Constant Story "Escape from the sixth floor"; Constant Headline "^A Game by Jonathan Stoffer^"; Include "parser"; Include "verblib"; Include "grammar"; !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!commen object!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Object posters "Posters" has scenery static with name 'posters', description "this company deserves what they are getting.", before [; Take: "cut it out you clepto!"; Examine: "what a bunch of crap!"; ], found_in hall6_1 hall6_2 hall6_3 hall6_4 hall5_1 hall5_2 hall5_3 hall5_4 hall4_1 hall4_2 hall4_3 hall4_4 hall3_1 hall3_2 hall3_3 hall3_4 hall2_1 hall2_2 hall2_3 hall2_4 ; !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Sixth Floor!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Object startroom "starting room" with name "skylight" "desk" "lamp" "door", description "You find yourself in a office, the one in fact that you were trying to get into. To the south there is a door that exits to the main hallway. On the ceiling of the room is the skylight that you repelled through. Unfortunitly you cannot go back up that way because you did not secure the rope properly on the roof and it, like you, fell to the ground upon your entry.", s_to [; if(door1 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(hall6_3); rtrue; ]; Object door1 "Staring Room Door" has ~open openable scenery with name 'door' 'firstdoor', description [; if(location == startroom){ "A door that leads to the sixth floor hallway."; } if(location == hall6_3){ "A door that leads to the initial room."; } ], before[; Attack: "Well now, would that be very smart? All attacking the door would accomplish would be making a lot of noise and do you really want to do that right now?"; Examine: "A door that connects the starting office to the main hallway."; ], found_in startroom hall6_3; Object skylight "skylight" startroom has scenery static with name 'skylight', description "This is how you got into the room. Unfortunitly you will not be able to leave this way because you rope has fallen from it and you have no way of getting it back up there.", before [; Take: "Even if you could reach it how would you take it?"; Examine: "It is to high for you to reach"; ]; Object lamp1 "lamp" startroom has scenery static with name 'lamp', description "it is an ordinary lamp.", before [; Take: "cut it out you clepto!"; Examine: "it is an ordinary lamp"; switchon: "that would be a splendid idea, draw attention to the room that you are not suppose to be in in the first place, just leave it off, with you occular implants you can see just fine without it!"; ]; Object desk1 "desk" startroom has scenery static with name 'desk' 'table', description "It looks like an ordinary desk", before [; Take: "Do you really want to lug a heavy desk around this place?"; Examine: "It looks like an ordinary desk."; ]; Object plans "Set of Top Secret Plans" startroom with name "plans" "plan", description "These are what you came here to steal good job, now get out without getting caught."; Object rope "rope" startroom with name "rope", description "this is the rope you tried to repel down to get in, you should really work on your knot tying skills! It would draw suspession if it were here in the morning so you shold probably take it with you"; Object hall6_3 "Sixth Floor Hallway Section Three" with name "door2" "door", description "You are standing in a hallway that flows from east to west. There is a door to the south. Because you already got what you were coming for you see no reason to even try to break into it. To the north is the room that you entered the building through.", w_to hall6_2, e_to hall6_4, n_to [; if(door1 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(startroom); rtrue; ]; Object door2 "Other Door" hall6_3 has scenery static with name "otherdoor", description "It looks like an ordinary door", before [; Take: "How exactly do you intend on doing that?"; Examine: "It looks like an ordinary door."; open: "You do not have the key and you suck at picking locks."; ]; Object hall6_2 "Sixth Floor Hallway Section Two" with name "posters", description "You are in a rather uninteresting section of the sixth floor hallway. There are a few random posters here and there most of them ~gentle reminders~ not to rock the boat and the others contain information about what kind of criminal charges will be leveled if employs break their NDAs. The hallway is open to the west and east.", w_to hall6_1, e_to hall6_3; Object hall6_4 "Sixth Floor Hallway Section Four" with name "stairwell", description "You stand at the eastern end of the hallway. Like every other section of this hallway the walls are littered with posters containing conformist theme. To your south there is a door to a stairwell", w_to hall6_3, s_to [; if(door3 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(stairwell6); rtrue; ]; Object