#include "undef.h" #include "exits.h" #include "special.h" Zone = frobozz Author = "root" Quest = FindPainting EndZone = frobozz Mobile = cyclops Name = "The Cyclops" Location = crossection@frobozz Strength = 150 Armor = 0 Damage = 11 Aggression = 0 Speed = 0 MFlags = BarSouth Desc = "A giant man-eating cyclops looks down at you wondering whether he should eat you or not." EndMobile = cyclops Mobile = thief Name = "The Thief" Location = connecting@frobozz Strength = 100 Armor = 0 Damage = 7 Aggression = 25 MFlags = Thief, PickStuff Desc = "Someone looking like a thief leans casually against the wall." EndMobile = thief Mobile = maintainer Name = "The Maintainer" Location = office@frobozz Strength = 70 Armor = 0 Damage = 7 Aggression = 0 Desc = "A very old maintainer walks slowly around mumbling to himself 'Why has my shift down here lasted for 70 years ?'" EndMobile = maintainer Mobile = adventurer Location = dark@frobozz Strength = 74 Armor = 0 Damage = 8 Aggression = 5 Desc = "An old adventurer is here, taking a rest." EndMobile = adventurer Mobile = teller Name = "The Teller" Location = tellers@frobozz Strength = 70 Damage = 7 Armor = 0 Aggression = 0 Desc = "An old grey-haired teller walks around searching for money." EndMobile = teller Object = Window_houseW Name = "window" Location = IN_ROOM:houseW@frobozz OFlags = Openable, NoGet Linked = Window_kitchen State = 1 MaxState = 1 Desc1 = "The window is slightly ajar." Desc0 = "The window is open giving free exit into a kitchen." EndObject = Window_houseW Object = Window_kitchen Name = "window" Location = IN_ROOM:kitchen@frobozz OFlags = Openable, NoGet Linked = Window_houseW State = 1 MaxState = 1 Desc1 = "The window is closed." Desc0 = "The window is open, letting in a mild breeze." EndObject = Window_kitchen Object = Chimney_kitchen Name = "chimney" Location = IN_ROOM:kitchen@frobozz OFlags = NoGet Desc0 = " Looking up inside the chimney you see blue sky, looking down you see nothing because it is dark down there in what must be a cellar. Climbing down the chimney is only allowed if your name is Santa Claus." EndObject = Chimney_kitchen Object = Chimney_cellar Name = "chimney" Location = IN_ROOM:cellar_chimney@frobozz OFlags = NoGet Examine = " The chimney is terribly dirty and black inside, but it provides an easy climb up into the kitchen above you if you open the grating that is sits halfway up inside the chimney" EndObject = Chimney_cellar Object = Grating_cellar Name = "grating" Location = IN_ROOM:cellar_chimney@frobozz OFlags = NoGet, Openable Linked = Grating_kitchen State = 1 MaxState = 1 Examine = " The grating is made of sturdy steel bars covered covered with sticky pitch and black ash." EndObject = Grating_cellar Object = Grating_kitchen Name = "grating" Location = IN_ROOM:kitchen@frobozz OFlags = NoGet Linked = Grating_cellar State = 1 MaxState = 1 Examine = " The grating is set down in the middle of the chimney leading to the cellar, beyond your reach." EndObject = Grating_kitchen Object = Shield_attic Name = "shield" Location = IN_ROOM:attic@frobozz OFlags = Armor, WearOnArms, ExcludeWear, GetFlips Armor = 10 Size = 10 Weight = 10 State = 0 MaxState = 1 Desc0 = "A dust covered shield is thrown into the corner." Desc1 = " A shield made of steel has been dropped here for some reason." EndObject = Shield_attic Object = Mithril_jacket Name = "jacket" Altname = "armor" Location = IN_CONTAINER:Trophy_case@frobozz OFlags = Armor, WearOnBody, ExcludeWear Armor = 13 Size = 10 Weight = 10 Desc0 = "A jacket made of interwoven Mithril rings is lying here." Examine = " This jacket will surely protect you against most enemies whether they are nasty beasts or (wo)men. It is made of thousands of small Mithril rings woven together with treads of hardened steel." EndObject = Mithril_jacket Object = key_attic Name = "key" Location = IN_ROOM:attic@frobozz OFlags = Key Size = 1 Weight = 1 BaseValue = 3 Desc0 = "A small key has been left here." EndObject = key_attic Object = fire_chimney Name = "flames" Altname = "fire" Location = IN_ROOM:cellar_chimney@frobozz OFlags = NoGet, Lit, Lightable, Extinguish State = 0 MaxState = 1 Desc0 = " Through a small crack in the floor inside the chimney some gas leaks out, and it burns with a small flame." Desc1 = " Some odorless gas leaks through a crack in the floor inside the chimney." EndObject = fire_chimney Object = Rug_living Name = "rug" Location = IN_ROOM:living@frobozz OFlags = NoGet, GetFlips State = 1 MaxState = 1 Desc0 = "The heavy rug has been moved aside revealing a trapdoor." Examine = " The oriental rug is very heavy and must have been quite expensive, but being very tattered and covered with muddy footsteps it isn't even worth offering to the Gods, they would probably lower your score if you do so." Trap = all @ switch(event) { case E_ONPUSH: if (state (OBJ_FROBOZZ_RUG_LIVING) == 1) { setobjstate (OBJ_FROBOZZ_RUG_LIVING, 0); setobjstate (OBJ_FROBOZZ_TRAPDOOR_LIVING, 2); bprintf ("You move the rug and uncover a trapdoor!\n"); sprintf (globalbuf, "%s moves the heavy rug and uncovers a trapdoor!\n", pname (mynum)); sillycom (globalbuf); } else { bprintf ("You move the rug, but find nothing.\n"); sprintf (globalbuf, "%s moves the rug.