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"
#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"