!!! Other than these lines, nothing has been changed. It doesn't even compile !!! any more. Come on, roast me. Anyone ever find the spider? Looking back !!! line 1987-- is quite silly. O well. Toodles. Switches dsv5x; ! put back s Constant DEBUG; !2345678901234567890123456789012345678901234567890123456789012345678901234567890 Constant Story "Rippled Flesh^"; Constant Headline "An Interactive Goosing By Rybread Celsius. '96^"; Constant OBJECT_SCORE 5; Constant MAX_SCORE 41; Constant ROOM_SCORE 5; Include "PARSER.H"; Include "VERBLIB.H"; Include "GRAMMAR.H"; Attribute is_tiny; Attribute is_coin; Attribute is_rite; [ Initialise pkey; box " Kids, fiction is the truth inside the lie, and the" " truth of this fiction is simple enough: the magic" " exists." "" " -- Stephan King, ~IT~"; print "[Any key]"; @read_char 1 pkey; @erase_window -1; location = Hut; thedark.description = "The darkness, like a malicious envelope, engulfs you into the mass confusion of blindness."; print "^^You wake slowly. Your hand caresses the fat on the back of your \ head. You attempt to stand. You stumble. This is not a hangover. \ Thoughts fly to your latest memory, and return blank. The things you \ do remember are odd: the number forty, a seductive women, a tropical \ drink, and darkness. The rest is lost. Again, the power of idea overcomes you as you \ attempt to stand. This time the results are fairly better as one arm \ is planted on a small panel for support, and both feet cling to the ground. \ Realizing your eyes are still shut, you open them....^^"; ]; Object Limbo "Limbo" has light, with description "Uh.. howd you get here?"; ! very cool object! !nearby hmm "hmm" !with name "hmm"; !description "The hmm is a great saying as it can meen soooo much. Substance says \ ! hmm a lot."; Nearby brick1 "red bricks" with name "red" "brick" "bricks", description "A small island of red bricks lay on the plaster wall.", has scenery; Nearby brick2 "brown bricks" with name "brown" "brick" "bricks", description "A small island of brown bricks lay on the plaster wall.", has scenery; Nearby brick3 "yellow bricks" with name "yellow" "brick" "bricks", description "Some unusual yellow bricks make up a small section of the wall.", before [; Push: if (self hasnt general) { give self general; "You give a yellow brick a push, and it moves a little."; rtrue; } "It moves a little more."; Pull: if (self hasnt general) { give self general; "You give a yellow brick a pull, and it moves a little."; rtrue; } "It moves a little more."; ], has scenery; Nearby spida "cobweb spider" with name "cob" "web" "spider", description "The spider just hangs there in space, humming unknown spider show \ tunes. Once in awhile she takes a deep breath and you can sense \ her glaring at you.", Initial "A cobweb spider hangs in the corner.", life [; Answer: "The spider blinks, you think but are not quite sure."; Ask: switch(second) { 'punks', 'teen', 'punk', 'teens': if (hole4 has general) "~Ya, I saw those weird looking humans, but kept clear. I don't trust someone whose hair has more appendages then mine!~"; "~What you talking about Mack?~"; 'name', 'spider', 'cob': "~My names Charlotte. Don't even think it; my mother just liked E.B. White and named all her children Charlotte. In reflection, it makes sense, since there were 312 of us, but it must have been a downer for my brothers.~"; 'house', 'place', 'help', 'monster', 'monsters', 'haunted': "~Hmm...I'm not sure, I've lived here all my life, but these new people seem very strange!~"; 'xyzzy', 'word': "~A hollow voice told me to do it. Things get weirder here by the day!~"; 'web', 'cobweb', 'cobwebs', 'webs': "~We were the first to make the cobwebs, but those ignorant science humans said otherwise. Too bad they never discovered us: we have great ears.~"; 'beeswax': "~Tasty stuff actually.~"; } "~Hey, mind your own beeswax!~"; Tell: "~You don't say so, Sam?~ You sense sarcasm."; Kiss: "~Sure it starts with a nice kiss, but then we'll get into \ heavy petting, a baby, wedlock, etc. The kid would also be \ ugly! Have you ever really looked at yourself!~"; Attack: remove self; "You try to kill the little vermin, but she vanishes as \ your fist hits the ceiling."; ThrowAt: move noun to location; <>; Show, Give: if (noun==tummy && tummy hasnt general) { give tummy general; "~Wow! Your the first pregnant man I've ever met!~"; } "~Don't put THAT in my web!~"; ], orders !maybe not in life [; Go: "~Hey, I'm not leaving home.~"; NotUnderstood: "~Uh.. I never liked Esperanto much.~"; default: "~No.~"; ], has animate female; Nearby wpaper2 "wallpaper" has scenery, with name "wall" "paper" "wallpaper" "edges" "hole", description "The wallpaper is sick paisley yellow, and smells like it too. Around \ the edges you see it lift up off the wall. In the middle you see \ a rather big hole.", before [; Take: "You try to peel it, but its as stubborn as a donkey."; Smell: "It smells like parchment paper."; Read: "You make out the letters ~urstoopid~."; ]; Nearby patch "punk patch" with name "vomit" "patch" "punx" "punk", initial "A patch lies here, with thread unraveled on its borders.", description "Looks as if this got torn off one of the teens jackets. It \ reads ~Vomit Punx~. At the mention of vomit, you feel you \ stomach lurch. That doesn't put your mind at rest any. \ Where could of those kid's gone too?", before [; Wear: "You don't think the patch is very becoming, and besides, you \ don't have a nail to sow the thread in."; ]; Nearby pedal "foot pedal" with name "foot" "pedal", description "A small floor pedal under the table.", before [; Push: if (self hasnt general) { give end12 general; give self general; self.before=0; score=score+5; "You push the pedal and lights jump out from nowhere and a mist \ enters the room. It looks like an average con, could everything \ you have seen so far been a lie?! Suddenly the power dies, and with it \ the enhancements. A massive metallic face appears in thin air and looks \ right at you. It bellows, ~Foolish Mortal! You can not escape us! You \ life is forfiet!~ and as suddenly as it appeared, it disappears, with a \ tint of brimstone trailing its absence like a puppy."; } "The pedal appears to be broken. Maybe a fuse has been blown."; ], has scenery ; Nearby ShDoor "hidden outline" with name "hidden" "outline", door_to ShRoom1, door_dir e_to, before [; Open: if (self has general) { Give self open; "You find a release catch and open the outline."; give self open; rtrue; }; "I don't see that here."; rtrue; Examine: if (self has general) { "A faint outline in the east wall appears to be a door."; }; "I don't see that here."; rtrue; ], has static concealed door openable; Nearby Disco_Down "Broken disco ball" has static, with name "broken" "disco" "ball" "chain", initial "The once powerful disco ball lays here.", description "You examine the chain on the fallen ball. It looks strong \ except where the link broke, that looks as if it was \ broke on purpose. Could someone have tried to squish you or the teens? \ Or something?"; Nearby Button1 "button" with name "button", initial "The button you saw from the weird angle is now quite easy to notice.", description "Looks like a regular button to you. You wonder what it does.", before [; Push: "You push but the button refuses to budge."; ], has static; Nearby Good_Key "Magikal Key of Poop" with name "good" "key" "poop"; Nearby tummy "tummy" with name "tummy" "stomach", article "your", description "Studying your stomach, you seem to find it rather obese. You don't remember that. \ Scenes from the Alien movies suddenly torture your thoughts.", before [; Touch: self.before=0; score=score+5; "You feel your stomach. The flesh seems to eat your fingers as they dive in. Can something be happening already?"; rtrue; Eat: "Self cannibalism is so 11th century."; Open: "Though a tummy is a great thing, it cannot be opened."; Tickle: "You surprise yourself just enough so that the tickle has a mild effect. Tee-hee."; Attack: "You pound yourself one in the stomach. Ooohf! Well, you felt that, and most certainly your stomach did too."; Drop: "Though you'd like to drop