#AREA The Test of Reason~ #AUTHORS Order~ #HELPS -1 TODOREASON~ Remember to do: X Set levels allowed to 26 - 90 Set instead to 10-89...same as Chaos Quest Martin 30/7/98~ 0 $~ #RANGES 0 99 0 99 #FLAGS AFLAG_NOTELEPORT #MOBILES #27000 master puzzle reas00~ the Puzzle Master~ The Puzzle Master stands here, twiddling dials and punching buttons.~ It appears to have it's multiple hands full trying to take care of a fraction of Order's responsibilities. You probably shouldn't disturb it. Unless you want to give it a gold coin to start your quest.~ ACT_SENTINEL|ACT_SCAVENGER|ACT_SMART AFF_DETECT_INVIS|AFF_INFRARED 0 S 99 0 0 50d50+15000 10d10+50 0 838032 POS_STANDING POS_STANDING SEX_NEUTRAL >speech_prog rule rules~ say To become a follower of Order, and join the Order of Reason, you will need to complete 2 out of 4 quests successfully. To start each quest, you will need to come to me and give me some money, just as you just did. As soon as you fail 3 quests, you w ill no longer be able to attempt one. ~ >rand_prog 10~ if inroom($i) == 27025 else mpgoto 27025 say Darnit...what happened there. Gimme a coin and shaddup. endif ~ >bribe_prog 1~ emote casts a glance your direction. emote fiddles skillfully with the dials and buttons that surround it. if ispc($n) if whichgod($n) != 0 say Hey, you're already a follower! Get outa here! mptransfer $n 9799 break endif if level($n) < 9 say You can't participate until you have a tad more experience. mptransfer $n 9799 break endif if level($n) > 89 say You aren't allowed to persue the Quests of Reason. You must talk to Order himself to become a follower. mptransfer $n 9799 break endif if quest(0,4,$n) == 2 mpoload 50 1 mposet chain clrextra 128 give chain $n mpjunk chain mposet chain setextra 128 say Welcome to the Order of Reason, $n! bow $n say Remember to keep the rules of the Order, and, NEVER tell anyone anything about how to complete ANY quests in this area. mptransfer $n 9799 break endif if quest(24,3,$n) == 5 say Sorry, you've failed too many quests. mptransfer $n 9799 break endif if pcsinarea() < 2 else say Sorry, only one in this area at a time. mptransfer all 9799 mpat 27000 mptransfer all 9799 break endif if quest(24,3,$n) == 0 say To become a follower of Order, and join the Order of Reason, you will need to complete 2 out of 4 quests successfully. To start each quest, you will need to come to me and give me some money, just as you just did. As soon as you fail 3 quests, y ou will no longer be able to attempt one. endif if quest(24,3,$n) == 1 if quest(0,4,$n) == 0 say You have failed 1 quest. endif endif if quest(24,3,$n) == 2 if quest(0,4,$n) == 0 say You have failed 2 quests. endif endif if quest(0,4,$n) == 1 say You have completed 1 quest successfully. if quest(24,3,$n) == 2 say You have failed 1 quest. endif if quest(24,3,$n) == 3 say You have failed 2 quests. endif endif if quest(0,4,$n) == 2 say You have completed 2 quests successfully. if quest(24,3,$n) == 3 say You have failed 1 quest. endif if quest(24,3,$n) == 4 say You have failed 2 quests. endif endif if actorhasobjnum(27001) else mpoload 27001 give i27001 $n mpjunk i27001 mposet i27001 setextra 128 endif mpjunk i27001 mposet i27001 quest 0 31 27 mpmset reas00 randquest 0 4 if quest(0,4,reas00) == 1 if quest(4,1,$n) != 1 mpmset $n quest 4 1 1 mpmset $n quest 27 1 1 purge area mpgoto 27051 endif endif if quest(0,4,reas00) == 2 if quest(5,1,$n) != 1 mpmset $n quest 5 1 1 mpmset $n quest 27 1 1 purge area mpat 27019 mpmload 27001 mpgoto 27017 endif endif if quest(0,4,reas00) == 3 if quest(6,1,$n) != 1 mpmset $n quest 6 1 1 mpmset $n quest 27 1 1 purge area mpgoto 27015 mpmload 27002 rescale 27002 $n 101 endif endif if quest(0,4,reas00) == 4 if quest(7,1,$n) != 1 mpmset $n quest 7 1 1 mpmset $n quest 27 1 1 purge area mpgoto 27016 mpmload 27003 endif endif if quest(0,4,reas00) == 5 if quest(8,1,$n) != 1 mpmset $n quest 8 1 1 mpmset $n quest 27 1 1 purge area mpoload 27012 say Hmm...I think you might need one of these. give boat $n mpoload 27011 mpat 27076 drop sword mpgoto 27013 endif endif if quest(0,4,reas00) == 6 if quest(9,1,$n) != 1 mpmset $n quest 9 1 1 say Nah...I won't put you through that one...it's too depressing. say I guess I'll need another coin though. break mpmset $n quest 27 1 1 purge area mpat 27073 mpoload 27002 mpat 27085 mpoload 27002 mpat 27038 mpoload 27003 mpgoto 27065 endif endif if quest(0,4,reas00) == 7 if quest(10,1,$n) != 1 mpmset $n quest 10 1 1 mpmset $n quest 27 1 1 purge area mpat 27063 mpmload 27004 mpat 27063 mpmload 27004 mpat 27063 mpmload 27004 mpat 27063 mpmload 27004 mpat 27063 mpmload 27004 mpat 27008 mpmload 27005 mpat 27008 mpmload 27006 mpat 27036 mpmload 27007 mpat 27036 mpmload 27007 mpat 27057 mpmload 27007 mpat 27057 mpmload 27007 mpat 27037 mpmload 27008 mpat 27037 mpmload 27008 mpat 27009 mpmload 27008 mpat 27009 mpmload 27008 rescale 27004 $n 50 rescale 27005 $n 50 rescale 27006 $n 50 rescale 27007 $n 50 rescale 27008 $n 50 mpgoto 27035 endif endif if quest(0,4,reas00) == 8 if quest(11,1,$n) != 1 mpmset $n quest 11 1 1 mpmset $n quest 27 1 1 purge area mpat 27033 mpmload 27010 mpat 27007 mpmload 27009 mpat 27005 mpmload 27008 mpgoto 27005 endif endif if quest(0,4,reas00) == 9 if quest(12,1,$n) != 1 mpmset $n quest 12 1 1 mpmset $n quest 27 1 1 purge area mpoload 27006 mpoload 27007 mpoload 27008 mpoload 27009 mpoload 27009 mpat 27028 mpoload 27005 mpat 27004 drop sulpher mpat 27048 drop charcoal mpat 27003 drop saltpeter mpat 27050 drop gravel mpat 27031 drop gravel mpat 27032 mpmload 27011 mpgoto 27030 endif endif if quest(0,4,reas00) == 10 if quest(13,1,$n) != 1 mpmset $n quest 13 1 1 mpmset $n quest 27 1 1 purge area mpat 27082 mpmload 27012 mpgoto 27082 endif endif mpat 27000 mpoload 27000 if quest(27,1,$n) != 1 say Sorry, I'll need another coin to select a quest for you. break endif mpforce $n stop mptransfer $n Unknown $n mpmadd $n quest 24 3 1 mpmset $n quest 27 1 0 say I hope you have a successful quest! mpgoto 27025 endif ~ | #27001 reas01~ the door~ The door stands in the eastern wall.~ The door stands in the eastern wall.~ ACT_SENTINEL|ACT_WEAK|ACT_SMART AFF_DETECT_INVIS|AFF_UNDERSTAND|AFF_STEALTH|AFF_TONGUES|AFF_ETHEREAL 0 S 1 0 0 1d1+10 1d1+10 0 10 POS_STANDING POS_STANDING SEX_NEUTRAL >speech_prog 0 1 2 3 4 5 6 7 8 9~ mpecho The lock responds to numbers said in a group. Such as "10 60 2" ~ >speech_prog p 11 3 7~ mpecho Cool, you figured it out! mpecho You have completed this quest. mpmadd $n quest 0 4 1 mpmset $n quest 15 1 1 mptransfer $n 9799 ~ | #27002 order reas02~ Order~ Order the God of Reason is standing here.~ You see nothing special about Order.