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
Gypsy Island~
Sign~
~

0 0
3
#ROOMS

#60500
Bend in the Tunnel~
The tunnel begins to turn here.  Darkness and cold chill you to the bone

as the tunnel continues.  Plant life is very sparse here and the walls

are very dark.  The tunnel begins to widen and a slight current moves

northward through the tunnel.

~
~
301596684 7 9 0
D0
~
~
0 -1 60504 10 10 5
D1
~
~
0 -1 60501 10 10 5
-1
S

#60501
Start of a Tunnel~
The walls of the tunnel are very slick.  Algae and moss cover the

limestone walls creating a soft layer over the cold hard rock.  Bits of

coral grow along the walls, allowing small crustaceans and sea creatures

to survive in this watery dungeon.  Air bubbles float through the water

from the east.

~
~
301596684 7 9 0
D1
~
~
0 -1 60502 10 10 5
D3
~
~
0 -1 60500 10 10 5
E
east air bubbles~
The water to the east looks to be filled with air bubbles.

~
E
wall algae covered~
Thick coats of moss and algae cover the walls here creating a soft layer

of life over the cold hard stone.

~
1737 9 1509949540 3 0
1737 9 1509949540 3 0
-1
S

#60502
Under the Old Well~
A tunnel filled with water looms before you; rock walls traced with coral

confine your movement.  Perfectly placed smooth stones line the walls all

around you creating a tunnel through the aquatic cave.  Small pieces of

plant and stone dance through the current.  Small bubbles of air enter

the water through a crack in the top part of the aqueduct.

~
~
301465612 7 9 0
D3
~
~
0 -1 60501 10 10 5
E
up crack ~
A small crack above you lets air bubbles into the water of the aqueduct.

~
E
tile stone smooth~
The stone tiles have been placed perfectly.  Not a space or crack can be

found on any of the walls.

~
1737 9 1509949540 3 0
1737 9 1509949540 3 0
-1
S

#60503
Bottom of an Old Mine~
Under Construction.

~
~
301465601 3 9 0
-1
S

#60504
Tunnel of Limestone - Vast Opening in the Tunnel~
The tunnel is very wide here.  Walls covered in a different stonework

than at the beginning of the tunnel open to a vast and encasing room. 

Schools of fish dart back and forth through the tunnel avoiding the

center of the room, hiding in the shadows near the walls.  A large crack

in the wall to the east shows the earth under the stone walls of the

tunnel.

~
~
301596684 7 9 0
D0
~
~
0 -1 60505 10 10 5
D2
~
~
0 -1 60500 10 10 5
E
stone walls~
The stone on the walls here is very strange.  It looks as if the pattern

of a giant eight-armed being has been placed in the tiles.

~
E
fish school~
Large quantities of fish patrol these waters.  Small schools dart back

and forth avoiding the eastern wall of the tunnel.

~
A
look search l~
crack wall~
if( !mob_in_room( 1759, room ) )

  if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  act_tochar( #jump, ch );

  act_notchar( #rsquid, ch );

  mload( 1759, room );

  }

else

  act_tochar( #none, ch );

else

  act_tochar( #none, ch );

~
E
rsquid~
@RA massive squid comes out of the crack.@n

~
E
jump~
@RA massive squid comes out of the crack.@n

~
E
none~
You cannot see anything in the crack.

~
!
0 0 0
-1
S

#60505
Tunnel of Limestone - Decaying Walls~
As the massive stone walls crumble and decay, remnants of stone fall to

the floor of the tunnel and mix with the sand.  Large amounts of seaweed

and moss grow from the cracks in the wall.  The ground is covered with

sand and rock, completely hiding the floor of the tunnel.  The walls

begin to close in to the distant west and the tunnel opens up to the

south.

~
~
301596676 7 9 0
D2
~
~
0 -1 60504 10 10 5
D3
~
~
0 -1 60506 10 10 5
E
walls crumble decay~
The walls have broken apart and crumbled here, bare dirt and earth show

through the aqueduct.

~
A
search~
debris ground rock sand floor~
act_tochar( #nothing, ch );

~
E
nothing~
You search through the debri but cannot find anything of value.

