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SPACE 1
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SPACE - Library 1 - Volume 1.iso
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314
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ring
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ring.dat
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1989-07-02
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VERB
DRINK LICK TASTE
LIGHT STRIKE BURN
PUSH MOVE TOPPLE STAPLE
Dummy_Verb1 FORGE MELD
Dummy_Verb2 PUT ADD
Dummy_Verb3 GIVE
Dummy_Verb4 LISTEN
Dummy_Verb5 KISS
Dummy_Verb6 DEBUG
END_VERB
INTRO
It is dark here, except for a strange, ethereal glow from a
poorly defined region directly in front of you. Others are
gathered here, gazing at the marvel --- some in awe, some in
reverence, even a few (brave souls) in derision. Beside you is
your companion of many years --- loyal, constant, bravely facing
your perils as their own. You know that the battle before you
will be fraught with adversity, but you are determined to
prevail. "Onward!", you say. "Show me mine enemy!" In other
words ...
Your spouse has dragged you to the opera again. You, hunched down
in your seat ($57.00), wearing a rented formal outfit ($73.50),
have entered Opera Appreciation Mode.
In your dream ...
END_INTRO
rem {***** ROOMS *****}
ROOM 2
Clearing
NORTH 3 {tunnel to Mimas' cave}
SOUTH 7 {forest path}
EAST 23 {path to riverbank}
END_ROOM
ROOM_DESCR 2
You are standing in a wide clearing in a dense forest, wondering
how you got here. A path descends into the forest to the south
and east; behind you, to the north, a small tunnel appears in a
rock face.
END_ROOM_DESCR
HELP 2
Pick a direction.
END_HELP_DESCR
ROOM 3
Tunnel
NORTH 4 {north end of tunnel}
SOUTH 2 {clearing}
LIGHT 204 {Nothung}
END_ROOM
ROOM_DESCR 3
You are in a rocky tunnel about four feet wide.
END_ROOM_DESCR
ROOM 4
Tunnel
NORTH 5 {Mimas' cave}
SOUTH 3 {south end of tunnel}
LIGHT 204 {Nothung}
END_ROOM
ROOM_DESCR 4
You are in a rocky tunnel about four feet wide.
END_ROOM_DESCR
ROOM 5
Mimas' Cave
SOUTH 4 {tunnel}
EAST 6 {storage area}
END_ROOM
ROOM_DESCR 5
This is a vast cave, the roof lost in shadow. Water drips down
the side, and a natural spring rises from the floor near the
center of the room. Metalwork, some half-finished, clutters the
floor. There appears to be an opening in the eastern wall, and a
tunnel in the southern wall from which you entered.
END_ROOM_DESCR
ROOM 6
Storage Area
WEST 5 {only exit is return to cave}
END_ROOM
ROOM_DESCR 6
This is a small pocket off of the main cave, packed with junk,
dwarf-style.
END_ROOM_DESCR
ROOM 7
Forest Path
NORTH 2 {clearing}
SOUTH 8 {Fafner's front porch}
WEST 10 {Fafner's back porch}
END_ROOM
ROOM_DESCR 7
You stand in a tiny clearing of sorts in a dense forest; tall
trees all but block the sunlight. The path goes north and south;
from the west, you hear something rustling.
END_ROOM_DESCR
ROOM 8
Front Porch
NORTH 7 {forest clearing}
WEST 9 {Fafner's Cave}
SOUTHEAST 12 {coal pit}
END_ROOM
ROOM_DESCR 8
The terrain is getting rocky; as evidence, you're now standing on
a wide shelf of rock. The south side of the shelf drops
precipitously down to a river, far below, as does the eastern
side; between these two, there is a slope down to some kind of
ledge. To the west, a hill looms high over the trees. There is a
kind of smell here, hard to define.
END_ROOM_DESCR
ROOM 9
Fafner's Cave
NORTH 11 {tarnhelm room}
EAST 8 {front porch}
END_ROOM
ROOM_DESCR 9
You're in a big cavern; it smells like rotten eggs lie everywhere.
END_ROOM_DESCR
ROOM 10
Back Porch
EAST 7 {forest path}
SPECIAL 13 {to underground}
KEY 0
ROOM_SYNONYMS MAGIC_WORD DOWN UNDERGROUND
END_ROOM
ROOM_DESCR 10
You're in a small stone cubicle, about the size of your average
shower stall. To the east, there is an exit, through a thick
stand of trees.
END_ROOM_DESCR
HELP 10
Is there another way out? Do birds really smile? Who wrote this??
