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
Naraki Catacombs~
Phule~
~

0 0
4
#ROOMS

#37250
A mysterious tunnel~
Runes glow a dull blue on the walls, but they don't appear to be a

warding or instructions.  Instead, they appear to be a natural part to

this rather unnatural place.  Electricity buzzes through the air,

creating a dull hum that shakes your bones.  Perhaps whoever built these

tunnels did not intend for mortals to walk down them.  Perhaps they did

not notice the rampant forces of magic crackling down the tunnel.

~
[Merior] extras? how can runes be natural?

means they appear in place, not out of place, here

[Bandolin] should the runes have an extra descript?  (I know you don't

like them, but I couldn't find anything else wrong to complain about. 

8^) ) 

~
301596676 0 8 0
D0
~
~
0 -1 37251 10 10 5
D2
~
~
0 -1 36128 10 10 5
-1
S

#37251
A mysterious tunnel~
Gigantic doors of mirror-like black obsidian rise mightily to the east

and west, impossible to open.  A small alcove brimming with electricity

is set in the stone to the north, and to the south, a dark tunnel

stretches away.

~
[Bandolin] personally, the doors seem to need an extra desc.  (IMHO)

[Bandolin] The room says they are black doors, but the aedit 1 says it is

an obsidian gate.

~
301596676 0 8 0
D0
~
~
0 -1 37252 10 10 5
D1
obsidian door~
obsidian door~
195 -1 37253 10 10 5
D2
~
~
0 -1 37250 10 10 5
D3
obsidian door~
obsidian door~
195 -1 37254 10 10 5
A
~
~
wait( 1 );

close( room, east );

close( room, west );

send_to_room( #close, room );

send_to_room( #close, find_room( 37253 ) );

send_to_room( #close, find_room( 37254 ) );

~
E
close~
You hear the grinding sound of stone on stone as the obsidian gate closes.

~
!
0 0 0
A
~
~
acode( room, 1 );

~
!
1 3 10
70 9 1509949540 3 0
-1
S

#37252
A small alcove~
Runes cover the north wall, flowing in and out of a set of handprints

inset in the stone.  The hum of electricity flows over the wall like a

waterfall, an impenetrable protective field.  A small black lever is set

like a switch in the west wall, and to the south a dark tunnel disappears

into inky black.

~
[Merior] need extras

[Merior] electric field on north wall?

[Bandolin] should "hands" be a command?  because with it, "hands hands"

works 

[Bandolin] i'm new, so forgive me if i'm wrong, but result "rzap" looks

like it has an extra blank line at the end of it.

~
301596676 0 8 0
D2
~
~
0 -1 37251 10 10 5
E
wall runes electric~
The runes glow with the white-blue of lightning.

~
A
flip pull~
lever switch~
if( rflag( status0, room ) ) {

act_tochar( #pull, ch );

act_notchar( #rpull, ch );

remove_rflag( status0, room );

}

else

act_tochar( #nope, ch );

~
E
nope~
The electric field has already been shut off.

~
E
rpull~
$n pulls the lever easily, and the electric field on the north wall

shimmers and is gone.

~
E
pull~
You pull the lever easily, and the electric field on the north wall

shimmers and is gone.

~
!
0 0 0
A
place press push hands insert~
hands prints imprints handprints~
if( rflag( status0, room ) ) {

  act_tochar( #zap, ch );

  act_notchar( #rzap, ch );

  i = 4d5+4;

  dam_message( ch, i, "the electric shock" );

  inflict( ch, mob, i, "electrocution" );

  }

else {

  act_tochar( #open, ch );

  act_notchar( #ropen, ch );

  open( find_room( 37251 ), east );

  open( find_room( 37251 ), west );

  set_rflag( status0, room );

  send_to_room( #east, find_room( 37251 ) );

  send_to_room( #west, find_room( 37251 ) );

  send_to_room( #west, find_room( 37253 ) );

  send_to_room( #east, find_room( 37254 ) );

  }

~
E
east~
The massive door of obsidian to the east opens with a grating of stone.

~
E
west~
The massive door of obsidian to the west opens with a grating of stone.

~
E
ropen~
$n's hands fit perfectly into the imprints, and you hear nearly silent

grating as huge weights are lifted.  As $n moves away, the electric field

zaps back to life.

~
E
open~
Your hands fit perfectly, and you hear the nearly silent grating as huge

weights are lifted.  Bringing your hands away, the electric field hums

back to life.

~
E
rzap~
$n is zapped by the electric field.  $n should not have tried to break

through it.

 

~
E
zap~
You foolishly try to press your hands to the imprints with the electric

field still intact, and you get zapped!

 

~
!
0 0 0
-1
S

#37253
A tunnel of shifting sand~
The hard obsidian rock has begun to give way to the soft gritty texture

of desert sand.  Your footing is soft, but not unsure, as if somewhere

beneath the sands firm ground anchors all safely in place.  The tunnel

leads east, and a massive door of mirror-like obsidian rises to the west. 

A small grey lever is inset in the wall to the west.

