#AREA The Great Pyramid~ Florian~ ~ 0 0 0 #ROOMS #48250 Funerary Temple~ To be used for new areas. ~ ||Master Hieroglyphic Programs|| ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48251 10 10 5 D1 ~ ~ 0 -1 48195 10 10 5 D2 ~ ~ 0 -1 48281 10 10 5 A 20 north_master_look~ ~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); acode( find_room( 48250 ), 9 ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ~ E desc~ The hieroglyphics are too difficult to comprehend. ~ ! 0 0 0 A 20 north_master_trans~ ~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); acode( find_room( 48250 ), 9 ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); acode( find_room( 48250 ), 9 ); } ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are too difficult to comprehend. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A 20 west_master_look~ ~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); acode( find_room( 48250 ), 10 ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ~ E desc~ The hieroglyphics are too difficult to comprehend. ~ ! 0 0 0 A 20 south_master_look~ ~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); acode( find_room( 48250 ), 11 ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ~ E desc~ The hieroglyphics are too difficult to comprehend. ~ ! 0 0 0 A 20 east_master_look~ ~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); acode( find_room( 48250 ), 12 ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ~ E desc~ The hieroglyphics are too difficult to comprehend. ~ ! 0 0 0 A 20 west_master_trans~ ~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); acode( find_room( 48250 ), 10 ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); acode( find_room( 48250 ), 10 ); } ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are too difficult to comprehend. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A 20 south_master_trans~ ~ if( has_obj( 1549, ch ) ) i = 1; if( has_obj( 1548, ch ) ) i = 2; if( i == 1 ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctran, ch, obj ); wait( 2 ); act_tochar( #trans1, ch, obj ); acode( find_room( 48250 ), 11 ); } if( i == 2 ) { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); acode( find_room( 48250 ), 11 ); } else { act_tochar( #notrans, ch, ); act_notchar( #rnotrans, ch, ); } ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are too difficult to comprehend. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A 20 east_master_trans~ ~ if( has_obj( 1549, ch ) ) i = 1; if( has_obj( 1548, ch ) ) i = 2; if( i == 1 ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctran, ch, obj ); wait( 2 ); act_tochar( #trans1, ch, obj ); acode( find_room( 48250 ), 12 ); } if( i == 2 ) { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); acode( find_room( 48250 ), 12 ); } else { act_tochar( #notrans, ch, ); act_notchar( #rnotrans, ch, ); } ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are too difficult to comprehend. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A 20 North_hieroglyphics~ ~ ~ ! 0 0 0 A 20 west_hieroglyphics~ ~ ~ ! 0 0 0 A 20 south_hieroglyphics~ ~ ~ ! 0 0 0 A 20 east_hieroglyphics~ ~ ~ ! 0 0 0 1 17 1509949540 -2 0 -1 S #48251 A Faded Stone Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48252 10 10 5 D2 ~ ~ 0 -1 48250 10 10 5 -1 S #48252 A Faded Stone Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48253 10 10 5 D2 ~ ~ 0 -1 48251 10 10 5 -1 S #48253 A Faded Stone Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48254 10 10 5 D2 ~ ~ 0 -1 48252 10 10 5 -1 S #48254 A Faded Stone Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48255 10 10 5 D2 ~ ~ 0 -1 48253 10 10 5 -1 S #48255 A Faded Stone Corridor~ Under Construction. ~ ||enter alcove|| ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48256 10 10 5 D2 ~ ~ 0 -1 48254 10 10 5 A enter squeeze~ alcove opening niche~ acode( find_room( 48273 ), 2 ); ~ ! 0 0 0 -1 S #48256 Northeast Corner of the Pyramid~ Under Construction. ~ ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48255 10 10 5 D3 ~ ~ 0 -1 48257 10 10 5 A place set~ clear quartz~ if( rflag( status1, room ) ) { if( rflag( status2, room ) ) { if( rflag( status0, room ) ) { if( find_skill( ch, climb ) > random( 1,7 ) ) { if( has_obj( 1576, ch ) ) { act_tochar( #climb, ch ); act_notchar( #rclimb,ch ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj = has_obj( 1576, ch ); junk_obj(obj, 1); remove_rflag( status0, room ); } else { act_tochar( #climb,ch ); act_tochar( #nolens, ch ); } } else if( can_fly( ch ) ) if( has_obj( 1576, ch ) ) { act_tochar( #flyup, ch ); act_notchar( #rflyup, ch ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj = has_obj( 1576, ch ); junk_obj(obj, 1); remove_rflag( status0, room ); end; } else act_tochar( #nolens, ch ); else { act_tochar( #noclimb,ch ); act_notchar( #rnoclimb,ch ); } } else act_tochar( #already,ch ); } else act_tochar( #already,ch ); } else act_tochar( #already,ch ); ~ E climb~ @G With great skill, you clamber up the sides of the wall, using chinks in the stone wall as hand holds. ~ E rclimb~ @G Using chinks in the walls for hand holds, $n deftly climbs up the wall. ~ E already~ @b@R Something has already been placed within the angular hole in the ceiling. ~ E noclimb~ @G Try as you might, you slip off the shear stone walls of the pyramid. ~ E rnoclimb~ @G $n tries to climb up the wall but fails miserably. ~ E flyup~ @b@G Light as a feather, you fly up to the angular hole in the ceiling. ~ E rflyup~ @b@G With exquisite grace, $n flies up to an angular hole in the ceiling. ~ E nolens~ @r It seems you have wasted your time. You have nothing to place into the angular hole in the ceiling. ~ E rplacing~ @b@R Pulling a clear quartz lens from $s belongings, $n places it within the angular hole in the ceiling. ~ E placing~ @b@R Carefully, you place a clear quartz lens within the angular hole in the ceiling. ~ ! 0 0 0 A set pla plac place~ sap sapp sapph sapphi sapphir sapphire~ if( find_skill( ch, climb ) > random( 1, 7 ) ) if( has_obj( 1577, ch ) ) { act_tochar( #climb, ch ); act_notchar( #rclimb,ch ); act_tochar( #shatter, ch ); act_notchar( #rshatter, ch ); obj = has_obj( 1577, ch ); junk_obj( obj, 1 ); } else { act_tochar( #climb, ch ); act_tochar( #nolens, ch ); } else if( can_fly( ch ) ) if( has_obj( 1577, ch ) ) { act_tochar( #flyup, ch ); act_notchar( #rflyup, ch ); act_tochar( #shatter, ch ); act_notchar( #rshatter, ch ); obj = has_obj( 1577, ch ); junk_obj( obj, 1 ); end; } else act_tochar( #nolens, ch ); else { act_tochar( #noclimb, ch ); act_notchar( #rnoclimb, ch ); } ~ E climb~ @b@G With great skill, you clamber up the sides of the wall, using chinks in the stone wall as hand holds. ~ E rclimb~ @G Using chinks in the walls for hand holds, $n deftly climbs up the wall. ~ E noclimb~ @G Try as you might, you slip off the shear stone walls of the pyramid. ~ E rnoclimb~ @G $n tries to climb up the wall but fails miserably. ~ E flyup~ @b@G Light as a feather, you fly up to the angular hole in the ceiling. ~ E rflyup~ @G With exquisite grace, $n flies up to an angular hole in the ceiling. ~ E nolens~ @r It seems you have wasted your time. You have nothing to place into the angular hole in the ceiling. ~ E rshatter~ @b@B As $n tries to place a sapphire lens into the angular hole in the ceiling, $e slips and drops it. The sapphire lens falls to the floor and shatters on impact. ~ E shatter~ @b@B As careful as possible, you try to place the sapphire lens in the angular hole in the ceiling. Suddenly, you begin to lose your balance and the sapphire lens slips from your grap to shatter on the stone floor below you. ~ ! 0 0 0 A l lo loo look~ ang angu angul angula angular hol hole~ if( !rflag( status0, room ) ) i = 1; if( !rflag( status1, room ) ) i = 2; if( !rflag( status2, room ) ) i = 3; if( i == 1 ) { act_tochar( #lens0, ch ); end; } if( i == 2 ) { act_tochar( #lens1, ch ); end; } if( i == 3 ) act_tochar( #lens2, ch ); else act_tochar( #emptyhole, ch ); ~ E lens1~ @b@R Cut into the ceiling and the floor, there are angular shafts that follow the outer angle of the pyramid's construction. Likely to be some type of air vents, the angular holes are about twice the size of a silver coin and completely dark. A ruby lens has been carefully placed within the angular hole in the ceiling. ~ E lens2~ @b Cut into the ceiling and the floor, there are angular shafts that follow the outer angle of the pyramid's construction. Likely to be some type of air vents, the angular holes are about twice the size of a silver coin and completely dark. A obsidian lens has been carefully placed within the angular hole in the ceiling. ~ E emptyhole~ @G Cut into the ceiling and the floor, there are angular shafts that follow the outer angle of the pyramid's construction. Likely to be some type of air vents, the angular holes are about twice the size of a silver coin and completely dark. A gentle breeze flows from the empty hole in the ceiling. ~ E lens0~ @b Cut into the ceiling and the floor, there are angular shafts that follow the outer angle of the pyramid's construction. Likely to be some type of air vents, the angular holes are about twice the size of a silver coin and completely dark. A clear quartz lens has be carefully placed within the angular hole in the ceiling. ~ ! 0 0 0 A set pla plac place~ obs obsi obsid obsidi obsidia obsidian~ acode(find_room(48280), 4); ~ ! 0 0 0 A set pla plac place~ rub ruby~ acode(find_room(48264), 3); ~ ! 0 0 0 A remove get take~ obsidian black~ acode( find_room( 48280 ), 8 ); ~ ! 0 0 0 A get take remove~ clear quartz~ if( rflag( status1, room ) ) { if( rflag( status2, room ) ) { if( !rflag( status0, room ) ) { if( find_skill( ch, climb ) > random( 1,7 ) ) { acode( find_room( 48280 ), 10 ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj_to_char( oload( 1576 ), ch ); set_rflag( status0, room ); } else if( can_fly( ch ) ) { acode( find_room( 48280 ), 11 ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj_to_char( oload( 1576 ), ch ); set_rflag( status0, room ); end; } else acode( find_room( 48280 ), 12 ); } else act_tochar( #already,ch ); } else act_tochar( #already,ch ); } else act_tochar( #already, ch ); ~ E placing~ @WYou remove a clear quartz lens from the angular hole in the ceiling.@n ~ E rplacing~ @W$n removes a clear quartz lens from the angular hole in the ceiling.@n ~ E already~ There is no clear lens to remove from the angular hole. ~ ! 0 0 0 A get take remove~ sapphire blue~ if( find_skill( ch, climb ) > random( 1, 7 ) ) { acode( find_room( 48280 ), 10 ); act_tochar( #shatter, ch ); } else if( can_fly( ch ) ) { acode( find_room( 48280 ), 11 ); act_tochar( #shatter, ch ); end; } else acode( find_room( 48280 ), 12 ); ~ E shatter~ There is no sapphire blue lens in the angular hole to take. ~ ! 0 0 0 A get take remove~ ruby red~ acode( find_room( 48264 ), 8 ); ~ ! 0 0 0 -1 S #48257 Carved Stone Panel Hallway~ Under Construction. ~ s = 48285 ||enter alcove|| ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48256 10 10 5 D3 ~ ~ 0 -1 48258 10 10 5 A enter squeeze~ alcove opening niche~ acode( find_room( 48273 ), 2 ); ~ ! 0 0 0 -1 S #48258 Carved Stone Panel Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48257 10 10 5 D3 ~ ~ 0 -1 48259 10 10 5 -1 S #48259 Carved Stone Panel Hallway~ Under Construction. ~ desc hieroglyphic, 66.66) ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48258 10 10 5 D2 ~ ~ 235 -1 48305 10 10 5 D3 ~ ~ 0 -1 48260 10 10 5 A pre pres press~ falcon~ if( is_open( find_room( 48275 ), north ) ) { act_tochar( #already, ch ); end; } else { act_tochar( #press, ch ); act_notchar( #rpress, ch ); } wait( 2 ); room = find_room( 48259 ); act_room( #grinds, ch ); wait( 3 ); send_to_area( #rumbles, room ); wait( 1 ); open( find_room( 48275 ), north ); send_to_room( #opens, find_room( 48275 ) ); send_to_room( #opens, find_room( 48304 ) ); ~ E already~ @GYou can't seem to depress the avian hieroglyphic any further.@n ~ E press~ @GReaching out, you press down on the hieroglyphic of the perched bird which is sitting, with its wings spread, over the image of the pyramid. After much effort, the heiroglyphic retracts into the wall... ~ E rpress~ @G$n reaches out and presses something on one of the walls, but nothing seems to happen. ~ E grinds~ After a few moments, you hear the grinding of stone against stone, buried deep within the walls. ~ E rumbles~ From somewhere in the distance, you can hear the movement of a large piece of stone. ~ E opens~ Rising slowing, a gigantic section of stone wall retracts into the ceiling, revealing a passage way beyond. ~ ! 0 0 0 -1 S #48260 Carved Stone Panel Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48259 10 10 5 D3 ~ ~ 0 -1 48261 10 10 5 -1 S #48261 Carved Stone Panel Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48260 10 10 5 D3 ~ ~ 0 -1 48262 10 10 5 -1 S #48262 Carved Stone Panel Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48261 10 10 5 D3 ~ ~ 0 -1 48263 10 10 5 -1 S #48263 Carved Stone Panel Hallway~ Under Construction. ~ s = 48284 ||enter alcove|| ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48262 10 10 5 D3 ~ ~ 0 -1 48264 10 10 5 A enter squeeze~ alcove opening niche~ acode( find_room( 48273 ), 2 ); ~ ! 0 0 0 -1 S #48264 Northwest Corner of the Pyramid~ Under Construction. ~ set sapphire||set clear||set ruby||look hole||set obsidian ||remove blue|| ||fake obsidian, red, clear|| ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48263 10 10 5 D2 ~ ~ 0 -1 48265 10 10 5 A set place~ sapphire blue~ acode(find_room(48280), 1); ~ ! 0 0 0 A set place~ red ruby~ if( rflag( status0, room ) ) { if( rflag( status2, room ) ) { if( rflag( status1, room ) ) { if( find_skill( ch, climb ) > random( 1,7 ) ) { if( has_obj( 1578, ch ) ) { act_tochar( #climb, ch ); act_notchar( #rclimb,ch ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj = has_obj( 1578, ch ); junk_obj(obj, 1); remove_rflag( status2, room ); } else { act_tochar( #climb,ch ); act_tochar( #nolens, ch ); } } else if( can_fly( ch ) ) if( has_obj( 1578, ch ) ) { act_tochar( #flyup, ch ); act_notchar( #rflyup, ch ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj = has_obj( 1578, ch ); junk_obj(obj, 1); remove_rflag( status2, room ); end; } else act_tochar( #nolens, ch ); else { act_tochar( #noclimb,ch ); act_notchar( #rnoclimb,ch ); } } else act_tochar( #already,ch ); } else act_tochar( #already,ch ); } else act_tochar( #already,ch ); ~ E climb~ @b@G With great skill, you clamber up the sides of the wall, using chinks in the stone wall as hand holds. ~ E rclimb~ @G Using chinks in the walls for hand holds, $n deftly climbs up the wall. ~ E already~ @b@R Something has already been placed within the angular hole in the ceiling. ~ E noclimb~ @G Try as you might, you slip off the shear stone walls of the pyramid. ~ E rnoclimb~ @G $n tries to climb up the wall but fails miserably. ~ E flyup~ @b@G Light as a feather, you fly up to the angular hole in the ceiling. ~ E rflyup~ @r With exquisite grace, $n flies up to an angular hole in the ceiling. ~ E nolens~ @r It seems you have wasted your time. You have nothing to place into the angular hole in the ceiling. ~ E rplacing~ @b@R Pulling a ruby lens from $s belongings, $n places it within the angular hole in the ceiling. ~ E placing~ @b@R Carefully, you place a ruby lens within the angular hole in the ceiling. ~ ! 0 0 0 A set pla plac place~ cle clea clear qua quar quart quartz~ if( rflag( status0, room ) ) { if( rflag( status1, room ) ) { if( rflag( status2, room ) ) { if( find_skill( ch, climb ) > random( 1,7 ) ) { if( has_obj( 1576, ch ) ) { act_tochar( #climb, ch ); act_notchar( #rclimb,ch ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj = has_obj( 1576, ch ); junk_obj(obj, 1); remove_rflag( status2, room ); } else { act_tochar( #climb,ch ); act_tochar( #nolens, ch ); } } else if( can_fly( ch ) ) if( has_obj( 1576, ch ) ) { act_tochar( #flyup, ch ); act_notchar( #rflyup, ch ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj = has_obj( 1576, ch ); junk_obj(obj, 1); remove_rflag( status2, room ); end; } else act_tochar( #nolens, ch ); else { act_tochar( #noclimb,ch ); act_notchar( #rnoclimb,ch ); } } else act_tochar( #already,ch ); } else act_tochar( #already,ch ); } else act_tochar( #already,ch ); ~ E climb~ @b@G With great skill, you clamber up the sides of the wall, using chinks in the stone wall as hand holds. ~ E rclimb~ @G Using chinks in the walls for hand holds, $n deftly climbs up the wall. ~ E already~ @b@R Something has already been placed within the angular hole in the ceiling. ~ E noclimb~ @G Try as you might, you slip off the shear stone walls of the pyramid. ~ E rnoclimb~ @G $n tries to climb up the wall but fails miserably. ~ E flyup~ @b@G Light as a feather, you fly up to the angular hole in the ceiling. ~ E rflyup~ @b@G With exquisite grace, $n flies up to an angular hole in the ceiling. ~ E nolens~ @r It seems you have wasted your time. You have nothing to place into the angular hole in the ceiling. ~ E rplacing~ @b@R Pulling a clear quartz lens from $s belongings, $n places it within the angular hole in the ceiling. ~ E placing~ @b@R Carefully, you place a clear quartz lens within the angular hole in the ceiling. ~ ! 0 0 0 A l lo loo look ~ vent angular hole~ if( !rflag( status0, room ) ) i = 1; if( !rflag( status1, room ) ) i = 2; if( !rflag( status2, room ) ) i = 3; if( i == 1 ) { act_tochar( #lens0, ch ); end; } if( i == 2 ) { act_tochar( #lens1, ch ); end; } if( i == 3 ) act_tochar( #lens2, ch ); else act_tochar( #emptyhole, ch ); ~ E lens0~ @b@B Cut into the ceiling and the floor, there are angular shafts that follow the outer angle of the pyramid's construction. Likely to be some type of air vents, the angular holes are about twice the size of a silver coin and completely dark. A sapphire lens has been carefully placed within the angular hole in the ceiling. ~ E lens1~ @b@R Cut into the ceiling and the floor, there are angular shafts that follow the outer angle of the pyramid's construction. Likely to be some type of air vents, the angular holes are about twice the size of a silver coin and completely dark. A ruby lens has been carefully placed within the angular hole in the ceiling. ~ E lens2~ @b Cut into the ceiling and the floor, there are angular shafts that follow the outer angle of the pyramid's construction. Likely to be some type of air vents, the angular holes are about twice the size of a silver coin and completely dark. A clear quartz lens has been carefully placed within the angular hole in the ceiling. ~ E emptyhole~ @G Cut into the ceiling and the floor, there are angular shafts that follow the outer angle of the pyramid's construction. Likely to be some type of air vents, the angular holes are about twice the size of a silver coin and completely dark. A gentle breeze flows from the empty hole in the ceiling. ~ ! 0 0 0 A set pla plac place~ obsidian black~ if( find_skill( ch, climb ) > random( 1, 7 ) ) if( has_obj( 1579, ch ) ) { act_tochar( #climb, ch ); act_notchar( #rclimb,ch ); act_tochar( #shatter, ch ); act_notchar( #rshatter, ch ); obj = has_obj( 1579, ch ); junk_obj( obj, 1 ); } else { act_tochar( #climb, ch ); act_tochar( #nolens, ch ); } else if( can_fly( ch ) ) if( has_obj( 1579, ch ) ) { act_tochar( #flyup, ch ); act_notchar( #rflyup, ch ); act_tochar( #shatter, ch ); act_notchar( #rshatter, ch ); obj = has_obj( 1579, ch ); junk_obj( obj, 1 ); end; } else act_tochar( #nolens, ch ); else { act_tochar( #noclimb, ch ); act_notchar( #rnoclimb, ch ); } ~ E climb~ @b@G With great skill, you clamber up the sides of the wall, using chinks in the stone wall as hand holds. ~ E rclimb~ @G Using chinks in the walls for hand holds, $n deftly climbs up the wall. ~ E noclimb~ @G Try as you might, you slip off the shear stone walls of the pyramid. ~ E rnoclimb~ @G $n tries to climb up the wall but fails miserably. ~ E flyup~ @b@G Light as a feather, you fly up to the angular hole in the ceiling. ~ E rflyup~ @b@G With exquisite grace, $n flies up to an angular hole in the ceiling. ~ E nolens~ @r It seems you have wasted your time. You have nothing to place into the angular hole in the ceiling. ~ E rshatter~ @b@B As $n tries to place a sapphire lens into the angular hole in the ceiling, $e slips and drops it. The obsidian lens falls to the floor and shatters on impact. ~ E shatter~ @b@B As careful as possible, you try to place the sapphire ns into the angular hole in the ceiling. Suddenly, you begin to lose your balance and the obsidian lens slips from your grasp to shatter on the stone floor below you. ~ ! 0 0 0 A remove get take~ blue sapphire~ acode( find_room( 48280 ), 6 ); ~ ! 0 0 0 A get take remove~ clear quartz lens~ if( rflag( status0, room ) ) { if( rflag( status1, room ) ) { if( !rflag( status2, room ) ) { if( find_skill( ch, climb ) > random( 1,7 ) ) { acode( find_room( 48280 ), 10 ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj_to_char( oload( 1576 ), ch ); set_rflag( status2, room ); } else if( can_fly( ch ) ) { acode( find_room( 48280 ), 11 ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj_to_char( oload( 1576 ), ch ); set_rflag( status2, room ); end; } else acode( find_room( 48280 ), 12 ); } else act_tochar( #already,ch ); } else act_tochar( #already,ch ); } else act_tochar( #already, ch ); ~ E placing~ @BFrom the angular hole, you remove a clear quartz lens. ~ E rplacing~ @BFrom the angular hole, $n removes a clear quartz lens. ~ E already~ @WThere is no clear quartz lens to remove from the hole.@n ~ ! 0 0 0 A get remove take~ ruby red~ if( rflag( status0, room ) ) { if( rflag( status2, room ) ) { if( !rflag( status1, room ) ) { if( find_skill( ch, climb ) > random( 1,7 ) ) { acode( find_room( 48280 ), 10 ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj_to_char( oload( 1578 ), ch ); set_rflag( status1, room ); } else if( can_fly( ch ) ) { acode( find_room( 48280 ), 11 ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj_to_char( oload( 1578 ), ch ); set_rflag( status1, room ); end; } else acode( find_room( 48280 ), 12 ); } else act_tochar( #already,ch ); } else act_tochar( #already,ch ); } else act_tochar( #already, ch ); ~ E placing~ @BYou remove a ruby red lens from the angular hole in the ceiling.