/* Cathedral Zone - Written by Lavinrac - treznor@netcom.com */ #include "undef.h" #include "exits.h" #include "special.h" Zone = cathedral Author = "Lavinrac" Quest = Cathedral Data @ #define FOUNT_CATH_BLOOD 1 #define FOUNT_CATH_PURE 2 int *used_fountain; @ EndData EndZone = cathedral Mobile = Priest Name = "The Priest" PFlags = NoSteal, NoHassle Location = inchurch@cathedral Strength = 50 Damage = 10 Armor = 0 Aggression = 0 Speed = 0 Desc = "The Priest stands here, looking upon you solemnly." EndMobile = Priest Mobile = Drool MFlags = BarEast Location = royal@cathedral Strength = 100 Damage = 15 Armor = 0 Aggression = 50 Speed = 0 Desc = " Drool the Wolf is here, panting and drooling, hungry for his next meal, YOU!" EndMobile = Drool Mobile = Spit MFlags = BarEast Location = royal@cathedral Strength = 100 Damage = 15 Armor = 0 Aggression = 50 Speed = 0 Desc = "Spit the Wolf bounds about, slobbering stupidly." EndMobile = Spit Mobile = Vladimir MFlags = Thief Location = n_top@cathedral Strength = 350 Damage = 20 Armor = 10 Aggression = 0 Speed = 0 Desc = " Vladimir the &+rVampire&* stands here in the &+Ylight&* of the stained &+Cglass&* window." Examine = "It appears as if he is about to take a bite out of you!." EndMobile = Vladimir Mobile = Inky Location = side2@cathedral Strength = 150 Damage = 10 Armor = 0 Aggression = 30 Speed = 0 Desc = " &+BInky&* the &+WApparition&* hovers above your head menacingly." EndMobile = Inky Mobile = Blinky Location = side2@cathedral Strength = 150 Damage = 10 Armor = 0 Aggression = 30 Speed = 0 Desc = " &+MBlinky&* the &+WApparition&* hovers above your head menacingly." EndMobile = Blinky Mobile = Stinkie Location = side2@cathedral Strength = 150 Damage = 10 Armor = 0 Aggression = 30 Speed = 0 Desc = " &+yStinky&* the &+WApparition&* hovers above your head menacingly." EndMobile = Stinkie Mobile = Lasher MFlags = CanFrost, NegFireball, NegFrost, NegMissile Location = s_porch@cathedral Strength = 300 Damage = 20 Armor = 0 Aggression = 100 Speed = 3 Desc = " Lasher, spirit of the &+cwinds&*, rips through your path savagely!" EndMobile = Lasher Mobile = Countess Name = "Bathory" SFlags = Female Location = s_top@cathedral Strength = 250 Damage = 18 Armor = 0 Aggression = 60 Speed = 0 Desc = "Countess Bathory &+Rscreams&* as you walk in on her bath!" EndMobile = Countess Mobile = Astasia Name = "Seductress" SFlags = Female Location = astbed@cathedral Strength = 300 Damage = 15 Armor = 0 Aggression = 80 Speed = 1 Desc = " You have disturbed Astasia the Seductress's well deserved beauty sleep!" EndMobile = Astasia Mobile = Spiderman MFlags = BarWest, CanMissile Location = cobwebs@cathedral Strength = 200 Damage = 15 Armor = 0 Aggression = 50 Speed = 0 Desc = "The Spider Man is having you for dinner tonight!" EndMobile = Spiderman Mobile = Millarca SFlags = Female Location = milbed@cathedral Strength = 300 Damage = 20 Armor = 0 Aggression = 50 Speed = 0 Desc = "Countess Millarca, the Vampiress invites you in for a bite." EndMobile = Millarca Mobile = Sorbet Location = sorbtomb@cathedral Strength = 250 Damage = 20 Armor = 0 Aggression = 50 Speed = 0 Desc = " You have awakened Sorbet the &+LDark&* from his (almost) eternal slumber." EndMobile = Sorbet Mobile = Spot MFlags = BarEast, BarWest Location = wolven@cathedral Strength = 60 Damage = 8 Armor = 0 Aggression = 50 Speed = 0 Desc = "Spot the &+RHellhound&* guards the east hall visciously." EndMobile = Spot Mobile = RinTinTin MFlags = BarWest, BarEast Location = wolven@cathedral Strength = 60 Damage = 8 Armor = 0 Aggression = 20 Speed = 0 Desc = " RinTinTin the &+RHellhound&* is playing with a snake in the west corner." Examine = " He seems not to notice you, as he plays with the remains of a snake." EndMobile = RinTinTin Mobile = Benji MFlags = BarEast, BarWest Location = wolven@cathedral Strength = 60 Damage = 8 Armor = 0 Aggression = 20 Speed = 0 Desc = " Benji the &+RHellhound&* licks his lips at the sight of you!" EndMobile = Benji Mobile = Ironmail Name = "The Ironmail" Location = limbo@limbo Strength = 300 Damage = 20 Armor = 0 Aggression = 100 Speed = 0 Desc = " The Ironmail seems to have come alive, and is attacking you!" EndMobile = Ironmail Mobile = Platemail Name = "The Platemail" Location = limbo@limbo Strength = 300 Damage = 20 Armor = 0 Aggression = 100 Speed = 0 Desc = " The Platemail seems to have come alive, and is attacking you!" EndMobile = Platemail Mobile = WolfArmor Name = "The WolfArmor" Location = limbo@limbo Strength = 300 Damage = 20 Armor = 0 Aggression = 100 Speed = 0 Desc = " The WolfArmor seems to have come alive, and is attacking you!" EndMobile = WolfArmor Mobile = Elisabeth SFlags = Female Location = vambed@cathedral Strength = 100 Damage = 16 Armor = 0 Aggression = 30 Speed = 0 Desc = "Elisabeth stares at you with &+Rlust&* in her eyes." EndMobile = Elisabeth Mobile = Drolza SFlags = Female Location = vambed@cathedral Strength = 100 Damage = 12 Armor = 0 Aggression = 30 Speed = 0 Desc = " Drolza longs to suck out your &+rblood&* as slowly as possible!" EndMobile = Drolza Mobile = Gwendolyn SFlags = Female Location = vambed@cathedral Strength = 100 Damage = 14 Armor = 0 Aggression = 30 Speed = 0 Desc = "Gwendolyn smiles coyly and beckons you closer." EndMobile = Gwendolyn Mobile = Ashram PFlags = NoSteal, NoMagic MFlags = Cross Location = secroom@cathedral Strength = 200 Damage = 15 Armor = 0 Aggression = 100 Speed = 2 Desc = " Ashram the &+RDemon &+LKnight&* peers at you &+bcoldly&*, calculating your weaknesses." EndMobile = Ashram Mobile = LeSuorac PFlags = NoExorcise, NoSummon, NoZap, NoSteal, NoMagic MFlags = CanFireball, CanMissile, CanFrost, CanShock, Thief Location = vamcrypt@cathedral Strength = 3000 Damage = 40 Armor = 20 Aggression = 0 Speed = 0 Desc = " LeSuorac the &+RVampire&* grins as he prepares to &+Rslaughter&* you &+Wmercilessly!&*" Trap = all @ catch_bite { int p; if (param_s.pl == mobile(MOB_CATHEDRAL_LESUORAC) && alive(mobile(MOB_CATHEDRAL_LESUORAC)) && ploc(THIS_PLAYER) == LOC_CATHEDRAL_VAMCRYPT && ploc(mobile(MOB_CATHEDRAL_LESUORAC)) == LOC_CATHEDRAL_VAMCRYPT) { bprintf("You sink your teeth into Lesourac's flesh, taking him completely" " by surprise!\nHe is paralyzed in your grip as you draw away his" "life's &+lblood&*. As you\nfinish, his body crumples in a heap " "on the floor. With a sorrowful gaze,\nit looks up at you, and " "you see the face of the once good St. Suorac. His\nflesh falls " "to &+Lashes&*, and all that remains are his &+Wbones&*.\n"); create (OBJ_CATHEDRAL_BONES); setoloc (OBJ_CATHEDRAL_BONES, ploc(THIS_PLAYER), IN_ROOM); if ((p = find_pretender (param_s.pl)) >= 0) { unalias(p); unpolymorph(p); } dumpstuff (param_s.pl, ploc(param_s.pl)); setpname(param_s.pl,""); fail(ACT_RET_GOOD); } } @ EndTrap EndMobile = LeSuorac Object = Ironmail Name = "Ironmail" Location = IN_ROOM:armhall@cathedral Desc0 = " The &+LIronmail&* stands proudly at your left. It looks to be finely crafted." Trap = all @ if (event == E_ONGET && param_s.misc == DURING_GET) { bprintf("The %s comes alive and attacks you!