door3 "door" has ~open openable locked lockable scenery with name 'door' 'stairwelldoor' 'stairwell', description [; if(location == hall6_4){ "It is a door that leads to the stairwell."; } if(location == stairwell6){ "It is a door that leads to the sixth floor hallway."; } ], before[; Attack: "Walking into the door does not accomplish anything, you need to open it first!"; Examine: if(door3 has locked){ "It is a door that leads to the stairwell. It is locked."; } if(door3 hasnt locked){ "It is a door that leads to the sixth floor hallway."; } ], after[; Open: if(door3 has locked && ~IndirectlyContains(player, keys)){ print "The door is locked. You must find a key to unlock it."; } ], with_key keys, found_in hall6_4 stairwell6; Object hall6_1 "Sixth Floor Hallway Section One" with name "desk" "guard" "elevator" "button", description "You are at the western end of the sixth floor hallway. This room contains a guard sitting at a desk. It is obvious that he is asleep due to the fact that he snoreing loudly. Behind His desk (to the north) there is a elevator.", e_to hall6_2; Object elevatordoor6 "Sixth Floor Elevator Door" has ~open openable scenery with name 'door' 'elevatordoor', description [; if(location == elevator6){ "A door that leads to the sixth floor hallway."; } if(location == hall6_1){ "A door that leads to the elevator."; } ], before[; Attack: "Well now, would that be very smart? All attacking the door would accomplish would be making a lot of noise and do you really want to do that right now?"; Examine: "A elevator door that connects all of the floors."; open: deadflag = true; "The guard wakes up and clubs you over the head before you can do anything about it. Congrats buddy, you have been busted!!"; ], found_in elevator6 hall6_1; Object guarddesk1 "Guard Desk" hall6_1 has scenery static with name 'desk' 'guarddesk', description "it is an ordinary desk.", before [; Take: "cut it out you clepto!"; Examine: "it is an ordinary desk"; ]; Object guard1 "Guard" hall6_1 has scenery static with name 'guard', description "it is an ordinary desk.", before [; Take: "what are you thinking?!?!"; Examine: "He is a lazy bum security guard. To spite this fact he is rather large and messing with him would not be a good idea."; Attack: deadflag = true; "The brutal attack wakes the guard from his slumber. you soon realize that he is not only bigger than you but he is also armed. Smooth move ace, you loose!"; ]; Object keys "keys" hall6_1 with name "keys", description "the lazy bastard must have taken them off of his belt so he could fall asleep easier."; Object stairwell6 "Sixth Floor Stairwell" with name "stairs", description "You are at the top of a stairwell. To your north is the entrance to the sixth floor hallway and there are stairs leading downwards.", d_to stairwell5, n_to hall6_4; Object elevator6 "Sixth Floor Elevator" with name "slidingdoor" "light", description "You are in the sixth floor elevator. From here you can either go south to the sixth floor hallway or down to the fifth floor.", d_to elevator5, s_to [; if(elevatordoor6 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(hall6_1); rtrue; ]; !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Fifth Floor!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Object hall5_1 "Fifth Floor Hallway Section One" with name "elevator", description "You are at the western end of the fifth floor hallway. Aside from a elevator entrance to your north and a hallway leading to the west there is nothing really interesting here.", n_to [; if(elevatordoor5 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(elevator5); rtrue; ], e_to hall5_2; Object elevatordoor5 "Fifth Floor Elevator Door" has ~open openable scenery with name 'door' 'elevatordoor', description [; if(location == elevator5){ "A door that leads to the fifth floor hallway."; } if(location == hall5_1){ "A door that leads to the elevator."; } ], before[; Attack: "Well now, would that be very smart? All attacking the door would accomplish would be making a lot of noise and do you really want to do that right now?"; Examine: "A elevator door that connects all of the floors."; ], found_in elevator5 hall5_1; Object hall5_2 "Fifth Floor Hallway Section Two" with name "coffee room", description "You are in the Fifth floor hallway. To your south you can see the entrance to the employes coffee/break room. The hallway leads off to both the east and the west.", w_to hall5_1, s_to [; if(coffeedoor hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(coffeeroom); rtrue; ], e_to hall5_3; Object coffeedoor "coffee room door" has ~open openable scenery with name 'door' 'coffeedoor', description [; if(location == coffeeroom){ "A door that leads to the fifth floor hallway."; } if(location == hall5_2){ "A door that leads to the