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
Voaleth Tunnel~
Merior~
Voaleth Tunnel~

5 0
0
#ROOMS

#71600
Dusty Basement~
You find yourself in a small, dusty room.  Old cartons are stacked

against the northern wall, their wooden sides battered.  The floor has a

thick coat of the same grey dust, though a sprinkling of footprints

litter the surface.

~
[Merior] need search to get in

[Starshine] a couple more rats in the tunnels perhaps?  or cobwebs that

load spiders when searched/gotten?

~
301596748 1 5 0
D1
crack~
~
235 -1 71601 10 10 5
D4
trap door~
~
171 -1 20006 10 10 5
E
floor footprint surface~
By examining the footprints, you notice that they all seem to be pointed

either towards the east or from it, as if something lay in that direction.

~
E
1 northern wall carton~
Dozens of old cartons are stacked against the northern wall.  They are

slowly rotting, and their contents are spilling onto the ground.  You can

see broken glass in several of them, as well as moth-eaten bits of woolen

clothing.  Nothing seems to be of any use.

~
E
1 east~
Three of the walls in this chamber are plain and unadorned.  The eastern

wall has a large crack which runs along its surface.

~
A
search inspect~
crack wall east~
if( !is_open( room, east ) ) {

  if( find_skill( ch, searching ) > 0 ) {

    act_tochar( #door, ch );

    act_notchar( #isdoor, ch );

    open( room, east );

    }

  else

    act_tochar( #nothing, ch );

  }

else

  act_tochar( #open, ch );

~
E
door~
The crack seems to be a door, and you open it!

~
E
isdoor~
$n inspects the crack carefully, and then reveals that it is a door!

~
E
nothing~
You see nothing unusual to the east, but a long crack.

~
E
open~
The crack has already revealed itself to be a door.

~
!
0 0 0
A
look~
1 east crack~
if( is_open( room, east ) )

act_tochar( #open, ch );

else

act_tochar( #closed, ch );

~
E
open~
The crack to the east has already been opened.

~
E
closed~
The crack looks a bit unusual.  Perhaps if you were to look at it more

carefully?

~
!
0 0 0
A
search~
carton~
act_tochar( #nothing, ch );

~
E
nothing~
You find nothing in the cartons that are worth taking.

~
!
0 0 0
-1
S

#71601
Dark Tunnel~
This dusty tunnel leads east into darkness.  The walls to your north and

south are black and cold, slightly bumpy to the touch.  The wall to your

west has a long, perpendicular crack running near the northern edge.  A

thin coat of dust covers the ground.

~
[Starshine] close crack?

[Merior] crack cant be closed

~
301596676 1 5 0
D1
~
~
0 -1 71602 10 10 5
D3
~
~
235 -1 71600 10 10 5
E
dust coat ground~
You can see several footprints in the dust leading both east and west.

~
E
1 northern 1 southern wall~
The northern and southern walls are made of the same black mineral as

much of Voaleth cavern, and their surfaces are slightly mottled.  The

western wall seems to be made of a different type of rock, and has a

large crack running from top to bottom.

~
A
search inspect~
1 west crack~
if( !is_open( room, west ) ) {

  if( find_skill( ch, searching ) > 0 ) {

    act_tochar( #door, ch );

    act_notchar( #isdoor, ch );

    open( room, west );

    }

  else

    act_tochar( #nothing, ch );

  }

else

  act_tochar( #open, ch );

~
E
door~
You find that the crack in the western wall is really a door, and open it!

~
E
isdoor~
You see $n inspect the crack in the western wall, then suddenly it

becomes an open door.

~
E
nothing~
You see nothing unusual about the western wall.

~
E
open~
The way to the west is already clear.

~
!
0 0 0
A
1 look~
1 west crack~
if( is_open( room, west ) )

  act_tochar( #open, ch );

else act_tochar( #closed, ch );

~
E
open~
The crack to the west has already been pried open.