~
rextra on lever/door/sand

[Merior] extras needed

[Bandolin] you could use a comma after sands on line 3.

You could probably take the one out after soft on line 2.

[Bandolin] the action codes call the obsidian things gates, but the room

calls them doors.

~
301596676 0 8 0
D1
~
~
0 -1 37255 10 10 5
D3
obsidian~
obsidian~
195 -1 37251 10 10 5
A
~
~
if( is_follower( ch ) )

  end;

if( is_open( room, west ) ) {

  wait( 1 );

  act_tochar( #slam, ch );

  close( room, west );

  send_to_room( #east, find_room( 37251 ) );

  }

~
E
east~
The obsidian gate to the east slams shut with the grating of stone on

stone.

~
E
slam~
The obsidian gate to the west falls shut with the grating of stone on

stone.

~
!
1 1 10
A
pull~
lever~
if( is_open( room, west ) ) {

  act_tochar( #already, ch );

  end;

  }

if( is_open( find_room( 37251 ), west ) ) {

  act_tochar( #other, ch );

  act_notchar( #rother, ch );

  end;

  }

open( room, west );

act_tochar( #you, ch );

act_notchar( #not, ch );

send_to_room( #opens, find_room( 37251 ) );

~
E
rother~
$n pulls on the lever, but nothing happens.  Perhaps there is another way

out.

~
E
opens~
The obsidian door to the west opens with the grating of stone on stone.

~
E
not~
$n pulls the small grey lever, and the obsidian door raises with the

grating sound of stone on stone.

~
E
you~
You pull the lever, and the obsidian door raises with the grating sound

of stone on stone.

~
E
other~
You pull the lever, but nothing happens.  Perhaps there is another way

out.

~
E
already~
The obsidian door is already open.

~
!
0 0 0
-1
S

#37254
A tunnel of red heat~
You are standing in a tunnel of red, hot rock.  Waves of heat from an

unknown source to the west wash over you in full force.  To the east is a

large slab of mirror-like obsidian which acts as a gate to block any

passage.  A second look to the west makes the walls themselves to appear

like they are no longer made of rock, but of pure fire.  A small gray

lever is inset in the east wall.

~
don't forget rextras all through here and change rflags and rstats

[Bandolin] not sure, but the "themselves to" on line 4, doesn't need the

"to" and i think it should be "themself".

~
301596677 0 8 0
D1
obsidian~
obsidian~
195 -1 37251 10 10 5
D3
~
~
0 -1 37263 10 10 5
A
~
~
if( is_follower( ch ) )

  end;

if( is_open( room, east ) ) {

  wait( 1 );

  send_to_room( #slam, room );

  close( room, east );

  send_to_room( #west, find_room( 37251 ) );

  }

~
E
west~
The obsidian gate to the west slowly slams shut.

~
E
slam~
The obsidian gate to the east slams shut with the grating of stone on

stone.

~
!
1 3 10
A
pull~
lever~
if( is_open( room, east ) ) {

  act_tochar( #already, ch );

  end;

  }

if( is_open( find_room( 37251 ), east ) ) {

  act_tochar( #else, ch );

  act_notchar( #relse, ch );

  end;

  }

open( room, east );

act_tochar( #you, ch );

act_notchar( #not, ch );

send_to_room( #opens, find_room( 37251 ) );

~
E
relse~
$n pulls on the lever, but nothing happens.  Perhaps there is another way

out.

~
E
opens~
The obsidian gate to the west opens with the grinding of stone on stone.

~
E
not~
$n pulls on the lever, and the obsidian gate rises with the grinding of

stone on stone.

~
E
you~
You pull the lever, and the obsidian gate rises with the grinding of

stone on stone.

~
E
else~
You pull the lever, but nothing happens.  Perhaps there is another way

out.

~
E
already~
The obsidian gate is already open!

~
!
0 0 0
-1
S

#37255
A room of shifting sand~
This small chamber swirls and changes before your eyes as mounds of sand

move all about, seemingly alive.  The sand is endless, reaching into the

heart of the earth with its depth, threatening to swallow you whole. 

Tunnels escape the chamber to the north and west.

~
[Bandolin] nothing wrong here.  the room might could use a random for

sand getting in their clothes or something.

~
301596676 0 8 0
D0
~
~
0 -1 37256 10 10 5
D3
~
~
0 -1 37253 10 10 5
72 9 1509949540 3 0
-1
S

#37256
A tunnel of shifting sand~
The walls and floor of this tunnel shift and move, making your footing

perilous as the ground moves as if to devour you.  The morphing movements

of the rock seem to increase to the south, while to the north the rock

seems more stable.

~
[Bandolin] any chance of a random action to make them trip on the hungry

sand?

[Bandolin] the 3rd line seems to indicate that the tunnel is a malleable

rock, but the title of the room is "shifting sand" 

~
301596676 0 8 0
D0
~
~
0 -1 37257 10 10 5
D2
~
~
0 -1 37255 10 10 5
-1
S

#37257
A tunnel of shifting sand~
The walls of this tunnel waver slightly, but appear to be stable enough. 

