/
teeny/db/
teeny/dbm/
teeny/docs/
teeny/includes/
teeny/misc/
teeny/news/
teeny/text/
!
! TeenyMUD 1.2 textdump
! Version: 3	Actual objects: 270
!
%270
~3
#0
8298
Limbo
-1
-35
0
124
1
-1
21


is briefly visible through the mist.




You are in a dense mist that seems to go on forever. If you drop an object here, or set its home to be here, you probably won't be able to find it again. For some strange reason, you can sense which way is north here.

#1
57352
Wizard potrzebie
26
8
5
250
1
188
-1
3 188 -4 -1

stole a penny from the Wizard.




You see a shabby old Wizard who appears to be asleep.

#2
8192
Beaker potrzebie
25
184
12
12
2
-1
-1
2 25 -1
Beaker says "mi-mi mi-mi-mi-mi-mi mi-mi-mi-mi-mi-mi!"
hits beakers with the club!
says "mi-mi mi-mi-mi-mi-mi mi-mi-mi-mi-mi-mi!"



You see a trusty lab assistant with a worried expression on his face.

#3
8210
The Temple of Arkteks-t'leep
-1
0
0
-1
1
-1
268







You are at the top of a very deep fiery pit, into which robed, chanting priests throw offerings. A wide stone staircase descends toward the town square to the south. A small doorway opens north into the temple. You sense that it might be profitable to make a small sacrifice yourself.

#4
8195
north; n
-1
0
0
5
1
-1
-1


brushes by you, heading north.




You catch a faint glimpse of light through the mist.

#5
24578
The Town Square
-1
-4
0
-1
1
1
11







You are in the town square. All around you, peasants haggle over their wares as unwashed urchins scramble through the legs of tables topped with smelly produce. There are exits in all directions.

#6
8195
north; n
-1
0
5
3
1
-1
-1


goes north.




You see a wide stone staircase, covered with congealed blood. At the top is the glittering gold dome of the Temple of Arkteks-t'leep.

#7
8195
south;s;exit;out;back;leave;stair;stairs
-1
0
3
5
1
-1
-1

You go down the stairs.
goes down the stairs.




You see a wide stone staircase, covered with the congealed blood of the sacrifices. At its base is the town square.

#8
8195
sw;buds
6
0
5
204
203
-1
-1







You see Bud's Cafe, an ostentatious eatery.

#9
8195
southeast; se
8
0
5
194
121
-1
-1


trudges off towards the desert to the southeast.




You see a caravan readying for a journey across the hot sands to the southeast of town.

#10
8195
up; u
9
0
5
0
1
-1
-1







<four-acre plots still available in heaven>

#11
8195
sideways
10
0
5
12
1
-1
-1

You slip into the Fourth Dimension!
slips into the Fourth Dimension!






#12
8194
The Wizard's Secret Laboratory
-1
-1
0
-1
1
2
254







You are in the Wizard's private laboratory. To your left is a full-length mirror. To your other left is a closet door. There is something very odd about this place...

#13
8195
northeast; ne
4
0
0
0
1
-1
-1









#14
8195
northwest; nw
13
0
0
0
1
-1
-1









#15
8195
east; e
14
0
0
0
1
-1
-1









#16
8195
southeast; se
15
0
0
0
1
-1
-1









#17
8195
south; s
16
0
0
0
1
-1
-1









#18
8195
southwest; sw
17
0
0
0
1
-1
-1









#19
8195
west; w
18
0
0
0
1
-1
-1









#20
8195
up; u
19
0
0
0
1
-1
-1









#21
8195
down; d
20
0
0
0
1
-1
-1









#22
8195
mirror;out
-1
0
12
34
1
-1
-1
2 188 -1
You walk through the magic mirror.
walks through the magic mirror!
You bump your nose on the magic mirror. The magic mirror reflects on the foolishness of mortals.
bumps into the mirror.


You see an ugly adventurer.

#23
8195
closet
22
0
12
5
1
-1
-1
2 2 -1
You go into the closet. Hey! There's no floor in here!
walks into the closet.
The door is stuck.
tugs uselessly at the closet door.


You see a closet door, labelled "EMPLOYEES ONLY."

#24
8193
a strange piece of alchemical equipment
-1
1
12
12
1
-1
-1
2 1 -1


When you try to pick it up, it runs away, laughing hysterically.
tries to pick up the strange piece of alchemical equipment, but it runs away, laughing hysterically, in three different directions.


You see a strange piece of alchemical equipment, made up of dozens of twisty little passages, all alike. It stands evenly on five chicken legs, each perpendicular to the other three.

#25
8197
a big club
200
1
12
12
1
-1
-1
3 2 -4 -1






You see a large club. On its side is a label reading: "Employee Wage Negotiation Trans-Frobulator"

#26
8193
white lamb
-1
6
5
5
1
-1
-1

The lamb bleats forlornly as you sling it over your shoulder.
picks up the white lamb. The lamb bleats forlornly.




You see an unblemished white lamb, bleating plaintively.

#27
8195
north;n;enter;in;door;doorway
7
0
3
28
1
-1
-1


goes north.




You see a small doorway. On the door is a sign reading "The Cartesian Library of Arkteks-t'leep"

#28
8194
Library lobby
-1
0
0
-1
1
-1
35







You are in the lobby of the library. You see three doors, labeled "1. Reference", "2. Circulating", and "3. Wizardry", plus an exit to the south.

#29
8195
south;s;exit;out;leave;temple;back
-1
0
28
3
1
-1
-1


goes south.






#30
8194
Reference Room
-1
0
0
-1
1
117
262







You see endless miles of musty books, and doors labeled "Lobby", "1. Oxford English Dictionary of Commands", "2. Encyclopedias", and "3. Archives".

#31
8195
reference; 1
29
0
28
30
1
-1
-1


enters the Reference Library.






#32
8226
Circulating Room
-1
0
0
-1
1
249
37







You see endless miles of musty books, and a door labeled "Lobby". A sign says "Contributions gratefully accepted."

#33
8195
circulating; 2
31
0
28
32
1
-1
-1


enters the Circulating Collection.






#34
8194
Wizard's Room
-1
0
0
-1
1
104
265
2 1 -1


Thunderclouds gather over your head. Blazing letters swim before your eyes, saying "Mortal, get thee hence!"



You see a few, choice tomes enscribed with weighty runes, a door labeled "Lobby", and a full-length mirror.

#35
8195
3;wizardry;wizard;wizard's;wizard's room
33
0
28
34
1
-1
-1


enters the Wizard's Room.
We're very sorry, but there are some things that mere mortals were not meant to know.





#36
8195
lobby;out;exit;back;leave
-1
0
30
28
1
-1
-1


goes back to the lobby.






#37
8195
lobby; out; exit; back; leave
-1
0
32
28
1
-1
-1


goes back to the lobby.






#38
8195
out;lobby;leave;exit;back
-1
0
34
28
1
-1
-1


goes back to the lobby.






