2 ! *************************************************************
3 ! BORPHEE.INF -- add-on for SPIRITWRAK
5 ! SPIRITWRAK is free software; you can redistribute it and/or modify
6 ! it under the terms of the GNU General Public License as published by
7 ! the Free Software Foundation; either version 3 of the License, or
8 ! (at your option) any later version.
10 ! SPIRITWRAK is distributed in the hope that it will be useful, but
11 ! WITHOUT ANY WARRANTY; without even the implied warranty of
12 ! MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 ! General Public License for more details.
15 ! You should have received a copy of the GNU General Public License
16 ! along with SPIRITWRAK. If not, see <https://www.gnu.org/licenses/>.
17 ! *************************************************************
19 ! (Single global variable to store progress of 'Trophy room puzzle'
20 global trophy_stage = 0; ! equals 'stage' completed, up to 4(th)
22 Object BORPHEE_GUSStop "Downtown New Borphee"
23 with description "You're right in the middle of downtown \
24 New Borphee -- perhaps the busiest, most crowded \
25 city you've ever seen. Huge brand-new buildings \
26 and throngs of fast-moving people make the whole \
27 scene somewhat surreal. The streets head north to \
28 a business district, while a set of stairs here leads \
30 name "buildings" "throngs" "crowd" "people" "streets" "district"
33 d_to BORPHEE_GUSStation,
34 cant_go "You walk around downtown a bit, are appalled by the \
35 sights, and hastily return here.",
36 ! w_to "You walk around downtown a bit, are disturbed by the \
37 ! sights, and hastily return here.",
40 Object BORPHEE_BD "Business District"
41 with description "You're in a crowded business district filled \
42 with busy people. The city thins out a bit to the north, \
43 while city streets head west and south. Directly to the east is a \
44 building so tall it makes you dizzy just looking at it.",
45 name "building" "crowd" "streets" "people",
51 if (self hasnt general) {
53 move flour_scroll to BORPHEE_BD;
54 "^A number of people rudely brush past you and \
55 accidentally knock you down. A kindly old lady helps you \
56 to your feet. ~I think you dropped that,~ she says, pointing \
57 to a paper object nearby that doesn't seem familiar. She \
58 walks off, and is soon lost in the crowd.";
63 Object BORPHEE_CS "City Streets"
64 with description "You're on some busy side street in New Borphee. \
65 There's a crowded walk back east. To the north is the \
66 entrance to some sort of open area, with a large open arch.",
67 name "street" "walk" "area",
72 Nearby fake_arch "arch"
73 with name "open" "arch",
74 description "A large metal and stone arch. You'll have \
75 to get closer to see anything more.",
78 Object Skyscraper "Inside Skyscraper"
79 with description "You're inside a gigantic \
80 skyscraper. The marble and brass fixtures and trim \
81 exude professionalism. There's a small open chamber \
82 to the north. City streets are to the west.",
83 name "marble" "brass" "fixtures" "trim" "skyscraper"
86 e_to "You can't go that way.", ! but later...
91 print "As you enter the small chamber, metal \
92 doors suddenly spring forward and close \
97 Object ss_sign "sign" Skyscraper
98 with initial "There is a large sign posted near the small chamber.",
101 print "The sign reads:^^\
102 ~ELEVATOR UNDER CONSTRUCTION^PLEASE USE STAIRS.";
103 if ((self hasnt general) && (magic_door notin Skyscraper)) {
105 "~^^Oddly, there don't seem to be any stairs.";
111 Object Elevator "Inside Elevator"
112 with description "You are inside a cramped metal room, with \
113 featureless walls. There are no obvious exits.",
114 s_to "The doors seem to be closed tight.",
116 if (random(20) == 1) {
117 print "^Suddenly, the doors spring open! You \
119 PlayerTo(SkyScraper);
125 Object elevator_sign "sign" Elevator
127 initial "There's a small paper sign attached to a wall.",
128 description "~Shep:^^Put the elevator buttons _here_.^^-T~",
131 ! (Not real doors, of course)
132 !Object elevator_doors "doors" Elevator
133 ! with name "doors" "door",
134 ! description "Solid-looking metal sliding doors.",
137 ! "Try as you might, the doors are shut fast.";
139 ! "They appear to already be closed.";
143 Object BORPHEE_burbs "Suburbs"
144 with description "A suburb starts here, in contrast to the start \
145 of a big downtown to the south. For a residential area, \
146 it's surprisingly crowded. A main street runs \
148 name "suburb" "downtown" "street",
149 n_to BORPHEE_Outskirts,
153 Object BORPHEE_Outskirts "Outskirts"
154 with description "New Borphee stops here, although it probably \
155 won't for long. A rough trail leads off into some \
156 woods to the northwest, or you can enter the city to \
158 name "trail" "woods" "city",
160 nw_to BORPHEE_forest,
161 ne_to "Accardi-By-The-Sea is closed to visitors these days.",
164 Object BORPHEE_forest "Forest"
165 with description "Deep forest surrounds you. A rough trail runs \
166 north and southeast.",
167 name "forest" "trail",
168 se_to BORPHEE_Outskirts,
172 Object Over_river "Over River"
173 with description "You're on a nice new bridge crossing some \
174 large river below. Trails lead north and south into \
176 name "bridge" "trails" "woods",
180 Jump: "Bridge-jumping carries a stiff fine around here.";
184 Object c5 "coin" Over_river class coin_class;
186 Object Phee_river "river" Over_river
187 with name "river" "Phee",
188 description "Just a large east-west river.",
192 print "You drop "; DefArt(noun); " into the river and \
193 watch it disappear.";
194 Search, LetGo, Rub, Take, Push, Pull, Touch, Squeeze, Turn, Shake:
195 "The river is far below the bridge.";
197 has scenery container;
199 Object Forest_trail "Forest Trail"
200 with description "A beaten trail cuts through some very dense \
201 forest running north and south.",
202 name "trail" "forest",
207 Object Ravine_pass "Ravine Pass"
208 with description "A forest ravine opens into some sort of clearing \
209 to the north here, or a trail heads south.",
210 name "ravine" "forest" "clearing" "trail",
214 "The group of soldiers won't let you pass.";
215 else return Forest_clearing;
219 Nearby army "group of soldiers"
220 with name "group" "soldiers" "army",
221 description "A group of well-armed soldiers, who look a little \
224 Attack: "Forget it.";
225 default: "The soldiers are a little too weary to pay you any \
226 direct attention at the moment.";
230 ! (A rather mangled version of the Byzantine Generals Problem)
231 ! (actually, completely different -- i.e., the BGP is unsolvable
232 ! with three armies...)
