Feature: Colossal Cave Adventure Map routes, narrative blocks, items, system strings, vocabulary synonyms, and engine actions. Scenario: Verifying short narrative string descriptions for room node LOC_NOWHERE Given the player is currently at the location "LOC_NOWHERE" Then the screen should display the short room narrative: """ maptag: 'Nowhere' """ Scenario: Verifying long narrative string descriptions for room node LOC_START Given the player is currently at the location "LOC_START" Then the screen should display the long room narrative: """ You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully. """ Scenario: Verifying short narrative string descriptions for room node LOC_START Given the player is currently at the location "LOC_START" Then the screen should display the short room narrative: """ 'You're in front of building.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_HILL Given the player is currently at the location "LOC_HILL" Then the screen should display the long room narrative: """ You have walked up a hill, still in the forest. The road slopes back down the other side of the hill. There is a building in the distance. """ Scenario: Verifying short narrative string descriptions for room node LOC_HILL Given the player is currently at the location "LOC_HILL" Then the screen should display the short room narrative: """ 'You're at hill in road.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_BUILDING Given the player is currently at the location "LOC_BUILDING" Then the screen should display the long room narrative: """ You are inside a building, a well house for a large spring. """ Scenario: Verifying short narrative string descriptions for room node LOC_BUILDING Given the player is currently at the location "LOC_BUILDING" Then the screen should display the short room narrative: """ 'You're inside building.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_VALLEY Given the player is currently at the location "LOC_VALLEY" Then the screen should display the long room narrative: """ You are in a valley in the forest beside a stream tumbling along a rocky bed. """ Scenario: Verifying short narrative string descriptions for room node LOC_VALLEY Given the player is currently at the location "LOC_VALLEY" Then the screen should display the short room narrative: """ 'You're in valley.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_ROADEND Given the player is currently at the location "LOC_ROADEND" Then the screen should display the long room narrative: """ The road, which approaches from the east, ends here amid the trees. """ Scenario: Verifying short narrative string descriptions for room node LOC_ROADEND Given the player is currently at the location "LOC_ROADEND" Then the screen should display the short room narrative: """ 'You're at end of road.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_CLIFF Given the player is currently at the location "LOC_CLIFF" Then the screen should display the long room narrative: """ The forest thins out here to reveal a steep cliff. There is no way down, but a small ledge can be seen to the west across the chasm. """ Scenario: Verifying short narrative string descriptions for room node LOC_CLIFF Given the player is currently at the location "LOC_CLIFF" Then the screen should display the short room narrative: """ 'You're at cliff.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_SLIT Given the player is currently at the location "LOC_SLIT" Then the screen should display the long room narrative: """ At your feet all the water of the stream splashes into a 2-inch slit in the rock. Downstream the streambed is bare rock. """ Scenario: Verifying short narrative string descriptions for room node LOC_SLIT Given the player is currently at the location "LOC_SLIT" Then the screen should display the short room narrative: """ 'You're at slit in streambed.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_GRATE Given the player is currently at the location "LOC_GRATE" Then the screen should display the long room narrative: """ You are in a 20-foot depression floored with bare dirt. Set into the dirt is a strong steel grate mounted in concrete. A dry streambed leads into the depression. """ Scenario: Verifying short narrative string descriptions for room node LOC_GRATE Given the player is currently at the location "LOC_GRATE" Then the screen should display the short room narrative: """ 'You're outside grate.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_BELOWGRATE Given the player is currently at the location "LOC_BELOWGRATE" Then the screen should display the long room narrative: """ You are in a small chamber beneath a 3x3 steel grate to the surface. A low crawl over cobbles leads inward to the west. """ Scenario: Verifying short narrative string descriptions for room node LOC_BELOWGRATE Given the player is currently at the location "LOC_BELOWGRATE" Then the screen should display the short room narrative: """ 'You're below the grate.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_COBBLE Given the player is currently at the location "LOC_COBBLE" Then the screen should display the long room narrative: """ You are crawling over cobbles in a low passage. There is a dim light at the east end of the passage. """ Scenario: Verifying short narrative string descriptions for room node LOC_COBBLE Given the player is currently at the location "LOC_COBBLE" Then the screen should display the short room narrative: """ 'You're in cobble crawl.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_DEBRIS Given the player is currently at the location "LOC_DEBRIS" Then the screen should display the long room narrative: """ You are in a debris room filled with stuff washed in from the surface. A low wide passage with cobbles becomes plugged with mud and debris here, but an awkward canyon leads upward and west. In the mud someone has scrawled, "MAGIC WORD XYZZY". """ Scenario: Verifying short narrative string descriptions for room node LOC_DEBRIS Given the player is currently at the location "LOC_DEBRIS" Then the screen should display the short room narrative: """ 'You're in debris room.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_AWKWARD Given the player is currently at the location "LOC_AWKWARD" Then the screen should display the long room narrative: """ You are in an awkward sloping east/west canyon. """ Scenario: Verifying short narrative string descriptions for room node LOC_AWKWARD Given the player is currently at the location "LOC_AWKWARD" Then the screen should display the short room narrative: """ maptag: 'Awkward canyon.' """ Scenario: Verifying long narrative string descriptions for room node LOC_BIRDCHAMBER Given the player is currently at the location "LOC_BIRDCHAMBER" Then the screen should display the long room narrative: """ You are in a splendid chamber thirty feet high. The walls are frozen rivers of orange stone. An awkward canyon and a good passage exit from east and west sides of the chamber. """ Scenario: Verifying short narrative string descriptions for room node LOC_BIRDCHAMBER Given the player is currently at the location "LOC_BIRDCHAMBER" Then the screen should display the short room narrative: """ 'You're in bird chamber.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_PITTOP Given the player is currently at the location "LOC_PITTOP" Then the screen should display the long room narrative: """ At your feet is a small pit breathing traces of white mist. An east passage ends here except for a small crack leading on. """ Scenario: Verifying short narrative string descriptions for room node LOC_PITTOP Given the player is currently at the location "LOC_PITTOP" Then the screen should display the short room narrative: """ 'You're at top of small pit.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_MISTHALL Given the player is currently at the location "LOC_MISTHALL" Then the screen should display the long room narrative: """ You are at one end of a vast hall stretching forward out of sight to the west. There are openings to either side. Nearby, a wide stone staircase leads downward. The hall is filled with wisps of white mist swaying to and fro almost as if alive. A cold wind blows up the staircase. There is a passage at the top of a dome behind you. """ Scenario: Verifying short narrative string descriptions for room node LOC_MISTHALL Given the player is currently at the location "LOC_MISTHALL" Then the screen should display the short room narrative: """ 'You're in Hall of Mists.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_CRACK Given the player is currently at the location "LOC_CRACK" Then the screen should display the long room narrative: """ The crack is far too small for you to follow. At its widest it is barely wide enough to admit your foot. """ Scenario: Verifying short narrative string descriptions for room node LOC_CRACK Given the player is currently at the location "LOC_CRACK" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_EASTBANK Given the player is currently at the location "LOC_EASTBANK" Then the screen should display the long room narrative: """ You are on the east bank of a fissure slicing clear across the hall. The mist is quite thick here, and the fissure is too wide to jump. """ Scenario: Verifying short narrative string descriptions for room node LOC_EASTBANK Given the player is currently at the location "LOC_EASTBANK" Then the screen should display the short room narrative: """ 'You're on east bank of fissure.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_NUGGET Given the player is currently at the location "LOC_NUGGET" Then the screen should display the long room narrative: """ This is a low room with a crude note on the wall. The note says, "You won't get it up the steps". """ Scenario: Verifying short narrative string descriptions for room node LOC_NUGGET Given the player is currently at the location "LOC_NUGGET" Then the screen should display the short room narrative: """ 'You're in nugget-of-gold room.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_KINGHALL Given the player is currently at the location "LOC_KINGHALL" Then the screen should display the long room narrative: """ You are in the Hall of the Mountain King, with passages off in all directions. """ Scenario: Verifying short narrative string descriptions for room node LOC_KINGHALL Given the player is currently at the location "LOC_KINGHALL" Then the screen should display the short room narrative: """ 'You're in Hall of Mt King.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_NECKBROKE Given the player is currently at the location "LOC_NECKBROKE" Then the screen should display the long room narrative: """ You are at the bottom of the pit with a broken neck. """ Scenario: Verifying short narrative string descriptions for room node LOC_NECKBROKE Given the player is currently at the location "LOC_NECKBROKE" Then the screen should display the short room narrative: """ maptag: 'Pit bottom' """ Scenario: Verifying long narrative string descriptions for room node LOC_NOMAKE Given the player is currently at the location "LOC_NOMAKE" Then the screen should display the long room narrative: """ You didn't make it. """ Scenario: Verifying short narrative string descriptions for room node LOC_NOMAKE Given the player is currently at the location "LOC_NOMAKE" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_DOME Given the player is currently at the location "LOC_DOME" Then the screen should display the long room narrative: """ The dome is unclimbable. """ Scenario: Verifying short narrative string descriptions for room node LOC_DOME Given the player is currently at the location "LOC_DOME" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_WESTEND Given the player is currently at the location "LOC_WESTEND" Then the screen should display the long room narrative: """ You are at the west end of the Twopit Room. There is a large hole in the wall above the pit at this end of the room. """ Scenario: Verifying short narrative string descriptions for room node LOC_WESTEND Given the player is currently at the location "LOC_WESTEND" Then the screen should display the short room narrative: """ 'You're at west end of Twopit Room.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_EASTPIT Given the player is currently at the location "LOC_EASTPIT" Then the screen should display the long room narrative: """ You are at the bottom of the eastern pit in the Twopit Room. There is a small pool of oil in one corner of the pit. """ Scenario: Verifying short narrative string descriptions for room node LOC_EASTPIT Given the player is currently at the location "LOC_EASTPIT" Then the screen should display the short room narrative: """ 'You're in east pit.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_WESTPIT Given the player is currently at the location "LOC_WESTPIT" Then the screen should display the long room narrative: """ You are at the bottom of the western pit in the Twopit Room. There is a large hole in the wall about 25 feet above you. """ Scenario: Verifying short narrative string descriptions for room node LOC_WESTPIT Given the player is currently at the location "LOC_WESTPIT" Then the screen should display the short room narrative: """ 'You're in west pit.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_CLIMBSTALK Given the player is currently at the location "LOC_CLIMBSTALK" Then the screen should display the long room narrative: """ You clamber up the plant and scurry through the hole at the top. """ Scenario: Verifying short narrative string descriptions for room node LOC_CLIMBSTALK Given the player is currently at the location "LOC_CLIMBSTALK" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_WESTBANK Given the player is currently at the location "LOC_WESTBANK" Then the screen should display the long room narrative: """ You are on the west side of the fissure in the Hall of Mists. """ Scenario: Verifying short narrative string descriptions for room node LOC_WESTBANK Given the player is currently at the location "LOC_WESTBANK" Then the screen should display the short room narrative: """ 'You're on west bank of fissure.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_FLOORHOLE Given the player is currently at the location "LOC_FLOORHOLE" Then the screen should display the long room narrative: """ You are in a low n/s passage at a hole in the floor. The hole goes down to an e/w passage. """ Scenario: Verifying short narrative string descriptions for room node LOC_FLOORHOLE Given the player is currently at the location "LOC_FLOORHOLE" Then the screen should display the short room narrative: """ 'You're in n/s passage above e/w passage.' maptag: "Floor hole." """ Scenario: Verifying long narrative string descriptions for room node LOC_SOUTHSIDE Given the player is currently at the location "LOC_SOUTHSIDE" Then the screen should display the long room narrative: """ You are in the south side chamber. """ Scenario: Verifying short narrative string descriptions for room node LOC_SOUTHSIDE Given the player is currently at the location "LOC_SOUTHSIDE" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_WESTSIDE Given the player is currently at the location "LOC_WESTSIDE" Then the screen should display the long room narrative: """ You are in the west side chamber of the Hall of the Mountain King. A passage continues west and up here. """ Scenario: Verifying short narrative string descriptions for room node LOC_WESTSIDE Given the player is currently at the location "LOC_WESTSIDE" Then the screen should display the short room narrative: """ 'You're in the west side chamber.