/************************************************************************ * Author: Unknown * * Code by: Ithor (after the AberIV version) * ************************************************************************/ #include "undef.h" #include "exits.h" #include "special.h" Zone = abyss Author = "Abaddon" Quest = Guxx EndZone = abyss Mobile = Death Location = pain@abyss Desc = "The &+RDeath Knight&* stands ready to challenge you." Strength = 200 Damage = 10 Armor = 0 Aggression = 0 Speed = 0 PFlags = NoSummon MFlags = BarW Examine = " The figure before you is wearing a dark hooded robe. In the darkness you can not see his face. You are glad of this, as you imagine there is not much to look at." EndMobile = Death Mobile = Lolth Location = Lolth@abyss SFlags = Female Strength = 200 Damage = 18 Aggression = 80 Armor = 0 Speed = 0 Desc = " &+GLolth&*, Demon Queen of the Spiders sits here waiting for her next victim." EndMobile = Lolth Mobile = Jubilex Location = Swamp6@abyss Strength = 250 Damage = 15 Aggression = 30 Armor = 0 Speed = 2 Desc = "&+RJubilex&* the Faceless Lord is here." EndMobile = Jubilex Mobile = Daemon Location = Stairs@abyss Strength = 150 Damage = 8 Aggression = 1 Armor = 0 Speed = 1 Desc = "&+rShadow Daemon&* is here skulking in the shadows." EndMobile = Daemon Mobile = Chuck Location = Pillars5@abyss Strength = 100 Damage = 10 Aggression = 99 Armor = 0 Speed = 0 Desc = "&+YChuck Gnoll&* is here." EndMobile = Chuck Mobile = Widow Location = Widow@abyss SFlags = Female Strength = 120 Damage = 10 Aggression = 35 Armor = 0 Speed = 0 Desc = "The &+RBlack Widow&* sits here spinning her web." EndMobile = Widow Mobile = Pink Location = Web@abyss Strength = 40 Damage = 6 Aggression = 80 Armor = 0 Speed = 0 Desc = "There is a &+Mpink&* spider here." EndMobile = Pink Mobile = Green Location = Web@abyss Strength = 40 Damage = 6 Aggression = 80 Armor = 0 Speed = 0 Desc = "There is a &+Ggreen&* spider here." EndMobile = Green Mobile = Brown Location = Web@abyss Strength = 40 Damage = 6 Aggression = 80 Armor = 0 Speed = 0 Desc = "There is a &+ybrown&* spider here." EndMobile = Brown Mobile = Blue Location = Web@abyss Strength = 40 Damage = 6 Aggression = 80 Armor = 0 Speed = 0 Desc = "There is a &+Bblue&* spider here." EndMobile = Blue Mobile = White Location = Web@abyss Strength = 40 Damage = 6 Aggression = 80 Armor = 0 Speed = 0 Desc = "There is a &+Wwhite&* spider here." EndMobile = White Mobile = Ooze Location = Swamp7@abyss Strength = 80 Damage = 8 Aggression = 25 Armor = 0 Speed = 2 Desc = "A gray &+yooze&* slithers across the ground here." EndMobile = Ooze Mobile = Mush Location = Swamp3@abyss Strength = 50 Damage = 8 Aggression = 5 Armor = 0 Speed = 0 Desc = "The &+ybrown mush&* sits here bubbling." EndMobile = Mush Mobile = Mucus Location = Downstream@abyss Strength = 150 Damage = 15 Aggression = 15 Armor = 0 Speed = 1 Desc = "The &+ymucus&* monster is here spitting phlegm at you." EndMobile = Mucus Mobile = Beebop Location = Control@abyss Strength = 120 Damage = 12 Aggression = 98 Armor = 0 Speed = 0 Desc = " &+GBeebop&* the Mutant Guard is standing here scratching his head." EndMobile = Beebop Mobile = Rocksteady Location = Control@abyss Strength = 120 Damage = 12 Aggression = 98 Armor = 0 Speed = 0 Desc = "&+RRocksteady&* the Mutant Guard is here slobbering on himself." EndMobile = Rocksteady Mobile = Guxx Location = Cell@abyss PFlags = NoSummon, NoExor Strength = 750 Damage = 25 Aggression = 0 Armor = 0 Speed = 0 Desc = " The Grand Hoohah &+RGuxx Unfufadoo&* is standing here testing his razor sharp claws." Trap = all @ switch(event) { case E_WHILEFIGHT: if (param_s.ob == OBJ_ABYSS_LANCE && (!state (OBJ_ABYSS_LANCE))) { sendf (param_s.plx, "Guxx says &+C'Guxx will win, this demon knows,\n" " &+Cfor with every rhyme...Errrk!'\n"); sendf (param_s.plx, "Guxx collapses in a heap as you hit him with your " "lance.\n"); setpscore (param_s.plx, pscore (param_s.plx) + 750); set_quest(Q_GUXX,param_s.plx); wound_player (param_s.plx, param_s.pl, pstr (param_s.pl) + 1, -1); param_s.ret = -1; } break; default: break; } @ EndTrap EndMobile = Guxx Mobile = Braxx Location = Road1@abyss Strength = 125 Damage = 10 Aggression = 0 Armor = 0 Speed = 0 Desc = " Smilin' &+YBraxx the Salesdemon&* is here selling souvenirs and used weapons." EndMobile = Braxx Mobile = Qbert Location = Secret@abyss PFlags = NoSummon Strength = 100 Damage = 20 Aggression = 80 Armor = 0 Speed = 0 Desc = " &+GQbert&* the Quasit is sitting at his desk going over the financial records." EndMobile = Qbert Mobile = Orcus Location = Orcus@abyss Strength = 300 Damage = 20 Aggression = 98 Armor = 0 Speed = 0 Desc = "The Demon Lord &+YOrcus&* is here sizing up your skull." EndMobile = Orcus Object = bodyarmor Altname = "armor" Location = IN_ROOM:secret@abyss OFlags = GetFlips, WearOnBody, Armor, ExcludeWear Armor = 20 BaseValue = 160 Size = 35 Weight = 50 State = 1 Maxstate = 1 Desc0 = "Abaddon's jet black body-armor is here humming quietly." Desc1 = "Hanging on the coat rack is Abaddon's body-armor." Examine = " This armor is made of some strange material that absorbs light. On the left shoulder is a patch with a white trident on a field of blue. Each arm has three yellow chevrons and there are some colorful ribbons on the left breast. The right breast has been inscribed with the name Stine. " EndObject = bodyarmor Object = L663Boulder Name = "boulder" Location = IN_ROOM:L663@abyss OFlags = Pushable, NoGet Linked = SlimyBoulder State = 1 MaxState = 1 Desc0 = "A huge slimy boulder sits beside the tunnel." Desc1 = "A huge slimy boulder has been jammed into the tunnel." Trap = all @ switch(event) { case E_ONPUSH: if (ptothlp (param_s.plx) == -1) { bprintf ("You can't seem to get enough leverage to move it.\n"); break; } sillytp (ptothlp (param_s.plx), "pushes the boulder aside with your help."); setobjstate (param_s.ob, 1 - state (param_s.ob)); oplong (param_s.ob); param_s.ret = -1; default: break; } @ EndTrap EndObject = L663Boulder Object = SlimyBoulder Name = "boulder" Location = IN_ROOM:Slimy@abyss OFlags = Pushable, Noget Linked = L663Boulder State = 1 MaxState = 0 Desc0 = " " Desc1 = " A huge boulder blocks the tunnel." EndObject = SlimyBoulder Object = L662Web Name = "web" Altname = "webs" Location = IN_ROOM:L662@abyss OFlags = Lightable, NoGet Linked = CityWeb State = 1 MaxState = 0 Desc0 = " A thick mass of webs have been burned away from the tunnel entrance." Desc1 = "A thick mass of webs are blocking the tunnel entrance." EndObject = L662Web Object = CityWeb Name = "web" Altname = "webs" Location = IN_ROOM:City@abyss OFlags = Lightable, NoGet Linked = L662Web State = 1 MaxState = 0 Desc0 = " A thick mass of webs have been burned away from the tunnel entrance." Desc1 = "A thick mass of webs are blocking the tunnel entrance." EndObject = CityWeb Object = BonesStairs Name = "stairs" Location = IN_ROOM:Bones@abyss OFlags = NoGet Linked = PlainStairs State = 1 MaxState = 0 Desc0 = "A stairway leading downward has been cleared of rubble." Desc1 = "The ceiling has collapsed blocking a stairway leading down." Trap = all @ catch_dig { if (state (OBJ_ABYSS_PLAINSTAIRS) == 1) { bprintf ("You dig your way through the rockfall, and soon clear " "the passage.