Section 4 - Piraeus (PJS)

Aus Philo Wiki
Wechseln zu:Navigation, Suche

[******************************]
Section 4 -  Piraeus
[******************************]

Piraeus-area is a region. Road to Athens, Piraeus and Central Square are in Piraeus-area.
Zea, Munychia_port, Kantharos, Munychia_hill, Open Field are backdrop in Piraeus-area.

The description of Zea is "Zea is one of the two docks for military purpose. A few very big and impressive war ships are lying there - heavily guarded."


[Was ist Akte??? ein unbebauter Hügel, der den Südteil des Hafens einnimmt, oder so]

The description of Munychia_port is "Mynchia is one of the two docks for military purpose. It seems much more organized than Kantharos and the many guards that are standing around look quite impressive."

The description of Kantharos is "Kantharos is one of the three docks. It is resevered for trade. You can see quite some ships there. Many traders try to get their load off the ship without the thiefs intervening."

The description of Munychia_hill is "The hill is very steep and rises about 80 meters. On the top is a castle, built by Hippias. You think it would be nicer to have a temple up there. Maybe in future times..."

The description of Open Field is "It's open. And a field. Thus: an open field! Rabbits, yellowish gras, lots of dust, old car tires and plastic bags - what did you expect, you're in Greece!

The only strange thing around here are some ruins, ruins of what looks like huge walls that former might have led far into the open field."

After examining open field, activate fisherman_long walls.


[The Hippodamos Agora]
Central Square is north of port. "A few steps north of the spot you arrived at is this wide open square that is located in the middle of Piraeus, the small town, built around the the three docks: Kanatharos, Zea and Munychia.

The plaza is surrounded by many buildings, mostly houses of the people who live here, which all somehow look the same. But not only do the buildings all look very similar, the streets are built in a strange way as well: They run parallel from north to south and from east to west, together with the houses they form a town that looks like a chessboard.

Behind the houses lies the dock of Kantharos. You can see a big hill called Akte overlooking the place.  Outside the town lies an open field."

the merchant is a man.

After talking to merchant, run a conversation from merchant_begin.

[Dialogue "Merchant"]
Instead of giving text for merchant_begin:
	say "You slowly approach the merchant who seems to be exactly the man the fisherman told you about.

Busy with his work, neatly arrangig cages with chickens inside them on his cart, the merchant does not seem to notice you at first.

Suddenly he takes notice, turns around and looks at you with surprise and curiosity.

Now it is on you to take use of that situation, will you..."
Instead of finding responses to merchant_begin:
	link to merchant_athens;
	link to merchant_nothing;
	forbid exiting on zero.

Instead of giving link to merchant_athens:
	say "...ask him directly about the way to Athens, or..."
Instead of giving text for merchant_athens:
	say "Even though you ask him so abruptly, it does not seem to bother him. Actually he seems rather glad, that someone is willing to join him - and, of course, to help him with the chicken-cages.

Together the work is done in a few minutes and both of you head towards Athens.";
	pause the game;
	now player is in Road to Athens;
	deactivate merchant_athens;
	deactivate merchant_nothing;
	run a conversation from road_begin;

Instead of giving link to merchant_nothing:
	say "...do you think it's better to begin the conversations with your meeting with the fisherman?";
Instead of giving text for merchant_nothing:
	say "As you mention the fisherman, the merchant can not hide his surprise: it appears that the fisherman is famous in some kind of way that he never cares for stranger.

Upon hearing you story he gladly offers his help.

After - both of you - prepared the cart and the chicken-cages, you leave the Piraeus and head towards Athens.";
	pause the game;
	now player is in Road to Athens;
	deactivate merchant_nothing;
	deactivate merchant_athens;
	run a conversation from road_begin;

[The Zea-port]
Port is a room. "The port of Athens is very busy. On your stop in Delos you heard about the trial of Socrates, but no one knew the outcome. So you are curious to find out, where Socrates is. Maybe someone at the Law Court knows his whereabouts.

You have asked several people for the route to Athens, but they have not been helpful up to now." 

the fisherman is a man in the port.

After talking to fisherman, run a conversation from fisherman_begin.


[Dialogue "Fisherman"]
Instead of giving text for fisherman_begin:
	say "You approach the fisherman, but he is so busy with his work that he does not seem to notice you.

You should watch out that you won't make him angry. So decide well with what kind of words you begin the conversation.."
Instead of finding responses to fisherman_begin:
	link to fisherman_athens;
	if Central Square is visited, link to fisherman_hippodamos;
	link to fisherman_long walls;
	link to fisherman_nothing;
	forbid exiting on zero.

Instead of giving link to fisherman_hippodamos:
	say "'I just returned from the big, Central Square. I have never seen a town like this - What's with all this strange architecture?'"
Instead of giving text for fisherman_hippodamos:
	say "'Ah, it's good to see that you are interested in the architecture of this little port-town. It was designed by Hippodamos, a very famous architect.

But this little port-town does not only have an interesting architectue, it also has an interesting history.

Maybe you should take a look at the open field outside the town. I'm sure that you will find more interesting clues.'"

Instead of finding responses to fisherman_hippodamos:
	deactivate fisherman_hippodamos;
	forbid exiting on zero.

Instead of giving link to fisherman_athens:
	say "'Execuse me, I'm new in this town, can you show me the way to Athens?'";
Instead of giving text for fisherman_athens:
	say "'Sorry, I don't have time for strangers, and especially not for strangers who don't appreciate this place.

Before asking someone like me, you should try to explore the town by youself. For example the Central Square that lies just north of here.'";
Instead of finding responses to fisherman_athens:
	deactivate fisherman_athens;
	forbid exiting on zero.

Instead of giving link to fisherman_long walls:
	say "'There are some strange ruins just outside of this town. I don't really understand where they come from.'"
Instead of giving text for fisherman_long walls:
	say "'These are the ruins of our world-famous Long Walls. They used to connect Athens with the Piraeus and form a huge defense that offered protection for everyone in Attica.

But nowadays, these walls have been demolished. A few years ago, when we lost the war against Sparta, we had to break the walls that used to give us protection for many years.'"
Instead of finding responses to fisherman_long walls:
	link to fisherman_war;
	deactivate fisherman_long walls;
	forbid exiting on zero.
Instead of preparing fisherman_long walls:
	do nothing.

Instead of giving link to fisherman_war:
	say "'What else happend after this war?"
Instead of giving text for fisherman_war:
	say "'Ah, I'm glad to meet a person that is interested in our history. If you want to find out more, you should go to Athens. If you want, you can join a friend of mine: He is a merchant who sells chickens at Athens marketplace.

Right now the is at the big plaza north of here, but he will soon walk over to Athens and try his luck there.

I'm sure that he will be glad to have some company on his way to Athens.

I need to go on my ship now. Good bye!'"
Instead of finding responses to fisherman_war:
	link to fisherman_thanks;
	forbid exiting on zero.

Instead of giving link to fisherman_thanks:
	say "'Thank you very much, kind sir! I will ask this friend of yours.'";
Instead of giving text for fisherman_thanks:
	remove fisherman from play;
	now merchant is in Central Square.

Instead of giving link to fisherman_nothing:
	say "'No, nothing.....Sorry, for bothering you.'";
Instead of giving text for fisherman_nothing:
	say "You realize that, at the moment, it's useless to talk to this fisherman and decide to let him continue with his work.

Eventually later you will find a better way to convince him to help you.";