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; ====================================
; Outside Mysterious ( Ned ' s ) Cottage
; ====================================
; + look
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ned_cottage_look_message :
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. byte " There's a run-of-the-mill " , 13
. byte " non-burninated " , 13
. byte " thatched-roof cottage " , 13
. byte " here. Its stonework looks " , 13
. byte " a little shoddy. " , 0
; + look cottage
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ned_cottage_look_cottage_message :
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. byte " A run-of-the-mill, " , 13
. byte " non-burninated " , 13
. byte " thatched-roof cottage " , 13
. byte " here. Its stonework looks a " , 13
. byte " little shoddy. " , 0
; + open door
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ned_cottage_open_door_message :
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. byte " How? There's no knob. " , 0
; + open door ( after baby opens )
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. byte " It's already open. Since " , 13
. byte " this is an adventure game " , 13
. byte " we're gonna proffer you " , 13
. byte " adventure yourself on in " , 13
. byte " there. " , 0
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; + pull door
; + push door
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ned_cottage_push_door_message :
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. byte " It doesn't budge, man. " , 0
; + knock
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ned_cottage_knock_door_message :
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. byte " You could knock until your " , 13
. byte " knuckles bleed. Nobody's " , 13
. byte " home. " , 0
; + knock until knuckles bleed
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ned_cottage_knock_door_bleed_message :
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. byte " You knock for about 4 hours " , 13
. byte " until your knuckles are raw " , 13
. byte " and bloody. That was fun! " , 0
; + knock until knuckles bleed ( again )
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ned_cottage_knock_door_bleed_message2 :
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. byte " You done that already. A " , 13
. byte " great time was had by all. " , 0
; + break door
; + kick door
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; + punch door
ned_cottage_break_door_message :
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. byte " Violence is not the answer. " , 0
; + look fence
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ned_cottage_look_fence_message :
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. byte " A standard peasant fence. " , 13
. byte " Trogdor makes milk's meat " , 13
. byte " outta these things. " , 0
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; + climb / jump fence
ned_cottage_climb_fence_message :
. byte " No, you have business to " , 13
. byte " attend to here in " , 13
. byte " Peasantry. " , 0
; + look hole ( before deploying baby ) ( even if rock not moved yet )
ned_cottage_look_hole_message :
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. byte " You peer into the tiny " , 13
. byte " opening. The cottage " , 13
. byte " appears to be empty. " , 0
; + look hole ( after deploying baby )
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. byte " There is no baby here, but " , 13
. byte " there's an open door on the " , 13
. byte " other side of the room. If " , 13
. byte " you could only get to it " , 13
. byte " somehow! " , 0
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; + look rock ( before removing it )
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ned_cottage_look_rock_message :
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. byte " There appears to be a loose " , 13
. byte " stone towards the back of " , 13
. byte " the cottage. " , 0
; + look rock ( after removing it )
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. byte " Some jerk removed a loose " , 13
. byte " stone from the back of the " , 13
. byte " cottage. " , 0
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; + get rock + 2 POINTS
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; + move rock
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ned_cottage_get_rock_message :
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. byte " You slide the stone over to " , 13
. byte " reveal a little hole. If " , 13
. byte " only you could cut off your " , 13
. byte " arms, legs, and head you " , 13
. byte " might be able to squeeze " , 13
. byte " through! " , 0
; + get rock ( after moving it )
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ned_cottage_get_rock_already_message :
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. byte " You've already moved the " , 13
. byte " stone out of the way to " , 13
. byte " reveal a less-than " , 13
. byte " peasant-sized hole. " , 0
; cut off arms , legs , and head ( possibly just " cut off arms " )
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ned_cottage_cut_arms_message :
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. byte " Very funny. You have " , 13
. byte " trouble cutting out " , 13
. byte " coupons in the weekly " , 13
. byte " 'Peasant Penny-Pincher' " , 13
. byte " circular. I'd like to see " , 13
. byte " you try. " , 0
; + try ( Warning : You die . )
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ned_cottage_try_message :
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. byte " Okay, fine. You try to cut " , 13
. byte " off your hard-earned " , 13
. byte " extremities. It doesn't " , 13