coffeeroom."; } ], before[; Attack: "Well now, would that be very smart? All attacking the door would accomplish would be making a lot of noise and do you really want to do that right now?"; Examine: "A elevator door that connects all of the floors."; ], found_in coffeeroom hall5_2; Object hall5_3 "Fifth Floor Hallway Section Three" with name "posters", description "You are in the hallway of the fifth floor. Aside from posters that are similiar to the ones you saw on the fourth floor there is nothing really interesting here. You think to yourself, ~for people so worries about security they really are not very good at finding security guards~. On that note though there are two security guards conversing just to your east.", w_to hall5_2, e_to [; deadflag = true; "Why would you intentionally walk up to 2 guards!?!?! You deserve to lose!!"; ]; Object hall5_4 "Fifth Floor Hallway Section Four" with name "stuff", description "You are at the eastern end of the fifth floor hallway. There are two guards conversing here.", w_to hall5_3, s_to stairwell5; Object door4 "door" has ~open openable locked lockable scenery with name 'door' 'stairwelldoor' 'stairwell', description [; if(location == hall5_4){ "It is a door that leads to the stairwell."; } if(location == stairwell5){ "It is a door that leads to the fifth floor hallway."; } ], before[; Attack: "Walking into the door does not accomplish anything, you need to open it first!"; Examine: if(door4 has locked){ "It is a door that leads to the stairwell. It is locked."; } if(door4 hasnt locked){ "It is a door that leads to the sixth floor hallway."; } ], after[; Open: if(door4 has locked && ~IndirectlyContains(player, keys)){ print "The door is locked. You must find a key to unlock it."; } else{ deadflag = true; print "Why would you open a door that you knew people were behind when you were trying to be covert. You lose buddy!!"; } ], with_key keys, found_in hall5_4 stairwell5; Object stairwell5 "Fifth Floor Stairwell" with name "stairs" "stairwell" "door", description "You are in the fifth floor stairwell. To your north is the entrance to the fifth floor hallway, there are stairs leading downwards and stairs leading upwards. You hear the voices of two people conversing on the other side of the door.", d_to stairwell4, u_to stairwell6, n_to [; if(door4 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(hall5_4); rtrue; ]; Object elevator5 "Fifth Floor Elevator" with name "slidingdoor" "light" "door", description "You are in the fifth floor elevator. From here you can either go south to the fifth floor hallway, down to the fourth floor, or up to the sixth floor.", d_to elevator4, u_to elevator6, s_to [; if(elevatordoor5 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(hall5_1); rtrue; ]; Object coffeeroom "Coffee Room" with name "table" "chairs" "vending machines", description "You are in the the employees lounge, this room contains a table, some chairs, and some vending machines.", n_to [; if(coffeedoor hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(hall5_2); rtrue; ]; Object butterfinger "butterfinger bar" coffeeroom with name "chocolate" "bar" "butterfinger", description "Somebody must have been in a hurry, they left a whole unopend candy bar on the table. Their loss is your gain!", before [; Examine: "Somebody must have been in a hurry, they left a whole unopend candy bar on the table. Their loss is your gain!"; Eat: "Yum, that was awesome!"; ]; Object coffeetable "table" coffeeroom with name "table" "coffeetable", description "it is an ordinary table for eating lunch on any other purpose that you might use a table for.", before [; Examine: "it is an ordinary table for eating lunch on any other purpose that you might use a table for."; Take: "Cut it out you clepto!"; Attack: "Okay Bruce Lee, you may be ~able~ to break the table, but there is no need to!"; ]; Object coffeechairs "chairs" coffeeroom with name "chair" "chairs", description "they are things you can put you bottom on so you do not need to stand.", before [; Examine: "they are things you can put you bottom on so you do not need to stand."; Take: "Cut it out you clepto!"; Attack: "Okay Bruce Lee, you may be ~able~ to break the chairs, but there is no need to!"; ]; Object vendingmachines "Vending Machines" coffeeroom with name "machines" "vendingmachines", description "They are filled with all sorts of snacks, but you are not carrying any cash on you.", before [; Examine: "They are filled with all sorts of snacks, but you are not carrying any cash on you."; Take: "Cut it out you clepto!"; Attack: "Okay Bruce Lee, you may be ~able~ to break the Vending Machines, but there is no need to! Are you really that hungry?"; ]; !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Fourth Floor!