dyrt/
dyrt/bin/
dyrt/data/MAIL/
dyrt/data/WIZ_ZONES/
dyrt/include/machine/
dyrt/src/misc/cpp/
/*********************************************************
* 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.
^