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
Cyclops Caverns~
Phule Kreel~
cyclops/pixies~

40 0
0
#ROOMS

#73500
Inside a Dark Cave~
This cold dark opening into the solid stone of the Cairn Mountains is

eerily silent.  No wind howls past its mouth, the earth below does not

rumble or disturb.  The texture of the stone is mostly rough, but the

passage over and over again of some great weight has worn the footstone

to a fine, smooth surface.  An enormous stone slab lies to the south,

while a rough passage leads in a generally descending path north into the

stone.

~
push stone

nomob

entrace to cyclops cave

[Marek] the passage over and over again = years of use?

[Sheltem] I think push slab should work just as well as push stone


[Fenlyn] I think that pushing the stone should pick a char at random out

of room to south and inflict 2d20 on em from the pushed boulder.

~
335020044 11 8 0
D0
~
~
0 -1 73501 10 10 5
D2
~
~
235 -1 44765 10 10 5
A
push~
stone~
if( !is_open( room, south ) ) {

  act_tochar( #push, ch );

  act_notchar( #rpu, ch );

  open( room, south );

  }

else

  act_tochar( #already, ch );

~
E
push~
You push open the heavy stone.

~
E
rpu~
$n pushes open the heavy stone to the south.

~
E
already~
The stone is already open.

~
!
0 0 0
-1
S

#73501
Inside a Dark Cave~
This large, spacious cave seems to be a gigantic hallway of some sort,

descending to the north and rising toward the surface to the south.  A

side-tunnel leads east.  A few bones litter this area, discolored and

with rotting flesh still hanging upon them.  All in all this gives the

cave quite a foul smell.

~
[Marek] the Who Goes There code is nice :)

~
335020108 11 9 0
D0
~
~
0 -1 73503 10 10 5
D1
~
~
0 -1 73502 10 10 5
D2
~
~
0 -1 73500 10 10 5
E
bones flesh~
They look about human-sized, and most of the bones look as if they have

been gnawed upon.  The skulls have been crushed in completely, as if they

were beaten heavily with a large club or bludgeon.

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

  if( mob_in_room( 1092, find_room( 73502 ) ) ) {

    mob = mob_in_room( 1092, find_room( 73502 ) );

    if( is_resting( mob ) ) {

      send_to_room( #shuffle, find_room( 73501 ) );

      interpret( mob, "yell WHO GOES THERE???" );

      interpret( mob, "stand" );

      interpret( mob, "west" );

      }

    }

  remove_rflag( reset0, room );

  }

~
E
shuffle~
You hear the shuffling of heavy feet to the east.

~
!
1 0 4
A
search~
bones flesh~
if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  act_tochar( #pick, ch );

  act_notchar( #rpick, ch );

  if( random( 0, 30 ) == 7 ) {

    obj_to_char( oload( 1458 ), ch );

    act_tochar( #something, ch );

    }

  else

    act_tochar( #nothing, ch );

  }

else {

  act_tochar( #pick, ch );

  act_notchar( #rpick, ch );

  act_tochar( #nothing, ch );

  }

~
E
pick~
You pick through the pile of bones and flesh, looking for anything

interesting.

~
E
rpick~
$n picks through the pile of bones and flesh.

~
E
something~
You find something which was floating about an inch above the ground.

~
E
nothing~
You don't find anything valuable.

~
!
0 0 0
-1
S

#73502
A Large Alcove~
This rather large alcove, perhaps 20 feet to a side and about 30 feet

high, looks to be mainly used as a guard outpost.  There is a high slab

which looks to easily weigh 2 tons and may serve as a bench if the guard

was the size of a giant.  A tunnel lies to the west through an opening

which is the alcove's only visible exit.

~
~
335020036 11 9 0
D3
~
~
0 -1 73501 10 10 5
D5
way below~
~
235 -1 73606 10 10 5
E
slab~
The slab itself in almost overlookable, but beside the slab a pair of

scrape marks follow its edges for several yards.

~
E
scrape marks~
The marks were probably caused by the sliding of the massive stone.

~
A
push slide move pull~
stone slab chair bench~
if( is_open( room, down ) ) {

  act_tochar( #already, ch );

  end;

  }

i = find_stat( ch, str );

if( i > 17 ) {

  act_tochar( #open, ch );

  act_notchar( #ropen, ch );

  open( room, down );

  send_to_room( #opens, find_room( 73606 ) );

  }

else {

  act_tochar( #weak, ch );

  end;

  }

~
E
already~
The stone bench has already been pushed aside to reveal the passage down.

~
E
opens~
The stone above you slides to one side revealing a large opening.

~
E
weak~
You are too weak to move the large slab of stone.

~
E
open~
Straining, you move the stone slab and reveal a large opening below.

~
E
ropen~
$n strains and moves the stone slab, revealing a large opening below it.

~
E
no~
You can't budge the stone.

~
!
0 0 0
1092 9 1509949540 2 0
-1
S

#73503
Inside a Dark Cave~
This large cave-tunnel comes to a dead end here, although it never seems

very tight as far as space goes.  At its narrowest it is 20 feet wide,

and its shortest about 25 feet high.  To the south the tunnel branches

and also seems to climb.  A large crack in the west wall might bear

further investigation.

~
~
335020036 11 9 0
D2
~
~
0 -1 73501 10 10 5
D3
~
~
202 -1 73504 10 10 5
E
crack~
The crack is about two feet wide and about four feet high and has

presumably gone unnoticed by the titanic occupants of this cave. 

Wherever it leads, no one much larger than a gnome could probably squeeze

through the tight passage.

~
A
squeeze~
west crack~
if( mob_in_room( 1092, room ) ) {

  act_tochar( #block, ch );

  end;

  }

if( size( ch ) < 4 ) {

  act_tochar( #squeeze, ch );

  act_notchar( #rsqueeze, ch );

  transfer( ch, find_room( 73504 ) );

  act_notchar( #rrsqueeze, ch );

  }

else

  act_tochar( #big, ch );

~
E
big~
You are too big to fit through the crack.

~
E
rrsqueeze~
$n squeezes in through a crack in the east wall.

~
E
rsqueeze~
$n squeezes out through a crack in the west wall.

~
E
squeeze~
You squeeze through the crack in the west wall.

~
E
block~
The lesser cyclops pulls you away from the crack.

~
!
0 0 0
1092 9 1509949540 3 0
-1
S

#73504
Above a Large Hole~
This cavernous chamber overlooks an extremely large hole which descends

straight down through about 20 feet of stone which in turn lies above a

100 foot fall to the stone level below.  The only way down appears to be

a series of large hand- and foot-holds in a descending column of rock. 

Obviously not made with small humanoids in mind, it nonetheless looks

like an easy climb to descend into the cave's depths.  The large tunnel

appears to come to a bend to the east.  A small crack in the east wall

bears further notice.  Another crack, this one in the ceiling, allows a

few solitary rays of sunlight to filter in through the darkness.  The

sunlight hits an oddly-shaped rock in a corner of the ledge.

~
~
335020036 11 6 0
D1
~
~
202 -1 73503 10 10 5
D5
~
~
1024 -1 73601 10 10 5
E
crack~
The crack is about two feet wide and about foor feet high and has

presumably gone unnoticed by the titanic occupants of this cave. 

Wherever it leads, no one much larger than a gnome could probably squeeze

through the tight passage.

~
E
rock~
Its triangular surface is smooth and most of the rock is somewhat

reflective.  However it would probably have to be polished to be an

effective mirror.

~
A
squeeze~
east crack~
if( mob_in_room( 1092, room ) ) {

  act_tochar( #block, ch );

  end;

  }

if( size( ch ) < 4 ) {

  act_tochar( #squeeze, ch );

  act_notchar( #rsqueeze, ch );

  transfer( ch, find_room( 73503 ) );

  act_notchar( #rrsqueeze, ch );

  }

else

  act_tochar( #big, ch );

~
E
big~
You are too big to fit through the crack.

~
E
rrsqueeze~
$n squeezes in through a crack in the east wall.

~
E
rsqueeze~
$n squeezes out through a crack in the west wall.

~
E
squeeze~
You squeeze through the crack in the west wall.

~
E
block~
The lesser cyclops pulls you away from the crack.

~
!
0 0 0
A
polish~
rock~
if( rflag( reset0, room ) ) {

  act_tochar( #pol, ch );

  act_notchar( #rpol, ch );

  remove_rflag( reset0, room );

  }

else

  act_tochar( #no, ch );

~
E
pol~
You polish at the rock, reflecting the beam of light downward into the

depths of the cavern.  It seems to hit the east wall of the chamber below.

~
E
rpol~
$n polishes at the rock for a bit.

~
E
no~
The rock is as polished as it's going to get.  A beam of light from above

reflects off of it and into the chamber below, striking the large

cavern's east wall.

~
!
0 0 0
-1
S

#73505
Below a Large Hole~
About one hundred thirty feet overhead, an enormous, roughly-circular

hole reaches up through 20 more feet of rock to a cave tunnel above even

that.  A climb up a large column of stone seems to be the only way to

reach the tunnel high overhead, a column which sports several large

handholds and footholds which were obviously made for someone or

something much larger than human-sized.  Around you an extremely large

underground chamber spreads out in all directions, with only darkness in

sight whichever way you turn.  Who knows if the massive chamber ever

ends, or if it stretches out into infinite darkness, forever?