~
!
0 0 0
1737 9 1509949540 3 0
-1
S

#60506
Tunnel of Limestone - Wall of Coral~
Massive sheets of coral line the walls of the tunnel, creating a mesh of

living rock.  Small crustaceans and other sea creatures crawl back and

forth.  The ceiling lacks the stonework found elsewhere in the aqueduct,

it is infact just bare earth.  A slight current disturbs the small

deposits of sand that lie on the floor of the tunnel.

~
~
301596684 7 9 0
D1
~
~
0 -1 60505 10 10 5
D3
~
~
0 -1 60507 10 10 5
E
coral wall rock sheet mesh living~
The coral entirely covers the walls here.  Small fish and crustaceans

dart back and forth between holes in the coral.  A small hole in the

coral attracts your interest.

~
E
holes~
The small holes in the coral wall are occupied with countless small

crustaceans and sea creatures.

~
A
search~
hole coral~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  if( random( 1, 10) == 8) {

    act_tochar( #find, ch );

    act_notchar( #rfind, ch );

    obj_to_char( oload( 16 ), ch );

    }

  else

    act_tochar( #nothing, ch );

  }

else 

  act_tochar( #nothing, ch );

~
E
find~
You find a platinum coin in the coral.

~
E
rfind~
$n finds a platinum coin in the coral.

~
E
nothing~
You do not find anything.

~
!
0 0 0
1763 9 1509949540 3 0
-1
S

#60507
Limestone Tunnel - Bits of Coral~
Schools of fish patrol the waters here.  Deep sand lines the floor,

providing shelter and life for many small creatures.  The floor begins to

slope downwards to the south, into the darkening waters.  A swift current

creates a mighty undertow, that pulls you south.

~
~
301596684 7 9 0
D1
~
~
0 -1 60506 10 10 5
D2
~
~
0 -1 60508 10 10 5
E
fish~
Massive numbers of fish swarm through the waters.  The small creatures

living in the walls give ample supply of food for the fish.

~
A
~
~
send_to_room( #tow, room );

ch = rand_player( room );

if( find_stat( ch, dex ) < 10 ) {

  wait( 1 );

  act_tochar( #pulled, ch );

  act_notchar( #rpulled, ch );

  transfer( ch, find_room( 60508 ) );

  }

~
E
tow~
@BThe swift current pulls at your feet.@n

~
E
pulled~
@BThe swift current pulls you south farther into the tunnel.@n

~
E
rpulled~
@BThe swift current pulls $n south deeper into the tunnel.@n

~
!
2 500 0
1763 9 1509949540 3 0
-1
S

#60508
Limestone Tunnel - Fossil-Covered Wall~
Small embeddings of ancient creatures line the walls of the tunnel before

you.  Hidden in the shadows of the southern wall is a small niche created

by the fossils.  Few fish venture into this part of the tunnel and little

activity can be seen.  One large fossil can be seen on the eastern wall;

it looks almost humanoid.  The current is amazingly strong from the west

here making it hard to swim north.

~
~
301596676 7 9 0
D0
~
~
0 -1 60507 10 10 5
D3
~
~
0 -1 60509 10 10 5
E
fossils imprints~
The walls are lined with small fossils of long dead and extinct creatures. 

Small newer fossils begin to form over the older ones showing the history

of the aqueduct.  One large humanoid fossil appears on the far side of

the room, it appears to have something in his hand.

~
E
humanoid~
This ancient being has long since left this world.  Perhaps he was once

the owner of the well and died in attempts to repair the once good source

of water.  One can only speculate what happened to this sad soul.

~
A
search~
fossil humanoid~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  if( random( 1, 3 ) == 2 ) {

    act_tochar( #search, ch );

    act_notchar( #rsearch, ch );

    obj_to_char( oload( 16 ), ch );

    }

  else 

    act_tochar( #nope, ch );

  }

else

  act_tochar( #nope, ch );

~
E
search~
You search through the fossil and find a platinum coin.

~
E
rsearch~
$n begins to search through the fossil and finds a platinum coin.

~
E
nope~
You do not find anything on the fossil.