The circumstances are different to the south, where the violent motions

of the rock threaten to swallow any adventurer that enters that tunnel. 

To the west, a tunnel of solid obsidian leads away from the mysterious

sands to unknown darkness.

~
[Merior] south is rock or sand moving?

[Bandolin] the impression i get here also is a) from the title, a room of

sand that moves, and b) from the desc, walls that are malleable 

~
301596676 0 8 0
D2
~
~
0 -1 37256 10 10 5
D3
~
~
0 -1 37258 10 10 5
-1
S

#37258
A mysterious tunnel~
The obsidian rock of the tunnel is flawlessly smooth, polished to the

point of giving it mirror-like qualities.  To the east the ground seems

very unstable, while to the west, more black obsidian tunnel stretches

away endlessly.

~
[Bandolin] sorry, nothing wrong here.  just short.  could use another

sentence or two.

~
301596676 0 8 0
D1
~
~
0 -1 37257 10 10 5
D3
~
~
0 -1 37259 10 10 5
-1
S

#37259
A mysterious tunnel~
While the tunnel running east and west is a mighty one indeed, the

rune-streaked obsidian passage to the north is obviously the main one. 

The tunnels show no physical signs of passage; the rock beneath your feet

shows no wear, nothing litters the ground in any direction.  It is as if

the inhabitants of this tunnel do not require the base physical mode of

transportation to which you may be accustomed.

~
rextra on rune here and elsewhere

Great desc phule.

[Bandolin] the 2nd sentence would be better if broken into two sentences. 

Period where the semi-colon is and an and where the comma is.  (it's only

a suggestion) 

~
301596676 0 8 0
D0
~
~
0 -1 37264 10 10 5
D1
~
~
0 -1 37258 10 10 5
D3
~
~
0 -1 37260 10 10 5
-1
S

#37260
A mysterious tunnel~
A faint heat can be felt down the corridor to the west, while a lightless

void of black stretches to the east without discernable shape.  The walls

are smooth and hard, too perfectly shaped to be the work of men. Perhaps

magic instead.

~
[Bandolin] "Perhaps magic instead." is a sentence fragment.

[Bandolin] it's also a bit short, being only two sentences.

~
301596676 0 8 0
D1
~
~
0 -1 37259 10 10 5
D3
~
~
0 -1 37261 10 10 5
-1
S

#37261
A tunnel of red heat~
The black obsidian rock of the tunnel walls has been cracked by some

great heat, the source of which appears to be to the south, from which a

red glow and the sound of crackling flame issues.  A tunnel of black

obsidian leads east.

~
[Bandolin] ow ow ow.  the first sentence hurts my head.  Maybe you could

break it into two or even three sentences?  8^) 

~
301596677 0 8 0
D1
~
~
0 -1 37260 10 10 5
D2
~
~
0 -1 37262 10 10 5
-1
S

#37262
A tunnel of red heat~
The walls of this tunnel are alive with fire, flickering with heat.  The

source of the flames is a small chamber to the south.  Tilting your head,

you can also hear a definite crackling sound as well.  The tunnel appears

to be somewhat cooler to the north.

~
[Bandolin] i'd recommend an extra desc for fire/heat/flickering so that

you can better explain why rock is on fire 

~
301596677 0 8 0
D0
~
~
0 -1 37261 10 10 5
D2
~
~
0 -1 37263 10 10 5
A
tilt~
head~
act_tochar( #tilt, ch );

~
E
tilt~
You tilt your head and listen to the sound of crackling flame and

snapping explosions.

~
!
0 0 0
-1
S

#37263
A room of red heat~
The walls of this chamber seem alive with fire, as if the stone has been

melted, one element after another, leaving only pillars of flame and

rivers of molten lava.  Heat-filled tunnels lead north and east, away

from this unnatural place of fire.

~
[Bandolin] on the fire elemental: "and a humanoid form's outlines" might

be better as "and the outline of a humanoid's form" otherwise, "... 

outline" 

[Bandolin] not sure if i'm right here, but, this room does only have two

sentences and while they aren't short, the overall room is barely four

lines 

~
301596677 0 8 0
D0
~
~
0 -1 37262 10 10 5
D1
~
~
0 -1 37254 10 10 5
597 137 1509949540 3 0
-1
S

#37264
A mysterious tunnel~
The alien runes on the east and west walls of this massive tunnel of

obsidian connect overhead, forming a weblike covering of the stone.  It

is almost as if the builders thought that the tons of impenetrable rock

were not enough, that a magical barrier was necessary to protect their

creation.  The rune-covered hall continues to the north and south.

~
[Merior] of course, still need extras

[Bandolin] 2nd line "covering of the stone." is a bit awkward.  maybe

"covering on the stone."?

~
301596676 0 8 0
D0
~
~
0 -1 37265 10 10 5
D2
~
~
0 -1 37259 10 10 5
-1
S

#37265
A mysterious tunnel~
Gigantic doors of mirror-like black obsidian rise mightily to the east

and west, impossible to open.  A small alcove brimming with electricity

is set in the stone to the north, and to the south a dark tunnel

stretches.