\n", oname(THIS_OBJECT)); send_msg(ploc(THIS_PLAYER),MODE_NOBLIND,LVL_MIN,LVL_MAX,THIS_PLAYER,NOBODY, "\001p%s\003 takes the %s.\n",pname(THIS_PLAYER),oname(THIS_OBJECT)); send_msg (ploc(THIS_PLAYER), 0, LVL_MIN, LVL_MAX, THIS_PLAYER, NOBODY, "The %s comes alive and attacks \001p%s\003!\n", oname(THIS_OBJECT), pname(THIS_PLAYER)); switch (THIS_OBJECT) { case OBJ_CATHEDRAL_WOLFARMOR: setploc(mobile(MOB_CATHEDRAL_WOLFARMOR), ploc(THIS_PLAYER)); destroy(OBJ_CATHEDRAL_WOLFARMOR); hit_player(mobile(MOB_CATHEDRAL_WOLFARMOR), THIS_PLAYER, -1); break; case OBJ_CATHEDRAL_PLATEMAIL: setploc(mobile(MOB_CATHEDRAL_PLATEMAIL), ploc(THIS_PLAYER)); destroy(OBJ_CATHEDRAL_PLATEMAIL); hit_player(mobile(MOB_CATHEDRAL_PLATEMAIL), THIS_PLAYER, -1); break; case OBJ_CATHEDRAL_IRONMAIL: setploc(mobile(MOB_CATHEDRAL_IRONMAIL), ploc(THIS_PLAYER)); destroy(OBJ_CATHEDRAL_IRONMAIL); hit_player(mobile(MOB_CATHEDRAL_IRONMAIL), THIS_PLAYER, -1); break; } fail(-1); } @ EndTrap EndObject = Ironmail Object = Platemail Name = "Platemail" Location = IN_ROOM:armhall@cathedral Desc0 = " A beautiful set of Platemail is displayed to your right." UseTrap = all:Ironmail EndObject = Platemail Object = WolfArmor Name = "WolfArmor" Location = IN_ROOM:armhall@cathedral Desc0 = " A tastefully sculpted suit of &+yWolfArmor&* stands here &+Cmagestically&*." UseTrap = all:Ironmail EndObject = WolfArmor Object = plate Name = "plate" Location = IN_ROOM:inchurch@cathedral OFlags = NoGet Desc0 = " There is a plate here for offerings to the church. Your contribution will be very appreciated." Trap = all @ catch_put { if (alive(mobile(MOB_CATHEDRAL_PRIEST)) && ploc(mobile(MOB_CATHEDRAL_PRIEST)) == LOC_CATHEDRAL_INCHURCH) { send_msg (ploc(THIS_PLAYER), 0, LVL_MIN, LVL_MAX, THIS_PLAYER, NOBODY, "\001p%s\003 puts the %s into the plate.\n", pname(THIS_PLAYER), oname(THIS_OBJECT)); if (pdam(mobile(MOB_CATHEDRAL_PRIEST)) != 10) { bprintf("Nothing happens.\n"); fail(-1); } if (obaseval(param_s.misc) >= 50 && pdam(mobile(MOB_CATHEDRAL_PRIEST)) == 10) { bprintf("The priest, sworn to silence, quickly writes a note and gives" " it to you.\n"); bprintf("The priest gives you the churchkey.\n"); send_msg (ploc(THIS_PLAYER), 0, LVL_MIN, LVL_MAX, THIS_PLAYER, NOBODY, "The Priest gives \001p%s\003 the churchkey.\n" "The Priest gives \001p%s\003 the note.\n", pname(THIS_PLAYER), pname(THIS_PLAYER)); destroy(THIS_OBJECT); destroy(param_s.misc); setoloc(OBJ_CATHEDRAL_CHURCHKEY, THIS_PLAYER, CARRIED_BY); setoloc(OBJ_CATHEDRAL_NOTE, THIS_PLAYER, CARRIED_BY); setpdam(mobile(MOB_CATHEDRAL_PRIEST), 15); } else { bprintf("The priest looks insulted, as he hands the %s back to you.\n", oname(THIS_OBJECT)); setoloc(THIS_OBJECT, THIS_PLAYER, CARRIED_BY); send_msg (ploc(THIS_PLAYER), 0, LVL_MIN, LVL_MAX, THIS_PLAYER, NOBODY, "The Priest gives the %s back to \001p%s\003.\n", oname(THIS_OBJECT), pname(THIS_PLAYER)); } fail(-1); } } @ EndTrap EndObject = plate Object = note Name = "note" Location = IN_ROOM:limbo@limbo Desc0 = "A note has been left here." Examine = " The note reads: __________________________________________________________________________ | \ | You are indeed a generous soul! From the looks of you I'd say a fine | | warrior as well, a rare combination. We apologize for the shabbiness | | of this little church, but a terrible tragedy has overcome us. Many | | years ago, a terrible vampire invaded our little village. Our protector, | | Saint Suorac, tried to fight him, but to no avail. The Vampire easily | | defeated our valiant hero, and plunged the Cathedral into &+Ldarkness&*, | | transforming it into his &+rdemonic lair&*, a malignant blot against the | | &+Cskyline&*. It may be beyond salvation, for it houses many &+Levil&* creatures, | | But hidden deep within are our precious holy relics. There are five of | | them. We urgently need for someone to brave the evils of the cathedral | | and return our relics to us. Four of the relics are material things of | | great spiritual value... The fifth is the very bones of Saint Suorac | | himself. It is our custom to save the bones of our holy defender, as a | | symbol of faith. If you are up to it, we would be most grateful if you | | would take up this quest, kill the vampire, and return our relics to | | this humble church. Perhaps when all this is over, we can return and | | rebuild our Cathedral into the holy place it once was. The &+RVampire&* | | cannot be defeated easily. Find a way to use his powers against him. | | Take this key, it is old and &+yrusty&*, but it should open at least one of | | the doors. | |__________________________________________________________________________| \-------------------------------------------------------------------------\ " EndObject = note Object = ChurchKey Name = "ChurchKey" Altname = "key" OFlags = Key Location = CARRIED_BY:Priest@cathedral BaseValue = 200 Size = 1 Weight = 1 Desc0 = "A old Church Key has been left here." Examine = " The Key is large and badly &+yworn.&* It appears to have been made several hundred years ago." EndObject = ChurchKey Object = Holy_Robes Name = "robes" Altname = "holy" Location = WORN_BY:Priest@cathedral OFlags = Armor, WearOnBody, Wearable, WearOnBack BaseValue = 500 Size = 5 Weight = 5 Armor = 5 Desc0 = " The robes of the Holy Defender of the Cathedral shine with a &+Cm&+ca&+Cg&+ci&+Cc&+ca&+Cl &+Wlight&*." EndObject = Holy_Robes Object = bushes_n Name = "bushes" Altname = "bush" Location = IN_ROOM:path1@cathedral OFlags = NoGet Linked = bushes_s State = 1 MaxState = 1 Desc0 = " The &+Gbushes&* have been hacked away, allowing passage south." Desc1 = "Thick &+Gbushes&* form a wall to the south." Examine = " The &+Gbushes&* have a small &+Lblack&* vertical dotted line on them. As you follow the line toward the ground, you see a tiny picture of a pair of scissors. In tiny letters you are instructed to '&+Wcut here&*'." Trap = all @ catch_cut { if (THIS_OBJECT == OBJ_CATHEDRAL_BUSHES_N) { if (state(OBJ_CATHEDRAL_BUSHES_N) == 0) { bprintf("The &+Gbushes&* have already been shredded!\n"); fail(-1); } bprintf("You cut down the wall of &+Gbushes&*, revealing a " "passageway.\n"); send_msg(THIS_LOCATION, 0, LVL_MIN, LVL_MAX, THIS_PLAYER, NOBODY, "\001p%s\003 cuts down the wall of &+Gbushes&*, revealing a " "passageway.