Page Byte Address Description
64 0 4000
Loading screen
91 0 5B00
Stack Workspace
95 0 5F00
Flags: Saved Game Header
95 29 5F1D
Initial Object State
95 220 5FDC
Unused
96 0 6000
Word Index
96 64 6040
"A"
96 124 607C
"B"
96 226 60E2
"C"
97 124 617C
"D"
97 246 61F6
"E"
98 79 624F
"F"
98 189 62BD
"G"
99 9 6309
"H"
99 115 6373
"I"
99 161 63A1
"J"
99 165 63A5
"K"
99 178 63B2
"L"
100 36 6424
"M"
100 95 645F
"N"
100 156 649C
"O"
100 205 64CD
"P"
101 12 650C
"Q"
101 33 6521
"R"
101 119 6577
"S"
102 140 668C
"T"
103 13 670D
"U"
103 40 6728
"V"
103 81 6751
"W"
103 168 67A8
"Y"
103 171 67AB
Dictionary
108 0 6C00
Game Entry Point
108 205 6CCD
Squiggle Line
108 236 6CEC
Turn: Read And Tokenise The Command
109 204 6DCC
Squiggle Graphics
109 214 6DD6
Read The Input Line
110 79 6E4F
Input: Map A Cursor Key
110 139 6E8B
Input: Rub Out Characters
110 151 6E97
Input: Take The Next Word
111 48 6F30
Input: Classify Punctuation
111 71 6F47
Input: Copy A Dictionary Word
111 186 6FBA
Input: Compare The Dictionary Word
111 211 6FD3
Clear Screen
111 242 6FF2
Input Buffer
112 220 70DC
Stored Registers For PrintMessage
112 226 70E2
Blanks "n" memory locations
112 232 70E8
Index Action
112 243 70F3
Clause: Pack The Action Scores
113 26 711A
Inglish: Arm The Message Gate
113 43 712B
Inglish: Describe The Action
113 213 71D5
Table: Address Past The Location
113 226 71E2
Table: Address The Object Name
113 243 71F3
Inglish: Match Clause Pairs
114 46 722E
Inglish: Compare One Clause Pair
114 73 7249
Input: Wait For A Key
114 139 728B
Input: Compare Two Totals
114 145 7291
Print Table
114 195 72C3
Message: Print One Character
114 206 72CE
Response: "I Cannot Do That"
114 211 72D3
Message: Open The Gate For A Conjunction
114 221 72DD
Print Message
115 63 733F
Message: Dispatch The Control Code
115 64 7340
Message: Print A Stop
115 72 7348
Message: Print The Token And Stop
115 103 7367
Message: Code 00, The Stacked Object
115 118 7376
Message: Code 01, The Stacked Token
115 126 737E
Message: Code 02, Step By A Signed Byte
115 141 738D
Message: Code 03, The Saved Token
115 148 7394
Message: Code 04, The Stacked Class Token
115 163 73A3
Message: Code 06, Print The Current Character
115 175 73AF
Message: Code 07, Print The Current Object
115 189 73BD
Message: Code 08, Print A Backspace
115 194 73C2
Message: Code 09, Print The Second Noun
115 214 73D6
Message: Name By The Indirect Pointer
115 224 73E0
Message: Code 0B, Print Text At A Signed Offset
115 249 73F9
Message: Code 0C, Pronoun
116 7 7407
Message: Code 0E, Object Pronoun
116 12 740C
Message: Code 10, Is Or Are
116 37 7425
Message: Code 11, Object Is Or Are
116 45 742D
Message: Code 13, The Stacked Object Is Or Are
116 52 7434
Message: Apply The Saved Name
116 63 743F
Message: Choose A Class Token
116 120 7478
Message: Print The Class Token
116 136 7488
Message: Print The Fallback Token
116 147 7493
Get Common Word
