The bulk of the adventure program is contained in one main program that is organized into four functional sections.
Read parameters, mostly strings, from a text file organized into numbered sections and terminated by a -1. Reading dispatches from block s1001.
Travel around the cave is through a web of connections, each enabled by one or more word or action classes. Reading this text file segment starts at block s1020.
Places have long and sometimes short descriptions. Also things may or may not be present in a location. The general description starts at s71 after dwarf stuff.
One soon encounters a dwarf threatens and responds to your activity. Dwarf logic is included with the place description starting at basic block s1.
Travel around the cave is largely table driven with lots of special cases broken out in handlers dispatched with a computed goto. Move logic begins at s8.
One's interaction with objects depend on parsing statements about objects and then acting on those statements. Parsing dispatches from s2009.