~
things to do:

[Bandolin] i'm easily confused.  why is there an aedit [1] None  ?

[Bandolin] also, the aedit says that a gate closes while the room calls

them doors 

~
301596676 0 8 0
D0
~
~
0 -1 37266 10 10 5
D1
obsidian door gate~
obsidian door gate~
195 -1 37267 10 10 5
D2
~
~
0 -1 37264 10 10 5
D3
obsidian door gate~
obsidian door gate~
195 -1 37268 10 10 5
A
~
~
close( room, east );

close( room, west );

send_to_room( #close, room );

send_to_room( #close, find_room( 37267 ) );

send_to_room( #close, find_room( 37268 ) );

~
E
close~
You hear the grinding sound of stone on stone as the obsidian gate closes.

~
!
0 0 0
A
~
~
acode( room, 1 );

~
!
1 3 10
70 9 1509949540 3 0
-1
S

#37266
A small alcove~
Runes cover this small alcove of obsidian with a nearly solid scrawl of

indecipherable magic.  A strage statue made from apparently the same

black obsidian as the walls stands near the northern wall of the alcove,

and the caver resumes its rather large dimensions to the south.

~
[Merior] in statue extra.. immensely

[Merior] in rdesc strange, and cave?

[Bandolin] line two: "strage" should be "strange"

[Bandolin] line 4: "caver" should be "cavern"

~
301596676 0 8 0
D2
~
~
0 -1 37265 10 10 5
E
strange statue~
The small black statue appears to be humanoid, but that is hard to

discern, as is the intended sex of the iummensely solid carved block of

obsidian.  A rather prominent nose sits strangely on the forehead of the

statue, covering imposing-looking eyes that seem to glow with some

strange power.

~
E
nose~
The nose appears to be on a bit of a track, obviously able to slide

downward on the statue's face to reveal the eyes.

~
A
slide move lower press push pull~
nose nostril~
if( rflag( status0, room ) ) {

act_tochar( #pull, ch );

act_notchar( #rpull, ch );

remove_rflag( status0, room );

}

else

act_tochar( #nope, ch );

~
E
nope~
The statue's nose has already been pressed down.

~
E
rpull~
$n presses cautiously against the bridge of the statue's nose and it

slides downward into place.

~
E
pull~
You press cautiously againt the bridge of the statue's nose and it slides

downward into place.

~
!
0 0 0
A
look stare peer gaze~
eyes orbs~
if( rflag( status0, room ) ) {

  act_tochar( #zap, ch );

  act_notchar( #rzap, ch );

  }

else {

  act_tochar( #open, ch );

  act_notchar( #ropen, ch );

  open( find_room( 37265 ), east );

  open( find_room( 37265 ), west );

  set_rflag( status0, room );

  send_to_room( #east, find_room( 37265 ) );

  send_to_room( #west, find_room( 37265 ) );

  send_to_room( #east, find_room( 37268 ) );

  send_to_room( #west, find_room( 37267 ) );

  }

~
E
west~
The obsidian gate to the west opens with the grinding of stone on stone.

~
E
east~
The obsidian gate to the east opens with the grinding of stone on stone.

~
E
ropen~
$n stares into the statue's eyes, and after a moment they glow with a

strange light.  A booming sound is accompanied by the soft 'click' of the

statue's nose sliding back up in front of the statue's eyes.

~
E
open~
You stare into the statue's eyes, and after a moment they glow with a

strange light.  A booming sound is accompanied by the soft 'click' of the

statue's nose sliding back up in front of the statue's eyes.

~
E
rzap~
$n tries to stare into the strange statue's eyes, but cannot.

~
E
zap~
You try to stare into the strange statue's eyes, but you find that

impossible with the thing's large nose mysteriously covering its orbs.

~
!
0 0 0
-1
S

#37267
A tunnel of raging ocean~
The walls of this tunnel appear to be made of rushing water.  The blues

and whites rush by your head and arms, rolling around in all directions. 

At your feet the water seems to have frozen into ice, making footing

slippery but stable.  A small gray lever is inset in the west wall.

~
check in other rooms that are similar, but shouldn't "raises" be "rises"

your call! :)

also, not sure about your rnames, is there a standard for capitalization?

^^ No there isn't a standard.  The rnames are usually a hallmark of the

builder, as long as they don't get out of hand. - Amon

[Bandolin] line three: "At your feet" needs a comma after the feet.

[Bandolin] even though the obsidian gate has an action, it isn't

mentioned in the main room desc.  (the gate isn't mentioned)

[Bandolin] again, the aedits list gates, but the room west calls them

doors.

~
301596676 6 8 0
D1
~
~
0 -1 37277 10 10 5
D3
obsidian~
obsidian~
195 -1 37265 10 10 5
A
~
~
if( is_open( room, west ) ) {

  close( room, west );

  act_tochar( #slam, ch );

  act_notchar( #rslam, ch );

  send_to_room( #east, find_room( 37265 ) );

  }

~
E
east~
The obsidian gate to the east falls shut with the grinding of stone on

stone.

