/************************************************************************ * Zone name: Ancient * * Author: Elmo * ************************************************************************/ #include "undef.h" #include "exits.h" #include "special.h" Zone = ancient Author = "Elmo" Quest = Sundisc EndZone = ancient Mobile = quetzalcoatl Location = Anc7@ancient Strength = 1000 Damage = 20 Aggression = 0 Armor = 0 PFlags = NoSummon Speed = 0 Desc = "" EndMobile = quetzalcoatl Mobile = alligator Location = Anc44@ancient Strength = 100 Damage = 10 Aggression = 75 Armor = 0 Speed = 0 Desc = "A huge &+Galligator&* thinks you could do as dinner for him." EndMobile = alligator Mobile = bloodyjaws Location = Anc44@ancient Strength = 100 Damage = 10 Aggression = 75 Armor = 0 Speed = 0 Desc = " Another &+Ralligator&* stares hungrily at you blood in his jaws." EndMobile = bloodyjaws Mobile = mosquito Name = "The Mosquito" Location = Anc18@ancient Strength = 60 Damage = 10 Aggression = 80 Armor = 0 Speed = 0 Desc = "A &+Ggiant mosquito&* is thinking no good about you." EndMobile = mosquito Mobile = bloodthirsty Location = Anc18@ancient Strength = 60 Damage = 8 Aggression = 80 Armor = 0 Speed = 0 Desc = " A &+Rbloodthirsty mosquito&* thinks your blood would taste good." EndMobile = bloodthirsty Mobile = hungry Location = Anc18@ancient Strength = 50 Damage = 12 Aggression = 80 Armor = 0 Speed = 0 Desc = " A very &+Bhungry mosquito&* orders a bloody mary (a la you)." EndMobile = hungry Mobile = old Location = Anc18@ancient Strength = 60 Damage = 8 Aggression = 50 Armor = 0 Speed = 0 Desc = "An &+Mold mosquito&* is considering attacking you." EndMobile = old Mobile = tiny Location = Anc18@ancient Strength = 80 Damage = 10 Aggression = 90 Armor = 0 Speed = 0 Desc = " A &+Ytiny mosquito&* before you looks even more energetic than the others." EndMobile = tiny Mobile = mummy Name = "The mummy" Location = Anc22@ancient Strength = 150 Damage = 12 Aggression = 30 Armor = 0 Speed = 0 Desc = "There's something rotten in the corner." EndMobile = mummy Mobile = monolith Name = "The monolith" Location = Anc25@ancient Strength = 250 Damage = 10 Aggression = 0 Armor = 0 Speed = 0 Desc = "A huge &+Wmonolith&* stands before you black as the night." EndMobile = monolith Mobile = cockroach Name = "The cockroach" Location = Anc42@ancient Strength = 150 Damage = 12 Aggression = 50 Armor = 0 Speed = 0 Desc = "A giant &+Gcockroach&* runs around the floor." EndMobile = cockroach Mobile = pacamac Location = Anc46@ancient Strength = 100 Damage = 10 Aggression = 15 Armor = 0 Speed = 0 MFlags = BarNorth Desc = "&+YPacamac&* the town guardsman is blocking your way." EndMobile = pacamac Mobile = tenoc Location = Anc46@ancient Strength = 100 Damage = 8 Aggression = 10 Armor = 0 Speed = 0 MFlags = BarNorth Desc = "&+WTenoc&* the younger guardsman looks at you curiously." EndMobile = tenoc Mobile = rattlesnake Name = "The rattlesnake" Location = Anc55@ancient Strength = 150 Damage = 15 Aggression = 0 Armor = 0 Speed = 0 Desc = "The &+Rrattlesnake&* is keeping horrifying noises before you." Trap = all @ switch (event) { case E_ONMOVE: if (!ishere (OBJ_ANCIENT_CHAIN) || !ishere (OBJ_ANCIENT_RBLOCK) || !ishere (OBJ_ANCIENT_RCOINS) || !ishere (OBJ_ANCIENT_RPLATE) ) { start_fight(mobile(MOB_ANCIENT_RATTLESNAKE),param_s.plx); do_not_continue; } break; default: break; } @ EndTrap EndMobile = rattlesnake Mobile = anara Location = Anc48@ancient Strength = 100 Damage = 10 Aggression = 0 Armor = 0 SFlags = Female Desc = "A female servant is cleaning the floor with a broom." EndMobile = anara Mobile = cuezcon Location = Anc46@ancient Strength = 120 Damage = 10 Aggression = 25 Armor = 0 Desc = "A male servant is carrying food to someone." EndMobile = cuezcon Mobile = emperor Name = "The Emperor" Location = Anc50@ancient Strength = 400 Damage = 10 Aggression = 30 Armor = 0 Speed = 0 Desc = "The Son of the &+YSun God&* is sitting here on his throne." EndMobile = emperor Mobile = arantxa Location = Anc53@ancient Strength = 120 Damage = 10 Aggression = 33 Armor = 0 Speed = 0 SFlags = Female MFlags = CanFrost Desc = " &+YArantxa &+Wthe Astronomer&* is radiating the light of ancient wisdom around her." EndMobile = arantxa Mobile = aczuma Location = Anc51@ancient Strength = 150 Damage = 10 Aggression = 60 Armor = 0 Speed = 0 MFlags = CanMissile Desc = "&+RAczuma &+Wthe Warlord&* is practising his spells." EndMobile = aczuma Mobile = mano Location = Anc54@ancient Strength = 120 Damage = 10 Aggression = 25 Armor = 0 Speed = 0 MFlags = CanShock, BarNorth Desc = " An evil glance of &+MMano &+Wthe Priest&* nails your boots to the floor." EndMobile = mano Object = OldSpear Name = "spear" Location = IN_ROOM:Anc2@ancient OFlags = Weapon Damage = 8 BaseValue = 25 Size = 5 Weight = 5 Desc0 = "An old spear lies here on the ground." Examine = " This old spear has seen death and sorrow more than you could ever dream of." EndObject = OldSpear Object = StonyKnife Name = "knife" Altname = "stony" Location = IN_ROOM:Anc8@ancient OFlags = Weapon Damage = 14 BaseValue = 15 Size = 2 Weight = 2 Desc0 = "A stone knife has been left here." Examine = "There's &+rblood&* all over the blade." EndObject = StonyKnife Object = TlalocStatue Name = "statue" Location = IN_ROOM:Anc15@ancient OFlags = Container, NoGet Size = 5 Desc0 = "" Examine = " The statue is far too heavy to lift. The eyes of it seem to be two big gems." EndObject = TlalocStatue Object = WhiteGem Name = "gem" Altname = "white" Location = IN_CONTAINER:TlalocStatue@ancient BaseValue = 200 Size = 1 Weight = 1 Desc0 = "A massive &+Wwhite&* gem glistens before your eyes." Examine = "You feel the hatred of gods descending above you." EndObject = WhiteGem Object = BlueGem Name = "gem" Altname = "blue" Location = IN_CONTAINER:TlalocStatue@ancient BaseValue = 200 Size = 1 Weight = 1 Desc0 = "A big &+Bblue&* gem twinkles before your eyes." Examine = " You can't exactly remember what happened to those who found the grave of King Tut, but you feel deep inside that you should get rid of this cursed thing." EndObject = BlueGem Object = canoe Name = "boat" Location = IN_ROOM:Anc19@ancient BaseValue = 20 OFlags = Boat Size = 5 Weight = 5 Desc0 = "An old canoe has been forgotten here." Examine = " It is made of leather and could give you a safe passage through the waters." EndObject = canoe Object = QAltar Name = "altar" Location = IN_ROOM:Anc8@ancient OFlags = NoGet Desc0 = "" Examine = "The surface of this altar is smooth and tidy." EndObject = QAltar Object = BigCross Name = "cross" Location = IN_ROOM:Anc20@ancient OFlags = NoGet State = 1 MaxState = 1 Desc0 = "Looks like someone had moved the cross a bit..." Desc1 = "" Examine = "This is a big cross, believe me." Trap = all @ switch(event) { case E_ONPUSH: if (state (OBJ_ANCIENT_BIGCROSS) > 0) { setobjstate (OBJ_ANCIENT_BIGCROSS, 0); if (state (OBJ_ANCIENT_MOONCROSS) > 0) { send_player("You move the cross to one side, but nothing happens.