234 Object wicker_cage "wicker cage" Ravine_pass
235 with name "cage" "wicker",
236 description "A wicker cage, with two compartments, and a lever \
237 attached to the front.",
242 "You can't seem to pry open the cage door by hand.";
244 add_to_scope cage_lever,
245 has static container transparent;
247 Object cage_lever "lever"
249 description "A wooden lever attached to the cage.",
252 if (Morgan in Delbins)
253 "A soldier slaps your hand away. ~That windcat \
254 messenger box belongs to our Captain, \
255 Morgan Grueslayer, so don't mess with it!~";
256 if (Morgan notin Ravine_pass)
257 "You pull the lever and watch the cage door \
258 momentarily open, then shut.";
259 if ((children(E_windcat) == 0) || (children(W_windcat) == 0))
260 "Morgan stops you and points at the windcats. ~An \
261 instruction must be sent with both of the cats, using the signal flags!~";
262 print "Morgan stops your hand, just as you are about to \
263 pull the lever. She looks at the cats. \
264 ~Are you quite sure, Priest?~^^\
265 Now, that seems like a reasonable question. So, are you? ";
266 if (YesOrNo() == 0) "You pause, to reconsider.";
272 print "You nod and yank the lever. The cage door \
273 latch is loosened enough for both windcats to break free! The \
274 spotted windcat tears off to the west, and the speckled cat \
275 zips off to the east!^^There is a somewhat stressful pause.^^";
276 ! simply put, the flags must both be red
277 if (((rf1 in E_windcat) && (rf2 in W_windcat)) ||
278 ((rf2 in E_windcat) && (rf1 in W_windcat))) {
280 "Simultaneously, from the east and west, a three horn signal sounds! \
281 Morgan smiles triumphantly. ~A truce has been declared! The \
282 war has ended!~ The army soldiers yell a round of ~Three cheers!~ \
283 before heading off. Morgan shakes your hand \
284 with almost enough force to break it. ~Well done indeed, Priest. \
285 Your wisdom only compliments your tranquil nature.~ She walks off, \
286 seeking the next challenge.";
289 move battle to Forest_clearing;
290 "Suddenly, from somewhere, a single horn note sounds! The sounds \
291 of a fight to the north are soon heard. Morgan \
292 gives you a sad, tired look. ~Perhaps it was meant to be,~ she \
293 says, as she and the army quickly march north to join their \
301 Object rf1 "red flag" Ravine_pass
305 description "A red square of cloth.";
306 Object rf2 "red flag" Ravine_pass
310 description "A red square of cloth.";
311 Object bf1 "blue flag" Ravine_pass
315 description "A blue square of cloth.";
316 Object bf2 "blue flag" Ravine_pass
320 description "A blue square of cloth.";
322 Object E_windcat "speckled windcat" wicker_cage
323 with name "windcat" "cat" "speckled",
324 description "A sleek, speckled salt-and-pepper windcat, with \
329 "The windcat hisses and struggles until you desist.";
331 if (noun hasnt is_flag)
332 "I don't think the windcat would appreciate that.";
333 Push, Pull, Attack, Squeeze, Turn:
334 "I don't think the windcat would appreciate that.";
335 Rub, Touch: "The windcat purrs.";
339 Object W_windcat "spotted windcat" wicker_cage
340 with name "windcat" "cat" "spotted",
341 description "A sleek, spotted black-and-white windcat, with \
346 "The windcat hisses and struggles until you desist.";
348 if (noun hasnt is_flag)
349 "I don't think the windcat would appreciate that.";
350 Push, Pull, Attack, Squeeze, Turn:
351 "I don't think the windcat would appreciate that.";
352 Rub, Touch: "The windcat purrs.";
356 Object Forest_clearing "Forest Clearing"
357 with description "A open clearing is surrounded by forest trees here. \
358 A ravine pass is to the south, and a short trail heads northwest. \
359 You can just see a small cave opening to the northeast.",
360 name "clearing" "forest" "trees" "ravine" "pass" "trail" "cave",
364 "You're not getting past that bloody battle (intact).";
365 else return Forest_brambles;
369 "You're not getting past that bloody battle (intact).";
370 else return Forest_cave;
374 Object battle "bloody battle"
375 with name "battle" "war" "warriors",
376 initial "There's a violent battle taking place in the middle \
378 description "It's a fierce battle. Kobolds and soldiers are locked \
379 in mortal combat. Getting too close would be certain death.",
383 "You give a yell and plunge into the battle, and get \
384 skewered by a kobold arrow moments later.";
385 default: "At the moment, everyone seems rather occupied.";
389 Object Forest_brambles "Forest Brambles"
390 with description "There's a small area of forest surrounded by \
391 brambles and shrubs here. A trail leads southeast.",
392 name "forest" "brambles" "shrubs" "trail",
393 se_to Forest_clearing,
396 Object Forest_cave "In front of cave"
397 with description "A small cave mouth enters into darkness to the \
398 north here. A clearing lies to the southwest.",
399 name "cave" "mouth" "darkness" "clearing",
400 sw_to Forest_clearing,
404 Object CAVE_NSTUNNEL "North-South Tunnel"
405 with description "You're in a natural cave tunnel running north and \
406 south. To the south you can see a glimmer of daylight.",
407 name "glimmer" "daylight" "tunnel",
412 Object CAVE_INTER "Tunnel Intersection"
413 with description "Several natural cave tunnels intersect here, \
414 running north, south, and east.",
415 name "tunnel" "tunnels",
421 !Object CAVE_BARE "Bare Cavern",
422 ! with description "A bare cavern. The exit is east.",
426 Object CAVE_CURVE "Twisting Tunnel",
427 with description "A natural cave tunnel makes short twists and \
428 turns here, running south and east.",
429 name "tunnel" "twists" "turns",
434 Object CAVE_DAMP "Damp Cave"
435 with description "You're in a small cave with noticeably damp walls. \
436 Exits lie to the west and south.",
442 Object CAVE_NCREVASSE "Sloping Tunnel"
443 with description "You're in a windy tunnel that gradually slopes up to the \
444 east, or down to the west. A cold breeze blows from a tunnel to the north.",
445 name "tunnel" "breeze",
453 Object CAVE_WINDY "Windy Tunnel"
454 with description "A strange wind seems to howl through this \
455 winding tunnel heading east and west. A crack in the tunnel \
456 wall exposes an exit north.",
457 name "wind" "tunnel" "crack",
462 Listen: "A light wind howls through this tunnel.";
466 Object CAVE_BARE2 "Bare Cavern",
467 with description "A bare cavern. The exit is west.",
471 ! (torn -- planes are reachable)
472 Object p4 "torn parchment" CAVE_BARE2
473 class parchment_class,
