Routines
Address
Label
Description
6C00
START
The game's entry point
6DD6
READ_LINE
Read a command from the keyboard
6E4F
ONE_KEY_MOVES
The cursor keys, pressed first on a line, are whole moves
6E7A
REPEAT_LAST
@ on an empty line: the last command again
6E8B
RUB_OUT_LINE
Backspace to the start of the line
6E97
TOKENISE
Turn the next word of INPUT_LINE into a token
6F30
PUNCTUATION_TOKEN
A full stop, comma or quote is a token by itself
6F47
MATCH_WORD
Look a typed word up in the dictionary
6FBA
LETTERS_AGREE
Does the typed word agree with the candidate?
6FD3
CLEAR_SCREEN
Clear the screen: white border, black on white
70E2
CLEAR_BYTES
Zero B bytes from HL
70E8
PATTERN_OF
Find an action's entry in ACTION_PATTERNS
70F3
PATTERN_FLAGS
Gather an action pattern's flags
711A
NARRATE_REFUSAL
Narrate the action as refused, unless
IS_ORDER
says not to
712B
NARRATE_ACTION
Tell the player what was done, as a sentence
71D5
ROOM_NAME_AT
HL = where location A's name is, in its record
71E2
OBJECT_NAME_AT
HL = where object A's name is, in its record
71F3
NAME_MATCHES
Does a typed name fit an object's name?
722E
WORD_MATCHES
Does a typed word fit a word of a name?
7249
GET_KEY
Wait for a key, or type WAIT when none comes
728B
COMPARE_HL_DE
Compare HL with DE: Z if equal
72C3
PRINT_LITERAL
Print a literal character from a message
72CE
CANNOT_DO
"i cannot do that."
72D3
RUN_MESSAGE
Print a message
7340
MC_END_LINE
Message control code $14: end the message with a new line
7344
MC_END_STOP
Message control code $15: end the message with a full stop and a new line
7348
WORD_AND_END
Print a word, then end the sentence or the line as its flags say
735B
MC_END
Message control code $16: end the message
7367
MC_PUSHED_OBJECT
Message control code $00: print the object whose record the caller pushed
7376
MC_PUSHED_WORD
Message control code $01: print the word the caller pushed
737E
MC_JUMP
Message control code $02: jump within the message by the signed byte that follows
738B
MC_NOTHING
Message control code $05, $0A, $0F and $12: do nothing
738D
MC_INSTRUMENT_NOUN
Message control code $03: the noun of the instrument in the current command
7394
MC_PUSHED_WITH_ARTICLE
Message control code $04: the pushed word with a or the in front
73A3
MC_ACTOR
Message control code $06: the actor's name, or YOU
73AF
MC_TARGET
Message control code $07: the target, with its article
73BD
MC_BACKSPACE
Message control code $08: a backspace, joining the next word to the last
73C2
MC_INSTRUMENT
Message control code $09: the instrument, with its article
73E0
MC_SUBMESSAGE
Message control code $0B: run the sub-message the signed byte that follows points at
73F9
MC_ACTOR_HIS
Message control code $0C: HIS, or YOUR for the player
7407
MC_TARGET_HIS
Message control code $0E: HIS or YOUR for the target
740C
MC_ACTOR_IS
Message control code $10: the actor's name and IS, or YOU ARE
7425
MC_TARGET_IS
Message control code $11: the same for the target
742D
MC_PUSHED_IS
Message control code $13: the same for a pushed object
