fb aa 46 bf 06 85 43 fb d7 33 46 fb d8 49 46 ; They are dressed in the uniform of the Grande Armee. \n" &2296 2e fc 8a 2e fb 0f 06 2d 05 &229f 03 ; } &22a0 0d 75 cd 42 af 46 70 49 fc 56 e0 5a 04 ; "From behind you comes the sound of many running feet." &22ad 00 ; end ; unused # &22ae - &2aff is a copy of &22ae - &2aff from W.S2 &22ae 6d da 33 34 13 1c 15 11 1e fc f7 74 ca fc c3 ff &22be 63 43 fb c2 04 e7 01 0d 33 44 9a 45 34 ff 2f 0b &22ce f7 12 17 1e 11 27 15 14 04 03 0d 33 46 a9 45 34 &22de ff b8 06 72 45 34 fc dd f8 10 33 46 6e 8e 0b 47 &22ee 34 05 87 01 0d 0e ff 42 14 11 1e 17 1c 19 1e 17 &22fe 75 46 fc 80 04 04 03 0d 0e fc c8 db 64 59 f1 04 &230e 00 1c 2d 0d 42 6d da 3a 46 fc 22 49 34 fc fa fb &231e be fc 17 49 76 fa 83 0b ee b9 a8 fb 2a 55 75 fc &232e 0e fc 7d 06 34 95 c9 bd 9d f7 b8 06 46 93 76 54 &233e 33 46 48 8e 05 cc 36 01 0d 45 fc 3e 04 04 03 0d &234e 45 f8 40 fa d5 47 fb 2b 34 fc 20 fa 2a 04 00 0e &235e 00 0e 00 0d 42 43 fc 12 4f 05 cc 2d 01 0d 64 05 &236e 03 01 0d 55 05 03 0d 0e 34 fc fa fb be 49 76 fa &237e 83 db 32 46 fb c3 06 a8 fb 2a 55 75 fc 7d 04 00 &238e 14 2d 0d 42 43 3a 46 fc 11 49 34 84 fc fa fb be &239e b9 f0 59 46 fb 2c 8c 06 38 fc 7a bd 61 59 34 23 &23ae 25 1e 1c 19 24 fc 78 71 04 00 14 05 cc 2e 01 0d &23be 42 43 05 9f 01 0d 0e d9 39 46 a7 05 03 0d 0e 33 &23ce 46 f8 8b 04 cc 36 01 0d 5c 46 ff 3a 45 fc 0b 0b &23de 05 03 0d 37 45 fc f9 95 04 04 03 0d 42 43 05 c4 &23ee 36 01 0d f7 c6 05 03 0d 33 46 f8 8c 47 f8 8d 49 &23fe 46 f7 13 15 19 17 18 24 f9 74 3b 3d fb c3 06 46 &240e 54 45 8b 19 1e 13 18 fa 84 fc 5a 0b 79 35 f8 8e &241e f8 8f 0b 05 c4 36 01 0d 47 fb 2b 34 fc 20 fa 2a &242e 04 03 01 0d 4a 37 56 fc b9 9f 04 03 a7 01 0d 2d &243e 34 fc fb a8 ff 2b fa d6 46 fb bb 0b 47 05 03 0d &244e 72 45 34 fe 69 53 46 54 06 34 fc c3 f8 11 a7 f9 &245e 7a 46 1d 19 1e 25 23 f8 12 47 34 a2 f8 13 f6 22 &246e 04 00 14 05 eb 12 09 01 0b 0a 12 03 c7 01 0d 42 &247e 6d 42 43 33 46 12 25 23 19 15 23 24 fc 1c 33 fc &248e 23 06 46 f7 c7 fc 63 34 1c 19 26 15 1c 29 fb 06 &249e 0b 47 34 fc 81 fa 2b 49 46 1c 1f 13 11 1c ff 11 &24ae 45 aa 23 27 19 1c 1c 15 14 53 44 47 87 06 46 f6 &24be 23 fa d7 fb c4 05 a7 02 8f 01 0d 0b 68 fc fc 16 &24ce 11 19 22 1c 29 fc db fc 74 75 fc 24 a6 9e 47 f9 &24de 7b fc 77 0b 45 17 11 19 1c 29 fb c5 46 f7 c7 04 &24ee 87 01 0d bb fc 24 fc 71 23 18 15 fa 2c 34 fc 4f &24fe ff 78 04 03 04 03 0d 45 aa f7 14 53 34 ff a4 04 &250e 04 03 0d 42 43 73 33 46 fc 1c 04 00 f9 6b 81 f7 &251e 08 49 fc cb f8 0a 0b 23 18 11 20 15 47 f8 0b 43 &252e fa 0a 33 34 13 19 22 13 1c 15 7c 34 fc df fc e0 &253e f8 81 04 a7 01 0d 2d 46 f6 47 24 19 1e 1b 15 22 &254e 23 43 33 34 f8 39 1d 1f 1f 14 0b 57 38 f9 6c f8 &255e 82 45 1d 19 23 23 19 1e 17 75 83 11 1e 1e 25 11 &256e 1c f7 09 49 11 1c 13 18 15 1d 29 06 34 fc 6e ff &257e 67 0b fc 17 fc 43 24 11 1c 1c 15 22 53 5e 81 ff &258e 53 0b 16 1c 1f 11 24 23 dd 42 04 04 03 0d 2d 4d &259e c4 46 fc 3a ff 67 fc 70 42 34 f7 0a 23 1d 19 1c &25ae 15 04 00 2e 61 20 64 6f 6f 72 20 6f 66 20 6d 65 &25be 74 61 6c 20 62 61 72 73 20 69 73 20 74 68 65 20 &25ce 6f 6e 6c 79 20 65 78 69 74 2c 61 6e 64 20 62 65 &25de 79 6f 6e 64 20 69 74 20 73 69 74 73 20 79 6f 75 &25ee 72 20 67 75 61 72 64 2c 22 20 e7 20 46 63 20 7a &25fe 20 28 57 22 74 68 65 20 6b 65 79 73 20 61 74 20 &260e 68 69 73 20 77 61 69 73 74 2e 22 20 f8 20 29 20 &261e 57 22 77 68 6f 20 68 61 73 20 66 61 6c 6c 65 6e &262e 20 69 6e 74 6f 20 61 20 64 65 65 70 20 74 72 61 &263e 6e 63 65 2e 22 0d 06 d6 06 20 e0 0d 06 e0 05 20 &264e 0d 06 ea 0d 20 dd 20 44 3d 22 50 32 22 0d 06 f4 &265e 5c 20 57 22 79 6f 75 20 66 69 6e 64 20 79 6f 75 &266e 72 73 65 6c 66 20 6f 6e 20 61 20 6e 61 72 72 6f &267e 77 20 70 61 74 68 20 74 68 61 74 20 73 6b 69 72 &268e 74 73 20 74 68 65 20 73 74 65 65 70 20 6d 6f 75 &269e 6e 74 61 69 6e 73 69 64 65 2c 20 6c 65 61 64 69 &26ae 6e 67 20 77 65 73 74 2e 22 0d 06 fe 06 20 e0 0d &26be 07 08 05 20 0d 07 12 0d 20 dd 20 44 3d 22 50 33 &26ce 22 0d 07 1c 5f 20 57 22 79 6f 75 20 61 72 65 20 &26de 6f 6e 20 61 20 6e 61 72 72 6f 77 20 70 61 74 68 &26ee 20 74 68 61 74 20 73 6b 69 72 74 73 20 74 68 65 &26fe 20 73 74 65 65 70 20 6d 6f 75 6e 74 61 69 6e 73 &270e 69 64 65 2c 20 6c 65 61 64 69 6e 67 20 66 72 6f &271e 6d 20 65 61 73 74 20 74 6f 20 77 65 73 74 2e 22 &272e 0d 07 26 06 20 e0 0d 07 30 05 20 0d 07 3a 0d 20 &273e dd 20 44 3d 22 50 34 22 0d 07 44 92 20 57 22 74 &274e 68 65 20 70 61 74 68 20 66 72 6f 6d 20 74 68 65 &275e 20 65 61 73 74 20 74 75 72 6e 73 20 6e 6f 72 74 &276e 68 20 69 6e 74 6f 20 74 68 65 20 6d 6f 75 6e 74 &277e 61 69 6e 73 20 68 65 72 65 2e 20 74 68 65 72 65 &278e 20 69 73 20 61 20 64 61 6e 67 65 72 6f 75 73 20 &279e 73 63 72 65 65 20 6f 66 20 6c 6f 6f 73 65 20 72 &27ae 6f 63 6b 73 20 6f 6e 20 79 6f 75 72 20 6c 65 66 &27be 74 20 61 6e 64 20 61 20 64 65 65 70 20 72 61 76 &27ce 69 6e 65 20 61 68 65 61 64 2e 0d 07 4e 4f 61 74 &27de 20 74 68 65 20 74 6f 70 20 6f 66 20 74 68 65 20 &27ee 70 72 65 63 69 70 69 63 65 20 61 6e 20 6f 6c 64 &27fe 2c 20 67 6e 61 72 6c 65 64 20 74 72 65 65 20 67 &280e 72 6f 77 73 20 61 6d 6f 6e 67 20 74 68 65 20 62 &281e 6f 75 6c 64 65 72 73 2e 22 0d 07 58 6d 20 e7 20 &282e 46 63 23 20 84 20 46 64 23 20 28 57 22 61 20 72 &283e 6f 70 65 20 68 61 6e 67 73 20 6f 76 65 72 20 74 &284e 68 65 20 63 6c 69 66 66 2c 74 69 65 64 20 61 74 &285e 20 74 68 65 20 74 6f 70 20 74 6f 20 22 29 20 e7 &286e 20 46 63 23 28 57 22 61 20 72 6f 63 6b 2e 22 29 &287e 3a 20 e7 20 46 64 23 20 28 57 22 74 68 65 20 74 &288e 72 65 65 2e 22 29 0d 07 62 06 20 e0 0d 07 6c 05 &289e 20 0d 07 76 0e 20 dd 20 44 3d 22 52 41 56 22 0d &28ae 07 80 19 20 50 27 30 31 5b 7a 20 2a 20 4e 4f 20 &28be 57 41 59 20 42 41 43 4b 0d 07 8a bd 20 57 22 79 &28ce 6f 75 20 66 69 6e 64 20 79 6f 75 72 73 65 6c 66 &28de 20 69 6e 20 61 20 64 65 65 70 20 72 61 76 69 6e &28ee 65 2c 62 65 73 69 64 65 20 61 20 73 70 72 69 6e &28fe 67 2e 74 68 65 20 73 74 72 65 61 6d 20 64 69 73 &290e 61 70 70 65 61 72 73 20 6f 76 65 72 20 61 20 77 &291e 61 74 65 72 66 61 6c 6c 20 73 6f 75 74 68 2c 61 &292e 6e 64 20 6f 6e 20 74 68 65 20 63 6c 69 66 66 20 &293e 6e 6f 72 74 68 2c 65 61 73 74 20 61 6e 64 20 77 &294e 65 73 74 20 74 68 65 72 65 20 69 73 20 6e 6f 20 &295e 68 61 6e 64 68 6f 6c 64 20 66 69 72 6d 20 65 6e &296e 6f 75 67 68 20 74 6f 20 73 75 70 70 6f 72 74 20 &297e 79 6f 75 2e 22 0d 07 94 70 20 e7 20 46 63 20 7a &298e 28 57 22 5d 61 20 67 69 61 6e 74 20 68 75 6e 74 &299e 69 6e 67 20 65 61 67 6c 65 2c 20 61 74 20 66 69 &29ae 72 73 74 20 6f 6e 6c 79 20 61 20 73 70 65 63 6b &29be 20 69 6e 20 74 68 65 20 73 6b 79 2c 66 61 6c 6c &29ce 73 20 74 6f 77 61 72 64 73 20 79 6f 75 20 6c 69 &29de 6b 65 20 61 20 74 68 75 6e 64 65 72 62 6f 6c 74 &29ee 2e 22 20 f8 29 0d 07 9e 48 20 e7 20 46 62 20 7a &29fe 20 28 57 22 5d 79 6f 75 20 6e 6f 77 20 6e 6f 74 &2a0e 69 63 65 20 61 20 63 72 65 76 69 63 65 20 69 6e &2a1e 20 74 68 65 20 6e 6f 72 74 68 65 61 73 74 20 63 &2a2e 6f 72 6e 65 72 2e 22 20 46 62 5b 23 29 0d 07 a8 &2a3e 06 20 e0 0d 07 b2 05 20 0d 07 bc 0f 20 dd 20 44 &2a4e 3d 22 43 52 45 56 22 0d 07 c6 60 20 57 22 79 6f &2a5e 75 20 77 72 69 67 67 6c 65 20 69 6e 74 6f 20 61 &2a6e 20 63 72 65 76 69 63 65 2e 22 20 e7 20 46 67 20 &2a7e 7a 20 28 57 22 79 6f 75 20 64 69 73 63 6f 76 65 &2a8e 72 20 61 20 73 69 6c 76 65 72 20 62 75 74 74 6f &2a9e 6e 20 77 65 64 67 65 64 20 69 6e 20 74 68 65 20 &2aae 72 6f 63 6b 2e 22 29 0d 07 d0 06 20 e0 0d 07 da &2abe 05 20 0d 07 e4 0d 20 dd 20 44 3d 22 50 30 22 0d &2ace 07 ee 66 20 57 22 79 6f 75 20 61 72 65 20 77 61 &2ade 6c 6b 69 6e 67 20 61 6c 6f 6e 67 20 61 20 6d 75 &2aee 64 64 79 20 66 6f 72 65 73 74 20 74 72 61 63 6b &2afe 2e 20 ; bytecode_for_room_actions ; bytecode_for_room_5a_actions &2b00 cc 44 ; if(p["game_part"] != 0) &2b02 01 ; { &2b03 88 08 02 ; if(verb == "west" or &2b06 88 11 ; verb == "exit") &2b08 01 ; { &2b09 0d 42 fb 3e 75 46 2e cb 0b 79 2e 4c 89 42 04 ; "You emerge from the Cubix, with Tim beside you." &2b18 94 45 05 ; if(p["soldier_timer"] > &01 and &2b1b 84 45 08 ; p["soldier_timer"] < &04) &2b1e 01 ; { &2b1f 08 7f ; player_room = &7b &2b21 04 ; return &2b22 03 ; } &2b23 0d 34 c6 0b 1f 12 26 19 1f 25 23 1c 29 65 fc 55 ; "a soldier, obviously not used to big blue cubes &2b33 32 fa 1b 7d 13 25 12 15 23 f7 82 61 49 fa 1e fc ; appearing out of thin air, has his musket at the ready. &2b43 09 0b 5b 5e ff 84 3a 46 fa 85 06 33 46 fa 98 fb ; In the split second before he fires, you regret once &2b53 4c 7e 3e fb 14 0b 42 fc ad fc 08 fc 0d 4d 18 11 ; more your habit of not looking where you are going." &2b63 12 19 24 49 65 e6 74 42 43 fc 64 04 &2b6f 75 09 ; execute_miscellaneous_bytecode(&05) &2b71 03 ; } &2b72 03 ; } ; else &2b73 01 ; { &2b74 9e 0a ; if(verb == "west") { player_room = &0a } &2b76 e6 0a ; if(verb == "exit") { player_room = &0a } &2b78 c4 2f ; if(p["tim_state_one"] == 0 and &2b7a 8f ; room.flags[0]) &2b7b 01 ; { &2b7c 88 22 02 ; if(verb == "ask" or &2b7f 80 08 ; verb < "west") &2b81 01 ; { &2b82 0d 2e 4c 2e d4 b2 4d fa 11 47 fb 74 42 67 42 fb ; "Tim Trevyl takes your arm and asks you if you would &2b92 83 fa 59 fc 64 73 32 fc 28 46 ff 7e 75 2e 82 2e ; mind going back to get the scroll from King &2ba2 fb 9d 04 ; Varangar." &2ba5 04 ; return &2ba6 03 ; } &2ba7 03 ; } &2ba8 03 ; } &2ba9 86 5c ; if(verb == "north") { player_room = &5c } &2bab 8e 5b ; if(verb == "east") { player_room = &5b } &2bad 96 5d ; if(verb == "south") { player_room = &5d } &2baf c4 2f ; if(p["tim_state_one"] == 0) &2bb1 01 ; { &2bb2 87 ; if(!room.flags[0]) &2bb3 01 ; { &2bb4 88 29 ; if(verb == "offer" and &2bb6 89 2a ; first_noun == "watches") &2bb8 01 ; { &2bb9 eb 2a 0a ; if(object_room["watches"] == &06) &2bbc 01 ; { &2bbd 0d 90 ff 5b 07 05 ; "what watch? " &2bc3 04 ; return &2bc4 03 ; } &2bc5 0d 4d c4 b2 5e ff 5b 79 22 15 1c 19 15 16 47 f9 ; "your friend takes his watch with relief and &2bd5 1c 0b 47 fa 93 42 27 11 22 1d 1c 29 06 3e fb 74 ; gratitude, and greets you warmly. He asks \"Did you &2be5 0d 2e fa 0e 42 fb 19 46 ff 7e 75 2e fb 9d 07 0c ; bring the scroll from Varangar? \" " &2bf5 05 &2bf6 0b 0a 2a ; object_room["watches"] = &06 &2bf9 0f ; room.flags[0] = true &2bfa 44 20 ; p["score"] ++ &2bfc 04 ; return &2bfd 03 ; } &2bfe 88 22 02 ; if(verb == "ask" or &2c01 88 29 ; verb == "offer") &2c03 01 ; { &2c04 89 50 ; if(first_noun == "trevyl") &2c06 01 ; { &2c07 04 ; return &2c08 03 ; } &2c09 0d 2e 4c 5b f7 c5 fc 15 fc d8 49 62 06 3e fc 0f ; "Tim has completely lost track of time. He was with &2c19 79 42 0b 3b b4 36 79 42 0b f8 68 3b fb 1e 04 ; you, or will be with you, sooner or later." &2c28 03 ; } &2c29 04 ; return &2c2a 03 ; } &2c2b 88 29 ; if(verb == "offer" and &2c2d 89 29 ; first_noun == "scroll") &2c2f 01 ; { &2c30 0d 2e 4c fb 5f 46 ff 7e 47 16 22 1f 27 1e 23 5c ; "Tim opens the scroll and frowns as he sees the strange &2c40 3e f8 69 46 c7 fa fc 06 3e fb 74 42 32 f8 28 5f ; language. He asks you to meet him at the data storage &2c50 3a 46 f8 16 fb 3a a0 5c fc 2b 5c f9 0d 79 34 13 ; room as soon as possible with a copy of Collected Codes &2c60 1f 20 29 49 2e f9 f1 2e 13 1f 14 15 23 57 2e f7 ; for Translating Tatty Old Scrolls, from the Cubix &2c70 fe 2e 24 11 24 24 29 2e 0e fc 6c 2e 23 13 22 1f ; library. He speeds off eastwards." &2c80 1c 1c 23 0b 75 46 2e cb fb 39 06 3e 23 20 15 15 &2c90 14 23 9d f9 da 04 &2c96 44 2f ; p["tim_state_one"] ++ &2c98 44 20 ; p["score"] ++ &2c9a 1c 23 ; p["is_following_tim"] = 1 &2c9c 0b 0a 29 ; object_room["scroll"] = &06 &2c9f 77 ; room.flags[7] = false &2ca0 04 ; return &2ca1 03 ; } &2ca2 03 ; } &2ca3 00 ; end ; bytecode_for_room_5b_actions &2ca4 86 5c ; if(verb == "north") { player_room = &5c } &2ca6 8e 5e ; if(verb == "east") { player_room = &5e } &2ca8 96 5d ; if(verb == "south") { player_room = &5d } &2caa 9e 5a ; if(verb == "west") { player_room = &5a } &2cac 00 ; end ; bytecode_for_room_5c_actions &2cad 8e 5e ; if(verb == "east") { player_room = &5e } &2caf 96 5b ; if(verb == "south") { player_room = &5b } &2cb1 9e 5a ; if(verb == "west") { player_room = &5a } &2cb3 c4 44 ; if(p["game_part"] == 0) &2cb5 01 ; { &2cb6 88 24 02 ; if(verb == "use" or &2cb9 88 4a 02 ; verb == "open" or &2cbc 88 55 ; verb == "look") &2cbe 01 ; { &2cbf 89 51 ; if(first_noun == "tapestry") &2cc1 01 ; { &2cc2 0d 46 ff 8a fb 25 97 f9 52 fc 07 04 ; "The screen shows only swirling mist." &2cce 03 ; } &2ccf 03 ; } &2cd0 04 ; return &2cd1 03 ; } &2cd2 88 4a ; if(verb == "open" and &2cd4 89 51 ; first_noun == "tapestry" and &2cd6 a7 ; !room.flags[2]) &2cd7 01 ; { &2cd8 0d 42 fe 45 61 ff 4c 34 fb d6 fc 23 c5 06 38 fc ; "you look out onto a cobbled town square. An armed soldier is &2ce8 42 c6 45 f8 df 3a 46 2e cb 0b f7 83 5e ff 84 04 ; staring at the Cubix, fingering his musket." &2cf8 2f ; room.flags[2] = true &2cf9 44 20 ; p["score"] ++ &2cfb 04 ; return &2cfc 03 ; } &2cfd 88 24 ; if(verb == "use" and &2cff 89 51 02 ; first_noun == "tapestry" or &2d02 88 36 02 ; verb == "wait" or &2d05 88 56 ; verb == "search") &2d07 01 ; { &2d08 a7 ; if(!room.flags[2]) &2d09 01 ; { &2d0a 0d 46 ff 8a 45 fa 7c 04 ; "the screen is closed." &2d12 04 ; return &2d13 03 ; } &2d14 44 45 ; p["soldier_timer"] ++ &2d16 8c 45 05 ; if(p["soldier_timer"] == &01) &2d19 01 ; { &2d1a 0d 46 c6 45 dc 7c 46 2e cb 0b f7 84 37 33 f7 85 ; "the soldier is walking round the Cubix, inspecting it in &2d2a 04 ; disbelief." &2d2b 04 ; return &2d2c 03 ; } &2d2d 8c 45 06 ; if(p["soldier_timer"] == &02) &2d30 01 ; { &2d31 0d 46 c6 8d 9d 6e 0b 5c 67 32 fc 28 fe 43 04 ; "the soldier runs off north, as if to get help." &2d40 04 ; return &2d41 03 ; } &2d42 8c 45 07 ; if(p["soldier_timer"] == &03) &2d45 01 ; { &2d46 0d 46 c5 45 fc ec 91 56 04 ; "the square is empty just now." &2d4f 04 ; return &2d50 03 ; } &2d51 0d 14 1f 2a 15 1e 23 49 df 58 11 20 20 15 11 22 ; "dozens of soldiers have appeared and are aiming their &2d61 15 14 47 43 fa ad 83 f9 bc 3a 46 fb 1c a4 49 46 ; muskets at the outer doors of the Cubix." &2d71 2e cb 04 &2d74 03 ; } &2d75 00 ; end ; bytecode_for_room_5d_actions &2d76 86 5b ; if(verb == "north") { player_room = &5b } &2d78 9e 5a ; if(verb == "west") { player_room = &5a } &2d7a 8e 5e ; if(verb == "east") { player_room = &5e } &2d7c 00 ; end ; bytecode_for_room_5e_actions &2d7d 86 5c ; if(verb == "north") { player_room = &5c } &2d7f 8e 5f ; if(verb == "east") { player_room = &5f } &2d81 96 5d ; if(verb == "south") { player_room = &5d } &2d83 9e 5b ; if(verb == "west") { player_room = &5b } &2d85 00 ; end ; bytecode_for_room_5f_actions &2d86 0b 65 26 ; object_room["snow"] = &61 &2d89 86 61 ; if(verb == "north") { player_room = &61 } &2d8b ee 61 ; if(verb == "enter") { player_room = &61 } &2d8d 8e 60 ; if(verb == "east") { player_room = &60 } &2d8f 96 62 ; if(verb == "south") { player_room = &62 } &2d91 9e 5e ; if(verb == "west") { player_room = &5e } &2d93 88 1b ; if(verb == "take" and &2d95 89 1c ; first_noun == "glass" and &2d97 c4 3b ; p["cubix_fire_alarm_state"] == 0) &2d99 01 ; { &2d9a 0d 42 b3 04 ; "You can't." &2d9e 03 ; } &2d9f 88 39 ; if(verb == "break" and &2da1 89 1c ; first_noun == "glass") &2da3 01 ; { &2da4 af ; if(room.flags[2]) &2da5 01 ; { &2da6 0d 29 1f 25 0f 26 15 e9 fc 36 98 04 ; "you've already done that." &2db2 04 ; return &2db3 03 ; } &2db4 2f ; room.flags[2] = true &2db5 1c 3b ; p["cubix_fire_alarm_state"] = 1 &2db7 3b 1c ; object_room["glass"] = player_room &2db9 6f ; room.flags[6] = true &2dba 0d 46 ff 56 f7 59 06 46 f7 86 f9 18 49 46 2e cb ; "the glass shatters. The automatic defences of the Cubix &2dca fc de 59 fb 7b 05 ; spring into action" &2dd0 c4 30 ; if(p["cubix_fire_state"] == 0) &2dd2 01 ; { &2dd3 0d 4a 43 fa c5 32 f8 6a 34 6b 04 ; "but are unable to detect a fire." &2dde 04 ; return &2ddf 03 ; } &2de0 0d 0b fb c7 61 46 6b 33 46 ff ab fc 87 04 ; ", putting out the fire in the machine shop." &2dee 14 30 ; p["cubix_fire_state"] = 0 &2df0 1c 31 ; p["cubix_fire_extinguished"] = 1 &2df2 44 20 ; p["score"] ++ &2df4 03 ; } &2df5 00 ; end ; bytecode_for_room_60_actions &2df6 8e 75 ; if(verb == "east") { player_room = &75 } &2df8 9e 5f ; if(verb == "west") { player_room = &5f } &2dfa 00 ; end ; bytecode_for_room_61_actions &2dfb 88 07 ; if(verb == "south") &2dfd 01 ; { &2dfe 08 63 ; player_room = &5f &2e00 04 ; return &2e01 03 ; } &2e02 e6 5f ; if(verb == "exit") { player_room = &5f } &2e04 80 09 ; if(verb < "northeast") &2e06 01 ; { &2e07 0d 42 fb 9c 59 46 19 13 29 fa 2f 47 fa 4f 32 fc ; "You stumble into the icy lagoon and freeze to death almost &2e17 52 fb 53 ef 04 ; instantly." &2e1c 75 09 ; execute_miscellaneous_bytecode(&05) &2e1e 03 ; } &2e1f 00 ; end ; bytecode_for_room_62_actions &2e20 86 5f ; if(verb == "north") { player_room = &5f } &2e22 96 63 ; if(verb == "south") { player_room = &63 } &2e24 d6 63 ; if(verb == "down") { player_room = &63 } &2e26 00 ; end ; bytecode_for_room_63_actions &2e27 8e 6e ; if(verb == "east") { player_room = &6e } &2e29 ee 6e ; if(verb == "enter") { player_room = &6e } &2e2b bc 04 05 ; if(p["player_room"] != p["current_room"]) &2e2e 01 ; { &2e2f 04 ; return &2e30 03 ; } &2e31 db 0a 02 ; if(object_room["tag"] == "carrying" or &2e34 d3 0a ; object_room["tag"] == "wearing") &2e36 01 ; { &2e37 86 62 ; if(verb == "north") { player_room = &62 } &2e39 de 62 ; if(verb == "up") { player_room = &62 } &2e3b 9e 6a ; if(verb == "west") { player_room = &6a } &2e3d 96 64 ; if(verb == "south") { player_room = &64 } &2e3f 04 ; return &2e40 03 ; } &2e41 80 09 ; if(verb < "northeast") &2e43 01 ; { &2e44 0d 42 f9 17 46 f7 86 e4 23 13 11 1e 06 33 34 f7 ; "You trigger the automatic security scan. In a fraction of a &2e54 5a 49 34 fb 4c 42 43 f6 3d 16 22 1f 2a 15 1e 47 ; second you are cryogenically frozen and stored for &2e64 fa b6 57 f6 05 53 2e 4c 2e d4 06 f6 24 3e fc 91 ; questioning by Tim Trevyl. Unfortunately he does not &2e74 65 de 90 f7 5b 32 42 25 1e 24 19 1c 0e 30 76 fb ; discover what happened to you until 114years have passed." &2e84 17 58 20 11 23 23 15 14 04 &2e8d 75 09 ; execute_miscellaneous_bytecode(&05) &2e8f 03 ; } &2e90 00 ; end ; bytecode_for_room_64_actions &2e91 86 63 ; if(verb == "north") { player_room = &63 } &2e93 96 65 ; if(verb == "south") { player_room = &65 } &2e95 00 ; end ; bytecode_for_room_65_actions &2e96 86 64 ; if(verb == "north") { player_room = &64 } &2e98 8e 66 ; if(verb == "east") { player_room = &66 } &2e9a 9e 67 ; if(verb == "west") { player_room = &67 } &2e9c 00 ; end ; bytecode_for_room_66_actions &2e9d 9e 65 ; if(verb == "west") { player_room = &65 } &2e9f 8e 7a ; if(verb == "east") { player_room = &7a } &2ea1 a7 ; if(!room.flags[2]) &2ea2 01 ; { &2ea3 88 4b ; if(verb == "examine" and &2ea5 89 49 ; first_noun == "trapdoor") &2ea7 01 ; { &2ea8 0d 3a 44 fc 4b 49 46 54 0b fa 21 fc 3d 0b 42 6d ; "At one edge of the door, waist high, you find a small &2eb8 34 c1 fb d4 fc 10 04 ; hexagonal hole." &2ebf 03 ; } &2ec0 88 3d ; if(verb == "insert" and &2ec2 89 2e ; first_noun == "cylinder") &2ec4 01 ; { &2ec5 0d 46 ff b0 fa 4a f7 87 06 46 54 f9 32 9f 04 ; "the cylinder fits perfectly. The door clicks open." &2ed4 2f ; room.flags[2] = true &2ed5 0b 09 2e ; object_room["cylinder"] = &05 &2ed8 44 20 ; p["score"] ++ &2eda 03 ; } &2edb 88 4a ; if(verb == "open" and &2edd 89 49 ; first_noun == "trapdoor") &2edf 01 ; { &2ee0 0d ab fc f1 04 ; "it's locked." &2ee5 03 ; } &2ee6 04 ; return &2ee7 03 ; } &2ee8 86 74 ; if(verb == "north") { player_room = &74 } &2eea ee 74 ; if(verb == "enter") { player_room = &74 } &2eec 00 ; end ; bytecode_for_room_67_actions &2eed 8e 65 ; if(verb == "east") { player_room = &65 } &2eef 9e 68 ; if(verb == "west") { player_room = &68 } &2ef1 96 73 ; if(verb == "south") { player_room = &73 } &2ef3 ee 73 ; if(verb == "enter") { player_room = &73 } &2ef5 00 ; end ; bytecode_for_room_68_actions &2ef6 8e 67 ; if(verb == "east") { player_room = &67 } &2ef8 9e 69 ; if(verb == "west") { player_room = &69 } &2efa 96 72 ; if(verb == "south") { player_room = &72 } &2efc ee 72 ; if(verb == "enter") { player_room = &72 } &2efe 00 ; end ; bytecode_for_room_69_actions &2eff 86 6d ; if(verb == "north") { player_room = &6d } &2f01 8e 68 ; if(verb == "east") { player_room = &68 } &2f03 00 ; end ; bytecode_for_room_6a_actions &2f04 8e 63 ; if(verb == "east") { player_room = &63 } &2f06 96 6f ; if(verb == "south") { player_room = &6f } &2f08 ee 6f ; if(verb == "enter") { player_room = &6f } &2f0a 9e 6b ; if(verb == "west") { player_room = &6b } &2f0c 00 ; end ; bytecode_for_room_6b_actions &2f0d 8e 6a ; if(verb == "east") { player_room = &6a } &2f0f 96 70 ; if(verb == "south") { player_room = &70 } &2f11 ee 70 ; if(verb == "enter") { player_room = &70 } &2f13 9e 6c ; if(verb == "west") { player_room = &6c } &2f15 00 ; end ; bytecode_for_room_6c_actions &2f16 8e 6b ; if(verb == "east") { player_room = &6b } &2f18 96 6d ; if(verb == "south") { player_room = &6d } &2f1a 00 ; end ; bytecode_for_room_6d_actions &2f1b 86 6c ; if(verb == "north") { player_room = &6c } &2f1d 8e 70 ; if(verb == "east") { player_room = &70 } &2f1f 96 69 ; if(verb == "south") { player_room = &69 } &2f21 9e 71 ; if(verb == "west") { player_room = &71 } &2f23 00 ; end ; bytecode_for_room_6e_actions &2f24 9e 63 ; if(verb == "west") { player_room = &63 } &2f26 e6 63 ; if(verb == "exit") { player_room = &63 } &2f28 88 1b ; if(verb == "take" and &2f2a 89 0b ; first_noun == "bell" and &2f2c 97 ; !room.flags[1]) &2f2d 01 ; { &2f2e 0d 37 45 fb d2 32 46 ff 41 04 ; "It is screwed to the desk." &2f38 03 ; } &2f39 88 48 ; if(verb == "extract" and &2f3b 89 0b ; first_noun == "bell") &2f3d 01 ; { &2f3e 9f ; if(room.flags[1]) &2f3f 01 ; { &2f40 0d 37 45 f9 fd 04 ; "it is unscrewed." &2f46 04 ; return &2f47 03 ; } &2f48 db 18 ; if(object_room["screwdriver"] == "carrying") &2f4a 01 ; { &2f4b 0d a5 04 ; "right." &2f4e 1f ; room.flags[1] = true &2f4f 3b 0b ; object_room["bell"] = player_room &2f51 44 20 ; p["score"] ++ &2f53 04 ; return &2f54 03 ; } &2f55 0d 35 4f 04 ; "no way." &2f59 03 ; } &2f5a 88 4b 02 ; if(verb == "examine" or &2f5d 88 56 ; verb == "search") &2f5f 01 ; { &2f60 89 4e ; if(first_noun == "armour") &2f62 01 ; { &2f63 0d ab 38 f7 5c fb 3c ff 41 79 44 ff 8b 04 ; "it's an ordinary wooden desk with one drawer." &2f71 04 ; return &2f72 03 ; } &2f73 03 ; } &2f74 88 4a ; if(verb == "open" and &2f76 89 55 ; first_noun == "drawer") &2f78 01 ; { &2f79 a7 ; if(!room.flags[2]) &2f7a 01 ; { &2f7b 0d 42 6d 34 76 e4 ff 10 33 46 ff 8b 04 ; "you find a metal security tag in the drawer." &2f88 3b 0a ; object_room["tag"] = player_room &2f8a 2f ; room.flags[2] = true &2f8b 44 20 ; p["score"] ++ &2f8d 04 ; return &2f8e 03 ; } &2f8f 0d 37 45 9f 04 ; "it is open." &2f94 04 ; return &2f95 03 ; } &2f96 98 06 ; if(verb != "east" and &2f98 99 0b 02 ; first_noun != "bell" or &2f9b 89 0b ; first_noun == "bell" and &2f9d 98 34 ; verb != "ring" and &2f9f 98 33 ; verb != "press" and &2fa1 98 24 ; verb != "use") &2fa3 01 ; { &2fa4 04 ; return &2fa5 03 ; } &2fa6 88 06 ; if(verb == "east") &2fa8 01 ; { &2fa9 0d 5c 42 9f 46 54 0b 05 ; "as you open the door, " &2fb1 03 ; } &2fb2 0d 34 e4 ff a8 1c 25 1d 12 15 22 23 33 47 fb 74 ; "a security android lumbers in and asks you why you are" &2fc2 42 27 18 29 42 43 05 &2fc9 db 0a ; if(object_room["tag"] == "carrying") &2fcb 01 ; { &2fcc 0d fa e3 05 ; "stealing" &2fd0 0b 09 0a ; object_room["tag"] = &05 &2fd3 03 ; } ; else &2fd4 01 ; { &2fd5 0d 33 34 f9 80 f8 1b b8 05 ; "in a restricted area without" &2fde 03 ; } &2fdf 0d 34 e4 ff 10 06 37 15 23 13 1f 22 24 23 42 32 ; "a security tag. It escorts you to the control room console, with &2fef 46 cc a0 ff a9 0b 79 f6 26 65 32 fc 34 f8 6b 2e ; instructions not to move till Tim Trevyl returns. It is &2fff 4c 2e d4 f9 35 06 37 45 f6 06 32 19 17 1e 1f 22 ; programmed to ignore complaints about Catch 22." &300f 15 f6 07 a1 2e fa c6 30 1a 04 &3019 08 5f ; player_room = &5b &301b 14 05 ; p["current_room"] = 0 &301d 00 ; end ; bytecode_for_room_6f_actions &301e 86 6a ; if(verb == "north") { player_room = &6a } &3020 e6 6a ; if(verb == "exit") { player_room = &6a } &3022 88 24 ; if(verb == "use") &3024 01 ; { &3025 89 52 02 ; if(first_noun == "trampoline" or &3028 89 52 02 ; first_noun == "trampoline" or &302b 89 52 02 ; first_noun == "trampoline" or &302e 89 52 ; first_noun == "trampoline") &3030 01 ; { &3031 0d 27 18 15 15 08 90 f8 21 04 ; "Whee! what fun." &303b 04 ; return &303c 03 ; } &303d 0d 90 05 ; "what" &3040 1d ; print first_noun &3041 0d 07 05 ; "? " &3044 03 ; } &3045 00 ; end ; bytecode_for_room_70_actions &3046 97 ; if(!room.flags[1] and &3047 88 46 ; verb == "switch" and &3049 89 53 ; first_noun == "crucible") &304b 01 ; { &304c 0d 42 b3 fc f0 61 46 fb c6 39 46 ff b9 04 ; "You can't figure out the controls on the crucible." &305a 04 ; return &305b 03 ; } &305c 97 ; if(!room.flags[1] and &305d db 2e ; object_room["cylinder"] == "carrying") &305f 01 ; { &3060 88 05 02 ; if(verb == "north" or &3063 88 08 ; verb == "west") &3065 01 ; { &3066 1c 30 ; p["cubix_fire_state"] = 1 &3068 1f ; room.flags[1] = true &3069 44 20 ; p["score"] ++ &306b 0d f6 24 0b 5c 42 fc 82 46 14 22 19 20 20 19 1e ; "unfortunately, as you leave the dripping crucible sets &307b 17 ff b9 fa 54 46 ff 6f 39 6b 04 ; the bench on fire." &3086 cc 0a ; if(p["number_of_objects_in_player_room"] != 0) &3088 01 ; { &3089 0d f6 08 fc a9 64 33 fa c7 0b 19 1e 13 1c 25 14 ; "everything goes up in flames, including " &3099 19 1e 17 0e 05 &309e 2c 04 0b ; p["old_room"] = p["player_room"] &30a1 0c 09 0c ; p["new_room"] = &05 &30a4 06 ; list_objects(p["old_room"]. p["new_room"]) &30a5 0d 42 69 cd 04 ; "you left behind." &30aa 03 ; } &30ab 0d 2d 05 ; "\n" &30ae 03 ; } &30af 03 ; } &30b0 86 6b ; if(verb == "north") { player_room = &6b } &30b2 9e 6d ; if(verb == "west") { player_room = &6d } &30b4 cc 31 02 ; if(p["cubix_fire_extinguished"] != 0 or &30b7 80 15 ; verb < "dc") &30b9 01 ; { &30ba 04 ; return &30bb 03 ; } &30bc 88 4b 02 ; if(verb == "examine" or &30bf 88 35 ; verb == "read") &30c1 01 ; { &30c2 89 53 ; if(first_noun == "crucible") &30c4 01 ; { &30c5 0d 39 46 63 49 46 ff b9 45 fa b9 09 2d fc 17 33 ; "On the side of the crucible is marked: \nMade in &30d5 2e fb cd 28 26 19 06 2d 2c fa 8a 06 57 ff 56 97 ; Fomalhaut xvi. \nDANGER. FOR GLASS ONLY. " &30e5 06 2c 05 &30e8 03 ; } &30e9 03 ; } &30ea cc 30 ; if(p["cubix_fire_state"] != 0) &30ec 01 ; { &30ed 0d 42 a3 fe 22 61 46 6b 0b 47 35 44 18 15 11 22 ; "You cannot put out the fire, and no one hears your screams &30fd 23 4d f9 36 5c 42 fe 41 32 fc 52 04 ; as you burn to death." &3109 75 09 ; execute_miscellaneous_bytecode(&05) &310b 04 ; return &310c 03 ; } &310d 88 3d 02 ; if(verb == "insert" or &3110 88 28 ; verb == "drop") &3112 01 ; { &3113 8d 66 ; if(preposition == "into" and &3115 8a 53 ; second_noun == "crucible" and &3117 a7 ; !room.flags[2] and &3118 d9 ; object_room[first_noun] == "carrying") &3119 01 ; { &311a 89 2c 02 ; if(first_noun == "bottle" or &311d 89 1c ; first_noun == "glass") &311f 01 ; { &3120 0d 46 05 ; "the" &3123 1d ; print first_noun &3124 0d fa 61 ef 04 ; "melts instantly." &3129 09 0a ; object_room[first_noun] = &06 &312b 2f ; room.flags[2] = true &312c 44 20 ; p["score"] ++ &312e 04 ; return &312f 03 ; } &3130 8c 15 05 ; if(p["first_noun_type"] == &01) &3133 01 ; { &3134 0d 46 05 ; "the" &3137 1d ; print first_noun &3138 0d fa c8 ef 79 46 fc 7e 18 1f 24 ff b9 0b 23 15 ; "reacts instantly with the white hot crucible, &3148 1e 14 19 1e 17 f8 e0 23 20 11 22 1b 23 f7 5d f7 ; sending searing sparks shooting everywhere. The &3158 b4 06 46 ff 6f f9 0b 6b 04 ; bench catches fire." &3161 1c 30 ; p["cubix_fire_state"] = 1 &3163 04 ; return &3164 03 ; } &3165 0d 37 fc a6 40 33 04 ; "it won't go in." &316c 03 ; } &316d 03 ; } &316e 88 31 ; if(verb == "pour") &3170 01 ; { &3171 af ; if(room.flags[2]) &3172 01 ; { &3173 0d 42 fe 38 46 f8 6c f7 5e 05 ; "you pour the molten material" &317d 27 ; room.flags[2] = false &317e 8d 66 ; if(preposition == "into") &3180 01 ; { &3181 89 55 ; if(first_noun == "drawer" and &3183 c2 02 ; second_noun == 0 or &3185 8a 55 ; second_noun == "drawer") &3187 01 ; { &3188 0d 59 46 ff 70 0b 74 37 f8 e1 06 34 c1 fb d4 ff ; "into the mould, where it freezes. A small &3198 b0 fb 67 61 04 ; hexagonal cylinder drops out." &319d 3b 2e ; object_room["cylinder"] = player_room &319f 04 ; return &31a0 03 ; } &31a1 03 ; } &31a2 0d ff 4c 46 a9 04 ; "onto the floor." &31a8 04 ; return &31a9 03 ; } &31aa 0d 46 ff b9 45 fc ec 04 ; "the crucible is empty." &31b2 03 ; } &31b3 00 ; end ; bytecode_for_room_71_actions &31b4 8e 6d ; if(verb == "east") { player_room = &6d } &31b6 e6 6d ; if(verb == "exit") { player_room = &6d } &31b8 00 ; end ; bytecode_for_room_72_actions &31b9 86 68 ; if(verb == "north") { player_room = &68 } &31bb e6 68 ; if(verb == "exit") { player_room = &68 } &31bd 00 ; end ; bytecode_for_room_73_actions &31be 86 67 ; if(verb == "north") { player_room = &67 } &31c0 e6 67 ; if(verb == "exit") { player_room = &67 } &31c2 00 ; end ; bytecode_for_room_74_actions &31c3 96 66 ; if(verb == "south") { player_room = &66 } &31c5 e6 66 ; if(verb == "exit") { player_room = &66 } &31c7 88 40 ; if(verb == "think" and &31c9 a7 ; !room.flags[2]) &31ca 01 ; { &31cb 0d 46 fa 59 fb d0 ff ab ef fa 9e 64 4d f9 07 06 ; "The mind reading machine instantly picks up your thought. &31db 46 fc 86 ff 31 57 46 ff 30 42 23 15 15 1b fb 67 ; The index card for the book you seek drops onto the floor." &31eb ff 4c 46 a9 04 &31f0 2f ; room.flags[2] = true &31f1 44 20 ; p["score"] ++ &31f3 3b 24 ; object_room["card"] = player_room &31f5 03 ; } &31f6 00 ; end ; bytecode_for_room_75_actions &31f7 9e 60 ; if(verb == "west") { player_room = &60 } &31f9 86 76 ; if(verb == "north") { player_room = &76 } &31fb 96 77 ; if(verb == "south") { player_room = &77 } &31fd 8e 78 ; if(verb == "east") { player_room = &78 } &31ff 4f ; room.flags[4] = true &3200 00 ; end ; bytecode_for_room_76_actions &3201 8e 78 ; if(verb == "east") { player_room = &78 } &3203 96 77 ; if(verb == "south") { player_room = &77 } &3205 9e 75 ; if(verb == "west") { player_room = &75 } &3207 4f ; room.flags[4] = true &3208 00 ; end ; bytecode_for_room_77_actions &3209 86 76 ; if(verb == "north") { player_room = &76 } &320b 8e 78 ; if(verb == "east") { player_room = &78 } &320d 9e 75 ; if(verb == "west") { player_room = &75 } &320f 4f ; room.flags[4] = true &3210 00 ; end ; bytecode_for_room_78_actions &3211 86 76 ; if(verb == "north") { player_room = &76 } &3213 96 77 ; if(verb == "south") { player_room = &77 } &3215 9e 75 ; if(verb == "west") { player_room = &75 } &3217 4f ; room.flags[4] = true &3218 8e 79 ; if(verb == "east") { player_room = &79 } &321a ee 79 ; if(verb == "enter") { player_room = &79 } &321c 00 ; end ; bytecode_for_room_79_actions &321d 9e 78 ; if(verb == "west") { player_room = &78 } &321f e6 78 ; if(verb == "exit") { player_room = &78 } &3221 80 15 ; if(verb < "dc") &3223 01 ; { &3224 04 ; return &3225 03 ; } &3226 8c 2f 05 ; if(p["tim_state_one"] == &01) &3229 01 ; { &322a 7f ; room.flags[7] = true &322b 88 29 ; if(verb == "offer" and &322d 89 23 ; first_noun == "book") &322f 01 ; { &3230 0d 2e 4c ff ad fb 92 46 fc e7 3e fa 62 47 f7 88 ; "Tim quickly finds the section he wants and translates &3240 46 ff 7e 09 2d f7 89 3f 11 23 23 15 1d 12 1c 15 ; the scroll: \nImperative we assemble with men and &3250 79 fc 0a 47 f7 8a 2e fc 84 30 16 30 12 0e 5c 20 ; equipment Paris 1814 as planned. The escape from Elba &3260 1c 11 1e 1e 15 14 06 46 fb 5e 75 2e 15 1c 12 11 ; will proceed on schedule. Warlord. \nYour friend remarks &3270 b4 20 22 1f 13 15 15 14 39 23 13 18 15 14 25 1c ; as he gets the coordinates for Paris 1814 from the &3280 15 06 e3 06 2d 4d c4 fb f9 5c 3e fc a7 46 f9 7c ; computer: \"Just as I feared. He's making for Earth. &3290 57 2e fc 84 30 16 30 12 0e 75 46 ff af 09 0d 2e ; Quick, back to the control console. \" \nHe disappears &32a0 91 5c 2e 19 0e 16 15 11 22 15 14 06 f8 61 fc f5 ; through the arch westwards." &32b0 57 2e fc 4e 06 fa be 0b 73 32 46 cc ff a9 06 0c &32c0 2d 3e f0 ee 46 fc 7a f9 50 04 &32ca 3b 23 ; object_room["book"] = player_room &32cc 44 2f ; p["tim_state_one"] ++ &32ce 1c 23 ; p["is_following_tim"] = 1 &32d0 44 20 ; p["score"] ++ &32d2 04 ; return &32d3 03 ; } &32d4 88 43 ; if(verb == "follow") &32d6 01 ; { &32d7 04 ; return &32d8 03 ; } &32d9 0d 2e 4c fb 61 5e 7f 61 f6 3e 57 46 ff 30 04 ; "Tim holds his hand out expectantly for the book." &32e8 03 ; } &32e9 00 ; end ; bytecode_for_room_7a_actions &32ea 80 08 ; if(verb < "west") &32ec 01 ; { &32ed ff ; if(room.flags[7]) &32ee 01 ; { &32ef 0d 46 ff c3 fb ac 42 fc 64 fc 0c f9 12 04 ; "The librarian prevents you going any further." &32fd 04 ; return &32fe 03 ; } &32ff 0d 42 fb 6f 33 fc d0 46 f9 37 47 fb e6 fc 2f 4d ; "you wander in among the shelves and rapidly lose your sense &330f 23 15 1e 23 15 49 fb f3 06 42 23 20 15 1e 14 46 ; of direction. You spend the next 60 years browsing among the &331f fc 26 30 40 0e fb 17 12 22 1f 27 23 19 1e 17 fc ; millions of books" &332f d0 46 f7 5f 49 fb 3b 05 &3337 cc 2f ; if(p["tim_state_one"] != 0) &3339 01 ; { &333a 0d 0b 4a fc 35 b8 fa e2 46 44 2e 4c 2e d4 27 11 ; ", but die without finding the one Tim Trevyl wanted." &334a 1e 24 15 14 04 &334f 03 ; } ; else &3350 01 ; { &3351 0d 04 ; "." &3353 03 ; } &3354 75 09 ; execute_miscellaneous_bytecode(&05) &3356 04 ; return &3357 03 ; } &3358 9e 66 ; if(verb == "west") { player_room = &66 } &335a e6 66 ; if(verb == "exit") { player_room = &66 } &335c 88 34 02 ; if(verb == "ring" or &335f 88 33 02 ; verb == "press" or &3362 88 24 ; verb == "use") &3364 01 ; { &3365 89 0b ; if(first_noun == "bell" and &3367 d9 ; object_room[first_noun] == "carrying") &3368 01 ; { &3369 f7 ; if(!room.flags[7]) &336a 01 ; { &336b 0d fa 46 08 34 b6 fa 8c ff 71 ff c3 fb fc 61 75 ; "ping! a rather snooty robot librarian trundles out &337b 46 f9 37 32 fb 13 4d f6 26 04 ; from the shelves to await your instructions." &3385 7f ; room.flags[7] = true &3386 44 20 ; p["score"] ++ &3388 04 ; return &3389 03 ; } &338a 0d fa 46 08 46 ff a8 45 fb db f8 e2 04 ; "ping! the android is clearly annoyed." &3397 03 ; } &3398 03 ; } &3399 f7 ; if(!room.flags[7]) &339a 01 ; { &339b 04 ; return &339c 03 ; } &339d 88 22 02 ; if(verb == "ask" or &33a0 88 1b ; verb == "take" and &33a2 89 23 ; first_noun == "book") &33a4 01 ; { &33a5 a7 ; if(!room.flags[2]) &33a6 01 ; { &33a7 0d 46 ff c3 23 1e 19 16 16 23 79 fc 5b 1e 1f 23 ; "the librarian sniffs with both noses and remarks: I have &33b7 15 23 47 fb f9 09 2e 19 58 ca fb 3b 52 0b 5c 42 ; several books here, as you can see. An index card would &33c7 50 51 06 38 fc 86 ff 31 fb 83 36 23 25 13 18 34 ; be such a help." &33d7 fe 43 04 &33da 03 ; } &33db 03 ; } &33dc 88 29 ; if(verb == "offer" and &33de 89 24 ; first_noun == "card") &33e0 01 ; { &33e1 0d 46 ff c3 b2 46 ff 31 0b fb fc 9d 0b 47 f9 35 ; "the librarian takes the card, trundles off, and returns two &33f1 4e fb f1 fb 1e 79 46 ff 30 2e 4c 2e d4 11 23 1b ; minutes later with the book Tim Trevyl asked for." &3401 15 14 57 04 &3405 3b 23 ; object_room["book"] = player_room &3407 0b 09 24 ; object_room["card"] = &05 &340a 44 20 ; p["score"] ++ &340c 2f ; room.flags[2] = true &340d 03 ; } &340e 00 ; end ; bytecode_for_room_7b_actions &340f 44 46 ; p["infantry_timer"] ++ &3411 94 46 07 ; if(p["infantry_timer"] > &03) &3414 01 ; { &3415 0e ; skip_to_next_bytecode() &3416 03 ; } &3417 88 06 02 ; if(verb == "east" or &341a 88 12 02 ; verb == "enter" or &341d 88 4a ; verb == "open" and &341f 89 49 ; first_noun == "trapdoor") &3421 01 ; { &3422 0d 2e 4c 5b fc f1 46 2e cb fb 1c a4 04 ; "Tim has locked the Cubix outer doors." &342f 04 ; return &3430 03 ; } &3431 88 05 ; if(verb == "north") &3433 01 ; { &3434 08 80 ; player_room = &7c &3436 04 ; return &3437 03 ; } &3438 80 09 ; if(verb < "northeast") &343a 01 ; { &343b 0d 46 fc 88 fc 23 45 f9 38 79 2e d2 df 06 4d f7 ; "the whole town is teeming with French soldiers. Your &344b 8b 45 fa f7 f6 09 57 46 62 47 fe 51 0a 46 2e d2 ; clothing is hardly appropriate for the time and place; the &345b fc a0 32 f9 27 42 fc 6f 47 f7 8c 42 f6 0a 04 ; French decide to execute you first and interrogate you ; afterwards." &346a 75 09 ; execute_miscellaneous_bytecode(&05) &346c 03 ; } &346d 00 ; end ; bytecode_for_room_7c_actions &346e 44 46 ; p["infantry_timer"] ++ &3470 94 46 08 ; if(p["infantry_timer"] > &04) &3473 01 ; { &3474 0e ; skip_to_next_bytecode() &3475 03 ; } &3476 88 06 02 ; if(verb == "east" or &3479 88 12 ; verb == "enter") &347b 01 ; { &347c 0d 46 fc 1c c2 61 32 36 44 49 46 2e d2 11 22 1d ; "The inn turns out to be one of the French army's &348c 29 0f 23 f6 1f 0b f8 e3 53 2e ce 97 34 fc 30 fb ; headquarters, vacated by Napoleon only a few hours ago. On &349c 1d f8 14 06 39 ac f7 60 42 43 f9 1f 0a 42 43 23 ; this occasion you are lucky; you are slung out in the street &34ac 1c 25 1e 17 61 33 46 fc 76 5c f7 8d 04 ; as vagabonds." &34b9 03 ; } &34ba 86 7d ; if(verb == "north") { player_room = &7d } &34bc 96 7b ; if(verb == "south") { player_room = &7b } &34be 00 ; end ; bytecode_for_room_7d_actions &34bf 44 46 ; p["infantry_timer"] ++ &34c1 94 46 09 ; if(p["infantry_timer"] > &05) &34c4 01 ; { &34c5 0d 34 f8 e4 49 2e f9 9d fb df 15 1d 15 22 17 15 ; "A platoon of Napoleon's infantry emerges from the building &34d5 23 75 46 f9 99 32 46 48 06 42 43 20 22 1f 1d 20 ; to the west. You are promptly captured, tried, and executed &34e5 24 1c 29 fa fd 0b fa 63 0b 47 f9 f4 5c 2e e7 f6 ; as English sympathisers." &34f5 50 04 &34f7 75 09 ; execute_miscellaneous_bytecode(&05) &34f9 04 ; return &34fa 03 ; } &34fb a7 ; if(!room.flags[2]) &34fc 01 ; { &34fd 88 22 02 ; if(verb == "ask" or &3500 88 23 ; verb == "speak") &3502 01 ; { &3503 89 5f 02 ; if(first_noun == "french" or &3506 8a 5f ; second_noun == "french") &3508 01 ; { &3509 0d 2e 4c 2e d4 b2 64 4d fc b1 0b 24 15 1c 1c 19 ; "Tim Trevyl takes up your idea, telling the guards in &3519 1e 17 46 e1 33 f7 8e 2e d2 32 fa 76 47 f8 25 46 ; excellent French to hurry and join the others &3529 1f 24 18 15 22 23 e6 57 46 2e e7 fb 93 33 46 fc ; looking for the English spies in the town. The &3539 23 06 46 f7 d5 ff 21 39 fa 07 42 04 ; infantrymen run on past you." &3545 44 20 ; p["score"] ++ &3547 2f ; room.flags[2] = true &3548 0c 06 46 ; p["infantry_timer"] = &02 &354b 04 ; return &354c 03 ; } &354d 03 ; } &354e 0d 46 2e f7 8f 0b e9 f6 21 0b fc b4 42 06 42 43 ; "the Frenchmen, already suspicious, arrest you. You are taken &355e fa 41 73 32 46 c5 0b f6 0b 0b 47 fc a3 5c f9 f7 ; back to the square, interrogated, and shot as obvious &356e 1c 19 11 22 23 04 ; liars." &3574 75 09 ; execute_miscellaneous_bytecode(&05) &3576 04 ; return &3577 03 ; } &3578 86 7e ; if(verb == "north") { player_room = &7e } &357a 88 07 ; if(verb == "south") &357c 01 ; { &357d 0d 46 fe 51 45 f9 38 79 2e f7 8f e6 57 42 06 fc ; "the place is teeming with Frenchmen looking for you. Since &358d 45 42 43 fb db f8 e5 0b 42 43 fc a3 61 49 7f 04 ; you are clearly foreign, you are shot out of hand." &359d 75 09 ; execute_miscellaneous_bytecode(&05) &359f 03 ; } &35a0 00 ; end ; unused # &35a1 - &3aff is a copy of &35a1 - &3aff from W.S2 &35a1 0d 42 fc 4a 9d 46 a7 0b f9 e8 38 fa 52 04 17 04 &35b1 03 03 88 4a 01 cc 36 01 04 03 0d 46 54 45 fc f1 &35c1 04 03 88 10 97 01 0d 42 fe 5b 39 46 a7 04 1f 03 &35d1 88 0f 9f 01 0d 42 fc 28 55 04 17 03 88 46 99 1d &35e1 01 9f 01 0d 42 b3 fc f8 46 fe 69 04 04 03 cc 36 &35f1 01 0d 0e d7 ea 04 04 03 8d 68 01 d7 01 0d 37 45 &3601 39 04 04 03 bf 01 af 01 0d 46 ff 24 bc 61 04 37 &3611 57 3b 0c 04 03 0d 20 18 25 24 08 46 ff 3a 12 1c &3621 1f 27 23 06 46 fa 2a 75 46 54 fc e2 04 1c 36 44 &3631 20 04 03 0d fc a8 04 57 04 03 8d 6b 01 df 01 0d &3641 37 45 9d 04 04 03 0d fc a8 04 5f 04 03 0d 39 3b &3651 9d 07 05 03 88 1b 02 88 32 02 88 33 01 89 4e 01 &3661 9f 01 0d 7a 42 43 39 37 07 05 04 03 0d 1f 1f 20 &3671 18 08 ab fc c3 04 87 01 0d 34 c1 76 ff 24 bc 9d &3681 46 fc eb 49 44 1c 15 17 04 0f 3b 0c 03 03 03 88 &3691 1b 89 1a a7 01 0d ab fb d2 33 04 04 03 88 48 01 &36a1 ac 0d 0e 01 0d 42 43 fe 75 66 d1 04 04 03 89 1a &36b1 02 89 4d 01 97 01 0d 42 b3 fc f8 37 04 04 03 af &36c1 01 0d 37 45 f9 fd 04 04 03 0d fc a8 04 1b 1a 2f &36d1 03 03 88 3d 01 89 1a 02 89 4d 01 97 01 0d 42 b3 &36e1 fc f8 04 04 03 0d fc a8 04 27 0b 0a 1a 03 03 88 &36f1 3d 89 0c 01 a7 01 0d 74 07 05 04 03 97 01 0d 42 &3701 b3 fc f8 04 04 03 e3 0c 01 0d ab fc c2 39 46 a9 &3711 04 04 03 c4 36 d7 01 0d 2a 11 20 08 46 f8 dc fc &3721 a9 fb ae ee 42 06 15 28 20 19 22 19 1e 17 39 46 &3731 a9 0b 42 1d 25 23 15 39 46 f9 fe 22 25 1c 15 23 &3741 49 f7 7d fa a4 04 75 09 04 03 0d 37 fa 4a 23 1e &3751 25 17 1c 29 04 0b 0a 0c 3f 03 88 48 89 0c 01 97 &3761 01 0d 42 b3 fc f8 04 04 03 a7 01 0d 42 b3 fc 28 &3771 37 04 04 03 b7 01 0d ff 24 07 75 74 07 05 04 03 &3781 0d fc 33 04 1b 0c 37 03 cc 36 01 8e 53 e6 53 04 &3791 03 00 88 4a 89 49 01 0d 35 40 04 03 88 1f 02 88 &37a1 1e 01 99 4b 02 a7 02 8f 01 0d 42 43 1b 1e 1f 13 &37b1 1b 15 14 32 46 a9 47 1a 25 1d 20 15 14 39 57 4d &37c1 20 11 19 1e 23 04 04 03 03 88 18 89 20 01 db 1e &37d1 01 af 01 0d 42 58 44 e9 04 04 03 0d 42 fe 19 34 &37e1 9b ff 11 0b f8 dd 44 ff 7c c3 06 33 46 f9 1b 49 &37f1 f7 57 0b 42 a3 fe 43 4a 99 98 46 f6 23 fb c4 45 &3801 23 25 16 16 15 22 19 1e 17 75 46 f7 58 f7 7e 49 &3811 34 fb 46 ff a4 5d f8 0f 5a fc 3a 68 23 20 1f 22 &3821 24 23 0e 18 1f 22 1e 23 47 34 16 1f 22 1b 15 14 &3831 0e 24 11 19 1c 04 2f 0b 46 1e 1b 20 44 20 04 03 &3841 db 05 01 0d 85 fc 9e fb 90 ff 98 75 2e fc 4e 52 &3851 04 04 03 0d 42 58 35 fa 60 04 03 88 05 02 88 11 &3861 01 a7 01 0d 46 fc e9 51 4d f8 de 32 fe 19 34 ff &3871 59 5c 38 19 1e 23 25 1c 24 06 42 43 15 1a 15 13 &3881 24 15 14 79 f7 fd 16 1f 22 13 15 0b 47 23 13 22 &3891 11 20 15 14 9d 46 8e 53 34 f9 33 20 11 24 22 1f &38a1 1c 68 fc b4 42 5c fc 79 47 f7 ee 04 08 5c 04 03 &38b1 db 20 01 3b 20 03 03 af 01 86 3b e6 3b 89 4b 01 &38c1 88 1f 02 88 1e 01 97 01 0d 42 fe 1d 46 ff a4 0b &38d1 68 12 1c 11 13 1b 23 4d 9e 47 fb 1b 4d f8 24 12 &38e1 1c 15 15 14 33 fa 87 04 1f 04 03 0d 46 ff a4 f7 &38f1 7f 06 34 fc 93 49 46 fc e9 23 15 19 2a 15 46 f7 &3901 80 42 58 fb f0 a1 0b 47 5c 46 ff a4 45 fb 85 9d &3911 32 46 f7 81 46 f6 23 fb c4 f9 34 fc 24 fc ab 47 &3921 fc 24 ff 78 bb 4d fc 71 04 13 12 0b 09 4b 0f 44 &3931 20 03 03 04 03 88 1b 01 0d fb 8d 08 fb 8d 08 46 &3941 fc 2e fc a9 64 06 42 43 fb 91 33 fb 8f b8 f9 12 &3951 f8 29 04 08 5c 03 00 46 9c 06 e6 7c 0b 42 51 97 &3961 34 fc 2a 49 27 1f 22 1e 81 ff 53 47 38 1f 19 1c &3971 29 ff 28 04 2f 0b 32 1e 3b 19 3b 0f 44 20 03 00 &3981 5b 23 0d 0a dc db 20 e7 20 46 63 20 7a 20 28 57 &3991 22 79 6f 75 20 61 72 65 20 69 6e 20 74 68 65 20 &39a1 67 72 65 61 74 20 68 61 6c 6c 20 6f 66 20 5e 63 &39b1 61 73 74 6c 65 20 5e 76 61 72 61 6e 67 61 72 2e &39c1 74 68 65 20 72 6f 6f 6d 20 69 73 20 61 62 6f 75 &39d1 74 20 68 61 6c 66 20 61 20 6d 69 6c 65 20 73 71 &39e1 75 61 72 65 2c 61 6e 64 20 79 6f 75 20 63 61 6e &39f1 6e 6f 74 20 73 65 65 20 74 68 65 20 64 69 73 74 &3a01 61 6e 74 20 63 65 69 6c 69 6e 67 2c 69 66 20 74 &3a11 68 65 72 65 20 69 73 20 6f 6e 65 2e 69 74 20 69 &3a21 73 20 61 20 73 6d 61 6c 6c 2c 69 6e 74 69 6d 61 &3a31 74 65 20 67 61 74 68 65 72 69 6e 67 20 6f 66 20 &3a41 61 62 6f 75 74 20 74 65 6e 20 6f 72 20 74 77 65 &3a51 6c 76 65 20 74 68 6f 75 73 61 6e 64 2e 0d 0a e6 &3a61 83 67 72 65 61 74 20 74 61 62 6c 65 73 20 67 72 &3a71 6f 61 6e 20 77 69 74 68 20 74 68 65 20 77 65 69 &3a81 67 68 74 20 6f 66 20 73 74 72 61 6e 67 65 20 66 &3a91 6f 6f 64 20 61 6e 64 20 64 72 69 6e 6b 2e 74 68 &3aa1 65 20 6b 69 6e 67 20 69 73 20 73 65 61 74 65 64 &3ab1 20 6f 6e 20 68 69 73 20 74 68 72 6f 6e 65 20 6e &3ac1 65 61 72 62 79 2c 73 75 72 72 6f 75 6e 64 65 64 &3ad1 20 62 79 20 63 6f 75 72 74 69 65 72 73 2e 22 29 &3ae1 0d 0a f0 a4 20 8b 28 57 22 79 6f 75 20 61 72 65 &3af1 20 62 61 63 6b 20 69 6e 20 74 68 65 20 67 72 ; W.S4 ; FF1B00 FF1B00 002100 ; bytecode_for_room_descriptions ; bytecode_for_room_7e_description &1b00 0d 42 43 39 46 6e 63 49 46 fb 3c bf 06 fc e8 39 ; "you are on the north side of the wooden bridge. Lying on its &1b10 fc 1a 63 33 46 77 45 38 f9 5c fa 30 0b 79 35 27 ; side in the road is an abandoned wagon, with no wheels." &1b20 18 15 15 1c 23 04 &1b26 a7 ; if(!room.flags[2]) &1b27 01 ; { &1b28 0d 2d 46 fb d9 5a 75 46 71 f8 44 fc c5 0b 1d 19 ; "\nThe pounding feet from the south grow louder, mingled with &1b38 1e 17 1c 15 14 79 46 fb 10 49 f9 88 df 04 ; the cries of outwitted soldiers." &1b46 04 ; return &1b47 03 ; } &1b48 b7 ; if(!room.flags[3]) &1b49 01 ; { &1b4a 0d 46 bf 45 11 12 1c 11 2a 15 04 ; "the bridge is ablaze." &1b55 04 ; return &1b56 03 ; } &1b57 0d 46 bf 5b 60 17 25 24 24 15 14 53 6b 47 46 fa ; "the bridge has been gutted by fire and the houses east and west &1b67 8d 4b 47 48 43 fb 3d 64 04 ; are boarded up." &1b70 00 ; end ; bytecode_for_room_7f_description &1b71 cc 49 ; if(p["tim_state_two"] != 0 and &1b73 8c 4a 05 ; p["baker_state"] == &01) &1b76 01 ; { &1b77 0d 5c 42 fb 3e 0b 2e 4c 2e d4 45 f9 7d 96 5e fa ; "As you emerge, Tim Trevyl is muttering under his breath, &1b87 8e 0b f9 89 a1 46 2e cb aa 64 32 fc 24 fc 6c 24 ; something about the Cubix being up to her old tricks - &1b97 22 19 13 1b 23 0e 10 0e 30 16 30 13 f8 96 49 30 ; 1815instead of 1814, Charleroi instead of Paris. Only hope &1ba7 16 30 12 0b 2e f9 86 f8 96 49 2e fc 84 06 97 18 ; we're not too late. . ." &1bb7 1f 20 15 0e 27 15 0f 22 15 65 66 fc 14 06 06 04 &1bc7 44 4a ; p["baker_state"] ++ &1bc9 04 ; return &1bca 03 ; } &1bcb 0d 42 43 39 46 f9 8a 49 46 fc 23 06 39 46 48 63 ; "You are on the outskirts of the town. On the west side of the &1bdb 49 46 77 45 34 fa 8f 06 fb b0 37 45 38 fc 1c 04 ; road is a bakery. Opposite it is an inn." &1beb 00 ; end ; bytecode_for_room_80_description &1bec 0d 33 46 fa 90 42 6d 34 fc fb 2e 0e d2 f7 cd 23 ; "In the shack you find a single French infantryman sprawled on a &1bfc 20 22 11 27 1c 15 14 39 34 ff 69 fb da 0b 34 ff ; chair asleep, a musket" &1c0c 84 05 &1c0e e7 ; if(!room.flags[6]) &1c0f 01 ; { &1c10 0d 79 34 ff a0 f7 1e 32 37 05 ; "with a bayonet attached to it" &1c1a 03 ; } &1c1b 0d f8 97 fb 3f 5e 1b 1e 15 15 06 5e 7f fa 31 ff ; "leaning against his knee. His hand rests gently on the barrel." &1c2b 96 39 46 ff 93 04 &1c31 00 ; end ; bytecode_for_room_81_description &1c32 0d 42 43 33 34 27 11 22 1d 47 22 1f 27 14 29 f7 ; "You are in a warm and rowdy roadside inn, where all the &1c42 1f fc 1c 0b 74 87 46 f6 27 49 2e fa 91 fc 63 32 ; nationalities of Europe seem to gather. The publican is serving &1c52 17 11 24 18 15 22 06 46 20 25 12 1c 19 13 11 1e ; a large group of French soldiers, chattering excitedly to &1c62 45 fb c5 34 9b fc c0 49 2e d2 df 0b f9 8b 15 28 ; them." &1c72 13 19 24 15 14 1c 29 32 fc 8b 04 &1c7d e7 ; if(!room.flags[6]) &1c7e 01 ; { &1c7f 0d 46 f9 8c ff 35 47 ff 81 58 60 69 53 46 54 0b ; "the soldiers' hats and cloaks have been left by the door, &1c8f fc 26 32 42 04 ; next to you." &1c94 03 ; } &1c95 00 ; end ; bytecode_for_room_82_description &1c96 0d 42 43 3a 46 fc 19 f7 b7 39 46 6e 63 49 fc 23 ; "You are at the main crossroads on the north side of town. A &1ca6 06 34 f8 98 20 1f 19 1e 24 23 71 32 2e f9 86 47 ; signpost points south to Charleroi and north to Brussels. &1cb6 6e 32 2e f2 06 f9 50 34 2e d2 fb 40 fa da 58 f9 ; Westwards a French cavalry battalion have bivouacked all over &1cc6 8d 87 80 46 77 0b 7a 32 46 4b 72 45 34 f9 8e 04 ; the road, while to the east there is a guardpost." &1cd6 c7 ; if(!room.flags[4]) &1cd7 01 ; { &1cd8 0d 75 46 f9 8f b5 37 18 25 1e 14 22 15 14 23 49 ; "from the encampment beyond it hundreds of men are marching, &1ce8 fc 0a 43 1d 11 22 13 18 19 1e 17 0b fb d1 64 46 ; turning up the road to Brussels." &1cf8 77 32 2e f2 04 &1cfd 03 ; } &1cfe 0d 2d fe 78 45 46 fc 1c 0b fe 77 34 f7 ce fa 90 ; "\nSoutheast is the inn, northwest a tumbledown shack, and &1d0e 0b 47 fe 79 34 f7 cf fc 87 0a 39 46 fe 76 9a 45 ; southwest a butcher's shop; on the northeast corner is some &1d1e 5d fc 3b fc 87 fb 0c fe 34 45 f9 90 04 ; other shop whose sign is illegible." &1d2b a7 ; if(!room.flags[2]) &1d2c 01 ; { &1d2d 0d 2d 4e 2e d2 f3 f9 87 42 75 46 f9 8e 0b f9 91 ; "\nTwo French officers approach you from the guardpost, &1d3d 32 51 4d fa 92 04 ; demanding to see your papers." &1d43 03 ; } &1d44 00 ; end ; bytecode_for_room_83_description &1d45 0d 42 43 d9 33 34 f7 cf fc 87 06 39 46 a9 45 34 ; "You are standing in a butcher's shop. On the floor is a large &1d55 9b ff 9e 0b fc e8 33 34 20 1f 1f 1c 49 fc bb 04 ; cleaver, lying in a pool of blood." &1d65 00 ; end ; bytecode_for_room_84_description &1d66 df ; if(room.flags[5]) &1d67 01 ; { &1d68 0d 42 43 33 46 fa 8f 04 ; "You are in the bakery." &1d70 04 ; return &1d71 03 ; } &1d72 0d 46 fa 32 fa 93 42 f6 28 0b 1f 16 16 15 22 19 ; "the baker greets you cheerfully, offering a fresh baked loaf. &1d82 1e 17 34 fa 94 12 11 1b 15 14 ff 39 06 12 25 23 ; Business is clearly booming." &1d92 19 1e 15 23 23 45 fb db 12 1f 1f 1d 19 1e 17 04 &1da2 5f ; room.flags[5] = true &1da3 00 ; end ; bytecode_for_room_85_description &1da4 c7 ; if(!room.flags[4]) &1da5 01 ; { &1da6 0d ac c2 61 32 36 34 f6 29 fb dc fc 87 06 46 1f ; "This turns out to be a candlestick maker's shop. The owner &1db6 27 1e 15 22 45 34 f6 21 0b 1e 15 22 26 1f 25 23 ; is a suspicious, nervous character who is sitting behind &1dc6 fb dd 68 45 fb 41 cd 23 24 11 13 1b 23 49 13 11 ; stacks of candles, trimming wicks." &1dd6 1e 14 1c 15 23 0b 24 22 19 1d 1d 19 1e 17 0e 27 &1de6 19 13 1b 23 04 &1deb 04 ; return &1dec 03 ; } &1ded 0d 42 43 73 33 46 f6 29 fb dc fc 87 04 ; "you are back in the candlestick maker's shop." &1dfa 00 ; end ; bytecode_for_room_86_description &1dfb 0d 42 43 3a 46 fc 19 f8 0c 20 1f 23 24 db 32 46 ; "You are at the main gate post leading to the French camp. A &1e0b 2e d2 9c 06 34 f9 92 fb de 14 15 1d 11 1e 14 23 ; belligerent sergeant demands to see your papers." &1e1b 32 51 4d fa 92 04 &1e21 00 ; end ; bytecode_for_room_87_description &1e22 0e ; skip_to_next_bytecode() &1e23 00 ; end ; bytecode_for_room_88_description &1e24 0d 42 43 39 46 2e f2 77 06 d2 fb df 43 f9 8d 39 ; "You are on the Brussels road. French infantry are bivouacked on &1e34 46 48 63 0b 05 ; the west side, " &1e39 8c 04 8c ; if(p["player_room"] == &88) &1e3c 01 ; { &1e3d 0d 7a 34 78 fb a8 32 36 fa 95 fe 51 b5 34 fb 11 ; "while a battle appears to be taking place beyond a ridge to &1e4d 32 46 4b 04 ; the east." &1e51 04 ; return &1e52 03 ; } &1e53 0d 47 72 45 fc 3d fb 12 32 46 4b 04 ; "and there is high fence to the east." &1e5f 00 ; end ; bytecode_for_room_89_description &1e60 0d 42 58 fc e1 3a 46 fa 96 49 2e f9 93 0b 74 46 ; "You have arrived at the hamlet of Gosselies, where the French &1e70 2e d2 fc 8c ba 32 58 fb e0 57 fa db 06 42 6d da ; army seems to have stopped for supper. You find yourself the &1e80 46 fc 1f 33 34 21 25 15 25 15 49 f8 99 2e f7 20 ; last in a queue of patient Belgians, waiting for the French to &1e90 0b fb 27 57 46 2e d2 32 fe 31 f9 94 57 fc 8b 32 ; give permission for them to continue north. \nThe well dressed &1ea0 fc f6 6e 06 2d 46 ff 43 fb d7 fb e1 fc d5 49 42 ; gentleman ahead of you is now being questioned. His carriage &1eb0 45 56 aa f9 95 06 5e fb 42 fc b9 89 42 04 ; stands beside you." &1ebe 00 ; end ; bytecode_for_room_8a_description &1ebf 0d 42 fb 9c 80 34 c6 49 46 2b 06 2e fc fd 05 2e ; "You stumble over a soldier of the " + random("Middle", "Young") &1ecf 29 1f 25 1e 17 05 04 2e 0e b7 06 3e f7 d0 79 42 ; + " Guard. He remonstrates with you, and quickly discovers you &1edf 0b 47 ff ad f9 96 42 43 65 2e d2 06 32 fe 47 fb ; are not French. To save himself time and trouble, he cuts your &1eef c8 62 47 24 22 1f 25 12 1c 15 0b 3e fc 65 4d 24 ; throat." &1eff 18 22 1f 11 24 04 &1f05 75 09 ; execute_miscellaneous_bytecode(&05) &1f07 00 ; end ; bytecode_for_room_8b_description &1f08 14 05 ; p["current_room"] = 0 &1f0a 0d 42 58 60 fa d1 33 38 fc ec 6c 32 fb 13 f7 d1 ; "You have been dumped in an empty tent to await interrogation. &1f1a 06 46 54 45 71 05 ; The door is south" &1f20 af ; if(room.flags[2]) &1f21 01 ; { &1f22 0d 0b 47 72 45 34 84 fc 27 33 46 ff 8e 39 46 6e ; ", and there is a long cut in the canvas on the north side" &1f32 63 05 &1f34 03 ; } &1f35 0d 04 ; "." &1f37 00 ; end ; bytecode_for_room_8c_description &1f38 0e ; skip_to_next_bytecode() &1f39 00 ; end ; bytecode_for_room_8d_description &1f3a 0e ; skip_to_next_bytecode() &1f3b 00 ; end ; bytecode_for_room_8e_description &1f3c 0e ; skip_to_next_bytecode() &1f3d 00 ; end ; bytecode_for_room_8f_description &1f3e 8c 04 90 ; if(p["player_room"] == &8c) &1f41 01 ; { &1f42 0d 42 43 3a 46 fc d1 fa 0c 49 05 ; "You are at the southern end of" &1f4d 03 ; } ; else &1f4e 01 ; { &1f4f 0d 42 43 33 05 ; "you are in" &1f54 03 ; } &1f55 0d 34 fc dd f8 10 98 8d 6e 47 71 0b c0 34 22 1f ; "a narrow gap that runs north and south, between a row of tents &1f65 27 49 fc 4d 32 46 48 47 34 fc 3d fb 12 4b 04 ; to the west and a high fence east." &1f74 af ; if(room.flags[2]) &1f75 01 ; { &1f76 0d 46 6c 32 46 48 49 42 5b 34 84 f8 45 33 46 ff ; "the tent to the west of you has a long gash in the canvas." &1f86 8e 04 &1f88 03 ; } &1f89 0d 2d 37 45 fb 43 04 ; "\nIt is raining." &1f90 00 ; end ; bytecode_for_room_90_description &1f91 a7 ; if(!room.flags[2]) &1f92 01 ; { &1f93 0d 42 fe 4c 46 6c ee 46 fc 27 06 34 2e d2 fb 44 ; "You enter the tent through the cut. A French veteran, who &1fa3 0b 68 fc 0f fb 41 79 5e 73 32 42 0b 45 91 fb d1 ; was sitting with his back to you, is just turning round, &1fb3 7c 0b f9 97 57 5e ff 18 04 ; reaching for his gun." &1fbc 04 ; return &1fbd 03 ; } &1fbe 0d 42 43 33 34 6c 06 34 fb 44 49 46 2e fc 6c 2e ; "you are in a tent. A veteran of the Old Guard lies on the floor, &1fce b7 fc 41 39 46 a9 0b fb 45 06 72 45 34 54 48 47 ; stunned. There is a door west and a slit in the canvas east." &1fde 34 fc 8d 33 46 ff 8e 4b 04 &1fe7 00 ; end ; bytecode_for_room_91_description &1fe8 0d 42 43 33 34 6c 06 34 fb 46 2e d2 c6 45 fb da ; "You are in a tent. A drunken French soldier is asleep on the &1ff8 39 46 a9 0b f8 9a fa dc 04 ; floor, snoring loudly." &2001 e7 ; if(!room.flags[6]) &2002 01 ; { &2003 0d 34 fb 47 ff 82 fc 41 fc 05 5e fc 8e 04 ; "a loaded pistol lies near his head." &2011 03 ; } &2012 0d 72 45 34 54 48 47 34 fc 8d 33 46 ff 8e 4b 04 ; "there is a door west and a slit in the canvas east." &2022 00 ; end ; bytecode_for_room_92_description &2023 0d 42 43 33 34 fe 61 6c 04 ; "You are in a store tent." &202c e7 ; if(!room.flags[6]) &202d 01 ; { &202e 0d 72 45 5d fa dd ff 38 fb c2 52 04 ; "there is some bully beef stacked here." &203a 03 ; } &203b 0d 72 45 34 54 48 47 34 fc 8d 33 46 ff 8e 4b 04 ; "there is a door west and a slit in the canvas east." &204b 00 ; end ; bytecode_for_room_93_description &204c 9f ; if(room.flags[1]) &204d 01 ; { &204e 0d 46 fb e2 45 d9 23 24 19 16 16 1c 29 0b f9 98 ; "The chasseur is standing stiffly, watching you." &205e 42 04 &2060 04 ; return &2061 03 ; } &2062 af ; if(room.flags[2]) &2063 01 ; { &2064 0d 42 43 33 34 6c 0b 79 34 54 48 47 34 fc 8d 33 ; "you are in a tent, with a door west and a slit in the canvas &2074 46 ff 8e 4b 04 ; east." &2079 04 ; return &207a 03 ; } &207b 0d 91 5c 42 fe 4c ac 6c 0b 34 2e d2 fb e2 af ee ; "just as you enter this tent, a French chasseur comes through the &208b 46 fc 19 54 06 3e fc fc f9 5f 20 25 2a 2a 1c 15 ; main door. He looks slightly puzzled at your appearance." &209b 14 3a 4d f9 82 04 &20a1 e7 ; if(!room.flags[6]) &20a2 01 ; { &20a3 0d 39 46 9c a7 42 99 5d ff c1 79 34 ff 15 fc e8 ; "on the camp table you notice some documents with a pen lying &20b3 89 fc 8b 0b fc 26 32 34 ff 5d ff 14 04 ; beside them, next to a snuff box." &20c0 03 ; } &20c1 00 ; end ; bytecode_for_room_94_description &20c2 14 05 ; p["current_room"] = 0 &20c4 db 44 ; if(object_room["bayonet"] == "carrying") &20c6 01 ; { &20c7 0b 09 44 ; object_room["bayonet"] = &05 &20ca 4c 0e ; p["number_of_objects_carried"] -- &20cc 03 ; } &20cd db 3c ; if(object_room["pistol"] == "carrying") &20cf 01 ; { &20d0 0b 09 3c ; object_room["pistol"] = &05 &20d3 4c 0e ; p["number_of_objects_carried"] -- &20d5 03 ; } &20d6 0d 42 43 f7 d2 33 34 fc 20 a0 79 fa 33 fc d9 98 ; "You are incarcerated in a low room with stone walls that " + &20e6 2b 06 23 1d 15 1c 1c 23 05 fc fc 05 04 0e 5c 67 ; random("smells", "looks") + " as if it might once have served as &20f6 37 fc 8f fc 08 58 23 15 22 26 15 14 5c 34 f8 17 ; a pig sty." &2106 f8 18 04 &2109 d7 ; if(!room.flags[5]) &210a 01 ; { &210b 0d fb 3f 46 48 8e 05 ; "against the west wall" &2112 03 ; } ; else &2113 01 ; { &2114 0d 33 46 fc fd 49 46 fa 34 05 ; "in the middle of the cell" &211e 03 ; } &211f 0d 45 34 ff 46 0b 05 ; "is a bunk, " &2126 9f ; if(room.flags[1]) &2127 01 ; { &2128 0d 39 b9 42 43 d9 04 ; "on which you are standing." &212f 03 ; } ; else &2130 01 ; { &2131 0d b8 34 f7 21 3b 12 1c 11 1e 1b 15 24 04 ; "without a mattress or blanket." &213f 03 ; } &2140 e7 ; if(!room.flags[6]) &2141 01 ; { &2142 0d 91 fc 90 46 f8 11 54 fc 41 34 76 ff 60 79 35 ; "just inside the iron door lies a metal plate with no food on &2152 fc 48 39 37 04 ; it." &2157 03 ; } &2158 af ; if(room.flags[2]) &2159 01 ; { &215a 0d 72 45 34 c9 33 46 a9 04 ; "there is a tunnel in the floor." &2163 03 ; } &2164 df ; if(room.flags[5]) &2165 01 ; { &2166 84 4b 06 ; if(p["pig_sty_wall_hole"] < &02) &2169 01 ; { &216a 0d 33 46 48 8e 72 45 34 05 ; "in the west wall there is a" &2173 8c 4b 05 ; if(p["pig_sty_wall_hole"] == &01) &2176 01 ; { &2177 0d fc 10 04 ; "hole." &217b 03 ; } ; else &217c 01 ; { &217d 0d fb 0d ff 75 04 ; "loose brick." &2183 03 ; } &2184 03 ; } &2185 03 ; } &2186 8c 4c 05 ; if(p["pig_sty_roof_hole"] == &01) &2189 01 ; { &218a 0d f8 19 45 fc be ee 34 fc 10 33 46 fc 80 04 ; "rain is coming through a hole in the roof." &2199 03 ; } &219a 00 ; end ; bytecode_for_room_95_description &219b 0d 42 6d da 33 46 fe 78 9a 49 38 9f c5 ec 53 fc ; "You find yourself in the southeast corner of an open square &21ab 4d 06 34 2e d2 fa 97 5b fb e0 3a 46 fc 10 33 46 ; surrounded by tents. A French lancer has stopped at the hole in &21bb fc 20 f9 99 4b 49 42 0b 47 45 f7 d3 5e fc 8e 0a ; the low building east of you, and is scratching his head; &21cb f7 bd 3e fc 91 65 fc 63 32 fb 48 42 58 91 fb e3 ; fortunately he does not seem to realise you have just escaped &21db ee 37 06 2d 72 45 38 9f 6c 54 32 46 71 04 ; through it. \nThere is an open tent door to the south." &21e9 00 ; end ; bytecode_for_room_96_description &21ea 14 05 ; p["current_room"] = 0 &21ec 0d 42 6d da 6e 49 34 fc 20 f9 99 0b 39 34 20 11 ; "You find yourself north of a low building, on a patch of mud &21fc 24 13 18 49 1d 25 14 c0 4e 9b fc 4d 06 46 c8 32 ; between two large tents. The entrance to one is east, the other &220c 44 45 4b 0b 46 fc 3b 6e 06 72 45 34 fc 3d fb 12 ; north. There is a high fence west. \nIt is raining." &221c 48 06 2d 37 45 fb 43 04 &2224 00 ; end ; bytecode_for_room_97_description &2225 a7 ; if(!room.flags[2]) &2226 01 ; { &2227 0d 42 58 35 62 32 fe 45 bb 42 0b fb 49 34 fa 0f ; "You have no time to look around you, because a man is &2237 45 11 14 26 11 1e 13 19 1e 17 dd 42 f6 49 0a 3e ; advancing towards you threateningly; he is short but very &2247 45 fc 5d 4a 6f 12 22 1f 11 14 0b fa 2c 34 f6 4a ; broad, wears a twenty-fourth century singlet under his &2257 fb 4a 23 19 1e 17 1c 15 24 96 5e f6 2a f9 9a fb ; ill-fitting dragoon's uniform, and is drawing a meson &2267 d8 0b 47 45 14 22 11 27 19 1e 17 34 fc 92 fb 4b ; blaster from his belt. It occurs to you, in the split second &2277 75 5e fa 10 06 37 fb e4 32 42 0b 33 46 fa 98 fb ; before he fires, that this could be the Warlord. \nJust &2287 4c 7e 3e fb 14 0b 98 ac fa 86 36 46 2e e3 06 2d ; behind you to the north is the hole through which you &2297 91 cd 42 32 46 6e 45 46 fc 10 ee b9 42 15 1d 15 ; emerged." &22a7 22 17 15 14 04 &22ac 04 ; return &22ad 03 ; } &22ae b7 ; if(!room.flags[3]) &22af 01 ; { &22b0 0d 42 43 a1 32 36 2a 11 20 20 15 14 06 fe 5d ff ; "you are about to be zapped. Think fast." &22c0 50 04 &22c2 04 ; return &22c3 03 ; } &22c4 0d 44 49 46 2e f7 d4 fc 0a 45 f9 9b f6 2b 33 46 ; "one of the Warlord's men is slumped unconscious in the mouth of &22d4 1d 1f 25 24 18 49 34 c9 06 75 f8 9b af 46 70 49 ; a tunnel. From outside comes the sound of running feet." &22e4 e0 5a 04 &22e7 00 ; end ; bytecode_for_room_98_description &22e8 0d 42 43 33 46 6c 49 34 f9 9c 0b 68 45 fb da 39 ; "You are in the tent of a cuirassier, who is asleep on the floor. &22f8 46 a9 06 89 5f fc 41 5e ff 87 05 ; Beside him lies his armour" &2303 e7 ; if(!room.flags[6]) &2304 01 ; { &2305 0d 47 46 23 24 25 12 49 34 ff 61 05 ; "and the stub of a taper" &2311 03 ; } &2312 0d 04 ; "." &2314 00 ; end ; bytecode_for_room_99_description &2315 0d ac 6c c2 61 32 36 34 1d 15 23 23 fc 78 0b b6 ; "This tent turns out to be a mess hall, rather hastily erected. A &2325 18 11 23 24 19 1c 29 0e 15 22 15 13 24 15 14 06 ; dozen" &2335 34 fc 93 05 &2339 a7 ; if(!room.flags[2]) &233a 01 ; { &233b 0d fa de 05 ; "miserable" &233f 03 ; } ; else &2340 01 ; { &2341 0d 13 18 15 15 22 16 25 1c 0e 05 ; "cheerful " &234c 03 ; } &234d 0d fb e5 49 46 2e fc 8a 2e fb 0f 43 fb 41 7c 34 ; "sappers of the Grande Armee are sitting round a burning brazier, &235d fb d3 ff aa 0b 05 ; " &2363 a7 ; if(!room.flags[2]) &2364 01 ; { &2365 0d 1b 15 15 20 19 1e 17 61 49 46 f8 19 04 ; "keeping out of the rain." &2373 04 ; return &2374 03 ; } &2375 0d 13 1f 1f 1b 19 1e 17 34 1d 15 11 1c 04 ; "cooking a meal." &2383 00 ; end ; bytecode_for_room_9a_description &2384 0d ac 6c 45 fc e4 49 2e f9 9d f7 d5 0b fa 99 32 ; "This tent is full of Napoleon's infantrymen, trying to get some &2394 fc 28 5d fa 0b b0 46 fb 4d 06 fc 1e 43 fb da 06 ; rest after the march. Most are asleep. There is an entrance &23a4 72 45 38 c8 71 0b 47 fb 4e 39 46 fc 0e 63 49 46 ; south, and another on the far side of the tent, north." &23b4 6c 0b 6e 04 &23b8 00 ; end ; bytecode_for_room_9b_description &23b9 0d 42 43 c0 8b fc 4d 0b 34 9b 44 71 0b 47 4e fb ; "You are between three tents, a large one south, and two smaller &23c9 bc 1f 1e 15 23 fe 77 47 4b 06 37 45 fb 43 04 ; ones northwest and east. It is raining." &23d8 00 ; end ; bytecode_for_room_9c_description &23d9 c7 ; if(!room.flags[4]) &23da 01 ; { &23db 0d 42 6d ac 45 34 ff 92 fe 61 06 fc d0 46 12 11 ; "You find this is a powder store. Among the barrels of &23eb 22 22 15 1c 23 49 ff c4 fb c2 52 45 44 b8 34 1c ; gunpowder stacked here is one without a lid." &23fb 19 14 04 &23fe 03 ; } ; else &23ff 01 ; { &2400 0d 42 43 33 46 ff 92 fe 61 04 ; "you are in the powder store." &240a 03 ; } &240b cc 54 ; if(p["fuse_is_lit"] != 0) &240d 01 ; { &240e 0d 46 ff 3a 42 69 45 fb d3 55 fb e6 04 ; "the fuse you left is burning down rapidly." &241b 03 ; } &241c 00 ; end ; bytecode_for_room_9d_description &241d a7 ; if(!room.flags[2]) &241e 01 ; { &241f 0d 5c 42 fe 4c ac 6c 0b 38 fb e7 79 34 fc c3 ff ; "As you enter this tent, an officer with a heavy beard and &242f 74 47 46 fb d8 49 34 fb e8 49 2e fa 35 fa 9a 33 ; the uniform of a marshal of France walks in through a second &243f ee 34 fb 4c c8 39 46 6e 63 06 38 11 25 22 11 49 ; entrance on the north side. An aura of irredeemable evil &244f f7 d6 fc 94 ba 32 fb a3 5f 06 3e fb e9 42 f7 d7 ; seems to surround him. He regards you menacingly, and moves &245f 0b 47 fb 15 5c 67 32 fe 63 42 04 ; as if to attack you." &246a 04 ; return &246b 03 ; } &246c b7 ; if(!room.flags[3]) &246d 01 ; { &246e 0d 46 2e e3 45 a1 32 fe 2b 42 79 38 fc e0 e5 06 ; "the Warlord is about to kill you with an atomic disruptor. &247e 42 fc 29 fc 95 3c f9 89 ff 50 04 ; You had better do something fast." &2489 04 ; return &248a 03 ; } &248b 0d 46 6c 45 fc ec 3a f8 9c 0b 4a 42 97 58 34 ad ; "the tent is empty at present, but you only have a moment. The &249b 06 46 fb 35 43 6e 47 48 04 ; exits are north and west." &24a4 00 ; end ; bytecode_for_room_9e_description &24a5 0d ac 6c 45 fc ec 05 ; "This tent is empty" &24ac e7 ; if(!room.flags[6]) &24ad 01 ; { &24ae 0d 0b fc 74 75 34 fc 2a 49 ff b3 98 fb 4f 6f 26 ; ", apart from a pair of tweezers that someone very vain has &24be 11 19 1e 5b 60 fa 9b 32 20 1c 25 13 1b 5e ff 74 ; been using to pluck his beard" &24ce 05 &24cf 03 ; } &24d0 0d 06 46 fb 35 43 71 47 fe 76 04 ; ". The exits are south and northeast." &24db 00 ; end ; bytecode_for_room_9f_description &24dc af ; if(room.flags[2]) &24dd 01 ; { &24de 0d 33 ac 6c 34 f9 9e 49 46 2e e3 fc 41 f6 2b 06 ; "In this tent a henchman of the Warlord lies unconscious. The &24ee 46 fb 35 43 fe 79 47 6e 04 ; exits are southwest and north." &24f7 04 ; return &24f8 03 ; } &24f9 0d 5c fc 2b 5c 42 fe 4c ac 6c 0b 42 51 2e 4c 2e ; "as soon as you enter this tent, you see Tim Trevyl facing you &2509 d4 fb 32 42 79 5e fb 50 33 46 fc 09 06 34 f9 9e ; with his hands in the air. A henchman of the Warlord is just in &2519 49 46 2e e3 45 91 33 fc 3f 49 42 0b 79 5e 73 32 ; front of you, with his back to you, pointing an atomic disruptor &2529 42 0b f7 22 38 fc e0 e5 3a 4d c4 04 ; at your friend." &2535 8c 54 0c ; if(p["fuse_is_lit"] == &08) &2538 01 ; { &2539 0d 2d 3a ac ad 72 45 f7 d8 f9 9f cd 42 06 fa 9c ; "\nAt this moment there is tremendous explosion behind you. &2549 75 46 fc 54 af 16 1c 29 19 1e 17 ee 46 fc 09 80 ; Debris from the blast comes flying through the air over your &2559 4d f9 a0 0b 47 fc 96 46 2e f7 d4 f9 9e 39 46 73 ; shoulder, and hits the Warlord's henchman on the back of the &2569 49 46 fc 8e 06 3e fa 9d 7c 06 2d 2e 4c fa 9e 64 ; head. He spins round. \nTim picks up a camp chair and lays &2579 34 9c ff 69 47 1c 11 29 23 61 46 f9 9e 79 44 fe ; out the henchman with one blow. He grips your arm and pulls &2589 2f 06 3e 17 22 19 20 23 4d fa 11 47 fb ca 42 f7 ; you northwards. \"You were just in time, \" he whispers, &2599 d9 06 0d 2e 42 fc 2c 91 33 62 0b 0c 3e f9 a1 0b ; \"but we had better make ourselves scarce around here. \" " &25a9 0d 4a 3f fc 29 fc 95 fe 32 f9 a2 23 13 11 22 13 &25b9 15 bb 52 06 0c 05 &25bf 2f ; room.flags[2] = true &25c0 0c 0d 54 ; p["fuse_is_lit"] = &09 &25c3 44 49 ; p["tim_state_two"] ++ &25c5 44 20 ; p["score"] ++ &25c7 03 ; } &25c8 00 ; end ; bytecode_for_room_a0_description &25c9 0d 42 43 33 2e ce 2e f7 da f9 a3 f6 1f 06 46 2e ; "You are in Napoleon Bonaparte's temporary headquarters. The &25d9 fb ea 45 fb 41 33 34 fa 2b ff 69 0b f7 23 06 39 ; Emperor is sitting in a deal chair, snoozing. On the table in &25e9 46 a7 33 fc 3f 49 5f 45 34 ff 17 49 2e fb eb 05 ; front of him is a map of Belgium" &25f9 e7 ; if(!room.flags[6]) &25fa 01 ; { &25fb 0d 47 34 ff 13 49 ff 34 05 ; "and a jug of wine" &2604 3b 27 ; object_room["beaujolais"] = player_room &2606 14 37 ; p["lantern_state"] = 0 &2608 03 ; } &2609 0d 06 2e f9 9d a5 7f fa 31 39 46 ff 17 0b 80 46 ; ". Napoleon's right hand rests on the map, over the position of &2619 f8 9d 49 2e f2 06 2d 72 43 a4 6e 47 71 04 ; Brussels. \nThere are doors north and south." &2627 00 ; end ; bytecode_for_room_a1_description &2628 0d 46 2e 15 1d 20 15 22 1f 22 0f 23 fb ec f7 db ; "The Emperor's personal bodyguard is slumped in this room, &2638 45 f9 9b 33 ac a0 0b f7 bd fb da 06 72 43 a4 71 ; fortunately asleep. There are doors south and east, but you can &2648 47 4b 0b 4a 42 50 fc 2d 5d fa 12 47 fc 2e 16 11 ; hear some hue and cry faintly to the south." &2658 19 1e 24 1c 29 32 46 71 04 &2661 e7 ; if(!room.flags[6] and &2662 cc 0a ; p["number_of_objects_in_player_room"] != 0) &2664 01 ; { &2665 0d 2d 5d fa 9f fc d2 32 42 43 fb c2 33 46 9a 04 ; "\nSome items familiar to you are stacked in the corner." &2675 03 ; } &2676 00 ; end ; bytecode_for_room_a2_description &2677 0d 42 43 39 46 fe 76 fc 4b 49 46 9c 06 72 45 34 ; "You are on the northeast edge of the camp. There is a farm &2687 fc 97 f9 99 48 0b fc 4d 32 46 71 0b 9f f9 a4 6e ; building west, tents to the south, open countryside north, and a &2697 0b 47 34 fc d7 f9 a5 32 46 4b 06 46 fa 12 47 fc ; rough enclosure to the east. The hue and cry is distinctly &26a7 2e 45 f9 a6 fc c5 56 04 ; louder now." &26af a7 ; if(!room.flags[2]) &26b0 01 ; { &26b1 0d 2d 2e 4c 2e d4 f9 a1 0b 0d 2e 19 0f 26 15 fb ; "\nTim Trevyl whispers, \"I've learned a lot while in the &26c1 51 34 fb 06 7a 33 46 2e f7 d4 fb 50 06 3e 45 f9 ; Warlord's hands. He is definitely out to kill the Duke of &26d1 a7 61 32 fe 2b 46 2e b1 49 2e f9 a8 fb 52 3a 46 ; Wellington tonight at the ball in Brussels. We have no time &26e1 fc 46 33 2e f2 06 3f 58 35 62 32 fc 2f 06 3f fc ; to lose. We had better separate, to double our chances of &26f1 29 fc 95 f8 9e 0b 32 fa a0 1f 25 22 fb ed 49 23 ; stopping him. Good luck. Brussels is twenty miles north of &2701 24 1f 20 20 19 1e 17 5f 06 fc 81 fa a1 06 f2 45 ; here. \" \nHe disappears west, skirting the camp." &2711 fc c6 fa 36 6e 49 52 06 0c 2d 3e f0 48 0b f7 24 &2721 46 9c 04 &2724 2f ; room.flags[2] = true &2725 4c 49 ; p["tim_state_two"] -- &2727 03 ; } &2728 00 ; end ; bytecode_for_room_a3_description &2729 0d 42 6d da 33 46 f7 25 49 46 2e fc 8a 2e fb 0f ; "You find yourself in the latrines of the Grande Armee. The smell &2739 06 46 23 1d 15 1c 1c 45 11 20 20 11 1c 1c 19 1e ; is appalling -almost as bad as the French graffiti on the broken &2749 17 0e 10 fb 53 5c f8 1a 5c 46 2e d2 ff bb 39 46 ; wooden walls, all of which have gaps in them. You can hear the &2759 fc ed fb 3c fc d9 0b 87 49 b9 58 17 11 20 23 33 ; shouts of soldiers hunting for you coming from" &2769 fc 8b 06 42 50 fc 2d 46 23 18 1f 25 24 23 49 df &2779 fb b6 57 42 fc be 75 05 &2781 d7 02 ; if(!room.flags[5] or &2783 af ; room.flags[2]) &2784 01 ; { &2785 0d fc cb 63 04 ; "every side." &278a 5f ; room.flags[5] = true &278b 04 ; return &278c 03 ; } &278d 0d 46 71 47 4b 04 ; "the south and east." &2793 9f ; if(room.flags[1]) &2794 01 ; { &2795 2f ; room.flags[2] = true &2796 03 ; } &2797 1f ; room.flags[1] = true &2798 00 ; end ; unused # &2799 - &2aff is a copy of &2799 - &2aff from W.S1 &2799 72 6f 75 73 20 73 63 72 65 65 20 6f 66 20 6c 6f &27a9 6f 73 65 20 72 6f 63 6b 73 20 6f 6e 20 79 6f 75 &27b9 72 20 6c 65 66 74 20 61 6e 64 20 61 20 64 65 65 &27c9 70 20 72 61 76 69 6e 65 20 61 68 65 61 64 2e 0d &27d9 07 4e 4f 61 74 20 74 68 65 20 74 6f 70 20 6f 66 &27e9 20 74 68 65 20 70 72 65 63 69 70 69 63 65 20 61 &27f9 6e 20 6f 6c 64 2c 20 67 6e 61 72 6c 65 64 20 74 &2809 72 65 65 20 67 72 6f 77 73 20 61 6d 6f 6e 67 20 &2819 74 68 65 20 62 6f 75 6c 64 65 72 73 2e 22 0d 07 &2829 58 6d 20 e7 20 46 63 23 20 84 20 46 64 23 20 28 &2839 57 22 61 20 72 6f 70 65 20 68 61 6e 67 73 20 6f &2849 76 65 72 20 74 68 65 20 63 6c 69 66 66 2c 74 69 &2859 65 64 20 61 74 20 74 68 65 20 74 6f 70 20 74 6f &2869 20 22 29 20 e7 20 46 63 23 28 57 22 61 20 72 6f &2879 63 6b 2e 22 29 3a 20 e7 20 46 64 23 20 28 57 22 &2889 74 68 65 20 74 72 65 65 2e 22 29 0d 07 62 06 20 &2899 e0 0d 07 6c 05 20 0d 07 76 0e 20 dd 20 44 3d 22 &28a9 52 41 56 22 0d 07 80 19 20 50 27 30 31 5b 7a 20 &28b9 2a 20 4e 4f 20 57 41 59 20 42 41 43 4b 0d 07 8a &28c9 bd 20 57 22 79 6f 75 20 66 69 6e 64 20 79 6f 75 &28d9 72 73 65 6c 66 20 69 6e 20 61 20 64 65 65 70 20 &28e9 72 61 76 69 6e 65 2c 62 65 73 69 64 65 20 61 20 &28f9 73 70 72 69 6e 67 2e 74 68 65 20 73 74 72 65 61 &2909 6d 20 64 69 73 61 70 70 65 61 72 73 20 6f 76 65 &2919 72 20 61 20 77 61 74 65 72 66 61 6c 6c 20 73 6f &2929 75 74 68 2c 61 6e 64 20 6f 6e 20 74 68 65 20 63 &2939 6c 69 66 66 20 6e 6f 72 74 68 2c 65 61 73 74 20 &2949 61 6e 64 20 77 65 73 74 20 74 68 65 72 65 20 69 &2959 73 20 6e 6f 20 68 61 6e 64 68 6f 6c 64 20 66 69 &2969 72 6d 20 65 6e 6f 75 67 68 20 74 6f 20 73 75 70 &2979 70 6f 72 74 20 79 6f 75 2e 22 0d 07 94 70 20 e7 &2989 20 46 63 20 7a 28 57 22 5d 61 20 67 69 61 6e 74 &2999 20 68 75 6e 74 69 6e 67 20 65 61 67 6c 65 2c 20 &29a9 61 74 20 66 69 72 73 74 20 6f 6e 6c 79 20 61 20 &29b9 73 70 65 63 6b 20 69 6e 20 74 68 65 20 73 6b 79 &29c9 2c 66 61 6c 6c 73 20 74 6f 77 61 72 64 73 20 79 &29d9 6f 75 20 6c 69 6b 65 20 61 20 74 68 75 6e 64 65 &29e9 72 62 6f 6c 74 2e 22 20 f8 29 0d 07 9e 48 20 e7 &29f9 20 46 62 20 7a 20 28 57 22 5d 79 6f 75 20 6e 6f &2a09 77 20 6e 6f 74 69 63 65 20 61 20 63 72 65 76 69 &2a19 63 65 20 69 6e 20 74 68 65 20 6e 6f 72 74 68 65 &2a29 61 73 74 20 63 6f 72 6e 65 72 2e 22 20 46 62 5b &2a39 23 29 0d 07 a8 06 20 e0 0d 07 b2 05 20 0d 07 bc &2a49 0f 20 dd 20 44 3d 22 43 52 45 56 22 0d 07 c6 60 &2a59 20 57 22 79 6f 75 20 77 72 69 67 67 6c 65 20 69 &2a69 6e 74 6f 20 61 20 63 72 65 76 69 63 65 2e 22 20 &2a79 e7 20 46 67 20 7a 20 28 57 22 79 6f 75 20 64 69 &2a89 73 63 6f 76 65 72 20 61 20 73 69 6c 76 65 72 20 &2a99 62 75 74 74 6f 6e 20 77 65 64 67 65 64 20 69 6e &2aa9 20 74 68 65 20 72 6f 63 6b 2e 22 29 0d 07 d0 06 &2ab9 20 e0 0d 07 da 05 20 0d 07 e4 0d 20 dd 20 44 3d &2ac9 22 50 30 22 0d 07 ee 66 20 57 22 79 6f 75 20 61 &2ad9 72 65 20 77 61 6c 6b 69 6e 67 20 61 6c 6f 6e 67 &2ae9 20 61 20 6d 75 64 64 79 20 66 6f 72 65 73 74 20 &2af9 74 72 61 63 6b 2e 20 ; bytecode_for_room_actions ; bytecode_for_room_7e_actions &2b00 a7 ; if(!room.flags[2]) &2b01 01 ; { &2b02 88 3b 02 ; if(verb == "light" or &2b05 88 1d ; verb == "shoot" and &2b07 8d 69 ; preposition == "to") &2b09 01 ; { &2b0a 89 63 ; if(first_noun == "bridge") &2b0c 01 ; { &2b0d db 15 ; if(object_room["matches"] == "carrying") &2b0f 01 ; { &2b10 0d 42 a8 34 ff 52 47 fe 30 37 39 46 bf 0b b9 f9 ; "You light a match and drop it on the bridge, &2b20 0b 6b 47 fb 78 f7 61 06 56 42 fc 2d fa 94 fb 10 ; which catches fire and burns fiercely. Now you &2b30 0b fc be ac 62 75 46 6e 04 ; hear fresh cries, coming this time from the ; north." &2b39 2f ; room.flags[2] = true &2b3a 44 20 ; p["score"] ++ &2b3c 04 ; return &2b3d 03 ; } &2b3e 0d f6 24 42 58 35 ff 9b 06 2d 05 ; "unfortunately you have no matches. \n" &2b49 03 ; } &2b4a 03 ; } &2b4b 0d 46 fb d9 5a fc 32 24 18 25 14 14 19 1e 17 80 ; "The pounding feet come thudding over the bridge, and a mob &2b5b 46 bf 0b 47 34 1d 1f 12 49 16 19 16 24 29 0e 16 ; of fifty furious frenchmen hurl themselves on you. By the &2b6b 25 22 19 1f 25 23 0e f7 8f 18 25 22 1c f6 0c 39 ; time an officer arrives, you have been squashed to death." &2b7b 42 06 53 46 62 38 fb e7 f8 e6 0b 42 58 60 23 21 &2b8b 25 11 23 18 15 14 32 fc 52 04 &2b95 75 09 ; execute_miscellaneous_bytecode(&05) &2b97 04 ; return &2b98 03 ; } &2b99 b7 ; if(!room.flags[3]) &2b9a 01 ; { &2b9b 88 30 ; if(verb == "hide") &2b9d 01 ; { &2b9e 0d 42 13 22 11 27 1c 96 46 fa 30 06 5a fc 32 fb ; "you crawl under the wagon. Feet come pounding by. After &2bae d9 53 06 b0 34 7a 0b 87 45 fa 3f fc 44 04 ; a while, all is quiet again." &2bbc 3f ; room.flags[3] = true &2bbd 04 ; return &2bbe 03 ; } &2bbf 0d f7 d5 fb 3e 75 34 f6 0d 32 46 6e 06 fa c5 32 ; "infantrymen emerge from a guardhouse to the north. Unable to &2bcf f8 6d 42 fb 3f 46 fa c7 0b 85 fe 4e 42 fa b5 04 ; miss you against the flames, they shoot you easily." &2bdf 75 09 ; execute_miscellaneous_bytecode(&05) &2be1 04 ; return &2be2 03 ; } &2be3 88 07 02 ; if(verb == "south" or &2be6 88 13 ; verb == "back") &2be8 01 ; { &2be9 0d 42 58 12 25 22 1e 15 14 4d bf cd 42 04 ; "you have burned your bridge behind you." &2bf7 03 ; } &2bf8 86 7f ; if(verb == "north") { player_room = &7f } &2bfa 00 ; end ; bytecode_for_room_7f_actions &2bfb 96 7e ; if(verb == "south") { player_room = &7e } &2bfd 9e 84 ; if(verb == "west") { player_room = &84 } &2bff 8e 81 ; if(verb == "east") { player_room = &81 } &2c01 86 82 ; if(verb == "north") { player_room = &82 } &2c03 00 ; end ; bytecode_for_room_80_actions &2c04 88 1b ; if(verb == "take" and &2c06 ac 0e 0d ; p["number_of_objects_carried"] == p["maximum_objects_carried"]) &2c09 01 ; { &2c0a 04 ; return &2c0b 03 ; } &2c0c 88 1b ; if(verb == "take" and &2c0e 8d 73 ; preposition == "carefully" and &2c10 89 44 ; first_noun == "bayonet" and &2c12 a7 ; !room.flags[2]) &2c13 01 ; { &2c14 0d 42 fe 64 46 ff a0 75 46 ff 84 79 93 13 11 22 ; "You remove the bayonet from the musket with great care. The &2c24 15 06 46 c6 45 65 f9 39 04 ; soldier is not disturbed." &2c2d 1b 44 ; object_room["bayonet"] = 1 &2c2f 6f ; room.flags[6] = true &2c30 2f ; room.flags[2] = true &2c31 44 20 ; p["score"] ++ &2c33 04 ; return &2c34 03 ; } &2c35 88 1b 02 ; if(verb == "take" or &2c38 88 1c ; verb == "attack") &2c3a 01 ; { &2c3b 0d 4d 13 1c 25 1d 23 29 fb 7b f7 62 46 c6 0b 68 ; "your clumsy action disturbs the soldier, who jumps up and &2c4b 1a 25 1d 20 23 64 47 f9 36 5d f6 0e 33 2e d2 06 ; screams some imprecation in French. He grabs the musket, &2c5b 3e fa c2 46 ff 84 0b fb 61 37 32 4d 13 18 15 23 ; holds it to your chest, and pulls the trigger. Most &2c6b 24 0b 47 fb ca 46 f9 17 06 fc 1e f6 3f 04 ; ungentlemanly." &2c79 75 09 ; execute_miscellaneous_bytecode(&05) &2c7b 03 ; } &2c7c b6 82 ; if(verb == "southeast") { player_room = &82 } &2c7e e6 82 ; if(verb == "exit") { player_room = &82 } &2c80 00 ; end ; bytecode_for_room_81_actions &2c81 44 48 ; p["inn_timer"] ++ &2c83 9e 7f ; if(verb == "west") { player_room = &7f } &2c85 e6 7f ; if(verb == "exit") { player_room = &7f } &2c87 94 48 08 02 ; if(p["inn_timer"] > &04 or &2c8b 88 18 02 ; verb == "buy" or &2c8e 88 22 ; verb == "ask") &2c90 01 ; { &2c91 0d 46 2e d2 df 99 42 0b 47 f8 e7 42 5c 24 18 19 ; "The French soldiers notice you, and denounce you as thieves &2ca1 15 26 15 23 47 2e e7 fb 93 04 ; and English spies." &2cab 75 0a ; execute_miscellaneous_bytecode(&06) &2cad 03 ; } &2cae 00 ; end ; bytecode_for_room_82_actions &2caf a7 ; if(!room.flags[2]) &2cb0 01 ; { &2cb1 9d 74 02 ; if(preposition != "quickly" or &2cb4 90 07 02 ; verb > "south" or &2cb7 d3 19 ; object_room["boots"] == "wearing") &2cb9 01 ; { &2cba 80 08 ; if(verb < "west") &2cbc 01 ; { &2cbd 8d 74 ; if(preposition == "quickly") &2cbf 01 ; { &2cc0 0d fe 71 fa 27 ff 53 05 ; "Wearing those boots" &2cc8 03 ; } &2cc9 0d 42 43 d1 66 23 1c 1f 27 04 ; "you are much too slow." &2cd3 03 ; } ; else &2cd4 01 ; { &2cd5 80 0d ; if(verb < "left") &2cd7 01 ; { &2cd8 0d 42 43 ff ad f7 63 04 ; "you are quickly cornered." &2ce0 03 ; } &2ce1 03 ; } &2ce2 0d 46 f3 fc b4 42 0b 47 fe 2a 42 57 f6 05 53 2e ; "the officers arrest you, and take you for questioning by &2cf2 ce 04 ; Napoleon." &2cf4 75 0a ; execute_miscellaneous_bytecode(&06) &2cf6 04 ; return &2cf7 03 ; } &2cf8 0d 2e 4c 2e d4 8d 33 46 fb b0 fb f3 0b 47 46 f3 ; "Tim Trevyl runs in the opposite direction, and the officers &2d08 13 18 11 23 15 5f b6 fc ac 42 06 46 fc 1f 24 18 ; chase him rather than you. The last thing you see is your &2d18 19 1e 17 42 51 45 4d c4 aa f9 d7 59 46 9c 04 ; friend being escorted into the camp." &2d27 14 09 ; p["output_written"] = 0 &2d29 44 20 ; p["score"] ++ &2d2b 2f ; room.flags[2] = true &2d2c 14 49 ; p["tim_state_two"] = 0 &2d2e 03 ; } &2d2f 86 87 ; if(verb == "north") { player_room = &87 } &2d31 a6 85 ; if(verb == "northeast") { player_room = &85 } &2d33 8e 86 ; if(verb == "east") { player_room = &86 } &2d35 b6 81 ; if(verb == "southeast") { player_room = &81 } &2d37 96 7f ; if(verb == "south") { player_room = &7f } &2d39 be 83 ; if(verb == "southwest") { player_room = &83 } &2d3b 9e 8a ; if(verb == "west") { player_room = &8a } &2d3d ae 80 ; if(verb == "northwest") { player_room = &80 } &2d3f 00 ; end ; bytecode_for_room_83_actions &2d40 a6 82 ; if(verb == "northeast") { player_room = &82 } &2d42 e6 82 ; if(verb == "exit") { player_room = &82 } &2d44 88 1b ; if(verb == "take") &2d46 01 ; { &2d47 89 3e 02 ; if(first_noun == "cleaver" or &2d4a 89 64 ; first_noun == "all") &2d4c 01 ; { &2d4d 0d 3a 46 6f ad 42 fe 2a 46 ff 9e 0b 4e f3 49 46 ; "At the very moment you take the cleaver, two officers of &2d5d 2e 19 1d 20 15 22 19 11 1c 2e 0e b7 fc 7f 33 47 ; the Imperial Guard walk in and accuse you of murdering &2d6d f9 26 42 49 f7 90 46 12 25 24 13 18 15 22 04 ; the butcher." &2d7c 75 0a ; execute_miscellaneous_bytecode(&06) &2d7e 03 ; } &2d7f 03 ; } &2d80 00 ; end ; bytecode_for_room_84_actions &2d81 8e 7f ; if(verb == "east") { player_room = &7f } &2d83 e6 7f ; if(verb == "exit") { player_room = &7f } &2d85 af ; if(room.flags[2]) &2d86 01 ; { &2d87 88 18 ; if(verb == "buy" and &2d89 89 37 ; first_noun == "bread") &2d8b 01 ; { &2d8c 0d 42 58 12 1f 25 17 18 24 44 ff 39 04 ; "You have bought one loaf." &2d99 03 ; } &2d9a 04 ; return &2d9b 03 ; } &2d9c 88 18 02 ; if(verb == "buy" or &2d9f 88 1b ; verb == "take") &2da1 01 ; { &2da2 db 05 ; if(object_room["florins"] == "carrying") &2da4 01 ; { &2da5 89 37 ; if(first_noun == "bread") &2da7 01 ; { &2da8 0d 46 fa 32 f8 6e 34 84 ff 39 39 46 fb 59 0b 47 ; "the baker puts a long loaf on the counter, and &2db8 fa ec 42 a2 34 ff 77 06 0d 2e 42 51 0b 2e ce b4 ; charges you half a florin. \"You see, Napoleon will &2dc8 f7 91 46 2e e7 fc 16 12 25 1c 1c 1f 13 1b 23 0b ; slaughter the English like bullocks, tomorrow or &2dd8 f7 64 3b 2e f7 65 3a 46 f8 6f 0b 0c 0e 3e fb f9 ; Saturday at the latest, \" he remarks cheerfully. &2de8 f6 28 06 0d 30 16 30 13 27 2f 83 b4 40 55 33 fb ; \"1815Wwill go down in history. . . \" " &2df8 2f 06 06 06 0c 05 &2dfe 44 4a ; p["baker_state"] ++ &2e00 2f ; room.flags[2] = true &2e01 3b 37 ; object_room["bread"] = player_room &2e03 6f ; room.flags[6] = true &2e04 03 ; } &2e05 04 ; return &2e06 03 ; } &2e07 0d 42 58 35 fa 60 04 ; "You have no money." &2e0e 03 ; } &2e0f 00 ; end ; bytecode_for_room_85_actions &2e10 be 82 ; if(verb == "southwest") { player_room = &82 } &2e12 e6 82 ; if(verb == "exit") { player_room = &82 } &2e14 88 18 02 ; if(verb == "buy" or &2e17 88 22 02 ; verb == "ask" or &2e1a 88 23 ; verb == "speak") &2e1c 01 ; { &2e1d 0d 46 f6 29 1d 11 1b 15 22 45 ef 11 1c 15 22 24 ; "The candlestick maker is instantly alerted by your accent, &2e2d 15 14 53 4d fb 80 0b 47 f9 3a 42 32 46 2e d2 04 ; and denounces you to the French." &2e3d 75 0a ; execute_miscellaneous_bytecode(&06) &2e3f 04 ; return &2e40 03 ; } &2e41 88 29 ; if(verb == "offer" and &2e43 89 05 ; first_noun == "florins" and &2e45 a7 ; !room.flags[2]) &2e46 01 ; { &2e47 0d 46 fa 0f ff bd b2 44 ff 77 75 42 47 ff bd f9 ; "the man silently takes one florin from you and silently &2e57 1d 42 5e ff b2 04 ; offers you his scissors." &2e5d 3b 42 ; object_room["scissors"] = player_room &2e5f 6f ; room.flags[6] = true &2e60 2f ; room.flags[2] = true &2e61 44 20 ; p["score"] ++ &2e63 03 ; } &2e64 88 1b ; if(verb == "take" and &2e66 89 60 ; first_noun == "candle") &2e68 01 ; { &2e69 0d 46 fa 0f fb 73 fc 63 32 fc 39 32 23 15 1c 1c ; "the man doesn't seem to want to sell you a candle." &2e79 42 34 ff 90 04 &2e7e 03 ; } &2e7f 00 ; end ; bytecode_for_room_86_actions &2e80 d3 39 ; if(object_room["cloaks"] == "wearing") &2e82 01 ; { &2e83 4f ; room.flags[4] = true &2e84 03 ; } ; else &2e85 01 ; { &2e86 0d 4d f6 0f f7 8b fa 6f 42 5c 34 f8 e8 fa 5f 0b ; "Your outlandish clothing marks you as a hostile alien, and &2e96 47 4d fb 80 13 1f 1e 16 19 22 1d 23 4d 17 25 19 ; your accent confirms your guilt. You are handed over to be &2ea6 1c 24 06 42 43 18 11 1e 14 15 14 80 32 36 f9 95 ; questioned." &2eb6 04 &2eb7 75 0a ; execute_miscellaneous_bytecode(&06) &2eb9 04 ; return &2eba 03 ; } &2ebb af ; if(room.flags[2]) &2ebc 01 ; { &2ebd 0d f7 e4 46 fb de f9 ed 42 06 42 43 23 15 19 2a ; "suddenly the sergeant recognises you. You are seized and &2ecd 15 14 47 f6 40 86 04 ; frogmarched away." &2ed4 08 98 ; player_room = &94 &2ed6 04 ; return &2ed7 03 ; } &2ed8 0d d7 42 3c ba 32 f7 66 46 fb de 06 46 2e d2 fe ; "nothing you do seems to convince the sergeant. The French search &2ee8 6a 42 05 ; you" &2eeb c4 0e 02 ; if(p["number_of_objects_carried"] == 0 or &2eee 8c 0e 05 ; p["number_of_objects_carried"] == &01 and &2ef1 db 44 ; object_room["bayonet"] == "carrying") &2ef3 01 ; { &2ef4 0d 4a 6d d7 05 ; "but find nothing" &2ef9 03 ; } ; else &2efa 01 ; { &2efb db 44 ; if(object_room["bayonet"] == "carrying") &2efd 01 ; { &2efe 0b f6 44 ; object_room["bayonet"] = &f2 &2f01 03 ; } &2f02 0d 47 fe 64 75 42 05 ; "and remove from you" &2f09 1c 0b ; p["old_room"] = 1 &2f0b 0c a5 0c ; p["new_room"] = &a1 &2f0e 06 ; list_objects(p["old_room"]. p["new_room"]) &2f0f 03 ; } &2f10 2f ; room.flags[2] = true &2f11 08 8f ; player_room = &8b &2f13 eb 44 f6 ; if(object_room["bayonet"] == &f2) &2f16 01 ; { &2f17 1b 44 ; object_room["bayonet"] = 1 &2f19 0d 0b 4a f9 6e 44 19 24 15 1d 05 ; ", but overlook one item" &2f24 03 ; } &2f25 0d 04 ; "." &2f27 db 44 ; if(object_room["bayonet"] == "carrying") &2f29 01 ; { &2f2a 44 20 ; p["score"] ++ &2f2c 03 ; } &2f2d 00 ; end ; bytecode_for_room_87_actions &2f2e 86 88 ; if(verb == "north") { player_room = &88 } &2f30 96 82 ; if(verb == "south") { player_room = &82 } &2f32 9e 8a ; if(verb == "west") { player_room = &8a } &2f34 00 ; end ; bytecode_for_room_88_actions &2f35 86 89 ; if(verb == "north") { player_room = &89 } &2f37 8e e9 ; if(verb == "east") { player_room = &e9 } &2f39 96 87 ; if(verb == "south") { player_room = &87 } &2f3b 9e 8a ; if(verb == "west") { player_room = &8a } &2f3d 00 ; end ; bytecode_for_room_89_actions &2f3e 88 12 02 ; if(verb == "enter" or &2f41 8d 66 ; preposition == "into") &2f43 01 ; { &2f44 0d 42 fe 62 33 46 fb 42 06 5c fc 2b 5c 46 2e fb ; "You climb in the carriage. As soon as the Belgian gentleman &2f54 94 fb e1 fc a7 33 0b 3e f9 96 42 47 f9 3a 42 32 ; gets in, he discovers you and denounces you to the French." &2f64 46 2e d2 04 &2f68 75 0a ; execute_miscellaneous_bytecode(&06) &2f6a 04 ; return &2f6b 03 ; } &2f6c 88 30 ; if(verb == "hide") &2f6e 01 ; { &2f6f 0d 42 fc ae 96 46 fb 42 7e fc b3 fb 36 0b 47 13 ; "you slip under the carriage before anyone notices, and cling &2f7f 1c 19 1e 17 32 46 fc eb 06 46 fb 42 fa 54 9d 6e ; to the bottom. The carriage sets off north, passing through &2f8f 0b f9 33 ee fc 5b 46 2e d2 47 2e e7 fb 18 7e 42 ; both the French and English lines before you finally lose &2f9f f9 2f fc 2f 4d fc 53 47 8f 9d 04 ; your grip and fall off." &2faa 08 f2 ; player_room = &ee &2fac 44 20 ; p["score"] ++ &2fae 04 ; return &2faf 03 ; } &2fb0 80 09 ; if(verb < "northeast") &2fb2 01 ; { &2fb3 0d 42 fb 08 32 fc ae 86 0b 4a 46 f6 10 99 47 18 ; "you try to slip away, but the guardsmen notice and haul you &2fc3 11 25 1c 42 73 04 ; back." &2fc9 03 ; } ; else &2fca 01 ; { &2fcb 0d 46 fb e1 fb a7 59 5e fb 42 47 14 22 19 26 15 ; "the gentleman climbs into his carriage and drives off &2fdb 23 9d f7 d9 06 46 f6 10 fc 61 32 42 06 42 43 fb ; northwards. The guardsmen turn to you. You are rapidly &2feb e6 f7 67 5c aa f8 e9 2e d2 f8 2a 2e fb 94 04 ; unmasked as being neither French nor Belgian." &2ffa 03 ; } &2ffb 75 0a ; execute_miscellaneous_bytecode(&06) &2ffd 00 ; end ; bytecode_for_room_8a_actions &2ffe 00 ; end ; bytecode_for_room_8b_actions &2fff 88 07 02 ; if(verb == "south" or &3002 88 13 02 ; verb == "back" or &3005 88 11 ; verb == "exit") &3007 01 ; { &3008 94 47 05 ; if(p["tent_guards_patience"] > &01) &300b 01 ; { &300c 0d 4d e1 f9 2f fc 2f fb 8a 47 fe 21 34 ff a0 39 ; "Your guards finally lose patience and use a bayonet on &301c 42 06 42 fc a0 98 42 fa 0e fc 27 37 34 fc 5f 66 ; you. You decide that you did cut it a little too fine." &302c fc 33 04 &302f 75 09 ; execute_miscellaneous_bytecode(&05) &3031 04 ; return &3032 03 ; } &3033 0d 46 2e d2 43 17 25 11 22 14 19 1e 17 46 fe 28 ; "the French are guarding the exit and simply throw you back &3043 47 23 19 1d 20 1c 29 fe 53 42 73 33 46 6c 04 ; in the tent." &3052 44 47 ; p["tent_guards_patience"] ++ &3054 03 ; } &3055 88 19 ; if(verb == "cut" and &3057 89 5a ; first_noun == "brazier") &3059 01 ; { &305a af ; if(room.flags[2]) &305b 01 ; { &305c 0d 37 fc a6 fc 27 fa fa 15 1c 23 15 04 ; "it won't cut anywhere else." &3069 04 ; return &306a 03 ; } &306b db 44 ; if(object_room["bayonet"] == "carrying") &306d 01 ; { &306e 0d 46 ff a0 45 91 fa aa fb b5 32 fc 27 46 23 15 ; "the bayonet is just sharp enough to cut the seam on the &307e 11 1d 39 46 6e 63 04 ; north side." &3085 2f ; room.flags[2] = true &3086 44 20 ; p["score"] ++ &3088 04 ; return &3089 03 ; } &308a 0d 79 90 07 05 ; "with what? " &308f 03 ; } &3090 af ; if(room.flags[2]) &3091 01 ; { &3092 86 8c ; if(verb == "north") { player_room = &8c } &3094 04 ; return &3095 03 ; } &3096 00 ; end ; bytecode_for_room_8c_actions &3097 0e ; skip_to_next_bytecode() &3098 00 ; end ; bytecode_for_room_8d_actions &3099 0e ; skip_to_next_bytecode() &309a 00 ; end ; bytecode_for_room_8e_actions &309b 0e ; skip_to_next_bytecode() &309c 00 ; end ; bytecode_for_room_8f_actions &309d 88 19 ; if(verb == "cut" and &309f 89 5a ; first_noun == "brazier") &30a1 01 ; { &30a2 a7 ; if(!room.flags[2]) &30a3 01 ; { &30a4 db 44 ; if(object_room["bayonet"] == "carrying") &30a6 01 ; { &30a7 0d 42 fe 32 34 84 2b 08 f8 45 05 23 1c 11 23 18 ; "You make a long " + random("gash", "slash", "hole", &30b7 05 fc 10 05 fc 27 05 04 0e 33 46 6c 8e 48 04 ; "cut") + " in the tent wall west." &30c6 2f ; room.flags[2] = true &30c7 04 ; return &30c8 03 ; } &30c9 0d 79 90 07 05 ; "with what? " &30ce 04 ; return &30cf 03 ; } &30d0 0d 37 45 e9 fc 27 04 ; "it is already cut." &30d7 03 ; } &30d8 88 07 ; if(verb == "south") &30da 01 ; { &30db 4c 04 ; p["player_room"] -- &30dd 44 09 ; p["output_written"] ++ &30df 03 ; } &30e0 88 05 ; if(verb == "north") &30e2 01 ; { &30e3 84 04 93 ; if(p["player_room"] < &8f) &30e6 01 ; { &30e7 44 04 ; p["player_room"] ++ &30e9 44 09 ; p["output_written"] ++ &30eb 04 ; return &30ec 03 ; } &30ed 0d 42 fa 5b 80 34 17 25 29 0e 1c 19 1e 15 47 fb ; "you trip over a guy line and bring one of the tents crashing &30fd 19 44 49 46 fc 4d 13 22 11 23 18 19 1e 17 55 06 ; down. French soldiers come running, and drag you away." &310d d2 df fc 32 e0 0b 47 fc 9f 42 86 04 &3119 08 98 ; player_room = &94 &311b 03 ; } &311c af ; if(room.flags[2]) &311d 01 ; { &311e 88 08 02 ; if(verb == "west" or &3121 88 12 ; verb == "enter") &3123 01 ; { &3124 24 84 04 ; p["player_room"] += &04 &3127 44 09 ; p["output_written"] ++ &3129 03 ; } &312a 03 ; } &312b 00 ; end ; bytecode_for_room_90_actions &312c af ; if(room.flags[2]) &312d 01 ; { &312e 0e ; skip_to_next_bytecode() &312f 03 ; } &3130 88 1d ; if(verb == "shoot") &3132 01 ; { &3133 0d 4d fc a3 fc a9 f8 5c 06 46 fb 44 45 d1 fc 0d ; "Your shot goes wild. The veteran is much more used to &3143 fc 55 32 18 11 1e 14 1c 19 1e 17 f7 68 0b 47 f8 ; handling firearms, and puts a bullet neatly through your &3153 6e 34 f9 3b fb 7a ee 4d fb f6 04 ; forehead." &315e 75 09 ; execute_miscellaneous_bytecode(&05) &3160 04 ; return &3161 03 ; } &3162 88 1f ; if(verb == "hit" and &3164 db 3c ; object_room["pistol"] == "carrying") &3166 01 ; { &3167 0d 42 fe 1d 46 fb 44 ff ad 79 46 ff 82 06 3e bc ; "you hit the veteran quickly with the pistol. He falls &3177 fb 45 0b f9 f0 34 fc a4 ff 3a 75 5e 69 7f 04 ; stunned, dropping a cannon fuse from his left hand." &3186 3b 38 ; object_room["fuse"] = player_room &3188 2f ; room.flags[2] = true &3189 44 20 ; p["score"] ++ &318b 04 ; return &318c 03 ; } &318d 0d 46 f7 69 f8 ea f9 0b 4d fc 75 0b 47 f9 34 42 ; "the seasoned fighter catches your wrist, and throws you to the &319d 32 46 a9 7e f6 41 42 79 5e ff 82 04 ; floor before despatching you with his pistol." &31a9 75 09 ; execute_miscellaneous_bytecode(&05) &31ab 00 ; end ; bytecode_for_room_91_actions &31ac 9d 75 ; if(preposition != "silently" and &31ae 8c 04 95 ; p["player_room"] == &91) &31b1 01 ; { &31b2 0d 46 fc 79 45 f9 39 53 4d fa 64 47 f7 7f 32 5e ; "The drunk is disturbed by your noise and staggers to his &31c2 5a 06 3e fb 1f 32 14 11 1e 13 15 79 42 0b 23 19 ; feet. He tries to dance with you, singing loudly, and &31d2 1e 17 19 1e 17 fa dc 0b 47 f9 30 32 f8 41 06 46 ; refuses to stop. The racket attracts the attentions of more &31e2 22 11 13 1b 15 24 f7 6a 46 f7 7e 49 fc 0d 23 1f ; sober soldiers, who march you silently away." &31f2 12 15 22 df 0b 68 fb 4d 42 ff bd 86 04 &31ff 08 98 ; player_room = &94 &3201 04 ; return &3202 03 ; } &3203 0e ; skip_to_next_bytecode() &3204 00 ; end ; bytecode_for_room_92_actions &3205 0e ; skip_to_next_bytecode() &3206 00 ; end ; bytecode_for_room_93_actions &3207 8c 04 97 ; if(p["player_room"] == &93 and &320a a7 ; !room.flags[2]) &320b 01 ; { &320c 88 2c ; if(verb == "sign" and &320e 89 31 ; first_noun == "documents" and &3210 97 ; !room.flags[1]) &3211 01 ; { &3212 0d 46 f7 92 ba 32 fb 90 ac 06 3e f9 3c 23 1d 11 ; "The lieutenant seems to accept this. He salutes &3222 22 24 1c 29 04 ; smartly." &3227 1f ; room.flags[1] = true &3228 04 ; return &3229 03 ; } &322a 9f ; if(room.flags[1] and &322b 88 42 ; verb == "salute") &322d 01 ; { &322e 0d 46 f7 92 b2 46 ff c1 0b c2 23 1d 11 22 24 1c ; "the lieutenant takes the documents, turns smartly, and &323e 29 0b 47 f0 06 42 58 35 fc b1 68 3e 24 18 19 1e ; disappears. You have no idea who he thinks you are." &324e 1b 23 42 43 04 &3253 0b 09 31 ; object_room["documents"] = &05 &3256 17 ; room.flags[1] = false &3257 2f ; room.flags[2] = true &3258 44 20 ; p["score"] ++ &325a 04 ; return &325b 03 ; } &325c 0d 46 fb e7 fb 36 46 fc 27 33 46 ff 8e fb b0 5f ; "the officer notices the cut in the canvas opposite him. &326c 06 14 1f 25 12 24 23 0e 11 23 23 11 19 1c 5f 06 ; Doubts assail him. Suddenly he calls the guard and your &327c f7 e4 3e fb 76 46 b7 47 4d 12 1c 25 16 16 45 fb ; bluff is called." &328c 8c 04 &328e 08 98 ; player_room = &94 &3290 04 ; return &3291 03 ; } &3292 88 08 ; if(verb == "west") &3294 01 ; { &3295 0d 42 fb 6f 61 49 46 6c 59 46 fc 19 f8 70 c5 06 ; "you wander out of the tent into the main parade square. &32a5 fb 95 fb f1 42 43 f7 93 47 f6 40 86 04 ; Within minutes you are rearrested and frogmarched away." &32b2 08 98 ; player_room = &94 &32b4 04 ; return &32b5 03 ; } &32b6 88 06 ; if(verb == "east") &32b8 01 ; { &32b9 24 7c 04 ; p["player_room"] -= &04 &32bc 44 09 ; p["output_written"] ++ &32be 03 ; } &32bf 00 ; end ; bytecode_for_room_94_actions &32c0 88 4a ; if(verb == "open" and &32c2 89 49 ; first_noun == "trapdoor") &32c4 01 ; { &32c5 0d 46 54 45 fc f1 04 ; "The door is locked." &32cc 03 ; } &32cd 88 33 02 ; if(verb == "press" or &32d0 88 32 ; verb == "lift") &32d2 01 ; { &32d3 89 59 ; if(first_noun == "armour") &32d5 01 ; { &32d6 17 ; room.flags[1] = false &32d7 df ; if(room.flags[5]) &32d8 01 ; { &32d9 0d 42 05 ; "you" &32dc 15 ; print verb &32dd 0d 37 73 04 ; "it back." &32e1 57 ; room.flags[5] = false &32e2 04 ; return &32e3 03 ; } &32e4 0d 42 05 ; "you" &32e7 15 ; print verb &32e8 0d 46 ff 46 86 75 46 8e 05 ; "the bunk away from the wall" &32f1 5f ; room.flags[5] = true &32f2 94 4b 05 ; if(p["pig_sty_wall_hole"] > &01) &32f5 01 ; { &32f6 0d 0b b9 ba 32 58 60 f7 94 04 ; ", which seems to have been reinforced." &3300 04 ; return &3301 03 ; } &3302 8c 4b 05 ; if(p["pig_sty_wall_hole"] == &01) &3305 01 ; { &3306 0d 0b f7 95 34 fc 10 04 ; ", revealing a hole." &330e 04 ; return &330f 03 ; } &3310 0d 06 72 45 34 fb 0d ff 75 cd 37 04 ; ". There is a loose brick behind it." &331c 03 ; } &331d 03 ; } &331e 88 32 ; if(verb == "lift" and &3320 89 5d ; first_noun == "machine") &3322 01 ; { &3323 17 ; room.flags[1] = false &3324 cc 4b 02 ; if(p["pig_sty_wall_hole"] != 0 or &3327 d7 ; !room.flags[5]) &3328 01 ; { &3329 0d 90 ff 75 07 05 ; "what brick? " &332f 04 ; return &3330 03 ; } &3331 0d fc af 42 fe 39 46 ff 75 0b ca fc 0d 8f 39 46 ; "when you pull the brick, several more fall on the floor, &3341 a9 0b fb b8 34 fc 10 04 ; leaving a hole." &3349 44 4b ; p["pig_sty_wall_hole"] ++ &334b 44 20 ; p["score"] ++ &334d 03 ; } &334e 8c 4b 05 ; if(p["pig_sty_wall_hole"] == &01) &3351 01 ; { &3352 88 08 02 ; if(verb == "west" or &3355 88 11 ; verb == "exit") &3357 01 ; { &3358 57 ; room.flags[5] = false &3359 08 99 ; player_room = &95 &335b 44 4b ; p["pig_sty_wall_hole"] ++ &335d 03 ; } &335e 03 ; } &335f 88 10 ; if(verb == "up") &3361 01 ; { &3362 97 ; if(!room.flags[1]) &3363 01 ; { &3364 0d 42 fe 5b 39 46 ff 46 06 46 ff 73 49 46 fc 80 ; "you stand on the bunk. The tiles of the roof are just &3374 43 91 fc 7d 4d fc 8e 04 ; above your head." &337c 1f ; room.flags[1] = true &337d 04 ; return &337e 03 ; } &337f 8c 4c 05 ; if(p["pig_sty_roof_hole"] == &01 and &3382 9f ; room.flags[1]) &3383 01 ; { &3384 0d 42 fe 39 da ff 4c 46 fc 80 47 22 1f 1c 1c 55 ; "you pull yourself onto the roof and roll down on the &3394 39 46 6e 63 04 ; north side." &3399 57 ; room.flags[5] = false &339a 0f ; room.flags[0] = true &339b 17 ; room.flags[1] = false &339c 44 4c ; p["pig_sty_roof_hole"] ++ &339e 08 9a ; player_room = &96 &33a0 03 ; } &33a1 03 ; } &33a2 88 0f ; if(verb == "down" and &33a4 9f ; room.flags[1]) &33a5 01 ; { &33a6 0d 42 fe 62 55 04 ; "you climb down." &33ac 17 ; room.flags[1] = false &33ad 04 ; return &33ae 03 ; } &33af 88 32 02 ; if(verb == "lift" or &33b2 88 33 ; verb == "press") &33b4 01 ; { &33b5 89 5b ; if(first_noun == "tiles") &33b7 01 ; { &33b8 97 ; if(!room.flags[1]) &33b9 01 ; { &33ba 0d 42 b3 fc f8 04 ; "you can't reach." &33c0 04 ; return &33c1 03 ; } &33c2 8f ; if(room.flags[0]) &33c3 01 ; { &33c4 0d 46 fc 80 5b 60 f7 94 04 ; "the roof has been reinforced." &33cd 04 ; return &33ce 03 ; } &33cf 0d ca ff 73 fc 32 86 47 f8 eb 39 46 a9 06 72 45 ; "several tiles come away and shatter on the floor. There &33df 34 fc 10 fa 1b fb b5 57 4d fc 8e 47 23 18 1f 25 ; is a hole big enough for your head and shoulders." &33ef 1c 14 15 22 23 04 &33f5 44 4c ; p["pig_sty_roof_hole"] ++ &33f7 44 20 ; p["score"] ++ &33f9 03 ; } &33fa 03 ; } &33fb 88 1a ; if(verb == "dig") &33fd 01 ; { &33fe 17 ; room.flags[1] = false &33ff af ; if(room.flags[2]) &3400 01 ; { &3401 0d 42 58 e9 f8 71 34 c9 04 ; "you have already dug a tunnel." &340a 04 ; return &340b 03 ; } &340c bf ; if(room.flags[3]) &340d 01 ; { &340e 0d fb 4f 5b f7 94 46 a9 04 ; "someone has reinforced the floor." &3417 04 ; return &3418 03 ; } &3419 db 3a ; if(object_room["plate"] == "carrying") &341b 01 ; { &341c 0d 42 fe 1b 33 46 a9 fa 9b 46 ff 60 5c 34 23 20 ; "you dig in the floor using the plate as a spade, and in &342c 11 14 15 0b 47 33 46 81 49 34 fc 30 fb 1d 42 58 ; the space of a few hours you have constructed a narrow &343c f6 42 34 fc dd c9 96 46 71 8e 04 ; tunnel under the south wall." &3447 2f ; room.flags[2] = true &3448 44 20 ; p["score"] ++ &344a 04 ; return &344b 03 ; } &344c 0d 4d f6 11 43 66 27 15 11 1b 32 fe 1b 33 46 18 ; "your fingernails are too weak to dig in the hard earth." &345c 11 22 14 fc 4e 04 &3462 03 ; } &3463 af ; if(room.flags[2]) &3464 01 ; { &3465 88 07 02 ; if(verb == "south" or &3468 88 0f 02 ; verb == "down" or &346b 88 11 ; verb == "exit") &346d 01 ; { &346e 0d 42 23 21 25 15 15 2a 15 ee 46 c9 0b 15 1d 15 ; "you squeeze through the tunnel, emerging in one corner &347e 22 17 19 1e 17 33 44 9a 49 34 9b 6c 49 c7 f8 72 ; of a large tent of strange design." &348e 04 &348f 17 ; room.flags[1] = false &3490 27 ; room.flags[2] = false &3491 3f ; room.flags[3] = true &3492 57 ; room.flags[5] = false &3493 08 9b ; player_room = &97 &3495 03 ; } &3496 03 ; } &3497 00 ; end ; bytecode_for_room_95_actions &3498 88 07 ; if(verb == "south") &349a 01 ; { &349b 08 9c ; player_room = &98 &349d 04 ; return &349e 03 ; } &349f 0d 46 2e f7 96 f9 3d 5e f8 ec 06 f7 6b 43 12 1c ; "The Frenchman realises his mistake. Whistles are blown and &34af 1f 27 1e 47 e1 fc 32 e0 06 42 43 f9 95 57 38 fc ; guards come running. You are questioned for an hour, then &34bf 37 0b fc b5 f9 3e 32 4d fa 34 04 ; returned to your cell." &34ca 08 98 ; player_room = &94 &34cc 00 ; end ; bytecode_for_room_96_actions &34cd 8e 99 ; if(verb == "east") { player_room = &99 } &34cf 86 9a ; if(verb == "north") { player_room = &9a } &34d1 00 ; end ; bytecode_for_room_97_actions &34d2 a7 ; if(!room.flags[2]) &34d3 01 ; { &34d4 98 2e ; if(verb != "jump") &34d6 01 ; { &34d7 0d 66 fc 14 06 46 fc 92 fc 54 fc 65 42 55 47 42 ; "Too late. The meson blast cuts you down and you fall &34e7 8f f7 f9 59 46 17 22 11 26 15 42 f8 71 da 04 ; backwards into the grave you dug yourself." &34f6 75 09 ; execute_miscellaneous_bytecode(&05) &34f8 04 ; return &34f9 03 ; } &34fa 0d 42 1c 15 11 20 f7 f9 80 46 c9 47 46 fc 92 fc ; "you leap backwards over the tunnel and the meson beam passes &350a 9c fc cd 96 4d 5a 06 46 2e e3 24 22 19 20 23 5c ; under your feet. The Warlord trips as he dives for you, and &351a 3e 14 19 26 15 23 57 42 0b 47 bc 33 06 75 46 fb ; falls in. From the shallow hole he aims his blaster at you &352a a6 fc 10 3e 11 19 1d 23 5e fb 4b 3a 42 fc 44 0b ; again, cursing in some strange unearthly tongue." &353a 13 25 22 23 19 1e 17 33 5d c7 f7 97 24 1f 1e 17 &354a 25 15 04 &354d 2f ; room.flags[2] = true &354e 04 ; return &354f 03 ; } &3550 b7 ; if(!room.flags[3]) &3551 01 ; { &3552 98 1f ; if(verb != "hit") &3554 01 ; { &3555 0d 46 fc 92 fc 9c fc 96 42 fc 16 34 fe 2f 0b f7 ; "the meson beam hits you like a blow, blasting you to &3565 6c 42 32 4d f7 98 fa c9 04 ; your constituent atoms." &356e 75 09 ; execute_miscellaneous_bytecode(&05) &3570 04 ; return &3571 03 ; } &3572 0d 4d a5 13 22 1f 23 23 32 46 1a 11 27 fb 83 58 ; "your right cross to the jaw would have laid M. Ali low. The &3582 1c 11 19 14 0e 2e 1d 06 11 1c 19 fc 20 06 46 fa ; man is not M. Ali, nor the Warlord, you now realise; he &3592 0f 45 65 2e 1d 06 11 1c 19 0b f8 2a 46 2e e3 0b ; slumps over, half blocking the tunnel. Something falls from &35a2 42 56 fb 48 0a 3e 23 1c 25 1d 20 23 80 0b a2 12 ; his left hand." &35b2 1c 1f 13 1b 19 1e 17 46 c9 06 f9 89 bc 75 5e 69 &35c2 7f 04 &35c4 3b 3d ; object_room["device"] = player_room &35c6 3f ; room.flags[3] = true &35c7 44 20 ; p["score"] ++ &35c9 04 ; return &35ca 03 ; } &35cb 88 1b ; if(verb == "take") &35cd 01 ; { &35ce 04 ; return &35cf 03 ; } &35d0 0d ca 2e d2 f3 fc 32 e0 33 0b 47 f6 43 51 46 f9 ; "several French officers come running in, and immediately see the &35e0 25 06 42 43 18 15 1c 14 57 f6 05 0b fc b5 f9 3e ; situation. You are held for questioning, then returned to your &35f0 32 4d fa 34 04 ; cell." &35f5 08 98 ; player_room = &94 &35f7 00 ; end ; bytecode_for_room_98_actions &35f8 9d 75 ; if(preposition != "silently") &35fa 01 ; { &35fb 0d 42 fb 96 46 f9 9c 0b 68 45 34 b6 a8 f9 3f 06 ; "You disturb the cuirassier, who is a rather light sleeper. &360b b0 aa f9 95 57 a2 38 fc 37 42 43 f9 3e 32 46 f8 ; After being questioned for half an hour you are returned to &361b 17 f8 18 04 ; the pig sty." &361f 08 98 ; player_room = &94 &3621 04 ; return &3622 03 ; } &3623 86 95 ; if(verb == "north") { player_room = &95 } &3625 e6 95 ; if(verb == "exit") { player_room = &95 } &3627 00 ; end ; bytecode_for_room_99_actions &3628 a7 ; if(!room.flags[2]) &3629 01 ; { &362a 98 29 ; if(verb != "offer") &362c 01 ; { &362d 0d 46 fb e5 fb a3 42 47 fb 08 32 f8 55 4d fa f0 ; "The sappers surround you and try to pick your pockets &363d 1f 20 15 1e 1c 29 06 85 fc 2b 6d 42 43 65 2e d2 ; openly. They soon find you are not French and call an &364d 47 f8 58 38 fb e7 06 b0 f6 05 42 43 f7 c6 fc 44 ; officer. After questioning you are imprisoned again." &365d 04 &365e 08 98 ; player_room = &94 &3660 03 ; } &3661 89 36 ; if(first_noun == "beef") &3663 01 ; { &3664 0d 46 fc d7 fb b1 fb 90 4d fe 52 79 d1 f6 51 47 ; "the rough fellows accept your offer with much &3674 16 22 19 15 1e 14 1c 29 0e 13 18 15 15 22 23 04 ; backslapping and friendly cheers." &3684 2f ; room.flags[2] = true &3685 3b 36 ; object_room["beef"] = player_room &3687 44 20 ; p["score"] ++ &3689 03 ; } &368a 04 ; return &368b 03 ; } &368c 88 3b ; if(verb == "light" and &368e 89 3b ; first_noun == "taper") &3690 01 ; { &3691 0d fc a8 04 ; "okay." &3695 1c 4d ; p["taper_is_lit"] = 1 &3697 03 ; } &3698 9e 96 ; if(verb == "west") { player_room = &96 } &369a e6 96 ; if(verb == "exit") { player_room = &96 } &369c 88 1b ; if(verb == "take") &369e 01 ; { &369f 89 36 02 ; if(first_noun == "beef" or &36a2 89 5a 02 ; first_noun == "brazier" or &36a5 89 64 ; first_noun == "all") &36a7 01 ; { &36a8 0d 46 fb e5 43 65 3d 1b 15 15 1e 39 ac fc b1 06 ; "the sappers are not so keen on this idea. A fight &36b8 34 fa 42 15 1e 23 25 15 23 0b 33 46 fc fd 49 b9 ; ensues, in the middle of which four officers walk in. &36c8 16 1f 25 22 f3 fc 7f 33 06 42 43 f9 95 47 f9 3e ; You are questioned and returned to jail." &36d8 32 1a 11 19 1c 04 &36de 08 98 ; player_room = &94 &36e0 03 ; } &36e1 03 ; } &36e2 00 ; end ; bytecode_for_room_9a_actions &36e3 9d 75 ; if(preposition != "silently") &36e5 01 ; { &36e6 0d 42 fb 96 34 fc c0 49 17 22 25 1d 20 29 f7 99 ; "You disturb a group of grumpy grenadiers, who accost you and &36f6 0b 68 11 13 13 1f 23 24 42 47 fc 2b de 42 58 fb ; soon discover you have escaped from custody. You are &3706 e3 75 13 25 23 24 1f 14 29 06 42 43 f7 fa f9 3e ; eventually returned to the prison." &3716 32 46 fb 8f 04 &371b 08 98 ; player_room = &94 &371d 04 ; return &371e 03 ; } &371f 96 96 ; if(verb == "south") { player_room = &96 } &3721 86 9b ; if(verb == "north") { player_room = &9b } &3723 00 ; end ; bytecode_for_room_9b_actions &3724 96 9a ; if(verb == "south") { player_room = &9a } &3726 8e 9d ; if(verb == "east") { player_room = &9d } &3728 ae 9c ; if(verb == "northwest") { player_room = &9c } &372a 00 ; end ; bytecode_for_room_9c_actions &372b 88 3b ; if(verb == "light" and &372d 89 62 ; first_noun == "gunpowder" and &372f db 3b ; object_room["taper"] == "carrying" and &3731 cc 4d ; p["taper_is_lit"] != 0) &3733 01 ; { &3734 0d 2c 12 1f 1f 1d 08 2c 0e 98 fc 0f fb 8e 49 42 ; "BOOM! that was silly of you." &3744 04 &3745 75 09 ; execute_miscellaneous_bytecode(&05) &3747 03 ; } &3748 88 1b ; if(verb == "take" and &374a 89 38 ; first_noun == "fuse" and &374c af ; room.flags[2]) &374d 01 ; { &374e 27 ; room.flags[2] = false &374f 14 54 ; p["fuse_is_lit"] = 0 &3751 03 ; } &3752 88 3d ; if(verb == "insert" and &3754 89 38 ; first_noun == "fuse" and &3756 8d 66 ; preposition == "into" and &3758 8a 62 ; second_noun == "gunpowder") &375a 01 ; { &375b af ; if(room.flags[2]) &375c 01 ; { &375d 0d 42 58 fc 36 98 04 ; "you have done that." &3764 04 ; return &3765 03 ; } &3766 0d a5 04 ; "right." &3769 3b 38 ; object_room["fuse"] = player_room &376b 2f ; room.flags[2] = true &376c 03 ; } &376d 88 3b ; if(verb == "light" and &376f 89 38 ; first_noun == "fuse") &3771 01 ; { &3772 cc 54 ; if(p["fuse_is_lit"] != 0) &3774 01 ; { &3775 0d 37 45 e9 fa 14 04 ; "it is already lit." &377c 04 ; return &377d 03 ; } &377e db 3b ; if(object_room["taper"] == "carrying" and &3780 cc 4d ; p["taper_is_lit"] != 0) &3782 01 ; { &3783 af ; if(room.flags[2]) &3784 01 ; { &3785 0d 37 f9 0b 6b 47 fb 2d 32 fe 41 fb e6 06 42 f7 ; "it catches fire and starts to burn rapidly. You &3795 6d 42 58 a1 f8 12 fb f1 3a fc 1e 04 ; estimate you have about five minutes at most." &37a1 44 54 ; p["fuse_is_lit"] ++ &37a3 44 20 ; p["score"] ++ &37a5 03 ; } &37a6 04 ; return &37a7 03 ; } &37a8 0d 79 90 07 05 ; "with what? " &37ad 03 ; } &37ae b6 9b ; if(verb == "southeast") { player_room = &9b } &37b0 e6 9b ; if(verb == "exit") { player_room = &9b } &37b2 00 ; end ; bytecode_for_room_9d_actions &37b3 a7 ; if(!room.flags[2]) &37b4 01 ; { &37b5 88 32 02 ; if(verb == "lift" or &37b8 88 1b ; verb == "take") &37ba 01 ; { &37bb 89 5c ; if(first_noun == "beard") &37bd 01 ; { &37be 0d 46 ff 74 af 86 33 4d fb 50 0b f7 95 34 18 19 ; "The beard comes away in your hands, revealing a &37ce 14 15 1f 25 23 47 fc 94 fc 31 06 37 45 fb 99 47 ; hideous and evil face. It is scarred and &37de f6 44 33 f9 82 0b 47 f9 40 79 f6 52 fb 63 98 fa ; semi-reptilian in appearance, and festooned with &37ee 3b 5d 1b 19 1e 14 49 f9 b1 11 20 20 11 22 11 24 ; bio-mechanical tubes that form some kind of &37fe 25 23 06 2d fb 97 46 fb d8 49 34 fb e8 49 2e fa ; breathing apparatus. \nBeneath the uniform of a &380e 35 42 50 56 51 46 fa 65 49 81 ff 87 06 5c 46 fb ; marshal of France you can now see the glint of space &381e f5 fb ca 38 fc e0 e5 75 5e fa 10 0b 42 fa 66 98 ; armour. As the creature pulls an atomic disruptor &382e 3a fc 1f 42 58 f8 2b 46 2e e3 04 ; from his belt, you know that at last you have met ; the Warlord." &3839 2f ; room.flags[2] = true &383a 44 20 ; p["score"] ++ &383c 04 ; return &383d 03 ; } &383e 03 ; } &383f 0d 46 fb e8 fb 15 79 19 1e 18 25 1d 11 1e fb 7e ; "the marshal moves with inhuman speed, pulling a weapon from &384f 0b 20 25 1c 1c 19 1e 17 34 fb 89 75 5e fa 10 06 ; his belt. You just have time to recognise it as an atomic &385f 42 91 58 62 32 f9 41 37 5c 38 fc e0 e5 7e 42 43 ; disruptor before you are blasted into elementary &386f f9 42 59 f9 fe f7 9a 04 ; particles." &3877 75 09 ; execute_miscellaneous_bytecode(&05) &3879 04 ; return &387a 03 ; } &387b b7 ; if(!room.flags[3]) &387c 01 ; { &387d 88 2d ; if(verb == "throw" and &387f 89 30 ; first_noun == "tree") &3881 01 ; { &3882 0d 46 ff 5d fc a7 a5 64 5e f6 52 fb 63 06 13 1f ; "the snuff gets right up his bio-mechanical tubes. &3892 25 17 18 19 1e 17 47 f6 45 0b 3e f7 7f 61 49 46 ; Coughing and spluttering, he staggers out of the west &38a2 48 54 79 87 8b 9e f7 9b 06 42 58 34 f7 6e f9 b1 ; door with all three eyes streaming. You have a moment's &38b2 81 04 ; breathing space." &38b4 3f ; room.flags[3] = true &38b5 44 20 ; p["score"] ++ &38b7 0b 09 30 ; object_room["tree"] = &05 &38ba 04 ; return &38bb 03 ; } &38bc 0d 66 fc 14 06 42 43 f6 12 f7 9c 7e 42 58 62 32 ; "too late. You are atomically disrupted before you have time &38cc fe 2a 34 16 19 1e 11 1c fa 8e 06 42 58 f8 2b 4d ; to take a final breath. You have met your doom." &38dc 14 1f 1f 1d 04 &38e1 75 09 ; execute_miscellaneous_bytecode(&05) &38e3 04 ; return &38e4 03 ; } &38e5 87 ; if(!room.flags[0]) &38e6 01 ; { &38e7 0f ; room.flags[0] = true &38e8 86 9e ; if(verb == "north") { player_room = &9e } &38ea 88 08 02 ; if(verb == "west" or &38ed 88 13 ; verb == "back") &38ef 01 ; { &38f0 0d 42 fc 7f a5 59 46 fc ab 49 46 2e e3 0b fb 0c ; "you walk right into the arms of the Warlord, whose fury &3900 f8 73 47 f7 9d 43 56 b5 f6 13 06 42 43 f9 42 59 ; and malevolence are now beyond description. You are &3910 fc aa 7e 42 fa 66 90 5b fe 1d 42 04 ; blasted into dust before you know what has hit you." &391c 75 09 ; execute_miscellaneous_bytecode(&05) &391e 04 ; return &391f 03 ; } &3920 04 ; return &3921 03 ; } &3922 0d 46 2e e3 f9 35 0b fc e4 49 f8 73 47 f7 9d 0b ; "the Warlord returns, full of fury and malevolence, having &3932 fc dc f9 43 75 4d fe 63 06 3e f7 6f 42 f6 12 06 ; recovered from your attack. He disrupts you atomically. You have &3942 42 58 23 1e 25 16 16 15 14 37 04 ; snuffed it." &394d 75 09 ; execute_miscellaneous_bytecode(&05) &394f 00 ; end ; bytecode_for_room_9e_actions &3950 96 9d ; if(verb == "south") { player_room = &9d } &3952 a6 9f ; if(verb == "northeast") { player_room = &9f } &3954 00 ; end ; bytecode_for_room_9f_actions &3955 0b 09 3b ; object_room["taper"] = &05 &3958 a7 ; if(!room.flags[2]) &3959 01 ; { &395a 0d 46 f9 9e fa 9d 7c 0b 5e fb 89 fb 6c 27 19 1c ; "The henchman spins round, his weapon firing wildly. As luck &396a 14 1c 29 06 5c fa a1 fb 83 58 37 0b 46 fc 9c fc ; would have it, the beam cuts both you and Tim Trevyl in &397a 65 fc 5b 42 47 2e 4c 2e d4 33 a2 04 ; half." &3986 75 09 ; execute_miscellaneous_bytecode(&05) &3988 04 ; return &3989 03 ; } &398a be 9e ; if(verb == "southwest") { player_room = &9e } &398c 86 a0 ; if(verb == "north") { player_room = &a0 } &398e 88 43 ; if(verb == "follow") &3990 01 ; { &3991 08 a4 ; player_room = &a0 &3993 03 ; } &3994 00 ; end ; bytecode_for_room_a0_actions &3995 9d 75 02 ; if(preposition != "silently" or &3998 88 1b ; verb == "take" and &399a 99 27 ; first_noun != "beaujolais") &399c 01 ; { &399d 0d 46 2e fb ea f9 0f fc 0f 34 a8 f9 3f 06 3e fb ; "The Emperor always was a light sleeper. He opens his eyes, &39ad 5f 5e 9e 0b f8 69 42 0b 47 fb 76 f6 43 57 5e fb ; sees you, and calls immediately for his personal guard. You &39bd ec b7 06 42 43 11 23 23 25 1d 15 14 32 36 f6 14 ; are assumed to be assassins, and shot." &39cd 0b 47 fc a3 04 &39d2 75 09 ; execute_miscellaneous_bytecode(&05) &39d4 04 ; return &39d5 03 ; } &39d6 96 9f ; if(verb == "south") { player_room = &9f } &39d8 86 a1 ; if(verb == "north") { player_room = &a1 } &39da 00 ; end ; bytecode_for_room_a1_actions &39db 9d 75 ; if(preposition != "silently") &39dd 01 ; { &39de 0d 46 f7 db 27 11 1b 15 23 47 fb 76 57 fe 43 06 ; "The bodyguard wakes and calls for help. You are dragged &39ee 42 43 f9 31 86 0b f7 9e 4d f9 44 b8 11 26 11 19 ; away, protesting your innocence without avail, and shot as &39fe 1c 0b 47 fc a3 5c fb 93 0b f6 14 0b 3b 2e e7 f6 ; spies, assassins, or English sympathisers. Probably all &3a0e 50 06 20 22 1f 12 11 12 1c 29 87 8b 04 ; three." &3a1b 75 09 ; execute_miscellaneous_bytecode(&05) &3a1d 04 ; return &3a1e 03 ; } &3a1f 96 a0 ; if(verb == "south") { player_room = &a0 } &3a21 8e a2 ; if(verb == "east") { player_room = &a2 } &3a23 00 ; end ; bytecode_for_room_a2_actions &3a24 88 06 ; if(verb == "east") &3a26 01 ; { &3a27 08 a7 ; player_room = &a3 &3a29 04 ; return &3a2a 03 ; } &3a2b 0d 38 fc 8c 49 11 1e 17 22 29 f7 d5 fc 7b 0b e6 ; "An army of angry infantrymen arrive, looking for no one but you. &3a3b 57 35 44 4a 42 06 42 43 f9 f4 f9 f5 5c 38 f8 ed ; You are executed forthwith as an arsonist." &3a4b 04 &3a4c 75 09 ; execute_miscellaneous_bytecode(&05) &3a4e 00 ; end ; bytecode_for_room_a3_actions &3a4f 9f ; if(room.flags[1] and &3a50 a7 ; !room.flags[2] and &3a51 88 05 ; verb == "north") &3a53 01 ; { &3a54 08 e9 ; player_room = &e5 &3a56 14 54 ; p["fuse_is_lit"] = 0 &3a58 04 ; return &3a59 03 ; } &3a5a 80 09 ; if(verb < "northeast") &3a5c 01 ; { &3a5d 0d 34 d8 18 25 17 15 fc a1 e1 ef 23 20 1f 24 42 ; "A hundred huge horse guards instantly spot you and pounce on &3a6d 47 fa 5e 39 42 06 46 18 11 26 1f 13 42 58 fa a6 ; you. The havoc you have caused throughout the camp has &3a7d f6 15 46 9c 5b f7 9f fb 9f 47 42 43 18 25 1e 17 ; infuriated everyone and you are hung without a trial." &3a8d b8 34 24 22 19 11 1c 04 &3a95 