this added baggage, it seems that its with you for the ride. You do however, push it out of your mind."; move self to Limbo; ], has scenery; Nearby Blood_Stain "blood" with name "blood" "stain" , article "the", initial "The blood of that poor boy sits idle on the floor.", description "No use in cleaning the stain as it has set in.", before [; Drink: "You like Bloody Mary's, not blood!"; Rub: "Futile. And sickening."; ], has static; Nearby thingy "wooden thingy" with name "wooden" "wood" "thingy" "thing", description "A weird wooden thingy. Looks like it could scare away even the \ scariest things.", before [; Take: if (self hasnt general) { give self general; move self to player; "You squirm as you touch it, but then its over."; } move self to player; ]; Object Room0 "Room of Endings" with description "How'd you get here you silly person?!", has light; Nearby end1 "end1" with name "end1"; Nearby end2 "end2" with name "end2"; Nearby end3 "end3" with name "end3"; Nearby end4 "end4" with name "end4"; Nearby end5 "end5" with name "end5"; Nearby end6 "end6" with name "end1"; Nearby end7 "end7" with name "end7"; Nearby end8 "end8" with name "end8"; Nearby end9 "end9" with name "end9"; Nearby end10 "end10" with name "end10"; Nearby end11 "end11" with name "end11"; Nearby end12 "end12" with name "end12"; Nearby end13 "end13" with name "end13"; ! first room Object Hut "Desolate Room" has light with name "door" "doors" "doorway", description "This is the room you awoke in. There is nothing here. \ Doorways lacking doors lead south and east.", each_turn [; switch(random(6)) { 1: "^You hear an owl hoot."; 2: "^You hear the sound of footsteps."; 3: "^You hear a malicious silence."; 4: "^In the distance, you hear laughter."; 5: "^Am invisible flurry of brimstone attacks your nostrils.."; 6: "^You stop for a second to clutch your chest."; } ], e_to Hallway, s_to Drk_Room; Object Hallway "Hallway" has light with description "This is a normal hallway, but barren. No pictures or \ furniture lay here, just dust. The wooden floors echo a tap, tap,\ sound as you walk down them. Whoever, or whatever, that \ brought you here could easily hear them.^^The hallway leads \ west and east, with a small room to the south. To the \ north is a window, casting black light into the room.", each_turn [; switch(random(6)) { 1: "^You hear an owl hoot."; 2: "^You hear the sound of footsteps."; 3: "^You hear a malicious silence."; 4: "^In the distance, you hear laughter."; 5: "^Am invisible flurry of brimstone attacks your nostrils.."; 6: "^You stop for a second to clutch your chest."; } ], e_to Room1, w_to Hut, s_to [ ; if(bathroom hasnt general) return Bathroom; "Nothing short of insanity would persuade you to enter that room again."; rfalse; ]; Nearby Window "window" has scenery, with name "window" "view" "black" "light", description "You peer out the window, with hope of spotting \ civilization. You see darkness. It sees you. You \ cannot help but shudder.", before [; Open: "The window opens to let the howling winds in. You quickly shut it."; Close: "The window isn't open."; ]; Nearby dust "dust" has scenery, with name "dust" "dirt" "footprint" "print" , before [; Examine, Search, LookUnder: self.before=0; score=score+5; "In the dust is a single footprint. Odd, it seems to have \ only three toes. The largest and middle are noticeable absent in the print. You sneeze and it is lost."; ]; Object Drk_Room "Storage room" with name "presents", description "You see a lot of presents. So many, in fact, that they have seems to have made a maze of the place.", n_to Drk_Room, ne_to Drk_Room, se_to Drk_Room2, s_to Drk_Room, sw_to Drk_Room2, w_to Drk_Room, nw_to Drk_Room2; Object Drk_Room2 "Another Storage room." with name "presents", description "You see even more presents. So many, in fact, that they have seems to have made a maze of the place.", ne_to Drk_Room, e_to Drk_Room2, se_to Drk_Room, s_to Drk_Room2, sw_to Drk_Room2, w_to [; print "You stumble through the darkness back into the desolate room.^"; return Hut; ], nw_to Drk_Room; Object Bathroom "Bathroom" has light, with description "A Victorian bathroom with a porcelain sink, a gold trimmed \ mirror, and a bathtub. Pleasant, actually.", n_to Hallway; Nearby mirror "mirror" with name "mirror", before [; Examine: move tummy to player; give end1 general; "You look into the mirror and see a balding middle aged man. \ It takes a few moments to realize that this is you. \ Your protruding stomach causes you once again to think \ about last night. Could something be implanted into your \ stomach?"; Attack: "You pound at the beast in the mirror, till you realize \ that it is you."; ], has scenery; Nearby Sink "sink" with name "sink" "column" "Doric" "grooves", description "Admitingly, the sink is beautiful. Pure white, and spotless. \ It is supported by a hand-crafted Doric column, with deep, sharp \ grooves. There is a single knob for pressure control.", before [; Turn, SwitchOn: give self on; print "You turn it on and wipe the sweat from your brow."; rtrue; SwitchOff: give self ~on; print "You turn the sink off."; rtrue; Drink: if (self has on) { print "You cup your hands and enjoy the water, letting it trickle down the back of your throat."; rtrue; }; "Its not on."; Take: "Though it is indeed beautiful, there's no way you could take it."; ], has scenery switchable; Nearby Bathtub "bathtub" has scenery openable, with name "bathtub" "bath" "tub" "curtain", description "The bathtub seems normal enough. Of course, there is a curtain \ that may be giving refuge to whatever is within.", before [; Open: self.before=0; score=score+5; move Blood_Stain to Bathroom; give end2 general; give Bathroom general; "You start to slowly draw back the curtain, trying as you might to make \ not a sound. Your breath is drawn. The curtain is in your hand, and \ decide that slow may not be the way. You yank it like an old Band-Aid. \ Within you see... a corpse!^^You put your hand to your mouth as bile creeps upwards, then \ the corpse, a man, makes a small moan. Your eyes dart like squirrels around the \ his body. You notice that the man, a teen actually, seems familiar, but you can not place him. His \ wrists are also sliced, with the blood turning the water a pink crimson.^^Suddenly, \ you hear garbled speech and the sound of appendages coming closer. Again your mind goes blank. \ Fortunately, instinct takes over. You lift the semiconscious man from the tub and \ stick him out the door, then you yourself hop in the tub, close the curtain and hold your breath. \ A few moments pass, and you here the voices stop and one gives a small shriek. \ The others makes some sort of grunt and you hear some words through the curtain: \ ~...........he tried to commit.................party............teens......wonder.........will wake...~ \ You here something big, probably the young man, being picked up and slowly the voices \ fade away. Letting a few more minutes pass makes you feel better, and finally you leave your \ sanctuary. Your mind now first acknowledges what has just happened but it can't \ seem to make sense out of this wicked JIGSAW of events. Was the boys only escape death? \ Was it suicide? And if so, what could be so horrible to do it. You then notice the blood \ on the floor and feel the urge to leave."; rtrue; ]; Object Room1 "Hallway" with description "The hallway continues hear, but now sits only silence. To \ the north and south are rooms. From the north there comes a \ an odd sensation of peace, and too the south, as if to off balance \ that of the north, comes a feeling of chaos. The hallway continues east.", w_to Hallway, n_to Lie1, s_to Lie2, e_to Maze_Start, has light; Object Lie1 "Bedroom" has light, with description "This room is a simple looking bedroom. There is a barren \ mattress against the wall, with that being the only furniture here. \ Whom ever lives in these Spartan conditions....", s_to Room1; Nearby mattress "mattress" with name "mattress", has scenery; Nearby Highchair "highchair" with name "high" "chair" "highchair" "corner", initial "In the corner of the room, within the shadows, you can make out \ what you believe to be a highchair.", before [; Examine: "It is indeed a highchair, that seems to contain a small, androgynous child."; give end3 general; Receive: if ((noun ~= Baby) && (self has open)) { "Nothing else could fit in the high chair"; }; ], has container static transparent open; Object Baby "Baby" Highchair with name "baby" "diner" "toddler" "child", number 0, description "The child seems to at an odd age. Not quite a toddler \ and not quite a baby. That's not important. What is, is how \ it ever came to be in this place. Is it being raised to enter this... \ cult? covet? You don't know. Maybe the baby is trap, maybe it \ should be rescued, maybe maybe maybe....all you know is that its gurgling at you with delight. Is it friendly or hungry?", life [; Attack, Kiss: "Your not quite sure if that's safe."; Ask: switch(second) { 'prize', 'prizes': "~Ga-ga-goooooo.