dyrt/
dyrt/bin/
dyrt/data/MAIL/
dyrt/data/WIZ_ZONES/
dyrt/include/machine/
dyrt/src/misc/cpp/
#include "undef.h"
#include "cflags.h"
#include "exits.h"

%mobiles

Name             = rosebud
Pname            = "Rosebud"
Location         = gate
Speed            = 0
Strength         = 120/120
Damage           = 13
Armor            = 0
Aggression       = 10
Mflags		{bareast}
Sflags          = { female }
Description      = "Rosebud the killer attack cow is here guarding the gate."
End              = rosebud

Name             = eugene
Pname            = "Eugene"
Location         = npond
Strength         = 50/50
Damage           = 10
Armor            = 0
Aggression       = 0
Description      = "Eugene the duck is here quacking softly to himself"
End              = eugene

Name             = goat
Pname            = "The goat"
Location         = sestall
Speed            = 0
Strength         = 100
Damage           = 15
Armor            = 0
Aggression       = 0
Description      = "There's a goat here with it's belly rumbling"
End              = goat

Name             = sheep
Pname            = "The sheep"
Location         = fallow1
Strength         = 80/80
Damage           = 10
Armor            = 0
Aggression       = 0
Description      = "A sheep is here bleating softly."
End              = sheep

Name             = ruffles
Pname            = "Ruffles"
Location         = fallow2
Strength         = 100/100
Damage           = 13
Armor            = 0
Aggression       = 60
Description      = "Ruffles the sheepdog is here guarding his flock."
end              = ruffles

Name             = bob
Pname            = "The farmer"
Location         = foyer
Speed            = 0
Strength         = 120/120
Damage           = 10
Armor            = 0
Aggression       = 90
Description      = "
Farmer Bob is here, and he wants you to stay away from his daughter."

Name             = belinda
Pname            = "Belinda"
Location         = sbedroom
Speed            = 0
Strength         = 100/100
Damage           = 10
Armor            = 0
Aggression       = 40
Sflags           = { female }
Description      = "The farmer's daughter Belinda is here with her boyfriend."
end              = belinda

Name             = jack
Pname            = "Jack"
Location         = sbedroom
Speed            = 0
Strength         = 100
Damage           = 15
Armor            = 0
Aggression       = 60
Description      = "Belinda's boyfriend Jack is here fondling his girlfriend"
End              = jack

Name             = mugwump
Pname            = "The mugwump"
Location         = mugwumps
Strength         = 250
Damage           = 17
Armor            = 0
Aggression       = 0
Description      = "A tall, skinny, ugly, slimy mugwump is here sneering greedily at you."

Name             = hedgehog
Pname            = "The hedgehog"
Location         = fwood1
Speed            = 0
Strength         = 60/60
Damage           = 10
Armor            = 0
Aggression       = 100
Description      = "A viscious little hedgehog leaps out of the mist at you!"
end              = hedgehog

Name             = jane
Pname            = "Mary Jane"
Location         = fwood6
Strength         = 120/120
Damage           = 13
Armor            = 0
Aggression       = 20
Sflags           = { female }
Description      = "Mary Jane is here wondering where up is."

Name             = hector
Pname            = "Hector"
Location         = campfire
Strength         = 150/150
Damage           = 13
Armor            = 0
Aggression       = 0
Description      = "Hector the happy-go-lucky hippie is wandering absent mindedly by"
end              = hector

Name             = mac
Pname            = "Seargent Big Mac"
Location         = fwood6
Strength         = 200/200
Damage           = 15
Armor            = 0
Aggression       = 40
Description      = "Seargent Big Mac is here waiting to arrest you for eating one too many hamburgers."

Name             = tree
Pname            = "The Tree"
Location         = vines
Speed            = 0
Strength         = 200/200
Damage           = 11
Armor            = 0
Aggression       = 70
Mflags 		{bareast}
Description      = "A large tree is looming over you preparing to do you in"
End              = tree

Name             = fish
Pname            = "The fish"
Location         = fountain5
Speed            = 0
Strength         = 120/120
Damage           = 13
Armor            = 0
Aggression       = 70
Description      = "
A huge fish is here making you finally realize what fish-food must feel like."

Name             = gatekeeper
Pname            = "The Gatekeeper"
Location         = cloud_gate
Speed            = 0
Strength         = 200/200
Damage           = 15
Armor            = 0
Aggression       = 60
Mflags		{bareast}
Description      = "There is a giant gatekeeper here keeping you out."
end              = gatekeeper

Name             = gopherr
Pname            = "The Gopherr"
Location         = gopher_den
Strength         = 120/120
Damage           = 13
Armor            = 0
Aggression       = 60
Description      = "A giant gopher is here busily scurrying around"
End              = gopherr

Name             = people eater
Pname            = "The people eater"
Location         = large
Speed            = 0
Strength         = 320/320
Damage           = 20
Armor            = 0
Aggression       = 90
Description      = "The One-eyed-one-horned-flying-purple-people-eater is here
and he's hungry!"
end              = people eater

Name             = chef
Pname            = "The Swedish Chef"
Location         = lkitchen
Speed            = 0
Strength         = 100/100
Damage           = 25
Armor            = 0
Aggression       = 90
Description      = "
The Swedish Chef is here throwing things at you!  Bork Bork Bork!"

Name             = guest
Pname            = "The guest"
Location         = guest1
Speed            = 0
Strength         = 150/150
Damage           = 15
Armor            = 0
Aggression       = 60
Description      = "There is a giant guest sitting in this giant room"
end              = guest

Name             = crier
Pname            = "The Crier"
Location         = waiting
Speed            = 0
Strength         = 250/250
Damage           = 17
Armor            = 0
Aggression       = 70
Description      = "The king's crier is here waiting to announce the guests of
the king.  He knows that you are not a guest."
end              = crier

Name             = sentry
Pname            = "The sentry"
Location         = side
Speed            = 0
Strength         = 250/250
Damage           = 20
Armor            = 0
Aggression       = 80
mflags		 {barwest}
Description      = "There is a giant sentry here."

Name             = jesse
Pname            = "Jesse"
Location         = eyes
Speed            = 0
Strength         = 150/150
Damage           = 10
Armor            = 0
Aggression       = 90
Description      = "Jesse, the man inside the giant, is here, and he isn't happy
to see you."
end              =jesse

Name             = john
Pname            = "John"
Location         = guard
Speed            = 0
Strength         = 125/125
Damage           = 12
Armor            = 0
Aggression       = 90
Description      = "John the guard is here, and he doesn't look happy to see
you."
end              = john

Name             = rob
Pname            = "Rob"
Location         = guard
Speed            = 0
Strength         = 150/150
Damage           = 15
Armor            = 0
Aggression       = 50
Description      = "Rob the guard is here, and he doesn't look happy to see you
either."

Name             = seargent
Pname            = "The seargent"
Location         = corridor3
Strength         = 300/300
Damage           = 20
Armor            = 0
Aggression       = 90
Description      = "The seargent at arms is here keeping an eye on the prisoners"

Name             = prisoner
Pname		 = "The Prisoner"
Location         = cell4
Speed            = 0
Strength         = 100/100
Damage           = 15
Armor            = 0
Aggression       = 30
Description      = "There is a prisoner sitting in here recovering from his torture."

Name		 = rat
Pname            = "The rat"
Location         = secret1
Strength         = 80/80
Damage           = 10
Armor            = 0
Aggression       = 50
Description      = "There is giant rat scurrying around here."

Name             = goose
Pname            = "The goose"
Location         = secret_treasury
Speed            = 0
Strength         = 100/100
Damage           = 10
Armor            = 0
Aggression       = 0
Sflags		 { Female }
Description      = "The goose that lays golden eggs is sitting here"
end              = goose

%objects

Name		= clock
Location	= IN_ROOM:clock
Oflags		  {NoGet}
Examine		= "
This mammoth clock takes up the entire south wall and has its pendulum swinging
tirelessly in front of it.  Although it has never stopped ticking its hands
never seem to leave 8:46."
End		= clock

Name             = stick
Location         = IN_ROOM:pond
Oflags             {Lightable Extinguish Weapon }
State            = 1
Maxstate         = 1
Damage           = 5
Bvalue           = 10
Size             = 1
Weight           = 1
Desc[0]          = "A burning stick lies on the ground."
Desc[1]          = "An old stick lies on the ground."
Examine          = "Looks like a stick."
End              = stick

Name             = gate_gate
Pname            = gate
Altname          = door
Location         = IN_ROOM:gate
Oflags             {Openable Lockable NoGet}
Linked           = gate_farmpath
State            = 2
Maxstate         = 2
Desc[0]          = "The gate is open."
Desc[1]          = "The gate is closed."
Desc[2]          = "The gate is locked."

