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 West of House                                               0/1

Welcome to ZORK.
Release 13 / Serial number 040826 / Inform v6.14 Library 6/7
West of House
This is an open field west of a white house, with a boarded front door.
There is a small mailbox here.
A rubber mat saying 'Welcome to Zork!' lies by the door.

>open mailbox
 West of House                                               0/2

You open the mailbox, revealing a small leaflet.

>take leaflet
 West of House                                               0/3

Taken.

>read leaflet
                          WELCOME TO ZORK

    ZORK is a game of adventure, danger, and low cunning.  In it you will
explore some of the most amazing territory ever seen by mortal man.
Hardened adventurers have run screaming from the terrors contained within!

    In ZORK the intrepid explorer delves into the forgotten secrets of a
lost labyrinth deep in the bowels of the earth, searching for vast
treasures long hidden from prying eyes, treasures guarded by fearsome
monsters and diabolical traps!

    No PDP-10 should be without one!

    ZORK was created at the MIT Laboratory for Computer Science, by Tim
Anderson, Marc Blank, Bruce Daniels, and Dave Lebling.  It was inspired by
the ADVENTURE game of Crowther and Woods, and the long tradition of fantasy
and science fiction adventure.  ZORK was originally written in MDL (alias
MUDDLE).  The current version was translated from MDL into Inform by Ethan
Dicks <erd@infinet.com>.

    On-line information may be available using the HELP and INFO commands

 West of House                                               0/4

(most systems).

    Direct inquiries, comments, etc. by Net mail to erd@infinet.com.

    (c) Copyright 1978,1979 Massachusetts Institute of Technology.
                     All rights reserved.

>l
 West of House                                               0/5

West of House
This is an open field west of a white house, with a boarded front door.
There is a small mailbox here.
A rubber mat saying 'Welcome to Zork!' lies by the door.

>verbose
 West of House                                               0/5

ZORK is now in its "verbose" mode, which always gives long descriptions of
locations (even if you've been there before).

>e
 West of House                                               0/6

The door is locked, and there is evidently no key.

>n
 North of House                                              0/7

North of House
You are facing the north side of a white house.  There is no door here, and
all the windows are barred.

>e
 Behind House                                                0/8

Behind House
You are behind the white house.  In one corner of the house there is a
small window which is slightly ajar.

>open window
 Behind House                                                0/9

With great effort, you open the window far enough to allow entry.

>enter
 Kitchen                                                     10/10

Kitchen
You are in the kitchen of the white house.  A table seems to have been used
recently for the preparation of food.  A passage leads to the west and a
dark staircase can be seen leading upward.  To the east is a small window
which is open.
On the table is an elongated brown sack, smelling of hot peppers.
A bottle is sitting on the table.
The glass bottle contains:
 A quantity of water

>take all
 Kitchen                                                     10/11

brown sack: Taken.
glass bottle: Taken.
window: You can't be serious.

>open sack
 Kitchen                                                     10/12

You open the brown sack, revealing a clove of garlic and a lunch.

>u
 Darkness                                                    10/13

It is pitch black.  You are likely to be eaten by a grue.

>d
 Kitchen                                                     10/14

Kitchen
You are in the kitchen of the white house.  A table seems to have been used
recently for the preparation of food.  A passage leads to the west and a
dark staircase can be seen leading upward.  To the east is a small window
which is open.

>w
 Living Room                                                 10/15

Living Room
You are in the living room.  There is a door to the east, a wooden door
with strange gothic lettering to the west, which appears to be nailed shut,
and a large oriental rug in the center of the room.
There is a trophy case here.
A battery-powered brass lantern is on the trophy case.
There is an issue of US NEWS & DUNGEON REPORT dated 08/26/04 here.
On hooks above the mantelpiece hangs an elvish sword of great antiquity.

>take all
 Living Room                                                 10/16

trophy case: The trophy case is securely fastened to the wall (perhaps to
foil any attempt by robbers to remove it).
lamp: Taken.
carpet: The rug is extremely heavy and cannot be carried.
newspaper: Taken.
sword: Taken.
wooden door: Not likely.

>readx
 Living Room                                                 10/16

That's not a verb I recognise.

>read newspaper
 Living Room                                                 10/17

               US NEWS & DUNGEON REPORT
08/26/04                                        Late Dungeon Edition

This version of ZORK has been ported to Inform from the original MDL
sources created at MIT, dated 22-Jul-1981.  Within the limitations of the
Inform libraries, it is fully congruent with the original version from the
ARPAnet.

