Memory map
Page
Byte
Address
Label
Description
96
0
6000
WORD_INDEX
Dictionary: index by initial letter
96
64
6040
WORD_LIST
Dictionary: the words
103
171
67AB
SECOND_LIST
The words the game prints, as opposed to the words it reads
108
0
6C00
START
The game's entry point
109
204
6DCC
DIVIDER
The wavy line between the story and the input window
109
214
6DD6
READ_LINE
Read a command from the keyboard
110
79
6E4F
ONE_KEY_MOVES
The cursor keys, pressed first on a line, are whole moves
110
122
6E7A
REPEAT_LAST
@ on an empty line: the last command again
110
139
6E8B
RUB_OUT_LINE
Backspace to the start of the line
110
151
6E97
TOKENISE
Turn the next word of INPUT_LINE into a token
111
48
6F30
PUNCTUATION_TOKEN
A full stop, comma or quote is a token by itself
111
71
6F47
MATCH_WORD
Look a typed word up in the dictionary
111
186
6FBA
LETTERS_AGREE
Does the typed word agree with the candidate?
111
211
6FD3
CLEAR_SCREEN
Clear the screen: white border, black on white
111
242
6FF2
FIRST_COMMAND
The first turn's command
111
249
6FF9
INPUT_LINE
The command line being read
112
121
7079
TYPED_WORD
TOKENISE's working copy of the word being looked up
112
156
709C
TOKENS
The tokens of the line being obeyed
112
220
70DC
MESSAGE_A
What RUN_MESSAGE keeps while a message runs, and the narrating flag
112
226
70E2
CLEAR_BYTES
Zero B bytes from HL
112
232
70E8
PATTERN_OF
Find an action's entry in ACTION_PATTERNS
112
243
70F3
PATTERN_FLAGS
Gather an action pattern's flags
113
26
711A
NARRATE_REFUSAL
Narrate the action as refused, unless
IS_ORDER
says not to
113
43
712B
NARRATE_ACTION
Tell the player what was done, as a sentence
113
213
71D5
ROOM_NAME_AT
HL = where location A's name is, in its record
113
226
71E2
OBJECT_NAME_AT
HL = where object A's name is, in its record
113
243
71F3
NAME_MATCHES
Does a typed name fit an object's name?
114
46
722E
WORD_MATCHES
Does a typed word fit a word of a name?
114
73
7249
GET_KEY
Wait for a key, or type WAIT when none comes
114
139
728B
COMPARE_HL_DE
Compare HL with DE: Z if equal
114
145
7291
WAIT_TEXT
What GET_KEY types when the player does not
114
149
7295
CONTROL_CODES
A handler for each message control code, $00 to $16
114
195
72C3
PRINT_LITERAL
Print a literal character from a message
114
206
72CE
CANNOT_DO
"i cannot do that."
114
211
72D3
RUN_MESSAGE
Print a message
115
64
7340
MC_END_LINE
Message control code $14: end the message with a new line
115
68
7344
MC_END_STOP
Message control code $15: end the message with a full stop and a new line
115
72
7348
WORD_AND_END
Print a word, then end the sentence or the line as its flags say
115
91
735B
MC_END
Message control code $16: end the message
115
103
7367
MC_PUSHED_OBJECT
Message control code $00: print the object whose record the caller pushed
115
118
7376
MC_PUSHED_WORD
Message control code $01: print the word the caller pushed
115
126
737E
MC_JUMP
Message control code $02: jump within the message by the signed byte that follows
115
139
738B
MC_NOTHING
Message control code $05, $0A, $0F and $12: do nothing
115
141
738D
MC_INSTRUMENT_NOUN
Message control code $03: the noun of the instrument in the current command
115
148
7394
MC_PUSHED_WITH_ARTICLE
Message control code $04: the pushed word with a or the in front
115
163
73A3
MC_ACTOR
Message control code $06: the actor's name, or YOU
115
175
73AF
MC_TARGET
Message control code $07: the target, with its article
115
189
73BD
MC_BACKSPACE
Message control code $08: a backspace, joining the next word to the last
115
194
73C2
MC_INSTRUMENT
Message control code $09: the instrument, with its article
115
224
73E0
MC_SUBMESSAGE
Message control code $0B: run the sub-message the signed byte that follows points at
115
249
73F9
MC_ACTOR_HIS
Message control code $0C: HIS, or YOUR for the player
116
7
7407
MC_TARGET_HIS
Message control code $0E: HIS or YOUR for the target
116
12
740C
MC_ACTOR_IS
Message control code $10: the actor's name and IS, or YOU ARE
116
37
7425
MC_TARGET_IS
Message control code $11: the same for the target
116
45
742D
MC_PUSHED_IS
Message control code $13: the same for a pushed object
116
52
7434
PRINT_NAME_AT
Print the object name whose six bytes are at HL
116
63
743F
ARTICLE
Print the article a noun takes
116
120
7478
PRINT_NOUN
Print a noun, with its article in the one case PRINT_NAME leaves it out
116
136
7488
PRINT_SUBJECT
Print who a sentence is about: object A, or "someone" for $FF
116
147
7493
COMMON_WORD
A message's byte $60-$7F: one of the 32 COMMON_WORDS
116
166
74A6
WORD_BUFFER
Where PRINT_WORD assembles a word's letters before printing
116
186
74BA
PRINT_WORD
Expand a packed word into letters
117
116
7574
AND_TOKENS
PARSE_AND's checkpoint
117
122
757A
PHRASE
The noun phrase being built
117
133
7585
PARSE_COMMAND
Parse one command from the tokens
117
210
75D2
PARSER_CLASSES
Where the parser goes for each class of word
117
236
75EC
IN_ORDER_ONLY
Z if the sentence being parsed is an order said to someone (
IS_ORDER
= 1)
117
241
75F1
PARSING_ORDER
NZ if the sentence being parsed is an order said to someone
117
246
75F6
PARSE_END
Parse the end of the line
117
250
75FA
PARSE_THEN
Parse THEN or a full stop
118
236
76EC
PARSE_DIRECTION
Parse a direction
118
242
76F2
PARSE_ADVERB
Parse an adverb
119
11
770B
PARSE_AND
Parse AND
119
47
772F
PARSE_GO
Parse GO or RUN
119
51
7733
PARSE_VERB
Parse a verb
119
144
7790
PARSE_ARTICLE
Parse an article
119
149
7795
PARSE_IN
Parse IN or INTO
119
162
77A2
PARSE_PREPOSITION
Parse a preposition
119
201
77C9
PARSE_ADJECTIVE
Parse an adjective
119
209
77D1
PARSE_NOUN
Parse a noun
120
9
7809
ADD_ADJECTIVE
Add the adjective in BC to PHRASE
120
28
781C
ADD_PREPOSITION
Add the preposition in BC to PHRASE
120
43
782B
FILE_PHRASE
Put PHRASE into the frame's first free noun phrase
120
80
7850
FILE_FIRST_PHRASE
Put PHRASE into the frame's first noun phrase
120
88
7858
NEW_SENTENCE_FRAME
Move on to a new frame, and forget ALL and EXCEPT
120
100
7864
CLEAR_FRAME
Clear the frame at IY
120
115
7873
NEXT_TOKEN
Take the next token
120
140
788C
FRAME_SWAP_DOWN
FRAME_ABOVE_EMPTY with the frames in IX and IY swapped round
120
146
7892
FRAME_BELOW_SWAP
FRAME_BELOW with the frames in IX and IY swapped round
120
159
789F
FRAME_BELOW
Step IY down one frame
120
165
78A5
FRAME_ABOVE_EMPTY
IX = the first frame down from IY with its first phrase in use
120
183
78B7
COPY_VERB_ON
Give the frame at IY the verb of the frame at IX
120
251
78FB
UNREACHED_COPY_SIX
Unreached: LD C,6 and JR
COPY_FRAME_BYTES
120
255
78FF
COPY_FRAME_PHRASE
Copy a ten-byte noun phrase from frame IX to frame IY, at offset DE
121
3
7903
COPY_FRAME_WORD
Copy a single word from frame IX to frame IY, at offset DE (COPY_FRAME_PHRASE with C = 2)
121
20
7914
STORE_VERB
Store the verb in BC at the head of the frame
121
24
7918
STORE_WORD
Store the word in BC in the frame at offset L
121
36
7924
ORDERS_ONLY
Allowed only in an order; otherwise NOT_ALLOWED_HERE
121
41
7929
NOT_ALLOWED_HERE
A word that is not allowed where it came
121
47
792F
QUOTE_LEFT_OPEN
"what ?": the line ended inside a quotation
121
61
793D
PHRASES
The target and instrument being looked for
121
96
7960
OBEY
Carry out the parsed command, and let the world take its turn
121
169
79A9
CLEAR_PHRASES
Clear PHRASES for a new sentence
121
182
79B6
PARSE_ACTION
Turn a parsed sentence into an action and do it
122
20
7A14
MATCH_AND_TRY
Try the objects that fit the sentence's names until the action works
122
115
7A73
EXCEPTED
Is the target one an EXCEPT phrase names?