END_HELP_DESCR
SPECIAL 13
"Eeeraaaaccchhh " opines the cockatoo. The stone floor dissolves
beneath you, and suddenly ....
END_SPECIAL
ROOM 11
Hidden Room
SOUTH 9 {Fafner's cave}
POINTS 15
END_ROOM
ROOM_DESCR 11
It looks like the dwarves missed this place, in their frantic
grab at Fafner's treasure. Lucky you.
END_ROOM_DESCR
ROOM 12
Rock Shelf
NORTHWEST 8 {to front porch; only way}
UP 8 {ditto}
END_ROOM
ROOM_DESCR 12
You emerge onto a small, nearly round shelf of rock; on all sides
except the north, it drops down to the river, far below. The exit
is to the northeast, back up the path. "What a view!" you think,
nearly falling off the edge like a damn fool.
END_ROOM_DESCR
ROOM 13
Gibichings Hall
NORTH 18 {dead end}
SOUTH 19 {passageway to throne room}
EAST 18 {dead end}
WEST 18 {dead end}
NORTHEAST 20 {bottom of drainage pipe}
NORTHWEST 18 {dead end}
SOUTHEAST 19 {passageway to throne room}
SOUTHWEST 14 {direct to throne room}
SPECIAL 7 {return to surface}
KEY 0
POINTS 25
ROOM_SYNONYMS MAGIC_WORD UP SURFACE GROUND
END_ROOM
ROOM_DESCR 13
You appear to be in a cavern underground, equipped as a large, if
simple, living quarters. There are eight exits from the room,
each with an archway; above each archway is writing in dwarvish
characters, which frankly means nothing to you.
END_ROOM_DESCR
SPECIAL 7
You hear a "whoosh" (or some such sound), and your friend the
cockatoo appears. Frankly, not even the computer can explain what
happens then, except to say that ....
END_SPECIAL
HELP 13
You can get back up pretty much the same way you got down in the
first place.
END_HELP
ROOM 14
Dwarf Throne Room, North End
NORTHEAST 13 {Gibiching's hall}
SOUTH 15 {South end of Throne Room}
END_ROOM
ROOM_DESCR 14
You're standing in a large stone hall with a high (for dwarves)
ceiling, and rows of columns on either side. At the far end, to
the south, you can see a raised dias with drapings. The other
exit is back where you came from, northeast. Torches on either
side, behind the columns, crisscross the floor with quavering
shadows.
END_ROOM_DESCR
ROOM 15
Dwarf Throne Room, South End
NORTH 14 {North end of Throne Room}
SOUTHEAST 16 {goodies room}
SPECIAL 17 {to sweat shop}
KEY 218 {push the throne}
END_ROOM
ROOM_DESCR 15
This is the south end of a long stone hallway. Before you stands
a throne, or what you expect must be a throne in dwarf scale.
A few torches glow dimly on the wall. Faintly, so faint that it's
more of a feeling than a sensory preception, you hear a ringing
sound. Doesn't seem to be anything interesting here --- might as
well leave.
END_ROOM_DESCR
HELP 15
There may be another way out of the room. In fact ....
END_HELP
SPECIAL 17
As you tip back the throne, a stone trap door is revealed.
Gripping the iron ring, you pull --- and it opens! Hot damn! You
hear the sound of hammers, far below. Casting common sense to the
seven winds, you descend the precipitous iron spiral staircase
with its classic Victorian railing (dwarf kings are nothing if
not stylish), and emerge onto a vast work floor.
END_SPECIAL
ROOM 17
Sweat Shop
UP 15 {return to throne room}
POINTS 10
END_ROOM
ROOM_DESCR 17
This is a huge room with hundreds of forges and anvils, with a
matching number of dwarves chained to them. It's really quite
loud. Near the center of the room is a little three-walled work
area, containing a few nice looking office pieces. The iron
staircase, leading back up to the throne room, is the only exit.
END_ROOM_DESCR
ROOM 18
Dead End
EXIT 13 {only way to leave}
END_ROOM
ROOM_DESCR 18
This is what looks like a small entryway, roughly square. On the
walls are bad oil paintings of famous dwarves on velvet. You seem
to have a hard time locating the exit.
END_ROOM_DESCR
HELP 18
Keep trying.
END_HELP_DESCR
ROOM 19
Passageway
NORTH 13 {Gibichings hall}
SOUTH 14 {throne room}
WEST 14 {throne room}
NORTHWEST 13 {Gibichings hall}
END_ROOM
ROOM_DESCR 19
You're in some kind of passageway, that leads back to the
Gibiching's hall north/northwest, and ahead south/west.
