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
Theatre in the Hills~
Fenlyn~
Theatre in the Hills~

35 0
0
#ROOMS

#57000
Theatre Entrance~
On this side of the entrance doors is a huge wooden arch walkway leading

to the arena of the theatre complex.  Poster advertisements announcing

the shows that have played at the theatre decorate the sides of the walls. 

Old candlesticks on the walls keep the otherwise dark walkway lit. 

Painted on the ceiling is a fluffy cloudscape, but some of the paint

appears chipped revealing its age.

~
no refund acode

open s

~
335024133 2 8 0
D0
~
~
0 -1 57001 10 10 5
D2
theatre's main door~
main door~
195 -1 57079 10 10 7
E
candlesticks~
The candles drip with wax while offering a flickering light to the room.

~
E
cloudscape ceiling~
The clouds are painted on a sky blue background on the ceiling. 

Remarkably, one of the clouds seems to have your face hidden in it.

~
E
posters walls~
The posters advertise shows that have played here, but the dates on the

posters are from many years ago.

~
A
sell value~
red-colored yellow-colored cyan-colored all tickets~
if( mob_in_room( 1490, room ) ) {

  act_tochar( #noway, ch );

  end;

  }

continue;

~
E
noway~
Jodain tells you: "Sorry.  No refunds are given here."

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

if( !is_open( room, south ) )

  end;

close( room, south );

send_to_room( #close, room );

send_to_room( #close, find_room( 57079 ) );

send_to_room( #ent, find_room( 84 ) );

mob = mload( 1569, find_room( 84 ) );

obj_to_char( oload( 2 ), mob );

interpret( mob, "put gold theatre" );

junk_mob( mob );

~
E
slams~
The entrance door closes by itself.

~
E
close~
The theatre door closes by itself.

~
E
ent~
@b@YSomeone has entered the Theatre in the Hills.@n

~
!
1 0 4
A
open~
main door south sout sou so s~
if( is_open( room, south ) ) 

  act_tochar( #already, ch );

else {

  open( room, south );

  act_tochar( "You open the main door to the south.", ch );

  act_notchar( "$n opens the main door to the south.", ch );

  send_to_room( #opens, find_room( 57079 ) );

  }

~
E
already~
The main door is already open.

~
E
opens~
The theatre's main door opens.

~
!
0 0 4
1490 9 1509949540 3 0
2133 17 1509949540 -1 0
2131 17 1509949525 -1 0
2132 17 1509949510 -1 0
1557 9 1509949540 3 0
-1
S

#57001
Theatre Entrance~
This end of the tunnel appears to be the admission area.  A cracked

wooden @Csign@n hangs from a chain above the entrance.  The wooden walls

are made of a heavy, slightly weathered oak that has very few knot holes.

Fewer posters line the walls here and are also rather weathered and faded

from a long life of being stuck to a wall.

~
~
335020037 2 8 0
D0
theatre entry door~
theatre entry door~
131 -1 57002 10 10 5
D2
~
~
0 -1 57000 10 10 5
E
chain sign wooden~
The sign hanging from the chain states:

@I@I@E"Welcome to the Theatre in the Hills.  Please hand your red-colored

@I@Iticket to the door guard.  Tickets may be purchased south of here."@n

~
E
door north n~
The door seems to be the only way to gain admission to the theatre's

performance area.

~
A
~
~
wait( 1 );

if( !is_open( room, north ) )

  end;

close( room, north );

send_to_room( #slams, room );

send_to_room( #slams, find_room( 57002 ) );

~
E
slams~
The theatre entry door creaks closed.

~
!
1 0 1
A
~
~
if( find_stat( ch, level ) > 90 ) {

  act_tochar( "Since you are immortal, you are allowed to pass.", ch );

  continue;

  }

if( !is_player( ch ) )

  continue;

else {

  mob = mob_in_room( 1491, room );

  if( mob_in_room( 1491, room ) ) {

    tell( mob, ch, #heh );

    if( is_open( room, north ) ) {

      close( room, north );

      send_to_room( #closes, room );

      send_to_room( #closes2, find_room( 57002 ) );

      }

    end;

    }

  }

continue;

~
E
heh~
You aren't getting in here without a ticket, buddy!

~
E
closes~
The collection guard closes the door.

~
E
closes2~
The theatre entry door closes.

~
!
3 0 1
1491 9 1509949540 3 0
-1
S

#57002
In the Audience~
A vast space of dirt covers the audience area.  It looks like the pit

would be able to hold at least a hundred people.  Several feet to the

north is some sort of platform, but it is difficult to see from here.  To

the south is the tunnel leading to the theatre's exit.

~
[Finius] look dirt:  heh.

[Rebekka] doorway from the south

~
335020040 2 9 0
D0
~
~
0 -1 57003 10 10 5
D1
~
~
0 -1 57024 10 10 5
D2
theatre entry door~
theatre entry door~
131 -1 57001 10 10 5
D3
~
~
0 -1 57009 10 10 5
E
dirt~
It looks like dirt to you.

~
A
~
~
wait( 1 );

if( !is_open( room, south ) )

  end;

close( room, south );

send_to_room( #slams, room );

send_to_room( #slams, find_room( 57001 ) );

~
E
slams~
The arena entry door creaks closed.

~
!
1 0 4
1562 9 1509949540 3 0
-1
S

#57003
In the Audience~
Little pieces of grass stick up occasionally through the dirt and gravel. 

The platform to the north is easier to see from this part of the

audience, but the detail on the stage cannot be made out at this distance. 

There are many footprints on the dingy ground as if many people have been

here before.

~
~
335020032 2 9 0
D0
~
~
0 -1 57004 10 10 5
D1
~
~
0 -1 57025 10 10 5
D2
~
~
0 -1 57002 10 10 5
D3
~
~
0 -1 57008 10 10 5
E
footprints prints~
The footprints in the dirt go off in several different directions.  It

seems a large crowd has recently been here.

~
A
get~
grass~
act_tochar( #beckett, ch );

~
E
beckett~
There are so few blades of grass that picking one would most likely

attract unfriendly resistance.

~
!
0 0 0
1503 9 1509949540 3 0
-1
S

#57004
In the Audience~
You stand in the center of the entire theatre.  The audience's pit is

very large and must be able to fit an insane number of people in here.  A

little bit of dirt kicks up on your legs as you walk through the pit.. 

Several bits of trash litter the ground around your feet as if the place

hasn't been cleaned in years.

~
[Finius] plague wears off pretty quickly.

[Finius] commoner is really cool though.

[Finius] on commoner i mean

[Fenlyn] ????  There does seem to be a bug with plague.  I posted on imm board.

~
335020032 2 9 0
D0
~
~
0 -1 57005 10 10 5
D1
~
~
0 -1 57026 10 10 5
D2
~
~
0 -1 57003 10 10 5
D3
~
~
0 -1 57007 10 10 5
-1
S

#57005
Before the Stage~
The stage to the north is about six feet tall and is so tall that the

stage floor visibility is very minute.  At the base of the stage are

several pieces of trash that have managed to get blown into the corner

between the stage wall and the grungy ground.

~
~
335020032 2 9 0
D1
~
~
0 -1 57027 10 10 5
D2
~
~
0 -1 57004 10 10 5
D3
~
~
0 -1 57006 10 10 5
A
get take~
trash garbage~
act_tochar( #trash, ch );

~
E
trash~
You try to pick up the garbage, but the wind blows it around just out of

your reach.

~
!
0 0 0
1564 9 1509949540 3 0
-1
S

#57006
Before the Stage~
The platform is too tall to see anything on the floor of it.  On the

gravel and dirt at your feet are the remains of a wooden crate somebody

must have used to see all of the stage.  It is in several pieces of

broken wood that can now only be used to fuel a fire.

~
~
335020032 2 9 0
D1
~
~
0 -1 57005 10 10 5
D2
~
~
0 -1 57007 10 10 5
D3
~
~
0 -1 57013 10 10 5
E
wooden crate remains~
The pieces of wood are pine, and given their current state, they are no

longer of any value.

~
A
light start~
firewood wood~
if( obj_in_room( 1359, room ) ) {

  act_tochar( #already, ch );

  end;

  }

if( obj_in_room( 1358, room ) ) {

  act_tochar( #already, ch );

  end;

  }

if( obj_in_room( 1357, room ) ) {

  act_tochar( #already, ch );

  end;

  }

if( obj_in_room( 1356, room ) ) {

  act_tochar( #already, ch );

  end;

  }

if( obj_in_room( 1112, room ) ) {

  act_tochar( #already, ch );

  end;

  }

if( has_obj( 26, ch ) ) {

  junk_obj( has_obj( 26, ch ), 1 );

  act_tochar( #light, ch );

  act_notchar( #nclight, ch );

  obj_to_room( oload( 1112 ), room );

  }

else

  act_tochar( #notorch, ch );

~
E
light~
You throw your torch into the pieces of broken wood creating a small

campfire.

~
E
nclight~
$n throws $s torch into the pieces of broken wood creating a small

campfire.

~
E
notorch~
You need a torch to start a campfire.

~
E
already~
There is already a fire burning here.

~
!
0 0 0
-1
S

#57007
In the Audience~
Closer to the stage, the detail is a little clearer.  The platform is too

tall to see anything on the floor of it, but there does appear to be a

velvet curtain on the back wall flowing in the gusty wind.  Someone has

discarded a rotten turkey leg on the ground.

~
~
335020032 2 9 0
D0
~
~
0 -1 57006 10 10 5
D1
~
~
0 -1 57004 10 10 5
D2
~
~
0 -1 57008 10 10 5
D3
~
~
0 -1 57012 10 10 5
E
leg turkey rotten~
The turkey leg has been discarded on the ground and is covered with

several small bugs trying to get a bite out of it.

~
A
get~
turkey leg rotting rotten~
act_tochar( #pickup, ch );

i = 1d1+5;

dam_message( ch, i, "A bug bite on the hand" );

inflict( ch, mob, i, "a lethal bug bite" );

poison( ch );

~
E
pickup~
You pickup the turkey leg, but one of the bugs mistakes your hand for the

turkey leg and bites it causing you to drop the leg.

