2 ! *************************************************************
3 ! BORPHEE.INF -- add-on for SPIRITWRAK
4 ! *************************************************************
6 ! (Single global variable to store progress of 'Trophy room puzzle'
7 global trophy_stage = 0; ! equals 'stage' completed, up to 4(th)
9 Object BORPHEE_GUSStop "Downtown New Borphee"
10 with description "You're right in the middle of downtown \
11 New Borphee -- perhaps the busiest, most crowded \
12 city you've ever seen. Huge brand-new buildings \
13 and throngs of fast-moving people make the whole \
14 scene somewhat surreal. The streets head north to \
15 a business district, while a set of stairs here leads \
17 name "buildings" "throngs" "crowd" "people" "streets" "district"
20 d_to BORPHEE_GUSStation,
21 cant_go "You walk around downtown a bit, are appalled by the \
22 sights, and hastily return here.",
23 ! w_to "You walk around downtown a bit, are disturbed by the \
24 ! sights, and hastily return here.",
27 Object BORPHEE_BD "Business District"
28 with description "You're in a crowded business district filled \
29 with busy people. The city thins out a bit to the north, \
30 while city streets head west and south. Directly to the east is a \
31 building so tall it makes you dizzy just looking at it.",
32 name "building" "crowd" "streets" "people",
38 if (self hasnt general) {
40 move flour_scroll to BORPHEE_BD;
41 "^A number of people rudely brush past you and \
42 accidentally knock you down. A kindly old lady helps you \
43 to your feet. ~I think you dropped that,~ she says, pointing \
44 to a paper object nearby that doesn't seem familiar. She \
45 walks off, and is soon lost in the crowd.";
50 Object BORPHEE_CS "City Streets"
51 with description "You're on some busy side street in New Borphee. \
52 There's a crowded walk back east. To the north is the \
53 entrance to some sort of open area, with a large open arch.",
54 name "street" "walk" "area",
59 Nearby fake_arch "arch"
60 with name "open" "arch",
61 description "A large metal and stone arch. You'll have \
62 to get closer to see anything more.",
65 Object Skyscraper "Inside Skyscraper"
66 with description "You're inside a gigantic \
67 skyscraper. The marble and brass fixtures and trim \
68 exude professionalism. There's a small open chamber \
69 to the north. City streets are to the west.",
70 name "marble" "brass" "fixtures" "trim" "skyscraper"
73 e_to "You can't go that way.", ! but later...
78 print "As you enter the small chamber, metal \
79 doors suddenly spring forward and close \
84 Object ss_sign "sign" Skyscraper
85 with initial "There is a large sign posted near the small chamber.",
88 print "The sign reads:^^\
89 ~ELEVATOR UNDER CONSTRUCTION^PLEASE USE STAIRS.";
90 if ((self hasnt general) && (magic_door notin Skyscraper)) {
92 "~^^Oddly, there don't seem to be any stairs.";
98 Object Elevator "Inside Elevator"
99 with description "You are inside a cramped metal room, with \
100 featureless walls. There are no obvious exits.",
101 s_to "The doors seem to be closed tight.",
103 if (random(20) == 1) {
104 print "^Suddenly, the doors spring open! You \
106 PlayerTo(SkyScraper);
112 Object elevator_sign "sign" Elevator
114 initial "There's a small paper sign attached to a wall.",
115 description "~Shep:^^Put the elevator buttons _here_.^^-T~",
118 ! (Not real doors, of course)
119 !Object elevator_doors "doors" Elevator
120 ! with name "doors" "door",
121 ! description "Solid-looking metal sliding doors.",
124 ! "Try as you might, the doors are shut fast.";
126 ! "They appear to already be closed.";
130 Object BORPHEE_burbs "Suburbs"
131 with description "A suburb starts here, in contrast to the start \
132 of a big downtown to the south. For a residential area, \
133 it's surprisingly crowded. A main street runs \
135 name "suburb" "downtown" "street",
136 n_to BORPHEE_Outskirts,
140 Object BORPHEE_Outskirts "Outskirts"
141 with description "New Borphee stops here, although it probably \
142 won't for long. A rough trail leads off into some \
143 woods to the northwest, or you can enter the city to \
145 name "trail" "woods" "city",
147 nw_to BORPHEE_forest,
148 ne_to "Accardi-By-The-Sea is closed to visitors these days.",
151 Object BORPHEE_forest "Forest"
152 with description "Deep forest surrounds you. A rough trail runs \
153 north and southeast.",
154 name "forest" "trail",
155 se_to BORPHEE_Outskirts,
159 Object Over_river "Over River"
160 with description "You're on a nice new bridge crossing some \
161 large river below. Trails lead north and south into \
163 name "bridge" "trails" "woods",
167 Jump: "Bridge-jumping carries a stiff fine around here.";
171 Object c5 "coin" Over_river class coin_class;
173 Object Phee_river "river" Over_river
174 with name "river" "Phee",
175 description "Just a large east-west river.",
179 print "You drop "; DefArt(noun); " into the river and \
180 watch it disappear.";
181 Search, LetGo, Rub, Take, Push, Pull, Touch, Squeeze, Turn, Shake:
182 "The river is far below the bridge.";
184 has scenery container;
186 Object Forest_trail "Forest Trail"
187 with description "A beaten trail cuts through some very dense \
188 forest running north and south.",
189 name "trail" "forest",
194 Object Ravine_pass "Ravine Pass"
195 with description "A forest ravine opens into some sort of clearing \
196 to the north here, or a trail heads south.",
197 name "ravine" "forest" "clearing" "trail",
201 "The group of soldiers won't let you pass.";
202 else return Forest_clearing;
206 Nearby army "group of soldiers"
207 with name "group" "soldiers" "army",
208 description "A group of well-armed soldiers, who look a little \
211 Attack: "Forget it.";
212 default: "The soldiers are a little too weary to pay you any \
213 direct attention at the moment.";
217 ! (A rather mangled version of the Byzantine Generals Problem)
218 ! (actually, completely different -- i.e., the BGP is unsolvable
219 ! with three armies...)
