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