~
E
closed~
The crack appears a bit unusual.  Perhaps if you looked more closely at

it?

~
!
0 0 0
2160 9 1509949540 3 0
-1
S

#71602
Dark Tunnel~
A smell of decay lingers in the still air, your movement doing little to

dispel the stink.  You can move either towards the east or the west; no

landmarks or light serve to indicate what lies in either direction.  Far

above you is the slight hum of a city, though you cannot make out

individual sounds.

~
[Starshine] should rat be skinnable?  how about zombies/skeletons?

[Merior] rats arent for treasure, will stick something small on dead guys

~
301596676 1 5 0
D1
~
~
0 -1 71603 10 10 5
D3
~
~
0 -1 71601 10 10 5
A
listen~
humming city sound~
act_tochar( #hear, ch );

~
E
hear~
You can barely hear what appears to be the muffled sound of footsteps far

above your head.  Every now and then a slightly louder sound similar to

that made by a shout can be discerned, but you cannot make out individual

words.

~
!
0 0 0
2160 9 1509949540 3 0
-1
S

#71603
Dark Tunnel - Battle Scene~
You can smell something putrid off to the east, much like the odor of a

rotting corpse.  The southern wall of the tunnel here is covered with

small nicks and dark splotches.  A branch of the tunnel heads towards the

north, but it appears to less well-kept than the east-west branch.

~
~
301596676 1 5 0
D0
~
~
0 -1 71622 10 10 5
D1
~
~
0 -1 71604 10 10 5
D3
~
~
0 -1 71602 10 10 5
E
1 southern nick splotches~
The wall to your south is covered with dozens of small nicks as well as

many small splotches of a red-brown material.  It appears that some sort

of sword fight may have taken place nearby, these being typical remnants

of such activity.

~
293 9 1509949540 3 0
-1
S

#71604
Dark Tunnel - Dead Rat~
The rotting corpse of a large rat lies here, covered with flies and

maggots.  The smell emanating from the body is quite overwhelming, making

your stay here less then desirable.  You can either move west or south;

no marks on the tunnel indicate what lies in either direction.

~
[Starshine] with corpse in room, is it necessary to spend so much time in

room desc on it?  Perhaps describe the tunnel here instead...?

[Starshine] hmm...i think the corpse decomposes...

~
301596676 1 5 0
D2
~
~
0 -1 71605 10 10 5
D3
~
~
0 -1 71603 10 10 5
3094 17 1509949540 -2 0
-1
S

#71605
Dark Tunnel - Gouged Area~
The odor of death and decay is quite strong here, and clearly is coming

from somewhere to the north.  A slight breeze wafts in from that

direction, bringing more of the noxious smell.  The western wall of the

tunnel is gouged here at about sword-height for an ogre or troll, as if

one passed by just a bit too closely.

~
~
301596676 1 5 0
D0
~
~
0 -1 71604 10 10 5
D1
~
~
0 -1 71606 10 10 5
E
1 western wall gouge~
A gouge of about four inches in length lies in the western wall.  It is

just high enough above the ground that it looks suspiciously like one

made by the sword of a passing ogre rushing by.

~
2161 9 1509949540 3 0
-1
S

#71606
Dark Tunnel - Rough Ground~
The tunnel walls are quite narrow here, barely leaving enough room for a

troll to move from east to west (or the reverse, of course).  The ground

is rough here, as if those who built the tunnel didn't take the time or

effort to finish their job.

~
~
301596676 1 5 0
D1
~
~
0 -1 71607 10 10 5
D3
~
~
0 -1 71605 10 10 5
E
ground~
The dark stone of the tunnel floor is quite rough, gouges from digging

tools are quite evident.

~
-1
S

#71607
Dark Tunnel~
The tunnel walls take a sharp turn here, forcing you to move either north

or south.  Jagged bits of rock stick out of the northeast corner, ready

to impale anyone getting too close.  A matching indentation on the

southwest corner indicates just how much passersby have tried to avoid

being hurt.

