This exceptionally small space is made to seem even smaller by the menacingly sharp and disturbingly stained spikes, which poke at you from all directions. A strap allows you to open and close the door, but that would seem to be exceedingly dangerous.
Obvious exits: out
Map: wl-darkstone-1717380773.png
Exit Connecting Room
;e loop { fput 'search'; fput 'turn bent spike'; sleep 0.2; break unless checkpaths == [ 'out' ] }; wait_while { standing? }; fput 'stand'; if Room.current == Room[7144]; move 'go door'; move 'go hole'; move 'go crack'; end; if Room.current == Room[7083]; move 'go space'; move 'east'; end; if Room.current == Room[7084]; move 'east'; move 'east'; move 'south'; move 'south'; move 'east'; move 'east'; end; if Room.current == Room[7099]; move 'south'; move 'west'; end; if Room.current == Room[7091]; move 'go door'; move 'go shaft'; move 'south'; move 'south'; end; if Room.current == Room[7047]; move 'southwest'; move 'southeast'; move 'southeast'; move 'northeast'; move 'northeast'; move 'climb rubble'; move 'go opening'; move 'north'; move 'out'; move 'south'; move 'south'; move 'south'; move 'east'; move 'north'; move 'north'; move 'north'; end 3705
;e loop { fput 'search'; fput 'turn bent spike'; sleep 0.2; break unless checkpaths == [ 'out' ] }; wait_while { standing? }; fput 'stand'; if Room.current == Room[7047]; move 'southwest'; move 'southeast'; move 'southeast'; move 'northeast'; move 'northeast'; move 'climb rubble'; move 'go opening'; move 'out'; end; if Room.current == Room[3705]; move 'south'; move 'south'; move 'west'; move 'north'; move 'north'; move 'north'; end; if Room.current == Room[3687]; move 'north'; move 'northwest'; move 'south'; move 'south'; move 'south'; move 'climb ladder'; move 'go door'; move 'north'; move 'north'; move 'north'; move 'east'; end; if Room.current == Room[7144]; move 'go door'; move 'go hole'; move 'go crack'; end; if Room.current == Room[7083]; move 'go space'; move 'east'; end; if Room.current == Room[7084]; move 'east'; move 'east'; move 'east'; move 'east'; move 'south'; end 7099
out 7045
;e loop { fput 'search'; fput 'turn bent spike'; sleep 0.2; break unless checkpaths == [ 'out' ] }; wait_while { standing? }; fput 'stand'; if Room.current == Room[7047]; move 'southwest'; move 'southeast'; move 'southeast'; move 'northeast'; move 'northeast'; move 'climb rubble'; move 'go opening'; move 'out'; end; if Room.current == Room[3705]; move 'south'; move 'south'; move 'west'; move 'north'; move 'north'; move 'north'; end; if Room.current == Room[3687]; move 'north'; move 'northwest'; move 'south'; move 'south'; move 'south'; move 'climb ladder'; move 'go door'; move 'north'; move 'north'; move 'north'; end; if Room.current == Room[7099]; move 'north'; move 'west'; move 'west'; move 'west'; move 'west'; move 'west'; move 'go space'; end; if Room.current == Room[7083]; move 'go space'; move 'go trapdoor'; move 'go door'; move 'east'; move 'east'; move 'go door'; move 'go crack'; move 'south'; move 'west'; end 7144
;e loop { fput 'search'; fput 'turn bent spike'; sleep 0.2; break unless checkpaths == [ 'out' ] }; wait_while { standing? }; fput 'stand'; if Room.current == Room[7144]; move 'go door'; move 'go hole'; move 'go crack'; end; if Room.current == Room[7083]; move 'go space'; move 'east'; end; if Room.current == Room[7084]; move 'east'; move 'east'; move 'south'; move 'south'; move 'east'; move 'east'; end; if Room.current == Room[7099]; move 'south'; move 'west'; end; if Room.current == Room[7091]; move 'go door'; move 'go shaft'; move 'south'; move 'south'; end; if Room.current == Room[3705]; move 'south'; move 'south'; move 'west'; move 'north'; move 'north'; move 'north'; move 'go door'; move 'go tunnel'; move 'down'; move 'southwest'; move 'southwest'; move 'northwest'; move 'northwest'; move 'northeast'; end 7047
;e loop { fput 'search'; fput 'turn bent spike'; sleep 0.2; break unless checkpaths == [ 'out' ] }; wait_while { standing? }; fput 'stand'; if Room.current == Room[7047]; move 'southwest'; move 'southeast'; move 'southeast'; move 'northeast'; move 'northeast'; move 'climb rubble'; move 'go opening'; move 'out'; end; if Room.current == Room[3705]; move 'south'; move 'south'; move 'west'; move 'north'; move 'north'; move 'north'; end; if Room.current == Room[3687]; move 'north'; move 'northwest'; move 'south'; move 'south'; move 'south'; move 'climb ladder'; move 'go door'; move 'north'; move 'north'; move 'north'; move 'go space'; end; if Room.current == Room[7144]; move 'go door'; move 'go hole'; move 'go crack'; move 'west'; move 'go space'; end; if Room.current == Room[7099]; move 'north'; move 'west'; move 'west'; move 'west'; move 'west'; move 'west'; move 'go space'; end 7083
Full Room Info
