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small.db
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#0
Limbo
You are in a dense mist that seems to go on forever. If you drop an object here, or set its home to be here, you probably won't be able to find it again. For some strange reason, you can sense which way is north here.
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-1
21
-1
-1
is briefly visible through the mist.
1
-35
112
#1
Wizard
You see a shabby old Wizard who appears to be asleep.
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188
250
201
188
stole a penny from the Wizard.
1
8
27
potrzebie
#2
Beaker
You see a trusty lab assistant with a worried expression on his face.
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-1
12
25
25
says "mi-mi mi-mi-mi-mi-mi mi-mi-mi-mi-mi-mi!"
Beaker says "mi-mi mi-mi-mi-mi-mi mi-mi-mi-mi-mi-mi!"
hits beakers with the club!
2
184
3
potrzebie
#3
The Temple of Arkteks-t'leep
You are at the top of a very deep fiery pit, into which robed, chanting priests throw offerings. A wide stone staircase descends toward the town square to the south. A small doorway opens north into the temple. You sense that it might be profitable to make a small sacrifice yourself.
-1
-1
268
-1
-1
1
0
128
#4
north; n
You catch a faint glimpse of light through the mist.
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-1
-1
-1
-1
brushes by you, heading north.
1
0
2
#5
The Town Square
You are in the town square. All around you, peasants haggle over their wares as unwashed urchins scramble through the legs of tables topped with smelly produce. There are exits in all directions.
-1
26
11
-1
-1
1
-4
0
#6
north; n
You see a wide stone staircase, covered with congealed blood. At the top is the glittering gold dome of the Temple of Arkteks-t'leep.
3
-1
-1
-1
-1
goes north.
1
0
2
#7
south;s;exit;out;back;leave;stair;stairs
You see a wide stone staircase, covered with the congealed blood of the sacrifices. At its base is the town square.
5
-1
-1
-1
-1
You go down the stairs.
goes down the stairs.
1
0
2
#8
sw;buds
You see Bud's Cafe, an ostentatious eatery.
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-1
-1
6
-1
203
0
2
#9
southeast; se
You see a caravan readying for a journey across the hot sands to the southeast of town.
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-1
-1
8
-1
trudges off towards the desert to the southeast.
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0
2
#10
up; u
<four-acre plots still available in heaven>
0
-1
-1
9
-1
1
0
2
#11
sideways
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-1
-1
10
-1
You slip into the Fourth Dimension!
slips into the Fourth Dimension!
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0
2
#12
The Wizard's Secret Laboratory
You are in the Wizard's private laboratory. To your left is a full-length mirror. To your other left is a closet door. There is something very odd about this place...
-1
2
254
-1
-1
1
-1
0
#13
northeast; ne
0
-1
-1
4
-1
1
0
2
#14
northwest; nw
0
-1
-1
13
-1
1
0
2
#15
east; e
0
-1
-1
14
-1
1
0
2
#16
southeast; se
0
-1
-1
15
-1
1
0
2
#17
south; s
0
-1
-1
16
-1
1
0
2
#18
southwest; sw
0
-1
-1
17
-1
1
0
2
#19
west; w
0
-1
-1
18
-1
1
0
2
#20
up; u
0
-1
-1
19
-1
1
0
2
#21
down; d
0
-1
-1
20
-1
1
0
2
#22
mirror;out
You see an ugly adventurer.
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-1
-1
-1
188
You bump your nose on the magic mirror. The magic mirror reflects on the foolishness of mortals.
You walk through the magic mirror.
bumps into the mirror.
walks through the magic mirror!
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0
2
#23
closet
You see a closet door, labelled "EMPLOYEES ONLY."
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-1
-1
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2
The door is stuck.
You go into the closet. Hey! There's no floor in here!
tugs uselessly at the closet door.
walks into the closet.
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0
2
#24
a strange piece of alchemical equipment
You see a strange piece of alchemical equipment, made up of dozens of twisty little passages, all alike. It stands evenly on five chicken legs, each perpendicular to the other three.
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-1
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-1
1
When you try to pick it up, it runs away, laughing hysterically.
tries to pick up the strange piece of alchemical equipment, but it runs away, laughing hysterically, in three different directions.