\n"); setobjstate (OBJ_ABYSS_PLAINSTAIRS, 0); fail(-1); } } @ EndTrap EndObject = BonesStairs Object = PlainStairs Name = "stairs" Location = IN_ROOM:Plain@abyss OFlags = NoGet Linked = BonesStairs State = 1 MaxState = 0 Desc0 = "A stairway leads upward here." Desc1 = "A stairway leading up is blocked by rubble." UseTrap = all:BonesStairs EndObject = PlainStairs Object = L664Rope Name = "rope" Location = IN_ROOM:L664@abyss OFlags = NoGet Linked = L665Rope State = 1 MaxState = 1 Desc0 = "A rope spans the gap allowing you to climb down." Desc1 = "" Trap = all @ catch_untie { int ob; ob = clone_object(OBJ_LIMBO_ROPE, -1, NULL); if(ob >= 0) { bprintf("You untie the rope.\n"); setobjstate(param_s.ob, 1); send_msg(ploc(mynum), MODE_NSFLAG|MS(SFL_BLIND), LVL_MIN, LVL_MAX, mynum, NOBODY, "\001p%s\003 unties the rope.\n", pname(mynum)); setoloc(ob, ploc(mynum), IN_ROOM); do_not_continue; return; } } @ EndTrap EndObject = L664Rope Object = L665Rope Name = "rope" Location = IN_ROOM:L665@abyss OFlags = NoGet Linked = L664Rope State = 1 MaxState = 1 Desc0 = "A rope hangs down here allowing you to climb up." Desc1 = "" UseTrap = all:L664Rope EndObject = L665Rope Object = lance Location = WIELDED_BY:Death@abyss OFlags = Weapon Damage = 16 BaseValue = 160 Size = 35 Weight = 50 State = 1 Maxstate = 1 Desc0 = "The deadly &+BDemon Lance&* is here glowing with a faint blue light." Desc1 = "A dull iron lance lays here gathering rust." Examine = "The lance is made out of iron and appears rather heavy." EndObject = lance Object = HallElevatorDoor Name = "door" Altname = "black" Location = IN_ROOM:Hall@abyss OFlags = NoGet Linked = ElevatorDoor State = 1 MaxState = 1 Desc0 = "The southern door is open." Desc1 = "The southern door is closed tightly." EndObject = HallElevatorDoor Object = ElevatorDoor Name = "door" Location = IN_ROOM:Elevator@abyss OFlags = NoGet Linked = HallElevatorDoor State = 1 MaxState = 1 Desc0 = "The elevator door is open." Desc1 = "The elevator door is closed tightly." EndObject = ElevatorDoor Object = ClosetPanel Name = "panel" Location = IN_ROOM:Closet@abyss OFlags = NoGet Linked = SecretPanel State = 1 MaxState = 1 Desc0 = "A secret panel has been opened in the southern wall." EndObject = ClosetPanel Object = SecretPanel Name = "panel" Location = IN_ROOM:Secret@abyss OFlags = NoGet Linked = ClosetPanel State = 1 MaxState = 1 Desc0 = "A secret panel has been opened in the northern wall." EndObject = SecretPanel Object = HomeDoor Name = "door" Altname = "front" Location = IN_ROOM:Home@abyss OFlags = NoGet Linked = HallDoor State = 1 MaxState = 0 Desc0 = "The front door is open." Desc1 = "The front door is closed." EndObject = HomeDoor Object = HallDoor Name = "door" Altname = "front" Location = IN_ROOM:Hall@abyss OFlags = NoGet Linked = HomeDoor State = 1 MaxState = 0 Desc0 = "The front door is open." Desc1 = "The front door is closed." EndObject = HallDoor Object = NetherDoor Name = "door" Altname = "wood" Location = IN_ROOM:Netherhells@abyss OFlags = NoGet, Lockable, Openable Linked = StoreDoor State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = NetherDoor Object = StoreDoor Name = "door" Altname = "wood" Location = IN_ROOM:StoreRoom@abyss OFlags = NoGet, Lockable, Openable Linked = NetherDoor State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = StoreDoor Object = SnareDoor Name = "door" Altname = "iron" Location = IN_ROOM:Snare7@abyss OFlags = NoGet, Lockable, Openable Linked = CellDoor State = 2 MaxState = 2 Desc0 = "The cell door is open." Desc1 = "The cell door is closed." Desc2 = "The cell door is locked." EndObject = SnareDoor Object = CellDoor Name = "door" Altname = "iron" Location = IN_ROOM:Cell@abyss OFlags = NoGet, Lockable, Openable Linked = SnareDoor State = 2 MaxState = 2 Desc0 = "The cell door is open." Desc1 = "The cell door is closed." Desc2 = "The cell door is locked." EndObject = CellDoor Object = L664Door Name = "door" Location = IN_ROOM:L664@abyss OFlags = NoGet, Lockable, Openable Linked = VaultDoor State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = L664Door Object = VaultDoor Name = "door" Altname = "iron" Location = IN_ROOM:Vault@abyss OFlags = NoGet, Lockable, Openable Linked = L664Door State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = VaultDoor Object = Bank1Timber Name = "timber" Location = IN_ROOM:Bank1@abyss OFlags = NoGet Linked = Bank2Timber State = 1 MaxState = 1 Desc0 = "A timber spans the river allowing you to cross to the east bank." Trap = all @ switch(event) { case E_ONGET: if (param_s.misc == BEFORE_GET) if (param_s.ob == OBJ_ABYSS_BANK1TIMBER) { setobjstate(OBJ_ABYSS_BANK1TIMBER, 1); param_s.ob = OBJ_ABYSS_TIMBER; create(param_s.ob); } if (param_s.ob == OBJ_ABYSS_BANK2TIMBER) { setobjstate(OBJ_ABYSS_BANK2TIMBER, 1); param_s.ob = OBJ_ABYSS_TIMBER; create(param_s.ob); } break; default:break; } @ EndTrap EndObject = Bank1Timber Object = Bank2Timber Name = "timber" Location = IN_ROOM:Bank2@abyss OFlags = NoGet Linked = Bank1Timber State = 1 MaxState = 1 Desc0 = "A timber spans the river allowing you to cross to the west bank." UseTrap = all:Bank1Timber EndObject = Bank2Timber Object = NetherWall Name = "wall" Location = IN_ROOM:Netherhells@abyss OFlags = NoGet Linked = CellWall State = 1 MaxState = 1 Desc0 = "The east wall has been swung back allowing entry to a prison cell." EndObject = NetherWall Object = CellWall Name = "wall" Location = IN_ROOM:Cell@abyss OFlags = NoGet Linked = NetherWall State = 1 MaxState = 1 Desc0 = "The west wall has disappeared." EndObject = CellWall Object = box Altname = "slot" Location = IN_ROOM:Charon@abyss OFlags = Container, NoGet BaseValue = 0 Size = 1 Weight = 0 Trap = all @ switch (event) { case E_ONPUT: if ((param_s.misc == OBJ_EFOREST_PURSE_COIN) || (param_s.misc == OBJ_ABYSS_COIN1)) { bprintf("An unseen magical force whisks you away...\n"); destroy(param_s.misc); teletrap(LOC_HEAVEN_HEAVEN1); param_s.ret = -1; break; } else if ((param_s.misc == OBJ_EFOREST_TRASH_COIN) || (param_s.misc == OBJ_ABYSS_COIN2)) { bprintf("An unseen magical force whisks you away...\n"); destroy(param_s.misc); teletrap(LOC_WASTE_BEFORE); param_s.ret = -1; } break; default: break; } @ EndTrap EndObject = box Object = Slot1 Name = "slot" Location = IN_ROOM:Home@abyss OFlags = Container, NoGet BaseValue = 0 Size = 1 Weight = 0 Examine = "The slot is the size of a small card. " Trap = all @ switch (event) { case E_ONPUT: if (param_s.misc == OBJ_ABYSS_CARD2) { setobjstate(OBJ_ABYSS_HOMEDOOR, 0); bprintf("You slide the card into the slot, and the front door opens.