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- 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 surprisingly, it hits something on the way out, and spins out of
- control for a moment before its thrusters regain control. You can hear the
- wind rushing by, and then the sound of an explosion -- very near by -- drowns
- out all other sounds. The escape pod rises for a few minutes, then begins to
- move horizontally. It's hard to tell what is happening, but it's certainly not
- as bad as what was happening just a few seconds ago.
- Directly before you is an extremely simple manual console with a small
- socket, above which are instructions which say "insert command module here."
- END_ROOM_DESCR
-
- ROOM 17
- Escape Pod
- EAST 18 (* You win game! *)
- EXIT 18 (* You win game! *)
- END_ROOM
-
- ROOM_DESCR 17 (* Escape Pod *)
- You are in the escape pod, which is not moving. An open door leads east.
- END_ROOM_DESCR
-
- SPECIAL 17 (* Escape Pod *)
- As you insert the RT-584 module, it exerts some sort of magnetic force which
- pulls it from your fingers and snugly into the RT-500 socket. The escape pod
- changes direction and velocity -- almost seeming to stop for a moment -- and
- then accelerates again toward some unknown destination.
- After a few minutes, you feel the pod turning and then decelerating and
- descending. Before you expected it, the pod touches down roughly, causing you
- to bump your head against the side of the pod. The pod's engines begin whining
- as they reduce power. The door suddenly clicks and swings open, revealing
- bright sunlight outside. Once the door is locked open, the pod's engines shut
- down completely, leaving you in complete silence.
- END_SPECIAL
-
- ROOM 18
- You win game!
- GAME_WIN
- POINTS 10
- END_ROOM
-
- ROOM_DESCR 18 (* You win game! *)
- You emerge from the pod to find the sun shinning brightly. The air is fresh
- and clean and smells like spring flowers. For the first time in a long while,
- you feel good about being alive.
- END_ROOM_DESCR
-
- rem (********************************)
- rem (* NOUNS *)
- rem (********************************)
-
- NOUN 201
- Crowbar
- Iron
- There is an iron crowbar here.
- WEIGHT 10
- SIZE 20
- LOCATION 2 (* Dark Pit *)
- (everything else is default)
- NOUN_SYNONYMS rod bar
- END_NOUN
-
- NOUN_DESCR 201 (* Iron Crowbar *)
- The iron crowbar is about three feet long and weighs about eight pounds.
- It might be useful as a weapon or as a tool, depending on the circumstances.
- END_NOUN_DESCR
-
- NOUN 202
- Crate
- Wooden
- There is a large wooden crate here.
- LOCATION 3 (* Storage Room *)
- CLOSABLE
- CLOSED
- LOCKABLE
- LOCKED
- READABLE
- KEY 201 (* iron crowbar *)
- UNMOVABLE
- NOUN_SYNONYMS lettering side writing box lid nail nails
- END_NOUN
-
- NOUN_DESCR 202 (* Wooden Crate *)
- The crate is about eight feet long by six feet wide by six feet high. It is
- extremely heavy and quite solid. There is lettering on the side. It has a
- lid that is nailed to the top of the crate.
- END_NOUN_DESCR
-
- TEXT 202 (* Wooden Crate *)
- The side of the crate says, "U.S. Emergency Radiation Supplies. Do Not Open."
- END_TEXT
-
- NOUN 203
- Cube
- Metal
- There is a huge solid metal cube here.
- WEIGHT 91 (* can only be carried by itself *)
- SIZE 91
- LOCATION 202 (* inside crate *)
- END_NOUN
-
- NOUN_DESCR 203 (* Metal Cube *)
- The huge metal cube may contain something, but you'd need a heck of a knife --
- or a laser -- to cut into it.
- END_NOUN_DESCR
-
- NOUN 204
- Sign
- Cardboard
- Over the arch is a sign.
- LOCATION 5 (* N End of Corridor *)
- UNMOVABLE
- NOUN_SYNONYMS writing
- READABLE
- END_NOUN
-
- NOUN_DESCR 204 (* Sign *)
- The sign is black with white lettering.
- END_NOUN_DESCR
-
- TEXT 204 (* Sign *)
- "Enlisted Personnel Only. No Visitors."
- END_TEXT
-
- NOUN 205
- Desk
- Metal
- There is a metal desk near the door.