221 Object wicker_cage "wicker cage" Ravine_pass
222 with name "cage" "wicker",
223 description "A wicker cage, with two compartments, and a lever \
224 attached to the front.",
229 "You can't seem to pry open the cage door by hand.";
231 add_to_scope cage_lever,
232 has static container transparent;
234 Object cage_lever "lever"
236 description "A wooden lever attached to the cage.",
239 if (Morgan in Delbins)
240 "A soldier slaps your hand away. ~That windcat \
241 messenger box belongs to our Captain, \
242 Morgan Grueslayer, so don't mess with it!~";
243 if (Morgan notin Ravine_pass)
244 "You pull the lever and watch the cage door \
245 momentarily open, then shut.";
246 if ((children(E_windcat) == 0) || (children(W_windcat) == 0))
247 "Morgan stops you and points at the windcats. ~An \
248 instruction must be sent with both of the cats, using the signal flags!~";
249 print "Morgan stops your hand, just as you are about to \
250 pull the lever. She looks at the cats. \
251 ~Are you quite sure, Priest?~^^\
252 Now, that seems like a reasonable question. So, are you? ";
253 if (YesOrNo() == 0) "You pause, to reconsider.";
259 print "You nod and yank the lever. The cage door \
260 latch is loosened enough for both windcats to break free! The \
261 spotted windcat tears off to the west, and the speckled cat \
262 zips off to the east!^^There is a somewhat stressful pause.^^";
263 ! simply put, the flags must both be red
264 if (((rf1 in E_windcat) && (rf2 in W_windcat)) ||
265 ((rf2 in E_windcat) && (rf1 in W_windcat))) {
267 "Simultaneously, from the east and west, a three horn signal sounds! \
268 Morgan smiles triumphantly. ~A truce has been declared! The \
269 war has ended!~ The army soldiers yell a round of ~Three cheers!~ \
270 before heading off. Morgan shakes your hand \
271 with almost enough force to break it. ~Well done indeed, Priest. \
272 Your wisdom only compliments your tranquil nature.~ She walks off, \
273 seeking the next challenge.";
276 move battle to Forest_clearing;
277 "Suddenly, from somewhere, a single horn note sounds! The sounds \
278 of a fight to the north are soon heard. Morgan \
279 gives you a sad, tired look. ~Perhaps it was meant to be,~ she \
280 says, as she and the army quickly march north to join their \
288 Object rf1 "red flag" Ravine_pass
292 description "A red square of cloth.";
293 Object rf2 "red flag" Ravine_pass
297 description "A red square of cloth.";
298 Object bf1 "blue flag" Ravine_pass
302 description "A blue square of cloth.";
303 Object bf2 "blue flag" Ravine_pass
307 description "A blue square of cloth.";
309 Object E_windcat "speckled windcat" wicker_cage
310 with name "windcat" "cat" "speckled",
311 description "A sleek, speckled salt-and-pepper windcat, with \
316 "The windcat hisses and struggles until you desist.";
318 if (noun hasnt is_flag)
319 "I don't think the windcat would appreciate that.";
320 Push, Pull, Attack, Squeeze, Turn:
321 "I don't think the windcat would appreciate that.";
322 Rub, Touch: "The windcat purrs.";
326 Object W_windcat "spotted windcat" wicker_cage
327 with name "windcat" "cat" "spotted",
328 description "A sleek, spotted black-and-white windcat, with \
333 "The windcat hisses and struggles until you desist.";
335 if (noun hasnt is_flag)
336 "I don't think the windcat would appreciate that.";
337 Push, Pull, Attack, Squeeze, Turn:
338 "I don't think the windcat would appreciate that.";
339 Rub, Touch: "The windcat purrs.";
343 Object Forest_clearing "Forest Clearing"
344 with description "A open clearing is surrounded by forest trees here. \
345 A ravine pass is to the south, and a short trail heads northwest. \
346 You can just see a small cave opening to the northeast.",
347 name "clearing" "forest" "trees" "ravine" "pass" "trail" "cave",
351 "You're not getting past that bloody battle (intact).";
352 else return Forest_brambles;
356 "You're not getting past that bloody battle (intact).";
357 else return Forest_cave;
361 Object battle "bloody battle"
362 with name "battle" "war" "warriors",
363 initial "There's a violent battle taking place in the middle \
365 description "It's a fierce battle. Kobolds and soldiers are locked \
366 in mortal combat. Getting too close would be certain death.",
370 "You give a yell and plunge into the battle, and get \
371 skewered by a kobold arrow moments later.";
372 default: "At the moment, everyone seems rather occupied.";
376 Object Forest_brambles "Forest Brambles"
377 with description "There's a small area of forest surrounded by \
378 brambles and shrubs here. A trail leads southeast.",
379 name "forest" "brambles" "shrubs" "trail",
380 se_to Forest_clearing,
383 Object Forest_cave "In front of cave"
384 with description "A small cave mouth enters into darkness to the \
385 north here. A clearing lies to the southwest.",
386 name "cave" "mouth" "darkness" "clearing",
387 sw_to Forest_clearing,
391 Object CAVE_NSTUNNEL "North-South Tunnel"
392 with description "You're in a natural cave tunnel running north and \
393 south. To the south you can see a glimmer of daylight.",
394 name "glimmer" "daylight" "tunnel",
399 Object CAVE_INTER "Tunnel Intersection"
400 with description "Several natural cave tunnels intersect here, \
401 running north, south, and east.",
402 name "tunnel" "tunnels",
408 !Object CAVE_BARE "Bare Cavern",
409 ! with description "A bare cavern. The exit is east.",
413 Object CAVE_CURVE "Twisting Tunnel",
414 with description "A natural cave tunnel makes short twists and \
415 turns here, running south and east.",
416 name "tunnel" "twists" "turns",
421 Object CAVE_DAMP "Damp Cave"
422 with description "You're in a small cave with noticeably damp walls. \
423 Exits lie to the west and south.",
429 Object CAVE_NCREVASSE "Sloping Tunnel"
430 with description "You're in a windy tunnel that gradually slopes up to the \
431 east, or down to the west. A cold breeze blows from a tunnel to the north.",
432 name "tunnel" "breeze",
440 Object CAVE_WINDY "Windy Tunnel"
441 with description "A strange wind seems to howl through this \
442 winding tunnel heading east and west. A crack in the tunnel \
443 wall exposes an exit north.",
444 name "wind" "tunnel" "crack",
449 Listen: "A light wind howls through this tunnel.";
453 Object CAVE_BARE2 "Bare Cavern",
454 with description "A bare cavern. The exit is west.",
458 ! (torn -- planes are reachable)
459 Object p4 "torn parchment" CAVE_BARE2
460 class parchment_class,