\n"); } else { send_player("You hear a loud hollow sound from a room nearby!\n"); setobjstate (OBJ_ANCIENT_HOLE_ANC31, 0); } } else { setobjstate (OBJ_ANCIENT_BIGCROSS, 1); setobjstate (OBJ_ANCIENT_HOLE_ANC31, 1); send_player("You move the cross back into place.\n"); } do_not_continue; break; default: break; } @ EndTrap EndObject = BigCross Object = EmbPot Name = "pot" Location = IN_ROOM:Anc22@ancient OFlags = GetFlips, Container BaseValue = 40 Size = 3 Weight = 3 State = 1 MaxState = 1 Desc0 = "A small clay pot has been tossed here." Desc1 = "" EndObject = EmbPot Object = EmbBalsam Name = "balsam" Altname = "cream" Location = IN_CONTAINER:EmbPot@ancient BaseValue = 25 Size = 1 Weight = 1 Desc0 = "Some &+Wwhite&* balsam has been dropped here." Examine = " The smell of this balsam fills your mind with strange thoughts of mummies and preservation." Trap = all @ switch (event) { case E_ONUSE: send_player("You start applying the embalming balsam ...\n"); send_player("You begin to feel sleepy, and after a while some mummies\n" "turn up helping you with the embalming ...\n"); destroy(param_s.ob); death_trap("\tThe mummies carry you away to a safe restingplace." " You are dead..."); do_not_continue; default: break; } @ EndTrap EndObject = EmbBalsam Object = HealBalsam Name = "balsam" Altname = "cream" Location = IN_CONTAINER:SunPot@ancient BaseValue = 25 Size = 1 Weight = 1 Desc0 = "Some creamy balsam has been left here." Examine = " Hmmm...the balsam has a very antiseptic smell. Applying this balsam can perhaps heal some wounds in short time." Trap = all @ switch (event) { case E_ONUSE: if (pstr(param_s.plx) < maxstrength(param_s.plx) - 20) { setpstr(param_s.plx, pstr(param_s.plx) + 20); send_player("You feel some of your wounds dissappear.\n"); } else if (pstr(param_s.plx) < maxstrength(param_s.plx)) { setpstr(param_s.plx, maxstrength(param_s.plx)); send_player("The balsam heals all your wounds!\n"); } else { send_player("The balsam has a nice cooling effect.\n"); } destroy(param_s.ob); do_not_continue; break; default: break; } @ EndTrap EndObject = HealBalsam Object = SkyMap Name = "map" Location = IN_ROOM:Anc26@ancient BaseValue = 80 Size = 1 Weight = 1 State = 1 MaxState = 1 Desc0 = "A rather torn map has been left here." Desc1 = "There's a map lying on the floor." Examine = "" Trap = all @ if (event == E_ONEXAMINE) { if (ploc (param_s.plx) == LOC_ANCIENT_ANC53) { send_player("You feel like you are flying....\n" " ....and land on a desolate planet," "obviously far from the sun.\n\n\n"); trans_player_to(LOC_ANCIENT_ANC56); } else { send_player("You ain't lost, Mac... yet!\n"); } } @ EndTrap EndObject = SkyMap Object = WarMask Name = "mask" Location = IN_ROOM:Anc27@ancient OFlags = Armor, WearOnFace, ExcludeWear, GetFlips Armor = 7 BaseValue = 200 Size = 2 Weight = 4 State = 1 MaxState = 1 Desc0 = "A heavy &+Ygolden&* mask is dumped here." Desc1 = "A heavy &+Ygolden&* mask is hanging on the wall." Examine = " The mask has covered some upper class soldiers face protecting it and making the bearer look more scaring." EndObject = WarMask Object = BShield Name = "shield" Altname = "bronze" Location = IN_ROOM:Anc27@ancient OFlags = Armor, WearOnArms, ExcludeWear Armor = 8 BaseValue = 50 Size = 2 Weight = 2 Desc0 = "A small bronze shield is lying on the ground." Examine = " The shield is small, but seems to be good for protecting you against the hits of your enemies." EndObject = BShield Object = MoonCross Name = "cross" Location = IN_ROOM:Anc30@ancient OFlags = NoGet State = 1 MaxState = 1 Desc0 = "The cross seems to be somewhat out of its' original place." Desc1 = "" Examine = "You might have seen something like this before." Trap = all @ switch(event) { case E_ONPUSH: if (state (OBJ_ANCIENT_MOONCROSS) > 0) { setobjstate (OBJ_ANCIENT_MOONCROSS, 0); if (state (OBJ_ANCIENT_BIGCROSS) > 0) { send_player("You move the cross to one side, but nothing happens.\n"); } else { send_player("You hear a loud hollow sound from a room nearby!\n"); setobjstate (OBJ_ANCIENT_HOLE_ANC31, 0); } } else { setobjstate (OBJ_ANCIENT_MOONCROSS, 1); setobjstate (OBJ_ANCIENT_HOLE_ANC31, 1); send_player("You move the cross back into place.\n"); } do_not_continue; break; default: break; } @ EndTrap EndObject = MoonCross Object = Cheese1 Name = "cheese" Location = IN_ROOM:Anc37@ancient OFlags = Food, GetFlips BaseValue = 20 Size = 1 Weight = 1 State = 1 MaxState = 1 Desc0 = "A slice of tasty Emmental cheese has been dropped here." Desc1 = "" Examine = "It sure looks tasty." EndObject = Cheese1 Object = Cheese2 Name = "cheese" Location = IN_ROOM:Anc37@ancient OFlags = Food, GetFlips BaseValue = 20 Size = 1 Weight = 1 State = 1 MaxState = 1 Desc0 = "A slice of tasty Emmental cheese has been dropped here." Desc1 = "" Examine = "It even smells good." EndObject = Cheese2 Object = SunPot Name = "pot" Location = IN_ROOM:Anc33@ancient OFlags = Container, GetFlips BaseValue = 10 Size = 2 Weight = 2 State = 1 MaxState = 1 Desc0 = "A big pot made of clay stands before you." Desc1 = "" Examine = "You've seen hundreds of these in museums." EndObject = SunPot Object = SunRod Name = "rod" Location = IN_ROOM:Anc33@ancient BaseValue = 100 Size = 1 Weight = 1 Desc0 = "A &+Wsilver&* rod twinkles before you." Examine = "The rod might be used by priests or lords in ceremonies." EndObject = SunRod Object = QFeather Name = "feather" Location = IN_ROOM:Anc17@ancient BaseValue = 100 Size = 1 Weight = 1 Desc0 = "There's a big colorful feather on the ground." Examine = "The feather glistens in all the colors of rainbow." EndObject = QFeather Object = SunAltar Name = "altar" Location = IN_ROOM:Anc35@ancient OFlags = NoGet Desc0 = "" Examine = " The altar is covered with blood all over it. The blood is dried a long time ago, but it still makes you shivering." EndObject = SunAltar Object = Pedestal Name = "pedestal" Location = IN_ROOM:Anc36@ancient OFlags = NoGet State = 1 MaxState = 1 Desc1 = " Your toe hits a cylindrical object standing on the ground, but the blinding light makes it difficult to see what it is." Examine = " Shielding your eyes from the sun with your hands you see that something has been attached to the pedestal, but taken away afterwards." EndObject = Pedestal Object = Hole_Anc31 Name = "hole" Location = IN_ROOM:Anc31@ancient OFlags = NoGet Linked = Hole_Anc38 State = 1 MaxState = 1 Desc0 = "A large hole leads to a cave under the pyramid." Desc1 = "" Examine = "" EndObject = Hole_Anc31 Object = Hole_Anc38 Name = "hole" Location = IN_ROOM:Anc38@ancient OFlags = NoGet Linked = Hole_Anc31 State = 1 MaxState = 1 Desc0 = "A large hole leads out to the daylight." Desc1 = "" EndObject = Hole_Anc38 Object = Fountain_Of_Youth Name = "fountain" Location = IN_ROOM:Anc41@ancient OFlags = NoGet Desc0 = "" Examine = " The water looks fresh and clean. Through the water, written on the bottom of the fountain you see the words &+YFOUNTAIN OF YOUTH&*." Trap = all @ switch(event) { case E_ONCONSUME: if (pscore(param_s.plx) >= 20) { setpscore(param_s.plx, pscore(param_s.plx) -20); calibme(); send_player("You feel younger and less experienced....\n"); do_not_continue; } break; default: break; } @ EndTrap EndObject = Fountain_Of_Youth Object = Uranium Name = "stone" Location = IN_ROOM:Anc42@ancient BaseValue = 250 Size = 1 Weight = 1 Desc0 = "A small rock shimmers in the corner." Examine = "As you examine this stone you feel a sudden headache." EndObject = Uranium Object = White_Jewel Name = "jewel" Altname = "gem" Location = IN_ROOM:Anc43@ancient BaseValue = 400 Size = 1 Weight = 1 Desc0 = " In the hand of the poor fellow you discover a glistening white jewel." Examine = " You wonder about the destiny of the former bearer of this mighty &+Wwhite&* gem." EndObject = White_Jewel Object = SLamp Name = "lamp" Location = IN_ROOM:Anc48@ancient OFlags = Lit BaseValue = 20 Size = 2 Weight = 1 Desc0 = "A lit lamp is bringing light in the otherwise dim chamber." Examine = "You just can't figure out how to extinguish it." EndObject = SLamp Object = Meal Name = "lunch" Altname = "food" Location = CARRIED_BY:cuezcon@ancient OFlags = Food BaseValue = 30 Size = 1 Weight = 1 Desc0 = "A delicious lunch is waiting for you here." Examine = "You've never eaten this before, but it sure smells good." EndObject = Meal Object = ABroom Name = "broom" Location = WIELDED_BY:anara@ancient OFlags = Weapon Damage = 5 BaseValue = 15 Size = 2 Weight = 1 Desc0 = "An old broom has been left here." Examine = "Feel like cleaning up the place, mate?" EndObject = ABroom Object = SunDisc Name = "disc" Location = IN_ROOM:Anc49@ancient OFlags = lit, unlocateable BaseValue = 800 Size = 4 Weight = 4 State = 1 MaxState = 2 Desc0 = "A giant &+YSun Disc&* is shining brightly here." Desc1 = " There's an extremely bright golden disc attached to the ceiling. It looks as you will need more then just 'two hands and a Black & Decker' if you want to remove it...." Desc2 = " Securely attached to a pedestal on the ground is a brightly shining sundisc." Examine = "It looks very valuble." Trap = all @ switch (event) { case E_ONGET: if (param_s.misc == BEFORE_GET) if (param_s.ob == OBJ_ANCIENT_SUNDISC && state(param_s.ob) == 1) { if (!iscarrby(OBJ_ANCIENT_ESTONE, param_s.plx) || !iscarrby(OBJ_ANCIENT_QFEATHER, param_s.plx)) { send_player("You feel that you need more magical equipment " "than just your hands for this job.\n"); param_s.ret = 0; } else { setobjstate(OBJ_ANCIENT_SUNDISC, 0); } } break; case E_ONPUT: if (param_s.ob == OBJ_ANCIENT_PEDESTAL) { send_player("The sundisc fits perfectly on top of the pedestal with a loud " "click!\n"); send_msg(ploc(param_s.plx), 0, LVL_MIN, LVL_MAX, param_s.plx, NOBODY, "You hear a loud click as %s puts the sundisc on " "the pedestal.", pname(mynum)); setoloc(OBJ_ANCIENT_SUNDISC, ploc(param_s.plx), IN_ROOM); osetbit(OBJ_ANCIENT_SUNDISC, OFL_NOGET); setobjstate(OBJ_ANCIENT_SUNDISC, 2); setobjstate(OBJ_ANCIENT_PEDESTAL, 0); setpscore(param_s.plx, pscore(param_s.plx) + ovalue(OBJ_ANCIENT_SUNDISC)*3); set_quest(Q_SUNDISC,param_s.plx); do_not_continue; } break; default: break; } @ EndTrap EndObject = SunDisc Object = SunThrone Name = "throne" Location = IN_ROOM:Anc50@ancient OFlags = NoGet Desc0 = "The throne is set on the north wall." Examine = "The throne is not for mortals." EndObject = SunThrone Object = ATalisman Name = "talisman" Location = WORN_BY:aczuma@ancient OFlags = WearonNeck BaseValue = 80 Size = 1 Weight = 1 Desc0 = "A small gold talisman lies here." Examine = "It's a kind of an animal figure." EndObject = ATalisman Object = ACloak Name = "cloak" Location = WORN_BY:arantxa@ancient OFlags = Armor, WearOnBody Armor = 5 BaseValue = 50 Size = 3 Weight = 2 Desc0 = "An astronomers cloak is here carefully folded." Examine = "It has a golden snakefigure on it." EndObject = ACloak Object = PWand Name = "wand" Location = CARRIED_BY:mano@ancient BaseValue = 200 Size = 1 Weight = 1 Desc0 = "There's a long curved wand leaning against the wall." Examine = "It's garnished with silver and small jewels." EndObject = PWand Object = RPlate Name = "plate" Location = IN_ROOM:Anc55@ancient BaseValue = 200 Size = 2 Weight = 2 Desc0 = "A gold plate lies on the floor" Examine = "Pure &+Ygold!