- WEIGHT 80
- SIZE 90
- LOCATION 8 (* Entry Hall *)
- CLOSABLE
- OPEN
- UNMOVABLE
- END_NOUN
-
- NOUN_DESCR 205 (* Metal Desk *)
- This is a rather ordinary metal desk with a single metal drawer.
- END_NOUN_DESCR
-
- NOUN 206
- Drawer
- Metal
- There is a small drawer.
- WEIGHT 10
- SIZE 10
- LOCATION 205 (* inside desk *)
- CLOSED
- CLOSABLE
- END_NOUN
-
- NOUN_DESCR 206 (* Drawer *)
- The drawer looks like most drawers.
- END_NOUN_DESCR
-
- NOUN 207
- Key
- Plastic
- There is a small plastic key here.
- WEIGHT 1
- SIZE 1
- LOCATION 206 (* inside drawer *)
- PUSHABLE (* will cause 'special' *)
- TURNABLE (* will cause 'special' *)
- END_NOUN
-
- NOUN_DESCR 207
- The plastic key is like most keys you've seen. It is cylindrical and has many
- tiny holes through it; optical sensors in the correct lock will respond to it
- by opening a door or doing whatever it is the key is meant to do.
- END_NOUN_DESCR
-
- NOUN 208
- Module
- RT
- There is a small, square, electronic module here.
- WEIGHT 2
- SIZE 2
- LOCATION 9 (* Collapsed Room *)
- POINTS 1 (* worth 1 point *)
- PUSHABLE (* will cause 'special' *)
- TURNABLE (* will cause 'special' *)
- END_NOUN
-
- NOUN_DESCR 208 (* RT Module *)
- This is a standard-design RT-584 module. Like all RT-584s, it is the
- functional equivalent of a complete supercomputer with gigabytes of storage
- and a knowledge base of some sort. All you need to do is plug it into an
- RT-934 console and push it to access its information.
- END_NOUN_DESCR
-
- NOUN 209
- Square
- Blue
- There is a blue square visible on the control console.
- LOCATION 11 (* Elevator *)
- UNMOVABLE
- PUSHABLE (* will cause 'special' *)
- END_NOUN
-
- NOUN_DESCR 209
- The blue square is an image on the touchscreen of the elevator command
- console. The command console is intended to be useful to anyone who can
- recognize simple graphic icons, even if they don't speak English.
- END_NOUN_DESCR
-
- NOUN 210
- Triangle
- Red
- There is a red triangle visible on the control console.
- LOCATION 12 (* Elevator *)
- UNMOVABLE
- PUSHABLE (* will cause 'special' *)
- END_NOUN
-
- NOUN_DESCR 210 (* Red Triangle *)
- The red triangle is an image on the touchscreen of the elevator command
- console. The command console is intended to be useful to anyone who can
- recognize simple graphic icons, even if they don't speak English.
- END_NOUN_DESCR
-
- NOUN 211
- Flashlight
- Atomic
- There is a disposable atomic flashlight here.
- LOCATION 2 (* Dark Pit *)
- WEIGHT 5
- SIZE 5
- MOVABLE
- IS_LIGHT
- OFF
- NOUN_SYNONYMS light switch
- END_NOUN
-
- NOUN_DESCR 211 (* Flashlight *)
- The flashlight looks like a standard disposable atomic flashlight.
- It has an on/off switch.
- END_NOUN_DESCR
-
- NOUN 212
- Gun
- Laser
- There is a small laser-powered handgun here.
- LOCATION 3 (* Storage Room *)
- WEIGHT 3
- SIZE 3
- MOVABLE
- CAN_SHOOT
- NUM_SHOTS 3
- NOUN_SYNONYMS laser handgun
- END_NOUN
-
- NOUN_DESCR 212 (* Laser Gun *)
- The gun looks like a standard military-issue medium-power laser weapon. These
- weapons can usually fire eight or ten times; there's no way to know what the
- charge level is without a voltmeter.
- END_NOUN_DESCR
-
- rem (************************************)
- rem (* CREATURES *)
- rem (************************************)
-
- CREATURE 301
- Wolf
- Grey
- There is a grey wolf here, snarling and growling at you.