END_ROOM_DESCR
ROOM 20
Sewer
SOUTHWEST 13 {Gibichings hall}
SPECIAL 9 {pipe leads to Fafner's cave}
KEY 219 {drain pipe}
ROOM_SYNONYMS CHANGE_LOCATION CLIMB SCALE
END_ROOM
ROOM_DESCR 20
This is a really loathsome sewer! You're standing knee-deep in
substances not discussed in polite society, and it smells like
shit. Above your head, a hole opens from above, and a slow,
steady drip of some odious liquid rains down.
END_ROOM_DESCR
SPECIAL 9
As you grab ahold of the ladder, your hands rub against something
green and slimy; ladders in sewers are not typically well-cared
for. Overcoming both revulsion and lack of suitable traction, you
climb the ladder. Upon reaching the top, you stick your head out
of a hole and find that ...
END_SPECIAL
ROOM 21
Sweat Shop
UP 15
POINTS 25 {points for getting here}
END_ROOM
HELP 21
Although pushing buttons blindly is usually bad news in a
adventure game, I guess you don't have a choice. He he he ...
END_HELP
ROOM_DESCR 21
This is a huge room with hundreds of forges, anvils, and poor
little slave dwarves chained to them. An iron-railed staircase
leads upwards, to the throne room.
END_ROOM_DESCR
ROOM 23
Forest Path
WEST 2 {clearing}
END_ROOM
ROOM_DESCR 23
You see to the east a large, unfriendly-looking brick wall,
probably built by a large, unfriendly-looking resident of these
parts. There doesn't appear to be any way around the wall, not
even through the thick, briared undergrowth surrounding it.
END_ROOM_DESCR
ROOM 24
Forest Path
EAST 25 {riverbank}
WEST 23 {path}
POINTS 10
END_ROOM
ROOM_DESCR 24
Further along the path, you can see a wide, flat river, flowing
serenely by. The path appears to go down to the bank, east of
you. Behind you, you can see that the brick wall is actually
transparent from this side, and that the old sailor is smoking
merrily away. In fact, you could pass through it, to the west, if
you'd like.
END_ROOM_DESCR
ROOM 25
Riverbank
WEST 24 {path}
END_ROOM
ROOM_DESCR 25
You're standing on a lush, green riverbank; before you is the
Rhine river, flowing majestically past. Directly opposite you is
the first rocky spur of a great mountain, which soars upwards
such that you almost need to lean back to see the peak. There
appears to be some kind of orange glow emitting from a point near
the top of the mountain. Once, just once, you see a bright glint
of reflection as the sun hits some highly polished object high on
the mountain peak. Your breath is taken away with desire to go
there, and conquer its mysteries.
Unfortunately, you have no way to cross the river. The only way
out is back east, the way you came.
END_ROOM_DESCR
ROOM 26
Mountain Pass
POINTS 25 {for giving ring away}
END_ROOM
ROOM_DESCR 26
You find yourself in a wild mountain pass. In all directions save
one, the pass drops away into oblivion; the only way is to the
east, towards the mountain peak. But in your way stands a vast
wall of flame, flickering and dancing. Occasionally, through the
flames, you can see something ... but what, you can't make out.
END_ROOM_DESCR
ROOM 27
Brunnhilde's Rock
UP 28 {the only place to go}
POINTS 50 {nice reward}
END_ROOM
ROOM_DESCR 27
You stand near the top of a massive mountain in a deep
bowl formed by surrounding rock walls; there is no exit except
for a torturous path leading upwards to the uttermost highest
point on the mountain, where you can see, occasionally, a
reflective glint. The entire bowl of rock in which you stand is
surrounded by leaping flames.
END_ROOM_DESCR
ROOM 28
Entryway
DOWN 27 {back to Brunnhilde's rock}
END_ROOM
ROOM_DESCR 28
You arrive at a small, flat rock, precariously perched on the
mountaintop and surrounded by an iron railing. Directly in front
of you is a glass door, which occasionally reflects the
intermittent sunlight bleeding through the dark, swift clouds.
Through the glass door, you see a simple hallway.
END_ROOM_DESCR
ROOM 29
Wagner's Study
GAME_WIN
END_ROOM
ROOM_DESCR 29
You wind your way through an elegantly appointed flat, finally
reaching a stunning room --- glass on three sides, overlooking
the Rhine valley and the surrounding mountains. In addition to
the rich furnishings, there is a grand piano, commanding the
entire room. At the piano sits a long-faced man in a beret,
playing a gentle piece. He looks up, and says curtly, "Did you
like it? My opera, I mean."
