#AREA
Sjerdil's Tower~
Olah~
~
30 0
4
#ROOMS
#68000
Tower Foyer -- Entrance~
You are at the entrance to an aged tower.  A plush carpet has been spread
all along the room, covering much of the wooden floor.  Dangling from the
dusty ceiling is a surprisingly fine crystalline chandelier.  An eerie
silence pervades the foyer.  The only interruption to the silence is an
occasional creaking noise, perhaps of the tower settling...  or something
else.  A large heavy oak door lies to the south, allowing departure from
the tower.
~
[Merior] is chandelier crystal or crystalline?
[Starshine] extra south: keyhole?
[Starshine] make creak a random acode, rather than in room desc?  add
action listen, perhaps?
[Starshine] extra wooden floor: would be nice for flavor to get a
description of the wood and floor...
~
301465604 0 8 0
D0
~
~
0 -1 68001 10 10 5
D1
~
~
0 -1 68009 10 10 5
D2
large heavy oak door~
large heavy oak door~
391 3148 68060 10 10 5
D3
~
~
0 -1 68008 10 10 5
E
plush carpet wooden floor~
The scarlet carpet is thick, but shows sign of wear and tear.  Several
holes mar it, revealing the dusty wooden floor.
~
E
ceiling fine crystal chandelier~
The chandelier dangles precariously from the cracked wooden ceiling.  It
appears remarkably free of scratches, and it still sparkles in the light. 
Its candles have all run out of wax, however.  Someone obviously hasn't
gotten around to replacing them.
~
E
1 south large heavy oak door~
The door stands over six feet tall and several feet wide.  It's made
from dark gray oak and looks solidly built.
~
A
~
~
send_to_room( #sway, room );
~
E
sway~
The chandelier gently sways back and forth, giving off a soft creaking
noise.
~
!
2 300 0
-1
S
#68001
Tower Foyer -- Stairwell~
The northern wall is painted in the distinctive @Yyellow@n and @Rred@n
that give the entire foyer a somewhat cheerful look.  It is in sharp
contrast to the decrepit look evinced by the worn carpet and chipped wood
from the wall and floor.  Protruding its way out from the wall is a small
crank with a furred handle.  A narrow wooden stairwell stands alone at
the middle of the room.  Twisting and turning, it leads upstairs into
unknown darkness.
~
up to room 68011
north is 68002
[Starshine] room desc: change to "painted a distinctive..." or perhaps the yellow/red color should be pointed out in other foyer rooms, if it's also on other walls? seems like it'd be rather noticeable.
[Starshine] extra north: remove keyword north. paint isn't dull?
[Starshine] extra carpet: add keywords floor/wood?
[Starshine] use color on stairwell in roomdesc?
~
301465604 0 8 0
D0
crank~
crank~
235 -1 68002 10 10 5
D1
~
~
0 -1 68003 10 10 5
D2
~
~
0 -1 68000 10 10 5
D3
~
~
0 -1 68004 10 10 5
D4
ceiling~
ceiling~
162 -1 68011 10 10 5
E
crank furred handle~
The crank looks like a small gnome could grasp its handle.  It appears
firmly attached to the wall, but if you try hard enough, you think you
might be able to turn it enough so that it'd move.
~
E
stairwell~
Narrow and worn-looking, the stairwell winds its way upward.  A few drops
of blood lie on a few of the steps.  The bloodstains are small and have
mostly dried out.
~
E
carpet~
The faded scarlet carpet contains patches of dust.  Moth-eaten holes
abound, like dirty puddles of water on an old street.  The cracked wooden
floor can be seen under the carpet holes.
~
E
1 north northern wall yellow red~
The red circles painted on top of the bright yellow of the wall dominate
the mood of the room.  The designs are reminiscent of a clown's costume. 
At the lower right portion of the wall is a crank.
~
A
climb~
narrow wooden stairwell up u~
act_tochar( #climb, ch );
act_notchar( #nclimb, ch );
transfer( ch, find_room( 68011 ) );
act_notchar( #narrive, ch );
loop( followers ) {
  if( !is_resting( rch ) ) {
    transfer( rch, find_room( 68011 ) );
    act_notchar( #narrive, rch );
    }
  }
~
E
climb~
You carefully climb up the narrow wooden stairwell.
~
E
nclimb~
$n carefully climbs up the narrow wooden stairwell.
~
E
narrive~
$n arrives from below.
~
!
0 0 0
A
turn~
small crank furred handle~
if( is_open( room, north ) ) {
  act_tochar( #turn, ch );
  act_notchar( #nturn, ch );
  wait( 2 );
  send_to_room( #close, room );
  send_to_room( #sclose, find_room( 68002 ) );
  close( room, north );
  }
else {
  act_tochar( #turn, ch );
  act_notchar( #nturn, ch );
  wait( 2 );
  send_to_room( #open, room );
  send_to_room( #sopen, find_room( 68002 ) );
  open( room, north );
  }
~
E
turn~
You start turning the crank around and around.
~
E
nturn~
$n starts to turn the crank around and around.
~
E
open~
@RThe wall slowly turns itself halfway, allowing passage northward.@n
~
E
close~
@RThe wall slowly turns, sealing off passage northward.@n
~
E
sclose~
@RThe wall slowly turns itself halfway, sealing off passage southward.@n
~
E
sopen~
@RThe wall slowly turns, allowing passage southward.@n 
~
!
0 0 0
2078 9 1509949540 3 0
-1
S
#68002
A Hidden Chamber~
You are in a narrow, unlit hallway.  Although cobwebs now hang from the
ceilings and walls, this small chamber appears as though it was once
often used.  The wooden floors show a lot of wear, as if many feet have
trod upon it.  Greasy stains and spills have marred the floor and the
southern wall.  At the lower right-hand side of the southern wall is a
small crank with a furred, black handle.  Gazing northward, you can make
out what appears to be a kitchen; while to the east and west are a few
rooms with a lot of old tools.
~
south is 68001
[Starshine] perhaps change right-hand side? not sure having the rdesc depend on a direction of viewing is good.
[Starshine] perhaps include mention of crank in extra wall?
[Starshine] acode 1: the turning messages can be taken out of the if's and consolidated.
~
301465604 0 7 0
D0
~
~
0 -1 68007 10 10 5
D1
~
~
0 -1 68019 10 10 5
D2
crank~
crank~
235 -1 68001 10 10 5
D3
~
~
0 -1 68020 10 10 5
E
greasy stains spills floor southern wall~
Black, oily splotches about the size of a large hand have been splattered
randomly upon the floor and walls.  Strangely, one of them looks to be in
the shape of a gnome, while another looks like some sort of hideous
winged creature.
~
E
crank furred black handle~
The crank looks as though a small gnome could grasp its handle.  It
appears firmly attached to the wall, but if you try hard enough, you
think you might be able to turn it enough so that it'd move.
~
A
turn~
small crank~
if( is_open( room, south ) ) {
  act_tochar( #turn, ch );
  act_notchar( #nturn, ch );
  wait( 2 );
  send_to_room( #close, room );
  send_to_room( #nclose, find_room( 68001 ) );
  close( room, south );
  }
else {
  act_tochar( #turn, ch );
  act_notchar( #nturn, ch );
  wait( 2 );
  send_to_room( #open, room );
  send_to_room( #nopen, find_room( 68001 ) );
  open( room, south );
  }
~
E
turn~
You start turning the crank around and around.
~
E
nturn~
$n starts turning the crank around and around.
~
E
close~
@RThe wall slowly turns, sealing off passage southward.@n
~
E
nclose~
@RThe wall slowly turns, sealing off passage northward.@n
~
E
open~
@RThe wall slowly turns itself halfway, allowing passage southward.@n
~
E
nopen~
@RThe wall slowly turns itself halfway, allowing passage northward.@n
~
!
0 0 0
-1
S
#68003
Tower Foyer~
Like the rest of the foyer, this section shows many signs of wear and
abuse.  The carpet has many large holes, and the walls have several
cracks in the shapes of a lightning bolt.  Cluttered into one huge pile,
old wooden and stuffed dolls rest neglected at the northeast corner of
the foyer.  In the middle of the partially carpeted floor is a cracked
wooden door.  Disrupting the strange @Yyellow@n and @Rred@n design of the
eastern wall is a small wooden door.
~
[Starshine] room desc: cracks in the shapes of lightning bolts...
[Starshine] perhaps add keyword northeast to extra pile?
[Starshine] perhaps have floor door desc in extra floor?
[Starshine] use 1 down keyword in extra cracked
[Starshine] acode 1: if add end; after line 13, believe you can delete lines 17, 23, 27, 29, 31, and 33.
[Starshine] add that stairs creak in acode 2?
~
301465604 0 8 0
D1
small wooden door~
small wooden door~
391 2988 68014 10 10 5
D2
~
~
0 -1 68009 10 10 5
D3
~
~
0 -1 68001 10 10 5
D5
cracked wooden door~
cracked wooden door~
131 -1 68005 10 10 5
E
carpet floor holes~
The once scarlet carpet is now dusty and faded, looking more like a
lavender or pink shade.  Many large holes have formed, allowing you to
see the wooden floor.
~
E
walls cracks lightning bolt yellow red designs~
The walls are painted in a @Yyellowish@n color with large @Rred@n circles
on top of it.  Some deep cracks have formed against the wall, possibly
due to the tower's age or caused by something external.
~
E
huge pile dolls corner~
A thin layer of dust has accumulated upon this pile of toys.  Small
wooden figurines of various animals, fairies, and gnomes as well as
stuffed, plush dolls of animals lie on top of each other.  Some are
missing arms, legs, or tails, while others appear in decent condition,
merely untouched for a long while.
~
E
1 down cracked copper ring~
The door is made of gray, cracked wood with a copper ring attached to it. 
The ring is large enough for a small hand to grasp.  It looks like it can
be used to open and close a door leading down.
~
A
~
huge pile dolls corner~
if( rflag( reset0, room ) ) {
  remove_rflag( reset0, room );
  i = random( 1, 10 );
  if( i == 7 ) {
    act_tochar( #doll, ch );
    act_notchar( #ndoll, ch );
    obj_to_char( oload( 3088 ), ch );
    }
  else {
    act_tochar( #fail, ch );
    act_notchar( #nfail, ch );
    }
  }
else {
  act_tochar( #fail, ch );
  act_notchar( #nfail, ch );
  }
~
E
doll~
You search through the pile of dolls and fine one in nice condition.
~
E
ndoll~
$n searches through the pile of dolls and finds one to $s liking.
~
E
fail~
You search through the pile of dolls but don't find any worth getting.
~
E
nfail~
$n searches through the pile of dolls but doesn't take any.
~
!
9 0 0
A
~
~
act_tochar( #down, ch );
continue;
~
E
down~
You carefully go down the staircase.
~
!
3 0 32
-1
S
#68004
Tower Foyer~
Thin layers of dust blanket the carpeted floor.  The smell of stale air
permeates throughout much of this part of the foyer.  The once bright
colors of the northern and western walls appear more faded, the paint
having been worn out.  A cracked wooden door on an uncarpeted section of
the floor lies at the center, while a small marble door stands against
the western wall.
~
[Merior] perhaps refer to the door as a trapdoor?
[Merior] same comment about carpet color here
[Merior] extra for down door - again, trapdoor seems more sensible
[Merior] wall extra - red circles in between what?  why do they give a
peculiar feeling?
[Starshine] room desc: colors appear more faded than what?
[Starshine] extra marble: why _still_ smooth and cool?
[Starshine] extra walls: in-between
[Starshine] new acode for look down? if down open, then see stairs, if closed, see door?
[Starshine] could also use acode for look west as well. if you wish.
~
301465604 0 8 0
D1
~
~
0 -1 68001 10 10 5
D2
~
~
0 -1 68008 10 10 5
D3
small marble door~
small marble door~
131 -1 68013 10 10 5
D5
cracked wooden door~
cracked wooden door~
131 -1 68017 10 10 5
E
carpeted floor~
The scarlet carpet is very worn due to years of use and no apparent
maintenance.  The dust covering it makes the color dull and almost pink.
~
E
cracked wooden door copper ring~
The door is made of gray, cracked wood with a copper ring attached to it. 
The ring is large enough for a small hand to grasp.  It looks like it can
be used to open or close a door leading down.
~
E
marble door 1 west~
The door is still smooth and cool to the touch.  A few cracks have formed
along the edges of it.
~
E
walls~
Painted in yellow with large red circles in between, the walls give off a
peculiar feeling to the room.  The colors are now faded, however, due to
neglect.
~
A
~
~
act_tochar( #down, ch );
continue;
~
E
down~
You carefully go down the staircase.
~
!
3 0 32
-1
S
#68005
Tower Basement~
Many tiny dust particles scatter into the air, making it difficult to
look around clearly.  Some of them cling to your face and onto your
clothes.  Off to the north is a silver, knobless door.  Numerous symbols
line up and down its smooth-looking surface.  In the middle of this room
is a narrow wooden staircase which leads upstairs.  The basement appears
to expand further east, west, and south.
~
need translation tablet to read riddle
riddle needs to be answered to go north
[Starshine] room desc says nothing about red stains on door...
[Starshine] reddish extra: blots or bolts?
[Starshine] add creaking to stais as you go up?
[Starshine] remove door extra? since acode 1 does that?
[Starshine] are there hints to riddle some where? not sure i would get this, but then i'm a riddle-idiot *whine*
[Starshine] acode 2: anyway to get this to work with '  ? also, should there be a message/action if door is already open?
~
301465604 0 7 0
D0
silver door~
silver door~
471 -1 68006 10 10 5
D1
~
~
0 -1 68031 10 10 5
D2
~
~
0 -1 68012 10 10 5
D3
~
~
0 -1 68016 10 10 5
D4
cellar door~
cellar door~
131 -1 68003 10 10 5
E
narrow wooden staircase~
The staircase is wooden, and a few cracks in its steps make climbing it
somewhat tough.
~
E
reddish stains surface door~
The markings appear fairly old.  Small red blots start near the top of
the door and form a thin trail down the bottom of the door.
~
E
tiny dust particles air~
The particles are very small but still visible due to the plethora of
dust.  They glisten like silver sparkles when reflecting light.
~
A
l look~
north n silver knobless door symbols smooth-looking surface~
if( has_obj( 2993, ch ) )
  act_tochar( #read, ch );
else
  act_tochar( #fail, ch );
~
E
read~
For some odd reason, the symbols seem recognizable to you.  Upon careful
examination, they translate as follows: 
@MThe man who invented it doesn't want it.
The man who purchased it doesn't need it.
The man who needs it doesn't know it.@n
Say what I am, and things will open up for you.
~
E
fail~
The symbols along the silver, knobless door to the north of you look
arcane and are indecipherable by you.
~
!
0 0 0
A
say~
coffins~
act_tochar( #coffin, ch );
act_notchar( #ncoffin, ch );
if( !is_open( room, north ) ) {
  wait( 1 );
  send_to_room( #open, room );
  send_to_room( #open, find_room( 68006 ) );
  open( room, north );
  }
~
E
coffin~
@CYou say the word: "coffin".@n
~
E
ncoffin~
@C$n says the word: "coffin".@n
~
E
open~
@CSuddenly, the door makes a rumbling sound and then slowly opens.@n
~
!
0 0 0
A
~
~
act_tochar( #up, ch );
continue;
~
E
up~
You carefully go up the stairs.
~
!
3 0 16
2041 9 1509949540 3 0
-1
S
#68006
A Storage Room~
A strange, tremendous warmth seems to be originating from something along
the corners of the room.  Rolling down the dark stone walls are thick,
brownish stains.  Perhaps the stains were caused by the heat mixing with
chemicals in the walls, or perhaps they were caused by something else... 
Scattered into tall, island-like stacks all across the floor are
dust-covered toys and dolls.  A faint light seems to be emanating from
one of the stacks.
~
[Nereus] Could make the ooze have to be killed to get the globe
[Starshine] add target piles to acode 1?
[Starshine] object globe (2994): is this a light? desc sounds like it's supposed to be a light.
[Starshine] action touch wall? ooze is rather interesting.
~
301465604 0 8 0
D2
silver door~
silver door~
471 -1 68005 10 10 5
E
walls stains~
The bulbous, brownish heads of the thick and gooey stains look like round
balls.  They form snake-like patterns against the wall, giving a hideous
appearance to the room.
~
E
stacks toys dolls faint light~
Wooden and stuffed dolls and figurines form stacks all across the room. 
A thin layer of dust blankets the piles, demonstrating that the toys have
not been untouched for a long time.  You can detect a soft glow coming
from one of the stacks in the northern part of the room.
~
E
soft glow~
The glow is faint, but detectable through the stack of toys.
~
A
~
stacks northern~
if( rflag( reset0, room ) ) {
  remove_rflag( reset0, room );
  act_tochar( #globe, ch );
  act_notchar( #nglobe, ch );
  obj_to_room( oload( 2994 ), room );
  if( !mob_in_room( 2141, room ) ) {
    send_to_room( #load, room );
    mload( 2141, room );
    }
  }
else {
  act_tochar( #nada, ch );
  act_notchar( #nnada, ch );
  }
~
E
globe~
You search through the stack and uncover something.
~
E
nglobe~
$n searches through the stack and uncovers something.
~
E
nada~
You search through the stack, but don't find anything of interest.
~
E
nnada~
$n searches through the stack, but doesn't find anything of interest.
~
E
load~
@yAll of a sudden, an enormous gooey substance emerges from the wall!@n
~
!
9 0 0
A
open~
silver door south s~
if( is_open( room, south ) )
  act_tochar( #nada, ch );
else {
  act_tochar( #open, ch );
  act_notchar( #nopen, ch );
  open( room, south );
  }
~
E
nada~
The silver door is already open.
