tfe-1.0/area/
tfe-1.0/files/
tfe-1.0/logs/
tfe-1.0/logs/immortal/
tfe-1.0/logs/mob/
tfe-1.0/logs/object/
tfe-1.0/logs/player/
tfe-1.0/logs/room/
tfe-1.0/notes/clans/
tfe-1.0/player/
tfe-1.0/prev/
tfe-1.0/prev/area/
tfe-1.0/prev/player/
tfe-1.0/prev/rooms/
tfe-1.0/rooms/
tfe-1.0/src-gc/
tfe-1.0/src-msvc/
tfe-1.0/src-unix/
tfe-1.0/www/
tfe-1.0/www/html/
#AREA
Arena~
Nightshade Ashkai Gramp~
~

0 0
0
#ROOMS

#34000
Gateway~
You are in a room full of swirling mist and fog.  Orientation is hard

here your sense of direction takes awhile to adjust to your new

surroundings.  You curse the portal that brought you here with no

apparent way to return.

~
~
100139011 3 5 0
D0
~
~
0 -1 34001 10 10 5
-1
S

#34001
Forest of Mist~
The forest narrows here, and the mist has cleared up somewhat.  To either

side of you is a row of perfectly straight torch holders, providing

light.  They lead ahead to a huge, looming stone gate that spans the

width of this path through the dense forest.  

~
~
100139011 3 6 0
D0
~
~
0 -1 34002 10 10 5
D2
~
~
0 -1 34000 10 10 5
-1
S

#34002
Arena Gate~
You are standing before a huge, intricately carved marble gate.  You

guess that its flawless design must be from some ancient culture, for you

have never seen its likes before.  In the very center is a massive oak

gate, shut and bolted.  To one side is a tiny, insignificant-looking

booth several meters above the ground.  In it sits a wizened old shape,

scribbling something.  Across from the booth you see a shimmering red

gate in the wall.

~
what about an arrival message in the dest room?

~
100139011 3 6 0
D0
gate~
gate~
407 386 34003 10 10 5
D2
~
~
0 -1 34001 10 10 5
E
gate door~
The gate is made of firm oak and securely closed, by what means you

cannot tell.  In the center, where the two doors meet, is a large symbol

of two swords clashed together.  

~
E
Red Gate~
This is a shimmering red gate very similar to the one that brought you here.

~
A
enter~
gate~
send_to_char( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 34750 ) );

act_notchar( #return, ch );

~
E
return~
With a flash of light $n steps from a strange red gate that dissapears as

soon as he is through.

~
E
room~
$n enters the astral gate, disappearing from sight.

~
E
char~
You enter the shimmering red gate and are returned to the altar.

~
!
0 0 0
466 9 1509949540 3 0
-1
S

#34003
Arena North Of Gate~
You are standing in the southernmost area of a grand colliseum full of

enourmous, beautifully carved marble pillars that reach high into the

sky.  The floor is unusually clean of blood stains or bones from past

competitors; obviously someone or something has kept it in excellent

condition.  The slightest sound here can be heard a dozen times over,

echoing back to you in a reverberating wail.


A curious pull chain and sign hang beside the gate.

~
~
100139025 3 6 0
D0
~
~
4 -1 34006 10 10 5
D1
~
~
0 -1 34005 10 10 5
D2
gate~
gate~
407 -1 34002 10 10 5
D3
~
~
0 -1 34004 10 10 5
E
sign~
"The last creature standing may open the gate, else the chain shall not work"

~
E
pull chain~
The chain hangs from the wall.

~
A
~
~
acode( find_room( 34006 ), 1 );

~
!
1 -1 15
A
pull~
chain~
if( players_area( room ) == 1 ) {

  act_tochar( #congrats, ch );

  open( room, south );

  }

else

  act_tochar( #nope, ch );

~
E
nope~
Hmm...maybe you're not the last one standing like the sign says.

~
E
congrats~
Congratulating you on a job well done, the gatekeeper opens the gate.

~
!
0 0 0
-1
S

#34004
Arena~
You are standing in the southwesternmost area of a grand coliseum full of

enourmous, beautifully carved marble pillars that reach high into the

sky.  The floor is unsually clean of blood stains or bones from past

competitors; obviously someone or something has kept it in excellent

condition.  The slightest sound here can be heard a dozen times over,

echoing back to you in a reverberating wail.  

