#include "undef.h" #include "cflags.h" #include "exits.h" %mobiles Name = brother PName = "Brother" Location = cottage2 Strength = 150 Damage = 10 Armor = 0 Aggression = 99 Speed = 0 Description = "Brother John is here with his cousin plotting to kill the dog." End = brother Name = cousin PName = "Cousin" Location = cottage2 Strength = 150 Damage = 10 Armor = 0 Aggression = 99 Speed = 0 Description = "Cousin Joe has a very shifty look in his eye as he listens to John." End = cousin Name = father PName = "Father" Location = cottage4 Strength = 150 Damage = 10 Armor = 0 Aggression = 90 Speed = 5 Description = "Father is walking around looking for his newspaper and he's mad." End = father Name = mother PName = "Mother" Sflags { Female } Location = cottage5 Strength = 150 Damage = 10 Armor = 0 Aggression = 80 Speed = 5 Description = "Mother is preparing dinner and she doesn't look too happy about it." End = mother Name = sister PName = "Sister" Sflags { Female } Location = cottage5 Strength = 150 Damage = 10 Armor = 0 Aggression = 90 Speed = 5 Description = "Sister Kate is sneaking pieces of cake as she eyes her mom's movements." End = sister Name = doggy PName = "Doggy" Location = cottage6 Strength = 300 Damage = 10 Armor = 0 Aggression = 87 Speed = 0 Description = "Doggy, the pet doberman wants to play with you." End = doggy Name = kitty PName = "Kitty" Sflags { Female } Location = cottage7 Strength = 150 Damage = 10 Armor = 0 Aggression = 90 Speed = 5 Description = "Kitty da kitty-cat is amusing herself with a ball of yarn." End = kitty Name = prowler PName = "Prowler" Location = cottage8 Strength = 300 Damage = 10 Armor = 0 Aggression = 87 Speed = 0 Description = "Yikes!!! A prowler is here trying to steal the car." End = prowler Name = vet PName = "Vet" Location = cottage16 Strength = 500 Damage = 10 Armor = 0 Aggression = 4 Speed = 5 Description = "Vet, the veteran, is here mumbling "Kill! Kill! Kill!"." End = vet Name = ramses PName = "Ramses" Location = cottage24 Strength = 750 Damage = 10 Armor = 0 Aggression = 87 Speed = 0 Description = "Ramses has been waiting a LONG time for you." End = ramses %objects Name = gate_door PName = door AltName = gate Location = IN_ROOM:cottage2 Oflags { Openable NoGet } Linked = gate_door_1 MaxState = 1 State = 1 Desc[0] = "An open fence gate offers passage north." Desc[1] = "The gate to the fence is closed." End = gate_door Name = gate_door_1 PName = door AltName = gate Location = IN_ROOM:cottage3 Oflags { Openable NoGet } Linked = gate_door MaxState = 1 State = 1 End = gate_door_1 Name = door Location = IN_ROOM:cottage8 Oflags { Openable NoGet } Linked = door_1 MaxState = 1 State = 1 Desc[0] = "An open door provides passage west into a kitchen." End = door Name = door_1 PName = door Location = IN_ROOM:cottage5 Oflags { Openable NoGet } Linked = door MaxState = 1 State = 1 Desc[0] = "The door is open." Desc[1] = "The door is closed." End = door_1 Name = garage_door PName = door AltName = garage Location = IN_ROOM:cottage7 Oflags { Openable NoGet } Linked = garage_door_1 MaxState = 1 State = 1 Desc[0] = "The garage door is open." Desc[1] = "The garage door is closed." End = garage_door Name = garage_door_1 PName = door AltName = garage Location = IN_ROOM:cottage8 Oflags { Openable NoGet } Linked = garage_door MaxState = 1 State = 1 Desc[0] = "The garage door is open." Desc[1] = "The garage door is closed." End = garage_door_1 Name = basalt_door PName = door AltName = basalt Location = IN_ROOM:cottage15 Oflags { Openable NoGet } Linked = basalt_door_1 MaxState = 1 State = 1 Desc[0] = "The basalt door is open." Desc[1] = "The basalt door is closed." Examine = "It's extremely heavy, and will probably require assistance to open. " End = basalt_door Name = basalt_door_1 PName = door AltName = basalt Location = IN_ROOM:cottage16 Oflags { Openable NoGet } Linked = basalt_door MaxState = 1 State = 1 Desc[0] = "A large basalt door opens south into an entryway." Desc[1] = "A large basalt door bars any southern progression." Examine = "It's extremely heavy, and will probably require assistance to open. " End = basalt_door_1 Name = door_wheel PName = wheel AltName = door Location = IN_ROOM:cottage21 Oflags { Container Pushable NoGet } Linked = door_wheel_1 MaxState = 1 State = 1 Examine = "The spoked wheel is old and rusted; above it are printed the words 'Emergency Gate Control' " End = door_wheel Name = door_wheel_1 PName = wheel AltName = door Location = IN_ROOM:cottage22 Oflags { Container Pushable NoGet } Linked = door_wheel MaxState = 1 State = 1 End = door_wheel_1 Name = knife_cleaver PName = cleaver AltName = knife Location = IN_ROOM:cottage5 Oflags { Weapon } BValue = 100 Damage = 15 Size = 30 Weight = 10 Desc[0] = "A heavy duty meat cleaver is sitting on the counter." Examine = "Nothing like having a good weapon, eh? " End = knife_cleaver Name = angelfood_cake PName = cake AltName = angelfood Location = IN_ROOM:cottage5 Oflags { Food } BValue = 10 Size = 3 Weight = 3 Desc[0] = "There is a cake here." Examine = "It is an angelfood cake of course! " End = angelfood_cake Name = crowbar Location = IN_ROOM:cottage8 Oflags { Weapon GetFlips } BValue = 20 Damage = 10 Size = 7 Weight = 7 State = 1 Desc[0] = "A very heavy steel crowbar is here." Desc[1] = "A heavy crowbar lies here bracing the kitchen door." Examine = "You could probably do some good damage with it! " End = crowbar Name = runes Location = IN_ROOM:cottage22 Oflags { NoGet } Examine = "Caution: Something ancient and very powerful is here. " End = runes Name = runes_1 PName = runes Location = IN_ROOM:cottage15 Oflags { NoGet } Examine = ^ "You see me now a veteran, of a thousand giantish wars. I've been living on the edge too long, where the winds of limbo roar. And, I'm young enough to look at, and far too old to see, all the scars are on the inside... KEEP OUT!" ^ End = runes_1 Name = crumbs Location = IN_ROOM:cottage16 Oflags { Food } BValue = 20 Size = 3 Weight = 3 Desc[0] = "There are giant crumbs here." Examine = "A bit stale but palatable. " End = crumbs Name = memoirs_tome PName = tome AltName = memoirs Location = IN_ROOM:cottage16 Oflags { GetFlips } BValue = 150 Size = 12 Weight = 10 State = 1 Desc[0] = "A giant tome of memoirs has been placed here." Desc[1] = "There is a huge tome of memoirs on the desk." Examine = "These memoirs are scrawled out in the giantish scrip and are unreadable. " End = memoirs_tome Name = skiff Location = IN_ROOM:cottage18 BValue = 10 Size = 100 Weight = 10 Desc[0] = "A small battered skiff lies here." Examine = "This skiff is not seaworthy. " End = skiff Name = sarcophagus Location = IN_ROOM:cottage24 Oflags { Container NoGet } Examine = "You are strnangely drawn to this ancient coffin, but despite your curiosity, the fear of some unknown curse lingers in the back of your mind. " End = sarcophagus Name = scarab Location = IN_CONTAINER:sarcophagus Oflags { GetFlips } BValue = 400 Size = 4 Weight = 4 State = 1 Desc[0] = "A beautiful scarab has been placed here." Desc[1] = "A beautiful scarab lies in the sarcophagus." Examine = "This emerald treasure has the form of a desert insect. " End = scarab Name = sphere Location = IN_CONTAINER:sarcophagus Oflags { Lit GetFlips } BValue = 600 Size = 8 Weight = 8 State = 1 Desc[0] = "A small golden sphere shimmers off to one side." Desc[1] = "A small golden sphere winks up at you." Examine = "This golden sphere emits a bright light. " End = sphere Name = gilded_cowl PName = cowl AltName = gilded Location = IN_CONTAINER:sarcophagus Oflags { Wearable } Aflags { Face } BValue = 250 Size = 8 Weight = 8 State = 1 Desc[0] = "A gilded cowl has been carelessly discarded here." Desc[1] = "A gilded cowl becons you to wear it." Examine = "A jeweled headpiece. " End = gilded_cowl Name = flail Location = IN_CONTAINER:sarcophagus Oflags { Weapon } BValue = 200 Damage = 14 Size = 13 Weight = 10 State = 1 Desc[0] = "The Flail of Isis lies here." Desc[1] = "A gorgeous flail rests in the corner of the sarcophagus." Examine = "A marvelous ruby studded weapon. " End = flail %locations cottage1 n:cottage2 e:cottage11 w:chlyon2@chlyon d:cottage11; lflags { Outdoors NoMobiles } Serene Valley^ This valley, nestled amidst the surrounding peaks, is a place of serene tranquility. Long swaths of green mountain grass beckon you to kick off your boots and frolic about. A branch of the valley extends to the north, and you can return to the more mountainous regions lying to the east. Going west will take you back to the crossroads. ^ cottage2 n:^gate_door e:cottage9 s:cottage1 d:cottage9; lflags { } Peaceful Valley^ You have entered a small valley snuggled amidst the towering peaks. It is so peaceful you can not help but smile just from being here. Animals of all kinds play about you, some even cautiously approach, their eyes aglow with curiosity. To the north stands a cozy cottage surrounded by a white picket fence, and adorned with several neatly trimmed hedges. The main branch of the valley lies to the south, and you may be able to slide down into a ledge to the east. ^ cottage3 n:cottage4 e:cottage6 s:^gate_door_1; lflags { } Front Porch^ You are standing on the front porch of the picturesque cottage. The woman of the house stands here obviously in a cleaning frenzy. A narrow flower-lined walk heads east to a short driveway, while a peaceful valley becons southward. ^ cottage4 e:cottage5 s:cottage3; lflags { } Living Room^ You have entered the living room of the quaint cottage, the housewife is here busily sweeping. A family sized color television sits here opposite a comfy, blue sofa with enormous cushions. the smell of baking wafts from a tiny kitchen to the east, and you may also return south to the porch. ^ cottage5 e:^door_1 w:cottage4; lflags { } Petite Kitchen^ You are surrounded by the smells of baking and the cheery warmth of a small electric stove. there has obviously been some cooking done here recently. You can hear the sounds of cleaning coming from the west and a small door leads east. ^ cottage6 e:cottage7 w:cottage3; lflags { } Front Walk^ This narrow path runs from east to west connecting the front porch with the driveway. You treak carefully so as to avoid trampling the flowers. ^ cottage7 n:^garage_door w:cottage6; lflags { } Driveway^ You are currently standing on a short, asphalt driveway. A short path connects it with the porch to the west. In front of you stands a large garage door. ^ cottage8 s:^garage_door_1 w:^door; lflags { } Garage^ This is a clean, well kept garage. A large, cherry-red, Plymouth Fury sits here; it seems to be leering at you. On its license plate you can make out a set of runes spelling "Christine". There are a few dozen different tools hanging here, but their purposes are beyond your experience. ^ cottage9 e:cottage10 s:cottage11; lflags { Outdoors } Cliff Turn^ You stand on a narrow ledge, your back to the cliff face. Above you can see the top of the cliff, but there is no way to climb up. Silver mists obsucre the bottom of the chasm far below. It is here that the wide ledge to the south meets up with a very narrow ledge to the east. ^ cottage10; lflags { Death } Collapsing Ledge^ The ledge narrows here to an untraversable width. As you attempt to turn and make your way back up to the west, the ledge collapses. You are wondeirng how deep the chasm truly is when the sudden stop enlightens you. ^ cottage11 n:cottage9 s:cottage12; lflags { Outdoors } Cliff Face^ Standing on a ledge running north and south a few feet below the top of a cliff, you stare down into the swirling mists below. You may, if careful, be able to scramble up to the valley above. The outlines of a bridge spanning the chasm are barely visible to the south. ^ cottage12 n:cottage11 s:cottage13; lflags { Outdoors } Narrow Ledge^ You stand upon a narrow ledge running north and south along the cliff face. the outlines of a natural, stone bridge spanning the chasm are clearly visible to the south. ^ cottage13 n:cottage12 e:cottage14; lflags { Outdoors } Bridge Landing^ Before you a monstrous, natural bridge stretches across the