Setting up 3.5.0 as trunk
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#0
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The Void~
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You don't think that you are not floating in nothing. You can see
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a strange portal located above you.
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~
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0 d 1
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D4
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~
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~
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0 0 100
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S
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T 1200
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#1
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Limbo~
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You are floating in a formless void, detached from all sensation of physical
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matter, surrounded by swirling glowing light, which fades into the relative
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darkness around you without any trace of edges or shadow.
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~
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0 d 1
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D5
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A strange portal in the floor is the only exit.
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~
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~
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0 0 100
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S
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#2
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Welcome to the Builder Academy~
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A builder is a term usually used to describe a person who designs MUD zones
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for other characters to explore. Any player with motivation, ideas, and good
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writing style can be a builder as well as a player. As a Builder, your job is
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to create the virtual world in which players can roam around, solve puzzles,
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find treasures, and gain experience. A Builder creates the rooms, objects,
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mobs, shops, and triggers with which players will interact.
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If this is something you are interested in doing then you have come to the
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right place. Be warned, building is not easy and will require hard work,
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patience, and the ability to take constructive criticism.
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Your first task is to apply for builder status at:
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http://geocities.com/buildersacademy/
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When you finish and submit the application tell anyone level 32 or higher
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and they will advance you to begin your training.
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~
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0 de 0
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S
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#3
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The Builder Academy~
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Congratulations on your new-found immortality. Now all you need to know is
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how to use your new abilities. This zone describes how to create CircleMUD
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areas. The intended audience is builders interested in creating new worlds.
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There are a few basic rules to understand while exploring this zone and
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learning how to build. Everything in @RCAPITAL LETTERS@n is something that
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can be further explored by typing @RCAPITAL LETTERS@n and hitting return.
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Test this out, @RHELP DISCLAIMER@n.
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~
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0 d 0
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D1
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~
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~
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0 0 4
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S
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#4
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The Beginning~
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By simply following the different halls new builders will be taught the
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basics of building on a Circlemud. If new to immortality and building then I
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highly recommend the hallway to the north for an overview of immortal commands.
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For those that have a grasp on all commands listed under @RWIZHELP@n continue to
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the east. TBA is constantly striving to improve upon the training process so
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please use the typo and idea commands liberally. For example: idea you need
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more cow bell in the zone. Typo in help telnet teh = the.
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~
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0 de 0
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D0
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~
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~
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0 0 16
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D1
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~
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~
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0 0 5
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D3
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~
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~
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0 0 3
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S
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#5
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The Builder Academy Implementation~
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Here at The Builder Academy we try not to restrict builders with rules and
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regulations. But, some are required in order to make this place run smoothly.
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Please realize we handle a lot of newbie builders with a very minimal staff so
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be patient, learn to use the helpfiles and have fun.
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Read the following help files on TBA's training process:
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@RHELP TRIALROOM
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HELP REPORT
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HELP LEVEL
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HELP ADVERTISING@n
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~
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0 d 0
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D1
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~
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~
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0 0 6
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D3
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~
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~
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0 0 4
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S
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#6
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Building~
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This hallway running west to east is the route you will advance upon after
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completing each hallway leading off to the north (if there is one) @RHELP TBAMAP@n.
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The first thing all builders need to realize is that their area is not going
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to be the best, and it is not going to have the best equipment or toughest mobs
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in the game. All new builders want to make a piece of equipment that is better
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than any other and they all want the large group of players to remember the
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trials and tribulations they went through while trying to kill a mob that they
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have created. If you are a veteran of any MUD, you know that the toughest mobs
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have already been made, and to try to create a mob that is tougher is almost
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impossible and will only duplicate existing mobs, or throw off the balance of
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the game. So start out small and do not expect to create a perfect zone the
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first time around. Do not make anything super-powerful. It will not be allowed
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and you will have to redo it, wasting everyone's time, both yours and ours.
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Read the following help files:
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@RHELP BUILDER
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HELP PREREQUISITE
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HELP BALANCE
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HELP BREATHE@n
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~
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0 d 0
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D1
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~
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~
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0 0 7
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D3
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~
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~
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0 0 5
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S
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#7
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Writing Good Descriptions~
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The following help files go into the lengthy subject of writing good
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descriptions. This will also cover proper grammar and the use of the text
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editor where you enter all of your long descriptions.
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The hardest part for most new builders is writing descriptions. We assume
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that you are reasonably literate and know basic English grammar and spelling.
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If this does not describe you, we humbly suggest that you take some English
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classes, get a dictionary, and start learning. Proper grammar should be used
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at all times. If you can write reasonably well, great! I am sure you will still
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find this hallway useful. We will discuss some of the issues related to writing
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specifically for a MUD, such as:
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@RHELP DESCRIBING
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HELP YOU
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HELP BIAS
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HELP GRAMMAR
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HELP REDIT-DESCRIPTIONS
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HELP REDIT-EXTRA
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HELP OEDIT-EXTRA
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HELP D-DESC
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HELP MEDIT-L-DESC
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HELP TEXT-EDITOR@n
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~
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0 d 0
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D1
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~
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~
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0 0 8
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D3
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~
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~
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0 0 6
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S
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#8
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How to Use Redit~
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Room edit, or redit, is how you create, link, and describe the rooms that a
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player explores. It can be used by simply typing redit in the room you wish to
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edit. If you get a message that you do not have permission to edit that zone
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it is because your OLC is not set to that zone. @RSTAT SELF@n to see what your
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@MOLC[]@n is set to. OLC, or on-line-creation is set to the zone number
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assigned to you by the staff. The zone number is then divided into VNUM's ##00
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to ##99. For example, Zone 12 has VNUM's 1200 to 1299. These numbers are
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critical; they are the identities of the rooms within the game. They can be
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used with "goto" to go to that room.
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Now, lets look at the redit menu. Type the following: @RHELP REDIT-MENU@n
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That is an example of the redit menu you will see when you edit a room.
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Notice how each important line has an associated help topic. To learn more
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about it just see the appropriate help file. If this is your first experience
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with redit read ALL the help files. @RHELP STYLISTICS@n
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~
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0 d 0
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D1
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~
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~
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0 0 9
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D3
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~
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~
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0 0 7
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S
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#9
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How to Use Oedit~
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Now you will learn the intricacies of creating objects with the object editor.
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Please remember that every MUD has different ideas of balance and the basics of
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building you learn here should be universal, but expect limitations on objects
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from your MUD administration. To further help your training we have added object
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standards to all values a builder can set. This way you know what values are
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appropriate and will not have to redo objects because you did not know what
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values to set.
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Oedit can be used by typing "oedit <<VNUM>>". A zone is divided into VNUM's
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##00 to ##99. For example, Zone 12 has VNUM's 1200 to 1299. These numbers
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are critical; they are the identities of the objects within the game. It is
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a good habit to start using all VNUMs from ##00 to ##99 consecutively.
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Lets start off by checking out the oedit menu. Type @RHELP OEDIT-MENU@n
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That is an example of the oedit menu you will see when you edit an object.
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Notice how each important line has an associated help topic. To learn more
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about it just see the appropriate help file. If this is your first experience
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with oedit read ALL the help files.
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~
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0 d 0
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D1
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~
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~
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0 0 10
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D3
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~
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~
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0 0 8
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S
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#10
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How to Use Medit~
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Next you will learn how to create mobiles with the mobile editor. Mobs are
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the non-player characters within the game (NPC's). With medit you will be able
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to create a mob and modify all of its stats (statistics), flags, and settings.
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Mobile edit, or medit, is how you create the monsters a player can interact
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with. Notice I use the word interact. Every mob should not be made for just
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killing. There can and should be a variety. For example, one mob could be
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made for high experience value, another for gold, another for a unique object,
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another to fill a storyline, another as part of a quest. The options are
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limitless, especially with triggers, mobs are meant for much more than just
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killing. Medit can be used by typing "medit <VNUM>".
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Type @RHELP MEDIT-MENU@n That is an example of the medit menu you will see
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when you edit a mobile. Each line has its own help topic you should also read.
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~
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0 d 0
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D1
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~
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~
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0 0 11
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D3
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~
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~
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0 0 9
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S
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#11
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How to Use Zedit~
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Zedit is what is used to load mobiles and objects into rooms. Every zone
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goes through a zone reset, each one depending on how you set it. Upon a zone
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||||
reset all rooms, mobs, and objects will reload if they are no longer present.
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Most new builders think mobs and objects are loaded by the "load" command.
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This is not how it is done. Instead you use zedit in each room you wish a
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mob or object to load. This way whenever the zone resets it will execute the
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zone commands to load all of your mobs and objects.
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Zone edit, or zedit, is how you control how mobiles and objects are
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integrated within the zone to create an inhabited world. Using "load obj
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||||
<VNUM>" does not ensure that the mob will always be there, in fact if someone
|
||||
kills it or the mud reboots it will be gone. So you need to load mobs and
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||||
objects through zedit.
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It can be used just like redit, by simply typing zedit while you are in the
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room you wish to edit or "zedit <<VNUM>>." Now, lets look at the zedit menu.
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@RHELP ZEDIT-MENU@n. That is an example of the zedit menu, be sure to read
|
||||
the related helpfiles on each menu option.
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||||
Zedit contains zone settings, followed by a series of reset commands. Each
|
||||
time a zone is reset, the server executes all the commands in order from
|
||||
beginning to end. All zones are reset when the server first boots, and
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||||
periodically reset again while the game is running.
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~
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0 d 0
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D1
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~
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~
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0 0 12
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D3
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~
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~
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0 0 10
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S
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#12
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How to Use Sedit~
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Shops are stores within the mud that players can list the items for sale
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and then buy or sell from. Shops are one of the more complicated aspects of
|
||||
building and should not be attempted until you are comfortable with the other
|
||||
forms of OLC (except trigedit).
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When you make a shop I suggest you use the shop vnum that matches the room
|
||||
you wish the shop to be in. For example, say I want a shop in room 1333. I
|
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would sedit 1333 to create that shop. Now, let us look at the sedit menu.
|
||||
Type the following: @RHELP SEDIT-MENU@n. That is an example of the sedit menu
|
||||
you will see when you edit a shop. Notice how each important line has an
|
||||
associated help topic. To learn more about it just see the appropriate help
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file. If this is your first experience with sedit read ALL the help files.
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~
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0 d 0
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D1
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~
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~
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0 0 13
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D3
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~
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~
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0 0 11
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S
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#13
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How to Use Trigedit~
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The hall to the north will show you how to use the trigger editor. Trigedit
|
||||
is the most advanced form of OLC we have to offer. It is the hardest, but also
|
||||
the most rewarding. If you are looking to pour life into your mobs, enliven
|
||||
your rooms or just make your objects special? This can all be done with
|
||||
trigedit. Have fun with the power of (minor) coding!
|
||||
Like all the hallways before use this hallway in conjuction with the help
|
||||
files: @RHELP TRIGEDIT-MENU@n and the commands @RTLIST@n and @RTSTAT@n commands.
|
||||
Do not attempt to use trigedit until you complete your trial vnum and are
|
||||
assigned a zone. Remember you must disable @RNOHASSLE@n. Triggers will not work
|
||||
on you otherwise.
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~
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0 d 0
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D0
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~
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~
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0 0 18
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D1
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~
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~
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0 0 14
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D3
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~
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~
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0 0 12
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S
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#14
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||||
Planning~
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||||
The ideas discussed in the help files below are tried and true. Though they
|
||||
may not work for everyone, they will for the majority. Learn from others
|
||||
mistakes and understand the planning required to make a good zone. Building a
|
||||
great zone takes many things; such as time, patience, good grammar/spelling,
|
||||
knowing how to balance your zone, a lot of work, and most importantly
|
||||
planning. Now this all may sound like a lot to do, but I can assure you that
|
||||
with this zone, and the help of others, you can do this.
|
||||
|
||||
@RHELP DICTIONARY@n
|
||||
@RHELP WORK@n
|
||||
@RHELP PLANNING@n
|
||||
@RHELP MAPPING@n
|
||||
@RHELP LOCATION@n
|
||||
@RHELP THEME@n
|
||||
@RHELP PLOT@n
|
||||
@RHELP SIZE@n
|
||||
@RHELP ALIGNMENT@n
|
||||
@RHELP BIAS@n
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||||
~
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||||
0 d 0
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||||
D1
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~
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~
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||||
0 0 15
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||||
D3
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||||
~
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||||
~
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||||
0 0 13
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S
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#15
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||||
Lessons Learned and Advanced Building~
|
||||
Here are a few lessons that have been passed down from builder to builder
|
||||
through out the years. Take heed to these words as they have been and done
|
||||
what you are now doing many times over.
|
||||
@RHELP LANCE
|
||||
HELP SNOWLOCK
|
||||
HELP ELASETH
|
||||
HELP PATHS@n
|
||||
There are numerous resources out there for MUDs. Here are a few I have used
|
||||
in the past: Please mudmail me any good links to add.
|
||||
@RHELP DOCUMENTATION
|
||||
HELP OFFLINE
|
||||
HELP HCONTROL@n
|
||||
~
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0 d 0
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||||
D1
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||||
~
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~
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||||
0 0 98
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||||
D3
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||||
~
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||||
~
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||||
0 0 14
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||||
S
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#16
|
||||
Immortal Commands~
|
||||
As an immortal you have some new commands available to you. To see all
|
||||
of your immortal commands simply type @RWIZHELP@n. Every command in the game
|
||||
has a help entry. So the best way to learn how to use all these commands is
|
||||
by simply typing @RHELP <COMMAND>@n. This will bring up some information
|
||||
about the command. For example, this is what you will see if you type
|
||||
@RHELP NOHASSLE@n:
|
||||
|
||||
@WNOHASSLE -------->> help topic
|
||||
|
||||
Usage: nohassle ---------->> what you need to type to do it.
|
||||
|
||||
Toggles a flag to prevent aggressive monsters from attacking and also prevents
|
||||
immortals from firing triggers. If you wish to test triggers you must turn
|
||||
nohassle off. -->> description
|
||||
|
||||
See Also: HOLYLIGHT, ROOMFLAGS ------->> other related commands in help file.
|
||||
@n
|
||||
Now is the time to practice all of your immortal commands, make sure you
|
||||
understand what they do and how they can be used. Read all the help file
|
||||
entries on every command!!! Do not worry too much about redit, oedit, medit,
|
||||
zedit, sedit, and trigedit. We will get to those later. Know how to use all
|
||||
the commands available to you.
|
||||
~
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||||
0 d 0
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||||
D0
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||||
~
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||||
~
|
||||
0 0 17
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||||
D2
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||||
~
|
||||
~
|
||||
0 0 4
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||||
S
|
||||
#17
|
||||
Overview of the MUD World~
|
||||
The first thing you need to build is a good telnet client. Everyone has
|
||||
their preferences. Some work better than others. A few clients can not understand
|
||||
color codes and other important special characters like the backslash. I highly
|
||||
recommend ZMUD. It is even worth the 25$ registration fee. If that is too
|
||||
much, download the free version. You can see an in-depth list of clients under:
|
||||
@RHELP TELNET@n
|
||||
|
||||
Once you have a good client you must understand a few basics:
|
||||
@RHELP VIRTUAL-NUMBERS@n
|
||||
@RHELP TERMINOLOGY@n
|
||||
~
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||||
0 d 0
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||||
D2
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||||
~
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||||
~
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||||
0 0 16
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||||
S
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||||
#18
|
||||
A Quick Mob Quest Tutorial~
|
||||
|
||||
See: @RHELP TRIGEDIT-MOB-TUTORIAL@n
|
||||
|
||||
@RSTAT QUESTMASTER@n. Notice the attached triggers. @RTSTAT 1400@n.
|
||||
|
||||
~
|
||||
0 de 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20
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||||
D1
|
||||
~
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||||
~
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||||
0 0 19
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||||
D2
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||||
~
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||||
~
|
||||
0 0 13
|
||||
S
|
||||
#19
|
||||
A Quest Room~
|
||||
In this room you may be able to finish the Mob Quest Tutorial.
|
||||
~
|
||||
0 d 0
|
||||
D3
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||||
~
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||||
~
|
||||
0 0 18
|
||||
S
|
||||
#20
|
||||
Advanced Trigedit Example~
|
||||
Begin by @RSTAT GATEGUARD@n and then tstat each trigger listed to see what
|
||||
they do. This example is explained under @RHELP TRIGEDIT-ADVANCED-TUTORIAL@n.
|
||||
Including triggers 4, 5, 7, 8.
|
||||
|
||||
To pay the gateguard take the pile of coins, then: @RGIVE 10 COINS GUARD@n.
|
||||
~
|
||||
0 de 0
|
||||
D0
|
||||
The tutorial hallway continues.
|
||||
~
|
||||
gateway~
|
||||
2 46 21
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18
|
||||
S
|
||||
#21
|
||||
Another Example With Quest Variables~
|
||||
These triggers are a little more complex. The complexity gives the builder
|
||||
more flexibility. By setting a variable on a player you can later call on
|
||||
these variables. The most basic usage is to set a quest as completed when the
|
||||
player is done. Another use would be to set something else like
|
||||
player_can_breathe_water and prevent a player from entering a certain room
|
||||
unless they have this variable set. To see what variables are set on a player
|
||||
simply stat that player. @RSTAT SELF@n.
|
||||
~
|
||||
0 de 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 22
|
||||
D2
|
||||
~
|
||||
gateway~
|
||||
1 -1 20
|
||||
S
|
||||
#22
|
||||
Quest Variables Example~
|
||||
I used triggers 1409 thru 1412 to setup this example. Simply tstat each to
|
||||
see what they do.
|
||||
~
|
||||
0 d 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 21
|
||||
S
|
||||
T 189
|
||||
#23
|
||||
Trigger Help Files~
|
||||
I have added extensive help files on every type of trigger. Please use them
|
||||
and give feedback. The easiest way to get to them all is through:
|
||||
@RHELP TRIGEDIT-MENU@n and @RHELP TRIGEDIT-TYPE@n.
|
||||
There are 1000's of triggers on TBA you can use as examples. @RHELP EXAMPLES@n
|
||||
for a few. @RHELP TRIG-EXAMPLES@n for some advanced ones.
|
||||
|
||||
@RGOTO 14@n to access the next hallway.
|
||||
~
|
||||
0 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 21
|
||||
S
|
||||
#33
|
||||
Rumble's Room~
|
||||
The mark of the immature man is that he wants to die nobly for a cause,
|
||||
while the mark of the mature man is that he wants to live humbly for one.
|
||||
--Wilhelm Stekel
|
||||
~
|
||||
0 d 0
|
||||
E
|
||||
.test~
|
||||
can you see this with look around?
|
||||
~
|
||||
E
|
||||
july4~
|
||||
On July 4, 1776, we claimed our independence from England and Democracy was
|
||||
born. Every day thousands leave their homeland to come to the "land of the
|
||||
free and the home of the brave" so they can begin their American Dream. The
|
||||
United States is truly a diverse nation made up of dynamic people. Each year
|
||||
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
|
||||
picnics, and family ga-therings. Through the Internet we are learning about
|
||||
and communicat-ing with people of different nations, with different languages
|
||||
and different races throughout the world. Bringing the world closer with
|
||||
understanding and knowledge can only benefit all nations. We invite all
|
||||
nations to celebrate with Americans online this Fourth of July. Happy
|
||||
Birthday, America!
|
||||
~
|
||||
E
|
||||
oath~
|
||||
I do solemnly swear that I will support and defend the Constitution of the
|
||||
United States against all enemies, foreign and domestic, and to bear true faith
|
||||
and allegiance to the same that I take this obligation freely, without any
|
||||
mental reservation or purpose of evasion, and that I will well and faithfully
|
||||
discharge the duties of the office upon which I am about to enter.
|
||||
~
|
||||
E
|
||||
builder~
|
||||
|
||||
There is one timeless way of building.
|
||||
|
||||
It is thousands of years old, and the same today as it has always been.
|
||||
|
||||
The great traditional buildings of the past, the villages and tents and
|
||||
temples in which man feels at home, have always been made by people who were
|
||||
very close to the center of this way. It is not possible to make great
|
||||
buildings, or great towns, beautiful places, places where you feel yourself,
|
||||
places where you feel alive, except by following this way. And, as you will
|
||||
see, this way will lead anyone who looks for it to buildings which are
|
||||
themselves as ancient in their form, as the trees and hills, and as our faces
|
||||
are.
|
||||
--The Timeless Way of Building
|
||||
~
|
||||
E
|
||||
war~
|
||||
War is an ugly thing, but not the ugliest of things. The decayed and
|
||||
degraded state of moral and patriotic feeling which thinks that nothing is
|
||||
worth war is much worse. The person who has nothing for which he is willing to
|
||||
fight, nothing which is more important than his own personal safety, is a
|
||||
miserable creature and has no chance of being free unless made and kept so by
|
||||
the exertions of better men than himself.
|
||||
|
||||
John Stuart Mill
|
||||
~
|
||||
E
|
||||
old glory flag~
|
||||
I fly atop the world's tallest buildings. I stand watch in America's Halls
|
||||
of Justice. I fly majestically over great institutions of learning. I stand
|
||||
guard with the greatest military power in the world. Look up and see me! I
|
||||
stand for peace, honor, truth, and justice. I stand for freedom. I am
|
||||
confident, I am arrogant, I am proud. When I am flown with my banners, my head
|
||||
is a little higher, my colors a little truer, I bow to no one! I am recognized
|
||||
all over the world. I am worshipped, I am loved, and I am feared! I have
|
||||
fought in every battle of every war for more than 200 years: Gettysburg,
|
||||
Shiloh, Appomattox, San Juan Hill, the trenches of France, the Argonne Forest,
|
||||
Anzio, Rome, the beaches of Normandy, Guam, Okinawa, Japan, Korea, Vietnam, the
|
||||
Persian Gulf, and a score of places long forgotten by all, but those who were
|
||||
there with me... I was there! I led my Soldiers, Sailors, Airmen, and
|
||||
Marines. I followed them and watched over them. They loved me. I was on a
|
||||
small hill in Iwo Jima. I was dirty, battle-worn, and tired. But my Soldiers
|
||||
cheered me! And I was proud! I have been soiled, burned, torn, and trampled
|
||||
on the streets of countries that I have helped set free. It does not hurt, for
|
||||
I am invincible. I have also been soiled, burned, torn, and trampled on the
|
||||
streets of my own country and, when it is by those whom I have served with in
|
||||
battle-it hurts. But I shall overcome, for I am strong! I have slipped the
|
||||
bonds of Earth and, from my vantage point on the Moon, I stand watch over the
|
||||
uncharted new frontiers of Space. I have been a silent witness to all of
|
||||
America's finest hours. But my finest hour comes when I am torn in strips to
|
||||
be used as bandages for my wounded comrades on the field of battle-when I fly
|
||||
at half-mast to honor my Soldiers, Sailors, Airmen, and Marines, and-when I lie
|
||||
in the trembling arms of a grieving mother, at the gravesite of her fallen son
|
||||
or daughter-I am proud. My name is Old Glory-long may I wave. Dear God, long
|
||||
may I wave.
|
||||
~
|
||||
E
|
||||
Catcher Rye~
|
||||
The mark of the immature man is that he wants to die nobly for a cause,
|
||||
while the mark of the mature man is that he wants to live humbly for one.
|
||||
--Wilhelm Stekel
|
||||
|
||||
...you'll find that you're not the first person who was ever confused and
|
||||
frighteneed and even sickened by human behavior. You're by no means alone on
|
||||
that score, you'll be excited and stimulated to know. Many, many men have been
|
||||
just as troubled morally and spiritually as you are right now. Happily, some
|
||||
of them kept records of their troubles. You'll learn from them-if you want to.
|
||||
Just as someday, if you have something to offer, someone will learn something
|
||||
from you. It's a beautiful reciprocal arrangement.
|
||||
--The Catcher in the Rye
|
||||
~
|
||||
S
|
||||
#34
|
||||
Pool of Images~
|
||||
A broad mosaic walkway wraps around the natural hotsprings in this cavernous
|
||||
room. Three large chandeliers are suspended from the domed ceiling and their
|
||||
sparkling light dances on the surface of the bubbling hotsprings. As you peer
|
||||
into the water images begin to form from out of the depths, coalescing into a
|
||||
vivid scene. Your heart begins to pound and your breathing becomes deeper as
|
||||
you watch the images taking shape in the turbulent liquid. Your mouth becomes
|
||||
dry as you see yourself in the watery panorama ... And time stands still for
|
||||
just one moment ... As you see your future in the depths ...
|
||||
~
|
||||
0 djk 0
|
||||
S
|
||||
#88
|
||||
Advertising Room~
|
||||
Feel free to use this board to advertise for your own MUD. DO NOT advertise
|
||||
on any channel or board besides this one. A single post on this board is the
|
||||
only advertising allowed. The quality of your post reflects on the quality of
|
||||
your MUD so please review and format your work before saving. Do not format the
|
||||
MUD address with /f. Since TBA uses the @@ as a colorcode you must use 2 @@@@ with
|
||||
your email address. Posts may be deleted if done poorly or if the MUD is no
|
||||
longer online.
|
||||
~
|
||||
0 d 0
|
||||
S
|
||||
#89
|
||||
The Prison Cell Corridor~
|
||||
This long hallway is barely wide enough for two people to walk abreast.
|
||||
Along the Northern wall are steel doors spaced a few feet apart while the
|
||||
southern wall is of cynder block construction.
|
||||
~
|
||||
0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 89
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 89
|
||||
D4
|
||||
~
|
||||
trapdoor~
|
||||
1 0 130
|
||||
S
|
||||
#90
|
||||
Epictetus' Prison Cell~
|
||||
This shower stall remodeled into a prison cell is not yet completed. While
|
||||
the shower head has been removed and cemented a drain still exists in the floor.
|
||||
Unintelligle voices can be heard whispering through the piping in the drain
|
||||
below.
|
||||
~
|
||||
0 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 89
|
||||
E
|
||||
drain floor~
|
||||
The metal drain is covered with years of hair and grime. Several screws
|
||||
holding the drain in place seem to be missing.
|
||||
~
|
||||
S
|
||||
#91
|
||||
Aristotle's Prison Cell~
|
||||
What used to be a shower stall has been turned into a cell complete with a
|
||||
pungent waste bucket. The old shower head is still sticking out of the wall
|
||||
with a steel door opposite.
|
||||
~
|
||||
0 d 0
|
||||
E
|
||||
shower head cap~
|
||||
The metal shower head has a plastic variable setting cap complete with a
|
||||
massage setting. The cap looks a bit damaged like someone may have opened it
|
||||
before.
|
||||
~
|
||||
S
|
||||
T 171
|
||||
T 172
|
||||
#92
|
||||
Plato's Prison Cell~
|
||||
The now familiar cell is cast in strange movement and shadows as the single
|
||||
light bulb above flickers randomly as if it is about to burn out. The
|
||||
alternating bright and pitch black environment makes the eyes ache.
|
||||
~
|
||||
0 d 0
|
||||
S
|
||||
T 171
|
||||
T 172
|
||||
#93
|
||||
Friedrich Nietzsche's Prison Cell~
|
||||
The stale, uncirculated air reeks from the prior occupants of this small
|
||||
cell. The silence is broken only by the occasional footsteps in the corridor
|
||||
outside or a fellow prisoner tapping on the cell wall.
|
||||
~
|
||||
0 d 0
|
||||
S
|
||||
T 171
|
||||
T 172
|
||||
#94
|
||||
Socrates' Prison Cell~
|
||||
The small prison cell is stifling and claustrophobic. A single glaring bulb
|
||||
in the plywood ceiling is out of reach. The only break in the block walls is a
|
||||
steel door that is closed and locked.
|
||||
~
|
||||
0 d 0
|
||||
S
|
||||
T 172
|
||||
#95
|
||||
Confucius' Prison Cell~
|
||||
The musty stall is somehow cleaner than the others. A hole in the North wall
|
||||
and another in the floor has been cemented over. They must have once been a
|
||||
shower head and a drain before this stall was converted into a prison cell.
|
||||
~
|
||||
0 d 0
|
||||
S
|
||||
T 171
|
||||
T 172
|
||||
#96
|
||||
James Stockdale's Prison Cell~
|
||||
The small stall turned confinement cell is covered in dust. The dirty floor
|
||||
has various words and designs scratched into the dirt. The ceiling consists of
|
||||
a single sheet of unpainted plywood.
|
||||
~
|
||||
0 d 0
|
||||
S
|
||||
T 171
|
||||
T 172
|
||||
#97
|
||||
A Prison Cell~
|
||||
What used to be a shower stall has been converted into a solitary confinement
|
||||
cell complete with iron shackles. A single steel door that is closed and locked
|
||||
is the only exit. The walls are constructed of unpainted cinder blocks.
|
||||
~
|
||||
0 d 0
|
||||
D2
|
||||
~
|
||||
lock~
|
||||
2 0 89
|
||||
S
|
||||
T 170
|
||||
T 171
|
||||
T 172
|
||||
#98
|
||||
The End of the Beginning~
|
||||
For those of you who have read this far and actually made something out of
|
||||
it, Congratulations. You have the patience to become a builder and make
|
||||
CircleMUD zones. If you wimped out or skipped some areas then please MUDmail
|
||||
me why. @RAT POSTMASTER MAIL RUMBLE@n. Also, please MUDmail or email me any
|
||||
questions, comments, concerns, or suggestions about this zone. What did I do
|
||||
wrong, forget, misspell, anything! If you have something to add feel free to
|
||||
MUDmail or email me. @RHELP EMAIL@n.
|
||||
|
||||
This area is a culmination of help files I have come across and my own
|
||||
experiences in the CircleMUD community. I thank all those before who have
|
||||
helped in the creation of this masterpiece. Special Thanks to Welcor,
|
||||
Elaseth, Manivo, Snowlock, and Lance for their additions.
|
||||
|
||||
Remember, MUDding is fun!
|
||||
|
||||
Respectfully,
|
||||
|
||||
Rumble
|
||||
~
|
||||
0 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 99
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 15
|
||||
S
|
||||
#99
|
||||
TBA Cafe 99~
|
||||
Welcome to TBA Cafe 99, the hangout of builders and implementors. So pull up
|
||||
a pew and have a nice drink! If you want to have a social chat or lurk in order
|
||||
to help newer builders, this is the place to be!
|
||||
~
|
||||
0 de 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 98
|
||||
E
|
||||
floor~
|
||||
The stone floor is the same shade of grey as the sky and is completely plain
|
||||
and unscratched. It is probably too hard for anything to leave as much as a
|
||||
scratch on it.
|
||||
~
|
||||
E
|
||||
sky winds~
|
||||
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
|
||||
~
|
||||
S
|
||||
$~
|
||||
2043
lib/world/wld/1.wld
Normal file
2043
lib/world/wld/1.wld
Normal file
File diff suppressed because it is too large
Load Diff
1993
lib/world/wld/100.wld
Normal file
1993
lib/world/wld/100.wld
Normal file
File diff suppressed because it is too large
Load Diff
670
lib/world/wld/101.wld
Normal file
670
lib/world/wld/101.wld
Normal file
@@ -0,0 +1,670 @@
|
||||
#10100
|
||||
South Road Zone Description Room~
|
||||
Builder :
|
||||
Zone : 101 South Road
|
||||
Began : 1999
|
||||
Player Level : 6-8
|
||||
Rooms : 38
|
||||
Mobs : 13
|
||||
Objects : 17
|
||||
Shops : 0
|
||||
Triggers : 0
|
||||
Theme : The zone is a basic highway filler to link other zones.
|
||||
Notes : Meant to connect a main city, Haven, and Iuel.Plains/fields
|
||||
with the desert and mountains to the east. A river runs through it ;-).
|
||||
Replace all XXXX with a name of a major city.
|
||||
Links : 01n to a city, 10s, 37s to Haven
|
||||
|
||||
Zone: 101 was linked to the following zones:
|
||||
107 Realms of Iuel at 10131 (west ) ---> 10740
|
||||
~
|
||||
101 j 0
|
||||
S
|
||||
#10101
|
||||
The South Road~
|
||||
You are just south of the gates to a city. A gust of warm wind blows in from
|
||||
the east warning you that the desert isn't far off in that direction. The road
|
||||
leads off to the south, and north into the capital. To the east and west
|
||||
farmland stretches as far as you can see.
|
||||
~
|
||||
101 0 2
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10102
|
||||
E
|
||||
gates~
|
||||
You are looking at the great gates of XXXX. The citywall towers before you,
|
||||
there is no way you could get in, save through these huge gates.
|
||||
~
|
||||
S
|
||||
#10102
|
||||
The South Road~
|
||||
You are walking on the south road, which connects to the city of Haven.
|
||||
Fields stretch to the east and west, while the road continues north toward the
|
||||
souther gate of the capital which you can just barely see from here, and south
|
||||
through the farmland. A warm wind from the east reminds you of the desert.
|
||||
~
|
||||
101 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10101
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10103
|
||||
S
|
||||
#10103
|
||||
The South Road~
|
||||
You are walking on the South Road, a gust of warm wind from the east reminds
|
||||
you of the desert not too far off in that direction. The walls of a large city
|
||||
can be seen on the horizon to the north, while farmland to the east and south
|
||||
has forced the road to take a turn to the west.
|
||||
~
|
||||
101 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10102
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10104
|
||||
S
|
||||
#10104
|
||||
The South Road~
|
||||
You are walking on the south road, the road continues east and south from
|
||||
here, while farmland stretches to the north and west. A gust of warm wind
|
||||
blowing in from the east reminds you of the desert dominating the southeastern
|
||||
part of the continent.
|
||||
~
|
||||
101 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10103
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10105
|
||||
S
|
||||
#10105
|
||||
The South Road~
|
||||
You are walking on the south road between the city and Haven. Farmland
|
||||
dominates the view to the east and west, while the road continues to the north
|
||||
and south. A gust of warm wind blowing in from the east reminds you that you
|
||||
are not as far off from the desert as you might have thought.
|
||||
~
|
||||
101 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10104
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10106
|
||||
S
|
||||
#10106
|
||||
The South Road~
|
||||
You are walking on the south road between the city and Haven. Farmland
|
||||
dominates the view to the west and south, while the road continues north and
|
||||
east from here. A warm gust of wind blows in from the east, and reminds you of
|
||||
the desert to the east. You can faintly hear the sound of running water
|
||||
somewhere to the south.
|
||||
~
|
||||
101 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10105
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10107
|
||||
S
|
||||
#10107
|
||||
The South Road~
|
||||
You are walking on the south road, farmland stretches to the north and south
|
||||
as far as you can see, while the road continues east and west from here.
|
||||
There is a faint sound of running water from somewhere to the south. A warm
|
||||
wind blows in from the desert in the east.
|
||||
~
|
||||
101 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10108
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10106
|
||||
S
|
||||
#10108
|
||||
The South Road~
|
||||
You are walking on the south road, farmland dominates the view to the north
|
||||
and east from here, while the road continues south and west. A warm wind is
|
||||
comming from the desert to the east, the sound of running water greets you from
|
||||
the south.
|
||||
~
|
||||
101 0 2
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10109
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10107
|
||||
S
|
||||
#10109
|
||||
The South Road~
|
||||
You are walking on the southroad between the city and Haven, farmland
|
||||
stretches to the east and west from here, while the road continues north and
|
||||
south. You can hear the sound of running water from the south.
|
||||
~
|
||||
101 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10108
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10110
|
||||
S
|
||||
#10110
|
||||
The South Road~
|
||||
You are walking on the south road, between the city and Haven, The road leads
|
||||
off to the north here, and west along the river to the south. A gust of warm
|
||||
wind from the east reminds you of the desert dominating the southeastern part of
|
||||
the continent. You notice a small trail leading down to the river bank from
|
||||
here.
|
||||
~
|
||||
101 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10109
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10111
|
||||
S
|
||||
#10111
|
||||
The South Road~
|
||||
You are walking on the south road, to the north and west fields stretch as
|
||||
far as your eyes can see, while the road continues to the east. To the south a
|
||||
bridge crosses the river, connecting with the road on the other side. A gust
|
||||
of warm wind from the east reminds you of the desert not too far off.
|
||||
~
|
||||
101 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10110
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10112
|
||||
S
|
||||
#10112
|
||||
The Bridge~
|
||||
You are on a bridge on the south road, the road leads off to the north and
|
||||
south, while the river flows west toward the ocean somewhere in the distance.
|
||||
A gust of warm wind blows in from the east as if to remind you of the desert
|
||||
and the secrets it holds.
|
||||
~
|
||||
101 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10111
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10113
|
||||
S
|
||||
#10113
|
||||
The South Road~
|
||||
You are walking on the south road between the city and Haven. To the north a
|
||||
bridge crosses the river connecting to the road on the other side, while the
|
||||
road continues to the south from here. To the east and west grassland stretch
|
||||
as far as you can see. A warm wind blows in from the east as to remind you of
|
||||
the desert dominating the southeastern part of the continent.
|
||||
~
|
||||
101 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10112
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10114
|
||||
S
|
||||
#10114
|
||||
The South Road~
|
||||
You are walking on the south road between the city and Haven. The road
|
||||
continues north and west from here around a small formation of rocks. To the
|
||||
east grassy plains stretch as far as you can see. And you can hear the sound of
|
||||
running water greeting you from the north.
|
||||
~
|
||||
101 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10113
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10115
|
||||
S
|
||||
#10115
|
||||
The South Road~
|
||||
You are walking on the south road between the city and Haven, the road
|
||||
continues to the east and south from here. To the north and west you see grassy
|
||||
plains stretching as far as you can see. You also notice the sound of running
|
||||
water to the north.
|
||||
~
|
||||
101 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10114
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10116
|
||||
S
|
||||
#10116
|
||||
The South Road~
|
||||
You are walking on the south road between the city and Haven, the road
|
||||
continues north and south from here, while to the east a formation of rocks
|
||||
blocks your view and passage. To the west grassy plains stretch as far as you
|
||||
can see. A faint sound of running water can be heard comming from the north.
|
||||
~
|
||||
101 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10115
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10117
|
||||
S
|
||||
#10117
|
||||
The South Road~
|
||||
You are walking on the south road between the city and Haven, the road
|
||||
continues to the north and south, while to the east your path and view is
|
||||
blocked by a formation of rocks. To the west grassy plains stretch as far as
|
||||
you can see.
|
||||
~
|
||||
101 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10116
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10118
|
||||
S
|
||||
#10118
|
||||
The South Road~
|
||||
You are walking on the south road connecting the city to the north with Haven
|
||||
in the south. To the east your view and path is blocked by a small formation of
|
||||
rocks. To the west grassy plains stretch as far as you can see. A gust of warm
|
||||
wind blows down from the rocks to the east, as if to remind you that you are
|
||||
still relatively close to the desert.
|
||||
~
|
||||
101 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10117
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10119
|
||||
S
|
||||
#10119
|
||||
The South Road~
|
||||
You are walking on the south road connecting the the city with Haven in the
|
||||
south. The road leads off to the north and east here, while to the south and
|
||||
west grassy plains stretch as far as you can see. A gust of warm wind comes in
|
||||
from the east, as if to remind you of the desert and the secrets it holds.
|
||||
~
|
||||
101 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10118
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10120
|
||||
S
|
||||
#10120
|
||||
The South Road~
|
||||
You are walking on the southroad somewhere between the city and Haven, the
|
||||
road continues east and west from here, while to the north your view and path is
|
||||
blocked by a small formation of rocks. In the distance to the south you can
|
||||
barely see the beginning of a seemingly ancient dense forest.
|
||||
~
|
||||
101 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10121
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10119
|
||||
S
|
||||
#10121
|
||||
The South Road~
|
||||
You are walking on the south road somewhere between the city and Haven. The
|
||||
road continues to the south, and to the west along a small formation of rocks.
|
||||
North and east of here grassy plains stretch as far as you can see. A gust of
|
||||
warm wind blows in from the desert in the east as if to remind you of the
|
||||
secrets it holds.
|
||||
~
|
||||
101 0 2
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10122
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10120
|
||||
S
|
||||
#10122
|
||||
The South Road~
|
||||
You are walking on the south road somewhere between the city and Haven, you
|
||||
see the occasional caravan travelling between the cities. Fish and crops are
|
||||
traded between the two cities. The road continues north and south here, a gust
|
||||
of warm wind comes in from the desert which can barely be seen somewhere to the
|
||||
east, while fertile plains stretch to the west.
|
||||
~
|
||||
101 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10121
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10123
|
||||
S
|
||||
#10123
|
||||
The South Road~
|
||||
You are walking along the south road, connecting the city to the north with
|
||||
Haven in the south. The road is bustling with activity as travellers are going
|
||||
to and from the city which is considered to be the centre of the world around
|
||||
these parts. A gust of warm wind blows in from the east, as to remind you of
|
||||
the desert not too far off. You see fertile grasslands to the east and west,
|
||||
while the road itself continues to the north and south, just south of here you
|
||||
can barely make out a small path leading off to the west.
|
||||
~
|
||||
101 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10122
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10124
|
||||
S
|
||||
#10124
|
||||
The South Road~
|
||||
You are walking on the south road leading from the city to Haven. A gust of
|
||||
warm wind blows in from the desert in the east, as if to remind you of it's
|
||||
secrets. The road continues north and south here, while a small trail leads off
|
||||
to the west. Your view to the east is dominated by fertile grasslands, which
|
||||
are broken by a fine yellow line in the horizon.
|
||||
~
|
||||
101 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10123
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10132
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10125
|
||||
S
|
||||
#10125
|
||||
A Small Trail~
|
||||
You are walking on a small trail through the wilderness, you see grasslands
|
||||
north and south of you, while the trail continues to the east where it joins a
|
||||
busy north south bound road, and to the west deeper into the wilderness.
|
||||
~
|
||||
101 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10124
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10126
|
||||
S
|
||||
#10126
|
||||
A Small Trali~
|
||||
You are walking on a small trail through the wilderness, to the north and
|
||||
south you see vast grasslands, the southern horizon is dominated by dense
|
||||
forest in the distance, while there is nothing but grass to be seen to the
|
||||
north. The trail continues to the east and to the west where it makes a turn
|
||||
south.
|
||||
~
|
||||
101 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10125
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10127
|
||||
S
|
||||
#10127
|
||||
A Small Trail~
|
||||
You are walking on a small trail through the wilderness, to the south you
|
||||
see a dense forest some where in the distance, while vast grasslands stretch as
|
||||
far as you can see in all other directions. The trail leads off to the east
|
||||
and to the south where it makes a turn to the west.
|
||||
~
|
||||
101 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10126
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10128
|
||||
S
|
||||
#10128
|
||||
A Small Trail~
|
||||
You are walking on a small trail through the wilderness, the trail is
|
||||
surrounded by vast grasslands as far as you can see in all directions, except
|
||||
to the south where a dense forest rises near the horizon. The trail leads off
|
||||
to the north where it makes a turn eastward and to the west where it makes a
|
||||
turn to the north again.
|
||||
~
|
||||
101 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10127
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10129
|
||||
S
|
||||
#10129
|
||||
A Small Trail~
|
||||
You are walking on a small trail through the wilderness, the trail is
|
||||
surrounded by vast grasslands as far as you can see in all directions, except
|
||||
to the south where a dense forest rise near the horizon. The trail leads off
|
||||
to the north where it makes a turn to the west, and to the east where it makes
|
||||
a turn north.
|
||||
~
|
||||
101 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10130
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10128
|
||||
S
|
||||
#10130
|
||||
A Small Trail~
|
||||
You are on a small trail which continues south and uphill to the west from
|
||||
here, to the west you can see the trail getting wider, as it continues toward
|
||||
what seems to be smoking chimneys. Maybe there is a village near here.
|
||||
~
|
||||
101 0 2
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10129
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10131
|
||||
S
|
||||
#10131
|
||||
The Top of The Hill~
|
||||
You are standing on a small hilltop, the trail you have followed here, leads
|
||||
off to the east, where it makes a turn southward. Also to the west it turns
|
||||
toward an eerie looking village. An uneasy feeling comes over you as your gaze
|
||||
returns to the village.
|
||||
~
|
||||
101 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10130
|
||||
S
|
||||
#10132
|
||||
The South Road~
|
||||
You are walking on the south road, connecting Haven and the city, the
|
||||
mountains are dominating your view to the southeast, while a large forest rise
|
||||
to the southwest. You feel the warm wind from the desert, almost taunting you
|
||||
with it's presence. The road continues to the north where you can just barely
|
||||
make out a small trail leading west, and to the south, closer to the mountains,
|
||||
and Haven.