@n ~ E rplacing~ @B$n removes a ruby red lens from the angular hole in the ceiling.@n ~ E already~ There is no ruby red lens in the hole to remove. ~ ! 0 0 0 A get remove take~ black obsidian~ if( find_skill( ch, climb ) > random( 1, 7 ) ) { acode( find_room( 48280 ), 10 ); act_tochar( #shatter, ch ); } else if( can_fly( ch ) ) { acode( find_room( 48280 ), 11 ); act_tochar( #shatter, ch ); end; } else acode( find_room( 48280 ), 12 ); ~ E shatter~ @WThere is no ruby red lens to take from the angular hole.@n ~ ! 0 0 0 -1 S #48265 A Dark, Foul Passage~ Under Construction. ~ ||enter alcove|| ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48264 10 10 5 D2 ~ ~ 0 -1 48266 10 10 5 A enter squeeze~ alcove opening niche~ acode( find_room( 48273 ), 2 ); ~ ! 0 0 0 -1 S #48266 A Dark, Foul Passage~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48265 10 10 5 D2 ~ ~ 0 -1 48267 10 10 5 -1 S #48267 A Wide, Vaulted Chamber~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48266 10 10 5 D1 ~ ~ 0 -1 48286 10 10 5 D2 ~ ~ 0 -1 48268 10 10 5 -1 S #48268 A Wide, Vaulted Chamber~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48267 10 10 5 D1 ~ ~ 0 -1 48303 10 10 5 D2 ~ ~ 0 -1 48269 10 10 5 -1 S #48269 A Passage Littered with Cobwebs~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48268 10 10 5 D2 ~ ~ 0 -1 48270 10 10 5 -1 S #48270 Partially Collapsed Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48269 10 10 5 D2 ~ ~ 0 -1 48271 10 10 5 -1 S #48271 Fetid Smelling Hall~ Under Construction. ~ ||enter alcove|| ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48270 10 10 5 D2 ~ ~ 0 -1 48272 10 10 5 A enter squeeze~ alcove opening niche~ acode( find_room( 48273 ), 2 ); ~ ! 0 0 0 -1 S #48272 Southwest Corner of the Pyramid~ Under Construction. ~ ||look hole||set ruby||set sapphire||set obsidian||set clear|| ||remove obsidian|| ||remove blue, remove red, fake clear|| ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48271 10 10 5 D1 ~ ~ 0 -1 48273 10 10 5 A set place~ blue sapphire~ acode( find_room( 48256 ), 2 ); ~ ! 0 0 0 A set place~ red ruby~ acode( find_room( 48264 ), 2 ); ~ ! 0 0 0 A set place~ obsidian black ebony~ acode(find_room(48280), 4); ~ ! 0 0 0 A set place~ clear quartz~ acode(find_room(48256), 1); ~ ! 0 0 0 A l lo loo look~ angular hole vent~ acode(find_room(48256),3); ~ ! 0 0 0 A remove take get~ black obsidian~ acode( find_room( 48280 ), 8 ); ~ ! 0 0 0 A get take remove~ blue sapphire~ acode( find_room( 48256 ), 8 ); ~ ! 0 0 0 A get take remove~ red ruby~ acode( find_room( 48264 ), 8 ); ~ ! 0 0 0 A get take remove~ clear quartz~ acode( find_room( 48256 ), 7 ); ~ ! 0 0 0 A 12 indianajones~ ~ act_room( #boulder, ch ); wait( 2 ); loop( all_in_room ) { i = 4d50; dam_message( rch, i, "The gigantic, rolling boulder" ); inflict( rch, mob, i, "a gigantic rolling boulder" ); } act_room( "Undaunted, the boulder continues to roll east!", ch ); mload( 2099, find_room( 48273 ) ); mob = mob_in_room( 2099, find_room( 48273 ) ); interpret( mob, "indianajones" ); mob = mob_in_room( 2099, find_room( 48273 ) ); junk_mob( mob ); ~ E boulder~ The boulder rolls down out of the secret panel and begins rolling east! ~ ! 0 0 0 -1 S #48273 Red Stone Corridor~ Under Construction. ~ n = 48283 ||enter alcove|| ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48274 10 10 5 D3 ~ ~ 0 -1 48272 10 10 5 A 12 indianajones~ ~ act_room( #boulder, ch ); wait( 2 ); loop( all_in_room ) { i = 4d50; dam_message( rch, i, "The gigantic, rolling boulder" ); inflict( rch, mob, i, "a gigantic rolling boulder" ); } act_room( "Undaunted, the boulder continues to roll east!", ch ); send_to_room( "The rumbling of a rolling boulder can be heard heading east.", find_room( 48272 ) ); send_to_room( "You hear a gigantic rolling boulder to the far west heading this way!", find_room( 48279 ) ); send_to_room( "You hear a gigantic rolling boulder to the far west heading this way!", find_room( 48278 ) ); send_to_room( "You hear a gigantic rolling boulder to the far west heading this way!", find_room( 48277 ) ); send_to_room( "You hear a gigantic rolling boulder to the west heading this way!", find_room( 48277 ) ); send_to_room( "You hear a gigantic rolling boulder to the west heading this way!", find_room( 48276 ) ); send_to_room( "You hear a gigantic rolling boulder to the west heading this way!", find_room( 48275 ) ); send_to_room( "You can see a gigantic rolling boulder heading this way!", find_room( 48274 ) ); send_to_room( "You hear a gigantic rolling boulder to the far west heading this way!", find_room( 48280 ) ); mload( 2099, find_room( 48274 ) ); mob = mob_in_room( 2099, find_room( 48274 ) ); interpret( mob, "indianajones" ); mob = mob_in_room( 2099, find_room( 48274 ) ); junk_mob( mob ); ~ E boulder~ A gigantic boulder is rolling this way, east through the hall! ~ ! 0 0 0 A enter~ alcove niche opening~ act_tochar( #enter, ch ); act_notchar( #renter, ch ); if( room == find_room( 48265 ) ) transfer( ch, find_room( 48284 ) ); if( room == find_room( 48263 ) ) transfer( ch, find_room( 48284 ) ); if( room == find_room( 48257 ) ) transfer( ch, find_room( 48285 ) ); if( room == find_room( 48255 ) ) transfer( ch, find_room( 48285 ) ); if( room == find_room( 48281 ) ) transfer( ch, find_room( 48282 ) ); if( room == find_room( 48279 ) ) transfer( ch, find_room( 48282 ) ); if( room == find_room( 48273 ) ) transfer( ch, find_room( 48283 ) ); if( room == find_room( 48271 ) ) transfer( ch, find_room( 48283 ) ); act_notchar( #arrive, ch, obj, mob ); loop( followers ) { act_tochar( #enter, rch ); act_notchar( #renter, rch ); if( room == find_room( 48271 ) ) transfer( rch, find_room( 48283 ) ); if( room == find_room( 48273 ) ) transfer( rch, find_room( 48283 ) ); if( room == find_room( 48281 ) ) transfer( rch, find_room( 48282 ) ); if( room == find_room( 48279 ) ) transfer( rch, find_room( 48282 ) ); if( room == find_room( 48257 ) ) transfer( rch, find_room( 48285 ) ); if( room == find_room( 48255 ) ) transfer( rch, find_room( 48285 ) ); if( room == find_room( 48263 ) ) transfer( rch, find_room( 48284 ) ); if( room == find_room( 48265 ) ) transfer( rch, find_room( 48284 ) ); transfer( rch, find_room( 48283 ) ); act_notchar( #rfollow, rch ); } ~ E enter~ You sqeeze through into the alcove, into the unknown. ~ E renter~ $n squeezes into a small alcove, disappearing from sight. ~ E arrive~ $n enters the chamber, squeezing in through through the opening. ~ E rfollow~ $n follows by squeezing $mself into the open alcove. ~ ! 0 0 0 -1 S #48274 Red Stone Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48275 10 10 5 D3 ~ ~ 0 -1 48273 10 10 5 A 12 indianajones~ ~ act_room( #boulder, ch ); wait( 2 ); loop( all_in_room ) { i = 4d50; dam_message( rch, i, "The gigantic, rolling boulder" ); inflict( rch, mob, i, "a gigantic rolling boulder" ); } act_room( "Undaunted, the boulder continues to roll east!", ch ); send_to_room( "You can hear the giant boulder rolling east through the corridor.", find_room( 48272 ) ); send_to_room( "You can hear the giant boulder rolling east through the corridor.", find_room( 48273 ) ); send_to_room( "You hear a gigantic rolling boulder heading this way from the west!", find_room( 48275 ) ); send_to_room( "You hear a gigantic rolling boulder heading this way from the west!", find_room( 48276 ) ); send_to_room( "You hear a gigantic rolling boulder heading this way from the west!", find_room( 48277 ) ); send_to_room( "You faintly hear a gigantic rolling boulder heading this way from the west!", find_room( 48278 ) ); send_to_room( "You faintly hear a gigantic rolling boulder heading this way from the west!", find_room( 48279 ) ); send_to_room( "You faintly hear a gigantic rolling boulder heading this way from the west!", find_room( 48280 ) ); mload( 2099, find_room( 48275 ) ); mob = mob_in_room( 2099, find_room( 48275 ) ); interpret( mob, "indianajones" ); mob = mob_in_room( 2099, find_room( 48275 ) ); junk_mob( mob ); ~ E boulder~ You can see a giant boulder heading this way! ~ ! 0 0 0 -1 S #48275 Red Stone Corridor~ Under Construction. ~ ||press gecko|| ~ 301465601 0 5 0 D0 large section of wall~ section wall~ 227 -1 48304 10 10 6 D1 ~ ~ 0 -1 48276 10 10 5 D3 ~ ~ 0 -1 48274 10 10 5 A pre pres press~ gecko~ if( is_open( find_room( 48259 ), south ) ) { act_tochar( #already, ch ); end; } else { act_tochar( #press, ch ); act_notchar( #rpress, ch ); } wait( 2 ); act_room( #grinds, ch ); wait( 3 ); send_to_area( #rumbles, room ); wait( 1 ); open( find_room( 48259 ), south ); send_to_room( #open, find_room( 48305 ) ); send_to_room( #open, find_room( 48259 ) ); ~ E already~ @GThe gecko in the hieroglyphic panel can be pressed no further down. ~ E press~ You place your hand upon the gecko and push it into the wall. ~ E rpress~ @G$n places $s hand on the wall and presses. ~ E grinds~ You hear the grinding of stone upon stone somewhere within the wall. ~ E rumbles~ A loud rumble thunders through the chamber as you hear some great stone shifting position. ~ E open~ A slab of stone ascends into the ceiling, revealing a passageway. ~ ! 0 0 0 A 12 indianajones~ ~ act_room( "A gigantic is rolling straight for you down the west corridor!", ch ); wait( 2 ); loop( all_in_room ) { i = 4d50; dam_message( rch, i, "The gigantic, rolling boulder" ); inflict( rch, mob, i, "a gigantic rolling boulder" ); } act_room( "Undaunted, the boulder continues to roll east!", ch ); send_to_room( "You can hear the giant boulder rolling east through the corridor.", find_room( 48272 ) ); send_to_room( "You can hear the giant boulder rolling east through the corridor.", find_room( 48274 ) ); send_to_room( "You can hear the giant boulder rolling east through the corridor.", find_room( 48273 ) ); send_to_room( "You hear a gigantic rolling boulder heading this way from the west!", find_room( 48276 ) ); send_to_room( "You hear a gigantic rolling boulder heading this way from the west!", find_room( 48277 ) ); send_to_room( "You hear a gigantic rolling boulder heading this way from the west!", find_room( 48278 ) ); send_to_room( "You faintly hear a gigantic rolling boulder heading this way from the west!", find_room( 48279 ) ); send_to_room( "You faintly hear a gigantic rolling boulder heading this way from the west!", find_room( 48280 ) ); mload( 2099, find_room( 48276 ) ); mob = mob_in_room( 2099, find_room( 48276 ) ); interpret( mob, "indianajones" ); mob = mob_in_room( 2099, find_room( 48276 ) ); junk_mob( mob ); ~ E boulder~ No description~ ! 0 0 0 -1 S #48276 Red Stone Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48277 10 10 5 D3 ~ ~ 0 -1 48275 10 10 5 A 12 indianajones~ ~ act_room( "A gigantic is rolling straight for you down the west corridor!", ch ); wait( 2 ); loop( all_in_room ) { i = 4d50; dam_message( rch, i, "The gigantic, rolling boulder" ); inflict( rch, mob, i, "a gigantic rolling boulder" ); } act_room( "Undaunted, the boulder continues to roll east!", ch ); send_to_room( "You hear a gigantic rolling boulder heading east down the corridor.", find_room( 48272 ) ); send_to_room( "You can hear the giant boulder rolling east through the corridor.", find_room( 48274 ) ); send_to_room( "You can hear the giant boulder rolling east through the corridor.", find_room( 48275 ) ); send_to_room( "You can hear the giant boulder rolling east through the corridor.", find_room( 48273 ) ); send_to_room( "You hear a gigantic rolling boulder heading this way from the west!", find_room( 48277 ) ); send_to_room( "You hear a gigantic rolling boulder heading this way from the west!", find_room( 48278 ) ); send_to_room( "You hear a gigantic rolling boulder heading this way from the west!", find_room( 48279 ) ); send_to_room( "You faintly hear a gigantic rolling boulder heading this way from the west!", find_room( 48280 ) ); mload( 2099, find_room( 48277 ) ); mob = mob_in_room( 2099, find_room( 48277 ) ); interpret( mob, "indianajones" ); mob = mob_in_room( 2099, find_room( 48277 ) ); junk_mob( mob ); ~ ! 0 0 0 -1 S #48277 Red Stone Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48278 10 10 5 D3 ~ ~ 0 -1 48276 10 10 5 A 12 indianajones~ ~ act_room( "A gigantic is rolling straight for you down the west corridor!", ch ); wait( 2 ); loop( all_in_room ) { i = 4d50; dam_message( rch, i, "The gigantic, rolling boulder" ); inflict( rch, mob, i, "a gigantic rolling boulder" ); } act_room( "Undaunted, the boulder continues to roll east!", ch ); send_to_room( "You hear the faint sound of a boulder rolling east through the corridor.", find_room( 48272 ) ); send_to_room( "You hear the faint sound of a boulder rolling east through the corridor.", find_room( 48273 ) ); send_to_room( "You hear the faint sound of a boulder rolling east through the corridor.", find_room( 48274 ) ); send_to_room( "You can hear a rumbling boulder rolling east through the corridor!", find_room( 48275 ) ); send_to_room( "You can hear a rumbling boulder rolling east through the corridor!", find_room( 48276 ) ); send_to_room( "You can hear a giant boulder rolling this way from the west!", find_room( 48278 ) ); send_to_room( "You can hear a giant boulder rolling this way from the west!", find_room( 48279 ) ); send_to_room( "You can hear a giant boulder rolling this way from the west!", find_room( 48280 ) ); mload( 2099, find_room( 48278 ) ); mob = mob_in_room( 2099, find_room( 48278 ) ); interpret( mob, "indianajones" ); mob = mob_in_room( 2099, find_room( 48278 ) ); junk_mob( mob ); ~ ! 0 0 0 -1 S #48278 Red Stone Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48279 10 10 5 D3 ~ ~ 0 -1 48277 10 10 5 A 12 indianajones~ ~ act_room( "A gigantic is rolling straight for you down the west corridor!", ch ); wait( 2 ); loop( all_in_room ) { i = 4d50; dam_message( rch, i, "The gigantic, rolling boulder" ); inflict( rch, mob, i, "a gigantic rolling boulder" ); } act_room( "Undaunted, the boulder continues to roll east!", ch ); send_to_room( "Faintly, you can hear a boulder rolling east through the corridor.", find_room( 48272 ) ); send_to_room( "Faintly, you can hear a boulder rolling east through the corridor.", find_room( 48273 ) ); send_to_room( "Faintly, you can hear a boulder rolling east through the corridor.", find_room( 48274 ) ); send_to_room( "You can hear a giant boulder rolling down the east corridor!", find_room( 48275 ) ); send_to_room( "You can hear a giant boulder rolling down the east corridor!", find_room( 48276 ) ); send_to_room( "You can hear a giant boulder rolling down the east corridor!", find_room( 48277 ) ); send_to_room( "You hear a giant, rolling boulder coming this way!", find_room( 48279 ) ); send_to_room( "You hear a giant, rolling boulder coming this way!", find_room( 48280 ) ); mload( 2099, find_room( 48279 ) ); mob = mob_in_room( 2099, find_room( 48279 ) ); interpret( mob, "indianajones" ); mob = mob_in_room( 2099, find_room( 48279 ) ); junk_mob( mob ); ~ ! 0 0 0 -1 S #48279 Red Stone Corridor~ Under Construction. ~ n = 48282 ||enter alcove|| ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48280 10 10 5 D3 ~ ~ 0 -1 48278 10 10 5 A ~ ~ if( random( 1, 3 ) == 1 ) { if( rflag( reset0, room ) ) { act_tochar( #snik, ch ); act_notchar( #rsnik, ch ); remove_rflag( reset0, room ); wait( 2 ); mload( 2099, find_room( 48272 ) ); mob = mob_in_room( 2099, find_room( 48272 ) ); interpret( mob, "indianajones" ); mob = mob_in_room( 2099, find_room( 48272 ) ); junk_mob( mob ); send_to_room( "To the far west, you hear the grinding of stone on stone. ", room ); send_to_room( "You hear the grinding of stone on stone and see a panel slide back, ready to release a gigantic boulder. ", find_room( 48272 ) ); send_to_room( "Just to the west, you hear the grinding of stone on stone. ", find_room( 48273 ) ); send_to_room( "To the west, you hear the grinding of stone on stone. ", find_room( 48274 ) ); send_to_room( "To the west, you hear the grinding of stone on stone. ", find_room( 48275 ) ); send_to_room( "To the west, you hear the grinding of stone on stone. ", find_room( 48276 ) ); send_to_room( "To the far west, you hear the grinding of stone on stone. ", find_room( 48277 ) ); send_to_room( "To the far west, you hear the grinding of stone on stone. ", find_room( 48278 ) ); } else continue; } else continue; ~ E snik~ As you enter the room, you break a tripwire and hear a soft *twang*. ~ E rsnik~ $n enters the room and you here the *twang* of a broken tripwire. ~ ! 1 0 2 A indianajones~ ~ act_room( "A gigantic is rolling straight for you down the west corridor!", ch ); wait( 2 ); loop( all_in_room ) { i = 4d50; dam_message( rch, i, "The gigantic, rolling boulder" ); inflict( rch, mob, i, "a gigantic rolling boulder" ); } act_room( "Undaunted, the boulder continues to roll east!", ch ); send_to_room( "Faintly, you can hear a boulder rolling east through the corridor.", find_room( 48272 ) ); send_to_room( "Faintly, you can hear a boulder rolling east through the corridor.", find_room( 48273 ) ); send_to_room( "Faintly, you can hear a boulder rolling east through the corridor.", find_room( 48274 ) ); send_to_room( "Faintly, you can hear a boulder rolling east through the corridor.", find_room( 48275 ) ); send_to_room( "You can hear a giant boulder rolling down the east corridor!", find_room( 48276 ) ); send_to_room( "You can hear a giant boulder rolling down the east corridor!", find_room( 48278 ) ); send_to_room( "You can hear a giant boulder rolling down the east corridor!", find_room( 48277 ) ); send_to_room( "You hear a giant, rolling boulder coming this way!", find_room( 48280 ) ); mload( 2099, find_room( 48280 ) ); mob = mob_in_room( 2099, find_room( 48280 ) ); interpret( mob, "indianajones" ); mob = mob_in_room( 2099, find_room( 48280 ) ); junk_mob( mob ); ~ ! 0 0 0 A enter squeeze~ alcove opening niche~ acode( find_room( 48273 ), 2 ); ~ ! 0 0 0 -1 S #48280 Southeast Corner of the Pyramid~ Under Construction. ~ look hole||set sapphire||set ruby||set obsidian||set clear|| desc some chinks in the stone ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48281 10 10 5 D3 ~ ~ 0 -1 48279 10 10 5 A set place~ sapphire blue~ if( rflag( status1, room ) ) { if( rflag( status2, room ) ) { if( rflag( status0, room ) ) { if( find_skill( ch, climb ) > random( 1,7 ) ) { if( has_obj( 1577, ch ) ) { act_tochar( #climb, ch ); act_notchar( #rclimb,ch ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj = has_obj( 1577, ch ); junk_obj(obj, 1); remove_rflag( status0, room ); } else { act_tochar( #climb,ch ); act_tochar( #nolens, ch ); } } else if( can_fly( ch ) ) if( has_obj( 1577, ch ) ) { act_tochar( #flyup, ch ); act_notchar( #rflyup, ch ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj = has_obj( 1577, ch ); junk_obj(obj, 1); remove_rflag( status0, room ); end; } else act_tochar( #nolens, ch ); else { act_tochar( #noclimb,ch ); act_notchar( #rnoclimb,ch ); } } else act_tochar( #already,ch ); } else act_tochar( #already,ch ); } else act_tochar( #already,ch ); ~ E placing~ @b@B Carefully, you place the sapphire lens within the angular hole in the ceiling. ~ E noclimb~ @b@B Try as you might, you slip off the shear stone walls of the pyramid. ~ E rnoclimb~ @b@B $n tries to climb up the wall but fails miserably. ~ E nolens~ @b@B It seems you have wasted you time. You have nothing to place into the angular hole in the ceiling. ~ E already~ @b@B Something has already been placed within the angular hole in the ceiling. ~ E flyup~ @b@B Light as a feather, you fly up to the angular hole in the ceiling. ~ E rflyup~ @b@B With exquisite grace, $n flies up to an angular hole in the ceiling. ~ E rplacing~ @b@B Pulling a sapphire lens from $s belongings, $n places it within the angular hole in the ceiling. ~ E climb~ @GWith great skill, you clamber up the sides of the wall, using chinks in the stone wall as hand holds. ~ E rclimb~ @GUsing chinks in the walls for hand holds, $n deftly climbs up the wall. ~ ! 0 0 0 A l lo loo look~ angular hole~ if( !rflag( status0, room ) ) i = 1; if( !rflag( status1, room ) ) i = 2; if( !rflag( status2, room ) ) i = 3; if( i == 1 ) { act_tochar( #lens0, ch ); end; } if( i == 2 ) { act_tochar( #lens1, ch ); end; } if( i == 3 ) act_tochar( #lens2, ch ); else act_tochar( #emptyhole, ch ); ~ E lens0~ @b@B Cut into the ceiling and the floor, there are angular shafts that follow the outer angle of the pyramid's construction. Likely to be some type of air vents, the angular holes are about twice the size of a silver coin and completely dark. A sapphire lens has been carefully placed within the angular hole in the ceiling. ~ E lens1~ @b Cut into the ceiling and the floor, there are angular shafts that follow the outer angle of the pyramid's construction. Likely to be some type of air vents, the angular holes are about twice the size of a silver coin and completely dark. A clear quartz lens has ben carefully placed within the angular hole in the ceiling. ~ E lens2~ @Y Cut into the ceiling and the floor, there are angular shafts that follow the outer angle of the pyramid's construction. Likely to be some type of air vents, the angular holes are about twice the size of a silver coin and completely dark. A obsidian lens has been carlly placed within the angular hole in the ceiling. ~ E emptyhole~ Cut into the ceiling and the floor, there are angular shafts that follow the outer angle of the pyramid's construction. Likely to be some type of air vents, the angular holes are about twice the size of a silver coin and completely dark. A gentle breeze flows from the empty hole in the ceiling. ~ ! 