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CRUSADE.DAT
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1994-05-19
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STARTING_ROOM 43
ROOM 43
Thick woods
NORTH 43
SOUTH 4
EAST 43
WEST 2
ROOM_SYNONYMS CHANGE_LOCATIONS CLIMB GO
KEY 201 (* will cause 'CLIMB or GO TREE' to go to location 3 -- top of tree *)
SPECIAL 3
END_ROOM
ROOM_DESCR 43
You are in the midst of a thick woods. The ground is damp with dew. The
night air is chilly and you shiver from the cold.
END_ROOM_DESCR
HELP 43
Be adventurous!!
END_HELP
NOUN 201
trees
large
There are large trees all around you.
LOCATION 43
UNMOVABLE
PLURAL
NOUN_SYNONYMS TREE
END_NOUN
NOUN_DESCR 201
The trees around you are mostly large oaks.
END_NOUN_DESCR
NOUN 280
paper
crumpled-up
You see a crumpled-up piece of paper with writing on it.
READABLE
LOCATION 43
END_NOUN
NOUN_DESCR 280
As you uncrumple the paper, you see that the letters are quite faded and
difficult to read.
END_NOUN_DESCR
TEXT 280
This adventure game was created using the Adventure Game Toolkit.
A BRIEF OVERVIEW OF THE ADVENTURE GAME TOOLKIT
The ADVENTURE GAME TOOLKIT (AGT) is designed to allow a game designer/writer to
create and play his/her own high-quality text adventure games. Once created,
these adventure games can be shared with and enjoyed by others -- even if they
do not have a copy of the Adventure Game Toolkit themselves. Using AGT the
game developer can create two distinct levels of adventure games:
STANDARD LEVEL games that require no programming experience (honestly!!),
only a fertile imagination. These Standard Level games only require that
the game designer/writer generates the game using a word processor or text
editor to describe the various locations, objects and results of actions
that collectively make up the game.
PROFESSIONAL LEVEL games that also make use of AGT's special adventure game
metalanguage to create games as complex and rich as the game designer's
imagination and prose style will allow. These games should be technically
comparable with the published text adventure games from firms like
Infocom.
FEATURES OF THE ADVENTURE GAME TOOLKIT
AGT has a number of features that make it a very comprehensive adventure game
creation product. Some of these key features are:
* "Look and feel" of Infocom adventure games with similar screen layout
and standard vocabulary and routines.
* Large standard vocabulary with potential to define many more words
unique to a specific adventure. Typical games can have a vocabulary
of 500 words or more.
* Sophisticated parser that can understand (1) complex input commands
including pronouns (IT, HIM, HER, THEM, MY and ITS), and (2) compound
commands separated by AND or THEN or punctuation symbols, and (3)
commands addressed to characters within the game. Here are a few
examples of commands AGT can handle with ease:
GET THE FLASH LIGHT AND THEN SWITCH IT ON
PUT ON THE CLOAK, THEN EXAMINE IT; READ ITS LABEL
PLACE THE GREEN ROCK AND THE SMALL PEBBLE BEHIND THE TREE
ENTER THE HOUSE; GET ALL; EXIT; SOUTH; SOUTH THEN DOWN
SULU, SET A COURSE FOR ALPHA 14
SCOTTY, BEAM DOWN A TRICORDER AND THE QWERTY MODULE
DROP THE FOOD, THE KEY AND THE BOTTLE THEN UNLOCK THE DOOR WITH
THE BRASS KEY AND THEN LEAVE
* Function and cursor keys predefined to input frequently used commands
and move directions.
* SCRIPT and UNSCRIPT commands to echo game output to printer.
* Versions for IBM, Macintosh, Atari ST and Amiga. Games created on
one of these computers can be played on all of the other computers
without making any modifications to the game.
WHAT THE REVIEWERS HAVE SAID ABOUT THE ADVENTURE GAME TOOLKIT
"Using the Adventure Game Toolkit, anyone with an ounce of
imagination can create a text adventure game ... similar in layout
and sophistication to those made by Infocom and other commercial
developers."
-- Donald B. Trivette in PC Magazine (January 17, 1989)
"The Adventure Game Toolkit (AGT) acts as a compiler which allows
for creating remarkably complex and sophisticated games in a fairly
simple way .... AGT's parser reminds me of Infocom's."
-- Scorpia in Computer Gaming World (February 1989)
"If you have ever wondered what it is like to create your own
adventure games, but didn't have the programming knowledge to do it,
this product is for you .... The process is easy ... and you'll have
hours of fun doing it."
-- Resul DeMaria in Public Domain Software & Shareware
"The Adventure Game Toolkit from Softworks ... provides all the
tools you need to build your own text based adventure games .... The
Adventure Game Toolkit is an extremely powerful development
package."
-- Bob Napp in Big Blue Disk #30
AGT was recently award the Adventure & Strategy Club (of England)
"Golden Chalice" award.
THE ADVENTURE GAME TOOLKIT IS NOW "FREEWARE"
AGT is now "freeware." This means that the authors, David Malmberg and Mark
Welch, still retain the copyright to AGT and all of its related files, such
as the documentations and sample games. However, you or any other user may
use the AGT system to develop and distribute your own games without paying any
royalty to the AGT authors.
So enjoy!!
END_TEXT
NOUN 274
egg
golden
You see a golden egg.
LOCATION 200 (* in the bird's nest *)
EDIBLE
POINTS 25
END_NOUN
NOUN_DESCR 274
The egg is made of gold. It is not very heavy, so it must be hollow. When
you shake it, you can hear something inside.
END_NOUN_DESCR
SPECIAL 3
You struggle up branch by branch till you reach the tallest part of the tree.
END_SPECIAL
ROOM 2
Dense forest
NORTH 2
SOUTH 4
EAST 43
WEST 5
END_ROOM
ROOM_DESCR 2
You are in a dense part of the forest.
END_ROOM_DESCR
NOUN 202
Trees
thick
The trees are quite thick here.
LOCATION 2
UNMOVABLE
PLURAL
NOUN_SYNONYMS TREE
END_NOUN
NOUN_DESCR 202
The trees around you are mostly large oaks. There are also a few pines.
