#include "undef.h" #include "exits.h" #include "special.h" Zone = eforest Author = "Dinthiar" Quest = ElvenForest EndZone = eforest Mobile = bear Name = "The Bear" Location = Glen@eforest Armor = 0 Strength = 70 Damage = 8 Aggression = 100 Desc = "A grossly deformed black bear menaces you." EndMobile = bear Mobile = Loonitherin Location = Inside@eforest Strength = 90 Armor = 0 Damage = 10 Aggression = 36 Desc = "Loonitherin the Mad Elf gazes at you arrogantly." EndMobile = Loonitherin Mobile = rotty Location = Tainted@eforest Strength = 40 Armor = 0 Damage = 8 Aggression = 35 Desc = " Rotty the flying squirrel soars towards you, foaming at the mouth." EndMobile = rotty Mobile = Cerberus Location = Cave@eforest MFlags = BarW Strength = 120 Damage = 13 Aggression = 0 Armor = 0 Speed = 0 Desc = "Cerberus growls at you, looking very hungry." EndMobile = Cerberus Mobile = Asmadeus Location = Museum@eforest Strength = 100 Damage = 10 Aggression = 0 Armor = 0 Speed = 0 Desc = "Asmadeus the Demon Artist growls at you." Trap = all @ int n=param_s.ob; switch (event) { case E_ONMOVE: if ((n == 0) || (n == 1) || (n == 2) || (n == 5)) { if ( plev (mynum) < LVL_APPREN && ploc (param_s.pl) == ploc (param_s.plx)) { bprintf ("\001pAsmadeus\003 refuses to let you enter his museum.\n"); param_s.ret = -1; } } break; default: break; } @ EndTrap EndMobile = Asmadeus Mobile = Asmodeus Location = Den@eforest Strength = 200 Damage = 15 Aggression = 88 Armor = 0 Speed = 0 Desc = "Asmodeus prepares to kill you for daring to confront him!" Trap = all @ /* Combined checking routine for Lich and Asmodeus */ int x,q; if (event == E_ONKILLED) { if ((q = param_s.pl - max_players) == MOB_EFOREST_LICH) x = max_players + MOB_EFOREST_ASMODEUS; else if (q == MOB_EFOREST_ASMODEUS) x = max_players + MOB_EFOREST_LICH; else x = -1; if (x >= 0) { if (alive (x) == -1) { broad("A Great Evil has departed from the land.\n"); set_quest(Q_EFOREST,param_s.plx); } } } @ EndTrap EndMobile = Asmodeus Mobile = Succubus Name = "The Succubus" Location = Bedroom@eforest SFlags = Female Strength = 90 Damage = 8 Aggression = 100 Armor = 0 Speed = 0 Desc = "The Succubus looks at you greedily." EndMobile = Succubus Mobile = Captain Name = "The Captain" Location = Captain@eforest Strength = 100 Damage = 10 Aggression = 94 Armor = 0 Speed = 0 Desc = "The Captain of the Guard looks at you suspiciously." EndMobile = Captain Mobile = Jailor Name = "The Jailor" Location = Lich@eforest Strength = 100 Damage = 10 Aggression = 100 Armor = 0 Speed = 0 Desc = "The Jailor advances menacingly towards you." EndMobile = Jailor Mobile = Prisoner Name = "The Prisoner" Location = Prison@eforest Strength = 30 Damage = 6 Aggression = 5 Armor = 0 Desc = "A prisoner cowers in one corner." EndMobile = Prisoner Mobile = Gargoyle Name = "The Gargoyle" Location = Bottom@eforest Strength = 120 Damage = 13 Aggression = 100 Armor = 0 Speed = 0 Desc = "A large stone gargoyle leers at you." EndMobile = Gargoyle Mobile = Guido Location = Guarded@eforest Strength = 80 Damage = 10 Aggression = 50 Armor = 0 Speed = 0 Desc = "Guido the Guardsman flexes his muscles." EndMobile = Guido Mobile = Nunzio Location = Guarded@eforest Strength = 80 Damage = 10 Aggression = 50 Armor = 0 Speed = 0 Desc = "Nunzio the Guardsman stares menacingly at you." EndMobile = Nunzio Mobile = Lich Name = "The Lich" Location = Room@eforest Strength = 200 Damage = 15 Aggression = 66 Armor = 0 Desc = "The Lich is here, an evil grin on his boney face." UseTrap = all:Asmodeus EndMobile = Lich Mobile = priest Name = "The Priest" Location = priest@eforest MFlags = CanMissile Strength = 100 Damage = 8 Aggression = 92 Armor = 0 Speed = 0 Desc = "The Dark Elven Priest prepares to do you in." EndMobile = priest Mobile = keldar Location = Elf@eforest Strength = 75 Damage = 10 Aggression = 81 Armor = 0 Speed = 0 Desc = "Keldar the Dark Elf laughs at you." EndMobile = keldar Mobile = Gorden Location = Elf@eforest Strength = 75 Damage = 10 Aggression = 81 Armor = 0 Speed = 0 Desc = " Gorden the Dark Elf stands here, guarding the Dark Elven realms." EndMobile = Gorden Mobile = Commander Location = Commander@eforest Strength = 150 Damage = 12 Aggression = 92 Armor = 0 Speed = 0 Desc = "The Dark Elven Commander looks at you menacingly." EndMobile = Commander Mobile = Truffle Location = Fungoid@eforest Strength = 250 Damage = 25 Aggression = 3 Armor = 0 Speed = 0 Desc = "Truffle the Fungus Monster shuffles across the room." EndMobile = Truffle Object = tree Location = IN_ROOM:Shattered@eforest Linked = door OFlags = NoGet MaxState = 1 State = 1 Desc0 = "An open panel is slightly recessed into the tree here." Trap = all @ if (event == E_ONEXAMINE) { if (odamage (param_s.ob) == 0) { osetdamage (param_s.ob, 1); bprintf ("You find a door in the tree.\n"); setobjstate (param_s.ob, 0); param_s.ret = -1; } } @ EndTrap EndObject = tree Object = door Location = IN_ROOM:Inside@eforest OFlags = NoGet, Openable Linked = tree MaxState = 1 State = 1 Desc0 = "An open door is set in the west side of the tree." Desc1 = "You see a closed door here." EndObject = door Object = Wdoor Name = "door" Location = IN_ROOM:Stairs@eforest Linked = Edoor OFlags = NoGet, Openable, Lockable MaxState = 2 State = 2 Desc0 = "To the West is an open door." Desc1 = "To the West is a closed door." Desc2 = "To the West is a locked door." EndObject = Wdoor Object = Edoor Name = "door" Location = IN_ROOM:Guard@eforest Linked = Wdoor OFlags = NoGet, Openable, Lockable MaxState = 2 State = 2 Desc0 = "To the East is an open door." Desc1 = "To the East is a closed door." Desc2 = "To the East is a locked door." EndObject = Edoor Object = hole Location = IN_ROOM:Hot@eforest Linked = StoneDoor OFlags = NoGet MaxState = 1 State = 1 Desc0 = "The stone door rests open." Desc1 = "The stone door is tightly shut." Examine = " It looks like a gem of some sort could fit in that hole. " Trap = all @ if (event == E_ONPUT) { if (onum(param_s.misc) != OBJ_EFOREST_HOPE) { bprintf("Nothing happens.\n"); param_s.ret = -1; return; } if (state(param_s.ob) == 0) { bprintf("You hear a 'click' sound but nothing seems to happen.\n"); param_s.ret = -1; return; } bprintf("The gem clicks into place...\n...and the door opens!\n"); send_msg(LOC_EFOREST_HOT, 0, LVL_MIN, LVL_MAX, param_s.plx, NOBODY, "You hear a 'click' sound and the door opens!\n"); setobjstate(OBJ_EFOREST_HOLE, 0); param_s.ret = -1; } @ EndTrap EndObject = hole Object = StoneDoor Name = "door" Location = IN_ROOM:Boiling@eforest Linked = hole OFlags = NoGet, Openable MaxState = 1 State = 1 Desc0 = "There is an open door to the East." Desc1 = "There is a closed door to the East." EndObject = StoneDoor Object = thorns Location = IN_ROOM:Thorny@eforest OFlags = NoGet Linked = ThornsEast MaxState = 1 State = 1 Desc0 = "The wall of thorns to the east has been burned away." Examine = " The thorns look very brittle. Be careful with fire around here! " Trap = all @ char s[100]; switch (event) { case E_ONLIGHT: if (state (OBJ_EFOREST_THORNS) == 0) { bprintf ("The thorns have already been burned away.\n"); param_s.ret = -1; } setobjstate (OBJ_EFOREST_THORNS, 0); bprintf ("You burn the wall of thorns away!\n"); bprintf ("Behind them you can see the entrance to a cave.\n"); sprintf (s, "%s burns the wall of thorns away!