\n", pname(THIS_PLAYER)); setobjstate(OBJ_CATHEDRAL_BUSHES_N, 0); fail(-1); } } @ EndTrap EndObject = bushes_n Object = bushes_s Name = "bushes" Altname = "bush" Location = IN_ROOM:path2@cathedral OFlags = NoGet Linked = bushes_n State = 1 MaxState = 1 Desc0 = "The &+Gbushes&* to the north have been shredded." Desc1 = "Thick &+Gbushes&* form a wall to the north." Examine = "Looks like every other &+Gbush&* you've ever seen." EndObject = bushes_s Object = mural Name = "mural" Location = IN_ROOM:se_chap@cathedral OFlags = NoGet Desc0 = "There is a mural hanging here." Examine = " Judging from these paintings, the life of a virgin is mighty dull!" EndObject = mural Object = portal_n Name = "portal" Altname = "door" Location = IN_ROOM:n_portal@cathedral OFlags = NoGet Examine = " The &+Bportal&* is open, but as you look through you cant see much of anything." EndObject = portal_n Object = portal_c Name = "portal" Altname = "door" Location = IN_ROOM:c_portal@cathedral OFlags = NoGet Examine = " As you peer intently at the &+ywoodgrain&* of the boards covering the door, nothing happens." EndObject = portal_c Object = portal_s Name = "portal" Altname = "door" Location = IN_ROOM:s_portal@cathedral OFlags = NoGet Examine = " There is a crude picture of a fish painted on the door, it may warrant closer examination..." EndObject = portal_s Object = picture Name = "picture" Altname = "fish" Location = IN_ROOM:s_portal@cathedral OFlags = NoGet Examine = " It's a &+RRed&* Herring. &+W(Get moving there's nothing useful here.)&*" EndObject = picture Object = door_nside Name = "door" Location = IN_ROOM:n_aisle1@cathedral OFlags = Openable, Lockable, NoGet Linked = door_trap State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = door_nside Object = door_trap Name = "door" Location = IN_ROOM:side2@cathedral OFlags = NoGet Linked = door_nside State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed, and no amount of fiddling will open it." Desc2 = "The door is locked." EndObject = door_trap Object = door_sside Name = "door" Location = IN_ROOM:side1@cathedral OFlags = NoGet Linked = door_saisle State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is secured by a lock of unusual design." Trap = all @ catch_open { if (iscarrby(OBJ_CATHEDRAL_CHURCHKEY, THIS_PLAYER)) { bprintf("The church door slowly swings open.\n"); setobjstate(OBJ_CATHEDRAL_DOOR_SSIDE, 0); fail(-1); } bprintf("You'd try to sneak into a CHURCH? How uncivilized. If you " "obtained a\nproper key and the blessing of the church, maybe " "you could get in!\n"); fail(-1); } @ EndTrap EndObject = door_sside Object = door_saisle Name = "door" Location = IN_ROOM:s_aisle1@cathedral OFlags = NoGet Linked = door_sside State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." Trap = all @ catch_open { if (!(used_fountain[mynum] & FOUNT_CATH_PURE)) { bprintf ("You can't open that!\n"); fail(-1); } else { bprintf ("Ok\n"); setobjstate (OBJ_CATHEDRAL_DOOR_SAISLE, 0); fail(-1); } } @ EndTrap EndObject = door_saisle Object = fountain_up Name = "fountain" Location = IN_ROOM:crossbay@cathedral OFlags = PushToggle, NoGet Linked = fountain_down State = 1 MaxState = 1 Desc0 = " The &+rfountain&* has been moved, revealing a dark passage downward." Desc1 = " A &+Cmagnificent&* fountain of &+rblood&* dominates the room." Examine = " &+rBlood&* jets from the mouths of twisting and writhing creatures, their bodies rival the work of great masters, yet their faces are those of gargoyles. The &+rblood&* looks warm and inviting. Its smell wafts toward your nose enticingly." Trap = all @ catch_drink { if (!(used_fountain[mynum] & FOUNT_CATH_BLOOD)) { bprintf("Your body quivers with the first taste... but longs for more. " "You greedily\nslurp continuously from the fountain. Soon it is" " empty. As you lick your\nlips, your tongue catches on your " "canine teeth. Poking at them with your\n"); bprintf("finger, you realize they are elongated slightly, and quite a " "bit sharper\nthan you remember. You feel very peculiar, and " "suddenly realize it is\nbecause your senses have sharpened " "intensely! Everything around you seems\nalive with motion, "); bprintf("but its only the effect of the increased clarity with\nwhich " "you see. Smell and hearing have also improved tremendously. " "You are\nstill quite thirsty and are wishing there was more in " "the fountain.\n"); used_fountain[mynum] |= FOUNT_CATH_BLOOD; } else { bprintf("The fountain no longer flows. It has been drained.\n"); } fail(-1); } else catch_init { if (!used_fountain) used_fountain = (int *)calloc(max_players,sizeof(int)); bzero(used_fountain,sizeof(int)*max_players); } @ EndTrap EndObject = fountain_up Object = window Name = "window" Altname = "glass" Location = IN_ROOM:n_top@cathedral OFlags = NoGet State = 1 MaxState = 1 Desc0 = " The window has been shattered, &+Ylight&* streams into the room." Examine = " The window is bolted shut securely, yet it looks pretty fragile." Trap = all @ catch_break { if (state(OBJ_CATHEDRAL_WINDOW) == 1 && alive(max_players+MOB_CATHEDRAL_VLADIMIR) != -1) { int pl; bprintf("You smash the window to pieces!\n\n"); bprintf("As the shards of glass fall to the floor, Vladimir shrieks in " "agony. You are\nhorrified as you watch him on the floor as " "his body smokes as he is\nburned alive...&+rBlood&* pours " "from his body and his flesh turns &+Lblack&*. He darts\n"); bprintf("madly to his coffin and manages to pry the lid off and climb " "in, but before he\ncan close the lid, his body turns to &+L" "ashes&*, and is no more. Contemplating\nwhat happened, you " "realize that the window must have been made of Vladimir's\n"); bprintf("native &+ysoil&* and thus it protected him from the searing " "&+Ylight&*.\n"); send_msg(THIS_LOCATION, 0, LVL_MIN, LVL_MAX, THIS_PLAYER, NOBODY, "\001p%s\003 smashes the window to pieces.\n", pname(THIS_PLAYER)); setobjstate(OBJ_CATHEDRAL_WINDOW, 0); setobjstate(OBJ_CATHEDRAL_COFFIN_TOWER, 0); pl = mobile(MOB_CATHEDRAL_VLADIMIR); dumpstuff(pl, ploc(pl)); setploc(pl, LOC_DEAD_DEAD); setpstr(pl, 0); } else { bprintf("The window has already been shattered!\n"); } fail(-1); } @ EndTrap EndObject = window Object = coffin_tower Name = "coffin" Location = IN_ROOM:n_top@cathedral OFlags = Container, NoGet State = 1 MaxState = 1 Desc0 = "The &+ycoffin&* has been ripped open." Desc1 = "The sacred &+ycoffin&* of Vladimir is here." Examine = "Do I come in your house and snoop around &+WYOUR&* bed?" Trap = all @ if (event == E_ONOPEN || event == E_ONGET) { if (ploc(mobile(MOB_CATHEDRAL_VLADIMIR)) == ploc(THIS_PLAYER)) { bprintf("Vladimir won't allow you near it.\n"); fail(-1); } } @ EndTrap EndObject = coffin_tower Object = sliver Name = "sliver" Altname = "piece" Location = IN_CONTAINER:coffin_tower@cathedral BaseValue = 200 Size = 5 Weight = 5 Desc0 = "A small sliver of &+ywood&* is here." Examine = "Why look! It's a piece of the crucifix! (Yeah right..)" EndObject = sliver Object = fountain_down Name = "fountain" Location = IN_ROOM:vaulcham@cathedral OFlags = NoGet Linked = fountain_up State = 1 MaxState = 1 Desc0 = " A hole in the ceiling leads up into the cathedral's crossing bay." Desc1 = " The hole in the roof is covered by the bottom of the fountain." EndObject = fountain_down Object = door_lowhall Name = "door" Location = IN_ROOM:lowhall@cathedral OFlags = Openable, Lockable, NoGet Linked = door_astbed State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = door_lowhall Object = door_astbed Name = "door" Location = IN_ROOM:astbed@cathedral OFlags = Openable, Lockable, NoGet Linked = door_lowhall State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = door_astbed Object = door_catacomb Name = "door" Location = IN_ROOM:catacomb@cathedral OFlags = Openable, Lockable, NoGet Linked = door_sorbtomb State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = door_catacomb Object = door_sorbtomb Name = "door" Location = IN_ROOM:sorbtomb@cathedral OFlags = Openable, Lockable, NoGet Linked = door_catacomb State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = door_sorbtomb Object = door_armor Name = "door" Location = IN_ROOM:armhall@cathedral OFlags = Openable, Lockable, NoGet Linked = door_secroom State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = door_armor Object = door_secroom Name = "door" Location = IN_ROOM:secroom@cathedral OFlags = Openable, Lockable, NoGet Linked = door_armor State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = door_secroom Object = DarkArmor Altname = "armor" Location = WORN_BY:ashram@cathedral OFlags = Armor, WearOnBody, Wearable, ExcludeWear BaseValue = 100 Size = 10 Weight = 10 Armor = 25 Desc0 = " The &+LDark &+BArmor&* of the dreaded knight Ashram lies here gleaming." EndObject = DarkArmor Object = door_crypt Name = "door" Location = IN_ROOM:cryptent@cathedral OFlags = NoGet Linked = door_reliq State = 1 MaxState = 1 Desc0 = "Through some clever mechanism, the door has been opened." Desc1 = "The door is shut tightly." EndObject = door_crypt Object = door_reliq Name = "door" Location = IN_ROOM:reliq@cathedral OFlags = NoGet Linked = door_crypt State = 1 MaxState = 1 Desc0 = "Through some clever mechanism, the door has been opened." Desc1 = "The door is shut tightly." EndObject = door_reliq Object = grail Name = "grail" Altname = "cup" Location = IN_ROOM:reliq@cathedral BaseValue = 200 Desc0 = "There is some sort of cup on a pedestal in the fountain." Examine = " The &+YHoly Grail&+W!&* (A small oval sticker on the cup displays the words MADE IN CHINA)." EndObject = grail Object = fountain_pure Name = "fountain" Location = IN_ROOM:reliq@cathedral OFlags = NoGet State = 1 MaxState = 1 Desc0 = "The fountain is temporarily out of service." Desc1 = "The fountain here runs with &+Ccool &+Bwater&*." Examine = " The fountain flows with &+Ccool &+Wclear&* liquid. Your thirst for &+rblood&* subsides as you look at it." Trap = all @ catch_drink { if (!(used_fountain[mynum] & FOUNT_CATH_PURE) && state(OBJ_CATHEDRAL_FOUNTAIN_PURE)) { bprintf("The &+Ccool &+Wwater&* trickles down your throat softly and " "you feel a new vigor.\nYour senses dull, vision seems blurry " "and colors less vibrant.\n"); setobjstate(OBJ_CATHEDRAL_FOUNTAIN_PURE, 0); used_fountain[mynum] |= FOUNT_CATH_PURE; } else { bprintf("The fountain is empty!\n"); } fail(-1); } @ EndTrap EndObject = fountain_pure Object = door_vambed Name = "door" Location = IN_ROOM:vambed@cathedral OFlags = Openable, Lockable, NoGet Linked = door_library State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = door_vambed Object = mantle Name = "mantle" Location = WORN_BY:Astasia@cathedral OFlags = WearOnBack, Wearable, Lit, MagicLit BaseValue = 100 Size = 1 Weight = 1 Desc0 = " The mantle of the virgin lies here.. what the seductress was doing wearing it you have no idea..." Examine = "Just your everyday holy religious simple cloth shroud." EndObject = mantle Object = door_library Name = "door" Location = IN_ROOM:library@cathedral OFlags = Openable, Lockable, NoGet Linked = door_vambed State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = door_library Object = china Name = "china" Location = IN_ROOM:milbed@cathedral BaseValue = 100 Size = 5 Weight = 5 Desc0 = "A set of &+Wfine china&* sits on the table." Examine = "Ohhh!! The holy china set!" EndObject = china Object = coin Name = "coin" Location = IN_ROOM:library@cathedral BaseValue = 400 Size = 5 Weight = 5 Desc0 = "A small shiny &+Ycoin&* lies on the ground here" Examine = " It was probably discarded by some poor guy who couldn't use it in that copy machine." EndObject = coin Object = sarcophagus Name = "sarcophagus" Location = IN_ROOM:vamcrypt@cathedral OFlags = NoGet Examine = " The sarcophagus is covered with expertly sculpted &+Rf&+Yl&+Ra&+Ym&+Re&+Ys&* licking up from the ground. Strange to see flame carved from &+ywood&*..." Trap = all @ catch_light { if (!otstbit(OBJ_CATHEDRAL_SARCOPHAGUS, OFL_LIT)) { bprintf("You set the sarcophagus a fire!\n"); send_msg(ploc(THIS_PLAYER), 0, LVL_MIN, LVL_MAX, THIS_PLAYER, NOBODY, "\001p%s\003 sets the sarcophagus a blaze!\n", pname(THIS_PLAYER)); send_msg(LOC_CATHEDRAL_CRYPTENT, 0, LVL_MIN, LVL_MAX, NOBODY, NOBODY, "The door to the west magically opens.\n"); osetbit(OBJ_CATHEDRAL_SARCOPHAGUS, OFL_LIT); setobjstate(OBJ_CATHEDRAL_SARCOPHAGUS, 0); setobjstate(OBJ_CATHEDRAL_DOOR_CRYPT, 0); } else bprintf("It's already lit!\n"); fail(-1); } @ EndTrap EndObject = sarcophagus Object = bones Name = "bones" Altname = "bone" Location = IN_ROOM:limbo@limbo BaseValue = 200 Size = 5 Weight = 5 Desc0 = " The &+WBones&* of St. Suorac lie scattered across the floor." Examine = "&+GS&+gl&+Gi&+gm&+Gy&*, &+Cg&+co&+Co&+ce&+Cy &+Wbones!&*" EndObject = bones Location = "church" South = inchurch@cathedral East = path1@cathedral LFlags = Light, Outdoors Title = "Path To Church" Desc = ^ You are walking on a narrow dirt path bordered on each side by tall &+Gbushes&* which block out the &+Csky&*. A &+Wcool&* wind blows across your face, and to the south you see the open doors of a tiny, broken down old church welcoming you. ^ EndLocation = "church" Location = "inchurch" North = church@cathedral Trap = all @ catch_after_entry { setpfighting(THIS_PLAYER,-1); trapch(param_s.misc); if (ploc(mynum) == LOC_CATHEDRAL_INCHURCH && alive (mobile(MOB_CATHEDRAL_PRIEST)) && pdam (mobile(MOB_CATHEDRAL_PRIEST)) == 15 && in_inventory (OBJ_CATHEDRAL_MANTLE, THIS_PLAYER) && in_inventory (OBJ_CATHEDRAL_SLIVER, THIS_PLAYER) && in_inventory (OBJ_CATHEDRAL_CHINA, THIS_PLAYER) && in_inventory (OBJ_CATHEDRAL_GRAIL, THIS_PLAYER) && in_inventory (OBJ_CATHEDRAL_BONES, THIS_PLAYER)) { setoloc (OBJ_CATHEDRAL_MANTLE,mobile(MOB_CATHEDRAL_PRIEST),CARRIED_BY); setoloc (OBJ_CATHEDRAL_SLIVER,mobile(MOB_CATHEDRAL_PRIEST),CARRIED_BY); setoloc (OBJ_CATHEDRAL_CHINA,mobile(MOB_CATHEDRAL_PRIEST),CARRIED_BY); setoloc (OBJ_CATHEDRAL_GRAIL,mobile(MOB_CATHEDRAL_PRIEST),CARRIED_BY); setoloc (OBJ_CATHEDRAL_BONES,mobile(MOB_CATHEDRAL_PRIEST),CARRIED_BY); bprintf("The priest is so excited that you've completed the quest, he" " breaks his silence:\n"); bprintf("Priest says '&+WOh thank you mighty Hero!! You have returned " "and given our holy\n&+Wrelics back to us. We can never repay " "you for this adequately, but please\n&+Waccept this small token" " of our unending gratitude. Perhaps when your time\n" "&+Wcomes... you will return here to die, and we can enshrine " " your body as we\n&+Wwould have enshrined that of Saint " "Suorac's, had he not been killed by that\n&+Whorrid vampire." "&*'\n"); setoloc (OBJ_CATHEDRAL_HOLY_ROBES, THIS_PLAYER, CARRIED_BY); bprintf ("\nThe Priest gives you the Holy Robes.\n"); send_msg(ploc(THIS_PLAYER), 0, LVL_MIN, LVL_MAX, THIS_PLAYER, NOBODY, "The Priest gives \001p%s\003 the Holy Robes.