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Object hall4_1 "Fourth Floor Hallway Section One" with name "elevator", description "Your are at the western end of the hallway on the fourth floor. To your north is the entrance to an elevator and there is room to roam down the hallway to your east.", n_to [; if(elevatordoor4 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(elevator4); rtrue; ], e_to hall4_2; Object elevatordoor4 "Fourth Floor Elevator Door" has ~open openable scenery with name 'door' 'elevatordoor', description [; if(location == elevator4){ "A door that leads to the fourth floor hallway."; } if(location == hall4_1){ "A door that leads to the elevator."; } ], before[; Attack: "Well now, would that be very smart? All attacking the door would accomplish would be making a lot of noise and do you really want to do that right now?"; Examine: "A elevator door that connects all of the floors."; ], found_in elevator4 hall4_1; Object hall4_2 "Fourth Floor Hallway Section Two" with name "posters", description "Your are in the Fourth floor hallway. There is nothing that is particularly interesting in this section. The hall leads of both to the east and to the west.", w_to hall4_1, e_to hall4_3; Object hall4_3 "Fourth Floor Hallway Section Three" with name "posters" "door", description "Your are in the Fourth floor hallway. Some body left their office door (which is to the south) open in this section. The hall leads of both to the east and to the west.", s_to [; if(openofficedoor hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(OpenOffice); rtrue; ], w_to hall4_2, e_to hall4_4; Object openofficedoor "Open Office Door" has open openable scenery with name 'door' 'officedoor' 'openofficedoor', description [; if(location == OpenOffice){ "A door that leads to the fourth floor hallway."; } if(location == hall5_2){ "A door that leads to the office that was carelessly left open."; } ], before[; Attack: "Well now, would that be very smart? All attacking the door would accomplish would be making a lot of noise and do you really want to do that right now?"; Examine: "A elevator door that connects all of the floors."; ], found_in OpenOffice hall4_3; Object hall4_4 "Fourth Floor Hallway Section Four" with name "stairwell", description "You are at the eastern end of the fourth floors hallway. The hallway leads off the west and to your south there is an entrance to the main stairwell", w_to hall4_3, s_to [; if(door6 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(stairwell4); rtrue; ]; Object stairwell4 "Fourth Floor Stairwell" with name "stairs" "stairwell", description "You are in the Fourth floor stairwell. To your north is the entrance to the fourth floor hallway, there are stairs leading downwards and stairs leading upwards.", d_to stairwell3, u_to stairwell5, n_to [; if(door6 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(hall4_4); rtrue; ]; Object door6 "door" has ~open openable locked lockable scenery with name 'door' 'stairwelldoor' 'stairwell', description [; if(location == hall4_4){ "It is a door that leads to the stairwell."; } if(location == stairwell4){ "It is a door that leads to the fourth floor hallway."; } ], before[; Attack: "Walking into the door does not accomplish anything, you need to open it first!"; Examine: if(door6 has locked){ "It is a door that leads to the stairwell. It is locked."; } if(door6 hasnt locked){ "It is a door that leads to the fourth floor hallway."; } ], after[; Open: if(door6 has locked && ~IndirectlyContains(player, keys)){ print "The door is locked. You must find a key to unlock it."; } ], with_key keys, found_in hall4_4 stairwell4; Object elevator4 "Fourth Floor Elevator" with name "slidingdoor" "light", description "You are in the Fourth floor elevator. From here you can either go south to the fourth floor hallway, down to the third floor, or up to the fifth floor.", d_to elevator3, u_to elevator5, s_to [; if(elevatordoor4 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(hall4_1); rtrue; ]; Object OpenOffice "Open Office" with name "paperclips" "desk", description "Someone has carelessly left their office door open. As you look around it you notice a few things. As you look around the room you see a desk with a few thing on it, a chair and a lamp.", n_to [; if(openofficedoor hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(hall4_3); rtrue; ]; Object openofficedesk "desk" OpenOffice has scenery static with name 'desk' 'table', description "It looks like an ordinary desk", before [; Take: "Do you really want to lug a heavy desk around this place?"; Examine: "It looks like an ordinary desk."; ]; Object lamp2 "lamp" OpenOffice has scenery static with name 'lamp', description "it is an ordinary lamp.", before [; Take: "cut it out you clepto!"; Examine: "it is an ordinary lamp"; switchon: "that would be a splendid idea, draw attention to the room that