Inside CircularRoom "Circular Room" with name "circular" "room", description "Although the evening air is cool, this small circular room radiates a fervent heat. A ladder leads up. A door to the south leads back to the banquet hall.", before [; Smell: if (noun == nothing) "You smell the burning charcoal from the braziers."; Take, Transfer: if (Hellhound in self) { Hellhound.killplayer(); rtrue; } if (self hasnt general && noun == PlatinumHorn) { Hellhound.summon(); rtrue; } ], u_to [; if (self hasnt general && Hellhound notin self) { Hellhound.summon(); rtrue; } return WyvernTower; ], s_to HellhoundDoor, cant_go "The only apparent exits are up and south."; ! There must be a way to cool the room off before you roast! Object -> HoundBrazier "brazier" with name "brazier", description "A flame burns within this brazier, lighting the entire room.", has light scenery transparent; Object -> -> HoundCharcoal "charcoal" with name "charcoal", description "Burning charcoal.", has scenery; Object -> PlatinumHorn "platinum horn" with name "platinum" "horn", description "This horn is forged of flawless platinum. Its beauty is unbelievable.", before [; Play, Blow: if (Talisman in LeftNiche && player in SkullGate) { give GateDoor open; "The sound of the horn echoes loudly in your ears. Suddenly, you hear the sound of grinding rock. The jaw of the skull begins to descend. Hot wind erupts from the mouth creating the illusion that the skull is alive."; } "Toot toot!"; ]; Object Hellhound "hellhound" with name "dog" "hound" "hellhound" "beast", description "The hellhound makes this hot room even hotter.", killplayer [; deadflag = 1; "The demon dog snarls and pounces on you. Its teeth sink deep into your flesh."; ], summon [; move self to CircularRoom; "As you step forward, a large fireball suddenly appears in the room and causes you to shield your eyes. When you open them, you notice that the fire has changed into something far more menacing.^ ^ A hellhound is standing in the middle of the room in front of the platinum horn. The beast doesn't seem very friendly."; ], before [weapon; Attack, ThrownAt: if (noun == self) weapon = second; else weapon = noun; if (weapon == HolyBottle or HolyWater) { give CircularRoom general; remove HolyBottle; remove HolyWater; remove self; "You hurl the holy water at the beast. In a burst of flame, the hellhound is sent back to the place where it was spawned. The room is now quiet as though nothing had happened."; } self.killplayer(); ], has animate neuter;