\n", pname (mynum)); sillycom (globalbuf); } param_s.ret = -1; break; default: break; } @ EndTrap EndObject = Rug_living Object = Trapdoor_living Name = "trapdoor" Altname = "door" Location = IN_ROOM:living@frobozz OFlags = NoGet, Openable, Lockable Linked = Trapdoor_cellar State = 3 MaxState = 3 Desc0 = "The trapdoor leads down into darkness." EndObject = Trapdoor_living Object = Trapdoor_cellar Name = "trapdoor" Altname = "door" Location = IN_ROOM:cellar@frobozz OFlags = NoGet, Openable, Lockable Linked = Trapdoor_living State = 3 MaxState = 3 Desc0 = "The trapdoor is open." Desc1 = "The trapdoor is closed." Desc2 = "The trapdoor is closed and locked." Desc3 = "The trapdoor is closed and locked." EndObject = Trapdoor_cellar Object = Mailbox_houseN Name = "mailbox" Altname = "box" Location = IN_ROOM:houseN@frobozz OFlags = Container, Openable State = 1 MaxState = 1 BaseValue = 25 Size = 30 Weight = 1 Desc0 = "A red painted mailbox sits here open." Desc1 = "A red painted mailbox sits here. It is closed." EndObject = Mailbox_houseN Object = Leaflet_mailbox Name = "leaflet" Location = IN_CONTAINER:Mailbox_houseN@frobozz BaseValue = 10 Size = 1 Weight = 1 Desc0 = "A leaflet has been left here for some reason." Examine = " The leaflet is written with zorkian letters and thus in zorkian language. You do recognize some letters but most of them are unknown. The leaflet is signed with a fancy signature in which you recognize the following letters: Pie po t Fl t e d." EndObject = Leaflet_mailbox Object = Nest_tree Name = "nest" Location = IN_ROOM:tree@frobozz OFlags = Container, NoGet Size = 6 Weight = 1 EndObject = Nest_tree Object = Jewel_egg Name = "jewelegg" Altname = "egg" Location = IN_CONTAINER:Nest_tree@frobozz OFlags = GetFlips BaseValue = 500 Size = 5 Weight = 15 Desc0 = " There is a large egg here encrusted with precious jewels and covered with fine gold inlay, and ornamented in lapis lazuli and mother-of-pearl. The egg appears extremely fragile." EndObject = Jewel_egg Object = Trophy_case Name = "trophycase" Altname = "case" Location = IN_ROOM:living@frobozz OFlags = Container, NoGet Size = 50 Desc0 = " A trophycase which is nailed to the floor sits in the corner." EndObject = Trophy_case Object = Torch_living Name = "torch" Location = IN_CONTAINER:Trophy_case@frobozz OFlags = Lightable, Extinguish, Weapon State = 1 MaxState = 1 Size = 10 BaseValue = 15 Weight = 5 Damage = 9 Desc0 = "A long torch has been left burning on the ground." Desc1 = "A long unlit torch is here." EndObject = Torch_living Object = Sandwich1_kitchen Name = "sandwich" Location = IN_ROOM:kitchen@frobozz OFlags = Food Size = 10 BaseValue = 30 Desc0 = "A hot pepper&ham sandwich has been left here." EndObject = Sandwich1_kitchen Object = Sandwich2_kitchen Name = "sandwich" Location = IN_ROOM:kitchen@frobozz OFlags = Food Size = 10 BaseValue = 25 Desc0 = "A strong-smelling cheese-sandwich is here." EndObject = Sandwich2_kitchen Object = Sword_living Name = "longsword" Altname = "sword" Location = IN_ROOM:living@frobozz OFlags = Weapon Size = 45 Weight = 20 BaseValue = 400 Damage = 17 Desc0 = " A long well-balanced longsword used in many wars has been left here." EndObject = Sword_living Object = Stiletto_thief Name = "stiletto" Altname = "knife" OFlags = Weapon Location = WIELDED_BY:thief@frobozz Size = 15 Weight = 20 Damage = 18 BaseValue = 70 Desc0 = "An assassins stiletto has been forgotten here." Examine = " You tremble and quiver as you think of what this stiletto has been used for. It has a long razor sharp blade which will cut through clothing and what's beneath with ease..." EndObject = Stiletto_thief Object = Crystals_work Name = "crystals" Altname = "crystal" Location = IN_ROOM:work@frobozz OFlags = GetFlips State = 0 MaxState = 1 BaseValue = 100 Size = 10 Weight = 20 Desc0 = " Some beautiful crystals reflecting light in different colors have been left on the bench." Desc1 = "Some beautiful crystals has been left here." EndObject = Crystals_work Object = Cup_store Name = "cup" Location = IN_ROOM:store@frobozz State = 0 MaxState = 1 OFlags = GetFlips Size = 5 Weight = 20 BaseValue = 200 Desc1 = " A small cup made of platinum is partly hidden among the dust on the top shelf." Desc0 = "A small cup made of platinum is left on the ground." EndObject = Cup_store Object = Door_bottom Name = "door" Location = IN_ROOM:bottom@frobozz OFlags = NoGet Examine = " The hinges are severely corroded due to the damp climate brought in by the presence of the dam. Luckily the door is stuck in an open position." EndObject = Door_bottom Object = Door_steep2 Name = "door" Location = IN_ROOM:steep2@frobozz OFlags = NoGet Examine = "The door is corroded stuck in an open position." EndObject = Door_steep2 Object = Door_top Name = "steeldoor" Altname = "door" Location = IN_ROOM:top@frobozz Linked = Door_pway OFlags = NoGet, Openable, Lockable State = 2 MaxState = 2 Desc0 = "An open steeldoor leads north into a large passage." Desc1 = "A sturdy steeldoor bars an exit to the north." Desc2 = "A sturdy steeldoor bars an exit to the north." EndObject = Door_top Object = Door_pway Name = "steeldoor" Altname = "door" Location = IN_ROOM:pway@frobozz OFlags = NoGet, Openable, Lockable Linked = Door_top State = 2 MaxState = 2 Desc0 = "An open steeldoor leads south into a dark passage." Desc1 = "A sturdy steeldoor bars an exit to the south." Desc2 = "A sturdy steeldoor bars an exit to the south." EndObject = Door_pway Object = Door_main Name = "oakdoor" Altname = "door" Location = IN_ROOM:main@frobozz OFlags = NoGet EndObject = Door_main Object = Door_bank Name = "oakdoor" Altname = "door" Location = IN_ROOM:bank@frobozz OFlags = NoGet EndObject = Door_bank Object = Door_side Name = "door" Location = IN_ROOM:side@frobozz Linked = Door_luncheon OFlags = NoGet, Openable, Lockable State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is closed." EndObject = Door_side Object = Door_luncheon Name = "door" Location = IN_ROOM:luncheon@frobozz Linked = Door_side OFlags = NoGet, Openable, Lockable State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is closed." EndObject = Door_luncheon Object = Painting_outside Name = "painting" Altname = "picture" Location = IN_ROOM:outside@frobozz OFlags = NoGet, PushToggle Linked = Button_outside State = 1 MaxState = 1 Desc1 = "An old and surely valuable painting hangs on the wall." Desc0 = " An old painting is moved slightly to one side revealing a button." Examine = " This is a magnificent painting depicting the reverend Pierpont Flathead, known both for his economic skills and his great skill in baseball. Upon closer inspection you, due to your knowledge in art, discover that this is just a copy of the original painting. The painting is attached to the wall by two rails on top and bottom of the frame." Trap = all @ catch_push { if (state(THIS_OBJECT) == 1) { create(OBJ_FROBOZZ_BUTTON_OUTSIDE); } else osetbit(OBJ_FROBOZZ_BUTTON_OUTSIDE,OFL_DESTROYED); } @ EndTrap EndObject = Painting_outside Object = Button_outside Name = "button" Location = IN_ROOM:outside@frobozz Linked = Painting_outside OFlags = Pushable, NoGet, Destroyed State = 1 MaxState = 1 Examine = "The button is small and insignificant." Trap = all @ switch(event) { case E_ONPUSH: if (state (OBJ_FROBOZZ_VAULTDOOR_OUTSIDE) == 1) { setobjstate (OBJ_FROBOZZ_VAULTDOOR_OUTSIDE, 0); sendf (LOC_FROBOZZ_OUTSIDE, "Without a sound the whole southern " "wall moves some feet westwards!\n"); sendf (LOC_FROBOZZ_VAULT, "Without a sound the whole northern wall " "moves some feet westwards!\n"); param_s.ret = -1; break; } if (state (OBJ_FROBOZZ_VAULTDOOR_OUTSIDE) == 0) { setobjstate (OBJ_FROBOZZ_VAULTDOOR_OUTSIDE, 2); sendf (LOC_FROBOZZ_OUTSIDE, "The southern wall glides some feet " "to the east closing the vault!\n"); sendf (LOC_FROBOZZ_VAULT, "The northern wall glides some feet to " "the east closing the vault!\n"); param_s.ret = -1; break; } if (state (OBJ_FROBOZZ_VAULTDOOR_OUTSIDE) == 2) { bprintf ("Nothing happens.\n"); param_s.ret = -1; break; } break; default: break; } @ EndTrap EndObject = Button_outside Object = Window_outside Name = "window" Location = IN_ROOM:outside@frobozz OFlags = NoGet Examine = " The window is made of thick quartz through which bright light shines. As you move your hand in front of the window, the light increases in intensity and scans over your hand just as if it tries to identify something. This must be another project of the once famous Frobozz Magic Equipment Company." Trap = all @ catch_put { if(param_s.misc != OBJ_FROBOZZ_LEAFLET_MAILBOX) { bprintf("Nothing happens.\n"); fail(-1); } else if(state(OBJ_FROBOZZ_VAULTDOOR_OUTSIDE) == 2) { setobjstate(OBJ_FROBOZZ_VAULTDOOR_OUTSIDE,1); bprintf("You hear a nearly inaudible click from " "the southern wall.\n"); fail(-1); } else { bprintf("Nothing happens.\n"); fail(-1); } } @ EndTrap EndObject = Window_outside Object = Vaultdoor_outside Name = "vault" Altname = "door" Location = IN_ROOM:outside@frobozz Linked = Vaultdoor_vault OFlags = NoGet State = 2 MaxState = 2 Desc0 = " The whole southern wall is moved 3 feet westwards and the vault is open." EndObject = Vaultdoor_outside Object = Vaultdoor_vault Name = "vault" Altname = "door" Location = IN_ROOM:vault@frobozz Linked = Vaultdoor_outside OFlags = NoGet State = 2 MaxState = 2 Desc0 = " The whole northern wall is moved 3 feet westwards and the vault is open." EndObject = Vaultdoor_vault Object = Original_vault Name = "painting" Altname = "picture" Location = IN_ROOM:vault@frobozz Size = 30 Weight = 15 BaseValue = 400 Desc0 = " An painting of Pierpont Flathead has been left carefully on the ground." Examine = " This is a magnificent painting depicting the reverend Pierpont Flathead, known both for his economic skills and his great skill in baseball. Your trained eye in recognizing old and valuable art tells you immediately that this painting is an original. It will certainly top you own private art- collection." Trap = all @ if (event == E_ONDROP && param_s.misc == D_INPIT) { set_quest(Q_FINDPAINTING,THIS_PLAYER); } @ EndTrap EndObject = Original_vault Object = Notes_vault Name = "notes" Altname = "bills" Location = IN_ROOM:vault@frobozz Size = 5 Weight = 1 BaseValue = 300 Desc0 = "A heap of notes in zorkian currency is left here." Examine = " Counting up the notes you come to about 10 000 zork-mids. A small fortune !" EndObject = Notes_vault Object = Chest_chairman Name = "chest" Altname = "steelchest" Location = IN_ROOM:chairman@frobozz OFlags = NoGet, Container, Openable, Lockable State = 2 MaxState = 2 Size = 20 Desc0 = "Fastened to the floor is an open sturdy steelchest." Desc1 = "Fastened to the floor is a closed sturdy steelchest." Desc2 = "Fastened to the floor is a locked sturdy steelchest." EndObject = Chest_chairman Object = Coins_chairman Name = "coins" Location = IN_CONTAINER:Chest_chairman@frobozz Size = 5 Weight = 5 BaseValue = 100 Desc0 = "A stash of neatly stacked coins has been left here." Examine = " You estimate that there are 40 gold coins each worth 50 zorkmids." EndObject = Coins_chairman Object = Blackboard_chairman Name = "blackboard" Location = IN_ROOM:chairman@frobozz