"The Beast of Torrack Moor" by Linda Wright Chapter 1 - Setup Section 1 - Initialisation Include Default Messages by David Fisher. [Also uses Locksmith by Emily Short, but in a modified form - it can be found at the end of the main story] Use MAX_PROP_TABLE_SIZE of 200000. Use full-length room descriptions. The release number is 2. Release along with a solution, source text, a website, cover art, a file of "Complete Map (PDF - contains spoilers)" called "BeastMap.pdf". The story headline is "A Village Mystery". The story genre is "Mystery". The story description is "Something is terrorizing the little village of Puddlecombe. As a young reporter with the Lowsea Gazette, you must pacify your grumpy editor by getting the big story...what exactly is the Beast that prowls Torrack Moor? The original game was written in 1988 for the Spectrum by Linda Wright. This Inform 7 version is by Steve Haddon and is distributed with permission of the author." The story creation year is 2007. The maximum score is 150. The carrying capacity of the player is 8. After printing the banner text, say "[line break](c) L. Wright/Marlin Games 1988. Inform 7 version written in 2007 by Steve Haddon, with permission. First time players please type ABOUT." Figure of the Map is the file "map.png". When play begins: seed the random-number generator with 1234; change the time of day to 9:20 AM; change the left hand status line to "[the player's surroundings] / moves [turn count] / score [score]"; change the right hand status line to "Time: [time of day]"; say "This morning started out much as normal: you awoke to the sound of the radio as it spluttered into life, dozily dragged yourself out of bed and eventually arrived at work, having washed, dressed and breakfasted on soggy cornflakes in between these two major events.[paragraph break]Settling down at your desk, you blearily shuffled various things around until the morning post was unceremoniously dumped in front of you. Yawning, you cast aside the normal boring reports from the various local societies and council committees and were about to doze off when you noticed a small envelope with spidery writing on the outside...". Section 2 - New Verbs Abouting is an action out of world. Understand "about" or "info" or "credits" as abouting. Carry out abouting: say "[italic type]The Beast of Torrack Moor[roman type] was written by Linda Wright (now Linda Doughty) for the Spectrum in 1988 and was published first by Marlin Games, and then by Zenobi Software. This Inform 7 version was done by Steve Haddon (as an exercise), and is distrubuted with permission of Linda Doughty. Please report any bugs to electrichamlet@gmail.com.[paragraph break]The game is very close to the original. All prose is the original author's, with a few exceptions of extra responses I added for unsuccessful actions. I corrected some minor bugs and grammar errors from the original, and probably introduced a few bugs and typos of my own.[paragraph break]Type HINTS for some general hints.[paragraph break][bold type]Thanks to:[roman type][line break]- Linda Doughty for her kind permission to make this game available.[line break]- Graham Nelson, Emily Short and David Fisher for handy extensions I used.[line break]- Al for doing some much-needed testing.". Hinting is an action out of world. Understand "help" or "hint" or "hints" as hinting. Carry out hinting: say "[bold type]Hints:[roman type][line break]- Ask (person) about (topic) is a useful command in this game[line break]- Since things happen at set times, there are a few instances where you do need to be at the right place at the right time. It may take a few plays through to work out where to be and when![line break]- As such, the game is a little on the unforgiving side in places. For example, you may want to be on a bus by 9.45...[line break]- Examining is very important. There are some key items hidden in innocuous places.[line break]- If you get really stuck, a full solution is available online - Google for it!". Understand "exam [something]" as examining. Understand "inv" as taking inventory. [ Inventory: list carried/worn items separately ] Instead of taking inventory: say "You're holding [a list of things carried by the player][if the player wears something]. And you're wearing [a list of things worn by the player][end if]." [ Knocking] Knocking on is an action applying to one touchable thing. Understand "knock on [something]" as knocking on. Understand "knock [something]" as knocking on. Check knocking on: if noun is not a door, say "I don't see much point in that!" instead. Carry out knocking on: say "No-one answers." [ Throwing ] Understand the command "throw" as something new. [ Throwing at ] Understand "throw [something] at [something]" as throwing it at. Understand "hurl [something] at [something]" as throwing it at. Understand "toss [something] at [something]" as throwing it at. Carry out throwing something at something: say "I don't think that's something you should be throwing around." [ ask someone about known thing ] Understand "ask [someone] about [any known thing]" as interrogating it about. Interrogating it about is an action applying to two visible things. Carry out interrogating someone about something: say the default response of the noun. [ ask someone for known thing ] Understand "ask [someone] for [any known thing]" as requesting it for. Requesting it for is an action applying to two visible things. Carry out requesting someone for something: say the default response of the noun. [ tell someone about known thing ] Understand "tell [someone] about [any known thing]" as informing it about. Informing it about is an action applying to two visible things. Carry out informing someone about something: say the default response of the noun. [talk to someone] Talking to is an action applying to one visible thing. Understand "talk to [someone]" as talking to. Report talking to: say the default response of the noun. [ Shout at someone ] Shouting at is an action applying to one visible thing. Understand "shout at [someone]" as shouting at. Understand "shout to [someone]" as shouting at. Understand "yell at [someone]" as shouting at. Understand "scream at [someone]" as shouting at. Shouting to it about is an action applying to two visible things. Understand "shout to [someone] about [any known thing]" as shouting to it about. Understand "shout at [someone] about [any known thing]" as shouting to it about. Understand "tell [someone] loudly about [any known thing]" as shouting to it about. Understand "yell at [someone] about [any known thing]" as shouting to it about. Understand "yell to [someone] about [any known thing]" as shouting to it about. Understand "scream at [someone] about [any known thing]" as shouting to it about. Understand "scream to [someone] about [any known thing]" as shouting to it about. Carry out shouting at someone: say the default response of the noun. Carry out shouting to someone about something: say the default response of the noun. [ Asking what's wrong ] Asking it what's wrong is an action applying to one visible thing. Understand "ask [someone] what's wrong" as asking it what's wrong. Understand "ask [someone] what is wrong" as asking it what's wrong. Understand "ask [someone] what is the matter" as asking it what's wrong. Understand "ask [someone] what is the matter" as asking it what's wrong. Understand "[someone], what's wrong" as asking it what's wrong. Understand "[someone], what is wrong" as asking it what's wrong. Understand "[someone], what's the matter" as asking it what's wrong. Understand "[someone], what is the matter" as asking it what's wrong. [ Reaching in ] Reaching in is an action applying to one touchable thing. Understand "reach in [something]" as reaching in. Understand "reach into [something]" as reaching in. Understand "reach inside [something]" as reaching in. Understand "put arm in [something]" as reaching in. Understand "put hand in [something]" as reaching in. Carry out reaching in something: say "That would achieve little.". [ Lifting ] Lifting is an action applying to one touchable thing. Understand "lift [something]" as lifting. Carry out lifting something: say "That would achieve little.". [ Turning ] Carry out turning something: say "That would achieve little.". [ Breaking ] Understand the commands "hit" and "break" and "smash" and "wreck" and "shatter" and "attack" as something new. Breaking is an action applying to one visible thing. Understand "break [something]" as breaking. Breaking it with is an action applying to two visible things. Understand "break [something] with [something]" as breaking it with. Understand the commands "wreck" and "smash" and "shatter" and "hit" and "attack" as "break". Carry out breaking something: say "Violence isn't the answer to this one.". Carry out breaking something with something: say "Violence isn't the answer to this one.". [ Levering ] Levering it with is an action applying to two touchable things. Understand "lever [something] with [something]" as levering it with. Understand "lever [something] open with [something]" as levering it with. Understand the commands "prise" and "prize" and "force" as "lever". [ Counting ] Counting money is an action applying to nothing. Understand "count money" as counting money. [Boarding] Understand the command "board" as "enter". [Bolting/unbolting] Bolting is an action applying to one touchable thing. Understand "bolt [a boltable door]" as bolting. Understand "lock [a boltable door]" as bolting. Unbolting is an action applying to one touchable thing. Understand "unbolt [a boltable door]" as unbolting. Understand "unlock [a boltable door]" as unbolting. [Digging] Digging is an action applying to nothing. Understand "dig" as digging. Understand "dig hole" as digging. Understand "dig with trowel" as digging. Check digging: if the player is not carrying the trowel, say "But, you've noting to dig with." instead. Carry out digging: say "Don't bother! It's not worth the effort.". Digging into is an action applying to one touchable thing. Understand "dig [something]" as digging into. Understand "dig in [something]" as digging into. Understand "dig hole in [something]" as digging into. Understand "dig [something] with trowel" as digging into. Check digging into something: if the player is not carrying the trowel, say "But, you've noting to dig with." instead. Carry out digging into something: say "Don't bother! It's not worth the effort.". [Putting against] Putting it against is an action applying to two touchable things. Understand "put [something] against [something]" as putting it against. Understand "lean [something] against [something]" as putting it against. Understand "place [something] against [something]" as putting it against. Understand "rest [something] against [something]" as putting it against. Carry out putting something against something: say "That would achieve little.". Understand "place [other things] on/onto [something]" as putting it on. [ Wait until ] Hanging around until is an action applying to one time. Check hanging around until: if the time of day is the time understood, say "It is [time understood] now!" instead; if the time of day is after the time understood, say "It is too late for that now." instead. Carry out hanging around until: while the time of day is before time understood repeatedly follow the turn sequence rules. Report hanging around until: say "Time passes..." Understand "wait until [time]" as hanging around until. [ Photographing ] Photographing is an action applying to one visible thing. Understand "photograph [something]" as photographing. Understand "photo [something]" as photographing. Understand "take photograph of [something]" as photographing. Understand "take photo of [something]" as photographing. Understand "take picture of [something]" as photographing. Check photographing: if the player is not carrying the camera, say "But you haven't got the camera." instead; if the film is not in the camera, say "But... there's no film in the camera!" instead. Carry out photographing: say "Click! OK, that's done.". [ Lighting ] Firelighting is an action applying to nothing. Understand "light fire" as firelighting. Check firelighting: if the player is not carrying the matches, say "But... you've no matches!" instead. Carry out firelighting: say "That would be dangerous!". The block burning rule is not listed in any rulebook. Understand "light [something]" as burning. Understand "set fire to [something]" as burning. Understand "ignite [something]" as burning. A thing is either flammable or nonflammable. A thing is usually nonflammable. Check burning something: if the player is not carrying the matches, say "But... you've no matches!" instead. Carry out burning something: if the noun is flammable, say "That would be dangerous!"; otherwise say "Sorry, but that won't burn." [ Eating/ eating with ] Understand the command "eat" as something new. Munching is an action applying to one touchable thing. Understand "eat [something]" as munching. Carry out munching: say "That's plainly inedible.". Eating it with is an action applying to two touchable things. Understand "eat [something] with [something preferably held]" as eating it with. Carry out eating something with something: say "I don't think that would achieve much!". [ Heating ] Heating is an action applying to one visible thing. Understand "heat [something]" as heating. Understand "cook [something]" as heating. Understand "heat [something] on fire" as heating. Understand "cook [something] on fire" as heating. Understand "heat [something] with fire" as heating. Understand "cook [something] with fire" as heating. Check heating something: if the shepherds-fireplace is not in the location or the shepherds-fire is not in the shepherds-fireplace, say "No! Or at least, not right now!" instead. Carry out heating something: say "That's not something you can cook!". [ Pouring/Empty ] Pouring it into is an action applying to two touchable things. Understand "pour [something] in [something]" as pouring it into. Understand "pour [something] into [something]" as pouring it into. Understand the command "empty" as "pour". Carry out pouring something into something: say "I don't see the point.". [ Ringing ] Ringing is an action applying to one touchable thing. Understand "ring [something]" as ringing. Carry out ringing: say "That's not something you can ring." [ Borrowing ] Borrowing is an action applying to one visible thing. Understand "borrow [something]" as borrowing. Carry out borrowing: say "That's not something you can borrow." Section 3 - Scoring Table of Tasks Achieved Points Citation Time 10 "pitching the story" a time 5 "discovering a hidden gate" 5 "finding some handy gloves" 5 "finding some black fur" 5 "finding some useful matches" 5 "obtaining the key to the shepherd's hut" 10 "communicating with the doctor" 10 "obtaining a local map" 5 "being awarded some sturdy shoes" 5 "breaking" 5 "entering" 5 "levering open a tricky drawer" 5 "winning a lovely rug" 5 "obtaining a waterproof garment" 5 "gaining access to the vet's surgery" 5 "undermining a tree" 10 "felling a tree in the name of progress" 5 "discovering a useful branch" 5 "lighting a fire" 5 "eating a hot meal" 10 "having a good night's rest" 20 "getting the story" To record (T - text) as achieved: choose row with a citation of T in the Table of Tasks Achieved; if there is no time entry begin; change time entry to the time of day; award (points entry) points; end if. Requesting the full score is an action out of world. Understand "full" or "full score" as requesting the full score. Carry out requesting the full score: if the score is not 0 begin; say "Your score is [score], achieved as follows:[line break]"; repeat through the Table of Tasks Achieved in time order begin; say " [points entry] points for [citation entry] (at [time entry])[line break]"; end repeat; otherwise; say "Your score is [score]."; end if. Section 4 - Definitions [ Some doors slam shut when you go through them - but only when going outside! Mark the outside location of such doors as "windy".] A room can be windy or calm. A room is usually calm. [ The modified version of Locksmith only applies to "public" doors, i.e. doors the player can freely unlock and open. Private doors will obstruct the player if closed, without automatically trying to unlock them. ] A door can be private or public. A door is usually public. [ A few items in this game are hidden and can be found by examining a particular item. This implements a generic way of handling this.] A hidden object is a kind of thing. A hidden object can be found or not found. A hidden object is usually not found. A hider is a kind of thing. A hider has a thing called the hidden. A hider has a text called the exclamation. A hider has a text called the scorename. The scorename is usually "". A hider has a number called the takeflag. The takeflag is usually 1. Instead of examining a hider: if the hidden of the noun is not found begin; say "[the exclamation of the noun] You've found [a hidden of the noun]."; now the hidden of the noun is found; now the hidden of the noun is known; if the hidden of the noun is portable and the takeflag of the noun is 1 begin; say "You take [the hidden of the noun]."; move the hidden of the noun to the player; otherwise; move the hidden of the noun to the location; end if; if the scorename of the noun is not "", record the scorename of the noun as achieved; otherwise; say "You search carefully, but find nothing new."; end if. [ Characters move around the map - this routine sends them in a particular direction and notifies the player if he can see the character arriving/leaving ] To send (character - a person) to the (dir - a direction) with (summary - a text): if character is in the location begin; if summary is "default", say "[The character] wanders [dir]."; otherwise say "[summary][line break]"; end if; if character is in the green and dir is east begin; move character to library-room; otherwise; if the character is in the library-room and dir is west, move character to green; otherwise silently try character trying going dir; end if; if character is in the location begin; say "[The character] has just arrived."; end if. [ Only certain items can be put into the player's pocket ] A thing can be pocketable or not pocketable. A thing is usually not pocketable. A key is a kind of thing. A key can be found or not found. A key is usually not found. A key is pocketable. The description is "An extremely useful device for unlocking doors, chests and the like.". [ Shop doors can't be closed ] A shop door is a kind of door. Instead of closing a shop door: say "There's no point in doing that.". Before printing the name of something: omit contents in listing. [ This ensures that moving the player "manually" looks the same as normal compass direction movement - it fills in the missing linebreak ] To send the player to (destination - a room): say command clarification break; move the player to destination. Section 5 - Talking to people [ The "known" property is used to identify objects that can be ASKed ABOUT ] A thing can be known or unknown. A thing is usually unknown. A person is usually known. [ There's a stock set of responses to certain questions, but they don't apply to the editor ] A person can be villager or not villager. A person is usually not villager. A person has a text called the default answer. To say the default response of (respondee - a person): say the default answer of the noun; say "[line break]". [ default response to ask/tell ] This is the default response rule: say the default response of the noun. The default response rule is listed instead of the block asking rule in the report asking it about rules. The default response rule is listed instead of the block telling rule in the report telling it about rules. [ Abstract things to ask about ] The beast is a known thing. Torrack Moor is a known thing. The jumble sale is a known thing. The quarry is a known thing. The Vet is a known villager man. The guided tour is a known thing. The doctor is a known man. The printed name is "the doctor". The doctor is proper-named. Understand "Sawly" as the doctor. The camera is a known thing. Eldritch Combe is a known thing. The weather forecast is a known thing. The church is a known thing. The church-key is a known thing. Understand "key" as the church-key. Flowers are a known thing. [ Ensure that asking about the church doesn't ask whether the player means the church key ] Does the player mean interrogating someone about the church: it is likely. [ Table of responses to ask ] Instead of interrogating a villager person about something: [ If we're asking about a person, check if they're around first! This also deals with asking people about themselves. ] if the second noun is a person and the location of the second noun is the location of the noun begin; say the default response of the noun; otherwise; [ Check to see if we have a specific response for this question ] repeat through the Table of Specific Responses begin; if the noun is respondent entry and the second noun is item entry begin; say "[reply entry][paragraph break]"; rule succeeds; end if; end repeat; [ Now check if there's a default response ] if the second noun is an item listed in the Table of Default Responses begin; say "[reply entry][paragraph break]"; rule succeeds; end if; [ Ottherwise, give default response ] say the default response of the noun; end if. Table of Specific Responses respondent item reply Ranger beast "Looking down his nose at you, the Ranger growls 'Like I said, a load of waffle! No such thing! Just a large fox, I say!'" Ranger Farmer Lamb "Snorting 'Him!', Ernest stares at you so hard that you're left in no doubt that the doesn't much like Farmer Lamb!" Ranger Torrack Moor "Warming slightly to the subject of his liking, the Ranger says: 'A dangerous place for town dwellers, you know! Not the area to be if you don't know your way around... splendid walking country in the summer, mind! Tourists love it... but I insist they're properly dressed and sometimes I act as a guide.' He pauses momentarily before adding, 'But only if I like them!' as he glowers at you." Ranger guided tour "With a contemptible growl, he snorts 'No! No way!' and looks away." Miss Myrtle beast "Eagerly, Rose replies 'I've seen it, you know, since I wrote that letter... A big, black animal it is, very fast. Saw it at dusk yesterday, near the farm... gave me quite a shock, it did, as it jumped over a gate... magnificent looking beast, mind. Went flying through the air then raced up the hill towards the Moor... the vet reckons it could be a wild cat of some sort. Only got a glimpse myself, mind.'" Miss Myrtle church "She smiles and says, 'A lovely place. I arrange the flowers there, you know.'" Miss Myrtle flowers "'I LOVE flowers,' enthuses Miss Myrtle. 'I do the arrangements in the church, you know... go in about noon most days.'" Miss Myrtle church-key "Shaking her head, she murmurs 'I can't let you have the key - it's not mine, you see! People often come in, though when I'm in the church... but they have to go when I lock up. Great pity, it is... never used to have to lock churches but what with vandals and the like...' and then rambles on about the good old days." Farmer Lamb beast "'Ah! The beast! Saw it t'other morning, early it was, just afore dawn. A black creature, stalking through long grass on the rough pasture, givin[apostrophe] sheep a real fright, I tell you!' mumbles the farmer, as he scratches his chin thoughtfully. 'Well, I shouted at it, I did, half expected it to turn on me but no... just turned tail and streaked off... leapt the gate and headed for Moor. Well, I told Ranger, but he were no darn use... told me I were going daft in my old age! But I'm not... that beast were real, alright! And it had one of my ewes t'other night, that I do know! You ask the Vet...he'll tell you!'" Publican Torrack Moor "With a smile, George replies: 'I love the Moor... great place for walks, but the weather can be pretty grotty. There are some ancient standing stones that are worth a look, if you like that sort of thing, and the waterfall down in the valley is a real spectacle, especially when the river's in flood. Used to be a bridge, but it was destroyed in the flash floods last month... shame, [apostrophe]cos there's no way across now when the river's high - too deep to ford, you see.'" Vet beast "'Ah, the Beast,' replies the vet. 'If you ask me, it's a large cat of some kind, possibly a panther, though how it got onto the Moor is anyone's guess - probably escaped from a small zoo or something like that.'" Vet painting of panthers "Smiling, the vet says 'Lovely picture, that! Fantastic animals, big cats. They can travel miles, you know, though they mostly hunt at night. Best time to see them in the wild is at dusk or dawn... saw some leopards once, on safari. Beautiful creatures! Came down to the water to drink at dawn. We were well hidden on a nearby ledge, so had a marvellous view. Great climbers, they are, very difficult to spot normally as they're quite shy, so we were lucky.'" Vet dead sheep "Frowning, the vet answers, 'I can tell you this - that sheep of Farmer Lamb's wasn't killed by a fox. More likely by a wild cat of some kind, going by the way the throat was torn.'" Table of Default Responses item reply beast "With a shake of the head, the reply 'The beast! That's a real mystery! Never seen it myself, although I've heard that it's like a large black cat, and Farmer Lamb reckons he saw it the other day...' is all you get." Torrack Moor "Saying 'Ah! The Moor! Nice place for rambling, if you're geared up for it, though the weather can often turn nasty up there!' before the speaker frowns and warns, 'Keep away from Eldritch Combe, mind! And don't cross the river if it's flooded... someone drowned there last month!'" jumble sale "'The Jumble Sale? Oh yes, it's at 2pm today, at the Church Hall, I think,' is the reply." quarry "'With a shrug, you're told 'The quarry? Hasn't been used for years.'" Miss Myrtle "'Ah! Miss Myrtle! A lovely old lady... very helpful, always busy, she is,' is the reply, with 'Lives in Church Lane, y'know.' added on for good measure." Reverend "With a slight nod, you're told that the Reverend's 'a good man, though he's rather scatter-brained at times...'" Farmer Lamb "'Farmer Lamb? Oh, he's OK, always worrying about the weather or something, but a decent chap, and not the sort to make up tales. Doesn't like the Ranger, though. But then, not many people do!' is the reply." Ranger "'Oh, him! A right pain in the neck, he is! Always looking to make a buck or two, from the tourists, that is. Wouldn't do him any good if the story of the Beast was known, mind. He thinks it might scare people off the Moor, and then he wouldn't make so much money, of course. Only took the job on cos he's useless at everything else!' is the reply." Vet "'Oh, he's a good vet!' you're told. 'What he doesn't know about animals isn't worth knowing!'" Doctor "With a smile, you're told 'He's a good doctor, but as deaf as a post! Lives in Moor Lane, and loves his garden; spends all his spare time tending his planes. Ah yes, a real character!'" Eldritch Combe "With a frown, you're told that some combes, like Eldritch Combe, are rarely visited because 'they be places of the devil and strange goings on...'" weather forecast "'Forecast's not good! Rain, high winds... should be better tomorrow, mind!' ends the talker, hopefully." Section 6 - Custom messages Table of custom library messages (continued) Message Id Message Text LibMsg "You try, but find your way barred by a closed door.[line break]" LibMsg "You can't buy that here.[line break]" LibMsg "Right! However, your examination reveals nothing of interest.[line break]" LibMsg "You take [the noun].[line break]" LibMsg "No! That's either not portable or not needed.[line break]" LibMsg "No! That's either not portable or not needed.[line break]" LibMsg "You drop [the noun] onto the ground.[line break]" LibMsg "Your remove [the noun].[line break]" LibMsg "OK, you're now wearing [the noun].[line break]" LibMsg "No - no WAY![line break]" LibMsg "Right! However, your examination reveals nothing of interest.[line break]" Instead of examining the player: say "Very ordinary!". The futile to throw things at inanimate objects rule is not listed in the check throwing it at rules. The block throwing at people rule is listed instead of the block throwing at rule in the check throwing it at rules. This is the block throwing at people rule: if the second noun is a person, say "That might be construed as an attack." instead. Rule for printing room description details: stop. Section 7 - Player's possessions Some thin trainers are a wearable thing. The description is "Snazzy, but not very practical as they are NOT water-proof and have very thin soles." The player is wearing the thin trainers. A pair of denim jeans are a wearable thing. The description is "Tight-fitting, with pockets etc, and relatively new, so that they still look quite respectable, enough so that the editor, who objects to his staff wearing jeans to work, hasn't so far noticed!" The player is wearing the denim jeans. The pocket is part of the denim jeans. Understand "pockets" as the pocket. The pocket is a container. The description is "Inside your pocket you notice [a list of things in the pocket]." Instead of inserting something not pocketable into the pocket: say "Sorry! [The noun] won't fit in there!". Your reporter's pass is a pocketable thing in the pocket. The description is "Has a glorious mugshot of you on it, with your name and 'Lowsea Gazette' written on it." Instead of taking off the denim jeans: say "No! You may like streaking, but in this game is is strictly forbidden, taboo etc. Could upset people, you know!"; The lilac shirt is a wearable thing. The description is "Mmmm... let's put it this way... there's no accounting for taste! Still, if you like that sort of thing, you'd probably think it quite - er - nice!" The player is wearing the lilac shirt. Instead of taking off the lilac shirt: say "Brrr! Too cold!"; Section 8 - Money [ There are some coins and a five pound note. "count money" gives the total of all money held. The fiver will automatically be changed before buying something, if necessary ] Worth is a kind of value. £3.99 specifies a worth with parts pounds and pence. Total money is a worth that varies. Currency is a kind of thing. Currency has a worth. To say (price - a worth) in words: say "£[pounds part of price].