|
||||
~
|
||||
101 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10124
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10133
|
||||
S
|
||||
#10133
|
||||
The South Road~
|
||||
You are on the south road, somewhere between Haven and the city, a warm wind
|
||||
blows in from the desert in the east, where you see a yellow streak on the
|
||||
horizon revealing the desert to you. The road continues south toward Haven,
|
||||
where a dense forest forces it to make a turn eastward, and north through the
|
||||
open land towards the city. The great southern mountain range towers before you
|
||||
in the southeast.
|
||||
~
|
||||
101 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10132
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10134
|
||||
S
|
||||
#10134
|
||||
The South Road~
|
||||
You are on the south road somewhere in between the city and Haven, a dense
|
||||
forest towers before you just south of here, while to the north there is nothing
|
||||
but open land on both sides of the road, to the east you see the road turn south
|
||||
again as to avoid getting too close to the mountains not far off in the
|
||||
distance. The mountains provide some cover for the desert winds, but you can
|
||||
just feel it here, warm winds blowing in from the east as if to remind you of
|
||||
the mysteries hidden there.
|
||||
~
|
||||
101 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10133
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10135
|
||||
S
|
||||
#10135
|
||||
The South Road~
|
||||
The road leads off to the south, like a giant snake eating its way through
|
||||
the hills in between a dense forest to the west and the mountains to the east.
|
||||
Sounds from unseen and probably even unknown animals can be heard from the
|
||||
forest to the west, but at this point you see no way of entering the dense
|
||||
shrubs and woods preventing entrance to the adventures which are likely to be
|
||||
within. The wind here is a strange blend of hot dry desert air and biting cold
|
||||
from the mountain glaciers.
|
||||
~
|
||||
101 0 2
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10136
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10134
|
||||
S
|
||||
#10136
|
||||
The South Road~
|
||||
The road continues to the north where it makes a turn west, and to the south
|
||||
through the foothills between the mountains to the east, and a dense forest to
|
||||
the west. Animal sounds can be heard from the forest, which at this point is
|
||||
too dense to enter.
|
||||
~
|
||||
101 0 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10135
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10137
|
||||
S
|
||||
#10137
|
||||
The South Road~
|
||||
You are on the south road which continues north and south, through hills
|
||||
between a dense forest to the west, and the mountains towering over you to the
|
||||
east, gusts of cold wind comes in from the mountains to the east, strangling
|
||||
the sounds from the forest. You barely notice the small trail leading east
|
||||
from here towards the mountains.
|
||||
~
|
||||
101 0 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10136
|
||||
S
|
||||
$~
|
||||
1667
lib/world/wld/103.wld
Normal file
1667
lib/world/wld/103.wld
Normal file
File diff suppressed because it is too large
Load Diff
1244
lib/world/wld/104.wld
Normal file
1244
lib/world/wld/104.wld
Normal file
File diff suppressed because it is too large
Load Diff
970
lib/world/wld/106.wld
Normal file
970
lib/world/wld/106.wld
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||||
#10600
|
||||
Elcardo Zone Description Room~
|
||||
Builder : Daiko
|
||||
Zone : 106 Elcardo
|
||||
Began : 1999
|
||||
Player Level : 7-14
|
||||
Rooms : 58
|
||||
Mobs : 23
|
||||
Objects : 41
|
||||
Shops : 5
|
||||
Triggers : 1
|
||||
Theme : Elcardo, a small city, where the mayor has become ill. Suncas
|
||||
rebels are trying to take over the town. Their leader is sujin suncas.
|
||||
Notes : Since the mayor of elcardo is very sick the citizens are not
|
||||
being looked after as they should, many rebel and start their own little
|
||||
groups within the city.
|
||||
Zone: 106 was linked to the following zones:
|
||||
200 Western Highway at 10609 (south) ---> 20025
|
||||
175 The Cardinal Wizards at 10613 (east ) ---> 17525
|
||||
125 Hannah at 10657 (north) ---> 12500
|
||||
~
|
||||
106 j 0
|
||||
S
|
||||
#10601
|
||||
Cathedral Altar~
|
||||
This is the Cathedral of Elcardo. The glowing altar stands before you. The
|
||||
room is very dimly lit from the blood red candles which lie before you. The
|
||||
candles appear to be made out of some sort of fat.
|
||||
~
|
||||
106 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10602
|
||||
S
|
||||
#10602
|
||||
Inside the Elcardo Cathedral~
|
||||
As you enter the Elcardo Cathedral a holy feeling enriches your body. The
|
||||
room is well lit by over a thousand holy white candles. On the far wall in
|
||||
front of you there hangs a large cross. The friendly Healer stands here
|
||||
reading a book that appears to be the bible.
|
||||
~
|
||||
106 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10601
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10603
|
||||
S
|
||||
#10603
|
||||
Outside the Elcardorian Cathedral~
|
||||
You are at the main doors of the cathedral. The doors are made out of a
|
||||
thick oak. There are small designs all over the door, the designs appear
|
||||
to be from many years ago. Standing right in front of the main doors is the
|
||||
Executioner guarding the door quite well and watching each and every person
|
||||
that is planning on entering the cathedral.
|
||||
~
|
||||
106 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10602
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10604
|
||||
S
|
||||
#10604
|
||||
Cathedral Square~
|
||||
This area of the cathedral is out in the open. The nice fresh air blows by
|
||||
you. You can hear the sound of trickling water from a few steps in front of
|
||||
you. The big marble fountain flows crystal clear water right in front of you.
|
||||
~
|
||||
106 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10603
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10605
|
||||
S
|
||||
#10605
|
||||
Peddler's Square~
|
||||
People rush by you left and right as you stand in the intersection of
|
||||
Peddler's Way. The smell of freshly baked bread breezes by your nose. In the
|
||||
distance you can see the Executioner guarding the cathedral. A panhandler begs
|
||||
the passersby for money. Some actually feel sorry for the worthless bum.
|
||||
~
|
||||
106 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10604
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10610
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10606
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10614
|
||||
S
|
||||
#10606
|
||||
Intersection to the Guild Halls~
|
||||
You stand in the middle of Guild row, wondering which way to go, spell
|
||||
casters to the east or fighters to the west. Mages and sorcerers of all kinds
|
||||
rush by. A large hulky Barbarian almost knocks you over. In the distance you
|
||||
see a strange glowing, It seems to be coming from the spell casting area. To
|
||||
the east you feel a strong magical presence, and to the west you can smell the
|
||||
sweat of hard work.
|
||||
~
|
||||
106 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10605
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10618
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10607
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10621
|
||||
S
|
||||
#10607
|
||||
Citizens Square~
|
||||
This is the poor part of Elcardo. Small dirty poor children run past you
|
||||
screaming their heads off. Poor men sit all over the roads begging for money
|
||||
it really is a sin. It is very strange, the rest of the city is well off money
|
||||
wise but as soon as you get here it is very poor.
|
||||
~
|
||||
106 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10606
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10627
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10608
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10623
|
||||
S
|
||||
#10608
|
||||
Inside the South Gate of Elcardo~
|
||||
The normal citizens aren't allowed in this part of the town unless they are
|
||||
leaving. The gate is only available in the day time because it is always
|
||||
locked up for the night. Two large Elcardo Knights stand here guarding the
|
||||
gate with their lives. You can hear children playing from up the road. The
|
||||
gate is made out of steel. It looks almost impossible to break in to the city.
|
||||
~
|
||||
106 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10607
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10609
|
||||
S
|
||||
#10609
|
||||
Outside the South Gate of Elcardo~
|
||||
A massive steel gate rests just to the north. The city of Elcardo held
|
||||
beyond the gate and walls. You remember rumors of the city being overthrown by
|
||||
a new political faction. But who listens to politics. "Poli" meaning many,
|
||||
"tics" meaning blood sucking insects.
|
||||
~
|
||||
106 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10608
|
||||
S
|
||||
#10610
|
||||
Peddler's Road~
|
||||
The streets are paved with a fine marble, much better looking then other
|
||||
city's that you've seen. The clanging of metal rings in your ears, it seems to
|
||||
be comming from the north. There is a bank close to the south.
|
||||
~
|
||||
106 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10632
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10611
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10633
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10605
|
||||
S
|
||||
#10611
|
||||
Peddler's Road~
|
||||
Tall strong men brush by you, swords hanging at their waists. They must be
|
||||
going to the Armor Shop which is to the north of where you are standing. To
|
||||
the south you see a strange hut.
|
||||
~
|
||||
106 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10634
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10612
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10635
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10610
|
||||
S
|
||||
#10612
|
||||
Inside the East Gate of Elcardo~
|
||||
The steel gates are held shut by two Elcardo Knights which are guarding the
|
||||
exit. The Elcardorian leaders try to keep strict control through the use of
|
||||
the knights and soldiers. But, with rumors of the Mayor falling ill many
|
||||
rebels have begun to combine forces within the city walls.
|
||||
~
|
||||
106 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10613
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10611
|
||||
S
|
||||
#10613
|
||||
Outside the East Gate of Elcardo~
|
||||
The city of Elcardo is to the west through a set of guarded steel gates.
|
||||
You have been told that the city is in turmoil and on the verge of a collapse,
|
||||
or possible overthrowing. Many cunning politicians have plans for this city.
|
||||
A gravel path continues east out the gate. The north is blocked by a tall
|
||||
cliff face.
|
||||
~
|
||||
106 0 3
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10612
|
||||
S
|
||||
#10614
|
||||
Peddler's Road~
|
||||
A strong scent gets your attention right away. The smell of biscuits, bread
|
||||
and home-made cookies comes from the north. You definately want to check this
|
||||
place out. To the south you see a small shop and a sign with the words Elcaro
|
||||
Grocer on it.
|
||||
~
|
||||
106 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10637
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10605
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10638
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10615
|
||||
S
|
||||
#10615
|
||||
Peddler's Road~
|
||||
Little elf-like people walk by you left and right, You wonder why... Then
|
||||
you realize that the Magic shop is directly in front of you to the south.
|
||||
There is a small sign here that says the words, Lara's Magic supplies.
|
||||
~
|
||||
106 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10639
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10614
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10616
|
||||
S
|
||||
#10616
|
||||
Inside the West Gate of Elcardo~
|
||||
The whispers of treachery and deciept fill the city streets and every
|
||||
passerby looks at you warily. Everyone in the city just wants peace, but the
|
||||
Mayor has failed to maintain order and the revolts have begun. Revolutionists
|
||||
are coming forth.
|
||||
~
|
||||
106 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10615
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10617
|
||||
S
|
||||
#10617
|
||||
Outside the West Gate of Elcardo~
|
||||
Through the gates to the east you can see the infamous city of Elcardo.
|
||||
The city is known for its unstable government. The current Mayor has fallen
|
||||
ill and rumors abound. Everything from him being poisoned to an illness sent
|
||||
from the Gods because of the Mayor's betrayal to the upkeep of the citizens.
|
||||
A thick forest can be seen to the west.
|
||||
~
|
||||
106 0 3
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10616
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10655
|
||||
S
|
||||
#10618
|
||||
Guild Halls~
|
||||
This is the spellcaster side of the guild halls. You will find no fighter
|
||||
guilds in this section. To the north is the Cleric guildmaster and to the
|
||||
south is the Paladin guildmaster. Signs are placed over both doors stating
|
||||
that the guilds are closed.
|
||||
~
|
||||
106 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10619
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10606
|
||||
S
|
||||
#10619
|
||||
Guild Halls~
|
||||
Continuing on the spellcaster side of the halls you see a dark dreary guild,
|
||||
it must be the Vampire guild that is to the north. More elves walk in and out
|
||||
of the guild to the south, shall you take a closer look at the Mage guild.
|
||||
Signs are placed over both doors stating that the guilds are closed.
|
||||
~
|
||||
106 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10620
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10618
|
||||
S
|
||||
#10620
|
||||
Guild Halls~
|
||||
To the south you see a strange guild, its more like a Grove then a guild.
|
||||
You automatically assume that it is the Druid guild. Meanwhile, to the north
|
||||
you hear strange sounds unlike the other guilds. The Psionicist guild is to
|
||||
the north. Signs are placed over both doors stating that the guilds are
|
||||
closed.
|
||||
~
|
||||
106 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10619
|
||||
S
|
||||
#10621
|
||||
Guild Halls~
|
||||
You sense a strong presence of evil when you step in front of this guild.
|
||||
Shadows are everywhere and you can almost feel the fear rising in your throat.
|
||||
To the south you can make out the entrance to the Thieves guild in the dim
|
||||
light. North of here is the Warriors Guild. To the east is the safety and
|
||||
comfort of the Guild Halls. Signs are placed over both doors stating that the
|
||||
guilds are closed.
|
||||
~
|
||||
106 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10606
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10622
|
||||
S
|
||||
#10622
|
||||
Guild Halls~
|
||||
The sounds of combat and training combined with yelling come all around you.
|
||||
It may be loud and not very peaceful but you feel strangly good that you are
|
||||
here. The Barbarian guild is to the north. But as you turn your head towards
|
||||
the south a peaceful feeling fills you body. The Ranger guild is to the south.
|
||||
Signs are placed over both doors stating that the guilds are closed.
|
||||
~
|
||||
106 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10621
|
||||
S
|
||||
#10623
|
||||
Citizens Street~
|
||||
The citizens of Elcardo have grown up in a very poor state. But do not let
|
||||
their poverty fool you, they have spent much time training in combat since the
|
||||
city requires all citizens to serve in the army. Decrepit looking shacks are
|
||||
closed and boarded up to the north and south of you.
|
||||
~
|
||||
106 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10607
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10624
|
||||
S
|
||||
#10624
|
||||
Citizens Street~
|
||||
Children run past you, high on sugar, or so you think. It is very loud in
|
||||
this part of Elcardo, much louder then the other parts. If it is not the
|
||||
screaming children that deafens you it is the mothers yelling for or at their
|
||||
children. More shacks are to the north and south.
|
||||
~
|
||||
106 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10623
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10625
|
||||
S
|
||||
#10625
|
||||
Citizens Street~
|
||||
Children beg for money all around you. It is not often they see someone as
|
||||
rich as you in their neighborhood. You are quite annoyed that all these
|
||||
children are pulling at your clothes and digging in your pockets. To the north
|
||||
and south are the shacks that these children live in.
|
||||
~
|
||||
106 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10624
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10626
|
||||
S
|
||||
#10626
|
||||
Dead End~
|
||||
To the north you see two teenage children guarding a shack which is
|
||||
reasonably nicer then the rest. The children are each holding a spear and have
|
||||
body paint around their eyes and on their cheeks. Each one with a look of hate
|
||||
and disgust on their face. Shall you enter...
|
||||
~
|
||||
106 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10641
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10625
|
||||
S
|
||||
#10627
|
||||
Pathway to the Saloon~
|
||||
You are on the path towards the old Elcardo Saloon, a popular hangout for
|
||||
all those old Elcaro Knights. But watch out, they are quite bitter with their
|
||||
old age. The Saloon is a great place to glean the latest gossip from the
|
||||
locals.
|
||||
~
|
||||
106 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10628
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10607
|
||||
S
|
||||
#10628
|
||||
Entrance to the Saloon~
|
||||
A short, very short, man is here letting people in and tossing people out of
|
||||
the Saloon. He doesnt look very intimidating at all. But, he must be
|
||||
qualified or he wouldn't have the job and be able to handle the soldiers and
|
||||
rebels.
|
||||
~
|
||||
106 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10629
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10627
|
||||
S
|
||||
#10629
|
||||
Inside the Elcardo Saloon~
|
||||
The room is filled with the smell of old cigars and pipes. You feel as if
|
||||
you were ten years old considering everyone in the room is at least twice your
|
||||
age. It is quite hard to breathe in here but these old timers are very use to
|
||||
it. You notice an odd back room with a sign on the door to the east saying Do
|
||||
Not Enter.
|
||||
~
|
||||
106 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10630
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10628
|
||||
S
|
||||
#10630
|
||||
Center of the Saloon~
|
||||
An elderly man is playing a piano in the corner of the room. Retired
|
||||
Elcardo knights and soldiers play cards all around you and reminisce about the
|
||||
olden days. Not quite the spot you find exciting but you wonder what is going
|
||||
on in that back room. An old veteran flashes his gums at you. The back room is
|
||||
close to the north.
|
||||
~
|
||||
106 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10631
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10629
|
||||
S
|
||||
#10631
|
||||
The Back Room~
|
||||
The room is very dim, A few candles are lit on the walls. This is where
|
||||
many of the different rebellious factions in the city meet. They sometimes
|
||||
work together, sometimes oppose each other. It all depends which they think is
|
||||
most beneficial.
|
||||
~
|
||||
106 ad 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10630
|
||||
S
|
||||
#10632
|
||||
The Armor Shop~
|
||||
The walls are tarnished black from soot. The sounds of clanging metal comes
|
||||
from a large man perfecting a silver sword. The smell of his sweat is enough
|
||||
to change your mind from entering this shop again, You should purchase your
|
||||
weapon and get out as fast as possible.
|
||||
~
|
||||
106 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10634
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10610
|
||||
S
|
||||
#10633
|
||||
The Bank of Elcardo~
|
||||
The bank is very clean and it feels very peaceful. There are many plaques
|
||||
on the walls all of which say something good about the city of Elcardo. Quite
|
||||
the rich looking establishment it is.
|
||||
~
|
||||
106 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10610
|
||||
S
|
||||
#10634
|
||||
The weapon shop~
|
||||
The armoury has a wide assortment of armours on the walls and in the
|
||||
windows. You see helmets, shields and chain shirts to name a few. To the
|
||||
south is the main street.
|
||||
~
|
||||
106 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10611
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10632
|
||||
S
|
||||
#10635
|
||||
Mayor's Hut~
|
||||
You are having a hard time believing that this little hut belongs to the
|
||||
Mayor of the city. A middle-aged women informs you that the Mayor is sick in
|
||||
bed and is taking no visitors. You should leave. To the south is a closed
|
||||
wooden door with the words "Do Not Disturb" on it.
|
||||
~
|
||||
106 cd 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10611
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 10636
|
||||
S
|
||||
#10636
|
||||
Inside the Mayor's room~
|
||||
The inside of the Mayor's room is quite impressive. A tall four post bed
|
||||
fills the center of the room. An ornately carved dresser and desk cover the
|
||||
western wall. A light fragrance attempts to cover the smell of death in the
|
||||
room.
|
||||
~
|
||||
106 d 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 10635
|
||||
S
|
||||
#10637
|
||||
Grandma's Diner~
|
||||
This is a very small diner, but it is one of the most comfortable places
|
||||
you've ever been in your life. Directly behind the counter you see an elderly
|
||||
man playing with an antique cash register. In the kitchen you see a little old
|
||||
lady baking cookies and other goodies. You know you wanna have some.
|
||||
~
|
||||
106 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10614
|
||||
S
|
||||
#10638
|
||||
Elcardo Grocer~
|
||||
You are inside the general store. All sorts of items are stacked on shelves
|
||||
behind the counter, safely out of your reach. None of the items seem to be of
|
||||
special interest, just your everyday requirements.
|
||||
~
|
||||
106 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10614
|
||||
S
|
||||
#10639
|
||||
Lara's Magic Supplies~
|
||||
The shop is quite small compared to the others. Shelves are filled with
|
||||
mason jars with pig eyes, cow tongues, and chicken brains. It is not the most
|
||||
pleasant sight in the world. Lara is quite the odd looking individual, wearing
|
||||
all black with the Skull of Hakanda around here neck.
|
||||
~
|
||||
106 cd 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10615
|
||||
S
|
||||
#10641
|
||||
Inside the Shack~
|
||||
You are in the main entrance to the poor shack that was being guarded by two
|
||||
teenage kids. What could they possibly be guarding you wonder. There are
|
||||
doors to the west and east of you and also a large solid stone door to the
|
||||
north.
|
||||
~
|
||||
106 d 0
|
||||
D0
|
||||
A large solid stone door.
|
||||
~
|
||||
solid stone door~
|
||||
1 0 10645
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10643
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10626
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10642
|
||||
S
|
||||
#10642
|
||||
Poor Barracks~
|
||||
There are bunk beds all around you. Extra spears and other weapons lie in
|
||||
the corner of the room. Some teenage children are sleeping in the bunks while
|
||||
some are choosing a weapon. Should You really be here...
|
||||
~
|
||||
106 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10641
|
||||
S
|
||||
#10643
|
||||
Poor Barracks~
|
||||
Bunk beds everywhere, clothes neatly folded in seperate piles. These
|
||||
children look very tired and look as though they are far over-worked. A Young
|
||||
child quietly crys on a bunk to your left, all he really needs is some comfort.
|
||||
An open hatch leads down.
|
||||
~
|
||||
106 cd 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10641
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 10644
|
||||
S
|
||||
#10644
|
||||
An Empty Room~
|
||||
The room is very VERY small and there is almost nothing in it. The walls
|
||||
are very dirty and the floor is made of dirt. A shudder goes through your
|
||||
spine, You can sense the hatred in this place.
|
||||
~
|
||||
106 ad 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 10643
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 10646
|
||||
S
|
||||
#10645
|
||||
Chambers of Sujin Suncas~
|
||||
The rebel headquarters run by Sujin Suncas is more run-down than would be
|
||||
expected. It appears he lacks the financial support to carry out a successful
|
||||
rebellion. Rebellions never last very long once people start starving.
|
||||
Perhaps that is the Mayor's strategy. A few wooden chairs are placed around an
|
||||
empty table.
|
||||
~
|
||||
106 ad 0
|
||||
D2
|
||||
A solid stone door.
|
||||
~
|
||||
door~
|
||||
1 0 10641
|
||||
S
|
||||
#10646
|
||||
Entrance to the Dungeon~
|
||||
The smell of old bones and rotting flesh fills your nose. There are puddles
|
||||
of a brownish liquid on the floor and stains of blood on the walls. The sound
|
||||
of moaning rings through-out the dungeon.
|
||||
~
|
||||
106 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10649
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10648
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10647
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 10644
|
||||
S
|
||||
#10647
|
||||
Death Chamber~
|
||||
This cramped room has a very strong odor of decay to it. It is not pleasant
|
||||
at all. You wonder why the citizens of Elcardo would allow people to be
|
||||
imprisoned down here in the dungeons.
|
||||
~
|
||||
106 ad 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10646
|
||||
S
|
||||
#10648
|
||||
Torture Room~
|
||||
Strange devices used for torture are scattered all around the room. Why
|
||||
would they torture people in a dungeon, Sick SICK people. It appears that
|
||||
there are some bodies still alive in here.
|
||||
~
|
||||
106 ad 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10646
|
||||
S
|
||||
#10649
|
||||
Dungeon Hallway~
|
||||
You do not feel safe at all when you are down here all alone. There are a
|
||||
few small candles mounted on the dungeon walls just enough light to see your
|
||||
own hands but thats about the only thing visible. A gaping hole in the dungeon
|
||||
floor to the west looks bottomless.
|
||||
~
|
||||
106 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10651
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10646
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10650
|
||||
S
|
||||
#10650
|
||||
Body Count~
|
||||
FALLING, FELL, NEAR-DEAD! Should have read the room descriptions.
|
||||
~
|
||||
106 acfh 0
|
||||
S
|
||||
T 10601
|
||||
#10651
|
||||
Dungeon Hallway~
|
||||
There are rooms and chambers to the left and right of you, this way and that
|
||||
way. You do not feel safe at all when you are down here all alone. There are
|
||||
a few small candles mounted on the dungeon walls just enough light to see your
|
||||
own hands but thats about the only thing visible.
|
||||
~
|
||||
106 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10654
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10653
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10649
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10652
|
||||
S
|
||||
#10652
|
||||
A Black Cell~
|
||||
This is a the scariest room of all. There is no light AT ALL. You can feel
|
||||
your heart pounding as you look around the room trying to see if something is
|
||||
here... Is alive.
|
||||
~
|
||||
106 ad 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10651
|
||||
S
|
||||
#10653
|
||||
Suncas Jail Cell.~
|
||||
This large room with earthen walls has been equipped with shackles for both
|
||||
hands and feet. They seem to have been driven into the walls on long steel
|
||||
poles. A few leg shackles are scattered about the center of the room. This
|
||||
appears to be a jail cell for prisoners.
|
||||
~
|
||||
106 ad 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10651
|
||||
S
|
||||
#10654
|
||||
The Guard Room~
|
||||
Blood and guts are all over the floor and walls in this room. It looks as
|
||||
though a few prisoners escaped and came after the guards. It is even more
|
||||
gross that part of the guts have been eaten. They must not feed the prisoners
|
||||
very well.
|
||||
~
|
||||
106 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10651
|
||||
S
|
||||
#10655
|
||||
A Path between Hannah and Elcardo~
|
||||
Forests surround you, but to the east you can just make out the city of
|
||||
Elcardo. While to the west and north some you have heard lies the city of
|
||||
Hannah. The path looks relatively empty, and unused here.
|
||||
~
|
||||
106 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10617
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 10656
|
||||
S
|
||||
#10656
|
||||
A Path between Hannah and Elcardo~
|
||||
This well travelled path links the cities of Elcardo and Hannah. The two
|
||||
cities were once strong allies until the City of Hannah started having problems
|
||||
with strange creatures storming the city walls. All communication between the
|
||||
cities has been cut off for some time now.
|
||||
~
|
||||
106 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 10657
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 10655
|
||||
S
|
||||
#10657
|
||||
Before the City of Hannah~
|
||||
Just to the north can be seen a pair of barred and rusted gates, the gates
|
||||
have been closed for a long time and rumours of the city within being destroyed
|
||||
or deserted abound. The city walls stretching to the east and west are crumbled
|
||||
in some places, even torn down.
|
||||
~
|
||||
106 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 10656
|
||||
S
|
||||
$~
|
||||
1832
lib/world/wld/107.wld
Normal file
1832
lib/world/wld/107.wld
Normal file
File diff suppressed because it is too large
Load Diff
2010
lib/world/wld/115.wld
Normal file
2010
lib/world/wld/115.wld
Normal file
File diff suppressed because it is too large
Load Diff
1685
lib/world/wld/117.wld
Normal file
1685
lib/world/wld/117.wld
Normal file
File diff suppressed because it is too large
Load Diff
2487
lib/world/wld/118.wld
Normal file
2487
lib/world/wld/118.wld
Normal file
File diff suppressed because it is too large
Load Diff
176
lib/world/wld/12.wld
Normal file
176
lib/world/wld/12.wld
Normal file
@@ -0,0 +1,176 @@
|
||||
#1200
|
||||
The Meeting Room Of The Gods~
|
||||
The meeting room is plain and very simple. A circular table sits in the
|
||||
middle of the room, lit by some unseen light source. There are many chairs
|
||||
around the table, all empty. The Immortal Board Room is to the north.
|
||||
~
|
||||
12 d 0
|
||||
D0
|
||||
The Immortal Board Room can be seen to the north.
|
||||
~
|
||||
~
|
||||
0 -1 1204
|
||||
S
|
||||
#1201
|
||||
The Inn Of The Gods~
|
||||
The Inn of the Gods is a small room, holding only a shelf with many
|
||||
small precious stones on it. When a God comes to rent his belongings,
|
||||
his essence is stored in the stones. The Immortal Board Room is to
|
||||
the south.
|
||||
~
|
||||
12 d 0
|
||||
D2
|
||||
The Immortal Board Room can be seen to the south.
|
||||
~
|
||||
~
|
||||
0 -1 1204
|
||||
S
|
||||
#1202
|
||||
The Ice Box Of The Gods~
|
||||
The Ice Box is for little boys and girls that cannot play nice. Be good
|
||||
and maybe someone will come and get you.
|
||||
~
|
||||
12 defhk 0
|
||||
S
|
||||
#1203
|
||||
The Gods' Mortal Board Room~
|
||||
Here the Gods have magically created an exact copy of the mortal board
|
||||
room. Any God can easily post and read messages from the mortal board room
|
||||
without being seen by any mortals. The Immortal Board Room is to the west.
|
||||
~
|
||||
12 d 0
|
||||
D3
|
||||
The Immortal Board Room can be seen to the west.
|
||||
~
|
||||
~
|
||||
0 -1 1204
|
||||
S
|
||||
#1204
|
||||
The Immortal Board Room~
|
||||
The main hang out of the Gods, the Immortal Board Room is the place to be.
|
||||
Gods exchange messages here most every day. The mortal board room is to the
|
||||
east and the meeting room for the gods is to the south. To the north is the
|
||||
Gods ' Inn and to the west is a post office for Gods. In the northeast corner
|
||||
you spot a small staircase leading upwards.
|
||||
~
|
||||
12 d 0
|
||||
D0
|
||||
The Gods' Inn can be seen just to the north.
|
||||
~
|
||||
~
|
||||
0 -1 1201
|
||||
D1
|
||||
The Immortal Board Hall can be seen just to the east.
|
||||
~
|
||||
~
|
||||
0 -1 1290
|
||||
D2
|
||||
The Gods' Meeting Room is located to the south.
|
||||
~
|
||||
~
|
||||
0 -1 1200
|
||||
D3
|
||||
The Gods' Post Office is just to the west.
|
||||
~
|
||||
~
|
||||
0 -1 1205
|
||||
D4
|
||||
There is a small stair in the corner leading up to the social room of
|
||||
the Gods.
|
||||
~
|
||||
~
|
||||
0 -1 1206
|
||||
E
|
||||
original~
|
||||
The main hang out of the Gods, the Immortal Board Room is the place to be.
|
||||
Gods exchange messages here most every day. The mortal board room is to the
|
||||
east and the meeting room for the gods is to the south. To the north is the
|
||||
Gods' Inn and to the west is a post office for Gods. In the northeast corner
|
||||
you spot a small staircase leading upwards.
|
||||
~
|
||||
S
|
||||
#1205
|
||||
The Post Office Of The Gods~
|
||||
The Post Office Of The Gods is the same as most Post Offices except that
|
||||
it is not as slow. Even the Postal service knows not to anger the Gods.
|
||||
Piles of junk mail line the walls. I guess even Gods get on mailing lists.
|
||||
The Immortal Board Room is to the east.
|
||||
~
|
||||
12 d 0
|
||||
D1
|
||||
The Immortal Board Room is just to the east.
|
||||
~
|
||||
~
|
||||
0 -1 1204
|
||||
S
|
||||
#1206
|
||||
The Social Gathering Room~
|
||||
This elegantly decorated room has one simple purpose. To socialize with
|
||||
everyone else around in one central location.
|
||||
~
|
||||
12 d 0
|
||||
D5
|
||||
The Immortal Board Room is just down through the floor. Funny how you
|
||||
didn't notice that exit before isn't it?
|
||||
~
|
||||
~
|
||||
0 -1 1204
|
||||
S
|
||||
#1290
|
||||
The Immortal Board Hall~
|
||||
You are standing in a large hall, exits lead off to the board rooms of the
|
||||
immortals. You can enter the hall of builders to the north, to the south are
|
||||
the halls of justice, while to the west you can find the immortal board room.
|
||||
~
|
||||
12 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 1291
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 1293
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 1204
|
||||
S
|
||||
#1291
|
||||
The Builders' Board Room~
|
||||
The Builder Academy zone begins in room 3. @RGOTO 3@n to begin your training or
|
||||
if you need a refresher. TBA zone should be able to teach anyone, no matter how
|
||||
new, the basics of building.
|
||||
~
|
||||
12 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 1290
|
||||
S
|
||||
#1292
|
||||
The Immortals' Mortal Board Room~
|
||||
Here the Gods have magically created an exact copy of the mortal board room.
|
||||
Any God can easily post and read messages from the mortal board room without
|
||||
being seen by any mortals. The Immortal Board Hall is to the west.
|
||||
~
|
||||
12 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 1290
|
||||
S
|
||||
#1293
|
||||
The Halls Of Justice~
|
||||
You are standing in a magnificent marble hall, the only exit is back to the
|
||||
north. Statues of Karileena the goddess of Honour and Justice, are lining the
|
||||
walls. You realize this is where the exalted gods meet to discuss what course of
|
||||
action to take against offenders in the realms.
|
||||
~
|
||||
12 d 9
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 1290
|
||||
S
|
||||
$~
|
||||
1760
lib/world/wld/120.wld
Normal file
1760
lib/world/wld/120.wld
Normal file
File diff suppressed because it is too large
Load Diff
1272
lib/world/wld/125.wld
Normal file
1272
lib/world/wld/125.wld
Normal file
File diff suppressed because it is too large
Load Diff
9
lib/world/wld/13.wld
Normal file
9
lib/world/wld/13.wld
Normal file
@@ -0,0 +1,9 @@
|
||||
#1300
|
||||
The Builder Academy~
|
||||
|
||||
The Builder Academy zone has been moved: @RGOTO 3@n
|
||||
|
||||
~
|
||||
13 d 0
|
||||
S
|
||||
$~
|
||||
1723
lib/world/wld/130.wld
Normal file
1723
lib/world/wld/130.wld
Normal file
File diff suppressed because it is too large
Load Diff
7
lib/world/wld/14.wld
Normal file
7
lib/world/wld/14.wld
Normal file
@@ -0,0 +1,7 @@
|
||||
#1400
|
||||
test~
|
||||
You are in an unfinished room.
|
||||
~
|
||||
14 0 0
|
||||
S
|
||||
$~
|
||||
2057
lib/world/wld/140.wld
Normal file
2057
lib/world/wld/140.wld
Normal file
File diff suppressed because it is too large
Load Diff
742
lib/world/wld/15.wld
Normal file
742
lib/world/wld/15.wld
Normal file
@@ -0,0 +1,742 @@
|
||||
#1500
|
||||
A Road Leading From The Bank~
|
||||
You find yourself on a small road leading away from the edge
|
||||
of the River of Lost Souls. The dark waters of the River can
|
||||
be seen and heard just south of here. Looking to the east and
|
||||
west, you see only the walls of the rocky cliffs. Off to the
|
||||
north a strange path seems to lead straight into the depths of
|
||||
the mountain.
|
||||
~
|
||||
15 c 4
|
||||
D0
|
||||
A strange path leads northwards.
|
||||
~
|
||||
~
|
||||
0 -1 1501
|
||||
D2
|
||||
The River of Lost Souls flows just to the south of here.
|
||||
~
|
||||
~
|
||||
0 -1 5619
|
||||
S
|
||||
#1501
|
||||
A Long Road~
|
||||
You stand here in spiritual emptiness, beginning a long and dangerous
|
||||
path. Your honest submission has already been made, but the truth of your
|
||||
heart has yet to be told. Leave here now, and do not come back until
|
||||
you have grown.
|
||||
~
|
||||
15 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1502
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1500
|
||||
S
|
||||
#1502
|
||||
A Long Road~
|
||||
You stop for a moment, screaming in frustration. Surely it was that one
|
||||
sin that was avoidable, of all that you regret. The hitting and the hurting
|
||||
flash briefly before you. Moments later the pain passes, and the straight
|
||||
path reveals itself before you.
|
||||
~
|
||||
15 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1503
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1501
|
||||
S
|
||||
#1503
|
||||
A Long Road~
|
||||
The road clears, the fog and pain of the first few steps left behind
|
||||
you. Despite the sudden clarity, your mind is still haunted, images of
|
||||
an old woman kneeling in prayer, eyes closing, smiling and crying.
|
||||
~
|
||||
15 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1504
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1502
|
||||
S
|
||||
#1504
|
||||
A Long Road~
|
||||
Looking ahead, you can see that the path you have been following will
|
||||
soon come to an end, but something in the cold and the breeze tells you
|
||||
that that will be only the beginning of the journey.
|
||||
~
|
||||
15 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1505
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1503
|
||||
S
|
||||
#1505
|
||||
A Test for the Faithful~
|
||||
It is here finally that decisions must be made. The first one that
|
||||
confronts you is simple enough, to walk in the darkness, or to walk in
|
||||
the light. Only the depths of your soul can decide, but remember this
|
||||
much: the same truth lies at the end of both paths.
|
||||
~
|
||||
15 d 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 1507
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 1506
|
||||
S
|
||||
#1506
|
||||
Halls of the Forgotten~
|
||||
Even the darkest have a place on the road to the truth. It is in this
|
||||
place, so empty and forgotten, that God has chosen the worst, and brought
|
||||
them close to Him for one last time.
|
||||
~
|
||||
15 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 1513
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 1508
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 1505
|
||||
S
|
||||
#1507
|
||||
Shahadah~
|
||||
It was written once, on an ancient parchment in a curious and flowing
|
||||
script, that there is in fact no god but Allah, and that Muhammad was
|
||||
the last of His Prophets. With this recognition, all else became empty
|
||||
and meaningless.
|
||||
~
|
||||
15 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 1523
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 1518
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 1505
|
||||
S
|
||||
#1508
|
||||
Earthly Evil~
|
||||
Whatever it carries, that rage converts into a weapon. Wrath supplies
|
||||
all with arms. When an angry man thirsts for blood anything will serve
|
||||
him for a spear. Fury turns a stick into a cudgel.
|
||||
~
|
||||
15 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1509
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 1506
|
||||
S
|
||||
#1509
|
||||
Misguidance~
|
||||
Some have been brought here not for what they did, but what they
|
||||
failed to do. It is these, the poor souls that were presented the
|
||||
fair evidence and rejected it with an honest mind, that deserve our
|
||||
pity the most of all.
|
||||
~
|
||||
15 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1510
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1508
|
||||
S
|
||||
#1510
|
||||
Temptation~
|
||||
Old tales tell of a conversation between the devil and the Prophet
|
||||
Jesus: the devil offered him a kingdom, vast riches, the temptation of
|
||||
a glorious near-death saved by his angels. Even this Messenger of God
|
||||
was forced to stop and think. Imagine how hard it could be for the rest.
|
||||
~
|
||||
15 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1511
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1509
|
||||
S
|
||||
#1511
|
||||
Hypocrisy~
|
||||
He called the populace to strict religious purity, rigidly enforcing
|
||||
the times of prayer and the most correct forms of the words of the Muezzin.
|
||||
All of this he strengthened by his most impeccable example, shunning all
|
||||
riches and riding in tattered rags through his capital on the back of a
|
||||
donkey. Despite all this, remember. Behind closed doors, all men are
|
||||
hypocrites.
|
||||
~
|
||||
15 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1512
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1510
|
||||
S
|
||||
#1512
|
||||
Hate~
|
||||
There is little in life much easier, and truthfully, little that is a
|
||||
quicker ticket to damnation. You give brief thanks that you have come to
|
||||
the end of these trials, but your words are drowned out by something
|
||||
much louder, a mechanical preaching that drowns your ears in anger. You
|
||||
hear a steady, repetitive litany of the same phrase, over and over again:
|
||||
"I go the way history dictates with the blind assurance of a sleep-walker."
|
||||
~
|
||||
15 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1528
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1511
|
||||
S
|
||||
#1513
|
||||
Spiritual Danger~
|
||||
Some evils are tangible, solid, so evident that they spit you right in
|
||||
the face. Others are more clever, more subtle, and it is these that present
|
||||
the greatest danger. Looking down the hall before you, a great fear fills
|
||||
your heart, and a great, heavy longing.
|
||||
~
|
||||
15 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1514
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 1506
|
||||
S
|
||||
#1514
|
||||
The Fall~
|
||||
In the beginning, he was the best, the most beautiful of all the angels,
|
||||
and God's most loved creation. Look at your own beauty, human, and do what
|
||||
he could not. Look at your beauty, and learn to kneel!
|
||||
~
|
||||
15 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1515
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1513
|
||||
S
|
||||
#1515
|
||||
Temptation~
|
||||
Temptation is the IF, the wondering, the second-guessing, the "I will
|
||||
be a better man... if..." And that if is usually taken, sitting alone,
|
||||
listening to that voice, calling you, offering such an easy way, but such
|
||||
a crooked one.
|
||||
~
|
||||
15 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1516
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1514
|
||||
S
|
||||
#1516
|
||||
The Last Day~
|
||||
The din of a great battle shakes these halls, the moans of the earth
|
||||
erupting at the shakings of the End Time. Be ready for that day, be very
|
||||
ready, for if you are not, he will claim you for one of his own.
|
||||
~
|
||||
15 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1517
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1515
|
||||
S
|
||||
#1517
|
||||
Flame~
|
||||
Undescribable horror and pain, a blackness drowned out only by the
|
||||
burning anguish, the inextinguishable fire coming not from some burning
|
||||
wood or molten lava but from the brightness and pain of the horrible,
|
||||
tortured souls that surround, everywhere you turn.
|
||||
~
|
||||
15 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1530
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1516
|
||||
S
|
||||
#1518
|
||||
Earthly Light~
|
||||
To slip into evil is easy, but walking this path is the hardest of
|
||||
all. Even the four you will find here today have strayed from the line
|
||||
at least once in their lives, and there are still some living who curse
|
||||
the very sound of their names. Despite all this, confront them now, and
|
||||
let their actions serve as your example.
|
||||
~
|
||||
15 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1519
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 1507
|
||||
S
|
||||
#1519
|
||||
The Light of the Rashidun~
|
||||
Many believed that the Prophet would never die, but when the stark
|
||||
evidence of his body confronted them, it soon became necessary to provide
|
||||
for the future. The four that came after are called the Rashidun, the
|
||||
rightly-guided Caliphs that would spread the word and the light, and with
|
||||
it forge one of history's greatest empires.
|
||||
~
|
||||
15 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1520
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1518
|
||||
S
|
||||
#1520
|
||||
The Light of the Rashidun~
|
||||
The first Caliphs were chosen by consultation with a noble council
|
||||
of elders, each of whom, hoping to lead the world of Islam alone, voted
|
||||
to elect the one amongst them they thought was the weakest. Each time,
|
||||
they were wrong. Each one was more noble, more upright than the one
|
||||
before.
|
||||
~
|
||||
15 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1521
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1519
|
||||
S
|
||||
#1521
|
||||
The Light of the Rashidun~
|
||||
Every majestic and happy tale must end, usually all too soon, and thus
|
||||
it was with the golden age of the Caliphate. The Rashidun were pure men,
|
||||
good men, true to the path, but their followers soon began to bicker, and
|
||||
civil war was on the horizon.
|
||||
~
|
||||
15 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1522
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1520
|
||||
S
|
||||
#1522
|
||||
The Light of the Rashidun~
|
||||
The end of the Rashidun was the beginning of Schism. The memories
|
||||
of the Prophet and the living example of the Caliphs proved to be
|
||||
insufficient example to the faithful. Ali died, and some say that
|
||||
with him the Caliphate died too, a martyr, his blood still flowing in
|
||||
the nameless river.
|
||||
~
|
||||
15 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1531
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1521
|
||||
S
|
||||
#1523
|
||||
Spritual Reward~
|
||||
Behold, Allah is the Provider, the most Generous. He would not suffer
|
||||
his believers to walk the path of light without guidance. He provided the
|
||||
Prophets, may peace be upon them, and in the examples of their own growth,
|
||||
we shall find the truth of our own.
|
||||
~
|
||||
15 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1524
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 1507
|
||||
S
|
||||
#1524
|
||||
Creation~
|
||||
In the creation of the heavens and the earth, and in the alternation of
|
||||
night and day, there are signs for men of sense; those that remember Allah
|
||||
say: "Lord, You have not created this in vain!"
|
||||
~
|
||||
15 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1525
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1523
|
||||
S
|
||||
#1525
|
||||
Revelation~
|
||||
The Angel Gabriel came to him and said: "Read!" He replied: "But I
|
||||
cannot!" The order was repeated three times, until the Angel himself
|
||||
said: "Read, in the name of your Lord who created man from clots of blood.
|
||||
Praise be to God, Lord of the Universe."
|
||||
~
|
||||
15 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1526
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1524
|
||||
S
|
||||
#1526
|
||||
Conversion~
|
||||
Unbelievers, I do not worship what you worship, nor do you worship
|
||||
what I worship. I shall never worship what you worship, nor will you
|
||||
ever worship what I worship. You have your own religion, and I have
|
||||
mine.
|
||||
~
|
||||
15 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1527
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1525
|
||||
S
|
||||
#1527
|
||||
Deliverance~
|
||||
The balance had been made, the soul placed in readiness, and the final
|
||||
measurement taken. For those that have come this far, surely this is the
|
||||
day of immortality!
|
||||
~
|
||||
15 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1533
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1526
|
||||
S
|
||||
#1528
|
||||
Repentance~
|
||||
God forgives those who commit evil in ignorance, for He is all-knowing
|
||||
and wise. But He will not forgive those who do evil, and when death comes
|
||||
to them, say: "Now we repent!" For those We have prepared a woeful scourge.
|
||||
~
|
||||
15 ad 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 1529
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1512
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 1534
|
||||
S
|
||||
#1529
|
||||
Pilgrimage~
|
||||
It is incumbent upon all Muslims to make the pilgrimage to Mecca once
|
||||
in their lifetime, if they are able, and for those unfortunate enough to
|
||||
follow the lives of the lower evils, such a pilgrimage with an open and
|
||||
contrite heart shall absolve them of all.