OFlags = NoGet, PushToggle Linked = Blackboard_behind State = 1 MaxState = 1 Desc0 = " The blackboard, being pushed aside, reveals a hole in the northern wall." Desc1 = " A heavy blackboard showing figures of the last financial investments of the bank is leaning against the northern wall." Examine = " The blackboard is made of one single piece of black marble, measuring about 6 times 8 feet, and 2 inches in thickness. It's surface has a smoothness that permits chalk being used for writing and drawing. You do have an eye for art, but the numbers, financial formulas and curves showing income and expenses tell you nothing, so you leave the blackboard as it is." EndObject = Blackboard_chairman Object = Blackboard_behind Name = "blackboard" Location = IN_ROOM:behind@frobozz Linked = Blackboard_chairman State = 1 MaxState = 1 OFlags = NoGet Desc0 = " The blackboard is pushed aside, giving passage to the south." Desc1 = "The blackboard bars your way to the north." Examine = " The blackboard, being made of black marble, is very heavy and is very difficult to move from this crouched position you are in, but you may manage it if you try hard enough." EndObject = Blackboard_behind Object = Hole_chairman Name = "hole" Location = IN_ROOM:chairman@frobozz OFlags = NoGet Examine = "The hole is big enough to provide a crawl to the north." EndObject = Hole_chairman Object = Hole_behind Name = "hole" Location = IN_ROOM:behind@frobozz OFlags = NoGet EndObject = Hole_behind Object = Hole_ending Name = "hole" Location = IN_ROOM:ending@frobozz OFlags = NoGet Examine = " The hole being about 2 feet in diameter appears to be very smooth inside and putting your ear closer to it you think you can hear a strange sound coming up from far far away." EndObject = Hole_ending Location = "houseN" North = forest1@frobozz East = houseE@frobozz West = houseW@frobozz LFlags = Outdoors, Realtime Title = "&+WNorthern End of the House&*" Desc = ^ You are standing in an open field north of a white house, with a boarded front door. The house is surrounded with dense forest to the north and the east, and west of the house a deep canyon splits the country from north to south. There's a path which runs north into the forest and two smaller paths which run from the front door and around the house east and west. ^ EndLocation = "houseN" Location = "houseW" North = houseN@frobozz East = ^Window_houseW@frobozz South = houseS@frobozz LFlags = Outdoors, Realtime Title = "&+WWestern End of the House&*" Desc = ^ You are standing west of the small white house, which has a small window set into the wall. The view westwards is magnificent, showing a deep canyon cutting through the landscape from the north and southwards. On the other side of the canyon you can see vast fields stretching several miles into the land before ending where a big mountain range cuts out through the surface of the earth. This view certainly makes the white house look small and insign- ificant, which at its western wall offers nothing but a small window. There is a tiny little path going around the house to the north and south here. ^ EndLocation = "houseW" Location = "houseS" East = houseE@frobozz West = houseW@frobozz LFlags = Outdoors, Realtime Title = "&+WSouthern End of the House&*" Desc = ^ You are on the south side of the house. All windows are nailed shut with planks. The path continues its way around the house leading east and west. ^ EndLocation = "houseS" Location = "houseE" North = houseN@frobozz East = forest4@frobozz South = houseS@frobozz LFlags = Outdoors, Realtime Title = "&+WEastern End of the House&*" Desc = ^ You are on the eastern side of the white house on a path that seems to continue around the house. All windows here are boarded. An old and overgrown path leads east into a dense forest. ^ EndLocation = "houseE" Location = "kitchen" South = living@frobozz West = ^Window_kitchen@frobozz Up = attic@frobozz Title = "&+WThe Kitchen&*" Desc = ^ You are in a tiny kitchen. The strong smell of food indicates that something edible has been prepared here recently. A few empty shelves line the eastern wall and under them is a bench. The bench bears the marks of a very sharp knife being used for the preparation of food. A bricked chimney is standing at the south wall. A narrow stair ascends into darkness, while a doorway leads south into a living room. A small window is set into the western wall. ^ EndLocation = "kitchen" Location = "living" North = kitchen@frobozz Down = ^Trapdoor_living@frobozz Title = "&+WThe Living-Room&*" Desc = ^ This is the living room of the small white house, and in earlier days it must have been at least a bit comfortable, but now it offers nothing. The windows are boarded shut with nailed pieces of planks and the remaining parts of furniture and a large oriental rug are badly ravaged. There is a single exit north into the kitchen. ^ EndLocation = "living" Location = "attic" Down = kitchen@frobozz Title = "&+WThe Attic&*" Desc = ^ You are on top of the stairs which ends here in a small attic. The attic is for the moment empty, but there are signs here showing that it has recently been used as a resting and sleeping place. ^ EndLocation = "attic" Location = "forest1" North = forest2@frobozz East = forest4@frobozz South = houseN@frobozz West = forest2@frobozz LFlags = Outdoors, Realtime Title = "&+WIn the Forest&*" Desc = ^ This is where the dense forest starts. Paths leads off in every