122
161
7AA1
START_TARGETS
Start the search for the target from the beginning
122
186
7ABA
START_INSTRUMENTS
Start the search for the instrument from the beginning
122
204
7ACC
SEARCH_START
IX = where a search of the objects starts, for the mode in A's low bits
122
216
7AD8
WANTS_INSTRUMENT
Does the sentence still want an instrument found?
122
237
7AED
TRY_IT
Do the action; Z if it did not work
122
245
7AF5
WOULD_WORK
Would the action in
ACTION
to
INSTRUMENT
work? Try it as a test
123
99
7B63
NAME_OF_NUMBER
Copy the name of object (or, with A set, location) B to DE
123
120
7B78
PATTERN_OPTIONS
Set the action's options from its pattern's flags
123
158
7B9E
MATCH_PATTERN
Find the action pattern a sentence fits
124
35
7C23
ASSIGN_PHRASES
Decide which noun phrase is the target and which the instrument
124
145
7C91
COPY_PHRASE
Copy a noun and its adjectives out of the command frame
124
172
7CAC
PICK_WORD
Take the next word of a noun phrase that is not empty
124
201
7CC9
CALL_IY
Call the routine IY points at
124
203
7CCB
NEXT_TARGET
Try the next object that fits the target's name
124
252
7CFC
TRY_TARGETS
Try each object that fits the target's name
125
23
7D17
NEXT_INSTRUMENT
Try the next object that fits the instrument's name
125
84
7D54
TRY_INSTRUMENTS
TRY_TARGETS for the instrument: each object that fits INSTRUMENT_NAME in turn
125
107
7D6B
PRINT_NOW
For real, and in the input window: for the parser's own replies
125
116
7D74
KEEP_QUESTION
Keep this sentence's frame, so that the next line can answer a question about it
125
131
7D83
ASK_WHICH
"which ... ?": more than one thing fits the name
125
152
7D98
INSTRUMENT_TROUBLE
The same for the instrument
125
188
7DBC
TARGET_TROUBLE
The target's name did not lead to an action that worked: say why
126
77
7E4D
NO_INSTRUMENT
No instrument named: "i see nothing to ... with" or "... with what ?"
126
120
7E78
PUSH_PATTERN_WORDS
Push the pattern's particle and preposition, for a reply
126
124
7E7C
PUSH_PATTERN_WORDS_NZ
PUSH_PATTERN_WORDS, with its tests the other way round (JR NZ)
126
168
7EA8
UNKNOWN_VERB
"i do not know the verb "...""
126
186
7EBA
ASSIGN_ORDERS
Give A of the sentences just said to the character in
TARGET
126
255
7EFF
FIND_ORDER
Find an order waiting for the character in
ACTING
127
16
7F10
HAS_ORDER
Is there an order waiting for the character in
ACTING
?
127
26
7F1A
TAKE_ORDER
Take the order waiting for a character, and parse it
127
96
7F60
CANCEL_ORDERS
Throw away any orders waiting for character A
127
119
7F77
PICTURE_SHOWN
Whether DRAW_LOCATION_PICTURE drew anything
127
120
7F78
DRAW_LOCATION_PICTURE
Draw the current location's picture
127
167
7FA7
RUN_PICTURE
Interpret a picture stream
128
111
806F
SEEDED_ABOVE
FLOOD_FILL's two flags for the run it is filling
128
113
8071
FLOOD_FILL
Flood fill from a seed point
128
238
80EE
PIXEL_SET
Is the pixel at (D,E) set?
128
245
80F5
ATTR_UP
Up one attribute row, if it can
129
6
8106
ATTR_DOWN
Down one attribute row, if it can
129
23
8117
ATTR_LEFT
Left one cell, if it can
129
33
8121
ATTR_RIGHT
Right one cell, if it can
129
43
812B
INC_Y
Move the point up one, if it can
129
58
813A
DEC_Y
Move the point down one, if it can
129
65
8141
INC_X
Move the point right one, if it can
129
72
8148
DEC_X
Move the point left one, if it can
129
81
8151
DRAW_LINE
Draw a line
129
181
81B5
PLOT_PIXEL
Plot a pixel and colour its cell
129
222
81DE
PIXEL_ADDRESS
Screen address and bit mask for a point
130
11
820B
CLEAR_CANVAS
Take the stream's header off and clear the canvas
130
78
824E
PLOT_INK
The ink PLOT_PIXEL and the fill are drawing in
130
81
8251
PARSE_SPECIAL
Parse a quantifier, pronoun or game command
130
113
8271
SPECIAL_WORDS
The special words, and what PARSE_SPECIAL does with each
130
165
82A5
PRINTER_ON
PRINT: copy the game's text to a ZX Printer, if there is one
130
175
82AF
WORD_NOPRINT
NOPRINT: stop copying the text to the printer
130
186
82BA
WORD_EXCEPT
EXCEPT: only after ALL
130
210
82D2
WORD_ALL
ALL
130
226
82E2
WORD_IT
IT: the last noun phrase again
130
247
82F7
IT_PHRASE
Hand IT's phrase to the first phrase's handler or the second's, as E says
130
253
82FD
ORDER_BEGINS
Begin an order: the opening quote
131
21
8315
SPECIAL_QUOTE
Special word slot 0: a quote mark
131
145
8391
DO_QUIT
QUIT: the score, then a new game on the next key
131
160
83A0
DO_HELP
HELP: a hint for where the player is
131
205
83CD
HELP_HINTS
The places HELP has a hint for
131
239
83EF
DO_SCORE
SCORE
131
245
83F5
SHOW_SCORE
"you have mastered ... % of this adventure."
132
46
842E
DIGIT
One decimal digit of HL
132
58
843A
DO_PAUSE
PAUSE: a green border until a key is pressed
132
81
8451
DO_LOAD
LOAD: the four blocks SAVE wrote
132
152
8498
LOAD_BLOCK
Load one block, or start the game again
132
179
84B3
COPY_THREE
Copy three bytes from HL to DE
132
185
84B9
NEW_KEYPRESS
Wait for all keys up, then for one down
132
204
84CC
DO_SAVE
SAVE: four blocks to tape, then verified
133
90
855A
VERIFY_BLOCK
Verify one block, or say the tape is bad
133
118
8576
PRINT_GATE
May anything be printed? Z if not
133
131
8583
NEW_LINE
A carriage return, through PRINT_CHAR
133
139
858B
PRINT_CHAR
Print one character
133
179
85B3
INPUT_COLUMNS
The input window's cursor
133
183
85B7
INPUT_CHAR
Print a character in the input window
134
13
860D
SCROLL_INPUT
Scroll the input window up a line
134
74
864A
SCROLL_INPUT_BACK
Scroll the input window down a line
134
122
867A
ROM_FONT_CHAR
Print a character at HL in the ROM's font
134
155
869B
STORY_COLUMNS
The story window's place, and the indent
134
161
86A1
STORY_CHAR
Print a character of the story
135
97
8761
BACK_ONE
Step back one six-pixel column
135
107
876B
SCROLL_STORY
Scroll the story up a line
135
201
87C9
NARROW_CHAR
Print a character in the six-pixel font
136
34
8822
FONT
The story's font: six pixels wide, from the space to $7F
139
34
8B22
LINE_TO_PRINTER
Copy the newest line of the story to the ZX Printer
139
120
8B78
DEBOUNCE_DELAY
Busy-wait, 1000 times round
139
129
8B81
KEY_STATE
The keyboard scan's working bytes
139
147
8B93
SCAN_KEYBOARD
Scan the whole keyboard, debounced
139
251
8BFB
KEY_MAP
What each key gives
140
35
8C23
KEY_MAP_SHIFTED
What each key gives with a shift held
140
75
8C4B
DO_LOOK
LOOK
140
155
8C9B
MUST_CARRY
Refuse unless the actor has the first object
140
166
8CA6
DO_DROP
DROP
140
224
8CE0
DO_TAKE_OUT
TAKE OUT OF, carried by the containers
140
241
8CF1
CAN_LIFT
Can the actor pick the first object up?
