#include "undef.h" #include "cflags.h" #include "exits.h" %mobiles Name = giant Pname = "The Giant" Location = glittering Speed = 0 Strength = 140 Damage = 11 Armor = 0 Aggression = 0 Description = "A giant snores loudly in one corner." End = giant Name = hermit Pname = "The Hermit" Location = hut Strength = 60 Armor = 0 Damage = 10 Aggression = 0 Pflags {NoSummon NoSteal} Mflags {CanMissile QFood} Description = "A hungry, unwashed hermit sits here." End = hermit Name = ghoul Pname = "The Ghoul" Location = crypt Strength = 40 Armor = 0 damage = 10 Aggression = 30 mflags {Cross} description = "An evil looking ghoul skulks in the shadows." End = ghoul Name = figure Pname = "The Figure" Location = entrance Strength = 90 Armor = 0 damage = 14 Aggression = 0 Speed = 0 mflags { BarDown } description = "A huge magical figure stands on guard." End = figure Name = ogre Pname = "The Ogre" Location = guard Strength = 40 Armor = 0 damage = 14 Aggression = 30 description = "A large ogre wanders past, looking for heads to break." End = ogre Name = riatha Location = temple Strength = 50 Armor = 0 damage = 15 Aggression = 31 description = "Riatha The Acolyte stands arrogantly before you." End = riatha %objects Name = ball Location = IN_CONTAINER:bag MaxState = 3 BValue = 20 Size = 15 Weight = 15 Desc[0] = "A crystal ball has been placed here." Desc[1] = "A crystal ball has been placed here, glowing a pale red." Desc[2] = "A crystal ball has been placed here, glowing a pale blue." Desc[3] = "A crystal ball has been placed here, glowing a pale green." End = ball Name = garlic AltName = food Location = IN_ROOM:window Oflags {Food} BValue = 10 Size = 2 Weight = 2 Desc[0] = "Some garlic lies at your feet, its smell wafting upwards." Examine = " The garlic seems quite fresh, since it still smells strongly. Because of this, it might be very good for exorcizing vampires. What do you think the other players will think of you if you eat it?" End = garlic Name = BlackRobe PName = robe AltName = black Location = IN_ROOM:robing Oflags {WearOnBack} BValue = 10 Size = 6 Weight = 1 Desc[0] = " A black robe with two silver lightning bolts down the back has been put here." Examine = " The robe has two silver lightning bolts inscribed on the back... do you think it belonged to Captain Marvel?" End = BlackRobe Name = rations AltName = food Location = IN_ROOM:gloomy Oflags {Food} BValue = 10 Size = 2 Weight = 2 Desc[0] = "Some rations have been left here, old but edible." End = rations Name = rations1 PName = rations AltName = food Location = IN_ROOM:gloomy Oflags {Food} BValue = 10 Size = 2 Weight = 2 Desc[0] = "Some old rations have been left here." End = rations1 Name = statue_up PName = statue Location = IN_ROOM:stonewalled Oflags {PushToggle NoGet} linked = statue_down State = 1 MaxState = 1 Desc[0] = " A huge stone statue of a sorcerer stands here, beside a hole leading down." Desc[1] = " A huge stone statue of a sorcerer stands proudly against the north wall." Examine = " You see a large marble statue of a mighty sorcerer, though its features have been disfigured by passing adventurers." End = statue_up Name = statue_down PName = statue Location = IN_ROOM:secret Oflags {NoGet} linked = statue_up State = 1 MaxState = 1 Desc[0] = "There is a hole in the roof above you." Desc[1] = " There is a hole in the roof above you,but it is blocked by the statue's base." End = statue_down Name = scarlet PName = robe AltName = scarlet Location = IN_ROOM:robing Oflags {WearOnBack} BValue = 10 Size = 6 Weight = 2 Desc[0] = "A scarlet robe has been neatly folded and left here." End = scarlet Name = key Location = IN_ROOM:robing Oflags {Key Destroyed} BValue = 50 Size = 1 Weight = Desc[0] = "A small silver key has been dropped here." End = key Name = soap Location = IN_ROOM:store BValue = 20 Size = 1 Weight = 1 Desc[0] = "Some soap has been dropped here." Examine = 'Stamped in the soap are the strange runes "Neutrogena"' End = soap Name = broom Location = IN_ROOM:store Oflags {Weapon} damage = 8 BValue = 20 