\n"); param_s.ret = -1; } break; default: break; } @ EndTrap EndObject = Slot1 Object = bellows Location = IN_ROOM:Forge@abyss OFlags = NoGet, PushToggle Linked = forge State = 2 MaxState = 2 Desc0 = "The bellows is not moving." Desc1 = "The bellows is pumping air into the forge." Desc2 = "The bellows is not moving." Examine = " The bellows is a complicated looking device. Apparently it works automatically once it is started." EndObject = bellows Object = forge Location = IN_ROOM:Forge@abyss OFlags = NoGet, Lightable Linked = bellows State = 2 MaxState = 2 Desc0 = "The forge is lit." Desc1 = "The forge is glowing hotly." Desc2 = "The forge is cold." Examine = " The forge is large enough to create even very large weapons. There is a notch in the side of the forge for weapons that are being heated." Trap = all @ /* Param_s.ob = this object * Param_s.misc = object that goes on/in this object */ switch(event) { case E_ONPUT: if (state(param_s.ob)==1) if (param_s.misc == OBJ_ABYSS_LANCE && state(param_s.misc)) { setobjstate(param_s.misc, 0); bprintf("The lance heats up quickly and begins to glow.\n"); osetdamage(param_s.misc,26); param_s.ret = -1; } break; default: break; } @ EndTrap EndObject = forge Object = Button1 Name = "button" Location = IN_ROOM:Shelf@abyss OFlags = Destroyed, NoGet BaseValue = 0 Size = 0 Weight = 0 State = 0 MaxState = 1 Desc0 = "The dust has been cleared from a square button here." Desc1 = "The dust has been cleared from a square button here." Trap = all @ switch (event) { case E_ONPUSH: switch(param_s.ob) { case OBJ_ABYSS_BUTTON1: if (!state (OBJ_ABYSS_BUTTON1)) { setobjstate (OBJ_ABYSS_CLOSETPANEL, 0); setobjstate (OBJ_ABYSS_BUTTON1, 1); } else { setobjstate (OBJ_ABYSS_CLOSETPANEL, 1); setobjstate (OBJ_ABYSS_BUTTON1, 0); } bprintf ("You hear a soft swish come from below.\n"); param_s.ret = -1; return; case OBJ_ABYSS_BUTTON2: if (state (OBJ_ABYSS_HALLELEVATORDOOR)) { setobjstate (OBJ_ABYSS_HALLELEVATORDOOR, 0); bprintf ("The elevator door swishes open.\n"); } param_s.ret =-1; return; case OBJ_ABYSS_BUTTON3: if (!state (OBJ_ABYSS_ELEVATORDOOR)) { setobjstate (OBJ_ABYSS_HALLELEVATORDOOR, 0); bprintf ("The elevator door swishes closed.\n"); bprintf ("The elevator zips upward at an astonishing pace and deposits " "you here.\n"); teletrap (LOC_CHURCH_N_BARROW); } param_s.ret = -1; return; default: break; } default: break; } @ EndTrap EndObject = Button1 Object = Button2 Name = "button" Altname = "green" Location = IN_ROOM:Hall@abyss OFlags = NoGet BaseValue = 0 Size = 0 Weight = 0 MaxState = 0 UseTrap = all:Button1 EndObject = Button2 Object = Button3 Name = "button" Altname = "red" Location = IN_ROOM:Elevator@abyss OFlags = NoGet BaseValue = 0 Size = 0 Weight = 0 MaxState = 0 UseTrap = all:Button1 EndObject = Button3 Object = Potion1 Name = "potion" Altname = "milkey" Location = IN_ROOM:Treasury@abyss BaseValue = 50 Size = 5 Weight = 2 MaxState = 0 Desc0 = "A milky potion has been left here." Examine = " There is a small label on the side that says 'FDA and EPA approved'." Trap = all @ if (event == E_ONCONSUME) { osetarmor(OBJ_TOWER_WAND, oarmor(OBJ_TOWER_WAND) - 1); cur_player->me_ivct = 60; setpvis(param_s.plx, 10); bprintf("You seem to &+Cs&+Wh&+ci&+wm&+Cm&+We&+cr and blur.\n"); setoloc(param_s.ob, LOC_DEAD_EATEN, IN_ROOM); eat(param_s.ob); param_s.ret = -1; } @ EndTrap EndObject = Potion1 Object = Potion2 Name = "potion" Altname = "clear" Location = IN_ROOM:Booth4@abyss OFlags = GetFlips BaseValue = 50 Size = 5 Weight = 2 State = 1 MaxState = 0 Desc0 = "A clear potion has been left here." Desc1 = "A clear potion sits on the shelf." Examine = "It's a clear liquid, did you expect a label or something?" Trap = all @ if (event == E_ONCONSUME) { if (pstr(MOB_ABYSS_QBERT + max_players) < 0) { bprintf("There is a sudden feeling of failure...\n"); param_s.ret = -1; return; } else { polymorph(max_players + MOB_ABYSS_QBERT, 10); } setpstr(param_s.plx, pstr(param_s.plx) + 16); setoloc(param_s.ob, LOC_DEAD_EATEN, IN_ROOM); eat (param_s.ob); param_s.ret = -1; } @ EndTrap EndObject = Potion2 Object = diadem Location = IN_ROOM:Web@abyss OFlags = GetFlips, WearOnBody BaseValue = 200 Size = 3 Weight = 0 State = 1 MaxState = 0 Desc0 = "A gold diadem inset with a pearl is here." Desc1 = "A finely crafted gold diadem inset with a pearl is on the altar." EndObject = diadem Object = pearls Altname = "string" Location = IN_ROOM:Web@abyss OFlags = GetFlips, WearOnNeck BaseValue = 200 Size = 3 Weight = 0 State = 1 MaxState = 0 Desc0 = "A string of pearls has been cast off here." Desc1 = "A string of pearls is on the altar." EndObject = pearls Object = Card1 Name = "card" Altname = "orange" Location = IN_ROOM:Treasury@abyss BaseValue = 20 Size = 2 Weight = 0 MaxState = 0 Desc0 = "A small orange card has been left here." Examine = "The card is inscribed with the words 'Get out of Jail Free'." EndObject = Card1 Object = tooth Location = IN_ROOM:Cell@abyss BaseValue = 350 Size = 3 Weight = 1 MaxState = 0 Desc0 = "A dragon's tooth has been dropped here." EndObject = tooth Object = carbuncle Altname = "gem" Location = IN_ROOM:Cell@abyss BaseValue = 350 Size = 3 Weight = 1 MaxState = 0 Desc0 = "A dragon's carbuncle is lying here." Examine = "The carbuncle is a large gem with a fiery gleam inside." EndObject = carbuncle Object = ring Altname = "opal" Location = IN_ROOM:Pile@abyss OFlags = WearOnHands, Destroyed BaseValue = 160 Size = 1 Weight = 0 MaxState = 0 Desc0 = "An opal ring is here gathering dust." Examine = "The ring is etched in the shape of a feather." EndObject = ring Object = husks Location = IN_ROOM:Pile@abyss OFlags = NoGet BaseValue = 0 Size = 0 Weight = 0 MaxState = 0 Trap = all @ if (event == E_ONEXAMINE) { if (find_stuff (OBJ_ABYSS_HUSKS, OBJ_ABYSS_RING, "Under one of the husks you find a ring.\n")) param_s.ret = -1; } @ EndTrap EndObject = husks Object = cheese Altname = "wheel" Location = IN_ROOM:Ledge@abyss OFlags = Food BaseValue = 20 Size = 5 Weight = 2 MaxState = 0 Desc0 = "A wheel of cheese has been left here." EndObject = cheese Object = rope Location = IN_ROOM:Swamp3@abyss OFlags = Rope BaseValue = 10 Size = 10 Weight = 3 MaxState = 0 Desc0 = "A rope has been coiled up here." EndObject = rope Object = flask Altname = "wine" Location = IN_ROOM:Swamp7@abyss OFlags = Food, Booze BaseValue = 5 Size = 5 Weight = 1 MaxState = 0 Desc0 = "A flask of wine is here." EndObject = flask Object = goblet Altname = "cup" Location = IN_ROOM:Swamp7@abyss BaseValue = 160 Size = 5 Weight = 1 MaxState = 0 Desc0 = "A gem encrusted goblet is lying here." EndObject = goblet Object = oats Location = IN_ROOM:StoreRoom@abyss OFlags = Food BaseValue = 10 Size = 5 Weight = 1 MaxState = 0 Desc0 = "A small bag of oats has been left here." EndObject = oats Object = rice Location = IN_ROOM:StoreRoom@abyss OFlags = Food BaseValue = 10 Size = 5 Weight = 1 MaxState = 0 Desc0 = "A small bag of rice has been left here." EndObject = rice Object = Card2 Name = "card" Altname = "plastic" Location = IN_ROOM:Home@abyss OFlags = Destroyed BaseValue = 20 Size = 1 Weight = 0 MaxState = 0 Desc0 = "A small white plastic card is here." Examine = " The card has some strange writing on it and a black strip on the back. " EndObject = Card2 Object = mat Location = IN_ROOM:Home@abyss OFlags = NoGet BaseValue = 0 Size = 0 Weight = 0 State = 0 MaxState = 1 Desc0 = "A welcome mat has been placed here." Desc1 = "A welcome mat has been placed here." Trap = all @ if (event == E_ONEXAMINE) { if (find_stuff (OBJ_ABYSS_MAT, OBJ_ABYSS_CARD2, "Under the mat you find a plastic card.