141
51
8D33
DO_TAKE
TAKE and CARRY
141
110
8D6E
VISIT_SCORES
The score for reaching each place
141
153
8D99
DESTINATION_ROOM
MOVE's working bytes
141
157
8D9D
MOVE
Move a character one step
142
133
8E85
CAN_PASS
Can the actor go this way?
142
210
8ED2
SHUT_IN_ACTOR
Is the character in A shut inside something?
142
236
8EEC
LOOK_THROUGH
LOOK THROUGH, carried by doors and the like
143
59
8F3B
GO_THROUGH
GO THROUGH, carried by doors and the like as their own handler
143
105
8F69
DO_FILL
FILL WITH, carried by the barrel
143
173
8FAD
DO_RUN
RUN: off in any direction that has a way out
143
205
8FCD
DO_ENTER
ENTER and GO INTO
143
214
8FD6
DO_FOLLOW
FOLLOW
143
245
8FF5
DO_THROW_AT
THROW AT
144
48
9030
UNREACHED_LET_GO
Unreached: LD (IX+1),$FF -- let something go
144
52
9034
DO_TALK
TALK TO, and SAY TO
144
101
9065
DO_DIG
DIG, carried by the sand
144
118
9076
DO_SHOOT
SHOOT
144
210
90D2
PLAYER_DIES
The player is dead: say so and start again
144
235
90EB
DO_INVENTORY
INVENTORY
145
14
910E
DO_OPEN
OPEN, carried by doors and containers as their own handler
145
56
9138
DO_CLOSE
CLOSE
145
74
914A
SAME_SIDE
Are attacker and target on the same side?
145
113
9171
DO_ATTACK
ATTACK WITH, and STRIKE WITH through THROW AT
146
19
9213
JOSTLE
A plus a random -10 to +10, meant to be kept to 0-255
146
38
9226
WOUNDS
What a wound is said to be, by how much stronger the blow was
146
70
9246
ONE_PLACE
Is the first object in only one place? Z if so
146
79
924F
DO_PUT_IN
PUT IN and DROP IN, carried by the containers
146
156
929C
DO_DRINK
DRINK
146
181
92B5
DO_EAT
EAT
146
232
92E8
UNREACHED_SAY_BROKEN
Unreached: LD A,$83 and JP SAY_STATE_OF -- "the ... is broken."
146
237
92ED
DO_STRIKE
STRIKE WITH, carried by whatever can be broken
147
158
939E
DO_GIVE
GIVE TO
147
218
93DA
DO_EXAMINE
EXAMINE
148
4
9404
DO_EMPTY
EMPTY, carried by the barrel
148
40
9428
INTO_THE_RIVER
PUT IN or DROP IN a river: swept away
148
109
946D
DO_LOCK
LOCK WITH, once the right key is known
148
141
948D
DO_UNLOCK
UNLOCK WITH, once the right key is known
148
164
94A4
THROW_THROUGH
THROW THROUGH, carried by doors and the like
148
214
94D6
HANDLED
Is there anything that handles this action?
149
15
950F
DO_ACTION
Carry out the action in
ACTION
to
INSTRUMENT
, for whoever is acting
149
223
95DF
REACT_TO_ACTION
An action has been done to this object: if it is a character, it reacts
149
237
95ED
TOO_DARK
Is it too dark for the player to see?
150
43
962B
DESCRIBE_SEEN
Describe a location, opening "you see"
150
48
9630
DESCRIBE_ROOM
Describe a location in full: "you are in ...", the picture, and what is there
150
91
965B
DESCRIBE_LOCATION
Print the opening message at HL and describe the location in A
150
134
9686
DESCRIPTION_OR_NAME
Print the message at HL if there is one, or else the room's name
150
154
969A
WAIT_FOR_ANY_KEY
Wait until any key is pressed
150
168
96A8
DESCRIBE_BRIEFLY
Describe a location already visited
150
179
96B3
END_OF_TURN
Let the other characters act, then count the timers down
151
40
9728
CARRIED_BY_ANOTHER
Is somebody else carrying this object?
151
124
977C
KILL_TARGET
Kill the first object
151
127
977F
KILL
Kill the character in A
151
173
97AD
NEW_GAME_CHOICES
Make the choices that differ from one game to the next
151
244
97F4
NARRATE_LINE
The message at HL as a sentence of the story, with a full stop and a new line
151
255
97FF
ONLY_IF_DONE
Go on only if the action was done for real, and worked
152
11
980B
STEPS_REFUSED
CHARACTERS_ACT's working bytes
152
14
980E
CHARACTERS_ACT
Every other character takes its turn
153
24
9918
STEP_PAST
Move a character's script past this instruction
153
40
9928
SCRIPT_DO
A script step: an action with objects, or a routine
153
116
9974
SCRIPT_BARE
A script step: an action with no objects, or a jump
153
198
99C6
ACTOR_TRIES
A character tries the action in
ACTION
to
INSTRUMENT
154
89
9A59
SCRIPT_RANDOM
Opcode $0F: switch to one of a character's scripts at random
154
133
9A85
FIND_CHARACTER
Find a character's slot
154
160
9AA0
REACT
Switch a character to the script it keeps for an action
154
205
9ACD
ANNOUNCE_ARRIVAL
Tell the player an object has just come into view
155
2
9B02
NOTE_LIGHT
Note where the player is, and whether it is too dark to see
155
22
9B16
CAPTIVE
A character held by something tries to get out
155
68
9B44
SENSIBLE
Does the action make sense?
155
108
9B6C
RUN_ROUTINE
Call the routine at HL, if there is one
155
128
9B80
JUMP_HL
Jump to HL
155
129
9B81
FIND_OBJECT_HANDLER
Find an object's own handler for an action
155
147
9B93
NEXT_EXIT
Step to the next three-byte entry
155
169
9BA9
NEXT_OBJECT_KEEP_A
The next object in the index, keeping A
155
177
9BB1
GET_ROOM
Find a location's record
155
202
9BCA
GET_OBJECT
Find an object's record
155
220
9BDC
PLAYER_MOVED
Cleared by MOVE_HELD when the player is among what it moves
155
221
9BDD
MOVE_CONTENTS
Move everything inside an object to a location
156
23
9C17
MOVE_HELD
Put everything held by object A in location B
156
65
9C41
ROOM_LEFT
How much room is left in a location
156
120
9C78
ACTOR_HAS_FIRST
Is the first object the actor's, or no object at all?
156
138
9C8A
HELD_BY_ACTOR
Climb from object A through its holders: carry if one is the one at (HL)
156
159
9C9F
RANDOM_POSITIVE
A random number from 0 to A
156
168
9CA8
RANDOM
A random number from -A to A
156
232
9CE8
SIZE_HELD
The sizes of what object A holds directly, added up (ADD_UP_HELD)
156
237
9CED
WEIGHT_HELD
The weights of everything in object A, at any depth, added up (ADD_UP_HELD)
157
0
9D00
ADD_UP_HELD
Add up the sizes or the weights of what object A holds
157
55
9D37
ACTOR_ROOM
The record of the room the current actor is in
157
68
9D44
FOR_REAL
Only a test? Then say it would work, and leave the handler
157
80
9D50
EMPTY_FIRST
EMPTY_OUT the first object
157
83
9D53
EMPTY_OUT
Empty an object into whatever holds it
157
151
9D97
COUNT_HELD
How many visible things does object A hold?
157
189
9DBD
FIND_RECORD
Find a record in a keyed table
157
217
9DD9
FIND_NAMED_OBJECT
Find the next object that fits a name
158
37
9E25
ACTOR_IN_REACH
IN_REACH_OF, the other way round
158
52
9E34
IN_REACH
Is an object within the acting character's reach?
158
64
9E40
IN_REACH_OF
Is an object within reach of the character in IX?
158
122
9E7A
SHUT_IN
What is this object shut inside?
158
149
9E95
FIRST_EXIT
Point IX just before the actor's room's first exit
158
160
9EA0
ROOM_BY_NAME
Which of the places the exits lead to has this name?
158
199
9EC7
PRINT_RECORD_NAME
Print the name of the object whose record is at IY
158
214
9ED6
PRINT_NAME
Print an object's name, with its article
159
8
9F08
FIND_EXIT
Find the actor's room's exit in a direction
159
37
9F25
EXIT_VIA
Find the exit that goes through the first object
159
45
9F2D
EXIT_TO
Find the exit that leads to location A
159
74
9F4A
SWAPPED_OBJECTS
Run the routine at HL with the first and second objects swapped
159
118
9F76
REFUSE
The action cannot be done
159
130
9F82
LOCATION_OF
Where an object is, if it is in only one place
159
148
9F94
YOU_SEE
"you see :" and what is there
159
175
9FAF
LIST_HERE
List what is in a place, or say "nothing"
159
199
9FC7
LIST_HELD
List what object A holds, or with A = $FF what lies loose in location B
160
80
A050
CONTENTS_INTRO
Introduce what an object holds, for LIST_HELD
160
157
A09D
PLACED_WORD
Print how things are placed with this object: "in the", "on the"...