Size = 25 Weight = 2 Desc[0] = "An old broom has been left here." Examine = " It has a Mark IV Super-Demon engine, unfortunately out of order, and looks as if its been kick started once too often.." End = broom Name = coffin Location = IN_ROOM:crypt Oflags {Openable Container NoGet} State = 1 MaxState = 1 Size = 120 Weight = 200 Desc[0] = " An ornate coffin is set in the centre of the room. The coffin is open." Desc[1] = "An ornate coffin is set in the centre of the room." Examine = "The coffin has 'MIST' scratched onto the lid." End = coffin Name = powerstone Location = IN_CONTAINER:coffin BValue = 100 Size = 1 Weight = 1 Desc[0] = "A magical powerstone has been put here by someone." End = powerstone Name = shield Location = IN_ROOM:pillared Oflags {NoGet} End = shield Name = shield1 PName = shield AltName = painted Location = IN_ROOM:pillared Oflags {Destroyed Armor WearOnArms ExcludeWear} Armor = 10 BValue = 0/* 0 because of bug.. should be set back to 30 ***********/ Size = 10 Weight = 8 Desc[0] = "A heavy painted shield has been dropped here." End = shield1 Name = shield2 PName = shield AltName = wooden Location = IN_ROOM:pillared Oflags {Destroyed Armor WearOnArms ExcludeWear} Armor = 10 BValue = 0/*Same as above....*******************/ Size = 10 Weight = 4 Desc[0] = "A small wooden shield has been left here." End = shield2 Name = RunesMagic PName = runes AltName = writing Location = IN_ROOM:rune_cave Oflags {NoGet} Examine = " The runes are apparently part of an educational guide to spell casting and list several basic pieces of magic. These are: DEAFEN, DUMB, CRIPPLE, BLIND and CURE The runes also allude to a spell for summoning people, SUMMON, but note that several amulets and talismans can protect the victim from its effects. A spell for finding the exact locations of players, objects and mobiles, WHERE, is also mentioned." End = RunesMagic Name = obsidian Location = IN_ROOM:lava_path2 Bvalue = 100 Size = 1 Weight = 1 Desc[0] = "A large, gleaming piece of obsidian lies on the ground." End = obsidian Name = pumice Location = IN_ROOM:lava_path2 Bvalue = 100 Size = 1 Weight = 1 Desc[0] = "A piece of pumice has been discarded here." End = pumice Name = CoinPlat PName = coins Location = IN_ROOM:well BValue = 150 Size = 1 Weight = 1 Desc[0] = "A few small platinum coins has been dropped here." End = CoinPlat Name = hat Location = IN_ROOM:slime Oflags {WearOnHead} BValue = 40 Size = 60 Weight = 3 Desc[0] = "A tall pointed hat of some form has been placed here." End = hat Name = powerstone1 PName = powerstone Location = IN_ROOM:slime Bvalue = 100 Size = 1 Weight = 1 Desc[0] = "A magical powerstone has been placed here." End = powerstone1 Name = pillar_west PName = pillar Location = IN_ROOM:shattered Oflags {PushToggle NoGet} Linked = pillar_east State = 1 MaxState = 1 Desc[0] = "A huge stone pillar bridges the gap and allows you to go east." Desc[1] = "A huge stone pillar lies fallen on the floor." End = pillar_west Name = pillar_east PName = pillar Location = IN_ROOM:narrow Oflags {PushToggle NoGet} Linked = pillar_west State = 1 MaxState = 1 Desc[0] = "A huge stone pillar bridges the gap to the west." End = pillar_east Name = door_shadowy PName = door Location = IN_ROOM:shadowy Oflags {Openable Lockable NoGet} Linked = door_laboratory State = 2 MaxState = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door_shadowy Name = door_laboratory PName = door Location = IN_ROOM:laboratory Oflags {Openable Lockable NoGet} Linked = door_shadowy State = 2 MaxState = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door_laboratory Name = tripwire AltName = wire Location = IN_ROOM:moldy Oflags {NoGet} Desc[0] = "There is a tripwire stretched out across the passage." Examine = " You see a highly coloured, multi dimensional trip wire, though it is obviously harmless to those that have seen it." End = tripwire Name = knife Location = IN_ROOM:dark_chmb Oflags {Weapon} damage = 3 Bvalue = 20 Size = 1 Weight = 1 Desc[0] = "A small, curved surgeon's knife has been dropped