~
[Merior] here it's handhold ... be consisent

~
335020036 11 9 0
D0
~
~
0 -1 73506 10 10 5
D1
~
~
0 -1 73507 10 10 5
D2
~
~
0 -1 73600 10 10 5
D3
~
~
0 -1 73508 10 10 5
D4
~
~
1024 -1 73601 10 10 5
1259 9 1509949540 3 0
-1
S

#73506
A Large Underground Chamber~
The high, massive rock wall to the north is the only thing of substance

you can see amidst a see of darkness all around you.  Even the ceiling,

high overhead, if the cavern does indeed have an end, is shrouded in

all-concealing blackness.

~
~
335020036 11 9 0
D1
~
~
0 -1 73605 10 10 5
D2
~
~
0 -1 73505 10 10 5
D3
~
~
0 -1 73604 10 10 5
-1
S

#73507
A Large Underground Chamber~
The natural rock wall to the east is smooth and extremely reflective.  If

polished it may act as some sort of mirror.  The cavern's natural ceiling

vaults to about one hundred feet overhead, and the chamber spreads out to

the north, west, and south.

~
[Merior] rooms are AWFULLY similar...

[Merior] bats are bigger then cyclops? seems a bit much

[Phule] go spelunking, it's all darkness, much the same :)

~
335020036 11 9 0
D0
~
~
0 -1 73605 10 10 5
D2
~
~
0 -1 73602 10 10 5
D3
~
~
0 -1 73505 10 10 5
A
polish~
wall~
if( rflag( reset0, room ) ) {

  act_tochar( #polish, ch );

  act_notchar( #rpol, ch );

  remove_rflag( reset0, room );

  }

else

  act_tochar( #no, ch );

~
E
polish~
You polish at the wall for a bit until you can see yourself in its flat,

reflective surface.

~
E
rpol~
$n polishes at the wall for a bit, clearing away some smudges.

~
E
no~
The wall is as polished as it's likely to get.

~
!
0 0 0
A
l look~
wall east~
if( !rflag( reset0, find_room( 73504 ) ) ) {

  act_tochar( #source_y, ch );

  if( !rflag( reset0, room ) )

    act_tochar( #onward, ch );

  else

    act_tochar( #would, ch );

  }

else

  act_tochar( #gen, ch );

~
E
gen~
The wall would probably act like a huge magnifying mirror if polished.

~
E
source_y~
A beam of light from overhead strikes the wall at an odd angle.

~
E
onward~
The beam of light is reflected and magnified from the wall, heading west

through the chamber.

~
E
would~
Maybe the wall, if polished enough, would reflect the light.

~
!
0 0 0
-1
S

#73508
A Large Underground Chamber~
The utterly devoid blackness of the chamber all around is reflected in the

giant flat surface of the rock wall to the west.  The ceiling, perhaps

some one hundred feet overhead, is lost in the shadows of myriad

stalagtites and cracks, and the vast expanse of the chamber is hidden

within its darkness.  It seems that if you stepped out, away from the

comforting reassurance of the wall, you would become lost in a sea of

blackness with no hope of returning to the safety of the chamber's walls.

~
mirror going ne

~
335020036 11 9 0
D0
~
~
0 -1 73604 10 10 5
D1
~
~
0 -1 73505 10 10 5
D2
~
~
0 -1 73603 10 10 5
A
l look~
west wall w~
if( !rflag( reset0, find_room( 73507 ) ) ) {

  if( !rflag( reset0, find_room( 73504 ) ) ) {

    act_tochar( #source_y, ch );

    if( !rflag( reset0, room ) )

      act_tochar( #onward, ch );

    else

      act_tochar( #would, ch );

    }

  }

else

  act_tochar( #gen, ch );

~
E
source_y~
A beam of light reflects in from the darkness to the east, striking the

smooth surface of the rock.

~
E
would~
Perhaps if the rock were polished, the light would reflect on; from the

angle, seemingly to the northeast.

~
E
onward~
The light is reflected off the polished surface of the rock, heading

northeast through the darkness.

~
E
gen~
The wall is smooth and wide.  Once polished, it would probably serve as a

good mirror.

~
!
0 0 0
A
polish~
wall rock~
if( !rflag( reset0, room ) )

  act_tochar( #already, ch );

else {

  act_tochar( #pol, ch );

  act_tochar( #rpol, ch );

  remove_rflag( reset0, room );

  }

~
E
already~
How much more do you want to polish it?  It already gleams like a clear

mirror.

~
E
rpol~
$n polishes at the rock for a minute.

~
E
pol~
You polish the wall until it gleams like a flawless mirror.

~
!
0 0 0
-1
S

#73509
Inside a Muddy Hut~
Sticks, branches, and straw comprose the walls and ceiling of this

cramped, humid hut.  Puddles sit atop the reddish clay floor which has

many footprints in it including your own.  A strange smoke appears to

float up from each puddle making it very difficult to see any detail in

the hut, but enough visibility remains to see that there is no way into

or out of this small space.

~
[Fenlyn] mprogs on seer to send person back to someplace.  Maybe a little

payment.

[Fenlyn] shaman --> 73633

[Fenlyn] cyc entrance --> 44765

~
335021063 0 5 0
2209 9 1509949540 3 0
-1
S

#73600
A Large Underground Chamber~
You stand near the south wall of a large underground chamber.  To the

north is an impenetrable sea of darkness which stretches out of vision. 

The ceiling above is host to a score or more of large stalagtites.  They

have seen the passing of centuries before, so it is unlikely they will

find now an opportune time to come crashing down.  Then again, perhaps

yelling would not be a good idea.

~
[Merior] extra for ceiling

~
335020036 11 9 0
D0
~
~
0 -1 73505 10 10 5
D1
~
~
0 -1 73602 10 10 5
D3
~
~
0 -1 73603 10 10 5
-1
S

#73601
Inside a Large Hole, on a Ledge Overhanging a Chamber~
This small ledge seems to be a good resting spot between the tunnel

overhead and a cavernous chamber below you.  A large stone column can be

climbed in either direction to leave the ledge.

~
no_mob

[Merior] dino-sized? - wont keep repeating i guess

~
335020044 11 6 0
D4
~
~
1024 -1 73504 10 10 5
D5
~
~
1024 -1 73505 10 10 5
-1
S

#73602
A Large Underground Chamber~
You are in the southeast corner of a massive underground cavern.  The

stalagtite-covered rock ceiling looms at about one hundred feet overhead,

and the far walls of the cavern cannot even be seen through the darkness,

making the room seem infinite in size.

~
~
335020036 11 9 0
D0
~
~
0 -1 73507 10 10 5
D3
~
~
0 -1 73600 10 10 5
-1
S

#73603
A Large Underground Chamber~
While high cavern walls rise to the south and west, nothing but

impenetrable darkness can be seen in the distance to the northeast,

hiding, yet amplifying, the huge nature of the underground chamber.  The

ceiling above is almost out of sight, at about eighty to one hundred feet

overhead.

~
[Merior] how'd you get an overlap here see if you can sort it out please


~
335020036 11 9 0
D0
~
~
0 -1 73508 10 10 5
D1
~
~
0 -1 73600 10 10 5
-1
S

#73604
A Large Underground Chamber~
One of the larger underground chambers this close to the surface of the

world, the chamber is at least eighty to a hundred feet high, and thrice

that in length and width.  An entire village could perhaps be built in

the chamber, and not fear for over-crowdedness for many generations.  A

side alcove is to the west, while the cavern stretches out to the

southeast.

~
~
335020036 11 9 0
D1
~
~
0 -1 73506 10 10 5
D2
~
~
0 -1 73508 10 10 5
D3
~
~
0 -1 73647 10 10 5
-1
S

#73605
A Large Underground Chamber~
While the giant chamber stretches off into the darkness above, to the

west, and to the south, a smaller tunnel leads to the east, away from the

large underground chamber.  The blackness is featureless, yet

all-consuming, empty, yet palpably black, like the midnight of a new moon.

~
~
335020036 11 9 0
D1
~
~
0 -1 73650 10 10 5
D2
~
~
0 -1 73507 10 10 5
D3
~
~
0 -1 73506 10 10 5
-1
S

#73606
A Massive Stone Stairway~
This staircase of roughly-cut stone is giant-sized to say the least. 

Each step is about 2 feet tall.  The descending chamber which houses the

stair is enormous as well, at least 25 feet in each direction.  The

stone ceiling overhead has not collected dust on it, while all the other

walls are coated in layers of collected dust.

~
~
335020044 11 9 0
D4
~
~
235 -1 73502 10 10 5
D5
~
~
0 -1 73608 10 10 5
E
up ceiling stone~
The stone appears to be moveable; perhaps there is a passage above?

~
A
push slide move pull~
stone slab ceiling~
if( is_open( room, up ) ) {

  act_tochar( #already, ch );

  end;

  }

else {

  act_tochar( #open, ch );

  act_notchar( #ropen, ch );

  open( room, up );

  send_to_room( #opens, find_room( 73606 ) );

  }

~
E
already~
The stone above has already been pushed aside to reveal the passage up.

~
E
opens~
The stone slab slides to one side revealing a large opening.

~
E
weak~
You are too weak to move the large slab of stone.

~
E
open~
Straining, you move the stone slab and reveal a large opening above.

~
E
ropen~
$n strains and moves the stone slab, revealing a large opening above it.

