📄 advent4.txt
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wall, burying the dwarves in the rubble. You march through the hole
and find yourself in the Main Office, where a cheering band of
friendly elves carry the conquering adventurer off into the sunset.
#134
There is a loud explosion, and a twenty-foot hole appears in the far
wall, burying the snakes in the rubble. A river of molten lava pours
in through the hole, destroying everything in its path, including you!
#135
There is a loud explosion, and you are suddenly splashed across the
walls of the room.
#136
The resulting ruckus has awakened the dwarves. There are now several
threatening little dwarves in the room with you! Most of them throw
knives at you! All of them get you!
#137
Oh, leave the poor unhappy bird alone.
#138
I dare say whatever you want is around here somewhere.
#139
I'm not sure what you mean by "Stop". Use "Quit" if you want to give
up.
#140
You can't get there from here.
#141
You are being followed by a very large, tame bear.
#142
- *** THE HISTORY OF ADVENTURE (ABRIDGED) *** -
- ** By Ima Wimp ** -
ADVENTURE was originally developed by William Crowther, and later
substantially rewritten and expanded by Don Woods at Stanford Univ.
According to legend, Crowther's original version was modelled on an
a real cavern, called Colossal Cave, which is a part of Kentucky's
Mammoth Caverns. That version of the game included the main maze
and a portion of the third-level (Complex Junction - Bedquilt -
Swiss Cheese rooms, etc.), but not much more.
Don Woods and some others at Stanford later rewrote portions of
the original program, and greatly expanded the cave. That version
of the game is recognizable by the maximum score of 350 points.
Some major additions were done by David Long while at the University
of Chicago, Graduate School of Business. Long's additions include the
seaside entrance and all of the cave on the "far side" of Lost River
(Rainbow Room - Crystal Palace - Blue Grotto, etc.).
The castle problem was added in late 1984 by an anonymous writer.
Thanks are owed to Roger Matus and David Feldman, both of U. of C.,
for several suggestions, including the Rainbow Room, the telephone
booth and the fearsome Wumpus. Most thanks (and apologies)
go to Thomas Malory, Charles Dodgson, the Grimm Brothers, Dante,
Homer, Frank Baum and especially Anon., the real authors of ADVENTURE.
#143
Do you indeed wish to quit now?
#144
There is nothing here with which to fill the vase.
#145
The sudden change in temperature has delicately shattered the vase.
#146
It is beyond your power to do that.
#147
I don't know how.
#148
It is too far up for you to reach.
#149
You killed a little dwarf. The body vanishes in a cloud of greasy
black smoke.
#150
The shell is very strong and is impervious to attack.
#151
What's the matter, can't you read? Now you'd best start over.
#152
The axe bounces harmlessly off the dragon's thick scales.
#153
The dragon looks rather nasty. You'd best not try to get by.
#154
The little bird attacks the green dragon, and in an astounding flurry
gets burnt to a cinder. The ashes blow away.
#155
On what?
#156
Okay, from now on I'll only describe a place in full the first time
you come to it. To get the full description, say "LOOK".
#157
Trolls are close relatives with the rocks and have skin as tough as
that of a rhinoceros. The troll fends off your blows effortlessly.
#158
The troll deftly catches the axe, examines it carefully, and tosses it
back, declaring, "Good workmanship, but it's not valuable enough."
#159
The troll catches your treasure and scurries away out of sight.
#160
The troll refuses to let you cross.
#161
There is no longer any way across the chasm.
#162
Just as you reach the other side, the bridge buckles beneath the
weight of the bear, which was still following you around. You
scrabble desperately for support, but as the bridge collapses you
stumble back and fall into the chasm.
#163
The bear lumbers toward the troll, who lets out a startled shriek and
scurries away. The bear soon gives up the pursuit and wanders back.
#164
The axe misses and lands near the bear where you can't get at it.
#165
With what? Your bare hands? Against *HIS* bear hands??
#166
The bear is confused; he only wants to be your friend.
#167
For crying out loud, the poor thing is already dead!
#168
The bear eagerly licks up the honeycomb, after which he seems to calm
down considerably and even becomes rather friendly.
#169
The bear is still chained to the wall.
#170
The chain is still locked.
#171
The chain is now unlocked.
#172
The chain is now locked.
#173
There is nothing here to which the chain can be locked.
#174
There is nothing here to eat.
#175
Do you want the hint?
#176
Do you need help getting out of the maze?
#177
You can make the passages look less alike by dropping things.
#178
Are you trying to explore beyond the Plover Room?
#179
There is a way to explore that region without having to worry about
falling into a pit. None of the objects available is immediately
useful in discovering the secret.
#180
Do you need help getting out of here?
#181
Don't go west.
#182
Gluttony is not one of the troll's vices. Avarice, however, is.
#183
Your lamp is getting dim. You'd best start wrapping this up, unless
you can find some fresh batteries. I seem to recall there's a vending
machine in the maze. Bring some coins with you.
#184
Your lamp has run out of power.
#185
There's not much point in wandering around out here, and you can't
explore the cave without a lamp. So let's just call it a day.
#186
There are faint rustling noises from the darkness behind you. As you
turn toward them, the beam of your lamp falls across a bearded pirate.
He is carrying a large chest. "Shiver me timbers!", he cries, "I've
been spotted! I'd best hie meself off to the maze to hide me chest!"
With that, he vanishes into the gloom.
#187
Your lamp is getting dim. You'd best replace those batteries.