you are not suppose to be in in the first place, just leave it off, with you occular implants you can see just fine without it!"; ]; Object openchair "chair" OpenOffice has scenery static with name 'chair', description "it is an ordinary lamp.", before [; Take: "cut it out you clepto!"; Examine: "it is an ordinary chair"; ]; Object filekey "Small Key" OpenOffice with name "filekey" "key", description "It is a key that looks to small to go to a door."; Object troublenote "Trouble Note" OpenOffice with name "note", description "This note contains some alarming information it says^^Mr. Smith,^^ It is with great sadness that I must inform you that we have a leak in our company. Because of his general behavior, I have suspected Harold Quinn of passing information to our rivals for some time but i have only recently mustered up enough nerve to take matters into my own hands. Yesterday I managed to swipe the key to his file cabinet. After he went home I checked out his office and low and behold, there were files in his file cabinet that contained proof that he is in fact leaking informaion. I left the files there so as not to spook him but none the less this matter should be handled soon before he lets anything else out.^^^John Anderson^^^Oh crap, they made your informant, better get those files before someone else does."; !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Third Floor!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Object hall3_1 "Third Floor Hallway Section One" with name "elevator", description "You are at the western end of the third floors hallway. To your north is the entrance to the elevator. To your east there is an open hallway.", n_to [; if(elevatordoor3 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(elevator3); rtrue; ], e_to hall3_2; Object elevatordoor3 "Third Floor Elevator Door" has ~open openable scenery with name 'door' 'elevatordoor', description [; if(location == elevator3){ "A door that leads to the third floor hallway."; } if(location == hall3_1){ "A door that leads to the elevator."; } ], before[; Attack: "Well now, would that be very smart? All attacking the door would accomplish would be making a lot of noise and do you really want to do that right now?"; Examine: "A elevator door that connects all of the floors."; ], found_in elevator3 hall3_1; Object hall3_2 "Third Floor Hallway Section Two" with name "door" "security office", description "You are in the third floor hallway. To your north you see a large metal door labeled security office. On to the door there is a small slot for a keycard. The hallway leads off both to the east and west but in the section of to the east there is a camera monitering the floor.", n_to [; if(securitydoor hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(SecurityOffice); rtrue; ], w_to hall3_1, e_to [; deadflag = true; "Opps! Apparently that camera had a motion sensor on it. You triggered the alarm and the cops showed up in record time. ^^You are busted!!!!^^"; ]; Object securitydoor "door" has ~open openable locked lockable scenery with name 'door' 'securitydoor', description [; if(location == hall3_2){ "It is a door that leads to the security office."; } if(location == SecurityOffice){ "It is a door that leads to the third floor hallway."; } ], before[; Attack: "Walking into the door does not accomplish anything, you need to open it first!"; Examine: if(securitydoor has locked){ "It is a door that leads to the security office. It is locked."; } if(securitydoor hasnt locked){ "It is a door between the third floor hallway and the security office."; } ], after[; Open: if(securitydoor has locked && ~IndirectlyContains(player, keys)){ print "The door is locked. You must find a key to unlock it."; } ], with_key cardkey, found_in hall3_2 SecurityOffice; Object hall3_3 "Third Floor Hallway Section Three" with name "posters", description "You are in a rather uninteresting section of the third floor hallway. Aside from the posters on the wall that you have seen on all of the other floors there is nothing on the wall. There is room to move both east and west in this section of the hallway.", w_to hall3_2, e_to hall3_4; Object hall3_4 "Third Floor Hallway Section Four" with name "stairwell", description "You are at the eastern end of the third floor hallway. To your south is the entrance to the main stairwell and to your west there is room to move down the hallway. Although it is possible to move west down the hallway you notice that there is a security camera surveying the next section of the hallway so it would probably not be advisible to go west from here.", w_to [; deadflag = true; "Opps! Apparently that camera had a motion sensor on it. You triggered the alarm and the cops showed up in record time. ^^You are busted!!!!