pdirt/data/
pdirt/data/HELP/
pdirt/data/HELP/0/
pdirt/data/HELP/F/
pdirt/data/HELP/G/
pdirt/data/HELP/H/
pdirt/data/HELP/J/
pdirt/data/HELP/K/
pdirt/data/HELP/O/
pdirt/data/HELP/Q/
pdirt/data/HELP/R/
pdirt/data/HELP/U/
pdirt/data/HELP/V/
pdirt/data/HELP/Y/
pdirt/data/HELP/Z/
pdirt/data/MESSAGES/
pdirt/data/POWERINFO/
pdirt/data/WIZ_ZONES/
pdirt/drv/
pdirt/drv/bin/
pdirt/drv/compiler/converter/
pdirt/drv/compiler/libs/
pdirt/drv/compiler/scripts/
pdirt/drv/include/AberChat/
pdirt/drv/include/InterMud/
pdirt/drv/include/machine/
pdirt/drv/src/InterMud/
pdirt/drv/src/Players/
pdirt/drv/utils/UAFPort/
pdirt/drv/utils/dnsresolv/
pdirt/drv/utils/gdbm/
#include "undef.h"
#include "exits.h"




Zone		= cave
Author		= "Unknown"
Quest		= Dragon

EndZone		= cave


Mobile		= bomber
Location	= guardroom@cave
Strength	= 50
Damage		= 8
Aggression      = 10
Armor		 = 0
Desc		= "Bomber The Heavy-Fan Dwarf glares evilly at you."
EndMobile             = bomber

Mobile		= owin
Location	= store2@cave
Strength	= 50
Damage		= 8
Aggression      = 11
Armor		 = 0
Desc		= "Owin The Broke Dwarf watches you suspiciously."
EndMobile             = owin

Mobile		= glowin
Location	= great@cave
Strength	= 50
Damage		= 8
Aggression      = 12
Armor		 = 0
Desc		= "Glowin The Radioactive Dwarf looks menacingly at you."
EndMobile             = glowin

Mobile		= smythe
Location	= smithy@cave
Strength	= 50
Damage		= 8
Aggression      = 13
Armor		 = 0
Desc		= "
Smythe The Upper Class Dwarven Smith stands here, worn by years at the forge."
EndMobile             = smythe

Mobile		= dio
Location	= gatehall@cave
Strength	= 50
Damage		= 8
Aggression      = 14
Armor		 = 0
Desc		= "Dio The Singing Dwarf wanders around, singing arias."
EndMobile             = dio

Mobile		= dragon
Name	= "The Dragon"
Location	= treasury@cave
Strength	= 500
Damage		= 32
Aggression      = 1
Armor		 = 0
PFlags		= NoSummon
MFlags		= NegFireball, NoGrab
Desc		= "
A huge fire-breathing dragon stares menacingly in your direction."
Trap		= all
@
   switch(event) {
   case E_WHILEFIGHT:
       if (iswielded(OBJ_ICECAVE_DAGGER) && iscarrby (OBJ_ICECAVE_DAGGER, param_s.plx))
       {
          sendf(param_s.plx, "\
The Dragon glares at you and prepares to blast you out of existence with his\n\
fiery breath... but the icy blade sinks deep into the dragon's hide.\n\
The Dragon shudders.\n");
          setpscore(param_s.plx, pscore(param_s.plx) + 500);
          set_quest(Q_DRAGON,param_s.plx);
          wound_player(param_s.plx, param_s.pl, pstr(param_s.pl) +1, -1);
	  param_s.ret = -1;
       }
       break;
   default: break;
   }
@
EndTrap
EndMobile             = dragon

Mobile		= haggis
Name	= "The Haggis"
Location	= haggis@cave
Strength	= 50
Damage		= 10
Aggression      = 30
Speed           = 0
Armor		= 0
Desc		= "A large, vicious looking haggis runs around squeaking."
EndMobile             = haggis



Object      = bagpipes
Location	= IN_ROOM:piper@cave
BaseValue    = 50
Size      = 15
Weight    = 10
Desc0   = "A set of bagpipes lie here, waiting to be played."
Examine   = "It looks like a dead animal, and sounds even worse."
Trap		= all
@
   switch(event) {
   case E_ONMISC:
     if (param_s.misc == VERB_BLOW)
     {   broad ("\001dA &+yhideous&* wailing sounds echos all around.\n\003");
         param_s.ret = -1;
     } else
     if (param_s.misc == VERB_PLAY)
     {   broad("There is a hideous &+ywailing&* noise.\n");
         param_s.ret = -1;
     }
     break;
   default: break;
   }
@
EndTrap
EndObject       = bagpipes