~
~
100139025 3 6 0
D0
~
~
0 -1 34007 10 10 5
D1
~
~
0 -1 34003 10 10 5
A
~
~
acode( find_room( 34006 ), 1 );

~
!
1 -1 3
-1
S

#34005
Arena~
You are standing in the southeasternmost area of a grand coliseum full of

enourmous, beautifully carved marble pillars that reach high into the

sky.  The floor is unusually clean of blood stains or bones from past

competitors; obviously someone or something has kept it in excellent

condition.  The slightest sound here can be heard a dozen times over,

echoing back to you in a reverberating wail.  

~
~
100139025 3 6 0
D0
~
~
0 -1 34008 10 10 5
D3
~
~
0 -1 34003 10 10 5
A
~
~
acode( find_room( 34006 ), 1 );

~
!
1 -1 9
-1
S

#34006
Arena~
You are standing in the central area of a grand coliseum full of

enormous, beautifully carved marble pillars that reach high into the sky. 

The floor is unusually clean of blood stains or bones from past

competitors; obviously someone or something has kept it in excellent

condition.  The slightest sound here can be heard a dozen times over,

echoing back to you in a reverberating wail.  One pillar quite shorter

than the others seems to have a hole in the top as if something could be

stuck in it.

~
~
100139025 3 6 0
D0
~
~
0 -1 34009 10 10 5
D1
~
~
0 -1 34008 10 10 5
D2
~
~
4 -1 34003 10 10 5
D3
~
~
0 -1 34007 10 10 5
E
pillar~
This white marble pillar looks as if it has been protected throughout the

ages from both weather and battle.  Looking closely at it you seem to see

an image of a runed sceptre forming in the hole at the top.  The image

shimmers and quakes as it tries to become a reality.

~
A
~
~
if( !rflag( reset0, room ) ) 

  acode( find_room( 34006 ), 3 );

if( rflag( reset0, room ) ) 

  acode( find_room( 34006 ), 2 );

if( players_area( find_room( 34006 ) ) == 1 )

  acode( find_room( 34006 ), 3 );

continue;

~
!
1 -1 15
A
~
~
if( players_area( find_room( 34006 ) ) > 1 ) {

  remove_rflag( reset0, room );

  close( find_room( 34004 ), south );

  lock( find_room( 34006 ), south );

  }

~
!
0 -1 0
A
~
~
if( players_area( find_room( 34006 ) ) > 1 )

  end;

if( players_area( find_room( 34006 ) ) == 1 ) {

  unlock( find_room( 34003 ), south );

  acode( find_room( 34006 ), 4 );

  };

~
!
0 0 0
A
~
~
if( rflag( reset0, find_room( 34006 ) ) )

  end;

if( !obj_in_room( 537, find_room( 34006 ) ) ) 

  end;

if( rflag( reset2, find_room( 34006 ) ) ) {

  send_to_area( "Victory is yours!! You may claim your prize!!", room );

  remove_rflag( reset2, find_room( 34006 ) );

  };

~
!
0 0 0
A
~
~
if( !obj_in_room( 537, find_room( 34006 ) ) ) 

obj_to_room( oload( 537 ), find_room( 34006 ) );

~
!
6 0 0
A
get~
runed sceptre gods all~
act_tochar( #get, ch );

wait( 2 );

if( rflag( reset2, room ) )

  act_tochar( #noget1, ch );

else {

  if( players_area( room ) == 1 ) {

    act_tochar( #get1, ch );

junk_obj( obj_in_room( 537, room ) );

obj_to_char( oload( 537 ), ch );

    set_rflag( reset2, room );

    end;

    }

  send_to_char( #sorry, ch );

  }

~
E
sorry~
You are unable to get the sceptre, perhaps there is still somebody in the

arena.

~
E
get1~
With an amazingly light tug the sceptre comes free of its resting place

upon the pillar, showing that the gods do truly favor you!

~
E
get~
You reach up and grasp the sceptre and attempt to pull it out of its

resting place.

~
E
noget1~
But no matter how hard you pull on the sceptre it will not come free of

the pillar.  I guess you don't have the favor of the gods yet.