~
[Starshine] entry action to occasionally hurt people?

[Merior] don't really wanna hurt newbies

~
301596676 1 5 0
D2
~
~
0 -1 71608 10 10 5
D3
~
~
0 -1 71606 10 10 5
E
jagged bit northeast southwest~
The northeast corner of the tunnel is covered with long, jagged bits of

sharp stone.  The opposite corner is smooth and indented, allowing

travellers to keep away from injury.

~
-1
S

#71608
Dark Tunnel~
This tunnel twists and turns, its source and destination impossible to

determine.  The top of the tunnel is obscured by darkness; no light seems

to be able to penetrate it.  An occasional drop of moisture lands on your

face, coming from somewhere far above you.

~
~
301596676 1 8 0
D0
~
~
0 -1 71607 10 10 5
D1
~
~
0 -1 71609 10 10 5
E
1 up top roof ceiling~
It is too dark above you to see anything.

~
2161 9 1509949540 3 0
-1
S

#71609
Dark Tunnel - Damp Spot~
The ground here is covered by a large, shallow puddle of stagnant water. 

To your east the tunnel wall appears to be composed of a number of small,

stacked stones, rather than the solid rock found on the northern wall.

~
[Merior] entrance into watery fish east (37674) 

[Starshine] delete extra 1 since acode 3 repeats it?

~
301596676 1 5 0
D1
~
~
203 -1 37674 10 10 5
D2
~
~
0 -1 71610 10 10 5
D3
~
~
0 -1 71608 10 10 5
E
1 east stacked stone~
The stacked stones to the east look as if they could be moved.

~
E
1 northern~
The northern wall appears to be made of a solid piece of black rock.  Its

surface is quite cold and dry.

~
A
move~
stacked stone~
if( !is_open( room, east ) ) {

  act_tochar( #door, ch );

  act_notchar( #isdoor, ch );

  open( room, east );

  }

else

  act_tochar( #open, ch );

~
E
door~
You move the rocks and find that you can travel east into a watery area.

~
E
isdoor~
You see $n move the rocks, creating a passage east.

~
E
open~
The way east has already been cleared.

~
!
0 0 0
A
~
~
if( random( 0, 4 ) == 3 )

act_tochar( #wet, ch );

~
E
wet~
The water from the pool @bsplashes@n you, soaking your feet!

~
!
1 0 14
A
1 look search~
1 east stacked stone~
if( is_open( room, east ) )

  act_tochar( #open, ch );

else

  act_tochar( #closed, ch );

~
E
open~
The stones to the east have been cleared and you can move freely in that

direction.

~
E
closed~
The stacked stones to the east look as if they can be moved.

~
!
0 0 0
3095 17 1509949540 -2 25
-1
S

#71610
Dark Tunnel - Pitted Area~
A small pile of tiny rocks lies against the western wall of the tunnel

here, seemingly matching holes that appear in the side of the western

wall.  The black mineral of the walls is hard and cold, edges rough as if

they had been magically ripped out of the earth.

~
[Merior] random get pebble action

[Starshine] add pile to acode 1 target?

~
301596676 1 5 0
D0
~
~
0 -1 71609 10 10 5
D2
~
~
0 -1 71611 10 10 5
E
1 western wall hole rock mineral~
The western wall of the tunnel here is pitted with small, rough holes. 

Bits of rock that appear to be the same size lie underneath.

~
A
get take grab~
pebble rock~
if( rflag( reset0, room ) ) {

  if( is_player( ch ) ) {

    if( random( 0, 5 ) == 4 ) {

      act_tochar( #gets, ch );

      act_notchar( #rocks, ch );

      obj_to_char( oload( 78 ), ch );

      end;

      }

    }

  }

act_tochar( #nope, ch );

~
E
gets~
You reach down and pick up a small pebble.