END_NOUN_DESCR
ROOM 3
Tree top
DOWN 43
END_ROOM
ROOM_DESCR 3
You are perched somewhat precariously on a limb near the top of a tall tree.
END_ROOM_DESCR
NOUN 200
Nest
Bird's
There is a bird's nest here.
LOCATION 3
WEIGHT 2
SIZE 5
CLOSABLE
OPEN
END_NOUN
NOUN_DESCR 200
The nest is made of twigs and is fairly small.
END_NOUN_DESCR
NOUN 263
castle
distant
You can see the castle in the moonlight to the south through the trees.
LOCATION 3
UNMOVABLE
END_NOUN
NOUN_DESCR 263
The castle looks quite sinister and foreboding.
END_NOUN_DESCR
ROOM 4
Water's edge
NORTH 43
ROOM_SYNONYMS MAGIC_WORD SWIM
(* causes player to go into water *)
SPECIAL 13
END_ROOM
ROOM_DESCR 4
You are by the edge of the moat surrounding the Baron's castle. The woods are
to the north. The castle is south across the water in the moat.
END_ROOM_DESCR
HELP 4
You need some exercise.
END_HELP
NOUN 206
sign
large
There is a large sign here.
READABLE
LOCATION 4
UNMOVABLE
END_NOUN
NOUN_DESCR 206
It is a large sign made out of wood with letters painted on the side.
END_NOUN_DESCR
TEXT 206
In letters almost a foot high, the sign proclaims: DANGER!! -- No Swimming!
END_TEXT
NOUN 211
castle
Baron's
The Baron's castle looms ominously and forebodingly across the water.
LOCATION 4
UNMOVABLE
END_NOUN
NOUN_DESCR 211
The castle looks quite sinister and foreboding. You shiver with fear at the
thought of what awaits you inside.
END_NOUN_DESCR
NOUN 212
Drawbridge
up
The drawbridge is up and there is no way across to the castle.
LOCATION 4
UNMOVABLE
NOUN_SYNONYMS BRIDGE
END_NOUN
NOUN_DESCR 212
The drawbridge has been drawn up into the castle. When it is down, you would
be able to just walk across it to get in and out of the castle. Now that it
is up, there does not appear to be any way to get across the moat and into the
castle.
END_NOUN_DESCR
NOUN 240
water
muddy
There is muddy water in the moat.
LOCATION 4
UNMOVABLE
DRINKABLE
POISONOUS
END_NOUN
NOUN_DESCR 240
The water looks dirty and impotable. You wouldn't want to swim in it or to
drink it.
END_NOUN_DESCR
ROOM 5
Clearing
EAST 2
NORTH 12
ROOM_SYNONYMS CHANGE_LOCATIONS CLIMB GO WALK TREK
KEY 205 (* will cause 'GO CAVE' to go to location 6 -- mouth of cave *)
SPECIAL 6
END_ROOM
ROOM_DESCR 5
You are in a clearing by the side of a small hill. There is a path to the
north that meanders up the hill. The woods are to the east.
END_ROOM_DESCR
SPECIAL 6
You walk across the clearing and climb up to the mouth of the cave.
END_SPECIAL
NOUN 205
cave
small
In the moonlight you just make out a small cave at the foot of the hill.
LOCATION 5
UNMOVABLE
END_NOUN
NOUN_DESCR 205
You can't see much from here. Perhaps, you should go over to the cave and
explore further.
END_NOUN_DESCR
ROOM 6
By cave
EAST 5
ENTER 7
END_ROOM
ROOM_DESCR 6
You are by the entrance to a cave. The opening looks dark and foreboding.
There is a clearing to the east by the edge of the forest.
END_ROOM_DESCR
NOUN 203
torch
unlit
There is an unlit torch nearby.
LOCATION 6
WEIGHT 5
SIZE 12 (* will not fit in knapsack *)
IS_LIGHT
END_NOUN
NOUN_DESCR 203
The torch is about 3 feet long and has rags tied around one end. The rags
have been soaked in oil and should burn easily.
END_NOUN_DESCR
ROOM 7
Large cavern
SOUTH 8
EAST 6
NORTHWEST 8
SOUTHWEST 7
WEST 7
UP 7
LIGHT 210 (* Blazing torch *)
END_ROOM
ROOM_DESCR 7
You are in a large cavern within the cave. Tunnels are everywhere. It is
very confusing and you are uncertain which way to go.
END_ROOM_DESCR
ROOM 8
Small cavern
NORTH 7
SOUTH 8
EAST 7
WEST 8
UP 9
DOWN 8
LIGHT 210 (* Blazing torch *)
END_ROOM
ROOM_DESCR 8
You are in a small cavern. Tunnels and openings lead off in all directions.
END_ROOM_DESCR
ROOM 9
Low passageway
NORTH 8
SOUTH 8
EAST 8
WEST 10
UP 9
DOWN 8
LIGHT 210 (* Blazing torch *)
END_ROOM
ROOM_DESCR 9
You are in a low passageway with tunnels exiting on all sides.
END_ROOM_DESCR
NOUN 204
rope
long
There is a long rope with a grappling hook on the end.
LOCATION 12
WEIGHT 10
SIZE 5
NOUN_SYNONYMS GRAPPLING HOOK
END_NOUN
NOUN_DESCR 204
The rope is about 50 feet long with a grappling hook attached at one end. The
hook has three prongs and looks like it could come in handy.
END_NOUN_DESCR
ROOM 10
Large cavern
EAST 9
LIGHT 210 (* Blazing torch *)
END_ROOM
ROOM_DESCR 10
You are in a very large cavern with high sheer walls. A passage leads off to
the east.
END_ROOM_DESCR
NOUN 220
pills
red
There are some red pills nearby.
LOCATION 10 (* i.e., in cavern *)
WEIGHT 2
READABLE
EDIBLE
POISONOUS
NOUN_SYNONYMS PILL WRITING
PLURAL
END_NOUN
NOUN_DESCR 220
The pills are bright red. Looking closer, you can make out some writing on
the side of each pill.
