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The Best of Select: Games 9
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CD_1.iso
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dosgames
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crusade
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sample.dat
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Wrap
Text File
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1988-04-25
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20KB
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600 lines
rem (********************************)
rem (* ROOMS *)
rem (********************************)
ROOM 2
Dark Pit
WEST 3 (* Storage Room *)
END_ROOM
ROOM_DESCR 2 (* Dark Pit *)
You are in a deep pit. Climbing back up is simply impossible: the side of the
pit is far too steep and is too slippery to grip. Through a shattered wooden
door, you can faintly make out an exit to the west.
END_ROOM_DESCR
ROOM 3
Storage Room
EAST 2 (* Dark Pit *)
WEST 4 (* Middle of Corridor *)
LIGHT 1 (* Any light will do *)
POINTS 1
END_ROOM
ROOM_DESCR 3 (* Storage Room *)
You are in a small, dimly-lit room. Empty shelves line the wall; this must
have been a storage room of some sort. A broken plastic door leads east, back
to the pit you fell into. Another open door leads west.
END_ROOM_DESCR
ROOM 4
Middle of Corridor
NORTH 5 (* N End of Corridor *)
SOUTH 7 (* S End of Corridor *)
EAST 3 (* Storage Room *)
LOCKED_DOOR (west)
LIGHT 201 (* Iron Crowbar *)
END_ROOM
ROOM_DESCR 4 (* Middle of Corridor *)
This is a large long corridor, leading north and south. To the east, an open
door leads to a storage room of some kind. A door to the west is securely
locked. The flashlight flickers on and off and finally goes out completely.
However, the iron bar gives off a strange orange glow in this room, lighting
up what would otherwise be a very dark place.
END_ROOM_DESCR
ROOM 5
N End of Corridor
NORTH 8 (* Entry Hall *)
SOUTH 4 (* Middle of Corridor *)
EAST 6 (* Storage Room *)
LIGHT 1 (* Any light will do *)
END_ROOM
ROOM_DESCR 5 (* N End of Corridor *)
This is the north end of a long corridor. An open doorway leads east; an arch
leads north. The flashlight flickers on and off, but finally stays on.
END_ROOM_DESCR
ROOM 6
Storage Room
WEST 5 (* N End of Corridor *)
LIGHT 1 (* Any light will do *)
END_ROOM
ROOM_DESCR 6 (* Storage Room *)
This is another storage room. The shelves on the walls are empty. The only
exit leads west. The flashlight flickers on and off, but finally stays on.
END_ROOM_DESCR
ROOM 7
S End of Corridor
NORTH 4 (* Middle of Corridor *)
SOUTH 11 (* Elevator *)
LIGHT 1 (* Any light will do *)
END_ROOM
ROOM_DESCR 7 (* S End of Corridor *)
This is the south end of a long north-south corridor. You see a large red
triangle painted on the wall next to a doorway to the south. The flashlight
flickers on and off, but finally stays on.
END_ROOM_DESCR
ROOM 8
Entry Hall
SOUTH 5 (* N End of Corridor *)
EAST 9 (* Collapsed Room *)
WEST 10 (* Dead End *)
NORTH 10 (* Dead End *)
LIGHT 1 (* Any light will do *)
END_ROOM
ROOM_DESCR 8 (* Entry Hall *)
This is a small entry hall. An arch leads south to a corridor; smaller arches
lead east and west. Another passage goes north.
END_ROOM_DESCR
ROOM 9
Collapsed Room
WEST 8 (* Entry Hall *)
POINTS 1
LIGHT 1 (* Any light will do *)
END_ROOM
ROOM_DESCR 9 (* Collapsed Room *)
Something terrible has happened here, probably a cave-in. The walls have
collapsed, and all exits are blocked except the door to the west through which
you entered. Dirt and mud cover much of the floor.
END_ROOM_DESCR
ROOM 10
Dead End
SOUTH 8 (* Entry Hall *)
EAST 8 (* Entry Hall *)
LIGHT 1 (* Any light will do *)
END_ROOM
ROOM_DESCR 10 (* Dead End *)
Rocks, dirt and concrete fill the area. There has been a cave-in. You can
only go back the way you came.
END_ROOM_DESCR
ROOM 11
Elevator
NORTH 7 (* S End of Corridor *)
SPECIAL 12 (* Go to Room 12 -- Elevator by 'Push square' *)
KEY 209 (* blue square *)
LIGHT 1 (* Any light will do *)
END_ROOM
ROOM_DESCR 11 (* Elevator *)
This is an elevator car, with an electroluminescent control panel. The
turbo-thrusters hum quietly beneath your feet, ready to rush you to your
destination.