~
E
pickup2~
$n picks up the turkey leg, but $e drops after being bitten by a bug.

~
!
0 0 0
1557 9 1509949540 3 0
-1
S

#57008
In the Audience~
The expanse of dirt and gravel continues in all directions.  Off to the

east and the west appear to be some sort of seating galleries for the

upper class.  The platform stage to the north looks like it could be used

for a number of purposes including performances of prose, plays, and

music.

~
~
335020032 2 9 0
D0
~
~
0 -1 57007 10 10 5
D1
~
~
0 -1 57003 10 10 5
D2
~
~
0 -1 57009 10 10 5
D3
~
~
0 -1 57011 10 10 5
1558 9 1509949540 3 0
-1
S

#57009
In the Audience~
Dirt and gravel cover the ground of the theatre.  The dirt is a reddish

orange color which hides some of the gray color on the gravel.  There is

a platform far to the north, but it is very difficult to see from this

part of the theatre.  A small distance to the west is a set of stairs

leading up to a gallery of seats.

~
~
335020032 2 9 0
D0
~
~
0 -1 57008 10 10 5
D1
~
~
0 -1 57002 10 10 5
D3
~
~
0 -1 57010 10 10 5
1679 9 1509949540 3 0
-1
S

#57010
In the Audience~
A set of stairs covered with a fine red carpet with bright yellow fringe

leads to a seating gallery to the west.  Hanging from old rusty chains

above the small set of stairs is a very large wooden sign with words

chisled into it.

~
[Finius] nice how tickets work

[Merior] gallery extra or more in main room about it

~
335020032 2 9 0
D0
~
~
0 -1 57011 10 10 5
D1
~
~
0 -1 57009 10 10 5
D3
~
~
0 -1 57030 10 10 5
E
carpet stairs west~
What was probably a fine red carpet is now a dirt-ridden rug covering the

steps of the stairs.

~
E
sign wooden large~
The sign says:

@I@I@E"A cyan-colored ticket is required to gain admittance to the West

@I@Iand Southwest Galleries.  Leaving the gallery will require purchase

@I@Iof an additional ticket to return."@n

~
A
~
~
if( find_stat( ch, level ) > 90 ) {

  act_tochar( "Since you are immortal, you are allowed to pass.", ch );

  continue;

  }

if( is_player( ch ) ) {

  mob = mob_in_room( 1496, room );

  if( mob_in_room( 1496, room ) ) {

    tell( mob, ch, #heh );

    end;

    }

  act_tochar( #leaves, ch );

  act_notchar( #leaves2, ch );

  transfer( ch, find_room( 57030 ) );

  act_notchar( #arr, ch );

  end;

  }

continue;

~
E
heh~
Hey!  Where's your ticket?

~
E
leaves~
You clamber up the stairs to the West Gallery.

~
E
leaves2~
$n clambers up the steps to the West Gallery.

~
E
arr~
$n arrives from the arena floor to the east.

~
!
3 0 8
1496 9 1509949540 3 0
-1
S

#57011
In the Audience~
The old rotting wood along the west wall looks faded except for the

little rectangles where some posters were once posted.  Across the wooden

panels and advertisements is a trail of some red substance smeared

against the wall heading north.  Some of the rotted wooden panels that

make up the gallery wall have split open exposing several sharp oak

splinters.

~
~
335020032 2 9 0
D0
~
~
0 -1 57012 10 10 5
D1
~
~
0 -1 57008 10 10 5
D2
~
~
0 -1 57010 10 10 5
E
posters rectangles~
The rectangles are dark from being covered by the posters.  On the

outside of the poster borders, the wall is faded from the the hot sun.  A

streak of blood is smeared across the wall headed towards the ground and

to the north.

~
E
wall panels wooden~
Splinters stick out from the wall and would probably hurt you if you

should walk into it.

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

act_notchar( #ncwest, ch );

i = 10d2;

dam_message( ch, i, "Walking into a splinter-filled wall" );

inflict( ch, mob, i, "a splintered wall" );

~
E
west~
You walk into the West Gallery's splintered wall.

~
E
ncwest~
$n walks into the West Gallery's splintered wall.

~
!
0 0 0
-1
S

#57012
In the Audience~
Support beams extend from the ground here in an effort to support the

roof of the West Gallery.  The beams are banded at the top with a shiny

metal, but a faded ring is all that remains of the band at the bottom. 

To the northeast is a very large platform evidently used for the theatre

performances.

~
~
335020032 2 9 0
D0
~
~
0 -1 57013 10 10 5
D1
~
~
0 -1 57007 10 10 5
D2
~
~
0 -1 57011 10 10 5
E
rings support beams~
Several scratches have found their way into the support beams over the

years.  In particular, several scratches exist where the bottom metal

ring once was.

~
1562 9 1509949540 3 0
-1
S

#57013
Southwest of the Stage~
Small piles of misplaced dirt rest on the ground leaving tiny little

holes beside them.  At a glance, it would seem that someone had nothing

better to do than dig the little holes.  The West Gallery wall lies to

the west, but it is a bit too tall to scale.  To the north are a set of

stairs leading to the stage.

~
~
335020032 2 9 0
D0
~
~
0 -1 57014 10 10 5
D1
~
~
0 -1 57006 10 10 5
D2
~
~
0 -1 57012 10 10 5
E
holes~
The holes have scrape marks on their sides.  Traces of dried blood can

barely be seen in the bottom of some of the holes.

~
A
climb~
wall 1 west~
act_tochar( "The wall is just too high to climb.", ch );


obj_to_char( oload( 471 ), ch );

~
!
0 0 0
-1
S

#57014
The West Wing of the Stage~
A set of stairs leading up to the performance stage lies to the east. 

The stairs are shoddy, but they should be able to support a reasonable

amount of weight.  A brass railing is mounted against the wall to provide

support while climbing the stairs.

~
~
335020040 2 9 0
D1
~
~
0 -1 57015 10 10 5
D2
~
~
0 -1 57013 10 10 5
E
brass railing rails~
The rails are very tarnished and dented in some parts.  The center of the

railing is almost bent into a flat piece of metal.

~
E
stairs wooden steps~
Cracks infect the rotting wood steps, but the steps still stand somehow.

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

act_notchar( #leaves2, ch );

continue;

~
E
leaves~
You head up the stairs.

~
E
leaves2~
$n heads up the stairs.

~
!
3 0 2
-1
S

#57015
Stage Right~
A shabbily constructed wooden bench sits on top of the stage at a slight

angle.  Next to it stands an eight foot tall lamp post burning brightly

across this part of the stage.  A streak of light reflecting from the top

of the lamp post strikes the bench and makes the flicker of the flame

more noticeable.

~
[Merior] dog skin? ick

~
335020033 2 9 0
D1
~
~
0 -1 57016 10 10 5
D3
~
~
0 -1 57014 10 10 5
E
lamp post~
Tarnished brass makes up the base of the lamp.  Five feet of wooden shaft

extends from the base giving the lamp post its height.  Sitting on top of

the shaft is a lantern with a glass top.

~
E
bench shabbily shabby wooden~
The wind slowly rocks the shabby bench back and forth as you look at it.

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

act_notchar( #leaves2, ch );

continue;

~
E
leaves~
You step down towards the audience floor.

~
E
leaves2~
$n steps down towards the audience floor.

~
!
3 0 8
1568 9 1509949540 3 0
1145 17 1509949540 -2 0
-1
S

#57016
Center Stage~
The stage is made of several wooden planks that extend from the wall of

the theatre.  These planks are old and weathered but sturdy.  Over the

center of the stage is a large rug.  Although the stage is only a few

feet higher from the pit, it seems much higher.  To the north is a

curtain leading to the back of the stage area.

~
[Finius] add that if you try to go south, "Your anima prevents you from

jumping off the stage to the dirt floor below" or somthing like that.


Cool idea.  :)

~
335020041 2 9 0
D0
~
~
0 -1 57017 10 10 5
D1
~
~
0 -1 57018 10 10 5
D3
~
~
0 -1 57015 10 10 5
E
rug large~
The rug's design has many triangles and squares on it.  In the middle of

it, a large diamond shape stands out.

~
E
curtain north n~
What looks to have once been a purple velvet curtain has been ruined by

the occasional rainstorms that afflict the hilly areas on this side of

the world.

~
A
~
~
if( mob_in_room( 1565, room ) ) {

  send_to_room( #aud, find_room( 57002 ) );

  send_to_room( #aud, find_room( 57003 ) );

  send_to_room( #aud, find_room( 57004 ) );

  send_to_room( #aud, find_room( 57005 ) );

  send_to_room( #aud, find_room( 57006 ) );

  send_to_room( #aud, find_room( 57007 ) );

  send_to_room( #aud, find_room( 57008 ) );

  send_to_room( #aud, find_room( 57009 ) );

  send_to_room( #aud, find_room( 57010 ) );

  send_to_room( #aud, find_room( 57011 ) );

  send_to_room( #aud, find_room( 57012 ) );

  send_to_room( #aud, find_room( 57013 ) );

  send_to_room( #aud, find_room( 57014 ) );

  send_to_room( #aud, find_room( 57015 ) );

  send_to_room( #aud, find_room( 57018 ) );

  send_to_room( #aud, find_room( 57019 ) );

  send_to_room( #aud, find_room( 57020 ) );

  send_to_room( #aud, find_room( 57021 ) );

  send_to_room( #aud, find_room( 57022 ) );

  send_to_room( #aud, find_room( 57023 ) );

  send_to_room( #aud, find_room( 57024 ) );

  send_to_room( #aud, find_room( 57025 ) );

  send_to_room( #aud, find_room( 57026 ) );

  send_to_room( #aud, find_room( 57027 ) );

  send_to_room( #aud, find_room( 57030 ) );

  send_to_room( #aud, find_room( 57031 ) );

  send_to_room( #aud, find_room( 57032 ) );

  send_to_room( #aud, find_room( 57033 ) );

  send_to_room( #aud, find_room( 57034 ) );

  send_to_room( #aud, find_room( 57041 ) );

  send_to_room( #aud, find_room( 57042 ) );

  send_to_room( #aud, find_room( 57043 ) );

  send_to_room( #aud, find_room( 57044 ) );

  send_to_room( #aud, find_room( 57045 ) );

  send_to_room( #aud, find_room( 57046 ) );

  send_to_room( #aud, find_room( 57047 ) );

  send_to_room( #aud, find_room( 57048 ) );

  send_to_room( #aud, find_room( 57049 ) );

  send_to_room( #aud, find_room( 57056 ) );

  send_to_room( #aud, find_room( 57057 ) );

  send_to_room( #aud, find_room( 57058 ) );

  send_to_room( #aud, find_room( 57059 ) );

  send_to_room( #aud2, find_room( 57016 ) );

  }

~
E
aud~
A man's voice from the stage yells,

@I@I"Hark, let it be known that the kingdom is now under the rule of

@I@IMundal."