7434
PRINT_NAME_AT
Print the object name whose six bytes are at HL
743F
ARTICLE
Print the article a noun takes
7478
PRINT_NOUN
Print a noun, with its article in the one case PRINT_NAME leaves it out
7488
PRINT_SUBJECT
Print who a sentence is about: object A, or "someone" for $FF
7493
COMMON_WORD
A message's byte $60-$7F: one of the 32 COMMON_WORDS
74BA
PRINT_WORD
Expand a packed word into letters
7585
PARSE_COMMAND
Parse one command from the tokens
75EC
IN_ORDER_ONLY
Z if the sentence being parsed is an order said to someone (
IS_ORDER
= 1)
75F1
PARSING_ORDER
NZ if the sentence being parsed is an order said to someone
75F6
PARSE_END
Parse the end of the line
75FA
PARSE_THEN
Parse THEN or a full stop
76EC
PARSE_DIRECTION
Parse a direction
76F2
PARSE_ADVERB
Parse an adverb
770B
PARSE_AND
Parse AND
772F
PARSE_GO
Parse GO or RUN
7733
PARSE_VERB
Parse a verb
7790
PARSE_ARTICLE
Parse an article
7795
PARSE_IN
Parse IN or INTO
77A2
PARSE_PREPOSITION
Parse a preposition
77C9
PARSE_ADJECTIVE
Parse an adjective
77D1
PARSE_NOUN
Parse a noun
7809
ADD_ADJECTIVE
Add the adjective in BC to PHRASE
781C
ADD_PREPOSITION
Add the preposition in BC to PHRASE
782B
FILE_PHRASE
Put PHRASE into the frame's first free noun phrase
7850
FILE_FIRST_PHRASE
Put PHRASE into the frame's first noun phrase
7858
NEW_SENTENCE_FRAME
Move on to a new frame, and forget ALL and EXCEPT
7864
CLEAR_FRAME
Clear the frame at IY
7873
NEXT_TOKEN
Take the next token
788C
FRAME_SWAP_DOWN
FRAME_ABOVE_EMPTY with the frames in IX and IY swapped round
7892
FRAME_BELOW_SWAP
FRAME_BELOW with the frames in IX and IY swapped round
789F
FRAME_BELOW
Step IY down one frame
78A5
FRAME_ABOVE_EMPTY
IX = the first frame down from IY with its first phrase in use
78B7
COPY_VERB_ON
Give the frame at IY the verb of the frame at IX
78FF
COPY_FRAME_PHRASE
Copy a ten-byte noun phrase from frame IX to frame IY, at offset DE
7903
COPY_FRAME_WORD
Copy a single word from frame IX to frame IY, at offset DE (COPY_FRAME_PHRASE with C = 2)
7914
STORE_VERB
Store the verb in BC at the head of the frame
7918
STORE_WORD
Store the word in BC in the frame at offset L
7924
ORDERS_ONLY
Allowed only in an order; otherwise NOT_ALLOWED_HERE
7929
NOT_ALLOWED_HERE
A word that is not allowed where it came
792F
QUOTE_LEFT_OPEN
"what ?": the line ended inside a quotation
7960
OBEY
Carry out the parsed command, and let the world take its turn
79A9
CLEAR_PHRASES
Clear PHRASES for a new sentence
79B6
PARSE_ACTION
Turn a parsed sentence into an action and do it
7A14
MATCH_AND_TRY
Try the objects that fit the sentence's names until the action works
7A73
EXCEPTED
Is the target one an EXCEPT phrase names?
7AA1
START_TARGETS
Start the search for the target from the beginning
7ABA
START_INSTRUMENTS
Start the search for the instrument from the beginning
7ACC
SEARCH_START
IX = where a search of the objects starts, for the mode in A's low bits
7AD8
WANTS_INSTRUMENT
Does the sentence still want an instrument found?