^^"; ], s_to [; if(door7 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(stairwell3); rtrue; ]; Object stairwell3 "Third Floor Stairwell" with name "stairs" "stairwell", description "You are in the third floor stairwell. To your north is the entrance to the third floor hallway, there are stairs leading downwards and stairs leading upwards.", d_to stairwell2, u_to stairwell4, n_to [; if(door7 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(hall3_4); rtrue; ]; Object door7 "door" has ~open openable locked lockable scenery with name 'door' 'stairwelldoor' 'stairwell', description [; if(location == hall3_4){ "It is a door that leads to the stairwell."; } if(location == stairwell3){ "It is a door that leads to the third floor hallway."; } ], before[; Attack: "Walking into the door does not accomplish anything, you need to open it first!"; Examine: if(door7 has locked){ "It is a door that leads to the stairwell. It is locked."; } if(door7 hasnt locked){ "It is a door that leads to the third floor hallway."; } ], after[; Open: if(door7 has locked && ~IndirectlyContains(player, keys)){ print "The door is locked. You must find a key to unlock it."; } ], with_key keys, found_in hall3_4 stairwell3; Object elevator3 "Third Floor Elevator" with name "slidingdoor" "light", description "You are in the third floor elevator. From here you can either go south to the third floor hallway, down to the second floor, or up to the fourth floor.", d_to elevator2, u_to elevator4, s_to [; if(elevatordoor3 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(hall3_1); rtrue; ]; Object SecurityOffice "Security Office" with name "guard" "security station" "desk" "chair", description "this is the security office. In front of you there is a guard station. It is comprised of a desk, a number of moniters, a switch that is labeled ~main door lock~ and a chair. There is not guard sitting at the station. The guy that is suppose to be here is probably one of the guys on the fifth floor chatting it up.", s_to [; if(securitydoor hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(hall3_2); rtrue; ]; Object securitydesk "desk" SecurityOffice has scenery static with name 'desk' 'table' 'securitydesk', description "It looks like an ordinary desk", before [; Take: "Do you really want to lug a heavy desk around this place?"; Examine: "It looks like an ordinary desk."; Attack: "Dude you are almost out of this place, why are you so pissed?"; ]; Object securitychair "chair" SecurityOffice has scenery static with name 'chair' 'securitychair', description "It looks like an ordinary chair", before [; Take: "Do you really want to lug a heavy chair around this place?"; Examine: "It looks like an ordinary chair."; Attack: "Dude you are almost out of this place, why are you so pissed?"; ]; Object moniters "Moniters" SecurityOffice has scenery static with name 'moniters' 'moniter', description "They are about 15 inches each and there are 4 of them", before [; Take: "Though it would be tempting, they are too heavy to carry"; Examine: "They are about 15 inches each and there are 4 of them"; Attack: "Smashing moniters is fun, but it would cause a lot of noise, and you want to avoid that right now!"; ]; Object doorswitch "Main Door Lock" SecurityOffice has switchable static on scenery with name 'lock' 'doorlock' 'maindoorlock', description "It is a swith that will unlock the main door.", before [; Take: "how do you intend on doing that?"; Examine: "It is a swith that will unlock the main door."; ]; !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Second Floor!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Object hall2_1 "Second Floor Hallway Section One" with name "elevator", description "You are at the west end of the hallway on the second floor. To your north is an entrance to the elevator. to your east there is an open hallway. You do notice that there is a camera scanning back and fourth across the next section of hallway to your west.", n_to [; if(elevatordoor2 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(elevator2); rtrue; ], e_to [; deadflag = true; "Opps! Apparently that camera had a motion sensor on it. You triggered the alarm and the cops showed up in record time. ^^You are busted!!!!