~
!
0 500 0
A
~
~
act_tochar( #pull, ch );

~
E
pull~
@BThe current beings to pull you west.@n

~
!
2 0 0
1763 9 1509949540 3 0
1737 9 1509949540 3 0
-1
S

#60509
Tunnel Junction~
A turn in the aqueduct sends the tunnel south and east here.  Violent

currents come together and form large whirlpools and undertows.  The wall

of the tunnel to the west is cracked deeply allowing a rush of salt water

to pour into the aqueduct.  Darkness covers the trail to the south.

~
~
301596684 7 9 0
D1
~
~
0 -1 60508 10 10 5
D2
~
~
0 -1 60511 10 10 5
E
crack~
The tunnel has a deep and gaping crack in it.  Massive amounts of salt

water pour into the aqueduct tainting its fresh water.  The current found

in the tunnel must originate here.

~
A
enter swim~
crack west w~
act_tochar( #enter, ch );

act_notchar( #renter, ch );

send_to_room( #room, find_room( 60510 ) );

transfer( ch, find_room( 60510 ) );

~
E
enter~
@CYou swim through the current and enter the crack in the western wall.@n

~
E
renter~
@C$n swims through the current and enters the crack in the western wall.@n

~
E
room~
@CYou see $n swim through the crack in the eastern wall.@n

~
!
0 0 0
A
~
~
send_to_room( #whirl, room );

~
E
whirl~
@BYou momentarily get caught in the whirlpool created by the current.@n

~
!
2 250 0
-1
S

#60510
Path along the Floor of the Sea~
A vast sea of water and life covers you.  A small path of rock stretches

forth under your feet, making its way through the vast sand-covered floor

of the sea.  Seaweed larger than the tallest tree stretch up out of the

sand causing a dark shade to fall along the sea floor.  To the east a

great stone wall, covered in coral towers up through the water.  A large

crack cuts into the wall allowing water to flow through it.

~
~
301465600 7 9 0
D0
~
~
0 -1 60512 10 10 5
E
seaweed~
The seaweed here is enormous.  Huge strands of green and brown stretch up

to the top of the sea.  The massive plants prevent travel west.

~
E
east stone wall~
The massive stone wall has a small crack in it.  It looks as though you

could swim through the crack and into the rock.

~
A
enter~
crack east~
act_tochar( #east, ch );

act_notchar( #reast, ch );

send_to_room( #room, find_room( 60509 ) );

transfer( ch, find_room( 60509 ) );

~
E
east~
@CYou swim east through the crack in the wall of coral.@n

~
E
reast~
@C$n swims through the crack in the coral wall to the east.@n

~
E
room~
@CYou see $n swim through the crack in the western wall.@n

~
!
0 0 2
1772 9 1509949540 3 0
-1
S

#60511
Limestone Tunnel - Dead End~
Black stone walls encase this end of the aqueduct creating a dead end. 

Swift current flows in from the north causing the water to turn and move

in a turbulent manner.  In the southern end of the room a steel ladder

has been placed in the wall allowing you to travel upwards.

~
~
301596676 7 9 0
D0
~
~
0 -1 60509 10 10 5
D4
~
~
0 -1 60548 10 10 5
E
ladder~
A small steel ladder leads up into the darkness and the black rocks that

create this part of the aqueduct.  The ladder is very old and rusted.

~
E
black stone wall~
The giant limestone walls block your progress in all directions save to

the north.  Age and erosion have blackened them to a pitch-like color.  A

small ladder is bolted into one of the walls.

~
1763 9 1509949540 3 0
-1
S

#60512
Bottom of the Sea - Mixing of the Tides~
A great intersection in the stone path lies before you; trails lead off

in every direction.  Great tides wash in from all around you creating a

great whirlpool. Sand and debris float through the water bouncing

violently off anything they come in contact with.  To the west a towering

structure rises up from the sand.

~
~
301465608 7 9 0
D0
~
~
0 -1 60515 10 10 5
D1
~
~
0 -1 60513 10 10 5
D2
~
~
0 -1 60510 10 10 5
D3
giant coral door~
giant coral door west~
391 2569 60514 10 10 5
E
west structure~
This large mass of coral and rock seems to be a building of sorts.  A

giant door to your east seems to be the only way into the structure.