462 description "~...places no mortal man should go, \
463 There are planes of existence far beyond our own, that \
464 connect and interlace, so that even mortal man may \
465 tread upon the featureless gray of <smudge>. But, \
466 I believe that there may be other planes, perhaps \
467 where the Implementors are said to live. Are these \
468 places just parts of existing planes or planes unto \
469 themselves? I do not...~";
471 Object Ancient_Tunnel "Ancient Hallway"
472 with description "You're in a stone hallway, clearly man-made. \
473 The dust and musty smell indicate the place hasn't \
474 been used in quite some time. The corridor runs north, while the \
475 south wall has a large crack, creating a dark opening.",
476 name "dust" "hallway" "crack" "opening",
480 Smell: "The air smells a bit musty and stale.";
484 Object End_of_hall "End of Hallway"
485 with description "You're at the north end of a long stone hallway. \
486 You can follow the hallway back south, or you can take a set of \
487 cracked stone stairs up.",
488 name "hallway" "stairs",
493 Object Domed_chamber "Domed Chamber"
495 print "You are in a large man-made underground chamber, with a \
496 perfectly domed high ceiling. Smooth stone archways lead to rooms to the \
497 north, south, east and west. Stone cut steps lead down. In the very \
498 center of the ceiling you notice a strange circular depression in \
500 if ((self hasnt general) && (amulet has worn)) {
502 ".^^Your amulet suddenly gives off a flash of purple light, then fades!";
506 name "dome" "archways" "steps" "ceiling",
512 u_to "The ceiling is too far above you.";
514 Nearby fake_depression "depression"
515 with name "depression" "circle" "hole",
516 description "It looks like a slightly recessed circular depression \
517 in the ceiling. It's hard to tell from here if it was something cut out of \
518 the stone, or perhaps it's a separate piece.",
521 ! (Player can only get here in end game, and probably doesn't want to be here either)
522 Object TROPHY_SECRET "Secret Trophy Room"
523 with description "You're in a small domed stone room. The only exit, \
524 unfortunately, is a hole in the stone floor to a floor of another chamber \
525 far below. Engraved in the wall is: ~LORD DUNCANTHRAX'S PRIVATE TROPHY \
530 if (TROPHY_SECRET.number == 0) {
531 TROPHY_SECRET.number = 1;
532 TROPHY_SECRET.description = "You're in a small domed stone room. \
533 There appear to be no exits -- the hole in the floor appears to have been \
534 sealed with stone. Engraved in \
535 the wall is: ~LORD DUNCANTHRAX'S PRIVATE TROPHY ROOM~.";
536 give self ~light ~visited;
537 "^Lord Duncanthrax and some of his soldiers are here.^^\
538 Duncanthrax looks up and sees you. ~Who is that?~ he asks. ~Looks like a \
539 priest,~ a soldier says. ~Wonderful. First, the black paint, and now, \
540 a priest breaks into my trophy room.~ He sighs. ~Will no one rid me of \
541 this meddlesome priest?~ One of the soldiers takes the hint and knocks \
542 you out cold.^^You awake a short time later.";
546 "^You soon run out of air in the sealed stone room.";
551 Object TROPHY_N "North Trophy Room"
552 with description "This is a bare cubical stone chamber. Some worn black \
553 lettering on the wall reads: ~THE EAST CHAMBER IS NOT THE FIRST TROPHY \
554 ROOM~. An archway exits south.",
555 name "archway" "stone",
559 Object TROPHY_E "East Trophy Room"
560 with description "This is a bare cubical stone chamber. Some worn black \
561 lettering on the wall reads: ~THE NORTH CHAMBER HAS SILVER LETTERING~. \
562 An archway exits west.",
563 name "archway" "stone",
566 ! sigh: logic bug in rel 1. Try the following stmt below instead. Note
567 ! that two solutions are possible in this case...
568 ! on the wall reads: ~THE NORTH CHAMBER HAS GOLD LETTERING AND THE SOUTH \
569 ! CHAMBER IS THE SECOND TROPHY ROOM~. \
571 Object TROPHY_S "South Trophy Room"
572 with description "This is a bare cubical stone chamber. Some worn black \
573 lettering on the wall reads: ~THE EAST CHAMBER HAS SILVER LETTERING AND \
574 I HAVE GOLD LETTERING~. An archway exits north.",
575 name "archway" "stone",
579 Object TROPHY_W "West Trophy Room"
580 with description "This is a bare cubical stone chamber. Some worn black \
581 lettering on the wall reads: ~EITHER I AM THE SECOND TROPHY ROOM AND THE \
582 NORTH CHAMBER IS THE LAST TROPHY ROOM, OR I HAVE GOLD LETTERING~. \
583 An archway exits east.",
584 name "archway" "stone",
588 Object lettering "lettering"
589 with name "lettering" "black" "writing",
590 description [; <Look>; ],
591 found_in TROPHY_N TROPHY_E TROPHY_S TROPHY_W,
594 ! (Now, the special key depressions
595 ! AUTHOR NOTE: Originally, I represented all 4 by one object. I
596 ! switched to four identical but separate objects to simplify the
597 ! ease of have the trophy still sitting in the given depression
598 ! (potentially increasing the likelihood that the player might
599 ! drop the trophy in more than once, thereby fouling the puzzle)
600 Object Nkey_depression "circular depression" TROPHY_N
601 class trophy_dep_class,
605 "That doesn't quite fit.";
607 if (trophy_stage == 3) {
608 ! got it --- drop rod if in chamber
609 trophy_stage = 0; ! could get 'reset'
610 print "You hear a click";
612 if (white_rod_piece in TROPHY_SECRET) {
614 move white_rod_piece to Domed_chamber;
615 move air_spirit to Domed_chamber;
616 Domed_chamber.description = "You are in a large man-made underground chamber, with a \
617 perfectly domed high ceiling. Smooth stone archways lead to rooms to the \
618 north, south, east and west. Stone cut steps lead down. In the very \
619 center of the ceiling you notice a circular hole.";
620 fake_depression.description = "It's a small circular hole shrouded in darkness.";
621 ", followed by a dull thump \
627 trophy_stage = 0; ! reset
635 Object Ekey_depression "circular depression" TROPHY_E
636 class trophy_dep_class,
640 "That doesn't quite fit.";
643 if (trophy_stage == 0) trophy_stage = 1;
644 else trophy_stage = 0; ! reset
650 Object Skey_depression "circular depression" TROPHY_S
651 class trophy_dep_class,
655 "That doesn't quite fit.";
658 if (trophy_stage == 2) trophy_stage = 3;
659 else trophy_stage = 0; ! reset
665 Object Wkey_depression "circular depression" TROPHY_W
666 class trophy_dep_class,
670 "That doesn't quite fit.";
673 if (trophy_stage == 1) trophy_stage = 2;
674 else trophy_stage = 0; ! reset
680 ! (GUE Tech -- with new curriculum...)