[pence part of price]" Carry out counting money: say "Altogether, you have [total worth].". Before examining currency: try counting money instead. Some coins are currency in the pocket. Understand "money" as the coins. They are pocketable. The worth of the coins is £2.60. A fiver is currency. It is pocketable. Understand "five pound note" as the fiver. The worth of the fiver is £5.00. [ This is probably overkill - there are only two money objects! - but was a useful exercise ] To calculate funds: change total money to £0.00; repeat with possession running through currency begin; if possession is enclosed by the player, change total money to total money + the worth of possession; end repeat. To say total worth: Calculate funds; say total money. To spend (amount - a worth): if the coins are enclosed by the player and the worth of the coins is greater than amount begin; change the worth of the coins to the worth of the coins minus amount; otherwise; if the fiver is enclosed by the player begin; remove the fiver from play; if the coins are not enclosed by the player begin; move the coins to the player; change the worth of the coins to £0.00; end if; change the worth of the coins to the worth of the coins plus £5.00; change the worth of the coins to the worth of the coins minus amount; end if; end if; if the worth of the coins is £0.00 and the fiver is not carried by the player begin; say "You're now broke!"; remove the coins from play; end if. [ ITEMS THAT CAN BE BOUGHT ] A purchasable is a kind of thing. A purchasable can be for sale or bought. A purchasable is usually for sale. A purchasable has a worth called the cost. Instead of buying a purchasable: if the noun is bought begin; say "But...you already have!"; otherwise; calculate funds; if total money is less than the cost of the noun begin; say "You don't have enough money!"; otherwise; spend the cost of the noun; now the noun is bought; move the noun to the player; say "You buy [the noun]."; end if; end if. [ Special buying action for non-objects ] Miscbuying is an action applying to one topic. Understand "buy [text]" as miscbuying. Carry out buying: say "You can't buy that here." Carry out miscbuying: say "You can't buy that here." [ Buying a beer in the pub and tea/coffee in the tea shop are basically the same ] A beverage is a kind of value. The beverages are tea, coffee and beer. To buy a beverage for (price - a worth): calculate funds; if total money is less than the price begin; say "You don't have enough money!"; otherwise; spend price; say "OK, that's done."; say "You drink it down, and feel refreshed."; end if; Section 9 - Time/Weather/Light/Food [ This variable is used to track how long the player can go in the rain without the kagoule ] Sogginess index is a number that varies. Sogginess index is 0. [ This tracks how dark it is ] Darkness index is a number that varies. Darkness index is 0. [ This tracks whether the player has eaten or not ] Food index is a number that varies. Food index is 0. [ Time of day ] The current day is a thing. The current day can be day one or day two. The current day can be morning or evening. The current day is day one. The current day is morning. [ In Moorland, we remind the player periodically that it's raining, and make him wetter and wetter. Also, if it's dark, various "creepy" messages are displayed ] Moorland is a region. Every turn when in Moorland and the current day is day one: [Weather ] if the sogginess index is 0 or the player is not wearing the kagoule begin; change sogginess index to sogginess index + 1; if there is an advice corresponding to a sogginess of sogginess index in the Table of Soggy Advice begin; say the advice corresponding to a sogginess of sogginess index in the Table of Soggy Advice; say "[paragraph break]"; end if; if the sogginess index is 5 begin; move the player to barn; change sogginess index to 0; end if; otherwise; if the sogginess index is not 0 and a random chance of 1 in 10 succeeds, say "It's raining heavily."; end if; [ Darkness ] if the darkness index is 1 and a random chance of 1 in 4 succeeds begin; if the player is in near the combe and a random chance of 1 in 5 succeeds begin; say "In the distance, you glimpse the shadowy figure of a dark, cat-like creature stalking through the undergrowth before it senses your presence and bounds off..."; otherwise; choose a random row in the Table of Creepy Events; say "[event entry][paragraph break]"; end if; end if. Table of Soggy Advice sogginess advice 1 "It's started to rain." 2 "You're getting drenched." 3 "You really ought to have a rain-proof garment on..." 5 "You're absolutely drenched, wet through, dripping, sodden, and to top it all, you start sneezing and shivering. So much so, that you're forced to return to the village to seek shelter..." Table of Creepy Events event "It's creepy!" "You hear a muffled roar..." "The sound of rustling grass and crackling twigs drifts on the wind..." [ Handling darkness. The player can stumble around for a random number of moves before suffering an injury ] Rule for printing the description of a dark room: say "Unfortunately, it's too dark to see..." instead. Rule for printing the announcement of darkness: try looking. Every turn when in darkness: if a random chance of 1 in 6 succeeds begin; say "It's so dark that you stumble and fall badly, breaking your leg... unable to move, you remain here overnight... the Ranger eventually finds you, and whisks you off to hospital, where you remain for a long, long time..."; end the game saying "You didn't get the story"; end if. Chapter 2 - The assignment Lowsea is a region. Section 1 - The Newspaper Office Your Office is a room in Lowsea. The description is "This cluttered room contains the normal paraphernalia seen in any small newspaper office, the most important items of furniture being your very own desk and the accompanying black swivel chair. To the south, a door leads out onto the street, whilst another leads east into the office of the editor, Mr. C. D. Slime." The Editor's Office is a room in Lowsea, east of your office and inside of your office. "A haven for the editor and a place of fear for virtually everyone else, this office is compact, but not tidy, and the only door leads west into the safety of the office.[if the editor's office is just entered and Slime is in the editor's office][paragraph break]Crossly, the editor looks up as you enter, snapping 'What d'you want?' as you stand there, knees quivering.[end if]" [ YOUR OFFICE ] The desk is scenery in your office. The description is "Covered in various reports, the desk has a drawer and, possibly, woodworm." Some reports are scenery in your office. The description is "Extremely uninteresting, I'm afraid." Instead of taking the reports, say "The reports aren't needed." The office door is scenery in your office. The drawer is part of the desk. The drawer is openable. The drawer is closed. The description is "[if the drawer is open]The drawer is open and contains [list of things in the drawer][otherwise]Closed[end if]." The timetable is a thing in the drawer. Understand "bus timetable" as the timetable. The description is "The bus timetable shows that a bus leaves to Puddlecombe from Long St. at 9:48 and arrives in Puddlecombe at 10:48." The pencil is a thing in the drawer. It is pocketable. The description is "Perfectly normal, with no outstanding features whatsoever." The electricity bill is a thing in the drawer. It is pocketable. The description is "An old bill that was sent to you at your home ages ago, and that luckily you paid before being cut off." The notepad is a thing in the drawer. The description is "Full of doodles and scribbled notes that are illegible, even to you." Your thin anorak is a wearable thing. The anorak is a hidden object. The description is "More fashionable than practical, it has no hood and is not even showerproof, but will probably keep out the cold." The black swivel chair is a hider in your office. It is scenery. The hidden of the swivel chair is the anorak. The exclamation of the swivel chair is "Ooh!". The takeflag of the swivel chair is 0. The small envelope is an openable thing in your office. It is pocketable. The description is "Sealed, with [italic type]LOWSEA GAZETTE, LONG STREET, LOWSEA[roman type] scrawled on the outside." The envelope is closed. Instead of inserting something into the envelope: say "There's no need to do that." The letter is a known thing in the envelope. It is pocketable. The description is "Myrtle Cottage,[line break]Church Lane,[line break]Puddlecombe.[paragraph break]Dear Sir/Madam,[paragraph break]I thought you might like to know about the rumours of a strange beast on the Moors near our village. Some people have seen a large black animal and yesterday one of Farmer Lamb's sheep was found mauled.[paragraph break]The vet said it was not the work of a fox or dog...it is a real mystery. Perhaps you could find out what it is?[paragraph break]Yours sincerely,[line break]Rose Myrtle." The letter can be read. After examining the letter: now the letter is read; check if the player has failed. [ EDITOR'S OFFICE ] The editor's desk is scenery in the editor's office. The editor's door is scenery in the editor's office. Instead of exiting in the editor's office: try going west. [ The editor snaps at you when you enter for the first time - track that with a value ] The Editor's Office can be just entered or not just entered. The Editor's Office is not just entered. Before going to the editor's office: now the editor's office is just entered. After looking in the editor's office: now the editor's office is not just entered; continue the action. Section 2 - The Editor C D Slime is a man. Understand "editor" as Slime. "Your editor is here, moaning as usual." Slime is in the editor's office. The description is "A grouch!". The default answer of C D Slime is "He grunts, but says nothing."; [ The editor comes in to grumble at you right at the start ] After looking in your office for the first time: move Slime to your office; say "The editor wanders in, scowls at you and says: 'About time you got a decent story! Y'know, an exclusive, a great headline, fantastic pictures - something that would sell papers! Not all this waffle about WIs, Scouts and the like!' Snorting, he stands by the desk and growls as normal. You sigh, having heard the same thing every morning for the past year, but having no idea what to do about it. After all, nothing interesting ever happens..." [ Eventually, he gets fed up and goes to his office...] At 9:28 AM: if the location is your office, say "Grumbling, C. D. Slime enters his office and slams the door."; if the location is the editor's office, say "Grumbling, C. D. Slime enters and slams the door behind him."; now Slime is in the editor's office. Instead of informing Slime about the beast: if the letter is carried, try giving the letter to Slime; otherwise continue the action. Instead of informing Slime about the letter: if the letter is carried, try giving the letter to Slime; otherwise continue the action. Giving the letter to Slime is suggesting the story. Showing the letter to Slime is suggesting the story. Instead of suggesting the story: say "Grabbing the letter, the editor reads it then, eyes sparkling, grunts 'That's more like it! Could make a great headline, that! Better see this Myrtle woman, find out all you can - must be someone who's seen it! Better still, go to the Moor and track it down - get a photo or two - stay overnight if necessary - I'm sure you'll have a great time!'[paragraph break]You start to protest, but before you manage to utter more than 'But...' Mr Slime says, 'Oh, I suppose you need money, eh?' and fetches the petty cash tin, from which he produces a fiver. Thrusting said note into your hand, he barks 'Well go on then...get going!'.[paragraph break]Shaken by your boss's generosity you immediately stuff the fiver in your pocket before he changes his mind, then wonder what to do next..."; remove the letter from play; move the fiver to the pocket; record "pitching the story" as achieved. Instead of requesting slime for the camera: say "Booming 'OK! I know the photographer's off sick, but I'm sure you'll manage... borrow a camera if necessary!', he scowls at you as though you're an imbecile, making you feel determined to manage - somehow!". Section 3 - Long Street Long Street is a room in Lowsea, south of your office and outside of your office. "Outside your office, the traffic speeds past in a slow crawl and your lungs fill with carbon monoxide fumes as you admire the bus stop which stands on the litter-covered pavement." [ Long Street East and West just extend infinitely in their respective directions ] Long Street West is a room in Lowsea with printed name "Long Street (West)". Long Street West is west of Long Street. "Wandering along here is no joke, as you're continually hustled by mothers with prams, jostled by pin-stripe suited business men and deafened by dear screaming infants. Obviously not one of life's greatest pleasures..." West of Long Street West is Long Street West. Long Street East is a room in Lowsea with printed name "Long Street (East)". Long Street East is east of Long Street. "The street continues east and west for quite some distance, and is absolutely no fun to walk along, as you have to dodge all the old dears charging around with their shopping trolleys to remain in one piece..." East of Long Street East is Long Street East. [ LONG STREET WEST ] The mothers are scenery in Long Street West. The prams are scenery in Long Street West. The pin-stripe suited businessmen are scenery in Long Street West. Understand "men" as the businessmen. The screaming infants are scenery in Long Street West. [ LONG STREET EAST ] The old dears are a backdrop. The old dears are in Long Street East and The Church Hall. The shopping trolleys are scenery in Long Street East. Every turn when in Long Street: if the anorak is not worn begin; say "The wind whistles along the street and you shiver. Feeling too cold to stay outside, you return to the office."; now the player is in your office; end if. Section 4 - The Bus The bus is a vehicle. The description is "A number 53 - it's about to leave." The bus stop is scenery in Long Street. [ If the player knows about Miss Myrtle, and has missed the bus - game over ] To check if the player has failed: if the letter is read and the time of day is after 9:49 AM begin; say "It occurs to you that the bus to Puddlecombe only runs once a day - and you've missed it!"; end the game saying "You didn't get the story"; end if. At 9:44 AM: if the player is in Long Street, say "A bus arrives."; move the bus to Long Street. At 9:50 AM: if the player is in Long Street, say "The bus leaves."; remove the bus from play; check if the player has failed. Instead of entering the bus: calculate funds; if total money is less than £1.00 begin; say "You don't have enough money for the fare!"; otherwise; say "You board the bus, pay your fare and are slowly transported to the village of Puddlecombe-by-the-Moor, where you alight before the bus trundles on its way."; spend £1.00; change the time of day to 1 hour after the time of day; now the player is in The Green; end if. Chapter 3 - Puddlecombe Puddlecombe is a region. Every turn when the player is in Puddlecombe: if the minutes part of the time of day is 0, say "The clock chimes [the time of day in words]."; if the minutes part of the time of day is 30, say "The clock chimes the half-hour."; Section 1 - Around the Green The Green is a room in Puddlecombe. "A small grassy patch surrounded by tarmac, the Green of Puddlecombe-by-the-Moor is at the hub of this tiny village nestling in the deep combe from which it gets its name. A three-pronged signpost stands here, as does a notice-board, the notices on which flap in the strong wind, whilst Ye Olde Tea Shoppe lies to the south." Outside-Pub is a room in Puddlecombe, north of the Green. The printed name of Outside-Pub is "Outside the Pub". "The sign of 'The Puddle Arms' creaks alarmingly as it sways in the wind, whilst litter swirls about your feet before being deposited next to the wall of this ancient building, which lies to the north. A notice next to the thick wooden door catches your eye, and a plaque reads 'BEST BEER SOLD HERE'." The Pub is a room in Puddlecombe. The printed name is "Inside the Pub". "Gleaming horse brasses decorate the wooden beams and rafters of this pub, whilst a glowing gas fire fills the large stone fireplace, although a draught from the open door rather negates the effect. From behind the bar, meanwhile, the publican watches you hopefully, whilst several stools are perched precariously in an imaginative line along the length of said bar." Library-room is a room in Puddlecombe. The printed name is "The Library". "Within the hushed surroundings of the Mobile Library, you're watched studiously by the librarian, Miss U. B. Kriett, as she noisily chews some crisps whilst sorting out the pile of books and tickets on her desk." Ye Olde Tea Shoppe is a room in Puddlecombe. "The smell of scones, coffee and tea pervades your nostrils as you glance around this small cafe, noticing as you do so the many comfortable chairs and the well-built waitress hovering discreetly by one of the cloth-covered tables." [ THE GREEN ] The Ranger is a villager man in the Green. Understand "Ernest" as the Ranger. "Ernest, the Ranger for Torrack Moor, is here." The description is "A miserable little man with beady eyes." The default answer of the ranger is "I'm afraid he's too deep in thought to answer!" [ The Ranger greets you in a surly fashion when you first arrive ] After looking in the Green for the first time: say "Ernest stares at you, then a look of recognition comes over his face before he says: 'Ah! I know you! You're that reporter from the Lowsea Gazette who pestered me about conservation and all that twaddle a few months back when doing that story on endangered wildlife! S'pose you've heard that ridiculous tale about the Beast! Well, I tell you, it's a waste of time! No such thing! You might as well go home!' and with that, he wanders north."; move the Ranger to Outside-Pub. The grassy patch and the tarmac are scenery in The Green. The three-pronged sign post is scenery in the Green. Understand "signpost" as the sign post. The description is "The sign's prongs point west, northeast and southeast, and are marked 'High Street', 'Church' and 'Moor'." The notice-board is scenery in the Green. The notice-board can be amended or unamended. The notice-board is unamended. Understand "notice", "board" as the notice-board. The description is "Mostly uninteresting notices about Parish Council Meetings, although one refers to the Mobile Library being on the Green from 11am to 1pm today, and another states 'For further information on Torrack Moor, contact the Ranger, The Cottage, Moor Lane.'