~
A
~
~
act_tochar( #west, ch );

continue;

~
E
west~
@RYou swim into the giant structure to the west.@n

~
!
3 0 8
A
~
~
send_to_room( #current, room );

~
E
current~
@RThe powerful whirlpool nearly throws you east.@n

~
!
2 500 0
1818 9 1509949540 3 0
-1
S

#60513
Edge of a Deep Abyss~
The bottom of the sea drops out from under you creating a great cliff. 

The trail comes to a sudden halt as the darkness from the abyss begins to

the east.  It is as if a black cloth has covered the sea.  The small path

leads back to the west.  The outside walls of an aqueduct lie to the

south blocking your progress in the direction.

~
~
301465600 7 9 0
D3
~
~
0 -1 60512 10 10 5
E
abyss east down~
The deep water looks cold and forbidding.

~
E
west w~
To the west you see a towering structure rise up out of the sea.

~
A
climb~
down abyss d~
act_tochar( #noclimb, ch );

~
E
noclimb~
You think about climbing down but become frightened and decide to stay on

the top of the cliff.

~
!
0 0 0
1774 9 1509949540 3 0
-1
S

#60514
Merman Stronghold - Common Area~
Huge walls of golden coral and deep grained marble rise up all around you. 

Great tapestries line the walls depicting the history of the mermen.  A

small table with a few chairs surrounding it seems bolted to the tone

floor.

~
~
301465608 7 9 0
D1
giant coral door~
giant coral door east e~
391 2569 60512 10 10 5
D3
~
~
0 -1 60516 10 10 5
E
tapestries wall~
The walls are covered in amazing tapestries.  Woven in seaweed and some

other strange material the colors dazzle the eye.  The entire history of

this people can be seen across the walls of this great room.

~
E
table chairs~
These small chairs are made of a deep grained coral.  They look as if

they would float away if it were not for the bolts holding them down to

the floor.

~
1763 9 1509949540 3 0
-1
S

#60515
Wall of Coral~
Giant coral walls rise forth out of the sea creating an impasse.  Sheer

cliffs of living rock encase this area leaving the southern end as the

only escape.  Small fish and seahorses swim back and forth hiding in the

shadows of the wall.  A small hole lies in the eastern edge of the wall;

small air bubbles rise from it.

~
~
301465600 7 9 0
D2
~
~
0 -1 60512 10 10 5
E
coral cliffs rock~
The cliffs of coral rise up like a giant wall, nearly touching the top of

the sea.

~
E
fish~
The fish in this area act very scared and seem to be avoiding the eastern

wall.

~
A
search look l~
hole~
if( !mob_in_room( 1773, room ) ) {

  if( rflag( reset0, room ) ) {

    remove_rflag( reset0, room );

    act_tochar( #search, ch );

    act_notchar( #reel, ch );

    wait( 1 );

    act_tochar( #eel, ch );

    act_notchar( #attack, ch );

    mload( 1773, room );

    }

  else

    act_tochar( #nothing, ch );

  }

else

  act_tochar( #nothing, ch );

~
E
eel~
@YA jet black eel lunges from the hole.@n

~
E
reel~
@Y$n searches through the hole in the wall.@n

~
E
attack~
@YA jet black eel lunges from the hole.@n

~
E
nothing~
You find nothing special in the hole.

~
E
search~
@YYou search through the hole in the wall.@n

~
!
0 0 0
A
~
~
send_to_room( #fish, room );

~
E
fish~
@WYou see a small fish dart away from the eastern wall in terror.@n

~
!
2 200 0
1737 9 1509949540 3 0
1737 9 1509949540 3 0
-1
S

#60516
Merman Stronghold - Hallway~
Small stone carvings of great mermen in battle line the walls here.  To

the west a massive golden door lies.  Hallways stretch off to the north

and the south.  Darkness covers both hallways making it difficult to see

what lies beyond.

~
~
301465608 13 9 0
D0
small door~
small door north n~
131 -1 60517 10 10 5
D1
~
~
0 -1 60514 10 10 5
D2
small door~
small door south s~
131 -1 60553 10 10 5
D3
massive golden door~
west massive golden door~
391 2569 60554 10 10 5
E
door west~
A massive golden door stands before you to the west.  Intricate carvings

lace its surface and a giant bone handle serves as a door knob.