^^"; ]; Object elevatordoor2 "Second Floor Elevator Door" has ~open openable scenery with name 'door' 'elevatordoor', description [; if(location == elevator2){ "A door that leads to the second floor hallway."; } if(location == hall2_1){ "A door that leads to the elevator."; } ], before[; Attack: "Well now, would that be very smart? All attacking the door would accomplish would be making a lot of noise and do you really want to do that right now?"; Examine: "A elevator door that connects all of the floors."; ], found_in elevator2 hall2_1; Object hall2_2 "Second Floor Hallway Section Two" with name "camera", description "you've been caught!!", w_to hall2_1, e_to hall2_3; Object hall2_3 "Second Floor Hallway Section Three" with name "posters", description "There is nothing particularly interesting about this section of hallway. There are of course similiar posters on the walls which you are actually getting quite sick of by now. There is room in this section of the hallway to move both to the east and the west however, moving to the west would probably not be advisable due to the fact that there is a camera scanning the next section of the hallway in that direction.", w_to [; deadflag = true; "Opps! Apparently that camera had a motion sensor on it. You triggered the alarm and the cops showed up in record time. ^^You are busted!!!!^^"; ], e_to hall2_4; Object hall2_4 "Second Floor Hallway Section Four" with name "informants office" "door", description "You are at the east end of the second floor hallway. In this section of the hallway there is an entrance to the main stairwell to the south and the hallway is leading off to the west. To your north you see a door labeled ~Harold Quinn~. You remember this to be the name of your informant.", n_to [; if(informantdoor hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(InformantsOffice); rtrue; ], w_to hall2_3, s_to [; if(door8 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(stairwell2); rtrue; ]; Object informantdoor "The door to your informants office" has ~open openable scenery with name 'informantdoor', description [; if(location == InformantsOffice){ "A door that leads to the second floor hallway."; } if(location == hall2_4){ "A door that leads to your informants office."; } ], before[; Attack: "Well now, would that be very smart? All attacking the door would accomplish would be making a lot of noise and do you really want to do that right now?"; Examine: "It is a door, nothing really special here"; ], found_in InformantsOffice hall2_4; Object stairwell2 "Second Floor Stairwell" with name "stairs" "stairwell", description "You are in the second floor stairwell. To your north is the entrance to the second floor hallway, there are stairs leading downwards and stairs leading upwards.", d_to stairwell1, u_to stairwell3, n_to [; if(door8 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(hall2_4); rtrue; ]; Object door8 "door" has ~open openable locked lockable scenery with name 'door' 'stairwelldoor' 'stairwell', description [; if(location == hall2_4){ "It is a door that leads to the stairwell."; } if(location == stairwell2){ "It is a door that leads to the second floor hallway."; } ], before[; Attack: "Walking into the door does not accomplish anything, you need to open it first!"; Examine: if(door8 has locked){ "It is a door that leads to the stairwell. It is locked."; } if(door8 hasnt locked){ "It is a door that leads to the second floor hallway."; } ], after[; Open: if(door2 has locked && ~IndirectlyContains(player, keys)){ print "The door is locked. You must find a key to unlock it."; } ], with_key keys, found_in hall2_4 stairwell2; Object elevator2 "Second Floor Elevator" with name "slidingdoor" "light", description "You are in the second floor elevator. From here you can either go south to the second floor hallway, down to the first floor, or up to the third floor.", d_to elevator1, u_to elevator3, s_to [; if(elevatordoor2 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(hall2_1); rtrue; ]; Object InformantsOffice "Informants Office" with name "desk" "chair" "key card" "keycard", description "This is the office of your informant. It looks like a typical office with a desk, a chair and a file cabinet.", s_to [; if(informantdoor hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(Hall2_4); rtrue; ]; Object informantchair "chair" InformantsOffice has scenery static with name 'chair', description "it is an ordinary chair.", before [; Take: "cut it out you clepto!"; Examine: "it is an ordinary chair"; ]; Object informantdesk "desk" InformantsOffice has scenery static with name 'desk', description "it is an ordinary desk.", before [; Take: "cut it out you clepto!"; Examine: "it is an ordinary desk"; ]; Object informantcab "File Cabinet" InformantsOffice has ~open openable locked lockable scenery container with name 'cabinet' 'filecabinet', description "it is an ordinary file cabinet.", before [; Take: "cut it out you clepto!"; Examine: "it is an ordinary file cabinet"; ], with_key filekey; Object cardkey "Card Key" informantcab with name "cardkey" "key" "keycard", description "It is a card key that has the words ~security office~ on it."; Object evidence "Evidence" informantcab with name "note" "evidence" "paper", description "What an Idiot! Not shreading this kind of thing is a bad idea but keeping it in your office! This guy almost deserves to get caught, but seeing as the files implicate your company too, I would be better to take it."; !