!  ADVENTURE 7 MAXIMUM 560 POINTS. RE-WRITTEN IN STANDARD FORTRAN 2008 FROM ADVENTURE 6 WITH CORRECTIONS AND ADDITIONS
!  OF SOUNDS, COLOR, BASILISK, MERMAID AND RUBY YACHT BY NEAL VAN ECK, 2011.

!  Adventure 6 was based on Adventure 5 with additions by David Long, and an anonymous coder around 1984.
!  Doug McDonald changed it so that it would compile with f77 in 1990.

!  Adventure 5 was extended from the 350 point original to 501 points by David Long at the University of Chicago around 1978.

!  NOTE: PROGRAM AGENDAT CREATES THE INTERNAL DATABASE USED BY ADVENTURE

!  CURRENT LIMITS:
!     22000 WORDS OF MESSAGE TEXT (LINES, LINSIZ).
!      1400 TRAVEL OPTIONS (TRAVEL, TRVSIZ).
!       600 VOCABULARY WORDS (KTAB, ATAB, TABSIZ).
!       250 LOCATIONS (LTEXT, STEXT, KEY, LOCCON, ABB, ATLOC, LOCSIZ, MAXLOC).
!       150 OBJECTS (PLAC, PLACE, FIXD, FIXED, LINK (TWICE), PTEXT, POINTS, HOLDER, HLINK, OBJCON, PROP, WEIGHT, MAXOBJ).
!        60 "ACTION" VERBS (ACTSPK, VRBSIZ, VKEY).
!       300 VERB/PREP/OBJ COMBINATIONS (PTAB, PTBSIZ).
!        50 ADJECTIVES (ADJKEY, ADJSIZ)
!       150 MODIFIED NOUNS (ADJTAB, MAXOBJ)
!       450 RANDOM MESSAGES (RTEXT, RTXSIZ).
!        12 DIFFERENT ADVENTURER CLASSIFICATIONS (CTEXT, CVAL, CLSMAX).
!        20 HINTS, LESS 3 (HINTLC, HINTED, HINTS, HNTSIZ, HNTMIN).

!  THERE ARE ALSO LIMITS WHICH CANNOT BE EXCEEDED DUE TO THE STRUCTURE OF THE DATABASE.  (E.G., THE VOCABULARY USES N/1000 TO
!  DETERMINE WORD TYPE, SO THERE CAN'T BE MORE THAN 1000 WORDS OF ANY CLASS.)  THESE UPPER LIMITS ARE:
!       1000 NON-SYNONYMOUS VOCABULARY WORDS OF EACH CLASS.  CURRENTLY DEFINED CLASSES ARE:
!               1. MOTION/DIRECTION WORDS (EAST, WEST, UP, JUMP, ETC.)
!               2. NOUNS/OBJECTS (LAMP, KEYS, TROLL, ETC.)
!               3. ACTION VERBS, TRANSITIVE & INTRANSITIVE (TAKE, DROP, KILL, IN
!               4. MISCELLANEOUS WORDS; MOSTLY THINGS OR ACTIONS WHICH GENERATE FIXED REPLIES (FEE-FIE-FOE-FOO, TREE, CAVE, CURSES)
!               5. PREPOSITIONS, DUPLICATES MANY WORDS IN SECTION 1.
!               6. ADJECTIVES
!               7. CONJUNCTIONS
!       450 LOCATIONS
!       100 OBJECTS WHICH CAN BE USED IN TRAVEL TABLE (PLUS 900 MORE, WHICH CAN'T)

!  THE DATA FILE CONTAINS SEVERAL SECTIONS.  EACH BEGINS WITH A LINE CONTAINING
!  A NUMBER IDENTIFYING THE SECTION, AND ENDS WITH A LINE CONTAINING "-1".

!  SECTION 1: LONG FORM DESCRIPTIONS.  EACH LINE CONTAINS A LOCATION NUMBER AND A LINE OF TEXT.  THE SET OF ADJACENT LINES
!             WHOSE NUMBERS ARE X FORM THE LONG DESCRIPTION OF LOCATION X.

!  SECTION 2: SHORT FORM DESCRIPTIONS.  SAME FORMAT AS LONG FORM.  NOT ALL PLACES HAVE SHORT DESCRIPTIONS.

!  SECTION 3: VOCABULARY.  EACH LINE CONTAINS A NUMBER (N) AND A FIVE-LETTER WORD.  LET M=N/1000. THEN IF:
!             M=0: THE WORD IS A MOTION VERB FOR USE IN TRAVELLING (SEE SECTION 4).
!             M=1: THE WORD IS AN OBJECT. 
!             M=2: THE WORD IS AN ACTION VERB (SUCH AS "CARRY" OR "ATTACK"). 
!             M=3: THE WORD IS A SPECIAL CASE VERB (SUCH AS "DIG") AND N MOD 1000 IS AN INDEX INTO SECTION 6.

!  SECTION 4: TRAVEL TABLE.  EACH LINE CONTAINS A LOCATION NUMBER (X), A SECOND LOCATION NUMBER (Y), AND A LIST
!      OF MOTION VERBS (SEE SECTION 3). EACH MOTION REPRESENTS A VERB WHICH WILL GO TO Y IF CURRENTLY AT X.
!      Y, IN TURN, IS INTERPRETED AS FOLLOWS.  LET M=Y/1000, N=Y MOD 1000.
!               IF N<=MAXLOC    IT IS THE LOCATION TO GO TO.
!               IF MAXLOC<N<=500   N-MAXLOC IS USED TO BRANCH TO A SECTION OF SPECIAL CODE.
!               IF N>500        MESSAGE N-500 FROM SECTION 6 IS PRINTED, AND ADVENTURER STAYS IN CURRENT LOCATION.
!               M SPECIFIES THE CONDITIONS ON THE MOTION:
!               IF M=0          IT'S UNCONDITIONAL.
!               IF 0<M<100      IT IS DONE WITH M% PROBABILITY.
!               IF M=100        UNCONDITIONAL, BUT FORBIDDEN TO DWARVES.
!               IF 100<M<=200   MUST BE CARRYING OBJECT M-100.
!               IF 200<M<=300   MUST BE CARRYING OR IN SAME ROOM AS M-200.
!               IF 300<M<=400   PROP(M MOD 100) MUST *NOT* BE 0.
!               IF 400<M<=500   PROP(M MOD 100) MUST *NOT* BE 1.
!               IF 500<M<=600   PROP(M MOD 100) MUST *NOT* BE 2, ETC.
!       IF THE CONDITION (IF ANY) IS NOT MET, THEN THE NEXT *DIFFERENT* "DESTINATION" VALUE IS USED (UNLESS IT FAILS TO MEET *ITS*
!       CONDITIONS, IN WHICH CASE THE NEXT IS FOUND, ETC.).  TYPICALLY, THE NEXT DEST WILL BE FOR ONE OF THE SAME VERBS, SO THAT ITS
!       ONLY USE IS AS THE ALTERNATE DESTINATION FOR THOSE VERBS.  FOR INSTANCE:
!               15      110022  29      31      34      35      23      43
!               15      14      29
!       THIS SAYS THAT, FROM LOC 15, ANY OF THE VERBS 29, 31, ETC., WILL TAKE ADVENTURER TO 22 IF CARRYING OBJECT 10, AND OTHERWISE
!       WILL GO TO 14.
!               11      303008  49
!               11      9       50
!       THIS SAYS THAT, FROM 11, 49 TAKES ADVENTURER TO 8 UNLESS PROP(3)=0, IN WHICH CASE TAKES TO 9.  VERB 50 TAKES ADVENTURER TO 9
!       REGARDLESS OF PROP(3). SEE DESCRIPTION FOR SECTION 14 FOR A SCHEMATIC OF TABLES.

!  SECTION 5: OBJECT DESCRIPTIONS.  EACH LINE CONTAINS A NUMBER (N) AND A MESSAGE.  IF N IS FROM 1 TO MAXOBJ, THE MESSAGE IS
!             THE "INVENTORY" MESSAGE FOR OBJECT N.  OTHERWISE, N SHOULD BE 0000, 1000, 2000, ETC., AND THE MESSAGE SHOULD BE THE
!             DESCRIPTION OF THE PRECEDING OBJECT WHEN ITS PROP VALUE IS N/1000.  N/1000 IS USED TO DISTINGUISH MULTIPLE
!             MESSAGES FROM MULTI-LINE MESSAGES; THE PROP INFO ACTUALLY REQUIRES ALL MESSAGES FOR AN OBJECT TO BE PRESENT AND
!             CONSECUTIVE.  PROPERTIES WHICH PRODUCE NO MESSAGE SHOULD BE GIVEN THE MESSAGE "<$$<".  NOTE THAT OBJECTS WITH N>100 
!             CANNOT BE USED FOR CONDITIONAL MOTIONS IN TRAVEL TABLE.

!  SECTION 6: ARBITRARY MESSAGES.  SAME FORMAT AS SECTIONS 1, 2, AND 5, EXCEPT THE NUMBERS BEAR NO RELATION TO ANYTHING (EXCEPT FOR
!             SPECIAL VERBS IN SECTION 3).
 
!  SECTION 7: CONTAINS LOTS OF OBJECT INFO:
!             (1) OBJECT LOCATIONS & WEIGHTS.  EACH LINE CONTAINS AN OBJECT NUMBER AND ITS INITIAL LOCATION (ZERO OR BLANK IF NONE)
!                 FOLLOWED BY A "-1" IF IT IS IMMOVABLE.  IF IT HAS TWO LOCATIONS (E.G., GRATE) THE FIRST LOCATION IS FOLLOWED WITH 
!                 THE SECOND, AND THE OBJECT IS ASSUMED IMMOVABLE.  IF THE OBJECT IS MOVABLE, IT HAS A THIRD NUMBER WHICH IS ITS
!                 RELATIVE WEIGHT.
!            (2) DEFAULT OBJECT NAMES. TEN CHARACTER MAXIMUM.
!            (3) POINTS.  A SCORE VALUE, A PROP VALUE, AND A LOCATION NUMBER.  THE SCORE IS FOR LEAVING IT AT THE
!                NAMED LOCATION WITH THE RIGHT PROP VALUE.  SCORES ARE ASSIGNED ON A DIFFICULTY SCALE OF 1-5 (1 IS FOR EASY
!                TREASURES; 5 IS FOR REAL HARD ONES) AND ARE MULTIPLIED BY SOME APPROPRIATE FACTOR AT SCORING TIME.
 
!  SECTION 8: ACTION DEFAULTS.  EACH LINE CONTAINS AN "ACTION-VERB" NUMBER AND
 
!  SECTION 9: LIQUID ASSETS, ETC.  EACH LINE CONTAINS A NUMBER (N) AND UP TO 20 LOCATION NUMBERS. FOR THE LOW BYTE BIT N (WHERE 0
!             IS THE UNITS BIT) IS SET IN LOCCON(LOC) FOR EACH LOC GIVEN. THE COND BITS CURRENTLY ASSIGNED ARE:
!               0       LIGHT
!               1       IF BIT 3 IS ON: ON FOR OIL, OFF FOR WATER
!               2       IF BIT 3 IS ON: ON FOR WINE, OFF FOR WATER & OIL
!               3       LIQUID ASSET, SEE BITS 1 & 2
!               4       PIRATE DOESN'T GO HERE UNLESS FOLLOWING ADVENTURER
!               5       ALL LOCATIONS IN EITHER 'PORTAL';  I.E., NOT OUTSIDE  CAVE, BUT NOT FAR IN
!               6       ALL LOCATIONS OUTSIDE THE CAVE
!             THE HIGH BYTE IS USED TO INDICATE AREAS OF INTEREST TO "HINT" ROUTINES: THE NUMBER 256*(BIT-7) INDICATES THE HINT
!               1       LOST IN MAZE
!               2       PONDERING DARK ROOM
!               3       AT WITT'S END
!               4       TRYING TO EXTRACT SWORD
!               5       TRYING TO GO UP SLIDE
!               6       TRYING TO GET INTO CAVE VIA SEA ENTRANCE
!               7       TRYING TO FIND CAVE (ANY ENTRANCE)
!               8       TRYING TO CATCH BIRD
!               9       TRYING TO GET OVER THE RAINBOW
!               10      STYMIED BY DOG
!               11      TRYING TO DEAL WITH SNAKE
!               12      TRYING TO GET TO THE CASTLE
!            ONLY ONE HINT PER LOC IS ALLOWED  LOCCON(LOC) IS SET TO 2, OVERRIDING ALL OTHER BITS, IF LOC HAS FORCED MOTION.

!  SECTION 10: CLASS MESSAGES.  EACH LINE CONTAINS A NUMBER (N) AND A MESSAGE DESCRIBING A CLASSIFICATION OF ADVENTURER.
!              THE SCORING SECTION SELECTS THE APPROPRIATE MESSAGE, WHERE EACH MESSAGE IS CONSIDERED TO APPLY TO ADVENTURERS WHOSE
!              SCORES ARE HIGHER THAN THE PREVIOUS N BUT NOT HIGHER THAN THIS N.

!  SECTION 11: HINTS.  EACH LINE CONTAINS A HINT NUMBER (CORRESPONDING TO A COND BIT, SEE SECTION 9), THE NUMBER OF TURNS MUST
!              TAKE AT THE RIGHT LOC(S) BEFORE TRIGGERING THE HINT, THE POINTS DEDUCTED FOR TAKING THE HINT, THE MESSAGE NUMBER
!              (SECTION 6) OF THE QUESTION, AND THE MESSAGE NUMBER OF THE HINT.  THESE VALUES ARE STASHED IN THE "HINTS" ARRAY.
!              HNTMAX IS SET TO THE MAX HINT NUMBER (<= HNTSIZ).  NUMBERS 1-6 ARE UNUSABLE SINCE COND BITS ARE OTHERWISE ASSIGNED,
!              SO 2 IS USED TO REMEMBER IF ADVENTURER READ THE CLUE IN THE REPOSITORY, AND 3 IS USED TO REMEMBER IF ADVENTURER ASKED
!              FOR INSTRUCTIONS (GETS MORE TURNS, BUT LOSES POINTS). HNTMIN IS SET TO THE NUMBER OF THE FIRST USABLE HINT.

!  SECTION 14: PREPOSITION TABLE.  EACH LINE CONTAINS A VERB, A PREPOSITION AND VALID OBJECTS FOR THAT VERB/PREP COMBINATION.  THEY
!              ARE CONVERTED INTO TWO TABLES SIMILAR IN FORMAT TO THE TRAVEL TABLE.  THE FIRST TABLE, VKEY, HAS ONE ENTRY PER VERB.
!              A ZERO ENTRY INDICATES NO PREPOSITION IS VALID WITH THAT VERB.  A NON-ZERO ENTRY POINTS TO THE BEGINNING OF THE
!              PREP/OBJ LIST FOR THAT VERB.  THE POSITION OF THE ENTRY IN VKEY CORRESPONDS TO THE VERB NUMBER.  THE PREP/OBJ LIST,
!              PTAB, FOR A GIVEN VERB CONSISTS OF A SERIES OF ONE-WORD ENTRIES DELIMITED BY A NEGATIVE ENTRY.  EACH WORD CONTAINS
!              THE PREPOSITION NUMBER TIMES 1000 PLUS A VALID OBJECT NUMBER.  A SCHEMATIC FOLLOWS.  ENTRIES IN VKEY ARE REPRESENTED
!              BY V1, V2, ... VN.  ENTRIES IN PTAB ARE REPRESENTED BY P1, P2, ..., PN (PREPOSITIONS) AND OB1, OB2,...,OBN (OBJECTS).

!              I   VKEY(I)         PTAB(J) J
!              -   -------         ------- -
!              1.  V1==========>>  P1,OB1  1.
!                                  P1,OB2  2.
!                                  P1,OB3  3.
!                                  P1,OB4  4.
!                                  P1,OB5  5.
!                                  P2,OB1  6.
!                                  P2,OB2  7.
!                                  P3,OB1  8.
!                                  P3,OB2  9.
!                                  P3,OB3  10.
!                                 -P3,OB4  11.
!              2.  V2==========>>  P1,OB1  12.
!                                  P1,OB2  13.
!                                  P2,OB1  14.
!                                 -P3,OB1  15.
!              3.  0  (THE VERB CORRESPONDING TO THIS POSITION TAKES NO PREPOSITION
!              4.  V3==========>>  P1,OB1  16.
!                                 -P2,OB1  17.

! SECTION 15: OBJECT ATTRIBUTES.  EACH LINE CONTAINS A BIT NUMBER AND UP TO 20 OBJECT NUMBERS.  BIT N (WHERE ZERO IS THE UNITS BIT)
!             IS SET IN OBJCON(OBJ) FOR EACH OBJECT GIVEN.  THE BITS CURRENTLY ASSIGNED ARE:
!               1       THE OBJ CAN BE OPENED/CLOSED. (DOORS, GRATE, CLAM, ETC.)
!               2       THE OBJ IS CURRENTLY OPEN
!               3       IT HAS A LOCK. (GRATE, CHAIN, ELFIN DOOR, ETC.)
!               4       IT IS CURRENTLY LOCKED.
!               5       FLAMMABLE.  (IT WILL BURN IF IGNITED)
!               6       IT IS CURRENTLY BURNING.
!               7       EDIBLE.  FOOD, MUSHROOMS, ETC.
!               8       PRINTED MATERIAL, ANYTHING READABLE
!               9       A LIVING BEASTIE, E.G., DWARF, DOG, WUMPUS, ETC.
!               10      DEAD (KILLED) BEASTIE: WUMPUS, DRAGON, SLEEPING DOG
!               11      CAN BE WORN: CROWN, SHOES, CLOAK, JEWELS
!               12      IS CURRENTLY BEING WORN
!               13      REQUIRES PLURAL RESPONSES (SHOES, COINS, ETC.)
!               14      TREASURE
!               15      CONTAINER
!               16      OBJECT IS "SMALL". (CAN FIT INTO SACK OR CHEST)
!               17      CONTAINER IS OPAQUE -- CONTENTS ARE NOT VISIBLE UNLESS CONTAINER IS OPEN

!  SECTION 16: ADJECTIVE/NOUN LIST.  EACH VALID ADJECTIVE IS FOLLOWED BY ALL NOUNS WHICH IT MAY MODIFY.

!  SECTION 0: END OF DATABASE.

!  PHUCE CONSISTS OF FOUR PAIRS OF ORIGIN/DESTINATION LOCATIONS FROM/TO WHICH THE ADVENTURER IS TRANSPORTED ON UTTERING
!  THE ELFIN CURSE AT THE TINY DOOR. CAN GO FROM BIG TO SMALL OR SMALL TO BIG, ON EITHER SIDE OF THE DOOR.