Object      = sporran
Location	= IN_ROOM:piper@cave
OFlags		= WearOnBody, Container
BaseValue    = 20
Size      = 10
Weight    = 10
Desc0   = "A Scottish sporran has been dumped here."
Examine   = "Although empty, this purse should come in handy."
EndObject       = sporran

Object      = claymore
Altname	= "sword"
Location	= IN_ROOM:claymore@cave
OFlags		= Weapon
Damage    = 13
BaseValue    = 300
Size      = 40
Weight    = 32
Desc0   = "
A wicked looking claymore, decorated with silver wire lies at your feet."
Examine   = '
This claymore seems very well crafted.  Its balance is excellent, and its
leather hilt soft and comfortable.  An inscription reads "Connor McCleod".'
EndObject       = claymore

Object      = bat
Location	= IN_ROOM:long@cave
BaseValue    = 10
Weight    = 5
Desc0   = "A dead bat decays slowly in a corner."
Examine   = "
This bat is dead, deceased, it has gone away, it is no longer a bat, it has
flown away to the great perch in the sky.  Leave the poor thing alone..."
EndObject       = bat

Object      = Door_dw_st_room
Name	= "door"
Location	= IN_ROOM:store2@cave
OFlags		= Openable, Lockable, NoGet
Linked    = Door_dw_store
State     = 2
MaxState  = 2
Desc0   = "The door is open."
Desc1   = "The door is closed."
Desc2   = "The door is locked."
EndObject       = Door_dw_st_room

Object      = Door_dw_store
Name	= "door"
Location	= IN_ROOM:store@cave
OFlags		= Openable, Lockable, NoGet
Linked    = Door_dw_st_room
State     = 2
MaxState  = 2
Desc0   = "The door is open."
Desc1   = "The door is closed."
Desc2   = "The door is locked."
EndObject       = Door_dw_store

Object      = Door_Armory
Name	= "door"
Location	= IN_ROOM:armory@cave
OFlags		= Openable, Lockable, NoGet
Linked    = Door_Hall
State     = 2
MaxState  = 2
Desc0   = "The door is open."
Desc1   = "The door is closed."
Desc2   = "The door is locked."
Examine   = "It's an armored door.  What else do you expect in an armory?"
EndObject       = Door_Armory

Object      = Door_Hall
Name	= "door"
Location	= IN_ROOM:hall@cave
OFlags		= Openable, Lockable, NoGet
Linked    = Door_Armory
State     = 2
MaxState  = 2
Desc0   = "The door is open."
Desc1   = "The door is closed."
Desc2   = "The door is locked."
Examine   = "It's an armored door.  What else do you expect in an armory?"
EndObject       = Door_Hall

Object      = Door_Guard
Name	= "door"
Location	= IN_ROOM:guardroom@cave
OFlags		= Openable, Lockable, NoGet
Linked    = Door_wide
State     = 2
MaxState  = 2
Desc0   = "The door is open."
Desc1   = "The door is closed."
Desc2   = "The door is locked."
EndObject       = Door_Guard

Object      = Door_Wide
Name	= "door"
Location	= IN_ROOM:wide@cave
OFlags		= Openable, Lockable, NoGet
Linked    = Door_guard
State     = 2
MaxState  = 2
Desc0   = "The door is open."
Desc1   = "The door is closed."
Desc2   = "The door is locked."
EndObject       = Door_Wide

Object      = Door_N_Stairs
Name	= "door"
Location	= IN_ROOM:n_stairs2@cave
OFlags		= Openable, Lockable, NoGet
Linked    = Door_Long
State     = 2
MaxState  = 2
Desc0   = "The door is open."
Desc1   = "The door is closed."
Desc2   = "The door is locked."
EndObject       = Door_N_Stairs

Object      = Door_Long
Name	= "door"
Location	= IN_ROOM:long@cave
OFlags		= Openable, Lockable, NoGet
Linked    = Door_N_Stairs
State     = 2
MaxState  = 2
Desc0   = "The door is open."
Desc1   = "The door is closed."
Desc2   = "The door is locked."
EndObject       = Door_Long

Object      = warhammer
Altname	= "hammer"
Location	= IN_ROOM:armory@cave
OFlags		= Weapon
Damage    = 11
BaseValue    = 50
Size      = 25
Weight    = 20
Desc0   = "A large, heavy looking warhammer has been left here."
Examine   = "It seems a bit big for just banging in nails, I must say!"
EndObject       = warhammer

