#include "undef.h" #include "exits.h" Zone = pirate Author = "Hamlet" Quest = Sabre EndZone = pirate Mobile = shark Name = "The Shark" Location = pirate25@pirate Strength = 200 Armor = 0 Damage = 15 Aggression = 80 Speed = 0 Desc = "A shark circles you warily, preparing to attack." EndMobile = shark Mobile = Mermaid Name = "The Mermaid" SFlags = Female PFlags = NoZap Location = pirate28@pirate Strength = 250 Armor = 0 Damage = 10 Aggression = 0 Speed = 0 Desc = "A lovely mermaid is here, singing a beautiful song." Trap = all @ switch(event) { case E_ONKILL: if (!ststflg (param_s.plx, SFL_DEAF)) { bprintf ("Her music is too beautiful. You can't bring yourself to " "attack her.\n"); param_s.ret = -1; } break; case E_ONMOVE: if (!ststflg (param_s.plx, SFL_DEAF)) { if ((ploc (param_s.pl) == LOC_PIRATE_PIRATE27) && (param_s.ob != 3)) /* ignore west */ { bprintf ("The Mermaid's song draws you west!\n"); param_s.misc = LOC_PIRATE_PIRATE28; } else if ((ploc (param_s.plx) == LOC_PIRATE_PIRATE28) && (param_s.ob != 2)) /* South */ { bprintf ("You try to leave but the Mermaid's song draws you back.\n"); param_s.ret = -1; } } break; default: break; } @ EndTrap EndMobile = Mermaid Mobile = Headhunter Name = "The Headhunter" Location = pirate14@pirate Strength = 125 Damage = 10 Aggression = 40 Speed = 15 Desc = "A headhunter is wandering around, looking for heads." EndMobile = Headhunter Mobile = Hook Name = "Hook" Location = pirate8@pirate Strength = 200 Armor = 0 Damage = 14 Aggression = 98 Speed = 5 Desc = "Hook is here, brandishing his namesake menacingly." EndMobile = Hook Mobile = Gruel Name = "Gruel" Location = pirate6@pirate Strength = 150 Armor = 0 Damage = 12 Aggression = 56 Speed = 0 Desc = "Gruel the cook is here, looking angry at being disturbed." EndMobile = Gruel Mobile = Scurge Name = "Scurge" Location = pirate8@pirate Strength = 200 Armor = 0 Damage = 14 Aggression = 98 Speed = 5 Desc = "Scurge is here, and he looks mean!" EndMobile = Scurge Mobile = Redbeard Name = "Redbeard" Location = pirate11@pirate Strength = 265 Armor = 0 Damage = 18 Aggression = 98 Speed = 5 Desc = "Redbeard the cutthroat pirate, scurge of the sea, is here." EndMobile = Redbeard Mobile = Patch Name = "Patch" Location = pirate1@pirate Strength = 150 Armor = 0 Damage = 12 Aggression = 56 Speed = 0 Desc = "Patch is here, trying to sight land." EndMobile = Patch Mobile = Pegleg Name = "Pegleg" Location = pirate4@pirate Strength = 150 Armor = 0 Damage = 12 Aggression = 56 Speed = 0 Desc = "Pegleg, the ship's steward, is taking inventory here." EndMobile = Pegleg Mobile = Scurvy Name = "Scurvy" Location = pirate0@pirate Strength = 150 Damage = 10 Armor = 0 Speed = 0 Aggression = 80 Desc = "A sailor with scurvy looks at you preparing to attack." EndMobile = Scurvy Object = coral Altname = "piece" Location = IN_ROOM:pirate28@pirate BaseValue = 250 Size = 111 Weight = 50 Desc0 = "A small, polished piece of coral lies here." Examine = "It seems to have at one time been set in jewelry." EndObject = coral Object = sabre Altname = "sword" OFlags = Weapon, NoDonate Location = WIELDED_BY:Redbeard@pirate BaseValue = 600 Damage = 16 Size = 40 Weight = 20 Desc0 = "A large sabre has been left here." Examine = " It appears to have a setting for a gem in the hilt, but the gem has been pried out." Trap = all @ if (event == E_ONPUT) { if (param_s.misc == OBJ_PIRATE_RUBY) /* Repair sabre */ { bprintf("You put the ruby in the hilt, the sabre glows and eerie green.\n"); send_msg(ploc(param_s.plx), 0, pvis(param_s.plx), LVL_MAX, param_s.plx, NOBODY, "%s puts the ruby in the hilt, the sabre glows and eerie green.\n", pname(param_s.plx)); send_msg(ploc(param_s.plx), 0, LVL_MIN, pvis(param_s.plx), param_s.plx, NOBODY, "Someone puts the ruby in the hilt, the sabre glows an eerie green.