Quill Adventure Guides

Bored of the Rings Part 3

Bored of the Rings was a Quill-based text adventure written in 1985 by Delta 4 Software, parodying Tolkien's Lord of the Rings. Part 3 of the adventure is somewhat based on the second halves of The Two Towers and The Return of the King (although not closely).

Map

Minimal Walkthrough

Full Walkthrough

Ways to die

Known Bugs

Table of Locations

Table of Objects

Table of Messages

Table of System Messages

Vocabulary

Location Details

Object Details

Events without associated object or location

Illustrator Graphics

Flags

Map
This map splits quite nicely into two sections. The first section takes you from the starting location (the gully) through the marsh to the road to Dormor. Here a pixie prevents you from progressing further. Once you have defeated the basilisk in the marsh, Fordo can progress to the rest of the map. The second map picks up at the road to Dormor. The rest of the game takes place south of here (although you can still return to the Marsh if you so wish).
Walkthrough - Minimum Moves
- Get the brick (E,GET BRICK) - Get your rope back and tie rope to rock at the top of the cliff (HOG,GET ROPE,S,E,TIE ROPE) - Climb down rope and give brick to Goldbum (if you don't do this, you will be killed by Sheslob later) (CLIMB DOWN,GIVE BRICK) - Retrieve the rope (PULL ROPE,GET ROPE) - Enter marshes (N,N,SE,SE,N,N) - Wait to avoid the basilisk and traverse the marshes (WAIT,WAIT,WAIT,WAIT,WAIT,E,S,E,E,S,E,E,N,W,N,E,E) - Get the sunglasses and dispose of the basilisk. (GET SUNGLASSES, WEAR SUNGLASSES,W,W,S,E,S,W,W) - Return to the gate of Dormor. The pixie will now have left. (E,E,N,W,N,E,E) - Go to the cavern with the fissure (S,E,E,E,E,N,E,E,U,U,IN,E) - Swing across fissure (THROW ROPE,SWING) - Enter Sheslob's lair. Goldbum will chase Sheslob away. (S,E) - Go to the gun tower to shoot the Nazal (E,E,E,U,SHOOT) - Go to the forges to get the key (D,W,N,E,E,IN,GET KEY) - Reach the programmer's prison to get the debugger (OUT,W,W,U,W,W,W,N,SWING,W,W,S,PRESS BUTTON,LIFT,PRESS RED,OUT,UNLOCK DOOR,N,GET DEBUGGER) - Go to bar and entice the Kremlins out (S,E,PRESS MAGENTA,OUT,N,W,W,S,S,W,W,W,W,IN,OUT) - Remove the Kremlins with the debugger (HIT KREMLINS) - Return to the bar to get the scissors (IN,GET SCISSORS) - Go to the electrical store (OUT,N,W,S) - Cut String to open box (CUT STRING) - Put ring in microwave (PUT RING)
Walkthrough - Complete walkthrough showing as many locations and messages as possible
- Random messages (SCREAM, HELP, JUDE, IAN, FERGUS, JASON, JON, PAUL, ROAN, HCW, MSX, HOMOSAPIENS, BRON, CREDITS) - Greet Spam (SPAM HI, HIT SPAM) - Get the brick (S,E,N,EXAMINE BRICK,GET BRICK) - Get your rope back (HOG, GET ROPE) - score is increased by 10 points - Tie rope to rock at the top of the cliff (S,E,HELP,TIE ROPE) - score is increased by 5 points - Climb down rope and greet Goldbum (CLIMB DOWN, GOLDBUM HI, HIT GOLDBUM) - Give brick to Goldbum (if you don't do this, you will be killed by Sheslob later) (GIVE BRICK) - score is increased by 10 points - Retrieve the rope (PULL ROPE,GET ROPE) - Try to climb back up the cliff (U) - Enter marshes (HELP,N,N,SE,SE,N,N) - Avoid the basilisk and traverse the marshes (WAIT,WAIT,WAIT,E,S,E,E,S,E,E,N,W,N,E,E) - Talk to the pixie (PIXIE HI, S, RUDE PIXIE) - Get the sunglasses and dispose of the basilisk. (EXAMINE SUNGLASSES, GET SUNGLASSES, WEAR SUNGLASSES,W,W,S,E,S,W,W) - score is increased by 10 points - Return to the gate of Dormor. The pixie will now have left. (E,E,N,W,N,E,E) - Go to the cavern with the fissure (S,E,E,E,E,N,E,N,S,E,U,U,IN,E) - Swing across fissure (HELP,THROW ROPE,SWING) - score is increased by 10 points - Enter Sheslob's lair. Goldbum will chase Sheslob away. (S,E) - Get Sheslob's treasure (W,W,GET TREASURE,EXAMINE TREASURE) - score is increased by 20 points - Go to the Base of the Cliff and examine the sign (E,E,E,EXAMINE SIGN) - Go to the gun tower to shoot the Nazal (E,E,U,WAIT,SHOOT) - score is increased by 15 points - Shoot the gun randomly (EXAMINE GUN,SHOOT) - Go to the forges to get the key (D,W,N,E,N,S,E,IN,GET KEY,EXAMINE KEY) - Check out the sign (EXAMINE SIGN) - Reach the programmer's prison to get the debugger (OUT,W,W,U,W,W,W,N,SWING,W,W,S,PRESS BUTTON,PRESS BUTTON,LIFT,PRESS RED,OUT,N,UNLOCK DOOR,OPEN DOOR,N,GET DEBUGGER,EXAMINE DEBUGGER) - score is increased by 5 points - Visit the Halls of Duplication (S,CLOSE DOOR,W,E) - Visit a random track (E,E,PRESS MAGENTA,OUT,N,W,W,S,S,W,S) - Go and explore the shopping centre (N,W,W,W,N,W,N,S,W,E,E) - Drop the debugger and visit the bar to entice the kremlins out (DROP DEBUGGER,S,IN,OUT) - Try hitting the kremlins without the debugger (KREMLINS HI, HIT KREMLINS, HIT KREMLINS) - Remove the Kremlins with the debugger (N,GET DEBUGGER,S,HIT KREMLINS) - score is increased by 10 points - Return to the bar to get the scissors (IN,GET SCISSORS) - Visit the cinema (OUT,N,E,EXAMINE POSTER,IN) - Go to the electrical store (OUT,W,W,S) - Open the box (EXAMINE BOX, OPEN BOX, CUT STRING) - score is increased by 10 points - Put ring in microwave (EXAMINE MICROWAVE, EXAMINE RING,WEAR RING,REMOVE RING,PUT RING)
Known bugs
None that I've found yet
Ways to die
- Go East from the road to Dormor (Location 57) - Go North from Minas Puddle (Location 20) - Go to Dormor Junction (Location 8) without shooting down the flying Nazal first - Go North from the Dark Tower (Location 5) - Meet the basilisk without sunglasses - Meet Sheslob without having given the brick to Goldbum - Hit the pixie - Spend too long with the Kremlins - Go to the top of the gun tower (Location 13) and wait without shooting the pig - Fart

Adventure Summary

Quill adventure file: games/bored3/bored3.sna Quill version: Spectrum Version C Number of Locations: 74 Number of Objects: 21 Number of Messages: 89 Number of System Messages: 32 Max number of conveyable objects: 4 Number of Pictures: 11 Default ink colour: White Default paper colour: Black Default border colour: Black

Table of Locations

Location    Description
0 " Bored Of The Rings " By Fergus McNeill  1985 DELTA 4 Software Part 3
1Fordo found himself deep in a great supermarket. Ransacked, empty shelves stretched away into the distance. Breaking the monotony, a door in the southern wall led out.
2Fordo was wandering in the remains of what had once been a beautiful and glorious department store, now lying in ruin, destroyed by the evil forces of Serum. A way through the rubble led east to the outside.
3Fordo stood in the "Yox Mall", somewhere in the depths of the Effallien shopping centre. Exits led north, south, east and west.
4Fordo looked around. He was in a plushly carpetted branch of a large electrical store chain. A hefty desk lay on its side and nearly all the goods were in pieces. A doorless doorway in the north wall led out.
5Fordo stood in the shadow of the dark tower and the gargantuan, multi-storey office block which rose up behind it. An ashen road led on north towards it. Great pinacles of charred material spewed into the air around him falling gently onto the way that led back south.
6Fordo stood, illuminated in the multiple bunsen flames of the cavern. Fire and vapours poured up out of the great crack in the floor. In the dancing light, he could see the door, leading out through the south wall. A small sign was affixed to the stone floor.
7Fordo was at the foot of a small slope, leading up into the dark mountains. A large road led away east across the ashen plains.
8Fordo was at a junction in the main road traversing the dark plain of Dormor. Far off to the north rose the awesome tower of Dairzno Cure, while to the east rose the craggy heights of Mount Gloom, the forges of Serum. To the west, the road led towards the edge of the plain.
9Fordo stood at the entrance to the forges, buried deep in the heart of Mount Gloom. The door (which was to the north) led into the rock while a path picked its way west through the piles of slag and rubble.
10Fordo stood at the base of a tall cliff. A large, gaping cave-mouth (above which hung a sign) lay to the west while a grassy path led east.
11Fordo gazed out over the vast, dark plains of Dormor. Far, far away, he could see Mount Gloom and the dark home of Serum. A gun-tower stood on the edge of a nearby precipice and a path led down a gentle slope to the plains below. To the west, rose the sheer face of a mountain.
12Fordo was at the base of the gun-tower. A metal ladder led up into the darkness and a track headed away west.
13Fordo stood at the top of the tower. A large anti-aircraft gun stood quietly in one corner and a ladder led down.
14Fordo peered into the gloom. He was in a large, utterly dark cave and was unable to see.
15Fordo found himself in a dimly- lit cavern, the most striking feature of which was a large, deep fissure cutting it neatly in two from north to south. A way was visible west.
16Fordo stood on the eastern edge of the great fissure. A way led south into the darkness.
17Fordo had come upon the treasure halls of Sheslob, a vast expanse of rooms filled with all things valuable. A door in the west wall led away through the riches.
18Fordo was following a dark passage. All was black.
19Fordo was trudging along a dark tunnel. To the east the way seemed to become lighter.
20Fordo stood on the bleak and dreary hillside looking north towards the gaunt walls of Minas Puddle, the Citadel of the 9 living dead. A rough track led south, down into Puddle Vale.
21Fordo stood on the silent road which bent south and east among the fields of pale flowers into Puddle Vale. A low, moaning hum was audible.
22Fordo stood in Puddle Vale. To the north, on a crag, stood the keep of the Nazal, Minas Puddle. The road led east and west.
23Fordo found himself at the foot of the stairs which wound up into the darkness. A path led west down into the vale.
24Fordo was on the stairs which stretched up and down as far as the eye could see.
25Fordo looked around him. This was the programmer's prison, where unfortunate game writers were held captive to write budget software. Several burnt- out computers and dead monitors lay scattered upon the floor. The door was to the east.
26Fordo stood beside the lift. A huge button protruded from the wall nearby. A passage led away to the north.
27Fordo stood by a huge cave mouth which led east in the rock. A passage led south and a set of stairs went down.
28Fordo found himself in the halls of duplication, a massive area sacred to Cheepanasti, God of budget software. Rows and rows of machines stood ready to start making vast numbers of tapes as Serum's plan to destroy the home computer software market came into action. The way out was to the east.
29Fordo was in the dark offices of Firebrick, the evil software house controlled by Tirith Belicom. A large button protruded from the wall by the lift and a huge room lay to the west. To the north was a door.
30Fordo was in the lift. Three big buttons marked RED, MAGENTA and BLUE protruded from a control panel on one wall.
31Fordo stood by the lift. A large button protruded from the wall.
32Fordo looked around. He was at the bottom of a gully, somewhere in the mountains. The only ways to proceed were east and south.
33Fordo found himself by a water- fall, pouring down from the rocks high above. A track led west and another south along a stream that flowed from the pool at the base of the fall.
34Fordo was somewhere else in the mountains. Paths wound north and east between the rocks.
35Fordo was beside a mountain stream, tumbling over the rocks at his feet. Paths led north, east and west.
36Fordo stood at the top of a high cliff. A large, convenient rock was firmly fixed to the ground here and a narrow path led west.
37Fordo was wandering in the vast and inhospitable marshes. Paths led south and southeast.
38Fordo was wandering in the vast and inhospitable marsh. Paths led south and east.
39Fordo was wandering in the vast and inhospitable marshes.
40Fordo was wandering in the vast and inhospitable marshes.
41Fordo was wandering in the vast and inhospitable marshes. Paths led east and south.
42Fordo was wandering in the vast and inhospitable marshes. Paths led west and east.
43Fordo was wandering in the vast and inhospitable marshes. Paths led north and south.
44Fordo was wandering in the vast and inhospitable marshes. Paths led northwest and southeast.
45Fordo was wandering in the vast and inhospitable marshes. Paths led north and south.
46Fordo was wandering in the vast and inhospitable marshes.
47Fordo was wandering in the vast and inhospitable marshes.
48Fordo was wandering in the vast and inhospitable marshes.
49Fordo was wandering in the vast and inhospitable marshes. Paths led north and east.
50Fordo was wandering in the vast and inhospitable marshes. Paths led south and west.
51Fordo stood at the foot of a high cliff on the edge of the vast and inhospitable marshes. A path led north.
52Fordo was wandering in the vast and inhospitable marshes. Paths led northwest and north.
53Fordo was wandering in the vast and inhospitable marshes.
54Fordo was wandering in the vast and inhospitable marshes.
55Fordo was wandering in the vast and inhospitable marshes. Paths led east and west.
56Fordo was wandering on the vast and inhospitable marshes. Paths led north and west.
57Fordo found himself on a road, close to the evil, black gate of Dormor. A smaller road led south towards some rolling hills and pleasant grassy countryside.
58Fordo looked about him and surveyed the woodland beauty of Effallien. A path led east and the road travelled north and south.
59Looking around himself, Fordo enjoyed the tranquil woodland glade. A leafy path led east and west through the trees.
60Fordo was in an area of trees. Paths led east and west beneath the great boughs.
61Fordo stood outside a shopping centre, its great buildings dominating the western horizon. Roads led north, south and east.
62Fordo was outside a cinema. An old poster was stuck to the wall and the doorway had lost its door. A small road led west.
63Fordo was inside the wrecked cinema. Chairs lay ripped to bits, the carpets were torn and a slightly unusual version of "Snowhite" was flickering on the screen.
64Fordo was on a road leading past a group of desolate trees the east. The road led north and south.
65Fordo stood among a group of desolate, grey trees, thrown into sharp relief against the pale sky. Ways through the trees led north, west and south.
66Fordo was outside a bar. The main street led away north and east.
67Fordo was following the main road leading east and west through the wrecked town.
68Fordo was traveling along a road through east and west through the drab countryside.
69Fordo stood at the great cross- roads, with ways north, south, east and west. A huge and head- less statue stood nearby, its majestic torso defaced with vandalistic runes proclaiming the merits of various football teams.
70Fordo was following a path that led north and west among the rocks and bushes.
71Fordo stood in the wreckage of the bar. Tables and chairs lay on the floor, smashed. A door to the north led outside.
72Fordo was following a track leading north and south.
73Fordo was in a bar filled with Kremlins. Furniture was being overturned, glass smashed and various objects hurled about. The door was to the north.