Name             = gate_farmpath
Pname            = gate
Altname          = door
Location         = IN_ROOM:farmpath
Oflags             {Openable Lockable NoGet}
Linked           = gate_gate
State            = 2
Maxstate         = 2
Desc[0]          = "The gate is open."
Desc[1]          = "The gate is closed."
Desc[2]          = "The gate is locked."

Name             = flop_pasture
Pname            = flop
Location         = IN_ROOM:pasture
Oflags             {NoGet}
Linked           = flop_glade
State            = 1
Maxstate         = 0
Desc[0]		 = "
A path has been dug through a large pile of flop to the east."
Desc[1]          = "A large, nasty pile of flop blocks the way east."

Name             = flop_glade
Pname            = flop
Location         = IN_ROOM:glade
Oflags             {NoGet}
Linked           = flop_pasture
State            = 1
Maxstate         = 0
Desc[0]          = "
A path has been dug through a large pile of flop to the west."
Desc[1]          = "
There is a large, nasty pile of flop here blocking the way west."

Name             = shrooms
Altname          = mushrooms
Location         = IN_ROOM:sepasture
Oflags           {food getflips}
State		 = 1
MaxState	 = 0
Bvalue           = 15
Size             = 2
Weight           = 2
Desc[0] = "Three fragrant mushrooms have been left on the ground here."
Desc[1]          = "
There are three nice looking mushrooms growing in a pile of flop here."
Examine = "They look slightly magical."
End              = shrooms

Name             = line
Altname          = fishing
Location         = IN_ROOM:pond
Bvalue           = 20
Size             = 1
Weight           = 1
Desc[0]          = "
There is a roll of fishing line here with a small hook on the end."

Name             = pond
Location         = IN_ROOM:fish
State		 = 1
MaxState	 = 0
Oflags             {NoGet}
Examine          = "
You see many silvery fish flitting to and fro under the water."

Name             = fish
Location         = IN_ROOM:fish
Oflags             {Food Destroyed}
Bvalue           = 10
Size             = 2
Weight           = 2
Desc[0]          = "A delicious looking fish has been left here."
Examine          = "Looks like a fish."

Name             = can
Altname          = tin
Location         = IN_ROOM:path4
Bvalue           = 10
Size             = 3
Weight           = 2
State		 = 1
MaxState	 = 0
Desc[0]          = "There is an old tin can lying on the ground here."
Desc[1]          = "There is an old tin can lying on the ground here."
End              = can

Name             = sign
Location         = IN_ROOM:barn
Oflags             {NoGet}
Desc[0]          = "There is a small sign hanging over the barn door"
Examine		 = "The sign reads: Recycle tin, feed it to the goats."
End              = sign

Name             = helmet
/* Which room does it start? */
Location         = IN_ROOM:limbo@limbo
Oflags             {WearOnHead Armor Wearable }
Armor            = 4
Bvalue           = 120
Size             = 5
Weight           = 5
Desc[0]          = "
A shiny tin helmet has been dropped on the ground here."
End              = helmet

Name             = key
Location         = IN_ROOM:sloft
Oflags             {Destroyed Key }
Bvalue           = 50
Size             = 1
Weight           = 1
Desc[0]          = "A key has been dropped here."
End              = key

Name             = bail
Altname          = hay
Location         = IN_ROOM:sloft
Oflags             {NoGet}
Desc[0]          = "There is a bail of hay sitting by the wall."
End              = bail

Name             = shovel
Location         = IN_ROOM:nbarn
Oflags             {weapon getflips }
State		 = 1
Maxstate         = 1
Damage           = 6
Bvalue           = 100
Size             = 4
Weight           = 3
Desc[0]          = "Someone has left an old shovel here."
Desc[1]          = "There is a shovel leaning against the wall here."
Examine = "Looks like a shovel."
End              = shovel

name		 = hole_ground
PName             = hole
Location         = IN_ROOM:fallow3
Oflags             {NoGet}
Size             = 30
Desc[0]          = "There is a hole in the ground here."
Examine          = "Looks like a great place to plant some seeds."

Name		 = stalk_bottom
Pname		 = beanstalk
Location	 = fallow3
Oflags		 { noget }
Linked		 = stalk_top
State		 = 1
MaxState	 = 1
Desc[0]		 = "
The base of a giant beanstalk is here, reaching to the clouds."

Name		 = stalk_top
Pname		 = beanstalk
Location	 = beanstalk
Oflags		 { noget }
Linked		 = stalk_bottom
State		 = 1
MaxState	 = 1

Name             = door_front
Pname            = door
Location         = IN_ROOM:front
Oflags             {openable noget lockable}
Linked           = door_foyer
State            = 2
Maxstate         = 2
Desc[0]          = "The door is open."
Desc[1]          = "The door is closed."
Desc[2]          = "The door is locked."

Name             = door_foyer
Pname            = door
Location         = IN_ROOM:foyer
Oflags             {Openable lockable noget}
Linked           = door_front
State            = 2
Maxstate         = 2
Desc[0]          = "The door is open."
Desc[1]          = "The door is closed."
Desc[2]          = "The door is locked."

Name             = pitchfork
Altname          = fork
Location         = WIELDED_BY:Bob
Oflags             {weapon }
Damage           = 13
Bvalue           = 200
Size             = 6
Weight           = 3
Desc[0]          = "There is a pitchfork lying here."
Examine          = "
Looks like this pitchfork has been used to impale more than hay!"
End              = pitchfork

Name             = toilet
Altname          = john
Location         = IN_ROOM:bathroom
Oflags             {NoGet Container}
Size             = 500
Examine          = "
Upon closer examination you find that the toilet hasn't been flushed."
End              = toilet

Name             = door_bathroom
Pname            = door
Location         = IN_ROOM:bathroom
Oflags             {NoGet Openable Lockable}
Linked           = door_hall
State            = 0
Maxstate         = 2
Desc[0]          = "The door is open."
Desc[1]          = "The door is closed."
Desc[2]          = "The door is locked."
End              = door_bathroom

Name             = door_hall
Pname            = door
Location         = IN_ROOM:hall
Oflags             {NoGet Openable Lockable}
Linked           = door_bathroom
State            = 0
Maxstate         = 2
Desc[0]          = "The door is open."
Desc[1]          = "The door is closed."
Desc[2]          = "The door is locked."
End              = door_hall

Name             = door_top
Pname            = door
Location         = IN_ROOM:top
Oflags             {NoGet Openable Lockable}
Linked           = door_sbedroom
State            = 2
Maxstate         = 2
Desc[0]          = "The door is open."
Desc[1]          = "The door is closed."
Desc[2]          = "The door is locked."
End              = door_top

Name             = door_sbedroom
Pname            = door
Location         = IN_ROOM:sbedroom
Oflags             {NoGet Openable Lockable}
Linked           = door_top
State            = 2
Maxstate         = 2
Desc[0]          = "The door is open."
Desc[1]          = "The door is closed."
Desc[2]          = "The door is locked."
End              = door_sbedroom

Name             = door_backdoor
Pname            = door
Location         = IN_ROOM:backdoor
Oflags             {NoGet Openable Lockable}
Linked           = door_pantry
State            = 2
Maxstate         = 2
Desc[0]          = "The door is open."
Desc[1]          = "The door is closed."
Desc[2]          = "The door is locked."
End              = door_backdoor

Name             = door_pantry
Pname            = door
Location         = IN_ROOM:pantry
Oflags             {NoGet Openable Lockable}
Linked           = door_backdoor
State            = 2
Maxstate         = 2
Desc[0]          = "The door is open."
Desc[1]          = "The door is closed."
Desc[2]          = "The door is locked."
End              = door_pantry

Name            = peas
AltName          = food
Location         = IN_ROOM:pantry
Oflags             {Food}
Bvalue           = 22
Size             = 2
Weight           = 2
Desc[0]          = "Some blackeyed peas are here waiting to be eaten."

Name             = okra
Altname		 = food
Location         = IN_ROOM:pantry
Oflags             {food}
Bvalue           = 22
Size             = 2
Weight           = 2
Desc[0]          = "Some fried okra is here."
End              = okra

Name             = mugwump
Location         = IN_ROOM:mugwumps
Oflags             {NoGet}
Desc[0]          = "
There's a mugwump right in front of you oozing plenty of goo to keep you here
forever if you want it."
Examine          = "Looks like a mugwump."

Name             = coffee
Altname		 = food
Location         = IN_ROOM:green
Oflags             {Drink}
Bvalue           = 22
Size             = 2
Weight           = 2
Desc[0]          = "There is a fragrant cup of coffee sitting here."
Examine          = "This looks like a great cup of coffee."
End              = coffee

Name             = seeds
Altname		 = pile
Location         = IN_ROOM:green
Oflags		 { food }
Bvalue           = 22
Size             = 2
Weight           = 2
Desc[0]          = "There are some seeds sitting here in a small pile."
Examine          = "
As you hold them, you feel these seeds vibrating with magical energy."