here." End = knife Name = door_dungeon PName = door Location = IN_ROOM:dungeon Oflags {Openable Lockable NoGet} Linked = door_cell State = 2 MaxState = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door_dungeon Name = door_cell PName = door Location = IN_ROOM:stone_cell Oflags {Openable Lockable NoGet} Linked = door_dungeon State = 2 MaxState = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = door_cell Name = IronBar PName = bar Location = IN_ROOM:stone_cell Oflags {NoGet} Desc[0] = "An iron bar is set into the wall." End = IronBar Name = boulder Location = IN_ROOM:crack Oflags {NoGet} Desc[0] = "A huge boulder rests against one of the walls." End = boulder Name = Pass_Stone Pname = passage Location = IN_ROOM:stone_cell Oflags {NoGet} Linked = Pass_Fissure State = 1 MaxState = 1 Desc[0] = "A secret passage leads eastwards." End = Pass_Stone Name = Pass_Fissure Pname = passage Location = IN_ROOM:fissure Oflags {NoGet} Linked = Pass_Stone State = 1 MaxState = 1 Desc[0] = "A secret passage leads westwards." End = Pass_Fissure Name = Hole_Crack Pname = hole Location = IN_ROOM:crack Oflags {NoGet} Linked = Hole_Gallery State = 1 MaxState = 1 Desc[0] = "A hole allows you to clamber eastwards." Examine = "How can you examine a hole, there's nothing there to examine!" End = Hole_Crack Name = Hole_Gallery Pname = hole Location = IN_ROOM:gallery Oflags {NoGet} Linked = Hole_Crack State = 1 MaxState = 1 Desc[0] = "A hole allows you to go west." Examine = "How can you examine a hole, there's nothing there to examine!" End = Hole_Gallery Name = Bridge_Wand Pname = wand Location = IN_ROOM:laboratory BValue = 100 Size = 15 Weight = 4 Desc[0] = "A long red wand has been placed here." Examine = " It has a fiery bridge etched upon one side, apparently a fiery drawbridge half opened." End = Bridge_Wand Name = slime_pit Pname = pit AltName = slime Location = IN_ROOM:damp Oflags {NoGet} State = 1 MaxState = 1 Desc[0] = "There is a pit in the floor." Desc[1] = "There is a pit of slime in the floor." End = slime_pit Name = lever Location = IN_ROOM:pillared2 Oflags {NoGet} Desc[0] = "A heavy iron lever is set into the south wall." End = lever Name = grille Location = IN_ROOM:stonew_room Oflags {Openable NoGet} Linked = Grille_Treasure State = 1 MaxState = 1 Desc[0] = "The grille is open." Desc[1] = "The grille is closed." End = grille Name = Grille_Treasure Pname = grille Location = IN_ROOM:treasure Oflags {NoGet} Linked = grille State = 1 MaxState = 1 Desc[0] = "The grille is open." Desc[1] = "The grille is closed." End = Grille_Treasure Name = coins AltName = copper Location = IN_ROOM:treasure BValue = 20 Size = 2 Weight = 1 Desc[0] = "A few copper coins lie scattered on the ground." End = coins Name = necklace Location = IN_ROOM:treasure Oflags {WearOnNeck} BValue = 200 Size = 5 Weight = 1 Desc[0] = "A beautiful necklace has been left here." End = necklace Name = tube AltName = ivory Location = IN_ROOM:rocky_can BValue = 50 Size = 5 Weight = 1 Desc[0] = "A long ivory scroll tube has been dropped here." End = tube Name = scroll Location = IN_ROOM:rocky_can Oflags {Destroyed} BValue = 100 Size = 12 Weight = 1 Desc[0] = "A battered papyrus scroll has been dropped here." End = scroll Name = Throne_Curtains Pname = curtains Location = IN_ROOM:throne Oflags {Openable NoGet} Linked = Rough_Curtains State = 1 MaxState = 1 Desc[0] = "A narrow passage leads north, through a gap in the curtains." Desc[1] = "The curtains are closed." Examine = " These are made of the best quality velvet, but are so large and heavy that only immortals may carry them out of the chamber." End = Throne_Curtains Name = Rough_Curtains Pname = curtains Location = IN_ROOM:rough Oflags {Openable NoGet} Linked = Throne_Curtains State = 1 MaxState = 1 Desc[0] = "To the south the passage leads into a curtained hall." Desc[1] = "To the south the passage passes through some curtains." Examine = "They aren't the sort you'd expect to find a peeping Tom behind." End = Rough_Curtains Name = harp Location = IN_ROOM:glittering BValue = 300 Size = 70 Weight = 20 Desc[0] = "A beautiful golden harp has been placed here." End = harp Name = Bridge_Lever Pname = lever Location = IN_ROOM:hall Oflags {NoGet} Examine = "This lever would seem to operate the drawbridge." End = Bridge_Lever Name = Bridge_Fire Pname = bridge AltName = drawbridge Location = IN_ROOM:fire_gate Oflags {NoGet} Linked = Bridge_Hall State = 1 Desc[0] = "A huge iron drawbridge crosses the lava to the east." Examine = "It's just a bridge over VERY troubled waters!" End = Bridge_Fire Name = Bridge_Hall Pname = bridge AltName = drawbridge Location = IN_ROOM:hall Oflags {NoGet} Linked = Bridge_Fire State = 1 Desc[0] = "A huge iron drawbridge crosses the lava to the west." Examine = "It's just a bridge over troubled waters...." End = Bridge_Hall Name = Riatha_Fire Pname = fire AltName = flames Location = IN_ROOM:temple Oflags {Extinguish Lit NoGet} Examine = "It looks a trifle hot for any mortal to handle." End = Riatha_Fire Name = orb Location = IN_ROOM:workroom BValue = 300 Size = 1 Weight = 1 Desc[0] = "A glowing white orb pulsates before you." End = orb Name = moonstone Location = IN_ROOM:workroom BValue = 200 Size = 10 Weight = 3 Desc[0] = "A huge moonstone lies in front of you." End = moonstone Name = rod Location = IN_ROOM:workroom BValue = 150 Size = 20 Weight = 2 Desc[0] = "A black rod marked with a red pentacle has been placed here." End = rod Name = worn Pname = robe AltName = worn Location = IN_ROOM:robing Oflags {WearOnBack} BValue = 10 Size = 6 Weight = 2 Desc[0] = "A rather worn robe lies here tatty and fraying." End = worn Name = bookcase AltName = case Location = IN_ROOM:library Oflags {NoGet} Examine = "You see shelves of books. What else did you expect, a secret passage?" End = bookcase Name = powerstone2 Pname = powerstone Location = IN_ROOM:library BValue = 100 Size = 1 Weight = 1 Desc[0] = "A magical powerstone has been placed here." End = powerstone2 Name = book Location = IN_ROOM:library BValue = 200 Size = 10 Weight = 12 Desc[0] = "A heavy iron bound book has been left here." Examine = ^ The book details many arcane and powerful magic, mostly to cause severe pain to other beings. In a flowing hand is written: Fireball A potent piece of magic much dependent upon the power of the caster as to the damage it does, although sulphur enhances this. Missile A similar magic, much popular amongst mages. It is said that magical talismans may be created to aid this spell. Shock A spell of touch, which can pass through metal armors with great ease. A decent caster never uses this as a party trick. Lodestones help with its casting. Frost A spell similar to a fireball in power. A direct hit will slow your opponent down and make his aim less sure. It is said that wintergreen will enhance this spell. Any mage should beware that casting magic, though potent, will drain the strength of the caster.^ End = book Name = well Location = IN_ROOM:large_cav Oflags {NoGet} Examine = ""Yes thanks, and you...?"" End = well Name = bag Location = CARRIED_BY:hermit Oflags {Container} BValue = 20 Size = 25 Weight = 20 Desc[0] = "A small bag has been dumped in one corner." End = bag Name = Orange_Gem Pname = gem AltName = orange Location = IN_ROOM:secret BValue = 20 Size = 1 Weight = 1 Desc[0] = "A small orange gem has been dropped here." End = Orange_Gem Name = effigy Location = IN_ROOM:secret BValue = 75 Size = 20 Weight = 30 Desc[0] = "A small stone effigy has been left here." End = effigy Name = statuette Location = IN_ROOM:secret BValue = 75 Size = 10 Weight = 15 Desc[0] = "A small gold statuette stands here, glittering in the light." End = statuette %locations window w:chamber u:treravine d:pass@blizzard; lflags {Outdoors Realtime cold NoMobiles} Cliff Window^ You are hanging onto a fairly precipitous cliff, beside a rocky window. Far below you can see the pass which seems to sway backwards and forwards as the icy wind tries to tear you away from the cliff and lashes you with huge clouds of blinding snow. The window