#39
8195
mirror
38
0
34
12
1
-1
-1
2 188 -1
You walk through the magic mirror.
walks through the magic mirror!
You bump your nose on the magic mirror. The magic mirror reflects on the foolishness of mortals.
bumps into the mirror.


You see an ugly adventurer.

#40
8193
Oxford English Dictionary of Commands, Index
-1
1
64
64
1
-1
-1
2 1 -1


A little old lady comes out from behind the Reference desk and twists your ear until you drop the book.



Commands described in the main volumes are drop, get, give, go, gripe, help, inventory, look, move, password, rob, and say. Other commands are described in the supplements.

#41
8193
Oxford English Dictionary of Commands, "@Create"
42
1
106
106
1
-1
-1
2 1 -1


A little old lady comes out from behind the Reference Desk and beats you with her cane until you drop the book.



Syntax: @create <name> [= <cost>]. Create a thing with the specified name. Creation costs either <cost> pennies or 10 pennies, whichever is greater. The value of a thing is proportional to its cost.

#42
8193
Oxford English Dictionary of Commands, "@Describe"
44
1
106
106
1
-1
-1
2 1 -1


An indescribable force binds that volume to the floor.



@Syntax: describe <what>=<description>. <what> can be a room, thing, player, or direction. Set the description a player sees when they use the command "look <what>"

#43
8193
Oxford English Dictionary of Commands, "@Dig"
57
1
106
106
1
-1
-1
2 1 -1


That volume is securely dug in to the floor.



Syntax: @dig <name>. Create a new room with the specified name, and print the room's number.

#44
8193
Oxford English Dictionary of Commands, "@Fail"
62
1
106
106
1
-1
-1
2 1 -1


You fail to pick that volume up.



Syntax: @fail <object> [= <message>]. Without a message argument, clear the fail message on object, otherwise set it. The fail message is printed when a player unsuccessfully attempts to use the object.

#45
8193
Oxford English Dictionary of Commands, "Drop"
46
1
64
64
1
-1
-1
2 1 -1


A little old lady comes out from behind the Reference Desk and scolds you until you drop the book.



Syntax: drop <object>. Drop the specified object.

#46
8193
Oxford English Dictionary of Commands, "Get"
47
1
64
64
1
-1
-1
2 1 -1


A little old lady comes out from behind the Reference Desk and kicks you in the shins until you release the book.



Syntax: get <object>. Get the specified object.

#47
8193
Oxford English Dictionary of Commands, "Give"
48
1
64
64
1
-1
-1
2 1 -1


That volume is firmly bolted to the floor.



Syntax: give <player>=<amount>. Give <player> the specified number of pennies.

#48
8193
Oxford English Dictionary of Commands, "Go"
49
1
64
64
1
-1
-1
2 1 -1


That volume is too heavy to go anywhere.



Syntax: go <direction>, go home. Go in the specified direction. Go home is a special command that returns you to your starting location. If the direction is fully specified, the verb go may be omitted.

#49
8193
Oxford English Dictionary of Commands, "Gripe"
50
1
64
64
1
-1
-1
2 1 -1


A little old lady comes out from behind the Reference Desk and sticks you with her hairpin.



Syntax: gripe <message>. Send <message> to the system maintainer.

#50
8193
Oxford English Dictionary of Commands, "Help"
52
1
64
64
1
-1
-1
2 1 -1


You can't help letting that volume slip through your fingers.



Syntax: help. Prints a short help message.

#51
8193
Oxford English Dictionary of Commands, "@Link"
68
1
106
106
1
-1
-1
2 1 -1


That volume is attached to the floor with a chain of thick steel links.



Syntax: @link <direction>=<room number>. Link exit specified by <direction> to room specified by <room number>. Exit must be unlinked, and you must own the target room if its LINK_OK attribute is not set.

#52
8193
Oxford English Dictionary of Commands, "Inventory"
56
1
64
64
1
-1
-1
2 1 -1


A little old lady comes out from behind the Reference Desk and drives her spiked heel through your foot.



Syntax: inventory. List what you are carrying.

#53
8193
Oxford English Dictionary of Commands, "@Lock"
51
1
106
106
1
-1
-1
2 1 -1


That volume is locked to the floor.



Syntax: @lock <object>=<key>, @lock <object>=!<key>. Set a key for an object. First form requires that a player have <key> to use <object>; second form requires that a player not have <key>. If <key> starts with *, lock to named player.

#54
8193
Oxford English Dictionary of Commands, "Move"
59
1
64
64
1
-1
-1
2 1 -1


A little old lady comes out from behind the Reference Desk and sprays tear gas into your face.



Syntax: move <direction>, move home. See "Go"

#55
8193
Oxford English Dictionary of Commands, "@Name"
-1
1
106
106
1
-1
-1
2 1 -1


A little old lady comes out from behind the Reference Desk and hits you with her lead-lined purse.



Syntax: @name <object> = <name>, @name <player> = <name> <password>. Change the name of the specified object. Can also be used to specify a new direction list for an exit (cf. open). For a player, requires player's password.

#56
8193
Oxford English Dictionary of Commands, "Look"
54
1
64
64
1
-1
-1
2 1 -1


It looks like you won't be able to pick up that volume.



Syntax: look <what>. <what> can be a room, thing, player, or direction. Prints a description of <what>.

#57
8193
Oxford English Dictionary of Commands, "@Open"
55
1
106
106
1
-1
-1
2 1 -1


You can't open the lock that secures that volume to the floor.



Syntax: @open <direction>[;<other-dir>]*. Create an unlinked exit in the specified direction(s). Once created, you (or any other player) may use the "@link" command to specify the room to which the exit leads. See also "@name".

#58
8193
Oxford English Dictionary of Commands, "@Osuccess"
127
1
106
106
1
-1
-1
2 1 -1


A little old lady comes out from behind the Reference Desk and beats your knuckles with a ruler.



Syntax: @osuccess <object> [= <message>]. Without a message argument, clear the osuccess message on object, otherwise set it. The osuccess message, prefixed by the player's name, is shown to others when the player successfully uses <object>.

#59
8193
Oxford English Dictionary of Commands, "@Password"
60
1
64
64
1
-1
-1
2 1 -1


You don't know the password needed to get this book.



Syntax: @password <old>=<new>. Set a new password; you must specify your old password to verify your identity.

#60
8193
Oxford English Dictionary of Commands, "Rob"
61
1
64
64
1
-1
-1
2 1 -1


You can't steal this book!



Syntax: rob <player>. Attempt to steal a penny from <player>.

#61
8193
Oxford English Dictionary of Commands, "Say"
40
1
64
64
1
-1
-1
2 1 -1


A little old lady comes out from behind the Reference Desk and shouts for the Library Police.



Syntax: say <message>. Say <message>.

#62
8193
Oxford English Dictionary of Commands, "@Success"
43
1
106
106
1
-1
-1
2 1 -1


You are unsuccessful in your attempts to lift that volume.



