Room At_Ne_End "NE End of Repository" with name 'northeast' 'ne' 'end' 'of' 'repository', description "You are at the northeast end of an immense room, even larger than the giant room. It appears to be a repository for the ~Adventure~ program. Massive torches far overhead bathe the room with smoky yellow light. Scattered about you can be seen a pile of bottles (all of them empty), a nursery of young beanstalks murmuring quietly, a bed of oysters, a bundle of black rods with rusty stars on their ends, and a collection of brass lanterns. Off to one side a great many dwarves are sleeping on the floor, snoring loudly. A sign nearby reads: ~Do not disturb the dwarves!~", sw_to At_Sw_End, has light; Object -> "enormous mirror" with name 'mirror' 'enormous' 'huge' 'big' 'large' 'suspended' 'hanging' 'vanity' 'dwarvish', description "It looks like an ordinary, albeit enormous, mirror.", initial "An immense mirror is hanging against one wall, and stretches to the other end of the room, where various other sundry objects can be glimpsed dimly in the distance.", before [; Attack: print "You strike the mirror a resounding blow, whereupon it shatters into a myriad tiny fragments.^^"; SleepingDwarves.wake_up(); rtrue; ], found_in At_Ne_End At_Sw_End, has static; Scenic -> "collection of adventure game materials" with name 'stuff' 'junk' 'materials' 'torches' 'objects' 'adventure' 'repository' 'massive' 'sundry', description "You've seen everything in here already, albeit in somewhat different contexts.", before [; Take: "Realizing that by removing the loot here you'd be ruining the game for future players, you leave the ~Adventure~ materials where they are."; ]; Scenic -> SleepingDwarves "sleeping dwarves" with name 'dwarf' 'dwarves' 'sleeping' 'snoring' 'dozing' 'snoozing', article "hundreds of angry", description "I wouldn't bother the dwarves if I were you.", before [; Take: "What, all of them?"; ], life [; WakeOther: print "You prod the nearest dwarf, who wakes up grumpily, takes one look at you, curses, and grabs for his axe.^^"; self.wake_up(); rtrue; Attack: self.wake_up(); rtrue; ], wake_up [; deadflag = 1; "The resulting ruckus has awakened the dwarves. There are now dozens of threatening little dwarves in the room with you! Most of them throw knives at you! All of them get you!"; ], has animate multitude; ! ------------------------------------------------------------------------------ Room At_Sw_End "SW End of Repository" with name 'southwest' 'sw' 'end' 'of' 'repository', description "You are at the southwest end of the repository. To one side is a pit full of fierce green snakes. On the other side is a row of small wicker cages, each of which contains a little sulking bird. In one corner is a bundle of black rods with rusty marks on their ends. A large number of velvet pillows are scattered about on the floor. A vast mirror stretches off to the northeast. At your feet is a large steel grate, next to which is a sign which reads, ~TREASURE VAULT. Keys in main office.~", d_to RepositoryGrate, ne_to At_Ne_End, has light; Object -> RepositoryGrate "steel grate" with name 'ordinary' 'steel' 'grate' 'grating', description "It just looks like an ordinary steel grate.", when_open "The grate is open.", when_closed "The grate is closed.", door_dir d_to, door_to Outside_Grate, with_key nothing, has static door locked openable; Scenic -> "collection of adventure game materials" with name 'pit' 'snake' 'snakes' 'fierce' 'green' 'stuff' 'junk' 'materials' 'adventure' 'repository' 'massive' 'sundry', description "You've seen everything in here already, albeit in somewhat different contexts.", before [; Take: "Realizing that by removing the loot here you'd be ruining the game for future players, you leave the ~Adventure~ materials where they are."; ]; Object -> black_mark_rod "black rod with a rusty mark on the end" with name 'rod' 'black' 'rusty' 'mark' 'three' 'foot' 'iron' 'explosive' 'dynamite' 'blast', description "It's a three foot black rod with a rusty mark on an end.", initial "A three foot black rod with a rusty mark on one end lies nearby.", before [; Wave: "Nothing happens."; ];