~
E
rocks~
You see $n reach down and grab a small pebble.

~
E
nope~
You see nothing of interest.

~
!
0 0 0
-1
S

#71611
Dark Tunnel - Polished Rock~
The floor is quite slick here, the black marble-like rock polished to a

high sheen.  The walls are also highly polished; the onyx reflects any

light which hits it.  You cannot see what lies ahead either to the north

or east, nor do any sounds give any indication of which way to venture.

~
~
301596676 1 5 0
D0
~
~
0 -1 71610 10 10 5
D1
~
~
0 -1 71612 10 10 5
E
floor black rock walls~
The floor and walls of this portion of the tunnel are highly polished and

will reflect any light source.

~
2160 9 1509949540 3 0
-1
S

#71612
Dark Tunnel~
The walls to your north and south are quite close here, and you can feel

the rough gouges in their surfaces.  The floor also is quite rough, as if

this passage had been created somewhat recently, and had not yet been

worn smooth.  Embedded in several of the slashes are bits of lighter

colored rock.

~
~
301596676 1 5 0
D1
~
~
0 -1 71613 10 10 5
D3
~
~
0 -1 71611 10 10 5
E
walls rough gouge rock floor~
The dark rock of the cavern has been roughly hewn to make room for this

portion of the tunnel.  You can see bits of lighter rock almost hidden in

the deep gouges.

~
A
get dig~
wall gouge rock bit~
act_tochar( #nope, ch );

act_notchar( #digs, ch );

~
E
nope~
You dig at the rocks, but are not able to dislodge any worth taking.

~
E
digs~
You see $n dig at the rocks, but not take any.

~
!
0 0 0
2161 9 1509949540 3 0
293 9 1509949540 3 0
-1
S

#71613
Dark Tunnel - Construction Area~
This tunnel wends its way in the dark, providing a home for rats and

other denizens of the quiet dark.  It appears that work is still being

done in this area; several tools are piled against the southern wall.  A

large chunk of rock appears to have been removed from the eastern wall;

only a deep hole remains.

~
[Merior] low repop geode in hole

~
301596676 1 5 0
D0
~
~
0 -1 71614 10 10 5
D3
~
~
0 -1 71612 10 10 5
E
1 southern wall tools~
Half a dozen pickaxes and a shovel lie against the southern wall.

~
E
1 eastern chunk rock hole~
A large gap in the eastern wall indicates that some extension of the

tunnel has been begun, but the hole is not large enough to enter.

~
A
get take grab~
pickaxe shovel tool~
act_tochar( #nope, ch );

~
E
nope~
You start to reach for the tools, but some strange force seems to prevent

you from taking someone else's property.

~
!
0 0 0
A
search~
hole~
if( rflag( reset0, room ) ) {

  if( random( 0, 20 ) == 15 ) {

    if( is_player( ch ) ) {

      act_tochar( #find, ch );

      act_notchar( #finds, ch );

      obj_to_char( oload( 925 ), ch );

      end;

      }

    }

  }

act_tochar( #nope, ch );

act_notchar( #empty, ch );

~
E
find~
You have found something in the hole!

~
E
finds~
$n has found something in the hole!

~
E
nope~
You reach around in the hole, but find nothing.

~
E
empty~
$n searches around, but finds nothing in the hole.

~
!
0 0 0
-1
S

#71614
Dark Tunnel - Giant Boulder~
A large green rock extends southwards into the tunnel, making the

passageway quite narrow.  The wall to your west is also partially

obscured by the same, giant boulder.  You can just barely squeeze by the

rock, and move either south or east.

~
~
301596676 1 5 0
D1
~
~
0 -1 71615 10 10 5
D2
~
~
0 -1 71613 10 10 5
E
1 north green rock boulder~
This large rock extends almost the full height of the tunnel, and is such

a dark green it almost appears black in the limited light.