Name             = coin
Altname          = gold
Location         = IN_ROOM:fountain5
Bvalue           = 900
Size             = 15
Weight           = 15
Desc[0]          = "
There is a gigantic gold coin lying here that you just might be able to lift."
Examine          = "There is a head engraved on it that you don't recognize."
End              = coin

Name		 = fountain_coins
PName             = coins
Location         = IN_ROOM:fountain5
Oflags             {NoGet}
Bvalue           = 0
Desc[0]          = "
There are several huge coins here that have been tossed into the fountain."

Name             = hole
Location         = IN_ROOM:garden3
Oflags             {NoGet}
Examine          = "
Around the edges of the hole, you see many large claw marks."
End              = hole

Name             = door_courtyard
Pname            = door
Location         = IN_ROOM:courtyard
Oflags             {NoGet}
State		 = 0
MaxState	 = 0
Linked           = door_entry
Desc[0]          = "The door is open just enough for you to squeeze through."
Examine          = "
This is a really big door.  You couldn't shift it if you tried."

Name             = door_entry
Pname            = door
Location         = IN_ROOM:entry
Oflags             {NoGet}
State		 = 0
MaxState	 = 0
Linked           = door_courtyard
Desc[0]          = "The door is open just enough for you to squeeze through."
Examine          = "
This is a really big door.  You couldn't shift it if you tried."

Name             = fireplace
Altname          = fire
Location         = IN_ROOM:parlor
Oflags             {Lit NoGet}
Desc[0]          = "
A huge fireplace is set in the north wall with a fire blazing fiercely in it."
Examine          = "Looks hot in there!"
End              = fireplace

Name             = book2
Pname		 = book
Location         = IN_ROOM:library
Oflags             {NoGet}
/*
Desc[0]          = "There is a huge book that has been left open in the corner."
*/
Examine          = "
You climb up on the book and begin to read...


The book tells of a great hero of this giant race and how he was brutally fooled
and murdered by one of an impish race of little people while he was heading down
to their world on a mission of friendship and peace.  It goes on to say that,
ever since this brutal murder, these giants have been at war with all of those
of the same race as this evil villain:  Jack."

Name             = book
Location         = IN_ROOM:study
Oflags		{ GetFlips }
Bvalue           = 220
Size             = 5
Weight           = 3
State            = 1
Maxstate         = 1
Desc[0]          = "There is an old book lying here."
Desc[1]          = "There is an old book lying open on the desk."
Examine          = "The book tells the heroic tale of Jack and the Beanstalk."

Name             = table
Location         = IN_ROOM:banquet
Oflags             {NoGet}
End              = table

Name             = steaknife
Altname          = knife
Location         = IN_ROOM:banquet
Oflags             {destroyed weapon }
Damage           = 22
Bvalue           = 500
Size             = 20
Weight           = 14
Desc[0]          = "There is a huge steaknife lying here."
Examine          = "
This steaknife is as large as a broadsword.  It would probably make a mighty
fine weapon."

Name             = brick_storage
PName            = brick
Location         = IN_ROOM:storage
Oflags             {PushToggle NoGet}
Linked		 = hole_secret3
State            = 1
Maxstate         = 0
Desc[0]          = "A loose brick has been pushed aside revealing a hole leading south."
Desc[1]		 = "There is a loose brick in the south wall."

Name             = hole_secret3
Pname            = lever
Location         = IN_ROOM:secret3
Oflags             {NoGet PushToggle}
Linked           = brick_storage
State            = 1
Maxstate         = 0
Desc[0]          = "A lever has been pulled revealing a hole in the north wall."
Desc[1]		 = "There is a lever here that looks like it might open a secret door."

Name             = plunger
Altname          = helper
Location         = IN_ROOM:storage
Oflags             {weapon}
Damage           = 8
Bvalue           = 100
Size             = 10
Weight           = 5
Desc[0]          = "A huge toilet plunger is standing in the corner."
Examine          = "
Just think of what it would take to stop up a toilet big enough to need this!"
End              = plunger

Name             = throne
Location         = IN_ROOM:throne
Oflags             {NoGet}
Examine          = "If only you could haul this treasure off!"
End              = throne

Name             = door_side
Pname            = door
Location         = IN_ROOM:side
Oflags             {NoGet Openable Lockable}
Linked           = door_treasury
State            = 2
Maxstate         = 2
Desc[0]          = "The door is open."
Desc[1]          = "The door is closed."
Desc[2]          = "The door is locked."

Name             = door_treasury
Pname            = door
Location         = IN_ROOM:treasury
Oflags             {NoGet Openable Lockable}
Linked           = door_side
State            = 2
Maxstate         = 2
Desc[0]          = "The door is open."
Desc[1]          = "The door is closed."
Desc[2]          = "The door is locked."
End              = door_treasury

Name             = emerald
Location         = IN_ROOM:treasury
Bvalue           = 1000
Size             = 6
Weight           = 5
Desc[0]          = "A giant emerald is lying here on the floor."
Examine          = "Looks like an emerald."
End              = emerald

Name             = necklace
Altname          = pearls
Location         = IN_ROOM:treasury
Oflags             {wearonneck Wearable }
Bvalue           = 500
Size             = 7
Weight           = 4
Desc[0]          = "There is a giant pearl necklace here."
Examine          = "You'd need a big neck to wear this comfortably."
End              = necklace

Name             = coins
Location         = IN_ROOM:treasury
Bvalue           = 600
Size             = 7
Weight           = 9
Desc[0]          = "There are several large coins scattered about."
Examine          = "Look like coins."
End              = coins

Name             = bookcase
Altname          = case
Location         = IN_ROOM:sitting
Oflags             {NoGet Pushtoggle}
Linked           = hole_secret7
State            = 1
Maxstate         = 0
Desc[0]          = "
The bookcase has been pushed aside leading to secret passage to the north."
Desc[1]          = "There is a large bookcase against the north wall."
Examine          = "Looks like a bookcase."

Name             = hole_secret7
Pname            = lever
Location         = IN_ROOM:secret7
Oflags             {NoGet PushToggle}
Linked           = bookcase
State            = 1
Maxstate         = 0
Desc[0]          = "A lever has been pulled revealing a hole in the south wall."
Desc[1]		 = "There is a lever here that looks like it might open a secret door."

Name             = giant
Location         = IN_ROOM:giants_bed
Oflags             {NoGet}
Examine          = "Looks bloody big from here."
End              = giant

Name             = hatch_nose
Pname            = hatch
Altname          = door
Location         = IN_ROOM:nose_chamber
Oflags             {NoGet Openable Lockable}
Linked           = hatch_head
State            = 2
Maxstate         = 2
Desc[0]          = "The hatch is open."
Desc[1]          = "The hatch is closed."
Desc[2]          = "The hatch is locked."

Name             = hatch_head
Pname            = hatch
Altname          = door
Location         = IN_ROOM:head
Oflags             {NoGet Openable Lockable}
Linked           = hatch_nose
State            = 2
Maxstate         = 2
Desc[0]          = "The hatch is open."
Desc[1]          = "The hatch is closed."
Desc[2]          = "The hatch is locked."
End              = hatch_head

Name             = window
Altname          = glass
Location         = IN_ROOM:eyes
Oflags             {NoGet}
Examine          = "You get a birdseye view of the giants bedroom."
End              = window

Name		 = hole_bed
Pname		 = hole
Location	 = under
Oflags		 { NoGet }
Desc[0]		 = "There is a small hole in the floor here."
Examine		 = "As you look at the hole, you find a small panel cut in the floor."

Name		 = panel_bed
Pname		 = panel
Location	 = under
Oflags		 = { NoGet }
Linked		 = panel_secret
State		 = 1
MaxState	 = 1
Desc[0]		 = "There is an open panel in the floor."

Name		 = panel_secret
Pname		 = panel
Location	 = secret_treasury
Oflags		 = { NoGet }
Linked		 = panel_bed
State		 = 1
MaxState	 = 1
Desc[0]		 = "There is an open panel in the floor."

Name             = staff
Location         = WIELDED_BY:jesse
Oflags             {Weapon}
Damage           = 15
Bvalue           = 300
Size             = 7
Weight           = 4
Desc[0]          = "A strange twisted staff has been left here."
Examine          = "
This staff is old, and strong.  It looks as if it has been twisted and
corrupted, though by the one who used it.  The bottom of the staff has been
smoothed around the edges."
End              = staff

Name             = egg
Altname          = gold
Location         = IN_ROOM:secret_treasury
Bvalue           = 2000
Size             = 20
Weight           = 20
Desc[0]          = "The Goose's golden egg is here gleaming in the light."
Examine          = "This is a big hunk of gold."
End              = egg

Name             = door_corridor1
Pname            = door
Location         = IN_ROOM:corridor1
Oflags             {NoGet Openable Lockable}
Linked           = door_corridor2
State            = 2
Maxstate         = 2
Desc[0]          = "The door is open."
Desc[1]          = "The door is closed."
Desc[2]          = "The door is locked."
End              = door_corridor1

Name             = door_corridor2
Pname            = door
Location         = IN_ROOM:corridor2
Oflags             {NoGet Openable Lockable}
Linked           = door_corridor1
State            = 2
Maxstate         = 2
Desc[0]          = "The door is open."
Desc[1]          = "The door is closed."
Desc[2]          = "The door is locked."
End              = door_corridor2

Name             = door_corridor3
Pname            = door
Location         = IN_ROOM:corridor3
Oflags             {NoGet Openable Lockable}
Linked           = door_cell4
State            = 2
Maxstate         = 2
Desc[0]          = "The door is open."
Desc[1]          = "The door is closed."
Desc[2]          = "The door is locked."