7AED
TRY_IT
Do the action; Z if it did not work
7AF5
WOULD_WORK
Would the action in
ACTION
to
INSTRUMENT
work? Try it as a test
7B63
NAME_OF_NUMBER
Copy the name of object (or, with A set, location) B to DE
7B78
PATTERN_OPTIONS
Set the action's options from its pattern's flags
7B9E
MATCH_PATTERN
Find the action pattern a sentence fits
7C23
ASSIGN_PHRASES
Decide which noun phrase is the target and which the instrument
7C91
COPY_PHRASE
Copy a noun and its adjectives out of the command frame
7CAC
PICK_WORD
Take the next word of a noun phrase that is not empty
7CC9
CALL_IY
Call the routine IY points at
7CCB
NEXT_TARGET
Try the next object that fits the target's name
7CFC
TRY_TARGETS
Try each object that fits the target's name
7D17
NEXT_INSTRUMENT
Try the next object that fits the instrument's name
7D54
TRY_INSTRUMENTS
TRY_TARGETS for the instrument: each object that fits INSTRUMENT_NAME in turn
7D6B
PRINT_NOW
For real, and in the input window: for the parser's own replies
7D74
KEEP_QUESTION
Keep this sentence's frame, so that the next line can answer a question about it
7D83
ASK_WHICH
"which ... ?": more than one thing fits the name
7D98
INSTRUMENT_TROUBLE
The same for the instrument
7DBC
TARGET_TROUBLE
The target's name did not lead to an action that worked: say why
7E4D
NO_INSTRUMENT
No instrument named: "i see nothing to ... with" or "... with what ?"
7E78
PUSH_PATTERN_WORDS
Push the pattern's particle and preposition, for a reply
7E7C
PUSH_PATTERN_WORDS_NZ
PUSH_PATTERN_WORDS, with its tests the other way round (JR NZ)
7EA8
UNKNOWN_VERB
"i do not know the verb "...""
7EBA
ASSIGN_ORDERS
Give A of the sentences just said to the character in
TARGET
7EFF
FIND_ORDER
Find an order waiting for the character in
ACTING
7F10
HAS_ORDER
Is there an order waiting for the character in
ACTING
?
7F1A
TAKE_ORDER
Take the order waiting for a character, and parse it
7F60
CANCEL_ORDERS
Throw away any orders waiting for character A
7F78
DRAW_LOCATION_PICTURE
Draw the current location's picture
7FA7
RUN_PICTURE
Interpret a picture stream
8071
FLOOD_FILL
Flood fill from a seed point
80EE
PIXEL_SET
Is the pixel at (D,E) set?
80F5
ATTR_UP
Up one attribute row, if it can
8106
ATTR_DOWN
Down one attribute row, if it can
8117
ATTR_LEFT
Left one cell, if it can
8121
ATTR_RIGHT
Right one cell, if it can
812B
INC_Y
Move the point up one, if it can
813A
DEC_Y
Move the point down one, if it can
8141
INC_X
Move the point right one, if it can
8148
DEC_X
Move the point left one, if it can
8151
DRAW_LINE
Draw a line
81B5
PLOT_PIXEL
Plot a pixel and colour its cell
81DE
PIXEL_ADDRESS
Screen address and bit mask for a point
820B
CLEAR_CANVAS
Take the stream's header off and clear the canvas
8251
PARSE_SPECIAL
Parse a quantifier, pronoun or game command
82A5
PRINTER_ON
PRINT: copy the game's text to a ZX Printer, if there is one
82AF
WORD_NOPRINT
NOPRINT: stop copying the text to the printer
82BA
WORD_EXCEPT
EXCEPT: only after ALL
82D2
WORD_ALL
ALL
82E2
WORD_IT
IT: the last noun phrase again
82F7
IT_PHRASE
Hand IT's phrase to the first phrase's handler or the second's, as E says
82FD
ORDER_BEGINS
Begin an order: the opening quote
8315
SPECIAL_QUOTE
Special word slot 0: a quote mark
8391
DO_QUIT
QUIT: the score, then a new game on the next key
83A0
DO_HELP
HELP: a hint for where the player is
83EF
DO_SCORE
SCORE
83F5
SHOW_SCORE
"you have mastered ... % of this adventure."