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

continue;

~
E
go~
You squeeze your way past the boulder and move on.

~
!
3 0 6
-1
S

#71615
Dark Tunnel - Sandstone Deposit~
A patch of the northern wall is made of a light gray sandstone, and shows

signs of wear and tear.  Numerous scratches and dents mark where

travellers have bumped into its soft surface.  A streak of dark red

crosses much of the southern wall just about waist height.

~
~
301596676 1 5 0
D1
~
~
0 -1 71616 10 10 5
D3
~
~
0 -1 71614 10 10 5
E
dark red streak sandstone scratch dent~
The light gray sandstone is pitted by gouges and dents made by those

passing through its realm.  A dark red streak much the color of dried

blood runs parallel to the ground about waist height.

~
293 9 1509949540 3 0
-1
S

#71616
Dark Tunnel - Low Ceiling~
The ceiling dips low in the center of this area, barely providing enough

room for an ogre to stand upright.  Its surface can be seen clearly by

even a gnome to be roughly hewn out of the rock.  Light pieces of almost

white granite protrude from its surface, giving it a freckled appearance.

~
[Starshine] entry code - large races stoop into room?

frankly too lazy to add this

~
301596676 1 5 0
D1
~
~
0 -1 71617 10 10 5
D3
~
~
0 -1 71615 10 10 5
E
1 up ceiling granite rock~
Small bits of granite protrude out of the dark ceiling, their color

providing some relief from the gloom in the tunnel.

~
A
get dig~
bits granite ceiling~
act_tochar( #nope, ch );

~
E
nope~
The bits of rock aren't worth taking.

~
!
0 0 0
2161 9 1509949540 3 0
-1
S

#71617
Dark Tunnel - Sloping Ground~
The ground here dips a bit as it heads from east to west, creating a

reasonably sharp slope.  Anyone moving east will have to labor just a bit

to leave this area, while anyone heading west will quickly find

themselves there.  A quick glance at the dark walls and the chilly air

make this not an entirely poor idea.

~
~
301596676 1 5 0
D1
~
~
0 -1 71618 10 10 5
D3
~
~
0 -1 71616 10 10 5
E
wall dark~
The dark black walls are quite smooth and very chilly.

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

continue;

~
E
down~
As you move west, you find the slope makes you move very quickly.

~
E
~
No description.

~
!
3 0 8
A
~
~
act_tochar( #go, ch );

continue;

~
E
go~
You labor slowly as you move to go up the steep slope.

~
!
3 0 2
A
~
~
act_tochar( #cold, ch );

~
E
cold~
A cold rush of air chills you to the bones.

~
!
2 500 0
-1
S

#71618
Dark Tunnel - Cracked Wall~
You can hear the faint sound of running water here, but it is difficult

to determine the direction from which it is coming.  A tiny crack in the

eastern wall allows a minute trickle of water to enter the tunnel and

form a small pool on the ground, but whether that is the direction of the

underground stream you cannot be sure.

~
~
301596676 1 5 0
D0
~
~
0 -1 71619 10 10 5
D3
~
~
0 -1 71617 10 10 5
E
1 east crack trickle water~
A small crack in the eastern wall starts just a few inches above the

ground, and appears to continue into the earth.  A small trickle of water

comes through the crack, and pools on the ground.

~
A
search inspect~
crack~
act_tochar( #nope, ch );

~
E
nope~
There is nothing interesting in the crack.

~
!
0 0 0
1388 17 1509949540 -2 25
2160 9 1509949540 3 0
-1
S

#71619
Dark Tunnel~
The tunnel takes a sharp, 90-degree turn here, allowing you to move

either east or south.  You can clearly hear the sound of moving water to

your east; silence greets you to the south.  The walls are slick and

moist, and the air is very humid.