Name             = door_cell4
Pname            = door
Location         = IN_ROOM:cell4
Oflags             {NoGet Openable Lockable}
Linked           = door_corridor3
State            = 2
Maxstate         = 2
Desc[0]          = "The door is open."
Desc[1]          = "The door is closed."
Desc[2]          = "The door is locked."

Name             = hole_secret
Pname            = lever
Location         = IN_ROOM:secret
Oflags             {NoGet PushToggle}
Linked           = brick
State            = 1
Maxstate         = 0
Desc[0]          = "A lever has been pulled revealing a hole in the north wall."
Desc[1]		 = "There is a lever here that looks like it might open a secret door."

Name             = brick
Location         = IN_ROOM:torture
Oflags             {NoGet Pushtoggle}
Linked           = hole_secret
State            = 1
Maxstate         = 0
Desc[0]          = "A loose brick has been pushed aside revealing a hole in the south wall."
Desc[1]          = "There is a loose brick in the south wall."
Examine          = "Looks like a brick."
End              = brick

Name             = peephole
Altname          = hole
Location         = IN_ROOM:secret4
Oflags             {NoGet}
Desc[0]          = "There's a peephole in the wall."
Examine          = "
Looking in this peephole offers you a great view of a giant making use of this
castles' facilities."
End              = peephole

/*
Name             = path_pasture
Pname            = path
Location         = IN_ROOM:pasture
Oflags             {NoGet}
Linked           = path_glade
Desc[0]          = "A path has been dug through the flop to the east."

Name             = path_glade
Pname            = path
Location         = IN_ROOM:glade
Oflags             {NoGet}
Linked           = path_pasture
Desc[0]          = "A path has been dug through the flop to the west."
*/

Name             = lodestone
Altname          = rock
Location         = IN_ROOM:glade
Bvalue           = 220
Size             = 1
Weight           = 1
Desc[0]          = "A dull red rock is lying here."
Examine          = "Upon closer examination it appears to be a lodestone."
End              = lodestone

Name             = ruby
Location         = IN_ROOM:glade
Bvalue           = 500
Size             = 4
Weight           = 2
Desc[0]          = "A glistening ruby rests on the ground here."
Examine          = "Looks like a ruby."
End              = ruby

Name             = gems
Location         = IN_ROOM:glade
Bvalue           = 850
Size             = 3
Weight           = 3
Desc[0]          = "
You see tiny gems that seem to have popped out the ground itself."
Examine          = "
The gems seem to glow with an inner beauty that could only have been inspired by
nature itself."
End              = gems