\n", pname(THIS_PLAYER)); set_quest(Q_CATHEDRAL,THIS_PLAYER); } fail(-1); } @ EndTrap LFlags = Light, Peaceful Title = "Small Church" Desc = ^ Inside the church, you look down a short aisle at the simple altar, its altarpiece &+Cilluminated &+Wbrilliantly&* by the &+Ylight&* from its small clerestory windows above your head. Though tiny, this church has a spiritual quality to it that is quite refreshing. By the altar sits a plate for donations. ^ EndLocation = "inchurch" Location = "path1" South = ^bushes_n@cathedral East = royal@cathedral West = church@cathedral LFlags = Light, Outdoors Title = "Path to the &+RCathedral&*" Desc = ^ As you step onto the path, you see a towering giant to the east. The cathedral rises high into the air, its twin towers soaring above even the &+Lstorm&* clouds which brew overhead, and add an air of &+ggloom&* to the place. Strong winds lash at your flesh, urging you away. A wall of &+Gbushes&* looms to the south. ^ EndLocation = "path1" Location = "path2" North = ^bushes_s@cathedral South = path3@cathedral LFlags = Light, Outdoors Title = "Hidden Path" Desc = ^ The &+Gbushes&* to the north are cut away, allowing your safe passage, to the south this path continues around the tower. The &+Gbushes&* around you protect you from the buffeting winds of the &+Lstorm&* above. ^ EndLocation = "path2" Location = "path3" North = path2@cathedral East = path4@cathedral LFlags = Dark, Outdoors Title = "Path" Desc = ^ The &+gshrubbery&* here is so thick it slows down your progress considerably, but at least the weather is unlikely to affect you. The continuing path is barely visible to the east. ^ EndLocation = "path3" Location = "path4" West = path3@cathedral East = path5@cathedral LFlags = Dark, Outdoors Title = "Beside The &+LTower&*" Desc = ^ The tower wall rises up to the north, and as you look up you cannot see to the top of it. The path goes on both east and west, through the thick canopy of &+gfoliage&*. ^ EndLocation = "path4" Location = "path5" West = path4@cathedral East = side1@cathedral LFlags = Dark, Outdoors Title = "Beside the &+rCathedral&*" Desc = ^ The &+Gleaves&* hang low here, and your head brushes against them as you pass. The path continues into deep &+gfoliage&* to the west, but to the east it clears up somewhat, and what little &+Ylight&* there is streams in as the leaves part. ^ EndLocation = "path5" Location = "side1" West = path5@cathedral North = ^door_sside@cathedral Trap = all @ catch_movement { if (param_s.ob == EX_NORTH) { bprintf ("The door swings shut behind you.\n"); setobjstate (OBJ_CATHEDRAL_DOOR_SSIDE, 1); } } @ EndTrap LFlags = Dark, Outdoors Title = "Side Door" Desc = ^ The &+Csky&* above seems lighter here, and the winds fade. you are surrounded by walls of &+Ggreen&* on all sides but north. In that direction, surrounded by the &+givy&* that crawls all about the sides of the cathedral, is a heavy &+ywooden&* door, with a quite substantial lock of a type you've never seen the likes of. ^ EndLocation = "side1" Location = "side2" South = ^door_trap@cathedral LFlags = Dark, Outdoors Title = "Trap Door" Desc = ^ As you exit the cathedral, the door slams shut, and its heavy bolts fall into place. You can hardly see a thing through the thick &+Wfog&*. Wraithlike forms swoop down at your head making you duck in terror. You can fight them, but it is unlikely you can budge the door, should you survive the battle. ^ EndLocation = "side2" Location = "royal" West = path1@cathedral East = c_portal@cathedral North = n_portal@cathedral South = s_portal@cathedral LFlags = Light, Outdoors Title = "The &+YRoyal&* Portals" Desc = ^ The Western Facade of the Cathedral looms up before you into the &+Wmisty &+Csky&*. A triad of grand portals lie before you. Each is flanked by monolithic jamb statues, sculptured figures which stand flat against the architecture, and watch over the portals to this mighty cathedral. You are struck by the malign expressions on their faces, for they look much more like grinning &+Rdevils&* than the holy figures one would expect to find at the doors of a mighty church. ^ EndLocation = "royal" Location = "s_portal" West = royal@cathedral LFlags = Light, Outdoors Title = "The South Portal" Desc = ^ As you step forward into the &+Ldarkness&* of the portal, you realize it has been boarded over with &+ywood&*. You try to budge the old and &+Lrotting &+yboards&*, but to no avail. You will have to try another way in. ^ EndLocation = "s_portal" Location = "c_portal" West = royal@cathedral LFlags = Light, Outdoors Title = "The Central Portal" Desc = ^ This is the grandest of the three portals. Overhead you can barely make out the details of its bizarre tympanum sculpture. Above the door, in a half moon shaped area enclosed by a pointed arch, is a sculpture of an enthroned man, hooded and wearing a flowing cape which is tattered at the ends. His arms are outstretched and underneath them, smaller figures writhe in agony, as tiny swirling demons whip around their heads and torment them mercilessly. The Door itself is heavily boarded, and though it looks worn and battered, the &+ywood&* holds firm at any attempt to force your way through. ^ EndLocation = "c_portal" Location = "n_portal" West = royal@cathedral East = eterdark@cathedral LFlags = Dark, Outdoors Title = "The North Portal" Desc = ^ You step into the &+Ldarkness&* of the portal, and to your surprise the way to the east appears clear, though it leads into complete &+Ldarkness&*. The jamb statues here are the most hideous of all. Their heads are mere skulls, some of which display gaping cracks, thier feet rest upon what appear to be the artists rendition of bodies &+ydecaying&*. ^ EndLocation = "n_portal" Location = "eterdark" LFlags = Death Title = "&+BEternal &+LDarkness&*" Desc = ^ You plunge face first into &+Beternal &+Ldarkness&*, never to be heard from again. Perhaps you will appreciate the messages in sculpture more in the afterlife. As you look on from above, the figures on the portal pack themselves more tightly together, and another figure, shaped like you, with a split skull for a head, emerges from the marble wall to join them. ^ EndLocation = "eterdark" Location = "n_tower" South = nave1@cathedral Up = n_stairs@cathedral LFlags = Dark Title = "The North Tower" Desc = ^ The Walls of the tower are covered with countless years of &+gmold&* and &+ydust&*. Above you the stairs continue upwards. ^ EndLocation = "n_tower" Location = "n_stairs" Down = n_tower@cathedral Up = n_top@cathedral LFlags = Dark Title = "The Spiral Stairs" Desc = ^ These stairs seem to spiral up endlessly, and you wonder if you have gone so high as to rise above even the &+Lstorm&* which is brewing above the cathedral. As you finally approach the top, a great &+Ylight&* shines down upon you which seems to answer your question, that in fact you have climbed a very long way. ^ EndLocation = "n_stairs" Location = "n_top" Down = n_stairs@cathedral LFlags = Dark Title = "Top of the