~
E
open~
You open the silver door to the south.
~
E
nopen~
$n opens the silver door to the south.
~
!
0 0 0
2103 9 1509949540 3 0
-1
S
#68007
A Kitchen~
Small and unorganized, this kitchen appears to be a makeshift room used
to prepare and serve food as quickly as possible.  Dusty cupboards hang
just high enough for a gnome-sized person to reach.  A blackened stove
has been placed at the northern end, with a few half-burnt logs still in
it.  To the north is an almost-clear glass door leading outside to a deck. 
To the east is a small door with a window at the top of it leading to
what looks like a pantry; while to the west is an eating area.  To the
south is an unlit hallway.
~
logs and flint used to summon a flame demon each reset, will add hint
somewhere in descrip later possibly 
flame demon resets a charcoal for claw custom
[Starshine] room desc: make last sentence "South is an unlit hallway."?
[Starshine] extra dusty: change "deteriorated"? not really an adjective.
[Starshine] would be nice to have east/west/south/north extras, since you should be able to look in a direction...
[Starshine] add to acode 1: burn command?
[Starshine] you want a mob to load if enough logs and have flint. right now - if the area has just reset and a demon is already here (someone fled from it) and i type light stove, it says i need logs, if i then put on logs, i can pop another demon. is this meant?
[Starshine] acode 2: perhaps should be: if demon in room, you can't get close enough to the stove, else if reset0, put log in stove, remove reset0.
[Starshine] then acode 1: if demon in room, you can't get close enough to the stove to light it. else if reset0, need more logs, else check flint, load demon.
[Starshine] might want to make use of reset1 (remove reset1 when demon loaded) so you can only load 1 demon a reset. right now, i can keep killing demons as long as i have flint.
[Starshine] hmm...OR could set flag reset0 when demon loaded, so player has to put in another log, which player probably doesn't have a lot of.
[Starshine] add hint - the stove still looks usable, but would need a fresh log before it could be lit...?
~
301465604 0 7 0
D0
glass door~
glass door~
131 -1 68010 10 10 5
D1
small pantry door~
small pantry door~
131 -1 68030 10 10 5
D2
~
~
0 -1 68002 10 10 5
D3
pantry door~
pantry door~
0 -1 68036 10 10 5
E
dusty cupboards~
Now bare, the cupboards have become dusty and deteriorated.
~
E
blackened stove half-burnt logs~
The stove stands about two feet high.  From the thick amounts of dust
which have gathered upon it, it's obvious that the stove has remained
unused for a long time.  A few short, partially blackened logs can be
seen within the stove, remnants from the last time the stove was used.
~
A
light~
blackened stove fire wood log~
if( !mob_in_room( 2089, room ) || !rflag( reset0, room ) ) {
  if( has_obj( 79, ch ) ) {
    obj = has_obj( 79, ch );
    act_tochar( #flint, ch );
    act_notchar( #nflint, ch );
    junk_obj( obj, 1 );
    wait( 1 );
    send_to_room( #gulf, room );
    wait( 1 );
    send_to_room( #load, room );
    mload( 2089, room );
    }
  else
    act_tochar( #wrong, ch );
  }
else
  act_tochar( #nada, ch );
~
E
flint~
You light the blackened stove with a piece of flint.
~
E
nflint~
$n lights the blackened stove with a piece of flint.
~
E
gulf~
@YThe stove ignites and bursts into flames!@n
~
E
load~
@YA creature surrounded in flames suddenly emerges from the fire!@n
~
E
wrong~
You need a piece of flint to light the blackened stove.
~
E
nada~
The blackened stove needs more logs to sustain a fire.
~
!
0 0 0
A
place put~
oak log blackened stove~
if( rflag( reset0, room ) ) {
  if( has_obj( 137, ch ) ) {
    obj = has_obj( 137, ch );
    act_tochar( #log, ch );
    act_notchar( #nlog, ch );
    junk_obj( obj, 1 );
    remove_rflag( reset0, room );
    }
  else
    act_tochar( #wrong, ch );
  }
else
  act_tochar( #done, ch );
~
E
log~
You place an oak log into the blackened stove.
~
E
nlog~
$n places an oak log into the blackened stove.
~
E
wrong~
The stove doesn't look like it could use that.
~
E
done~
There seems to be enough logs in the blackened stove already.
~
!
0 0 0
-1
S
#68008
Tower Foyer~
This section of the foyer is even more dilapidated than the rest. 
Splattered haphazardly along the worn carpet are dried bloodstains from a
not so recent struggle.  A gnome-sized dent has been deeply ingrained
into the brightly painted western wall.  Hanging along the southern wall
is a framed drawing of a small gnomish child.
~
[Nereus] extras - [ foyer ]
added it altho it didn't seem to make much sense for one since the rdesc
is basically of the foyer, hence rname 
[Merior] i agree - dont need foyer extra
[Merior] might want carpet not scarlet to better show the blood?
[Merior] not sure i understand ion shield on the mob or detect hidden
[Merior] marmor is kinda low - up by like 4 to 6 each
[Starshine] replace "ingrained" it's functioning as a verb and has a different meaning in that capacity.
[Starshine] extra worn: bloodstains
[Starshine] extra western: use 1 western would include 1 west in keywords here.
[Starshine] extra southern: perhaps add 1 before southern keyword here? also "...a stuffed"
[Starshine] why is mob's mflag left hand checked when nothing sets on it?
[Starshine] not sure i understand why sentinels are sentinel
~
301465604 0 8 0
D0
~
~
0 -1 68004 10 10 5
D1
~
~
0 -1 68000 10 10 5
E
worn carpet dried bloodstains~
The scarlet carpet shows signs of much use and abuse.  The dried reddish
blood stains really stand out from the faded carpet.
~
E
gnome-sized dent brightly painted western wall 1 west~
The dent is perhaps two feet deep.  A great force must have shoved some
poor being into the wall.  Scattered directly below the dented wall are
dried yellow and red paint chips.
~
E
southern drawing framed small gnomish child~
The chalk drawing is very exquisitely done.  It depicts a happy-looking
gnomish child dragging an stuffed animal doll and a few other toys out on
a grassy field.
~
E
foyer~
The foyer is pretty spacious, although much dust has accumulated all
around it.
~
2078 9 1509949540 3 0
-1
S
#68009
Tower Foyer~
The walls of these rooms are painted in a bright @Yyellow@n and mixed
with splotches of deep @Rred@n circles.  The strange designs of the walls
contrast with the decaying look of the room.  Cobwebs inhabit the
southeast corner of the room, like a thick veil covering the floor's
edges.  Almost half an inch of dust has accumulated upon the worn carpet.
~
[Nereus] extras - [ splotches yellow red walls designs ]
didn't think there needs to be more description of the walls since
they're most of the rdesc already 
[Starshine] would be nice to have an extra of walls for people who think
there might be something to the circles...
[Starshine] maybe have something bite you on search? :P
[Starshine] same comment as 68000 about wooden floor
[Starshine] acode 1: i believe if you have end; after line 13, then just
need 1 set of fails, instead of the double set.
~
301465604 0 8 0
D0
~
~
0 -1 68003 10 10 5
D3
~
~
0 -1 68000 10 10 5
E
worn carpet~
The scarlet carpet is thick, but shows signs of wear and tear.  Several
holes have formed, revealing the wooden floor.
~
E
cobwebs corner southeast veil~
Silky and thick, it is almost impossible to see through the opaqueness of
the cobwebs.
~
A
~
cobwebs corner~
if( rflag( reset0, room ) ) {
  remove_rflag( reset0, room );
  i = 1d3;
  if( i == 2 ) {
    act_tochar( #search, ch );
    act_notchar( #nsearch, ch );
    obj_to_char( oload( 2988 ), ch );
    }
  else {
    act_tochar( #fail, ch );
    act_notchar( #nfail, ch );
    }
  }
else {
  act_tochar( #fail, ch );
  act_notchar( #nfail, ch );
  }
~
E
search~
You search through the cobwebs and grab onto something.
~
E
nsearch~
$n searches through the cobwebs and grabs onto something.
~
E
fail~
You search through the cobwebs but can't find anything.
~
E
nfail~
$n searches through the cobwebs but finds nothing.
~
!
9 0 0
2078 9 1509949540 3 0
-1
S
#68010
Tower Deck~
This spacious wooden deck overlooks the expansive forest north of you. 
Gazing northward beyond the railing of the deck, you marvel at the dark
green, leafy tops of many trees.  Appearing faded and gray, the wooden
finish of the deck's railing and floor has eroded, making it slightly
dangerous for anyone to tread upon without fear of a loose board suddenly
breaking.  You can move westward along the deck, or head through the
glass door and back south into the tower.
~
subject to change depending on where i plan to put the tower
[Starshine] um, tower is south...:P
[Starshine] room desc: tread upon it
[Starshine] extra forest/northward/trees?
[Starshine] add sagging/creaking board action? A weak floorboard sags under your weight? or the boards creak or something?
[Starshine] perhaps a nice breeze random? :P
~
301465600 0 9 0
D2
glass door~
glass door~
131 -1 68007 10 10 5
D3
~
~
0 -1 68037 10 10 5
E
railing floor board~
The wooden boards are gray and cracked.  Too much weight upon the
railings or floor might cause the deck to collapse.
~
-1
S
#68011
Hallway -- Second Floor~
This narrow, unlit hallway extends north and south along wooden
floorboards which have become creaky and worn.  Somber blue and red paint
along the walls has chipped away, revealing the dark gray stone of the
walls.  Hanging crookedly from them are a few oil paintings.  A twisting
staircase in the middle of the hallway leads downstairs to the main floor.
~
[Starshine] add enter code - some people step on a nail as they come in? might be rare.
[Starshine] room desc: highlight staircase? also, note there are doors east and west? also add extras 1 east, 1 west? maybe also 1 north, 1 south?
[Starshine] perhaps say that south (could be an extra) the hallway becomes tiled.
[Starshine] more moving aggressives in halls please.
~
301465604 0 7 0
D0
~
~
0 -1 68023 10 10 5
D1
blue wooden door~
blue wooden door~
131 -1 68025 10 10 5
D2
~
~
0 -1 68024 10 10 5
D3
lavender wooden door~
lavender wooden door~
131 -1 68026 10 10 5
D5
floor~
floor~
162 -1 68001 10 10 5
E
floorboards~
Graying and cracked, the floorboards have seen a lot of use.  A few nails
protrude from them making it necessary for one to watch his or her step.
~
E
oil paintings dark gray stone walls~
The cracked paint interrupts the swirling blue and red designs of the
walls.  Hanging from the walls are some remarkable paintings depicting
idyllic scenes, such as a gnomish child playing with a toy bird while
racing across a green field.  Another painting is a portrait of the same
child with a pet dog next to him, where the child wears an effervescent
smile, and the dog is waving its tail.
~
E
staircase~
The wooden staircase is not very sturdy-looking.  As it twists and turns
its way downward, it forms a symmetric helical pattern.
~
A
climb~
twisting staircase down d~
act_tochar( #climb, ch );
act_notchar( #nclimb, ch );
transfer( ch, find_room( 68001 ) );
act_notchar( #narrive, ch );
loop( followers ) {
  if( !is_resting( rch ) ) {
    transfer( rch, find_room( 68001 ) );
    act_notchar( #narrive, rch );
    }
  }
~
E
climb~
You carefully climb down the twisting staircase.
~
E
nclimb~
$n carefully climbs down the twisting staircase.
~
E
narrive~
$n arrives from above.
~
!
0 0 0
A
~
~
send_to_room( #creak, room );
send_to_room( #creak, find_room( 68023 ) );
send_to_room( #creak, find_room( 68024 ) );
~
E
creak~
A soft creaky noise from the floor interrupts the silence of the hallway.
~
!
2 300 0
-1
S
#68012
Tower Basement~
This section of the basement is even more dank and dustier than the rest. 
Brownish and greenish fungi have sprouted across the ground and even
along the gray walls.  Moving around the soft, sloppy floor may prove
rather arduous and unpleasant.  The muddy ground also gives off a musky,
sickening odor.  In the southeast corner, some broken pieces of wood have
formed a small, rotten-smelling pile.
~
[Starshine] action enter - you sink a few inches into the soggy soil?
[Starshine] heh. maybe a chance of you slipping - end up sitting <grin>
[Starshine] add keyword ground to rextra 1?
[Starshine] add extra north - see stairs leading up? course, then might need extras west, south, east <grin>
[Starshine] acode 1: if add end; after line 13, can delete lines 17-23, 27, and 33.
~
301465604 0 7 0
D0
~
~
0 -1 68005 10 10 5
D3
~
~
0 -1 68015 10 10 5
E
fungi floor walls brownish greenish~
The moldy, fungi-like substances form small islands on the slushy ground. 
Some of them have infected the corners of the walls as well.
~
E
corner wood pile pieces debris broken decaying~
A strange odor emanates from this pile of decaying wood.  Dust and other
debris seem to have also formed onto the pile.
~
A
~
southeast corner broken pieces wood small rotten-smelling pile~
if( rflag( reset0, room ) ) {
  remove_rflag( reset0, room );
  i = random( 1, 10 );
  if( i == 7 ) {
    act_tochar( #finger, ch );
    act_notchar( #nfinger, ch );
    obj_to_char( oload( 2947 ), ch );
    }
  else {
    act_tochar( #nada, ch );
    act_notchar( #nnada, ch );
    }
  }
else {
  act_tochar( #nada, ch );
  act_notchar( #nnada, ch );
  }
~
E
finger~
You search through the rotten-smelling pile and find something.
~
E
nfinger~
$n searches through the rotten-smelling pile and finds something.
~
E
nada~
You search through the rotten-smelling pile, but don't find anything
worthwhile.
~
E
nnada~
$n searches through the rotten-smelling pile, but doesn't find anything.
~
!
9 0 0
-1
S
#68013
An Instrument Room~
Painted on the wooden walls of this once grand room are light @cblue@n
linear designs.  A bay window lies to the west, many small pillows placed
within it.  In the middle of the room is a fine harp, although dust has
collected upon its strings and wooden finish.  A few old instruments have
accumulated into a small pile on the floor next to the harp.
~
[Starshine] room desc ....old instruments have been placed in a small pile...
[Starshine] extra bay: ...or listen to...?
[Starshine] extra blue: Perhaps "Along the light-brown wooden walls are two-feet wide vertical..."?
[Starshine] add strings/dust/wooden finish to extra harp? or make new extras?
~
301465604 0 7 0
D1
marble door~
marble door~
131 -1 68004 10 10 5
E
instruments small pile~
The pile consists of various old instruments that may or may not still be
working.  Gnome-sized harps, wooden and silver flutes, and a few guitars
have made their way into the pile.
~
E
bay window~
Extending a few feet beyond the room, the bay window is furnished with
many soft pillows, allowing someone to rest and enjoy the view outside or
to the music of times past.
~
E
harp~
The wooden harp stands almost four feet high.  Its smooth curves and
tough strings reveal its once prized nature.
~
E
light blue linear designs~
The designs along the light-brown wooden walls are of two feet wide
vertical blue lines.  Between the blue lies are white lines which aren't
as bright now due to age.
~
A
play~
fine harp~
act_tochar( #play, ch );
act_notchar( #nplay, ch );
i = random( 7, 13 );
wait( 1 );
if( find_stat( ch, dex ) > i ) {
  send_to_room( #music, room );
  if( is_open( room, east ) ) {
    send_to_room( #music, find_room( 68004 ) );
    send_to_room( #music, find_room( 68008 ) );
    send_to_room( #music, find_room( 68001 ) );
    send_to_room( #music, find_room( 68000 ) );
    }
  }
else {
  send_to_room( #bad, room );
  if( is_open( room, east ) ) {
    send_to_room( #bad, find_room( 68004 ) );
    send_to_room( #bad, find_room( 68008 ) );
    send_to_room( #bad, find_room( 68001 ) );
    send_to_room( #bad, find_room( 68000 ) );
    }
  }
~
E
play~
You begin strumming the harp, shaking off the dust from the strings.
~
E
nplay~
$n begins strumming the harp, shaking off the dust from the strings.
~
E
music~
@CThe sounds of a pleasant, soothing little tune echoes through the
area.@n 
~
E
bad~
@CA discordant, screeching noise rips through the walls, giving you a
painful headache.@n 
~
!
0 0 0
A
~
instruments pile~
if( rflag( reset0, room ) ) {
  remove_rflag( reset0, room );
  i = random( 1, 20 );
  if( i == 13 ) {
    act_tochar( #flute, ch );
    act_notchar( #nflute, ch );
    obj_to_char( oload( 1070 ), ch );
    end;
    }
  if( i == 20 ) {
    act_tochar( #flute, ch );
    act_notchar( #nflute, ch );
    obj_to_char( oload( 1411 ), ch );
    end;
    }
  else {
    act_tochar( #fail, ch );
    act_notchar( #nfail, ch );
    }
  }
else {
  act_tochar( #fail, ch );
  act_notchar( #nfail, ch );
  }
~
E
flute~
You search through the pile of instruments and find one that's still in
nice condition.
~
E
nflute~
$n searches through the pile of instruments and takes one.
~
E
fail~
You search through the pile of instruments, but don't find any in
worthwhile condition.
~
E
nfail~
$n searches through the pile of instruments, but doesn't find any in
worthwhile condition.
~
!
9 0 0
-1
S
#68014
A Servant's Closet~
It's extremely difficult to breathe in here with so much dust floating
all around this cramped room.  Littering much of the floor are broken
furniture and bits of wood.  A lot of the debris surrounds a small,
soot-covered cot which lies at a corner of the room.  Some of the
@bblue@n paint has peeled off the walls, leaving small piles all along
the edges of the floor.