Table of Objects

Object    DescriptionStart LocationAssociated Words
0the Great RingCarriedRING
1a ropeNot createdROPE
2Spam32 (Gully)_
3Goldbum51 (Foot of Cliff)_
4a large basilisk40 (Marshes)_
5a platinum brick33 (Waterfall)PLAT,BRIC
6some trendy mirror sunglasses57 (Road to Dormor)SHAD,SUNG,MIRR
7a large box4 (Electrical Store)_
8a large, open boxNot createdBOX
9a pair of magic scissors71 (Inside Bar)SCIS
10a magic microwave ovenNot createdMICR,OVEN
11a large key6 (Forges)KEY
12all the treasure he could carry17 (Treasure Halls)TREA
13Sheslob19 (Dark Tunnel)_
14a great horde of KremlinsNot created_
15a smaller horde of KremlinsNot created_
16a rope tied round the rockNot created_
17a rope hanging down from aboveNot createdROPE
18a cement basiliskNot created_
19a horrid pixie57 (Road to Dormor)_
20a POWERFUL DE-BUGGER25 (Programmer's Prison)DEBU

Table of Messages

Id   Message
0Fordo tied the rope to the convenient rock.
1Fordo untied the rope.
2There was a BANG and, in a puff of magic, his rope appeared!
3Fordo climbed down the rope.
4But Fordo was too wimpish to do that!
5Fordo pulled the rope. It fell down on him.
6The basilisk lumbered north.
7The basilisk lumbered south.
8The basilisk lumbered east.
9The basilisk lumbered west.
10The basilisk accidentally turned Fordo in cement.
11A basilisk appeared.
12Fordo did. Everyone died.
13OOOOOOH! Watch the language!
14Fordo was too good a little boggit for any of that!
15Fordo waited. Time roared past.
16Fordo lobbed the rope. It flew up, twirled round a convenient stalactite and knotted itself. Fordo could now SWING across.
17Fordo slipped the ring on. But nothing happened! It didn't work! He was still visible! It was obvious that the powers of evil were beginning to act and the ring must be destroyed very soon!
18"Hello there!" said the horrid pixie, "You cannot pass until you have disposed of the nasty basilisk who lives on those unpleasant marshes."
19The basilisk gazed into Fordo's trendai shades and, seeing its own reflection, went somewhat cementish.
20"Hello nithhhe boggit." thaid the ever-horrible Goldbum.
21"Well, hallooo to you sir, Mr Fordo sir." said Spam.
22"Aaaah!" said the horrid pixie.
23Fordo pushed the button and, within hours, the lift arrived in a great whooshing of air. Its doors opened.
24Fordo went in and the doors slid shut behind him.
25The button was pushed. Fordo experienced that pleasant sensation often associated with lifts (and going over a bump at high velocity in a car) and the doors opened.
26Nothing ("wow") happened.
27Fordo went out.
28With great courage, the wimpish Fordo grabbed onto the rope and, crying out the ancient prayer "Elendil, Elbereth, Domestos!", he proceeded to swing across the gaping chasm!
29While in the tower, a passing Nazal, flying a winged pig out on routine patrol nearby, spied Fordo and dived in to attack!
30The flying pig was closing on him fast!
31Fordo tugged the heavy gun round and fired, blowing the winged pig into a million bits of bacon and blowing its Nazal rider into the middle of last month.
32The great flying hog came crash- ing down out of the sky on top of poor Fordo, flattening him.
33A Nazal, flying a winged pig on patrol overhead, spotted him and within minutes, Fordo's quest was ended!
34Fordo fired the gun at the empty sky.
35Judith Child: Possibly one of the nicest girls in the world. My biggest mistake was losing her.
36But the pixie blocked the way!
37The pixie's big brother arrived and amputated poor Fordo's head.
38WHAT?!* FORDO COULDN'T DO THAT!
39Fordo tried to kill Goldbum. But it was no good as the horrible little individual kept dodging out of the way.
40Using the key, Fordo unlocked and opened the door.
41As he did so, several neglected programmers rushed out shrieking "FREE! FREE! FREE! WE'RE FREE!" only to be eaten by a passing red dragon.
42Fordo closed and locked the door with the key.
43Using the DE-BUGGER, Fordo was able to remove every Gremlin (and Kremlin) from this program.
44Soon, the Kremlins overpowered Fordo, killing him nastily.
45Sheslob rushed upon Fordo, crushing him against a wall with fatal results!
46Spam appeared.
47"Avatht there, matey!" thaid Goldbum, "Get uth a platinum brick, there'th a good pal. I'll help you if you do!"
48"Don't you be havin' nothin' to do with 'im, Mr Fordo!" advised Spam.
49Fordo gave the brick to Goldbum. "Ta." remarked he, "You can be thure of my help, Bye!" He thcurried away.
50"I'm-a-wonderin' Mr Fordo sir." began Spam, "What's that nasty Goldbum character up to?"
51 Goldbum appeared. "THEY'RE COMING! AAAARRGGHH!" he thcreamed. Without waiting to find out just what was coming, Sheslob shrieked and thundered away down a nearby passage in terror. "There we are, chumth." crooned Goldbum. He wandered away.
52The box was tied up with magic string.
53Fordo cut the string with the magic scissors and the box fell open.
54Fordo put the ring into the microwave and switched it on. A few seconds later . . .
55 The ring melted and was consumed in flames. The great buildings and multinational corporations of Serum came crashing down and an army of traffic wardens sent evil from the land. Well done. You have successfully guided Fordo and have solved this adventure. A truly great achievement! Phone DELTA 4 for congratulation on 04893 5800.
56Don't be so blase'.
57"Yee he he he hah!" remarked the Kremlins.
58The ring was golden and utterly smooth apart from one edge with "Made in Hong Kong." written in eastern runes on it.
59It was nothing special. Just your everyday platinum brick.
60They were really hip, featuring the latest reflecto-lenses.
61The box had "Hitachishiba HT1382 Microwave Oven" written in cheap runes on its side.
62The microwave looked capable of cooking anything. But was it?
63The key was large and had "Property of Tirith Belicom" written upon it in ancient phone-book runes.
64The treasure was, not completely unexpectedly, very valuable.
65The DE-BUGGER could remove all those nasty little problems from a program.
66Fordo read the sign. It said, "Due to increased fuel costs, the forges are being run at a reduced temperature, too low for melting rings etc. We regret any inconvenience caused."
67Fordo read the sign. It said, "BEWARE OF THE SHESLOB!"
68The gun was loaded and ready to fire.
69The poster had, "HOW DID SNOWHITE ENTERTAIN THE SEVEN DWARVES ?" PG written on it in large runes.
70Why not TIE the ROPE to sumfing?
71Try SWINGing!
72The H is a 3x3 grid and the basilisk wanders round the top of it.
73Fordo noticed nothing very special.
74Fordo was soon captured by the evil hordes of Serum!
75Not here and now!
76But the door was locked.
77Yet again, Fordo displayed his feeble powers of logic as he tried (with little success) to open an open door.
78She loves me? She loves me not?
79Pure, unadulterated lysdexia. For an example of how not to do games reviews, look at page 14 of the May 7th 1985 edition. Since when were we going under the name of Games Workshop ? Oh, and the spelling is verree badd to.
80Ian Willis: Disgustingly good with computers and even more unpopular than me! What is it about us at DELTA 4 ? Oh yeah, he likes Madonna.
81This is your author typing. If you've found this message, do give me a ring as I like people who discover things such as this in programs. At the time of writing, I am so depressed it isn't true. Nobody seems to care, and suicide has not been ruled out! Oh, WHY? WHY? WHY? WHY? There's no one to talk to . . . .
82Jason Somerville: General check-it-cum-suggest- improvements-cum-say-it's-a- superb-game person. Classic sense of humour, good friend.
83Jonathan Walker: My own personal shrink, Jon has more than once persuaded me not to do myself in. Great with the ol' sketch pad, he made a really excellant job of the original " Bored " artwork.
84Bronski Beat:- the music that I listened to all the time while writing " Bored ". Why did Jimmy have to leave them? In my view, Marc Almond adds nothing to the new version of " I feel love ". The cake mix without him would be superb! A plea to Bronski Beat, bring Jimmy back, please! The music will never be the same without his singing.
85 WHY?
86As cut up into lots of little pieces and jumped up and down on by Simon Brattle.
87Sorry about " Return ".
88BORED OF THE RINGS Original idea and incentive to start from Judith Child. Design, implementation, text, graphics, de-bugging, title screen and character set all by Fergus McNeill.  1985 DELTA 4 Software Written with The Quill and The Illustrator from Gilsoft. NB. This game has no link with the Harvard Lampoon book of the same name. Version 2(pt3).

Table of System Messages

Id   Message
0Everything was dark. Fordo could not see.
1 At this point, Fordo noticed:
2 What was Fordo to do now?
3 What was Fordo to do?
4 What would he do?
5 What would Fordo do next?
6I didn't understand any of that!
7However, Fordo couldn't go in that direction.
8Sadly, this was not possible.
9Fordo was at this time carrying:
10(worn)
11absolutely nothing whatsoever.
12Was this really the end?
13 And so the quest had come to an end. Would another attempt be made (Y/N) ?
14  1985 DELTA 4 Software
15This was done.
16
17 You have taken
18 turn
19s
20.
21 You have scored
22 points.
23But Fordo wasn't wearing that!
24But Fordo's hands were too full.
25But Fordo already had it!
26But Fordo didn't see that here!
27But Fordo was unable to carry any more.
28But Fordo didn't have it!
29But Fordo was wearing it already!
30Y
31N

Vocabulary

Id    Synonyms
1N,NORT
2S,SOUT
3E,EAST
4W,WEST
5NE
6NW
7SE
8SW
9U,UP,CLIM,ASCE
10D,DOWN,DESC
11IN,INTO,ENTE,INSI
12OUT,OUTS,LEAV
20RED
21MAGE
22BLUE
26BUTT
27FART,GUFF,SMEL,WIND,LEVO
28POO,PIS,SHIT,RUDE,BOTT,PISS,BLOO,CARL,NOBH,BAST,BUGG
29BUM,SEX,RAPE,BONK,MAKE,LICK,MOLE,SCRE,INTE,FEEL,GROP,WANK,PLON,FUCK
30ROPE
32SPAM
33GOLD
34SHES
35PLAT,BRIC
37BOX
39SCIS
40MICR,OVEN
41KEY
42TREA
44GREM,KREM,HORD
50EXAM,READ,SEAR
51HIDE
52HIT,KILL,HURT,HOSP,PULV,MASH,HARM,MUTI,DEST,ATTA,DEMO,BASH
53SHOO,FIRE
54LIFT
55PRES,PUSH
56OPEN,UNLO
57CLOS,LOCK
58HELP,HINT,CLUE
59SC,SCO,SCOR
60TU,TUR,TURN
61LOB,THRO,HURL
62BUY,PURC
63GIVE
64INSE
65EAT,CONS,INGE
66DRIN
67WAIT
68TIE
70ROCK
71STRE
72TREE
73CHAI,SEAT
74TABL
75CUT,SNIP
76STRI
77UNTI
80SAY
81HOG
82HI,HELL,HALL,GREE,GOOD,SALU
90TUG,PULL
91BASI
92SWIN,UNGO,TARZ
93DEBU
94PIG
95JUDE,JUDI,MORT,WITC,VERO,TREV
96DOOR
97SIGN
98PUT,PLAC
99PIXI
100GET,TAKE,OBTA
101DROP
102REMO
103WEAR
104I,INV,INVE
105R,L,REDE,LOOK
106Q,QUIT,STOP
107SAVE
108LOAD
150IAN,WILL,HOLS
151FERG,BILL,MCNE,AUTH,WDFM
152JAS,JASE,JASO,SOME
153JON,JONA,WALK
155PAUL
156RHOA,ROAN,ROHA
157HCW,HOME
158MSX
159GAY,HOMO
160BRON
170REM,JOSH,COPY,CRED
200POST
201GUN
230RING
231SHAD,SUNG,MIRR
254Z
255_

Location #0

Description

" Bored Of The Rings " By Fergus McNeill  1985 DELTA 4 Software Part 3

Short Name

Intro Screen

Connections

Objects at location

None

Events associated with location

Process _ _:
AT 0 (Are we at location 0 (Intro Screen)) LT 27 2 (Is Flag 27 less than 2) BEEP 20 134 BEEP 20 120 BEEP 20 134 BEEP 20 120 BEEP 20 134 BEEP 20 120 BEEP 20 134 BEEP 20 136 BEEP 20 126 BEEP 20 112 BEEP 20 126 BEEP 20 112 BEEP 20 126 BEEP 20 112 BEEP 20 126 BEEP 20 134 BEEP 20 130 BEEP 20 116 BEEP 20 130 BEEP 20 116 BEEP 20 130 BEEP 20 116 BEEP 20 130 BEEP 20 134 BEEP 20 120 BEEP 20 106 BEEP 20 120 BEEP 20 106 BEEP 20 120 BEEP 20 106 BEEP 20 120 BEEP 20 106 PLUS 27 2 (Increase flag 27 by 2)

Location #1

Description

Fordo found himself deep in a great supermarket. Ransacked, empty shelves stretched away into the distance. Breaking the monotony, a door in the southern wall led out.

Short Name

Supermarket

Connections

S to location 3 (Yox Mall) OUT to location 3 (Yox Mall)

Objects at location

None

Events associated with location

None

Location #2

Description

Fordo was wandering in the remains of what had once been a beautiful and glorious department store, now lying in ruin, destroyed by the evil forces of Serum. A way through the rubble led east to the outside.

Short Name

Department Store

Connections

E to location 3 (Yox Mall) OUT to location 3 (Yox Mall)

Objects at location

None

Events associated with location

None

Location #3

Description

Fordo stood in the "Yox Mall", somewhere in the depths of the Effallien shopping centre. Exits led north, south, east and west.

Short Name

Yox Mall

Connections

N to location 1 (Supermarket) W to location 2 (Department Store) S to location 4 (Electrical Store) E to location 61 (Shopping Centre) OUT to location 61 (Shopping Centre)

Objects at location

None

Events associated with location

None

Location #4

Description

Fordo looked around. He was in a plushly carpetted branch of a large electrical store chain. A hefty desk lay on its side and nearly all the goods were in pieces. A doorless doorway in the north wall led out.

Short Name

Electrical Store

Connections

N to location 3 (Yox Mall) OUT to location 3 (Yox Mall)

Objects at location

Object #7: a large box

Events associated with location

None

Location #5

Description

Fordo stood in the shadow of the dark tower and the gargantuan, multi-storey office block which rose up behind it. An ashen road led on north towards it. Great pinacles of charred material spewed into the air around him falling gently onto the way that led back south.

Short Name

Dark Tower

Connections

S to location 8 (Dormor Junction)

Objects at location

None

Events associated with location

Response N _:
AT 5 (Are we at location 5 (Dark Tower)) MESSAGE 74 (Fordo was soon captured by the evil hordes of Serum!) SCORE (Display score) TURNS (Display number of turns) END (End Game)

Location #6

Description

Fordo stood, illuminated in the multiple bunsen flames of the cavern. Fire and vapours poured up out of the great crack in the floor. In the dancing light, he could see the door, leading out through the south wall. A small sign was affixed to the stone floor.

Short Name

Forges

Connections

S to location 9 (Entrance to Forges) OUT to location 9 (Entrance to Forges)

Objects at location

Object #11: a large key

Events associated with location

Response EXAM SIGN:
AT 6 (Are we at location 6 (Forges)) MESSAGE 66 (Fordo read the sign. It said, "Due to increased fuel costs, the forges are being run at a reduced temperature, too low for melting rings etc. We regret any inconvenience caused.") DONE

Location #7

Description

Fordo was at the foot of a small slope, leading up into the dark mountains. A large road led away east across the ashen plains.

Short Name

Foot of Slope

Connections

S to location 11 (Plains of Dormor) U to location 11 (Plains of Dormor) E to location 8 (Dormor Junction)

Objects at location

None

Events associated with location

None

Location #8

Description

Fordo was at a junction in the main road traversing the dark plain of Dormor. Far off to the north rose the awesome tower of Dairzno Cure, while to the east rose the craggy heights of Mount Gloom, the forges of Serum. To the west, the road led towards the edge of the plain.

Short Name

Dormor Junction

Connections

N to location 5 (Dark Tower) W to location 7 (Foot of Slope) E to location 9 (Entrance to Forges)

Objects at location

None

Events associated with location

Process PIG _:
AT 8 (Are we at location 8 (Dormor Junction)) ZERO 16 (Is Flag 16 zero) MESSAGE 33 (A Nazal, flying a winged pig on patrol overhead, spotted him and within minutes, Fordo's quest was ended!) SCORE (Display score) TURNS (Display number of turns) END (End Game)

Location #9

Description

Fordo stood at the entrance to the forges, buried deep in the heart of Mount Gloom. The door (which was to the north) led into the rock while a path picked its way west through the piles of slag and rubble.

Short Name

Entrance to Forges

Connections

N to location 6 (Forges) IN to location 6 (Forges) W to location 8 (Dormor Junction)

Objects at location

None

Events associated with location

None

Location #10

Description

Fordo stood at the base of a tall cliff. A large, gaping cave-mouth (above which hung a sign) lay to the west while a grassy path led east.

Short Name

Base of Cliff

Connections

IN to location 19 (Dark Tunnel) W to location 19 (Dark Tunnel) E to location 11 (Plains of Dormor)

Objects at location

None

Events associated with location

Response EXAM SIGN:
AT 10 (Are we at location 10 (Base of Cliff)) MESSAGE 67 (Fordo read the sign. It said, "BEWARE OF THE SHESLOB!") DONE

Location #11

Description

Fordo gazed out over the vast, dark plains of Dormor. Far, far away, he could see Mount Gloom and the dark home of Serum. A gun-tower stood on the edge of a nearby precipice and a path led down a gentle slope to the plains below. To the west, rose the sheer face of a mountain.

Short Name

Plains of Dormor

Location picture

Connections

N to location 7 (Foot of Slope) D to location 7 (Foot of Slope) W to location 10 (Base of Cliff) E to location 12 (Base of Tower)

Objects at location

None

Events associated with location

None

Location #12

Description

Fordo was at the base of the gun-tower. A metal ladder led up into the darkness and a track headed away west.

Short Name

Base of Tower

Connections

W to location 11 (Plains of Dormor) U to location 13 (Top of Tower)

Objects at location

None

Events associated with location

None

Location #13

Description

Fordo stood at the top of the tower. A large anti-aircraft gun stood quietly in one corner and a ladder led down.

Short Name

Top of Tower

Location picture

Connections

D to location 12 (Base of Tower)

Objects at location

None

Events associated with location

Process PIG _:
AT 13 (Are we at location 13 (Top of Tower)) ZERO 16 (Is Flag 16 zero) PLUS 16 1 (Increase flag 16 by 1) MESSAGE 29 (While in the tower, a passing Nazal, flying a winged pig out on routine patrol nearby, spied Fordo and dived in to attack!)
Response EXAM GUN:
AT 13 (Are we at location 13 (Top of Tower)) MESSAGE 68 (The gun was loaded and ready to fire.) DONE
Response SHOO _:
AT 13 (Are we at location 13 (Top of Tower)) NOTZERO 16 (Is Flag 16 not zero) LT 16 254 (Is Flag 16 less than 254) MESSAGE 31 (Fordo tugged the heavy gun round and fired, blowing the winged pig into a million bits of bacon and blowing its Nazal rider into the middle of last month.) PLUS 30 15 (Increase flag 30 by 15) SET 16 (Set flag 16 to 255) DONE
Response SHOO _:
AT 13 (Are we at location 13 (Top of Tower)) MESSAGE 34 (Fordo fired the gun at the empty sky.) DONE

Location #14

Description

Fordo peered into the gloom. He was in a large, utterly dark cave and was unable to see.