END_NOUN_DESCR
TEXT 220
In very tiny letters, you can just barely read: McKesson Magic Sleeping
Pills --- Take only as prescribed!
END_TEXT
NOUN 269
walls
cavern
The cavern walls are quite steep. You can't see any way to climb them.
LOCATION 10
UNMOVABLE
NOUN_SYNONYMS WALL
PLURAL
END_NOUN
NOUN_DESCR 269
The walls are very steep and quite smooth. You can't see any hand or foot
holds.
END_NOUN_DESCR
NOUN 219
opening
small
There is an opening in the wall -- high up near the roof of the cavern.
LOCATION 10
UNMOVABLE
END_NOUN
NOUN_DESCR 219
You see a dim light shining out of the opening, but it is too high and far to
see more.
END_NOUN_DESCR
ROOM 11
Small room
SOUTH 42
LIGHT 210 (* Blazing torch *)
END_ROOM
ROOM_DESCR 11
You are in a small room carved into the sheer wall. The south part of the
room is totally open and looks out on to the cavern floor far below. Be
careful not to go south!
END_ROOM_DESCR
CREATURE 301
guard
Baron's
You see one of the Baron's guards. He looks very angry.
LOCATION 11
HOSTILE
MAN
END_CREATURE
CREATURE_DESCR 301
The guard is about 6 foot 8 inches tall, but he appears even bigger as he
looms over you. He looks mean and is rather ugly.
END_CREATURE_DESCR
NOUN 213
door
oak
There is a closed oak door against the north wall.
LOCATION 11
UNMOVABLE
CLOSABLE
CLOSED
LOCKABLE
LOCKED
KEY 233 (* harp tuning key *)
END_NOUN
NOUN_DESCR 213
The doors here all look pretty much like doors.
END_NOUN_DESCR
ROOM 12
Top of hill
NORTH 2
SOUTH 43
END_ROOM
ROOM_DESCR 12
You are on the top of a small hill. You can see the castle to the south
beyond the woods. There are also woods to the north.
END_ROOM_DESCR
NOUN 218
sign
small
There is a small sign here.
LOCATION 12
READABLE
UNMOVABLE
END_NOUN
NOUN_DESCR 218
It is a fairly ordinary sign made out of wood with letters painted on the
side.
END_NOUN_DESCR
TEXT 218
In big letters the sign says:
Bring all the Baron's treasures here and DROP them to win game! (Be sure to
rescue the princess too!)
END_TEXT
ROOM 13
In water
NORTH 4
SOUTH 14
END_ROOM
SPECIAL 13
You step gingerly into the water around the moat and wade into the center
where the water is deep and murky. The water smells quite foul and you see
pieces of garbage from the castle floating around you.
END_SPECIAL
ROOM_DESCR 13
You are wadding in the murky water. It is cold. The castle is south and the
woods are north.
END_ROOM_DESCR
NOUN 217
piranha
man-eating
There is a school of man-eating piranha swimming nearby.
LOCATION 13
EDIBLE
POISONOUS
UNMOVABLE
NOUN_SYNONYMS FISH SCHOOL
END_NOUN
NOUN_DESCR 217
The school of piranha is swimming around you. There are lots of them. They
look quite hungry. You had better get out of here fast.
END_NOUN_DESCR
ROOM 14
Outer wall
NORTH 13
ROOM_SYNONYMS MAGIC_WORD SWIM
(* causes player to go into water *)
SPECIAL 13
END_ROOM
ROOM_DESCR 14
You are on a small ledge of earth at the foot of the castle wall. There is no
obvious place to explore other than to go swimming again.
END_ROOM_DESCR
NOUN 268
wall
castle
The castle wall is smooth and quite high. You can't see any way to climb it.
LOCATION 14
UNMOVABLE
END_NOUN
ROOM 15
Catwalk
EAST 18
UP 16
END_ROOM
ROOM_DESCR 15
You are on a catwalk near the west tower. A flight of stairs leads up to the
west tower. An open doorway leads east to the main part of the castle.
END_ROOM_DESCR
ROOM 16
Small chamber
WEST 17
DOWN 15
END_ROOM
ROOM_DESCR 16
You are in a small chamber in the west tower. Stairs lead down to the
catwalk. A door is open to the west.
END_ROOM_DESCR
ROOM 17
Guard's quarters
EAST 16
END_ROOM
ROOM_DESCR 17
You are in the guard's quarters. It looks like a pig sty -- it is so messy.
The door is to the east.
END_ROOM_DESCR
HELP 17
Leave quickly. It is very dangerous to linger here!
END_HELP
NOUN 227
axe
battle
You see a large, sharp battle axe.
LOCATION 17
WEIGHT 15
SIZE 12 (* will not fit in knapsack *)
END_NOUN
NOUN_DESCR 227
The axe is about 3 feet long and is quite heavy. Its blade is razor sharp and
you cut yourself on the finger when you touch it.
END_NOUN_DESCR
ROOM 18
West hall
EAST 20
WEST 15
DOWN 19
SPECIAL 22
KEY 235 (* push fireplace to go to secret passage -- room 22 *)
END_ROOM
ROOM_DESCR 18
You are in the west end of the great hall. A door is open to the west.
Stairs lead down to the castle courtyard. More of the great hall lies to the
east.
END_ROOM_DESCR
NOUN 235
fireplace
large
A large fireplace covers one wall. There is no fire, and it is chilly.
LOCATION 18
UNMOVABLE
PUSHABLE
CLOSEABLE
OPEN
SIZE 50
END_NOUN
NOUN_DESCR 235
The fireplace covers most of one wall. As you look around the edge of the
fireplace, you discover that it is hinged to the wall, so that if you pushed
the fireplace, it should move.
END_NOUN_DESCR
NOUN 267
wood
fire
There is an abundance of fire wood.
LOCATION 235 (* in fireplace *)
WEIGHT 40
END_NOUN
NOUN_DESCR 267
The wood is oak. There is a great deal of it.