~ ACT_SENTINEL|ACT_SMART AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES 0 S 99 0 0 1d1+26999 1d81+45 0 838032 POS_STANDING POS_STANDING SEX_MALE >rand_prog 5~ mpmadd reas02 quest 0 3 1 if quest(0,3,reas02) == 0 say Boy, these mudders... break else endif if quest(0,3,reas02) == 1 say Hello mortal. bow break else endif if quest(0,3,reas02) == 2 sigh break else endif if quest(0,3,reas02) == 3 snicker break else endif if quest(0,3,reas02) == 4 mpgoto 27015 break else endif if quest(0,3,reas02) == 5 say Can I see that weapon? It looks wierd... break else endif if quest(0,3,reas02) == 6 mpecho The earth quakes as you hear Order say "CU L8r mortals!" smile break else endif if quest(0,3,reas02) == 7 say If you haven't figured it out already, say you will need to kill me to complete this quest. point $r smile break else endif ~ >death_prog 100~ say All right! You have shown yourself to be a worthy opponent! mpmadd $r quest 0 4 1 mpmset $r quest 16 1 1 mptransfer $r 9799 ~ | #27003 canison comedian reas03~ Canison the comedian~ A short, chubby fellow stands here in front of a crowd of people.~ He's short, overweight, and has long hair. He stares intently at you as you stare at him and snorts as your attention waivers.~ ACT_SENTINEL|ACT_SMART AFF_DETECT_INVIS|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES 0 S 25 0 0 1d1+1000 1d1+20 0 70135 POS_STANDING POS_STANDING SEX_MALE >rand_prog 75~ if quest(18,1,reas03) == 0 say I will give you a riddle. You will need to say a SINGLE word that will solve the riddle. You will be given 5 riddles. Failing more than 2 of these riddles means failure of the quest. If you give up on a riddle, say the word "pass". mpmset reas03 quest 18 1 1 else endif if quest(14,4,canison) > 0 break else mpmset reas03 randquest 14 4 if quest(14,4,reas03) == 1 if quest(0,1,reas03) != 1 say Which one of the three would see most clearly in total darkness? A leapard, a bat, or an owl? mpmset reas03 quest 0 1 1 break endif endif if quest(14,4,reas03) == 2 if quest(1,1,reas03) != 1 say What runs fore to aft on one side of a ship, and aft to fore on the other side? (Besides a drunken sailor.) mpmset reas03 quest 1 1 1 break endif endif if quest(14,4,reas03) == 3 if quest(2,1,reas03) != 1 say There is a word in the English language in which the first two letters signify a male, the first three signify a female, the first four signify a great man, and the whole word, a great woman. What is the word? mpmset reas03 quest 2 1 1 break endif endif if quest(14,4,reas03) == 4 if quest(3,1,reas03) != 1 say The maker doesn't want it, the buyer doesn't use it, and the user doesn't see it. What is it? mpmset reas03 quest 3 1 1 break endif endif if quest(14,4,reas03) == 5 if quest(4,1,reas03) != 1 say When the day after tomorrow is yesterday, today will be as far from Wednesday as today was from Wednesday when the day before yesterday was tomorrow. What is the day after this day? mpmset reas03 quest 4 1 1 break endif endif if quest(14,4,reas03) == 6 if quest(5,1,reas03) != 1 say King Henry the VIII gave his wife a bottomless container to put flesh and blood in. What did he give her? mpmset reas03 quest 5 1 1 break endif endif if quest(14,4,reas03) == 7 if quest(6,1,reas03) != 1 say Psycho was cleaning out his old barn. He was dragging things out into the yard and filling containers with useless items he had collected over the years. At one point, he rolled an old barrel out of the barn (the barrel weighed 44 pounds). Ps say Psycho put something in the barrel and when he was finished, it say weighed less. What could it have been? mpmset reas03 quest 6 1 1 break endif endif if quest(14,4,reas03) == 8 if quest(7,1,reas03) != 1 say Name one eight letter word that has: kst in the middle, in the beginning, and at the end. mpmset reas03 quest 7 1 1 break endif endif if quest(14,4,reas03) == 9 if quest(8,1,reas03) != 1 say Often talked of, never seen, say Ever coming, never been, say Daily looked for, never here, say Still approaching, coming near, say Thousands for it's visit wait say But alas for their fate, say Tho' they expect me to appear, say They will never find me here. say ------What is this poem about? mpmset reas03 quest 8 1 1 break endif endif if quest(14,4,reas03) == 10 if quest(9,1,reas03) != 1 say Four men sat down to play, say They played all night 'till break of day, say They played for gold and not for fun say With separate scores for everyone. say When they came to square accounts, say They all had made quite fair amounts. say Can you the paradox explain, say If no one lost, how could all gain? mpmset reas03 quest 9 1 1 break endif endif mpmset reas03 quest 14 4 0 endif ~ >speech_prog pass~ mpmset reas03 quest 14 4 0 mpmadd reas03 quest 10 2 1 if quest(10,2,reas03) >= 3 say Oh no! You failed too many of the riddles! shake mpmset reas03 quest 0 31 0 mptransfer $n 9799 else say Ok...let me think of another riddle... endif ~ >speech_prog neither none~ if quest(14,4,reas03) == 1 say That's right...In TOTAL darkness, it's impossible to see anything. mpmset reas03 quest 14 4 0 mpmadd reas03 quest 12 2 1 else endif ~ >speech_prog name~ if quest(14,4,reas03) == 2 say Yep, the name of the ship is the correct answer. mpmset reas03 quest 14 4 0 mpmadd reas03 quest 12 2 1 else endif ~ >speech_prog heroine~ if quest(14,4,reas03) == 3 say How did you guess that? Heroine: HE,HER,HERO,HEROINE mpmset reas03 quest 14 4 0 mpmadd reas03 quest 12 2 1 else endif ~ >speech_prog coffin crypt~ if quest(14,4,reas03) == 4 say Yep, a coffin. mpmset reas03 quest 14 4 0 mpmadd reas03 quest 12 2 1 else endif ~ >speech_prog thursday~ if quest(14,4,reas03) == 5 say Correct: Thursday is the day after this day. mpmset reas03 quest 14 4 0 mpmadd reas03 quest 12 2 1 else endif ~ >speech_prog ring band~ if quest(14,4,reas03) == 6 say Of course it was a ring...what else could it be? mpmset reas03 quest 14 4 0 mpmadd reas03 quest 12 2 1 else endif ~ >speech_prog hole~ if quest(14,4,reas03) == 7 say You betcha! That old stand-by answer for a riddle. mpmset reas03 quest 14 4 0 mpmadd reas03 quest 12 2 1 else endif ~ >speech_prog inkstand~ if quest(14,4,reas03) == 8 say <groan> Eh? You got it...you must be weird. mpmset reas03 quest 14 4 0 mpmadd reas03 quest 12 2 1 else endif ~ >speech_prog tomorrow future~ if quest(14,4,reas03) == 9 say If you guessed "future"...the actual answer was "tomorrow", but, I'll give it to you anyway. mpmset reas03 quest 14 4 0 mpmadd reas03 quest 12 2 1 else endif ~ >speech_prog musicians music musician instruments instrument band~ if quest(14,4,reas03) == 10 say That's right...I never said anything about them playing cards. mpmset reas03 quest 14 4 0 mpmadd reas03 quest 12 2 1 else endif ~ >speech_prog ~ if quest(14,4,reas03) != 0 say Nope...wrong answer... say You have failed that riddle. mpmset reas03 quest 14 4 0 mpmadd reas03 quest 10 2 1 endif if quest(10,2,reas03) >= 3 say Oh no! You failed too many of the riddles! shake mpmset reas03 quest 0 31 0 mptransfer $n 9799 else endif if quest(12,2,reas03) == 3 say All right! say You answered 3 of the riddles correctly! mpmadd $n quest 0 4 1 mpmset $n quest 17 1 1 mpmset reas03 quest 0 31 0 mptransfer $n 9799 else endif ~ | #27004 boar pig~ the wild boar~ The wild boar stares wildly about, looking for something to charge at.