681 Object GUE_Gate "GUE Entrance"
682 with description "You're standing under an open archway that has \
683 the letters ~GUE TECH~ prominently displayed in \
684 twisted brass and copper. A busy street lies to the \
685 south, and the campus quad opens up to the north.",
686 name "letters" "street" "quad",
691 Nearby GUE_arch "archway"
692 with name "arch" "archway",
693 description "It's an elaborate metal and stone affair that \
694 probably cost a fortune. On one side, an inscription reads \
698 Object GUE_QuadS "South Quad"
699 with description "You're walking across a grassy field. More \
700 lawn lies to the north, while an archway exits the area to the \
701 south. To the west is a low stone building with the word \
702 ~GYMNASIUM~ etched in stone across the entrance. To the east \
703 is a old brick building covered in ivy.",
704 name "grass" "field" "lawn" "archway" "building"
712 Object GUE_Quad "Center of Quad"
713 with description "The center of the campus is a nicely tended \
714 green lawn with a bronze statue in the center. \
715 Paths lead north and south across grassy fields. \
716 To the west is a small brick building. To the east \
717 is a large stone building with a lintel roof and the \
718 words ~WOOMAX LIBRARY~ enscribed across the entrance.",
719 name "lawn" "grass" "fields" "building" "lintel",
727 "^Some students walk by. They must be upperclassmen, \
728 as they don't even look in your direction.";
730 "^Some students walk by. They must be underclassmen, \
731 as some of them look at you with puzzled expressions.";
735 Nearby belboz_statue "statue"
736 with name "statue" "bronze",
737 description "An old bronze statue of a wise-looking \
738 man in wizard's clothes with a stern, disapproving look. An inscription \
739 at the base reads ~BELBOZ AT MITHICUS~.",
742 Object GUE_QuadN "North Quad"
743 with description "You're walking across a grassy field. More \
744 lawn lies to the south, while a large building that resembles a \
745 auditorium of some sort is north. An inscription near the entrance \
746 reads ~ENCHANTER HALL~. To the west you see a small house-like \
747 building. To the east you see a low stone building, clearly new \
748 and rather modern looking in contrast to its surroundings.",
749 name "grass" "field" "lawn" "building" "auditorium",
751 n_to GUE_Enchanter_hall,
756 Object GUE_Gym "Gymnasium"
757 with description "There's a large field house here, filled with \
758 gym equipment and helpful rubber mats. The exit is east.",
761 Jump: "You do a bit of exercise.";
765 Nearby gym_stuff "equipment"
766 with description "Various things useful to those who exercise.",
767 name "equipment" "mats",
769 Pull, Push: "You do a bit of exercise.";
773 Object dorm_key "flat key" GUE_Gym
774 with name "key" "flat" "dorm",
775 initial "Someone left a key here.",
776 description "A flat metal key with ~102~ marked on one side.",
781 Object GUE_Hum "Humanities Building"
782 with description "You're in the humanities building, which is \
783 vacant and closed for the summer. The exit is west.",
787 Object History_book "history book" GUE_Hum
788 with name "book" "history",
789 initial "Someone left a history book here.",
790 description "It's a biography on the life and times of \
791 Duncanthrax the Bellicose. Most of it chronicles fairly \
792 dry stuff about his much publicized conquests of the \
793 Eastlands and his famous battles. There is an interesting \
794 bit about some secret trophy chamber that Duncanthrax \
795 had constructed near the end of his reign, but for more \
796 details, I'd suggest ~look up (word) in book~ specifically.",
799 if (consult_words > 1)
800 "The index is rather terse, try limiting your lookup \
802 wn = consult_from; w1 = NextWord();
805 "Apparently, in 680 GUE, Duncanthrax grew increasingly \
806 withdrawn. At this time, of foremost importance to him was his collection of \
807 various battle trophys and awards he had bestowed to \
808 himself (for unusual valor on the field of battle) \
809 over the years. He decided to construct a hidden \
810 underground chamber south of Egreth to sequester this \
811 collection, which would be locked in a most clever means. \
812 He decided to order the construction of \
813 a ~four-room key~ which, when a miniature trophy \
814 was inserted and removed (once) in a special keyhole in each \
815 of the four rooms (in a specific order), would unlock a holding chamber \
816 in a center room containing his prized trophies. \
817 Priding himself on his logic skills, he requested that \
818 two captured foreigners produce a logic puzzle plainly \
819 inscribed in the four key rooms themselves that would \
820 detail the exact order that the key rooms were to be \
821 ~applied~. A Prevaricon, \
822 who could not help but write untruths, was given a can of \
823 gold paint, while a Veritassi, who could only write the \
824 truth, was given a can of silver paint. Imagine \
825 Duncanthrax's rage when he discovered that the two \
826 prisoners had secretly painted over their gold and \
827 silver key phrases with _black_ paint! \
829 summarily executed, of course, but Duncanthrax sealed \
830 off the chamber and researchers can only guess at \
831 the final fate of the trophy collection of Duncanthrax.";
833 "Zilbo the third was overthrown in the great revolt lead \
834 by Duncanthrax in 659 GUE. The biographers suggest \
835 reading their companion text ~How Zilbo Came to Mithicus~.";
836 'Griffspotter', 'Antharia':
837 "In 665 GUE, Duncanthrax humiliated the Antharian naval \
838 Armada in the famous battle at Fort Griffspotter. \
839 (Well, okay, there's quite a bit more in the book about \
840 this battle, but remember, you're a priest, not a \
842 'Diablo', 'Massacre':
843 "In 666 GUE, Duncanthrax invaded Zorbel Pass in the \
844 Eastlands and severely trounced a local militia of \
845 trolls armed with clubs and garlic. The key \
846 significance of this victory on Duncanthrax's \
847 conquest of the Eastlands, as well as the immediate \
848 recall of all vampiric soldiers in Duncanthrax's \
849 military force, cannot be understated.";
850 'Ogre', 'battle', 'duel':
851 "In late 666 GUE, Duncanthrax was engaged in a fierce \
852 battle with forces near Globby Hills. In a brilliant \
853 tactical move, Duncanthrax goaded the opposing force \
854 into decided the fate of the battle on a single duel -- \
855 himself versus their champion. Unfortunately for \
856 Duncanthrax, the Globby Hill champion turned out to \
857 be an Ogre of immense size. In an attempted diversion, \