#188
Your lamp is now shining with renewed strength.
#189
Your lamp is getting dim, and you haven't any more coins. You'd
best start wrapping this up.
#190
I'm afraid the magazine is written in dwarvish.
#191
"This is not the maze where the pirate leaves his treasure chest."
#192
Hmmm, this looks like a clue, which means it'll cost you 10 points to
read it. Should I go ahead and read it anyway?
#193
It says, "Not all black rods are magic wands. Some are useful for
other cave construction purposes. There might be some around here."
#194
It says the same thing it did before.
#195
I'm afraid I don't understand.
#196
"Congratulations on bringing light into the dark-room!"
#197
You strike the mirror a resounding blow, whereupon it shatters into a
myriad tiny fragments.
#198
You have taken the vase and hurled it delicately to the ground.
#199
You prod the nearest dwarf, who wakes up grumpily, takes one look at
you, curses, and grabs for his axe.
#200
Is this acceptable?
#201
There's no point in suspending a demonstration game.
#202
You managed to climb about halfway up before losing your hold and
sliding back.
#203
You were only a few yards from the top when you slipped and tumbled
all the way back down.
#204
Ok, ok. No need to be grabby.
#205
Pulling an angry bear around is a good way to get your arm ripped off.
#206
The sword is now very clean.
#207
The sword is now covered with oil.
#208
The handle is now too slippery to grasp.
#209
You have no scabbard!
#210
You are already wearing it!
#211
Do you want to extract the sword from the anvil?
#212
If you could convince me of your royal blood, you might get somewhere.
#213
Are you trying to go up the slide?
#214
Maybe you'd better look for another way into the cave.
#215
You grasp the sword's handle and pull, but the sword won't budge.
Do you want to try yanking it out?
#216
A tiny elf runs straight at you, shouts "Phuce!", and
disappears into the forest.
#217
You can't swim. You'd best go by boat.
#218
The boat's oars were stolen by the dwarves to play bing-bong.
(That's dwarvish ping-pong -- with rocks!). You have no way
to propel the boat.
#219
You are still in the boat. It is too heavy to carry.
#220
You had better leave the boat first.
#221
You are now sitting in a small boat.
#222
You couldn't possibly cross this sea without a large ship.
#223
The cliff is unscalable.
#224
Your keys are all too large for the lock.
#225
The wall is too smooth to climb.
#226
The shelf is beyond your reach.
#227
You are already wearing them!
#228
You thought maybe these were peyote?? You feel a little dizzy,
but nothing happens.
#229
You are growing taller, expanding like a telescope! Just before
your head strikes the top of the chamber, the mysterious process
stops as suddenly as it began.
#230
You are closing up like an accordion....shrinking..shrinking. You
are now your normal size.
#231
You have smashed your bottle all over the ground.
#232
You are now too big to leave the way you came in.
#233
This is obviously an elfin entrance. Unless you can squeeze
yourself through a six-inch door, you'll have to find another
way into the cave.
#234
The wrought-iron door is now locked.
#235
The tiny door is now locked.
#236
The wrought-iron door is now unlocked.
#237
The tiny door is now unlocked.
#238
You are blocked by the wrought-iron door.
#239
<$$<
#240
The Wumpus looks at the food with distaste. He looks at *YOU* with
relish!
#241
You have jerked the cloak free of the rocks. However, in doing
so you have caused a small rock slide, blocking the entrance
and making an unholy din.
#242
The cloak is stuck tight under the rocks. You'll probably have to
yank it out.
#243
The Wumpus grabs the axe, stops and picks his teeth with it for a few
moments while looking thoughtfully at you. When he finishes picking
his teeth, he eats the axe, belches, farts... and starts after
you again!
#244
As the bridge disappears, the Wumpus scrambles frantically to reach
your side of the fissure. He misses by inches, and with a horrible
shriek plunges to his death in the depths of the fissure!
#245
You can't even hit a sleeping Wumpus! The axe is now lying too near
the Wumpus for you to retrieve it.
#246
The Wumpus is between you and the axe. You can't reach it.
#247
You can't fit through a six-inch door!
#248
The dog easily dodges the axe, which lands beyond him where you can't
get at it.
#249
The dog woofs (natch) down the food and looks around hungrily for
more. However, he does not appear to be any better disposed towards
your presence.
#250
You've got to be kidding!
#251
It's attached to the wall!
#252
You can't put a thing into itself!
#253
The gnome firmly blocks the door of the booth. You can't enter.
#254
The constant ringing has awakened the dwarves!
There are now several threatening little dwarves in the room with
you! Most of them throw knives at you! All of them get you!
#255
The telephone is out of order.
#256
The telephone is out of order and your hand is sore.
#257
A couple of lead slugs drop from the coin box. (Gnomes are
notoriously cheap....) But you've broken the phone beyond
all hope.
#258
He wants treasure, not gab.
#259
He didn't say anything!
#260
It isn't a parrot. He didn't say anything.
#261
No one replies. The line goes dead with a faint "Click".
#262
I think you are a little confused!
#263
As you move towards the phone booth, a gnome suddenly streaks
around the corner, jumps into the booth and rudely slams the door
in your face. You can't get in.
#264
He isn't hungry.
#265
As the blast of the horn reverberates through the chamber, the
seemingly solid rock wall crumbles away, revealing another room just
beyond. The wall was most likely worn thin by an ancient watercourse
which dried up just before completely wearing away the rock.
#266
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