North Tower" Desc = ^ The room you have entered is &+Wbrightly &+Yilluminated&* by magnificent stained glass windows, which filter the &+Ylight&* and give everything an otherworldly &+Gglow&*. In the middle of the room sits an open casket, of fine &+ymahogany&* with &+Wwhite silk&* interior. A vase of &+Rroses&* sits upon the windowsill. ^ EndLocation = "n_top" Location = "s_tower" North = nave1@cathedral Up = s_stairs@cathedral LFlags = Dark Title = "The South Tower" Desc = ^ This room is bare, except for the staircase spiralling upward into &+Ldarkness&*. ^ EndLocation = "s_tower" Location = "s_stairs" Down = s_tower@cathedral Up = s_top@cathedral LFlags = Dark Title = "The Stairs" Desc = ^ The stairs are rickety and worn with age, but they seem secure enough to support your weight. There appear to be no windows in this tower, as you cannot make out any &+Ylight&* from above. At the top the stairs emerge into a small unlit room. ^ EndLocation = "s_stairs" Location = "s_top" Down = s_stairs@cathedral LFlags = Dark Title = "The Top of the South Tower" Desc = ^ In the center of this room is a large &+Liron &+blantern&*, mounted solidly on the floor. The windows which used to bring &+Ylight&* in by day, and allow the lantern to shine out by &+Lnight&*, have been &+yboarded&* over. &+LCobwebs&* are strewn over everything, and a &+gmusty&* smell fills your nostrils. ^ EndLocation = "s_top" Location = "nave1" North = n_tower@cathedral South = s_tower@cathedral East = nave2@cathedral LFlags = Dark Title = "The Nave" Desc = ^ You stand at the beginning of the long nave of the cathedral, which stretches out a great distance to the east. The triforiums run along the northern and southern sides, with great columns of polished &+Wwhite&* marble soaring upward into &+Ldarkness&* to support the vaulted ceiling, which is only barely visible. The clerestory windows are blocked off by the &+Lstorm&* raging outside, and no light passes through. To your north, through a high arch, lies the northern tower. Likewise, to the south, there is another tower. To the west the royal portals appear to be boarded up, but the nave continues to the east. ^ EndLocation = "nave1" Location = "nave2" North = n_aisle1@cathedral South = s_aisle1@cathedral West = nave1@cathedral East = nave3@cathedral LFlags = Dark Title = "The Nave" Desc = ^ You are partway down the nave. The wall of columns continues to your north and south. Thick, &+Ldark &+rred&* stains mar the columns. You can make your way to the side aisles through any of the archways between the columns. To the west the nave continues toward the royal portals. To the east it leads toward the choir and the apse. Several chairs, broken and battered, are strewn about the floor. ^ EndLocation = "nave2" Location = "n_aisle1" South = nave2@cathedral North = ^door_nside@cathedral East = n_aisle2@cathedral Trap = all @ { if (param_s.ob == EX_NORTH) setobjstate (OBJ_CATHEDRAL_DOOR_NSIDE, 1); } @ EndTrap LFlags = Dark Title = "North Aisle" Desc = ^ The walls to the west and north are made of huge blocks of marble, stained by centuries of &+bgrime&* and &+gfungi&*. The wall to the north is interrupted by a large &+ywooden&* door, with metal handles. The door is swung back, and beyond it you can make out only &+Ldarkness&*. Howling sounds reach your ears from beyond the doorway. To the east the aisle continues. ^ EndLocation = "n_aisle1" Location = "s_aisle1" South = ^door_saisle@cathedral North = nave2@cathedral East = s_aisle2@cathedral LFlags = Dark Title = "South Aisle" Desc = ^ To the west the wall of the tower rises up, and tattered drapery of a deep &+Mpurple&* hue hangs down from high above your head. To the south is a rather large doorway. The aisle continues to the east, or you may enter the nave to the north. ^ EndLocation = "s_aisle1" Location = "nave3" North = n_aisle2@cathedral South = s_aisle2@cathedral West = nave2@cathedral East = crossbay@cathedral LFlags = Dark Title = "&+LThe Nave&*" Desc = ^ Where once this Nave inspired awe, now only &+Ldarkness&* reigns, the &+Wlight&* of &+Yheaven&* can no longer shine in, and the place takes on an air of &+bgloom&* matched by few places you have ever been in. The columns to the north and south seem to tower menacingly over you. Through these columns lie the side aisle which runs along the nave. To the east is the crossing bay, and to the west the nave continues toward the portals. ^ EndLocation = "nave3" Location = "n_aisle2" South = nave3@cathedral West = n_aisle1@cathedral East = n_tran@cathedral LFlags = Dark Title = "North Aisle" Desc = ^ Long ago crowds lined up along this aisle, waiting to see the holy relics housed in the east end of the cathedral. Now the mosaic paintings they once appreciated while they waited are in disrepair. Tiles litter the floor, and what is left of the wall mosaics is covered in a thick coat of &+Lgrunge&*. ^ EndLocation = "n_aisle2" Location = "s_aisle2" North = nave3@cathedral West = s_aisle1@cathedral East = s_tran@cathedral LFlags = Dark Title = "South Aisle" Desc = ^ This is where you would wait to see the holy relics, but now the cathedral is deserted and the reliquaries desecrated. the pictorial illustrations on the wall here are marred irrepairably by time. ^ EndLocation = "s_aisle2" Location = "crossbay" North = n_tran@cathedral South = s_tran@cathedral West = nave3@cathedral East = choir@cathedral Down = ^fountain_up@cathedral Trap = all @ catch_move { if (param_s.ob == EX_DOWN) { if (!(used_fountain[mynum] & FOUNT_CATH_BLOOD)) { bprintf("Your soul is too pure to pass into this dark realm...\n"); fail(-1); } } } @ EndTrap LFlags = Dark Title = "The Crossing Bay" Desc = ^ This is the crossing bay, where the nave and the transept cross. The transept hall lies to the north and south. To the east the nave continues through the choir and toward the apse. A fountain sits here, burbling. As you peer down into the fountain, you notice it runs &+Rred&* with &+rblood&*, rather than &+Wclear &+Bwater&*, and yet it looks strangely tantalizing. ^ EndLocation = "crossbay" Location = "n_tran" North = n_porch@cathedral South = crossbay@cathedral West = n_aisle2@cathedral East = n_aisle3@cathedral LFlags = Dark Title = "Northern End of the Transept" Desc = ^ The aisles branch off to the east and west. The crossing bay is to the south, and to the north an Open portal leads out into the &+cmist&*. ^ EndLocation = "n_tran" Location = "n_porch" South = n_tran@cathedral LFlags = Dark, Outdoors Title = "Northern Porch" Desc = ^ As you emerge from the cathedral, you see a tall spiked &+Lfence&* of &+ggothic&* design. You could climb it... if you were into impalement. Beyond the fence lie desolate mountains, and above you &+Lstorm clouds&* roll, and &+Wlightning&* arcs down in the distance. ^ EndLocation = "n_porch" Location = "s_tran" North = crossbay@cathedral South = s_porch@cathedral West = s_aisle2@cathedral East = s_aisle3@cathedral LFlags = Dark Title = "Southern End of the Transept" Desc = ^ To your