\n"); osetdamage(OBJ_PIRATE_SABRE, 25); /* aberIV normal is 28 */ destroy(OBJ_PIRATE_RUBY); set_quest(Q_SABRE,param_s.plx); param_s.ret = -1; } } @ EndTrap EndObject = sabre Object = ruby Altname = "gem" Location = IN_ROOM:pirate31@pirate BaseValue = 600 Size = 5 Weight = 5 Desc0 = "A large ruby is lying on the floor." Examine = "It looks suitable to put on the hilt of a sword." EndObject = ruby Object = coins Altname = "platinum" Location = IN_ROOM:pirate31@pirate BaseValue = 400 Size = 5 Weight = 5 Desc0 = "Coins lay scattered across the floor." Examine = "They are made of platinum and are very valuable." EndObject = coins Object = boulder1 Name = "boulder" Altname = "rock" OFlags = NoGet Location = IN_ROOM:pirate30@pirate BaseValue = 0 Size = 0 Weight = 0 Linked = boulder2 State = 1 MaxState = 1 Desc0 = "Fragments from a boulder cover the floor." Desc1 = "A huge boulder block the doorway." Examine = "It is firmly wedged. Nothing short of blasting would remove it!" EndObject = boulder1 Object = boulder2 Name = "boulder" Altname = "rock" OFlags = NoGet Location = IN_ROOM:pirate31@pirate BaseValue = 0 Size = 0 Weight = 0 Linked = boulder1 State = 1 MaxState = 1 Desc0 = "Fragments from a boulder cover the floor." Desc1 = "A huge boulder block the doorway." Examine = "It is firmly wedged. Nothing would remove it!" EndObject = boulder2 Object = keychain Altname = "foot" Location = IN_ROOM:pirate27@pirate BaseValue = 50 Size = 1 Weight = 1 Desc0 = "Hamlet's left foot lies in one corner." Examine = " A cute, but fragrant hobbit's foot has been cast aside. Someone has obviously used it for a keychain." EndObject = keychain Object = wall Altname = "writing" OFlags = NoGet Location = IN_ROOM:pirate24@pirate BaseValue = 0 Size = 0 Weight = 0 Desc0 = "The stone wall appears to have some writing on it." Examine = " The writing mentions that many talismen and amulets used to exist that allowed its wearer to breathe underwater." EndObject = wall Object = bush Altname = "plant" OFlags = NoGet Location = IN_ROOM:pirate16@pirate BaseValue = 0 Size = 0 Weight = 0 Linked = berries State = 1 MaxState = 1 Desc0 = "A small berry bush is here, picked clean." Desc1 = "A small berry bush is here, covered with ripe berries." Examine = "It looks like a blackberry bush." EndObject = bush Object = berries Altname = "blackberries" OFlags = Food, GetFlips Location = IN_ROOM:pirate16@pirate BaseValue = 10 Size = 1 Weight = 1 Linked = bush State = 1 MaxState = 1 Desc0 = "Several small berries litter the ground here." Desc1 = "" Examine = "They look like blackberries, but you're not sure." EndObject = berries Object = keg Altname = "gunpowder" Location = IN_ROOM:pirate9@pirate BaseValue = 50 Size = 30 Weight = 30 Desc0 = "A keg of gunpowder is sitting nearby." Examine = "It looks powerful enough to destroy a large rock!" Trap = all @ switch(event) { case E_ONLIGHT: if (oloc (param_s.ob) == LOC_PIRATE_PIRATE30) /* blow up boulder */ { send_msg (oloc (param_s.ob), 0, LVL_MIN, LVL_MAX, NOBODY, NOBODY, "The explosion shatters the boulder!\n"); setobjstate (OBJ_PIRATE_BOULDER1, 0); destroy (OBJ_PIRATE_KEG); } bprintf ("You are hurt by the flying pieces of debris!\n"); if (pstr (param_s.plx) <= 10) { setpstr (param_s.plx, 1); } else { setpstr (param_s.plx, (pstr (param_s.plx) - 10)); } param_s.ret = -1; break; default: break; } @ EndTrap EndObject = keg Object = plank1 Name = "plank" Altname = "board" OFlags = NoGet Location = IN_ROOM:pirate0@pirate BaseValue = 0 Linked = plank2 State = 1 MaxState = 1 Desc0 = "A plank extends west to the shore." Desc1 = "" Examine = "" EndObject = plank1 Object = plank2 Name = "plank" Altname = "board" OFlags = NoGet Location = IN_ROOM:pirate13@pirate BaseValue = 0 Linked = plank1 State = 1 MaxState = 1 Desc0 = "There is a plank leading east onto the pirate ship." Desc1 = "" Examine = "" EndObject = plank2 Object = table OFlags = NoGet Location = IN_ROOM:pirate11@pirate BaseValue = 0 Desc0 = "" Trap = all @ switch (event) { case E_ONPUT: if (param_s.misc == OBJ_VILLAGE_MAP) { if (state(OBJ_PIRATE_PLANK1) == 0) { bprintf("Nothing happens...\n"); return; } if (state(OBJ_PIRATE_SAIL) == 1) /* Sail raised, switch exits */ { send_msg(ploc(param_s.plx), 0, LVL_MIN, LVL_MAX, NOBODY, NOBODY, "A ghost pirate fades into view. After carefully studying " "the map, he goes\n" "outside and sails the ship to a new land.