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_BUILDING1 Given the player is currently at the location "LOC_BUILDING1" Then the screen should display the long room narrative: """ ' """ Scenario: Verifying short narrative string descriptions for room node LOC_BUILDING1 Given the player is currently at the location "LOC_BUILDING1" Then the screen should display the short room narrative: """ maptag: 'Middle of plant.' """ Scenario: Verifying long narrative string descriptions for room node LOC_SNAKEBLOCK Given the player is currently at the location "LOC_SNAKEBLOCK" Then the screen should display the long room narrative: """ You can't get by the snake. """ Scenario: Verifying short narrative string descriptions for room node LOC_SNAKEBLOCK Given the player is currently at the location "LOC_SNAKEBLOCK" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_Y2 Given the player is currently at the location "LOC_Y2" Then the screen should display the long room narrative: """ You are in a large room, with a passage to the south, a passage to the west, and a wall of broken rock to the east. There is a large "Y2" on a rock in the room's center. """ Scenario: Verifying short narrative string descriptions for room node LOC_Y2 Given the player is currently at the location "LOC_Y2" Then the screen should display the short room narrative: """ 'You're at "Y2".' maptag: "Y2." """ Scenario: Verifying long narrative string descriptions for room node LOC_JUMBLE Given the player is currently at the location "LOC_JUMBLE" Then the screen should display the long room narrative: """ You are in a jumble of rock, with cracks everywhere. """ Scenario: Verifying short narrative string descriptions for room node LOC_JUMBLE Given the player is currently at the location "LOC_JUMBLE" Then the screen should display the short room narrative: """ maptag: 'Rock jumble' """ Scenario: Verifying long narrative string descriptions for room node LOC_WINDOW1 Given the player is currently at the location "LOC_WINDOW1" Then the screen should display the long room narrative: """ You're at a low window overlooking a huge pit, which extends up out of sight. A floor is indistinctly visible over 50 feet below. Traces of white mist cover the floor of the pit, becoming thicker to the right. Marks in the dust around the window would seem to indicate that someone has been here recently. Directly across the pit from you and 25 feet away there is a similar window looking into a lighted room. A shadowy figure can be seen there peering back at you. """ Scenario: Verifying short narrative string descriptions for room node LOC_WINDOW1 Given the player is currently at the location "LOC_WINDOW1" Then the screen should display the short room narrative: """ 'You're at window on pit.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_BROKEN Given the player is currently at the location "LOC_BROKEN" Then the screen should display the long room narrative: """ You are in a dirty broken passage. To the east is a crawl. To the west is a large passage. Above you is a hole to another passage. """ Scenario: Verifying short narrative string descriptions for room node LOC_BROKEN Given the player is currently at the location "LOC_BROKEN" Then the screen should display the short room narrative: """ 'You're in dirty passage.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_SMALLPITBRINK Given the player is currently at the location "LOC_SMALLPITBRINK" Then the screen should display the long room narrative: """ You are on the brink of a small clean climbable pit. A crawl leads west. """ Scenario: Verifying short narrative string descriptions for room node LOC_SMALLPITBRINK Given the player is currently at the location "LOC_SMALLPITBRINK" Then the screen should display the short room narrative: """ 'You're at brink of small pit.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_SMALLPIT Given the player is currently at the location "LOC_SMALLPIT" Then the screen should display the long room narrative: """ You are in the bottom of a small pit with a little stream, which enters and exits through tiny slits. """ Scenario: Verifying short narrative string descriptions for room node LOC_SMALLPIT Given the player is currently at the location "LOC_SMALLPIT" Then the screen should display the short room narrative: """ You're at bottom of pit with stream.' maptag: 'Small pit bottom """ Scenario: Verifying long narrative string descriptions for room node LOC_DUSTY Given the player is currently at the location "LOC_DUSTY" Then the screen should display the long room narrative: """ You are in a large room full of dusty rocks. There is a big hole in the floor. There are cracks everywhere, and a passage leading east. """ Scenario: Verifying short narrative string descriptions for room node LOC_DUSTY Given the player is currently at the location "LOC_DUSTY" Then the screen should display the short room narrative: """ 'You're in dusty rock room.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_PARALLEL1 Given the player is currently at the location "LOC_PARALLEL1" Then the screen should display the long room narrative: """ You have crawled through a very low wide passage parallel to and north of the Hall of Mists. """ Scenario: Verifying short narrative string descriptions for room node LOC_PARALLEL1 Given the player is currently at the location "LOC_PARALLEL1" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_MISTWEST Given the player is currently at the location "LOC_MISTWEST" Then the screen should display the long room narrative: """ You are at the west end of the Hall of Mists. A low wide crawl continues west and another goes north. To the south is a little passage 6 feet off the floor. """ Scenario: Verifying short narrative string descriptions for room node LOC_MISTWEST Given the player is currently at the location "LOC_MISTWEST" Then the screen should display the short room narrative: """ 'You're at west end of Hall of Mists.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_ALIKE1 Given the player is currently at the location "LOC_ALIKE1" Then the screen should display the long room narrative: """ You are in a maze of twisty little passages, all alike. """ Scenario: Verifying short narrative string descriptions for room node LOC_ALIKE1 Given the player is currently at the location "LOC_ALIKE1" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_ALIKE2 Given the player is currently at the location "LOC_ALIKE2" Then the screen should display the long room narrative: """ You are in a maze of twisty little passages, all alike. """ Scenario: Verifying short narrative string descriptions for room node LOC_ALIKE2 Given the player is currently at the location "LOC_ALIKE2" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_ALIKE3 Given the player is currently at the location "LOC_ALIKE3" Then the screen should display the long room narrative: """ You are in a maze of twisty little passages, all alike. """ Scenario: Verifying short narrative string descriptions for room node LOC_ALIKE3 Given the player is currently at the location "LOC_ALIKE3" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_ALIKE4 Given the player is currently at the location "LOC_ALIKE4" Then the screen should display the long room narrative: """ You are in a maze of twisty little passages, all alike. """ Scenario: Verifying short narrative string descriptions for room node LOC_ALIKE4 Given the player is currently at the location "LOC_ALIKE4" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_MAZEEND1 Given the player is currently at the location "LOC_MAZEEND1" Then the screen should display the long room narrative: """ Dead end """ Scenario: Verifying short narrative string descriptions for room node LOC_MAZEEND1 Given the player is currently at the location "LOC_MAZEEND1" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_MAZEEND2 Given the player is currently at the location "LOC_MAZEEND2" Then the screen should display the long room narrative: """ Dead end """ Scenario: Verifying short narrative string descriptions for room node LOC_MAZEEND2 Given the player is currently at the location "LOC_MAZEEND2" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_MAZEEND3 Given the player is currently at the location "LOC_MAZEEND3" Then the screen should display the long room narrative: """ Dead end """ Scenario: Verifying short narrative string descriptions for room node LOC_MAZEEND3 Given the player is currently at the location "LOC_MAZEEND3" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_ALIKE5 Given the player is currently at the location "LOC_ALIKE5" Then the screen should display the long room narrative: """ You are in a maze of twisty little passages, all alike. """ Scenario: Verifying short narrative string descriptions for room node LOC_ALIKE5 Given the player is currently at the location "LOC_ALIKE5" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_ALIKE6 Given the player is currently at the location "LOC_ALIKE6" Then the screen should display the long room narrative: """ You are in a maze of twisty little passages, all alike. """ Scenario: Verifying short narrative string descriptions for room node LOC_ALIKE6 Given the player is currently at the location "LOC_ALIKE6" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_ALIKE7 Given the player is currently at the location "LOC_ALIKE7" Then the screen should display the long room narrative: """ You are in a maze of twisty little passages, all alike. """ Scenario: Verifying short narrative string descriptions for room node LOC_ALIKE7 Given the player is currently at the location "LOC_ALIKE7" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_ALIKE8 Given the player is currently at the location "LOC_ALIKE8" Then the screen should display the long room narrative: """ You are in a maze of twisty little passages, all alike. """ Scenario: Verifying short narrative string descriptions for room node LOC_ALIKE8 Given the player is currently at the location "LOC_ALIKE8" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_ALIKE9 Given the player is currently at the location "LOC_ALIKE9" Then the screen should display the long room narrative: """ You are in a maze of twisty little passages, all alike. """ Scenario: Verifying short narrative string descriptions for room node LOC_ALIKE9 Given the player is currently at the location "LOC_ALIKE9" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_MAZEEND4 Given the player is currently at the location "LOC_MAZEEND4" Then the screen should display the long room narrative: """ Dead end """ Scenario: Verifying short narrative string descriptions for room node LOC_MAZEEND4 Given the player is currently at the location "LOC_MAZEEND4" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_ALIKE10 Given the player is currently at the location "LOC_ALIKE10" Then the screen should display the long room narrative: """ You are in a maze of twisty little passages, all alike. """ Scenario: Verifying short narrative string descriptions for room node LOC_ALIKE10 Given the player is currently at the location "LOC_ALIKE10" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_MAZEEND5 Given the player is currently at the location "LOC_MAZEEND5" Then the screen should display the long room narrative: """ Dead end """ Scenario: Verifying short narrative string descriptions for room node LOC_MAZEEND5 Given the player is currently at the location "LOC_MAZEEND5" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_PITBRINK Given the player is currently at the location "LOC_PITBRINK" Then the screen should display the long room narrative: """ You are on the brink of a thirty foot pit with a massive orange column down one wall. You could climb down here but you could not get back up. The maze continues at this level. """ Scenario: Verifying short narrative string descriptions for room node LOC_PITBRINK Given the player is currently at the location "LOC_PITBRINK" Then the screen should display the short room narrative: """ 'You're at brink of pit.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_MAZEEND6 Given the player is currently at the location "LOC_MAZEEND6" Then the screen should display the long room narrative: """ Dead end """ Scenario: Verifying short narrative string descriptions for room node LOC_MAZEEND6 Given the player is currently at the location "LOC_MAZEEND6" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_PARALLEL2 Given the player is currently at the location "LOC_PARALLEL2" Then the screen should display the long room narrative: """ You have crawled through a very low wide passage parallel to and north of the Hall of Mists. """ Scenario: Verifying short narrative string descriptions for room node LOC_PARALLEL2 Given the player is currently at the location "LOC_PARALLEL2" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_LONGEAST Given the player is currently at the location "LOC_LONGEAST" Then the screen should display the long room narrative: """ You are at the east end of a very long hall apparently without side chambers. To the east a low wide crawl slants up. To the north a round two foot hole slants down. """ Scenario: Verifying short narrative string descriptions for room node LOC_LONGEAST Given the player is currently at the location "LOC_LONGEAST" Then the screen should display the short room narrative: """ You're at east end of long hall.' maptag: 'Maze all alike. """ Scenario: Verifying long narrative string descriptions for room node LOC_LONGWEST Given the player is currently at the location "LOC_LONGWEST" Then the screen should display the long room narrative: """ You are at the west end of a very long featureless hall. The hall joins up with a narrow north/south passage. """ Scenario: Verifying short narrative string descriptions for room node LOC_LONGWEST Given the player is currently at the location "LOC_LONGWEST" Then the screen should display the short room narrative: """ You're at west end of long hall.' maptag: 'Maze all alike. """ Scenario: Verifying long narrative string descriptions for room node LOC_CROSSOVER Given the player is currently at the location "LOC_CROSSOVER" Then the screen should display the long room narrative: """ You are at a crossover of a high n/s passage and a low e/w one. """ Scenario: Verifying short narrative string descriptions for room node LOC_CROSSOVER Given the player is currently at the location "LOC_CROSSOVER" Then the screen should display the short room narrative: """ maptag: 'Passage crossover.' """ Scenario: Verifying long narrative string descriptions for room node LOC_DEADEND7 Given the player is currently at the location "LOC_DEADEND7" Then the screen should display the long room narrative: """ Dead end """ Scenario: Verifying short narrative string descriptions for room node LOC_DEADEND7 Given the player is currently at the location "LOC_DEADEND7" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_COMPLEX Given the player is currently at the location "LOC_COMPLEX" Then the screen should display the long room narrative: """ You are at a complex junction. A low hands and knees passage from the north joins a higher crawl from the east to make a walking passage going west. There is also a large room above. The air is damp here. """ Scenario: Verifying short narrative string descriptions for room node LOC_COMPLEX Given the player is currently at the location "LOC_COMPLEX" Then the screen should display the short room narrative: """ 'You're at complex junction.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_BEDQUILT Given the player is currently at the location "LOC_BEDQUILT" Then the screen should display the long room narrative: """ You are in Bedquilt, a long east/west passage with holes everywhere. To explore at random select north, south, up, or down. """ Scenario: Verifying short narrative string descriptions for room node LOC_BEDQUILT Given the player is currently at the location "LOC_BEDQUILT" Then the screen should display the short room narrative: """ 'You're in Bedquilt.