160
174
A0AE
EXITS_OF
Point at a location's exits
160
186
A0BA
DIRECTION_WORD
The word for a direction
160
200
A0C8
EXITS_THROUGH
Say where each way out through something lies
161
36
A124
NEXT_OPEN_EXIT
Step to the next open way out
161
56
A138
VISIBLE_EXITS
"visible exits are:" and the open ways out
161
100
A164
SAY_STATE_OF
SAY_STATE for the object whose record is at IY
161
108
A16C
SAY_STATE
"the ... is ...": an object and its state
161
140
A18C
BROKEN_OR_DEAD
Rename an object BROKEN, or a character DEAD
161
174
A1AE
UNREACHED_WALK_HELD
Unreached: a routine that walks the objects held by one
161
200
A1C8
IS_ALIVE
Is this a character, and alive?
161
208
A1D0
IS_SECOND_FIRST
Is the action one where the second object is asked first?
161
227
A1E3
SAYS
The actor says the message at HL: ... says " ... "
161
249
A1F9
LOCK_STATE
Is the first object locked, or open?
162
11
A20B
SECOND_FIRST
The actions whose second object is asked first
162
16
A210
DIRECTION_WORDS
The ten directions, as words
162
36
A224
STATE_WORDS
The states of things, as words, in pairs
162
68
A244
DRINK_WATER
The water's own DRINK: nothing happens, and it works
162
72
A248
DO_TIE
TIE TO
162
180
A2B4
DO_UNTIE
UNTIE
162
205
A2CD
SWIM_RIVER
SWIM, in the fast river
163
2
A302
DO_BURN
BURN: only the dragon can, and it kills
163
16
A310
SWIM_BLACK_RIVER
SWIM, in the fast black river: asleep, and dead
163
40
A328
DRINK_BLACK_WATER
The black water's own DRINK: asleep, and dead
163
48
A330
SIDE_DOOR_KEY
The mountains' side door takes the small curious key
163
52
A334
RED_DOOR_KEY
The red door takes the red key
163
56
A338
ROCK_DOOR_KEY
The heavy rock door takes the large key
163
88
A358
NO_KEY_FITS
"the ... does not fit this lock."
163
94
A35E
SIDE_DOOR_UNLOCKED
After the side door is unlocked, it opens
163
104
A368
OPEN_CRACK
The crack's own OPEN: only from the dark stuffy passage, location 15
163
119
A377
WEB_BROKEN
After the spider web is struck: the spiders start mending it
163
144
A390
WEAR_RING
WEAR, carried by the ring
163
188
A3BC
TAKE_OFF_RING
TAKE OFF, carried by the ring
163
230
A3E6
DO_CAPTURE
CAPTURE
164
72
A448
GOBLIN_RETURNS
After a goblin is attacked: a dead goblin comes back
164
156
A49C
GOBLIN_HOMES
Where each goblin comes back to
164
192
A4C0
GOBLINS_DOOR_OPENED
The goblins' door's own OPEN
164
217
A4D9
GOBLINS_DOOR_SHUTS
Timer 3: the goblins' door shuts
164
223
A4DF
GIVEN_SOMETHING
Given something: "thank you", mostly
164
245
A4F5
GANDALF_WHATS_THIS
Gandalf: "what's this ?"
164
254
A4FE
GANDALF_CHATTER
Gandalf: "you are doing a great job", "hurry up" or "hello", at random
165
28
A51C
THORIN_THRAINS_KEY
Thorin: "this was thrains key"
165
37
A525
ELROND_HELLO
Elrond, where the player is: "hello"
165
54
A536
UNREACHED_ELF_OPEN
Unreached: an OPEN for the wood elf alone
165
65
A541
DO_CLIMB_OUT
CLIMB OUT OF
165
95
A55F
DO_CLIMB_INTO
CLIMB INTO, carried by the barrel, the boat and the chest
165
202
A5CA
IS_SHUT
Is this thing shut?
165
209
A5D1
WARG_HOWLS
The warg, where the player is: "the vicious warg runs around you and howls"
165
226
A5E2
BARREL_THROWN
After something is thrown through the trap door
165
251
A5FB
BARREL_REACHES_LAKE
Timer 0: the barrel is thrown up on the long lake
166
64
A640
THORIN_WHERES_THIEF
Thorin, where the player is but cannot be seen: "where's the thief ?"
166
87
A657
THORIN_CHATTER
Thorin, at random: waits, sings about gold, or says "hurry up" or "get us out of this one, thief !"
166
126
A67E
TRAP_DOOR_OPEN_CLOSE
The trap door's own OPEN and CLOSE: only from the elvenking's cellar
166
152
A698
DRAGON_FOLLOWS
The dragon follows the player through its mountain
166
194
A6C2
DRAGON_THREATENS
The dragon, where the player is: "prepare to die"
166
220
A6DC
DRAGON_HUNTS
Once the treasure is gone from its hall, the dragon hunts the player
167
10
A70A
UNREACHED_WIPE_EXIT
Unreached: wipe the exit through the first object
167
30
A71E
MAGIC_DOOR_EXAMINED
The magic door's own EXAMINE
167
59
A73B
THORIN_KILLED
After Thorin is attacked: if he is dead, the curious key shatters
167
97
A761
WINDOW_OPEN_CLOSE
The window's own OPEN and CLOSE: out of the player's reach unless carried
167
132
A784
WINDOW_OTHERS
The window's GO THROUGH, STRIKE WITH and LOOK THROUGH, with the same reach
167
170
A7AA
SINKING_IN_BOG
Timer 4: sinking into the deep bog
167
196
A7C4
ELROND_READS_MAP
The curious map's own EXAMINE: Elrond reads it
168
20
A814
THROW_ROPE_ACROSS
THROW ACROSS, carried by the rope
168
110
A86E
HALF_THE_TIME
Carry set half the time
168
118
A876
PULL_ROPE
PULL, carried by the rope
168
158
A89E
BOAT_BOARDED
After climbing into the boat: across
168
171
A8AB
BARD_TAKES_ORDER
Bard: an order given to him becomes a step of his own script
168
210
A8D2
GOLLUM_ASKS
Gollum asks the player his riddle
168
246
A8F6
GOLLUM_HEARS_ANSWER
Gollum hears the answer to his riddle
169
38
A926
GOLLUM_POCKETS
Gollum, where the player is: "what has it got in its pockets ?"
169
78
A94E
TROLLS_EAT
The trolls, the four turns after: eat the player, if still there
169
113
A971
TROLLS_TURN_TO_STONE
Dawn: the trolls turn to stone
169
189
A9BD
TROLLS_TALK
The trolls, once the player comes to their clearing: their lines
169
214
A9D6
CHECK_WON
Has the player won?
169
229
A9E5
ELROND_GIVES_LUNCH
Elrond, where the player is: he gives the player lunch
170
39
AA27
JUMP_ONTO_BARREL
JUMP ONTO, carried by the barrel
170
92
AA5C
WEB_CHANGES
Timer 1: the broken web is mended
170
116
AA74
SIDE_DOOR_VANISHES
Timer 9: the hole vanishes again
170
145
AA91
SIDE_DOOR_APPEARS
Timer 9's warning: a hole appears in the mountain's side
170
162
AAA2
SIDE_DOOR_CLOSED
After the side door is closed: locked, hidden, and the hole's timer started again
170
179
AAB3
MAGIC_DOOR_OPENS
Timer 5's warning: the magic door opens and an elf sweeps past
170
199
AAC7
AT_MAGIC_DOOR
Print the message at HL if the player is by the magic door
170
213
AAD5
MAGIC_DOOR_CLOSES
Timer 5: the magic door closes
170
224
AAE0
RING_CHECK
Timer 6: the ring slips off
170
249
AAF9
WINE_DRUNK
The wine's own handler: the player drinks it
171
11
AB0B
WINE_WEARS_OFF
Timer 7: the wine wears off
171
16
AB10
WEB_SMOTHERS
Timer 2: the spider web smothers the player
171
31
AB1F
EYES_WARNING
Timer 8's warning: pale eyes in the forest
171
58
AB3A
EYES_STING
Timer 8: stung in the forest
171
83
AB53
ACTION_PATTERNS
The sentence each action code stands for
173
45
AD2D
ARTICLES
The articles, as word references
173
61
AD3D
COMMON_WORDS
The 32 commonest words in messages
173
125
AD7D
MSG_BUT_FALL_AND_HIT
Message: but fall and hit your H E A D
173
138
AD8A
MSG_BUT_FALL_AND_SMASH
Message: but fall and smash your skull.