~
E
carving walls~
The stone walls here have intracite carvings that cover them almost

entirely.  Great merman battle scenes and the history of this people seem

depicted through this hall.

~
E
bone knob~
This giant bone looks like it came from the body of a whale or some other

large creature.  It serves as the only way to open the door to the west.

~
1774 9 1509949540 3 0
-1
S

#60517
Merman Stronghold - Kitchen~
Huge knives and utensils hang from the ceiling in this room.  A large

kettle of sorts sits on a large table, apparently used in the making of

great feasts.  Cupboards filled with fish and a vast array of seaweeds

line the walls, making the only exit from this room to the south.

~
~
301465600 7 9 0
D2
small door~
small door south s~
131 -1 60516 10 10 5
E
kettle~
This huge steel kettle holds some massive amount of food to be served to

the members of the stronghold.  Bits of seaweed and small pieces of fish

lay on the counter next to it, apparently being prepared for the meal.

~
E
knives utensils spoons forks~
The small hooks hanging from the ceiling offer an array of utensils. 

Forks, spoons and knives all hang down ready for use.

~
E
cupboards~
These cupboards offer a great deal of storage space for a cook.  Made of

fine wood and coral they seem very sturdy as they are attatched to the

walls of teh kitchen.

~
1817 9 1509949540 3 0
-1
S

#60518
Edge of a Sandy Beach~
Deep wind penetrates you to the bone as it blows in from the sea.  A

small rusty ladder leads into cave in and the sound of water splashing

against the caves walls echo through the air.  A small path leads off to

the north.  A small pillar of smoke rises up in the distance coming from

some sort of settlement.


A small wind scarred sign stands here in the sand.

~
begin the island

[Sign] Do not approve from here on.

~
301465601 10 9 0
D0
~
~
0 -1 60519 10 10 5
D5
~
~
0 -1 60556 10 10 5
E
sign wind scarred~
@RBEWARE@n


@CThis small isle is home to a group of outcast Gypsies@n @CExhiled to

this island by the Brotherhood of Orelumber The Gypsy are a strange and

wicked people, please turn around.  @n 





~
-1
S

#60519
Path Along the Beach~
Under Construction.

~
~
301465601 10 9 0
D0
~
~
0 -1 60522 10 10 5
D1
~
~
0 -1 60521 10 10 5
D2
~
~
0 -1 60518 10 10 5
D3
~
~
0 -1 60520 10 10 5
-1
S

#60520
Under a Giant Palm Tree~
Under Construction.

~
~
301465601 10 9 0
D1
~
~
0 -1 60519 10 10 5
-1
S

#60521
Palm Covered Beach~
Under Construction.

~
~
301465601 10 9 0
D3
~
~
0 -1 60519 10 10 5
-1
S

#60522
Path Along the Beach~
Under Construction.

~
~
301465601 10 9 0
D0
~
~
0 -1 60523 10 10 5
D2
~
~
0 -1 60519 10 10 5
-1
S

#60523
Before the Gypsy Village~
Under Construction.

~
~
301465601 10 9 0
D0
~
~
0 -1 60527 10 10 5
D2
~
~
0 -1 60522 10 10 5
-1
S

#60524
Caverns Ending~
Under Construction.

~
~
301465601 3 9 0
-1
S

#60525
Caverns Ending~
Under Construction.

~
~
301465601 3 9 0
-1
S

#60526
Caverns Ending~
Under Construction.

~
~
301465601 3 9 0
-1
S

#60527
Worn Trail through the Village~
Under Construction.

~
~
301465601 10 9 0
D0
~
~
0 -1 60530 10 10 5
D1
~
~
0 -1 60529 10 10 5
D2
~
~
0 -1 60523 10 10 5
D3
~
~
0 -1 60528 10 10 5
-1
S

#60528
Western Trail Through the Village~
Under Construction.

~
~
301465601 10 9 0
D0
~
~
0 -1 60531 10 10 5
D1
~
~
0 -1 60527 10 10 5
-1
S

#60529
Eastern Trail through the Village~
Under Construction.