~ The boar looks like a large pig. It's fully 10 hands tall at the shoulders and doesn't look like it likes your face.~ ACT_SCAVENGER|ACT_AGGRESSIVE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES 0 S 5 0 0 1d1+57 1d1+5 0 631 POS_STANDING POS_STANDING SEX_FEMALE >death_prog 100~ mpecho Order appears and looks at you sternly. mpecho Order says "You have slain one of my prize animals...you have failed this test!" mptransfer $n 9799 ~ | #27005 doe deer~ a beautiful doe~ A beautiful doe stands here defending her fawn.~ She is tall and beautiful. Her hooves don't just look graceful though.~ ACT_AGGRESSIVE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES 0 S 5 0 0 1d1+66 1d1+5 0 631 POS_STANDING POS_STANDING SEX_FEMALE >death_prog 100~ mpecho Order appears and looks at you sternly. mpecho Order says "You have slain one of my prize animals...you have failed this test!" mptransfer $n 9799 ~ | #27006 fawn deer~ a young fawn~ A wobbly-kneed deer stands here, looking around curiously.~ The fawn is the spitting image of Bambi.~ ACT_AGGRESSIVE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES 0 S 5 0 0 1d1+72 1d1+5 0 631 POS_STANDING POS_STANDING SEX_MALE >death_prog 100~ mpecho Order appears and looks at you sternly. mpecho Order says "You have slain one of my prize animals...you have failed this test!" mptransfer $n 9799 ~ | #27007 jaguar cat~ a silent jaguar~ A large cat stands here, slinking about hungrily.~ This cat looks lean, mean, and clean. Apparently it hasn't had anything to eat for quite a while.~ ACT_AGGRESSIVE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES 0 S 5 0 0 1d1+73 1d1+5 0 631 POS_STANDING POS_STANDING SEX_MALE >death_prog 100~ mpecho Order appears and looks at you sternly. mpecho Order says "You have slain one of my prize animals...you have failed this test!" mptransfer $n 9799 ~ | #27008 snake reas08~ a slithering snake~ A snake slithers hither and thither.~ This snake eats your kind for lunch. And, incidently, isn't it about noon now?~ ACT_SENTINEL|ACT_WEAK|ACT_NO_ORDER AFF_INFRARED|AFF_SNEAK 0 S 5 0 0 1d1+78 1d1+5 0 631 POS_STANDING POS_STANDING SEX_MALE >rand_prog 25~ mpecho A slithering snake moves its head from side to side, hissing. if inroom($i) == 27007 mpecho The rat suddenly jumps up and attacks the snake! slay mongoose mpecho The snake, a wild look in its eye, slithers off into the hedge! quit endif ~ | #27009 rat mongoose reas09~ a large sneaky-looking rat~ A large sneaky-looking rat stands here nibbling on a piece of bread.~ This rat is larger than the ones you recall having seen before. It doesn't scurry away when you approach it, in fact, it stares you straight in the eyes for a moment, as if challenging you.~ ACT_SENTINEL|ACT_SCAVENGER AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES 0 S 15 0 0 10d10+155 1d1+15 0 5687 POS_STANDING POS_STANDING SEX_MALE >rand_prog 25~ mpkill reas08 ~ >death_prog 100~ mpecho You have solved this quest...the old lady thanks you. mpmadd $r quest 0 4 1 mpmset $r quest 21 1 1 mptransfer $r 9799 ~ | #27010 lady woman perl reas10~ an old lady~ An old lady reclines here in her comfortably decorated hut.~ The lady appears to have been very beautiful in the not-so-distant past. You can't help noticing how lovely and long her fingers are.~ ACT_SENTINEL|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 0 S 25 0 0 1d1+400 1d1+25 0 70135 POS_STANDING POS_STANDING SEX_FEMALE >rand_prog 10~ say Hello there. Welcome to my humble abode. say It's not often that I get visitors in these parts. Especially strong ones. emote eyes your physique closely. say Sit down and chat for a spell. ~ >rand_prog 5~ emote gets a perturbed look on her face. say Every time I think of that nasty rat, it almost makes me puke. ~ >rand_prog 5~ smile say Have you had a chance to look at my yard? It's very pretty this time of year. ~ >speech_prog finger fingers~ say I guess they are like that because of long years playing the piano. ~ >speech_prog piano~ ponder say Oh..do you really want to hear about my music? ~ >speech_prog music~ emote gets a nostalgic look in her eye... say Yes, I was once a celebrated Pianist. I've also tried to learn say how to play the flute, but I can't seem to over-come the say frustation of learning a new instrument. Maybe I started to late. emote sniffs softly, almost unnoticably. ~ >speech_prog rat~ emote gets a VERY perturbed look on her face. say Every time I think of that nasty rat, it almost makes me puke. say I wish someone would get rid of it. ~ >speech_prog flute~ if quest(0,1,reas10) == 1 give flute $n say Come on now...I gave you the flute, now YOU learn to play it. break else mpmset reas10 quest 0 1 1 sigh say What, my flute? Ah... ponder say You know, I'm quite annoyed with this thing...why don't you take it? mpoload 27004 give flute $n endif ~ >speech_prog snake~ say Oscar is a good pet. He doesn't have that nasty hair problem that say cats do, you know. Just a skin here or there every so often and say he's set for another year of low-maintenance. ~ | #27011 troll reas11~ a large, ugly troll~ A large, ugly troll stands here, daring you to kill him.~ This guy sure is ugly. As you watch, tiny wounds on his arms slowly vanish.~ ACT_SENTINEL|ACT_SCAVENGER|ACT_SMART AFF_SANCTUARY|AFF_UNDERSTAND|AFF_PROTECT_EVIL|AFF_TONGUES 0 S 99 0 0 1d1+9811 1d1+100 0 838032 POS_STANDING POS_STANDING SEX_MALE >hitprcnt_prog 75~ emote grunts as his wounds heal themselves. restore reas11 ~ | #27012 hermit~ a hermit~ An old man with a thoughtful look on his face reclines here.~ This old guy makes George Burns look like a teenager. He has more wrinkles than you would ever want to count. He appears to know large amounts about everything imaginable.~ ACT_SENTINEL|ACT_SMART AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES 0 S 99 0 0 1d1+9000 1d1+200 0 838032 POS_STANDING POS_STANDING SEX_MALE >rand_prog 15~ emote writes out three letters on the ground but erases them before you can read them. ~ >rand_prog 15~ say I declare that if you had the answer to this quest, you would know the answer to this quest. ~ >speech_prog esp e.s.p.~ say You must have it then, here is the completion of this quest. mpmadd $n quest 0 4 1 mpmset $n quest 23 1 1 mptransfer $n 9799 ~ | #0 #OBJECTS #27000 bench waiting~ a bench~ A bench rests against the wall here.~ It looks fairly comfortable...maybe you should try it out?~ ITEM_TYPE_FURNITURE ITEM_FLAG_LEVEL 0 0 0 0 0 1 1 0 #27001 writ paper~ a writ of Reason~ A writ of paper is flopping around in the breeze.~ It's a piece of paper saying that you are participating in a quest of Reason.~ ITEM_TYPE_TREASURE ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 0 0 0 0 1 1 0 #27002 skeleton bones pile~ a pile of bones~ A pile of bones sits here, contemplating eternity.~ The pile appears to have belonged to a person of small stature, a gnome or halfing possibly.