~
reset gnomish servant ghost pops off tablet of translation for riddle and
obelisk 
[Starshine] perhaps make extremely difficult to breathe an action?
[Starshine] make cot no.show since room desc already describes it?
[Starshine] extra floor: chopped-off armrests
[Starshine] extra blue: cylindrical stacks? *ponder*
~
301465604 0 5 0
D3
small wooden door~
small wooden door~
391 2988 68003 10 10 5
E
floor broken furniture bits wood debris~
The chopped off arm rests and legs of rocking chairs and the broken
remains of a small table rest in an untidy heap across the floor and
beside a cot.  Scattered all around the room are wood chips and splinters
from a few inches to a foot long.
~
E
small soot-covered cot corner~
Grayish soot stains this once white cot.  The cot stretches only five or
so feet long, and its cracked wooden legs don't seem to be able to
withstand much weight on it.
~
E
blue paint walls~
The paint is very dry and gives off no distinct odor.  The dried paint
chips are thin and pointy, forming small cylindrical stacks.
~
2101 9 1509949540 3 0
3082 17 1509949540 -2 0
-1
S
#68015
Tower Basement~
You have to carefully watch your step, as several small holes in the
ground make moving precarious.  Enough moisture has accumulated into the
holes to allow the formation of miniature pools on the floor.  Lining
much of the gray, deteriorating wall are strange red markings.  A strong,
foul smell seems to be emanating from something to the east.
~
[Starshine] add acode so there're chance of tripping on holes?
[Starshine] extra 2: are markings meaningless?
[Starshine] enter code - sink into ground, squish into room, or some other effect of the ground?
~
301465604 0 7 0
D0
~
~
0 -1 68016 10 10 5
D1
~
~
0 -1 68012 10 10 5
D3
~
~
0 -1 68018 10 10 5
E
holes floor ground pools~
The ground is dark brown and exceedingly soft.  Several holes have
formed, as though something punctured the floor with something large and
round.  The liquid in the holes is so dark that it's practically opaque.
~
E
southern wall markings~
The markings are deeply etched, and appear as though someone has
scrawled on the wall rather hastily.
~
A
drink sip~
miniature pools floor water liquid~
act_tochar( #drink, ch );
act_notchar( #ndrink, ch );
poison( ch );
~
E
drink~
You take a sip of the liquid in the pools on the floor.
~
E
ndrink~
$n takes a sip of the liquid in the pools on the floor.
~
!
0 0 0
A
fill~
container cup bottle waterskin flask horn bucket vial chalice canteen~
act_tochar( #cant, ch );
~
E
cant~
There isn't enough liquid in the pools to fill a container.
~
!
0 0 0
2041 9 1509949540 3 0
-1
S
#68016
Tower Basement~
The air is so moist and thick here that you can almost taste it.  Lying
to the north against the dull gray wall is a bronze door, with many
strange symbols written along its metal surface.  The low ceiling above
you is filled with many cobwebs; while down below, dried up
exoskeletons of little insects litter the soft floor.
~
need translation tablet to read riddle
riddle to open north
[Starshine] soft floor==soggy? action flavor on entry - sink into soggy floor?
[Starshine] dummy action - search cobwebs/nest/beams?
[Starshine] acode 1: aset target to 1 north bronze door strange symbols metal surface - might not need strange.
[Starshine] extra wall? perhaps have 1 north wall be separated out as extra? and acode 1 just for door metal surface...?
[Starshine] acode 2: anyway to make this work with ' ? also, should have something in action if the door is already open. close it or say that nothing happens, or something?
~
301465604 0 7 0
D0
bronze door~
bronze door~
471 -1 68021 10 10 5
D1
~
~
0 -1 68005 10 10 5
D2
~
~
0 -1 68015 10 10 5
D3
~
~
0 -1 68017 10 10 5
E
ceiling cobwebs~
The wooden support of the ceiling looks dangerously fragile.  Cobwebs
have formed into a thick clump that resembles a bird's nest resting on
one of the beams.
~
E
skeletons floor insects exoskeletons~
Miniature exoskeletons of beetles and the remains of other bugs lie
scattered upon the muddy soil.  Some of them are decomposing and becoming
entrenched within the floor.
~
A
look~
north n bronze door strange symbols metal surface~
if( has_obj( 2993, ch ) )
  act_tochar( #read, ch );
else
  act_tochar( #fail, ch );
~
E
fail~
The symbols along the bronze door to the north of you look arcane and are
indecipherable by you.
~
E
read~
For some odd reason, the symbols seem recognizable to you.  Upon careful
examination, they translate as follows: 
@GI am not alive, yet I grow.
I cannot breathe, yet I need air.
I do not have lungs, yet water kills me.@n
Say what I am, and things will open up for you.
~
!
0 0 0
A
say~
fire~
act_tochar( #fire, ch );
act_notchar( #nfire, ch );
if( !is_open( room, north ) ) {
  wait( 1 );
  send_to_room( #open, room );
  send_to_room( #open, find_room( 68021 ) );
  open( room, north );
  }
~
E
fire~
@CYou say the word: "fire".@n
~
E
nfire~
@C$n says the word: "fire".@n
~
E
open~
@CSuddenly, the door makes a rumbling sound and then slowly opens.@n
~
!
0 0 0
-1
S
#68017
Tower Basement~
The damp brown soil which makes up the basement floor is soft and sloppy. 
Mold and grime have infected the floor, giving off an unpleasant scent. 
To the north of you is a metallic door with many strange symbols written
on it.  A staircase leads upstairs, while a blackened door lies to the
west.
~
need translation tablet to read riddle
riddle answer needed for north
[Nereus] Is there any way to open the western door?
get a thief to pick it
[Merior] extras for doors?
[Merior] is kinda late now... but why dark and darkness as two separate actions?
[Merior] puppet - hair strike is kinda odd-sounding
[Merior] you've got the barette on the marionette's legs ;)
[Merior] up marmor a bit
[Merior] why ion_shield?
[Starshine] acode entering - add flavor by having muddy ground give a little to one's weight?
[Starshine] add extra circular patterns?
[Starshine] add extra 1 west?
[Starshine] acode 1: use 1 north as target?
[Starshine] add flavor when north door is already open?
[Starshine] acode 4: add creaking to message?
~
301465604 0 7 0
D0
metallic door~
metallic door~
471 -1 68022 10 10 5
D1
~
~
0 -1 68016 10 10 5
D2
~
~
0 -1 68018 10 10 5
D3
blackened door~
blackened door~
391 -1 68032 10 10 5
D4
cellar door~
cellar door~
131 -1 68004 10 10 5
E
damp brown soil basement floor mold grime~
The soil is dark brown and almost muddy.  Dark green patches of mold form
circular patterns all across the ground.  They give off a smell
resembling a cross between rotten eggs and old, unwashed clothes.
~
E
staircase~
The staircase is wooden, and a few cracks in its steps make climbing it
somewhat tough.
~
A
l look~
north n metallic door strange symbols~
if( has_obj( 2993, ch ) )
  act_tochar( #read, ch );
else
  act_tochar( #fail, ch );
~
E
read~
For some odd reason, the symbols seem recognizable to you.  Upon careful
examination, they translate as follows: 
@YIt cannot be seen, cannot be felt,
@Icannot be heard, cannot be smelt.
It lies behind stars and under hills,
@Iand empty holes it fills.
It comes first and follows after,
@Iends life, kills laughter.@n
Say what I am, and things will open up for you.
~
E
fail~
The symbols along the metallic door to the north of you look arcane and
are indecipherable by you.
~
!
0 0 0
A
say~
dark~
act_tochar( #dark, ch );
act_notchar( #ndark, ch );
if( !is_open( room, north ) ) {
  wait( 1 );
  send_to_room( #open, room );
  send_to_room( #open, find_room( 68022 ) );
  open( room, north );
  }
~
E
dark~
@CYou say the word: "dark".@n
~
E
ndark~
@C$n says the word: "dark".@n
~
E
open~
@CSuddenly, the door makes a rumbling sound and then slowly opens.@n
~
!
0 0 0
A
say~
darkness~
act_tochar( #darkness, ch );
act_notchar( #ndarkness, ch );
if( !is_open( room, north ) ) {
  wait( 1 );
  send_to_room( #open, room );
  send_to_room( #open, find_room( 68022 ) );
  open( room, north );
  }
~
E
darkness~
@CYou say the word: "darkness".@n
~
E
ndarkness~
@CYou say the word: "darkness".@n
~
E
open~
@CSuddenly, the door makes a rumbling sound and then slowly opens.@n
~
!
0 0 0
A
~
~
act_tochar( #up, ch );
continue;
~
E
up~
You carefully go up the staircase.
~
!
3 0 16
2041 9 1509949540 3 0
-1
S
#68018
Tower Basement~
The air feels dense, and dust seems to flow all around the room.  Some of
the dust reaches your nostrils, making it tough to breathe.  Cracks almost
an inch wide stretch across the western and southern stone walls.  Drops
of water have seeped through some of the cracks and onto the soggy ground.
~
[Starshine] again, code for entrance flavor?
[Starshine] extra 1: use keywords cracks 1 southern 1 western walls?
[Starshine] dummy acode search crack?
[Starshine] dummy acode drink puddles?
~
301465604 0 7 0
D0
~
~
0 -1 68017 10 10 5
D1
~
~
0 -1 68015 10 10 5
E
cracks southern western s w walls~
The gray walls are worn and eroded.  Cracks have formed along them
possibly due to the water pressure near the foundation of the tower.
~
E
drops water soggy ground~
The water is an almost opaque orange-brown color, forming small puddles
along the soggy ground.
~
A
~
blah~
act_tochar( #sneeze, ch );
act_notchar( #nsneeze, ch );
~
E
sneeze~
Too much dust reaches your nostrils, and you begin sneezing violently!
~
E
nsneeze~
$n sneezes violently!
~
!
2 400 0
-1
S
#68019
A Workshop~
This room looks as though a wild hurricane blew through it.  The wood
from the ceiling is cracked, and the beams supporting it appear ready to
collapse at any moment.  Forming thick, unkempt piles at the corners of
the room are light brown wood chips and sawdust.  Partially covered
within the piles are rusty hammers, chisels, nails, carving knives, and
other tools.  You can leave west.
~
[Starshine] are there tame hurricanes? :P
[Starshine] room desc: make last sentence a bit more descriptive?
[Starshine] extra 1: keyword unkempt
[Starshine] extra piles: hmm...delete "almost"? "desert-like"
[Starshine] add keyword wood to extra ceiling
[Starshine] acode 1: if add end; after line 11, can delete lines 15-21, 25, and 31.
~
301465604 0 8 0
D3
~
~
0 -1 68002 10 10 5
E
unkept piles corners chips sawdust hammers chisels nails knives tools~
The piles stand almost a few feet high.  They give the room a desert like
quality as they form small tan-colored hills all around the floor.
~
E
ceiling beams~
Thick wooden beams, which once gave the ceiling firm support, now look
aged and worn.  Several cracks in the beams make it seem as though the
ceiling will give way soon.
~
A
~
unkept piles corners chips sawdust hammers chisels nails knives tools~
if( rflag( reset0, room ) ) {
  remove_rflag( reset0, room );
  if( random( 1, 10 ) == 7 ) {
    act_tochar( #sprite, ch );
    act_notchar( #nsprite, ch );
    obj_to_char( oload( 2633 ), ch );
    }
  else {
    act_tochar( #nada, ch );
    act_notchar( #nnada, ch );
    }
  }
else {
  act_tochar( #nada, ch );
  act_notchar( #nnada, ch );
  }
~
E
nada~
You search all around the room, but find nothing of great interest.
~
E
nnada~
$n searches all around the room, but comes up empty-handed.
~
E
sprite~
You search the piles and find something interesting.
~
E
nsprite~
$n searches through the piles and finds something.
~
!
9 0 0
2081 9 1509949540 3 0
-1
S
#68020
A Workshop~
The thick smell of dust and decaying wood envelops this room.  Chisels,
hammers, and rusty saws lie scattered about, appearing unused for quite
some time.  At the middle of the room is a cluttered worktable.  A tall
pile of sawdust clings to the foot of the table, and oily steel and brass
blocks lie nearby on the floor and upon the table.  You can leave east.
~
claw skinned off beast
maybe make worktable an object?
[Starshine] room desc: perhaps instead of last sentence, be more descriptive?
[Starshine] extra table: is cluttered
[Starshine] add keyword tools to extra chisels?
[Starshine] is sawdust tall enough to search?
[Starshine] beast (2081) desc: function as
~
301465604 0 8 0
D1
~
~
0 -1 68002 10 10 5
E
worktable table~
This wide table it cluttered with many unfinished toys and gadgets.  Wood
chips and oily substances have been randomly dispersed upon the table,
giving it a dirty brown, worn look.
~
E
pile sawdust foot~
Soft piles of light-brown sawdust form an anthill-like pile against the
feet of the worktable.
~
E
chisels hammers rusty saws~
Rusty, well-worn chisels, saws with dull blades, and lightly stained
hammers lie all about the floor of the workroom, probably lying unused
for quite some time.
~
E
oily steel brass blocks~
The blocks are stained in a thick, oily substance.  They have become
stuck to the floor and the table.
~
A
~
table worktable~
act_tochar( #nada, ch );
act_notchar( #nnada, ch );
~
E
nada~
You search the worktable, but find nothing worthwhile.
~
E
nnada~
$n searches the worktable, but finds nothing.
~
!
9 0 0
2081 9 1509949540 3 0
-1
S
#68021
A Storage Room~
Dry paint, along with the muddy soil and surprising dampness of this
room, combine to emit an almost unbearable odor.  Cluttered all across
the floor and atop some crates and storage boxes are piles of dolls,
gadgets, and other toys.  A film of dust covers the toys as well as
everything else in the room, from the blackened floor to the grayish
stone walls.  Lying against the northern wall is a bookshelf which still
contains some worn documents and letters.
~
[Starshine] move keyword 1 northern from extra 1 to extra 2.
[Starshine] extra wall: ...books with torn-out...
[Starshine] acode 1: use target 1 northern?
[Starshine] yo-yo (3037) either: knot (or possible loop)?
~
301465604 0 8 0
D2
bronze door~
bronze door~
471 -1 68016 10 10 5
E
floor crates boxes dolls gadgets toys 1 north~
You can barely see the floor due to stacks of crates, boxes and toys
covering much of it.  Small baby dolls, figurines, and items which you
can't seem to figure out have accumulated into disorganized piles,
remaining abandoned and unused for too long.
~
E
wall bookshelf documents letters~
A bookshelf barely over three feet high rests against the hard, cracked
wall.  Dusty books which torn out pages and indecipherable words rest
within the bookshelf.  A few yellowed parchments, documents, and various
letters also rest upon the shelf.
~
E
dry paint muddy soil~
Sharp, little dried red, blue, yellow, and orange paint bits have become
moistened due to the muddiness of the brown-black soil.  They give off an
intoxicating scent, almost leaving you feeling nauseous.
~
A
~
northern wall bookshelf documents letters~
if( rflag( reset0, room ) ) {
  remove_rflag( reset0, room );
  act_tochar( #letter, ch );
  act_notchar( #nletter, ch );
  obj_to_char( oload( 2995 ), ch );
  }
else {
  act_tochar( #nada, ch );
  act_notchar( #nnada, ch );
  }
~
E
letter~
You search the bookshelf and find a letter which looks interesting.
~
E
nletter~
$n searches the bookshelf and takes something from it.
~
E
nada~
You search through the bookshelf, but find nothing of interest.
~
E
nnada~
$n searches through the bookshelf, but finds nothing of interest.
~
!
9 0 0
A
open~
south s bronze door~
if( is_open( room, south ) )
  act_tochar( #nada, ch );
else {
  act_tochar( #open, ch );
  act_notchar( #nopen, ch );
  open( room, south );
  }
~
E
nada~
The bronze door is already open.
~
E
open~
You open the bronze door to the south.
~
E
nopen~
$n opens the bronze door to the south.
~
!
0 0 0
A
~
floor crates boxes dolls gadgets toys~
if( rflag( reset1, room ) ) {
  remove_rflag( reset1, room );
  if( random( 1, 10 ) ) {
    act_tochar( #toy, ch );
    act_notchar( #ntoy, ch );
    obj_to_char( oload( 3037 ), ch );
    }
  else {
    act_tochar( #fail, ch );
    act_notchar( #nfail, ch );
    }
  }
else {
  act_tochar( #fail, ch );
  act_notchar( #nfail, ch );
  }
~
E
toy~
You search through the toys and find one in nice condition.
~
E
ntoy~
$n searches through the toys and takes one.
~
E
fail~
You search through the toys, but don't find any worth getting.
~
E
nfail~
$n searches through the toys, but doesn't pick any of them up.
~
!
9 0 0
2103 9 1509949540 3 0
-1
S
#68022
A Storage Room~
Wading through this room requires carefully watching your step, as long
forgotten trinkets and toys have been strewn about.  A few thin sheets of
dust blanket the toys, as though covering up the innocence of days gone
by.  Situated around and beside the toys are small wooden boxes and
crates.  You can leave through the metallic door to the south.
~
harlequins might pop something in the future
possibly a mask and funky costume
[Starshine] entry - sometimes you crunch a toy underfoot?
~
301465604 0 8 0
D2
metallic door~
metallic door~
471 -1 68017 10 10 5
E
trinkets toys thin sheets dust~
Dust, soft and gray, covers most of the toys.  Puppets with tangled
strings, gnomish baby dolls, and other trinkets sit atop one another,
never having the opportunity to bring joy to some small child.