\n", pname (param_s.plx)); send_msg (LOC_EFOREST_THORNY, 0, LVL_MIN, LVL_MAX, param_s.plx, NOBODY, s); send_msg (LOC_EFOREST_CAVE, 0, LVL_MIN, LVL_MAX, param_s.plx, NOBODY, s); param_s.ret = -1; break; default: break; } @ EndTrap EndObject = thorns Object = ThornsEast Name = "thorns" Location = IN_ROOM:Entrance@eforest Linked = thorns Altname = "wall" OFlags = NoGet MaxState = 1 State = 1 Desc1 = "The passage to the West is blocked by thorns." EndObject = ThornsEast Object = Storage_Door Name = "door" Location = IN_ROOM:Storage@eforest Linked = Captain_Door OFlags = NoGet, Openable, Lockable MaxState = 2 State = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = Storage_Door Object = Captain_Door Name = "door" Location = IN_ROOM:Captain@eforest Linked = Storage_Door OFlags = NoGet, Openable, Lockable MaxState = 2 State = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = Captain_Door Object = Lich_Door Name = "door" Location = IN_ROOM:Lich@eforest Linked = Prison_Door OFlags = NoGet, Openable, Lockable MaxState = 2 State = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = Lich_Door Object = Prison_Door Name = "door" Location = IN_ROOM:Prison@eforest Linked = Lich_Door OFlags = NoGet, Openable, Lockable MaxState = 2 State = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = Prison_Door Object = lake Altname = "water" Location = IN_ROOM:Lake@eforest Linked = lake2 OFlags = NoGet MaxState = 1 State = 1 Desc0 = "The lake seems to have dried up!" Examine = " Below the surface of the water, you seem to see dark shapes... " Trap = all @ if (event == E_ONPUT) { if (param_s.misc != OBJ_EFOREST_SPONGE) { bprintf("Nothing happens.\n"); param_s.ret = -1; return; } if (state(OBJ_EFOREST_LAKE) == 0) { bprintf("What lake ? It is dried up!\n"); param_s.ret = -1; return; } else { setobjstate(OBJ_EFOREST_LAKE, 0); setobjstate(OBJ_EFOREST_SPONGE, 1); bprintf("The sponge seems to miraculously suck up the" " water in the lake!\n"); bprintf("It has dried the entire lake...wow!\n"); send_msg(ploc(param_s.plx), 0, LVL_MIN, LVL_MAX, param_s.plx, NOBODY, "A sponge seems to suck up the water in the lake!\n"); param_s.ret = -1; return; } } @ EndTrap EndObject = lake Object = lake2 Name = "lake" Altname = "water" Location = IN_ROOM:Ladder@eforest Linked = lake OFlags = NoGet MaxState = 1 State = 1 Desc1 = " Above your head, you see water, apparently suspended in thin air. You have no idea why it does not rush down the tunnel towards you. You must be under a lake. How strange!" EndObject = lake2 Object = Throne_Cathedral Name = "throne" Altname = "granite" Location = IN_ROOM:EastEnd@eforest Linked = throne OFlags = NoGet MaxState = 1 State = 1 Desc0 = " The throne has been moved to the side, revealing a hole below." Examine = " You notice faint scratch marks on one side of the throne. " EndObject = Throne_Cathedral Object = throne Location = IN_ROOM:Bottom@eforest Linked = Throne_Cathedral OFlags = NoGet, PushToggle MaxState = 1 State = 1 BaseValue = 0 Size = 0 Weight = 0 Desc0 = " Just to the side of the passage heading up is a throne." Desc1 = "A throne blocks your way up!" EndObject = throne Object = desk Altname = "oak" Location = IN_ROOM:Captain@eforest OFlags = NoGet Trap = all @ /* Shared function for a lot of find_stuff examines */ switch(event) { case E_ONEXAMINE: switch (param_s.ob) { case OBJ_EFOREST_DESK: if (find_stuff (OBJ_EFOREST_DESK, OBJ_EFOREST_BUTTON, "You find a button hidden in a recess of the desk.\n")) param_s.ret = -1; break; case OBJ_EFOREST_THRONE_WOOD: if (find_stuff (OBJ_EFOREST_THRONE_WOOD, OBJ_EFOREST_CROWN, "You find a crown hidden under the throne.\n")) param_s.ret = -1; break; case OBJ_EFOREST_COAT: if (find_stuff (OBJ_EFOREST_COAT, OBJ_EFOREST_COIN, "You find a coin in the pocket.\n")) param_s.ret = -1; break; case OBJ_EFOREST_TABLE: if (find_stuff (OBJ_EFOREST_TABLE, OBJ_EFOREST_GAUNTLETS, "You find some gauntlets admidst the rubble " "of this table.\n")) param_s.ret = -1; break; case OBJ_EFOREST_PAINTING: if (find_stuff (OBJ_EFOREST_PAINTING, OBJ_EFOREST_NOTE, "There was a note behind the painting.\n")) param_s.ret = -1; break; case OBJ_EFOREST_CHAIR: if (find_stuff (OBJ_EFOREST_CHAIR, OBJ_EFOREST_RING, "A ring was between the cushions of that chair!\n")) param_s.ret = -1; break; case OBJ_EFOREST_RACK: if (find_stuff (OBJ_EFOREST_RACK, OBJ_EFOREST_SCARAB, "You found a scarab in the rack.\n")) param_s.ret = -1; break; case OBJ_EFOREST_PAPERS: if (find_stuff (OBJ_EFOREST_PAPERS, OBJ_EFOREST_TREATY, "Among the papers, you find a treaty.\n")) param_s.ret = -1; break; case OBJ_EFOREST_DESK_LICH: if (find_stuff (OBJ_EFOREST_DESK_LICH, OBJ_EFOREST_EMERALD, "Inside the desk is a beautiful emerald.\n")) param_s.ret = -1; break; case OBJ_EFOREST_ALTAR: if (find_stuff (OBJ_EFOREST_ALTAR, OBJ_EFOREST_STATUE, "Inside the altar is a statue of a dark elven deity.\n")) param_s.ret = -1; break; case OBJ_EFOREST_MATTRESS: if (find_stuff (OBJ_EFOREST_MATTRESS, OBJ_EFOREST_PURSE, "Hidden under the mattress is a purse.\n")) param_s.ret = -1; break; case OBJ_EFOREST_TRASH: if (find_stuff (OBJ_EFOREST_TRASH, OBJ_EFOREST_TRASH_COIN, "In the trash is a silver coin.\n")) param_s.ret = -1; break; default: break; } default: break; } @ EndTrap EndObject = desk Object = button Location = IN_ROOM:Captain@eforest OFlags = NoGet, Destroyed MaxState = 1 State = 0 Trap = all @ char s[100]; switch(event) { case E_ONPUSH: setobjstate (OBJ_EFOREST_BUTTON, 0); setobjstate (OBJ_EFOREST_THRONE_CATHEDRAL, 1 - state (OBJ_EFOREST_THRONE_CATHEDRAL)); sendf (ploc (mynum), "You hear a grinding sound from near the entrance of the caves.\n"); sprintf (s, "You hear a grinding sound as a mysterious force moves " "the throne!\n"); sendf (LOC_EFOREST_EASTEND, s); sendf (LOC_EFOREST_BOTTOM, s); param_s.ret = -1; break; default: break; } @ EndTrap EndObject = button Object = sponge Location = IN_CONTAINER:fountain@eforest BaseValue = 30 Size = 1 MaxState = 1 State = 0 Desc0 = "A large sponge is lying here." Desc1 = "A large sponge is lying here, bloated with water." Examine = " This sponge looks like it could hold quite a bit of water. " EndObject = sponge Object = hope Location = IN_ROOM:Treasury@eforest OFlags = WearOnHands BaseValue = 100 Size = 3 Desc0 = " The fabled Hope diamond lies here, sparkling amidst the light." Examine = " This diamond is, without a doubt, of great value! Hold onto it carefully. " EndObject = hope Object = fountain Location = IN_ROOM:Home@eforest OFlags = NoGet, Container Desc0 = "A dried-up fountain sits in the middle of this glen." Examine = " The fountain is quite large. In fact, it is large enough to be able to hold stuff in it. " EndObject = fountain Object = journal Altname = "book" Location = IN_ROOM:Cottage@eforest OFlags = GetFlips MaxState = 0 /* Do not allow wizards to set to state 1! */ State = 1 BaseValue = 100 Size = 6 Desc0 = "The journal of Dinthiar lies here." Desc1 = "On the table lies the journal of Dinthiar, the Elven King." Examine = " The journal seems to belong to Dinthiar, the elven king. It speaks of what has happened to this once beautiful land. It seems that there were two great evils, who had been engaged in an eternal war with each other. They had shifted from world to world, leaving each one a desolate ruin behind them. Sadly, one day the two evils came down upon this beautiful realm. Here, their last battle was fought. One of the two, a demon of great power, still resides in the caves to the west, lording over the land he helped destroy. The other, a deathless lich, was forced to flee. It is rumored though, that he still hides somewhere in these lands. Dinthiar believes that the elven lands can still be restored. What is needed