~ ITEM_TYPE_FURNITURE ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 0 0 0 0 10 5000 0 #27003 skeleton bones~ the skeleton of an ogre~ The skeleton of an ogre leans against the wall, glaring at any who pass.~ The ogre's skeleton appears to be fairly fresh, no more than a year old.~ ITEM_TYPE_FURNITURE ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 0 0 0 0 10 1000 0 #27004 flute~ a long, silvery flute~ A shiny flute made of pure silver lies here.~ The flute appears to be made of pure sterling silver. It must sound beautiful.~ ITEM_TYPE_TREASURE ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 1 2500 0 P 1 TRIG_UNKNOWN 100 play~ OPROG_IF OIF_USER_ROOM_NUM = 27005 2 3 P 2 TRIG_VOID OPROG_ECHO You put the flute up to your lips and a beautifly haunting melody proceeds from it. The snake suddenly looks somewhat enraptured with you.~ P 2 TRIG_VOID OPROG_GOD_COMMAND mpforce reas08 follow $~ P 3 TRIG_VOID OPROG_ECHO You put the flute up to your lips and a beautifly haunting melody proceeds from it. What's so hard about this?~ #27005 pipe sewer~ a sewer pipe~ A sewer pipe projects from the ground here, pointing towards the rising sun.~ The pipe projects out of the ground and rises to about waist height. Looking into the opening of the pipe, you realize that the pipe is only hollow for four feet from the opening, where it appears to have been sealed with some sort of concrete.~ ITEM_TYPE_CONTAINER ITEM_FLAG_LEVEL 0 10 0 0 0 1 1 0 #27006 rock yellow sulpher~ a yellow rock~ A rock of some yellow substance lies here.~ The rock crumbles very easily, it wouldn't make a very good weapon.~ ITEM_TYPE_FOOD ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 24 0 0 POISONED 1 1 0 #27007 rock black charcoal~ a piece of black rock~ A piece of black rock rests on the ground here.~ The rock is hard, yet brittle. Breaking off a piece produces a puff of black smoke that smells like burnt wood.~ ITEM_TYPE_TRASH ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 0 0 0 0 1 1 0 #27008 substance white saltpeter niter~ a white substance~ A white substance clings to the rocks here.~ It's a white solid with a crystalline structure.~ ITEM_TYPE_TRASH ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 0 0 0 0 1 1 0 #27009 gravel rocks~ a pile of loose gravel~ A pile of loose gravel covers a small section of ground.~ The stones are small and gray. Many of them have sharp edges.~ ITEM_TYPE_TRASH ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 0 0 0 0 1 1 0 #27010 pick~ a rusty old pick~ An old, rusty pick is wedged here.~ The pick is completely covered in rust. Evidently, its handle is not made of wood.~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_WIELD 0 5 5 12 15 5 28 A APPLY_HITROLL -2 A APPLY_DAMROLL 2 #27011 sword chaos-slayer~ chaos-slayer~ A long, *very* sharp sword lies here.~ The sword can only be described as: devastating.~ ITEM_TYPE_WEAPON ITEM_FLAG_GLOW|ITEM_FLAG_LEVEL|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_WIELD 0 5 12 WEAPON_WHIP 1 1 60 A APPLY_AC 10 A APPLY_DAMROLL 4 #27012 boat~ a boat~ A boat has been left here.~ ~ ITEM_TYPE_BOAT ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 0 0 0 0 75 400 0 E boat~ The boat looks large enough for one person.~ #27013 powder powdery substance~ a pile of dark powder~ A bit of dark powder forms a pile here.~ The powder is so dark that it's virtually black.~ ITEM_TYPE_TRASH ITEM_FLAG_DARK|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 0 0 0 0 1 1 1 #27014 skin trollskin pile~ the skin of a troll~ A pile of rank-smelling skin lies here.~ The pile appears to have come off of a VERY tough creature.~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 17 0 0 0 25 1 63 P 1 TRIG_TICK 67 OPROG_APPLY OAPPLY_HIT 1 #0 #ROOMS #27000 Entrance to the Test of Reason~ IF YOU WISH TO LEAVE HERE, YOU MUST RECALL. DO NOT GO ANY FURTHER IF YOU DO NOT WISH TO START A QUEST TOWARDS JOINING THE ORDER OF REASON. There is a sign here.~ 270 ROOM_NO_MOB|ROOM_NO_SAVE SECT_CITY E sign~ The rules you *must* obey once you perform a quest of Reason: 1) Do not tell anyone anything vital to the solution of a quest. 2) Do not tell anyone any secrets you learn after completing a quest. 3) Help a fellow follower of Order whenever possible. 4) Resist the whims of Chaos and his minions. 5) "Bow" to be transported to the Puzzle Master for your quest assignment. 6) Thou shalt "resign" if you give up on a quest. 7) Some of the quests require you to use abnormal commands (i.e. "gut fish") NOTE: Crashes are considered in the "tough luck" catagorie. Please don't whine about them to me...if the world is unstable, don't try this area.~ S #27001 A dead-end in the path.~ The path you were on ends here.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_WEST ~ ~ 0 -1 27024 S #27002 Northwest corner of an ancient battlefield.~ There are many tattered sheets of canvas sprawled across the small mounds of earth that pepper this portion of the field.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27003 DDIR_SOUTH ~ ~ 0 -1 27029 S #27003 Northern edge of an ancient battlefield.~ The pile of rocks that occupy this section of the field are not too out of place considering the large cliff that blocks the entire northern edge of the battle field. The rocks are HUGE and have deep shadows underneath them.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27004 DDIR_SOUTH ~ ~ 0 -1 27030 DDIR_WEST ~ ~ 0 -1 27002 S #27004 Northeastern corner of an ancient battlefield.~ Many large, multicolored rocks form a large pile in this section of the field.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_SOUTH ~ ~ 0 -1 27031 DDIR_WEST ~ ~ 0 -1 27003 S #27005 A small playground.~ There are diversified contraptions scattered across this small open section of yard. Each one obviously serving some bizarre thirst for amusement.~ 270 ROOM_SAFE|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27006 DDIR_SOUTH ~ ~ 0 -1 27034 E contraption contraptions~ The contraptions are mutilated pieces of metal that have been twisted into shapes that are somewhat interesting--to the average cold-blooded belly-crawler. Maybe if you were to lay down and take a peek at them from the ground-looking-up perspective, you might get some insight into snake psyches.~ S #27006 An expanse of lawn.~ The lawn spreads from your feet in every direction. The grass is short, thick, and neat. Every bush and tree in sight is well- groomed and literally bursting with colors.~ 270 ROOM_SAFE|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27007 DDIR_WEST ~ ~ 0 -1 27005 S #27007 The Hedge.~ The hedge stands as neat and perfect as the rest of the yard. However, upon closer inspection you notice that a small section of hedge has been left ungroomed for a couple of weeks. Nothing to sneer at, but a noticable gap in the otherwise superb gardening evidenced by the remainder of the yard.