Short Name

Dark Cave

Connections

W to location 27 (Cave Mouth) E to location 15 (Dim Cavern)

Objects at location

None

Events associated with location

None

Location #15

Description

Fordo found himself in a dimly- lit cavern, the most striking feature of which was a large, deep fissure cutting it neatly in two from north to south. A way was visible west.

Short Name

Dim Cavern

Connections

W to location 14 (Dark Cave)

Objects at location

None

Events associated with location

Response HELP _:
AT 15 (Are we at location 15 (Dim Cavern)) MESSAGE 71 (Try SWINGing!) DONE
Response LOB ROPE:
AT 15 (Are we at location 15 (Dim Cavern)) CARR 1 (Is object 1 [a rope] being carried) DESTROY 1 (a rope) CREATE 17 (a rope hanging down from above) MESSAGE 16 (Fordo lobbed the rope. It flew up, twirled round a convenient stalactite and knotted itself. Fordo could now SWING across.) PLUS 30 10 (Increase flag 30 by 10) DONE
Response SWIN _:
AT 15 (Are we at location 15 (Dim Cavern)) PRESENT 17 (Is object 17 [a rope hanging down from above] at current location) MESSAGE 28 (With great courage, the wimpish Fordo grabbed onto the rope and, crying out the ancient prayer "Elendil, Elbereth, Domestos!", he proceeded to swing across the gaping chasm!) ANYKEY (Press any key) GOTO 16 (Go to location 16) (East of Fissure) CREATE 17 (a rope hanging down from above) DESC (Describe current location)
Response SWIN _:
AT 16 (Are we at location 16 (East of Fissure)) PRESENT 17 (Is object 17 [a rope hanging down from above] at current location) MESSAGE 28 (With great courage, the wimpish Fordo grabbed onto the rope and, crying out the ancient prayer "Elendil, Elbereth, Domestos!", he proceeded to swing across the gaping chasm!) ANYKEY (Press any key) GOTO 15 (Go to location 15) (Dim Cavern) CREATE 17 (a rope hanging down from above) DESC (Describe current location)

Location #16

Description

Fordo stood on the eastern edge of the great fissure. A way led south into the darkness.

Short Name

East of Fissure

Connections

S to location 18 (Dark Passage)

Objects at location

None

Events associated with location

Response SWIN _:
AT 15 (Are we at location 15 (Dim Cavern)) PRESENT 17 (Is object 17 [a rope hanging down from above] at current location) MESSAGE 28 (With great courage, the wimpish Fordo grabbed onto the rope and, crying out the ancient prayer "Elendil, Elbereth, Domestos!", he proceeded to swing across the gaping chasm!) ANYKEY (Press any key) GOTO 16 (Go to location 16) (East of Fissure) CREATE 17 (a rope hanging down from above) DESC (Describe current location)
Response SWIN _:
AT 16 (Are we at location 16 (East of Fissure)) PRESENT 17 (Is object 17 [a rope hanging down from above] at current location) MESSAGE 28 (With great courage, the wimpish Fordo grabbed onto the rope and, crying out the ancient prayer "Elendil, Elbereth, Domestos!", he proceeded to swing across the gaping chasm!) ANYKEY (Press any key) GOTO 15 (Go to location 15) (Dim Cavern) CREATE 17 (a rope hanging down from above) DESC (Describe current location)

Location #17

Description

Fordo had come upon the treasure halls of Sheslob, a vast expanse of rooms filled with all things valuable. A door in the west wall led away through the riches.

Short Name

Treasure Halls

Connections

E to location 18 (Dark Passage)

Objects at location

Object #12: all the treasure he could carry

Events associated with location

None

Location #18

Description

Fordo was following a dark passage. All was black.

Short Name

Dark Passage

Connections

N to location 16 (East of Fissure) W to location 17 (Treasure Halls) E to location 19 (Dark Tunnel)

Objects at location

None

Events associated with location

None

Location #19

Description

Fordo was trudging along a dark tunnel. To the east the way seemed to become lighter.

Short Name

Dark Tunnel

Connections

E to location 10 (Base of Cliff) W to location 18 (Dark Passage)

Objects at location

Object #13: Sheslob

Events associated with location

None

Location #20

Description

Fordo stood on the bleak and dreary hillside looking north towards the gaunt walls of Minas Puddle, the Citadel of the 9 living dead. A rough track led south, down into Puddle Vale.

Short Name

Minas Puddle

Connections

S to location 22 (Puddle Vale)

Objects at location

None

Events associated with location

Response N _:
AT 20 (Are we at location 20 (Minas Puddle)) MESSAGE 74 (Fordo was soon captured by the evil hordes of Serum!) SCORE (Display score) TURNS (Display number of turns) END (End Game)

Location #21

Description

Fordo stood on the silent road which bent south and east among the fields of pale flowers into Puddle Vale. A low, moaning hum was audible.

Short Name

Silent Road

Connections

S to location 65 (Among Trees) E to location 22 (Puddle Vale)

Objects at location

None

Events associated with location

None

Location #22

Description

Fordo stood in Puddle Vale. To the north, on a crag, stood the keep of the Nazal, Minas Puddle. The road led east and west.

Short Name

Puddle Vale

Connections

N to location 20 (Minas Puddle) W to location 21 (Silent Road) E to location 23 (Foot of Stairs)

Objects at location

None

Events associated with location

None

Location #23

Description

Fordo found himself at the foot of the stairs which wound up into the darkness. A path led west down into the vale.

Short Name

Foot of Stairs

Connections

W to location 22 (Puddle Vale) S to location 26 (Beside Lift) U to location 24 (Stairs)

Objects at location

None

Events associated with location

None

Location #24

Description

Fordo was on the stairs which stretched up and down as far as the eye could see.

Short Name

Stairs

Connections

U to location 27 (Cave Mouth) D to location 23 (Foot of Stairs)

Objects at location

None

Events associated with location

None

Location #25

Description

Fordo looked around him. This was the programmer's prison, where unfortunate game writers were held captive to write budget software. Several burnt- out computers and dead monitors lay scattered upon the floor. The door was to the east.

Short Name

Programmer's Prison

Connections

Objects at location

Object #20: a POWERFUL DE-BUGGER

Events associated with location

Response N _:
AT 29 (Are we at location 29 (Firebrick)) NOTZERO 17 (Is Flag 17 not zero) GOTO 25 (Go to location 25) (Programmer's Prison) DESC (Describe current location)
Response S _:
AT 25 (Are we at location 25 (Programmer's Prison)) NOTZERO 17 (Is Flag 17 not zero) GOTO 29 (Go to location 29) (Firebrick) DESC (Describe current location)
Response S _:
AT 25 (Are we at location 25 (Programmer's Prison)) MESSAGE 76 (But the door was locked.) DONE

Location #26

Description

Fordo stood beside the lift. A huge button protruded from the wall nearby. A passage led away to the north.

Short Name

Beside Lift

Connections

N to location 23 (Foot of Stairs)

Objects at location

None

Events associated with location

Response OUT _:
AT 30 (Are we at location 30 (In Lift)) EQ 14 1 (Is Flag 14 equal to 1) MESSAGE 27 (Fordo went out.) ANYKEY (Press any key) GOTO 26 (Go to location 26) (Beside Lift) DESC (Describe current location)
Response LIFT _:
AT 26 (Are we at location 26 (Beside Lift)) EQ 14 1 (Is Flag 14 equal to 1) SET 14 (Set flag 14 to 255) MESSAGE 24 (Fordo went in and the doors slid shut behind him.) GOTO 30 (Go to location 30) (In Lift) ANYKEY (Press any key) DESC (Describe current location)
Response PRES BUTT:
AT 26 (Are we at location 26 (Beside Lift)) EQ 14 1 (Is Flag 14 equal to 1) MESSAGE 26 (Nothing ("wow") happened.) DONE
Response PRES BUTT:
AT 26 (Are we at location 26 (Beside Lift)) LET 14 1 (Set flag 14 to 1) MESSAGE 23 (Fordo pushed the button and, within hours, the lift arrived in a great whooshing of air. Its doors opened.) DONE

Location #27

Description

Fordo stood by a huge cave mouth which led east in the rock. A passage led south and a set of stairs went down.

Short Name

Cave Mouth

Connections

D to location 24 (Stairs) E to location 14 (Dark Cave) IN to location 14 (Dark Cave) S to location 31 (By the Lift)

Objects at location

None

Events associated with location

None

Location #28

Description

Fordo found himself in the halls of duplication, a massive area sacred to Cheepanasti, God of budget software. Rows and rows of machines stood ready to start making vast numbers of tapes as Serum's plan to destroy the home computer software market came into action. The way out was to the east.

Short Name

Halls of Duplication

Connections

E to location 29 (Firebrick)

Objects at location

None

Events associated with location

None

Location #29

Description

Fordo was in the dark offices of Firebrick, the evil software house controlled by Tirith Belicom. A large button protruded from the wall by the lift and a huge room lay to the west. To the north was a door.

Short Name

Firebrick

Connections

W to location 28 (Halls of Duplication) E to location 30 (In Lift)

Objects at location

None

Events associated with location

Response N _:
AT 29 (Are we at location 29 (Firebrick)) NOTZERO 17 (Is Flag 17 not zero) GOTO 25 (Go to location 25) (Programmer's Prison) DESC (Describe current location)
Response N _:
AT 29 (Are we at location 29 (Firebrick)) MESSAGE 76 (But the door was locked.) DONE
Response S _:
AT 25 (Are we at location 25 (Programmer's Prison)) NOTZERO 17 (Is Flag 17 not zero) GOTO 29 (Go to location 29) (Firebrick) DESC (Describe current location)
Response OUT _:
AT 30 (Are we at location 30 (In Lift)) EQ 14 0 (Is Flag 14 equal to 0) MESSAGE 27 (Fordo went out.) ANYKEY (Press any key) GOTO 29 (Go to location 29) (Firebrick) DESC (Describe current location)
Response LIFT _:
AT 29 (Are we at location 29 (Firebrick)) ZERO 14 (Is Flag 14 zero) SET 14 (Set flag 14 to 255) GOTO 30 (Go to location 30) (In Lift) MESSAGE 24 (Fordo went in and the doors slid shut behind him.) ANYKEY (Press any key) DESC (Describe current location)
Response PRES BUTT:
AT 29 (Are we at location 29 (Firebrick)) EQ 14 0 (Is Flag 14 equal to 0) MESSAGE 26 (Nothing ("wow") happened.) DONE
Response PRES BUTT:
AT 29 (Are we at location 29 (Firebrick)) CLEAR 14 (Set flag 14 to 0) MESSAGE 23 (Fordo pushed the button and, within hours, the lift arrived in a great whooshing of air. Its doors opened.) DONE

Location #30

Description

Fordo was in the lift. Three big buttons marked RED, MAGENTA and BLUE protruded from a control panel on one wall.

Short Name

In Lift

Location picture

Connections

Objects at location

None

Events associated with location

Response OUT _:
AT 30 (Are we at location 30 (In Lift)) EQ 14 0 (Is Flag 14 equal to 0) MESSAGE 27 (Fordo went out.) ANYKEY (Press any key) GOTO 29 (Go to location 29) (Firebrick) DESC (Describe current location)
Response OUT _:
AT 30 (Are we at location 30 (In Lift)) EQ 14 1 (Is Flag 14 equal to 1) MESSAGE 27 (Fordo went out.) ANYKEY (Press any key) GOTO 26 (Go to location 26) (Beside Lift) DESC (Describe current location)
Response OUT _:
AT 30 (Are we at location 30 (In Lift)) EQ 14 2 (Is Flag 14 equal to 2) MESSAGE 27 (Fordo went out.) ANYKEY (Press any key) GOTO 31 (Go to location 31) (By the Lift) DESC (Describe current location)
Response LIFT _:
AT 29 (Are we at location 29 (Firebrick)) ZERO 14 (Is Flag 14 zero) SET 14 (Set flag 14 to 255) GOTO 30 (Go to location 30) (In Lift) MESSAGE 24 (Fordo went in and the doors slid shut behind him.) ANYKEY (Press any key) DESC (Describe current location)
Response LIFT _:
AT 31 (Are we at location 31 (By the Lift)) EQ 14 2 (Is Flag 14 equal to 2) SET 14 (Set flag 14 to 255) MESSAGE 24 (Fordo went in and the doors slid shut behind him.) GOTO 30 (Go to location 30) (In Lift) ANYKEY (Press any key) DESC (Describe current location)
Response LIFT _:
AT 26 (Are we at location 26 (Beside Lift)) EQ 14 1 (Is Flag 14 equal to 1) SET 14 (Set flag 14 to 255) MESSAGE 24 (Fordo went in and the doors slid shut behind him.) GOTO 30 (Go to location 30) (In Lift) ANYKEY (Press any key) DESC (Describe current location)
Response PRES RED:
AT 30 (Are we at location 30 (In Lift)) LET 14 0 (Set flag 14 to 0) MESSAGE 25 (The button was pushed. Fordo experienced that pleasant sensation often associated with lifts (and going over a bump at high velocity in a car) and the doors opened.) DONE
Response PRES MAGE:
AT 30 (Are we at location 30 (In Lift)) LET 14 1 (Set flag 14 to 1) MESSAGE 25 (The button was pushed. Fordo experienced that pleasant sensation often associated with lifts (and going over a bump at high velocity in a car) and the doors opened.) DONE
Response PRES BLUE:
AT 30 (Are we at location 30 (In Lift)) LET 14 2 (Set flag 14 to 2) MESSAGE 25 (The button was pushed. Fordo experienced that pleasant sensation often associated with lifts (and going over a bump at high velocity in a car) and the doors opened.) DONE

Location #31

Description

Fordo stood by the lift. A large button protruded from the wall.

Short Name

By the Lift

Connections

N to location 27 (Cave Mouth)

Objects at location

None

Events associated with location

Response OUT _:
AT 30 (Are we at location 30 (In Lift)) EQ 14 2 (Is Flag 14 equal to 2) MESSAGE 27 (Fordo went out.) ANYKEY (Press any key) GOTO 31 (Go to location 31) (By the Lift) DESC (Describe current location)
Response LIFT _:
AT 31 (Are we at location 31 (By the Lift)) EQ 14 2 (Is Flag 14 equal to 2) SET 14 (Set flag 14 to 255) MESSAGE 24 (Fordo went in and the doors slid shut behind him.) GOTO 30 (Go to location 30) (In Lift) ANYKEY (Press any key) DESC (Describe current location)
Response PRES BUTT:
AT 31 (Are we at location 31 (By the Lift)) EQ 14 2 (Is Flag 14 equal to 2) MESSAGE 26 (Nothing ("wow") happened.) DONE
Response PRES BUTT:
AT 31 (Are we at location 31 (By the Lift)) LET 14 2 (Set flag 14 to 2) MESSAGE 23 (Fordo pushed the button and, within hours, the lift arrived in a great whooshing of air. Its doors opened.) DONE

Location #32

Description

Fordo looked around. He was at the bottom of a gully, somewhere in the mountains. The only ways to proceed were east and south.

Short Name

Gully

Connections

E to location 33 (Waterfall) S to location 34 (In Mountains)

Objects at location

Object #2: Spam

Events associated with location

Process _ _:
EQ 27 2 (Is Flag 27 equal to 2) CLEAR 27 (Set flag 27 to 0) GOTO 32 (Go to location 32) (Gully) DESC (Describe current location)

Location #33

Description

Fordo found himself by a water- fall, pouring down from the rocks high above. A track led west and another south along a stream that flowed from the pool at the base of the fall.

Short Name

Waterfall

Connections

W to location 32 (Gully) S to location 35 (Beside Stream)

Objects at location

Object #5: a platinum brick

Events associated with location

None

Location #34

Description

Fordo was somewhere else in the mountains. Paths wound north and east between the rocks.

Short Name

In Mountains

Location picture

Connections

N to location 32 (Gully) E to location 35 (Beside Stream)

Objects at location

None

Events associated with location

None

Location #35

Description

Fordo was beside a mountain stream, tumbling over the rocks at his feet. Paths led north, east and west.

Short Name

Beside Stream

Connections

N to location 33 (Waterfall) W to location 34 (In Mountains) E to location 36 (Top of Cliff)

Objects at location

None

Events associated with location

None

Location #36

Description

Fordo stood at the top of a high cliff. A large, convenient rock was firmly fixed to the ground here and a narrow path led west.

Short Name

Top of Cliff

Connections

W to location 35 (Beside Stream)

Objects at location

None

Events associated with location

Response U D:
AT 36 (Are we at location 36 (Top of Cliff)) PRESENT 16 (Is object 16 [a rope tied round the rock] at current location) MESSAGE 3 (Fordo climbed down the rope.) ANYKEY (Press any key) GOTO 51 (Go to location 51) (Foot of Cliff) DESC (Describe current location)
Response U ROPE:
AT 36 (Are we at location 36 (Top of Cliff)) PRESENT 16 (Is object 16 [a rope tied round the rock] at current location) MESSAGE 3 (Fordo climbed down the rope.) ANYKEY (Press any key) GOTO 51 (Go to location 51) (Foot of Cliff) DESC (Describe current location)
Response D ROPE:
AT 36 (Are we at location 36 (Top of Cliff)) PRESENT 16 (Is object 16 [a rope tied round the rock] at current location) MESSAGE 3 (Fordo climbed down the rope.) ANYKEY (Press any key) GOTO 51 (Go to location 51) (Foot of Cliff) DESC (Describe current location)
Response HELP _:
AT 36 (Are we at location 36 (Top of Cliff)) MESSAGE 70 (Why not TIE the ROPE to sumfing? ) DONE
Response TIE ROPE:
AT 36 (Are we at location 36 (Top of Cliff)) CARR 1 (Is object 1 [a rope] being carried) DESTROY 1 (a rope) CREATE 16 (a rope tied round the rock) PLACE 17">17 (a rope hanging down from above) in location 51">51 (Foot of Cliff) MESSAGE 0 (Fordo tied the rope to the convenient rock.) PLUS 30 5 (Increase flag 30 by 5) DONE

Location #37

Description

Fordo was wandering in the vast and inhospitable marshes. Paths led south and southeast.