173
147
AD93
MSG_I_DO_NOT_KNOW
Message: i do not know the word "
173
159
AD9F
MSG_WHAT
Message: what ?
173
163
ADA3
MSG_YOU_TIME_PASSES
Message: {13} you {1} . {13} time passes . .
173
176
ADB0
MSG_I_DO_NOT_KNOW_B
Message: i do not know the verb " {1} {1} {1} "
173
192
ADC0
MSG_WHAT_B
Message: {1} {1} {1} {0} {1} {1} {1} what ?
173
204
ADCC
MSG_WHICH
Message: which {1} ?
173
211
ADD3
MSG_I_DO_NOT_SEE
Message: i do not see {0} here
173
218
ADDA
MSG_CODES_ONLY
Message:
173
219
ADDB
MSG_I_SEE_NOTHING_TO
Message: i see nothing to
173
225
ADE1
MSG_CODES_ONLY_B
Message: {sub-message -7} {1} {1} {1}
173
231
ADE7
MSG_CODES_ONLY_C
Message: {sub-message -13} {1} {1} {1} {0} {1} {1} {1}
173
241
ADF1
MSG_NOT_CARRYING_IT
Message: {16} not carrying it
173
246
ADF6
MSG_CARRYING
Message: {16} carrying
173
249
ADF9
MSG_CARRYING_B
Message: {19} carrying
173
252
ADFC
MSG_AND_IT_GET_SWEPT
Message: and it get swept away.
174
4
AE04
MSG_IS_TOO_HEAVY_TO
Message: {7} is too heavy to lift.
174
12
AE0C
MSG_CARRYING_TOO_MUCH
Message: {16} carrying too much.
174
17
AE11
MSG_ALREADY_CARRYING
Message: {16} already carrying {7}
174
23
AE17
MSG_TO_THE
Message: to the
174
26
AE1A
MSG_IS_TOO_FULL
Message: {9} is too full.
174
31
AE1F
MSG_IT_IS_DARK
Message: it is dark.
174
35
AE23
MSG_IS_TOO_SMALL_FOR
Message: {4} is too small for {6} to enter.
174
46
AE2E
MSG_IS_TOO_FULL_FOR
Message: {4} is too full for {6} to enter
174
58
AE3A
MSG_WITH_ONE_WELL_PLACE
Message: with one well place blow {6} cleave {14} skull.
174
73
AE49
MSG_V_I_O_L
Message: {12} V I O L E N T attack almost kill {6}
174
90
AE5A
MSG_GIVE_A_VICIOUS_CUT
Message: {6} give {7} a vicious cut in the ribs - {14} strength is fa
174
112
AE70
MSG_A_NASTY_SLICE_MISS
Message: a nasty slice miss {14} heart.
174
122
AE7A
MSG_SLICE_HAND_BLOOD_DRIPS
Message: {6} slice {14} - hand blood drips slowly to the ground.
174
139
AE8B
MSG_GIVE_A_NASTY_SLASH
Message: {6} give {7} a nasty slash in the leg.
174
152
AE98
MSG_HIT_HARD_ON_THE
Message: {6} hit {7} hard on the shoulder - {7} stagger and almost fa
174
172
AEAC
MSG_A_FAST_BLOW_KNOCKS
Message: a fast blow knocks the wind out of {7}
174
186
AEBA
MSG_A_FAST_STROKE_SWEEPS
Message: a fast stroke sweeps {7} off {14} feet , but {17} on guard i
174
209
AED1
MSG_HIT_WITH_A_GLANCING
Message: {6} hit {7} with a glancing blow and leave {7} momentarily s
174
226
AEE2
MSG_THRUST_BACK_LOSE_FOOTING
Message: {6} thrust {7} back - {7} lose {14} footing but recover quic
174
244
AEF4
MSG_SWING_BROADSIDE_AT_BODY
Message: {6} swing broadside at {14} body but at the last moment {7}
175
9
AF09
MSG_SWEEPS_PAST_CLOSE_TO
Message: {12} {3} sweeps past close to {14} ear.
175
21
AF15
MSG_SLASH_AT_BUT_THE
Message: {6} slash at {7} but the blow is ineffective.
175
32
AF20
MSG_BRANDISH_BUT_ON_GUARD
Message: {6} brandish {12} {3} , but {17} on guard.
175
43
AF2B
MSG_SWING_FEEBLY_AT_BUT
Message: {6} swing feebly at {7} but miss by a wide margin.
175
60
AF3C
MSG_SEEM_TIRED_STAGGER_BUT
Message: {6} seem tired - {6} stagger but valiant L Y attempt another
175
80
AF50
MSG_BUT_THE_EFFORT_IS
Message: but the effort is wasted . {14} defense is too strong.
175
95
AF5F
MSG_YOU_CANNOT_KILL_WITH
Message: you cannot kill with {9}
175
102
AF66
MSG_IT_SAIL_ACROSS_AND
Message: it sail across and
175
109
AF6D
MSG_LAND_S_ON_THE
Message: land S on the other side.
175
118
AF76
MSG_FALL_JUST_SHORT_OF
Message: fall just short of the other side.
175
130
AF82
MSG_BUT_SLIDE_OUT_AGAIN
Message: {sub-message +8} but slide out again.
175
139
AF8B
MSG_LAND_S_IN_THE
Message: land S in the boat.
175
146
AF92
MSG_THE_BOAT_GLIDES_ACROSS
Message: the boat glides across the river and land S on this side.
175
164
AFA4
MSG_WITH_A_LURCH_THE
Message: with a lurch the boat glides across the river and {jump -71}
175
187
AFBB
MSG_IS
Message: {4} is {1}
175
191
AFBF
MSG_I_CANNOT_DO_THAT
Message: i cannot do that.
175
196
AFC4
MSG_I_SEE_NOTHING_HERE
Message: i see nothing here.
175
202
AFCA
MSG_IN_ON_BEHIND_UNDER
Message: in {jump +17} on {jump +13} behind {jump +9} under {jump +5}
175
224
AFE0
MSG_THERE
Message: {1} there {1}
175
228
AFE4
MSG_IS_CARRYING
Message: {4} is carrying {4}
175
233
AFE9
MSG_I_CANNOT_FOLLOW_FROM
Message: i cannot follow {7} from here
175
241
AFF1
MSG_DEAD
Message: {16} dead.
175
244
AFF4
MSG_SEE_NOTHING_SPECIAL_HERE
Message: {6} see nothing special here.
175
252
AFFC
MSG_IN
Message: {16} in
176
0
B000
MSG_SEE
Message: {6} see
176
3
B003
MSG_SEE_B
Message: {6} see :
176
9
B009
MSG_SAY
Message: {6} say "
176
15
B00F
MSG_CODES_ONLY_D
Message: " .
176
19
B013
MSG_THERE_IS
Message: there is {0}
176
23
B017
MSG_ENTER
Message: {0} enter .
176
28
B01C
MSG_APPEAR
Message: {0} appear
176
32
B020
MSG_VISIBLE_EXITS_ARE
Message: visible exits are :
176
39
B027
MSG_YOU_HEAR_A_NOISE
Message: you hear a noise.
176
45
B02D
MSG_DO_E_S_NOT
Message: {9} do E S not fit this lock.
176
55
B037
MSG_THE_MAGIC_DOOR_OPEN
Message: the magic door open .
176
63
B03F
MSG_THE_MAGIC_DOOR_CLOSE
Message: the magic door close .
176
71
B047
MSG_THANK_YOU
Message: thank you
176
75
B04B
MSG_WHAT_S_THIS
Message: what ' S this ?
176
82
B052
MSG_YOU_ARE_DO_A
Message: you are do a great job
176
91
B05B
MSG_HURRY_UP
Message: hurry up
176
95
B05F
MSG_HELLO
Message: hello
176
97
B061
MSG_THIS_WAS_THRAINS_KEY
Message: this was thrains key
176
104
B068
MSG_FALL_DOWN_A_HOLE
Message: {7} fall down a hole and vanish
176
116
B074
MSG_NOT_WEAR_I_N
Message: {16} not wear I N G {7}
176
125
B07D
MSG_IS_ALREADY_TIE_D
Message: {9} is already tie D
176
133
B085
MSG_THE_VICIOUS_WARG_RUN
Message: the vicious warg run around you and howls
176
146
B092
MSG_IS_NOT_TIE_D
Message: {7} is not tie D
176
153
B099
MSG_SOME_SPIDER_S_START
Message: some spider S start mend the broken web.