END_NOUN_DESCR
SPECIAL 22
As you push the fireplace, it pivots to revel a secret passage. You slip into
the passage and the wall closes behind you.
END_SPECIAL
ROOM 19
Courtyard
NORTH 23
UP 18
EAST 21
END_ROOM
ROOM_DESCR 19
You are in the middle of the castle courtyard. Stairs lead up to the great
hall. To the east there is an open doorway. The stables are to the north.
END_ROOM_DESCR
NOUN 229
rope
thick
A thick rope holds the drawbridge up.
LOCATION 19
UNMOVABLE
END_NOUN
NOUN_DESCR 229
The rope is quite thick. It holds the drawbridge up.
END_NOUN_DESCR
ROOM 20
East hall
NORTH 21
WEST 18
UP 24
END_ROOM
ROOM_DESCR 20
You are in the east end of the great hall. Stairs lead up. An open doorway
lies to the north. More of the great hall is to west.
END_ROOM_DESCR
NOUN 222
harp
antique
There is a beautiful antique harp in the corner.
LOCATION 20
PLAYABLE
WEIGHT 80
SIZE 80
NOUN_SYNONYMS MUSIC INSTRUMENT BALLADS BALLAD
END_NOUN
NOUN_DESCR 222
The harp is about 4 feet tall and quite old.
It is made out of wood with lots of cat gut strings. It is a little out of
tune.
END_NOUN_DESCR
PLAY_DESCR 222
The harp is a little out of tune, but you manage to pick out a few simple
tunes, mostly Irish ballads. I sincerely hope you are a better adventurer
than you are a musician!
END_PLAY_DESCR
ROOM 21
Kitchen
SOUTH 20
WEST 19
END_ROOM
ROOM_DESCR 21
You are in the kitchen. An open doorway is to the south. The castle
courtyard is to the west.
END_ROOM_DESCR
NOUN 208
matches
soggy
There is a box of soggy matches here.
LOCATION 21
WEIGHT 2
SIZE 2
NOUN_SYNONYMS MATCH
PLURAL
END_NOUN
NOUN_DESCR 208
The matches are too wet to light.
END_NOUN_DESCR
NOUN 225
food
good
A vast array of delicious-looking food is spread out before you.
LOCATION 21
WEIGHT 15
SIZE 8
EDIBLE
END_NOUN
NOUN_DESCR 225
The food looks absolutely mouth watering!
END_NOUN_DESCR
NOUN 226
wine
good
There is a rich assortment of fine wines here.
LOCATION 21
WEIGHT 10
SIZE 8
DRINKABLE
END_NOUN
NOUN_DESCR 226
The wine has a very pleasant bouquet.
END_NOUN_DESCR
ROOM 22
Passage
SPECIAL 18
KEY 268 (* push button to go into great hall fireplace *)
DOWN 25
END_ROOM
ROOM_DESCR 22
You are in a secret passage behind the fireplace. It is cold, dark and dingy.
You can't help but shiver.
END_ROOM_DESCR
NOUN 268
button
large
There is a large button next to the movable wall.
PUSHABLE
LOCATION 22
UNMOVABLE
END_NOUN
NOUN_DESCR 268
The button is round and says "PUSH TO OPEN" in small letters.
END_NOUN_DESCR
SPECIAL 18
As you push the button, the wall pivots and opens to reveal the great hall.
You slip through into the room and stand next to the fireplace.
END_SPECIAL
ROOM 23
Stables
SOUTH 19
END_ROOM
ROOM_DESCR 23
You are in the stables. It smells awful in here.
END_ROOM_DESCR
HELP 23
Reading improves the mind.
END_HELP
NOUN 228
graffiti
dirty
The walls are covered with graffiti.
READABLE
LOCATION 23
UNMOVABLE
END_NOUN
NOUN_DESCR 228
The graffiti is messy.
END_NOUN_DESCR
TEXT 228
The graffiti is hard to read,
but you can make out the following:
The baron sucks eggs!
Olaf the guard is a sissy!
Maid Marian loves Robin Hood
Beware the gold bars!
END_TEXT
CREATURE 303
horse
best
You see the Baron's best horse.
LOCATION 23
END_CREATURE
CREATURE_DESCR 303
The horse is a bay about 16 hands high.
END_CREATURE_DESCR
CREATURE 304
horse
Baron's
You see the Baron's horse is grazing nearby.
LOCATION 0
POINTS 15
END_CREATURE
CREATURE_DESCR 304
The horse is a bay about 16 hands high.
END_CREATURE_DESCR
ROOM 24
Private chambers
UP 26
DOWN 20
END_ROOM
ROOM_DESCR 24
You are in the Baron's private chambers. Stairs lead down to the great hall.
Another set of stairs leads up to the east tower.
END_ROOM_DESCR
HELP 24
Reading improves the mind.
END_HELP
NOUN 230
armor
silver
The Baron's silver suit of armor stands nearby.
LOCATION 24
WEIGHT 25
SIZE 25
WEARABLE
POINTS 10
END_NOUN
NOUN_DESCR 230
The armor is quite fancy, but it still looks like it would be useful in a
fight.
END_NOUN_DESCR
NOUN 223
bookcase
full
A bookcase filled with classics covers the wall.
LOCATION 24
UNMOVABLE
END_NOUN
NOUN_DESCR 223
The bookcase covers most of one wall and is quite full of a wide variety of
books -- mostly classics.
END_NOUN_DESCR
NOUN 276
key
brass
There is a an old brass key here.
LOCATION 24 (* in Baron's private chamber *)
POINTS 15
WEIGHT 2
SIZE 2
END_NOUN
NOUN_DESCR 276
The key is made of brass and is quite old. It has started to turn green.
END_NOUN_DESCR
ROOM 25
Tunnel
UP 22
DOWN 27
END_ROOM
ROOM_DESCR 25
You are in a low tunnel that slopes downward. You see an strange light down
at the lowest part of the tunnel.
END_ROOM_DESCR
ROOM 26
Turret room
DOWN 24
END_ROOM
ROOM_DESCR 26
You are in the turret room of the east tower. A flight of stairs leads down
to the Baron's private chambers.