116 166 74A6
Output Buffer
116 186 74BA
Print Action
116 193 74C1
Print Token
117 116 7574
Inglish: Prepare The Clause
117 236 75EC
Inglish: Count A Conjunction
117 241 75F1
Inglish: Test The Conjunction Count
117 246 75F6
Inglish: Clear The Repeat Flag
117 250 75FA
Inglish: Match One Word
118 236 76EC
Inglish: Reject A Class
118 242 76F2
Inglish: Accept The Clause
119 11 770B
Inglish: Save The Match
119 47 772F
Inglish: Clear The Match Bit
119 51 7733
Inglish: Restore The Match
119 144 7790
Inglish: Try The Next Class
119 149 7795
Inglish: Check The Word Class
119 162 77A2
Inglish: Walk The Grammar
119 185 77B9
Inglish: Keep The Unknown Word
119 201 77C9
Inglish: Step Over A Group
119 209 77D1
Inglish: Run The Grammar
120 9 7809
Inglish: Patch The Matcher Word
120 28 781C
Inglish: Count Another Grammar Try
120 43 782B
Inglish: Follow The Grammar Flag
120 56 7838
Inglish: Copy Ten Grammar Bytes
120 80 7850
Inglish: Copy Four Grammar Bytes
120 88 7858
Inglish: Clear The Matcher Phase
120 100 7864
Inglish: Blank A Parser Slot
120 115 7873
Inglish: Read The Next Grammar Byte
120 140 788C
Inglish: Step To The Previous Slot
120 146 7892
Inglish: Exchange The Two Records
120 159 789F
Inglish: Address The Previous Slot
120 165 78A5
Inglish: Skip A Marked Location
120 183 78B7
Inglish: Copy Two Bytes From The Other Clause
120 255 78FF
Inglish: Copy With A Count Of Ten
121 3 7903
Inglish: Copy With A Count Of Two
121 20 7914
Inglish: Store The Byte Pair
121 36 7924
Inglish: Ask What
121 61 793D
Grammar Workspace
121 96 7960
Inglish: Apply A Match
121 169 79A9
Inglish: Clear The Match Buffer
121 182 79B6
Inglish: Score The Current Action
122 20 7A14
Inglish: Resolve The First Noun
122 115 7A73
Inglish: Search The Previous Slot
122 161 7AA1
Inglish: Note The First Noun
122 186 7ABA
Inglish: Note The Second Noun
122 204 7ACC
Inglish: Choose The Object Table
122 216 7AD8
Inglish: Test The Scratch Bits
122 237 7AED
Inglish: Ask Whether To Suppress
122 245 7AF5
Inglish: Build The Action Sentence
123 99 7B63
Inglish: Copy A Name Into The Clause
123 120 7B78
Inglish: Split The Clause Flags
123 158 7B9E
Inglish: Save The Clause Window
124 35 7C23
Inglish: Score The Swapped Clause
124 172 7CAC
Inglish: Copy One Clause Pair
124 201 7CC9
Inglish: Jump To The Clause Handler
124 203 7CCB
Inglish: Find The First Noun
124 252 7CFC
Inglish: Run The First Noun Test
125 23 7D17
Inglish: Find The Second Noun
125 84 7D54
Inglish: Run The Second Noun Test
125 107 7D6B
Inglish: Open The Message Gate
125 116 7D74
Inglish: Copy The Parser Slot
126 120 7E78
Inglish: Plant JR Z
126 124 7E7C
Inglish: Plant JR NZ
126 186 7EBA
Inglish: Fill The Claimed Slots
126 255 7EFF
Inglish: Find This Character's Slot
127 16 7F10
Inglish: Keep The Character Slot
127 26 7F1A
Inglish: Save The Clause And Act
127 96 7F60
Inglish: Walk The Character Slots
127 119 7F77
Location ID.
