/********************************************************* * NARNIA.ZONE * * Written By: Rex * * Code By: Rex * * Notes: Distribute with full DYRT distribution only * * Edited by Rex on 29 September 1996 * *********************************************************/ #include "undef.h" #include "cflags.h" #include "exits.h" %zone:narnia %mobiles Name = ivy Location = kitchen Strength = 120 Damage = 8 Speed = 5 SFlags { Female } Description = " Ivy skitters around the house, cleaning everything in sight." Examine = " Ivy seems to be a very gentle woman, but she is also in a rush to clean things." End = ivy Name = margaret Location = dining Strength = 120 Damage = 8 Speed = 5 SFlags { Female } Description = "A female servant is here trying to clear off the table." Examine = "Margaret is a dark-haired, frail woman." End = margaret Name = betty Location = living Strength = 130 Damage = 10 Speed = 5 SFlags { Female } Description = "Betty is dusting the room from top to bottom." Examine = "Betty seems a little silly, but she's good help." End = betty Name = professor PName = "The Professor" Location = lib2 Strength = 150 Damage = 10 Speed = 0 Description = " The Professor is sitting in the armchair, reading a book on quantum physics." Examine = " The Professor is a very wise man of fifty-two. He is unmarried and has shaggy white hare and a beard to match. You like him instantly, and when he looks at you, you notice a sort of knowing twinkle in his eyes." End = professor Name = macready PName = "Macready" Location = hall2 Strength = 150 Damage = 10 Speed = 8 SFlags { Female } Description = " Macready is here, glaring at you as she removes fingerprints from the glass." Examine = " Mrs. Macready is the Professor's housekeeper, and she does not like children. She has resigned herself to giving frequent tours of the old house to curious visitors." End = macready Name = moth PName = "The Moth" Location = inwardrobe2 Strength = 100 Damage = 8 Aggression = 80 Speed = 8 Description = " A huge angry-looking moth is upset that you barged in on its meal." Examine = " He looks much bigger and much more vicious than the average moth." End = moth Name = fen PName = "Fen" Location = cast7 Strength = 200 Damage = 10 Speed = 0 Description = "There is a wolf asleep on the castle stairs." Examine = "The wolf appears to be but a statue." End = fen Name = fenris PName = "Fenris Ulf" Location = LIMBO@LIMBO Strength = 1800 Damage = 20 Speed = 0 Description = "Fenris Ulf growls at you menacingly." Examine = " Fenris Ulf is a huge gray wolf and is the captain of the White Witch's secret police." End = fenris Name = peter PName = "Peter" Location = cair5 Strength = 200 Damage = 10 Speed = 0 PFlags { NoHassle NoSteal } Description = "King Peter the Magnificent is here upon his throne." Examine = " Peter is the oldest of the kings and queens you see before you. He looks to be very brave and adventurous." End = peter Name = susan PName = "Susan" Location = cair5 Strength = 200 Damage = 10 Speed = 0 PFlags { NoHassle NoSteal } SFlags { Female } Description = "Queen Susan the Gentle is here upon her throne." Examine = " Susan is a young, beautiful, black-haired woman. She has an air of maturity and grace about her, but something about her seems uncomfortable in Narnia." End = susan Name = edmund PName = "Edmund" Location = cair5 Strength = 200 Damage = 10 Speed = 0 PFlags { NoHassle NoSteal } Description = "King Edmund the Just is here upon his throne." Examine = " Edmund was once a traitor to Aslan in his younger days, but thanks to Peter's forgiving heart, he has had the chance to become a handsome and brave king." End = edmund Name = lucy PName = "Lucy" Location = cair5 Strength = 200 Damage = 10 Speed = 0 PFlags { NoHassle NoSteal } SFlags { Female } Description = "Queen Lucy the Valiant is here upon her throne." Examine = " Lucy is the youngest of the kings and queens you see before you, and one of Aslan's best friends. She is fair-haired and seems to be a very happy and compassionate person." End = lucy %objects Name = key Location = IN_ROOM:dining BValue = 50 Size = 1 Weight = 1 OFlags { Key PitReset } Desc[0] = "Lying un-noticed in a corner is a small silver key." Examine = " This is not a house key... it looks like it might open a cabinet or drawer." End = key Name = kitchendoor PName = door Location = IN_ROOM:kitchen State = 1 MaxState = 1 Linked = bstairdoor OFlags { Openable NoGet } Desc[0] = "An open door leads to a dark staircase." Desc[1] = "A closed door in the east wall catches your eye." End = kitchendoor Name = bstairdoor PName = door Location = IN_ROOM:bstair State = 1 MaxState = 1 Linked = kitchendoor OFlags { Openable NoGet } Desc[0] = "There is an open door at the bottom of the stairs." Desc[1] = "At the bottom of the stairs is a closed door." End = bstairdoor Name = lib2door PName = door Location = IN_ROOM:lib2 State = 1 MaxState = 1 Linked = porchdoor OFlags { Openable NoGet } Desc[0] = "An open door allows a breeze to come in