END_ROOM_DESCR
SPECIAL 11 (* Elevator *)
As soon as you press the red triangle image, the doors slide shut and you are
jerked against the west wall. The elevator car cuts to the north and west a
moment later, and you relax for a few minutes as it seems to rise and move
steadily to the northwest. Abruptly, the car slows down and rises more
sharply. It comes almost to a stop, then begins moving toward the west. As
you massage the bruises you're received from the trip, the door opens to the
south.
END_SPECIAL
ROOM 12
Elevator
SOUTH 13 (* Shuttle Platform *)
SPECIAL 11 (* Go to Room 11 -- Elevator by 'Push triangle' *)
KEY 210 (* red triangle *)
POINTS 1
LIGHT 1 (* Any light will do *)
END_ROOM
ROOM_DESCR 12 (* Elevator *)
This is an elevator car, with an electroluminescent control panel. The
turbo-thrusters hum quietly beneath your feet, ready to rush you to your
destination.
END_ROOM_DESCR
SPECIAL 12 (* Elevator *)
As soon as your finger touches the blue square image on the control panel,
the doors slide shut and you are slammed violently against the west wall as
the car begins moving sideways, toward the east. Just as you get used to that
motion, the car begins dropping, then seems to be both dropping and moving to
the south. Panicked, you poke at the control panel, but nothing is displayed
on it and it rudely ignores your whimpering.
After a few minutes, the car's motion settles into a southeast direction,
and seems to stop dropping. There's no way to tell how fast -- or far -- the
car is traveling.
As suddenly as it started, the car brakes, cuts to the west, and stops. To
your surprise and confusion, the door opens behind you, to the south.
END_SPECIAL
ROOM 13
Shuttle Platform
ENTER 14 (* Bridge *)
SOUTH 14 (* Bridge *)
NORTH 12 (* Elevator *)
END_ROOM
ROOM_DESCR 13 (* Shuttle Platform *)
You are on a platform outside the hatch leading into a space shuttle.
The shuttle hatch is open to the south. An elevator is to the north.
END_ROOM_DESCR
ROOM 14
Bridge
NORTH 13 (* Shuttle Platform *)
EXIT 13 (* Shuttle Platform *)
SPECIAL 15 (* Go to Bridge by INSERT or TURN KEY *)
KEY 207 (* plastic key *)
END_ROOM
ROOM_DESCR 14 (* Bridge *)
This is the bridge, the command hub of the shuttle. The only visible exit is
to the north. Like most space vehicles, this one runs almost entirely
automatically, with all flight parameters pre-programmed. There is a command
console here, but it is dark. Mounted just below it is a small keyhole. It is
currently set to 'off.'
END_ROOM_DESCR
ROOM 15
Bridge
WEST 16 (* Escape Pod *)
END_ROOM
ROOM_DESCR 15 (* Bridge *)
This is the bridge. The exit to the north has been damaged by the vibrations
and is twisted into an impossible position. An escape pod is visible to the
west.
END_ROOM_DESCR
SPECIAL 15 (* Bridge *)
As you turn the key in the keyhole, you feel a surge as the ion drives prepare
for a long-awaited takeoff. The whole ship begins to rumble and shake as the
overhead bay doors are opened by huge motors built into the hillside, and you
hear and feel vibrations as debris from above bounces off the shuttle.
Out of fear, you reach to turn the key off, but it twists and breaks in
the lock. The engines surge more violently, and you are slammed against the
floor as the shuttle begins to rise into the air.
Instantly, you realize that the bay doors have failed at something,
because you can feel the shuttle collide with something as it ascends. The
computer corrects for the damage somehow and the shuttle continues to rise,
but is vibrating violently. The ion drives begin to squeal abnormally, and you
realize that the shuttle cannot possibly remain in one piece for more than a
few minutes.
As if expecting your panic, a wall panel suddenly slides to one side,
revealing an escape pod.
END_SPECIAL
ROOM 16
Escape Pod
POINTS 1
SPECIAL 17 (* Go to Escape Pod by INSERT or TURN MODULE *)
KEY 208 (* RT Module *)
END_ROOM
ROOM_DESCR 16 (* Escape Pod *)
You are now in the escape pod. As you sit in the command couch, the door
slides shut behind you and you feel the pod automatically ejecting from the
shuttle. Not surprising