Syntax: @success <object> = <message>. Set the success message for <object>. The success message is printed when a player successfully uses <object>.

#63
8193
Oxford English Dictionary of Commands, "@Unlock"
41
1
106
106
1
-1
-1
2 1 -1


A little old lady comes out from behind the Reference Desk and threatens you with her sawed-off shotgun.



Syntax: @unlock <object>. Remove the lock on an object.

#64
8194
Oxford English Dictionary Room
-1
0
0
-1
1
267
105







This room contains the main volumes of the Oxford English Dictionary. Further in lie the supplements, and back out is the Reference Room of the Library.

#65
8195
Oxford English Dictionary of Commands; Dictionary; Oxford; Commands; 1; oed
36
0
30
64
1
-1
-1


goes to the Dictionary room.






#66
8195
reference;door;out;back;exit;leave;ref;temple;lobby
-1
0
64
30
1
-1
-1


goes back out to the Reference section.






#67
8193
The Compleat Book of Magical Invocations
-1
1
34
34
1
-1
-1
2 1 -1


Ghostly hands snatch the book from your grasp. The magic mirror booms "FOOLISH MORTAL! SEEK NOT THAT WHICH YOU CAN NEVER HOPE TO COMPREHEND!"



Words of Power: @dump, @shutdown, @teleport [<victim>=] <destination>, @wall <message>, @force <victim> = <command>, @chown <object> = <player>, @toad <player>

#68
8193
Oxford English Dictionary of Commands, "@Unlink"
63
1
106
106
1
-1
-1
2 1 -1


You cannot unlink the chain binding this volume to the wall.



Syntax: @unlink <direction> Remove the link on the exit in the specified <direction>. The exit may then be relinked by any player using the "@link" command.

#69
8195
Archives; 3
65
0
30
109
1
-1
-1

You go through the door labeled "Archives" and follow a long twisty staircase down into the Earth.
wanders down into the Archives.




A sign on the door says "Library Archives. Serious scholars only."

#70
8194
Archives
-1
0
0
-1
1
96
79







You are surrounded by dusty library stacks. You can go left, right, or back the way you came.

#71
8194
Archives
-1
0
0
-1
1
103
82







You are surrounded by dusty library stacks. You can go left, right, or back the way you came.

#72
8194
Archives
-1
0
0
-1
1
-1
85







You are surrounded by dusty library stacks. You can go left, right, or back the way you came.

#73
8194
Archives
-1
0
0
-1
1
-1
88







You are surrounded by dusty library stacks. You can go left, right, or back the way you came.

#74
8194
Archives
-1
0
0
-1
1
-1
91







You are surrounded by dusty library stacks. You can go left, right, or back the way you came.

#75
8194
Archives
-1
0
0
-1
1
-1
94







You are surrounded by dusty library stacks. You can go left, right, or back the way you came.

#76
8194
Archives
-1
0
0
-1
1
102
95







You are at a dead end deep in the bowels of the dusty library stacks. From here you can only go back the way you came.

#77
8195
l;left
-1
0
70
72
1
-1
-1









#78
8195
r;right
77
0
70
70
1
-1
-1









#79
8195
b;back
78
0
70
71
1
-1
-1









#80
8195
l;left
-1
0
71
70
1
-1
-1









#81
8195
r;right
80
0
71
72
1
-1
-1









#82
8195
b;back
81
0
71
71
1
-1
-1









#83
8195
r;right
-1
0
72
71
1
-1
-1









#84
8195
l;left
83
0
72
70
1
-1
-1









#85
8195
b;back
84
0
72
73
1
-1
-1









#86
8195
l;left
-1
0
73
72
1
-1
-1









#87
8195
r;right
86
0
73
74
1
-1
-1









#88
8195
b;back
87
0
73
70
1
-1
-1









#89
8195
l;left
-1
0
74
70
1
-1
-1









#90
8195
r;right
89
0
74
71
1
-1
-1









#91
8195
b;back
90
0
74
75
1
-1
-1









#92
8195
l;left
-1
0
75
76
1
-1
-1









#93
8195
r;right
92
0
75
70
1
-1
-1









#94
8195
b;back
93
0
75
72
1
-1
-1









#95
8195
b;back
-1
0
76
73
1
-1
-1









#96
8193
"No Exit" by Sartre
-1
1
70
70
1
-1
-1







One often finds oneself lost in a maze of seemingly-identical options; such a state is not to be feared, but to be seized, as a key to achieving the emotional understanding of Being that is denied the intellect alone.

#97
8193
"Elements" by Euclid
100
1
76
76
1
-1
-1







To begin, we must set forth axioms that are accepted by all. Our first axiom is the following: any object which is not a room, thing, or exit is animate, and capable of free will.

#98
8193
"Two Treatises of Government" by John Locke
101
1
76
76
1
-1
-1







Without private property, none are free. And how can property be private when any stranger can carry it away? For this reason we are granted the power to lock our possessions to ourselves, that no other man may take them.

#99
8193
"Das Kapital" by Karl Marx
-1
1
76
76
1
-1
-1







The bourgeoisie naturally seeks to protect its capital by whatever means are available. By doing so they lock themselves away from society, trapped in a vicious circle of alienation that can end only in open class warfare.

#100
8193
"Tao Te Ching" by Lao-Tzu
187
1
76
76
1
-1
-1







All things are but images of the Tao, and thus all things can be returned to the Tao. It furthers one to accept the necessity of sacrifice.

#101
8193
"The Monadology" by Gottfried Leibniz
120
1
76
76
1
-1
-1







Every object is a monad unto itself; it has its place that cannot be shaken by the actions of other monads. Though for a time a monad may appear to be displaced, it cannot be removed forever.

#102
8193
"On Alchemy" by Paracelsus
98
1
76
76
1
-1
-1







Every endeavour has four effects, one on the wise man who proceeds effectively, one on the fool who fails to act, one on those whose wisdom is increased by the example of the Alchemist, and one on those who rightly chide the fool.

#103
8193
"No Exit" by Sartre
-1
1
71
71
1
-1
-1







The key to realizing the existential nature of Being lies in angst, in the feeling of nausea that comes from the recognition of the contingent nature of existence.

#104
8193
The Lost Book of Undocumented Commands
67
1
34
34
1
-1
-1
2 1 -1


The book documents all and only those commands which are not documented. But then it must document no commands, otherwise it contradicts its title! Therefor, you reason, the book must be empty, and not worthing picking up.



goto <dir>, take <thing>, read <thing>, @link <object> = <room #> (set home), @link <room> = <room #> (set drop-to), @unlink <room> (remove drop-to), @open <direction>[;<direction>]* = <room #> (combined open and link)

#105
8195
suppl;supplements;sup;supp;in;further;further in
66
0
64
106
1
-1
-1


goes further in to the Supplements.






#106
8194
Oxford English Dictionary Overflow Room
-1
0
0
-1
1
58
107







You are in the overflow room for less-popular volumes of the Oxford English Dictionary. There is a single door in this room, labeled "exit."