~"; 'breast': "~Yum!~"; 'diaper': "~Icky-goo-goo.~ You decide to take his word for it."; 'party': "The small child claps its hands."; default: "~Ga-ga-goo-goo.~"; } Order, Answer: "The kid starts to cry, but only a little."; ], before [; Take: "The baby seems to be solidly wedged into the highchair."; Tickle: "The baby smiles, or is it gas? You could never tell."; Eat: if (player has tummy) { print "That thing in your stomach must be truly malevolent, having urges to eat children!"; rtrue; }; "Your not that hungry."; rtrue; ], has animate transparent; Object diaper "soggy diaper" Baby with name "diaper" "nappy" "soggy", article "a", description "The diaper fits snugly on the child.", before [; Take: "As much as you want to know the sex of the child, the nappy refuses to budge."; Smell: "Revolting."; ], has static; Object Lie2 "Glass Room" has light, with name "ceiling" "glass", description "This room is again, barren, but the ceiling is made of glass. If it wasn't for the constant lightning this room would be completely dark, as it is, the room isn't that bright and your having a tough time seeing about.", n_to Room1, each_turn [; switch(random(6)) { 4: "^Thunder crashes overhead, and shakes the room."; 5: give end4 general; "^A crooked fork of lightning crashes through the sky. It lightens up the room for a second, revealing a large, wooden sculpture on the floor. It is hidden from your vision as the lights fade."; 6: "^The elements outside calm down for a moment."; } ]; Nearby Wood "Wooden Sculpture" with name "wood" "sculpture" "demon", description "This is a sculpture of a little monkey like creature, possibly an evil god. A shiver enters your spine as look at it. It seems to be smiling at something.", before [; Take: "Its too big to take, and too damn scary too."; ], has concealed static; Nearby element "Weather" with name "element" "lightning" "thunder" "weather", description "The weather outside is quite abusive.", before [; Take: "I don't suppose Thor would care for that."; ], has scenery; Object Maze_Start "Room with Door" has light, with description "This room is a continuation of this nightmarish hallway. \ the only difference being the door to the east. There are \ also two closets, one to the north and another to the south.", w_to Room1, n_to [; print "As you enter the closet, the door closes behind you. You frantically \ try to open it, but it seems as if the humidity has swelled the wooden door, \ making it stuck within its own frame. Gloomily, you turn to see what you have now \ gotten yourself into....^"; return Closet1; ], s_to [; print "As you enter the closet, the door closes behind you. You frantically \ try to open it, but it seems as if the humidity has swelled the wooden door, \ making it stuck within its own frame. Gloomily, you turn to see what you have now \ gotten yourself into....^"; return Closet2; ], e_to "The door is in the way."; Nearby Plaque "Plaque" with name "small" "plaque", initial "A small plaque hangs over the north closet.", before [; Examine: give end5 general; "The slightly raised plaque reads, ~NEder SEy No~. It seems your captors have mastered phonics."; Push: if(self hasnt general) { move thingy to player; give self general; "Pushing the plaque causes a small tray to pop out in which is a \ thingy. You promptly take it, as the tray is drawn back in."; } "The tray pops out again, for a second, empty. It quickly crawls back in."; ], has static; Nearby Fake_Door "Eastern Door" with name "door", description "The door appears to be heavily locked.", before [; Open: "The door refused to budge, its locked."; rtrue; Unlock: "With what?"; rtrue; Attack: "The door takes your abuse with silence."; rtrue; ], has scenery; Object Closet1 "Wardrobe" has light, with name "door", description "You find yourself in a large wardrobe. Its tough to see, but \ it looks as if you can make your way NE, NW, SW and SE. You cross \ your fingers and hope Narnia is just a myth. Or a legend.^^There is a door to the south.", s_to "The door is jammed", ne_to Closet3, nw_to Closet3, sw_to Closet2, se_to Closet2; Object Closet2 "Wardrobe" has light, with name "door", description "You find yourself in a large wardrobe. Its tough to see, but \ it looks as if you can make your way NE, NW, SW and SE. You cross \ your fingers and hope Narnia is just a myth. Or a legend.^^There is a door to the north.", n_to "The door is jammed", ne_to Closet1, nw_to Closet1, sw_to Closet2, se_to Closet2; Object Closet3 "Wardrobe" has light, with name "door", description "You find yourself in a large wardrobe. Its tough to see, but \ it looks as if you can make your way NE, NW, SW and SE. You cross \ your fingers and hope Narnia is just a legend. Or a myth.^^There is a door to the south.", s_to "The door is jammed", ne_to Closet1, nw_to Closet1, sw_to Closet2, se_to Closet4; Object Closet4 "Wardrobe" has light, with name "door", description "You find yourself in a large wardrobe. Its tough to see, but \ it looks as if you can make your way NE, NW, SW and SE. You cross \ your fingers and hope Narnia is just a legend. Or a myth.^^There is a door to the north.", n_to [; print "With a good push, the door swings open.^"; return Room2; ], ne_to Closet3, nw_to Closet1, sw_to Closet4, se_to Closet4; Object Room2 "Room with Door" has light, with description "This room is a continuation of this nightmarish hallway. \ To the east lies a devilish door, prolly locked. There are \ also two closets, one to the north and another to the south.", e_to [; if(Real_door has open) { return Real_Door; }; "The wooden door blocks your path."; ], n_to Closet3, s_to [; print "Again you plunge into the wild wardrobes.^"; return Closet4; ], w_to "A locked door on the west stops you! Hmm...where are you?"; Nearby Fake_Door2 "locked door" with name "locked" "door" "west" "w", description "You notice there is another door to the west. It appears to \ be made out of sturdy wood, and no apparent way to open it, as \ it lacks a knob and a keyhole.", with_key Good_Key, door_to Maze_Start, has concealed scenery door lockable locked openable; Nearby Real_Door "wooden door" with name "wooden" "door" "east", description "The door appears to be heavily locked.", before [; Attack: "You pound on the door to no avail. You do, however, hurt your hand."; rtrue; ], after [; Open: "It opens easily, guess it wasn't locked."; give self open; rfalse; Unlock: if (noun ~= Good_Key) { "The key glides into the keyhole, but crash lands. \ It seems that the key doesn't fit."; }; "The key glides into the keyhole, but crash lands. \ It seems that the key doesn't fit."; ], door_to Stairs, door_dir e_to, has scenery door openable lockable; Object Stairs "Stair Well" with description "This place is a step below what else you've seen so far. \ Its a small white room, with stairs leading down, cheap \ tube lights give off the small illumination, and it appears \ to be like any other stair well. The only thing missing are \ the small sounds; the hums, the coughs: other people. The \ silence has follow you here. To the west lies the horrors \ you have escaped, and stairs lead down into another stairway.", before [; Listen: "You hear nothing, save your own heart beat."; ], w_to Room2, d_to Stairs2, has