Return-Path: <hassany@sunrise.cs.jmu.edu> Received: from hub.cs.jmu.edu by prism.nmt.edu (4.1/SMI-4.0) id AA24112; Thu, 17 Mar 94 03:14:16 MST Received: from tch22.cs.jmu.edu by hub.cs.jmu.edu (5.65/Ultrix3.0-C) id AA09900; Thu, 17 Mar 1994 05:13:57 -0500 Subject: Sooner than you expected. To: ian@jupiter.nmt.edu Date: Thu, 17 Mar 1994 05:13:52 -0500 (EST) From: RushKing <tch32!hassany@sunrise.cs.jmu.edu> X-Mailer: ELM [version 2.4 PL22] Content-Type: text Content-Length: 57041 Message-Id: <9403170513.aa09324@sys7.sunrise.cs.jmu.edu> Status: R New zone file. :) Changes: 1. Sign is now at END, displaying credits...not required to enter zone. Less rude and Rush obvious this way. 2. Changed descs on Alex and Geddy...changed their roles to fit the zone, not the band. 3. Changed item descs on bass and guitar. They are now ancient magical instruments, not electric and modern. 4. Changed Rush song displayed from YYZ to a simple madrigal. (more medieval.) 5. Changed starting location of bass... :) 6. Changed game displays when bass is given to Geddy Lee; now every- thing involves magic. Should be better now... -------------------------------------------- Origins, the story of man and his music: v 2.1; copyright 1994 Yousif A. Hassan -------------------------------------------- %mobiles Name = Koshee PName = "Koshee" Location = origins3 Strength = 200 Damage = 8 Armor = 6 Aggression = 75 Speed = 8 Description = "Koshee, the fabled elven dog, guards his woods zealously." End = Koshee Name = Sothurithidan PName = "Sothurithidan" Pflags { NoExorcise NoZap NoSummon NoSteal NoAlias } Mflags { BarNorth } Sflags { Possessed } Location = origins10 Strength = 445 Damage = 7 Armor = 5 Aggression = 0 Speed = 0 Description = "The sword guard of Rivendell, Sothurithidan, will allow no passage!" End = Sothurithidan Name = Lee PName = "Geddy Lee" Pflags { NoExorcise NoZap NoAlias NoSummon NoMagic } Location = origins16 Strength = 1000 Damage = 5 Armor = 27 Aggression = 0 Speed = 0 Description = "Geddius (Geddy) Lee, keeper of the magical Bridge of Lamneth, stands here looking worried. &+WGeddy Lee&n asks you '&+YHave you seen my magical bass?&n'" End = Lee Name = Panacea PName = "Panacea" Pflags { NoExorcise NoZap } Sflags { Female } Location = origins17 Strength = 50 Damage = 2 Armor = 0 Aggression = 0 Speed = 0 Description = "Panacea, liquid grace and passion pure, seductively beckons you. &+WPanacea &nwhispers '&+YI will soothe your primal fears...&n'" End = Panacea Name = Specter PName = "ByTor's Spectre" Sflags { Possessed } Location = origins18 Strength = 180 Damage = 10 Armor = 9 Aggression = 100 Speed = 7 Description = "The slain body of the hero ByTor has been animated!" End = Specter Name = Spectre PName = "The Traveler's Spectre" Pflags { NoSteal NoAlias NoSummon } Mflags { DrainScr BarEast } Sflags { Possessed } Location = origins21 Strength = 299 Damage = 12 Armor = 9 Aggression = 37 Speed = 0 Description = "The vengeful shade of the weary Traveler guards the location of its death fiercely!" End = Spectre Name = Skeletree PName = "SkeleTree" Mflags { NegMissile NegFrost NegShock } Location = origins23 Strength = 350 Damage = 13 Armor = 18 Aggression = 69 Speed = 0 Description = "A skeletal tree weeping blood sits rooted miserably to the ground here." End = Skeletree Name = Snowdog PName = "SnowDog" Mflags { NegFrost BarSouth } Location = origins38 Strength = 700 Damage = 15 Armor = 20 Aggression = 100 Speed = 0 Description = "SnowDog, centurion of evil, nemesis of ByTor, and guardian of The Necromancer, attacks!" End = Snowdog Name = Necromancer PName = "The Necromancer" Pflags { NoExorcise NoZap NoAlias NoSummon NoSteal } Mflags { CanFrost NegFireball NegMissile NegFrost NegShock DrainScr } Location = origins39 Strength = 1125 Damage = 11 Armor = 29 Aggression = 100 Speed = 0 Description = "Suddenly, a human-shaped wraith materializes in front of you!" End = Necromancer Name = Addict PName = "The Addict" Mflags { Thief } Sflags { Possessed } Location = origins41 Strength = 364 Damage = 3 Armor = 16 Aggression = 50 Speed = 20 Description = "One guy has had a little too much TempleVision for one day!" End = Addict Name = Lifeson PName = "Alex Lifeson" Pflags { NoExorcise NoZap NoAlias NoSummon NoMagic } Location = origins42 Strength = 1000 Damage = 5 Armor = 27 Aggression = 0 Speed = 0 Description = "&+WAlex Lifeson &nsays '&+YMy mentor Jon has been murdered! Let's discuss this grave issue.&n'" End = Lifeson /*Remember to maintain the colorcode in the above say. This mobile does a number of special cases. See %locations, origins42*/ Name = Brown PName = "Father Brown" Pflags { NoExorcise NoZap NoAlias NoSteal NoSummon NoMagic } Location = origins46 Strength = 10000 Damage = 50 Armor = 50 Aggression = 0 Speed = 0 Description = "Father Brown, Head Priest of the Temples of Syrinx, smiles warmly at you." End = Brown Name = Broonsie PName = "T.C. Broonsie" Pflags { NoExorcise NoZap NoAlias NoSummon NoHassle } Mflags { BarSouth GrabHostile } Location = origins47 Strength = 500 Damage = 1 Armor = 18 Aggression = 0 Speed = 0 Description = "T.C. Broonsie asks for your spaceport pass." End = Broonsie Name = Peart PName = "Neil Peart" Pflags { NoExorcise NoZap NoSummon NoMagic } Location = origins49 Strength = 1000 Damage = 5 Armor = 27 Aggression = 0 Speed = 0 Description = "Neil Peart, the 'professor' of percussion, wields his drumsticks expertly. &+WNeil Peart &nsays '&+YI can take you home, on my ship.&n'" End = Peart Name = Dionysus PName = "Dionysus" Pflags { NoExorcise NoZap NoAlias NoSummon NoSteal NoHassle } Location = origins60 Strength = 600 Damage = 5 Armor = 10 Aggression = 0 Speed = 0 Description = "&+WDionysus, &nBringer of Love, says '&+YI bring Love to give you solace, in the Darkness of the Night; only Love can steer you right.&n'" /*The whole say needs to be yellow, so if a newline is used, please maintain the colorcode*/ End = Dionysus Name = Apollo PName = "Apollo" Pflags { NoExorcise NoZap NoAlias NoSummon NoSteal NoHassle } Location = origins61 Strength = 650 Damage = 10 Armor = 5 Aggression = 1 Speed = 0 Description = "&+WApollo, &nBringer of Wisdom, says '&+YI bring Truth and Understanding, I bring Wit and Wisdom fair; precious gifts beyond compare.