\n")) param_s.ret = -1; } @ EndTrap EndObject = mat Object = soda Altname = "can" Location = IN_CONTAINER:icebox@abyss OFlags = Food, GetFlips BaseValue = 200 Size = 3 Weight = 1 State = 1 MaxState = 1 Desc0 = "A can of Mountain Dew has been dropped here." Desc1 = "There is one can of Mountain Dew left." Trap = all @ if (event == E_ONCONSUME) { setpstr(param_s.plx, maxstrength(param_s.plx)); bprintf("As the &+Ysoda&* gurgles down your dry throat you feel invigourated!\n"); setoloc(param_s.ob, LOC_DEAD_EATEN, IN_ROOM); eat(param_s.ob); } @ EndTrap EndObject = soda Object = dust Location = IN_ROOM:Shelf@abyss OFlags = NoGet MaxState = 1 State = 0 BaseValue = 0 Size = 0 Weight = 0 Trap = all @ switch(event) { case E_ONPUSH: if (!state (OBJ_ABYSS_DUST)) { setobjstate (OBJ_ABYSS_DUST, 1); create (OBJ_ABYSS_BUTTON1); bprintf ("You sweep the dust aside to reveal a square button on the shelf.\n"); param_s.ret = -1; } break; default: break; } @ EndTrap EndObject = dust Object = graffiti Location = IN_ROOM:Netherhells@abyss OFlags = NoGet BaseValue = 0 Size = 0 Weight = 0 MaxState = 0 Examine = " In one area it says: Guxx is a Putz! Right below that is: Puff likes it doggie style. " EndObject = graffiti Object = timber Location = IN_ROOM:Trees@abyss OFlags = GetFlips, Lightable, Extinguish BaseValue = 10 Size = 20 Weight = 5 State = 1 MaxState = 0 Desc0 = "A large timber has been left here." Desc1 = "There is a good sized timber among the fallen trees." Trap = all @ switch(event) { case E_ONDROP: if (param_s.misc == D_NORMAL) { if (ploc(param_s.plx) == LOC_ABYSS_BANK1) { setobjstate(OBJ_ABYSS_BANK1TIMBER, 0); setoloc(param_s.ob, ploc(param_s.plx), IN_ROOM); destroy(param_s.ob); bprintf("You place the timber across the river of slime.\n"); param_s.ret = -1; } else if (ploc(mynum) == LOC_ABYSS_BANK2) { setobjstate(OBJ_ABYSS_BANK2TIMBER, 0); setoloc(param_s.ob, ploc(param_s.plx), IN_ROOM); destroy(param_s.ob); bprintf("You place the timber across the river of slime.\n"); param_s.ret = -1; } } break; default: break; } @ EndTrap EndObject = timber Object = longsword Altname = "sword" Location = IN_ROOM:Bones@abyss OFlags = Weapon, GetFlips Damage = 8 BaseValue = 60 Size = 15 Weight = 7 State = 1 MaxState = 0 Desc0 = "A broken longsword is lying here." Desc1 = "A broken longsword lies half buried in the dust." Examine = " Although eight inches have been broken from the top of the sword it still looks like it might be serviceable. " EndObject = longsword Object = Coin1 Name = "coin" Altname = "golden" Location = IN_ROOM:Lolth@abyss BaseValue = 50 Size = 1 Weight = 0 MaxState = 0 Desc0 = "A golden coin is lying here." EndObject = Coin1 Object = Coin2 Name = "coin" Altname = "silver" Location = IN_ROOM:Lolth@abyss BaseValue = 50 Size = 1 Weight = 0 MaxState = 0 Desc0 = "A silver coin is lying here." EndObject = Coin2 Object = stone Altname = "large" Location = IN_ROOM:Swamp7@abyss OFlags = NoGet BaseValue = 0 Size = 0 Weight = 0 MaxState = 0 Examine = "On the stone is written a tale of how the demons were tricked into making a powerful lance that could destroy the most powerful demon with one blow.But the demons discovered the trickery before the lance was completed and sent a Death Knight to kill those who had tricked them. When he returned the Knight was given the lance to guard lest it fall into the wrong hands and be completely wrought." EndObject = stone Object = doorbell Altname = "bell" Location = IN_ROOM:Home@abyss OFlags = NoGet BaseValue = 0 Size = 0 Weight = 0 MaxState = 0 EndObject = doorbell Object = Slot2 Name = "slot" Location = IN_ROOM:Cell@abyss OFlags = Container, NoGet BaseValue = 0 Size = 0 Weight = 0 MaxState = 0 Desc0 = "There is a slot on the south wall." Trap = all @ switch(event) { case E_ONPUT: if (param_s.misc == OBJ_ABYSS_CARD1) { setobjstate(OBJ_ABYSS_CELLWALL, 0); bprintf("You slide the card into the slot, and hear a soft click.\n"); bprintf("The west wall slides back!\n"); param_s.ret = -1; } break; default: break; } @ EndTrap EndObject = Slot2 Object = icebox Altname = "door" Location = IN_ROOM:Treasure@abyss OFlags = Container, Openable, NoGet BaseValue = 0 Size = 0 Weight = 0 State = 1 MaxState = 1 Desc0 = "The icebox door is open." Desc1 = "The icebox door is closed." EndObject = icebox Location = "Bones" West = Silent@Church Down = ^BonesStairs@abyss LFlags = Dark Title = "&+WOld Bones&*" Desc = ^ This musty chamber is cluttered with old bones and scraps of clothing. Your footsteps stir up the thick dust choking you with its dry bitter taste. No treasures remain, having long ago been looted by barrow robbers. ^ EndLocation = "Bones" Location = "Plain" West = River@abyss Up = ^PlainStairs@abyss Title = "&+WGloomy Plain&*" Desc = ^ You are standing at one end of a vast underground plain. A murky orange glow dimly illuminates this place. A narrow path has been worn into the gray dust of the plain, which winds its way westward between scattered clumps of withered plant life. ^ EndLocation = "Plain" Location = "River" North = Rocks@abyss East = Plain@abyss West = Charon@abyss Up = Rocks@abyss Title = "&+WBanks of River Styx&*" Desc = ^ You stand on the bank of a river that cuts through the plain. The river is foul and murky. Behind you to the east a path crosses the barren plain and above you to the north is a mound of rocks. To the west a boat sits on the river, waiting patiently. ^ EndLocation = "River" Location = "Rocks" South = River@abyss Down = River@abyss Title = "&+WIn the Rocks&*" Desc = ^ This mound of rocks could have been the ancient remains of a watchtower that afforded a good view of the river. The far bank looks even more desolate and forbidding than the near one. It is probably a good thing that the river separates them. Up river, to the north, the current is much swifter as it gushes through a rocky narrow canyon. To the south the river winds it way slowly out of sight. ^ EndLocation = "Rocks" Location = "Charon" North = Creek@abyss East = River@abyss South = Styx@abyss Title = "&+WCharon's Boat&*" Desc = ^ You stand on Charon's boat at the edge of the River Styx. The boat is actually little more than a raft propelled by polling it along the slow current. From here you could return to the eastern bank, though you get the feeling that few passengers do. Charon is not here now, but there is a collection box with a coin slot in it. ^ EndLocation = "Charon" Location = "Creek" LFlags = Death Title = "&+WUp the Creek&*" Desc = ^ The current is too swift here for safe navigation. Oh, dear you seem to be up the creek without a paddle... ^ EndLocation = "Creek" Location = "Styx" South = Stop@abyss Title = "&+WOn the River Styx&*" Desc = ^ You are moving slowly down the River Styx. The water gives off a foul odor and looks just as bad. It appears to boil in places and its color is a mixture of grayish brown and yellow. Even though the water moves slowly here, movement upstream would be impossible without supernatural help. ^ EndLocation = "Styx" Location = "Stop" West = Abyss@abyss Title = "&+WLast Stop&*" Desc = ^ The boat seems to pull up to the western bank of the river and stops. On the bank is a sign that reads: &+YLast Stop.