- LOCATION 3 (* Storage Room *)
- WEAPON 201 (* crowbar *)
- HOSTILE
- THRESHHOLD 3 (* can attack it 3 times *)
- TIME_THRESH 5 (* can be in room for 5 turns *)
- END_CREATURE
-
- CREATURE_DESCR 301 (* Grey Wolf *)
- The wolf is grey, with a few white spots on its belly. It is also quite large,
- almost as tall as you are. Its claws look sharp. The wolf does not look
- friendly; it growls and snarls, plainly upset that you have disturbed it.
- END_CREATURE_DESCR
-
- CREATURE 302
- Mutant
- Hideous
- There is a hideous mutant here. It is hissing and cursing at you.
- LOCATION 6 (* Storage Room *)
- WEAPON 212 (* laser gun *)
- HOSTILE
- THRESHHOLD 3 (* can attack it 3 times *)
- TIME_THRESH 5 (* can be in room for 5 turns *)
- END_CREATURE
-
- CREATURE_DESCR 302 (* Hideous Mutant *)
- The mutant is really ugly! It looks like it was once a man, but it is
- horribly disfigured and has open sores covering most of its body.
- It is very nervous and angry at you for disturbing its lair.
- END_CREATURE_DESCR
-
- rem (************************************)
- rem (* Verb Synonyms *)
- rem (************************************)
-
- VERB
- UNLOCK PRY
- TURN INSERT SWITCH FLIP
- END_VERB
-
- rem (************************************)
- rem (* Intro Text *)
- rem (************************************)
-
- INTRODUCTION
-
- It is the year 2093. You, a foolish explorer, decided to wander the
- radiation-filled areas near what used to be the nation's capital:
- Washington, D.C. You've found the adventure you sought, though few of your
- exploits turned out as you'd expected.
- In your six-month travels, you've been attacked by packs of wild dogs and
- a few wilder humans. Your supplies were stolen weeks ago, and you've been
- existing by eating the few surviving vegetables in long-abandoned gardens,
- despite the risks of eating food grown in this area. When you finally tried
- to leave this restricted region, you were shot at by patrols who detected
- too much radiation in your body.
- In your ever-more-desperate search for either a safe temporary home or a
- way out of the danger-zone, you've begun exploring the hills where other
- wanderers have said there are caves and tunnels. Somewhere here, it is
- rumored, there was once an underground complex where the elite few hid
- during the atomic cataclysm. No trace has ever been found of those hidden
- politicians and millionaires, though the mysterious roars of explosions were
- heard two years after the Last War ended, suggesting that the survivors
- above ground might have found and destroyed the survivors who hid below.
- After several weeks of living off the land, you discovered a deep pit,
- apparently man-made, at the center of a neatly-rounded hill. For two days,
- you explored the hill, trying to find another cave or even an out-of-place
- pile of dirt, to no avail. Far away to the south are five blackened pits in
- the earth, burned, ash-covered remnants of a few days of sheer hell; you've
- wondered if their target might have been hills like this.
- Finally, you locate a much-used rope and tie one end around some rocks
- near the pit, hoping to lower yourself into it. As you explore the top few
- feet of the cave, you drop your disposable atomic flashlight, and can hear it
- bounce against the sides of the cave for several seconds before striking the
- bottom. Slowly, in darkness, you lower yourself down the rope. Wisely, you
- started at noon, and the light is bright enough for you to see above you,
- though your body blocks most of the light below.
- As you approach what you think is the bottom of the pit, your legs push
- aside a clump of earth and suddenly you are hanging in empty space: the thin
- vertical tunnel has widened. As you turn awkwardly, you try to stop moving
- by reaching a hand out to touch the side of the tunnel, only to suddenly
- lose your grip with the other hand. You grab for the rope, but gain only
- rope burns as you feel the end of the rope slip from your fingers, hardly
- slowing your fall.
- Luckily, you were only about fifteen feet from the bottom of the pit. Of
- course, "only" is a relative term: in this case, it means you'll suffer from
- extreme pain and bruises, not broken bones.
- It takes you only a minute to realize that the sides of the pit are too
- steep and muddy to climb; the rope is dimly visible twenty feet above. By
- feeling the side of the pit, you can make out some sort of wooden or plastic
- door to the west. Despite the pain you still feel from the fall, you manage
- to kick the door open, leading to a dark room.
- END_INTRO
-
-