&n'" /*The whole say needs to be yellow, so if a newline is used, please maintain the colorcode*/ End = Apollo Name = Imbalance PName = "Imbalace" Pflags { NoExorcise NoZap NoAlias NoSummon } Mflags { NegFireball NegMissile NegFrost } Location = origins63 Strength = 999 Damage = 22 Armor = 40 Aggression = 0 Speed = 0 Description = "The bestial personification of imbalance, bane of all orderly and productive life, threatens you mockingly." End = Imbalance /*This special mobile, when slain, causes the two above mobiles, Dionysus and Apollo, to DROP ALL. See %locations, origins63, for more details*/ %objects Name = elfblade PName = elfblade AltName = sword Oflags { Weapon } Location = WIELDED_BY:Sothurithidan BValue = 500 Size = 8 Weight = 6 Damage = 20 Desc[0] = "A finely crafted sword of ancient elven make lies here." End = elfblade Name = key PName = key Oflags { Key } Location = CARRIED_BY:Sothurithidan BValue = 10 Size = 2 Weight = 2 Desc[0] = "A small, slender key with elven markings sits here." End = key Name = door1 PName = door Location = IN_ROOM:origins11 Oflags { NoGet Openable Lockable } Linked = door2 MaxState = 2 State = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door1 Name = door2 PName = door Location = IN_ROOM:origins12 Oflags { NoGet Openable Lockable } Linked = door1 MaxState = 2 State = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door2 Name = note1 PName = note AltName = letter Oflags { NoGet } Location = IN_ROOM:origins12 Desc[0] = "A note handwritten in flowing Elvish lies on a desk in the far left corner." Examine = " The note reads: 'Dear Jon, I don't think we can continue on like this much longer. The Necromancer has slain nearly the entire village, and has destroyed our precious music. He has powers the likes of which even our sorcerors can't emulate. Where does he get such might? Is it that mysterious place you come from as well? Please, help us! You are the only hope we have. --Saurantha'" End = note1 Name = magical_bass PName = bass AltName = upright Oflags { Weapon } Location = IN_ROOM:origins12 BValue = -100 Size = 13 Weight = 15 Damage = 10 Desc[0] = "An old, upright bass with mysterious carvings lies here, somehow lost by its owner." Examine = "This bass is worn, wooden, and beautiful, once having been of the highest quality. You can feel that it has strange, magical properties." End = magical_bass Name = altar PName = altar Oflags { NoGet } /*Maybe more, see specials in origins13 below*/ Location = IN_ROOM:origins13 Desc[0] = "A large altar dominates the view here." Examine = /*See below*/ End = altar Name = elven_staff PName = staff AltName = elven Oflags { Lit } /*Maybe more, see specials in origins13 below*/ Location = IN_ROOM:origins13 BValue = 200 Size = 11 Weight = 10 Desc[0] = "This is an elven staff with a crystalline head." Examine = "It is a slender wooden piece of art. It has a crystal- faceted top that captures light easily and beautifully." End = elven_staff Name = bridge1 PName = bridge Location = IN_ROOM:origins16 Oflags { NoGet } /*Maybe more, see specials in origins16 below*/ Linked = bridge2 MaxState = 1 /*Maybe more...see below*/ State = 1 Desc[0] = "The bridge has been lowered, allowing access upwards." Desc[1] = "There is a raised bridge barring you from crossing and going up." Examine = "It appears that this bridge can be lowered by someone who knows how..." End = bridge1 Name = bridge2 PName = bridge Location = IN_ROOM:origins17 Oflags { NoGet } /*Maybe more, see specials in origins16 below*/ Linked = bridge1 MaxState = 1 /*Maybe more...see below*/ State = 1 Desc[0] = "The bridge has been lowered, allowing access downwards." Desc[1] = "There is a raised bridge barring you from crossing and going down." Examine = "It appears that this bridge can be lowered by someone who knows how..." End = bridge2 Name = fountain PName = fountain Oflags { NoGet } /*Maybe more, see specials in origins17 below*/ Location = IN_ROOM:origins17 Desc[0] = "The crystal-clear waters of the fountain possess a halcyon feel." Examine = "You are compelled to drink from its inviting waters." End = fountain Name = milky_potion PName = potion AltName = milky Oflags { Food } Location = CARRIED_BY:Spectre BValue = 50 Size = 5 Weight = 5 Desc[0] = "This potion is a milky, white liquid with a foul odor." Examine = "The words 'Bane of Necromancers' are written on its label." End = milky_potion /*I want this potion to NOT restore any strength. Instead, it renders the imbiber immune to DrainScr for the ONE fight after drinking it. By looking at the stats on The Necromancer mobile, one can see that this potion is required to defeat him without losing a lot of score.*/ Name = medium_shield PName = shield AltName = medium Oflags { Armor Wearable } Location = CARRIED_BY:Spectre BValue = 20 Size = 8 Weight = 7 Armor = 8 Desc[0] = "A medium shield with old, faded markings lies here." Examine = "The markings are faded, remember?! :)" End = medium_shield Name = treebark PName = treebark AltName = bark Oflags { Armor Wearable } Location = WORN_BY:Skeletree BValue = 500 Size = 20 Weight = 18 Armor = 20 Desc[0] = "A sheet of treebark that can easily accomodate you has been left here." End = treebark Name = dates PName = dates AltName = food Oflags { Food } Location = IN_ROOM:origins28 Size = 2 Weight = 2 Desc[0] = "Some fresh dates lie scattered about." End = dates Name = door3 PName = door Location = IN_ROOM:origins38 Oflags { NoGet Openable Lockable } Linked = door4 MaxState = 2 State = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door3 Name = door4 PName = door Location = IN_ROOM:origins39 Oflags { NoGet Openable Lockable } Linked = door3 MaxState = 2 State = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door4 Name = note2 PName = note AltName = letter Oflags { NoGet } Location = IN_ROOM:origins39 Desc[0] = "A neatly written note lies on a table." Examine = " This note says: 'I had believed that you had dealt with the elves of Rivendell sufficiently. You have not taken care of their new-found human hero Jon, however. You must understand that Jon is from my time, and is extremely dangerous. Only by terminating these elves back in your time can I hope to change the future and the fate of music! All music as we know it evolves from the music of these elves of Rivendell! They must be slain and their music