~
!
0 0 0
-1
S

#73607
A Massive Stone Stairway~
Under Construction.

~
~
335020036 11 9 0
-1
S

#73608
At the Base of a Massive Stone Stairway~
A wide, tall stairway built with immense, 2-foot steps leads up and to

the west.  To the east an equally giant-sized tunnel leads into darkness. 

The stone walls are roughly-hewn; myriad small niches and holes were

ignored by its builders in their crudeness.

~
~
335020036 11 9 0
D1
~
~
0 -1 73609 10 10 5
D4
~
~
0 -1 73606 10 10 5
E
niches holes~
They nearly line the rough walls of the tunnels.  Nearly anything could

be hidden within them.

~
A
search~
niches holes~
act_tochar( #nothing, ch );

~
E
nothing~
You search the holes and niches, but don't find anything.

~
!
0 0 0
1092 9 1509949540 3 0
-1
S

#73609
A Giant Stone Hall~
This wide, tall, and overall immensely giant hall leads east into

cavernous darkness and west toward the base of a giant staircase. 

Several small niches and holes line the walls like grass in a field,

overlooked by the builders of the passage.  In fact not much attention

was payed to detail; outside of being roughly square, the passage lacks

smoothness on any side.

~
~
335020036 11 9 0
D1
~
~
0 -1 73610 10 10 5
D3
~
~
0 -1 73608 10 10 5
E
niches holes~
They nearly line the rough walls of the tunnels.  Nearly anything could

be hidden within them.

~
A
search~
niches holes~
act_tochar( #search, ch );

act_notchar( #rsearch, ch );

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  if( random( 0, 19 ) == 1 ) {

    obj_to_char( oload( 1472 ), ch );

    act_tochar( #parch, ch );

    }

  else

    act_tochar( #nothing, ch );

  }

else

  act_tochar( #nothing, ch );

~
E
nothing~
You search in the niches and holes but don't find anything.

~
E
parch~
You find a crumpled old parchment inside one of the niches.

~
E
rparch~
$n finds a crumpled old parchment inside one of the niches.

~
E
search~
You search the niches for anything out of the ordinary.

~
E
rsearch~
$n searches the niches for anything out of the ordinary.

~
!
0 0 0
-1
S

#73610
A Giant Stone Hall~
The giant hallway hewn into stone by rough, crude means heads west and

north.  In the darkness to the west a stair seems to rise through the

shadows, but perhaps it is only an odd shadow coming from the irregular

walls.  To the north the giant hall comes to an end, with a massive door

leading out of the hall to the northwest.

~
~
335020036 11 9 0
D0
~
~
0 -1 73611 10 10 5
D3
~
~
0 -1 73609 10 10 5
E
walls irregular~
While dents and chips marr the surface of every wall, they are in general

random and look much like giant slash marks.

~
1092 9 1509949540 3 0
-1
S

#73611
A Giant Stone Hall~
A giant door of dark pine stands to the east.  Unlike the crude, rough

stonework of the giant hall, the door was put together at least soundly,

if not only a little crude, as if the builders spent extra time on its

construction.  The stone hall leads away from the door to the south.

~
great door to east

[Merior] if not only?

[Merior] ok.. how does cflag get set?

[Phule] cflag gets set when the player is here, not resting, not fighting, and random trigger goes off

[Jyhad] tochar and notchar are backwards

~
335020036 11 9 0
D1
door of dark pine~
e east door dark pine~
131 -1 73612 10 10 5
D2
~
~
0 -1 73610 10 10 5
E
corner~
The dark corner to the northwest seems to have within it a strange small

glow; it may be nothing.

~
E
door~
The giant door of dark, almost black, pine wood appears thick and very

heavy.  Something seems 'not right' about it, however.  Perhaps closer

examination would be advised.

~
A
~
~
ch = rand_player( room );

if( cflag( 36, ch ) )

  end;

if( is_fighting( ch ) )

  end;

if( is_resting( ch ) )

  end;

act_tochar( #gleam, ch );

set_cflag( 36, ch );

~
E
gleam~
A gleam catches your eye from the darkness of a corner.

~
!
2 100 0
A
search~
dark corner~
if( !cflag( 36, ch ) ) {

  act_tochar( #notyet, ch );

  end;

  }

if( rflag( reset2, room ) ) {

  act_tochar( #noth, ch );

  end;

  }

remove_rflag( reset2, room );

i = random( 0, 25 );

if( i == 7 ) {

  obj_to_char( oload( 1475 ), ch );

  act_tochar( #find, ch );

  }

else

  act_tochar( #noth, ch );

~
E
notyet~
You search around a bit in the darkness, but since you don't know what

you are looking for you don't find anything.

~
E
noth~
You search around, but don't find anything.

~
E
find~
You find a beat up old lantern.

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

~
E
nothing~
You don't find anything by searching the door's surface.

~
!
0 0 0
A
examine inspect~
door~
if( find_skill( ch, inspect ) > 5 ) 

  act_tochar( #trap, ch );

else

  act_tochar( #nothing, ch );

~
E
trap~
You examine the door and find that it is trapped; opening it will sound

an alarm.

~
E
nothing~
You don't find anything out of the ordinary; but that may be because you

don't know enough about traps to know one when you see one.

~
!
0 0 0
A
untrap~
door~
if( !is_player( ch )  )

  end;

if( !rflag( reset1, room ) ) {

  act_tochar( #already, ch );

  end;

  }

act_tochar( #try, ch );

act_notchar( #rtry, ch );

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

  act_tochar( #success, ch );

  act_notchar( #rsuccess, ch );

  remove_rflag( reset1, room );

  }

else {

  if( random( 0, 9 ) == 7 ) {

    act_tochar( #anyway, ch );

    act_notchar( #rsuccess, ch );

    remove_rflag( reset1, room );

    }

  else {

    act_tochar( #bumble, ch );

    act_notchar( #bumble, ch );

    if( random( 0, 3 ) != 3 ) {

      act_tochar( #off, ch );

      act_notchar( #roff, ch );

      acode( room, 7 );

      remove_rflag( reset1, room );

      }

    else {

      act_tochar( #back, ch );

      act_notchar( #rback, ch );

      }

    }

  }

~
E
try~
You try to untrap the door.

~
E
rtry~
$n tries to untrap the door.

~
E
success~
You successfully disarm the rather crude trap.

~
E
rsuccess~
$n successfully disarms the trap.

~
E
already~
As you more closely inspect the trap you notice it has already been

disarmed or set off.

~
E
anyway~
Despite no knowledge of traps, you somehow manage to disarm the trap on

the door.

~
E
bumble~
You fumble with the trap.

~
E
rbumble~
$n fumbles with the trap on the door.

~
E
off~
You clumsily set off the trap!!

~
E
roff~
$n clumsily sets off the trap!!

~
E
rback~
$n backs away from the trap, it having dumbfounded him.

~
E
back~
You back away from the trap.

~
!
0 0 0
A
~
~
if( rflag( reset1, room ) ) {

  act_tochar( #trap, ch );

  act_notchar( #rtrap, ch );

  remove_rflag( reset1, room );

  acode( room, 7 );

  continue;

  }

else

  continue;

~
E
trap~
You open the door, setting off a loud alarm!!

~
E
rtrap~
$n opens the door to the east, setting off a loud alarm!!

~
!
8 0 2
A
**TRAP_CODE**~
~
interpret( mob_in_room( 1092, find_room( 73617 ) ), "stand" );

interpret( mob_in_room( 1092, find_room( 73618 ) ), "stand" );

interpret( mob_in_room( 1092, find_room( 73616 ) ), "stand" );

interpret( mob_in_room( 1092, find_room( 73620 ) ), "stand" );

interpret( mob_in_room( 1093, find_room( 73621 ) ), "stand" );

~
!
0 0 0
-1
S

#73612
West of a Massive Stone Table~
You stand between a massive door of dark pine to the west and an

enormous table of stone to the east.  You can go north or south around

the table between it and the irregular walls of the chamber.  You cannot

see what is on the table as it stands at least eight feet tall.  The

table's height makes the climb up to it a difficult one, but you can also

probably fit beneath it.

~
climb onto table to east

or go east beneath the table

[Kastle] grim im using a walnut quaterstaff +1 normally

~
335020036 11 9 0
D0
~
~
0 -1 73614 10 10 5
D1
~
~
0 -1 73615 10 10 5
D2
~
~
0 -1 73613 10 10 5
D3
massive door of dark pine~
massive door dark pine w west~
131 -1 73611 10 10 5
A
climb~
table up~
if( can_fly( ch ) ) {

  act_tochar( #fly, ch );

  act_notchar( #rfly, ch );

  transfer( ch, find_room( 73654 ) );

  act_notchar( #rrfly, ch );

  end;

  }

act_tochar( #try, ch );

act_notchar( #rtry, ch );

if( find_skill( ch, climb ) > random( 0, 2 ) ) {

  act_tochar( #yes, ch );

  act_notchar( #ryes, ch );

  transfer( ch, find_room( 73654 ) );

  act_notchar( #rryes, ch );

  end;

  }

else {

  act_tochar( #fail, ch );

  act_notchar( #rfail, ch );

  end;

  }

~
E
try~
You jump and grab a corner of the table, trying to climb up.

~
E
rtry~
$n jumps and grabs a corner of the table, trying to climb up.

~
E
fly~
You fly up and land at the end of the table.