~
E
rslam~
The obsidian gate to the west grinds shut.

~
E
slam~
The obsidian gate slams shut behind you, cutting off all hope of exit.

~
!
1 1 10
A
pull~
lever~
if( is_open( room, west ) ) {

  act_tochar( #already, ch );

  end;

  }

if( is_open( find_room( 37265 ), west ) ) {

  act_tochar( #other, ch );

  end;

  }

open( room, west );

act_tochar( #pull, ch );

act_notchar( #rpull, ch );

send_to_room( #east, find_room( 37265 ) );

~
E
east~
The obsidian gate to the east raises open with the grinding of stone on

stone.

~
E
rpull~
$n pulls the gray lever, and the obsidian gate raises open with the

grinding of stone on stone.

~
E
pull~
You pull the gray lever, and the obsidian gate raises open with the

grinding of stone on stone.

~
E
other~
You pull the lever, but nothing happens.  Perhaps there is another way

out.

~
E
already~
The obsidian gate is already open.

~
!
0 0 0
-1
S

#37268
A tunnel of swirling wind~
You feel no solidity beneath your feet, no comfortable rock upon which to

rest your weight.  You stand on a firmament of swirling winds, of ocean

breeze and desert gale.  To the west, the winds seem to gather into a

ferocious storm.  A small gray lever is set into the eastern wall of

obsidian rock.

~
Nice desc.

[Bandolin] only thing i see that might be wrong is that you don't mention

the obsidian gate/door 

~
301596676 0 8 0
D1
obsidian~
obsidian~
195 -1 37265 10 10 5
D3
~
~
0 -1 37269 10 10 5
A
~
~
if( is_open( room, east ) ) {

  close( room, east );

  act_tochar( #slam, ch );

  act_notchar( #rslam, ch );

  send_to_room( #west, find_room( 37265 ) );

  }

~
E
west~
The obsidian gate to the west crashes shut.

~
E
rslam~
The obsidian gate crashes shut.

~
E
slam~
~
!
1 3 10
A
pull~
lever~
if( is_open( room, east ) ) {

  act_tochar( #already, ch );

  end;

  }

if( is_open( find_room( 37265 ), east ) ) {

  act_tochar( #other, ch );

  end;

  }

open( room, east );

act_tochar( #pull, ch );

act_notchar( #not, ch );

send_to_room( #west, find_room( 37265 ) );

~
E
west~
The obsidian gate to the west rises with the grating of stone on stone.

~
E
not~
$n pulls the lever, and the obsidian gate rises with the grating of stone

on stone.

~
E
pull~
You pull the lever, and the obsidian gate rises with the grating of

stone on stone.

~
E
other~
You pull the lever, but nothing happens.  Perhaps there is another way

out.

~
E
already~
The obsidian gate is already open.

~
!
0 0 0
-1
S

#37269
A room of swirling wind~
The room about you swirls in a frenzy of wind, whipping you about like a

discarded rag doll.  A mighty tornado howls in your ears, and hurls bits

of sand into your eyes as well.  Tunnels of swirling air lead north and

east.

~
add another descriptive sentence in the middle here

[Merior] in mob enormous

-- thanks

[Bandolin] sorry, i can't find anything new wrong here.

~
301596676 0 8 0
D0
~
~
0 -1 37270 10 10 5
D1
~
~
0 -1 37268 10 10 5
823 9 1509949540 3 0
-1
S

#37270
A tunnel of swirling wind~
The world about you spins and whirls as winds as strong as the Great

Winds that shaped the world, hold you easily aloft amidst a sea of clouds

and mist.  A wind storm rages in full force to the south, and to the

north, the winds seem to die down somewhat.

~
[Bandolin] sorry, nothing wrong here.

[Bandolin] Unless you really want to be nit-picky, in which case, this

room only has 2 sentences.  It wouldn't hurt to get a 3rd...

~
301596676 0 8 0
D0
~
~
0 -1 37271 10 10 5
D2
~
~
0 -1 37269 10 10 5
-1
S

#37271
A tunnel of swirling wind~
Misty winds blow easily by, caressing your cheek with the cool touch of

an ocean breeze.  Desert winds form a path upon which to walk, whether it

leads to the firm rock to the east or into a tunnel filled with swirling

winds to the south.

~
[Merior] winds form a path?

[Bandolin] the raw impression i get is that there are several types of

winds here, one of which holds you up in this spot.  But the seperation

between the misty wind and desert wind is vague.

~
301596676 0 8 0
D1
~
~
0 -1 37272 10 10 5
D2
~
~
0 -1 37270 10 10 5
-1
S

#37272
A mysterious tunnel~
Cold, hard, lifeless obsidian surrounds you with its impenetrable

embrace, as black as the shadow itself making you unsure where the rock

ends.  The shadows begin to form a tunnel leading to the east.  A path

that seems to lead onto air itself stretches to the west.