0 0 0 A set place~ quartz clear~ if( rflag( status0, room ) ) { if( rflag( status2, room ) ) { if( rflag( status1, room ) ) { if( find_skill( ch, climb ) > random( 1,7 ) ) { if( has_obj( 1576, ch ) ) { act_tochar( #climb, ch ); act_notchar( #rclimb,ch ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj = has_obj( 1576, ch ); junk_obj(obj, 1); remove_rflag( status1, room ); } else { act_tochar( #climb,ch ); act_tochar( #nolens, ch ); } } else if( can_fly( ch ) ) if( has_obj( 1576, ch ) ) { act_tochar( #flyup, ch ); act_notchar( #rflyup, ch ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj = has_obj( 1576, ch ); junk_obj(obj, 1); remove_rflag( status1, room ); end; } else act_tochar( #nolens, ch ); else { act_tochar( #noclimb,ch ); act_notchar( #rnoclimb,ch ); } } else act_tochar( #already,ch ); } else act_tochar( #already,ch ); } else act_tochar( #already,ch ); ~ E climb~ @b@G With great skill, you clamber up the sides of the wall, using chinks in the stone wall as hand holds. ~ E rclimb~ Using chinks in the walls for hand holds, $n deftly climbs up the wall. ~ E placing~ @b@R Carefully, you place the clear quartz lens within the angular hole in the ceiling. ~ E rplacing~ @R Pulling a sapphire lens from $s belongings, $n places it within the angular hole in the ceiling. ~ E nolens~ @R It seems you have wasted your time. You have nothing to place into the angular hole in the ceiling. ~ E noclimb~ @G Try as you might, you slip off the shear stone walls of the pyramid. ~ E rnoclimb~ @G $n tries to climb up the wall but fails miserably. ~ E flyup~ @G Light as a feather, you fly up to the angular hole in the ceiling. ~ E rflyup~ @G With exquisite grace, $n flies up to an angular hole in the ceiling. ~ E already~ @R Something has already been placed within the angular hole in the ceiling. ~ ! 0 0 0 A set place~ obsidian black ebony~ if( rflag( status0, room ) ) { if( rflag( status1, room ) ) { if( rflag( status2, room ) ) { if( find_skill( ch, climb ) > random( 1,7 ) ) { if( has_obj( 1579, ch ) ) { act_tochar( #climb, ch ); act_notchar( #rclimb,ch ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj = has_obj( 1579, ch ); junk_obj(obj, 1); remove_rflag( status2, room ); } else { act_tochar( #climb,ch ); act_tochar( #nolens, ch ); } } else if( can_fly( ch ) ) if( has_obj( 1579, ch ) ) { act_tochar( #flyup, ch ); act_notchar( #rflyup, ch ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj = has_obj( 1579, ch ); junk_obj(obj, 1); remove_rflag( status2, room ); end; } else act_tochar( #nolens, ch ); else { act_tochar( #noclimb,ch ); act_notchar( #rnoclimb,ch ); } } else act_tochar( #already,ch ); } else act_tochar( #already,ch ); } else act_tochar( #already,ch ); ~ E climb~ @b@G With great skill, you clamber up the sides of the wall, using chinks in the stone wall as hand holds. ~ E rclimb~ @G Using chinks in the walls for hand holds, $n deftly climbs up the wall. ~ E already~ @b@R Something has already been placed within the angular hole in the ceiling. ~ E noclimb~ @G Try as you might, you slip off the shear stone walls of the pyramid. ~ E rnoclimb~ @G $n tries to climb up the wall but fails miserably. ~ E flyup~ @b@G Light as a feather, you fly up to the angular hole in the ceiling. ~ E rflyup~ @r With exquisite grace, $n flies up to an angular hole in the ceiling. ~ E nolens~ @r It seems you have wasted your time. You have nothing to place into the angular hole in the ceiling. ~ E rplacing~ @b@R Pulling an obsidian lens from $s belongings, $n places it within the angular hole in the ceiling. ~ E placing~ @b@R Carefully, you place an obsidian lens within the angular hole in the ceiling. ~ ! 0 0 0 A place set~ ruby red~ if( find_skill( ch, climb ) > random( 1, 7 ) ) { if( has_obj( 1578, ch ) ) { act_tochar( #climb, ch ); act_notchar( #rclimb,ch ); act_tochar( #shatter, ch ); act_notchar( #rshatter, ch ); obj = has_obj( 1578, ch ); junk_obj( obj, 1 ); } else { act_tochar( #climb, ch ); act_tochar( #nolens, ch ); } } else if( can_fly( ch ) ) if( has_obj( 1578, ch ) ) { act_tochar( #flyup, ch ); act_notchar( #rflyup, ch ); act_tochar( #shatter, ch ); act_notchar( #rshatter, ch ); obj = has_obj( 1578, ch ); junk_obj( obj, 1 ); end; } else act_tochar( #nolens, ch ); else { act_tochar( #noclimb, ch ); act_notchar( #rnoclimb, ch ); } ~ E climb~ @G With great skill, you clamber up the sides of the wall, using chinks in the stone wall as hand holds. ~ E rclimb~ @G Using chinks in the walls for hand holds, $n deftly climbs up the wall. ~ E noclimb~ @G Try as you might, you slip off the shear stone walls of the pyramid. ~ E rnoclimb~ @G $n tries to climb up the wall but fails miserably. ~ E flyup~ @b@G Light as a feather, you fly up to the angular hole in the ceiling. ~ E rflyup~ @b@G With exquisite grace, $n flies up to an angular hole in the ceiling. ~ E nolens~ @b@R It seems you have wasted your time. You have nothing to place into the angular hole in the ceiling. ~ E rshatter~ @b@B As $n tries to place a ruby lens into the angular hole in the ceiling, $e slips and drops it. The ruby lens falls to the floor and shatters on impact. ~ E shatter~ @b@B As careful as possible, you try to place the ruby lens into the angular hole in the ceiling. Suddenly, you begin to lose your balance and the ruby lens slips from your grasp to shatter on the stone floor below you. ~ ! 0 0 0 A remove take get~ sapphire blue~ if( rflag( status1, room ) ) { if( rflag( status2, room ) ) { if( !rflag( status0, room ) ) { if( find_skill( ch, climb ) > random( 1,7 ) ) { act_tochar( #climb, ch ); act_notchar( #rclimb,ch ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj_to_char( oload( 1577 ), ch ); set_rflag( status0, room ); } else if( can_fly( ch ) ) { act_tochar( #flyup, ch ); act_notchar( #rflyup, ch ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj_to_char( oload( 1577 ), ch ); set_rflag( status0, room ); end; } else { act_tochar( #noclimb,ch ); act_notchar( #rnoclimb,ch ); } } else act_tochar( #already,ch ); } else act_tochar( #already,ch ); } else act_tochar( #already, ch ); ~ E already~ The does not appear to be a blue lens to remove from the hole. ~ E climb~ @GWith great skill, you clamber up the sides of the wall, using chinks in the stone wall as hand holds. ~ E rclimb~ @GUsing chinks in the walls for hand holds, $n deftly climbs up the wall. ~ E placing~ @B You remove a sapphire blue lens from the hole. ~ E rplacing~ $n removes a sapphire blue lens from the angular hole. ~ E flyup~ @b@B Light as a feather, you fly up to the angular hole in the ceiling. ~ E rflyup~ @BLight as a feather, $n flies up to the angular hole in the ceiling.@n ~ E noclimb~ @WYou cannot climb well enough to reach the hole in the ceiling. ~ E rnoclimb~ @W$n tries climbing up the wall but slips and falls. ~ ! 0 0 0 A remove get take~ clear quartz~ if( rflag( status0, room ) ) { if( rflag( status2, room ) ) { if( !rflag( status1, room ) ) { if( find_skill( ch, climb ) > random( 1,7 ) ) { act_tochar( #climb, ch ); act_notchar( #rclimb,ch ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj_to_char( oload( 1576 ), ch ); set_rflag( status1, room ); } else if( can_fly( ch ) ) { act_tochar( #flyup, ch ); act_notchar( #rflyup, ch ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj_to_char( oload( 1576 ), ch ); set_rflag( status1, room ); end; } else { act_tochar( #noclimb,ch ); act_notchar( #rnoclimb,ch ); } } else act_tochar( #already,ch ); } else act_tochar( #already,ch ); } else act_tochar( #already, ch ); ~ E already~ The does not appear to be a clear lens to remove from the hole. ~ E climb~ @GWith great skill, you clamber up the sides of the wall, using chinks in the stone wall as hand holds. ~ E rclimb~ @GUsing chinks in the walls for hand holds, $n deftly climbs up the wall. ~ E placing~ From the angular hole, you remove a clear quartz lens. ~ E rplacing~ $n removes a clear lens from a hole in the ceiling. ~ E flyup~ @b@B Light as a feather, you fly up to the angular hole in the ceiling. ~ E rflyup~ @BLight as a feather, $n flies up to the angular hole in the ceiling.@n ~ E noclimb~ @WYou cannot get a good grip on the wall to climb it up to the ceiling.@n ~ E rnoclimb~ @W$n slips and falls trying to climb the wall. ~ ! 0 0 0 A get take remove~ black obsidian~ if( rflag( status0, room ) ) { if( rflag( status1, room ) ) { if( !rflag( status2, room ) ) { if( find_skill( ch, climb ) > random( 1,7 ) ) { act_tochar( #climb, ch ); act_notchar( #rclimb,ch ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj_to_char( oload( 1576 ), ch ); set_rflag( status2, room ); } else if( can_fly( ch ) ) { act_tochar( #flyup, ch ); act_notchar( #rflyup, ch ); act_tochar( #placing, ch ); act_notchar( #rplacing,ch ); obj_to_char( oload( 1576 ), ch ); set_rflag( status2, room ); end; } else { act_tochar( #noclimb,ch ); act_notchar( #rnoclimb,ch ); } } else act_tochar( #already,ch ); } else act_tochar( #already,ch ); } else act_tochar( #already, ch ); ~ E climb~ @GWith great skill, you clamber up the sides of the wall, using chinks in the stone wall as hand holds. ~ E rclimb~ @GUsing chinks in the walls for hand holds, $n deftly climbs up the wall. ~ E placing~ You remove a black obsidian lens from the hole. ~ E rplacing~ @B$n removes a black obsidian lens from a hole in the ceiling.@n ~ E flyup~ @BLight as a feather, you fly up to the angular hole in the ceiling.@n ~ E rflyup~ @BLight as a feather, $n flies up to the angular hole in the ceiling.@n ~ E noclimb~ @WYou cannot climb well enough to reach the hole in the ceiling. ~ E rnoclimb~ @W$n tries climbing up the wall but slips and falls.@n ~ E already~ There is no black obsidian lens in the hole to take. ~ ! 0 0 0 A get take remove~ get remove ruby~ if( find_skill( ch, climb ) > random( 1, 7 ) ) { act_tochar( #climb, ch ); act_notchar( #rclimb,ch ); act_tochar( #shatter, ch ); } else if( can_fly( ch ) ) { act_tochar( #flyup, ch ); act_notchar( #rflyup, ch ); act_tochar( #shatter, ch ); end; } else { act_tochar( #noclimb, ch ); act_notchar( #rnoclimb, ch ); } ~ E rclimb~ @GUsing chinks in the walls for hand holds, $n deftly climbs up the wall. ~ E climb~ @GWith great skill, you clamber up the sides of the wall, using chinks in the stone wall as hand holds. ~ E noclimb~ @WYou cannot climb well enough to reach the hole in the ceiling. ~ E rnoclimb~ @W$n tries climbing the wall but slips and falls.@n ~ E shatter~ There is no red ruby lens to remove from the angular hole. ~ E flyup~ @BWith the grace of a bird, you fly up to the ceiling.@n ~ E rflyup~ @BWith the grace of a bird, $n flies up to the ceiling.@n ~ ! 0 0 0 A ~ ~ act_tochar( #climb, ch ); act_notchar( #rclimb, ch ); ~ E climb~ @b@G With great skill, you clamber up the sides of the wall, using chinks in the stone wall as hand holds. ~ E rclimb~ @GUsing chinks in the walls for hand holds, $n deftly climbs up the wall. ~ ! 0 0 0 A ~ ~ act_tochar( #flyup, ch ); act_notchar( #rflyup, ch ); ~ E flyup~ @GLight as a feather, you fly up to the angular hole in the ceiling. ~ E rflyup~ @GLight as a feather, $n flies up to the angular hole in the ceiling. ~ ! 0 0 0 A ~ ~ act_tochar( #noclimb, ch ); ~ E noclimb~ @WYou try to climb the walls but cannot get a good grip.@n ~ E rnoclimb~ @W$n tries to climb the wall but slips and falls. ~ ! 0 0 0 A indianajones~ ~ act_room( "A gigantic is rolling straight for you down the west corridor!", ch ); wait( 2 ); ch = rand_char( room ); loop( all_in_room ) { i = 4d50; dam_message( rch, i, "The gigantic, rolling boulder" ); inflict( rch, mob, i, "a gigantic rolling boulder" ); } act_room( "The giant boulder hits the east wall and shatters into bits!", ch ); send_to_room( "Faintly, you can hear a boulder rolling east through the corridor.", find_room( 48272 ) ); send_to_room( "Faintly, you can hear a boulder rolling east through the corridor.", find_room( 48273 ) ); send_to_room( "Faintly, you can hear a boulder rolling east through the corridor.", find_room( 48274 ) ); send_to_room( "Faintly, you can hear a boulder rolling east through the corridor.", find_room( 48275 ) ); send_to_room( "Faintly, you can hear a boulder rolling east through the corridor.", find_room( 48276 ) ); send_to_room( "You can hear a giant boulder rolling down the east corridor!", find_room( 48278 ) ); send_to_room( "You can hear a giant boulder rolling down the east corridor!", find_room( 48277 ) ); send_to_room( "You can hear a giant boulder rolling down the east corridor!", find_room( 48279 ) ); ~ ! 0 0 0 A ~ ~ if( !rflag( reset0, find_room( 48279 ) ) ) continue; else if( find_skill( ch, inspect ) > random( 3, 10 ) ) { act_tochar( #find, ch ); end; } else if( is_searching( ch ) ) { act_tochar( #find, ch ); end; } else continue; ~ E find~ You notice a tiny tripwire to the west that warrants a second look. ~ ! 1 0 1 A inspect~ trip wire 1 west~ if( rflag( reset0, find_room( 48279 ) ) ) if( find_skill( ch, inspect ) > random( 3, 10 ) ) act_tochar( #find, ch ); else act_tochar( "You find nothing unusual.", ch ); else act_tochar( #sprung, ch ); ~ E find~ A thin trip wire has been strung across the corridor to the west. It looks like it can be disarmed from here. ~ E sprung~ The remains of a tripwire dangle to the west. ~ ! 0 0 0 A disarm untrap~ wire tripwire 1 west~ if( rflag( reset0, find_room( 48279 ) ) ) if( find_skill( ch, untrap ) > random( 3, 10 ) ) { act_tochar( #cut, ch ); act_notchar( #rcut, ch ); remove_rflag( reset0, find_room( 48279 ) ); } else { act_tochar( #slice, ch ); act_notchar( #rslice, ch ); i = 2d15; mob = mob_in_room( 2099, find_room( 85 ) ); dam_message( ch, i, "The thin tripwire slices into you and" ); inflict( ch, mob, i, "a sharp wire" ); } else act_tochar( #already, ch ); ~ E already~ It looks as though the tripwire has been disarmed already. ~ E cut~ Carefully, you bend the tripwire down, disarming it. ~ E rcut~ $n bends a tripwire to the west down, disarming it. ~ E slice~ You slip, brushing against the tripwire in your effort to bypass it. ~ E rslice~ $n slips and brushes against a tripwire in an effort to bypass it. ~ ! 0 0 0 -1 S #48281 A Faded Stone Corridor~ Under Construction. ~ ||enter alcove|| ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48250 10 10 5 D2 ~ ~ 0 -1 48280 10 10 5 A enter squeeze~ alcove opening niche~ acode( find_room( 48273 ), 2 ); ~ ! 0 0 0 -1 S #48282 A Foul Smelling Shrine~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48281 10 10 5 D2 ~ ~ 0 -1 48279 10 10 5 -1 S #48283 Cobwed Strewn Shrine~ Under Construction. ~ ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48273 10 10 5 D3 ~ ~ 0 -1 48271 10 10 5 -1 S #48284 A Dark Shrine~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48263 10 10 5 D3 ~ ~ 0 -1 48265 10 10 5 -1 S #48285 A Sweet Smelling Shrine~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48257 10 10 5 D1 ~ ~ 0 -1 48255 10 10 5 -1 S #48286 A Wide, Vaulted Chamber~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48287 10 10 5 D2 ~ ~ 0 -1 48303 10 10 5 D3 ~ ~ 0 -1 48267 10 10 5 -1 S #48287 A Wide, Vaulted Chamber~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48288 10 10 5 D2 ~ ~ 0 -1 48302 10 10 5 D3 ~ ~ 0 -1 48286 10 10 5 -1 S #48288 The Hall of Kings~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48289 10 10 5 D3 ~ ~ 0 -1 48287 10 10 5 -1 S #48289 A Short Crawl Way~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48290 10 10 5 D3 ~ ~ 0 -1 48288 10 10 5 -1 S #48290 A Sealed Tomb~ Under Construction. ~ ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48291 10 10 5 D3 ~ ~ 0 -1 48289 10 10 5 -1 S #48291 Green Limestone Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48290 10 10 5 D1 ~ ~ 0 -1 48301 10 10 5 D2 ~ ~ 0 -1 48292 10 10 5 -1 S #48292 Green Limestone Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48291 10 10 5 D1 ~ ~ 0 -1 48300 10 10 5 D2 ~ ~ 0 -1 48293 10 10 5 -1 S #48293 A Tomb Lined Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48292 10 10 5 D3 ~ ~ 0 -1 48294 10 10 5 -1 S #48294 A Tomb Lined Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48293 10 10 5 D3 ~ ~ 0 -1 48295 10 10 5 -1 S #48295 A Tomb Lined Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48294 10 10 5 D3 ~ ~ 0 -1 48296 10 10 5 -1 S #48296 A Tomb Lined Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48297 10 10 5 D1 ~ ~ 0 -1 48295 10 10 5 -1 S #48297 The End of a Tomb Lined Hallway~ Under Construction. ~ ||push button||look button|| move crook||entering|| ~ 301465601 0 5 0 D1 heavy stone panel~ heavy stone panel~ 171 -1 48298 10 10 5 D2 ~ ~ 0 -1 48296 10 10 5 D3 heavy stone panel~ heavy stone panel~ 171 -1 48299 10 10 5 A press push depress~ button concealed~ acode( find_room( 48298 ), 1 ); ~ ! 0 0 0 A move push~ bronze crook~ acode( find_room( 48299 ), 1 ); ~ ! 0 0 0 A ~ ~ acode( find_room( 48299 ), 2 ); ~ ! 1 0 14 A 1 look~ star button concealed~ if( is_open( find_room( 48298 ), west ) ) act_tochar( #depress, ch ); else act_tochar( #up, ch ); ~ E depress~ Concealed within a panel of hieroglyphics on the north wall is a small, stone button. Shaped like a star, the button has been pressed into the wall slightly. ~ E up~ Concealed within a panel of hieroglyphics on the north wall is a small, stone button. Shaped like a star, the button is slightly raised about the surface of the stone wall. ~ ! 0 0 0 -1 S #48298 An Empty Tomb~ Under Construction. ~ ||push button||look button|| ~ 301465601 0 5 0 D3 heavy stone panel~ heavy stone panel~ 171 -1 48297 10 10 5 A press push depress~ button concealed~ if( is_open( find_room( 48298 ), west ) ) { act_tochar( #already, ch ); end; } else { act_tochar( #press, ch ); act_notchar( #rpress, ch ); } wait( 2 ); act_room( #grinds, ch ); wait( 3 ); send_to_area( #rumbles, room ); wait( 1 ); open( find_room( 48298 ), west ); send_to_room( #open, find_room( 48298 ) ); send_to_room( #open, find_room( 48297 ) ); ~ E open~ A slab of stone descends into the ground, revealing a passage beyond. ~ E already~ The small, concealed button within the hieroglyphic panel has already been pressed into the wall. ~ E press~ @GReaching out, you push the small stone button.@n ~ E rpress~ @GReaching out, $n pushes something on the wall. ~ E grinds~ You hear the sound of stone grinding on stone. ~ E rumbles~ The rumble of a moving stone can be heard throughout the chamber. ~ ! 0 0 0 A 1 look~ button concealed star~ acode( find_room( 48297 ), 4 ); ~ ! 0 0 0 2907 17 1509949540 -2 0 -1 S #48299 Vaulted Burial Chamber~ Under Construction. ~ ||move crook||master enter|| ~ 301465601 0 5 0 D1 heavy stone panel~ heavy stone panel~ 171 -1 48297 10 10 5 A pull move~ bronze crook~ if( is_open( find_room( 48299 ), east ) ) { act_tochar( #already, ch ); end; } else { act_tochar( #press, ch ); act_notchar( #rpress, ch ); } wait( 2 ); act_room( #grinds, ch ); wait( 3 ); send_to_area( #rumbles, room ); wait( 1 ); open( find_room( 48299 ), east ); send_to_room( #open, find_room( 48298 ) ); send_to_room( #open, find_room( 48299 ) ); ~ E already~ @yYou cannot move the bronze crook any further.@n ~ E press~ @YWith ease, you pull the bronze crook to one side.@n ~ E rpress~ @YWith ease, $n pulls the bronze crook to one side.@n ~ E grinds~ You hear the grinding of stone upon stone within the walls. ~ E rumbles~ The sound of moving stones echoes throughout the chamber. ~ E open~ The wall divides into two parts and each part slides back into the wall. ~ ! 0 0 0 A ~ ~ i = 1d3; if( find_skill( ch, inspect ) > random( 3, 10 ) ) { if( i == 1 ) act_tochar( #find, ch ); if( i == 2 ) act_tochar( #find2, ch ); if( i == 3 ) { act_tochar( #find2, ch ); act_tochar( #find, ch ); } end; } else if( is_searching( ch ) ) { if( i == 1 ) act_tochar( #find, ch ); if( i == 2 ) act_tochar( #find2, ch ); if( i == 3 ) { act_tochar( #find, ch ); act_tochar( #find2, ch ); } end; } else continue; ~ E find~ You catch a glimpse of a concealed button in the stone wall. ~ E find2~ A length of bronze shaped like a crook catches your eye! ~ ! 0 0 14 2907 17 1509949540 -2 0 -1 S #48300 A Room Filled with Jars~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48301 10 10 5 D3 ~ ~ 0 -1 48292 10 10 5 -1 S #48301 A Room Filled with Jars~ Under Construction. ~ ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48300 10 10 5 D3 ~ ~ 0 -1 48291 10 10 5 -1 S #48302 A Wide, Vaulted Chamber~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48287 10 10 5 D3 ~ ~ 0 -1 48303 10 10 5 -1 S #48303 A Wide, Vaulted Chamber~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48286 10 10 5 D1 ~ ~ 0 -1 48302 10 10 5 D3 ~ ~ 0 -1 48268 10 10 5 -1 S #48304 A Crude Stone Ramp~ Under Construction. ~ desc hieroglyphic 73..92 ~ 301465601 0 5 0 D2 ~ ~ 227 -1 48275 10 10 5 A depress~ ibis bird avian~ if( is_open( find_room( 48275 ), north ) ) { act_tochar( #already, ch ); end; } else { act_tochar( #press, ch ); act_notchar( #rpress, ch ); } wait( 2 ); room = find_room( 48304 ); act_room( #grinds, ch ); wait( 3 ); send_to_area( #rumbles, room ); wait( 1 ); open( find_room( 48275 ), north ); send_to_room( #opens, find_room( 48275 ) ); send_to_room( #opens, find_room( 48304 ) ); ~ E already~ @GThe hieroglyphic of the ibis has already been depressed.@n ~ E press~ @GReaching out to the hieroglyphic panel, you press your hand upon the small ibis which is perched quietly, eatting a fish. ~ E rpress~ @G$n presses down upon part of the hieroglyphic panel and you see it sink into the wall.@n ~ E grinds~ You hear the grinding of stone upon stone somewhere within the wall. ~ E rumbles~ A deep rumbling reverberates throughout the chamber as some great stone shifts position. ~ E opens~ A slab of stone rises into the ceiling, revealing a passageway. ~ ! 0 0 0 -1 S #48305 Steep Stone Steps~ Under Construction. ~ ~ 301465601 0 5 0 D0 large section of wall~ ~ 235 -1 48259 10 10 5 D4 ~ ~ 0 -1 48309 10 10 5 A tap~ dragonling~ if( is_open( room, south ) ) { act_tochar( #already, ch ); end; } else { act_tochar( #press, ch ); act_notchar( #rpress, ch ); } wait( 2 ); act_room( #grinds, ch ); wait( 3 ); send_to_area( #rumbles, room ); wait( 1 ); open( find_room( 48259 ), south ); send_to_room( #open, find_room( 48305 ) ); send_to_room( #open, find_room( 48259 ) ); ~ E already~ You can't seem to depress the reptilian hieroglyphic any further. ~ E press~ @GReaching out, you press down on the hieroglyphic of the sunning lizard which is sitting, with its body spread, at the base of an image of the pyramid. After much effort, the heiroglyphic retracts into the wall... ~ E rpress~ @G$n reaches out and presses something on one of the walls, but nothing seems to happen. ~ E grinds~ After a few moments, you hear the grinding of stone against stone, buried deep within the walls. ~ E rumbles~ From somewhere in the distance, you can hear the movement of a large piece of stone. ~ E open~ Rising slowing, a gigantic section of stone wall retracts into the ceiling, revealing a passage way beyond. ~ ! 