You start to say something like "Opera? That's for snobs!", but
Brunnhilde gives you a swift kick to the ankle, and says, "It was
wonderful! A soul-enriching experience such as mortal man
scarcely deserves! Can we use a bedroom?"
The composer grunts, and returns to his work, gesturing.
Brunnhilde grabs your arm and drags you into the indicated room,
the two of you falling onto the massive oak bed as a single
entity, heart, mind, body. As you fall into the very depths of
soul-searing passion .....
You get another kick. "Wake up! The opera's over, and you snored
the entire time. Oaf."
END_ROOM_DESCR
ROOM 31
At The Opera
GAME_END
END_ROOM
ROOM_DESCR 31
With a really loud snort, you awake to find yourself hunched down
in a seat at the opera house; to your horror, you see that your
pocket fountain pen has burst all over your rented formal outfit.
Also, it appears that your spouse, humiliated by some things you
cried out in your sleep during the opera, has made a scene and
left with your American Express Card. In the background, you hear
a fat lady singing ...
The game is over. Better luck next time.
END_ROOM_DESCR
rem {***** NOUNS *****}
NOUN 201
box
wooden
There is a wooden box here.
SIZE 5
WEIGHT 10
MOVABLE
LOCATION 6 {in the storage cave}
READABLE
CLOSABLE
CLOSED
NOUN_SYNONYMS CASE CHEST TAG
END_NOUN
NOUN_DESCR 201
This is an old, rotting wooden box with a hinged lid. There is a
tattered tag nailed to one end.
END_NOUN_DESCR
TEXT 201
*****************************
* *
* Valkyrie Express Mail *
* *
* Saturday Delivery *
* *
*****************************
END_TEXT
NOUN 202
forge
hot
There is a forge here, with a fire burning inside.
UNMOVABLE
LOCATION 5 {Mimas' Cave; replaced by blazing
forge when coal is added}
END_NOUN
NOUN_DESCR 202
The forge is an open pit about three feet square, lined with
stones. A coal fire burns down in the bottom.
END_NOUN_DESCR
NOUN 203
forge
blazing
There is a forge here, with a blazing hot fire burning inside.
UNMOVABLE
LOCATION 0 {initially nowhere}
END_NOUN
NOUN_DESCR 203
The fire in the forge is now blazing hot; it hurts to look into
it.
END_NOUN_DESCR
NOUN 204
sword
silver
The silver sword Nothung is here.
SIZE 5
WEIGHT 25 {heavy}
LOCATION 0 {must be brought into room}
READABLE
IS_LIGHT
POINTS 25 {for forging sword}
NOUN_SYNONYMS NOTHUNG BLADE
END_NOUN
NOUN_DESCR 204
It's really Nothung. But, if you must, read the inscription.
END_NOUN_DESCR
TEXT 204
"This sword property of : Siegfried"
END_TEXT
NOUN 205
key
skeleton
There is a large skeleton key here.
SIZE 2
WEIGHT 15 {heavy}
LOCATION 10 {in the stone elevator}
TURNABLE
POSITION hanging on the perch
END_NOUN
NOUN_DESCR 205
You think to yourself that it looks like something from a Vincent
Price movie. This causes a brief attack of nausea as you recall
Vincent Price movies you've seen, but you soon recover.
END_NOUN_DESCR
NOUN 206
pieces
metal
There are some pieces of a shiny metal here.
SIZE 2
WEIGHT 10
LOCATION 201 {inside of wooden box}
NOUN_SYNONYMS PARTS BITS SHARDS METAL
END_NOUN
NOUN_DESCR 206
They are substantial bits of a hard, silvery metal.
END_NOUN_DESCR
NOUN 207
tube
metal
There is a small metal tube here.
SIZE 2
WEIGHT 3 {must carry until end of game}
LOCATION 3 {in the outer tunnel}
READABLE
TURNABLE
WEARABLE
NOUN_SYNONYMS LIPSTICK CASE LABEL
END_NOUN
NOUN_DESCR 207
The tube is a silvery metal color, with one end open; the other
end turns. The label is quite faded.
END_NOUN_DESCR
TURN_DESCR 207
As you turn, a sticky pink substance is pushed out of the tube.
END_TURN_DESCR
TEXT 207
"Pouting Pink"
END_TEXT
NOUN 208
bag
canvas
There is a red canvas bag here, nailed to a tree.
UNMOVABLE
LOCATION 7 {forest path}
CLOSABLE
CLOSED
READABLE
END_NOUN
NOUN_DESCR 208
This is a canvas bag with two straps sewn into the top edge. The
canvas must have been bright red, but has faded, and in doing so
has discolored the tree on which it is nailed. Faintly, you can
see silkscreened letters on it.