light scored; Nearby ustairs "stairs" has scenery, with name "stair" "stairs" "concrete", description "A simple set of concrete stairs, all identical."; Nearby tubes "lights" has scenery, with name "cheap" "tube" "lights", description "They cast off a dim glimmer. You remember hearing somewhere \ that these lights are bad for you."; Object Stairs2 "Middle Stair Well" has light, with description "A continuation of the common stair well. A door leads off \ east.", each_turn [; if ((hole4 has general) && (self hasnt general)) !find me { give self general; move patch to Stairs2; } ], e_to Room3, d_to Stairs3, u_to Stairs; Nearby mstairs "stairs" has scenery, with name "stair" "stairs" "concrete", description "A simple set of concrete stairs, all identical."; Nearby tubes1 "lights" has scenery, with name "cheap" "tube" "lights", description "They cast off a dim glimmer. You remember hearing somewhere \ that these lights are bad for you."; Object Room3 "Ballroom - West Side" has light, with description "You seem to have stumbled into a beautiful, albeit empty, \ ballroom. Not much action on this side of this massive entity, \ but to the east you see the center of the ballroom, and back west \ is the stairwell.", name "ballroom", w_to Stairs2, e_to Room4; Object Room4 "Ballroom - Center" has light, with description "The center of the ballroom also seems to be the center \ of interest. You can easily enter any part of the ballroom \ from here, with the the exit to the west, a bar to the north and \ chairs to the east.", n_to Bar, w_to Room3, e_to Room5; Nearby Disco_Ball "Disco Ball" has static, with description "The disco ball hovers in the air, regal as a king, casting \ light throughout its domain.", initial "Hanging magnificently from the ceiling, is a huge disco ball, scattering the light throughout the room.", name "disco" "ball", each_turn [; switch(random(6)) { 2: "The disco ball stops for a second and seems to contemplate suicide."; } ]; Object Bar "Bar" with name "bar" "stool" "counter", description "The bar sits here, empty, like everything else. Its counter \ is sticky from old beer, but alas, you see no beverages in \ sight.", s_to Room4, has light; Nearby AshTray "ashtray" with name "ashtray" "ash" "tray" "large", article "an", initial "A large ashtray sits alone on the counter", capacity 1, before [; Receive: if (noun hasnt is_tiny) { "That item is too big."; }; ], has container open; Object Room5 "Ballroom - East Side" with name "ballroom", description "The east side of the ballroom is as barren as the rest, \ except three idle chairs rest here.", w_to Room4, e_to [ ; if((ShDoor has open) && (Shdoor has general)) { return ShRoom1; } "You bump your head. Ouch, doesn't help your headache any."; rtrue; ], cant_go "You bump your head. Ouch, doesn't help your headache any.", before [; Examine, Search: if (noun==e_obj) "Careful scrutiny of the wall reveals a small yellow dot."; Push: if (noun==e_obj) "You give the wall a good push and think you hear a creak."; Attack: if (noun==e_obj) "You let your anger out on the helpless wall. It sounds hollow."; Touch: if (noun==e_obj) "The wall is clammy. The humidity level must be near 100%"; ], each_turn [; if ((chair1 has general) && (chair2 has is_tiny) && (chair3 has general) &&(ShDoor has concealed)) { move shdoor to Room5; give shdoor general; give shdoor is_tiny; give shdoor ~concealed; "An outline in the east wall becomes apparent."; }; ], has light; Nearby Chair1 "green chair" with name "green" "chair", description "A green chair rests against the east wall.", before [; Take: "The chair is bolted to the eastern wall."; rtrue; Enter: give self general; rfalse; ], has static enterable supporter;; Nearby Chair2 "red chair" with name "red" "chair", description "A red chair rests against the east wall.", before [; Take: "The chair is bolted to the eastern wall."; rtrue; Enter: if ((ShDoor has is_tiny) && (ShDoor hasnt concealed)) { give self ~is_tiny; move player to Chair2; move ShDoor to Limbo; give ShDoor ~general; "The outline fades away, perhaps lost forever."; }; give self ~is_tiny; rfalse; ], has static enterable supporter is_tiny; Nearby Chair3 "blue chair" with name "blue" "chair", description "A blue chair rests against the east wall.", before [; Take: "The chair is bolted to the eastern wall."; rfalse; Enter: give self general; rfalse; ], has static enterable supporter;; Nearby YDot "yellow dot" with name "yellow" "dot", description "An unpleasant yellow dot sits idle on the wall.", before [; Taste: "You sample the dot, and believe it to taste like mustard."; Smell: "You close your eyes and take a wiff. The smell of mustard enters your enflamed nostrils."; Rub: "Alas, try as you might the stain remains on the wall."; ], has concealed scenery; Object ShRoom0 "Hidden Room" with description "This must be the place you came in from, but the outline \ is now closed, and the room is very dark, with only the tiniest \ hint of light coming from the west wall. You remember passageways \ northeast and southwest.", before [; Examine, Search: if (noun==w_obj) "There is a small hole in the wall, giving off light."; Push: if (noun==w_obj) "You give the wall a push and it seems to resent it."; Attack: if (noun==w_obj) "You pound on the wall, but all you hear are echoes of your rage."; Touch: if (noun==w_obj) "The wall is rough and splintered."; Scream: if (hole1 has general) { "You scream at the punks, trying to warn them, but they are gone."; } ], ne_to ShRoom2, sw_to ShRoom5, has light; Nearby hole2 "hole" with name "hole" "plastic", article "a", before [; Examine, Search: if ((hole1 has general) && (self hasnt general)) { give self general; give end6 general; "Once again you peer into another peep hole. This time \ the all you can see is black outlined with light. You \ wait a minute and the blackness moves and more light is \ let in. It takes you a moment to realize that the black \ must have been the leather jacket the boy had been wearing."; } "You look through the peep hole and see the tip of the red chair."; Touch: "There is a solid piece of plastic in the hole, allowing \ light through, but not sound."; ], has scenery; Object ShRoom1 "Hidden Room" with description "This seems to be some sort of hidden hallway. Again, the \ emptiness that has been throughout this.. place, is also \ present here, but somehow seems natural. Maybe you are in \ a sanctuary? This blissful idea helps raise your heart, but \ if only a bit. The hallway leads northeast and southwest, with \ the ballroom to the east.", w_to Room5, ne_to ShRoom2, sw_to ShRoom5, has light scored; Object ShRoom2 "Hallway" with description "This is a continuation of the hidden room, which lies southwest \ and it continues northwest.", each_turn [; if ((hole1 has general) && (self hasnt general)) { give self general; move ShDoor to Limbo; give Shdoor ~general; "You here a male voice somewhere from the south say, ~Anarchy \ can work if we-- woah, nice hole in the wall! But better \ yet.. chairs! I'll take the red, now, you must tell me wh-~. \ His voice is cut off as the the outline closes.. how will you \ get out?!"; } ], sw_to [; if(self hasnt general) return ShRoom1; return ShRoom0; ], nw_to shRoom3, has light; Object ShRoom3 "Hallway" with description "The hallway makes an abrupt curve, heading west. You can go back \ by heading southeast. The light is almost diminished.", w_to ShRoom4, se_to shRoom2, has light; Object ShRoom4 "Cul de sac" with description "The hallway ends in this little cul de sac. It would be totally dark \ if not for a little bit of light coming from the south wall.", e_to ShRoom3, before [; Examine, Search: if (noun==s_obj) "There is a small hole in the wall, giving off light."; Push: if (noun==s_obj) "You give the wall a push and it seems to resent it."; Attack: if (noun==s_obj) "You pound on the wall, but all you hear are echoes of your rage."; Touch: if (noun==s_obj) "The wall is rough and splintered."; Scream: if (hole1 has general) { "You scream at the punks, trying to warn them, but they are gone."; } ], has light; Nearby hole1 "hole" with name "hole" "plastic", article "a", before [; Examine, Search: if (self hasnt general) { give self general; "You peer into the hole and see a bar, from what could \ be considered a very convenient angle. Out of no were comes \ a very feminine leg, in fishnet stalkings and combat boots. \ The very owner of the leg bends down with some difficulty to \ clean a scuff mark off her boot. ~A monster!