END_ROOM_DESCR
ROOM 27
Crypt
UP 25
END_ROOM
ROOM_DESCR 27
You are in the Baron's family crypt. The room is musty and smells moldy. It
is a creepy and evil place. You can't help but shudder from fear. A dark
tunnel slopes upward from one end of the room.
END_ROOM_DESCR
NOUN 241
urn
jeweled
You see a jeweled urn.
LOCATION 27
WEIGHT 20
SIZE 8
POINTS 20
READABLE
CLOSABLE
CLOSED
END_NOUN
NOUN_DESCR 241
The urn is encrusted with gems and precious stones. There is some writing on
the side.
END_NOUN_DESCR
TEXT 241
Engraved in fancy letters on the side of the urn:
Last remains of Baroness Mary von Evil
Died in childbirth -- April 1, 1487
END_TEXT
NOUN 277
ashes
gray
You see some gray ashes.
LOCATION 241 (* inside the urn *)
WEIGHT 1
SIZE 1
END_NOUN
NOUN_DESCR 277
The ashes are gray and you suspect they are the remains of the late Baroness
Mary von Evil.
END_NOUN_DESCR
NOUN 242
coffin
closed
A large closed coffin sits against one wall.
LOCATION 27
WEIGHT 2000
END_NOUN
NOUN_DESCR 242
The coffin is quite large.
END_NOUN_DESCR
NOUN 244
bones
moldy
There are quite a few moldy bones scattered on the floor.
LOCATION 27
WEIGHT 8
SIZE 8
NOUN_SYNONYMS BONE
PLURAL
END_NOUN
NOUN_DESCR 244
The head bone is connected to the neck bone.
The neck bone is connected to the back bone.
The back bone is connected to the front bone. etc. etc. ...
END_NOUN_DESCR
NOUN 245
skull
large
There is a large skull nearby.
LOCATION 27
WEIGHT 10
SIZE 5
POINTS 15
END_NOUN
NOUN_DESCR 245
The skull is rather small and ugly.
END_NOUN_DESCR
NOUN 264
cobwebs
silky
There are cobwebs everywhere.
LOCATION 27
UNMOVABLE
NOUN_SYNONYMS COBWEB
PLURAL
END_NOUN
NOUN_DESCR 264
Be careful!
You see a poisonous spider crawling toward you in the cobwebs.
END_NOUN_DESCR
ROOM 28
Cavern
EAST 29
UP 27
END_ROOM
ROOM_DESCR 28
You are in a cavern with iridescent glowing walls. A stairway leads up.
There is an opening to the east.
END_ROOM_DESCR
ROOM 29
Odd room
SOUTH 30
WEST 28
END_ROOM
ROOM_DESCR 29
You are in an odd-shaped room with a strange smell. It is dark and musty.
There are openings to the west and to the south.
END_ROOM_DESCR
HELP 29
Leave quickly. It is very dangerous to linger here!
END_HELP
NOUN 278
plaque
brass
There is a brass plaque mounted on the north wall of the room.
LOCATION 29 WEIGHT 200
READABLE
END_NOUN
NOUN_DESCR 278
It is a fancy plaque of polished brass with engraved lettering.
END_NOUN_DESCR
TEXT 278
Engraved in fancy letters on the brass plaque:
** Vampire Bat Nursery Room **
These bats are very dangerous -- be careful!
END_TEXT
NOUN 247
rubies
precious
There is a large bag of precious rubies.
LOCATION 29
WEIGHT 10
SIZE 2
POINTS 20
NOUN_SYNONYMS BAG RUBY
PLURAL
END_NOUN
NOUN_DESCR 247
The bag is almost overflowing with very precious stones. The rubies are all
quite large and bright red.
END_NOUN_DESCR
ROOM 30
North ledge
NORTH 29
END_ROOM
ROOM_DESCR 30
You are on a ledge overlooking a deep and wide chasm. It is too wide to jump.
Peering down into the chasm, you can just barely see the bottom far below.
There is only one exit from the room and it is an opening to the north.
END_ROOM_DESCR
HELP 30
Maybe you should try to throw something useful across the chasm!
END_HELP
NOUN 258
ledge
south
You see a narrow ledge on the other side of the chasm.
LOCATION 30
UNMOVABLE
NOUN_SYNONYMS CHASM
END_NOUN
NOUN_DESCR 258
The ledge juts out over the chasm. You don't see how to get across to the
ledge.
END_NOUN_DESCR
ROOM 31
East cavern
NORTH 32
SOUTH 11
WEST 34
LIGHT 210 (* Blazing torch *)
END_ROOM
ROOM_DESCR 31
You are in the east end of a large cavern. There is a doorway to the south.
You can see a tunnel leading off to the north. Another part of the cavern can
be seen to the west.
END_ROOM_DESCR
ROOM 32
Cross roads
NORTH 33
SOUTH 31
DOWN 35
LIGHT 210 (* Blazing torch *)
END_ROOM
ROOM_DESCR 32
You are at a wide spot in a long tunnel. Openings lead north, south, and
down.
END_ROOM_DESCR
NOUN 248
sign
large
There is a large sign mounted on the side of the tunnel.
READABLE
LOCATION 32
UNMOVABLE
END_NOUN
NOUN_DESCR 248
It is a rather ordinary sign made out of wood with letters painted on the
side.
END_NOUN_DESCR
TEXT 248
In very big letters the sign warns:
DANGER!! -- Go back before it is too late!
END_TEXT
ROOM 33
IBM ROMs
GAME_END
END_ROOM
ROOM_DESCR 33
You are lost in your IBM-PC's ROMs. Above you can see the ROM-BIOS. In the
distance, you can see Peter Norton disassembling some of the ROM routines. He
seems quite busy and ignores your pleas for help. Finally, you resign
yourself to your fate.
END_ROOM_DESCR
ROOM 34
West cavern
NORTH 35
EAST 31
LIGHT 210 (* Blazing torch *)
END_ROOM
ROOM_DESCR 34
You are in the west end of a large cavern. A doorway is to the north. More
of the cavern is to the east.