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_SWISSCHEESE Given the player is currently at the location "LOC_SWISSCHEESE" Then the screen should display the long room narrative: """ You are in a room whose walls resemble Swiss cheese. Obvious passages go west, east, ne, and nw. Part of the room is occupied by a large bedrock block. """ Scenario: Verifying short narrative string descriptions for room node LOC_SWISSCHEESE Given the player is currently at the location "LOC_SWISSCHEESE" Then the screen should display the short room narrative: """ 'You're in Swiss Cheese Room.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_EASTEND Given the player is currently at the location "LOC_EASTEND" Then the screen should display the long room narrative: """ You are at the east end of the Twopit Room. The floor here is littered with thin rock slabs, which make it easy to descend the pits. There is a path here bypassing the pits to connect passages from east and west. There are holes all over, but the only big one is on the wall directly over the west pit where you can't get to it. """ Scenario: Verifying short narrative string descriptions for room node LOC_EASTEND Given the player is currently at the location "LOC_EASTEND" Then the screen should display the short room narrative: """ 'You're at east end of Twopit Room.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_SLAB Given the player is currently at the location "LOC_SLAB" Then the screen should display the long room narrative: """ You are in a large low circular chamber whose floor is an immense slab fallen from the ceiling (Slab Room). East and west there once were large passages, but they are now filled with boulders. Low small passages go north and south, and the south one quickly bends west around the boulders. """ Scenario: Verifying short narrative string descriptions for room node LOC_SLAB Given the player is currently at the location "LOC_SLAB" Then the screen should display the short room narrative: """ 'You're in Slab Room.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_SECRET1 Given the player is currently at the location "LOC_SECRET1" Then the screen should display the long room narrative: """ You are in a secret n/s canyon above a large room. """ Scenario: Verifying short narrative string descriptions for room node LOC_SECRET1 Given the player is currently at the location "LOC_SECRET1" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_SECRET2 Given the player is currently at the location "LOC_SECRET2" Then the screen should display the long room narrative: """ You are in a secret n/s canyon above a sizable passage. """ Scenario: Verifying short narrative string descriptions for room node LOC_SECRET2 Given the player is currently at the location "LOC_SECRET2" Then the screen should display the short room narrative: """ maptag: 'Secret canyon' """ Scenario: Verifying long narrative string descriptions for room node LOC_THREEJUNCTION Given the player is currently at the location "LOC_THREEJUNCTION" Then the screen should display the long room narrative: """ You are in a secret canyon at a junction of three canyons, bearing north, south, and se. The north one is as tall as the other two combined. """ Scenario: Verifying short narrative string descriptions for room node LOC_THREEJUNCTION Given the player is currently at the location "LOC_THREEJUNCTION" Then the screen should display the short room narrative: """ You're at junction of three secret canyons.' maptag: 'Secret canyon junction """ Scenario: Verifying long narrative string descriptions for room node LOC_LOWROOM Given the player is currently at the location "LOC_LOWROOM" Then the screen should display the long room narrative: """ You are in a large low room. Crawls lead north, se, and sw. """ Scenario: Verifying short narrative string descriptions for room node LOC_LOWROOM Given the player is currently at the location "LOC_LOWROOM" Then the screen should display the short room narrative: """ 'You're in large low room.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_DEADCRAWL Given the player is currently at the location "LOC_DEADCRAWL" Then the screen should display the long room narrative: """ Dead end crawl. """ Scenario: Verifying short narrative string descriptions for room node LOC_DEADCRAWL Given the player is currently at the location "LOC_DEADCRAWL" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_SECRET3 Given the player is currently at the location "LOC_SECRET3" Then the screen should display the long room narrative: """ You are in a secret canyon which here runs e/w. It crosses over a very tight canyon 15 feet below. If you go down you may not be able to get back up. """ Scenario: Verifying short narrative string descriptions for room node LOC_SECRET3 Given the player is currently at the location "LOC_SECRET3" Then the screen should display the short room narrative: """ You're in secret e/w canyon above tight canyon.' maptag: 'Secret e/w canyon """ Scenario: Verifying long narrative string descriptions for room node LOC_WIDEPLACE Given the player is currently at the location "LOC_WIDEPLACE" Then the screen should display the long room narrative: """ You are at a wide place in a very tight n/s canyon. """ Scenario: Verifying short narrative string descriptions for room node LOC_WIDEPLACE Given the player is currently at the location "LOC_WIDEPLACE" Then the screen should display the short room narrative: """ maptag: 'Wide place' """ Scenario: Verifying long narrative string descriptions for room node LOC_TIGHTPLACE Given the player is currently at the location "LOC_TIGHTPLACE" Then the screen should display the long room narrative: """ The canyon here becomes too tight to go further south. """ Scenario: Verifying short narrative string descriptions for room node LOC_TIGHTPLACE Given the player is currently at the location "LOC_TIGHTPLACE" Then the screen should display the short room narrative: """ maptag: 'Tight canyon' """ Scenario: Verifying long narrative string descriptions for room node LOC_TALL Given the player is currently at the location "LOC_TALL" Then the screen should display the long room narrative: """ You are in a tall e/w canyon. A low tight crawl goes 3 feet north and seems to open up. """ Scenario: Verifying short narrative string descriptions for room node LOC_TALL Given the player is currently at the location "LOC_TALL" Then the screen should display the short room narrative: """ maptag: 'Tall canyon' """ Scenario: Verifying long narrative string descriptions for room node LOC_BOULDERS1 Given the player is currently at the location "LOC_BOULDERS1" Then the screen should display the long room narrative: """ The canyon runs into a mass of boulders -- dead end. """ Scenario: Verifying short narrative string descriptions for room node LOC_BOULDERS1 Given the player is currently at the location "LOC_BOULDERS1" Then the screen should display the short room narrative: """ maptag: 'Boulders' """ Scenario: Verifying long narrative string descriptions for room node LOC_SEWER Given the player is currently at the location "LOC_SEWER" Then the screen should display the long room narrative: """ The stream flows out through a pair of 1 foot diameter sewer pipes. It would be advisable to use the exit. """ Scenario: Verifying short narrative string descriptions for room node LOC_SEWER Given the player is currently at the location "LOC_SEWER" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_ALIKE11 Given the player is currently at the location "LOC_ALIKE11" Then the screen should display the long room narrative: """ You are in a maze of twisty little passages, all alike. """ Scenario: Verifying short narrative string descriptions for room node LOC_ALIKE11 Given the player is currently at the location "LOC_ALIKE11" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_MAZEEND8 Given the player is currently at the location "LOC_MAZEEND8" Then the screen should display the long room narrative: """ Dead end """ Scenario: Verifying short narrative string descriptions for room node LOC_MAZEEND8 Given the player is currently at the location "LOC_MAZEEND8" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_MAZEEND9 Given the player is currently at the location "LOC_MAZEEND9" Then the screen should display the long room narrative: """ Dead end """ Scenario: Verifying short narrative string descriptions for room node LOC_MAZEEND9 Given the player is currently at the location "LOC_MAZEEND9" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_ALIKE12 Given the player is currently at the location "LOC_ALIKE12" Then the screen should display the long room narrative: """ You are in a maze of twisty little passages, all alike. """ Scenario: Verifying short narrative string descriptions for room node LOC_ALIKE12 Given the player is currently at the location "LOC_ALIKE12" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_ALIKE13 Given the player is currently at the location "LOC_ALIKE13" Then the screen should display the long room narrative: """ You are in a maze of twisty little passages, all alike. """ Scenario: Verifying short narrative string descriptions for room node LOC_ALIKE13 Given the player is currently at the location "LOC_ALIKE13" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_MAZEEND10 Given the player is currently at the location "LOC_MAZEEND10" Then the screen should display the long room narrative: """ Dead end """ Scenario: Verifying short narrative string descriptions for room node LOC_MAZEEND10 Given the player is currently at the location "LOC_MAZEEND10" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_MAZEEND11 Given the player is currently at the location "LOC_MAZEEND11" Then the screen should display the long room narrative: """ Dead end """ Scenario: Verifying short narrative string descriptions for room node LOC_MAZEEND11 Given the player is currently at the location "LOC_MAZEEND11" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_ALIKE14 Given the player is currently at the location "LOC_ALIKE14" Then the screen should display the long room narrative: """ You are in a maze of twisty little passages, all alike. """ Scenario: Verifying short narrative string descriptions for room node LOC_ALIKE14 Given the player is currently at the location "LOC_ALIKE14" Then the screen should display the short room narrative: """ maptag: 'Maze all alike.' """ Scenario: Verifying long narrative string descriptions for room node LOC_NARROW Given the player is currently at the location "LOC_NARROW" Then the screen should display the long room narrative: """ You are in a long, narrow corridor stretching out of sight to the west. At the eastern end is a hole through which you can see a profusion of leaves. """ Scenario: Verifying short narrative string descriptions for room node LOC_NARROW Given the player is currently at the location "LOC_NARROW" Then the screen should display the short room narrative: """ 'You're in narrow corridor.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_NOCLIMB Given the player is currently at the location "LOC_NOCLIMB" Then the screen should display the long room narrative: """ There is nothing here to climb. Use "up" or "out" to leave the pit. """ Scenario: Verifying short narrative string descriptions for room node LOC_NOCLIMB Given the player is currently at the location "LOC_NOCLIMB" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_PLANTTOP Given the player is currently at the location "LOC_PLANTTOP" Then the screen should display the long room narrative: """ You have climbed up the plant and out of the pit. """ Scenario: Verifying short narrative string descriptions for room node LOC_PLANTTOP Given the player is currently at the location "LOC_PLANTTOP" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_INCLINE Given the player is currently at the location "LOC_INCLINE" Then the screen should display the long room narrative: """ You are at the top of a steep incline above a large room. You could climb down here, but you would not be able to climb up. There is a passage leading back to the north. """ Scenario: Verifying short narrative string descriptions for room node LOC_INCLINE Given the player is currently at the location "LOC_INCLINE" Then the screen should display the short room narrative: """ 'You're at steep incline above large room.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_GIANTROOM Given the player is currently at the location "LOC_GIANTROOM" Then the screen should display the long room narrative: """ You are in the Giant Room. The ceiling here is too high up for your lamp to show it. Cavernous passages lead east, north, and south. On the west wall is scrawled the inscription, "FEE FIE FOE FOO" [sic]. """ Scenario: Verifying short narrative string descriptions for room node LOC_GIANTROOM Given the player is currently at the location "LOC_GIANTROOM" Then the screen should display the short room narrative: """ 'You're in Giant Room.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_CAVEIN Given the player is currently at the location "LOC_CAVEIN" Then the screen should display the long room narrative: """ The passage here is blocked by a recent cave-in. """ Scenario: Verifying short narrative string descriptions for room node LOC_CAVEIN Given the player is currently at the location "LOC_CAVEIN" Then the screen should display the short room narrative: """ maptag: 'Cave-in blockage' """ Scenario: Verifying long narrative string descriptions for room node LOC_IMMENSE Given the player is currently at the location "LOC_IMMENSE" Then the screen should display the long room narrative: """ You are at one end of an immense north/south passage. """ Scenario: Verifying short narrative string descriptions for room node LOC_IMMENSE Given the player is currently at the location "LOC_IMMENSE" Then the screen should display the short room narrative: """ maptag: 'Immense passage end.' """ Scenario: Verifying long narrative string descriptions for room node LOC_WATERFALL Given the player is currently at the location "LOC_WATERFALL" Then the screen should display the long room narrative: """ You are in a magnificent cavern with a rushing stream, which cascades over a sparkling waterfall into a roaring whirlpool which disappears through a hole in the floor. Passages exit to the south and west. """ Scenario: Verifying short narrative string descriptions for room node LOC_WATERFALL Given the player is currently at the location "LOC_WATERFALL" Then the screen should display the short room narrative: """ 'You're in cavern with waterfall.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_SOFTROOM Given the player is currently at the location "LOC_SOFTROOM" Then the screen should display the long room narrative: """ You are in the Soft Room. The walls are covered with heavy curtains, the floor with a thick pile carpet. Moss covers the ceiling. """ Scenario: Verifying short narrative string descriptions for room node LOC_SOFTROOM Given the player is currently at the location "LOC_SOFTROOM" Then the screen should display the short room narrative: """ 'You're in Soft Room.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_ORIENTAL Given the player is currently at the location "LOC_ORIENTAL" Then the screen should display the long room narrative: """ This is the Oriental Room. Ancient oriental cave drawings cover the walls. A gently sloping passage leads upward to the north, another passage leads se, and a hands and knees crawl leads west. """ Scenario: Verifying short narrative string descriptions for room node LOC_ORIENTAL Given the player is currently at the location "LOC_ORIENTAL" Then the screen should display the short room narrative: """ 'You're in Oriental Room.