Short Name

Marshes

Connections

S to location 43 (Marshes) SE to location 44 (Marshes)

Objects at location

None

Events associated with location

None

Location #38

Description

Fordo was wandering in the vast and inhospitable marsh. Paths led south and east.

Short Name

Marshes

Connections

E to location 39 (Marshes) S to location 45 (Marshes)

Objects at location

None

Events associated with location

None

Location #39

Description

Fordo was wandering in the vast and inhospitable marshes.

Short Name

Marshes

Connections

W to location 38 (Marshes) S to location 46 (Marshes)

Objects at location

None

Events associated with location

Process BASI N:
EQ 13 7 (Is Flag 13 equal to 7) PLACE 4">4 (a large basilisk) in location 39">39 (Marshes)
Process BASI S:
AT 39 (Are we at location 39 (Marshes)) EQ 13 0 (Is Flag 13 equal to 0) MESSAGE 7 (The basilisk lumbered south.)

Location #40

Description

Fordo was wandering in the vast and inhospitable marshes.

Short Name

Marshes

Connections

S to location 48 (Marshes)

Objects at location

Object #4: a large basilisk

Events associated with location

Process BASI N:
EQ 13 3 (Is Flag 13 equal to 3) PLACE 4">4 (a large basilisk) in location 40">40 (Marshes)
Process BASI S:
AT 40 (Are we at location 40 (Marshes)) EQ 13 4 (Is Flag 13 equal to 4) MESSAGE 7 (The basilisk lumbered south.)

Location #41

Description

Fordo was wandering in the vast and inhospitable marshes. Paths led east and south.

Short Name

Marshes

Connections

S to location 49 (Marshes) E to location 42 (Marshes)

Objects at location

None

Events associated with location

None

Location #42

Description

Fordo was wandering in the vast and inhospitable marshes. Paths led west and east.

Short Name

Marshes

Connections

E to location 57 (Road to Dormor) W to location 41 (Marshes)

Objects at location

None

Events associated with location

None

Location #43

Description

Fordo was wandering in the vast and inhospitable marshes. Paths led north and south.

Short Name

Marshes

Connections

N to location 37 (Marshes) S to location 51 (Foot of Cliff)

Objects at location

None

Events associated with location

None

Location #44

Description

Fordo was wandering in the vast and inhospitable marshes. Paths led northwest and southeast.

Short Name

Marshes

Connections

NW to location 37 (Marshes) SE to location 52 (Marshes)

Objects at location

None

Events associated with location

None

Location #45

Description

Fordo was wandering in the vast and inhospitable marshes. Paths led north and south.

Short Name

Marshes

Connections

N to location 38 (Marshes) S to location 52 (Marshes)

Objects at location

None

Events associated with location

None

Location #46

Description

Fordo was wandering in the vast and inhospitable marshes.

Short Name

Marshes

Connections

S to location 53 (Marshes) E to location 47 (Marshes) N to location 39 (Marshes)

Objects at location

None

Events associated with location

Process BASI N:
AT 46 (Are we at location 46 (Marshes)) EQ 13 7 (Is Flag 13 equal to 7) MESSAGE 6 (The basilisk lumbered north.)
Process BASI S:
EQ 13 0 (Is Flag 13 equal to 0) PLACE 4">4 (a large basilisk) in location 46">46 (Marshes)
Process BASI E:
AT 46 (Are we at location 46 (Marshes)) EQ 13 1 (Is Flag 13 equal to 1) MESSAGE 8 (The basilisk lumbered east.)
Process BASI W:
EQ 13 6 (Is Flag 13 equal to 6) PLACE 4">4 (a large basilisk) in location 46">46 (Marshes)

Location #47

Description

Fordo was wandering in the vast and inhospitable marshes.

Short Name

Marshes

Connections

E to location 48 (Marshes) W to location 46 (Marshes)

Objects at location

None

Events associated with location

Process BASI E:
AT 47 (Are we at location 47 (Marshes)) EQ 13 2 (Is Flag 13 equal to 2) MESSAGE 8 (The basilisk lumbered east.)
Process BASI E:
EQ 13 1 (Is Flag 13 equal to 1) PLACE 4">4 (a large basilisk) in location 47">47 (Marshes)
Process BASI W:
AT 47 (Are we at location 47 (Marshes)) EQ 13 6 (Is Flag 13 equal to 6) MESSAGE 9 (The basilisk lumbered west.)
Process BASI W:
EQ 13 5 (Is Flag 13 equal to 5) PLACE 4">4 (a large basilisk) in location 47">47 (Marshes)

Location #48

Description

Fordo was wandering in the vast and inhospitable marshes.

Short Name

Marshes

Connections

W to location 47 (Marshes) N to location 40 (Marshes) S to location 54 (Marshes)

Objects at location

None

Events associated with location

Process BASI N:
AT 48 (Are we at location 48 (Marshes)) EQ 13 3 (Is Flag 13 equal to 3) MESSAGE 6 (The basilisk lumbered north.)
Process BASI S:
EQ 13 4 (Is Flag 13 equal to 4) PLACE 4">4 (a large basilisk) in location 48">48 (Marshes)
Process BASI E:
EQ 13 2 (Is Flag 13 equal to 2) PLACE 4">4 (a large basilisk) in location 48">48 (Marshes)
Process BASI W:
AT 48 (Are we at location 48 (Marshes)) EQ 13 5 (Is Flag 13 equal to 5) MESSAGE 9 (The basilisk lumbered west.)

Location #49

Description

Fordo was wandering in the vast and inhospitable marshes. Paths led north and east.

Short Name

Marshes

Connections

N to location 41 (Marshes) E to location 50 (Marshes)

Objects at location

None

Events associated with location

None

Location #50

Description

Fordo was wandering in the vast and inhospitable marshes. Paths led south and west.

Short Name

Marshes

Connections

W to location 49 (Marshes) S to location 56 (Marshes)

Objects at location

None

Events associated with location

None

Location #51

Description

Fordo stood at the foot of a high cliff on the edge of the vast and inhospitable marshes. A path led north.

Short Name

Foot of Cliff

Connections

N to location 43 (Marshes)

Objects at location

Object #3: Goldbum

Events associated with location

Process GOLD _:
AT 51 (Are we at location 51 (Foot of Cliff)) PRESENT 3 (Is object 3 [Goldbum] at current location) CHANCE 75 (With 75% chance of occurring) MESSAGE 47 ("Avatht there, matey!" thaid Goldbum, "Get uth a platinum brick, there'th a good pal. I'll help you if you do!")
Process GOLD _:
PRESENT 2 (Is object 2 [Spam] at current location) PRESENT 3 (Is object 3 [Goldbum] at current location) AT 51 (Are we at location 51 (Foot of Cliff)) CHANCE 50 (With 50% chance of occurring) MESSAGE 48 ("Don't you be havin' nothin' to do with 'im, Mr Fordo!" advised Spam.)
Response U D:
AT 36 (Are we at location 36 (Top of Cliff)) PRESENT 16 (Is object 16 [a rope tied round the rock] at current location) MESSAGE 3 (Fordo climbed down the rope.) ANYKEY (Press any key) GOTO 51 (Go to location 51) (Foot of Cliff) DESC (Describe current location)
Response U ROPE:
AT 36 (Are we at location 36 (Top of Cliff)) PRESENT 16 (Is object 16 [a rope tied round the rock] at current location) MESSAGE 3 (Fordo climbed down the rope.) ANYKEY (Press any key) GOTO 51 (Go to location 51) (Foot of Cliff) DESC (Describe current location)
Response U _:
AT 51 (Are we at location 51 (Foot of Cliff)) MESSAGE 4 (But Fordo was too wimpish to do that!) DONE
Response D ROPE:
AT 36 (Are we at location 36 (Top of Cliff)) PRESENT 16 (Is object 16 [a rope tied round the rock] at current location) MESSAGE 3 (Fordo climbed down the rope.) ANYKEY (Press any key) GOTO 51 (Go to location 51) (Foot of Cliff) DESC (Describe current location)
Response TIE ROPE:
AT 36 (Are we at location 36 (Top of Cliff)) CARR 1 (Is object 1 [a rope] being carried) DESTROY 1 (a rope) CREATE 16 (a rope tied round the rock) PLACE 17">17 (a rope hanging down from above) in location 51">51 (Foot of Cliff) MESSAGE 0 (Fordo tied the rope to the convenient rock.) PLUS 30 5 (Increase flag 30 by 5) DONE
Response TUG ROPE:
AT 51 (Are we at location 51 (Foot of Cliff)) PRESENT 17 (Is object 17 [a rope hanging down from above] at current location) SWAP objects 17 (a rope hanging down from above) and 1 (a rope) MESSAGE 5 (Fordo pulled the rope. It fell down on him.) DONE

Location #52

Description

Fordo was wandering in the vast and inhospitable marshes. Paths led northwest and north.

Short Name

Marshes

Connections

NW to location 44 (Marshes) N to location 45 (Marshes)

Objects at location

None

Events associated with location

None

Location #53

Description

Fordo was wandering in the vast and inhospitable marshes.

Short Name

Marshes

Connections

N to location 46 (Marshes)

Objects at location

None

Events associated with location

None

Location #54

Description

Fordo was wandering in the vast and inhospitable marshes.

Short Name

Marshes

Connections

N to location 48 (Marshes) E to location 55 (Marshes)

Objects at location

None

Events associated with location

Process BASI _:
AT 57 (Are we at location 57 (Road to Dormor)) PRESENT 19 (Is object 19 [a horrid pixie] at current location) SET 13 (Set flag 13 to 255) PLACE 4">4 (a large basilisk) in location 54">54 (Marshes)

Location #55

Description

Fordo was wandering in the vast and inhospitable marshes. Paths led east and west.

Short Name

Marshes

Connections

W to location 54 (Marshes) E to location 56 (Marshes)

Objects at location

None

Events associated with location

None

Location #56

Description

Fordo was wandering on the vast and inhospitable marshes. Paths led north and west.

Short Name

Marshes

Connections

N to location 50 (Marshes) W to location 55 (Marshes)

Objects at location

None

Events associated with location

None

Location #57

Description

Fordo found himself on a road, close to the evil, black gate of Dormor. A smaller road led south towards some rolling hills and pleasant grassy countryside.

Short Name

Road to Dormor

Connections

W to location 42 (Marshes)

Objects at location

Object #6: some trendy mirror sunglasses Object #19: a horrid pixie

Events associated with location

Process BASI _:
AT 57 (Are we at location 57 (Road to Dormor)) PRESENT 19 (Is object 19 [a horrid pixie] at current location) SET 13 (Set flag 13 to 255) PLACE 4">4 (a large basilisk) in location 54">54 (Marshes)
Response S _:
AT 57 (Are we at location 57 (Road to Dormor)) ABSENT 19 (Is object 19 [a horrid pixie] absent from current location) GOTO 58 (Go to location 58) (Effallien) DESC (Describe current location)
Response E _:
AT 57 (Are we at location 57 (Road to Dormor)) MESSAGE 74 (Fordo was soon captured by the evil hordes of Serum!) SCORE (Display score) TURNS (Display number of turns) END (End Game)

Location #58

Description

Fordo looked about him and surveyed the woodland beauty of Effallien. A path led east and the road travelled north and south.

Short Name

Effallien

Connections

N to location 57 (Road to Dormor) S to location 61 (Shopping Centre) E to location 59 (Tranquil Glade)

Objects at location

None

Events associated with location

Response S _:
AT 57 (Are we at location 57 (Road to Dormor)) ABSENT 19 (Is object 19 [a horrid pixie] absent from current location) GOTO 58 (Go to location 58) (Effallien) DESC (Describe current location)

Location #59

Description

Looking around himself, Fordo enjoyed the tranquil woodland glade. A leafy path led east and west through the trees.

Short Name

Tranquil Glade

Connections

W to location 58 (Effallien) E to location 60 (Area of Trees)

Objects at location

None

Events associated with location

None

Location #60

Description

Fordo was in an area of trees. Paths led east and west beneath the great boughs.

Short Name

Area of Trees

Connections

W to location 59 (Tranquil Glade) E to location 64 (Desolate Trees)

Objects at location

None

Events associated with location

None

Location #61

Description

Fordo stood outside a shopping centre, its great buildings dominating the western horizon. Roads led north, south and east.

Short Name

Shopping Centre

Location picture

Connections

W to location 3 (Yox Mall) IN to location 3 (Yox Mall) E to location 62 (Outside Cinema) S to location 66 (Outside Bar) N to location 58 (Effallien)

Objects at location

None

Events associated with location

None

Location #62

Description

Fordo was outside a cinema. An old poster was stuck to the wall and the doorway had lost its door. A small road led west.

Short Name

Outside Cinema

Connections

W to location 61 (Shopping Centre) E to location 63 (Inside Cinema) IN to location 63 (Inside Cinema)

Objects at location

None

Events associated with location

Response EXAM POST:
AT 62 (Are we at location 62 (Outside Cinema)) MESSAGE 69 (The poster had, "HOW DID SNOWHITE ENTERTAIN THE SEVEN DWARVES ?" PG written on it in large runes.) DONE

Location #63

Description

Fordo was inside the wrecked cinema. Chairs lay ripped to bits, the carpets were torn and a slightly unusual version of "Snowhite" was flickering on the screen.

Short Name

Inside Cinema

Connections

W to location 62 (Outside Cinema) OUT to location 62 (Outside Cinema)

Objects at location

None

Events associated with location

None

Location #64

Description

Fordo was on a road leading past a group of desolate trees the east. The road led north and south.

Short Name

Desolate Trees

Connections

N to location 60 (Area of Trees) E to location 65 (Among Trees) S to location 69 (Crossroads)

Objects at location

None

Events associated with location

None

Location #65

Description

Fordo stood among a group of desolate, grey trees, thrown into sharp relief against the pale sky. Ways through the trees led north, west and south.

Short Name

Among Trees

Connections

N to location 21 (Silent Road) S to location 70 (Path) W to location 64 (Desolate Trees)

Objects at location

None

Events associated with location

None

Location #66

Description

Fordo was outside a bar. The main street led away north and east.

Short Name

Outside Bar

Connections

N to location 61 (Shopping Centre) E to location 67 (Main Road)

Objects at location

None

Events associated with location

Process GREM _:
AT 73 (Are we at location 73 (Inside Bar)) PLACE 14">14 (a great horde of Kremlins) in location 66">66 (Outside Bar)
Response IN _:
AT 66 (Are we at location 66 (Outside Bar)) ZERO 15 (Is Flag 15 zero) GOTO 73 (Go to location 73) (Inside Bar) DESC (Describe current location)
Response IN _:
AT 66 (Are we at location 66 (Outside Bar)) NOTZERO 15 (Is Flag 15 not zero) GOTO 71 (Go to location 71) (Inside Bar) DESC (Describe current location)

Location #67

Description

Fordo was following the main road leading east and west through the wrecked town.

Short Name

Main Road

Connections

W to location 66 (Outside Bar) E to location 68 (Drab Countryside)

Objects at location

None

Events associated with location

None

Location #68

Description

Fordo was traveling along a road through east and west through the drab countryside.

Short Name

Drab Countryside

Connections

E to location 69 (Crossroads) W to location 67 (Main Road)

Objects at location

None

Events associated with location

None

Location #69

Description

Fordo stood at the great cross- roads, with ways north, south, east and west. A huge and head- less statue stood nearby, its majestic torso defaced with vandalistic runes proclaiming the merits of various football teams.

Short Name

Crossroads

Location picture

Connections

N to location 64 (Desolate Trees) S to location 72 (Track) W to location 68 (Drab Countryside) E to location 70 (Path)

Objects at location

None

Events associated with location

None

Location #70

Description

Fordo was following a path that led north and west among the rocks and bushes.

Short Name

Path

Connections

N to location 65 (Among Trees) W to location 69 (Crossroads)

Objects at location

None

Events associated with location

None

Location #71

Description

Fordo stood in the wreckage of the bar. Tables and chairs lay on the floor, smashed. A door to the north led outside.

Short Name

Inside Bar

Connections

OUT to location 66 (Outside Bar) N to location 66 (Outside Bar)

Objects at location

Object #9: a pair of magic scissors

Events associated with location

Response IN _:
AT 66 (Are we at location 66 (Outside Bar)) NOTZERO 15 (Is Flag 15 not zero) GOTO 71 (Go to location 71) (Inside Bar) DESC (Describe current location)

Location #72

Description

Fordo was following a track leading north and south.

Short Name

Track

Connections

N to location 69 (Crossroads) S to location 72 (Track)

Objects at location

None

Events associated with location

None

Location #73

Description

Fordo was in a bar filled with Kremlins. Furniture was being overturned, glass smashed and various objects hurled about. The door was to the north.