north lies the crossing bay, and the nave. South of here is an open portal onto the southern porch. The Aisle stretches out to the east and west, parallel to the nave. ^ EndLocation = "s_tran" Location = "s_porch" North = s_tran@cathedral LFlags = Dark, Outdoors Title = "Southern Porch" Desc = ^ A tall spiked &+Lfence&* bars all directions but the way you came. Attempting to get over it would only result in multiple nasty wounds. A heavy &+Wfog&* obscures your vision beyond the &+Lfence&*. ^ EndLocation = "s_porch" Location = "choir" North = n_aisle3@cathedral South = s_aisle3@cathedral West = crossbay@cathedral East = apse@cathedral LFlags = Dark Title = "&+BThe Choir&*" Desc = ^ This part of the nave was designed as a convenient place to house the choir, in front of and below the altar. It is nothing but a large empty chamber now, and the only singing you hear is the cry of &+Lbats&* above which your footsteps have awakened. ^ EndLocation = "choir" Location = "n_aisle3" South = choir@cathedral West = n_tran@cathedral East = n_amb@cathedral LFlags = Dark Title = "North Aisle" Desc = ^ Just another action packed, thrilling hallway... the monotony is almost too much to bear. ^ EndLocation = "n_aisle3" Location = "s_aisle3" North = choir@cathedral West = s_tran@cathedral East = s_amb@cathedral LFlags = Dark Title = "South Aisle" Desc = ^ As you reach yet another mind-numbingly dull aisle... your thoughts begin to drift. Is it really worth it? Should i continue with this quest? Perhaps its better to remain a mortal forever? ^ EndLocation = "s_aisle3" Location = "apse" West = crossbay@cathedral LFlags = Dark Title = "&+WThe Apse&*" Desc = ^ You finally reach the apse of this once mighty church. Here above the choir, and at the end of the long nave, you see the altar where patrons used to pray. It stands before you in shameful condition. Huge chunks of shaped marble litter the floor, remnants of a grand sculptured altarpiece, now in ruin. Behind the altar lies a monstrous wallpainting. Seering &+Rred &+Beyes&* gaze down upon you hatefully, and wide grinning mouths show pointed teeth and drip &+rblood&*, under a &+Rreddish&*-&+Mpurple &+Csky&*. ^ EndLocation = "apse" Location = "n_amb" West = n_aisle3@cathedral East = ne_amb@cathedral North = n_chap@cathedral LFlags = Dark Title = "Northern Ambulatory" Desc = ^ The aisle continues here around the apse. A chapel lies to the north. ^ EndLocation = "n_amb" Location = "n_chap" South = n_amb@cathedral LFlags = Dark, Oneperson Title = "North Chapel" Desc = ^ Inscribed in the marble walls you read: Herein lies the Holy China Set, used by our lord at his last supper. Despite the inscription, you see that the box in the center of the room is most clearly empty. ^ EndLocation = "n_chap" Location = "ne_amb" West = n_amb@cathedral South = e_amb@cathedral North = ne_chap@cathedral LFlags = Dark Title = "Northeastern Ambulatory" Desc = ^ The aisle continues here around the apse. A chapel lies to the north. ^ EndLocation = "ne_amb" Location = "ne_chap" South = ne_amb@cathedral LFlags = Dark, Oneperson Title = "Northeast Chapel" Desc = ^ Sculpted in low relief in the wall is a crucifix, and at the bottom of the wall is an open case made of pure &+Ygold&*. On the inside of its lid it describes the contents as a piece of the Crucifix. But you can see no such thing here. The case looks empty. ^ EndLocation = "ne_chap" Location = "e_amb" North = ne_amb@cathedral South = se_amb@cathedral East = e_chap@cathedral LFlags = Dark Title = "Eastern Ambulatory" Desc = ^ The aisle continues here around the apse. A chapel lies to the east. ^ EndLocation = "e_amb" Location = "e_chap" West = e_amb@cathedral LFlags = Dark, Oneperson Title = "East Chapel" Desc = ^ This chapel is the largest of the five. The walls here are decorated with fine paintings of St. Suorac. Against the wall is a large reliquary, in which the bones of St. Suorac were supposed to be stored. Unfortunately they never made it here since according to the Priest he was killed by the vampire, and the cathedral turned into a &+rdemonic &+blair&*. ^ EndLocation = "e_chap" Location = "se_amb" North = e_amb@cathedral South = se_chap@cathedral West = s_amb@cathedral LFlags = Dark Title = "Southeastern Ambulatory" Desc = ^ The aisle continues here around the apse. A chapel lies to the south. ^ EndLocation = "se_amb" Location = "se_chap" North = se_amb@cathedral LFlags = Dark, Oneperson Title = "Southeast Chapel" Desc = ^ Here you see murals illustrating the life of the Virgin. There is also a &+Cglass&* case in which once was housed the Mantle of The Virgin, but the lid is smashed in. ^ EndLocation = "se_chap" Location = "s_amb" West = s_aisle3@cathedral East = se_amb@cathedral South = s_chap@cathedral LFlags = Dark Title = "&+gSouthern Ambulatory&*" Desc = ^ The aisle continues here around the apse. A chapel lies to the south. ^ EndLocation = "s_amb" Location = "s_chap" North = s_amb@cathedral LFlags = Dark, Oneperson Title = "South Chapel" Desc = ^ This reliquary is meant to house the &+Yholy grail&*, fabled to have been used by Jesus himself at the last supper. The case is empty, and you see no trace of the &+Ygrail&*. You find it odd that so many churches claim to have the &+Yholy &+Ygrail&*, but you assume that as long as these people think their grail is THE grail, thats all that matters. ^ EndLocation = "s_chap" /* ------------------- UNDERGROUND ------------------- */ Location = "vaulcham" Up = ^fountain_down@cathedral North = vaulhall@cathedral East = lowhall@cathedral LFlags = Dark Title = "Vaulted Chamber" Desc = ^ The ceiling here is of crude concrete vaulting, with no decorative aspect. The hall branches off to the north and east. It is utterly dark and still here, and the floor is covered with a thick layer of &+ydust&*. ^ EndLocation = "vaulcham" Location = "lowhall" South = lowpass@cathedral West = vaulcham@cathedral East = ^door_lowhall@cathedral LFlags = Dark Title = "Low Vaulted Hall" Desc = ^ The ceiling in this room is lower, and even more crudely constructed. Bits of concrete lie about the floor. To the east is an elegantly crafted door, looking very out of place. The low passage continues to the south. ^ EndLocation = "lowhall" Location = "astbed" West = ^door_astbed@cathedral LFlags = Light Title = "&+MAstasia's BedChamber&*" Desc = ^ As you enter the room, you marvel at the huge posterbed before you. The room has a rather ethereal quality, and a faint light shines from the chandolier hanging from the marble tiled ceiling. In one corner is a magnificently crafted armoire, trimmed with &+Ygold&*. ^ EndLocation = "astbed" Location = "lowpass" North = lowhall@cathedral South = cobwebs@cathedral LFlags = Dark Title = "Low Passage" Desc = ^ The vaulting of the ceilings has abruptly ceased here. This passage looks as if it were carved out of the &+Lrock&* with a shovel, more than anything else. To the north lies a vaulted hall. Your view south is blocked by &+Lcobwebs&*. ^ EndLocation = "lowpass" Location = "cobwebs" North = lowpass@cathedral West = milbed@cathedral LFlags = Dark Title = "&+LCobwebs&*" Desc = ^ The dimensions of this room seem to be made out by the thicker portions of webbing, rather than by walls. you can vaguely make out exits to the north and west. In the center of the room is a small bed. Its &+Ybrass&* head and base rise a few feet into the air. You feel fear in the gathering gloom, and there's suddenly a movement in the corner of the room. There's nothing you can do, as you realize with &+Rfright&*... ^ EndLocation = "cobwebs" Location = "milbed" East = cobwebs@cathedral LFlags = Light Title = "&+GMillarca's Bedchamber&*" Desc = ^ This room is decked out in fine victorian style, with elegant baseboards and trim. A large mirror adorns the wall, and a king-sized canopy bed is perched in the center of the room. Plush carpeting cushions your feet as you walk. A table sits in the corner, filled with nicknacks. ^ EndLocation = "milbed" Location = "vaulhall" North = eastcat@cathedral South = vaulcham@cathedral LFlags = Dark Title = "Vaulted Hall" Desc = ^ The walls here are bare, as is the floor. Heavy &+ydust&* rises to the north. ^ EndLocation = "vaulhall" Location = "eastcat" South = vaulhall@cathedral West = catacomb@cathedral LFlags = Dark Title = "Eastern Catacombs" Desc = ^ Here is where the dead were buried in compartments in the walls, so many centuries ago. &+yDust&* covers everything, and you cant see far, having stirred up the &+ydust&* upon entering. ^ EndLocation = "eastcat" Location = "catacomb" North = ^door_catacomb@cathedral East = eastcat@cathedral West = westcat@cathedral LFlags = Dark Title = "Catacombs" Desc = ^ The catacombs continue here and to the east and west. To your north there appears to be an opening in the wall large enough for you to squeeze into. ^ EndLocation = "catacomb" Location = "sorbtomb" South = ^door_sorbtomb@cathedral LFlags = Light Title = "&+MThe &+GTomb &+Bof &+YSorbet&*" Desc = ^ The place looks like some &+CP&+Rs&+Yy&+Wc&+Bh&+Go&+Md&+Ce&+Rl&+Yi&+Wc &+BNightmare&+W! &+RC&+Go&+Yl&+Bo&+Mr&+Cs&* swirl about you, engulfing you in illusory images and strange sensations. ^ EndLocation = "sorbtomb" Location = "westcat" South = wolven@cathedral East = catacomb@cathedral LFlags = Dark Title = "Western Catacombs" Desc = ^ The &+ydust&* here is chokingly thick, and obscures your vision. You hear scraping and panting to the south. ^ EndLocation = "westcat" Location = "wolven" North = westcat@cathedral West = armhall@cathedral East = weaphall@cathedral LFlags = Light Title = "&+yWolven Hall&*" Desc = ^ You are surrounded by low-relief sculptures of wolves. However, in these works the wolves are displayed heroically, rather than as wicked cowardly beasts. ^ EndLocation = "wolven" Location = "armhall" East = wolven@cathedral South = ^door_armor@cathedral LFlags = Light Title = "&*Hall of &+LArmor" Desc = ^ The walls of this room are made up of cubicles, each containing a suit of armor and a small plaque describing it. It looks much like a museum exhibit. ^ EndLocation = "armhall" Location = "secroom" North = ^door_secroom@cathedral LFlags = Dark Title = "Secret Room" Desc = ^ I can't tell you what this room looks like. Its a secret. If you grope around in the void long enough, perhaps you'll find something. ^ EndLocation = "secroom" Location = "weaphall" West = wolven@cathedral South = carnage1@cathedral LFlags = Light Title = "Hall of Weapons" Desc = ^ The floor here is smoothly tiled, as is the high ceiling. Racks line the walls, and upon the racks sit weapons of all types from all places and times. Whomever built this place seems to have a fascination for collecting fine things, or perhaps he just gets bored living for all eternity, and collecting gives him a purpose. A piercing stench rises from the south. ^ EndLocation = "weaphall" Location = "carnage1" North = weaphall@cathedral South = carnage2@cathedral LFlags = Dark Title = "Hall of &+RCarnage&*" Desc = ^ You nearly lose your lunch as you enter this place. Stinking &+yrotting&* flesh lines the floor, ceiling, and walls. bodies in various stages of &+Ldecay&* line the place. The floor is covered in a thick layer of &+Rreddish &+rooze&*, which must be the same stuff which is dripping slowly onto you from above. ^ EndLocation = "carnage1" Location = "carnage2" North = carnage1@cathedral West = cryptent@cathedral LFlags = Dark Title = "&+RCarnage &+LHall&*" Desc = ^ Row upon row of chairs stretch out around you, and a tiny faraway stage commands your attent... Oh.. thats Carnagie Hall.. My mistake... You stand among more of the same decaying mess as you see to the north. An exit to the west looks slightly more inviting. ^ EndLocation = "carnage2" Location = "cryptent" North = vamcrypt@cathedral South = vambed@cathedral West = ^door_crypt@cathedral East = carnage2@cathedral LFlags = Dark Title = "&+LCrypt Entrance&*" Desc = ^ The walls here are made up entirely of hideous snarling gargoyles. The dark &+Lgrey&* stone is damp and &+Bcold&* to the touch. You feel a &+Cchill&* set in that goes straight to your bones. Exits lead north and south, but you wonder if it isn't better to turn tail and run back to the east. The outline of a door marks the wall to the west. No handles or other markings appear on the wall. ^ EndLocation = "cryptent" Location = "vambed" North = cryptent@cathedral West = ^door_vambed@cathedral LFlags = Light Title = "The &+rVampire's &+gBedchamber&*" Desc = ^ As you step in, you nearly trip, as the floor is not too solid. You notice that the floor here is one big mattress. The room itself is dome-shaped. Piles and piles of pillows of all shapes and sizes line the walls. There is a small door in the west wall. ^ EndLocation = "vambed" Location = "library" East = ^door_library@cathedral LFlags = Light, Soundproof, Private Title = "The Library" Desc = ^ This is LeSuorac's private library. Here you see shelf upon shelf of fine volumes. As you browse you notice the works of Anne Rice have a prominent place in this library. In the corner is a copy machine, but it doesn't accept change, only those silly little copy cards. ^ EndLocation = "library" Location = "vamcrypt" South = cryptent@cathedral LFlags = Light Title = "The &+rVampire's &+LCrypt&*" Desc = ^ The walls here alternate between towering engaged corinthian columns and flat surfaces of marble brickwork. Flowing red velvet drapery falls between the columns. High above, shrouded in mist, is the single groin-vault that forms the ceiling of this crypt. Your breath echoes off the walls, disturbing the solitude that this chamber provides. The space is dominated by a platform upon which rests a lone sarcophagus. ^ EndLocation = "vamcrypt" Location = "reliq" East = ^door_reliq@cathedral LFlags = Dark, Oneperson Title = "The Secret Reliquary" Desc = ^ There is little to see here in this tiny round chamber. The whole thing is crudely built of blocks of &+Lstone&*, and you have to duck down just to stand. ^ EndLocation = "reliq"