~
E
aud2~
The royal-looking actor yells,

@I@I"Hark, let it be known that the kingdom is now under the rule of

@I@IMundal."

~
!
4 25 0
A
~
~
if( mob_in_room( 1565, room ) ) {

  send_to_room( #aud, find_room( 57002 ) );

  send_to_room( #aud, find_room( 57003 ) );

  send_to_room( #aud, find_room( 57004 ) );

  send_to_room( #aud, find_room( 57005 ) );

  send_to_room( #aud, find_room( 57006 ) );

  send_to_room( #aud, find_room( 57007 ) );

  send_to_room( #aud, find_room( 57008 ) );

  send_to_room( #aud, find_room( 57009 ) );

  send_to_room( #aud, find_room( 57010 ) );

  send_to_room( #aud, find_room( 57011 ) );

  send_to_room( #aud, find_room( 57012 ) );

  send_to_room( #aud, find_room( 57013 ) );

  send_to_room( #aud, find_room( 57014 ) );

  send_to_room( #aud, find_room( 57015 ) );

  send_to_room( #aud, find_room( 57018 ) );

  send_to_room( #aud, find_room( 57019 ) );

  send_to_room( #aud, find_room( 57020 ) );

  send_to_room( #aud, find_room( 57021 ) );

  send_to_room( #aud, find_room( 57022 ) );

  send_to_room( #aud, find_room( 57023 ) );

  send_to_room( #aud, find_room( 57024 ) );

  send_to_room( #aud, find_room( 57025 ) );

  send_to_room( #aud, find_room( 57026 ) );

  send_to_room( #aud, find_room( 57027 ) );

  send_to_room( #aud, find_room( 57030 ) );

  send_to_room( #aud, find_room( 57031 ) );

  send_to_room( #aud, find_room( 57032 ) );

  send_to_room( #aud, find_room( 57033 ) );

  send_to_room( #aud, find_room( 57034 ) );

  send_to_room( #aud, find_room( 57041 ) );

  send_to_room( #aud, find_room( 57042 ) );

  send_to_room( #aud, find_room( 57043 ) );

  send_to_room( #aud, find_room( 57044 ) );

  send_to_room( #aud, find_room( 57045 ) );

  send_to_room( #aud, find_room( 57046 ) );

  send_to_room( #aud, find_room( 57047 ) );

  send_to_room( #aud, find_room( 57048 ) );

  send_to_room( #aud, find_room( 57049 ) );

  send_to_room( #aud, find_room( 57056 ) );

  send_to_room( #aud, find_room( 57057 ) );

  send_to_room( #aud, find_room( 57058 ) );

  send_to_room( #aud, find_room( 57059 ) );

  send_to_room( #aud2, find_room( 57016 ) );

  }

~
E
aud~
A man's voice from the stage yells,

@I@I"My fair lads, fear not the destruction of your kingdom, but the

@I@Idestruction of your villages by the evil that terrorizes the plains."

~
E
aud2~
The royal-looking actor yells,

@I@I"My fair lads, fear not the destruction of your kingdom, but the

@I@Idestruction of your villages by the evil that terrorizes the plains."

~
!
4 30 0
A
~
~
if( mob_in_room( 1567, room ) ) {

  send_to_room( #aud, find_room( 57002 ) );

  send_to_room( #aud, find_room( 57003 ) );

  send_to_room( #aud, find_room( 57004 ) );

  send_to_room( #aud, find_room( 57005 ) );

  send_to_room( #aud, find_room( 57006 ) );

  send_to_room( #aud, find_room( 57007 ) );

  send_to_room( #aud, find_room( 57008 ) );

  send_to_room( #aud, find_room( 57009 ) );

  send_to_room( #aud, find_room( 57010 ) );

  send_to_room( #aud, find_room( 57011 ) );

  send_to_room( #aud, find_room( 57012 ) );

  send_to_room( #aud, find_room( 57013 ) );

  send_to_room( #aud, find_room( 57014 ) );

  send_to_room( #aud, find_room( 57015 ) );

  send_to_room( #aud, find_room( 57018 ) );

  send_to_room( #aud, find_room( 57019 ) );

  send_to_room( #aud, find_room( 57020 ) );

  send_to_room( #aud, find_room( 57021 ) );

  send_to_room( #aud, find_room( 57022 ) );

  send_to_room( #aud, find_room( 57023 ) );

  send_to_room( #aud, find_room( 57024 ) );

  send_to_room( #aud, find_room( 57025 ) );

  send_to_room( #aud, find_room( 57026 ) );

  send_to_room( #aud, find_room( 57027 ) );

  send_to_room( #aud, find_room( 57030 ) );

  send_to_room( #aud, find_room( 57031 ) );

  send_to_room( #aud, find_room( 57032 ) );

  send_to_room( #aud, find_room( 57033 ) );

  send_to_room( #aud, find_room( 57034 ) );

  send_to_room( #aud, find_room( 57041 ) );

  send_to_room( #aud, find_room( 57042 ) );

  send_to_room( #aud, find_room( 57043 ) );

  send_to_room( #aud, find_room( 57044 ) );

  send_to_room( #aud, find_room( 57045 ) );

  send_to_room( #aud, find_room( 57046 ) );

  send_to_room( #aud, find_room( 57047 ) );

  send_to_room( #aud, find_room( 57048 ) );

  send_to_room( #aud, find_room( 57049 ) );

  send_to_room( #aud, find_room( 57056 ) );

  send_to_room( #aud, find_room( 57057 ) );

  send_to_room( #aud, find_room( 57058 ) );

  send_to_room( #aud, find_room( 57059 ) );

  send_to_room( #aud2, find_room( 57016 ) );

  }

~
E
aud~
A female voice from the stage yells,

@I@I"Greetings, my king.  Thou art well after your untimely illness?"

~
E
aud2~
The thespian playing a queen yells,

@I@I"Greetings, my king.  Thou art well after your untimely illness?"

~
!
4 35 0
A
1 south~
~
act_tochar( #anima, ch );

~
E
anima~
Jumping off the stage from this height would hurt.  Perhaps you should

take the stairs.

~
!
0 0 0
A
~
~
if( num_in_room( find_room( 57017 ) ) >= 3 )

  act_tochar( #noway, ch );

else

  continue;

~
E
noway~
There are too many people behind the curtain for you to go backstage.

~
!
3 0 1
A
move lift~
rug carpet~
if( mob_in_room( 907, room ) ) {

  act_tochar( #nope, ch );

  act_notchar( #nch, ch );

  if( rflag( reset1, room ) )

    remove_rflag( reset1, room );

  end;

  }

if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  act_tochar( #lifts, ch );

  act_notchar( #lift2, ch );

  mload( 907, room );

  mload( 907, room );

  mload( 907, room );

  mload( 907, room );

  mload( 907, room );

  mload( 907, room );

  mload( 907, room );

  mload( 907, room );

  mload( 907, room );

  mload( 907, room );

  mload( 907, room );

  mload( 907, room );

  mload( 907, room );

  mload( 907, room );

  mload( 907, room );

  }

else {

  act_tochar( #nope, ch );

  act_notchar( #nch, ch );

  }

~
E
lifts~
@EAs you move the rug away from the center of the stage, several

cockroaches scurry out from underneath.

~
E
lift2~
@EAs $n moves the rug away from the stage's center, several cockroaches

scurry out from underneath.

~
E
nope~
You move the rug to get a look at what is underneath but find nothing of

interest.

~
E
nch~
$n moves the rug to get a look underneath.

~
!
0 0 0
1565 9 1509949540 3 0
1567 9 1509949540 3 0
-1
S

#57017
Behind the Stage Curtain~
This hallway leading from the stage to the backstage area is not more

than 4 wide and 6 feet tall -- a tight fit for more than two people.  A

purple velvet curtain hangs in the doorway leading south to the stage. 

Exits are to the south and to the north.

~
~
335020045 0 8 0
D0
~
~
0 -1 57064 10 10 5
D2
~
~
0 -1 57016 10 10 5
A
~
~
if( find_stat( ch, level ) > 90 ) {

  act_tochar( "Since you are immortal, you are allowed to pass.", ch );

  continue;

  }

if( is_player( ch ) ) {

  mob = mob_in_room( 1498, room );

  if( mob_in_room( 1498, room ) ) {

    tell( mob, ch, #heh );

    end;

    }

  act_tochar( #leaves, ch );

  act_notchar( #leaves2, ch );

  transfer( ch, find_room( 57064 ) );

  act_notchar( #arr, ch );

  end;

  }

continue;

~
E
heh~
Where do you think you're going?

~
E
leaves~
You go north towards the backstage area.

~
E
leaves2~
$n leaves north toward the backstage area.

~
E
arr~
$n arrives from the south.

~
!
3 0 1
1498 9 1509949540 3 0
-1
S

#57018
Stage Left~
This side of the stage has a large carved wood day-bed in the middle of

it.  To the left of the day-bed is a waist-high table with an oil lamp on

top.  The floor looks like it has been sanded recently and looks of a

much better quality than the other wood that the theatre is made of. 

~
~
335020033 2 9 0
D1
~
~
0 -1 57019 10 10 5
D3
~
~
0 -1 57016 10 10 5
E
day-bed bed carved~
The day-bed looks like oak, but it smells like a cheap pine wood.