!  AJAR(OBJ)    = TRUE IF OBJECT IS OPEN
!  AT(OBJ)      = TRUE IF ON EITHER SIDE OF TWO-PLACED OBJECT
!  ATHAND(OBJ)  = TRUE IF OBJECT IS HERE AND NOT IN CLOSED CONTAINER.
!  BLIND()      = TRUE IF CAN'T SEE (TOO DARK OR GLAREY)
!  DARK()       = TRUE IF LOCATION "LOC" IS DARK
!  DEAD(OBJ)    = TRUE IF CRITTER IS KILLED (OR IN ENCHANTED SLEEP)
!  FORCED(LOC)  = TRUE IF LOC MOVES WITHOUT ASKING FOR INPUT (COND=2)
!  HERE(OBJ)    = TRUE IF OBJ IS AT "LOC" (OR IS BEING CARRIED)
!  HINGED(OBJ)  = TRUE IF OBJECT CAN BE OPENED/SHUT.
!  INSIDE(LOC)  = TRUE IF LOCATION IS WELL WITHIN THE CAVE
!  LIQ(DUMMY)   = OBJECT NUMBER OF LIQUID IN BOTTLE
!  LIQLOC(LOC)  = OBJECT NUMBER OF LIQUID (IF ANY) AT LOC
!  LIVING(OBJ)  = TRUE IF OBJ IS SOME SORT OF CRITTER
!  LOCKED(OBJ)  = TRUE IF OBJECT IS LOCKED. (NEED NOT HAVE A LOCK, E.G., RUSTY DOOR)
!  LOCKS(OBJ)   = TRUE IF OBJECT HAS A LOCK.
!  OPAQUE(OBJ)  = TRUE IF CONTAINER IS NOT TRANSPARENT (SACK, CHEST); TRANSPARENT OBJS: BOTTLE(GLASS), CAGE(WICKER)
!  OUTSID(LOC)  = TRUE IF LOCATION IS OUTSIDE THE CAVE
!  PCT(N)       = TRUE N% OF THE TIME (N INTEGER FROM 0 TO 100)
!  PLURAL(OBJ)  = TRUE IF IT IS A PLURAL OBJ (SHOES, KEYS, ETC.)
!  PRINTD(OBJ)  = TRUE IF OBJECT CAN BE READ.
!  SMALL(OBJ)   = TRUE IF OBJ FITS INTO SACK
!  TOTING(OBJ)  = TRUE IF OBJ IS BEING CARRIED
!  TREASURE(OBJ)  = TRUE IF OBJECT IS A TREASURE
!  VESSEL(OBJ)  = TRUE IF OBJECT IS A CONTAINER
!  WEARNG(OBJ)  = TRUE IF OBJECT IS BEING WORN
!  WEARABLE(OBJ)    = TRUE IF OBJECT CAN BE WORN

!  CLOSED SAYS WHETHER WE'RE ALL THE WAY CLOSED
!  CLOSNG SAYS WHETHER ITS CLOSING TIME YET
!  GAVEUP SAYS WHETHER EXITED VIA "QUIT"
!  LMWARN SAYS WHETHER BEEN WARNED ABOUT LAMP GOING DIM
!  PANIC SAYS WHETHER FOUND OUT TRAPPED IN THE CAVE
!  SCORNG INDICATES TO THE RATING ROUTINE WHETHER WE'RE DOING A "SCORE" COMMAND
!  WASDARK SAYS WHETHER THE LOC ADVENTURER'S LEAVING WAS DARK
!  YEA IS RANDOM YES/NO REPLY
      
      USE ALLCOM; USE IFQWIN; USE IFCORE

      INTEGER TRVS,TRVSIZ,VEND,VERB,VRBSIZ,WASTE,WKDAY,WKEND,UNLOCK,RANZ,LIQ,CONFUZ,NOWAY,VAL,CLASS,BURDEN,LIQLOC,VOCABX,&
              PUT,IRET,LEN_FILNAM,I,J,K,KK,JKK,LL

      LOGICAL YES,WASDARK,LIVING,ISFIXED
      
      CHARACTER ZAPP*20,KK2C*2,FILNAM*80,LASTSAVE*80

      LOGICAL AJAR,AT,ATHAND,BLIND,DARK,DEAD,EDIBLE,ENCLSD,FORCED,HERE,HINGED,HOLDNG,INSIDE,LOCKS,OUTSID,OPAQUE,PCT,PLURAL,PRINTD,&
              SMALL,TOTING,TREASURE,LOCKED,VESSEL,WEARNG,WEARABLE,RESULT

      IRET=SETEXITQQ(QWIN$EXITNOPERSIST)
      RESULT=DELETEMENUQQ(6,0)   !delete help menu because can't use it
      RESULT=DELETEMENUQQ(1,0)   !delete file (MAKES EDIT MENU NOW MENU 1)
      RESULT=DELETEMENUQQ(2,0)   !delete view menu because full screen jerks
                                 !DO NOT DELETE STATE (PAUSE/RESUME) --NEEDED FOR EDITS
      CALL SETSCREEN(80,42,0)
      LOC=CLICKMENUQQ(QWIN$STATUS)  !TURN OFF STATUS BAR
      RESULT=DELETEMENUQQ(3,0)      !DELETE WINDOW MENU

!  CLEAR OUT THE VARIOUS TEXT-POINTER ARRAYS.  ALL TEXT IS STORED IN ARRAY LINES; EACH LINE IS PRECEDED BY A WORD POINTING TO THE
!  NEXT POINTER (I.E. THE WORD FOLLOWING THE END OF THE LINE).  THE POINTER IS NEGATIVE IF THIS IS FIRST LINE OF A MESSAGE.  THE
!  TEXT-POINTER ARRAYS CONTAIN INDICES OF POINTER-WORDS IN LINES.  STEXT(N) IS SHORT DESCRIPTION OF LOCATION N.  LTEXT(N) IS LONG
!  DESCRIPTION.  PTEXT(N) POINTS TO MESSAGE FOR PROP(PROPN)=0 SUCCESSIVE PROP MESSAGES ARE FOUND BY CHASING POINTERS.  RTEXT
!  CONTAINS SECTION 6'S STUFF.  CTEXT(N) POINTS TO A ADVENTURER-CLASS MESSAGE.  MTEXT IS FOR SECTION 12.  WE ALSO CLEAR COND.
!  SEE DESCRIPTION OF SECTION 9 FOR DETAILS.

!     ****** GET DATABASE FROM DISK

      OPEN (UNIT=16,FILE='ADV.DAT',STATUS='OLD',FORM='UNFORMATTED',ACCESS='SEQUENTIAL',IOSTAT=I)
      IF (I.NE.0) CALL BUG('CAN''T OPEN DATABASE; FILE MISSING')
      
      READ(16)  ISWIZ,ADJKEY,ADJTAB,ADJSIZ,BLKLIN,LOCCON,OBJCON,NUMDIE,MAXDIE,TURNS,KILLED,DWARF,KNIFE,KNFLOC,DFLAG,DSEEN,DLOC,&
                ODLOC,DWFMAX,HOLDER,HLINK,HINTLC,HINTED,HINTS,HNTSIZ,HNTMIN,BOTTLE,CASK,WATER,OIL,WINE,LIQTYP,LOC,OLDLOC,OLDLC2,&
                NEWLOC,MAXLOC, LTEXT,STEXT,KEY,ABB,LOCSIZ,BACK,CAVE,DPRSSN,ENTRNC,EXIT,GO,LOOK,NULL,AXE,BEAR,BOAT,BOOK,BOOK2,BOOTH,&
                CARVNG,CHASM,CHASM2,DOOR,GNOME,GRATE,LAMP,PDOOR,PLANT,PLANT2,ROCKS,ROD,ROD2,SAFE,TDOOR,TDOOR2,TROLL,TROLL2,EMRALD,&
                SPICES,FIND,YELL,INVENT,LEAVE,POUR,SAY,TAKE,THROW,IWEST,PHUCE,TK, PLAC,FIXD,WEIGHT,PROP,POINTS,ATLOC,LINK,PLACE,&
                FIXED,MAXOBJ,VKEY,PTAB,VKYSIZ,PTBSIZ,TRAVEL,LINES,RTEXT,PTEXT,WDX,KTAB,TABSIZ,VERBS,VRBX,OBJS,OBJX,IOBJS,IOBX,PREP,&
                WORDS,ABBNUM,ADJ,ATBS,ATTACK,BCROSS,BONUS,CHASE,CLOCK1,CLOCK2,CLOCK3,CLOSED,CLOSNG,CLSMAX,COMBO,DETAIL,DKILL,&
                DTOTAL,DWARFN,FLG239,FOO,FOOBAR,FOOD,GAVEUP,HEALTH,HINT,HNTMAX,ILOC,IOBJ,LIMIT,LINSIZ,LMWARN,LOCK,MESSAG,OBJ,&
                PANIC,PTBS,RDFLAG,RTXSIZ,SCORE,SCORNG,SECT,SKEY,SLOC,SPK,START,STICK,TABNDX,TALLY,TALLY2,TERSE,TRVS,TRVSIZ,VEND,&
                VERB,VRBSIZ,WASTE,WKDAY,WKEND,WASDARK,YEA,ACTSPK,CTEXT,CVAL,HNAME,ANVIL,BASILISK,BATTER,BEES,BILLBD,BIRD,BRUSH,&
                CAGE,CAKES,CHAIN,CHEST,CHLOC,CHLOC2,CLAM,CLOAK,CLSSES,COINS,CROWN,DALTLC,DOG,DRAGON,EGGS,FISSUR,FLOWER,GATLOC,&
                GLASS,GRAIL,HIVE,HONEY,HORN,JEWELS,KEYS,LYRE,MAGZIN,MERMAID,MIRROR,MUSHRM,MXSCOR,NUGGET,OYSTER, PEARL,PHONE,PILLOW,&
                POLE,POSTER,PREPAT,PREPDN,PREPFR,PREPIN,PREPOF,PREPON,PYRAM,RADIUM,RING,RUG,SAPPHI,SHIELD,SHOES,SHUT,SLUGS,SNAKE,&
                SPHERE,STEPS,STICKS,SWORD,TABLET,TRIDNT,UNLOCK,VASE,WALL,WALL2,WEAR,WUMPUS,YACHT,Y2,YANK,DTK,ATAB,VTXT,OTXT,IOTXT,&
                TXT,ZCLYD,XCLYD
      CLOSE(16)
           
      CALL POOF(0)
      CALL COLOR(1)

      LOC = 1
      INDENT = 0
      NEWLOC=1
      LIMIT=650
      FLG239=0
      
      CALL SOUND('Welcome to adventure')

      CALL SPEAK(RTEXT(1))    !WELCOME, INSTRUCTIONS
      
      CALL RANDOM_SEED

2     IF (NEWLOC.GT.0) THEN
         IF (OUTSID(NEWLOC).AND.CLOSNG) THEN
            NEWLOC=LOC
            CALL COLOR(LOC)
            CALL SOUND('EXIT CLOSED')
            CALL SPEAK(RTEXT(130))     !     CAN'T LEAVE CAVE ONCE IT'S CLOSING EXCEPT BY MAIN OFFICE.
            IF (.NOT.PANIC) CLOCK2=15
            PANIC=.TRUE.
         ENDIF
      ENDIF
       
!     SEE IF A DWARF HAS SEEN US AND CAME FROM WHERE WE WANT TO GO.  IF SO, THE DWARF'S BLOCKING THE WAY.
!     IF COMING FROM PLACE FORBIDDEN TO PIRATE LET ADVENTURER GET OUT (AND ATTACKED).

      IF (NEWLOC.NE.LOC) THEN
         ILOC=LOC
         IF (.NOT.FORCED(ILOC)) THEN
            IF (IAND(LOCCON(ILOC),16).EQ.0) THEN
               DO I=1,DWFMAX-1
                  IF (ODLOC(I).EQ.NEWLOC.AND.DSEEN(I)) THEN
                     NEWLOC=LOC
                     CALL SPEAK(RTEXT(2))
                     EXIT
                  ENDIF
               END DO
            ENDIF
         ENDIF
      ENDIF
      
      LOC=NEWLOC

!     DWARF STUFF.  SIXTH DWARF IS PIRATE AND IS VERY DIFFERENT EXCEPT FOR MOTION RULES.

!     ACTIVATE DWARVES FIRST TIME ADVENTURER GETS AS FAR AS HALL OF MISTS (LOC 15). DON'T LET DWARVES FOLLOW ADVENTURER INTO A PIT
!     OR A WALL.  IF NEWLOC FORBIDDEN TO PIRATE (I.E., IF IT'S BEYOND THE TROLL BRIDGE), BYPASS DWARF STUFF. THAT WAY PIRATE
!     CAN'T STEAL RETURN TOLL AND DWARVES CAN'T MEET THE BEAR. DWARVES WON'T FOLLOW INTO DEAD END IN MAZE, BUT THEY WAIT OUTSIDE.

      IF (LOC.EQ.0) GO TO 2000
      IF (FORCED(LOC).OR.IAND(LOCCON(NEWLOC),16).NE.0) GO TO 2000
      IF (DFLAG.EQ.0) THEN
         IF (INSIDE(LOC)) DFLAG=1
         GO TO 2000
      ENDIF

!     WHEN WE ENCOUNTER THE FIRST DWARF, KILL 0, 1, OR 2 OF THEM. IF ANY OF THE SURVIVORS IS AT LOC, REPLACE HIM WITH THE ALTERNATE.

      IF (DFLAG.EQ.1) THEN
         IF (INSIDE(LOC).AND.PCT(5)) THEN
            DFLAG=2
            DO I=1,2
               J=1+RANZ(DWFMAX-1)
               IF (PCT(50)) DLOC(J)=0
            END DO
            DO I=1,DWFMAX-1
               IF (DLOC(I).EQ.LOC) DLOC(I)=DALTLC
               ODLOC(I)=DLOC(I)
            END DO
            ODLOC(DWFMAX)=DLOC(DWFMAX)
            CALL SOUND('AXE THROW')         
            CALL SPEAK(RTEXT(3))
            WRITE (*,"(' ')")
            CALL DROP(AXE,LOC)
         ENDIF
         GO TO 2000
      ENDIF

!     MOVE DWARVES AT RANDOM, EXCEPT IF DWARVES SEE US THEY STICK WITH US. DWARVES NEVER GO TO OUTSIDE LOCS OR EITHER OF THE PORTAL
!     IF WANDERING AT RANDOM, THEY DON'T BACK UP UNLESS THERE'S NO ALTERNATIVE. IF THEY DON'T HAVE TO MOVE, THEY ATTACK.

      DTOTAL=0
      ATTACK=0
      STICK=0
      DO I=1,DWFMAX
         IF (DLOC(I).EQ.0) CYCLE
         J=1
         KK=KEY(DLOC(I))   !GET NEXT TRAVEL LOCATION FOR DWARF
         IF (KK.NE.0) THEN
         
6012        NEWLOC=MOD(IABS(TRAVEL(KK))/1000,1000)
             IF (NEWLOC.LE.MAXLOC) THEN
                IF (NEWLOC.EQ.ODLOC(I).OR..NOT.INSIDE(NEWLOC).OR.NEWLOC.EQ.DLOC(I).OR.FORCED(NEWLOC).OR.&
                   (I.EQ.DWFMAX.AND.IAND(LOCCON(NEWLOC),16).NE.0).OR.IABS(TRAVEL(KK))/1000.EQ.100) GO TO 6014
                IF (J.GT.1.AND.J.LT.20) THEN
                   IF (NEWLOC.NE.TK(J-1)) THEN
                      TK(J)=NEWLOC
                      J=J+1
                   ENDIF
                ENDIF
             ENDIF
6014        KK=KK+1
            IF (TRAVEL(KK-1).GE.0) GO TO 6012
         ENDIF
         
         TK(J)=ODLOC(I)
         IF (J.GE.2)J=J-1
         J=1+RANZ(J)
         ODLOC(I)=DLOC(I)
         DLOC(I)=TK(J)
         DSEEN(I)=(DSEEN(I).AND.INSIDE(LOC)).OR.(DLOC(I).EQ.LOC.OR.ODLOC(I).EQ.LOC)
         IF (.NOT.DSEEN(I)) CYCLE
         DLOC(I)=LOC
         IF (I.NE.DWFMAX) GO TO 6027

!        THE PIRATE'S SPOTTED US, BUT LEAVES US ALONE ONCE WE'VE FOUND CHEST. K COUNTS IF A TREASURE IS HERE.
!        IF NOT, AND TALLY=TALLY2 PLUS ONE FOR AN UNSEEN CHEST, LET THE PIRATE BE SPOTTED.

         IF (LOC.EQ.CHLOC.OR.PROP(CHEST).GE.0) CYCLE
         K=0
         DO J=1,MAXOBJ

!           PIRATE WON'T TAKE PYRAMID FROM PLOVER ROOM OR DARK ROOM (TOO EASY!).

            IF (TREASURE(J).AND. .NOT.(J.EQ.CASK.AND.LIQ(CASK).EQ.WINE)) THEN
                IF (.NOT.(J.EQ.PYRAM.AND.(LOC.EQ.PLAC(PYRAM).OR.LOC.EQ.PLAC(EMRALD)))) THEN
                    IF (TOTING(J).AND.ATHAND(J)) GO TO 6022     !EXIT IF FOUND A TREASURE TO STEAL
                ENDIF
                IF (HERE(J)) K=1    !INDICATE STILL HAVE CASK WITH WINE OR PYRAMID
            ENDIF
         END DO
         IF (TALLY.EQ.TALLY2+1.AND.K.EQ.0.AND.PLACE(CHEST).EQ.0.AND.ATHAND(LAMP).AND.PROP(LAMP).EQ.1) GO TO 6025
         IF (ODLOC(DWFMAX).NE.DLOC(DWFMAX).AND.PCT(90)) CALL SPEAK(RTEXT(127))
         CYCLE

6022     CALL SPEAK(RTEXT(128))       !PIRATE TAKES TREASURE

!        DON'T STEAL CHEST BACK FROM TROLL!

         IF (PLACE(MESSAG).EQ.0) CALL MOVE(CHEST,CHLOC)
         CALL MOVE(MESSAG,CHLOC2)
         DO J=1,MAXOBJ
            IF (.NOT.TREASURE(J).OR.(J.EQ.PYRAM.AND.(LOC.EQ.PLAC(PYRAM).OR.LOC.EQ.PLAC(EMRALD))).OR.&
               (J.EQ.CASK.AND.LIQ(CASK).NE.WINE).OR.(ENCLSD(J).AND..NOT.ATHAND(J))) CYCLE
            IF (AT(J).AND.FIXED(J).EQ.0) CALL CARRY(J,LOC)
            IF (ENCLSD(J)) CALL REMOVE(J)
            IF (HOLDNG(J)) THEN
               CALL INSERT(J,CHEST)
               IF (WEARNG(J)) THEN
                  PROP(J)=0
                  OBJCON(J)=IBCLR(OBJCON(J),WEARBT)
               ENDIF
            ENDIF
         END DO
       
6024     DLOC(DWFMAX)=CHLOC
         ODLOC(DWFMAX)=CHLOC
         DSEEN(DWFMAX)=.FALSE.
         CYCLE

6025     CALL SPEAK(RTEXT(186))
         CALL MOVE(CHEST,CHLOC)
         CALL MOVE(MESSAG,CHLOC2)
         GO TO 6024

!        THIS THREATENING LITTLE DWARF IS IN THE ROOM!

6027     DTOTAL=DTOTAL+1
         IF (ODLOC(I).NE.DLOC(I)) CYCLE
         ATTACK=ATTACK+1
         IF (KNFLOC.GE.0) KNFLOC=LOC
         IF (RANZ(1000).LT.250*(DFLAG-2)) STICK=STICK+1
      END DO

!     TELL ADVENTURER WHAT'S HAPPENING.

      IF (DTOTAL.GT.0) THEN
         IF (DTOTAL.EQ.1) THEN
            CALL SPEAK(RTEXT(4))
         ELSE
            WRITE(*,"(/' There are ',I1,' threatening little dwarves in the room with you!')")DTOTAL
         ENDIF
         IF (ATTACK.EQ.0) GO TO 2000
         IF (DFLAG.EQ.2) DFLAG=3
         DO I=1,ATTACK
            CALL SOUND('KNIFE THROW')
            IF (I.LE.STICK) CALL SOUND('SMACK')
         END DO
         IF (ATTACK.EQ.1) THEN
            CALL SPEAK(RTEXT(5))    !ONE SHARP KNIFE
            K=52
         ELSE
            WRITE (*,"(/I2,' of them throw knives at you!')") ATTACK
            K=6
         ENDIF
         IF (STICK.GT.1) THEN
            WRITE (*,"(/I2,' of them get you!')") STICK
         ELSE
            CALL SPEAK(RTEXT(K+STICK))    !NONE OR ONE GETS YOU
            IF (STICK.EQ.0) GO TO 2000
         ENDIF
         OLDLC2=LOC
         GO TO 94100
      ENDIF
       
!     DESCRIBE THE CURRENT LOCATION AND (MAYBE) GET NEXT COMMAND.