~
~
301596676 1 5 0
D1
~
~
0 -1 71620 10 10 5
D2
~
~
0 -1 71618 10 10 5
E
wall~
The dark walls are slick with condensed moisture.

~
-1
S

#71620
Edge of the Tunnel~
To your east is the fast-moving River Hurgrot, to the west you see

darkness.  The rock at your feet is dark and wet, and quite slippery. 

The walls show signs of hasty hewing; gashes chopped against the grain of

the rock are rough, and nothing has been done to make them smoother.

~
[Rhen] maybe look river

[Starshine] entry code to occasionally make people slip (sit)?

[Starshine] should people know this is the river hurgrot?

~
301596676 1 5 0
D1
~
~
0 -1 71621 10 10 5
D3
~
~
0 -1 71619 10 10 5
E
1 down rock ground~
The black rock at your feet is slick with moisture, making movement

tricky.

~
E
walls gashes~
The northern and southern walls are of the same dark rock as most of the

city of Voaleth.  Deep gashes show where they have been carved from solid

rock to form the tunnel.

~
2160 9 1509949540 3 0
-1
S

#71621
In the River Hurgrot~
The icy waters of the river surge around you as you strive to keep your

balance.  You can return to the relative dryness and safety of the tunnel

to your west, or try to climb up onto a bridge just above your head.  You

might might also be able to swim north against the heavy current; large

rocks to your south make movement in that direction impossible.  The bank

to your east is very steep and slippery.

~
[Merior] action to go up to 37583 - under bridge

action to swim upstream getting you to 37584

[Starshine] acode 1 swim: ...struggle upstream.

nope - you need to swim to go north

[Starshine] add acode north - need swim, or just do acode 1?

~
301596684 6 9 0
D3
~
~
0 -1 71620 10 10 5
E
bridge~
You can see a bridge just a little above your head.  It appears low

enough that you might be able to climb up to it.

~
E
1 north upstream~
The waters to your north are dark and tumultuous, but you might be able

to enter them if you can swim very well.

~
A
swim~
1 north upstream~
if( find_skill( ch, swimming ) > 3 ) {

  act_tochar( #swim, ch );

  act_notchar( #swims, ch );

  room = find_room( 37584 );

  transfer( ch, find_room( 37584 ) );

  act_notchar( #arrives, ch );

  }

else

  act_tochar( #nope, ch );

~
E
swim~
You swim against the current, and struggling move upstream.

~
E
swims~
You see $n jump into the water and swim upstream and out of sight.

~
E
nope~
You cannot swim well enough to brave the water.

~
E
arrives~
You see $n come swimming out from under the bridge.

~
!
0 0 0
A
climb~
1 up bridge~
if( find_skill( ch, climb ) > 3 ) {

  act_tochar( #climb, ch );

  act_notchar( #climbs, ch );

  room = find_room( 37583 );

  transfer( ch, find_room( 37583 ) );

  act_notchar( #arrives, ch );

  }

else

  act_tochar( #nope, ch );

~
E
climb~
You grab hold of the edge of the bridge and carefully pull yourself up.

~
E
climbs~
You see $n grab hold of the edge of the bridge and disappear from sight.

~
E
nope~
You cannot climb well enough to reach the bridge.

~
E
arrives~
You see $n come climbing up out of the water.

~
!
0 0 0
A
1 east~
~
act_tochar( #nope, ch );

~
E
nope~
The bank is too steep to climb out in that direction.

~
!
0 0 0
-1
S

#71622
Hastily-Built Tunnel~
This tunnel appears to have been built very hastily.  Its sides are very

rough, splinters of rock showing which way the grain lies.  The ground is

covered with bits of rock of the same dark color as the walls.  On the

eastern wall you can see a streak of blood-red rock which grows wider as

the tunnel heads north.

~
~
301596676 1 5 0
D0
~
~
0 -1 71623 10 10 5
D2
~
~
0 -1 71603 10 10 5
E
1 east blood-red rock~
Most of the eastern wall is covered with a strange, blood-red rock.