~
~
301465601 10 9 0
D0
~
~
0 -1 60532 10 10 5
D3
~
~
0 -1 60527 10 10 5
-1
S

#60530
Village Sqaure~
Under Construction.

~
~
301465601 10 9 0
D0
~
~
0 -1 60541 10 10 5
D1
~
~
0 -1 60532 10 10 5
D2
~
~
0 -1 60527 10 10 5
D3
~
~
0 -1 60531 10 10 5
-1
S

#60531
Path through the Village~
Under Construction.

~
~
301465601 10 9 0
D1
~
~
0 -1 60530 10 10 5
D2
~
~
0 -1 60528 10 10 5
D3
~
~
0 -1 60537 10 10 5
-1
S

#60532
Before a Decrepit Cart~
Under Construction.

~
~
301465601 10 9 0
D0
~
~
0 -1 60545 10 10 5
D1
~
~
0 -1 60533 10 10 5
D2
~
~
0 -1 60529 10 10 5
D3
~
~
0 -1 60530 10 10 5
-1
S

#60533
Eastern Edge of the Village~
Under Construction.

~
~
301465601 10 9 0
D1
~
~
0 -1 60534 10 10 5
D3
~
~
0 -1 60532 10 10 5
-1
S

#60534
Edge of the Village~
Under Construction.

~
~
301465601 10 9 0
D0
~
~
0 -1 60535 10 10 5
D1
~
~
0 -1 60546 10 10 5
D2
~
~
0 -1 60536 10 10 5
D3
~
~
0 -1 60533 10 10 5
-1
S

#60535
Wagon of the Gypsy Cleric~
Under Construction.

~
~
301465601 10 9 0
D2
~
~
0 -1 60534 10 10 5
-1
S

#60536
The Gypsy Temple~
Under Construction.

~
~
301465601 10 9 0
D0
~
~
0 -1 60534 10 10 5
-1
S

#60537
Western Edge of the Path~
Under Construction.

~
~
301465601 10 9 0
D1
~
~
0 -1 60531 10 10 5
D3
~
~
0 -1 60538 10 10 5
-1
S

#60538
Outskirts of the Village~
Under Construction.

~
~
301465601 10 9 0
D0
~
~
0 -1 60539 10 10 5
D1
~
~
0 -1 60537 10 10 5
D2
~
~
0 -1 60540 10 10 5
D3
~
~
0 -1 60547 10 10 5
-1
S

#60539
The Wagon of the Gypsy Magi~
Under Construction.

~
~
301465601 10 9 0
D2
~
~
0 -1 60538 10 10 5
-1
S

#60540
The Gyspy Supply Wagon~
Under Construction.

~
~
301465601 10 9 0
D0
~
~
0 -1 60538 10 10 5
-1
S

#60541
Path to the Large Wagon~
Under Construction.

~
~
301465601 10 9 0
D0
~
~
0 -1 60542 10 10 5
D2
~
~
0 -1 60530 10 10 5
-1
S

#60542
Before the Large Wagon~
Under Construction.

~
~
301465601 10 9 0
D0
~
~
0 -1 60544 10 10 5
D2
~
~
0 -1 60541 10 10 5
-1
S

#60543
Bottom of an Old Well~
Walls of thick granite create a great circular pit.  A water line showing

the abundance of water that was once present in the great well lies far

above.  A faint crack runs across the floor of the well, small amounts of

moisture and droplets of water escape from it.  A small lever lies on the

east wall rusted in the up position.  A small ladder gives access to the

surface.

~
~
301465609 11 5 0
D4
~
~
0 -1 60552 10 10 5
E
lever~
The wall of the well has a small lever placed on it.  The lever has long

since rusted stiff in the up position.

~
E
water line up~
The top of the well has a large ring around it, showing how much water

the well once held.

~
E
ladder~
The small wooden ladder looks old but strong.  It looks to be the only

way out of the well.