Object      = DwarfCoin
Name	= "coin"
Location	= IN_ROOM:store@cave
BaseValue    = 20
Size      = 1
Weight    = 1
Desc0   = "A silver coin has been dropped here."
Examine   = "
The coin bears a profile view of Jim Morrison on one side.  On the other side
is engraved a fiery ring with people walking through it."
EndObject       = DwarfCoin

Object      = DwarfAle
Name	= "ale"
Location	= IN_ROOM:side@cave
OFlags		= Food
BaseValue    = 40
Size      = 10
Weight    = 10
Desc0   = "A large bottle of strong ale has been left here."
Examine   = "
This fine ale is one of the better spirits associated with the Moog, who has
been known to indulge in vast quantities of the drink!"
EndObject       = DwarfAle

Object      = biscuit
Location	= IN_ROOM:cellars@cave
OFlags		= Food
BaseValue    = 20
Size      = 1
Weight    = 1
Desc0   = "A hard biscuit has been dropped here."
Examine   = "
The biscuit is truly very hard.  It was perhaps made out of dried sawdust."
EndObject       = biscuit

Object      = gates
Location	= IN_ROOM:gatehall@cave
OFlags		= NoGet
Linked    = gates@valley
MaxState  = 1
Desc0   = "The dwarven gates are open."
Desc1   = "The dwarven gates are closed."
Examine   = ^A sign on the gates reads "Pete's Pearly Hire Co."^
EndObject       = gates

Object      = cutlery
Location	= IN_ROOM:dining@cave
BaseValue    = 75
Size      = 2
Weight    = 10
Desc0   = "Some gold cutlery has been left here."
Examine   = "
You see a fork, a small fruit knife, and two medium spoons, all gold."
EndObject       = cutlery

Object      = PlateSilver
Name	= "plate"
Location	= IN_ROOM:pantry@cave
BaseValue    = 75
Size      = 6
Weight    = 12
Desc0   = "A silver plate has been left here."
Examine   = '
An engraving on the plate reads:
"This plate was made to commemorate the exploits of one Cannonfod The Killer.
                          The Phantom"'
EndObject       = PlateSilver

Object      = DwarfCrystal
Name	= "crystal"
Location	= IN_ROOM:side_hall@cave
BaseValue    = 100
Size      = 12
Weight    = 2
Desc0   = "A beautiful, well cut crystal glints in front of you."
Examine   = "
You peer into the crystal...
You see an image of a panther about to strike!
Curiously, the panther is pink."
EndObject       = DwarfCrystal

Object      = axe
Location	= IN_ROOM:smithy@cave
OFlags		= Weapon
Damage    = 10
BaseValue    = 50
Size      = 10
Weight    = 10
Desc0   = '
A small axe, marked with the words "If found, please return to thrower" lies
before you.'
Examine   = `
The words "If found, please return to thrower" are written on the handle.
This, taken with the fact that the axe is the dwarves' favorite weapon, would
indicate something of it's origins...`
EndObject       = axe

Object      = Door_Dw_Top_East
Name	= "door"
Location	= IN_ROOM:top_east@cave
OFlags		= Openable, Lockable, NoGet
Linked    = Door_Treasury
State     = 2
MaxState  = 2
Desc0   = "The door is open."
Desc1   = "The door is closed."
Desc2   = "The door is locked."
EndObject       = Door_Dw_Top_East

Object      = Door_Treasury
Name	= "door"
Location	= IN_ROOM:treasury@cave
OFlags		= Openable, Lockable, NoGet
Linked    = Door_Dw_Top_East
State     = 2
MaxState  = 2
Desc0   = "The door is open."
Desc1   = "The door is closed."
Desc2   = "The door is locked."
EndObject       = Door_Treasury

Object      = ruby
Altname	= "gem"
Location	= IN_ROOM:treasury@cave
BaseValue    = 250
Size      = 2
Weight    = 2
Desc0   = "A huge ruby sparkles at your feet."
Examine   = "
The ruby glows with a pleasant red light.  It looks quite valuable."
EndObject       = ruby

Object      = sapphire
Altname	= "gem"
Location	= IN_ROOM:treasury@cave
BaseValue    = 250
Size      = 2
Weight    = 2
Desc0   = "A massive sapphire glitters stunningly before you."
Examine   = "
The sapphire is about the size of a plover's egg, and is almost clear when
you look into it."
EndObject       = sapphire