75 09 ; execute_miscellaneous_bytecode(&05) &3a97 04 ; return &3a98 03 ; } &3a99 88 35 ; if(verb == "read" and &3a9b 89 5e ; first_noun == "graffiti") &3a9d 01 ; { &3a9e 0d fc d0 46 2e d2 fb 75 0b b9 43 fc 95 69 f6 16 ; "among the French words, which are better left untranslated, &3aae 0b 45 46 f6 17 33 2e e7 09 2e fe 4f 68 07 ff 8c ; is the inscription in English: Guess who? kilroy was here." &3abe fc 0f 52 04 &3ac2 03 ; } &3ac3 9f ; if(room.flags[1]) &3ac4 01 ; { &3ac5 2f ; room.flags[2] = true &3ac6 03 ; } &3ac7 1f ; room.flags[1] = true &3ac8 00 ; end ; unused # Source code fragment corresponding to S2:&1ec6 - &1f27 &3ac9 72 72 6f 75 6e 64 65 64 20 62 79 20 63 6f 75 72 ; ... d by courtiers." &3ad9 74 69 65 72 73 2e 22 29 0d &3ae2 0a f0 a4 20 8b 28 57 22 79 6f 75 20 61 72 65 20 ; 2800 (W"you are back in the great hall. most of the guests are dead &3af2 62 61 63 6b 20 69 6e 20 74 68 65 20 67 72 65 61 drunk, and those who aren't are engaged in a hand of twenty &3b02 74 20 68 61 6c 6c 2e 20 6d 6f 73 74 20 6f 66 20 nine card,three dimensional brag.") &3b12 74 68 65 20 67 75 65 73 74 73 20 61 72 65 20 64 &3b22 65 61 64 20 64 72 75 6e 6b 2c 20 61 6e 64 20 74 &3b32 68 6f 73 65 20 77 68 6f 20 61 72 65 6e 27 74 20 &3b42 61 72 65 20 65 6e 67 61 67 65 64 20 69 6e 20 61 &3b52 20 68 61 6e 64 20 6f 66 20 74 77 65 6e 74 79 20 &3b62 6e 69 6e 65 20 63 61 72 64 2c 74 68 72 65 65 20 &3b72 64 69 6d 65 6e 73 69 6f 6e 61 6c 20 62 72 61 67 &3b82 2e 22 29 0d &3b86 0a fa 4a 20 57 22 5d 74 68 65 20 6d 61 69 6e 20 ; 2810 W"]the main doors are west,while on the east side is a smaller &3b96 64 6f 6f 72 73 20 61 72 65 20 77 65 73 74 2c 77 arch." &3ba6 68 69 6c 65 20 6f 6e 20 74 68 65 20 65 61 73 74 &3bb6 20 73 69 64 65 20 69 73 20 61 20 73 6d 61 6c 6c &3bc6 65 72 20 61 72 63 68 2e 22 0d &3bd0 0b 04 06 20 e0 0d ; 2820 END &3bd6 0b 0e 05 20 0d ; 2830 &3bdb 0b 18 0e 20 dd 20 44 3d 22 45 4e 54 22 0d ; 2840 DEF D="ENT" &3be9 0b 22 0b 20 e9 20 46 68 5b 23 0d ; 2850 LET Fh[# &3bf4 0b 2c 9e 20 57 22 79 6f 75 20 61 72 ; 2860 W"you ar ... ; W.S5 ; FF1B00 FF1B00 002100 ; bytecode_for_room_descriptions ; bytecode_for_room_a4_description &1b00 0d 42 43 dc be 46 2e 22 25 15 0e 14 15 0e 1c 11 ; "you are walking along the Rue de la Blanchisserie, Brussels. It &1b10 2e 0e f6 4b 0b 2e f2 06 37 45 fb 43 fc 44 06 34 ; is raining again. A sentry box stands at the entrance to a grand &1b20 fb 54 ff 14 fc b9 3a 46 c8 32 34 17 22 11 1e 14 ; house north." &1b30 0e 18 1f 25 23 15 6e 04 &1b38 00 ; end ; bytecode_for_room_a5_description &1b39 0d 42 43 33 34 fc 13 18 11 1c 1c 27 11 29 33 46 ; "You are in a wide hallway in the Duke of Richmond's residence, &1b49 2e b1 49 2e f6 2c fa df 0b 6e 49 46 fc 19 c8 06 ; north of the main entrance. Double doors lead out west to the &1b59 fa a0 a4 fc 73 61 48 32 46 fb ee 0b 47 72 45 34 ; ballroom, and there is a smaller door opposite. The northern &1b69 fb bc 54 fb b0 06 46 fc bc 8e 45 fc b7 53 34 f7 ; wall is covered by a beautiful Flemish tapestry showing an &1b79 dc 2e 16 1c 15 1d 19 23 18 ff bc 23 18 1f 27 19 ; eighteenth century battlescene." &1b89 1e 17 38 f9 a9 fb 4a f9 aa 04 &1b93 af ; if(room.flags[2]) &1b94 01 ; { &1b95 0d 42 58 fa a2 46 ff bc 11 23 19 14 15 05 ; "you have lifted the tapestry aside" &1ba3 bf ; if(room.flags[3]) &1ba4 01 ; { &1ba5 0d 0b 32 fb 55 34 fc ee 49 fc e6 04 ; ", to reveal a flight of steps." &1bb1 03 ; } ; else &1bb2 01 ; { &1bb3 0d 04 ; "." &1bb5 03 ; } &1bb6 03 ; } &1bb7 00 ; end ; bytecode_for_room_a6_description &1bb8 0d 42 43 33 46 2e b1 49 2e f6 2c 23 24 25 14 29 ; "You are in the Duke of Richmond's study." &1bc8 04 &1bc9 e7 ; if(!room.flags[6]) &1bca 01 ; { &1bcb 0d 34 9b ff 17 49 46 f8 1b 71 49 2e f2 45 23 20 ; "a large map of the area south of Brussels is spread on the &1bdb 22 15 11 14 39 46 a7 04 ; table." &1be3 03 ; } &1be4 00 ; end ; bytecode_for_room_a7_description &1be5 0d 42 43 33 46 fb ee 05 ; "You are in the ballroom" &1bed af ; if(room.flags[2]) &1bee 01 ; { &1bef 0d 0b b9 45 56 fb 9e 04 ; ", which is now deserted." &1bf7 04 ; return &1bf8 03 ; } &1bf9 df ; if(room.flags[5]) &1bfa 01 ; { &1bfb 0d 06 2e 4c 2e d4 45 f9 ab ff 97 32 46 2e b1 0b ; ". Tim Trevyl is speaking softly to the Duke, who evidently &1c0b 68 f9 5a fc 91 65 fb 56 34 27 1f 22 14 3e 45 aa ; does not believe a word he is being told." &1c1b 24 1f 1c 14 04 &1c20 04 ; return &1c21 03 ; } &1c22 0d 0b ec 53 f7 dc 27 1f 1d 15 1e 47 14 11 23 18 ; ", surrounded by beautiful women and dashingly handsome officers. &1c32 19 1e 17 1c 29 f7 26 f3 06 fb 9f 45 6f 14 11 23 ; Everyone is very dashing, because someone has just informed the &1c42 18 19 1e 17 0b fb 49 fb 4f 5b 91 f7 27 46 2e b1 ; Duke of Wellington that Napoleon has crossed the frontier. His &1c52 49 2e f9 a8 98 2e ce 5b fb ef 46 f8 9f 06 5e 2e ; Grace is giving orders to a dozen of his officers, who dash off &1c62 fb 16 45 fb 30 fb 57 32 34 fc 93 49 5e f3 0b 68 ; in all directions. Despatches are constantly being brought in to &1c72 14 11 23 18 9d 33 87 f9 ac 06 ff c9 43 f7 bc aa ; the Duke. \nAfter a few minutes he sits on a settee, and you see &1c82 fb f0 33 32 46 2e b1 06 2d b0 34 fc 30 fb f1 3e ; that Tim Trevyl has arrived before you." &1c92 fa 20 39 34 f8 46 0b 47 42 51 98 2e 4c 2e d4 5b &1ca2 fc e1 7e 42 04 &1ca7 5f ; room.flags[5] = true &1ca8 00 ; end ; bytecode_for_room_a8_description &1ca9 d7 ; if(!room.flags[5]) &1caa 01 ; { &1cab 0d 5c 42 fe 32 4d 4f ff c5 55 46 fc e6 0b 46 ff ; "As you make your way carefully down the steps, the panel &1cbb 76 fb 58 73 59 fe 51 cd 42 06 42 6d f9 ad 33 34 ; slides back into place behind you. You find yourselves in a &1ccb c1 fc 20 fc f7 04 ; small low cellar." &1cd1 5f ; room.flags[5] = true &1cd2 03 ; } ; else &1cd3 01 ; { &1cd4 0d 42 43 33 46 fc 20 fc f7 04 ; "you are in the low cellar." &1cde 03 ; } &1cdf 0d 46 fc e6 53 b9 42 fc f2 43 71 0b 47 72 45 34 ; "the steps by which you entered are south, and there is a black &1cef fc c1 d3 6e 06 2d 33 46 4b 8e 45 34 54 0b 91 fc ; doorway north. \nIn the east wall is a door, just ajar, &1cff 3e 0b ee 05 ; through" &1d03 c7 ; if(!room.flags[4]) &1d04 01 ; { &1d05 0d 46 13 22 11 13 1b 49 b9 42 50 51 34 16 15 11 ; "the crack of which you can see a fearful sight. The Warlord, &1d15 22 16 25 1c 0e 23 19 17 18 24 06 46 2e e3 0b 34 ; a cruel grin creasing his evil face, sits beside a large &1d25 13 22 25 15 1c 0e 17 22 19 1e f7 28 5e fc 94 fc ; grey metal cylinder, watching numbers on a display count &1d35 31 0b fa 20 89 34 9b fc 98 76 ff b0 0b f9 98 1e ; down towards zero. The counter has reached &1d45 25 1d 12 15 22 23 39 34 14 19 23 20 1c 11 29 0e ; p["bomb_countdown"]. On the far side of the vault, beyond &1d55 13 1f 25 1e 24 55 dd 2a 15 22 1f 06 46 fb 59 5b ; the Warlord, there is a dark doorway." &1d65 22 15 11 13 18 15 14 0e 31 5d 06 39 46 fc 0e 63 &1d75 49 46 fc 99 0b b5 46 2e e3 0b 72 45 34 95 d3 04 &1d85 04 ; return &1d86 03 ; } &1d87 0d b9 2e 4c 2e d4 45 f9 98 5e fc cf 04 ; "which Tim Trevyl is watching his enemy." &1d94 00 ; end ; bytecode_for_room_a9_description &1d95 0d 42 43 33 46 fb 5a 8c 46 2e b1 49 2e f6 2c 26 ; "You are in the vaults below the Duke of Richmond's villa. The &1da5 19 1c 1c 11 06 46 a8 45 6f 20 1f 1f 22 0b 4a 75 ; light is very poor, but from the darkness east comes a faint &1db5 46 f1 4b af 34 16 11 19 1e 24 a6 47 7d fc 5e 49 ; green and blue glow of a sickly and evil hue. A dim doorway &1dc5 34 23 19 13 1b 1c 29 47 fc 94 fa 12 06 34 fa 13 ; stands behind you, south, and the vaults continue north." &1dd5 d3 fc b9 cd 42 0b 71 0b 47 46 fb 5a fc f6 6e 04 &1de5 00 ; end ; bytecode_for_room_aa_description &1de6 0d 42 43 33 46 fb 5a 06 72 45 34 a6 a8 71 47 34 ; "You are in the vaults. There is a green light south and a blue &1df6 7d 44 4b 06 46 fb 5a fc f6 6e 04 ; one east. The vaults continue north." &1e01 00 ; end ; bytecode_for_room_ab_description &1e02 0d 72 45 fc f9 f1 87 bb 0b fc 74 75 34 7d fc 5e ; "There is pitch darkness all around, apart from a blue glow from &1e12 75 46 71 06 8c 42 32 46 6e 42 fc 2d 46 70 49 17 ; the south. Below you to the north you hear the sound of gurgling &1e22 25 22 17 1c 19 1e 17 fc 72 04 ; water." &1e2c 00 ; end ; bytecode_for_room_ac_description &1e2d 0e ; skip_to_next_bytecode() &1e2e 00 ; end ; bytecode_for_room_ad_description &1e2f 0d 46 7d a8 45 fc be cd 42 75 46 48 0b 47 46 a6 ; "The blue light is coming behind you from the west, and the green &1e3f 44 45 71 06 6e 45 46 70 49 fb ab fc 72 04 ; one is south. North is the sound of flowing water." &1e4d 00 ; end ; bytecode_for_room_ae_description &1e4e 0d 4d 9e 43 56 fc 68 fc 55 32 46 95 0b 4a 87 42 ; "Your eyes are now quite used to the dark, but all you perceive &1e5e f7 29 33 46 19 1e 1b 29 0e 12 1c 11 13 1b 1e 15 ; in the inky blackness is" &1e6e 23 23 45 05 &1e72 c4 62 ; if(p["minion_state"] == 0) &1e74 01 ; { &1e75 0d 34 23 18 11 16 24 49 fb 5b 05 ; "a shaft of intense" &1e80 8c 5e 08 ; if(p["vault_colour"] == &04) &1e83 01 ; { &1e84 0d 7d 05 ; "blue" &1e87 03 ; } ; else &1e88 01 ; { &1e89 0d a6 05 ; "green" &1e8c 03 ; } &1e8d 0d a8 f9 ae 42 75 46 48 0b 47 05 ; "light following you from the west, and" &1e98 03 ; } &1e99 0d 46 23 24 15 1e 13 18 47 70 49 34 e0 fc 9a 6e ; "the stench and sound of a running sewer north." &1ea9 04 &1eaa 00 ; end ; bytecode_for_room_af_description &1eab d7 ; if(!room.flags[5]) &1eac 01 ; { &1ead 0d 42 8f 0b 47 f8 31 39 34 fa 37 91 fc 7d 46 fc ; "You fall, and land on a ledge just above the surface of a &1ebd c7 49 34 f8 39 fc 9a 06 46 05 ; foul sewer. The" &1ec7 9c 5e 08 ; if(p["vault_colour"] != &04) &1eca 01 ; { &1ecb 0d a6 05 ; "green" &1ece 03 ; } ; else &1ecf 01 ; { &1ed0 0d 7d 05 ; "blue" &1ed3 03 ; } &1ed4 0d a8 fc 7d 42 fb 5c 12 1c 19 1e 14 19 1e 17 1c ; "light above you becomes blindingly intense and seems to dart &1ee4 29 fb 5b 47 0e ba 32 14 11 22 24 a1 5c 67 fb b6 ; about as if hunting for its quarry." &1ef4 57 fc 1a fc da 04 &1efa 04 ; return &1efb 03 ; } &1efc 0d 42 43 39 46 fa 37 04 ; "you are on the ledge." &1f04 00 ; end ; bytecode_for_room_b0_description &1f05 0e ; skip_to_next_bytecode() &1f06 00 ; end ; bytecode_for_room_b1_description &1f07 0d 46 f9 af 43 fb f2 33 06 46 a6 45 6e 49 42 0b ; "The creatures are closing in. The green is north of you, the &1f17 46 7d 44 71 04 ; blue one south." &1f1c 00 ; end ; bytecode_for_room_b2_description &1f1d 0d 46 fc 94 fa a3 f8 47 06 46 7d 45 cd 42 32 46 ; "The evil lights falter. The blue is behind you to the east, the &1f2d 4b 0b 46 a6 45 6e 04 ; green is north." &1f34 00 ; end ; bytecode_for_room_b3_description &1f35 0d 46 f9 af 43 3d fb 0b 98 42 50 56 51 34 8e 32 ; "The creatures are so close that you can now see a wall to the &1f45 46 71 06 33 4d 20 11 1e 19 13 42 43 65 fa 29 75 ; south. In your panic you are not sure from which direction the &1f55 b9 fb f3 46 fb 5d 43 fc be 04 ; minions are coming." &1f5f 00 ; end ; bytecode_for_room_b4_description &1f60 0d 85 43 fb 53 39 42 06 72 45 f1 47 fa a4 71 3b ; "They are almost on you. There is darkness and safety south or &1f70 4b 04 ; east." &1f72 00 ; end ; bytecode_for_room_b5_description &1f73 0d 33 4d fa 38 47 f9 b0 42 fc 63 32 51 23 18 11 ; "In your terror and confusion you seem to see shafts of green and &1f83 16 24 23 49 a6 47 7d a8 fb f4 42 75 87 8a 04 ; blue light piercing you from all sides." &1f92 00 ; end ; bytecode_for_room_b6_description &1f93 0d 4d fc 8e 13 1c 15 11 22 23 f7 dd 5c 42 fb 48 ; "Your head clears remarkably as you realise you are trapped. The &1fa3 42 43 24 22 11 20 20 15 14 06 46 a6 fc 9b f7 de ; green minion approaches from the west, the blue one from the &1fb3 75 46 48 0b 46 7d 44 75 46 6e 06 cd 42 43 4e fc ; north. Behind you are two solid walls." &1fc3 6b fc d9 04 &1fc7 00 ; end ; bytecode_for_room_b7_description &1fc8 0d fb 5e 08 34 fc f3 d3 fb 5f 32 46 48 06 46 fb ; "Escape! a bright doorway opens to the west. The minions are &1fd8 5d 43 cd 42 0b fb f2 33 75 46 4b 47 6e 0b 47 72 ; behind you, closing in from the east and north, and there is a &1fe8 45 34 8e 71 04 ; wall south." &1fed 00 ; end ; bytecode_for_room_b8_description &1fee c4 62 ; if(p["minion_state"] == 0) &1ff0 01 ; { &1ff1 0d 46 a6 fc 9b fc 5c 75 46 a9 fc 16 34 27 22 11 ; "The green minion rises from the floor like a wraith, its &2001 19 24 18 0b fc 1a fb 60 fb 05 14 25 1c 1c 15 14 ; third eye dulled by grief, and stabs you through the &2011 53 17 22 19 15 16 0b 47 fa a5 42 ee 46 fa 39 04 ; heart." &2021 75 09 ; execute_miscellaneous_bytecode(&05) &2023 04 ; return &2024 03 ; } &2025 0d 42 43 33 46 fb 5a 06 72 45 34 fa 13 d3 71 04 ; "you are in the vaults. There is a dim doorway south." &2035 00 ; end ; bytecode_for_room_b9_description &2036 0e ; skip_to_next_bytecode() &2037 00 ; end ; bytecode_for_room_ba_description &2038 0e ; skip_to_next_bytecode() &2039 00 ; end ; bytecode_for_room_bb_description &203a 0e ; skip_to_next_bytecode() &203b 00 ; end ; bytecode_for_room_bc_description &203c 0e ; skip_to_next_bytecode() &203d 00 ; end ; bytecode_for_room_bd_description &203e 0d 42 43 33 fc f9 f1 06 46 70 49 e0 fc 72 af 75 ; "You are in pitch darkness. The sound of running water comes from &204e 46 6e 04 ; the north." &2051 00 ; end ; bytecode_for_room_be_description &2052 0e ; skip_to_next_bytecode() &2053 00 ; end ; bytecode_for_room_bf_description &2054 0e ; skip_to_next_bytecode() &2055 00 ; end ; bytecode_for_room_c0_description &2056 0e ; skip_to_next_bytecode() &2057 00 ; end ; bytecode_for_room_c1_description &2058 0e ; skip_to_next_bytecode() &2059 00 ; end ; bytecode_for_room_c2_description &205a 0e ; skip_to_next_bytecode() &205b 00 ; end ; bytecode_for_room_c3_description &205c 0e ; skip_to_next_bytecode() &205d 00 ; end ; bytecode_for_room_c4_description &205e 0d 42 43 33 2b 06 25 24 24 15 22 05 24 1f 24 11 ; "You are in " + random("utter", "total") + " darkness, down in &206e 1c 05 04 0e f1 0b 55 33 46 fb 5a 04 ; the vaults." &207a 00 ; end ; bytecode_for_room_c5_description &207b 0d 34 fc f3 d3 fb 5f 48 06 72 45 34 8e 71 04 ; "A bright doorway opens west. There is a wall south." &208a 00 ; end ; bytecode_for_room_c6_description &208b 0d 72 45 46 70 49 e0 fc 72 6e 06 34 a6 a8 23 18 ; "There is the sound of running water north. A green light &209b 19 1d 1d 15 22 23 ee 46 fb 2c 4b 04 ; shimmers through the gloom east." &20a7 00 ; end ; bytecode_for_room_c7_description &20a8 0d 46 a6 a8 1b 15 15 20 23 32 46 4b 49 42 04 ; "The green light keeps to the east of you." &20b7 00 ; end ; bytecode_for_room_c8_description &20b8 0d 46 a6 fb f5 45 4b 0b 47 72 45 34 fa 13 d3 71 ; "The green creature is east, and there is a dim doorway south." &20c8 04 &20c9 00 ; end ; bytecode_for_room_c9_description &20ca 0e ; skip_to_next_bytecode() &20cb 00 ; end ; bytecode_for_room_ca_description &20cc 0e ; skip_to_next_bytecode() &20cd 00 ; end ; bytecode_for_room_cb_description &20ce 0e ; skip_to_next_bytecode() &20cf 00 ; end ; bytecode_for_room_cc_description &20d0 0d 42 43 33 46 fc 99 0b 79 46 fc 9a cd 42 32 46 ; "You are in the vault, with the sewer behind you to the north. &20e0 6e 06 46 7d 2b 06 a8 05 fb f5 05 04 0e 2b 06 1c ; The blue " + random("light", "creature") + " " + random("lurks", &20f0 25 22 1b 23 05 20 11 24 22 1f 1c 23 05 04 0e 33 ; "patrols") + " in the " + random("darkness", "gloom") + " &2100 46 2b 06 f1 05 fb 2c 05 04 0e 71 04 ; south." &210c 00 ; end ; bytecode_for_room_cd_description &210d 0d 42 fe 5b 33 46 d3 39 46 4b 63 49 34 12 22 19 ; "You stand in the doorway on the east side of a brightly lit &211d 17 18 24 1c 29 fa 14 fc 99 06 4d fa e0 45 fc 7c ; vault. Your attention is fixed on the figure of the Warlord, now &212d 39 46 fc f0 49 46 2e e3 0b 56 18 19 14 15 1f 25 ; hideously deformed, sitting with his back to you in the centre &213d 23 1c 29 f7 2a 0b fb 41 79 5e 73 32 42 33 46 fa ; of the room. \nIn his hands he holds an atomic disruptor. A &214d 3a 49 46 a0 06 2d 33 5e fb 50 3e fb 61 38 fc e0 ; cackling laugh of victory issues from his breathing tubes as he &215d e5 06 34 13 11 13 1b 1c 19 1e 17 0e 1c 11 25 17 ; starts to turn towards you. All the misery and savagery he has &216d 18 49 fb 62 fa d3 75 5e f9 b1 fb 63 5c 3e fb 2d ; witnessed and caused for centuries is carved on his face and has &217d 32 fc 61 dd 42 06 87 46 1d 19 23 15 22 29 47 f7 ; twisted his limbs." &218d 2b 3e 5b f9 b2 47 fa a6 57 fa e1 45 fc f4 39 5e &219d fc 31 47 5b 24 27 19 23 24 15 14 5e fa a7 04 &21ac 00 ; end ; bytecode_for_room_ce_description &21ad 0d 0e 4e fa a3 f7 2c 39 42 61 49 46 f1 5c 4e f9 ; " Two lights converge on you out of the darkness as two creatures &21bd af f9 87 06 85 43 11 1c 19 1b 15 33 fa 3b 0b fb ; approach. They are alike in form, though one is vivid green and &21cd b3 44 45 26 19 26 19 14 a6 47 46 fc 3b 7b 7d 06 ; the other deep blue. They are the Warlord's minions. \nThey are &21dd 85 43 46 2e f7 d4 fb 5d 06 2d 85 43 8b fa a8 fc ; three metres tall, with limbs as thin as matchsticks ending in &21ed 3a 0b 79 fa a7 5c fa 1e 5c 1d 11 24 13 18 23 24 ; webbed hands and feet, and have wide, shallow heads like frogs. &21fd 19 13 1b 23 0e 15 1e 14 19 1e 17 33 fb 64 fb 50 ; Their bodies are veined but smooth, and their protruding eyes &220d 47 5a 0b 47 58 fc 13 0b fb a6 18 15 11 14 23 fc ; are filled with unquenchable hatred. \nFrom a third eye high &221d 16 16 22 1f 17 23 06 83 12 1f 14 19 15 23 43 26 ; above each forehead come blinding beams of coloured light. In &222d 15 19 1e 15 14 4a 23 1d 1f 1f 24 18 0b 47 83 f7 ; their webbed paws they hold long curved knives, sharpened to &223d df 9e 43 16 19 1c 1c 15 14 79 f6 2d fa a9 06 2d ; perfection." &224d 75 34 fb 60 fb 05 fc 3d fc 7d fc 49 fb f6 fc 32 &225d 12 1c 19 1e 14 19 1e 17 0e 12 15 11 1d 23 49 f7 &226d 2d a8 06 33 83 fb 64 f8 48 85 fa 3c 84 fb 65 fb &227d 66 0b f9 b3 32 f9 b4 04 &2285 00 ; end ; bytecode_for_room_cf_description &2286 0d 42 43 f9 b5 53 44 49 46 2e f7 d4 fb 5d 0b 34 ; "You are confronted by one of the Warlord's minions, a froglike &2296 fb f7 fb f5 79 8b 9e 06 75 46 fb 60 af 38 fb 5b ; creature with three eyes. From the third comes an intense beam &22a6 fc 9c 49 a8 06 33 fc 1a fb 64 fb 50 37 fb 61 4e ; of light. In its webbed hands it holds two long curved knives, &22b6 84 fb 65 fb 66 0b fc 5b 49 b9 43 22 11 2a 1f 22 ; both of which are razor sharp." &22c6 fa aa 04 &22c9 00 ; end ; bytecode_for_room_d0_description &22ca 0d 42 20 1c 25 1e 17 15 59 f8 49 47 fa 7a fc 72 ; "You plunge into cold and filthy water. The sides are steep and &22da 06 46 8a 43 fc 66 47 23 1c 19 20 20 15 22 29 0b ; slippery, and at last you drown." &22ea 47 3a fc 1f 42 fa 3d 04 &22f2 75 09 ; execute_miscellaneous_bytecode(&05) &22f4 00 ; end ; bytecode_for_room_d1_description &22f5 d7 ; if(!room.flags[5]) &22f6 01 ; { &22f7 0d 0d 2e 34 fc 9d 0b 67 2e 19 0f 1d 65 f7 2e 0b ; " \"A bomb, if I'm not mistaken, \" he mutters. He drops the &2307 0c 3e fb f8 06 3e fb 67 46 88 0b b2 61 5e cf ff ; lance, takes out his yellow screwdriver and removes the &2317 cb 47 f8 a0 46 fc 3f ff 76 04 ; front panel." &2321 3b 11 ; object_room["lance"] = player_room &2323 5f ; room.flags[5] = true &2324 03 ; } ; else &2325 01 ; { &2326 0d 42 43 33 46 fc 9d fc 99 05 ; "you are in the bomb vault" &2330 8c 5c 0e ; if(p["bomb_disarming_state"] == &0a) &2333 01 ; { &2334 0d 06 34 fb f7 fb f5 45 a1 32 f9 b6 42 04 ; ". A froglike creature is about to exterminate you." &2342 03 ; } ; else &2343 01 ; { &2344 0d 0b e6 80 2e 4c 2e f7 c3 f9 a0 5c 3e 27 1f 22 ; ", looking over Tim Trevyl's shoulder as he works on the &2354 1b 23 39 46 fc 98 ff b0 04 ; grey cylinder." &235d 03 ; } &235e 03 ; } &235f c4 5c ; if(p["bomb_disarming_state"] == 0) &2361 01 ; { &2362 0d f8 a1 fc 90 0b 3e fb f9 0b 0d 2e 11 18 0e 29 ; "peering inside, he remarks, \"Ah yes. Now if only I had a &2372 15 23 06 56 67 97 2e 19 fc 29 34 fc 2a 49 13 1c ; pair of clippers. . . \" " &2382 19 20 20 15 22 23 06 06 06 0c 05 &238d 03 ; } &238e 00 ; end ; unused # &238f - &2aff is a copy of &238f - &2aff from W.S2 &238f d5 0b fa 99 32 fc 28 5d fa 0b b0 46 fb 4d 06 fc &239f 1e 43 fb da 06 72 45 38 c8 71 0b 47 fb 4e 39 46 &23af fc 0e 63 49 46 6c 0b 6e 04 00 0d 42 43 c0 8b fc &23bf 4d 0b 34 9b 44 71 0b 47 4e fb bc 1f 1e 15 23 fe &23cf 77 47 4b 06 37 45 fb 43 04 00 c7 01 0d 42 6d ac &23df 45 34 ff 92 fe 61 06 fc d0 46 12 11 22 22 15 1c &23ef 23 49 ff c4 fb c2 52 45 44 b8 34 1c 19 14 04 03 &23ff 01 0d 42 43 33 46 ff 92 fe 61 04 03 cc 54 01 0d &240f 46 ff 3a 42 69 45 fb d3 55 fb e6 04 03 00 a7 01 &241f 0d 5c 42 fe 4c ac 6c 0b 38 fb e7 79 34 fc c3 ff &242f 74 47 46 fb d8 49 34 fb e8 49 2e fa 35 fa 9a 33 &243f ee 34 fb 4c c8 39 46 6e 63 06 38 11 25 22 11 49 &244f f7 d6 fc 94 ba 32 fb a3 5f 06 3e fb e9 42 f7 d7 &245f 0b 47 fb 15 5c 67 32 fe 63 42 04 04 03 b7 01 0d &246f 46 2e e3 45 a1 32 fe 2b 42 79 38 fc e0 e5 06 42 &247f fc 29 fc 95 3c f9 89 ff 50 04 04 03 0d 46 6c 45 &248f fc ec 3a f8 9c 0b 4a 42 97 58 34 ad 06 46 fb 35 &249f 43 6e 47 48 04 00 0d ac 6c 45 fc ec 05 e7 01 0d &24af 0b fc 74 75 34 fc 2a 49 ff b3 98 fb 4f 6f 26 11 &24bf 19 1e 5b 60 fa 9b 32 20 1c 25 13 1b 5e ff 74 05 &24cf 03 0d 06 46 fb 35 43 71 47 fe 76 04 00 af 01 0d &24df 33 ac 6c 34 f9 9e 49 46 2e e3 fc 41 f6 2b 06 46 &24ef fb 35 43 fe 79 47 6e 04 04 03 0d 5c fc 2b 5c 42 &24ff fe 4c ac 6c 0b 42 51 2e 4c 2e d4 fb 32 42 79 5e &250f fb 50 33 46 fc 09 06 34 f9 9e 49 46 2e e3 45 91 &251f 33 fc 3f 49 42 0b 79 5e 73 32 42 0b f7 22 38 fc &252f e0 e5 3a 4d c4 04 8c 54 0c 01 0d 2d 3a ac ad 72 &253f 45 f7 d8 f9 9f cd 42 06 fa 9c 75 46 fc 54 af 16 &254f 1c 29 19 1e 17 ee 46 fc 09 80 4d f9 a0 0b 47 fc &255f 96 46 2e f7 d4 f9 9e 39 46 73 49 46 fc 8e 06 3e &256f fa 9d 7c 06 2d 2e 4c fa 9e 64 34 9c ff 69 47 1c &257f 11 29 23 61 46 f9 9e 79 44 fe 2f 06 3e 17 22 19 &258f 20 23 4d fa 11 47 fb ca 42 f7 d9 06 0d 2e 42 fc &259f 2c 91 33 62 0b 0c 3e f9 a1 0b 0d 4a 3f fc 29 fc &25af 95 fe 32 f9 a2 23 13 11 22 13 15 bb 52 06 0c 05 &25bf 2f 0c 0d 54 44 49 44 20 03 00 0d 42 43 33 2e ce &25cf 2e f7 da f9 a3 f6 1f 06 46 2e fb ea 45 fb 41 33 &25df 34 fa 2b ff 69 0b f7 23 06 39 46 a7 33 fc 3f 49 &25ef 5f 45 34 ff 17 49 2e fb eb 05 e7 01 0d 47 34 ff &25ff 13 49 ff 34 05 3b 27 14 37 03 0d 06 2e f9 9d a5 &260f 7f fa 31 39 46 ff 17 0b 80 46 f8 9d 49 2e f2 06 &261f 2d 72 43 a4 6e 47 71 04 00 0d 46 2e 15 1d 20 15 &262f 22 1f 22 0f 23 fb ec f7 db 45 f9 9b 33 ac a0 0b &263f f7 bd fb da 06 72 43 a4 71 47 4b 0b 4a 42 50 fc &264f 2d 5d fa 12 47 fc 2e 16 11 19 1e 24 1c 29 32 46 &265f 71 04 e7 cc 0a 01 0d 2d 5d fa 9f fc d2 32 42 43 &266f fb c2 33 46 9a 04 03 00 0d 42 43 39 46 fe 76 fc &267f 4b 49 46 9c 06 72 45 34 fc 97 f9 99 48 0b fc 4d &268f 32 46 71 0b 9f f9 a4 6e 0b 47 34 fc d7 f9 a5 32 &269f 46 4b 06 46 fa 12 47 fc 2e 45 f9 a6 fc c5 56 04 &26af a7 01 0d 2d 2e 4c 2e d4 f9 a1 0b 0d 2e 19 0f 26 &26bf 15 fb 51 34 fb 06 7a 33 46 2e f7 d4 fb 50 06 3e &26cf 45 f9 a7 61 32 fe 2b 46 2e b1 49 2e f9 a8 fb 52 &26df 3a 46 fc 46 33 2e f2 06 3f 58 35 62 32 fc 2f 06 &26ef 3f fc 29 fc 95 f8 9e 0b 32 fa a0 1f 25 22 fb ed &26ff 49 23 24 1f 20 20 19 1e 17 5f 06 fc 81 fa a1 06 &270f f2 45 fc c6 fa 36 6e 49 52 06 0c 2d 3e f0 48 0b &271f f7 24 46 9c 04 2f 4c 49 03 00 0d 42 6d da 33 46 &272f f7 25 49 46 2e fc 8a 2e fb 0f 06 46 23 1d 15 1c &273f 1c 45 11 20 20 11 1c 1c 19 1e 17 0e 10 fb 53 5c &274f f8 1a 5c 46 2e d2 ff bb 39 46 fc ed fb 3c fc d9 &275f 0b 87 49 b9 58 17 11 20 23 33 fc 8b 06 42 50 fc &276f 2d 46 23 18 1f 25 24 23 49 df fb b6 57 42 fc be &277f 75 05 d7 02 af 01 0d fc cb 63 04 5f 04 03 0d 46 &278f 71 47 4b 04 9f 01 2f 03 1f 00 72 6f 75 73 20 73 &279f 63 72 65 65 20 6f 66 20 6c 6f 6f 73 65 20 72 6f &27af 63 6b 73 20 6f 6e 20 79 6f 75 72 20 6c 65 66 74 &27bf 20 61 6e 64 20 61 20 64 65 65 70 20 72 61 76 69 &27cf 6e 65 20 61 68 65 61 64 2e 0d 07 4e 4f 61 74 20 &27df 74 68 65 20 74 6f 70 20 6f 66 20 74 68 65 20 70 &27ef 72 65 63 69 70 69 63 65 20 61 6e 20 6f 6c 64 2c &27ff 20 67 6e 61 72 6c 65 64 20 74 72 65 65 20 67 72 &280f 6f 77 73 20 61 6d 6f 6e 67 20 74 68 65 20 62 6f &281f 75 6c 64 65 72 73 2e 22 0d 07 58 6d 20 e7 20 46 &282f 63 23 20 84 20 46 64 23 20 28 57 22 61 20 72 6f &283f 70 65 20 68 61 6e 67 73 20 6f 76 65 72 20 74 68 &284f 65 20 63 6c 69 66 66 2c 74 69 65 64 20 61 74 20 &285f 74 68 65 20 74 6f 70 20 74 6f 20 22 29 20 e7 20 &286f 46 63 23 28 57 22 61 20 72 6f 63 6b 2e 22 29 3a &287f 20 e7 20 46 64 23 20 28 57 22 74 68 65 20 74 72 &288f 65 65 2e 22 29 0d 07 62 06 20 e0 0d 07 6c 05 20 &289f 0d 07 76 0e 20 dd 20 44 3d 22 52 41 56 22 0d 07 &28af 80 19 20 50 27 30 31 5b 7a 20 2a 20 4e 4f 20 57 &28bf 41 59 20 42 41 43 4b 0d 07 8a bd 20 57 22 79 6f &28cf 75 20 66 69 6e 64 20 79 6f 75 72 73 65 6c 66 20 &28df 69 6e 20 61 20 64 65 65 70 20 72 61 76 69 6e 65 &28ef 2c 62 65 73 69 64 65 20 61 20 73 70 72 69 6e 67 &28ff 2e 74 68 65 20 73 74 72 65 61 6d 20 64 69 73 61 &290f 70 70 65 61 72 73 20 6f 76 65 72 20 61 20 77 61 &291f 74 65 72 66 61 6c 6c 20 73 6f 75 74 68 2c 61 6e &292f 64 20 6f 6e 20 74 68 65 20 63 6c 69 66 66 20 6e &293f 6f 72 74 68 2c 65 61 73 74 20 61 6e 64 20 77 65 &294f 73 74 20 74 68 65 72 65 20 69 73 20 6e 6f 20 68 &295f 61 6e 64 68 6f 6c 64 20 66 69 72 6d 20 65 6e 6f &296f 75 67 68 20 74 6f 20 73 75 70 70 6f 72 74 20 79 &297f 6f 75 2e 22 0d 07 94 70 20 e7 20 46 63 20 7a 28 &298f 57 22 5d 61 20 67 69 61 6e 74 20 68 75 6e 74 69 &299f 6e 67 20 65 61 67 6c 65 2c 20 61 74 20 66 69 72 &29af 73 74 20 6f 6e 6c 79 20 61 20 73 70 65 63 6b 20 &29bf 69 6e 20 74 68 65 20 73 6b 79 2c 66 61 6c 6c 73 &29cf 20 74 6f 77 61 72 64 73 20 79 6f 75 20 6c 69 6b &29df 65 20 61 20 74 68 75 6e 64 65 72 62 6f 6c 74 2e &29ef 22 20 f8 29 0d 07 9e 48 20 e7 20 46 62 20 7a 20 &29ff 28 57 22 5d 79 6f 75 20 6e 6f 77 20 6e 6f 74 69 &2a0f 63 65 20 61 20 63 72 65 76 69 63 65 20 69 6e 20 &2a1f 74 68 65 20 6e 6f 72 74 68 65 61 73 74 20 63 6f &2a2f 72 6e 65 72 2e 22 20 46 62 5b 23 29 0d 07 a8 06 &2a3f 20 e0 0d 07 b2 05 20 0d 07 bc 0f 20 dd 20 44 3d &2a4f 22 43 52 45 56 22 0d 07 c6 60 20 57 22 79 6f 75 &2a5f 20 77 72 69 67 67 6c 65 20 69 6e 74 6f 20 61 20 &2a6f 63 72 65 76 69 63 65 2e 22 20 e7 20 46 67 20 7a &2a7f 20 28 57 22 79 6f 75 20 64 69 73 63 6f 76 65 72 &2a8f 20 61 20 73 69 6c 76 65 72 20 62 75 74 74 6f 6e &2a9f 20 77 65 64 67 65 64 20 69 6e 20 74 68 65 20 72 &2aaf 6f 63 6b 2e 22 29 0d 07 d0 06 20 e0 0d 07 da 05 &2abf 20 0d 07 e4 0d 20 dd 20 44 3d 22 50 30 22 0d 07 &2acf ee 66 20 57 22 79 6f 75 20 61 72 65 20 77 61 6c &2adf 6b 69 6e 67 20 61 6c 6f 6e 67 20 61 20 6d 75 64 &2aef 64 79 20 66 6f 72 65 73 74 20 74 72 61 63 6b 2e &2aff 20 ; bytecode_for_room_actions ; bytecode_for_room_a4_actions &2b00 96 e2 ; if(verb == "south") { player_room = &e2 } &2b02 eb 33 a4 ; if(object_room["map"] == &a0) &2b05 01 ; { &2b06 0b aa 33 ; object_room["map"] = &a6 &2b09 03 ; } &2b0a eb 0c 0a ; if(object_room["disk"] == &06) &2b0d 01 ; { &2b0e 0b 09 0c ; object_room["disk"] = &05 &2b11 03 ; } &2b12 88 05 ; if(verb == "north") &2b14 01 ; { &2b15 af ; if(room.flags[2]) &2b16 01 ; { &2b17 08 a9 ; player_room = &a5 &2b19 04 ; return &2b1a 03 ; } &2b1b 0d 46 fb 54 f9 30 32 fa c4 42 32 fe 4c 04 ; "The sentry refuses to allow you to enter." &2b29 03 ; } &2b2a 88 2b ; if(verb == "show" and &2b2c 89 45 ; first_noun == "despatches") &2b2e 01 ; { &2b2f cc 5b ; if(p["despatches_open"] != 0) &2b31 01 ; { &2b32 0d 46 fb 54 fb 36 46 ff c9 58 60 1f 20 15 1e 15 ; "the sentry notices the despatches have been opened, and &2b42 14 0b 47 34 fb de 45 fb 8c 06 42 43 f7 70 47 fb ; a sergeant is called. You are arrested and thrown into &2b52 91 59 fb 8f 0b 74 42 fa c6 34 f8 49 47 fc 35 06 ; prison, where you catch a cold and die. Some days it's &2b62 5d 14 11 29 23 ab 91 65 fa 3e fc c4 64 04 ; just not worth getting up." &2b70 75 09 ; execute_miscellaneous_bytecode(&05) &2b72 04 ; return &2b73 03 ; } &2b74 0d 46 fb 54 5b fb 57 32 fb 09 f6 18 ee 79 ff b4 ; "the sentry has orders to let messengers through with &2b84 0a 19 1e 14 15 15 14 0b 65 32 fb 09 fc b3 ee b8 ; despatch; indeed, not to let anyone through without &2b94 ff b4 06 3e f9 3c 5c 42 fc b0 04 ; despatch. He salutes as you pass." &2b9f 2f ; room.flags[2] = true &2ba0 44 20 ; p["score"] ++ &2ba2 03 ; } &2ba3 00 ; end ; bytecode_for_room_a5_actions &2ba4 9e a7 ; if(verb == "west") { player_room = &a7 } &2ba6 8e a6 ; if(verb == "east") { player_room = &a6 } &2ba8 88 07 ; if(verb == "south") &2baa 01 ; { &2bab cc 49 ; if(p["tim_state_two"] != 0) &2bad 01 ; { &2bae 0d 2e 4c 2e d4 b4 65 fb 09 42 fc 82 7e 46 2e b1 ; "Tim Trevyl will not let