~
E
table waist-high lamp oil~
Something has been spilled on the table causing the table to lose its

color in that spot.  A ring of discoloration surrounds the base of the

oil lamp.

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

act_notchar( #leaves2, ch );

continue;

~
E
leaves~
You step down towards the audience floor.

~
E
leaves2~
$n steps down towards the audience floor.

~
!
3 0 2
1566 9 1509949540 3 0
-1
S

#57019
The East Wing of the Stage~
A set of stairs leading up to the performance stage lies to the west. 

The shoddy stairs are presumably used by whoever is performing on the

stage to come down to the audience floor.  A brass railing is mounted

against the wall to provide support while climbing the stairs.

~
~
335020040 2 9 0
D2
~
~
0 -1 57020 10 10 5
D3
~
~
0 -1 57018 10 10 5
E
railing brass~
The tarnished brass railing appears to be coming unsecure from the wall

and would probably not be safe to hold on to.

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

act_notchar( #leaves2, ch );

continue;

~
E
leaves~
You head up the stairs.

~
E
leaves2~
$n heads up the stairs.

~
!
3 0 8
-1
S

#57020
Southeast of the Stage~
The ground is soaked and muddy allowing foul-smelling puddles of some

unidentifiable liquid to permeate your nostrils in this area of the arena. 

Footprints lead around in several directions, but to seemingly no

destination as if people just walk around in circles here.  You spy a set

of stairs and more standing area to the north.

~
~
335020032 2 9 0
D0
~
~
0 -1 57019 10 10 5
D2
~
~
0 -1 57021 10 10 5
D3
~
~
0 -1 57027 10 10 5
E
ground footprints~
The footprints just go around in circles here.

~
A
~
~
if( num_in_room( room ) >= 1 ) {

  send_to_room( #waft, room );

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      drain_stat( rch, wis, 10, -1 );

      poison( rch );

      }

    }

  }

~
E
waft~
@GThe stench of the room causes you to shudder.@n

~
!
4 100 0
-1
S

#57021
In the Audience~
Support beams stretch from the ground to the roof of the East Gallery.  A

few feet from the bottom of the support beam a few letters have been

etched into the wood.  The top of the beam has a shiny metal band wrapped

around it.

~
~
335020032 2 9 0
D0
~
~
0 -1 57020 10 10 5
D2
~
~
0 -1 57022 10 10 5
D3
~
~
0 -1 57026 10 10 5
E
letters wood beam support~
The letters spell out "Help me."

~
1558 9 1509949540 3 0
-1
S

#57022
In the Audience~
All along the east wall of the theatre are the remnants of old

advertisements.  The old rotting wood looks faded except for the little

rectangles where the posters once were attached.  One of the wooden

panels has some yellow dripping markings on it that appears to be some

kind of graffiti.

~
~
335020032 2 9 0
D0
~
~
0 -1 57021 10 10 5
D2
~
~
0 -1 57023 10 10 5
D3
~
~
0 -1 57025 10 10 5
E
oak panels graffiti~
The panels are mostly sun faded but are slightly darker where the old

posters used to be.  The yellow graffiti on the oak panel says,

@Y"Eyes watch you in the night, but light always allows your eyes to

watch the night."@n 

~
E
posters~
The posters are so faded from the sun that it is difficult to make any of

the words out.

~
-1
S

#57023
In the Audience~
Posted on the wall is a very large wooden plaque.  The letters seem to be

chisled out of the board beckoning you to read them.  A set of stairs

covered with a fine red carpet with bright yellow fringe leads to a

seating gallery to the east.  The wooden stairs appear sturdy enough to

clamber up to the East Gallery.

~
~
335020032 2 9 0
D0
~
~
0 -1 57022 10 10 5
D1
~
~
0 -1 57045 10 10 5
D3
~
~
0 -1 57024 10 10 5
E
large wooden plaque sign~
The plaque says:

@I@I@E"Welcome to the Theatre in the Hills.  A cyan-colored ticket is

@I@Irequired to gain admittance to the East and Southeast Galleries.

@I@ILeaving the galleries will require purchase of an additional

@I@Iticket."@n

~
A
~
~
if( find_stat( ch, level ) > 90 ) {

  act_tochar( "Since you are immortal, you are allowed to pass.", ch );

  continue;

  }

if( is_player( ch ) ) {

  mob = mob_in_room( 1497, room );

  if( mob_in_room( 1497, room ) ) {

    tell( mob, ch, #heh );

    end;

    }

  act_tochar( #leaves, ch );

  act_notchar( #leaves2, ch );

  transfer( ch, find_room( 57045 ) );

  act_notchar( #arr, ch );

  end;

  }

continue;

~
E
heh~
You aren't getting through me unless you have the cyan-colored ticket.

~
E
leaves~
You clamber up the stairs towards the East Gallery.

~
E
leaves2~
$n clambers up the stairs towards the East Gallery.

~
E
arr~
$n arrives from the arena pit to the west.

~
!
3 0 2
1497 9 1509949540 3 0
-1
S

#57024
In the Audience~
A small distance to the east is a set of stairs leading up to a gallery

of seats.  There is a platform stage far to the north, but it is very

difficult to see any detail from this part of the theatre.  A small army

of tiny ants climb all over an apple rotting away on the ground.

~
[Merior] is a rotten apple you could load too ;)

Nod, but then rdesc would be inaccurate

~
335020032 2 9 0
D0
~
~
0 -1 57025 10 10 5
D1
~
~
0 -1 57023 10 10 5
D3
~
~
0 -1 57002 10 10 5
E
apple ants~
The ants climb over what used to be a red apple.  Little spots of red are

still visible, but the apple is slowly rotting away to a solid black.

~
A
get~
apple rotten rotting~
act_tochar( #apple, ch );

~
E
apple~
You reach down to get the rotten apple, but the large number of ants on

it makes you turn away.

~
!
0 0 0
1557 9 1509949540 3 0
-1
S

#57025
In the Audience~
Small stones litter the dirty arena floor.  One of the stones in

particular has a strong resemblence to a skipping stone, but most of the

stones are rough, jagged, and gray.  Little bits of paper lie around on

the ground.  To the north is the stage while the archway to the exit lies

to the southwest.

~
~
335020032 2 9 0
D0
~
~
0 -1 57026 10 10 5
D1
~
~
0 -1 57022 10 10 5
D2
~
~
0 -1 57024 10 10 5
D3
~
~
0 -1 57003 10 10 5
E
stones rocks jagged rough gray~
Most of the stones are gravel and quartz, but there is one solid black

stone in the mix.

~
E
solid black~
The solid black rock is very smooth to the touch and would probably skip

very far across a body of water.

~
E
paper~
The paper is so faded by the sun and weathered by rain that it is no

longer readable.

~
A
get~
black solid skipping~
act_tochar( #digging, ch );

~
E
digging~
You attempt to pick up the skipping stone, but the rock is buried much

deeper in the earth than you thought.

~
!
0 0 0
A
get~
gravel~
if( has_obj( 1974, ch ) )

  act_tochar( #already, ch );

else

  if( rflag( reset0, room ) ) {

  obj_to_char( oload( 1974 ), ch );

  act_tochar( #get, ch );

  act_notchar( #get2, ch );

  remove_rflag( reset0, room );

  }

else

  act_tochar( #none, ch );

~
E
already~
You already have some gravel.  Taking more would just be selfish.

~
E
get~
You scoop up a pile of gravel in your hands.

~
E
get2~
$n scoops up a pile of gravel in $s hands.

~
E
none~
You look over the gravel, but none of the stones look worthy of your

taking.

~
!
0 0 0
A
get~
quartz~
if( has_obj( 881, ch ) )

  act_tochar( #already, ch );

else

  if( rflag( reset1, room ) ) {

  obj_to_char( oload( 881 ), ch );

  act_tochar( #get, ch );

  act_notchar( #get2, ch );

  remove_rflag( reset1, room );

  }

else

  act_tochar( #none, ch );

~
E
already~
You don't need anymore quartz.

~
E
get~
You grab some quartz off the dirty ground.

~
E
get2~
$n grabs some quartz off the dirty ground.

~
E
none~
The pieces of quartz are too small to be at all useful.

~
!
0 0 0
1564 9 1509949540 3 0
-1
S

#57026
In the Audience~
This part of the pit seems to be on a higher gradient than the other

areas of the audience.  Not quite in the center of the arena, you still

have a pretty good view of the stage.  A little ways to the east is a

seating gallery, and to the north is the large stage platform.

~
~
335020032 2 9 0
D0
~
~
0 -1 57027 10 10 5
D1
~
~
0 -1 57021 10 10 5
D2
~
~
0 -1 57025 10 10 5
D3
~
~
0 -1 57004 10 10 5
1503 9 1509949540 3 0
-1
S

#57027
Before the Stage~
You stand directly in front of the east side of the stage.  However, it

is so tall that it is very difficult to see anything on the stage.  The

wall behind the stage seems to tower above your head about fifty or sixty

feet.  Seating galleries lie to the east and west, and more standing room

lies to the south.

~
~
335020032 2 9 0
D1
~
~
0 -1 57020 10 10 5
D2
~
~
0 -1 57026 10 10 5
D3
~
~
0 -1 57005 10 10 5
E
goo puddle slime floor~
As you come closer to the goo to inspect it, the smell begins to burn

your nose and forces you to stand clear of it.

~
-1
S

#57028
Dressing Room #1~
Mirrors coat the walls here with several lanterns and candles placed

strategically around them.  A table with various paints and hair wigs is on

the west wall along with a rack of clothing that is on the east wall.

The only way out of the dressing room is through the north door.

~
[Finius] makes me want to take the outfits..

Heh, acode will load crap cloth stuff.

~
335020037 0 5 0
D0
dressing room door~
dressing room door~
391 2170 57063 10 10 5
E
mirrors~
You can see yourself in the reflection of the mirror.  Your image is very

bright due to the large amount of lantern light and candlelight in the

room.

~
E
rack clothing clothes~
The rack in this dressing room holds many clothes of a royal nature

including a king's robe and a jester's outfit.

~
A
get~
rack clothing clothes~
act_tochar( #shred, ch );

act_notchar( #nc, ch );

~
E
shred~
As you touch one of the articles of clothing on the rack, it

disintegrates into shreds of thread.