2000  IF (LOC.EQ.0) GO TO 94100
      JKK=STEXT(LOC)
      IF (VERB.EQ.LOOK.OR.JKK.EQ.0.OR.(.NOT.TERSE.AND.MOD(ABB(LOC),ABBNUM).EQ.0)) JKK=LTEXT(LOC)
      IF ((FORCED(LOC).OR..NOT.DARK()).AND.LOC.NE.200) GO TO 2001
      IF (LOC.EQ.200.OR.(DARK().AND.PROP(LAMP).NE.0.AND.ATHAND(LAMP))) THEN
         IF (PROP(LAMP).EQ.0.OR..NOT.ATHAND(LAMP)) GO TO 2020
         IF (PCT(35)) GO TO 94000
         JKK=RTEXT(294)
         GO TO 2020
      ENDIF

      IF (WASDARK.AND.PCT(35)) GO TO 94000
      JKK=RTEXT(16)
      
2001  IF (HOLDNG(BEAR).AND..NOT.DARK()) CALL SPEAK(RTEXT(141))
      IF (LOC.EQ.206) THEN
         IF (PROP(BASILISK).LT.3.AND.PROP(BASILISK).GT.0) THEN
            PROP(BASILISK)=PROP(BASILISK)+1
            IF (HOLDNG(GLASS)) THEN
               PROP(BASILISK)=4
               OBJCON(BASILISK)=IBSET(OBJCON(BASILISK),DEADBT)
            ENDIF            
            CALL PSPEAK(BASILISK,PROP(BASILISK))
            IF (PROP(BASILISK).EQ.3) GO TO 94100 
         ENDIF
      ENDIF

2020  CALL SPEAK(JKK)
      K=1
      ABB(LOC)=ABB(LOC)+1
      IF (FORCED(LOC)) THEN
         CALL TRAVL(K,BCROSS,TALLY2)
         IF (KILLED) GO TO 94100
         GO TO 2
      ENDIF

      ABB(LOC)=ABB(LOC)-1
      IF (LOC.EQ.Y2.AND.PCT(25).AND..NOT.CLOSNG) CALL SPEAK(RTEXT(8))
      IF (LOC.EQ.147.AND.ABB(LOC).EQ.1) CALL SPEAK(RTEXT(216))

!     SEE IF WASTING BATTERIES OUT IN THE OPEN.

      K=0
      IF (OUTSID(LOC).AND.PROP(LAMP).NE.0) THEN
         K=WASTE+1
         IF (K.GT.12) THEN
            CALL SPEAK(RTEXT(324))
            K=0
         ENDIF
      ENDIF
      WASTE=K

!     IF WUMPUS IS CHASING, SEE IF CAUGHT.

      IF (CHASE.NE.0) THEN
         CHASE=CHASE+1
         KK=CHASE/2
         PROP(WUMPUS)=KK
         CALL MOVE(WUMPUS,LOC)
         IF (KK.GE.5) THEN
            IF (DARK()) CALL SPEAK(RTEXT(270))
            CALL PSPEAK(WUMPUS,5)
            GO TO 94100
         ENDIF
      ENDIF

!     CHECK FOR RADIATION POISONING.

      K=1
      IF (OUTSID(LOC))K=3
      HEALTH=MIN0(HEALTH+K,100)
      IF (HERE(RADIUM).and.(PLACE(RADIUM).NE.-SHIELD.OR.AJAR(SHIELD))) THEN
         HEALTH=HEALTH-7
         IF (HEALTH.LT.60) THEN
            CALL SPEAK(RTEXT(391+(60-HEALTH)/10))
            IF (HEALTH.LE.0) GO TO 94100
         ENDIF
      ENDIF
       
!     PRINT OUT DESCRIPTIONS OF OBJECTS AT THIS LOCATION.  IF NOT CLOSING AND PROPERTY VALUE IS NEGATIVE, TALLY
!     OFF ANOTHER TREASURE.  RUG IS SPECIAL CASE; ONCE SEEN, ITS PROP IS 1 (DRAGON ON IT) UNTIL DRAGON IS KILLED. 
!     SIMILARLY FOR CHAIN; PROP IS INITIALLY 1 (LOCKED TO BEAR).  FOR SWORD MUST PROVE ELFIN ROYALTY.

      IF (OLDLOC.EQ.188.AND.LOC.NE.189.AND.LOC.NE.188.AND.PROP(BOOTH).EQ.1) THEN
         CALL MOVE(GNOME,0)
         PROP(BOOTH)=0
      ENDIF
      IF (BLIND()) GO TO 2100
      ABB(LOC)=ABB(LOC)+1
      I=ATLOC(LOC)
2004  IF (I.EQ.0) GO TO 2100
      OBJ=I
      IF (OBJ.GT.MAXOBJ) OBJ=OBJ-MAXOBJ
      IF (OBJ.EQ.STEPS.AND.TOTING(NUGGET)) GO TO 2008
      IF (PROP(OBJ).LT.0) THEN
         IF (CLOSED) GO TO 2008
         PROP(OBJ)=0
         IF (OBJ.EQ.RUG.OR.OBJ.EQ.CHAIN.OR.OBJ.EQ.SWORD.OR.OBJ.EQ.CASK) PROP(OBJ)=1
         IF (OBJ.EQ.CLOAK.OR.OBJ.EQ.RING) PROP(OBJ)=2
         TALLY=TALLY-1
         IF (TALLY.EQ.TALLY2.AND.TALLY.NE.0) LIMIT=MIN0(35,LIMIT)    !IF REMAINING TREASURES TOO ELUSIVE, ZAP LAMP.
      ENDIF
      KK=PROP(OBJ)
      IF (OBJ.EQ.STEPS.AND.LOC.EQ.FIXED(STEPS)) KK=1
      CALL PSPEAK(OBJ,KK)
      IF (OBJ.EQ.MERMAID) THEN
         IF (PROP(MERMAID).EQ.1) THEN
            CALL DROP(GLASS,154)    !MERMAID DROPS MIRROR
            CALL MOVE(MERMAID,0)    !AND DIVES INTO SEA
         ELSE
            PROP(MERMAID)=1
         ENDIF
      ENDIF
      CALL LOOKIN(OBJ)
2008  I=LINK(I)
      GO TO 2004

!     "I DON'T UNDERSTAND THAT!"

2060  SPK=CONFUZ()
      GO TO 2011

!     "YOU CAN'T DO THAT!"  (AN IMPOSSIBLE ACT, E.G., "OPEN SWORD", "FEED BOAT", ETC.

2070  SPK=NOWAY()
      GO TO 2011

2009  SPK=54

2011  IF (OBJ.NE.0.AND.(OBJS(2).NE.0.OR.IOBJS(2).NE.0)) THEN
         CALL PSPEAK(OBJ,-1)
         INDENT=1; BLKLIN=.FALSE.
      ENDIF
      IF (SPK.NE.0) CALL SPEAK(RTEXT(SPK))
      BLKLIN=.TRUE.

2100  RDFLAG=.FALSE.
      IF (OBJX.NE.0) THEN
         OBJX=OBJX+1
         IF (OBJS(OBJX).EQ.0) OBJX=0
      ENDIF
      IF (OBJX.GT.0) THEN
        IF (OBJS(OBJX).NE.0) GO TO 2120
      ENDIF
      IF (IOBX.NE.0) THEN
         IOBX=IOBX+1
         IF (IOBJS(IOBX).EQ.0) IOBX=0
         IF (IOBX.NE.0.AND.OBJS(1).NE.0) OBJX=1
      ENDIF

2120  IF (OBJX.LE.0.AND.IOBX.LE.0) THEN
         IF (OBJS(1).NE.0) OBJX=1
         IF (IOBJS(1).NE.0)IOBX=1
         VRBX=VRBX+1
         IF (VERBS(VRBX).EQ.0) THEN
            CALL CLRLIN
            RDFLAG=.TRUE.
         ENDIF
      ENDIF

!     CHECK LOC IS ELIGIBLE FOR ANY HINTS.  IF BEEN HERE LONG ENOUGH, BRANCH TO HELP SECTION HINTS COME
!     BACK HERE TO FINISH THE LOOP.  IGNORE "HINTS" < HNTMIN (SPECIAL STUFF, SEE DATABASE NOTES).

2600  DO HINT=HNTMIN,HNTMAX
         IF (HINTED(HINT)) CYCLE
         IF ((LOCCON(LOC)/256).NE.HINT-6) HINTLC(HINT)=-1
         HINTLC(HINT)=HINTLC(HINT)+1
         IF (HINTLC(HINT).GE.HINTS(HINT,1)) GO TO 40000
      END DO
      
!     IF CLOSING TIME, CHECK FOR TOTED OBJECTS WITH PROP < 0 AND SET PROP TO -1-PROP. THIS WAY OBJECTS WON'T BE DESCRIBED UNTIL
!     THEY'RE PICKED UP AND PUT DOWN SEPARATE FROM THEIR RESPECTIVE PILES.  DON'T TICK CLOCK1 UNLESS WELL INTO CAVE (AND NOT AT Y2).

 2602 IF (CLOSED) THEN
         IF (PROP(OYSTER).LT.0.AND.TOTING(OYSTER))  CALL PSPEAK(OYSTER,1)
         DO I=1,MAXOBJ
            IF (TOTING(I).AND.PROP(I).LT.0)PROP(I)=-1-PROP(I)
         END DO
      ENDIF
      WASDARK=DARK()
      IF (KNFLOC.GT.0.AND.KNFLOC.NE.LOC) KNFLOC=0
      I=RANZ(1)
      IF (RDFLAG) THEN     !GET A NEW INPUT CLAUSE, OR FINISH GETTING CURRENT ONE.
         CALL GETWDS
         VRBX=1
         OBJX=0
         IF (OBJS(1).NE.0) OBJX=1
         IOBX=0
         IF (IOBJS(1).NE.0) IOBX=1
         RDFLAG=.TRUE.
      ENDIF

!     EVERY INPUT CHECK "FOOBAR" FLAG.  IF ZERO, NOTHING'S GOING ON.  IF POS, MAKE NEG.  IF NEG, SKIPPED A WORD, SO MAKE IT ZERO.

      FOOBAR=MIN0(0,-FOOBAR)
      COMBO=MIN0(0,-COMBO)
      TURNS=TURNS+1
      IF (TURNS.EQ.310.AND.ABBNUM.NE.10000.AND..NOT.TERSE) CALL SPEAK(RTEXT(273))

!     BUMP CLOCKS FOR RECONNING BATTERY LIFE AND CLOSING.

      IF (CLOSED) CLOCK3=CLOCK3-1
      IF (CLOCK3.EQ.-7) GO TO 93300
      IF (CLOCK3.EQ.0) THEN
         PROP(PHONE)=0
         PROP(BOOTH)=0
         CALL SPEAK(RTEXT(284))
      ENDIF
      IF (TALLY.EQ.0.AND.INSIDE(LOC).AND.LOC.NE.Y2) CLOCK1=CLOCK1-1
      IF (CLOCK1.EQ.0) GO TO 90000
      IF (CLOCK1.LT.0) CLOCK2=CLOCK2-1
      IF (CLOCK2.EQ.0) GO TO 91000
      
      IF (PROP(LAMP).EQ.1) LIMIT=LIMIT-1

      IF (LIMIT.EQ.0) THEN
         LIMIT=-1                   !LAMP WENT OUT
         PROP(LAMP)=0
         IF (HERE(LAMP)) CALL SPEAK(RTEXT(184))
      ELSEIF (LIMIT.LT.0.AND.OUTSID(LOC)) THEN
         CALL SPEAK(RTEXT(185))     !WANDERED OUTSIDE AND LAMP USED UP
         GAVEUP=.TRUE.
         GO TO 95000 
      ELSEIF (LIMIT.LE.40) THEN
         IF (.NOT.LMWARN.AND.HERE(LAMP)) THEN
            LMWARN=.TRUE.  
            SPK=187                 !LAMP IS DYING
            IF (PROP(BATTER).EQ.1)  SPK=323
            IF (PLACE(BATTER).EQ.0) SPK=183
            IF (PROP(VEND).EQ.1)    SPK=189
            CALL SPEAK(RTEXT(SPK))
         ENDIF
      ENDIF

19999 VERB=VAL(VERBS(VRBX))
      OBJ=0
      IF (OBJX.NE.0) OBJ=OBJS(OBJX)
      IOBJ=0
      IF (IOBX.NE.0)IOBJ=IOBJS(IOBX)
      IF (KNFLOC.EQ.LOC.AND.(OBJ.EQ.KNIFE.OR.IOBJ.EQ.KNIFE)) THEN
         KNFLOC=-1
         SPK=116
         GO TO 2011
      ENDIF

      SELECT CASE (CLASS(VERBS(VRBX)))
         CASE (1)       !MOTION VERB.  ANALYZE & LOOP TO 2 IF NOT DEAD.
            CALL TRAVL(VERB,BCROSS,TALLY2)
            IF (KILLED) GO TO 94100
            GO TO 2         
         CASE (3); GO TO 4000
         CASE (4)
            SPK=VERB
            GO TO 2011
      END SELECT
      CALL BUG('INVALID VERB CLASS')!     ANALYSE A VERB.

4000  SPK=ACTSPK(VERB)
      IF (OBJ.EQ.0.AND.IOBJ.EQ.0) THEN

!        ANALYSE AN INTRANSITIVE VERB (IE, NO OBJECT GIVEN YET).

         SELECT CASE (VERB)
            CASE (1,32,44:47); GO TO 10100   !TAKE, YANK, GET, INSERT, REMOVE, BURN
            CASE (2,3,9,10,16,17,19,21,27:29,33,34,39:43); GO TO 10000  !DROP, SAY, WAVE, CALM, RUB, THROW, FIND, FEED, READ, BREAK,
                                                                        !WAKE, WEAR, HIT, PLAY, PICK, PUT, TURN, GET
            CASE (4,6,49,50); GO TO 10400 !OPEN, CLOSE, LOCK, UNLOCK
            CASE (5);  GO TO 2009         !NOTHING
            CASE (7);  GO TO 20700        !ON
            CASE (8);  GO TO 20800        !OFF
            CASE (11); GO TO 2011         !WALK
            CASE (12); GO TO 21200        !KILL
            CASE (13); GO TO 11300        !POUR
            CASE (14); GO TO 11400        !EAT
            CASE (15); GO TO 11500        !DRINK
            CASE (18); GO TO 11800        !QUIT
            CASE (20); GO TO 12000        !INVENTORY
            CASE (22); GO TO 12200        !FILL
            CASE (23); GO TO 12300        !BLAST
            CASE (24); GO TO 12400        !SCORE
            CASE (25); GO TO 12500        !FOO
            CASE (26); GO TO 12600        !BRIEF
            CASE (30); GO TO 13000        !SUSPEND/SAVE
            CASE (31); GO TO 13100        !RESUME
            CASE (35); GO TO 13500        !ANSWER
            CASE (36); GO TO 23600        !BLOW
            CASE (37)                     !LEAVE
               CALL BUG("ACTION VERB 'LEAVE' HAS NO OBJECT.")
            CASE (38); GO TO 13800        !YELL
            CASE (48); GO TO 2011         !GRIPE
            CASE (51); GO TO 25100        !HEALTH
            CASE (52); GO TO 25200        !LOOK
            CASE (53); GO TO 25300        !COMBO
            CASE (54); GO TO 25400        !SWEEP
            CASE (55); GO TO 25500        !TERSE
            CASE (56); GO TO 25600        !WIZ
            CASE (57,59); GO TO 25900     !MAP (DWARVES, PIRATE) WIZARD MODE ONLY
            CASE (58); GO TO 25800        !GATE
            CASE DEFAULT; CALL BUG('INTRANSITIVE ACTION VERB EXCEEDS CASE LIST')
         END SELECT         
      ELSE

!     ANALYSE A TRANSITIVE VERB.

         SELECT CASE (VERB)
            CASE (1); GO TO 20100      !TAKE
            CASE (2,37); GO TO 20200   !DROP, LEAVE
            CASE (3,38)                !SAY, YELL
               CALL BUG("VERB 'SAY' OR 'YELL' SLIPPED THROUGH WITH AN OBJECT.")
            CASE (4); GO TO 20400      !OPEN
            CASE (5); GO TO 2009       !NOTH
            CASE (6); GO TO 20600      !CLOSE
            CASE (7); GO TO 20700      !ON
            CASE (8); GO TO 20800      !OFF
            CASE (9); GO TO 20900      !WAVE
            CASE (10,11,18,24,25,30,31); GO TO 2011   !CALM, WALK, QUIT, SCORE, FOO, SUSPD, HOUR
            CASE (12); GO TO 21200     !KILL
            CASE (13); GO TO 21300     !POUR
            CASE (14); GO TO 21400     !EAT
            CASE (15); GO TO 21500     !DRINK
            CASE (16); GO TO 21600     !RUB
            CASE (17); GO TO 21700     !THROW
            CASE (19,20); GO TO 21900  !FIND, INVENTORY
            CASE (21); GO TO 22100     !FEED
            CASE (22); GO TO 22200     !FILL
            CASE (23); GO TO 12300     !BLAST
            CASE (26); GO TO 22600     !BRIEF
            CASE (27); GO TO 22700     !READ
            CASE (28); GO TO 22800     !BREAK
            CASE (29); GO TO 22900     !WAKE
            CASE (32); GO TO 23200     !YANK
            CASE (33); GO TO 23300     !WEAR
            CASE (34); GO TO 23400     !HIT
            CASE (35); GO TO 23500     !ANSWER
            CASE (36); GO TO 23600     !BLOW
            CASE (39); GO TO 23900     !DIAL
            CASE (40); GO TO 24000     !PLAY
            CASE (41); GO TO 24100     !PICK
            CASE (42); GO TO 24200     !PUT
            CASE (43); GO TO 24300     !TURN
            CASE (44); GO TO 24400     !GET
            CASE (45); GO TO 24500     !INSERT
            CASE (46); GO TO 24600     !REMOVE
            CASE (47); GO TO 2011      !BURN
            CASE (48); GO TO 2011      !GRIPE
            CASE (51,55:59); GO TO 2060   !HEALTH, TERSE, WIZ, MAP, GATE
            CASE (49); GO TO 24900     !LOCK
            CASE (50); GO TO 25000     !UNLOCK
            CASE (52); GO TO 25200     !LOOK
            CASE (53); GO TO 2070      !COMBO
            CASE (54); GO TO 25400     !SWEEP
            CASE DEFAULT; CALL BUG('TRANSITIVE ACTION VERB EXCEEDS CASE LIST')
         END SELECT
      ENDIF
       
!     ROUTINES FOR PERFORMING THE VARIOUS ACTION VERBS

!     CLEAR OBJ JUST IN CASE (SEE "ATTACK").

10000 ZAPP=VTXT(VRBX);  ZAPP(LEN_TRIM(ZAPP)+1:)=' what?'
      CALL LOWER_CASE(ZAPP)
      CALL UPPER_CASE(ZAPP(1:1))
      WRITE(*,"(/' ',A)") ZAPP
      OBJS(1)=0
      OBJX=0
      GO TO 2600

10010 ZAPP=VTXT(VRBX);  ZAPP(LEN_TRIM(ZAPP)+1:)=' it?'
      CALL LOWER_CASE(ZAPP)
      WRITE(*,"(/' Where do you want to ',A)") ZAPP
      GO TO 2600

!     CONSTRUCT MSG: "I DON'T KNOW HOW TO [VERB] THE [OBJ]", AND VARIANTS.