842E
DIGIT
One decimal digit of HL
843A
DO_PAUSE
PAUSE: a green border until a key is pressed
8451
DO_LOAD
LOAD: the four blocks SAVE wrote
8498
LOAD_BLOCK
Load one block, or start the game again
84B3
COPY_THREE
Copy three bytes from HL to DE
84B9
NEW_KEYPRESS
Wait for all keys up, then for one down
84CC
DO_SAVE
SAVE: four blocks to tape, then verified
855A
VERIFY_BLOCK
Verify one block, or say the tape is bad
8576
PRINT_GATE
May anything be printed? Z if not
8583
NEW_LINE
A carriage return, through PRINT_CHAR
858B
PRINT_CHAR
Print one character
85B7
INPUT_CHAR
Print a character in the input window
860D
SCROLL_INPUT
Scroll the input window up a line
864A
SCROLL_INPUT_BACK
Scroll the input window down a line
867A
ROM_FONT_CHAR
Print a character at HL in the ROM's font
86A1
STORY_CHAR
Print a character of the story
8761
BACK_ONE
Step back one six-pixel column
876B
SCROLL_STORY
Scroll the story up a line
87C9
NARROW_CHAR
Print a character in the six-pixel font
8B22
LINE_TO_PRINTER
Copy the newest line of the story to the ZX Printer
8B78
DEBOUNCE_DELAY
Busy-wait, 1000 times round
8B93
SCAN_KEYBOARD
Scan the whole keyboard, debounced
8C4B
DO_LOOK
LOOK
8C9B
MUST_CARRY
Refuse unless the actor has the first object
8CA6
DO_DROP
DROP
8CE0
DO_TAKE_OUT
TAKE OUT OF, carried by the containers
8CF1
CAN_LIFT
Can the actor pick the first object up?
8D33
DO_TAKE
TAKE and CARRY
8D9D
MOVE
Move a character one step
8E85
CAN_PASS
Can the actor go this way?
8ED2
SHUT_IN_ACTOR
Is the character in A shut inside something?
8EEC
LOOK_THROUGH
LOOK THROUGH, carried by doors and the like
8F3B
GO_THROUGH
GO THROUGH, carried by doors and the like as their own handler
8F69
DO_FILL
FILL WITH, carried by the barrel
8FAD
DO_RUN
RUN: off in any direction that has a way out
8FCD
DO_ENTER
ENTER and GO INTO
8FD6
DO_FOLLOW
FOLLOW
8FF5
DO_THROW_AT
THROW AT
9034
DO_TALK
TALK TO, and SAY TO
9065
DO_DIG
DIG, carried by the sand
9076
DO_SHOOT
SHOOT
90D2
PLAYER_DIES
The player is dead: say so and start again
90EB
DO_INVENTORY
INVENTORY
910E
DO_OPEN
OPEN, carried by doors and containers as their own handler
9138
DO_CLOSE
CLOSE
914A
SAME_SIDE
Are attacker and target on the same side?
9171
DO_ATTACK
ATTACK WITH, and STRIKE WITH through THROW AT
9213
JOSTLE
A plus a random -10 to +10, meant to be kept to 0-255
9246
ONE_PLACE
Is the first object in only one place? Z if so
924F
DO_PUT_IN
PUT IN and DROP IN, carried by the containers
929C
DO_DRINK
DRINK
92B5
DO_EAT
EAT
92ED
DO_STRIKE
STRIKE WITH, carried by whatever can be broken
939E
DO_GIVE
GIVE TO
93DA
DO_EXAMINE
EXAMINE
9404
DO_EMPTY
EMPTY, carried by the barrel
9428
INTO_THE_RIVER
PUT IN or DROP IN a river: swept away
946D
DO_LOCK
LOCK WITH, once the right key is known
948D
DO_UNLOCK
UNLOCK WITH, once the right key is known
94A4
THROW_THROUGH
THROW THROUGH, carried by doors and the like
94D6
HANDLED
Is there anything that handles this action?
950F
DO_ACTION
Carry out the action in
ACTION
to
INSTRUMENT
, for whoever is acting
95DF
REACT_TO_ACTION
An action has been done to this object: if it is a character, it reacts
95ED
TOO_DARK
Is it too dark for the player to see?