you leave before the Duke. The &2bbe 06 46 fb 77 45 3a fa 67 04 ; future is at stake." &2bc7 04 ; return &2bc8 03 ; } &2bc9 08 a8 ; player_room = &a4 &2bcb 03 ; } &2bcc 88 32 ; if(verb == "lift" and &2bce 89 51 ; first_noun == "tapestry" and &2bd0 a7 ; !room.flags[2]) &2bd1 01 ; { &2bd2 0d cd 46 ff bc 72 45 34 fc 6b f7 71 ff 76 04 ; "behind the tapestry there is a solid mahogany panel." &2be1 cc 49 ; if(p["tim_state_two"] != 0) &2be3 01 ; { &2be4 0d 34 fa 65 fb a8 33 2e fb 37 fb 05 06 3e f9 45 ; "a glint appears in Tim's eye. He reaches into his &2bf4 59 5e fa 69 0b 4a fb 92 3e fc 91 65 58 5e cf ff ; pocket, but finds he does not have his yellow &2c04 cb 04 ; screwdriver." &2c06 2f ; room.flags[2] = true &2c07 44 20 ; p["score"] ++ &2c09 03 ; } &2c0a 03 ; } &2c0b af ; if(room.flags[2] and &2c0c 88 29 ; verb == "offer" and &2c0e 89 18 ; first_noun == "screwdriver") &2c10 01 ; { &2c11 0d 4d c4 45 fc 1e 17 22 11 24 15 16 25 1c 57 4d ; "your friend is most grateful for your efficiency. He levers &2c21 f6 19 06 3e 1c 15 26 15 22 23 46 ff cb cd 46 ff ; the screwdriver behind the panel, which slides sideways to &2c31 76 0b b9 fb 58 f7 72 32 fb 55 34 fc 66 fc ee 49 ; reveal a steep flight of stone steps disappearing down into &2c41 fa 33 fc e6 f7 b6 55 59 f1 04 ; darkness." &2c4b 0b 09 18 ; object_room["screwdriver"] = &05 &2c4e 3f ; room.flags[3] = true &2c4f 44 20 ; p["score"] ++ &2c51 03 ; } &2c52 bf ; if(room.flags[3] and &2c53 88 0f ; verb == "down") &2c55 01 ; { &2c56 8c 37 07 ; if(p["lantern_state"] == &03 and &2c59 db 0e ; object_room["lantern"] == "carrying") &2c5b 01 ; { &2c5c 08 ac ; player_room = &a8 &2c5e 44 20 ; p["score"] ++ &2c60 04 ; return &2c61 03 ; } &2c62 0d 42 fa 5b 39 34 fc ed fc 4a 0b 47 8f 18 15 11 ; "you trip on a broken step, and fall headlong. As you bounce &2c72 14 1c 1f 1e 17 06 5c 42 fa 51 55 0b 42 11 14 1d ; down, you admit the futility of exploring secret passages in &2c82 19 24 46 16 25 24 19 1c 19 24 29 49 15 28 20 1c ; the dark." &2c92 1f 22 19 1e 17 fa 57 f7 73 33 46 95 04 &2c9f 75 09 ; execute_miscellaneous_bytecode(&05) &2ca1 03 ; } &2ca2 00 ; end ; bytecode_for_room_a6_actions &2ca3 d7 ; if(!room.flags[5] and &2ca4 e3 06 ; object_room["can"] == player_room) &2ca6 01 ; { &2ca7 44 20 ; p["score"] ++ &2ca9 5f ; room.flags[5] = true &2caa 03 ; } &2cab 88 32 02 ; if(verb == "lift" or &2cae 88 33 ; verb == "press") &2cb0 01 ; { &2cb1 89 33 ; if(first_noun == "map" and &2cb3 eb 35 09 ; object_room["file"] == &05 and &2cb6 e1 ; object_room[first_noun] == player_room) &2cb7 01 ; { &2cb8 0d 96 46 ff 17 42 de 34 f8 4d ff 37 04 ; "Under the map you discover a nail file." &2cc5 3b 35 ; object_room["file"] = player_room &2cc7 44 20 ; p["score"] ++ &2cc9 6f ; room.flags[6] = true &2cca 03 ; } &2ccb 03 ; } &2ccc 88 08 02 ; if(verb == "west" or &2ccf 88 11 02 ; verb == "exit" or &2cd2 88 13 ; verb == "back") &2cd4 01 ; { &2cd5 db 33 ; if(object_room["map"] == "carrying") &2cd7 01 ; { &2cd8 0d 34 f8 ee fb 36 42 fc f5 9d 79 46 2e 14 25 1b ; "a servant notices you making off with the Duke's most &2ce8 15 0f 23 fc 1e f7 74 ff 17 06 42 43 f9 d6 0b fa ; valuable map. You are accosted, tried for theft, and &2cf8 63 57 24 18 15 16 24 0b 47 f6 1a 32 2e f7 a0 0b ; transported to Australia, where you fail at sheep &2d08 74 42 f8 5f 3a 23 18 15 15 20 0e 16 11 22 1d 19 ; farming." &2d18 1e 17 04 &2d1b 75 09 ; execute_miscellaneous_bytecode(&05) &2d1d 04 ; return &2d1e 03 ; } &2d1f 08 a9 ; player_room = &a5 &2d21 03 ; } &2d22 00 ; end ; bytecode_for_room_a7_actions &2d23 8e a5 ; if(verb == "east") { player_room = &a5 } &2d25 e6 a5 ; if(verb == "exit") { player_room = &a5 } &2d27 88 29 ; if(verb == "offer" and &2d29 89 45 ; first_noun == "despatches") &2d2b 01 ; { &2d2c 0d 46 2e b1 fb 5f 46 ff b4 47 fb 34 37 fb e6 06 ; "The Duke opens the despatch and reads it rapidly. As he &2d3c 5c 3e fc cd 37 32 2e 4c 2e d4 0b 3e fc 83 09 0d ; passes it to Tim Trevyl, he says: \"It seems you were &2d4c 2e 37 ba 42 fc 2c f9 ab 46 24 22 25 24 18 0b 4a ; speaking the truth, but it is still important that I should &2d5c 37 45 fc c2 f9 d3 98 2e 19 fa f9 22 15 11 23 23 ; reassure my friends. I shall stay three quarters of an hour. &2d6c 25 22 15 6a 16 22 19 15 1e 14 23 06 19 fa ca f8 ; \" He glances at you. \"I suppose you also are from the &2d7c 74 8b f7 75 49 38 fc 37 06 0c 2e 3e 17 1c 11 1e ; future? then I shall put myself in your hands; for the next &2d8c 13 15 23 3a 42 06 0d 2e 19 0e 23 25 20 20 1f 23 ; forty-five minutes, I must rely on you two to deal with any &2d9c 15 42 f8 4a 43 75 46 fb 77 07 fc b5 2e 19 fa ca ; sorcery. I have been humbugged once today, and that is quite &2dac fe 22 1d 29 23 15 1c 16 33 4d fb 50 0a 57 46 fc ; enough. \" \nThe Duke rises, takes the arm of Lady Frances &2dbc 26 f7 a1 fb f1 0b 2e 19 0e 1d 25 23 24 0e 22 15 ; Webster, and passes out to the supper room. Tim hands the &2dcc 1c 29 39 42 4e 32 fa 2b 79 fc 0c fa fe 06 19 58 ; despatches back to you." &2ddc 60 18 25 1d 12 25 17 17 15 14 fc 08 24 1f 14 11 &2dec 29 0b 47 98 45 fc 68 fb b5 06 0c 2d 46 2e b1 fc &2dfc 5c 0b b2 46 fa 11 49 2e 1c 11 14 29 2e 0e f8 ef &2e0c 2e f8 f0 0b 47 fc cd 61 32 46 fa db a0 06 4c fb &2e1c 50 46 ff c9 73 32 42 04 &2e24 44 5b ; p["despatches_open"] ++ &2e26 2f ; room.flags[2] = true &2e27 44 49 ; p["tim_state_two"] ++ &2e29 44 20 ; p["score"] ++ &2e2b 0c 32 5d ; p["bomb_countdown"] = &2e &2e2e 03 ; } &2e2f 00 ; end ; bytecode_for_room_a8_actions &2e30 0b f6 34 ; object_room["duke"] = &f2 &2e33 88 05 ; if(verb == "north") &2e35 01 ; { &2e36 4c 49 ; p["tim_state_two"] -- &2e38 b4 06 04 ; if(p["previous_room"] > p["player_room"]) &2e3b 01 ; { &2e3c 0c 13 10 ; p["verb"] = "back" &2e3f 04 ; return &2e40 03 ; } &2e41 08 ad ; player_room = &a9 &2e43 03 ; } &2e44 88 06 ; if(verb == "east") &2e46 01 ; { &2e47 0d 42 9f 46 54 06 46 2e e3 0b 68 fc 0f fb 41 fb ; "You open the door. The Warlord, who was sitting facing you, &2e57 32 42 0b fa c8 79 23 25 20 15 22 18 25 1d 11 1e ; reacts with superhuman speed, and the blast of his disruptor &2e67 fb 7e 0b 47 46 fc 54 49 5e e5 fc 96 42 7e 42 58 ; hits you before you have time to regret your rashness." &2e77 62 32 fc ad 4d 22 11 23 18 1e 15 23 23 04 &2e85 75 09 ; execute_miscellaneous_bytecode(&05) &2e87 03 ; } &2e88 88 07 02 ; if(verb == "south" or &2e8b 88 10 02 ; verb == "up" or &2e8e 88 13 ; verb == "back") &2e90 01 ; { &2e91 0d 2e 4c b4 65 fb 09 42 fc 82 06 fb 2f 45 3a fa ; "Tim will not let you leave. History is at stake." &2ea1 67 04 &2ea3 04 ; return &2ea4 03 ; } &2ea5 00 ; end ; bytecode_for_room_a9_actions &2ea6 8e ce ; if(verb == "east") { player_room = &ce } &2ea8 86 aa ; if(verb == "north") { player_room = &aa } &2eaa 88 07 ; if(verb == "south") &2eac 01 ; { &2ead 08 ac ; player_room = &a8 &2eaf 44 49 ; p["tim_state_two"] ++ &2eb1 03 ; } &2eb2 ac 04 05 02 ; if(p["player_room"] == p["current_room"] or &2eb6 db 0e ; object_room["lantern"] == "carrying") &2eb8 01 ; { &2eb9 08 d2 ; player_room = &ce &2ebb 03 ; } &2ebc 00 ; end ; bytecode_for_room_aa_actions &2ebd 44 5e ; p["vault_colour"] ++ &2ebf 8e ce ; if(verb == "east") { player_room = &ce } &2ec1 96 ce ; if(verb == "south") { player_room = &ce } &2ec3 86 ab ; if(verb == "north") { player_room = &ab } &2ec5 ac 04 05 ; if(p["player_room"] == p["current_room"]) &2ec8 01 ; { &2ec9 08 d2 ; player_room = &ce &2ecb 03 ; } &2ecc 00 ; end ; bytecode_for_room_ab_actions &2ecd 86 d0 ; if(verb == "north") { player_room = &d0 } &2ecf 8e ac ; if(verb == "east") { player_room = &ac } &2ed1 96 cf ; if(verb == "south") { player_room = &cf } &2ed3 ac 04 05 ; if(p["player_room"] == p["current_room"]) &2ed6 01 ; { &2ed7 08 d3 ; player_room = &cf &2ed9 03 ; } &2eda 00 ; end ; bytecode_for_room_ac_actions &2edb 88 06 ; if(verb == "east") &2edd 01 ; { &2ede 08 b1 ; player_room = &ad &2ee0 04 ; return &2ee1 03 ; } &2ee2 0e ; skip_to_next_bytecode() &2ee3 00 ; end ; bytecode_for_room_ad_actions &2ee4 86 d0 ; if(verb == "north") { player_room = &d0 } &2ee6 8e ae ; if(verb == "east") { player_room = &ae } &2ee8 96 ce ; if(verb == "south") { player_room = &ce } &2eea 9e ce ; if(verb == "west") { player_room = &ce } &2eec ac 04 05 ; if(p["player_room"] == p["current_room"]) &2eef 01 ; { &2ef0 08 d2 ; player_room = &ce &2ef2 03 ; } &2ef3 00 ; end ; bytecode_for_room_ae_actions &2ef4 86 af ; if(verb == "north") { player_room = &af } &2ef6 d6 af ; if(verb == "down") { player_room = &af } &2ef8 96 b0 ; if(verb == "south") { player_room = &b0 } &2efa 9e cf ; if(verb == "west") { player_room = &cf } &2efc ac 04 05 ; if(p["player_room"] == p["current_room"]) &2eff 01 ; { &2f00 08 d3 ; player_room = &cf &2f02 03 ; } &2f03 00 ; end ; bytecode_for_room_af_actions &2f04 88 10 ; if(verb == "up") &2f06 01 ; { &2f07 8f ; if(room.flags[0]) &2f08 01 ; { &2f09 08 d0 ; player_room = &cc &2f0b 04 ; return &2f0c 03 ; } &2f0d 9f ; if(room.flags[1]) &2f0e 01 ; { &2f0f 08 c1 ; player_room = &bd &2f11 04 ; return &2f12 03 ; } &2f13 08 d2 ; player_room = &ce &2f15 03 ; } &2f16 d6 d0 ; if(verb == "down") { player_room = &d0 } &2f18 86 d0 ; if(verb == "north") { player_room = &d0 } &2f1a 8e d0 ; if(verb == "east") { player_room = &d0 } &2f1c 9e d0 ; if(verb == "west") { player_room = &d0 } &2f1e ac 04 05 ; if(p["player_room"] == p["current_room"] and &2f21 d7 ; !room.flags[5]) &2f22 01 ; { &2f23 0d 46 fb f4 a8 fa a5 55 0b 47 34 fb 64 20 11 27 ; "The piercing light stabs down, and a webbed paw reaches for &2f33 f9 45 57 42 06 f7 e4 0b 79 34 f9 46 23 18 22 19 ; you. Suddenly, with a terrible shriek, the minion falls" &2f43 15 1b 0b 46 fc 9b bc 05 &2f4b 8c 5e 08 ; if(p["vault_colour"] == &04) &2f4e 01 ; { &2f4f 0d 47 45 fa 53 86 06 87 45 f8 75 47 95 04 ; "and is swept away. All is silent and dark." &2f5d 1f ; room.flags[1] = true &2f5e 44 20 ; p["score"] ++ &2f60 03 ; } ; else &2f61 01 ; { &2f62 0d 06 42 fc 2d 37 23 13 22 11 12 12 1c 19 1e 17 ; ". You hear it scrabbling at the sides of the sewer." &2f72 3a 46 8a 49 46 fc 9a 04 &2f7a 0f ; room.flags[0] = true &2f7b 44 62 ; p["minion_state"] ++ &2f7d 03 ; } &2f7e 44 60 ; p["warlord_state"] ++ &2f80 5f ; room.flags[5] = true &2f81 44 20 ; p["score"] ++ &2f83 03 ; } &2f84 00 ; end ; bytecode_for_room_b0_actions &2f85 44 5e ; p["vault_colour"] ++ &2f87 86 ce ; if(verb == "north") { player_room = &ce } &2f89 96 ce ; if(verb == "south") { player_room = &ce } &2f8b 9e b1 ; if(verb == "west") { player_room = &b1 } &2f8d ac 04 05 ; if(p["player_room"] == p["current_room"]) &2f90 01 ; { &2f91 08 d2 ; player_room = &ce &2f93 03 ; } &2f94 00 ; end ; bytecode_for_room_b1_actions &2f95 86 ce ; if(verb == "north") { player_room = &ce } &2f97 8e b0 ; if(verb == "east") { player_room = &b0 } &2f99 96 ce ; if(verb == "south") { player_room = &ce } &2f9b 9e b2 ; if(verb == "west") { player_room = &b2 } &2f9d ac 04 05 ; if(p["player_room"] == p["current_room"]) &2fa0 01 ; { &2fa1 08 d2 ; player_room = &ce &2fa3 03 ; } &2fa4 00 ; end ; bytecode_for_room_b2_actions &2fa5 86 ce ; if(verb == "north") { player_room = &ce } &2fa7 8e ce ; if(verb == "east") { player_room = &ce } &2fa9 96 b3 ; if(verb == "south") { player_room = &b3 } &2fab 9e aa ; if(verb == "west") { player_room = &aa } &2fad ac 04 05 ; if(p["player_room"] == p["current_room"]) &2fb0 01 ; { &2fb1 08 d2 ; player_room = &ce &2fb3 03 ; } &2fb4 00 ; end ; bytecode_for_room_b3_actions &2fb5 86 ce ; if(verb == "north") { player_room = &ce } &2fb7 8e b4 ; if(verb == "east") { player_room = &b4 } &2fb9 9e ce ; if(verb == "west") { player_room = &ce } &2fbb ac 04 05 ; if(p["player_room"] == p["current_room"]) &2fbe 01 ; { &2fbf 08 d2 ; player_room = &ce &2fc1 03 ; } &2fc2 00 ; end ; bytecode_for_room_b4_actions &2fc3 86 ce ; if(verb == "north") { player_room = &ce } &2fc5 8e b5 ; if(verb == "east") { player_room = &b5 } &2fc7 96 b7 ; if(verb == "south") { player_room = &b7 } &2fc9 9e ce ; if(verb == "west") { player_room = &ce } &2fcb ac 04 05 ; if(p["player_room"] == p["current_room"]) &2fce 01 ; { &2fcf 08 d2 ; player_room = &ce &2fd1 03 ; } &2fd2 00 ; end ; bytecode_for_room_b5_actions &2fd3 86 b0 ; if(verb == "north") { player_room = &b0 } &2fd5 96 b6 ; if(verb == "south") { player_room = &b6 } &2fd7 9e ce ; if(verb == "west") { player_room = &ce } &2fd9 ac 04 05 ; if(p["player_room"] == p["current_room"]) &2fdc 01 ; { &2fdd 08 d2 ; player_room = &ce &2fdf 03 ; } &2fe0 00 ; end ; bytecode_for_room_b6_actions &2fe1 86 ce ; if(verb == "north") { player_room = &ce } &2fe3 8e ce ; if(verb == "east") { player_room = &ce } &2fe5 ac 04 05 ; if(p["player_room"] == p["current_room"]) &2fe8 01 ; { &2fe9 08 d2 ; player_room = &ce &2feb 03 ; } &2fec 00 ; end ; bytecode_for_room_b7_actions &2fed 86 ce ; if(verb == "north") { player_room = &ce } &2fef 8e ce ; if(verb == "east") { player_room = &ce } &2ff1 9e cd ; if(verb == "west") { player_room = &cd } &2ff3 ac 04 05 ; if(p["player_room"] == p["current_room"]) &2ff6 01 ; { &2ff7 08 d2 ; player_room = &ce &2ff9 03 ; } &2ffa 00 ; end ; bytecode_for_room_b8_actions &2ffb 86 b9 ; if(verb == "north") { player_room = &b9 } &2ffd 8e c1 ; if(verb == "east") { player_room = &c1 } &2fff 88 07 ; if(verb == "south") &3001 01 ; { &3002 08 ac ; player_room = &a8 &3004 44 49 ; p["tim_state_two"] ++ &3006 03 ; } &3007 00 ; end ; bytecode_for_room_b9_actions &3008 86 ba ; if(verb == "north") { player_room = &ba } &300a 8e c0 ; if(verb == "east") { player_room = &c0 } &300c 96 b8 ; if(verb == "south") { player_room = &b8 } &300e 00 ; end ; bytecode_for_room_ba_actions &300f 86 d0 ; if(verb == "north") { player_room = &d0 } &3011 96 b9 ; if(verb == "south") { player_room = &b9 } &3013 8e bb ; if(verb == "east") { player_room = &bb } &3015 00 ; end ; bytecode_for_room_bb_actions &3016 86 d0 ; if(verb == "north") { player_room = &d0 } &3018 96 c0 ; if(verb == "south") { player_room = &c0 } &301a 8e bc ; if(verb == "east") { player_room = &bc } &301c 9e ba ; if(verb == "west") { player_room = &ba } &301e 00 ; end ; bytecode_for_room_bc_actions &301f 86 d0 ; if(verb == "north") { player_room = &d0 } &3021 8e bd ; if(verb == "east") { player_room = &bd } &3023 96 bf ; if(verb == "south") { player_room = &bf } &3025 9e bb ; if(verb == "west") { player_room = &bb } &3027 00 ; end ; bytecode_for_room_bd_actions &3028 86 d0 ; if(verb == "north") { player_room = &d0 } &302a 96 be ; if(verb == "south") { player_room = &be } &302c 9e bc ; if(verb == "west") { player_room = &bc } &302e 00 ; end ; bytecode_for_room_be_actions &302f 86 bd ; if(verb == "north") { player_room = &bd } &3031 96 c3 ; if(verb == "south") { player_room = &c3 } &3033 9e bf ; if(verb == "west") { player_room = &bf } &3035 00 ; end ; bytecode_for_room_bf_actions &3036 86 bc ; if(verb == "north") { player_room = &bc } &3038 8e be ; if(verb == "east") { player_room = &be } &303a 96 c2 ; if(verb == "south") { player_room = &c2 } &303c 9e c0 ; if(verb == "west") { player_room = &c0 } &303e 00 ; end ; bytecode_for_room_c0_actions &303f 86 bb ; if(verb == "north") { player_room = &bb } &3041 8e bf ; if(verb == "east") { player_room = &bf } &3043 96 c1 ; if(verb == "south") { player_room = &c1 } &3045 9e b9 ; if(verb == "west") { player_room = &b9 } &3047 00 ; end ; bytecode_for_room_c1_actions &3048 86 c0 ; if(verb == "north") { player_room = &c0 } &304a 8e c2 ; if(verb == "east") { player_room = &c2 } &304c 9e b8 ; if(verb == "west") { player_room = &b8 } &304e 00 ; end ; bytecode_for_room_c2_actions &304f 86 bf ; if(verb == "north") { player_room = &bf } &3051 8e c3 ; if(verb == "east") { player_room = &c3 } &3053 96 c5 ; if(verb == "south") { player_room = &c5 } &3055 9e c1 ; if(verb == "west") { player_room = &c1 } &3057 00 ; end ; bytecode_for_room_c3_actions &3058 86 be ; if(verb == "north") { player_room = &be } &305a 96 c4 ; if(verb == "south") { player_room = &c4 } &305c 9e c2 ; if(verb == "west") { player_room = &c2 } &305e 00 ; end ; bytecode_for_room_c4_actions &305f 86 c3 ; if(verb == "north") { player_room = &c3 } &3061 9e c5 ; if(verb == "west") { player_room = &c5 } &3063 00 ; end ; bytecode_for_room_c5_actions &3064 86 c2 ; if(verb == "north") { player_room = &c2 } &3066 8e c4 ; if(verb == "east") { player_room = &c4 } &3068 9e cd ; if(verb == "west") { player_room = &cd } &306a 00 ; end ; bytecode_for_room_c6_actions &306b 86 d0 ; if(verb == "north") { player_room = &d0 } &306d 8e cf ; if(verb == "east") { player_room = &cf } &306f 96 c7 ; if(verb == "south") { player_room = &c7 } &3071 00 ; end ; bytecode_for_room_c7_actions &3072 86 c6 ; if(verb == "north") { player_room = &c6 } &3074 96 c8 ; if(verb == "south") { player_room = &c8 } &3076 8e cf ; if(verb == "east") { player_room = &cf } &3078 00 ; end ; bytecode_for_room_c8_actions &3079 86 c7 ; if(verb == "north") { player_room = &c7 } &307b 88 07 ; if(verb == "south") &307d 01 ; { &307e 08 ac ; player_room = &a8 &3080 44 49 ; p["tim_state_two"] ++ &3082 03 ; } &3083 8e cf ; if(verb == "east") { player_room = &cf } &3085 00 ; end ; bytecode_for_room_c9_actions &3086 86 d0 ; if(verb == "north") { player_room = &d0 } &3088 8e ca ; if(verb == "east") { player_room = &ca } &308a 96 cf ; if(verb == "south") { player_room = &cf } &308c 00 ; end ; bytecode_for_room_ca_actions &308d 86 d0 ; if(verb == "north") { player_room = &d0 } &308f 8e cb ; if(verb == "east") { player_room = &cb } &3091 96 cf ; if(verb == "south") { player_room = &cf } &3093 9e c9 ; if(verb == "west") { player_room = &c9 } &3095 00 ; end ; bytecode_for_room_cb_actions &3096 86 d0 ; if(verb == "north") { player_room = &d0 } &3098 8e cc ; if(verb == "east") { player_room = &cc } &309a 96 cf ; if(verb == "south") { player_room = &cf } &309c 9e ca ; if(verb == "west") { player_room = &ca } &309e 00 ; end ; bytecode_for_room_cc_actions &309f 86 d0 ; if(verb == "north") { player_room = &d0 } &30a1 96 cf ; if(verb == "south") { player_room = &cf } &30a3 9e cb ; if(verb == "west") { player_room = &cb } &30a5 00 ; end ; bytecode_for_room_cd_actions &30a6 88 25 ; if(verb == "blow" and &30a8 89 41 ; first_noun == "whistle" and &30aa cc 60 ; p["warlord_state"] != 0 and &30ac cc 4f ; p["whistle_has_pea"] != 0) &30ae 01 ; { &30af 0d 4d fc cf f9 47 06 3a 98 ad 2e 4c 2e d4 fc e6 ; "Your enemy hesitates. At that moment Tim Trevyl steps &30bf ee 46 fc 0e 54 05 ; through the far door" &30c5 44 20 ; p["score"] ++ &30c7 eb 11 f7 ; if(object_room["lance"] == &f3 and &30ca 84 3f 06 ; p["lance_used"] < &02) &30cd 01 ; { &30ce 0d 06 97 3e 50 fc 34 fc b2 fc ac 46 2e e3 06 46 ; ". Only he can move faster than the Warlord. The beam of &30de fc 9c 49 46 fc 51 88 fa 71 ee 46 2e f7 d4 f9 b1 ; the sonic lance slices through the Warlord's breathing &30ee fb 63 0b 47 46 f8 f1 bc 0b f7 76 0b 32 46 a9 06 ; tubes, and the monster falls, writhing, to the floor. &30fe 4c fa 9a 80 32 46 fc 98 ff b0 04 ; Tim walks over to the grey cylinder." &3109 44 3f ; p["lance_used"] ++ &310b 08 d5 ; player_room = &d1 &310d 04 ; return &310e 03 ; } &310f 0d 0b 4a 50 3c d7 32 fe 43 42 04 ; ", but can do nothing to help you." &311a 03 ; } &311b 88 1d ; if(verb == "shoot" and &311d db 11 ; object_room["lance"] == "carrying") &311f 01 ; { &3120 8c 3f 06 ; if(p["lance_used"] == &02) &3123 01 ; { &3124 0d 72 45 35 fb 6d 69 33 46 88 06 46 2e e3 f9 48 ; "there is no charge left in the lance. The Warlord laughs &3134 5c 3e c2 5e e5 39 42 04 ; as he turns his disruptor on you." &313c 75 09 ; execute_miscellaneous_bytecode(&05) &313e 04 ; return &313f 03 ; } &3140 cc 60 ; if(p["warlord_state"] != 0) &3142 01 ; { &3143 0d 46 2e e3 45 d1 66 ff 50 57 42 06 46 e5 f9 e9 ; "the Warlord is much too fast for you. The disruptor &3153 42 59 fa c9 fc 43 7e 42 fc 28 4d fb 82 39 46 f9 ; dissolves you into atoms even before you get your finger &3163 17 04 ; on the trigger." &3165 03 ; } ; else &3166 01 ; { &3167 0d fb 64 f8 48 13 1c 11 27 3a 42 75 cd 5c 42 fb ; "webbed paws claw at you from behind as you try to fire, &3177 08 32 6b 0b 47 f8 2c 42 32 fb 69 04 ; and tear you to pieces." &3183 03 ; } &3184 75 09 ; execute_miscellaneous_bytecode(&05) &3186 04 ; return &3187 03 ; } &3188 88 06 ; if(verb == "east") &318a 01 ; { &318b 0d 49 87 46 fb 31 33 46 f9 29 65 32 fc 61 4d 73 ; "of all the people in the universe not to turn your back on, &319b 39 0b 46 2e e3 45 fc 11 49 46 1c 19 23 24 06 3e ; the Warlord is top of the list. He blasts you in the back &31ab 12 1c 11 23 24 23 42 33 46 73 79 5e e5 04 ; with his disruptor." &31b9 75 09 ; execute_miscellaneous_bytecode(&05) &31bb 04 ; return &31bc 03 ; } &31bd cc 60 ; if(p["warlord_state"] != 0) &31bf 01 ; { &31c0 0d 46 2e e3 f9 48 5c 3e c2 5e e5 39 42 04 ; "the Warlord laughs as he turns his disruptor on you." &31ce 03 ; } ; else &31cf 01 ; { &31d0 0d fb 64 16 19 1e 17 15 22 23 0e 13 1c 25 24 13 ; "webbed fingers clutch at you from behind and tear you to &31e0 18 3a 42 75 cd 47 f8 2c 42 32 fb 69 04 ; pieces." &31ed 03 ; } &31ee 75 09 ; execute_miscellaneous_bytecode(&05) &31f0 00 ; end ; bytecode_for_room_ce_actions &31f1 88 1d ; if(verb == "shoot" and &31f3 db 11 ; object_room["lance"] == "carrying" and &31f5 84 3f 06 ; p["lance_used"] < &02) &31f8 01 ; { &31f9 0d 42 fe 4e 44 49 46 fb 5d 06 46 fc 3b fc a7 42 ; "You shoot one of the minions. The other gets you before you &3209 7e 42 58 62 32 fc 61 46 88 04 ; have time to turn the lance." &3213 03 ; } ; else &3214 01 ; { &3215 0d 42 fc 35 49 fa 38 fb 53 7e 46 fb 66 fc 28 32 ; "you die of terror almost before the knives get to you. But &3225 42 06 4a 65 fc 68 04 ; not quite." &322c 03 ; } &322d 75 09 ; execute_miscellaneous_bytecode(&05) &322f 00 ; end ; bytecode_for_room_cf_actions &3230 88 1d ; if(verb == "shoot" and &3232 db 11 ; object_room["lance"] == "carrying" and &3234 84 3f 06 ; p["lance_used"] < &02) &3237 01 ; { &3238 0d 46 fc e4 20 1f 27 15 22 49 46 88 fc 96 46 fc ; "The full power of the lance hits the minion, which begins to &3248 9b 0b b9 fb 79 32 1d 15 1c 24 47 fc b5 f7 e4 f9 ; melt and then suddenly explodes. You are thrown some &3258 e1 06 42 43 fb 91 5d fc bf 53 46 fc 54 04 ; distance by the blast." &3266 44 3f ; p["lance_used"] ++ &3268 44 60 ; p["warlord_state"] ++ &326a 44 20 ; p["score"] ++ &326c 8c 60 06 ; if(p["warlord_state"] == &02) &326f 01 ; { &3270 08 c4 ; player_room = &c0 &3272 44 62 ; p["minion_state"] ++ &3274 04 ; return &3275 03 ; } &3276 8c 06 b2 ; if(p["previous_room"] == &ae) &3279 01 ; { &327a 08 cf ; player_room = &cb &327c 04 ; return &327d 03 ; } &327e 08 ca ; player_room = &c6 &3280 04 ; return &3281 03 ; } &3282 0d 46 fc 9b 5b 97 44 11 19 1d 06 46 1b 1e 19 16 ; "the minion has only one aim. The knife passes through your &3292 15 fc cd ee 4d fa 39 04 ; heart." &329a 75 09 ; execute_miscellaneous_bytecode(&05) &329c 00 ; end ; bytecode_for_room_d0_actions &329d 00 ; end ; bytecode_for_room_d1_actions &329e 80 14 ; if(verb < "forward") &32a0 01 ; { &32a1 0d 2e 4c 2e d4 45 fb db 25 1e 18 11 20 20 29 a1 ; "Tim Trevyl is clearly unhappy about you leaving. He needs &32b1 42 fb b8 06 3e 1e 15 15 14 23 4d fe 43 04 ; your help." &32bf 04 ; return &32c0 03 ; } &32c1 8c 5c 0c ; if(p["bomb_disarming_state"] == &08 and &32c4 98 29 ; verb != "offer") &32c6 01 ; { &32c7 08 d6 ; player_room = &d2 &32c9 03 ; } &32ca 88 29 ; if(verb == "offer") &32cc 01 ; { &32cd c4 5c ; if(p["bomb_disarming_state"] == 0 and &32cf 89 42 ; first_noun == "scissors") &32d1 01 ; { &32d2 0d 4d c4 fb 92 fa 4e 43 91 90 3e 1e 15 15 14 23 ; "your friend finds these are just what he needs. He clips &32e2 06 3e 13 1c 19 20 23 8b fa 4c ff 6d ee 0b 47 1f ; three tiny wires through, and observes, \"Good. Safe to &32f2 12 23 15 22 26 15 23 0b 0d 2e fc 81 06 fa 0d 32 ; work on. \" He tries to cut a thicker metal strip, but &3302 fc 89 39 06 0c 2e 3e fb 1f 32 fc 27 34 24 18 19 ; the scissors break." &3312 13 1b 15 22 76 23 24 22 19 20 0b 4a 46 ff b2 fe &3322 56 04 &3324 44 5c ; p["bomb_disarming_state"] ++ &3326 09 09 ; object_room[first_noun] = &05 &3328 44 20 ; p["score"] ++ &332a 04 ; return &332b 03 ; } &332c 8c 5c 05 ; if(p["bomb_disarming_state"] == &01 and &332f 89 35 ; first_noun == "file") &3331 01 ; { &3332 0d 2e 4c 15 28 20 22 15 23 23 15 23 5d 14 1f 25 ; "Tim expresses some doubt about the file, but it turns &3342 12 24 a1 46 ff 37 0b 4a 37 c2 61 32 fc 89 f6 46 ; out to work excellently. The thick connector is severed &3352 06 46 fa 84 f9 49 45 f8 f2 33 f9 0a 06 56 3e fb ; in seconds. Now he tries to rotate some cogs in the main &3362 1f 32 f8 76 5d fa 68 33 46 fc 19 f9 e3 0b 4a 5d ; mechanism, but some of the metal filings have jammed in &3372 49 46 76 f9 4a 58 1a 11 1d 1d 15 14 33 c0 4e 49 ; between two of the teeth. He starts to look worried." &3382 46 fc 77 06 3e fb 2d 32 fe 45 f8 f3 04 &338f 44 5c ; p["bomb_disarming_state"] ++ &3391 09 09 ; object_room[first_noun] = &05 &3393 44 20 ; p["score"] ++ &3395 04 ; return &3396 03 ; } &3397 8c 5c 06 ; if(p["bomb_disarming_state"] == &02 and &339a 89 17 ; first_noun == "toothpick") &339c 01 ; { &339d 0d 4d c4 45 fb db f7 e3 53 4d f9 4b 06 3e f7 a2 ; "your friend is clearly impressed by your foresight. He &33ad 46 f9 4a 0b b9 8f fa ba 59 46 f9 e3 06 0d 2e 42 ; dislodges the filings, which fall deeper into the &33bd fc 9e 58 34 fc 2a 49 ff b3 53 fc 0c 13 18 11 1e ; mechanism. \"You don't have a pair of tweezers by any &33cd 13 15 07 0c 3e f7 77 18 1f 20 15 16 25 1c 1c 29 ; chance? \" he inquires hopefully." &33dd 04 &33de 44 5c ; p["bomb_disarming_state"] ++ &33e0 09 09 ; object_room[first_noun] = &05 &33e2 44 20 ; p["score"] ++ &33e4 04 ; return &33e5 03 ; } &33e6 8c 5c 07 ; if(p["bomb_disarming_state"] == &03 and &33e9 89 43 ; first_noun == "tweezers") &33eb 01 ; { &33ec 0d 46 f9 4a 43 f9 2f f7 a3 06 2e 4c f8 f4 46 fa ; "the filings are finally extracted. Tim rotates the cogs, &33fc 68 0b 4a 34 fc de fb ca fc 8b 73 06 0d 2e 5d 17 ; but a spring pulls them back. \"Some glue, or the like? &340c 1c 25 15 0b 3b 46 fc 16 07 0c 3e 21 25 15 22 19 ; \" he queries." &341c 15 23 04 &341f 44 5c ; p["bomb_disarming_state"] ++ &3421 09 09 ; object_room[first_noun] = &05 &3423 44 20 ; p["score"] ++ &3425 04 ; return &3426 03 ; } &3427 8c 5c 08 ; if(p["bomb_disarming_state"] == &04 and &342a 89 07 ; first_noun == "gum") &342c 01 ; { &342d 0d 0d 2e fb 6a 08 0c 2e 4c 1a 11 1d 23 46 fa 68 ; " \"Perfect! \" Tim jams the cogs where he wants them. He &343d 74 3e fa 62 fc 8b 06 3e fc b5 f9 4c 32 f8 77 34 ; then attempts to pierce a diaphragm revealed below them &344d f6 1b f7 78 8c fc 8b 79 46 ff bf 0b 4a 37 23 1e ; with the toothpick, but it snaps." &345d 11 20 23 04 &3461 44 5c ; p["bomb_disarming_state"] ++ &3463 09 09 ; object_room[first_noun] = &05 &3465 44 20 ; p["score"] ++ &3467 04 ; return &3468 03 ; } &3469 8c 5c 09 ; if(p["bomb_disarming_state"] == &05 and &346c 89 13 ; first_noun == "needle") &346e 01 ; { &346f 0d 4d c4 5b fc 95 fa a1 ac 62 06 46 f6 1b 23 20 ; "your friend has better luck this time. The diaphragm &347f 1c 19 24 23 32 fb 55 34 f8 f5 f7 a4 fb 95 06 0d ; splits to reveal a delicate instrument within. &348f 2e f9 07 5c d1 06 34 f8 f6 f8 f7 06 fc 95 fc 5d ; \"Thought as much. A neutrino zelatron. Better short out &349f 61 46 f7 79 fc 6f 0b 0c 3e fb f8 04 ; the contacts first, \" he mutters." &34ab 44 5c ; p["bomb_disarming_state"] ++ &34ad 09 09 ; object_room[first_noun] = &05 &34af 44 20 ; p["score"] ++ &34b1 04 ; return &34b2 03 ; } &34b3 8c 5c 0a ; if(p["bomb_disarming_state"] == &06 and &34b6 89 0c ; first_noun == "disk") &34b8 01 ; { &34b9 0d 46 ff 24 fb 73 fc 68 fa 1a 33 46 23 1f 13 1b ; "the disc doesn't quite fit in the socket. \"Now a bit &34c9 15 24 06 0d 2e 56 34 f8 2d 49 1f 19 1c 06 06 06 ; of oil. . . \" Tim Trevyl murmurs." &34d9 0c 2e 4c 2e d4 fb cf 04 &34e1 44 5c ; p["bomb_disarming_state"] ++ &34e3 09 09 ; object_room[first_noun] = &05 &34e5 44 20 ; p["score"] ++ &34e7 04 ; return &34e8 03 ; } &34e9 8c 5c 0b ; if(p["bomb_disarming_state"] == &07 and &34ec 89 10 ; first_noun == "soap") &34ee 01 ; { &34ef 0d 46 ff 24 fb 58 59 fe 51 b0 34 f8 2d 49 ff 29 ; "the disc slides into place after a bit of soap is rubbed &34ff 45 22 25 12 12 15 14 39 37 06 4d c4 f9 45 55 79 ; on it. Your friend reaches down with a finger to depress &350f 34 fb 82 32 14 15 20 22 15 23 23 46 fb 6c f8 2e ; the firing pin. \"This will need a feather light touch, &351f 06 0d 2e ac b4 1e 15 15 14 34 ff 9a a8 fa 7f 0b ; \" he remarks." &352f 0c 3e fb f9 04 &3534 44 5c ; p["bomb_disarming_state"] ++ &3536 09 09 ; object_room[first_noun] = &05 &3538 44 20 ; p["score"] ++ &353a 04 ; return &353b 03 ; } &353c 8c 5c 0c ; if(p["bomb_disarming_state"] == &08) &353f 01 ; { &3540 89 14 ; if(first_noun == "feather") &3542 01 ; { &3543 0d 4c 2e d4 fc e2 91 33 62 47 b2 4d f6 1c 06 46 ; "tim Trevyl stops just in time and takes your &3553 fb 6c f8 2e 45 ff 96 f7 a5 06 4d c4 fc 83 17 1c ; suggestion. The firing pin is gently depressed. Your &3563 25 1d 1c 29 0b 0d 2e 87 3f 58 32 3c 56 45 f9 17 ; friend says glumly, \"All we have to do now is &3573 37 06 17 1f 24 fc 0c f9 4d 07 0c 05 ; trigger it. Got any neutrinos? \" " &357f 44 5c ; p["bomb_disarming_state"] ++ &3581 09 09 ; object_room[first_noun] = &05 &3583 44 20 ; p["score"] ++ &3585 04 ; return &3586 03 ; } &3587 08 d6 ; player_room = &d2 &3589 04 ; return &358a 03 ; } &358b 84 5c 0d ; if(p["bomb_disarming_state"] < &09) &358e 01 ; { &358f 0d ac 45 65 6f fa f5 0b 37 c2 61 06 4c fc 70 37 ; "this is not very useful, it turns out. Tim gives it &359f 73 04 ; back." &35a1 04 ; return &35a2 03 ; } &35a3 03 ; } &35a4 8c 5c 0d ; if(p["bomb_disarming_state"] == &09) &35a7 01 ; { &35a8 88 33 ; if(verb == "press" and &35aa 89 1e ; first_noun == "silver" and &35ac 8d 70 ; preposition == "red" and &35ae db 3d ; object_room["device"] == "carrying") &35b0 01 ; { &35b1 0d 42 fe 55 46 c3 05 ; "you press the button" &35b8 cc 4e ; if(p["orange_button_state"] != 0) &35ba 01 ; { &35bb 14 5d ; p["bomb_countdown"] = 0 &35bd 0d 06 72 45 34 fa f4 fa 64 75 fb 95 46 fc 9d 0b ; ". There is a hissing noise from within the bomb, and &35cd 47 f7 e4 46 fc 88 f9 e3 f9 b8 59 34 c1 18 15 11 ; suddenly the whole mechanism collapses into a small &35dd 20 49 fc 98 fc aa 06 2e 4c fc b9 64 0b 12 15 11 ; heap of grey dust. Tim stands up, beaming. \nAt that &35ed 1d 19 1e 17 06 2d 3a 98 ad 46 a6 fc 9b 15 1e 24 ; moment the green minion enters through the east &35fd 15 22 23 ee 46 4b d3 0b f8 f8 47 fa a9 33 87 8b ; doorway, despair and hatred in all three of its &360d 49 fc 1a 9e 06 fc 1a 23 1b 19 1e 45 f8 27 47 33 ; eyes. Its skin is wet and in each webbed hand it &361d fc 49 fb 64 7f 37 fc c2 fb 61 34 84 fb 65 14 11 ; still holds a long curved dagger." &362d 17 17 15 22 04 &3632 44 5c ; p["bomb_disarming_state"] ++ &3634 44 20 ; p["score"] ++ &3636 04 ; return &3637 03 ; } &3638 0d 0b 4a d7 ea 04 ; ", but nothing happens." &363e 04 ; return &363f 03 ; } &3640 88 29 ; if(verb == "offer" and &3642 d9 ; object_room[first_noun] == "carrying") &3643 01 ; { &3644 0d 91 5c 4d c4 b2 46 05 ; "just as your friend takes the" &364c 1d ; print first_noun &364d 0d 0b 46 fc 9d f9 e1 04 ; ", the bomb explodes." &3655 75 09 ; execute_miscellaneous_bytecode(&05) &3657 03 ; } &3658 04 ; return &3659 03 ; } &365a 8c 5c 0e ; if(p["bomb_disarming_state"] == &0a) &365d 01 ; { &365e 88 1e ; if(verb == "kick" and &3660 89 11 ; first_noun == "lance") &3662 01 ; { &3663 84 3f 06 ; if(p["lance_used"] < &02) &3666 01 ; { &3667 44 20 ; p["score"] ++ &3669 0d 2f 10 2d 2d 2d 2d 4d 24 1f 15 f8 f9 46 f9 17 ; "[cls]\n\n\n\nYour toe strikes the trigger precisely. &3679 f7 a6 06 34 17 1f 11 1c 08 46 88 fb 14 0b 47 46 ; A goal! the lance fires, and the green minion melts &3689 a6 fc 9b fa 61 33 46 fc 9c 06 fc 1a fc 1f fc 2e ; in the beam. Its last cry is: \"Take the" &3699 45 09 0d 2e fe 2a 46 05 &36a1 1d ; print first_noun &36a2 0d 06 fe 67 05 ; ". Follow" &36a7 0c f6 0b ; p["old_room"] = &f2 &36aa 06 ; list_objects(p["old_room"]. p["new_room"]) &36ab 0d 06 0c 2d 4c 2e d4 47 42 fc a0 65 32 fe 2a fc ; ". \" \nTim Trevyl and you decide not to take its &36bb 1a fa c3 06 42 fc ae 86 47 f8 74 33 2e f2 f8 6b ; advice. You slip away and stay in Brussels till the &36cb 46 78 45 80 06 fc b5 42 fe 32 4d 4f 73 32 46 2e ; battle is over. Then you make your way back to the &36db cb 47 fa 0a 9d 57 f8 07 f6 1d 0b f7 a7 79 34 1a ; Cubix and set off for new adventures, satisfied with &36eb 1f 12 ff 43 fc 36 06 0e 2d 2d 2d 2f 87 f6 53 06 ; a job well done. \n\n\n[yellow]Congratulations. &36fb 2d 2f 87 42 f9 d1 31 20 2f 29 0e 49 2d 2f 87 46 ; \n[yellow]You completed p["score"]% of \n[yellow]The &370b 2e e3 06 2d 05 ; Warlord. \n" &3710 36 ; p["character"] = read_character() &3711 36 ; p["character"] = read_character() &3712 3e ; reset() &3713 03 ; } &3714 0d 72 45 35 fb 6d 69 33 46 88 06 2d 05 ; "There is no charge left in the lance. \n" &3721 03 ; } &3722 0d 46 f9 4e 49 46 fc 9b 45 f9 46 32 12 15 18 1f ; "The vengeance of the minion is terrible to behold -but since &3732 1c 14 0e 10 4a fc 45 42 43 97 fa 5a 57 46 fc 6f ; you are only alive for the first few seconds of its attack, &3742 fc 30 f9 0a 49 fc 1a fe 63 0b 42 f8 6d 46 f7 7a ; you miss the juiciest bits." &3752 12 19 24 23 04 &3757 75 09 ; execute_miscellaneous_bytecode(&05) &3759 03 ; } &375a 00 ; end ; unused # &375b - &3bff is a copy of &375b - &3bff from W.S4 &375b af 01 0d 42 58 fc 36 98 04 04 03 0d a5 04 3b 38 &376b 2f 03 88 3b 89 38 01 cc 54 01 0d 37 45 e9 fa 14 &377b 04 04 03 db 3b cc 4d 01 af 01 0d 37 f9 0b 6b 47 &378b fb 2d 32 fe 41 fb e6 06 42 f7 6d 42 58 a1 f8 12 &379b fb f1 3a fc 1e 04 44 54 44 20 03 04 03 0d 79 90 &37ab 07 05 03 b6 9b e6 9b 00 a7 01 88 32 02 88 1b 01 &37bb 89 5c 01 0d 46 ff 74 af 86 33 4d fb 50 0b f7 95 &37cb 34 18 19 14 15 1f 25 23 47 fc 94 fc 31 06 37 45 &37db fb 99 47 f6 44 33 f9 82 0b 47 f9 40 79 f6 52 fb &37eb 63 98 fa 3b 5d 1b 19 1e 14 49 f9 b1 11 20 20 11 &37fb 22 11 24 25 23 06 2d fb 97 46 fb d8 49 34 fb e8 &380b 49 2e fa 35 42 50 56 51 46 fa 65 49 81 ff 87 06 &381b 5c 46 fb f5 fb ca 38 fc e0 e5 75 5e fa 10 0b 42 &382b fa 66 98 3a fc 1f 42 58 f8 2b 46 2e e3 04 2f 44 &383b 20 04 03 03 0d 46 fb e8 fb 15 79 19 1e 18 25 1d &384b 11 1e fb 7e 0b 20 25 1c 1c 19 1e 17 34 fb 89 75 &385b 5e fa 10 06 42 91 58 62 32 f9 41 37 5c 38 fc e0 &386b e5 7e 42 43 f9 42 59 f9 fe f7 9a 04 75 09 04 03 &387b b7 01 88 2d 89 30 01 0d 46 ff 5d fc a7 a5 64 5e &388b f6 52 fb 63 06 13 1f 25 17 18 19 1e 17 47 f6 45 &389b 0b 3e f7 7f 61 49 46 48 54 79 87 8b 9e f7 9b 06 &38ab 42 58 34 f7 6e f9 b1 81 04 3f 44 20 0b 09 30 04 &38bb 03 0d 66 fc 14 06 42 43 f6 12 f7 9c 7e 42 58 62 &38cb 32 fe 2a 34 16 19 1e 11 1c fa 8e 06 42 58 f8 2b &38db 4d 14 1f 1f 1d 04 75 09 04 03 87 01 0f 86 9e 88 &38eb 08 02 88 13 01 0d 42 fc 7f a5 59 46 fc ab 49 46 &38fb 2e e3 0b fb 0c f8 73 47 f7 9d 43 56 b5 f6 13 06 &390b 42 43 f9 42 59 fc aa 7e 42 fa 66 90 5b fe 1d 42 &391b 04 75 09 04 03 04 03 0d 46 2e e3 f9 35 0b fc e4 &392b 49 f8 73 47 f7 9d 0b fc dc f9 43 75 4d fe 63 06 &393b 3e f7 6f 42 f6 12 06 42 58 23 1e 25 16 16 15 14 &394b 37 04 75 09 00 96 9d a6 9f 00 0b 09 3b a7 01 0d &395b 46 f9 9e fa 9d 7c 0b 5e fb 89 fb 6c 27 19 1c 14 &396b 1c 29 06 5c fa a1 fb 83 58 37 0b 46 fc 9c fc 65 &397b fc 5b 42 47 2e 4c 2e d4 33 a2 04 75 09 04 03 be &398b 9e 86 a0 88 43 01 08 a4 03 00 9d 75 02 88 1b 99 &399b 27 01 0d 46 2e fb ea f9 0f fc 0f 34 a8 f9 3f 06 &39ab 3e fb 5f 5e 9e 0b f8 69 42 0b 47 fb 76 f6 43 57 &39bb 5e fb ec b7 06 42 43 11 23 23 25 1d 15 14 32 36 &39cb f6 14 0b 47 fc a3 04 75 09 04 03 96 9f 86 a1 00 &39db 9d 75 01 0d 46 f7 db 27 11 1b 15 23 47 fb 76 57 &39eb fe 43 06 42 43 f9 31 86 0b f7 9e 4d f9 44 b8 11 &39fb 26 11 19 1c 0b 47 fc a3 5c fb 93 0b f6 14 0b 3b &3a0b 2e e7 f6 50 06 20 22 1f 12 11 12 1c 29 87 8b 04 &3a1b 75 09 04 03 96 a0 8e a2 00 88 06 01 08 a7 04 03 &3a2b 0d 38 fc 8c 49 11 1e 17 22 29 f7 d5 fc 7b 0b e6 &3a3b 57 35 44 4a 42 06 42 43 f9 f4 f9 f5 5c 38 f8 ed &3a4b 04 75 09 00 9f a7 88 05 01 08 e9 14 54 04 03 80 &3a5b 09 01 0d 34 d8 18 25 17 15 fc a1 e1 ef 23 20 1f &3a6b 24 42 47 fa 5e 39 42 06 46 18 11 26 1f 13 42 58 &3a7b fa a6 f6 15 46 9c 5b f7 9f fb 9f 47 42 43 18 25 &3a8b 1e 17 b8 34 24 22 19 11 1c 04 75 09 04 03 88 35 &3a9b 89 5e 01 0d fc d0 46 2e d2 fb 75 0b b9 43 fc 95 &3aab 69 f6 16 0b 45 46 f6 17 33 2e e7 09 2e fe 4f 68 &3abb 07 ff 8c fc 0f 52 04 03 9f 01 2f 03 1f 00 72 72 &3acb 6f 75 6e 64 65 64 20 62 79 20 63 6f 75 72 74 69 &3adb 65 72 73 2e 22 29 0d 0a f0 a4 20 8b 28 57 22 79 &3aeb 6f 75 20 61 72 65 20 62 61 63 6b 20 69 6e 20 74 &3afb 68 65 20 67 72 65 61 74 20 68 61 6c 6c 2e 20 6d &3b0b 6f 73 74 20 6f 66 20 74 68 65 20 67 75 65 73 74 &3b1b 73 20 61 72 65 20 64 65 61 64 20 64 72 75 6e 6b &3b2b 2c 20 61 6e 64 20 74 68 6f 73 65 20 77 68 6f 20 &3b3b 61 72 65 6e 27 74 20 61 72 65 20 65 6e 67 61 67 &3b4b 65 64 20 69 6e 20 61 20 68 61 6e 64 20 6f 66 20 &3b5b 74 77 65 6e 74 79 20 6e 69 6e 65 20 63 61 72 64 &3b6b 2c 74 68 72 65 65 20 64 69 6d 65 6e 73 69 6f 6e &3b7b 61 6c 20 62 72 61 67 2e 22 29 0d 0a fa 4a 20 57 &3b8b 22 5d 74 68 65 20 6d 61 69 6e 20 64 6f 6f 72 73 &3b9b 20 61 72 65 20 77 65 73 74 2c 77 68 69 6c 65 20 &3bab 6f 6e 20 74 68 65 20 65 61 73 74 20 73 69 64 65 &3bbb 20 69 73 20 61 20 73 6d 61 6c 6c 65 72 20 61 72 &3bcb 63 68 2e 22 0d 0b 04 06 20 e0 0d 0b 0e 05 20 0d &3bdb 0b 18 0e 20 dd 20 44 3d 22 45 4e 54 22 0d 0b 22 &3beb 0b 20 e9 20 46 68 5b 23 0d 0b 2c 9e 20 57 22 79 &3bfb 6f 75 20 61 72 ; W.S6 ; FF1B00 FF1B00 002000 ; bytecode_for_room_descriptions ; bytecode_for_room_d2_description &1b00 0d 2c 1b 15 22 27 18 25 1d 20 2c 08 38 fb 9b f9 ; "KERWHUMP! an enormous explosion devastates the building. The &1b10 9f f9 b7 46 f9 99 06 46 2e b1 49 2e f9 a8 0b 68 ; Duke of Wellington, who is in the banquet room at the time, is &1b20 45 33 46 12 11 1e 21 25 15 24 a0 3a 46 62 0b 45 ; killed as the floor collapses, with undesirable consequences for &1b30 fb 68 5c 46 a9 f9 b8 0b 79 f9 b9 f6 2e 57 fc db ; human history. \nThis is of little concern to you, since small &1b40 fb 2f 06 2d ac 45 49 fc 5f f8 a2 32 42 0b fc 45 ; pieces of you are splattered over the walls." &1b50 c1 fb 69 49 42 43 f7 e0 80 46 fc d9 04 &1b5d 75 09 ; execute_miscellaneous_bytecode(&05) &1b5f 00 ; end ; bytecode_for_room_d3_description &1b60 0d 42 6d da 39 46 2e f2 77 0b c0 46 f7 2f 49 2e ; "You find yourself on the Brussels road, between the villages of &1b70 f8 1c 2e 41 2e f8 1d 32 46 71 47 2e fb fa 32 46 ; Mont St Jean to the south and Waterloo to the north. On either &1b80 6e 06 39 fa 70 63 49 46 77 45 46 2e 92 49 2e fb ; side of the road is the Forest of Soignes." &1b90 fb 04 &1b92 c4 52 ; if(p["cart_state"] == 0) &1b94 01 ; { &1b95 0d 34 fc b7 ff 49 fb fc 53 0b 14 22 19 26 15 1e ; "a covered cart trundles by, driven by a farmer's boy." &1ba5 53 34 16 11 22 1d 15 22 0f 23 f8 1e 04 &1bb2 03 ; } &1bb3 00 ; end ; bytecode_for_room_d4_description &1bb4 0d 42 fe 62 34 fc 06 06 2b 06 05 75 05 04 0e 2b ; "You climb a tree. " + random("", "From") + " " + random("up", &1bc4 06 64 05 05 04 0e 52 42 58 34 2b 08 fa 6c 05 f7 ; "") + " here you have a " + random("lovely", "beautiful", &1bd4 dc 05 fb 6a 05 fc 33 05 04 0e fc 3c 49 34 fb 06 ; "perfect", "fine") + " view of a lot more trees." &1be4 fc 0d fc 62 04 &1be9 cf ; if(room.flags[4]) &1bea 01 ; { &1beb 0d 46 fc 58 45 f9 84 05 ; "the hill is roughly" &1bf3 03 ; } ; else &1bf4 01 ; { &1bf5 0d 42 50 51 34 fc 58 fc b6 61 49 46 27 1f 1f 14 ; "you can see a hill rising out of the woods to the" &1c05 23 32 46 05 &1c09 03 ; } &1c0a 8c 4b 05 ; if(p["pig_sty_wall_hole"] == &01) &1c0d 01 ; { &1c0e 0d 6e 04 ; "north." &1c11 03 ; } &1c12 8c 4b 06 ; if(p["pig_sty_wall_hole"] == &02) &1c15 01 ; { &1c16 0d fe 77 04 ; "northwest." &1c1a 03 ; } &1c1b 8c 4b 07 ; if(p["pig_sty_wall_hole"] == &03) &1c1e 01 ; { &1c1f 0d 48 04 ; "west." &1c22 03 ; } &1c23 8c 4b 08 ; if(p["pig_sty_wall_hole"] == &04) &1c26 01 ; { &1c27 0d fe 76 04 ; "northeast." &1c2b 03 ; } &1c2c 8c 4b 09 ; if(p["pig_sty_wall_hole"] == &05) &1c2f 01 ; { &1c30 0d 4b 04 ; "east." &1c33 03 ; } &1c34 00 ; end ; bytecode_for_room_d5_description &1c35 0e ; skip_to_next_bytecode() &1c36 00 ; end ; bytecode_for_room_d6_description &1c37 0e ; skip_to_next_bytecode() &1c38 00 ; end ; bytecode_for_room_d7_description &1c39 0e ; skip_to_next_bytecode() &1c3a 00 ; end ; bytecode_for_room_d8_description &1c3b 0e ; skip_to_next_bytecode() &1c3c 00 ; end ; bytecode_for_room_d9_description &1c3d 0e ; skip_to_next_bytecode() &1c3e 00 ; end ; bytecode_for_room_da_description &1c3f 0e ; skip_to_next_bytecode() &1c40 00 ; end ; bytecode_for_room_db_description &1c41 0d 42 43 2b 08 d6 05 7b 05 dc 05 fc 15 05 04 0e ; "You are " + random("somewhere", "deep", "walking", "lost") + " &1c51 33 46 92 06 42 fe 5d 42 51 2b 06 f8 a3 05 23 18 ; in the forest. You think you see " + random("sinister", &1c61 11 14 1f 27 29 05 04 0e 16 19 17 25 22 15 23 0e ; "shadowy") + " figures " + random("flitting", "moving") + " &1c71 2b 06 f7 30 05 fb 2e 05 04 0e cd 46 fc 62 04 ; behind the trees." &1c80 00 ; end ; bytecode_for_room_dc_description &1c81 0d 8b f8 a4 fb fd 75 46 05 ; "Three unkempt deserters from the" &1c8a a7 ; if(!room.flags[2]) &1c8b 01 ; { &1c8c 0d 2e fb fe 05 ; "Prussian" &1c91 2f ; room.flags[2] = true &1c92 03 ; } ; else &1c93 01 ; { &1c94 0d 2e e7 05 ; "English" &1c98 03 ; } &1c99 0d fc 8c fe 35 61 39 42 04 ; "army jump out on you." &1ca2 c4 0e ; if(p["number_of_objects_carried"] == 0) &1ca4 01 ; { &1ca5 0d fa e2 42 58 d7 fa 3e fa e3 0b 85 12 15 11 24 ; "finding you have nothing worth stealing, they beat you to &1cb5 42 32 fc 52 04 ; death." &1cba 75 09 ; execute_miscellaneous_bytecode(&05) &1cbc 04 ; return &1cbd 03 ; } &1cbe 0d 85 23 24 15 11 1c 0e 05 ; "they steal " &1cc7 1c 0b ; p["old_room"] = 1 &1cc9 0c 09 0c ; p["new_room"] = &05 &1ccc 06 ; list_objects(p["old_room"]. p["new_room"]) &1ccd 0d 0b 47 fa e4 59 46 fc 62 04 ; ", and disappear into the trees." &1cd7 00 ; end ; bytecode_for_room_dd_description &1cd8 0d 42 43 3a 46 fc 22 49 34 c1 fc 58 b9 fc 5c 23 ; "You are at the foot of a small hill which rises steeply up to &1ce8 24 15 15 20 1c 29 64 32 46 6e 04 ; the north." &1cf3 00 ; end ; bytecode_for_room_de_description &1cf4 0d 42 58 23 24 22 25 17 17 1c 15 14 32 46 12 22 ; "You have struggled to the brow of a small hill." &1d04 1f 27 49 34 c1 fc 58 04 &1d0c d7 ; if(!room.flags[5]) &1d0d 01 ; { &1d0e 0d 24 1f 20 20 19 1e 17 46 fa 15 0b 42 fa e5 34 ; "topping the rise, you encounter a most unexpected &1d1e fc 1e f7 e1 f7 31 04 ; surprise." &1d25 03 ; } &1d26 a7 ; if(!room.flags[2]) &1d27 01 ; { &1d28 0d 34 c7 fb dd fe 71 22 11 17 17 15 14 fa 24 7d ; "a strange character wearing ragged sky blue breeches and a &1d38 f7 32 47 34 cf 1b 15 22 13 18 19 15 16 45 f7 33 ; yellow kerchief is covering you with a loaded pistol." &1d48 42 79 34 fb 47 ff 82 04 &1d50 03 ; } ; else &1d51 01 ; { &1d52 0d 6e 45 34 fc 3c 80 46 fc 69 49 2e f2 04 ; "north is a view over the city of Brussels." &1d60 03 ; } &1d61 d7 ; if(!room.flags[5]) &1d62 01 ; { &1d63 5f ; room.flags[5] = true &1d64 0d 75 46 2e 25 1e 19 1f 1e 0e 2e 1a 11 13 1b 33 ; "from the Union Jack in his hat, he might just be British. \n &1d74 5e ff 16 0b 3e fc 8f 91 36 2e fa e6 06 2d 0d 2e ; \"Don't move, \" he orders. \"You have three guesses; what &1d84 fc 9e fc 34 0b 0c 3e fb 57 06 0d 2e 42 58 8b 17 ; is my name? \" " &1d94 25 15 23 23 15 23 0a 90 45 6a f8 1f 07 0c 05 &1da3 03 ; } &1da4 00 ; end ; bytecode_for_room_df_description &1da5 0d 42 43 33 46 fb 6b 49 2e fb fa 06 34 1e 25 1d ; "You are in the village of Waterloo. A number of houses are being &1db5 12 15 22 49 fa 8d 43 aa f6 2f 57 fe 21 53 46 fa ; requisitioned for use by the allied army. The road continues &1dc5 e7 fc 8c 06 46 77 fb af 6e 04 ; north." &1dcf 00 ; end ; bytecode_for_room_e0_description &1dd0 0e ; skip_to_next_bytecode() &1dd1 00 ; end ; bytecode_for_room_e1_description &1dd2 0d 42 43 39 46 2e f2 77 0b b9 8d 6e 47 71 ee 46 ; "You are on the Brussels road, which runs north and south through &1de2 fa 73 49 46 2e 92 49 2e fb fb 04 ; the depths of the Forest of Soignes." &1ded 00 ; end ; bytecode_for_room_e2_description &1dee 0d 42 6d da 39 46 f7 e2 f9 8a 49 2e f2 06 46 77 ; "You find yourself on the southeastern outskirts of Brussels. The &1dfe 75 46 71 c2 fe 77 59 46 fc 69 52 06 72 45 34 fc ; road from the south turns northwest into the city here. There is &1e0e b7 ff 49 20 11 22 1b 15 14 3a 46 63 49 46 77 04 ; a covered cart parked at the side of the road." &1e1e 0c 0a 52 ; p["cart_state"] = &06 &1e21 00 ; end ; bytecode_for_room_e3_description &1e22 0d 37 45 b6 13 22 11 1d 20 15 14 33 52 0b 96 46 ; "It is rather cramped in here, under the covers." &1e32 13 1f 26 15 22 23 04 &1e39 84 52 09 ; if(p["cart_state"] < &05) &1e3c 01 ; { &1e3d 0d 46 ff 49 12 25 1d 20 23 be f7 d9 04 ; "the cart bumps along northwards." &1e4a 03 ; } &1e4b 00 ; end ; bytecode_for_room_e4_description &1e4c 0d 34 fc 93 f7 34 75 46 9c de 42 47 fc 9f 42 7e ; "A dozen dragoons from the camp discover you and drag you before &1e5c 2e ce 06 46 2e fb ea 0b f8 a5 0b 45 f7 e3 53 4d ; Napoleon. The Emperor, however, is impressed by your initiative &1e6c fa e8 47 11 20 20 1f 19 1e 24 23 42 32 5e fb ec ; and appoints you to his personal guard. \nThe French win the &1e7c b7 06 2d 46 2e d2 27 19 1e 46 f8 a6 46 fc 26 fa ; battles the next day, since the Duke of Wellington has been &1e8c 16 0b fc 45 46 2e b1 49 2e f9 a8 5b 60 fb 68 53 ; killed by the Warlord, and for the next sixty years Napoleonic &1e9c 46 2e e3 0b 47 57 46 fc 26 23 19 28 24 29 fb 17 ; armies rampage round Europe, during which time you rise to the &1eac 2e 0e f9 ba fa ab f8 a7 7c 2e fa 91 0b 14 25 22 ; rank of general. Exciting, but not what you came here for. Tim &1ebc 19 1e 17 b9 62 42 fa 15 32 46 22 11 1e 1b 49 f8 ; Trevyl never forgives your treachery." &1ecc a8 06 15 28 13 19 24 19 1e 17 0b 4a 65 90 42 13 &1edc 11 1d 15 52 57 06 2e 4c 2e d4 ae f7 35 4d f9 bb &1eec 04 &1eed 75 09 ; execute_miscellaneous_bytecode(&05) &1eef 00 ; end ; bytecode_for_room_e5_description &1ef0 0d 42 6d da 6e 49 46 9c 06 46 fa 12 47 fc 2e fb ; "You find yourself north of the camp. The hue and cry continues &1f00 af 39 87 8a 04 ; on all sides." &1f05 00 ; end ; bytecode_for_room_e6_description &1f06 0d 42 fc 63 32 58 fb e3 46 fe 6a f8 a9 0b fb b3 ; "You seem to have escaped the search parties, though there is &1f16 72 45 5d f7 36 fc c2 32 46 71 06 42 50 f8 4a fc ; some shouting still to the south. You can also hear the sounds &1f26 2d 46 fa 7d 49 fb 98 75 46 6e 47 4b 04 ; of fighting from the north and east." &1f33 a7 ; if(!room.flags[2]) &1f34 01 ; { &1f35 2f ; room.flags[2] = true &1f36 44 20 ; p["score"] ++ &1f38 03 ; } &1f39 00 ; end ; bytecode_for_room_e7_description &1f3a 0d 42 6d da 33 34 f9 51 fb 20 05 ; "You find yourself in a ploughed field" &1f45 a7 ; if(!room.flags[2]) &1f46 01 ; { &1f47 0d 0b fa ac 33 46 fc fd 49 34 78 c0 2e d2 47 2e ; ", caught in the middle of a battle between French and &1f57 fb fe fb df 06 84 fb 18 11 14 26 11 1e 13 15 75 ; Prussian infantry. Long lines advance from the north and &1f67 46 6e 47 71 0b fb 6c 83 f9 bc 53 26 1f 1c 1c 15 ; south, firing their muskets by volleys. Everyone seems to be &1f77 29 23 06 fb 9f ba 32 36 fb 6c 3a 42 05 ; firing at you" &1f84 03 ; } &1f85 0d 04 ; "." &1f87 00 ; end ; bytecode_for_room_e8_description &1f88 0d 42 43 dc 32 46 fc 11 49 34 fb a6 fa 15 06 72 ; "You are walking to the top of a shallow rise. There is still the &1f98 45 fc c2 46 70 49 fb 98 87 bb 04 ; sound of fighting all around." &1fa3 a7 ; if(!room.flags[2]) &1fa4 01 ; { &1fa5 0d f7 e4 34 f9 bd f8 aa 80 46 fb 11 33 fc 3f 47 ; "suddenly a cannonball bounces over the ridge in front and &1fb5 22 1f 1c 1c 23 fb a2 dd 42 04 ; rolls directly towards you." &1fbf 03 ; } &1fc0 00 ; end ; bytecode_for_room_e9_description &1fc1 0d 42 43 39 46 fb 11 06 46 fb a6 fc d3 fc d5 ba ; "You are on the ridge. The shallow valley ahead seems to be full &1fd1 32 36 fc e4 49 f6 30 04 ; of skirmishers." &1fd9 a7 ; if(!room.flags[2]) &1fda 01 ; { &1fdb 0d 75 46 fc bc 63 49 46 fc d3 34 f6 31 45 fa ad ; "from the northern side of the valley a sharpshooter is &1feb fb a2 3a 42 04 ; aiming directly at you." &1ff0 03 ; } &1ff1 00 ; end ; bytecode_for_room_ea_description &1ff2 0d 42 43 dc be 46 63 49 34 f9 be 06 72 45 34 f9 ; "You are walking along the side of a cornfield. There is a &2002 bf 32 46 48 05 ; farmhouse to the west" &2007 c4 50 ; if(p["cavalry_state"] == 0) &2009 01 ; { &200a 0d 75 b9 af 46 70 49 5d fa e9 05 ; "from which comes the sound of some commotion" &2015 03 ; } &2016 0d 04 ; "." &2018 e7 ; if(!room.flags[6]) &2019 01 ; { &201a 0d 39 46 fc 47 fc 41 38 1f 16 16 19 13 15 22 0f ; "on the path lies an officer's whistle." &202a 23 ff 9f 04 &202e 03 ; } &202f 00 ; end ; bytecode_for_room_eb_description &2030 0d 42 43 39 46 6e 63 49 34 f9 be 06 72 45 34 fa ; "You are on the north side of a cornfield. There is a hamlet west &2040 96 48 47 92 4b 04 ; and forest east." &2046 c4 50 ; if(p["cavalry_state"] == 0) &2048 01 ; { &2049 0d 2d 3a ac ad 2e d2 fb 40 fb 3e 75 34 f9 bf 32 ; "\nAt this moment French cavalry emerge from a farmhouse to &2059 46 fe 79 0b 47 fb 6d 33 4d fb f3 04 ; the southwest, and charge in your direction." &2065 03 ; } &2066 00 ; end ; bytecode_for_room_ec_description &2067 c4 50 ; if(p["cavalry_state"] == 0) &2069 01 ; { &206a 0d 46 fb 40 fc a0 85 43 66 fc 0e cd fc cf fb 18 ; "The cavalry decide they are too far behind enemy lines and &207a 47 fc 61 73 04 ; turn back." &207f 44 50 ; p["cavalry_state"] ++ &2081 44 20 ; p["score"] ++ &2083 03 ; } &2084 0d 87 45 fa 3f 06 42 50 51 34 77 32 46 48 0b 47 ; "all is quiet. You can see a road to the west, and dark forest &2094 95 92 6e 47 4b 04 ; north and east." &209a 00 ; end ; bytecode_for_room_ed_description &209b 0d 42 43 33 46 23 24 11 12 1c 15 fa 40 fc 26 32 ; "You are in the stable yard next to the farm, which seems to have &20ab 46 fc 97 0b b9 ba 32 58 60 fb 3d 64 04 ; been boarded up." &20b8 a7 ; if(!room.flags[2]) &20b9 01 ; { &20ba 0d 34 fc a1 0b 1d 11 14 79 f8 20 0b 45 fa ea 7c ; "a horse, mad with fear, is cantering round the yard, rearing &20ca 46 fa 40 0b f8 ab 47 1e 15 19 17 18 19 1e 17 04 ; and neighing." &20da 03 ; } &20db eb 30 97 ; if(object_room["tree"] == &93) &20de 01 ; { &20df 04 ; return &20e0 03 ; } &20e1 0d 39 46 fc ba fc 41 46 fc a2 49 34 2e fa ae ff ; "on the ground lies the body of a Dutch despatch rider." &20f1 b4 22 19 14 15 22 04 &20f8 af ; if(room.flags[2] and &20f9 e7 ; !room.flags[6]) &20fa 01 ; { &20fb 0d 42 56 99 5d ff c9 89 5f 04 ; "you now notice some despatches beside him." &2105 97 ; if(!room.flags[1]) &2106 01 ; { &2107 3b 45 ; object_room["despatches"] = player_room &2109 44 0a ; p["number_of_objects_in_player_room"] ++ &210b 1f ; room.flags[1] = true &210c 03 ; } &210d 03 ; } &210e 00 ; end ; bytecode_for_room_ee_description &210f 14 05 ; p["current_room"] = 0 &2111 0d 42 43 33 46 fb 6b 49 2e f8 1c 2e 41 2e f8 1d ; "You are in the village of Mont St Jean. There is forest to the &2121 06 72 45 92 32 46 48 47 16 11 22 1d 1c 11 1e 14 ; west and farmland east. The road runs north and south." &2131 4b 06 46 77 8d 6e 47 71 04 &213a 00 ; end ; bytecode_for_room_ef_description &213b 0d 42 fc 7b 3a 46 f7 b7 49 2e fa af 2e f8 4b 06 ; "You arrive at the crossroads of Quatre Bras. You are taken &214b 42 43 fa 41 7e 2e f8 4c 2e fb 6e 0b 68 f8 ac 42 ; before Prince Bernard, who decides you are on the allied side &215b 43 39 46 fa e7 63 47 23 24 22 1f 1e 17 fb b5 32 ; and strong enough to fight. Unfortunately the allies are &216b fa 42 06 f6 24 46 11 1c 1c 19 15 23 43 f7 37 33 ; defeated in the battle the following day, because the Duke of &217b 46 78 46 f9 ae fa 16 0b fb 49 46 2e b1 49 2e f9 ; Wellington has been assassinated by the Warlord. You acquit &218b a8 5b 60 f6 32 53 46 2e e3 06 42 11 13 21 25 19 ; yourself heroically, and die holding the standard. Romantic, but &219b 24 da f7 e5 0b 47 fc 35 fa eb 46 f7 38 06 f7 39 ; pointless." &21ab 0b 4a f9 c0 04 &21b0 75 09 ; execute_miscellaneous_bytecode(&05) &21b2 00 ; end ; bytecode_for_room_f0_description &21b3 0d 42 2b 08 fc 7f fb ae 59 38 f9 c1 14 25 15 1c ; "You " + random("walk straight into an artillery duel", "run into &21c3 05 ff 21 59 34 23 1b 19 22 1d 19 23 18 05 fb 6f ; a skirmish", "wander into a pitched battle", "get caught up in &21d3 59 34 20 19 24 13 18 15 14 78 05 fc 28 fa ac 64 ; cavalry charges") + " between the French and Prussian armies. A &21e3 33 fb 40 fa ec 05 04 0e c0 46 2e d2 47 2e fb fe ; stray shot hits you, with lethal results." &21f3 fa ab 06 34 23 24 22 11 29 fc a3 fc 96 42 0b 79 &2203 1c 15 24 18 11 1c fa ed 04 &220c 75 09 ; execute_miscellaneous_bytecode(&05) &220e 00 ; end ; bytecode_for_room_f1_description &220f 0d d6 33 46 fa 3a 49 2e f2 0b fc 0e 32 46 6e 0b ; "Somewhere in the centre of Brussels, far to the north, there is &221f 72 45 34 9b f9 9f 06 fc d0 46 fb 31 fb 68 33 46 ; a large explosion. Among the people killed in the blast is one &222f fc 54 45 44 49 4d fc bd fa ee 0b 47 42 f7 e4 13 ; of your distant ancestors, and you suddenly cease to exist." &223f 15 11 23 15 32 15 28 19 23 24 04 &224a 75 09 ; execute_miscellaneous_bytecode(&05) &224c 00 ; end ; unused # &224d - &2aff is a copy of &224d - &2aff from W.S5 &224d 75 34 fb 60 fb 05 fc 3d fc 7d fc 49 fb f6 fc 32 &225d 12 1c 19 1e 14 19 1e 17 0e 12 15 11 1d 23 49 f7 &226d 2d a8 06 33 83 fb 64 f8 48 85 fa 3c 84 fb 65 fb &227d 66 0b f9 b3 32 f9 b4 04 00 0d 42 43 f9 b5 53 44 &228d 49 46 2e f7 d4 fb 5d 0b 34 fb f7 fb f5 79 8b 9e &229d 06 75 46 fb 60 af 38 fb 5b fc 9c 49 a8 06 33 fc &22ad 1a fb 64 fb 50 37 fb 61 4e 84 fb 65 fb 66 0b fc &22bd 5b 49 b9 43 22 11 2a 1f 22 fa aa 04 00 0d 42 20 &22cd 1c 25 1e 17 15 59 f8 49 47 fa 7a fc 72 06 46 8a &22dd 43 fc 66 47 23 1c 19 20 20 15 22 29 0b 47 3a fc &22ed 1f 42 fa 3d 04 75 09 00 d7 01 0d 0d 2e 34 fc 9d &22fd 0b 67 2e 19 0f 1d 65 f7 2e 0b 0c 3e fb f8 06 3e &230d fb 67 46 88 0b b2 61 5e cf ff cb 47 f8 a0 46 fc &231d 3f ff 76 04 3b 11 5f 03 01 0d 42 43 33 46 fc 9d &232d fc 99 05 8c 5c 0e 01 0d 06 34 fb f7 fb f5 45 a1 &233d 32 f9 b6 42 04 03 01 0d 0b e6 80 2e 4c 2e f7 c3 &234d f9 a0 5c 3e 27 1f 22 1b 23 39 46 fc 98 ff b0 04 &235d 03 03 c4 5c 01 0d f8 a1 fc 90 0b 3e fb f9 0b 0d &236d 2e 11 18 0e 29 15 23 06 56 67 97 2e 19 fc 29 34 &237d fc 2a 49 13 1c 19 20 20 15 22 23 06 06 06 0c 05 &238d 03 00 d5 0b fa 99 32 fc 28 5d fa 0b b0 46 fb 4d &239d 06 fc 1e 43 fb da 06 72 45 38 c8 71 0b 47 fb 4e &23ad 39 46 fc 0e 63 49 46 6c 0b 6e 04 00 0d 42 43 c0 &23bd 8b fc 4d 0b 34 9b 44 71 0b 47 4e fb bc 1f 1e 15 &23cd 23 fe 77 47 4b 06 37 45 fb 43 04 00 c7 01 0d 42 &23dd 6d ac 45 34 ff 92 fe 61 06 fc d0 46 12 11 22 22 &23ed 15 1c 23 49 ff c4 fb c2 52 45 44 b8 34 1c 19 14 &23fd 04 03 01 0d 42 43 33 46 ff 92 fe 61 04 03 cc 54 &240d 01 0d 46 ff 3a 42 69 45 fb d3 55 fb e6 04 03 00 &241d a7 01 0d 5c 42 fe 4c ac 6c 0b 38 fb e7 79 34 fc &242d c3 ff 74 47 46 fb d8 49 34 fb e8 49 2e fa 35 fa &243d 9a 33 ee 34 fb 4c c8 39 46 6e 63 06 38 11 25 22 &244d 11 49 f7 d6 fc 94 ba 32 fb a3 5f 06 3e fb e9 42 &245d f7 d7 0b 47 fb 15 5c 67 32 fe 63 42 04 04 03 b7 &246d 01 0d 46 2e e3 45 a1 32 fe 2b 42 79 38 fc e0 e5 &247d 06 42 fc 29 fc 95 3c f9 89 ff 50 04 04 03 0d 46 &248d 6c 45 fc ec 3a f8 9c 0b 4a 42 97 58 34 ad 06 46 &249d fb 35 43 6e 47 48 04 00 0d ac 6c 45 fc ec 05 e7 &24ad 01 0d 0b fc 74 75 34 fc 2a 49 ff b3 98 fb 4f 6f &24bd 26 11 19 1e 5b 60 fa 9b 32 20 1c 25 13 1b 5e ff &24cd 74 05 03 0d 06 46 fb 35 43 71 47 fe 76 04 00 af &24dd 01 0d 33 ac 6c 34 f9 9e 49 46 2e e3 fc 41 f6 2b &24ed 06 46 fb 35 43 fe 79 47 6e 04 04 03 0d 5c fc 2b &24fd 5c 42 fe 4c ac 6c 0b 42 51 2e 4c 2e d4 fb 32 42 &250d 79 5e fb 50 33 46 fc 09 06 34 f9 9e 49 46 2e e3 &251d 45 91 33 fc 3f 49 42 0b 79 5e 73 32 42 0b f7 22 &252d 38 fc e0 e5 3a 4d c4 04 8c 54 0c 01 0d 2d 3a ac &253d ad 72 45 f7 d8 f9 9f cd 42 06 fa 9c 75 46 fc 54 &254d af 16 1c 29 19 1e 17 ee 46 fc 09 80 4d f9 a0 0b &255d 47 fc 96 46 2e f7 d4 f9 9e 39 46 73 49 46 fc 8e &256d 06 3e fa 9d 7c 06 2d 2e 4c fa 9e 64 34 9c ff 69 &257d 47 1c 11 29 23 61 46 f9 9e 79 44 fe 2f 06 3e 17 &258d 22 19 20 23 4d fa 11 47 fb ca 42 f7 d9 06 0d 2e &259d 42 fc 2c 91 33 62 0b 0c 3e f9 a1 0b 0d 4a 3f fc &25ad 29 fc 95 fe 32 f9 a2 23 13 11 22 13 15 bb 52 06 &25bd 0c 05 2f 0c 0d 54 44 49 44 20 03 00 0d 42 43 33 &25cd 2e ce 2e f7 da f9 a3 f6 1f 06 46 2e fb ea 45 fb &25dd 41 33 34 fa 2b ff 69 0b f7 23 06 39 46 a7 33 fc &25ed 3f 49 5f 45 34 ff 17 49 2e fb eb 05 e7 01 0d 47 &25fd 34 ff 13 49 ff 34 05 3b 27 14 37 03 0d 06 2e f9 &260d 9d a5 7f fa 31 39 46 ff 17 0b 80 46 f8 9d 49 2e &261d f2 06 2d 72 43 a4 6e 47 71 04 00 0d 46 2e 15 1d &262d 20 15 22 1f 22 0f 23 fb ec f7 db 45 f9 9b 33 ac &263d a0 0b f7 bd fb da 06 72 43 a4 71 47 4b 0b 4a 42 &264d 50 fc 2d 5d fa 12 47 fc 2e 16 11 19 1e 24 1c 29 &265d 32 46 71 04 e7 cc 0a 01 0d 2d 5d fa 9f fc d2 32 &266d 42 43 fb c2 33 46 9a 04 03 00 0d 42 43 39 46 fe &267d 76 fc 4b 