chasm to the east. A pair of stalagmites stand like silent guardians forming an entryway onto the bridge. ^ cottage14 e:cottage15 w:cottage13; lflags { Outdoors } Natural Bridge^ You stand upon a magnificent, granite bridge spannin the wide chasm; far below the silver mists seem to swirl in increased agitation. To the east there stands and enormous, dark entryway. ^ cottage15 n:^basalt_door w:cottage14; lflags { Outdoors NoMobiles } Huge Entryway^ Sad breezes sigh forlornly through the fallen rocks which lie strewn about. In front of you to the north, stands an immense basalt door, its black surface glimmering in the ambient light. Above the door are written another set of weatherbeaten runes. ^ cottage16 e:cottage17 s:^basalt_door_1; lflags { } Giant's Chamber^ Everything here seems to be expanded to a grand scale; easily twice as large as usual. A huge stone table, covered by a plain, white cloth, dominates the center of the room. A large cot is set along the western wall, and a simple, writing desk stands opposite it. ^ cottage17 s:cottage18 w:cottage16 d:cottage18; lflags { NoMobiles } Damp Passage^ The first thing that you notice upon entering this room is the heavy layer of condensation which has collected on the walls. The passage slopes steeply downward to the south, but you can not see what lies that way, for it is too dark. A rectangle of light pours in from the western passage. ^ cottage18 n:cottage17 e:town11@town s:cottage19 u:cottage17; lflags { Dark } Shoreline^ The damp passage ends here, leading down into an underground resevoir. The sound of running water echoes out of the darkness. The large shape of a forgotten dam looms out of the darkness to the south. ^ cottage19 n:cottage18 s:cottage20; lflags { Dark } Still Water^ You're knee-deep in the still waters of the underground resevoir. These waters extend west around a bend lying to the south. ^ cottage20 e:cottage19 u:cottage21; lflags { Dark } Still Water^ You're waist-deep in the dark still waters of an underground resevoir. The artificial lake extends to the north, around a bend lying to the east. You can also climb up to the top of the dam, but climbin back down looks almost impossible. ^ cottage21 d:^door_wheel; lflags { Dark } Top of Dam^ Standing atop the underground dam you can peer over the rusted guardrail to the south, but the dam's bottom is hidden in blackness. The resevoir lies to the north; from here you can see a narrow staircase down, which continues below the waterline. A large rusted release wheel protrudes from a mass of pipes nearby. ^ cottage22 e:cottage18 w:cottage23 u:^door_wheel_1; lflags { Dark NoMobiles } Resevoir Bottom^ As you stand on the muddy bottom of the resevoir you are able to see where an underground stream fed the resevoir from the west. Picking your way eastward across a large jumble of stones you could probably make your way out of this muddy area, or you could return to the heights of the dam by ascending the narrow stair. There are some ancient runes here that catch your eye. ^ cottage23 e:cottage22 w:cottage24; lflags { Dark NoMagic NoSummon } Lost Cavern^ Water runs in rivulets down the walls of this cave, feeding the stream which meanders eastward toward the damn. the western wall of this forgotten cave has been cut smooth and adorned with magnificent carvings. In the midst of these carvings stands an ornately wrought golden door, covered in runes. You seem to feel strange emanations of magic brush your consciousness from somewhere behind the golden portal. ^ cottage24 e:cottage23; lflags { Dark NoMagic NoSummon } Tomb of Ramses IV^ Rising all about you, you see jeweled panel and statues adorned with heiroglyphics and carvings of all kinds. Dominating this room however, is the immense sarcophagus of The Pharoh Ramses IV. It emanates tendrils of magical energy which seem to reach into your soul intently searching for you know not what. After a moment you realize that this room is incredibly dry, especially in comparison to the one that you just left. ^