~
E
boxes crates~
Stacked on top of one another are two feet by two feet wooden boxes and
crates.  Most of them are nailed shut making it impossible to see what is
inside them.
~
A
~
trinkets toys~
if( rflag( reset0, room ) ) {
  remove_rflag( reset0, room );
  act_tochar( #dart, ch );
  act_notchar( #ndart, ch );
  obj_to_char( oload( 2996 ), ch );
  }
else {
  act_tochar( #nada, ch );
  act_notchar( #nnada, ch );
  }
~
E
dart~
You search through the toys and trinkets and grab a dart that looks
interesting.
~
E
ndart~
$n searches through the toys and trinkets and grabs something.
~
E
nada~
You search through the toys and trinkets, but find nothing worth taking.
~
E
nnada~
$n searches through the toys and trinkets, but takes nothing.
~
!
9 0 0
A
open~
south s metallic door~
if( is_open( room, south ) )
  act_tochar( #nada, ch );
else {
  act_tochar( #open, ch );
  act_notchar( #nopen, ch );
  open( room, south );
  }
~
E
nada~
The metallic door is already open.
~
E
open~
You open the metallic door to the south.
~
E
nopen~
$n opens the metallic door to the south.
~
!
0 0 0
2103 9 1509949540 3 0
-1
S
#68023
A Narrow Hallway~
Cobwebs resembling cotton sheets hang lazily from the ceiling.  The
swirling red and blue patterns along the walls create a hallucinogenic
effect that makes you dizzy if you stare at it for too long.  To the
north of you is a narrow archway leading into a smoke-filled room.  The
unlit hallway continues south.
~
[Nereus] extras - [ 1 north smoke-filled ]
didn't feel like an extra since players can just go north to see it and
can't tell much from here 
[Starshine] room desc: sheets or threads? are wall patterns that bright?
[Starshine] flavor action - search/get cobwebs?
[Starshine] room desc: describe what is east/west please
[Starshine] acode 1 arch: perhaps use "under" rather than "through"? through sounds like pass door.
~
301465604 0 7 0
D0
~
~
0 -1 68027 10 10 5
D1
bright blue door~
bright blue door~
131 -1 68028 10 10 5
D2
~
~
0 -1 68011 10 10 5
D3
white door~
white door~
131 -1 68029 10 10 5
E
cotton sheets cobwebs ceiling~
Thick and gray cobwebs hang like a large bird's nest from the beams
supporting the ceiling above you.
~
E
swirling red blue patterns walls~
The walls are a swirling mix of red and blue.  The more you look at it,
the more it seems that the designs are rotating, like interlocking gears
or the waves of a whirlpool.  After a few more glances, the patterns make
you feel a little nauseous.
~
E
narrow archway~
The archway allows anyone under seven feet tall to pass through without
ducking underneath it.
~
A
~
~
act_tochar( #arch, ch );
continue;
~
E
arch~
You pass through the archway.
~
!
3 0 1
-1
S
#68024
A Dark Hallway~
Glistening tiles have been laid upon the floor here, making it appear a
little grander than the rest of the hallway.  A black bear skin rug lies
in front of a red wooden door to the east.  To the west is a passage into
a small room.  Looking south, you see a window door made of stained-glass
that leads to the outside.  Draping it is a dusty cloth curtain with
embroidered red and orange flowery designs.
~
[Nereus] rdesc, sentence 2 - think bear skin ought to be one word.
bear skin is two words, and coon skin cap uses 2, too
[Starshine] interesting. my webster's dictionary says both bearskin and coonskin are single words.
[Starshine] second floor. perhaps instead of just leading outside, should say leads to a deck or balcony?
[Starshine] hmm...indicate curtain only half-covers the glass door in room desc? so we can understand how we can see past curtain...
[Starshine] extra floor: tiles don't sound glistening here...
[Starshine] extra black: fix bearskin
[Starshine] extra window: is door center made of one piece of glass or is glass somehow multi-colored?
~
301465604 0 7 0
D0
~
~
0 -1 68011 10 10 5
D1
red wooden door~
red wooden door~
131 -1 68039 10 10 5
D2
balcony door~
balcony door~
131 -1 68038 10 10 5
D3
~
~
0 -1 68040 10 10 5
E
tiles floor~
The tiles of the floor are hexagonal and have lost most of their polish. 
Some of them are red while others are black.  The tiles have been
arranged to form a pattern reminiscent of a game board.
~
E
black bear skin rug~
The thick, black bear skin rug has been placed in a slanted position.  It
lies lazily in front of the door and covers about five feet of the floor. 
Looking more carefully, you notice reddish stains dispersed randomly on
the rug, possible signs of a previous struggle.
~
E
curtain window~
The curtain covers half of the window.  Embroidered pictures of tulips
and roses line the curtain.  The window door is a translucent red and
yellow, and seems to create a wheel-like pattern.
~
-1
S
#68025
A Bedroom~
This cozy, moderately furnished room contains most of the essentials for
comfortable living.  The wooden paneling of the walls are worn but
strangely give off a fresh, pine tree smell.  Spread from wall to wall of
the room is a thickly furred mat.  An oak desk sits upon the mat and next
to a dusty, yet soft and comfortable-looking bed.
~
maybe add a clue to story in desk search later
[Starshine] room desc: moderately or modestly?
[Starshine] room desc: pine-tree or pine. comma before bed.
[Starshine] extra dusty: duck feather. not sure why remains of pillows in a dusty room should indicate disturbance? are pillows shredded?
[Starshine] dummy action search cracks? or perhaps just an extra.
[Starshine] acode 1: if have end; after line 11, can delete lines 15-25, and 31.
~
301465604 0 8 0
D3
bedroom door~
bedroom door~
131 -1 68011 10 10 5
E
dusty soft comfortable-looking bed~
The bed appears to easily be able to fit someone of dwarven height and a
wide girth.  Dust covers the wooden headboard and the mattress, and the
remains of a few duckfeather pillows are the only evidence that something
has disturbed this room.
~
E
oak desk~
The desk is made of pure oak wood and extends about three feet long and
two feet high.  A few quills and empty ink bottles clutter the desk, but
nothing else of much interest remains.
~
E
thickly furred mat~
Possibly made of wolf or fox hide, the mat's softness makes moving around
pleasant.  You notice a few dried stains, possibly from spilled juice.
~
E
wooden paneling walls~
Dark brown with a few cracks, the walls have seen many years.  If they
could speak, who knows what stories they would tell of what happened here?
~
A
~
bed~
if( rflag( reset0, room ) ) {
  remove_rflag( reset0, room );
  if( random( 1, 4 ) ) {
    act_tochar( #duck, ch );
    act_notchar( #nduck, ch );
    obj_to_char( oload( 1121 ), ch );
    }
  else {
    act_tochar( #nada, ch );
    act_notchar( #nnada, ch );
    }
  }
else {
  act_tochar( #nada, ch );
  act_notchar( #nnada, ch );
  }
~
E
duck~
You search through the bed and find something.
~
E
nduck~
$n searches the bed and gets something.
~
E
nada~
You search the bed, but don't find anything of use.
~
E
nnada~
$n searches the bed, but doesn't take anything.
~
!
9 0 0
A
~
desk~
act_tochar( #nada, ch );
act_notchar( #nnada, ch );
~
E
nada~
You search the desk, but find nothing of value.
~
E
nnada~
$n searches the desk, but doesn't take anything.
~
!
9 0 0
2114 9 1509949540 3 0
1384 17 1509949540 -2 0
-1
S
#68026
A Bedroom~
The bright lavender color of the walls establishes a cool, soothing feel
to this room.  Standing against the northern wall is a purple wooden
wardrobe with flowery designs along its doors.  A small bed rests against
the western wall, next to a draped window.  Covering the floor is a deep
blue carpet, which matches the atmosphere which the walls create.
~
[Nereus] search action in bed/wardrobe would be cool
wardrobe is a no.show object that you can open for some clothes which may
reset 
[Nereus] Ahh.. cool
[Starshine] extra floor: remove second well?
[Starshine] add extra flowery designs? could be added to extra wardrobe.
~
301465604 0 8 0
D1
bedroom door~
bedroom door~
131 -1 68011 10 10 5
E
wardrobe~
Made of oak and painted in a dark purple, the wardrobe stands about four
feet high.  It stands somewhat crookedly against the wall.
~
E
small bed~
A film of dust has gathered upon the soft, plush mattress and solid oak
headboard.  The bed is small, able to only fit a normal-sized gnome.
~
E
floor carpet~
Covering end-to-end of this room is a thick, blue carpet.  It remains
well-kept with occasional dust balls hinting that the carpet has not been
well taken care of recently.
~
E
walls~
The walls are painted in a bright lavender with floral designs along the
bottom edges.  Daffodil, daisy, and tulips designs encompass the room,
giving it a cheerful look.
~
A
~
small bed~
act_tochar( #nada, ch );
act_notchar( #nnada, ch );
~
E
nada~
You search through the small bed, but don't find anything worth getting.
~
E
nnada~
$n searches through the small bed, but doesn't take anything.
~
!
9 0 0
2113 9 1509949540 3 0
1384 17 1509949540 -2 0
3042 49 1509949540 -2 0
2222 81 1509949445 -2 0
1651 81 1509949444 -2 0
1210 81 1509949444 -2 0
2212 81 1509949445 -2 0
1180 81 1509949445 -2 0
1644 81 1509949450 -2 0
-1
S
#68027
A Strange, Dark Chamber~
A thin cloud of smoke permeates throughout this circular chamber.  The
source of the smoke is difficult to determine, although it may be coming
from a hole in the ceiling.  In the middle of the room is a towering
marble obelisk with many arcane symbols inscribed around its smooth
surface.  You can leave by passing through the archway to the south.
~
rub/wipe obelisk to reveal clue but need tablet to see it, call or yell
for demon, then use the globe to room 68043 
answer is in tile found on balcony
[Starshine] room desc: "throughout" is redundant.
[Starshine] extra obelisk: ...almost touching the ceiling...seem...
[Starshine] extra obelisk: are lines horizontally dividing obelisk? also, what're beasts trying to touch - the normal things?
[Starshine] why no.mob?
~
301465612 0 8 0
D2
~
~
0 -1 68023 10 10 5
D4
ceiling~
ceiling~
234 -1 68043 10 10 5
E
cloud smoke hole ceiling~
A constant stream of white smoke seems to be coming from the hole in the
ceiling.  The hole is only about the size of a human finger. 
Surprisingly, the smoke doesn't appear to obstruct normal breathing.
~
E
towering marble obelisk symbols~
The black marble obelisk stretches ten feet in the air, almost piercing
through the ceiling.  Strange inscriptions surround its surface.  Several
lines seems to section off the obelisk, possibly as a representation of
different planes of existence or worlds.  On the bottom are
ferocious-looking beasts lifting up their hands or other limbs trying to
touch the things above.  The middle depicts familiar things such as trees
and humanoids.  The top of the obelisk is the most difficult to decipher. 
A small smudge of something green partially covers it.  If you reach high
enough, you think you could wipe it off.
~
E
archway~
The archway allows anyone under seven feet tall to pass through it
without ducking underneath it.
~
A
wipe rub~
smudge obelisk symbols~
act_tochar( #rub, ch );
act_notchar( #nrub, ch );
loop( all_in_room ) {
  if( has_obj( 2993, rch ) )
    act_tochar( #clue, rch );
  else
    act_tochar( #fail, rch );
  }
~
E
rub~
You attempt to wipe off the smudge on the obelisk.
~
E
nrub~
$n attempts to wipe off the smudge on the obelisk.
~
E
clue~
@rImmediately, the symbols flare up, and somehow you seem able to
understand what they say:@n@y 
@ICall my name, and I shall come to you.
@II shall grant you your heart's desire, if you let me.@n
~
E
fail~
The arcane symbols on the obelisk begin to pulse, but you can't make out
what they mean.
~
!
0 0 0
A
call yell~
Dactyron~
act_tochar( #call, ch );
act_notchar( #ncall, ch );
if( rflag( reset0, room ) ) {
  remove_rflag( reset0, room );
  wait( 1 );
  send_to_room( #shift, room );
  wait( 1 );
  send_to_room( #stand, room );
  if( mob_in_room( 2129, find_room( 68059 ) ) ) {
    wait( 1 );
    send_to_room( #globe, room );
    }
  }
else {
  wait( 1 );
  send_to_room( #globe, room );
  }
~
E
call~
You call for Dactyron.
~
E
ncall~
$n calls for Dactyron.
~
E
shift~
@RThe obelisk begins to tremble, and the smoke swirls around you.@n
~
E
stand~
@RA counter with a concave surface emerges from the obelisk.@n
~
E
globe~
Someone orders you to: 'Place the globe on the counter!'
~
!
0 0 0
A
place~
gleaming black globe counter obelisk~
if( has_obj( 2994, ch ) ) {
  obj = has_obj( 2994, ch );
  if( !rflag( reset0, room ) ) {
    act_tochar( #put, ch );
    act_notchar( #nput, ch );
    junk_obj( obj, 1 );
    wait( 1 );
    send_to_room( #force, room );
    wait( 1 );
    loop( all_in_room ) {
      transfer( rch, find_room( 68043 ) );
      act_tochar( #trans, ch );
      act_notchar( #ntrans, ch );
      }
    }
  else
    act_tochar( #where, ch );
  }
else
  act_tochar( #cant, ch );
~
E
put~
You carefully place the gleaming black globe onto the obelisk's counter.
~
E
nput~
$n places the gleaming black globe onto the obelisk's counter.
~
E
force~
@CThe hole on the ceiling begins to open up, and a mighty force tugs at
you -- dragging you upward.@n
~
E
trans~
You get transported into the room above.
~
E
ntrans~
$n gets transported to this room.
~
E
cant~
You do not have the globe.
~
E
where~
There doesn't seem to be anything to place the globe on the obelisk.
~
!
0 0 0
A
ask call yell~
globe~
act_tochar( #ask, ch );
act_notchar( #nask, ch );
if( mob_in_room( 2129, find_room( 68059 ) ) ) {
  wait( 1 );
  send_to_room( #globe, room );
  }
~
E
ask~
You ask about the globe.
~
E
nask~
$n asks about the globe.
~
E
globe~
Someone yells back:
@I"Go look for it.  It's the key to reaching me and should be lying
@Iaround somewhere in the tower."@n 
~
!
0 0 0
A
~
~
act_tochar( #arch, ch );
continue;
~
E
arch~
You pass through the archway.
~
!
3 0 4
-1
S
#68028
A Nursery Room~
The light blue paint and wondrous drawings along the walls remind you
that this now dilipidated place may have once been cherished by its
former inhabitants.  The painting of a bright yellow sun with a broad,
smiling face gazes cheerfully at you from the ceiling.  On the carpeted
floor, worn dolls and toy balls lie scattered about.  Resting against the
eastern wall is a small crib in the shape of a ship.
~
[Nereus] extras - [ painting sun bright yellow ]
didn't think of anything more to add to it for it to be an extra
[Starshine] room desc: dilapidated. inhabitant or inhabitants? sun is still bright?
[Starshine] extras drawings/walls, painting/ceiling (could just say - a nice cheerful sun and doesn't appear to be anything more)
[Starshine] add 1 eastern ship keywords to extra crib. in crib extra, perhaps also say it is in the shape of a ship?
[Starshine] room desc: point out door to west. might have extra 1 west to describe door.
[Starshine] acode 1: add target ship?
[Starshine] acode 1: same thing. if use end; can shorten code
~
301465604 0 7 0
D3
bright blue door~
bright blue door~
131 -1 68023 10 10 5
E
floor dolls toy balls~
Lying all across the now faded blue carpet are stuffed dolls of gnomes,
bear cubs, birds, and dogs, as well as balls with stars painted on them. 
The toys are so worn and ripped apart that they probably can't be of much
use anymore.
~
E
crib~
The crib is about four feet long as it narrows at its extremities.  The
railings of the crib are uneven and some of them look very fragile. 
Drawn along its dark brown exterior are images of a jovial spotted dog,
flowers, and raggedy dolls.  Inside the crib are small, dusty pillows and
a few mostly-torn stuffed dolls.
~
A
~
crib~
if( rflag( reset0, room ) ) {
  remove_rflag( reset0, room );
  i = random( 1, 10 );
  if( i == 7 ) {
    act_tochar( #search, ch );
    act_notchar( #nsearch, ch );
    obj_to_char( oload( 3089 ), ch );
    }
  else {
    act_tochar( #nada, ch );
    act_notchar( #nnada, ch );
    }
  }
else {
  act_tochar( #nada, ch );
  act_notchar( #nnada, ch );
  }
~
E
search~
You search the crib and find something neat.
~
E
nsearch~
$n searches the crib and finds something.
~
E
nada~
You search the crib, but find nothing worthwhile.
~
E
nnada~
$n searches the crib, but doesn't take anything.
~
!
9 0 0
A
~
floor dolls toy balls~
act_tochar( #nada, ch );
act_notchar( #nnada, ch );
~
E
nada~
You search the floor, but don't think any of the toys are worth taking.
~
E
nnada~
$n searches the floor, but doesn't take anything.
~
!
9 0 0
2113 9 1509949540 3 0
-1
S
#68029
A Game Room~
Deep yellow wood, mixed with smooth white stone, create a rather pleasant
yet banal design for the walls of this room.  A few dartboards hang along
the western wall.  Prominently placed as the heart of the room is a chess
table made of solid granite.  At one corner is a pile of wooden boards
with various patterns on them.  Some show diamond-shaped, black and red
designs while others have squares drawn around their edges.
~
throw dart from basement to reveal lever
pull lever to go up to room 68051 
[Starshine] room desc: ...at the heart...(or at the center?)
[Starshine] room desc: describe what is east please.