direction. The one going southwards leads to a white house situated in an open field. Faint chirps from a song bird can be heard from somewhere east of here. ^ EndLocation = "forest1" Location = "forest2" North = forest3@frobozz East = forest3@frobozz South = forest1@frobozz West = forest1@frobozz LFlags = Outdoors, Realtime Title = "&+WIn the Forest&*" Desc = ^ You are in a dense forest with paths going off in all directions. ^ EndLocation = "forest2" Location = "forest3" North = pool@frobozz East = forest4@frobozz South = forest4@frobozz West = forest2@frobozz LFlags = Outdoors, Realtime Title = "&+WIn the Forest&*" Desc = ^ You are in a dense forest with paths going off in all directions. A particular large tree stands high above the rest of the forest to the south. ^ EndLocation = "forest3" Location = "forest4" North = forest3@frobozz East = forest3@frobozz South = forest1@frobozz West = forest1@frobozz Up = tree@frobozz LFlags = Outdoors, Realtime Title = "&+WIn the Forest&*" Desc = ^ This is a path winding through a dimly lit forest. The path heads north-south here, but there is also a small and overgrown path coming in from the east and continuing west from here. One particular large tree with some low branches stands at the edge of the path. ^ EndLocation = "forest4" Location = "pool" South = forest3@frobozz Up = Falls@valley Trap = all @ catch_movement { if (param_s.ob == EX_UP && gotanything(THIS_PLAYER)) { bprintf("The steep and slippery sides of the pool make it impossible " "to climb up\n without dropping everything first.\n"); fail(-1); } } @ EndTrap LFlags = Outdoors, Realtime Title = "&+WBy the Pool&*" Desc = ^ You are standing on a ledge a couple of feet above a pool filled with water from the waterfall above you. The noise of the waterfall hitting the pool is quite immense, but you still feel relaxed by being here. A few salmon are swimming around in the clear water snapping a fly now and then. A rainbow spans the pool in the spray of the waterfall. The water flows southwards forming a river which through thousands of years has dug out a big canyon cutting through the land. To the west, across the canyon, you can see large fields and further beyond, a mountain range. A tough, but manageable climb will take you up into the mountain above, while a track leads south into a vast forest. ^ EndLocation = "pool" Location = "tree" Down = forest4@frobozz LFlags = Outdoors, Realtime Title = "&+WUp in the Tree&*" Desc = ^ You are about 10 feet above the ground nestled among some large branches. The nearest branch above you is above your reach. Beside you on the branch is a small bird's nest. ^ EndLocation = "tree" Location = "cellar" North = cellar_chimney@frobozz South = crossection@frobozz Up = ^Trapdoor_cellar@frobozz Title = "&+WCellar&*" Desc = ^ You are in a cellar right under the livingroom. The air here is a bit damp, and together with an odd human-like smell drifting in from the south this place is not where you would like to stay for the night. A faint light shines in from the north while a passage leads south into darkness and what you sense is danger. You may of course also retreat back up into the livingroom. ^ EndLocation = "cellar" Location = "cellar_chimney" South = cellar@frobozz Up = ^Grating_cellar@frobozz Title = "&+WCellar&*" Desc = ^ This part of the cellar is not that damp due to a faint, but fresh and warm wind that blows out of a chimney. The chimney leads up to the kitchen making this a chance for you to climb up safer parts of the world. There is also an exit to the south. ^ EndLocation = "cellar_chimney" Location = "crossection" North = cellar@frobozz South = stairs@frobozz East = connecting@frobozz West = lookout@frobozz LFlags = Dark Title = "&+WCross-Section&*" Desc = ^ You are at the cross-section of two passages, one which comes from the north and continues south into a steep descending tunnel and another which comes in from the west and continues eastward. ^ EndLocation = "crossection" Location = "lookout" East = crossection@frobozz Title = "&+WLookout-Point&*" Desc = ^ You are standing on a wide ledge overlooking a huge cavern. The river in the canyon west of the house comes into the cavern through a large opening to the north, filling it with water. Bright light shines through the opening of the cavern and, reflected by the water, it illuminates the cavern with dim light. The water flows slowly southwards into a huge reservoir in the deeper parts of the cave. An eastward path leads back to where you came from. ^ EndLocation = "lookout" Location = "connecting" North = work@frobozz East = store@frobozz West = crossection@frobozz LFlags = Dark Title = "&+WWide Tunnel&*" Desc = ^ You are in a wide and smooth tunnel with an entrance just north of you which leads into a room which looks like a workshop. The tunnel continues to the east another 10 or 15 feet where it is abruptly cut off by a brick wall. There is an arched opening in the brick wall, through which you can see racks and shelves. ^ EndLocation = "connecting" Location = "work" South = connecting@frobozz LFlags = Dark Title = "&+WWizards Workshop&*" Desc = ^ This is probably the place where the once mighty and powerful Wizard of Frobozz developed his spells and potions. There is a long, wide and very sturdy workbench here. Attached to it are handcuffs and chained clammers used for immobilizing strong beings. Deep marks in the bench bears signs of a hooved animal