~
E
nc~
As $n touches one of the articles of clothing on the rack, the cloth

disintegrates into $s hands.

~
!
0 0 0
1571 9 1509949540 3 0
-1
S

#57029
Dressing Room #2~
Lanterns and candles surround the mirrors mounted all over the walls in

the dressing room.  A rack of clothing holds outfits worn by the actors

who frequently use the dressing room is mounted on the west wall while a

table of wigs sits along the east wall.  There doesn't appear to be an

exit out of the dressing room other than the door to the north.

~
[Atrax] Red-bearded actor instead of a red bearded actor

~
335020037 0 5 0
D0
dressing room door~
dressing room door~
391 2171 57065 10 10 5
E
table wigs~
Next to the face paint on the table is a blonde curly haired wig which

stands out above the other wigs on the table.

~
E
rack clothing clothes~
Several outfits are hung carelessly on the rack.  Many pink dresses of

similar size are hung next to each other.

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

  obj_to_char( oload( 2238 ), ch );

  act_tochar( #finds, ch );

  act_notchar( #ncfind, ch );

  remove_rflag( reset0, room );

  }

else {

  act_tochar( #look, ch );

  act_notchar( #nclook, ch );

  }

~
E
finds~
You find something on the table!

~
E
ncfind~
$n finds something on the table!

~
E
look~
You search the table, but find nothing interesting.

~
E
nclook~
$n searches the table, but doesn't seem to come up with anything

interesting.

~
!
9 0 0
1572 9 1509949540 3 0
-1
S

#57030
West Gallery~
Seats in the West Gallery appear to be about five feet higher than the

standing room in the pit before the stage.  The height advantage provides

for a much better view of the platform stage...  even if it is far away. 

For the most part the floor is clean, but every few feet you spy a piece

of trash.

~
~
335020045 0 6 0
D0
~
~
0 -1 57031 10 10 5
D1
~
~
0 -1 57010 10 10 5
D2
~
~
0 -1 57040 10 10 5
E
trash~
Crumpled pieces of paper and old ticket stubs seem to litter the floor.

~
A
e ea eas east~
~
send_to_char( #leaves, ch );

continue;

~
E
leaves~
You go down the steps to the east toward the theatre's pit.

~
!
0 0 0
2233 17 1509949540 -2 0
2233 17 1509949540 -2 0
-1
S

#57031
West Gallery~
Hooded lanterns with polished brass on the side are mounted high on the

gallery's support beams providing a full light over this seating section. 

The floor here is made of very thin and very expensive-looking wooden

planks.  In fact, the floor is so smooth, you almost slip!

~
~
335020037 0 6 0
D0
~
~
0 -1 57032 10 10 5
D2
~
~
0 -1 57030 10 10 5
E
floor planks wooden~
The floor seems to have been cleaned and refurbished rather recently, but

a few pieces of trash still have found a place in the gallery.

~
E
lantern hooded~
A blue flame with a red streak in it shoots up from the lanterns cloth

wick.  The oil reservoir of the lamp is made entirely of brass. 

Protecting the flame from the wind is a tube of glass mounted on top of

the reservoir.

~
1629 9 1509949540 3 0
2233 17 1509949540 -2 0
2233 17 1509949540 -2 0
-1
S

#57032
West Gallery~
Holes about the size of a copper piece seem to infest the roof above you

in this section of the gallery.  Eminating from the top of the roof is

some sort of tapping sound as if something is trying to dig or poke its

way through the roof.  The West Gallery continues north towards a wooden

door and south towards more rows of benches.

~
~
335020033 0 6 0
D0
~
~
0 -1 57033 10 10 5
D2
~
~
0 -1 57031 10 10 5
E
roof holes~
As you move to look at the holes, you find it more apparent that some

wood-loving animal is pecking its way through the roof.

~
1679 9 1509949540 3 0
2233 17 1509949540 -2 0
2233 17 1509949540 -2 0
-1
S

#57033
West Gallery~
Pieces of various colored broken glass make a crunching noise as you walk

over them.  Some of the pieces are dirty, but others sparkle very

brightly and hypnotically in the flicker of the hooded lanterns on the

support beams.  In the room to the north, a wooden door with a sign on it

can be seen, but the letters are too small to be read from this distance. 

More benches lie to the south.

~
~
335020037 0 6 0
D0
~
~
0 -1 57034 10 10 5
D2
~
~
0 -1 57032 10 10 5
E
glass pieces broken~
Some of the glass pieces are clear and others have a tinge of red or

green in them.  But all of the glass pieces are very sharp.

~
1629 9 1509949540 3 0
2233 17 1509949540 -2 0
2233 17 1509949540 -2 0
-1
S

#57034
West Gallery~
The gallery appears to end here as the benches are directly to the west

of the stage.  However, the benches here are angled a little so that

people sitting in these rows may have a chance to see the performers.  A

rickety looking wooden door stands tall in the north wall with a sign on

it saying "Keep Out!" 

~
~
335020037 0 6 0
D0
office door~
office door~
391 2169 57060 10 10 5
D2
~
~
0 -1 57033 10 10 5
2233 17 1509949540 -2 0
2233 17 1509949540 -2 0
-1
S

#57040
Gallery Junction~
Pictures of mountains and forested landscapes adorn the wall of this room

between the west and southwest galleries.  The hardwood floor has many

scrapes and imperfections which provides evidence to much traffic through

the junction.

~
[Merior] i dont understand the torn piece of canvas

Hmmm.  Might add a search action there.  A quest could be found possibly,

or some object will be found rarely.

~
335020037 0 6 0
D0
~
~
0 -1 57030 10 10 5
D1
~
~
0 -1 57041 10 10 5
E
pictures mountains landscapes~
Snow covered mountains and trees are depicted in the paintings on the

walls.  The painting on the north wall has a piece of its canvas torn out

of the corner.

~
-1
S

#57041
Southwest Gallery~
Smaller in size this gallery offers very little difference than the

audience pit except for the height advantage.  The stage is far to the

north and difficult to see from this far distance.  Some of the wooden

benches before you are overturned and heavily weathered.

~
~
335020037 0 6 0
D1
~
~
0 -1 57042 10 10 5
D2
~
~
0 -1 57044 10 10 5
D3
~
~
0 -1 57040 10 10 5
1629 9 1509949540 3 0
2234 17 1509949540 -2 0
2233 17 1509949540 -2 0
-1
S

#57042
Southwest Gallery~
This corner of the Southwest Gallery offers a very poor perspective of

the stage in comparison to the other seats in the gallery.  A thick

support beam next to the east wall is blocking the right half of the

distant stage.  It appears that a few of the benches on the ground are

smashed into little bits and pieces of wood.

~
~
335020037 0 6 0
D2
~
~
0 -1 57043 10 10 5
D3
~
~
0 -1 57041 10 10 5
1679 9 1509949540 3 0
2235 17 1509949540 -2 0
2234 17 1509949540 -2 0
-1
S

#57043
Southwest Gallery~
On a higher plane than the northern room, the view would be spectacular

if the stage weren't so far away.  A few chairs are scattered about the

room in lieu of the broken benches.  Smells of urine and rotting food

attack your nostrils causing your eyes to water.

~
~
335020037 0 6 0
D0
~
~
0 -1 57042 10 10 5
D3
~
~
0 -1 57044 10 10 5
1629 9 1509949540 3 0
466 17 1509949540 -2 0
466 17 1509949540 -2 0
2234 17 1509949540 -2 0
-1
S

#57044
Southwest Gallery~
Weeds penetrate the back wall of the gallery, climbing upwards like a

tall vine might.  The wood planks on the floor are cracked and rotted as

if the theatre owners gave on trying to clean this section of seats.  A

solitary bench is all that seems to be standing in this old worn out room.

~
~
335020037 0 6 0
D0
~
~
0 -1 57041 10 10 5
D1
~
~
0 -1 57043 10 10 5
E
weeds wall~
Intertangled on the back wall, the weeds seem to defy gravity and climb

from the ground to the roof.

~
2233 17 1509949540 -2 0
-1
S

#57045
East Gallery~
The East Gallery appears to stand several feet higher than the audience

pit.  Much more can be seen from here at this angle, but the stage is

still far off into the distance.  More benches similar to the ones in

this room lie to the north and a small hallway appears to lie to the

south.

~
~
335020045 0 6 0
D0
~
~
0 -1 57046 10 10 5
D2
~
~
0 -1 57055 10 10 5
D3
~
~
0 -1 57023 10 10 5
A
w we wes west~
~
send_to_char( #leaves, ch );

continue;

~
E
leaves~
You step down the stairs towards the theatre's pit.

~
!
0 0 0
2233 17 1509949540 -2 0
2233 17 1509949540 -2 0
-1
S

#57046
East Gallery~
Mounted on the support beams that keep the gallery roof standing are

several hooded lanterns that provide light to the seating area.  The

wooden planked floor appears to be well kept, but little bits of garbage

seem to hide from you under one of the old-looking benches.

~
[Merior] do something with the garbage?

~
335020037 0 6 0
D0
~
~
0 -1 57047 10 10 5
D2
~
~
0 -1 57045 10 10 5
E
lanterns hooded~
The lanterns flicker occasionally and barely put out enough light to

guide your path among the benches and trash.

~
A
take get~
trash garbage~
act_tochar( #get, ch );

~
E
get~
The trash appears to be stuck to the ground in a sticky liquid.

~
!
0 0 0
1629 9 1509949540 3 0
2233 17 1509949540 -2 0
2233 17 1509949540 -2 0
-1
S

#57047
East Gallery~
Several rows of benches are arranged so patrons can sit and watch

performances on the nearby stage.  Scratches have found their way onto

the wooden floor from a long time of abuse by the audiences' heels.  On

one of the thin floor planks is a dark brown knot the size of a coin.

~
[Finius] bit of a smart ass yourself i see. heh, look knot...

[Fenlyn] :)

~
335020037 0 6 0
D0
~
~
0 -1 57048 10 10 5
D2
~
~
0 -1 57046 10 10 5
E
knot brown dark~
The knot on the floor comes from where a branch grew on the tree the

board was cut from.