[if the notice-board is amended][paragraph break]Has a small notice pinned on it which reads [bold type]WINNING RAFFLE TICKET: NUMBER 211. OWNER PLEASE SEE MISS MYRTLE[roman type].[end if]" The shoppe-object is scenery in the Green. The printed name is "Olde Tea Shoppe". Understand "ye","olde","tea","shoppe","shop" as the shoppe-object. The description is "Looks inviting. A note on the door reads [italic type]OPEN 11.30 TO 6[roman type]." The tea-shop-door is a shop door and scenery. The tea-shop-door is south of the Green and north of Ye Olde Tea Shoppe. The tea-shop-door is closed and locked. The printed name is "door". Understand "door" as the tea-shop-door. [ The mobile library arrives and leaves, so we need to check if it's there ] The mobile library is a thing. "[if the location is the green]You also observe a mobile library parked on the eastern edge of the Green.[otherwise]A mobile library is driving by.[end if]". The mobile library is enterable. The mobile library is not portable. The mobile library can be open or closed. The mobile library is open. Instead of entering the mobile library: if the mobile library is open, now the player is in the library-room; otherwise say "The door of the library is now closed.". Instead of going east in the Green when the mobile library is in the Green: try entering the mobile library. [ Miss Myrtle needs to get in too! ] Instead of Miss Myrtle going east in the Green: move Miss Myrtle to the library-room. [ OUTSIDE THE PUB ] The pub-plaque is scenery in Outside-Pub. The printed name is "plaque". Understand "plaque" as the pub-plaque. The sign, the litter and the wind are scenery in Outside-Pub. The thick wooden door is a door. The thick wooden door is scenery. Understand "pub door" as the thick wooden door. The thick wooden door is closed and locked. The thick wooden door is north of Outside-Pub and inside of Outside-Pub and south of Pub and outside of Pub. The pub notice is scenery in Outside-Pub. The description is "Reads [italic type]THE PUDDLE ARMS: PUBLICAN MR. GEORGE BEAR - VOTED BEST INN 1865. Opening Hours: 11am to 2.30pm; 6pm to 11pm.[roman type][paragraph break]The words [italic type]NOW OPEN 11am to 11pm[roman type] are scrawled next to it." [ INSIDE THE PUB ] The horse brasses are scenery in the pub. The wooden beams are scenery in the pub. Understand "rafters" as the wooden beams. The bar is scenery in the pub. The gas fire is scenery in the pub. The gas fire is lit. The description is "Hot!". [ Examining the bar stool reveals the matches ] Some matches are a hidden object. The matches are not found. They are pocketable. The description is "Contained in a small packet, with a picture of some hotel or other on the front of it." The stools are scenery in the pub. Understand "stool" as the stools. The stools are a hider. The hidden of the stools is some matches. The exclamation of the stools is "Wow!". The scorename of the stools is "finding some useful matches". The Publican is a villager man in the pub. The Publican is scenery. Understand "barman" as the publican. The description is "Plump.". The default answer of the publican is "He grunts, but says nothing.". [ To get the kagoule, the player needs to show the publican the pass (make him trusting) and ask him about the moor. Before showing him the pass, he just grunts when asked anything. ] The publican can be suspicious or trusting. The publican is suspicious. The publican can be ignorant or aware of your interest in the moor. The publican is ignorant. Before showing the pass to the publican when the publican is suspicious: now the publican is trusting. Instead of showing the pass to a villager person: say "After a quick glance at the pass, you get the reply 'Oh, the Lowsea Gazette - rarely buy it myself - suppose you're doing a story on that beast... just ask if you need to know anything, although I can't guarantee that I'll be able to help.'". Instead of interrogating the publican about something when the publican is suspicious: say the default response of the publican. Before interrogating the publican about Torrack Moor when the publican is trusting: now the publican is aware of your interest in the moor. The kagoule is a hidden object. The kagoule is wearable. The description is "Not the most fashionable of garments, but waterproof and ideal for when it rains." Before going south in the pub when the publican is trusting and the publican is aware of your interest in the moor and the kagoule is not found: say "As you go towards the door, the barman calls you back and hands something to you, saying 'This was left here by a tourist weeks ago... I kept it, but it's too small for me. You might need it, though, if you're going onto the Moor - they forecast rain, you know!' Thanking him, you don the kagoule, and then leave."; now the kagoule is found; move the kagoule to the player; now the player is wearing the kagoule; record "obtaining a waterproof garment" as achieved. Instead of exiting in the pub: try going south. Instead of miscbuying "beer" in the pub: buy a beverage for £0.50. [ MOBILE LIBRARY ] Instead of going west in the library-room: send the player to the green. Instead of Miss Myrtle going west in the library-room: move Miss Myrtle to the green. Instead of exiting in the library-room: send the player to the green. Some books are scenery in the library-room. The description is "Extremely boring volumes with equally boring covers, all of which are very tatty and only suitable for a Jumble Sale." Some tickets are scenery in the library-room. Some crisps are a thing. The crisps are carried by the librarian. The librarian is a woman in the library-room. The librarian is scenery. Understand "miss", "kriett", "u b kriett" as the librarian. The description is "Prim and officious!" The default answer of the librarian is "She looks at you strangely, but says nothing." [ The local map is the only thing worth borrowing ] The local map is a thing in the library-room. The local map can be on loan or returned. The local map is returned. Instead of examining the local map: say "The map shows Puddlecombe in the west, and the moors to the east."; display the Figure of the map. Instead of doing anything with the map in the library-room when the map is returned: say "Miss Kriett, seeing you with the map, exclaims 'You can't have that unless you have a ticket!' and snaps it back." [ To get out the map, you need a library ticket ] The pink ticket is a hidden object. The pink ticket is not found. The pink ticket is pocketable. The description is "A library ticket with your name and address on it." The pink ticket is known. Before borrowing the map: if the map is returned, try taking the map instead; otherwise say "You've already borrowed the map." instead. Before of taking the map in the library-room when the pink ticket is found and the map is returned: say "As you pick up the map, Miss Kriett snatches it from you, takes your ticket, stamps the map and hands it back to you, reminding you to return it before the expiry date."; now the map is on loan; record "obtaining a local map" as achieved; continue the action. Instead of requesting the librarian for the pink ticket when the pink ticket is not found: say "Bristling officiously, Miss Kriett explains that she can't give you a ticket without some means of identification."; Instead of interrogating the librarian about the pink ticket: try requesting the librarian for the pink ticket. Instead of showing the pass to the librarian when the pink ticket is not found: say "Miss Kriett looks at the pass then declares, 'Sorry, but that won't do! It hasn't got your address on...' and hands it back to you."; Instead of giving the pass to the librarian: try showing the pass to the librarian. Instead of showing the bill to the librarian when the pink ticket is not found: say "Looking studiously at the bill, Miss Kriett mumbles 'Oh well, I suppose that will do,' before proceeding to write you out a pink ticket."; now the pink ticket is found; move the pink ticket to the location; try taking the pink ticket. Instead of giving the bill to the librarian: try showing the bill to the librarian. [ YE OLDE TEA SHOPPE ] The comfortable chairs are scenery in the tea shoppe. The tables are scenery in the tea shoppe. Understand "table" as tables. The waitress is a villager woman in the tea shoppe. The waitress is scenery. The description is "Plump." The default answer of the waitress is "She blushes, but says nothing." Instead of smelling in the tea shoppe, say "Tea, coffee and scones." The plastic teaspoon is a hidden object. Understand "spoon" as the plastic teaspoon. The description is "Perfectly normal, with no outstanding features whatsoever." Miscbuying "tea" in the tea shoppe is partaking of a hot beverage. Miscbuying "coffee" in the tea shoppe is partaking of a hot beverage. [ The first time the player buys a tea or coffee, they get a free plastic spoon. See the money section above for the "buy a beverage" routine ] Instead of partaking of a hot beverage: buy a beverage for £0.50; if the teaspoon is not found begin; say "The waitress then takes away the cup, but leaves a spoon behind."; move the teaspoon to the location; now the teaspoon is found; try taking the teaspoon; end if. Instead of exiting in the tea shoppe: try going north. Section 2 - West of the Green High Street East is a room in Puddlecombe. The printed name is "High Street (East)". High Street East is west of the Green. "Stone buildings to the north and south have small notices stuck to the inside of their relative doors, whist the street itself leads east and west. The wind, meanwhile, howls about your body, and ominous grey clouds scurry overhead." The Estate Agents is a room in Puddlecombe. "The establishment of 'Connum and Fleesum' may be small, but it resembles the majority of Estate Agents, being lavishly carpeted and having expensive-looking desks, behind one of which sits a smartly-dressed youth, whilst photographs of luxury houses line the walls." The Stores is a room in Puddlecombe. "This quaint shop sells various goodies at highly inflated prices, which is why most of the villagers shop elsewhere. A parrot, sitting on his perch by the door, squawks 'Allo, allo' at fairly regular intervals, whilst the owner, Lily White, eyes you with obvious curiosity." High Street West is a room with printed name "High Street (West)". High Street West is west of High Street East. "The High Street fizzles out to the west as it joins the road which leads to Lowsea, whilst a narrow dusty lane branches off to the north. A rather plain stone building to the south has a plaque on the door which, considering the drabness of the house, is quite attractively panelled." Quarry Lane is north of High Street West. "High hedges flank either side of this dusty lane, which appears to be little used. A sign half-buried in the foliage points north to [bold type]THE OLD QUARRY[roman type] whilst the High Street Lies to the south." The Old Quarry is north of Quarry Lane. "Steep rockfaces, which once were blasted out of the hillside but now play host to a variety of shrubs and wild-life, surround you, whilst a small semi-derelict shack stands to the west and the lane lies to the south[if the shack-window is broken]. The window of the shack is broken[end if]." The Shack is a room. "Inside this corrugated hut you smugly notice the broken window and open door whilst various insects scurry around the earthen floor." Road-room is west of High Street West. The printed name of road-room is "A Road". "This long east-west road leads monotonously towards the town of Lowsea in one direction and to the village of Puddlecombe-by-the-Moor in the other, and is not recommended as a scenic route, a long diversion or even a short stroll..." Road-room is west of road-room. Vet's Waiting Room is a room in Puddlecombe. "A row of uncomfortable-looking chairs have been placed a long one of the white-washed walls of this room, whilst a few posters and a pleasant aquarium do their best to cheer the place up. Doors lead north and south, whilst a receptionist sits staring at you from behind her desk." The Surgery is a room in Puddlecombe, south of Vet's Waiting Room and inside of Vet's Waiting Room. "This clinical room is kitted out with all the necessary items required by a practising vet, including a large white table on which most animals are examined. A painting of panthers hangs by the northern door, whilst Mr Andy Bittern scrutinises you in a most disconcerting way." [ HIGH STREET EAST ] The shop notices are scenery in High Street East. Understand "notice" as the shop notices. The description is "The notice on the Estate Agent's door reads [bold type]Open 9-5[roman type], whilst that on the Stores reads the same, with the addition of [bold type]Closed for lunch 1-2[roman type]." The door of the estate agents is a shop door in High Street East. It is scenery. Understand "agents'" as the door of the estate agents. The door of the estate agents is north of high street east and south of the estate agents. The door of the estate agents is open. The door of the stores is a shop door in High Street East. It is scenery. The door of the stores is south of high street east and north of the stores. The door of the stores is open. [ ESTATE AGENTS ] The carpet is scenery in the estate agents. The photographs of houses are scenery in the estate agents. The expensive desks are scenery in the estate agents. The description is "Highly polished, with a sign reading [bold type]IAN CONNUM[roman type] placed upon it." The youth is a man in the Estate Agents. The youth is scenery. Understand "Estate", "Agent", "Ian", "Connum" as the youth. The description is "A flowery-speaking individual whose only interest lies in selling houses and making money as quickly as possible!" The default answer of the youth is "He looks at you with a vaguely bored smile upon his face, and utters a few incomprehensible remarks before turning away. Obviously not one of life's most helpful characters!" The yale key is a key. The details are a thing. The details are proper-named. The printed name is "the details (of Ivy Cottage)". The description is "The house details of Ivy Cottage go to great lengths to stress the desirability of this small property, which, although in need of some modernisation, has a compact kitchen with fine gardens, and outbuilding, bedroom etc. Really, at the price of only £180,000 you'd be daft not to buy it!" Ivy Cottage is a known thing. [Used also as scenery in overgrown garden] Housing is a known thing. Understand "property" and "houses" as housing. Instead of interrogating youth about housing: try interrogating youth about Ivy Cottage. Instead of interrogating youth about Ivy Cottage for the first time: say "Suddenly, the estate agent takes a keen interest in you, jumps up and looks through the junk on his desk before handing you some house details and a key, saying 'This is a nice little property, secluded, with great potential for someone like you... Ivy Cottage, it's called, situated between Church Lane and Moor Lane. It's empty now, so you can let yourself in, but please return the key when you've finished.'"; now the yale key is found; move the yale key to the location; try taking the yale key; move the details to the location; try taking the details. Instead of giving the yale key to youth: say "With a shrug, Mr Connum takes the key as you explain that you're not interested in purchasing the cottage, then he insists on putting your name and address on his books so that he can flood you with unwanted mailshots for the next six months... oh, well! At least you found something of use in the cottage... no? Whoops! Too late, now!"; remove the yale key from play. Instead of exiting in Estate Agents: try going south. [ THE STORES ] The 35mm film is a purchasable in the stores. It is pocketable. The description is "A black and white 35mm film." The cost of the film is £3.00. The can is a purchasable in the stores. Understand "baked" and "beans" as the can. The description is "[if the baked beans are part of the can]Full of juicy baked beans![otherwise]It's empty.