~
!
0 0 0
A
create~
sceptre~
if( find_stat( ch, level ) >= 92 ) {

  if( obj_in_room( 537, find_room( 34006 ) ) ) 

    continue;

  obj_to_room( oload( 537 ), find_room( 34006 ) );  

  }

~
!
0 0 0
536 17 1509949540 -2 0
-1
S

#34007
Arena~
You are standing in the westernmost area of a grand coliseum full of

enourmous, beautifully carved marble pillars that reach high into the

sky.  The floor is unsually clean of blood stains or bones from past

competitors; obviously someone or something has kept it in excellent

condition.  The slightest sound here can be heard a dozen times over,

echoing back to you in a reverberating wail.

~
[Aislinn] competitors;

~
100139025 3 6 0
D0
~
~
0 -1 34010 10 10 5
D1
~
~
0 -1 34006 10 10 5
D2
~
~
0 -1 34004 10 10 5
A
~
~
acode( find_room( 34006 ), 1 );

~
!
1 -1 7
-1
S

#34008
Arena~
You are standing in the easternmost area of a grand coliseum full of

enourmous, beautifully carved marble pillars that reach high into the

sky.  The floor is unsually clean of blood stains or bones from past

competitors; obviously someone or something has kept it in excellent

condition.  The slightest sound here can be heard a dozen times over,

echoing back to you in a reverberating wail.  

~
~
100139025 3 6 0
D0
~
~
0 -1 34011 10 10 5
D2
~
~
0 -1 34005 10 10 5
D3
~
~
0 -1 34006 10 10 5
A
~
~
acode( find_room( 34006 ), 1 );

~
!
1 -1 13
-1
S

#34009
Arena~
You are standing in the northernmost area of a grand coliseum full of

enourmous, beautifully carved marble pillars that reach high into the

sky.  The floor is unusually clean of blood stains or bones from past

competitors; obviously someone or something has kept it in excellent

condition.  The slightest sound here can be heard a dozen times over,

echoing back to you in a reverberating wail.  

~
[Arathorn] look gate returns: 'there is nothing of interest in that direction' odd.

[Aislinn] competitors;

~
100139025 3 6 0
D0
gate~
gate~
22 -1 34012 10 10 5
D1
~
~
0 -1 34011 10 10 5
D2
~
~
0 -1 34006 10 10 5
D3
~
~
0 -1 34010 10 10 5
A
~
~
acode( find_room( 34006 ), 1 );

~
!
1 -1 15
-1
S

#34010
Arena~
You are standing in the northwesternmost area of a grand coliseum full of

enourmous, beautifully carved marble pillars that reach high into the

sky.  The floor is unsually clean of blood stains or bones from past

competitors; obviously someone or something has kept it in excellent

condition.  The slightest sound here can be heard a dozen times over,

echoing back to you in a reverberating wail.  

~
[Aislinn] competitors;

~
100139025 3 6 0
D1
~
~
0 -1 34009 10 10 5
D2
~
~
0 -1 34007 10 10 5
A
~
~
acode( find_room( 34006 ), 1 );

~
!
1 -1 6
-1
S

#34011
Arena~
You are standing in the northeasternmost area of a grand coliseum full of

enourmous, beautifully carved marble pillars that reach high into the

sky.  The floor is unsually clean of blood stains or bones from past

competitors; obviously someone or something has kept it in excellent

condition.  The slightest sound here can be heard a dozen times over,

echoing back to you in a reverberating wail.  

~
~
100139025 3 6 0
D2
~
~
0 -1 34008 10 10 5
D3
~
~
0 -1 34009 10 10 5
A
~
~
acode( find_room( 34006 ), 1 );

~
!
1 -1 12
-1
S

#34012
Arena~
Under Construction.

~
~
100139025 3 9 0
D0
~
~
0 -1 34013 10 10 5
D1
There is a small hole in the East wall.~
There is a small hole in the East wall.~
3 -1 34015 10 10 5
D2
~
~
22 -1 34009 10 10 5
D3
~
~
0 -1 34014 10 10 5
A
~
~
send_to_room( "there is a small opening in the east wall.", room );

~
!
1 -1 15
-1
S

#34013
Arena~
Under Construction.

~
~
100139025 3 9 0
D2
~
~
0 -1 34012 10 10 5
-1
S

#34014
Arena~
Under Construction.

~
~
100139025 3 9 0
D1
~
~
0 -1 34012 10 10 5
-1
S

#34015
Arena~
Under Construction.

~
~
100139025 3 9 0
D3
~
~
3 -1 34012 10 10 5
-1
S

#0