Short Name

Inside Bar

Location picture

Connections

OUT to location 66 (Outside Bar) N to location 66 (Outside Bar)

Objects at location

None

Events associated with location

Process GREM _:
AT 73 (Are we at location 73 (Inside Bar)) PLACE 14">14 (a great horde of Kremlins) in location 66">66 (Outside Bar)
Process GREM _:
AT 73 (Are we at location 73 (Inside Bar)) PLUS 18 1 (Increase flag 18 by 1)
Response IN _:
AT 66 (Are we at location 66 (Outside Bar)) ZERO 15 (Is Flag 15 zero) GOTO 73 (Go to location 73) (Inside Bar) DESC (Describe current location)
Response GREM HI:
AT 73 (Are we at location 73 (Inside Bar)) MESSAGE 57 ("Yee he he he hah!" remarked the Kremlins.) DONE

Object Details

Object #0

Description

the Great Ring

Object start location

Carried

Associated words

RING

Events associated with object

Response EXAM RING:
PRESENT 0 (Is object 0 [the Great Ring] at current location) MESSAGE 58 (The ring was golden and utterly smooth apart from one edge with "Made in Hong Kong." written in eastern runes on it.) DONE
Response PUT RING:
PRESENT 10 (Is object 10 [a magic microwave oven] at current location) CARR 0 (Is object 0 [the Great Ring] being carried) ANYKEY (Press any key) CLS (Clear Screen) MESSAGE 54 (Fordo put the ring into the microwave and switched it on. A few seconds later . . .) PAUSE 200 BEEP 10 180 BEEP 40 180 MESSAGE 55 ( The ring melted and was consumed in flames. The great buildings and multinational corporations of Serum came crashing down and an army of traffic wardens sent evil from the land. Well done. You have successfully guided Fordo and have solved this adventure. A truly great achievement! Phone DELTA 4 for congratulation on 04893 5800. ) ANYKEY (Press any key) SCORE (Display score) TURNS (Display number of turns) END (End Game)

Object #1

Description

a rope

Object start location

Not created

Associated words

ROPE

Events associated with object

Response LOB ROPE:
AT 15 (Are we at location 15 (Dim Cavern)) CARR 1 (Is object 1 [a rope] being carried) DESTROY 1 (a rope) CREATE 17 (a rope hanging down from above) MESSAGE 16 (Fordo lobbed the rope. It flew up, twirled round a convenient stalactite and knotted itself. Fordo could now SWING across.) PLUS 30 10 (Increase flag 30 by 10) DONE
Response TIE ROPE:
AT 36 (Are we at location 36 (Top of Cliff)) CARR 1 (Is object 1 [a rope] being carried) DESTROY 1 (a rope) CREATE 16 (a rope tied round the rock) PLACE 17">17 (a rope hanging down from above) in location 51">51 (Foot of Cliff) MESSAGE 0 (Fordo tied the rope to the convenient rock.) PLUS 30 5 (Increase flag 30 by 5) DONE
Response SAY HOG:
ZERO 12 (Is Flag 12 zero) SET 12 (Set flag 12 to 255) CREATE 1 (a rope) MESSAGE 2 (There was a BANG and, in a puff of magic, his rope appeared!) PLUS 30 10 (Increase flag 30 by 10) DONE
Response HOG _:
ZERO 12 (Is Flag 12 zero) SET 12 (Set flag 12 to 255) CREATE 1 (a rope) MESSAGE 2 (There was a BANG and, in a puff of magic, his rope appeared!) PLUS 30 10 (Increase flag 30 by 10) DONE
Response TUG ROPE:
AT 51 (Are we at location 51 (Foot of Cliff)) PRESENT 17 (Is object 17 [a rope hanging down from above] at current location) SWAP objects 17 (a rope hanging down from above) and 1 (a rope) MESSAGE 5 (Fordo pulled the rope. It fell down on him.) DONE

Object #2

Description

Spam

Object start location

32 (Gully)

Associated words

_

Events associated with object

Process SPAM _:
EQ 11 0 (Is Flag 11 equal to 0) NOTAT 0 (Are we not at location 0 (Intro Screen)) ABSENT 2 (Is object 2 [Spam] absent from current location) CREATE 2 (Spam) MESSAGE 46 (Spam appeared.)
Process GOLD _:
PRESENT 2 (Is object 2 [Spam] at current location) PRESENT 3 (Is object 3 [Goldbum] at current location) AT 51 (Are we at location 51 (Foot of Cliff)) CHANCE 50 (With 50% chance of occurring) MESSAGE 48 ("Don't you be havin' nothin' to do with 'im, Mr Fordo!" advised Spam.)
Response SPAM HI:
PRESENT 2 (Is object 2 [Spam] at current location) MESSAGE 21 ("Well, hallooo to you sir, Mr Fordo sir." said Spam.) DONE
Response HIT SPAM:
PRESENT 2 (Is object 2 [Spam] at current location) MESSAGE 38 (WHAT?!* FORDO COULDN'T DO THAT!) DONE

Object #3

Description

Goldbum

Object start location

51 (Foot of Cliff)

Associated words

_

Events associated with object

Process GOLD _:
AT 51 (Are we at location 51 (Foot of Cliff)) PRESENT 3 (Is object 3 [Goldbum] at current location) CHANCE 75 (With 75% chance of occurring) MESSAGE 47 ("Avatht there, matey!" thaid Goldbum, "Get uth a platinum brick, there'th a good pal. I'll help you if you do!")
Process GOLD _:
PRESENT 2 (Is object 2 [Spam] at current location) PRESENT 3 (Is object 3 [Goldbum] at current location) AT 51 (Are we at location 51 (Foot of Cliff)) CHANCE 50 (With 50% chance of occurring) MESSAGE 48 ("Don't you be havin' nothin' to do with 'im, Mr Fordo!" advised Spam.)
Response GOLD HI:
PRESENT 3 (Is object 3 [Goldbum] at current location) MESSAGE 20 ("Hello nithhhe boggit." thaid the ever-horrible Goldbum.) DONE
Response HIT GOLD:
PRESENT 3 (Is object 3 [Goldbum] at current location) MESSAGE 39 (Fordo tried to kill Goldbum. But it was no good as the horrible little individual kept dodging out of the way.) DONE
Response GIVE PLAT:
PRESENT 3 (Is object 3 [Goldbum] at current location) CARR 5 (Is object 5 [a platinum brick] being carried) DESTROY 3 (Goldbum) DESTROY 5 (a platinum brick) MESSAGE 49 (Fordo gave the brick to Goldbum. "Ta." remarked he, "You can be thure of my help, Bye!" He thcurried away.) PLUS 30 10 (Increase flag 30 by 10) SET 19 (Set flag 19 to 255) DONE

Object #4

Description

a large basilisk

Object start location

40 (Marshes)

Associated words

_

Events associated with object

Process BASI N:
EQ 13 7 (Is Flag 13 equal to 7) PLACE 4">4 (a large basilisk) in location 39">39 (Marshes)
Process BASI N:
EQ 13 3 (Is Flag 13 equal to 3) PLACE 4">4 (a large basilisk) in location 40">40 (Marshes)
Process BASI S:
EQ 13 4 (Is Flag 13 equal to 4) PLACE 4">4 (a large basilisk) in location 48">48 (Marshes)
Process BASI S:
EQ 13 0 (Is Flag 13 equal to 0) PLACE 4">4 (a large basilisk) in location 46">46 (Marshes)
Process BASI E:
EQ 13 2 (Is Flag 13 equal to 2) PLACE 4">4 (a large basilisk) in location 48">48 (Marshes)
Process BASI E:
EQ 13 1 (Is Flag 13 equal to 1) PLACE 4">4 (a large basilisk) in location 47">47 (Marshes)
Process BASI W:
EQ 13 6 (Is Flag 13 equal to 6) PLACE 4">4 (a large basilisk) in location 46">46 (Marshes)
Process BASI W:
EQ 13 5 (Is Flag 13 equal to 5) PLACE 4">4 (a large basilisk) in location 47">47 (Marshes)
Process BASI SHAD:
PRESENT 4 (Is object 4 [a large basilisk] at current location) WORN 6 (Is object 6 [some trendy mirror sunglasses] being worn) MESSAGE 19 (The basilisk gazed into Fordo's trendai shades and, seeing its own reflection, went somewhat cementish.) SWAP objects 4 (a large basilisk) and 18 (a cement basilisk) DESTROY 19 (a horrid pixie) PLUS 30 10 (Increase flag 30 by 10)
Process BASI _:
PRESENT 4 (Is object 4 [a large basilisk] at current location) MESSAGE 11 (A basilisk appeared.)
Process BASI _:
PRESENT 4 (Is object 4 [a large basilisk] at current location) NOTWORN 6 (Is object 6 [some trendy mirror sunglasses] not being worn) MESSAGE 10 (The basilisk accidentally turned Fordo in cement.) SCORE (Display score) TURNS (Display number of turns) END (End Game)
Process BASI _:
AT 57 (Are we at location 57 (Road to Dormor)) PRESENT 19 (Is object 19 [a horrid pixie] at current location) SET 13 (Set flag 13 to 255) PLACE 4">4 (a large basilisk) in location 54">54 (Marshes)
Response BASI HI:
PRESENT 4 (Is object 4 [a large basilisk] at current location) MESSAGE 56 (Don't be so blase'.) DONE

Object #5

Description

a platinum brick

Object start location

33 (Waterfall)

Associated words

PLAT,BRIC

Events associated with object

Response EXAM PLAT:
PRESENT 5 (Is object 5 [a platinum brick] at current location) MESSAGE 59 (It was nothing special. Just your everyday platinum brick.) DONE
Response GIVE PLAT:
PRESENT 3 (Is object 3 [Goldbum] at current location) CARR 5 (Is object 5 [a platinum brick] being carried) DESTROY 3 (Goldbum) DESTROY 5 (a platinum brick) MESSAGE 49 (Fordo gave the brick to Goldbum. "Ta." remarked he, "You can be thure of my help, Bye!" He thcurried away.) PLUS 30 10 (Increase flag 30 by 10) SET 19 (Set flag 19 to 255) DONE

Object #6

Description

some trendy mirror sunglasses

Object start location

57 (Road to Dormor)

Associated words

SHAD,SUNG,MIRR

Events associated with object

Process BASI SHAD:
PRESENT 4 (Is object 4 [a large basilisk] at current location) WORN 6 (Is object 6 [some trendy mirror sunglasses] being worn) MESSAGE 19 (The basilisk gazed into Fordo's trendai shades and, seeing its own reflection, went somewhat cementish.) SWAP objects 4 (a large basilisk) and 18 (a cement basilisk) DESTROY 19 (a horrid pixie) PLUS 30 10 (Increase flag 30 by 10)
Process BASI _:
PRESENT 4 (Is object 4 [a large basilisk] at current location) NOTWORN 6 (Is object 6 [some trendy mirror sunglasses] not being worn) MESSAGE 10 (The basilisk accidentally turned Fordo in cement.) SCORE (Display score) TURNS (Display number of turns) END (End Game)
Response EXAM SHAD:
PRESENT 6 (Is object 6 [some trendy mirror sunglasses] at current location) MESSAGE 60 (They were really hip, featuring the latest reflecto-lenses.) DONE

Object #7

Description

a large box

Object start location

4 (Electrical Store)

Associated words

_

Events associated with object

Response EXAM BOX:
PRESENT 7 (Is object 7 [a large box] at current location) MESSAGE 61 (The box had "Hitachishiba HT1382 Microwave Oven" written in cheap runes on its side.) DONE
Response OPEN BOX:
PRESENT 7 (Is object 7 [a large box] at current location) MESSAGE 52 (The box was tied up with magic string.) DONE
Response CUT STRI:
PRESENT 7 (Is object 7 [a large box] at current location) CARR 9 (Is object 9 [a pair of magic scissors] being carried) SWAP objects 7 (a large box) and 8 (a large, open box) CREATE 10 (a magic microwave oven) PLUS 30 10 (Increase flag 30 by 10) MESSAGE 53 (Fordo cut the string with the magic scissors and the box fell open.) DONE

Object #8

Description

a large, open box

Object start location

Not created

Associated words

BOX

Events associated with object

Response EXAM BOX:
PRESENT 8 (Is object 8 [a large, open box] at current location) MESSAGE 61 (The box had "Hitachishiba HT1382 Microwave Oven" written in cheap runes on its side.) DONE
Response CUT STRI:
PRESENT 7 (Is object 7 [a large box] at current location) CARR 9 (Is object 9 [a pair of magic scissors] being carried) SWAP objects 7 (a large box) and 8 (a large, open box) CREATE 10 (a magic microwave oven) PLUS 30 10 (Increase flag 30 by 10) MESSAGE 53 (Fordo cut the string with the magic scissors and the box fell open.) DONE

Object #9

Description

a pair of magic scissors

Object start location

71 (Inside Bar)

Associated words

SCIS

Events associated with object

Response CUT STRI:
PRESENT 7 (Is object 7 [a large box] at current location) CARR 9 (Is object 9 [a pair of magic scissors] being carried) SWAP objects 7 (a large box) and 8 (a large, open box) CREATE 10 (a magic microwave oven) PLUS 30 10 (Increase flag 30 by 10) MESSAGE 53 (Fordo cut the string with the magic scissors and the box fell open.) DONE

Object #10

Description

a magic microwave oven

Object start location

Not created

Associated words

MICR,OVEN

Events associated with object

Response EXAM MICR:
PRESENT 10 (Is object 10 [a magic microwave oven] at current location) MESSAGE 62 (The microwave looked capable of cooking anything. But was it?) DONE
Response CUT STRI:
PRESENT 7 (Is object 7 [a large box] at current location) CARR 9 (Is object 9 [a pair of magic scissors] being carried) SWAP objects 7 (a large box) and 8 (a large, open box) CREATE 10 (a magic microwave oven) PLUS 30 10 (Increase flag 30 by 10) MESSAGE 53 (Fordo cut the string with the magic scissors and the box fell open.) DONE
Response PUT RING:
PRESENT 10 (Is object 10 [a magic microwave oven] at current location) CARR 0 (Is object 0 [the Great Ring] being carried) ANYKEY (Press any key) CLS (Clear Screen) MESSAGE 54 (Fordo put the ring into the microwave and switched it on. A few seconds later . . .) PAUSE 200 BEEP 10 180 BEEP 40 180 MESSAGE 55 ( The ring melted and was consumed in flames. The great buildings and multinational corporations of Serum came crashing down and an army of traffic wardens sent evil from the land. Well done. You have successfully guided Fordo and have solved this adventure. A truly great achievement! Phone DELTA 4 for congratulation on 04893 5800. ) ANYKEY (Press any key) SCORE (Display score) TURNS (Display number of turns) END (End Game)

Object #11

Description

a large key

Object start location

6 (Forges)

Associated words

KEY

Events associated with object

Response EXAM KEY:
PRESENT 11 (Is object 11 [a large key] at current location) MESSAGE 63 (The key was large and had "Property of Tirith Belicom" written upon it in ancient phone-book runes.) DONE
Response OPEN DOOR:
ATGT 24 (Are we at a location with number > 24) ATLT 30 (Are we at a location with number < 30) NOTAT 26 (Are we not at location 26 (Beside Lift)) NOTAT 27 (Are we not at location 27 (Cave Mouth)) NOTAT 28 (Are we not at location 28 (Halls of Duplication)) CARR 11 (Is object 11 [a large key] being carried) ZERO 17 (Is Flag 17 zero) SET 17 (Set flag 17 to 255) MESSAGE 40 (Using the key, Fordo unlocked and opened the door.) DONE
Response CLOS DOOR:
ATGT 24 (Are we at a location with number > 24) ATLT 30 (Are we at a location with number < 30) NOTAT 26 (Are we not at location 26 (Beside Lift)) NOTAT 27 (Are we not at location 27 (Cave Mouth)) NOTAT 28 (Are we not at location 28 (Halls of Duplication)) CARR 11 (Is object 11 [a large key] being carried) NOTZERO 17 (Is Flag 17 not zero) CLEAR 17 (Set flag 17 to 0) MESSAGE 42 (Fordo closed and locked the door with the key.)