!     CARRY, NO OBJECT GIVEN YET.  OK IF ONLY ONE OBJECT PRESENT.

10100 IF (ATLOC(LOC).EQ.0) GO TO 10000
      IF (LINK(ATLOC(LOC)).NE.0.OR.BLIND()) GO TO 10000
      DO I=1,DWFMAX-1
         IF (DLOC(I).EQ.LOC.AND.DFLAG.GE.2) GO TO 10000
      END DO
      OBJ=ATLOC(LOC)
      IF (VERB.EQ.YANK) GO TO 23200
      IF (VERB.EQ.WEAR) GO TO 23300
      
!     CARRY OBJECT.  IF BIRD IN CAGE, MUST TAKE BOTH. LIQUIDS DEPEND ON STATUS OF BOTTLE.
!     "YANK" AND "WEAR" WEAVE INTO THIS CODE SINCE THEY ARE MOSTLY RESTRICTED TO CARRYS.

20100 IF (OBJ.EQ.BOAT) SPK=281

      IF (OBJ.EQ.YACHT) THEN
         IF (LOC.EQ.206) THEN
            IF (.NOT.DEAD(BASILISK)) THEN
               PROP(BASILISK)=PROP(BASILISK)+1
               IF (HOLDNG(GLASS)) THEN
                  PROP(BASILISK)=4
                  OBJCON(BASILISK)=IBSET(OBJCON(BASILISK),DEADBT)
               ENDIF
               CALL PSPEAK(BASILISK,PROP(BASILISK))
               IF (PROP(BASILISK).EQ.3) GO TO 94100
               IF (PROP(BASILISK).NE.4) GO TO 2600
               PROP(BASILISK)=5
            ENDIF
         ENDIF
         PROP(YACHT)=1         
      ENDIF
      
      IF (PLURAL(OBJ)) SPK=297
      IF (OBJ.EQ.BIRD.AND..NOT.CLOSED.AND.ATHAND(BIRD).AND.PLACE(BIRD).NE.LOC) THEN
         CALL SPEAK(RTEXT(407))
         GO TO 2
      ENDIF
      IF (PREP.EQ.PREPOF) THEN
         IF (OBJ.NE.0.AND.IOBJ.NE.0) GO TO 2060
         IF (OBJ.EQ.0) OBJ=IOBJ
         IOBJ=0
         GO TO 20200
      ENDIF

     IF (HOLDNG(OBJ)) GO TO 2011
      CALL NOT_TOTING_SPK(ISFIXED)
      IF (LOC.EQ.154) THEN
         IF (PLACE(MERMAID).EQ.LOC) THEN
            SPK=399
            CALL DROP(GLASS,154)    !MERMAID DROPS MIRROR
            CALL MOVE(MERMAID,0)    !AND DIVES INTO SEA
         ENDIF
      ENDIF
      IF (ISFIXED) GO TO 2011

      IF (PREP.EQ.PREPIN) GO TO 24500
      IF (PREP.EQ.PREPFR.OR.ENCLSD(OBJ)) GO TO 24600

!     THE NEXT LINES ARE FOR 'TAKING' LIQUIDS (WATER, OIL & WINE). IF HOLDING A CONTAINER (BOTTLE OR CASK), 
!     TAKE THE LIQUID BY FILLING IT.  IF A CONTAINER HOLDING THE REQUESTED LIQUID IS NEARBY, PICK IT UP.

      IF (IOBJ.NE.0) THEN
         SPK=313
         IF (OBJ.NE.CASK.AND.OBJ.NE.BOTTLE) GO TO 2011
         K=0
         IF (OBJ.EQ.CASK)K=1
         IOBJ=IOBJ+K
         IF (LIQ(OBJ).EQ.IOBJ) GO TO 20116
         SPK=302+K
         IF (PROP(OBJ).NE.1) GO TO 2011
         GO TO 20118
      ENDIF

      IF (OBJ.NE.WATER.AND.OBJ.NE.OIL.AND.OBJ.NE.WINE) GO TO 20120
      IOBJ=OBJ
      K=0
      OBJ=BOTTLE
      IF (HERE(BOTTLE)) THEN
         IF (PROP(BOTTLE).EQ.1) THEN
            IF (.NOT.HERE(CASK).OR.(HERE(CASK).AND.PROP(CASK).EQ.1)) GO TO 20118
            OBJ=0
            CALL SPEAK(RTEXT(304))
            GO TO 2600
         ENDIF
         IF (LIQ(BOTTLE).EQ.IOBJ) GO TO 20116
      ENDIF
      SPK=312
      
      IF (HERE(CASK)) THEN
         OBJ=CASK
         K=1
         IF (PROP(CASK).EQ.1) GO TO 20118
         IF (LIQ(CASK).EQ.IOBJ) GO TO 20116
         SPK=315
         IF (.NOT.ATHAND(BOTTLE)) SPK=303
      ENDIF
      GO TO 2011

20116 IF (.NOT.HOLDNG(OBJ)) GO TO 20120
      SPK=302+K
      GO TO 2011

20118 IF (HOLDNG(OBJ)) GO TO 22200
      
!     *** END OF LIQUID STUFF

!     'WEAR' AND 'YANK' WEAVE IN HERE.

20120 SPK=343
      IF (OBJ.EQ.BEAR) THEN
         SPK=141
      ELSEIF (BURDEN(0)+BURDEN(OBJ).GT.15 ) THEN
         SPK=92
         IF (WEARNG(OBJ)) THEN
            PROP(OBJ)=0
            OBJCON(OBJ)=IBCLR(OBJCON(OBJ),WEARBT)
         ENDIF
         GO TO 2011
      ENDIF

!     CLOAK

      IF (OBJ.EQ.CLOAK.AND.PROP(CLOAK).EQ.2) THEN
         PROP(ROCKS)=1
         PROP(CLOAK)=0
         FIXED(CLOAK)=0
         CALL CARRY(CLOAK,LOC)
         CALL SPEAK(RTEXT(241))
         IF (AT(WUMPUS).AND.PROP(WUMPUS).EQ.0) GO TO 22900
         GO TO 2100
      ENDIF

!     POSTER: HIDES WALL SAFE.

      IF (OBJ.EQ.POSTER.AND.PLACE(SAFE).EQ.0) THEN
         PROP(POSTER)=1
         SPK=362
       
!        MOVE SAFE AND WALL CONTAINING SAFE INTO VIEW.

         CALL DROP(SAFE,LOC)
         CALL DROP(WALL2,LOC)
         GO TO 20180
      ENDIF

!     BOAT: NEED THE POLE TO PUSH IT

      IF (OBJ.EQ.BOAT) THEN
         SPK=218
         IF (.NOT.TOTING(POLE).AND.PLACE(POLE).NE.-BOAT) GO TO 2011
         PROP(BOAT)=1
         SPK=221
         GO TO 20180
      ENDIF

!     BIRD: GOT TO HAVE CAGE, BUT ROD CAN'T BE AROUND TO TAKE BIRD

      IF (OBJ.EQ.BIRD.AND.PROP(BIRD).EQ.0) THEN
         SPK=26
         IF (ATHAND(ROD)) GO TO 2011
         SPK=27
         IF (.NOT.HOLDNG(CAGE)) GO TO 2011
         CALL INSERT(BIRD,CAGE)
         OBJCON(CAGE)=IBCLR(OBJCON(CAGE),OPENBT)
         GO TO 2009
      ENDIF

!     SWORD: IF IN ANVIL, NEEDS CROWN & MUST YANK.

      IF (OBJ.NE.SWORD.OR.PROP(SWORD).EQ.0) GO TO 20180
      IF (IOBJ.NE.0.AND.IOBJ.NE.ANVIL) GO TO 2070
      IF (VERB.NE.YANK) THEN

!        WANTS THE SWORD, BUT HASN'T ESTABLISHED ROYAL BLOOD, OR HASN'T PULLED HARD ENOUGH, OR NEITHER.

         IF (.NOT.YES(215,0,0)) GO TO 2009
      ENDIF
      IF (.NOT.WEARNG(CROWN)) THEN
         CALL PSPEAK(SWORD,2)
         IF (CLOSED) GO TO 93000
         FIXED(SWORD)=-1
         PROP(SWORD)=3
         GO TO 2100
      ENDIF

20180 CALL CARRY(OBJ,LOC)
      IF (OBJ.EQ.POLE.OR.OBJ.EQ.SKEY.OR.OBJ.EQ.SWORD.OR.((OBJ.EQ.CLOAK.OR.OBJ.EQ.RING).AND..NOT.WEARNG(OBJ))) PROP(OBJ)=0
      IF (VERB.EQ.YANK.AND.OBJ.NE.SWORD) SPK=204
      IF (OBJ.EQ.GLASS) PROP(GLASS)=1
      GO TO 2011
       
!     DROP/DISCARD OBJECT.  "THROW" ALSO COMES HERE FOR MOST OBJECTS. SPECIAL CASES FOR BIRD (MIGHT ATTACK SNAKE OR DRAGON) AND CAGE
!     (MIGHT CONTAIN BIRD) AND VASE. DROP COINS IN VENDING MACHINE FOR EXTRA BATTERIES.

20200 IF (HOLDNG(ROD2).AND.OBJ.EQ.ROD.AND..NOT.HOLDNG(ROD)) OBJ=ROD2
      IF (PLURAL(OBJ)) SPK=105
      K=LIQ(BOTTLE)
      IF (K.EQ.OBJ) OBJ=BOTTLE
      IF (OBJ.NE.BOTTLE) K=LIQ(CASK)
      IF (OBJ.NE.BOTTLE.AND.K.EQ.OBJ) OBJ=CASK
      IF (.NOT.TOTING(OBJ)) GO TO 2011
      IF (PREP.EQ.PREPIN) GO TO 24500
      IF (OBJ.EQ.BIRD.AND.HERE(SNAKE)) THEN
         CALL SPEAK(RTEXT(30))
         IF (CLOSED) GO TO 93000
         CALL REMOVE(BIRD)
         CALL DESTROY(SNAKE)
         PROP(SNAKE)=1     !SET SNAKE PROP FOR USE BY TRAVEL OPTIONS
         CALL DROP(BIRD,LOC)
         GO TO 2100
      ENDIF

      SPK=344
      IF (VERB.EQ.LEAVE) SPK=353
      IF (VERB.EQ.THROW) THEN
         SPK=352
         IF (OBJ.EQ.28) CALL SOUND('AXE THROW')
      ENDIF         
      IF (VERB.EQ.TAKE) SPK=54
      IF (OBJ.EQ.POLE.AND.HOLDNG(BOAT)) THEN
         SPK=280
         GO TO 2011
      ENDIF

      IF (OBJ.EQ.BIRD.AND.AT(DRAGON).AND.PROP(DRAGON).EQ.0) THEN
         CALL SPEAK(RTEXT(154))
         CALL REMOVE(BIRD)
         CALL DESTROY(BIRD)
         IF (PLACE(SNAKE).EQ.PLAC(SNAKE)) TALLY2=TALLY2+1
         GO TO 2100
      ENDIF
      
      IF (OBJ.EQ.BEAR.AND.AT(TROLL)) THEN
         SPK=163
         CALL DESTROY(TROLL)
         CALL DESTROY(TROLL+MAXOBJ)
         CALL MOVE(TROLL2,PLAC(TROLL))
         CALL MOVE(TROLL2+MAXOBJ,FIXD(TROLL))
         CALL JUGGLE(CHASM)
         PROP(TROLL)=2
         GO TO 20290
      ENDIF

      IF (OBJ.EQ.VASE.AND.LOC.NE.PLAC(PILLOW)) THEN
         IF (ENCLSD(OBJ)) CALL REMOVE(OBJ)
         CALL DROP(OBJ,LOC)
         IF (OBJ.NE.0.AND.(OBJS(2).NE.0.OR.IOBJS(2).NE.0)) THEN
            CALL PSPEAK(OBJ,-1)
            INDENT=1; BLKLIN=.FALSE.
         ENDIF
         CALL SPEAK(RTEXT(SPK))
         BLKLIN=.TRUE.               
         PROP(VASE)=2
         IF (AT(PILLOW)) PROP(VASE)=0
         CALL PSPEAK(VASE,PROP(VASE)+1)
         IF (PROP(VASE).NE.0) FIXED(VASE)=-1
         GO TO 2100
      ELSE
         IF (WEARABLE(OBJ).OR.OBJ.EQ.POLE.OR.OBJ.EQ.BOAT) PROP(OBJ)=0
         IF (WEARABLE(OBJ)) OBJCON(OBJ)=IBCLR(OBJCON(OBJ),WEARBT)
         IF (OBJ.EQ.POLE) PROP(BOAT)=0
      ENDIF
      
20290 IF (ENCLSD(OBJ)) CALL REMOVE(OBJ)
      CALL DROP(OBJ,LOC)
      GO TO 2011
      
!     OPEN/CLOSE/LOCK/UNLOCK: NO OBJECT GIVEN.  ASSUME VARIOUS THINGS IF PRESENT.

10400 SPK=28
      K=0
      DO I=1,MAXOBJ
         IF (.NOT.(HERE(I).AND.HINGED(I))) CYCLE
         OBJ=I
         K=K+1
      END DO
      IF (K.GT.1) GO TO 10000
      IF (OBJ.EQ.0) THEN
         IF (VERB.EQ.LOCK.OR.VERB.EQ.UNLOCK) GO TO 2011
         GO TO 10000
      ENDIF

      IF (VERB.EQ.LOCK) GO TO 24900
      IF (VERB.EQ.UNLOCK) GO TO 25000
      IF (VERB.EQ.SHUT) GO TO 20600

!     SPECIAL STUFF FOR OPENING CLAM/OYSTER. THE FOLLOWING CAN BE OPENED WITHOUT A KEY: CLAM/OYSTER, DOOR, PDOOR, BOTTLE, CASK, CAGE

20400 IF (.NOT.HINGED(OBJ)) GO TO 2070
      SPK=253
      IF (OBJ.EQ.PDOOR.AND.PROP(PDOOR).EQ.1) GO TO 2011
      SPK=336
      IF (AJAR(OBJ)) GO TO 2011
      IF (LOCKS(OBJ).OR.IOBJ.EQ.KEYS.OR.IOBJ.EQ.SKEY) GO TO 25000
      SPK=337
      IF (OBJ.EQ.DOOR) SPK=111
      IF (LOCKED(OBJ)) GO TO 2011
      IF (OBJ.NE.CLAM.AND.OBJ.NE.OYSTER) THEN
         OBJCON(OBJ)=IBSET(OBJCON(OBJ),OPENBT)
         GO TO 2009
      ENDIF

!     CLAM/OYSTER.

      K=0
      IF (OBJ.EQ.OYSTER) K=1
      SPK=124+K
      IF (HOLDNG(OBJ)) SPK=120+K
      IF (.NOT.ATHAND(TRIDNT)) SPK=122+K
      IF (IOBJ.NE.0.AND.IOBJ.NE.TRIDNT) SPK=376+K
      IF (SPK.NE.124) GO TO 2011
      CALL DESTROY(CLAM)
      CALL DROP(OYSTER,LOC)
      CALL DROP(PEARL,105)
      GO TO 2011

!     CLOSE/SHUT. THE FOLLOWING CAN BE CLOSED WITHOUT KEYS: DOOR, PDOOR, BOTTLE, CASK, CAGE

20600 IF (.NOT.HINGED(OBJ)) GO TO 2070
      SPK=338
      IF (.NOT.AJAR(OBJ)) GO TO 2011
      IF (LOCKS(OBJ)) GO TO 24900
      OBJCON(OBJ)=IBCLR(OBJCON(OBJ),OPENBT)
      GO TO 2009
       
!     LIGHT LAMP

20700 IF (.NOT.ATHAND(LAMP)) GO TO 2011
      SPK=184
      IF (LIMIT.LT.0) GO TO 2011
      SPK=321
      IF (PROP(LAMP).EQ.1) GO TO 2011
      PROP(LAMP)=1
      K=39
      IF (LOC.EQ.200) K=108
      CALL SPEAK(RTEXT(K))
      IF (WASDARK) THEN
         CALL COLOR(LOC)
         GO TO 2000
      ENDIF
      GO TO 2100

!     LAMP OFF

20800 IF (.NOT.ATHAND(LAMP)) GO TO 2011
      SPK=322
      IF (PROP(LAMP).EQ.0) GO TO 2011
      PROP(LAMP)=0
      CALL SPEAK(RTEXT(40))
      IF (DARK()) THEN
         CALL COLOR(LOC)
         CALL SPEAK(RTEXT(16))
      ENDIF
      GO TO 2100

!     WAVE.  NO EFFECT UNLESS WAVING ROD AT FISSURE.

20900 IF ((.NOT.HOLDNG(OBJ)).AND.(OBJ.NE.ROD.OR..NOT.HOLDNG(ROD2))) SPK=29
      IF (OBJ.NE.ROD.OR..NOT.AT(FISSUR).OR..NOT.HOLDNG(OBJ).OR.CLOSNG) GO TO 2011
      IF (IOBJ.NE.0.AND.IOBJ.NE.FISSUR) GO TO 2011
      PROP(FISSUR)=1-PROP(FISSUR)
      CALL PSPEAK(FISSUR,2-PROP(FISSUR))
      IF (CHASE.EQ.0.OR.PROP(FISSUR).NE.0) GO TO 2100

!     DEMISE OF THE WUMPUS.  CHAMP MUST HAVE JUST CROSSED BRIDGE.

      IF ((LOC.EQ.17.AND.OLDLOC.EQ.27).OR.(LOC.EQ.27.AND.OLDLOC.EQ.17)) THEN
         CALL SPEAK(RTEXT(244))
         CHASE=0
         CALL DROP(RING,209)
         CALL MOVE(WUMPUS,209)
         PROP(WUMPUS)=6
         OBJCON(WUMPUS)=IBSET(OBJCON(WUMPUS),DEADBT)
         IF (PLACE(AXE).EQ.PLAC(WUMPUS)) THEN
            FIXED(AXE)=0
            PROP(AXE)=0
         ENDIF
      ENDIF
      GO TO 2100

!     ATTACK/THROW.  ASSUME TARGET IF UNAMBIGUOUS. ATTACKABLE OBJECTS FALL INTO TWO CATEGORIES:
!     ENEMIES (SNAKE, DWARF, ETC.)  AND OTHERS (BIRD, CLAM).  AMBIGUOUS IF TWO ENEMIES, OR TWO OTHERS.

!     KILL OBJ WITH IOBJ.