|
||||
~
|
||||
15 ad 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 1530
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 1528
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 1535
|
||||
S
|
||||
#1530
|
||||
Intercession~
|
||||
It is written that no one may intercede with God on behalf of another.
|
||||
No prayers from another may save the soul of a doomed man; his only hope
|
||||
is prayers of his own.
|
||||
~
|
||||
15 ad 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1517
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 1529
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 1536
|
||||
S
|
||||
#1531
|
||||
The Upper Reaches~
|
||||
You have traveled the righteous path, and you have faced the examples
|
||||
of the true models of the Prophet. Only the final journey awaits you;
|
||||
live like this and you shall live forever.
|
||||
~
|
||||
15 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 1532
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1522
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 1534
|
||||
S
|
||||
#1532
|
||||
The Upper Reaches~
|
||||
When the records of men's deeds are laid open, and heaven is stripped
|
||||
bare; when Hell burns fiercely and Paradise is brought near: then each
|
||||
soul shall know what it has done.
|
||||
~
|
||||
15 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 1533
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 1531
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 1535
|
||||
S
|
||||
#1533
|
||||
The Upper Reaches~
|
||||
You have traveled the righteous path, and your own journey has
|
||||
imitated the evolution of the most perfect soul. Only one final
|
||||
path awaits you; die as the one in the room before, and your death
|
||||
will mean nothing.
|
||||
~
|
||||
15 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1527
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 1532
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 1536
|
||||
S
|
||||
#1534
|
||||
The Final Facing~
|
||||
The last of the darkness lies behind you; only the straight path
|
||||
remains. Go forth with a clean heart. Only the penitent shall find
|
||||
what they seek. Continue to receive the reward you deserve.
|
||||
~
|
||||
15 cd 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 1535
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 1531
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 1528
|
||||
S
|
||||
#1535
|
||||
The Final Facing~
|
||||
The last of the darkness lies behind you; only the straight path
|
||||
remains. Go forth with a clean heart. Only the penitent shall find
|
||||
what they seek. Continue to receive the reward you deserve.
|
||||
~
|
||||
15 cd 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1537
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 1536
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 1534
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 1532
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 1529
|
||||
S
|
||||
#1536
|
||||
The Final Facing~
|
||||
The last of the darkness lies behind you; only the straight path
|
||||
remains. Go forth with a clean heart. Only the penitent shall find
|
||||
what they seek. Continue to receive the reward you deserve.
|
||||
~
|
||||
15 cd 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 1535
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 1533
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 1530
|
||||
S
|
||||
#1537
|
||||
A Straight Path~
|
||||
The Compassionate, the Merciful, Sovereign of the Day of Judgment!
|
||||
You alone we worship, and to You alone we turn for help. Guide us to
|
||||
the Straight Path, the path of those whom You have favored, not of
|
||||
those who have gone astray.
|
||||
~
|
||||
15 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1538
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1535
|
||||
S
|
||||
#1538
|
||||
Progression~
|
||||
Were We worn out by the First Creation? Yet they are in doubt about
|
||||
a new creation. WE created man. We know the promptings of his soul,
|
||||
and are closer to him than his jugular vein.
|
||||
~
|
||||
15 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1539
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1537
|
||||
S
|
||||
#1539
|
||||
Judgment~
|
||||
Undoubtedly the shortest path is the straightest one. Only one more
|
||||
step awaits before a final decision is made and a home given to you for
|
||||
all eternity.
|
||||
~
|
||||
15 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 1540
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1538
|
||||
S
|
||||
#1540
|
||||
The Utmost Throne~
|
||||
You have come at last to the resting place of the most holy. Startling
|
||||
crystal clarity of vision has been granted to you; seven guardians rim
|
||||
the periphery of the throne and all is bathed in a warm and clean light.
|
||||
It is here that the final choice is to be made, and no defiance of yours
|
||||
can change the outcome.
|
||||
~
|
||||
15 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 1539
|
||||
S
|
||||
$~
|
||||
1757
lib/world/wld/150.wld
Normal file
1757
lib/world/wld/150.wld
Normal file
File diff suppressed because it is too large
Load Diff
1749
lib/world/wld/16.wld
Normal file
1749
lib/world/wld/16.wld
Normal file
File diff suppressed because it is too large
Load Diff
744
lib/world/wld/169.wld
Normal file
744
lib/world/wld/169.wld
Normal file
@@ -0,0 +1,744 @@
|
||||
#16900
|
||||
Gibberling Caves - Tanto~
|
||||
This zone starts out with a trail leading eastward from the south road and
|
||||
gradually heading up a hilly trail to a mountain, wherein lies a large tribe of
|
||||
bloodthirsty gibberlings. The area starts out in room 16999 (where it connects
|
||||
to the south road) and continues eastward to a mountain cave where you finally
|
||||
battle the gibberling chieftain and shaman.
|
||||
~
|
||||
169 0 2
|
||||
S
|
||||
#16901
|
||||
A Mountain Trail~
|
||||
Thick vegetation to the north and south restricts your passage to moving
|
||||
east or west along the trail. You can see the footprints of small animals and
|
||||
something else, here in the dirt. This trail must be used more often than you
|
||||
suspected at first glance.
|
||||
~
|
||||
169 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 16902
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 16999
|
||||
S
|
||||
#16902
|
||||
A Mountain Trail~
|
||||
The small hiking trail continues east and west from here, twisting through
|
||||
the trees. Brisk mountain breezes are blowing in from the east, from where you
|
||||
can just barely make out a few peaks through the treetops. The ground to the
|
||||
south begins a steep drop away from the hills you are walking across, forming a
|
||||
valley, however the trees to the north and south are too thick for travel
|
||||
anyway.
|
||||
~
|
||||
169 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 16903
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 16901
|
||||
S
|
||||
#16903
|
||||
A Small Clearing~
|
||||
You are in a small dirt clearing along the trail, which you can see
|
||||
continues to the east and west. The sounds of rustling leaves, and small
|
||||
animals in the brush scurrying about reminds you that dangerous creatures could
|
||||
be lurking nearby in the shadows, waiting for you to rest until they strike.
|
||||
~
|
||||
169 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 16904
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 16902
|
||||
S
|
||||
#16904
|
||||
A Mountain Trail Ends~
|
||||
The trail leading back west to the South Road comes to an abrupt end here,
|
||||
and the brush is too dense to head north or south. The only way to continue
|
||||
farther into the trees, is to climb a steep BANK covered in vines and tree
|
||||
roots, up into the hilly regions to the east.
|
||||
~
|
||||
169 0 4
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 16903
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 16905
|
||||
E
|
||||
bank~
|
||||
To your east lies a steep bank of dirt, covered in twisted vines and gnarled
|
||||
roots from the trees growing atop the hill. It looks like you can easily get a
|
||||
foothold, and climb the roots up the bank without too much trouble or injury.
|
||||
|
||||
~
|
||||
S
|
||||
#16905
|
||||
A Rocky Hill~
|
||||
The western face of the hill makes a steep drop of about 20 feet to the
|
||||
moist soil below, but a tangled mass of vines and roots mingled with the hard
|
||||
soil makes a naturul ladder of sorts, so you would have no trouble climbing
|
||||
down. A small path to the south seems to have been intentionally cleared for
|
||||
travel through the unlevel terrain.
|
||||
~
|
||||
169 0 5
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 16906
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 16904
|
||||
S
|
||||
#16906
|
||||
A Craggy Slope~
|
||||
The edge of this rocky outcrop is littered with small, unstable pebbles,
|
||||
which look like they could have taken many an adventurer off the side of the
|
||||
cliff with them, over time. Howling winds occasionally sweep down from the
|
||||
eastern mountains, further weathering the stones of the slope, and blowing a
|
||||
few more pebbles over the edge.
|
||||
~
|
||||
169 0 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 16905
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 16907
|
||||
S
|
||||
#16907
|
||||
A Craggy Slope~
|
||||
The terrain on this narrow cliff is especially treacherous, due to the
|
||||
slanted angle of the ground, combined with powerful, sweeping, winds from the
|
||||
east. To the north is a solid wall of rock, reaching at least 30 feet above
|
||||
your head, while to your south is the edge of the cliff, and from your vantage
|
||||
point, it's apparent that you probably wouldn't survive a fall from this
|
||||
height. The face of the rock appears to have enough deep, natural grooves to
|
||||
use as footholds, if you were to decide to climb it.
|
||||
~
|
||||
169 0 5
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 16906
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 16908
|
||||
S
|
||||
#16908
|
||||
A Mountainside~
|
||||
You are under an outcropping slab of stone, supported firmly by a few large
|
||||
boulders, which provides a momentary rest from the harsh eastern winds.
|
||||
However because of the amount of rocks blocking your path here, you can only
|
||||
travel north, or down, to a narrow cliff.
|
||||
~
|
||||
169 0 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 16909
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 16907
|
||||
S
|
||||
#16909
|
||||
A Mountainside~
|
||||
The view is great from this vantage point, and if you look to the
|
||||
north-east, you can see more mountains on the horizon. Ths South Road is also
|
||||
slighty visible as a small line in the trees, far down to the west.
|
||||
~
|
||||
169 0 5
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 16910
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 16908
|
||||
S
|
||||
#16910
|
||||
A Rocky Precipice~
|
||||
The only place to stand here is a slippery, rock outcrop, mottled by sparse
|
||||
vegetation, overlooking a steep drop off the side of the mountain. You have
|
||||
two choices to continue from here, up the face of the mountain, to the east, or
|
||||
down to the west, in the direction of the South Road, leading to the capitol.
|
||||
~
|
||||
169 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 16911
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 16909
|
||||
S
|
||||
#16911
|
||||
A Mountainside~
|
||||
The misty, mountain air howls and whips around your head, as you navigate
|
||||
through the rocky terrain, which is almost barren save for a few small plants
|
||||
here and there. Small humanoid footprints in the soil, trace a winding trail
|
||||
up the western face of the mountain, continuing eastward.
|
||||
~
|
||||
169 0 5
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 16910
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 16912
|
||||
S
|
||||
#16912
|
||||
A Rocky Cliff~
|
||||
You are at the slippery edge of a short cliff, that tilts downward, away
|
||||
from a large cave which lies to the east, in the side of the mountain. As
|
||||
harsh winds blow past you bearing a fine mist, it would probably be wise to
|
||||
continue onward, rather than stay here.
|
||||
~
|
||||
169 0 5
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 16913
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 16911
|
||||
S
|
||||
#16913
|
||||
A Rocky Cliff Outside A Cave Entrance~
|
||||
Icy blasts of air howl past, threatening to rip you from the slippery solid
|
||||
rock ground beneath your feet, while small rocks and pebbles litter the
|
||||
surface, making the cliff even more dangerous. Through the deafening sound of
|
||||
the gusts in your ears, a kind of chattering noise, or perhaps even voices,
|
||||
hauntingly fades in and out of existence... Or was it just the wind?
|
||||
~
|
||||
169 0 5
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 16914
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 16912
|
||||
E
|
||||
cave opening entrance hole~
|
||||
The cave is basically a great, yawning, orifice in the rocky face of the
|
||||
mountain, resembling the mouth of some great beast, daring you to enter and
|
||||
meet your doom.
|
||||
~
|
||||
S
|
||||
#16914
|
||||
Inside A Dark Cave~
|
||||
A foul stench singes the hairs of your nostrils, as you notice bits and
|
||||
pieces of decaying carcasses, and bones, lining the floor of the cavern. The
|
||||
howling of the wind at the mouth of the cave is deafening, but still, you think
|
||||
you hear a sound like many animals chattering and shrieking through the echoes.
|
||||
~
|
||||
169 cd 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 16915
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 16913
|
||||
E
|
||||
animal corpse~
|
||||
It is the mangled, half-eaten corpse, of some poor, hapless creature, torn
|
||||
apart and left in the dirt. Maggots are greedily feasting on what remains of
|
||||
the animals' flesh, while the fur, heavily caked with dried blood, sticks to
|
||||
the bones.
|
||||
~
|
||||
S
|
||||
#16915
|
||||
A Dark Cave~
|
||||
The solid, stone walls glisten with a continuous leak of water droplets,
|
||||
from the jagged ceiling above, from which many stalagmites hang, deliberately
|
||||
chopped and broken to make travel easier. Many small footprints blanket the
|
||||
dirt floor, accompanied by a powerful, musky aroma of wild beasts, or so it
|
||||
would appear.
|
||||
~
|
||||
169 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 16916
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 16914
|
||||
S
|
||||
#16916
|
||||
A Dark Cave~
|
||||
Your path is restricted to travelling east or west from here, which would
|
||||
definitely be advisable by the hungry looks you get from every hideous
|
||||
gibberling passing through.
|
||||
~
|
||||
169 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 16917
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 16915
|
||||
S
|
||||
#16917
|
||||
A Dark Cave~
|
||||
This room is thick with the dog-like smell of gibberlings, going about thier
|
||||
daily routine, making weapons and eating, which are two of thier favorite
|
||||
hobbies. In this narrow section of the cave, it's a marvel to watch so many of
|
||||
these crazed, ill-mannered beasts exist in such a small area. There is barely
|
||||
even room to manuever here, so they simply rush through, trampling anything in
|
||||
thier path.
|
||||
~
|
||||
169 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 16918
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 16916
|
||||
S
|
||||
#16918
|
||||
A Wide Tunnel~
|
||||
The ground is anything but level here, as you struggle to navigate through
|
||||
the gibberlings emerging from all directions, across the especially jagged
|
||||
surface of the ground, which is pock marked by pits and large stones strewn
|
||||
across the area. The room looks like it's been through at least one cave in,
|
||||
or a collapse, perhaps the gibberlings just dug thier way through after being
|
||||
trapped in the cave by enemies long ago.
|
||||
~
|
||||
169 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 16917
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 16924
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 16919
|
||||
S
|
||||
#16919
|
||||
A Wide Tunnel~
|
||||
Assorted bones and rocks litter the ground here, as well as a few pools of
|
||||
dried blood, and even a few broken weapons from previous battles. However, the
|
||||
gibberlings, who pass through this room daily, seem to have no trouble at all
|
||||
navigating the tunnel.
|
||||
~
|
||||
169 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 16918
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 16920
|
||||
E
|
||||
bones stones rocks~
|
||||
Many small, crushed, and cracked bones and skulls lie here, among the rocks.
|
||||
You can only guess that they may have been gibberlings who died in the cave, or
|
||||
others, who unwittingly stumbled upon this nest of depraved creatures, only to
|
||||
die an agonizing, pitiless death, at the hands of thier barbaric attackers.
|
||||
~
|
||||
S
|
||||
#16920
|
||||
A Stony Corridor~
|
||||
The ground levels out a bit here, and this section appears to be the
|
||||
entrance of the main living area for the tribe, as you can see it is cleaner
|
||||
than the northern rooms as well. A few clay pots and other handmade tools lie
|
||||
on makeshift shelves dug into the walls, affirming this as a room of daily
|
||||
importance.
|
||||
~
|
||||
169 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 16919
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 16921
|
||||
S
|
||||
#16921
|
||||
A Stony Corridor~
|
||||
You are at a junction in the stone corridor, which has openings north, west
|
||||
and east from here. You smell a faint aroma of food to the east, and
|
||||
gibberlings coming from that direction appear to be even more rambunctious and
|
||||
energetic than usual.
|
||||
~
|
||||
169 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 16920
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 16922
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 16927
|
||||
S
|
||||
#16922
|
||||
A Stony Corridor~
|
||||
You are standing at the eastern end of a cold, dark hallway of sorts, as you
|
||||
inhale the thick aroma of a gibberling feast nearby. The smell is definitely
|
||||
of meat, and even now, bits of refuse, bone, and small portions of meat litter
|
||||
the ground around your feet.
|
||||
~
|
||||
169 d 0
|
||||
D0
|
||||
You see a large, wooden door in the cave wall, with a rounded opening set in
|
||||
the center, from which you can smell an aroma of meat wafting out into the
|
||||
corridor.
|
||||
~
|
||||
door~
|
||||
1 0 16923
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 16921
|
||||
S
|
||||
#16923
|
||||
The Feeding Room~
|
||||
This putrid-smelling cavern is obviously some kind of dining area for the
|
||||
gibberlings that inhabit this area. Stacks of assorted meat are heaped in
|
||||
corners here, most of which have already been partially eaten and thrown back
|
||||
into the pile.
|
||||
~
|
||||
169 d 0
|
||||
D2
|
||||
You see a large wooden door set in the cave wall.
|
||||
~
|
||||
door~
|
||||
1 0 16922
|
||||
S
|
||||
#16924
|
||||
A Wet Corner~
|
||||
You are in a small, wet, open crevice in the cave wall, as you notice a
|
||||
rising stench and mist, wafting up from a hole leading downward into the lower
|
||||
chamber of the tunnels, from which you can hear the unmistakable sounds of a
|
||||
torture chamber.
|
||||
~
|
||||
169 d 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 16918
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 16925
|
||||
E
|
||||
hole~
|
||||
The hole appears to be wide enough for many people to travel through at
|
||||
once.
|
||||
~
|
||||
S
|
||||
#16925
|
||||
The Torture Pit~
|
||||
The morbid stench of death in the air is heavy, as you cautiously travel
|
||||
through this blood-soaked section of the caves. A primitive torture chamber
|
||||
has been constructed here using heavy iron chains, hooked onto pulleys across
|
||||
the ceiling, a few pairs of shackles nailed into the walls, and various sharp
|
||||
iron and steel makeshift instruments.
|
||||
~
|
||||
169 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 16926
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 16924
|
||||
S
|
||||
#16926
|
||||
The Torture Pit~
|
||||
As uncontrollable and savage as the gibberlings may be, they are not
|
||||
completely without reason. Indeed they comprehend the immense pain they
|
||||
inflict on thier victims, and they revel in it. Here you see a large dugout
|
||||
section of the cave, the floor drenched in blood and littered with various body
|
||||
parts, cold, sharp instruments lining the stone walls, while horrible sounds of
|
||||
anguish, escape the lips of dying and dismembered animals and unlucky
|
||||
travellers.
|
||||
~
|
||||
169 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 16925
|
||||
S
|
||||
#16927
|
||||
A Stuffy Chamber~
|
||||
The hallway to the east comes to an abrupt halt here. This portion of the
|
||||
cave must be used for a sleeping area, as you can tell by the numerous
|
||||
makeshift cots of animal hides lying about. A shabby rope ladder swinging from
|
||||
a hole in the stone ceiling, beckons you to explore further.
|
||||
~
|
||||
169 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 16921
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 16928
|
||||
E
|
||||
hides cots~
|
||||
Animal hides are piled up in the corners, obviously meant for use as
|
||||
blankets during cold nights spent on the hard, cold, cave floors. Strangely
|
||||
the heads of the animals have not been removed from the hides.
|
||||
~
|
||||
E
|
||||
ladder~
|
||||
It's a surprisingly sturdy looking makeshift, braided, rope ladder, swinging
|
||||
from an opening in the ceiling above your head.
|
||||
~
|
||||
S
|
||||
#16928
|
||||
A Makeshift Landing~
|
||||
This is a wide, flat, stone platform of sorts, leading into a wooden bridge
|
||||
to the south. The only other exit is down into a hole in the floor. The
|
||||
continuous inhuman sounds of gibberlings shrieking, howling and chattering echo
|
||||
of the walls, making this seem more like some kind of demonic tomb for the
|
||||
undead, than a mere cave.
|
||||
~
|
||||
169 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 16929
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 16927
|
||||
E
|
||||
hole~
|
||||
It's a hole in the stone floor, reaching down into a lower level. What did
|
||||
you expect?
|
||||
~
|
||||
S
|
||||
#16929
|
||||
A Short Wooden Bridge~
|
||||
Below you swings a short, wood and rope bridge, suspended across a chasm
|
||||
reaching deep into the bowels of the cave. Pebbles kicked off the bridge,
|
||||
never seem to reach the bottom. It's a wonder this bridge still stands,
|
||||
judging by the amount of gibberling traffic that must cross it's meager length
|
||||
daily. A smell of decaying flesh wafting out of the chasm, affirms the death
|
||||
of many a gibberling who died, either after falling from the bridge, or during
|
||||
periodic breaks in the ropes, which appear to have been repaired numerous
|
||||
times.
|
||||
~
|
||||
169 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 16928
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 16930
|
||||
E
|
||||
chasm~
|
||||
It is too deep and dark, to see much more than what appears to be a
|
||||
bottomless pit, reaching far into the subterranean regions.
|
||||
~
|
||||
E
|
||||
bridge~
|
||||
The bridge is crafted from thick, wide planks of wood, bound together by
|
||||
many lengths of salvaged rope, of various types and thickness. It's connected
|
||||
to the ground on either side of the chasm by large wood posts, each roughly the
|
||||
same thickness as a pine tree, planted in deep holes dug into the stone floor.
|
||||
~
|
||||
S
|
||||
#16930
|
||||
A Stony Landing~
|
||||
This rocky precipice overlooks a deep chasm to the north. Almost cone-like
|
||||
in shape, the ground builds upward to another hole high in the south wall, that
|
||||
appears to be the entrance to another level of the cave.
|
||||
~
|
||||
169 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 16929
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 16931
|
||||
S
|
||||
#16931
|
||||
A Cold Chamber~
|
||||
You are standing in a chilly, dark chamber somewhere near the top of the
|
||||
mountain, as you can tell by the freezing gusts of wind, blowing in through two
|
||||
small windows bored into the eastern stone wall of the cave. This room has
|
||||
been meticulously maintained and is unusually clean, compared to the rest of
|
||||
the caverns you've been to thus far, and to the north lies a large crudely
|
||||
constructed wooden door. The only other exit, besides the door, is a large
|
||||
hole in the floor, west of the doorway.
|
||||
~
|
||||
169 d 0
|
||||
D0
|
||||
The door is unusually wide, and cut to fit the somewhat irregular shape of
|
||||
the hole it is set in, which is simply a large hole dug into the stone wall.
|
||||
There is writing on it.
|
||||
~
|
||||
door, wood~
|
||||
1 0 16932
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 16930
|
||||
E
|
||||
read door~
|
||||
You cannot make out the writing on the door, which appears to be gibberish,
|
||||
however a crude painted image above the writing leads you to beleive this must
|
||||
be the throne room.
|
||||
~
|
||||
S
|
||||
#16932
|
||||
Throne Room of the Gibberlings~
|
||||
You have reached the end of the line. Before you sits the throne of the
|
||||
fierce and merciless king of the gibberlings, commander of the unrelenting,
|
||||
maniacal, gibberling horde, who is feared across the realm. Elvish, dwarf and
|
||||
human stretched hides and other various gifts to the king, from blood-drenched
|
||||
gibberling raids line the walls, while the bones of a mighty giant, killed in
|
||||
battle, irreverently form the throne itself.
|
||||
~
|
||||
169 d 0
|
||||
D2
|
||||
The door is unusually wide, and cut to fit the somewhat irregular shape of
|
||||
the hole it is set in, which is simply a large hole dug into the stone wall.
|
||||
|
||||
~
|
||||
door, wood~
|
||||
1 0 16931
|
||||
D3
|
||||
~
|
||||
passage~
|
||||
1 0 16935
|
||||
E
|
||||
throne bones giant~
|
||||
The gibberling throne is crafted from the bones of a slain giant, who met his
|
||||
fate at the hands of gibberling raiders years ago in battle. The bones are
|
||||
bound together by the dried sinew of a dragon, and the seat is covered with
|
||||
various hides skinned from all the myriad races.
|
||||
~
|
||||
E
|
||||
hides skins~
|
||||
The stretched and dried skins of warriors and adventurers killed in battle,
|
||||
adorn the throne itself, as well as many of the walls in the room. The heads
|
||||
have not been removed, as the gibberlings wish to preserve the indescribable
|
||||
horror frozen in the faces of thier many victims, when they die.
|
||||
~
|
||||
S
|
||||
#16935
|
||||
A Secret Chamber~
|
||||
You are in a small, dusty, cramped room behind the gibberling kings' throne
|
||||
room. The air is thin here, as if this room has been locked, and undisturbed
|
||||
for a very long time. Each turn you make, seems to result in more dust rising,
|
||||
and spiderwebs clinging to your form, as small rodents and insects scurry away
|
||||
into the dark corners.
|
||||
~
|
||||
169 d 0
|
||||
D1
|
||||
~
|
||||
passage~
|
||||
1 0 16932
|
||||
S
|
||||
#16977
|
||||
Tanto's Teepee~
|
||||
This is the home of the immortal Tanto, also known as 'the wandering soul' by
|
||||
some denizens. It is much less than you would expect of an immortal, yet
|
||||
somehow it seems just right. You are surrounded by the 4 hide walls of a tent,
|
||||
large enough for a living quarters, but little room for luxuries. The floor is
|
||||
flat, yet consists only of a flat, woven mat, lain over the soft soil beneath.
|
||||
From the east, you can feel a slight breeze, from an open flap in the tent,
|
||||
which acts as the door.
|
||||
~
|
||||
169 dgj 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 16978
|
||||
S
|
||||
#16978
|
||||
Tanto's Yard~
|
||||
You are in a fragrant, intricately decorated yard of sorts, surrounded by a
|
||||
formidable fence made from many oak trees planted in rows, and bound together
|
||||
by thick vines growing, intertwined with the trees themselves. A few stone
|
||||
benches are placed near the south end of the yard, next to a small, well-tended
|
||||
garden, filled with strange looking fruits and herbs.
|
||||
~
|
||||
169 j 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 16977
|
||||
E
|
||||
stone benches~
|
||||
There are two, magnificent stone benches, which appear to have been crafted
|
||||
by a very skilled artist, portraying on thier mottled surfaces, a chiseled
|
||||
rendition of some great battle, between the immortal Tanto, and an endless
|
||||
horde of monstrous warriors. The top of each bench is a single rectangular
|
||||
stone slab, supported by four stone legs, shaped like the hind legs of a lion,
|
||||
or griffon.
|
||||
~
|
||||
E
|
||||
trees fence vines~
|
||||
The living fence surrounding Tanto's yard is a masterpiece, which took much
|
||||
time, and careful attention to make. Stout trees grown seemingly impossibly
|
||||
close together, linked by a growing trellis of green and purple vines climbing
|
||||
thier length, and the tangled mass of hardy roots , extending their protection
|
||||
a few feet into the yard from each direction.
|
||||
~
|
||||
S
|
||||
#16999
|
||||
A Mountain Trail~
|
||||
You are on a small, obscure, trail, connected to the South Road to the west,
|
||||
and marked by many booted footprints in the soft soil. A gust of cold wind is
|
||||
blowing in from the east, and you think you can make out rocky mountains in the
|
||||
distance, if you look through the fog to the east.
|
||||
~
|
||||
169 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 16901
|
||||
S
|
||||
$~
|
||||
1787
lib/world/wld/17.wld
Normal file
1787
lib/world/wld/17.wld
Normal file
File diff suppressed because it is too large
Load Diff
574
lib/world/wld/175.wld
Normal file
574
lib/world/wld/175.wld
Normal file
@@ -0,0 +1,574 @@
|
||||
#17500
|
||||
The Cardinal Wizards Zone Description Room~
|
||||
Builder :
|
||||
Zone : 175 Cardinal Wizards
|
||||
Began : 2000
|
||||
Player Level : 18-22
|
||||
Rooms : 27
|
||||
Mobs : 13
|
||||
Objects : 14
|
||||
Shops : 1
|
||||
Triggers : 16
|
||||
Theme : A wizards castle with riddles.
|
||||
Notes : This is not an easy zone. The riddles are very tough and I doubt
|
||||
many people will be able to complete them. So the prize should
|
||||
be worthwhile. I'm sure the word will get out as soon as someone
|
||||
guesses them though.
|
||||
Links : 01s, 25w
|
||||
~
|
||||
175 dj 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 17501
|
||||
S
|
||||
#17501
|
||||
A Gravel Path~
|
||||
The path beneath you is made of loose gravel, and travels both north and
|
||||
east. To the north a large complex is visible, with a tower peaking into the
|
||||
sky to the northwest. To the south lies a granite castle.
|
||||
~
|
||||
175 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 17502
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 17526
|
||||
S
|
||||
#17502
|
||||
A Dead End~
|
||||
The path halts suddenly here at the base of what at first glance looks like
|
||||
a cliff. But upon closer examination, the cliff is revealed to be part of a
|
||||
wall that extends to the east and west as far as the eye can see.
|
||||
~
|
||||
175 0 0
|
||||
D0
|
||||
Looking closer at the sheer wall before you, it becomes obvious that there
|
||||
is a finely constructed door here, designed to merge seamlessly into the
|
||||
northern wall.
|
||||
~
|
||||
door hidden~
|
||||
2 17500 17503
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 17501
|
||||
S
|
||||
#17503
|
||||
The Wizard's Mansion~
|
||||
You are in a richly decorated room, with thick carpet under your feet and
|
||||
tapestries hanging from the walls. To the west lies a staircase, and to the
|
||||
east you can hear the gurgling of water. On the north wall hangs a curious
|
||||
quicksilver mirror.
|
||||
~
|
||||
175 d 0
|
||||
D0
|
||||
The mirror is a grey stone frame the size of a door set against the wall. Within it, a vertical pool of quicksilver ripples gently, held in place by some magical means.
|
||||
~
|
||||
~
|
||||
0 0 17515
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 17504
|
||||
D2
|
||||
From this side, the door is clearly visible,
|
||||
but the way the edge of the door merges with
|
||||
the frame suggests that from the other side
|
||||
the door is well hidden.
|
||||
|
||||
~
|
||||
door hidden~
|
||||
2 17500 17502
|
||||
D3
|
||||
To the west lies the base of a staircase.
|
||||
~
|
||||
~
|
||||
0 0 17516
|
||||
E
|
||||
mirror~
|
||||
The mirror is a grey stone frame the size of a door set against the wall.
|
||||
Within it, a vertical pool of quicksilver ripples gently, held in place by some
|
||||
magical means.
|
||||
~
|
||||
S
|
||||
#17504
|
||||
An Indoor River~
|
||||
The carpet here comes to an abrupt halt as some hidden mechanism pumps
|
||||
water into the hallway and sends it flowing to the east, where it quickly
|
||||
becomes rapid and hostile. On the north wall is a large tapestry, which
|
||||
appears suspiciously door-like.
|
||||
~
|
||||
175 d 0
|
||||
D0
|
||||
The brilliant tapestry is a rich and colorful depiction of a violent clash of four armies, each led by it's own Wizardly commander. It is so realistic, it could almost be moving.
|
||||
|
||||
It is also suspiciously door-shaped.
|
||||
|
||||
~
|
||||
tapestry~
|
||||
1 0 17505
|
||||
D1
|
||||
An inexplicable river begins to the east, and continues down the hallway and out of sight.
|
||||
~
|
||||
~
|
||||
0 0 17506
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 17503
|
||||
S
|
||||
#17505
|
||||
A Tight Space~
|
||||
You are in a tight space behind a tapestry. It is cramped, cold, dark, and
|
||||
smells of moist, moldy stone. The only thing of intrest is an inscription on
|
||||
the wall.
|
||||
~
|
||||
175 adi 0
|
||||
D2
|
||||
From behind, the tapestry is merly thick cloth.
|
||||
|
||||
~
|
||||
tapestry~
|
||||
1 0 17504
|
||||
S
|
||||
#17506
|
||||
The River Quickens~
|
||||
The absurd indoor river quickens now, and you realise that you cannot hope
|
||||
to make your way back upstream. The brick walls around you become coarse and
|
||||
poorly cut as you move downstream.
|
||||
~
|
||||
175 dg 6
|
||||
D1
|
||||
To the east, the indoor river turns towards the north.
|
||||
~
|
||||
grate grating~
|
||||
0 0 17507
|
||||
S
|
||||
#17507
|
||||
A Bend in the River~
|
||||
Here the river bends, and continues onwards to the north. The walls
|
||||
continue to deteriorate closer towards that of a cavern, and you can see what
|
||||
looks like daylight ahead to the north.
|
||||
~
|
||||
175 d 0
|
||||
D0
|
||||
The river continues on to the north, and you see daylight ahead.
|
||||
~
|
||||
undefined~
|
||||
0 0 17508
|
||||
S
|
||||
#17508
|
||||
The River Continues~
|
||||
The river continues onwards to the north from here, and you can definitely
|
||||
see what looks like the exit of a cave's mouth up ahead. The walls have
|
||||
degenerated into uncut stone.
|
||||
~
|
||||
175 d 6
|
||||
D0
|
||||
To the north lies the exit from the hallway (tunnel?) you are in, and the river turns to the east.
|
||||
~
|
||||
~
|
||||
0 0 17509
|
||||
S
|
||||
#17509
|
||||
A Bend to the East~
|
||||
You leave the cave entrance only to find yourself outside in the wilderness.
|
||||
However, the banks of the river are too steep to climb, and you are forced
|
||||
along a tight bend to the east.
|
||||
~
|
||||
175 0 6
|
||||
D1
|
||||
To the east, the river pours into a lake.
|
||||
~
|
||||
~
|
||||
0 0 17510
|
||||
S
|
||||
#17510
|
||||
Out on the Lake~
|
||||
The river pours into a lake here, and the water stills. To the north lies a
|
||||
shimmering white light, and far to the east you can see a door-sized mirror
|
||||
hovering vertically above the water.
|
||||
~
|
||||
175 0 6
|
||||
D0
|
||||
To the north the flickering white light grows stronger. It seems to be congregating about a point.
|
||||
~
|
||||
~
|
||||
0 0 17511
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 17512
|
||||
D3
|
||||
The river flows into the lake to the west.
|
||||
~
|
||||
~
|
||||
0 0 17514
|
||||
S
|
||||
#17511
|
||||
Trilless's Sanctuary.~
|
||||
You are surrounded by a shimmering white light in all directions but down.
|
||||
Beneath you, water laps gently through the void of brightness, and to the south
|
||||
you hear the sounds of a lake. To the west, you can hear the muffled bickering
|
||||
of two guards.
|
||||
~
|
||||
175 0 6
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 17510
|
||||
D3
|
||||
To the west, Trilless' Sanctuary glows as brightly as in every other direction. Yet from the west also comes the muffled sounds of voices.
|
||||
~
|
||||
sanctuary door~
|
||||
2 17510 17513
|
||||
S
|
||||
#17512
|
||||
The Mirror on the Lake~
|
||||
To the south rises a large ivory doorframe, carved with ethereal runes and
|
||||
symbols. Within the frame ripples quicksilver, and your warped reflection
|
||||
stares back at you. The mirror could be easily walked through.
|
||||
~
|
||||
175 0 6
|
||||
D2
|
||||
The mirror completely restricts your sight to what may possibly lie beyond.
|
||||
~
|
||||
~
|
||||
0 0 17515
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 17510
|
||||
S
|
||||
#17513
|
||||
The Guardian Room~
|
||||
But for the four exits, this room is completly and utterly bare. In each of
|
||||
the four cardinal directions lies a door, and only the northern is even
|
||||
remotely earthly in appearance. The west wall has a carved obsidian doorframe
|
||||
attached, pure blackness inside. The east is the inverse of the first, a
|
||||
carved ivory frame with glowing white light. The south has a grey stone frame,
|
||||
and liquid quicksilver ripples gently on the surface.
|
||||
~
|
||||
175 d 0
|
||||
D1
|
||||
To the east, a doorframe surrounds a flat, flickering window of white light.
|
||||
~
|
||||
sanctuary~
|
||||
2 17510 17511
|
||||
D2
|
||||
Nothing.
|
||||
The mirror completely restricts your sight to what may possibly lie beyond.
|
||||
~
|
||||
~
|
||||
0 0 17503
|
||||
D3
|
||||
A carved obsidian doorframe surrounds a rectangle of pure darkness.
|
||||
|
||||
~
|
||||
darkness~
|
||||
1 0 17522
|
||||
S
|
||||
#17514
|
||||
The Flowing River~
|
||||
The river soon turns out to become to powerful an opponent to battle, and it
|
||||
unceremoniously forces you back to the east.
|
||||
~
|
||||
175 0 6
|
||||
D1
|
||||
The lake opens before you to the east.
|
||||
~
|
||||
~
|
||||
0 0 17510
|
||||
S
|
||||
#17515
|
||||
Inside the Mirror~
|
||||
Nothing but rippling liquid reflection makes up the existence of the world.
|
||||
Beneath your feet, up above, and to either side all you can see is your own
|
||||
reflection, warped into odd contorted shapes.
|
||||
~
|
||||
175 d 0
|
||||
D2
|
||||
To the south, the mirror thins and the faint impression of a room can be seen behind the reflection.
|
||||
~
|
||||
~
|
||||
0 0 17503
|
||||
S
|
||||
#17516
|
||||
The Base of the Stairs~
|
||||
The room around you is rich, luxuriant, and very, very black. A stairwell
|
||||
leads upwards into the level above, and a small sign is attached to the rail.
|
||||
To the east you can see the entrance to the wizards mansion.
|
||||
~
|
||||
175 0 0
|
||||
D1
|
||||
The entrance to the Wizard's Mansion lies to the east.
|
||||
~
|
||||
~
|
||||
0 0 17503
|
||||
D4
|
||||
The stairwell winds upwards above you into a foyer.
|
||||
~
|
||||
~
|
||||
0 0 17517
|
||||
E
|
||||
read sign~
|
||||
My Tower of Evil lies above. All tresspassers will be killed on sight.
|
||||
Turn back now, or face my wrath.
|
||||
|
||||
- Carcophan
|
||||
~
|
||||
S
|
||||
#17517
|
||||
The Foyer of the Tower~
|
||||
You are in a foyer. The floor, walls, and ceiling are black, with the
|
||||
occasional blood red splash of a rug or a tapestry. There is a desk to the west
|
||||
that you could easily fit behind. The stairwell continues up before coming to
|
||||
an abrubt halt at the ceiling.
|
||||
~
|
||||
175 d 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 17518
|
||||
D4
|
||||
There is a small porthole covering the ascent of the stairwell. On it is written the following words:
|
||||
|
||||
"I am the end of every life,
|
||||
and the beggining of every end.
|
||||
What am I?"
|
||||
|
||||
~
|
||||
porthole~
|
||||
0 0 17519
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 17516
|
||||
E
|
||||
ceiling porthole stairwell~
|
||||
There is a small porthole covering the ascent of the stairwell.
|
||||
There is an inscription written on the porthole:
|
||||
|
||||
"I am the end of every life,
|
||||
and the beggining of every end.
|
||||
What am I?"
|
||||
~
|
||||
S
|
||||
T 17502
|
||||
#17518
|
||||
Behind the Desk~
|
||||
The desk is cluttered with papers and records, but nothing is of exceptional
|
||||
notice here.
|
||||
~
|
||||
175 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 17517
|
||||
S
|
||||
T 17505
|
||||
#17519
|
||||
Outside~
|
||||
The porthole at your feet is surrounded as far as the eye can see by a vast
|
||||
desert in the grips of eternal night. The stars and moon provide enough light
|
||||
to see by. Before you lies a rock carved with what looks like crude poetry.
|
||||
You see no reason to explore the desert. It's absolutely empty as far as the
|
||||
eye can see, and probably further.
|
||||
~
|
||||
175 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 17519
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 17519
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 17519
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 17519
|
||||
D5
|
||||
The inscription on the porthole reads:
|
||||
|
||||
"This way is now barred to you,
|
||||
You, my friend, cannot come through."
|
||||
|
||||
~
|
||||
porthole~
|
||||
0 0 17517
|
||||
E
|
||||
rock stone poetry~
|
||||
"_____ smother light,
|
||||
Black bleak land,
|
||||
Done with bright,
|
||||
Do in dark,
|
||||
Smother tight,
|
||||
Dark and hide,
|
||||
Foolsie sight,
|
||||
Stay inside,
|
||||
Fear the _____,
|
||||
Call the Dark!
|
||||
Call the Black!
|
||||
Bringsie forth,
|
||||
I call it back!"
|
||||
|
||||
- Trickster
|
||||
~
|
||||
E
|
||||
look porthole~
|
||||
The inscription on the porthole reads:
|
||||
|
||||
"This way is now barred to you,
|
||||
You, my friend, cannot come through."
|
||||
~
|
||||
S
|
||||
T 17506
|
||||
T 17503
|
||||
T 17507
|
||||
#17520
|
||||
The Forge.~
|
||||
This room looks to be an oversized forge. An anvil larger then you are
|
||||
stands in the center of the room, and several huge smithy weapons adorn the
|
||||
walls. The chimeny to the forge looks safe to climb, but a large grate blocks
|
||||
your path upwards.
|
||||
~
|
||||
175 0 0
|
||||
D4
|
||||
The grate is huge, thick and immovable. There is writing here:
|
||||
|
||||
"If this riddle you wish to solve,
|
||||
Five keys you need to find,
|
||||
Look for them all in your forge's anvil,
|
||||
And you will find they be of like kind."
|
||||
|
||||
~
|
||||
grate~
|
||||
0 0 17521
|
||||
E
|
||||
anvil~
|
||||
Upon close inspection you find the following is engraved into the metal:
|
||||
|
||||
"abcdefghijklmnopqrstuvwkyz."
|
||||
~
|
||||
E
|
||||
grate door plaque poetry~
|
||||
The grate is huge, thick and immovable. There is writing here:
|
||||
|
||||
"If this riddle you wish to solve,
|
||||
Five keys you need to find,
|
||||
Look for them all in your forge's anvil,
|
||||
And you will find they be of like kind."
|
||||
~
|
||||
S
|
||||
T 17508
|
||||
#17521
|
||||
The Windy Chimney~
|
||||
By some trick of placement, a gale blows up the chimney from below. The
|
||||
rushing air howls and wails, pulling and pushing at anything not fixed to the
|
||||
wall. Above you is another grate, with a plaque fixed in the center.
|
||||
~
|
||||
175 0 0
|
||||
D5
|
||||
The grate can only open inwards, and if it did so it would crush you. Probably better not to mess with it.
|
||||
|
||||
~
|
||||
grate~
|
||||
0 0 17520
|
||||
E
|
||||
plaque grate riddle poem~
|
||||
Lipless cries,
|
||||
Mouthless mutters,
|
||||
Toothless shrieks,
|
||||
Wingless flutters.
|
||||
~
|
||||
S
|
||||
T 17509
|
||||
T 17510
|
||||
#17522
|
||||
Deeper Within the Darkness~
|
||||
You are surrounded on all sides by deep, black, malign darkness. You can
|
||||
see nothing whatsoever beyond the outer limit of your light's glow. But to the
|
||||
south you can hear an echo, as if there is more space in that direction than in
|
||||
the others.
|
||||
~
|
||||
175 ad 0
|
||||
D1
|
||||
To the east the darkness grows more solid. An echo can be heard far off in this direction.
|
||||
|
||||
~
|
||||
darkness~
|
||||
1 17513 17513
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 17523
|
||||
D3
|
||||
~
|
||||
darkness~
|
||||
1 0 17524
|
||||
S
|
||||
T 17512
|
||||
#17523
|
||||
Within the Darkness~
|
||||
You are surrounded on all sides by deep, black, malign darkness. You can
|
||||
see nothing whatsoever beyond the outer limit of your light's glow. But to the
|
||||
north you can hear an echo, as if there is more space in that direction than in
|
||||
the others.
|
||||
~
|
||||
175 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 17522
|
||||
S
|
||||
#17524
|
||||
Carcophan's Study~
|
||||
You are standing inside what looks to be a large tent in the middle of a
|
||||
desert. A small fire burns giving off light, and comfortable pillows lie
|
||||
scattered across the ground. There is a desk in one corner, with papers and
|
||||
pens scattered across it.
|
||||
~
|
||||
175 0 0
|
||||
D1
|
||||
~
|
||||
darkness~
|
||||
1 0 17522
|
||||
S
|
||||
#17525
|
||||
Before a Cliff Face~
|
||||
The gravel path continues east and west along the cliff face that towers
|
||||
above you, too steep to climb. It stretches to the east and west just north of
|
||||
the path.
|
||||
~
|
||||
175 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 17526
|
||||
S
|
||||
#17526
|
||||
Before a Cliff Face~
|
||||
The gravel path looks out of place at the base of this cliff with an open
|
||||
field to the south. A turn in the path can be seen to the east while the city
|
||||
of Elcardo is visible to the west.
|
||||
~
|
||||
175 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 17501
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 17525
|
||||
S
|
||||
$~
|
||||
1686
lib/world/wld/18.wld
Normal file
1686
lib/world/wld/18.wld
Normal file
File diff suppressed because it is too large
Load Diff
868
lib/world/wld/186.wld
Normal file
868
lib/world/wld/186.wld
Normal file
@@ -0,0 +1,868 @@
|
||||
#18600
|
||||
The Entrance To The Newbie Zone~
|
||||
Ahhh... the entrance to the newbie zone! Just the place you have
|
||||
been looking for. Well, when you've readied yourself you can enter
|
||||
to the north.