0 0 0 -1 S #48306 Breeze Filled Passage~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48309 10 10 5 D2 ~ ~ 0 -1 48345 10 10 5 D3 ~ ~ 0 -1 48307 10 10 5 -1 S #48307 Sloping Passage~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48306 10 10 5 D3 ~ ~ 0 -1 48308 10 10 5 -1 S #48308 Sloping Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48307 10 10 5 D3 ~ ~ 0 -1 48328 10 10 5 -1 S #48309 Long Stone Passage~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48325 10 10 5 D2 ~ ~ 0 -1 48341 10 10 5 D3 ~ ~ 0 -1 48306 10 10 5 D5 ~ ~ 0 -1 48305 10 10 5 -1 S #48310 Long Stone Passage~ Under Construction. ~ set quartz|| set ruby|| set obsidian|| set sapphire|| look hole ||remove clear||remove ruby||remove black||remove sapphire|| ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48311 10 10 5 D3 ~ ~ 0 -1 48325 10 10 5 A set pla plac place~ cle clea clear qua quar quart quartz~ acode(find_room(48256), 1); ~ ! 0 0 0 A set pla plac place~ rub ruby~ acode(find_room(48264), 2); ~ ! 0 0 0 A set pla plac place~ obs obsi obsid obsidi obsidia obsidian~ acode(find_room(48280), 4); ~ ! 0 0 0 A set pla plac place~ sap sapp sapph sapphi sapphir sapphire~ acode(find_room(48256), 2); ~ ! 0 0 0 A l lo loo look~ hol hole ang angu angul angula angular~ acode(find_room(48256), 3); ~ ! 0 0 0 A get take remove~ clear quartz~ acode( find_room( 48256 ), 7 ); ~ ! 0 0 0 A get take remove~ ruby red~ acode( find_room( 48264 ), 8 ); ~ ! 0 0 0 A get take remove~ black obsidian~ acode( find_room( 48280 ), 8 ); ~ ! 0 0 0 A get take remove~ blue sapphire~ acode( find_room( 48256 ), 8 ); ~ ! 0 0 0 -1 S #48311 Straight Stone Passage~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48310 10 10 5 D2 ~ ~ 0 -1 48312 10 10 5 -1 S #48312 Straight Stone Passage~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48311 10 10 5 D2 ~ ~ 0 -1 48313 10 10 5 -1 S #48313 Straight Stone Passage~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48312 10 10 5 D2 ~ ~ 0 -1 48314 10 10 5 -1 S #48314 Straight Stone Passage~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48313 10 10 5 D2 ~ ~ 0 -1 48315 10 10 5 D3 ~ ~ 0 -1 48337 10 10 5 -1 S #48315 Straight Stone Passage~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48314 10 10 5 D2 ~ ~ 0 -1 48316 10 10 5 -1 S #48316 Angular Room~ Under Construction. ~ set sapphire|| set quartz|| set obsidian|| set ruby|| look hole ||remove clear||remove ruby||remove black||remove sapphire|| ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48315 10 10 5 D3 ~ ~ 0 -1 48317 10 10 5 A set pla plac place~ sap sapp sapph sapphi sapphir sapphire~ acode(find_room(48280), 1); ~ ! 0 0 0 A set pla plac place~ cle clea clear qua quar quart quartz~ acode(find_room(48280), 3); ~ ! 0 0 0 A set pla plac place~ obs obsi obsid obsidi obsidia obsidian~ acode(find_room(48280), 4); ~ ! 0 0 0 A set pla plac place~ rub ruby~ acode(find_room(48280),5); ~ ! 0 0 0 A l lo loo look~ hol hole ang angu angul angula angular~ acode(find_room(48280), 2); ~ ! 0 0 0 A get take remove~ blue sapphire~ acode( find_room( 46280 ), 6 ); ~ ! 0 0 0 A get take remove~ clear quartz~ acode( find_room( 48280 ), 7 ); ~ ! 0 0 0 A get take remove~ black obsidian~ acode( find_room( 48280 ), 8 ); ~ ! 0 0 0 A get take remove~ red ruby~ acode( find_room( 48280 ), 9 ); ~ ! 0 0 0 -1 S #48317 Great Hall~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48316 10 10 5 D3 ~ ~ 0 -1 48318 10 10 5 -1 S #48318 Great Hall~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48317 10 10 5 D3 ~ ~ 0 -1 48319 10 10 5 -1 S #48319 Greal Hall~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48347 10 10 5 D1 ~ ~ 0 -1 48318 10 10 5 -1 S #48320 A Multi-Columned Room~ Under Construction. ~ ~ 301465601 0 5 0 D3 ~ ~ 0 -1 48321 10 10 5 -1 S #48321 Broad Antechamber~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48320 10 10 5 D3 ~ ~ 0 -1 48322 10 10 5 -1 S #48322 Angular Room~ Under Construction. ~ set quartz|| set ruby|| set obsidian|| set sapphire|| look hole ||remove quartz||remove ruby||remove obsidian||remove sapphire|| ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48323 10 10 5 D1 ~ ~ 0 -1 48321 10 10 5 A set pla plac place~ cle clea clear qua quar quart quartz~ acode(find_room(48256), 1); ~ ! 0 0 0 A set pla plac place~ rub ruby~ acode(find_room(48264), 2); ~ ! 0 0 0 A set pla plac place~ obs obsi obsid obsidi obsidia obsidian~ acode(find_room(48280), 4); ~ ! 0 0 0 A set pla plac place~ sap sapp sapph sapphi sapphir sapphire~ acode(find_room(48256), 2); ~ ! 0 0 0 A l lo loo look~ hol hole ang angu angul angula angular~ acode(find_room(48256), 3); ~ ! 0 0 0 A get take remove~ clear quartz~ acode( find_room( 48256 ), 7 ); ~ ! 0 0 0 A get take remove~ red ruby~ acode( find_room( 48264 ), 8 ); ~ ! 0 0 0 A get take remove~ obsidian black~ acode( find_room( 48280 ), 8 ); ~ ! 0 0 0 A get take remove~ blue sapphire~ acode( find_room( 48256 ), 8 ); ~ ! 0 0 0 -1 S #48323 Limestone Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48324 10 10 5 D2 ~ ~ 0 -1 48322 10 10 5 -1 S #48324 Limestone Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48336 10 10 5 D2 ~ ~ 0 -1 48323 10 10 5 -1 S #48325 Long Stone Passage~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48310 10 10 5 D3 ~ ~ 0 -1 48309 10 10 5 -1 S #48326 Narrow Stone Passage~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48327 10 10 5 D1 ~ ~ 0 -1 48329 10 10 5 -1 S #48327 Narrow Stone Passage~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48328 10 10 5 D2 ~ ~ 0 -1 48326 10 10 5 -1 S #48328 Sloping Hallway~ Under Construction. ~ set quartz|| set ruby|| set obsidian|| set sapphire|| look hole ||remove clear||remove ruby||remove black||remove sapphire|| ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48308 10 10 5 D2 ~ ~ 0 -1 48327 10 10 5 A set place~ cle clea clear qua quar quart quartz~ acode(find_room(48256), 1); ~ ! 0 0 0 A set pla plac place~ rub ruby~ acode(find_room(48264), 2); ~ ! 0 0 0 A set pla plac place~ obs obsi obsid obsidi obsidia obsidian~ acode(find_room(48280), 4); ~ ! 0 0 0 A set pla plac place~ sap sapp sapph sapphi sapphir sapphire~ acode(find_room(48256), 2); ~ ! 0 0 0 A look~ hol hole ang angu angul angula angular~ acode(find_room(48256), 3); ~ ! 0 0 0 A get take remove~ clear quartz~ acode( find_room( 48256 ), 7 ); ~ ! 0 0 0 A get take remove~ red ruby~ acode( find_room( 48264 ), 8 ); ~ ! 0 0 0 A get take remove~ black obsidian~ acode( find_room( 48280 ), 8 ); ~ ! 0 0 0 A get take remove~ blue sapphire~ acode( find_room( 48256 ), 8 ); ~ ! 0 0 0 -1 S #48329 Slim Stone Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48330 10 10 5 D3 ~ ~ 0 -1 48326 10 10 5 -1 S #48330 Low Ceiling Antechamber~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48331 10 10 5 D2 ~ ~ 0 -1 48332 10 10 5 D3 ~ ~ 0 -1 48329 10 10 5 -1 S #48331 Chilly Crypt~ Under Construction. ~ ~ 301465601 0 5 0 D3 ~ ~ 0 -1 48330 10 10 5 -1 S #48332 Polished Limestone Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48330 10 10 5 D2 ~ ~ 0 -1 48334 10 10 5 D3 ~ ~ 0 -1 48333 10 10 5 -1 S #48333 Burial Chamber~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48332 10 10 5 A ~ ~ ~ ! 0 0 0 -1 S #48334 Limestone Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48332 10 10 5 D1 ~ ~ 0 -1 48335 10 10 5 D3 ~ ~ 0 -1 48336 10 10 5 -1 S #48335 Empty Antechamber~ Under Construction. ~ ~ 301465601 0 5 0 D3 ~ ~ 0 -1 48334 10 10 5 -1 S #48336 Limestone Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48334 10 10 5 D3 ~ ~ 0 -1 48324 10 10 5 -1 S #48337 Vaulted Gallery~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48314 10 10 5 D2 ~ ~ 0 -1 48340 10 10 5 D3 ~ ~ 0 -1 48338 10 10 5 -1 S #48338 Room Filled with Urns~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48337 10 10 5 -1 S #48339 Sarcophagus Chamber~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48340 10 10 5 -1 S #48340 Antechamber~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48337 10 10 5 D3 ~ ~ 0 -1 48339 10 10 5 -1 S #48341 Empty Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48309 10 10 5 D1 ~ ~ 0 -1 48344 10 10 5 D2 ~ ~ 0 -1 48342 10 10 5 -1 S #48342 Antechamber~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48341 10 10 5 D1 ~ ~ 0 -1 48343 10 10 5 -1 S #48343 Sarcophagus Chamber~ Under Construction. ~ ~ 301465601 0 5 0 D3 ~ ~ 0 -1 48342 10 10 5 -1 S #48344 A Room Filled with Urns~ Under Construction. ~ ~ 301465601 0 5 0 D3 ~ ~ 0 -1 48341 10 10 5 -1 S #48345 Rough Cut Stone Steps~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48306 10 10 5 D4 ~ ~ 0 -1 48346 10 10 5 -1 S #48346 A Chamber with Silver Inlaid Hieroglyphs~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48362 10 10 5 D2 ~ ~ 0 -1 48360 10 10 5 D3 ~ ~ 0 -1 48366 10 10 5 D5 ~ ~ 0 -1 48345 10 10 5 -1 S #48347 Rough Cut Stone Steps~ Under Construction. ~ ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48319 10 10 5 D4 ~ ~ 0 -1 48349 10 10 5 -1 S #48348 Rough Cut Stone Steps~ Under Construction. ~ ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48349 10 10 5 D4 ~ ~ 0 -1 48372 10 10 5 -1 S #48349 Columned Chamber with Silver Inlaid Steps~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48348 10 10 5 D1 ~ ~ 0 -1 48351 10 10 5 D3 ~ ~ 0 -1 48350 10 10 5 D5 ~ ~ 0 -1 48347 10 10 5 -1 S #48350 Great Vault~ This large, vaulted quarry stone chamber is just one of a series of interconnected rooms within the treasure vault of the High King. To the north and west, tall stone archways frame the entrances into some of the other chambers. Crossing diagonally from the southwest corner of the chamber to the northeast, a bridge constructed from polished grey quarry stone arcs across the room. At the highest point, the great arch nears the ceiling which must be at least thirty feet tall. A green shelf hangs from the south wall and to the east lies the majority of the pyramid. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48359 10 10 5 D1 ~ ~ 0 -1 48349 10 10 5 D3 ~ ~ 0 -1 48355 10 10 5 D5 ~ ~ 0 -1 48496 10 10 5 E shelf green~ Carved completely from malachite, the shelf itself is quite valuable. Several trinkets rest on the shelf, though some have been toppled. ~ E trinkets~ The trinkets on the malachite shelf vary greatly. On the left end of the shelf, there is a delicate blue urn. Next to it is a rusty metal container. Placed near it is a slim knife. Beside the knife is a great gem. And next to the gem, there is a small feather and a harp. ~ E delicate blue urn porcelain~ Standing about a foot tall, this thin urn have been painted with a weighty blue glaze, giving it a glossy look. Hieroglyphs of monsters and cats decorate the exterior of the urn. Near the porcelain urn on the shelf, a metal bucket continues to slowly rust into oblivion. ~ E metal rusting bucket container~ Shaped more like a bucket than anything else, this container stands about a foot tall and has seen better days. Rust covers both the exterior and interior of the bucket and the lip of the container is littered with tiny rust holes. It would take a miracle for this bucket to hold water again. ~ E knife~ Slim and sharp, this skinny knife was probably forged more so as a piece of cutlery than as a weapon. The bone handle of the knife shows signs of much wear and the tip of the knife has been broken off. Flecks of blood mar the surface of the knife's otherwise clean, flat blade. ~ E great diamond gem~ Almost as large as a troll's stomach, an uncut diamond sits on the shelf. It appears that someone had begun to cut the smaller end of the potential gemstone but left the task undone. The great diamond snags your attention, begging to be finished. ~ E small feather~ This elongated blue feather is like none you have ever seen before. Like a snowflake, parts of the feather branch out in an intricate lattice of detail. The most unusual part of the feather though is its tip, which glows with a strong presence of life. ~ E harp~ At the end of the malachite shelf, a simple wooden harp gathers the dust of many centuries. Several strings on the harp have been snapped and the its base has a large crack in it. ~ E arching stone bridge~ Constructed from twenty-three precisely cut blocks of grey quarry stone, the colossal arch which spans this treasure room commands great attention. Something about the arch reminds you of something you have seen before. Stacked atop the arch, to either side of its keystone, are several different objects. Also, below the arch, there is a gigantic chest, previously unnoticed. ~ E objects ~ To either side of the arches' keystone, items of treasure have been stashed. Among them, there is a ceramic flagon, a trophy of sorts, a pair of jars, and a long tapered candle. ~ E ceramic flagon~ This tall flagon, though empty for centuries, still smells of stale ale. It has a handle and a spout, but the flagon's cap must have broken off. Etchings cover the surface of the drinking vessel. ~ E keystone~ Though the rest of the stone archway is completely non-descript, the center stone holding the great arch in place is not. Not only do pictorial hieroglyphs grace both sides of the keystone, but also, a fantastically large sword has been plunged into it part way. Directly above the pommel of the sword floats a curved black weapon. ~ E hieroglyphics hieroglyphs~ The hieroglyphs covering the surface of the keystone depict an unusual scene. In it, a creature - part woman and part cat - stands facing the archway. In her hands she holds some type of sacred artifact and is pointing it at the archway. ~ E etchings surface~ The etchings on the surface of the flagon have been filled in with brown and gold paint. The designs themselves are of dragons fighting one another amidst tall sand dunes. Some of the dragons have been painted brown and some have been painted yellow. ~ E trophy~ Though it is uncertain as to function this item served during the reign of the High King's Dynasty, by your standards it can be nothing more than a trophy. This large metal cup is flanked on one side by a gigantic yellow dragon and on the other by a brown dragon. Striding the top of the cup is a man wearing a crown. In one hand the man holds a sceptre and in the other he holds a wicked, barbed spear. The detail put into the trophy is amazing. On the base of the trophy is a placard of sorts. ~ E placard~ The placard attached to the trophy is covered with a string of hieroglyphs which are completely indecipherable. From what little you know of this civilization, it probably says something like: "All Praise the High King for He Was Victorious" ~ E jars pair~ The two jars sitting on the stone arch are completely identical except the first jar has but a single hole at the top and the second have four. The jars are roughly cylindrical and smell strongly of musty spices. ~ E gigantic chest~ Made of stone, the gigantic chest resembles more of a sarcophagus than a container for belongings. Yet, its shape is strongly suggestive of a chest. Nevermind the fact that the stone chest is large enough to house a horse or three. The lid of the chest is painted a soft green while the rest of it is painted blood red. ~ E lock~ The locking mechanism securing the lid to the rest of the chest looks very complex. Couple that with its size, and even the strongest and nimblest of thieves would be daunted. The most amazing thing about the lock is that it has been fashioned from a sapphire! ~ E lid~ Swirling designs of desert flowers and insects decorate the lid of the gigantic chest. Also, around the pixie-sized lock, there is a spiraling mosaic design of emerald and sapphires. ~ E curved black weapon~ Just waiting to be grabbed, a curved black weapon floats mystically above the pommel of the fantastically large sword. If not for the slightly triangular tendency of the weapon, one might think it was akin to a boomerang. At the end of each curve, a single fragment of amber has been set into the black metal, probably to add balance. ~ E blade~ The blade of this massive sword has a serrated edge. Whoever forged the blade must have been a master craftsman for not only is the metal of the blade stronger than any other you have found before, but it is thin and incredibly lustrous. Along the flat of the blade, there is an inscription. ~ E inscription~ Inscribed upon the flat of the blade, there is a single phrase in an unknown language. Only a master linguist could decipher it entirely. The phrase looks important enough to bother translating before bothering further. But from what you can read, it says: "shabaehae nun beec gladeeum, nuh muheeaehees." ~ E pommel~ The pommel of the large black metal sword resembles a dragon's claw, outstretched in rage. A faceted, clear crystal is clutched in the grasped of the dragon's claw. A faint red glow pulses deep within the heart of the crystal. ~ E fantastically large sword~ Plunged into the heart of the keystone, a fantastically large sword almost begs to be withdrawn. Forged from an unusual black metal, the large broadsword is extremely menacing. Its wicked serrated edge practically screams for blood and the blade and pommel of the sword vibrate with an inner life. ~ E long tapered candle~ Smelling of melted camel fat, this tapered black candle stands about two feet tall. Notches have been cut into the candle's side at measured intervals. ~ -1 S #48351 Split in the Passage~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48352 10 10 5 D1 ~ ~ 0 -1 48354 10 10 5 D3 ~ ~ 0 -1 48349 10 10 5 -1 S #48352 Hall of Ancestors~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48353 10 10 5 D2 ~ ~ 0 -1 48351 10 10 5 -1 S #48353 Hall of Ancestors~ Under Construction. ~ ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48354 10 10 5 D3 ~ ~ 0 -1 48352 10 10 5 -1 S #48354 Bending Passage~ Under Construction. ~ set sapphire|| set quartz|| set obsidian|| set ruby|| look hole ||remove clear||remove ruby||remove black||remove sapphire|| ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48353 10 10 5 D3 ~ ~ 0 -1 48351 10 10 5 A set pla plac place~ sap sapp sapph sapphi sapphir sapphire~ acode(find_room(48280), 1); ~ ! 0 0 0 A set pla plac place~ cle clea clear qua quar quart quartz~ acode(find_room(48280), 3); ~ ! 0 0 0 A set pla plac place~ obs obsi obsid obsidi obsidia obsidian~ acode(find_room(48280), 4); ~ ! 0 0 0 A set pla plac place~ rub ruby~ acode(find_room(48280),5); ~ ! 0 0 0 A l lo loo look~ hol hole ang angu angul angula angular~ acode(find_room(48280), 2); ~ ! 0 0 0 A get take remove~ blue sapphire~ acode( find_room( 48280 ), 6 ); ~ ! 0 0 0 A get take remove~ clear quartz~ acode( find_room( 48280 ), 7 ); ~ ! 0 0 0 A get take remove~ black obsidian~ acode( find_room( 48280 ), 8 ); ~ ! 0 0 0 A get take remove~ red ruby~ acode( find_room( 48280 ), 9 ); ~ ! 