21200 DO DWARFN=1,DWFMAX-1
         IF (DLOC(DWARFN).EQ.LOC.AND.DFLAG.GE.2) GO TO 21220
      END DO
      DWARFN=0
21220 IF (OBJ.EQ.0) THEN
         IF (DWARFN.NE.0) OBJ=DWARF
         IF (HERE(SNAKE)) OBJ=OBJ*MAXOBJ+SNAKE
         IF (AT(DRAGON).AND.PROP(DRAGON).EQ.0) OBJ=OBJ*MAXOBJ+DRAGON
         IF (AT(TROLL)) OBJ=OBJ*MAXOBJ+TROLL
         IF (HERE(GNOME)) OBJ=OBJ*MAXOBJ+GNOME
         IF (HERE(BEAR).AND.PROP(BEAR).EQ.0) OBJ=OBJ*MAXOBJ+BEAR
         IF (HERE(WUMPUS).AND.PROP(WUMPUS).EQ.0) OBJ=OBJ*MAXOBJ+WUMPUS
         IF (OBJ.GT.MAXOBJ) GO TO 10000
         IF (OBJ.EQ.0) THEN
            IF (HERE(BIRD).AND.VERB.NE.THROW) OBJ=BIRD          !CAN'T ATTACK BIRD BY THROWING AXE.
            IF (HERE(CLAM).OR.HERE(OYSTER)) OBJ=MAXOBJ*OBJ+CLAM !OYSTER BOTH TREATED AS CLAM FOR INTRANSITIVE CASE; NO HARM DONE.
            IF (OBJ.GT.MAXOBJ) GO TO 10000
         ENDIF
      ENDIF
      IF (OBJ.EQ.BIRD) THEN
         SPK=137
         IF (CLOSED) GO TO 2011
         CALL DESTROY(BIRD)
         PROP(BIRD)=0
         IF (PLACE(SNAKE).EQ.PLAC(SNAKE)) TALLY2=TALLY2+1
         SPK=45
      ENDIF
      IF (OBJ.EQ.DWARF) GO TO 21270
      IF (OBJ.EQ.0) SPK=44
      IF (OBJ.EQ.CLAM.OR.OBJ.EQ.OYSTER) SPK=150
      IF (AT(DOG).AND.PROP(DOG).EQ.1) SPK=291
      IF (OBJ.EQ.SNAKE) SPK=46
      IF (OBJ.EQ.DRAGON.OR.(OBJ.EQ.WUMPUS.AND.PROP(WUMPUS).EQ.6)) SPK=167
      IF (OBJ.EQ.TROLL) SPK=157
      IF (OBJ.EQ.BEAR) SPK=165+(PROP(BEAR)+1)/2
      IF (OBJ.EQ.GNOME) SPK=320
      IF (IOBJ.EQ.AXE .AND. VERB.NE.THROW .AND. (OBJ.EQ.DOG.OR.OBJ.EQ.WUMPUS.OR.OBJ.EQ.DRAGON.OR.OBJ.EQ.TROLL) ) THEN
         IOBJ=OBJ
         OBJ=IOBJS(IOBX)
         SPK=110
         GO TO 21700
      ENDIF

      IF (IOBJ.NE.0.AND.IOBJ.NE.AXE) GO TO 2070
      IF (OBJ.NE.DRAGON.OR.PROP(DRAGON).NE.0) THEN
         IF (OBJ.NE.TROLL.AND.SPK.EQ.158) SPK=110
         GO TO 2011
      ENDIF

!     DRAGON.  IF ADVENTURER INSISTS ON ATTACKING, WIN!  SET PROP TO DEAD, MOVE DRAGON (STILL FIXED), RUG (NOT FIXED) AND ADVENTURER
!     TO CENTRAL LOC. DO NULL MOTION TO GET NEW DESCRIPTION. THERE IS SOME PAIN HERE TO FORCE GETWDS TO DO THE RIGHT THING.

      CALL SPEAK(RTEXT(49))
      CALL GETLIN
      WDX=0
      CALL CLRLIN
      IF (TXT(1).EQ.'N'.OR.TXT(1).EQ.'NO') THEN
         WORDS(1)=-2
         RDFLAG=.TRUE.
         GO TO 2600
      ENDIF

      CALL PSPEAK(DRAGON,1)
      OBJCON(DRAGON)=IBSET(OBJCON(DRAGON),DEADBT)
      PROP(DRAGON)=2
      PROP(RUG)=0
      K=(PLAC(DRAGON)+FIXD(DRAGON))/2
      CALL MOVE(DRAGON+MAXOBJ,-1)
      CALL MOVE(RUG+MAXOBJ,0)
      CALL MOVE(DRAGON,K)
      CALL MOVE(RUG,K)
      DO OBJ=1,MAXOBJ
         IF (PLACE(OBJ).EQ.PLAC(DRAGON).OR.PLACE(OBJ).EQ.FIXD(DRAGON)) CALL MOVE(OBJ,K)
      END DO
      WORDS(1)=0
      LOC=K
      NEWLOC=K
      GO TO 2

!     ATTACKING A DWARF.  IF USING SOMETHING OTHER THAN AXE OR SWORD, GOODBYE CHARLIE.  IF USING NOTHING, DON'T PERMIT.
!     IF USING AXE OR  SWORD, THE FOLLOWING ODDS PREVAIL (THE END OF LINE FIGURE IS THE CULULATIVE PROBABILITY OF THE EVENT):
!     .25 - KILLS DWARF (.25)
!     .75 - MISSES
!        .25 - GETS KNIFE IN RIBS.  DIES. (.1875)
!        .75 - CAN'T MAKE A CLEAN THRUST
!           .36 - STANDOFF (.2)
!           .64 - DWARF SLASHES
!              .61 - DWARF MISSES! (.22)
!              .39 - DWARF KILLS (.14)
!     HAS 1/3 CHANCE OF GETTING NAILED, 1/4 CHANCE OF NAILING DWARF.  ALL BY WAY OF ENCOURAGING THROWING THE AXE.

21270 IF (OBJ.EQ.DWARF.AND.CLOSED) GO TO 93000
      SPK=49
      IF (IOBJ.EQ.0) GO TO 2011
      SPK=355
      IF (IOBJ.EQ.AXE.OR.IOBJ.EQ.SWORD) THEN
         CALL SOUND('AXE THROW')
         IF (PCT(25)) GO TO 21753
         IF (PCT(75)) THEN
            CALL SPEAK(RTEXT(354))
            IF (PCT(36)) GO TO 2100
            CALL SPEAK(RTEXT(356))
            SPK=52
            IF (PCT(61)) GO TO 2011
            SPK=53
         ENDIF
      ENDIF

!     ADVENTURER IS GONZO.

      CALL SPEAK(RTEXT(SPK))
      OLDLC2=LOC
      GO TO 94100
       
!     POUR. IF NO OBJECT, ASSUME LIQ IN CONTAINER IF HOLDING ONLY ONE.  SPECIAL TESTS FOR POURING WATER, OIL ON PLANT OR RUSTY DOOR.

11300 IF (.NOT.HOLDNG(BOTTLE).AND..NOT.HOLDNG(CASK)) GO TO 10000
      K=LIQ(BOTTLE)
      KK=LIQ(CASK)
      IF (HOLDNG(BOTTLE).AND.K.NE.0.AND.HOLDNG(CASK).AND.KK.NE.0) GO TO 10000
      IF (KK.NE.0.AND.HOLDNG(CASK)) OBJ=CASK
      IF (K.NE.0.AND.HOLDNG(BOTTLE)) OBJ=BOTTLE
      IF (OBJ.EQ.0) GO TO 10000

!     POUR OBJ FROM IOBJ.

21300 SPK=78
      IF (OBJ.EQ.BOTTLE.OR.OBJ.EQ.CASK) THEN
         IOBJ=OBJ
         OBJ=LIQ(IOBJ)
         SPK=316
         IF (OBJ.EQ.0) GO TO 2011
      ELSEIF (OBJ.EQ.SAFE.OR.OBJ.EQ.CHEST) THEN
         SPK=358
         GO TO 2011
      ELSE
         IF (OBJ.LT.WATER.OR.OBJ.GT.WINE+1) GO TO 2011
         SPK=29
         IF (.NOT.HOLDNG(BOTTLE).AND..NOT.HOLDNG(CASK)) GO TO 2011
         IF (HOLDNG(BOTTLE).AND.LIQ(BOTTLE).EQ.OBJ) IOBJ=BOTTLE
         IF (HOLDNG(CASK).AND.LIQ(CASK).EQ.OBJ) IOBJ=CASK
         IF (IOBJ.EQ.0) GO TO 2011
      ENDIF
      
      SPK=335
      IF (.NOT.AJAR(IOBJ)) GO TO 2011
      IF (IOBJ.EQ.CASK) OBJ=OBJ+1
      PROP(IOBJ)=1
      CALL REMOVE(OBJ)
      PLACE(OBJ)=0
      SPK=77
      IF (IOBJ.EQ.CASK) THEN
         OBJ=OBJ-1
         SPK=104
      ENDIF
      IF (.NOT. (AT(PLANT).OR.AT(DOOR).OR.AT(SWORD)) .OR. AT(SWORD).AND.PROP(SWORD).EQ.0) GO TO 2011

      IF (.NOT.AT(DOOR)) THEN
         IF (AT(SWORD)) GO TO 21350
         SPK=112
         IF (OBJ.NE.WATER) GO TO 2011
         CALL PSPEAK(PLANT,PROP(PLANT)+1)
         PROP(PLANT)=MOD(PROP(PLANT)+2,6)
         PROP(PLANT2)=PROP(PLANT)/2
         NEWLOC=LOC
         GO TO 2
      ENDIF
      
      PROP(DOOR)=0
      IF (OBJ.EQ.OIL) THEN
         PROP(DOOR)=1
         OBJCON(DOOR)=IBCLR(OBJCON(DOOR),LOCKBT)
         OBJCON(DOOR)=IBSET(OBJCON(DOOR),OPENBT)
      ENDIF
      SPK=113+PROP(DOOR)
      GO TO 2011

!     IF SWORD IS ALREADY OILY, DON'T ALLOW CLEANING IT.  NO SOAP.

21350 IF (PROP(SWORD).NE.5) THEN
         PROP(SWORD)=4
         IF (OBJ.EQ.OIL) THEN
            PROP(SWORD)=5
            FIXED(SWORD)=-1
         ENDIF
      ENDIF
      SPK=206+PROP(SWORD)-4
      GO TO 2011
       
!     EAT.  ASSUME EDIBLE IF PRESENT, ELSE ASK WHAT. FOOD/MUSHROOMS/CAKES OK, SOME THINGS LOSE APPETITE,
!     REST ARE RIDICULOUS. IF MORE THAN ONE EDIBLE OR NONE, 'EAT' IS AMBIGUOUS WITHOUT AN EXPLICIT OBJECT.

11400 K=0
      DO I=1,MAXOBJ
         IF (.NOT.(HERE(I).AND.EDIBLE(I))) CYCLE
         K=K+1
         KK=I
      END DO
      IF (K.NE.1) GO TO 10000
      OBJ=KK
      IF (OBJ.NE.FOOD.AND.OBJ.NE.HONEY) GO TO 21400
      
11420 IF (OBJ.EQ.HONEY)TALLY2=TALLY2+1
      CALL DESTROY(OBJ)
      SPK=72
      GO TO 2011

!     IF ATE THE RIGHT THING AND IS IN THE RIGHT PLACE, MOVE TO THE OTHER PLACE.  OTHERWISE, NARKY MESSAGE.

21400 IF (OBJ.EQ.FOOD.OR.OBJ.EQ.HONEY) GO TO 11420
      IF (OBJ.EQ.BIRD.OR.OBJ.EQ.SNAKE.OR.OBJ.EQ.CLAM.OR.OBJ.EQ.OYSTER.OR.OBJ.EQ.FLOWER) SPK=301
      IF (OBJ.EQ.DWARF.OR.OBJ.EQ.DRAGON.OR.OBJ.EQ.TROLL.OR.OBJ.EQ.DOG.OR.OBJ.EQ.WUMPUS.OR.OBJ.EQ.BEAR.OR.OBJ.EQ.GNOME) SPK=250
      IF (OBJ.NE.MUSHRM.AND.OBJ.NE.CAKES) GO TO 2011

      K=OBJ-MUSHRM
      LL=229+K
      K=159-K
      KK=SKEY
      IF (OBJ.EQ.MUSHRM) KK=TDOOR
      IF (OBJ.EQ.MUSHRM.AND.LOC.NE.158) TALLY2=TALLY2+1
      CALL DESTROY(OBJ)
      SPK=228
      IF (.NOT. (HERE(KK).OR.FIXED(KK).EQ.LOC) ) GO TO 2011
      CALL SPEAK(RTEXT(LL))
      
!     IF HASN'T TAKEN TINY KEY OFF SHELF, DON'T LET ADVENTURER GET IT FOR FREE!

      DO OBJ=1,MAXOBJ
         IF (OBJ.EQ.SKEY.AND.PROP(SKEY).EQ.1) CYCLE
         IF (PLACE(OBJ).EQ.PLAC(KK).AND.FIXED(OBJ).EQ.0) CALL MOVE(OBJ,K)
      END DO
      IF (LOC.EQ.PLAC(SKEY).AND.PLACE(SKEY).EQ.PLAC(SKEY)) TALLY2=TALLY2+1
      LOC=K
      NEWLOC=K
      GO TO 2
       
!     DRINK.  IF NO OBJECT, ASSUME WATER OR WINE AND LOOK FOR THEM HERE. IF POTABLE IS IN BOTTLE OR CASK, DRINK IT. IF NOT, SEE IF
!     SOMETHING DRINKABLE NEARBY (STREAM, LAKE, WINE FOUNTAIN, ETC.) AND DRINK THAT.  IF HAS STUFF IN BOTH CONTAINERS, ASK WHICH.

11500 LL=LIQLOC()
      IF (.NOT.ATHAND(BOTTLE).AND..NOT.ATHAND(CASK).AND.LL.NE.WINE.AND.LL.NE.WATER) GO TO 10000
      K=LIQ(BOTTLE)
      KK=LIQ(CASK)
      IF (ATHAND(BOTTLE).AND.K.NE.0) THEN
         IF (ATHAND(CASK).AND.KK.NE.0.AND.KK.NE.K) GO TO 10000
         OBJ=K
         IOBJ=BOTTLE
      ELSEIF (ATHAND(CASK).AND.KK.NE.0) THEN
         OBJ=KK
         IOBJ=CASK
         GO TO 21560
      ELSE
         IF (LL.EQ.0) GO TO 10000
         OBJ=LL
         IOBJ=-1
      ENDIF
      GO TO 21560

21500 IF (OBJ.EQ.0.AND.(IOBJ.EQ.BOTTLE.OR.IOBJ.EQ.CASK)) OBJ=LIQ(IOBJ)
      SPK=110
      IF (OBJ.EQ.OIL) SPK=301
      IF (OBJ.NE.WATER.AND.OBJ.NE.WINE) GO TO 2011
      IF (IOBJ.NE.0) GO TO 21560
      IF (OBJ.EQ.LIQLOC())IOBJ=-1
      IF (ATHAND(CASK).AND.OBJ.EQ.LIQ(CASK))IOBJ=CASK
      IF (ATHAND(BOTTLE).AND.OBJ.EQ.LIQ(BOTTLE))IOBJ=BOTTLE
      
21560 SPK=73
      IF (IOBJ.NE.-1) THEN
         IF (IOBJ.EQ.CASK) OBJ=OBJ+1
         CALL REMOVE(OBJ)
         PLACE(OBJ)=0
         PROP(IOBJ)=1
         SPK=74
         IF (IOBJ.EQ.CASK) SPK=299
      ENDIF
      IF (OBJ.EQ.WATER.OR.OBJ.EQ.WATER+1) GO TO 2011

!     TOO MUCH WINE.  ADVENTURER WANDERS AROUND AWHILE, THEN WAKES UP SOMEWHERE OR OTHER, HAVING DROPPED MOST OF THE STUFF.

      CALL SPEAK(RTEXT(300))
      IF (PROP(LAMP).EQ.1) LIMIT=LIMIT-RANZ(LIMIT)/2
      IF (LIMIT.LT.10)LIMIT=25
      K=0
      IF (PCT(15))K=49
      IF (K.EQ.0.AND.PCT(15)) K=53
      IF (K.EQ.0.AND.PCT(25)) K=132
      IF (K.EQ.0)K=175
      IF (OUTSID(LOC))K=5
      IF (K.EQ.LOC) GO TO 2100
      IF (HOLDNG(AXE)) CALL MOVE(AXE,K)
      IF (HOLDNG(LAMP)) CALL MOVE(LAMP,K)
      DO J=1,MAXOBJ
         IF (WEARNG(J)) OBJCON(J)=IBCLR(OBJCON(J),WEARBT)
         IF (HOLDNG(J)) CALL DROP(J,LOC)
      END DO
      LOC=K
      NEWLOC=K
      GO TO 2

!     RUB.  YIELDS VARIOUS SNIDE REMARKS.

21600 IF (OBJ.NE.LAMP) SPK=76
      GO TO 2011
       
!     THROW OBJ AT IOBJ; SAME AS DROP UNLESS AXE; THEN SAME AS ATTACK BUT IGNORE BIRD AND IF DWARVES PRESENT ONE MIGHT BE KILLED.
!     AXE SPECIAL FOR DRAGON, BEAR, DOG, WUMPUS AND TROLL. TREASURES SPECIAL FOR TROLL. IF THROWING FOOD AT SOMEONE WHO MIGHT BE
!     HUNGRY, FEED THEM.

21700 IF (PREP.EQ.PREPDN) GO TO 24200
      IF (HOLDNG(ROD2).AND.OBJ.EQ.ROD.AND..NOT.HOLDNG(ROD)) OBJ=ROD2
      IF (.NOT.HOLDNG(OBJ)) GO TO 2011
      IF (OBJ.EQ.BOAT.OR.OBJ.EQ.BEAR) GO TO 2070
      DWARFN=0
      IF (IOBJ.NE.0) GO TO 21750

!     NO INDIRECT OBJ SPECIFIED.  IF A DWARF IS PRESENT ASSUME IT IS THE IOBJ.  IF NOT, LOOK FOR ANY OTHER LIVING THING.
!     IF NO LIVING THINGS PRESENT, TREAT 'THROW' AS 'DROP'.

      DO DWARFN=1,DWFMAX-1
         IF (DLOC(DWARFN).EQ.LOC.AND.DFLAG.GE.2) GO TO 21718
      END DO
      DWARFN=0

!     NO DWARVES PRESENT; FIGURE OUT PLAUSIBLE OBJECT.

      K=0
      DO I=1,MAXOBJ
         IF (.NOT. (AT(I).AND.LIVING(I)) ) CYCLE
         IOBJ=I
         K=K+1
      END DO
      IF (K.EQ.0) GO TO 20200

!     IT IS A BEASTIE OF SOME SORT.  IS THERE MORE THAN ONE? DON'T KILL THE BIRD BY DEFAULT.

      IF (K.NE.1) THEN
         CALL SPEAK(RTEXT(43))
         GO TO 2600
      ENDIF

21718 IF (IOBJ.EQ.BIRD) GO TO 20200
      IF (TREASURE(OBJ).AND.AT(TROLL)) IOBJ=TROLL

21750 IF (TREASURE(OBJ).AND.IOBJ.EQ.TROLL) GO TO 21790
      IF (OBJ.EQ.SWORD.OR.OBJ.EQ.BOTTLE) GO TO 22800
      IF (DWARFN.NE.0) IOBJ=DWARF
      IF (OBJ.EQ.FLOWER.AND.IOBJ.EQ.HIVE) IOBJ=BEES
      IF (EDIBLE(OBJ).AND.LIVING(IOBJ)) GO TO 22100
      IF (OBJ.NE.AXE) GO TO 20200
      SPK=152
      IF (IOBJ.EQ.DRAGON.AND.PROP(DRAGON).EQ.0) GO TO 21755
      SPK=158
      IF (IOBJ.EQ.TROLL) GO TO 21755
      IF (IOBJ.NE.DWARF) GO TO 21760
      SPK=48
      IF (RANZ(4).EQ.0) GO TO 21755
      IF (DWARFN.EQ.0) THEN
         DO DWARFN=1,DWFMAX-1
            IF (DLOC(DWARFN).EQ.LOC.AND.DFLAG.GE.2) EXIT
         END DO
      ENDIF
      
!     'ATTACK' WITH AXE OR SWORD LINKS IN HERE.