is a great hero to vanquish the two ancient evils... " EndObject = journal Object = toadstool Altname = "food" Location = IN_ROOM:Glade@eforest OFlags = Food, GetFlips MaxState = 0 /* Do not allow wizards to set to state 1! */ State = 1 BaseValue = 10 Size = 2 Desc0 = "A tasty-looking toadstool has been tossed here." Desc1 = "One toadstool sitting here looks quite edible." EndObject = toadstool Object = sulphur Location = IN_ROOM:Glen@eforest OFlags = GetFlips MaxState = 0 /* Do not allow wizards to set to state 1! */ State = 1 BaseValue = 20 Size = 1 Desc0 = "A pile of sulphur lies here." Desc1 = "A pile of sulphur lies amidst the ashes of a warped tree." EndObject = sulphur Object = Throne_Wood Name = "throne" Location = IN_ROOM:Inside@eforest OFlags = NoGet UseTrap = all:desk EndObject = Throne_Wood Object = crown Location = IN_ROOM:Inside@eforest OFlags = WearOnHead, ExcludeWear, Destroyed BaseValue = 100 Size = 10 Desc0 = "You see a golden crown gleaming here!" Examine = " Engraved into the inside of the crown is the name Dinthiar. This must be the crown of an Elven King. " EndObject = crown Object = torch Location = IN_ROOM:Cave@eforest OFlags = Lightable, Extinguish, Lit MaxState = 1 BaseValue = 10 Size = 2 Desc0 = "A torch burns merrily here." Desc1 = "A burnt out torch lies here." EndObject = torch Object = coat Location = IN_ROOM:Coat@eforest OFlags = WearonBody, GetFlips BaseValue = 10 Size = 10 MaxState = 0 /* Do not allow wizards to set to state 1! */ State = 1 Desc0 = "A large coat has been left here." UseTrap = all:desk EndObject = coat Object = coin Location = IN_ROOM:Coat@eforest OFlags = Destroyed Desc0 = "A beautiful elven coin has been carefully placed here." EndObject = coin Object = table Altname = "broken" Location = IN_ROOM:Guard@eforest OFlags = NoGet UseTrap = all:desk EndObject = table Object = gauntlets Altname = "armor" Location = IN_ROOM:Guard@eforest OFlags = WearOnHands, ExcludeWear, Armor, Destroyed BaseValue = 30 Armor = 6 Size = 3 Desc0 = "A pair of shiny gauntlets lies here." EndObject = gauntlets Object = bust Altname = "demon" Location = IN_ROOM:Museum@eforest OFlags = GetFlips MaxState = 0 /* Do not allow wizards to set to state 1! */ State = 1 BaseValue = 300 Size = 30 Desc0 = "A bust of Asmodeus has been left here." Desc1 = "A bust of Asmodeus, the demon lord, sits on a table here." EndObject = bust Object = painting Location = IN_ROOM:Art@eforest OFlags = NoGet UseTrap = all:desk EndObject = painting Object = note Location = IN_ROOM:Art@eforest OFlags = Destroyed BaseValue = 10 Size = 1 Desc0 = "A note has been tossed here." Examine = ' The note reads : "What did you expect to find here, a safe ?"' EndObject = note Object = mushroom Altname = "food" Location = IN_ROOM:Fungus@eforest OFlags = GetFlips MaxState = 0 /* Do not allow wizards to set to state 1! */ State = 1 BaseValue = 20 Size = 1 Desc0 = "An edible looking mushroom has been left here." Desc1 = "One large mushroom looks quite edible." Examine = " This mushroom does not look poisonous at all. " EndObject = mushroom Object = sign Location = IN_ROOM:Stone@eforest OFlags = NoGet Desc0 = "A sign sits above the door here." Examine = " The sign reads, abandon Hope all ye who enter here. " EndObject = sign Object = contracts Location = IN_ROOM:Den@eforest OFlags = GetFlips MaxState = 0 /* Do not allow wizards to set to state 1! */ State = 1 BaseValue = 100 Size = 4 Desc0 = "A pile of contracts has been carelessly left here." Desc1 = "A pile of contracts lies on the desk." Examine = " These contracts seem to be signed in blood. How bizarre! " EndObject = contracts Object = bracelet Location = IN_ROOM:Asmodeus@eforest OFlags = WearOnHands BaseValue = 200 Size = 1 Desc0 = "A platinum bracelet has been discarded here." EndObject = bracelet Object = coins Location = IN_ROOM:Asmodeus@eforest BaseValue = 200 Size = 10 Desc0 = "A large pile of gold coins sparkles brightly." EndObject = coins Object = scarf Location = IN_ROOM:Asmodeus@eforest OFlags = WearOnNeck BaseValue = 100 Size = 3 Desc0 = "A mink scarf has been carefully placed in a pile here." Examine = " Do you know how many minks were killed to make this scarf for you? " EndObject = scarf Object = chair Location = IN_ROOM:Asmodeus@eforest OFlags = NoGet UseTrap = all:desk EndObject = chair Object = ring Altname = "diamond" Location = IN_ROOM:Asmodeus@eforest OFlags = WearOnHands, Destroyed BaseValue = 200 Size = 1 Desc0 = "A diamond ring has been set here." Examine = ` Someone has inscribed the following message on this ring: "One Ring to rule them all, One Ring to find them, One Ring to bring them all, and in the darkness bind them." However, the ring does not seem to turn you invisible. ` EndObject = ring Object = gargoyles Location = IN_ROOM:Cathedral@eforest OFlags = NoGet Examine = " You notice that one gargoyle seems to be missing. " EndObject = gargoyles Object = flask Altname = "food" Location = IN_ROOM:Storage@eforest OFlags = Food BaseValue = 20 Size = 2 Desc0 = "A small flask of Dragon's Milk lies here." EndObject = flask Object = sandwich Altname = "food" Location = IN_ROOM:Storage@eforest OFlags = Food BaseValue = 10 Size = 2 Desc0 = "Laying on the ground is a large sandwich." EndObject = sandwich Object = bracelet2 Name = "bracelet" Altname = "golden" Location = IN_ROOM:Storage@eforest OFlags = WearOnHands BaseValue = 100 Size = 2 Desc0 = "A small golden bracelet has been lost here." EndObject = bracelet2 Object = rack Location = IN_ROOM:Interrogation@eforest OFlags = NoGet UseTrap = all:desk EndObject = rack Object = scarab Altname = "golden" Location = IN_ROOM:Interrogation@eforest OFlags = WearOnBody, Destroyed BaseValue = 100 Size = 2 Desc0 = "A golden scarab lies on the ground at your feet." EndObject = scarab Object = key Altname = "small" Location = CARRIED_BY:Jailor@eforest OFlags = Key Size = 1 Desc0 = "A small key has been discarded here." EndObject = key Object = papers Location = IN_ROOM:Office@eforest OFlags = NoGet UseTrap = all:desk EndObject = papers Object = treaty Location = IN_ROOM:Office@eforest OFlags = Destroyed BaseValue = 100 Size = 10 Desc0 = "Some type of treaty has been left here." Examine = " This treaty seems to describe a temporary peace between the Lich and Asmodeus. Without doubt, it is no longer in effect. " EndObject = treaty Object = desk_Lich Name = "desk" Location = IN_ROOM:Office@eforest OFlags = NoGet UseTrap = all:desk EndObject = desk_Lich Object = emerald Altname = "gem" Location = IN_ROOM:Office@eforest OFlags = Destroyed BaseValue = 300 Size = 4 Desc0 = "A large emerald has been left here!" Examine = " This emerald bears no relationship to any wizard who may exist by that name. " EndObject = emerald Object = chest Location = IN_ROOM:Room@eforest OFlags = NoGet, Container, Openable, Lockable MaxState = 2 State = 2 Desc0 = "A large chest is on the floor. It is open." Desc1 = "A large chest is on the floor." Desc2 = "A large chest is on the floor. It is locked." Examine = " Maybe you should try look in chest? " EndObject = chest Object = Crown_Lich Name = "crown" Location = IN_CONTAINER:chest@eforest OFlags = WearOnHead, ExcludeWear BaseValue = 250 Size = 4 Desc0 = "A platinum crown lies here." Examine = " This finally crafted headdress was some artist's crowning achievement. " EndObject = Crown_Lich Object = sceptre Location = IN_CONTAINER:chest@eforest BaseValue = 250 Size = 1 Desc0 = "A gold sceptre has been place here." EndObject = sceptre Object = robe