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_MISTY Given the player is currently at the location "LOC_MISTY" Then the screen should display the long room narrative: """ You are following a wide path around the outer edge of a large cavern. Far below, through a heavy white mist, strange splashing noises can be heard. The mist rises up through a fissure in the ceiling. The path exits to the south and west. """ Scenario: Verifying short narrative string descriptions for room node LOC_MISTY Given the player is currently at the location "LOC_MISTY" Then the screen should display the short room narrative: """ 'You're in misty cavern.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_ALCOVE Given the player is currently at the location "LOC_ALCOVE" Then the screen should display the long room narrative: """ You are in an alcove. A small nw path seems to widen after a short distance. An extremely tight tunnel leads east. It looks like a very tight squeeze. An eerie light can be seen at the other end. """ Scenario: Verifying short narrative string descriptions for room node LOC_ALCOVE Given the player is currently at the location "LOC_ALCOVE" Then the screen should display the short room narrative: """ 'You're in alcove.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_PLOVER Given the player is currently at the location "LOC_PLOVER" Then the screen should display the long room narrative: """ You're in a small chamber lit by an eerie green light. An extremely narrow tunnel exits to the west. A dark corridor leads ne. """ Scenario: Verifying short narrative string descriptions for room node LOC_PLOVER Given the player is currently at the location "LOC_PLOVER" Then the screen should display the short room narrative: """ 'You're in Plover Room.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_DARKROOM Given the player is currently at the location "LOC_DARKROOM" Then the screen should display the long room narrative: """ You're in the dark-room. A corridor leading south is the only exit. """ Scenario: Verifying short narrative string descriptions for room node LOC_DARKROOM Given the player is currently at the location "LOC_DARKROOM" Then the screen should display the short room narrative: """ 'You're in dark-room.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_ARCHED Given the player is currently at the location "LOC_ARCHED" Then the screen should display the long room narrative: """ You are in an arched hall. A coral passage once continued up and east from here, but is now blocked by debris. The air smells of sea water. """ Scenario: Verifying short narrative string descriptions for room node LOC_ARCHED Given the player is currently at the location "LOC_ARCHED" Then the screen should display the short room narrative: """ 'You're in arched hall.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_SHELLROOM Given the player is currently at the location "LOC_SHELLROOM" Then the screen should display the long room narrative: """ You're in a large room carved out of sedimentary rock. The floor and walls are littered with bits of shells embedded in the stone. A shallow passage proceeds downward, and a somewhat steeper one leads up. A low hands and knees passage enters from the south. """ Scenario: Verifying short narrative string descriptions for room node LOC_SHELLROOM Given the player is currently at the location "LOC_SHELLROOM" Then the screen should display the short room narrative: """ 'You're in Shell Room.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_SLOPING1 Given the player is currently at the location "LOC_SLOPING1" Then the screen should display the long room narrative: """ You are in a long sloping corridor with ragged sharp walls. """ Scenario: Verifying short narrative string descriptions for room node LOC_SLOPING1 Given the player is currently at the location "LOC_SLOPING1" Then the screen should display the short room narrative: """ maptag: "Sloping corridor" """ Scenario: Verifying long narrative string descriptions for room node LOC_CULDESAC Given the player is currently at the location "LOC_CULDESAC" Then the screen should display the long room narrative: """ You are in a cul-de-sac about eight feet across. """ Scenario: Verifying short narrative string descriptions for room node LOC_CULDESAC Given the player is currently at the location "LOC_CULDESAC" Then the screen should display the short room narrative: """ maptag: 'Cul-de-sac.' """ Scenario: Verifying long narrative string descriptions for room node LOC_ANTEROOM Given the player is currently at the location "LOC_ANTEROOM" Then the screen should display the long room narrative: """ You are in an anteroom leading to a large passage to the east. Small passages go west and up. The remnants of recent digging are evident. A sign in midair here says "Cave under construction beyond this point. Proceed at own risk. [Witt Construction Company]" """ Scenario: Verifying short narrative string descriptions for room node LOC_ANTEROOM Given the player is currently at the location "LOC_ANTEROOM" Then the screen should display the short room narrative: """ 'You're in anteroom.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_DIFFERENT1 Given the player is currently at the location "LOC_DIFFERENT1" Then the screen should display the long room narrative: """ You are in a maze of twisty little passages, all different. """ Scenario: Verifying short narrative string descriptions for room node LOC_DIFFERENT1 Given the player is currently at the location "LOC_DIFFERENT1" Then the screen should display the short room narrative: """ maptag: 'Maze all different' """ Scenario: Verifying long narrative string descriptions for room node LOC_WITTSEND Given the player is currently at the location "LOC_WITTSEND" Then the screen should display the long room narrative: """ You are at Witt's End. Passages lead off in *ALL* directions. """ Scenario: Verifying short narrative string descriptions for room node LOC_WITTSEND Given the player is currently at the location "LOC_WITTSEND" Then the screen should display the short room narrative: """ 'You're at Witt's End.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_MIRRORCANYON Given the player is currently at the location "LOC_MIRRORCANYON" Then the screen should display the long room narrative: """ You are in a north/south canyon about 25 feet across. The floor is covered by white mist seeping in from the north. The walls extend upward for well over 100 feet. Suspended from some unseen point far above you, an enormous two-sided mirror is hanging parallel to and midway between the canyon walls. (The mirror is obviously provided for the use of the dwarves who, as you know, are extremely vain.) A small window can be seen in either wall, some fifty feet up. """ Scenario: Verifying short narrative string descriptions for room node LOC_MIRRORCANYON Given the player is currently at the location "LOC_MIRRORCANYON" Then the screen should display the short room narrative: """ 'You're in Mirror Canyon.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_WINDOW2 Given the player is currently at the location "LOC_WINDOW2" Then the screen should display the long room narrative: """ You're at a low window overlooking a huge pit, which extends up out of sight. A floor is indistinctly visible over 50 feet below. Traces of white mist cover the floor of the pit, becoming thicker to the left. Marks in the dust around the window would seem to indicate that someone has been here recently. Directly across the pit from you and 25 feet away there is a similar window looking into a lighted room. A shadowy figure can be seen there peering back at you. """ Scenario: Verifying short narrative string descriptions for room node LOC_WINDOW2 Given the player is currently at the location "LOC_WINDOW2" Then the screen should display the short room narrative: """ 'You're at window on pit.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_TOPSTALACTITE Given the player is currently at the location "LOC_TOPSTALACTITE" Then the screen should display the long room narrative: """ A large stalactite extends from the roof and almost reaches the floor below. You could climb down it, and jump from it to the floor, but having done so you would be unable to reach it to climb back up. """ Scenario: Verifying short narrative string descriptions for room node LOC_TOPSTALACTITE Given the player is currently at the location "LOC_TOPSTALACTITE" Then the screen should display the short room narrative: """ 'You're at top of stalactite.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_DIFFERENT2 Given the player is currently at the location "LOC_DIFFERENT2" Then the screen should display the long room narrative: """ You are in a little maze of twisting passages, all different. """ Scenario: Verifying short narrative string descriptions for room node LOC_DIFFERENT2 Given the player is currently at the location "LOC_DIFFERENT2" Then the screen should display the short room narrative: """ maptag: 'Maze all different' """ Scenario: Verifying long narrative string descriptions for room node LOC_RESERVOIR Given the player is currently at the location "LOC_RESERVOIR" Then the screen should display the long room narrative: """ You are at the edge of a large underground reservoir. An opaque cloud of white mist fills the room and rises rapidly upward. The lake is fed by a stream, which tumbles out of a hole in the wall about 10 feet overhead and splashes noisily into the water somewhere within the mist. There is a passage going back toward the south. """ Scenario: Verifying short narrative string descriptions for room node LOC_RESERVOIR Given the player is currently at the location "LOC_RESERVOIR" Then the screen should display the short room narrative: """ 'You're at reservoir.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_MAZEEND12 Given the player is currently at the location "LOC_MAZEEND12" Then the screen should display the long room narrative: """ Dead end """ Scenario: Verifying short narrative string descriptions for room node LOC_MAZEEND12 Given the player is currently at the location "LOC_MAZEEND12" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_NE Given the player is currently at the location "LOC_NE" Then the screen should display the long room narrative: """ You are at the northeast end of an immense room, even larger than the Giant Room. It appears to be a repository for the "Adventure" program. Massive torches far overhead bathe the room with smoky yellow light. Scattered about you can be seen a pile of bottles (all of them empty), a nursery of young beanstalks murmuring quietly, a bed of oysters, a bundle of black rods with rusty stars on their ends, and a collection of brass lanterns. Off to one side a great many dwarves are sleeping on the floor, snoring loudly. A notice nearby reads: "Do not disturb the dwarves!" An immense mirror is hanging against one wall, and stretches to the other end of the room, where various other sundry objects can be glimpsed dimly in the distance. """ Scenario: Verifying short narrative string descriptions for room node LOC_NE Given the player is currently at the location "LOC_NE" Then the screen should display the short room narrative: """ You're at ne end.' maptag: 'Repository ne end """ Scenario: Verifying long narrative string descriptions for room node LOC_SW Given the player is currently at the location "LOC_SW" Then the screen should display the long room narrative: """ You are at the southwest end of the repository. To one side is a pit full of fierce green snakes. On the other side is a row of small wicker cages, each of which contains a little sulking bird. In one corner is a bundle of black rods with rusty marks on their ends. A large number of velvet pillows are scattered about on the floor. A vast mirror stretches off to the northeast. At your feet is a large steel grate, next to which is a sign that reads, "Treasure Vault. Keys in main office." """ Scenario: Verifying short narrative string descriptions for room node LOC_SW Given the player is currently at the location "LOC_SW" Then the screen should display the short room narrative: """ You're at sw end.' maptag: 'Repository sw end """ Scenario: Verifying long narrative string descriptions for room node LOC_SWCHASM Given the player is currently at the location "LOC_SWCHASM" Then the screen should display the long room narrative: """ You are on one side of a large, deep chasm. A heavy white mist rising up from below obscures all view of the far side. A sw path leads away from the chasm into a winding corridor. """ Scenario: Verifying short narrative string descriptions for room node LOC_SWCHASM Given the player is currently at the location "LOC_SWCHASM" Then the screen should display the short room narrative: """ 'You're on sw side of chasm.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_WINDING Given the player is currently at the location "LOC_WINDING" Then the screen should display the long room narrative: """ You are in a long winding corridor sloping out of sight in both directions. """ Scenario: Verifying short narrative string descriptions for room node LOC_WINDING Given the player is currently at the location "LOC_WINDING" Then the screen should display the short room narrative: """ 'You're in sloping corridor.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_SECRET4 Given the player is currently at the location "LOC_SECRET4" Then the screen should display the long room narrative: """ You are in a secret canyon which exits to the north and east. """ Scenario: Verifying short narrative string descriptions for room node LOC_SECRET4 Given the player is currently at the location "LOC_SECRET4" Then the screen should display the short room narrative: """ maptag: 'Secret canyon' """ Scenario: Verifying long narrative string descriptions for room node LOC_SECRET5 Given the player is currently at the location "LOC_SECRET5" Then the screen should display the long room narrative: """ You are in a secret canyon which exits to the north and east. """ Scenario: Verifying short narrative string descriptions for room node LOC_SECRET5 Given the player is currently at the location "LOC_SECRET5" Then the screen should display the short room narrative: """ maptag: 'Secret canyon' """ Scenario: Verifying long narrative string descriptions for room node LOC_SECRET6 Given the player is currently at the location "LOC_SECRET6" Then the screen should display the long room narrative: """ You are in a secret canyon which exits to the north and east. """ Scenario: Verifying short narrative string descriptions for room node LOC_SECRET6 Given the player is currently at the location "LOC_SECRET6" Then the screen should display the short room narrative: """ maptag: 'Secret canyon' """ Scenario: Verifying long narrative string descriptions for room node LOC_NECHASM Given the player is currently at the location "LOC_NECHASM" Then the screen should display the long room narrative: """ You are on the far side of the chasm. A ne path leads away from the chasm on this side. """ Scenario: Verifying short narrative string descriptions for room node LOC_NECHASM Given the player is currently at the location "LOC_NECHASM" Then the screen should display the short room narrative: """ 'You're on ne side of chasm.