~
E
ground rock~
Rough, dark rock with lighter veins of gray running through it line the

walls.  Small fragments of the same rock litter the near-by ground.

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

~
E
ouch~
The rough rock pulls at your clothes as you squeeze by.

~
!
1 0 5
A
get take~
rock~
act_tochar( #nope, ch );

~
E
nope~
The bits of rock are not worth taking.

~
!
0 0 0
-1
S

#71623
Hastily-Built Tunnel~
A wide strip of blood-red rock covers much of the eastern wall of the

tunnel, though it narrows as it heads to the north.  The western wall is

of a solid black color, and shows signs of having been roughly hewn from

solid rock.

~
~
301596676 1 5 0
D0
~
~
0 -1 71624 10 10 5
D2
~
~
0 -1 71622 10 10 5
E
1 eastern blood-red rock~
Most of the eastern wall is covered with a strange, blood-red rock.

~
E
1 western black rough~
The western wall is made of a black mineral.  Rough gashes show where a

passage was forced.

~
-1
S

#71624
Hastily-Built Tunnel~
Several broken tools line the passage here, their broken bodies heaped

upon a pile of mined rocks.  A large, almost magenta, stone in the

western wall protrudes into the corridor, with several picks still

embedded in its hard interior.  A small streak of blood-red stone appears

on the southern end of the eastern wall, and heads further south into

darkness.

~
~
301596676 1 5 0
D0
~
~
0 -1 71625 10 10 5
D2
~
~
0 -1 71623 10 10 5
E
broken tool~
Tools used in making this tunnel seem to have been broken and just left

here, abandoned.  They are no longer of any use.

~
E
1 western magenta large stone~
A large magenta-colored stone lies within the western wall.  It seems to

have grabbed and kept several picks that tried to destroy its integrity.

~
A
get take grab search~
tool pick~
act_tochar( #nope, ch );

~
E
nope~
You seem to be unable to take any of the tools.

~
!
0 0 0
2161 9 1509949540 3 0
-1
S

#71625
End of Tunnel~
To the south extends a long, dark tunnel.  Rough bits of rock surround

you on all other sides, the black mineral peppered with bits of silvery

rock.  The ceiling above you is quite low, and seems to be made of a

slightly different material.

~
[Merior] room 20086 is up

[Starshine] should up be closeable, so people can hide this entrance?

~
301596676 1 5 0
D2
~
~
0 -1 71624 10 10 5
D4
~
~
235 -1 20086 10 10 5
E
rough rock walls black silvery~
The primarily black rock which forms the Voaleth cavern is sprinkled here

with a light silvery mineral.  The walls are quite rough, as if the

excavator didn't care to take the time to finish off this passage.

~
A
push move~
1 up rock ceiling~
if( !is_open( room, up ) ) {

  act_tochar( #door, ch );

  act_notchar( #isdoor, ch );

  open( room, up );

  }

else {

  act_tochar( #open, ch );

  act_notchar( #closing, ch );

  close( room, up );

  }

~
E
door~
You shove, and successfully move the stone above you, creating a passage

up.

~
E
isdoor~
You see $n push on the stone above you, and create a passage up.

~
E
open~
You move the stone, closing off the passgae.

~
E
closing~
You see $n close move the rock and block the passage.

~
!
0 0 0
A
1 look search examine~
1 up ceiling~
if( is_open( room, up ) )

  act_tochar( #open, ch );

else

  act_tochar( #closed, ch );

~
E
open~
It appears that the rock has been pushed aside and you can move up.

~
E
closed~
The ceiling, although the same black color as the rock, shows a faint

tracing of white in a strange square shape.  Perhaps it could be moved.

~
!
0 0 0
2160 9 1509949540 3 0
-1
S

#71626
Nothing~
Under Construction.

~
~
301596676 1 9 0
-1
S

#0