#include "undef.h" #include "cflags.h" #if 0 /* NOXYPICKLE zone written by Arctica (pete@arctica.u-net.com). Please obtain permission before distributing */ /* If you 'drink puddle' or 'drink water' in room 'trap': message: The water tastes foul! You cough and splutter, then collapse on to the ground. You feel yourself floating, as if you are being carried far away.... Consciousness returns slowly, and somewhat groggily you open your eyes. you are then teleported to room 'tree' */ /* If you type 'jump' in room 'bough': message: You try to jump out of the tree but get tangled up in the branches. */ /* If you type 'jump' in room 'tree' you are teleported to room 'slide' */ /* If you enter room 'step' and you are NOT wearing object 'helmet', you die with the message: As you climb the steps the birds overhead start to frantically drop guano on you. You scream, briefly, as the corrosive droppings eat through your skull... */ /* If you enter room 'step' and you ARE wearing object 'helmet', message: As you climb the steps the birds overhead start to frantically drop guano on you. The wonderful helmet of Noxypickle fortunately protects you from the guano's corrosive effects. */ /* If you put the object 'eye' in the object 'statue': statue becomes state 0 object 'eye' disappears to limbo message: The eye fits perfectly. You have restored Polyphemus to his former glory! Quest is now completed */ */ If you type 'jump' in room 'cesspit': message: You leap into the cesspit and submerge yourself in the sewage. The horrendous stink clears your head completely and you come out of your trance-like state. When you open your eyes again you are in a familiar place... you are teleported to room 'trap' */ #endif %rainfall:690 %latitude:25 %objects Name = eye Altname = stone State = 0 MaxState = 0 Armor = 0 Damage = 0 BValue = 0 Size = 1 Weight = 0 Location = IN_CONTAINER:cloak Desc[0] = "A perfectly spherical stone is lying here, with a blue eye painted on one side." End = eye Name = skeleton State = 0 MaxState = 0 Armor = 0 Damage = 0 BValue = 0 Size = 10 Weight = 0 Location = IN_ROOM:chamber Desc[0] = "The skeleton of a long-dead adventurer is here, propped up against the wall." Oflags { NoGet } End = skeleton Name = cloak Altname = pocket State = 1 MaxState = 1 Armor = 0 Damage = 0 BValue = 0 Size = 5 Weight = 0 Location = IN_ROOM:chamber Desc[1] = "A tattered cloak is draped about the shoulders of the skeleton." Desc[0] = "A tattered cloak is lying on the ground." Oflags { Getflips Wearable Container } Aflags { Arms Back Chest } End = cloak Name = puddle Altname = water State = 0 MaxState = 0 Armor = 0 Damage = 0 BValue = 0 Size = 10 Weight = 0 Location = IN_ROOM:trap Desc[0] = "A puddle of rather dirty-looking water has collected in a hollow in the ground." Oflags { NoGet } End = puddle Name = nest State = 0 MaxState = 0 Armor = 0 Damage = 0 BValue = 0 Size = 25 Weight = 0 Location = IN_ROOM:bough Desc[0] = "A brick-built bird's nest is affixed to one of the branches." Oflags { NoGet Container } End = nest Name = helmet State = 0 MaxState = 0 Armor = 70 Damage = 0 BValue = 0 Size = 10 Weight = 0 Location = IN_CONTAINER:nest Desc[0] = "The famous helmet of Noxypickle is gathering dust here." Oflags { Wearable Armor } Aflags { Head } End = helmet Name = echidna State = 1 MaxState = 1 Armor = 0 Damage = 21 BValue = 0 Size = 15 Weight = 0 Location = IN_ROOM:forest Desc[1] = "A very spiky echidna is foraging for food on the forest floor." Desc[0] = "A very spiky echidna is snuffling about on the floor here." Oflags { GetFlips Weapon } End = echidna Name = statue Altname = polyphemus State = 1 MaxState = 1 Armor = 0 Damage = 0 BValue = 0 Size = 100 Weight = 0 Location = IN_ROOM:temple Desc[1] = "The statue of Polyphemus stands here, impressive, but missing its one eye." Desc[0] = "The statue of Polyphemus stands here glaring at you with its one eye." Oflags { NoGet } End = statue %locations flag n:Inn_Yard@village w:door; Altitude = 50 lflags {Outdoors} Mossy Flagstones^ The ground here is set with scores of stone slabs, looking cracked and ancient. Moss flourishes in the cracks and some of the flagstones are almost completely covered with the spongy greenery. To the west is a low doorway, with impenetrable darkness beyond. ^ door e:flag w:chamber; lflags {} Stone Doorway^ You are standing beneath a low arch of stone. Light pours through the doorway from the east, but to the west all is black. Strange archaic letters adorn the heavy stones of the archway, but they are not like any runes you have ever come across before. ^ chamber e:door d:ladder; lflags {Dark} Looted Chamber^ The chamber you are in was once a place of some import, for it is well- hewn and a lot of care was put into its construction. Now, however, it is bare, stripped of its contents by looters. Next to the west wall is a hole in the floor, and a series of steps, carved into the solid rock, lead downwards into the darkness. ^ ladder u:chamber d:pit; lflags {Dark} Stone-Carved Ladder^ You are clinging to a ladder carved into the rock, about midway between the top and the bottom. A dim light comes from above you, but below you all is pitch black. The vertical tunnel you are in is barely wide enough to allow you passage, and the cramped