text: inherit "/std/room";
  
  int storm_counter;
  
  #include <std.h>
  void create() {
      storm_counter = 0;
       ::create();
       set_light(2);
       set_indoors(1);
      set_property("no teleport",1);
       set_short("The chamber of evil awareness");
        set_long("
      You have come to a hidden %^BOLD%^%^BLUE%^altar%^RESET%^.  This is a circular chamber with stained %^BOLD%^%^BLUE%^glass walls%^RESET%^!  Bright lights glow behind the walls and beneath the floor where they shine through a glass symbol of the Kinnesaruda.
      A %^BOLD%^%^BLUE%^kneeling block%^RESET%^ lies at the center of the room and a sacrificial table sits at either side.  The ceiling in here is vaivering as if a pocket of intense %^BOLD%^%^BLUE%^heat%^RESET%^ were between you and it.
      Unnatural %^BOLD%^%^BLUE%^stormclouds%^RESET%^ pulse just above the altar.
      You can feel the %^RESET%^%^RED%^angry glare%^RESET%^ of a powerful evil presence upon you.
  
  %^BOLD%^%^BLUE%^A Mysterious %^YELLOW%^Portal %^BLUE%^is here.
  ");
       set_items(([
        "ceiling" : "The ceiling seems to be unstable, some unseen force lies between you and it, or perhaps reality is warped.",
        "altar" : "This is an altar dedicated to resurrecting the dead.  It is a holy place for the most malevolant forces imaginable.",
        ({"storm", "stormclouds"}) : "Unnatural and ever present stormclouds pulse and rumble just above the altar. You get an overwhelming sense that you can tune to the %^BOLD%^%^RED%^storm%^RESET%^.",
        ({"tables", "sacrificial tables"}) : "The sacrificing tables are stained with blood.",
        "walls" : "They are comprised of colored glass panels.  Bright light pours into the room from behind them.",
        "portal": "You catch a glimpse of a passage carved into the mountain."
  ]));
       set_listen("default", "A beautiful dark melody fills your head.  You have heard it somewhere before, and could listen to it forever.\n");
  }
  void reset() {
    ::reset();
      if(!present("ashtar"))
      new("/d/attaya/mon/ashtar")->move(this_object());
  }
  void init() {
    ::init();
    add_action("storm", "storm");
    add_action("enter", "enter");
  }
  int storm(string str) {
      if (storm_counter < 10) {
          this_player()->do_damage((random(5)));
          write("%^CYAN%^You turn your attention to the storm. Something %^BOLD%^%^RED%^evil%^RESET%^ %^CYAN%^looks back!\n%^RESET%^");
          say((string)this_player()->query_cap_name()+"%^CYAN%^ eyes the storm and %^BOLD%^%^YELLOW%^lightning%^RESET%^%^CYAN%^ strikes!\n%^RESET%^");           
          call_out("backup",1,TP);
          storm_counter++;
          return 1;
      }
  
    write("%^CYAN%^You turn your attention to the storm, but it remains dormant.\n");
    say((string)this_player()->query_cap_name()+" eyes the storm, but it remains dormant.\n");   
    return 1;
  }
  void backup(object targ){
          object ob;
          if(objectp(targ)){
                  if(present(targ->query_name())){
                          tell_room(TO,"A skeletal entity emerges from the shadows nearby!");
                         ob=new("/d/attaya/mon/entity");
                          ob->move(TO);
                 }
            }
  }
  
  int enter(string str) {
    write("%^CYAN%^You enter the mysterious portal.\n");
    say((string)this_player()->query_cap_name()+" enters the mysterious portal.\n");
    this_player()->move_player("/d/attaya/cliff59");
    return 1;
  }
  
  