475 description "~...places no mortal man should go, \
476 There are planes of existence far beyond our own, that \
477 connect and interlace, so that even mortal man may \
478 tread upon the featureless gray of <smudge>. But, \
479 I believe that there may be other planes, perhaps \
480 where the Implementors are said to live. Are these \
481 places just parts of existing planes or planes unto \
482 themselves? I do not...~";
484 Object Ancient_Tunnel "Ancient Hallway"
485 with description "You're in a stone hallway, clearly man-made. \
486 The dust and musty smell indicate the place hasn't \
487 been used in quite some time. The corridor runs north, while the \
488 south wall has a large crack, creating a dark opening.",
489 name "dust" "hallway" "crack" "opening",
493 Smell: "The air smells a bit musty and stale.";
497 Object End_of_hall "End of Hallway"
498 with description "You're at the north end of a long stone hallway. \
499 You can follow the hallway back south, or you can take a set of \
500 cracked stone stairs up.",
501 name "hallway" "stairs",
506 Object Domed_chamber "Domed Chamber"
508 print "You are in a large man-made underground chamber, with a \
509 perfectly domed high ceiling. Smooth stone archways lead to rooms to the \
510 north, south, east and west. Stone cut steps lead down. In the very \
511 center of the ceiling you notice a strange circular depression in \
513 if ((self hasnt general) && (amulet has worn)) {
515 ".^^Your amulet suddenly gives off a flash of purple light, then fades!";
519 name "dome" "archways" "steps" "ceiling",
525 u_to "The ceiling is too far above you.";
527 Nearby fake_depression "depression"
528 with name "depression" "circle" "hole",
529 description "It looks like a slightly recessed circular depression \
530 in the ceiling. It's hard to tell from here if it was something cut out of \
531 the stone, or perhaps it's a separate piece.",
534 ! (Player can only get here in end game, and probably doesn't want to be here either)
535 Object TROPHY_SECRET "Secret Trophy Room"
536 with description "You're in a small domed stone room. The only exit, \
537 unfortunately, is a hole in the stone floor to a floor of another chamber \
538 far below. Engraved in the wall is: ~LORD DUNCANTHRAX'S PRIVATE TROPHY \
543 if (TROPHY_SECRET.number == 0) {
544 TROPHY_SECRET.number = 1;
545 TROPHY_SECRET.description = "You're in a small domed stone room. \
546 There appear to be no exits -- the hole in the floor appears to have been \
547 sealed with stone. Engraved in \
548 the wall is: ~LORD DUNCANTHRAX'S PRIVATE TROPHY ROOM~.";
549 give self ~light ~visited;
550 "^Lord Duncanthrax and some of his soldiers are here.^^\
551 Duncanthrax looks up and sees you. ~Who is that?~ he asks. ~Looks like a \
552 priest,~ a soldier says. ~Wonderful. First, the black paint, and now, \
553 a priest breaks into my trophy room.~ He sighs. ~Will no one rid me of \
554 this meddlesome priest?~ One of the soldiers takes the hint and knocks \
555 you out cold.^^You awake a short time later.";
559 "^You soon run out of air in the sealed stone room.";
564 Object TROPHY_N "North Trophy Room"
565 with description "This is a bare cubical stone chamber. Some worn black \
566 lettering on the wall reads: ~THE EAST CHAMBER IS NOT THE FIRST TROPHY \
567 ROOM~. An archway exits south.",
568 name "archway" "stone",
572 Object TROPHY_E "East Trophy Room"
573 with description "This is a bare cubical stone chamber. Some worn black \
574 lettering on the wall reads: ~THE NORTH CHAMBER HAS SILVER LETTERING~. \
575 An archway exits west.",
576 name "archway" "stone",
579 ! sigh: logic bug in rel 1. Try the following stmt below instead. Note
580 ! that two solutions are possible in this case...
581 ! on the wall reads: ~THE NORTH CHAMBER HAS GOLD LETTERING AND THE SOUTH \
582 ! CHAMBER IS THE SECOND TROPHY ROOM~. \
584 Object TROPHY_S "South Trophy Room"
585 with description "This is a bare cubical stone chamber. Some worn black \
586 lettering on the wall reads: ~THE EAST CHAMBER HAS SILVER LETTERING AND \
587 I HAVE GOLD LETTERING~. An archway exits north.",
588 name "archway" "stone",
592 Object TROPHY_W "West Trophy Room"
593 with description "This is a bare cubical stone chamber. Some worn black \
594 lettering on the wall reads: ~EITHER I AM THE SECOND TROPHY ROOM AND THE \
595 NORTH CHAMBER IS THE LAST TROPHY ROOM, OR I HAVE GOLD LETTERING~. \
596 An archway exits east.",
597 name "archway" "stone",
601 Object lettering "lettering"
602 with name "lettering" "black" "writing",
603 description [; <Look>; ],
604 found_in TROPHY_N TROPHY_E TROPHY_S TROPHY_W,
607 ! (Now, the special key depressions
608 ! AUTHOR NOTE: Originally, I represented all 4 by one object. I
609 ! switched to four identical but separate objects to simplify the
610 ! ease of have the trophy still sitting in the given depression
611 ! (potentially increasing the likelihood that the player might
612 ! drop the trophy in more than once, thereby fouling the puzzle)
613 Object Nkey_depression "circular depression" TROPHY_N
614 class trophy_dep_class,
618 "That doesn't quite fit.";
620 if (trophy_stage == 3) {
621 ! got it --- drop rod if in chamber
622 trophy_stage = 0; ! could get 'reset'
623 print "You hear a click";
625 if (white_rod_piece in TROPHY_SECRET) {
627 move white_rod_piece to Domed_chamber;
628 move air_spirit to Domed_chamber;
629 Domed_chamber.description = "You are in a large man-made underground chamber, with a \
630 perfectly domed high ceiling. Smooth stone archways lead to rooms to the \
631 north, south, east and west. Stone cut steps lead down. In the very \
632 center of the ceiling you notice a circular hole.";
633 fake_depression.description = "It's a small circular hole shrouded in darkness.";
634 ", followed by a dull thump \
640 trophy_stage = 0; ! reset
648 Object Ekey_depression "circular depression" TROPHY_E
649 class trophy_dep_class,
653 "That doesn't quite fit.";
656 if (trophy_stage == 0) trophy_stage = 1;
657 else trophy_stage = 0; ! reset
663 Object Skey_depression "circular depression" TROPHY_S
664 class trophy_dep_class,
668 "That doesn't quite fit.";
671 if (trophy_stage == 2) trophy_stage = 3;
672 else trophy_stage = 0; ! reset
678 Object Wkey_depression "circular depression" TROPHY_W
679 class trophy_dep_class,
683 "That doesn't quite fit.";
686 if (trophy_stage == 1) trophy_stage = 2;
687 else trophy_stage = 0; ! reset
693 ! (GUE Tech -- with new curriculum...)
