This abandoned courtyard appears to be used predominately for storage. Stacks of crates and the ubiquitous Marshtown barrel are piled high in the open space. Barely visible within the maze of wooden containers is a bricked-over white marble archway at the back of the courtyard. |
Obvious paths: out |
Map: |
| | | | | | | | | |
Exit
|
Connecting Room
|
;e if GameObj.inv.find {|obj| obj.noun == "key"};fput "go brick-covered door";else;empty_hand;multifput "get my #{UserVars.safe_harbor} from my #{UserVars.keysack}","go brick-covered door","put my key in my #{UserVars.keysack}";fill_hand;end
|
33351
|
out
|
5728
|
Full Room Info
{
"description": [
"This abandoned courtyard appears to be used predominately for storage. Stacks of crates and the ubiquitous Marshtown barrel are piled high in the open space. Barely visible within the maze of wooden containers is a bricked-over white marble archway at the back of the courtyard."
],
"id": 33350,
"location": "Safe Harbor, inside the seaside town of Solhaven",
"paths": [
"Obvious paths: out"
],
"tags": [
"private property"
],
"timeto": {
"33351": 0.2,
"5728": 0.2
},
"title": [
"[Marshtown, Abandoned Courtyard]"
],
"uid": [
730326
],
"wayto": {
"33351": ";e if GameObj.inv.find {|obj| obj.noun == \"key\"};fput \"go brick-covered door\";else;empty_hand;multifput \"get my #{UserVars.safe_harbor} from my #{UserVars.keysack}\",\"go brick-covered door\",\"put my key in my #{UserVars.keysack}\";fill_hand;end",
"5728": "out"
}
}