Object      = diamond
Altname	= "gem"
Location	= IN_ROOM:treasury@cave
BaseValue    = 500
Size      = 4
Weight    = 2
Desc0    = "There is a huge diamond on the floor in front of you."
Examine   = "
This diamond is really huge, almost the size of your fist.  It has a faint
blue tint, making it even more valuable."
EndObject       = diamond

Object      = "armor"
Altname	= "suit"
Location	= IN_ROOM:small@cave
OFlags		= Armor, WearOnBody, Wearable
Armor     = 15
BaseValue    = 80
Size      = 30
Weight    = 15
Desc0   = "A tarnished suit of armor has been left here."
EndObject       = "armor"


Location	= "small"
Down		= n_stairs@cave
LFlags		= dark
Title		= "&+WThe Small Room&*"
Desc		= ^
   You are in a small room at the top of a narrow flight of stairs.  The room
looks bare and empty and is one of those rooms which have no real reason to
exist apart from linking two other rooms together.
^
EndLocation	= "small"

Location	= "n_stairs"
Up		= small@cave
Down		= n_stairs2@cave
LFlags		= dark
Title		= "&+WNarrow Stairs&*"
Desc		= ^
   You are descending a set of narrow stairs which twist and turn sharply as
they plunge steeply down into darkness.  Above you the stairs flatten out into
a small room.
^
EndLocation	= "n_stairs"

Location	= "n_stairs2"
East		= ^door_n_stairs@cave
Up		= n_stairs@cave
Down		= n_stairs3@cave
LFlags		= dark
Title		= "&+WNarrow Stairs&*"
Desc		= ^
   You are on a small landing on the narrow staircase.  The roof here is a mere
four feet high so you are forced to stoop.  There is a low door in the east
wall.  The stairs continue up and down from here.
^
EndLocation	= "n_stairs2"

Location	= "n_stairs3"
Up		= n_stairs2@cave
LFlags		= dark
Title		= "&+WNarrow Stairs&*"
Desc		= ^
   The stairs end abruptly in a small room hewn from the living rock. The walls
are rough, giving this room that "about to be worked on" feel.  At the moment,
however, your only exit is back up the stairs.
There is a blinking construction sign here.
^
EndLocation	= "n_stairs3"

Location	= "armory"
South		= ^door_armory@cave
LFlags		= dark
Title		= "&+WArmoury&*"
Desc		= ^
   You are in a small dwarven armoury.  The only exit is a door to the south.
^
EndLocation	= "armory"

Location	= "hall"
North		= ^door_hall@cave
East		= wide@cave
South		= long@cave
LFlags		= dark
Title		= "&+WDwarven Hall&*"
Desc		= ^
   You are in a pillared dwarven hall, with a high arched roof.  The carefully
sculpted ceiling bears a picture of Snow White at work, rest and play. The last
is by far the most interesting...
   Passages lead east and south, and a door lies north.
^
EndLocation	= "hall"

Location	= "wide"
North		= ^door_wide@cave
South		= tunnel@cave
West		= hall@cave
LFlags		= dark
Title		= "&+WWide Passage&*"
Desc		= ^
   You are standing in a wide but low dwarven passage way which leads south and
west.  There is a door to the north.
^
EndLocation	= "wide"

Location	= "guardroom"
South		= ^door_guard@cave
LFlags		= dark
Title		= "&+WDwarven Guardroom&*"
Desc		= ^
   You are in what appears to be a dwarven guardroom.   The roof is low and you
have to crouch down inside it.  A door leads south.
^
EndLocation	= "guardroom"

Location	= "long"
North		= hall@cave
West		= ^door_long@cave
LFlags		= dark
Title		= "&+WLong Passage&*"
Desc		= ^
   You are following a long narrow passage which runs west to a door, and turns
north into a hall.
^
EndLocation	= "long"

Location	= "tunnel"
North		= wide@cave
East		= store2@cave
South		= stairs@cave
LFlags		= dark
Title		= "&+WDwarven Tunnel&*"
Desc		= ^
   You are standing at a junction between passages.  A passage leads north and
south, while another branches off to the east.
^
EndLocation	= "tunnel"

Location	= "store2"
South		= ^door_dw_st_room@cave
West		= tunnel@cave
LFlags		= dark
Title		= "&+WDwarven Store Room&*"
Desc		= ^
   You are in a small dwarven store room.  To the south is another door, and
a passage leads west.
^
EndLocation	= "store2"

