[ AfterLife o; if (deadflag == 3) { deadflag = 1; rfalse; } print "^^"; if (caves_closed) "It looks as though you're dead. Well, seeing as how it's so close to closing time anyway, I think we'll just call it a day."; switch (deaths) { 0: print "Oh dear, you seem to have gotten yourself killed. I might be able to help you out, but I've never really done this before. Do you want me to try to reincarnate you?^^"; 1: print "You clumsy oaf, you've done it again! I don't know how long I can keep this up. Do you want me to try reincarnating you again?^^"; 2: print "Now you've really done it! I'm out of orange smoke! You don't expect me to do a decent reincarnation without any orange smoke, do you?^^"; } print "> "; if (YesOrNo() == false) { switch (deaths) { 0: "Very well."; 1: "Probably a wise choice."; 2: "I thought not!"; } } switch (deaths) { 0: print "All right. But don't blame me if something goes wr...... ^^^^ --- POOF!! --- ^^ You are engulfed in a cloud of orange smoke. Coughing and gasping, you emerge from the smoke and find that you're....^"; 1: print "Okay, now where did I put my orange smoke?.... >POOF!< ^^ Everything disappears in a dense cloud of orange smoke.^"; 2: "Okay, if you're so smart, do it yourself! I'm leaving!"; } deaths++; score = score - 10; if (location ~= thedark) { while (child(player)) { o = child(player); move o to location; if (o ofclass Treasure) score = score - 5; } } else { while (child(player)) { o = child(player); move o to real_location; if (o ofclass Treasure) score = score - 5; } } move brass_lantern to At_End_Of_Road; give brass_lantern ~on ~light; remove dwarf; deadflag = 0; PlayerTo(Inside_Building); ];