21753 DSEEN(DWARFN)=.FALSE.
      DLOC(DWARFN)=0
      SPK=47
      DKILL=DKILL+1
      IF (DKILL.EQ.1) SPK=149
      
21755 CALL SPEAK(RTEXT(SPK))
      CALL DROP(AXE,LOC)
      NEWLOC=LOC
      GO TO 2

!     THIS'LL TEACH THEM TO THROW THE AXE AT THE BEAR!

21760 IF (IOBJ.EQ.BEAR.AND.PROP(BEAR).EQ.0) THEN
         SPK=164
         CALL DROP(AXE,LOC)
         FIXED(AXE)=-1
         PROP(AXE)=1
         CALL JUGGLE(BEAR)
         GO TO 2011
      ENDIF

!     OR THE WUMPUS!

      IF (IOBJ.EQ.WUMPUS.AND.PROP(WUMPUS).NE.6) THEN
         IF (PROP(WUMPUS).EQ.6) GO TO 20200
         SPK=245
         PROP(AXE)=2
         IF (PROP(WUMPUS).EQ.0) GO TO 21780
         SPK=243
         CALL DESTROY(AXE)
         GO TO 2011
      ENDIF

!     OR THE NICE DOGGIE!

      IF (IOBJ.NE.DOG.OR.PROP(DOG).EQ.1) GO TO 21790
      SPK=248
      PROP(AXE)=3
      
21780 CALL DROP(AXE,LOC)
      FIXED(AXE)=-1
      CALL JUGGLE(IOBJ)
      GO TO 2011

!     SNARF A TREASURE FOR THE TROLL.

21790 IF (IOBJ.EQ.TROLL) THEN
         PREP=0
         IF (OBJ.EQ.CASK.AND.LIQ(CASK).NE.WINE) GO TO 20200
         SPK=159
         CALL DROP(OBJ,0)
         IF (OBJ.EQ.CASK) PLACE(WINE+1)=0
         CALL MOVE(TROLL,0)
         CALL MOVE(TROLL+MAXOBJ,0)
         CALL DROP(TROLL2,PLAC(TROLL))
         CALL DROP(TROLL2+MAXOBJ,FIXD(TROLL))
         CALL JUGGLE(CHASM)
         GO TO 2011
      ENDIF

!     THROWING AXE AT NONE OF THE ABOVE.  ASSUME 'ATTACK'.

      OBJ=IOBJ
      IOBJ=OBJS(OBJX)
      GO TO 21200

!     QUIT.  INTRANSITIVE ONLY.  VERIFY INTENT AND EXIT IF THAT'S WHAT ADVENTURER WANTS.

11800 GAVEUP=YES(22,54,54)
      IF (GAVEUP) GO TO 95000
      GO TO 2100

!     FIND.  MIGHT BE CARRYING IT, OR IT MIGHT BE HERE.  ELSE GIVE CAVEAT.

21900 IF (AT(OBJ).OR.(LIQ(BOTTLE).EQ.OBJ.AND.AT(BOTTLE)).OR.K.EQ.LIQLOC()) SPK=94
      DO I=1,DWFMAX-1
         IF (DLOC(I).EQ.LOC.AND.DFLAG.GE.2.AND.OBJ.EQ.DWARF) SPK=94
      END DO
      IF (CLOSED) SPK=138
      IF (ATHAND(OBJ)) SPK=24
      GO TO 2011

!     INVENTORY.  IF OBJECT, TREAT SAME AS FIND, ELSE REPORT ON CURRENT BURDEN. THERE ARE SOME FUNNY CASES--THE WEARABLE THINGS AND
!     BOAT AND BEAR, WHICH AREN'T REALLY CARRIED.  LIST OUTER-LEVEL CONTAINERS AND CONTENTS, IF CONTAINER IS OPEN OR TRANSPARENT.

12000 SPK=98
      DO I=1,MAXOBJ
         IF (I.EQ.BEAR.OR.I.EQ.BOAT.OR..NOT.HOLDNG(I)) CYCLE
         IF (WEARNG(I)) CYCLE
         IF (SPK.EQ.98) CALL SPEAK(RTEXT(99))
         BLKLIN=.FALSE.
         CALL PSPEAK(I,-1)
         SPK=0
         IF (I.NE.BOAT) CALL LOOKIN(I)
      END DO

!     TELL WHAT IS WORN.

      K=0
      DO I=1,MAXOBJ
         IF (.NOT.WEARNG(I)) CYCLE
         IF (K.EQ.0) WRITE(*,"(' You are wearing:')")
         INDENT=1
         CALL PSPEAK(I,-1)
         K=-1
      END DO

      IF (HOLDNG(BOAT)) THEN
         CALL SPEAK(RTEXT(221))
         CALL LOOKIN(BOAT)
      ENDIF
      IF (HOLDNG(BEAR)) SPK=141
      GO TO 2011
       
!     FEED.  IF BIRD, NO SEED.  SNAKE, DRAGON, TROLL: QUIP.  IF DWARF, MAKE HIM MAD.  BEAR, SPECIAL.

22100 IF (IOBJ.NE.0) THEN
         IF (LIVING(IOBJ)) GO TO 22120
      ENDIF
      SPK=100
      IF (OBJ.EQ.BIRD) GO TO 2011
      IF (.NOT.LIVING(OBJ)) GO TO 2070

!     SEE IF THERE IS ANYTHING EDIBLE AROUND HERE.

      KK=0
      K=0
      DO I=1,MAXOBJ
         IF (.NOT.HERE(I).OR..NOT.EDIBLE(I)) CYCLE
         K=K+1
         KK=I
      END DO
      IOBJ=OBJ
      OBJ=KK
      IF (K.EQ.1.OR.DEAD(IOBJ)) GO TO 22120
      ZAPP=OTXT(OBJX);  ZAPP(LEN_TRIM(ZAPP)+1:)='?'
      CALL LOWER_CASE(ZAPP)
      WRITE(*,"(/' What do you want to feed the ',A)") ZAPP
      OBJS(1)=0
      OBJX=0
      GO TO 2600

!     FEED OBJ TO IOBJ.

22120 IF (IOBJ.EQ.SNAKE.OR.IOBJ.EQ.DRAGON.OR.IOBJ.EQ.TROLL) THEN
         SPK=102
         IF (IOBJ.EQ.DRAGON.AND.PROP(DRAGON).NE.0) SPK=NOWAY()
         IF (IOBJ.EQ.TROLL) SPK=182
         IF (IOBJ.EQ.SNAKE.AND.CLOSED.AND.OBJ.EQ.BIRD) THEN
            SPK=101
            CALL DESTROY(BIRD)
            PROP(BIRD)=0
            TALLY2=TALLY2+1
         ENDIF
         GO TO 2011
      ENDIF

!     FEED DWARF?

      IF (IOBJ.EQ.DWARF) THEN
         SPK=103
         DFLAG=DFLAG+1
         GO TO 2011
      ENDIF

!     FEED BEAR?

      SPK=102
      IF (IOBJ.EQ.BEAR) THEN
         IF (PROP(BEAR).EQ.3) SPK=NOWAY()
         IF (PROP(BEAR).EQ.1.OR.PROP(BEAR).EQ.2) SPK=264
         IF (OBJ.EQ.FOOD) SPK=278
         IF (OBJ.EQ.HONEY) THEN
            PROP(BEAR)=1
            FIXED(AXE)=0
            PROP(AXE)=0
            SPK=168
            CALL DESTROY(HONEY)
         ENDIF
         GO TO 2011
      ENDIF

!     FEED DOG?

      IF (IOBJ.EQ.DOG) THEN
         IF (PROP(DOG).EQ.1) SPK=291
         IF (OBJ.EQ.FOOD.AND.PROP(DOG).NE.1) THEN
            SPK=249
            CALL DESTROY(FOOD)
         ENDIF
         GO TO 2011
      ENDIF

!     FEED WUMPUS?

      IF (IOBJ.EQ.WUMPUS) THEN
         IF (PROP(WUMPUS).EQ.6) SPK=326
         IF (PROP(WUMPUS).EQ.0) SPK=327
         IF (OBJ.EQ.FOOD) SPK=240
         GO TO 2011
      ENDIF

!     FEED BEES?

      IF (IOBJ.NE.BEES.OR.OBJ.NE.FLOWER) GO TO 2070
      IF (ENCLSD(FLOWER)) CALL REMOVE(FLOWER)
      CALL DROP(FLOWER,LOC)
      FIXED(FLOWER)=-1
      PROP(FLOWER)=1
      CALL DROP(HONEY,LOC)
      CALL JUGGLE(HONEY)
      SPK=267
      PROP(HIVE)=1
      GO TO 2011
       
!     FILL.  BOTTLE/CASK MUST BE EMPTY, AND SOME LIQUID AVAILABLE.

12200 IF (HERE(BOTTLE).EQV.HERE(CASK)) GO TO 10000       !MUST BE ONLY ONE OR THE OTHER
      IF (PROP(CASK).EQ.1.AND.HERE(CASK)) OBJ=CASK
      IF (PROP(BOTTLE).EQ.1.AND.HERE(BOTTLE)) OBJ=BOTTLE
      IF (OBJ.EQ.0) GO TO 10000

!     FILL OBJ WITH IOBJ

22200 SPK=313
      IF (.NOT.VESSEL(OBJ)) GO TO 2011
      IF (IOBJ.EQ.0) IOBJ=LIQLOC()
      IF (OBJ.EQ.BOTTLE.OR.OBJ.EQ.CASK) THEN
         K=0
         IF (OBJ.EQ.CASK) K=1
         SPK=0
         IF (IOBJ.EQ.0) SPK=304+K
         IF (LIQ(OBJ).NE.0) SPK=302+K
         IF (SPK.EQ.0) THEN
            SPK=306+K
            IF (IOBJ.EQ.OIL) SPK=308+K
            IF (IOBJ.EQ.WINE) SPK=310+K
            PROP(OBJ)=MOD(LOCCON(LOC),8)/2*2
            PLACE(IOBJ+K)=-1
            CALL INSERT(IOBJ+K,OBJ)
         ENDIF
         GO TO 2011
      ENDIF

!     VASE

      IF (OBJ.EQ.VASE) THEN
         SPK=144
         IF (IOBJ.EQ.0.OR..NOT.HOLDNG(VASE)) GO TO 2011
         CALL SPEAK(RTEXT(145))     !DELICATE VASE CRACKS
         PROP(VASE)=2
         FIXED(VASE)=-1
         GO TO 20290
      ENDIF

!     GRAIL OR OTHER

      SPK=339
      IF (OBJ.EQ.GRAIL) SPK=298
      GO TO 2011

!     BLAST.  NO EFFECT UNLESS YOU'VE GOT DYNAMITE, WHICH IS A NEAT TRICK!

12300 IF (CLOSED) THEN
         BONUS=135
         IF (PLACE(ROD2).EQ.212.AND.LOC.EQ.116) BONUS=133
         IF (PLACE(ROD2).EQ.116.AND.LOC.NE.116) BONUS=134
         CALL SPEAK(RTEXT(BONUS))
         GO TO 95000
      ENDIF
      GO TO 2011

!     SCORE

12400 SCORNG=.TRUE.
      CALL RATING(SCORE,BONUS,GAVEUP,SCORNG,CLOSNG,CLOSED)
      SCORNG=.FALSE.
      WRITE(*,"(/' If you were to quit now, you would score ',I0,' out of ',I0,' using ',I0,' turns.')") SCORE,MXSCOR,TURNS
      GO TO 2100

!     FEE FIE FOE FOO (AND FUM).  ADVANCE TO NEXT STATE IF GIVEN IN PROPER ORDER. LOOK UP WD1 IN SECTION 3 OF VOCAB TO DETERMINE
!     WHICH ONE WE'VE GOT.  LAST WORD ZIPS THE EGGS BACK TO THE GIANT ROOM.

12500 K=VOCABX(VTXT(VRBX),4)
      SPK=42
      IF (FOOBAR.NE.1-K) THEN
         IF (FOOBAR.NE.0) SPK=151
         GO TO 2011
      ENDIF

      FOOBAR=K
      IF (K.NE.4) GO TO 2009
      FOOBAR=0
      IF (PLACE(EGGS).EQ.PLAC(EGGS).OR.(TOTING(EGGS).AND.LOC.EQ.PLAC(EGGS))) GO TO 2011

!     BRING BACK TROLL IF WE STEAL THE EGGS BACK FROM HIM BEFORE CROSSING.

      IF (PLACE(EGGS).EQ.0.AND.PLACE(TROLL).EQ.0.AND.PROP(TROLL).EQ.0) PROP(TROLL)=1
      K=2
      IF (HERE(EGGS))K=1
      IF (LOC.EQ.PLAC(EGGS))K=0
      CALL MOVE(EGGS,PLAC(EGGS))
      CALL PSPEAK(EGGS,K)
      GO TO 2100

!     BRIEF/UNBRIEF. SUPPRESS LONG DESCRIPTIONS AFTER FIRST TIME.

12600 DETAIL=3
      TERSE=.FALSE.
      IF (ABBNUM.NE.10000) THEN
         SPK=156
         ABBNUM=10000
      ELSE
         ABBNUM=5
         SPK=374
      ENDIF
      GO TO 2011

22600 IF (OBJ.NE.0) THEN
        IF (LIVING(OBJ).AND.IOBJ.NE.0) GO TO 2011
      ENDIF
      GO TO 2060

!     READ.  MAGAZINES IN DWARVISH, MESSAGE WE'VE SEEN, AND . . . OYSTER?

22700 IF (BLIND()) GO TO 2011
      IF (OBJ.NE.0.AND.IOBJ.NE.0) GO TO 2060
      SPK=CONFUZ()
      IF (OBJ.EQ.0) OBJ=IOBJ
      IF (OBJ.EQ.BOOK.OR.OBJ.EQ.BOOK2) SPK=142
      IF (OBJ.EQ.BILLBD) SPK=361
      IF (OBJ.EQ.CARVNG) SPK=372
      IF (OBJ.EQ.MAGZIN) SPK=190
      IF (OBJ.EQ.MESSAG) SPK=191
      IF (OBJ.EQ.OYSTER.AND.HINTED(2).AND.HOLDNG(OYSTER)) SPK=194
      IF (OBJ.EQ.POSTER) SPK=370
      IF (OBJ.EQ.TABLET) SPK=196
      IF (OBJ.NE.OYSTER.OR.HINTED(2).OR..NOT.HOLDNG(OYSTER).OR..NOT.CLOSED) GO TO 2011
      HINTED(2)=YES(192,193,54)
      GO TO 2100
       
!     BREAK.  WORKS FOR MIRROR IN REPOSITORY AND, OF COURSE, THE VASE AND BOTTLE.  ALSO, THE SWORD IS MORE BRITTLE THAN IT APPEARS.

22800 IF (OBJ.EQ.MIRROR) SPK=148
      IF (OBJ.NE.VASE.OR.PROP(VASE).NE.0) THEN
         IF (OBJ.EQ.BOTTLE.AND.PROP(BOTTLE).NE.3) GO TO 22840
         IF (OBJ.EQ.SWORD) GO TO 22860
         IF (OBJ.NE.MIRROR.OR..NOT.CLOSED) GO TO 2011
         CALL SPEAK(RTEXT(197))
         GO TO 93000
      ENDIF

      SPK=198
      PROP(VASE)=2
22830 IF (ENCLSD(OBJ)) CALL REMOVE(OBJ)
      IF (HOLDNG(OBJ)) CALL DROP(OBJ,LOC)
      FIXED(OBJ)=-1
      GO TO 2011

22840 SPK=231
      K=LIQ(BOTTLE)
      PROP(BOTTLE)=3
      IF (K.EQ.0) GO TO 22830
      CALL REMOVE(K)
      PLACE(K)=0
      GO TO 22830

!     BETTER NOT SLING THE SWORD AROUND!

22860 SPK=29
      IF (.NOT.HOLDNG(SWORD)) GO TO 2011
      SPK=279
      PROP(SWORD)=4
      GO TO 22830

!     DISTURB THE DWARVES OR THE WUMPUS

22900 IF (AT(WUMPUS)) THEN
         CHASE=1
         PROP(WUMPUS)=1
         SPK=276
         GO TO 2011
      ENDIF

      IF (AT(DOG).AND.PROP(DOG).EQ.1) SPK=291
      IF (OBJ.NE.DWARF.OR..NOT.CLOSED) GO TO 2011
      CALL SPEAK(RTEXT(199))
      GO TO 93000

13000 CALL FILEOPEN(FILNAM)     
      IF (FILNAM.EQ.'') THEN
         WRITE(*,"('SAVE cancelled'/)")
      ELSE
         LEN_FILNAM=LEN_TRIM(FILNAM)
         CALL UPPER_CASE(FILNAM)
         IF (INDEX(FILNAM,'.SAV').EQ.0) FILNAM(LEN_FILNAM+1:)='.SAV'
         LASTSAVE=FILNAM
    
         OPEN (UNIT=16,FILE=FILNAM,STATUS='UNKNOWN',FORM='UNFORMATTED',ACCESS='SEQUENTIAL',ERR=13000)
         WRITE(16,IOSTAT=I) &
                   ISWIZ,BLKLIN,LOCCON,OBJCON,NUMDIE,MAXDIE,TURNS,KILLED,DWARF,KNIFE,KNFLOC,DFLAG,DSEEN,DLOC,ODLOC,DWFMAX,HOLDER,&
                   HLINK,BOTTLE,CASK,WATER,OIL,WINE,LIQTYP,LOC,OLDLOC,OLDLC2,NEWLOC,MAXLOC,LTEXT,STEXT,KEY,ABB,LOCSIZ,PLAC,FIXD,&
                   WEIGHT,PROP,POINTS,ATLOC,LINK,PLACE,FIXED,MAXOBJ,VERBS,VRBX,OBJS,OBJX,IOBJS,IOBX,PREP,WORDS,ABBNUM,ADJ,ATBS,&
                   ATTACK,BCROSS,BONUS,CHASE,CLOCK1,CLOCK2,CLOCK3,CLOSED,CLOSNG,CLSMAX,COMBO,DETAIL,DKILL,DTOTAL,DWARFN,FLG239,FOO,&
                   FOOBAR,FOOD,GAVEUP,HEALTH,HINT,HNTMAX,ILOC,IOBJ,LIMIT,LINSIZ,LMWARN,LOCK,MESSAG,OBJ,PANIC,PTBS,RDFLAG,&
                   RTXSIZ,SCORE,SCORNG,SECT,SKEY,SLOC,SPK,START,STICK,TABNDX,TALLY,TALLY2,TERSE,TRVS,TRVSIZ,VEND,VERB,VRBSIZ,WASTE,&
                   WKDAY,WKEND,WASDARK,YEA,ACTSPK,CTEXT,CVAL,HNAME
         CLOSE(16,STATUS='KEEP')
         IF (I.NE.0)  THEN
            CALL GERROR(FILNAM)
            WRITE(*,"('SAVE failed: ',A/)") FILNAM
         ENDIF
      ENDIF
      GO TO 2100

!     RESUME   RESUME GAME BROM BACKUP FILE
      
13100 CALL FILEOPEN(FILNAM) 
      IF (FILNAM.EQ.'') THEN
         WRITE (*,"('RESTORE cancelled'/)") 
         GO TO 2100
      ELSE     
         OPEN (UNIT=16,FILE=FILNAM,STATUS='OLD',FORM='UNFORMATTED',ACCESS='SEQUENTIAL',ERR=13100)
         READ(16)  ISWIZ,BLKLIN,LOCCON,OBJCON,NUMDIE,MAXDIE,TURNS,KILLED,DWARF,KNIFE,KNFLOC,DFLAG,DSEEN,DLOC,ODLOC,DWFMAX,HOLDER,&
                   HLINK,BOTTLE,CASK,WATER,OIL,WINE,LIQTYP,LOC,OLDLOC,OLDLC2,NEWLOC,MAXLOC,LTEXT,STEXT,KEY,ABB,LOCSIZ,PLAC,FIXD,&
                   WEIGHT,PROP,POINTS,ATLOC,LINK,PLACE,FIXED,MAXOBJ,VERBS,VRBX,OBJS,OBJX,IOBJS,IOBX,PREP,WORDS,ABBNUM,ADJ,ATBS,&
                   ATTACK,BCROSS,BONUS,CHASE,CLOCK1,CLOCK2,CLOCK3,CLOSED,CLOSNG,CLSMAX,COMBO,DETAIL,DKILL,DTOTAL,DWARFN,FLG239,FOO,&
                   FOOBAR,FOOD,GAVEUP,HEALTH,HINT,HNTMAX,ILOC,IOBJ,LIMIT,LINSIZ,LMWARN,LOCK,MESSAG,OBJ,PANIC,PTBS,RDFLAG,&
                   RTXSIZ,SCORE,SCORNG,SECT,SKEY,SLOC,SPK,START,STICK,TABNDX,TALLY,TALLY2,TERSE,TRVS,TRVSIZ,VEND,VERB,VRBSIZ,WASTE,&
                   WKDAY,WKEND,WASDARK,YEA,ACTSPK,CTEXT,CVAL,HNAME
         CLOSE(16,STATUS='KEEP')
         CALL UPPER_CASE(FILNAM)
         IF (FILNAM.NE.LASTSAVE) CALL SOUND('WHERE BEEN')
         CALL COLOR(LOC)
         DETAIL=3
         GO TO 25200    !GO LOOK
      ENDIF

!     YANK.  A VARIANT OF 'CARRY'.  IN GENERAL, NOT A GOOD IDEA. AT MOST, IT GETS THE CLOAK OR A COUPLE SNIDE COMMENTS.