176
166
B0A6
MSG_WHAT_DO_YOU_EXPECT
Message: what do you expect me to do with this ?
176
180
B0B4
MSG_AS_SOON_AS_TOUCH
Message: as soon as {6} touch the river {6} fall asleep and gently fl
176
203
B0CB
MSG_WHERE_S_THE_THIEF
Message: where ' S the thief ?
176
213
B0D5
MSG_GET_US_OUT_OF
Message: get us out of this one , thief !
176
229
B0E5
MSG_THORIN_SIT_DOWN_AND
Message: thorin sit down and start sing about gold
176
244
B0F4
MSG_THORIN_WAIT
Message: thorin wait
176
248
B0F8
MSG_FALL_ASLEEP
Message: {6} fall asleep
176
253
B0FD
MSG_THE_SPIDER_WEB_IS
Message: the spider web is slowly smothering you
177
9
B109
MSG_THE_SMALL_CURIOUS_KEY
Message: the small curious key shatter
177
19
B113
MSG_AN_ELF_SWEEPS_PAST
Message: an elf sweeps past.
177
27
B11B
MSG_YOU_CANNOT_REACH
Message: you cannot reach {7}
177
33
B121
MSG_NOT_CARRYING_THE_BOW
Message: {16} not carrying the bow.
177
39
B127
MSG_THE_ARROW_MISS_E
Message: the arrow miss E S {9} by a wide margin.
177
54
B136
MSG_THE_ARROW_HIT_S
Message: the arrow hit S {7}
177
62
B13E
MSG_TOO_BIG
Message: {16} too big.
177
66
B142
MSG_EVAPORATE
Message: {0} evaporate
177
70
B146
MSG_FOUL_GLUTTONY_HAS_KILL
Message: {12} foul gluttony has kill E D {6}
177
83
B153
MSG_SLOWLY_SINK_INTO_THE
Message: {16} slowly sink into the bog.
177
93
B15D
MSG_THE_DRAGON_SAY_WELL
Message: the dragon say " well thief your cunning has failed you th
177
126
B17E
MSG_THE_DRAGON_SAY_I
Message: the dragon say " i may not be able to see you thief but i
177
166
B1A6
MSG_IN_THE_DISTANCE_YOU
Message: in the distance you see the shape of a monstrous dragon flyi
177
186
B1BA
MSG_THE_DRAGON_DESCENDS_AND
Message: the dragon descends and in a terrific spout of flames burn y
177
208
B1D0
MSG_GO_FROM_TO_GET
Message: go {1} from {0} to get to {0}
177
219
B1DB
MSG_SOMEONE_STRANGLE_YOU
Message: someone strangle you from behind.
177
227
B1E3
MSG_SAY_S_NO
Message: {7} say S " no "
177
238
B1EE
MSG_IT_CANNOT_BE_SEE
Message: it cannot be see N , cannot be felt {13} cannot be hear , ca
178
56
B238
MSG_BLIMEY_LOOK_AT_THIS
Message: blimey , look at this ! ! can yer cook ' E M ?
178
76
B24C
MSG_YER_CAN_TRY_BUT
Message: yer can try , but he would N ' T make above a mouthfull
178
98
B262
MSG_IN_A_CLEARING_WITH
Message: in a clearing with two stone trolls
178
109
B26D
MSG_SWEPT_FORCEFULLY_AGAINST
Message: {16} swept forcefully against the portcullis.
178
119
B277
MSG_THERE_IS_A_LOUD
Message: there is a loud crack and a hole appear about three feet fro
178
164
B2A4
MSG_THE_HOLE_VANISH
Message: the hole vanish
178
170
B2AA
MSG_THE_MAGIC_DOOR_WARN
Message: the magic door warn of elves approach
178
183
B2B7
MSG_WHICH_IS_THE_ANIMAL
Message: which is the animal that has four feet in the morn , two at
178
217
B2D9
MSG_WHAT_HAS_IT_GOT
Message: what has it got in its pocket ?
178
231
B2E7
MSG_MY_BIRTHDAY_PRESENT_HOW
Message: my birthday present " how did we lose it . {13} my preciou
179
1
B301
MSG_CANNOT_JUMP_ONTO_FROM
Message: {6} cannot jump onto {7} from here
179
11
B30B
MSG_DAY_DAWN
Message: day dawn ?.
179
17
B311
MSG_SEE_SOME_PALE_BULBOUS
Message: {6} see some pale bulbous eyes star at {6}
179
31
B31F
MSG_SOME_THIN_G_DROP
Message: some thin G drop from above and sting
179
44
B32C
MSG_YOU_ARE_THROWN_ONTO
Message: you are thrown onto the bank of the long lake.
179
59
B33B
MSG_NOTHING
Message: nothing
179
66
B342
MSG_START_T_A_P
Message: start T A P E then P R E S S A N Y key.
179
87
B357
MSG_T_A_P_E
Message: T A P E E R R O R - hit A N Y key to R E S T
179
129
B381
MSG_T_A_P_E_B
Message: T A P E E R R O R - hit A N Y key to C O N T
179
164
B3A4
MSG_R_E_W_I
Message: R E W I N D and P R E P A R E T A P E for V E
179
217
B3D9
MSG_A_C_H_E
Message: {13} {13} {13} a C H E E R I N G C R O W D of D W A R
180
84
B454
MSG_YOU_HAVE_M_A
Message: you have M A S T E R E D
180
98
B462
MSG_OF_THIS_ADVENTURE
Message: % of this adventure.
180
103
B467
MSG_Y_O_U_R
Message: Y O U ' R E D O I N G F I N E
180
122
B47A
MSG_A_TROLLS_DOOR_N
Message: a trolls door N E E D S a trolls key.
180
138
B48A
MSG_ELVES_ARE_G_O
Message: elves are G O O D at read I N G symbols.
180
154
B49A
MSG_A_WINDOW_S_H
Message: a window S H O U L D be no O B S T A C L E to a thief wi
180
190
B4BE
MSG_BOAT_S_CAN_HELP
Message: boat S can help . look carefully.
180
202
B4CA
MSG_WAIT_AROUND_AND_TIME
Message: wait around and time your E X I T carefully.
180
218
B4DA
MSG_T_I_M_I
Message: T I M I N G is C R I T I C A L , R E M E M B E R barre
180
250
B4FA
MSG_WAIT_A_W_H
Message: wait a W H I L E
181
4
B504
MSG_TAKE_C_A_R
Message: take C A R E to leave at the R I G H T time.
181
24
B518
MSG_A_L_I_V
Message: a L I V I N G dragon is D E A D L Y , look to bard.
181
47
B52F
MSG_D_O_N_T
Message: D O N ' T S T A Y here too long.
181
62
B53E
MSG_WAIT_FOR_THE_N
Message: wait for the N E W day D A W N I N G
181
82
B552
MSG_THERE_SEEM_TO_BE
Message: there seem to be some symbols on it but {6} cannot read them
181
99
B563
MSG_YOU_SEE_A_FAST
Message: you see a fast flowing black river not very wide across.
181
117
B575
MSG_A_COMFORTABLE_TUNNEL
Message: a comfortable tunnel like hall
181
126
B57E
MSG_A_GLOOMY_EMPTY_LAND
Message: a gloomy empty land with dreary hills ahead
181
140
B58C
MSG_A_HIDDEN_PATH_WITH
Message: a hidden path with trolls foot print S
181
154
B59A
MSG_THE_TROLLS_CAVE
Message: the trolls cave
181
159
B59F
MSG_A_HARD_DANGEROUS_PATH
Message: a hard dangerous path in the misty mountains
181
172
B5AC
MSG_A_NARROW_PLACE_WITH
Message: a narrow place with a dreadful drop into a dim valley
181
190
B5BE
MSG_A_NARROW_DANGEROUS_PATH
Message: a narrow dangerous path
181
197
B5C5
MSG_A_LARGE_DRY_CAVE
Message: a large dry cave which is quite comfortable
181
211
B5D3
MSG_A_BIG_CAVERN_WITH
Message: a big cavern with torch E S along the wall S
181
228
B5E4
MSG_THE_BRINK_OF_A
Message: the brink of a deep dark under ground lake
181
243
B5F3
MSG_THE_GOBLINS_GATE
Message: the goblins gate
181
248
B5F8
MSG_THE_GATE_TO_MIRKWOOD
Message: the gate to mirkwood
181
254
B5FE
MSG_A_BEWITCHED_GLOOMY_PLACE
Message: a bewitched gloomy place surrounded by thick tree ?