~ 270 ROOM_SAFE|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_WEST ~ ~ 0 -1 27006 S #27008 Glade in the Forest of Reason.~ You are standing in a large opening in the forest. The trees are impenetrable in all directions save one. The trees seem to be some sort of low-growing evergreen mixed in with some towering oaks.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27009 S #27009 Path through the Forest of Reason.~ Light shade falls across this path through the Forest of Reason. Any trace of fear is erradicated by the gentle stroke of the leaves being tickled by the breeze.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_SOUTH ~ ~ 0 -1 27035 DDIR_WEST ~ ~ 0 -1 27008 S #27010 Path through the Forest of Reason.~ This path appears to have been made by wild animals roving to and fro throughout the forest. Of course, there does appear to be a steady semblance of order underlying the layout of the path.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27011 DDIR_SOUTH ~ ~ 0 -1 27037 S #27011 Overlook of the ravine.~ The path continues from the forest and crawls over the overgrown boulders to enter the ravine that sprawls out below you.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_WEST ~ ~ 0 -1 27010 DDIR_DOWN ~ ~ 0 -1 27057 S #27012 Northwest corner of a dark-blue lagoon.~ The water in this lagoon is a very dark shade of blue.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_WATER_SWIM DDIR_EAST ~ ~ 0 -1 27013 DDIR_SOUTH ~ ~ 0 -1 27039 E down depths deep water d~ As you peer into the depths you think that you can see a large, dark shape or two.~ S #27013 North edge of a dark-blue lagoon.~ The water in this lagoon is a very dark shade of blue.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_WATER_SWIM DDIR_EAST ~ ~ 0 -1 27014 DDIR_SOUTH ~ ~ 0 -1 27040 DDIR_WEST ~ ~ 0 -1 27012 E down depths deep water d~ As you peer into the depths you think that you can see a large, dark shape or two.~ S #27014 Northeast corner of a dark-blue lagoon.~ The water in this lagoon is a very dark shade of blue.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_WATER_SWIM DDIR_SOUTH ~ ~ 0 -1 27041 DDIR_WEST ~ ~ 0 -1 27013 E down depths deep water d~ As you peer into the depths you think that you can see a large, dark shape or two.~ S #27015 Order's other workshop, the more private one.~ Lights, dials, and many wierd gadgets combine to give this room an ambiance not generally associated with Reason.~ 270 ROOM_NO_MOB|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY E ambiance~ Somehow you get the impression that something isn't right here.~ S #27016 A small, deserted Tavern.~ This is a small room with tables scattered about in a pattern that could vaguely be referred to as a semblance of order. All of the tables are empty. There are no waitresses or waiters in sight. Any sounds from the kitchen are purely imaginary. One side of the room contains a stage that, in contrast, gives the room a feeling of vastness.~ 270 ROOM_NO_MOB|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY E stage~ The stage can't be examined because the current occupant blocks out any view that may have existed if the stage were unoccupied.~ S #27017 The west end of a hallway~ You are in a large, well-lit hallway that runs east to west. There is a painting on each of the walls nearest you.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27018 E w west~ Abstract is a weak term to use for this piece. It gives you the impression of globs of nasty colors. The signature of "Picallo" is the only thing you can get your mind to lock onto.~ E s south~ The southern wall is covered with many random dots of different colors. Further inspection reveals that there are groups of dots that are repeated along the horizontal axis of the wall. After looking at the pattern and trying to make heads or tails of it for well over a quarter of an hour, you give up and turn your strained eyes elsewhere.~ E n north~ Pastel drawings of many machines cover various places along the northern wall. The machine designs all appear to be geared towards flight.~ S #27018 The center of a hallway~ You are in a hallway leading from the east to the west. The northern and southern walls each support fine samples of abstract artwork.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27019 DDIR_WEST ~ ~ 0 -1 27017 E plaque~ "Tzu"~ E s south~ This abstract mural heralds the creation of weaponry. All sorts of weapons of every type hold their place in this work of art. A plaque occupies the space below the mural.~ E n north~ A bright, colorful depiction of the over-throw of Chaos in stained-glass occupies a long stretch of the northern wall. Order appears in the eastern end of the piece, creating all from nothing, while Chaos and his deformed minions are playing ignorantly in their own destruction.~ S #27019 The eastern end of a hallway~ The hallway begins here and leads to the west. There is a door to the east which supports a large combination lock.~ 270 ROOM_SAFE|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_WEST ~ ~ 0 -1 27018 E handle~ Upon close examination, you detect an inscription traced along the edge of the handle. Luckily, it's in your native language: "I have seen many come and go but few have been able to tell me the three measures of artists in a single breaths."~ E e east lock door ear~ The lock on the door to the east appears to be shaped in the form of a large ear. There is no apparent means of inserting a key or even twisting the odd-shaped handle.~ E s south~ The water-color matte covering this entire wall reminds you of sunshine on a cloudy day, of a playful fawn skipping across a field of bright green grass, of finding a nugget of gold wedged inside your Christmas stocking ...the name "Humphrejkil" occupies the lower, left-hand side of the painting.~ E n north~ The painting here depicts an unarmed person walking through the midst of a large, hostile army. The person appears to be unscathed. There is no visible sign of arthorship on this piece.~ S #27020 The End of the Pattern of Order~ Although this is the end of the Pattern, you somehow feel that the Pattern has not been completed within your being. As the Pattern within you starts to break apart, you realize that now that the Pattern is a part of you, you cannot remain whole without it.~ 270 ROOM_NO_MOB|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY S #27021 On the Pattern of Order~ The power radiating from the Pattern is so strong here, that you can't discern which direction is exerting more force on you. The flames are now playfully combing through your hair.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27022 DDIR_SOUTH ~ ~ 0 -1 27043 DDIR_WEST ~ ~ 0 -1 27020 S #27022 On the Pattern of Order~ Now that you've lost your second wind, you can feel the Pattern tearing up your insides and replacing them in the image of itself.