--- /dev/null
+! Copyright (C) 2019 Jason Self <j@jxself.org>
+!
+! This file is free software: you may copy, redistribute and/or
+! modify it under the terms of the GNU Affero General Public License
+! as published by the Free Software Foundation, either version 3 of
+! the License, or (at your option) any later version.
+!
+! This file is distributed in the hope that it will be useful, but
+! WITHOUT ANY WARRANTY; without even the implied warranty of
+! MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+! Affero General Public License for more details.
+!
+! You should have received a copy of the GNU Affero General Public
+! License along with this file. If not, see https://gnu.org/licenses/
+
+Object grandlivingroom "Grand Livingroom"
+ with description [;
+ if (grandlivingroom has visited) {
+ print
+ "This time there's no sign of the woman but the
+ guards she called for are here. They grab & arrest
+ you. Perhaps you should have listened.^";
+ }
+ if (grandlivingroom hasnt visited) {
+ print
+ "Feeling a little disoriented as you enter, this
+ doesn't seem like the same place: The interior
+ feels very open. Walls of pine extend upward to a
+ ceiling soaring above this two-story height
+ livingroom with windows extending all the way up
+ the walls, providing an abundance of sunlight for
+ the space. The ceiling is painted with soft moss
+ on a deep silver background creating an inviting
+ effect. A wide doorway on the other side of the
+ room leads to a wide balcony, providing a perfect
+ view of the garden and pond beyond it. As you
+ begin to take in the bold colors of this lavish
+ room a woman comes out of one of the walkways on
+ the other end. Dressed in a stunning red and blue
+ gown she seems a combination of surprised and
+ startled to see you. ~Who are you? Why are you
+ here?~ she asks, demandingly. Not giving time for
+ a response she yells for the guards. I don't know
+ where we are but I think now would be a good time
+ to leave.^";
+ }
+ ],
+ each_turn [;
+ guardscalled = guardscalled + 1;
+ if (guardscalled == 1)
+ PlayerTo(neighborlivingroom);
+ else
+ if (guardscalled == 2) {
+ deadflag = 3;
+ }
+ ],
+ has light;
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