once held here against its will. ^ EndLocation = "work" Location = "store" West = connecting@frobozz LFlags = Dark Title = "&+WStoreroom&*" Desc = ^ You have entered a rather large storeroom which is filled with racks that seem to have been robbed of their contents. Along the walls, shelves have been suspended, most of them containing nothing but dust. You may reenter the tunnel from where you came, to the west. ^ EndLocation = "store" Location = "stairs" North = crossection@frobozz South = steep1@frobozz Down = steep1@frobozz LFlags = Dark Title = "&+WStairs&*" Desc = ^ You stand on top of a long flight of stairs descending hundreds of feet down into darkness. The steps are nearly worn down of use by people and other beings walking, running and crawling up and down here for dozens of centuries. ^ EndLocation = "stairs" Location = "steep1" North = stairs@frobozz South = stairs2@frobozz Up = stairs@frobozz Down = stairs2@frobozz LFlags = Dark Title = "&+WSteep Passage&*" Desc = ^ You are in a steep passage leading southwards. The ceiling of the passage is high above you, making space for those bigger creatures like cyclops ands such. ^ EndLocation = "steep1" Location = "stairs2" North = steep1@frobozz South = bottom@frobozz Up = steep1@frobozz Down = bottom@frobozz LFlags = Dark Title = "&+WStairs&*" Desc = ^ You are about 20 steps from the bottom of the stairs. You notice the small growth of slippery moss and lichen covering both steps and walls. You can hear small splashing noises coming up from down below. ^ EndLocation = "stairs2" Location = "bottom" North = stairs2@frobozz South = damE@frobozz East = steep2@frobozz Up = stairs2@frobozz Title = "&+WBottom of the Stairs&*" Desc = ^ You are standing by the east wall of an enormous cavern. This cavern is in fact a huge reservoir of water, and stretching out before you to the west is an artificial dam wall. Up to the north is a steep stairway, and one step up from the ground right east of you is a large and heavy steeldoor, which is corroded stuck in an open position. The east end of the dam wall is south. ^ EndLocation = "bottom" Location = "damE" North = bottom@frobozz East = office@frobozz West = dam@frobozz Down = foot@frobozz Title = "&+WEast End of Dam&*" Desc = ^ You are standing on the eastern part of a dam wall. The dam wall, being about 30 meters wide continues westwards to the other end of the cavern. Through a door to the east there's a little office obviously used by maintenance personnel in the times when there where more traffic here than at present. There's also a flight of steps leading down on the south side of the dam wall. It disappears into the deep and dark dry area of the cavern which is kept dry by the dam wall. To the north you can make out the beginning of a staircase leading up. ^ EndLocation = "damE" Location = "foot" Up = damE@frobozz Down = outlet@frobozz Title = "&+WHalfway Down the Stairs&*" Desc = ^ You are halfway down a flight of stairs which leads up into a high vaulted cavern which is dimly lit. Down below you, in the darkness, is a outlet of some power lines. ^ EndLocation = "foot" Location = "outlet" Up = foot@frobozz LFlags = Dark Title = "&+WThe Outlet&*" Desc = ^ You are down at the base of the dam wall which stretches up hundreds of feet above you. Right above you, out of the wall, three thick power lines emerge and they are stretched over a small, but very fast-flowing river out of sight to the southwest. A very fast-flowing river emerges out of the dam wall a couple of yards west of you and disappears out of sight into southern parts of the cavern. There is no way of following the river southwards or crossing it. Sparks jump now and then from lots of tiny cords which hang down from the three power lines, thus enlightening the place in a strange blue and green light. Th The place is surely in lack of maintenance, so you would better get out of here. It can be done by climbing a flight of stairs which is cut out in the side of the wall. ^ EndLocation = "outlet" Location = "dam" East = damE@frobozz West = damW@frobozz Title = "&+WThe Dam&*" Desc = ^ Standing here on the middle of this huge damW all makes you feel small compared to your surroundings. Way down below you on the south side of the dam wall you hear the sound of fast flowing water and to the north the huge cavern stretches out for hundreds of yards. The dam wall continues to the east and west. ^ EndLocation = "dam" Location = "damW" East = dam@frobozz Title = "&+WWestern End of the Dam&*" Desc = ^ You have come to the west end of the dam wall. The dam wall stops abruptly here where the western wall of the cavern begins. The only exit is to the east. ^ EndLocation = "damW" Location = "office" West = damE@frobozz Title = "&+Wdam Office&*" Desc = ^ You are in the dam office, which according to piles of dust and dead insects must have been unused for decades. There is an old desk here, worn down both with age and with rough use from the maintenance- personnel which used this room as their base when doing work on the dam. ^ EndLocation = "office" Location = "steep2" Up = steep3@frobozz Down = bottom@frobozz West = bottom@frobozz LFlags = Dark Title = "&+WSteep Passage&*" Desc = ^ You are in a steep and narrow tunnel leading up. This tunnel has certainly not been used by to many guests, because the steeps are still rough hewn and not worn down like other stairs in the area. It has probably been used only by people