is west. ^ chamber n:gloomy e:window s:passage; lflags {} Stonewalled Chamber^ You are in a small stonewalled chamber. Light streams in through a somewhat vandalized window east of you, to the north is a darker chamber only partially lit, while to the south through a doorway veiled in deep shadow you can see a dark passage. ^ gloomy s:chamber; lflags {} Gloomy Room^ You are in a dark gloomy room, light from the window to the south dimly illuminates one wall. To the south is another much brighter chamber. ^ passage n:chamber e:crypt w:stonewalled; lflags {} Dark Passage^ You are following a dark passage which leads north into a brightly lit room and east-west at a T junction. The thick dust on the floor shows that you are the only person to have come this way for a long time. ^ stonewalled n:robing e:passage w:dark d:^statue_up; lflags {} Stonewalled Passage^ You are walking along a long and fairly wide stonewalled passage leading east and west through the mountain. To the north through a doorway there is a small room. ^ secret s:ruined u:^statue_down; lflags {} Low Secret Passage^ You are in a low secret passage that leads southward to some kind of dark pillared room. The north wall has niches cut into it to allow you to climb through a hole in the roof above. ^ ruined n:secret; lflags {} Ruined Temple Hall^ You are in a dark rather gloomy temple. Huge pillars hold up the roof of this vast chamber and cast strange shadows that seem to dance around you as you move around. The center of the temple is a flat platform with a now broken altar as its centerpiece. ^ dark e:stonewalled w:corridor d:landing; lflags {} Dark Room^ You are in a large dark room, passages lead east and west. A set of crumbling stone steps leads steeply downwards plunging into the shadows ^ corridor n:store e:dark w:pentacle; lflags {} Corridor^ You are in a short section of east-west corridor. To the west, the corridor leads to a huge hall, while to the north is a small, dimly lit room. ^ store s:corridor; lflags {} Store Room^ You are in a small rather dirty room which appears to have been a store room of some kind. Through a doorway to the south is a corridor. ^ pentacle e:corridor; lflags {} Pentacle Hall^ You are in a huge pillared hall deep within the mountain. Huge, ornately carved pillars support the millions of tons of rock above you. Sinister and rather ugly gargoyles protrude from the pillars gazing centrally towards a mass of mystical symbols engraved on the floor. ^ landing e:shattered u:dark d:guard2; lflags {} Landing^ You are on a landing with steep stairs leading both upwards and down. Below, at the foot of the descending stairs you can see a dark hall and in the faint light from the rock you can just make out several zombie guards. A doorway leads east. ^ shattered e:^pillar_west w:landing; lflags {} Shattered Hall^ You are in a shattered hall, scorch marks and strange burns indicate a tremendous amount of powerful sorcery was used here. Indeed, sufficient to blow huge chunks out of the wall. The passage to the east is now unreachable, as a huge fissure has opened up in the floor. ^ narrow e:dark_cave s:restch w:^pillar_east; lflags {} Narrow Corridor^ You are in a low narrow corridor. To the south is a small chamber while to the east the passage opens up into a large cave. ^ restch n:narrow; lflags {} Rest Chamber^ You are in what appears to have been a large rest chamber of some sort. There is a great deal of dried blood on the floor here, and several more marks that seem to indicate the use of sorcery. A narrow corridor leads north. ^ dark_cave e:shadowy w:narrow; lflags {} Dark Cave^ You are in a dark cave with earth walls and a rather low ceiling. The earth gives way to stone in the passages leading out of the cave to the east and west. ^ shadowy e:limestone s:^door_shadowy w:dark_cave; lflags {} Shadowy Corridor^ You are in a shadowy east-west corridor that links two caves. There is a door to the south. ^ limestone s:moldy w:shadowy; lflags {} Limestone Grotto^ You