~
The shadow thing confuses me a bit - amon

[Bandolin] Is there a light source that is allowing the shadows here? 

And are the shadows the actual walls to the east?

~
301596676 0 8 0
D1
~
~
0 -1 37273 10 10 5
D3
~
~
0 -1 37271 10 10 5
-1
S

#37273
A mysterious tunnel~
A tunnel leading to the north intersects the east-west tunnel of obsidian. 

While the tunnels to the east and west seem somewhat unremarkable, to the

north the black walls are streaked with ancient runes, perhaps of warding.

~
why do you say "perhaps of warding" here when you said at the 1st room,

that the runes and such weren't wardings or instructions

^^ I would leave it, but she has a point, in that first room, the purpose

of the runes is confusing sorta.

  

also, add another sentence or two, possibly state what they see to the

east and west 

^^ don't agree. 3 is fine in an unimportant filler room.

[merior] why do you think they are warding?

[Bandolin] i'd recommend an extra desc for the runes

~
301596676 0 8 0
D0
~
~
0 -1 37278 10 10 5
D1
~
~
0 -1 37274 10 10 5
D3
~
~
0 -1 37272 10 10 5
-1
S

#37274
A mysterious tunnel~
A tunnel of black obsidian gapes open to the west, its features

undiscernable.  To the east, powerful currents overtake the rock, forming

a world of their own amidst ice and thrashing waves.

~
Change 'currents' to 'forces'?

You can't see waves from here i don't think. Maybe "ice and water"?

change "features" to "details"?

[Merior] overtake what rock? the obsidian?

~
301596676 0 8 0
D1
~
~
0 -1 37275 10 10 5
D3
~
~
0 -1 37273 10 10 5
-1
S

#37275
A tunnel of raging ocean~
The water beneath you has frozen into a stable platform of ice, but

beneath that outer layer, you can feel powerful forces flowing.  The

water to the south is flowing strongly as if the walls are made of

nothing but rushing water.  To the west can be seen a tunnel of hard

black obsidian.

~
change plateform to surface?

"beneath this fragile layer,"?

~
301596676 6 8 0
D2
~
~
0 -1 37276 10 10 5
D3
~
~
0 -1 37274 10 10 5
-1
S

#37276
A tunnel of raging ocean~
Water sleets down and all around carried upon a fierce autumn breeze,

whipping your face and body with sheets of icy cold wetness.  You are

unsure of the dimensions of this place, but you can see a raging inferno

of a storm, unleashed in all its fury to the south.  While north the

water becomes ice.

~
~
301596676 6 8 0
D0
~
~
0 -1 37275 10 10 5
D2
~
~
0 -1 37277 10 10 5
-1
S

#37277
A place of raging ocean~
This room, if it can be named as such, is a raging inferno of ocean

waves, rain, and whirlpool.  All semblance of earth has disappeared,

replaced by the torrent of water before you.  The sound alone is

deafening, that of one hundred hundred waterfalls, and the smell is of

the open sea during a fierce storm.  Tunnels of more stable water lead

north and south.

~
ice elemental

[Merior] did the ice guy belong here or further up where it is colder?

[merior] seems like your ice guy should be bothered by fire, and not cold spells

-- fixed, thanks merior

~
301596676 6 8 0
D0
~
~
0 -1 37276 10 10 5
D3
~
~
0 -1 37267 10 10 5
1043 9 1509949540 3 0
-1
S

#37278
Before the Wizard-Gate~
The mysterious tunnels have come to a massive gate of inscribed obsidian

located directly in front of you.  Strange sounds, similar to chanting

can be heard faintly from beyond, but it seems the sounds are conducting

through the tunnel walls rather than passing the mass of the gate.  A

dark tunnel leads back away south.

~
MOST RECENT NOTE :: gate is CLOSED. No area beyond as yet.

 

give gate more mpcode, check standard

another rbug in room north of here

...'gate' also needs to be in keywords for the door.


There were a lot of rbugs here, so i just did a lot of it.  So if i

errored, come to me.  - Amon 

BTW, I think a lot of these mobs are pretty wimpy.  And when you do

marmor, put those numbers up on a par with the players that will be

comming through here.  Ppl comming here will have mith, if not adamtite. 

I changed the door's marmor a little.

[merior] do you have to enter via the tunnel to the south?

[merior] sounds are conducting? conducted?

[merior] obviously didnt go north... let me know when/if i need to

~
301596676 0 8 0
D0
Wizard-Gate door gate~
Wizard-Gate door gate~
195 -1 37279 10 10 5
D2
~
~
0 -1 37273 10 10 5
E
wizard-gate wizard gate~
The Wizard-Gate is of the same obsidian rock of the tunnels, but unlike

the many other featureless mirrors, strange runes of glowing purple and

blue cover this great slab of stone.