23200 IF (TOTING(OBJ)) GO TO 20200
      IF (OBJ.NE.PLANT.AND.OBJ.NE.SWORD.AND.OBJ.NE.CHAIN) THEN
         SPK=205
         IF (OBJ.EQ.BEAR.AND.PROP(CHAIN).EQ.1) GO TO 2011
         IF (OBJ.EQ.CLOAK.AND.PROP(CLOAK).EQ.2) GO TO 20120
      ENDIF
      GO TO 20100

!     WEAR: ONLY GOOD FOR JEWELS, RUBY SLIPPERS, CLOAK & CROWN.  BUT ADVENTURER MIGHT TRY THE SWORD.  ANOTHER VARIANT OF 'CARRY'.

23300 SPK=209
      IF (OBJ.EQ.SWORD.AND.PROP(SWORD).NE.3) GO TO 2011
      IF (WEARABLE(OBJ)) GO TO 23320
      
23310 ZAPP=OTXT(OBJX);  ZAPP(LEN_TRIM(ZAPP)+1:)='?'
      CALL LOWER_CASE(ZAPP)
      WRITE(*,"(/' Just exactly how does one wear a ',A)") ZAPP
      GO TO 2100

23320 SPK=242
      IF (OBJ.EQ.CLOAK.AND.PROP(CLOAK).EQ.2) GO TO 2011
      SPK=210
      IF (OBJ.EQ.SHOES) SPK=227
      IF (WEARNG(OBJ)) GO TO 2011
      PROP(OBJ)=1
      OBJCON(OBJ)=IBSET(OBJCON(OBJ),WEARBT)
      IF (ENCLSD(OBJ)) CALL REMOVE(OBJ)
      IF (HOLDNG(OBJ)) GO TO 2009
      GO TO 20120
       
!     HIT.  IF NOT PUNCHING OUT TELEPHONE, ASSUME ATTACK.

23400 IF (AT(WUMPUS).AND.PROP(WUMPUS).EQ.0) GO TO 22900
      IF (OBJ.NE.PHONE) GO TO 21200
      IF (CLOSED) GO TO 93100
      SPK=256
      IF (PROP(PHONE).EQ.2) GO TO 2011
      CALL DROP(SLUGS,LOC)
      SPK=257
      PROP(PHONE)=2
      PROP(BOOTH)=2
      GO TO 2011

!     ANSWER TELEPHONE.  SMARTASS FOR ANYTHING ELSE.

13500 IF (LOC.NE.189.OR.PROP(PHONE).NE.0) GO TO 10000
      OBJ=PHONE
23500 IF (OBJ.EQ.PHONE) THEN
         SPK=269
         IF (PROP(PHONE).NE.0) GO TO 2011
         IF (CLOSED) GO TO 93200
         SPK=261
         PROP(PHONE)=1
         PROP(BOOTH)=2
         GO TO 2011
      ENDIF

      IF (OBJ.EQ.DWARF.OR.OBJ.EQ.WUMPUS.OR.OBJ.EQ.SNAKE.OR.OBJ.EQ.BEAR.OR.OBJ.EQ.DRAGON) SPK=259
      IF (OBJ.EQ.TROLL) SPK=258
      IF (OBJ.EQ.BIRD) SPK=260
      GO TO 2011
       
!     BLOW.  JOSHUA FIT DE BATTLE OF JERICHO, AND DE WALLS....

23600 IF (OBJ.NE.0.AND.IOBJ.NE.0) GO TO 2060
      IF (OBJ.EQ.0) OBJ=IOBJ
      IOBJ=0
      IF (OBJ.EQ.0) SPK=268
      IF (OBJ.NE.HORN) GO TO 2011
      SPK=266
      IF (OUTSID(LOC)) SPK=277
      IF (AT(WUMPUS)) THEN
         IF (PROP(WUMPUS).NE.0) GO TO 2011
         CALL SPEAK(RTEXT(SPK))
         GO TO 22900
      ENDIF

      IF (PROP(WALL).EQ.1.OR.(LOC.NE.102.AND.LOC.NE.194)) GO TO 2011
      K=196
      IF (LOC.EQ.194) K=195
      CALL SPEAK(RTEXT(265))
      PROP(WALL)=1
      DO OBJ=1,MAXOBJ
         IF (PLACE(OBJ).EQ.LOC.OR.FIXED(OBJ).EQ.LOC) CALL MOVE(OBJ,K)
      END DO
      NEWLOC=K
      GO TO 2

!     CALL.  IF NO PHONE IS HANDY, YELL.

13800 IF (.NOT.HERE(PHONE)) GO TO 10000
      GO TO 23910

!     DIAL.  NO EFFECT UNLESS AT PHONE.

23900 IF (OBJ.NE.PHONE) GO TO 2011
23910 IF (CLOSED) GO TO 93200
      SPK=271
      GO TO 2011

!     PLAY HORN OR LYRE

24000 IF (OBJ.NE.0.AND.IOBJ.NE.0) GO TO 2060
      IF (OBJ.EQ.0) OBJ=IOBJ
      IOBJ=0
      IF (OBJ.EQ.HORN) GO TO 23600
      IF (OBJ.NE.LYRE) GO TO 2011
      SPK=287
      IF (.NOT.HERE(DOG).OR.DEAD(DOG)) GO TO 2011
      PROP(DOG)=1
      OBJCON(DOG)=IBSET(OBJCON(DOG),DEADBT)
      FIXED(AXE)=0
      PROP(AXE)=0
      SPK=288
      GO TO 2011

!     PICK/PICK UP.  CAN PICK FLOWERS & MUSHROOMS, BUT MUST 'PICK UP' EVERYTHING EL

24100 IF (OBJ.EQ.0) OBJ=IOBJ
      IOBJ=0
      IF (OBJ.EQ.FLOWER.OR.OBJ.EQ.MUSHRM.OR.PREP.NE.0) GO TO 20100
      GO TO 2060
       
!     PUT DOWN: EQUIVALENT TO DROP.
!     PUT IN:   IF LIQUID, MEANS 'FILL'.
!     PUT ON:   WEAR OR DROP.

24200 IF (PREP.EQ.0) THEN
         ZAPP=OTXT(OBJX);  ZAPP(LEN_TRIM(ZAPP)+1:)='?'
         CALL LOWER_CASE(ZAPP)
         WRITE(*,"(/' Where do you want to put the ',A)") ZAPP
         GO TO 2600
      ENDIF

      IF (PREP.EQ.PREPIN) GO TO 24500

!     PUT ON: "WEAR" OR "PUT OBJ ON IOBJ".

      IF (PREP.EQ.PREPON) THEN
         IF (OBJ.EQ.0) THEN
            OBJ=IOBJ
            OTXT(OBJX)=IOTXT(IOBX)
            IOBJ=0
         ENDIF
         IF (WEARABLE(OBJ)) GO TO 23300
         IF (IOBJ.EQ.0) GO TO 23310
         GO TO 20200
      ENDIF

!     PUT DOWN: "DROP"

      IF (OBJ.NE.0.AND.IOBJ.NE.0) GO TO 2070

      IF (OBJ.EQ.0) OBJ=IOBJ
      IOBJ=0
      GO TO 20200

!     TURN ON/OFF.

24300 IF (PREP.EQ.0) GO TO 2060
      IF (OBJ.EQ.0.AND.IOBJ.EQ.LAMP) OBJ=LAMP
      IF (OBJ.NE.LAMP) GO TO 2070
      IF (PREP.EQ.PREPON) GO TO 20700
      GO TO 20800

!     GET (NO PREP): "TAKE"
!     GET IN: "ENTER"
!     GET OUT: "LEAVE"

24400 IF (PREP.NE.0.AND.PREP.NE.PREPFR) THEN
         IF (OBJ.NE.0) GO TO 2060
         OBJ=IOBJ
         IOBJ=0
         PREP=0
      ENDIF
      GO TO 20100
       
!     INSERT/PUT IN.

24500 IF (IOBJ.EQ.0) GO TO 10010
      SPK=NOWAY()
      IF (OBJ.EQ.SWORD.AND.IOBJ.EQ.ANVIL.AND.PROP(SWORD).EQ.0) SPK=350
      IF (.NOT.VESSEL(IOBJ)) GO TO 2011
      CALL NOT_TOTING_SPK(ISFIXED)
      IF (ISFIXED) GO TO 2011

      IF (IOBJ.NE.BOTTLE.AND.IOBJ.NE.CASK.AND.IOBJ.NE.VASE.AND.IOBJ.NE.GRAIL.AND.(OBJ.LT.WATER.OR.OBJ.GT.WINE+1)) THEN
         SPK=252
         IF (OBJ.NE.IOBJ) THEN
            SPK=358
            IF (AJAR(IOBJ)) THEN
               IF (IOBJ.EQ.BOAT.OR.IOBJ.EQ.CHEST) THEN
                  IF (IOBJ.EQ.CHEST.AND.OBJ.EQ.BOAT) GO TO 2070
                  GO TO 24590
               ENDIF

!              BIRD GOES ONLY INTO CAGE; CAGE HOLDS NOTHING ELSE. BAR VASE & PILLOW FROM SAFE TO FORCE PUTTING DOWN ON FLOOR.
               
               SPK=329           !WON'T FIT
               IF (IOBJ.EQ.CAGE) THEN
                  IF (IOBJ.EQ.BIRD) GO TO 20120
               ELSEIF (OBJ.EQ.BIRD) THEN
                  SPK=351        !WOULD SUFFOCATE
               ELSEIF (IOBJ.EQ.SAFE.AND.(OBJ.EQ.VASE.OR.OBJ.EQ.PILLOW)) THEN
               ELSEIF (IOBJ.EQ.SHIELD.AND.OBJ.NE.RADIUM) THEN
               ELSEIF (IOBJ.EQ.PHONE) THEN
                  IF (OBJ.NE.COINS.AND.OBJ.NE.SLUGS) GO TO 2070
                  CALL DESTROY(OBJ)
                  SPK=330
               ELSE
                  GO TO 24530    !OK
               ENDIF
            ENDIF
         ENDIF
         GO TO 2011        !WON'T FIT OR WOULD SUFFOCATE
      ELSE
         OBJ=IOBJ
         IOBJ=OBJS(OBJX)
         GO TO 22200
      ENDIF

24530 IF (IOBJ.EQ.VEND) THEN
         IF (OBJ.NE.COINS.AND.OBJ.NE.SLUGS) GO TO 2070
         CALL DESTROY(OBJ)
         CALL MOVE(BATTER,LOC)
         IF (PROP(BATTER).EQ.1) THEN
            CALL SPEAK(RTEXT(317))
            PROP(VEND)=1
         ENDIF
         PROP(BATTER)=0
         CALL PSPEAK(BATTER,0)
         GO TO 2100
      ENDIF

!     PUT BATTERIES IN LAMP.  IF ADVENTURER GETS 3RD SET OF BATTERIES BEFORE 2ND SET INSERTED, 2ND SET DISAPPEARS!  ***FIX SOMETIME

      IF (IOBJ.EQ.LAMP) THEN
         IF (OBJ.NE.BATTER.OR.PROP(BATTER).NE.0) GO TO 2070
         PROP(BATTER)=1
         IF (ENCLSD(BATTER)) CALL REMOVE(BATTER)
         IF (HOLDNG(BATTER)) CALL DROP(BATTER,LOC)
         LIMIT=400
         PROP(LAMP)=1
         LMWARN=.FALSE.
         SPK=188
         GO TO 2011
      ENDIF

      IF (.NOT.SMALL(OBJ)) GO TO 2011
24590 IF (WEARNG(OBJ)) OBJCON(OBJ)=IBCLR(OBJCON(OBJ),WEARBT)
      IF (WEARABLE(OBJ)) PROP(OBJ) = 0
      IF (ENCLSD(OBJ)) CALL REMOVE(OBJ)
      CALL INSERT(OBJ,IOBJ)
      GO TO 2009
       
!     REMOVE/TAKE FROM

24600 IF (OBJ.EQ.RING.AND.PROP(RING).EQ.2) THEN
         PREP=0
         IOBJ=0
         GO TO 20100
      ENDIF

      SPK=343
      IF (IOBJ.EQ.0) THEN
         IF (.NOT.ENCLSD(OBJ)) SPK=340
         IOBJ=-PLACE(OBJ)
      ENDIF
      IF (OBJ.NE.0) THEN
         IF (PLACE(OBJ).NE.-IOBJ) SPK=341
         IF (.NOT.AJAR(IOBJ)) SPK=335
         IF (OBJ.EQ.WATER.OR.OBJ.EQ.OIL.OR.OBJ.EQ.WINE) SPK=342
         IF (.NOT.TOTING(OBJ).AND.BURDEN(0)+BURDEN(OBJ).GT.15) SPK=92
         IF (SPK.NE.343) GO TO 2011
         CALL REMOVE(OBJ)
         IF (OBJ.EQ.BIRD) GO TO 20200
      ENDIF
      GO TO 2009
       
!     LOCK CHAIN, GRATE, CHEST, ELFIN DOOR

24900 IF (.NOT.HINGED(OBJ))THEN
         ZAPP=OTXT(OBJX);  ZAPP(LEN_TRIM(ZAPP)+1:)='.'
         CALL LOWER_CASE(ZAPP)
         WRITE(*,"(/' I don''t know how to lock or unlock the ',A)") ZAPP
         GO TO 2100
      ENDIF

      SPK=375
      IF (.NOT.LOCKS(OBJ)) SPK=32
      IF (LOCKED(OBJ)) SPK=34
      IF (.NOT.(ATHAND(KEYS).OR.ATHAND(SKEY).OR.OBJ.EQ.SAFE)) SPK=31
      IF (SPK.NE.375) GO TO 2011

!     CHAIN

      IF (OBJ.EQ.CHAIN) THEN
         IF (.NOT.ATHAND(KEYS)) GO TO 2011
         SPK=173
         IF (LOC.NE.PLAC(CHAIN)) GO TO 2011
         SPK=172
         PROP(CHAIN)=2
         IF (ENCLSD(CHAIN)) CALL REMOVE(CHAIN)
         IF (HOLDNG(CHAIN)) CALL DROP(CHAIN,LOC)
         FIXED(CHAIN)=-1

!     CHEST

      ELSEIF (OBJ.EQ.CHEST) THEN
         IF (.NOT.ATHAND(KEYS)) GO TO 2011
         SPK=334

!     ELFIN DOOR

      ELSEIF (OBJ.EQ.TDOOR.OR.OBJ.EQ.TDOOR2) THEN
         SPK=224
         IF (.NOT.TOTING(SKEY)) GO TO 2011
         PROP(TDOOR)=0
         PROP(TDOOR2)=0
         SPK=234+2*PROP(TDOOR)+(TDOOR2-OBJ)
         K=TDOOR+(TDOOR2-OBJ)
         OBJCON(K)=IBSET(OBJCON(K),LOCKBT)
         OBJCON(K)=IBCLR(OBJCON(K),OPENBT)

!     GRATE

      ELSEIF (OBJ.EQ.GRATE) THEN
         IF (.NOT.ATHAND(KEYS)) GO TO 2011
         PROP(GRATE)=0
         SPK=35

!     SAFE.
      
      ELSE
         PROP(SAFE)=0
         SPK=367
      ENDIF

      OBJCON(OBJ)=IBSET(OBJCON(OBJ),LOCKBT)
      OBJCON(OBJ)=IBCLR(OBJCON(OBJ),OPENBT)
      GO TO 2011
       
!     UNLOCK CHAIN, GRATE, CHEST, ELFIN DOOR

25000 SPK=55
      IF (OBJ.EQ.KEYS.OR.OBJ.EQ.SKEY) GO TO 2011
      IF (.NOT.HINGED(OBJ)) GO TO 24900
      SPK=375
      IF (.NOT.LOCKED(OBJ)) SPK=37
      IF (.NOT.LOCKS(OBJ)) SPK=32
      IF (OBJ.EQ.SAFE) SPK=342
      IF (OBJ.EQ.SAFE.AND.(IOBJ.EQ.KEYS.OR.IOBJ.EQ.SKEY)) SPK=368
      IF (.NOT.(ATHAND(KEYS).OR.ATHAND(SKEY).OR.OBJ.EQ.SAFE)) SPK=31
      IF (SPK.NE.375) GO TO 2011

!     CHAIN

      IF (OBJ.EQ.CHAIN)THEN
         IF (.NOT.ATHAND(KEYS)) GO TO 2011
         SPK=171
         IF (PROP(BEAR).EQ.0) SPK=41
         IF (SPK.NE.171) GO TO 2011
         PROP(CHAIN)=0
         FIXED(CHAIN)=0
         IF (PROP(BEAR).NE.3) PROP(BEAR)=2
         FIXED(BEAR)=2-PROP(BEAR)

!     CHEST

      ELSEIF (OBJ.EQ.CHEST) THEN
         IF (.NOT.ATHAND(KEYS)) GO TO 2011
         SPK=333

!     ELFIN DOOR.  LOCK/UNLOCK TINY DOOR W/SPECIAL KEY. THE DAMN THING IS REALLY AT FOUR PLACES, AND WE WANT THE RIGHT
!     MESSAGES IF ADVENTURER ONLY HAS 'BIG' KEYS OR NO KEYS.  CAN UNLOCK WHILE BIG OR SMALL.

      ELSEIF (OBJ.EQ.TDOOR.OR.OBJ.EQ.TDOOR2) THEN
         SPK=224
         IF (.NOT.ATHAND(SKEY)) GO TO 2011
         IF (CLOSNG) GO TO 25060
         PROP(TDOOR)=1
         PROP(TDOOR2)=1
         SPK=234+2*PROP(TDOOR)+(TDOOR2-OBJ)
         K=TDOOR+(TDOOR2-OBJ)
         OBJCON(K)=IBCLR(OBJCON(K),LOCKBT)
         OBJCON(K)=IBSET(OBJCON(K),OPENBT)
      ELSE

!        GRATE

         IF (.NOT.ATHAND(KEYS)) GO TO 2011
         IF (CLOSNG) GO TO 25060
         PROP(GRATE)=1
         SPK=36
      ENDIF

      OBJCON(OBJ)=IBCLR(OBJCON(OBJ),LOCKBT)
      OBJCON(OBJ)=IBSET(OBJCON(OBJ),OPENBT)
      GO TO 2011

!     CLOSING.  NO EXIT THIS WAY.