~
1679 9 1509949540 3 0
2233 17 1509949540 -2 0
2233 17 1509949540 -2 0
-1
S

#57048
East Gallery~
Dry, cracked leaves seem to have found their way into this section of the

East Gallery.  They look so brittle that a small wind could possibly

crack them into tiny pieces.  The bench in the last row has collapsed

under its own weight.  Exits lead to the north and the south.

~
~
335020037 0 6 0
D0
~
~
0 -1 57049 10 10 5
D2
~
~
0 -1 57047 10 10 5
E
leaves cracked dry leaf~
As you look at one of the leaves on the ground, it breaks into little

pieces from the wind.

~
1629 9 1509949540 3 0
2235 17 1509949540 -2 0
2233 17 1509949540 -2 0
-1
S

#57049
East Gallery~
The East Gallery ends here as the wooden door frame to the north leads to

what looks like a guard post.  The benches in this room are positioned so

that the stage is still visible from a profile.  Several benches can be

seen in the rooms to the south, but people who prefer standing room could

conceivably stand in the audience pit in front of the gallery area.

~
~
335020037 0 6 0
D0
~
~
0 -1 57068 10 10 5
D2
~
~
0 -1 57048 10 10 5
2233 17 1509949540 -2 0
2233 17 1509949540 -2 0
-1
S

#57055
Gallery Junction~
Paintings of rivers and tall waterfalls decorate the wall of this room

between the East and Southeast Galleries.  The wood paneled floor has

many cuts, scrapes, and imperfections which suggest that there is or was

a heavy amount of foot traffic through this junction.

~
~
335020037 0 6 0
D0
~
~
0 -1 57045 10 10 5
D3
~
~
0 -1 57056 10 10 5
E
paintings pictures rivers waterfalls~
The paintings feature rivers and waterfalls.  In one picture a man in a

boat is casting a fishing line into the calm river waters.

~
-1
S

#57056
Southeast Gallery~
Much smaller than the East Gallery, the Southeast Gallery offers very

little difference from the pit area except for the height advantage.  The

stage is far to the north and difficult to see from this distance.  What

looks like a mouse hole seems to be cut into the three-foot high north

balcony.

~
~
335020037 0 6 0
D1
~
~
0 -1 57055 10 10 5
D2
~
~
0 -1 57059 10 10 5
D3
~
~
0 -1 57057 10 10 5
E
mouse hole~
Only about three-inches wide and tall, the mouse hole seems to let the

small critters into the gallery from the wall.

~
1629 9 1509949540 3 0
2234 17 1509949540 -2 0
2233 17 1509949540 -2 0
-1
S

#57057
Southeast Gallery~
This section of the Southeast Gallery gives a very poor view of the stage

given that the west wall is blocking half of the stage in the distance. 

A few of the benches on the ground are scarred from years of heavy use. 

One of the benches seems to have a cracked leg.  The only exits are to

the east and to the south.

~
~
335020037 0 6 0
D1
~
~
0 -1 57056 10 10 5
D2
~
~
0 -1 57058 10 10 5
1679 9 1509949540 3 0
2233 17 1509949540 -2 0
2234 17 1509949540 -2 0
-1
S

#57058
Southeast Gallery~
A little bit higher than the northern room, the view is spectacular

except for the stage being so far away.  The floor has a little charring

on it as if someone tried to burn something.  Lucky for the person who

owns this place that the whole theatre didn't burn up into ashes.

~
~
335020037 0 6 0
D0
~
~
0 -1 57057 10 10 5
D1
~
~
0 -1 57059 10 10 5
E
charring charred floor~
Ashes and black stains remain from a past fire on the floor.

~
1629 9 1509949540 3 0
2233 17 1509949540 -2 0
2233 17 1509949540 -2 0
-1
S

#57059
Southeast Gallery~
The wood planks on the floor are cracked and rotted with little blades of

grass sticking up through them.  Blood stains the wall from an old battle

fought in the room, however the stain must be old because there is

nothing on the floor that might indicate a brawl was once held here.

~
~
335020037 0 6 0
D0
~
~
0 -1 57056 10 10 5
D3
~
~
0 -1 57058 10 10 5
E
blood stains wall~
Blood is smeared along the east wall.  Old stains show that the blood ran

down onto the floor, but the floor is spotless in that section.

~
2233 17 1509949540 -2 0
2234 17 1509949540 -2 0
-1
S

#57060
Theatre Manager's Office~
Wooden bookcases about 6 feet in height cover all of the walls in this

office.  The books on the shelves are old, dusty, and in terrible

condition.  A simple desk sits against the north wall with several papers

on it stacked neatly.  Old posters are fastened to the wall reminding the

occupant of this office of old shows past.

~
[Merior] actions for trying to take stuff

[Atrax] The theatre manager hands a number of VERIOUS colored tickets to x.

~
335020037 0 6 0
D1
backstage door~
backstage door~
131 -1 57061 10 10 5
D2
West Gallery door~
West Gallery door~
391 2169 57034 10 10 5
E
bookcases bookshelf shelves~
Several books line the shelves, but one in particular catches your eye... 

"How to Run a Theatre." 

~
E
desk papers~
The stack of papers seem to be a budget for a show performed several

years ago.  Elsewhere on the desk is a booklet left open with a dialogue

written in it.

~
E
posters wall~
The posters refer to many shows done long ago.  Some of them have titles

in huge letters.  One of the more artitic posters reads, "Theatre in the

Hills presents 'Kingdom of Despair.'" 

~
A
1 look~
dialogue 5 booklet~
if( !has_quest( ch, 41 ) ) {

  act_tochar( #quest, ch );

  assign_quest( ch, 41 );

  }

else

  act_tochar( #altdialogue, ch );

~
E
quest~
The booklet has a play dialogue printed in it, but several handmade

markings have been scribbled in the book.


The markings say,

"Note to self: Hire a helpful individual who can find a singer to come

and perform at the theatre.  I think my Sutler friend said something

about knowing a singer." 

~
E
altdialogue~
The booklet appears to be a script of some sort.  It also appears that

several handwritten markings seem to be erased from the pages.

~
!
0 0 0
1569 9 1509949540 3 0
-1
S

#57061
Backstage~
Discarded on the floor are several hats and wigs of many varieties.  Most

of the hats seem to be royal in nature, but there are a few rags commonly

worn by commoners.  All of them are in worthless condition and would

probably rip or fall apart if they were picked up.

~
~
335020037 0 6 0
D0
~
~
0 -1 57062 10 10 5
D3
office door~
office door~
131 -1 57060 10 10 5
E
hats wigs~
One of the hats looks like a makeshift helm, but looking at it closely

you realize that it has no value as real armor.  A short-haired brown wig

lies next to the fake helm on the ground.

~
A
get~
hats wigs rags~
act_tochar( #fail, ch );

act_notchar( #ncfail, ch );

~
E
fail~
You further destroy the wigs and hats as you try to pick them up.

~
E
ncfail~
$n further rips the wigs and hats as $e tries to pick them up.

~
!
0 0 0
-1
S

#57062
Before a Spiraling Steel Staircase~
A tall staircase, pounded out of sheets of steel, spirals up to a

circular hole in the ceiling.  As the staircase enters the hole in the

ceiling, it seems to disappear into the darkness of the second level. 

The only exits from this room are to the Backstage towards the east, to a

corridor towards the south, and up into the darkness.

~
[Merior] not sure why manager types are wearing banded stuff

[Merior] key repops at under 100% to be cruel?

Not so much cruel as to keep from everyone having a copy of each key to

this place.  Part of what makes it unique is its ticket system.  I really

don't want many keys floating around.  Anyway, dressing room doors are

pickable 

~
335020037 0 9 0
D1
~
~
0 -1 57063 10 10 5
D2
~
~
0 -1 57061 10 10 5
D4
~
~
0 -1 57069 10 10 5
1570 9 1509949540 3 0
-1
S

#57063
Backstage~
Several piles of wood are stacked against the wall ready to be used in

the construction of sets for the stage.  Some of the pieces are

rectangular in nature, but others are shaped oddly like trapezoids and

parallelograms.  Little tiny wood chips lie scattered on the floor.

~
~
335020037 0 9 0
D1
~
~
0 -1 57064 10 10 5
D2
dressing room door~
dressing room door~
391 2170 57028 10 10 5
D3
~
~
0 -1 57062 10 10 5
E
wood~
The wood is piled against the wall and are about 8 feet long each.  The

chips on the floor are exactly the same color as the wood stack

indicating that the wood chips are a byproduct of some construction.

~
1679 9 1509949540 3 0
-1
S

#57064
Backstage~
Pieces of old sets lean against the walls of this tall and long backstage

area.  Scattered about the room are wooden racks of costumes.  Some of

the costumes are ripped, but they appear to be sturdy enough to wear

again.  At the bottom of the racks are little wooden wheels fashioned

like wagon wheels.

~
~
335020037 0 9 0
D1
~
~
0 -1 57065 10 10 5
D2
~
~
0 -1 57017 10 10 5
D3
~
~
0 -1 57063 10 10 5
E
set pieces~
The outermost set piece against the wall appears to be a castle wall made

out of thin wood.  To add more to the illusion, a window cutout has been

made to the middle of the set piece.

~
E
racks wooden wheels~
The racks seem to be covered with cobwebs, and the wheels seem to be

secured to the floor.  This moving rack is not going anywhere.

~
A
~
~
if( num_in_room( find_room( 57017 ) ) >= 3 )

  act_tochar( #noway, ch );

else {

  act_tochar( #leaves, ch );

  continue;

  }

~
E
leaves~
You head out of the backstage area.

~
E
noway~
Too many people occupy the room to the south for you to enter.

~
!
3 0 4
A
move roll get~
rack clothing clothes costumes~
act_tochar( "Some things should be looked at and not touched.", ch );

~
!
0 0 0
-1
S

#57065
Backstage~
Objects of different sizes are spread out across an old wooden table with

thin legs.  Little slips of paper identifying what the objects are

secured to the table with very small tacks.  A large set of mirrors

covers the north wall so that performers who stand in front of it can see

their reflections.