~
A
knock pound bang~
gate door obsidian wizard wizard-gate~
if( is_open( room, north ) ) {

  act_tochar( #already, ch );

  end;

  }

if( mob_in_room( 67, room ) ) {

  act_tochar( #nope, ch );

  end;

  }

else {

  act_tochar( #knock, ch );

  act_notchar( #rknock, ch );

  if( char_in_room( ch, room ) ) {

    act_tochar( #gate, ch );

    act_notchar( #gate, ch );

    if( char_in_room( ch, room ) ) {

      mload( 67, room );

      act_tochar( #speech, ch );

      act_notchar( #speech, ch );

      }

    }

  }

~
E
already~
The Wizard-Gate is already open.

~
E
nope~
You knock on the gate, but only succeed in angering it further.

~
E
speech~
@M@bThe Wizard-Gate, with a final burst of magical energy, rips free of

the tunnel around it and fixes a cold gaze devoid of feeling upon you.@n

@b"You are not my master!" @nit booms. @b"You will not pass me."

~
E
rknock~
$n knocks firmly on the Wizard-Gate's obsidian surface.

~
E
gate~
@M@bThe Wizard-Gate's markings swirl and flash, and you hear the sound

of stone creaking and cracking.  The glyphs eventually form a pair of

large eyes and a cavernous maw ringed with magical fangs.

~
E
knock~
You knock firmly on the Wizard-Gate's obsidian surface.

~
E
nothing_happens~
You knock on the gate, but nothing happens.

~
!
0 0 0
-1
S

#37279
Beyond the Wizard-Gate~
Electricity zigzags across the walls, lighting this dark corridor in

brilliant light.  The scent of ozone is heavy in the air.  Bright flashes

of light curuscate up and down the length of the tunnel.  You can see a

branch in the tunnel to the north.

~
[Phule] sparks. badasses. oh yeah.

[Phule] fix knock action

~
301596677 0 8 0
D0
~
~
0 -1 37280 10 10 5
D2
Wizard-Gate gate door~
Wizard-Gate gate door~
195 -1 37278 10 10 5
A
knock pound bang~
gate obsidian door wizard wizard-gate~
act_tochar( #knock, ch );

act_notchar( #rknock, ch );

open( room, south );

~
E
rknock~
$n pounds and the Wizard-Gate, and it opens slowly.

~
E
knock~
You pound on the Wizard-Gate, and it opens slowly.

~
!
0 0 0
-1
S

#37280
Before an archway of lightning~
A shimmering field of crackling lightning lies to the north, blocking a

massive archway.  Dark tunnels, lit by crackling electricity, head east

and west from this point.  Another tunnel leads south toward a gigantic

door.

~
acolyte/weak wizard area

[Phule] electric field n, cannot pass without killing 2 sparks

[Phule] nomob

~
301596685 0 8 0
D0
~
~
0 -1 37283 10 10 5
D1
~
~
0 -1 37281 10 10 5
D2
~
~
0 -1 37279 10 10 5
D3
~
~
0 -1 37282 10 10 5
A
~
~
if( mob_in_room( 320, find_room( 37282 ) ) ) {

  act_tochar( #step, ch );

  act_notchar( #rstep, ch );

  end;

  }

if( mob_in_room( 320, find_room( 37281 ) ) ) {

  act_tochar( #step, ch );

  act_notchar( #rstep, ch );

  end;

  }

act_tochar( #go, ch );

continue;

~
E
rstep~
$n tries to step through the lightning field, but is thrown back.

~
E
step~
You try to step through the lightning field, but are thrown back.

~
E
go~
The lightning field safely deactivated, you step through.

~
!
3 0 1
-1
S

#37281
An alcove crackling with electricity~
This large, bowl-shaped alcove crackles with electricity.  The ebbing

tendrils of lightning seem to remain housed in the walls, as if some

other field keeps the electricity at bay.  Even so, your hairs stand on

end.  You can exit the alcove to the west.

~
~
301596677 0 8 0
D3
~
~
0 -1 37280 10 10 5
320 9 1509949540 3 0
-1
S

#37282
An alcove crackling with electricity~
This large, bowl-shaped alcove crackles with electricity.  The ebbing

tendrils of lightning seem to remain housed in the walls, as if some

other field keeps the electricity at bay.  Even so, your hairs stand on

end.  You can exit the alcove to the east.

~
~
301596677 0 8 0
D1
~
~
0 -1 37280 10 10 5
320 9 1509949540 3 0
-1
S

#37283
Beyond an archway of lightning~
You are just to the north of a shimmering field of crackling lightning

which blocks a massive stone arch to the south.  A large underground

chamber opens up to the east.  The ancient obsidian on which you now

stand has been here for ages.  It throbs with electricity.

~
~
301596677 0 8 0
D1
~
~
0 -1 37284 10 10 5
D2
~
~
0 -1 37280 10 10 5
A
~
~
act_tochar( "You step through the lightning field.", ch );

act_notchar( "$n steps through the lightning field.", ch );

continue;

~
!
3 0 4
-1
S

#37284
An underground chamber - puzzle room~
A large handprint lies in the center of a complex mechanism on the north

wall.  Presumably, the massive machine acts as a locking device for the

heavy obsidian door inset in the east wall.  To the west, you can see a

room glowing with electricity.