[end if]". The cost of the can is £0.50. The can can be open or closed. The can is closed. The printed name of the can is "[if the baked beans are not part of the can]empty [end if]can[if the can is open] (open)[end if]". Some baked beans are part of the can. The baked beans can be hot or cold. The baked beans are cold. [ Distinguish between the player referring to the beans on their own and the beans in the can. ] Does the player mean doing anything to the baked beans when the can is closed: it is unlikely. Does the player mean doing anything to the baked beans when the baked beans are not part of the can: it is likely. Rule for clarifying the parser's choice of the can: stop. Rule for clarifying the parser's choice of the baked beans: stop. [ The tin opener is required to open the can ] Instead of opening the can: if the tin opener is carried by the player, try unlocking the can with the tin opener; otherwise say "You don't have the correct implement!". Instead of unlocking the can with the tin opener: if the can is open begin; say "The can is already open."; otherwise; now the can is open; say "OK, that's done."; end if. [ The beans are awkward - the player must eat them, but not pick them up separately from the can itself ] Instead of doing anything to the baked beans when the can is closed: say "You'll have to open the can first!". Instead of taking the baked beans when the can is open: say "Yuck! No thanks!". [ Separate "munching" verb, so as to avoid the eating verb trying to automatically take the beans from the can ] Instead of munching the baked beans: if the baked beans are cold begin; say "Yuck! No thanks! They're cold!"; otherwise if the player is not carrying the plastic teaspoon; say "Ouch! Your fingers are scorched by the hot beans... you could really do with a spoon or fork, you know!"; otherwise; say "Using the spoon, you greedily eat the hot beans, and feel much better for it!"; record "eating a hot meal" as achieved; change the food index to 1; remove the baked beans from play; end if. Does the player mean munching the baked beans: it is likely. Instead of eating the baked beans with the plastic teaspoon: try munching the baked beans. [ The player can heat the beans in the pan (although it's optional, strangely) ] Instead of inserting the baked beans into the battered pan when the can is open and the baked beans are part of the can: move the baked beans to the pan; say "OK, that's done."; Instead of pouring the baked beans into the battered pan: try inserting the baked beans into the battered pan. Instead of pouring the can into the battered pan when the beans are part of the can: try inserting the baked beans into the battered pan. Does the player mean heating the baked beans when the can is open: it is very likely. [ The beans can only be heated in the shepherd's hut when the fire is lit ] Instead of heating the baked beans when the can is open: if the shepherds-fire is in the shepherds-fireplace begin; say "OK, that's done."; now the baked beans are hot; otherwise; say "That would be difficult..."; end if. Instead of heating the battered pan: if the baked beans are in the pan, try heating the baked beans; otherwise say "I don't see the point!". [ The torch remains on for a certain number of turns ] The torch is purchasable in the stores. Understand "flashlight" as the torch. The torch can be lit or unlit. The torch is unlit. The description is "Battery-operated, and intact with batteries, bulb, case, switch etc[if the torch is lit]. It is lit[end if]." The cost of the torch is £1.00. The printed name is "[if the torch is lit]lit [end if]torch". The torch has a number called battery life. The battery life of the torch is 45. Every turn when the torch is lit: change the battery life of the torch to the battery life of the torch minus one; if the battery life of the torch is 0 begin; now the torch is unlit; if the torch is carried by the player or the torch is in the location, say "The batteries of the torch have just worn themselves out, and the torch light flickers then goes out altogether..."; end if. Instead of switching on the torch: if the torch is lit begin; say "The torch is already switched on."; otherwise; if the battery life of the torch is 0 begin; say "You try, but the batteries are dead."; otherwise; now the torch is lit; say "OK, that's done."; end if; end if. The batteries are part of the torch. The bulb is part of the torch. The case is part of the torch. The switch is part of the torch. [ Lily and the parrot are somewhat one-dimensional characters... ] The parrot is scenery in the stores. Instead of talking to the parrot: say "Putting its head on one side, it squawks 'Allo, allo'." Lily White is a villager woman in the stores. Lily White is scenery. The description is "Very ordinary!" Instead of talking to Lily: say "She looks at you strangely, but says nothing." Instead of taking a purchasable in the stores: if the noun is not bought, say "You suddenly find out that Polly can say something other than 'Allo', for it suddenly squawks 'Thief, thief!' Red-faced, you decide that you'd better pay first and hastily drop [the noun]."; otherwise continue the action. Instead of exiting in the stores: try going north. [ HIGH STREET WEST ] The road is scenery in High Street West. [ The stone building is the vet's ] The stone building is scenery in High Street West. Understand "house" as the stone building. The vet-plaque is scenery in High Street West. The printed name is "plaque". Understand "plaque" as the vet-plaque. The description is "Reads: [bold type]MR A. BITTERN, VETERINARY SURGEON.[roman type] [italic type]OPENING HOURS 10am to 5pm[roman type]." The door of the stone building is a door and scenery. It is south of High Street West and inside of High Street West and north of Vet's Waiting Room and outside of Vet's Waiting Room. It is open and unlocked. [ QUARRY LANE ] Some pebbles are a thing in quarry lane. They are pocketable. The description is "Round, small and brown." The sign is scenery in quarry lane. The dusty lane is scenery in quarry lane. [ OLD QUARRY ] The steep rockfaces are scenery in the old quarry. The hillside is scenery in the old quarry. The shrubs are scenery in the old quarry. The wildlife is scenery in the old quarry. Understand "wild-life" as the wildlife. The shack-in-the-quarry is scenery in the old quarry with printed name "shack". Understand "shack" as the shack-in-the-quarry. The description is "Made of corrugated iron, it has a door, a small window and a roof as well as four walls, and was possibly once used as a storage shed." The shack-walls are scenery in old quarry. Understand "walls" as the shack-walls. The shack-roof is scenery in old quarry. Understand "roof" as the shack-roof. The latch is scenery in old quarry. [ The shack door doesn't have a key, so it's a "private" door ] The shack-door is a private door. Understand "door" as the shack-door. The printed name is "door". The shack-door is scenery. It is west of the old quarry and inside of the old quarry and east of the shack and outside of the shack. It is closed and locked. The description is "Locked, with a standard yale-type lock that has a latch on the other side." The shack-window is scenery in old quarry. Understand "window" as the shack-window. The printed name is "window". The shack-window can be broken or not broken. It is not broken. The description is "[if the shack-window is broken]The window is broken. Peering through it[otherwise]Peering through the window[end if], you notice the latch on the door as well as being able to make out a chest in one corner of the shack." [ The player breaks the shack window if he's carrying the brick ] Instead of breaking the shack-window with something when the shack-window is not broken: if the second noun is the brick begin; say "The brick smashes through the window, which is now well and truly broken."; now the shack-window is broken; move the brick to the shack; record "breaking" as achieved; otherwise; say "Unfortunately, that won't do it..."; end if. Instead of breaking the shack-window: if the player is carrying the brick, try breaking the shack-window with the brick; otherwise say "Unfortunately, nothing that you are currently holding will do that...". [ Throw brick at window works too... ] Instead of throwing the brick at the shack-window when the shack-window is not broken: try breaking the shack-window with the brick. [ The player needs gloves to unbolt the door from outside ] Instead of opening the shack-door when the shack-door is locked and the shack-window is broken: if the player is not wearing the gloves begin; say "You start to put your hand through the broken window, but decide against it, as you realise that you're in grave danger of badly cutting your hand."; otherwise; say "Putting your gloved hand through the broken window, you turn the latch and the door swings open."; now the shack-door is unlocked; now the shack-door is open; record "entering" as achieved; end if. Instead of reaching in the shack-window: if the shack-window is broken, try opening the shack-door; otherwise say "The window prevents that!". Instead of lifting the latch: try reaching in the shack-window. Instead of turning the latch: try reaching in the shack-window. [ THE SHACK ] Shack-window-inside is scenery in the shack. The printed name is "window". Understand "window" as shack-window-inside. The insects are scenery in the shack. The earthen floor is scenery in the shack. A huge chest is an openable closed container in the shack. It is not portable. The description is "Fixed to the floor, it's not portable and is currently [if the chest is open]open[otherwise]closed[end if]." A hammer is a thing in the chest. The description is "A useful implement with a small hammer head and a metal claw." The leather pouch is a thing in the chest. Understand "gunpowder" as the pouch. The description is "Contains a reasonable quantity of gunpowder[if the wick is part of the pouch]. Tied to the pouch is a long wick[end if]." [ VET'S WAITING ROOM ] The chairs are scenery in vet's waiting room. The white-washed walls are scenery in vet's waiting room. The posters are scenery in vet's waiting room. The description is "Depict various wildlife and animal protection societies, whilst others are just pretty pictures of pets, like cats, dogs, a tortoise and so on." The aquarium is scenery in vet's waiting room. The receptionist is a woman in vet's waiting room. The receptionist is scenery. The description is "Very ordinary!" The default answer of the receptionist is "Unfortunately, she seems to be too busy to take any notice of you at all - either that, or she's being extremely rude! Whatever the reason, she doesn't answer." Instead of going south in the vet's waiting room: if the tortoise is not held by the player and the tortoise is not on the large white table begin; say "Noticing you move towards the southern door, the Receptionist stops you, saying 'Sorry! You can't enter unless you have an animal in need of attention!' and looks at you so sternly that you don't have the nerve to disobey!"; otherwise; send the player to the surgery; record "gaining access to the vet's surgery" as achieved; end if. Instead of going inside in the vet's waiting room: try going south. [ THE SURGERY ] The vet is in the surgery. The vet is scenery. Understand "Mr" and "Andy" and "Bittern" as the Vet. The description of the Vet is "Very ordinary!". The default answer of the vet is "I'm afraid he's too deep in thought to answer!". The large white table is scenery and a supporter in the surgery. The description is "Has a tortoise on it!" [ I think the player can remain here for ever if they choose, as the vet examines the tortoise into perpetuity... ] After looking in the Surgery for the first time: say "Seeing the tortoise, Mr Bittern exclaims 'Ah! I see you've found Winston! He strayed from my place weeks ago! Thanks for returning him to me!' and promptly takes the tortoise from you, placing him on the table and giving him a quick examination."; now the tortoise is on the white table. Instead of taking the tortoise when in the surgery: say "No! Someone might object!". The painting of panthers is scenery in the surgery. Understand "picture" as the painting of panthers. The painting of panthers is known. [ Two ways to trigger his response - asking him about panthers, and examining the picture ] After examining the painting of panthers for the first time: try interrogating the vet about the painting of panthers. Instead of informing the vet about the dead sheep: try interrogating the vet about the dead sheep. Section 3 - East of the Green Church Lane is a room in Puddlecombe, southeast of the Green. "This narrow lane leads in a southeasterly direction towards the church, whilst gates to the south and southwest lead into gardens. A poster is stuck onto the wall of the Church Hall to the east, whilst the path snakes its way northeastwards between two hedges." Moor Lane West is a windy room in Puddlecombe. The printed name is "Moor Lane (West)". Moor Lane West is northeast of the Green. "Little more than a stony track, this lane leads east, with the Green to the southwest, whilst a large corrugated hut, with a sign reading [italic type]SCOUT HUT[roman type] nailed above the door, lies to the north." Moor Lane East is a room in Puddlecombe. The printed name is "Moor Lane (East)". Moor Lane East is east of Moor Lane West. "The lane ends to the east in a muddy farmyard, and a small house nestles behind some scrubby bushes to the southeast. To the south you notice a path which leads through a gap in the hedge whilst, on the opposite side of the lane, you can see the garden of a large house." The Small Path is a room in Puddlecombe. The small path is south of Moor Lane East and northeast of Church Lane. The Small Path has printed name "A Path". "Twisting its way between two high hedges, the path leads north to Moor Lane and southwest to Church Lane[if the house-gate is found]. You also notice a gate to the southeast[end if]." Pretty Garden is a room in Puddlecombe. Pretty Garden is south of Church Lane. The printed name of Pretty Garden is "A Pretty Garden". "Lavender, heather and various