&*" EndObject = RPlate Object = Chain Name = "chain" Location = IN_ROOM:Anc55@ancient BaseValue = 100 Size = 1 Weight = 1 Desc0 = "A gold chain has been tossed on the floor." Examine = "It looks like it has been torn apart from something." EndObject = Chain Object = RBlock Name = "block" Location = IN_ROOM:Anc55@ancient BaseValue = 150 Size = 2 Weight = 4 Desc0 = "A huge silver block twinkles before you." Examine = "Might be valuable." EndObject = RBlock Object = RCoins Name = "coins" Location = IN_ROOM:Anc55@ancient BaseValue = 400 Size = 3 Weight = 4 Desc0 = "There are small silver and gold coins all over the place." Examine = " The coins have a hole in the center and beautiful carvings around it." EndObject = RCoins Object = LBook Name = "book" Location = IN_ROOM:Anc58@ancient OFlags = GetFlips BaseValue = 1000 Size = 3 Weight = 2 State = 1 Maxstate = 1 Desc0 = "An old book is lying here." Desc1 = "" Examine = "" Trap = all @ if (event == E_ONEXAMINE) { if (oarmor (param_s.ob) > 0) { send_player("The Book contains old writings. You can make out\n" "the names of old mages like 'Elmo' and 'Infidel'.\n"); } else { send_player("Ancient wisdom fills your head, you feel much more capable...\n"); osetarmor (param_s.ob, 1); } } @ EndTrap EndObject = LBook Object = EStone Name = "stone" Altname = "block" Location = IN_ROOM:Anc60@ancient BaseValue = 100 Size = 1 Weight = 1 Desc0 = "A small stone block fills the emptiness." Examine = "It's black as the night." EndObject = EStone Location = "Anc1" East = Anc2@ancient LFlags = OutDoors, RealTime Title = "&+WWay Up to the Mountains&*" Desc = ^ You find yourself on the edge of a vast mountain range. To the east you can see a large square-shaped clearing. Further east you can see some kind of a temple while on the north-east on the edge of you sight lie two pyramid- shaped buildings. Despite the strange looking buildings you find the eastward path more inviting than the high mountains to the west. ^ EndLocation = "Anc1" Location = "Anc2" East = Anc3@ancient West = Anc1@ancient LFlags = OutDoors, RealTime Title = "&+WLarge Clearing&*" Desc = ^ You are standing on a large square-shaped clearing. Pieces of old weapons and arrowheads on the ground tell you that the grass over here has once been manured with blood. Nearby to the north you see the San Juan river. Passages lead west towards a mountain range and east to a some kind of a street. ^ EndLocation = "Anc2" Location = "Anc3" North = Anc9@ancient East = Anc6@ancient South = Anc4@ancient West = Anc2@ancient LFlags = Outdoors, Realtime Title = "&+WCalle de los Muertos&*" Desc = ^ You find yourself on an ancient passageway which seems to have been the main street of an old town. The street is wide and paved with large grey flagstones. The street leads to the north while the southern way disappears under flourishing grass mat. The path to the west leads to a clearing and to the east there is a temple. ^ EndLocation = "Anc3" Location = "Anc4" North = Anc3@ancient South = Anc5@ancient LFlags = Outdoors, Realtime Title = "&+WOvergrown street&*" Desc = ^ A long time ago this town might have been a major center in this area. However, time has done its' job and you can hardly discern the pavement under your feet. The street leads north into the town. To the south there is a swamp which does not look very inviting. ^ EndLocation = "Anc4" Location = "Anc5" LFlags = Outdoors, Realtime, Death Title = "&+WThe Swamp&*" Desc = ^ You have entered a large swamp area. Suddenly you find out that you can't move your feet any more. The Swamp Thing rises up from the mud... You are swallowed by the Swamp Thing... You are not feeling very good now... *BURP* ^ EndLocation = "Anc5" Location = "Anc6" East = Anc7@ancient West = Anc3@ancient Up = Anc7@ancient LFlags = Outdoors, Realtime Title = "&+WBefore the Temple&*" Desc = ^ You are standing on a large opening covered with grass right before a huge temple to the east. The temple is made of large clay bricks and there is a stairway leading up to its' top. You see large stone animal figures beside the stairs. You can still go back west to the street. ^ EndLocation = "Anc6" Location = "Anc7" East = Anc8@ancient West = Anc6@ancient Up = Anc8@ancient Down = Anc6@ancient LFlags = Outdoors, Realtime Title = "&+WStone Stairs&*" Desc = ^ You are going your way up the temple stairs sweating and panting. Breathing deeply you stop and lean against a statue besides the stairs. Examining the statue more closely, you figure out that the statue is actually a big head of a snake decorated with stony feathers. The snake has an evil grin on his face and you are glad it is not alive. The stairs lead upwards to the top of the temple and down back to the clearing. ^ EndLocation = "Anc7" Location = "Anc8" West = Anc7@ancient Down = Anc7@ancient LFlags = Outdoors, Realtime Title = "&+WQuetzalcoatl's Temple&*" Desc = ^ Looking back down where you came from makes you feel dizzy so you decide to pay more attention to a huge monolith laying before you. The monolith is four feet high and twelve feet wide. Its' face is smooth, but covered with dark red and brown spots all over it. This is probably a place where the priests of this ancient city used to worship their God of Earth and the Universe later known as Quetzalcoatl by the Aztecs. The sight could easily turn a flesh-eating beast to a true vegetarian. ^ EndLocation = "Anc8" Location = "Anc9" North = Anc10@ancient South = Anc3@ancient LFlags = Outdoors, Realtime Title = "&+WCalle de los Muertos&*" Desc = ^ You are following a wide street paved with large flagstones. The street continues to the north. You can see a bridge further north bridging your way over a river. Two great pyramids are dominating the northern horizon while to the south-east there's a temple of some sort. ^ EndLocation = "Anc9" Location = "Anc10" North = Anc16@ancient East = Anc11@ancient South = Anc9@ancient LFlags = Outdoors, Realtime Title = "&+WThe Bridge&*" Desc = ^ You have arrived at a wide stone bridge. The bridge consists of four huge monoliths placed side by side over the river and pavement made of smaller flagstones quite like the others in the town. The San Juan river flows gently under the bridge to the east. You are considering a little