49 46 9c 06 72 45 34 fc 97 f9 99 48 0b &268d fc 4d 32 46 71 0b 9f f9 a4 6e 0b 47 34 fc d7 f9 &269d a5 32 46 4b 06 46 fa 12 47 fc 2e 45 f9 a6 fc c5 &26ad 56 04 a7 01 0d 2d 2e 4c 2e d4 f9 a1 0b 0d 2e 19 &26bd 0f 26 15 fb 51 34 fb 06 7a 33 46 2e f7 d4 fb 50 &26cd 06 3e 45 f9 a7 61 32 fe 2b 46 2e b1 49 2e f9 a8 &26dd fb 52 3a 46 fc 46 33 2e f2 06 3f 58 35 62 32 fc &26ed 2f 06 3f fc 29 fc 95 f8 9e 0b 32 fa a0 1f 25 22 &26fd fb ed 49 23 24 1f 20 20 19 1e 17 5f 06 fc 81 fa &270d a1 06 f2 45 fc c6 fa 36 6e 49 52 06 0c 2d 3e f0 &271d 48 0b f7 24 46 9c 04 2f 4c 49 03 00 0d 42 6d da &272d 33 46 f7 25 49 46 2e fc 8a 2e fb 0f 06 46 23 1d &273d 15 1c 1c 45 11 20 20 11 1c 1c 19 1e 17 0e 10 fb &274d 53 5c f8 1a 5c 46 2e d2 ff bb 39 46 fc ed fb 3c &275d fc d9 0b 87 49 b9 58 17 11 20 23 33 fc 8b 06 42 &276d 50 fc 2d 46 23 18 1f 25 24 23 49 df fb b6 57 42 &277d fc be 75 05 d7 02 af 01 0d fc cb 63 04 5f 04 03 &278d 0d 46 71 47 4b 04 9f 01 2f 03 1f 00 72 6f 75 73 &279d 20 73 63 72 65 65 20 6f 66 20 6c 6f 6f 73 65 20 &27ad 72 6f 63 6b 73 20 6f 6e 20 79 6f 75 72 20 6c 65 &27bd 66 74 20 61 6e 64 20 61 20 64 65 65 70 20 72 61 &27cd 76 69 6e 65 20 61 68 65 61 64 2e 0d 07 4e 4f 61 &27dd 74 20 74 68 65 20 74 6f 70 20 6f 66 20 74 68 65 &27ed 20 70 72 65 63 69 70 69 63 65 20 61 6e 20 6f 6c &27fd 64 2c 20 67 6e 61 72 6c 65 64 20 74 72 65 65 20 &280d 67 72 6f 77 73 20 61 6d 6f 6e 67 20 74 68 65 20 &281d 62 6f 75 6c 64 65 72 73 2e 22 0d 07 58 6d 20 e7 &282d 20 46 63 23 20 84 20 46 64 23 20 28 57 22 61 20 &283d 72 6f 70 65 20 68 61 6e 67 73 20 6f 76 65 72 20 &284d 74 68 65 20 63 6c 69 66 66 2c 74 69 65 64 20 61 &285d 74 20 74 68 65 20 74 6f 70 20 74 6f 20 22 29 20 &286d e7 20 46 63 23 28 57 22 61 20 72 6f 63 6b 2e 22 &287d 29 3a 20 e7 20 46 64 23 20 28 57 22 74 68 65 20 &288d 74 72 65 65 2e 22 29 0d 07 62 06 20 e0 0d 07 6c &289d 05 20 0d 07 76 0e 20 dd 20 44 3d 22 52 41 56 22 &28ad 0d 07 80 19 20 50 27 30 31 5b 7a 20 2a 20 4e 4f &28bd 20 57 41 59 20 42 41 43 4b 0d 07 8a bd 20 57 22 &28cd 79 6f 75 20 66 69 6e 64 20 79 6f 75 72 73 65 6c &28dd 66 20 69 6e 20 61 20 64 65 65 70 20 72 61 76 69 &28ed 6e 65 2c 62 65 73 69 64 65 20 61 20 73 70 72 69 &28fd 6e 67 2e 74 68 65 20 73 74 72 65 61 6d 20 64 69 &290d 73 61 70 70 65 61 72 73 20 6f 76 65 72 20 61 20 &291d 77 61 74 65 72 66 61 6c 6c 20 73 6f 75 74 68 2c &292d 61 6e 64 20 6f 6e 20 74 68 65 20 63 6c 69 66 66 &293d 20 6e 6f 72 74 68 2c 65 61 73 74 20 61 6e 64 20 &294d 77 65 73 74 20 74 68 65 72 65 20 69 73 20 6e 6f &295d 20 68 61 6e 64 68 6f 6c 64 20 66 69 72 6d 20 65 &296d 6e 6f 75 67 68 20 74 6f 20 73 75 70 70 6f 72 74 &297d 20 79 6f 75 2e 22 0d 07 94 70 20 e7 20 46 63 20 &298d 7a 28 57 22 5d 61 20 67 69 61 6e 74 20 68 75 6e &299d 74 69 6e 67 20 65 61 67 6c 65 2c 20 61 74 20 66 &29ad 69 72 73 74 20 6f 6e 6c 79 20 61 20 73 70 65 63 &29bd 6b 20 69 6e 20 74 68 65 20 73 6b 79 2c 66 61 6c &29cd 6c 73 20 74 6f 77 61 72 64 73 20 79 6f 75 20 6c &29dd 69 6b 65 20 61 20 74 68 75 6e 64 65 72 62 6f 6c &29ed 74 2e 22 20 f8 29 0d 07 9e 48 20 e7 20 46 62 20 &29fd 7a 20 28 57 22 5d 79 6f 75 20 6e 6f 77 20 6e 6f &2a0d 74 69 63 65 20 61 20 63 72 65 76 69 63 65 20 69 &2a1d 6e 20 74 68 65 20 6e 6f 72 74 68 65 61 73 74 20 &2a2d 63 6f 72 6e 65 72 2e 22 20 46 62 5b 23 29 0d 07 &2a3d a8 06 20 e0 0d 07 b2 05 20 0d 07 bc 0f 20 dd 20 &2a4d 44 3d 22 43 52 45 56 22 0d 07 c6 60 20 57 22 79 &2a5d 6f 75 20 77 72 69 67 67 6c 65 20 69 6e 74 6f 20 &2a6d 61 20 63 72 65 76 69 63 65 2e 22 20 e7 20 46 67 &2a7d 20 7a 20 28 57 22 79 6f 75 20 64 69 73 63 6f 76 &2a8d 65 72 20 61 20 73 69 6c 76 65 72 20 62 75 74 74 &2a9d 6f 6e 20 77 65 64 67 65 64 20 69 6e 20 74 68 65 &2aad 20 72 6f 63 6b 2e 22 29 0d 07 d0 06 20 e0 0d 07 &2abd da 05 20 0d 07 e4 0d 20 dd 20 44 3d 22 50 30 22 &2acd 0d 07 ee 66 20 57 22 79 6f 75 20 61 72 65 20 77 &2add 61 6c 6b 69 6e 67 20 61 6c 6f 6e 67 20 61 20 6d &2aed 75 64 64 79 20 66 6f 72 65 73 74 20 74 72 61 63 &2afd 6b 2e 20 ; bytecode_for_room_actions ; bytecode_for_room_d2_actions &2b00 00 ; end ; bytecode_for_room_d3_actions &2b01 c4 52 ; if(p["cart_state"] == 0) &2b03 01 ; { &2b04 88 12 ; if(verb == "enter" and &2b06 89 5b 02 ; first_noun == "tiles" or &2b09 88 10 02 ; verb == "up" or &2b0c 88 30 ; verb == "hide" and &2b0e 89 5b ; first_noun == "tiles" and &2b10 8d 66 ; preposition == "into") &2b12 01 ; { &2b13 08 e7 ; player_room = &e3 &2b15 44 52 ; p["cart_state"] ++ &2b17 04 ; return &2b18 03 ; } &2b19 03 ; } &2b1a 86 df ; if(verb == "north") { player_room = &df } &2b1c 96 ee ; if(verb == "south") { player_room = &ee } &2b1e 8e d5 ; if(verb == "east") { player_room = &d5 } &2b20 9e d5 ; if(verb == "west") { player_room = &d5 } &2b22 44 52 ; p["cart_state"] ++ &2b24 00 ; end ; bytecode_for_room_d4_actions &2b25 88 0f ; if(verb == "down") &2b27 01 ; { &2b28 2c 04 24 ; p["character"] = p["player_room"] &2b2b 2c 06 04 ; p["player_room"] = p["previous_room"] &2b2e 2c 24 06 ; p["previous_room"] = p["character"] &2b31 0d 42 fe 62 55 04 ; "You climb down." &2b37 04 ; return &2b38 03 ; } &2b39 80 0d ; if(verb < "left") &2b3b 01 ; { &2b3c 0d 42 8f 47 fe 56 4d 73 04 ; "you fall and break your back." &2b45 75 09 ; execute_miscellaneous_bytecode(&05) &2b47 03 ; } &2b48 00 ; end ; bytecode_for_room_d5_actions &2b49 0c 07 4b ; p["pig_sty_wall_hole"] = &03 &2b4c 80 0d ; if(verb < "left") &2b4e 01 ; { &2b4f 08 e0 ; player_room = &dc &2b51 03 ; } &2b52 de d4 ; if(verb == "up") { player_room = &d4 } &2b54 00 ; end ; bytecode_for_room_d6_actions &2b55 0c 09 4b ; p["pig_sty_wall_hole"] = &05 &2b58 88 06 ; if(verb == "east") &2b5a 01 ; { &2b5b 08 db ; player_room = &d7 &2b5d 04 ; return &2b5e 03 ; } &2b5f 80 15 ; if(verb < "dc") &2b61 01 ; { &2b62 08 e0 ; player_room = &dc &2b64 03 ; } &2b65 de d4 ; if(verb == "up") { player_room = &d4 } &2b67 00 ; end ; bytecode_for_room_d7_actions &2b68 0c 06 4b ; p["pig_sty_wall_hole"] = &02 &2b6b 88 0a ; if(verb == "northwest") &2b6d 01 ; { &2b6e 08 dc ; player_room = &d8 &2b70 04 ; return &2b71 03 ; } &2b72 80 15 ; if(verb < "dc") &2b74 01 ; { &2b75 08 e0 ; player_room = &dc &2b77 03 ; } &2b78 de d4 ; if(verb == "up") { player_room = &d4 } &2b7a 00 ; end ; bytecode_for_room_d8_actions &2b7b 0c 08 4b ; p["pig_sty_wall_hole"] = &04 &2b7e 88 09 ; if(verb == "northeast") &2b80 01 ; { &2b81 08 dd ; player_room = &d9 &2b83 04 ; return &2b84 03 ; } &2b85 80 15 ; if(verb < "dc") &2b87 01 ; { &2b88 08 e0 ; player_room = &dc &2b8a 03 ; } &2b8b de d4 ; if(verb == "up") { player_room = &d4 } &2b8d 00 ; end ; bytecode_for_room_d9_actions &2b8e 0c 05 4b ; p["pig_sty_wall_hole"] = &01 &2b91 88 05 ; if(verb == "north") &2b93 01 ; { &2b94 08 de ; player_room = &da &2b96 04 ; return &2b97 03 ; } &2b98 80 15 ; if(verb < "dc") &2b9a 01 ; { &2b9b 08 e0 ; player_room = &dc &2b9d 03 ; } &2b9e de d4 ; if(verb == "up") { player_room = &d4 } &2ba0 00 ; end ; bytecode_for_room_da_actions &2ba1 0c 07 4b ; p["pig_sty_wall_hole"] = &03 &2ba4 88 08 ; if(verb == "west") &2ba6 01 ; { &2ba7 08 df ; player_room = &db &2ba9 04 ; return &2baa 03 ; } &2bab 80 15 ; if(verb < "dc") &2bad 01 ; { &2bae 08 e0 ; player_room = &dc &2bb0 03 ; } &2bb1 de d4 ; if(verb == "up") { player_room = &d4 } &2bb3 00 ; end ; bytecode_for_room_db_actions &2bb4 0c 05 4b ; p["pig_sty_wall_hole"] = &01 &2bb7 88 05 ; if(verb == "north") &2bb9 01 ; { &2bba 08 e1 ; player_room = &dd &2bbc 04 ; return &2bbd 03 ; } &2bbe 80 15 ; if(verb < "dc") &2bc0 01 ; { &2bc1 08 e0 ; player_room = &dc &2bc3 03 ; } &2bc4 de d4 ; if(verb == "up") { player_room = &d4 } &2bc6 00 ; end ; bytecode_for_room_dc_actions &2bc7 80 15 ; if(verb < "dc") &2bc9 01 ; { &2bca 08 da ; player_room = &d6 &2bcc 2f ; room.flags[2] = true &2bcd 03 ; } &2bce de d4 ; if(verb == "up") { player_room = &d4 } &2bd0 00 ; end ; bytecode_for_room_dd_actions &2bd1 86 de ; if(verb == "north") { player_room = &de } &2bd3 de de ; if(verb == "up") { player_room = &de } &2bd5 80 0d ; if(verb < "left" and &2bd7 8c 04 e1 ; p["player_room"] == &dd) &2bda 01 ; { &2bdb 08 da ; player_room = &d6 &2bdd 03 ; } &2bde 00 ; end ; bytecode_for_room_de_actions &2bdf af ; if(room.flags[2]) &2be0 01 ; { &2be1 88 05 ; if(verb == "north") &2be3 01 ; { &2be4 0d 42 fe 32 4d 4f 55 46 fc 58 47 61 49 46 92 04 ; "You make your way down the hill and out of the forest." &2bf4 08 e6 ; player_room = &e2 &2bf6 03 ; } &2bf7 96 dd ; if(verb == "south") { player_room = &dd } &2bf9 d6 dd ; if(verb == "down") { player_room = &dd } &2bfb 8e d6 ; if(verb == "east") { player_room = &d6 } &2bfd 9e d8 ; if(verb == "west") { player_room = &d8 } &2bff 04 ; return &2c00 03 ; } &2c01 80 0d 02 ; if(verb < "left" or &2c04 88 0f ; verb == "down") &2c06 01 ; { &2c07 0d 42 43 f7 a8 79 34 fb 47 ff 82 47 42 a3 fc 82 ; "you are threatened with a loaded pistol and you cannot &2c17 04 ; leave." &2c18 04 ; return &2c19 03 ; } &2c1a 88 22 02 ; if(verb == "ask" or &2c1d 88 21 ; verb == "guess") &2c1f 01 ; { &2c20 8c 08 05 ; if(p["total_words"] == &01) &2c23 01 ; { &2c24 15 ; print verb &2c25 0d 90 07 05 ; "what? " &2c29 04 ; return &2c2a 03 ; } &2c2b 89 58 ; if(first_noun == "kilroy") &2c2d 01 ; { &2c2e 0d a5 08 ff 8c 1c 1f 27 15 22 23 5e ff 82 47 fc ; "right! kilroy lowers his pistol and says, \"I know what &2c3e 83 0b 0d 2e 19 fa 66 90 d0 14 1f 19 1e 17 06 52 ; you're doing. Here is something that might be useful &2c4e 45 f9 89 98 fc 8f 36 fa f5 fb 3f 46 2e e3 06 0c ; against the Warlord. \" \nHe grins, drops something on &2c5e 2d 3e fa 5c 0b fb 67 f9 89 39 46 fa cb 0b 47 f0 ; the grass, and disappears down the west side of the &2c6e 55 46 48 63 49 46 fc 58 0a 57 34 ad 42 fe 5d 42 ; hill; for a moment you think you can see right through &2c7e 50 51 a5 ee 5f 0b 4a fc b5 3e 45 fc 0b 06 2d 42 ; him, but then he is gone. \nYou scratch your head, &2c8e 23 13 22 11 24 13 18 4d fc 8e 0b f7 a9 67 46 fc ; wondering if the whole incident was real. Then you &2c9e 88 f8 fa fc 0f 22 15 11 1c 06 fc b5 42 99 46 fa ; notice the object he dropped, lying on the grass." &2cae b7 3e f9 2d 0b fc e8 39 46 fa cb 04 &2cba 3b 40 ; object_room["module"] = player_room &2cbc 2f ; room.flags[2] = true &2cbd 77 ; room.flags[7] = false &2cbe 6f ; room.flags[6] = true &2cbf 0c 08 51 ; p["guesses"] = &04 &2cc2 0c 0a 52 ; p["cart_state"] = &06 &2cc5 44 20 ; p["score"] ++ &2cc7 04 ; return &2cc8 03 ; } &2cc9 0d fa 58 04 ; "wrong." &2ccd 44 51 ; p["guesses"] ++ &2ccf 8c 51 06 ; if(p["guesses"] == &02) &2cd2 01 ; { &2cd3 0d 42 58 44 fc 0d fe 4f 04 ; "you have one more guess." &2cdc 03 ; } &2cdd 8c 51 07 ; if(p["guesses"] == &03) &2ce0 01 ; { &2ce1 0d f8 4e 08 3e 23 18 1f 1f 24 23 42 04 ; "bang! he shoots you." &2cee 75 09 ; execute_miscellaneous_bytecode(&05) &2cf0 04 ; return &2cf1 03 ; } &2cf2 03 ; } &2cf3 00 ; end ; bytecode_for_room_df_actions &2cf4 86 e0 ; if(verb == "north") { player_room = &e0 } &2cf6 96 d3 ; if(verb == "south") { player_room = &d3 } &2cf8 88 06 02 ; if(verb == "east" or &2cfb 88 08 ; verb == "west") &2cfd 01 ; { &2cfe 0d 46 2e fa e6 fc 8c fc 39 35 f7 aa 75 42 06 85 ; "The British army want no assistance from you. They throw you &2d0e fe 53 42 73 61 39 46 77 04 ; back out on the road." &2d17 03 ; } &2d18 00 ; end ; bytecode_for_room_e0_actions &2d19 86 e1 ; if(verb == "north") { player_room = &e1 } &2d1b 8e d5 ; if(verb == "east") { player_room = &d5 } &2d1d 96 df ; if(verb == "south") { player_room = &df } &2d1f 9e d5 ; if(verb == "west") { player_room = &d5 } &2d21 00 ; end ; bytecode_for_room_e1_actions &2d22 cc 0e ; if(p["number_of_objects_carried"] != 0) &2d24 01 ; { &2d25 0d 34 fc c0 49 2e fb fe fb fd fb 3e 75 46 92 47 ; "A group of Prussian deserters emerge from the forest and rob &2d35 22 1f 12 42 49 f6 08 42 58 06 85 f6 4d fe 4e 42 ; you of everything you have. They accidentally shoot you when &2d45 fc af 42 fb 08 32 f8 78 04 ; you try to resist." &2d4e 75 09 ; execute_miscellaneous_bytecode(&05) &2d50 04 ; return &2d51 03 ; } &2d52 86 e2 ; if(verb == "north") { player_room = &e2 } &2d54 96 e0 ; if(verb == "south") { player_room = &e0 } &2d56 00 ; end ; bytecode_for_room_e2_actions &2d57 88 12 ; if(verb == "enter" and &2d59 89 5b 02 ; first_noun == "tiles" or &2d5c 88 30 ; verb == "hide" and &2d5e 89 5b ; first_noun == "tiles" and &2d60 8d 66 ; preposition == "into") &2d62 01 ; { &2d63 08 e7 ; player_room = &e3 &2d65 03 ; } &2d66 96 e1 ; if(verb == "south") { player_room = &e1 } &2d68 ae a4 ; if(verb == "northwest") { player_room = &a4 } &2d6a 00 ; end ; bytecode_for_room_e3_actions &2d6b 8c 52 09 ; if(p["cart_state"] == &05) &2d6e 01 ; { &2d6f 0d 46 f7 ab 45 fb 91 73 47 42 43 f9 31 61 53 2e ; "The tarpaulin is thrown back and you are dragged out by &2d7f fb 94 df 06 46 fc 97 f8 1e f9 3a 42 5c 34 f8 63 ; Belgian soldiers. The farm boy denounces you as a spy, and &2d8f 0b 47 42 43 f8 23 86 32 36 fc a3 04 ; you are led away to be shot." &2d9b 75 09 ; execute_miscellaneous_bytecode(&05) &2d9d 04 ; return &2d9e 03 ; } &2d9f 88 0f 02 ; if(verb == "down" or &2da2 88 11 ; verb == "exit") &2da4 01 ; { &2da5 84 52 06 ; if(p["cart_state"] < &02) &2da8 01 ; { &2da9 08 e3 ; player_room = &df &2dab 03 ; } &2dac 8c 52 06 ; if(p["cart_state"] == &02) &2daf 01 ; { &2db0 08 e4 ; player_room = &e0 &2db2 03 ; } &2db3 8c 52 07 ; if(p["cart_state"] == &03) &2db6 01 ; { &2db7 08 e5 ; player_room = &e1 &2db9 03 ; } &2dba 94 52 07 ; if(p["cart_state"] > &03) &2dbd 01 ; { &2dbe 08 e6 ; player_room = &e2 &2dc0 0c 0a 52 ; p["cart_state"] = &06 &2dc3 03 ; } &2dc4 04 ; return &2dc5 03 ; } &2dc6 84 52 0a ; if(p["cart_state"] < &06) &2dc9 01 ; { &2dca 44 52 ; p["cart_state"] ++ &2dcc 0d 46 ff 49 fb fc 6e 04 ; "the cart trundles north." &2dd4 14 09 ; p["output_written"] = 0 &2dd6 03 ; } &2dd7 00 ; end ; bytecode_for_room_e4_actions &2dd8 00 ; end ; bytecode_for_room_e5_actions &2dd9 88 05 ; if(verb == "north" and &2ddb 8d 74 ; preposition == "quickly") &2ddd 01 ; { &2dde 08 ea ; player_room = &e6 &2de0 04 ; return &2de1 03 ; } &2de2 08 e8 ; player_room = &e4 &2de4 00 ; end ; bytecode_for_room_e6_actions &2de5 86 f0 ; if(verb == "north") { player_room = &f0 } &2de7 96 e4 ; if(verb == "south") { player_room = &e4 } &2de9 8e f0 ; if(verb == "east") { player_room = &f0 } &2deb 9e e7 ; if(verb == "west") { player_room = &e7 } &2ded 00 ; end ; bytecode_for_room_e7_actions &2dee a7 ; if(!room.flags[2]) &2def 01 ; { &2df0 88 0f ; if(verb == "down") &2df2 01 ; { &2df3 0d 42 14 19 26 15 59 34 16 25 22 22 1f 27 06 46 ; "You dive into a furrow. The battle passes over you, and &2e03 78 fc cd 80 42 0b 47 fb 15 39 f7 ac 06 42 fb 3e ; moves on elsewhere. You emerge unscathed." &2e13 f7 ad 04 &2e16 2f ; room.flags[2] = true &2e17 44 20 ; p["score"] ++ &2e19 04 ; return &2e1a 03 ; } &2e1b 0d ca d8 ff 84 12 11 1c 1c 23 fe 1d 42 75 fb cc ; "several hundred musket balls hit you from various sides. &2e2b 8a 06 ac fa c1 32 36 b6 f8 1a 57 4d 18 15 11 1c ; This proves to be rather bad for your health." &2e3b 24 18 04 &2e3e 75 09 ; execute_miscellaneous_bytecode(&05) &2e40 04 ; return &2e41 03 ; } &2e42 8e f0 ; if(verb == "east") { player_room = &f0 } &2e44 96 f0 ; if(verb == "south") { player_room = &f0 } &2e46 9e f0 ; if(verb == "west") { player_room = &f0 } &2e48 86 e8 ; if(verb == "north") { player_room = &e8 } &2e4a 00 ; end ; bytecode_for_room_e8_actions &2e4b 88 10 ; if(verb == "up") &2e4d 01 ; { &2e4e 04 ; return &2e4f 03 ; } &2e50 a7 ; if(!room.flags[2]) &2e51 01 ; { &2e52 88 2e ; if(verb == "jump") &2e54 01 ; { &2e55 0d fb 07 f8 50 06 46 fc a4 fc 46 fc cd 18 11 22 ; "How cute. The cannon ball passes harmlessly beneath your &2e65 1d 1c 15 23 23 1c 29 fb 97 4d 5a 04 ; feet." &2e71 2f ; room.flags[2] = true &2e72 04 ; return &2e73 03 ; } &2e74 0d 46 fc 46 c2 61 32 36 fb 2e d1 fc b2 fc ac 42 ; "the ball turns out to be moving much faster than you &2e84 f9 07 0b 47 12 1f 27 1c 23 42 80 06 34 f9 33 2e ; thought, and bowls you over. A passing French lancer &2e94 d2 fa 97 f7 7b 42 9d 04 ; finishes you off." &2e9c 75 09 ; execute_miscellaneous_bytecode(&05) &2e9e 04 ; return &2e9f 03 ; } &2ea0 96 f0 ; if(verb == "south") { player_room = &f0 } &2ea2 8e f0 ; if(verb == "east") { player_room = &f0 } &2ea4 9e f0 ; if(verb == "west") { player_room = &f0 } &2ea6 86 e9 ; if(verb == "north") { player_room = &e9 } &2ea8 00 ; end ; bytecode_for_room_e9_actions &2ea9 a7 ; if(!room.flags[2]) &2eaa 01 ; { &2eab 88 37 ; if(verb == "wave") &2ead 01 ; { &2eae 0d 46 f6 31 f9 47 0b f9 3d 42 43 65 fe 71 34 2e ; "The sharpshooter hesitates, realises you are not wearing &2ebe d2 fb d8 0b 47 fb 1a 73 06 3e 13 18 1f 1f 23 15 ; a French uniform, and waves back. He chooses another &2ece 23 fb 4e 24 11 22 17 15 24 04 ; target." &2ed8 2f ; room.flags[2] = true &2ed9 44 20 ; p["score"] ++ &2edb 04 ; return &2edc 03 ; } &2edd 0d 66 fc 14 06 46 f9 3b 45 e9 39 fc 1a 4f 0b 47 ; "too late. The bullet is already on its way, and travelling &2eed f7 ed d1 fc b2 fc ac 42 04 ; much faster than you." &2ef6 75 09 ; execute_miscellaneous_bytecode(&05) &2ef8 04 ; return &2ef9 03 ; } &2efa 88 05 ; if(verb == "north") &2efc 01 ; { &2efd 0d 46 2e fa ae f6 31 fb 1a fc 44 f6 28 5c 42 fc ; "the Dutch sharpshooter waves again cheerfully as you pass." &2f0d b0 04 &2f0f 08 ee ; player_room = &ea &2f11 03 ; } &2f12 8e f0 ; if(verb == "east") { player_room = &f0 } &2f14 9e 88 ; if(verb == "west") { player_room = &88 } &2f16 96 f0 ; if(verb == "south") { player_room = &f0 } &2f18 00 ; end ; bytecode_for_room_ea_actions &2f19 c4 50 ; if(p["cavalry_state"] == 0) &2f1b 01 ; { &2f1c 0d 34 fc c0 49 2e d2 fb 40 22 19 14 15 61 49 46 ; "A group of French cavalry ride out of the farm and surround &2f2c fc 97 47 fb a3 42 06 4d f9 15 f9 4c 32 fb 5e fa ; you. Your pitiful attempts to escape merely provoke them, &2f3c bc f8 fb fc 8b 0b 47 42 43 fc 27 55 04 ; and you are cut down." &2f49 75 09 ; execute_miscellaneous_bytecode(&05) &2f4b 04 ; return &2f4c 03 ; } &2f4d 86 eb ; if(verb == "north") { player_room = &eb } &2f4f 96 f0 ; if(verb == "south") { player_room = &f0 } &2f51 8e f0 ; if(verb == "east") { player_room = &f0 } &2f53 9e ed ; if(verb == "west") { player_room = &ed } &2f55 00 ; end ; bytecode_for_room_eb_actions &2f56 a7 ; if(!room.flags[2]) &2f57 01 ; { &2f58 88 05 ; if(verb == "north" and &2f5a 8d 74 ; preposition == "quickly") &2f5c 01 ; { &2f5d 2f ; room.flags[2] = true &2f5e 08 f0 ; player_room = &ec &2f60 04 ; return &2f61 03 ; } &2f62 0d 46 fb 40 fb e6 12 15 11 22 55 39 42 06 5c 42 ; "The cavalry rapidly bear down on you. As you see the whites &2f72 51 46 27 18 19 24 15 23 49 83 9e 0b 42 f9 41 46 ; of their eyes, you recognise the folly of unprepared &2f82 fb 8b 49 f7 ae fb df f7 af 13 18 11 22 17 19 1e ; infantry receiving charging cavalry-especially when you are &2f92 17 fb 40 10 f6 20 fc af 42 43 46 fb df 04 ; the infantry." &2fa0 75 09 ; execute_miscellaneous_bytecode(&05) &2fa2 04 ; return &2fa3 03 ; } &2fa4 86 ec ; if(verb == "north") { player_room = &ec } &2fa6 96 ea ; if(verb == "south") { player_room = &ea } &2fa8 8e d5 ; if(verb == "east") { player_room = &d5 } &2faa 9e ee ; if(verb == "west") { player_room = &ee } &2fac be ed ; if(verb == "southwest") { player_room = &ed } &2fae 00 ; end ; bytecode_for_room_ec_actions &2faf 86 d5 ; if(verb == "north") { player_room = &d5 } &2fb1 8e d5 ; if(verb == "east") { player_room = &d5 } &2fb3 96 eb ; if(verb == "south") { player_room = &eb } &2fb5 9e d3 ; if(verb == "west") { player_room = &d3 } &2fb7 00 ; end ; bytecode_for_room_ed_actions &2fb8 a7 ; if(!room.flags[2]) &2fb9 01 ; { &2fba 0d 46 fc a1 12 1f 1c 24 23 fb ae 57 46 c8 32 46 ; "The horse bolts straight for the entrance to the yard." &2fca fa 40 04 &2fcd 88 06 ; if(verb == "east") &2fcf 01 ; { &2fd0 0d 42 fc 28 61 49 46 4f 91 33 62 0b 47 46 fc a1 ; "you get out of the way just in time, and the horse &2fe0 f9 20 f7 b8 04 ; vanishes southwards." &2fe5 2f ; room.flags[2] = true &2fe6 08 ee ; player_room = &ea &2fe8 44 20 ; p["score"] ++ &2fea 04 ; return &2feb 03 ; } &2fec 0d 42 de 98 d9 33 46 4f 49 34 f6 1e f7 7c 45 65 ; "you discover that standing in the way of a frightened &2ffc 46 f8 26 4f 49 f9 97 34 22 19 20 15 fc 6c f8 0b ; stallion is not the best way of reaching a ripe old age." &300c 04 &300d 75 09 ; execute_miscellaneous_bytecode(&05) &300f 04 ; return &3010 03 ; } &3011 8e ea ; if(verb == "east") { player_room = &ea } &3013 00 ; end ; bytecode_for_room_ee_actions &3014 86 d3 ; if(verb == "north") { player_room = &d3 } &3016 96 ef ; if(verb == "south") { player_room = &ef } &3018 8e eb ; if(verb == "east") { player_room = &eb } &301a 9e d5 ; if(verb == "west") { player_room = &d5 } &301c 00 ; end ; unused # &301d - &3aff is a copy of &301d - &3aff from W.S5 &301d ba 00 86 d0 8e bd 96 bf 9e bb 00 86 d0 96 be 9e &302d bc 00 86 bd 96 c3 9e bf 00 86 bc 8e be 96 c2 9e &303d c0 00 86 bb 8e bf 96 c1 9e b9 00 86 c0 8e c2 9e &304d b8 00 86 bf 8e c3 96 c5 9e c1 00 86 be 96 c4 9e &305d c2 00 86 c3 9e c5 00 86 c2 8e c4 9e cd 00 86 d0 &306d 8e cf 96 c7 00 86 c6 96 c8 8e cf 00 86 c7 88 07 &307d 01 08 ac 44 49 03 8e cf 00 86 d0 8e ca 96 cf 00 &308d 86 d0 8e cb 96 cf 9e c9 00 86 d0 8e cc 96 cf 9e &309d ca 00 86 d0 96 cf 9e cb 00 88 25 89 41 cc 60 cc &30ad 4f 01 0d 4d fc cf f9 47 06 3a 98 ad 2e 4c 2e d4 &30bd fc e6 ee 46 fc 0e 54 05 44 20 eb 11 f7 84 3f 06 &30cd 01 0d 06 97 3e 50 fc 34 fc b2 fc ac 46 2e e3 06 &30dd 46 fc 9c 49 46 fc 51 88 fa 71 ee 46 2e f7 d4 f9 &30ed b1 fb 63 0b 47 46 f8 f1 bc 0b f7 76 0b 32 46 a9 &30fd 06 4c fa 9a 80 32 46 fc 98 ff b0 04 44 3f 08 d5 &310d 04 03 0d 0b 4a 50 3c d7 32 fe 43 42 04 03 88 1d &311d db 11 01 8c 3f 06 01 0d 72 45 35 fb 6d 69 33 46 &312d 88 06 46 2e e3 f9 48 5c 3e c2 5e e5 39 42 04 75 &313d 09 04 03 cc 60 01 0d 46 2e e3 45 d1 66 ff 50 57 &314d 42 06 46 e5 f9 e9 42 59 fa c9 fc 43 7e 42 fc 28 &315d 4d fb 82 39 46 f9 17 04 03 01 0d fb 64 f8 48 13 &316d 1c 11 27 3a 42 75 cd 5c 42 fb 08 32 6b 0b 47 f8 &317d 2c 42 32 fb 69 04 03 75 09 04 03 88 06 01 0d 49 &318d 87 46 fb 31 33 46 f9 29 65 32 fc 61 4d 73 39 0b &319d 46 2e e3 45 fc 11 49 46 1c 19 23 24 06 3e 12 1c &31ad 11 23 24 23 42 33 46 73 79 5e e5 04 75 09 04 03 &31bd cc 60 01 0d 46 2e e3 f9 48 5c 3e c2 5e e5 39 42 &31cd 04 03 01 0d fb 64 16 19 1e 17 15 22 23 0e 13 1c &31dd 25 24 13 18 3a 42 75 cd 47 f8 2c 42 32 fb 69 04 &31ed 03 75 09 00 88 1d db 11 84 3f 06 01 0d 42 fe 4e &31fd 44 49 46 fb 5d 06 46 fc 3b fc a7 42 7e 42 58 62 &320d 32 fc 61 46 88 04 03 01 0d 42 fc 35 49 fa 38 fb &321d 53 7e 46 fb 66 fc 28 32 42 06 4a 65 fc 68 04 03 &322d 75 09 00 88 1d db 11 84 3f 06 01 0d 46 fc e4 20 &323d 1f 27 15 22 49 46 88 fc 96 46 fc 9b 0b b9 fb 79 &324d 32 1d 15 1c 24 47 fc b5 f7 e4 f9 e1 06 42 43 fb &325d 91 5d fc bf 53 46 fc 54 04 44 3f 44 60 44 20 8c &326d 60 06 01 08 c4 44 62 04 03 8c 06 b2 01 08 cf 04 &327d 03 08 ca 04 03 0d 46 fc 9b 5b 97 44 11 19 1d 06 &328d 46 1b 1e 19 16 15 fc cd ee 4d fa 39 04 75 09 00 &329d 00 80 14 01 0d 2e 4c 2e d4 45 fb db 25 1e 18 11 &32ad 20 20 29 a1 42 fb b8 06 3e 1e 15 15 14 23 4d fe &32bd 43 04 04 03 8c 5c 0c 98 29 01 08 d6 03 88 29 01 &32cd c4 5c 89 42 01 0d 4d c4 fb 92 fa 4e 43 91 90 3e &32dd 1e 15 15 14 23 06 3e 13 1c 19 20 23 8b fa 4c ff &32ed 6d ee 0b 47 1f 12 23 15 22 26 15 23 0b 0d 2e fc &32fd 81 06 fa 0d 32 fc 89 39 06 0c 2e 3e fb 1f 32 fc &330d 27 34 24 18 19 13 1b 15 22 76 23 24 22 19 20 0b &331d 4a 46 ff b2 fe 56 04 44 5c 09 09 44 20 04 03 8c &332d 5c 05 89 35 01 0d 2e 4c 15 28 20 22 15 23 23 15 &333d 23 5d 14 1f 25 12 24 a1 46 ff 37 0b 4a 37 c2 61 &334d 32 fc 89 f6 46 06 46 fa 84 f9 49 45 f8 f2 33 f9 &335d 0a 06 56 3e fb 1f 32 f8 76 5d fa 68 33 46 fc 19 &336d f9 e3 0b 4a 5d 49 46 76 f9 4a 58 1a 11 1d 1d 15 &337d 14 33 c0 4e 49 46 fc 77 06 3e fb 2d 32 fe 45 f8 &338d f3 04 44 5c 09 09 44 20 04 03 8c 5c 06 89 17 01 &339d 0d 4d c4 45 fb db f7 e3 53 4d f9 4b 06 3e f7 a2 &33ad 46 f9 4a 0b b9 8f fa ba 59 46 f9 e3 06 0d 2e 42 &33bd fc 9e 58 34 fc 2a 49 ff b3 53 fc 0c 13 18 11 1e &33cd 13 15 07 0c 3e f7 77 18 1f 20 15 16 25 1c 1c 29 &33dd 04 44 5c 09 09 44 20 04 03 8c 5c 07 89 43 01 0d &33ed 46 f9 4a 43 f9 2f f7 a3 06 2e 4c f8 f4 46 fa 68 &33fd 0b 4a 34 fc de fb ca fc 8b 73 06 0d 2e 5d 17 1c &340d 25 15 0b 3b 46 fc 16 07 0c 3e 21 25 15 22 19 15 &341d 23 04 44 5c 09 09 44 20 04 03 8c 5c 08 89 07 01 &342d 0d 0d 2e fb 6a 08 0c 2e 4c 1a 11 1d 23 46 fa 68 &343d 74 3e fa 62 fc 8b 06 3e fc b5 f9 4c 32 f8 77 34 &344d f6 1b f7 78 8c fc 8b 79 46 ff bf 0b 4a 37 23 1e &345d 11 20 23 04 44 5c 09 09 44 20 04 03 8c 5c 09 89 &346d 13 01 0d 4d c4 5b fc 95 fa a1 ac 62 06 46 f6 1b &347d 23 20 1c 19 24 23 32 fb 55 34 f8 f5 f7 a4 fb 95 &348d 06 0d 2e f9 07 5c d1 06 34 f8 f6 f8 f7 06 fc 95 &349d fc 5d 61 46 f7 79 fc 6f 0b 0c 3e fb f8 04 44 5c &34ad 09 09 44 20 04 03 8c 5c 0a 89 0c 01 0d 46 ff 24 &34bd fb 73 fc 68 fa 1a 33 46 23 1f 13 1b 15 24 06 0d &34cd 2e 56 34 f8 2d 49 1f 19 1c 06 06 06 0c 2e 4c 2e &34dd d4 fb cf 04 44 5c 09 09 44 20 04 03 8c 5c 0b 89 &34ed 10 01 0d 46 ff 24 fb 58 59 fe 51 b0 34 f8 2d 49 &34fd ff 29 45 22 25 12 12 15 14 39 37 06 4d c4 f9 45 &350d 55 79 34 fb 82 32 14 15 20 22 15 23 23 46 fb 6c &351d f8 2e 06 0d 2e ac b4 1e 15 15 14 34 ff 9a a8 fa &352d 7f 0b 0c 3e fb f9 04 44 5c 09 09 44 20 04 03 8c &353d 5c 0c 01 89 14 01 0d 4c 2e d4 fc e2 91 33 62 47 &354d b2 4d f6 1c 06 46 fb 6c f8 2e 45 ff 96 f7 a5 06 &355d 4d c4 fc 83 17 1c 25 1d 1c 29 0b 0d 2e 87 3f 58 &356d 32 3c 56 45 f9 17 37 06 17 1f 24 fc 0c f9 4d 07 &357d 0c 05 44 5c 09 09 44 20 04 03 08 d6 04 03 84 5c &358d 0d 01 0d ac 45 65 6f fa f5 0b 37 c2 61 06 4c fc &359d 70 37 73 04 04 03 03 8c 5c 0d 01 88 33 89 1e 8d &35ad 70 db 3d 01 0d 42 fe 55 46 c3 05 cc 4e 01 14 5d &35bd 0d 06 72 45 34 fa f4 fa 64 75 fb 95 46 fc 9d 0b &35cd 47 f7 e4 46 fc 88 f9 e3 f9 b8 59 34 c1 18 15 11 &35dd 20 49 fc 98 fc aa 06 2e 4c fc b9 64 0b 12 15 11 &35ed 1d 19 1e 17 06 2d 3a 98 ad 46 a6 fc 9b 15 1e 24 &35fd 15 22 23 ee 46 4b d3 0b f8 f8 47 fa a9 33 87 8b &360d 49 fc 1a 9e 06 fc 1a 23 1b 19 1e 45 f8 27 47 33 &361d fc 49 fb 64 7f 37 fc c2 fb 61 34 84 fb 65 14 11 &362d 17 17 15 22 04 44 5c 44 20 04 03 0d 0b 4a d7 ea &363d 04 04 03 88 29 d9 01 0d 91 5c 4d c4 b2 46 05 1d &364d 0d 0b 46 fc 9d f9 e1 04 75 09 03 04 03 8c 5c 0e &365d 01 88 1e 89 11 01 84 3f 06 01 44 20 0d 2f 10 2d &366d 2d 2d 2d 4d 24 1f 15 f8 f9 46 f9 17 f7 a6 06 34 &367d 17 1f 11 1c 08 46 88 fb 14 0b 47 46 a6 fc 9b fa &368d 61 33 46 fc 9c 06 fc 1a fc 1f fc 2e 45 09 0d 2e &369d fe 2a 46 05 1d 0d 06 fe 67 05 0c f6 0b 06 0d 06 &36ad 0c 2d 4c 2e d4 47 42 fc a0 65 32 fe 2a fc 1a fa &36bd c3 06 42 fc ae 86 47 f8 74 33 2e f2 f8 6b 46 78 &36cd 45 80 06 fc b5 42 fe 32 4d 4f 73 32 46 2e cb 47 &36dd fa 0a 9d 57 f8 07 f6 1d 0b f7 a7 79 34 1a 1f 12 &36ed ff 43 fc 36 06 0e 2d 2d 2d 2f 87 f6 53 06 2d 2f &36fd 87 42 f9 d1 31 20 2f 29 0e 49 2d 2f 87 46 2e e3 &370d 06 2d 05 36 36 3e 03 0d 72 45 35 fb 6d 69 33 46 &371d 88 06 2d 05 03 0d 46 f9 4e 49 46 fc 9b 45 f9 46 &372d 32 12 15 18 1f 1c 14 0e 10 4a fc 45 42 43 97 fa &373d 5a 57 46 fc 6f fc 30 f9 0a 49 fc 1a fe 63 0b 42 &374d f8 6d 46 f7 7a 12 19 24 23 04 75 09 03 00 af 01 &375d 0d 42 58 fc 36 98 04 04 03 0d a5 04 3b 38 2f 03 &376d 88 3b 89 38 01 cc 54 01 0d 37 45 e9 fa 14 04 04 &377d 03 db 3b cc 4d 01 af 01 0d 37 f9 0b 6b 47 fb 2d &378d 32 fe 41 fb e6 06 42 f7 6d 42 58 a1 f8 12 fb f1 &379d 3a fc 1e 04 44 54 44 20 03 04 03 0d 79 90 07 05 &37ad 03 b6 9b e6 9b 00 a7 01 88 32 02 88 1b 01 89 5c &37bd 01 0d 46 ff 74 af 86 33 4d fb 50 0b f7 95 34 18 &37cd 19 14 15 1f 25 23 47 fc 94 fc 31 06 37 45 fb 99 &37dd 47 f6 44 33 f9 82 0b 47 f9 40 79 f6 52 fb 63 98 &37ed fa 3b 5d 1b 19 1e 14 49 f9 b1 11 20 20 11 22 11 &37fd 24 25 23 06 2d fb 97 46 fb d8 49 34 fb e8 49 2e &380d fa 35 42 50 56 51 46 fa 65 49 81 ff 87 06 5c 46 &381d fb f5 fb ca 38 fc e0 e5 75 5e fa 10 0b 42 fa 66 &382d 98 3a fc 1f 42 58 f8 2b 46 2e e3 04 2f 44 20 04 &383d 03 03 0d 46 fb e8 fb 15 79 19 1e 18 25 1d 11 1e &384d fb 7e 0b 20 25 1c 1c 19 1e 17 34 fb 89 75 5e fa &385d 10 06 42 91 58 62 32 f9 41 37 5c 38 fc e0 e5 7e &386d 42 43 f9 42 59 f9 fe f7 9a 04 75 09 04 03 b7 01 &387d 88 2d 89 30 01 0d 46 ff 5d fc a7 a5 64 5e f6 52 &388d fb 63 06 13 1f 25 17 18 19 1e 17 47 f6 45 0b 3e &389d f7 7f 61 49 46 48 54 79 87 8b 9e f7 9b 06 42 58 &38ad 34 f7 6e f9 b1 81 04 3f 44 20 0b 09 30 04 03 0d &38bd 66 fc 14 06 42 43 f6 12 f7 9c 7e 42 58 62 32 fe &38cd 2a 34 16 19 1e 11 1c fa 8e 06 42 58 f8 2b 4d 14 &38dd 1f 1f 1d 04 75 09 04 03 87 01 0f 86 9e 88 08 02 &38ed 88 13 01 0d 42 fc 7f a5 59 46 fc ab 49 46 2e e3 &38fd 0b fb 0c f8 73 47 f7 9d 43 56 b5 f6 13 06 42 43 &390d f9 42 59 fc aa 7e 42 fa 66 90 5b fe 1d 42 04 75 &391d 09 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