Please direct all bug reports to Ethan Dicks (erd@infinet.com).  For game-
play assistance, consult rec.games.int-fiction.  To learn more about
Inform, visit http://inform-fiction.org/

Thanks to John Francis, Marc Sira, Ivan Drucker, Dave Cornelson, and others
for beta-testing.

>exAmine case
 Living Room                                                 10/18

I see nothing special about the trophy case.

>open case
 Living Room                                                 10/19

You open the trophy case.

>look in case
 Living Room                                                 10/20

The trophy case is empty.

>Move rug
 Living Room                                                 10/21

With a great effort, the rug is moved to one side of the room.
With the rug moved, the dusty cover of a closed trap-door appears.

>e
 Kitchen                                                     10/22

Kitchen
You are in the kitchen of the white house.  A table seems to have been used
recently for the preparation of food.  A passage leads to the west and a
dark staircase can be seen leading upward.  To the east is a small window
which is open.

>u
 Darkness                                                    10/23

It is pitch black.  You are likely to be eaten by a grue.

>turn on lamp
 Attic                                                       10/24

The lamp is now on.
Attic
This is the attic. The only exit is stairs that lead down.
There is a square brick here which feels like clay.
A large coil of rope is lying in the corner.
On a table is a nasty-looking knife.

>take all
 Attic                                                       10/25

brick: Taken.
rope: Taken.
knife: Taken.

>d
 Kitchen                                                     10/26

Kitchen
You are in the kitchen of the white house.  A table seems to have been used
recently for the preparation of food.  A passage leads to the west and a
dark staircase can be seen leading upward.  To the east is a small window
which is open.

>turn off lamp
 Kitchen                                                     10/27

The lamp is now off.

>l at knife
 Kitchen                                                     10/28

I see nothing special about the knife.

>e
 Behind House                                                10/29

Behind House
You are behind the white house.  In one corner of the house there is a
small window which is open.

>e
 Clearing                                                    10/30

Clearing
You are in a clearing, with a forest surrounding you on the west and south.
There is a pile of leaves on the ground.

>move leaves
 Clearing                                                    10/31

Done.
A grating appears on the ground.

>help
Useful commands:

   The 'BRIEF' command suppresses printing of long room descriptions for
rooms which have been visited.  The 'SUPERBRIEF' command suppresses
printing of long room descriptions for all rooms.  The 'VERBOSE' command
restores long descriptions.
   The 'INFO' command prints information which might give some idea of what
the game is about.
   The 'QUIT' command prints your score and asks whether you wish to
continue playing.
   The 'SAVE' command saves the state of the game for later continuation.
   The 'RESTORE' command restores a saved game.
   The 'INVENTORY' command lists the objects in your possession.
   The 'LOOK' command prints a description of your surroundings.
   The 'SCORE' command prints your current score and ranking.
   The 'TIME' command tells you how long you have been playing.
   The 'DIAGNOSE' command reports on your injuries, if any.

Command abbreviations:

   The 'INVENTORY' command may be abbreviated 'I'.

   The 'LOOK' command may be abbreviated 'L'.
   The 'QUIT' command may be abbreviated 'Q'.

Containment:

   Some objects can contain other objects.  Many such containers can be
opened and closed.  The rest are always open.   They may or may not be
transparent.  For you to access (e.g., take) an object which is in a
container, the container must be open.  For you to see such an object, the
container must be either open or transparent.  Containers have a capacity,
and objects have sizes; the number of objects which will fit therefore
depends on their sizes.  You may put any object you have access to (it need
not be in your hands) into any other object.  At some point, the program
will attempt to pick it up if you don't already have it, which process may
fail if you're carrying too much.  Although containers can contain other
containers, the program doesn't access more than one level down.

Fighting:

   Occupants of the dungeon will, as a rule, fight back when attacked.  In
some cases, they may attack even if unprovoked. Useful verbs here are
'ATTACK <villain> WITH <weapon>', 'KILL', etc.  Knife-throwing may or may

not be useful.  You have a fighting strength which varies with time.  Being
in a fight, getting killed, and being injured all lower this strength.
Strength is regained with time.  Thus, it is not a good idea to fight
someone immediately after being killed.  Other details should become
apparent after a few melees or deaths.

Command parser:

   A command is one line of text terminated by a carriage return. For
reasons of simplicity, all words are distinguished by their first nine
letters.  All others are ignored.  For example, typing 'DISASSEMBLE THE
ENCYCLOPEDIA' is not only meaningless, it also creates excess effort for
your fingers.  Note that this truncation may produce ambiguities in the
interpretation of longer words.

   You are dealing with a fairly stupid parser, which understands the
following types of things--

   Actions:
        Among the more obvious of these, such as TAKE, PUT, DROP, etc.
        Fairly general forms of these may be used, such as PICK UP,
        PUT DOWN, etc.