962B
DESCRIBE_SEEN
Describe a location, opening "you see"
9630
DESCRIBE_ROOM
Describe a location in full: "you are in ...", the picture, and what is there
965B
DESCRIBE_LOCATION
Print the opening message at HL and describe the location in A
9686
DESCRIPTION_OR_NAME
Print the message at HL if there is one, or else the room's name
969A
WAIT_FOR_ANY_KEY
Wait until any key is pressed
96A8
DESCRIBE_BRIEFLY
Describe a location already visited
96B3
END_OF_TURN
Let the other characters act, then count the timers down
9728
CARRIED_BY_ANOTHER
Is somebody else carrying this object?
977C
KILL_TARGET
Kill the first object
977F
KILL
Kill the character in A
97AD
NEW_GAME_CHOICES
Make the choices that differ from one game to the next
97F4
NARRATE_LINE
The message at HL as a sentence of the story, with a full stop and a new line
97FF
ONLY_IF_DONE
Go on only if the action was done for real, and worked
980E
CHARACTERS_ACT
Every other character takes its turn
9918
STEP_PAST
Move a character's script past this instruction
9928
SCRIPT_DO
A script step: an action with objects, or a routine
9974
SCRIPT_BARE
A script step: an action with no objects, or a jump
99C6
ACTOR_TRIES
A character tries the action in
ACTION
to
INSTRUMENT
9A59
SCRIPT_RANDOM
Opcode $0F: switch to one of a character's scripts at random
9A85
FIND_CHARACTER
Find a character's slot
9AA0
REACT
Switch a character to the script it keeps for an action
9ACD
ANNOUNCE_ARRIVAL
Tell the player an object has just come into view
9B02
NOTE_LIGHT
Note where the player is, and whether it is too dark to see
9B16
CAPTIVE
A character held by something tries to get out
9B44
SENSIBLE
Does the action make sense?
9B6C
RUN_ROUTINE
Call the routine at HL, if there is one
9B80
JUMP_HL
Jump to HL
9B81
FIND_OBJECT_HANDLER
Find an object's own handler for an action
9B93
NEXT_EXIT
Step to the next three-byte entry
9BA9
NEXT_OBJECT_KEEP_A
The next object in the index, keeping A
9BB1
GET_ROOM
Find a location's record
9BCA
GET_OBJECT
Find an object's record
9BDD
MOVE_CONTENTS
Move everything inside an object to a location
9C17
MOVE_HELD
Put everything held by object A in location B
9C41
ROOM_LEFT
How much room is left in a location
9C78
ACTOR_HAS_FIRST
Is the first object the actor's, or no object at all?
9C8A
HELD_BY_ACTOR
Climb from object A through its holders: carry if one is the one at (HL)
9C9F
RANDOM_POSITIVE
A random number from 0 to A
9CA8
RANDOM
A random number from -A to A
9CE8
SIZE_HELD
The sizes of what object A holds directly, added up (ADD_UP_HELD)
9CED
WEIGHT_HELD
The weights of everything in object A, at any depth, added up (ADD_UP_HELD)
9D00
ADD_UP_HELD
Add up the sizes or the weights of what object A holds
9D37
ACTOR_ROOM
The record of the room the current actor is in
9D44
FOR_REAL
Only a test? Then say it would work, and leave the handler
9D50
EMPTY_FIRST
EMPTY_OUT the first object
9D53
EMPTY_OUT
Empty an object into whatever holds it
9D97
COUNT_HELD
How many visible things does object A hold?
9DBD
FIND_RECORD
Find a record in a keyed table
9DD9
FIND_NAMED_OBJECT
Find the next object that fits a name
9E25
ACTOR_IN_REACH
IN_REACH_OF, the other way round
9E34
IN_REACH
Is an object within the acting character's reach?
9E40
IN_REACH_OF
Is an object within reach of the character in IX?
9E7A
SHUT_IN
What is this object shut inside?
9E95
FIRST_EXIT
Point IX just before the actor's room's first exit
9EA0
ROOM_BY_NAME
Which of the places the exits lead to has this name?