Altname = "regal" Location = IN_CONTAINER:chest@eforest OFlags = WearOnBack BaseValue = 250 Size = 6 Desc0 = "A regal robe lies neatly folded on the ground." Examine = " The robe has a faint stench of death, as if it had been worn by a corpse... " EndObject = robe Object = bowl Location = IN_ROOM:Priest@eforest OFlags = GetFlips BaseValue = 100 Size = 6 Desc0 = "A golden bowl has been placed here." Desc1 = "A golden place sits on the dark altar." Examine = " The bowl has been stained with a dark liquid. " EndObject = bowl Object = Black_Journal Name = "journal" Location = IN_ROOM:Priest@eforest BaseValue = 50 Size = 10 Desc0 = "A black journal sits on the ground here." Examine = " This journal describes the dark elves' hatred of the good elves who had lived in the forest above. In an attempt to destroy them, the dark elves found two evil forces who had warred for eternity. By convincing them to come here, the dark elves made the destruction of the Elven Forest certain. In other words, you realize, the dark elves are as much to blame for the destruction that you have seen, as anyone! " EndObject = Black_Journal Object = altar Location = IN_ROOM:Priest@eforest OFlags = NoGet UseTrap = all:desk EndObject = altar Object = statue Location = IN_ROOM:Priest@eforest OFlags = Destroyed BaseValue = 300 Size = 5 Desc0 = "A golden statue of a disfigured elf sits here." EndObject = statue Object = mattress Location = IN_ROOM:Temple_Guard@eforest OFlags = NoGet UseTrap = all:desk EndObject = mattress Object = purse Location = IN_ROOM:Temple_Guard@eforest OFlags = Container, Destroyed BaseValue = 20 Size = 10 Desc0 = "A small purse has been left here." EndObject = purse Object = Purse_Coin Name = "coin" Location = IN_CONTAINER:purse@eforest BaseValue = 50 Size = 1 Desc0 = "A golden coin is here." Examine = " This coin has the picture of some famous dark elf stamped on it. " EndObject = Purse_Coin Object = shield Altname = "black" Location = WORN_BY:Commander@eforest OFlags = WearOnArms, ExcludeWear, Armor Armor = 6 BaseValue = 50 Size = 10 Desc0 = "A black shield has been carelessly left here." EndObject = shield Object = trash Location = IN_ROOM:Barracks2@eforest OFlags = NoGet UseTrap = all:desk EndObject = trash Object = Trash_Coin Name = "coin" Location = IN_ROOM:Barracks2@eforest OFlags = Destroyed BaseValue = 50 Size = 1 Desc0 = "A gleaming silver coin lies here." EndObject = Trash_Coin Object = Fungoid_Altar Name = "altar" Location = IN_ROOM:Fungoid@eforest OFlags = Destroyed State = 0 MaxState = 1 Examine = " This seems to be a sacrificial altar to some great fungoid god. " Trap = all @ catch_put { if (MISC == OBJ_EFOREST_MUSHROOM) { bprintf("You place the mushroom on the sacrificial altar.\n"); setoloc(MISC,ploc(THIS_PLAYER),IN_ROOM); destroy(MISC); setobjstate(THIS_OBJECT,1); fail(-1); } } @ EndTrap EndObject = Fungoid_Altar Object = Captain_Key Name = "key" Location = IN_ROOM:Quarters@eforest OFlags = GetFlips, Key Size = 1 Desc0 = "A key has been left here." Desc0 = "A key sits to the side of the desk." EndObject = Captain_Key Object = elvensword Location = IN_ROOM:Cottage@eforest OFlags = Weapon, NoGet Damage = 30 Desc0 = "Dinthiar's elvensword sits here, but it is not for mortals!" EndObject = elvensword Location = "EForest" North = sherwood1@sherwood East = Passage@eforest South = Thorny@eforest West = Glade@eforest LFlags = Outdoors, Realtime Title = "&+WThe Elven Forest&*" Desc = ^ You stand at the entrance of what was once a grand elven forest. Now, it lies in ruins about you. Blackened stumps abound and the trees which still stand reek of decay. This secluded vale has obviously been destroyed by some great disaster. You are overcome by a sense of foreboding! The evil which ruined this forest may still be around! Although deeply disturbed by the destruction around you, you manage to look about to determine your position. To the North and East are the mountains which shield this valley. The area to the South of you also heads into mountains, but a path makes passage possible. An archway marks a tunnel through the eastern mountains. ^ EndLocation = "EForest" Location = "Home" East = Cottage@eforest South = Path@eforest LFlags = Outdoors, Realtime Title = "&+WForest Home&*" Desc = ^ You have entered a small forested area of great beauty, in sharp contrast to the destruction to the south. About you, the sounds of nature abound. If not for the memory of the tainted forest to the south, you could become easily lost in the beauty here. Just to the East of you, partially hidden by healthy trees, is a small cottage. To the North and West are the mountains which seclude this valley. ^ EndLocation = "Home" Location = "Cottage" West = Home@eforest LFlags = Party Title = "&+WDinthiar's Cottage&*" Desc = ^ You have entered the home of Dinthiar, the Elven King. It is a rather simple dwelling. A bed, table and chair are the only furnishings. However, the whole room is given a 'foresty' feel by the ivy which grows up the insides of the walls, and by the potted plants which hang from the ceiling. It is exactly the type of dwelling that you would expect an elf to have. ^ EndLocation = "Cottage" Location = "Path" North = Home@eforest South = Glade@eforest LFlags = Outdoors, Realtime Title = "&+WForest Path&*" Desc = ^ You are walking down a forest path which seems less corrupted than the surrounding areas. Some wildlife still lives, and the trees are not rotting or dead. You see some of the beauty which once existed in this realm. To the north of you lies more vibrant forest, while to the south you see only destruction. ^ EndLocation = "Path" Location = "Glade" North = Path@eforest East = EForest@eforest South = Shattered@eforest West = Glen@eforest LFlags = Outdoors, Realtime Title = "&+WRuined Glade&*" Desc = ^ You are in a small clearing in the ruins of the elven forest. The ground in this clearing is blackened and infertile. The only sign of life here is a circle of toadstools which lie near the center of the glade. All around you is ruined forest. Just to the North, however, you think you see some greenery. ^ EndLocation = "Glade" Location = "Glen" East = Glade@eforest South = Oaks@eforest LFlags = Outdoors, Realtime Title = "&+WWarped Glen&*" Desc = ^ You have wandered into a small glen which is grotesquely warped. Trees form weird, diabolical shapes, and the area seems pervaded by the stench of brimstone. You gag to avoid breathing the fouled air. To the North and West are the mountains which shield this valley. It is quite unfortunate that they did no protect the forest from whatever destroyed it... ^ EndLocation = "Glen" Location = "Oaks" North = Glen@eforest East = Shattered@eforest South = Tainted@eforest West = Freshly@eforest LFlags = Outdoors, Realtime Title = "&+WBlackened Oaks&*" Desc = ^ Your heart skips a beat as you enter this grove of trees. Without a doubt, this grove used to contain some of the strongest and most beautiful trees in the entire elven forest. Now, it looks as though a giant hand came down from the heavens, and simply pushed the trees down, in a line from West to East. The few Oaks which still stand have been warped into unhealthy shapes, which nature itself could never produce. Following the line of downed trees, you realize that it leads to a freshly hewn pathway in the mountains to the West. ^ EndLocation = "Oaks" Location = "Shattered" North = Glade@eforest East = ^tree@eforest South = Corrupted@eforest West = Oaks@eforest LFlags = Outdoors, Realtime Title = "&+WShattered Forest&*" Desc = ^ You cry out in horror as you witness what has been done to this forest. All about, trees lie downed, as if hewn by some giant axe. However, even the twisted corpses of the trees seem unnatural. Somehow, a single oak tree in the center of the swath of destruction seems to have survived. It lies just to the east of you. To the west, the line of destruction seems to continue. Mercifully, mountains to the east protected any further realms from this corruption. ^ EndLocation = "Shattered" Location = "Inside" West = ^door@eforest Title = "&+WInside the Grand Oak&*" Desc = ^ You gasp out in awe at the quiet beauty of this hidden hollow. Looking around, 'majesty' is the word which immediately comes to mind. The entire room draws your eyes upwards, like some ancient gothic cathedral. There, among the arched, wooden roof, are numerous tiny flowers, hanging from the vines which grow around you. Even in the dim light, the brilliant hues of the flowers - red, violet, blue, green, and white - stand out. Indeed, they glow with their own light, providing the majority of the illumination in this room and sending incredible, multi-colored shadows around the room. As you stare at them, something tugs at your memory. You have seen that pattern somewhere before... It is the pattern of the stars in the night sky, but of a color and brightness that the night sky can only hint at. As your eyes slowly refocus on the mundane plane, you notice a wooden throne set near the middle of this room. With a start, you realize that is has been grown from the tree itself. Once, the whole elven forest must have been like this... ^ EndLocation = "Inside" Location = "Tainted" North = Oaks@eforest East = Corrupted@eforest LFlags = Outdoors, Realtime Title = "&+WTainted Trees&*" Desc = ^ You are in a grove of tall trees which seem tainted. They glow with a sickly green glow which speaks of evil, pestilence and disease. You suppress a shudder and view your surroundings. To the south and west lie this forest's protective mountains, while woods lie to the east. To the North, a wide swath of destructions cuts into the heart of this realm. ^ EndLocation = "Tainted" Location = "Corrupted" North = Shattered@eforest East = Scenic@eforest West = Tainted@eforest LFlags = Outdoors, Realtime Title = "&+WCorrupted Woods&*" Desc = ^ You stand in what must have once been a very beautiful grove of trees. Now, it has been mutated beyond recognition. The grotesque shapes of the trees are all but indescribable. You get the impression that this forest has been destroyed by some great, evil force which may still lurk about... ^ EndLocation = "Corrupted" Location = "Scenic" North = Thorny@eforest South = Climb@eforest West = Corrupted@eforest LFlags = Outdoors, Realtime Title = "&+WScenic View&*" Desc = ^ Once, this mountain trail surely was the best place to view the elven forest. Now, you can only see the destruction. To the North and West, you gaze out at the corrupted, desolate land which was once so beautiful. Amid the destruction, you see a few points of life. Just to the Northeast of you stands a tall, healthy oak tree, while further to the North, you actually think you see green. The mountain trail you are on continues North and South, while a small path leads up from the forest to the West. ^ EndLocation = "Scenic" Location = "Climb" North = Scenic@eforest East = Crest@eforest LFlags = Outdoors, Realtime Title = "&+WRocky Climb&*" Desc = ^ You are walking on a steep mountain path which leads over the top of the mountain to the east and downwards towards a ravaged forest to the North. You suspect that the view here would be quite beautiful if not for the noxious fumes wafting up from the forest below, which cause your eyes to constantly water. Looking at the forest, you believe that it must have once been quite beautiful. ^ EndLocation = "Climb" Location = "Thorny" North = EForest@eforest East = ^thorns@eforest South = Scenic@eforest LFlags = Outdoors, Realtime Title = "&+WThorny Path&*" Desc = ^ You are ascending a path into the mountains, which continues to the North and South. The region seems just as desolate as the forest below you. The ground is cracked and dying, and the only vegetation is a thorny brush, which practically cover the path, ripping at your clothes. The entire Eastern cliff is covered by a wall of thorns. On the other side, just to the West is a sharp dropoff. Past it, you can see the entire elven forest. The corrupted view turns your stomach. ^ EndLocation = "Thorny" Location = "Passage" East = NWcorner@valley West = EForest@eforest LFlags = NoMobiles Title = "&+WMountain Passage&*" Desc = ^ You are walking down a long passage which has been carved out of the heart of this mountain. It is obvious that great time has been spent carving this passage. You have heard rumors of the dwarves of the North cutting a passage through to a beautiful forest for the elves of this realm. Perhaps, that beautiful, fabled realm lies to the West! ^ EndLocation = "Passage" Location = "Freshly" East = Oaks@eforest West = Cave@eforest LFlags = Outdoors, Realtime Title = "&+WFreshly Hewn Pathway&*" Desc = ^ You stand in a pathway which is quite freshly-hewn. From the marks made during the construction of this pathway, it seems that something moved out into the forest from the west. To the west, the stench of brimstone is stronger than ever. ^ EndLocation = "Freshly" Location = "Crest" East = RClearing@valley West = Climb@eforest LFlags = Outdoors, Realtime, NoMobiles Title = "&+WMountain Crest&*" Desc = ^ You stand at the top of one of the mountains overlooking the valley. Just to the east, the path you are on becomes rather precarious, sloping sharply down into a rocky clearing. To the west, the descent is more gradual, ending in a rocky slope. You should be very careful. It looks like the area could all tumble down in a landslide in a second! ^ EndLocation = "Crest" Location = "Cave" East = Freshly@eforest West = Entry@eforest LFlags = Realtime Title = "&+WGuarded Cave&*" Desc = ^ You stand at the entrance to a dark cave. The destroyed forest is behind you, to the east, while to the west lies the unknown. Within the cave, you see dark shadows flittering about. The scent of brimstone is stronger than ever here, and the sense of foreboding that you felt when you first entered the forest clutches anew at you heart. You have little doubt that one of the great evils lies within this cave... ^ EndLocation = "Cave" Location = "Entry" North = Coat@eforest East = Cave@eforest Down = Guard@eforest Title = "&+WEntry Room&*" Desc = ^ Standing at the entrance to this system of caves, the only description which comes to mind is 'hellish.' The caverns glow with a strange red glow which speaks of nothing more than hellfire. It almost seems to you that you can hear the screams of the damned. A set of stairs leads downwards, and the heat coming from below almost knocks you out. Just to the North is a roughly carved doorway. Next to the door is a sign which says : Please check in your souls before entering. ^ EndLocation = "Entry" Location = "Coat" South = Entry@eforest Title = "&+WCoat Room&*" Desc = ^ With a morbid sense of curiosity, you enter the cave where you have been directed in order to check your soul. Quite surprisingly, you are not instantly zapped by some evil being. Instead, the room seems to a quite simple coat room. Lining the walls are coats of every shape