\n"); setobjstate(OBJ_PIRATE_LADDER2COVE, 1); setobjstate(OBJ_PIRATE_PLANK1, 0); destroy(OBJ_VILLAGE_MAP); } else /* if sail NOT raised... */ { send_msg(ploc(param_s.plx), 0, LVL_MIN, LVL_MAX, NOBODY, NOBODY, "A ghostly pirate fades into view. After testing the wind " "carefully, he\n" "shakes his head sadly and fades away.\n"); } param_s.ret = -1; } break; default: break; } @ EndTrap EndObject = table Object = telescope Altname = "scope" Location = IN_ROOM:pirate1@pirate BaseValue = 100 Size = 15 Weight = 5 Desc0 = "A small telescope is laying here." Examine = " It is small, and made of brass. Obviously it is used by sailors to sight land." EndObject = telescope Object = oranges Altname = "food" OFlags = Food Location = IN_ROOM:pirate6@pirate BaseValue = 10 Size = 1 Weight = 1 Desc0 = "Some tasty looking oranges lie nearby." Examine = "They look good enough to prevent scurvy!" EndObject = oranges Object = lemon Altname = "food" OFlags = Food Location = IN_ROOM:pirate6@pirate BaseValue = 10 Size = 1 Weight = 1 Desc0 = "Some sour lemons have been left here." Examine = "They appear to be edible." EndObject = lemon Object = mastrope Name = "rope" OFlags = NoGet Location = IN_ROOM:pirate0@pirate BaseValue = 0 Desc0 = "A rope hangs down from the mast." Trap = all @ switch(event) { case E_ONPUSH: if (state (OBJ_PIRATE_SAIL) == 0) { bprintf ("You raise the sail, which promptly catches the wind.\n"); setobjstate (OBJ_PIRATE_SAIL, 1); } else { bprintf ("You lower and furl the sail.\n"); setobjstate (OBJ_PIRATE_SAIL, 0); } param_s.ret = -1; default: break; } @ EndTrap EndObject = mastrope Object = Sail OFlags = NoGet Location = IN_ROOM:pirate0@pirate BaseValue = 0 State = 0 MaxState = 1 Desc0 = "A sail lies here, furled." Desc1 = "A sail is raised and billowing in the wind." EndObject = Sail Object = ladder2Cove Name = "ladder" Location = IN_ROOM:pirate0@pirate OFlags = NoGet Linked = ladder2pirate State = 0 MaxState = 1 Desc0 = "A rope ladder is thrown over the side of the ship." Desc1 = "A rope ladder is here, curled up neatly." EndObject = ladder2Cove Object = ladder2pirate Name = "ladder" Location = IN_ROOM:Cove@village OFlags = NoGet Linked = ladder2Cove State = 0 MaxState = 1 Desc0 = " A rope ladder climbs up the side of a large pirate ship floating in the cove." Desc1 = "" EndObject = ladder2pirate Object = hold_door Name = "door" Location = IN_ROOM:pirate4@pirate OFlags = Openable, Lockable, NoGet Linked = mess_door State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = hold_door Object = mess_door Name = "door" Location = IN_ROOM:pirate5@pirate OFlags = Openable, Lockable, NoGet Linked = hold_door State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = mess_door Object = hallway_door Name = "door" Location = IN_ROOM:pirate7@pirate OFlags = Openable, Lockable, NoGet Linked = powder_door State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = hallway_door Object = powder_door Name = "door" Location = IN_ROOM:pirate9@pirate OFlags = Openable, Lockable, NoGet Linked = hallway_door State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = powder_door Object = aft_door Name = "door" Location = IN_ROOM:pirate10@pirate OFlags = Openable, Lockable, NoGet Linked = captains_door State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = aft_door Object = captains_door Name = "door" Location = IN_ROOM:pirate11@pirate OFlags = Openable, Lockable, NoGet Linked = aft_door State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = captains_door Location = "pirate0" North = pirate2@pirate West = ^plank1@pirate South = pirate10@pirate Up = pirate1@pirate Down = ^ladder2Cove@pirate LFlags = Outdoors Title = "&+WOn the Deck&*" Desc = ^ You are standing on the wooden planking of the main deck of a large pirate ship. A mast climbs into the sky, atop of which you can see the crow's nest. The deck leads around the ship. North to the forward end of the ship, south to the aft. ^ EndLocation = "pirate0" Location = "pirate1" Down = pirate0@pirate LFlags = Outdoors Title = "&+WIn the Crow's Nest&*" Desc = ^ You are inside a large basket far up the ship's main mast. Upon looking around, you