are in a beautiful limestone cave. Multi colored stalactites hang from the roof forming amazing patterns of brilliant color. The floor is similarly decorated with a huge variety of stalagmites. A man-made corridor leads west, and a dim and moldy passageway winds southward. ^ laboratory n:^door_laboratory; lflags {} Laboratory^ You are in an old laboratory for sorcerous experiments. Almost everything to indicate this has been removed, however, leaving only marks in the dust. There is a door to the north. ^ moldy n:limestone s:dungeon; lflags {} Moldy Passage^ You are in a low passageway. Mold covers the walls and floor, making it slippery and quite treacherous. To the north is a beautiful cave while to the south the mold gets even thicker. ^ dark_chmb e:dungeon; lflags {} Dark Chamber^ You are in a dark chamber, which smells of old blood and rotting flesh. Marks on the floor reveal where old torture equipment one stood. A single doorway leads east. ^ dungeon n:moldy e:^door_dungeon s:messy w:dark_chmb; lflags {} Dungeon Corridor^ You are in a low arched dungeon corridor. The air is dank and musty and an air of gloom and evil hangs around it. Rooms to the south and west appear equally unpleasant and sinister. A dark passageway leads northwards. There is a door to the east. ^ messy n:dungeon; lflags {} Messy Chamber^ You are in a large messy chamber. Several wooden gallows are set across the damp ceiling and beneath them pools of blood indicate they were not merely decorations. A low archway leads north into an unpleasant looking corridor. ^ stone_cell e:^pass_stone w:^door_cell; lflags {} Stone Cell^ You are in a cold and bare stone cell, scratches on the walls mark where prisoners have left their last futile marks on the walls. There is a door to the west. ^ robing s:stonewalled; lflags {} Robing Room^ You are in a small robing room which appears to have been unused for quite some time. To the south a dark corridor leads east and west into darkness. ^ crypt e:large_cav s:entrance w:passage; lflags {} The Crypt^ You are in a charnel smelling crypt. Dark drapes hang between the pillars that make up the walls. The whole room has an atmosphere of waiting malignant evil and an oppressive silence that makes you jump at the slightest draught in the still, cold air. ^ entrance n:crypt s:library; lflags {} Library Entrance^ You are in a small chamber with two high-arched exits leading north and south. ^ library n:entrance; lflags {} The Library^ You are in a dusty, bare library. Hundreds of worm eaten bookcases stand devoid of all books, their shelves laden only with dust. An archway leads north. ^ large_cav s:pillared w:crypt d:well; lflags {} Large Cavern^ You are in a large cavern. Huge stalagmites have grown up almost to the ceiling, in places actually merging with the multicolored stalactites above. To the south you perceive a great hall, and a fetid odor comes from the west. A small, low-walled well occupies the center of the cave. ^ well u:large_cav; lflags {} Dried Up Well^ You are standing at the bottom of a small dried up well. The walls are (fortunately) rough enough to make climbing out only slightly harder than falling in. ^ pillared n:large_cav e:rune_cave s:lava_cav; lflags {} Pillared Hall^ You are in a massive pillared hall decorated with the shields of ancient and long forgotten heroes. Exits between the pillars lead into several different caves. ^ lava_cav n:pillared d:lava_path; lflags {} Lava Cavern^ You are in a huge cavern. The walls glow and pulse with an intense red light, reflected up from a river of lava which flows sluggishly westwards at the south end of the cavern. Huge explosions of lava regularly light up the cavern to an extent that the light is almost blinding, accompanied by almost deafening explosions. A path leads down almost suicidally close to the lava river. ^ secret_chmb w:well; lflags {} Secret Chamber^ You are in low musty chamber concealed down the well. The chamber is cold and damp, perhaps as a result of this. ^ rune_cave