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!First Floor!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Object hall1_1 "First Floor Hallway Section One" with name "elevator", description "You are on the western end of the first floor hallway. To the north there is an entrance to the main elevator and to the east there is room to move down the hall.", n_to [; if(elevatordoor1 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(elevator1); rtrue; ], e_to hall1_2; Object elevatordoor1 "First Floor Elevator Door" has ~open openable scenery with name 'door' 'elevatordoor', description [; if(location == elevator1){ "A door that leads to the first floor hallway."; } if(location == hall1_1){ "A door that leads to the elevator."; } ], before[; Attack: "Well now, would that be very smart? All attacking the door would accomplish would be making a lot of noise and do you really want to do that right now?"; Examine: "A elevator door that connects all of the floors."; ], found_in elevator1 hall1_1; Object hall1_2 "First Floor Hallway Section Two" with name "exit" "service desk", description "You are in the entryway to the building. you are standing next to a large receptionists desk that, due to the late hour of your visit, is currently empty. To the south lies the the main door to the building and your escape from the building. Aside from this the hallway flows to both the east and the west.", w_to hall1_1, e_to hall1_3, s_to [; if(doorswitch hasnt on && plans in Player){ print"^^Congratulaitons, you have escaped from the sixth floor!^^"; deadflag = 2; } else{ print"^^You are forgetting something^^"; PlayerTo(hall1_2); rtrue; } ]; Object hall1_3 "First Floor Hallway Section Three" with name "nothing", description "You are in the hallway on the main floor of the building. Unlike the other floors, this hallway does not contain countless demovtivational posters. You suppose this is because the company wants to put on a happy face to the general public who are only in the build casually.", w_to hall1_2, e_to hall1_4; Object hall1_4 "First Floor Hallway Section Four" with name "You are at the eastern end of the first floor hallway. To your south is the entrance to the main stairwell and to your west there is room to move down the hallway.", description "you are at the eastern end of the first floor hallway. To the south there is an entrance to the main stairwell and to your west there is room to move down the hallway.", w_to hall1_3, s_to [; if(door9 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(stairwell1); rtrue; ]; Object stairwell1 "First Floor Stairwell" with name "stairs" "stairwell", description "You are in the first floor stairwell. To your north is the entrance to the first floor hallway, there are stairs leading upwards.", u_to stairwell2, n_to [; if(door9 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(hall1_4); rtrue; ]; Object door9 "door" has ~open openable locked lockable scenery with name 'door' 'stairwelldoor' 'stairwell', description [; if(location == hall1_4){ "It is a door that leads to the stairwell."; } if(location == stairwell1){ "It is a door that leads to the first floor hallway."; } ], before[; Attack: "Walking into the door does not accomplish anything, you need to open it first!"; Examine: if(door9 has locked){ "It is a door that leads to the stairwell. It is locked."; } if(door9 hasnt locked){ "It is a door that leads to the first floor hallway."; } ], after[; Open: if(door1 has locked && ~IndirectlyContains(player, keys)){ print "The door is locked. You must find a key to unlock it."; } ], with_key keys, found_in hall1_4 stairwell1; Object elevator1 "First Floor Elevator" with name "slidingdoor" "light", description "You are in the First floor elevator. From here you can either go south to the First floor hallway or up to the second floor.", u_to elevator2, s_to [; if(elevatordoor1 hasnt open){ "Walking into the door does not accomplish anything, you need to open it first!"; } PlayerTo(hall1_1); rtrue; ]; Object freedom "You Made It" with name "nothing", description "to spite your mistake on the sixth floor you have managed to escape the building with out getting caught^^YOU HAVE WON!!!^^"; [Initialise; location = startroom; give player light; "^You are a corperate spy and you were tasked with breaking into a the office building of a rival company and steal the specs for on of their designs. Congratulations in this task you have succeeded. However you made one rather large mistake. You were suppose to enter the room through by repeling through the skylight grab the disks and climb back up the rope. While you were repeling into the room (and while you were still ten feet above the ground) the knot you tied failed and you went tumbleing to the ground along with it. You you now find yourself in need of finding another way out.^"; ];