slain with them for the Red Star Federation to succeed! Behind your bookshelf, you will find a device which can take you to me should the need arise. --Father Brown, Head Priest of the Temples of Syrinx'" End = note2 Name = bookshelf PName = bookshelf AltName = shelf Oflags { NoGet PushToggle } /*Maybe more, see origins39 below*/ Location = IN_ROOM:origins39 State = 1 /*Maybe more...see below*/ MaxState = 1 /*Maybe more...see below*/ Desc[0] = "A bookshelf appears to have been slid against the wall." Desc[1] = "A bookshelf rests against the wall." End = bookshelf Name = disc PName = disc AltName = cylinder Oflags { NoGet Openable } Location = IN_ROOM:origins39 /*hidden by bookshelf*/ Size = /*This will differ, depending on the state*/ Weight = /*This too will differ, pending state*/ State = 1 /*Maybe more, see origins39 below*/ MaxState = 1 /*Maybe more, see below*/ Desc[0] = "A large cylinder with a door raised a foot off the ground stands here." Desc[1] = "A large, metallic disc sits here." Examine = /*Please see origins39 under %locations*/ End = disc Name = temple_paper PName = paper AltName = temple Oflags { NoGet } Location = IN_ROOM:origins40 Desc[0] = "One Temple Paper floats down in front of you." Examine = " The paper reads: 'TemplePaper, December 12, A.D. 2112 REBEL LEADER JON KILLED TODAY IN FOREFRONT OF MUSICAL REVOLUTION! Here, in Megadon, as well as under the atmospheric domes of the Outer Planets, we have had peace since the year 2062, when the surviving planets were banded together under the &+rRed Star&n of the Solar Federation. The less fortunate gave us a few new moons. Today, this fragile peace comes to an end as Father Brown and his forces end Jon's life. It was said that Jon uncovered a plot by Brown and the priests of the Temples to ally with a being from the past to prevent the evolution of music. This way, the Temples' music would remain unchallenged. Jon's best disciple, Alex Lifeson, has vowed to avenge Jon's death...'" End = temple_paper Name = waterfall PName = waterfall Oflags { NoGet } Location = IN_ROOM:origins43 Desc[0] = "The waterfall is quite wide..." Examine = /*see %locations, origins43*/ End = waterfall Name = acoustic_guitar PName = guitar AltName = acoustic Oflags { Armor Wearable Weapon } Location = IN_ROOM:origins45 BValue = -100 Size = 11 Weight = 13 Armor = 4 Damage = 9 Desc[0] = "A beautiful, ancient, acoustic guitar lies here waiting to be played." Examine = "This guitar is made of wood, and is meant to be placed on a stand. The words 'The Omega Concern' are engraved on it." End = acoustic_guitar /*This guitar is given to Alex Lifeson. See origins42 below*/ Name = white_pass PName = pass AltName = white Oflags { Wearable } Location = WORN_BY:Brown BValue = 300 Size = 4 Weight = 4 Desc[0] = "A white pass, allowing you into the Spaceport, has been carefully left here!" End = white_pass Name = sunblade PName = sunblade AltName = sword Oflags { Weapon } Location = WIELDED_BY:Brown BValue = 1250 Size = 11 Weight = 11 Damage = 28 Desc[0] = "Balladar's &+Ysunblade&n is here, lighting up everything." Examine = "This is a beautifully crafted weapon that shines as brightly as the sun. The name 'Balladar' is written on its hilt." End = sunblade Name = drumsticks PName = drumsticks AltName = sticks Oflags { Weapon } Location = WIELDED_BY:Peart BValue = -100 Size = 9 Weight = 9 Damage = 11 Desc[0] = "Neil Peart's worn-out drumsticks sit here, waiting to be returned to their owner." End = drumsticks Name = love PName = love AltName = heart Oflags { Wearable Openable Container } Location = WORN_BY:Dionysus Linked = wisdom BValue = 1000 Size = 20 State = 1 MaxState = 1 Desc[0] = "Your heart lies before you, open." Desc[1] = "Your heart lies before you, closed." Examine = "The essence of all love, your heart, rests within your hands." End = love Name = wisdom PName = wisdom AltName = mind Oflags { Wearable Openable Container } Location = WORN_BY:Apollo Linked = love BValue = 1000 Size = 20 State = 1 MaxState = 1 Desc[0] = "Your mind lies before you, open." Desc[1] = "Your mind lies before you, closed." Examine = "The essence of all wisdom, your mind, rests within your hands." End = wisdom Name = wooden_sign PName = sign AltName = wooden Oflags { NoGet } Location = IN_ROOM:origins65 Desc[0] = "A large, old wooden sign floats in the air with you." Examine = " The sign reads: 'Origins Zone, a story of the origins of man and his music, written by &+YBalladar the Bard&n in tribute to his art. This zone is based in part on the lyrics by Neil Peart, percussionist of Rush. --Albums referenced: Fly By Night -- Rivendell (based on Tolkien) Caress of Steel -- The River Don, Willowdale, The Necromancer, Bacchus Plateau, The Fountain of Lamneth 2112 -- Megadon, The Temple of Syrinx, The Waterfall A Farewell to Kings -- The Rocinante, constellations, Cygnus X-1 Hemispheres -- entire Olympus area and origins concept'" End = wooden_sign %locations origins1 s:@eforest1 /*zone is north of eforest1*/ n:origins2; lflags { Outdoors TempReal NoMobiles } The Entrance to Rivendell^ You stand at the beginning of a fantastic forest, whose very trees seem to be as old as the earth they grow from. Despite the density of the foliage, the sunlight shines through nearly unobstructed. The majesty of these trees gives you a sense of smallness... A well-worn path leads north into the forest. ^ origins2 n:origins3 s:origins1 e:origins4 w:origins5; lflags { Outdoors TempReal NoMobiles } Into Rivendell^ You walk deeper into the great forest, and your awe at the natural splendor only increases. It is obvious by now that sentient beings definitely guard and cherish these woods. The path continues in all directions from here. ^ origins3 n:origins6 s:origins3 e:origins4 w:origins3; lflags { Outdoors TempReal } Lost in the Forest^ You are lost among the giant firs, redwoods, and elms that surround you on all fronts. You can go in any direction. ^ origins4 n:origins5 s:origins4 e:origins4 w:origins3; lflags { Outdoors TempReal } Lost in the Forest^ You are lost among the giant firs, redwoods, and elms that surround you on all fronts. You can go in any direction. ^ origins5 n:origins4 s:origins5 e:origins3 w:origins5; lflags { Outdoors TempReal } Lost in the Forest^ You are lost among the giant