END_ROOM_DESCR
ROOM 35
Stronghold
SOUTH 34
EAST 36
UP 32
LIGHT 210 (* Blazing torch *)
END_ROOM
ROOM_DESCR 35
You are in the Baron's secret stronghold. A passage slopes up into the
darkness. Doorways lead south and east.
END_ROOM_DESCR
NOUN 249
chest
treasure
You see a jewel-encrusted, golden treasure chest.
LOCATION 35
WEIGHT 30
SIZE 30
CLOSABLE
CLOSED
LOCKABLE
LOCKED
KEY 276 (* Brass key *)
END_NOUN
NOUN_DESCR 249
The chest is made out of gold and has been encrusted with many precious
jewels. The chest is about one foot square. A key hole is in the center of
the top of the chest.
END_NOUN_DESCR
NOUN 275
coins
gold
You see hundreds of gold coins.
LOCATION 249 (* in the treasure chest *)
POINTS 25
WEIGHT 20
SIZE 20
PLURAL
END_NOUN
NOUN_DESCR 275
The coins are made out of gold. There are hundreds of them. They all bear a
picture of the Baron on one side and a picture of the castle on the other
side.
END_NOUN_DESCR
NOUN 265
cobwebs
silky
There are cobwebs everywhere.
LOCATION 35
UNMOVABLE
NOUN_SYNONYMS COBWEB
PLURAL
END_NOUN
NOUN_DESCR 265
Be careful!
You see a poisonous spider crawling toward you in the cobwebs.
END_NOUN_DESCR
ROOM 36
South ledge
WEST 35
LIGHT 210 (* Blazing torch *)
END_ROOM
ROOM_DESCR 36
You are on a ledge overlooking a deep and wide chasm. It is too wide to jump.
Peering down into the chasm, you can just barely see the bottom far below.
There is only one exit from the room and it is an opening to the west.
END_ROOM_DESCR
HELP 36
Maybe you should try to throw something useful across the chasm!
END_HELP
NOUN 250
ladder
long
There is a long ladder here.
LOCATION 36
WEIGHT 50
SIZE 50
END_NOUN
NOUN_DESCR 250
The ladder is made out of wood and is about 10 feet long. It is quite heavy.
END_NOUN_DESCR
NOUN 257
ledge
north
You see another ledge on the north side of the chasm.
LOCATION 36
UNMOVABLE
NOUN_SYNONYMS CHASM
END_NOUN
NOUN_DESCR 257
The ledge juts out over the chasm. You don't see how to get across to the
ledge.
END_NOUN_DESCR
ROOM 37
Treasure room
ROOM_SYNONYMS MAGIC_WORD IVANHOE
(* causes player to escape room *)
SPECIAL 38
WEST 40
END_ROOM
ROOM_DESCR 37
You are in the Baron's treasure room.
END_ROOM_DESCR
SPECIAL 37
Saying the magic word causes you to be transported instantly to...
END_SPECIAL
HELP 37
You may need magic here!
END_HELP
NOUN 251
bars
gold
There are many gold bars here.
LOCATION 37
WEIGHT 40
SIZE 30
POINTS 25
NOUN_SYNONYMS GOLD BAR
PLURAL
END_NOUN
NOUN_DESCR 251
The bars are made of gold and are quite heavy.
END_NOUN_DESCR
NOUN 252
cross
silver
You see a small silver cross on a silver chain.
LOCATION 37
WEIGHT 5
SIZE 2
POINTS 25
WEARABLE
NOUN_SYNONYMS CHAIN
END_NOUN
NOUN_DESCR 252
The cross is silver and hangs in the center of the chain.
END_NOUN_DESCR
NOUN 254
doorway
open
There is an open doorway in the middle of the west wall.
LOCATION 37
UNMOVABLE
NOUN_SYNONYMS DOOR
END_NOUN
NOUN_DESCR 254
The doors here all look pretty much like doors.
END_NOUN_DESCR
ROOM 38
Twisting tunnel
NORTH 38
SOUTH 39
UP 38
ROOM_SYNONYMS MAGIC_WORD IVANHOE
(* causes player to go to room 37 *)
SPECIAL 37
DOWN 39
END_ROOM
ROOM_DESCR 38
You are in a twisting group of tunnels. Openings lead off in several
directions.
END_ROOM_DESCR
SPECIAL 38
Saying the magic word causes you to be transported instantly to...
END_SPECIAL
HELP 38
You may need magic here!
END_HELP
NOUN 266
cobwebs
silky
There are cobwebs everywhere.
LOCATION 38
UNMOVABLE
NOUN_SYNONYMS COBWEB
PLURAL
END_NOUN
NOUN_DESCR 266
Be careful!
You see a poisonous spider crawling toward you in the cobwebs.
END_NOUN_DESCR
ROOM 39
Cell area
NORTH 38
SOUTH 39
UP 38
DOWN 39
ROOM_SYNONYMS MAGIC_WORD IVANHOE
(* causes player to go back to cell *)
SPECIAL 41
END_ROOM
ROOM_DESCR 39
You are in a long passageway near a row of cells. The passageway continues
north and south. Stairs lead both up and down.
END_ROOM_DESCR
SPECIAL 39
Saying the magic word causes you to be transported instantly to...
END_SPECIAL
NOUN 270
door
cell
A closed cell door is in the middle of the east wall.
LOCATION 39
UNMOVABLE
CLOSABLE
CLOSED
LOCKED
LOCKABLE
KEY 253 (* Guard's Keys *)
END_NOUN
NOUN_DESCR 270
The doors here all look pretty much like doors.
END_NOUN_DESCR
ROOM 40
Passageway
EAST 37
WEST 24
END_ROOM
ROOM_DESCR 40
You are in a secret passageway. There are exits to the east and to the west.
END_ROOM_DESCR
ROOM 41
Cell
ROOM_SYNONYMS MAGIC_WORD IVANHOE
(* causes player to escape from cell *)
SPECIAL 39
END_ROOM
ROOM_DESCR 41
You are in a dingy dungeon cell. There is straw on the floor. The cell is
cold and damp. You are very depressed by just being here.