shrubs line the path of this Olde English style garden, whilst roses climb around the green door to the south, almost hiding the large bell set into the door-frame. A shiny plaque on the wall reads [italic type]MYRTLE COTTAGE[roman type], and a thrush eyes you from the safety of a nearby tree." Myrtle Cottage is a room in Puddlecombe. North of Myrtle Cottage is Pretty Garden. Outside of Myrtle Cottage is Pretty Garden. "The front room of Myrtle Cottage is full of polished furniture and various knick-knacks that would bring a gleam to the eye of any antiques dealer. A log fire blazes happily in the red brick fireplace, whilst a thick curtain hanging by the door ensures that no draughts whistle around the occupants[apostrophe] feet." Attractive Garden is a room in Puddlecombe. Attractive garden is north of moor lane east. The printed name is "An Attractive Garden". "Large shrubs and well-weeded flower beds surround this front garden, whilst a path wends its way northeastwards around the large brick house that stands to the north. An impressive oak-panelled door is firmly shut, and a a plaque next to it reads [italic type]Dr. A. M. SAWLY[roman type]." Side of House is a room in Puddlecombe, northeast of attractive garden. "The side garden consists of a large lawn with various bushes neatly arranged around the perimeter, whilst a conservatory juts out from the side of the house, its glass door closed to retain the heat required for the numerous pot plants growing inside. You also observe the doctor inside the conservatory." The Vicarage is a room in Puddlecombe. North of Vicarage is The Vicarage Garden. Outside of Vicarage is the Vicarage Garden. "The hall, although uninteresting in its decor, exudes an air of homeliness, and is a complete contrast to the garden, being strewn with various items of junk, whilst water colour paintings of a church, local landscapes and so on hang on the walls." The Vicarage Garden is a room in Puddlecombe, southwest of Church Lane. "Sheltered by high hedges from the wind, this garden has some very neat borders and an immaculately mown lawn, whilst the Vicarage, a pebbledash building with a plain door, lies to the south." The Church Hall is a room in Puddlecombe. "Crowded with old dears pushing and shoving in order to get the best of the bargains, the hall has various stalls strategically placed around the perimeter, and you quickly observe that the only exit leads west towards the lane and safety." The Scout Hut is a room in Puddlecombe. "A standard hut-type building with a grubby wooden floor and scout emblems, posters and the like adorning the walls, it fulfills its main purpose while not pandering to those scouts who might prefer luxury to the rigours of knot typing and camping." The Ranger's House is a room in Puddlecombe. Northwest of ranger's house is Moor Lane East. Outside of ranger's house is Moor Lane East. "A small orderly place, this is an ideal house for the ranger, being extremely uninteresting, very banal and totally drab. However, colourful posters on the wall go some way to brightening things up, as does the pile of leaflets on the table and a notice pinned on the door." [ BACKDROPS ] The lawn is a backdrop. It is in vicarage garden and side of house. The hedges are a backdrop. The hedges are in Small Path, Vicarage Garden, Quarry Lane. Understand "hedge" as the hedges. A thing called the path is a backdrop. The path is in Small Path, Church Lane, Pretty Garden, Attractive Garden, Outside-Church. A thing called the church is a backdrop in Puddlecombe. Understand "St", "Peter" as the church. [ We can even examine the clock from indoors...ah well ] The clock is a backdrop in Puddlecombe. The shrubs are a backdrop. The shrubs are in attractive garden and pretty garden. The house-plaque is a backdrop. The house-plaque is in attractive garden and pretty garden. The printed name of the house-plaque is "plaque". Understand "plaque" as the house-plaque. [ SMALL PATH ] The house-gate is a hidden object. It is scenery. The printed name is "gate". Understand "gate" as the house-gate. Check opening the house-gate: say "The gate opens easily, and closes again quietly." instead. Check closing the house-gate: say "It's closed." instead. Instead of examining the hedges in small path: if the house-gate is not found begin; say "Ah! You discover a gate to the southeast."; now the house-gate is found; now the house-gate is in small path; now the overgrown garden is mapped southeast of small path; now the small path is mapped northwest of overgrown garden; record "discovering a hidden gate" as achieved; otherwise; say "You search carefully, but find nothing new."; end if. [ CHURCH LANE] The Church-Hall-Object is scenery in Church Lane. The printed name is "Church Hall". Understand "church", "hall" as the Church-Hall-Object. The gates and the hedges are scenery in Church Lane. The poster is scenery in Church Lane. The description is "[italic type]JUMBLE SALE: 2pm today[roman type]." The Church Hall door is a door and scenery in Church Lane. It is closed and locked. It is east of Church Lane and inside of Church Lane and west of the Church Hall and outside of the Church Hall. [ MOOR LANE WEST/EAST ] The Scout-hut-object is scenery in Moor Lane West. The printed name is "Scout Hut". Understand "scout", "hut", "corrugated" as the Scout-hut-object. Does the player mean doing anything to the Scout-hut-object: it is very likely. The hut door is a door and scenery. The hut door is north of Moor Lane West and inside of Moor Lane West and south of the Scout Hut and outside of the Scout Hut. The hut door is closed, lockable and locked. The iron key unlocks the hut door. [ The general rule for doors - if you exit to a windy room, they slam shut ] After looking in a windy room when an open public door (called the portal) is in the location: say "The door, caught by the wind, slams shut."; now the portal is closed. The garden in the distance is scenery in Moor Lane East. The garden in the distance has printed name "garden". The large house is scenery in Moor Lane East. The small house is scenery in Moor Lane East. The gap in the hedge is scenery in Moor Lane East. The scrubby bushes are scenery in Moor Lane East. The moor lane east path is scenery in Moor Lane East. The moor lane east path has printed name "path". The farm yard is scenery in Moor Lane East. Understand "farmyard" as the farm yard. [ A PRETTY GARDEN ] The lavender is scenery in pretty garden. The heather is scenery in pretty garden. The roses are scenery in pretty garden. The large bell is scenery in pretty garden. The door frame is scenery in pretty garden. The thrush is scenery in pretty garden. The tree is scenery in pretty garden. Instead of ringing the large bell: try knocking on the green door. Instead of pushing the large bell: try knocking on the green door. The green door is a door in pretty garden. It is private. The green door is scenery. The green door is south of pretty garden and inside of pretty garden. [ Rudely invading - see further in the story; just displays a message and prevents the player from entering a person's house unannounced ] Opening the green door is rudely invading. Does the player mean doing anything to the green door: it is very likely. Instead of knocking on the green door when Miss Myrtle is in Myrtle Cottage and the darkness index is 0: say "After a while, you hear footsteps and the door opens. Quickly, you explain who you are and you're invited in..."; move player to Myrtle Cottage. [ MYRTLE COTTAGE ] The polished furniture is scenery in Myrtle Cottage. The knick-knacks are scenery in Myrtle Cottage. Understand "knick", "knacks" as the knick-knacks. The log fire is scenery in Myrtle Cottage. The description is "Hot!". The red-brick fireplace is scenery in Myrtle Cottage. Understand "red", "brick" as the red-brick fireplace. The curtain is scenery in Myrtle Cottage. Miss Myrtle is a villager woman in Myrtle Cottage. "Miss Myrtle is here." The description is "A sweet little old lady, with grey hair and blue eyes." Understand "Rose" as Miss Myrtle. The default answer of Miss Myrtle is "She smiles, but says nothing." Instead of interrogating Miss Myrtle about the letter: try interrogating Miss Myrtle about the beast. [ Miss Myrtle starts looking for you after you buy a raffle ticket ] Miss Myrtle can be normal or seeking a raffle winner. Miss Myrtle is normal. [ ATTRACTIVE GARDEN ] The large brick house is a backdrop. The large brick house is in attractive garden and side of house. The shrubs are scenery in attractive garden. The flower beds are scenery in attractive garden. The oak-panelled door is a closed private door and scenery. The oak-panelled door is north of attractive garden and inside of attractive garden. [ Stop the player wandering in ] Opening the oak-panelled door is rudely invading. [ SIDE OF HOUSE ] The bushes are scenery in side of house. The conservatory-object is scenery in side of house. The printed name is "conservatory". Understand "conservatory" as the conservatory-object. The pot plants are scenery in side of house. The glass door is a private door. The glass door is scenery and closed. It is north of side of house and inside of side of house. Opening the glass door is rudely invading. Instead of knocking on the glass door when the doctor is in the conservatory: say "Knocking on the door, you wait patiently for the doctor to answer. However, he doesn't seem to have heard you..." [ We can see the doctor through the glass of the conservatory ] The doctor is in the Conservatory. The description of the doctor is "[if the doctor is in the conservatory]Busy with his plants, he has his back to you...[otherwise]Very ordinary![end if]". After deciding the scope of the player when the location is side of house and the doctor is in the conservatory: place the doctor in scope. Instead of throwing pebbles at something: if the second noun is the conservatory-object and the doctor is in the conservatory begin; say "The pebbles clatter noisily on the glass of the conservatory. Although the doctor hasn't heard them, he sees them falling, turns and looks up... spying you, he comes out, shouting 'Can I help you?'"; move doctor to side of house; otherwise; say "They clatter noisily on the ground."; end if; move pebbles to location. Instead of throwing pebbles at the glass door: try throwing pebbles at the conservatory-object. Instead of throwing pebbles at the doctor: try throwing the pebbles at the conservatory-object. Instead of shouting at doctor when the doctor is in the location: say "With a puzzled look, the doctor just shrugs." [ Once you get the doctor's attention, he rushes off, and shortly afterwards an ambulance rushes towards the twitcher, then back again a few moves later. The player can not actually get to the ditch in time to see anything happen, so that's not implemented ] To say the ambulance heading (way - a direction): say "You hear an ambulance siren[if the location is Moor Lane East or the location is Moor Lane West or the location is Farmyard or the location is field]... then jump out of the way as an ambulance rushes past, heading [way].[otherwise]...[end if]" At the time when the ambulance heads east: say the ambulance heading east. At the time when the ambulance heads west: say the ambulance heading west. Instead of shouting to doctor about bird watcher when the doctor is in the location: say "The doctor, understanding you at last, gets you to tell him all you know, then goes back in grabs his bag, phones for an ambulance and rushes off towards the farm..."; remove the doctor from play; remove the bird watcher from play; move the camera to the ditch; record "communicating with the doctor" as achieved; The ambulance heads east in two minutes from now; The ambulance heads west in four minutes from now. [ CONSERVATORY] [ Dummy room - the player can't enter it ] Conservatory is a room. The default answer of the doctor is "He can't hear you, I'm afraid!" [ VICARAGE GARDEN ] The borders are scenery in vicarage garden. The vicarage-object is scenery in vicarage garden. The printed name is "Vicarage". Understand "vicarage","building","pebbledash" as the vicarage. The plain door is a private door and scenery. The plain door is closed. The plain door is south of the vicarage garden and inside of vicarage garden. [ "Rudely invading" stops the player opening doors of the various cottages/houses ] Opening the plain door is rudely invading. Instead of knocking on the plain door when the Reverend is in the Vicarage and the darkness index is 0: say "After a while, you hear footsteps and the door opens. [if the vicarage is not visited]Quickly, you explain who you are and you're invited in[otherwise]With a smile, the Reverend says 'Ah! Hello again,' and asks you in[end if]..."; move player to the vicarage. [ THE VICARAGE ] The decor is scenery in the vicarage. The junk is scenery in the vicarage. The watercolour paintings are scenery in the vicarage. The painting of a church is scenery in the vicarage. The local landscapes are scenery in the vicarage. The iron key is a key. [ The Reverend ] The Reverend is a villager man in the Vicarage. "The Reverend S. Ermon is here". Understand "Ermon" as the Reverend. The printed name is "Reverend S. Ermon". The Reverend is proper-named. The description is "Tall, thin and bespectacled." The default answer of the reverend is "I'm afraid he's too deep in thought to answer!" Interrogating the Reverend about something for the first time is reminding the reverend. [ The first time you talk to Ermon, he gives you the iron key ] Before reminding the reverend: if the iron key is not found begin; say "In a world of his own, the Reverend asks: 'Could you do me a favour? I left a box of books for the Jumble Sale in the Scout Hut... I haven't got time to get them, but I'd be grateful if you could get them for me...' and, before you have time to say anything, he gives you a key as he mutters 'Thanks ever so...'