#107
8195
exit; out; back; leave
-1
0
106
64
1
-1
-1









#108
8193
Oxford English Dictionary of Commands, "@Set"
53
1
106
106
1
-1
-1
2 1 -1


That volume is set firmly into the floor.



Syntax: @set <object> = <flag>, @set <object> = !<flag>. Sets (first form) or resets (second form) <flag> on <object>. Current flags are DARK, LINK_OK, STICKY, TEMPLE, and WIZARD.

#109
8226
Landing on Stairway
-1
0
0
-1
1
-1
111







You are on a landing deep below the Library. From here you can go back up to the Reference room, or continue down on the stairs. The down staircase is covered with dust and in poor repair.

#110
8195
up;u;back;out;leave;exit
-1
0
109
30
1
-1
-1

You trudge wearily up the long twisty staircase.
trudges wearily up the stairs.






#111
8195
down; d
110
0
109
70
1
-1
-1

You trudge down the staircase for what seems like several hours, brushing aside cobwebs and choking on dust. Suddenly, you notice that there isn't a stair under your foot. You fall...
goes down the stairs.






#112
8195
Encyclopedias; 2
69
0
30
113
1
-1
-1


goes to the Encyclopedia room.






#113
8194
Encyclopedia Collection
-1
0
0
-1
1
264
114







You are in the room holding the Library's collection of encyclopedias. There is a single door in this room, labeled "Exit."

#114
8195
exit; out; back; leave
-1
0
113
30
1
-1
-1









#115
8193
Volume One, Control
-1
1
113
113
1
-1
-1
2 1 -1


When you try to pick that up, you suddenly lose control of you balance and drop it.



There are three rules for determining control: 1. You control anything you own. 2. A wizard controls anything. 3. Anybody controls an unlinked exit (even if it is locked). Builders should watch out for (3).

#116
8193
desk
-1
1
30
30
1
-1
-1
2 1 -1


The desk is much too heavy to ever lift. However, while you try, a little old lady comes out from behind the desk and staples a sign reading "Kick me" to your forehead.



You see a very large, antique oak desk, piled high with more books.

#117
8193
little old lady
116
1
30
30
1
-1
-1
2 1 -1


The little old lady cries "Get away, you evil masher," scolds, kicks, sticks, spikes, sprays, beats, threatens, and staples you, shouts for the Library Police, crushes your knuckles with a ruler, and hits you with her lead-lined purse.



A little old blue-haired prune-faced librarian is sitting quietly behind the desk.

#118
8193
Oxford English Dictionary of Commands, "@Ofail"
108
1
106
106
1
-1
-1
2 1 -1


You fail to pick that volume up.
fails to pick up the volume labeled "Ofail"


Syntax: @ofail <object> [= <message>]. Without a message argument, clear the ofail message on <object>, otherwise set it. The ofail message, prefixed by the player's name, is shown to others when the player fails to use <object>.

#119
8193
Oxford English Dictionary of Commands, "Examine"
118
1
106
106
1
-1
-1
2 1 -1


Upon examining the weighty tome, you notice that it is too heavy to lift.



Syntax: examine <name>, examine #<number>. Print a detailed description of object specified by <name> or by <number>. You must control the object to examine it.

#120
8193
"A Treatise Concerning the Principles of Human Knowledge" by Berkeley
97
1
76
76
1
-1
-1







If a tree falls in the forest, and there are none to hear it, has it indeed fallen? To be is to be perceived; thus as the last perceiver leaves, might not what he thought to leave behind leave also?

#121
8192
guy potrzebie
-1
1519
128
128
121
-1
-1
2 121 -1
The Leprechaun hit. --MORE--
takes a penny out of his pocket, looks at it, and puts it back.
You stole a penny.
is tricked into thinking he has stolen a penny from guy.


You see one helluva Guy.

#122
8193
Oxford English Dictionary of Commands, "Kill"
45
1
64
64
1
-1
-1
2 1 -1


A little old lady comes out from behind the reference desk and pumps two rounds of buckshot into your chest.



Syntax: kill <player> [= <cost>]. Kill the specified player. Killing costs either <cost> pennies or 10 pennies, whichever is greater. The probability of success is proportional to the cost.

#123
8195
down;d;jump;pit;sacrifice;leap;jump down;jump pit;offer;offer sacrifice;jump into pit
27
0
3
124
1
-1
-1

You jump into the pit. You fall! Flames lick at your clothing, threatening to set them on fire. Maybe this wasn't such a good idea...
just jumped into the fiery pit!




You see a fiery pit. It looks like there may be something at the bottom of it, but the flames hide what it is.

#124
8226
Junkpile
-1
0
0
-1
1
-1
269







You in a deep underground cave, on top of a large pile of junk. Above you flames come out of fissures in the rock and rush up into a hole cut in the ceiling.

#125
8195
u;up;fly;out;leave;back
-1
0
124
3
1
-1
-1
2 188 -1
You float upward through the flames.
floats upward through the flames.
You can't jump that high!





#126
8195
south; s
125
0
124
5
1
-1
-1

You crawl through a long, dark passageway which twists and turns through the bowels of the Earth. Finally you reach the end: a manhole cover.
crawls into a tunnel to the south.




You notice a glimmer of light to the south.

#127
8193
Oxford English Dictionary of Commands, "@Find"
119
1
106
106
1
-1
-1
2 1 -1


You can't seem to find a way to lift that volume.



Syntax: @find <name>. Print the name and object number of every room, thing, or player that you control whose name matches <name>. Because the find command is computationally expensive, there is a small charge for using it.

#128
8194
1452 Barnsdale Street
-1
0
0
-1
121
121
242







You are on the second floor of a comfortable but messy house in Squirrel hill.

#129
8195
bus; 67 Bus; take bus; town square; town
-1
0
128
5
121
-1
-1

A 67 F Bus (Trafford) whisks you down Wilkins, letting you off in the Town Square.
says "rags, take bus"






#130
8194
The grand bazaar
-1
0
0
-1
121
-1
190
2 163 -1
As you step into the bazaar, the rug seems to flutter, even though there is no breeze blowing.

The tents have signs: "Visit the CRAFTY CAMEL; admission one bushel of wheat."...."Come trade at OMAR's OASIS; admission one goat."...."Browse at the SHOP OF THE DESERT; admission one horse.



You are standing in a bazaar, where merchants come to trade their stuff. Don't leave your goods unattended here! Some fields lie to the North, with tents to the East, South and West.

#131
8194
In the fields
-1
0
0
-1
121
-1
259







You are standing between a corn field and a wheat field. An oasis shimmers to the north, and a group of tents lies to the south of you. You might be able to harvest some of the grain growing here.

#132
8194
wheat field
-1
0
0
-1
121
142
260
2 142 -1
There's not much to be gleaned here.

About a bushel of wheat can be harvested.



You are in a large wheat field north of the bazaar. There is a corn field to the West.