[Starshine] extra dartboards: add 1 western as keyword?
[Starshine] extra dartboards: hangs...or is embedded?
[Starshine] acode 1: add play to command? use darts as target rather than dart?
[Starshine] should someone be able to get/pull dart from the boards?
[Starshine] acode 4 cant: perhaps reword "the lever cannot be pushed further"?
[Starshine] acode 5 cant: perhaps reword "the lever cannot be pulled further"?
~
301465604 0 8 0
D1
white door~
white door~
131 -1 68023 10 10 5
D4
~
~
235 -1 68051 10 10 5
E
dartboards~
The round, black and red dartboards still have several darts stuck on them. 
One of the darts hangs near the exact center of the board.
~
E
granite solid chess table~
Some dust smears the edges of the gray and white granite chess table. 
That doesn't detract from the finely-carved shape of the table, however. 
The wooden chess pieces on the table have been arranged in a pattern that
makes them appear as though a game was already in progress but then
suddenly disrupted.  Examining it closer, you notice that one piece is
missing.
~
E
pile wooden boards~
About ten or so square wooden boards lie stacked on top of one another in
a haphazard fashion.  Each of the boards display different patterns.
~
E
darts~
The silvery metal point of the darts look very sharp and pointy.  Red and
green fabric have been wound to form its soft handle.  Connected to the
base of the handle is a dark blue feather.
~
A
throw~
sharp blue-feathered dart dartboards~
if( has_obj( 2996, ch ) ) {
  obj = has_obj( 2996, ch );
  act_tochar( #throw, ch );
  act_notchar( #nthrow, ch );
  junk_obj( obj, 1 );
  if( rflag( reset0, room ) ) {
    i = random( 2, 9 );
    if( find_stat( ch, dex ) > i ) {
      wait( 1 );
      send_to_room( #work, room );
      wait( 1 );
      send_to_room( #reveal, room );
      remove_rflag( reset0, room );
      }
    else {
      wait( 1 );
      send_to_room( #miss, room );
      obj_to_room( oload( 2996 ), room );
      }
    }
  else {
    wait( 1 );
    send_to_room( #miss, room );
    obj_to_room( oload( 2996 ), room );
    }
  }
else
  act_tochar( #cant, ch );
~
E
throw~
You throw a sharp blue-feathered dart at a dartboard.
~
E
nthrow~
$n throws a sharp blue-feathered dart at a dartboard.
~
E
work~
The dart hits the bull's eye!
~
E
reveal~
The dartboard slowly slides to its left, revealing a @clever@n.
~
E
miss~
The dart misses the bull's eye, then mysteriously falls to the floor.
~
E
cant~
You do not have a sharp blue-feathered dart.
~
!
0 0 0
A
~
pile boards~
act_tochar( #nada, ch );
act_notchar( #nnada, ch );
~
E
nada~
You search through the pile of wooden boards, but find nothing worth
taking.
~
E
nnada~
$n searches through the pile of wooden boards, but doesn't take anything.
~
!
9 0 0
A
l look~
lever~
if( rflag( reset0, room ) )
  act_tochar( #nada, ch );
else
  act_tochar( #lever, ch );
~
E
nada~
You do not see that here.
~
E
lever~
The lever is made of steel.  It looks like it can still be pushed or
pulled.
~
!
0 0 0
A
push~
lever~
if( rflag( reset0, room ) )
  act_tochar( #nada, ch );
else {
  if( is_open( room, up ) ) {
    act_tochar( #push, ch );
    act_notchar( #npush, ch );
    wait( 1 );
    send_to_room( #close, room );
    send_to_room( #dclose, find_room( 68051 ) );
    close( room, up );
    }
  else
    act_tochar( #cant, ch );
  }
~
E
push~
You push the lever.
~
E
npush~
$n pushes the lever.
~
E
close~
The ladder leading upstairs mysteriously vanishes.
~
E
dclose~
The ladder leading downstairs mysteriously vanishes.
~
E
cant~
The lever is already in the pushed position.
~
E
nada~
You do not see that here.
~
!
0 0 0
A
pull~
lever~
if( rflag( reset0, room ) )
  act_tochar( #nada, ch );
else {
  if( is_open( room, up ) )
    act_tochar( #cant, ch );
  else {
    act_tochar( #pull, ch );
    act_notchar( #npull, ch );
    wait( 1 );
    send_to_room( #open, room );
    send_to_room( #dopen, find_room( 68051 ) );
    open( room, up );
    }
  }
~
E
cant~
The lever is already in the pulled position.
~
E
pull~
You pull the lever.
~
E
npull~
$n pulls the lever.
~
E
open~
A ladder slides from the ceiling, allowing passage upstairs.
~
E
dopen~
The floor opens up, and a ladder slides down the floor, allowing passage
downstairs.
~
E
nada~
You do not see that here.
~
!
0 0 0
A
~
~
act_tochar( #up, ch );
continue;
~
E
up~
You climb up the ladder.
~
!
3 0 16
A
l look~
ladder~
if( is_open( room, up ) )
  act_tochar( #ladder, ch );
else
  act_tochar( #nada, ch );
~
E
ladder~
The ladder is silver and sparkles brightly.
~
E
nada~
You do not see that here.
~
!
0 0 0
A
~
~
if( rflag( reset2, room ) ) {
  remove_rflag( reset2, room );
  if( !mob_in_room( 2135, room ) && !mob_in_room( 2136, room ) ) {
    close( room, east );
    wait( 1 );
    send_to_room( #rumble, room );
    wait( 1 );
    send_to_room( #load, room );
    i = random( 1, 2 );
    if( i == 1 )
      mload( 2135, room );
    if( i == 2 )
      mload( 2136, room );
    wait( 1 );
    open( room, east );
    }
  }
~
E
rumble~
@CA rumbling from the chess table can be heard.@n
~
E
load~
@CA chess piece suddenly emerges from the chess table, quickly growing
larger and sprouting arms and legs!@n 
~
!
1 0 2
-1
S
#68030
A Pantry~
The air is musky in here with the lingering smell of cheese and wine
dominating your senses.  Empty sacks, cans, and bottles lie scattered
into piles in the corners of the room.  It looks like some creature has
nibbled through them and eaten away whatever preserved items were in
those containers.  A pile of logs has been put in the middle of the
floor, stored here to fuel the stove in the kitchen.  The door leading
back out lies to the west.
~
[Starshine] perhaps say west is the kitchen?
[Starshine] perhaps instead of resetting log, use search logs instead?
~
301465604 0 6 0
D3
small pantry door~
small pantry door~
131 -1 68007 10 10 5
E
sacks cans bottles piles corners~
The sacks have been gnawed through by something with sharp teeth no doubt. 
The cans and bottles are also empty and have been crushed.
~
E
logs~
The logs are about a foot thick and a few feet long.  From the thickness
and dryness of their bark, the logs probably serve as firewood.
~
A
~
sacks cans bottles piles corners~
act_tochar( #nada, ch );
act_notchar( #nnada, ch );
~
E
nada~
You search through the pantry, but find nothing useful left in the piles
and corners of the room.
~
E
nnada~
$n searches through the pantry, but finds nothing.
~
!
9 0 0
137 17 1509949540 -2 0
74 9 1509949540 3 0
74 9 1509949540 3 0
-1
S
#68031
Basement Corner~
This isolated area of the basement looks drab and smells of decaying wood
and waterlogged stone.  Narrow cracks have formed along the wooden beams
supporting the ceiling.  Larger cracks have also formed along the upper
corners of the stone walls.  On the bottom corners, water has trickled
through the cracks and onto the floors creating several small puddles as
well as a soggy ground.
~
[Starshine] action flavor: squishy ground as you enter?
[Starshine] dummy action sear cracks?
[Starshine] extra cracks: could say just cracks from age. nothing unusual to them?
[Starshine] dummy action: drink water/puddles?
[Starshine] add extra puddles, ground. add dummy action get nails, search beams?
~
301465604 0 7 0
D3
~
~
0 -1 68005 10 10 5
E
wooden beams ceiling~
The beams are dull gray, and the nails connecting them to the ceiling are
very rusty.  You can make out several cracks and holes in the wood.
~
E
stone walls water~
The walls are damp with many cracks along their chipped surface.  Water
has started to leak through those cracks.
~
-1
S
#68032
Storage Closet~
This room is cluttered with all sorts of used and worn out items.  Piles
of filthy torn clothes have gathered at the corners of this stuffy room. 
Spread out upon the soggy floor is a wooden-plaited mat.  Many layers of
dust have gathered upon it, as well as on the wooden shelf which hangs
against the western wall.  Rusty, mostly-empty cans, which once contained
bright red, orange, and blue paint, rest upon the shelf.
~
get glyph for chest
need a thief to pick to get in and out of this room
[Starshine] room desc: move last sentence to extra cans? since you have to look at cans to determine the paint inside them?
[Starshine] extra piles: moth-eaten, well-worn. perhaps remove the faint reference? a bit wierd for ogres to faint from odors i think.
[Starshine] extra shelf: add 1 western to keywords?
[Starshine] perhaps stains in the shelf extra should be visible in room desc?
[Starshine] action for jump mat/corner?
[Starshine] perhaps also search mat? could just stir up dust <grin>
[Starshine] doll (2103) desc: dots encircle its cheeks or do 2 large dots form its cheeks?
~
301465604 0 7 0
D1
blackened door~
blackened door~
391 -1 68017 10 10 5
E
piles clothes corners~
The clothes are moth eaten, full of holes, and make you want to faint
from breathing in their noxious odor.  You can make out some of them as
once being skirts, overalls, and well worn trousers.
~
E
floor mat~
Cracked wooden sticks have been plaited together to form a mat which
blankets over half the floor of this room.  Layers of dust have formed on
it.  As you examine the mat closer, you notice strange, muddy footprints
resembling a chicken's along the corner of the mat.
~
E
cans shelf~
Large, cylindrical cans collect rust as they rest upon the shelf.  Red,
yellow, blue and various mixes of those paint stains line the shelf and
the ground directly below it.
~
E
muddy footprints~
Many footprints have formed at the corner of the mat and nowhere else on
the mat.  It's as though its owner jumped up and down on that part of the
mat many times.
~
A
~
piles clothes corners~
act_tochar( #nada, ch );
act_notchar( #nnada, ch );
~
E
nada~
You search through the piles of clothes, but they're all too torn and
smelly to be of any use.
~
E
nnada~
$n searches through the piles of clothes, but nothing results from it
except for $n's developing a foul smell.
~
!
9 0 0
A
~
cans shelf~
if( rflag( reset0, room ) ) {
  remove_rflag( reset0, room );
  act_tochar( #glyph, ch );
  act_notchar( #nglyph, ch );
  obj_to_char( oload( 3026 ), ch );
  }
else {
  act_tochar( #nada, ch );
  act_notchar( #nnada, ch );
  }
~
E
glyph~
You search through the shelf and find something in a paint can.
~
E
nglyph~
$n searches through the shelf and takes something.
~
E
nada~
You search through the shelf and cans, but find nothing of interest.
~
E
nnada~
$n searches through the shelf and cans, but doesn't find anything.
~
!
9 0 0
2103 9 1509949540 3 0
-1
S
#68036
A Supper Nook~
This brightly painted room seems to serve as an eating area.  Resting at
the middle of the room is a round, wooden table.  A dusty, wooden board
surrounds the tabletop allowing several gnome-sized people to sit on it. 
A few, faded paintings of a gnomish couple hang from the northern and
southern walls.  To the north is a window with frilly drapes, allowing
you to view the trees outside.  Heading east would lead into a kitchen.
~
table object and board (chair) object later
[Starshine] demon (2089) desc: ...from it towards you.
[Starshine] room desc: raised dusty, wooden board?
[Starshine] extra walls: bespectacled
[Starshine] could use table/board extras instead of objects...
[Starshine] window to the north, with paintings?  maybe move window or
painting to west wall?
~
301465604 0 7 0
D1
~
~
0 -1 68007 10 10 5
E
paintings northern southern walls~
Hanging from the bright blue and orange walls are paintings depicting a
few gnomes in serene poses.  One painting shows a gnomish female with
silver hair next to a cheerful-looking, spectacled gnomish man, both of
whom are standing in front of this tower.  Another painting is of the
same couple resting before a fireplace, where the female is embroidering
and the male holding a wooden doll.
~
E
window drapes~
The window is oval and mostly transparent.  A frilly curtain with painted
flowery designs blocks part of the window.  Looking past it, you see a
deck and tall trees outside.
~
A
l look~
window drapes north n~
if( mob_in_room( 2102, find_room( 68037 ) ) )
  act_tochar( #imp, ch );
else
  act_tochar( #nada, ch );
~
E
imp~
The window is oval and mostly transparent.  A frilly curtain with painted
flowery designs blocks part of the window.  Looking past it, you see a
deck and tall trees outside.  You also notice a cackling imp through the
window.
~
E
nada~
The window is oval and mostly transparent.  A frilly curtain with painted
flowery designs blocks part of the window.  Looking past it, you see a
deck with tall trees outside.
~
!
0 0 0
-1
S
#68037
Tower Deck~
The western part of the deck looks very worn-looking.  A few loose boards
on the floor look ready to collapse at any second.  Rusty nails protrude
through the faded wood, making it difficult to move around the deck. 
Resting along the western ledge are a few clay pots.  The soil in them
are barren and the plants long-dead.  The deck extends further east.
~
to be adjusted when i figure out exact location of tower
[Nereus] How about an action to step on a rusty nail when entering/exiting room?
gosh you're mean ;)
[Nereus] Why yes, I am
[Starshine] room desc: This part of the deck...?
[Starshine] extra north/west - forest, south - window, wall of tower, east - deck and door?
[Starshine] change acode 1 to both get and search? since searching clay pots where you end up finding a pot seems a bit strange.
[Starshine] acode 2/3 - randomize? or use stat check?
[Starshine] perhaps load flint as part of search pots action? rather than just leaving it lying about?
~
301465600 0 9 0
D1
~
~
0 -1 68010 10 10 5
E
clay pots ledge~
The pots are large enough for a small tree to grow in.  A few cracks
along the sides of the pots can be detected.  Gazing over the ledge are
more forest top, lush and vibrant green.
~
E
rusty nails worn-looking floor faded wood~
The nails are bent but still sharp, as they stick out through the gray
wood of the deck's floorboards.  The wood is scratched and many cracks
have formed, creating gaping holes at random areas of the deck.
~
A
~
clay pots ledge~
if( rflag( reset0, room ) ) {
  remove_rflag( reset0, room );
  i = random( 1, 7 );
  if( i == 3 ) {
    act_tochar( #pot, ch );
    act_notchar( #npot, ch );
    obj_to_char( oload( 3081 ), ch );
    }
  else {
    act_tochar( #nada, ch );
    act_notchar( #nnada, ch );
    }
  }
else {
  act_tochar( #nada, ch );
  act_notchar( #nnada, ch );
  }
~
E
pot~
You search through the pots on the ledge and take one.
~
E
npot~
$n searches through the pots on the ledge and takes one.
~
E
nada~
You search through the pots on the ledge, but don't find any worth taking.
~
E
nnada~
$n searches through the pots on the ledge, but doesn't take any.
~
!
9 0 0
A
~
~
act_tochar( #ouch, ch );
act_notchar( #nouch, ch );
dam_message( ch, 5d5+5, "stepping on a rusty nail" );
inflict( ch, mob, 5d5+5, "stepping on a rusty nail" );
continue;
~
E
ouch~
As you leave the room, you accidentally get your foot caught on a rusty
nail.
~
E
nouch~
As $n leaves the room, $e accidentally gets $s foot caught on a rusty
nail.
~
!
3 0 2
A
~
~
act_tochar( #ouch, ch );
act_notchar( #nouch, ch );
dam_message( ch, 5d5+5, "stepping on a rusty nail" );
inflict( ch, mob, 5d5+5, "stepping on a rusty nail" );
~
E
ouch~
As you enter the room, you accidentally step on a loose rusty nail.
~
E
nouch~
As $n enters the room, $e accidentally steps on a loose rusty nail.
~
!
1 0 2
79 17 1509949540 -2 0
2102 9 1509949540 3 0
-1
S
#68038
A Balcony~
You are on a rundown balcony overlooking the entrance to the tower. 
Narrow cracks have formed on the floor's tiles, and some of them have
become dislodged from the balcony.  The railing is made of a grayish
stone and forms a continuous semi-circle.  Gazing southward, you are
treated to a magnificent view of towering beech and oak trees of the
dense forest.
~
rdesc may change depending on where the tower will be located
search for tile to give help for answer to obelisk name
[Starshine] room desc: remove "from the balcony"? i believe dislodged is informative enough.
[Starshine] extra view: use 1 south for keyword?
[Starshine] perhaps add extras or new keywords to extra view of 1 east 1 west. add extra 1 north?
[Starshine] tile (3039) either: remove "written in primal"?
[Starshine] should tile be loaded each reset?
~
335020032 0 6 0
D0
balcony door~
balcony door~
131 -1 68024 10 10 5
E
railing~
The railing still looks sturdy.  Bird droppings lie scattered all across
its ledge, but don't give off any detectable odor.
~
E
floor tiles~
The tiles of the floor are red, white, and black.  They form a
whirlpool-like pattern where the tiles get smaller and smaller at the
center.  Several tiles have been cracked due to prolonged exposure to the
elements, and some of them are detached from the balcony floor.
~
E
view south s~
Gray beech trees and majestic oak trees dominate your view from here.
~
A
search get take~
tiles floor~
if( rflag( reset0, room ) ) {
  remove_rflag( reset0, room );
  act_tochar( #tile, ch );
  act_notchar( #ntile, ch );
  obj_to_char( oload( 3039 ), ch );
  }
else {
  act_tochar( #nada, ch );
  act_notchar( #nnada, ch );
  }
~
E
tile~
You search the floor, and take one of the loose tiles.