refreshing dive into the river, but as you see all the alligators you think it might be better to take a boat. ^ EndLocation = "Anc10" Location = "Anc11" East = Anc12@ancient West = Anc10@ancient LFlags = Outdoors, Realtime, OnWater Title = "&+WRio San Juan&*" Desc = ^ The San Juan river gently flows to the east. The alligators keep their distance. They seem to know that they can't break your well made boat to reach their supper. ^ EndLocation = "Anc11" Location = "Anc12" East = Anc13@ancient West = Anc11@ancient LFlags = Outdoors, Realtime, OnWater Title = "&+WRio San Juan&*" Desc = ^ Your small boat floats slowly along the river. You notice a slight increase in the speed the river flows. You look at the river bank to find a nice calm place to get ashore. The shore, however, is crowded by alligators and you find it quite forbidding. You have to choose whether to keep going further east or back west to the bridge. ^ EndLocation = "Anc12" Location = "Anc13" North = Anc44@ancient East = Anc14@ancient West = Anc12@ancient LFlags = Outdoors, Realtime, OnWater Title = "&+WRio San Juan&*" Desc = ^ The river flows quite fast and you have to make a decision quickly between the river and the alligators. You are breathing heavily as you try to keep your boat steady. The river continues east and west. To the northern shore you see some sort of building. Unfortunately you have to pass by some hungry alligators before you can step ashore. You desperately try to remember how Crocodile Dundee did the trick. ^ EndLocation = "Anc13" Location = "Anc14" LFlags = Outdoors, Realtime, OnWater, Death Title = "&+WRio San Juan&*" Desc = ^ The river has suddenly turned into a rapids and you find it impossible to turn back. You keep fighting against the stream, but its' power turns your small boat upside down making you wish you were a salmon. All this time the river flows endlessly to the sea. ^ EndLocation = "Anc14" Location = "Anc44" North = Anc15@ancient South = Anc13@ancient LFlags = Outdoors, Realtime Title = "&+WThe Stone Jetty&*" Desc = ^ You decided to choose the alligators. Quicky you clamber to the jetty and prepare yourself for the battle. The alligators, however, start preparing themselves for dinner. They obviously liked your decision which makes you think that maybe it would have been a better idea to go further east along the river despite the rapids. To the north you see a little sanctuary. ^ EndLocation = "Anc44" Location = "Anc15" South = Anc44@ancient LFlags = NoMagic Title = "&+WThe Sanctuary of Tlaloc&*" Desc = ^ Your heart beats fast and you stop for a while to breath deep and recover from the battle with the alligators. You have an odd feeling that Mr Dundee didn't have so much trouble with the 'gators. You wipe the sweat from your forehead and look around. You find yourself in a small room sanctified to some God of these unknown people. On the north wall there stands a small bronze statue decorated with colorful stones. The statue stands firmly on the floor and it's almost impossible to move. The stone decorations, however, seem to be quite loose on the statue. Maybe you still can bring something home to your sweetheart from your adventures - if you survive, that is. ^ EndLocation = "Anc15" Location = "Anc16" North = Anc20@ancient South = Anc10@ancient West = Anc17@ancient LFlags = Outdoors, Realtime Title = "&+WCalle de los Muertos&*" Desc = ^ The street disappears north to a great pyramid as far as you can see. To the north you can see a big cross standing aside the street. To the west there is a path leading somewhere in the marshlands. Back to the south there is a bridge crossing the San Juan river. ^ EndLocation = "Anc16" Location = "Anc17" East = Anc16@ancient West = Anc18@ancient LFlags = Outdoors, Realtime Title = "&+WStony Path&*" Desc = ^ You are walking along a narrow stony path which leads westwards to vast marshlands. The mosquitos have found your blood very tasty and you start slapping them on your skin. If this is what it is like here, what might it be when you go further to the west? You wonder if you will catch malaria in this place. The path leads west and back to the east. ^ EndLocation = "Anc17" Location = "Anc18" East = Anc17@ancient South = Anc19@ancient LFlags = Outdoors, Realtime Title = "&+WStony Path&*" Desc = ^ Well well... Now you know what it is when you go further to the west. A number of magnum size mosquitos attack you buzzing madly of thirst for your blood. You feel, however, strong devotion to your liquid of life and decide not to give up without a fight. As you prepare yourself for the battle you quickly look around and notice two escape ways - one back east where the less enormous mosquitos were and one south to the river bank. ^ EndLocation = "Anc18" Location = "Anc19" North = Anc18@ancient LFlags = Outdoors, Realtime Title = "&+WRiver Bank&*" Desc = ^ You stand on a slippery river bank watching carefully where to step to avoid slipping down to the river. The water is calm and quite warm, but a strange feeling inside makes you decide not to take a bath. There is no way out of this place exept back north. ^ EndLocation = "Anc19" Location = "Anc20" North = Anc21@ancient South = Anc16@ancient LFlags = Outdoors, Realtime, Peaceful Title = "&+WBeneath the Cross&*" Desc = ^ You stand beneath a huge cross wondering the reason of its' presence. It looks like it has been here more than thousand years - long before anyone knew anything of the Christian faith. From some strange markings on its' base you draw the conclusion that there might be one more cross like this somewhere in the town (what a detective!). ^ EndLocation = "Anc20" Location = "Anc21" North = Anc23@ancient East = Anc31@ancient South = Anc20@ancient West = Anc22@ancient LFlags = Outdoors, Realtime Title = "&+WCalle de los Muertos&*" Desc = ^ The street continues further north where the shape of the huge moon pyramid breaks the horizon. To the east you see a massive building made of clay and stones rising up to the skies before you. At this very moment the greatness of this ancient culture fills your mind and