. byte " work. You dead. Thanks for " , 13
. byte " nothing. " , 0
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; + 5 POINTS
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; + put baby into the hole
. byte " Deploying Q-Baby... " , 0
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. byte " Way to go, baby! It got the " , 13
. byte " cottage door opened and " , 13
. byte " headed off to a new life. " , 13
. byte " He becomes Valedictorian " , 13
. byte " of his graduating class, " , 13
. byte " goes to Scalding Lake " , 13
. byte " State, gets a degree in " , 13
. byte " Advanced Peasantry and " , 13
. byte " lands a job at Thatch-Pro: " , 13
. byte " building better cottages " , 13
. byte " for a better tomorrow. " , 0
. byte " You grow apart and the " , 13
. byte " letters from him become " , 13
. byte " fewer and fewer. He " , 13
. byte " develops a severe mead " , 13
. byte " problem and blames you for " , 13
. byte " never being there. " , 0
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; + deploy / drop / use baby ( before baby )
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ned_cottage_baby_before_message :
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. byte " Swell idea, but is you " , 13
. byte " ain't my baby? I.e. you " , 13
. byte " ain't got one? " , 0
; + deploy / drop / use baby ( before moving stone )
. byte " Use the baby where? You haven't anywhere inconsiderate to stuff 'm. " , 0
; + deploy / drop / use baby ( after baby left )
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. byte " Li'l P.B. has moved on, and " , 13
. byte " the door seems to be " , 13
. byte " open... I can't see why " , 13
. byte " we'd go through this all " , 13
. byte " over again. " , 0
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; + close door ( before baby opens )
. byte " Already done. That was " , 13
. byte " easy! " , 0
; + close door ( after baby opens )
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. byte " You can't. That baby really " , 13
. byte " wrenched it open good. " , 0
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; =================
; Wavy Tree ( Ned )
; =================
; Ned pops out randomly
; he stays out unless you talk to him ?
; + look
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ned_tree_look_at_message :
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. byte " Nothing special here " , 13
. byte " except for that weird wavy " , 13
. byte " tree. " , 0
; + look dude
; + look guy
; + look man
; + look ned ( when Naked Ned is peeking out )
. byte " A fairly naked man is " , 13
. byte " peering out from behind " , 13
. byte " that tree. " , 0
; + look tree
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ned_tree_look_at_tree_message :
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. byte " It's weird and wavy. " , 0
; + climb tree
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ned_tree_climb_tree_message :
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. byte " You don't climb wavy trees. " , 0
; + talk ( with Naked Ned visible ) ( he disappears until you re - enter )
. byte " You startled him and he " , 13
. byte " disappears! " , 0
; + talk ned
; + talk Naked Ned ( with Naked Ned visible )
. byte " 'Never speak of this " , 13
. byte " meeting!' says the nudie " , 13
. byte " and he disapperars. " , 0
; + talk tree
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ned_tree_talk_tree_message :
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. byte " Trees can't talk but a " , 13
. byte " breeze picks up and you " , 13
. byte " swear the leaves whisper " , 13
. byte " the words 'Naked Ned.' " , 13
. byte " Weird. " , 0
; ===============================================
; Kerrek Tracks 1 / 2 ( top or bottom footprints ? )
; ===============================================
. include " kerrek.inc "
; ===========================
; Outside Baby Lady Cottage
; ===========================
; + look
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lady_cottage_look_at_message :
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. byte " There's a ranch-style " , 13
. byte " thatched roof cottage " , 13
. byte " here. There are also what " , 13
. byte " appear to be four crunch " , 13
. byte " berry bushes but you can't " , 13
. byte " be sure. " , 0
; + look cottage
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lady_cottage_look_at_cottage_message :
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. byte " You had a cottage once. A " , 13
. byte " lot like this one. *sniff* " , 13
. byte " Trogdor will pay! " , 0
; + look door
; ( This response repeats whatever your command was back at you . When typing commands , you can put anything you want between the command and the object and it will still work , so here , if you type " look at door " or " look at the ugly brown door " or " lookasdfasdfdoor " , it will put that in between the quotes . )
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lady_cottage_look_at_door_message :
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. byte " Listen to you, " , 34 , " look door " , 34 , 13
. byte " What kinda gaming is that? " , 13
. byte " It's a door and it's closed. " , 0
; + look berries
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lady_cottage_look_at_berries_message :
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. byte " Crunch berries maybe. " , 13
; + look bushes
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lady_cottage_look_at_bushes_message :
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. byte " You suspect they might be " , 13
. byte " crunch berry bushes. " , 0
; walks to nearest ?