~
E
ntile~
$n searches the floor, and takes one of the loose tiles.
~
E
nada~
You search across the tiles on the floor, but can't find any worth taking.
~
E
nnada~
$n searches the tiles on the floor, but doesn't take any.
~
!
0 0 0
-1
S
#68039
A Master Bedroom~
A powerful force seems to have decimated this once splendid room.  The
carpet has been ripped apart, with many holes and reddish stains scattered
all across it.  A full-sized bed draped in torn, stained fabric rests
against the eastern wall.  Next to the bed is a wide office desk with a
very cluttered top.  A large, oval-shaped window lies on the southern
wall, its glass partially broken.  A lever hangs just beside the window.
~
pull lever to go up to room 68047
need to give her love letter to assign quest 
maybe add full-sized bed object later
[Starshine] xyla (2111) desc: ...blowing upon it.
[Starshine] xyla (2111) will she have a nightgown?
[Starshine] xyla mped 4 evil: what that name is...
[Starshine] perhaps move lever sentence to window extra? levers shouldn't be so easy to find :P
[Starshine] room desc: add that there's a door west.
[Starshine] perhaps xyla should disappear when quest is done? and also not appear except for people who have not done quest. not sure how you want to do a group where some people have done quest and some have not. could have acode with some randomness that has her thanking people who have done the quest.
[Starshine] acode 1 cant: perhaps say "The lever has already been pulled." instead?
[Starshine] acode 2 nada: perhaps say "The lever has already been pushed."?
[Starshine] acodes 1 and 2: hole in ceiling or whole ceiling?
[Starshine] she asks about letter when i search desk even if i haven't asked her about the letter. maybe this needs to be two quests? *ponder* or maybe this encourages me to ask about letter *grin*
~
301465604 0 9 0
D3
bedroom door~
bedroom door~
131 -1 68024 10 10 5
D4
upstairs door~
upstairs door~
235 -1 68047 10 10 5
E
full-sized bed fabric~
This fairly large bed could easily fit three small humans were it not in
such fragile condition.  The four curved poles look ready to fall over at
any moment as they struggle to support the torn fabric.
~
E
office desk top~
The rectangular desk looks about three feet wide and five feet long. 
Many scratches mar its black wooden finish.  The desk has become
exceedingly disorganized, with piles of paper accumulating upon the
desktop.
~
E
oval-shaped window~
The window frame is wooden and egg-shaped.  Abrupt cracks on the window
pane have left random holes, which are demonstrated by occasional wind
gusts that flow through the holes and cause the window curtain to wave.
~
E
carpet~
The brown carpet curls at the corners of the room as many holes and cuts
have damaged much of it.  Several splotches of dried bloodstains can also
be detected on what remains of the carpet.
~
E
lever~
The silvery lever looks like it can be pushed or pulled.
~
A
pull~
lever~
if( is_open( room, up ) )
  act_tochar( #cant, ch );
else {
  act_tochar( #pull, ch );
  act_notchar( #npull, ch );
  wait( 1 );
  send_to_room( #open, room );
  send_to_room( #dopen, find_room( 68047 ) );
  open( room, up );
  }
~
E
cant~
The lever is already in the pulled position.
~
E
pull~
You pull the lever.
~
E
npull~
$n pulls the lever.
~
E
open~
The ceiling opens up, and a ladder slides down, allowing passage upstairs.
~
E
dopen~
The floor opens up, and a ladder slides down, allowing passage downstairs.
~
!
0 0 0
A
push~
lever~
if( is_open( room, up ) ) {
  act_tochar( #push, ch );
  act_notchar( #npush, ch );
  wait( 1 );
  send_to_room( #close, room );
  send_to_room( #dclose, find_room( 68047 ) );
  close( room, up );
  }
else
  act_tochar( #nada, ch );
~
E
push~
You push the lever.
~
E
npush~
$n pushes the lever.
~
E
close~
The ladder slides back up, and the ceiling closes.
~
E
dclose~
The ladder slides back up, and the floor closes.
~
E
nada~
The lever is already in the pushed position.
~
!
0 0 0
A
~
~
act_tochar( #up, ch );
continue;
~
E
up~
You climb up the ladder.
~
!
3 0 16
A
look~
ladder~
if( is_open( room, up ) )
  act_tochar( #ladder, ch );
else
  act_tochar( #nada, ch );
~
E
ladder~
The ladder is silver and sparkles brightly.
~
E
nada~
You do not see that here.
~
!
0 0 0
A
~
office desk top~
act_tochar( #search, ch );
act_notchar( #nsearch, ch );
wait( 1 );
if( mob_in_room( 2111, room ) && !has_quest( ch, 52 ) ) {
  mob = mob_in_room( 2111, room );
  tell( mob, ch, #ask );
  wait( 1 );
  interpret( mob, "sigh" );
  }
~
E
search~
You search the top of the office desk, but don't find anything useful.
~
E
nsearch~
$n searches the top of the office desk, but doesn't find anything.
~
E
ask~
@GHave you found my missing letter in that pile?  I've looked all over
for it, but couldn't find it there.@n
~
!
9 0 0
2111 9 1509949540 3 0
-1
S
#68040
A Sitting Room~
A thick red carpet covers the entire floor of this quaint room.  Arranged
in a semi-circle at the middle of the room are three petite couches.  A
few small round windows resembling portholes lie against the southern
wall, allowing a glimpse of the outside.  Hanging along the western wall
are a couple of paintings.  The dark hallway lies to the east through the
narrow corridor.
~
add uniform and pike to soldier doll later
[Starshine] should sitting room have door?
[Starshine] extra couches: delete word "threaded"?
[Starshine] extra window: perhaps say outside window shows 2nd floor, view, balcony to right?
~
301465604 0 6 0
D1
~
~
0 -1 68024 10 10 5
E
thick red carpet floor~
The carpet is so thick that it almost resembles overgrown red-colored
grass.  Patches of dust lie scattered all across the carpet, like gray
isles in a sea of red.
~
E
petite couches~
The wooden couches are slightly dusty.  They could probably fit someone
of diminutive height.  Yellow and red threaded designs cover the seat and
armrest of each couch.
~
E
1 south small round porthole shaped windows~
The windows are very small, barely a foot in diameter.  Red and orange
embroidered flower designs line the curtains covering most of the windows.
~
E
paintings 1 west~
The paintings hang rather crookedly from the wall.  One depicts an old
gnomish couple smiling blankly ahead; while another painting shows what
looks to be the couple, but only many years younger.
~
3040 17 1509949540 -2 0
3040 17 1509949540 -2 0
3040 17 1509949540 -2 0
2114 9 1509949540 3 0
-1
S
#68041
A Round, Smoky Chamber~
Many pieces of junk litter the tiled floor of this round, spacious room. 
Grabbing your attention is a pile of smelly remains of some poor soul who
wandered here.  The bones appear snapped in half, and insects now reside
within a cracked skull.  Oddly enough, the smoke, which permeates through
the chamber, seems to avoid the pile of bones, forming a round, smokeless
gap above it.  At the southern end of the room stands a wide, carpeted
stairwell.
~
[Starshine] should this hallway and 2 more rooms be protected by more than 2 aggressives?
[Starshine] extra junk: doesn't care
[Starshine] extra smoke: use 'detectable' instead of 'recognizable'?
[Starshine] extra stairwell: what is condition of carpet? if new, should note that is unusual.
~
301465604 0 9 0
D0
~
~
0 -1 68042 10 10 5
D4
~
~
0 -1 68053 10 10 5
E
junk tiled floor~
The trash that has been thrown haphazardly across the floor include dried
up pieces of meat, broken toy parts, and spilled bottles of stale alcohol. 
Whoever inhabits this place obviously didn't care too much for tidiness.
~
E
pile remains bones cracked skull~
The pile of bones reek.  They appear to possibly be the remains of a
small humanoid who had wandered in here and had his or her body shredded
to pieces.
~
E
smoke~
The vapors are white in color and seem to conform to your movements. 
They produce no recognizable scent.
~
E
wide carpeted stairwell~
The stairwell is covered in a thick red carpet with purple silk lining
along its side.  It ascends pretty far up along many steps.
~
A
~
~
act_tochar( #up, ch );
continue;
~
E
up~
You climb up the wide, carpeted stairwell.
~
!
3 0 16
A
~
junk tiled floor~
act_tochar( #nada, ch );
act_notchar( #nnada, ch );
~
E
nada~
You search through the junk on the tiled floor, but find nothing worth
taking.
~
E
nnada~
$n searches through the junk on the tiled floor, but takes nothing.
~
!
9 0 0
A
~
pile remains bones~
if( rflag( reset0, room ) ) {
  remove_rflag( reset0, room );
  i = random( 1, 10 );
  if( i == 7 ) {
    act_tochar( #skull, ch );
    act_notchar( #nskull, ch );
    obj_to_char( oload( 2226 ), ch );
    }
  else {
    act_tochar( #nada, ch );
    act_notchar( #nnada, ch );
    }
  }
else {
  act_tochar( #nada, ch );
  act_notchar( #nnada, ch );
  }
~
E
skull~
You search through the pile of bones, taking a skull from the remains.
~
E
nskull~
$n searches through the pile of bones and takes something from it.
~
E
nada~
You search through the pile of bones, but don't find anything worth
taking.
~
E
nnada~
$n searches through the pile of bones, but doesn't take anything.
~
!
9 0 0
2128 9 1509949540 3 0
-1
S
#68042
Smoky Hallway -- Third Floor~
The scentless gas continues to permeate through this part of the hallway. 
Gazing down through the smoke, you notice broken toys, half-eaten chunks
of meat, and other assorted trash left disposed upon the creaky wooden
floor.  When you look up and examine the walls, the strange inferno-like
patterns along its rough stone surface appear to dance.  The hallway
widens a bit to the north, as well as to the south of you.
~
[Starshine] extra gas: use 'detectable' instead of 'recognizable'?
[Starshine] does shifting wall have an effect? hurt people? monster pops out?
~
301465604 0 6 0
D0
~
~
0 -1 68043 10 10 5
D2
~
~
0 -1 68041 10 10 5
E
floor down broken toys half-eaten meat trash~
Thrown carelessly across the cracked, aging floor are chewed up doll
parts and the remains of wooden ship models and figures.  The stench of
decaying meat from a nearby pile overwhelms your nostrils making you want
to move quickly away from the smell.
~
E
walls stone surface inferno-like patterns~
Red, shadowy designs blaze across the wall.  The mysterious shifting
patterns eerily resemble a fiery fence surrounding you.
~
E
scentless gas smoke~
The vapors are white in color and seem to conform to your movements. 
They produce no recognizable scent.
~
A
~
~
send_to_room( #shift, room );
~
E
shift~
@yThe fiery patterns along the wall shift rapidly from side to side.@n
~
!
2 500 0
A
~
floor broken pile toys half-eaten meat trash~
act_tochar( #nada, ch );
act_notchar( #nnada, ch );
~
E
nada~
You search through the floor and its trash, but don't find anything worth
taking.
~
E
nnada~
$n searches through the floor and the trash, but doesn't take anything.
~
!
9 0 0
-1
S
#68043
Smoky Hallway -- Third Floor~
A thick, fog-like vapor fills the space around you.  You can almost feel
its soft, silky texture.  Besides the smoke, the only other noticeable
item of interest is an ebony statue of a winged beast, which stands all
alone in the northeastern corner.  At the middle of the floor is a small
hole where some of the gas is funneling through to the room below. 
Looking southward, the hallway seems to narrow a bit.
~
move statue action to open passage down to room 68027 
[Starshine] room desc: In the middle...
[Starshine] extra vapor: does gas produce scent at all?
[Starshine] add keyword northeastern to extra ebony?
[Starshine] why no.mob?
~
301465612 0 8 0
D2
~
~
0 -1 68042 10 10 5
D5
floor~
floor~
234 -1 68027 10 10 5
E
thick fog-like vapor smoke gas~
The vapors are white in color and seem to conform to your movements. 
They produce no recognizable scent.
~
E
ebony statue winged beast corner~
As dark as night, the statue of a crouched beast stands almost serenely
at its corner.  With outstretched wings and razor-sharp claws, the statue
stares blankly at you.  Upon further examination, you notice a dust-free
area at the base of the statue, revealing that it had been previously
moved.
~
E
small hole~
No wider than a few inches, the hole seems to be acting as an outlet for
the smoke.  A steady stream of the vapors flows downward through the hole.
~
A
move push~
ebony statue winged beast~
act_tochar( #move, ch );
act_notchar( #nmove, ch );
wait( 1 );
send_to_room( #open, room );
wait( 1 );
loop( all_in_room ) {
  i = 3d5+15;
  transfer( rch, find_room( 68027 ) );
  act_tochar( #fall, rch );
  act_notchar( #nfall, rch );
  dam_message( rch, i, "the terrible fall" );
  inflict( rch, mob, i, "falling down painfully" );
  interpret( rch, "rest" );
  }
~
E
move~
You move the ebony statue of a winged beast.
~
E
nmove~
$n moves the ebony statue of a winged beast.
~
E
open~
@CThe hole on the floor suddenly opens up, and you feel yourself plunging
down the room.@n 
~
E
fall~
You fall into the room below, landing on your bottom!
~
E
nfall~
$n falls from the rooom above, landing on $s bottom!
~
!
0 0 0
-1
S
#68045
Dark Hallway -- Third Floor~
Passage through the hallway ends northward as a metallic stairwell stands
all alone.  Several elaborate markings have been etched near the foot of
the stairwell.  Dispersed into a small, discontinuous circle on the floor
beside the eastern wall are some bone fragments.  The hallway continues
further south.
~
[Nereus] metallic stairway stands all alone - sounds odd
~
301465604 0 6 0
D2
~
~
0 -1 68046 10 10 5
D4
~
~
0 -1 68055 10 10 5
E
metallic stairwell~
The stairwell is made of copper and is rusting.  Many dried metal bits
lie on the steps, as well as some blood splotches.
~
E
elaborate markings~
The markings look like like depictions of grotesque torture techniques. 
One shows a person having his or her limbs stretched apart on a rack. 
Another shows a pendulum swinging as its victim lies on a table.
~
E
small discontinuous circle bone fragments~
Parts of skulls and arm and leg bones have been placed into a circular
shape.  The bones are remarkably white and free of dirt, and no
detectable smell flows from them.
~
E
walls~
The images of the flames along the wall appear almost surreal.  They
never appear to look the same after a second or third glance.
~
A
~
~
act_tochar( #up, ch );
continue;
~
E
up~
You climb up the metallic stairwell.
~
!
3 0 16
A
~
circle bone fragments discontinuous small~
act_tochar( #nada, ch );
act_notchar( #nnada, ch );
~
E
nada~
You search through the circle of bone fragments, but don't find anything
worth taking.
~
E
nnada~
$n searches through the circle of bone fragments, but doesn't take
anything.
~
!
9 0 0
2128 9 1509949540 3 0
-1
S
#68046
Dark Hallway -- Third Floor~
The orange and red flame patterns continue to be displayed across the
walls.  Several partially split beams have fallen from the ceiling making
passage through the hallway somewhat troublesome.  On the floor, layers
of dust have formed.  You can make out some strange-looking footprints
within the dust.  Obviously, someone has recently been here.
~
[Nereus] Isn't this rdesc identical to the one on the other side
was going for the 'deja vu' effect, will change later i guess
~
301465604 0 6 0
D0
~
~
0 -1 68045 10 10 5
D2
~
~
0 -1 68047 10 10 5
E
flame patterns walls orange red~
The images of the flames are almost surreal.  They never appear to look
the same after a second or third glance.
~
E
beams~
The beams are cracked with many termite-eaten holes within them.  Some
lay against the floor and partly block movement through the hallway.
~
E
floor dust strange-looking footprints~
Footprints of a creature with three clawed toes can be detected within
the thick layers of dust along the wooden floor.
~
A
~
~
send_to_room( #shift, room );
~
E
shift~
@yThe fiery patterns along the wall shift rapidly from side to side.@n
~
!
2 500 0
-1
S
#68047
Dark Hallway -- Third Floor~
The red and orange shadowy patterns depicted along the dark stone walls
of this hallway resemble the flames of a raging inferno.  The floorboards
don't look very worn and a lot of dust has accumulated, indicating these
halls probably haven't been passed through very often.  A copper lever
hangs against the southern wall beside an egg-shaped window.  The hallway
continues northward.
~
lever to go down to 68039
~
301465612 0 6 0
D0
~
~
0 -1 68046 10 10 5
D5
downstairs door~
downstairs door~
235 -1 68039 10 10 5
E
red orange shadowy patterns dark stone walls~
The images of the flames are almost surreal.  They never appear to look
the same after a second or third glance.
~
E
floor floorboards dust~
About an inch of dust has formed upon the wooden floor.  A few rusty
nails protrude through the floorboards which don't show many signs of
advanced age, such as cracks or a dulled color.
~
E
copper lever~
The lever is made of shiny copper and looks as if it can still be pushed
or pulled.
~
E
egg-shaped window~
The window is about the size of a gnome's head.  The glass is stained due
to lack of cleaning, preventing you from seeing much of the outside.
~
A
pull~
lever~
if( is_open( room, down ) )
  act_tochar( #nada, ch );
else {
  act_tochar( #pull, ch );
  act_notchar( #npull, ch );
  wait( 1 );
  send_to_room( #open, room );
  send_to_room( #uopen, find_room( 68039 ) );
  open( room, down );
  }
~
E
nada~
The lever is already in the pulled position.
~
E
pull~
You pull the copper lever.