firs, redwoods, and elms that surround you on all fronts. You can go in any direction. ^ origins6 n:origins4 s:origins5 e:origins7 w:origins4; lflags { Outdoors TempReal } Lost in the Forest^ You are lost among the giant firs, redwoods, and elms that surround you on all fronts. You can go in any direction. ^ origins7 n:origins4 s:origins5 e:origins8 w:origins4; lflags { Outdoors TempReal } Lost in the Forest^ You are lost among the giant firs, redwoods, and elms that surround you on all fronts. You can go in any direction. ^ origins8 n:origins5 s:origins9 e:origins3 e:origins4; lflags { Outdoors TempReal } Lost in the Forest^ You are lost among the giant firs, redwoods, and elms that surround you on all fronts. You can go in any direction. ^ origins9 n:origins3 s:origins3 e:origins3 w:origins10; lflags { Outdoors TempReal } Lost in the Forest^ You are lost among the giant firs, redwoods, and elms that surround you on all fronts. You can go in any direction. ^ origins10 n:origins11 e:origins3; lflags { Outdoors TempReal } Rivendell City Gates^ You come to the gates of the beautiful Elven city of Rivendell. They are carved lovingly out of the wood that surrounds everything here. Through them, you can see the fabled elven town. You doubt you've ever seen anything this magnificent before. The road leading north into the city has, however, fallen into severe disrepair. ^ origins11 n:origins14 s:origins10 e:^door1 w:origins13; lflags { Outdoors TempReal NoMobiles } The City of Rivendell^ The marvel of this city's architecture only increases as your eyes get closer to it. The homes all about you are shaped, not built from the wood of the trees, and are thus part of them. Sunlight is captured beautifully by a crystal arch spanning the entire city from your left to right, and it is focused miraculously into one spot in the center of the city. All around you are numerous elven dwellings. Yet the city seems oddly quiet for so large an area, and so merry a people... You see mumerous destroyed musical instruments littering the streets; lyres with broken strings, recorders and flutes with shattered bodies, and drums with broken heads. There is a door to your right, leading to a large elven home, and a large threshold to your left. The city continues on to the north. ^ origins12 w:^door2; lflags { } An Elven Dwelling^ You enter a modestly furnished elven home. There are signs of a recent battle here. Furniture lies scattered about, and more destroyed musical instruments can be found. ^ origins13 e:origins11; lflags { Party Peaceful } Elven Temple^ You enter the primary worship center of the Rivendell elves. In contrast to the rest of the city, this place is peaceful and submissive. It is not in disarray. A single exit leads east back into the city. ^ /*The altar here (see objects) can be examined to reveal a staff. Text is: 'You find a medium-sized staff under many leaves.' The staff is initially not visible, of course. And the above text is displayed only for the first examination of the altar.*/ origins14 n:origins15 s:origins11; lflags { Outdoors TempReal NoMobiles } The Center of the City^ You are standing directly beneath the beautiful arch. The sunlight shines down directly upon you, granting a soothing, relaxing feeling. Due north, you see that a great black chasm has ripped the earth apart from the westernmost position of the city to it's easternmost. It appears to be very deep and dangerous to negotiate. ^ /*Here, the player must "wave staff" (the staff from origins13) to proceed further. When this is done: 'You wave the staff underneath the arch. The sunlight streams down from it and enters the top of your staff!' (the character is then transported to origins16)*/ origins15; lflags { Outdoors Death } Inside the Chasm^ You enter the rough chasm and instantly lose your footing. As you fall, you wonder whether you will die by impact or by impalement on the sharp rocks... ^ origins16 u:^bridge1; lflags { Outdoors CantSummon NoSummon } The Mountain in the East^ The light from the staff increases in magnitude until all you can see is a blinding white light and all you can hear in your head are the words 'Draw towards the fountain'. But soon the sound dies down and the light gives way to a most soothing and pastoral scene. You stand high atop a mountain, overlooking a vast ocean to the west and a beautiful sylvan forest in all other directions. The sheer natural beauty of this place, so pure and relaxing it is, has you in a total state of relaxation. From here, you can see the whole world it seems, and you feel invincible, almost immortal... Above you and slightly to the east, you hear the sounds of running water, and a mysterious, sultry voice beckons to you. "Come up," the voice soothes. ^ /*There will be a mobile named Geddy Lee and a bass from origins12 here. (see above). The whole point of this is for the player to give the bass to Geddy Lee. If this is done, have the game say: 'Geddius Lee thanks you, waves his hands in magical gestures, and the bass begins to play itself! As it does so, the bridge is miraculousy lowered!' At this point, a message should be delivered to EVERYONE saying: 'In the distance you hear a stirring "&+WMadrigal.&n"' (like when you give the bagpipes to the piper!) Geddy Lee will now automatically WIELD the bass. NOW the state of the bridge will be changed so as to 'raise' it and allow access up...much like a door. I did a part of this in %objects, hope it's right.*/ origins17 d:^bridge2; lflags { Outdoors CantSummon NoSummon OnePerson } &+bThe &+BFountain &+bof &+RLamneth&n^ You follow the voice and come to a beautiful waterfall, which cascades gently down the sides of the mountain. The waterfall feeds a large, round fountain, made of stone forged out of the very bowels of the mountain itself. The water in the fountain is perfectly crystal clear, and seems to glow white. The view here is even more spectacular than the one before, with the fountain and waterfall only enhancing its marvel. You want to stay here forever... ^ /*There is a fountain here, see above in %objects. The players must 'drink fountain' to continue. He is healed of all ailments and damage, and transported to origins18. Text-wise, after drinking: 'As the smooth waters take effect, you feel fully healed, light-headed, and lose consciousness.'