9EC7
PRINT_RECORD_NAME
Print the name of the object whose record is at IY
9ED6
PRINT_NAME
Print an object's name, with its article
9F08
FIND_EXIT
Find the actor's room's exit in a direction
9F25
EXIT_VIA
Find the exit that goes through the first object
9F2D
EXIT_TO
Find the exit that leads to location A
9F4A
SWAPPED_OBJECTS
Run the routine at HL with the first and second objects swapped
9F76
REFUSE
The action cannot be done
9F82
LOCATION_OF
Where an object is, if it is in only one place
9F94
YOU_SEE
"you see :" and what is there
9FAF
LIST_HERE
List what is in a place, or say "nothing"
9FC7
LIST_HELD
List what object A holds, or with A = $FF what lies loose in location B
A050
CONTENTS_INTRO
Introduce what an object holds, for LIST_HELD
A09D
PLACED_WORD
Print how things are placed with this object: "in the", "on the"...
A0AE
EXITS_OF
Point at a location's exits
A0BA
DIRECTION_WORD
The word for a direction
A0C8
EXITS_THROUGH
Say where each way out through something lies
A124
NEXT_OPEN_EXIT
Step to the next open way out
A138
VISIBLE_EXITS
"visible exits are:" and the open ways out
A164
SAY_STATE_OF
SAY_STATE for the object whose record is at IY
A16C
SAY_STATE
"the ... is ...": an object and its state
A18C
BROKEN_OR_DEAD
Rename an object BROKEN, or a character DEAD
A1C8
IS_ALIVE
Is this a character, and alive?
A1D0
IS_SECOND_FIRST
Is the action one where the second object is asked first?
A1E3
SAYS
The actor says the message at HL: ... says " ... "
A1F9
LOCK_STATE
Is the first object locked, or open?
A244
DRINK_WATER
The water's own DRINK: nothing happens, and it works
A248
DO_TIE
TIE TO
A2B4
DO_UNTIE
UNTIE
A2CD
SWIM_RIVER
SWIM, in the fast river
A302
DO_BURN
BURN: only the dragon can, and it kills
A310
SWIM_BLACK_RIVER
SWIM, in the fast black river: asleep, and dead
A328
DRINK_BLACK_WATER
The black water's own DRINK: asleep, and dead
A330
SIDE_DOOR_KEY
The mountains' side door takes the small curious key
A334
RED_DOOR_KEY
The red door takes the red key
A338
ROCK_DOOR_KEY
The heavy rock door takes the large key
A358
NO_KEY_FITS
"the ... does not fit this lock."
A35E
SIDE_DOOR_UNLOCKED
After the side door is unlocked, it opens
A368
OPEN_CRACK
The crack's own OPEN: only from the dark stuffy passage, location 15
A377
WEB_BROKEN
After the spider web is struck: the spiders start mending it
A390
WEAR_RING
WEAR, carried by the ring
A3BC
TAKE_OFF_RING
TAKE OFF, carried by the ring
A3E6
DO_CAPTURE
CAPTURE
A448
GOBLIN_RETURNS
After a goblin is attacked: a dead goblin comes back
A4C0
GOBLINS_DOOR_OPENED
The goblins' door's own OPEN
A4D9
GOBLINS_DOOR_SHUTS
Timer 3: the goblins' door shuts
A4DF
GIVEN_SOMETHING
Given something: "thank you", mostly
A4F5
GANDALF_WHATS_THIS
Gandalf: "what's this ?"
A4FE
GANDALF_CHATTER
Gandalf: "you are doing a great job", "hurry up" or "hello", at random
A51C
THORIN_THRAINS_KEY
Thorin: "this was thrains key"
A525
ELROND_HELLO
Elrond, where the player is: "hello"
A541
DO_CLIMB_OUT
CLIMB OUT OF
A55F
DO_CLIMB_INTO
CLIMB INTO, carried by the barrel, the boat and the chest
A5CA
IS_SHUT
Is this thing shut?
A5D1
WARG_HOWLS
The warg, where the player is: "the vicious warg runs around you and howls"
A5E2
BARREL_THROWN
After something is thrown through the trap door
A5FB
BARREL_REACHES_LAKE
Timer 0: the barrel is thrown up on the long lake
A640
THORIN_WHERES_THIEF
Thorin, where the player is but cannot be seen: "where's the thief ?"