you can't help looking at this breathtaking view while holding your breath. You shake your head and draw your mind back to reality. To the west you notice a small house. ^ EndLocation = "Anc21" Location = "Anc22" East = Anc21@ancient Title = "&+WEmbalming Chamber&*" Desc = ^ You have stepped into a small chamber, though you can't figure out the purpose of its' being. You see piles of used bandages in the corner and a couple of big pots made of clay placed near the northern wall. There's a stone platform in the middle of the room. This might have been some kind of a hospital or something. You hear a loud crack! ^ EndLocation = "Anc22" Location = "Anc23" North = Anc24@ancient South = Anc21@ancient LFlags = Outdoors, Realtime Title = "&+WCalle de los Muertos&*" Desc = ^ You leave the huge sun pyramid behind your back and head to the at least as big moon pyramid to the north. The pyramid's mighty figure rises up to the northern sky hiding the big emmental behind its' shape. You still have a long walk to do to reach the pyramid. The street leads north and south. ^ EndLocation = "Anc23" Location = "Anc24" North = Anc25@ancient South = Anc23@ancient West = Mountain_5@Mountain LFlags = Outdoors, Realtime Title = "&+WCalle de los Muertos&*" Desc = ^ The closer you get, the bigger it becomes. Before the pyramid you see a large square surrounded by several little houses and other buildings. The square seems to be worth a closer look with its' carved monoliths and boulders, but the pyramid, dominating the view, steals that privilege to itself. ^ EndLocation = "Anc24" Location = "Anc25" North = Anc28@ancient East = Anc26@ancient South = Anc24@ancient West = Anc27@ancient Up = Anc28@ancient LFlags = Outdoors, Realtime Title = "&+WLarge Square&*" Desc = ^ You have arrived at a large square. In the middle you see three twenty foot long monoliths around a small stone table guarding it from intruders. To the north a stony stairway leads up the side of the moon pyramid. To the east and west there are several small buildings and the street leads southwards back to where you came from. ^ EndLocation = "Anc25" Location = "Anc26" West = Anc25@ancient Title = "&+WThe Observatory&*" Desc = ^ This small round shaped building has several little windows in all directions. The walls are covered with paintings and markings that leave you in ignorance of the higher sciences of the people who used to reign this ancient city. You understand, though, that this building has been used for observing the planets and stars. The planet Venus, seems to have had some significance to these people - maybe as a God or something like that. ^ EndLocation = "Anc26" Location = "Anc27" East = Anc25@ancient Title = "&+WAncient Armoury&*" Desc = ^ This little armoury is a good example of the extraordinary architecture of this town. Because of the excellent construction, the building is still in rather good condition. Several little things have been left on the table and the shelves. You examine the room carefully without finding any other exits except the one to the east. ^ EndLocation = "Anc27" Location = "Anc28" North = Anc29@ancient South = Anc25@ancient Up = Anc29@ancient Down = Anc25@ancient LFlags = Outdoors, Realtime Title = "&+WStairway to the Moon&*" Desc = ^ A wide stairway paved with stone leads steeply upwards to the top of the moon pyramid. The moons shines brightly behind the top of the pyramid its' light climbing up the side of this huge building like a snake pursuing its' prey. ^ EndLocation = "Anc28" Location = "Anc29" North = Anc30@ancient South = Anc28@ancient Up = Anc30@ancient Down = Anc28@ancient LFlags = Outdoors, Realtime Title = "&+WStairway to the Moon&*" Desc = ^ The stairs seem endless and you are breathing heavily, wishing you were in better condition. You glance up and it almost looks like you were much closer to the moon than just a moment ago. You wipe away the sweat on your forehead and keep climbing up the stairs. ^ EndLocation = "Anc29" Location = "Anc30" North = Anc37@ancient South = Anc29@ancient Down = Anc29@ancient LFlags = Outdoors, Realtime Title = "&+WTop of the Moon Pyramid&*" Desc = ^ You finally reach the top of the pyramid, understanding now the purpose of the physical training your friends used to keep in good condition. Before you, the moon shines brightly, appearing to be a gigantic wheel of cheese. You can imagine yourself taking a few steps ahead and grabbing a slice of that great big cheese. Before you on the floor there is a big cross- shaped figure. The carvings on the stone floor are telling tales about secret halls of ancient kings and holy men. You wonder where these mighty halls might be located, and you think that the cross has something to do with it. ^ EndLocation = "Anc30" Location = "Anc31" East = ^Hole_Anc31@ancient West = Anc21@ancient Up = Anc32@ancient LFlags = Outdoors, Realtime Title = "&+WBefore the Sun Pyramid&*" Desc = ^ You are standing in front of a large green opening. The sun casts it last faint rays to the side of the sun pyramid. It gives an impression of a snake climbing down from the top of the pyramid ^ EndLocation = "Anc31" Location = "Anc32" East = Anc33@ancient Up = Anc34@ancient Down = Anc31@ancient LFlags = Outdoors, Realtime Title = "&+WStairway to the Sun&*" Desc = ^ You stand half-way to the top of the pyramid. The rising sun casts its' rays in your eyes making you half blind. It spreads its' mighty power over the land and its' warmth gives you the strength needed to do the rest of the climb. In front of you, there's a wide doorway leading inside the pyramid. The stairway leads up and down. ^ EndLocation = "Anc32" Location = "Anc33" West = Anc32@ancient Title = "&+WInside the Sun Pyramid&*" Desc = ^ A big stone block separates the ceiling from the floor looking anything but steady. Seems that the ancient architects never learned to construct vaults even though they had the skill to build these great monuments. This wide, but rather low room has obviously served as some kind of a storage room since there are several clay pots near the back wall. ^ EndLocation = "Anc33" Location = "Anc34" Up = Anc35@ancient Down = Anc32@ancient LFlags = Outdoors, Realtime Title = "&+WStairway to the Sun&*" Desc = ^ Up you go and you feel the endless strength of the sun making your climb to the top easier. You feel like a new-born child as you go up the last steps. Suddenly you notice that the sun has risen high up to the sky. The time seems to have lost its' significance to you. ^ EndLocation = "Anc34" Location = "Anc35" East = Anc36@ancient Down = Anc34@ancient LFlags = Outdoors, Realtime Title = "&+WTop of the Sun Pyramid&*" Desc = ^ You are standing on the top of the pyramid the sun shining brightly into your face. Right before you there is a small altar probably made for sacrificing young virgins to the sun God. You might feel a great relief that you are no longer a virgin, but just simply another, run of the mill, filthy foul- mouthed wanderer. ^ EndLocation = "Anc35" Location = "Anc36" West = Anc35@ancient LFlags = Outdoors Title = "&+WBefore the Sun&*" Desc = ^ The brightness of the sun forces you to cover your eyes. Your skin feels like burning, but you keep feeling your way through the heat. Suddenly you feel something laying down on the floor and start wondering about what you have found. ^ EndLocation = "Anc36" Location = "Anc37" South = Anc30@ancient Title = "&+WBefore the Moon&*" Desc = ^ You cautiously take some steps ahead and stand right before the moon. As you examine it more closely you suddenly start feeling a strange desire for dairy products. My, this great heavenly body really is one big Emmental cheese. Maybe you could cut a piece or two of it. ^ EndLocation = "Anc37" Location = "Anc38" East = Anc39@ancient West = ^Hole_Anc38@ancient LFlags = Outdoors, Realtime Title = "&+WDamp Passage&*" Desc = ^ The ground has given way in the rain uncovering a passage leading east into the darkness. You slide down the wet sand to the beginning of the tunnel. ^ EndLocation = "Anc38" Location = "Anc39" East = Anc40@ancient South = Anc42@ancient West = Anc38@ancient LFlags = Dark Title = "&+WMoist Tunnel&*" Desc = ^ You have discovered a moist dark passageway that disappears under the great sun pyramid. The air inside this narrow tunnel is stuffy and you seriously consider whether you should go further or not. The tunnel continues to the east. To the south you see a narrow crack which makes you once again think about losing weight to make it easier to move between those rugged stone walls. ^ EndLocation = "Anc39" Location = "Anc40" North = Anc45@ancient East = Anc41@ancient West = Anc39@ancient LFlags = Dark Title = "&+WMoist Tunnel&*" Desc = ^ The passageway leads further to the east and widens in the distance to some kind of cavern. You notice that the floor has become wet and you regret putting on sandals instead of the boots you had on when comming into this hot part of the world. The water on the floor seems to come from the cavern. To the north you see a low side tunnel. ^ EndLocation = "Anc40" Location = "Anc41" West = Anc40@ancient LFlags = Dark Title = "&+WThe Fountain Cave&*" Desc = ^ You enter a round walled chamber which has a fountain gurgling in the center. The water flows out to the direction where you came from. On the back wall there are carvings on the stone. The walls block your way to any other direction, but west. ^ EndLocation = "Anc41" Location = "Anc42" North = Anc39@ancient South = Anc43@ancient LFlags = Dark Title = "&+WSouthern Side Tunnel&*" Desc = ^ The tunnel is widening as you move further to the south and seems to end in a small chamber just a few yards before you. The walls are glistening in the dim light coming from your torch. It looks like the rock around you would consist of various valuable minerals. Despite this splendid sight you feel quite uncomfortable and start feeling dizzy for some reason. ^ EndLocation = "Anc42" Location = "Anc43" North = Anc43@ancient East = Anc43@ancient South = Anc43@ancient West = Anc43@ancient LFlags = Dark, NoMagic, SoundProof Title = "&+WRoom of the Lost Hope&*" Desc = ^ You see pieces of old bleached bones covering the ground. Hundreds of cockroaches have occupied a skeleton of some poor adventurer in the corner. Even though this is a miserable sight you are still wondering, why is this place called the room of the lost hope... ^ EndLocation = "Anc43" Location = "Anc45" North = Anc46@ancient South = Anc40@ancient LFlags = NoMobiles Title = "&+WNorthern Side Tunnel&*" Desc = ^ Suddenly you notice that you no longer need a torch, because the walls of this cave are emitting dim light. The light turns brighter as you walk north along the cave. ^ EndLocation = "Anc45" Location = "Anc46" North = Anc47@ancient South = Anc45@ancient Title = "&+WThe Edge of Downtown&*" Desc = ^ As you walk further the walls turn smooth and the floor is covered with complicated and extremely beautiful ornaments. The ornaments are surrounding a long series of small pictures that seem to tell tales about this town's history. The story begins with a flourishing dynasty and an emperor who ruled the surrounding plains. To find out more you have to walk further to a large underground hall to the north. You notice that you still can turn back to the south. ^ EndLocation = "Anc46" Location = "Anc47" North = Anc49@ancient East = Anc52@ancient South = Anc46@ancient West = Anc48@ancient Down = Anc55@ancient Title = "&+WThe Square of the Souls Forgotten&*" Desc = ^ The story of the pictures goes on as you enter a large hall that has exits to all directions. You find out that, not long before the town above you was abandoned, the astronomers found a new bright star in the sky. The star was thought to be a sign of destruction coming to the town. You can see more of these pictures leading to each direction. ^ EndLocation = "Anc47" Location = "Anc48" East = Anc47@ancient Title = "&+WThe Hall of the Servants&*" Desc = ^ You step into a less decorated room that is obviously meant to be the servants' accomodation. There's a table before the back wall and a lamp brings light into this otherwise dim chamber. By studying the pictures on the floor, you