%locations

path0 e:path1 s:Track@village;
lflags { outdoors }
Small Path^
  You are on a small stretch of path that takes a bend here.  You can go east
and continue on the path or go south to the village.
^
path1 e:path2 w:path0;
lflags {outdoors}
Path to the Farm^
     You are on a path that leads from east to west.
^
path2 w:path1 e:pasture n:path3;
lflags {outdoors}
Farm Path^
     The path here turns towards the north, but further to the east you can see
a large field.
^
pasture w:path2 n:nwpasture s:swpasture e:^flop_pasture;
lflags {outdoors}
In the Pasture^
     You are in a large, fragrant cow pasture. The field continues to the north
and south and you can enter the path to the west.
^
nwpasture s:pasture e:deeppasture;
lflags {outdoors}
Northwest Corner of the Pasture^
As you walk through the pasture you notice that, although the grass is patchy in
some places, it is generally quite lush from the large amounts of fertilizer
left on the ground.
^
deeppasture w:nwpasture e:gate;
lflags {outdoors}
Deep in the Pasture^
     As you enter this part of the pasture you notice that the grass is a little
more sparse than in other areas.  You look around and see a fence to the north
and more pasture to the east and west.
^
gate w:deeppasture s:sepasture e:^gate_gate;
lflags {outdoors}
By the Gate^
     You are now in the northeast corner of the pasture.  through the gate to
the east you see a short path up to a quaint little farmhouse. The pasture
continues to the south and west.
^
sepasture n:gate w:swpasture;
lflags {outdoors}
Southeastern Corner of the Pasture^
     The grass here is much thicker than in the rest of the field.  The pasture
continues to the north and west, and to the northeast you see the farmhouse
where the proprietors of this fine pasture must live.  In the corner by the
fence you see a pile of flop.
^
swpasture n:pasture e:sepasture;
lflags {outdoors}
Southwest Corner of the Pasture^
     Looks about like any other cow pasture from here.
^
farmpath e:front w:^gate_farmpath;
lflags {outdoors}
Path to the Farmhouse^
     This path runs east to the farmhouse and west back into the pasture.
^
front w:farmpath e:^door_front;
lflags {outdoors}
In Front of the House^
     You are standing in front of a well kept two story farmhouse.  The door to
the house is to the east, or you can go back down the path to the west.
^
path3 s:path2 n:pond;
lflags {outdoors}
Farm Path^
     This path runs north and south along the fence of the pasture. To the north
you see a small pond and to the south the path continues.
^
pond s:path3 e:epond w:fish;
lflags {outdoors}
By the Pond^
     The path forks here to run east and west around a small, clear fish pond.
The trees here have not been cleared like they have on the rest of the farm so
you cannot see very far along the path in either direction, but the sounds of
the birds and other small woodland animals living here make you feel at ease.
^
fish s:pond n:npond;
lflags {outdoors}
The Fishin' Hole^
     The path here runs very close to the pond along a small overhang that goes
over a fairly deep area of water for this close to the shore.  This looks like a
great spot to sit down, cast in a line, and relax for a little while.
^
npond w:fish e:epond;
lflags {outdoors}
Northern End of the Pond^
     The small wood is very peaceful here, and the air smells fresh and sweet.
The path continues around to the east and west.
^
epond n:npond s:pond e:path4;;
lflags {outdoors}
Eastern End of the Pond^
     You are next to a small pond in the middle of a small peaceful wood.  The
sounds of birds singing and of the water lapping gently up against the shore
make you feel very at ease here.  The small path around the pond continues to
the north and south, while another path heads east past a medium sized barn.
^
path4 w:epond s:barn e:field;
lflags {outdoors nomobiles}
Long Path^
     This is a long east, west path that runs between a small pond to the west
and a fairly large field to the east.  South of here you see a quaint little
barn.
^
barn n:path4 s:nbarn;
lflags {outdoors}
Before the Barn^
     You are standing in front of the fading red barn where the farmer who owns
this place keeps his hay and other farming necessities that need to stay out of
the rain.  You can enter the barn to the south.
^
nbarn n:barn s:sbarn e:nestall w:nwstall u:loft;
lflags {}
Northern End of the Barn^
     From here the barn looks about like any other barn that you've ever seen.
The floor is covered with a thin layer of hay, and there are tools of various
descriptions lining the walls.  There is a leather saddle on the ground next to
an old, horse-pulled plow against the east wall that doesn't seem to have moved
for a while.  The barn continues to the south, to the east and west are small
stalls, and there is a ladder leading up to the hayloft against the west wall.
^
sbarn n:nbarn e:sestall w:swstall;
lflags {}
Southern End of the Barn^
     Looks just like the northern end of the barn here.  To the east and west
are more stalls.
^
nestall w:nbarn;
lflags {}
Stall^
     This is a small animal stall.
^
nwstall e:nbarn;
lflags {}
Stall^
     This is a small animal stall.
^
sestall w:sbarn;
lflags {}
Stall^
     This is a small animal stall.
^
swstall e:sbarn;
lflags {}
Stall^
     This is a small animal stall.
^
loft d:nbarn s:sloft;
lflags {}
The Loft^
     You are now in the hayloft of this terrific barn!  There are hay bails
stacked up all over the place and the smell is making your nose itch.  To the
south you see more hay and you can go back down the ladder to the barn if you
don't want to see the rest of this wonderful hayloft.
^
sloft n:loft;
lflags {}
The Loft^
     You have now entered the southern end of the hayloft, and, to your great
surprise, you find more hay.  You can exit to the north.
^
field w:path4 n:fallow e:fallow2;
lflags {outdoors}
Fallow Field^
     This is a large field that looks like it has been fallow for much longer
than is usually recommended in the Farmer's Almanac.  The field continues to the
north and east, and you can head down the path to the pond to the west.
^
fallow s:field e:fallow1;
lflags {outdoors}
Fallow Field^
     The field here is still fallow, and you notice small animal footprints in
the soft ground beneath your feet.  The soil in this field looks very fertile
and you wonder why the farmer hasn't planted here is so long.  The field here
extends to the south and east.
^
fallow1 w:fallow s:fallow2 e:fallow3;
lflags {outdoors}
Fallow Field^
     The field here continues in all directions from here except north, where
there is a small wooden fence.
^
fallow2 n:fallow1 w:field e:fallow4 s:backdoor;
lflags {outdoors}
Fallow Field^
     This is the southern part of a fairly large, fertile field.  The field here
continues in all directions except to the south where there is a path to the
backdoor of the farmhouse.
^
fallow4 n:fallow3 w:fallow2;
lflags {outdoors}
Fallow Field^
     The field here continues to the north and west, and there is a small fence
to the east.
^
fallow3 s:fallow4 w:fallow1 u:^stalk_bottom; /*up: beanstalk when applicable */
lflags {outdoors}
North Eastern Corner of the Field^
     This is the north east corner of the field.  Ordinarily you can only go
South or East form here.
^
backdoor n:fallow2 s:^door_backdoor;
lflags {outdoors}
The Back Porch^
     You are right outside the backdoor of a small, somewhat quaint farmhouse.
To the north there is a short path that leads to a large fallow field and to the
south you can enter the farmhouse.
^
pantry n:^door_pantry s:kitchen;
lflags {}
The Pantry^
     This is the small pantry that holds the food for this small farmhouse.  The
backdoor is to the north allowing you to leave this wonderful place if you would
like to or you can go into the kitchen to the south.
^
kitchen n:pantry s:dining w:foyer;
lflags {}
The Kitchen^
     As you enter the kitchen you are overwhelmed by the incredible aroma of
fresh country cooking.  The walls in here are covered with beige, flowery
wallpaper, and there are all kinds of pots and pans hanging from a rack above a
counter in the center of the room.  Exits lead north, south and east.
^
dining n:kitchen w:den;
lflags {}
The Dining Room^
     This is the place where the people who live here gather to eat.  You can
leave this room to the north or west.
^
den e:dining n:foyer;
lflags {}
The Den^
     This is a fairly small sitting room with a couch against the south wall and
recliner by a quaint little fireplace against the west wall.  The room is neat,
but looks as if it is used often.  You can exit to the north or east.
^
foyer s:den e:kitchen u:top n:study w:^door_foyer;
lflags {}
The Foyer^
     This is just a small entry room.  Not much here to describe.  Go to the
kitchen to the east, the den to the south, the study to the north, or upstairs
to the up.
^
study s:foyer;
lflags {}
The Study^
     This is a small, neatly kept study with a a few bookshelves against the
north wall.
^
top d:foyer n:hall s:^door_top e:master;
lflags {}
Top of the stairs^
     This is the top of the stairs.  You can go north or east, and there is a
door to the south.
^
hall s:top e:^door_hall n:nbedroom;
lflags {}
The Hall^
     The stairs are south, the bathroom is east, and there is a bedroom to the
north.
^
bathroom w:^door_bathroom;
lflags {soundproof private}
The Bathroom^
     This is the bathroom that serves the family that lives here.  It looks like
any other ordinary bathroom.  It has a sink and a toilet and a bathtub.  You can
even close and lock the door while you use it.  When you're done, you can leave
to the west.
^
nbedroom s:hall;
lflags {private party}
Bedroom^
     This is just a bedroom.  You can leave to the south or hang out for a
while.  It's really kinda up to you.
^
master w:top;
lflags {private party}
Master Bedroom^
     This is the master bedroom.  It is slightly larger than the other rooms
upstairs, and it has a king sized bed in the center of the east wall.  You can
leave to the west.
^
sbedroom n:^door_sbedroom;
lflags {soundproof private party}
Bedroom^
     This is a bedroom.  You can leave to the north.
^
fgate n:fwood s:fwood e:fwood w:fwood u:fwood d:fwood;
lflags {outdoors}
The Gates to Fairyland^
     As you float through eternity you feel your existence coming once again
into a loose, but solid, sense of twisting realities.  Before you, above you,
below you, or somewhere like that you see the gates to a strange, mystical land.
^
fwood w:fgate e:fwood5 s:fwood1 n:fwood2 u:fwood3;
lflags {outdoors}
Fairy Wood^
     Lost.... You find yourself stumbling through a large, misty wood that seems
to extend in all directions to infinity.  The trees seem to be moving around you
opening paths through the thickest brush and closing before allowing you to go
down the clearest path.  The sky above you is fairly visible through the tree
tops, but as you look up all you see are incredible vortices of swirling color.