127 120 7F78
Drawing Routine
127 167 7FA7
Drawing: Start A Picture Command
128 238 80EE
Drawing: Mask One Screen Byte
128 245 80F5
Drawing: Step Up One Row
129 6 8106
Drawing: Step Down One Row
129 23 8117
Drawing: Step Left One Pixel
129 33 8121
Drawing: Step Right One Pixel
129 43 812B
Drawing: Advance The Low Coordinate
129 58 813A
Drawing: Retreat The Low Coordinate
129 65 8141
Drawing: Advance The High Coordinate
129 72 8148
Drawing: Retreat The High Coordinate
129 81 8151
Drawing: Plot The Selected Pixel
129 181 81B5
Drawing: Address The Pixel
129 222 81DE
Drawing: Screen Address From The Row
130 11 820B
Drawing: Read The Next Picture Byte
130 81 8251
Command: Match A Special Key
130 113 8271
Table: Special Keys
130 165 82A5
Command: PRINT
130 179 82B3
Command: Dispatch A Control
130 247 82F7
Command: Follow The Grammar Flag
131 160 83A0
Display Locate Help Message
131 205 83CD
Locate Help Message
131 239 83EF
Game Over
131 245 83F5
Game Over: Print The Score
132 46 842E
Print: Percentage Digit
132 81 8451
Load Game
132 152 8498
Load: Read The Save Block
132 179 84B3
Copy Three Bytes
132 185 84B9
Debounce keyboard
132 204 84CC
Save Game
133 90 855A
Save: Verify A Block
133 118 8576
Print: Gate On The Time Of Day
133 131 8583
Print: A Newline
133 139 858B
Print: One Character
134 13 860D
Print: Scroll The Line Buffer
134 74 864A
Print: Scroll The Attribute Line
134 122 867A
Print: ROM Font
134 155 869B
Print: Write A Character To The Screen
135 97 8761
Print: Wrap The Column
135 107 876B
Scroll Line
135 201 87C9
Print: Proportional Character
136 34 8822
Main Font
139 34 8B22
Print: ZX Printer
139 120 8B78
Pause
139 129 8B81
Keyboard Row Masks
139 147 8B93
Get Key
139 251 8BFB
Unshifted Keyboard Map
140 35 8C23
Shifted Keyboard Map
140 75 8C4B
Action: Look
140 155 8C9B
Action: Refuse If Not Carried
140 166 8CA6
Action: Put Down
140 241 8CF1
Action: Add The Object's Mass
141 37 8D25
Action: Stop If The Object Is Fixed
141 51 8D33
Action: Pick Up
141 110 8D6E
Location Percentage Completion Table
141 153 8D99
Action Location Buffer
141 157 8D9D
Action: Move
142 133 8E85
Action: Check The Object Flags
142 210 8ED2
Action: Locate And Follow
142 236 8EEC
Action: Carry On With The Object
143 59 8F3B
Action: Leave If The Way Is Open
143 173 8FAD
Action: Run
143 205 8FCD
Action: Enter
143 214 8FD6
Action: Follow
143 245 8FF5
Action: Throw At
144 52 9034
Action: Talk To
144 118 9076
Action: Shoot
144 210 90D2
Action: You Are Dead
144 235 90EB
Action: Inventory
145 14 910E
Action: Open Or Close
145 56 9138
Action: Close
145 74 914A
Action: Test The Shared Flag Bits
145 113 9171
Action: Attack
146 19 9213
Action: Roll Against Ten
146 181 92B5
Action: Add To The Player's Strength
146 237 92ED
Action: Use The Other Object
147 158 939E
Action: Give
147 218 93DA
Action: Examine
148 109 946D
Action: Lock
148 141 948D
Action: Unlock
148 214 94D6
Turn: Run The Action Handler
149 15 950F
Turn: Run The Handler If Present
149 223 95DF
Turn: Wake An Animal
149 237 95ED
Condition: Is The Location Lit?