~
E
rfly~
$n flies up and lands at the end of the table.

~
E
rrfly~
$n flies up from the ground to the west.

~
E
yes~
You pull yourself up onto the edge of the table.

~
E
ryes~
$n pulls $mself up onto the edge of the table.

~
E
rryes~
$n climbs up from the ground to the west.

~
E
fail~
Your fingers slip and you drop back down to the floor.

~
E
rfail~
$n's fingers slip and $e falls back down to the floor.

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

act_notchar( #rbean, ch );

continue;

~
E
beneath~
You crouch down just a bit and duck beneath the table.

~
E
rbean~
$n crouches down just a bit and ducks beneath the table.

~
!
3 0 2
-1
S

#73613
Southwest of a Massive Stone Table~
The southwest corner of this enormous dining hall is very dark, bound in

shadows cast from the hulking stone table.  Even the tree-sized torches

that burn in metal sconces high on the wall do not light this secluded

nook.  A wide path around the stone table turns north and east, heading

deep into this large cavern.

~
[Kastle] aza goden was the power leveling monk last night

~
335020036 11 9 0
D0
~
~
0 -1 73612 10 10 5
D1
~
~
0 -1 73616 10 10 5
E
torch torches sconces~
It is hard to make out details from this far down, but the torches high

on the walls seem to be nothing more than flaming treetops.  The

blackened sconces are wrought of metal, age-eaten and crumbling with rust.

~
-1
S

#73614
Northwest of a Massive Stone Table~
This simply titanic room is dominated by a warship-sized table to the

southeast.  Not much out of the ordinary lurks in this corner of the

room, other than a large, crude painting on the wall.  To the south, you

see a massive door hanging on the west wall.  To the east a row of

benches and chairs line the table.

~
~
335020036 11 9 0
D1
~
~
0 -1 73617 10 10 5
D2
~
~
0 -1 73612 10 10 5
-1
S

#73615
Beneath a Giant Stone Table~
Weaving your way through enormous stone chair legs, you stand in a

forest of stone beneath the canopy of the massive table above you.  The

floor is grimy and slick with blood.  It is very dark, the light

seemingly swallowed by the dull, red-black floor.  You can escape the

confines of the table to the west, or continue beneath it to the east.

~
~
335020036 11 6 0
D1
~
~
0 -1 73619 10 10 5
D3
~
~
0 -1 73612 10 10 5
E
chairs~
Standing like trees, the legs of massive stone chairs surround you.

~
E
tables~
High above, the underside of a titanic stone table hangs like a moonless

sky--dark, forboding, utterly without light.

~
185 9 1509949540 3 0
-1
S

#73616
South of a Massive Stone Table~
To the north, the legs of the stone chairs and table might as well be a

forest.  They are as thick as treetrunks and almost as tall.  Beneath the

table is a darknened haze, lurking in the enveloping shadow cast by the

massive stone table.  To the south is the southernmost wall of this

dining hall; its stone is cold and lifeless.  The wall is covered almost

entirely by various shields, some enormous, and some far too small to be

used by a cyclops.

~
sleeping lesser

~
335020036 11 9 0
D1
~
~
0 -1 73620 10 10 5
D3
~
~
0 -1 73613 10 10 5
E
shield shields~
The south wall is covered with shields of various designs.  Toward the

top of the wall are round stone shields, easily 15 feet across.  The

shields get smaller on down the wall, until about 10 feet above the

floor, they are shields a smaller humanoid could use.

~
A
climb~
table up~
if( can_fly( ch ) ) {

act_tochar( #fly, ch );

act_notchar( #rfly, ch );

transfer( ch, find_room( 73654 ) );

act_notchar( #rrfly, ch );

end;

}

act_tochar( #try, ch );

act_notchar( #rtry, ch );

if( find_skill( ch, climb ) > random( 0, 2 ) ) {

act_tochar( #yes, ch );

act_notchar( #ryes, ch );

transfer( ch, find_room( 73654 ) );

act_notchar( #rryes, ch );

end;

}

else {

act_tochar( #fail, ch );

act_notchar( #rfail, ch );

end;

}

~
E
try~
You jump and grab a corner of the table, trying to climb up.

~
E
rtry~
$n jumps and grabs a corner of the table, trying to climb up.

~
E
fly~
You fly up and land at the end of the table.

~
E
rfly~
$n flies up and lands at the end of the table.

~
E
rrfly~
$n flies up from the ground to the south.

~
E
yes~
You pull yourself up onto the edge of the table.

~
E
ryes~
$n pulls $mself up onto the edge of the table.

~
E
rryes~
$n climbs up from the ground to the south.

~
E
fail~
Your fingers slip and you drop back down to the floor.

~
E
rfail~
$n's fingers slip and $e falls back down to the floor.

~
!
0 0 0
A
get jump take~
shield shields~
i == 1d6;

if( i == 1 ) {

  send_to_char( #almost, ch );

  act_notchar( #almostr, ch );

  end;

  }

if( i == 2 ) {

  send_to_char( #near, ch );

  act_notchar( #nearr, ch );

  end;

  }

if( i == 3 ) {

  send_to_char( #kindof, ch );

  act_notchar( #kindr, ch );

  end;

  }

else {

  send_to_char( #nope, ch );

  act_notchar( #noper, ch );

  }

~
E
almost~
You give a mighty leap, and you hand just grazes the bottom of a large,

steel shield.

~
E
almostr~
$n gives a mighty leap, $s hand just grazing the bottom of a large, steel shield.

~
E
near~
You jump for the shields, your hand coming within a foot of touching one

of them.

~
E
nearr~
$n jumps for the shields, $s hand coming within a foot of touching one of

them.

~
E
kindof~
You jump, coming close to the shields, but not near enough to take hold.

~
E
kindr~
$n jumps, coming close to the shields, but not near enough to take hold.

~
E
nope~
You jump for the shields, but don't even come close.

~
E
noper~
$n jumps for the shields, but doesn't even come close.

~
!
0 0 0
1092 137 1509949540 2 0
-1
S

#73617
North of a Massive Stone Table~
To the south is a mountainous stone table abutted by chairs as large as

small buildings.  The table moves east and west through this cavernous

dining hall.  To the north is a stone wall, soaring upward to dizzying

heights.  The wall is hung with enormous, crude pictures, framed with

slats of wood that look as though they were simply ripped away from the

tree, rather than cut.

~
sleeping lesser

lesser in room 73617, 73618

~
335020036 11 9 0
D1
~
~
0 -1 73618 10 10 5
D3
~
~
0 -1 73614 10 10 5
E
pictures picture~
These seem to be family portraits, as all the cyclops look similar.  They

have each other's eye.

~
A
climb~
table up~
if( can_fly( ch ) ) {

act_tochar( #fly, ch );

act_notchar( #rfly, ch );

transfer( ch, find_room( 73654 ) );

act_notchar( #rrfly, ch );

end;

}

act_tochar( #try, ch );

act_notchar( #rtry, ch );

if( find_skill( ch, climb ) > random( 0, 2 ) ) {

act_tochar( #yes, ch );

act_notchar( #ryes, ch );

transfer( ch, find_room( 73654 ) );

act_notchar( #rryes, ch );

end;

}

else {

act_tochar( #fail, ch );

act_notchar( #rfail, ch );

end;

}

~
E
try~
You jump and grab a corner of the table, trying to climb up.

~
E
rtry~
$n jumps and grabs a corner of the table, trying to climb up.

~
E
fly~
You fly up and land at the end of the table.

~
E
rfly~
$n flies up and lands at the end of the table.

~
E
rrfly~
$n flies up from the ground to the north.

~
E
yes~
You pull yourself up onto the edge of the table.

~
E
ryes~
$n pulls $mself up onto the edge of the table.

~
E
rryes~
$n climbs up from the ground to the north.

~
E
fail~
Your fingers slip and you drop back down to the floor.

~
E
rfail~
$n's fingers slip and $e falls back down to the floor.

~
!
0 0 0
A
~
~
~
!
0 0 0
1092 137 1509949540 2 0
-1
S

#73618
North of a Massive Stone Table~
A stupefying stone table looms to the south, casting a shadow over this,

the north wall of the dining hall.  Large benches have been hewn roughly

from the stone, heading east and west with the wall.  Fitted high on the

wall is an enormous woodcut.

~
benches perhaps?

sleeping lesser

~
335020036 11 9 0
D1
~
~
0 -1 73623 10 10 5
D3
~
~
0 -1 73617 10 10 5
E
woodcut~
More than twenty feet high and thirty feet long, this woodcut looks as if

it might have been carved by a jittery lumberjack with a dull axe.  It is

hard to tell what the artist is trying to represent.  It might be a

battle scene, it might be a family gathering, it might be a self portrait.

~
E
benches~
These benches are about fifteen feet long, and have been hewn from the

very stone of the north wall.  Their construction is crude, as they as

rippled and bumpy as the sea on a stormy day.

~
A
climb~
table up~
if( can_fly( ch ) ) {

act_tochar( #fly, ch );

act_notchar( #rfly, ch );

transfer( ch, find_room( 73655 ) );

act_notchar( #rrfly, ch );

end;

}

act_tochar( #try, ch );

act_notchar( #rtry, ch );

if( find_skill( ch, climb ) > random( 0, 2 ) ) {

act_tochar( #yes, ch );

act_notchar( #ryes, ch );

transfer( ch, find_room( 73655 ) );

act_notchar( #rryes, ch );

end;

}

else {

act_tochar( #fail, ch );

act_notchar( #rfail, ch );

end;

}

~
E
try~
You jump and grab a corner of the table, trying to climb up.