~ is your first \ reaction, as you combat with your bowels. Then you realize \ her hair is unnaturally green, she prolly dyed it, and that \ her nose wasn't being tortured, just pierced a lot. Woah! \ This is just like the movies! Nosy punk teenagers always go \ into the haunted house, or the bad guy's warehouse. Life \ imitates art, or vice versa? You can't help but let your mind \ go dizzy. She opens her mouth, but you hear no sound. Then a \ a shadow is cast over her, of a monster with tentacles in its hair! \ You start a motion with your parched lips to warn her, but the monster \ bends down to reveal a young man with a mohawk-like haircut. The girl \ sneers at him and they both get up. The boots vanish. You wait a minute \ and feel sure they are not coming back. You were walking east when they \ left, however."; } move Button1 to Bar; "You look in the peep hole and see a bar. You notice a small button that \ would not be noticeable from any other angle."; Touch: "There is a solid piece of plastic in the hole, allowing \ light through, but not sound."; ], has scenery; Object ShRoom5 "Sharp Turn" with description "You have only traveled this hallway a little, but there is now \ a sharp turn west. It has gotten pretty dark. You can go back \ to the northeast.", ne_to [; if(hole1 hasnt general) return ShRoom1; return ShRoom0; ], w_to ShRoom6, has light; Nearby fakebone "bone" with name "bone" "femur", article "the", description "Where this bone came from, you have no clue, but your earlier feeling \ of sanctuary is wearing off. Rapidly. The bone appears to have \ been chewed on as there are small marks around it. It appears to be \ a femur. The largest bone in the human body.", initial "A bone lies in the corner of the sharp turn", before [; Read: "You peer at the markings, and they seem to look like ~m*** in \ Ta*w**~. You can't make it all out. Maybe its a spell?"; ]; Object ShRoom6 "Straight Path" with description "Again, it is very dark here, until now, with a flashing light \ coming through a hole in the north wall. You can continue west or \ east.", before [; Examine, Search: if (noun==n_obj) "There is a small hole in the wall, giving off light."; Push: if (noun==n_obj) "You give the wall a push and it seems to resent it."; Attack: if (noun==n_obj) "You pound on the wall, but all you hear are echoes of your rage."; Touch: if (noun==n_obj) "The wall is rough and splintered."; Scream: if (hole3 has general) { "You scream at the punks, trying to warn them, but they are gone."; } ], e_to ShRoom5, w_to [ ; if(bump hasnt general) return ShRoom7; return Shroom8; ], has light; Nearby hole3 "hole" with name "hole" "plastic", article "a", before [; Examine, Search: if ((hole2 has general) && (self hasnt general)) { give self general; move disco_ball to Limbo; move disco_down to Room4; "You watch the two young punks, as you excepted, enter the scene \ directly under the disco ball. They talk for awhile, but you can't \ hear. You almost start to doze off, unto the girl makes a weird gesture. \ She hold one arm out straight and with the other makes a cutting thrust over it. \ She then shakes her head, and starts to cry, where the man goes to comfort her. \ As he arms fall around her in an embrace, the disco ball drops, nearly hitting them, \ and would of most defiantly hit the man if he hadn't moved. They teens seem, \ with good reason, spooked, and bound off west, literally quaking in their boots."; } "You look through the peep hole and see the disco ball, and that's about it."; Touch: "There is a solid piece of plastic in the hole, allowing \ light through, but not sound."; ], has scenery; Object ShRoom7 "Dead End" with description "The path ends here, abruptly. Its almost pitch black. But \ not quite. That feeling of hope comes over you. But hope can \ tease.", before [; Examine, Search: if ((noun==n_obj) && (bump hasnt general)) { "You see nothing special about the north wall, but you can hardly see it."; } Touch: if ((noun==n_obj) && (bump hasnt general)) { "The wall is smooth and warm. Except for a small bump."; } Scream: if (hole4 has general) { "You scream at the punks, trying to warn them, but they are gone."; } ], e_to ShRoom6, has light; Nearby Bump "bump" with name "bump" "booger", description "There is a small, squishy, bump.. maybe a booger.", before [; Take: if (self hasnt general) { self.before=0; score=score+5; give self general; move bump to player; PlayerTo(ShRoom8, 1); "You take the bump, now realizing its a booger, and a light \ pours into the room. So much light that you stumble back."; } Eat: "Yucky!"; ], has is_tiny concealed; Object ShRoom8 "Dead End" with description "The illuminated dead end is no more cheerful then the dark one. \ There is a hole in the wall to the north, letting in light.", e_to ShRoom6, before [; Examine, Search: if (noun==n_obj) "There is a medium size hole in the wall, giving off light."; Push: if ((noun==n_obj) && (hole4 has general)) { PlayerTo(Room3, 2); "You backup up to give the wall a real slam, \ and start charging, eyes closes. Right before impact time you \ hear your food step on something. You don't know what happened, \ but when you open your eyes, you are in the western ball room, \ and unscathed. The wall sits innocent behind you. The punks \ are gone."; } "You don't have it in you."; Attack: if (noun==n_obj) "You pound on the wall, and hear tiny pings and pangs. Your ready to give it a big push."; Touch: if (noun==n_obj) "The wall is smooth and silky."; Scream: if (hole4 has general) { "You scream at the punks, trying to warn them, but they are gone."; } ], has light; Nearby hole4 "hole" with name "hole" "plastic", article "a", before [; Examine, Search: if ((hole3 has general) && (self hasnt general)) { give self general; "You watch the two teens, engrossed on each over for support, slowly walk away from \ this horror, to the stairwell, something you still wish too do. Why did you \ have to into this stupid place! You wanted to escape, not admire scenery! You \ pound your head on the wall, which is remarkably soft. You are enraged."; } "You look through and see the desolate entry to the stair well."; Touch: "There is a solid piece of plastic in the hole, allowing \ light through, but not sound."; ], has scenery; Object Stairs3 "Ground Floor Stair Well" has light, with description "The stairs end here. You appear to be on the ground floor, \ with a passage gaping to the south.", s_to Floor1, u_to Stairs2; Nearby fstairs "stairs" has scenery, with name "stair" "stairs" "concrete", description "A simple set of concrete stairs, all identical."; Nearby tubes2 "lights" has scenery, with name "cheap" "tube" "lights", description "They cast off a dim glimmer. You remember hearing somewhere \ that these lights are bad for you."; Object Floor1 "Erie Place" with description "You have entered a room that could be a hundred years old. \ The humidity has increased by tenfold and the wallpaper is \ starting to peel. \ There is so much dust and cobwebs you have a hard time making \ out exits to the north, south, east and west. The door to \ the west is covered by beads.", name "beads", Before [; Rub: "Beyond futile!"; Xyzzy: print "You speak the word..."; print "..and nothing happens."; rtrue; ], n_to Stairs3, s_to "You try to make your way south, but the floor suddenly becomes sublime \ and slippery and you fall shamefully. You scramble back.", e_to Floor2, w_to Floor3, has light; Nearby wpaper "wallpaper" has scenery, with name "wall" "paper" "wallpaper" "edges", description "The wallpaper is sick paisley yellow, and smells like it too. Around \ the edges you see it lift up off the wall. In the middle you see \ a rather big air bubble.", before [; Take: "You try to peel it, but its as stubborn as a