150 43 962B
Turn: You See
150 48 9630
Turn: Describe This Location
150 91 965B
Turn: Print The Location Text
150 134 9686
Turn: Print Or Describe
150 154 969A
Turn: Wait For A Key
150 168 96A8
Turn: Describe And List
150 179 96B3
Turn: Advance The Other Characters
151 40 9728
Report Who Is Carrying An Object
151 124 977C
Turn: The Player Has Died
151 173 97AD
Turn: Reset To The Player
151 244 97F4
Turn: Finish The Sentence
151 255 97FF
Turn: Gate The Message
153 24 9918
Turn: Step The Script Pointer
153 198 99C6
Turn: Apply The Saved Match
154 89 9A59
Turn: Pick A Script Entry
154 133 9A85
Table: Find A Special Object
154 160 9AA0
Turn: Use A Special Object
154 205 9ACD
Turn: Report A Character
155 2 9B02
Action: None
155 22 9B16
Action: Climb
155 68 9B44
Turn: Accept The Named Object
155 108 9B6C
Action: Call The Handler
155 128 9B80
Table: Jump To The Record
155 129 9B81
Table: Find An Action Record
155 147 9B93
Table: Next Record
155 169 9BA9
Table: Find The Record
155 177 9BB1
Locate Location
155 202 9BCA
Locate Object
155 220 9BDC
Object: Move Contents
156 23 9C17
Object: Move Nested Contents
156 65 9C41
Table: Find An Exit
156 120 9C78
Condition: Is The Object Carried
156 138 9C8A
Condition: Test The Object Is Held
156 159 9C9F
Random Number
156 168 9CA8
Random: Scale The Roll
156 232 9CE8
Condition: Total The Volume Inside
156 237 9CED
Condition: Total The Mass Inside
157 0 9D00
Condition: Add Up The Objects Inside
157 55 9D37
Get Object Location In IX
157 68 9D44
Condition: Suppress The Message
157 80 9D50
Condition: Where The Object Is
157 151 9D97
Condition: Count The Visible Objects
157 189 9DBD
Index ID Table
157 217 9DD9
Condition: Same Place As The Player
158 37 9E25
Condition: Swap And Retest
158 52 9E34
Condition: The Object Is Here
158 64 9E40
Condition: A Visible Object
158 122 9E7A
Condition: Is The Container Lit?
158 149 9E95
Exits: Point At The Exit List
158 160 9EA0
Exits: Find The Exit To A Named Place
158 199 9EC7
Message: Name An Object
158 214 9ED6
Message: Choose The Noun Byte
159 8 9F08
Table: Find An Exit In A Direction
159 37 9F25
Exits: Find The Exit Through An Object
159 45 9F2D
Exits: Find The Exit To A Location
159 74 9F4A
Action: Hand An Object Over
159 118 9F76
Response: That Will Not Work
159 130 9F82
Get Object First Location
159 148 9F94
Turn: Describe What Is Here
159 175 9FAF
Message: List With A Separator
159 199 9FC7
Message: Remember The Separator
160 80 A050
Table: List What Is Here
160 157 A09D
Message: Exits For This Location
160 174 A0AE
Exits: Point At The List
160 186 A0BA
Exits: The Direction Word
160 200 A0C8
Exits: To The North There Is
161 36 A124
Message: A Conjunction
161 56 A138
Display Exits
161 100 A164
Message: Name From The Other Record
161 108 A16C
Message: Name From This Record
161 140 A18C
Action: Clear The Tie
161 200 A1C8
Condition: Animal And Not Broken
161 208 A1D0
Action: Match A Verb In The Table
161 227 A1E3
Response: You Say
161 249 A1F9
Action: Read The Object's Lock Flag
162 11 A20B
Table: Verb List
162 16 A210
Table: Direction Words