|
||||
~
|
||||
186 c 1
|
||||
D0
|
||||
You see the start of the newbie zone.
|
||||
~
|
||||
~
|
||||
0 -1 18601
|
||||
D3
|
||||
Back to the road that way... chickening out already?
|
||||
~
|
||||
~
|
||||
0 -1 3061
|
||||
S
|
||||
#18601
|
||||
The Beginning Of The Passage~
|
||||
You find yourself entering a long corridor. You can hear the sound
|
||||
of creatures roaming about, but you can't tell where the sound emanates
|
||||
from exactly.
|
||||
Exits lead to the east along the hallway, and south back to the
|
||||
entrance.
|
||||
~
|
||||
186 d 0
|
||||
D1
|
||||
More of the hallway there... how exciting!
|
||||
~
|
||||
~
|
||||
0 -1 18602
|
||||
D2
|
||||
The entrance to the newbie zone... how dull
|
||||
~
|
||||
~
|
||||
0 -1 18600
|
||||
S
|
||||
#18602
|
||||
The Dirty Hallway~
|
||||
You continue wandering down the hallway. Nothing much different here,
|
||||
but you are positive you here noises behind the door to the south, and
|
||||
coming from the east. The walls are a bit slimy and moldy here... yeech,
|
||||
couldn't they hire someone to clean this place? What will the newbies
|
||||
think? Oh well, you can continue along the hallway to the east or west.
|
||||
~
|
||||
186 d 0
|
||||
D1
|
||||
More of the hallway there... how exciting!
|
||||
~
|
||||
~
|
||||
0 -1 18603
|
||||
D2
|
||||
A small room lies to the south... you hear something moving about inside.
|
||||
~
|
||||
door~
|
||||
1 -1 18606
|
||||
D3
|
||||
More of the hallway there... how exciting!
|
||||
~
|
||||
~
|
||||
0 -1 18601
|
||||
S
|
||||
#18603
|
||||
A Nexus~
|
||||
Well... you've reached an intersection of two passages, to the north
|
||||
and east, the passage brightens, while the darker hallway continues to
|
||||
the south.
|
||||
~
|
||||
186 d 0
|
||||
D0
|
||||
A brighter hallway leads off that way.
|
||||
~
|
||||
door~
|
||||
1 -1 18644
|
||||
D1
|
||||
A brighter hallway leads off that way.
|
||||
~
|
||||
door~
|
||||
1 -1 18646
|
||||
D2
|
||||
More of the hallway there... how exciting!
|
||||
~
|
||||
~
|
||||
0 -1 18607
|
||||
D3
|
||||
More of the hallway there... how exciting!
|
||||
~
|
||||
~
|
||||
0 -1 18602
|
||||
S
|
||||
#18604
|
||||
A Narrow Passage~
|
||||
The thin passage is plain and undecorated, but still clean. It
|
||||
ends abruptly to the south at a small oak door, behind which you here
|
||||
movement...
|
||||
~
|
||||
186 ad 0
|
||||
D0
|
||||
A large domed room.
|
||||
~
|
||||
~
|
||||
0 -1 18647
|
||||
D2
|
||||
A small cluttered room.
|
||||
~
|
||||
door~
|
||||
1 -1 18612
|
||||
S
|
||||
#18605
|
||||
The Dark Pit~
|
||||
Ick... a dark damp dirty pit. Even worse, what is that dark damp
|
||||
dirty thing looking at you from the corner? Ewww... maybe you should
|
||||
go back up where it is a bit safer, unless you think you can tackle
|
||||
that thing in the corner.
|
||||
~
|
||||
186 ad 0
|
||||
D4
|
||||
You see a ladder leading up
|
||||
~
|
||||
grate~
|
||||
1 18608 18606
|
||||
S
|
||||
#18606
|
||||
A Small Room~
|
||||
Hmmm... this is an interesting little room. Ack, and there is
|
||||
an interesting little creature staring at you too. He looks a bit
|
||||
surprised at your intrusion. You can leave via the doors north or
|
||||
east, or you can stay and annoy him a bit more. There also appears
|
||||
to be some type of well down here also, but it has a rather secure
|
||||
grate covering it.
|
||||
~
|
||||
186 d 0
|
||||
D0
|
||||
More of the hallway there... how exciting!
|
||||
~
|
||||
door~
|
||||
1 -1 18602
|
||||
D1
|
||||
More of the hallway there... how exciting!
|
||||
~
|
||||
door~
|
||||
1 -1 18607
|
||||
D5
|
||||
A ladder leads down into darkness.
|
||||
~
|
||||
grate~
|
||||
1 18608 18605
|
||||
S
|
||||
#18607
|
||||
More Of The Hallway~
|
||||
Oh joy! More of this annoying passage. Perhaps there is something
|
||||
more exciting through that door to the west? Or you can keep searching
|
||||
the hallways to the north or south.
|
||||
~
|
||||
186 d 0
|
||||
D0
|
||||
More of the hallway there... how exciting!
|
||||
~
|
||||
~
|
||||
0 -1 18603
|
||||
D2
|
||||
More of the hallway there... how exciting!
|
||||
~
|
||||
~
|
||||
0 -1 18611
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 -1 18606
|
||||
S
|
||||
#18608
|
||||
An Open Field By The Great Field~
|
||||
Finally, you are in an open field... it is so nice to breathe fresh air
|
||||
again! You can return to that dank, smelly place to the east, or take the
|
||||
exit to the north which appears to lead into a large field.
|
||||
~
|
||||
186 c 0
|
||||
D0
|
||||
There appears to be a field road to the north.
|
||||
~
|
||||
~
|
||||
0 -1 3061
|
||||
D1
|
||||
The end of that darn hallway lies back to the east.
|
||||
~
|
||||
~
|
||||
0 -1 18609
|
||||
S
|
||||
#18609
|
||||
The End Of The Passage~
|
||||
Ahhh... at last, the end of the hallway... you can exit into open
|
||||
air to the west,or return to the east and make sure you didn't miss
|
||||
anything.
|
||||
~
|
||||
186 d 0
|
||||
D1
|
||||
More of the hallway there... how exciting!
|
||||
~
|
||||
~
|
||||
0 -1 18610
|
||||
D3
|
||||
An open field near The Great Field of Midgaard can be seen.
|
||||
~
|
||||
~
|
||||
0 -1 18608
|
||||
S
|
||||
#18610
|
||||
A Brighter Hallway~
|
||||
The hallway continues on in a east-west direction... and it seems to
|
||||
be brightening up to the west.
|
||||
~
|
||||
186 d 0
|
||||
D1
|
||||
A corner in the passage lies to the east.
|
||||
~
|
||||
~
|
||||
0 -1 18611
|
||||
D3
|
||||
More of the hallway there... how exciting!
|
||||
~
|
||||
~
|
||||
0 -1 18609
|
||||
S
|
||||
#18611
|
||||
Another Corner~
|
||||
Another corner of the passage, and just as untidy as the rest of
|
||||
this place (maybe more so?). There is a door to the east though...
|
||||
wonder where that leads? Oh, and the hallway continues west and
|
||||
north.
|
||||
~
|
||||
186 d 0
|
||||
D0
|
||||
More of the hallway there... how exciting!
|
||||
~
|
||||
~
|
||||
0 -1 18607
|
||||
D1
|
||||
You peer into a cluttered little room to the east.
|
||||
~
|
||||
door~
|
||||
1 -1 18612
|
||||
D3
|
||||
More of the hallway there... how exciting!
|
||||
~
|
||||
~
|
||||
0 -1 18610
|
||||
S
|
||||
#18612
|
||||
The Alchemist's Room~
|
||||
Lots of bottles and flasks lie about this room, but it all looks like
|
||||
worthless clutter. It appears whatever alchemist has been working here
|
||||
is really very adept at his art. There are a lot of formulae and spells
|
||||
written on the walls too... couldn't he buy some paper? There is a door
|
||||
to the north, and also a dark stairway in the corner leading down, with a
|
||||
large sign next to it that you probably should read...
|
||||
~
|
||||
186 d 0
|
||||
D0
|
||||
A nice shiny hallway!
|
||||
~
|
||||
door~
|
||||
1 -1 18604
|
||||
D3
|
||||
A corner in the passage lies to the west.
|
||||
~
|
||||
door~
|
||||
1 -1 18611
|
||||
D5
|
||||
A shadowed stairway leading down.
|
||||
~
|
||||
~
|
||||
0 -1 18632
|
||||
E
|
||||
sign stairs stairway~
|
||||
The sign next to the stairs says: If you are below level 7 and alone, or
|
||||
below level 4 then bugger off! Or else don't blame me if you die...
|
||||
~
|
||||
S
|
||||
#18620
|
||||
A Turn In The Passage~
|
||||
This corner is much like all the others... except you see a strange
|
||||
glow coming from the south. Could be an exit... you hope.
|
||||
~
|
||||
186 ad 0
|
||||
D1
|
||||
The passage continues east quite a ways.
|
||||
~
|
||||
~
|
||||
0 -1 18621
|
||||
D2
|
||||
You see an odd red glow from that direction.
|
||||
~
|
||||
~
|
||||
0 -1 18629
|
||||
S
|
||||
#18621
|
||||
A T-Intersection In The Passage~
|
||||
This is an intersection of a long east-west passage with a corridor
|
||||
leading south. The air seems a bit clearer here though, as if you were
|
||||
approaching an exit.
|
||||
~
|
||||
186 ad 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 18622
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 18633
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 18620
|
||||
S
|
||||
#18622
|
||||
Another Corner~
|
||||
The passage turns from north to west here. The walls are still
|
||||
covered with the same disgusting green fungus you have seen all
|
||||
along, and you hear sounds of creatures moving all around you...
|
||||
~
|
||||
186 ad 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 18628
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 18621
|
||||
S
|
||||
#18623
|
||||
A Corner In The Hallway~
|
||||
You can hear creatures moving all around you... and it is not
|
||||
a comforting sound at all. The furnishing is nothing to speak of
|
||||
either, plain grey brick walls with green fungus (or something)
|
||||
growing on them.
|
||||
~
|
||||
186 ad 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 18624
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 18627
|
||||
S
|
||||
#18624
|
||||
Another Turn~
|
||||
Hmmm... the passage turns south here. You beginning to realize you
|
||||
can easily lose your bearings if you aren't careful, and you don't think
|
||||
you would like spending too much time here...
|
||||
~
|
||||
186 ad 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 18630
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 18623
|
||||
S
|
||||
#18625
|
||||
A Large Room~
|
||||
The passage opens into a large oval room. There really isn't much of
|
||||
interest here though.
|
||||
~
|
||||
186 ad 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 18626
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 18631
|
||||
S
|
||||
#18626
|
||||
A Long East-West Passage~
|
||||
This is a long, narrow passage leading east and west. The walls are
|
||||
damp and covered with mildew and fungus. There is a very unhealthy air
|
||||
about this place and you're beginning to want out of here... soon.
|
||||
~
|
||||
186 ad 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 18627
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 18625
|
||||
S
|
||||
#18627
|
||||
A Crossing Of Corridors~
|
||||
Here a narrow east-west passage crosses with a wider passage to the
|
||||
north and south. The air is dank, and has an odor of decay and debris.
|
||||
Not a nice place at all really...
|
||||
~
|
||||
186 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 18623
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 18628
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 18632
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 18626
|
||||
S
|
||||
#18628
|
||||
A Corner Room~
|
||||
This room is hardly more than a crossing of passages. You do sense a
|
||||
slight breeze wafting down the passage to the north though, but it smells
|
||||
altogether bad...
|
||||
~
|
||||
186 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 18622
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 18627
|
||||
S
|
||||
#18629
|
||||
The Red Room~
|
||||
It takes you a moment to realize that the red glow here is coming
|
||||
from a round portal on the floor. It looks almost as if someone had
|
||||
painted a picture of a dirt running through a field on the floor of
|
||||
this room. Oddly enough, it is so realistic you can feel the wind in
|
||||
the field coming out of the picture.
|
||||
~
|
||||
186 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 18620
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 18630
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 3061
|
||||
E
|
||||
portal floor~
|
||||
It looks as if you could go down into it... But you can't be sure of where
|
||||
you will end up, or if you can get back.
|
||||
~
|
||||
S
|
||||
#18630
|
||||
A Branching Passage~
|
||||
The north-south passage branches to the east here. There is a queer red
|
||||
glow coming from that way as well, along with a faint breeze.
|
||||
~
|
||||
186 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 18624
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 18634
|
||||
D3
|
||||
A very odd red glow emanates from that direction.
|
||||
~
|
||||
~
|
||||
0 -1 18629
|
||||
S
|
||||
#18631
|
||||
A Passage~
|
||||
Ick... this place is just disgusting. You try and stay clear of the
|
||||
walls, but the passage is so narrow you keep bumping them anyway. You
|
||||
are almost convinced that the fungus coating the walls is grabbing at
|
||||
you too.
|
||||
~
|
||||
186 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 18625
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 18632
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 18638
|
||||
S
|
||||
#18632
|
||||
The Entrance~
|
||||
It is dark, dank, disgusting and cold up here. Plus you here the
|
||||
sounds of creatures all around you... and somehow they don't sound
|
||||
friendly. It is probably wise to exercise some degree of caution
|
||||
here... no telling what you may run into here.
|
||||
~
|
||||
186 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 18627
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 18635
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 18631
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 18612
|
||||
S
|
||||
#18633
|
||||
Another Corner~
|
||||
Well... what is there to say. More fungus, more weird sounds, and a
|
||||
slight breeze from the north. Bet you want to sign a lease, don't ya...
|
||||
~
|
||||
186 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 18621
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 18634
|
||||
S
|
||||
#18634
|
||||
An Intersection Of Passages~
|
||||
Cold, smelly, and coated with green fungus... just like last week's
|
||||
left-overs. Furthermore you want nothing to do with either, you just
|
||||
want out right now.
|
||||
~
|
||||
186 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 18630
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 18637
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 18633
|
||||
S
|
||||
#18635
|
||||
A Turn In The Passage~
|
||||
This place is just plain nauseating... it certainly smells as if
|
||||
something (or someone) died in here. You hope you aren't next, but
|
||||
from the sounds you hear all around you, it seems as if something has
|
||||
other ideas about that.
|
||||
~
|
||||
186 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 18632
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 18636
|
||||
S
|
||||
#18636
|
||||
A Branch To The South~
|
||||
The east-west passage branches of to the south here. All around you
|
||||
is the odour of death. Actually, the mold and fungus on the walls is
|
||||
doing great, but otherwise... well... you don't want to think about what
|
||||
else lives here.
|
||||
~
|
||||
186 ad 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 18637
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 18639
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 18635
|
||||
S
|
||||
#18637
|
||||
Yet Another Corner~
|
||||
The passage turns here and heads north. You sense something up ahead
|
||||
that way, but you aren't sure what. You aren't sure if you want to know
|
||||
what either at this point.
|
||||
~
|
||||
186 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 18634
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 18636
|
||||
S
|
||||
#18638
|
||||
A Large Room~
|
||||
You almost stumble as you enter this room... the sudden feeling of no
|
||||
walls on either side of you makes you a bit nervous. Suddenly you are
|
||||
vulnerable on all sides. You can't even tell how big a room this is,
|
||||
because it extends to the east farther than you light will reach...
|
||||
~
|
||||
186 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 18631
|
||||
D1
|
||||
The room extends into shadows...
|
||||
~
|
||||
~
|
||||
0 -1 18639
|
||||
S
|
||||
#18639
|
||||
A Large Room~
|
||||
As you enter, you light glints of the wall to the east. There appears
|
||||
to be words scrawled on the wall, and a crude picture. To the west the
|
||||
room extends beyond the reach of your light, and the dark shadows make you
|
||||
paranoid... anything could be hiding there. You are painfully aware of
|
||||
how exposed you are without walls around you.
|
||||
~
|
||||
186 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 18636
|
||||
D3
|
||||
The room extends as far as (and farther than) you can see...
|
||||
~
|
||||
~
|
||||
0 -1 18638
|
||||
E
|
||||
wall~
|
||||
There is a crude picture of a man with the head of a bull with some writing
|
||||
next to it.
|
||||
~
|
||||
E
|
||||
writing words~
|
||||
The writing appears to say 'beware the Minotaur... '
|
||||
~
|
||||
S
|
||||
#18640
|
||||
The Statue's Room~
|
||||
Here, the passage enters a small room. Exits lead to the east and south,
|
||||
and you notice a wonderful, large (and tastefully done) statue to the north.
|
||||
~
|
||||
186 ad 0
|
||||
D1
|
||||
A long hallway, ending in a set of steps.
|
||||
~
|
||||
~
|
||||
0 -1 18641
|
||||
D2
|
||||
The hall extends to the south where it seems to lighten somewhat.
|
||||
~
|
||||
~
|
||||
0 -1 18644
|
||||
E
|
||||
plaque nameplate name~
|
||||
It says:
|
||||
|
||||
Maynard, Death Jester of the Harlequins
|
||||
|
||||
~
|
||||
E
|
||||
statue~
|
||||
Upon closer inspection you see that the statue has a small plaque affixed to
|
||||
it. The face looks remarkably familiar also.
|
||||
~
|
||||
S
|
||||
#18641
|
||||
The Hallway~
|
||||
As you continue wandering down the hallway, you notice banners,
|
||||
pictures, and other fine decorations adorning the walls all along
|
||||
this passage. It seems very different from the dismal passage where
|
||||
you entered.
|
||||
~
|
||||
186 ad 0
|
||||
D1
|
||||
The hallway ends at a grand marble staircase.
|
||||
~
|
||||
~
|
||||
0 -1 18642
|
||||
D3
|
||||
The passage leads into a small room.
|
||||
~
|
||||
~
|
||||
0 -1 18640
|
||||
S
|
||||
#18642
|
||||
The North Stairs~
|
||||
Here, the hall opens into a wide room, with a high domed roof. Now that
|
||||
that you have come clear of the enclosed passage, you can see that the stair
|
||||
leads upward to an open air balcony overlooking the area. To the south the
|
||||
room continues, and another stair is visible matching the one in front of
|
||||
you.
|
||||
~
|
||||
186 ad 0
|
||||
D2
|
||||
You see another staircase and two passages leading west and south.
|
||||
~
|
||||
~
|
||||
0 -1 18647
|
||||
D3
|
||||
An entrance to a bright passage.
|
||||
~
|
||||
~
|
||||
0 -1 18641
|
||||
D4
|
||||
An open air balcony.
|
||||
~
|
||||
~
|
||||
0 -1 18643
|
||||
E
|
||||
staircase stair stairs~
|
||||
They are constructed of smooth, beautiful marble
|
||||
~
|
||||
S
|
||||
#18643
|
||||
The Balcony~
|
||||
Here you can look out and observe the world around. Constructed in a
|
||||
semi-circle around the dome of the room, the balcony allows you to look
|
||||
out in almost any direction. Wandering to the north end, you can see that
|
||||
the Great Fields north of Midgaard continue off towards the Dragonhelm
|
||||
Mountains to the north.
|
||||
~
|
||||
186 ad 0
|
||||
D2
|
||||
The south end of the balcony.
|
||||
~
|
||||
~
|
||||
0 -1 18645
|
||||
D5
|
||||
Down the stairs to a large, domed room.
|
||||
~
|
||||
~
|
||||
0 -1 18642
|
||||
E
|
||||
staircase stair stairs~
|
||||
They are constructed of smooth, beautiful marble
|
||||
~
|
||||
S
|
||||
#18644
|
||||
A Bright Hallway~
|
||||
Wow! What a change from the dismal passage to the south. Whoever
|
||||
keeps this room up must really like newbies. The walls and floor are
|
||||
clean, and tastefully decorated. You also notice an interesting design
|
||||
on the floor.
|
||||
~
|
||||
186 ad 0
|
||||
D0
|
||||
A small room with a statue in it.
|
||||
~
|
||||
~
|
||||
0 -1 18640
|
||||
D2
|
||||
A intersection of passages.
|
||||
~
|
||||
door~
|
||||
1 -1 18603
|
||||
E
|
||||
floor design~
|
||||
It appears to be the Crest of the Harlequin Guild.
|
||||
~
|
||||
S
|
||||
#18645
|
||||
The Balcony~
|
||||
Here you can look out and observe the world around. Constructed in a
|
||||
semi-circle around the dome of the room, the balcony allows you to look out
|
||||
in almost any direction. Wandering to the south end, you can see the great
|
||||
city of Midgaard off to the south-west.
|
||||
~
|
||||
186 ad 0
|
||||
D0
|
||||
The north end of the balcony.
|
||||
~
|
||||
~
|
||||
0 -1 18643
|
||||
D5
|
||||
Back down the south staircase.
|
||||
~
|
||||
~
|
||||
0 -1 18647
|
||||
E
|
||||
staircase stair stairs~
|
||||
They are constructed of smooth, beautiful marble.
|
||||
~
|
||||
S
|
||||
#18646
|
||||
A Bright Hallway~
|
||||
Wow! What a change from the dismal passage to the west. Whoever keeps
|
||||
this room up must really like newbies. The walls and floor are clean, and
|
||||
tastefully decorated. You also notice an interesting design on the floor.
|
||||
~
|
||||
186 ad 0
|
||||
D1
|
||||
The passage opens into a domed room with a grand marble staircase.
|
||||
~
|
||||
~
|
||||
0 -1 18647
|
||||
D3
|
||||
A dark intersection of passages.
|
||||
~
|
||||
door~
|
||||
1 -1 18603
|
||||
E
|
||||
floor design~
|
||||
It appears to be the crest of the Harlequin Guild.
|
||||
~
|
||||
S
|
||||
#18647
|
||||
The South Stairs~
|
||||
Here, the hall opens into a wide room, with a high domed roof. Now that
|
||||
that you have come clear of the enclosed passage, you can see that the stair
|
||||
leads upward to an open air balcony overlooking the area. to the north the
|
||||
room continues, and another stair is visible matching the one in front of
|
||||
you.
|
||||
~
|
||||
186 ad 0
|
||||
D0
|
||||
Another stairway is to the north, as well as a passage to the west.
|
||||
~
|
||||
~
|
||||
0 -1 18642
|
||||
D2
|
||||
A narrow passage to the south, ending in a wood door.
|
||||
~
|
||||
~
|
||||
0 -1 18604
|
||||
D3
|
||||
Back down the bright hallway.
|
||||
~
|
||||
~
|
||||
0 -1 18646
|
||||
D4
|
||||
An open air balcony.
|
||||
~
|
||||
~
|
||||
0 -1 18645
|
||||
E
|
||||
staircase stair stairs~
|
||||
They are constructed of smooth, beautiful marble.
|
||||
~
|
||||
S
|
||||
$~
|
||||
611
lib/world/wld/187.wld
Normal file
611
lib/world/wld/187.wld
Normal file
@@ -0,0 +1,611 @@
|
||||
#18700
|
||||
Circus Path~
|
||||
This well beaten path leads south through a field of tall grass. The sounds
|
||||
of music and laughter can be heard off in the distance. The top of a large
|
||||
tent can be seen to the south. The path continues south with the western
|
||||
highway to the north.
|
||||
~
|
||||
187 0 2
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18701
|
||||
E
|
||||
credits info~
|
||||
Builders : Wolfgaar Arina
|
||||
Zone : 187 Circus
|
||||
Began : 1999
|
||||
Player Level : 2-4
|
||||
Rooms : 34
|
||||
Mobs : 12
|
||||
Objects : 10
|
||||
Shops : 0
|
||||
Triggers : 3
|
||||
Theme : A circus.
|
||||
Links : 00n
|
||||
|
||||
Zone: 187 is linked to the following zones:
|
||||
200 Western Highway at: 18700 (north) ---> 20003
|
||||
~
|
||||
S
|
||||
#18701
|
||||
Circus Path~
|
||||
This well travelled path continues off to the south. The long grass of the
|
||||
field sways gently in the breeze. The sounds of laughter and music can be
|
||||
heard to the west. The path leads off to the north and continues to the south.
|
||||
~
|
||||
187 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 18700
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18702
|
||||
S
|
||||
#18702
|
||||
Circus Path~
|
||||
This well travelled dirt path turns towards the west. The sounds of the
|
||||
circus to the southwest can be heard. The laughter of children can be heard
|
||||
over the sounds of the field. A large colorful tent can be seen off in the
|
||||
distance to the southeast, with its multi-colored flags blowing in the wind.
|
||||
The path continues to the west and leads off to the north.
|
||||
~
|
||||
187 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 18701
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 18703
|
||||
S
|
||||
#18703
|
||||
Circus Path~
|
||||
This well beaten path travels south towards the circus grounds. The sounds
|
||||
can be heard a bit louder here. A few people can be seen now as more of the
|
||||
circus comes into view. The path leads south as well as to the east.
|
||||
~
|
||||
187 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 18702
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18704
|
||||
S
|
||||
#18704
|
||||
Circus Path~
|
||||
The path gets a little wider here as the circus grounds are coming closer.
|
||||
A small line can be seen to the south as people line up to enter the circus.
|
||||
The sounds of the circus are in full swing, bringing a smile to your face.
|
||||
The path continues to the north as well as to the south.
|
||||
~
|
||||
187 c 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 18703
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18705
|
||||
S
|
||||
#18705
|
||||
Circus Entrance~
|
||||
The dirt path ends at the entrance to the circus. A small arch has been
|
||||
built here to keep the line going in an orderly fashion. There is a welcomer
|
||||
here, welcoming you to the Circus of Wonders. The path continues to the north
|
||||
and west through the arch.
|
||||
~
|
||||
187 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 18704
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 18706
|
||||
S
|
||||
#18706
|
||||
Circus Area~
|
||||
You are on the road of the circus. There are a few people wandering to and
|
||||
fro from the many game stalls and stands that are set up along this path. The
|
||||
the sounds of the circus are all around you. There is a game stall directly to
|
||||
the north and a game stall to the south too. The path continues to the west
|
||||
and to the east.
|
||||
~
|
||||
187 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 18707
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 18705
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18708
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 18709
|
||||
S
|
||||
#18707
|
||||
Circus Game Stall~
|
||||
You have entered a small game stall there is an attendant standing here.
|
||||
The attendant urges you to take a wack at the mole. It's free so why not!
|
||||
The only way out is to the south.
|
||||
~
|
||||
187 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18706
|
||||
S
|
||||
#18708
|
||||
Circus Game Stall~
|
||||
You are standing in yet another game stall that seems to line this path.
|
||||
There is a attendent standing here, smiling at you. She urges you to take you
|
||||
best shot at hitting the small chick. It is free so why not give it a try.
|
||||
The only exit is to the north.
|
||||
~
|
||||
187 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 18706
|
||||
S
|
||||
#18709
|
||||
Circus Area~
|
||||
This path runs through the area of the circus. There are stalls lining this
|
||||
well worn path. Sounds of music can be heard from all around. The path leads
|
||||
to a game stall to the north and continues east and west to other parts of the
|
||||
circus.
|
||||
~
|
||||
187 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 18710
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 18706
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 18711
|
||||
S
|
||||
#18710
|
||||
Circus Game Stall~
|
||||
This game stall features the game of The Game Beat the Old Man. There is a
|
||||
wicked man standing watch over all that enter this stall. Maybe this is not a
|
||||
game that one should be playing. The only exit is to the south.
|
||||
~
|
||||
187 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18709
|
||||
S
|
||||
#18711
|
||||
Circus Area~
|
||||
The sounds of the circus are at full swing here, music and laughter filling
|
||||
the air. To the north you see a dark colored tent with lights flickering
|
||||
inside. A small sign hangs on the flap of the tent. The path continues on to
|
||||
the south and east.
|
||||
~
|
||||
187 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 18712
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 18709
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 18713
|
||||
E
|
||||
sign~
|
||||
The sign reads "Ventrella, Seer of the Future"
|
||||
~
|
||||
S
|
||||
#18712
|
||||
Seer's Tent~
|
||||
Candle light dances on the walls giving an eerie feel to this tent.
|
||||
Looking around the room it is easy to tell that some sort of mystical activity
|
||||
goes on here. In the center of the room you notice a small round table upon
|
||||
which a clear glass globe sits in the middle. Strange cards are strewn over
|
||||
the table, the images on them are nothing you can recognize. A sign hangs
|
||||
crookedly from the edge of the table. The only way out is back to the south
|
||||
where you entered this tent.
|
||||
~
|
||||
187 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18711
|
||||
E
|
||||
sign~
|
||||
The sign reads "I vill be back soon, dahling"
|
||||
~
|
||||
S
|
||||
#18713
|
||||
Circus Area~
|
||||
The grass on each side of the path is rather tall, as the wind blows through
|
||||
it you could swear you hear a whisper of some sort. The voice is
|
||||
indescribable, neither male or female and you can't make out what it is saying.
|
||||
The path continues on to the north and to the east you can make out a shape of
|
||||
a small tent.
|
||||
~
|
||||
187 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 18714
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 18711
|
||||
S
|
||||
#18714
|
||||
North of the Circus~
|
||||
The path is very narrow and the few people that are here have trouble
|
||||
passing without bumping each other. You can hear faint animal noises that are
|
||||
carried along by the wind. The path leads to the west and south.
|
||||
~
|
||||
187 0 2
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18713
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 18715
|
||||
S
|
||||
#18715
|
||||
Center of Freaks~
|
||||
Strange noises fill the air, such as you have never heard. Directly north
|
||||
there is a run down shack, boards missing and windows broken. The door is off
|
||||
its hinges and hangs precariously by what looks to be a nail. The path
|
||||
continues on to the south from here.
|
||||
~
|
||||
187 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 18716
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 18714
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18718
|
||||
S
|
||||
#18716
|
||||
Old Shack~
|
||||
The shack is in a terrible mess. There is broken furniture scattered across
|
||||
the floor and broken glass everywhere. The floor is rotted and the smell of
|
||||
something that you can not place fills the air. There is something here.....
|
||||
But where? There is a small door leading west to a dark room and to the south
|
||||
you may leave back to the path.
|
||||
~
|
||||
187 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18715
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 18717
|
||||
S
|
||||
#18717
|
||||
Old Shack~
|
||||
This cramped room is quiet a mess. A faint smell of rot and decay lingers
|
||||
in the air held captive by the fact there is no window to release it. A small
|
||||
cage has been toppled over in the corner, looking as if something just made an
|
||||
escape from its tiny confines. The only way out is back to the east.
|
||||
~
|
||||
187 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 18716
|
||||
S
|
||||
#18718
|
||||
Circus Area~
|
||||
You are heading south on the circus path. Off in the near distance you can
|
||||
see the Big Top and a few animal cages. You can still hear the sounds of
|
||||
laughter and singing all around you. The path continues to the south and
|
||||
north.
|
||||
~
|
||||
187 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 18715
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18719
|
||||
S
|
||||
#18719
|
||||
Circus Area~
|
||||
To the south one can see the Big Top much clearer now. Off to the east one
|
||||
can see a few animal cages. One hears the sounds of animals and the sounds of
|
||||
the Big Top. The path continues to the south and north.
|
||||
~
|
||||
187 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 18718
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18720
|
||||
S
|
||||
#18720
|
||||
Circus Area~
|
||||
A massive tent can be seen a short distance away. Loud noises fill the
|
||||
air... Laughter, singing and animals. To the east you see some animal cages
|
||||
and to the southeast you see the massive tent with its banners flying wildly in
|
||||
the wind. The path runs northerly from here.
|
||||
~
|
||||
187 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 18719
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 18721
|
||||
S
|
||||
#18721
|
||||
Animal Cage Area~
|
||||
All around you are animal cages, evidence that the big top is close to you.
|
||||
Lions, elephants and monkeys can be heard though you are not certain where the
|
||||
sound comes from. The sounds seem to echo and meld together creating a
|
||||
frightful noise.
|
||||
~
|
||||
187 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 18722
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 18723
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 18720
|
||||
S
|
||||
#18722
|
||||
Monkey Cage~
|
||||
You have entered the monkey cage, their screeching is almost deafening.
|
||||
The cage is filled with vines and branches so that they can excersize and the
|
||||
monkies swing and hop from branch to branch above you. A few sit lazily upon
|
||||
the ground stuffing their faces with food the keeper brought to them.
|
||||
~
|
||||
187 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18721
|
||||
S
|
||||
#18723
|
||||
Animal Cage Area~
|
||||
Large animal cages are all around you here. To the north kitten like
|
||||
mewlings can be heard while to the south the cage is quiet, only the stench
|
||||
catches your attention. To the west you see the Big Top and westerly will take
|
||||
you further down the path.
|
||||
~
|
||||
187 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 18724
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 18726
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18725
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 18721
|
||||
S
|
||||
#18724
|
||||
Animal Cage~
|
||||
You are standing in the middle of a cage for small lion cubs. There soft
|
||||
meows can be heard. They are so cute but the looks in their eyes tell you that
|
||||
it would not be a good idea to pet them. The only exit is to the south
|
||||
~
|
||||
187 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18723
|
||||
S
|
||||
#18725
|
||||
Animal Cage~
|
||||
You are standing in the middle of the elephant cage. Hay litters the floor
|
||||
as well as a few piles of fruits. The smell here is not pleasant, but you
|
||||
imagine if the elephants were actually in the cage it would be worse. A lone
|
||||
baby elephant is sleeping on one of the piles of hay waiting for its mother to
|
||||
return from the act in the circus.
|
||||
~
|
||||
187 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 18723
|
||||
S
|
||||
#18726
|
||||
Entrance to the Big Top~
|
||||
Before you stands an enormous tent that spans several hundred feet. A
|
||||
colorful banner has been placed over the entrance and on each side of the
|
||||
banner red and white pennants flap wildly in the breeze. Laughter and cheering
|
||||
fills the air as well as the occasional roar of lions. You can enter the big
|
||||
top to the east and to the south you see an elaboratly decorated wagon.
|
||||
~
|
||||
187 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 18727
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18733
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 18723
|
||||
E
|
||||
banner~
|
||||
Welcome to the Circus of Wonders!
|
||||
~
|
||||
S
|
||||
#18727
|
||||
Inside the Big Top~
|
||||
People abound here, laughing merrily and having a ball. Clowns in funny
|
||||
costumes can be seen most everywhere handing out small trinkets to the
|
||||
children. You can hear the ringmaster calling out the next act from here,
|
||||
looking closer a high wire is visible to the southeast. The bleachers are to
|
||||
the south and the exit of the Big Top is to the west.
|
||||
~
|
||||
187 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18728
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 18726
|
||||
S
|
||||
#18728
|
||||
Inside the Big Top~
|
||||
Rows of seats surround you, people filling almost every one. Children sit
|
||||
on parents laps trying to catch a better view of what is going on in the three
|
||||
rings where the acts take place. Vendors walk the aisles selling various
|
||||
novelties. A few clowns have made their way up to the seating area to give the
|
||||
children a thrill. Laughter sails through the air almost as gracefully as the
|
||||
man on the trapeze. To the east you can see the main event in the center ring,
|
||||
while to the north will lead you back to the entrance.
|
||||
~
|
||||
187 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 18727
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 18729
|
||||
S
|
||||
#18729
|
||||
Inside the Big Top~
|
||||
This is the center ring where the lion act takes place. Luckily no lions
|
||||
are present, you must have just missed them, or will that act be next? Best
|
||||
not linger to find out! To the north is another ring where you can see
|
||||
elephants parading around. To the south you see a highwire with a man
|
||||
tottering upon it and back to the west is the seating area.
|
||||
~
|
||||
187 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 18731
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18730
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 18728
|
||||
S
|
||||
#18730
|
||||
Inside the Big Top~
|
||||
A very tall highwire dominates this ring, a young man on a bicycle rides
|
||||
precariously on a thin rope as he holds a long rod in his hands for balance.
|
||||
One miscalculation and his fate is sealed, hence the look of extreme
|
||||
concentration on his face. You can hear the crowd gasp for breath as he
|
||||
teeters back and forth.
|
||||
~
|
||||
187 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 18729
|
||||
S
|
||||
#18731
|
||||
Inside the Big Top~
|
||||
You step carefully here because there are large pachyderms romping around as
|
||||
if they were puppies that had yet to be house broken. One elephant sits on a
|
||||
round object, its trunk held proudly in the air. A group of them look as if
|
||||
they are playing follow the leader walking around the large circle. While yet
|
||||
another has a young beautiful girl riding gingerly on its back. To the south
|
||||
you can see the main ring and further south you can make out a highwire.
|
||||
~
|
||||
187 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18729
|
||||
S
|
||||
#18732
|
||||
Inside the Big Top~
|
||||
You are standing inside the Big Top. The sounds of the circus are in full
|
||||
swing here. Laughing and cheer can be heard all around you. There is an exit
|
||||
to the north.
|
||||
~
|
||||
187 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 18733
|
||||
S
|
||||
#18733
|
||||
Center of the Circus~
|
||||
This large wagon is decorated with beautiful furniture and expensive looking
|
||||
paintings. A claw foot table drapped with a red silk table cloth stands in the
|
||||
middle of the floor. A black velvet high back chair rests in the corner along
|
||||
side a small yet intricately carved table. This must be the ringmasters
|
||||
private quarters for only he could afford such luxury in the circus. The door
|
||||
to the north is the only exit.
|
||||
~
|
||||
187 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 18726
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18732
|
||||
S
|
||||
$~
|
||||
2421
lib/world/wld/19.wld
Normal file
2421
lib/world/wld/19.wld
Normal file
File diff suppressed because it is too large
Load Diff
1875
lib/world/wld/2.wld
Normal file
1875
lib/world/wld/2.wld
Normal file
File diff suppressed because it is too large
Load Diff
1936
lib/world/wld/20.wld
Normal file
1936
lib/world/wld/20.wld
Normal file
File diff suppressed because it is too large
Load Diff
680
lib/world/wld/200.wld
Normal file
680
lib/world/wld/200.wld
Normal file
@@ -0,0 +1,680 @@
|
||||
#20000
|
||||
Western Highway Zone Description Room~
|
||||
Builders : Talandra
|
||||
Zone : 200 Western Highway
|
||||
Began : 1998
|
||||
Player Level : 3-7
|
||||
Rooms : 41
|
||||
Mobs : 12
|
||||
Objects : 25
|
||||
Shops : 1
|
||||
Triggers : 0
|
||||
Theme : The zone is a basic highway filler to link other zones.
|
||||
Plot : It will be low level and easy due to its proximity to the newbie
|
||||
zone. Generally friendly wildlife, travellers. Mostly forest.
|
||||
Links : 01e to a major city
|
||||
|
||||
Zone: 200 was linked to the following zones:
|
||||
37 Capital sewer system at: 20001 (north) ---> 3746
|
||||
115 Monestary Omega at: 20003 (north) ---> 11500
|
||||
187 The Circus at: 20003 (south) ---> 18700
|
||||
106 Elcardo at: 20025 (north) ---> 10609
|
||||
75 Zamba at: 20038 (west ) ---> 7598
|
||||
78 Gideon at: 20039 (south) ---> 7801
|
||||
~
|
||||
200 dj 0
|
||||
S
|
||||
#20001
|
||||
Western Highway~
|
||||
You are on the Western Highway east of here you can see the gates of the
|
||||
Capital while to the west the highway continues. A gravelled path leads
|
||||
northward, away from this boring highway, towards some rocks a bit further
|
||||
north.
|
||||
~
|
||||
200 p 2
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 20002
|
||||
S
|
||||
#20002
|
||||
Western Highway~
|
||||
You continue along the western highway. The city gates of the Capital can
|
||||
be seen to the east. The highway stretches from the west towards the gates.
|
||||
A light forest to the north of pines and small saplings looks peaceful.
|
||||
~
|
||||
200 p 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 20001
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 20003
|
||||
S
|
||||
#20003
|
||||
Western Highway~
|
||||
As you walk along the Western Highway you notice a small path leading off to
|
||||
the south as well as the highway continuing off to the east and west. The
|
||||
forest to the north seems to thin out a little allowing entrance.
|
||||
~
|
||||
200 p 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 20002
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 20004
|
||||
S
|
||||
#20004
|
||||
Western Highway~
|
||||
You continue your way along the western highway. It stretches east, back to
|
||||
the Capital and west deeper into the wilderness, plains to the south and thick
|
||||
forest to the north.
|
||||
~
|
||||
200 p 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 20003
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 20005
|
||||
S
|
||||
#20005
|
||||
Western Highway~
|
||||
As you move a long the western highway you notice that it continues to the
|
||||
west as well as to the east. The forest to the north looks peaceful and
|
||||
inviting, though it seems too dense to enter.
|
||||
~
|
||||
200 p 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 20004
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 20006
|
||||
S
|
||||
#20006
|
||||
Western Highway~
|
||||
Standing along the western highway you notice the forest to the northwest
|
||||
has thinned out and a large wooden building with smoke trailing out of a stone
|
||||
chimney is visible between the trees.
|
||||
~
|
||||
200 p 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 20005
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 20007
|
||||
S
|
||||
#20007
|
||||
Western Highway~
|
||||
The wester highway passes infront of a large wooden building. The building
|
||||
is in disrepair, with shingles lying on the ground and a porch that looks like
|
||||
it could collapse any second. A faded sign swings on rusty hinges that squeak
|
||||
annoyingly.
|
||||
~
|
||||
200 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20040
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 20006
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 20008
|
||||
E
|
||||
sign~
|
||||
Sairith's Fur Trading Post
|
||||
~
|
||||
S
|
||||
#20008
|
||||
Western Highway~
|
||||
Moving along the western highway you see that the highway continues to the
|
||||
west and to the east. To the northeast a wooden building can be seen set back
|
||||
a little ways in the forest.
|
||||
~
|
||||
200 p 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 20007
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 20009
|
||||
S
|
||||
#20009
|
||||
Western Highway~
|
||||
Walking along the western highway you notice trees all around you except for
|
||||
to the east and west where the road continues on and to the south where the
|
||||
trees open up into a barren plain.
|
||||
~
|
||||
200 p 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 20008
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 20010
|
||||
S
|
||||
#20010
|
||||
Western Highway~
|
||||
As you continue along the western highway you notice a road heading to the
|
||||
south while the highway continues on to the east and to the west. The road
|
||||
heads south through the plains.
|
||||
~
|
||||
200 p 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 20009
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 20026
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 20011
|
||||
S
|
||||
#20011
|
||||
Western Highway~
|
||||
As you walk along you notice that the trees have thinned out to the
|
||||
northwest to allow entry into the forest. The plains to the south appear
|
||||
barren. The highway continues onto the west and east.
|
||||
~
|
||||
200 p 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 20010
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 20012
|
||||
S
|
||||
#20012
|
||||
Western Highway~
|
||||
The highway branches to the north onto a small dirt road. The road heads
|
||||
directly into the forest and disappears around a bend a short distance through
|
||||
the trees. The more heavily travelled western highway continues east and west.
|
||||
~
|
||||
200 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20018
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 20011
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 20013
|
||||
S
|
||||
#20013
|
||||
Western Highway~
|
||||
The highway consists of hard packed dirt, making travel very easy. A warm
|
||||
breeze blows to you from over the plains to the south. It carries a slight
|
||||
hint of smoke with it, civilization must be near. To the north a thick forest
|
||||
blocks your view.
|
||||
~
|
||||
200 p 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 20012
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 20014
|
||||
S
|
||||
#20014
|
||||
Western Highway~
|
||||
As you move along the Western Highway you see in the distance a village to
|
||||
the Southwest. To the north a thick grove of pines lays in deep shadow while
|
||||
to the south an open plain is broken by a few scattered hills. The highway
|
||||
continues on to the west and east.
|
||||
~
|
||||
200 p 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 20013
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 20015
|
||||
S
|
||||
#20015
|
||||
Western Highway~
|
||||
As you walk along the Western Highway you notice a small path leading to the
|
||||
south. It appears to be heavily travelled and the wind carries the smell of
|
||||
smoke with it from the south. The highway continues on to the west and east.
|
||||
~
|
||||
200 p 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 20014
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 20039
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 20016
|
||||
S
|
||||
#20016
|
||||
Western Highway~
|
||||
As you venture along the Western Highway you notice a village far in the
|
||||
distance to the southeast. The highway continues east or west. To the west
|
||||
the sound of rushing water can be heard.
|
||||
~
|
||||
200 p 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 20015
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 20017
|
||||
S
|
||||
#20017
|
||||
Western Highway~
|
||||
The Western Highway ends abruptly at a collapsed bridge. A raging river
|
||||
flows beneath it slowly washing the remains of the bridge away. Debris and
|
||||
sand has been scattered everywhere. The river must have overflown and washed
|
||||
the bridge away.