donkey."; Smell: "It smells like parchment paper."; Read: "You make out the letters ~urstoopid~."; ]; Nearby bubble "air bubble" has concealed static, with description "An air bubble rests on the wallpaper, looking eager to get \ popped.", name "air" "bubble", before [; Pop: switch(random(7)) { 1: "^You make a dive with your fingernail and end up pushing it to the left"; 2: "^You make a dive with your fingernail and end up pushing it far up."; 3: "^You make a dive with your fingernail and end up pushing it right near the edge. Your almost there!"; 4: "^You make a dive with your fingernail and end up pushing it near the floor."; 5: "^You make a dive with your fingernail and end up pushing it to the right"; 6: "^You make a dive with your fingernail and end up pushing it right near the edge. Your almost there!"; 7: remove bubble; move wpaper to Limbo; move wpaper2 to Floor1; "^With a great poke you send the air bubble to meat its maker! As it explodes, a nasty smell enters the room. Woah!"; } Attack: switch(random(6)) { 1: "^You give the air bubble a nice jab and end up pushing it to the left"; 2: "^You give the air bubble a nice jab and end up pushing it far up."; 3: "^You give the air bubble a nice jab and end up pushing it right near the edge. Your almost there!"; 4: "^You give the air bubble a nice jab and end up pushing it near the floor."; 5: "^You give the air bubble a nice jab and end up pushing it to the right"; 6: "^You give the air bubble a nice jab and end up pushing it right near the edge. Your almost there!"; } Push: switch(random(6)) { 1: "^You push the air bubble and end up pushing it to the left"; 2: "^You push the air bubble and end up pushing it far up."; 3: "^You push the air bubble and end up pushing it right near the edge. Your almost there!"; 4: "^You push the air bubble and end up pushing it near the floor."; 5: "^You push the air bubble and end up pushing it to the right"; 6: "^You push the air bubble and end up pushing it right near the edge. Your almost there!"; } ]; Nearby dust2 "dust" has scenery, with name "dust" "footprint", before [; Examine, Search: if (hole4 has general) { "You see a boot mark in the dust, prolly one of the punks."; } "In the dust is a single footprint. Odd, it seems to have \ only three toes. The largest and middle are noticeable absent in the print. You sneeze and it is lost."; ]; Nearby cob "cobwebs" with name "cob" "web" "webs" "cobwebs" "cobweb", description "The cobwebs are very filling, like the cream of a twinky. They seem \ to have overrun this room. No one could of let this happen, unless \ they wanted to. One web in particular catches your attention, as it \ seems to have a word on it. Its also more gray than the others.", has scenery; Nearby werd "word" with name "word" "gray", description "This web seems to have a word on it, it looks like ~xyzzy~. \ But you can't be sure. The web is also more gray than the \ others and looks stronger.", capacity 1, before [; Receive: if (noun has is_tiny) { self.before=0; score=score+1; move spida to Floor1; remove bump; "As you place the booger on the web, hoping no one will \ mind, a small hustle (or is it a bustle?) can be heard from \ nowhere. Suddenly a small gray dot drops from the ceiling and \ lands right in between your eyes. You go cross eyed as the small \ dot starts to speak...^^~Ok, Buster!~, a tiny but most definite female \ voice says. ~I'm sick of all you humans wiping your filth on my webs! Us \ cob spiders have enough to put up with, with being almost instinct and having \ to compete with these damn `natural' cobwebs. We were here first!~^^She then \ sways over to her web and spins so much web around the booger that it seemingly \ disappears. She then goes back up to the ceiling, where your gaze has followed her. \ ^^~Don't get any ideas, bub, about having a pet talking spider; I'll bite your \ kneecaps off!~ For being the first monster you have encountered, she seems \ extremely savage! You feel your knees hit each other, asking for support."; }; "That doesn't stick to the web."; ], has container open concealed scenery; Object Floor2 "Fortune Room" with description "This room is write out of a movie. Its small and circular \ with a small table in the middle. On the table is a clandestine \ crystal ball, opposite of the two chairs. The light is extremely dim, but you \ seem to almost except it. An exit lies to the west.", w_to Floor1, has light; Nearby Chair4 "simple chair" with name "simple" "chair", description "A simple chair is facing the ball, with its back to the exit. You assume this one is for customers.", before [; Enter: rfalse; ], initial "A simple chair rests at the table." has static enterable supporter; Nearby Chair5 "yellow chair" with name "yellow" "chair" "grand", description "A majestic, yellow, comfy, chair sits facing the ball and the exit.", before [; Enter: if (gypsy has general) { rfalse; !searchforme,used to be move player to chair5; } print "Looks like you can't."; rtrue; ], initial "A grand, yellow, chair rests at the table." has static enterable supporter; Nearby gypsy "senile gypsy woman" with name "senile" "gypsy" "woman", description "Her face could be ageless, if it wasn't so wrinkled. She must have \ had a tough life, and it seems to have affected her brain as well as \ her mind. You almost want to help as a pitiful string of dribble \ hangs from here lower lip.", Initial "A senile gypsy woman is here, acting harmless.", life [; Answer: "~Hey, Johnny! Moova ova!~"; Ask: switch(second) { 'punks', 'teen', 'punk', 'teens': if (hole4 has general) "~Diy is that, so? Joe?~"; "~No idea, seeya!~"; 'name': "~Praphubia Swami Diddlemifiddle is not me name.~"; 'house', 'place', 'help', 'monster', 'monsters', 'haunted': "~Places are strange, when your a regular.~"; 'ball', 'crystal': "~Used to tell future! Then I lost my liscense...to kill!~ She lets out a mad amount of laughter."; 'future', 'fortune': "She grabs you palm and shouts out, ~You will marry well, except that you won't!~ You don't think she can help you much."; 'beeswax': "~Tasty stuff actually."; } "~No. Yes. Really? Not quite. Goobers.~"; Tell: "~I never ever knew that, unless I did."; Kiss: "~Pucker up, sonny boy! Joy!~"; Attack: "With remarkable agility, she side steps your attack. ~Whyattackatie?~"; ThrowAt: move noun to location; <>; Show: if (noun==tummy) { "~Jeepers, creepers, betcha shed a lot of wheepers!~"; } "~Chicken!~"; Give: if (noun==thingy) { move self to limbo; give end7 general; give self general; "~OH NO THE DREADED THINGY OF KTHULHU-ACHOO!~ She screams this at a very high decibel level and runs out of the room."; } "~Mine!~"; ], react_before [; Enter: if (noun==chair5) print "~My chair only, big Lippy! You silly hippy!~^^"; LookUnder: if (noun==table) print "~I don't think so, fatso, that so?~"; ], has animate female; Nearby table "card shark table" has scenery supporter, with name "card" "table" "blanket", description "This small table would be great for a poker game, but right now \ it seems to be in the business of helping tell the future. It is \ smugly fit with a plaid blanket, draped all around to the ground.", before [; LookUnder: if (gypsy has general) { move pedal to Floor2; "With great effort, you get on your knees, lift the drape \ and peer under the table. You see a small pedal near the \ yellow chair."; } " Can't see with her in the way."; ]; Object Floor3 "Penny Arcade of Horror" with name "arcade" "sign", description "You have entered the Penny Arcade of Horror, or at least there's \ what the sign says. Your starting to think that your captors \ may be playing with you. The room is setup like a classical \ penny arcade, with old movie poster's hanging up, and with a \ nickelodeon in the room. Everything seems authentic. It would be quite pleasant \ if everything here wasn't bent on death and torture. Exits from \ this wicked funhouse lie south and east.", s_to floor4, e_to floor1, has light; Nearby game1 "old game" with name "old" "game" "glass" "button", article "an", description "This is an old game. There is some dusty glass that you peer through \ too see the little world