~
A
pull~
lever~
act_tochar( #rust, ch );

act_notchar( #rrust, ch );

wait( 1 );

if( find_stat( ch, str ) > 15 ) {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  wait( 1 );

  send_to_room( #open, find_room( 60502 ) );

  send_to_room( #flood, room );

  wait( 1 );

  send_to_room( #down, room );

  transfer_all( room, find_room( 60502 ) );

  wait( 1 );

  send_to_room( #close, find_room( 60502 ) );

  }

else {

  act_tochar( #weak, ch );

  act_notchar( #rweak, ch );

  }

~
E
rust~
You pull down on the lever with all your might.

~
E
rrust~
$n pulls down on the lever with all $s might.

~
E
flood~
The crack in the floor opens and water fills the well.

~
E
down~
@RYou are pulled through the crack in the floor!@n

~
E
open~
The crack above you opens.

~
E
close~
The crack above you closes.

~
E
pull~
The lever finally moves from its rusted state.

~
E
rpull~
$n finally moves the lever from its rusted state.

~
E
weak~
You cannot move the lever.

~
E
rweak~
$n cannot move the lever.

~
!
0 0 0
A
~
~
act_tochar( #land, ch );

act_notchar( #rland, ch );

~
E
land~
You fall to the floor of the well.

~
E
rland~
$n falls into the well from above.

~
!
1 0 47
A
~
~
act_tochar( #up, ch );

act_notchar( #rup, ch );

continue;

~
E
up~
You climb up the ladder and exit the well.

~
E
rup~
$n climbs up the ladder and out of the well.

~
!
3 0 16
-1
S

#60544
Wagon of the Gypsy Leader~
Under Construction.

~
~
301465601 10 9 0
D2
~
~
0 -1 60542 10 10 5
-1
S

#60545
Gypsy Trading Post~
Under Construction.

~
~
301465601 10 9 0
D2
~
~
0 -1 60532 10 10 5
-1
S

#60546
Gypsy Burial Ground~
Under Construction.

~
~
301465601 10 9 0
D3
~
~
0 -1 60534 10 10 5
-1
S

#60547
Gypsy Food Tent~
Under Construction.

~
~
301465601 10 9 0
D1
~
~
0 -1 60538 10 10 5
-1
S

#60548
Damp Tunnel~
Damp cold ground lies under your feet as you stand in the western end of

a small tunnel.  A deep water-filled hole lies in the ground and waves of

water pour from it as the current from below moves about.  Darkness

blocks your view to the east and a ladder lies on the floor leading down

into the hole.

~
~
301596684 11 9 0
D1
~
~
0 -1 60543 10 10 5
D5
~
~
0 -1 60511 10 10 5
E
ladder~
This small ladder stretches deep into the water below.  Darkness and cold

block your view into the water.

~
A
~
~
act_tochar( #leave, ch );

act_notchar( #rleave, ch );

continue;

~
E
leave~
You slide down the tunnel and fall into a well.

~
E
rleave~
$n starts into the tunnel.

~
!
3 0 2
-1
S

#60549
Dry Tunnel~
Under Construction.

~
~
301465601 11 9 0
-1
S

#60550
Dry Tunnel~
Under Construction.

~
~
301465601 11 9 0
-1
S

#60551
Bottom of an Old Well~
Under Construction.

~
~
301465601 11 9 0
-1
S

#60552
Before a Rotting Shack~
You stand at the steps of a small shack.  Wooden doors hang loosely on

rusted hinges, creaking softly in the breeze.  A small stone well lays in

the ground a ladder allows access to the bottom of it.  A faint gravel

path leads off to the beach in the distance.

~
~
301465600 11 9 0
D0
rotting wooden door~
rotting wooden door north n~
131 -1 60557 10 10 5
D5
~
~
0 -1 60543 10 10 5
-1
S

#60553
Merman Stronghold - Nursery~
Small toys and games line the floor of this room.  Cradles and small beds

line the walls leaving the inner part of the room open for play.  One

large rocking chair sits in the far corner of the room, rocking to and

fro in the current.

~
~
301465600 7 9 0
D0
small door~
small door north n~
131 -1 60516 10 10 5
E
floor toys games~
The floor here is covered in small toys and games intended to entertain

small children for hours.

~
E
rocking chair~
The lone rocking chair sits in the corner and rocks to the current of the

water.