694 Object GUE_Gate "GUE Entrance"
695 with description "You're standing under an open archway that has \
696 the letters ~GUE TECH~ prominently displayed in \
697 twisted brass and copper. A busy street lies to the \
698 south, and the campus quad opens up to the north.",
699 name "letters" "street" "quad",
704 Nearby GUE_arch "archway"
705 with name "arch" "archway",
706 description "It's an elaborate metal and stone affair that \
707 probably cost a fortune. On one side, an inscription reads \
711 Object GUE_QuadS "South Quad"
712 with description "You're walking across a grassy field. More \
713 lawn lies to the north, while an archway exits the area to the \
714 south. To the west is a low stone building with the word \
715 ~GYMNASIUM~ etched in stone across the entrance. To the east \
716 is a old brick building covered in ivy.",
717 name "grass" "field" "lawn" "archway" "building"
725 Object GUE_Quad "Center of Quad"
726 with description "The center of the campus is a nicely tended \
727 green lawn with a bronze statue in the center. \
728 Paths lead north and south across grassy fields. \
729 To the west is a small brick building. To the east \
730 is a large stone building with a lintel roof and the \
731 words ~WOOMAX LIBRARY~ enscribed across the entrance.",
732 name "lawn" "grass" "fields" "building" "lintel",
740 "^Some students walk by. They must be upperclassmen, \
741 as they don't even look in your direction.";
743 "^Some students walk by. They must be underclassmen, \
744 as some of them look at you with puzzled expressions.";
748 Nearby belboz_statue "statue"
749 with name "statue" "bronze",
750 description "An old bronze statue of a wise-looking \
751 man in wizard's clothes with a stern, disapproving look. An inscription \
752 at the base reads ~BELBOZ AT MITHICUS~.",
755 Object GUE_QuadN "North Quad"
756 with description "You're walking across a grassy field. More \
757 lawn lies to the south, while a large building that resembles a \
758 auditorium of some sort is north. An inscription near the entrance \
759 reads ~ENCHANTER HALL~. To the west you see a small house-like \
760 building. To the east you see a low stone building, clearly new \
761 and rather modern looking in contrast to its surroundings.",
762 name "grass" "field" "lawn" "building" "auditorium",
764 n_to GUE_Enchanter_hall,
769 Object GUE_Gym "Gymnasium"
770 with description "There's a large field house here, filled with \
771 gym equipment and helpful rubber mats. The exit is east.",
774 Jump: "You do a bit of exercise.";
778 Nearby gym_stuff "equipment"
779 with description "Various things useful to those who exercise.",
780 name "equipment" "mats",
782 Pull, Push: "You do a bit of exercise.";
786 Object dorm_key "flat key" GUE_Gym
787 with name "key" "flat" "dorm",
788 initial "Someone left a key here.",
789 description "A flat metal key with ~102~ marked on one side.",
794 Object GUE_Hum "Humanities Building"
795 with description "You're in the humanities building, which is \
796 vacant and closed for the summer. The exit is west.",
800 Object History_book "history book" GUE_Hum
801 with name "book" "history",
802 initial "Someone left a history book here.",
803 description "It's a biography on the life and times of \
804 Duncanthrax the Bellicose. Most of it chronicles fairly \
805 dry stuff about his much publicized conquests of the \
806 Eastlands and his famous battles. There is an interesting \
807 bit about some secret trophy chamber that Duncanthrax \
808 had constructed near the end of his reign, but for more \
809 details, I'd suggest ~look up (word) in book~ specifically.",
812 if (consult_words > 1)
813 "The index is rather terse, try limiting your lookup \
815 wn = consult_from; w1 = NextWord();
818 "Apparently, in 680 GUE, Duncanthrax grew increasingly \
819 withdrawn. At this time, of foremost importance to him was his collection of \
820 various battle trophys and awards he had bestowed to \
821 himself (for unusual valor on the field of battle) \
822 over the years. He decided to construct a hidden \
823 underground chamber south of Egreth to sequester this \
824 collection, which would be locked in a most clever means. \
825 He decided to order the construction of \
826 a ~four-room key~ which, when a miniature trophy \
827 was inserted and removed (once) in a special keyhole in each \
828 of the four rooms (in a specific order), would unlock a holding chamber \
829 in a center room containing his prized trophies. \
830 Priding himself on his logic skills, he requested that \
831 two captured foreigners produce a logic puzzle plainly \
832 inscribed in the four key rooms themselves that would \
833 detail the exact order that the key rooms were to be \
834 ~applied~. A Prevaricon, \
835 who could not help but write untruths, was given a can of \
836 gold paint, while a Veritassi, who could only write the \
837 truth, was given a can of silver paint. Imagine \
838 Duncanthrax's rage when he discovered that the two \
839 prisoners had secretly painted over their gold and \
840 silver key phrases with _black_ paint! \
842 summarily executed, of course, but Duncanthrax sealed \
843 off the chamber and researchers can only guess at \
844 the final fate of the trophy collection of Duncanthrax.";
846 "Zilbo the third was overthrown in the great revolt lead \
847 by Duncanthrax in 659 GUE. The biographers suggest \
848 reading their companion text ~How Zilbo Came to Mithicus~.";
849 'Griffspotter', 'Antharia':
850 "In 665 GUE, Duncanthrax humiliated the Antharian naval \
851 Armada in the famous battle at Fort Griffspotter. \
852 (Well, okay, there's quite a bit more in the book about \
853 this battle, but remember, you're a priest, not a \
855 'Diablo', 'Massacre':
856 "In 666 GUE, Duncanthrax invaded Zorbel Pass in the \
857 Eastlands and severely trounced a local militia of \
858 trolls armed with clubs and garlic. The key \
859 significance of this victory on Duncanthrax's \
860 conquest of the Eastlands, as well as the immediate \
861 recall of all vampiric soldiers in Duncanthrax's \
862 military force, cannot be understated.";
863 'Ogre', 'battle', 'duel':
864 "In late 666 GUE, Duncanthrax was engaged in a fierce \
865 battle with forces near Globby Hills. In a brilliant \
866 tactical move, Duncanthrax goaded the opposing force \
867 into decided the fate of the battle on a single duel -- \
868 himself versus their champion. Unfortunately for \
869 Duncanthrax, the Globby Hill champion turned out to \
870 be an Ogre of immense size. In an attempted diversion, \