182
15
B60F
MSG_A_PLACE_OF_BLACK
Message: a place of black spider S
182
25
B619
MSG_A_FOREST_OF_TANGLED
Message: a forest of tangled smothering tree
182
36
B624
MSG_A_N_ELVISH_CLEARING
Message: a N elvish clearing with levelled ground and logs
182
50
B632
MSG_A_DARK_DUNGEON_IN
Message: a dark dungeon in the elvenkings halls
182
61
B63D
MSG_THE_CELLAR_WHERE_THE
Message: the cellar where the king keeps his barrel S of wine
182
79
B64F
MSG_A_WOODEN_TOWN_IN
Message: a wooden town in the middle of long lake
182
93
B65D
MSG_A_STRONG_RIVER_THE
Message: a strong river : the current is now too strong to move again
182
113
B671
MSG_A_BLEAK_BARREN_LAND
Message: a bleak barren land that was once green
182
128
B680
MSG_THE_RUINS_OF_THE
Message: the ruins of the town of dale
182
138
B68A
MSG_THE_FRONT_GATE_OF
Message: the front gate of the lonely mountain
182
149
B695
MSG_THE_WEST_SIDE_OF
Message: the west side of ravenhill
182
157
B69D
MSG_THE_HALLS_WHERE_THE
Message: the halls where the dragon sleep
182
167
B6A7
MSG_A_LITTLE_STEEP_BAY
Message: a little steep bay , still and quiet , with an over hanging
182
190
B6BE
MSG_A_SMOOTH_STRAIGHT
Message: a smooth straight passage
182
197
B6C5
MSG_THE_LONELY_MOUNTAIN
Message: the lonely mountain
182
202
B6CA
MSG_THE_WEST_THE_EAST
Message: the west {jump +4} the east bank of a black river
182
218
B6DA
VARIABLES
The game's variables
183
0
B700
DRUNK
Whether the player has drunk the wine
183
12
B70C
ACTOR
Whose turn it is, and the rest of the variables
183
31
B71F
ENDINGS
The endings a word can be given
183
56
B738
ORDERS
What the player has told the other characters to do
184
0
B800
FRAMES
The frames below COMMAND_FRAME
185
200
B9C8
COMMAND_FRAME
The command being obeyed
185
224
B9E0
ROOM_POINTERS
Where each location's record is
186
128
BA80
ROOM_PREPOSITIONS
How the player is placed in each kind of room
186
138
BA8A
ROOM0
Location 0: not a room
186
151
BA97
ROOM1
Location 1: tunnel like hall
186
165
BAA5
ROOM4
Location 4: lonelands
186
188
BABC
ROOM5
Location 5: trolls clearing
186
208
BAD0
ROOM6
Location 6: trolls path
186
225
BAE1
ROOM7
Location 7: trolls cave
186
239
BAEF
ROOM9
Location 9: rivendell
187
0
BB00
ROOM10
Location 10: misty mountain
187
23
BB17
ROOM11
Location 11: narrow place
187
43
BB2B
ROOM12
Location 12: dangerous narrow path
187
60
BB3C
ROOM14
Location 14: large dry cave
187
77
BB4D
ROOM15
Location 15: dark stuffy passage
187
97
BB61
ROOM52
Location 52: dark stuffy passage
187
117
BB75
ROOM53
Location 53: dark stuffy passage
187
131
BB83
ROOM54
Location 54: dark stuffy passage
187
154
BB9A
ROOM55
Location 55: dark stuffy passage
187
177
BBB1
ROOM56
Location 56: dark stuffy passage
187
191
BBBF
ROOM57
Location 57: dark stuffy passage
187
211
BBD3
ROOM58
Location 58: dark stuffy passage
187
234
BBEA
ROOM59
Location 59: dark stuffy passage
187
251
BBFB
ROOM60
Location 60: dark stuffy passage
188
15
BC0F
ROOM61
Location 61: dark stuffy passage
188
32
BC20
ROOM62
Location 62: dark stuffy passage
188
46
BC2E
ROOM63
Location 63: dark stuffy passage
188
66
BC42
ROOM64
Location 64: dark stuffy passage
188
86
BC56
ROOM65
Location 65: dark stuffy passage
188
106
BC6A
ROOM16
Location 16: big goblins cavern
188
126
BC7E
ROOM17
Location 17: deep dark lake
188
140
BC8C
ROOM18
Location 18: dark winding passage
188
160
BCA0
ROOM19
Location 19: inside goblins gate
188
201
BCC9
ROOM20
Location 20: outside goblins gate
188
218
BCDA
ROOM13
Location 13: goblins dungeon
188
235
BCEB
ROOM21
Location 21: treeless opening
188
252
BCFC
ROOM22
Location 22: beorns house
189
22
BD16
ROOM24
Location 24: forest gate
189
42
BD2A
ROOM25
Location 25: bewitched gloomy place
189
62
BD3E
ROOM26
Location 26: spider threads place
189
85
BD55
ROOM27
Location 27: smothering forest
189
102
BD66
ROOM28
Location 28: levelled elvish clearing
189
122
BD7A
ROOM29
Location 29: deep bog
189
136
BD88
ROOM30
Location 30: elvenkings great halls
189
156
BD9C
ROOM31
Location 31: dark dungeon
189
173
BDAD
ROOM32
Location 32: elvenkings cellar
189
193
BDC1
ROOM33
Location 33: forestriver
189
213
BDD5
ROOM34
Location 34: long lake
189
236
BDEC
ROOM35
Location 35: lake town
190
3
BE03
ROOM36
Location 36: running river
190
20
BE14
ROOM37
Location 37: dragons desolation
190
37
BE25
ROOM38
Location 38: dale valley
190
57
BE39
ROOM39
Location 39: front gate
190
77
BE4D
ROOM40
Location 40: ravenhill
190
97
BE61
ROOM41
Location 41: lower halls
190
117
BE75
ROOM42
Location 42: sidedoor
190
137
BE89
ROOM43
Location 43: smooth straight passage
190
154
BE9A
ROOM44
Location 44: lonely mountain
190
177
BEB1
ROOM46
Location 46: forest road
190
194
BEC2
ROOM45
Location 45: waterfall
190
211
BED3
ROOM2
Location 2: forest road
190
228
BEE4
ROOM3
Location 3: forest
190
245
BEF5
ROOM8
Location 8: running river
191
6
BF06
ROOM23
Location 23: forestriver
191
23
BF17
ROOM48
Location 48: mountains
191
43
BF2B
ROOM49
Location 49: great river
191
66
BF42
ROOM47
Location 47: empty place
191
77
BF4D
ROOM50
Location 50: green forest
191
94
BF5E
ROOM51
Location 51: empty place
191
114
BF72
ROOM66
Location 66: west bank
191
131
BF83
ROOM67
Location 67: east bank
191
148
BF94
ROOM68
Location 68: narrow path
191
168
BFA8
ROOM69
Location 69: narrow path
191
188
BFBC
ROOM70
Location 70: narrow path
191
205
BFCD
ROOM71
Location 71: narrow path
191
225
BFE1
ROOM72
Location 72: narrow path
191
245
BFF5
ROOM73
Location 73: narrow path
192
6
C006
ROOM74
Location 74: narrow path
192
23
C017
ROOM75
Location 75: steep path
192
37
C025
ROOM76
Location 76: steep path
192
51
C033
ROOM77
Location 77: steep path
192
65
C041
ROOM78
Location 78: deep misty valley
192
82
C052
ROOM79
Location 79: deep misty valley
192
99
C063
OBJECT_INDEX
Every object and every character, by number
193
27
C11B
PLAYER
You (the player)
193
51
C133
RED_GOLDEN_DRAGON
Red golden dragon (character $3C)
193
69
C145
ROUND_GREEN_DOOR
Round green door (object $05)
193
112
C170
HEAVY_ROCK_DOOR
Heavy rock door (object $01)
193
155
C19B
GOLDEN_KEY
Golden key (object $2B)
193
173
C1AD
SMALL_CURIOUS_KEY
Small curious key (object $02)
193
191
C1BF
LARGE_KEY
Large key (object $04)
193
209
C1D1
CURIOUS_MAP