Location	= "stairs"
North		= tunnel@cave
Up		= cellars@cave
LFlags		= dark
Title		= "&+WStairs&*"
Desc		= ^
   You are standing at the bottom of some dwarven stairs that lead north
along a passage, and up into what appears to be the cellars of a huge dwarven
fortress.
^
EndLocation	= "stairs"

Location	= "store"
North		= ^door_dw_store@cave
LFlags		= dark
Title		= "&+WDwarven Store&*"
Desc		= ^
   You are in a dark shadowy store room.  A single door leads north.  There is
a small chute, too steep and slippery to climb, in the south wall.  Its purpose
is a complete mystery.
^
EndLocation	= "store"

Location	= "cellars"
East		= side@cave
Up		= great@cave
Down		= stairs@cave
LFlags		= dark
Title		= "&+WDwarven Cellars&*"
Desc		= ^
   You are in the huge cellar of the dwarven fortress.   Massive stone pillars
and arches bear the weight of the mighty stoneworks above.  A narrow staircase
winds down into darkness and up into the main castle hall.
^
EndLocation	= "cellars"

Location	= "side"
West		= cellars@cave
LFlags		= dark
Title		= "&+WSide Cellar&*"
Desc		= ^
   You are standing in a small damp side cellar.  The cellar is cold and musty
and probably also serves as the dwarven cold store.
^
EndLocation	= "side"

Location	= "pantry"
South		= kitchen@cave
LFlags		= dark
Title		= "&+WPantry&*"
Desc		= ^
   You are in the dwarves' pantry.  The only exit is south into the kitchens.
^
EndLocation	= "pantry"

Location	= "kitchen"
North		= pantry@cave
East		= dining@cave
LFlags		= dark
Title		= "&+WDwarven Kitchen&*"
Desc		= ^
   You are in a sooty, low roofed kitchen.  An exit leads north into a small
pantry, and another leads east into a large hall.
^
EndLocation	= "kitchen"

Location	= "great"
North		= gatehall@cave
East		= smithy@cave
South		= dining@cave
Up		= landing@cave
Down		= cellars@cave
LFlags		= dark
Title		= "&+WGreat Hall&*"
Desc		= ^
   You stand in the dwarven Great Hall, a huge carved room of spectacular
design, with a massive fan-vaulted ceiling.  The spectacular arches and pillars
are all decorated with dwarvish battle scenes and, high up, dwarven momentos of
great age are hung, golden banners, shining axes, helms, and many other items
of war and craft.
   High arched exits lead north, east and south, a set of narrow stairs leads
down into the cellars, and a wide sweeping staircase leads up to a high balcony
overlooking the hall.
^
EndLocation	= "great"

Location	= "dining"
North		= great@cave
East		= side_hall@cave
West		= kitchen@cave
LFlags		= dark
Title		= "&+WThe Dwarven Dining Hall&*"
Desc		= ^
   This huge hall is another tribute to the skilled stonework of the dwarves,
a circular hall with a spectacular painted domed roof that seems lost in the
shadows high above you.  From the walls, spectacularly carved gargoyles leer
down, attempting to put you off your food.
   Passages lead north, east and west.
^
EndLocation	= "dining"

Location	= "smithy"
West		= great@cave
LFlags		= dark
Title		= "&+WDwarven Smithy&*"
Desc		= ^
   You are standing in the smithy, a large room given over to one of the
dwarves great skills.  A narrow doorway leads west.
^
EndLocation	= "smithy"

Location	= "side_hall"
West		= dining@cave
LFlags		= dark
Title		= "&+WSide Hall&*"
Desc		= ^
   You are standing in a small pillared side hall.  Less splendid than the
other halls, the room seems more sober and thoughtful.  A doorway leads west.
^
EndLocation	= "side_hall"

Location	= "landing"
North		= throne@cave
East		= n_passage@cave
South		= bedroom@cave
West		= passage@cave
Down		= great@cave
LFlags		= dark
Title		= "&+WUpper Landing&*"
Desc		= ^
   You are standing on the upper landing looking over the lower levels of the
great hall.  A set of stairs lead down into the hall itself, while at various
points around the landing doorways lead off.
^
EndLocation	= "landing"

Location	= "n_passage"
East		= e_tower@cave
West		= landing@cave
LFlags		= dark
Title		= "&+WNarrow Passage&*"
Desc		= ^
   You are standing in a narrow east west passage that links the east tower
with the Great Hall.
^
EndLocation	= "n_passage"