Object #12

Description

all the treasure he could carry

Object start location

17 (Treasure Halls)

Associated words

TREA

Events associated with object

Response EXAM TREA:
PRESENT 12 (Is object 12 [all the treasure he could carry] at current location) MESSAGE 64 (The treasure was, not completely unexpectedly, very valuable.) DONE

Object #13

Description

Sheslob

Object start location

19 (Dark Tunnel)

Associated words

_

Events associated with object

Process SHES _:
PRESENT 13 (Is object 13 [Sheslob] at current location) ZERO 19 (Is Flag 19 zero) MESSAGE 45 (Sheslob rushed upon Fordo, crushing him against a wall with fatal results!) SCORE (Display score) TURNS (Display number of turns) END (End Game)
Process SHES _:
PRESENT 13 (Is object 13 [Sheslob] at current location) NOTZERO 19 (Is Flag 19 not zero) MESSAGE 51 ( Goldbum appeared. "THEY'RE COMING! AAAARRGGHH!" he thcreamed. Without waiting to find out just what was coming, Sheslob shrieked and thundered away down a nearby passage in terror. "There we are, chumth." crooned Goldbum. He wandered away.) DESTROY 13 (Sheslob)

Object #14

Description

a great horde of Kremlins

Object start location

Not created

Associated words

_

Events associated with object

Process GREM _:
AT 73 (Are we at location 73 (Inside Bar)) PLACE 14">14 (a great horde of Kremlins) in location 66">66 (Outside Bar)
Response GREM HI:
PRESENT 14 (Is object 14 [a great horde of Kremlins] at current location) MESSAGE 57 ("Yee he he he hah!" remarked the Kremlins.) DONE
Response HIT GREM:
NOTCARR 20 (Is object 20 [a POWERFUL DE-BUGGER] not being carried) PRESENT 14 (Is object 14 [a great horde of Kremlins] at current location) SWAP objects 14 (a great horde of Kremlins) and 15 (a smaller horde of Kremlins) DESC (Describe current location)
Response HIT GREM:
PRESENT 14 (Is object 14 [a great horde of Kremlins] at current location) CARR 20 (Is object 20 [a POWERFUL DE-BUGGER] being carried) MESSAGE 43 (Using the DE-BUGGER, Fordo was able to remove every Gremlin (and Kremlin) from this program. ) PLUS 30 10 (Increase flag 30 by 10) DESTROY 14 (a great horde of Kremlins) SET 15 (Set flag 15 to 255) DONE

Object #15

Description

a smaller horde of Kremlins

Object start location

Not created

Associated words

_

Events associated with object

Process GREM _:
PRESENT 15 (Is object 15 [a smaller horde of Kremlins] at current location) PLUS 18 1 (Increase flag 18 by 1)
Process GREM _:
PRESENT 15 (Is object 15 [a smaller horde of Kremlins] at current location) PLUS 18 1 (Increase flag 18 by 1)
Response GREM HI:
PRESENT 15 (Is object 15 [a smaller horde of Kremlins] at current location) MESSAGE 57 ("Yee he he he hah!" remarked the Kremlins.) DONE
Response HIT GREM:
NOTCARR 20 (Is object 20 [a POWERFUL DE-BUGGER] not being carried) PRESENT 14 (Is object 14 [a great horde of Kremlins] at current location) SWAP objects 14 (a great horde of Kremlins) and 15 (a smaller horde of Kremlins) DESC (Describe current location)
Response HIT GREM:
NOTCARR 20 (Is object 20 [a POWERFUL DE-BUGGER] not being carried) PRESENT 15 (Is object 15 [a smaller horde of Kremlins] at current location) DESC (Describe current location)
Response HIT GREM:
PRESENT 15 (Is object 15 [a smaller horde of Kremlins] at current location) CARR 20 (Is object 20 [a POWERFUL DE-BUGGER] being carried) MESSAGE 43 (Using the DE-BUGGER, Fordo was able to remove every Gremlin (and Kremlin) from this program. ) PLUS 30 10 (Increase flag 30 by 10) DESTROY 15 (a smaller horde of Kremlins) SET 15 (Set flag 15 to 255) DONE

Object #16

Description

a rope tied round the rock

Object start location

Not created

Associated words

_

Events associated with object

Response U D:
AT 36 (Are we at location 36 (Top of Cliff)) PRESENT 16 (Is object 16 [a rope tied round the rock] at current location) MESSAGE 3 (Fordo climbed down the rope.) ANYKEY (Press any key) GOTO 51 (Go to location 51) (Foot of Cliff) DESC (Describe current location)
Response U ROPE:
AT 36 (Are we at location 36 (Top of Cliff)) PRESENT 16 (Is object 16 [a rope tied round the rock] at current location) MESSAGE 3 (Fordo climbed down the rope.) ANYKEY (Press any key) GOTO 51 (Go to location 51) (Foot of Cliff) DESC (Describe current location)
Response D ROPE:
AT 36 (Are we at location 36 (Top of Cliff)) PRESENT 16 (Is object 16 [a rope tied round the rock] at current location) MESSAGE 3 (Fordo climbed down the rope.) ANYKEY (Press any key) GOTO 51 (Go to location 51) (Foot of Cliff) DESC (Describe current location)
Response TIE ROPE:
AT 36 (Are we at location 36 (Top of Cliff)) CARR 1 (Is object 1 [a rope] being carried) DESTROY 1 (a rope) CREATE 16 (a rope tied round the rock) PLACE 17">17 (a rope hanging down from above) in location 51">51 (Foot of Cliff) MESSAGE 0 (Fordo tied the rope to the convenient rock.) PLUS 30 5 (Increase flag 30 by 5) DONE

Object #17

Description

a rope hanging down from above

Object start location

Not created

Associated words

ROPE

Events associated with object

Response LOB ROPE:
AT 15 (Are we at location 15 (Dim Cavern)) CARR 1 (Is object 1 [a rope] being carried) DESTROY 1 (a rope) CREATE 17 (a rope hanging down from above) MESSAGE 16 (Fordo lobbed the rope. It flew up, twirled round a convenient stalactite and knotted itself. Fordo could now SWING across.) PLUS 30 10 (Increase flag 30 by 10) DONE
Response TIE ROPE:
AT 36 (Are we at location 36 (Top of Cliff)) CARR 1 (Is object 1 [a rope] being carried) DESTROY 1 (a rope) CREATE 16 (a rope tied round the rock) PLACE 17">17 (a rope hanging down from above) in location 51">51 (Foot of Cliff) MESSAGE 0 (Fordo tied the rope to the convenient rock.) PLUS 30 5 (Increase flag 30 by 5) DONE
Response TUG ROPE:
AT 51 (Are we at location 51 (Foot of Cliff)) PRESENT 17 (Is object 17 [a rope hanging down from above] at current location) SWAP objects 17 (a rope hanging down from above) and 1 (a rope) MESSAGE 5 (Fordo pulled the rope. It fell down on him.) DONE
Response SWIN _:
AT 15 (Are we at location 15 (Dim Cavern)) PRESENT 17 (Is object 17 [a rope hanging down from above] at current location) MESSAGE 28 (With great courage, the wimpish Fordo grabbed onto the rope and, crying out the ancient prayer "Elendil, Elbereth, Domestos!", he proceeded to swing across the gaping chasm!) ANYKEY (Press any key) GOTO 16 (Go to location 16) (East of Fissure) CREATE 17 (a rope hanging down from above) DESC (Describe current location)
Response SWIN _:
AT 16 (Are we at location 16 (East of Fissure)) PRESENT 17 (Is object 17 [a rope hanging down from above] at current location) MESSAGE 28 (With great courage, the wimpish Fordo grabbed onto the rope and, crying out the ancient prayer "Elendil, Elbereth, Domestos!", he proceeded to swing across the gaping chasm!) ANYKEY (Press any key) GOTO 15 (Go to location 15) (Dim Cavern) CREATE 17 (a rope hanging down from above) DESC (Describe current location)

Object #18

Description

a cement basilisk

Object start location

Not created

Associated words

_

Events associated with object

Process BASI SHAD:
PRESENT 4 (Is object 4 [a large basilisk] at current location) WORN 6 (Is object 6 [some trendy mirror sunglasses] being worn) MESSAGE 19 (The basilisk gazed into Fordo's trendai shades and, seeing its own reflection, went somewhat cementish.) SWAP objects 4 (a large basilisk) and 18 (a cement basilisk) DESTROY 19 (a horrid pixie) PLUS 30 10 (Increase flag 30 by 10)
Response BASI HI:
PRESENT 18 (Is object 18 [a cement basilisk] at current location) MESSAGE 56 (Don't be so blase'.) DONE

Object #19

Description

a horrid pixie

Object start location

57 (Road to Dormor)

Associated words

_

Events associated with object

Process BASI SHAD:
PRESENT 4 (Is object 4 [a large basilisk] at current location) WORN 6 (Is object 6 [some trendy mirror sunglasses] being worn) MESSAGE 19 (The basilisk gazed into Fordo's trendai shades and, seeing its own reflection, went somewhat cementish.) SWAP objects 4 (a large basilisk) and 18 (a cement basilisk) DESTROY 19 (a horrid pixie) PLUS 30 10 (Increase flag 30 by 10)
Process BASI _:
AT 57 (Are we at location 57 (Road to Dormor)) PRESENT 19 (Is object 19 [a horrid pixie] at current location) SET 13 (Set flag 13 to 255) PLACE 4">4 (a large basilisk) in location 54">54 (Marshes)
Process PIXI _:
PRESENT 19 (Is object 19 [a horrid pixie] at current location) CHANCE 78 (With 78% chance of occurring) MESSAGE 18 ("Hello there!" said the horrid pixie, "You cannot pass until you have disposed of the nasty basilisk who lives on those unpleasant marshes.")
Response S _:
AT 57 (Are we at location 57 (Road to Dormor)) ABSENT 19 (Is object 19 [a horrid pixie] absent from current location) GOTO 58 (Go to location 58) (Effallien) DESC (Describe current location)
Response S _:
PRESENT 19 (Is object 19 [a horrid pixie] at current location) MESSAGE 36 (But the pixie blocked the way!) DONE
Response HIT PIXI:
PRESENT 19 (Is object 19 [a horrid pixie] at current location) MESSAGE 37 (The pixie's big brother arrived and amputated poor Fordo's head. ) SCORE (Display score) TURNS (Display number of turns) END (End Game)
Response PIXI HI:
PRESENT 19 (Is object 19 [a horrid pixie] at current location) MESSAGE 22 ("Aaaah!" said the horrid pixie.) DONE

Object #20

Description

a POWERFUL DE-BUGGER

Object start location

25 (Programmer's Prison)

Associated words

DEBU

Events associated with object

Response EXAM DEBU:
PRESENT 20 (Is object 20 [a POWERFUL DE-BUGGER] at current location) MESSAGE 65 (The DE-BUGGER could remove all those nasty little problems from a program.) DONE
Response HIT GREM:
NOTCARR 20 (Is object 20 [a POWERFUL DE-BUGGER] not being carried) PRESENT 14 (Is object 14 [a great horde of Kremlins] at current location) SWAP objects 14 (a great horde of Kremlins) and 15 (a smaller horde of Kremlins) DESC (Describe current location)
Response HIT GREM:
NOTCARR 20 (Is object 20 [a POWERFUL DE-BUGGER] not being carried) PRESENT 15 (Is object 15 [a smaller horde of Kremlins] at current location) DESC (Describe current location)
Response HIT GREM:
PRESENT 15 (Is object 15 [a smaller horde of Kremlins] at current location) CARR 20 (Is object 20 [a POWERFUL DE-BUGGER] being carried) MESSAGE 43 (Using the DE-BUGGER, Fordo was able to remove every Gremlin (and Kremlin) from this program. ) PLUS 30 10 (Increase flag 30 by 10) DESTROY 15 (a smaller horde of Kremlins) SET 15 (Set flag 15 to 255) DONE
Response HIT GREM:
PRESENT 14 (Is object 14 [a great horde of Kremlins] at current location) CARR 20 (Is object 20 [a POWERFUL DE-BUGGER] being carried) MESSAGE 43 (Using the DE-BUGGER, Fordo was able to remove every Gremlin (and Kremlin) from this program. ) PLUS 30 10 (Increase flag 30 by 10) DESTROY 14 (a great horde of Kremlins) SET 15 (Set flag 15 to 255) DONE

Events without associated object or location

Process GREM _:
EQ 18 12 (Is Flag 18 equal to 12) MESSAGE 44 (Soon, the Kremlins overpowered Fordo, killing him nastily.) SCORE (Display score) TURNS (Display number of turns) END (End Game)
Process BASI _:
PLUS 13 1 (Increase flag 13 by 1)
Process BASI _:
EQ 13 8 (Is Flag 13 equal to 8) CLEAR 13 (Set flag 13 to 0)
Process PIG _:
NOTZERO 16 (Is Flag 16 not zero) PLUS 16 1 (Increase flag 16 by 1)
Process PIG _:
EQ 16 3 (Is Flag 16 equal to 3) MESSAGE 30 (The flying pig was closing on him fast!)
Process PIG _:
EQ 16 4 (Is Flag 16 equal to 4) MESSAGE 32 (The great flying hog came crash- ing down out of the sky on top of poor Fordo, flattening him.) SCORE (Display score) TURNS (Display number of turns) END (End Game)
Process DOOR _:
ZERO 20 (Is Flag 20 zero) NOTZERO 17 (Is Flag 17 not zero) SET 20 (Set flag 20 to 255) MESSAGE 41 (As he did so, several neglected programmers rushed out shrieking "FREE! FREE! FREE! WE'RE FREE!" only to be eaten by a passing red dragon.) PLUS 30 5 (Increase flag 30 by 5)
Response FART _:
MESSAGE 12 (Fordo did. Everyone died.) SCORE (Display score) TURNS (Display number of turns) END (End Game)
Response POO _:
MESSAGE 13 (OOOOOOH! Watch the language!) DONE
Response BUM _:
MESSAGE 14 (Fordo was too good a little boggit for any of that!) DONE
Response EXAM _:
MESSAGE 73 (Fordo noticed nothing very special.) DONE
Response OPEN DOOR:
ATGT 24 (Are we at a location with number > 24) ATLT 30 (Are we at a location with number < 30) NOTAT 26 (Are we not at location 26 (Beside Lift)) NOTAT 27 (Are we not at location 27 (Cave Mouth)) ZERO 17 (Is Flag 17 zero) NOTAT 28 (Are we not at location 28 (Halls of Duplication)) MESSAGE 76 (But the door was locked.) DONE
Response OPEN DOOR:
ATGT 24 (Are we at a location with number > 24) ATLT 30 (Are we at a location with number < 30) NOTAT 26 (Are we not at location 26 (Beside Lift)) NOTAT 27 (Are we not at location 27 (Cave Mouth)) NOTAT 28 (Are we not at location 28 (Halls of Duplication)) NOTZERO 17 (Is Flag 17 not zero) MESSAGE 77 (Yet again, Fordo displayed his feeble powers of logic as he tried (with little success) to open an open door.) DONE
Response HELP _:
ATGT 36 (Are we at a location with number > 36) ATLT 57 (Are we at a location with number < 57) MESSAGE 72 (The H is a 3x3 grid and the basilisk wanders round the top of it.) DONE
Response HELP _:
MESSAGE 75 (Not here and now!) DONE
Response SC _:
SCORE (Display score) DONE
Response TU _:
TURNS (Display number of turns) DONE
Response WAIT _:
MESSAGE 15 (Fordo waited. Time roared past.) DONE
Response JUDE _:
MESSAGE 35 (Judith Child: Possibly one of the nicest girls in the world. My biggest mistake was losing her.) DONE
Response GET ROPE:
AUTOG (Get item) OK
Response GET PLAT:
AUTOG (Get item) OK
Response GET SCIS:
AUTOG (Get item) OK
Response GET KEY:
AUTOG (Get item) OK
Response GET TREA:
AUTOG (Get item) PLUS 30 20 (Increase flag 30 by 20) OK
Response GET DEBU:
AUTOG (Get item) OK
Response GET I:
INVEN (Show inventory)
Response GET SHAD:
AUTOG (Get item) OK
Response DROP ROPE:
AUTOD (Drop item) OK
Response DROP PLAT:
AUTOD (Drop item) OK
Response DROP SCIS:
AUTOD (Drop item) OK
Response DROP KEY:
AUTOD (Drop item) OK
Response DROP TREA:
AUTOD (Drop item) MINUS 30 20 (Decrease flag 30 by 20) OK
Response DROP DEBU:
AUTOD (Drop item) OK
Response DROP SHAD:
AUTOD (Drop item) OK
Response REMO RING:
AUTOR (Remove item) OK
Response REMO SHAD:
AUTOR (Remove item) OK
Response WEAR RING:
AUTOW (Wear item) MESSAGE 17 (Fordo slipped the ring on. But nothing happened! It didn't work! He was still visible! It was obvious that the powers of evil were beginning to act and the ring must be destroyed very soon!) DONE
Response WEAR SHAD:
AUTOW (Wear item) OK
Response I _:
INVEN (Show inventory)
Response R _:
SET 29 (Set flag 29 to 255) DESC (Describe current location)
Response Q _:
QUIT (Show Quit message) TURNS (Display number of turns) END (End Game)
Response SAVE _:
SAVE
Response LOAD _:
LOAD
Response IAN _:
MESSAGE 80 (Ian Willis: Disgustingly good with computers and even more unpopular than me! What is it about us at DELTA 4 ? Oh yeah, he likes Madonna.) ANYKEY (Press any key) DONE
Response FERG _:
CLS (Clear Screen) MESSAGE 81 (This is your author typing. If you've found this message, do give me a ring as I like people who discover things such as this in programs. At the time of writing, I am so depressed it isn't true. Nobody seems to care, and suicide has not been ruled out! Oh, WHY? WHY? WHY? WHY? There's no one to talk to . . . .) ANYKEY (Press any key) DESC (Describe current location)
Response JAS _:
MESSAGE 82 (Jason Somerville: General check-it-cum-suggest- improvements-cum-say-it's-a- superb-game person. Classic sense of humour, good friend.) ANYKEY (Press any key) DONE
Response JON _:
MESSAGE 83 (Jonathan Walker: My own personal shrink, Jon has more than once persuaded me not to do myself in. Great with the ol' sketch pad, he made a really excellant job of the original " Bored " artwork.) ANYKEY (Press any key) DONE
Response PAUL _:
MESSAGE 87 (Sorry about " Return ".) DONE
Response RHOA _:
CLS (Clear Screen) MESSAGE 78 (She loves me? She loves me not?) ANYKEY (Press any key) DESC (Describe current location)
Response HCW _:
MESSAGE 79 (Pure, unadulterated lysdexia. For an example of how not to do games reviews, look at page 14 of the May 7th 1985 edition. Since when were we going under the name of Games Workshop ? Oh, and the spelling is verree badd to.) ANYKEY (Press any key) DONE
Response MSX _:
MESSAGE 86 (As cut up into lots of little pieces and jumped up and down on by Simon Brattle.) DONE
Response GAY _:
MESSAGE 85 ( WHY? ) ANYKEY (Press any key) DONE
Response BRON _:
INK 3 (Magenta) PAPER 7 (White) BORDER 7 (White) CLS (Clear Screen) MESSAGE 84 (Bronski Beat:- the music that I listened to all the time while writing " Bored ". Why did Jimmy have to leave them? In my view, Marc Almond adds nothing to the new version of " I feel love ". The cake mix without him would be superb! A plea to Bronski Beat, bring Jimmy back, please! The music will never be the same without his singing.) PAUSE 200 ANYKEY (Press any key) BORDER 0 (Black) PAPER 0 (Black) INK 7 (White) CLS (Clear Screen) DESC (Describe current location)
Response REM _:
BORDER 7 (White) PAPER 7 (White) INK 0 (Black) CLS (Clear Screen) MESSAGE 88 (BORED OF THE RINGS Original idea and incentive to start from Judith Child. Design, implementation, text, graphics, de-bugging, title screen and character set all by Fergus McNeill.  1985 DELTA 4 Software Written with The Quill and The Illustrator from Gilsoft. NB. This game has no link with the Harvard Lampoon book of the same name. Version 2(pt3).) PAUSE 200 ANYKEY (Press any key) BORDER 0 (Black) PAPER 0 (Black) INK 7 (White) CLS (Clear Screen) DESC (Describe current location)

