ROOM Hall_of_the_Priests DEFAULT N Sacred_Chamber W Water_Passage ENDDEFAULT CODE IF Hall_of_the_Priests NOT VISITED THEN T This must be the room that ancient priests took coffee breaks in T between sacrifices. There is an exit to the west and to the north T is the Sacred Chamber. IMAGE Hall_of_the_Priests Priest_Bend SHOW Priest_Bend ELSE T Hall of the Priests. ENDIF ENDCODE ENDROOM * * * ROOM Water_Passage DEFAULT S Waterway E Hall_of_the_Priests W Pit_Passage ENDDEFAULT CODE IF Water_Passage NOT VISITED THEN T An underground river enters this passage from a small hole to the T south and follows it in a riverbed on the south side of the passage. T you are free to walk on the north side. IMAGE Water_Passage Water_Pass SHOW Water_Pass ELSE T Water Passage. ENDIF PLACEOBJ Water Water_Passage ENDCODE ENDROOM * * * ROOM Waterway CODE T You crouch down and try to enter the waterway. Since the current is so T strong, the only way you are able to do so is to brace your arms and T legs against the opposite sides of the narrow passage. You get about T 5 meters in when you lose your grip. Your clothes catch on a rock and T you are drowned. CALL BuyTheFarm ENDCODE ENDROOM * * * ROOM Pit_Passage DEFAULT E Water_Passage W Connecting_Tunnel ENDDEFAULT CODE IF InPitPass = 0 THEN EQU InPitPass 1 T You swim back across the pit. ENDIF IF Pit_Passage NOT VISITED THEN T You are in an east-west passage with a pit across the north side T and a riverbed surging down the south side. IF PitFull = 0 THEN * show the right image SHOW Pit1 ELSE IF Log IN Pit_Passage THEN SHOW Pit2 ELSE SHOW Pit3 ENDIF ENDIF ELSE T Pit Passage. ENDIF EQU InConnTunn 0 PLACEOBJ Water Pit_Passage IF PitFull = 0 THEN * set the right image IMAGE Pit_Passage Pit1 ELSE IF Log IN Pit_Passage THEN IMAGE Pit_Passage Pit2 ELSE IMAGE Pit_Passage Pit3 ENDIF ENDIF ENDCODE ENDROOM * * * ROOM Connecting_Tunnel DEFAULT N Sloping_Passage E Pit_Passage ENDDEFAULT CODE IF CrossedWater = 0 THEN T You can't seem to get across the pit. GO Pit_Passage ELSE EQU InPitPass 0 PLACEOBJ Water Connecting_Tunnel IF InConnTunn = 0 THEN T You swim across the water. EQU InConnTunn 1 ENDIF IF Connecting_Tunnel NOT VISITED THEN T You are at a bend in the passage; it goes east and north. The river T swirls into a whirlpool here and disappears into the floor. IMAGE Connecting_Tunnel Water_Bend SHOW Water_Bend ELSE T Connecting Tunnel. ENDIF ENDIF PLACEOBJ Water Connecting_Tunnel ENDCODE ENDROOM * * * ROOM Sloping_Passage DEFAULT S Connecting_Tunnel ENDDEFAULT CODE IF Sloping_Passage NOT VISITED THEN T You are in a passage that slopes down sharply to the north. IF Lever NOT Pulled THEN T The path disappears underwater about ten feet in front of you. IMAGE Sloping_Passage Sloping_1 SHOW Sloping_1 PLACEOBJ Water Sloping_Passage ELSE DIRECTIONS Sloping_Passage S N LINK Sloping_Passage N Split_Passage IMAGE Sloping_Passage Sloping_2 SHOW Sloping_2 ENDIF ELSE T Sloping Passage. ENDIF ENDCODE ENDROOM * * * ROOM Split_Passage DEFAULT S Sloping_Passage N Rubble_Crawl NE Break_Down_Rocks NW Cobble_Crawl ENDDEFAULT CODE IF Split_Passage NOT VISITED THEN T The passage levels out but continues to the north as three possible T passages; one to the northwest, one due north, and one to the T northeast. IMAGE Split_Passage 3_Way SHOW 3_Way ELSE T Split Passage. ENDIF ENDCODE ENDROOM * * * ROOM Rubble_Crawl DEFAULT S Split_Passage ENDDEFAULT CODE IF Rubble_Crawl NOT VISITED THEN T You are in a low crawlway that ends in a wall of loose rocks. IMAGE Rubble_Crawl Rock_Crawl_1 SHOW Rock_Crawl_1 ELSE T Rubble Crawl. ENDIF ENDCODE ENDROOM * * * ROOM Break_Down_Rocks DEFAULT SW Split_Passage ENDDEFAULT CODE IF Break_Down_Rocks NOT VISITED THEN T You find yourself in a narrow crevice which ends in a wall of broken T and fractured rocks. IMAGE Break_Down_Rocks Rock_Crawl_1 SHOW Rock_Crawl_1 ELSE T Break-Down Rocks. ENDIF ENDCODE ENDROOM * * * ROOM Cobble_Crawl ATTRIB Dug ENDATTRIB DEFAULT SE Split_Passage ENDDEFAULT CODE IF InCaverns = 0 THEN T Your eyes slowly adject to the darkness. EQU InCaverns 1 ENDIF IF Cobble_Crawl NOT VISITED THEN IF Cobble_Crawl IS Dug THEN T This cramped grotto exits to the north. IMAGE Cobble_Crawl Rock_Crawl_2 SHOW Rock_Crawl_2 ELSE T This cramped grotto dead-ends in a wall of stones. IMAGE Cobble_Crawl Rock_Crawl_1 SHOW Rock_Crawl_1 ENDIF ELSE T Cobble Crawl. ENDIF ENDCODE ENDROOM * * ----- END OF FILE *