~
E
rtry~
$n jumps and grabs a corner of the table, trying to climb up.

~
E
fly~
You fly up and land at the end of the table.

~
E
rfly~
$n flies up and lands at the end of the table.

~
E
rrfly~
$n flies up from the ground to the north.

~
E
yes~
You pull yourself up onto the edge of the table.

~
E
ryes~
$n pulls $mself up onto the edge of the table.

~
E
rryes~
$n climbs up from the ground to the north.

~
E
fail~
Your fingers slip and you drop back down to the floor.

~
E
rfail~
$n's fingers slip and $e falls back down to the floor.

~
!
0 0 0
1092 137 1509949540 2 0
-1
S

#73619
Beneath a Giant Stone Table~
You are under the east end of an enormous stone table.  At the table's

head to the east stands an ornate chair, much larger than the others. 

The pile of bones and garbage beneath this chair is very large, almost

reaching the bottom of the chair.  You see humanoid skulls scattered in

amongst the animal bones.  Something seems to sparkle in one of the human

skulls.  You can escape the confines of the table to the east, or

continue beneath it to the west.

~
[Merior] gems seem a strange thing to get by searching

[Phule] cyclops are wasteful, is not easy to get here...

~
335020036 11 6 0
D1
~
~
0 -1 73621 10 10 5
D3
~
~
0 -1 73615 10 10 5
E
chair bones pile~
An enormous pile of bones, trash, and garbage has accumulated alongside

the massive chair at the head of the table.  Bits of meat still cling to

the broken bones, and the whole pile gives a fetid stench that thickens

the air.

~
A
search~
skull pile bones~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  if( random( 0, 7 ) < 2 ) {

    act_tochar( #find, ch );

    act_notchar( #rfind, ch );

    i = random( 0, 9 );

    if( i < 5 ) {

      obj_to_char( oload( 1066 ), ch );

      end;

      }

    if( i < 9 ) {

      obj_to_char( oload( 1067 ), ch );

      end;

      }

    if( i == 9 ) {

      obj_to_char( oload( 1069 ), ch );

      end;

      }

    }

  else {

    act_tochar( #noth, ch );

    act_notchar( #rnoth, ch );

    }

  }

else {

  act_tochar( #noth, ch );

  act_notchar( #rnoth, ch );

  }

~
E
find~
You find a translucent crimson gem in the eyesocket of the skull.

~
E
rfind~
$n finds a translucent crimson gem in the eyesocket of the skull.

~
E
rnoth~
$n searches the pile of bones but doesn't find anything.

~
E
noth~
You search the pile of bones but don't find anything.

~
!
0 0 0
185 9 1509949540 3 0
-1
S

#73620
South of a Massive Stone Table~
To the north is a massive stone table, so tall what is on cannot be seen. 

The mighty chairs that surround the table have been pulled away a little

here, making a near perfect ladder to the table's surface.  A broad path

moves around the table, heading east a west.  To the east is the

southeast corner of this large dining hall, while to the west is a wall

covered with many shields.

~
sleeping lesser

~
335020036 11 9 0
D1
~
~
0 -1 73622 10 10 5
D3
~
~
0 -1 73616 10 10 5
A
climb~
table up~
if( can_fly( ch ) ) {

act_tochar( #fly, ch );

act_notchar( #rfly, ch );

transfer( ch, find_room( 73655 ) );

act_notchar( #rrfly, ch );

end;

}

act_tochar( #try, ch );

act_notchar( #rtry, ch );

if( find_skill( ch, climb ) > random( 0, 2 ) ) {

act_tochar( #yes, ch );

act_notchar( #ryes, ch );

transfer( ch, find_room( 73655 ) );

act_notchar( #rryes, ch );

end;

}

else {

act_tochar( #fail, ch );

act_notchar( #rfail, ch );

end;

}

~
E
try~
You jump and grab a corner of the table, trying to climb up.

~
E
rtry~
$n jumps and grabs a corner of the table, trying to climb up.

~
E
fly~
You fly up and land at the end of the table.

~
E
rfly~
$n flies up and lands at the end of the table.

~
E
rrfly~
$n flies up from the ground to the south.

~
E
yes~
You pull yourself up onto the edge of the table.

~
E
ryes~
$n pulls $mself up onto the edge of the table.

~
E
rryes~
$n climbs up from the ground to the south.

~
E
fail~
Your fingers slip and you drop back down to the floor.

~
E
rfail~
$n's fingers slip and $e falls back down to the floor.

~
!
0 0 0
1092 137 1509949540 2 0
-1
S

#73621
East of a Massive Stone Table~
This is the easthern end of the dining hall.  To the west is a huge stone

table, overshadowing the entire room.  A broad path around the table

moves south and north.  A chair has been pushed aside, opening up a path

to the west that goes under the table itself.  To the east is a broad

stone arch, which leads to what looks to be the kitchen.

~
table to west

massive arch to east - kitchen

sleeping greater

[Merior] again..  typo map and see if you can figure out what the overlap

is..  i REALLY hate overlap ;) 

[Kaliban] nyn oops

~
335020036 11 9 0
D0
~
~
0 -1 73623 10 10 5
D1
~
~
0 -1 73624 10 10 5
D2
~
~
0 -1 73622 10 10 5
D3
~
~
0 -1 73619 10 10 5
E
chair~
The chair is 10 feet high.  It's made of stone and wood hurled together

in crude carpentry.

~
E
table~
The table stretches across the large room at about 8 feet high, and

thrice that in width.

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

act_notchar( #rduck, ch );

continue;

~
E
duck~
You crouch slightly and duck beneath the massive stone table.

~
E
rduck~
$n crouches slightly and ducks beneath the massive stone table.

~
!
3 0 8
A
climb~
table up~
if( can_fly( ch ) ) {

act_tochar( #fly, ch );

act_notchar( #rfly, ch );

transfer( ch, find_room( 73655 ) );

act_notchar( #rrfly, ch );

end;

}

act_tochar( #try, ch );

act_notchar( #rtry, ch );

if( find_skill( ch, climb ) > random( 0, 2 ) ) {

act_tochar( #yes, ch );

act_notchar( #ryes, ch );

transfer( ch, find_room( 73655 ) );

act_notchar( #rryes, ch );

end;

}

else {

act_tochar( #fail, ch );

act_notchar( #rfail, ch );

end;

}

~
E
try~
You jump and grab a corner of the table, trying to climb up.

~
E
rtry~
$n jumps and grabs a corner of the table, trying to climb up.

~
E
fly~
You fly up and land at the end of the table.

~
E
rfly~
$n flies up and lands at the end of the table.

~
E
rrfly~
$n flies up from the ground to the east.

~
E
yes~
You pull yourself up onto the edge of the table.

~
E
ryes~
$n pulls $mself up onto the edge of the table.

~
E
rryes~
$n climbs up from the ground to the east.

~
E
fail~
Your fingers slip and you drop back down to the floor.

~
E
rfail~
$n's fingers slip and $e falls back down to the floor.

~
!
0 0 0
1093 137 1509949540 2 0
-1
S

#73622
Southeast of a Massive Stone Table~
This is the southeast corner of a massive stone table, which runs

east-to-west through this titanous cavern.  Lined up against the walls

here a several small stone chairs, which face the center of the room.  A

broad path around the table branches north and west.

~
~
335020044 11 9 0
D0
~
~
0 -1 73621 10 10 5
D3
~
~
0 -1 73620 10 10 5
E
chairs small chair~
Compared to the larger chairs in the dining hall, these chairs are a

miniscule twelve feet high.  They are hewn from stone, their surfaces

ridged and pockmarked.

~
-1
S

#73623
Northeast of a Massive Stone Table~
The cyclops have spent quite some time working on this corner of their

dining hall.  The walls are ground smoothly, unlike the rough work of

their outer hall.  To the north the stone gives way to a door of massive

silver, its make obviously not cyclops.  The silverwork and intricate

design of the door was obviously work they could not accomplish.  To the

southwest is a massive stone table.

~
silver door to n

[Phule] ill do this rdesc :)

[Phule] unless you want to; is silver door

[Canna] bandoleer is supposed to be bandolier

~
335020036 11 9 0
D0
massive silver door~
n north massive silver door~
131 -1 73625 10 10 5
D2
~
~
0 -1 73621 10 10 5
D3
~
~
0 -1 73618 10 10 5
E
massive silver door~
Upon this door is depicted in silver engravings a mighty battle between

regal cyclops and sinister, flying pixies.

~
-1
S

#73624
A Gruesome Kitchen~
Blood-covered cutting implements lie strewn about, dripping gore onto the

stone tables.  High above your head, row upon row of gutted elves,

humans, and other unrecognizable creatures swing on giant meathooks. 

Tattered flesh clings to the walls and lies rotting in pools of blood. 

Huge drawers lie just out of your reach, as does the top of a massive

preparation table.  On the far wall hangs a banner-sized sign, covered

with words and diagrams.

~
secret pantry door n

~
335020044 11 9 0
D0
secret kitchen-pantry door~
secret pantry door~
203 -1 73627 10 10 5
D3
~
~
0 -1 73621 10 10 5
E
banner-sized sign words diagrams~
The sign seems to be a sort of a cookbook.