and size, checked in, no doubt, due to the heat below. You would laugh at how ridiculous this whole scene looked if not for the evil that you feel below you. ^ EndLocation = "Coat" Location = "Guard" East = ^Edoor@eforest South = Treasury@eforest Up = Entry@eforest Title = "&+WGuard Room&*" Desc = ^ The heat in this room is stifling. As you struggle to breath the scalding air, you manage to take in the surroundings. All about, you can see squalor. A broken tables lies off to one corner, with the remnants of a meal, ages old on it, and several broken chairs litter the floor. The room itself actually reeks of garbage, and covering the walls are a dried up substance that looks suspicious like blood. A crudely letter sign on the wall reads GARD ROME. To the South is an archway that seems to lead into a somewhat cleaner room. ^ EndLocation = "Guard" Location = "Treasury" North = Guard@eforest Title = "&+WDemon Treasury&*" Desc = ^ This room seems to be somewhat cleaner than the guard room to the North, but not much. The same reek of garbage pervades the air, and piles of litter have been shoved to the sides of the room. However, in the center of the room is a wooden pedestal which has been polished to perfection, and which is exceedingly clean. You have come through the only entrance to this room. ^ EndLocation = "Treasury" Location = "Stairs" West = ^Wdoor@eforest Down = Hot@eforest Title = "&+WStairs to Hades&*" Desc = ^ You have no doubt in your mind that the stairs in the middle of this room must go down to hell itself. If you thought the earlier rooms were hot, you were obviously sadly mistaken. Here, every breath you take burns your lungs. Your skin is already beginning to blister from the intense heat, and you are worried that your clothing may spontaneously combust! As well, flames appear in the corners of this room and the smell of brimstone is so strong that it makes you want to vomit immediately. Surely, nothing but Hades itself could lie in the Inferno below... ^ EndLocation = "Stairs" Location = "Hot" East = Museum@eforest South = Fungus@eforest West = ^hole@eforest Up = Stairs@eforest Title = "&+WHot Cavern&*" Desc = ^ You stand in a huge, natural cavern. It is not just hot, but rather almost unbearable. There certainly better be something valuable down here to make all of your suffering okay! To the south of you is another natural cavern, while to the east lies a passage which is obviously manmade. Just to the west is a stone door, set in the wall of the cavern. A diamond shaped hole lies in the center of the stone. ^ EndLocation = "Hot" Location = "Museum" North = Hate@eforest East = Mosaic@eforest South = Art@eforest West = Hot@eforest Title = "&+WDemonic Museum&*" Desc = ^ You have entered what could only be a demonic museum. All about you are statues and paintings, most of which are quite grotesque. You see sculptures of demons torturing humans in many gruesome ways, as well as paintings of what must be Hades. The whole site is quite sickening. Doors lead North, East and South into additional museum rooms, while to the west lies the exit to this perverted place. ^ EndLocation = "Museum" Location = "Mosaic" West = Museum@eforest Title = "&+WMosaic Room&*" Desc = ^ The entirity of this room is covered by a huge mosaic. It covers all of the walls, as well as the ceiling and the floor. You realize immediately that the area shown in the mosaic is that which mortals call the wasteland. You see images of fire, a sword of awesome power, crystal flame and a great djinni. For a moment, you almost become lost in the awesome vision. Flaming red letters in the center of the room spell out the words, HOME, SWEET, HOME. ^ EndLocation = "Mosaic" Location = "Art" North = Museum@eforest Title = "&+WArt Gallery&*" Desc = ^ This part of the Demonic museum seems to be entirely devoted to demonic art. The pieces are all quite horrific, and there is definitely nothing that would be valuable to sacrifice to the gods. You are almost drawn by a morbid curiosity to look at all of the terrifying pictures. The only exit out of this awful place lies to the North. ^ EndLocation = "Art" Location = "Fungus" North = Hot@eforest South = Lake@eforest LFlags = Dark Title = "&+WFungus Cavern&*" Desc = ^ You are quite delighted to find that this cavern is much cooler than the surrounding ones. In fact, the change in temperature is so dramatic that you begin to shiver uncontrollably. All about this room are various types of fungus. You can make out familiar Toadstools and Mushrooms. In addition, you see more much exotic fungus that you have never encountered before. Perhaps, you think, you are the only mortal to ever have ventured this far into the earth. Other natural caverns lie to the North and South. ^ EndLocation = "Fungus" Location = "Lake" North = Fungus@eforest Down = ^lake@eforest LFlags = Dark Title = "&+WLarge Lake&*" Desc = ^ Although not as cool as the marvelous fungus cavern, this room is much more comfortable than the surrounding caves. In the center of this cavern is a large lake. Looking over the walls, you notice strange writing. To you, it almost looks like elven writing, somehow corrupted. Overall, the entire cavern seems quite gloomy. You better leave this place before you get real depressed! ^ EndLocation = "Lake" Location = "Hate" South = Museum@eforest Title = "&+WHate Gallery&*" Desc = ^ All throughout this room are paintings of a gruesome undead beast. Without a doubt, it must be the Lich who, when fighting Asmodeus, was rumored to have helped cause the destruction of the elven forest. The fact that the Lich is an enemy of the demon lord here is made quite clear by the voice you hear chanting in your head. Over and over, you hear 'hate. hate. hate. hate...' ^ EndLocation = "Hate" Location = "Boiling" North = Stone@eforest East = ^StoneDoor@eforest Title = "&+WBoiling Lake&*" Desc = ^ You have entered another natural cavern. In the middle of the cavern is a huge lake. Indeed, the scene would appear to be quite normal if not for the fact that lake was actually boiling. It has become so hot in this room that water itself is unable to remain in its liquid form! Surely, you must escape this demonic realm soon! Avenues of retreat from here lie to the North and East. ^ EndLocation = "Boiling" Location = "Stone" North = Throne@eforest South = Boiling@eforest Trap = all @ switch (event) { case E_ONMOVE: if (iscarrby (OBJ_EFOREST_HOPE, param_s.plx) && param_s.ob == EX_NORTH) { bprintf ("A mysterious force prevents you from going that way.