~
E
npull~
$n pulls the copper lever.
~
E
open~
The floor opens up, and a ladder slides down, allowing passage downstairs.
~
E
uopen~
The ceiling opens up, and a ladder slides down, allowing passage upstairs.
~
!
0 0 0
A
push~
lever~
if( is_open( room, down ) ) {
  act_tochar( #push, ch );
  act_notchar( #npush, ch );
  wait( 1 );
  send_to_room( #close, room );
  send_to_room( #uclose, find_room( 68039 ) );
  close( room, down );
  }
else
  act_tochar( #nada, ch );
~
E
push~
You push the copper lever.
~
E
npush~
$n pushes the copper lever.
~
E
close~
The ladder slides back up, and the floor closes.
~
E
uclose~
The ladder slides back up, and the ceiling closes.
~
E
nada~
The lever is already in the pushed position.
~
!
0 0 0
A
~
~
act_tochar( #down, ch );
continue;
~
E
down~
You climb down the stairs.
~
!
3 0 32
A
l look~
ladder~
if( is_open( room, down ) )
  act_tochar( #ladder, ch );
else
  act_tochar( #nada, ch );
~
E
ladder~
The ladder is silver and sparkles brightly.
~
E
nada~
You do not see that here.
~
!
0 0 0
-1
S
#68049
Hallway -- Third Floor~
The halls here are decked in gaudy trinkets, such as small copper
pentagrams and miniature skulls of various animals.  On the floor are the
decomposing remains of previous visitors.  They lie spread across the
eastern wall, a testament or possible warning of the dangers of your
current location.  The hallway comes to an abrupt end southward as a
metallic stairwell stands, providing passage upstairs.
~
rune in remains for entrance to demon
~
301465604 0 6 0
D0
~
~
0 -1 68050 10 10 5
D4
~
~
0 -1 68057 10 10 5
E
east walls gaudy trinkets pentagrams miniature skulls small copper~
The trinkets are embedded within and against the walls.  Taking a step
back, you notice that combined, they form an swirling image of a
whirlpool.
~
E
floor decomposing remains~
Bones and mostly decayed flesh lie scattered in disorganized heaps along
the eastern wall.  The skeletons look small enough to be of a dwarf's or
gnome's.  The wretched smell and tangled mess make it difficult to be
sure.
~
E
metallic stairwell~
The stairwell is made of copper and is rusting.  Many dried metal bits
lie on the steps, as well as some blood splotches.
~
A
~
floor decomposing remains~
if( rflag( reset0, room ) ) {
  remove_rflag( reset0, room );
  if( random( 1, 5 ) == 2 ) {
    act_tochar( #rune, ch );
    act_notchar( #nrune, ch );
    obj_to_char( oload( 3070 ), ch );
    }
  else {
    act_tochar( #nada, ch );
    act_notchar( #nnada, ch );
    }
  }
else {
  act_tochar( #nada, ch );
  act_notchar( #nnada, ch );
  }
~
E
rune~
You search through the decomposing remains on the floor and find
something interesting.
~
E
nrune~
$n searches through the decomposing remains on the floor and finds
something.
~
E
nada~
You search through the decomposing remains on the floor, but find nothing
interesting.
~
E
nnada~
$n searches through the decomposing remains on the floor, but doesn't
find anything.
~
!
9 0 0
A
~
~
act_tochar( #up, ch );
continue;
~
E
up~
You climb up the metallic stairwell.
~
!
3 0 16
2128 9 1509949540 3 0
-1
S
#68050
Hallway -- Third Floor~
The orange and red flame patterns continue to be displayed across the
stone walls.  Several partially split beams have fallen from the ceiling
making passage through the hallway somewhat troublesome.  On the floor,
layers of dust have formed.  You can make out some strange-looking
footprints within the dust.  Obviously, someone has recently been here.
~
~
301465604 0 6 0
D0
~
~
0 -1 68051 10 10 5
D2
~
~
0 -1 68049 10 10 5
E
flame patterns stone walls orange red~
The images of the flames are almost surreal.  They never appear to look
the same after a second or third glance.
~
E
beams~
The beams are cracked with many termite-eaten holes within them.  Some
lay against the floor and partly block movement through the hallway.
~
E
floor dust strange-looking footprints~
Footprints of a creature with three clawed toes can be detected within
the thick layers of dust along the wooden floor.
~
A
~
~
send_to_room( #shift, room );
~
E
shift~
@yThe fiery patterns along the wall shift rapidly from side to side.@n
~
!
2 500 0
-1
S
#68051
Hallway -- Third Floor~
The red and orange shadowy patterns depicted along the dark stone walls
of this hallway resemble the flames of a raging inferno.  The floorboards
don't look that worn, and a lot of dust has accumulated, indicating that
these halls probably haven't been passed through very often.  A rusty
brass lever hangs against the northern wall beside an egg-shaped window. 
The hallway continues southward.
~
down to 68029
~
301465612 0 6 0
D2
~
~
0 -1 68050 10 10 5
D5
floor~
floor~
235 -1 68029 10 10 5
E
red orange shadowy patterns dark stone walls~
The images of the flames are almost surreal.  They never appear to look
the same after a second or third glance.
~
E
floor floorboards dust~
About an inch of dust has formed on the wooden floor.  A few rusty nails
protrude through the floorboards, which don't show many signs of advanced
age, such as cracks or a dulled color.
~
E
rusty brass lever~
The lever is tarnished and rusted.  However, it looks as if it can still
be pushed or pulled.
~
E
egg-shaped window~
The window is about the size of a gnome's head.  The glass is
transluscent but uncleaned, making it difficult to see much of the
outside.
~
A
pull~
lever~
if( is_open( room, down ) )
  act_tochar( #cant, ch );
else {
  act_tochar( #pull, ch );
  act_notchar( #npull, ch );
  wait( 1 );
  send_to_room( #open, room );
  send_to_room( #uopen, find_room( 68029 ) );
  open( room, down );
  }
~
E
cant~
The lever is already in the pulled position.
~
E
pull~
You pull the rusty brass lever.
~
E
npull~
$n pulls the rusty brass lever.
~
E
open~
The floor opens up, and a ladder slides down the floor, allowing passage
downstairs.
~
E
uopen~
A ladder slides from the ceiling, allowing passage upstairs.
~
!
0 0 0
A
push~
lever~
if( is_open( room, down ) ) {
  act_tochar( #push, ch );
  act_notchar( #npush, ch );
  wait( 1 );
  send_to_room( #close, room );
  send_to_room( #uclose, find_room( 68029 ) );
  close( room, down );
  }
else
  act_tochar( #cant, ch );
~
E
push~
You push the rusty brass lever.
~
E
npush~
$n pushes the rusty brass lever.
~
E
close~
The ladder leading downstairs mysteriously vanishes.
~
E
uclose~
The ladder leading upstairs mysteriously vanishes.
~
E
cant~
The lever is already in the pushed position.
~
!
0 0 0
A
~
~
act_tochar( #down, ch );
continue;
~
E
down~
You climb down the ladder.
~
!
3 0 32
A
l look~
ladder~
if( is_open( room, down ) )
  act_tochar( #ladder, ch );
else
  act_tochar( #nada, ch );
~
E
ladder~
The ladder is silver and sparkles brightly.
~
E
nada~
You do not see that here.
~
!
0 0 0
-1
S
#68053
A Massive Stairwell~
This stairwell is surprisingly ostentatious, unlike much of the rest of
this otherwise ordinary-looking tower.  The polished banister of the
stairwell is made of thick oak wood, and its smooth texture demonstrates
its fine craftsmanship.  The trek along this massive, carpeted stairwell
continues a little further upward, but there are many more steps downward.
~
~
301465604 0 6 0
D4
~
~
0 -1 68054 10 10 5
D5
~
~
0 -1 68041 10 10 5
E
stairwell banister carpeted~
The stairwell consists of countless steps, each carpeted in red with
purple-dyed silk along its sides.  The banister is remarkably shiny and
made of dark brown oak.
~
A
~
~
act_tochar( #up, ch );
continue;
~
E
up~
You climb to the top of the stairwell.
~
!
3 0 16
A
~
~
act_tochar( #down, ch );
continue;
~
E
down~
You climb down the stairwell.
~
!
3 0 32
-1
S
#68054
Before the Obsidian Doors~
You are at the top of the carpeted stairwell before a pair of huge,
obsidian-banded doors.  A granite gargoyle rests at the foot of the side
of each door, as though protecting whatever lies beyond them.  The
strange, smoke-like vapors which filled most of the lower floor seems to
be originating through the doors to the north.
~
Leaving north will zap everyone unless it gets untrappped
mushroom-shaped rune protects the carrier from arrows, too
~
301465604 0 8 0
D0
obsidian-banded doors~
obsidian-banded doors~
131 -1 68059 10 10 5
D5
~
~
0 -1 68053 10 10 5
E
huge obsidian-banded doors~
The doors are over ten feet high and are a solid black color.  Near the
top of the right door is a carved image of a horned beast's head with
glittering scarlet eyes.  Its fangs look long and sharp, and its
expression is one of pure hatred.
~
E
granite gargoyle~
The gargoyles are in a crouched, alert position, looking ready to pounce
on someone.  Just above them is an octagonal symbol.  At its center is a
mushroom-shaped hole.
~
E
carpeted stairwell~
The stairwell consists of countless steps, each carpeted in red with
purple-dyed silk along its side.  The railing is remarkably shiny and
made of dark brown oak.
~
E
smoke-like vapors~
The vapors are white in color and seem to comform to your movements. 
They produce no recognizable scent.
~
E
octagonal symbol mushroom-shaped hole~
The octagonal symbol is about several inches long.  You're can't make out
what is in the mushroom-shaped hole at the middle of the symbol.
~
A
~
~
act_tochar( #down, ch );
continue;
~
E
down~
You climb down the carpeted stairwell.
~
!
3 0 32
A
inspect~
octagonal symbol mushroom-shaped hole~
i = random( 2, 6 );
if( find_skill( ch, inspect ) > i ) {
  act_tochar( #inspect, ch );
  act_notchar( #ninspect, ch );
  }
else
  act_tochar( #nada, ch );
~
E
inspect~
You inspect the octagonal symbol and the mushroom-shaped hole, and
realize that a thin wire has been attached from the octagonal symbol,
hurting anyone who heads north past the doors.
~
E
ninspect~
$n inspects the octagonal symbol and the mushroom-shaped hole, then
signal that the octagonal symbol is a trap.
~
E
nada~
You see nothing unusual.
~
!
0 0 0
A
untrap disarm~
octagonal symbol~
i = random( 0, 9 );
if( rflag( reset0, room ) ) {
  act_tochar( #try, ch );
  act_notchar( #ntry, ch );
  wait( 1 );
  act_tochar( #arrow, ch );
  act_notchar( #narrow, ch );
  if( has_obj( 3070, ch ) ) {
    act_tochar( #rune, ch );
    act_notchar( #nrune, ch );
    }
  else {
    dam_message( ch, 5d5+5, "a poison-tipped arrow" );
    inflict( mob, ch, 5d5+5, "a poison-tipped arrow" );
    poison( ch );
    }
  if( find_skill( ch, untrap ) > i ) {
    remove_rflag( reset0, room );
    act_tochar( #success, ch );
    act_notchar( #nsuccess, ch );
    }
  else {
    act_tochar( #fail, ch );
    act_notchar( #nfail, ch );
    }
  }
else
  act_tochar( #done, ch );
~
E
try~
You carefully attempt to untrap the octagonal symbol.
~
E
ntry~
$n attempts to untrap the octagonal symbol.
~
E
rune~
@BThe mushroom-shaped rune suddenly glows, protecting you from the
arrows.@n 
~
E
arrow~
@BPoison-tipped arrows fly from the octagonal symbol and towards you!@n
~
E
narrow~
@BPoison-tipped arrows fly from the octagonal symbol and towards $n!@n
~
E
nrune~
@BThe mushroom-shaped rune suddenly glows, protecting $n from the
arrows.@n 
~
E
success~
You successfully untrap the octagonal symbol, rendering it harmless.
~
E
nsuccess~
$n successfully untraps the octagonal symbol, rendering it harmless.
~
E
fail~
You are unable to successfully untrap the octagonal symbol.
~
E
nfail~
$n is unable to successfully untrap the octagonal symbol.
~
E
done~
The octagonal symbol has already been untrapped.
~
!
0 0 0
A
~
~
if( rflag( reset0, room ) ) {
  loop( all_in_room ) {
    if( is_player( rch ) ) {
      i = 3d10+25;
      send_to_room( #arrows, room );
      if( has_obj( 3070, rch ) ) {
        act_tochar( #rune, ch );
        act_notchar( #nrune, ch );
        }
      else {
        dam_message( rch, i, "a poison-tipped arrow" );
        inflict( mob, rch, i, "a poison-tipped arrow" );
        poison( rch );
        }
      }
    continue;
    }
  }
else
  continue;
~
E
arrows~
@BPoison-tipped arrows suddenly come flying at you!@n
~
E
rune~
@BThe mushroom-shaped rune suddenly glows, protecting you from the
arrows.@n 
~
E
nrune~
@BThe mushroom-shaped rune suddenly glows, protecting $n from the
arrows.@n 
~
!
3 0 1
2128 9 1509949540 3 0
-1
S
#68055
A Metallic Stairwell~
The stairwell continues further up and down along numerous metal steps. 
Dried bloodstains and slimy footprints on the steps hint that someone has
recently climbed these stairs.  The handrails look exceedingly old and
worn out, with bits of their surface having peeled off.  At the top of
the stairwell is a door.  Hanging from the ceiling beside the door is a
silver cord.
~
~
301465604 0 5 0
D4
upstairs door~
upstairs door~
195 -1 68056 10 10 5
D5
~
~
0 -1 68045 10 10 5
E
steps bloodstains footprints~
The bloodstains have dried but still appear to be recently spilled. 
Footprints of a three-toed creature can be seen on every other step of
the stairwell.
~
E
handrails~
The handrails are made of copper.  Mostly rusted, you think it'd be wise
to avoid using them.
~
E
silver cord~
The cord dangles from the dusty ceiling above you.  A slimy substance
seems to be dripping from it.
~
A
~
~
act_tochar( #down, ch );
continue;
~
E
down~
You climb down the metallic stairwell.
~
!
3 0 32
A
~
~
act_tochar( #up, ch );
continue;
~
E
up~
You climb up past the top of the metallic stairwell.
~
!
3 0 16
A
pull~
silver cord~
act_tochar( #pull, ch );
act_notchar( #npull, ch );
if( is_open( room, up ) ) {
  send_to_room( #close, room );
  send_to_room( #close, find_room( 68056 ) );
  close( room, up );
  }
else {
  send_to_room( #open, room );
  send_to_room( #dopen, find_room( 68056 ) );
  open( room, up );
  }
~
E
pull~
You pull the silver cord.
~
E
npull~
$n pulls the silver cord.
~
E
close~
The door suddenly closes.
~
E
open~
The door suddenly opens up, allowing passage upstairs.
~
E
dopen~
The door suddenly opens.
~
!
0 0 0
-1
S
#68056
A Confined Cell~
Cobwebs and bugs infest each corner of this dank room.  The stone walls
are chipped and filled with many little holes.  Once painted in black and
green, they're now discolored and appear dull and gray.  Hanging off each
wall are rows of rusty chains and locks.  A couple of skeletons remain
chained on the eastern wall, as though absorbed by it.  A dusty wooden
door lies on the western part of the soiled floor.
~
toymaker's ghost trapped here and needs to be free to go to spirit world
with wife 
will load when dactyron is gone and disappear if he isn't
[Nereus] extras - [ chipped stone holes little ], add to walls
thought 2 sentences in rdesc of walls was enough so didn't add an extra
~
301465604 0 7 0
D5
dusty wooden door~
dusty wooden door~
195 -1 68055 10 10 5
E
cobwebs bugs corner~
Thick cobwebs inhabit each corner and crevice of the cell.  Beetles and
ants crawl in and around them, oblivious to your presence.
~
E
rusty chains locks skeletons~
Although rusted and chipped, the silvery chains are quite strong and
sturdy.  The skeletons that lie chained against the wall look ghastly,
their skulls giving a saddened expression.  Bugs and worms crawl on and
through them.
~
A
~
~
act_tochar( #down, ch );
continue;
~
E
down~
You climb down the metallic stairwell.
~
!
3 0 32
A
open~
down d dusty wooden door~
if( is_open( room, down ) )
  act_tochar( #nada, ch );
else {
  act_tochar( #open, ch );
  act_notchar( #nopen, ch );
  open( room, down );
  }
~
E
nada~
The dusty wooden door is already open.
~
E
open~
You open the dusty wooden door leading down.
~
E
nopen~
$n opens the dusty wooden door leading down.
~
!
0 0 0
A
close~
down d dusty wooden door~
if( is_open( room, down ) ) {
  act_tochar( #close, ch );
  act_notchar( #nclose, ch );
  close( room, down );
  }
else
  act_tochar( #done, ch );
~
E
close~
You close the dusty wooden door.
~
E
nclose~
$n closes the dusty wooden door.
~
E
done~
The dusty wooden door is already closed.
~
!
0 0 0
A
~
cobwebs corners~
act_tochar( #nada, ch );
act_notchar( #nnada, ch );
~
E
nada~
You search through the cobwebs in the corners of the room, but don't find
anything worth taking.
~
E
nnada~
$n searches through the cobwebs in the corners of the room, but doesn't
find anything worth taking.
~
!
9 0 0
-1
S
#68057
A Metallic Stairwell~
The stairwell continues further up and down along numerous metal steps. 