*/ origins18 n:origins19; lflags { Outdoors NegRegen } The Road to Willowdale^ Fighting back to consciousness, coldness grips your skin. It suddenly becomes obvious to you that Panacea and Geddy Lee have sent you here for a reason. All around you, trees hang somberly about you, much resembling the the willowy trees of swamps. You can't help but feel that the trees are watching your every move, with misshapen and contorted faces of agony. The road leads on into darkness to the north. ^ origins19 n:origins20 s:origins18; lflags { Outdoors NegRegen } Narrowing Road^ The twisted road becomes more and more narrow here, and moving is increasingly difficult. The air is thicker still, and the comforting rays of the sun are not to be found. To the south is a slightly more comforting environment, and you dread to walk further north, into the empty dreariness. ^ origins20 s:origins19 e:origins21; lflags { Outdoors NegRegen } Nightmare Road^ The road you have been following ends abruptly here, but you might be able to ford a river to your east. You can also retrace the road back south. You feel as if you are walking right into the heart of something extremely evil. You can't help but get that feeling of being watched. ^ origins21 w:origins20 e:origins22; lflags { Outdoors OnWater NegRegen } The River Don^ You have reached the great River Don, the outermost boundary of the lands of the Necromancer. It appears impassable, save for a bridge that is guarded by a wispy, shadowy form. The figure moans, 'Stay back or die...' Its very voice drains the very courage out of you. You may retreat back west or ford the river to the east. ^ origins22 n:origins23 s:origins29 e:origins24 w:origins21; lflags { Outdoors Soundproof NoMobiles NegRegen } Willowdale^ You reach the stricken village of Willowdale, and right away wish you hadn't. Cries of anguish from stricken mothers and children pervade the heavy gloom. Depression falls heavier than a thick mantle here. There is not much to see, as all the homes and buildings have been shattered. The dreary path turns south towards a large castle, north into hellish woods, east towards dead land, or offers passage to the west back across the river. ^ origins23 s:origins22; lflags { Dark Outdoors Soundproof NegRegen } The Forest Shadow^ You enter perhaps the most tortured and vile woods you ever seen. You can see the trees literally weeping blood, and not even one bird can be found. The forest gets too thick to negotiate any further. Your one option is to return south whence you came. ^ origins24 w:origins22 u:origins25; lflags { Outdoors Soundproof NegRegen } Lands Stripped Bare^ This area east of Willowdale must once have been where the inhabitants of the city did their farming. But now, the once rich and fertile earth has been violently stripped of all semblance of fertility. It reminds you of deliberately washing salt into soil to make it infertile, only this is far worse. The very life essence of the area is gone, leaving a cold, hard, empty shell. Clothes may warm the body, but they do not warm the soul... In front of you is a small mountain which appears to have some greenery growing on it, and doesn't appear difficult to climb. You may retreat back west to Willowdale, or climb the small mountain. ^ origins25 u:origins26 d:origins24; lflags { Outdoors Soundproof NegRegen } Small Mountain^ You climb until you reach a thick veil of mist. You can try to brave the mist or head back down. ^ origins26 u:origins27 d:origins25; lflags { Outdoors Soundproof NegRegen } The Veil of Mist^ The mist surrounds you on all sides. ^ origins27 u:origins28 d:origins26; lflags { Outdoors Soundproof NegRegen } Uuuuh, uh-oh...^ The mist here is thicker and seems to be choking the very life out of you! ^ origins28 d:origins27; lflags { Outdoors } Bacchus Plateau^ After what feels like hours of climbing, you break through the foul mist. Sunlight beams down upon you, then continues down to be swallowed by the mist. From this vantage, you could see everything, were it not for the mist that functions as a blanket for the ground below. Here, however, it seems that the parasitic power of the Necromancer has no effect... ^ origins29 n:origins22 s:origins30; lflags { Outdoors Soundproof NegRegen } The Lands of the Necromancer^ As grey traces of dawn tinge the eastern sky, you emerge from the forest shadow, ford the River Don, and leave the trodden town of Willowdale. You turn south, journeying into the dark and forbidding lands of the Necromancer. Even now, the intensity of his dread power can be felt, weakening the body and saddening the heart. You reflect upon the empty, mindless spectres, stripped of will and soul. Only your thirst to aid the elves of Rivendell gives you hunger for vengeance... ^ origins30 n:origins29 s:origins31; lflags { Outdoors Soundproof NegRegen } Entrance to the Castle^ You reach the main gates of the castle. Looking up, you see the tops of the towers reach high into the mist, like black spires twisting their way through your flesh. The gates themselves seem deadly -- totally blackened and misshapen. You can continue on through the open threshold (there might have once been a door here), or you can wisely return north towards Willowdale. ^ origins31 n:origins30 s:origins33 w:origins32; lflags { Dark Soundproof NegRegen } Inside the Castle^ You continue southward, undaunted by the fear which grips your skin and chills you to the bone. This room is a simple, square affair, void of items or furniture, with exits to the south and west. Optionally, you can exit the castle to the north of here. ^ origins32 e:origins31; lflags { Dark Soundproof NegRegen } Castle Kitchens^ This large room was once the kitchen for the entire castle. But due to the current horrific, undead state of its inhabitants, this room has fallen into neglect. There doesn't appear to be anything here but old kitchenware. The single exit is back east. ^ origins33 n:origins31 s:origins37 e:origins34 w:origins35; lflags { Outdoors Soundproof NegRegen } Castle Courtyard^ You enter a large, open, square area, obviously the courtyard of the castle. The usual plant life that dominates the courtyards of most castles is not to be found here. A flight of stairs lies to the south, while towers lie to