Picture Entry #11

Location Picture

Yes

Ink Colour

0 (Black)

Paper Colour

0 (Black)

Picture

Picture Commands

BRIGHT ON PAPER 5 (Cyan) BLOCK 21,31,0,0 PLOT 184,96 DRAW 0,47 DRAW -4,0 DRAW 0,8 DRAW 24,0 DRAW 0,-8 DRAW -5,0 DRAW 0,-47 DRAW 0,47 [over] [inverse] DRAW -16,0 DRAW 16,-16 DRAW -15,-15 DRAW 15,-15 DRAW -15,0 [over] [inverse] DRAW 15,15 DRAW -15,15 DRAW 16,16 DRAW 0,-47 DRAW 0,55 [over] [inverse] DRAW 0,8 DRAW -16,0 DRAW 0,-8 DRAW 0,8 [over] [inverse] DRAW -8,0 DRAW 16,8 DRAW 16,-8 DRAW -8,0 DRAW 3,-8 [over] [inverse] DRAW 0,-8 PLOT 255,101 DRAW -24,2 DRAW -16,-2 DRAW -11,-5 DRAW -24,-1 DRAW -15,-3 DRAW -4,-2 DRAW -1,-2 DRAW 5,-3 DRAW 16,-2 DRAW 12,-1 DRAW 8,-3 DRAW 2,-8 DRAW -6,-8 DRAW -16,-8 DRAW -25,-5 DRAW -32,-4 DRAW -56,-8 DRAW -48,-8 DRAW -20,-4 PLOT 160,88 DRAW -2,-16 DRAW -6,-22 PLOT 157,71 DRAW -21,0 PLOT 87,71 DRAW -87,0 PLOT 200,103 DRAW 0,-11 DRAW -1,0 DRAW 0,8 PLOT 184,92 DRAW 0,16 PLOT 208,87 DRAW 8,-2 DRAW 8,-6 DRAW 3,-8 DRAW -1,-8 DRAW -5,-8 DRAW -16,-9 DRAW -24,-8 DRAW -80,-16 DRAW -65,-22 PLOT 208,87 DRAW 11,0 DRAW 14,-2 DRAW 8,-6 DRAW 8,-11 DRAW 4,-16 DRAW 2,-16 PLOT 143,68 DRAW -16,8 DRAW -7,10 DRAW -2,6 DRAW -8,-4 DRAW -5,5 DRAW -7,-15 DRAW -11,-8 DRAW -4,-2 DRAW 60,0 PLOT 7,68 [over] [inverse] PLOT 7,68 [over] [inverse] GOSUB 12 (scale=1) FILL 4,1 FILL 6,8 PLOT 9,79 DRAW -5,2 DRAW -4,-4 PLOT 13,78 DRAW 12,3 DRAW 13,-5 DRAW 14,6 DRAW 24,-5 DRAW 11,7 DRAW 8,-5 DRAW 0,-2 PLOT 127,78 DRAW 8,4 DRAW 13,-4 DRAW 11,3 PLOT 12,67 DRAW 48,-5 PLOT 110,66 DRAW -71,-6 DRAW -19,-5 DRAW -20,-11 DRAW 104,32 [over] [inverse] FILL 0,0 PLOT 207,98 DRAW -1,-1 DRAW 2,-2 DRAW 0,-8 DRAW -33,0 DRAW 0,7 DRAW 48,0 [over] [inverse] INK 4 (Green) PAPER 8 (Transparent) FILL 0,0 FILL -50,-2 PAPER 4 (Green) INK 0 (Black) DRAW -19,-2 [over] [inverse] BLOCK 0,3,22,10 INK 5 (Cyan) PAPER 3 (Magenta) PLOT 7,80 DRAW 0,7 DRAW -7,0 DRAW 0,-9 FILL 4,6 PLOT 16,79 DRAW 0,8 DRAW 79,0 DRAW 0,-8 FILL -32,4 PLOT 128,79 DRAW 0,8 DRAW 31,0 FILL -8,-5 INK 0 (Black) PLOT 155,74 [over] [inverse] PLOT 139,74 [over] [inverse] PLOT 131,74 [over] [inverse] PLOT 94,74 [over] [inverse] PLOT 83,74 [over] [inverse] PLOT 59,74 [over] [inverse] PLOT 51,74 [over] [inverse] PLOT 27,74 [over] [inverse] PLOT 11,74 [over] [inverse] PAPER 7 (White) INK 0 (Black) PLOT 196,77 DRAW -1,-5 PLOT 190,79 DRAW -3,-15 PLOT 179,60 DRAW 3,16 PLOT 173,79 DRAW -2,-21 PLOT 166,79 DRAW -4,-22 PAPER 7 (White) INK 7 (White) PAPER 6 (Yellow) PLOT 154,56 DRAW 5,0 DRAW 0,15 FILL -2,-11 INK 8 (Transparent) DRAW -156,-3 [over] [inverse] BLOCK 2,18,0,13 BLOCK 5,4,0,13 BLOCK 4,12,0,13 BLOCK 3,17,0,13 PAPER 7 (White) DRAW 152,-16 [over] [inverse] BLOCK 0,3,19,15 DRAW 40,24 [over] [inverse] BLOCK 2,1,24,12 BLOCK 3,1,23,12 BLOCK 1,4,20,11 INK 7 (White) PAPER 3 (Magenta) PLOT 156,76 [over] [inverse] DRAW 96,-72 [over] [inverse] PAPER 7 (White) INK 4 (Green) BLOCK 10,5,26,11 BLOCK 4,12,19,17 BLOCK 5,8,23,16 BLOCK 3,18,13,18 BLOCK 2,28,3,19 INK 0 (Black) PAPER 8 (Transparent) DRAW -51,144 [over] [inverse] SHADE 0,0,165 SHADE -10,15,123 PLOT 173,156 DRAW 16,-3 PLOT 183,151 DRAW 3,5 DRAW -1,0 DRAW -3,-5 END

Picture Entry #12

Location Picture

No

Ink Colour

7 (White)

Paper Colour

1 (Blue)

Picture

Picture Commands

DRAW 16,24 DRAW 8,48 DRAW 0,88 DRAW 4,7 DRAW 8,2 DRAW 8,0 DRAW 7,-5 DRAW 3,-11 DRAW 0,-84 DRAW 8,-40 DRAW 10,-29 DRAW -72,0 END

Picture Entry #13

Location Picture

Yes

Ink Colour

0 (Black)

Paper Colour

0 (Black)

Picture

Picture Commands

BRIGHT ON PAPER 5 (Cyan) BLOCK 21,31,0,0 PLOT 32,39 DRAW 16,-2 DRAW 16,0 DRAW 16,2 DRAW 0,24 DRAW -16,-2 DRAW -16,0 DRAW -16,2 DRAW 0,-24 DRAW 0,24 [over] [inverse] DRAW 8,8 DRAW 8,8 [over] [inverse] DRAW -16,0 DRAW -8,40 DRAW 16,0 DRAW 8,-40 PLOT 64,79 DRAW 16,0 DRAW -8,40 DRAW -16,0 DRAW 8,-40 PLOT 48,96 DRAW 10,10 PLOT 71,119 DRAW 24,24 DRAW 2,1 DRAW 2,-1 DRAW 1,-4 DRAW -27,-27 PLOT 55,95 PLOT 39,95 DRAW 16,0 DRAW 0,-8 DRAW -8,-8 DRAW -16,0 DRAW 0,8 DRAW 8,8 PLOT 31,87 DRAW 16,0 DRAW 8,8 DRAW -8,-8 [over] [inverse] DRAW 0,-8 PLOT 55,92 DRAW 5,5 PLOT 40,71 DRAW 0,8 PLOT 80,63 DRAW -8,8 DRAW 0,8 DRAW -8,-1 DRAW -16,0 PLOT 56,86 DRAW 8,-8 PLOT 40,71 DRAW 8,-1 DRAW 16,0 DRAW 8,1 PLOT 31,84 DRAW -8,0 DRAW 0,-8 DRAW 11,0 DRAW 0,3 PLOT 24,84 DRAW 5,5 DRAW 4,0 PLOT 72,38 DRAW 0,24 DRAW -6,8 DRAW 0,8 PLOT 0,47 DRAW 32,0 PLOT 80,47 DRAW 72,0 DRAW 72,-47 PLOT 0,84 DRAW 24,0 PLOT 58,84 DRAW 4,0 PLOT 79,84 DRAW 72,0 DRAW 104,-16 PLOT 151,47 DRAW 0,120 DRAW 64,8 PLOT 0,167 DRAW 144,0 DRAW 0,-120 PLOT 255,87 DRAW -104,0 PLOT 143,87 DRAW -64,0 PLOT 63,87 DRAW -8,0 PLOT 27,87 DRAW -27,0 FILL 148,-17 FILL 148,0 PLOT 29,95 DRAW -8,1 DRAW -8,5 DRAW -13,-8 PLOT 78,96 DRAW 8,1 DRAW 8,2 DRAW 8,-5 DRAW 24,3 DRAW 17,-3 PLOT 152,94 DRAW 40,5 DRAW 23,-4 DRAW 0,-8 PLOT 223,87 PLOT 224,87 DRAW 0,8 DRAW 16,3 DRAW 15,-4 INK 8 (Transparent) INK 3 (Magenta) FILL -240,0 FILL -197,-3 FILL -168,0 FILL -16,0 FILL -72,0 PLOT 211,83 [over] [inverse] INK 0 (Black) GOSUB 12 (scale=2) FILL 8,2 FILL 11,16 INK 3 (Magenta) PAPER 8 (Transparent) INK 0 (Black) DRAW -120,48 [over] [inverse] SHADE 0,0,254 SHADE -32,-32,254 SHADE -24,-24,165 SHADE -56,-24,165 SHADE -48,-48,165 SHADE -61,-52,165 FILL -48,-40 FILL -40,-40 SHADE -30,-81,6 SHADE -14,-76,165 SHADE -16,-64,165 SHADE -20,-56,85 SHADE -40,-56,165 SHADE -32,-66,6 SHADE -37,-43,6 SHADE -33,-49,6 SHADE -61,-45,6 INK 3 (Magenta) PLOT 211,92 PLOT 227,92 DRAW 0,-24 [over] [inverse] PLOT 0,80 INK 0 (Black) DRAW 24,0 PLOT 81,80 DRAW 64,0 DRAW 6,0 [over] [inverse] DRAW 104,-24 FILL -16,8 FILL -122,26 FILL -240,26 PAPER 7 (White) INK 0 (Black) DRAW -250,-50 [over] [inverse] BLOCK 7,31,0,14 BLOCK 8,26,0,13 BLOCK 9,22,0,12 DRAW 120,60 [over] [inverse] SHADE 0,0,83 SHADE -120,0,83 SHADE 48,-8,70 SHADE 0,-48,32 PAPER 6 (Yellow) DRAW -123,19 [over] [inverse] BLOCK 0,31,0,11 DRAW 248,0 [over] [inverse] BLOCK 2,0,31,11 BLOCK 2,1,30,11 BLOCK 2,3,28,11 BLOCK 1,7,24,11 BLOCK 1,8,23,11 PAPER 7 (White) PAPER 5 (Cyan) DRAW -176,0 [over] [inverse] BLOCK 0,1,8,11 DRAW -24,0 [over] [inverse] BLOCK 0,3,3,11 PLOT 94,142 END

Picture Entry #30

Location Picture

Yes

Ink Colour

0 (Black)

Paper Colour

0 (Black)

Picture

Picture Commands

BRIGHT ON PAPER 5 (Cyan) DRAW 67,3 [over] [inverse] BLOCK 21,15,8,0 PLOT 64,0 DRAW 8,8 DRAW 0,152 DRAW 112,0 DRAW 0,-152 DRAW 7,-7 DRAW 0,-1 PLOT 191,175 DRAW -7,-15 PLOT 72,160 DRAW -8,15 PLOT 72,8 DRAW 112,0 PLOT 160,8 DRAW 0,128 DRAW -72,0 DRAW 0,-128 PLOT 120,8 DRAW 0,128 PLOT 122,136 DRAW 0,-128 PLOT 152,8 DRAW 0,126 DRAW -64,0 FILL 2,1 FILL 48,0 FILL 48,1 PAPER 7 (White) INK 1 (Blue) PLOT 171,110 DRAW -2,-2 DRAW 2,-2 DRAW 2,2 DRAW -2,2 FILL 0,-2 PLOT 171,102 INK 3 (Magenta) DRAW -2,-2 DRAW 2,-2 DRAW 2,2 DRAW -2,2 FILL 0,-1 INK 2 (Red) PLOT 171,94 DRAW -2,-2 DRAW 2,-2 DRAW 2,2 DRAW -2,2 FILL 0,-1 PAPER 8 (Transparent) INK 4 (Green) FILL 0,-90 INK 1 (Blue) DRAW -56,55 [over] [inverse] BRIGHT ON BLOCK 0,2,14,3 PAPER 3 (Magenta) INK 5 (Cyan) BLOCK 0,1,14,3 PAPER 5 (Cyan) INK 2 (Red) BLOCK 0,0,14,3 INK 0 (Black) BRIGHT OFF PLOT 111,152 DRAW 25,0 DRAW 0,-9 DRAW -25,0 DRAW 0,8 PLOT 96,119 DRAW 16,0 DRAW 0,-24 DRAW -16,0 DRAW 0,24 PLOT 128,119 DRAW 16,0 DRAW 0,-24 DRAW -16,0 DRAW 0,24 DRAW 8,-8 [over] [inverse] SHADE 0,0,214 SHADE -32,0,214 END

Picture Entry #34

Location Picture

Yes

Ink Colour

7 (White)

Paper Colour

0 (Black)

Picture

Picture Commands

BRIGHT ON BLOCK 21,31,0,0 PLOT 0,167 DRAW 16,-8 DRAW 10,-9 DRAW 3,-8 DRAW 6,-32 DRAW 4,-16 DRAW 8,-10 DRAW 16,-8 DRAW 16,-11 DRAW 16,-20 DRAW 9,-19 DRAW -16,-8 DRAW -24,-3 DRAW -40,-1 DRAW -24,-2 PLOT 38,100 DRAW 16,16 DRAW 9,24 DRAW 7,-16 DRAW 8,-10 DRAW 16,-8 PLOT 70,71 DRAW 16,24 DRAW 10,14 DRAW 7,24 DRAW 8,-24 DRAW 7,40 DRAW 8,-24 DRAW 16,-17 DRAW 8,-16 PLOT 90,52 DRAW 32,12 DRAW 24,16 DRAW 8,21 DRAW 8,32 DRAW 8,-16 DRAW 16,32 DRAW 8,8 DRAW 8,9 DRAW 8,9 PLOT 170,117 DRAW 8,-16 PLOT 255,30 DRAW -72,1 DRAW -36,6 DRAW 2,16 DRAW 11,20 DRAW 8,-16 PLOT 164,65 DRAW 14,37 DRAW 8,16 DRAW 24,24 DRAW 21,33 PLOT 94,47 DRAW 24,-1 DRAW 30,0 PLOT 4,46 [over] [inverse] INK 5 (Cyan) FILL 40,104 INK 4 (Green) SHADE 0,-40,96 SHADE 96,-4,96 INK 8 (Transparent) PLOT 63,136 DRAW -3,-24 DRAW -7,-8 DRAW -10,-14 PLOT 104,127 DRAW -2,-24 DRAW -7,-16 DRAW -15,-16 DRAW -3,-4 PLOT 111,109 DRAW -2,-24 DRAW 8,32 DRAW 1,24 PLOT 162,127 DRAW 1,-24 DRAW -4,-15 DRAW -10,-16 DRAW -16,-10 DRAW -9,-8 DRAW -15,-8 PLOT 155,36 DRAW 1,16 DRAW 4,19 PLOT 167,62 DRAW 16,25 DRAW 8,24 DRAW 24,17 DRAW 16,16 DRAW 17,31 PLOT 216,175 DRAW -24,-26 DRAW -19,-37 PLOT 45,102 [over] [inverse] SHADE 0,0,96 SHADE 40,-16,96 SHADE 70,16,96 SHADE 112,0,96 SHADE 136,32,96 SHADE 106,-56,96 SHADE 136,0,96 PLOT 110,47 DRAW -16,0 PLOT 154,36 DRAW -7,2 END

Picture Entry #61

Location Picture

Yes

Ink Colour

0 (Black)

Paper Colour

0 (Black)

