cdirt/ascii/
cdirt/data/BULL/
cdirt/data/ZONES/PENDING/
cdirt/pending/
cdirt/src/utils/
cdirt/utils/
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	id AA24112; Thu, 17 Mar 94 03:14:16 MST
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	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..."
^