858 Duncanthrax was quoted as saying to the Ogre, \
859 ~It's all right, we're with Silvermane.~ The Ogre \
860 was quoted as responding with ~Huh?~. Duncanthrax then, \
861 perhaps in a moment of sheer bravado, was heard to \
862 say ~Your shoes are untied.~ As the Ogre bent down \
863 to examine his unshod feet, Duncanthrax gave the \
864 signal, and the Ogre was buried under a massive \
867 "Silvermane, the book notes, was the name of \
868 Duncanthrax's pet Dire Wolf.";
870 "There appear to be notable entries on ~trophy~, \
871 ~Zilbo~, ~Griffspotter~, ~Diablo~, ~Ogre~, and \
874 "You can't find anything interesting about that.";
881 Object GUE_Cafe "Cafeteria"
882 with description "A small cramped area with lots of tables and \
883 chairs and food stains. The exit is east.",
884 name "table" "tables" "chair" "chairs" "food" "stains",
888 Nearby cafe_mess "mess"
889 with name "mess" "cups" "napkins" "junk",
890 initial "Someone must've had a late night recently, as \
891 there is quite a mess of coffee cups, napkins, and other junk \
895 if (self hasnt general) {
897 move sugar_cube to GUE_Cafe;
898 move decaf_coffee_can to GUE_Cafe;
899 "You dig through the mess and find an \
900 unopened can of coffee and a sugar-cube.";
903 "There's too much to carry.";
904 Rub, Push, Pull, Turn, Touch, Shake:
905 "You mess with the mess. Nothing happens.";
909 Object sugar_cube "sugar cube"
910 with name "sugar" "cube",
911 short_name "sugar cube",
912 description "A perfect featureless white cube (of sugar).",
917 Object GUE_Library "Library"
918 with description "A student library is here, filled with \
919 various texts. The exit is west.",
921 objectloop (x in player) {
922 if ((x == marked_scroll) && (librarian hasnt general))
923 "Some strange invisible force stops you as you try \
924 to leave. The librarian doesn't look up, but merely says, \
925 ~If you want to check something out, I'll \
926 need to see some ID first.~";
927 ! (now, instead of doing recursive tree traverse, I do two levels
928 ! of checking, to save code space, since there aren't that many
929 ! workable containers in this game)
930 if (children(x) > 0) {
931 objectloop (y in x) {
932 if ((y == marked_scroll) && (librarian hasnt general))
933 "Some strange invisible force stops you as you try \
934 to leave. The librarian doesn't look up, but merely says, \
935 ~If you want to check something out, I'll \
936 need to see some ID first.~";
937 if (children(y) > 0) {
938 objectloop (z in y) {
939 if ((z == marked_scroll) && (librarian hasnt general))
940 "Some strange invisible force stops you as you try \
941 to leave. The librarian doesn't look up, but merely says, \
942 ~If you want to check something out, I'll \
943 need to see some ID first.~";
950 ! if ((marked_scroll notin GUE_Library) && (librarian hasnt general))
955 Object magazine_lib "wrinkled magazine" GUE_Library
956 with name "magazine" "wrinkled" "report",
957 initial "There's a wrinkled magazine (~US News and Dungeon Report~) here.",
958 description "SPIRITWRAK Author notes:^\
959 3/96 -- Initial (beta) release. Functionally complete, some \
960 nagging bugs and typos may still be present.^\
961 4/96 -- Second release. Reported bugs fixed. A few puzzles \
962 added, some removed.^\
963 6/96 -- Third release. Bug fix release.",
968 Object GUE_Dorms "Dorms"
969 with description "You're in a short hallway inside some student \
970 dormitories. The exit is east.",
974 w_to "You wander the halls a bit and return here.",
977 Object dorm_doorN "northern door" GUE_Dorms
978 with name "door" "northern",
979 when_closed "There's a closed door to the north.",
980 when_open "There's an open door to the north.",
981 description "A wooden door with a keylock. A note \
982 attached to it says ~DOING WORK ABROAD~.",
985 door_to GUE_dormroom,
988 give dorm_doorN2 open;
990 give dorm_doorN2 ~open;
992 has static door openable lockable locked;
995 Object dorm_doorS "southern door" GUE_Dorms
996 with name "door" "southern",
997 when_closed "There's a closed door to the south.",
998 description "A wooden door with a keylock. A note \
999 attached to it says ~BEWARE OF DOG~.",
1001 door_to GUE_Dorms, ! doesn't really go anywhere
1005 "As you open the door, an enormous hellhound jumps \
1006 out! The unusual watchdog creeps back into the room and closes the \
1007 door -- after having mauled you to pieces, of course.";
1009 has static door openable lockable;
1011 Object GUE_ID1 "dirty ID card" GUE_Dorms
1012 with name "ID" "card" "dirty",
1013 description "A slightly dirty ID card. There's a picture \
1014 of some woman with short dark hair and glasses, and the name \
1015 ~Stephanie~ on the front.",
1019 Object GUE_ID2 "clean ID card"
1020 with name "ID" "card" "clean",
1021 description "An ID card with a picture \
1022 of some young student and the name \
1023 ~Harold~ written on the front.",
1027 Object GUE_dormroom "Dorm room"
1028 with description "A cramped room, mostly empty, with some \
1030 name "furnishings" "desk" "chair" "bed",
1034 ! (due to short name confusion ("northern door"), 2nd half
1035 ! of this door done separately)
1036 Object dorm_doorN2 "door" GUE_dormroom
1038 when_closed "There's a closed door to the south.",
1039 when_open "There's an open door to the south.",
1040 description "An unremarkable wooden door.",
1041 ! with_key dorm_key,
1046 give dorm_doorN open ~locked;
1048 give dorm_doorN ~open;
1052 "You can't lock the door from this side.";
1054 "You can't unlock the door from this side.";
1056 has static door openable lockable;
1058 !Nearby dormroom_furnishings "furnishings"
1059 ! with name "furnishings" "desk" "chair" "bed",
1060 ! description "Minimal furnishings -- a desk and chair, \
1061 !a small bed. Almost reminds you of the Monastery.",
1064 Object textbook "textbook" GUE_dormroom
1065 with name "book" "textbook" "text",
1066 initial "A forgotten textbook is lying in one corner of \
1069 if (self hasnt open)
1070 "The cover reads ~Ancient Mythology~.";
1072 "~A colorful myth among ancient races has been \
1073 called 'The myth of the Four Brothers' by Elder Kroonwatz \
1074 (the famous Royal Chronicler). The story states that at the dawn of time, four \
1075 evil gods, who were brothers, sought dominance over that \
1076 which would become our world. Great battles were fought \
1077 between forces of light and darkness, and these \
1078 brothers were often victorious. \
1079 Fortunately for us, they \
1080 could not cooperate with each other, and \
1081 fought amongst themselves in petty power \
1082 struggles, driven individually by power and greed.