|
||||
~
|
||||
200 p 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 20016
|
||||
S
|
||||
#20018
|
||||
Dirt Road~
|
||||
You venture on a small, dirt road through the woods. It looks well
|
||||
travelled. It seems to lead on to the north as well as to the south, where you
|
||||
can see the Western Highway. The thick forest continues on both sides of the
|
||||
dirt road.
|
||||
~
|
||||
200 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20019
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 20012
|
||||
S
|
||||
#20019
|
||||
Dirt Road~
|
||||
Moving along the small dirt road the tall trees on each side prevent you
|
||||
from seeing very far. A few small animals scamper here and there around your
|
||||
feet. The road continues to the north and south.
|
||||
~
|
||||
200 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20020
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 20018
|
||||
S
|
||||
#20020
|
||||
Dirt Road~
|
||||
The dirt road becomes more rough further to the north. It seems less
|
||||
travelled in that direction. The thick coniferous forest seems to be starting
|
||||
to thin out into a variety of hard woods. Young maple trees seem to be
|
||||
dominating this part of the forest.
|
||||
~
|
||||
200 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20021
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 20019
|
||||
S
|
||||
#20021
|
||||
Dirt Road~
|
||||
As you move along the dirt road you notice the trees have grown in closer to
|
||||
the path, hanging around you. Thick underbrush has begun to form to the sides
|
||||
and the road looks unkept. It is slowly being consumed by the forest around
|
||||
it.
|
||||
~
|
||||
200 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20022
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 20020
|
||||
S
|
||||
#20022
|
||||
Dirt Road~
|
||||
The sounds of wildlife fill the woods. Birds, squirrels, and other unseen
|
||||
animals stay just out of sight. They seem unused to travellers and are very
|
||||
wary. The trees continue to thin to the north.
|
||||
~
|
||||
200 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20023
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 20021
|
||||
S
|
||||
#20023
|
||||
Dirt Road~
|
||||
The dirt path almost disappears in a section of thick brush and young
|
||||
saplings. The path is barely distinguishable from the rest of the overgrowth.
|
||||
The smell of the forest is very strong.
|
||||
~
|
||||
200 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20024
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 20022
|
||||
S
|
||||
#20024
|
||||
Dirt Road~
|
||||
The dirt path widens and seems to be pushing the forest and underbrush back.
|
||||
The path continues north and south between the columns of thick trees and
|
||||
brush.
|
||||
~
|
||||
200 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20025
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 20023
|
||||
S
|
||||
#20025
|
||||
Dirt Road~
|
||||
Several fallen trees block the path to the north. They appear to have been
|
||||
cut down and fallen over the path, as if to block it. The smell of fresh pine
|
||||
must mean they were cut recently. Through the brush and trees to the north you
|
||||
can just barely make out what looks like a gate and a city wall.
|
||||
~
|
||||
200 p 2
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 20024
|
||||
S
|
||||
#20026
|
||||
Dirt Road~
|
||||
As you venture on a small, dirt road you can see the western highway to the
|
||||
north and the dirt road continuing to the south. The forest around the road
|
||||
diminishes to plains the further south you travel.
|
||||
~
|
||||
200 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20010
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 20027
|
||||
S
|
||||
#20027
|
||||
Dirt Road~
|
||||
Moving along the dirt road you see that the road leads to the west and also
|
||||
to the north. Tall fields of wild grass, weeds, and other small brush borderw
|
||||
the road. The fields have grown to about waist height and could be used easily
|
||||
to conceal oneself within. The grass sways gently in the breeze.
|
||||
~
|
||||
200 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20026
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 20028
|
||||
S
|
||||
#20028
|
||||
Dirt Road~
|
||||
As you walk along the dirt road you notice a few small animals scampering to
|
||||
and fro. The road continues to the south and east. The sharp bend here goes
|
||||
around a huge pile of rocks to the southeast. The remains of a stone wall runs
|
||||
through the middle of the pile. Once used to mark out boundaries between land
|
||||
owners. Now it seems no one is farming on these plains.
|
||||
~
|
||||
200 p 2
|
||||
D1
|
||||
~
|
||||
undefined~
|
||||
0 0 20027
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 20029
|
||||
S
|
||||
#20029
|
||||
Dirt Road~
|
||||
The dirt path that you are on continues off to the south and also to the
|
||||
north. The plains are overgrown and should be farmed, especially since it is
|
||||
so close to the Capital. Instead they appear empty and deserted. Very little
|
||||
sign of travel or civilization can be seen, except for a plume of smoke rising
|
||||
far to the west.
|
||||
~
|
||||
200 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20028
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 20030
|
||||
S
|
||||
#20030
|
||||
Dirt Road~
|
||||
As you continue along the road you notice that the road continues to the
|
||||
north and also to the south. The grassy plains sway gently in the breeze.
|
||||
Occasionally the grass will rustle as some animal flees at your approach.
|
||||
~
|
||||
200 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20029
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 20031
|
||||
S
|
||||
#20031
|
||||
Dirt Road~
|
||||
Moving on the road you notice the foliage seems to be growing over the road
|
||||
in places. You guess the road isn't used very often. The road continues off
|
||||
to the north and south.
|
||||
~
|
||||
200 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20030
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 20032
|
||||
S
|
||||
#20032
|
||||
Dirt Road~
|
||||
As you venture further you spot a few small flowers growing here and there
|
||||
on the road. The road continues to the north and south. To the north a field
|
||||
of swaying grass stretches to a forest in the distance. South the plain gives
|
||||
way to a light forest.
|
||||
~
|
||||
200 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20031
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 20033
|
||||
S
|
||||
#20033
|
||||
Dirt Road~
|
||||
Moving along the road you notice that the road continues the the east and
|
||||
north. The road curves around a large steep hill to the south. The hill looks
|
||||
somewhat unnatural, and out of place.
|
||||
~
|
||||
200 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20032
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 20034
|
||||
S
|
||||
#20034
|
||||
Dirt Road~
|
||||
You make your way on the dirt road. The road seems to continue to the west
|
||||
and south. You stand alongside a steep hill covered in grass and moss. The
|
||||
hill rises so steeply above you that you doubt it could be climbed.
|
||||
~
|
||||
200 p 2
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 20035
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 20033
|
||||
S
|
||||
#20035
|
||||
Dirt Road~
|
||||
As you move along the small, dirt road you see the road continues to the
|
||||
north and south. A large hill directly to the west looms above you. Strange,
|
||||
when the rest of the rolling hills around here are so small.
|
||||
~
|
||||
200 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20034
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 20036
|
||||
S
|
||||
#20036
|
||||
Dirt Road~
|
||||
The brush grows a bit thicker here but is still passable. A few tiny
|
||||
animals seem to be taking refuge in some of the small bushes to the side of the
|
||||
road. The road continues off to the north and south.
|
||||
~
|
||||
200 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20035
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 20037
|
||||
S
|
||||
#20037
|
||||
Dirt Road~
|
||||
Moving along the dirt road you notice that it continues to the north and
|
||||
south. The brush is broken up by small trees which seem to grow even thicker
|
||||
further south. To the north the road opens up into the plains.
|
||||
~
|
||||
200 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20036
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 20038
|
||||
S
|
||||
#20038
|
||||
Dirt Road~
|
||||
You make your way on the dirt road. You notice the road leads to the north.
|
||||
The road bends to the west into a dense forest. Their seems to be an absence
|
||||
of wildlife in this area, the forest is strangely silent.
|
||||
~
|
||||
200 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20037
|
||||
S
|
||||
#20039
|
||||
Narrow Path~
|
||||
You are following a well travelled branch off the Western Highway.
|
||||
Somewhere in the distance to the south-west you can make out some small streaks
|
||||
of smoke, as if coming from the chimneys in a small village, while to the
|
||||
north you see the busy Western Highway.
|
||||
~
|
||||
200 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20015
|
||||
S
|
||||
#20040
|
||||
Sairith's Trading Post~
|
||||
The building is covered in dust and everything is slick from animal fat.
|
||||
The horrible stench from the tanning and curing of the hides fills your
|
||||
nostrils. Pelts and various types of clothing hang from the walls and rafters.
|
||||
A man behind the counter grins
|
||||
~
|
||||
200 cde 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 20007
|
||||
S
|
||||
$~
|
||||
1526
lib/world/wld/201.wld
Normal file
1526
lib/world/wld/201.wld
Normal file
File diff suppressed because it is too large
Load Diff
1649
lib/world/wld/22.wld
Normal file
1649
lib/world/wld/22.wld
Normal file
File diff suppressed because it is too large
Load Diff
653
lib/world/wld/220.wld
Normal file
653
lib/world/wld/220.wld
Normal file
@@ -0,0 +1,653 @@
|
||||
#22000
|
||||
@nZone Description Room for the @REnchanted @WKitchen@n~
|
||||
@WZone name@n : An Enchanted Kitchen
|
||||
@WLocation@n : It should probably be part of an enchanted house.
|
||||
@WLevel@n : 10-20
|
||||
@WRooms@n : Approximately 24
|
||||
@WMobs@n : 9 unique mobs
|
||||
@WObjects@n : 4
|
||||
@WAlignment@n : All mobs will have a good alignment, except for the
|
||||
icemonster and Oreo the cat.
|
||||
@WTheme@n : Imagine a huge, giant-sized kitchen, in which utensils are
|
||||
about as tall as the average man. Its complete with a fridge
|
||||
and oven to explore, counters, and even a mouse hole.
|
||||
@WPlot@n : Snuffins the mouse is sick of being tormented by his rival,
|
||||
Oreo the cat. It's the player's job to help save Snuffins.
|
||||
Other than that, there isn't much. It's a big kitchen with
|
||||
kitchen-like things. :)
|
||||
~
|
||||
220 dj 0
|
||||
E
|
||||
theme~
|
||||
Imagine a huge, giant-sized kitchen, in which utensils are about as tall as
|
||||
the average man. Its complete with a fridge and oven to explore, counters, and
|
||||
even a mouse hole.
|
||||
~
|
||||
S
|
||||
#22001
|
||||
@WThe Open Doorway@n~
|
||||
@yThe gigantic door is, thankfully, already wide open. Smells wafting in from
|
||||
the north are highly @Gun@gpl@Gea@gsa@Gnt@y, and everything around is tremendous in size.
|
||||
The temperature is agreeable, though definitely on the @rwarm@y side. The cavernous
|
||||
room looks to be some sort of...@Wkitchen@y.@n
|
||||
~
|
||||
220 d 0
|
||||
D0
|
||||
@DTo the north, a large chair is pulled out from under a table. @n
|
||||
~
|
||||
~
|
||||
0 0 22002
|
||||
S
|
||||
#22002
|
||||
@WBeneath the Big Chair@w~
|
||||
@yA gigantic chair with black, @Dsteel legs @ystands here. It is pulled away from
|
||||
the table slightly, and you can hardly see over the @cpale blue @ycushion. A
|
||||
refrigerator is visible to the east, as well as an enormous table to the north.
|
||||
Also, ominous clouds of dust seem to stir, almost as if they were alive...@m
|
||||
~
|
||||
220 d 0
|
||||
D0
|
||||
@DNothing can be made out in the darkness under the table to the north. @n
|
||||
~
|
||||
~
|
||||
0 0 22003
|
||||
D1
|
||||
@DThe fridge door to the east is pulled open. @n
|
||||
~
|
||||
~
|
||||
0 0 22010
|
||||
D2
|
||||
@DA doorway lies to the south. @n
|
||||
~
|
||||
~
|
||||
0 0 22001
|
||||
D3
|
||||
@DA phone has fallen off the hook to the west. @n
|
||||
~
|
||||
~
|
||||
0 0 22009
|
||||
D4
|
||||
@DRivets on the chair's legs are great for climbing down, but the height is
|
||||
staggering! @n
|
||||
~
|
||||
~
|
||||
0 0 22011
|
||||
E
|
||||
steel legs~
|
||||
There are colossal nailheads riveted into each of the four legs. If one was
|
||||
very, very careful, it looks as though he might be able to climb up...
|
||||
~
|
||||
S
|
||||
#22003
|
||||
@WUnderneath the Table@w~
|
||||
@yLooking up, the kitchen table forms a ceiling high above. It blocks all
|
||||
light, and even with a lantern, the strange shadows lurking about are scarcely
|
||||
visible. Whispers seem to come from all directions, while clouds of dust dance
|
||||
noxiously by. To the east, the oven door is left open. It looks like an easy
|
||||
climb from here.
|
||||
~
|
||||
220 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 22004
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 22008
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 22002
|
||||
S
|
||||
#22004
|
||||
@WOutside the Mouse Hole@w~
|
||||
@yAn over-sized mousetrap with a piece of @yrotted @Ycheese@y sits just outside a
|
||||
large hole about as tall as a human man. A tiny @wg@yl@Yo@Ww@y is coming from the inside,
|
||||
though it is impossible to make anything out. To the west, a monstrous looking
|
||||
cat watches the space you occupy intently, as if it were waiting for something
|
||||
or someone to appear.
|
||||
~
|
||||
220 d 0
|
||||
D0
|
||||
There is a flame dancing inside, but nothing else is visible.
|
||||
~
|
||||
~
|
||||
0 0 22005
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 22007
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 22003
|
||||
D3
|
||||
A large cat prowls, guarding its space.
|
||||
~
|
||||
~
|
||||
0 0 22006
|
||||
S
|
||||
#22005
|
||||
@WSnuffins' Dwelling@n~
|
||||
@yEverything inside is, refreshingly, average-sized. A spartan twin bed
|
||||
covered in thick blankets is pushed to the side, while a large, cherrywood desk
|
||||
dominates most of the room. Candles burning atop it give off an aesthetic
|
||||
vanilla scent and just enough heat to keep the room at a comfortable
|
||||
temperature. One of the walls is decorated with family @Dphotos @yportraying a
|
||||
happy group of mice. The presence of numerous @Wbooks@y, @Ymaps @yand @gglobes @yhints at a
|
||||
person who enjoys travel.@n
|
||||
~
|
||||
220 de 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 22004
|
||||
E
|
||||
maps globes~
|
||||
Several different-size globes sit around the room, and maps are spread out
|
||||
in various places. Comically large thumbtacks are placed on random locations
|
||||
over the world. Cities like @CVe@cni@Cce@n, @RNe@Ww Yo@Brk@n, @yR@Yom@ye@n and @GTo@gky@Go@n are circled in
|
||||
bold @Rred@n.
|
||||
~
|
||||
E
|
||||
photos walls pictures~
|
||||
A happy mouse family is depicted in the many pictures along the walls. One
|
||||
of the most @Ceye-catching@n is the image of a young mouse at a theme park,
|
||||
wearing what looks to be a set of plastic @yhuman ears@n over his head.
|
||||
@WStr@wan@Dge@n...
|
||||
~
|
||||
E
|
||||
desk~
|
||||
This desk is cluttered with paperwads and chewed-up pens. A thick book is
|
||||
pulled open, and looks to be a kind of @Ddiary@n.
|
||||
~
|
||||
E
|
||||
diary~
|
||||
@WDay @W39 : @n@n I am trapped. My punishment for leaving home so early to
|
||||
travel the world has come back to bite me in the butt. I had only planned to
|
||||
stay in this place for a night, merely to rest before I continued my journey,
|
||||
but it seems as if I've met my match in the devilcat named @DO@Wre@Do@n.
|
||||
~
|
||||
E
|
||||
books~
|
||||
The books laying around are all thick and ancient looking. Upon closer
|
||||
inspection, it seems like they're all books on history or geography. There are
|
||||
several atlases, as well.
|
||||
~
|
||||
S
|
||||
#22006
|
||||
@WThe Cat Corner@n~
|
||||
@yThis corner of the kitchen is littered with tell-tale furballs and pieces of
|
||||
kitty kibble. A plush @rred @Rcushion @ylays in the furthest corner of the room, and
|
||||
a collection of multi-colored jingle balls and squeaky toys are scattered around
|
||||
it. A food-and-water bowl lies empty, @Gmold @ycreeping over it.@n
|
||||
~
|
||||
220 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 22004
|
||||
E
|
||||
pendant collar~
|
||||
The name @DO@WRE@DO@n is engraved into a silver pendant.
|
||||
~
|
||||
S
|
||||
#22007
|
||||
@WThe Back Door@n~
|
||||
@yThe dust settled on the ground here is thick, so much that you can see deep
|
||||
paw prints smudged into the layer of muck. Pieces of kitty kibble are thrown
|
||||
randomly, and a ray of @Yl@yi@wg@ch@Ct@y falls curiously over this spot. A mousehole is
|
||||
nearby to the west. Paint peels off the door, which is blocked by a heavy
|
||||
@Dpackage@y.@n
|
||||
~
|
||||
220 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 22008
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 22004
|
||||
E
|
||||
package~
|
||||
@RKrazy @BKitty @GKibble@c, for the @CKrazy@c in your Kitty@n
|
||||
~
|
||||
S
|
||||
#22008
|
||||
@WOn the Oven Door@n~
|
||||
@yThe oven door has been left open, and bits of @Dfilth @ycrawl along the steel.
|
||||
An unpleasant smell fills the stuffy air, and heat waves blow in from the east.
|
||||
A string of @Rspaghetti @yis dangling from the top of the oven. @GGross!@n
|
||||
~
|
||||
220 d 0
|
||||
D0
|
||||
@DPaw prints mar the layer of dust to the north. @n
|
||||
~
|
||||
~
|
||||
0 0 22007
|
||||
D1
|
||||
@DGlowing bars pulse ominously to the east. @n
|
||||
~
|
||||
~
|
||||
0 0 22012
|
||||
D2
|
||||
@DThe fridge door is open to the south. @n
|
||||
~
|
||||
~
|
||||
0 0 22010
|
||||
D3
|
||||
@DDark dust clouds curl underneath the table to the west. @n
|
||||
~
|
||||
~
|
||||
0 0 22003
|
||||
D4
|
||||
@DA spaghetti noodle leads upwards. @n
|
||||
~
|
||||
~
|
||||
0 0 22021
|
||||
E
|
||||
spaghetti string~
|
||||
A wet spaghetti noodle swings back and forth. It is pretty thick, and
|
||||
doesn't look like it would break easily. Maybe it could be climbed...
|
||||
~
|
||||
S
|
||||
#22009
|
||||
@WThe Phone@n~
|
||||
@yA tremendous phone seems to have fallen off the hook, and rests here on its
|
||||
side. The buttons are huge, each one as big as your head. A dial tone blares
|
||||
from one of the speakers, and a @RPOWER@y light blinks angrily. The @Wcord@y is very
|
||||
thick and spirals upward.@n
|
||||
~
|
||||
220 0 0
|
||||
D1
|
||||
@DTo the east, a large chair is pulled out from under a table. @n
|
||||
~
|
||||
~
|
||||
0 0 22002
|
||||
D4
|
||||
@DThe phone cord looks climbable. @n
|
||||
~
|
||||
~
|
||||
0 0 22013
|
||||
E
|
||||
cord~
|
||||
The pale @Wwhite@n cord is thick and springy. If a person grabbed on, he
|
||||
could probably climb it fairly high.
|
||||
~
|
||||
S
|
||||
#22010
|
||||
@WBefore the Fridge@w~
|
||||
@yMultiple @Dsticky notes @yand pictures are posted on the outside of the fridge
|
||||
door. It is cracked open, making it easy to see inside and climb up the racks
|
||||
on the inside of it. The smell of rotten food is thick and choking. A
|
||||
lightbulb high above you flickers incessantly, and there is some mumbling coming
|
||||
from up high.@n
|
||||
~
|
||||
220 d 0
|
||||
D0
|
||||
@DA burning smell wafts in from the north. @n
|
||||
~
|
||||
~
|
||||
0 0 22008
|
||||
D3
|
||||
@DA kitchen chair is pulled out from the table. @n
|
||||
~
|
||||
~
|
||||
0 0 22002
|
||||
D4
|
||||
@DStrange mumbling noises are coming from way up high... @n
|
||||
~
|
||||
~
|
||||
0 0 22017
|
||||
E
|
||||
photos~
|
||||
An autographed photo of @MBritney @CSpears@n reads @WTo Hank, love Britney
|
||||
xoxo@n.
|
||||
~
|
||||
E
|
||||
sticky notes~
|
||||
A sticky note tacked onto the fridge reads @WDon't forget to take the cat
|
||||
out. Call mouse exterminator when you get home@n. Weird.
|
||||
~
|
||||
S
|
||||
#22011
|
||||
@WPile of Boxes@n~
|
||||
@yA pile of @Bmail @ypostmarked ages ago sits on the @cpale blue @ychair cushion. The
|
||||
packages are tall, brown and lumpy. The way they are situated seems ideal for
|
||||
climbing. The side of the cushion is torn, and fluff spills out of it.@n
|
||||
~
|
||||
220 d 0
|
||||
D0
|
||||
@DThe kitchen table is just a leap away. @n
|
||||
~
|
||||
~
|
||||
0 0 22025
|
||||
D5
|
||||
@DRivets on the chair's legs are great for climbing down, but the height is
|
||||
staggering! @n
|
||||
~
|
||||
~
|
||||
0 0 22002
|
||||
E
|
||||
packages mail~
|
||||
The lumpy, brown packages have angry, red circles surrounding the addresses.
|
||||
One has @BHappy Birthday @WHank@n written on it.
|
||||
~
|
||||
S
|
||||
#22012
|
||||
@RInside the Oven@n~
|
||||
@yIt feels like a sauna in here! The temperature is uncomfortably @Rhot@y and
|
||||
@Rhumid@y, and heat waves @Db@wl@Wu@Dr@y your vision slightly. Thick layers of oven @Dscum@y,
|
||||
@ggrease@y and ancient @Gfood@y ingredients coat all four walls. To the back, pulsing
|
||||
heat rods glow a @Rvibrant @Yorange @ycolor, dimly lighting the oven. Steel beams
|
||||
form a baking rack above.@n
|
||||
~
|
||||
220 d 0
|
||||
D3
|
||||
@DTo the west, the oven door lies open. @n
|
||||
~
|
||||
~
|
||||
0 0 22008
|
||||
S
|
||||
#22013
|
||||
@WOn the Counter@n~
|
||||
@yThe counterspace here is mostly taken up by a large, spiral datebook that is
|
||||
flipped open to a random @Dpage@y. A tall @Dpen@y is leaned precariously against one of
|
||||
the walls, though beads of ink stream down it sides. The corners of the counter
|
||||
are crawling with dust and spiderwebs.@n
|
||||
~
|
||||
220 d 0
|
||||
D0
|
||||
@DChopped vegetables are piled to the north. @n
|
||||
~
|
||||
~
|
||||
0 0 22014
|
||||
D5
|
||||
@DThe thick phone cord provide means of going down. @n
|
||||
~
|
||||
~
|
||||
0 0 22009
|
||||
E
|
||||
pen~
|
||||
Visible through the rivulets of ink dripping down, the words @WHank's Auto
|
||||
Repair@n are painted onto the pen in small caps.
|
||||
~
|
||||
E
|
||||
page datebook book spiral~
|
||||
A scribbled message reminds whoever it was meant for to take out the cat-
|
||||
but the date it is written on was at least two years ago!
|
||||
~
|
||||
S
|
||||
#22014
|
||||
@WChopped Vegetables@n~
|
||||
@yThis place has an enormous cutting board, at least a foot high off the
|
||||
counter. A rather terrifying @DChef's knife@y is sunk halfway into a rotted @Rtomato@y,
|
||||
and carrot slices are piled into a tower on the corner of the cutting board.
|
||||
The stench from other @gvegetables@y make the area smell terrible. Looking @Ddown@y, a
|
||||
kitchen drawer is slightly cracked open.@n
|
||||
~
|
||||
220 d 0
|
||||
D0
|
||||
@DThere is a sink in the north. @n
|
||||
~
|
||||
~
|
||||
0 0 22015
|
||||
D2
|
||||
@DA large spiral notebook is sitting to the south. @n
|
||||
~
|
||||
~
|
||||
0 0 22013
|
||||
D5
|
||||
@DThe kitchen drawer is cracked open, and a person could probably squeeze into
|
||||
it. @n
|
||||
~
|
||||
~
|
||||
0 0 22016
|
||||
E
|
||||
other vegetables~
|
||||
@gMoldy@n bits of celery, piles of cheese gone bad and stinking potato
|
||||
slices appear to have been sitting for ages. They're hardly recognizable!
|
||||
~
|
||||
E
|
||||
chef knife~
|
||||
This gigantic @DChef's knife@n is covered in rust and cobwebs.
|
||||
~
|
||||
S
|
||||
#22015
|
||||
@WThe Sink@n~
|
||||
@yThe sink is filled halfway with smelly water. Capsized boats, plastic forks,
|
||||
spoons and thin saucers float around on the surface. There are metal utensils
|
||||
sunk to the bottom, though they are covered in @Ggreen @gmold@y. Unrecognizable
|
||||
chunks of food are also drifting past.@n
|
||||
~
|
||||
220 d 6
|
||||
D2
|
||||
@DA big cutting board lies to the south. @n
|
||||
~
|
||||
~
|
||||
0 0 22014
|
||||
S
|
||||
#22016
|
||||
@WInside of a Drawer@n~
|
||||
@yThis kitchen drawer has all the utensils. Heavy metal forks, knives and
|
||||
spoons are organized into a plastic brown tray. It smells musty, like it hasn't
|
||||
been aired out in a long time. Cobwebs are forming over the various utensils,
|
||||
and dust is building in the darker corners.@n
|
||||
~
|
||||
220 ad 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 22014
|
||||
S
|
||||
#22017
|
||||
@WInside the Fridge@w~
|
||||
@yA gallon-sized jug of @Wmilk@y dominates this space, though there are a bunch of
|
||||
boxes and jars in the space surrounding it. The colorful labels resemble towers
|
||||
to form a kind of city around the milk, with a main 'road' leading east to what
|
||||
lay behind. A jar of mustard has been knocked over and left as it is, so some
|
||||
places are @Ggreen @ywhere there should be @Yyellow@y.@n
|
||||
~
|
||||
220 d 0
|
||||
D1
|
||||
@cA shadow cast by something behind the milk is moving... @n
|
||||
~
|
||||
~
|
||||
0 0 22018
|
||||
D4
|
||||
@DA chill jet of air is coming from above. @n
|
||||
~
|
||||
~
|
||||
0 0 22019
|
||||
D5
|
||||
@cThe trip back to the kitchen floor isn't a long one. @n
|
||||
~
|
||||
~
|
||||
0 0 22010
|
||||
E
|
||||
milk~
|
||||
Curiously, there seem to be creatures moving about inside the milk jug.
|
||||
Odd sounds are coming from it. Better keep away...
|
||||
~
|
||||
S
|
||||
#22018
|
||||
@WBehind the Milk@w~
|
||||
@yEverything just stops, and this area is mostly empty except for an upturned
|
||||
@Dlid@y in the corner. The flickering lightbulb is here, making the room warm and
|
||||
@Wblindingly @Ybright@y. A strong smell of generic @Ccleaner @ylingers in the air, much
|
||||
like a hospital.@n
|
||||
~
|
||||
220 de 0
|
||||
D3
|
||||
@DA city made out of pasta boxes, baking soda boxes and jelly jars lies west.
|
||||
@n
|
||||
~
|
||||
~
|
||||
0 0 22017
|
||||
E
|
||||
lid~
|
||||
The tin lid reads @BCreamy@W-@BBrand @WMayo! @n A gray growth is forming on
|
||||
the rim.
|
||||
~
|
||||
S
|
||||
#22019
|
||||
@WThe @WF@Cr@ce@we@Dz@Ce@Wr@n~
|
||||
@yThis first part of the freezer is empty, for the most part. A thick layer of
|
||||
soft, spongey ice coats the floor and walls around you. Ominous tracks lead to
|
||||
the east, and you can hear a maddening @c-@Cdrip@c-@Wdrip@c-@Cdrip@c- @ysound coming from there.
|
||||
A half-eaten @Mpopsicle @ylies covered in torn wrapping to the side, a fine layer of
|
||||
ice crawling over it.@n
|
||||
~
|
||||
220 d 0
|
||||
D1
|
||||
@DFrosty, cryptic mists creep and crawl, almost as though they're reaching out
|
||||
to you... @n
|
||||
~
|
||||
~
|
||||
0 0 22020
|
||||
D5
|
||||
@DThe fridge is below. @n
|
||||
~
|
||||
~
|
||||
0 0 22017
|
||||
S
|
||||
#22020
|
||||
@WLair of the @CIce@Dm@Bo@Dn@Bs@Dt@Be@Dr@n~
|
||||
@yThe temperature is freezing, and even the icicles around you seem to shiver
|
||||
amidst the cold. @DBoxes @yof frozen dinners long past their expiration date are
|
||||
piled about, and an @Cice rack @ysits against one ice-covered wall. The floor is
|
||||
dangerously slippery here, as a something liquid is leaking from the frosted
|
||||
ceiling high above. A large bulb toward the back spreads plenty of @Ylight@y.@n
|
||||
~
|
||||
220 d 0
|
||||
D3
|
||||
@DA @Mpopsicle @Dlies to the west.
|
||||
@n
|
||||
~
|
||||
~
|
||||
0 0 22019
|
||||
E
|
||||
icerack rack~
|
||||
Huge cubes of ice fill in the squares of a @mpurple@n icerack. They're big
|
||||
enough to stand on or make cool ice sculptures out of.
|
||||
~
|
||||
E
|
||||
boxes frozen dinners~
|
||||
Boxes of frozen deserts, kids' meals and microwaveable lasagna form colorful
|
||||
towers. The expiration dates seem to all have been at least a year ago,
|
||||
sometimes more! The tempting pictures of a gigantic @Dfudge @ybrownie@n sure
|
||||
look tempting, though.
|
||||
~
|
||||
E
|
||||
liquid ceiling~
|
||||
Something up there is probably broken, because a steady drip of liquid is
|
||||
splattering onto the ground below and freezing almost immediately. As a
|
||||
result, a frozen stalactite from the ceiling reaches down to a stalagmite
|
||||
building on the floor.
|
||||
~
|
||||
S
|
||||
#22021
|
||||
@WOn Top of the Stove: @RFirst Burner@n~
|
||||
@yA vast stove stretches out to the north and east. A coil is here, though it
|
||||
is rusted over and probably hasn't been used a long while. The steel top of the
|
||||
stove is coated in @Dgrime@y.@n
|
||||
~
|
||||
220 d 0
|
||||
D0
|
||||
@DAnother burner lies to the north. @n
|
||||
~
|
||||
~
|
||||
0 0 22024
|
||||
D1
|
||||
@DThere is a faint @Rglow @Dto the east. @n
|
||||
~
|
||||
~
|
||||
0 0 22022
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 22008
|
||||
S
|
||||
#22022
|
||||
@WOn Top of the Stove: @RSecond Burner@n~
|
||||
@RWhoa!! @yA glowing coil is here, so hot that it is almost melting in some
|
||||
places. Someone probably forgot to turn this burner off. The heat is
|
||||
completely overwhelming, and the air is very stuffy. Thick spots of grossly
|
||||
cooked grime bubble close to the coil.@n
|
||||
~
|
||||
220 d 0
|
||||
D0
|
||||
@DLooks like another burner to the north. @n
|
||||
~
|
||||
~
|
||||
0 0 22023
|
||||
D3
|
||||
@DA trail of blackened spaghetti sauce leads west. @n
|
||||
~
|
||||
~
|
||||
0 0 22021
|
||||
S
|
||||
T 22004
|
||||
#22023
|
||||
@WOn Top of the Stove: @RThird Burner@n~
|
||||
@yRust crawls over an unused metal coil. This one is smaller than the rest and
|
||||
surrounded by thick layers of stove scum and grime. Chunks of molded food have
|
||||
fallen beneath the coil, and a nasty smell pollutes the stuffy air here.@n
|
||||
~
|
||||
220 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 22022
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 22024
|
||||
S
|
||||
#22024
|
||||
@WOn Top of the Stove: @RFourth Burner@n~
|
||||
@yA @rrusted@y metal pot is sitting on the burner here. Thick, stinking liquid
|
||||
spills over the edge of the pot in @Gch@gu@Gnks@y, and the lid has fallen off. There
|
||||
are noises coming from within, strange, wet-sounding @Gglop@y-@gglop@y-@Dglops@y. The smell
|
||||
in this area is rank and overpowering.@n
|
||||
~
|
||||
220 d 0
|
||||
D1
|
||||
@DA burner is visible to the east. @n
|
||||
~
|
||||
~
|
||||
0 0 22023
|
||||
D2
|
||||
@DA trail of blackened spaghetti sauce leads south. @n
|
||||
~
|
||||
~
|
||||
0 0 22021
|
||||
S
|
||||
#22025
|
||||
@WOn Top of the Table@n~
|
||||
@yThe table is covered in a thick layer of dust and crumbs. It was set for
|
||||
@Ddinner@y, but most of the @Dfood@y has decayed or been eaten, probably by the ants
|
||||
that are crawling everywhere. The view from here is pretty nice- you can see
|
||||
the fridge, stove and even a fluffy cat in the corner.@n
|
||||
~
|
||||
220 d 0
|
||||
D2
|
||||
@DA pile of boxes is just a leap away. @n
|
||||
~
|
||||
~
|
||||
0 0 22011
|
||||
E
|
||||
ants~
|
||||
A colony of ants appears to be feeding from this spot. The large creatures
|
||||
are all walking in strict, complex lines that lead on and off the table, to
|
||||
some unknown location.
|
||||
~
|
||||
E
|
||||
dinner set food~
|
||||
A mold-filled cup sits next to a plate, which is covered in spiderwebs and
|
||||
ants. The forks and knives sitting around it are completely rusted over.
|
||||
~
|
||||
S
|
||||
$~
|
||||
1386
lib/world/wld/232.wld
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1386
lib/world/wld/232.wld
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Load Diff
1643
lib/world/wld/233.wld
Normal file
1643
lib/world/wld/233.wld
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File diff suppressed because it is too large
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1508
lib/world/wld/234.wld
Normal file
1508
lib/world/wld/234.wld
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File diff suppressed because it is too large
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1506
lib/world/wld/235.wld
Normal file
1506
lib/world/wld/235.wld
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File diff suppressed because it is too large
Load Diff
1936
lib/world/wld/236.wld
Normal file
1936
lib/world/wld/236.wld
Normal file
File diff suppressed because it is too large
Load Diff
579
lib/world/wld/237.wld
Normal file
579
lib/world/wld/237.wld
Normal file
@@ -0,0 +1,579 @@
|
||||
#23700
|
||||
On a well used road in the mountains.~
|
||||
The twenty feet wide road is narrowed in from a deep fall to your west, and
|
||||
a steep climb to your east. The road clings to the mountain as if it was
|
||||
afraid to fall to the depths beyond its edge. There isn't much chance of that,
|
||||
however, since the road is being repaired whereever it is needed as soon as it
|
||||
is needed. The dwarves are interested in trade, and without roads there will
|
||||
be no trade. The road continues southward, while north of here you see a cave
|
||||
opening.
|
||||
~
|
||||
237 0 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23601
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 23701
|
||||
E
|
||||
view east~
|
||||
The view is excellent from uphere. You have a splendid view over the
|
||||
mountains, and you think they're sooo beautiful... They do, however get boring
|
||||
eventually.
|
||||
~
|
||||
E
|
||||
credits info~
|
||||
This zone has been thought out, and implemented by Welcor of Cruelworld Mud.
|
||||
Builder : Welcor
|
||||
Zone : 237 Dwarven Trade Route
|
||||
Began : 1998
|
||||
Player Level : 10-14
|
||||
Rooms : 29
|
||||
Mobs : 12
|
||||
Objects : 20
|
||||
Shops : 0
|
||||
Triggers : 11
|
||||
Theme :
|
||||
Plot :
|
||||
Links : 24, 26, 29
|
||||
|
||||
Zone 237 is linked to the following zones:
|
||||
236 Aldin at 23700 (north) ---> 23601
|
||||
~
|
||||
S
|
||||
#23701
|
||||
On a well used road through the mountains~
|
||||
You're walking along on a paved road, leading from south to north. To your
|
||||
east a steep mountainside blocks any view, while to the west a just as steep
|
||||
drop leads into certain death. The road is quite wide and heavily used by
|
||||
carridges, soldiers and the occasional road worker. North from here you see
|
||||
some sort of opening in the mountain.
|
||||
~
|
||||
237 0 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23700
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 23702
|
||||
S
|
||||
#23702
|
||||
On a well used road through the mountains~
|
||||
The paved road turns west and north here. A humongous boulder has fallen
|
||||
down on what was once the road just south of here. The road has been
|
||||
reconstructed, leading around the boulder. A vertical rock wall to your east
|
||||
keeps you from going that way. However a set of steps has been hacked into the
|
||||
stone of the boulder to the south, allowing you to get to the small wooden
|
||||
building on top of it.
|
||||
~
|
||||
237 0 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23701
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 23703
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 23708
|
||||
S
|
||||
#23703
|
||||
At a turn on the paved road in the mountains.~
|
||||
You're on the edge of a five hundred feet drop. The road you're standing on
|
||||
leads east and south from here. It is about fifteen feet wide here, but just
|
||||
north and est of here there is nothing, except empty air. To your southeast
|
||||
you see the reason for going so near the edge; A colossal rock has once tumbled
|
||||
down the mountain, and hit the road where it lay once - close to the side of
|
||||
the mountain.
|
||||
~
|
||||
237 0 5
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 23702
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 23704
|
||||
S
|
||||
#23704
|
||||
A well used road near certain death.~
|
||||
The road leads north and south from here. To your east a colossal rock has
|
||||
dropped where the road once were. This part of the road has been made around
|
||||
it, and is therefore a little narrower. This also means you are walking
|
||||
dangerously close to the edge of a cliff, several hundred feet high.
|
||||
~
|
||||
237 p 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23703
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 23705
|
||||
S
|
||||
#23705
|
||||
At a turn on the paved road through the mountains.~
|
||||
You are at the edge of certain death! South and west of where you're
|
||||
standing, the road ends abruptly. The cobbles have been put very close to the
|
||||
edge - so close in fact, that if you were to walk on the outer stones, you
|
||||
would surely fall to your death if you slipped. To your northeast you see an
|
||||
enourmous boulder, about the size of a house which totally blocks the road
|
||||
where it once were, near the side of the cliff. The road continues north and
|
||||
east around the boulder.
|
||||
~
|
||||
237 p 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23704
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 23706
|
||||
S
|
||||
#23706
|
||||
Before the enormous boulder on the road.~
|
||||
The road here turns sharply west and south here. I haven't always doen so,
|
||||
though, as it's obvious it continued straight north from here once. However a
|
||||
large boulder, the size of a large house, has fallen onto hte road just north
|
||||
of here, totally obstructing the path. It seems the dwarves has decided to
|
||||
make the road go around the boulder rather than to take it apart. On the top
|
||||
of the boulder you can see a small wooden building, which seem to house some
|
||||
kind of lookout post. The rockface to both north and east is smooth, and
|
||||
cannot be climbed here, though.
|
||||
~
|
||||
237 p 5
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 23709
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 23705
|
||||
S
|
||||
#23707
|
||||
In the lookouts cabin~
|
||||
What a splendid view. From here you see most of the road as it twists
|
||||
toward you from the south. Only small bits of it is hidden by protruding
|
||||
shelves, or an occasional turn eastwards. This is where the dwarven lookout is
|
||||
doing just that, keeping an eye out for orc raiding parties, or others trying
|
||||
to invade the city of the dwarves. Not only does the lookout have a good view.
|
||||
He alos has some switches on the northern wall of the cabin. From what you can
|
||||
decpiher of the labels, they set off different traps on the road below.
|
||||
~
|
||||
237 d 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 23708
|
||||
E
|
||||
switches north traps label labels~
|
||||
The traps include - or so you guess from the labels - the following:
|
||||
Handle one: Logs falling onto the road just before the boulder.
|
||||
Handle two: Rockslide further down the road.
|
||||
Handle three - this one has been locked in with a large padlock :
|
||||
A piece of the road just west of the lookout post falls to the valley below.
|
||||
|
||||
A thick length of rope leads from the handles out through the north wall.
|
||||
They are probably connecting to the traps.
|
||||
You feel tempted to pull a handle!!!
|
||||
~
|
||||
S
|
||||
#23708
|
||||
On the stone stairs.~
|
||||
These steps have been made for dwarven hands and feet, and you are slipping
|
||||
several times. As you raise your eyes, you see the small wooden cabin, the
|
||||
dwarves has built on top of the boulder. Just below you, the road is ready to
|
||||
accept the offer of your falling body, should you slip.
|
||||
~
|
||||
237 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 23707
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 23702
|
||||
S
|
||||
#23709
|
||||
On a road in the mountains.~
|
||||
The road you are walking on is quite steep. The carridges that pass you
|
||||
once in a while, have great difficulty going northwards, because of the slope.
|
||||
To your east a smooth stone wall blocks any movement, while to your west a just
|
||||
as smooth fall lets you move very fast - for a short while. High on the
|
||||
eastern cliffwall, some logs have been fastened with boards and a thick rope
|
||||
leads northward from here. You hope noone pulls the rope while you're standing
|
||||
here.
|
||||
~
|
||||
237 p 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23706
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 23710
|
||||
S
|
||||
#23710
|
||||
On a road in the mountains.~
|
||||
The road has started getting steeper. You are walking on a paved road in a
|
||||
montain area - This can only be dwarf work. And it is, of course. The road has
|
||||
obviously been built to facilitate trade between the dwarves and the men of the
|
||||
realm. Also it has been built to keep those not welcome to the dwarves out.
|
||||
Several rocks has been set behind a plank high on the smooth rock wall to your
|
||||
east. A thick rope leads northwards, so whoever pulls the rope starts a
|
||||
rockslide onto YOU! And you can't even escape westwards, without falling a
|
||||
hundred feet to the valley below. You'd better move on, north ar south from
|
||||
here.
|
||||
~
|
||||
237 p 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23709
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 23711
|
||||
S
|
||||
#23711
|
||||
On a road in the mountains.~
|
||||
You are walking a along a paved road through the mountains. The road leads
|
||||
north and south from here, and rises somewhat to the north. East of here a
|
||||
smooth rock wall blocks any access, while west the road stops at the edge of
|
||||
the shelf along the mountain, letting you fall several hundred feet to the
|
||||
bottom, should you go outthere.
|
||||
~
|
||||
237 p 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23710
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 23712
|
||||
S
|
||||
#23712
|
||||
On a road in the mountains.~
|
||||
You are walking a along a paved road through the mountains. The road leads
|
||||
north and south from here, and rises somewhat to the north. East of here a
|
||||
smooth rock wall blocks any access, while west the road stops at the edge of
|
||||
the shelf along the mountain, letting you fall several hundred feet to the
|
||||
bottom, should you go outthere. South of here a promontory from the main
|
||||
mountain makes the road turn.
|
||||
~
|
||||
237 p 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23711
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 23713
|
||||
S
|
||||
#23713
|
||||
On a road passing the promontory.~
|
||||
You are walking a along a paved road through the mountains. The road goes
|
||||
around a promontory just east of here, while letting you fall to your death if
|
||||
you step one step off the ledge south or west of here. This also means that
|
||||
you can go into the foothills of the promontory, by leaving east or continue
|
||||
into the mountains by going north.
|
||||
~
|
||||
237 p 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23712
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 23715
|
||||
S
|
||||
#23715
|
||||
On a road high in the mountains.~
|
||||
The road continues from the foothills to the east along the rockface of the
|
||||
promontory to your north towards a turn west of here. South of here the view is
|
||||
magnificent. The road has climbed above the foothils below you and you can see
|
||||
as far as the eastern highway, where it twists through the fields and forests.
|
||||
You figure you must be high indeed as you know the distance to be nearly a days
|
||||
travel. The well-tended road is impossible close to the edge here, and you
|
||||
watch your step carefully, so as to not fall from the ledge.
|
||||
~
|
||||
237 p 5
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 23716
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 23713
|
||||
S
|
||||
#23716
|
||||
On a road ascending the mountains.~
|
||||
The road here looks impossibly steep, but when you start walking it, the
|
||||
cobbles have been put at just the right angle for you to walk rather
|
||||
comfortably, while making the horses' hooves get a grip too. It leads east and
|
||||
west from here, rising sharply to the west, and falling just as sharply to the
|
||||
east from here. All thoughts of leaving the path are forgotten as you look
|
||||
over the southern edge into a deep valley and north a blank rock wall blocks
|
||||
your progress. The road is obviously the only way ahead.
