Room In_Hall_Of_Mists "In Hall of Mists" with name 'hall' 'of' 'mists', description "You are at one end of a vast hall stretching forward out of sight to the west. There are openings to either side. Nearby, a wide stone staircase leads downward. The hall is filled with wisps of white mist swaying to and fro almost as if alive. A cold wind blows up the staircase. There is a passage at the top of a dome behind you. ^^ Rough stone steps lead up the dome.", initial [; if (self has visited) rfalse; score = score + 25; ], s_to In_Nugget_Of_Gold_Room, w_to On_East_Bank_Of_Fissure, d_to In_Hall_Of_Mt_King, n_to In_Hall_Of_Mt_King, u_to [; if (large_gold_nugget in player) "The dome is unclimbable."; return At_Top_Of_Small_Pit; ]; Scenic -> "wide stone staircase" with name 'stair' 'stairs' 'staircase' 'wide' 'stone', description "The staircase leads down."; Scenic -> "rough stone steps" with name 'stair' 'stairs' 'staircase' 'rough' 'stone', description "The rough stone steps lead up the dome.", has multitude; Scenic -> "dome" with name 'dome', before [; Examine: if (large_gold_nugget in player) "I'm not sure you'll be able to get up it with what you're carrying."; "It looks like you might be able to climb up it."; Climb: MovePlayer(u_obj); rtrue; ]; ! ------------------------------------------------------------------------------ Room In_Nugget_Of_Gold_Room "Low Room" with name 'low' 'room', description "This is a low room with a crude note on the wall: ^^ ~You won't get it up the steps~.", n_to In_Hall_Of_Mists; Scenic -> "note" with name 'note' 'crude', description "The note says, ~You won't get it up the steps~."; Treasure -> large_gold_nugget "large gold nugget" with name 'gold' 'nugget' 'large' 'heavy', description "It's a large sparkling nugget of gold!", initial "There is a large sparkling nugget of gold here!"; ! ------------------------------------------------------------------------------ Class FissureRoom class Room with before [; Jump: if (CrystalBridge hasnt absent) "I respectfully suggest you go across the bridge instead of jumping."; deadflag = 1; "You didn't make it."; ], d_to "The fissure is too terrifying!"; FissureRoom On_East_Bank_Of_Fissure "On East Bank of Fissure" with name 'east' 'e//' 'bank' 'side' 'of' 'fissure', description "You are on the east bank of a fissure slicing clear across the hall. The mist is quite thick here, and the fissure is too wide to jump.", e_to In_Hall_Of_Mists, w_to "The fissure is too wide."; FissureRoom West_Side_Of_Fissure "West Side of Fissure" with name 'west' 'w//' 'bank' 'side' 'of' 'fissure', description "You are on the west side of the fissure in the hall of mists.", w_to At_West_End_Of_Hall_Of_Mists, e_to "The fissure is too wide.", n_to At_West_End_Of_Hall_Of_Mists, before [; Go: if (location == West_Side_Of_Fissure && noun == n_obj) print "You have crawled through a very low wide passage parallel to and north of the hall of mists.^"; ]; Treasure -> "diamonds" with name 'diamond' 'diamonds' 'several' 'high' 'quality', article "some", description "They look to be of the highest quality!", initial "There are diamonds here!", has multitude; Object CrystalBridge "crystal bridge" with name 'crystal' 'bridge', description "It spans the fissure, thereby providing you a way across.", initial "A crystal bridge now spans the fissure.", door_dir [; if (location == West_Side_Of_Fissure) return e_to; return w_to; ], door_to [; if (location == West_Side_Of_Fissure) return On_East_Bank_Of_Fissure; return West_Side_Of_Fissure; ], found_in On_East_Bank_Of_Fissure West_Side_Of_Fissure, has static door open absent; Scenic "fissure" with name 'wide' 'fissure', description "The fissure looks far too wide to jump.", found_in On_East_Bank_Of_Fissure West_Side_Of_Fissure; ! ------------------------------------------------------------------------------ Room At_West_End_Of_Hall_Of_Mists "At West End of Hall of Mists" with name 'west' 'w//' 'end' 'of' 'hall' 'mists', description "You are at the west end of the hall of mists. A low wide crawl continues west and another goes north. To the south is a little passage 6 feet off the floor.", s_to Alike_Maze_1, u_to Alike_Maze_1, e_to West_Side_Of_Fissure, w_to At_East_End_Of_Long_Hall, n_to West_Side_Of_Fissure, before [; Go: if (noun == n_obj) print "You have crawled through a very low wide passage parallel to and north of the hall of mists.^"; ];