A657
THORIN_CHATTER
Thorin, at random: waits, sings about gold, or says "hurry up" or "get us out of this one, thief !"
A67E
TRAP_DOOR_OPEN_CLOSE
The trap door's own OPEN and CLOSE: only from the elvenking's cellar
A698
DRAGON_FOLLOWS
The dragon follows the player through its mountain
A6C2
DRAGON_THREATENS
The dragon, where the player is: "prepare to die"
A6DC
DRAGON_HUNTS
Once the treasure is gone from its hall, the dragon hunts the player
A71E
MAGIC_DOOR_EXAMINED
The magic door's own EXAMINE
A73B
THORIN_KILLED
After Thorin is attacked: if he is dead, the curious key shatters
A761
WINDOW_OPEN_CLOSE
The window's own OPEN and CLOSE: out of the player's reach unless carried
A784
WINDOW_OTHERS
The window's GO THROUGH, STRIKE WITH and LOOK THROUGH, with the same reach
A7AA
SINKING_IN_BOG
Timer 4: sinking into the deep bog
A7C4
ELROND_READS_MAP
The curious map's own EXAMINE: Elrond reads it
A814
THROW_ROPE_ACROSS
THROW ACROSS, carried by the rope
A86E
HALF_THE_TIME
Carry set half the time
A876
PULL_ROPE
PULL, carried by the rope
A89E
BOAT_BOARDED
After climbing into the boat: across
A8AB
BARD_TAKES_ORDER
Bard: an order given to him becomes a step of his own script
A8D2
GOLLUM_ASKS
Gollum asks the player his riddle
A8F6
GOLLUM_HEARS_ANSWER
Gollum hears the answer to his riddle
A926
GOLLUM_POCKETS
Gollum, where the player is: "what has it got in its pockets ?"
A94E
TROLLS_EAT
The trolls, the four turns after: eat the player, if still there
A971
TROLLS_TURN_TO_STONE
Dawn: the trolls turn to stone
A9BD
TROLLS_TALK
The trolls, once the player comes to their clearing: their lines
A9D6
CHECK_WON
Has the player won?
A9E5
ELROND_GIVES_LUNCH
Elrond, where the player is: he gives the player lunch
AA27
JUMP_ONTO_BARREL
JUMP ONTO, carried by the barrel
AA5C
WEB_CHANGES
Timer 1: the broken web is mended
AA74
SIDE_DOOR_VANISHES
Timer 9: the hole vanishes again
AA91
SIDE_DOOR_APPEARS
Timer 9's warning: a hole appears in the mountain's side
AAA2
SIDE_DOOR_CLOSED
After the side door is closed: locked, hidden, and the hole's timer started again
AAB3
MAGIC_DOOR_OPENS
Timer 5's warning: the magic door opens and an elf sweeps past
AAC7
AT_MAGIC_DOOR
Print the message at HL if the player is by the magic door
AAD5
MAGIC_DOOR_CLOSES
Timer 5: the magic door closes
AAE0
RING_CHECK
Timer 6: the ring slips off
AAF9
WINE_DRUNK
The wine's own handler: the player drinks it
AB0B
WINE_WEARS_OFF
Timer 7: the wine wears off
AB10
WEB_SMOTHERS
Timer 2: the spider web smothers the player
AB1F
EYES_WARNING
Timer 8's warning: pale eyes in the forest
AB3A
EYES_STING
Timer 8: stung in the forest
C7A4
AT_BEORNS_HOUSE
Arriving at Beorn's house: the butler joins in
C7B2
AT_SPIDER_THREADS
Arriving at the spider threads place: start timer 2
C7B9
AT_DEEP_BOG
Arriving in the deep bog: start timer 4
C7C0
AT_ELVENKINGS_CELLAR
Arriving in the elvenking's cellar
C7DD
IN_THE_FOREST
Arriving on the forest road or in the forest: the eyes
C7EA
AT_FOREST_RIVER
Arriving at the forest river