w:pillared; lflags {} Rune Cave^ You are in a large cave. The rough rocky walls are inscribed with deep angular runic writings, which appear totally incomprehensible to you. A pillared hall stretches off to the west. ^ lava_path e:lava_path2 u:lava_cav; lflags {} Lava Path^ You are on a narrow sloping path running uncomfortably close to the lava. Huge explosions of lava send blasts of intense scorching heat across the path. The path leads eastwards but the intense red glow and heat haze prevents you from seeing where to. A steep climb heads up. ^ lava_path2 w:lava_path; lflags {} Lava Path^ You are at the end of an east-west path. The lava is some distance away from you here but even so the intense red glow still lights up the chamber and the heat is scarcely bearable. ^ fissure w:^pass_fissure d:fis_bottom; lflags {} Fissure^ You are on a ledge in a huge fissure. The fissure is so wide that the far wall is hidden in darkness. Looking down (a rather bad idea) you can see that it is just about possible to climb the horrendous distance down to the floor of the fissure. ^ fis_bottom s:crack; lflags {} Fissure Bottom^ You are at the bottom of the fissure. Precipitous rocky walls reach upwards hanging over you as if about to crush you. To the south, the walls vanish beyond your light without any sign of a break. ^ crack n:fis_bottom e:^hole_crack; lflags {} Narrow Crack^ You are in a narrow crack, off one side of the fissure. The walls lean in at crazy angles making it hard to get through. A passage leads back north. ^ gallery w:^hole_gallery d:guard; lflags {} Gallery^ You are in an ornate gallery which overlooks a wide stone guardroom. A set of steps curve steeply down into the guardroom. ^ guard e:flickering w:guard2 u:gallery; lflags {} Guard Room^ You are in a large guardroom lit by a red glow to the east. A set of stone steps curve steeply up to a gallery above. To the west is another guardroom, although the dim light reveals the presence of many zombie warriors. ^ guard2 e:guard w:pass@blizzard u:landing; lflags {death} Guard Room^ You are in a large guardroom. A set of stairs leads up and down. A number of zombie guardsmen swarm around you, tearing you mercilessly into shreds... In your dying moments you notice another guardroom to the east. ^ flickering n:huge_cav e:fire_gate w:guard; lflags {} Flickering Passageway^ You are in a wide passageway. To the east is a cave lit by a flickering red glow. To the north is a large cave, to the west is a guardroom. ^ narrow_ledge w:stone_cell; lflags {} Narrow Ledge^ You are in a fissure standing on a terrifyingly narrow ledge. Above you on the opposite side is another ledge. A passage leads back west. ^ huge_cav e:rocky s:flickering d:canyon; lflags {} Huge Cavern^ You are in a huge cavern, at the western end. Some steep rough-hewn steps lead down into a canyon at one end of the cave and at the bottom faint light flickers off water. ^ fire_gate w:flickering e:^bridge_fire; lflags {} Fire Gate^ You are in a large rocky and very uneven cave. A smooth path has been cut across the floor permitting easy walking. The whole cave is filled with a thundering roar which reaches deep into your mind. A huge, deep and steep- walled channel full of lava prevents you from going east through a huge gateway. ^ rocky w:huge_cav; lflags {} Rocky Cavern^ You are in a large rocky cavern. From this vantage point at the eastern end you can gaze almost the full length of the cave, although the far wall fades into shadows. ^ hall e:lava_ledge w:^bridge_hall; lflags {} The Hall Of Fire^ You are in the hall of fire. The very walls are tinged with a fiery radiance, as if the rock itself is burning. A red pentacle is near one wall beside a picture carved in the wall. A lever on one wall is beside a huge metal drawbridge. A passage leads east. ^ canyon e:rocky_can u:huge_cav; lflags {} Canyon^ You are at the bottom of a narrow canyon looking across a stream to the far bank. Narrow steps wind steeply upwards behind you. You can easily wade east across