/********************************************************* * ORCHOLD.ZONE * * Written By: Rasillon and Daz * * Code By: Rasillon and Daz? * * Notes: Distribute with full DYRT distribution only * * Edited by Rex on 29 September 1996 * *********************************************************/ #include "undef.h" #include "cflags.h" #include "exits.h" %zone:orchold %mobiles Name = watchman PName = "The Watchman" Location = observation Strength = 100 Damage = 13 Aggression = 97 Speed = 0 Description = "The Watchman Orc growls at you." End = watchman Name = andy Location = trap Strength = 42 Damage = 10 Aggression = 97 Speed = 0 Description = "Andy looks at you viciously." End = andy Name = mandy Location = trap Strength = 42 Damage = 10 Aggression = 97 Speed = 0 SFlags { Female } Description = "Mandy looks at you viciously." End = mandy Name = randy Location = trap Strength = 42 Damage = 10 Aggression = 97 Speed = 0 Description = "Randy looks at you viciously." End = randy Name = sandy PName = "Sandy" Location = trap Strength = 42 Damage = 10 Aggression = 97 Speed = 0 SFlags { Female } Description = "Sandy looks at you viciously." End = sandy Name = brandy Location = trap Strength = 42 Damage = 10 Aggression = 97 Speed = 0 SFlags { Female } Description = "Brandy looks at you viciously." End = brandy Name = maggot PName = "The Maggot" Location = LIMBO@LIMBO Strength = 135 Damage = 10 Aggression = 98 Speed = 0 PFlags { NoSummon } Description = " A giant maggot slithers around, leaving a slimy trail behind him." End = maggot Name = usher PName = "The Usher" Location = audience Strength = 150 Damage = 13 Aggression = 97 Speed = 0 Description = " The Usher Orc, dressed in black livery, sneers down his nose at you." End = usher Name = king PName = "The King" Location = throne Strength = 225 Damage = 20 Aggression = 97 Speed = 0 Description = " The King Orc glares at you with a look of royal intolerance." End = king %objects Name = stalactite Location = IN_ROOM:damp State = 1 MaxState = 1 Linked = stonedoor OFlags { PushToggle NoGet } Desc[0] = "A portion of the east wall is swung back, making a doorway." Examine = "It clings to the ceiling, unlike a stalagmite." End = stalactite Name = stonedoor PName = door Location = IN_ROOM:observation State = 1 MaxState = 1 Linked = stalactite OFlags { NoGet } Desc[0] = "A portion of the west wall is swung back, making a doorway." End = stonedoor Name = topcover PName = cover Location = IN_ROOM:observation State = 1 MaxState = 1 Linked = botcover OFlags { PushToggle NoGet } Desc[0] = "A metal cover lies alongside a passage leading down." Desc[1] = "A large metal plate lies on the floor." Examine = "It's about one meter in diameter, and appears very heavy." End = topcover Name = botcover PName = cover Location = IN_ROOM:guardroom State = 1 MaxState = 1 Linked = topcover OFlags { PushToggle NoGet } Desc[1] = "A metal cover blocks the top of the ladder." Examine = " It completely covers a hole in the ceiling, and appears very heavy." End = botcover Name = chainmail Location = IN_ROOM:guardroom BValue = 70 Size = 5 Weight = 20 Armor = 7 OFlags { WearOnBody ExcludeWear Armor PitReset } Desc[0] = "A black shirt of chainmail is spread on the floor." Examine = " It appears well made. The orcs must have contracted someone else to make it." End = chainmail Name = garbage Location = IN_ROOM:central State = 0 MaxState = 1 OFlags { NoGet } Desc[0] = "Piles of garbage lie in the middle of the room." Desc[1] = "Garbage has been strewn all about the room." End = garbage Name = orcgold PName = plate AltName = gold Location = IN_ROOM:central BValue = 600 Size = 20 Weight = 20 OFlags { Destroyed } Desc[0] = "A gold plate lies on the floor here." Examine = " It has an inscription on it which says, 'To Owin, with love.' Scratched over those words is the scrawl, 'Orks robb dwarvs! Ha!'" End = orcgold Name = throne Location = IN_ROOM:throne OFlags { NoGet } Desc[0] = "The throne