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27023 DDIR_WEST ~ ~ 0 -1 27021 S #27023 On the Pattern of Order~ You seem to be catching your second wind. This Pattern seems to be becoming a part of you. The flames around your legs are licking at your waist now.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_SOUTH ~ ~ 0 -1 27045 DDIR_WEST ~ ~ 0 -1 27022 S #27024 On a path.~ You are on a path.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27001 DDIR_SOUTH ~ ~ 0 -1 27026 S #27025 The Control-Room of Reason~ There are all kinds of buttons, dials, lights, and philtres lining the consoles surrounding you.~ 270 ROOM_SAFE SECT_CITY DDIR_WEST The way out~ ~ 0 -1 27000 E buttons dials lights philtres consoles~ You start to examine the nearest console. A large sign attracts your eye: "Achtung Verboten! Stay back! P11/750 trained personnel only!"~ S #27026 On a path.~ You are on a path that Y's here.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27024 DDIR_EAST ~ ~ 0 -1 27027 DDIR_SOUTH ~ ~ 0 -1 27046 S #27027 The top of the second ladder.~ The top of the second ladder appears through the earth below you, and if you stand right next to it, you can see down onto the ground that is at the bottom of it.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_WEST ~ ~ 0 -1 27026 DDIR_DOWN ~ ~ 0 -1 27061 E ladder second~ The ladder leads down into the ground to the earth below the one you are standing on.~ S #27028 A grassy slope.~ You are standing on a very green slope of grass. From here, you can see the entire eastern edge of the ancient battlefield.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27029 S #27029 A grassy field near the western edge of an ancient battlefield.~ The grass here is very, very green.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27002 DDIR_EAST ~ ~ 0 -1 27030 DDIR_SOUTH ~ ~ 0 -1 27048 DDIR_WEST ~ ~ 0 -1 27028 S #27030 A small hill.~ Standing at the top of this small hill gives you a good view of the ancient battlefield that surrounds you. The only other good vantage points that you could reach would be at the center of both the eastern and western edges of the field.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27003 DDIR_EAST ~ ~ 0 -1 27031 DDIR_SOUTH ~ ~ 0 -1 27049 DDIR_WEST ~ ~ 0 -1 27029 S #27031 An expanse of gravel.~ You are standing in the middle of a large expanse of gravel. Very little vegetation has penetrated the layer of rocks that cover the ground.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27004 DDIR_EAST ~ ~ 0 -1 27032 DDIR_SOUTH ~ ~ 0 -1 27050 DDIR_WEST ~ ~ 0 -1 27030 S #27032 The eastern edge of the expanse of gravel.~ The gravel ends here, up against a large, granite cliff.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_WEST ~ ~ 0 -1 27031 S #27033 A cottage.~ You are standing inside a small cottage that is packed from wall to wall and floor to roof with that type of stuff which aged people always seem to find indisposable. A quick appraisal tells you that none of the stuff is really worth anything to an adventurer like yourself.~ 270 ROOM_SAFE|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27034 S #27034 A patio in front of a cottage.~ The ground is paved with large, closely matched flat stones. At the edge of patio, a neatly trimmed hedge blocks any passage to the east and south.~ 270 ROOM_SAFE|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27005 DDIR_WEST ~ ~ 0 -1 27033 S #27035 A Clearing.~ This clearing is bordered by a thick and tall forest. The two trails that lead into the forest appear invitingly shady. There is a sign here.~ 270 ROOM_NO_MOB|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27009 DDIR_EAST ~ ~ 0 -1 27036 E sign~ +-----------------------------------------------------+ | WELCOME TO THE FOREST OF REASON. | | ENJOY THE ANIMALS I HAVE CREATED FOR THIS RESERVE. | | | | -ORDER | +-----------------------------------------------------+ |_| |_|~ S #27036 A trail through the forest.~ This part of the trail appears to be well used. There are signs of many animals passing from side to side of the trail.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27037 DDIR_WEST ~ ~ 0 -1 27035 S #27037 Overlooking the ravine.~ A crack in the ground below you contains a trail that leads into a ravine that spreads across the south and to the east.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27010 DDIR_WEST ~ ~ 0 -1 27036 DDIR_DOWN ~ ~ 0 -1 27063 S #27038 The top of the Tower~ Looking out and around, you see scattered wastelands. The only signs of life visible are revealed to be rags blowing in the wind as you watch.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_DOWN ~ ~ 0 -1 27065 S #27039 Southwest corner of a dark-blue lagoon.~ The water in this lagoon is a very dark shade of blue.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_WATER_SWIM DDIR_NORTH ~ ~ 0 -1 27012 DDIR_EAST ~ ~ 0 -1 27040 E down depths deep water d~ As you peer into the depths you think that you can see a large, dark shape or two.~ S #27040 Southern edge of a dark-blue lagoon.~ The water in this lagoon is a very dark shade of blue.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_WATER_SWIM DDIR_NORTH ~ ~ 0 -1 27013 DDIR_EAST ~ ~ 0 -1 27041 DDIR_WEST ~ ~ 0 -1 27039 E down depths deep water d~ As you peer into the depths you think that you can see a large, dark shape or two.~ S #27041 Southeast corner of a dark-blue lagoon.~ The water in this lagoon is a very dark shade of blue.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_WATER_SWIM DDIR_NORTH ~ ~ 0 -1 27014 DDIR_WEST ~ ~ 0 -1 27040 E down depths deep water d~ As you peer into the depths you think that you can see a large, dark shape or two.~ S #27042 The End of the Pattern of Reason~ !WoW! The Pattern _does_ end! You feel elated beyond anything you have ever experienced! Searching within yourself, you can trace the Pattern throughout your existence. It makes you feel like more than a mortal.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27043 S #27043 On the Pattern of Reason~ The force pushing you back has become almost unbearable. You cannot even seem to lift your foot, and, when you can, placing it back down seems to involve pushing it through a layer of concrete to reach the floor. You can no longer imagine the concept of time, the Pattern is everything and always.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27021 DDIR_WEST ~ ~ 0 -1 27042 S #27044 On the Pattern of Order~ Now those flames about your feet are really hopping and it's beginning to feel like you are walking through molasses!~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27045 DDIR_SOUTH ~ ~ 0 -1 27053 S #27045 On the Pattern of Order~ The Pattern divides here. You could either walk to the North along the Pattern or to the South. There is much more resistance coming from the Northern direction.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27023 DDIR_SOUTH ~ ~ 0 -1 27054 DDIR_WEST ~ ~ 0 -1 27044 S #27046 On a path.