162 36 A224
Table: Names For A Clear Bit 7
162 52 A234
Table: Names For A Set Bit 7
162 68 A244
Action: Drink Water
162 72 A248
Action: Tie
162 180 A2B4
Action: Untie
163 2 A302
Action: Burn
163 188 A3BC
Action: Remove The Ring
163 230 A3E6
Action: Capture
164 72 A448
Action: Goblin Capture
164 156 A49C
Goblin Capture Table
164 192 A4C0
Action: Open The Goblins Door
164 217 A4D9
Event: Close The Goblins Door
164 245 A4F5
Event: What's This
164 254 A4FE
Event: A Short Reply
165 65 A541
Action: Climb Out
165 95 A55F
Event: Containers And Scripts
165 202 A5CA
Event: Test The Open Flag
165 251 A5FB
Event: The Barrel
167 170 A7AA
Event: The Deep Bog
168 110 A86E
Event: A Random Half
169 113 A971
Event: Day Dawns On The Trolls
169 189 A9BD
Event: Gollum's Reply
169 214 A9D6
Event: Location Twenty-Five
169 229 A9E5
Event: Give The Lunch
170 92 AA5C
Event: The Spider
170 116 AA74
Event: The Hole Vanishes
170 145 AA91
Event: A Hole Appears
170 162 AAA2
Event: Close The Hole
170 179 AAB3
Event: Open The Magic Door
170 199 AAC7
Event: The Lake Or The River
170 213 AAD5
Event: Close The Magic Door
170 224 AAE0
Event: The Ring
171 11 AB0B
Event: Clear The Flag
171 16 AB10
Event: The Web Smothers You
171 31 AB1F
Event: Drops From Above
171 58 AB3A
Event: Stung From Above
171 83 AB53
Actions
173 61 AD3D
Common Words
173 125 AD7D
Text Messages
182 218 B6DA
Flags: Game State
184 0 B800
Unused
185 176 B9B0
Parser Slots
185 200 B9C8
Parser Workspace
185 224 B9E0
Location Table
186 128 BA80
Location Prepositions
186 138 BA8A
Locations
192 99 C063
Object Table
193 27 C11B
Objects
199 48 C730
Action Table
199 142 C78E
Event Jump Table
199 164 C7A4
Event: Beorns House
199 178 C7B2
Event: Spider Threads Place
199 185 C7B9
Event: Deep Bog
199 192 C7C0
Event: Elvenkings Cellar
199 221 C7DD
Event: Forest
199 234 C7EA
Event: Forestriver
199 252 C7FC
Gollums Riddles
200 14 C80E
Table: Extra Exits
200 45 C82D
Character Script: Goblin?
200 161 C8A1
Character Scripts: Gandalf
200 226 C8E2
Character Scripts: Thorin?
201 19 C913
Character Scripts
202 132 CA84
Table: Object Handlers
202 203 CACB
Table: Special Object Records
204 0 CC00
Location Graphics Table
204 67 CC43
Graphics: Tunnel Like Hall
206 119 CE77
Graphics: Great River
207 178 CFB2
Graphics: Trolls Path
210 78 D24E
Graphics: Narrow Place
211 103 D367
Graphics: Dragons Desolation
213 181 D5B5
Graphics: Smooth Straight Passage
215 19 D713
Graphics: Dale Valley
217 42 D92A
Graphics: Trolls Cave
219 168 DBA8
Graphics: Forest Gate
221 121 DD79
Graphics: Lake Town
224 44 E02C
Graphics: Goblins Dungeon
224 73 E049
Graphics: Dark Dungeon
225 66 E142
Graphics: Trolls Clearing
225 159 E19F
Graphics: Levelled Elvish Clearing
227 254 E3FE
Graphics: Lonelands
228 122 E47A
Graphics: Elvenkings Cellar
230 228 E6E4
Graphics: Big Goblins Cavern
233 238 E9EE
Graphics: Bewitched Gloomy Place
236 62 EC3E
Graphics: Running River
238 67 EE43
Graphics: Lower Halls
240 1 F001
Graphics: Spider Threads Place
241 230 F1E6
Graphics: Front Gate
244 0 F400
Copy of original objects
250 21 FA15
Copy of original locations