|
||||
~
|
||||
237 p 5
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 23717
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 23715
|
||||
S
|
||||
#23717
|
||||
Above the foothills.~
|
||||
You're at the beginning of the mountains. South of here the road winds
|
||||
through foothills, while to the west it rises sharply and follows the side of
|
||||
the cliff. The path once continued east too, but that path has been buried by
|
||||
a landslide. Though the way looks unstable and dangerous, it should still be
|
||||
passable. The road itself has been seen to recently, and not a single stone is
|
||||
out of place.
|
||||
~
|
||||
237 p 5
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 23725
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 23718
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 23716
|
||||
S
|
||||
#23718
|
||||
On a paved road through foothills~
|
||||
You are walking along a paved road, with granite slabs the size of your
|
||||
chest laid down side by side over the hills, that seem to grow steadily to the
|
||||
north. The road is well-tended, not a single bit of grass peeks out from the
|
||||
cracks. The road leads north and south here, and being the only interesting
|
||||
thing around here, you decide to stick to it.
|
||||
~
|
||||
237 p 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23717
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 23719
|
||||
S
|
||||
#23719
|
||||
On a paved road through foothills~
|
||||
The craftmanship of this road is very nice. Someone must be tending this
|
||||
road regularly, or it would wither in these surroundings. The foothills show
|
||||
all the signs of decomposition and breakdown caused by frostbite. The road is
|
||||
free from that and also cleared of leaves and large rocks. The Dwarves have
|
||||
long ago learned to be meticulous about their work, making a name in the stone
|
||||
and steel business. You decide to stay on the north and south leading road,
|
||||
while watching the scenery around from a distance.
|
||||
~
|
||||
237 p 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23718
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 23720
|
||||
S
|
||||
#23720
|
||||
On a paved road through low foothills~
|
||||
The road leads over small foothills north and south from here, letting you
|
||||
cross from the forested area to your south and towards the timber line. The
|
||||
road is rising slightly towards the north, heading into the mountain range you
|
||||
can see to your far north. The road leaves no doubt about its origin, made
|
||||
from granite, and tended beyond belief, it's a masterpiece in itself.
|
||||
~
|
||||
237 p 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23719
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 23721
|
||||
S
|
||||
#23721
|
||||
On a paved road through low foothills~
|
||||
The paved road you're currently on continues south and north from here.
|
||||
Far in the distance to your north you see the granite slabs cut a path through
|
||||
the green grass of the foothills before ascending the mountains, while to the
|
||||
south it continues over a hill toward the eastern highway. The road itself is
|
||||
an exhibition of engineering in itself. Totally smooth, and perfectly
|
||||
straight. Just what any dwarf would want to show off with.
|
||||
~
|
||||
237 p 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23720
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 23722
|
||||
S
|
||||
#23722
|
||||
On a paved road through low foothills~
|
||||
The hill you are standing on is but the first of many foothills on the path
|
||||
north of here. South of here however, the road leads through open, flat
|
||||
grassland towards the Eastern highway. If you focus hard, you are able to see
|
||||
the T-crossing where the trade route meets the Highway. The granite road feels
|
||||
comfortably smooth to walk on, so you are certain the hills to your north are
|
||||
easily crossed with this kind of foundation.
|
||||
~
|
||||
237 p 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23721
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 23723
|
||||
S
|
||||
#23723
|
||||
On a paved road through grasslands.~
|
||||
The road stretches for miles and miles northward, but only few southward.
|
||||
Some hills just north of here block your view, but you are certain the road
|
||||
will continue in a just as straight line beyond this false horizon as it does
|
||||
southward, across the plains. The grasslands around you are unsafe, as several
|
||||
places quicksand is hidden under a thin layer of grass. After a short
|
||||
consideration you decide to stay on the road.
|
||||
~
|
||||
237 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23722
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 23724
|
||||
S
|
||||
#23724
|
||||
On a paved road through grasslands.~
|
||||
You take an extra look as you step out on this road. Obviously built and
|
||||
tended for by dwarves, the road is like nothing you have ever seen before.
|
||||
Granite slabs lined up so perfectly that not even a single straw of grass grows
|
||||
between any two slabs, and all smooth like a rock from the sea. And the road
|
||||
continues in a perfectly straight line north from here, towards the kingdom of
|
||||
the dwarves and the capital Aldin. The occasional trader comes here, and some
|
||||
hide a smile as they see your amazement. South of here the man-made eastern
|
||||
highway leads towards a city.
|
||||
~
|
||||
237 p 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23723
|
||||
S
|
||||
#23725
|
||||
Crossing the Landslide~
|
||||
The loose rock, gravel, and sand makes travelling extremely treacherous.
|
||||
Large boulders jut out erradicately between patches of sand loose gravel. The
|
||||
possibility of another landslide seems imminent. The landslide slopes
|
||||
downwards to the east. Leading towards a deep chasm. To the north the
|
||||
landslide rises steeply above you, looking almost impossible to climb.
|
||||
~
|
||||
237 c 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23727
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 23726
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 23717
|
||||
S
|
||||
#23726
|
||||
Crossing the Landslide~
|
||||
The remains of the landslide empty into a deep chasm further to the east.
|
||||
The sheer walls of granite from the chasm begin to block out portions of the
|
||||
sky. The further east you travel the deeper into the chasm you will be.
|
||||
~
|
||||
237 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 23725
|
||||
S
|
||||
#23727
|
||||
Climbing Up the Landslide~
|
||||
The perilous task of climbing up the landslide may actually be worth it.
|
||||
Just to the north, at the top, you can see some old ruins uncovered by the
|
||||
recent avalanche. Now if you can only find the footing to climb up to it.
|
||||
~
|
||||
237 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23728
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 23725
|
||||
S
|
||||
#23728
|
||||
Nearing the Top of the Landslide~
|
||||
From here you have an excellent view of the realm. You can catch a glimpse
|
||||
of a desert to the south, the city of Eldorado to the southeast. To the west
|
||||
you can vaguely catch glimpses of the plains through a jagged mountain range.
|
||||
North and east a fresh wind blows in off from the ocean.
|
||||
~
|
||||
237 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23729
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 23727
|
||||
S
|
||||
#23729
|
||||
The Top of the Landslide~
|
||||
Finally at the top. The loose rock, dirt, and sand has given way, revealing
|
||||
a strange doorway made of ancient stone. Strange symbols, almost worn away
|
||||
with age, decorate the door and walls. The door is cracked open slightly.
|
||||
Unidentifiable tracks, made from blood, lead down into the passageway
|
||||
~
|
||||
237 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 23728
|
||||
S
|
||||
$~
|
||||
1838
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1913
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1913
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lib/world/wld/246.wld
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lib/world/wld/247.wld
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1728
lib/world/wld/247.wld
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Load Diff
478
lib/world/wld/248.wld
Normal file
478
lib/world/wld/248.wld
Normal file
@@ -0,0 +1,478 @@
|
||||
#24800
|
||||
Gbetz's Zone Description Room ~
|
||||
The Elven Woods by Gbetz
|
||||
This is a new area, complete with shops, an elven forest, a reception area, and
|
||||
guilds... It can be used in place of the major town or as another one.
|
||||
Please enjoy,
|
||||
Gbetz@gargamel.asms.state.k12.al.us
|
||||
Builder : Gbetz
|
||||
Zone : 248 Elven Woods
|
||||
Began :
|
||||
Player Level : 15-17
|
||||
Rooms : 29
|
||||
Mobs : 10
|
||||
Objects : 23
|
||||
Shops : 5
|
||||
Links : 01s
|
||||
~
|
||||
248 j 0
|
||||
S
|
||||
#24801
|
||||
Entrance to the Elven Forest~
|
||||
Trees tower above you blocking the majority of light with their expanse
|
||||
canopies. A large steel reinforced wooden gate is set into a wall of wood logs
|
||||
just to the north.
|
||||
~
|
||||
248 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24802
|
||||
S
|
||||
#24802
|
||||
Guarded Path Through the Forest~
|
||||
The path runs straight through the forest from south to north. You feel
|
||||
yourself observed by someone. To the east you see a wooden door in a large
|
||||
tree, and to the west you see a rope hanging down from a tree.
|
||||
~
|
||||
248 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24807
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24803
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24801
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 24806
|
||||
S
|
||||
#24803
|
||||
A Guard Room~
|
||||
In the north-east corner of this dimly lit room stands a large round stone
|
||||
table. To the east and west you can see doors. The sound of footseps can be
|
||||
heard in the distance.
|
||||
~
|
||||
248 d 3
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24804
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24802
|
||||
S
|
||||
#24804
|
||||
A Guard Chief's Bedroom~
|
||||
This room is apparantly the chief of the elven guards bedroom. Decorations
|
||||
and awards line the walls. In a corner stands a large bed and there is a door
|
||||
to the west.
|
||||
~
|
||||
248 d 3
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24803
|
||||
S
|
||||
#24805
|
||||
A Cellar~
|
||||
The damp earthen cellar is relatively cool. Shelves line all the walls.
|
||||
Filled, almost to the point of collapse, with various dried foods and storage
|
||||
containers.
|
||||
~
|
||||
248 ad 3
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 24803
|
||||
S
|
||||
#24806
|
||||
On the Platform~
|
||||
You are standing on a wooden platform above the beginning of the elven
|
||||
forest. From here, above the tree tops, the town of Thewston is visible in the
|
||||
distance.
|
||||
~
|
||||
248 c 5
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 24802
|
||||
S
|
||||
#24807
|
||||
A Guarded Path Through the Forest~
|
||||
The path runs straight through the forest from south to north. The forest
|
||||
is in good condition and looks well kept. No dead branches or brush is visible
|
||||
between the trees.
|
||||
~
|
||||
248 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24808
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24802
|
||||
S
|
||||
#24808
|
||||
A Path Crossing~
|
||||
The path splits up into four here, one in every direction. In the middle of
|
||||
the crossing stands a gigantic stone obelisk with some runes engraved into it.
|
||||
|
||||
~
|
||||
248 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24809
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24807
|
||||
E
|
||||
runes obelisk stone~
|
||||
If you had been an old elven sage you might have known what the runes told,
|
||||
but you are not, so this means nothing to you....
|
||||
~
|
||||
S
|
||||
#24809
|
||||
A Fine Path Through the Elven Forest~
|
||||
On both sides of this path is doors. Over the eastern door is a sign
|
||||
telling you this must be the weapon shop, and over the western door is a
|
||||
similar sign telling you it's the armoury.
|
||||
~
|
||||
248 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24812
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24810
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24808
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24811
|
||||
S
|
||||
#24810
|
||||
The Elven Armoury~
|
||||
On the walls of this large room are fine elven armours hanging. A few other
|
||||
odds and ends lay about that are required for the bending and pounding of the
|
||||
armour.
|
||||
~
|
||||
248 d 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24809
|
||||
S
|
||||
#24811
|
||||
The Elven Weaponry~
|
||||
On the counter and upon the walls hang fine weapons of elven quality. In
|
||||
the back you can hear the roar of the furnace and the pumping of the billows.
|
||||
|
||||
~
|
||||
248 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24809
|
||||
S
|
||||
#24812
|
||||
A Fine Path Through the Elven Forest~
|
||||
On both sides of this path are doors. Over the eastern door is a sign
|
||||
telling you this must be the magic shop of the elven village, and over the
|
||||
western door is a similar sign telling you it's Quintors fine shop. To the
|
||||
north the path continues.
|
||||
~
|
||||
248 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24815
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24814
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24809
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24813
|
||||
S
|
||||
#24813
|
||||
Quintor's Fine Shop~
|
||||
In this fine room you can see all kinds of equipment. Everything from bags
|
||||
to torches can bee seen on the shelves. The items are of a fair quality and
|
||||
reasonably priced.
|
||||
~
|
||||
248 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24812
|
||||
S
|
||||
#24814
|
||||
The Elven Magic Shop~
|
||||
As you enter this store you feel a sensation in your stomach. There is
|
||||
something wrong here or is it just the powers of all magic in here? All around
|
||||
this room you see objects of different shapes and sizes.
|
||||
~
|
||||
248 d 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24812
|
||||
S
|
||||
#24815
|
||||
The End of the Path~
|
||||
On both sides of this path are doors. Over the eastern door is a sign
|
||||
telling you this must be the tavern of the village, and to the north you see a
|
||||
large house, about two stores high.
|
||||
~
|
||||
248 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24817
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24816
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24812
|
||||
S
|
||||
#24816
|
||||
The Tavern of Hope~
|
||||
You are standing in the bar of the Tavern. The bar is set against the
|
||||
northern wall, old elven writings, carvings and symbols cover its top. A
|
||||
fireplace is built into the eastern wall, and through the door in the western
|
||||
wall you se the fine path. This place really makes you feel at home.
|
||||
~
|
||||
248 d 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24815
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 24890
|
||||
S
|
||||
#24817
|
||||
Inside a Fine House~
|
||||
A large staircase leads into a foyer in front of the house. At the top of
|
||||
the stairs two doors lead to the east or west into the house. The house is
|
||||
well kept.
|
||||
~
|
||||
248 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24819
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24815
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24818
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 24820
|
||||
S
|
||||
#24818
|
||||
A Guard Room~
|
||||
A table with chairs scattered about fills the center of the room. Along the
|
||||
walls are several sets of beds. Items are scattered about the table and the
|
||||
room is a mess.
|
||||
~
|
||||
248 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24817
|
||||
S
|
||||
#24819
|
||||
The Trophy Room of the Elven King~
|
||||
The walls are covered in trophies, tapestries, paintings, and other various
|
||||
gifts the King has acquired during his long life. All are exquisitely made and
|
||||
in good taste.
|
||||
~
|
||||
248 d 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24817
|
||||
S
|
||||
#24820
|
||||
The Grand Stairway~
|
||||
The stairs are wooden with a carpet running down the center. The carpet is
|
||||
plush, almost like a moss which its color resembles. The house seems to be
|
||||
another extension of the forest.
|
||||
~
|
||||
248 d 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 24821
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 24817
|
||||
S
|
||||
#24821
|
||||
The Upper Floor of the House~
|
||||
The corridor is lined on both sides by doors. Everything is made of wood.
|
||||
From the floor to the ceiling it is all well polished. Small wooden stands
|
||||
break are scattered about the hall holding various flowers in vases.
|
||||
~
|
||||
248 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24823
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24822
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24824
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 24820
|
||||
S
|
||||
#24822
|
||||
The Corridor~
|
||||
You are standing in a corridor with wooden floor and ceiling. Door are
|
||||
placed in the north and south walls. Further to the east the corridor ends at
|
||||
a window overlooking the forest.
|
||||
~
|
||||
248 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24826
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 24825
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24827
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 24821
|
||||
S
|
||||
#24823
|
||||
The Library~
|
||||
Book shelves line the walls of this room. In the center of the room is a
|
||||
large desk and some chairs. The shelves are filled with books bound in leather
|
||||
and scrolls stacked high.
|
||||
~
|
||||
248 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24821
|
||||
S
|
||||
#24824
|
||||
The Living Room~
|
||||
A set of large padded chairs face a roaring fireplace that fills the room
|
||||
with its radiant heat. The wooden logs in the fire crack and sputter as the
|
||||
flames consume them.
|
||||
~
|
||||
248 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24821
|
||||
S
|
||||
#24825
|
||||
Falling ~
|
||||
That was a mistake. You are not a bird. You fall to the ground and splat!
|
||||
Like a bug on a windshield. Ask a wizard to get a spatula. Perhaps your
|
||||
remains will soften the fall for the next victim.
|
||||
~
|
||||
248 cj 0
|
||||
S
|
||||
T 24800
|
||||
#24826
|
||||
The Guards Bedroom~
|
||||
This looks like an ordinary bed room with about twenty beds in it. There
|
||||
are no other exits than the one to the south. The beds look uncomfortable and
|
||||
unkept.
|
||||
~
|
||||
248 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24827
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 24822
|
||||
S
|
||||
#24827
|
||||
The Training Room~
|
||||
The middle of the room is filled with a rack of training equipment.
|
||||
Everything from padding to wooden weapons. The floor is wooden with sawdust to
|
||||
help clean up any accidents.
|
||||
~
|
||||
248 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 24822
|
||||
S
|
||||
#24890
|
||||
The Reception of the Tavern of Hope~
|
||||
A staircase leads down to the entrance hall. A conspicous sign hangs over
|
||||
the counter. All the noise and excitement seems to be coming from the entrance
|
||||
hall.
|
||||
~
|
||||
248 cd 0
|
||||
D5
|
||||
You see the Tavern of Hope.
|
||||
~
|
||||
~
|
||||
0 -1 24816
|
||||
E
|
||||
sign~
|
||||
Rooms are expensive but good! You may:
|
||||
|
||||
Offer - get an offer on a room - Time is in real life days.
|
||||
Rent - Rent a room (saves your stuff, and quits the game),
|
||||
minimum charge is one day.
|
||||
|
||||
|
||||
MY WAY OR THE HIGHWAY
|
||||
PAY YOUR RENT!
|
||||
WE WON'T THINK TWICE BEFORE KICKING YOU OUT.
|
||||
~
|
||||
S
|
||||
$~
|
||||
458
lib/world/wld/249.wld
Normal file
458
lib/world/wld/249.wld
Normal file
@@ -0,0 +1,458 @@
|
||||
#24900
|
||||
Jedi Zone Description Room~
|
||||
Builder : G.Threepwood
|
||||
Zone : 249 Jedi Clan House
|
||||
Began :
|
||||
Player Level :
|
||||
Rooms : 20
|
||||
Mobs : 1
|
||||
Objects : 2
|
||||
Links :
|
||||
~
|
||||
249 0 0
|
||||
S
|
||||
#24901
|
||||
The Entrance of JEDI CLAN house~
|
||||
You have just entered in JEDI clan general headquarters.
|
||||
Suddenly you realize that a different atmosphere surrounds you...
|
||||
You have a strange feeling, you feel the FORCE getting stronger in you.
|
||||
You see a sign. To the north, you find the JEDI clan atrium.
|
||||
|
||||
~
|
||||
249 dg 0
|
||||
D0
|
||||
You see a central room, an atrium, that way.
|
||||
~
|
||||
~
|
||||
0 -1 24902
|
||||
E
|
||||
sign~
|
||||
+-----------------------------------------+
|
||||
| This area was create by G.Threepwood |
|
||||
| for NIRVANA mud. |
|
||||
+-----------------------------------------+
|
||||
~
|
||||
S
|
||||
#24902
|
||||
The Atrium~
|
||||
You see a great room with a wide opening in the ceiling, light
|
||||
floods the room. Huge marble pillars rise on either side of you and hold
|
||||
the ceiling. In the middle of the room you note a beautiful circular table
|
||||
made of marble. You perceive that the Jedi member come to here to expose
|
||||
their ideas. The walls are white with some inscriptions in it. You also
|
||||
see a Code of Laws where can be read the JEDI's rules. To the east you
|
||||
see the Library, to the west the Treasury.
|
||||
~
|
||||
249 dg 0
|
||||
D0
|
||||
You see the Hall.
|
||||
~
|
||||
~
|
||||
0 0 24905
|
||||
D1
|
||||
You see the path to the Library.
|
||||
~
|
||||
~
|
||||
0 0 24903
|
||||
D2
|
||||
You see the Entrance of JEDI clan house.
|
||||
~
|
||||
~
|
||||
0 0 24901
|
||||
D3
|
||||
You see the Treasury.
|
||||
~
|
||||
~
|
||||
0 0 24904
|
||||
E
|
||||
inscription wall~
|
||||
May the Force be with you.
|
||||
~
|
||||
E
|
||||
code laws~
|
||||
. The Jedi Member Rules .
|
||||
----------------------------------------------------------------------------
|
||||
Obligations
|
||||
1 - Total obdience to the Masters of the Clan;
|
||||
2 - Keep in secret the arquitecture of the clan house;
|
||||
3 - Aid brothers who are in trouble;
|
||||
4 - Do not distribute clan's holy equipment;
|
||||
Rights
|
||||
1 - Have access to the Jedi HQ;
|
||||
2 - Pick up any eq found in the donation room or in the store;
|
||||
3 - Ask others members help;
|
||||
Punishments
|
||||
1 - Desertors are punished with their lives;
|
||||
2 - Killing members of this brotherhood is punished with death;
|
||||
3 - Treason is punishable by immediate death;
|
||||
.... ....
|
||||
.... ....
|
||||
.... May the Force be with you! ....
|
||||
~
|
||||
S
|
||||
#24903
|
||||
The Library~
|
||||
You are standing in a large room with many bookcases. The shelves have
|
||||
a great deal of books, scrolls, papyrus and notes. The room is lighted by
|
||||
many candeladra, which makes this room very clear. You also perceive some
|
||||
desks and a bench where a scribe works hard. Here the JEDI members exercise
|
||||
their mental faculty. To the west you see the atrium.
|
||||
~
|
||||
249 dfg 0
|
||||
D3
|
||||
You see the Atrium.
|
||||
~
|
||||
~
|
||||
0 -1 24902
|
||||
E
|
||||
note~
|
||||
Scribere scribendo, dicendo dicere disces.
|
||||
~
|
||||
S
|
||||
#24904
|
||||
The Treasury~
|
||||
You are in a relatively small room. There are some benches and desks.
|
||||
You see a big bin that seems to be impossible to open. Here is protected
|
||||
the gold and the values of the JEDI members.
|
||||
To the east you get to the Atrium.
|
||||
~
|
||||
249 dg 0
|
||||
D1
|
||||
You see the Atrium.
|
||||
~
|
||||
~
|
||||
0 0 24902
|
||||
S
|
||||
#24905
|
||||
The Common Hall~
|
||||
You in a simple room with some pictures on the wall and on the floor.
|
||||
There is a big stair made of old good oak just in front of you.
|
||||
Where does it lead?, you inquire yourself.
|
||||
To the south you get to the Atrium.
|
||||
~
|
||||
249 dg 0
|
||||
D0
|
||||
You see the High Members Hall.
|
||||
~
|
||||
~
|
||||
0 0 24906
|
||||
D2
|
||||
You see the Atrium.
|
||||
~
|
||||
~
|
||||
0 0 24902
|
||||
D4
|
||||
You hear some voices and noises from there.
|
||||
~
|
||||
~
|
||||
0 0 24907
|
||||
S
|
||||
#24906
|
||||
The High Members Hall~
|
||||
You are in the middle of a well ardornated room. Many pictures were
|
||||
drawn on the walls. Undoubtly, holy pictures. You note the existence of
|
||||
three rooms adjacents to this one. You see a yellow glow coming from the
|
||||
west room. What is there?
|
||||
~
|
||||
249 deg 0
|
||||
D0
|
||||
You see the Threepwood's Office.
|
||||
~
|
||||
~
|
||||
0 0 24919
|
||||
D1
|
||||
You see the Sneaky's Room.
|
||||
~
|
||||
~
|
||||
0 0 24918
|
||||
D2
|
||||
You see the Common Hall.
|
||||
~
|
||||
~
|
||||
0 0 24905
|
||||
D3
|
||||
You see the Kirian's Laboratory.
|
||||
~
|
||||
~
|
||||
0 0 24917
|
||||
S
|
||||
#24907
|
||||
The Upper Floor~
|
||||
You are in the upstairs. You are positive that here you will find many
|
||||
interesting things. The Force runs faster in your soul. You note a
|
||||
imposing statue of an Old Jedi situated in front of you.
|
||||
To down you reach the downstairs, to the east there is a corridor,
|
||||
to the west you see the training center.
|
||||
~
|
||||
249 dg 0
|
||||
D0
|
||||
You see nothing important.
|
||||
~
|
||||
statue old jedi~
|
||||
1 0 24911
|
||||
D1
|
||||
You see a long corridor.
|
||||
~
|
||||
~
|
||||
0 0 24908
|
||||
D3
|
||||
You see the Upper Hall.
|
||||
~
|
||||
~
|
||||
0 0 24912
|
||||
D5
|
||||
You see the downstaris.
|
||||
~
|
||||
~
|
||||
0 0 24905
|
||||
S
|
||||
#24908
|
||||
The Corridor~
|
||||
You get to a wide corridor that becomes narrower as you walk through it.
|
||||
The Force is more powerful in you. You note that to the east the room become
|
||||
dark. There are paintings hanged on the wall. The light comes from a very
|
||||
small hole in the ceiling.
|
||||
|
||||
~
|
||||
249 dg 0
|
||||
D1
|
||||
You see the tunnel.
|
||||
~
|
||||
~
|
||||
0 0 24909
|
||||
D3
|
||||
You see the the Upper Floor.
|
||||
~
|
||||
~
|
||||
0 0 24907
|
||||
S
|
||||
#24909
|
||||
The Tunnel~
|
||||
You find yourself in a narrow dark tunnel. The light is really poor here.
|
||||
The inscriptions and the pictures on the walls are almost invisible.
|
||||
Althrough you are in this strange ambient, you get the impression that you
|
||||
have been here before... How odd!
|
||||
~
|
||||
249 adgi 0
|
||||
D1
|
||||
You see the Holy Chamber.
|
||||
~
|
||||
holy~
|
||||
0 0 24910
|
||||
D3
|
||||
You see the corridor.
|
||||
~
|
||||
~
|
||||
0 0 24908
|
||||
E
|
||||
holy~
|
||||
You note that the force is stronger in the Holy Chamber.
|
||||
~
|
||||
S
|
||||
#24910
|
||||
The Holy Chamber~
|
||||
You are in a mystical atmosphere here. Your soul is in real peace and
|
||||
you feel better than never before. The wall, the floor, everything is very
|
||||
clear and white. You see a great pedestal and some candeladra. There is a
|
||||
beautiful holy altar with a great ark on it. A Jedi Member get here to rise
|
||||
his spiritual status. You understand that religion is taken serious by
|
||||
the JEDI. A Jedi have his inicialization here during the Holy Ritual.
|
||||
~
|
||||
249 deg 0
|
||||
D3
|
||||
You see the tunnel.
|
||||
~
|
||||
~
|
||||
0 0 24909
|
||||
E
|
||||
rules~
|
||||
. The Jedi Member Rules .
|
||||
----------------------------------------------------------------------------
|
||||
Obligations
|
||||
1 - Total obdience to the Masters of the Clan;
|
||||
2 - Keep in secret the arquitecture of the clan house;
|
||||
3 - Aid brothers who are in trouble;
|
||||
4 - Do not distribute clan's holy equipment;
|
||||
Rights
|
||||
1 - Have access to the Jedi HQ;
|
||||
2 - Pick up any eq found in the donation room or in the store;
|
||||
3 - Ask others members help;
|
||||
Punishments
|
||||
1 - Desertors are punished with their lives;
|
||||
2 - Killing members of this brotherhood is punished with death;
|
||||
3 - Treason is punishable by immediate death;
|
||||
.... ....
|
||||
.... ....
|
||||
.... May the Force be with you! ....
|
||||
~
|
||||
E
|
||||
ark~
|
||||
It is so bright that you cannot perceive its details.
|
||||
~
|
||||
S
|
||||
#24911
|
||||
The JEDI's Donation Room~
|
||||
You see a large room with many things on it. There are on the ceiling
|
||||
some unknow, at least for you, hanging objects. The floor is covered with
|
||||
a white painting, with many symbols. Holy symbols? Here you find equipments
|
||||
and weapons that were donated by other members of the clan.
|
||||
~
|
||||
249 dg 0
|
||||
D2
|
||||
You see the Upper Floor.
|
||||
~
|
||||
~
|
||||
0 0 24907
|
||||
S
|
||||
#24912
|
||||
The Tablinum~
|
||||
The Upper Floor continues. But the walls become stronger. You almost
|
||||
feel in jail. There is on the floor a big soft carpet ornated this many
|
||||
geometric figures, you feel like stepping in a cloud. The walls are covered
|
||||
with a special paint.
|
||||
~
|
||||
249 dg 0
|
||||
D0
|
||||
You see a big wall, seems to be indestructible.
|
||||
~
|
||||
wall paint~
|
||||
1 0 24913
|
||||
D1
|
||||
The Hall continues that way.
|
||||
~
|
||||
~
|
||||
0 0 24907
|
||||
D2
|
||||
You see the restaurant.
|
||||
~
|
||||
~
|
||||
0 0 24914
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 24915
|
||||
S
|
||||
#24913
|
||||
The Store~
|
||||
You are in small room but it is full of things. There are many shelves
|
||||
filled with all sorts of boxes. You see many containers, crates and sacks
|
||||
everywhere. The Jedi members' equipment can be left here save from disasters.
|
||||
Cool!!
|
||||
~
|
||||
249 0 0
|
||||
D2
|
||||
You see the Upper floor.
|
||||
~
|
||||
~
|
||||
0 0 24912
|
||||
S
|
||||
#24914
|
||||
The Restaurant~
|
||||
You are in a very spacious room. The smell is very rich. You note that
|
||||
very tasteful food is being made here. A incredible sort of bread is here.
|
||||
Danish, croissant, french... Uhmmm! Your stomach moves. You see many drinks
|
||||
being sold here. This remembers you you are thirsty.
|
||||
~
|
||||
249 0 0
|
||||
D0
|
||||
You see the Upper floor.
|
||||
~
|
||||
~
|
||||
0 0 24912
|
||||
S
|
||||
#24915
|
||||
The Trainning Center~
|
||||
The Jedi knight's legacy is the knowlegment. Here the Jedi passes their
|
||||
fighting experience to youngers. You hear some shouts and noises
|
||||
from the west. To the east you see the Upper Floor, and to the west
|
||||
the Jedi Arena.
|
||||
~
|
||||
249 dg 0
|
||||
D1
|
||||
You see the Upper foor.
|
||||
~
|
||||
~
|
||||
0 0 24912
|
||||
D3
|
||||
Wow! The Arena.
|
||||
~
|
||||
~
|
||||
0 0 24916
|
||||
S
|
||||
#24916
|
||||
The Jedi Arena~
|
||||
You see a very large circular area where fighters and gladiators
|
||||
exercise their physicals habilities. The ground is covered with sand,
|
||||
compacted sand. Outside the this area, there is a sitting in which
|
||||
people watch the trainment of the members.
|
||||
~
|
||||
249 0 0
|
||||
D1
|
||||
You see the trainnig center.
|
||||
~
|
||||
~
|
||||
0 0 24915
|
||||
S
|
||||
#24917
|
||||
Kirian's Laboratory~
|
||||
You are standing in a simple adorned room, but you note your
|
||||
fine accomplishment. The walls and the floor are very smooth. In
|
||||
the middle of room you see two large marble tables. On the first many
|
||||
books of science an mystical arts. On the second, a collection of
|
||||
magic objects. On the corner you see a small desk with some scrolls.
|
||||
A floating magic light illumines the room. Surrounded by this magic
|
||||
atmosphere you realize that the FORCE is strong here.
|
||||
~
|
||||
249 cdegj 0
|
||||
D1
|
||||
You see the High Members Hall.
|
||||
~
|
||||
~
|
||||
0 0 24906
|
||||
S
|
||||
#24918
|
||||
Sneaky's Room~
|
||||
Sneaky's room description must be setted here!!
|
||||
~
|
||||
249 cdegj 0
|
||||
D3
|
||||
You see the High Member Hall.
|
||||
~
|
||||
~
|
||||
0 0 24906
|
||||
S
|
||||
#24919
|
||||
Threepwood's Office~
|
||||
You entered in dark room. Shadows are everywhere. The shadows seem
|
||||
to move. You have the true impression that you are being beholded. You become
|
||||
nervous when you see an incredible collection of daggers. A bookcase holds
|
||||
many books of secret arts. You also perceive a big desk on where is found
|
||||
a lot of papers and a spot of blood... What!!!! You feel something touching
|
||||
your back. You turn around, and see nothing. Although the lack of
|
||||
illumination you can positively realize holy inscriptions written on the
|
||||
walls.
|
||||
~
|
||||
249 cdegj 0
|
||||
D2
|
||||
You see the High Members Hall.
|
||||
~
|
||||
~
|
||||
0 0 24906
|
||||
E
|
||||
blood~
|
||||
My God!! This blood is still warm!!
|
||||
~
|
||||
E
|
||||
inscription~
|
||||
Qui spernit consilium, spernit auxilium.
|
||||
~
|
||||
E
|
||||
collection~
|
||||
You have never seen so many daggers. And how sharp!! Ouch!
|
||||
~
|
||||
E
|
||||
wall~
|
||||
Unum castigabis, centum emendabis.
|
||||
~
|
||||
S
|
||||
$~
|
||||
1840
lib/world/wld/25.wld
Normal file
1840
lib/world/wld/25.wld
Normal file
File diff suppressed because it is too large
Load Diff
1972
lib/world/wld/250.wld
Normal file
1972
lib/world/wld/250.wld
Normal file
File diff suppressed because it is too large
Load Diff
2241
lib/world/wld/251.wld
Normal file
2241
lib/world/wld/251.wld
Normal file
File diff suppressed because it is too large
Load Diff
761
lib/world/wld/252.wld
Normal file
761
lib/world/wld/252.wld
Normal file
@@ -0,0 +1,761 @@
|
||||
#25200
|
||||
The Start of a Winding Trail~
|
||||
The forest clears away and you step through the last row of trees. What
|
||||
confronts you is a nightmarish vision of a huge, dark castle built into the wall
|
||||
of the cliff. A narrow, winding trail is carved into the cliff, snaking it's
|
||||
way up to the entrance to the castle, hundreds of feet above you. You think you
|
||||
may see a bit of movement on the road, possibly a person or two up there, but
|
||||
from here you cannot be sure. Your choices seem to be quite limited. You can
|
||||
either head up the winding trail to the castle or head back into this terrible
|
||||
forest, taking your chances with the many monsters which roam the trees.
|
||||
~
|
||||
252 a 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26634
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25201
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26633
|
||||
E
|
||||
credits~
|
||||
Castle of the Vampyre by Kaan for Dibrova
|
||||
Part of the Dark and Sinister Forest, also available for download, this is
|
||||
a castle molded into a cliff-face with an underarea full of vampyres. The
|
||||
upper level holds a smattering of Gypsy caretakers and some rats and bats.
|
||||
Some decent eq available as well as some good exp for the high level player.
|
||||
|
||||
Links: 00nw
|
||||
~
|
||||
S
|
||||
#25201
|
||||
A Winding Mountain Trail~
|
||||
The trail begins it's steep ascent, heading uphill toward the gates of the
|
||||
castle. You see no sign of light or life within. Possibly it is just an old
|
||||
empty abandoned castle that doesn't warrant a look around. Possibly.
|
||||
~
|
||||
252 a 3
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25200
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25202
|
||||
S
|
||||
#25202
|
||||
A Winding Mountain Trail~
|
||||
The trail heads west and uphill toward the castle above. You see a large
|
||||
turret rising high above the main entrance, it's rounded walls standing out from
|
||||
the rest of the castle. You see that the gates are closed, probably locked.
|
||||
As you look up at the menacing castle above you, a shiver runs through your very
|
||||
soul. This whole place gives you a very bad feeling.
|
||||
~
|
||||
252 a 3
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25203
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25201
|
||||
S
|
||||
#25203
|
||||
A Winding Mountain Trail~
|
||||
The trail heads steeply up yet again, always toward the looming castle above.
|
||||
You can now see the top of the turret, where bats circle constantly, as if
|
||||
watching, guarding for some unseen master.
|
||||
~
|
||||
252 a 3
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25202
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25204
|
||||
S
|
||||
#25204
|
||||
A Winding Mountain Trail~
|
||||
The trail leads east toward the castle or down into the forest. You are now
|
||||
a good ways above the forest, high up on the trail. You see that the entire
|
||||
forest is enclosed by the mountains, forming a sort of prison in the form of a
|
||||
forest full of horrors. What an awful place you have come to!
|
||||
~
|
||||
252 a 3
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25205
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25203
|
||||
S
|
||||
#25205
|
||||
A Winding Mountain Trail~
|
||||
The trail heads and west - east toward the hellish castle and west toward the
|
||||
nightmarish forest. You are not really left with much a choice.
|
||||
~
|
||||
252 a 3
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25206
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25204
|
||||
S
|
||||
#25206
|
||||
A Winding Mountain Trail~
|
||||
The road heads steeply up again, curving and heading toward the front gates
|
||||
of the castle. You are now extremely high above the forest, looking over the
|
||||
tree tops. Not that you can all that far - it's pretty damn dark out there.
|
||||
~
|
||||
252 a 3
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25205
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25207
|
||||
S
|
||||
#25207
|
||||
A Winding Mountain Trail~
|
||||
The trail continues to climb toward the castle, which is just above you only
|
||||
a man's height or so. To the west is the base of a set of wide stone steps
|
||||
which lead directly up to the front gates of the castle. The trail also leads
|
||||
down from here toward the forest below.
|
||||
~
|
||||
252 a 3
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25208
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25206
|
||||
S
|
||||
#25208
|
||||
A Winding Mountain Trail~
|
||||
You have come to the top of the trail. A wide set of stone steps, steps
|
||||
built into the mountain itself, leads up to the main entrance to this evil
|
||||
looking place. The trail heads back east, winding it's way down to the forest
|
||||
below.
|
||||
~
|
||||
252 a 3
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25207
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25209
|
||||
S
|
||||
#25209
|
||||
The Castle Gates~
|
||||
You stand before the gates to the castle, a set of huge, iron bound, oak
|
||||
doors which look strong enough to hold back an entire army. A set of wide stone
|
||||
steps lead down toward the trail which takes you down into the forest.
|
||||
~
|
||||
252 0 0
|
||||
D0
|
||||
~
|
||||
gate~
|
||||
1 0 25210
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25208
|
||||
S
|
||||
#25210
|
||||
Echoing Hallway~
|
||||
This wide, cobwebby, stone corridor runs north toward a large stone stairway
|
||||
way ahead. Your footsteps ring loudly, every step you take making you jump just
|
||||
a bit, so loud that it almost seems like you hear someone following behind you,
|
||||
someone who stops when you stop and walks when you walk, but looking around, you
|
||||
realize that you are just being foolish. The exit to this terrible, dead castle
|
||||
lies south.
|
||||
~
|
||||
252 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25211
|
||||
D2
|
||||
~
|
||||
gate~
|
||||
1 0 25209
|
||||
S
|
||||
#25211
|
||||
Echoing Hallway~
|
||||
This castle radiates a strange presence, a feeling of ancient hatred, old
|
||||
grudges long since forgotten through the centuries. All around you, signs of
|
||||
disuse are apparent, yet you get the feeling that this place is most definately
|
||||
inhabited. The cobwebs which are strung through almost every archway, the dust
|
||||
on the floor, and the way all of the furnishings seem to have fallen into
|
||||
complete disrepair should give an impression of abandonment, however it seems
|
||||
just the opposite. High archways lead both east and west into large rooms, the
|
||||
hall continues north and south.
|
||||
~
|
||||
252 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25212
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25217
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25210
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25218
|
||||
S
|
||||
#25212
|
||||
Echoing Hallway~
|
||||
This long, gothic hallway runs north and south through the center of this
|
||||
wicked place. The ceiling, domed and sculptured rises high above you head,
|
||||
nearly out of sight. A small oak door lies off to you east, and wide archway
|
||||
opens to the west.
|
||||
~
|
||||
252 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25213
|
||||
D1
|
||||
~
|
||||
door~
|
||||
1 0 25224
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25211
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25220
|
||||
S
|
||||
#25213
|
||||
Echoing Hallway~
|
||||
Just north of you is the start to a set of stone stairs leading up in the
|
||||
castle's heights. This must be the way to the turret you saw from the outside.
|
||||
East of you, a small hallway with a low ceiling runs into darkness. Looking in
|
||||
that direction gives you the chills, although for what reason, you have no idea.
|
||||
The hallway runs north to the stairs or south toward the entrance (or exit) to
|
||||
the castle.
|
||||
~
|
||||
252 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25214
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25215
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25212
|
||||
S
|
||||
#25214
|
||||
Base of Stairway~
|
||||
The stairway spirals upward, twisting out of sight and into darkness. You
|
||||
listen for any sounds that may come from the upper reaches, but all seems quiet
|
||||
for now. You may head up or go back south toward the Castle Gates.
|
||||
~
|
||||
252 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25213
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25238
|
||||
S
|
||||
#25215
|
||||
A Side Hallway~
|
||||
This small, cramped passageway leads east to what appears to be a dead end.
|
||||
There really is only room enough for one person to squeeze through the passage,
|
||||
and the feeling you had earlier is only intensifying as you head deeper into
|
||||
this passage. Might it not be best to head back west?
|
||||
~
|
||||
252 di 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25216
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25213
|
||||
S
|
||||
#25216
|
||||
A Side Hallway~
|
||||
You have reached the end of this small hallway. There is no apparent exit in
|
||||
any direction except back west, the way you came. There is just enough room
|
||||
here for you to turn around.
|
||||
~
|
||||
252 di 0
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 25221
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25215
|
||||
S
|
||||
#25217
|
||||
Vaulted Chamber~
|
||||
This strangely empty room holds an assortment of very old, uncomfortable and
|
||||
unused looking furniture. The walls, painted in what were obviously once
|
||||
bright, lifelike colors are now covered in such a layer of dust that it is hard
|
||||
to tell exactly what the paintings were of. It looks as if this room may have
|
||||
been used for entertaining guests at one time, in the castle's prime, but now it
|
||||
is like all the other sections of this place - dead and lifeless.
|
||||
~
|
||||
252 d 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25211
|
||||
S
|
||||
#25218
|
||||
Feasting Chamber~
|
||||
This room gives you such a terrible feeling, a feeling of intense horror,
|
||||
that you nearly lose your stomach simply by entering. The atrocities that must
|
||||
have been commited in this room, the awful horrors that must have been visited
|
||||
upon countless victims, all of these feeling soak into your soul, the feelings
|
||||
received from the very walls of the room. A large stone table, large enough to
|
||||
seat a dozen people, is centered on the floor, webbed silver candlesticks still
|
||||
with wax in them, rest in the center of the table. A balcony leads off to the
|
||||
south, the door to this balcony wide open. The only other exit out of here is
|
||||
to the east.
|
||||
~
|
||||
252 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25211
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25219
|
||||
S
|
||||
#25219
|
||||
Balcony~
|
||||
The balcony is roughly twenty feet wide, the floor extending roughly ten feet
|
||||
out into the open air. The forest below you, still dark and mysterious as when
|
||||
you were in the thick of it, seems to waver and fade in and out of focus with
|
||||
the faint mist that clings to the treetops. There are no chairs or any other
|
||||
types of furniture here, only a wide open stretch of stone flooring. You may
|
||||
exit back into the Feasting Chamber, just north of here.
|
||||
~
|
||||
252 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25218
|
||||
S
|
||||
#25220
|
||||
Empty Chamber~
|
||||
This large room's function remains unknown to you. It is completely empty,
|
||||
devoid of furnishings, decoration, or adornments of any kind. The walls have
|
||||
the same ancient paintings which seem to be the same in every part of this
|
||||
castle, but other than those old, faded scrawlings, there is nothing here. The
|
||||
exit lies east.
|
||||
~
|
||||
252 ad 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25212
|
||||
S
|
||||
#25221
|
||||
Top of Stairway~
|
||||
You stand at the top of a flight of wide stairs. There is no railing along
|
||||
the stairs the entire distance, however the stairs do follow along a wall to one
|
||||
side. The other side of the stairs opens into an enormous room which is
|
||||
littered with closed coffins, all lined in perfect order. The north wall of the
|
||||
chamber rises three stories, strange, small niches built into the wall. Those
|
||||
niches look a great deal like burial vaults. Maybe it would be a good idea to
|
||||
leave this room.
|
||||
~
|
||||
252 ad 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 25216
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25222
|
||||
S
|
||||
#25222
|
||||
Wide Stone Stairway~
|
||||
The stairs head down toward the huge room below, the room filled with
|
||||
coffins. There does not seem to anyone in the room, at least no one that you
|
||||
can see. That does not, however, mean that there is not anyone there.
|
||||
~
|
||||
252 ad 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25221
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25223
|
||||
S
|
||||
#25223
|
||||
Wide Stone Stairway~
|
||||
These stairs continue down just a little further, into the room below which
|
||||
seems to be some sort of burial vault or something. You get a very ominous
|
||||
feeling standing so close all those coffins. Very ominous indeed.
|
||||
~
|
||||
252 ad 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25222
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25227
|
||||
S
|
||||
#25224
|
||||
Dark Stairwell~
|
||||
A dark, wet, narrow flight of stairs runs down into darkness. There is a
|
||||
sense of desperation about this section of the castle, a sense of lingering but
|
||||
desperate hope. Shining your light down the steps only confirms that they go
|
||||
downward farther than you can see and it is dark down there.
|
||||
~
|
||||
252 ad 0
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 0 25212
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25234
|
||||
S
|
||||
#25225
|
||||
Vault~
|
||||
The coffins surround on all sides but the north side, where the wall filled
|
||||
with the crypts rises up toward the ceiling. This definately not the sort of
|
||||
room you would want to hang around in for too long, not for any reason.