~ You are on a path.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27026 DDIR_EAST ~ ~ 0 -1 27047 S #27047 A dead-end in the path.~ The path you were on ends here.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_WEST ~ ~ 0 -1 27046 S #27048 The southwestern corner of an ancient battlefield.~ You are standing in the midst of the remains of a once great forest. Now, the only witness to its former greatness is the charred remains of six to twelve foot diameter trunks.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27029 DDIR_EAST ~ ~ 0 -1 27049 S #27049 The southern edge of an ancient battlefield.~ The grass here is nearly as green as that which can be seen in the western regions of this battlefield. Of course, you probably wouldn't believe it if you hadn't seen the western fields for yourself.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27030 DDIR_EAST ~ ~ 0 -1 27050 DDIR_WEST ~ ~ 0 -1 27048 S #27050 Southeastern corner of an ancient battlefield.~ The remains of many large tents litter the ground about your feet. It would appear that someone has beat you to the wealth that must have once occupied the tents.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27031 DDIR_WEST ~ ~ 0 -1 27049 S #27051 The beginning of the Pattern of Order~ You sense that there are strange forces at work in this place. Looking around, you notice that there is a pattern inscribed in the floor--or is it a floor supported by the pattern? At any length, you feel immense amounts of power emminating from the pattern.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27052 E pattern floor~ You recall a poem recited to you as a young kid, by an ancient scribe: The Pattern of Order Will lead you to power But missteps will cost you The whole 10-step sha-bang. Many forces are tugging you in conflicting directions. You feel very disoriented, as if your perspective were somehow shifted to the right.~ S #27052 On the Pattern of Order~ Small flames snap up from the pattern where the soles of your feet come in contact with it.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27053 DDIR_WEST ~ ~ 0 -1 27051 S #27053 On the Pattern of Order~ The flames around your feet now extend to your ankles. Your steps are becoming harder and harder to take.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27044 DDIR_WEST ~ ~ 0 -1 27052 S #27054 On the Pattern of Order~ As the force pushing you back dissipates and the flames around your feet diminish, your mind begins to expand beyond it's natural limits...~ 270 ROOM_NO_MOB|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY S #27055 On a path.~ You are on a path.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27056 DDIR_SOUTH ~ ~ 0 -1 27060 S #27056 A dead-end in the path.~ The path you were on ends here.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_WEST ~ ~ 0 -1 27055 S #27057 In the Ravine.~ The ravine is hardly more than a crack in the earth from this vantage point. However, the ravine appears to be much broader in the south.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_SOUTH ~ ~ 0 -1 27064 DDIR_UP ~ ~ 0 -1 27011 S #27058 North of a sunken ship.~ Barnacles appear to be a major decoration fettish for the designer of the ship to the south. All kinds of sea weeds weave in and out of holes which have rotted out of the ships hull.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_WATER_SWIM DDIR_EAST ~ ~ 0 -1 27059 DDIR_SOUTH ~ ~ 0 -1 27066 S #27059 North of a sunken ship.~ The hull to the south is in an extreme state of disrepair. Coral ridges rise on the north and east sides. Holes in the eastern ridge let through drafts of VERY chilly water.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_WATER_SWIM DDIR_SOUTH ~ ~ 0 -1 27067 DDIR_WEST ~ ~ 0 -1 27058 S #27060 On a path.~ You are on a path.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27055 DDIR_EAST ~ ~ 0 -1 27061 S #27061 The top of the first ladder.~ The top of the first ladder appears through the earth below you, and if you stand right next to it, you can see down onto the ground that is at the bottom of it. Another ladder leads up from here into the tree that over-shadows you.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_SOUTH ~ ~ 0 -1 27070 DDIR_WEST ~ ~ 0 -1 27060 DDIR_UP ~ ~ 0 -1 27027 DDIR_DOWN ~ ~ 0 -1 27078 E ladder second~ The ladder leads up into the trees above you. Or does it?~ E ladder first~ The ladder leads down into the ground to the earth below the one you are standing on.~ S #27062 A covey hole.~ This small hidey-hole brings to a sharp conclusion the grandure that is the ravine. There are signs that something lives here.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27063 S #27063 The Grand 'ole Ravine.~ You are now standing in the midst of a wild and wonderful ravine. The sharply sloping walls lead to a large, open flat area which is sprinkled with small shrubs growing flowers of many tints and hues. A small stream flows from the top of one wall, through the shrubery and into a pool nestled in the center of the southern face of the ravine.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27064 DDIR_WEST ~ ~ 0 -1 27062 DDIR_UP ~ ~ 0 -1 27037 S #27064 A bend in the Ravine.~ The ravine takes a sharp bend here. The northern pointing spur is barely wide enough to walk through. The western section could contain a small fortress, if need be.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27057 DDIR_WEST ~ ~ 0 -1 27063 S #27065 The Tower~ The stairway you are on appears to have lacked maintenance for the past couple of centuries or so.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH A walnut door.~ walnut door~ 0 -1 0 DDIR_EAST An oaken door.~ oaken door~ 0 -1 0 DDIR_SOUTH A cedar door.~ cedar door~ 0 -1 0 DDIR_UP ~ ~ 0 -1 27038 DDIR_DOWN ~ ~ 0 -1 27079 S #27066 Bow of a sunken ship.~ The bow of the ship used to have a prow-carving of a beautiful maiden, but now the carving is little more than a heap of rot. The rail along the edge has all but dissolved; hatch-covers sprawl across gaping holes in the deck. Some cloth stretches from the edge here to the mast to the east.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_WATER_SWIM DDIR_NORTH ~ ~ 0 -1 27058 DDIR_EAST ~ ~ 0 -1 27067 E carving prow~ The carving is barely recognizable. As you look closer, schools of small fish swim out of what used to be the eyes of the carving.~ E cloth sail~ The cloth is what remains of the sail. It looks tough enough to withstand a sneeze or two.~ E stick sticks rod rods~ They appear to have been handles to some sort of tools when the seas were younger. You think that you see a pick that could possibly still be useful.~ E hatch-covers covers hatch cover~ The hatch-covers are still (mostly) covering some of the large holes in the deck. Some of them have loose sticks and rods sticking out of them at wild angles.