see a couple of small islands off in the sea. ^ EndLocation = "pirate1" Location = "pirate2" East = pirate3@pirate South = pirate0@pirate Down = pirate4@pirate LFlags = Outdoors Title = "&+WForedeck of the Ship&*" Desc = ^ You are standing on the deck at the bow end of the pirate ship. Cannon emplacements line the sides, and a small pile of cannon balls is beside each cannon. A small hatchway leads down into what is apparently the hold, and a small plank leads out over the ocean to the east. Around the ship, you see clear blue water, infested with man-eating sharks. ^ EndLocation = "pirate2" Location = "pirate3" LFlags = Outdoors, Death Title = "&+WThe Plank snaps and .... &*" Desc = ^ As you step out onto the plank, a large crack splits it in two. You quickly plunge into the water below. As you struggle for breath, several sharks promptly make you their next meal... ^ EndLocation = "pirate3" Location = "pirate4" South = ^hold_door@pirate Up = pirate2@pirate Title = "&+WShip's Hold&*" Desc = ^ You are in the ship's hold, apparently just a rather large, open space. It is immediately obvious that the pirates have transported a large variety of objects in their ship, for you see everything from scraps of cloth to animal droppings littering the floor. To the south, a large door leads to the rest of the ship. ^ EndLocation = "pirate4" Location = "pirate5" North = ^mess_door@pirate South = pirate7@pirate West = pirate6@pirate Title = "&+WShip's Mess&*" Desc = ^ You are in a large room with several long tables. Sawdust covers the floor, and scraps of food litter both it and the tables. Smokey light streams in from several portholes lining the walls, but it does nothing to lighten the mood of the place. A small doorway leads off to the west, a hallway extends to the south, and a large door stands in the middle of the north wall. ^ EndLocation = "pirate5" Location = "pirate6" East = pirate5@pirate Title = "&+WThe Galley&*" Desc = ^ You are standing in the middle of the cramped room that serves as the ship's kitchen. Lining the walls are pots, pans, and other kitchen utensils. A small stove sits in one corner of the room, amid sacks of flour, sugar, and pepper. The only exit to the room is in the east wall. ^ EndLocation = "pirate6" Location = "pirate7" North = pirate5@pirate South = ^hallway_door@pirate West = pirate8@pirate Title = "&+WHallway&*" Desc = ^ You are walking in a narrow hallway. To the west, you see a doorway opening into what appears to be the crew's bunks, and to the south, the hallway ends in a door. ^ EndLocation = "pirate7" Location = "pirate8" East = pirate7@pirate Title = "&+WCrew's Quarters&*" Desc = ^ You are in a small room, lined on two walls with bunk beds. You see all sorts of carvings in the wood walls, which were probably made by idle sailors with large knifes. You see a small table made out of a barrel and a wooden panel. A doorway is in the east wall. ^ EndLocation = "pirate8" Location = "pirate9" North = ^powder_door@pirate Title = "&+WPowder Room&*" Desc = ^ You are in the room that the ship stores its gunpowder supplies in. You see several huge barrels, some full of gunpowder, others full of cannonballs. A door can be seen in the north wall. ^ EndLocation = "pirate9" /* If you have a door....put the door in the room you want...and... make the exit that the door blocks like the one here: <dir>:^<door> */ Location = "pirate10" North = pirate0@pirate South = ^aft_door@pirate Up = pirate12@pirate Title = "&+WAft Deck&*" Desc = ^ You are near the back of the ship, standing on the deck. A large cabin rises from the deck to the south, with a small door leading into it. A small stairway leads onto the roof of it. The deck continues on to the north. ^ EndLocation = "pirate10" Location = "pirate11" North = ^captains_door@pirate Title = "&+WCaptain's Quarters&*" Desc = ^ You are standing in what is obviously the captain's room. It is lushly accommodated, and windows abound everywhere. A large table is set up in the middle of the room, and a huge map of the ocean is spread out upon it. To the north, a door opens out onto