   Directions:
        NORTH, SOUTH, UP, DOWN, etc. and their various abbreviations.
        Other more obscure directions (LAND, CROSS) are appropriate in
        only certain situations.

   Objects:
        Most objects have names and can be referenced by them.

   Adjectives:
        Some adjectives are understood and required when there are
        two objects which can be referenced with the same 'name' (e.g.,
        DOORs, BUTTONs).

   Prepositions:
        It may be necessary in some cases to include prepositions, but
        the parser attempts to handle cases which aren't ambiguous
        without.  Thus 'GIVE CAR TO DEMON' will work, as will 'GIVE DEMON
        CAR'.  'GIVE CAR DEMON' probably won't do anything interesting.
        When a preposition is used, it should be appropriate;  'GIVE CAR
        WITH DEMON' won't parse.

 Clearing                                                    10/32

   Sentences:
        The parser understands a reasonable number of syntactic construc-
        tions.  In particular, multiple commands (separated by commas)
        can be placed on the same line.

   Ambiguity:
        The parser tries to be clever about what to do in the case of
        actions which require objects that are not explicitly specified.
        If there is only one possible object, the parser will assume
        that it should be used.  Otherwise, the parser will ask.
        Most questions asked by the parser can be answered.

>e
 Clearing                                                    10/33

Clearing
You are in a clearing, with a forest surrounding you on the west and south.
There is a grating securely fastened into the ground.
There is a pile of leaves on the ground.

>S
 Forest                                                      10/34

Forest
This is a dimly lit forest, with large trees all around.  To the east,
there appears to be sunlight.

>s
 Forest                                                      10/35

Forest
This is a large forest, with trees obstructing all views except to the
east, where a small clearing may be seen through the trees.

>e
 Canyon View                                                 10/36

Canyon View
You are at the top of the Great Canyon on its south wall.  From here there
is a marvelous view of the Canyon and parts of the Frigid River upstream.
Across the canyon, the walls of the White Cliffs still appear to loom far
above.  Following the Canyon upstream (north and northwest), Aragain Falls
may be seen, complete with rainbow. Fortunately, my vision is better than
average and I can discern the top of the Flood Control Dam #3 far to the
distant north.  To the west and south can be seen an immense forest,
stretching for miles around.  It is possible to climb down into the canyon
from here.

>n
 Canyon View                                                 10/37

You can't go that way.

>S
 Forest                                                      10/38

Forest
This is a large forest, with trees obstructing all views except to the
east, where a small clearing may be seen through the trees.

>s
 Forest                                                      10/39

Forest
This is a large forest, with trees obstructing all views except to the
east, where a small clearing may be seen through the trees.

>s
 Forest                                                      10/40

Forest
This is a large forest, with trees obstructing all views except to the
east, where a small clearing may be seen through the trees.

>n
 Forest                                                      10/41

Forest
This is a forest, with trees in all directions around you.

>e
 Forest                                                      10/42

You can't go that way.

>n
 Forest                                                      10/43

Forest
This is a forest, with trees in all directions around you.

>n
 Forest                                                      10/44

Forest
This is a forest, with trees in all directions around you.
You hear in the distance the chirping of a song bird.

>e
 Forest                                                      10/45

You can't go that way.

>drop leaflet
 Forest                                                      10/46

Dropped.

>N
 Forest                                                      10/47

Forest
This is a forest, with trees in all directions around you.
There is a small leaflet here.
You hear in the distance the chirping of a song bird.

>follow chirp
 Forest                                                      10/47

You can't see any such thing.

>w
 Forest                                                      10/48

Forest
This is a dimly lit forest, with large trees all around.  To the east,
there appears to be sunlight.

>e
 Clearing                                                    10/49

Clearing
You are in a clearing, with a forest surrounding you on the west and south.
There is a grating securely fastened into the ground.
There is a pile of leaves on the ground.

>N
 Clearing                                                    10/50

Clearing
You are in a clearing, with a forest surrounding you on the west and south.
There is a grating securely fastened into the ground.
There is a pile of leaves on the ground.

>s
 Forest                                                      10/51

Forest
This is a dimly lit forest, with large trees all around.  To the east,
there appears to be sunlight.

>s
 Forest                                                      10/52

Forest
This is a large forest, with trees obstructing all views except to the
east, where a small clearing may be seen through the trees.

>w
 Forest                                                      10/53

Forest
This is a dimly lit forest, with large trees all around.  To the east,
there appears to be sunlight.

>sw
 Forest                                                      10/54

You can't go that way.

>

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