1083 Indeed, legends state that on occassions, the brothers \
1084 would seek ways to actually destroy their own siblings, \
1085 along with the forces of good. \
1086 One brother constructed a strange artifact that would \
1087 have given him great power, but was discovered by agents of good. \
1088 He was imprisoned within the very object he built. The remaining \
1089 three, facing certain defeat without the combined strength of their \
1090 trapped brother, fled into planes unknown, but made a pact \
1091 that if the brother were ever freed, and the artifact of \
1092 power returned to him, the four would \
1093 agree to make their final attack against the forces of good. \
1094 Kroonwatz points out the obvious parallels with various other \
1095 mythologies that foretell the end of the known world.~";
1101 if (self hasnt general) {
1104 move GUE_ID2 to parent(player);
1105 "As you open the book, a small card flies out and lands \
1111 Object GUE_Enchanter_hall "Enchanter Hall (top)"
1112 with description "You're at the top of a large auditorium which \
1113 is empty. You can walk down a long aisle to the \
1114 front of the hall, or out to the south.",
1115 name "aisle" "seats",
1117 d_to GUE_Enchanter_hall_front,
1118 n_to GUE_Enchanter_hall_front,
1121 Object GUE_Enchanter_hall_front "Enchanter Hall (bottom)"
1123 print "You're at the very front of a large \
1124 auditorium. From here you can look south and sees rows upon \
1125 rows of empty seats focused on the stage-like area where you now \
1126 stand. You can walk back into the seats to the south";
1127 if (hall_switch has on)
1128 ". A soft dim glow highlights your current area.";
1131 name "rows" "seats" "glow",
1132 s_to GUE_Enchanter_hall,
1133 u_to GUE_Enchanter_hall,
1136 Nearby hall_switch "switch"
1138 initial "There's a curious switch in the wall here.",
1139 description "A small switch in the far wall.",
1142 if (self hasnt on) {
1144 print "You hear a click. A dim light now makes the \
1145 nearby area less gloomy.^";
1147 else "It seems to be on already.";
1148 if (self hasnt general) {
1150 move notebook to hall_desk;
1151 "^A student creeps out of the shadows. He looks \
1152 at you sheepishly. ~Sorry I haven't been to class all semester, \
1153 Professor,~ he begins. ~Anyway, here's my final paper.~ He puts \
1154 a notebook on the desk. ~All this stuff about the new 'science' \
1155 -- I don't know what all the fuss \
1156 is about. Magic was okay too, wasn't it? There's a part in my \
1157 conclusion where --~ He stops and looks at the notebook. ~Well, \
1158 anyhow.~ he says, and disappears back into the shadows.";
1164 "The dim light fades.";
1166 else "It seems to be off already.";
1168 has static switchable;
1170 Object hall_desk "large desk" GUE_Enchanter_hall_front
1172 description "A long desk sits in the middle of this area.",
1174 has static supporter;
1176 Object notebook "notebook"
1177 with name "notebook",
1179 description "A plain white notebook with some loose pages.",
1184 if ((noun ~= term_paper) && (noun hasnt is_scroll))
1185 "You can't put that into the notebook.";
1187 has container openable;
1189 Object term_paper "term paper" notebook
1190 with name "paper" "term",
1193 description "~Magic, so what's it good for?~ by \
1194 Wilbur Lunchbox. It's a long-winded haphazard writing about \
1195 the virtues of magic in a time of science. Some of the topic \
1196 sentences are particularly clumsy. However, there's an insightful \
1197 bit at the end about how under certain circumstances, magic and \
1198 science become indistinguishable.",
1201 Object GUE_Labs "Science Center"
1202 with description "You are in a short hallway of some new \
1203 building. The words ~SCIENCE CENTER~ are painted on one wall. \
1204 The hallway opens to rooms to the east, or you can escape to the west.",
1210 Object GUE_Labs_Eng "Engineering Labs"
1212 You shudder as you look around this area. \
1213 Clearly a place of science, piles of heavy machinery and strange \
1214 delicate-looking tools and artifacts are everywhere here. Hallways \
1215 run west and east.",
1216 name "machinery" "tools" "artifacts",
1218 e_to GUE_Labs_Office,
1222 Object wood_book "research paper" GUE_Labs_Eng
1223 with name "paper" "research",
1224 description "~On the Structural Strength of Woods~, \
1225 a short, fairly dry research paper. Apparently, the researcher was testing \
1226 the breaking point of various woods. The conclusions reached \
1227 are summed up in the final paragraph:^^\
1228 ~In summary, our findings indicate that out of the materials \
1229 tested, Ebony wood is clearly the best choice, and Balsa wood \
1230 clearly the worst. Balsa wood structures broke immediately when \
1231 even the slightest weight was tested on them. Pine wood structures \
1232 fared slightly better, holding light weights, but tended to break \
1233 on repeated stress. Ebony wood structures were approximately twice \
1234 as strong as Pine structures, holding up to at least one repeated \
1235 stress test before breaking.~",
1239 Object GUE_Labs_Office "Office"
1240 with description "You're in a small office of some sort. The \
1241 only exit is west.",
1245 Nearby Lab_desk "desk"
1247 initial "A small desk sits in one corner here.",
1248 description "It's quite tiny really.",
1249 has static supporter;
1251 Object Lab_journal "lab journal" Lab_desk
1252 with name "journal" "lab",
1253 description "Some loose handwritten pages read:^\
1254 ^~...DAY 14) We've put the artifact in the south lab. Still \
1255 ^ no idea what it does, but I'm sure I can find \
1256 ^ some lab student who can figure it out. \
1257 ^ DAY 20) My lab assistant Peabody believes that it's \
1258 ^ some sort of 'mystical gate'. \
1259 ^ Clearly this is hogwash. However \
1260 ^ my grant has been awarded, so I have allowed \
1261 ^ Peabody to continue work. \
1262 ^ DAY 25) Peabody demonstrated something fantastic today. \
1263 ^ He took my briefcase and put it on \
1264 ^ the artifact and in a white flash, it was gone! \
1265 ^ DAY 27) This is my last entry. I am leaving the University \
1266 ^ tomorrow. Peabody, in my request to retrieve my briefcase \