inside. Then you start the game, a little \ dummy-toy walks through and you press a button to let hazards within \ the world destroy him. All for a penny. Someone has painted ~out of \ service, use at your own conscience on its base. It has a single button and a slot.", before [; Attack: if (self has general) { "You let out your guilt as rage on the machine, but it has \ survived many decades, and your not up to par."; } "Your not that desperate for cash."; Rub: "The reddish dirt that's smudge everywhere is in the inside."; Push: if ((slot has general) && (self hasnt general)) { give end8 general; give self general; "You press the button once and peer through the smudged glass. \ A very realistic, naked, small little man pops out of a hole, looking \ startled. Your eyes caress him with as great a scrutiny as you'll \ allow. He's looks almost real. He suddenly starts running, very fast to \ the other side. You can hear a voice in your head say ~push the button~. \ You seem startled, and fight the instinct, but the machine does not seem to \ care as the button goes down with no pressure before your very eyes. A small \ marble is dropped, but must be huge to the little man. It chases him for what \ seems like an eternity, until he his forced into a narrow corner. The marble \ can't get him there, but he seems oblivious to the plastic toothpick behind \ him. You try to warn him, but he doesn't seem to hear you as he is impaled, over \ and over again, his blood adding to the dirty glass. Could this be your fate? Shrank down into a tiny body and forced to \ run through a hellish obstacle course for someone's entertainment?! Guilt wallows in \ your head."; } "You push it but nothing happens."; ], has static; Nearby slot "coin slot" with name "slot" "coin", description "A coin slot for a penny.", before [; Receive: if (noun hasnt is_rite) { "No matter how hard you try, you can't get that in the slot."; } give self general; move penny to slot; remove self; "The coin rolls down into the slots empty belly. The slot suddenly turns inward, hidden from your view."; ], has container static open; nearby nick1 "hand powered nickelodeon" with name "nickelodeon" "hand" "nick" "piece", description "This nickelodeon is powered by a small hand powered handle. There \ is no sort of monetary input, so you can only guess its free. It stands about \ three feet tall, with the eye piece exactly even with your eyes. The precision is \ near frightening.", has scenery; nearby handle "handle" with name "handle", before [; Turn: give end8 general; "You start your arm in a pumping motion, as the handle turns again and again. \ You align your eyes with the eye piece and begin the show. A black and white \ picture jumps into view, blurry. Your eyes refocus and and see a man in a suit. \ He is outside, taking a stroll, when it starts to rain. He tries to step over a \ massively growing puddle, but falls into it instead and starts sinking well beyond the depth of the puddle. This is fairly humorous, \ until you notice, the man's expression has passed from comical surprise to a wild look \ of horror. You can almost hear his silent screams. He starts thrashing in the water, as it eats up to his waist. The water \ seems to become angry at this feeble attempt at escape and starts drawing him in faster \ until only a wild fist held over the water surface can be seen. Then that vanishes too. \ A moment elapses and then the water churns, and bubbles. Then the it turns red. \ The black and white film remains just that, black and white, but the demonic puddle is a \ deep, ruddy, red. The color of blood. Then as suddenly as it started, it ends. No credits. \ As you draw your face away, you notice that your hand had stopped turning the handle."; ], has concealed scenery; Nearby poster0 "poster" with initial "Three majestic posters claim one wall, a small one, a shredded one and \ a yellow one. You look around the room at the others, but they all are lacking.", each_turn [; if (self hasnt general) { give self general; } remove self; ], has static; Nearby poster1 "small poster" with name "small" "poster", description "The small poster should read, ~Creature From The Blue Lagoon~, but has \ has been vandalized and ~blue~ now appears to look like ~grue~. \ Under the title sits a shadow with two gleaming eyes staring at you.", before [; Take, Push, Search, Remove: if (self hasnt general) { give self general; move brick1 to Floor3; "You lift the poster gently off the wall and notice that \ it was covering up some bricks."; rfalse; } rfalse; ], capacity 1, has concealed container; Nearby poster2 "shredded poster" with name "shredded" "poster", description "You can't make out what the poster once read, as there are \ diagonal claw marks all other the it.", before [; Take, Push, Search, Remove: if (self hasnt general) { give self general; move brick2 to Floor3; "You lift the poster gently off the wall and notice that \ it was covering up some bricks."; rfalse; } rfalse; ], has concealed; Nearby poster3 "yellow poster" with name "yellow" "poster", description "This is an ancient poster, crippled with the yellow of age. Faint \ marks can be made out that read ~Motel Hell~. A massive wave of \ shivers attack your cerebral pipeline. Could you be in this Motel Hell?", before [; Take, Push, Search, Remove: if (self hasnt general) { give self general; move brick3 to Floor3; remove self; "As you touch the poster, it crumbles into dust. You notice that \ it was covering up some bricks."; rtrue; } rfalse; ], has concealed light; Object Floor4 "Lobby" with description "The only thing odd about this room is that there isn't \ anything odd. You want to let your guard down, but it \ could be a trap. Exits east and north with a doorway behind \ the reception desk to the west.", w_to "You attempt to enter the doorway, but walk into it instead. After clutching your \ hurt nose (and perhaps pride), you realize that there is a glass covering, \ with no openings. You wonder how people get out. Or in.", n_to Floor3, e_to Floor5, name "door" "doorway" "glass" has light; Nearby desk "Reception Desk" with description "The desk sits there. Behind it is a doorway. There is a \ buzzer built onto the desk.", name "desk" "reception", before [; Search: if (self hasnt general) { give self general; give end11 general; move box to player; "You do some casual snooping, and glance behind the desk and \ see a box marked ~Found but Lost~ with red ink, which your \ promptly snatch up."; } "You look around the desk but see nothing of interest."; ], has scenery; Nearby buzz "buzzer" with name "buzz" "buzzer", before [; Push: give end9 general; "You press the buzzer and a soft hum appears throughout the room. \ Within a second you here swish and another second, another swish. Both \ from behind the desk."; ], has concealed static; Object Floor5 "Exit" with description "This room has a nice carpet, and a wholesome attitude, something \ that has been sincerely lacking. To the south is a wooden \ door with the word ~Exit~ written on it. Looking at the small \ crack under the door, you can see the outside. Salvation!", name "carpet", before [; Examine, Search: if (noun==sw_obj) "You discover a small hallway \ leading southwest."; ], w_to Floor4, sw_to [; print "You notice a sort of hidden hallway, and walk decide to explore it.