END_NOUN_DESCR
TEXT 208
I ⇨
The Grand Opera Company Of
Spider's Breath, Wyoming
END_TEXT
NOUN 209
program
opera
There is an opera program here.
SIZE 1
WEIGHT 3
LOCATION 208 {in the canvas bag}
READABLE
CLOSABLE
CLOSED
END_NOUN
NOUN_DESCR 209
The program is a thin booklet, printed on imitation parchment by
means of a copier, and stapled in the middle.
END_NOUN_DESCR
TEXT 209
The cover of the program reads :
//////////////////////////////////////////////////////////////
// The Grand Opera Company Of //
// Spider's Breath, Wyoming //
// //
// Presents //
// The World Premire Production //
// //
// Of //
// //
// S H I K A S T A //
// //
// based on the novel by Doris Lessing //
// //
// Music And Libretto By //
// //
// < illegible > //
//////////////////////////////////////////////////////////////
END_TEXT
NOUN 210
coupon
special
There is a coupon here.
WEIGHT 5
MOVABLE
LOCATION 209 {inside the program}
READABLE
POINTS 10
NOUN_SYNONYMS PASS INVITATION
END_NOUN
NOUN_DESCR 210
The coupon is a small slip of paper about 1" x 3". It has been
printed on a copier and cut from a larger page.
END_NOUN_DESCR
TEXT 210
*****************************************************
* You Are Cordially Invited to *
* *
* MEET THE COMPOSER *
* *
* Following Tonight's World Premire Performance *
*****************************************************
END_TEXT
NOUN 211
rocks
small
There are some small rocks here, lying around the clearing.
WEIGHT 3
LOCATION 7 {forest path}
PLURAL
NOUN_SYNONYMS ROCK STONE STONES
END_NOUN
NOUN_DESCR 211
They're just rocks.
END_NOUN_DESCR
NOUN 212
door
iron
In the north face, you can see an iron door.
UNMOVABLE
LOCATION 12 {rocky shelf}
CLOSABLE
CLOSED
LOCKABLE
LOCKED
KEY 205 {skeleton key}
END_NOUN
NOUN_DESCR 212
The door is close to the ground, and doesn't look big enough to
be a residence of any kind. The padlock has a big keyhole, which
is shaped like a big keyhole.
END_NOUN_DESCR
NOUN 213
coal
black
There are some lumps of black coal here.
SIZE 2
WEIGHT 15
LOCATION 212 {in the hole}
NOUN_SYNONYMS LUMPS
END_NOUN
NOUN_DESCR 213
These are lumps of bituminous coal, about fist-sized.
END_NOUN_DESCR
NOUN 214
blood
dragon's
There is a pool of dragon's blood on the floor.
LOCATION 0 {put in room 9 when dragon dies}
DRINKABLE
NOUN_SYNONYMS HAND
END_NOUN
NOUN 215
understanding
bird
You can understand the speech of birds.
LOCATION 0 {added to player when drink blood}
POINTS 20
END_NOUN
NOUN_DESCR 215
Obviously, having drunk Fafner's blood, you can now understand
the speech of birds. What else did you expect?
END_NOUN_DESCR
NOUN 216
treasure
dragon's
There are simply troves of treasure spread all over the floor.
UNMOVABLE {player can never take}
LOCATION 9 {Fafner's lair}
IS_LIGHT
END_NOUN
NOUN_DESCR 216
This is what I call treasure. There's the matter of the dragon,
though ...
END_NOUN_DESCR
NOUN 217
helmet
magic
There is a magic helmet here.
SIZE 2
WEIGHT 10
LOCATION 11 {goodies room}
WEARABLE
NOUN_SYNONYMS TARNHELM
END_NOUN
NOUN_DESCR 217
This is the Tarnhelm, a helmet reputed to have great magical
powers. It is shaped like the tip of a bullet, decorated with
silver chains over a flat black enamel surface, and has a little
pointy spike on the top.
END_NOUN_DESCR
NOUN 218
throne
dwarf
A dwarf-king's empty throne is here.
UNMOVABLE
LOCATION 15 {south end of throne room}
PUSHABLE
END_NOUN
NOUN_DESCR 218
The throne is a heavy, dwarf-sized throne cut from a single block
of some igneous material. It doesn't seem quite steady, even
though it's made of stone.
END_NOUN_DESCR
NOUN 219
ladder
sewer
The end of a ladder protrudes from the hole.