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1
1
#25
a big club
You see a large club. On its side is a label reading: "Employee Wage Negotiation Trans-Frobulator"
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-1
12
200
2
1
1
265
#26
white lamb
You see an unblemished white lamb, bleating plaintively.
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-1
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-1
-1
The lamb bleats forlornly as you sling it over your shoulder.
picks up the white lamb. The lamb bleats forlornly.
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1
#27
north;n;enter;in;door;doorway
You see a small doorway. On the door is a sign reading "The Cartesian Library of Arkteks-t'leep"
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-1
goes north.
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0
2
#28
Library lobby
You are in the lobby of the library. You see three doors, labeled "1. Reference", "2. Circulating", and "3. Wizardry", plus an exit to the south.
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-1
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1
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0
#29
south;s;exit;out;leave;temple;back
3
-1
-1
-1
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goes south.
1
0
2
#30
Reference Room
You see endless miles of musty books, and doors labeled "Lobby", "1. Oxford English Dictionary of Commands", "2. Encyclopedias", and "3. Archives".
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-1
-1
1
0
0
#31
reference; 1
30
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enters the Reference Library.
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#32
Circulating Room
You see endless miles of musty books, and a door labeled "Lobby". A sign says "Contributions gratefully accepted."
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-1
-1
1
0
32
#33
circulating; 2
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enters the Circulating Collection.
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0
2
#34
Wizard's Room
You see a few, choice tomes enscribed with weighty runes, a door labeled "Lobby", and a full-length mirror.
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-1
1
Thunderclouds gather over your head. Blazing letters swim before your eyes, saying "Mortal, get thee hence!"
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0
0
#35
3;wizardry;wizard;wizard's;wizard's room
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-1
-1
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-1
We're very sorry, but there are some things that mere mortals were not meant to know.
enters the Wizard's Room.
1
0
2
#36
lobby;out;exit;back;leave
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-1
-1
-1
-1
goes back to the lobby.
1
0
2
#37
lobby; out; exit; back; leave
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-1
-1
-1
-1
goes back to the lobby.
1
0
2
#38
out;lobby;leave;exit;back
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-1
-1
-1
-1
goes back to the lobby.
1
0
2
#39
mirror
You see an ugly adventurer.
12
-1
-1
38
188
You bump your nose on the magic mirror. The magic mirror reflects on the foolishness of mortals.
You walk through the magic mirror.
bumps into the mirror.
walks through the magic mirror!
1
0
2
#40
Oxford English Dictionary of Commands, Index
Commands described in the main volumes are drop, get, give, go, gripe, help, inventory, look, move, password, rob, and say. Other commands are described in the supplements.
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-1
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-1
1
A little old lady comes out from behind the Reference desk and twists your ear until you drop the book.
1
1
1
#41
Oxford English Dictionary of Commands, "@Create"
Syntax: @create <name> [= <cost>]. Create a thing with the specified name. Creation costs either <cost> pennies or 10 pennies, whichever is greater. The value of a thing is proportional to its cost.
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-1
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1
A little old lady comes out from behind the Reference Desk and beats you with her cane until you drop the book.
1
1
1
#42
Oxford English Dictionary of Commands, "@Describe"
@Syntax: describe <what>=<description>. <what> can be a room, thing, player, or direction. Set the description a player sees when they use the command "look <what>"
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-1
106
44
1
An indescribable force binds that volume to the floor.
1
1
1
#43
Oxford English Dictionary of Commands, "@Dig"
Syntax: @dig <name>. Create a new room with the specified name, and print the room's number.
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-1
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1
That volume is securely dug in to the floor.
1
1
1
#44
Oxford English Dictionary of Commands, "@Fail"
Syntax: @fail <object> [= <message>]. Without a message argument, clear the fail message on object, otherwise set it. The fail message is printed when a player unsuccessfully attempts to use the object.
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106
62
1
You fail to pick that volume up.
1
1
1
#45
Oxford English Dictionary of Commands, "Drop"
Syntax: drop <object>. Drop the specified object.
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-1
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1
A little old lady comes out from behind the Reference Desk and scolds you until you drop the book.
1
1
1
#46
Oxford English Dictionary of Commands, "Get"
Syntax: get <object>. Get the specified object.