Only two recipes are shown:


Tender Dwarf Stew

Ingredients - 40 heads of lettuce, 1 small tree, 25 gallons tomato juice,

20 heads of cabbage, 70 carrots, 200 ears of corn, 130 potatoes, 1 dwarf. 

Instuctions - Tenderize dwarf until it stops screaming, then add all

ingredients into large stone pot and let simmer for three hours.  Serve

steaming hot with soup crackers.

 

Chocolate Moose

Ingredients: 1 ton of chocolate, 40 eggs, 60 gallons of milk, 1 moose. 

Instructions: Melt chocolate, then add eggs and milk.  Stir into creamy

lather.  Let sit for two hours, then stir in moose (use heavy knife for

chopping moose into small pieces as added).  Let chill for three hours,

then serve with a decorative bed of almond bark, broken antlers, and

lemon slices.

~
E
hooks~
All but one are occupied.

~
E
tables~
The huge tables drip gore and sinew from their stone edges.  The

tabletops soar above you, dropping a rain of blood in your path.

~
E
implements knives~
Cleavers, knives, and massive hammers dangle from racks high on the walls. 

The cutting implements are all as large as dwarves and look very heavy.

~
A
pull~
hook~
if( is_open( room, north ) ) {

  act_tochar( #already, ch );

  end;

  }

else {

act_tochar( #pull, ch );

act_notchar( #rpull, ch );

send_to_room( #opens, room );

send_to_room( #ropes, find_room( 73627 ) );

open( room, north );

}

~
E
already~
The meathook has already been pulled down as far is it can be pulled.

~
E
pull~
You pull down on the meat hook.

~
E
rpull~
$n pulls down on the meat hook.

~
E
opens~
You hear a soft click as a secret panel to the north opens.

~
E
ropes~
The secret pantry door to the south swings open.

~
!
0 0 0
A
~
~
wait( 1 );

if( is_open( room, north ) ) {

  if( char_in_room( ch, room ) ) {

    act_tochar( #close, ch );

    act_notchar( #rclose, ch );

    }

  else

    send_to_room( #closed, room );

  close( room, north );

  send_to_room( #closes, find_room( 73627 ) );

  }

~
E
closes~
The secret door to the south swings shut.

~
E
rclose~
As $n enters the room, the secret door to the north closes.

~
E
close~
As you enter the room, te secret door to the north swings shut.

~
E
closed~
A secret door to the north swings shut.

~
!
1 0 1
1242 9 1509949540 3 0
1607 17 1509949540 -2 0
1607 17 1509949540 -2 0
-1
S

#73625
A Giant Stone Hall~
You stand at the south end of a wide, yet short, hallway hewn through the

stone.  To the south is a mighty silver door of great craftsmanship and

is obviously not of cyclops make.  On the wall to the east, a large skull

is mounted.  The hall continues to the north.

~
secret closet e

pull jaw (e)

~
335020036 11 9 0
D0
~
~
0 -1 73628 10 10 5
D1
secret hallway-closet door~
~
203 -1 73626 10 10 5
D2
massive silver door~
s south massive silver door~
131 -1 73623 10 10 5
E
skull jaw~
Old and cracked, this large skull is a poorly-concealed lever, which

may have something to do with the even more poorly concealed secret door

to the east.

~
E
door~
Upon this door is depicted in silver engravings a mighty battle between

regal cyclops and sinister, flying pixies.

~
A
pull~
jaw~
if( is_open( room, east ) )

  act_tochar( #already, ch );

else {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  open( room, east );

  send_to_room( #opens, find_room( 73626 ) );

  }

~
E
already~
The jaw has already been pulled, the secret door east opened.

~
E
opens~
A secret panel to the west swings open mysteriously.

~
E
rpull~
$n pull down on the jaw of the skull and a secret door to the east swings

open.

~
E
pull~
You pull down on the jaw of the skull and a secret door to the east

swings open.

~
!
0 0 0
A
~
~
wait( 1 );

if( is_open( room, east ) ) {

  if( char_in_room( ch, room ) ) {

    act_tochar( #plate, ch );

    act_notchar( #rplate, ch );

    }

  else

    send_to_room( #closed, room );

  close( room, east );

  send_to_room( #closes, find_room( 73626 ) );

  }

~
E
closes~
The secret door to the west swings shut.

~
E
rplate~
$n steps on a crude pressure plate, and the secret door to the east

swings shut.

~
E
plate~
You step on a crude pressure plate and the door to the east swings shut.

~
E
closed~
A secret door to the east swings shut.

~
!
1 0 2
-1
S

#73626
Secret Closet~
While large enough by far for you to stand comfortably tall in, this

small stone closet must be a tight fit for a full-grown cyclops.  On the

west wall a gruesome skull is hung, while a candlestick is mounted on the

south wall.

~
secret closet

pull candlestick (s)

pull jaw (w)

[Merior] skull extra is off here too

~
335020036 11 9 0
D2
secret closet-pantry door~
secret closet-pantry door~
203 -1 73627 10 10 5
D3
secret hallway-closet door~
secret hallway-closet door~
203 -1 73625 10 10 5
E
candlestick~
Large and crude, it is a poorly hidden lever which may have something to

do with the even more poorly concealed secret door to the south.

~
E
skull jaw~
Old and cracked, this large skull is a poorly-concealed lever, which

may have something to do with the even more poorly concealed secret door

to the west.

~
A
~
~
wait( 1 );

if( is_open( room, south ) ) {

if( char_in_room( ch, room ) ) {

  act_tochar( #plate, ch );

  act_notchar( #rplate, ch );

}

else

send_to_room( #closed, room );

  close( room, south );

  send_to_room( #closes, find_room( 73627 ) );

  }

~
E
closes~
The door to the north swings shut.

~
E
rplate~
$n steps on a crude pressure plate and the door to the south swings shut.

~
E
plate~
You step on a crude pressure plate and the door to the south swings shut.

~
E
closed~
A secret door to the south swings shut.

~
!
1 0 4
A
~
~
wait( 1 );

if( is_open( room, west ) ) {

if( char_in_room( ch, room ) ) {

  act_tochar( #plate, ch );

  act_notchar( #rplate, ch );

}

else

send_to_room( #closed, room );

  close( room, west );

  send_to_room( #closes, find_room( 73625 ) );

  }

~
E
plate~
You step on a crude pressure plate and the door to the west closes.

~
E
rplate~
$n steps on a crude pressure plate and the door to the west closes.

~
E
closes~
The door to the east swings shut.

~
E
closed~
A secret door to the west swings shut.

~
!
1 0 8
A
pull~
candlestick~
if( is_open( room, south ) )

  act_tochar( #already, ch );

else {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  open( room, south );

  send_to_room( #opens, find_room( 73627 ) );

  }

~
E
already~
The candlestick has already been pulled, the secret door to the south

open.

~
E
pull~
You pull on the candlestick, and a secret door to the south swings open.

~
E
rpull~
$n pulls on the candlestick, and a secret door to the south swings open.

~
E
opens~
The door to the north swings open.

~
!
0 0 0
A
pull~
jaw~
if( is_open( room, west ) )

  act_tochar( #already, ch );

else {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  open( room, west );

  send_to_room( #opens, find_room( 73625 ) );

  }

~
E
already~
The jaw has already been pulled down, the secret door to the west open.

~
E
pull~
You pull down on the jaw of the skull, opening a secret door to the west.

~
E
rpull~
$n pulls down on the jaw of the skull, opening a secret door to the west.

~
E
opens~
The door to the east swings open.

~
!
0 0 0
A
garbgarb~
~
send_to_room( "A cyclops wakes you.", room );

~
!
0 0 0
-1
S

#73627
Pantry~
This dark, dusty room is enclosed in stone.  It is obviously a pantry of

some sort, but appears very empty, save a large shelf on the east wall,

and a candlestick on the north wall.  All in all it is a quiet, lonely

part of this underground hall.  Perhaps it is a safe place to rest.

~
pantry - secret closet n

pull candlestick

~
335020044 11 9 0
D0
secret closet-pantry door~
secret closet-pantry door~
203 -1 73626 10 10 5
D2
secret kitchen-pantry door~
secret kitchen-pantry door~
203 -1 73624 10 10 5
E
candlestick~
Large and crude, it is a poorly hidden lever which may have something to

do with the even more poorly concealed secret door to the north.

~
E
n north s south~
You see a very poorly concealed secret door.

~
A
push~
wall s south~
if( is_open( room, south ) ) {

  act_tochar( #is_open, ch );

  end;

  }

else {

  act_tochar( #push, ch );

  act_notchar( #rpush, ch );

  open( room, south );

  send_to_room( #pushes, find_room( 73624 ) );

  }

~
E
is_open~
The secret door into the kitchen is already open.

~
E
pushes~
Someone pushes open a secret door from behind the wall to the north.

~
E
rpush~
$n pushes open a secret door to the south.

~
E
push~
You push open a secret door to the south.

~
!
0 0 0
A
pull~
candlestick~
if( is_open( room, north ) )

  act_tochar( #already, ch );

else {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  open( room, north );

  send_to_room( #opens, find_room( 73626 ) );

  }

~
E
already~
Someone has already pulled the candlestick, opening a secret door to the

north.

~
E
pull~
You pull down on the candlestick, and a secret door to the north opens.