the east and west. ^ origins34 w:origins33 u:origins36; lflags { Dark Soundproof NegRegen } Base of the Tower^ You arrive at the base of one of the great towers which dominate the castle's exterior. The walls of the tower are covered with moss and and decay, and a vile stench pervades the air. You may climb the stairs to the top or return to the courtyard. ^ origins35 e:origins33 u:origins36; lflags { Dark Soundproof NegRegen } Base of the Tower^ You arrive at the base of one of the great towers which dominate the castle's exterior. The walls of the tower are covered with moss and and decay, and a vile stench pervades the air. You may climb the stairs to the top or return to the courtyard. ^ origins36 d:origins33; lflags { Outdoors Soundproof NegRegen } Top of the Tower^ You climb the stairs to the top of the tower. From this vantage, you can see the courtyard below, and most of the lands that the castle overlooks outdoors. The one option is to return down the stairs. ^ origins37 n:origins33 u:origins38; lflags { Dark Soundproof NegRegen } The Foot of the Stairs^ You exit the courtyard and reach the foot of a long flight of steps that seems to reach up forever. You seem to perceive some movement at the top of the stairs, but cannot from this distance ascertain exactly what it is. You may climb the steps or return north to the courtyard. ^ origins38 s:^door3 d:origins37; lflags { Dark Soundproof NegRegen } The Top of the Stairs^ You climb the long flight of steps, heading toward the zenith, and the climb is a long and tedious one. The stairs squeak loudly as you tread upon them. You pray that the fragile stairs don't crumble underneath your feet. As you reach the top, you see a door. Optionally, you may head back down the stairs. ^ origins39 n:^door4 u:^disc; /*This one's a special. See below*/ lflags { Dark Soundproof NegRegen } The Necromancer's Room^ You enter a small chamber, filled to the brim with test tubes, distillation tubes, decanters, flasks, and various other equipment an evil, dark mage would have. Numerous volumes of the "Arcanum Magicana Disciplina," penned by the greatest Dark Mage, the legendary &+LSuraklin&n himself, rest on the bookshelf. You stare in abject horror; how could one live for so long in such a small room, with so little remaining space? But the answer to that is painfully obvious: the Necromancer stopped 'living' in days long since past... ^ /*There is a bookshelf in this room, as per %objects. It can be pushed or moved, to reveal another item, a disc (also in %objects.) When FIRST moved to state[0] (it is pushtoggle) the game should show: 'With much heaving, you move the shelf and discover a metallic disc!' If pushed back: 'You slide the bookshelf back into place.' If moved again to state[0] (after disc has been found): 'You heave and slide the bookshelf along the wall.' Now, note that the up exit is ^disc. This is because when the disc is in state[0], it is actually a cylinder. In this state, one can go up, much like a door. If EXAMINED in state[1]: 'You see a large metallic disc, of about 2 feet in diameter, which shines with a lovely silver glow. It appears that you can open it, with a little bit of work.' Now, EXAMINED in state[0] (cylinder mode): 'This is a large cylinder, of about 2 feet diameter and 8 feet height. It has an open threshold leading into it, raised about 1.5 feet off the ground.' When the disc is opened, (put to state[0]): 'You open the disc, and it begins to grow in height into a cylinder!' As soon as the disc has been opened, a new exit will appear in room, the UP exit listed above. When the player goes up, show the following: 'You step up into the cylinder, and everything begins to swirl. You fight for consciousness, but darkness grips you!'*/ origins40 n:origins46 s:origins47 e:origins41 w:origins42; lflags { NoMagic } Megadon^ You lie awake, staring out at the bleakness of Megadon. City and sky become one, a vast sea of unbroken grey. The Twin Moons, just two pale orbs as they trace their way across the sky. You see various people 'plugging' into their machines, and carrying Temple Papers. From here, you may choose to walk in any direction. To the north lies clearly the most important building here, a huge, metallic structure which easily dominates the view for miles. To the south lies the spaceport, where large vehicles capable of flight arrive and depart regularly. To the east is another large edifice, and people are bustling in and out of there hurriedly. Finally, to the west, is the single place of residence you can recognize. It reminds you of familiar houses at home, except that it is made of metal. ^ origins41 w:origins40; lflags { NoMagic } TempleVision^ Upon entering this room, you feel like you are going to faint, due to the plethora of bright lights and noise. The source of most of the light is row upon row upon row of large monitors, to which many people are attached. The images seem quite amorphous to you, but the people using them probably see a whole new world... A single western exit heads back out to Megadon. ^ origins42 n:origins43 e:origins40; lflags { NoMagic } The Only House in Sight^ You come upon a small, metallic, domed shelter, that appears as bleak as the entire area you are in. There is no concept of a 'yard' here, it would seem. However, though you cannot find any place to enter the house, you do hear the actual sounds of running water to your north! It is also possible to return east to Megadon. ^ /*Looking at %mobiles, you will see that the Alex Lifeson mobile is located here. It is a special mobile. If he is talked to, via TELL -or- SAY, he will respond with a say (or tell, if that is the only possibility.) I will assume say in the colorcode below, but this needs to be adjusted if a tell is used: &+WAlex Lifeson&n says '&+YJon, the leader of the rebels, has been slain. I am the only one left who can defeat Father Brown. Find me a guitar and I can destroy him.&n' (Please remember to re-enter the colorcode after a newline). Now, the player must find the guitar (see %objects) and give it to Alex. ONLY WHEN this is done, continue with the following: Have the game display: 'Alex bows before you, thanks you, and says '&+YLeave him to me.