|
||||
~
|
||||
252 ad 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25226
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25227
|
||||
S
|
||||
#25226
|
||||
Vault~
|
||||
The wall filled with the dark niches rises right next to you up to the
|
||||
ceiling, the higher reaches all obscured in shadows. You can't shake the
|
||||
feeling of being watched, no matter where in the room you stand. Strangely, it
|
||||
doesn't seem to come from the coffins which surround, but another, less obvious
|
||||
source.
|
||||
~
|
||||
252 ad 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25228
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25225
|
||||
S
|
||||
#25227
|
||||
Vault~
|
||||
The coffins rest all around you, their very presence making it so that you
|
||||
feel the need to hold your breath in this room. The north wall, full of the
|
||||
burial niches all the way to top, seems to stare at you malevolently, as if
|
||||
watching your every move, waiting for the right moment. A small passage leads
|
||||
south off the southeast corner of the room. A long, wide stairway leads up to a
|
||||
large oak door.
|
||||
~
|
||||
252 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25225
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25228
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25229
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25223
|
||||
S
|
||||
#25228
|
||||
Vault~
|
||||
The vault seems almost too quiet, even for the fact that it is indeed a
|
||||
vault. The small, dark passageway seems to beckon you, it being south of your
|
||||
current locale. You think you may even see a flicker of light coming from the
|
||||
inner reaches of that passage.
|
||||
~
|
||||
252 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25226
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25230
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25227
|
||||
S
|
||||
#25229
|
||||
Vault~
|
||||
This huge burial vault does not give you the easy feeling you have been
|
||||
hoping to find ever since you entered the forests below this castle. The
|
||||
scattered coffins, the oppressing darkness only lend to the feeling that you
|
||||
have to get out of this place as soon as is possible, sooner even.
|
||||
~
|
||||
252 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25227
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25230
|
||||
S
|
||||
#25230
|
||||
Vault~
|
||||
The small passageway leads south from here, and there is indeed a light of
|
||||
some sort flickering in that passage. The burial vault you stand in is opened
|
||||
up in full view now, and it is an impressive sight to beheld. The huge wall,
|
||||
dotted with niches the entire length up, must be at least three stories in
|
||||
height, possibly more, and the number of coffins which dot the floor number way
|
||||
over twenty. It really makes you wonder why you ever felt a need to enter this
|
||||
room.
|
||||
~
|
||||
252 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25228
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25231
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25229
|
||||
S
|
||||
#25231
|
||||
Candle Lit Chamber~
|
||||
This small chamber holds nothing more than a few candles which burn in small
|
||||
iron wall sconces. This room is a joiner room to another, much larger room just
|
||||
south from here. The vault is to the north.
|
||||
~
|
||||
252 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25230
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25232
|
||||
S
|
||||
#25232
|
||||
The Lord's Chamber~
|
||||
This room is blacker than the blackest pitch, blacker than the blackest
|
||||
night. An ornate coffin lies against the east wall, raised up on a pedestal.
|
||||
A large throne-like chair rests against the south wall, velvet upholstered and
|
||||
ancient by the look. Next to it is a small table, which might be used to hold
|
||||
drinks or other such trifles. Other than that, there appears to be no other
|
||||
objects in this room. The exit lies north through the small passage and back
|
||||
into the Vault.
|
||||
~
|
||||
252 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25231
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25233
|
||||
S
|
||||
#25233
|
||||
The Lord's Coffin~
|
||||
This plush velvet upholstered coffin sports a very fine looking pillow and
|
||||
headrest. It looks as if the Lord most probably sleeps very well here.
|
||||
~
|
||||
252 ad 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25232
|
||||
S
|
||||
#25234
|
||||
Narrow Stair Passage~
|
||||
This narrow, stone and mortar passageway leads down a short distance further
|
||||
into a hallway. You can hear the sound of dripping water and the walls seem
|
||||
moist to the touch. This definately does not seem like one of the more
|
||||
luxurious sections of the castle.
|
||||
~
|
||||
252 ad 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25224
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25235
|
||||
S
|
||||
#25235
|
||||
Dark Dripping Hallway~
|
||||
This narrow hallway smells of mold and mildew. There seems to be an end to
|
||||
the hallway just south of here. There is a heavy iron bound door at the hall's
|
||||
end.
|
||||
~
|
||||
252 ad 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25236
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25234
|
||||
S
|
||||
#25236
|
||||
Dark Dripping Hallway~
|
||||
You stand before a large wooden door bound in iron straps. You can hear no
|
||||
sounds beyond the door, however that does not necessarily mean that there is
|
||||
nothing there. The nasty, wet hallway runs north to the set of stairs and up
|
||||
and out of this awful part of the castle.
|
||||
~
|
||||
252 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25235
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 25237
|
||||
S
|
||||
#25237
|
||||
Holding Cell~
|
||||
This cold, dank, hard stoned cell must have been quite a torture chamber in
|
||||
it's day. The old rusty chains hanging from the wall and the iron maiden which
|
||||
rests dead center give you all the indication you need to confirm that fact.
|
||||
You run your fingers along the smooth wood of the iron maiden, marvelling at how
|
||||
well kept and clean it is. Well kept and clean? This stuff is still being
|
||||
used!
|
||||
~
|
||||
252 ad 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 25236
|
||||
S
|
||||
#25238
|
||||
Winding Stairs~
|
||||
The stairs wind around and around up toward the turret. The stone walls on
|
||||
either side serve as your railings.
|
||||
~
|
||||
252 ad 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25239
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25214
|
||||
S
|
||||
#25239
|
||||
Winding Stairs~
|
||||
The stairs wind around and around up toward the turret. The stone walls on
|
||||
either side serve as your railings.
|
||||
~
|
||||
252 ad 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25240
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25238
|
||||
S
|
||||
#25240
|
||||
Winding Stairs~
|
||||
The stairs wind around and around up toward the turret. The stone walls on
|
||||
either side serve as your railings.
|
||||
~
|
||||
252 ad 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25241
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25239
|
||||
S
|
||||
#25241
|
||||
Turret~
|
||||
This round faced turret provides a spectacular view of the forest and the
|
||||
surrounding cliff. You look longingly to the southwest where you can see the
|
||||
Western Road crossing the walkway, way up high above all of this terrible
|
||||
darkness and death. As you stand here surveying the forest below, a strange
|
||||
feeling of power comes over you. You feel as if the entire forest below you
|
||||
were at your fingertips, all there and waiting for your bidding. You shake your
|
||||
head and get a more grip on yourself. You come back to the current situation
|
||||
you are in and reality. The fantasy was much better.
|
||||
~
|
||||
252 ad 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25240
|
||||
S
|
||||
$~
|
||||
611
lib/world/wld/253.wld
Normal file
611
lib/world/wld/253.wld
Normal file
@@ -0,0 +1,611 @@
|
||||
#25300
|
||||
Main Room - Windmill~
|
||||
This small, dirty room looks like no one has been in it for quite some time.
|
||||
A broken chair lies mostly in pieces in one corner, and a table with three legs
|
||||
lays at an angle in the middle of the floor. Stairs lead up to the upper
|
||||
reaches where the wheel must have been maintained when this was in working
|
||||
order.
|
||||
~
|
||||
253 cd 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26085
|
||||
D3
|
||||
~
|
||||
door~
|
||||
2 0 25302
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25301
|
||||
E
|
||||
credits~
|
||||
*Windmill
|
||||
*Written by Kaan for Dibrova
|
||||
This is a windmill set in the middle of a grasslands area, also available for
|
||||
download, which has a underground area which house the Militant Order of the
|
||||
Sword (the MoS), a militant organization dedicated to the eradication of
|
||||
the Elven race.
|
||||
There is a small quest built into this zone in conjunction with the Elven
|
||||
zone. The MoS stole the Lore Tapestry from the elves which depicts their
|
||||
race's history and magic from the beginning of time. When this Tapestry
|
||||
is given to Reklan, an elf in the Elven zone, a player is rewarded. The
|
||||
Elven zone is not available for download on this page, however it can be
|
||||
downloaded on the CircleMud site, without Reklan - he was added by Dibrova
|
||||
after the download. If you would like a copy of the zone as we use it, please
|
||||
contact Kaan via mudmail or email and request it.
|
||||
* note: This zone is intended to be a low level zone, tailored for players
|
||||
who are just into their 10's. The mobs here don't assist and aside
|
||||
from a script on two of the mobs that only runs 10% of the time
|
||||
they don't aggro.
|
||||
This was made with the express intention of using it as an exp zone.
|
||||
~
|
||||
S
|
||||
#25301
|
||||
Upstairs - Windmill~
|
||||
This small room, more aptly called a platform because of it size (or lack
|
||||
thereof) has absolutely nothing of interest. Unless you are a dust collector.
|
||||
Or some kid bringing his best girl out here.
|
||||
~
|
||||
253 d 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25300
|
||||
S
|
||||
#25302
|
||||
Guard Room~
|
||||
There is absolutely nothing in this room, not even dirt, except for the two
|
||||
well equipped men who stand waiting for innocent folk just like yourself to
|
||||
blunder into this room. A metal-made flight of stairs lead down into
|
||||
who-knows-where.
|
||||
~
|
||||
253 c 0
|
||||
D1
|
||||
~
|
||||
door~
|
||||
2 0 25300
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25303
|
||||
S
|
||||
#25303
|
||||
Steel Clad Flight of Stairs~
|
||||
This flight of stairs lead down for quite a ways, with what appears to be a
|
||||
door waiting at the end. It could be something else, however, seeing as you are
|
||||
quite a ways from it. The walls around you, as well as the flooring you walk
|
||||
upon, are all completely made of steel. The effort and cost involved in the
|
||||
construction of a passage such as this is beyond your comprehension. What kind
|
||||
of person or people decorate their walls in steel?
|
||||
~
|
||||
253 di 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25302
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25304
|
||||
S
|
||||
#25304
|
||||
Steel Clad Flight of Stairs~
|
||||
The stairs continue down toward what is definately a door at the bottom.
|
||||
The metal which covered the walls up from here continues along these same walls.
|
||||
The door ahead appears to be made of steel as well.
|
||||
~
|
||||
253 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25303
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25305
|
||||
S
|
||||
#25305
|
||||
Steel Clad Flight of Stairs~
|
||||
The stairs ends here at a metal door. Beyond is most probably the person or
|
||||
persons responsible for the construction of this passage. You may leave this
|
||||
whole strange place, back up the stairs to a more stable world, or open the
|
||||
door.
|
||||
~
|
||||
253 0 0
|
||||
D0
|
||||
~
|
||||
door metal~
|
||||
1 0 25306
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25304
|
||||
S
|
||||
#25306
|
||||
Checkpoint~
|
||||
The guards which stand at strict attention, the war banners on the metal
|
||||
walls, the spotless uniforms which the guards wear all give you the clues you
|
||||
need to put it together that this is a military installation of some sort. You
|
||||
see the letters 'MoS' emblazoned on the left breast of every guard's hauberk,
|
||||
but you have no clue what they signify, nor do you have much time ti think about
|
||||
as the guards attack.
|
||||
~
|
||||
253 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 25307
|
||||
D2
|
||||
~
|
||||
door metal~
|
||||
1 0 25305
|
||||
S
|
||||
#25307
|
||||
Steel Clad Passage~
|
||||
The metal walls do not stop with the Checkpoint, they continue all the way
|
||||
down this passage, and because you can't see the end of the passage you must
|
||||
assume it's quite large.
|
||||
~
|
||||
253 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25308
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 25306
|
||||
S
|
||||
#25308
|
||||
Steel Clad Passage~
|
||||
The passage continues north. There is a door on the east wall with the
|
||||
symbol of two swords crossed, points down on it. The letters 'MoS' are engraved
|
||||
under the swords.
|
||||
~
|
||||
253 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25309
|
||||
D1
|
||||
~
|
||||
door~
|
||||
1 -1 25322
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25307
|
||||
S
|
||||
#25309
|
||||
Steel Clad Passage~
|
||||
The passage runs north and south of you. There is a door on the east wall
|
||||
which has the symbol of the two swords crossed, point down and the 'MoS'
|
||||
engraved underneath.
|
||||
~
|
||||
253 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25310
|
||||
D1
|
||||
~
|
||||
door~
|
||||
1 -1 25323
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25308
|
||||
S
|
||||
#25310
|
||||
Steel Clad Passage~
|
||||
The passage north and south from you. A door leads east from here with the
|
||||
sword sigil and the MoS under it.
|
||||
~
|
||||
253 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25311
|
||||
D1
|
||||
~
|
||||
door~
|
||||
1 0 25324
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25309
|
||||
S
|
||||
#25311
|
||||
Steel Clad Passage~
|
||||
The passage runs north and south from here, steel walls and ceiling still
|
||||
gleaming as far as your eyes can see. Doors lead east and west from here, and
|
||||
just to the north a passage branches east.
|
||||
~
|
||||
253 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25312
|
||||
D1
|
||||
~
|
||||
door~
|
||||
1 0 25325
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25310
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25326
|
||||
S
|
||||
#25312
|
||||
Steel Clad Passage~
|
||||
The passage runs north and south from here. A smaller passage runs east from
|
||||
here, also clad in steel.
|
||||
~
|
||||
253 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25313
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25318
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25311
|
||||
S
|
||||
#25313
|
||||
Steel Clad Passage~
|
||||
The passage still runs north to south here, no turns or bends visible for
|
||||
quite a ways. There is a door on the west wall here.
|
||||
~
|
||||
253 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25314
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25312
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25327
|
||||
S
|
||||
#25314
|
||||
Steel Clad Passage~
|
||||
The passage runs north and south. You think that you may see the end of the
|
||||
hall to your north.
|
||||
~
|
||||
253 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25315
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25313
|
||||
S
|
||||
#25315
|
||||
Steel Clad Passage~
|
||||
The passage runs north and south, with doors on either side of you. The end
|
||||
of the corridor, in the form of a steel door, lies a ways north from here.
|
||||
~
|
||||
253 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25316
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25329
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25314
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25328
|
||||
S
|
||||
#25316
|
||||
Steel Clad Passage~
|
||||
The end of this long hallway lies just north of here. To the south, the
|
||||
hallway runs for a very long ways.
|
||||
~
|
||||
253 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25317
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25315
|
||||
S
|
||||
#25317
|
||||
Northern End of a Steel Clad Passage~
|
||||
A door lies north of you, while a steel-walled passage runs south as far as
|
||||
your eyes can see.
|
||||
~
|
||||
253 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26342
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25316
|
||||
S
|
||||
#25318
|
||||
Steel Clad Passage~
|
||||
This passage, although smaller than the main passage, still is walled in
|
||||
steel. It ends to the east, a ways from where you stand, at a door. A door
|
||||
stands to your north, and to your immediate west, the main passage runs north
|
||||
and south.
|
||||
~
|
||||
253 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25319
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25312
|
||||
S
|
||||
#25319
|
||||
Steel Clad Passage~
|
||||
The passage continues east toward a set of doors, or you may go back west to
|
||||
the main passage.
|
||||
~
|
||||
253 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25320
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25318
|
||||
S
|
||||
#25320
|
||||
Steel Clad Passage~
|
||||
The passage ends just east of you at a door. Doors lie north and south of
|
||||
your present locale, while the passage runs west back to the main passage.
|
||||
~
|
||||
253 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 25330
|
||||
D1
|
||||
~
|
||||
door~
|
||||
1 -1 25321
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 25332
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25319
|
||||
S
|
||||
#25321
|
||||
Eastern End of a Steel Clad Passage~
|
||||
The passage ends here at a triple set of doors. West of you, the passage
|
||||
runs back toward the main area. North, south, and east of you are steel doors,
|
||||
all with the double sword insignia and the letters MoS.
|
||||
~
|
||||
253 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 25331
|
||||
D1
|
||||
~
|
||||
door~
|
||||
1 0 25334
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 25333
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25320
|
||||
S
|
||||
#25322
|
||||
Weapons Cache~
|
||||
The floor is covered in crates and boxes, all with the stamp of the crossed
|
||||
swords. The etching underneath reveals the meaning of the letters you saw on
|
||||
the door. The etching reads; Militant Order of the Sword. So this is a
|
||||
military compound held by the Militant Order of the Sword, but who are they, and
|
||||
what is their purpose?
|
||||
~
|
||||
253 d 0
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 -1 25308
|
||||
S
|
||||
#25323
|
||||
Food Stores~
|
||||
All manner of dried goods lie on shelving which runs along most of the walls
|
||||
of this room. A door leads north from here, or you may exit into the passage
|
||||
through the west door.
|
||||
~
|
||||
253 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
1 0 25324
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 -1 25309
|
||||
S
|
||||
#25324
|
||||
Kitchen~
|
||||
This extremely basic kitchen houses a fireplace and a tub full of water.
|
||||
There are only a few utensils lying on the one table, all utensils lined up
|
||||
perfectly. The one thing you can say positively about this kitchen is that it
|
||||
is immaculately clean.
|
||||
~
|
||||
253 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25325
|
||||
D2
|
||||
~
|
||||
~
|
||||
1 0 25323
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 0 25310
|
||||
S
|
||||
#25325
|
||||
Mess Hall~
|
||||
The long steel table that runs the length of this room shines in the light of
|
||||
the steel-handled torches hung on the wall. It looks as if a great number of
|
||||
soldiers must live in this compound, judging by the immense size of this table.
|
||||
A door leads south into the kitchen or you may head west out into the hallway.
|
||||
|
||||
~
|
||||
253 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25324
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 0 25311
|
||||
S
|
||||
#25326
|
||||
The Head~
|
||||
This room, although used for the men of the Order to relieve, is nonetheless
|
||||
a clean, no spotless affair with a polished steel floor. Even the seats are
|
||||
polished steel which even you would feel comfortable sitting on.
|
||||
~
|
||||
253 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25311
|
||||
S
|
||||
#25327
|
||||
Training Room~
|
||||
The entire floor of this room is covered in a thin practice mat, which allows
|
||||
for a bit of a more comfortable fall when practicing the art of fighting. A few
|
||||
targets are lined against the west wall, obviously for archery. Some weapon
|
||||
racks hang on the north wall, but currently there are no weapons in those racks.
|
||||
|
||||
~
|
||||
253 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25313
|
||||
S
|
||||
#25328
|
||||
Bunk Room~
|
||||
You stand in a large, open room with nothing but lines of cots running along
|
||||
the north and south walls. Every bed is made perfectly, all the sheets and
|
||||
blankets on those beds are spotlessly clean.
|
||||
~
|
||||
253 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25315
|
||||
S
|
||||
#25329
|
||||
Bunk Room~
|
||||
You stand in a large, open room with nothing but lines of cots running along
|
||||
the north and south walls. Every bed is made perfectly, all the sheets and
|
||||
blankets on those beds are spotlessly clean.
|
||||
~
|
||||
253 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25315
|
||||
S
|
||||
#25330
|
||||
Captain's Room~
|
||||
This sparse room holds only a steel desk and a single bed, which incidentally
|
||||
looks very uncomfortable. It looks as if the only real advantage to having your
|
||||
own room is privacy.
|
||||
~
|
||||
253 0 0
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 25320
|
||||
S
|
||||
#25331
|
||||
Lieutenant's Room~
|
||||
This room holds only a bed and a foot locker. No pictures adorn the walls,
|
||||
of course there are no windows. How do these people live like this?
|
||||
~
|
||||
253 0 0
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 25321
|
||||
S
|
||||
#25332
|
||||
Sergeant's Room~
|
||||
The only thing of interest in this room is the portrait on the wall of a
|
||||
scene in town circle. There is a gallows platform with townfolk all surrounding
|
||||
it cheering. The platform itself holds sixteen swinging bodies, all of them
|
||||
elven. The caption underneath reads "A Day of Reckoning will come".
|
||||
~
|
||||
253 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 25320
|
||||
S
|
||||
#25333
|
||||
General's Room~
|
||||
This sparsely decorated room has an etching into the steel wall. The double
|
||||
sword insignia stands out most prominently, the MoS underneath, but there is an
|
||||
added touch. The caption underneath the symbol reads When Armageddon comes, the
|
||||
Human race will be the one to triumph and rule over all other races. How
|
||||
quaint.
|
||||
~
|
||||
253 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 25321
|
||||
S
|
||||
#25334
|
||||
The Grand Knight's Room~
|
||||
The Grand Knight looks as if he may have it just a bit easier than the rest
|
||||
of his fellow brothers. Although this is 'Anti-Elf Deco', it still holds some
|
||||
wood furnishings, as well as a huge four posted feather bed. This guy must be
|
||||
old and tired...
|
||||
~
|
||||
253 0 0
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 0 25321
|
||||
S
|
||||
$~
|
||||
953
lib/world/wld/254.wld
Normal file
953
lib/world/wld/254.wld
Normal file
@@ -0,0 +1,953 @@
|
||||
#25400
|
||||
Entering the Village~
|
||||
All at once the darkness and thick foliage give way to a large, grubby
|
||||
village. Looking around, you see that most of the inhabitants of this place
|
||||
must have little or no money. Dogs with only three legs, chickens clucking to
|
||||
and fro, all of it just seems so... Well, poor and grubby. You only have a
|
||||
short time to register these facts, though, as you are suddenly surrounded by a
|
||||
group of heavily armed men and taken to a holding cell. Holding Cell You sit in
|
||||
a stinky, dirt floored holding cell, with no idea why you have been put here.
|
||||
Obviously this village is under some sort of militaristic control, and visitors
|
||||
are unwelcome. The only thing to keep you occupied is the fact that the small
|
||||
hole in the ground used for a toilet stinks so bad that you have to keep trying
|
||||
to hold your breath, and every time you take in air you have to cover your mouth
|
||||
with your arm and breath that way or else you'll gag.
|
||||
~
|
||||
254 0 1
|
||||
D1
|
||||
~
|
||||
door cell~
|
||||
2 25414 25401
|
||||
E
|
||||
credits~
|
||||
*Mordecai's Village
|
||||
*Written by Kaan for Dibrova
|
||||
Mordecai is a pagan worshipper of a God that does not exist. He possesses
|
||||
an extreme charisma, though, and has gathered together a large following
|
||||
where he has established his own village, or more aptly put - cult.
|
||||
His main goal is money, so he has stolen the Lord's daughter, Penelope (see
|
||||
Lord's Keep, also available for download) in order to ransom her off.
|
||||
The entrance into this zone is made to be a trap - the original intent was
|
||||
to have a spec_proc on a room that would teleport a player every few ticks
|
||||
into the Holding Cell, a message displayed to the player that they were
|
||||
captured by Mordecai's guards. In the cell is a hole that does not show up
|
||||
in the room descrip, but is there and the key is there to the door.
|
||||
Midlevel mobs and eq, with a bit of fun in the descrips. Enjoy.
|
||||
* note: Some of the decsrips in this zone may not be to your taste.
|
||||
You might find them vulgar. That said, fair warning.
|
||||
~
|
||||
S
|
||||
#25401
|
||||
A Dirt Path~
|
||||
A worn dirt path leads east, north and south from here. To the north and
|
||||
south, you can see more holding cells, to the east you see a number of huts,
|
||||
tents, and outbuildings.
|
||||
~
|
||||
254 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25403
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25411
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25402
|
||||
D3
|
||||
~
|
||||
door cell~
|
||||
2 -1 25400
|
||||
S
|
||||
#25402
|
||||
A Dirt Path~
|
||||
This is the end of a path which leads to the camp prisoner's holding cells,
|
||||
one of which is directly west of you, currently closed. To the southwest, right
|
||||
next to the cell, is what appears to be an outhouse. To the northwest is
|
||||
another holding cell.
|
||||
~
|
||||
254 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25401
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25408
|
||||
D3
|
||||
~
|
||||
door cell~
|
||||
2 -1 25405
|
||||
S
|
||||
#25403
|
||||
A Dirt Path~
|
||||
You stand at the end of a dirt path, or as Mordecai would have it, one of the
|
||||
'roads' in the village. A crude bamboo holding cell is directly west of you,
|
||||
with an outhouse just north of it. To the south are more cells.
|
||||
~
|
||||
254 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25409
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25401
|
||||
D3
|
||||
~
|
||||
door cell~
|
||||
2 -1 25404
|
||||
S
|
||||
#25404
|
||||
A Holding Cell~
|
||||
Much like your own, this cell offers no comfort whatsoever. In fact, this
|
||||
cell is MUCH more uncomfortable than yours was. Sitting close enough for you to
|
||||
reach through the bars and touch it is an outhouse. Actually, all you know for
|
||||
sure is that it is a small square building that smells like something out of a
|
||||
cheap 'B' horror movie. Just the same, you assume it's an outhouse. Another
|
||||
clue to the small building's capacity is the tepid trail, a mini stream, of
|
||||
urine which runs downhill right through the middle of this cell - EWWWWWW!
|
||||
~
|
||||
254 0 1
|
||||
D1
|
||||
~
|
||||
door cell~
|
||||
2 -1 25403
|
||||
S
|
||||
#25405
|
||||
A Holding Cell~
|
||||
This cell seems about the same as the others outside. A small building,
|
||||
which looks as if it might be an outhouse, lies to the south, wedged right up
|
||||
against the side of the cell.
|
||||
~
|
||||
254 0 1
|
||||
D1
|
||||
~
|
||||
door cell~
|
||||
2 -1 25402
|
||||
S
|
||||
#25406
|
||||
An Outhouse~
|
||||
This small space smells worse than a huge stable holding four hundred head of
|
||||
cattle who haven't been outside for three months. This place smells BAD. Two
|
||||
holes dug in opposing corners offer incense to remember, your feet squish into
|
||||
the wet dirt floor, and although you consider yourself a relatively strong
|
||||
person, you find your gorge rising, and your inability to suppress it only
|
||||
validates the fact that this place REALLY STINKS.
|
||||
~
|
||||
254 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25409
|
||||
S
|
||||
#25407
|
||||
An Outhouse~
|
||||
This outhouse, smelly by anyone's standards, but not that bad by outhouse
|
||||
standards, is a small 8x8 cubicle which allows relief to most of the village.
|
||||
Although it IS the public poop hole, it is relatively kept up and, against your
|
||||
better judgement, you find yourself wanting to try it out - just for the heck of
|
||||
it.
|
||||
~
|
||||
254 0 1
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25408
|
||||
S
|
||||
#25408
|
||||
A Dirt Path~
|
||||
This path leads north to a row of holding cells or west into a building which
|
||||
looks to be an outhouse.
|
||||
~
|
||||
254 0 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25402
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25407
|
||||
S
|
||||
#25409
|
||||
A Dirt Path~
|
||||
This path leads south to a row of holding cells or west into a building which
|
||||
smells SO bad, it MUST be an outhouse.
|
||||
~
|
||||
254 0 1
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25403
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25406
|
||||
S
|
||||
#25410
|
||||
A Dirt Path~
|
||||
This path leads T's off to the west, leading to a row of holding cells, to
|
||||
the east you may enter the main section of the village, and directly north and
|
||||
south of you are long, low buildings which look a great deal like barracks.
|
||||
~
|
||||
254 0 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25412
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25414
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25413
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25411
|
||||
S
|
||||
#25411
|
||||
A Dirt Path~
|
||||
This path leads east towards the main part of the village or west to a row of
|
||||
holding cells.
|
||||
~
|
||||
254 0 1
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25410
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25401
|
||||
S
|
||||
#25412
|
||||
Barracks~
|
||||
Long and low, this building houses all the single men and women who have
|
||||
chosen to fight for Mordecai's cause. Two rows of beds run the length of the
|
||||
walls, both east and west, all with a matching trunk next to it.
|
||||
~
|
||||
254 0 1
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25410
|
||||
S
|
||||
#25413
|
||||
Barracks~
|
||||
This building houses all the single men and women who have chosen Mordecai as
|
||||
their savior and leader. Rows of beds line walls to either side, all complete
|
||||
with a foot locker next to each bed.
|
||||
~
|
||||
254 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25410
|
||||
S
|
||||
#25414
|
||||
A Dirt Path~
|
||||
This path leads east to a crossing of paths (possibly the center of the
|
||||
village) and west toward some low buildings and a row od holding cells.
|
||||
~
|
||||
254 0 1
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25415
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25410
|
||||
S
|
||||
#25415
|
||||
A Muddy Crossing~
|
||||
This section of trail has got to be the messiest, gookiest, nastiest crossing
|
||||
in the whole town. The mud here is up past you ankles, making travel difficult,
|
||||
and disgusting. You catch a faint odor breezing it's way from the north, and in
|
||||
looking in that direction, you see why. To the north is a barn, while to the
|
||||
south is a huge tent set up on a hill.
|
||||
~
|
||||
254 0 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25416
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25430
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25423
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25414
|
||||
S
|
||||
#25416
|
||||
A Muddy Trail~
|
||||
The trail does not get any better here, the mud is still deep as hell and to
|
||||
make matters worse, it even is beginning to smell a bit. A ways north of you is
|
||||
a hay barn, to the northeast and northwest are chicken coops.
|
||||
~
|
||||
254 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25417
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25415
|
||||
S
|
||||
#25417
|
||||
A Muddier Trail~
|
||||
Damn this mud is deep! To both the east and west you see chicken coops, both
|
||||
holding a few chickens. To the north is a hay barn, which seems to be stocked
|
||||
well.
|
||||
~
|
||||
254 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25420
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25419
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25416
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25418
|
||||
S
|
||||
#25418
|
||||
Chicken Coop~
|
||||
You stand just inside a chicken coop, ankle deep in (no pun intended) chicken
|
||||
shit. Little cluckers run around you pecking here and pecking there, generally
|
||||
being a nuisance.
|
||||
~
|
||||
254 0 1
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25417
|
||||
S
|
||||
#25419
|
||||
Chicken Coop~
|
||||
You stand just inside a chicken coop, surrounded by a bunch of annoying
|
||||
chickens who seem to think you are the guy that's bringing the food. By the
|
||||
way, what's that on the bottom of your shoe?
|
||||
~
|
||||
254 0 1
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25417
|
||||
S
|
||||
#25420
|
||||
Hay Barn~
|
||||
This open air structure holds what appears to be the entire supply of hay for
|
||||
the village. Bales upon bales fill this tin roofed building, alomost to the
|
||||
rafters.
|
||||
~
|
||||
254 0 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25421
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25417
|
||||
S
|
||||
#25421
|
||||
Cow Barn~
|
||||
This has got to be the smelliest place in Dibrova! Not even the pet shop in
|
||||
Jareth can compare to this. Stalls line the east wall, with a cow milling about
|
||||
in each one. The floor os covered in fecal matter, obviously from the cows in
|
||||
the stalls. Watch your step!
|
||||
~
|
||||
254 0 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25422
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25420
|
||||
S
|
||||
#25422
|
||||
Pasture~
|
||||
This small but lush and open plot of land provides food for the cows which
|
||||
graze here at this time. Fenced in, this pasture's only exit is south into the
|
||||
Stinky Barn.
|
||||
~
|
||||
254 0 1
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25421
|
||||
S
|
||||
#25423
|
||||
A Dirt Trail~
|
||||
This trail leads south to a huge tent set upon a hill, to the southeast you
|
||||
see another structure, a more permanent looking place. To the north the trail
|
||||
gets very muddy.
|
||||
~
|
||||
254 0 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25415
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25424
|
||||
S
|
||||
#25424
|
||||
A Dirt Trail~
|
||||
The trail continues it's way up the hill to the tent, but also branches off
|
||||
both to the east and west here. To the east you see a wooden building, not a
|
||||
lodging, but maybe some sort of storage structure. West the trail twists and
|
||||
turns, if it leads to anything, you cannot see what that might be.
|
||||
~
|
||||
254 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25423
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25426
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25425
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25427
|
||||
S
|
||||
#25425
|
||||
Food Tent~
|
||||
This is where the village comes to eat their meals, three times daily. A
|
||||
raised chair at the head of the long table looks down on all, this must
|
||||
obviously be Mordecai's seat of honor. Currently, there is no one here eating.
|
||||
|
||||
~
|
||||
254 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25424
|
||||
S
|
||||
#25426
|
||||
Food Storage and Preparation~
|
||||
This building houses all the foodstuffs for the village. Rows of bushel
|
||||
baskets filled with dried vegetables and grains line the walls, while skinned
|
||||
animals hang above them, collecting flies and who knows what else. An area near
|
||||
the rear of the building looks to be seignated as the prep area with a hand pump
|
||||
for water and many different kinds of spices and seasonings on shelves.
|
||||
~
|
||||
254 0 2
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25424
|
||||
S
|
||||
#25427
|
||||
A Twisty Turning Trail~
|
||||
This trail heads through some trees to an unknown destination, but generally
|
||||
in an easterly direction.
|
||||
~
|
||||
254 0 1
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25424
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25428
|
||||
S
|
||||
#25428
|
||||
A Twisty Turning Trail~
|
||||
The trail ends here, at a small stone building. The entrance to the building
|
||||
is directly south of you, but it doesn't appear as if you will be getting in any
|
||||
time soon, since the door is oak bound in iron, and no apparent windows from
|
||||
where you stand.
|
||||
~
|
||||
254 0 1
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25427
|
||||
D2
|
||||
~
|
||||
door~
|
||||
2 -1 25429
|
||||
S
|
||||
#25429
|
||||
Weapon Cache~
|
||||
Various implements of destruction are stored here, just waiting for some
|
||||
lucky soul to come along and abuse them.
|
||||
~
|
||||
254 ad 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
2 -1 25428
|
||||
S
|
||||
#25430
|
||||
A Dirt Path~
|
||||
The trail continues east toward the center of the village. You begin to see
|
||||
tents and huts the farther east you go, these must be the permanent residences
|
||||
of the village.
|
||||
~
|
||||
254 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25431
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25415
|
||||
S
|
||||
#25431
|
||||
A Dirt Trail~
|
||||
The trail heads east into the center of the village, to the north and south
|
||||
of you are tents, large enough to hold a family or at a few people.
|
||||
~
|
||||
254 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25432
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25430
|
||||
S
|
||||
#25432
|
||||
A Meeting of Two Trails~
|
||||
Here the two main trails in the village meet. One of them heads west and the
|
||||
other runs north to south.
|
||||
~
|
||||
254 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25444
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25441
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25431
|
||||
S
|
||||
#25433
|
||||
Tent Dwelling~
|
||||
This tent, roughly 10x10, serves as the primary dwelling for one of the
|
||||
families under Mordecai's 'care'. Four cots sit side by side along one wall and
|
||||
a leather chest sits in a corner, holding what you assume would be all of their
|
||||
wordly belongings.
|
||||
~
|
||||
254 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25441
|
||||
S
|
||||
#25434
|
||||
Tent Dwelling~
|
||||
This tent, roughly 10x10, serves as the primary dwelling for one of the
|
||||
families under Mordecai's 'care'. Four cots sit side by side along one wall and
|
||||
a leather chest sits in a corner holding what you assume would all of their
|
||||
worldy possessions.
|
||||
~
|
||||
254 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25441
|
||||
S
|
||||
#25435
|
||||
Tent Dwelling~
|
||||
This tent, roughly 10x10, serves as the primary dwelling for one of the
|
||||
families under Mordecai's 'care'. Four cots sit side by side along one wall and
|
||||
a leather chest sits in a corner holding what you assume would be all of their
|
||||
worldly possessions.
|
||||
~
|
||||
254 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25444
|
||||
S
|
||||
#25436
|
||||
Tent Dwelling~
|
||||
This tent, roughly 10x10, serves as the primary dwelling for one of the
|
||||
families under Mordecai's 'care'. Four cots sit side by side along one wall,
|
||||
and a leather chest sits in a corner, holding what you assume would be all of
|
||||
their worldly possessions.
|
||||
~
|
||||
254 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25445
|
||||
S
|
||||
#25437
|
||||
Hut~
|
||||
Made of muddy claya and straw, this small hut serves as a permanent home to a
|
||||
family of four. In this cramped 8x8 area, four cots and a large chest all
|
||||
occupy what little living area there was.
|
||||
~
|
||||
254 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25446
|
||||
S
|
||||
#25438
|
||||
Hut~
|
||||
Made of muddy clay and straw, this small hut serves as a permanent home to a
|
||||
family of four. In this cramped 8x8 area, four cots and a large chest all
|
||||
occupy what little living area there was.
|
||||
~
|
||||
254 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25442
|
||||
S
|
||||
#25439
|
||||
Hut~
|
||||
Made of muddy clay and straw, this small hut serves as a permanent home to a
|
||||
family of four. In this cramped 8x8 area, four cots and a large chest all
|
||||
occupy what little living area there was.
|
||||
~
|
||||
254 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25446
|
||||
S
|
||||
#25440
|
||||
Hut~
|
||||
Made of muddy clay and straw, this small hut serves as a permanent home to a
|
||||
family of four. In this cramped 8x8 area, four cots and a large chest all
|
||||
occupy what little living area there was.
|
||||
~
|
||||
254 0 1
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25444
|
||||
S
|
||||
#25441
|
||||
The Trail Out of Town~
|
||||
This trail leads south into the wilderness, leaving the village behind. To
|
||||
the north the trail leads into the main part of the village.
|
||||
~
|
||||
254 0 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25432
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25434
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25442
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25433
|
||||
S
|
||||
#25442
|
||||
The Trail Out of Town~
|
||||
This trail leads south into the wilderness, even now the way becomes a bit
|
||||
more choked with trees. To the north you see the main part of the village.
|
||||
~
|
||||
254 0 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25441
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25438
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25443
|
||||
S
|
||||
#25443
|
||||
The Trail Out of Town~
|
||||
You are now at the outskirts of the village. You may leave it to the south
|
||||
or go back into the main section to the north.
|
||||
~
|
||||
254 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25442
|
||||
S
|
||||
#25444
|
||||
A Dusty Trail~
|
||||
This trail north and south of you. South it leads to the meeting of this
|
||||
trail and another running west. To the north there are some tents and huts and
|
||||
farther north, upon a hill, you see a few more permanent looking structures.
|
||||
~
|
||||
254 0 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25445
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25435
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25432
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25440
|
||||
S
|
||||
#25445
|
||||
A Dusty Trail~
|
||||
The trail leads north to south, huts and tents spaced out at intervals.
|
||||
~
|
||||
254 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25446
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25444
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25436
|
||||
S
|
||||
#25446
|
||||
A Dusty Trail~
|
||||
The trail leads north and south from here. North you see what appear the
|
||||
main buildings for this village, possibly even Mordecai's place of dwelling.
|
||||
South of you are the many huts and tents which serve as homes for Mordecai's
|
||||
people.
|
||||
~
|
||||
254 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25447
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25437
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25445
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25439
|
||||
S
|
||||
#25447
|
||||
A Dusty Trail~
|
||||
Here you stand at the top of a large sloping hill, which slopes downward to
|
||||
the east. It appears as if a temple or place of worship has been erected there,
|
||||
you may enter it to the east. North of you are the main buildings for Mordecai,
|
||||
south are the many huts and tents of the village people.
|
||||
~
|
||||
254 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25448
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25449
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25446
|
||||
S
|
||||
#25448
|
||||
The End of the Road~
|
||||
Directly north of you looms Mordecai's home, a tall stone structure with a
|
||||
sloping peaked roof. It appears that he fears none of his people, for the door
|
||||
to his home is wide open. To the east you see another stone house, this one a
|
||||
bit smaller than Mordecai's, and west of you is yet another stone house.
|
||||
~
|
||||
254 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25452
|
||||
D1
|
||||
~
|
||||
door~
|
||||
0 -1 25450
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25447
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25451
|
||||
S
|
||||
#25449
|
||||
Outdoor Temple~
|
||||
This small basin, set in an almost tranquil setting, has been fashioned into
|
||||
a place of worship by the people of the village. Wooden benches serving as
|
||||
pughs have been set into side of the hill. At the bottom of the basin, a stage
|
||||
with a podium has been erected, obviously for Mordecai and his sermons.
|
||||
~
|
||||
254 0 3
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25447
|
||||
S
|
||||
#25450
|
||||
Lieutenant Caspan's Home~
|
||||
Lieutenant Caspan, Mordecai's most trusted advisor and soldier, has been
|
||||
granted this home in recognition of his extreme loyalty, and he does appear at
|
||||
all pleased to see that you have invaded his sanctuary.
|
||||
~
|
||||
254 0 1
|
||||
D3
|
||||
~
|
||||
door~
|
||||
0 -1 25448
|
||||
S
|
||||
#25451
|
||||
The Wives~
|
||||
The interior of this home smells of both stale perfume and rotten fish.
|
||||
Mordecai keeps his favorites for the month in this home, in apparent 'luxury',
|
||||
treating them well for the services they render. Heaps of stained bedding lie
|
||||
in disarray all over the floor. Pillows, torn and in some places, bloodstained,
|
||||
lie in heaped in different corners.
|
||||
~
|
||||
254 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25448
|
||||
S
|
||||
#25452
|
||||
Mordecai's Home~
|
||||
This is the home of the Great Mordecai? One cot, one wash basin (dry and
|
||||
apparently unused for the most part), and a wardrobe on the east wall are all
|
||||
that occupy this place. One would think a man of Mordecai's stature would have
|
||||
just a bit more in the way of luxuries.
|
||||
~
|
||||
254 0 0
|
||||
D1
|
||||
~
|
||||
wardrobe~
|
||||
2 -1 25454
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25448
|
||||
S
|
||||
#25453
|
||||
Penelope's Cell~
|
||||
Ah, the fair Penelope, daughter of the Lord of Jareth. Such a sight to
|
||||
behold, in all her beauty and majesty, such a wondrous vision. And so very well
|
||||
guarded!
|
||||
~
|
||||
254 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25452
|
||||
S
|
||||
#25454
|
||||
Mordecai's Stash~
|
||||
You have finally figured out why Mordecai didn't have any good stuff in his
|
||||
home. It was all here. A plush, velvet upholstered chair sits in the center of
|
||||
his wealth, obviously the place where Mordecai enjoys a great deal of his time.
|
||||
|
||||
~
|
||||
254 0 0
|
||||
D3
|
||||
~
|
||||
wardrobe~
|
||||
2 -1 25452
|
||||
S
|
||||
#25455
|
||||
Dark and Gloomy Tunnel~
|
||||
This is the end of the tunnel. Above you, a faint light filters through
|
||||
cracks in a trap door.
|
||||
~
|
||||
254 0 1
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25456
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 25453
|
||||
S
|
||||
#25456
|
||||
A Dark and Gloomy Tunnel~
|
||||
The tunnel continues along it's dark and gloomy way heading in a direction
|
||||
only the maker of this place would know.
|
||||
~
|
||||
254 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25455
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25457
|
||||
S
|
||||
#25457
|
||||
A Dark and Gloomy Tunnel~
|
||||
Still dark. Still Gloomy. Still going.
|
||||
~
|
||||
254 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25456
|
||||
S
|
||||
$~
|
||||
455
lib/world/wld/255.wld
Normal file
455
lib/world/wld/255.wld
Normal file
@@ -0,0 +1,455 @@
|
||||
#25500
|
||||
Old Sailor's Home~
|
||||
You enter into a small cavern about ten by ten in diameter. The flickering
|
||||
light you noticed earlier comes from a campfire in the center of the floor.
|
||||
Crude furniture made from driftwood and rocks lies strewn about, and some
|
||||
raggety clothing hangs on a peg of wood jammed into a crack in the stone wall.
|
||||
~
|
||||
255 di 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25531
|
||||
E
|
||||
credits~
|
||||
*Shipwreck
|
||||
*Written for Dibrova by Kaan
|
||||
This is a subterranean ship stuck in cave-in with a bunch of aggro pirate
|
||||
ghosts who are also invisible. Some decent eq for the mid-level player as
|
||||
well as some good experience. Connects to Beach and Lighthouse area, also
|
||||
available for download.
|
||||
|
||||
Zone 255 is linked to the following zones:
|
||||
265 Beach & Lighthouse at 25507 (up ) ---> 26506
|
||||
265 Beach & Lighthouse at 25531 (west ) ---> 26502
|
||||
~
|
||||
S
|
||||
#25501
|
||||
Skeleton Room~
|
||||
This room looks to have been used as a sort of holding cell for crew members
|
||||
who commited crimes or for unwanted stowaways. A pile of human bones sits in a
|
||||
corner, being the only thing in the room except, of course, for the ever
|
||||
lingering stale smell of death.
|
||||
~
|
||||
255 ad 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25514
|
||||
E
|
||||
bones pile~
|
||||
They look like any other pile of bones you've looked through.