871 Duncanthrax was quoted as saying to the Ogre, \
872 ~It's all right, we're with Silvermane.~ The Ogre \
873 was quoted as responding with ~Huh?~. Duncanthrax then, \
874 perhaps in a moment of sheer bravado, was heard to \
875 say ~Your shoes are untied.~ As the Ogre bent down \
876 to examine his unshod feet, Duncanthrax gave the \
877 signal, and the Ogre was buried under a massive \
880 "Silvermane, the book notes, was the name of \
881 Duncanthrax's pet Dire Wolf.";
883 "There appear to be notable entries on ~trophy~, \
884 ~Zilbo~, ~Griffspotter~, ~Diablo~, ~Ogre~, and \
887 "You can't find anything interesting about that.";
894 Object GUE_Cafe "Cafeteria"
895 with description "A small cramped area with lots of tables and \
896 chairs and food stains. The exit is east.",
897 name "table" "tables" "chair" "chairs" "food" "stains",
901 Nearby cafe_mess "mess"
902 with name "mess" "cups" "napkins" "junk",
903 initial "Someone must've had a late night recently, as \
904 there is quite a mess of coffee cups, napkins, and other junk \
908 if (self hasnt general) {
910 move sugar_cube to GUE_Cafe;
911 move decaf_coffee_can to GUE_Cafe;
912 "You dig through the mess and find an \
913 unopened can of coffee and a sugar-cube.";
916 "There's too much to carry.";
917 Rub, Push, Pull, Turn, Touch, Shake:
918 "You mess with the mess. Nothing happens.";
922 Object sugar_cube "sugar cube"
923 with name "sugar" "cube",
924 short_name "sugar cube",
925 description "A perfect featureless white cube (of sugar).",
930 Object GUE_Library "Library"
931 with description "A student library is here, filled with \
932 various texts. The exit is west.",
934 objectloop (x in player) {
935 if ((x == marked_scroll) && (librarian hasnt general))
936 "Some strange invisible force stops you as you try \
937 to leave. The librarian doesn't look up, but merely says, \
938 ~If you want to check something out, I'll \
939 need to see some ID first.~";
940 ! (now, instead of doing recursive tree traverse, I do two levels
941 ! of checking, to save code space, since there aren't that many
942 ! workable containers in this game)
943 if (children(x) > 0) {
944 objectloop (y in x) {
945 if ((y == marked_scroll) && (librarian hasnt general))
946 "Some strange invisible force stops you as you try \
947 to leave. The librarian doesn't look up, but merely says, \
948 ~If you want to check something out, I'll \
949 need to see some ID first.~";
950 if (children(y) > 0) {
951 objectloop (z in y) {
952 if ((z == marked_scroll) && (librarian hasnt general))
953 "Some strange invisible force stops you as you try \
954 to leave. The librarian doesn't look up, but merely says, \
955 ~If you want to check something out, I'll \
956 need to see some ID first.~";
963 ! if ((marked_scroll notin GUE_Library) && (librarian hasnt general))
968 Object magazine_lib "wrinkled magazine" GUE_Library
969 with name "magazine" "wrinkled" "report",
970 initial "There's a wrinkled magazine (~US News and Dungeon Report~) here.",
971 description "SPIRITWRAK Author notes:^\
972 3/96 -- Initial (beta) release. Functionally complete, some \
973 nagging bugs and typos may still be present.^\
974 4/96 -- Second release. Reported bugs fixed. A few puzzles \
975 added, some removed.^\
976 6/96 -- Third release. Bug fix release.",
981 Object GUE_Dorms "Dorms"
982 with description "You're in a short hallway inside some student \
983 dormitories. The exit is east.",
987 w_to "You wander the halls a bit and return here.",
990 Object dorm_doorN "northern door" GUE_Dorms
991 with name "door" "northern",
992 when_closed "There's a closed door to the north.",
993 when_open "There's an open door to the north.",
994 description "A wooden door with a keylock. A note \
995 attached to it says ~DOING WORK ABROAD~.",
998 door_to GUE_dormroom,
1001 give dorm_doorN2 open;
1003 give dorm_doorN2 ~open;
1005 has static door openable lockable locked;
1008 Object dorm_doorS "southern door" GUE_Dorms
1009 with name "door" "southern",
1010 when_closed "There's a closed door to the south.",
1011 description "A wooden door with a keylock. A note \
1012 attached to it says ~BEWARE OF DOG~.",
1014 door_to GUE_Dorms, ! doesn't really go anywhere
1018 "As you open the door, an enormous hellhound jumps \
1019 out! The unusual watchdog creeps back into the room and closes the \
1020 door -- after having mauled you to pieces, of course.";
1022 has static door openable lockable;
1024 Object GUE_ID1 "dirty ID card" GUE_Dorms
1025 with name "ID" "card" "dirty",
1026 description "A slightly dirty ID card. There's a picture \
1027 of some woman with short dark hair and glasses, and the name \
1028 ~Stephanie~ on the front.",
1032 Object GUE_ID2 "clean ID card"
1033 with name "ID" "card" "clean",
1034 description "An ID card with a picture \
1035 of some young student and the name \
1036 ~Harold~ written on the front.",
1040 Object GUE_dormroom "Dorm room"
1041 with description "A cramped room, mostly empty, with some \
1043 name "furnishings" "desk" "chair" "bed",
1047 ! (due to short name confusion ("northern door"), 2nd half
1048 ! of this door done separately)
1049 Object dorm_doorN2 "door" GUE_dormroom
1051 when_closed "There's a closed door to the south.",
1052 when_open "There's an open door to the south.",
1053 description "An unremarkable wooden door.",
1054 ! with_key dorm_key,
1059 give dorm_doorN open ~locked;
1061 give dorm_doorN ~open;
1065 "You can't lock the door from this side.";
1067 "You can't unlock the door from this side.";
1069 has static door openable lockable;
1071 !Nearby dormroom_furnishings "furnishings"
1072 ! with name "furnishings" "desk" "chair" "bed",
1073 ! description "Minimal furnishings -- a desk and chair, \
1074 !a small bed. Almost reminds you of the Monastery.",
1077 Object textbook "textbook" GUE_dormroom
1078 with name "book" "textbook" "text",
1079 initial "A forgotten textbook is lying in one corner of \
1082 if (self hasnt open)
1083 "The cover reads ~Ancient Mythology~.";
1085 "~A colorful myth among ancient races has been \
1086 called 'The myth of the Four Brothers' by Elder Kroonwatz \
1087 (the famous Royal Chronicler). The story states that at the dawn of time, four \
1088 evil gods, who were brothers, sought dominance over that \
1089 which would become our world. Great battles were fought \
1090 between forces of light and darkness, and these \
1091 brothers were often victorious. \
1092 Fortunately for us, they \
1093 could not cooperate with each other, and \
1094 fought amongst themselves in petty power \
1095 struggles, driven individually by power and greed.