~
[Finius] where's the key pop at?

[Fenlyn] On stage mgr and occupants.  Stg Mgr at 35, occupants 100

~
335020037 0 9 0
D1
~
~
0 -1 57066 10 10 5
D2
dressing room door~
dressing room door~
391 2171 57029 10 10 5
D3
~
~
0 -1 57064 10 10 5
E
table objects~
Props for a show are spread out here on the table.  One of the props is a

bunch of flowers, but they are dried out and very old.

~
E
paper slips~
In front of the old flowers on the table is a slip that says "Bunch of

Flowers." 

~
E
mirrors north n~
You see your reflection in the mirror.

~
1679 9 1509949540 3 0
1622 9 1509949540 3 0
-1
S

#57066
Before a Spiraling Steel Staircase~
A tall staircase, pounded out of sheets of steel, spirals up to a

circular hole in the ceiling.  As the staircase enters the hole in the

ceiling, it seems to disappear into the darkness of the second level. 

The only exits from this room are to the Backstage towards the west, to a

corridor towards the south, and up into the darkness.

~
~
335020037 0 9 0
D2
~
~
0 -1 57067 10 10 5
D3
~
~
0 -1 57065 10 10 5
D4
~
~
0 -1 57073 10 10 5
-1
S

#57067
Corridor to Backstage~
A giant yellow arrow painted on the west wall points toward the north

exit.  Other than the arrow, the corridor has no distinguishing features

except for the draft that seems to circulate at your feet.  Candles on

the corridor walls supply light for the arrow but are awfully close to

being blown out by the draft.

~
~
335020037 0 6 0
D0
~
~
0 -1 57066 10 10 5
D1
old door~
old door~
131 -1 57068 10 10 5
E
yellow arrow~
The arrow is a bright yellow color pointing towards the room to the north.

~
A
~
~
wait( 1 );

if( !is_open( room, east ) )

  end;

close( room, east );

send_to_room( #slams, room );

send_to_room( #slams, find_room( 57068 ) );

~
E
slams~
The old door swings shut.

~
!
1 0 2
-1
S

#57068
Backstage Checkpoint~
Judging from the weapons and armor placed on the wall, this backstage

checkpoint doubles as the theatre's guard house.  A heavily tarnished

plaque is mounted on the wall near the door to the west.  Benches line

the walls so that the theatre guards can take a rest every now and then.

~
~
335020037 0 6 0
D2
~
~
0 -1 57049 10 10 5
D3
old door~
old door~
131 -1 57067 10 10 5
E
weapons armor~
Swords, shields, rapiers, leggings, and plate armor are just a few of the

things found mounted on the wall.

~
E
sign plaque tarnished~
The plaque says:

@I@I@E"Backstage: Passes required to enter backstage area."@n 

~
A
~
~
wait( 1 );

if( !is_open( room, west ) )

  end;

close( room, west );

send_to_room( #slams, room );

send_to_room( #slams, find_room( 57067 ) );

~
E
slams~
The old door swings shut.

~
!
1 0 8
A
~
~
if( find_stat( ch, level ) > 90 ) {

  act_tochar( "Since you are immortal, you are allowed to pass.", ch );

  continue;

  }

mob = mob_in_room( 1499, room );

if( mob_in_room( 1499, room ) ) {

  tell( mob, ch, #heh );

  if( is_open( room, west ) ) {

    close( room, west );

    send_to_room( #closes, room );

    send_to_room( #closes2, find_room( 57067 ) );

    }

  end;

  }

continue;

~
E
heh~
Without your ticket, I won't allow you to go that way.

~
E
closes~
The backstage collections guard closes the old door to the west.

~
E
closes2~
The old door is closed from the other side.

~
!
3 0 8
1499 9 1509949540 3 0
1679 137 1509949540 3 0
1557 9 1509949540 3 0
2233 17 1509949540 -2 0
2233 17 1509949540 -2 0
-1
S

#57069
West Staircase, Level 2~
A platform extends eastward from the staircase towards a storage area. 

On the west wall someone has hastily scratched some words into the wood. 

The staircase goes upwards into more darkness and down towards the

backstage area.

~
~
335020044 0 7 0
D1
~
~
0 -1 57070 10 10 5
D4
~
~
0 -1 57074 10 10 5
D5
~
~
0 -1 57062 10 10 5
E
west w wall wood words~
The words say, "Beware of the ghastly beasts.  If not caref..."

The message seems to be interrupted unintentionally.

~
-1
S

#57070
Storage Room~
Several shelves and bookcases line the north and south walls in this room. 

The bookshelves on both walls are filled with books of various sizes. 

Some are as thick as a dictionary, and others are as thin as a few coins. 

A staircase lies to the west while more storage space lies to the east.

~
~
335020036 0 7 0
D1
~
~
0 -1 57071 10 10 5
D3
~
~
0 -1 57069 10 10 5
1625 9 1509949540 3 0
-1
S

#57071
Storage Room~
Many boxes are stacked along the north wall.  Some of the boxes are

fairly small while others are rather large and might contain many

articles of clothing or several props that aren't being used anymore. 

Old wooden shelves with boxes on them line the south wall.  From here you

can go to the east or west.

~
[Merior] to get things inside the box i think you need to use second reset column

[Fenlyn] as long as bag is 100% is okay to use 1_c

~
335020036 0 7 0
D1
~
~
0 -1 57072 10 10 5
D3
~
~
0 -1 57070 10 10 5
E
boxes shelves~
All of the boxes are labeled with what each box contains, but looking in

the boxes will actually verify their contents.

~
A
~
box~
if( random( 1, 50 ) == 35 ) {

  if( rflag( reset1, room ) ) {

    obj_to_char( oload( 38 ), ch );

    act_tochar( #get, ch );

    act_notchar( #get2, ch );

    }

  }

else {

  act_tochar( #none, ch );

  act_notchar( #ncnone, ch );

  }

remove_rflag( reset1, room );

~
E
get~
You find a scroll in one of the boxes.

~
E
get2~
$n finds something in one of the boxes.

~
E
none~
You rummage through the room and its boxes, but fail to find anything of

any worth.

~
E
ncnone~
$n searches the whole room, but finds nothing.

~
!
9 0 0
1625 9 1509949540 3 0
-1
S

#57072
Storage Room~
Bookcases loaded with books stand on the north wall of this storage area. 

A wooden shelving system on the south wall allows for several boxes and

other items to be stored on it.  One of the shelves appears to be labeled

with a thin strip of paper.

~
[Finius] gotta be *something* to be found here. even if its crap.

Search commands will produce crap.

~
335020036 0 7 0
D1
~
~
0 -1 57073 10 10 5
D3
~
~
0 -1 57071 10 10 5
E
strip paper shelves shelf~
The shelf is labeled "worthless and damaged costumes."

~
E
books bookcases~
The books are crammed into the bookcases allowing no space for any more

books.  One of the rows of books has a strip of paper torn off of all the

spines suggesting that the books are just props used in shows.

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

  act_tochar( #find, ch );

  act_notchar( #finds, ch );

  obj_to_char( oload( 2236 ), ch );

  remove_rflag( reset0, room );

  }

else

  act_tochar( #perhaps, ch );

~
E
find~
You find a set of torn clothes on the shelves.

~
E
finds~
$n finds a set of torn clothes on the shelves.

~
E
perhaps~
It looks as if the shelves have been searched already.

~
!
9 0 0
-1
S

#57073
East Staircase, Level 2~
The staircase has a little platform here that allows for exit to the west

toward what looks like some sort of storage facility.  The steel

staircase continues upwards toward darkness and downwards toward the

backstage area.

~
~
335020044 0 7 0
D3
~
~
0 -1 57072 10 10 5
D4
~
~
0 -1 57078 10 10 5
D5
~
~
0 -1 57066 10 10 5
-1
S

#57074
West Staircase, Level 3~
The spiraling staircase ends here at its highest level.  Looking down

from here you can see a small light from the backstage area far below. 

You have a choice of exploring the darkness to the east or exploring the

levels below you.

~
~
335020044 0 5 0
D1
~
~
0 -1 57075 10 10 5
D5
~
~
0 -1 57069 10 10 5
-1
S

#57075
Effects Chamber~
This part of the effects chamber appears to be the special effects and

prop graveyard.  Piles of inoperable items such as horns and weapons

litter the floor along with several rotted waterskins that were

apparently used by either the actors or the theatre's staff.

~
~
335020036 0 5 0
D1
~
~
0 -1 57076 10 10 5
D3
~
~
0 -1 57074 10 10 5
E
piles~
Large and small musical instruments have found their way into these piles

because of their lack of use.  Even a broken prop weapon has been

discarded in these piles.

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

  remove_rflag( reset0, room );

  if( random( 1, 100 ) <= 20 ) {

    obj_to_char( oload( 2239 ), ch );

    act_tochar( #finds, ch );

    act_notchar( #ncfinds, ch );

    }

  else {

    act_tochar( #nope, ch );

    act_notchar( #ncnope, ch );

    }

  }

else {

  act_tochar( #nope, ch );

  act_notchar( #ncnope, ch );

  }

~
E
finds~
You find a fake wooden sword in the pile.

~
E
ncfinds~
$n finds a fake wooden sword in the pile.

~
E
nope~
You search the pile but can't find anything interesting.

~
E
ncnope~
You see $n search the pile, but find nothing.

~
!
9 0 0
-1
S

#57076
Effects Chamber~
A large cylindrical object made of heavy iron sticks out of a large hole

in the north wall.  Presumably it is a noise-maker and is probably

extremely loud.  A sheet of steel hangs from the 8 foot high ceiling with

a little mallet attached to it.

~
~
335020036 0 5 0
D1
~
~
0 -1 57077 10 10 5
D3
~
~
0 -1 57075 10 10 5
E
cannon cylinder cylindrical iron hole large~
The iron cylinder turns out to be a cannon used to simulate cannon fire

in a war scene.

~
E
steel sheet mallet~
The mallet hangs from a sheet of steel begging you to hit the steel.