END_ROOM_DESCR
SPECIAL 41
Saying the magic word causes you to be transported instantly to...
END_SPECIAL
CREATURE 300
toad
horny
You see a horny toad hopping madly about.
LOCATION 41
END_CREATURE
CREATURE_DESCR 300
The toad is sort of brownish-green. It is about 4 inches across. The toad
appears somewhat nervous and keeps hopping about.
END_CREATURE_DESCR
NOUN 256
door
oak
A closed oak door is at the west end of the cell.
LOCATION 41
UNMOVABLE
CLOSABLE
CLOSED
LOCKED
LOCKABLE
KEY 253 (* Guard's Keys *)
END_NOUN
NOUN_DESCR 256
The doors here all look pretty much like doors.
END_NOUN_DESCR
ROOM 42
Limbo
NORTH 44 (* wrong guess *)
SOUTH 3 (* top of tree *)
EAST 33 (* ROMs *)
WEST 46 (* cursor disappears *)
UP 33 (* ROMs *)
DOWN 46 (* cursor disappears *)
END_ROOM
ROOM_DESCR 42
You have died because you did something either very dangerous and/or very
stupid. For now, you are in limbo. Pick a direction and you might return to
life and resume your quest.
END_ROOM_DESCR
ROOM 44
WRONG GUESS!
GAME_END
END_ROOM
ROOM_DESCR 44
Sorry, but guessed wrong!! And the game is now over!
END_ROOM_DESCR
ROOM 45
VICTORY!!
POINTS 35
END_ROOM
ROOM_DESCR 45
You have successfully reached the end of CRUSADE ADVENTURE!
END_ROOM_DESCR
ROOM 46
Hardware Failure!
GAME_END
END_ROOM
ROOM_DESCR 46
You see smoke rising from the back of your PC. Your disk drive is making a
very strange grating sound. The bugs in this program are starting to overcome
the good intentions of the programmer. Finally, your cursor begins to fade
and flicker...then it disappears altogether and the game is over...
END_ROOM_DESCR
REM: The rest of these nouns are being worn or are not defined yet
NOUN 209
knapsack
brown
There is a large, brown knapsack here.
LOCATION 1000 (* i.e., wearing it *)
WEARABLE
WEIGHT 10
CLOSABLE
CLOSED
SIZE 10
NOUN_SYNONYMS FLAP
END_NOUN
NOUN_DESCR 209
The knapsack is about a foot square and is brown. It has a flap which can be
opened and closed.
END_NOUN_DESCR
NOUN 207
matches
wooden
There is a box of wooden matches.
LOCATION 209 (* i.e., in knapsack *)
WEIGHT 2
SIZE 2
NOUN_SYNONYMS MATCH
PLURAL
END_NOUN
NOUN_DESCR 207
The matches are made out of wood. You light one and it lights easily and
burns brightly for about a minute before going out.
END_NOUN_DESCR
NOUN 210
torch
blazing
The torch is blazing brightly.
LOCATION 0
WEIGHT 5
SIZE 12
IS_LIGHT
END_NOUN
NOUN_DESCR 210
The torch is blazing and gives a nice bright light.
END_NOUN_DESCR
NOUN 215
leg
broken
You have a broken leg and are unable to move.
LOCATION 0
UNMOVABLE
END_NOUN
NOUN_DESCR 215
Your leg hurts like the dickens! You are quite discourage because you will
need two good legs to rescue the princess and solve this adventure!
END_NOUN_DESCR
NOUN 216
drawbridge
down
The drawbridge is down and crosses over the water in the moat.
LOCATION 0
UNMOVABLE
NOUN_SYNONYMS BRIDGE
END_NOUN
NOUN_DESCR 216
The drawbridge is now down and you can cross it to go in or out of the castle
with ease.
END_NOUN_DESCR
NOUN 221
piranha
sleepy
There is a school of very, very sleepy piranha here.
EDIBLE
POISONOUS
LOCATION 0
UNMOVABLE
NOUN_SYNONYMS FISH
END_NOUN
NOUN_DESCR 221
The school is quite large and the piranha are all over the place. They are
very sleepy -- as if they had been drugged.
END_NOUN_DESCR
NOUN 224
passage
secret
The bookcase has been moved, revealing a secret passage.
LOCATION 0
UNMOVABLE
NOUN_SYNONYMS BOOKCASE
END_NOUN
NOUN_DESCR 224
The bookcase has been moved out from the wall revealing a secret passage which
is so dark that you can't see anything beyond the bookcase.
END_NOUN_DESCR
NOUN 231
book
hint
You see a book of adventure game hints.
LOCATION 0
WEIGHT 5
SIZE 5
POINTS 15
READABLE
NOUN_SYNONYMS HINT HINTS SECRET SECRETS
END_NOUN
NOUN_DESCR 231
The book is old and has a leather cover that is cracked with age. The title
is "Secrets of Great Adventure Game Players".
END_NOUN_DESCR
TEXT 231
You glance at the table of contents, hoping to discover something.
Unfortunately, CRUSADE (i.e., this game) is not included among the games for
which the book provides hints. Too bad! You will just have to figure things
out for yourself.
END_TEXT
NOUN 232
book
rare
You see a rare 1st edition of Sir Walter Scott.
LOCATION 0
WEIGHT 5
SIZE 5
POINTS 15
READABLE
NOUN_SYNONYMS SCOTT
END_NOUN
NOUN_DESCR 232
The book has a brown cover that is cracked with age. Inside the front cover
is a small bookplate that says: From the library of Baron von Evil.
END_NOUN_DESCR
TEXT 232
The book is IVANHOE by Sir Walter Scott. Inside the back cover, someone has
written a note that says:
IVANHOE
IVANHOE
IVANHOE
Remember this word -- it may come in handy!
END_TEXT
NOUN 233
key
tuning
You see a tuning key (normally used to tune a harp).
LOCATION 0
WEIGHT 2
SIZE 2
END_NOUN
NOUN_DESCR 233
The tuning key is made of iron and is about 6 inches long.
END_NOUN_DESCR
NOUN 234
rope
hanging
You see a rope hanging down to the ground.