&* &+YEveryone Must Disembark.&* As you get off the boat, it pulls away, returning whence it came. ^ EndLocation = "Stop" Location = "Abyss" East = Stop@abyss Down = Stairs@abyss LFlags = Dark, NoMobiles Title = "&+WThe Abyss&*" Desc = ^ You are at the face of an enormous curved basalt cliff that extends down out of sight into a dark pit. A small sign, hand painted in blood, tells you: &+RMortals keep out!&* A black door set into the face of the cliff has a dark arrow above it pointing down. A sign pasted on the door informs you the elevator is out of order. For those hearty souls, a large, circular stairway has been carved into the cliff face, allowing you to make the long descent into the black pit. ^ EndLocation = "Abyss" Location = "Stairs" Up = Abyss@abyss Down = Stairway@abyss LFlags = Dark Title = "&+WTop of Stairway&*" Desc = ^ The inky darkness closes in on you here as you wend your way around the basalt face of this enormous abyssal pit. The stairway seems to go on forever as it descends to the lowest levels of the Abyss. A construction sign here informs you that the first 661 levels are closed for repairs... looks like you're in for a long walk. ^ EndLocation = "Stairs" Location = "Stairway" Up = Stairs@abyss Down = L662@abyss LFlags = Dark Title = "&+WAbyssal Stairway&*" Desc = ^ You seem to be nearing the bottom now, but having lost track of how far you have come, you can't be sure. It looks like as good a place as any to rest. ^ EndLocation = "Stairway" Location = "L662" West = ^L662Web@abyss Up = Stairway@abyss Down = L663@abyss LFlags = Dark Title = "&+WLevel 662&*" Desc = ^ You stand at the entrance to the 662nd level of the Abyss. A tunnel has been bored into the western face of the pit. ^ EndLocation = "L662" Location = "L663" East = ^L663Boulder@abyss Up = L662@abyss Down = L664@abyss LFlags = Dark Title = "&+WLevel 663&*" Desc = ^ You have reached the entry to the 663rd level of the Abyss. A tunnel has been bored into the eastern face of the pit. A sickly green goo seeps slowly from the tunnel, making the stairs here slippery. ^ EndLocation = "L663" Location = "L664" West = ^L664Door@abyss Up = L663@abyss Down = ^L664Rope@abyss Trap = all @ if (event == E_ONTIE) { setobjstate(OBJ_ABYSS_L664ROPE, 0); bprintf("You tie the rope over the gap.\n"); destroy(param_s.misc); send_msg(param_s.loc,0,LVL_MIN,LVL_MAX,param_s.plx,NOBODY, "\001p%s\003 ties the rope over the gap.\n",pname(param_s.plx)); param_s.ret = -1; } @ EndTrap LFlags = Dark Title = "&+WLevel 664&*" Desc = ^ Nearly at the bottom now, you have made it to the 664th level of the Abyss. In the western face of the pit is a heavy iron door with a massive lock. A sign on the door announces: None shall pass. A large gap in the stairs, where something or someone has smashed through them, prevents you from going further down. ^ EndLocation = "L664" Location = "L665" North = Netherhells@abyss Up = ^L665Rope@abyss Down = L666@abyss UseTrap = all:L664 LFlags = Dark Title = "&+WLevel 665&*" Desc = ^ This is the next to last level of the Abyss. Below you, you can just make out the floor of the Abyss. To the north a tunnel has been bored into the rock. Words cut into the rock next to the entry remove all doubt who dwells here: I, Guxx Unfufadoo, rule this region soon your head I'll be a squeezin' A gap in the stairs above you prevents you from going up. ^ EndLocation = "L665" Location = "L666" South = Bottom@abyss Up = L665@abyss LFlags = Dark Title = "&+WLevel 666&*" Desc = ^ At last, the end of the stairway. This is the 666th and final level of the Abyss. A deep sense of foreboding comes from an archway to the south. ^ EndLocation = "L666" Location = "City" East = ^CityWeb@abyss Down = Head@abyss Title = "&+WWeb City&*" Desc = ^ You are standing among a cluster of boulders high up on one side of a large cavern. The other side of the cavern is filled with giant spider webs. Below you the cavern is split by a gaping chasm. A path winds down from here toward a bridge, which spans the chasm. ^ EndLocation = "City" Location = "Head" North = Wicket@abyss Up = City@abyss Trap = all @ switch (event) { case E_ONJUMP: if (!iswornby (OBJ_ABYSS_RING, mynum)) { crapup ("You rapidly fall to your death.....S P L A T !!\n", 1); } else { bprintf ("You float slowly downward. Falling.. falling..\n"); teletrap (LOC_ABYSS_BANK1); } param_s.ret = 0; break; default: break; } @ EndTrap LFlags = NoSummon Title = "&+WBridge Head&*" Desc = ^ This is the southern end of a bridge, which crosses a dark chasm. The bridge is made of spider webbing, but is far from fragile. The main cables supporting the bridge are as big as a man's forearm. It's enough to make you wonder what kind of spider could make such silk. ^ EndLocation = "Head" Location = "Wicket" North = Tunnel@abyss South = Head@abyss Up = Ledge@abyss UseTrap = all:Head LFlags = NoSummon Title = "&+WStickey Wicket&*" Desc = ^ The spider webs cover everything here. If you were a spider, it would be easy to get around, otherwise the only way you could go and not get caught in the webs is northward, into a dark smelly tunnel. You could also climb up a single strand of webbing that hangs down directly over the tunnel. Or you could cross the bridge back to the south. ^ EndLocation = "Wicket" Location = "Tunnel" North = Web@abyss South = Wicket@abyss LFlags = Dark, NoMobiles Title = "&+WStinky Tunnel&*" Desc = ^ The tunnel here feels close and uncomfortable. The air is filled with the stench of filth and decayed remains which wafts from a very narrow shaft in the side of the tunnel. To the north the tunnel widens into a room and a sense of great evil comes from that direction. ^ EndLocation = "Tunnel" Location = "Web" North = Lolth@abyss East = Eastside@abyss South = Tunnel@abyss West = Westside@abyss LFlags = Dark Title = "&+WDemon Web&*" Desc = ^ You are in a pocket at the center of a particulary large system of webs. At the center of the room is a large black altar. Fresh blood drips from the altar, forming a pool at its base and from there runs toward a large archway to the north. Smaller archways lead east and west. ^ EndLocation = "Web" Location = "Pile" Up = Widow@abyss LFlags = Dark Title = "&+WHusk Pile&*" Desc = ^ Decayed filth coats the floor here and overpowers you with its odor. Web enshrouded husks of various creatures, some of which are the remains of humans, are piled underneath a shaft in the ceiling. ^ EndLocation = "Pile" Location = "Lolth" South = Web@abyss LFlags = Dark, NoSummon Title = "&+WLolth's Lair&*" Desc = ^ Uh, oh... this isn't Kansas anymore Toto. You have stumbled onto the lair of the Demon Queen of Spiders. Darkness prevails here. Even the strongest light source can illuminate only a small portion of this chamber. A touch of the wall nearest you reveals a sticky substance and you are standing in a pool of warm liquid. ^ EndLocation = "Lolth" Location = "Eastside" West = Web@abyss LFlags = Dark Title = "&+WEastside Room&*" Desc = ^ This is a small room used by the Demon Queen's attendants to rest between sacrifices. It is barren, cold and dark. ^ EndLocation = "Eastside" Location = "Westside" East = Web@abyss LFlags = Dark Title = "&+WWestside Room&*" Desc = ^ This is a small room used by the Demon Queen's attendants to rest between sacrifices. It is barren, cold and dark. ^ EndLocation = "Westside" Location = "Ledge" North = Widow@abyss Down = Wicket@abyss LFlags = OnePerson Title = "&+WDusty Ledge&*" Desc = ^ You have reached a small ledge high above the tunnel entrance. A thick coating of dust covers everything here. A low tunnel leads north. ^ EndLocation = "Ledge" Location = "Widow" South = Ledge@abyss Down = Pile@abyss LFlags = Dark Title = "&+WWidow's Lair&*" Desc = ^ This is where the Black Widow makes her home. Her latest conquest hangs from the ceiling in a cocoon of silk. From a dark shaft at your feet comes a stomach turning odor. ^ EndLocation = "Widow" Location = "Slimy" North = Trees@abyss West = ^SlimyBoulder@abyss Title = "&+WSlimy Bank&*" Desc = ^ You are standing on the western bank of a river of slime. The slime level is high here and some of the goo occasionally slops over the bank and runs down toward a tunnel in the earth to the west. ^ EndLocation = "Slimy" Location = "Trees" North = Bank1@abyss South = Slimy@abyss Title = "&+WBroken Trees&*" Desc = ^ The north-south path you are following runs through a stand of willow trees that have been blown over and smashed. Fungi of all kinds are growing on the downed trees and their stumps. The ground is blanketed with moss. ^ EndLocation = "Trees" Location = "Bank1" East = ^Bank1Timber@abyss South = Trees@abyss Down = Goo@abyss Title = "&+WWest Bank&*" Desc = ^ You stand on a high bank overlooking a slow moving river of slime. The opposite bank is too far away to jump across. A path runs south from here along the river, and a slope has been cut into the bank, leading right down to the river. ^ EndLocation = "Bank1" Location = "Goo" South = Downstream@abyss Up = Bank1@abyss LFlags = OnWater Title = "&+WOn the River of Goo&*" Desc = ^ You are floating down the river of goo. The goo resembles the stuff you blow from your nose and is very thick. ^ EndLocation = "Goo" Location = "Downstream" North = goo@abyss East = Boggy@abyss South = Whirlpool@abyss Up = boggy@abyss LFlags = OnWater Title = "&+WDownstream&*" Desc = ^ The current is getting swifter as it pushes you up to the east bank of the river, allowing you to climb out. Further down, the river seems to boil. ^ EndLocation = "Downstream" Location = "Whirlpool" LFlags = NoMobiles, Death Title = "&+WWhirlpool&*" Desc = ^ The river is moving very fast now and begins to spin in a circle, sucking you down. You are soon drowning in snot... ^ EndLocation = "Whirlpool" Location = "Bank2" South = Boggy@abyss West = ^Bank2Timber@abyss Title = "&+WEast Bank&*" Desc = ^ You are on the eastern bank of a river of mucus. The ground is soft and squishy here and someone's or something's footprints can be seen heading south. ^ EndLocation = "Bank2" Location = "Boggy" North = Bank2@abyss South = Swamp1@abyss West = Downstream@abyss Down = Downstream@abyss Title = "&+WBoggy Bank&*" Desc = ^ The ground gets softer the further south you move along the mucus river. In that direction you see a stand of trees partially obscured by mist. The river runs right up to the bank here, allowing easy boat launching. ^ EndLocation = "Boggy" Location = "Swamp1" North = Boggy@abyss East = Swamp2@abyss LFlags = Dark, Peaceful, NoMobiles Title = "&+WThe Swamp&*" Desc = ^ You are at the edge of a vast swamp. The tall trees here are laden with moss hanging all the way to the surface of the swamp. Thick mists obscure vision, making it hard to find your way. The ground is most firm to the east. ^ EndLocation = "Swamp1" Location = "Swamp2" North = swamp1@abyss East = swamp4@abyss South = swamp5@abyss West = swamp3@abyss LFlags = Dark Title = "&+WThe Swamp&*" Desc = ^ You are in the midst of the swamp. Shadows flit before your eyes as they move in and out of the thick mists that hang over the swamp. Paths seem to lead in all directions. ^ EndLocation = "Swamp2" Location = "Swamp3" North = Swamp2@abyss South = Swamp3@abyss West = Swamp3@abyss LFlags = Dark Title = "&+WThe Swamp&*" Desc = ^ You are in the midst of the swamp. Shadows flit before your eyes as they move in and out of the thick mists that hang over the swamp. Paths seem to lead in all directions. ^ EndLocation = "Swamp3" Location = "Swamp4" East = Swamp6@abyss South = Swamp2@abyss LFlags = Dark Title = "&+WThe Swamp&*" Desc = ^ You are in the midst of the swamp. Shadows flit before your eyes as they move in and out of the thick mists that hang over the swamp. Paths seem to lead in all directions. ^ EndLocation = "Swamp4" Location = "Swamp5" West = Swamp2@abyss LFlags = Dark Title = "&+WThe Swamp&*" Desc = ^ You are in the midst of the swamp. Shadows flit before your eyes as they move in and out of the thick mists that hang over the swamp. Paths seem to lead in all directions. ^ EndLocation = "Swamp5" Location = "Swamp6" South = Swamp7@abyss West = Swamp5@abyss LFlags = Dark Title = "&+WThe Swamp&*" Desc = ^ You are in the midst of the swamp. Shadows flit before your eyes as they move in and out of the thick mists that hang over the swamp. Paths seem to lead in all directions. ^ EndLocation = "Swamp6" Location = "Swamp7" West = Swamp5@abyss LFlags = Dark Title = "&+WThe Swamp&*" Desc = ^ You have reached the end of the swamp. The trees form a small semi circle here around a little hillock. On top of the mound is a large stone. ^ EndLocation = "Swamp7" Location = "Vault" East = ^VaultDoor@abyss West = Pillars1@abyss LFlags = Dark, Peaceful Title = "&+WDemon's Vault&*" Desc = ^ This place has an unnatural, sepulchral quietness to it. The ceiling of the vast chamber is supported by regularly spaced massive columns. The columns are carved with the contorted faces of demons. The ground, dry and dusty, is littered with dead leaves, which flutter slightly in an occasional light breeze. ^ EndLocation = "Vault" Location = "Pillars1" North = Pillars2@abyss East = Vault@abyss South = Pillars3@abyss West = pillars5@abyss LFlags = Dark, NoMagic Title = "&+WAmong the Pillars&*" Desc = ^ You stand among the massive pillars of this expansive vaulted chamber. The faces of demons stare down at you as you decide which way to go. ^ EndLocation = "Pillars1" Location = "Pillars2" South = Pillars1@abyss West = Pillars6@abyss LFlags = Dark Title = "&+WAmong the Pillars&*" Desc = ^ You stand among the massive pillars of this expansive vaulted chamber. The faces of demons stare down at you as you decide which way to go. ^ EndLocation = "Pillars2" Location = "Pillars3" North = Pillars1@abyss West = Pillars4@abyss LFlags = Dark Title = "&+WAmong the Pillars&*" Desc = ^ You stand among the massive pillars of this expansive vaulted chamber. The faces of demons stare down at you as you decide which way to go. ^ EndLocation = "Pillars3" Location = "abyss_South" North = Pillars4@abyss LFlags = Dark, Peaceful Title = "&+WSouth Alcove&*" Desc = ^ This is a small round room off the main chamber. The walls here have been carved with scenes of torture and torment. A bench set into the wall allows you to sit and contemplate these scenes. ^ EndLocation = "abyss_South" Location = "Pillars4" North = Pillars5@abyss East = Pillars3@abyss South = abyss_South West = Pillars9@abyss LFlags = Dark Title = "&+WAmong the Pillars&*" Desc = ^ You stand among the massive pillars of this expansive vaulted chamber. The faces of demons stare down at you as you decide which way to go. ^ EndLocation = "Pillars4" Location = "Pillars5" North = Pillars6@abyss East = Pillars1@abyss South = Pillars4@abyss West = Pillars8@abyss LFlags = Dark Title = "&+WAmong the Pillars&*" Desc = ^ You stand among the massive pillars of this expansive vaulted chamber. The faces of demons stare down at you as you decide which way to go. ^ EndLocation = "Pillars5" Location = "Pillars6" North = abyss_North East = Pillars2@abyss South = Pillars5@abyss West = Pillars7@abyss LFlags = Dark Title = "&+WAmong the Pillars&*" Desc = ^ You stand among the massive pillars of this expansive vaulted chamber. The faces of demons stare down at you as you decide which way to go. ^ EndLocation = "Pillars6" Location = "abyss_North" South = Pillars6@abyss LFlags = Dark, Peaceful Title = "&+WNorth Alcove&*" Desc = ^ This is a small round room off the main chamber. The walls here have been carved with scenes of torture and torment. A bench set into the wall allows you to sit and contemplate these scenes. ^ EndLocation = "abyss_North" Location = "Pillars7" East = Pillars6@abyss South = Pillars8@abyss LFlags = Dark Title = "&+WAmong the Pillars&*" Desc = ^ You stand among the massive pillars of this expansive vaulted chamber. The faces of demons stare down at you as you decide which way to go. ^ EndLocation = "Pillars7" Location = "Pillars8" North = Pillars7@abyss East = Pillars5@abyss South = Pillars9@abyss West = Pain@abyss LFlags = Dark Title = "&+WAmong the Pillars&*" Desc = ^ You stand among the massive pillars of this expansive vaulted chamber. The faces of demons stare down at you as you decide which way to go. ^ EndLocation = "Pillars8" Location = "Pillars9" North = Pillars8@abyss East = Pillars4@abyss LFlags = Dark Title = "&+WAmong the Pillars&*" Desc = ^ You stand among the massive pillars of this expansive vaulted chamber. The faces of demons stare down at you as you decide which way to go. ^ EndLocation = "Pillars9" Location = "Pain" East = Pillars8@abyss West = Orcus@abyss LFlags = NoSummon Title = "&+WArchway of Pain&*" Desc = ^ At the far end of the vault here is a twenty foot high archway. On either side of the arch is a mound of skulls and set above the keystone is a statue of a large winged demon, half ram - half human. Through the arch to the west can be seen a large palatial room. ^ EndLocation = "Pain" Location = "Orcus" East = Pain@abyss West = Treasury@abyss Title = "&+WThrone of Orcus&*" Desc = ^ This is the throne room of Orcus. Ornate tapestries with scenes of warfare and suffering cover the walls. On either side of the room are rows of benches guilt with gold and silver. At the far end is his throne, a huge construction decorated with more skulls. Behind the throne is a low archway. ^ EndLocation = "Orcus" Location = "Treasury" East = Orcus@abyss LFlags = Dark Title = "&+WTreasury&*" Desc = ^ This is where the demons keep those items liberated from their victims and the fearsome objects they create in the demon's forge. Unfortunately most all the mounds of treasure are protected by terrible wards and all you can do is look. ^ EndLocation = "Treasury" Location = "Netherhells" North = ^NetherDoor@abyss East = ^NetherWall@abyss South = L665@abyss West = Snare1@abyss LFlags = Peaceful, NoMobiles Title = "&+WNetherhells Prison&*" Desc = ^ An iron archway dominates the western wall of this small antechamber. A placard over the archway states: Absolutely NO VISITORS Allowed In The Prison Maze A small wood door covered with graffiti occupies the north wall. ^ EndLocation = "Netherhells" Location = "Snare1" East = Snare1@abyss South = Snare1@abyss West = Snare2@abyss LFlags = Maze Title = "&+WSnare of Guxx&*" Desc = ^ You are in a labyrinth of steel walls and doors designed to keep prisoners from escaping this demonic prison. The walls seem to shift as you move around. ^ EndLocation = "Snare1" Location = "Snare2" North = Snare3@abyss East = Snare2@abyss South = Snare1@abyss West = Snare2@abyss LFlags = Maze Title = "&+WSnare of Guxx&*" Desc = ^ You are in a labyrinth of steel walls and doors designed to keep prisoners from escaping this demonic prison. The walls seem to shift as you move around. ^ EndLocation = "Snare2" Location = "Snare3" North = Snare5@abyss East = Snare2@abyss South = Snare6@abyss LFlags = Maze Title = "&+WSnare of Guxx&*" Desc = ^ You are in a labyrinth of steel walls and doors designed to keep prisoners from escaping this demonic prison. The walls seem to shift as you move around. ^ EndLocation = "Snare3" Location = "Snare4" East = Snare3@abyss West = Snare7@abyss LFlags = Peaceful, Maze Title = "&+WWell of Souls&*" Desc = ^ You are somewhere in the middle of the Netherhells prison. A chair has been placed next to a well in the middle of the room. The well, instead of contain- ing water, contains a fire. The fire gives off no heat as the flames leap from the well, and from deep within faint cries of pain can be heard. ^ EndLocation = "Snare4" Location = "Snare5" East = Snare3@abyss South = Snare4@abyss LFlags = Maze Title = "&+WSnare of Guxx&*" Desc = ^ You are in a labyrinth of steel walls and doors designed to keep prisoners from escaping this demonic prison. The walls seem to shift as you move around. ^ EndLocation = "Snare5" Location = "Snare6" North = Snare4@abyss East = Snare3@abyss LFlags = Maze Title = "&+WSnare of Guxx&*" Desc = ^ You are in a labyrinth of steel walls and doors designed to keep prisoners from escaping this demonic prison. The walls seem to shift as you move around. ^ EndLocation = "Snare6" Location = "Snare7" North = Snare5@abyss South = Snare6@abyss West = ^SnareDoor@abyss LFlags = Maze Title = "&+WSnare of Guxx&*" Desc = ^ You are in a labyrinth of steel walls and doors designed to keep prisoners from escaping this demonic prison. The walls seem to shift as you move around. ^ EndLocation = "Snare7" Location = "Cell" East = ^CellDoor@abyss West = ^CellWall@abyss LFlags = Dark, NoSummon Title = "&+WPrison Cell&*" Desc = ^ You are inside a prison cell designed to hold a very large demon. The iron walls of the cell are deeply scored by claw marks. The floor and ceiling too are made of iron. There is no furniture here, just an iron bench on one wall. ^ EndLocation = "Cell" Location = "StoreRoom" South = ^StoreDoor@abyss LFlags = Dark Title = "&+WStore Room&*" Desc = ^ This is where the jailors keep spare chains, locks and food for their prisoners. Most of the shelves are empty now. ^ EndLocation = "StoreRoom" Location = "Bottom" North = L666@abyss East = Road1@abyss Title = "&+WBottom of the Abyss&*" Desc = ^ Amazingly enough, this level resembles a small town. A wide road heads east from here. Off in that direction can be seen lurid lights and the sounds of voices shouting. ^ EndLocation = "Bottom" Location = "Road1" North = Booth1@abyss East = Road2@abyss South = Booth2@abyss West = Bottom@abyss Title = "&+WMerchants Road&*" Desc = ^ You stand at the beginning of rows of what could only be described as carnival booths. Dark secretive people walk in and out of the booths and up and down the thoroughfare. Salesmen hawking their wares try to out shout each other as the people pass by. There are booths to the north and south, or you can continue east or west. ^ EndLocation = "Road1" Location = "Booth1" South = Road1@abyss Title = "&+WBooth #1&*" Desc = ^ A small, dilapidated open front shack with rows of shelves in the back stands here. The small swarthy proprietor is trying to sell kewpi dolls for a dollar. ^ EndLocation = "Booth1" Location = "Booth2" North = Road1@abyss Title = "&+WBooth #2&*" Desc = ^ The hawker here is trying to sell miniature busts of Orcus. One customer is complaining that the dealer cheated him and the two are trying to shout each other down. ^ EndLocation = "Booth2" Location = "Road2" North = Booth3@abyss East = Road3@abyss South = Booth4@abyss West = Road1@abyss Title = "&+WMiddle of the Road&*" Desc = ^ You are nearing the end of the merchants road. The booths are becoming more run down and trash lining the road blows about on little eddies of wind. There are booths to the north and south. ^ EndLocation = "Road2" Location = "Booth3" South = Road2@abyss Title = "&+WBooth #3&*" Desc = ^ This is a small roadside bar. The bartender spies you approaching and says, "Hey! We don't serve your kind here." ^ EndLocation = "Booth3" Location = "Booth4" North = Road2@abyss Title = "&+WBooth #4&*" Desc = ^ This booth is empty. Most of the shelves in back have collapsed, smashing the bottles they contained. One lone shelf remains. ^ EndLocation = "Booth4" Location = "Road3" South = Area@abyss West = Road2@abyss LFlags = Dark Title = "&+WEnd of the Road&*" Desc = ^ The road ends here, where it meets another street running south. Back to the west the sounds of street hawkers drones on. A street lamp that once lit this corner has gone dark. ^ EndLocation = "Road3" Location = "Area" North = Road3@abyss South = Home@abyss LFlags = Dark, NoMobiles Title = "&+WResidential Area&* " Desc = ^ You are walking down a dark residential street. A street sign identifies it as Pleasant Avenue. The street is lined with small brick houses. The only house that looks occupied however, is to the south at the end of the street. ^ EndLocation = "Area" Location = "Home" North = Area@abyss West = ^HomeDoor@abyss Down = Cellar@abyss Title = "&+WSomebody's Home&*" Desc = ^ You stand on the doorstep of someone's private quarters. From a small window a dim light shines through heavy curtains. On the heavy wooden front door is carved the number 666. The door has no handle, just a small slot in the middle. A door bell is mounted on the doorjam. At the side of the porch a set of short steps leads downward. ^ EndLocation = "Home" Location = "Cellar" South = Forge@abyss Up = Home@abyss LFlags = Dark Title = "&+WDemon's Cellar&*" Desc = ^ You stand in a small room at the nadir of the world. There isn't much to see here, just a barrel filled with water. A low arch leads south. ^ EndLocation = "Cellar" Location = "Forge" North = Cellar@abyss LFlags = Dark Title = "&+WDemon's Forge&*" Desc = ^ Heat scorched bricks line this room and the floor is covered in sand. Scraps of iron, steel and other metals lie about the room. Tongs, hammers and various other tools line the walls. A large anvil sits next to a forge and bellows. ^ EndLocation = "Forge" Location = "Hall" East = ^HallDoor@abyss South = ^HallElevatorDoor@abyss West = Control@abyss Title = "&+WFront Hall&*" Desc = ^ This is the front hall of a private residence. A small side table is piled high with unopened mail. There is an exit to the west and a black door to the south. The door has a dark arrow above it pointing up and a small green button beside it. ^ EndLocation = "Hall" Location = "Elevator" North = ^ElevatorDoor@abyss LFlags = OnePerson Title = "&+WThe Elevator&*" Desc = ^ You are in a small enclosure without features save a large red button. You hear Van Morrison singing in the background. ^ EndLocation = "Elevator" Location = "Control" North = Treasure@abyss East = Hall@abyss South = Closet@abyss LFlags = NoSummon Title = "&+WControl Room&*" Desc = ^ A large table dominates this room. On the table are charts, maps and various scraps of vellum that detail the construction of a new world. A piece of slate has been mounted on the back wall and on the slate are strange formulae written with colored chalk. ^ EndLocation = "Control" Location = "Treasure" South = Control@abyss LFlags = NoMobiles Title = "&+WAn Angel's Treasure&*" Desc = ^ This room is devoid of anything except a large icebox. There is a note attached to the icebox door that reminds you to buy more Mountain Dew. ^ EndLocation = "Treasure" Location = "Closet" North = Control@abyss South = ^ClosetPanel@abyss Trap = all @ switch (event) { case E_ONJUMP: bprintf ("You leap upward and grab ahold of the shelf, pulling yourself " "up.\n"); teletrap (LOC_ABYSS_SHELF); break; default: break; } @ EndTrap LFlags = Dark Title = "&+WCloset&*" Desc = ^ The faint smell of mothballs can be detected as you look about this rather spacious closet. A torch here has long since burnt out and the place is totally empty. Above you and just out of reach is a shelf. There appears to be something on the shelf. ^ EndLocation = "Closet" Location = "Secret" North = ^SecretPanel@abyss Title = "&+WSecret Room&*" Desc = ^ You have entered a secret storage chamber behind the closet. The walls are paneled in aromatic cedar and a single torch is mounted on the far wall. Beneath the torch sits a small high desk cluttered with scraps of paper. In the back corner is a coat rack. ^ EndLocation = "Secret" Location = "Shelf" Down = Closet@abyss LFlags = Dark, OnePerson Title = "&+WOn the Shelf&*" Desc = ^ You are squatting on a large wooden shelf high up in the closet. It doesn't seem to get much use as everything is covered with a thick coat of dust that threatens to make you sneeze. ^ EndLocation = "Shelf"