1267 ^ stepped onto the artifact, and was gone! I've read \
1268 ^ his recent research notes, and if he's right, he's \
1269 ^ now lost in a place unimaginable! I've locked the \
1270 ^ artifact away and destroyed the combination -- I pray no \
1271 ^ one ever sees it again!...~\
1272 ^ (The journal breaks off here)",
1277 Object GUE_Lab_door "lab door"
1278 with name "door" "lab",
1280 print "There's a closed heavy metal door to the";
1281 if (self in GUE_Labs_Eng)
1286 print "There's an open metal door to the";
1287 if (self in GUE_Labs_Eng)
1291 description "A large door made of some shiny hard metal. \
1292 There are no obvious handles or hinges.",
1294 if (self in GUE_Labs_Eng) return s_to;
1298 if (self in GUE_Labs_Eng) return GUE_Labs_SECRET;
1299 else return GUE_Labs_Eng;
1303 if (self has open) {
1304 left_dial.number = random(9);
1305 right_dial.number = random(9);
1306 center_dial.number = random(9);
1307 give self ~open locked;
1308 "You close the door and hear some mechanisms spin.";
1311 found_in GUE_Labs_Eng GUE_Labs_SECRET,
1312 has static door openable lockable locked;
1314 ! (and now a combination lock, which is probably going to be more
1315 ! of an effort to code than for the player to figure out)
1316 Object special_lock "set of dials" GUE_Labs_Eng
1318 initial "There's an odd set of dials in the wall near the \
1321 print "Three dials are in a left-to-right row. Above \
1322 each dial is a tiny square window with some number visible behind it. \
1323 The windows currently read: ~",left_dial.number,center_dial.number, right_dial.number;
1324 "~. Right next to the set of dials is a small green button. \
1325 Letters right above the dials read: ~FrobozzCo~.";
1327 has static transparent;
1333 print "A small dial. The window above reads ~", self.number;
1339 Object left_dial "left dial" special_lock
1344 left_dial.number = left_dial.number + 1;
1345 if (left_dial.number > 9) left_dial.number = 0;
1346 print "The left window now reads: ~", left_dial.number;
1349 if ((second < 0) || (second > 9))
1350 "The left dial apparently only goes from 0 to 9.";
1351 else left_dial.number = second;
1352 print "The left window now reads: ~", left_dial.number;
1356 Object center_dial "center dial" special_lock
1358 with name "center" "middle",
1361 center_dial.number = center_dial.number + 1;
1362 if (center_dial.number > 9) center_dial.number = 0;
1363 print "The center window now reads: ~", center_dial.number;
1366 if ((second < 0) || (second > 9))
1367 "The center dial apparently only goes from 0 to 9.";
1368 else center_dial.number = second;
1369 print "The center window now reads: ~", center_dial.number;
1373 Object right_dial "right dial" special_lock
1378 right_dial.number = right_dial.number + 1;
1379 if (right_dial.number > 9) right_dial.number = 0;
1380 print "The right window now reads: ~", right_dial.number;
1383 if ((second < 0) || (second > 9))
1384 "The right dial apparently only goes from 0 to 9.";
1385 else right_dial.number = second;
1386 print "The right window now reads: ~", right_dial.number;
1391 Object green_button "green button" special_lock
1392 with name "button" "green",
1395 description "A small green button next to the dials.",
1398 ! a simple game of mastermind. NOTE: I hate mastermind...
1399 if (GUE_Lab_door has open)
1400 "You hear a short buzzing noise.";
1401 if ((left_dial.number == 7) &&
1402 (center_dial.number == 3) &&
1403 (right_dial.number == 4)) {
1404 give GUE_Lab_door ~locked open;
1406 "You hear three clicks, and the door swings open!";
1408 ! observe the bizarre numerical method of tracking guesses...
1409 ! ('0' implies wrong)
1410 ! (As with regular mastermind, we first check for all
1411 ! 'right # and right spot' and build a bitstring that
1412 ! indicates this (i.e. 700 combo would give 100 bitstring).
1413 ! Then, we scan over the slots that were not marked as
1414 ! 'right # and right spot' to check for 'right #, wrong
1415 ! spot'. If, notably, we already found that number in
1416 ! the 1st scan, we do _not_ treat it as 'right #, wrong
1417 ! spot' (i.e. 777 should give us 1 click, not 1 click,
1419 ! -- Author's note: There is no doubt a simpler method
1420 ! to do this, and you Inform junkies should feel free
1421 ! to let me know this, however I found this method to
1422 ! be easy to code, easy to understand, and pretty
1424 green_button.number = 0; ! RESET
1425 green_button.weight = 0; ! (# of 'thunks')
1427 if (left_dial.number == 7) green_button.number = 100;
1428 if (center_dial.number == 3)
1429 green_button.number = green_button.number + 10;
1430 if (right_dial.number == 4)
1431 green_button.number = green_button.number + 1;
1433 if (green_button.number ~= 100 or 101 or 110) {
1434 if (green_button.number ~= 11) {
1435 if ((left_dial.number == 3) &&
1436 (green_button.number ~= 10))
1437 green_button.weight = green_button.weight + 1; ! 'add a thunk'
1438 if ((left_dial.number == 4) &&
1439 (green_button.number ~= 1))
1440 green_button.weight = green_button.weight + 1; ! 'add a thunk'
1443 if (green_button.number ~= 10 or 11 or 110) {
1444 if (green_button.number ~= 101) {
1445 if ((center_dial.number == 7) &&
1446 (green_button.number ~= 100))
1447 green_button.weight = green_button.weight + 1; ! 'add a thunk'
1448 if ((center_dial.number == 4) &&
1449 (green_button.number ~= 1))
1450 green_button.weight = green_button.weight + 1; ! 'add a thunk'
1453 if (green_button.number ~= 1 or 11 or 101) {
1454 if (green_button.number ~= 110) {
1455 if ((right_dial.number == 7) &&
1456 (green_button.number ~= 100))
1457 green_button.weight = green_button.weight + 1; ! 'add a thunk'
1458 if ((right_dial.number == 3) &&
1459 (green_button.number ~= 10))
1460 green_button.weight = green_button.weight + 1; ! 'add a thunk'
1463 ! Print number of clicks and thunks
1464 if (green_button.number == 0 && green_button.weight == 0)
1466 if (green_button.number == 1 or 10 or 100) {
1467 print "You hear a single click";
1468 if (green_button.weight == 0) ".";
1469 else print " followed by ";
1472 if (green_button.number == 11 or 101 or 110) {
1473 print "You hear two clicks";
1474 if (green_button.weight == 0) ".";
1475 else print " followed by ";
1481 EnglishNumber(green_button.weight);