#133
8194
corn field
-1
0
0
-1
121
143
261
2 143 -1
The pickings are quite slim now.

A bushel of ripe ears are available.



You stand in a field of waving corn, north of the bazaar. There is wheat growing to the East.

#134
8194
The Crafty Camel
-1
0
0
-1
121
-1
159
2 145 -1
Akhbar is offering to sell a vat of yoghurt in exchange for a bushel of corn.

Jeff has a special today: buy a goat for a bushel of corn.



You are just inside the entrance of the tent of the crafty camel. It seems that the goods sold here are of low quality.

#135
8194
Jeff's
-1
0
0
-1
121
145
160







This corner of the tent is owned by Jeff.

#136
8194
Akhbars
-1
0
0
-1
121
144
161







You are in a dilapidated corner of the tent that smells like rancid milk.

#137
8195
bazaar
129
0
128
130
121
-1
-1

You fall asleep, dreaming that you are in some kind of middle-eastern marketplace...







#138
8195
n;north;fields
-1
0
130
131
121
-1
-1









#139
8195
e;east;visit;camel;crafty camel;crafty;visit crafty camel
138
0
130
134
121
-1
-1
2 142 -1
Please leave your admission price by the door.

You can't pay the admission; come back when you have the bread.





#140
8195
s;south;trade;omar's;omar;oasis;omar's oasis;omars oasis;omars
139
0
130
169
121
-1
-1
2 145 -1
Remember to surrender your goat before you leave!

I'm afraid that Omar declines to admit you on credit. You have no goat and you smell bad.





#141
8195
w;west;browse;shop;desert;shop of the desert
140
0
130
170
121
-1
-1
2 146 -1
Don't forget to pay the admission price before you go.

You try to sneak in without paying, but a guy in a turban who makes Swartzeneggar look like Pee-Wee Herman tosses you out.





#142
8197
a bushel of wheat
-1
1
132
132
121
-1
-1









#143
8197
a bushel of corn
-1
1
133
133
121
-1
-1









#144
8197
a vat of yoghurt
-1
1
136
136
121
-1
-1









#145
8197
a goat
-1
1
135
135
121
-1
-1









#146
8197
a fine Arabian horse
-1
1
168
168
121
-1
-1









#147
8195
out;w;west;leave;exit;bazaar
-1
0
134
130
121
-1
-1
3 142 -4 -1


As you try to leave, the management reminds you that you haven't paid your admission of a bushel of wheat.





#148
8195
s;south;bazaar
-1
0
131
130
121
-1
-1









#149
8195
n;north
148
0
131
195
121
-1
-1









#150
8195
e;east;wheat;harvest wheat
149
0
131
132
121
-1
-1
3 142 -4 -1


There isn't enough new growth to harvest yet.





#151
8195
w;west;harvest corn;corn
150
0
131
133
121
-1
-1
3 143 -4 -1


The corn is as low as an elephant's toe!





#152
8195
s;south;bazaar
-1
0
132
130
121
-1
-1









#153
8195
e;east;n;north
152
0
132
132
121
-1
-1









#154
8195
corn;corn field;harvest corn;w;west
153
0
132
133
121
-1
-1









#155
8195
s;south;bazaar
-1
0
133
130
121
-1
-1









#156
8195
w;west;n;north
155
0
133
133
121
-1
-1









#157
8195
wheat;wheat field;harvest wheat;e;east
156
0
133
132
121
-1
-1









#158
8195
akhbar;buy from akhbar;sell to akhbar;buy yoghurt;yoghurt;vat;buy vat
147
0
134
136
121
-1
-1
2 143 -1
Akhbar shakes your hand warmly, as you approach his corner of the tent.

No corn, no deal!





#159
8195
goat;jeff;buy from jeff;sell to jeff;buy goat
158
0
134
135
121
-1
-1
2 143 -1
'Come to my part of the tent' says Jeff with a greedy glint in his eyes.

Jeff just shakes his head, muttering something inaudible.





#160
8195
leave;out;back;exit
-1
0
135
134
121
-1
-1
3 143 -4 -1


As you try to get away, Jeff objects: 'What of our deal, Sahib? You must give me your corn!'





#161
8195
leave;out;exit;back
-1
0
136
134
121
-1
-1
3 143 -4 -1


Akhbar grabs your hand: `No one leaves Akhbar with paying!'





#162
8197
a fierce-looking scimitar
-1
1
167
167
121
-1
-1









#163
8197
a handsome Persian rug
-1
1
171
171
121
-1
-1









#164
8197
a gilded scarab
-1
50
172
172
121
-1
-1









#165
8195
jeff's
141
0
130
135
121
-1
-1
2 121 -1








#166
8195
akhbar's
165
0
130
136
121
-1
-1
2 121 -1








#167
8194
Abdul's
-1
0
0
-1
121
162
176







This is where Abdul plies his trade.

#168
8194
Cleopatra's
-1
0
0
-1
121
146
177







The sultry Cleopatra offers her wares here--she's some piece of asp!

#169
8194
Omar's Oasis
-1
0
0
-1
121
-1
175
2 146 -1
Abdul, in one corner of the tent, indicates that he would trade a dangerous-looking scimitar for a vat of tasty yoghurt.

In the far corner of the tent, Cleopatra has a horse for sale. Price: a quantity of cultured dairy product.



This tent is less run-down than the Crafty Camel. Omar himself is a short fellow in a fez, with a smile that shows a mouthful of gold teeth.

#170
8194
The Shop of the Desert.
-1
0
0
-1
121
-1
185
3 164 -4 -1
Samreny catches your eye with an ancient scarab he has for sale. He says he would part with it for a scimitar, and that he couldn't sell it to his own grandmother for less!

Ali Baba, a rug merchant, has a beautiful persian rug on display. His asking price is a scimitar, for he claims magical properties for his rug: "May the beard of my aged grandfather blow away in the wind if I am lying!"



This tent is obviously the poshest in the bazaar. Rich furnighings are everywhere, and the smell of American Express Platinum Cards fills the tent.

#171
8194
Ali Baba's
-1
0
0
-1
121
163
182







Ali Baba, the rug merchant, has his goods spread out in this corner of the tent.

#172
8194
Samreny's
-1
0
0
-1
121
164
186







You are now in Samreny's Scarab City. It smells of shish-kebab.

#173
8195
leave;out;exit;bazaar
-1
0
169
130
121
-1
-1
3 145 -4 -1


Omar produces a pistol and insists that you surrender the goat. "It was to be your admission, remember?" he reminds you.





#174
8195
abdul;abduls;abdul's;buy scimitar;trade yoghurt for scimitar;scimitar
173
0
169
167
121
-1
-1
2 144 -1
Abdul kisses you on both cheeks as he leads you to his corner of the tent.

"Did you come here to trade, or are you just a stupid tourist?" says Abdul, who points out that you have no yoghurt to offer him.