off the porch." Desc[1] = "The door is closed." End = lib2door Name = porchdoor PName = door Location = IN_ROOM:porch State = 1 MaxState = 1 Linked = lib2door OFlags { Openable NoGet } Desc[0] = "The door is open." Desc[1] = "The door is closed." End = porchdoor Name = apron Location = WORN_BY:margaret BValue = 100 Size = 1 Weight = 1 Armor = 3 OFlags { WearOnBody Armor PitReset } Desc[0] = "A small white apron lies here." Examine = "It appears to be used for cleaning house." End = apron Name = armour AltName = armor Location = IN_ROOM:green OFlags { NoGet } Desc[0] = "Standing in a corner is a very old suit of armour." End = armour Name = harp Location = IN_ROOM:green OFlags { NoGet } Desc[0] = "A large harp stands in the corner of the room." End = harp Name = picture Location = IN_ROOM:picture OFlags { NoGet } Desc[0] = "One picture in particular catches your attention." Examine = " The picture is of the four kings and queens of a land called 'Narnia'." End = picture Name = halldoor PName = door Location = IN_ROOM:hall1 State = 1 MaxState = 1 Linked = balconydoor OFlags { NoGet Openable } Desc[0] = "An open door leads east onto a peaceful balcony." Desc[1] = "The door is closed." End = halldoor Name = balconydoor PName = door Location = IN_ROOM:balcony State = 1 MaxState = 1 Linked = halldoor OFlags { Openable NoGet } Desc[0] = "The door is open." Desc[1] = "The door is closed." End = balconydoor Name = wardrobedoor PName = door Location = IN_ROOM:wardrobe State = 2 MaxState = 2 Linked = insidedoor OFlags { Openable Lockable NoGet } Desc[0] = "The wardrobe door is open." Desc[1] = "The wardrobe door is closed." Desc[2] = "The wardrobe door is locked." End = wardrobedoor Name = insidedoor PName = door Location = IN_ROOM:inwardrobe1 State = 2 MaxState = 2 Linked = wardrobedoor OFlags { NoGet } Desc[0] = "The door to the wardrobe has slammed shut behind you!" Desc[1] = "The door to the wardrobe has slammed shut behind you!" Desc[2] = "The door to the wardrobe has slammed shut behind you!" End = insidedoor Name = coat Location = IN_ROOM:inwardrobe1 State = 1 MaxState = 1 BValue = 100 Size = 6 Weight = 10 Armor = 2 OFlags { WearOnBack GetFlips Container PitReset } Desc[0] = "An old coat that smells of mothballs lies here." Desc[1] = " One of the coats catches your eye because it is particularly ugly." Examine = " The coat is very ugly, but rather warm with roomy pockets." End = coat Name = mothball Location = IN_CONTAINER:coat BValue = 50 Size = 1 Weight = 1 Desc[0] = "A smelly old mothball is lying on the ground." End = mothball Name = dam AltName = beaverdam Location = IN_ROOM:pts4 OFlags { NoGet } Desc[0] = "Where the two rivers join, there is a huge beaver dam." End = dam Name = stonefaun PName = faun Location = IN_ROOM:cast5 OFlags { NoGet } Desc[0] = "You nearly bump into a stone statue of a little faun." Examine = " You run your hands over the statue and your fingers tell you of its tremendous life-like detail." End = stonefaun Name = turkishdelight Location = IN_ROOM:pts1 BValue = 50 Size = 1 Weight = 1 OFlags { Food } Desc[0] = "A dish of magical turkish delight has been abandoned here." Examine = "The turkish delight looks DELICIOUS!" End = turkishdelight Name = horn Location = CARRIED_BY:susan BValue = 100 Size = 4 Weight = 5 Desc[0] = "Queen Susan's horn is lying here." Examine = " The horn is made of ivory and was Susan's gift from Father Christmas. Its tone is much richer than a bugle, and legend has it that when you blow it, some kind of help will come to you." End = horn Name = quiver Location = WORN_BY:susan BValue = 10 Size = 3 Weight = 4 OFlags { WearOnBack PitReset } Desc[0] = "There is a quiver full of arrows lying here." Examine = "The arrows seem somehow magical." End = quiver Name = bow Location = CARRIED_BY:susan BValue = 100 Size = 5 Weight = 2 Damage = 10 OFlags { Weapon PitReset } Desc[0] = "There is a small bow lying in the grass." End = bow Name = cordial AltName = potion Location = CARRIED_BY:lucy BValue = 200 Size = 1 Weight = 2 OFlags { Drink PitReset } Desc[0] = "There is a small bottle of orangish liquid here." Examine = " The potion is in a bottle made of diamond. It is made of the juice of one of the fire-flowers that grows in the mountains of the sun." End = cordial Name = dagger Location = CARRIED_BY:lucy BValue = 20 Size = 3 Weight = 4 Damage = 5 OFlags { Weapon PitReset } Desc[0] = "A small dagger has been abandoned here." Examine = " The dagger is small and is meant more for self-protection than for battle." End = dagger Name = rhindon AltName = sword Location = IN_ROOM:picture State = 0 MaxState = 1 BValue = 100 Size = 5 Weight = 10 Damage = 10 OFlags { Weapon GetFlips PitReset } Desc[0] = "There is an impressive sword hanging on the wall." Desc[1] = "King Peter's mighty sword, Rhindon, lies here." Examine = " The hilt of the sword is ornate and made of gold. It is truly a beautiful and well-balanced weapon." End = rhindon Name = petershield PName = shield Location = IN_ROOM:LIMBO@LIMBO BValue = 500 Size = 5 Weight = 10 Armor = 15 OFlags { Armor WearOnArms ExcludeWear PitReset } Desc[0] = "King Peter's shield lies here." Examine = " The shield is silver in color and has a large red lion on the front. It seems to be light yet incredibly sturdy, and will protect you well in battle." End = petershield Name = dwarves Location = IN_ROOM:cy1 OFlags { NoGet } Desc[0] = " Two dwarves were frozen in a conversation that would never be finished." End = dwarves Name = aslan Location = IN_ROOM:table OFlags { NoGet } Desc[0] = " Aslan lies upon the stone table. He is shaven, muzzled, and tethered down." Examine = "You can not tell whether or not he is alive." End = aslan Name = squirrels Location = IN_ROOM:ttfq2 OFlags { NoGet } Desc[0] = " Some squirrels were having their dinner when they were frozen by the Queen." End = squirrels Name = lion Location = IN_ROOM:cy2 OFlags { NoGet } Desc[0] = "A noble lion has been turned to stone." End = lion Name = giant Location = IN_ROOM:cy3 OFlags { NoGet } Desc[0] = "A tremendous stone giant towers over you." End = giant Name = rabbits Location = IN_ROOM:cy4 OFlags { NoGet } Desc[0] = " Some rabbits were frolicking here until they were turned to stone." End = rabbits Name = dryads Location = IN_ROOM:cy5 OFlags { NoGet } Desc[0] = "Two dryads have been frozen here forever." End = dryads Name = fauns Location = IN_ROOM:cy6 OFlags { NoGet } Desc[0] = "A circle of fauns was dancing when they were frozen." End = fauns %locations /* 1 */ entry w:ROAD10@VILLAGE n:dining s:living e:stair; lflags { RealTime NoMobiles } Entrance to the Professor's House^ You have entered a charming and large old house. The house is not in the best of upkeep, but it is charming just the same. As you enter, you can hear the floors creak under your feet. You peer around the corners into the other rooms on this floor, and a sense of wonder overcomes you. This house seems full of mystery and enchantment, of a type you can not explain. For some reason you feel an uncontrollable urge to explore. ^ /* 2 */ stair u:hall1 w:entry; lflags { NoMobiles RealTime } The Old Staircase^ You are standing on an old staircase that reaches up to the second floor. Each step creaks and gives a little under your weight, but the stairs seem very solid. Straight ahead of you at the top off the stairs, you can look into a room that is painted a curious green colour. You can see light coming from the hall that seems to indicate open doors of some sort, although you are not yet far enough up the stairs to see the source. ^ /* 3 */ living n:entry e:lib1; lflags { RealTime } The Living Room^ You find yourself in the living room of this old house. The wallpaper is peeling and the floors are in disrepair, but there is something about this place that you like. The more you look around, the more you feel an urge to explore. ^ /* 4 */ dining e:kitchen s:entry; lflags { RealTime } The Dining Room^ The only furniture in this simple dining room are a small table and a drysink. There is a small throw rug under the table to keep it from further damaging the floor. Covering the drysink are all sorts of papers that look like they are probably important to the Professor. You do not dare to touch them. ^ /* 5 */ kitchen w:dining e:^kitchendoor; lflags { RealTime } The Kitchen^ Wandering into the kitchen, it is the appliances that first catch your eye. They are old-fashioned and look like they have been in use for many more years than you have been alive. They are all functional, however. The air in the kitchen is warm and smells of chocolate. You look around hungrily for whatever was made. ^ /* 6 */ bstair w:^bstairdoor u:picture; lflags { RealTime } The Back Stairs^ You find yourself climbing the back stairs of the house. These stairs obviously aren't used very often, as there is no light here. The stairs themselves are free of dust and objects, but you still get the idea that they aren't used much. The stairs are very loud under your feet. At first the darkness is such that you can't see well, but your eyes adjust and the further up you go, the more light that is provided by the room above. ^ /* 7 */ lib1 w:living e:lib2; lflags { RealTime } The Library^ You are now standing in the library of this large house. There is an impressive number of books here, all musty and covered with dust from age. The books are well-worn and are obviously very treasured by the owner. The Professor merely seems to have very poor house-cleaning skills and he wouldn't dream of letting the maids near his library. This room seems to be where the Professor spends most of his time. ^ /* 8 */ lib2 w:lib1 n:^lib2door; lflags { RealTime } The Library^ You have moved to the eastern end of the library. At this end is an easy chair with a small table on one side, upon which is sitting a lamp. The lampshade and table are dusty and a book is resting on the table. In the wall is a fireplace, which makes a great decoration. However it seems like it hasn't been