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1
A little old lady comes out from behind the Reference Desk and kicks you in the shins until you release the book.
1
1
1
#47
Oxford English Dictionary of Commands, "Give"
Syntax: give <player>=<amount>. Give <player> the specified number of pennies.
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1
That volume is firmly bolted to the floor.
1
1
1
#48
Oxford English Dictionary of Commands, "Go"
Syntax: go <direction>, go home. Go in the specified direction. Go home is a special command that returns you to your starting location. If the direction is fully specified, the verb go may be omitted.
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1
That volume is too heavy to go anywhere.
1
1
1
#49
Oxford English Dictionary of Commands, "Gripe"
Syntax: gripe <message>. Send <message> to the system maintainer.
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50
1
A little old lady comes out from behind the Reference Desk and sticks you with her hairpin.
1
1
1
#50
Oxford English Dictionary of Commands, "Help"
Syntax: help. Prints a short help message.
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-1
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52
1
You can't help letting that volume slip through your fingers.
1
1
1
#51
Oxford English Dictionary of Commands, "@Link"
Syntax: @link <direction>=<room number>. Link exit specified by <direction> to room specified by <room number>. Exit must be unlinked, and you must own the target room if its LINK_OK attribute is not set.
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1
That volume is attached to the floor with a chain of thick steel links.
1
1
1
#52
Oxford English Dictionary of Commands, "Inventory"
Syntax: inventory. List what you are carrying.
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1
A little old lady comes out from behind the Reference Desk and drives her spiked heel through your foot.
1
1
1
#53
Oxford English Dictionary of Commands, "@Lock"
Syntax: @lock <object>=<key>, @lock <object>=!<key>. Set a key for an object. First form requires that a player have <key> to use <object>; second form requires that a player not have <key>. If <key> starts with *, lock to named player.
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-1
106
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1
That volume is locked to the floor.
1
1
1
#54
Oxford English Dictionary of Commands, "Move"
Syntax: move <direction>, move home. See "Go"
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59
1
A little old lady comes out from behind the Reference Desk and sprays tear gas into your face.
1
1
1
#55
Oxford English Dictionary of Commands, "@Name"
Syntax: @name <object> = <name>, @name <player> = <name> <password>. Change the name of the specified object. Can also be used to specify a new direction list for an exit (cf. open). For a player, requires player's password.
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1
A little old lady comes out from behind the Reference Desk and hits you with her lead-lined purse.
1
1
1
#56
Oxford English Dictionary of Commands, "Look"
Syntax: look <what>. <what> can be a room, thing, player, or direction. Prints a description of <what>.
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1
It looks like you won't be able to pick up that volume.
1
1
1
#57
Oxford English Dictionary of Commands, "@Open"
Syntax: @open <direction>[;<other-dir>]*. Create an unlinked exit in the specified direction(s). Once created, you (or any other player) may use the "@link" command to specify the room to which the exit leads. See also "@name".
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106
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1
You can't open the lock that secures that volume to the floor.
1
1
1
#58
Oxford English Dictionary of Commands, "@Osuccess"
Syntax: @osuccess <object> [= <message>]. Without a message argument, clear the osuccess message on object, otherwise set it. The osuccess message, prefixed by the player's name, is shown to others when the player successfully uses <object>.
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1
A little old lady comes out from behind the Reference Desk and beats your knuckles with a ruler.
1
1
1
#59
Oxford English Dictionary of Commands, "@Password"
Syntax: @password <old>=<new>. Set a new password; you must specify your old password to verify your identity.
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1
You don't know the password needed to get this book.
1
1
1
#60
Oxford English Dictionary of Commands, "Rob"
Syntax: rob <player>. Attempt to steal a penny from <player>.
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61
1
You can't steal this book!
1
1
1
#61
Oxford English Dictionary of Commands, "Say"
Syntax: say <message>. Say <message>.
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-1
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40
1
A little old lady comes out from behind the Reference Desk and shouts for the Library Police.
1
1
1
#62
Oxford English Dictionary of Commands, "@Success"
Syntax: @success <object> = <message>. Set the success message for <object>. The success message is printed when a player successfully uses <object>.
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-1
106
43
1