find out that most of the slaves and servants were killed when the upper class moved down underground. The ghosts of these poor people still wander these lands of blood. To prevent the ghosts from entering the underground town many guardians have been placed at the entrance. The only exit is to the east. ^ EndLocation = "Anc48" Location = "Anc49" North = Anc50@ancient South = Anc47@ancient Title = "&+WThe Hall of the Sun God&*" Desc = ^ You feel strong magical powers surrounding you as you enter this room. The story tells that there was a disc of the mighty Sun God originally placed on top of the huge sun pyramid by the sun God himself. After the messages about the destruction were received, the priests had a holy stone and a feather of the sacred Quetzalbird, brought from a hermit living at the Tropic of Cancer to move this holy item. Passages lead north and south. ^ EndLocation = "Anc49" Location = "Anc50" South = Anc49@ancient Title = "&+WThe Emperor's Audience Room&*" Desc = ^ The power of the sun is burning your heart, but you bravely step ahead finding yourself in a large hall made for the emperor of this forgotten town. The emperor is believed to be the son of the sun God and you have obviously put your nose into the wrong place. Escape way is back south. ^ EndLocation = "Anc50" Location = "Anc51" South = Anc52@ancient Title = "&+WThe Warlord's Living Quarters&*" Desc = ^ You enter a chamber decorated with paintings of great wars on the walls. The warlord earned his eternal home by guarding the city from the mountain tribes living south of the city. He also saved the emperor from assasins who tried to take his life, after the priests had predicted the devastation. The only exit is to the south. ^ EndLocation = "Anc51" Location = "Anc52" North = Anc51@ancient East = Anc53@ancient South = Anc54@ancient West = Anc47@ancient Title = "&+WThe Hall of the Lords&*" Desc = ^ This is a small entrance hall which leads to the rooms of the upper class. Some of the tales show how the son of the sun God let some of his most faithful subjects follow him to this desperate escape from the destruction. There are doorways in every direction. ^ EndLocation = "Anc52" Location = "Anc53" West = Anc52@ancient Title = "&+WThe Chief Astronomer's Residence&*" Desc = ^ The emperors' chief astronomer walks these underground caverns. She was the first one to notice the signs of destruction on the sky years ago. Signs of her wisdom and skill can still be found in the deserted town. There are calendars and large astronomical maps covering the walls. Surprisingly you find your birthday on the calendar - and the day of your death! The only way out is to the west. ^ EndLocation = "Anc53" Location = "Anc54" North = Anc52@ancient Title = "&+WThe Priest's Accommodation&*" Desc = ^ Saying your prayers every night before you go to bed seems to pay. The walls of the room you just entered are covered with silver reflecting the expensive tastes of the priest living here. The room has no natural light, but two burning torches on the south wall are bringing light over the place. The exit is to the north. ^ EndLocation = "Anc54" Location = "Anc55" Up = Anc47@ancient LFlags = Dark Title = "&+WThe Rattler's Treasury&*" Desc = ^ The natives might like snakes and even worship them, but the snake living in this dim cellar doesn't much like you. Its' presence reminds you about your mortality and makes you consider whether to leave at once or try to slay that rattling thing before you. You suddenly notice that the floor is covered with gold items and your natural greed makes you consider the the matter even harder. The snake, however, is guarding these valuables so you can't just take them and leave. It might already be too late to escape back up. ^ EndLocation = "Anc55" Location = "Anc56" Down = Anc57@ancient LFlags = Cold Title = "&+WPluto&*" Desc = ^ Now what?! You suddenly find yourself in a world totally different from where you were. This desolate cold planet, however, makes you feel strange peace of mind and freedom you never had on Earth. Below you, you feel there's a cave. ^ EndLocation = "Anc56" Location = "Anc57" South = Anc59@ancient East = Anc60@ancient West = Anc58@ancient Up = Anc56@ancient LFlags = Cold Title = "&+WThe Hall&*" Desc = ^ You climb down the stairs and come into a hall which has exits west, south, up and down. The hall itself has no furniture, but the floor is so soft that you could actually sleep on it. The ceiling is emitting blue light and the walls are covered with somewhat extraordinary pictures about the history of spacetravels. ^ EndLocation = "Anc57" Location = "Anc58" East = Anc57@ancient LFlags = Cold, Peaceful, NoMagic Title = "&+WLibrary&*" Desc = ^ The wisdom of the universe has been collected on the shelves of this room in the form of old books, written centuries ago by wizards and mages who reigned these, now so desolated lands. The books have been written in some unknown language so you can't share the wisdom with those wizards who died a long time ago. The owner of the books, however, seems not to have this problem for the books look as if they have been read through thousands of times during the preceding centuries. ^ EndLocation = "Anc58" Location = "Anc59" North = Anc57@ancient Trap = all @ switch (event) { case E_ONMISC: if (param_s.misc == VERB_MEDITATE) { if (oarmor (OBJ_ANCIENT_LBOOK) == 0) { bprintf ("You &+bmeditate&*, but nothing seems to happen.\n"); } else { bprintf ("&+RYou are teleported!&*\n\n\n"); trapch (LOC_ANCIENT_ANC35); param_s.ret = -1; } } break; default: break; } @ EndTrap LFlags = Cold, NoMagic, NoMobiles, NoSummon, Peaceful, Soundproof, OnePerson Title = "&+WMeditation Room&*" Desc = ^ Faint light coming from the ceiling allows you to see that there's absolutely nothing in this room. It is probably made for finding enlightment by meditation. You assume the lotus position. You start chanting your mantra. ^ EndLocation = "Anc59" Location = "Anc60" West = Anc57@ancient LFlags = Cold Title = "&+WEmpty Room&*" Desc = ^ You have entered an empty room. ^ EndLocation = "Anc60"