1096 Indeed, legends state that on occassions, the brothers \
1097 would seek ways to actually destroy their own siblings, \
1098 along with the forces of good. \
1099 One brother constructed a strange artifact that would \
1100 have given him great power, but was discovered by agents of good. \
1101 He was imprisoned within the very object he built. The remaining \
1102 three, facing certain defeat without the combined strength of their \
1103 trapped brother, fled into planes unknown, but made a pact \
1104 that if the brother were ever freed, and the artifact of \
1105 power returned to him, the four would \
1106 agree to make their final attack against the forces of good. \
1107 Kroonwatz points out the obvious parallels with various other \
1108 mythologies that foretell the end of the known world.~";
1114 if (self hasnt general) {
1117 move GUE_ID2 to parent(player);
1118 "As you open the book, a small card flies out and lands \
1124 Object GUE_Enchanter_hall "Enchanter Hall (top)"
1125 with description "You're at the top of a large auditorium which \
1126 is empty. You can walk down a long aisle to the \
1127 front of the hall, or out to the south.",
1128 name "aisle" "seats",
1130 d_to GUE_Enchanter_hall_front,
1131 n_to GUE_Enchanter_hall_front,
1134 Object GUE_Enchanter_hall_front "Enchanter Hall (bottom)"
1136 print "You're at the very front of a large \
1137 auditorium. From here you can look south and sees rows upon \
1138 rows of empty seats focused on the stage-like area where you now \
1139 stand. You can walk back into the seats to the south";
1140 if (hall_switch has on)
1141 ". A soft dim glow highlights your current area.";
1144 name "rows" "seats" "glow",
1145 s_to GUE_Enchanter_hall,
1146 u_to GUE_Enchanter_hall,
1149 Nearby hall_switch "switch"
1151 initial "There's a curious switch in the wall here.",
1152 description "A small switch in the far wall.",
1155 if (self hasnt on) {
1157 print "You hear a click. A dim light now makes the \
1158 nearby area less gloomy.^";
1160 else "It seems to be on already.";
1161 if (self hasnt general) {
1163 move notebook to hall_desk;
1164 "^A student creeps out of the shadows. He looks \
1165 at you sheepishly. ~Sorry I haven't been to class all semester, \
1166 Professor,~ he begins. ~Anyway, here's my final paper.~ He puts \
1167 a notebook on the desk. ~All this stuff about the new 'science' \
1168 -- I don't know what all the fuss \
1169 is about. Magic was okay too, wasn't it? There's a part in my \
1170 conclusion where --~ He stops and looks at the notebook. ~Well, \
1171 anyhow.~ he says, and disappears back into the shadows.";
1177 "The dim light fades.";
1179 else "It seems to be off already.";
1181 has static switchable;
1183 Object hall_desk "large desk" GUE_Enchanter_hall_front
1185 description "A long desk sits in the middle of this area.",
1187 has static supporter;
1189 Object notebook "notebook"
1190 with name "notebook",
1192 description "A plain white notebook with some loose pages.",
1197 if ((noun ~= term_paper) && (noun hasnt is_scroll))
1198 "You can't put that into the notebook.";
1200 has container openable;
1202 Object term_paper "term paper" notebook
1203 with name "paper" "term",
1206 description "~Magic, so what's it good for?~ by \
1207 Wilbur Lunchbox. It's a long-winded haphazard writing about \
1208 the virtues of magic in a time of science. Some of the topic \
1209 sentences are particularly clumsy. However, there's an insightful \
1210 bit at the end about how under certain circumstances, magic and \
1211 science become indistinguishable.",
1214 Object GUE_Labs "Science Center"
1215 with description "You are in a short hallway of some new \
1216 building. The words ~SCIENCE CENTER~ are painted on one wall. \
1217 The hallway opens to rooms to the east, or you can escape to the west.",
1223 Object GUE_Labs_Eng "Engineering Labs"
1225 You shudder as you look around this area. \
1226 Clearly a place of science, piles of heavy machinery and strange \
1227 delicate-looking tools and artifacts are everywhere here. Hallways \
1228 run west and east.",
1229 name "machinery" "tools" "artifacts",
1231 e_to GUE_Labs_Office,
1235 Object wood_book "research paper" GUE_Labs_Eng
1236 with name "paper" "research",
1237 description "~On the Structural Strength of Woods~, \
1238 a short, fairly dry research paper. Apparently, the researcher was testing \
1239 the breaking point of various woods. The conclusions reached \
1240 are summed up in the final paragraph:^^\
1241 ~In summary, our findings indicate that out of the materials \
1242 tested, Ebony wood is clearly the best choice, and Balsa wood \
1243 clearly the worst. Balsa wood structures broke immediately when \
1244 even the slightest weight was tested on them. Pine wood structures \
1245 fared slightly better, holding light weights, but tended to break \
1246 on repeated stress. Ebony wood structures were approximately twice \
1247 as strong as Pine structures, holding up to at least one repeated \
1248 stress test before breaking.~",
1252 Object GUE_Labs_Office "Office"
1253 with description "You're in a small office of some sort. The \
1254 only exit is west.",
1258 Nearby Lab_desk "desk"
1260 initial "A small desk sits in one corner here.",
1261 description "It's quite tiny really.",
1262 has static supporter;
1264 Object Lab_journal "lab journal" Lab_desk
1265 with name "journal" "lab",
1266 description "Some loose handwritten pages read:^\
1267 ^~...DAY 14) We've put the artifact in the south lab. Still \
1268 ^ no idea what it does, but I'm sure I can find \
1269 ^ some lab student who can figure it out. \
1270 ^ DAY 20) My lab assistant Peabody believes that it's \
1271 ^ some sort of 'mystical gate'. \
1272 ^ Clearly this is hogwash. However \
1273 ^ my grant has been awarded, so I have allowed \
1274 ^ Peabody to continue work. \
1275 ^ DAY 25) Peabody demonstrated something fantastic today. \
1276 ^ He took my briefcase and put it on \
1277 ^ the artifact and in a white flash, it was gone! \
1278 ^ DAY 27) This is my last entry. I am leaving the University \
1279 ^ tomorrow. Peabody, in my request to retrieve my briefcase \
