void main()
{

object oPC = GetLastUsedBy();

if (!GetIsPC(oPC)) return;

object oTarget;
oTarget = GetObjectByTag("orb");

//Visual effects can't be applied to waypoints, so if it is a WP
//apply to the WP's location instead

int nInt;
nInt = GetObjectType(oTarget);

if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), oTarget);
else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), GetLocation(oTarget));

oTarget = GetObjectByTag("orb");

//Visual effects can't be applied to waypoints, so if it is a WP
//apply to the WP's location instead

nInt = GetObjectType(oTarget);

if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_MONSTER_3), oTarget);
else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_SPELL_MANTLE_USE), GetLocation(oTarget));

oTarget = GetObjectByTag("orb");

//Visual effects can't be applied to waypoints, so if it is a WP
//apply to the WP's location instead

nInt = GetObjectType(oTarget);

if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DESTRUCTION), oTarget);
else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DESTRUCTION), GetLocation(oTarget));

oTarget = GetObjectByTag("orb");

//Visual effects can't be applied to waypoints, so if it is a WP
//apply to the WP's location instead

nInt = GetObjectType(oTarget);

if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_STORM), oTarget);
else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), GetLocation(oTarget));

string sDeny;

if (!GetIsPC(oPC)) return;

if (GetItemPossessedBy(oPC, "PH_KEY_DEADHEART")== OBJECT_INVALID)
   {
   sDeny="A booming voice resonates thru your head, Begone!";

   SendMessageToPC(oPC, sDeny);

   return;
   }

location lTarget;
oTarget = GetWaypointByTag("DST_FromMorgue");

lTarget = GetLocation(oTarget);

//only do the jump if the location is valid.
//though not flawless, we just check if it is in a valid area.
//the script will stop if the location isn't valid - meaning that
//nothing put after the teleport will fire either.
//the current location won't be stored, either

if (GetAreaFromLocation(lTarget)==OBJECT_INVALID) return;

AssignCommand(oPC, ClearAllActions());

DelayCommand(3.0, AssignCommand(oPC, ActionJumpToLocation(lTarget)));

oTarget = oPC;

//Visual effects can't be applied to waypoints, so if it is a WP
//the VFX will be applied to the WP's location instead

nInt = GetObjectType(oTarget);

if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget);
else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oTarget));

}