used in years. ^ /* 9 */ porch s:^porchdoor; lflags { RealTime } The Back Porch^ Moving outside to the back porch, you take in the view in the back of the house. Behind the house is a large woods, which is alive with summer. The leaves on the trees are big and green. There is a small stream running somewhere nearby. The large open lawn looks healthy and green. You look into the woods and ponder all of the interesting adventures that could probably be had out there. ^ /* 10 */ hall1 d:stair n:green s:hall2 w:room e:^halldoor; lflags { RealTime } The Upper Hall^ You climb up the stairs and into the upper hall. From here you look north into a curious green room. To the south is a hallway that is lined with open doors. ^ /* 11 */ room e:hall1; lflags { RealTime } The Bed Room^ You turn to the east and find yourself in a large old bedroom. Here too the paper is peeling and the floors are creaky, but the room itself is rather pleasant. In the room at one end are four twin sized beds. At the other end of the room are four wooden dressers with mirrors over them. There are also two large closets at that end of the room. The room seems tidy but occupied. ^ /* 12 */ balcony w:^balconydoor; lflags { Party Peace RealTime } The Balcony^ You open the door and step out onto the balcony. From the angle of the view of the woods, it seems to you that this balcony is directly over the porch on the lower floor. The view is the same, except for the angle. You look off into the woods behind and can almost make out a flowing stream. If you listen carefully you can hear the calls of summer life. ^ /* 13 */ green s:hall1 e:picture w:wardrobe; lflags { RealTime } The Green Room^ You have entered a long room that is painted green. As curious as it looked from the hallway, you find the room quite boring. The ONLY thing that is here of any interest whatsoever is a harp. The rest of the room is void of furniture...void of anything. ^ /* 14 */ hall2 e:spare w:guest n:hall1; lflags { RealTime } The Upper Hall^ You wander down the upper hall. On your left and right are what look like more spare rooms. The floor creaks under your feet as you look around with curiosity. Your sense of adventure is getting stronger. ^ /* 15 */ wardrobe e:green w:^wardrobedoor; lflags { RealTime } The Wardrobe Room^ You are in the only room on the face of the earth that you think can possibly be more boring than the Green Room. At least that room had a harp... All that you can see here is a wardrobe. Just a boring old wardrobe.... Or is it? ^ /* 16 */ picture w:green d:bstair; lflags { RealTime } The Picture Room^ You have entered a long room with pictures all over the walls. This room seems to be the only place in the house with any sort of decoration. You secretly think that the Professor should have spread the pictures out over the entire house instead of cramming them all into this one room, but hey, who died and made you the interior decorator? ^ /* 17 */ spare w:hall2; lflags { Party Private RealTime } The Spare Room^ You have entered yet another spare bedroom. The room has painted white walls and is the first well-decorated room you have been into in this house. There is a queen-sized bed covered with a white spread. There is a small table next to the bed with a vase of flowers on it. The room looks almost as though the Professor expects it to be needed at any moment. ^ /* 18 */ guest e:hall2; lflags { Party Private RealTime } The Guest Room^ You have entered another spare bedroom. This one is decorated with a queen-sized bed against one wall. Other than that, there is only a dresser with mirror and a picture of flowers on the wall of any interest in here. ^ /* 19 */ inwardrobe1 w:inwardrobe2; lflags { RealTime } Inside the Wardrobe^ You step into the wardrobe, very careful to leave the door open behind you. Your mother always warned you that it was rather a silly thing to shut yourself up in a wardrobe... unfortunately you never listened to a word she said. ^ /* 20 */ inwardrobe2 e:inwardrobe1 s:path1; lflags { } Inside the Wardrobe^ You head toward the back of the wardrobe, expecting to run into the back wall at any time. You keep searching and feeling your way through the coats that surround you. Soon, however, your hands reach out and feel something rough and cold. It turns out your hands are not on a coat as expected, but a tree! ^ /* 21 */ path1 n:inwardrobe2 e:path2 s:path3; lflags { Cold NoMobiles } Between Worlds^ You step out of the wardrobe and into a wintery land. Remembering that it was summer back at the house, you are at first alarmed by the climate change. As you look around at the woods around you, however, your sense of adventure overtakes your fears, and you decide to head on into the woods. Now you must only choose between the path to the west and the path to the north. ^ /* 22 */ path2 w:path1 s:path5; lflags { Cold } The Forest Path^ You decide to take the path to the west. You can only hope that this was the right decision. The path is