! There is another exit from this room, but seems to be a red herring. Inside WraithRoom "Wraith Room" with name "room", description [; print "A stone archway opens into a small chamber. This room is very cold. To the west is a small wooden door. To the east is the stone bridge."; if (Cloak hasnt moved && Cloak in self) { print " A rather plain-looking cloak hangs near the door."; } if (Wraith in self) { print " A wraith is standing in your way, barring your path."; } ""; ], before [; Smell: "The smell of death."; ], w_to [; if (Wraith in self) "You're afraid to go past the wraith."; return WraithDoor; ], e_to TwoBridges, cant_go "You can only go east or west."; Object -> WraithDoor "wooden door" class ObligingDoor, with name "wood" "wooden" "door" "heavy", description "It's a heavy wooden door with iron hinges.", door_to [; if (self in WraithRoom) { return EporRoom; } return WraithRoom; ], door_dir [; if (self in WraithRoom) { return w_to; } return e_to; ], found_in WraithRoom EporRoom, has scenery static door openable; Object -> Wraith "wraith" with name "shadow" "shade" "wraith", description "It's a shadow wraith, a hideous spectre, who eternally walks the line between life and death.", before [weapon; FlipOff: "The wraith doesn't seem to understand."; Attack, ThrownAt: ! deal with "throw weapon at monster" versus "kill ! monster with weapon". if (noun == self) weapon = second; else weapon = noun; if (weapon == 0) { print "The wraith hisses at you as you raise your fist at it."; } else { print "The wraith hisses at you as you brandish ", (the) weapon, "."; } if (weapon == OddTorch) { if (OddTorch has light) { remove Wraith; remove OddTorch; "^^The wraith recoils in horror at the magical torch. With a blinding flash, the white flame engulfs the undead apparition. The wraith vanishes in an inky wisp of smoke and a faint scream."; } else { move OddTorch to parent(self); " It seems afraid of the torch, but you still shrink back in fear. The odd torch clatters to the floor."; } } " You shrink back in fear."; ], life [; Show: if (noun == OddTorch) self.getrid(); self.moan(); Tell, Ask: self.moan(); ], orders [; Go: "The wraith shakes its head at you."; NotUnderstood: self.moan(); ], getrid [; "The wraith hisses at you and motions at you to get rid of it."; ], moan [; "The wraith moans unintelligibly."; ], has animate neuter; !Clothes -> Cloak "cloak" ! with name "cloak" "heavy" "plain", ! short_name "cloak", ! level 3, ! area 1, ! covering true, ! description "This heavy cloak contains no frivolous adornments ! such as pockets or a hood.", ! before [; ! Take: ! if (Wraith in WraithRoom) ! "You're afraid to get near it. The wraith ! hisses at you."; ! ], ! has float; Object -> Cloak "cloak" with name "cloak" "heavy" "plain", description "This heavy cloak contains no frivolous adornments such as pockets or a hood.", before [; Take: if (Wraith in WraithRoom) { "You're afraid to get near it. The wraith hisses at you."; } ], has float clothing; UnlitTorch ->; UnlitTorch ->;