#175
8195
cleopatra;cleopatras;cleopatra's;buy horse;horse
174
0
169
168
121
-1
-1
2 144 -1
Cleopatra takes you by the hand to a corner of the tent she has set up as a stable.

Cleopatra hisses at you: "Are you here for a handout? Come back when you have some yoghurt to trade!"





#176
8195
out;exit;leave;back
-1
0
167
169
121
-1
-1
3 144 -4 -1
"Have a nice day" says Abdul, obsequiously, as you leave his part of the tent.

"Give up the yoghurt you promised!" shouts Abdul angrily, as he prevents you from leaving.





#177
8195
out;exit;leave;back
-1
0
168
169
121
-1
-1
3 144 -4 -1
"It was a pleasure doing business with you" says Cleopatra as you return to the main part of the tent.

A dangerous-looking snake bars your exit. It seems that Cleopatra won't let you get away without giving her the yoghurt.





#178
8195
abdul's
166
0
130
167
121
-1
-1
2 121 -1








#179
8195
cleopatra's
178
0
130
168
121
-1
-1
2 121 -1








#180
8195
ali baba's
179
0
130
171
121
-1
-1
2 121 -1








#181
8195
samreny's
180
0
130
172
121
-1
-1
2 121 -1








#182
8195
out;leave;back;exit
-1
0
171
170
121
-1
-1
3 162 -4 -1


Ali Baba refuses to let you out without surrendering the scimitar you promised him.





#183
8195
out;leave;exit;bazaar
-1
0
170
130
121
-1
-1
3 146 -4 -1


A security guard stops you on you way out and demands that you give up the horse you have with you.





#184
8195
ali baba;ali baba's;ali babas;ali;baba;alis;ali's;babas;baba's;buy rug;buy carpet
183
0
170
171
121
-1
-1
2 162 -1
Ali Baba seems very pleased as you approach him.

"Where's your scimitar?" barks Ali Baba, who unceremoniously sends you away.





#185
8195
samreny;samrenys;samreny's;buy scarab;scarab
184
0
170
172
121
-1
-1
2 162 -1
"Good, Good!" exclaims Samreny, as he ushers you toward his little corner of the tent.

Samreny just looks at you like you were from Mars.





#186
8195
out;exit;leave;back
-1
0
172
170
121
-1
-1
3 162 -4 -1


"First you must part with your scimitar!" Samreny insists.





#187
8193
"The Parable of the Ass" by Jean Buridan
99
1
76
76
1
-1
-1







Once there was an ass, placed exactly between two identical piles of hay; lacking the means to decide between them, he starved. How much more fortunate are we, who choose randomly between identical alternatives!

#188
8197
The Wizard's Pointy Hat
-1
1
1
250
1
-1
-1
2 1 -1
You put on your hat. Suddenly you feel much better.
puts on his hat.
The hat runs away from you when you try to pick it up.
tries to pick up the Wizard's hat, but it runs away.


You see a pointy hat covered with obscure mystic symbols.

#189
8197
Construction Price List
-1
1
32
32
1
-1
-1







@dig: 10p. @create: 10p (or more). @open: 1p. @link: 1p, +1p to the previous owner if you didn't already own the exit. Sacrifice value of an object is (cost/5)-1.

#190
8195
fly;ride carpet;ride rug;fly carpet;fly rug;fly magic carpet;up;drop rug;drop carpet
181
0
130
191
121
-1
-1
2 163 -1
As you mount the carpet, it ascends high into the air above the bazaar, and begins heading off over the desert. You can see a caravan crossing far below you on the boundless sand. You hit some turbulence, and the carpet sputters. CRASH!







#191
8194
The middle of the desert
-1
0
0
-1
121
-1
193
3 163 -4 -1
The sheik thanks you for the fine rug, and offers to take you in to town with him.

The sheik offers to take you back to town, in exchange for the fine rug you have.



You are in the middle of a vast desert with sand as far as the eye can see in all directions. Luckily for you, a large caravan is passing through right now.

#192
8195
n;s;e;w;north;south;east;west;ne;nw;se;sw;northeast;northwest;southeast;southwest
-1
0
191
191
121
-1
-1

It's no use wandering around in the desert. You could be lost for days. Better join the caravan.







#193
8195
town;back to town;join caravan;caravan;ride;hitch;hitch ride
192
0
191
5
121
-1
-1
3 163 -4 -1
On the short caravan ride back to town square, you enjoy a few minutes of rest. Agriculture and trading can certainly be exhausting!

The sheik insists that you must drop the rug before he will allow you to join his caravan.





#194
8194
Eastward Ho Caravan Tours
-1
0
0
-1
121
-1
199







This is the departure point for Easward Ho Desert Tours. The town lies to the north and west of here. You can join one of their relaxing tours by mounting one of the remaining camels.

#195
8194
The Oasis
-1
0
0
-1
121
-1
258







You are at an Oasis at the edge of a vast desert, which stretches out to the north, east and west. Date palms grow by the blue water here. To the south, you can see some fields of golden grain.

#196
8195
n;north;e;east;w;west;ne;nw;northeast;northwest
-1
0
195
195
121
-1
-1
2 121 -1


I don't think it would be a good idea to wander off into the desert like that. It goes on for miles, and you would certainly die of thirst.





#197
8195
s;south;fields;grain
196
0
195
131
121
-1
-1









#198
8195
join;join tour;mount;mount camel;join caravan;south;s;e;east;southeast;se
-1
0
194
195
121
-1
-1

You mount one of the camels, and begin to travel southeast through the seemingly endless desert. After some time, you arrive at a beautiful oasis, where you debark. The caravan moves on, leaving you alone.





It seems like the desert stretches on forever.

#199
8195
n;north;w;west;nw;northwest
198
0
194
5
121
-1
-1









#200
8193
an owl
24
1
12
0
1
-1
-1
2 1 -1


The owl recedes into infinity as you approach, screeching hysterically.
turns into a point and vanishes for a moment.


You see a curmudgeonly owl sitting between a perch bolted to the floors.

#201
8193
desk
-1
1
250
250
1
-1
-1
2 1 -1


The desk is far too heavy to lift.
strains and heaves at the Wizard's desk, but cannot lift it.


You see an ornately-carved antique roll-top desk.

#202
8193
Volume Three, Stickiness
253
1
113
0
1
-1
-1
2 1 -1


That volume is stuck to the floor.



If a thing is STICKY, it immediately goes home when dropped. If a room is STICKY, its dropto is delayed until the last person leaves the room. Stickiness is not meaningful for players or exits.

#203
8192
Darooha potrzebie
243
256
244
244
203
-1
226
2 203 -1


Darooha gives you a penny.
tries to steal a penny from Darooha, but fails


You see one incredibly dude.

#204
8194
buds
-1
0
0
-1
203
207
245







-------- Bud's Cafe, an Ostentatious Eatery -------- (ring bell for service)

#205
8195
exit;ne;town;square;quit;out;town square
-1
0
204
5
203
-1
-1









#206
8193
black tie
208
1
204
204
203
-1
-1
3 207 -4 -1


You can't wear two ties at once!