~
E
rpull~
$n pulls down on the candlestick, and a secret door to the north opens.

~
E
opens~
The secret door to the south opens.

~
!
0 0 0
A
~
~
wait( 1 );

if( is_open( room, north ) ) {

if( char_in_room( ch, room ) ) {

  act_tochar( #crude, ch );

  act_notchar( #rcrude, ch );

}

else

send_to_room( #closed, room );

  close( room, north );

  send_to_room( #closes, find_room( 73626 ) );

  }

~
E
rcrude~
$n steps on a crude pressure plate and the secret door to the north

swings shut.

~
E
crude~
You step on a crude pressure plate and the secret door to the north

swings shut.

~
E
closes~
The secret door to the south swings shut.

~
E
closed~
A secret door to the north swings shut.

~
!
1 0 1
A
~
~
wait( 1 );

if( is_open( room, south ) ) {

  if( char_in_room( ch, room ) ) {

    act_tochar( #crude, ch );

    act_notchar( #rcrude, ch );

    }

  else

    send_to_room( #closed, room );

  close( room, south );

  send_to_room( #closes, find_room( 73624 ) );

  }

~
E
crude~
You step on a crude pressure plate and the door to the south swings shut.

~
E
rcrude~
$n steps on a crude pressure plate and the door to the south swings shut.

~
E
closes~
A secret door to the north swings shut.

~
E
closed~
A secret door to the south swings shut.

~
!
1 0 4
-1
S

#73628
A Giant Stone Hall~
You are at the north end of a wide, yet not long hall hewn out of the

stone.  At the south end of the hall you see a large silver door, but

that is still about 30 feet away from this end of the hall.  An archway

leads west toward a torchlit hall, while a set of rusty iron shackles

hang from the north wall.

~
torchlit walk west 

[Merior] cant we play with the shackles? please?

[Phule] no toys for you

[Dovea] My toy needs new batteries.

~
335020037 11 9 0
D2
~
~
0 -1 73625 10 10 5
D3
~
~
0 -1 73629 10 10 5
E
shackles~
The shackles are rusty and empty, but they do seem to have seen recent

use.  Perhaps the cyclops chain prisoners here for public display and

provide an opportunity for passers-by to torture them.

~
1093 9 1509949540 3 0
-1
S

#73629
A Torchlit Walk~
Wide and tall, this hall is spacious and looms overheard, making you seem

like a mouse wandering amidst the halls of men.  Large torches are hung

out of reach along the walls, lighting the hall with their dim,

flickering glow.  The torchlit walk continues east and west.

~
[Merior] torch-lit maybe?

~
335020037 11 9 0
D1
~
~
0 -1 73628 10 10 5
D3
~
~
0 -1 73630 10 10 5
-1
S

#73630
A Torchlit Walk~
This wide, tall walk lit by dim torches leads east and west.  A dark,

sinister passage branches off to the south.  Nothing adorns these walls

save the high-set torches, as if even the cyclops avoid this intersection. 

The air is still even for this far underground.  From the south you hear

a hideous grinding; but what exactly it is you cannot make out.

~
[Merior] grinding always happens?

[Phule] yes the walls themselves are grinding in agony

~
335020037 11 9 0
D1
~
~
0 -1 73629 10 10 5
D2
~
~
0 -1 73631 10 10 5
D3
~
~
0 -1 73632 10 10 5
1093 9 1509949540 3 0
-1
S

#73631
A Sinister Side-Passage~
The walls of this sinister passage are woven black and blue, pure evil

emanates from the very stone, so twisted and malignant has it become. 

Something powerful must have perverted it with evil magicks for it to

become so.  The rock itself seems to scream hideous curses at you.  The

sinister passageway continues to the east, while a larger, more wholesome

hall intersects this one to the north.

~
~
335020044 11 9 0
D0
~
~
0 -1 73630 10 10 5
D1
~
~
0 -1 73633 10 10 5
A
listen~
scream curse~
act_tochar( #listen, ch );

~
E
listen~
The grating of stone on stone fills your ears, but perhaps the noises are

not curses after all: maybe they are warning of a terrible fate which

awaits beyond.

~
!
0 0 0
-1
S

#73632
A Torchlit Walk~
Broad and tall enough for a score of men to pass through easily, this

walk continues east and west.  Torches cast their dim, flickering yellow

glow across the hall.  The walls of the hall are rough, showing the marks

where the hall was hewn out of the solid stone.

~
~
335020037 11 9 0
D1
~
~
0 -1 73630 10 10 5
D3
~
~
0 -1 73634 10 10 5
1093 9 1509949540 3 0
-1
S

#73633
Before a Chasm of Evil~
A chasm of immense proportions opens up below you, yawing, yearning, it

seems, for your soul.  Its dark recesses pulsate with evil and hate and

wickedness, reaching ever downward into darkness and then into the fires

of the bowels of the earth.  To the west a sinister passage leads away

from the chasm.  This is truly one of the points of evil power in the

cosmos, its permeating presence is palpable.  An altar of black rock

stands near the edge of the abyss.

~
[Merior] do thorns on whip count as bladed?

[Merior] the shaman program seems a bit rough

[Merior] i suspect the alignment check isnt gonna work right now...

[Phule] on thorns - uh, no, is a thorn not a blade :)

~
335021061 11 9 0
D3
~
~
0 -1 73631 10 10 5
E
altar~
Pure evil, the altar pulsates in a dark harmony with the abyss below it.

~
A
xpour~
fluid liquid holy water~
if( is_name( "alt", arg ) ) {

  if( mob_in_room( 1094, room ) ) {

    act_tochar( #nomob, ch );

    end;

    }

  if( has_obj( 98, ch ) ) {

    junk_obj( has_obj( 98, ch ), 1 );

    act_tochar( #spill, ch );

    act_notchar( #ncspill, ch );

    wait( 1 );

    act_tochar( #dis, ch );

act_notchar( #rdis, ch );

    transfer( ch, find_room( 73509 ) );

    act_notchar( #arr, ch );

    }

  else

    act_tochar( #nowater, ch );

  }

else

  continue;

~
E
nomob~
Certainly the shaman wouldn't let you do that.

~
E
spill~
You pour some of the holy water onto the altar.

~
E
ncspill~
$n pours some of $s holy water onto the altar.

~
E
arr~
$n arrives in a column of crimson flame!

~
E
nowater~
You don't seem to have any holy water.

~
E
dis~
After a moment, your field of vision is surrounded by crimson flame and

your surroundings begin to waiver!

~
E
rdis~
Suddenly, $e is consumed by crimson flame and disappears!

~
!
0 0 0
1094 9 1509949540 3 0
-1
S

#73634
A Bend in the Torchlit Walk~
This dimly lit walk leads south and east.  Giant torches adorn the wide

hallway on either side, held in place by sconces just out of reach.  The

high walls are roughly hewn from the surrounding stone, reflecting

the brute power of this cavern's inhabitants.

~
~
335020036 11 9 0
D1
~
~
0 -1 73632 10 10 5
D2
~
~
0 -1 73635 10 10 5
-1
S

#73635
A Bend in the Walkway~
The walkway leads west and north.  You notice a change in the rock as the

wall leads west, and from the look of it the high walls begin to give way

to a natural cavern of an even greater magnitude.  To the north the walls

are lit by high-set sconces, while to the west there is but darkness.

~
[Merior] second sentence is hard to follow... extras might help too

~
335020036 11 9 0
D0
~
~
0 -1 73634 10 10 5
D3
~
~
0 -1 73636 10 10 5
1093 9 1509949540 3 0
-1
S

#73636
An Enormous Natural Cavern~
This natural cavern stretches in dark emptiness tall and wide.  To the

east a more unnatural tunnel has been hewn through the rock, while to the

west the cavern continues.  While not overly damp, from somewhere the

dripping of water can be heard, and the floor is somewhat slick with

slime.

~
~
335020036 11 9 0
D1
~
~
0 -1 73635 10 10 5
D3
~
~
0 -1 73643 10 10 5
-1
S

#73643
An Enormous Natural Cavern~
This mostly dry cavern is huge and stretches in all directions.  However a

small, dark spring burbles in the northwest corner of the cavern.  A few

short stalagtites hang from the high ceiling, but the floor has been worn

smooth.  Luckily, none of the water from the small spring has spread to

the floor to make it slick.  A roughly smashed-out hole in the cavern

wall to the south leads into another passage.

~
~
335020036 11 9 0
D1
~
~
0 -1 73636 10 10 5
D2
~
~
0 -1 73644 10 10 5
E
dark spring water~
The dark water of the spring looks cold, but possibly not to be trusted. 

It has a decidedly oily aroma.

~
E
hole south s~
Someone has pounded and crushed their way through the wall, making a

roughly 20 foot high, 12 feet wide hole leading into the cavern beyond.

~
1646 17 1509949540 -2 20
1093 9 1509949540 3 0
-1
S

#73644
A Tunnel Hewn Through Solid Stone~
This section of tunnel interconnects two large caverns to the north and

south.  It is obviously not of natural design, as the jagged, rough edges

of the tunnel appear to mostly be places where the rock was smashed and

crushed as the tunnel was made.

~
~
335020044 11 9 0
D0
~
~
0 -1 73643 10 10 5
D2
~
~
0 -1 73647 10 10 5
-1
S

#73647
A Large Underground Chamber -- Side Alcove~
The large chamber you are in is enormous, stretching fifty feet and

beyond in all directions.  However, looking to the east you see that this

is but a small side section of an even larger cavern in that direction. 