LOCATION 20 {sewer}
END_NOUN
NOUN_DESCR 219
The ladder is an old, iron thing that is covered with algae, or
slime, or something. It's really disgusting.
END_NOUN_DESCR
NOUN 220
matchbox
square
A small square box of matches is here.
WEIGHT 4
LOCATION 1 {with player during game}
CLOSABLE
CLOSED
READABLE
PUSHABLE
END_NOUN
NOUN_DESCR 220
It looks like a matchbox, of course. There's writing on it.
END_NOUN_DESCR
TEXT 220
"Titanic Brand Waterproof Matches"
END_TEXT
NOUN 221
matches
waterproof
There are waterproof matches here.
LOCATION 220 {in the matchbox}
IS_LIGHT
POSITION in the matchbox
PLURAL
NOUN_SYNONYMS MATCH
END_NOUN
NOUN_DESCR 221
Come on, play the game.
END_NOUN_DESCR
NOUN 222
match
lit
You have a burning waterproof match.
LOCATION 0 {brought in when lit}
ON
IS_LIGHT
END_NOUN
NOUN_DESCR 222
It's a burning match. And it doesn't burn forever, so don't waste
time with commands like that.
END_NOUN_DESCR
NOUN 223
match
burnt
There is a burnt-out match here.
LOCATION 0 {originally nowhere}
END_NOUN
NOUN 224
desk
rolltop
There's a really nice rolltop desk here.
UNMOVABLE
LOCATION 21 {empty sweat shop}
CLOSABLE
CLOSED
LOCKABLE
LOCKED
READABLE
END_NOUN
NOUN_DESCR 224
Oh, I'd say it's styled after the Early Colonial, probably around
Philadelphia, 1800-1810. Unlike those pieces, however, this one
has a little microphone on the front, with a metal plaque above
it.
END_NOUN_DESCR
TEXT 224
***************************************
** Push Red Button For Instructions **
** Proceed At Your Own Risk **
** It's Not Really Worth It **
** No, Really! **
** Less Than $2,000,000 Kept In Desk **
** Dwarves Cannot Open Desk **
***************************************
END_TEXT 224
NOUN 225
desk
rolltop
There's a really nice open rolltop desk here.
UNMOVABLE
LOCATION 22 {after being opened}
CLOSABLE
OPEN
END_NOUN
NOUN_DESCR 225
The desktop is cluttered with the things normally found
cluttering desktops, such as paper clips, pencils, erasers,
ledgers, precious metals, IRS forms, etc.
END_NOUN_DESCR
NOUN 226
envelope
letter-sized
There's a letter-sized envelope here.
SIZE 2
WEIGHT 2
LOCATION 225 {in the desk}
CLOSABLE
CLOSED
POSITION on the desktop
END_NOUN
NOUN_DESCR 226
It's a plain white paper envelope, that looks like it may have
been lying here for several years. It's covered with greasy
fingerprints from some kind of dwarvish hand.
END_NOUN_DESCR
NOUN 227
ring
dwarvish
There is a simple gold ring here.
SIZE 3
WEIGHT 15
LOCATION 226 {in the envelope}
IS_LIGHT
POINTS 100 {major points}
WEARABLE
POSITION in the envelope
END_NOUN
NOUN_DESCR 227
It looks like a plain band of gold.
END_NOUN_DESCR
NOUN 228
button
red
You see a tiny red button.
UNMOVABLE
LOCATION 21 {on the rolltop desk}
PUSHABLE
POSITION on the desk
END_NOUN
NOUN_DESCR 228
Looks harmless enough, to your unschooled eye.
END_NOUN_DESCR
PUSH_DESCR 228
A smooth, polished female voice shimmers forth from the desk.
"This desk is a security area. The dwarves cannot open this desk.
It can only be opened by authorized personnel by answering
security query correctly. Failure to answer correctly will result
in unfortunate consequences, so please do not attempt. Thank you,
and have a nice day."
Pause.
"If you sincerely feel like you have to try this, push the green
button when ready. But I really don't recommend it. Thank you,
and have a nice day."
END_PUSH_DESCR
NOUN 229
button
green
You see a tiny green button.
UNMOVABLE
LOCATION 21 {sweat shop}
PUSHABLE
POSITION on the desk
END_NOUN
NOUN_DESCR 229
Looks just like you think it does.
END_NOUN_DESCR
NOUN 230
sign
wooden
There is a carven wooden sign over the door.
UNMOVABLE
LOCATION 28 {Wagner's entryway}
READABLE
END_NOUN
NOUN_DESCR 230
It is a simple wooden sign, with carven letters on it.