^"; return Last; ], s_to "The door is in the way.", each_turn [; switch(random(6)) { 1: "^You feel a slight breeze from the southwest."; 2: "^You hear scurrying to the southwest."; } ], has light scored; Nearby Humid_Door "Exit Door" with name "door", before [; Examine: if (star hasnt general) { "The door is made out of wood. Hanging above it is a metal star, on the wall like an ornament. The door radiates a feeling of safety.."; } "The door is made out of wood. Something seems unsafe about it."; Open: "The door refused to budge, the humidity has swelled it to such a great proportion that its stuck in the doorway!."; rtrue; Unlock: "The handle turns easily, its not locked."; rtrue; Lock: "Nope."; rtrue; Attack: "The door takes your abuse with silence."; rtrue; ], has scenery; Nearby star "metal star" with name "star" "metal" "shrukien", before [; Examine, Read: give end10 general; "The small, metal star looks very sharp on its edges and could cut through anything living. Or dead. On it are some words: ~Evil Can't Touch Me~. Could this be a charm? A weapon?"; ThrowAt: "You throw the star, and get close to your target. Your improving. You retrieve it."; Take: give self general; rfalse; ], has concealed; Object Last "Infront of doorway." with description "This place contains a sense of pure evil, behind the door \ in front of you. It looks like the only way out is through. \ Its now or never.", ne_to Floor5, s_to [; if(Tower_Front_Door has open) { PlayerTo(The_End, 1); "You walk into the dark room. The door shuts behind you. Funny, this doesn't surprise you. Maybe you should look around."; }; "The wooden door blocks your path."; ], has light; Nearby Tower_Front_Door "door" with name "wooden" "door", description "The door seems to be taunting you to open it.", when_open "Darkness lies south. So dark that light cannot even \ penetrate it.", when_closed "There is a closed door to the south here. Beyond it lurks something. You can feel it.", door_to The_End, door_dir s_to, before [; Open: if (self has open) { "The door is already open."; rtrue; } give self open; "You open the door to darkness. You think you here a \ hissing, but it is silenced before you can be sure."; ], has static door openable; Object The_End "Darkness" with description "Its very dark in here, and you can sense many living, or unliving \ things around you.", name cant_go "That reveals something that is not an exit.", each_turn [; switch(random(6)) { 1: "^Something runs past your east side."; 2: "^Something runs past your west side."; 6: give The_End general; "You hear a click, and the lights turn on. The light blinds you \ temporarily.."; } if (self has general) { PlayerTo(Real_End, 2); } ], has light; Object Real_End "Reception" has light scored, with description "You are at a gala party if a bunch of monsters, all looking at you! \ A split second passes, and they all scream at you in unison: ~Happy Birthday!~ \ ^^It all comes back too you, you were depressed about your 40th birthday, so after \ work you stopped at your favorite bar for a drink, were some woman bought you a \ drink. Must have knocked you out! With your amnesia cured, and friends and family, \ though not the prettiest people, are here. Unfortunately the shock of the surprise is \ too much for a 40 year old, and within another second, your body reacts with a \ heart attack, and you die. The millisecond before you croak, you think about this \ nights events, now with a clear head..", Before [; Look: "Your dead, or at least mostly dead."; ], each_turn [; if ((end1 hasnt general) && (end2 hasnt general) && (end3 hasnt general) && (end4 hasnt general) && (end5 hasnt general) && (end6 hasnt general) && (end7 hasnt general) && (end8 hasnt general) && (end9 hasnt general) && (end10 hasnt general) && (end11 hasnt general) && (end12 hasnt general)) { deadflag = 2; "..and can't seem to link anything..."; } give self is_tiny; if (end1 has general) { print "...there isn't anything \ implanted in your stomach. Your just fat..."; } give self is_tiny; if (end2 has general) { print "...the boy in the tub was \ your deeply depressed 3rd cousin, Kitt, whose \ attempted suicide 39 times, to your knowledge..."; } give self is_tiny; if (end3 has general) { print "...the baby was never in any harm. She's your \ sisters kid, and has constant colic and would bring \ down a party. The guilt of not rescuing the child is \ not lifted however...."; } give self is_tiny; if (end4 has general) { print "...the wooden sculpture, though grotesque, was \ made by your vampire-wannabe cousin, \ Anny. You remember seeing her in the crowd, \ dressed all in black. Maybe she really is physic, \ dressing for a funeral..."; } give self is_tiny; if (end5 has general) { print "...that ~Neder Sey No~ is your families' ancient motto. \ They must of rented the whole top floor..."; } give self is_tiny; if (end6 has general) { print "...the punk girl was your brother's child, and that must of been \ her boy friend. You still can't figure out the disco ball crash \ or the secret passage..."; } give self is_tiny; if (end7 has general) { print "...the gypsy woman is your father, senile, rich, and \ sex changed. You remember him being at the reception with a red \ paintbrush. No idea what the Kthulhu thing was though, prolly just \ hirms old(er) age...."; !footnote } give self is_tiny; if (end8 has general) { print "...there was a banner that said ~Happy Birthday / We welcome \ Demonic Toys Convention~. The creepy arcade must be for their \ convention. Looks like your family couldn't book the place just \ for you..."; } give self is_tiny; if (end9 has general) { print "...this underwear is too tight..."; } give self is_tiny; if (end10 has general) { print "...the metal star is one of your adolescent son's. They are \ from the Anti-Evil Ninja GrapeFruit action figure accessories. Never \ had toys like this, um, forty years ago...must of got it stuck on top \ of the door..."; } give self is_tiny; if (end11 has general) { print "...from this view on the floor you see two wretched old feet, of \ a man born in 1904. It seems Grandpa has lost his penny loafers...."; } give self is_tiny; if (end12 has general) { print "...the face you had seen in the gambling room, the place your \ father made into his workshop, was from your Uncle Ozzy. He works \ with holograms, and must of set that up to humor Dad...."; } give self is_tiny; if (end13 has general) { "uh..no?"; } give self is_tiny; if (Real_End has is_tiny) { deadflag = 2; "...you finally realize, for what its worth, life is cruel and a bitch. But, hey, what can you do?"; } "This code should be impossible to get too."; ]; ! containers Object grue "monster" poster1 with name "grue" "monster" "eyes", description "No matter were you go the eyes follow you. They refuse to \ give up, not even blinking.", has scenery; Object crystal "crystal ball" table with name "crystal" "ball", before [; Examine: switch(random(3)) { 1: "^You see some punks walking in an undetermined room."; 2: "^You see a bunch of freaks drinking blood from glasses."; 3: "^You see a yourself walking through a maze of wardrobes!"; } Take, Touch: "As your hands lay on the ball, a small electrical shock deters \ you from doing anything else."; ], has static; Object box "found'n'lost box" Limbo with name "found" "lost" "box", description "This is an unremarkable cardboard box, with no lid.", before [; Receive: if (noun ~= tummy) { remove noun; "It seems anything found put in the box is lost."; } "Silly, you can't do that!"; rtrue; ], has container open; Object shoe1 "left penny loafer" box with name "left" "penny" "loafer" "shoe" "old", description "This is the left sided counterpart of the penny loafer shoe set. This shoe seems much older.", capacity 1, before [; Receive: "Alas, you can't seem to get it in."; Remove: if (noun == penny) { "The penny seems stuck. Your hope is shaken."; rtrue; } rfalse; Empty: if (penny has general) { "Nothing happens."; rtrue; } give penny general; move penny to player; "You give the shoe a good shake and the penny flies out. You pick it up. Its old."; ], has container; Object penny "penny" shoe1 with name "penny" "coin" "old", description "A penny dated 1904.", has is_coin is_rite; Object shoe2 "right penny loafer" box with name "right" "penny" "loafer" "shoe" "young", description "This is the right sided counterpart of the penny loafer shoe set. This shoe seems much younger.", capacity 1, before [; Receive: "Alas, you can't seem to get that in."; Remove: if (noun == penny1) { "The penny seems stuck. Your hope is shaken."; rtrue; } rfalse; Empty: if (penny1 has general) { "Nothing happens."; rtrue; } give penny1 general; move penny1 to player; "You give the shoe a good shake and the penny flies out. You pick it up. Its fairly new."; ], has container; Object penny1 "penny" shoe2 with name "penny" "coin" "new", description "A penny dated 1980.", has is_coin; end;