0 0 0 -1 S #48355 Great Vault~ From the southwest corner of the grand treasure vault, there are two archways leading into other portions of the storage chambers; one to the north and one to the east. Held up by stone plugs, a crimson shelf hangs high about the southern wall. Armor and weapon racks stand scattered about the rest of the chamber. ~ set sapphire|| set quartz|| set obsidian|| set ruby|| look hole [Merior] is ok to make some of the 'things' objects, rather then have to put them all in room descriptions ||remove clear||remove ruby||remove black||remove sapphire|| ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48356 10 10 5 D1 ~ ~ 0 -1 48350 10 10 5 E red shelf~ Fully thirty feet long, a shelf formed from inferior crushed rubies hangs from stone plugs on the south wall of the chamber. Several items of interest lay on the shelf, including a delicate plate, a dented, multi-tined instrument, a sparkling silver spoon, a great deck of cards, a small golden egg, and a simple horn. ~ E delicate plate~ Large enough to be a serving platter, this large, round plate is made from a delicate ceramic, possibly even porcelain. Paintings of serpents slither around the rim of the plate. ~ E painting serpents ~ The paintings of serpents along the edge of the delicate plate depict serpents quite unlike those found commonly in the desert or forests. Unlike those, these serpents have broader bodies, craftier eyes, and sport human-like features and expressions. In fact, as the serpents make their way around the rim of the plate, they undergo a type of metamorphosis, changing from a serpentine form to that of a human with a serpent's head and a body covered in scales. The final serpent carries something which looks quite important in its hand. ~ E dented multi-tined instrument~ Dented and black from wear and age, this instrument resembles a fork in many fashions, except it has six tines instead of the usual three or four. ~ E sparkling silver spoon~ Next to the dented fork-like instrument rests a shiny tool that could only be a spoon. Though made of pure silver, not a speck of tarnish has assaulted the eating implement throughout the ages. ~ E great deck cards~ Half-rotten from age and use, these thick parchment cards appear to have once provided entertainment. There must be nearly a hundred cards in all, each about the size of a log of wood. The cards have colorful pictures on one side, with hieroglyphic surrounding the picture. On the back side, each card has a simple pattern disrupted only by an occasional symmetrically placed marking. ~ E marking~ On the back of each of these great playing cards, (great because of their awesome size) a well placed mark mars the otherwise simplistic patterning each card shares on its back. Each mark is very tiny, almost unnoticeable. Unless familiar with the cards or actively scrutinizing them, one would never see that the cards were marked. (Did you expect the High King of a culture which thrived from at least an eon not to cheat just a little? ) ~ E small golden egg~ About the size of a hen's egg, this golden wonder stands upright. Crafted from a vibrant red-tinged gold, the goldsmith who fashioned this egg must have spent a great deal of time on it in order to achieve such balance. As you turn away, out of the corner of your eye, you see a hairline seam running around the middle of the egg. ~ E small golden egg~ About the size of a hen's egg, this golden wonder stands upright. Crafted from a vibrant red-tinged gold, the goldsmith who fashioned this egg must have spent a great deal of time on it in order to achieve such balance. As you turn away, out of the corner of your eye, you see a hairline seam running around the middle of the egg. ~ E wonder~ You cannot help but stand back and admire the beauty of this golden wonder. In fact, its superb craftsmanship reminds you of something or someone. Perhaps the goldsmith left his initials on the egg somewhere. ~ E initials~ Instead of initials, on the bottom of the golden egg, there is a single word. Strangely enough, the word is most intelligible and not in hieroglyphics. The High King must have purchased (or captured) this golden treasure. ~ E word~ The word on the bottom of the golden egg is very worn. Only a few letters can be made out: "F - B R - G -" ~ E Faberge~ What are the odds of there being two such skilled goldsmiths with the same name in the entire universe? ~ E horn~ At the end of the crushed corundum shelf rests the three foot horn of some beast. The inside of the horn is hollow and its tip is silver gilt. A loose ragged strap has been tied to both ends of the horn. ~ E racks ~ Several different racks of all sizes stand about the chamber. Some support full sets of bodily protections while others hold weapons. ~ E bodily protections~ There are four racks upon which armor has been stacked, each in a different corner of the room. ~ E northwest~ In the northwest corner of the room stands an armor rack supporting a set of scale armor. ~ E northeast~ Upon an armor rack in the northeast corner of the chamber rests some chain mail. ~ E southwest~ In the southwest corner of the room, a leather belt hangs off of an armor rack. ~ E southeast~ In the southeast corner of the room a set of bracers rests at the foot of an armor rack. ~ E weapons~ Racks made of nearly petrified palm wood hold various weapons throughout the room. Only the racks of weapons in the cardinal directions look at all valuable. ~ E north~ Near the archway to the north stands a weapon rack about six feet tall. A wooden longbow leans against it. ~ E south~ Directly across from a weapon rack holding a longbow, this weapon rack houses a quiver full of arrows. ~ E west~ A spiked implement of war, covered in dried blood and ichor, hangs from this weapon rack to the west. ~ E east~ From this particular weapon rack near the eastern archway hangs an ornate flail. ~ E scale armor~ Supported by an armor rack in the northwest corner of the treasure vault stands a full set of scale mail armor. Each individual scale has been polished to perfection and the entire suit seems to have been made from the yellow scales of some great reptile. ~ E chain mail ~ Individual links of both bronze and iron have been fastened together to form this set of chain mail armor. Although the bronze links seem only for ornamentation, the suit of chain mail looks quite formidable. The quality of the craftsmanship suggests that this suit of armor once belonged to someone very important. ~ E leather belt~ This long belt has been fashioned from the hide of a creature other than a cow. The brown, scaly patterning on the back of the belt suggests a reptile of some sort. A thick metal buckle is fastened to one end of the belt. ~ E arrows~ Roughly fifty arrows are bundled together in a green leather quiver. About a foot and a half in length, each arrow has been tipped in silver. The quiver has a shoulder strap for easy carrying. ~ E bow~ The longbow hanging from the weapons rack near the northern archway is made of a strange type of wood, a cross between oak and palm. Hieroglyphics run up and down the bow, ending just a hand span away from each end. The long bow has been strung with a long thin cord of tightly woven hemp. ~ E spiked implement mace~ Every bit the size and shape of a mace, this spiked instrument looks like it could cause some serious damage. Twenty or thirty spikes cover the end of the instrument while its wooden handle has been wrapped with pieces of black leather for gripping. Dried blood, ichor, and gobbets of desiccated flesh cling to a few of the spikes. ~ E ornate flail~ An ornate golden flail hangs from the weapon rack against the eastern wall. The round handle of the flail is about an inch in diameter and made from solid gold. Attached to the top of the handle by tiny chain links are twelve shorter, thinner rods. Each rod has its own color and individual length. The design of the flail is such that when swung, each of the rods lash out, causing a fair amount of damage. ~ E rods~ The rods attached to the flail are completely different in color, each one having been made from a different color of mineral. There is an ivory rod, an onyx rod, an obsidian rod, an emerald rod, a rod of stone, and a clear quartz rod. ~ E bracers~ Inlaid with lapis lazuli, each gold and silver bracer has been fashioned into the form of a great predatory feline curled up, asleep. The detailing of the bracers is such that at any moment, the feline appears that it might awaken and begin its hunt once again. ~ E buckle~ Upon this buckle there is an engraved image of two dragons locked into combat. ~ E dragons~ The first dragon is long and sleek while the other is massive and squat. Both dragons are depicted as having sharp talons, jagged teeth, and menacing eyes. ~ A set pla plac place~ sap sapp sapph sapphi sapphir sapphire~ acode(find_room(48280), 1); ~ ! 0 0 0 A set pla plac place~ cle clea clear qua quar quart quartz~ acode(find_room(48280), 3); ~ ! 0 0 0 A set pla plac place~ obs obsi obsid obsidi obsidia obsidian~ acode(find_room(48280), 4); ~ ! 0 0 0 A set pla plac place~ rub ruby~ acode(find_room(48280),5); ~ ! 0 0 0 A l lo loo look~ hol hole ang angu angul angula angular~ acode(find_room(48280), 2); ~ ! 0 0 0 A get take remove~ blue sapphire~ acode( find_room( 48280 ), 6 ); ~ ! 0 0 0 A get take remove~ clear quartz~ acode( find_room( 48280 ), 7 ); ~ ! 0 0 0 A get take remove~ black obsidian~ acode( find_room( 48280 ), 8 ); ~ ! 0 0 0 A get take remove~ red ruby~ acode( find_room( 48280 ), 9 ); ~ ! 0 0 0 -1 S #48356 Great Vault~ This chamber is square in shape and the ceiling comes to a point like the pyramid itself. Mounds of thin wooden disks against litter the floor. A rectangular barge about ten feet wide and twenty feet long rests on the floor, beneath the apex of the ceiling. On the western wall an ebony shelf hangs some five feet off the ground and through archways to the east, north, and south, other treasure vaults much like this one beckon. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48357 10 10 5 D1 ~ ~ 0 -1 48359 10 10 5 D2 ~ ~ 0 -1 48355 10 10 5 E ebony shelf~ Fashioned from a hundred or more individual pieces of onyx, this ebony shelf shines in the light like sunlight on the sand. Placed on the shelf are several artifacts, each valuable and unique. ~ E artifacts~ Six unique and valuable artifacts rest on the shelf. They include: a delicate vase, a corroding brass astrolabe, a shiny steel sun dial, a sculpture of the Great Pyramid, a pair of metal frames holding pieces of glass, and a hollow reed flute. ~ E delicate vase~ This delicate vase is the color of volcanic ash. Pressed into the vase and trapped by a thick, clear glaze, tiny desert flowers and leaves decorate the outside of the fragile vase, which probably dates back to before the Founding of the High Kings Dynasty. ~ E hollow reed flute ~ Preserved by a dark resin, this wooden flute still has a note or two left in it. On one end of the flute there is a mouthpiece and there are seven finger holes. Spiraling designs of ivy and river lilies have been carved into the sizes of the flute and tiny blue feathers hang from its end. ~ E brass corroding astrolabe~ Forged from brass, this complex device resembles the astrolabe designed by the gnome Darfelarius about fifty years ago. It is comprised of three disks of brass set inside one another. Lines of measurement and hieroglyphics appear all over the device at certain intervals. Predominant on the astrolabe are symbols for the moon, sun, and the north star. Clumps of green sediment cover parts of this complex instrument where the worst of the corrosion has set in. ~ E sun dial shiny steel~ This flat disk of steel gleams like a diamond under the noon day sun. Its surface has been polished to perfection. In the center of the disk, a slender pole of steel sticks straight up and fully half of one edge of the steel disk has measured marks. A hieroglyph has been inscribed in front of every other mark. ~ E sculpture great pyramid~ An exact duplicate of the great pyramid you stand within now, this sculpture possesses the exact same outward detail as the original. The only differences are that the outward walls are much smoother and fully sheathed with limestone. Also, the tip of the pyramid looks slightly different as well. ~ E tip~ Closer scrutiny of the sculpture of the great pyramid reveals that the tip of the pyramid, instead of being made of limestone and quarry stone like the real pyramid and the rest of the sculpture, is really made up of a variety of different minerals. ~ E pair metal frames pieces glass~ Held in place by a framework of twisted metal wire, two pieces of curved glass stand upright, bending light. A straight piece of metal, one to the left of the first circular piece of glass and one to the right of the other stick out behind them. The two glass disks are bridged together by part of the twisted metal frame. The end of each of the straight pieces curves in a half crescent shape. The entire apparatus looks to fasten to one's face. ~ E raft~ Built probably for ceremonial purposes, a twenty foot raft fills most of the chamber. Mostly rectangular in shape, the ends of the raft pull inward and upward to a near point, like the bow of a ship. A thread bare sail hangs from a short mast mounted towards the front of the raft. Towards the rear of the raft, there is a cabin-like nook. ~ E nook~ At first, the nook resembles a simple room meant for sleeping aboard the raft. But the hieroglyphs decorating its exterior walls seemingly allude to the structure as a type of shrine. ~ E shrine~ Within the shrine aboard the raft stand six partly humanoid icons. The first icon is an onyx statuette of a cat/woman. Across from her stands four other icons. These icons are each a horrible mixture of man and beast and include: an ivory carving of a man/scorpion, an obsidian idol of a man/bat, an emerald figurine of a man/serpent, and an opal creation of a woman/spider. Stuck between these icons there is yet another; a stone statue of a gargoyle. ~ E rubbish pit~ Both horrific and fascinating, a collage of debris lies within the pit. Shattered tablets, dirty rags, bits of rock, broken digging implements, and human bones fill the pit. ~ E onyx statuette cat~ Carved from a single piece of onyx, a graceful statuette of a woman with the features of a cat stands within the shrine. The statuette's body is that of a woman, but her features and face that of a cat. The sculpture has even been given the appearance of fur clinging to the woman's body. Her claws/hand are raised in defiance and her eyes, the most remarkable thing about the statuette, express endless depths of suffering and loss. Within her feline jaws, the woman/cat holds a large ruby. ~ E ruby jaws~ Held between the jaws of the cat headed woman rests a ruby the size of a panther's heart. And much like a heart, the ruby pulsates, its soft crimson glow throbbing slowly. ~ E ivory carving scorpion~ With its tail lashing out, its stinger ready to strike down any opposition, this ivory carving is just one of four statues standing in opposition to the statuette of the cat headed woman. Featuring the worst features of both man and scorpion, the creature stands much taller than the cat woman. It has the torso and legs of a man, but the tail, head, and pinchers of a scorpion. Emeralds serve as eyes for the ivory abomination. From the scorpion's stinger hangs a pendant. ~ E pendant stinger~ Suspended by its fine platinum chain, this filigree pendant hangs from the stinger of the ivory scorpion carving. A silver setting hangs from the chain. Within the setting is a carnelian jewel cut in much the same fashion as the scorpion's eyes are. ~ E obsidian idol bat~ Possessing the features of both man and bat, this idol has been carved completely out of green obsidian. With the head, wings, and feet of a bat and the body of a human, the man/bat idol stands with its mouth open in a silent shriek facing the cat-headed woman. An earring hangs from eat of the man/bat's ears. ~ E ears earrings~ The pair of earrings the man/bat sports seem quite out of place on the foot and a half tall idol. The earrings look to instead match more of a woman's taste. Suspended from thin threads of silver, a cascade of garnets and peridots spill downward from oval loops. ~ E emerald figurine serpent~ Smaller than all the other statues standing in fierce conflict with the cat headed statuette, this figurine represents what might happen if a woman and a serpent mated. She has the body and legs of a woman, but from her neck sprouts a serpentine head and her arms resemble scaly tentacles. Around the emerald serpent/woman's neck hangs a key. ~ E key neck~ Hanging from a silver chain encrusted with sapphires, a large key sculpted from emerald catches your attention. The key is half as large as the serpentine figurine itself! ~ E statue stone gargoyle~ Crafted from stone, the statue of a winged beast neither human nor animal stands between the cat headed statuette and the four other malicious idols. It has wings, short horns atop its head, a muscular torso, and powerful looking arms and legs. The gargoyle's face, unlike all the other statues, is impassive. Neither hate nor compassion mars its smooth features. It is as if the gargoyle stands between the two, balancing the struggle. In outstretched claws the gargoyle holds a corked glass vial. ~ E corked vial claws~ Within the corked vial swirls a maelstrom of darkness and light. Specks of intense light shine within the contents of a wispy black liquid. It is as if the vial contained all the essences of the starry universe. ~ E opal creation spider~ Sculpted from an opal at least the size of a dragon's egg, this wondrous creation combines the sultry features of a women with hideous traits of a desert tarantula. The statue has eight legs and faces off against the cat headed women. Where the head of the spider should be rises the torso of a woman, complete with humanoid hands, arms, and head. Though her face is beautiful, her eyes speak only of pain and torment. Across her brow, the opal spider woman statue wears a crystal diadem. ~ E crystal diadem~ A circlet of twisted metal wire rests lightly on the brow of the opal spider woman statue. A single piece of crystal, carved to resemble a rose, holds tight to its wire setting. ~ -1 S #48357 Great Vault~ Two stone archways, each about fifteen feet high and just as wide, provide passageways into other chambers to the east and south. Mounds of colorful disks litter the floor to either side of a lush carpet running into the southern chamber. Resting on the center of the carpet in the middle of the room is a grey pedestal, on which sits a square box covered with a cloth. A transparent shelf stretches the length of the western wall. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48358 10 10 5 D2 ~ ~ 0 -1 48356 10 10 5 E clear shelf~ Hanging about eight feet off the ground, a clear shelf made of quartz has been mounted to the west wall. Upon the shelf, spaced as evenly as possible, there are six distinct pieces of treasure. ~ E pieces treasure~ Upon the quartz shelf there are five different sets of items placed at nearly even intervals. They include: a delicate plant, a tarnished coin, a shiny circlet, a set of pipes, and a great collection of multi- faceted objects. ~ E delicate palm tree miniature plant~ Remarkably well preserved, a delicate palm sapling has somehow survived countless centuries entombed within this treasure vault, planted in a lopsided, ugly little pot. The palm sways gently and its leaves rustle. Yet, there is not a breeze or draft withine chamber. Next to the delicate palm plant sits a tarnished coin. ~ E tarnished coins~ Unlike the delicate palm tree next to it, time has taken its toll on this artifact. About the size of a troll's fist, this extremely large coin is made of copper and is badly tarnished. Most of the detail has worn away from the coin, but a vague outline of a feline's graceful body remains on the back of the coin. In comparison to the shiny circlet next to it, this coin would hardly be considered treasure even by a metallurgist. ~ E shiny circlet~ Resting between a great collection of objects with multiple facets and a worn, tarnished coin, this shiny circlet stands out above all the other items on the shelf. Beaten into shape from a rich, red-gold ore, this brilliant circlet looks like it would fit a human perfectly. Nested in the center of the circlet amidst an elaborate network of filigree sits a small drop of amber. ~ E small amber drop~ Someone must have poured a lot of time and thought into the crafting of this beautiful circlet with its drop of amber nestled in its center. Within the small amber drop itself, it appears something has been trapped. At first, it looks to be a common insect. But closer inspection reveals it to have once been an extremely rare scarab, sought out for its pearlescent wings. ~ E great collection multi-faceted objects~ A handful of small objects lay in a pile here on the shelf right beside the shiny circlet. Some of them are shaped like cubes and others are roughly shaped like tiny pyramids. Still others are shaped liked pentagonal spheres. Each faceted face has been etched with a rune or a hieroglyph. ~ E reeds pan hollow~ A series of seven hollowed out reeds have been fastened together with thin strands of hemp. Each reed is progressively shorter than the one next to it. At the base of each reed, there is an indentation meant presumably for changing the air flowing into each pipe. ~ E rug carpet ~ A lush red carpet circular in shape with a rectangular strip branches off and runs into the southern chamber. Around the edges of the carpet there appears to be writings or etching and there is a huge design embroidered within the center of the carpet. Within the exact center of the design stands a pedestal carved from grey marble. ~ E designs~ Spiraling designs have been embroidered on the ancient rug at your feet. As the spirals near the center, close to the base of the pedestal, they flow into the shapes of five unusual, supernatural creatures. Four of the creatures look notably more malicious than the fifth and seem to be fighting the sole figure. ~ E creatures~ Embroidered into the ancient rug are four evil looking creatures being fended off by a more graceful, feline form. The cat-like woman is depicted protecting a short, arching bridge, through which tendrils of power are flowing into the feline woman. Locked into position, the four creatures, that of bat, spider, serpent and scorpion, look intent on defeating the cat/woman. The weaver of this rug was very talented indeed. ~ E writings edges~ Written in a language slightly older and less foreign than the hieroglyphs decorating the interior of the pyramid, a single sentence has been embroidered about the circular edge of the rug. Though most of it is indecipherable, two sections seem understandable. The first refers to the protection of some great stone bridge and the other mentions simply the name "Karanaya." ~ E pedestal grey~ Carved from a rich grey marble, this pedestal stands about four feet in height. The pedestal is oval-shaped with several hieroglyphs decorating it. Depicted on the surface of the pedestal, there is a very large cat viciously ripping two symbols of rulership from an equally tall figure sitting in a throne. Behind the pedestal, there is a massive melting crucible perched above a pile of wood. ~ E square box~ A square box, really a cube, sits upon the pedestal. A cloth wraps and encircles the cube, preventing further inspection. Atop the box, sitting on the cloth, is a piece of what appears to be fruit. ~ E cloth~ Wrapped about a cube-shaped box on the pedestal, this cloth fully conceals the exterior and contents of whatever lies beneath it. The cloth itself is made of soft satin which has been dyed a vibrant, sky blue. Except for its remarkably well preserved color, there is nothing outstanding about the cloth wrapped about the square box. ~ E fruit~ What first appears to be a piece of well preserved fruit in actuality is a piece of fruit made from pure gold! About the size of a desert dragon's eye, this golden fruit would fetch a remarkable price most assuredly. ~ E large blue-green trident shaft~ Stuck into the pile of wood, a blue-green metal shaft is attached to a three-pronged trident, whose tips are made of crystal. Within each crystal prong there seems to be something trapped. ~ E prong ~ Examining the prongs of the trident closer, there indeed are things embedded within each tine. Within the first, there is a miniature amulet of gold, no bigger than a gnome's thumbnail and too small even for an atomie sprite. Embedded in the center prong there is a tiny emerald key, about the size of a flower petal. And within the third of the trident's crystalline tines floats a perfectly round sphere of an iridescent white color. ~ E massive melting crucible~ Tucked behind the grey marble pedestal, this melting crucible has seen its better days. Though made from a sturdy combination of platinum and an unknown ore, the crucible is dented and blackened from severe use. Leaning against the melting crucible is a black leather and metal framed instrument. ~ E pile wood~ A pile of hard, almost petrified wood has been stacked under the massive melting crucible. The wood is old and rotten and looks to have been sitting here for more than just a couple of centuries. A shaft of blue-green metal sticks out of the pile of wood. ~ E black leather instrument~ Framed in metal and covered in a charcoal colored leather, this instrument once functioned as a primitive bellows. ~ -1 S #48358 Great Vault~ To the west and south, tall archways brace the stonework around the entrances to other parts of this humongous treasure vault. The refined quarry stone walls have been smoothed to perfection and the floor polished with equal skill. In the center of this chamber, a raised dais topped with a regal stone throne garners the most attention. On the eastern wall, to the right of the throne, hangs a long white shelf about seven feet off the ground. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48369 10 10 5 D2 ~ ~ 0 -1 48359 10 10 5 D3 ~ ~ 0 -1 48357 10 10 5 E throne~ Standing in the exact center of the raised dais, the stone throne faces to the south. The stone itself is mostly square in shape and looks ruthlessly hard to sit on. While most of the throne has been sculpted from the same, yellow-orange quarry stone that the rest of the pyramid has, the arms of the regal seat of power have been gilded; the left in silver and the right in gold. All about the throne there are hieroglyphs. ~ E hieroglyphs~ The hieroglyphs about the base of the throne depict a series of men standing in a line, each looking remarkably like the one standing next to him. Each man is dressed in a flowing robe of sorts and is being handed a bejeweled sceptre. At the beginning of the line, a figure twice the height of the first man, holds a gem encrusted crown out to the man, who is bowing his head in what looks to be worship. The tall figure, though, resembles a cat more than a human. ~ E niche ~ Situated roughly behind the throne, an alcove about five feet tall and three feet wide sits completely empty. However, where the quarry stones meet within the little niche, there is a slight crack. ~ E crack~ The crack is the result not of bad craftsmanship but of design. It appears that there might be some way of opening the crack up further, to allow passage north. ~ E white shelf~ This white shelf is about fifty feet long and made completely of ivory. Upon the shelf there are many items, each distinct from the one next to it. ~ E items~ Cluttering the shelf, there are six different items, each one a piece of the vast hoard belonging to the now deceased High King, for whom the pyramid was built for. ~ E green glass delicate vial~ A delicate glass vial in the shape of a graceful swan lies on the white shelf. Within the emerald colored glass, a bubbly, aromatic liquid reminds you of a dew covered spring morning. Next to the green glass vial, the remains of a candelabra corrode into nothingness. ~ E corroding candelabra~ Though not much remains of this once elegant candelabra, it is apparent that at one time it was quite valuable. The base of the tiered candle holder retains the shape of a coiled serpent, but the rest of the candelabra has succumbed to heavy corrosion. Beside the serpentine candelabra a bracelet shines with a luster bright enough to light the darkest room. ~ E shiny bracelet~ Next to the corroding serpentine candelabra, a petite bracelet shines with a light of its own. The wrist circlet looks to be made of white gold and has five gems set into it. Two rubies flank on either side a faceted diamond cabochon. Next to the shiny bracelet, a great shield as large as a human is tall, takes up a significant portion of the bone white shelf. ~ E great shield~ Crafted from a rich mix of jewels and bronze, this great shield is shaped like a giant upside-down tear. Around the edges of the shield, cut sapphires sparkle and shine. In the center of the body shield, there is a tiled mosaic, depicting the High King, raising his black sword against a gathering of four malicious creatures. The creatures loom over the King, intent on usurping his power. Each of the creatures seems to be a bizarre combination of an animal or insect and a troll-sized human. ~ E small bag~ Insignificant beside the massive shield, a small bag made of velvet lies on the shelf, collecting dust. Dried and cracked leather drawstrings close the bag and have been tied off. There would be no way of opening the black velvet bag without destroying the ancient bag entirely. At the end of the shelf, there is a stringed instrument. ~ E stringed musical instrument~ Rare even now, this stringed musical instrument is strongly reminiscent of a violin. Made of palm wood, the body of the instrument has remained remarkably well preserved. Flowery gilded designs flow up and down the length of the instrument. ~ E raised dais~ In the center of the room, a dais raises from the floor, made from precisely cut quarry stones slightly darker than those found throughout the rest of the pyramid. Carved into parts of the dais, runes of an unknown origin glow slightly with a sickly green luminescence. Scattered on the three-tiered steps of the dais, a few pieces of treasure lay toppled. Atop the dais rests a tall, square throne made of normal quarry stone. ~ E runes ~ Though the runes carved into the dais resemble the hieroglyphics chiseled into the walls throughout the pyramid, these are notably different. Instead of depicting a frozen scene of life or a part of history, these runes take on a life of their own and undulate around the dais, their green glow seemingly cursing the existence of the throne above. ~ E toppled treasure~ Though many have been smashed or destroyed, a few pieces of interesting treasure lay scattered about the raised dais. Among them, there is a device filled with water and made from silver, an hourglass crafted from gold and glass as clear as water, a blue bottle with etchings on its sides, a tall, chipped flask made of red glass, a box of coarse parchment, and a worn book of bound palm paper. ~ E hourglass clear gold~ Fashioned from pure gold and crystal clear glass, this timepiece is filled with four different colors of sand, probably taken from four sections of the Southern Narak Desert. Strangely, the sands do not mix; rather, they remain separate and distinct. From the looks of the hourglasses' interior, it was used often. ~ E water device silver ~ Within a framework of metal and silver rests two spheres, both half filled with water. The framework has been cunningly crafted to resemble a dragon hatchling. The top sphere forms the bulk of its head while the bottom sphere is the dragonling's body. Two rubies serve as eyes for the dragon hatching and polished bits of ivory have been fashioned for claws and teeth. Every so often, a single drop of water falls into the sphere below it, roughly every minute. ~ E blue bottle~ Turned over on its side, a blue bottle with etched sides is about to fall from the dais and smash onto the floor. The bottle is stoppered with a wedge of cork and has been sealed with wax. A murky cloud of mist seems trapped within the bottle. ~ E etchings sides~ The etchings along the side of the bottle are quite foreign and altogether too ancient to fully comprehend. From the way the etchings curve angrily, an obvious sense of caution and warning is conveyed. ~ E chipped tall red flask~ This hand blown flask of red glass is completely empty and nearly as worthless. There are flaws in its form and the lip of the flask is chipped. One might wonder why the High King might have favored such a worthless item. ~ E box coarse parchment~ Made of palm wood, a crude box has been fitted together to hold a stack of coarse parchment. Each sheet of the parchment is made of pounded reeds and palm bark. Though cumbersome, the parchment must have served an important roll within the dynasty of the High King. Some twenty or thirty sheets of parchment might fill the box, but it is impossible to tell, for each sheet is bulky and imperfect, leaving the stack uneven. ~ E inkwell~ Though stoppered, this tiny vial of ink has long since dried up. The vial is oblong and thin, with a slightly wider base. The ink itself is of a deep red color and partly gritty. A derivative of the red sand no doubt. ~ E book bound paper~ Resting on the raised dais just below the throne, this book is about two inches thick and bound together with strips of leather and covered in a thin, scaly brown hide. The pages of the book are made from the same pieces of coarse parchment within the box and are covered with hieroglyphics painted in red ink. ~ E pages~ Thumbing through some of the pages within the dragonskin bound book, the hieroglyphs depict various scenes of the High King's life. From his birth during the third darkening of the sky to his entombment. ~ -1 S #48359 Great Vault~ Mounds upon mounds of treasure and wooden disks lay strewn all about this storage vault and in several other adjoining chambers beyond it. A yellow shelf bearing remarkable pieces of treasure hangs above the archway to the south and a very large, nearly gigantic bed takes up nearly a quarter of the chamber. Even larger piles of wooden disks surround the bed. To the north, west and south, exits framed by tall archways proceed into additional chambers of the treasure vault. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48358 10 10 5 D2 ~ ~ 0 -1 48350 10 10 5 D3 ~ ~ 0 -1 48356 10 10 5 E wooden disks~ The mounds of wooden disks piled throughout the room are made from rounded bits of palm wood. Some of the disks are larger than others and are different colors. The wooden disks were once probably this ancient culture's main currency. ~ E shelf yellow~ Shaped from a single piece of rare fresh water yellow coral, this ornate and twisted shelf hangs from the wall by the grace of small stone plugs. Upon the shelf are several interesting pieces of treasure. ~ E treasure~ Assorted bits of treasure has been stacked upon the yellow coral shelf. On the very left sits a delicate drinking vessel. Next to it, a set of leather armor rots away into nothingness. Beside the rotting leather armor shines a goblet and beside it, plunged into the coral itself stands a great dagger with a jewel encrusted hilt. Finally, at the end of the shelf rests a silver egg and a small stringed instrument. ~ E delicate drinking vessel~ This delicate drinking vessel has been meticulously crafted from an animal's tusk. The sides and base of the vessel have been decorated and etched thoroughly. At any moment you might expect some of them to come alive and jump off the vessel itself. The rim of the vessel has been gilded in gold and every single animal etching has polished and cut topaz gems for eyes. ~ E rotting leather set armor~ A set of leather armor lies on the shelf, folded neatly. The leather, though mostly rotten, might still serve as good protection. Emblazoned on the shoulder of the armor is an emblem. ~ E emblem~ Rising out of an azure background of sky, a pair of dragons, one yellow and one brown are engaged in aerial combat upon the emblem adorning the set of rotten leather armor. The yellow dragon holds a sceptre in an outstretched claw and the brown dragon has a firm grasp on a bejeweled crown. ~ E shiny goblet~ Shining like the desert star on a cloudless night, this grand goblet truly was meant for a king. Intertwined around the base and stem of the platinum goblet, a serpentine figure rises up, its head level with the top of the drinking vessel. It has rubies for eyes and malachite chips for scales. While the goblet itself shines brightly, its serpentine counterpart seems to do nothing but detract from the kingly vessel. ~ E great jewel encrusted dagger~ A dagger nearly twice the size of any ordinary dagger has been plunged into the heart of the yellow coral shelf. Its blade seems to quiver at your approach and the pommel of the dagger sparkles brightly. The sides of the dagger have been inlaid with cut gemstones of various quality and size and the crossbars on the hilt of the dagger no doubt were forged to intentionally resemble clawed talons. ~ E pommel~ Within the pommel of the dagger a tiger-eye gem, about the size of a platinum coin, gleams brightly. The brownish-green gem has been polished and carefully mounted in the pommel of the jewel encrusted dagger with its "eye" facing completely outward... ...Wait a second...did the eye just blink? ~ E blade~ Razor sharp and deadlier than a common short sword, the blade of the jewel encrusted dagger rests stuck in the yellow coral shelf. The craftsmanship and forging of the blade resemble nothing else within the great pyramid. Part of an inscription can be read on the blade. ~ E inscription~ The inscription upon the blade in written not in hieroglyphs, but in something much less "primitive." Only half the inscription can be read, but what it implies sounds intriguing. "-------------------Alegra the magesmi -------------------do I draw my Sight." ~ E silver egg~ Perfectly oval, some silver smith has fashioned an egg from a lump of silver. Somewhat larger than a robin's egg, the silver treasure has no markings or otherwise distinguishable features. It is completely non-descript. ~ E small rounded string instrument~ A pear-shaped gourd about a foot and a half tall has been hollowed out and made into a musical instrument. A hole has been cut into the surface of the gourd to provide for sound alteration and the neck of the instrument is made of palm wood. Six strands of some type of gut are attached to the instrument, running down the length of its neck to its bridge just below the hole. ~ E gigantic bed~ Off to one side of the room stands a gigantic bed, large enough to comfortably sleep six or more. A canopy of fine silk drapes over the bed from four tall posts and thick black and red coverlets enshroud the bed itself. A pair of boots lean against the foot of the bed. ~ E handle~ The handle next to the boots belongs to a black metal axe which has been shoved under the bed. ~ E axe~ For whatever reason, an axe has been shoved under the gigantic feather bed. The blade of the battle axe has been forged from a flat black metal and attached to a wooden handle bound with strips of leather. On the blade of the axe there are numerous patterns and designs. ~ E patterns designs~ The patterns and designs of the face of the battle axe are very much like hieroglyphs but seem to have a more specific purpose. The designs themselves are of dragons being sliced to bits by the axe's blade. ~ -1 S #48360 Gold Inlaid Steps~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48346 10 10 5 D4 ~ ~ 0 -1 48361 10 10 5 -1 S #48361 Narrow Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48378 10 10 5 D3 ~ ~ 0 -1 48376 10 10 5 D5 ~ ~ 0 -1 48360 10 10 5 -1 S #48362 Stone Panel Gallery~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48363 10 10 5 D2 ~ ~ 0 -1 48365 10 10 5 D3 ~ ~ 0 -1 48346 10 10 5 -1 S #48363 Bending Passage~ Under Construction. ~ set sapphire|| set ruby || set quartz || look hole || set obsidian ||remove clear||remove ruby||remove black||remove sapphire|| ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48364 10 10 5 D3 ~ ~ 0 -1 48362 10 10 5 A set pla plac place~ sap sapp sapph sapphi sapphir sapphire~ acode(find_room(48280),1); ~ ! 0 0 0 A set pla plac place~ rub ruby ~ acode(find_room(48264),2); ~ ! 0 0 0 A set pla plac place~ cle clea clear qua quar quart quartz~ acode(find_room(48264), 3); ~ ! 0 0 0 A l lo loo look~ hol hole ang angu angul angula angular~ acode(find_room(48264), 4); ~ ! 0 0 0 A set pla plac place~ obs obsi obsid obsidi obsidia obsidian~ acode(find_room(48264), 5); ~ ! 0 0 0 A get take remove~ blue sapphire~ acode( find_room( 48280 ), 6 ); ~ ! 0 0 0 A get take remove~ red ruby~ acode( find_room( 48264 ), 8 ); ~ ! 0 0 0 A get take remove~ clear quartz~ acode( find_room( 48264 ), 7 ); ~ ! 0 0 0 A get take remove~ black obsidian~ acode( find_room( 48264 ), 9 ); ~ ! 0 0 0 -1 S #48364 Stone Panel Gallery~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48363 10 10 5 D2 ~ ~ 0 -1 48370 10 10 5 D3 ~ ~ 0 -1 48365 10 10 5 -1 S #48365 Domed Burial Chamber~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48362 10 10 5 D1 ~ ~ 0 -1 48364 10 10 5 -1 S #48366 Stone Panel Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48346 10 10 5 D3 ~ ~ 0 -1 48367 10 10 5 -1 S #48367 Bending Passage~ Under Construction. ~ set sapphire|| set ruby || set quartz|| look hole|| set obsidian ||remove clear||remove ruby||remove black||remove sapphire|| ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48366 10 10 5 D2 ~ ~ 0 -1 48368 10 10 5 A set pla plac place~ sap sapp sapph sapphi sapphir sapphire~ acode(find_room(48280),1); ~ ! 0 0 0 A set pla plac place~ rub ruby ~ acode(find_room(48264),2); ~ ! 0 0 0 A set pla plac place~ cle clea clear qua quar quart quartz~ acode(find_room(48264), 3); ~ ! 0 0 0 A l lo loo look~ hol hole ang angu angul angula angular~ acode(find_room(48264), 4); ~ ! 0 0 0 A set pla plac place~ obs obsi obsid obsidi obsidia obsidian~ acode(find_room(48264), 5); ~ ! 0 0 0 A get take remove~ blue sapphire~ acode( find_room( 48280 ), 6 ); ~ ! 0 0 0 A get take remove~ red ruby~ acode( find_room( 48264 ), 8 ); ~ ! 0 0 0 A get take remove~ clear quartz~ acode( find_room( 48264 ), 7 ); ~ ! 0 0 0 A get take remove~ black obsidian~ acode( find_room( 48264 ), 9 ); ~ ! 0 0 0 -1 S #48368 Domed Crypt Chamber~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48367 10 10 5 -1 S #48369 Inside the Niche~ Ah ha! The presence of this chamber proves that there is more than meets the eye within the ancient pyramid. No telling how many hidden passages there are. This niche behind the throne of the High King holds pieces of treasure within its tightly cramped confines. Placed on tiny shelves all their own, there is a small amulet, a folded garment of some kind, a miniature red cart, a helm, and a pair of sandals. ~ ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48358 10 10 5 E helm ~ Forged from iron and gilded partly in gold, this great helm has a visor held on by small silver rivets. The armor smith who forged the helm went to great lengths to imbue it with the visage of a falcon. The sides of the helm look like smoothed feathers and the visor hooks sharply like a falcon's beak. Beneath the visor there is only darkness. ~ E darkness~ Staring into the helm through the opened visor, you catch a brief glance of something gleaming in the darkness. ~ E folded garment~ The folded garment is a simple apron, colored grey from use and age. ~ E small amulet~ Suspended from a chain of gold, this tiny amulet is round in shape and has a smooth silver backing. Carved in gold and delicately joined with the silver back piece is the design of a cat headed woman. A deep crack runs down the center of the amulet. ~ E miniature red cart~ This miniature cart stands about two feet tall and has four small wheels, each painted a darker red than the rest of the wagon. Down the sides of the wagon, there are flaming orange designs. Inside the cart, there is a pitted iron anvil and a handful of colorful stones. ~ E sides~ Along the sides of the little red wagon there are flames of orange pigmented into the wood. The flames curl and dance about and seem to form an intricate hieroglyphic. ~ E sandals~ These petite leather sandals are grey in color and have hard leather soles which would be perfect for traveling long distances. The sandals fasten together with tiny brass buckles and a pair of emeralds set into the leather foot gear wink shyly at ankle height. ~ E handful stones~ At first, the handful of colorful stones at the bottom of the red wagon look like sparkling magic rocks. In reality, though, the colorful stones are a small pile of uncut gems. ~ E pitted iron anvil~ The pitted iron anvil in the bottom of the little red cart is quite crude. Nevertheless it appears to have witnessed much use. Unlike most anvils used by blacksmiths, this anvil has a flatter base. ~ E base~ The base of the anvil looks to have been unnaturally broadened, perhaps by repeated contact with a hard surface. You also note that there are a few hairs wedged into one of the iron pits on the bottom of the anvil. ~ E hairs~ Snagged within one of the pitted iron holes of the anvil there are four brown and tan hairs. If you did not know better, you would think these hairs belonged to a coyote, but not a very wily one. ~ -1 S #48370 Sealed-off Passageway~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48364 10 10 5 D3 ~ ~ 0 -1 48371 10 10 5 -1 S #48371 Shaft Leading Upwards~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48370 10 10 5 -1 S #48372 Tight Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48373 10 10 5 D3 ~ ~ 0 -1 48374 10 10 5 D5 ~ ~ 0 -1 48348 10 10 5 -1 S #48373 Crypt Chamber~ Under Construction. ~ set sapphire || set quartz || set obsidian || look hole || set ruby ||remove clear||remove red||remove blue||remove black|| ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48377 10 10 5 D3 ~ ~ 0 -1 48372 10 10 5 A set pla plac place~ sap sapp sapph sapphi sapphir sapphire~ acode(find_room(48280), 1); ~ ! 0 0 0 A set pla plac place~ cle clea clear qua quar quart quartz~ acode(find_room(48280), 3); ~ ! 0 0 0 A set pla plac place~ obs obsi obsid obsidi obsidia obsidian~ acode(find_room(48280), 4); ~ ! 0 0 0 A l lo loo look~ hol hole ang angu angul angula angular~ acode(find_room(48280), 2); ~ ! 0 0 0 A set pla plac place~ rub ruby~ acode(find_room(48280),5); ~ ! 0 0 0 A get take remove~ blue sapphire~ acode( find_room( 48280 ), 6 ); ~ ! 0 0 0 A get take remove~ clear quartz~ acode( find_room( 48280 ), 7 ); ~ ! 0 0 0 A get take remove~ black obsidian~ acode( find_room( 48280 ), 8 ); ~ ! 