~
A
~
~
if( mob_in_room( 1626, room ) ) {

  remove_rflag( reset0, room );

  end;

  }

if( !is_player( ch ) )

  end;

if( is_follower( ch ) )

  end;

if( rflag( reset0, room ) ) {

  wait( 1 );

  send_to_room( #appears, room );

  wait( 1 );

  send_to_room( #mob, room );

  mload( 1626, room );

  mob = mob_in_room( 1626, room );

  remove_rflag( reset0, room );

  }

~
E
appears~
A @Mpurple mist@n begins to form on the floor!

~
E
mob~
A @Mdark phantom@n rises from the mists!

~
!
1 0 10
A
bang~
steel sheet~
if( rflag( reset1, room ) ) {

  act_tochar( #bang, ch );

  act_notchar( #ncbang, ch );

  send_to_area( #thunder, room );

  remove_rflag( reset1, room );

  }

else

  act_tochar( #nope, ch );

~
E
bang~
You pick up the mallet and bang on the sheet of steel.

~
E
ncbang~
$n picks up the mallet and bangs on the sheet of steel.

~
E
thunder~
A loud thunder-like sound booms over the area.

~
E
nope~
Perhaps you should not hit the sheet of steel for a while.  People may

think a storm is coming.

~
!
0 0 0
-1
S

#57077
Effects Chamber~
The top floor of the theatre appears to be fairly cramped as its ceiling

is quite low and its walls are quite close together.  Still, there is

somehow room for many people.  Several noise makers, musical and

otherwise, are scattered about the room.  In one corner of the room is a

wooden instrument of some kind.

~
~
335020036 0 5 0
D1
~
~
0 -1 57078 10 10 5
D3
~
~
0 -1 57076 10 10 5
E
instrument wooden strips~
One of the instruments appears to be a xylophone type instrument.  It is

made of strips of wood, and each strip is of slightly different length. 

Next to the instrument is a tiny wooden mallet that allows musicians to

play the instrument.

~
A
play~
instruments wooden music noise xylophone~
act_tochar( #hello, ch );

act_notchar( #goodbye, ch );

~
E
hello~
You rummage around the room and play a tune with some of the instruments.

~
E
goodbye~
$n rummages around the room and plays a song with the instruments here.

~
!
0 0 0
A
get take~
instruments musical wooden xylophone noise~
act_tochar( #noway, ch );

act_notchar( #gimmeyourmoney, ch );

~
E
noway~
You try to lift the xylophone off the ground, but find that it is bolted

down.

~
E
gimmeyourmoney~
$n tries to get the xylophone, but finds that it is bolted down.

~
!
0 0 0
1628 9 1509949540 3 0
-1
S

#57078
East Staircase, Level 3~
You find yourself at the very top of the tall staircase.  About 50 feet

separates this room from the bottom floor.  The steps leading down are

small and stacked tightly on top of the others making the journey down

perilous for those with large feet.  A platform extends to the west and

beckons you to walk on it.

~
~
335020044 0 5 0
D3
~
~
0 -1 57077 10 10 5
D5
~
~
0 -1 57073 10 10 5
-1
S

#57079
Before the Theatre Doors~
Very tall and thick doors are built into the front of this wooden theatre. 

A huge door knocker made of oak is mounted on one of the main doors,

however, the knocker looks warped from the rains received in this part of

the hills.  Stone statues stand watch at the front doors and the

surrounding area.  Next to the statues sit some stone benches for the

weary adventurer to rest on before entering the theatre.

~
knock/bang door

~
335020040 2 9 0
D0
theatre's main door~
main door~
195 -1 57000 10 10 7
D2
~
~
0 -1 57080 10 10 5
E
statues stone~
The identical statues stand about 5 feet tall and flank the doors.  Each

statue has a pair of widespread wings attached to the large-toothed

beast's back and set of sharp claws at the end of its arms.

~
E
thick doors north n~
The set of huge double doors stands about fifteen feet tall forming a

large arch at the top of the door frame.

~
A
knock bang~
door main theatre north~
if( is_open( room, north ) ) {

  act_tochar( "It's already open, so knocking would be futile.", ch );

  end;

  }

if( mob_in_room( 1490, find_room( 57000 ) ) ) {

  act_tochar( #bang, ch );

  act_notchar( #bangs, ch );

  wait( 1 );

  act_room( #chgate, ch );

  wait( 2 );

  act_room( #clank, ch );

  wait( 2 );

  act_room( #opens, ch );

  open( room, north );

  }

else {

  wait( 2 );

  act_tochar( #noone, ch );

  }

~
E
chgate~
A voice on the other side of the gate says, "Hold on!  Lemme get this

blasted thing unlatched!" 

~
E
clank~
You hear a loud sliding noise followed by a clank coming from the door.

~
E
opens~
A figure appears from behind the door as it opens and says,

@I@I"Welcome to the Theatre in the Hills.  You must be here for the

@I@Iperformance.  Come on in."

~
E
noone~
It seems that noone is answering the door.

~
E
bangs~
$n knocks on the theatre's main doors.

~
E
bang~
You knock on the theatre's main doors.

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

if( !is_open( room, north ) )

  end;

close( room, north );

send_to_room( #slams, room );

send_to_room( #slams, find_room( 57000 ) );

~
E
slams~
The huge door slams closed.

~
!
1 0 1
1319 17 1509949540 -2 0
1319 17 1509949540 -2 0
-1
S

#57080
Path to the Theatre~
The tall grassy path gradually turns into a dirt path heading north

towards the wooden structure and west towards the cliff.  Heavy brush and

weeds surround the dirt path, blocking passage to the east and the south. 

A sign has been posted on a rotting wooden stake in the ground.

~
[Merior] maybe add a line in chatting about buying tickets inside

~
335020032 2 9 0
D0
~
~
0 -1 57079 10 10 5
D3
~
~
0 -1 57081 10 10 5
E
sign wooden~
In very big letters the old cracked sign says, "Welcome to the Theatre in

the Hills." 

~
1679 9 1509949540 3 0
-1
S

#57081
The Top of a Cliff~
The winds on top of the cliff pick up a little as you look out off

towards the west.  Far in the distance you can see a suspension bridge

hanging over a ravine.  To the northeast is a large wooden building with

huge doors at the front.  It is difficult to see much detail through the

trees and brush, but the building looks like it has no windows.

~
~
335020040 4 9 0
D1
~
~
0 -1 57080 10 10 5
D5
~
~
0 -1 57082 10 10 5
E
down d~
An eighty foot drop awaits those who foolishly try to walk down the steep

cliff.

~
E
building wooden~
The building stands alone in the distance.  It appears to be made of a

light-colored wood and has dark wooden doors in the front.  From this

vantage point the doors look like the only way in or out of the building.

~
A
climb~
d do dow down~
if( find_skill( ch, climb ) <= random( 5, 9 ) ) {

  act_tochar( #chfall, ch );

  act_notchar( #ncfall, ch );

  wait( 1 );

  transfer( ch, find_room( 57082 ) );

  act_notchar( #falls, ch );

  i = random( 50, 150 );

  dam_message( ch, i, "falling off the cliff" );

  inflict( ch, mob,  i, "falling off of a cliff" );

  end;

  }

act_tochar( #chdown, ch );

act_notchar( #ncdown, ch );

transfer( ch, find_room( 57082 ) );

act_notchar( #arr, ch );

~
E
chfall~
As you prepare to go down the cliff face, your foot slips, and you tumble

over the edge.

~
E
ncfall~
As $n prepares to go down the cliff, 

$s foot slips, and $e tumbles over the edge.

~
E
chdown~
You climb down the cliff.

~
E
ncdown~
$n climbs down the cliff.

~
E
falls~
$n falls off the cliff landing in front of you.

~
E
climbs~
$n climbs down the face of the cliff.

~
E
arr~
$n climbs down from above.

~
!
0 0 0
A
d do dow down~
~
act_tochar( #heckno, ch );

~
E
heckno~
You step toward the edge of the cliff and decide not to walk off the edge.

~
!
0 0 0
-1
S

#57082
Before the Face of a Cliff~
A craggy rock cliff stands before you and blocks your travel towards the

east.  Several rocks and holes adorn the face of the cliff and makes it

look perhaps climbable.  However, the cliff looks very tall and

treacherous.  Scaling this wall of rock would be quite a chore.

~
[Velhart] Velhart wuz here.

~
335020034 4 9 0
D0
~
~
0 -1 51065 10 10 5
D3
~
~
0 -1 57083 10 10 5
D4
~
~
0 -1 57081 10 10 5
E
cliff rocks holes~
The cliff stands several dozen feet high and is very craggy and rough.  The

protruding rocks are few and far in between, but the cliff looks like it

has an adequate number of footholds.

~
A
climb~
u up cliff rock~
if( !is_player( ch ) ) {

  act_room( #mob, ch );

  end;

  }

if( find_skill( ch, climb ) <= random( 5, 9 ) ) {

  act_tochar( #noclimb, ch );

  act_notchar( #nclimb, ch );

  end;

  }

act_tochar( #goes, ch );

act_notchar( #ncgoes, ch );

transfer( ch, find_room( 57081 ) );

act_notchar( #arrive, ch );

~
E
mob~
$n looks up at the cliff and shakes $s head in fear.

~
E
noclimb~
You grab ahold of the face of the cliff, but lose your grip.

~
E
nclimb~
$n grabs ahold of the face of the cliff, but loses $s grip.

~
E
goes~
You stick your foot into one of the holes on the cliff and climb up.

~
E
ncgoes~
$n sticks $s foot into one of the holes on the cliff and climbs up.

~
E
arrive~
$n climbs up from below.

~
!
0 0 0
A
up u~
~
act_tochar( #climbit, ch );

~
E
climbit~
There's no way to reach the top of the cliff unless you have the ability

to climb it.

~
!
0 0 0
-1
S

#57083
Faint Path Through the Hills~
The path is very faint and almost invisible.  Tall grass extends from the

ground and makes walking very strenuous even to the most experienced

adventurer.  You notice that some of the tall grass has recently been

trodden on towards the east.  The path continues up the hill to the east

towards a cliff.

~
~
301465600 4 9 0
D1
~
~
0 -1 57082 10 10 5
D3
~
~
0 -1 21240 10 10 5
-1
S

#0