^
fsun d:mugwumps w:campfire s:bears u:mugwumps n:dreams;
lflags {outdoors}
The Sun^
     You find yourself suddenly walking on the surface of the sun.  You are
surrounded by a vast expanse of incredibly bright surface upon which through
much squinting and shading you can vaguely make out the shapes of strange
creatures floating around you in all directions.  As you look down at your feet,
you notice that they are on fire, but it seems ok because you can't feel any
pain right now.
^
campfire w:vines e:fsun n:bears;
lflags {outdoors}
Around the Campfire^
     As you come to your senses for another burst of something that looks as if
it could vaguely approach reality, you find yourself sitting by a small campfire
in the middle of nowhere discussing the finer qualities of crossbreeding
earthworms with racehorses with several people you have never seen before in
your life.  This, however, doesn't strike you as very inconvenient or unusual
because your having a good time anyway.
^
vines w:fwood4 s:fwood5 n:fwood2 e:campfire;
lflags { outdoors nomobiles}
Gripping Vines^
     All around you the woods seem to have come to life!  You find yourself
struggling through the branches of mighty trees and thick ivy vines that are
trying their best not to let you past.  The mist is very thick here too making
it quite difficult for you to know which way you came from and which way might
lead out of here.
^
brown s:mugwumps;
lflags {death}
Brown^
     Brown is not a good color.  This was a very bad room to try.  Sorry you had
a bad trip.. better luck next time *wave*
^
mugwumps d:brown s:dreams w:bears e:space u:campfire;
lflags {}
Mugwump Central^
     You stand in the center of a large rectangular room with exits in all
directions.  As you look around this place you see several rows of disgusting,
lizard-like creatures that could only have come out of a horrible nightmare.
All of them are strung upside down from the ceiling and most have a person or
two kneeling on the floor beneath them sucking thick fluids from erect, hollow
tubes growing from the heads of the creatures.  As you look at the people here,
you notice that they seem to be enjoying themselves, but you also get the
feeling that many of them have been here for years.
^
fwood1 n:fwood s:fwood e:fwood5 w:fwood4 d:fgate u:fwood3;
lflags {outdoors}
Fairy Wood^
     You are lost in a large wood.  There is thick mist covering the ground in
all directions and you think you see small animals moving around underneath it,
but you can't make out what they might be.
^
fwood2 n:fwood3 w:fwood1 s:fwood e:fwood4 u:fwood d:fwood5;
lflags {outdoors}
Fairy Wood^
     This is one of those spots that looks incredibly familiar, but you know
you've probably never been here before.  The mist is thick here and wrapped
around your feet and ankles so that whenever you take a step it creates swirls
and eddies in surface of the mist.
^
fwood3 n:cliff s:fwood4 e:fwood1 w:fwood5 d:fgate u:fwood3;
lflags {outdoors}
Fairy Wood^
     The mist is thickening here and almost obscuring your entire view.  You can
barely see your hand in front of your face, and the mist is so thick you can
feel it against your skin.
^
cliff s:fwood5 e:fwood6;
lflags {outdoors}
Side of a Cliff^
     OUCH!!!  You just rammed your nose into the side of a cliff that was
concealed by the mist.
^
fwood4 n:fwood1 s:fwood w:fwood5 e:fwood4 d:fwood4 u:fwood;
lflags {outdoors}
Fairy Wood^
     You are still in the fairy wood.  The mist here is thinner than in other
places, but still thick enough to make you feel as eerie as everywhere else in
this place.  There is a small brook here that looks like it would be a rather
nice place to hang about for a while, if only the water wasn't lime green.
^
fwood5 n:fwood2 s:fwood2 e:fwood3 w:fwood u:fwood5 d:fwood1;
lflags {outdoors}
Fairy Wood^
     You are following a twisty path through the fairy wood.  Small paths lead
off from here in several directions and there is a thick layer of mist covering
the ground all around you.
^
fwood6 s:vines w:fwood3 n:fwood2 e:fwood u:fwood6;
lflags {outdoors}
Fairy Wood^
     These woods seem to continue almost to forever and back.  Every where you
turn it looks almost exactly the same.  Large old trees everywhere, mist
covering the ground, no end in sight...
^
space w:fsun d:other_side u:dreams;
lflags {outdoors}
Space^
     You find yourself in an infinite void.  You seem to have forgotten where
you made the wrong turn that brought you here, but you have to deal with it
anyway.  Off in the distances all around you you can make out millions of stars,
but you can't seem to focus on any of them long enough to get your bearings
because every time you move your head your field of vision is filled with
millions of brightly colored trails coming from each star.
^
other_side w:space s:green;
lflags {outdoors}
The Other Side^
     You have broken through to the other side... of a big black sheet with a
bunch of little holes in it.  It is bright on this side of the sheet and you
seem to have vague recollections of coming this way once before and then getting
lost and not being able to figure out where you were.
^
green n:clock s:fsun e:dreams w:bears u:mugwumps d:fgate;
lflags {outdoors peaceful}
Green^
     Green is a good color.  In fact, it's such a good color that it's making
you very relaxed and even a bit tired.  You had better wake up a bit before you
fall asleep right here.
^
dreams u:mugwumps d:brown w:bears n:campfire;
lflags {outdoors}
Bad Dreams^
     All of existence has turned on its head and started spiraling around you.
You don't know where you are or how you got here or how to get out or even what
your name is for that matter.  All you can manage to make out are myriads of
colors spinning everywhere off into nowhere....
^
bears e:dreams u:fsun n:campfire;
lflags {outdoors}
Dancing Bears^
     You have reached a small clearing in the middle of somewhere, and to your
surprise you find a group of five or six small bears, all different colors
ranging from blue to red and green, dancing around and grooving to a really
tripped out version of what sounds like Dark Star...  You have no idea where the
music might be coming from.
^
beanstalk d:^stalk_top u:beanstalk1;
lflags {outdoors}
Up the Beanstalk^
     You are about half way up this huge beanstalk.  Small vines and branches
grow out everywhere making it an easy climb to get the rest of the way up, or
you can go back down to the field below you.  As you look around from here you
see a small village off to the south and the vast expanse of the sea to the
east.  To both the north and the west you see a magnificent chain of mountains
running in the distance.
^
beanstalk1 d:beanstalk u:top_beanstalk;
lflags {outdoors}
On the Beanstalk^
     You have climbed so far up the beanstalk that you are totally immersed in
clouds.  The air is very thin up here and you are running out of breath fairly
often. luckily there are plenty of branches you can stop and rest on.  You can
continue up the beanstalk or go back down from here.
^
top_beanstalk d:beanstalk n:cloudy;
lflags {}
Top of the Beanstalk^
     You have reached the top of the beanstalk and to your great surprise the
tops of the clouds are solid!  As you look around you notice that the sun is
really bright this far up and you realize that the weather up here must always
be great without any clouds above you to block out the sun.  There is a path
that leads off to the north over the cloudy terrain and you can climb back down
the beanstalk if you want to.
^
cloudy s:top_beanstalk e:cloudy1;
lflags {}
Cloudy Path^
     The ground is solid under your feet, but there is a haze of cloud over
everything.  The path here turns to the east up ahead and goes south back
towards the beanstalk.
^
cloudy1 w:cloudy e:cloud_gate;
lflags {}
Cloudy Path^
     This is an east west path through a magical realm above the clouds.  To the
east you see a huge palace with a thin mist clinging to it's gigantic structure,
while to the west you see the path continue into the clouds.
^
cloud_gate w:cloudy1 e:bridge;
lflags {}
Gates of the Cloud Castle^
     You are standing in front of a gigantic gateway that leads to a drawbridge
that leads into the courtyard of what has to be the largest structure you've
ever laid eyes on.  You can go onto the bridge to the east or head back west,
whichever you think is wiser.
^
bridge w:cloud_gate e:courtyard;
lflags {}
The Drawbridge^
     Every good castle has a drawbridge.  The thing about this one that jump out
at you immediately though is that under it there isn't a moat, as a matter of
fact, there isn't anything.  Looking down all you see are mountain tops.  Better
not fall off of this one.
^
mountains ;
lflags {death outdoors}
Mountain Tops^
     You have fallen to your death and now you can't get any of your stuff back
until after a reset.. I hope you're pleased....  Oh yeah.. you are also
splattered all over the peak of a really big mountain.
^
courtyard w:bridge s:garden n:fountain e:^door_courtyard;
lflags {}
The Courtyard^
     This is a gigantic courtyard.  Not only is the place almost a mile across,
but everything is HUGE!  The path you are standing on is paved with cobblestones
almost the size of things that you seem to remember being called Cadillacs, and
the flowers that fringe the edges are as large as small trees.  From the north
you hear a loud roar that sounds like a waterfall and to the south you see what
must be the garden, but it looks like a rain forest to you.  The drawbridge is
back to the west and the door to this gigantic castle is to the east.
^
fountain s:courtyard e:fountain1 w:fountain2 u:fountain4;
lflags {}
By the Fountain^
     You are standing next to a huge fountain.  The noise from the water is
nearly deafening there is so much of it.  The mist that comes off from the
splashing water feels almost like rain, even though, here above the clouds, the
sun is always out.  If you stand on your tippie-toes you can just reach the top
edge of the side to climb up if you want to.
^
fountain4 e:fountain1 w:fountain2 d:fountain5 s:fountain n:fountain3;
lflags {}
The Rim of the Fountian^
     You are standing on the rim of this huge fountain.
The water splashing out from around the fountain feels like a gentle spring
rain.  As you look into the fountain you see a few VERY BIG fish swimming around
and on the bottom what must be some of the currency of this land.
^
fountain5 u:fountain4;
lflags {underwater soundproof}
In the Fountain^
     You are walking along the bottom of the fountain now.  The noise from the
water crashing over your head is so loud that you can't hear a thing.
^
fountain1 s:fountain n:fountain3 u:fountain4;
lflags {}
Eastern Side of the Fountain^
     Looks about the same as where you just came from except you have to face
west to see the fountain.
^
fountain3 e:fountain1 w:fountain2 u:fountain4;
lflags {}
Northern Side of the Fountain^