the stream. ^ rocky_can e:damp w:canyon; lflags {} Rocky Canyon^ You are in a rocky canyon beside a deep blue stream. A narrow crack leads eastwards into a gloomy, shadowed cave. You can easily wade west across the stream. ^ lava_ledge s:lava_led2 w:hall; lflags {} Lava Ledge^ You are on a wide ledge looking down on a pool of bubbling lava below. There is another ledge on the other side. A crystal bridge spans the pool to the south. ^ damp e:pillared2 w:rocky_can d:#EX_DOWN_SLIME; lflags {} Large Damp Cave^ You are in a large cave. The cave echoes to the dripping of water from its cold damp roof, thickly coated in algae and mosses. A pillared hall stretches off the the east, and a rocky canyon goes west. ^ pillared2 n:throne e:stonew_room w:damp; lflags {} Pillared Hall^ You are in a ornate pillared hall. The stunning fan vaulted roof would decorate any cathedral as would the huge pillars that support it. Exits lead off in many directions. ^ throne n:^throne_curtains s:pillared2; lflags {} Throne Hall^ You are in a magnificent throne hall. The walls and roof are carved and painted into stunning otherworldly scenes of mystical beasts and magical forms. Dark curtains cover the walls. ^ stonew_room w:pillared2 d:^grille; lflags {} Stonewalled Room^ You are in a small stonewalled room with a grille in the floor. A pillared hall stretches off to the west. ^ treasure; lflags {} Treasure Chamber^ You are in a treasure storage room. The high ceiling ensures that no thief will ever escape without help. There is a grille in the ceiling, far beyond your despairing reach. ^ rough n:glittering s:^rough_curtains; lflags {} Low, Rough Passage^ You are in a low rough passage which winds around and is clearly only an escape route of some form. A sign hanging on the wall reads in a rather crude and untidy hand 'DANGER: STORM GIANTS CAN SERIOUSLY DAMAGE YOUR ELF' ^ glittering s:rough; lflags {} Glittering Cave^ You are in a huge glittering cave. Millions of tiny crystals on the wall scintilate with rainbows of colors baffling your eyes and mind with a stunning mass of changing color. A set of huge steps lead upwards out of the cave, but only a giant could hope to climb them. ^ slime u:damp; lflags {} Slime Pit^ You are in the smelly pit which once contained the slime. The horrible charnel rotting smell is so strong that you can scarcely keep your stomach under control. ^ lava_led2 n:lava_ledge s:temple; lflags {} Lava Ledge^ You are on a ledge looking across a huge pit of flaming lava to another ledge on the other side. A passage leads south. A crystal bridge spans the pool to the north. ^ temple n:lava_led2 e:workroom; lflags {} The Temple^ You are in a sinister temple. Hideous shapes seem to reach out of nothing- ness towards you and vanish as immaterial shadows. The whole room radiates a crushing sense of power filling you with awe and dread. A huge fire burns at an end of the temple, seemingly without a source. Doorways lead lead north and east. ^ workroom w:temple; lflags {} Sorceror's Workroom^ You are standing in a circular workroom. The only exit is a western doorway, through which the temple fire casts its flickering glow across the room. ^ treravine e:pasture d:window; lflags {Outdoors Realtime} Treacherous Ravine^ You are crawling along a narrow treacherous ravine which runs eastwards into some kind of level area. Below you could scramble back down to the cliff window. ^ pasture n:hut w:treravine; lflags {Outdoors Realtime} Hidden Pasture^ You are standing in a small hidden field, its lush grass coated with snow. The pasture is enclosed on all sides by steep cliffs, save for a small gap to the west which leads into a narrow ravine. To the north is an old crumbling hut of some sort. ^ hut s:pasture; lflags {} Hermit's Hut^ This small dank hut appears to have once been the home of a hermit or maybe even a sorceror of some form, as the rotting junk which litters the floor contains bits of things you have never seen before. A narrow doorway leads south into fresh air. ^