You see a black tie with a tag on the back reading: "If found, return to Bud's Cafe, Town Square SW."

#207
8193
white tie
209
1
204
204
203
-1
-1
3 206 -4 -1


You can't wear two ties at once!



You see a white tie with a tag on the back reading: "If found, return to Bud's Cafe, Town Square SW."

#208
8193
black jacket
236
1
204
204
203
-1
-1
3 209 -4 -1


You can't wear two jackets at once!



You see a black jacket with a tag inside the collar reading: "If found return to Bud's Cafe, Town Square SW."

#209
8193
white jacket
206
1
204
204
203
-1
-1
3 208 -4 -1


You can't wear two jackets at the same time!



You see a white jacket with a tag inside the collar reading: "If found return to Bud's Cafe, Town Square SW."

#210
8195
white room;white
205
0
204
211
203
-1
-1
2 207 -1
good job

A waiter dressed entirely in white taps you on the shoulder and says "Please sir, in deference to our sensitive guests, we request that you dress appropriately before entering that room."





#211
8198
white room
-1
0
0
-3
203
-1
214

On the other side of the room is a door to the rest room. In back of you is the entrance of the cafe.





You're standing at the entrance of a white dining room. All of the "dinner guests" (as Bud likes to call them) are dressed in white, and are drinking, eating and talking pleasantly.

#212
8195
entrance;lobby;exit;back;out
-1
0
211
204
203
-1
-1
2 207 -1


(I don't think it would be wise to proceed back to the entrance without your white tie. You'll probably need it later.)





#213
8198
rest room
-1
0
0
-3
203
-1
241







You're in a small rest room. There are doors here to the punk room the Warhol room, the white room and the black room.

#214
8195
rest room;rest
212
0
211
213
203
-1
-1
2 209 -1


As you begin to walk across the room the pleasant hum of conversation dies into silence. Everyone in the room is staring at you. You hear the sound of quick inhalations. You retreat in shame.





#215
8195
white room;white
-1
0
213
211
203
-1
-1
2 209 -1


A waiter calls to you "Sir, you really can't come in here without an appropriate jacket." You return to the rest room.





#216
8198
black room
-1
0
0
-3
203
-1
239

Across the room is a door to the rest room. In back of you is the entrance of the cafe.





You're standing at the entrance of a black dining room. All of the dinner guests are dressed in black, and are drinking, eating and talking pleasantly.

#217
8195
black room;black
210
0
204
216
203
-1
-1
2 208 -1


A waiter dressed entirely in black taps you on the shoulder and says "Please sir, in deference to our sensitive guests, we request that you dress appropriately before entering that room."





#218
8195
rest room;rest
-1
0
216
213
203
-1
-1
2 206 -1


As you begin to walk across the room the pleasant hum of conversation dies into silence. Everyone in the room is staring at you. You hear the sound of quick inhalations. You retreat in shame.





#219
8195
black room;black
215
0
213
216
203
-1
-1
2 206 -1


As you step out of the rest room, a waiter grabs you by the shoulders, turns you around, says "you'll have to wear a more appropriate tie to enter the black room", and pushes you back into the rest room.





#220
8198
punk room
-1
0
0
-3
203
-1
233

The pounding-screeching sounds (emanating from eight one meter diameter Ed-209 diesel powered speakers) is to heavy metal as heavy metal is to Mozart. Beyond the punkers, you see a room with a view. In back of you is the rest room.





You're standing at the entrance of the punk dining room. The people (giving the benefit of the doubt) in the room present the most dazzling array of punkdome you've ever seen.

#221
8198
warhol room
-1
0
0
-3
203
-1
230

At the other side of the room is a room with an expansive view of the sea. In back of you is the rest room.





You're standing in the door of the Warhol room. Everybody is smoking and drinking and talking, and making videos of each other, and wearing a black tie and a white jacket. But most peculiar of all, everybody looks exactly like Andy Warhol.

#222
8195
punk room;punk
219
0
213
220
203
-1
-1
2 207 -1


A 6 foot 2, 240 pound, pimply-faced, ring-nosed, purple haired, swastika-tattooed punk, with studs surgically embedded around his wrists, blocks you and says "Where the fuck do you think you're going, looking like that?"





#223
8195
changing room
-1
0
203
-1
203
-1
-1









#224
8195
cheat
222
0
213
204
203
-1
-1
2 203 -1








#225
8195
rest room;rest
-1
0
220
213
203
-1
-1
2 207 -1


(I suggest that you take your white tie with you.)





#226
8195
tubular room
223
0
203
-1
203
-1
-1









#227
8195
warhol room;warhol
224
0
213
221
203
-1
-1
2 206 -1


A man resembling Andy Warhol (on his death bed) blocks your way with a giant red plastic baseball bat.





#228
8195
rest room;rest
-1
0
221
213
203
-1
-1
2 206 -1


(I suggest that you wear your black tie to the rest room.)





#229
8198
view room
-1
0
0
-3
203
238
234







You enter a room with an expansive view of the sea. Pungent scent of savory magret de canard a l'orange (your favorite) floats through the room. You enjoy a marvelous dinner, and the waiter offers you any bottles of wine you can find.

#230
8195
view room;view
228
0
221
229
203
-1
-1
2 209 -1


All the Andy Warhols scream simultaneously "you're not sufficiently Warhol. You can't come in here."





#231
8195
warhol room;warhol
-1
0
229
221
203
-1
-1
2 209 -1


(I suggest you take your white jacket with you.)





#232
8195
cheat
231
0
229
213
203
-1
-1
2 203 -1








#233
8195
view room;view
225
0
220
229
203
-1
-1
2 208 -1


A woman with a rigid purple stellated icosahedron of hair screams at you (through a megaphone, otherwise you couldn't have heard it) "get out of here, you slob."





#234
8195
punk room;punk
232
0
229
220
203
-1
-1
2 208 -1


(I suggest you take your black jacket with you.)





#235
8195
cheat
217
0
204
213
203
-1
-1
2 203 -1








#236
8193
notice
-1
1
204
229
203
-1
-1
2 203 -1






The management keeps a supply of two jackets and two ties for the use of our patrons. If you borrow these, please return them to this room before you leave the cafe. Thank you. --The management

#237
8193
red wine
-1
25
229
229
203
-1
-1
2 209 -1


The waiter whispers in your ear that it would offend some of the patrons if you were to carry such a magnificant bottle of red wine unless you were wearing a white jacket.



A bottle of Chateau le feet Rothchild, 1954

#238
8193
white wine
237
25
229
229
203
-1
-1
2 208 -1


The waiter gently indicates that it is not appropriate to carry such a good bottle of champaign without wearing a black jacket.



A bottle of 1962 Cordon Blu

#239
8195
entrance;out;lobby;exit;back
218
0
216
204
203
-1
-1
2 208 -1


(You probably ought to take the black jacket with you.)