     Looks about the same as where you just came from except you have to face
south to see the fountain.
^
fountain2 n:fountain3 s:fountain u:fountain4;
lflags {}
Western Side of the Fountain^
     Looks about the same as where you just came from except you have to face
east to see the fountain.
^
garden n:courtyard e:garden1 w:garden2;
lflags {}
The Garden^
     You have entered a vast garden filled with all kinds
of huge plants.  Unfortunately, though,  you can't go and wander among them
because apparently they have enough of a rodent problem up here to have a fence
with holes just barely too small for you to squeeze through.
^
garden1 w:garden s:garden3;
lflags {nomobiles}
The Garden^
     You are at the end of a what must be a small path for the proprietor of
this garden.  The path is surrounded on all sides by fencing.  To the south,
however, it looks like one of the links has been bent just enough for you to
squeeze through.
^
garden3 n:garden1 d:hole;
lflags {}
In the Monkeygrass^
     You have entered a small clearing in the midst of several large clumps of
monkey grass that block all exits into the garden.  There is, however, a gaping
hole in the ground here that you can venture down if you want to.
^
garden2 e:garden;
lflags {}
The Garden^
     You have reached the end of the path. As you look around, though, you can't
help but marvel at the enormity of the plants here.  What must only be small
shrubs here look like the mightiest redwoods you have ever encountered.  You can
only imagine the size of the beings that must care for this place.
^
hole u:garden3 d:bottom;
lflags {}
In the Hole^
     You are scrambling down the side of a huge tunnel that goes straight down
for about fifty yards and then continues off into darkness.  Fortunately, the
walls are rough enough to allow you to climb back out if you need to.
^
bottom u:hole e:tunnel w:tunnel1 ;
lflags {dark}
Bottom of the Hole^
     You are standing in a dirt tunnel that looks as if it was dug rather
recently.  The tunnel is large enough for you to stand easily upright and still
have plenty of room to spare.  The tunnel runs east and west into darkness.
^
tunnel w:bottom s:damp;
lflags {dark}
In the Tunnel^
     The tunnel turns to south up ahead and continues into darkness.  As you
look at the floor you see some very large footprints that seem to indicate that
this is a fairly well traveled route, although by looking at the prints you
can't really tell what it is that travels here.
^
damp n:tunnel w:steep d:steep s:end;
lflags {dark}
Damp Intersection^
     The tunnel is intersected here by another tunnel that is coming up from the
west.  The dirt is fairly wet here and there are small drop of water dripping
slowly from the ceiling in some places.  Someone must be watering the garden
above you.
^
steep u:damp e:damp d:sloping w:sloping;
lflags {dark}
Steep Tunnel^
     This tunnel slopes sharply down to the west or up to the east, depending on
which way you're going.
^
end n:damp d:gopher_den;
lflags {dark}
End of the Tunnel^
     The tunnel runs into a dirt wall here.  Obviously whatever dug this tunnel
decided that this was far enough to go.  There is, however, a hole leading down
into some sort of chamber.
^
gopher_den u:end;
lflags {dark}
The Gopher's Den^
     This is a large room that has been dug out for the gopher who dug all of
these tunnels to live in.  It doesn't look like the most comfortable place in
the world to live, but to a gopher.. who knows?  It might be paradise.
^
tunnel1 e:bottom w:blocked;
lflags {dark}
In the Tunnel^
     You are in a freshly dug east west tunnel.
^
blocked e:tunnel1;
lflags {dark}
Blocked Tunnel^
     The tunnel is blocked off here by a recent cave-in.  The only exit is back
to the east.
^
sloping u:steep e:steep d:landing s:landing;
lflags {dark}
Sloping Tunnel^
     The tunnel begins to level out here and turns to the south.  As you
continue you begin to wonder how far down this tunnel can go as you remember
that you are still up among the clouds.
^
landing n:sloping s:mountains e:smelly;
lflags {nomobiles}
Landing Bay^
     You have reached the lowest possible point of the tunnel.  Directly to the
south you see an opening that is letting in small tufts of cloud.  You see many
deep claw markings around the edge of the drop off and you wonder what could
possibly have made them.  There is a chamber to the east, or you can go back up
the tunnel to the north.
^
smelly w:landing s:slippery n:large;
lflags {}
Smelly Chamber^
     You have entered a fair sized chamber that stinks of rotting flesh.  There
is light coming in from the landing bay to the south, and there are other rooms
to the north and south.  The smell seems to be coming from the south.
^
slippery n:smelly;
lflags {dark}
Feeding Chamber^
     As you enter this room, you step on a pile of intestines and fall to the
floor where you are covered with blood and guts.  After a few tries you manage
to scramble to your feet and maintain your balance.  The stench of rotten flesh
in here is almost overwhelming, and as you examine the many entrails and bones
lying around the room you notice that they are exclusively human.
^
large s:smelly;
lflags {dark}
Large Chamber^
     You discover rather quickly that this large chamber is the lair of the
legendary One-Eyed-One-Horned-Flying-Purple-People-Eater.  This creature is
reputed to be a very nasty thing and you would be well advised to depart before
it gets home.
^
entry w:^door_entry n:parlor e:lhall1 s:lhall8;
lflags {}
Entry Hall^
     You are in the gigantic entryway to Cloud Castle.  The walls are covered
with huge tapestries depicting grand scenes and the walls are lined with
magnificent suits of armor that tower above you so that you almost have to get a
crick in your neck to see the tops of them.  There are grand archways that lead
to the north and south into other rooms and east down a huge hall.
of the castle is to the west.
^
parlor s:entry w:library;
lflags {}
The Parlor^
     This is a vast room with several colossal sofas and chairs scattered
strategically through the room.  Large archways lead south and west.
^
library e:parlor s:lhall1;
lflags {}
The Library^
     This is a fairly small library for being in a place of this size.  There
could scarcely be many more than a hundred volumes in here, making you think
that this would definitely not be a good place to start work on a research
paper.  The books that there are, however, are so big that you would have to
stand on them to read them.
^
lhall1 w:entry e:lhall2 n:library;
lflags {}
Large Hallway^
     You are in a large east west hallway that is lined with magnificent pillars
and draperies.  There is a large room off to the north.
^
lhall2 w:lhall1 n:banquet s:lhall3 u:first_step d:half_way_d;
lflags {}
Large Hallway^
     The hallway turns to either the south or the west here depending on which
way you are going.  To the east is a huge staircase that goes up and down, but
the stairs are almost as tall as you are and you would have to struggle to get
all the way up or down them.  There is a large hall to the north.
^
lhall3 n:lhall2 w:lhall4;
lflags {}
Large Hallway^
     This is a long stretch of north south hallway that turns to the west at
southernmost end.
^
lhall4 e:lhall3 w:lhall5 n:lavatory;
lflags {}
Large Hallway^
     You are in a large east west hallway.  There is a large room off to the
north.
^
lhall5 e:lhall4 s:storage w:lhall6;
lflags {}
Large Hallyway^
     This is also a large east west hallway.  There is another exit to the
south.
^
lhall6 e:lhall5 w:lhall7 s:guest1;
lflags {}
Large Hallway^
     This is a large east west hallway.  There is also an exit into a room to
the south.
^
lhall7 e:lhall6 n:lhall8;
lflags {}
Large Hallway^
     The hall turns here so that you can continue down it to the north or east.
^
lhall8 s:lhall7 n:entry e:guest2;
lflags {}
Large Hallway^
     You are in a large north south hallway that is lined with magnificent
pillars and draperies.  There is a large room that opens to the east.
^
banquet s:lhall2 n:lkitchen;
lflags {}
Banquet Hall^
     You have entered a gargantuan banquet hall, and as you look around you find
that the place is a total mess!  There are old bits of food lying on the tables,
and all over the floor.  There are bits of dirty silverware lying haphazardly
around as well.  From the north you hear the loud banging and crashing of
utensils that tells you it must be the kitchen.
^
lkitchen s:banquet e:lpantry;
lflags {}
The Kitchen^
     This a really big kitchen.  There pots and pans here that are easily big
enough to cook you in.  To the south is the banquet hall and there is a pantry
to the east.
^
lpantry w:lkitchen;
lflags {}
Pantry^
     This is a large pantry with lots and lots of food that is on shelves way
too high for you to reach.  You can leave to the west when you finish drooling.
^
guest1 n:lhall6;
lflags {}
Guest Room^
     This is an enormous bedroom.  Other than that it looks about like any other
bedroom.  It has a bed, a dresser, a night table, and all the other stuff that
bedrooms usually have.  It's all just really big.
^
guest2 w:lhall8;
lflags {}
Guest Room^
     This is an enormous bedroom.  Other than that it looks about like any other
bedroom.  It has a bed, a dresser, a night table, and all the other stuff that
bedrooms usually have.  It's all just really big.
^
storage n:lhall5 s:^brick_storage;
lflags {}
Storage Room^
     This is a large storage room that contains mostly cleaning supplies.  There
are a lot of big brooms and mops and other things like that.
^
lavatory s:lhall4;
lflags {}
The Lavatory^
     This must be where the inhabitants of Cloud Castle come when they have to
satisfy that natural urge that holds sway over all of nature's creations.  This
is rather reassuring considering that now you can stop wondering if rain was
actually these people satisfying their natural yearnings, though you may still
not be so sure about thunder.
^
first_step d:lhall2 u:top_step;
lflags {}
The First Step^
     After much heaving, groaning, and pulling you finally make it onto the
first step of this mammoth staircase.  As you look up you begin to feel
disheartened at the prospect of climbing the rest of this thing.
^
top_step d:first_step u:landing1 ;
lflags {}
Top Step^
     In the interest of time you have now reached the top step.  only one more
to go and you'll be at the top  :).
^
landing1 d:top_step e:archway;
lflags {}
Landing^
     You are now at the landing at the top of the stairs.  As you look back down
you heave a sigh of relief that you don't have to climb those things again, and
you think that going back down will be much easier.  There is a giant archway to
the east.
^
archway w:landing1 n:antechamber;
lflags {}
Giant Archway^
     This is giant archway.  It goes west back to the stairs and turns north and
leads into a vast antechamber.
^
antechamber s:archway e:waiting;
lflags {}
Vast Antechamber^
