! ! 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 ****