Picture

Picture Commands

BRIGHT ON INK 7 (White) BLOCK 21,31,0,0 PLOT 63,135 DRAW 0,-24 PLOT 74,132 DRAW -8,0 DRAW 0,-8 DRAW 8,0 DRAW 0,-8 DRAW -8,0 PLOT 77,116 DRAW 0,16 DRAW 0,-8 DRAW 8,0 DRAW 0,8 DRAW 0,-16 PLOT 88,116 DRAW 0,16 DRAW 8,0 DRAW 0,-16 DRAW -8,0 PLOT 99,116 DRAW 0,16 DRAW 8,0 DRAW 0,-8 DRAW -8,0 PLOT 110,116 DRAW 0,16 DRAW 8,0 DRAW 0,-8 DRAW -8,0 PLOT 121,132 DRAW 0,-16 PLOT 124,116 DRAW 0,16 DRAW 8,0 DRAW 0,-16 PLOT 143,124 DRAW 0,-8 DRAW -8,0 DRAW 0,16 DRAW 8,0 PLOT 159,132 DRAW -8,0 DRAW 0,-16 DRAW 8,0 PLOT 170,132 DRAW -8,0 DRAW 0,-16 DRAW 8,0 PLOT 170,124 DRAW -8,0 PLOT 173,116 DRAW 0,16 DRAW 8,0 DRAW 0,-16 PLOT 184,132 DRAW 9,0 PLOT 189,132 DRAW 0,-16 PLOT 196,132 DRAW 0,-16 DRAW 0,16 DRAW 8,0 DRAW 0,-8 DRAW -8,0 DRAW 8,-8 PLOT 215,132 DRAW -8,0 DRAW 0,-16 DRAW 8,0 PLOT 215,124 DRAW -8,0 PLOT 63,135 DRAW 160,0 DRAW 0,-24 DRAW -160,0 DRAW 8,-8 DRAW 112,0 DRAW 40,8 PLOT 183,103 DRAW 0,-24 DRAW -112,0 DRAW 0,24 PLOT 63,136 DRAW 160,0 PLOT 127,103 DRAW 0,-24 DRAW 16,24 [over] [inverse] DRAW 0,-24 DRAW 16,0 [over] [inverse] DRAW 0,24 DRAW 16,0 [over] [inverse] DRAW 0,-24 DRAW -64,0 [over] [inverse] DRAW 0,24 DRAW -16,0 [over] [inverse] DRAW 0,-24 DRAW -16,0 [over] [inverse] DRAW 0,24 PLOT 71,79 DRAW -8,-16 DRAW -63,0 PLOT 255,63 DRAW -32,0 DRAW -40,16 PLOT 63,63 DRAW 0,48 PLOT 223,111 DRAW 0,-48 PLOT 255,159 DRAW -56,0 PLOT 199,135 DRAW 0,32 DRAW -160,0 PLOT 223,135 DRAW 8,0 DRAW 0,-72 PLOT 231,87 DRAW 24,0 PLOT 63,135 DRAW -8,0 DRAW 0,-72 PLOT 55,79 DRAW -16,0 DRAW 0,88 PLOT 39,151 DRAW -39,0 PLOT 0,87 DRAW 39,0 INK 6 (Yellow) BRIGHT ON DRAW 30,29 [over] [inverse] BLOCK 2,19,8,5 PAPER 5 (Cyan) DRAW 184,56 [over] [inverse] BRIGHT ON INK 0 (Black) BLOCK 1,6,25,0 BLOCK 0,31,0,0 DRAW -248,0 [over] [inverse] BLOCK 2,4,0,0 PAPER 0 (Black) INK 2 (Red) DRAW 54,-80 [over] [inverse] SHADE 0,0,69 SHADE 168,0,69 SHADE 8,56,68 DRAW 184,0 [over] [inverse] SHADE 0,0,165 SHADE -216,0,165 DRAW -40,0 [over] [inverse] SHADE 0,0,6 SHADE -136,0,6 SHADE -40,16,16 INK 4 (Green) FILL 40,-16 FILL -184,-8 INK 7 (White) PLOT 175,92 DRAW -96,0 PLOT 93,94 PLOT 97,94 PLOT 125,94 PLOT 129,94 PLOT 157,94 PLOT 161,94 END

Picture Entry #62

Location Picture

No

Ink Colour

7 (White)

Paper Colour

1 (Blue)

Picture

Picture Commands

DRAW 16,0 [over] [inverse] DRAW 8,16 DRAW 12,2 DRAW -8,8 DRAW -2,11 DRAW -16,2 DRAW -9,7 DRAW -1,16 DRAW 8,1 DRAW 8,-2 DRAW 9,-8 DRAW 8,3 DRAW 8,1 DRAW 8,-2 DRAW 13,8 DRAW 13,3 DRAW 8,1 DRAW -8,-9 DRAW -4,-8 DRAW -1,-6 DRAW -6,-2 DRAW -8,-1 DRAW -1,-9 DRAW -4,-9 DRAW 10,-3 DRAW 8,-9 DRAW 2,-11 END

Picture Entry #63

Location Picture

No

Ink Colour

7 (White)

Paper Colour

1 (Blue)

Picture

Picture Commands

BRIGHT ON PAPER 0 (Black) BLOCK 21,31,0,0 INK 4 (Green) DRAW 8,31 DRAW 8,8 DRAW 8,2 DRAW 16,3 DRAW -21,16 DRAW -8,11 DRAW -3,16 DRAW 2,4 DRAW 4,1 DRAW 16,-4 DRAW 14,-8 DRAW 10,-11 DRAW 10,-2 DRAW 8,1 DRAW 5,-1 DRAW 18,16 DRAW 13,4 DRAW -2,-8 DRAW -5,-8 DRAW -11,-11 DRAW -4,-3 DRAW 1,-8 DRAW -7,-11 DRAW -13,-8 DRAW 13,8 [over] [inverse] DRAW 8,-6 DRAW 3,-16 DRAW 1,-16 PLOT 46,49 DRAW -1,8 DRAW -2,1 DRAW -1,-1 DRAW 1,-8 DRAW -4,-4 DRAW 2,-2 DRAW 8,4 DRAW -1,1 PLOT 52,65 DRAW 13,-2 DRAW -6,-6 DRAW -5,-7 DRAW 2,9 DRAW -4,6 PLOT 59,63 DRAW 0,-3 PLOT 69,63 DRAW 9,1 DRAW -2,-4 DRAW -5,-2 DRAW -2,5 PLOT 53,45 DRAW 13,4 DRAW 12,-4 DRAW -10,-8 DRAW -3,0 DRAW -12,8 PLOT 21,0 DRAW 6,16 DRAW 9,8 DRAW 11,3 PLOT 34,23 DRAW -8,15 DRAW -5,-2 DRAW 11,-16 PLOT 29,18 DRAW -16,8 DRAW -3,-4 DRAW 17,-7 PLOT 50,43 DRAW -9,-3 DRAW 0,-2 DRAW 7,0 DRAW 9,-8 DRAW 4,0 DRAW 0,1 DRAW -9,8 DRAW -2,4 PLOT 67,30 DRAW -3,-3 DRAW -3,4 PLOT 55,31 DRAW -9,-4 PLOT 47,48 PLOT 46,49 FILL -8,-16 PLOT 48,67 [over] DRAW -11,11 [over] DRAW -10,6 [over] DRAW -12,3 [over] PLOT 39,76 [over] DRAW -16,3 [over] DRAW 16,-4 [over] [inverse] DRAW -9,-1 [over] PLOT 43,64 [over] DRAW -2,-8 [over] DRAW 1,-6 [over] PLOT 56,49 [over] DRAW 6,2 [over] DRAW 4,1 [over] PLOT 71,51 DRAW -1,1 PLOT 105,84 PLOT 100,81 [over] DRAW -9,-7 [over] DRAW -8,-8 [over] DRAW 1,-1 [over] DRAW 7,8 [over] PLOT 81,45 [over] DRAW -3,5 [over] DRAW -4,2 [over] PLOT 62,65 [over] DRAW -4,0 [over] PLOT 70,65 [over] DRAW 5,0 [over] PLOT 64,68 [over] DRAW 2,-1 [over] PLOT 64,51 [over] PLOT 64,52 [over] PLOT 70,52 [over] PLOT 69,52 [over] PLOT 69,53 [over] PLOT 70,53 [over] PLOT 65,53 [over] PLOT 64,53 [over] PLOT 64,52 [over] PLOT 92,0 GOSUB 62 (scale=7) PLOT 169,0 GOSUB 62 (scale=0) PLOT 107,0 PLOT 116,0 DRAW 2,9 DRAW 6,5 DRAW 4,-3 DRAW 8,5 DRAW 8,-2 DRAW 5,-8 DRAW 1,-6 PLOT 146,0 DRAW -1,8 DRAW -5,4 DRAW -4,0 DRAW -8,-4 DRAW -3,1 DRAW -1,1 DRAW -4,-4 DRAW -1,-6 FILL 8,0 PLOT 156,0 DRAW 0,3 FILL -3,0 FILL -44,0 PLOT 186,0 FILL 24,0 PLOT 245,66 [over] DRAW 3,-4 [over] DRAW -1,-1 [over] DRAW -5,6 [over] PLOT 169,57 [over] DRAW 5,3 [over] DRAW 1,3 [over] DRAW 1,0 [over] DRAW -1,-4 [over] DRAW -5,-3 [over] PLOT 194,0 [over] DRAW 4,11 [over] DRAW 8,8 [over] DRAW 5,-5 [over] DRAW 7,7 [over] DRAW 11,-8 [over] DRAW 2,-4 [over] DRAW 2,-9 [over] PLOT 83,36 DRAW -9,-4 DRAW 8,-10 DRAW 2,-8 DRAW 1,-14 FILL 2,0 PLOT 33,0 INK 3 (Magenta) DRAW 0,8 DRAW 8,1 DRAW -8,-6 DRAW 5,-3 PLOT 45,10 DRAW 0,-10 PLOT 45,4 DRAW 6,2 PLOT 51,12 DRAW -6,-2 PLOT 55,13 DRAW 0,-13 PLOT 57,0 DRAW 4,1 PLOT 64,2 DRAW 2,13 DRAW 5,-11 PLOT 69,8 DRAW -4,-1 PLOT 75,5 DRAW 3,11 PLOT 79,7 DRAW -7,8 FILL -2,-8 FILL 0,0 FILL 16,-15 FILL 0,0 DRAW 12,-12 [over] [inverse] INK 8 (Transparent) PAPER 6 (Yellow) BLOCK 1,8,2,20 BLOCK 2,6,4,19 BLOCK 3,5,5,18 END

Picture Entry #69

Location Picture

Yes

Ink Colour

0 (Black)

Paper Colour

0 (Black)

Picture

Picture Commands

BRIGHT ON INK 7 (White) BLOCK 21,31,0,0 DRAW 64,24 DRAW 34,16 DRAW 15,12 DRAW 4,7 DRAW -56,1 DRAW -32,3 DRAW -29,4 PLOT 0,75 DRAW 56,-5 DRAW 64,-1 DRAW 7,16 DRAW 5,6 DRAW 8,3 DRAW 24,3 DRAW 48,2 DRAW 43,1 DRAW -80,-4 DRAW -9,-3 DRAW -2,-3 DRAW -3,-8 DRAW 2,-10 DRAW 64,-1 DRAW 28,-3 PLOT 255,57 DRAW -40,2 DRAW -44,0 DRAW 16,-24 DRAW 5,-16 DRAW 2,-19 PLOT 88,79 DRAW 23,0 DRAW -8,8 DRAW 0,16 DRAW 8,8 DRAW -32,0 DRAW 8,-8 DRAW 0,-16 DRAW -8,-8 DRAW 16,0 PLOT 80,112 GOSUB 70 (scale=2) PLOT 108,155 DRAW 0,7 DRAW 1,-5 DRAW 1,4 DRAW 1,-5 DRAW 0,-4 PLOT 82,132 DRAW -1,-4 DRAW 2,-3 DRAW 0,5 PLOT 87,104 DRAW 16,0 DRAW 0,-15 [over] [inverse] DRAW -16,0 PLOT 103,80 DRAW -4,8 DRAW 0,16 DRAW 4,8 PLOT 255,114 DRAW -32,7 DRAW -24,1 DRAW -16,-2 DRAW -24,-8 PLOT 175,117 DRAW -24,3 DRAW -37,-1 PLOT 84,119 DRAW -24,1 DRAW -27,-6 PLOT 50,109 DRAW -30,7 DRAW -20,2 PLOT 54,120 DRAW -24,32 DRAW -16,-16 PLOT 22,144 DRAW -13,23 DRAW -9,-12 PLOT 39,140 DRAW -5,-6 DRAW -5,6 DRAW -6,-4 DRAW -4,4 PLOT 17,153 DRAW -4,-6 DRAW -5,4 DRAW -8,-8 INK 0 (Black) PAPER 4 (Green) DRAW 0,-140 [over] [inverse] BLOCK 15,31,0,6 DRAW 2,170 [over] [inverse] PAPER 5 (Cyan) BLOCK 6,20,0,0 BLOCK 5,31,0,0 INK 5 (Cyan) PAPER 4 (Green) PLOT 168,119 DRAW 0,8 DRAW 87,0 FILL -3,-8 INK 0 (Black) PLOT 171,118 INK 5 (Cyan) PAPER 3 (Magenta) PLOT 55,120 DRAW 0,23 DRAW -15,0 DRAW 0,-5 FILL 8,0 PLOT 23,146 DRAW 0,5 DRAW -6,0 FILL 3,-1 INK 7 (White) PAPER 8 (Transparent) FILL 12,-8 FILL -8,8 INK 5 (Cyan) PLOT 17,151 DRAW -14,-28 [over] [inverse] PAPER 3 (Magenta) INK 8 (Transparent) BLOCK 0,5,0,6 BLOCK 2,4,0,4 BLOCK 3,1,0,3 PAPER 8 (Transparent) FILL 88,16 FILL 107,33 INK 7 (White) SHADE 88,-16,6 SHADE 88,-24,6 SHADE 88,-40,6 DRAW 102,-15 [over] [inverse] SHADE 0,0,165 SHADE -4,-10,165 SHADE -1,-26,165 PLOT 87,100 PLOT 87,92 PLOT 79,79 PLOT 79,111 INK 0 (Black) DRAW 56,-104 [over] [inverse] SHADE 0,0,165 SHADE 48,56,165 SHADE -24,56,165 SHADE 31,88,165 SHADE 46,90,165 SHADE 67,91,165 END

Picture Entry #70

Location Picture

No

Ink Colour

7 (White)

Paper Colour

1 (Blue)

Picture

Picture Commands

DRAW 24,0 DRAW 0,8 DRAW 8,32 DRAW 32,16 DRAW 24,-24 DRAW 32,-8 DRAW 8,-16 DRAW 8,32 DRAW -40,8 DRAW -16,24 DRAW 0,32 DRAW 32,16 DRAW 16,40 DRAW -16,8 DRAW -8,-32 DRAW -24,-8 DRAW -40,0 DRAW -24,-8 DRAW -8,-24 DRAW 0,-16 DRAW 8,-8 DRAW 8,24 DRAW 8,8 DRAW 8,-32 DRAW -16,-16 DRAW -8,-40 DRAW -16,-16 END

Picture Entry #73

Location Picture

Yes

Ink Colour

0 (Black)

Paper Colour

7 (White)

Picture

Picture Commands

BRIGHT ON GOSUB 63 (scale=0) DRAW -80,168 [over] [inverse] PAPER 0 (Black) INK 1 (Blue) BLOCK 9,31,0,0 PAPER 1 (Blue) INK 0 (Black) DRAW 64,-8 [over] [inverse] BLOCK 5,1,8,1 DRAW 24,-40 [over] [inverse] BLOCK 5,10,11,1 DRAW 96,40 [over] [inverse] BLOCK 5,7,23,1 PLOT 107,120 [over] [inverse] GOSUB 62 (scale=4) DRAW -28,0 FILL 14,8 PLOT 195,120 [over] [inverse] GOSUB 62 (scale=3) DRAW -19,0 DRAW 0,-1 DRAW 19,0 FILL -8,8 INK 4 (Green) PAPER 0 (Black) PLOT 21,175 DRAW -2,-10 DRAW -8,-2 DRAW 3,-3 DRAW 7,3 DRAW 2,12 PLOT 26,175 DRAW 2,-11 DRAW 8,-4 DRAW 2,2 DRAW -7,4 DRAW -1,9 FILL -1,-2 FILL -11,-11 PAPER 8 (Transparent) INK 0 (Black) PLOT 62,160 DRAW 192,0 DRAW 0,2 [over] [inverse] DRAW -200,0 PLOT 54,158 DRAW 200,0 END

Flags
Flag 11 - If 0, then Spam is following Fordo. This flag is always 0 throughout the game. Flag 12 - If 0, the HOG command will cause the rope to appear. Set to 255 once the HOG command has been used. Flag 13 - Controls the location of the basilisk. Flag 13 is incremented every turn and when reaching 8 is set back to 0. Depending on the value the basilisk is moved to a specific location. The basilisk will cycle through the following locations in the marsh: Loc 46, Loc 47, Loc 48, Loc 40, Loc 48, Loc 47, Loc 46, Loc 39. Flag 14 - Represents the floor on which the lift is on (0, 1 or 2). Pressing the red button takes the lift to floor 0, the magenta button is floor 1 and the blue button is floor 2. Flag 15 - If 0, the Kremlins will be causing havoc in the bar. Once they have been destroyed, Flag 15 is set to 255 and then the scissors can be retrieved from the bar. Flag 16 - set to 1 when reaching the gun tower. Increments by one every turn thereafter. If the flying pig is not shot, it will kill Fordo when it reaches 4. Flag 17 - Set to 255 if the programmer's prison is unlocked. Flag 18 - Increased by 1 for every turn that Fordo is in the bar with the kremlins. The kremlins will kill Fordo if Flag 18 reaches 12. Flag 19 - Set to 255 once the brick has been given to Golbum. This triggers Golbum to chase Sheslob away when Fordo meets her, otherwise Fordo will die. Flag 27 - Used to start the game. Set to 2 after displaying the introductory message which then triggers setting the current Location to 32 (the gully) at the start of the game. Flag 30 - Score.