Inside BanquetHall "Banquet Hall" with name "banquet" "hall", description [; if (SphinxStairs hasnt general) { give SphinxStairs general; SphinxStairs.lever_pattern = random(4); } print "You are awed by the majestic beauty of this immense banquet hall. Tables, chairs, and benches are oddly missing. A small door is in the north wall. A staircase leads up to a balcony overlooking the hall."; if (BanquetRug in self) { print " A "; if (BanquetRug hasnt general) print "beautifully woven rug"; else print "rolled up rug"; print " lies in front of where the lord's table should be."; } if (Tapestry in self) " A silk tapestry hangs over the stairs."; ""; ], n_to BanquetDoor, s_to BanquetCorridor, u_to BanquetBalcony1, cant_go "You can only go through the door to the north, south, or up the stairs."; ! Key 4 is found here Rug -> BanquetRug "rug" with description [; if (self hasnt general) { print "It's a beautifully woven rug."; if (child(self)) " It seems that something is underneath."; ""; } else "It's a rolled up rug."; ]; Key -> -> RustyKey "rusty key" with name "rusty", short_name "rusty key", description "This rusty key doesn't seem to have been used for a long time.", has is_tiny concealed; Object -> Tapestry "silk tapestry" with name "silk" "tapestry", description "It's an exquisite silk tapestry of an abstract design.", before [; Take, Transfer: print (The) self, " is too high to reach."; ""; Burn: if (second hasnt on) { "You can't burn ", (the) self, " with", (the) second, "."; } remove self; "You've torched the tapestry."; ], found_in BanquetHall BanquetBalcony1, has scenery; ObligingDoor -> BanquetDoor "banquet hall door" with name "banquet" "hall" "door", description [; "It's a finely crafted wooden door."; ], door_to [; if (self in BanquetHall) return SmallCorridor; return BanquetHall; ], door_dir [; if (self in BanquetHall) return n_to; return s_to; ], found_in BanquetHall SmallCorridor, with_key RustyKey, has scenery static door openable lockable locked;