25060 SPK=130
      IF (.NOT.PANIC) CLOCK2=15
      PANIC=.TRUE.
      GO TO 2011

!     HEALTH.  GIVE A DIAGNOSIS.

25100 IF (HEALTH.LT.100) WRITE(*,"(/' You''re health rating is ',I0,' out of a possible 100.')") HEALTH
      IF (PCT(50)) SPK=349
      IF (HEALTH.LT.95) SPK=381 + (100-HEALTH)/20
      GO TO 2011

!     LOOK. PRETEND NOT DARK SO WON'T FALL INTO A PIT WHILE STARING INTO THE GLOOM.

25200 IF (OBJ.NE.0) GO TO 2060
      IF (IOBJ.NE.0) GO TO 25210
      
25201 IF (DETAIL.LT.3) CALL SPEAK(RTEXT(15))
      DETAIL=DETAIL+1
      WASDARK=.FALSE.
      ABB(LOC)=0
      NEWLOC=LOC
      GO TO 2

!     LOOK INTO SOMETHING (A CONTAINER).

25210 IF (VESSEL(IOBJ)) THEN
         IF (.NOT.AJAR(IOBJ).AND.OPAQUE(IOBJ)) GO TO 2011
         SPK=359
         IF (HOLDER(IOBJ).EQ.0) GO TO 2011
         WRITE(*,"(1X)")
         CALL LOOKIN(IOBJ)
         GO TO 2100
      ENDIF

!     LOOK AT SOMETHING.  IF WRITTEN, READ IT.

      IF (PRINTD(IOBJ)) THEN
         OBJ=IOBJ
         IOBJ=0
         GO TO 22700
      ENDIF

      IF (IOBJ.NE.SPHERE) GO TO 25201
      IF (INSIDE(LOC).AND.(.NOT.ATHAND(SAPPHI))) THEN
         CALL SPEAK(RTEXT(400))
         WRITE(*,"(1X)")
         SLOC=PLACE(SAPPHI)
         IF ((MOD(LOCCON(SLOC),2).EQ.0.OR.ENCLSD(SAPPHI)).AND.SLOC.NE.200.AND..NOT.(PLACE(LAMP).EQ.SLOC.AND.PROP(LAMP).NE.0)) THEN
             CALL SPEAK(RTEXT(401))
         ELSE
            CALL SPEAK(LTEXT(SLOC))
            IF (SLOC.EQ.239.AND.FLG239.EQ.0) THEN
               CALL SPEAK(RTEXT(403))
               FLG239=1
            ENDIF
         ENDIF
         WRITE(*,"(1X)")
         CALL SPEAK(RTEXT(402))
      ELSE
         CALL SPEAK(RTEXT(42))
      ENDIF
      GO TO 2100

!     COMBO: TRYING TO OPEN SAFE

25300 IF (.NOT.AT(SAFE)) GO TO 2060
      K=VOCABX(VTXT(VRBX),4)-10
      SPK=42
      IF (COMBO.NE.1-K) THEN
         IF (COMBO.NE.0) SPK=366
         GO TO 2011
      ENDIF

      COMBO=K
      SPK=371
      IF (K.NE.3) GO TO 2011
      COMBO=0
      OBJCON(SAFE)=IBCLR(OBJCON(SAFE),LOCKBT)
      OBJCON(SAFE)=IBSET(OBJCON(SAFE),OPENBT)
      PROP(SAFE)=1
      SPK=365
      IF (PROP(BOOK).GE.0) GO TO 2011
      TALLY=TALLY-1
      PROP(BOOK)=0
      
!     IF REMAINING TREASURES TOO ELUSIVE, ZAP LAMP. THIS COPIES SOME CODE LOCATED AROUND LABEL 2000.  MUST BE DONE
!     HERE SINCE BOOK IS CONTAINED IN SAFE & TALLY STUFF ONLY WORKS FOR THINGS DEPOSITED AT A LOC.

      IF (TALLY.EQ.TALLY2.AND.TALLY.NE.0) LIMIT=MIN0(35,LIMIT)
      GO TO 2011
      
!     DUST/SWEEP

25400 IF (.NOT.ATHAND(BRUSH)) SPK=342
      IF (AT(CARVNG).AND.ATHAND(BRUSH).AND.PROP(CARVNG).NE.1) THEN
         PROP(CARVNG)=1
         CALL SPEAK(RTEXT(363))
         SPK=372
      ENDIF
      GO TO 2011 

!     TERSE/UNTERSE.  SUPRESS ALL LONG-FORM DESCRIPTIONS.

25500 TERSE=.NOT.TERSE
      DETAIL=3
      GO TO 2009
       
!     COMMENT THE FOLLOWING LINE TO DEACTIVATE WIZARD MODE

25600 ISWIZ = .TRUE.

25800 IF (ISWIZ) THEN
         WRITE(*,"('CURRENT LOCATION IS ',I0)") LOC
         WRITE(*,"('LOCATION ? ',$)")
         READ (*,"(I4)",ERR=25800) GATLOC
         IF ((GATLOC.GT.0).AND.(GATLOC.LE.MAXLOC)) THEN
            LOC=GATLOC
            CALL COLOR(LOC)
         ENDIF
      ENDIF
      DETAIL=3
      GO TO 25200    !GO LOOK
            
25900 IF (ISWIZ) THEN
         WRITE(*,"(' DWARVES ARE AT LOCATIONS',5I4,' PIRATE IS AT LOCATION ',I0,/' CLOCKS ARE',3I3, ' TALLY ',I0)") &
                     DLOC,CLOCK1,CLOCK2,CLOCK3,TALLY
      ELSE
         SPK=345
         GO TO 2011
      ENDIF
      GO TO 2009

!     HINTS

!     COME HERE IF ADVENTURE'S BEEN LONG ENOUGH AT REQUIRED LOC(S) FOR SOME UNUSED HINT.

40000 HINTLC(HINT)=0    !RESET LOCATION TIME
      SELECT CASE ((HINT+1-HNTMIN))
         CASE (1)               !MAZE
            IF (ATLOC(LOC).EQ.0.AND.ATLOC(OLDLOC).EQ.0.AND.ATLOC(OLDLC2).EQ.0.AND.BURDEN(0).GT.1) GO TO 40010
         CASE (2)               !DARK
            IF (PROP(EMRALD).NE.-1.AND.PROP(PYRAM).EQ.-1) GO TO 40010
         CASE (3,5,12); GO TO 40010  !WITT'S END, SLIDE, GRATE
         CASE (4)               !SWORD
            IF ( (PROP(SWORD).EQ.1.OR.PROP(SWORD).EQ.5).AND..NOT.TOTING(CROWN)) GO TO 40010
         CASE (6)               !CAVE1
            IF (PROP(GRATE).EQ.0.AND..NOT.ATHAND(KEYS)) GO TO 40010
         CASE (7)               !BIRD
            IF (HERE(BIRD).AND.ATHAND(ROD).AND.OBJ.EQ.BIRD) GO TO 40010
            GO TO 2602
         CASE (8)               !CAVE2
            IF (ABB(159).EQ.0) GO TO 40010
         CASE (9)               !RAINBOW
            IF (.NOT.TOTING(SHOES).OR.ABB(205).EQ.0) GO TO 40010
         CASE (10)              !SNAKE
            IF (.NOT.ATHAND(LYRE).AND.PROP(DOG).NE.1) GO TO 40010
         CASE (11)              !STYX
            IF (HERE(SNAKE).AND..NOT.HERE(BIRD)) GO TO 40010
         CASE DEFAULT
         WRITE(LASTSAVE,"(' TRYING TO PRINT HINT # ',I0,/)") HINT
         CALL BUG(LASTSAVE)
      END SELECT
      GO TO 2602

40010 IF (YES(HINTS(HINT,3),0,54)) THEN
         WRITE(*,"(/' I am prepared to give you a hint, but it will cost you ',I0,' points.')") HINTS(HINT,2)
         HINTED(HINT)=YES(175,HINTS(HINT,4),54)
         IF (HINTED(HINT).AND.LIMIT.GT.30) LIMIT=LIMIT+30*HINTS(HINT,2)
      ENDIF
      GO TO 2602
       
!     CAVE CLOSING AND SCORING

!     CAVE CLOSES "CLOCK1" TURNS AFTER LAST TREASURE IS LOCATED, INCLUDING THE PIRATE'S CHEST, WHICH MAY NEVER SHOW UP. TREASURES
!     NEED NOT BE TAKEN YET, JUST LOCATED.  HENCE CLOCK1 MUST BE LARGE ENOUGH TO GET OUT OF THE CAVE (IT ONLY TICKS WHILE INSIDE THE
!     CAVE). WHEN IT HITS ZERO, BRANCH TO 90000 TO START CLOSING THE CAVE. AFTER CLOCK2 TURNS, CLOSE THE CAVE. IF ADVENTURER TRIES
!     TO GET OUT, ASSUME PANICS AND GIVE A FEW ADDITIONAL TURNS TO GET FRANTIC BEFORE CLOSING. WHEN CLOCK2 HITS ZERO BRANCH TO
!     90000 TO TRANSPORT ADVENTURER INTO THE FINAL PUZZLE, SEPARATING ADVENTURER FROM ALL TREASURES. THE PUZZLE DEPENDS UPON ALL
!     SORTS OF RANDOM THINGS.  FOR INSTANCE, THERE MUST BE NO WATER OR OIL, SINCE THERE ARE BEANSTALKS WE DON'T WANT TO BE ABLE TO
!     WATER AND THE CODE CAN'T HANDLE IT. WE CAN HAVE NO KEYS SINCE THERE IS A GRATE. MOST OF THESE PROBLEMS ARISE FROM THE USE OF
!     NEGATIVE PROP NUMBERS TO SUPPRESS THE OBJECT DESCRIPTIONS UNTIL ADVENTURER ACTUALLY MOVED THEM.

!     WHEN THE FIRST WARNING COMES, LOCK THE GRATE, DESTROY THE BRIDGE, KILL THE DWARVES AND PIRATE, REMOVE TROLL AND BEAR UNLESS
!     DEAD, AND SET "CLOSNG" TO TRUE.  LEAVE THE DRAGON; TOO MUCH TROUBLE TO MOVE IT. FROM NOW UNTIL CLOCK2 RUNS OUT CAN'T UNLOCK
!     GRATE, MOVE TO ANY LOCATION OUTSIDE THE CAVE, OR CREATE THE BRIDGE.  NOT RESURRECTED IF DIES.  SNAKE IS ALREADY GONE, SINCE
!     GOT TO THE TREASURE ACCESSIBLE ONLY VIA THE HALL OF THE MT. KING. ALSO, ADVENTURE'S BEEN IN GIANT ROOM TO GET EGGS, SO WE CAN
!     REFER TO IT.  GOT THE PEARL SO KNOWS BIVALVE IS AN OYSTER AND THE DWARVES ARE ACTIVATED SINCE WE FOUND CHEST.

90000 PROP(GRATE)=0
      PROP(FISSUR)=0
      PROP(TDOOR)=0
      PROP(TDOOR2)=0
      DSEEN=.FALSE.     !SET ALL DWARVES AND PIRATE TO NOT SEEN
      DLOC=0            !SET LOCATIONS OF ALL DWARVES AND PIRATE TO 0
      CALL MOVE(TROLL,0)
      CALL MOVE(TROLL+MAXOBJ,0)
      CALL MOVE(TROLL2,PLAC(TROLL))
      CALL MOVE(TROLL2+MAXOBJ,FIXD(TROLL))
      CALL JUGGLE(CHASM)
      IF (PROP(BEAR).NE.3) CALL DESTROY(BEAR)
      PROP(CHAIN)=0
      FIXED(CHAIN)=0
      PROP(AXE)=0
      FIXED(AXE)=0
      CALL SPEAK(RTEXT(129))
      CLOCK1=-1
      CLOSNG=.TRUE.
      GO TO 19999

!     ONCE ADVENTURER'S PANICKED AND CLOCK2 RUNS OUT, COME HERE TO SET UP STORAGE ROOM. THE ROOM HAS TWO LOCS, HARDWIRED AS 115 (NE)
!     AND 116 (SW).  AT NE END, PLACE EMPTY BOTTLES, A NURSERY OF PLANTS, BED OF OYSTERS, PILE OF LAMPS, RODS, AND STARS, SLEEPING
!     DWARVES, PHONE BOOTH AND AT THE SW END WE PLACE GRATE OVER TREASURES, SNAKE PIT, COVEY OF CAGED BIRDS, PILLOWS.  A MIRROR 
!     STRETCHES ACROSS ONE WALL. MANY OF THE OBJECTS COME FROM KNOWN LOCATIONS AND/OR STATES (E.G. SNAKE IS KNOWN TO BE DESTROYED
!     AND NEEDN'T BE CARRIED AWAY FROM ITS OLD "PLACE"), MAKING THE VARIOUS OBJECTS BE HANDLED DIFFERENTLY. DROP ALL OTHER OBJECTS
!     THAT MIGHT BE CARRIED LEST THERE SOME WHICH COULD CAUSE TROUBLE, SUCH AS THE AS THE KEYS. DESCRIBE THE FLASH OF LIGHT AND
!     TRUNDLE BACK. THE PHONE MAKES IT IMPOSSIBLE FOR ADVENTURER TO DINK AROUND THE REPOSITORY TOO LONG. WHEN CLOCK3 TICKS TO ZERO, 
!     PHONE STARTS RINGING;  WHEN IT HITS -7, DWARVES WAKE UP. IF ADVENTURER FIDDLES WITH THE PHONE, GETS ZONKED IN OTHER WAYS.

91000 PROP(BOTTLE)=PUT(BOTTLE,115,1)
      PROP(PLANT)=PUT(PLANT,115,0)
      PROP(OYSTER)=PUT(OYSTER,115,0)
      PROP(LAMP)=PUT(LAMP,115,0)
      PROP(ROD)=PUT(ROD,115,0)
      PROP(DWARF)=PUT(DWARF,115,0)
      LOC=115
      OLDLOC=115
      NEWLOC=115

!     LEAVE THE GRATE WITH NORMAL (NON-NEGATIVE PROPERTY).

      FOO=PUT(GRATE,116,0)
      PROP(SNAKE)=PUT(SNAKE,116,1)
      PROP(BIRD)=PUT(BIRD,116,1)
      PROP(CAGE)=PUT(CAGE,116,0)
      PROP(ROD2)=PUT(ROD2,116,0)
      PROP(PILLOW)=PUT(PILLOW,116,0)

      PROP(BOOTH)=PUT(BOOTH,116,-4)
      FIXED(BOOTH)=115
      PROP(PHONE)=PUT(PHONE,212,-4)

      PROP(MIRROR)=PUT(MIRROR,115,0)
      PROP(BOOK2)=PUT(BOOK2,115,0)
      FIXED(MIRROR)=116

      DO I=1,MAXOBJ
         IF (TOTING(I).AND.ENCLSD(I)) CALL REMOVE(I)
         IF (TOTING(I)) CALL DESTROY(I)
      END DO

      CALL SPEAK(RTEXT(132))
      CALL WAIT(10.)
      CALL POOF(0)
      CLOSED=.TRUE.
      GO TO 2

!     DISTURBED THE DWARVES.

93000 CALL SPEAK(RTEXT(136))
      GO TO 95000

!     HIT THE PHONE.  JINGLE, JANGLE, CRASH!

93100 CALL SPEAK(RTEXT(282))
      GO TO 93000

!     WHOOPS.  DOWN THE CHUTE.

93200 CALL SPEAK(RTEXT(283))
      GO TO 95000

!     DWARVES CAN'T SLEEP THRU ALL THIS RINGING!

93300 CALL SPEAK(RTEXT(254))
      GO TO 95000
       
!     IF THE CURRENT LOC IS ZERO, ADVENTURER WAS KILLED, WHICH IS ALLOWED MAXDIE TIMES.  MAXDIE IS AUTOMATICALLY SET BASED ON NUMBER
!     OF SNIDE MESSAGES AVAILABLE.  EACH DEATH RESULTS IN A MESSAGE (81, 83, ETC.) OFFERING REINCARNATION; IF ACCEPTED, THIS RESULTS
!     IN MESSAGE 82, 84, ETC. WHEN REINCARNATED, ALL OBJECTS BEING CARRIED GET DROPPED AT OLDLC2 (PRESUMABLY THE LAST PLACE PRIOR TO
!     BEING KILLED) WITHOUT CHANGE OF PROPS. THE LAMP IS TURNED OFF AND LEFT OUTSIDE THE BUILDING IF IT WAS CARRIED. ADVENTURER LEFT
!     INSIDE THE BUILDING; OLDLOC ZAPPED SO ADVENTURER CAN'T JUST "RETREAT".

94000 CALL SPEAK(RTEXT(23))
      OLDLC2=LOC

!     DIED

94100 IF (.NOT.CLOSNG) THEN
         YEA=YES(81+NUMDIE*2,82+NUMDIE*2,54)
         NUMDIE=NUMDIE+1
         IF (NUMDIE.EQ.MAXDIE.OR..NOT.YEA) GO TO 95000
         IF (CHASE.NE.0) THEN

   !        CHASED BY WUMPUS, & DIED ANOTHER WAY. PUT WUMPUS BACK TO SLEEP IN CASE ADVENTURER STILL HASN'T GOT THE CLOAK.

            CHASE=0
            PROP(WUMPUS)=0
            CALL MOVE(WUMPUS,174)
         ENDIF
         IF (TOTING(LAMP)) PROP(LAMP)=0
         DO J=1,MAXOBJ
            IF (HOLDNG(J)) THEN
               LOC=OLDLC2
               IF (J.EQ.LAMP) LOC=1
               CALL DROP(J,LOC)
               IF (WEARNG(J)) THEN
                  PROP(J)=0
                  OBJCON(J)=IBCLR(OBJCON(J),WEARBT)
               ENDIF
            ENDIF
         END DO
         LOC=3
         OLDLOC=LOC
         WDX=0
         WORDS(1)=0
         CALL CLRLIN
         HEALTH=100
         GO TO 2000
      ENDIF

!     DIED DURING CLOSING TIME.  NO RESURRECTION.  TALLY UP A DEATH AND EXIT.

      CALL SPEAK(RTEXT(131))
      NUMDIE=NUMDIE+1
       
!     IT'S OVER.  TALLY SCORE.

95000 CALL RATING(SCORE,BONUS,GAVEUP,SCORNG,CLOSNG,CLOSED,HNTMAX)

      WRITE(*,"(///' You scored ',I0,' out of a possible ',I0,', using ',I0,' turns.')") SCORE,MXSCOR,TURNS
      
      IF (SCORE.LT.MXSCOR) THEN
         DO I=1,CLSSES
            IF (CVAL(I).GE.SCORE) THEN
               CALL SPEAK(CTEXT(I))
               IF (I.EQ.CLSSES-1) THEN
                  WRITE(*,"(/' To achieve the next higher rating would be a neat trick!'//' CONGRATULATIONS!!'/)")
               ELSE
                  K=CVAL(I)+1-SCORE
                  KK2C='s.'
                  IF (K.EQ.1)KK2C='. '
                  WRITE(*,"(/' To achieve the next higher rating, you need ',I0,' more point',A2,'..'/)") K,KK2C
               ENDIF
               EXIT
            ENDIF
         END DO
      ENDIF
      CALL WAIT(25.)
      CALL POOF(0)
      END