Location	= "e_tower"
West		= n_passage@cave
Up		= top_east@cave
LFlags		= dark
Title		= "&+WEast Tower&*"
Desc		= ^
   You are standing in the lower room of the east tower.  The room is bare and
the thick stone walls seem to hem you in.  A narrow staircase winds up to the
top of the tower, and a passage leads west.
^
EndLocation	= "e_tower"

Location	= "top_east"
West		= ^door_dw_top_east@cave
Down		= e_tower@cave
LFlags		= dark
Title		= "&+WTop Of East Tower&*"
Desc		= ^
   You are standing at the top of the east tower.  A narrow staircase winds
down, and to the west is a door.
^
EndLocation	= "top_east"

Location	= "treasury"
East		= ^door_treasury@cave
LFlags		= dark
Title		= "&+WThe Treasury&*"
Desc		= ^
   You are standing in the dwarven treasury.  A large and very well protected
room that few are privileged to see.  A single door leads east.
   There is a charred shape on the wall, somewhat resembling an ex neccy Moog
and scratched on the wall you see the words "Die Frog...the ex knight to be!".
A second notice reads "Who's he?" and another asks "What's a Moog?"
^
EndLocation	= "treasury"

Location	= "bedroom"
North		= landing@cave
LFlags		= dark
Title		= "&+WDwarven Bedroom&*"
Desc		= ^
   You are in a dwarven bedroom.  A single doorway leads north.
^
EndLocation	= "bedroom"

Location	= "passage"
East		= landing@cave
West		= w_tower@cave
LFlags		= dark
Title		= "&+WPassage&*"
Desc		= ^
   You are following a narrow passage that leads east-west, linking the west
tower and the Great Hall.
^
EndLocation	= "passage"

Location	= "w_tower"
East		= passage@cave
Up		= top_west@cave
LFlags		= dark
Title		= "&+WWest Tower&*"
Desc		= ^
   You are in a small room at the base of the west tower.  A narrow passage
leads east, and a set of spiral stairs climb up towards the top of the tower.
^
EndLocation	= "w_tower"

Location	= "top_west"
Down		= w_tower@cave
LFlags		= dark
Title		= "&+WTop Of West Tower&*"
Desc		= ^
   You are in a small room at the top of the west tower.  It looks out across a
vast expanse of land.  As your eyes wander across the skyline you can pick out
the Desert of Fools, the valley and the black tower far in the distance.
Clearly this is the dwarven watch post in times of war.
   Stone stairs lead down.
^
EndLocation	= "top_west"

Location	= "throne"
South		= landing@cave
LFlags		= dark
Title		= "&+WThe Throne Room&*"
Desc		= ^
   You stand in the center of the Dwarven Throne room, a vast arched hall whose
ceiling appears to be a huge picture of a dwarf's head made purely from rare
and precious metals.  A single door leads south.
^
EndLocation	= "throne"

Location	= "gatehall"
North		= ^gates@cave
South		= great@cave
LFlags		= dark
Title		= "&+WDwarven Gatehall&*"
Desc		= ^
   You are standing in the dwarven gatehall.  A wide passage leads south into
the great hall.  To the north the huge dwarven gates stand solid, their massive
iron bulk ready to bar all entry in the event of a war.
^
EndLocation	= "gatehall"

Location	= "piper"
North		= Npath@Valley
South		= haggis@cave
LFlags		= dark
Title		= "&+WThe Piper's Lair&*"
Desc		= ^
   You are standing in a small dry cave, with a low roof some six feet high.
The cavemouth is to the north but is twisted enough that you cannot see out,
and it also provides good shelter against the wind.  To the south a narrow and
low arched opening leads into another cave.
   The cave is clean and evidently well used by its occupant although who he
is, its hard to tell.
^
EndLocation	= "piper"

Location	= "haggis"
North		= piper@cave
South		= claymore@cave
LFlags		= dark
Title		= "&+WThe Lair Of The Haggis&*"
Desc		= ^
   This small cave smells of the distinctive odour of haggis, its narrow
entrance, and tiny size ensures that two people could not easily enter at the
same time.  To the south another small entrance leads into a larger cave.
^
EndLocation	= "haggis"

Location	= "claymore"
North		= haggis@cave
LFlags		= dark
Title		= "&+WThe Piper's Storeroom&*"
Desc		= ^
   You are in a small clean cave, which appears to serve as a storeroom for the
owner of the cave.  A single narrow exit leads north.
^
EndLocation	= "claymore"