fairly wide at first, however, you have to watch your step so that you don't get tangled in all of the underbrush. The path heads straight to the north from here. ^ /* 23 */ path3 w:path4 n:path1; lflags { Cold } The Forest Path^ You decide to take the path to the north. You pick your way down the hill, hoping that you made the correct choice. For now the path seems wide enough for you to walk down it. You do have to watch your step so that you don't get tangled in the underbrush, but for now the moving is quick. The path turns slightly to the east from here. ^ /* 24 */ path4 e:path3 s:path9; lflags { Cold } The Forest Path^ You continue down the path that originally went to the north and is now turning to the east. Here the path rounds another corner and once again heads north. In front off you, preventing you from going east is a large fallen tree. It looks as though either going north or back the way you came are your only choices. ^ /* 25 */ path5 n:path2 s:path6; lflags { Cold } The Forest Path^ Here the path continues to the north. The path is still fairly clear, and you have a feeling that you are actually getting somewhere. If you ever feel in doubt, you can always turn around and follow your steps backward if you need. ^ /* 26 */ path6 n:path5 s:path7; lflags { Cold } The Forest Path^ The path continues to the north. You think you can see the formings of another path off to the north and east, but you are not sure. You are beginning to think that perhaps both paths were headed in the same direction but you can't confirm that just yet. ^ /* 27 */ path7 n:path6 w:path8; lflags { Cold } The Forest Path^ Here the path turns to the east, off toward where the other path could be by now. Your feeling that both paths will join further on down the hill is becoming stronger. ^ /* 28 */ path8 s:path12 e:path7; lflags { Cold } The Forest Path^ To the north, you can see a spot where the other path comes in. The path is running just to the east... however a large fallen tree prevents you from joining it now. ^ /* 29 */ path9 n:path4 s:path10; lflags { Cold } The Forest Path^ Here the path continues to the north. You think you can see the other path off to the west, but you are not sure. Perhaps the two will meet further down into the woods. ^ /* 30 */ path10 s:path11 n:path9; lflags { Cold } The Forest Path^ Continuing on toward the north, you trudge through the snow. The path is getting a bit more narrow here than you like, but it is passable. You look to the northwest and think you see a small dead tree with no branches in the middle of a clearing. However, something about that tree looks very odd. ^ /* 31 */ path11 n:path10 e:path12; lflags { Cold } The Forest Path^ You trudge on to the north, finally coming to a place where you can definitely make out the western trail. Apparently the two of them meet just ahead and to the west. You can no longer go straight forward due to a large tree. It looks like you will have to go west. ^ /* 32 */ path12 w:path11 n:path8 e:light; lflags { Cold } The Forest Path^ Here is where the two paths come together. You are just to the east of a strange object that looks like a dead tree without branches. At a closer glance you can tell that it is a lamp post. ^ /* 33 */ light w:path12 e:path13; lflags { Cold } In the Clearing^ You have reached the clearing that looked so curious from above on the trail. What once looked like a dead tree is now obvious to you as a lamp post. The lamp is not lit, although it looks like it has been recently. ^ /* 34 */ path13 w:light e:path14; lflags { Cold } The Forest Path^ You continue on from the lamp post. You figure you can always trace your steps back to it if need be. It is getting dark and you should probably be heading back, but your sense of adventure wins out for now. ^ /* 35 */ path14 e:path15 w:path13; lflags { Cold } The Forest Path^ Wandering down the path, you continue to the west. You are feeling pretty cold and starting to get hungry and tired. The sky is darkening around you and you sense that you had better find food and shelter before it gets much darker. ^ /* 36 */ path15 w:path14 e:rock; lflags { Cold } The Forest Path^ You stumble down more of the path, when suddenly to the west, you see a large rock. At least that will make good cover from the wind, since there doesn't seem to be any other cover around. ^ /* 37 */ rock w:path15 s:pts1 e:cave; lflags { Cold } Whale Rock^ You find yourself at the rock. To your surprise, behind the rock is a hidden cave mouth. It looks as if it was was once inhabited although now it is pretty well torn apart and looks deserted. Perhaps that would make a good home for the night. ^ /* 38 */ cave w:rock; lflags { Dark } Inside the Cave^ You are inside the cave now where the air is nice and warm. Your only problem is that it is dark and you cannot see very well. You find a corner and curl up tight for the night. In the morning when there is enough light for you to see by, you take a look around the cave. It