the deck. ^ EndLocation = "pirate11" Location = "pirate12" Down = pirate10@pirate Title = "&+WShip's Wheel&*" Desc = ^ You are on a large, empty platform. In front of you, you see a large wheel which obviously steers this mighty ship. A small flight of stairs lead down to the main deck. ^ EndLocation = "pirate12" Location = "pirate13" East = ^plank2@pirate West = pirate14@pirate South = pirate15@pirate Title = "&+WSandy Shore&*" Desc = ^ You are standing on a glittering white shore, unmarked save by the waves that are quietly coming and going. A large pirate ship can be seen floating placidly in the bay. ^ EndLocation = "pirate13" Location = "pirate14" East = pirate13@pirate South = pirate16@pirate West = pirate22@pirate LFlags = Outdoors Title = "&+WAmong the Trees&*" Desc = ^ You are in the shelter of a group of palm trees that surround you in almost a perfect circle. To the east, you can see a sandy beach. Small bushes dominate the south, and a small hill rises to the west. ^ EndLocation = "pirate14" Location = "pirate15" North = pirate13@pirate West = pirate16@pirate LFlags = Outdoors Title = "&+WWhite Beach&*" Desc = ^ You are standing on a pure sand beach, blindingly white. Pounding waves make a soothing sound, and you feel relaxed here. Raucous calls of the seagulls can be heard in the distance. Small bushes take over the shore to the west, and the beach continues to the north. ^ EndLocation = "pirate15" Location = "pirate16" North = pirate14@pirate East = pirate15@pirate South = pirate17@pirate LFlags = Outdoors Title = "&+WThe Bushes&*" Desc = ^ You are in a clump of knee-high bushes that are scraping uncomfortably against your legs. A group of trees stand to the north, and a beach can be seen to the east and to the south. ^ EndLocation = "pirate16" Location = "pirate17" North = pirate16@pirate South = pirate18@pirate West = pirate21@pirate Up = pirate18@pirate LFlags = Outdoors Title = "&+WThe Beach&*" Desc = ^ You are standing on the shore of a lovely tropical island. White sand extends along the shoreline. The western horizon is dominated by a huge volcano. To the west a small path leads to a tunnel that cuts into the heart of the volcano. Another small path leads off to the south, winding its way up the side of the volcano, and small bushes can be seen to the north. ^ EndLocation = "pirate17" Location = "pirate18" North = pirate17@pirate West = pirate20@pirate Up = pirate20@pirate Down = pirate17@pirate LFlags = Outdoors Title = "&+WVolcano Path&*" Desc = ^ You stand on a rugged, but passable path leading up the side of the volcano. The path continues up to the west, and back down to the north. ^ EndLocation = "pirate18" Location = "pirate19" North = pirate20@pirate South = Circle@moor Down = pirate20@pirate LFlags = Outdoors, NoMobiles Title = "&+WThe Gateway&*" Desc = ^ You are standing in front of a large, pillared archway. In between the pillars you see a hazy cloud, through which the moors can be seen. This is strange though, for when you look behind the archway, all you can see is a large cliff, at the bottom of which you can see waves crash. A path extends off to the north here, winding down the side of the volcano. ^ EndLocation = "pirate19" Location = "pirate20" East = pirate18@pirate South = pirate19@pirate Up = pirate19@pirate Down = pirate18@pirate LFlags = Outdoors Title = "&+WVolcano Path&*" Desc = ^ You are standing on a path climbing the side of the volcano. To the south, you can see a level area, apparently the end of the path. To the east, the path continues down the volcano. ^ EndLocation = "pirate20" Location = "pirate21" East = pirate17@pirate West = pirate25@pirate Down = pirate25@pirate LFlags = NoMobiles, Outdoors Title = "&+WShore of the Lagoon&*" Desc = ^ You are on the shore of a lagoon that fills the center of the extict volcano. Beautiful blue water laps gently against th sand, and because it is crystal clear, You can make out some sort of submerged building. A small set of stairs lead down into the water toward the building, and to the east, a pathway leads through the side of the volcano. ^ EndLocation = "pirate21" Location = "pirate22" North = pirate23@pirate East = pirate14@pirate Up = pirate23@pirate Down = pirate14@pirate LFlags = Outdoors Title = "&+WStart of the Path&*" Desc = ^ You are standing on the low hill, and stretching out in front of you is a small path, leading up this side of an old volcano that dominates the western horizon. To the east, at the base of the hill, you see a small circle of palm trees, and the path extends off to the north. ^ EndLocation = "pirate22" Location = "pirate23" South = pirate22@pirate West = pirate24@pirate Up = pirate24@pirate Down = pirate22@pirate LFlags = Outdoors Title = "&+WHilly Path&*" Desc = ^ You are on low path, gently curving up the side of a volcano. To the west, the path continues up the hill. It also continues down to the south. ^ EndLocation = "pirate23" Location = "pirate24" East = pirate23@pirate Down = pirate23@pirate LFlags = Outdoors Title = "&+WEnd of the Path&*" Desc = ^ You are at the end of the path, blocked by a solid stone wall. The only exit appears to be back down the mountain to the east. ^ EndLocation = "pirate24" Location = "pirate25" East = pirate21@pirate West = pirate26@pirate Up = pirate21@pirate LFlags = Underwater Title = "&+WIn the Lagoon&*" Desc = ^ You are under the surface of the lagoon. To the west of you, amidst the seaweed flaoting gently on the current, you see the entrance to the submerged temple. Though eroded and barnacle covered, it looks stable and remarkably intact. To the east, a narrow staircase leads up out of the water. ^ EndLocation = "pirate25" Location = "pirate26" East = pirate25@pirate West = pirate27@pirate LFlags = UnderWater, Dark Title = "&+WTemple Entrance&*" Desc = ^ You stand in the entrance room of what was once a proud temple to some ancient God. Rotted wood floats gently in the room, obscuring your view. To the west, you see the altar room, and a doorway leads outside to the east. ^ EndLocation = "pirate26" Location = "pirate27" East = pirate26@pirate South = pirate29@pirate West = pirate28@pirate LFlags = NoMobiles, UnderWater, Dark Title = "&+WAltar Room&*" Desc = ^ You are standing amid the pews in the main room of the temple. Murals of hobbits in a number of activities cover the walls, giving the room a cheerful appearance. On the altar at the front of the room is what appears to be the remains of food, apparently some sort of offering to the Gods. Exits lead to the east, south, and west. ^ EndLocation = "pirate27" Location = "pirate28" East = pirate27@pirate North = shady@blizzard LFlags = UnderWater, Dark Title = "&+WHigh Priest's Quarters&*" Desc = ^ You are in what was once the home of the high priest, but is now the lair of the mermaid. Various trinkets of the surface world line the room for decoration, and a soft bed of seaweed is in one corner. At the north end of the room, a large arch is built into the wall. Through the haze that fills the center of the arch, you can make out a clearing in a forest. A doorway leads back into the altar room to the east. ^ EndLocation = "pirate28" Location = "pirate29" North = pirate27@pirate Up = pirate30@pirate LFlags = UnderWater, Dark Title = "&+WSmall Storage Room&*" Desc = ^ You stand in what used to be a small, unremarkable store room. It is barren except for a stairway leading up into an air-filled chamber, and a doorway leading to the north. ^ EndLocation = "pirate29" Location = "pirate30" West = ^boulder1@pirate Down = pirate29@pirate LFlags = Dark Title = "&+WAccounting Room&*" Desc = ^ You are in a room that through some miracle is still full of air. Though stale, it appears to be breathable. A small desk is in shambles in one corner of the room, and papers lie everywhere. There is a doorway to the west, and stairs lead down into water. ^ EndLocation = "pirate30" Location = "pirate31" East = ^boulder2@pirate LFlags = Dark Title = "&+WTemple Treasury&*" Desc = ^ You stand in the temple's treasure room. Rotted foodstuffs are scattered across the floor, but other than this room is bare. A doorway to the east is the only way out. ^ EndLocation = "pirate31"