Curious map (object $03)
193
230
C1E6
SMALL_INSIGNIFICANT_CRACK
Small insignificant crack (object $06)
194
5
C205
SPIDER_WEB
Spider web (object $07)
194
36
C224
RED_DOOR
Red door (object $08)
194
77
C24D
FAST_BLACK_RIVER
Fast black river (object $09)
194
109
C26D
FAST_RIVER
Fast river (object $2A)
194
141
C28D
GOBLINS_BACK_DOOR
Goblins back door (object $0A)
194
181
C2B5
MOUNTAINS_SIDE_DOOR
Mountains side door (object $0B)
194
221
C2DD
LARGE_TRAP_DOOR
Large trap door (object $0C)
195
5
C305
SHORT_STRONG_SWORD
Short strong sword (object $0E)
195
26
C31A
VALUABLE_GOLDEN_RING
Valuable golden ring (object $10)
195
50
C332
RED_KEY
Red key (object $0F)
195
68
C344
GOBLINS_DOOR
Goblins door (object $11)
195
102
C366
ROPE
Rope (object $12)
195
129
C381
MAGIC_DOOR
Magic door (object $0D)
195
160
C3A0
GANDALF
Gandalf (character $3E)
195
178
C3B2
THORIN
Thorin (character $3F)
195
202
C3CA
WOOD_ELF
Wood elf (character $40)
195
220
C3DC
ELROND
Elrond (character $41)
195
238
C3EE
BARREL
Barrel (object $13)
196
24
C418
WINE
Wine (object $14)
196
48
C430
BUTLER
Butler (character $42)
196
66
C442
VICIOUS_WARG
Vicious warg (character $43)
196
84
C454
WATER
Water (object $15)
196
105
C469
BLACK_WATER
Black water (object $16)
196
126
C47E
WATER_OBJ17
Water (object $17)
196
154
C49A
BLACK_WATER_OBJ18
Black water (object $18)
196
177
C4B1
GOLLUM
Gollum (character $44)
196
195
C4C3
BARD
Bard (character $46)
196
213
C4D5
BOW
Bow (object $19)
196
234
C4EA
STRONG_ARROW
Strong arrow (object $1A)
196
255
C4FF
WINDOW
Window (object $1B)
197
33
C521
TORCH
Torch (object $1C)
197
52
C534
SAND
Sand (object $1D)
197
76
C54C
TRAP_DOOR
Trap door (object $1E)
197
103
C567
GOBLINS_CACHE
Goblins cache (object $1F)
197
127
C57F
HEAVY_CURTAIN
Heavy curtain (object $20)
197
151
C597
LARGE_CUPBOARD
Large cupboard (object $21)
197
184
C5B8
FOOD
Food (object $22)
197
205
C5CD
VALUABLE_TREASURE
Valuable treasure (object $23)
197
223
C5DF
WALL
Wall (object $24)
197
244
C5F4
WOODEN_CHEST
Wooden chest (object $25)
198
27
C61B
WOODEN_BOAT
Wooden boat (object $29)
198
63
C63F
HIDEOUS_TROLL
Hideous troll (character $47)
198
81
C651
VICIOUS_TROLL
Vicious troll (character $48)
198
99
C663
LUNCH
Lunch (object $26)
198
120
C678
STRONG_PORTCULLIS
Strong portcullis (object $27)
198
142
C68E
STONE
Stone (object $28)
198
160
C6A0
NASTY_GOBLIN
Nasty goblin (character $3D)
198
184
C6B8
HIDEOUS_GOBLIN
Hideous goblin (character $45)
198
208
C6D0
HORRIBLE_GOBLIN
Horrible goblin (character $49)
198
232
C6E8
MEAN_GOBLIN
Mean goblin (character $4A)
199
0
C700
VICIOUS_GOBLIN
Vicious goblin (character $4B)
199
24
C718
DISGUSTING_GOBLIN
Disgusting goblin (character $4C)
199
48
C730
ACTION_TABLE
What to do for each action code
199
142
C78E
ARRIVAL_HOOKS
What happens when the player arrives in certain places
199
164
C7A4
AT_BEORNS_HOUSE
Arriving at Beorn's house: the butler joins in
199
178
C7B2
AT_SPIDER_THREADS
Arriving at the spider threads place: start timer 2
199
185
C7B9
AT_DEEP_BOG
Arriving in the deep bog: start timer 4
199
192
C7C0
AT_ELVENKINGS_CELLAR
Arriving in the elvenking's cellar
199
221
C7DD
IN_THE_FOREST
Arriving on the forest road or in the forest: the eyes
199
234
C7EA
AT_FOREST_RIVER
Arriving at the forest river
199
252
C7FC
RIDDLES
Gollum's riddles
200
14
C80E
HIDDEN_ROADS
The ways one of which is shut at the start of each game
200
45
C82D
NASTY_GOBLIN_SCRIPTS
Scripts: nasty goblin, hideous goblin
200
52
C834
VICIOUS_GOBLIN_SCRIPTS
Scripts: vicious goblin
200
59
C83B
HORRIBLE_GOBLIN_SCRIPTS
Scripts: horrible goblin, mean goblin, disgusting goblin
200
161
C8A1
GANDALF_SCRIPTS
Scripts: gandalf
200
226
C8E2
THORIN_SCRIPTS
Scripts: thorin
201
19
C913
WOOD_ELF_SCRIPTS
Scripts: wood elf
201
36
C924
VICIOUS_WARG_SCRIPTS
Scripts: vicious warg
201
70
C946
BUTLER_SCRIPTS
Scripts: butler
201
144
C990
ELROND_SCRIPTS
Scripts: elrond
201
177
C9B1
RED_GOLDEN_DRAGON_SCRIPTS
Scripts: red golden dragon
201
215
C9D7
BARD_SCRIPTS
Scripts: bard
201
240
C9F0
GOLLUM_SCRIPTS
Scripts: gollum
202
52
CA34
HIDEOUS_TROLL_SCRIPTS
Scripts: hideous troll, vicious troll
202
94
CA5E
ON_ATTACK_WITH
Scripts several characters share
202
132
CA84
TIMERS
The timers END_OF_TURN counts down
202
203
CACB
CHARACTERS
The characters' scripts: where each has got to
204
0
CC00
PICTURE_TABLE
Pictures: which locations have one, and where
204
67
CC43
LOC1_TUNNEL_LIKE_HALL_PIC
Picture for location 1: tunnel like hall
206
119
CE77
LOC49_GREAT_RIVER_PIC
Picture for location 49: great river
207
178
CFB2
LOC6_TROLLS_PATH_PIC
Picture for location 6: trolls path
210
78
D24E
LOC11_NARROW_PLACE_PIC
Picture for location 11: narrow place
211
103
D367
LOC37_DRAGONS_DESOLATION_PIC
Picture for location 37: dragons desolation
213
181
D5B5
LOC43_SMOOTH_STRAIGHT_PASSAGE_PIC
Picture for location 43: smooth straight passage
215
19
D713
LOC38_DALE_VALLEY_PIC
Picture for location 38: dale valley
217
42
D92A
LOC7_TROLLS_CAVE_PIC
Picture for location 7: trolls cave
219
168
DBA8
LOC24_FOREST_GATE_PIC
Picture for location 24: forest gate
221
121
DD79
LOC35_LAKE_TOWN_PIC
Picture for location 35: lake town
224
44
E02C
LOC13_GOBLINS_DUNGEON_PIC
Picture for location 13: goblins dungeon
224
73
E049
LOC31_DARK_DUNGEON_PIC
Picture for location 31: dark dungeon
225
66
E142
LOC5_TROLLS_CLEARING_PIC
Picture for location 5: trolls clearing
225
159
E19F
LOC28_LEVELLED_ELVISH_CLEARING_PIC
Picture for location 28: levelled elvish clearing
227
254
E3FE
LOC4_LONELANDS_PIC
Picture for location 4: lonelands
228
122
E47A
LOC32_ELVENKINGS_CELLAR_PIC
Picture for location 32: elvenkings cellar
230
228
E6E4
LOC16_BIG_GOBLINS_CAVERN_PIC
Picture for location 16: big goblins cavern
233
238
E9EE
LOC25_BEWITCHED_GLOOMY_PLACE_PIC
Picture for location 25: bewitched gloomy place
236
62
EC3E
LOC8_RUNNING_RIVER_PIC
Picture for location 8: running river
238
67
EE43
LOC41_LOWER_HALLS_PIC
Picture for location 41: lower halls
240
1
F001
LOC26_SPIDER_THREADS_PLACE_PIC
Picture for location 26: spider threads place
241
230
F1E6
LOC39_FRONT_GATE_PIC
Picture for location 39: front gate
243
91
F35B
AFTER_PICTURES
Unused
244
0
F400
WORLD_COPY
Where START keeps the world as it was loaded