1280 ^ stepped onto the artifact, and was gone! I've read \
1281 ^ his recent research notes, and if he's right, he's \
1282 ^ now lost in a place unimaginable! I've locked the \
1283 ^ artifact away and destroyed the combination -- I pray no \
1284 ^ one ever sees it again!...~\
1285 ^ (The journal breaks off here)",
1290 Object GUE_Lab_door "lab door"
1291 with name "door" "lab",
1293 print "There's a closed heavy metal door to the";
1294 if (self in GUE_Labs_Eng)
1299 print "There's an open metal door to the";
1300 if (self in GUE_Labs_Eng)
1304 description "A large door made of some shiny hard metal. \
1305 There are no obvious handles or hinges.",
1307 if (self in GUE_Labs_Eng) return s_to;
1311 if (self in GUE_Labs_Eng) return GUE_Labs_SECRET;
1312 else return GUE_Labs_Eng;
1316 if (self has open) {
1317 left_dial.number = random(9);
1318 right_dial.number = random(9);
1319 center_dial.number = random(9);
1320 give self ~open locked;
1321 "You close the door and hear some mechanisms spin.";
1324 found_in GUE_Labs_Eng GUE_Labs_SECRET,
1325 has static door openable lockable locked;
1327 ! (and now a combination lock, which is probably going to be more
1328 ! of an effort to code than for the player to figure out)
1329 Object special_lock "set of dials" GUE_Labs_Eng
1331 initial "There's an odd set of dials in the wall near the \
1334 print "Three dials are in a left-to-right row. Above \
1335 each dial is a tiny square window with some number visible behind it. \
1336 The windows currently read: ~",left_dial.number,center_dial.number, right_dial.number;
1337 "~. Right next to the set of dials is a small green button. \
1338 Letters right above the dials read: ~FrobozzCo~.";
1340 has static transparent;
1346 print "A small dial. The window above reads ~", self.number;
1352 Object left_dial "left dial" special_lock
1357 left_dial.number = left_dial.number + 1;
1358 if (left_dial.number > 9) left_dial.number = 0;
1359 print "The left window now reads: ~", left_dial.number;
1362 if ((second < 0) || (second > 9))
1363 "The left dial apparently only goes from 0 to 9.";
1364 else left_dial.number = second;
1365 print "The left window now reads: ~", left_dial.number;
1369 Object center_dial "center dial" special_lock
1371 with name "center" "middle",
1374 center_dial.number = center_dial.number + 1;
1375 if (center_dial.number > 9) center_dial.number = 0;
1376 print "The center window now reads: ~", center_dial.number;
1379 if ((second < 0) || (second > 9))
1380 "The center dial apparently only goes from 0 to 9.";
1381 else center_dial.number = second;
1382 print "The center window now reads: ~", center_dial.number;
1386 Object right_dial "right dial" special_lock
1391 right_dial.number = right_dial.number + 1;
1392 if (right_dial.number > 9) right_dial.number = 0;
1393 print "The right window now reads: ~", right_dial.number;
1396 if ((second < 0) || (second > 9))
1397 "The right dial apparently only goes from 0 to 9.";
1398 else right_dial.number = second;
1399 print "The right window now reads: ~", right_dial.number;
1404 Object green_button "green button" special_lock
1405 with name "button" "green",
1408 description "A small green button next to the dials.",
1411 ! a simple game of mastermind. NOTE: I hate mastermind...
1412 if (GUE_Lab_door has open)
1413 "You hear a short buzzing noise.";
1414 if ((left_dial.number == 7) &&
1415 (center_dial.number == 3) &&
1416 (right_dial.number == 4)) {
1417 give GUE_Lab_door ~locked open;
1419 "You hear three clicks, and the door swings open!";
1421 ! observe the bizarre numerical method of tracking guesses...
1422 ! ('0' implies wrong)
1423 ! (As with regular mastermind, we first check for all
1424 ! 'right # and right spot' and build a bitstring that
1425 ! indicates this (i.e. 700 combo would give 100 bitstring).
1426 ! Then, we scan over the slots that were not marked as
1427 ! 'right # and right spot' to check for 'right #, wrong
1428 ! spot'. If, notably, we already found that number in
1429 ! the 1st scan, we do _not_ treat it as 'right #, wrong
1430 ! spot' (i.e. 777 should give us 1 click, not 1 click,
1432 ! -- Author's note: There is no doubt a simpler method
1433 ! to do this, and you Inform junkies should feel free
1434 ! to let me know this, however I found this method to
1435 ! be easy to code, easy to understand, and pretty
1437 green_button.number = 0; ! RESET
1438 green_button.weight = 0; ! (# of 'thunks')
1440 if (left_dial.number == 7) green_button.number = 100;
1441 if (center_dial.number == 3)
1442 green_button.number = green_button.number + 10;
1443 if (right_dial.number == 4)
1444 green_button.number = green_button.number + 1;
1446 if (green_button.number ~= 100 or 101 or 110) {
1447 if (green_button.number ~= 11) {
1448 if ((left_dial.number == 3) &&
1449 (green_button.number ~= 10))
1450 green_button.weight = green_button.weight + 1; ! 'add a thunk'
1451 if ((left_dial.number == 4) &&
1452 (green_button.number ~= 1))
1453 green_button.weight = green_button.weight + 1; ! 'add a thunk'
1456 if (green_button.number ~= 10 or 11 or 110) {
1457 if (green_button.number ~= 101) {
1458 if ((center_dial.number == 7) &&
1459 (green_button.number ~= 100))
1460 green_button.weight = green_button.weight + 1; ! 'add a thunk'
1461 if ((center_dial.number == 4) &&
1462 (green_button.number ~= 1))
1463 green_button.weight = green_button.weight + 1; ! 'add a thunk'
1466 if (green_button.number ~= 1 or 11 or 101) {
1467 if (green_button.number ~= 110) {
1468 if ((right_dial.number == 7) &&
1469 (green_button.number ~= 100))
1470 green_button.weight = green_button.weight + 1; ! 'add a thunk'
1471 if ((right_dial.number == 3) &&
1472 (green_button.number ~= 10))
1473 green_button.weight = green_button.weight + 1; ! 'add a thunk'
1476 ! Print number of clicks and thunks
1477 if (green_button.number == 0 && green_button.weight == 0)
1479 if (green_button.number == 1 or 10 or 100) {
1480 print "You hear a single click";
1481 if (green_button.weight == 0) ".";
1482 else print " followed by ";
1485 if (green_button.number == 11 or 101 or 110) {
1486 print "You hear two clicks";
1487 if (green_button.weight == 0) ".";
1488 else print " followed by ";
1494 EnglishNumber(green_button.weight);