A tunnel has been smashed through the rock wall to the north, connecting

this cavern with another beyond.

~
[Merior] type map and see what you can do about room overlaps, please

~
335020036 11 9 0
D0
~
~
0 -1 73644 10 10 5
D1
~
~
0 -1 73604 10 10 5
E
hole north n~
Someone has pounded and crushed their way through the wall, making a

roughly 20 foot high, 12 feet wide hole leading into the cavern beyond.

~
-1
S

#73650
A Perfectly Square Tunnel~
This tunnel is completely out of place here amidst the natural lines of

the caverns to the west.  The walls are smooth and the hall itself is

square, about 25 feet to a side.  To the east the strange tunnel

continues.  The wall to the north is especially smooth, almost reflective.

~
mirror facing se

[Merior] does the polishing have some purpose?

[Phule] polishing definately has large purpose, had hoped you would like it *sigh*

~
335020044 11 9 0
D1
~
~
0 -1 73651 10 10 5
D3
~
~
0 -1 73605 10 10 5
A
l look~
n north wall~
if( !rflag( reset0, find_room( 73504 ) ) ) {

  if( !rflag( reset0, find_room( 73507 ) ) ) {

    if( !rflag( reset0, find_room( 73508 ) ) ) {

      act_tochar( #source_y, ch );

      if( !rflag( reset0, room ) )

        act_tochar( #onward, ch );

      else

        act_tochar( #maybe, ch );

      }

    }

  }

else

  act_tochar( #gen, ch );

~
E
source_y~
A beam of light reflects onto the wall from somewhere through the

darkness to the southwest.

~
E
gen~
The wall, once polished, might act like some sort of huge mirror.

~
E
maybe~
The wall, although smooth and reflective, is not polished enough to

reflect the light.

~
E
onward~
The light reflects off the polished rock, heading southeast.

~
!
0 0 0
A
polish~
rock wall~
if( !rflag( reset0, room ) )

  act_tochar( #heh, ch );

else {

  act_tochar( #pol, ch );

  act_notchar( #rpol, ch );

  remove_rflag( reset0, room );

  }

~
E
heh~
The rock is as polished as it can get.

~
E
rpol~
$n polishes at the rock for a while.

~
E
pol~
You polish the rock until its surface gleams like a mirror.

~
!
0 0 0
-1
S

#73651
A Perfectly Square Tunnel - Turn~
While not extremely well done, the stonework of this tunnel is at least

fair.  The walls are flat and smooth, even where they meet in

near-perfect right angles.  The most impressive aspect of the display is

that the entire passage has been cut out of solid rock.  The tunnel leads

west and south.

~
[Merior] penultimate sentence seems odd to me

~
335020036 11 9 0
D2
~
~
0 -1 73652 10 10 5
D3
~
~
0 -1 73650 10 10 5
-1
S

#73652
A Perfectly Square Tunnel - Before the Throne Room~
This passage has been carved roughly out of the solid bones of the world,

no small feat.  However the power of the stoneworkers is minute in

comparison to the sight to the west.  Two immense columns of black

obsidian flank an opening to the west, silent guardians of the room

beyond.  The columns must weigh many tons each, and whether by magic or

force they came here, it is unlikely anything will ever disturb their

silent vigilance.

~
[Merior] nice first sentence

[Merior] are columns not also made by the stoneworkers?

~
335020036 11 9 0
D0
~
~
0 -1 73651 10 10 5
D3
~
~
0 -1 73653 10 10 5
A
l look~
e east wall~
if( !rflag( reset0, find_room( 73504 ) ) ) {

  if( !rflag( reset0, find_room( 73507 ) ) ) {

    if( !rflag( reset0, find_room( 73508 ) ) ) {

      if( !rflag( reset0, find_room( 73650 ) ) ) {

        act_tochar( #source_y, ch );

        if( !rflag( reset0, room ) )

          act_tochar( #onward, ch );

        else

          act_tochar( #maybe, ch );

        }

      }

    }

  }

else

  act_tochar( #gen, ch );

~
E
source_y~
Light strikes the wall, reflected in from the northwest.

~
E
gen~
Once polished, the flat surface of rock might serve as a good mirror.

~
E
maybe~
Perhaps if the wall was polished, the light would reflect further.

~
E
onward~
The light reflects off the polished surface of the wall, heading west.

~
!
0 0 0
A
polish~
rock wall~
if( !rflag( reset0, room ) )

  act_tochar( #no, ch );

else {

  act_tochar( #pol, ch );

  act_notchar( #rpol, ch );

  remove_rflag( reset0, room );

  }

~
E
no~
The rock is as polished as it will get.

~
E
pol~
You polish the rock to a gleaming shine.

~
E
rpol~
$n polishes at the rock for a while.

~
!
0 0 0
-1
S

#73653
Chamber of the Warleader~
This cavern may have once posessed a raw, natural beauty akin to the

other caves of the Cairn Mountains.  Hintings at natural gem deposits and

once-massive cave formations are all that remain of nature's work here,

as the present inhabitants of the tunnel have erased thousands of years

of rock growth and replaced them with their own ornamentation.  Grotesque

faces are carved into the walls, leering down at you from all directions. 

From the portrayals of the figures, perhaps the handful of crude

depictions represent the line of rulers of this chamber.  The most recent

addition appears to be a large statue.  While roughly-cut and mostly

hacked-looking, it seems to be a cyclops.  One hand of the statue looks

to have been holding some sort of massive club.  The club is missing.

~
[Merior] put some of the figure stuff into extras

[Merior] is statue supposed to do anything? or just to look at?

[Phule] just look - and notice club is gone *cackle*

~
335020036 11 9 0
D1
~
~
0 -1 73652 10 10 5
1095 9 1509949540 3 0
-1
S

#73654
Atop a Giant Stone Table~
You have the view of a cockroach.  Mounds of food wait on enormous stone

platters to be dismantled by the cyclops.  Tomatoes the size of a gnome's

head are piled next to tree trunks of carrot.  Several recently alive

bears and wolves lie on mats of lettuce in gruesome entrees, the animals

bloody and half-eaten.  You can climb off this massive, slime-coated

table of stone to the north, west, and south, or continue exploring it to

the east.

~
~
335020036 11 9 0
D1
~
~
0 -1 73655 10 10 5
E
mounds food tomatoes carrot~
The food piles up; many of the pieces of food are half-eaten.

~
E
bears wolves~
The corpses lie in pools of blood - they were presumably alive and tied

to their plates when brought to the table.

~
A
climb jump~
down off table w west~
act_tochar( #jump, ch );

act_notchar( #rjump, ch );

transfer( ch, find_room( 73612 ) );

act_notchar( #rrjump, ch );

~
E
jump~
You jump down to the floor below.

~
E
rjump~
$n jumps down to the floor below.

~
E
rrjump~
$n jumps down from the table above.

~
!
0 0 0
A
climb jump~
n north~
act_tochar( #jump, ch );

act_notchar( #rjump, ch );

transfer( ch, find_room( 73617 ) );

act_notchar( #rrjump, ch );

~
E
jump~
You jump down to the floor below.

~
E
rjump~
$n jumps down to the floor below.

~
E
rrjump~
$n jumps down from the table above.

~
!
0 0 0
A
climb jump~
s south~
act_tochar( #jump, ch );

act_notchar( #rjump, ch );

transfer( ch, find_room( 73616 ) );

act_notchar( #rrjump, ch );

~
E
jump~
You jump down to the floor below.

~
E
rjump~
$n jumps down to the floor below.

~
E
rrjump~
$n jumps down from the table above.

~
!
0 0 0
1107 9 1509949540 3 0
-1
S

#73655
Atop a Giant Stone Table~
Here you see pile upon pile of slime-covered food resting atop the

massive table of stone.  It must take a gigantic appetite to consume all

this.  Several large animals lay in a pool of their own blood, having

gnawed themselves to death in an effort to break free of their bindings. 

The largest portions - and the largest animals - wait at the head of the

table.

~
[Merior] titanic vs titanous?

[Merior] extras needed

~
335020036 11 9 0
D3
~
~
0 -1 73654 10 10 5
A
climb jump~
n north~
act_tochar( #jump, ch );

act_notchar( #rjump, ch );

transfer( ch, find_room( 73618 ) );

act_notchar( #rrjump, ch );

~
E
jump~
You jump down to the floor below.

~
E
rjump~
$n jumps down to the floor below.

~
E
rrjump~
$n jumps down from the table above.

~
!
0 0 0
A
climb jump~
s south~
act_tochar( #jump, ch );

act_notchar( #rjump, ch );

transfer( ch, find_room( 73620 ) );

act_notchar( #rrjump, ch );

~
E
jump~
You jump down to the floor below.

~
E
rjump~
$n jumps down to the floor below.

~
E
rrjump~
$n jumps down from the table above.

~
!
0 0 0
A
climb jump~
down off table east e~
act_tochar( #jump, ch );

act_notchar( #rjump, ch );

transfer( ch, find_room( 73621 ) );

act_notchar( #rrjump, ch );

~
E
jump~
You jump down to the floor below.

~
E
rjump~
$n jumps down to the floor below.

~
E
rrjump~
$n jumps down from the table above.

~
!
0 0 0
-1
S

#0