1482 if (green_button.weight == 1)
1491 Object GUE_Labs_SECRET "Strange Lab"
1492 with description "This is an odd room, cramped even by lab \
1493 standards. The place seems to have been cleared out recently.",
1502 Object librarian "librarian" GUE_Library
1503 with name "librarian" "student" "Stephanie",
1504 description "A young woman with short dark hair and \
1505 gold-framed glasses.",
1508 "Attacking librarians is not very becoming of \
1511 if (noun == glasses)
1512 "~Thanks no, I already have a pair.~";
1513 if (noun == GUE_ID1) {
1515 "The librarian snatches the ID out of your hand. \
1516 ~Where'd you get my ID?~ she says. ~I've been looking for it \
1519 if (noun == GUE_ID2) {
1520 print "The librarian peers at the ID. ~Hi ";
1521 if (self has general)
1522 "again, Harold,~ she says.";
1526 she says. ~I heard you were going to be away for a least two \
1527 more years. Got tired of Mithicus, eh? Well, anyway, remember to \
1528 return anything you borrow after summer session is over.~ She \
1529 scribbles something down in a notebook.";
1532 default: "The librarian is currently too busy \
1537 "The librarian frowns as you start to chant. \
1538 ~Quiet! This is a library, you know.~ she says.";
1541 "You make an unusually high-pitched noise. \
1542 The librarian frowns. ~Please! This is a library, you know.~";
1544 "The librarian frowns. ~Please! This is a library, you know.~";
1546 "~You should see the school nurse about that cold.~";
1551 Object kobold "large kobold" Forest_brambles
1552 with name "kobold" "large",
1553 initial "There appears to be a wounded kobold here, resting \
1555 description "He's a pretty tough looking kobold. The large wound \
1556 in his shoulder clearly has him in a foul mood.",
1558 if (random(20) == 1)
1559 "^The kobold swipes at you with a club in his good arm, \
1560 but due to his condition, doesn't come close.";
1563 Attack,ThrowAt: "Attacking a defenseless wounded would be somewhat \
1565 default: "The kobold hisses at you and spits out some words that \
1566 you can't understand at all.";
1570 if (the_spell_was == espnis_spell or foblub_spell)
1571 "The kobold cannot understand your language. The \
1573 if (the_spell_was == taclor_spell) {
1574 move green_sphere to Forest_brambles;
1576 "You begin your chant, and the kobold seems stricken with \
1577 fear. Soon, however, the kobold stands up and looks at \
1578 his healed shoulder with wonder. He starts to say something, \
1579 realizes you don't speak kobold, and stops. Puzzled by \
1580 your actions, he stares at you for a moment, then searchs \
1581 his jerkin, finding a small object which he tosses at your \
1582 feet. He walks off into the deep forest, and vanishes.";
1587 Object air_spirit "air spirit"
1589 description "It looks like a small, animated tornado capable \
1590 of taking you for quite a spin.",
1593 ! (in general, the 4 spirits are _very_ dangerous.
1594 ! There's a 1/5 chance of killing outright, and 2
1595 ! chances of doing 10 and 5 points of damage respectively.
1596 ! In short, the player needs to realize it's time to swanko,
1597 ! and do so, quickly)
1598 if (self hasnt general) {
1599 give self general ~concealed;
1600 "^You hear a strange intake of air from the hole above \
1601 your head. Without warning, a small tornado seems to \
1602 flow in from above. It seems to be sentient!";
1607 "^The air creature moves with amazing speed! \
1608 It surrounds you in a mass of whirling winds, and you \
1609 find yourself spinning helplessly. The speed increases, \
1610 and you are soon torn apart!";
1613 Player_HP_CUR = Player_HP_CUR - 10;
1615 Player_HP_CUR = Player_HP_CUR - 5;
1616 if (Player_HP_CUR <= 0) {
1618 "^The last blow from the air spirit was too much for \
1619 you, I'm afraid to say. You are picked up and \
1620 tossed against the wall in a lifeless heap by a \
1621 massive gust of wind.";
1623 print "^The air spirit ";
1625 "picks you up in a powerful gust \
1626 of wind and sends you flying across the chamber! Ouch.";
1628 "surrounds you with flying dust and \
1629 debris, momentarily choking you! You break free \
1631 "charges, but you evade the moving tornado.";
1635 if (the_spell_was == swanko_spell) {
1637 "As you speak the chant, the air spirit falls back \
1638 in fear! You finish the chant, and the air spirit \
1639 slowly dissipates and grows smaller, until the \
1640 creature vanishes completely.";
1642 print "A sharp gust of wind practically \
1643 tears your chant out of your lungs.^";
1648 if (random(20) >= 8)
1649 "strike the air creature, but your attack passes \
1650 harmlessly through it! Strange laughter seems to \
1651 echo from everywhere.";
1652 "attack the air spirit, but miss!";
1653 default: "It's too busy trying to kill you.";
1655 has animate concealed;
1662 Object flour_scroll "flour-coated scroll"
1664 with name "flour-coated",
1667 Object gloth_spell "fold dough 83 times" flour_scroll
1671 if (second has animate)
1672 "Well, when you see a living creature made out of \
1673 dough around here, let me know.";
1674 "The chant fails. I suppose you probably need actual dough \
1679 Object marked_scroll "pen-marked scroll" GUE_Library
1681 with name "pen-marked",
1682 initial "There's a pen-marked scroll sitting amongst some books here.",
1685 Object taclor_spell "heal wounds" marked_scroll
1690 "The chant searches for a body to heal, and fails.";
1691 if (second == player) {
1692 Player_HP_CUR = Player_HP_MAX;
1693 "You speak the chant, and feel a warm glow surround you. \
1694 In moments, you feel physically renewed!";
1696 if (second hasnt animate) {
1697 print "It's apparently beyond your powers to \
1698 heal "; DefArt(second); ".";
1702 " is no doubt grateful for the gift of better health.";
1709 ! interesting objects
1711 Object white_rod_piece "white rod piece" TROPHY_SECRET
1714 initial "In the center of the room is a short white rod.",
1715 description "It's a short section of a rod made of some \
1716 undeterminable hard substance, \
1717 colored cloud-white. A piece of the Rod of the Ancients, no doubt!",
1720 Object green_sphere "green sphere"
1723 description "A tiny perfect green sphere, made of some strange \