\n"); param_s.ret = -1; } break; default: break; } @ EndTrap Title = "&+WStone Room&*" Desc = ^ You stand in a perfectly cubical room, obviously not natural. What makes the room eerie is the fact that no signs of construction are visible. It is almost as if the entire room sprung from the earth in its present shape. To the South you hear the sounds of liquid boiling, while to the north, beyond a perfect archway, you see what looks like a throne room. ^ EndLocation = "Stone" Location = "Den" North = Asmodeus@eforest East = Throne@eforest South = Bedroom@eforest Title = "&+WThe Den&*" Desc = ^ You have entered Asmodeus' study. In the center of the room is a desk, which you realize is covered with human skin. Putting that thought out of your mind you look around the rest of the room. The walls are made of the red rock that is common throughout the caves and the smell of sulphur, like always, all but overwhelms you. Still, your eyes keep returning to that gruesome desk. Looking for exits to this room, you find three. They lie to the North, East and South. ^ EndLocation = "Den" Location = "Throne" South = Stone@eforest West = Den@eforest Title = "&+WThrone Room&*" Desc = ^ You have entered the throne room of Asmodeus, the Demon Lord who, in his battle with the evil lich, destroyed the beautiful elven forest. If that foul creature is still around, he must be destroyed! You rapidly glance around the room and see, in the middle of the room, a throne made out of human bones. You gag at the sight, and rapidly look for exits from this room. They lie to the South and West. ^ EndLocation = "Throne" Location = "Bedroom" North = Den@eforest Title = "&+WAsmodeus' Bedroom&*" Desc = ^ You realize that this must be what the demonlord calls a bedroom. It is little more than a space of level rock in the center of the room. Asmodeus obviously worries little about the ordinary comforts of life. At the least, this room is not as grotesque as the study that you just passed through. ^ EndLocation = "Bedroom" Location = "Asmodeus" South = Den@eforest Title = "&+WAsmodeus' Treasury&*" Desc = ^ You have entered the treasury of the vile demon-lord, Asmodeus. In the corner of this room sits an easy chair. Without a doubt, Asmodeus would spend long hours in here, simply counting his treasures. You grin evilly at the thought of stealing from a demon lord. ^ EndLocation = "Asmodeus" Location = "Entrance" East = Cathedral@eforest West = ^ThornsEast@eforest Down = Cathedral@eforest Title = "&+WThe Cave Entrance&*" Desc = ^ You stand at the entrance to what appears to be a vast system of caves. A cool breeze strikes you in the face as you peer ahead into the blackness, and you sense strong evil emanating from the cavern. To the west, you see the blackened mouth of the cave, to the east, a downward sloping passage leads to darkness. ^ EndLocation = "Entrance" Location = "Cathedral" North = Narrow@eforest East = EastEnd@eforest Up = Entrance@eforest LFlags = Dark Title = "&+WCathedral Room&*" Desc = ^ You are in a vast cavern. The ceiling is lost in shadows, but you can make out a ledge encircling the room. Evenly spaced along the ledge are stone gargoyles, which seem to be jeering at you. In the wall far to the north, you see the black mouth of a passage out, and the room seems to continue to the east, where dim light can be made out. To the south, an upward sloping passage seems to ascend to the surface. ^ EndLocation = "Cathedral" Location = "EastEnd" North = Planning@eforest West = Cathedral@eforest Down = ^Throne_Cathedral@eforest Title = "&+WEast End of the Cathedral&*" Desc = ^ You are now in the eastern section of the cathedral. A subdued glow emanates from a phosphorescent moss lining the walls and ceiling. Against the far eastern wall is a large throne hewn from granite. A thick layer of dust covers everything. To the north, a passage leads to a small, brightly lit room. ^ EndLocation = "EastEnd" Location = "Storage" East = ^Storage_Door@eforest Title = "&+WStorage Room&*" Desc = ^ You have walked into a small stone cubical acting as a storage room. The walls are lined with wooden shelves. A large door is located on the east wall. ^ EndLocation = "Storage" Location = "Captain" East = Narrow@eforest West = ^Captain_Door@eforest Title = "&+WCaptain's Office&*" Desc = ^ You are standing in a sparsely furnished office. Sputtering torches provide light, but many shadows still abound. The main piece of furniture is a large oak desk in the center of the room. A large door is in the west wall, and a passageway leads to the east. ^ EndLocation = "Captain" Location = "Narrow" North = Worn@eforest South = Cathedral@eforest West = Captain@eforest LFlags = Dark Title = "&+WNarrow Hall&*" Desc = ^ You are in a very narrow hallway. To the south is the great cathedral, to the west is a small lit room, and the passage continues to the north. ^ EndLocation = "Narrow" Location = "Planning" South = EastEnd@eforest LFlags = Dark Title = "&+WPlanning Room&*" Desc = ^ You enter a large room which is almost entirely filled by a huge table. Upon the table sit little miniature figures, arrayed as if for combat. You can vaguely make out a label on one particularly ugly demon which says Asmodeus. Obviously, the Lich plans his grand wars here. ^ EndLocation = "Planning" Location = "Interrogation" East = Lich@eforest LFlags = Dark Title = "&+WInterrogation Room&*" Desc = ^ You have entered a room obviously designed to force people to talk and give great pain. A lingering smell of death and decay fills the room. Various instruments of torture fill the room, the most notable being a large rack in the center. The only exit from the room leads to the east. ^ EndLocation = "Interrogation" Location = "Lich" North = ^Lich_Door@eforest East = Worn@eforest West = Interrogation@eforest LFlags = Dark Title = "&+WLich's Prison&*" Desc = ^ You are in a dank, moldy prison. Something that looks suspiciously like dried blood covers the floor. A large door can be seen to the north, a small passage leads east, and another one leads to the west. ^ EndLocation = "Lich" Location = "Worn" North = Zombie@eforest South = Narrow@eforest West = Lich@eforest LFlags = Dark Title = "&+WWorn Passage&*" Desc = ^ You are in a passage worn through the years by the passing of many feet. To the west, you see a small room, and the passage continues to the south. To the north, the passage opens into what appears to be a guardroom, and the slow movements of zombies can be heard coming from it. ^ EndLocation = "Worn" Location = "Prison" South = ^Prison_Door@eforest LFlags = Dark Title = "&+WPrison Cell&*" Desc = ^ You have entered a small prison cell. The floor is covered with hay, and a small bed sits against one wall, covered with dried blood. A skeleton hangs from chains and shackles on another wall. ^ EndLocation = "Prison" Location = "Zombie" South = Worn@eforest LFlags = Death Title = "&+WZombie Guardroom&*" Desc = ^ You have entered the huge guardroom where all the Lich's troops live. Several zombie guards look up at you when you enter, and a slow spreads across their faces. Anticipating a good meal, they quickly run to you and rip you to shreds. ^ EndLocation = "Zombie" Location = "Bottom" South = Guarded@eforest Up = ^throne@eforest LFlags = Dark Title = "&+WBottom of the Stairs&*" Desc = ^ You are standing at the bottom of a small set of stairs leading up into the darkness. A small passage leads to the south, and strange sound can be heard coming from it. ^ EndLocation = "Bottom" Location = "Guarded" North = Bottom@eforest South = Undead@eforest LFlags = Dark Title = "&+WGuarded Hallway&*" Desc = ^ You are in a small room used to guard the Lich's private rooms. A passage leads to the north, and to the south you hear a loud, hollow roar. ^ EndLocation = "Guarded" Location = "Undead" North = Guarded@eforest East = Office@eforest Title = "&+WHall of the Undead&*" Desc = ^ You are standing in a room light by an unearthly glowing light. Howling shapes flow around a blackened altar in the center of the room, and you are surrounded by ghosts. Fortunately, none of the fearsome spirits seem to notice you. Exits from the room lead to the east and north. ^ EndLocation = "Undead" Location = "Office" South = Room@eforest West = Undead@eforest Title = "&+WLich's Office&*" Desc = ^ You are in the Lich's office. A large oak desk is against the north wall, covered in papers. A worn oak