0 0 0 A get take remove~ red ruby~ acode( find_room( 48280 ), 9 ); ~ ! 0 0 0 -1 S #48374 Crypt Chamber~ Under Construction. ~ set sapphire|| set quartz || set obsidian || set ruby || look hole ||remove clear||remove red||remove blue||remove black|| ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48375 10 10 5 D1 ~ ~ 0 -1 48372 10 10 5 A set pla plac place~ sap sapp sapph sapphi sapphir sapphire~ acode(find_room(48280), 1); ~ ! 0 0 0 A set pla plac place~ cle clea clear qua quar quart quartz~ acode(find_room(48280), 3); ~ ! 0 0 0 A set pla plac place~ obs obsi obsid obsidi obsidia obsidian~ acode(find_room(48280), 4); ~ ! 0 0 0 A set pla plac place~ rub ruby~ acode(find_room(48280),5); ~ ! 0 0 0 A l lo loo look~ hol hole ang angu angul angula angular~ acode(find_room(48280), 2); ~ ! 0 0 0 A get take remove~ blue sapphire~ acode( find_room( 48280 ), 6 ); ~ ! 0 0 0 A get take remove~ clear quartz~ acode( find_room( 48280 ), 7 ); ~ ! 0 0 0 A get take remove~ black obsidian~ acode( find_room( 48280 ), 8 ); ~ ! 0 0 0 A get take remove~ red ruby~ acode( find_room( 48280 ), 9 ); ~ ! 0 0 0 -1 S #48375 Tight Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48376 10 10 5 D2 ~ ~ 0 -1 48374 10 10 5 -1 S #48376 Crypt Chamber~ Under Construction. ~ set sapphire||set ruby||set quartz||set angular||set obsidian ||remove clear||remove red||remove blue||remove black|| ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48361 10 10 5 D2 ~ ~ 0 -1 48375 10 10 5 A set pla plac place~ sap sapp sapph sapphi sapphir sapphire~ acode(find_room(48280),1); ~ ! 0 0 0 A set pla plac place~ rub ruby ~ acode(find_room(48264),2); ~ ! 0 0 0 A set pla plac place~ cle clea clear qua quar quart quartz~ acode(find_room(48264), 3); ~ ! 0 0 0 A l lo loo look~ hol hole ang angu angul angula angular~ acode(find_room(48264), 4); ~ ! 0 0 0 A set pla plac place~ obs obsi obsid obsidi obsidia obsidian~ acode(find_room(48264), 5); ~ ! 0 0 0 A get take remove~ sapphire blue~ acode( find_room( 48280 ), 6 ); ~ ! 0 0 0 A get take remove~ red ruby~ acode( find_room( 48264 ), 8 ); ~ ! 0 0 0 A get take remove~ clear quartz~ acode( find_room( 48264 ), 7 ); ~ ! 0 0 0 A get take remove~ black obsidian~ acode( find_room( 48264 ), 9 ); ~ ! 0 0 0 -1 S #48377 Tight Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48378 10 10 5 D2 ~ ~ 0 -1 48373 10 10 5 D3 ~ ~ 0 -1 48380 10 10 5 -1 S #48378 Crypt Chamber~ Under Construction. ~ set sapphire||set ruby||set quartz||look hole||set obsidian ||remove clear||remove red||remove blue||remove black|| ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48377 10 10 5 D3 ~ ~ 0 -1 48361 10 10 5 A set pla plac place~ sap sapp sapph sapphi sapphir sapphire~ acode(find_room(48280),1); ~ ! 0 0 0 A set pla plac place~ rub ruby ~ acode(find_room(48264),2); ~ ! 0 0 0 A set pla plac place~ cle clea clear qua quar quart quartz~ acode(find_room(48264), 3 ); ~ ! 0 0 0 A l lo loo look~ hol hole ang angu angul angula angular~ acode(find_room(48264), 4); ~ ! 0 0 0 A set pla plac place~ obs obsi obsid obsidi obsidia obsidian~ acode(find_room(48264), 5); ~ ! 0 0 0 A get take remove~ blue sapphire~ acode( find_room( 48280 ), 6 ); ~ ! 0 0 0 A get take remove~ red ruby~ acode( find_room( 48264 ), 8 ); ~ ! 0 0 0 A get take remove~ clear quartz~ acode( find_room( 48264 ), 7 ); ~ ! 0 0 0 A get take remove~ black obsidian~ acode( find_room( 48264 ), 9 ); ~ ! 0 0 0 -1 S #48379 The Great Vertical Hall~ Under Construction. ~ ~ 301465601 0 5 0 D4 ~ ~ 0 -1 48380 10 10 5 D5 ~ ~ 0 -1 48381 10 10 5 -1 S #48380 The Great Vertical Hall~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48377 10 10 5 D4 ~ ~ 0 -1 48383 10 10 5 D5 ~ ~ 0 -1 48379 10 10 5 -1 S #48381 The Great Vertical Hall~ Under Construction. ~ ~ 301465601 0 5 0 D4 ~ ~ 0 -1 48379 10 10 5 D5 ~ ~ 0 -1 48384 10 10 5 -1 S #48382 Funerary Temple~ Under Construction. ~ ~ 301465601 0 5 0 -1 S #48383 The Main Burial Chamber~ Under Construction. ~ ~ 301465601 0 5 0 D5 ~ ~ 0 -1 48380 10 10 5 -1 S #48384 The Great Vertical Hall~ Under Construction. ~ ~ 301465601 0 5 0 D4 ~ ~ 0 -1 48381 10 10 5 D5 ~ ~ 0 -1 48385 10 10 5 -1 S #48385 At the Bottom of the Great Vertical Hall~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48386 10 10 5 D4 ~ ~ 0 -1 48384 10 10 5 -1 S #48386 The Grand Treasure Vault~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48387 10 10 5 D2 ~ ~ 0 -1 48385 10 10 5 -1 S #48387 A Vaulted Stone Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48388 10 10 5 D1 ~ ~ 0 -1 48454 10 10 5 D3 ~ ~ 0 -1 48386 10 10 5 -1 S #48388 An Arched Stone Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48389 10 10 5 D2 ~ ~ 0 -1 48387 10 10 5 D3 ~ ~ 0 -1 48455 10 10 5 -1 S #48389 An Arched Stone Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48390 10 10 5 D1 ~ ~ 0 -1 48452 10 10 5 D2 ~ ~ 0 -1 48388 10 10 5 D3 ~ ~ 0 -1 48453 10 10 5 -1 S #48390 A Vaulted Stone Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48391 10 10 5 D2 ~ ~ 0 -1 48389 10 10 5 D3 ~ ~ 0 -1 48451 10 10 5 -1 S #48391 Burial Chamber of Berapsis~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48392 10 10 5 D3 ~ ~ 0 -1 48390 10 10 5 -1 S #48392 An Arched Stone Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48393 10 10 5 D3 ~ ~ 0 -1 48391 10 10 5 -1 S #48393 An Arched Stone Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48392 10 10 5 D1 ~ ~ 0 -1 48394 10 10 5 D2 ~ ~ 0 -1 48395 10 10 5 -1 S #48394 Burial Chamber of Ra-Thorus~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48497 10 10 5 D3 ~ ~ 0 -1 48393 10 10 5 -1 S #48395 An Arched Stone Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48393 10 10 5 D2 ~ ~ 0 -1 48396 10 10 5 D3 ~ ~ 0 -1 48397 10 10 5 -1 S #48396 An Arched Stone Corridor~ ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48395 10 10 5 D1 ~ ~ 0 -1 48398 10 10 5 D2 ~ ~ 0 -1 48399 10 10 5 -1 S #48397 Burial Chamber of Keth~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48395 10 10 5 -1 S #48398 Burial Chamber of Faarouk~ Under Construction. ~ ~ 301465601 0 5 0 D3 ~ ~ 0 -1 48396 10 10 5 -1 S #48399 Cut Stone and Earthen Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48396 10 10 5 D1 ~ ~ 0 -1 48400 10 10 5 -1 S #48400 Crudely Dug Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48402 10 10 5 D2 ~ ~ 0 -1 48401 10 10 5 D3 ~ ~ 0 -1 48399 10 10 5 -1 S #48401 Twisting Passage~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48400 10 10 5 D3 ~ ~ 0 -1 48410 10 10 5 -1 S #48402 Collapsed Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48403 10 10 5 D3 ~ ~ 0 -1 48400 10 10 5 -1 S #48403 Ancient Mastaba Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48404 10 10 5 D3 ~ ~ 0 -1 48402 10 10 5 -1 S #48404 Entry hall to the Craftsmen's Mastaba~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48407 10 10 5 D1 ~ ~ 0 -1 48405 10 10 5 D2 ~ ~ 0 -1 48409 10 10 5 D3 ~ ~ 0 -1 48403 10 10 5 -1 S #48405 Common Room~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48406 10 10 5 D3 ~ ~ 0 -1 48404 10 10 5 -1 S #48406 Funerary Temple~ Under Construction. ~ ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48405 10 10 5 D3 ~ ~ 0 -1 48407 10 10 5 -1 S #48407 Funerary Temple~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48406 10 10 5 D2 ~ ~ 0 -1 48404 10 10 5 -1 S #48408 Storage Chamber~ Under Construction. ~ ~ 301465601 0 5 0 D3 ~ ~ 0 -1 48409 10 10 5 -1 S #48409 Display Room~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48404 10 10 5 D1 ~ ~ 0 -1 48408 10 10 5 -1 S #48410 Earthen Passage~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48401 10 10 5 D3 ~ ~ 0 -1 48411 10 10 5 -1 S #48411 Bending Earthen Passage~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48410 10 10 5 D2 ~ ~ 0 -1 48412 10 10 5 -1 S #48412 North-South Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48411 10 10 5 D1 ~ ~ 0 -1 48414 10 10 5 D2 ~ ~ 0 -1 48413 10 10 5 -1 S #48413 Curving Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48412 10 10 5 D1 ~ ~ 0 -1 48415 10 10 5 -1 S #48414 Burial Chamber of Bastoth~ Under Construction. ~ ~ 301465601 0 5 0 D3 ~ ~ 0 -1 48412 10 10 5 -1 S #48415 Dirt Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48416 10 10 5 D3 ~ ~ 0 -1 48413 10 10 5 -1 S #48416 Branching Dirt Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48417 10 10 5 D2 ~ ~ 0 -1 48423 10 10 5 D3 ~ ~ 0 -1 48415 10 10 5 -1 S #48417 Collapsed Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48418 10 10 5 D3 ~ ~ 0 -1 48416 10 10 5 -1 S #48418 Holy Mastaba~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48419 10 10 5 D3 ~ ~ 0 -1 48417 10 10 5 -1 S #48419 Sparse Sleeping Quarters~ Under Construction. ~ ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48420 10 10 5 D3 ~ ~ 0 -1 48418 10 10 5 -1 S #48420 An Ornate Fountain~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48419 10 10 5 D1 ~ ~ 0 -1 48422 10 10 5 D3 ~ ~ 0 -1 48421 10 10 5 -1 S #48421 Meditation Room~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48420 10 10 5 -1 S #48422 Bejeweled Altar Room~ Under Construction. ~ ~ 301465601 0 5 0 D3 ~ ~ 0 -1 48420 10 10 5 -1 S #48423 A Branching Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48416 10 10 5 D2 ~ ~ 0 -1 48425 10 10 5 D3 ~ ~ 0 -1 48424 10 10 5 -1 S #48424 An East-West Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48423 10 10 5 D3 ~ ~ 0 -1 48427 10 10 5 -1 S #48425 Sloping Passage~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48423 10 10 5 D1 ~ ~ 0 -1 48426 10 10 5 -1 S #48426 Vestibule~ Under Construction. ~ set quartz || set ruby || set obsidian|| set sapphire|| look hole ~ 301465601 0 5 0 D3 ~ ~ 0 -1 48425 10 10 5 A set pla plac place~ cle clea clear qua quar quart quartz~ acode(find_room(48256), 1); ~ ! 0 0 0 A set pla plac place~ rub ruby~ acode(find_room(48264), 2); ~ ! 0 0 0 A set pla plac place~ obs obsi obsid obsidi obsidia obsidian~ acode(find_room(48280), 4); ~ ! 0 0 0 A set pla plac place~ sap sapp sapph sapphi sapphir sapphire~ acode(find_room(48256), 2); ~ ! 0 0 0 A l lo loo look~ hol hole ang angu angul angula angular~ acode(find_room(48256), 3); ~ ! 0 0 0 A get take remove~ clear quartz~ acode( find_room( 48256 ), 7 ); ~ ! 0 0 0 A get take remove~ red ruby~ acode( find_room( 48264 ), 8 ); ~ ! 0 0 0 A get take remove~ black obsidian~ acode( find_room( 48280 ), 8 ); ~ ! 0 0 0 A get take remove~ blue sapphire~ acode( find_room( 48256 ), 8 ); ~ ! 0 0 0 -1 S #48427 An East-West Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48424 10 10 5 D2 ~ ~ 0 -1 48428 10 10 5 D3 ~ ~ 0 -1 48429 10 10 5 -1 S #48428 Blocked Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48427 10 10 5 D2 ~ ~ 0 -1 48471 10 10 5 -1 S #48429 Branching Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48433 10 10 5 D1 ~ ~ 0 -1 48427 10 10 5 D2 ~ ~ 0 -1 48430 10 10 5 D3 ~ ~ 0 -1 48431 10 10 5 -1 S #48430 Stone Braced Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48429 10 10 5 D3 ~ ~ 0 -1 48432 10 10 5 -1 S #48431 Burial Chamber of Garaben~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48429 10 10 5 -1 S #48432 Burial Chamber of Saraben~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48430 10 10 5 -1 S #48433 A Stone Braced Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48435 10 10 5 D2 ~ ~ 0 -1 48429 10 10 5 D3 ~ ~ 0 -1 48434 10 10 5 -1 S #48434 Burial Chamber of Haruspa~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48433 10 10 5 -1 S #48435 North-South Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48436 10 10 5 D2 ~ ~ 0 -1 48433 10 10 5 -1 S #48436 Tunnel Intersection~ Under Construction. ~ ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48435 10 10 5 D3 ~ ~ 0 -1 48437 10 10 5 -1 S #48437 East-West Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48436 10 10 5 D3 ~ ~ 0 -1 48438 10 10 5 -1 S #48438 A Twisting, Dark Passage~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48439 10 10 5 D1 ~ ~ 0 -1 48437 10 10 5 -1 S #48439 Crumbling Earthen Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48438 10 10 5 D3 ~ ~ 0 -1 48440 10 10 5 -1 S #48440 Underground Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48439 10 10 5 D3 ~ ~ 0 -1 48441 10 10 5 -1 S #48441 Spilt in the Underground Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48442 10 10 5 D1 ~ ~ 0 -1 48440 10 10 5 D2 ~ ~ 0 -1 48443 10 10 5 -1 S #48442 Northern Cul-de-sac~ Under Construction. ~ ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48441 10 10 5 -1 S #48443 Winding Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48441 10 10 5 D1 ~ ~ 0 -1 48444 10 10 5 -1 S #48444 Winding Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48445 10 10 5 D3 ~ ~ 0 -1 48443 10 10 5 -1 S #48445 North-South Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48444 10 10 5 D2 ~ ~ 0 -1 48446 10 10 5 -1 S #48446 North-South Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48445 10 10 5 D2 ~ ~ 0 -1 48447 10 10 5 -1 S #48447 Crude Stone Passage~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48446 10 10 5 D1 ~ ~ 0 -1 48448 10 10 5 D3 ~ ~ 0 -1 48449 10 10 5 -1 S #48448 Extensive Wall Mural~ Under Construction. ~ ~ 301465601 0 5 0 D3 ~ ~ 0 -1 48447 10 10 5 -1 S #48449 Broken Wall Mural~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48447 10 10 5 D2 ~ ~ 0 -1 48450 10 10 5 -1 S #48450 Sealed and Partially Collapsed Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48449 10 10 5 D2 ~ ~ 0 -1 48482 10 10 5 -1 S #48451 Burial Chamber of Geranisis~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48390 10 10 5 -1 S #48452 Burial Chamber of Tolkrielg~ Under Construction. ~ ~ 301465601 0 5 0 D3 ~ ~ 0 -1 48389 10 10 5 -1 S #48453 A High Ceiling Chamber~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48389 10 10 5 D3 ~ ~ 0 -1 48456 10 10 5 -1 S #48454 Burial Chamber of Kith~ Under Construction. ~ ~ 301465601 0 5 0 D3 ~ ~ 0 -1 48387 10 10 5 -1 S #48455 Burial Chamber of Thorabis~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48388 10 10 5 -1 S #48456 Turning Corridor~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48457 10 10 5 D1 ~ ~ 0 -1 48453 10 10 5 -1 S #48457 A Turn in the Passageway~ Under Construction. ~ ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48456 10 10 5 D3 ~ ~ 0 -1 48458 10 10 5 -1 S #48458 Rough Stone Passageway~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48457 10 10 5 D3 ~ ~ 0 -1 48459 10 10 5 -1 S #48459 Rough Stone Passageway~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48458 10 10 5 D3 ~ ~ 0 -1 48460 10 10 5 -1 S #48460 A Divergence in the Tunnel~ Under Construction. ~ look statue|| place mirror|| (set adata for aedit 1) ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48461 10 10 5 D1 ~ ~ 0 -1 48459 10 10 5 D2 ~ ~ 0 -1 48463 10 10 5 A l lo loo look ~ sta stat statu statue~ if( rflag( reset0, room ) ) act_tochar( #nomirror, ch ); else act_tochar( #mirror, ch ); ~ E mirror~ Mirror here ~ E nomirror~ no mirror here ~ ! 0 0 0 A put pla plac place giv give~ mir mirr mirro mirror~ if( rflag( reset0, room ) ) if( has_obj( 1606, ch ) ) { obj = has_obj( 1606, ch ); junk_obj(obj,1); act_tochar( #placemirror, ch ); act_notchar( #rplacemirror, ch ); remove_rflag( reset0, room ); } else act_tochar( #nomirror, ch ); else act_tochar( #already, ch ); ~ E placemirror~ @b@G Taking an obsidian hand mirror from your inventory, you place it within the hands of the old stone statue. ~ E rplacemirror~ @b@G $n places an obsidian hand mirror into the hands of the old stone statue. statue. ~ E nomirror~ @b@G You have nothing to place within the hands of the old stone statue. ~ E already~ @b@G A gleaming obsidian hand mirror has already been placed in the hands of the old stone statue. ~ ! 0 0 0 -1 S #48461 Rough Stone Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48460 10 10 5 D3 ~ ~ 0 -1 48462 10 10 5 -1 S #48462 Partially Collapsed Tunnel~ Under Construction. ~ set ruby || set quartz|| look hole|| set obsidian|| set sapphire ||remove clear||remove red||remove blue||remove black|| ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48461 10 10 5 A set pla plac place~ rub ruby ~ acode(find_room(48264),2); ~ ! 0 0 0 A set pla plac place~ clear qua quar quart quartz~ acode(find_room(48264), 3 ); ~ ! 0 0 0 A l lo loo look~ hol hole ang angu angul angula angular~ acode(find_room(48264), 4); ~ ! 0 0 0 A set pla plac place~ obs obsi obsid obsidi obsidia obsidian~ acode(find_room(48264), 5); ~ ! 0 0 0 A set pla plac place~ sap sapp sapph sapphi sapphir sapphire~ acode(find_room(48280),1); ~ ! 0 0 0 A get take remove~ red ruby~ acode( find_room( 48264 ), 8 ); ~ ! 0 0 0 A get take remove~ clear quartz~ acode( find_room( 48264 ), 7 ); ~ ! 0 0 0 A get take remove~ black obsidian~ acode( find_room( 48264 ), 9 ); ~ ! 0 0 0 A get take remove~ blue sapphire~ acode( find_room( 48280 ), 6 ); ~ ! 0 0 0 -1 S #48463 Squat Stone Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48460 10 10 5 D2 ~ ~ 0 -1 48464 10 10 5 D3 ~ ~ 0 -1 48466 10 10 5 -1 S #48464 Squat Stone Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48463 10 10 5 D2 ~ ~ 0 -1 48465 10 10 5 -1 S #48465 Tunnel Cul-de-sac~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48464 10 10 5 -1 S #48466 Entrance to the Builder's Mastaba~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48463 10 10 5 D3 ~ ~ 0 -1 48467 10 10 5 -1 S #48467 Common Room~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48466 10 10 5 D2 ~ ~ 0 -1 48470 10 10 5 D3 ~ ~ 0 -1 48468 10 10 5 -1 S #48468 The Builder's Room~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48467 10 10 5 D2 ~ ~ 0 -1 48469 10 10 5 -1 S #48469 An Ancient, Cot-filled Room~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48468 10 10 5 -1 S #48470 An Old MH~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48467 10 10 5 -1 S #48471 Narrow Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48428 10 10 5 D2 ~ ~ 0 -1 48472 10 10 5 -1 S #48472 Blood Splattered Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48471 10 10 5 D1 ~ ~ 0 -1 48479 10 10 5 D3 ~ ~ 0 -1 48473 10 10 5 -1 S #48473 A Desecrated Sepulchre~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48472 10 10 5 D2 ~ ~ 0 -1 48474 10 10 5 -1 S #48474 Blood Stained Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48473 10 10 5 D2 ~ ~ 0 -1 48475 10 10 5 -1 S #48475 A Looted Sepulchre~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48474 10 10 5 D1 ~ ~ 0 -1 48476 10 10 5 -1 S #48476 A Gore Splattered Hallway~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48480 10 10 5 D1 ~ ~ 0 -1 48477 10 10 5 D3 ~ ~ 0 -1 48475 10 10 5 -1 S #48477 A Ruined Sepulchre~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48478 10 10 5 D3 ~ ~ 0 -1 48476 10 10 5 -1 S #48478 Blood Splattered Hall~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48479 10 10 5 D2 ~ ~ 0 -1 48477 10 10 5 -1 S #48479 A Desecrated Sepulchre~ Under Construction. ~ ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48478 10 10 5 D3 ~ ~ 0 -1 48472 10 10 5 -1 S #48480 Hidden Inner Sanctum~ Under Construction. ~ ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48476 10 10 5 D5 ~ ~ 0 -1 48481 10 10 5 -1 S #48481 An Ancient Laboratory~ Under Construction. ~ ~ 301465601 0 5 0 D4 ~ ~ 0 -1 48480 10 10 5 -1 S #48482 Narro Tunnel~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48450 10 10 5 D2 ~ ~ 0 -1 48483 10 10 5 -1 S #48483 Narrow Hallway~ Under Construction. ~ ~ 301465601 0 4 0 D0 ~ ~ 0 -1 48482 10 10 5 D1 ~ ~ 0 -1 48490 10 10 5 D3 ~ ~ 0 -1 48484 10 10 5 -1 S #48484 Sandstone Sepulchre Chamber~ Under Construction. ~ ~ 301465601 0 5 0 D1 ~ ~ 0 -1 48483 10 10 5 D2 ~ ~ 0 -1 48485 10 10 5 -1 S #48485 Narrow Hallway~ Under Construction. ~ ~ 301465601 0 4 0 D0 ~ ~ 0 -1 48484 10 10 5 D2 ~ ~ 0 -1 48486 10 10 5 -1 S #48486 Onyx Covered Sepulchre Chamber~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48485 10 10 5 D1 ~ ~ 0 -1 48487 10 10 5 -1 S #48487 Narrow Hall~ Under Construction. ~ ~ 301465601 0 4 0 D1 ~ ~ 0 -1 48488 10 10 5 D3 ~ ~ 0 -1 48486 10 10 5 -1 S #48488 Quartz Sepulchre Chamber~ Under Construction. ~ ~ 301465601 0 5 0 D0 ~ ~ 0 -1 48489 10 10 5 D3 ~ ~ 0 -1 48487 10 10 5 -1 S #48489 Narrow Hallway~ Under Construction. ~ ~ 301465601 0 4 0 D0 ~ ~ 0 -1 48490 10 10 5 D2 ~ ~ 0 -1 48488 10 10 5 D3 ~ ~ 0 -1 48492 10 10 5 -1 S #48490 Limestone Sepulchre Chamber~ Under Construction. ~ ~ 301465601 0 5 0 D2 ~ ~ 0 -1 48489 10 10 5 D3 ~ ~ 0 -1 48483 10 10 5 -1 S #48491 Funerary Temple~ Under Construction. ~ ~ 301465601 0 5 0 -1 S #48492 Inner Sanctum~ Under Construction. ~ ~ 301465601 0 4 0 D1 ~ ~ 0 -1 48489 10 10 5 D4 ~ ~ 0 -1 48493 10 10 5 -1 S #48493 Exalted Rose Quartz Burial Chamber~ Under Construction. ~ ~ 301465601 0 5 0 D5 ~ ~ 0 -1 48492 10 10 5 -1 S #48494 Funerary Temple~ Under Construction. ~ ~ 301465601 0 9 0 -1 S #48495 Funerary Temple~ Under Construction. ~ ~ 301465601 0 9 0 -1 S #48496 Inside the Chest~ Though it is impossible to reach the lid from within the chest, notches on the western side of the fifteen foot deep chest look deep enough to provide hand holds. Within the gigantic stone chest several items have been carefully placed at the bottom along its lining. ~ Puzzle box damage code||look items ~ 301465601 0 9 0 D4 ~ ~ 0 -1 48350 10 10 5 E lid~ Lined with velvet, the stone lid to the gigantic chest lay open against the bed some fifteen feet about your head. Mystical hieroglyphs adorn its underside. ~ E hieroglyphs mystical~ Though it is unclear as to the exact meaning of any hieroglyph, the ones on the underside of the lid depict scenes of death and destruction should the lid of the chest be closed while occupied. ~ E notches western~ The notches on the western side of the chest were obviously cut to allow someone to climb out of the treasure chest. The notches are quite deep and sturdy. ~ E eastern lining~ Hidden with the lining of velvet, a single cord of thick silk hangs from the eastern edge of the chest. It would be easy enough to climb the cord. ~ E bejeweled box~ Pearls, rubies, emeralds, sapphires, diamonds, peridots, carnelian's, and amethysts cover every square inch of this foot long rectangular box. The jewelry box has a delicate bronze latch but no lock. ~ E latch~ Made of bronze, a curved piece of metal on