1495 if (green_button.weight == 1)
1504 Object GUE_Labs_SECRET "Strange Lab"
1505 with description "This is an odd room, cramped even by lab \
1506 standards. The place seems to have been cleared out recently.",
1515 Object librarian "librarian" GUE_Library
1516 with name "librarian" "student" "Stephanie",
1517 description "A young woman with short dark hair and \
1518 gold-framed glasses.",
1521 "Attacking librarians is not very becoming of \
1524 if (noun == glasses)
1525 "~Thanks no, I already have a pair.~";
1526 if (noun == GUE_ID1) {
1528 "The librarian snatches the ID out of your hand. \
1529 ~Where'd you get my ID?~ she says. ~I've been looking for it \
1532 if (noun == GUE_ID2) {
1533 print "The librarian peers at the ID. ~Hi ";
1534 if (self has general)
1535 "again, Harold,~ she says.";
1539 she says. ~I heard you were going to be away for a least two \
1540 more years. Got tired of Mithicus, eh? Well, anyway, remember to \
1541 return anything you borrow after summer session is over.~ She \
1542 scribbles something down in a notebook.";
1545 default: "The librarian is currently too busy \
1550 "The librarian frowns as you start to chant. \
1551 ~Quiet! This is a library, you know.~ she says.";
1554 "You make an unusually high-pitched noise. \
1555 The librarian frowns. ~Please! This is a library, you know.~";
1557 "The librarian frowns. ~Please! This is a library, you know.~";
1559 "~You should see the school nurse about that cold.~";
1564 Object kobold "large kobold" Forest_brambles
1565 with name "kobold" "large",
1566 initial "There appears to be a wounded kobold here, resting \
1568 description "He's a pretty tough looking kobold. The large wound \
1569 in his shoulder clearly has him in a foul mood.",
1571 if (random(20) == 1)
1572 "^The kobold swipes at you with a club in his good arm, \
1573 but due to his condition, doesn't come close.";
1576 Attack,ThrowAt: "Attacking a defenseless wounded would be somewhat \
1578 default: "The kobold hisses at you and spits out some words that \
1579 you can't understand at all.";
1583 if (the_spell_was == espnis_spell or foblub_spell)
1584 "The kobold cannot understand your language. The \
1586 if (the_spell_was == taclor_spell) {
1587 move green_sphere to Forest_brambles;
1589 "You begin your chant, and the kobold seems stricken with \
1590 fear. Soon, however, the kobold stands up and looks at \
1591 his healed shoulder with wonder. He starts to say something, \
1592 realizes you don't speak kobold, and stops. Puzzled by \
1593 your actions, he stares at you for a moment, then searchs \
1594 his jerkin, finding a small object which he tosses at your \
1595 feet. He walks off into the deep forest, and vanishes.";
1600 Object air_spirit "air spirit"
1602 description "It looks like a small, animated tornado capable \
1603 of taking you for quite a spin.",
1606 ! (in general, the 4 spirits are _very_ dangerous.
1607 ! There's a 1/5 chance of killing outright, and 2
1608 ! chances of doing 10 and 5 points of damage respectively.
1609 ! In short, the player needs to realize it's time to swanko,
1610 ! and do so, quickly)
1611 if (self hasnt general) {
1612 give self general ~concealed;
1613 "^You hear a strange intake of air from the hole above \
1614 your head. Without warning, a small tornado seems to \
1615 flow in from above. It seems to be sentient!";
1620 "^The air creature moves with amazing speed! \
1621 It surrounds you in a mass of whirling winds, and you \
1622 find yourself spinning helplessly. The speed increases, \
1623 and you are soon torn apart!";
1626 Player_HP_CUR = Player_HP_CUR - 10;
1628 Player_HP_CUR = Player_HP_CUR - 5;
1629 if (Player_HP_CUR <= 0) {
1631 "^The last blow from the air spirit was too much for \
1632 you, I'm afraid to say. You are picked up and \
1633 tossed against the wall in a lifeless heap by a \
1634 massive gust of wind.";
1636 print "^The air spirit ";
1638 "picks you up in a powerful gust \
1639 of wind and sends you flying across the chamber! Ouch.";
1641 "surrounds you with flying dust and \
1642 debris, momentarily choking you! You break free \
1644 "charges, but you evade the moving tornado.";
1648 if (the_spell_was == swanko_spell) {
1650 "As you speak the chant, the air spirit falls back \
1651 in fear! You finish the chant, and the air spirit \
1652 slowly dissipates and grows smaller, until the \
1653 creature vanishes completely.";
1655 print "A sharp gust of wind practically \
1656 tears your chant out of your lungs.^";
1661 if (random(20) >= 8)
1662 "strike the air creature, but your attack passes \
1663 harmlessly through it! Strange laughter seems to \
1664 echo from everywhere.";
1665 "attack the air spirit, but miss!";
1666 default: "It's too busy trying to kill you.";
1668 has animate concealed;
1675 Object flour_scroll "flour-coated scroll"
1677 with name "flour-coated",
1680 Object gloth_spell "fold dough 83 times" flour_scroll
1684 if (second has animate)
1685 "Well, when you see a living creature made out of \
1686 dough around here, let me know.";
1687 "The chant fails. I suppose you probably need actual dough \
1692 Object marked_scroll "pen-marked scroll" GUE_Library
1694 with name "pen-marked",
1695 initial "There's a pen-marked scroll sitting amongst some books here.",
1698 Object taclor_spell "heal wounds" marked_scroll
1703 "The chant searches for a body to heal, and fails.";
1704 if (second == player) {
1705 Player_HP_CUR = Player_HP_MAX;
1706 "You speak the chant, and feel a warm glow surround you. \
1707 In moments, you feel physically renewed!";
1709 if (second hasnt animate) {
1710 print "It's apparently beyond your powers to \
1711 heal "; DefArt(second); ".";
1715 " is no doubt grateful for the gift of better health.";
1722 ! interesting objects
1724 Object white_rod_piece "white rod piece" TROPHY_SECRET
1727 initial "In the center of the room is a short white rod.",
1728 description "It's a short section of a rod made of some \
1729 undeterminable hard substance, \
1730 colored cloud-white. A piece of the Rod of the Ancients, no doubt!",
1733 Object green_sphere "green sphere"
1736 description "A tiny perfect green sphere, made of some strange \