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_CORRIDOR Given the player is currently at the location "LOC_CORRIDOR" Then the screen should display the long room narrative: """ You're in a long east/west corridor. A faint rumbling noise can be heard in the distance. """ Scenario: Verifying short narrative string descriptions for room node LOC_CORRIDOR Given the player is currently at the location "LOC_CORRIDOR" Then the screen should display the short room narrative: """ You're in corridor.' maptag: 'e/w canyon """ Scenario: Verifying long narrative string descriptions for room node LOC_FORK Given the player is currently at the location "LOC_FORK" Then the screen should display the long room narrative: """ The path forks here. The left fork leads northeast. A dull rumbling seems to get louder in that direction. The right fork leads southeast down a gentle slope. The main corridor enters from the west. """ Scenario: Verifying short narrative string descriptions for room node LOC_FORK Given the player is currently at the location "LOC_FORK" Then the screen should display the short room narrative: """ 'You're at fork in path.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_WARMWALLS Given the player is currently at the location "LOC_WARMWALLS" Then the screen should display the long room narrative: """ The walls are quite warm here. From the north can be heard a steady roar, so loud that the entire cave seems to be trembling. Another passage leads south, and a low crawl goes east. """ Scenario: Verifying short narrative string descriptions for room node LOC_WARMWALLS Given the player is currently at the location "LOC_WARMWALLS" Then the screen should display the short room narrative: """ 'You're at junction with warm walls.' maptag: "Warm junction" """ Scenario: Verifying long narrative string descriptions for room node LOC_BREATHTAKING Given the player is currently at the location "LOC_BREATHTAKING" Then the screen should display the long room narrative: """ You are on the edge of a breath-taking view. Far below you is an active volcano, from which great gouts of molten lava come surging out, cascading back down into the depths. The glowing rock fills the farthest reaches of the cavern with a blood-red glare, giving every- thing an eerie, macabre appearance. The air is filled with flickering sparks of ash and a heavy smell of brimstone. The walls are hot to the touch, and the thundering of the volcano drowns out all other sounds. Embedded in the jagged roof far overhead are myriad twisted formations composed of pure white alabaster, which scatter the murky light into sinister apparitions upon the walls. To one side is a deep gorge, filled with a bizarre chaos of tortured rock which seems to have been crafted by the devil himself. An immense river of fire crashes out from the depths of the volcano, burns its way through the gorge, and plummets into a bottomless pit far off to your left. To the right, an immense geyser of blistering steam erupts continuously from a barren island in the center of a sulfurous lake, which bubbles ominously. The far right wall is aflame with an incandescence of its own, which lends an additional infernal splendor to the already hellish scene. A dark, foreboding passage exits to the south. """ Scenario: Verifying short narrative string descriptions for room node LOC_BREATHTAKING Given the player is currently at the location "LOC_BREATHTAKING" Then the screen should display the short room narrative: """ 'You're at breath-taking view.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_BOULDERS2 Given the player is currently at the location "LOC_BOULDERS2" Then the screen should display the long room narrative: """ You are in a small chamber filled with large boulders. The walls are very warm, causing the air in the room to be almost stifling from the heat. The only exit is a crawl heading west, through which is coming a low rumbling. """ Scenario: Verifying short narrative string descriptions for room node LOC_BOULDERS2 Given the player is currently at the location "LOC_BOULDERS2" Then the screen should display the short room narrative: """ 'You're in Chamber of Boulders.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_LIMESTONE Given the player is currently at the location "LOC_LIMESTONE" Then the screen should display the long room narrative: """ You are walking along a gently sloping north/south passage lined with oddly shaped limestone formations. """ Scenario: Verifying short narrative string descriptions for room node LOC_LIMESTONE Given the player is currently at the location "LOC_LIMESTONE" Then the screen should display the short room narrative: """ 'You're in limestone passage.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_BARRENFRONT Given the player is currently at the location "LOC_BARRENFRONT" Then the screen should display the long room narrative: """ You are standing at the entrance to a large, barren room. A notice above the entrance reads: "Caution! Bear in room!" """ Scenario: Verifying short narrative string descriptions for room node LOC_BARRENFRONT Given the player is currently at the location "LOC_BARRENFRONT" Then the screen should display the short room narrative: """ 'You're in front of Barren Room.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_BARRENROOM Given the player is currently at the location "LOC_BARRENROOM" Then the screen should display the long room narrative: """ You are inside a barren room. The center of the room is completely empty except for some dust. Marks in the dust lead away toward the far end of the room. The only exit is the way you came in. """ Scenario: Verifying short narrative string descriptions for room node LOC_BARRENROOM Given the player is currently at the location "LOC_BARRENROOM" Then the screen should display the short room narrative: """ 'You're in Barren Room.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_DIFFERENT3 Given the player is currently at the location "LOC_DIFFERENT3" Then the screen should display the long room narrative: """ You are in a maze of twisting little passages, all different. """ Scenario: Verifying short narrative string descriptions for room node LOC_DIFFERENT3 Given the player is currently at the location "LOC_DIFFERENT3" Then the screen should display the short room narrative: """ maptag: 'Maze all different.' """ Scenario: Verifying long narrative string descriptions for room node LOC_DIFFERENT4 Given the player is currently at the location "LOC_DIFFERENT4" Then the screen should display the long room narrative: """ You are in a little maze of twisty passages, all different. """ Scenario: Verifying short narrative string descriptions for room node LOC_DIFFERENT4 Given the player is currently at the location "LOC_DIFFERENT4" Then the screen should display the short room narrative: """ maptag: 'Maze all different.' """ Scenario: Verifying long narrative string descriptions for room node LOC_DIFFERENT5 Given the player is currently at the location "LOC_DIFFERENT5" Then the screen should display the long room narrative: """ You are in a twisting maze of little passages, all different. """ Scenario: Verifying short narrative string descriptions for room node LOC_DIFFERENT5 Given the player is currently at the location "LOC_DIFFERENT5" Then the screen should display the short room narrative: """ maptag: 'Maze all different.' """ Scenario: Verifying long narrative string descriptions for room node LOC_DIFFERENT6 Given the player is currently at the location "LOC_DIFFERENT6" Then the screen should display the long room narrative: """ You are in a twisting little maze of passages, all different. """ Scenario: Verifying short narrative string descriptions for room node LOC_DIFFERENT6 Given the player is currently at the location "LOC_DIFFERENT6" Then the screen should display the short room narrative: """ maptag: 'Maze all different.' """ Scenario: Verifying long narrative string descriptions for room node LOC_DIFFERENT7 Given the player is currently at the location "LOC_DIFFERENT7" Then the screen should display the long room narrative: """ You are in a twisty little maze of passages, all different. """ Scenario: Verifying short narrative string descriptions for room node LOC_DIFFERENT7 Given the player is currently at the location "LOC_DIFFERENT7" Then the screen should display the short room narrative: """ maptag: 'Maze all different.' """ Scenario: Verifying long narrative string descriptions for room node LOC_DIFFERENT8 Given the player is currently at the location "LOC_DIFFERENT8" Then the screen should display the long room narrative: """ You are in a twisty maze of little passages, all different. """ Scenario: Verifying short narrative string descriptions for room node LOC_DIFFERENT8 Given the player is currently at the location "LOC_DIFFERENT8" Then the screen should display the short room narrative: """ maptag: 'Maze all different.' """ Scenario: Verifying long narrative string descriptions for room node LOC_DIFFERENT9 Given the player is currently at the location "LOC_DIFFERENT9" Then the screen should display the long room narrative: """ You are in a little twisty maze of passages, all different. """ Scenario: Verifying short narrative string descriptions for room node LOC_DIFFERENT9 Given the player is currently at the location "LOC_DIFFERENT9" Then the screen should display the short room narrative: """ maptag: 'Maze all different.' """ Scenario: Verifying long narrative string descriptions for room node LOC_DIFFERENT10 Given the player is currently at the location "LOC_DIFFERENT10" Then the screen should display the long room narrative: """ You are in a maze of little twisting passages, all different. """ Scenario: Verifying short narrative string descriptions for room node LOC_DIFFERENT10 Given the player is currently at the location "LOC_DIFFERENT10" Then the screen should display the short room narrative: """ maptag: 'Maze all different.' """ Scenario: Verifying long narrative string descriptions for room node LOC_DIFFERENT11 Given the player is currently at the location "LOC_DIFFERENT11" Then the screen should display the long room narrative: """ You are in a maze of little twisty passages, all different. """ Scenario: Verifying short narrative string descriptions for room node LOC_DIFFERENT11 Given the player is currently at the location "LOC_DIFFERENT11" Then the screen should display the short room narrative: """ maptag: 'Maze all different.' """ Scenario: Verifying long narrative string descriptions for room node LOC_DEADEND13 Given the player is currently at the location "LOC_DEADEND13" Then the screen should display the long room narrative: """ Dead end """ Scenario: Verifying short narrative string descriptions for room node LOC_DEADEND13 Given the player is currently at the location "LOC_DEADEND13" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_ROUGHHEWN Given the player is currently at the location "LOC_ROUGHHEWN" Then the screen should display the long room narrative: """ You are in a long, rough-hewn, north/south corridor. """ Scenario: Verifying short narrative string descriptions for room node LOC_ROUGHHEWN Given the player is currently at the location "LOC_ROUGHHEWN" Then the screen should display the short room narrative: """ maptag: 'Rough-hewn corridor' """ Scenario: Verifying long narrative string descriptions for room node LOC_BADDIRECTION Given the player is currently at the location "LOC_BADDIRECTION" Then the screen should display the long room narrative: """ There is no way to go that direction. """ Scenario: Verifying short narrative string descriptions for room node LOC_BADDIRECTION Given the player is currently at the location "LOC_BADDIRECTION" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_LARGE Given the player is currently at the location "LOC_LARGE" Then the screen should display the long room narrative: """ You are in a large chamber with passages to the west and north. """ Scenario: Verifying short narrative string descriptions for room node LOC_LARGE Given the player is currently at the location "LOC_LARGE" Then the screen should display the short room narrative: """ maptag: 'Large chamber.' """ Scenario: Verifying long narrative string descriptions for room node LOC_STOREROOM Given the player is currently at the location "LOC_STOREROOM" Then the screen should display the long room narrative: """ You are in the ogre's storeroom. The only exit is to the south. """ Scenario: Verifying short narrative string descriptions for room node LOC_STOREROOM Given the player is currently at the location "LOC_STOREROOM" Then the screen should display the short room narrative: """ maptag: 'Ogre's storeroom.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST1 Given the player is currently at the location "LOC_FOREST1" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST1 Given the player is currently at the location "LOC_FOREST1" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST2 Given the player is currently at the location "LOC_FOREST2" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST2 Given the player is currently at the location "LOC_FOREST2" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST3 Given the player is currently at the location "LOC_FOREST3" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST3 Given the player is currently at the location "LOC_FOREST3" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST4 Given the player is currently at the location "LOC_FOREST4" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST4 Given the player is currently at the location "LOC_FOREST4" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST5 Given the player is currently at the location "LOC_FOREST5" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST5 Given the player is currently at the location "LOC_FOREST5" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST6 Given the player is currently at the location "LOC_FOREST6" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST6 Given the player is currently at the location "LOC_FOREST6" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST7 Given the player is currently at the location "LOC_FOREST7" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST7 Given the player is currently at the location "LOC_FOREST7" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST8 Given the player is currently at the location "LOC_FOREST8" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST8 Given the player is currently at the location "LOC_FOREST8" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST9 Given the player is currently at the location "LOC_FOREST9" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST9 Given the player is currently at the location "LOC_FOREST9" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST10 Given the player is currently at the location "LOC_FOREST10" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST10 Given the player is currently at the location "LOC_FOREST10" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST11 Given the player is currently at the location "LOC_FOREST11" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST11 Given the player is currently at the location "LOC_FOREST11" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST12 Given the player is currently at the location "LOC_FOREST12" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST12 Given the player is currently at the location "LOC_FOREST12" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST13 Given the player is currently at the location "LOC_FOREST13" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST13 Given the player is currently at the location "LOC_FOREST13" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST14 Given the player is currently at the location "LOC_FOREST14" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST14 Given the