was most definitely occupied recently, but everything the occupant owned has been dashed apart and broken. It looks as if someone has searched the place for something, and destroyed everything in his path. ^ /* 39 */ pts1 n:rock s:pts2; lflags { Outdoors Cold } Winter Path^ The path you are walking on seems to go on for miles into the wintery wonderland. All around you, everything is white. Off in the distance you hear what sounds like the jingling of bells. Ahead of you to the north are huge mountains. ^ /* 40 */ pts2 s:pts3 n:pts1; lflags { Outdoors Cold } Woodsy Path^ Wandering through the snows, everything you see is white. Ahead of you to the north are mountains. They seem to be not very far off. ^ /* 41 */ pts3 s:pts4 n:pts2; lflags { Outdoors Cold } The Path^ You trudge on through the snows. To the north the mountains are getting closer. You can make out a leveling in the path ahead. ^ /* 42 */ pts4 w:ptq1 s:ptt1 n:pts3; lflags { Outdoors Cold } The Path^ You are at the base of some rather large foothills. The ground you are on is curiously flat, until you realize by looking at a mound of sticks nearby that you are walking on a frozen river. To the west you can see where this river meets another one. The smooth frozen path leads up to the northeast. You can follow a path beside it, or continue north across the second river and north to the unknown. You can also turn back south. ^ /* 43 */ ptt1 n:pts4 s:ptt2; lflags { Outdoors Cold } The Path^ You find yourself crossing another river. There is one to the south, and now the path crosses a second one. Way off in the hills to the north the path continues. ^ /* 44 */ ptt2 n:ptt1 s:ptt3; lflags { Outdoors Cold } Path to the North^ As you continue along the path, the world around you is becoming more and more mountainous. The climb becomes tougher and more slippery. You are still following a rather clear path. ^ /* 45 */ ptt3 n:ptt2 s:ptt4; lflags { Outdoors Cold } Path to the Table^ The path continues through the mountains and reaches the crest of one of them. To the north you can see a downhill slope and then a flat area, which looks very odd. To the south is a long trail down the mountains which leads back into the woods. ^ /* 46 */ ptt4 s:table n:ptt3; lflags { Outdoors Cold } Path to the Table^ You head down the downhill slope, trying to keep your feet under you. The path is rather treacherous and uneven. ^ /* 47 */ table e:underground w:ttfq4 n:ptt4 s:ptc1; lflags { Outdoors Cold } The Stone Table^ You come to a sharp incline at the bottom of the hill, and climb it. To the north the path flattens a bit an continues downhill. Before you is a gigantic stone known to those of Narnia as the Stone Table. ^ /* 48 */ underground w:table; lflags { Outdoors Cold } The Underground Fortress^ There is an entrance to an underground fortress under the western side of the Stone Table. You hear evil cackling and other distressful noises coming from inside that make you sure you don't want to go down. You hear the voices of incubuses, wraiths, horrors, efreets, orknies, cruels, hags, spectres, wooses, ettins, werewolves, boggles, minotaurs, ghouls, and other spirits coming from below and are gripped with fear. ^ /* 49 */ ptc1 n:table s:ptc2; lflags { Outdoors } Path to the Sea^ You continue down the sloping path to the sea. You can't see much through the evergreens, but you think you can make out water ahead. ^ /* 50 */ ptc2 n:ptc1 s:ptc3; lflags { Outdoors } Path to the Sea^ The path has thawed quickly, and the going is much easier. It is almost as if the huge amount of snow covering this land not so long ago never existed. ^ /* 51 */ ptc3 n:ptc2 s:ptc4; lflags { Outdoors } Path to the Sea^ You continue along the path to the sea. Ahead of you is a grand body of water, but suddenly, your gaze shifts, and the water becomes trivial. Ahead of you, on the opposite bank, is an enormous golden castle of breathtaking beauty. ^ /* 52 */ ptc4 n:ptc3 s:shore; lflags { Outdoors } Path to the Sea^ You stumble along the path, suddenly in a hurry to explore the castle. You are just feet from the shore. The water is crystal clear and still. As you look at the castle, a sense of almost holy awe comes over you. You are overcome by its beauty. ^ /* 53 */ shore n:ptc4 s:sea1; lflags { Outdoors } The Seashore^ Standing on the shore, you contemplate the crossing. Due to the drastic change in weather, there is a mist over the water, only a few feet tall, which will make steering to the other side difficult. ^ /* 54 */ ttfq1 w:ptq6 e:ttfq2; lflags { Outdoors } Woodsy Path^ You are on an east-west path through the forest. To the east is the Queen's castle, and way off in the west is the Stone Table. ^ /* 55 */ ttfq2 w:ttfq1 e:ttfq3; lflags { Outdoors } Path through the Forest^ The path here is rather thin and the going is not easy. You notice fresh sled tracks in the path. You just hope that the Queen's sled has not been here too recently. ^ /* 56 */ ttfq3 w:ttfq2 e:ttfq4; lflags { Outdoors } The Woodsy Path^ The path continues east and west. To the west you can make out a dip in the path, and a sudden uprise. You can just make out the flat area of the Stone Table. ^ /* 57 */ ttfq4 w:ttfq3 e:table; lflags { Outdoors } The Path^ Here the path dips a little and then rises again just before the Stone Table. You have come out of the woods into the edge of a clearing. ^ /* 58 */ cy1 w:cy2 s:cy4; lflags { Cold Outdoors } In the Courtyard^ You are in a rectangular courtyard, surrounded on three sides by the imposing residence of the Snow Queen. You feel as though you are not alone, as there are many stone statues all around you. They seem amazingly life- like, except for the snow that is resting on top of all of them. In this area there are a lot of statues of Dwarves. ^ /* 59 */ cy2 e:cy1 w:cy3 n:ptq7 s:cy5; lflags { Cold Outdoors } The Snow Queen's Courtyard^ You have entered the Courtyard of the Castle of the Snow Queen. All around you are statues of creatures that seem incredibly life-like. Dead in front of you is a huge lion. He looks so life-like that at first you are afraid. Suddenly you realize that snow has settled on top of him and you realize that this could never be a real lion. ^ /* 60 */ cy3 e:cy2 s:cy6; lflags { Cold Outdoors } In the Courtyard^ All around you in the courtyard are the statues of various beings. There is a huge and proud lion in striking pose to the west, and slightly to the north of you is a humungus giant! ^ /* 61 */ cy4 n:cy1 w:cy5; lflags { Cold Outdoors } In the Courtyard^ You are in the northwest corner of the courtyard, almost up against the junction of two of the castle walls. On the ground in front of you, several stone rabbits look like they are playing... except for the fact that of course they aren't moving. ^ /* 62 */ cy5 e:cy4 w:cy6 n:cy2 s:cast7; lflags { Cold Outdoors } In the Courtyard^ You are just south of the castle entrance. On your left and right are two stone statues of dryads. How real they look! ^ /* 63 */ cy6 e:cy5 n:cy3; lflags { Cold Outdoors } In the Courtyard^ You are in the northeast corner of the courtyard, almost up against the two imposing walls of the castle. Surrounding you are little stone fauns, frozen in a circle of dance. ^ /* 64 */ cast1 s:cast2; lflags { } The Southwest Wing^ You are now at the end of the southwest wing of the castle. Down toward this end the hallways get even darker, as there is no light reaching this place from the entryway. ^ /* 65 */ cast2 n:cast1 w:cast7 s:cast3; lflags { } The Castle Hallway^ Here is the place where the front hall meets the western wing. The light here is still dim, yet to the north and south the light seems to disappear into utter blackness. ^ /* 66 */ cast3 n:cast2 w:cast4; lflags { } The Northwest Corner^ Standing in the northwest corner of the castle, the light is very dim. You find yourself squinting in order to examine interesting bas relief shapes on the wall. You can not quite make them out. ^ /* 67 */ cast4 e:cast3 w:cast5; lflags { } The North Wing^ Here the light is very dim. You can just see a little bit in front of your face because of light that bends around the castle walls. You feel an urge to leave this place as soon as possible. ^ /* 68 */ cast5 e:cast4 n:cast6; lflags { } The Northeast Corner^ Standing in the northeast corner of the castle, the light is rather dim. You squint to try to make out designs on the wall. They seem to be pictures of winter, but you can make out little else. ^ /* 69 */ cast6 s:cast5 n:cast8 e:cast7; lflags { } The Castle Hallway^ Here the hallway is still semi-well lit from the entry way. To the north and south the light grows ever dimmer until you can not see the end of the hall in either direction. The whole castle has a dark and evil feel to it. ^ /* 70 */ cast7 e:cast2 w:cast6 n:cy5; lflags { } North Entrance Hall^ The entrance hall in which you are standing is very dark and gloomy. There is not much light here, and the halls echo with every step that you make. You are afraid to move around too quickly, for someone might hear you. ^ /* 71 */ cast8 s:cast6; lflags { } The Southeast Wing^ You are in the southeast wing of the castle. Here the hallway is very dark, as there is no light penetrating here from the entryway. ^ /* 72 */ ptq1 e:pts4 w:ptq2; lflags { Outdoors Cold } The Eastern River^ You follow the river that runs to the east and west. To the west of here, two rivers join. The other is running north and south. The river continues to the northeast in what would be the upstream direction, if the water was flowing rather than frozen. ^ /* 73 */ ptq2 w:ptq3 e:ptq1; lflags { Outdoors Cold } Following the River^ You continue to follow the river that flows from the northeast to the southwest. Up to the northeast, the river's origin lies in a mountain range. Those mountains form a wall to the north that runs all the way across in front of you. To the south are more of the same woods. ^ /* 74 */ ptq3 e:ptq2 w:ptq4; lflags { Outdoors Cold } The River^ Here the river bends more to the north and south, rather than east and west. To the north is a majestic mountain range, and to the south lie the woods and the point at which you entered this strange world. ^ /* 75 */ ptq4 s:ptq5 e:ptq3; lflags { Outdoors Cold } The Turn in the River^ The river begins to turn to the northeast going upstream. It seems to head directly up to the mountains to the north. ^ /* 76 */ ptq5 n:ptq4 s:ptq6; lflags { Outdoors Cold } The Frozen Path^ You are getting into some more mountainous territory to the north. A blanket of white snow covers everything in sight. Ahead of you are two tall mountains. Between them sits what appears to be a castle. ^ /* 77 */ ptq6 e:ttfq1 n:ptq5 s:ptq7; lflags { Outdoors Cold } The Mountainous Path^ To the north are two large mountains with a castle between them. Around you everything is covered in snow. A frozen river-bed runs off to the east and joins another one to the south. ^ /* 78 */ ptq7 s:cy2 n:ptq6; lflags { Outdoors Cold } Before the Yard^ To the north of you is a huge and imposing castle. The gate to its courtyard is right in front of you. You fill with a sense of fear as you approach. You can still go back to the south. ^ /* 79 */ sea1 s:sea2 e:sea1 n:shore d:shore w:sea3; lflags { OnWater Maze OnePerson } On the Sea^ You find yourself floating on a foggy sea. For some reason you have utterly lost your sense of direction. You would like nothing more than to get back to land, but you can't seem to find any land in any direction. ^ /* 80 */ sea2 s:sea3 w:sea2 e:sea2 n:sea2; lflags { OnWater Maze OnePerson } On the Sea^ You find yourself floating on a foggy sea. For some reason you have utterly lost your sense of direction. You would like nothing more than to get back to land, but you can't seem to find any land in any direction. ^ /* 81 */ sea3 w:sea4 s:sea3 e:sea3 n:sea3; lflags { OnWater Maze OnePerson } On the Sea^ You find yourself floating on a foggy sea. For some reason you have utterly lost your sense of direction. You would like nothing more than to get back to land, but you can't seem to find any land in any direction. ^ /* 82 */ sea4 s:sea5 e:sea4 w:sea4 n:sea1; lflags { OnWater Maze OnePerson } On the Sea^ You find yourself floating on a foggy sea. For some reason you have utterly lost your sense of direction. You would like nothing more than to get back to land, but you can't seem to find any land in any direction. ^ /* 83 */ sea5 s:northshore n:sea2 w:sea5 e:sea4 u:northshore; lflags { OnWater Maze OnePerson } On the Sea^ You find yourself floating on a foggy sea. For some reason you have utterly lost your sense of direction. You would like nothing more than to get back to land, but you can't seem to find any land in any direction. ^ /* 84 */ northshore n:sea5 d:sea5 s:cair1; lflags { Outdoors } On the North Shore of the Sea^ You finally make your way back onto solid land, and find yourself at the feet of the largest, most beautiful castle you have ever seen or heard of. The entire building seems to be made of gold and it shines like a beacon in the strong sunlight. You have traveled far, and a few moments of rest in this awesome place would do you some good. You trudge toward the entrance hall. ^ /* 85 */ cair1 s:cair2 n:northshore; lflags { } The Entrance to Cair Paravel^ You are standing in the great entrance hall of the golden castle of Cair Paravel. The halls and corridors are stunningly large and very beautiful. Gold shimmers around you in the form of columns, paint, artwork, and statues. ^ /* 86 */ cair2 n:cair1 s:cair3; lflags { } The Halls of Cair Paravel^ Heading to the north of the great entrance hall, the gold and glimmer do not end. The halls continue to be filled with golden light. ^ /* 87 */ cair3 n:cair2 u:cair4; lflags { } The Halls of Cair Paravel^ Standing amongst the golden glory of this castle, you take a few moments to really look at all of the splendour that is around you. To the north is a stately marble staircase which leads to a well-lit glowing room at the top. ^ /* 88 */ cair4 s:cair5 d:cair3; lflags { } On the Stairs^ You have come to a beautiful marble staircase. Down is the golden hallway from whence you came. At the top is a shining throne room. ^ /* 89 */ cair5 n:cair6; lflags { } The Throne Room^ You are now in a huge and shimmering throne room. The ceiling must be a few hundred feet tall and the room seems so wide that it would take a couple of minutes to cross it. There are four thrones here, all apparently occupied. ^ /* 90 */ cair6 s:cair5 d:cair7; lflags { } On the Stairs^ Leaving the throne room, you can see the staircase from a different perspective. In the different lighting, you notice that the stairs seem to go down to a level they didn't before. Instead of the elaborate hall that you expected to see, ahead of you is a huge black space. ^ /* 91 */ cair7; lflags { Dark } Darkness^ The space in which you find yourself can hardly be defined as a room. The space is dark, life a vacuum in space. ^