conditions are making you feel somewhat claustrophobic. ^ pit n:trap u:ladder; lflags {Dark} Whispering Pit^ You are at the bottom of the ladder, in a small pit which is strewn with dry bones. You wonder how these people met their deaths, and how long ago. There is certainly no discernable smell of decay here. The walls are covered with the same strange markings that you saw on the archway at the top of the ladder, and still you have no idea what they might mean. ^ trap s:pit; lflags {Dark} Defunct Deathtrap^ This place was once a rather brutal trap. A long wooden beam with a spring-loaded spike is stuck into the wall, having impaled some hapless adventurer whose partially-collapsed skeleton is draped across the end of the spike. You scan the walls a little nervously, seeking signs of further traps, but you can see none. ^ tree u:bough; lflags {} Floating Tree^ This is truly bizarre! You seem to be floating high in the air, your arms clasped around the trunk of a small tree. You cannot see the ground as there is a thin layer of clouds below you, blocking your view. A strong wind blows through the branches and roots of the tree, but you do not appear to be moving at all - the tree is somehow anchored in its place by an unseen force. A heady, very pleasant odour is making it hard for you to think straight. ^ bough d:tree; lflags {} In The Boughs^ You are scrambling among the branches of your airborne tree. You have never seen branches like these before: they are spongy and soft to the touch, yet they do not bend or break when you put your weight on them. You shake your head, trying to clear your thoughts, but the delicious smell pervades your senses and you eventually give in. A smile, unbidden, comes to your lips and then, to your surprise, you laugh out loud. You feel so happy... ^ slide w:bank; lflags {} Waterslide^ You fall down, down, down through the rarified air, plunging into the cloud layer which you saw from above. As you continue to fall, the cloud becomes thicker and thicker, and you start to get rather wet from the droplets of water floating around up here. Still you fall, and the raindrops fall with you, growing heavier and heavier as they descend, until you find yourself in the midst of a torrent which plunges like a waterfall, nearly drowning you in the process. You fight a rising panic, then feel yourself nudging into a soft incline, which gradually becomes less and less steep as you drop. You slither down it on your back, carried along by the volume of water, but slowing down all the while, until you find yourself able to sit up and take stock of your surroundings. You are in a river, being gently carried towards the bank. You drift past an imposing-looking pagan temple and end up in a little pool beside the river bank. ^ bank n:step w:forest; lflags {} Rotting Bank^ The vegetation by the side of the river is slimy and dank, and turning rather brown. As it rots it gives off an intense but pleasant smell which fills your nostrils and head until you can think of nothing else. To the north is a flight of steps leading up to the temple you saw earlier. In a tree above the steps are roosting some curious-looking birds. Their guano covers the steps and appears to be very rapidly eating away the stonework... ^ forest e:bank; lflags {} Decaying Forest^ The trees are rotting, the shrubs are rotting, the undergrowth is rotting. All about you the greenery decays, and the fumes it gives off as it does so almost overwhelm you. You feel dizzy but very, very happy. You feel sleepy. You feel very, very sleepy... ^ step s:bank w:temple; lflags {} Steps Of Ultimate Catastrophe^ You are standing on the temple steps. Enormous and made out of single slabs of stone, they represent the work of the proud civilization of a bygone era. Before you looms the mouth of the temple, and from it a curious smell is issuing. It mingles with the heady odour of the rotting plants to the south, arousing conflicting thoughts within you. You are much too confused to puzzle them out though. ^ temple n:cesspit e:step; lflags {} Temple Of Nasty Smells^ Inside the temple a greenish light filters through cracks in the roof. A great pendulum hangs from a gantry overhead, but it has long since stopped swinging. The thing that strikes you most is a powerful, nauseating smell which seems to be coming from the north. However, the scent of the plants outside is still strong enough to overcome the mind-clearing effects of this new odour. ^ cesspit s:temple; lflags {} Brink Of The Cesspit^ At last you have discovered the source of the terrible smell. Before you is a pit dug into the ground, filled to the brim with raw sewage. You reel in disgust at the reek emanating from the thick brown sludge before you. You cover your nose, your eyes watering, and then notice something else - several long, fat, worm-like creatures are swimming about in the excrement, and appear to be feeding on it! You feel a powerful urge to leave this place and get out among the sweet-smelling plants outside, the scent of which you can still faintly detect even through the sewer-stench of the cesspit. Yet another part of you recognises the hold the plants have over your mind, and suggests you take a much-needed bath with the sewer worms... ^