!". move the iron key to location; now the iron key is found; try taking the iron key instead; end if. The sturdy shoes are a thing. The sturdy shoes are wearable. The description is "Ideal for wearing on long walks, they're your size and don't seem to be needed by anyone else at the moment." Instead of wearing the sturdy shoes when the player is wearing the thin trainers: say "Nope! Not while you're still wearing the thin trainers!". Instead of wearing the thin trainers when the player is wearing the sturdy shoes: say "Nope! Not while you're still wearing the sturdy shoes!". Instead of giving the box to the reverend: say "Taking the box, the Reverend thanks you, then says 'I was going to put these into the Jumble, but I thought that you might like them... they look as though they're your size...' and hands you a pair of shoes as you mumble a 'Thanks... great!'"; remove the box from play; now the sturdy shoes are in the location; try taking the sturdy shoes; record "being awarded some sturdy shoes" as achieved. Before giving the old books to the reverend: try giving the box to the reverend instead. [ The reverend will tell you that Miss Myrtle is looking for you, if she is! ] A reminder is a kind of thing. A reminder is either flagged or unflagged. A reminder is usually unflagged. The Reverend has a reminder called raffle news. Every turn when the player is in the location of the Reverend: if Miss Myrtle is seeking a raffle winner and raffle news of the Reverend is unflagged and the notice-board is amended and Miss Myrtle is not in the location begin; say "Suddenly, the reverend says 'Miss Myrtle wanted you... seems you won the raffle!', and smiles."; now raffle news of the reverend is flagged; end if. [ CHURCH HALL] The stalls are scenery in the Church Hall. The description is "Typical jumble, and you decide that there's nothing worth buying at all." Understand "jumble" as the stalls. [ Ensure that Miss Myrtle only tries to get you to buy a ticket once! ] Miss Myrtle is either sales pitched or not sales pitched. Miss Myrtle is not sales pitched. To say Miss Myrtle's sales pitch: say "Smiling, Rose Myrtle says 'Buy a raffle ticket and win a rug! Only 10p, and it's all for a good cause!'"; now Miss Myrtle is sales pitched. Every turn in the Church Hall when Miss Myrtle is not sales pitched: if the player has been in the Church Hall for 4 turns, say Miss Myrtle's sales pitch. Instead of talking to Miss Myrtle in the Church Hall when Miss Myrtle is not sales pitched: say Miss Myrtle's sales pitch. The raffle ticket is a hidden object. It is pocketable. The description is "Very small, with the number 211 printed on it." Instead of buying the raffle ticket when the raffle ticket is found: say "You've already bought a ticket!" [ To overcome ambiguities when the player is carrying the pink ticket, and tries to buy a raffle ticket ] Does the player mean buying the pink ticket: it is very unlikely. The raffle ticket is carried by Miss Myrtle. Instead of doing anything with the not found raffle ticket: say "You'll need to buy one first!". Before buying the raffle ticket in the Church Hall: if the raffle ticket is not found begin; calculate funds; if total money is less than the £0.10 begin; say "You don't have enough money!"; otherwise; spend £0.10; say "Miss Myrtle smiles, thanks you for your support, writes your name on her list and gives you a ticket."; move raffle ticket to location; now the raffle ticket is found; try taking the raffle ticket; end if; otherwise; say "No - that isn't necessary."; end if; stop the action. The large rug is a hidden object. The description is "The home-knitted multi-coloured variety, it looks as though it would keep any occupant of a bed it was on very warm and snug, although it's not exactly the sort you fancy having in your own home. Still, you could always donate it to Oxfam when you return to Lowsea!". [ Miss Myrtle wanders around looking for the player, and gives him a rug if they meet ] Every turn when the player is in the location of Miss Myrtle: if Miss Myrtle is seeking a raffle winner begin; say "Suddenly, Miss Myrtle smiles and says 'Ah! Just the person I wanted to see! You won this in the raffle!' before thrusting a rug into your hand."; now Miss Myrtle is normal; move the rug to the location; now the rug is found; try taking the rug; record "winning a lovely rug" as achieved; end if. [ SCOUT HUT ] The wooden floor is scenery in scout hut. The scout emblems are scenery in scout hut. The posters are scenery in scout hut. The walls are scenery in scout hut. The cardboard box is a container in scout hut. The description is "The box contains [list of things in box]." Some old books are a thing in the box. The description is "Extremely boring volumes with equally boring covers, all of which are very tatty and only suitable for a Jumble Sale." Before taking the old books: say "They're not important."; stop the action. The battered pan is a container in the box. The description is "Obviously had a great deal of usage by the Scouts during camping expeditions, but still capable of being used[if the baked beans are in the pan]. It contains some beans[end if]." [ Default response - don't let the player put anything in the pan; it's too complex to deal with what might happen if they try to put the beans in there too! ] Instead of inserting something into the battered pan: say "I don't think that will help!". [ RANGER'S HOUSE ] The ranger-house-door is a private door. It is scenery. The printed name is "door". Understand "door" as the ranger-house-door. The ranger-house-door is closed. It is southeast of moor lane east and inside of moor lane east. Opening the ranger-house-door is rudely invading. Instead of knocking on ranger-house-door when the Ranger is in Ranger's house and the darkness index is 0: say "After a while, you hear footsteps and the door opens. Crossly, the Ranger snaps 'Oh! The reporter! I'm sure I can't help, but you may as well come in!' before he unceremoniously ushers you in."; move the player to Ranger's house. The ranger-posters are scenery in Ranger's house. The printed name is "posters". Understand "posters" as the ranger-posters. The description is "Most depict scenes of local tourist spots, but one is about a hunting holiday, and another about a local hunt organized by the ranger." The table is scenery in Ranger's house. The guided tour notice is scenery in Ranger's house. The description is "Reads: [bold type]Guided tours £5[roman type]." To say leaflet text: say "Issued by the local Ranger, it waffles on about not straying onto the Moor unless properly attired in weather-proof kagoule and stout shoes, continuing to mention that a map is desirable, as well as it being advisable to take food supplies and a source of light etc. in case of accident, getting stranded in bad weather or the like" [ "take leaflet" must work on the scenery item "leaflets" and leave the player with a single leaflet ] The leaflets are scenery in Ranger's house. Understand "leaflet" as the leaflets. The description is "[leaflet text].". The survival leaflet is a hidden object. The description is "[leaflet text].". Instead of taking the leaflets: if the survival leaflet is found begin; say "But... you already have the survival leaflet."; otherwise; move the survival leaflet to the location; try taking the survival leaflet; end if. Section 4 - The House Overgrown Garden is a windy room in Puddlecombe. "Weeds, especially nettles, thrust their way skywards on either side of a badly-cracked path which leads east to an ancient cottage, the one redeeming feature of this nearly derelict place being the ivy that creeps up the wall, almost hiding the door. A plaque peeps out from among the foliage and a large sign lies nearby." The Living Room is a room in Puddlecombe. "You quickly appreciate Estate Agents[apostrophe] jargon for 'in need of some modernisation' as you stare at the peeling wallpaper, the crumbling ceiling and the rotten stairs, which look very unsafe. A doorway, having long since lost the door which presumably once fitted in it, leads south into the kitchen[if the ladder is propped up against the stairs]. You also observe a ladder propped up against the stairs[end if]." The Kitchen is a room in Puddlecombe, south of Living Room. "Within this 'compact' room your outstretched arms conveniently touch the walls on either side, whilst through the grimy window of the back door you can just make out the back garden. The 'unit' consists of a couple of shelves, whilst under the sink there's a drawer with [if the broken handle is part of the kitchen-drawer]a broken[otherwise]no[end if] handle.". The Back Garden is a room in Puddlecombe. "This small enclosed garden has tall weeds growing up through and between the paving slabs, whilst a pile of leaves has been blown into the corner, and a tumbledown outhouse stands to the south." The Outhouse is a room in Puddlecombe, south of the Back Garden. "Rubble litters the floor of this tiny building which, going by the coaldust coating everything, was once used as a coalshed as well as being referred to in times past as 'the little room'." The Bedroom is a room in Puddlecombe. "Like the rest of the cottage, the bedroom is in urgent need of decoration, with plaster falling from the ceiling and paint peeling off the woodwork, whilst the only exit is down the ladder to the living room below." [ OVERGROWN GARDEN ] Ivy Cottage is scenery in overgrown garden. Understand "house" as Ivy Cottage. The weeds are scenery in overgrown garden. Understand "nettles" as the weeds. The badly-cracked path is scenery in overgrown garden. The foliage is scenery in overgrown garden. The ivy is scenery in overgrown garden. The ivy-cottage-door is a door and scenery. Understand "door" as ivy-cottage-door. The printed name is "door". It is closed and locked and lockable. It is east of overgrown garden and inside of overgrown garden and west of Living Room and outside of living room. The yale key unlocks the ivy-cottage-door. The ivy-cottage-plaque is scenery in overgrown garden. Understand "plaque" as ivy-cottage-plaque. The printed name is "plaque". The description is "Small, the words [bold type]IVY COTTAGE[roman type] are just legible under the grime." The for sale sign is scenery in overgrown garden. The description is "It's a [bold type]FOR SALE[roman type] sign, and states [italic type]Contact Connum & Fleesum, High Street, Puddlecombe[roman type]." A thing called a brick is in overgrown garden. The description is "Perfectly ordinary, with no outstanding qualities whatsoever." [ LIVING ROOM ] The peeling wallpaper is scenery in living room. The crumbling ceiling is scenery in living room. The rotten stairs are scenery in living room. The doorway is scenery in living room. [ The rucksack is a holdall - if the player carries too much, things will be put there. This is a marked improvement on the original game, which required a lot of object juggling! ] A large rucksack is a container in the living room. Understand "backpack" and "sack" as the rucksack. The rucksack is wearable. The description is "Looking inside the rucksack you see [list of things in the rucksack]." The rucksack is a player's holdall. [ The ladder must be propped against the stairs to reach the bedroom ] Instead of going up in living room: if the ladder is propped up against the stairs, send the player to bedroom; otherwise say "Aaargh! You try, but you lose your footing on the rotting boards and land safely, but ungainly, back on the floor.". Instead of putting the ladder against the stairs when the ladder is normal: now the ladder is part of the stairs; now the ladder is propped up against the stairs; say "OK, that's done.". Instead of putting the ladder on the stairs: try putting the ladder against the stairs. [ Hint to the player that they won't need the ladder again... ] Instead of taking the ladder when the ladder is propped up against the stairs: say "No - that isn't necessary.". Instead of climbing the ladder when the ladder is propped up against the stairs: try going up. [ KITCHEN ] The grimy window is scenery in the kitchen. A thing called the back garden is scenery in the kitchen. The shelves are scenery in the kitchen. Understand "unit" as the shelves. The sink is scenery in the kitchen. The kitchen-drawer is an openable container in the kitchen. The printed name is "drawer". Understand "drawer" as the kitchen-drawer. The kitchen-drawer is scenery and closed. The description is "[if the kitchen-drawer is closed]Closed[otherwise]The drawer contains [a list of things in the kitchen-drawer][end if]." The broken handle is part of the kitchen-drawer. [ The player can only open the drawer if the hammer is carried. Opening it without the hammer causes the handle to fall off ] Instead of opening the kitchen-drawer when the kitchen-drawer is closed: if the broken handle is part of the kitchen-drawer begin; say "You grab the handle and pull...and immediately the handle falls off, whilst the drawer remains closed!"; move the broken handle to the location. otherwise if the hammer is carried; try levering the kitchen-drawer with the hammer; otherwise; say "You try, but now that there is no handle attached, you fail miserably - perhaps if you had something to lever it open with?"; end if. Instead of levering the kitchen-drawer with the hammer when the kitchen-drawer is closed: say "Inserting the claw end of the hammer under the rim of the drawer, you eventually succeed in levering it open."; now the kitchen-drawer is open; record "levering open a tricky drawer" as achieved. Instead of unlocking the kitchen-drawer with the hammer when the kitchen-drawer is closed: try levering the kitchen-drawer with the hammer. A tin opener is a thing in the kitchen-drawer. The description is "A useful implement." [ This door is bolted rather than locked - no key is required ] A door can be boltable or not boltable. A door is usually not boltable. The back door is a private door. The back door is east of kitchen and outside of the kitchen and west of back garden and inside of back garden. The back door is boltable. It can be bolted or unbolted. The back door is closed, bolted and scenery. The description is "Lying to the east, it's [if the back door is bolted]bolted[otherwise]unbolted[end if].". Instead of opening the back door when the back door is bolted: say "You try, but it doesn't budge.". Instead of bolting the back door: if the back door is unbolted begin; say "OK, that's done."; now the back door is closed; now the back door is bolted; otherwise; say "It's already bolted."; end if. Instead of unbolting the back door: if the back door is bolted begin; say "OK, that's done. The door swings open."; now the back door is unbolted; now the back door is open; otherwise; say "It's already unbolted."; end if. [ BACK GARDEN ] The weeds are scenery in back garden. The paving slabs are scenery in back garden. The outhouse-object is scenery in back garden. Understand "outhouse" as the outhouse-object. The printed name is "outhouse". [ The tortoise is hiding in the leaves. Every few moves, it rustles to hint to the player that it's there ] The tortoise is a hidden object. The description is "Aaah! It's cute!". The leaves are a hider. The leaves are scenery in back garden. The hidden of the leaves is the tortoise. The exclamation of the leaves is "Ah!". The takeflag of the leaves is 0. Every turn in the back garden when the tortoise is not found: if a random chance of 1 in 3 succeeds, say "The leaves rustle.". The ladder is a thing in back garden. The description is "Long, and useful for climbing up (or down) when leant against a suitable wall, etc." The ladder can be normal or propped up against the stairs. The ladder is normal. [ OUTHOUSE ] The rubble is scenery in the outhouse. The coaldust is scenery in the outhouse. Understand "coal" and "dust" as the coaldust. The small trowel is a thing in the outhouse. The description is "A useful implement.". [ THE BEDROOM ] The candle is a thing in the bedroom. The candle can be lit or unlit. The candle is unlit. Understand "wax" and "lit" and "unlit" as the candle. The printed name is "[if the candle is unlit]un[end if]lit candle". The description is "[if the candle is lit]The candle's giving off a small light, whilst the wax and wick are slowly disappearing[otherwise]Long and thin, it's made of white wax with a wick stuffed inside, and is usually used to provide a light when it gets dark[end if]." The long wick is part of the candle. Understand "fuse" as the long wick. The description is "[if the long wick is not part of the candle]Waxed, it could be useful in a candle, or even as a fuse[otherwise]It's part of the candle[end if]." Instead of taking the long wick when the long wick is part of the candle: say "It's stuck in the candle." Instead of pulling the long wick when the long wick is part of the candle: try taking the long wick. [ Useless vase ] A blue vase is a thing in the bedroom. The description is "Large!" The plaster is scenery in the bedroom. The ceiling is scenery in the bedroom. The paint and the woodwork are scenery in the bedroom. Instead of going down in the bedroom: send the player to living room. Section 5 - The Church Outside-Church is a room in Puddlecombe, southeast of Church Lane. The printed name is "Outside the Church". "The exterior of the Church of St. Peter is not exactly the most awe inspiring that you have seen, being of crumbling grey stone, although on the squat tower you can see a reasonably attractive clock, whilst a pretty wrought iron gate opens south into the porch, and a path leads east." The Cemetery is a room in Puddlecombe, east of Outside-Church. "Surrounded by a stone wall, the cemetery is reasonably sheltered from the wind, although the occasional gust blows leaves around the gravestones, and a bench sits beneath a large tree." The Church Porch is a windy room in Puddlecombe. "Sheltered from the wind, this stone porch has a large wooden