of the King Orc looms before you." Examine = " It's quite an impressive affair: gold leaf, patterns in bas-relief, cushions filled with down. Upon close inspection you notice a switch hidden on the arm of the chair." End = throne Name = switch Location = IN_ROOM:throne State = 1 MaxState = 1 Linked = holeorcs OFlags { PushToggle NoGet } Desc[0] = "There is a hole in the north wall." Examine = " It's a small, carefully concealed switch; more proof that the orcs had help building this place." End = switch Name = holeorcs PName = hole Location = IN_ROOM:tunnel State = 1 MaxState = 1 Linked = switch OFlags { NoGet } Desc[0] = "There is a hole in the south wall leading to another room." End = holeorcs Name = block Location = IN_ROOM:treasury BValue = 700 Size = 50 Weight = 50 Desc[0] = "A huge block of gold has been left here." Examine = "It's a hefty chunk of what appears to be solid gold." End = block %locations /* 1 */ path1 e:E_PASS@BLIZZARD u:path2 d:E_PASS@BLIZZARD; lflags { Outdoors RealTime } Trampled Path^ You stand on a steep upwards path. The path has obviously been made by the trampling of many feet rather than by any plan. Below you lies the end of the mountain pass. ^ /* 2 */ path2 u:entryway d:path1; lflags { Outdoors Realtime } Trampled Path^ A large opening in the mountainside lies above you. The path continues below you. ^ /* 3 */ entryway u:1@NIBELUNG n:damp d:path2; lflags { Outdoors Realtime } Rough-hewn Entryway^ You stand at the entrance to a lair apparently carved out of the side of the mountain. The work on the rock is very poorly done, and blackness beyond feels oppressive. A path winds steeply downwards beneath you and the opening leads to the north. ^ /* 4 */ damp n:trap e:^stalactite s:entryway; lflags { Dark } Damp Hallway^ This hallway shows the same poor craftsmanship as the rest of the compound. Water drips from a large stalactite near the eastern wall, making the whole room damp and uncomfortable. The hallway continues north and south. ^ /* 5 */ observation w:^stonedoor d:^topcover; lflags { Dark } Observation Room^ This room was obviously designed for spying on people entering the hallway. You notice a hole in the western wall through which the hallway can be seen. ^ /* 6 */ trap e:guardroom; lflags { Dark } Trap Room^ This is the room where people foolish enough to fall through the trap door above wind up. Another room lies to the east. ^ /* 7 */ guardroom n:hallway1 w:trap u:^botcover; lflags { Dark } Orc Guardroom^ This is apparently where the guards go to change when they go on or off duty. The smell in the room is almost intolerable. A ladder leads up to the ceiling, and passages lead west and north. ^ /* 8 */ hallway1 n:hallway2 s:guardroom; lflags { Dark Maze } Rough-hewn Hallway^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads north and south. ^ /* 9 */ hallway2 e:hallway11 s:hallway1 w:hallway3; lflags {Dark Maze } Rough-hewn Hallway^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway branches east, west, and south. ^ /* 10 */ hallway3 n:hallway4 e:hallway2; lflags { Dark Maze } Rough-hewn Hallway^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads north and east. ^ /* 11 */ hallway4 n:hallway6 s:hallway3 w:hallway5; lflags { Dark Maze } Rough-hewn Hallway^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway branches north, south, and west. ^ /* 12 */ hallway5 e:hallway4 s:hallway7 w:hallway8; lflags { Dark Maze } Rough-hewn Hallway^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway branches east, west, and south. ^ /* 13 */ hallway6 e:central s:hallway4; lflags { Dark Maze } Rough-hewn Hallway^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads south and opens into a large chamber to the east. ^ /* 14 */ hallway7 n:hallway5 w:hallway9; lflags { Dark Maze } Rough-hewn Hallway^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads north and west. ^ /* 15 */ hallway8 e:hallway5 s:hallway9; lflags { Dark Maze } Rough-hewn Hallway^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads east and south. ^ /* 16 */ hallway9 n:hallway8 e:hallway7; lflags { Dark Maze } Rough-hewn Hallway^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads north and east. ^ /* 17 */ central n:hallway17 e:hallway16 w:hallway6; lflags { Dark Maze } Central Chamber^ This is apparently the main place for the orcs to congregate. The room reeks of filth and decay. Hallways lead north, east, and west. ^ /* 18 */ hallway11 n:hallway12 e:hallway13 w:hallway2; lflags { Dark Maze } Rough-hewn Hallway^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway branches east, west, and north. ^ /* 19 */ hallway12 e:hallway14 s:hallway11; lflags { Dark Maze } Rough-hewn Hallway^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads east and south. ^ /* 20 */ hallway13 n:hallway14 w:hallway11; lflags { Dark Maze } Rough-hewn Hallway^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads west and north. ^ /* 21 */ hallway14 n:hallway15 s:hallway13 w:hallway12; lflags { Dark Maze } Rough-hewn Hallway^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway branches north, west, and south. ^ /* 22 */ hallway15 s:hallway14 w:hallway16; lflags { Dark Maze } Rough-hewn Hallway^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads west and south. ^ /* 23 */ hallway16 e:hallway15 w:central; lflags { Dark Maze } Rough-hewn Hallway^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads east, and to the west enters a large chamber. ^ /* 24 */ hallway17 n:hallway18 s:central; lflags { Dark Maze } Rough-hewn Hallway^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads north, and to the south enters a large chamber. ^ /* 25 */ hallway18 e:smooth s:hallway17; lflags { Dark Maze } Rough-hewn Hallway^ Like most orc-built hallways, this one is crooked, rough, and damp. The hallway leads east and south. ^ /* 26 */ smooth n:Audience w:hallway18; lflags { Dark } Smooth Hallway^ This hallway shows definite signs of outside contracting. It is smooth and well worked. Unfortunately, it's still damp and filthy and smells like garbage. The hallway continues north, and becomes rough again to the west. ^ /* 27 */ audience n:throne s:smooth; lflags { Dark } Audience Waiting Room^ This appears to be where people wait to see the Orc King. Benches line the walls for subjects to sit on. A set of curtains cover an opening in the north wall, and would be quite impressive were it not for the mold growing on them. A hallway leads south. ^ /* 28 */ throne n:^switch s:audience; lflags { Dark } Orc Throne Room^ In stark contrast to the rest of the orcs' lair, this room is grandeur and tack epitomized. The walls are paved in gold, and at the north end of the room sits an incredibly ornate throne. Heavy curtains cover an opening to the south. ^ /* 29 */ tunnel n:mountainside s:^holeorcs w:treasury; lflags { Dark } Secret Tunnel^ This appears to be an escape route for the king in times of trouble. A passage leads west, and you can see light to the north. ^ /* 30 */ mountainside s:tunnel d:overgrown; lflags { Outdoors Realtime } Steep Mountainside^ You are outside on the mountain. A hole in the side of the mountain lies to the south, barely distinguishable from the plants covering it. The grade is extremely steep, but it looks like you can skitter your way down. ^ /* 31 */ overgrown s:MITHENDORE1@MITHENDORE d:WEDGE@VALLEY; lflags { Outdoors Realtime } Overgrown Path^ You are on what could almost be called a path, treading your way through vines, rocks, and the like. The path becomes clearer and flatter farther down. It is far too steep to go up the mountainside. ^ /* 32 */ treasury e:tunnel; lflags { Dark } King Orc's Treasury^ This is apparently where the King Orc likes to store his valuables. The room itself is quite plain, and the layer of dust over everything indicates that the king probably hasn't had very many additions to his collection recently. ^