Dried bloodstains and slimy footprints on the steps hint that someone has
recently climbed these stairs.  The handrails look exceedingly old and
worn out, with bits of their surface having peeled off.  At the top of
the stairwell is a door.  Hanging from the ceiling beside the door is a
silver cord.
~
~
301465604 0 5 0
D4
upstairs door~
upstairs door~
195 -1 68058 10 10 5
D5
~
~
0 -1 68049 10 10 5
E
steps bloodstains footprints~
The bloodstains have dried, but still appear to be recently spilled. 
Footprints of a three-toed creature can be seen on every other step of
the stairwell.
~
E
handrails~
The handrails are made of copper.  Mostly rusted, you think it would be
wise to avoid using them.
~
E
silver cord~
The cord dangles from the dusty ceiling above you.  A slimy substance
seems to be dripping from it.
~
A
~
~
act_tochar( #down, ch );
continue;
~
E
down~
You climb down the metallic stairwell.
~
!
3 0 32
A
~
~
act_tochar( #up, ch );
continue;
~
E
up~
You climb up past the top of the metallic stairwell.
~
!
3 0 16
A
pull~
silver cord~
act_tochar( #pull, ch );
act_notchar( #npull, ch );
if( !is_open( room, up ) ) {
  send_to_room( #open, room );
  send_to_room( #dopen, find_room( 68058 ) );
  open( room, up );
  }
else {
  send_to_room( #close, room );
  send_to_room( #close, find_room( 68058 ) );
  close( room, up );
  }
~
E
pull~
You pull on the silver cord.
~
E
npull~
$n pulls on the silver cord.
~
E
open~
The door suddenly opens, allowing passage upstairs.
~
E
dopen~
The door suddenly opens.
~
E
close~
The door suddenly closes.
~
!
0 0 0
-1
S
#68058
A Vault~
Shelves filled with all sorts of exotic-looking artifacts surround this
cluttered room.  Some of them look ready to collapse beneath the
tremendous weight of what they carry.  On the middle of the floor is a
metal toy chest, decorated in yellow, red, and blue designs.  A shiny,
bronze-plated door lies a few feet next to the chest.
~
toy chest reset requiring demon head glyph from west basement room
will make the toy later for quest to give to gnomish child in orlumber
~
301465604 0 6 0
D5
bronze-plated door~
bronze-plated door~
195 -1 68057 10 10 5
E
shelves exotic-looking artifacts~
Dusty wooden shelves hang against the walls encircling this room. 
Stacked upon them are finely-carved wooden dolls, models, and other toys.
~
E
metal toy chest~
Yellow five-pointed stars, red crescents, and blue diamond shapes
decorate the exterior of this metal toy chest.  Relatively large, but
only occupying a small portion of the room, the chest extends about five
feet long and two feet wide.  A symbol of a horned demon's head hangs
next to the chest's lock.
~
A
open~
shiny bronze-plated door down d~
if( is_open( room, down ) )
  act_tochar( #nada, ch );
else {
  act_tochar( #open, ch );
  act_notchar( #nopen, ch );
  open( room, down );
  }
~
E
nada~
The shiny, bronze-plated door is already open.
~
E
open~
You open the shiny, bronze-plated door.
~
E
nopen~
$n opens the shiny, bronze-plated door.
~
!
0 0 0
A
close~
shiny bronze-plated door down d~
if( is_open( room, down ) ) {
  act_tochar( #close, ch );
  act_notchar( #nclose, ch );
  close( room, down );
  }
else
  act_tochar( #nada, ch );
~
E
close~
You close the shiny, bronze-plated door.
~
E
nclose~
$n closes the shiny, bronze-plated door.
~
E
nada~
The shiny, bronze-plated door is already closed.
~
!
0 0 0
A
~
shelves exotic-looking artifacts~
act_tochar( #nada, ch );
act_notchar( #nnada, ch );
~
E
nada~
You search through the exotic-looking artifacts on the shelves, but find
nothing that suits your fancy.
~
E
nnada~
$n searches through the exotic-looking artifacts on the shelves, but
doesn't take any.
~
!
9 0 0
A
pick~
A closed metal toy chest~
if( rflag( reset0, room ) ) {
  if( has_obj( 3026, ch ) ) {
    remove_rflag( reset0, room );
    send_to_room( #glow, room );
    act_notchar( #npick, ch );
    continue;
    }
  else
    act_tochar( #fail, ch );
  }
else
  act_tochar( #done, ch );
~
E
npick~
$n picks open the metal toy chest.
~
E
glow~
@cThe demon-headed glyph glows faintly.@n
~
E
fail~
A magical aura prevents you from picking the chest.
~
E
done~
It's already unlocked.
~
!
0 0 0
2128 9 1509949540 3 0
3041 49 1509949540 -2 0
3037 81 1509949460 -2 0
2386 81 1509949455 -2 0
2369 81 15 -2 0
2633 81 15 -2 0
3089 81 1509949460 -2 0
3153 81 1509949460 -2 0
3152 81 1509949460 -2 0
3088 81 1509949460 -2 0
3093 81 1509949450 -2 0
3151 81 1509949455 -2 0
-1
S
#68059
A Lavish Throne Room~
Blue and silver glitter from the domed ceiling of this extravagantly
furnished, yet extremely warm chamber.  Piles of coins resembling ocean
waves surround the room, sparkling so brightly that they might blind
someone who stared at them for too long.  Menacingly situated at the
center is a huge throne of bones.  From behind the throne stream out
thick white vapors.  Just below and before the throne upon the marble-
tiled floor is an immense, neatly-drawn pentagram.
~
[Nereus] sit throne - 'a multitude of spikes come' -> 'a multitude of
spikes comes' 
~
301465605 0 9 0
D2
obsidian-banded doors~
obsidian-banded doors~
131 -1 68054 10 10 5
E
piles coins~
The piles of coins are like steep hills.  They seem to give off so much
light, making you feel dizzy.
~
E
marble-tiled floor pentagram neatly-drawn immense~
The round pentagram has been drawn very skillfully in solid black.  Heat
seems to be generating from the core of the pentagram, as though it were
supplying this room with almost unbearable warmth.
~
E
throne bones~
The throne appears to be made of the skulls and skeletons of some small
humanoids.  Judging by its colossal size, the throne looks like it was
designed to fit someone or something about the size of a small dragon.
~
E
smoke thick white vapors~
The vapors are white in color and seem to conform to your movements. 
They produce no recognizable scent.
~
E
domed ceiling~
The ceiling is curved with little holes ingrained sporadically around it. 
Light seems to pass through the holes.
~
A
~
piles coins~
act_tochar( #nada, ch );
act_notchar( #nnada, ch );
~
E
nada~
You search through the pile of coins, but they all suddenly disappear
from your grasp.
~
E
nnada~
$n searches through the pile of coins, but the coins just disappear.
~
!
9 0 0
A
sit rest~
throne bones~
act_tochar( #ouch, ch );
act_notchar( #nouch, ch );
i = 4d4+10;
dam_message( ch, i, "a sharp spike" );
inflict( mob, ch, i, "a throne of bone's sharp spike" );
~
E
ouch~
As you try to sit on the throne of bones, a multitude of spikes comes
flying at you.
~
E
nouch~
As $n tries to sit on the throne of bones, a multitude of spikes comes
flying at $m.
~
!
0 0 0
2129 9 1509949540 3 0
-1
S
#68060
Before an Old Tower~
You stand before an enormous stone tower.  The blue paint on its facade
is cracked and peeling, leaving behind a decrepit, abandoned appearance
to the tower.  A large heavy oak door to the north serves as the only
obvious entrance.  Long strands of ivy grow beside the door and covers
much of the tower's front.  Dense, overgrown shrubs and trees obstruct
travel west and south.  To the east, a plant-covered trail slopes its way
downward.
~
possibly make a pool/lake area west of here in future
~
301465600 3 9 0
D0
heavy oak door~
heavy oak door~
391 3148 68000 10 10 5
D1
~
~
0 -1 68061 10 10 5
E
1 north large heavy oak door~
The door stands over six feet tall and several feet wide.  It's made
from dark gray oak and looks solidly built.
~
E
enormous stone tower~
The tower rises too high in the air for you to see its peak.  You notice
a balcony, with a cracks along its edges, overlooking the entrance.  A
few pebbles occasionally fall from the balcony.
~
E
blue paint facade~
Now faded and dried, the blue paint which covers the exterior of the
tower only partially remains.  Some of the fallen paint chips have formed
miniature piles which quickly diminish with a passing wind.
~
E
dense overgrown shrubs trees~
Bright green ferns and shrubs have grown tightly together.  Above and
beside them are tall oak trees which obscure your view of whatever lies
beyond them.
~
E
1 east plant-covered trail~
The trail has many plants growing along it, but looks passable.  It seems
to continue a great distance eastward.
~
E
long strands ivy front~
The ivy is light green, long, and sinewy.  It winds its way up the sides
of the tower, like a snake crawling around ready to pounce on its prey.
~
-1
S
#68061
An Overgrown Path~
Chirping noises from the dense forest to the north and south are the only
sounds disturbing the eerie stillness of the area.  Growing almost
uncontrollably along the trail are dark green ferns and shrubs.  Past the
tall trees to the northwest, you can make out an aged tower whose stone
appears worn and eroded.  You can move up the trail eastward, or down the
trail westward.
~
~
301465600 3 9 0
D1
~
~
0 -1 68062 10 10 5
D3
~
~
0 -1 68060 10 10 5
E
dense forest tall trees 1 north 1 south northwest~
A multitude of tall oak trees grow closely together in the forest. 
Growing below and beside the trees are many broad-leafed ferns and bushes. 
The plants grow too tightly together to allow anyone to easily enter the
forest.
~
E
dark green ferns shrubs bushes broad-leafed~
The ferns are a healthy shade of green, while the shrubs are verdant with
many branches.  They cover most of the area to the north and south, and
have begun to overtake the trail as well.
~
E
aged tower stone northwest~
You can see a tower which stands as high as the oak trees of the forest. 
You can't study its detail too clearly from here, but do notice how faded
and worn its exterior looks.
~
-1
S
#68062
An Overgrown Path~
The strong, minty smell from the plants which grow along the trail
overwhelms your senses.  Their foliage is very dense, making it a trying
endeavor to proceed north or south.  A slight breeze sometimes passes by,
creating a wave-like rustling among the plants.  Enough of the path has
been cleared to allow you to travel east and west.
~
~
301465600 3 9 0
D1
~
~
0 -1 68063 10 10 5
D3
~
~
0 -1 68061 10 10 5
E
plants foliage~
Bright green, leafy ferns and bushes grow wildly along and beside the
trail.  A fragrant scent emanates from several of them, revitalizing your
sense of smell.
~
415 17 1509949540 -2 0
-1
S
#68063
An Overgrown Path -- Before a Gazebo~
To the north of you stands a gazebo which obviously has not been cared
for lately.  Its wood is cracked and faded gray, and many rocks and twigs
cover the steps of the entrance.  Trees surround its wooden railing, like
giant, intimidating guardians.  The trail slopes slightly down if you
head east, and upward if you head west.
~
~
301465600 3 9 0
D0
~
~
0 -1 68065 10 10 5
D1
~
~
0 -1 68064 10 10 5
D3
~
~
0 -1 68062 10 10 5
E
1 north gazebo~
The round, wooden gazebo stands about ten feet and wide.  Its roof is
domed, like a hut's.  Bird droppings and dried leaves cover the roof.
~
E
wood~
The gazebo's wood has decayed from years of exposure to the elements.  It
is gray and many splinters spring out from it.
~
E
trees~
The towering oak trees which fill the area to the south of you, also
surround the gazebo.  They grow surprisingly close together and form a
protective barrier around the gazebo.
~
E
wooden railing~
The worn wooden railing of the gazebo is cracked and stained with bird
droppings and crushed berries.
~
E
rocks twigs entrance~
Many small gray rocks and brown twigs lie scattered along the cracked
wooden steps leading into the gazebo.
~
A
~
~
act_tochar( #north, ch );
continue;
~
E
north~
You head up the cracked wooden steps of the gazebo.
~
!
3 0 1
-1
S
#68064
An Overgrown Path~
Thick branches from the grand oak trees surrounding you have fallen upon
the trail.  Much vegetation has sprouted along the trail, so much so that
you can barely make out the ground below.  Looking up, the canopy of tree
limbs blocks out much of the sky.  The trail continues east and on an
upward slope west.
~
~
301465600 3 9 0
D1
~
~
0 -1 68066 10 10 5
D3
~
~
0 -1 68063 10 10 5
E
thick branches~
The heavy-looking branches are several feet long and a dull gray.  They
have fallen haphazardly on the trail, causing some difficulty to progress
along the trail.
~
E
vegetation~
Wildly growing shrubs and bushes grow all around the trail.  Some have
grown too tightly together, impeding movement to the north and toouth.
~
E
1 up canopy tree limbs sky~
The many tree limbs extending from the tall oak trees prevent a clear
view of the sky above.
~
E
ground~
From what little you see of it, the ground is dark brown and moist.
~
358 17 1509949540 -2 0
-1
S
#68065
An Old Gazebo~
You are inside the withered remains of what was once perhaps a fine
gazebo.  Its wooden finish is now cracked and shows signs of many years
of deterioration.  Surrounding your view beyond the worn wooden rails of
the gazebo are immense oak trees.  A pile of broken branches lie strewn
along the ground, probably windswept from the trees outside.  You can
leave through the steps to the south.
~
search for key to enter and leave tower here
~
301465604 0 6 0
D2
~
~
0 -1 68063 10 10 5
E
wooden finish~
The wooden finish of the gazebo is gray and cracked.  Some wood chips lie
scattered about the ground.
~
E
worn rails~
The railing is very old and worn.  Some of the wood has been broken in
half.  Along the ledge of the railing are bird droppings and other stains.
~
E
immense oak trees~
You can only see the bark of the oak trees around you.  They grow real
closely together and prevent you from seeing anything beyond them.
~
E
pile broken branches~
The branches are most likely of the oak trees outside of the gazebo. 
They are thick and gray, and form a surprisingly neat pile at the middle
of the floor.
~
A
~
pile broken branches~
if( rflag( reset0, room ) ) {
  remove_rflag( reset0, room );
  act_tochar( #key, ch );
  act_notchar( #nkey, ch );
  obj_to_char( oload( 3148 ), ch );
  }
else {
  act_tochar( #nada, ch );
  act_notchar( #nnada, ch );
  }
~
E
key~
You search through the pile of broken branches and find something.
~
E
nkey~
$n searches through the pile of broken branches and finds something.
~
E
nada~
You search through the pile of broken branches, but find nothing of use.
~
E
nnada~
$n searches through the pile of broken branches, but finds nothing of use.
~
!
9 0 0
A
~
~
act_tochar( #south, ch );
continue;
~
E
south~
You head down the steps of the gazebo.
~
!
3 0 4
-1
S
#68066
An Overgrown Path~
A soft, cool breeze brushes against you, as you stand at a bend in the
trail.  Dwarfing your presence are towering oak trees which fill most of
the area to the north and east.  The trees and plants, growing beside the
trees, have grown too closely together to allow you to make out much of
what lies past them, let alone allow passage through them.
~
~
301465600 3 9 0
D2
~
~
0 -1 68067 10 10 5
D3
~
~
0 -1 68064 10 10 5
E
1 north 1 east towering oak trees plants~
The oak trees stretch for many feet high in the air, having lived
undoubtedly for many years.  Low lying shrubs grow beside the trees,
densely packed together.
~
-1
S
#68067
An Overgrown Path~
A huge, moss-filled log blocks movement westward as the quiet trail
continues to wind its way north and east through the dense forest.  Many
ferns and bushes grow along the trail and fill the area with a pleasant
smell.  Disrupting the silence of the forest is an occasional chirping
sound from insects somewhere nearby.
~
listening sound action maybe
~
301465600 3 9 0
D0
~
~
0 -1 68066 10 10 5
D1
~
~
0 -1 68068 10 10 5
E
huge moss-filled log~
The log is of a fallen oak tree.  Thick clumps of dark-green moss grows
randomly along its bark.  Many insects crawl along the moss.
~
E
ferns bushes~
The ferns are broad-leafed and have grown abundantly along the sides of
the trail.  The bushes grow sporadically in the middle of the trail.  The
plants give off a combined fresh, pleasant scent.
~
-1
S
#68068
An Overgrown Path~
The silence of the forest is rather surprising since wildlife should
probably somewhere beyond the densely-grown oak trees.  A lot of
vegetation has started to overtake the trail, making maneuvering around a
little more difficult.  The trail continues eastward, where the
vegetation growth has thinned out, and westward.
~
~
301465600 3 9 0
D1
~
~
0 -1 68069 10 10 5
D3
~
~
0 -1 68067 10 10 5
E
1 north 1 south densely-grown oak trees~
The trees stretch high in the air, denoting the advanced age of the
forest.  Their heigh blocks out much of the possible light from the sky.
~
E
vegetation~
Dark-green, leafy bushes and shrubs grow wildly along the trail.  They
smell of fresh, strong mint, nearly overwhelming your senses.
~
-1
S
#68069
A Cleared Trail~
A narrow dirt trail free of plants has been cleared, allowing possible
passage westward.  Tall oak trees surround your view of the north and
south, making movement in those directions improbable.  Looking eastward,
the trail comes to an end, as it forms a junction with a path littered
with black dust fragments.
~
east is 39008 to black hills road
~
301465600 3 9 0
D1
~
~
34 -1 39008 10 10 5
D3
~
~
0 -1 68068 10 10 5
E
1 north 1 south tall oak trees~
The trees stretch high in the air, denoting the advanced age of the
forest.  Their height blocks out much of the possible light from the sky.
~
-1
S
#0