~
1816 9 1509949540 3 0
-1
S

#60554
Merman Stronghold - Throne of Coral~
Great marble walls climb high into the sea and a great ceiling of coral

looks down upon the room.  A giant coral throne sits before the western

wall.  A giant seal hangs above the door to the east.  The floor is adorn

in a large rug, completly covering the hard stone floor of the stronghold.

~
~
301465600 13 9 0
D1
massive golden door~
west massive golden door~
391 -1 60516 10 10 5
D3
~
~
227 -1 60555 10 10 5
E
seal~
The giant seal of the merman stronghold towers above you on the eastern

wall.  Golden coral and bits of metal make it glisten in the light.

~
E
rug~
The rug is made of fine seaweed and a silk-like substance.  It is very

soft and seems to cover all of the floor beneath your feet.

~
A
push~
throne~
if( !is_open( room, west ) ) {

  act_tochar( #throne, ch );

  act_notchar( #rthrone, ch );

  open( room, west );

  junk_obj( obj_in_room( 2601, room ) );

  obj_to_room( oload( 2603 ), room );

  }

else

  act_tochar( #open, ch );

~
E
throne~
@BYou push the throne of coral over and reveal a passageway.@n

~
E
rthrone~
@B$n pushes the throne of coral over and reveals a passageway.@n

~
E
open~
The throne is already moved.

~
!
0 0 0
A
~
~
act_tochar( #leave, ch );

continue;

~
E
leave~
@BYou swim through the passage way in the western wall.@n

~
!
3 0 8
1776 9 1509949540 3 0
2601 17 1509949540 -2 0
-1
S

#60555
Merman Stronghold - Secret Tunnel~
A small stone tunnel of solid granite protrudes to the north.  Swift

currents pushes you back into the southern wall and makes it very

difficult to move.  A small lever stretches forth from the wall to the

east.  The tunnel slopes of steeply to the north.

~
~
301465600 13 5 0
D0
~
~
0 -1 60556 10 10 5
D1
~
~
227 -1 60554 10 10 5
E
lever~
The small lever looks as if it would move quite easily.

~
E
stone granite~
This tunnel is made of solid granite.  It looks as if it was made by some

form of magic or other unnatural form.

~
A
pull~
lever~
if( !is_open( room, east ) ) {

  send_to_room( #throne, find_room( 60554 ) );

  open( room, east );

  act_tochar( #open, ch );

  act_notchar( #ropen, ch );

  junk_obj( obj_in_room( 2601, find_room( 60554 ) ) );

  obj_to_room( oload( 2603 ), find_room( 60554 ) );

  }

else

  act_tochar( "The lever is already down.", ch );

~
E
open~
You pull the lever and reveal a passageway to the east.

~
E
ropen~
$n pulls the lever and reveals a passageway to the east.

~
E
throne~
The coral throne is moved to the side revealing a passageway.

~
!
0 0 0
A
~
~
send_to_room( #current, room );

~
E
current~
@BThe strong current pushes you up against the southern wall of the

tunnel.@n 

~
!
2 400 0
-1
S

#60556
Bottom of a Hole~
You stand at the bottom of a deep hole.  To the south a dark tunnel

begins, descending into a watery tunnel.  A small ladder is placed in

the northern edge of the hole, providing an escape to the surface.

~
~
301465600 13 9 0
D2
~
~
0 -1 60555 10 10 5
D4
~
~
0 -1 60518 10 10 5
E
ladder~
The small ladder leads upward onto what looks like a beach.

~
A
~
~
act_tochar( #storm, ch );

~
E
storm~
A mighty sandstorm makes it impossible to climb up the ladder.

~
!
3 0 16
-1
S

#60557
Inside a Rotting Shack~
You stand inside a small rotting shack.  A small oil lamp lights the

room, shadows dance off the walls as the flame flickers.  A small table

with a lone chair stands in the corner of the room.  Dirt and debris

cover the floor making it hard to walk without stepping on something.

~
~
335020037 11 5 0
D2
rotting wooden door~
rotting wooden door south s~
131 -1 60552 10 10 5
1858 9 1509949540 3 0
-1
S

#0