door to the south and an open gate to the north, whilst a large notice board is stuck on one of the walls." The Church Nave is a room in Puddlecombe. "Although not one of the most interesting churches that you've visited, the atmosphere within St. Peter's is peaceful, whilst light coming through the stained glass windows makes colourful patterns on the cold stone floor and the high pews. A large table stands near the main door, and a rood screen separates the nave from the eastern chancel." The Chancel is a room in Puddlecombe, east of the Church Nave. "On either side of the chancel are the choir seats, uncomfortable wooden affairs that would make even the most angelic choir boy fidget during the service, whilst the altar is placed by the eastern wall, and cherubs look down at you from their position above the piscina." [ OUTSIDE THE CHURCH ] The wrought iron gate is a scenery private door. It is south of Outside-Church and north of The Church Porch. It is open. Before closing the wrought iron gate: say "There's no need to do that." A thing called the porch is a backdrop. It is in Outside-Church and The Church Porch. Understand "church", "porch" as the porch. The crumbling grey stone is scenery in Outside-Church. [ THE CEMETERY ] The stone wall is scenery in the cemetery. The leaves are scenery in the cemetery. The gravestones are scenery in the cemetery. The large tree is scenery in the cemetery. [ A workaround so that a hidden object can also be a container - you can't make one thing be two kinds. ] A hidden container is a kind of container. A hidden container can be found or not found. The carrier bag is a hidden container. The description is "The carrier bag contains [list of things in the carrier bag]." The bench is scenery in the cemetery. The bench is a hider. The hidden of the bench is the carrier bag. The exclamation of the bench is "Ah!". The takeflag of the bench is 0. [ THE CHURCH PORCH ] The large wooden door is a door. The large wooden door is scenery. The large wooden door is closed and locked. The large wooden door is south of the Church Porch and inside of Church Porch and north of the Church Nave and outside of Church Nave. The large notice board is scenery in Church Porch. The description is "Has notices about WI meetings stuck to it, plus one about the Flower Rota, which seems to indicate that Miss Myrtle is on duty this week." Understand "notices" as the large notice board. The walls are scenery in Church Porch. [ THE CHURCH NAVE ] The stained glass windows are scenery in church nave. The stone floor is scenery in church nave. The high pews are scenery in church nave. The rood screen is scenery in church nave. The description is "A wooden affair that divides the nave from the chancel, with an opening where there was possibly once a door." The opening is scenery in church nave. A thing called the chancel is scenery in church nave. Some leather gloves are a hidden object. The leather gloves are wearable. The description is "Thick, they give ideal protection when dealing with thorny plants, broken glass, barbed wire and the like." The church-table is scenery in church nave. The printed name of church-table is "table". Understand "table" as the church-table. [ The player finds leather gloves on the table - Miss Myrtle says it's OK to take them ] Instead of examining the church-table: if the leather gloves are not found begin; say "Wow! You've found some leather gloves."; now the leather gloves are found; move the leather gloves to the location; if Miss Myrtle is in the location, say "[line break]Seeing you looking at the gloves, Miss Myrtle exclaims 'Oh, they were left here ages ago by a tourist... never came back for them, you know. You might as well have them if you want... no use to me,' then returns to her flower arranging."; try taking the leather gloves; record "finding some handy gloves" as achieved; otherwise; say "You search carefully, but find nothing new."; end if. [ THE CHANCEL ] The altar is scenery in the chancel. Some cherubs are scenery in the chancel. [ And what on earth is a piscina? Oh well ] The piscina is scenery in the chancel. The description is "A fine architectural example of a fifteenth century piscina, but otherwise of no interest whatsoever!" An old newspaper is a hidden object. It is flammable. Understand "paper" and "Lowsea" and "Gazette" as the old newspaper. The description is "A copy of last week's [italic type]Lowsea Gazette[roman type], it's very boring, especially as you've already seen a few copies somewhere else!" The choir seats are scenery in the chancel. The choir seats are a hider. The hidden of the choir seats is the old newspaper. The exclamation of the choir seats is "Ooh!" Section 5 - The Farm The Farmyard is east of Moor Lane East. "A sign reading [italic type]PUBLIC FOOTPATH: TO THE MOOR[roman type] points east across this muddy cobbled yard, to the north of which lies an old stone farmhouse with a blue door, whilst a tatty barn lies to the northeast." The Farm-building is a room. The Barn is a room. The barn is northeast of the farmyard. "A barn is a barn is a barn, this one having the standard straw-covered floor, manure in the corner and a powerful pong to go with it." The Field is east of the farmyard. "A rough track goes around this ploughed field to the southeast, where you can see another foot-path sign pointing towards the moors, whilst to the east there's a gap in the hedge." The Meadow is east of the field. "This area of rough grassland is bordered by hedges to the west and south, through both of which is a small gap, whilst a near-vertical rocky slope prevents further progress to the east. The long grass sways wildly in the strong wind, and a barbed-wire fence blocks the way north. However, a rather strong smell like rotting meat spoils the otherwise pleasant atmosphere." Rough Pasture is south of the meadow and southeast of the field. "A track from the neighbouring field becomes a narrow path which wends its way from the northwest corner to a gate on the easter edge, with a small gap in the hedge leading north to a meadow, whilst a steep ditch lies to the west and sheep graze peacefully on the short grass." A Deep Ditch is west of Rough Pasture and below Rough Pasture. "Yuck! Squelchy mud and stagnant water fill this wonderful man made ditch, which only a fool or an idiot would remain in for long, and you quickly realise that the only exit is up." [ BACKDROPS ] The gap in the hedge is a backdrop. The gap in the hedge is in the field. The gap in the hedge is in the meadow. The gap in the hedge is in rough pasture. The track is a backdrop. The track is in rough pasture. [ FARM ] The sign, the muddy cobbled yard, the old stone farmhouse are scenery in the farmyard. The farm barn is scenery in the farmyard. The farm barn has printed name "barn". The blue door is a private door and scenery in the farmyard. The blue door is north of the farmyard and south of the farm-building. [ Here's the rudely invading rule - it's used for most of the doors to the houses ] Opening the blue door is rudely invading. Instead of rudely invading: say "Really! Do you always barge into other people's homes like this? Honestly, some adventurers have terrible manners!" The straw covered floor and manure is scenery in the barn. [ FARMER LAMB ] Farmer Lamb is a villager man in the Farmyard. "Farmer Lamb is here, with a worried expression on his face." The description is "Well-built, tanned and healthy." The default answer of Farmer Lamb is "I'm afraid he's too deep in thought to answer!" Farmer lamb has a room called the destination. [ Farmer Lamb has several modes. Generally he wanders aimlessly around the farm. If you tell him about the dead sheep, he'll go to get it, take it back to the barn, and then wander off again. ] Farmer Lamb is either idle, wandering, fetching the dead sheep, taking the dead sheep to the barn, going home or at home. Farmer Lamb is idle. The large key is a key. [ Nudging Farmer Lamb makes him act appropriately. I haven't used the automatic route-finding code because I found it was quite slow on my (slow) computer. ] To nudge farmer lamb: if Farmer Lamb is wandering begin; let x be a random number between 1 and 6; if Farmer Lamb is in the Barn begin; let right direction be southwest; otherwise if Farmer Lamb is in the Farmyard; if x is greater than 3, let right direction be northeast; otherwise let right direction be east; otherwise if Farmer Lamb is in the Field; if x is greater than 4 begin; let right direction be west; otherwise if x is greater than 2; let right direction be east; otherwise; let right direction be southeast; end if; otherwise if Farmer Lamb is in the Meadow; if x is greater than 3, let right direction be west; otherwise let right direction be south; otherwise if Farmer Lamb is in Rough Pasture; if x is greater than 3, let right direction be northwest; otherwise let right direction be north; end if; send farmer Lamb to the right direction with "default"; now Farmer Lamb is idle; otherwise if Farmer Lamb is not idle; if Farmer Lamb is not in the destination of Farmer Lamb begin; let the right direction be the best route from the location of Farmer Lamb to the destination of Farmer Lamb; send Farmer Lamb to the right direction with "default"; end if; if Farmer Lamb is in the destination of Farmer Lamb begin; if Farmer Lamb is fetching the dead sheep begin; remove the dead sheep from play; now Farmer Lamb is taking the dead sheep to the barn; now the destination of Farmer Lamb is the barn; otherwise if Farmer Lamb is taking the dead sheep to the barn; move the dead sheep to barn; now Farmer Lamb is idle; otherwise if Farmer Lamb is going home; now Farmer Lamb is at home; send Farmer Lamb inside from the Farmyard to the Farm-building; end if; end if; end if. [ Every so often, nudge Farmer Lamb and make him do stuff ] Every turn when Farmer Lamb is not at home: if Farmer Lamb is idle and a random chance of 1 in 8 succeeds begin; now Farmer Lamb is wandering; choose a random row in the Table of Farm Locations; change the destination of Farmer Lamb to the room entry; end if; if Farmer Lamb is not idle, nudge Farmer Lamb. Table of Farm Locations room Farmyard Field Barn Meadow Rough Pasture Instead of informing farmer lamb about the dead sheep: if the dead sheep is found and the large key is not found begin; say "'A dead sheep, you say?' mutters the farmer. 'Bet it was got at by that beast, then. Here, if you be going on Moor to track that creature down, you best be having this... it's the key to the old shepherd's hut, down by river, then if weather turns bad, you can shelter there for night. I'd best be going off to look at the sheep... best of luck, young'un!' And with that, he wanders off."; now the large key is found; move the large key to the location; try taking the large key; record "obtaining the key to the shepherd's hut" as achieved; now farmer lamb is fetching the dead sheep; change the destination of farmer lamb to the meadow; end if. [ BARN ] Instead of exiting in the barn: try going southwest. [ FIELD ] The rough track is scenery in the field. Torrack Moor is a backdrop. Torrack Moor is in the field. Understand "moors" as Torrack Moor. The footpath sign is scenery in the field. [ ROUGH PASTURE ] The steep ditch is scenery in rough pasture. The sheep are scenery in rough pasture. The description is "Very ordinary!" The meadow from a distance is scenery in rough pasture. The printed name of the meadow-item is "meadow". The short grass is scenery in rough pasture. The rough-pasture-gate is a private door. It is scenery. The printed name is "gate". Understand "gate" as the rough-pasture-gate. The rough-pasture-gate is east of rough pasture and west of steep path. The rough-pasture-gate is closed. Instead of going east when in rough pasture: try opening the rough-pasture-gate. Instead of opening the rough-pasture-gate: say "Unfortunately, the gate is firmly chained to a metal gatepost, and can't be opened.". Instead of climbing the rough-pasture-gate: if the player is in rough pasture, send the player to steep path; otherwise send the player to rough pasture; change the sogginess index to 0. [ THE MEADOW ] The hedges are scenery in the meadow. The rocky slope is scenery in the meadow. [ The barbed wire fence conceals some black fur ] Some black fur is a hidden object. It is pocketable. The description is "Looks like cat's fur." The barbed-wire fence is scenery in the meadow. The barbed-wire fence is a hider. The hidden of the barbed-wire fence is some black fur. The exclamation of the barbed-wire fence is "Ooh!". The scorename of the barbed-wire fence is "finding some black fur". [ The long grass conceals a dead sheep ] A dead sheep is a hidden object. The dead sheep is known and not portable. The description is "Badly mauled and half eaten. Ugh!" The long grass is scenery in the meadow. The long grass is a hider. The hidden of the long grass is a dead sheep. The exclamation of the long grass is "Ah!". [ A DEEP DITCH ] The bird watcher is a man in the deep ditch. Understand "man" as bird watcher. Understand "birdwatcher" as the bird watcher. Understand "twitcher" as the bird watcher. "You notice a man lying on the bank, groaning." The description is "Going by his green coat, green hat and the bird emblem on it, I would say that he's a typical twitcher!" The default answer of the bird watcher is "He just groans." Instead of talking to the bird watcher for the first time: say "Groaning, he rubs his leg, then moans, 'I think it's broken! Get me a doctor!' then relates his tale of how he was trying to take a photo of a rare lesser spotted red-billed woodpecker when he fell... the bird, of course, flew away!" Instead of asking the bird watcher what's wrong: try talking to the bird watcher. Instead of asking the bird watcher about something: try talking to the bird watcher. Instead of interrogating the bird watcher about something: try talking to the bird watcher. The camera is a container. The description is "A good, 35mm-job, with auto-focus, auto-lightmeter, long lens, etc - just the sort of thing for a lousy photographer like you!" Instead of inserting something into the camera: if the noun is the film begin; move the film to the camera; say "OK, that's done."; otherwise; say "That doesn't fit!"; end if. Instead of exiting in deep ditch: try going up. Chapter 4 - Moorland Section 1 - Torrack Moor [ Rooms ] Steep Path is a room in Moorland. The printed name is "A Steep Path". "Emerging from beneath the gate to the west, this path winds its way up the hillside towards the moorland, whilst dark rain clouds scurry across the sky and the wind becomes increasingly stronger." Moor-room is a room in Moorland, above A Steep Path. The printed name is "Torrack Moor". "Shivering, you glance downwards at the path which leads to the pasture and eventually to the village before looking across the moor itself, across which several paths wind their way through the grass and bracken." Moor-room-2 is a room in Moorland. The printed name is "The Moor". "Desolate and dreary, Torrack Moor is no place to be without a map, as you could wander for ages without any idea where you are, stretching as it does in all visible directions, with few landmarks to guide you.". Moor-room-2 is east of moor-room-2, north of moor-room-2, south of moor-room-2, northeast of moor-room-2, southeast of moor-room-2, northwest of moor-room-2, southwest of moor-room-2. West of moor-room-2 is moor-room. Moor-room-3 is a room in Moorland, east of moor-room. The printed name is "The Moor". "With exits in most directions, this windswept part of the moor offers no shelter at all, and is definitely not a place to remain for long." Moor-room-4 is a room in Moorland, north of moor-room-3, northeast of moor-room. The printed name is "The Moor". "A few scraggly birch trees grow here amongst the bracken and rocks, whilst to the east you notice strange shapes that look, through the rain-drenched air