{ "climate": "none", "description": [ "This exceptionally small space is made to seem even smaller by the menacingly sharp and disturbingly stained spikes, which poke at you from all directions. A strap allows you to open and close the door, but that would seem to be exceedingly dangerous." ], "id": 7046, "image": "wl-darkstone-1717380773.png", "image_coords": [ 583, 675, 593, 685 ], "location": "Darkstone Castle", "paths": [ "Obvious exits: out" ], "tags": [ "meta:forage-sensed", "meta:forage-sensed:day:2022-09", "no forageables", "meta:forage-sensed:night:2023-01" ], "terrain": "none", "timeto": { "3705": 0.2, "7045": 0.2, "7047": 0.2, "7083": 0.2, "7099": 0.2, "7144": 0.2 }, "title": [ "[Iron Maiden]" ], "uid": [ 45132 ], "wayto": { "3705": ";e loop { fput 'search'; fput 'turn bent spike'; sleep 0.2; break unless checkpaths == [ 'out' ] }; wait_while { standing? }; fput 'stand'; if Room.current == Room[7144]; move 'go door'; move 'go hole'; move 'go crack'; end; if Room.current == Room[7083]; move 'go space'; move 'east'; end; if Room.current == Room[7084]; move 'east'; move 'east'; move 'south'; move 'south'; move 'east'; move 'east'; end; if Room.current == Room[7099]; move 'south'; move 'west'; end; if Room.current == Room[7091]; move 'go door'; move 'go shaft'; move 'south'; move 'south'; end; if Room.current == Room[7047]; move 'southwest'; move 'southeast'; move 'southeast'; move 'northeast'; move 'northeast'; move 'climb rubble'; move 'go opening'; move 'north'; move 'out'; move 'south'; move 'south'; move 'south'; move 'east'; move 'north'; move 'north'; move 'north'; end", "7045": "out", "7047": ";e loop { fput 'search'; fput 'turn bent spike'; sleep 0.2; break unless checkpaths == [ 'out' ] }; wait_while { standing? }; fput 'stand'; if Room.current == Room[7144]; move 'go door'; move 'go hole'; move 'go crack'; end; if Room.current == Room[7083]; move 'go space'; move 'east'; end; if Room.current == Room[7084]; move 'east'; move 'east'; move 'south'; move 'south'; move 'east'; move 'east'; end; if Room.current == Room[7099]; move 'south'; move 'west'; end; if Room.current == Room[7091]; move 'go door'; move 'go shaft'; move 'south'; move 'south'; end; if Room.current == Room[3705]; move 'south'; move 'south'; move 'west'; move 'north'; move 'north'; move 'north'; move 'go door'; move 'go tunnel'; move 'down'; move 'southwest'; move 'southwest'; move 'northwest'; move 'northwest'; move 'northeast'; end", "7083": ";e loop { fput 'search'; fput 'turn bent spike'; sleep 0.2; break unless checkpaths == [ 'out' ] }; wait_while { standing? }; fput 'stand'; if Room.current == Room[7047]; move 'southwest'; move 'southeast'; move 'southeast'; move 'northeast'; move 'northeast'; move 'climb rubble'; move 'go opening'; move 'out'; end; if Room.current == Room[3705]; move 'south'; move 'south'; move 'west'; move 'north'; move 'north'; move 'north'; end; if Room.current == Room[3687]; move 'north'; move 'northwest'; move 'south'; move 'south'; move 'south'; move 'climb ladder'; move 'go door'; move 'north'; move 'north'; move 'north'; move 'go space'; end; if Room.current == Room[7144]; move 'go door'; move 'go hole'; move 'go crack'; move 'west'; move 'go space'; end; if Room.current == Room[7099]; move 'north'; move 'west'; move 'west'; move 'west'; move 'west'; move 'west'; move 'go space'; end", "7099": ";e loop { fput 'search'; fput 'turn bent spike'; sleep 0.2; break unless checkpaths == [ 'out' ] }; wait_while { standing? }; fput 'stand'; if Room.current == Room[7047]; move 'southwest'; move 'southeast'; move 'southeast'; move 'northeast'; move 'northeast'; move 'climb rubble'; move 'go opening'; move 'out'; end; if Room.current == Room[3705]; move 'south'; move 'south'; move 'west'; move 'north'; move 'north'; move 'north'; end; if Room.current == Room[3687]; move 'north'; move 'northwest'; move 'south'; move 'south'; move 'south'; move 'climb ladder'; move 'go door'; move 'north'; move 'north'; move 'north'; move 'east'; end; if Room.current == Room[7144]; move 'go door'; move 'go hole'; move 'go crack'; end; if Room.current == Room[7083]; move 'go space'; move 'east'; end; if Room.current == Room[7084]; move 'east'; move 'east'; move 'east'; move 'east'; move 'south'; end", "7144": ";e loop { fput 'search'; fput 'turn bent spike'; sleep 0.2; break unless checkpaths == [ 'out' ] }; wait_while { standing? }; fput 'stand'; if Room.current == Room[7047]; move 'southwest'; move 'southeast'; move 'southeast'; move 'northeast'; move 'northeast'; move 'climb rubble'; move 'go opening'; move 'out'; end; if Room.current == Room[3705]; move 'south'; move 'south'; move 'west'; move 'north'; move 'north'; move 'north'; end; if Room.current == Room[3687]; move 'north'; move 'northwest'; move 'south'; move 'south'; move 'south'; move 'climb ladder'; move 'go door'; move 'north'; move 'north'; move 'north'; end; if Room.current == Room[7099]; move 'north'; move 'west'; move 'west'; move 'west'; move 'west'; move 'west'; move 'go space'; end; if Room.current == Room[7083]; move 'go space'; move 'go trapdoor'; move 'go door'; move 'east'; move 'east'; move 'go door'; move 'go crack'; move 'south'; move 'west'; end" } }


MapDB last updated: 2024-11-05 15:36:23 +0000