&n' He then heads toward The Temple of Syrinx.' The Alex Lifeson mobile is then transported to origins46, The Temple of Syrinx. Now, the game will display whatever is normally echoed to the whole MUD just as if a player had been slain by a mobile; use the colorcodes and everything. The Father Brown mobile (above in %mobiles) is killed.*/ origins43 n:^waterfall /*a special, see below*/ s:origins42; lflags { Peaceful Party Private NoMagic } The Waterfall^ Lo and behold! Despite the total lack of organic material in all of Megadon, you have arrived at a beautiful waterfall, which gently cascades down the side of a tiny stone mountain into a small reservoir built for the purpose of holding the precious water. The road leads back south towards the house. ^ /*There is a waterfall item here. EACH player must examine the waterfall, in order to discover the north exit. (Like my sign from the very first room.) The first time the waterfall is examined by EACH player, the game will display: 'You find a small cave mouth behind the waterfall.' Now, the 'examining' player may proceed north.*/ origins44 s:origins43 d:origins45; lflags { Dark Peaceful Party Private NoMagic } The Cave^ You walk underneath the waterfall and enter a small cave. The interior of the cave contains a bed, a table, and other small living essentials. It is otherwise void of anything else. The walls here are actual stone, not metal. The cave's exit is to the south, and at the far corner of the interior, you spot a flight of steps. ^ origins45 u:origins44; lflags { Dark Peaceful Party Private NoMagic } Small Room^ You climb down the small steps, into an even smaller room. However, this room is carpeted, well-furnished, and very pleasant smelling. ^ origins46 s:origins40; lflags { NoMagic } &+BThe Temple of &+CSyrinx&n^ Upon first entering this room, the bleakness of the walls, all metallic grey, seem monotonous and foreboding. But upon further and closer examination, you see that these walls pulse with life!! Electronic signals and lights of origin unknown convey a deep sense of mystery. In its own way, the machinery of the rooms is alive; electronic impulses are its language and electricity is its oxygen... You get the feeling that this room and the things within it are as old as time itself, though nothing within it has ever been seen before. Three elaborate thrones dominate the center of the room, raised on a dias. On the lowest step of the dias is written "&+GElder Race&n". On each of the three thrones is a single word, beautifully rendered in flowing script. The left throne says "&+rRed Star&n", the right one "&+RSolar Federation&n" and the central throne reads "&+CSYRINX&n". There are a myriad of computers, monitors, and sound equipment all over the room, all in perfect order. On the floor in the very center, right below the dias, is a pentagram inscribed within a circle, all in red. The topmost point of the pentagram points directly to the central throne. ^ origins47 n:origins40 s:origins48; lflags { NoMagic } Entrance to the Spaceport^ You come to a large compound, almost as large as the Temple of Syrinx, filled with large objects that fly without effort. You have never seen such wonder. You are still too far outside the Spaceport to see any more detail. You may return north to Megadon or enter the Spaceport to the south. ^ /*The mobile here, T.C. Broonsie, has a BarSouth mflag. If the pass from origins46 is given to Broonsie, the BarSouth mflag should be removed, and the game will simulate this in text: 'T.C. Broonsie accepts your pass and stands aside.' Now, the player may proceed south.*/ origins48 n:origins47 u:origins49; lflags { Peaceful NoMobiles NoMagic } The Spaceport^ You enter the heart of the great Spaceport, and come face to face with the large flying objects, which you overhear the people refer to as 'spaceships'. Many people embark and disembark from these ships before your eyes. Most of the ships are huge, but one particularly small one dubbed "The Rocinante" catches your eye. There is a man at that ship, who gestures for you to go see him. It would also be possible for you to head back up north toward Megadon. ^ origins49 u:origins50 d:origins48; lflags { Peaceful NoMagic } Inside the Rocinante^ You follow the man, and climb up into the ship. Before your eyes are huge panels on all four walls, filled with buttons and lights you don't understand. The entire interior of the ship humms slightly, and you can feel these subtle vibrations. They tickle you. The man seems to understand your need to get home. You have one last chance to go back down, or you may press forward and follow his lead. ^ origins50 u:origins51; lflags { NoMagic } Takeoff!^ The ship starts to move slightly, and the slight hum you heard increases in intensity to nearly intolerable levels! The ship suddenly lurches upward, and you feel like you are going to be sick. Your ears pop, your vision blurrs, and you feel faint. But you know that there is no turning back now. As soon as the dome of the planet is cleared, you begin to feel accustomed to the travel. Through the windows, you can see the very stars you saw at night back home. Meanwhile, brave Neil Peart tells you a story: "&+WIn the constellation of Cygnus, there lurks a mysterious, &+Winvisible force; the Black Hole of Cygnus X-1. Six stars of the &+WNorthern Cross, in mourning for their sister's loss, in a final &+Wflash of glory, nevermore to grace the night...&n" ^ /*i.e., I want the whole quote white.*/ origins51 e:origins52; lflags { NoMagic } Constellation Lyra^ You set a course just east of Lyra... ^ origins52 n:origins53; lflags { NoMagic } Constellation Pegasus^ ...and northwest of Pegasus... ^ origins53 e:origins54; lflags { NoMagic } Constellation Deneb^ ...Flew into the light of Deneb, sailed across the Milky Way... ^ origins54 s:origins55; lflags { NoMagic } Across the Milky Way^ ...On your ship, the Rocinante, spinning through the galaxies. Headed for... ^ origins55 d:origins56; lflags { NoMagic } The Heart of Cygnus^ ...headlong into mystery! The x-ray is her siren song, your ship cannot resist her long, nearer to your deadly goal, until... ^ origins56 d:origins57; lflags { NoMagic } The Black Hole Gains Control! Spinning, whirling, still descending, like a spiral sea unending! Sound and fury drown your heart, EVERY NERVE IS TORN APART!!!!......................................... ^ origins57 d:origins58; lflags { NoMagic } The Bridge of Death^ You feel as if your very life force has been torn from your body. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ...Death grips you painfully... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Connection closed by...wait! You have memory, and awareness, But you have no shape or form; As a disembodied spirit, You are dead, and yet unborn... You have passed into Olympus, As was told in tales of old; To the City of Immortals, Marble &+Wwhite,&n and purest &+Ygold...&n ^ origins58 n:origins59; lflags { Outdoors } Wide Marble Road^ You wake up, your bones feeling like jelly and your heart beating a mile a minute. You look around for your brave captain Neil Peart, but he is nowhere to be found... The road you stand on is very wide, and directly ahead of you, yet miles away still, is a very, very large mountain. You can follow this road north only, but for many miles. ^ origins59 n:origins62 s:origins58 e:origins60 w:origins61; lflags { Outdoors } The City of Immortals^ After many an hour of tiresome marching, you come upon a large, beautiful city. The road is indeed marble white, and the buildings are purest gold. The mountain is closer than ever now, and its peak is hidden in wispy, fluffy, white clouds. But what distract your attention from all this beauty are the scores upon scores of dead bodies of all races, which line the road and the rest of the City. You may now turn left, to an area of the City marked as 'Apollo's Hemisphere', turn right to another division marked 'Dionysus's Hemisphere,' or continue north to the base of the great mountain. ^ origins60 w:origins59; lflags { Outdoors } Dionysus's Hemisphere^ You enter a large, forested area of the City, where naked beings of all races frolick about, care-free and worry- free. Many dead bodies lay about, among them both naked ones and well-equipped ones. The naked dead ones appear to have fallen victim to starvation, cold, and disease, while a few have apparently been slain by weapons from the well-equipped beings. The well-equipped bodies have obviously been slain by primitive tools and weapons. A single path leads west back to the City. ^ /*The mobile here, Dionysus, carries an item called love. Since he is nohassle and nosteal, the player must kill Imbalance (a mobile) first. Dionysus will then DROP the love. See origins63 below for more details*/ origins61 e:origins59; lflags { Outdoors } Apollo's Hemisphere^ This area of the city is bare of all trees. On the contrary, the edifices here are well-built and offer excellent shelter. Many dead bodies lay about, among them both naked ones and well-equipped ones. The naked ones have apparently been slain by weapons from the well-equipped beings. The well- equipped bodies have obviously been slain by primitive tools and weapons. There is but a single living being here. A lonely, blood-stricken road leads east into the City. ^ /*The mobile here, Apollo, carries an item called wisdom. Since he is nohassle and nosteal, the player must kill Imbalance (a mobile) first. Apollo will then DROP the wisdom. See origins63 below for more details*/ origins62 n:origins63 s:origins59 u:^love /*special case*/; lflags { Outdoors } Base of Olympus^ You now stand at the base of the incredible mountain, and you realize that a mere mortal like yourself could never effect such a climb. You can instead head north into the mountain, or back south the way you came. ^ /*The up exit is only available when both the love and the wisdom (from %objects, above) are both worn AND opened. This should not be difficult, as they are in fact linked. See origins63 for more info*/ origins63 s:origins62; lflags { Dark } Inside Olympus^ You walk forward, entering the huge mountain. It is but a small, hollowed-out area within the mountain, designed for the purpose of holding a beast. ^ /*The mobile here is called Imbalance. Once he is slain, this causes the Apollo and Dionysus mobiles to drop their items. The player must then go to these two mobiles and get the items (called love and wisdom). Upon OPENING and WEARING both of them, the player may then ascend to Mt. Olympus from origins62*/ origins64; lflags { Outdoors CantSummon NoSummon Party Peaceful } Mount Olympus^ You have arrived at the home of the Gods themselves. Here is the place where the Immortals live, untouched by the petty, trivial grievances of mere mortals. You can see the whole world from this awesome vantage. You are indeed invincible here. All that you could ever hope for can be found, and even then there is some left over... You look down from Olympus on a world of doubt and fear. Its surface is splintered into sorry hemispheres. But suddenly, the very elven music you helped save issues forth from your love and wisdom. The chaos below ceases, and the people stop fighting, somehow awestruck by its beauty. Apollo and Dionysus turn to you and say '&+YWe shall call you Cygnus, the Bringer of &+YBalance! We now see that only through a balance of both Truth &+Yand Love can the miracle of life succeed. And this beautiful &+Ymusic is its backbone... Now, dear Bringer of Balance, if you &+Ywish to leave us, simply cast away your fears and jump.&n' ^ /*When the player types jump, have him/her transported to origins65 Remember, only mortals wearing the OPENED love and wisdom can ever enter this room*/ origins65 d:temple@start; lflags { Outdoors TempReal Peaceful } A Farewell to Things^ You jump off of the zenith, and suddenly find yourself floating down gently in midair. You lose all sense of time or place, and enjoy the most wonderful feeling you have ever experienced. As you feather-fall down to the Temple of Paradise, you see three faces in front of you. To the left is the stern and solid face of Apollo, Bringer of Wisdom. To the right is the beautiful and kind visage of the Bringer of Love, Dionysus. And in the center is Cygnus, God of Balance. They all seem to sing beautifully in unison to you: "We can walk our road together If our goals are all the same We can run alone and free If we pursue a different aim; Let the truth of Love be lighted Let the love of Truth shine clear Sensibilty Armed with sense and liberty With the Heart and Mind united In a single, perfect Sphere..." ^