who once upon a time took care of the dam. Down to the west is a large and sturdy steeldoor leading back into the cavern. ^ EndLocation = "steep2" Location = "steep3" Up = top@frobozz Down = steep2@frobozz East = top@frobozz LFlags = Dark Title = "&+WSteep Passage&*" Desc = ^ You are in a steep passage which around the next corner right east of you seems to swing up to the north. The passage also descends down to the west. ^ EndLocation = "steep3" Location = "top" North = ^Door_top@frobozz Down = steep3@frobozz LFlags = Dark Title = "&+WTop of the Steep Passage&*" Desc = ^ You are in the uppermost part of a long passage which goes down to the south as a steep and narrow passage leading into complete darkness. ^ EndLocation = "top" Location = "pway" North = by@frobozz East = blocked@frobozz South = ^Door_pway@frobozz LFlags = Dark Title = "&+WPassageway&*" Desc = ^ You are in a wide and high vaulted passageway which comes in from the north and branches off into an eastward tunnel that is no less in size. Carved into the rock of the two main tunnels are two big arrows; one pointing to the north and the other to the east. Under the first arrow the word BANK is written and under the second one the words MAIN GUE have been written. ^ EndLocation = "pway" Location = "blocked" West = pway@frobozz LFlags = Dark Title = "&+WBlocked-off Passage&*" Desc = ^ You are standing in the wide and high vaulted passage. Unfortunately the passage has been block off by what to normal standards looks like a major cave-in. The cave-in consists of nothing but large and immovable rocks. From marks and scratches on the rocks you realize that there have been other people here before you who have tried to make a passage through the cave-in. You might as well give up the thought of getting beyond this major rockfall. A wiser decision is to reenter to the west and try the north or south passage. ^ EndLocation = "blocked" Location = "by" North = side@frobozz East = main@frobozz South = pway@frobozz LFlags = Dark Title = "&+WBy the Bank&*" Desc = ^ You are standing at the corner of a building which looks like a bank. It could as well be something else, but the word BANK was the first word that entered your mind when getting near th the place. Let's say it is a bank. The bank is actually not another cave, but it is built in a large cave, and may therefore be called a building. The main entrance to the bank is to the east, and north of here there is a door which also leads into the bank. A wide and high vaulted tunnel starts here and leads south. ^ EndLocation = "by" Location = "main" East = boulder@frobozz West = by@frobozz LFlags = Dark Title = "&+WThe Main Entrance&*" Desc = ^ You stand in front of the main entrance of the bank which is dominated by a huge and arched oakdoor set between mighty pillars carved out of rock in one piece. The door is barred with strong iron bars and it will take you a lot of work to get through it. It is possible to go east and west from the main entrance. ^ EndLocation = "main" Location = "boulder" West = main@frobozz LFlags = Dark Title = "&+WBlocked passage&*" Desc = ^ The tunnel east of the bank is stopped abruptly by a boulder which fills the tunnel with rock from ground stone-dust size up to the size of rocks which will never be moved by humans alone. Even a mouse won't be able to crawl through this boulder. Thus, the only exit for you is to the west. ^ EndLocation = "boulder" Location = "side" North = ^Door_side@frobozz South = by@frobozz LFlags = Dark Title = "&+WSide Entrance&*" Desc = ^ This is the west side of the bank of Frobozz and it seems much more promising than the main entrance. That is due to a door of normal size and construction which is situated right in front of you in a corner of the building. The bank is certainly in lack of windows, but you have already figured out that the bank trusts the Great Under- ground Empire's inhabitants because this side entrance will certainly not be impossible to break down even for you. ^ EndLocation = "side" Location = "bank" North = tellers@frobozz LFlags = Dark Title = "&+WThe Bank of Frobozz&*" Desc = ^ You are in the main hall of the bank of Frobozz. The roof is held up by mighty stone pillars like those you saw outside the main door which leads into this room. The ceiling is made of dark wood, and combined with the light colours which the walls are decorated with and the fine gold inlay in the massive pillars the whole room resembles something like a temple raised for a highheld god. Right to the north is the tellers' room and that's where you may withdraw spare money or let the bank take care of them. In the south wall of this stunning room there is the main entrance to the bank. The door is barred with strong iron bars which makes the bank look very safe. ^ EndLocation = "bank" Location = "vault" North = ^Vaultdoor_vault@frobozz LFlags = Dark Title = "&+WIn the Vault&*" Desc = ^ You are in the main vault of the bank of Frobozz. The walls are made of the strongest concrete available and they are probably several feet thick. ^ EndLocation = "vault" Location = "luncheon" East = tellers@frobozz South = ^Door_luncheon@frobozz LFlags = Dark Title = "&+WLuncheon Room&*" Desc = ^ You have just entered the bank-personnel's luncheon room. The room is abandoned just as if something terrible has happened. They did not even have time to clear the place from the waste and rubbish from their meals. The mess surely