LOCATION 0
WEIGHT 10
SIZE 5
END_NOUN
NOUN_DESCR 234
The rope is about 50 feet long. The grappling hook is caught and is quite
secure. The rope hangs down and about 10 feet of rope rests on the ground.
END_NOUN_DESCR
NOUN 236
fireplace
blazing
A fireplace with a blazing fire covers one wall.
LOCATION 0
UNMOVABLE
END_NOUN
NOUN_DESCR 236
The fireplace covers most of one wall. A fire is blazing brightly in the
fireplace. It is quite warm and toasty! You can't get very close to the
fireplace because it is just too hot!
END_NOUN_DESCR
NOUN 237
door
open
An open door is in the center of the north wall.
LOCATION 0
UNMOVABLE
END_NOUN
NOUN_DESCR 237
The doors here all look pretty much like doors.
END_NOUN_DESCR
NOUN 238
diamond
large
There is a large diamond.
LOCATION 0
WEIGHT 2
SIZE 2
POINTS 15
END_NOUN
NOUN_DESCR 238
The diamond is quite large -- about 100 carets. It is clear and sparkles as
the light hits its facets.
END_NOUN_DESCR
NOUN 243
coffin
open
The open coffin reveals a set of stairs leading down.
LOCATION 0
WEIGHT 2000
END_NOUN
NOUN_DESCR 243
The coffin lid is up and the coffin is open. Inside, there is a set of stairs
that lead down into the darkness below.
END_NOUN_DESCR
NOUN 246
bats
vampire
Several giant vampire bats are flying about the room.
LOCATION 0
UNMOVABLE
PLURAL
END_NOUN
NOUN_DESCR 246
The bats are each about a foot across. Their wings make a real racket as they
flap around the room.
END_NOUN_DESCR
NOUN 253
keys
guard's
The guard's keys are on the ground.
LOCATION 0
WEIGHT 2
SIZE 2
NOUN_SYNONYMS KEY
PLURAL
END_NOUN
NOUN_DESCR 253
The guard's keys are made of iron and are attached to an iron ring.
END_NOUN_DESCR
NOUN 255
door
steel
A closed steel door is nearby.
LOCATION 0
UNMOVABLE
CLOSABLE
CLOSED
LOCKABLE
LOCKED
KEY 253 (* Guard's keys *)
END_NOUN
NOUN_DESCR 255
The doors here all look pretty much like doors.
END_NOUN_DESCR
NOUN 259
guard
unconscious
An unconscious guard lies at your feet.
LOCATION 0
WEIGHT 200
END_NOUN
NOUN_DESCR 259
The guard's unconscious form lies in a heap at your feet. You have to step
over him as you move about the passageway. He looks like he will be out of
action for a long time.
END_NOUN_DESCR
NOUN 262
doorway
open
An open doorway is nearby in the center of the west wall of the cell.
LOCATION 0
UNMOVABLE
NOUN_SYNONYMS DOOR
END_NOUN
NOUN_DESCR 262
The doorways here all look pretty much like doors.
END_NOUN_DESCR
NOUN 271
door
open
An open doorway to the east leads into a cell.
LOCATION 0
UNMOVABLE
END_NOUN
NOUN_DESCR 271
The doorways here all look pretty much like doors.
END_NOUN_DESCR
NOUN 272
wood
burnt
You see some pieces of burnt wood, the remains of a fire.
LOCATION 0
WEIGHT 5
SIZE 5
END_NOUN
NOUN_DESCR 272
The fire has gone out. The wood is charred and soggy.
END_NOUN_DESCR
NOUN 273
fire
blazing
You see a blazing fire.
LOCATION 0
UNMOVABLE
END_NOUN
NOUN_DESCR 273
The fire is blazing brightly. It is warm and toasty!
END_NOUN_DESCR
NOUN 279
eggshell
cracked
You see some pieces of a cracked eggshell.
LOCATION 0
END_NOUN
NOUN_DESCR 279
The pieces were obviously an egg at one time. But now, they are just a bunch
of pieces of eggshell.
END_NOUN_DESCR
CREATURE 302
princess
beautiful
The beautiful princess is by your side.
LOCATION 0
WOMAN
POINTS 75
END_CREATURE
CREATURE_DESCR 302
The princess is about 5 foot 6 inches tall and about 120 pounds. Her hair
is a golden flaxen color and her eyes are clear green pools. She is about
36-21-35. You are in love!!
She glares back at you and says, "What are you gawking at, turkey?" "We need
to get out of here. Let's get going!" "You can stare at me when we are safely
away", she concludes contemptuously.
END_CREATURE_DESCR
SYNONYMS
Dummy_Verb1 KISS HUG LOVE CARESS
Dummy_Verb2 GO CLIMB CROSS
Dummy_Verb3 RIDE MOUNT
Dummy_Verb4 CUT CHOP BREAK CRACK
Dummy_Verb5 JUMP
Dummy_Verb6 SEARCH FIND
Dummy_Verb7 DEBUG
Dummy_Verb8 POUR
Dummy_Verb9 TUNE
END_SYNONYMS
INTRODUCTION
CRUSADE ADVENTURE
by David Malmberg
In CRUSADE ADVENTURE you play the role of Godfrey de Goodheart, a bold, but
impoverished knight. King Fredrick III has dispatched you to rescue his only
daughter, the beautiful Princess Ann, from the dungeons of Baron von Evil's
castle. You have also been asked to recapture the Baron's treasure of gold,
silver and gems, which he gained by cruelly exploiting his serfs. If you can
rescue the princess and return all of the Baron's ill-gotten treasures, King
Fredrick has promised you Princess Ann's hand in marriage.
Your quest will be filled with peril. The seven lone knights who were sent
previously on this crusade all vanished without a trace. If you are to succeed
where so many others have failed, you must use all your strength and cunning.
And be very lucky!!
CRUSADE ADVENTURE was first published in BASIC for Commodore and Apple
computers in the November 1982 issue of MICRO magazine.
END_INTRODUCTION
MAXIMUM_SCORE 1000