; + get berries ( first bush ) [ walks to lower left ]
. byte " You reach into the bush to " , 13
. byte " snag some berries but " , 13
. byte " they all just squish in " , 13
. byte " your hand. " , 0
; + get berries ( second bush ) [ left ]
. byte " Man, nothing in this bush " , 13
. byte " but squished berries " , 13
. byte " either. " , 0
; + get berries ( third bush )
. byte " Too bad you don't want any " , 13
. byte " squished berries, cuz hey: " , 13
. byte " jackpot! " , 0
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; + 2 POINTS
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; + get berries ( fourth bush )
. byte " You reach into the bush to " , 13
. byte " snag you some berries but " , 13
. byte " instead find a Super " , 13
. byte " Trinket! These things are " , 13
. byte " awesome! You have a " , 13
. byte " sneaking suspicion that " , 13
. byte " SOMEONE in this game will " , 13
. byte " need this thing. " , 0
; + get berries ( same twice )
; + search bush ( same twice )
. byte " You already searched that " , 13
. byte " bush. It was okay. Nothing " , 13
. byte " to write home about... oh, " , 13
. byte " wait... you don't have a " , 13
. byte " home. My b. " , 0
; + search bush ( already found trinket )
; + get berries ( already found trinket )
. byte " You've searched your fill " , 13
. byte " of berry bushes for this " , 13
. byte " game. If you want to search " , 13
. byte " more press CTRL-RESET to " , 13
. byte " reboot the computer. " , 0
; . byte " more press 'reload' on the browser
; + knock ( walks to door )
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lady_cottage_knock_door_message :
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. byte 34 , " It's open, " , 34 , " says a female " , 13
. byte " voice from inside. Um, it's " , 13
. byte " NOT open, but you get her " , 13
. byte " drift. " , 0
; + knock ( after she leaves )
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lady_cottage_knock_door_gone_message :
. byte " No one answers. That crazy " , 13
. byte " lady took off. How ever " , 13
. byte " will you get past this " , 13
. byte " closed door now? " , 0
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; + open door
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lady_cottage_open_door_message :
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. byte " You open er up and head on " , 13
. byte " in. " , 0
; ============================
; Burninated Trees / Lantern
; ============================
; + look
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crooked_look_day_message :
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. byte " A signal lantern of some " , 13
. byte " kind hangs from a " , 13
. byte " burninated tree. " , 0
; + look ( night )
. byte " A burning signal lantern hangs from a severely burninated tree. " , 0
; + look lantern ( unlit )
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crooked_look_lantern_message :
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. byte " It's unlit at the moment. " , 13
. byte " That fancy pants royal " , 13
. byte " knight probably lights it " , 13
. byte " on nights when Troggie's on " , 13
. byte " the prowl. " , 0
; + look lantern ( lit )
. byte " It's lit! Musta been a Trogdor sighting tonight. " , 0
; + look stump
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crooked_look_stump_message :
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. byte " NOT a good place to sit. " , 0
; + look tree
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crooked_look_tree_message :
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. byte " Severely burninated. They " , 13
. byte " could probably use some " , 13
. byte " salve. " , 0
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; + 10 POINTS
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; + ( walking under candle in burninated trees )
. byte " Whoa! The horse grease on your robe caught fire! You're a for-real peasant now. " , 0
; + ( exiting on fire )
. byte " Man, screens sure get light fast around here. " , 0
; + light lantern ( before lit )
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crooked_tree_light_lantern_message :
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. byte " With what? Your red-hot " , 13
. byte " intellect? " , 0
; + light lantern ( already lit )
. byte " Already lit, moron. " , 0
; + get fire ( at night , before grease )
. byte " You're just not flammable enough. " , 0
; + get fire ( at night , after grease )
. byte " You don't need to get IT. Just let IT get YOU. " , 0
; + get fire ( at night , after getting on fire )
. byte " You're already on fire! What? You want to be MORE on fire? " , 0
; + get lantern
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crooked_tree_get_lantern_message :
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. byte " Better not. There's an " , 13
. byte " engraved plaque on it that " , 13
. byte " says, " , 34 , " Do Not Remove Under " , 13
. byte " Penalty Of 'You Die'. " , 34 , 0
; + get plague
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crooked_tree_get_plague_message :
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. byte " Wrong game, Mispeller " , 13
. byte " Jones. Try the little " , 13
. byte " button to the left of the " , 13
. byte " 'W'. " , 0
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; + get plaque
crooked_tree_get_plaque_message :
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. byte " You have enough of that on " , 13
. byte " your browning, rotten " , 13
. byte " peasant teeth already. " , 0