player is currently at the location "LOC_FOREST14" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST15 Given the player is currently at the location "LOC_FOREST15" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST15 Given the player is currently at the location "LOC_FOREST15" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST16 Given the player is currently at the location "LOC_FOREST16" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST16 Given the player is currently at the location "LOC_FOREST16" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST17 Given the player is currently at the location "LOC_FOREST17" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST17 Given the player is currently at the location "LOC_FOREST17" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST18 Given the player is currently at the location "LOC_FOREST18" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST18 Given the player is currently at the location "LOC_FOREST18" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST19 Given the player is currently at the location "LOC_FOREST19" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST19 Given the player is currently at the location "LOC_FOREST19" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST20 Given the player is currently at the location "LOC_FOREST20" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST20 Given the player is currently at the location "LOC_FOREST20" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST21 Given the player is currently at the location "LOC_FOREST21" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST21 Given the player is currently at the location "LOC_FOREST21" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOREST22 Given the player is currently at the location "LOC_FOREST22" Then the screen should display the long room narrative: """ You are wandering aimlessly through the forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOREST22 Given the player is currently at the location "LOC_FOREST22" Then the screen should display the short room narrative: """ maptag: 'Forest.' """ Scenario: Verifying long narrative string descriptions for room node LOC_LEDGE Given the player is currently at the location "LOC_LEDGE" Then the screen should display the long room narrative: """ You are on a small ledge on one face of a sheer cliff. There are no paths away from the ledge. Across the chasm is a small clearing surrounded by forest. """ Scenario: Verifying short narrative string descriptions for room node LOC_LEDGE Given the player is currently at the location "LOC_LEDGE" Then the screen should display the short room narrative: """ 'You're on ledge.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_RESBOTTOM Given the player is currently at the location "LOC_RESBOTTOM" Then the screen should display the long room narrative: """ You are walking across the bottom of the reservoir. Walls of water rear up on either side. The roar of the water cascading past is nearly deafening, and the mist is so thick you can barely see. """ Scenario: Verifying short narrative string descriptions for room node LOC_RESBOTTOM Given the player is currently at the location "LOC_RESBOTTOM" Then the screen should display the short room narrative: """ 'You're at bottom of reservoir.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_RESNORTH Given the player is currently at the location "LOC_RESNORTH" Then the screen should display the long room narrative: """ You are at the northern edge of the reservoir. A northwest passage leads sharply up from here. """ Scenario: Verifying short narrative string descriptions for room node LOC_RESNORTH Given the player is currently at the location "LOC_RESNORTH" Then the screen should display the short room narrative: """ 'You're north of reservoir.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_TREACHEROUS Given the player is currently at the location "LOC_TREACHEROUS" Then the screen should display the long room narrative: """ You are scrambling along a treacherously steep, rocky passage. """ Scenario: Verifying short narrative string descriptions for room node LOC_TREACHEROUS Given the player is currently at the location "LOC_TREACHEROUS" Then the screen should display the short room narrative: """ maptag: 'Rocky passage.' """ Scenario: Verifying long narrative string descriptions for room node LOC_STEEP Given the player is currently at the location "LOC_STEEP" Then the screen should display the long room narrative: """ You are on a very steep incline, which widens at it goes upward. """ Scenario: Verifying short narrative string descriptions for room node LOC_STEEP Given the player is currently at the location "LOC_STEEP" Then the screen should display the short room narrative: """ maptag: 'Steep incline' """ Scenario: Verifying long narrative string descriptions for room node LOC_CLIFFBASE Given the player is currently at the location "LOC_CLIFFBASE" Then the screen should display the long room narrative: """ You are at the base of a nearly vertical cliff. There are some slim footholds which would enable you to climb up, but it looks extremely dangerous. Here at the base of the cliff lie the remains of several earlier adventurers who apparently failed to make it. """ Scenario: Verifying short narrative string descriptions for room node LOC_CLIFFBASE Given the player is currently at the location "LOC_CLIFFBASE" Then the screen should display the short room narrative: """ 'You're at base of cliff.' maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_CLIFFACE Given the player is currently at the location "LOC_CLIFFACE" Then the screen should display the long room narrative: """ You are climbing along a nearly vertical cliff. """ Scenario: Verifying short narrative string descriptions for room node LOC_CLIFFACE Given the player is currently at the location "LOC_CLIFFACE" Then the screen should display the short room narrative: """ maptag: 'Vertical cliff.' """ Scenario: Verifying long narrative string descriptions for room node LOC_FOOTSLIP Given the player is currently at the location "LOC_FOOTSLIP" Then the screen should display the long room narrative: """ Just as you reach the top, your foot slips on a loose rock and you tumble several hundred feet to join the other unlucky adventurers. """ Scenario: Verifying short narrative string descriptions for room node LOC_FOOTSLIP Given the player is currently at the location "LOC_FOOTSLIP" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_CLIFFTOP Given the player is currently at the location "LOC_CLIFFTOP" Then the screen should display the long room narrative: """ Just as you reach the top, your foot slips on a loose rock and you make one last desperate grab. Your luck holds, as does your grip. With an enormous heave, you lift yourself to the ledge above. """ Scenario: Verifying short narrative string descriptions for room node LOC_CLIFFTOP Given the player is currently at the location "LOC_CLIFFTOP" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_CLIFFLEDGE Given the player is currently at the location "LOC_CLIFFLEDGE" Then the screen should display the long room narrative: """ You are on a small ledge at the top of a nearly vertical cliff. There is a low crawl leading off to the northeast. """ Scenario: Verifying short narrative string descriptions for room node LOC_CLIFFLEDGE Given the player is currently at the location "LOC_CLIFFLEDGE" Then the screen should display the short room narrative: """ You're at top of cliff.' maptag: 'Clifftop """ Scenario: Verifying long narrative string descriptions for room node LOC_REACHDEAD Given the player is currently at the location "LOC_REACHDEAD" Then the screen should display the long room narrative: """ You have reached a dead end. """ Scenario: Verifying short narrative string descriptions for room node LOC_REACHDEAD Given the player is currently at the location "LOC_REACHDEAD" Then the screen should display the short room narrative: """ maptag: 'Dead end.' """ Scenario: Verifying long narrative string descriptions for room node LOC_GRUESOME Given the player is currently at the location "LOC_GRUESOME" Then the screen should display the long room narrative: """ There is now one more gruesome aspect to the spectacular vista. """ Scenario: Verifying short narrative string descriptions for room node LOC_GRUESOME Given the player is currently at the location "LOC_GRUESOME" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_FOOF1 Given the player is currently at the location "LOC_FOOF1" Then the screen should display the long room narrative: """ >>Foof!<< """ Scenario: Verifying short narrative string descriptions for room node LOC_FOOF1 Given the player is currently at the location "LOC_FOOF1" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_FOOF2 Given the player is currently at the location "LOC_FOOF2" Then the screen should display the long room narrative: """ >>Foof!<< """ Scenario: Verifying short narrative string descriptions for room node LOC_FOOF2 Given the player is currently at the location "LOC_FOOF2" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_FOOF3 Given the player is currently at the location "LOC_FOOF3" Then the screen should display the long room narrative: """ >>Foof!<< """ Scenario: Verifying short narrative string descriptions for room node LOC_FOOF3 Given the player is currently at the location "LOC_FOOF3" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_FOOF4 Given the player is currently at the location "LOC_FOOF4" Then the screen should display the long room narrative: """ >>Foof!<< """ Scenario: Verifying short narrative string descriptions for room node LOC_FOOF4 Given the player is currently at the location "LOC_FOOF4" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_FOOF5 Given the player is currently at the location "LOC_FOOF5" Then the screen should display the long room narrative: """ >>Foof!<< """ Scenario: Verifying short narrative string descriptions for room node LOC_FOOF5 Given the player is currently at the location "LOC_FOOF5" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario: Verifying long narrative string descriptions for room node LOC_FOOF6 Given the player is currently at the location "LOC_FOOF6" Then the screen should display the long room narrative: """ >>Foof!<< """ Scenario: Verifying short narrative string descriptions for room node LOC_FOOF6 Given the player is currently at the location "LOC_FOOF6" Then the screen should display the short room narrative: """ maptag: !!null """ Scenario Outline: Verifying room movement layout logic Given the player is currently at the location "" When the player executes the motion command "" Then the player should be moved to the location "" Examples: | start_node | motion | destination | | LOC_START | ROAD | LOC_HILL | | LOC_START | WEST | LOC_HILL | | LOC_START | UPWAR | LOC_HILL | | LOC_START | ENTER | LOC_BUILDING | | LOC_START | BUILD | LOC_BUILDING | | LOC_START | INWAR | LOC_BUILDING | | LOC_START | EAST | LOC_BUILDING | | LOC_START | DOWNS | LOC_VALLEY | | LOC_START | GULLY | LOC_VALLEY | | LOC_START | STREA | LOC_VALLEY | | LOC_START | SOUTH | LOC_VALLEY | | LOC_START | DOWN | LOC_VALLEY | | LOC_START | FORES | LOC_FOREST1 | | LOC_START | NORTH | LOC_FOREST1 | | LOC_START | DEPRE | LOC_GRATE | | LOC_HILL | BUILD | LOC_START | | LOC_HILL | EAST | LOC_START | | LOC_HILL | WEST | LOC_ROADEND | | LOC_HILL | NORTH | LOC_FOREST20 | | LOC_HILL | SOUTH | LOC_FOREST13 | | LOC_HILL | FORES | LOC_FOREST13 | | LOC_BUILDING | OUT | LOC_START | | LOC_BUILDING | OUTDO | LOC_START | | LOC_BUILDING | WEST | LOC_START | | LOC_BUILDING | XYZZY | LOC_FOOF1 | | LOC_BUILDING | PLUGH | LOC_FOOF3 | | LOC_BUILDING | DOWNS | LOC_SEWER | | LOC_BUILDING | STREA | LOC_SEWER | | LOC_VALLEY | UPSTR | LOC_START | | LOC_VALLEY | BUILD | LOC_START | | LOC_VALLEY | NORTH | LOC_START | | LOC_VALLEY | EAST | LOC_FOREST6 | | LOC_VALLEY | FORES | LOC_FOREST6 | | LOC_VALLEY | WEST | LOC_FOREST12 | | LOC_VALLEY | DOWNS | LOC_SLIT | | LOC_VALLEY | SOUTH | LOC_SLIT | | LOC_VALLEY | DOWN | LOC_SLIT | | LOC_VALLEY | DEPRE | LOC_GRATE | | LOC_ROADEND | ROAD | LOC_HILL | | LOC_ROADEND | EAST | LOC_HILL | | LOC_ROADEND | UPWAR | LOC_HILL | | LOC_ROADEND | BUILD | LOC_START | | LOC_ROADEND | SOUTH | LOC_FOREST14 | | LOC_ROADEND | FORES | LOC_FOREST14 | | LOC_ROADEND | WEST | LOC_FOREST15 | | LOC_ROADEND | NORTH | LOC_FOREST21 | | LOC_CLIFF | SOUTH | LOC_FOREST17 | | LOC_CLIFF | FORES | LOC_FOREST17 | | LOC_CLIFF | EAST | LOC_FOREST19 | | LOC_CLIFF | JUMP | LOC_NOMAKE | | LOC_SLIT | BUILD | LOC_START | | LOC_SLIT | UPSTR | LOC_VALLEY | | LOC_SLIT | NORTH | LOC_VALLEY | | LOC_SLIT | EAST | LOC_FOREST6 | | LOC_SLIT | FORES | LOC_FOREST6 | | LOC_SLIT | WEST | LOC_FOREST10 | | LOC_SLIT | DOWNS | LOC_GRATE | | LOC_SLIT | BED | LOC_GRATE | | LOC_SLIT | SOUTH | LOC_GRATE | | LOC_SLIT | DEPRE | LOC_GRATE | | LOC_GRATE | EAST | LOC_FOREST7 | | LOC_GRATE | FORES | LOC_FOREST7 | | LOC_GRATE | SOUTH | LOC_FOREST10 | | LOC_GRATE | WEST | LOC_FOREST9 | | LOC_GRATE | BUILD | LOC_START | | LOC_GRATE | UPSTR | LOC_SLIT | | LOC_GRATE | GULLY | LOC_SLIT | | LOC_GRATE | NORTH | LOC_SLIT | | LOC_BELOWGRATE | CRAWL | LOC_COBBLE | | LOC_BELOWGRATE | COBBL | LOC_COBBLE | | LOC_BELOWGRATE | INWAR | LOC_COBBLE | | LOC_BELOWGRATE | WEST | LOC_COBBLE | | LOC_BELOWGRATE | PIT | LOC_PITTOP | | LOC_BELOWGRATE | DEBRI | LOC_DEBRIS | | LOC_COBBLE | OUT | LOC_BELOWGRATE | | LOC_COBBLE | SURFA | LOC_BELOWGRATE | | LOC_COBBLE | EAST | LOC_BELOWGRATE | | LOC_COBBLE | INWAR | LOC_DEBRIS | | LOC_COBBLE | DARK | LOC_DEBRIS | | LOC_COBBLE | WEST | LOC_DEBRIS | | LOC_COBBLE | DEBRI | LOC_DEBRIS | | LOC_COBBLE | PIT | LOC_PITTOP | | LOC_DEBRIS | ENTRA | LOC_BELOWGRATE | | LOC_DEBRIS | CRAWL | LOC_COBBLE | | LOC_DEBRIS | COBBL | LOC_COBBLE | | LOC_DEBRIS | PASSA | LOC_COBBLE | | LOC_DEBRIS | LOW | LOC_COBBLE | | LOC_DEBRIS | EAST | LOC_COBBLE | | LOC_DEBRIS | CANYO | LOC_AWKWARD | | LOC_DEBRIS | INWAR | LOC_AWKWARD | | LOC_DEBRIS | UPWAR | LOC_AWKWARD | | LOC_DEBRIS | WEST | LOC_AWKWARD | | LOC_DEBRIS | XYZZY | LOC_FOOF2 | | LOC_DEBRIS | PIT | LOC_PITTOP | | LOC_AWKWARD | ENTRA | LOC_BELOWGRATE | | LOC_AWKWARD | DOWN | LOC_DEBRIS | | LOC_AWKWARD | EAST | LOC_DEBRIS | | LOC_AWKWARD | DEBRI | LOC_DEBRIS | | LOC_AWKWARD | INWAR | LOC_BIRDCHAMBER | | LOC_AWKWARD | UPWAR | LOC_BIRDCHAMBER | | LOC_AWKWARD | WEST | LOC_BIRDCHAMBER | | LOC_AWKWARD | PIT | LOC_PITTOP | | LOC_BIRDCHAMBER | ENTRA | LOC_BELOWGRATE | | LOC_BIRDCHAMBER | DEBRI | LOC_DEBRIS | | LOC_BIRDCHAMBER | CANYO | LOC_AWKWARD | | LOC_BIRDCHAMBER | EAST | LOC_AWKWARD | | LOC_BIRDCHAMBER | PASSA | LOC_PITTOP | | LOC_BIRDCHAMBER | PIT | LOC_PITTOP | | LOC_BIRDCHAMBER | WEST | LOC_PITTOP | | LOC_PITTOP | ENTRA | LOC_BELOWGRATE | | LOC_PITTOP | DEBRI | LOC_DEBRIS | | LOC_PITTOP | PASSA | LOC_BIRDCHAMBER | | LOC_PITTOP | EAST | LOC_BIRDCHAMBER | | LOC_PITTOP | DOWN | LOC_MISTHALL | | LOC_PITTOP | CRACK | LOC_CRACK | | LOC_PITTOP | WEST | LOC_CRACK | | LOC_MISTHALL | LEFT | LOC_NUGGET | | LOC_MISTHALL | SOUTH | LOC_NUGGET | | LOC_MISTHALL | FORWA | LOC_EASTBANK | | LOC_MISTHALL | HALL | LOC_EASTBANK | | LOC_MISTHALL | WEST | LOC_EASTBANK | | LOC_MISTHALL | STAIR | LOC_KINGHALL | | LOC_MISTHALL | DOWN | LOC_KINGHALL | | LOC_MISTHALL | NORTH | LOC_KINGHALL | | LOC_MISTHALL | UPWAR | LOC_PITTOP | | LOC_MISTHALL | Y2 | LOC_JUMBLE | | LOC_EASTBANK | HALL | LOC_MISTHALL | | LOC_EASTBANK | EAST | LOC_MISTHALL | | LOC_EASTBANK | OVER | LOC_WESTBANK | | LOC_NUGGET | HALL | LOC_MISTHALL | | LOC_NUGGET | OUT | LOC_MISTHALL | | LOC_NUGGET | NORTH | LOC_MISTHALL | | LOC_KINGHALL | STAIR | LOC_MISTHALL | | LOC_KINGHALL | UPWAR | LOC_MISTHALL | | LOC_KINGHALL | EAST | LOC_MISTHALL | | LOC_KINGHALL | NORTH | LOC_SNAKEBLOCK | | LOC_KINGHALL | SW | LOC_SECRET3 | | LOC_KINGHALL | SW | LOC_SNAKEBLOCK | | LOC_KINGHALL | SECRE | LOC_SECRET3 | | LOC_WESTEND | EAST | LOC_EASTEND | | LOC_WESTEND | ACROS | LOC_EASTEND | | LOC_WESTEND | WEST | LOC_SLAB | | LOC_WESTEND | SLAB | LOC_SLAB | | LOC_WESTEND | DOWN | LOC_WESTPIT | | LOC_WESTEND | PIT | LOC_WESTPIT | | LOC_EASTPIT | UPWAR | LOC_EASTEND | | LOC_EASTPIT | OUT | LOC_EASTEND | | LOC_WESTPIT | UPWAR | LOC_WESTEND | | LOC_WESTPIT | OUT | LOC_WESTEND | | LOC_WESTPIT | CLIMB | LOC_CLIMBSTALK | | LOC_WESTBANK | OVER | LOC_EASTBANK | | LOC_WESTBANK | NORTH | LOC_PARALLEL1 | | LOC_WESTBANK | WEST | LOC_MISTWEST | | LOC_FLOORHOLE | HALL | LOC_KINGHALL | | LOC_FLOORHOLE | OUT | LOC_KINGHALL | | LOC_FLOORHOLE | SOUTH | LOC_KINGHALL | | LOC_FLOORHOLE | NORTH | LOC_Y2 | | LOC_FLOORHOLE | Y2 | LOC_Y2 | | LOC_FLOORHOLE | DOWN | LOC_BROKEN | | LOC_FLOORHOLE | HOLE | LOC_BROKEN | | LOC_SOUTHSIDE | HALL | LOC_KINGHALL | | LOC_SOUTHSIDE | OUT | LOC_KINGHALL | | LOC_SOUTHSIDE | NORTH | LOC_KINGHALL | | LOC_WESTSIDE | HALL | LOC_KINGHALL | | LOC_WESTSIDE | OUT | LOC_KINGHALL | | LOC_WESTSIDE | EAST | LOC_KINGHALL | | LOC_WESTSIDE | WEST | LOC_CROSSOVER | | LOC_WESTSIDE | UPWAR | LOC_CROSSOVER | | LOC_Y2 | PLUGH | LOC_FOOF4 | | LOC_Y2 | SOUTH | LOC_FLOORHOLE | | LOC_Y2 | EAST | LOC_JUMBLE | | LOC_Y2 | WALL | LOC_JUMBLE | | LOC_Y2 | BROKE | LOC_JUMBLE | | LOC_Y2 | WEST | LOC_WINDOW1 | | LOC_Y2 | PLOVE | LOC_FOOF5 | | LOC_JUMBLE | DOWN | LOC_Y2 | | LOC_JUMBLE | Y2 | LOC_Y2 | | LOC_JUMBLE | UPWAR | LOC_MISTHALL | | LOC_WINDOW1 | EAST | LOC_Y2 | | LOC_WINDOW1 | Y2 | LOC_Y2 | | LOC_WINDOW1 | JUMP | LOC_NECKBROKE | | LOC_BROKEN | EAST | LOC_SMALLPITBRINK | | LOC_BROKEN | CRAWL | LOC_SMALLPITBRINK | | LOC_BROKEN | UPWAR | LOC_FLOORHOLE | | LOC_BROKEN | HOLE | LOC_FLOORHOLE | | LOC_BROKEN | WEST | LOC_DUSTY | | LOC_BROKEN | BEDQU | LOC_BEDQUILT | | LOC_SMALLPITBRINK | WEST | LOC_BROKEN | | LOC_SMALLPITBRINK | CRAWL | LOC_BROKEN | | LOC_SMALLPITBRINK | DOWN | LOC_SMALLPIT | | LOC_SMALLPITBRINK | PIT | LOC_SMALLPIT | | LOC_SMALLPITBRINK | CLIMB | LOC_SMALLPIT | | LOC_SMALLPIT | CLIMB | LOC_SMALLPITBRINK | | LOC_SMALLPIT | UPWAR | LOC_SMALLPITBRINK | | LOC_SMALLPIT | OUT | LOC_SMALLPITBRINK | | LOC_DUSTY | EAST | LOC_BROKEN | | LOC_DUSTY | PASSA | LOC_BROKEN | | LOC_DUSTY | DOWN | LOC_COMPLEX | | LOC_DUSTY | HOLE | LOC_COMPLEX | | LOC_DUSTY | FLOOR | LOC_COMPLEX | | LOC_DUSTY | BEDQU | LOC_BEDQUILT | | LOC_MISTWEST | SOUTH | LOC_ALIKE1 | | LOC_MISTWEST | UPWAR | LOC_ALIKE1 | | LOC_MISTWEST | PASSA | LOC_ALIKE1 | | LOC_MISTWEST | CLIMB | LOC_ALIKE1 | | LOC_MISTWEST | EAST | LOC_WESTBANK | | LOC_MISTWEST | NORTH | LOC_PARALLEL2 | | LOC_MISTWEST | WEST | LOC_LONGEAST | | LOC_MISTWEST | CRAWL | LOC_LONGEAST | | LOC_ALIKE1 | UPWAR | LOC_MISTWEST | | LOC_ALIKE1 | NORTH | LOC_ALIKE1 | | LOC_ALIKE1 | EAST | LOC_ALIKE2 | | LOC_ALIKE1 | SOUTH | LOC_ALIKE4 | | LOC_ALIKE1 | WEST | LOC_ALIKE11 | | LOC_ALIKE2 | WEST | LOC_ALIKE1 | | LOC_ALIKE2 | SOUTH | LOC_ALIKE3 | | LOC_ALIKE2 | EAST | LOC_ALIKE4 | | LOC_ALIKE3 | EAST | LOC_ALIKE2 | | LOC_ALIKE3 | DOWN | LOC_MAZEEND3 | | LOC_ALIKE3 | SOUTH | LOC_ALIKE6 | | LOC_ALIKE3 | NORTH | LOC_MAZEEND9 | | LOC_ALIKE4 | WEST | LOC_ALIKE1 | | LOC_ALIKE4 | NORTH | LOC_ALIKE2 | | LOC_ALIKE4 | EAST | LOC_MAZEEND1 | | LOC_ALIKE4 | SOUTH | LOC_MAZEEND2 | | LOC_ALIKE4 | UPWAR | LOC_ALIKE14 | | LOC_ALIKE4 | DOWN | LOC_ALIKE14 | | LOC_MAZEEND1 | WEST | LOC_ALIKE4 | | LOC_MAZEEND1 | OUT | LOC_ALIKE4 | | LOC_MAZEEND2 | EAST | LOC_ALIKE4 | | LOC_MAZEEND2 | OUT | LOC_ALIKE4 | | LOC_MAZEEND3 | UPWAR | LOC_ALIKE3 | | LOC_MAZEEND3 | OUT | LOC_ALIKE3 | | LOC_ALIKE5 | EAST | LOC_ALIKE6 | | LOC_ALIKE5 | WEST | LOC_ALIKE7 | | LOC_ALIKE6 | EAST | LOC_ALIKE3 | | LOC_ALIKE6 | WEST | LOC_ALIKE5 | | LOC_ALIKE6 | DOWN | LOC_ALIKE7 | | LOC_ALIKE6 | SOUTH | LOC_ALIKE8 | | LOC_ALIKE7 | WEST | LOC_ALIKE5 | | LOC_ALIKE7 | UPWAR | LOC_ALIKE6 | | LOC_ALIKE7 | EAST | LOC_ALIKE8 | | LOC_ALIKE7 | SOUTH | LOC_ALIKE9 | | LOC_ALIKE8 | WEST | LOC_ALIKE6 | | LOC_ALIKE8 | EAST | LOC_ALIKE7 | | LOC_ALIKE8 | SOUTH | LOC_ALIKE8 | | LOC_ALIKE8 | UPWAR | LOC_ALIKE9 | | LOC_ALIKE8 | NORTH | LOC_ALIKE10 | | LOC_ALIKE8 | DOWN | LOC_MAZEEND11 | | LOC_ALIKE9 | WEST | LOC_ALIKE7 | | LOC_ALIKE9 | NORTH | LOC_ALIKE8 | | LOC_ALIKE9 | SOUTH | LOC_MAZEEND4 | | LOC_MAZEEND4 | WEST | LOC_ALIKE9 | | LOC_MAZEEND4 | OUT | LOC_ALIKE9 | | LOC_ALIKE10 | WEST | LOC_ALIKE8 | | LOC_ALIKE10 | NORTH | LOC_ALIKE10 | | LOC_ALIKE10 | DOWN | LOC_MAZEEND5 | | LOC_ALIKE10 | EAST | LOC_PITBRINK | | LOC_MAZEEND5 | UPWAR | LOC_ALIKE10 | | LOC_MAZEEND5 | OUT | LOC_ALIKE10 | | LOC_PITBRINK | DOWN | LOC_BIRDCHAMBER | | LOC_PITBRINK | CLIMB | LOC_BIRDCHAMBER | | LOC_PITBRINK | WEST | LOC_ALIKE10 | | LOC_PITBRINK | SOUTH | LOC_MAZEEND6 | | LOC_PITBRINK | NORTH | LOC_ALIKE12 | | LOC_PITBRINK | EAST | LOC_ALIKE13 | | LOC_MAZEEND6 | EAST | LOC_PITBRINK | | LOC_MAZEEND6 | OUT | LOC_PITBRINK | | LOC_LONGEAST | EAST | LOC_MISTWEST | | LOC_LONGEAST | UPWAR | LOC_MISTWEST | | LOC_LONGEAST | CRAWL | LOC_MISTWEST | | LOC_LONGEAST | WEST | LOC_LONGWEST | | LOC_LONGEAST | NORTH | LOC_CROSSOVER | | LOC_LONGEAST | DOWN | LOC_CROSSOVER | | LOC_LONGEAST | HOLE | LOC_CROSSOVER | | LOC_LONGWEST | EAST | LOC_LONGEAST | | LOC_LONGWEST | NORTH | LOC_CROSSOVER | | LOC_LONGWEST | SOUTH | LOC_DIFFERENT1 | | LOC_CROSSOVER | WEST | LOC_LONGEAST | | LOC_CROSSOVER | NORTH | LOC_DEADEND7 | | LOC_CROSSOVER | EAST | LOC_WESTSIDE | | LOC_CROSSOVER | SOUTH | LOC_LONGWEST | | LOC_DEADEND7 | SOUTH | LOC_CROSSOVER | | LOC_DEADEND7 | OUT | LOC_CROSSOVER | | LOC_COMPLEX | UPWAR | LOC_DUSTY | | LOC_COMPLEX | CLIMB | LOC_DUSTY | | LOC_COMPLEX | ROOM | LOC_DUSTY | | LOC_COMPLEX | WEST | LOC_BEDQUILT | | LOC_COMPLEX | BEDQU | LOC_BEDQUILT | | LOC_COMPLEX | NORTH | LOC_SHELLROOM | | LOC_COMPLEX | SHELL | LOC_SHELLROOM | | LOC_COMPLEX | EAST | LOC_ANTEROOM | | LOC_BEDQUILT | EAST | LOC_COMPLEX | | LOC_BEDQUILT | WEST | LOC_SWISSCHEESE | | LOC_BEDQUILT | SLAB | LOC_SLAB | | LOC_BEDQUILT | UPWAR | LOC_SECRET2 | | LOC_BEDQUILT | UPWAR | LOC_DUSTY | | LOC_BEDQUILT | NORTH | LOC_LOWROOM | | LOC_BEDQUILT | NORTH | LOC_THREEJUNCTION | | LOC_BEDQUILT | DOWN | LOC_ANTEROOM | | LOC_SWISSCHEESE | NE | LOC_BEDQUILT | | LOC_SWISSCHEESE | WEST | LOC_EASTEND | | LOC_SWISSCHEESE | CANYO | LOC_TALL | | LOC_SWISSCHEESE | EAST | LOC_SOFTROOM | | LOC_SWISSCHEESE | ORIEN | LOC_ORIENTAL | | LOC_EASTEND | EAST | LOC_SWISSCHEESE | | LOC_EASTEND | WEST | LOC_WESTEND | | LOC_EASTEND | ACROS | LOC_WESTEND | | LOC_EASTEND | DOWN | LOC_EASTPIT | | LOC_EASTEND | PIT | LOC_EASTPIT | | LOC_SLAB | SOUTH | LOC_WESTEND | | LOC_SLAB | UPWAR | LOC_SECRET1 | | LOC_SLAB | CLIMB | LOC_SECRET1 | | LOC_SLAB | NORTH | LOC_BEDQUILT | | LOC_SECRET1 | DOWN | LOC_SLAB | | LOC_SECRET1 | SLAB | LOC_SLAB | | LOC_SECRET1 | SOUTH | LOC_SECRET4 | | LOC_SECRET1 | NORTH | LOC_MIRRORCANYON | | LOC_SECRET1 | RESER | LOC_RESERVOIR | | LOC_SECRET2 | NORTH | LOC_THREEJUNCTION | | LOC_SECRET2 | DOWN | LOC_BEDQUILT | | LOC_SECRET2 | PASSA | LOC_BEDQUILT | | LOC_SECRET2 | SOUTH | LOC_TOPSTALACTITE | | LOC_THREEJUNCTION | SE | LOC_BEDQUILT | | LOC_THREEJUNCTION | SOUTH | LOC_SECRET2 | | LOC_THREEJUNCTION | NORTH | LOC_WINDOW2 | | LOC_LOWROOM | BEDQU | LOC_BEDQUILT | | LOC_LOWROOM | SW | LOC_WINDING | | LOC_LOWROOM | NORTH | LOC_DEADCRAWL | | LOC_LOWROOM | SE | LOC_ORIENTAL | | LOC_LOWROOM | ORIEN | LOC_ORIENTAL | | LOC_DEADCRAWL | SOUTH | LOC_LOWROOM | | LOC_DEADCRAWL | CRAWL | LOC_LOWROOM | | LOC_DEADCRAWL | OUT | LOC_LOWROOM | | LOC_SECRET3 | EAST | LOC_KINGHALL | | LOC_SECRET3 | WEST | LOC_SECRET5 | | LOC_SECRET3 | WEST | LOC_SECRET6 | | LOC_SECRET3 | DOWN | LOC_WIDEPLACE | | LOC_WIDEPLACE | SOUTH | LOC_TIGHTPLACE | | LOC_WIDEPLACE | NORTH | LOC_TALL | | LOC_TIGHTPLACE | NORTH | LOC_WIDEPLACE | | LOC_TALL | EAST | LOC_WIDEPLACE | | LOC_TALL | WEST | LOC_BOULDERS1 | | LOC_TALL | NORTH | LOC_SWISSCHEESE | | LOC_TALL | CRAWL | LOC_SWISSCHEESE | | LOC_BOULDERS1 | SOUTH | LOC_TALL | | LOC_ALIKE11 | NORTH | LOC_ALIKE1 | | LOC_ALIKE11 | WEST | LOC_ALIKE11 | | LOC_ALIKE11 | SOUTH | LOC_ALIKE11 | | LOC_ALIKE11 | EAST | LOC_MAZEEND8 | | LOC_MAZEEND8 | WEST | LOC_ALIKE11 | | LOC_MAZEEND8 | OUT | LOC_ALIKE11 | | LOC_MAZEEND9 | SOUTH | LOC_ALIKE3 | | LOC_MAZEEND9 | OUT | LOC_ALIKE3 | | LOC_ALIKE12 | SOUTH | LOC_PITBRINK | | LOC_ALIKE12 | EAST | LOC_ALIKE13 | | LOC_ALIKE12 | WEST | LOC_MAZEEND10 | | LOC_ALIKE13 | NORTH | LOC_PITBRINK | | LOC_ALIKE13 | WEST | LOC_ALIKE12 | | LOC_ALIKE13 | NW | LOC_MAZEEND12 | | LOC_MAZEEND10 | EAST | LOC_ALIKE12 | | LOC_MAZEEND10 | OUT | LOC_ALIKE12 | | LOC_MAZEEND11 | UPWAR | LOC_ALIKE8 | | LOC_MAZEEND11 | OUT | LOC_ALIKE8 | | LOC_ALIKE14 | UPWAR | LOC_ALIKE4 | | LOC_ALIKE14 | DOWN | LOC_ALIKE4 | | LOC_NARROW | DOWN | LOC_WESTPIT | | LOC_NARROW | CLIMB | LOC_WESTPIT | | LOC_NARROW | EAST | LOC_WESTPIT | | LOC_NARROW | JUMP | LOC_NECKBROKE | | LOC_NARROW | WEST | LOC_GIANTROOM | | LOC_NARROW | GIANT | LOC_GIANTROOM | | LOC_INCLINE | NORTH | LOC_WATERFALL | | LOC_INCLINE | CAVER | LOC_WATERFALL | | LOC_INCLINE | PASSA | LOC_WATERFALL | | LOC_INCLINE | DOWN | LOC_LOWROOM | | LOC_INCLINE | CLIMB | LOC_LOWROOM | | LOC_GIANTROOM | SOUTH | LOC_NARROW | | LOC_GIANTROOM | EAST | LOC_CAVEIN | | LOC_GIANTROOM | NORTH | LOC_IMMENSE | | LOC_CAVEIN | SOUTH | LOC_GIANTROOM | | LOC_CAVEIN | GIANT | LOC_GIANTROOM | | LOC_CAVEIN | OUT | LOC_GIANTROOM | | LOC_IMMENSE | SOUTH | LOC_GIANTROOM | | LOC_IMMENSE | GIANT | LOC_GIANTROOM | | LOC_IMMENSE | PASSA | LOC_GIANTROOM | | LOC_WATERFALL | SOUTH | LOC_IMMENSE | | LOC_WATERFALL | OUT | LOC_IMMENSE | | LOC_WATERFALL | GIANT | LOC_GIANTROOM | | LOC_WATERFALL | WEST | LOC_INCLINE | | LOC_SOFTROOM | WEST | LOC_SWISSCHEESE | | LOC_SOFTROOM | OUT | LOC_SWISSCHEESE | | LOC_ORIENTAL | SE | LOC_SWISSCHEESE | | LOC_ORIENTAL | WEST | LOC_LOWROOM | | LOC_ORIENTAL | CRAWL | LOC_LOWROOM | | LOC_ORIENTAL | UPWAR | LOC_MISTY | | LOC_ORIENTAL | NORTH | LOC_MISTY | | LOC_ORIENTAL | CAVER | LOC_MISTY | | LOC_MISTY | SOUTH | LOC_ORIENTAL | | LOC_MISTY | ORIEN | LOC_ORIENTAL | | LOC_MISTY | WEST | LOC_ALCOVE | | LOC_ALCOVE | NW | LOC_MISTY | | LOC_ALCOVE | CAVER | LOC_MISTY | | LOC_ALCOVE | EAST | LOC_PLOVER | | LOC_PLOVER | WEST | LOC_ALCOVE | | LOC_PLOVER | PLOVE | LOC_FOOF6 | | LOC_PLOVER | NE | LOC_DARKROOM | | LOC_PLOVER | DARK | LOC_DARKROOM | | LOC_DARKROOM | SOUTH | LOC_PLOVER | | LOC_DARKROOM | PLOVE | LOC_PLOVER | | LOC_DARKROOM | OUT | LOC_PLOVER | | LOC_ARCHED | DOWN | LOC_SHELLROOM | | LOC_ARCHED | SHELL | LOC_SHELLROOM | | LOC_ARCHED | OUT | LOC_SHELLROOM | | LOC_SHELLROOM | UPWAR | LOC_ARCHED | | LOC_SHELLROOM | HALL | LOC_ARCHED | | LOC_SHELLROOM | DOWN | LOC_SLOPING1 | | LOC_SHELLROOM | SOUTH | LOC_COMPLEX | | LOC_SLOPING1 | UPWAR | LOC_SHELLROOM | | LOC_SLOPING1 | SHELL | LOC_SHELLROOM | | LOC_SLOPING1 | DOWN | LOC_CULDESAC | | LOC_CULDESAC | UPWAR | LOC_SLOPING1 | | LOC_CULDESAC | OUT | LOC_SLOPING1 | | LOC_CULDESAC | SHELL | LOC_SHELLROOM | | LOC_ANTEROOM | UPWAR | LOC_COMPLEX | | LOC_ANTEROOM | WEST | LOC_BEDQUILT | | LOC_ANTEROOM | EAST | LOC_WITTSEND | | LOC_DIFFERENT1 | SOUTH | LOC_DIFFERENT3 | | LOC_DIFFERENT1 | SW | LOC_DIFFERENT4 | | LOC_DIFFERENT1 | NE | LOC_DIFFERENT5 | | LOC_DIFFERENT1 | SE | LOC_DIFFERENT6 | | LOC_DIFFERENT1 | UPWAR | LOC_DIFFERENT7 | | LOC_DIFFERENT1 | NW | LOC_DIFFERENT8 | | LOC_DIFFERENT1 | EAST | LOC_DIFFERENT9 | | LOC_DIFFERENT1 | WEST | LOC_DIFFERENT10 | | LOC_DIFFERENT1 | NORTH | LOC_DIFFERENT11 | | LOC_DIFFERENT1 | DOWN | LOC_LONGWEST | | LOC_WITTSEND | EAST | LOC_ANTEROOM | | LOC_MIRRORCANYON | SOUTH | LOC_SECRET1 | | LOC_MIRRORCANYON | NORTH | LOC_RESERVOIR | | LOC_MIRRORCANYON | RESER | LOC_RESERVOIR | | LOC_WINDOW2 | WEST | LOC_THREEJUNCTION | | LOC_WINDOW2 | JUMP | LOC_NECKBROKE | | LOC_TOPSTALACTITE | NORTH | LOC_SECRET2 | | LOC_TOPSTALACTITE | DOWN | LOC_ALIKE9 | | LOC_TOPSTALACTITE | DOWN | LOC_ALIKE4 | | LOC_DIFFERENT2 | SW | LOC_DIFFERENT3 | | LOC_DIFFERENT2 | NORTH | LOC_DIFFERENT4 | | LOC_DIFFERENT2 | EAST | LOC_DIFFERENT5 | | LOC_DIFFERENT2 | NW | LOC_DIFFERENT6 | | LOC_DIFFERENT2 | SE | LOC_DIFFERENT7 | | LOC_DIFFERENT2 | NE | LOC_DIFFERENT8 | | LOC_DIFFERENT2 | WEST | LOC_DIFFERENT9 | | LOC_DIFFERENT2 | DOWN | LOC_DIFFERENT10 | | LOC_DIFFERENT2 | UPWAR | LOC_DIFFERENT11 | | LOC_DIFFERENT2 | SOUTH | LOC_DEADEND13 | | LOC_RESERVOIR | SOUTH | LOC_MIRRORCANYON | | LOC_RESERVOIR | OUT | LOC_MIRRORCANYON | | LOC_RESERVOIR | NORTH | LOC_RESBOTTOM | | LOC_MAZEEND12 | SE | LOC_ALIKE13 | | LOC_NE | SW | LOC_SW | | LOC_SW | NE | LOC_NE | | LOC_SWCHASM | SW | LOC_WINDING | | LOC_WINDING | DOWN | LOC_LOWROOM | | LOC_WINDING | UPWAR | LOC_SWCHASM | | LOC_SECRET4 | NORTH | LOC_SECRET1 | | LOC_SECRET4 | OUT | LOC_SECRET1 | | LOC_SECRET5 | NORTH | LOC_SECRET1 | | LOC_SECRET5 | EAST | LOC_SECRET3 | | LOC_SECRET6 | EAST | LOC_SECRET3 | | LOC_SECRET6 | OUT | LOC_SECRET3 | | LOC_NECHASM | NE | LOC_CORRIDOR | | LOC_NECHASM | FORK | LOC_FORK | | LOC_NECHASM | VIEW | LOC_BREATHTAKING | | LOC_NECHASM | BARRE | LOC_BARRENFRONT | | LOC_CORRIDOR | WEST | LOC_NECHASM | | LOC_CORRIDOR | EAST | LOC_FORK | | LOC_CORRIDOR | FORK | LOC_FORK | | LOC_CORRIDOR | VIEW | LOC_BREATHTAKING | | LOC_CORRIDOR | BARRE | LOC_BARRENFRONT | | LOC_FORK | WEST | LOC_CORRIDOR | | LOC_FORK | NE | LOC_WARMWALLS | | LOC_FORK | LEFT | LOC_WARMWALLS | | LOC_FORK | SE | LOC_LIMESTONE | | LOC_FORK | RIGHT | LOC_LIMESTONE | | LOC_FORK | DOWN | LOC_LIMESTONE | | LOC_FORK | VIEW | LOC_BREATHTAKING | | LOC_FORK | BARRE | LOC_BARRENFRONT | | LOC_WARMWALLS | SOUTH | LOC_FORK | | LOC_WARMWALLS | FORK | LOC_FORK | | LOC_WARMWALLS | NORTH | LOC_BREATHTAKING | | LOC_WARMWALLS | VIEW | LOC_BREATHTAKING | | LOC_WARMWALLS | EAST | LOC_BOULDERS2 | | LOC_WARMWALLS | CRAWL | LOC_BOULDERS2 | | LOC_BREATHTAKING | SOUTH | LOC_WARMWALLS | | LOC_BREATHTAKING | PASSA | LOC_WARMWALLS | | LOC_BREATHTAKING | OUT | LOC_WARMWALLS | | LOC_BREATHTAKING | FORK | LOC_FORK | | LOC_BREATHTAKING | JUMP | LOC_GRUESOME | | LOC_BOULDERS2 | WEST | LOC_WARMWALLS | | LOC_BOULDERS2 | OUT | LOC_WARMWALLS | | LOC_BOULDERS2 | CRAWL | LOC_WARMWALLS | | LOC_BOULDERS2 | FORK | LOC_FORK | | LOC_BOULDERS2 | VIEW | LOC_BREATHTAKING | | LOC_LIMESTONE | NORTH | LOC_FORK | | LOC_LIMESTONE | UPWAR | LOC_FORK | | LOC_LIMESTONE | FORK | LOC_FORK | | LOC_LIMESTONE | SOUTH | LOC_BARRENFRONT | | LOC_LIMESTONE | DOWN | LOC_BARRENFRONT | | LOC_LIMESTONE | BARRE | LOC_BARRENFRONT | | LOC_LIMESTONE | VIEW | LOC_BREATHTAKING | | LOC_BARRENFRONT | WEST | LOC_LIMESTONE | | LOC_BARRENFRONT | UPWAR | LOC_LIMESTONE | | LOC_BARRENFRONT | FORK | LOC_FORK | | LOC_BARRENFRONT | EAST | LOC_BARRENROOM | | LOC_BARRENFRONT | INWAR | LOC_BARRENROOM | | LOC_BARRENFRONT | BARRE | LOC_BARRENROOM | | LOC_BARRENFRONT | ENTER | LOC_BARRENROOM | | LOC_BARRENFRONT | VIEW | LOC_BREATHTAKING | | LOC_BARRENROOM | WEST | LOC_BARRENFRONT | | LOC_BARRENROOM | OUT | LOC_BARRENFRONT | | LOC_BARRENROOM | FORK | LOC_FORK | | LOC_BARRENROOM | VIEW | LOC_BREATHTAKING | | LOC_DIFFERENT3 | WEST | LOC_DIFFERENT1 | | LOC_DIFFERENT3 | SE | LOC_DIFFERENT4 | | LOC_DIFFERENT3 | NW | LOC_DIFFERENT5 | | LOC_DIFFERENT3 | SW | LOC_DIFFERENT6 | | LOC_DIFFERENT3 | NE | LOC_DIFFERENT7 | | LOC_DIFFERENT3 | UPWAR | LOC_DIFFERENT8 | | LOC_DIFFERENT3 | DOWN | LOC_DIFFERENT9 | | LOC_DIFFERENT3 | NORTH | LOC_DIFFERENT10 | | LOC_DIFFERENT3 | SOUTH | LOC_DIFFERENT11 | | LOC_DIFFERENT3 | EAST | LOC_DIFFERENT2 | | LOC_DIFFERENT4 | NW | LOC_DIFFERENT1 | | LOC_DIFFERENT4 | UPWAR | LOC_DIFFERENT3 | | LOC_DIFFERENT4 | NORTH | LOC_DIFFERENT5 | | LOC_DIFFERENT4 | SOUTH | LOC_DIFFERENT6 | | LOC_DIFFERENT4 | WEST | LOC_DIFFERENT7 | | LOC_DIFFERENT4 | SW | LOC_DIFFERENT8 | | LOC_DIFFERENT4 | NE | LOC_DIFFERENT9 | | LOC_DIFFERENT4 | EAST | LOC_DIFFERENT10 | | LOC_DIFFERENT4 | DOWN | LOC_DIFFERENT11 | | LOC_DIFFERENT4 | SE | LOC_DIFFERENT2 | | LOC_DIFFERENT5 | UPWAR | LOC_DIFFERENT1 | | LOC_DIFFERENT5 | DOWN | LOC_DIFFERENT3 | | LOC_DIFFERENT5 | WEST | LOC_DIFFERENT4 | | LOC_DIFFERENT5 | NE | LOC_DIFFERENT6 | | LOC_DIFFERENT5 | SW | LOC_DIFFERENT7 | | LOC_DIFFERENT5 | EAST | LOC_DIFFERENT8 | | LOC_DIFFERENT5 | NORTH | LOC_DIFFERENT9 | | LOC_DIFFERENT5 | NW | LOC_DIFFERENT10 | | LOC_DIFFERENT5 | SE | LOC_DIFFERENT11 | | LOC_DIFFERENT5 | SOUTH | LOC_DIFFERENT2 | | LOC_DIFFERENT6 | NE | LOC_DIFFERENT1 | | LOC_DIFFERENT6 | NORTH | LOC_DIFFERENT3 | | LOC_DIFFERENT6 | NW | LOC_DIFFERENT4 | | LOC_DIFFERENT6 | SE | LOC_DIFFERENT5 | | LOC_DIFFERENT6 | EAST | LOC_DIFFERENT7 | | LOC_DIFFERENT6 | DOWN | LOC_DIFFERENT8 | | LOC_DIFFERENT6 | SOUTH | LOC_DIFFERENT9 | | LOC_DIFFERENT6 | UPWAR | LOC_DIFFERENT10 | | LOC_DIFFERENT6 | WEST | LOC_DIFFERENT11 | | LOC_DIFFERENT6 | SW | LOC_DIFFERENT2 | | LOC_DIFFERENT7 | NORTH | LOC_DIFFERENT1 | | LOC_DIFFERENT7 | SE | LOC_DIFFERENT3 | | LOC_DIFFERENT7 | DOWN | LOC_DIFFERENT4 | | LOC_DIFFERENT7 | SOUTH | LOC_DIFFERENT5 | | LOC_DIFFERENT7 | EAST | LOC_DIFFERENT6 | | LOC_DIFFERENT7 | WEST | LOC_DIFFERENT8 | | LOC_DIFFERENT7 | SW | LOC_DIFFERENT9 | | LOC_DIFFERENT7 | NE | LOC_DIFFERENT10 | | LOC_DIFFERENT7 | NW | LOC_DIFFERENT11 | | LOC_DIFFERENT7 | UPWAR | LOC_DIFFERENT2 | | LOC_DIFFERENT8 | EAST | LOC_DIFFERENT1 | | LOC_DIFFERENT8 | WEST | LOC_DIFFERENT3 | | LOC_DIFFERENT8 | UPWAR | LOC_DIFFERENT4 | | LOC_DIFFERENT8 | SW | LOC_DIFFERENT5 | | LOC_DIFFERENT8 | DOWN | LOC_DIFFERENT6 | | LOC_DIFFERENT8 | SOUTH | LOC_DIFFERENT7 | | LOC_DIFFERENT8 | NW | LOC_DIFFERENT9 | | LOC_DIFFERENT8 | SE | LOC_DIFFERENT10 | | LOC_DIFFERENT8 | NE | LOC_DIFFERENT11 | | LOC_DIFFERENT8 | NORTH | LOC_DIFFERENT2 | | LOC_DIFFERENT9 | SE | LOC_DIFFERENT1 | | LOC_DIFFERENT9 | NE | LOC_DIFFERENT3 | | LOC_DIFFERENT9 | SOUTH | LOC_DIFFERENT4 | | LOC_DIFFERENT9 | DOWN | LOC_DIFFERENT5 | | LOC_DIFFERENT9 | UPWAR | LOC_DIFFERENT6 | | LOC_DIFFERENT9 | NW | LOC_DIFFERENT7 | | LOC_DIFFERENT9 | NORTH | LOC_DIFFERENT8 | | LOC_DIFFERENT9 | SW | LOC_DIFFERENT10 | | LOC_DIFFERENT9 | EAST | LOC_DIFFERENT11 | | LOC_DIFFERENT9 | WEST | LOC_DIFFERENT2 | | LOC_DIFFERENT10 | DOWN | LOC_DIFFERENT1 | | LOC_DIFFERENT10 | EAST | LOC_DIFFERENT3 | | LOC_DIFFERENT10 | NE | LOC_DIFFERENT4 | | LOC_DIFFERENT10 | UPWAR | LOC_DIFFERENT5 | | LOC_DIFFERENT10 | WEST | LOC_DIFFERENT6 | | LOC_DIFFERENT10 | NORTH | LOC_DIFFERENT7 | | LOC_DIFFERENT10 | SOUTH | LOC_DIFFERENT8 | | LOC_DIFFERENT10 | SE | LOC_DIFFERENT9 | | LOC_DIFFERENT10 | SW | LOC_DIFFERENT11 | | LOC_DIFFERENT10 | NW | LOC_DIFFERENT2 | | LOC_DIFFERENT11 | SW | LOC_DIFFERENT1 | | LOC_DIFFERENT11 | NW | LOC_DIFFERENT3 | | LOC_DIFFERENT11 | EAST | LOC_DIFFERENT4 | | LOC_DIFFERENT11 | WEST | LOC_DIFFERENT5 | | LOC_DIFFERENT11 | NORTH | LOC_DIFFERENT6 | | LOC_DIFFERENT11 | DOWN | LOC_DIFFERENT7 | | LOC_DIFFERENT11 | SE | LOC_DIFFERENT8 | | LOC_DIFFERENT11 | UPWAR | LOC_DIFFERENT9 | | LOC_DIFFERENT11 | SOUTH | LOC_DIFFERENT10 | | LOC_DIFFERENT11 | NE | LOC_DIFFERENT2 | | LOC_DEADEND13 | NORTH | LOC_DIFFERENT2 | | LOC_DEADEND13 | OUT | LOC_DIFFERENT2 | | LOC_DEADEND13 | SOUTH | LOC_ROUGHHEWN | | LOC_DEADEND13 | SOUTH | LOC_BADDIRECTION | | LOC_ROUGHHEWN | NORTH | LOC_DEADEND13 | | LOC_ROUGHHEWN | SOUTH | LOC_LARGE | | LOC_LARGE | WEST | LOC_ROUGHHEWN | | LOC_LARGE | NORTH | LOC_STOREROOM | | LOC_STOREROOM | SOUTH | LOC_LARGE | | LOC_STOREROOM | OUT | LOC_LARGE | | LOC_FOREST1 | EAST | LOC_START | | LOC_FOREST1 | WEST | LOC_FOREST13 | | LOC_FOREST1 | NORTH | LOC_FOREST2 | | LOC_FOREST1 | SOUTH | LOC_FOREST3 | | LOC_FOREST2 | EAST | LOC_FOREST1 | | LOC_FOREST2 | WEST | LOC_FOREST19 | | LOC_FOREST2 | NORTH | LOC_FOREST3 | | LOC_FOREST2 | SOUTH | LOC_FOREST18 | | LOC_FOREST3 | EAST | LOC_FOREST4 | | LOC_FOREST3 | WEST | LOC_FOREST4 | | LOC_FOREST3 | NORTH | LOC_FOREST2 | | LOC_FOREST3 | SOUTH | LOC_FOREST1 | | LOC_FOREST4 | EAST | LOC_FOREST3 | | LOC_FOREST4 | NORTH | LOC_FOREST3 | | LOC_FOREST4 | WEST | LOC_FOREST5 | | LOC_FOREST4 | SOUTH | LOC_FOREST5 | | LOC_FOREST5 | EAST | LOC_FOREST4 | | LOC_FOREST5 | NORTH | LOC_FOREST4 | | LOC_FOREST5 | WEST | LOC_FOREST7 | | LOC_FOREST5 | SOUTH | LOC_FOREST6 | | LOC_FOREST6 | EAST | LOC_FOREST5 | | LOC_FOREST6 | WEST | LOC_FOREST7 | | LOC_FOREST6 | NORTH | LOC_VALLEY | | LOC_FOREST6 | SOUTH | LOC_SLIT | | LOC_FOREST7 | EAST | LOC_FOREST5 | | LOC_FOREST7 | WEST | LOC_FOREST6 | | LOC_FOREST7 | NORTH | LOC_GRATE | | LOC_FOREST7 | SOUTH | LOC_FOREST8 | | LOC_FOREST8 | EAST | LOC_FOREST9 | | LOC_FOREST8 | WEST | LOC_FOREST11 | | LOC_FOREST8 | NORTH | LOC_FOREST22 | | LOC_FOREST8 | SOUTH | LOC_FOREST7 | | LOC_FOREST9 | EAST | LOC_FOREST11 | | LOC_FOREST9 | WEST | LOC_FOREST8 | | LOC_FOREST9 | NORTH | LOC_FOREST10 | | LOC_FOREST9 | SOUTH | LOC_GRATE | | LOC_FOREST10 | EAST | LOC_SLIT | | LOC_FOREST10 | WEST | LOC_FOREST11 | | LOC_FOREST10 | NORTH | LOC_FOREST9 | | LOC_FOREST10 | SOUTH | LOC_GRATE | | LOC_FOREST11 | EAST | LOC_FOREST10 | | LOC_FOREST11 | WEST | LOC_FOREST8 | | LOC_FOREST11 | NORTH | LOC_FOREST22 | | LOC_FOREST11 | SOUTH | LOC_FOREST9 | | LOC_FOREST12 | EAST | LOC_FOREST13 | | LOC_FOREST12 | WEST | LOC_FOREST14 | | LOC_FOREST12 | NORTH | LOC_FOREST22 | | LOC_FOREST12 | SOUTH | LOC_VALLEY | | LOC_FOREST13 | EAST | LOC_FOREST1 | | LOC_FOREST13 | WEST | LOC_FOREST12 | | LOC_FOREST13 | NORTH | LOC_FOREST20 | | LOC_FOREST13 | SOUTH | LOC_HILL | | LOC_FOREST14 | EAST | LOC_ROADEND | | LOC_FOREST14 | WEST | LOC_FOREST16 | | LOC_FOREST14 | NORTH | LOC_FOREST15 | | LOC_FOREST14 | SOUTH | LOC_FOREST12 | | LOC_FOREST15 | EAST | LOC_FOREST16 | | LOC_FOREST15 | WEST | LOC_FOREST22 | | LOC_FOREST15 | NORTH | LOC_ROADEND | | LOC_FOREST15 | SOUTH | LOC_FOREST14 | | LOC_FOREST16 | EAST | LOC_FOREST17 | | LOC_FOREST16 | NORTH | LOC_FOREST17 | | LOC_FOREST16 | WEST | LOC_FOREST14 | | LOC_FOREST16 | SOUTH | LOC_FOREST15 | | LOC_FOREST17 | EAST | LOC_FOREST18 | | LOC_FOREST17 | WEST | LOC_FOREST16 | | LOC_FOREST17 | SOUTH | LOC_FOREST16 | | LOC_FOREST17 | NORTH | LOC_CLIFF | | LOC_FOREST18 | EAST | LOC_FOREST19 | | LOC_FOREST18 | WEST | LOC_FOREST17 | | LOC_FOREST18 | NORTH | LOC_FOREST2 | | LOC_FOREST18 | SOUTH | LOC_FOREST21 | | LOC_FOREST19 | EAST | LOC_FOREST2 | | LOC_FOREST19 | WEST | LOC_FOREST18 | | LOC_FOREST19 | NORTH | LOC_CLIFF | | LOC_FOREST19 | SOUTH | LOC_FOREST20 | | LOC_FOREST20 | EAST | LOC_HILL | | LOC_FOREST20 | WEST | LOC_FOREST21 | | LOC_FOREST20 | NORTH | LOC_FOREST19 | | LOC_FOREST20 | SOUTH | LOC_FOREST13 | | LOC_FOREST21 | EAST | LOC_FOREST20 | | LOC_FOREST21 | WEST | LOC_ROADEND | | LOC_FOREST21 | NORTH | LOC_FOREST18 | | LOC_FOREST21 | SOUTH | LOC_FOREST21 | | LOC_FOREST22 | EAST | LOC_FOREST8 | | LOC_FOREST22 | WEST | LOC_FOREST11 | | LOC_FOREST22 | NORTH | LOC_FOREST15 | | LOC_FOREST22 | SOUTH | LOC_FOREST12 | | LOC_LEDGE | JUMP | LOC_NOMAKE | | LOC_RESBOTTOM | NORTH | LOC_RESNORTH | | LOC_RESBOTTOM | SOUTH | LOC_RESERVOIR | | LOC_RESNORTH | SOUTH | LOC_RESBOTTOM | | LOC_RESNORTH | NW | LOC_TREACHEROUS | | LOC_RESNORTH | UPWAR | LOC_TREACHEROUS | | LOC_RESNORTH | OUT | LOC_TREACHEROUS | | LOC_TREACHEROUS | UPWAR | LOC_STEEP | | LOC_TREACHEROUS | NW | LOC_STEEP | | LOC_TREACHEROUS | DOWN | LOC_RESNORTH | | LOC_TREACHEROUS | SE | LOC_RESNORTH | | LOC_STEEP | DOWN | LOC_TREACHEROUS | | LOC_STEEP | SE | LOC_TREACHEROUS | | LOC_STEEP | UPWAR | LOC_CLIFFBASE | | LOC_STEEP | NW | LOC_CLIFFBASE | | LOC_CLIFFBASE | DOWN | LOC_STEEP | | LOC_CLIFFBASE | SE | LOC_STEEP | | LOC_CLIFFBASE | UPWAR | LOC_CLIFFACE | | LOC_CLIFFBASE | CLIMB | LOC_CLIFFACE | | LOC_CLIFFACE | DOWN | LOC_CLIFFBASE | | LOC_CLIFFACE | UPWAR | LOC_CLIFFTOP | | LOC_CLIFFACE | UPWAR | LOC_FOOTSLIP | | LOC_CLIFFLEDGE | CLIMB | LOC_CLIFFACE | | LOC_CLIFFLEDGE | DOWN | LOC_CLIFFACE | | LOC_CLIFFLEDGE | NE | LOC_REACHDEAD | | LOC_CLIFFLEDGE | CRAWL | LOC_REACHDEAD | | LOC_REACHDEAD | SW | LOC_CLIFFLEDGE | | LOC_REACHDEAD | OUT | LOC_CLIFFLEDGE | | LOC_REACHDEAD | CRAWL | LOC_CLIFFLEDGE | Scenario Outline: Verifying initial item spawn locations Given the game engine loads a fresh gameplay session When the game checks the contents of room node "" Then the inventory item "" should be present on the floor Examples: | spawn_room | item_id | | LOC_BUILDING | KEYS | | LOC_BUILDING | LAMP | | LOC_GRATE | GRATE | | LOC_COBBLE | CAGE | | LOC_DEBRIS | ROD | | LOC_NOWHERE | ROD2 | | LOC_PITTOP | STEPS | | LOC_BIRDCHAMBER | BIRD | | LOC_IMMENSE | DOOR | | LOC_SOFTROOM | PILLOW | | LOC_KINGHALL | SNAKE | | LOC_EASTBANK | FISSURE | | LOC_DARKROOM | OBJ_13 | | LOC_SHELLROOM | CLAM | | LOC_NOWHERE | OYSTER | | LOC_ANTEROOM | MAGAZINE | | LOC_NOWHERE | DWARF | | LOC_NOWHERE | KNIFE | | LOC_BUILDING | FOOD | | LOC_BUILDING | BOTTLE | | LOC_NOWHERE | WATER | | LOC_NOWHERE | OIL | | LOC_MIRRORCANYON | MIRROR | | LOC_WESTPIT | PLANT | | LOC_WESTEND | PLANT2 | | LOC_TOPSTALACTITE | OBJ_26 | | LOC_WINDOW1 | OBJ_27 | | LOC_NOWHERE | AXE | | LOC_ORIENTAL | OBJ_29 | | LOC_NOWHERE | OBJ_30 | | LOC_SECRET4 | DRAGON | | LOC_SWCHASM | CHASM | | LOC_SWCHASM | TROLL | | LOC_NOWHERE | TROLL2 | | LOC_BARRENROOM | BEAR | | LOC_NOWHERE | MESSAG | | LOC_BREATHTAKING | VOLCANO | | LOC_DEADEND13 | VEND | | LOC_NOWHERE | BATTERY | | LOC_SOFTROOM | OBJ_40 | | LOC_LARGE | OGRE | | LOC_CLIFF | URN | | LOC_NOWHERE | CAVITY | | LOC_NOWHERE | BLOOD | | LOC_RESERVOIR | RESER | | LOC_FOREST22 | RABBITFOOT | | LOC_DEBRIS | OBJ_47 | | LOC_NUGGET | OBJ_48 | | LOC_ANTEROOM | SIGN | | LOC_NUGGET | NUGGET | | LOC_WESTBANK | OBJ_51 | | LOC_FLOORHOLE | OBJ_52 | | LOC_SOUTHSIDE | OBJ_53 | | LOC_WESTSIDE | COINS | | LOC_NOWHERE | CHEST | | LOC_GIANTROOM | EGGS | | LOC_WATERFALL | TRIDENT | | LOC_ORIENTAL | VASE | | LOC_PLOVER | EMERALD | | LOC_DARKROOM | PYRAMID | | LOC_NOWHERE | PEARL | | LOC_SECRET4 | RUG | | LOC_BOULDERS2 | OBJ_63 | | LOC_BARRENROOM | CHAIN | | LOC_STOREROOM | RUBY | | LOC_NOWHERE | JADE | | LOC_NOWHERE | AMBER | | LOC_LEDGE | SAPPH | | LOC_REACHDEAD | OBJ_69 | Scenario Outline: Verifying system string message strings Given the game engine needs to display an arbitrary system alert When the event triggers the code lookup keyword "" Then the player should see the system text displayed on screen Examples: | message_id | | NO_MESSAGE | | CAVE_NEARBY | | DWARF_BLOCK | | DWARF_RAN | | DWARF_PACK | | DWARF_SINGLE | | KNIFE_THROWN | | SAYS_PLUGH | | GETS_YOU | | MISSES_YOU | | UNSURE_FACING | | NO_INOUT_HERE | | CANT_APPLY | | AM_GAME | | NO_MORE_DETAIL | | PITCH_DARK | | W_IS_WEST | | REALLY_QUIT | | PIT_FALL | | ALREADY_CARRYING | | YOU_JOKING | | BIRD_EVADES | | CANNOT_CARRY | | NOTHING_LOCKED | | ARENT_CARRYING | | BIRD_ATTACKS | | NO_KEYS | | NO_LOCK | | NOT_LOCKABLE | | ALREADY_LOCKED | | ALREADY_UNLOCKED | | BEAR_BLOCKS | | NOTHING_HAPPENS | | WHERE_QUERY | | NO_TARGET | | BIRD_DEAD | | SNAKE_WARNING | | KILLED_DWARF | | DWARF_DODGES | | BARE_HANDS_QUERY | | BAD_DIRECTION | | TWO_WORDS | | OK_MAN | | CANNOT_UNLOCK | | FUTILE_CRAWL | | FOLLOW_STREAM | | NEED_DETAIL | | NEARBY | | OGRE_SNARL | | HUH_MAN | | WELCOME_YOU | | REQUIRES_DYNAMITE | | FEET_WET | | LOST_APPETITE | | THANKS_DELICIOUS | | PECULIAR_NOTHING | | GROUND_WET | | CANT_POUR | | WHICH_WAY | | FORGOT_PATH | | CARRY_LIMIT | | GRATE_NOWAY | | YOU_HAVEIT | | DONT_FIT | | CROSS_BRIDGE | | NO_CROSS | | NO_CARRY | | NOW_HOLDING | | BIRD_PINING | | BIRD_DEVOURED | | NOTHING_EDIBLE | | REALLY_MAD | | NO_CONTAINER | | BOTTLE_FULL | | NO_LIQUID | | RIDICULOUS_ATTEMPT | | RUSTY_DOOR | | SHAKING_LEAVES | | DEEP_ROOTS | | KNIVES_VANISH | | MUST_DROP | | CLAM_BLOCKER | | OYSTER_BLOCKER | | DROP_CLAM | | DROP_OYSTER | | CLAM_OPENER | | OYSTER_OPENER | | PEARL_FALLS | | OYSTER_OPENS | | WAY_BLOCKED | | PIRATE_RUSTLES | | PIRATE_POUNCES | | CAVE_CLOSING | | EXIT_CLOSED | | DEATH_CLOSING | | CAVE_CLOSED | | VICTORY_MESSAGE | | DEFEAT_MESSAGE | | SPLATTER_MESSAGE | | DWARVES_AWAKEN | | UNHAPPY_BIRD | | NEEDED_NEARBY | | NOT_CONNECTED | | TAME_BEAR | | WITHOUT_SUSPENDS | | FILL_INVALID | | SHATTER_VASE | | BEYOND_POWER | | NOT_KNOWHOW | | TOO_FAR | | DWARF_SMOKE | | SHELL_IMPERVIOUS | | START_OVER | | WELL_POINTLESS | | DRAGON_SCALES | | NASTY_DRAGON | | BIRD_BURNT | | BRIEF_CONFIRM | | ROCKY_TROLL | | TROLL_RETURNS | | TROLL_SATISFIED | | TROLL_BLOCKS | | BRIDGE_GONE | | BEAR_HANDS | | BEAR_CONFUSED | | ALREADY_DEAD | | BEAR_CHAINED | | STILL_LOCKED | | CHAIN_UNLOCKED | | CHAIN_LOCKED | | NO_LOCKSITE | | WANT_HINT | | TROLL_VICES | | LAMP_DIM | | LAMP_OUT | | PLEASE_ANSWER | | PIRATE_SPOTTED | | GET_BATTERIES | | REPLACE_BATTERIES | | MISSING_BATTERIES | | REMOVE_MESSAGE | | CLUE_QUERY | | WAYOUT_CLUE | | DONT_UNDERSTAND | | HAND_PASSTHROUGH | | PROD_DWARF | | THIS_ACCEPTABLE | | OGRE_FULL | | OGRE_DODGE | | OGRE_PANIC1 | | OGRE_PANIC2 | | FREE_FLY | | CAGE_FLY | | NECKLACE_FLY | | WATER_URN | | OIL_URN | | FULL_URN | | URN_NOPOUR | | URN_NOBUDGE | | URN_GENIES | | DOUGHNUT_HOLES | | GEM_FITS | | RUG_RISES | | RUG_WIGGLES | | RUG_SETTLES | | RUG_HOVERS | | RUG_NOTHING1 | | RUG_NOTHING2 | | FLAP_ARMS | | RUG_GOES | | RUG_RETURNS | | ALL_SILENT | | STREAM_GURGLES | | WIND_WHISTLES | | STREAM_SPLASHES | | NO_MEANING | | MURMURING_SNORING | | SNAKES_HISSING | | DULL_RUMBLING | | LOUD_ROAR | | TOTAL_ROAR | | BIRD_CRAP | | FEW_DROPS | | NOT_BRIGHT | | TOOK_LONG | | UPSTREAM_DOWNSTREAM | | FOREST_QUERY | | WATERS_CRASHING | | THROWN_KNIVES | | MULTIPLE_HITS | | ONE_HIT | | NONE_HIT | | DONT_KNOW | | WHAT_DO | | NO_SEE | | DO_WHAT | | OKEY_DOKEY | | GARNERED_POINTS | | SUSPEND_WARNING | | HINT_COST | | TOTAL_SCORE | | NEXT_HIGHER | | NO_HIGHER | | OFF_SCALE | | SAVERESUME_DISABLED | | RESUME_HELP | | RESUME_ABANDON | | BAD_SAVE | | VERSION_SKEW | | SAVE_TAMPERING | | TWIST_TURN | | GO_UNNEEDED | | NUMERIC_REQUIRED | Scenario Outline: Verifying player action command verb execution mapping Given the player wants to execute a gameplay action verb When the player types the input command token "" Then the parser engine should look up the base operational index "" Examples: | action_id | verb_synonym | | DROP | drop | | DROP | relea | | DROP | free | | DROP | disca | | DROP | dump | | SAY | say | | SAY | chant | | SAY | sing | | SAY | utter | | SAY | mumbl | | UNLOCK | unloc | | UNLOCK | open | | NOTHING | z | | NOTHING | nothi | | LOCK | lock | | LOCK | close | | LIGHT | light | | LIGHT | on | | EXTINGUISH | extin | | EXTINGUISH | off | | WAVE | wave | | WAVE | shake | | WAVE | swing | | TAME | calm | | TAME | placa | | TAME | tame | | ATTACK | attac | | ATTACK | kill | | ATTACK | fight | | ATTACK | hit | | ATTACK | strik | | ATTACK | slay | | POUR | pour | | EAT | eat | | EAT | devou | | DRINK | drink | | RUB | rub | | THROW | throw | | THROW | toss | | QUIT | quit | | FIND | find | | FIND | where | | INVENTORY | i | | INVENTORY | inven | | FEED | feed | | FILL | fill | | BLAST | blast | | BLAST | deton | | BLAST | ignit | | BLAST | blowu | | SCORE | score | | FEE | fee | | FIE | fie | | FOE | foe | | FOO | foo | | FUM | fum | | BRIEF | brief | | READ | read | | READ | perus | | BREAK | break | | BREAK | shatt | | BREAK | smash | | WAKE | wake | | WAKE | distu | | SAVE | suspe | | SAVE | pause | | SAVE | save | | RESUME | resum | | RESUME | resta | | FLY | fly | | LISTEN | liste | | PART | zzzz | | SEED | seed | | WASTE | waste | | THANKYOU | thank | | INVALIDMAGIC | sesam | | INVALIDMAGIC | opens | | INVALIDMAGIC | abra | | INVALIDMAGIC | abrac | | INVALIDMAGIC | shaza | | INVALIDMAGIC | hocus | | INVALIDMAGIC | pocus | | HELP | help | | HELP | ? | | NO | no | | TREE | tree | | TREE | trees | | DIG | dig | | DIG | excav | | LOST | lost | | MIST | mist | | FBOMB | fuck | | STOP | stop | | INFO | info | | INFO | infor | | SWIM | swim | | WIZARD | wizar | | YES | yes | | NEWS | news | | ACT_VERSION | versi |