"ACTIONS3 for ZORK III: The Dungeon Master The Great Underground Empire (Part 3) (c) Copyright 1982 Infocom, Inc. All Rights Reserved. " > ) (T )>)>) ( <==? ,WINNER ,ADVENTURER>> > <>)>> > > ) ( > ) (ELSE > <>)>) ( > ) (ELSE > <>)>) ( > ) ( ) (ELSE )> )>> )) >>> > >)> > )> > ) (T CR>)>)>> ) ( ) ( ) ( ) ( ) ( ) ( )>> <==? ,PRSO ,ME>>> ) ( ) ( <==? ,PRSI ,PSEUDO-OBJECT>> )>> ) ( )>> > ) (T )>> <==? ,PRSI ,GROUND>> ) ( )>> ) ( ) ( )>> \ "SUBTITLE CHINESE PUZZLE SECTION (COURTESY OF WILL WENG)" >> > ;" 0 is no wall 1 is fixed wall -1 is movable wall (-2 is good ladder, -3 bad ladder)" > > > > -2> ,CP-ANTE) (T )>) (T )>) ( <==? ,PRSO ,P?WEST> ,CP-FLAG> ,CP-OUT) (<==? ,PRSO ,P?DOWN> ) ( <==? ,PRSO ,P?WEST>> ) (T > > 36> > ) ( 1 6> ) ( ; "SW AND SE" > >>>> ) ( > >>> ) (T )> )>> 0> > ) ( 1> > ) ( > ) ( > )>> >>> ) (T )>> > ,CPBLOCK-FLAG> ) (T ,CP)>> >> ) (T )>)>> > > )) #DECL ((FLG) ) > -3> > -2> >> > ) (T )>) (T )>) (T )>> )) #DECL ((NXT WL NNXT NWL) FIX (UVEC) ) ) ( > )> > ) (<1? .WL> ) (<0? >> ) (>>> ) (T ) (T > 2>> -3>>)> > >> > ) (T > ,CP-OUT> )> >)>>)> )> )>)>> ; "Flag for blocking of main entrance" > ;"8*(22-1)" ) >> > > > ) (<==? .F ,ADVENTURER> T) (T >)> ) (T )>> 1>> >> > ) (T > ,CP> >)>> > > 0) (T <+ .RM .FX>)>> >> ) ( ) (T )>) ( ) (T )>) ( ) ( )>> 1) (T 33)>>) (<==? .RARG ,M-LOOK> ) (T )>)>> > 1) (T )>> .FOO> 1) (T )>> >) (S >) (E 1>) (W 0>)) #DECL ((N S E W) FIX) 2>> ;"Top Row" ;"Middle Row" ;"Bottom Row" -3>> ) (<==? ,CPHERE 22> ) (<==? ,CPHERE 33> ) (T )> )> )> )>> ;"Show where the eight nearest neighbors are located" ) (<1? .CONTENTS> ) (T )>> ;"Show an orthogonal neighbor" > > >> ) ( ) (<0? > 1) (T )>>> ) (<1? .COL> ) (T )>> 10> )> ) ( > CR>) (T )>)>> ) (T )> )>> "Old end-game stuff" "SUBTITLE It's All Done with Mirrors" > > > > > > >) (T >)> > ) (> ,IN-MIRROR) (T )>) (T .TORM)>) (<==? ,MLOC .TORM> > ) (T )>) (T .TORM)>> 360>>)> > >> ) (T )>> ) (T )>> > > >>
>> ) (M1? <>) MWIN) > )> > 180> )> ) (T )> " wall is a large " CR> CR>)> > > )) )>> )) )>> )) )>> )) )>> ) (NTELL <>) (STELL <>) MIR? (M1? <>) DIR) > )> ) (<==? ,HERE ,MRC> ) (<==? ,HERE ,FRONT-DOOR> ) (<==? ,HERE ,MRD> ) (<==? ,HERE ,MRA> )> ) (T )> > ,MR1-FLAG) ( > ,MR1-FLAG) (T ,MR2-FLAG)>> > ) (T .DIR "th side of the hallway." CR> CR>)>)>)> > ) ( ) ( )> > )) )>> )) )>> )) )>> )) >)>> "Infestation function for Sword-glow demon, tailored for end game" <==? .R ,IN-MIRROR>> >> )) ) (T )>) ( > ) (> ) ( ) (T )>) ( <==? ,PRSI ,GUARDIAN>> ) ( ) ( )>> ,R-NORTHS) (T ,R-SOUTHS)>> <==? ,MLOC >> > 1) ( > 1) (T 2)>)>> > >> )>) (T )>> > > 0) (T 180)>>> 1) (T 2)>) (<0? > ) (> .TMP) (> .TMP) (T )>> >> ) ( ) ( ,MR1-FLAG> ,MR2-FLAG> ) (T )>) (T )>) ( > ) (T )>) (,MR2-FLAG > ) (T )>) ( > > ) ( "The mirror is mounted on a wooden panel which moves slightly inward as you push, and back out when you let go. The mirror feels fragile.") (T "The mirror is unyielding, but seems rather fragile.")