END_NOUN_DESCR
TEXT 230
"Composer's Study. Entry By Invitation Only."
END_TEXT
NOUN 231
fear
common
You have common fear.
LOCATION 1 {player carries it}
END_NOUN
NOUN 232
opener
letter
A letter opener lies here.
SIZE 2
WEIGHT 4
LOCATION 225 {in the desk}
POSITION on the desk
END_NOUN
NOUN_DESCR 232
This is a small knife-like device, not very sharp.
END_NOUN_DESCR
NOUN 233
pen
fountain
A fountain pen lies here.
SIZE 2
WEIGHT 3
LOCATION 225 {in the desk}
POSITION on the desk
END_NOUN
NOUN_DESCR 233
It's just a plain old fountain pen.
END_NOUN_DESCR
NOUN 234
stapler
office
There's a stapler here.
SIZE 2
WEIGHT 5
LOCATION 225 {on the desk}
PUSHABLE
POSITION on the desk
END_NOUN
NOUN_DESCR 234
It's a "Swingline" (c) office model, full of common staples.
END_NOUN_DESCR
PUSH_DESCR 234
"Click." A flattened staple falls out of the stapler.
END_PUSH_DESCR
NOUN 235
spike
railroad
An old, rusted railroad spike lies here.
SIZE 2
WEIGHT 6
LOCATION 6 {in the storage area}
END_NOUN
NOUN_DESCR 235
This is a piece of wrought iron about eight inches long, shaped
like a chisel. It's crumbling into rust.
END_NOUN_DESCR
NOUN 236
horseshoe
iron
An iron horseshoe is here.
SIZE 2
WEIGHT 7
LOCATION 6 {storage area}
POSITION hanging on the wall
NOUN_SYNONYMS SHOE
END_NOUN
NOUN_DESCR 236
It's a U-shaped piece of iron with seven holes in it.
END_NOUN_DESCR
NOUN 237
broom
whisk
A straw whiskbroom is here.
SIZE 2
WEIGHT 5
LOCATION 212 {in the iron door}
POSITION in the door
END_NOUN
NOUN_DESCR 237
Well, it's a bundle of stiff straws of approximately the same
length, bound together at one end with a leather thong.
END_NOUN_DESCR
NOUN 238
obelisk
glass
A large obelisk, made of black glass, is here.
UNMOVABLE
LOCATION 27 {Brunnhilde's Rock}
CLOSABLE
CLOSED
LOCKABLE
LOCKED
END_NOUN
NOUN_DESCR 238
It's a huge (by human standards), solid block of deep black,
glassy rock. You can barely see over the top by standing on your
tiptoes, which is very undignified.
END_NOUN_DESCR
NOUN 239
hole
small
There's an unusually-shaped hole on the front of the obelisk.
UNMOVABLE
LOCATION 27 {Brunnhilde's Rock}
END_NOUN
NOUN_DESCR 239
The hole is shaped vaguely like something you've seen earlier, but
you can't quite figure out what.
END_NOUN_DESCR
rem {***** CREATURES *****}
CREATURE 301
dwarf
greasy
Mimas the dwarf is here, cursing.
LOCATION 5 {Mimas' Cave, naturally}
MAN
CREATURE_SYNONYMS MIMAS
END_CREATURE
CREATURE_DESCR 301
Mimas is really unpleasant, even for a dwarf. He claims to be
your father, which is quite strange, since you are a strapping
human guy of somewhat impressive dimensions.
END_CREATURE_DESCR
CREATURE 302
dwarf
greasy
Mimas the dwarf is here, looking very unpleasant.
LOCATION 0 {exchanged for normal}
HOSTILE
WEAPON 204 {the sword}
THRESHOLD 0
TIME_THRESH 3
MAN
CREATURE_SYNONYMS MIMAS
END_CREATURE
CREATURE_DESCR 302
Mimas' eyes, normally glazed over, are quite hostile now.
END_CREATURE_DESCR
CREATURE 303
dwarf
boss
Alberich, the boss dwarf, is practicing One Minute Management.
LOCATION 21 {sweat shop}
MAN
CREATURE_SYNONYMS ALBERICH
END_CREATURE
CREATURE_DESCR 303
Alberich used to be King of the Niebelungen, but the new
stockholders demoted him to Floor Manager when he misplaced the
Ring Of The Niebelungen. He also got a pay cut when he locked the
desk and forget the password to open it, which only he knew.
Overall, he's had a bad 10,834 years, and it shows.
END_CREATURE_DESCR
CREATURE 304
volunteer
opera
There is a crazed Opera Guild Volunteer here.