     This a big room that doesn't seem to have much purpose.  The only reason
you see for anyone wanting to sit in it is if they wanted an empty room to heal
in.
^
waiting w:antechamber e:throne n:chambers;
lflags {}
Waiting Room^
     This is where those who seek audience with the king of this castle wait.
There are several very fine, plush chairs in here waiting to accommodate
visitors.  Unfortunately for you, though, they are all way to high off the
ground for you to sit in one.
^
throne n:sitting s:side w:waiting e:balcony;
lflags {}
Throne Room^
     As you enter this room you are immediately struck by a gigantic throne made
of pure gold!  Once you manage to tear your eyes away from that huge treasure,
you notice many finely woven tapestries and banners hung tastefully about the
room.  There are exit's leading in all directions, and to the east you can go
out onto the balcony.
^
balcony w:throne;
lflags {outdoors}
The Balcony^
     You have emerged onto a large balcony about 25 yards across.  You realize
that this is where the ruler of this realm must stand to deliver public speeches
and other stuff like that.
^
side n:throne w:^door_side;
lflags {}
Side Room^
     This is a small side room just south of the throne room.
^
treasury e:^door_treasury;
lflags {}
The Treasury^
     This is the treasury of this mighty castle.  You see mountains of gold and
jewels all over the place.  Pity that most of it is too big and heavy for to
even shift much less carry home with you.
^
sitting s:throne w:giants_bed n:^bookcase;
lflags {}
Sitting Room^
     This is the kings private sitting room.  A kind of cozy looking place even
though it is pretty huge.  exits lead south and west.
^
giants_bed u:bed s:chambers e:sitting w:under;
lflags {}
Giants Bedroom^
     This is the giants bedroom.  You know this from the mammoth figure who is
asleep on the bed about ten feet above you and to the west.  You can easily walk
under it if you want to, or you could even climb up the bedpost onto the bed if
you want you risk getting that close to the giant.  There are also exits to the
east and south.
^
chambers s:waiting n:giants_bed;
lflags {}
Kings Chambers^
     This is the reception area to the king's private chambers.  The waiting
room is just north of here, and the chambers continue to the  south.
^
bed d:giants_bed u:giant;
lflags {}
On the Bed^
     You are now on the giants bed standing very close to a very big thing.  If
you're feeling REALLY brave you can climb up onto this guys mammoth chest, or
you can scramble back down the bedpost and hide under the bed in case this guy
awakens.
^
giant d:bed w:nose;
lflags {}
On the Giant^
     You are standing on the giant's chest.  As you look to the west you can see
up his cavernous nose!  Looks like a nice place to go spelunking.
^
nose e:giant w:nose_chamber u:nose_chamber;
lflags {}
In the Nose^
     You are standing inside of the giant's nose, and you find yourself
fervently hoping that your walking around in here won't make you sneeze.  You
can go back out onto his chest to the east or continue exploring up to the west.
^
nose_chamber e:nose d:nose u:^hatch_nose;
lflags {dark}
Small Chamber in the Nose^
     You have reached a small somewhat square chamber deep in the giants nose
and to your great amazement there's a steel hatch in the ceiling here and a
12-runged ladder leading up to it.
^
head d:^hatch_head e:eyes;
lflags {dark}
Inside the Head^
     You are deep inside this giants head now and things are starting to look
really fishy.  There is a steel walkway here leading to the east where you think
you might make out a vague light.
^
eyes w:head;
lflags {dark}
Behind the Eyes^
     You suddenly find yourself in a spacious hollow room with all kinds of
strange panels with buttons and switches and lights all over them.  In the front
of the room you see two huge glass windows.
^
under d:^panel_bed e:giants_bed;
lflags {}
Under the Bed^
     You are under the giants bed.  You have to stoop just a little because the
bed sagging pretty badly  under the giant's weight, but the bed looks like it
can hold...for the time being at least.
^
secret_treasury u:^panel_secret;
lflags {dark}
Secret Treasury^
     This is a small, secret treasury where the giant keeps only his most valued
possession.
^
half_way_d u:lhall2 d:bottom_stairs;
lflags {}
Half Way Down^
     You have stopped to rest half way down the giant staircase.  It's easier
going while you are trying to go down them than it will be trying to get back
up, but if you're on your way back up you know that by now.
^
bottom_stairs u:half_way_d w:corridor1;
lflags {}
Bottom of the Stairs^
     You are at the bottom of the stairs.  Looking up to the east, you see the
huge staircase that you're going to have to struggle back up, and from the west
you hear many anguished screams and groans coming from the dungeon of this
castle.
^
corridor1 e:bottom_stairs w:^door_corridor1 n:guard s:seargent;
lflags {}
Dungeon Corridor^
     This is a large, dim, smoky corridor that is lit by sparsely separated
torches that are giving of sputtery light and lots of smoke.  So much smoke has
come from these torches that all of the walls and ceilings have been stained
black with soot from them.  The corridor leads west back to the stairs or east
through a door deeper into the dungeon.  There are also rooms to the north and
south.
^
guard s:corridor1;
lflags {}
Guard Room^
     This is a small guardroom.  There are three chairs scattered loosely around
a comparatively small table.  That's about all there is to see in here.  You can
leave to the south.
^
seargent n:corridor1 s:quarters;
lflags {}
Seargent's Office^
     This is a small office with a desk and a chair.  That's about all there is
in here.  You can leave to the north or south.
^
quarters n:seargent;
lflags {}
Seargent's Quarters^
     This is the seargent's bedroom.  He sleeps here.  There is a bed.  There is
a closet.  There is a dresser with a mirror on it.  You can leave to the north.
^
corridor2 w:corridor3 e:^door_corridor2 n:cell1 s:cell2;
lflags {}
Dungeon Corridor^
     This is a sooty east west corridor that runs through the dungeon.  There
are open cells to the north and south.
^
corridor3 w:torture e:corridor2 n:cell3 s:^door_corridor3;
lflags {}
Dungeon Corridor^
     This is a sooty east west corridor that runs through the dungeon.  There
are cells to the north and south.
^
cell1 s:corridor2;
lflags {}
Cell^
     This is a small, uncomfortable looking cell.  There is a wooden bed
suspended from the wall and no pillow.  You wonder where these prisoners go to
the bathroom.
^
cell2 n:corridor2;
lflags {}
Cell^
     This is a small, uncomfortable looking cell.  There is a wooden bed
suspended from the wall and no pillow.  You wonder where these prisoners go to
the bathroom.
^
cell3 s:corridor3;
lflags {}
Cell^
     This is a small, uncomfortable looking cell.  There is a wooden bed
suspended from the wall and no pillow.  You wonder where these prisoners go to
the bathroom.
^
cell4 n:^door_cell4;
lflags {}
Cell^
     This is a small, uncomfortable looking cell.  there is a wooden bed
suspended from the wall and no pillow.  You wonder where these prisoners go to
the bathroom.
^
torture e:corridor3 s:^brick;
lflags {}
Torture Chamber^
     As you enter the torture chamber, you are almost overwhelmed by the sheer
size of the equipment here.  Luckily for you, though, none of it is small enough
for you to fit on it.  This brings you little relief, though, when you think
that all these people have to do is step on you.
^
secret n:^hole_secret e:secret1;
lflags {dark nomobiles}
Secret Passage^
     To your amazement you are standing in a secret passageway built into the
walls of the castle that is only big enough for someone the size of an ordinary
human.  The passage here turns from east to north.
^
secret1 w:secret u:secret2;
lflags {dark}
Secret Passage^
     You are in a small secret passage that runs from east to west.  To the east
is a flight of stairs that is cut the size of normal feet.
^
secret2 d:secret1 u:intersection;
lflags {dark}
Secret Stairs^
     You are on a flight of stairs. They go up and down.  The only thing
remarkable about these stairs is how easy it is going up and down them compared
with the other stairs in this place.
^
intersection d:secret2 w:secret3 n:secret4;
lflags {dark}
Dark Intersection^
     You have come to a three way intersection.  You can go to the north or west
down the passage, or you can go down a flight of stairs that leads into
darkness.
^
secret3 e:intersection n:^hole_secret3;
lflags {dark}
Secret Passage^
     To your amazement you are standing in a secret passageway built into the
walls of the castle that is only big enough for someone the size of an ordinary
human.  The passage here leads east and north.
^
secret4 s:intersection n:secret5;
lflags {dark}
Secret Passage^
     You are in a north south passageway that runs through the walls of Cloud
Castle.
^
secret5 u:secret_stairs s:secret4;
lflags {dark}
Secret Passage^
     The passage here goes off into darkness to the south and up a flight of
stairs to the north.
^
secret_stairs d:secret5 u:secret6;
lflags {dark}
Secret Stairs^
     You are on a flight of stairs. They go up and down.  The only thing
remarkable about these stairs is how easy it is going up and down them compared
with the other stairs in this place.
^
secret6 d:secret_stairs e:secret7;
lflags {dark}
Secret Passage^
     You are at the west end of a small east west passage.  From here you can go
down the passage to the east or climb down a small flight of stairs that starts
here.
^
secret7 s:^hole_secret7 w:secret6;
lflags {dark}
Secret Passage^
     To your amazement you are standing in a secret passageway built into the
walls of the castle that is only big enough for someone the size of an ordinary
human.  The passage here leads west and south.
^
glade w:^flop_glade;
lflags {outdoors}
Hidden Glade^
     You are in the deepest inner reaches of this cow pasture.  The thick Grass
grows almost up to your waist, and, to your surprise, there aren't even any
flies in here!  The grass is soft and gentle and seems to be caressing you as
you walk through this mystical place.  As you look down at your feet you make
out millions of tiny pinpoints sparkling in myriads of different colors.  As you
look closer you realize that this is just the light sparkling off of the rich
soil on the ground.
^
clock s:green;
lflags {Peaceful Party}
The Clock Room^
   As you enter you are nearly knocked to the floor by a giant pendulum
swinging in front of the door.  After regaining your balance you look around 
the room and realize that the whole wall behind you is a giant clock!  As you
survey the rest of the room you find that it is completely HUNG with clocks of
all shapes and sizes, and to your surprise they are all set on different times!
Every few minutes you hear a different clock chime out a different hour.
^