~
[Phule] puzzle here

[Phule] clues are in narak

~
301596676 0 8 0
D1
heavy obsidian door~
~
195 -1 37296 10 10 5
D3
~
~
0 -1 37283 10 10 5
E
handprint center~
The handprint is small, roughly the size of a human's hand.  It is set

onto some kind of square panel which might slide back if you pressed it.

~
E
complex mechanism machine device~
The machine consists of five knobs, each of which can be pressed down. 

The heads each have engravings upon them.  The engravings are (in order):

a lion, a dragon, a dagger, a peal of fire, and a jellyfish.  The machine

is obviously dangerous, and perhaps deadly.  Fiddling with it without

proper knowledge could be fatal.

~
A
***TRAP***~
***CODE***~
act_tochar( "Oops.", ch );

act_notchar( "$n looks around in confusion.", ch );

send_to_room( #rumble, room );

i = 10d60+100;

loop( all_in_room ) {

  dam_message( rch, i, "The electric pulse" );

  inflict_shock( rch, mob, i, "Electrocution" );

  }

send_to_room( "The machine locks up.", room );

remove_rflag( reset2, find_room( 37296 ) );

~
E
rumble~
@EThe room rumbles and the machine hisses in anger.  This could be bad.@n

@ESuddenly the room glows bright with electricity, and pulses!!@n

~
!
0 0 0
A
press depress~
lion peal fire~
if( !rflag( reset2, find_room( 37296 ) ) ) {

  act_tochar( "The machine has locked up.", ch );

  end;

  }

acode( room, 1 );

~
!
0 0 0
A
press depress~
jellyfish~
if( !rflag( reset2, find_room( 37296 ) ) ) {

  act_tochar( "The machine has locked up.", ch );

  end;

  }

if( rflag( reset0, room ) ) {

  act_tochar( "You depress the seal of the jellyfish.", ch );

  act_notchar( "$n depresses the seal of the jellyfish.", ch );

  remove_rflag( reset0, room );

  }

else

  acode( room, 1 );

~
!
0 0 0
A
press depress~
dagger~
if( !rflag( reset2, find_room( 37296 ) ) ) {

  act_tochar( "The machine has locked up.", ch );

  end;

  }

if( rflag( reset0, room ) )

  acode( room, 1 );

else {

  if( rflag( reset1, room ) ) {

    act_tochar( "You depress the seal of the dagger.", ch );

    act_notchar( "$n depresses the seal of the dagger.", ch );

    remove_rflag( reset1, room );

    }

  else

    acode( room, 1 );

  }

~
!
0 0 0
A
press depress~
dragon~
if( !rflag( reset2, find_room( 37296 ) ) ) {

  act_tochar( "The machine has locked up.", ch );

  end;

  }

if( rflag( reset0, room ) )

  acode( room, 1 );

else {

  if( rflag( reset1, room ) )

    acode( room, 1 );

  else {

    if( rflag( reset2, room ) ) {

      act_tochar( "You depress the seal of the dragon.", ch );

      act_notchar( "$n depresses the seal of the dragon.", ch );

      remove_rflag( reset2, room );

      send_to_room( #click, room );

      }

    else

      acode( room, 1 );

    }

  }

~
E
click~
@EYou hear a slight *click*, and the machine starts to hum.@n

~
!
0 0 0
A
press push depress~
handprint~
if( !rflag( reset2, find_room( 37296 ) ) ) {

  act_tochar( "The machine has locked up.", ch );

  end;

  }

if( rflag( reset2, room ) )

  acode( room, 1 );

else {

  act_tochar( "You press firmly down upon the handprint.", ch );

  act_notchar( "$n presses firmly down upon the handprint.", ch );

  send_to_room( #open, room );

  send_to_room( #opens, find_room( 37296 ) );

  open( room, east );

  send_to_room( "The machine locks up.", room );

  remove_rflag( reset2, find_room( 37296 ) );

  }

~
E
open~
The massive obsidian door to the east slowly swings open.

~
E
opens~
The massive obsidian door to the west slowly swings open.

~
!
0 0 0
-1
S

#37292
The Underground Chambers of Narak~
Under Construction.

~
~
301596676 0 8 0
-1
S

#37296
The lair of Typhoeus~
A hissing pool of green acid burns against the solid obsidian rock of

this chamber.  The cavern is huge, perhaps a half-mile wide, and

enshrouded in total darkness.  A giant door of obsidian leads west, out

of the cavern.  There are no other side-tunnels or exits.

~
~
301596676 0 9 0
D3
heavy obsidian door~
~
195 -1 37284 10 10 5
A
open~
w west heavy obsidian door~
if( !is_open( room, west ) ) {

  act_tochar( "You open the heavy obsidian door.", ch );

  act_notchar( "$n opens the heavy obsidian door.", ch );

  send_to_room( "The door to the east opens.", find_room( 37284 ) );

  open( room, west );

  }

else

  act_tochar( "The door is already open.", ch );

~
!
0 0 0
1319 9 1509949540 3 0
-1
S

#0