indicates that they didn't wait guests to pop in. There is a door in the south wall and an entrance into the more important parts of the bank. ^ EndLocation = "luncheon" Location = "tellers" North = chairman@frobozz East = outside@frobozz South = bank@frobozz West = luncheon@frobozz LFlags = Dark Title = "&+WThe Tellers Room&*" Desc = ^ You have entered the tellers' room. This is where the transactions of money once in the past happened. There are about a dozen of tidy and rather impressing desks here which were used by the tellers when doing business with their clients. The desks are now covered with dust. To the south, through a high and arched opening you can look into an impressive hall. It is probably the main hall of the bank of Frobozz. Through a similar, but smaller opening to the north you see a large and representable office. There is also a doorway to the east and to the west a doorway leads back into the luncheon room. ^ EndLocation = "tellers" Location = "outside" South = ^Vaultdoor_outside@frobozz West = tellers@frobozz Title = "&+WOutside the Vault&*" Desc = ^ You are in what must be the entrance to the vault of the bank because written on top of the southern wall are the letters "V A U L T". But you can't seem to find the vault door. Is it simply a walk-through-wall or is the vault door fitted so nicely into the wall that you can't find it ? The room is lit by some kind of light which comes through a thick-glassed window measuring 1 foot in square set into the northern wall. The tellers' room lies to the west. ^ EndLocation = "outside" Location = "chairman" North = ^Blackboard_chairman@frobozz South = tellers@frobozz LFlags = Dark Title = "&+WChairmans Office&*" Desc = ^ It is clear from the size both the room and its contents that this must be the chairman's office. The room measuring about 10 times 8 yards contains nothing of excess, but the stuff that has been placed here is of extraordinary quality and must surely have costed many a tellers wages. Right in front of you completely dominating the room is a large mahogany desk which is one of the bigger you have seen. Right behind it placed up to the wall is a cupboard which in quality and splendor must have been made by Chippendale himself. More discretely in one corner an inviting sitting-group almost begs you to take a seat. To the south an opening leads into the tellers' room. ^ EndLocation = "chairman" Location = "behind" South = ^Blackboard_behind@frobozz West = rough@frobozz LFlags = Dark Title = "&+WBehind the Blackboard&*" Desc = ^ You are behind the large cupboard in a dusty and roughly made passage- way which leads eastwards into darkness. A strong wind blow from the west. ^ EndLocation = "behind" Location = "rough" East = behind@frobozz West = drafty@frobozz Up = drafty@frobozz LFlags = Dark Title = "&+WRough and Narrow Tunnel&*" Desc = ^ You are in an uneven, rough, narrow and ascending tunnel leading up to the west and down to the east. There is a strong draft blowing through the tunnel which nearly threatens to blow out your light out. ^ EndLocation = "rough" Location = "drafty" North = dark@frobozz South = rough@frobozz Down = rough@frobozz LFlags = Dark Title = "&+WDrafty Tunnel&*" Desc = ^ This is the top of the ascending tunnel which comes up from the east. There is a passage to the north from which a strong draft comes out nearly making extinguishing your light. ^ EndLocation = "drafty" Location = "dark" East = ending@frobozz South = drafty@frobozz LFlags = Dark Title = "&+WDark and Drafty Chamber&*" Desc = ^ You have entered a dark and drafty chamber. The draft is not that strong here, but that is because this chamber is much bigger than the narrow tunnel you used to get here. This chamber is nearly pitch dark, but a few sunbeams manage to get through a crystal grating in the ceiling. The grating is just reachable but the size of it prevents you from climbing through it when opened. Worth noticing are the extremely dark walls of this chamber. It is as if they are made of light-absorbing material. There is an exit to the south and another exit into a pitch dark chamber to the east. ^ EndLocation = "dark" Location = "ending" West = dark@frobozz Trap = all @ char ms[128]; switch(event) { case E_ONJUMP: sprintf (ms, "%s jumps into the hole and disappears!\n", pname (mynum)); sillycom (ms); setploc (mynum, LOC_WINDOW_GLITTERING); bprintf ("You jump into the hole...\n\n\n\nAnd fall....." "Until the tunnel stops abruptly\n" "and ends as a hole in a ceiling, " "through which you fall and land\n"); sprintf (ms, "%s comes falling through a hole in the ceiling and lands\n", pname (mynum)); sillycom (ms); if (ploc (mynum) == ploc (max_players + MOB_WINDOW_GIANT)) { bprintf ("on the stomach of a snoring giant!\n"); sillycom ("on the stomach of the the snoring giant!\n"); hit_player (max_players + MOB_WINDOW_GIANT, mynum, -1); } else { bprintf ("on the ground with a thud, hurting yourself badly!\n"); sillycom ("on the ground with a loud thud, being badly hurt!\n"); if (plev (mynum) < LVL_APPREN) setpstr (mynum, pstr (mynum) / 2); } fail(-1); break; default: break; } @ EndTrap LFlags = Dark Title = "&+WEnding Tunnel&*" Desc = ^ You are in at a dead end of a small cave. Right there in front of you on the floor is a hole, somewhat 2 feet in diameter. Peering down into the hole you see nothing but darkness. There is an exit leading west into a pitch dark chamber. ^ EndLocation = "ending"