chair sits right in front of the desk. The Lich's bedroom lies to the south, and a hall of the undead is just to the west. ^ EndLocation = "Office" Location = "Room" North = Office@eforest Title = "&+WLich's Room&*" Desc = ^ You stand in the Lich's bedroom. The walls are covered with tapestries, and the floor is richly carpeted. A huge feather bed is in the middle of the room. A small glowing ball provides a soft light. The Lich's office is just to the north. ^ EndLocation = "Room" Location = "Priest" South = InTemple@eforest LFlags = Dark Title = "&+WDark Priest's Lair&*" Desc = ^ You stand in a room which is consumed by darkness. Shadows flicker every- where, seeming almost alive. For a moment, you worry that your light source may be extinguished. Glancing around, through the inky darkness, you realize that you are in some type of bed room. Evil religious icons and grotesque paintings line the walls. In the corner sits an altar which is covered by a dark red liquid. Without a doubt, this is the home of the Priest of the dark elves. ^ EndLocation = "Priest" Location = "Temple" East = InTemple@eforest LFlags = Dark Title = "&+WTemple Treasury&*" Desc = ^ You stand in the treasury of this grand dark elven temple. This side room is just as beautiful, in its dark, alluring way, as the main worship room to the east. Looking around, you are surprised to see that the treasury is empty! A note to the side explains that the dark elven Priest has taken the treasures of the temple for its own 'protection.' ^ EndLocation = "Temple" Location = "InTemple" North = Priest@eforest South = Elf@eforest West = Temple@eforest LFlags = Dark Title = "&+WInside the Temple&*" Desc = ^ You stand just inside the temple of the dark elves. Looking around, you realize that it is quite beautiful, even though the beauty seems somehow evil. You are chilled by a sense of foreboding as you think of what dark acts may have been committed inside this place of worship, for some nameless evil god. You see small archways out of this room to the North and West. ^ EndLocation = "InTemple" Location = "Elf" North = InTemple@eforest East = Temple_Guard@eforest South = Cavern@eforest LFlags = Dark Title = "&+WDark Elf Temple&*" Desc = ^ You have emerged into the largest subterranean cavern that you have ever seen. Above you, the roof lies somewhere beyond the radius of your light source, while to the sides of this cavern, you can just barely make out the walls. Most astounding is a temple lying in the center of this cavern, which has apparently been constructed entirely underground! The temple is made out of some type of dark stone which glows with an unholy black light. Without a doubt, this temple is dedicated to some dark deity. You may enter it to the North. Off to the east and south lie other exits from this cavern. ^ EndLocation = "Elf" Location = "Temple_Guard" West = Elf@eforest LFlags = Dark Title = "&+WTemple Guard Room&*" Desc = ^ You stand in the room which housed the two dark elves who guarded the temple. It is a rather dark and dreary. On the ground lie two worn mattresses while a wobbly table stands to the side. ^ EndLocation = "Temple_Guard" Location = "Commander" East = Barracks@eforest LFlags = Dark Title = "&+WCommander's Quarters&*" Desc = ^ You stand in a large, well-kept room. It has none of the squalor of the barracks to the East. There is a neat bed here, with a tidy table next to. If it weren't for the fact everything in this room was black, the place might actually look cheery. ^ EndLocation = "Commander" Location = "Barracks" East = Cavern@eforest West = Commander@eforest LFlags = Dark Title = "&+WElven Barracks&*" Desc = ^ You are in a large barracks for the dark elf troops. The whole place seems run down. Trash litters the floor and most of the beds in this room are destroyed. It looks as if, for the most part, the dark elves do not bother to maintain an army now that their enemies, the good elves above, are gone. Exits leave these barracks to the West and East. ^ EndLocation = "Barracks" Location = "Cavern" North = Elf@eforest East = Glowing@eforest South = Barracks2@eforest West = Barracks@eforest Up = Ladder@eforest LFlags = Dark Title = "&+WCavern of the Dark Elves&*" Desc = ^ You have entered an enormous cavern. You are awed by the vastness of this room. As you acclimate to this dark, damp environment, you remember of the ancient legends you have heard of a dark race of elves living below the surface. Surely, this is their realm! Looking around you, this assumption is upheld by the many dark shapes you see moving in the shadows. You should move through these realms quickly. Surely the dark shapes would overwhelm you by numbers if you stayed here too long. Exits leave this cavern to the North, West, South and East, while a ladder leads up. ^ EndLocation = "Cavern" Location = "Glowing" South = Fungoid@eforest West = Cavern@eforest Title = "&+WGlowing Passage&*" Desc = ^ You walk down a passage which curves to the West and South. The passage is lit by an eerie green glow which seems to come from fungus growth on the walls. Ever once in a while, you think you see a dark shape at the edge of your vision, but then it could just be your imagination. ^ EndLocation = "Glowing" Location = "Barracks2" North = Cavern@eforest South = Quarters@eforest LFlags = Dark Title = "&+WElven Barracks&*" Desc = ^ You are in a large barracks for the dark elf troops. The whole place seems run down. Trash litters the floor and most of the beds in this room are destroyed. It looks as if, for the most part, the dark elves do not bother to maintain an army now that their enemies, the good elves above, are gone. Exits leave these barracks to the North and South. ^ EndLocation = "Barracks2" Location = "Fungoid" North = Glowing@eforest Trap = all @ if (event == E_ONMISC && param_s.misc == VERB_PRAY) { if (state(OBJ_EFOREST_FUNGOID_ALTAR) == 1) { bprintf("You drop to the floor and start praying to the almighty gods. Once you look\n" "back up from your prayers you see the truffle shrinking in size.\n"); send_msg(ploc(THIS_PLAYER),0,LVL_MIN,LVL_MAX,THIS_PLAYER,NOBODY, "The truffle shrinks in size as \001p%s\003 chants %s prayers.\n", pname(THIS_PLAYER),his_or_her(THIS_PLAYER)); setpdam(MOBILE(MOB_EFOREST_TRUFFLE),10); setpstr(MOBILE(MOB_EFOREST_TRUFFLE),pstr(MOBILE(MOB_EFOREST_TRUFFLE)/2)); fail(-1); } } @ EndTrap Title = "&+WFungoid Cavern&*" Desc = ^ You stand in an enormous cavern which seems to be wall-to-wall fungus. Besides mushrooms and other common fungus, you also see many unusual ones, much as in the fungus cavern above. As well, the green fungus from the the passageway to the North may be seen. ^ EndLocation = "Fungoid" Location = "Quarters" North = Barracks2@eforest LFlags = Dark Title = "&+WCaptain's Quarters&*" Desc = ^ You stand in a large room which seems to have been well kept. It has none of the squalor of the barracks to the North. There is a neat bed here, as well as an organized desk. However, the entire room is covered by a layer of dust. Obviously, these quarters have not been used for quite some time. The only exit is to the North. ^ EndLocation = "Quarters" Location = "Ladder" Up = ^lake2@eforest Down = Cavern@eforest LFlags = Dark Title = "&+WLong Ladder&*" Desc = ^ You are midway up a very long ladder. It seems rather damp as if water constantly dripped on it. You think you can manage to keep a grip on the ladder which extends far above and below you. ^ EndLocation = "Ladder"