> CR>)>> >> ) ( ) ( ) (T )>) (,MR2-FLAG ) (T )>) ( "The wooden panel moves slightly inward as you push, and back out when you let go.") (T "The panel is unyielding.")> CR>)>> > ) (T >)> <==? 360> .DIR>> > ) (T T>)>) (T )>) (,WOOD-OPEN-FLAG <==? 360> .DIR>> >) (T )> > > .RM) (T )>) (T )>) (T )>> "MIRNS -- returns room in a given direction from the mirror (north or south as indicated by first argument). If second arg is T, then we are exiting, not moving the mirror, so don't worry about ends." ) "AUX" S T) > ) ( <==? ,MLOC ,MRA>> )>)> >> > ,UEXIT> ) (.NORTH? ) (T )>)>> ) (T )>> 1> ,MIRROR-OPEN-FLAG> ,IN-MIRROR) ( ) (<==? 1> ,MR1-FLAG> ) (T )>) (T )>> ) "AUX" O) >> ) (<==? .RARG ,M-LOOK> > )> >)>> > > ) (>> )>>> ; "This function cannot have its .PRSI and .PRSO's changed to ,PRSI etc!!" > ) ( ) ( )> ) ( ) (T )> >> ) ( ) ( ) (<==? .PRI ,HANDS> ) (T )>) ( <==? ,PRSO ,BEAM>> )>> > ) (T > ) (T )>)>)>> > > 1> <==? ,HERE ,IN-MIRROR>> ) (<==? ,HERE ,MR-ANTE> )>> ;"mirror points... 0 = north" ;"pole raised?: 0 -- in hole or channel, 1 -- foor level, 2 -- in air" )) <==? ,MDIR 270>> > ) (T )>) ( > ) (T )>) (T )> > "."> )> )>> > ;"MOVEMENT" > ) (T )>)> 360>> ) (T 360>> )> > "." CR> > )> ) (<0? > ) (T )>)>> ) ( <==? ,PRSO ,PINE-PANEL>>> >> ) (<==? ,PRSO ,MAHOGANY-PANEL> >> .RM>) (T )>) (T <==? ,MDIR 0>> <==? ,MDIR 180>> <==? ,MLOC ,MRG>> ) (T )> )> >)>)>> > )>> ) (LOSE <>)) > )> " and stops over another compass rose." CR> <==? ,HERE ,IN-MIRROR>> ) ( > ) ( )> ) (T )>)> )> T> ) (T )>) ( <==? ,PRSI ,CHANNEL>> > ) (<0? > T) ( <==? ,MLOC ,MRB>> ) (<==? ,POLEUP-FLAG 1> ) (T )>)>> \ )) ) (<==? ,WINNER ,DUNGEON-MASTER> > ) (T )>) ( ) ( <==? ,HERE ,NORTH-CORRIDOR>> ) ( <==? ,HERE ,NORTH-CORRIDOR>> ) ( <==? ,HERE ,SOUTH-CORRIDOR>> ) (T )>) ( <==? ,PRSO ,PARAPET-OBJ>> ) ( ) ( <==? ,PRSO ,DUNGEON-DOOR>> ) ( T) (T )> ) (T )>) ( ) ( ) ( ) ( <==? ,PRSI ,DUNGEON-MASTER>> )>> ) (T )>) ( ) ( > ) ( > ) (T )>> > )) > > ) (<==? .RARG ,M-LOOK> )>> )) ) (<==? .RARG ,M-LOOK> ,MRD> )>> >> ) ( > )> ) (T >> > )>)>> > > >)> >)> >)> >)> >)> >)> >)> .CNT> ;"Following?" ) ( ,FOLFLAG> > ) ( ) ( ) (T )>> \ ;"SUBTITLE 'The end had come, and this was it; he dropped her in the Flaming Pit.'" ;"cell in slot" ;"cell pointed at" >> >> > > > ) (T >)> ) (T )>>)> 1>> >> > ) (T > ,CELL> >)>>> > ) (ELSE )> ,GOOD-CELL) (ELSE ,PRISON-CELL)>> > > ) (T )> ) (T )>>)>) (T )> )>> )>> ) ( > )> )> ) ( ) (T )>) ( > )> )>> > )> )> )>> ) (T )> )> )> )>> )>> ) (T )>> )>> )> )>> > <==? ,HERE ,GOOD-CELL> > ) ( ,BRONZE-DOOR-LOCKED> )>> )>> \ "=========== The Ultimate Winnage ==========" )>> ) ( ,CELL) (T )>> ; > > > >> )>> > ) (<==? .RARG ,M-LOOK> ) (> )>)>> > > >)> )>> )) ) (T )>) ( <==? ,PRSI ,OLD-MAN>> ) ( ) (T )>) (T )>) ( ) (T )>) ( ) (T )>) ( ) (T )>) ( >) ( )>> > > )>> )>> )>> ) ( <==? ,PRSI ,FLAMING-PIT>> ) (T )>) (T )>)>> )> ) (T )>)>> )>> <==? ,PRSI ,CELL-DOOR>> ) ( ) (T )>)>> >> ) (> ) ( )>> )>> > (PI?) ) ) ( ) ( ;"fill bottle with water =>" >) ( >) (,PRSI )> ) (T )> > ) (.PI? ) ( )>> ) (T )>)>>