the boxes' lid, much like a miniature scythe, hooks into an interlocking catch below. It would not take much to open the latch on the bejeweled box. ~ E spike handle letter opener~ A iron spike about seven inches long protrudes from a rounded wooden handle. Though it could be used as a weapon, the mundane object would probably be more useful for opening letters. ~ E signet ring~ The intaglio design incised into the gold forms the crest of the High King. The design itself is a single string of hieroglyphics, written in hieratic form, so individual letters can at least be deciphered. Only an expert would be able to tell you what it means, though. "J-u-p-a-n-I-e-g-o-b-a-" ~ E sealing wax~ Next to the High King's signet ring there is a single stick of red wax. The wax smells very pungent and musty. Flecks of silver and gold sparkle throughout the red sealing wax. This plain container is made of polished palm ebony wood. There are no seams on the box, nor does there appear to be any way to open it. The cube's surface has no markings, except for a single hieroglyph upon each of its six faces. Each hieroglyph depicts a scene of disaster. ~ E items~ @B@G Among them, there is a signet ring, a handle with a spike sticking up out of it, a bejeweled box, and a stick of wax. ~ A boom~ ~ i = random( 1,100 ); if( i < 5 ) { act_room( #rspell1, ch ); wait(3); i = 3d20; dam_message( ch, i, "a blazing, white-hot fireball" ); inflict( ch, mob, i, "a white-hot fireball from a puzzle box" ); end; } if( i < 9 ) { loop( all_in_room ) { wait( 3 ); act_tochar( #rspell1a, rch ); i = 3d20; dam_message( rch, i, "a blazing, white-hot fireball" ); inflict( rch, mob, i, "a white-hot fireball from a puzzle box" ); } end; } if( i < 11 ) { act_room( #rspell2,ch ); wait( 3 ); act_tochar( #spell2, ch ); do_spell( lightning bolt, ch, ch ); end; } if( i < 13 ) { act_room( #rspell2a, ch ); wait( 3 ); loop( all_in_room ) { act_tochar( #spell2a, rch ); do_spell( lightning bolt, ch, rch ); } end; } if( i < 16 ) { act_room( #rspell2a, ch ); wait( 3 ); loop( all_in_room ) { act_tochar( #spell2a, rch ); do_spell( lightning bolt, ch, rch ); } end; } if( i < 16 ) { act_room( #rspell3,ch ); wait( 3 ); act_tochar( #spell3, ch ); do_spell( sleep, ch, ch ); end; } if( i < 18 ) { act_room( #rspell3a, ch ); wait(3); loop( all_in_room ) { act_tochar( #spell3a, rch ); do_spell( sleep, ch, rch ); } end; } if( i < 20 ) { act_room( #rspell4,ch ); wait(3); act_tochar( #spell4, ch ); poison( ch ); end; } if( i < 22 ) { act_room( #rspell4a, ch ); wait( 3 ); loop( all_in_room ) { act_tochar( #spell4a, rch ); poison( ch ); } end; } if( i < 25) { act_room( #rspell5,ch ); wait( 3 ); act_tochar( #spell5, ch ); i = 3d10; dam_message( ch, i, "a piece of flying debris" ); inflict( ch, mob, i, "scraps of metal" ); end; } if( i < 28) { act_room( #rspell5a, ch ); wait( 3 ); loop( all_in_room ){ act_tochar( #spell5a, rch ); i = 3d10; dam_message( ch, i, "a piece of flying debris" ); inflict( ch, mob, i, "scraps of metal" ); } end; } if( i < 31) { act_room( #rspell6,ch ); wait( 3 ); act_tochar( #spell6, ch ); do_spell(blinding light, ch, ch ); end; } if( i == 110 ) end; if( i == 120 ) { act_room("kablam!!", ch ); act_room("kablam", ch ); end; } else acode( find_room( 48496 ), 2 ); ~ E spell1~ @b@R Burning with intensity, a fireball strikes you directly in the chest! ~ E rspell1~ @b@R A compact ball of fire erupts from the mysterious black box. ~ E spell1a~ @b@R The gigantic ball of flame roars past you. ~ E rspell1a~ @b@R From the heart of the puzzle box erupts a colossal ball of flame! ~ E spell2~ @b@Y The jagged bolt of lightening arcs to and from before finally slamming into your chest, leaving you to catch your breath. ~ E rspell2~ @b@Y A bolt of lightening jumps arcs outward from the shifting puzzle box. ~ E spell2a~ @b@Y The jagged bolt of lightening arcs to and from before finally slamming into your chest, leaving you to catch your breath. The lightening bolt th leaps from your body to someone else. ~ E rspell2a~ @b@Y A massive arc of energy spills out of the shifting black box. ~ E spell3~ @B As the ray of darkness enters your mind, your eyes grow heavy and your limbs numb. You are getting increasingly sleepy... ~ E rspell3~ Even as the puzzle box shifts and turns, seemingly on its own, a ray of darkness as black as night streaks out of the box. ~ E spell3a~ @B One of the dark rays strikes you directly in the eyes and begins to permeate your entire being. As the ray of darkness enters your mind, our eyes grow heavy and your limbs numb. ~ E rspell3a~ As the puzzle box turns and twists, seemingly on its own, streaks of darkness emanating from the center of the box strike outward like the tendrils of a deep sea creature seeking its next victim. ~ E spell4~ @G One of the sharp metal spikes jabs itself deeply into your palm. You can feel your heart speed up as a mild poison begins to course through your veins. ~ E rspell4~ While the puzzle box is being manipulated, metallic spikes with sharp points spring up out of the box. The needle-like spikes appear to be coated with a thick green substance. ~ E spell4a~ @G One of the sharp metal spikes jabs itself deeply into your palm. You can feel your heart speed up as a mild poison begins to course through your veins. ~ E rspell4a~ While the puzzle box is being turned and twisted, a cluster of sharp needles coated with a thick green substance literally shoot out of the cube's surface. ~ E spell5~ @b@B Pieces of shrapnel from the exploding puzzle box fly out and strike you in the side of the face. The wound is quite likely to leave a scar. ~ E rspell5~ The puzzle box quivers and pulses with a sick green glow for a couple of seconds before exploding into bits. ~ E spell6~ @b@Y The flash of light is extremely bright and burns itself into your eyes. ~ E rspell6~ A flash of light brighter than the sun erupts from the depths of the black metal puzzle box. ~ E spell5a~ @b@B Several razor-sharp pieces of metal slice their way into the side of your chest. ~ E rspell5a~ The puzzle box quivers and pulses with a sick green glow for a couple of seconds before exploding into bits. ~ ! 0 0 0 A 2~ ~ i = random( 31, 100 ); if( i < 33 ) { act_room( #rspell6a, ch ); wait( 2 ); loop( all_in_room ) { act_tochar( #spell6a, rch ); do_spell( blinding light, ch, rch ); } end; } if( i < 35 ) { act_room( #rspell7,ch ); wait( 2 ); act_tochar( #spell7, ch ); do_spell( hallucinate, ch, ch ); end; } if( i < 37 ) { act_room( #rspell7a, ch ); wait( 2 ); loop( all_in_room ){ act_tochar( #spell7a, rch ); do_spell( hallucinate, ch, rch ); end; } if( i < 38 ) { act_room( #rspell8, ch ); wait( 2 ); act_tochar( #spell8, ch ); do_spell( cause light, ch, ch ); } end; } if( i < 42 ) { act_room( #rspell8a, ch ); wait( 2 ); loop( all_in_room ) { act_tochar( #spell8a, rch ); do_spell( cause light, ch, rch ); } end; } if( i < 44 ) { act_room( #rspell9, ch ); wait( 2 ); act_tochar( #spell9, ch ); do_spell( magic missile, ch, ch ); end; } if( i < 47 ) { act_room( #rspell9a, ch ); wait( 2 ); loop( all_in_room ) { act_tochar( #spell9a, rch ); do_spell( magic missile, ch, rch ); } end; } if( i < 48 ) { act_room( #rspell10, ch ); wait( 2 ); act_tochar( #spell10, ch ); do_spell( freeze, ch, ch ); end; } if( i < 50 ) { act_room( #rspell10a, ch ); wait( 2 ); loop( all_in_room ) { act_tochar( #spell10a, rch ); do_spell( freeze, ch, rch ); } end; } if( i < 51 ) { act_room( #rspell11, ch ); wait( 2 ); act_tochar( #spell11, ch ); do_spell(cure light, ch, ch ); end; } if( i == 110 ) end; if( i == 120 ) { act_room( "kablam!!", ch ); act_room( "kablam", ch ); end; } else acode( find_room( 48496 ), 3 ); ~ E spell6a~ @b@Y Pain and suffering assault your eyes as the brilliant flash of light assails you. ~ E rspell6a~ A flash of light brighter than the sun erupts from the depths of the black metal puzzle box. ~ E spell7~ @n A ribbon of color wraps itself around your eyes, forcing you to question everything you can see. ~ E rspell7~ A brilliant, thin ribbon of color flows outward from the puzzle box, moving musically in the air. ~ E spell7a~ @n A virtual rainbow wraps itself around you and turns you loose, coloring your perceptions. ~ E rspell7a~ A compact ribbon of color expands from the twisting puzzle box and undulates with a will of its own around the room. ~ E spell8~ @b@B As the spectral hand touches your skin, you feel a small wound open up beneath it. The skin all around the wound is blistered and withered. ~ E rspell8~ Wisps of smoke resembling a specter's hand emerge from the puzzle box and begin to snake about the room. ~ E spell8a~ One of the spectral hands latches a hold of your ankle. Where it does so, you feel a small wound open up and the skin all around the wound is blistered and withered. ~ E rspell8a~ As soon as the puzzle box is touched, a series of black, smoky hands spring forth from the box and begin to circle about the room in an undulating dance held to a tune only they can here. ~ E spell9~ @u@Y You can only stand in horror as a missile of energy rips into you, and burns a small hole in your chest. ~ E rspell9~ Suddenly, the puzzle box begins to twist and shift shape on its own. Just before it ceases, a missile of pure energy shoots forth from the front face of the cube. ~ E spell9a~ One of many missiles of magical energy slam directly into your chest, knocking the breath from your lungs. ~ E rspell9a~ Suddenly, the puzzle box takes on a life of its own and a series of missiles, formed of magical energy, shoot out from the cube in all directions. ~ E spell10~ @b@C As you bring yourself to meet the ghost's level gaze, she lifts her veil and you are confronted with the most horrific image of mutilation you have ever seen! A great frost sweeps over your body and chills you down to your soul. The ghost fades away with a smirk on its face. ~ E rspell10~ While the puzzle box is being manipulated, a spirit arises from it. The spirit is that of a beautiful woman with a veil across her face. ~ E spell10a~ @b@C As you bring yourself to meet the ghost's level gaze, she lifts her veil and you are confronted with the most horrific image of mutilation you have ever seen! A great frost sweeps over your body and chills you down to your soul. The ghost fades away with a smirk on its face. ~ E rspell10a~ While the puzzle box is being manipulated, a spirit arises from it. The spirit is that of a beautiful woman with a veil across her face. ~ E spell11~ @b@G The little imp grins openly and hits you right in the forehead with his small sceptre. The sceptre is not large enough to hurt and strangely, you feel a little more refreshed. ~ E rspell11~ Screaming something about freedom, a little grey imp carrying a bent silver sceptre jumps out of the puzzle box as it is being manipulated. ~ ! 0 0 0 A 3~ ~ i = random( 53,100 ); if( i < 54 ) { act_room( #rspell11a, ch ); wait( 2 ); loop( all_in_room ){ act_tochar( #spell11a, rch ); do_spell( cure light, ch, rch ); } end; } if( i < 56 ) { act_room( #rspell12, ch ); wait( 2 ); act_tochar( #spell12, ch ); heal( ch, 2d25+20 ); end; } if( i < 58 ) { act_room( #rspell12a, ch ); wait( 2 ); loop( all_in_room ){ act_tochar( #spell12a, rch ); heal( rch, 2d25+20 ); } end; } if( i < 59 ) { act_room( #rspell13, ch ); wait( 2 ); act_tochar( #spell13, ch ); heal( ch, 3d45+30 ); end; } if( i < 61 ) { act_room( #rspell13a, ch ); wait( 2 ); loop( all_in_room ){ act_tochar( #spell13a, rch ); heal( rch, 3d45+30 ); } end; } if( i < 63 ) { act_room( #rspell14, ch ); wait( 2 ); act_tochar( #spell14, ch ); do_spell( burning hands, ch, ch ); end; } if( i < 65 ) { act_room( #rspell14a, ch ); wait( 2 ); loop( all_in_room ) { act_tochar( #spell14a, rch ); do_spell( burning hands, ch, rch ); } end; } if( i == 110 ) end; if( i == 120 ) { act_room( "kablam!!", ch ); act_room( "kablam", ch ); end; } else acode( find_room( 48496 ), 4 ); ~ E spell11a~ @b@G The little imp grins openly and hits you right in the forehead with his small sceptre. The sceptre is not large enough to hurt and strangely, you feel a little more refreshed. Before you can thank the little imp, he flies off, probably to hit someone else. ~ E rspell11a~ Screaming something about freedom, a little grey imp carrying a bent silver sceptre jumps out of the puzzle box as it is being manipulated. ~ E spell12~ @b@G The short little gnome in grey robes smiles openly at you and places her hands on your forehead. She mumbles a few words and when she is done, you feel lively bolts of healing energy coursing through your body, healing hurts you did not even know you had. The gnomish female winks, waves at you, and vanishes in a puff of fragrant blue smoke. ~ E rspell12~ While the puzzle box is being moved around, it suddenly lurches in the air and spills forth a cloud of blue smoke before settling back down. When the smoke clears, a short, female gnome wearing a valuable necklace thanks you for freeing her from her imprisonment. ~ E spell12a~ @b@G The short little gnome in grey robes smiles openly at you and places her hands on your forehead. She mumbles a few words and when she is done, you feel lively bolts of healing energy coursing through your body, healing hurts you did not even know you had. The gnomish female winks, waves at you, and bounces off to find someone else before vanishing in a puff of blue smoke. ~ E rspell12a~ While the puzzle box is being moved around, it suddenly lurches in the air and spills forth a cloud of blue smoke before settling back down. When the smoke clears, a short, female gnome wearing a valuable necklace thanks you for freeing her from her imprisonment. ~ E spell13~ @b@G The beautiful blue and green butterfly flies above your head and suddenly bursts into a stream of blue and green light. Every part of your body the rays of light touch you feel much fit. ~ E rspell13~ Just as the puzzle box clicks into what sounds like a final position, a beautiful butterfly with blue and green wings emerges from the confines of the black box. ~ E spell13a~ Everywhere the little butterflies alight, they leave behind surges of healing energy which courses through your body, making you feel more whole than you have been in quite some time. ~ E rspell13a~ The puzzle box begins to spin. As it does so, a host of tiny blue and green butterflies fly out of the cube, until at last it ceases to spin. ~ E spell14~ The arc of fire catches you by surprise. Luckily you are able to put the fire out before it spreads to your possessions. ~ E rspell14~ As the puzzle box shifts shape, a pair of hands form on one of its six faces. The hands reach out, with their fingertips splayed, and an arc of fire sails through the air. ~ E spell14a~ @r The arc of fire strikes you just at the waist and nearly knocks you off your feet with its impact. ~ E rspell14a~ As the puzzle box shifts shape, a pair of hands form on one of its six faces. The hands reach out, with their fingertips splayed, and an arc of fire sails through the air. ~ ! 0 0 0 A 4~ ~ i = random( 65,100 ); if( i < 66 ) { act_room( #rspell15, ch ); wait( 2 ); act_tochar( #spell15, ch ); do_spell( chilling touch, ch, ch ); end; } if( i < 69 ) { act_room( #rspell15a, ch ); wait( 2 ); loop( all_in_room ){ act_tochar( #spell15a, rch ); do_spell( chilling touch, ch, rch ); } end; } if( i < 71 ) { act_room( #rspell16, ch ); wait( 2 ); act_tochar( #spell16, ch ); do_spell( shock, ch, ch ); end; } if( i < 73 ) { act_room( #rspell16a, ch ); wait( 2 ); loop( all_in_room ){ act_tochar( #spell16a, rch ); do_spell( shock, ch, rch ); } end; } if( i < 75 ) { act_room( #rspell17, ch ); wait( 2 ); act_tochar( #spell17, ch ); do_spell( acid blast, ch, ch ); end; } if( i < 77 ) { act_room( #rspell17a, ch ); wait( 2 ); loop( all_in_room ) { act_tochar( #spell17a, rch ); do_spell( acid blast, ch, rch ); } end; } if( i == 110 ) end; if( i == 120 ) { act_room( "kablam!!", ch ); act_room( "kablam", ch ); end; } else acode( find_room( 48496 ), 5 ); ~ E spell15~ @b@B The skeletal hand just barely manages to get ahold of your wrist. Instantly, damaging cold spreads down your arm at its touch. ~ E rspell15~ As the puzzle box is being manipulated, a skeletal arm erupts from the group and wavers about, looking for someone to grab. ~ E spell15a~ @b@B Somehow, before disappearing back into the ground, the skeletal arms manage to get ahold of everyone within their reach, including you. When their cold grasp meets your flesh, you scream in pain as unbearable cold travels down your arm. ~ E rspell15a~ A host of skeletal hands suddenly arises out of the ground and begin flailing about, seeking to grasp ahold of something. Or someone. Like you, perhaps. ~ E spell16~ @b@B The field of energy comes in contact with your skin and sends electrical energy coursing through your body. ~ E rspell16~ An envelope of shimmering energy flies outward from the puzzle box. ~ E spell16a~ @b@B The field of energy comes in contact with your skin and sends electrical energy coursing through your body before if continues onwards. ~ E rspell16a~ An envelope of shimmering energy flies outward from the puzzle box. ~ E spell17~ @b@G The dark green liquid splashes on your skin and begins to dissolve your flesh. ~ E rspell17~ A torrent of dark green liquid spews out the side of box. ~ E spell17a~ @b@G The dark green liquid splashes on your skin and begins to dissolve your flesh. ~ E rspell17a~ A torrent of dark green liquid spews out the side of box. ~ ! 0 0 0 A 5~ ~ i = random( 77,100 ); if( i < 78 ) { act_room( #rspell18, ch ); wait( 2 ); act_tochar( #spell18, ch ); do_spell( neutralize, ch, ch ); end; } if( i < 79 ) { act_room( #rspell18a, ch ); wait( 2 ); loop( all_in_room ){ act_tochar( #spell18a, rch ); do_spell( neutralize, ch, rch ); } end; } if( i < 81 ) { act_room( #rspell18a, ch ); wait( 2 ); loop( all_in_room ){ act_tochar( #spell18a, rch ); do_spell( neutralize, ch, rch ); } end; } if( i < 81 ) { act_room( #rspell19, ch ); wait( 2 ); act_tochar( #spell19, ch ); do_spell( slow, ch, ch ); end; } if( i < 83 ) { act_room( #rspell20, ch ); wait( 2 ); act_tochar( #spell20, ch ); mload( 1261, find_room( room ) ); end; } if( i < 84 ) { act_room( #rspell21, ch ); wait( 2 ); act_tochar( #spell21, ch ); do_spell( slay, ch, ch ); end; } if( i < 87 ) { act_room( #rspell22, ch ); wait( 2 ); act_tochar( #spell22, ch ); drain_stat( ch, int, 20, -8 ); drain_stat( ch, wis, 20, -8 ); end; } if( i < 92 ) { act_room( #rspell23, ch ); wait( 2 ); act_tochar( #spell23, ch ); do_spell( curse, ch, ch ); end; } if( i < 96 ) { act_room( #rspell24, ch ); wait( 2 ); act_tochar( #spell24, ch ); drain_stat( ch, con, 20, -5 ); drain_stat( ch, dex, 20, -5 ); drain_stat( ch, int, 20, -5 ); drain_stat( ch, wis, 20, -5 ); drain_stat( ch, str, 20, -5 ); end; } if( i < 98 ) { act_room( #rspell25, ch ); wait( 2 ); act_tochar(#spell25, ch ); plague( ch ); end; } else { act_room( #rspell25a, ch ); loop( all_in_room ){ act_tochar( #spell25a, rch ); plague( ch ); } end; } if( i == 110 ) end; else { act_room( "kablam!!", ch ); act_room( "kablam", ch ); } ~ E spell18~ neutralize ~ E rspell18~ open box - neutralize ~ E spell18a~ group neutralize ~ E rspell18a~ open box - group neutrlize ~ E spell19~ locust ~ E rspell19~ open box locust ~ E spell20~ summon ~ E rspell20~ open box - summon ~ E spell21~ slay ~ E rspell21~ open box - slay ~ E spell22~ feeblemind, drop int and wis ~ E rspell22~ open box - feeblemind ~ E spell23~ all stats drop ~ E rspell23~ open box - all stata drop ~ E spell24~ curse ~ E rspell24~ open box - curse ~ E spell25~ plague ~ E rspell25~ open box - plague ~ E spell25a~ group plague ~ E rspell25a~ open box group plague ~ ! 0 0 0 A ~ ~ if( has_obj( 431, ch ) ) obj = has_obj( 431, ch ); if( has_obj( 441, ch ) ) obj = has_obj( 441, ch ); if( has_obj( 451, ch ) ) obj = has_obj( 451, ch ); if( has_obj( 454, ch ) ) obj = has_obj( 454, ch ); if( has_obj( 458, ch ) ) obj = has_obj( 458, ch ); if( has_obj( 472, ch ) ) obj = has_obj( 472, ch ); if( has_obj(1476, ch ) ) obj = has_obj(1476, ch ); junk_obj(obj, 1); ~ ! 0 0 0 -1 S #48497 Hole in the Wall~ Under Construction. ~ ~ 301465601 0 9 0 D3 ~ ~ 0 -1 48394 10 10 5 -1 S #48498 Lower Southwest Corner of the Pyramid~ Under Construction. ~ set sapphire|| set quartz|| set obsidian|| set ruby|| look hole ||remove clear||remove red||remove blue||remove black|| ~ 301465601 0 9 0 A set pla plac place~ sap sapp sapph sapphi sapphir sapphire~ acode(find_room(48280), 1); ~ ! 0 0 0 A set pla plac place~ cle clea clear qua quar quart quartz~ acode(find_room(48280), 3); ~ ! 0 0 0 A set pla plac place~ obs obsi obsid obsidi obsidia obsidian~ acode(find_room(48280), 4); ~ ! 0 0 0 A set pla plac place~ rub ruby~ acode(find_room(48280),5); ~ ! 0 0 0 A l lo loo look~ ang angu angul angula angular hol hole~ acode(find_room(48280), 2); ~ ! 0 0 0 A get take remove~ blue sapphire~ acode( find_room( 48280 ), 6 ); ~ ! 0 0 0 A get take remove~ clear quartz~ acode( find_room( 48280 ), 7 ); ~ ! 0 0 0 A get take remove~ black obsidian~ acode( find_room( 48280 ), 8 ); ~ ! 0 0 0 A get take remove~ red ruby~ acode( find_room( 48280 ), 9 ); ~ ! 0 0 0 -1 S #48499 Lower Northeast corner of the Pyramid~ Under Construction. ~ set quartz|| set ruby|| set obsidian|| set sapphire|| look hole ||remove clear||remove red||remove blue||remove black|| ~ 301465601 0 9 0 A set pla plac place~ cle clea clear qua quar quart quartz~ acode(find_room(48256), 1); ~ ! 0 0 0 A set pla plac place~ rub ruby~ acode(find_room(48264), 2); ~ ! 0 0 0 A set pla plac place~ obs obsi obsid obsidi obsidia obsidian~ acode(find_room(48280), 4); ~ ! 0 0 0 A set pla plac place~ sap sapp sapph sapphi sapphir sapphire~ acode(find_room(48256), 2); ~ ! 0 0 0 A l lo loo look~ hol hole ang angu angul angula angular~ acode(find_room(48256), 3); ~ ! 0 0 0 A get take remove~ clear quartz~ acode( find_room( 48256 ), 7 ); ~ ! 0 0 0 A get take remove~ red ruby~ acode( find_room( 48264 ), 8 ); ~ ! 0 0 0 A get take remove~ black obsidian~ acode( find_room( 48280 ), 8 ); ~ ! 0 0 0 A get take remove~ blue sapphire~ acode( find_room( 48256 ), 8 ); ~ ! 0 0 0 -1 S #0