~ E hole holes~ The holes, from what you can see past the hatch-covers, are large and dark. Who knows what could be creaping around in the depths of the ship.~ S #27067 Center of the deck of a sunken ship.~ The deck must have once been strewn with debris, but that was centuries ago. Now, the only remaining debris is made of iron and attached to the deck.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_WATER_SWIM DDIR_NORTH ~ ~ 0 -1 27059 DDIR_EAST ~ ~ 0 -1 27068 DDIR_WEST ~ ~ 0 -1 27066 E sail sails net rope nets ropes~ Hmmm, that must have been in the debris that is here no more.~ E iron debris~ The pieces of iron are tie points for the ropes which (used to) hold the sails and climbing nets in place.~ S #27068 Center deck of a sunken ship.~ Standing here, you realize that this was not that big of a ship. The mast does tower above you with the streamers of remaining sail trailing off into the darkness around you. The deck appears to be more solid here. Your progress to the east is blocked by the raised portion of the deck which houses the cabins of the ship's officers. The entrance has long since swollen shut into its close-fitting frame.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_WATER_SWIM DDIR_WEST ~ ~ 0 -1 27067 E deck plank~ There is a loose plank in the deck near the entrance to the officer's cabins.~ E entrance frame~ The door looks very solid.~ S #27069 A dead-end in the path.~ The path you were on ends here.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27070 S #27070 On a path.~ You are on a path.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27061 DDIR_WEST ~ ~ 0 -1 27069 S #27071 Northwest corner of a large clearing.~ This clearing extends south and east from where you are standing. A smaller clearing breaks off of this large one from the south edge of the southwest corner.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27072 DDIR_SOUTH ~ ~ 0 -1 27077 S #27072 Northeast corner of a large clearing.~ This clearing extends south and west from where you are standing. A smaller clearing breaks off of this large one from the south edge of the southwest corner.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_SOUTH ~ ~ 0 -1 27078 DDIR_WEST ~ ~ 0 -1 27071 S #27073 At the opening~ The primary entrance and exit to the tower appears to have been the opening spanning the north wall of this immense room. It would appear however, that the entrance was well sealed when all of those large boulders tried to enter the tower at the same time.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_SOUTH ~ ~ 0 -1 27081 E boulder stone boulders stones~ You would testify, under oath, that these boulders are, in fact, as dumb as rocks.~ S #27074 Entrance to a large cabin.~ The place where you fell looks like it could be part of the captain's cabin. The cabin continues to the east amidst the clutter of (formerly) fancy furniture. The door to the west is buldging with the weight of something in the hall beyond.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_WATER_SWIM DDIR_EAST ~ ~ 0 -1 27075 E door buldge~ It looks quite strained...the ceiling above it doesn't look so hot either.~ E furniture cabin~ The decorations reflect a Spanish motif.~ S #27075 Center of the large cabin.~ At the center of the cabin, you find a large, elaborate dresser against the north wall. All of the dresser drawers are strewn about the floor.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_WATER_SWIM DDIR_EAST ~ ~ 0 -1 27076 DDIR_WEST ~ ~ 0 -1 27074 E drawer drawers dresser~ You see nothing of interest in any of the drawers.~ S #27076 At a large poster bed.~ A large, four-poster bed stands here with a skeleton resting under the tatters of bedding draped across it. What used to be a small end-table lays at the foot of the bed.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_WATER_SWIM DDIR_WEST ~ ~ 0 -1 27075 E bed table end-table bedding skeleton~ Yeah, yeah, it's really *yawn* interesting. Have you gotten the sword yet?~ S #27077 Southeast corner of a large clearing.~ This clearing extends north and east from where you are standing.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27071 DDIR_EAST ~ ~ 0 -1 27078 DDIR_SOUTH ~ ~ 0 -1 27082 S #27078 Southeast corner of a large clearing.~ This clearing extends north and west from where you are standing. A smaller clearing breaks off of this large one from the south edge of the southwest corner. A ladder is here, leading you into the trees above.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27072 DDIR_WEST ~ ~ 0 -1 27077 DDIR_UP ~ ~ 0 -1 27061 S #27079 Stairs descending through the tower~ The stairs here appear to be in a bit better condition. Perhaps because the have seen less of the elements in the centuries past.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_EAST ~ ~ 0 -1 27080 DDIR_WEST A broad, steel door~ steel broad door~ 0 -1 0 DDIR_UP ~ ~ 0 -1 27065 DDIR_DOWN ~ ~ 0 -1 27083 S #27080 A hallway~ This hallway would look like a cave if it weren't for the chandelliers hanging down through the layers of dust coating the ceiling.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH A sturdy door~ sturdy door~ 0 -1 0 DDIR_EAST ~ ~ 0 -1 27081 DDIR_WEST ~ ~ 0 -1 27079 E dust chandellier chandelliers~ Dust clinging to the ceiling seemed wierd to you until you noticed the layers of cob-webs holding it up.~ S #27081 The bend in the hallway~ Maybe this hall is underground. The moisture dripping from the walls and ceiling would tend to encourage that conclusion.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27073 DDIR_WEST ~ ~ 0 -1 27080 S #27082 A small clearing.~ This small clearing appears to have been reshaped into something resembling a dwelling. Various clay pots and wicker baskets spring out of the grass in an orderly fashion across the southern edge of the clearing. A fire occupies a deeply charred ring of rocks near the center of eastern edge of the clearing.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27077 S #27083 A basement~ Following the stairway to it's bottom has lead you to a basement. At one time there were probably perishable items stored here in the coolness of the earth--though, you wouldn't be able to tell by the looks of this place now.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_SOUTH ~ ~ 0 -1 27084 DDIR_UP ~ ~ 0 -1 27079 S #27084 A bend in the basement~ The basement bends a bit to the east here. It is VERY dark to the east.~ 270 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_NORTH ~ ~ 0 -1 27083 DDIR_EAST ~ ~ 0 -1 27085 S #27085 The end of the basement~ This room is very dark, but there doesn't appear to be anything of value here.~ 270 ROOM_DARK|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_CITY DDIR_WEST ~ ~ 0 -1 27084 S #0 #RESETS O 0 27000 1 27000 ; a bench in Entrance to the Test of R M 0 27000 1 27025 ; the Puzzle Master in The Control-Room of Reaso S #SHOPS 0 #SPECIALS O 27000 reason_bench O 27001 reason_writ S #$