LOCATION 7 {forest path}
HOSTILE
WEAPON 211 {rock}
THRESHOLD 2
TIME_THRESH 4
WOMAN
CREATURE_SYNONYMS MUTANT
END_CREATURE
CREATURE_DESCR 304
The Opera Guild Volunteer is some kind of mutant who appears to
be intent on throttling you, as she keeps grabbing for your neck.
Is this what comes from supporting the arts in this country?
END_CREATURE_DESCR
CREATURE 305
dragon
huge
There is a really massive dragon here, by the name of Fafner.
LOCATION 9 {Fafner's cave, of course}
HOSTILE {you bet}
WEAPON 204 {only hope}
TIME_THRESH 2 {only one chance}
THING
CREATURE_SYNONYMS FAFNER
END_CREATURE
CREATURE_DESCR 305
Fafner is a huge, green-gold dragon just like you've read about,
except that this one is going to kill you quite soon.
END_CREATURE_DESCR
CREATURE 306
cockatoo
smiling
There is a cockatoo perched here, smiling.
LOCATION 10
WOMAN
CREATURE_SYNONYMS BIRD
END_CREATURE
CREATURE_DESCR 306
The cockatoo sits on a little perch embedded into the wall of the
cubicle. She smiles ever so slightly, and ruffles her feathers
occasionally. She acts like she wants to talk.
END_CREATURE_DESCR
CREATURE 310
chimpanzee
albino
There's an albino chimpanzee here, gnashing his little teeth.
LOCATION 17 {sweat shop}
HOSTILE
THRESHOLD 2 {two chances to do it the hard way}
TIME_THRESH 5 {enough time to light program}
THING
CREATURE_SYNONYMS MONKEY CHIMP
END_CREATURE
CREATURE_DESCR 310
This is really weird ... an albino chimpanzee, apparently kept as
a kind of watchchimp. Although normally skittish, he will
certainly attack. He's got those huge white eyes that cave-
dwelling animals develop -- if only there were a way to blind
him, he might get scared and disappear ....
END_CREATURE_DESCR
CREATURE 311
sailor
old
There's an old sailor-looking guy slouched against the wall.
LOCATION 23 {brick wall}
MAN
CREATURE_SYNONYMS MAN GUY
END_CREATURE
CREATURE_DESCR 311
He's dressed like he's been sitting there for years, which is
entirely possible. His pipe is filled with tobacco, but he
doesn't seem to be smoking it.
END_CREATURE_DESCR
CREATURE 312
rhinemaidens
beautiful
There are three beautiful Rhinemaidens frolicking in the river.
LOCATION 25 {riverbank}
WOMAN
CREATURE_SYNONYMS LADIES WOMEN MAIDENS
END_CREATURE
CREATURE_DESCR 312
On closer examination, they appear to be three water nymphs
(mermaids?), bearing a strong family resemblance, each singing
one third of a rather nice trio :
Rhinegold! Pure gold!
Lady Sun, send us the hero
who shall give us back the gold.
Rhinegold! Pure gold!
How joyously then wouldst thou shine,
free star of the deep!
Pretty heavy stuff.
END_CREATURE_DESCR
CREATURE 314
woman
sleeping
A beautiful woman is sleeping here, inside the obelisk.
LOCATION 0
WOMAN
CREATURE_SYNONYMS BRUNNHILDE
END_CREATURE
CREATURE_DESCR 314
She's a large but delicate-looking woman, of astonishing beauty.
Dressed as a warrior, she has a white gown of silver chain mail,
a helmet with wings, and a shield and weapons on her breast. She
appears to be in a deep trance, or sleep.
END_CREATURE_DESCR
CREATURE 315
woman
godlike
Brunnhilde, the maiden warrior goddess, follows you.
LOCATION 0 {will be swapped to 27}
GROUPMEMBER
WOMAN {every inch}
CREATURE_SYNONYMS BRUNNHILDE GODDESS
END_CREATURE
CREATURE_DESCR 315
She is the strongest, most beautiful woman you've ever seen.
END_CREATURE_DESCR
CREATURE 316
usher
straight-faced
There's an usher here, looking calm and controlled.
LOCATION 28 {Wagner's entryway}
MAN
END_CREATURE
CREATURE_DESCR 316
The usher, although young, gives the impression of having done
this for years, and dealt with your kind before.
END_CREATURE_DESCR
rem {***** OTHER STUFF *****}
QUESTION 1 What is your character's name?
ANSWER 1 Siegfried
QUESTION 2 What was the title of the opera on the program?
ANSWER 2 Shikasta