#240
8195
ring;bell;ring bell
235
0
204
204
203
-1
-1

The maitre d' appears and says "Good evening gentlemen. We'll be serving you supper in our view room tonight. Please make your way there via the white room or the black room."







#241
8195
cheatview
227
0
213
229
203
-1
-1
2 203 -1








#242
8195
limbo
137
0
128
0
121
-1
-1









#243
8193
Note to the Wiz
-1
1
244
5
203
-1
-1







Ok WIZARD, it's time to get to work on 15-211.. (1) get an andrew account. (2) get a GOOD version of lint working there. (ask doug for advice) (3) check out debugging on andrew (4) check out profiling .

#244
8194
Darooha's Hideout
-1
0
0
-1
203
203
246









#245
8195
hideout
240
0
204
244
203
-1
-1
2 203 -1








#246
8195
out;buds;exit;
-1
0
244
204
203
-1
-1









#247
8193
a copy of the Hardy Boys book: While the Clock Ticked
189
1
32
32
121
-1
-1







"I wonder who that man is, Frank," whispered blond Joe Hardy, peering curiously from a second-floor window of their home. "He looks worried." His brother glanced down at the stranger departing from the front door. "Let's ask ...

#248
8193
The Story of "O", by Pauline Reage
247
1
32
32
121
-1
-1







... "I consent to what you both desire," and lowered her eyes to her hands, which were waiting unclasped in the hollows of her knees, then added in a murmur: "I should like to know whether I shall be whipped..."

#249
8193
DIANETICS: The Modern Science of Mental Health, by L. Ron Hubbard
248
1
32
32
121
-1
-1







-- IMPORTANT NOTE -- In studying Dianetics, be very, very certain you never go past a word you do not fully understand. The only reason a person gives up a study or becomes confused is that he has gone past a word that was not understood.

#250
24578
The Wizard's Study
-1
0
0
-3
1
201
252







You are in an comfortable study decorated in the Victorian style.

#251
8195
left
23
0
12
250
1
-1
-1
2 1 -1


I don't know which left you mean!





#252
8195
back;out;leave;left
-1
0
250
12
1
-1
-1









#253
8193
Volume Two, Linkability
115
1
113
113
1
-1
-1
2 1 -1


That volume is linked to the floor, and is not unlinkable.



You can link to a room if you control it, or if the room is set to be LINK_OK. Being able to link to a room means that you can set the homes of objects (or yourself) to that room, and can set the destination of exits to that room. See the OED on "@link" for more info.

#254
8195
sideways
251
0
12
5
1
-1
-1
2 188 -1
You slip into the Third Dimension!
slips into the Third Dimension!
You go eight different directions at once, but all of them take you back to the same place.
suddenly turns eight-dimensional!


I don't know which one you mean!

#255
8193
Volume Five, Dropto's
263
1
113
0
1
-1
-1
2 1 -1


You try to pick up volume Five, but drop it immediately.



When the '@link' command is used on a room, it sets a dropto location for that room. Any object dropped in the room (if it is not STICKY; cf. vol. 3) will go to that location. If the room is set to be STICKY, the effect of the dropto will be delayed until the last player leaves the room. The special location 'home' may be used as a dropto, as in '@link here = home'; in that case objects dropped in the room will go to their homes.

#256
8195
eat;date;dates;pick date;pick dates;eat date;eat dates;take date;take dates
197
0
195
195
121
-1
-1
2 121 -1


You sample the tasty dates. What a treat!





#257
8195
water;swim;swimming;bathe;bath;wash;take bath
256
0
195
195
121
-1
-1
2 121 -1


You splash around for a while in the refreshing water of the Oasis.





#258
8195
drink;drink water
257
0
195
195
121
-1
-1
2 121 -1


The water is cool and refreshing as you gulp it down.





#259
8195
harvest;harvest grain;grain;take grain;get grain
151
0
131
131
121
-1
-1
2 121 -1


Which do you mean, the wheat or the corn?





#260
8195
harvest;pick;harvest wheat;pick wheat
154
0
132
132
121
-1
-1
2 121 -1


All the wheat that was ripe has already been picked.





#261
8195
harvest;pick;harvest corn;pick corn
157
0
133
133
121
-1
-1
2 121 -1


All the corn that was ripe has already been picked.





#262
8195
ask;talk lady;talk to lady;ask lady;ask librarian;ask lady for help;ask old lady;burp
112
0
30
30
1
-1
-1
2 117 -1


The little old lady screams "NO TALKING!" at the top of her lungs.
tries to talk to the little old lady, who screams "NO TALKING!" at the top of her lungs.




#263
8193
Volume Four, Homes
202
1
113
0
1
-1
-1
2 1 -1


That volume looks so at home here that you can't bear to disturb it.



Every thing or player has a home. For things, this is the location the thing returns to when sacrificed, when a player carrying it goes home, or when (if STICKY) it is dropped. For players, this is where the player goes when issuing the 'home' command. Homes may be set using the '@link' command, e.g. '@link donut = <room-number>' or '@link me = <room-number>'. Exits may also be linked to the special location 'home', e.g. '@link north = home'.

#264
8193
Volume Six, Recycling
255
1
113
113
1
-1
-1
2 1 -1






Nothing can be destroyed in TinyMUD. However, it is possible to recycle just about anything. The '@name' command can be used to rename objects, making it easy to turn a silk purse into a sow's ear or vice versa. Extra exits can be unlinked and picked up by their owner using the 'get' command, and dropped like ordinary objects using the 'drop' command in any room controlled by the dropper.

#265
8195
pray;plugh;xyzzy;atropos;clotho;lacheisis
39
0
34
28
1
-1
-1

As you being to speak, you suddenly feel a rush of magical forces not under your control, and flee in terror!
Suddenly flees the room!






#266
8195
jump;jump up
126
0
124
3
1
-1
-1
2 188 -1
You leap up through the flames!
leaps up through the flames above!
You jump up in the air, then come back down again.
jumps up in the air, then comes back down again.




#267
8193
Oxford English Dictionary of Commands, "Page"
122
1
64
250
1
-1
-1
2 188 -1


The pages of that volume aren't glued in very well. When you pick it up, they all fall out, and you have to gather them up together again under the scornful eye of the librarian.



Syntax: page <player>. Used to inform an active player that you are looking for them. The targeted player will get a message telling them your name and location. Cost: 1 penny.

#268
8195
pray
123
0
3
12
1
-1
-1
2 188 -1
If you can't help yourself, we can't help you either.
prays, and is assumed into Heaven!
You feel that the gods are pleased. A golden glow surrounds you.
prays. A lightning cloud forms above their head, and you detect a faint smell of ozone.




#269
8195
climb;climb up;climb out
266
0
124
3
1
-1
-1
2 188 -1
You climb out of the pit.
nimbly walks up the wall and through the flames.
You try to climb out of the pit, but the walls are too slippery.
makes a feeble attempt to climb the slick walls.




**** END OF DUMP ****