|
||||
~
|
||||
S
|
||||
#25507
|
||||
On a Rope Ladder~
|
||||
You begin climbing down the rope ladder. Below you, there is a mist
|
||||
obscuring all except a foot or so below you. In fact, you can barely see your
|
||||
feet as they descend. The air around seems to much more damp than the air
|
||||
above, near the sea. You can hear a creaking noise, a noise made up of many
|
||||
different pitches, all blended into one, like a hundred grannies rocking in old
|
||||
chairs all at once.
|
||||
~
|
||||
255 di 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 26506
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 25508
|
||||
S
|
||||
#25508
|
||||
Out of the Mists~
|
||||
As you descend farther down the ladder, the mists begin to part, and what you
|
||||
see below you takes your breath away. You find yourself in an immense cavern,
|
||||
the floor of which is all sea water. Floating on the sea floor of this cavern,
|
||||
directly below you, and from the looks of it, entombed here forever, is a huge
|
||||
saling vessel. The rope you are on drops you onto the crow's nest of the main
|
||||
mast of this ship. You see no movement on deck, not that you expected to, as it
|
||||
looks as if this ship has been here for many decades, possibly even centuries.
|
||||
|
||||
~
|
||||
255 di 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 25507
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 25509
|
||||
S
|
||||
#25509
|
||||
Crow's Nest - Main Mast~
|
||||
You stand on a small round platform which encircles the top of the main mast.
|
||||
A set of small iron rungs lead down the mast to the deck at midships. Rigging
|
||||
surrounds you on all sides, but none of it looks too stable. The rope ladder
|
||||
ascends up through the mists.
|
||||
~
|
||||
255 0 5
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 25508
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 25510
|
||||
S
|
||||
#25510
|
||||
Gangway - Midships~
|
||||
You stand in the center of this once-mighty vessel, gently rocking with the
|
||||
water beneath. You can hear no sound but that of the ship creaking beneath you,
|
||||
the crew that ran this proud ship must have long since deserted it or died
|
||||
trying to get it out of this cavern. The gangway runs north to south the length
|
||||
of the ship. The gunwales lies east and west of you.
|
||||
~
|
||||
255 0 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25511
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25519
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25515
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25518
|
||||
D4
|
||||
You look up the rungs in the mast into a deep, inpenetrable mist.
|
||||
~
|
||||
~
|
||||
0 0 25509
|
||||
S
|
||||
#25511
|
||||
Gangway~
|
||||
Your footsteps echo hollowly on the old planking, giving you a sense of
|
||||
danger impending. A hatch in the floor here gives you access to the lower deck.
|
||||
~
|
||||
255 0 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25512
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25510
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 25520
|
||||
E
|
||||
hatch~
|
||||
The hatch has a handle set into it. It does not appear to be locked.
|
||||
~
|
||||
S
|
||||
#25512
|
||||
Gangway at Foremast~
|
||||
The foremast raises from the deck here, rotted rigging still attached to
|
||||
tattered sails. The ganway continues on north and south of you.
|
||||
~
|
||||
255 i 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25513
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25511
|
||||
S
|
||||
#25513
|
||||
Forecastle~
|
||||
You stand near the front most section of the ship, with the cavern wall
|
||||
staring you right in the face. You can now see how the ship got trapped in this
|
||||
cavern. It looks as if at one time this was a small cove with deep enough
|
||||
waters to harbor a ship. The northern wall, now a tremendous pile of rubble,
|
||||
must have come down, sealing the ship in.
|
||||
~
|
||||
255 di 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25514
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25512
|
||||
S
|
||||
#25514
|
||||
Bow~
|
||||
You stand at the very front of the ship. There is a small square hole
|
||||
leading down from here or you may head south along the gangway.
|
||||
~
|
||||
255 di 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25513
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25501
|
||||
S
|
||||
#25515
|
||||
Poopdeck~
|
||||
You stand on the poop deck, the main section of the upper deck, where most of
|
||||
the sailing must have been done when this craft was seaworthy.
|
||||
~
|
||||
255 di 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25510
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25516
|
||||
S
|
||||
#25516
|
||||
At the Wheel~
|
||||
Here the huge wheel of the ship still rests in place, not a scratch or nick
|
||||
on it. A compass sits in its stand here as well, also still in fine condition.
|
||||
You may head north along the gangway or south to the stern.
|
||||
~
|
||||
255 di 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25515
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25517
|
||||
S
|
||||
#25517
|
||||
Stern~
|
||||
You stand at the back of the ship, which butts up against the cavern wall.
|
||||
The floors here still seem to be free of any litter or debris, strange for a
|
||||
ship that appears to have been stuck in one place for so long.
|
||||
~
|
||||
255 di 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25516
|
||||
S
|
||||
#25518
|
||||
Port Gunwale~
|
||||
The sides of the ship are roughly 3 ft in height.
|
||||
~
|
||||
255 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 25510
|
||||
S
|
||||
#25519
|
||||
Starboard Gunwale~
|
||||
The sides of the ship are roughly 3 ft in height.
|
||||
~
|
||||
255 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 25510
|
||||
S
|
||||
#25520
|
||||
In a Corridor - Lower Deck~
|
||||
You stand in a small, cramped corridor which runs north to south. You notice
|
||||
doors spaced at intervals in front and behind you, but none next to you. Doors
|
||||
stand closed at the end of the hall at both ends.
|
||||
~
|
||||
255 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25521
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25523
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 25511
|
||||
S
|
||||
#25521
|
||||
In a Corridor - Lower Deck~
|
||||
The corridor ends just north of you at a door. Doors flank you on both east
|
||||
and west sides.
|
||||
~
|
||||
255 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25522
|
||||
D1
|
||||
~
|
||||
door~
|
||||
1 0 25529
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25520
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 0 25530
|
||||
S
|
||||
#25522
|
||||
North End of Corridor~
|
||||
You stand in front of a closed door at the north end of the corridor. No
|
||||
markings or signs adorn the door, so it could lead anywhere.
|
||||
~
|
||||
255 ad 0
|
||||
D0
|
||||
door
|
||||
~
|
||||
door~
|
||||
1 -1 25526
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25521
|
||||
S
|
||||
#25523
|
||||
In a Corridor - Lower Deck~
|
||||
The corridor runs south and north from here, ending just south of you in a
|
||||
closed door. Doors flank either side of you, east and west, or you may go back
|
||||
north.
|
||||
~
|
||||
255 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25520
|
||||
D1
|
||||
~
|
||||
~
|
||||
1 -1 25528
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 25524
|
||||
D3
|
||||
~
|
||||
~
|
||||
1 -1 25527
|
||||
S
|
||||
#25524
|
||||
South End of Corridor~
|
||||
You stand at the southern end of the corridor in front of a large oak door.
|
||||
You may go back north or try the door.
|
||||
~
|
||||
255 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 25523
|
||||
D2
|
||||
The door seems to be solid and sturdy, despite the effects of time and decay.
|
||||
~
|
||||
door~
|
||||
1 -1 25525
|
||||
S
|
||||
#25525
|
||||
Captain's Quarters~
|
||||
This is easily the biggest single room on the whole lower deck of the ship,
|
||||
not that that is saying too much. A large, quite comfortable looking bed rests
|
||||
against one wall, a desk, nailed to the floor, sits at another end with a stool
|
||||
similarly attached to floor.
|
||||
~
|
||||
255 ad 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 -1 25524
|
||||
S
|
||||
#25526
|
||||
Bunk Room~
|
||||
This room is where the majority of the crew must have slept. Bunks built
|
||||
into the walls of this room make small alcoves for each sailor. The cushions in
|
||||
each have long since rotted into decay, and even the wood which fashioned these
|
||||
walls looks now so rotted as not to be able hold any one man's weight.
|
||||
~
|
||||
255 ad 0
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 -1 25522
|
||||
S
|
||||
#25527
|
||||
Galley and Mess Room~
|
||||
All food for the ship was prepared and eaten in this room. A small but
|
||||
servicable kitchen is set up at one end of the room, while a long table which
|
||||
benches lining either side is set up at the other side.
|
||||
~
|
||||
255 ad 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
1 -1 25523
|
||||
S
|
||||
#25528
|
||||
The Latrine~
|
||||
This room, although unused for who knows how long, still smells the same as
|
||||
it must have when in operation. A small, dirty basin sits in the center of the
|
||||
room, awaiting use, seeming almost to smile at you, daring you to use it.
|
||||
~
|
||||
255 ad 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
1 -1 25523
|
||||
S
|
||||
#25529
|
||||
Rowing Room - Starboard Side~
|
||||
This long room houses a set of rotted wooden benches, all deluxe with rotted
|
||||
oars to match. What a joy it must have been to be down here when there was no
|
||||
wind!
|
||||
~
|
||||
255 ad 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
1 -1 25521
|
||||
S
|
||||
#25530
|
||||
Rowing Room - Port Side~
|
||||
This room houses a set of rotted wooden benches complete with rotted oars
|
||||
resting on each. You can smell the sweat still in the air from the men who must
|
||||
have worked their heart and soul to keep this vessel moving in calm waters.
|
||||
~
|
||||
255 ad 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
1 -1 25521
|
||||
S
|
||||
#25531
|
||||
Cave Entrance~
|
||||
You stand at the entrance to a cave half way down the cliff face. You see a
|
||||
flickering light inside which could be a campfire, could be a lantern. It also
|
||||
could be a cook fire - a cook fire to cook you!
|
||||
~
|
||||
255 i 5
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25500
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26502
|
||||
S
|
||||
$~
|
||||
1669
lib/world/wld/256.wld
Normal file
1669
lib/world/wld/256.wld
Normal file
File diff suppressed because it is too large
Load Diff
2188
lib/world/wld/257.wld
Normal file
2188
lib/world/wld/257.wld
Normal file
File diff suppressed because it is too large
Load Diff
1041
lib/world/wld/258.wld
Normal file
1041
lib/world/wld/258.wld
Normal file
File diff suppressed because it is too large
Load Diff
956
lib/world/wld/259.wld
Normal file
956
lib/world/wld/259.wld
Normal file
@@ -0,0 +1,956 @@
|
||||
#25900
|
||||
Bottom of the Steps~
|
||||
A set of rickety wooden steps lead up to the tall front double doors of this
|
||||
huge house. It appears that this place must once have been a very elegant
|
||||
place, possibly even the home of a socialite, but why a socialite would build a
|
||||
home in the midst of a forest such as this is beyond your comprehension. Be
|
||||
careful on those steps, they are old and gray and appear to be rotted in many
|
||||
places.
|
||||
~
|
||||
259 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25901
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26643
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25907
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25930
|
||||
E
|
||||
credits info~
|
||||
Haunted Mansion by Kaan for Dibrova
|
||||
This is part of a five zone package, a Haunted Mansion nestled deep in the
|
||||
Dark and Sinister Forest. There are ghosts and spectres, rats and spiders,
|
||||
a cellar and an upper level, a ballroom and a study. That sort of thing.
|
||||
This is a zone geared toward experience gain - the objs are minimal, in fact
|
||||
I do not believe I even included the objs file since there really wasn't
|
||||
anything to offer, just a two junk eqs. The exp for the mobs is jacked up
|
||||
to compensate for the lack of eq, as well as the gold the mobs carry.
|
||||
|
||||
Links: 00e, 02n, 04w, 06s, 07
|
||||
~
|
||||
S
|
||||
#25901
|
||||
Northeast Corner of the House~
|
||||
The steps leading up to the front door lie just south of you, old wooden
|
||||
things that appear to be just about to fall into decay. Listening for any sound
|
||||
from within the house reveals nothing, it appears that it may be deserted.
|
||||
~
|
||||
259 0 3
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25900
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25902
|
||||
S
|
||||
#25902
|
||||
North Side of the House~
|
||||
Empty, black windows stare at you from the wall of the house, giving a you a
|
||||
cold feeling of dread. Every indication you get tells you that the place must
|
||||
be deserted, however you still have the sensation of being watched. You cannot
|
||||
see any sort of entrance from here, save the windows, and just in case someone
|
||||
does live here, it would be best to leave those windows intact.
|
||||
~
|
||||
259 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26647
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25901
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25903
|
||||
S
|
||||
#25903
|
||||
Northwest Corner of the House~
|
||||
You can see a set of doors laying on the ground just south of you - those
|
||||
must be the doors that lead into the cellar. No other entrances are visible to
|
||||
you from your current vantage point.
|
||||
~
|
||||
259 0 3
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25902
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25904
|
||||
S
|
||||
#25904
|
||||
West Side of the House - Cellar Entrance~
|
||||
A set of what were once white painted steel double doors are laying closed at
|
||||
your feet, doors that you assume would lead to the cellar. The paint now has
|
||||
mostly chipped or worn away, leaving the doors a sort of dirty, brown and white
|
||||
and gray combo color. Leaves blow past you, the breeze which carries them
|
||||
smelling of something familiar - almost like blood.
|
||||
~
|
||||
259 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25903
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25905
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26657
|
||||
D5
|
||||
~
|
||||
door~
|
||||
1 0 25938
|
||||
S
|
||||
#25905
|
||||
Southwest Corner of the House~
|
||||
To the north you can see the double doors which lead the way into the cellar.
|
||||
The walls of the house are of chipped wood siding, the paint that once covered
|
||||
the walls flaking and peeling,completely gone even in some places. You cannot
|
||||
see any other ways into the house from here except the cellar.
|
||||
~
|
||||
259 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25904
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25906
|
||||
S
|
||||
#25906
|
||||
South Side of the House~
|
||||
You stand here wondering what sort of person would build a home in the midst
|
||||
of a wood such as this. This home was very obviously once a very fine home, the
|
||||
type which is built for politicians or persons of extreme wealth. It has long
|
||||
since fallen into decay - a crumbling, wasted ruin. There could be no chance
|
||||
that anyone might still live here - could there?
|
||||
~
|
||||
259 0 3
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25907
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26649
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25905
|
||||
S
|
||||
#25907
|
||||
Southeast Corner of the House~
|
||||
To the north, you can see the rickety steps which lead up to the front doors
|
||||
of this home. You have to wonder to yourself, though... Do you really wish to
|
||||
enter into this place? There is obviously no one living here anymore - at least
|
||||
it seems that way. You hear a small skittering and a thump from within.
|
||||
Probably just a rat or a squirrel.
|
||||
~
|
||||
259 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25900
|
||||
S
|
||||
#25908
|
||||
Front Hallway~
|
||||
You give a start as you realize that the door is closed, even though you know
|
||||
you opened it yourself. The paneling that once must have shone with the care
|
||||
and polish of good housekeeping has long since been eaten away by vermin from
|
||||
the forest, small holes dot the walls from those intrusions. Some faded
|
||||
pictures hang along the walls, old pitted and worn metal sconces next to them.
|
||||
Although all of these things here now seem worthless junk, at close inspection
|
||||
you can tell that they were once extremely expensive pieces. It seems strange
|
||||
that the items were never taken when the old occupants left, or at least
|
||||
auctioned off by relatives. The hallway heads into the house to the west. To
|
||||
the east is the front door .
|
||||
~
|
||||
259 ci 0
|
||||
D1
|
||||
~
|
||||
door~
|
||||
2 0 25931
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25909
|
||||
S
|
||||
#25909
|
||||
Inner Hallway~
|
||||
The hallway has opened up into a tall, arch ceilinged hall, wide enough by
|
||||
far to be called a hall, rather than a hallway. Wide crystal chandeliers line
|
||||
the ceiling, most of them missing pieces in spots - the crystal cracked or
|
||||
fallen along the floor, dirt and grime accumulated through the years all over
|
||||
the surface of the once-fine crystal. The place would be quite impressive were
|
||||
it not for the fact that the signs of abandonment were so clear. There is a
|
||||
small coat closet to the north, the main living through an entryway to the
|
||||
south.
|
||||
~
|
||||
259 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25910
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25908
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25911
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25915
|
||||
S
|
||||
#25910
|
||||
Butler's Pantry~
|
||||
This large, walk in closet was made to hold coats for large numbers of guests
|
||||
during social functions. This was a place the butler could keep most of his
|
||||
serving tools and extra linens, and maybe the occasional nip of brandy when the
|
||||
master had his back turned. Now the shelves and racks which would have held the
|
||||
coats has long since fallen into ruin, a crumbling mass of splintered, rotted
|
||||
wood falling in on itself.
|
||||
~
|
||||
259 a 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25909
|
||||
S
|
||||
#25911
|
||||
Main Living Quarters and Social Gathering Room~
|
||||
All parties, balls, and any other sorts of social functions always ended
|
||||
finding their way into this large room. Business deals larger than most kings
|
||||
make in a year were made in this room, newlyweds made their vows and new years
|
||||
were brought in in this room. The torn wallpaper, the broken chandeliers, and
|
||||
the rotted furniture gives you a terrible feeling of sadness, a feeling of
|
||||
immense regret.
|
||||
~
|
||||
259 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25909
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25912
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25914
|
||||
S
|
||||
#25912
|
||||
Main Living and Social Gathering Room~
|
||||
The room makes a large dogleg, the echoing chamber you stand in large enough
|
||||
that even with that dogleg, you can see most areas of the room from anywhere you
|
||||
might be standing. The floor, made of hard cherry wood is eaten away and rotted
|
||||
in many places - the footing here quite treacherous. There seems to be nothing
|
||||
of value left in this place, only a lingering feeling of overwhelming loss and
|
||||
sadness.
|
||||
~
|
||||
259 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25911
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25913
|
||||
S
|
||||
#25913
|
||||
Main Living and Social Gathering Room~
|
||||
The large dining room just to the north and more of this once-opulent room to
|
||||
the east, your choices are basically the same. Too much ruin, too much lost,
|
||||
you can understand why the old occupants of this home might never ever want to
|
||||
leave. But what purpose would they serve - staying here for all eternity?
|
||||
~
|
||||
259 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25914
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25912
|
||||
S
|
||||
#25914
|
||||
Dining Room~
|
||||
The gilded wooden table, long enough to seat ten men with elbow room, lays at
|
||||
an angle as one of the legs has been chewed through by rats or vermin of some
|
||||
sort. The candelabra that decorated this fine table, along with the linen has
|
||||
slid to the ground in a heap just next to the table. Another of the beautiful
|
||||
chandeliers that you are finding typical of this place hangs above the table,
|
||||
long trails of cobwebs streaming down from its decor. The main room is to the
|
||||
east and south, the hallway to the north.
|
||||
~
|
||||
259 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25915
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25911
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25913
|
||||
S
|
||||
#25915
|
||||
Hallway~
|
||||
You can almost imagine the men in their fine black coats, the tails almost
|
||||
long enough to drag the floor. They would walk through this hall, admiring the
|
||||
fine oil paintings and sipping their brandy or whiskey, as the bright light of
|
||||
the chandeliers above lit the room as if it were high noon in the sun, no matter
|
||||
what the time of day or night. Just north of you lies a swinging door,
|
||||
presumably to the kitchen, for through an open way to the south lies the dining
|
||||
room.
|
||||
~
|
||||
259 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25916
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25909
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25914
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25920
|
||||
S
|
||||
#25916
|
||||
Kitchen~
|
||||
So far the only piece which you have seen here that has escaped the elements
|
||||
and the wild animals of the surrounding forest is the thick wooden carving table
|
||||
which sits dead center of this room. It is filthy, covered in rat droppings and
|
||||
cobwebbing so thick that you wouldn't know it was made of wood were it not for
|
||||
the holes drilled deep into the far side of it where the knives were to go.
|
||||
Steel tables line most of the walls, an old broken down cooler resting in the
|
||||
northwest corner.
|
||||
~
|
||||
259 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25915
|
||||
S
|
||||
#25917
|
||||
Stair Landing~
|
||||
The hall in the upper level seems much more dark than the lower reaches.
|
||||
Maybe it is the size of the lower halls - with so much room, there would be more
|
||||
space for the light to travel, making things seem brighter. A neutrally
|
||||
flowered wallpaper lines the walls here, with the same type of sconces set into
|
||||
the walls as downstairs. Doors lead off from this hallway at inetrvals,
|
||||
presumably into bedrooms.
|
||||
~
|
||||
259 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25926
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25918
|
||||
S
|
||||
#25918
|
||||
Narrow Hallway~
|
||||
The stairs seem solid enough, through the dust and grime which covers most of
|
||||
the old ratty carpeting you can see where the holes in the wood are and how few
|
||||
there are. Nothing is visible from here in the upper reaches, just a short
|
||||
staircase and a landing at the top where a hallway heads off into darkness.
|
||||
You have an uneasy feeling, peering into that darkness, as if you were violating
|
||||
someone's private sanctuary no matter how long ago they passed away.
|
||||
~
|
||||
259 a 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25919
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25917
|
||||
S
|
||||
#25919
|
||||
Narrow Hallway~
|
||||
The narrow confines of this hall seem so different and claustrophobic after
|
||||
being on such a wide hall as the one just south of here. There was once a plush
|
||||
carpet lining this hall, which you can see leads to a set of stairs, probably
|
||||
the way to the living quarters. The carpet is still robust in some spots, but
|
||||
wet and mottled, with what sort of substance it is probably best that you do not
|
||||
investigate all too much.
|
||||
~
|
||||
259 a 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25918
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25920
|
||||
S
|
||||
#25920
|
||||
Hallway~
|
||||
The hallway seems to widen even more than it was, although of course this is
|
||||
an optical illusion rendered by the fact that there are open exit leading south
|
||||
and north from here. The entire southern wall has opened into what was a gaming
|
||||
room, where the men could take leave of their women in order to find a bit of
|
||||
sport in competing with each other. To the north is a narrow hallway leading
|
||||
off in darkness.
|
||||
~
|
||||
259 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25919
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25915
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25921
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25922
|
||||
S
|
||||
#25921
|
||||
Gaming Room~
|
||||
An old billiards table still rests upright in the southwest corner of the
|
||||
room, its surface torn to shreds by the forest vermin. A dicing table has
|
||||
fallen into wooden clumps after having its legs all rot our from beneath it. A
|
||||
dart board lays against the wall on the floor, askew and broken in the center
|
||||
most probably by its fall from the wall where it must have hung.
|
||||
~
|
||||
259 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25920
|
||||
S
|
||||
#25922
|
||||
Hallway~
|
||||
The hallway makes its grand entrance into the ballroom from here, never truly
|
||||
ending but more flowing into the Grand Ballroom just west of here. The way into
|
||||
the ballroom is strewn over withe spider webs so thick that you will certainly
|
||||
have to cut through them with a blade so as not to get them stuck to your
|
||||
clothing. A set of wooden double doors rest closed against the north wall and
|
||||
to the south is a short alcove, a closed door against its west wall.
|
||||
~
|
||||
259 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 25923
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25920
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25924
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25925
|
||||
S
|
||||
#25923
|
||||
Study~
|
||||
As you force the doors open from the hallway and step into this room, you get
|
||||
a breath of fresh air blown into your face - a clean, woody scent like that of a
|
||||
well kept library. Astonished, you look around at a study which has somehow
|
||||
preserved itself where the rest of the house has fallen prey to time and the
|
||||
elements . A layer of thick dust covers the desk and the shelves which line the
|
||||
walls, books seem a bit crisp but other than that it all seems in perfect shape!
|
||||
How astonishing!
|
||||
~
|
||||
259 0 0
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 25922
|
||||
S
|
||||
#25924
|
||||
Alcove~
|
||||
The small in the west wall seems so unobtrusive as to ask to not be noticed,
|
||||
in fact it almost seems out of place. The area you stand in is only wide enough
|
||||
for one person to stand, almost too small to turn around in. This door
|
||||
obviously leads somewhere private.
|
||||
~
|
||||
259 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25922
|
||||
S
|
||||
#25925
|
||||
Grand Ballroom~
|
||||
The wind screeches in through a small break in one of the many window panes
|
||||
which line the walls of this immense chamber. Tattered draperies hang at angles
|
||||
from the tops of these six foot high windows, ragged and stained from countless
|
||||
years of grit and grime. The same immense chandeliers that line the ceiling in
|
||||
the outer hallway also ring this chamber, with an extremely large oen directly
|
||||
in the center. The lights in this room must have been fantastic when they were
|
||||
all lit during a ball or masquerade.
|
||||
~
|
||||
259 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25922
|
||||
S
|
||||
#25926
|
||||
Darkened Hall~
|
||||
The flowered wallpaper may once have looked comfortable and sedate, possibly
|
||||
even soothing to the eye as one traveled down this hall to their room where they
|
||||
might sleep or love another. It is now tattered and stained by time, the
|
||||
flowers appearing wilted and sick, as if a plague has infested this home and
|
||||
found its way into the wallpaper and into those flowers in that wallpaper.
|
||||
Attempting to shine your light east and west down the hall reveals nothing
|
||||
except the fact that you still cannot see farther than the ten feet your light
|
||||
illuminates.
|
||||
~
|
||||
259 a 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25917
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25929
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25927
|
||||
S
|
||||
#25927
|
||||
Darkened Hall~
|
||||
The floor creaks beneath the carpet as your feet sink in with each step. It
|
||||
is somewhat unnerving to be in such total darkness that your light only shines
|
||||
as far as your outstretched arm. It gives you an uneasy sensation that anyone
|
||||
could be ahead or behind, watching and waiting for the perfect moment to assault
|
||||
you, to stab you in your back. For that matter, anyone could now be downstairs
|
||||
in the main hall, listening as your steps creak down this old hall. There is a
|
||||
closed door to the north.
|
||||
~
|
||||
259 a 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 25932
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25926
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25928
|
||||
S
|
||||
#25928
|
||||
West End of the Hallway~
|
||||
The hallway ends at a set of double doors that appear to have been painted
|
||||
white when they were in their glory. They now are the same dull brownish gray
|
||||
color that so much of this building has adopted over the time since it was left
|
||||
deserted. Two sconces are set into the wall on either side of the doors,
|
||||
marking this a bedroom fo importance, possibly even the Master Bedroom. There
|
||||
is a door to the south, slightly cracked open but certainly not inviting by the
|
||||
looks of the darkness beyond.
|
||||
~
|
||||
259 a 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25927
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25936
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 0 25934
|
||||
E
|
||||
sconces~
|
||||
These old tarnished remnants remind that at one time this place was a very
|
||||
fine place, not the dirty ruin you see today. How old could this place actually
|
||||
be?
|
||||
~
|
||||
S
|
||||
#25929
|
||||
East End of the Hall~
|
||||
The short jaunt that the hall made in this direction has ended at a set of
|
||||
doors. One lies just south, one lies north, and one lies to the east. The only
|
||||
one which has its door open is the one to the south. You hear a muffled banging
|
||||
to the north - could it be that someone still lives here?!?
|
||||
~
|
||||
259 a 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 25935
|
||||
D1
|
||||
~
|
||||
door~
|
||||
1 0 25937
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25933
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25926
|
||||
S
|
||||
#25930
|
||||
Front Steps~
|
||||
Looking at the way these wooden slats bow under your weight and feeling the
|
||||
way the entire structure sways beneath you as you climb to the front door, you
|
||||
wonder if maybe this wasn't a bad idea. Better hurry up that front door and get
|
||||
inside before the whole thing collapses!
|
||||
~
|
||||
259 0 3
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25931
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25900
|
||||
S
|
||||
#25931
|
||||
Top of the Steps at the Front Door~
|
||||
The doors lie just ahead, very large and very imposing. The steps still
|
||||
creak and groan under your weight, swaying with every step that you take no
|
||||
matter how careful you are.
|
||||
~
|
||||
259 c 3
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 0 25908
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25930
|
||||
S
|
||||
#25932
|
||||
Bedroom~
|
||||
This looks to be one of the guest rooms where the master of this house might
|
||||
allow an acquaintance to spend the evening. The decor does not look as if it
|
||||
were cheap by any means, but certainly very neutral and without any taste in one
|
||||
direction or another. The tattered wastes of a down comforter lie all around
|
||||
the bed, its mattress torn to shreds. The dresser still seems intact for the
|
||||
most part, but filthy from the dirty feet of rodents scurrying about on it.
|
||||
~
|
||||
259 a 0
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 25927
|
||||
S
|
||||
#25933
|
||||
Bedroom~
|
||||
Because the door has been propped open for who knows how long, this room is a
|
||||
bit more run down than many of the others on this level. There is vitually
|
||||
nothing left of the bed which used to occupy the room, only some torn bits of
|
||||
cloth and some timber which the bedframe was made from.
|
||||
~
|
||||
259 a 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25929
|
||||
S
|
||||
#25934
|
||||
Master Bedroom~
|
||||
Larger by far than any of the other rooms on this upper level, this room
|
||||
boasted a bed large enough for five people to comfortably sleep, a huge carved
|
||||
alabaster bathing vessel and along the north wall, a beautiful marble fireplace.
|
||||
The bed is, of course, in tattered ruins now, the marble fireplace stained
|
||||
almost beyond recognition besides the fact that it once was a fireplace and the
|
||||
bath tub is so stained with rot and grime that it is almost impossible to
|
||||
believe that someone may have once gotten clean in it all.
|
||||
~
|
||||
259 a 0
|
||||
D1
|
||||
~
|
||||
door~
|
||||
1 0 25928
|
||||
S
|
||||
#25935
|
||||
Bedroom~
|
||||
You cautiously walk into the room, expecting to find some vagrant or even the
|
||||
master of this house, but instead find a broken window with a shutter which
|
||||
bangs incessantly against the wall outside. With the window open, the sound is
|
||||
amplified to the point of hurting your ears. This bedroom looks much like any
|
||||
of the other rooms on this level, quite a disaster with no hope of any type of
|
||||
remod.
|
||||
~
|
||||
259 a 0
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 25929
|
||||
S
|
||||
#25936
|
||||
The Nursery~
|
||||
You can still see a bit of the baby blue wallpaper that covered this room,
|
||||
the broken ribbing of a crib or playpen lies in the southwest corner. You
|
||||
suddenly feel such an immense surge of pity and regret at the fact that the
|
||||
people of this home must have been either torn from or killed in this home.
|
||||
They must have enjoyed a tremendous happiness while here and to have it taken
|
||||
away... Such a pity.
|
||||
~
|
||||
259 a 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25928
|
||||
S
|
||||
#25937
|
||||
Bedroom~
|
||||
A quick movement catches your eye in the northeast corner of the room, but
|
||||
just as quickly you decide that it was most probably nothing. This must have
|
||||
been the room that the more important guests stayed their nights, as this room
|
||||
boasts its own bathing vessel and a larger bed than most of the other rooms. A
|
||||
large fireplace lies in the northeast corner, an amenity that all the other
|
||||
rooms on this level lack, excepting the master bedroom, of course.
|
||||
~
|
||||
259 a 0
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 0 25929
|
||||
S
|
||||
#25938
|
||||
Cellar Steps~
|
||||
You stand just inside the entrance to the cellar, your head still above
|
||||
ground, your lower body inside the darkness of the cellar. The smell that wafts
|
||||
out from the area below is strong with mold, mildew, and the scent of blood.
|
||||
It must be told that many an adventurer has turned from this cellar in fear,
|
||||
without humiliation or any feelings of inadequacies - this is not a pleasant
|
||||
place.
|
||||
~
|
||||
259 c 3
|
||||
D4
|
||||
~
|
||||
door~
|
||||
1 0 25904
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 25939
|
||||
S
|
||||
#25939
|
||||
Inside the Cellar~
|
||||
The damp darkness of the underground cellar envelopes you as you make that
|
||||
last step into this awful place. An overwhelming feeling of terror permeates
|
||||
not you as a being in this space, but the space itself - as if the place you are
|
||||
standing within were afraid, and has been for an eternity. Shining your light
|
||||
does not do anything to give you a clue as to what lies in any of the directions
|
||||
you may travel in. All you can see is the dirt wall on the west side with solid
|
||||
wooden support beams running up the walls to the ceiling, holding this old home
|
||||
up.
|
||||
~
|
||||
259 a 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25940
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25941
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25942
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25938
|
||||
S
|
||||
#25940
|
||||
Cellar~
|
||||
A small wooden door lies closed against the north wall, cheaply made and not
|
||||
all that strong looking. The wall which it is built into is made of loose
|
||||
mortar and stone, roughly hewn as most cellar walls tend to be. The west wall
|
||||
is dirt, marking it as the west end of the cellar - you may continue no farther
|
||||
west in this damp place.
|
||||
~
|
||||
259 a 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 25944
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25943
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25939
|
||||
S
|
||||
#25941
|
||||
Cellar~
|
||||
You stand in open air, as open as the air can be in a cellar, darkness all
|
||||
around you. The smell of blood and putrid decay still surrounds you, in fact it
|
||||
is as strong as you have noticed it to be at any place in this cellar. An
|
||||
unshakeable feeling of being watched by some malevolent presence also forces its
|
||||
way into your conciousness, but your limited sight tells you nothing.
|
||||
~
|
||||
259 a 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25943
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25945
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25939
|
||||
S
|
||||
#25942
|
||||
Near the Wine Rack~
|
||||
The way south is completely blocked by a long wooden wine rack, still
|
||||
partially stocked with old, dirty bottles. You can see that the cellar
|
||||
continues south past the rack, but the only thing you can see past the rack is
|
||||
darkness - quite complete darkness.
|
||||
~
|
||||
259 a 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25939
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25945
|
||||
S
|
||||
#25943
|
||||
Canning Shelves~
|
||||
The north wall has been covered over by shelving with rows of canning jars -
|
||||
some filled, some not - from floor to ceiling. The wood the shelves were built
|
||||
from seems to have stood the tests of time, bowing a bit in the center from the
|
||||
weight of the jars, but not rotting away like so much else in this house. You
|
||||
can attempt to chow on some of the goods in those jars, but it isn't recommended
|
||||
by the general staff here at Dibrova...
|
||||
~
|
||||
259 a 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25941
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25940
|
||||
S
|
||||
#25944
|
||||
Dry Storage~
|
||||
This appears to be a root cellar, a small room with a dirt floor where
|
||||
foodstuffs such as potatoes and beets were kept. There are, of course, no such
|
||||
kinds of food left here, only a few dried out huskes that could once have been
|
||||
potato skins but are so hard and crusty that they would be inedible.
|
||||
~
|
||||
259 a 0
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 25940
|
||||
S
|
||||
#25945
|
||||
Cellar~
|
||||
You nearly trip over a pile of old trunks which were piled here for use when
|
||||
the master of the house went traveling. There appears to be an open area just
|
||||
south of here - further travel eastward is cut off by the dirt wall of the
|
||||
cellar.
|
||||
~
|
||||
259 a 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25941
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25946
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25942
|
||||
S
|
||||
#25946
|
||||
Cellar~
|
||||
There is a small area just west of here behind the wine rack that appears to
|
||||
have been used as a workshop of sorts by either the master of the house or -more
|
||||
likely- the servants of the place. The feeling of death, the smell of blood, is
|
||||
strong as ever - its still not too late to turn back.
|
||||
~
|
||||
259 a 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25945
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 25947
|
||||
S
|
||||
#25947
|
||||
Cellar Workshop~
|
||||
A thick oak table was used for puttering around and because it was made with
|
||||
such sturdy materials, it still remains on all four legs against the south wall
|
||||
of the room. A few small tools were left on the table, most of which are
|
||||
useless now.
|
||||
~
|
||||
259 a 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25946
|
||||
S
|
||||
$~
|
||||
1491
lib/world/wld/26.wld
Normal file
1491
lib/world/wld/26.wld
Normal file
File diff suppressed because it is too large
Load Diff
2063
lib/world/wld/260.wld
Normal file
2063
lib/world/wld/260.wld
Normal file
File diff suppressed because it is too large
Load Diff
953
lib/world/wld/261.wld
Normal file
953
lib/world/wld/261.wld
Normal file
@@ -0,0 +1,953 @@
|
||||
#26100
|
||||
Foyer~
|
||||
You stand at the entrance to a large home, a home almost large enough to be
|
||||
called a castle. Direclty in front of you (west) a hallway runs into the
|
||||
interior of the castle. North of you is a door which looks to house a coat
|
||||
closet.
|
||||
~
|
||||
261 d 0
|
||||
D0
|
||||
~
|
||||
door closet~
|
||||
1 0 26101
|
||||
D1
|
||||
~
|
||||
door~
|
||||
1 0 26142
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26102
|
||||
E
|
||||
credits~
|
||||
* The Castle
|
||||
* Written by Kaan for Dibrova
|
||||
Levels: 20 - 25
|
||||
84 rooms
|
||||
19 mobs
|
||||
23 objs
|
||||
Connector Zone(s): The Light Forest
|
||||
This was a zone I had to sort of build off the cuff. It was when we
|
||||
started getting a larger influx of new players and needed this part-
|
||||
icular level range of eq. I slapped it together in less than a day
|
||||
and had it ready for play immediately. All things considered, its not
|
||||
a bad zone for what it was created for.
|
||||
~
|
||||
S
|
||||
#26101
|
||||
Closet~
|
||||
Upon entering the closet, you immediately notice that it is much larger than
|
||||
you first thought it to be. In fact, it is immense. You cannot see the walls
|
||||
in any direction, nor the ceiling.
|
||||
~
|
||||
261 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26100
|
||||
S
|
||||
#26102
|
||||
Hallway~
|
||||
You have entered a room that, although from your first look from in the foyer
|
||||
looked to be a hallway, turns out to be a large room which has exits in all
|
||||
directions. A hallway runs east from here, there are open doorways to the north
|
||||
and south, and west there is a closed door. There is even a large, grand
|
||||
staircase leading to a higher level, not to mention a set of stairs leading
|
||||
downward into the basement.
|
||||
~
|
||||
261 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26103
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26103
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26103
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 -1 26103
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 26103
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 26103
|
||||
S
|
||||
#26103
|
||||
Hallway~
|
||||
You have entered a room that, although from your first look from in the foyer
|
||||
looked to be a hallway, turns out to be a large room which has exits in all
|
||||
directions. A hallway runs east from here, there are open doorways to the north
|
||||
and south, and west there is a closed door. There is even a large, grand
|
||||
staircase leading to a higher level, not to mention a set of stairs leading
|
||||
downward into the basement.
|
||||
~
|
||||
261 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26104
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26104
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26104
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 -1 26104
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 26104
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 26104
|
||||
S
|
||||
#26104
|
||||
Hallway~
|
||||
You have entered a room that, although from your first look from in the foyer
|
||||
looked to be a hallway, turns out to be a large room which has exits in all
|
||||
directions. A hallway runs east from here, there are open doorways to the north
|
||||
and south, and west there is a closed door. There is even a large, grand
|
||||
staircase leading to a higher level, not to mention a set of stairs leading
|
||||
downward into the basement.
|
||||
~
|
||||
261 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26105
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26105
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26105
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 -1 26105
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 26105
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 26105
|
||||
S
|
||||
#26105
|
||||
Hallway~
|
||||
You have entered a room that, although from your first look from in the foyer
|
||||
looked to be a hallway, turns out to be a large room which has exits in all
|
||||
directions. A hallway runs east from here, there are open doorways to the north
|
||||
and south, and west there is a closed door. There is even a large, grand
|
||||
staircase leading to a higher level, not to mention a set of stairs leading
|
||||
downward into the basement.
|
||||
~
|
||||
261 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26106
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26106
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26106
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 -1 26106
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 26106
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 26106
|
||||
S
|
||||
#26106
|
||||
Hallway~
|
||||
You have entered a room that, although from your first look from in the foyer
|
||||
looked to be a hallway, turns out to be a large room which has exits in all
|
||||
directions. A hallway runs east from here, there are open doorways to the north
|
||||
and south, and west there is a closed door. There is even a large, grand
|
||||
staircase leading to a higher level, not to mention a set of stairs leading
|
||||
downward into the basement.
|
||||
~
|
||||
261 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26107
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26107
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26107
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 -1 26107
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 26107
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 26107
|
||||
S
|
||||
#26107
|
||||
Hallway~
|
||||
You have entered a room that, although from your first look from in the foyer
|
||||
looked to be a hallway, turns out to be a large room which has exits in all
|
||||
directions. A hallway runs east from here, there are open doorways to the north
|
||||
and south, and west there is a closed door. There is even a large, grand
|
||||
staircase leading to a higher level, not to mention a set of stairs leading
|
||||
downward into the basement.
|
||||
~
|
||||
261 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26108
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26108
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26108
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 0 26108
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 26108
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 26108
|
||||
S
|
||||
#26108
|
||||
Hallway~
|
||||
You have entered a room that, although from your first look from in the foyer
|
||||
looked to be a hallway, turns out to be a large room which has exits in all
|
||||
directions. A hallway runs east from here, there are open doorways to the north
|
||||
and south, and west there is a closed door. There is even a large, grand
|
||||
staircase leading to a higher level, not to mention a set of stairs leading
|
||||
downward into the basement.
|
||||
~
|
||||
261 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26109
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26109
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26109
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26109
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 26109
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 26109
|
||||
E
|
||||
linen shelf shelves~
|
||||
White sheets, pillow-cases, etc. Not really anything that you need, but
|
||||
interesting.
|
||||
~
|
||||
S
|
||||
#26109
|
||||
Hallway~
|
||||
You have entered a room that, although from your first look from in the foyer
|
||||
looked to be a hallway, turns out to be a large room which has exits in all
|
||||
directions. A hallway runs east from here, there are open doorways to the north
|
||||
and south, and west there is a closed door. There is even a large, grand
|
||||
staircase leading to a higher level, not to mention a set of stairs leading
|
||||
downward into the basement.
|
||||
~
|
||||
261 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 26110
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26110
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 26110
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 0 26110
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 26110
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 26110
|
||||
S
|
||||
#26110
|
||||
Sitting Room~
|
||||
This large room looks to be the main room for entertaining guests. Tables
|
||||
are scattered throughout the room, people seated here and there, enjoying the
|
||||
day, chatting away about everything and nothing.
|
||||
~
|
||||
261 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26111
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26100
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26114
|
||||
S
|
||||
#26111
|
||||
Kitchen~
|
||||
You have entered into a very well-equipped kitchen, one which seems so well
|
||||
stocked a whole town could eat here for a month and never have to get any more
|
||||
food. It seems strange that only one cook would be on staff for such a large
|
||||
facility.
|
||||
~
|
||||
261 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26112
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26110
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26113
|
||||
E
|
||||
desk~
|
||||
The desk is basically uninteresting, as are the papers on top of it...
|
||||
~
|
||||
E
|
||||
closet~
|
||||
Nice clothes, but not your size at all.
|
||||
~
|
||||
S
|
||||
#26112
|
||||
Pantry~
|
||||
This small space is cramped enough without this huge woman stuffing her face
|
||||
full of anything edible she can get her hands on.
|
||||
~
|
||||
261 ad 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26111
|
||||
E
|
||||
book books~
|
||||
There are lots of books about everything here!
|
||||
~
|
||||
S
|
||||
#26113
|
||||
Dining Room~
|
||||
A table laden with food lies in the center of this room, inviting any and all
|
||||
to partake of this great bounty.
|
||||
~
|
||||
261 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26111
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26114
|
||||
S
|
||||
#26114
|
||||
Portrait Studio~
|
||||
This room is filled with portaits of every size and shape imaginable.
|
||||
Hanging from every angle, every height, you can't help but stop and peruse all
|
||||
of this fine art. A staircase leads up from here to another level.
|
||||
~
|
||||
261 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26113
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26110
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 26115
|
||||
S
|
||||
#26115
|
||||
A Stairwell~
|
||||
This stairwell continues up or down, you see no end or landing in your
|
||||
immediate line of sight.
|
||||
~
|
||||
261 d 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 26116
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 26120
|
||||
S
|
||||
#26116
|
||||
Stairwell~
|
||||
This stairwell still continues up and down as far as your line of sight
|
||||
allows. Strange, this building didn't seem this tall when you saw it from the
|
||||
outside.
|
||||
~
|
||||
261 d 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 26117
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 26115
|
||||
S
|
||||
#26117
|
||||
Stairwell~
|
||||
Still you climb, up and up, or down and down, whichever as it may be in
|
||||
relation to the direction you're heading.
|
||||
~
|
||||
261 d 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 26118
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 26116
|
||||
S
|
||||
#26118
|
||||
Stairwell~
|
||||
The stairs do not seem to end, nor do they ever seem as if they will end.
|
||||
You must be in a tower on the backside of the building and that's why you never
|
||||
noticed this immense height from outside.
|
||||
~
|
||||
261 d 0
|
||||
D1
|
||||
~
|
||||
wall~
|
||||
1 0 26121
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 26119
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 26117
|
||||
S
|
||||
#26119
|
||||
Stairwell~
|
||||
The gray stone and motar walls are getting just a bit old now. Myabe if
|
||||
called out for help, or just sat and waited for someone to come along...?
|
||||
~
|
||||
261 d 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 26120
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 26118
|
||||
S
|
||||
#26120
|
||||
Stairwell~
|
||||
The stairwell still goes up as far as you can see. It also still goes down
|
||||
as far as you can see. It's been going up forever. It's been going down
|
||||
forever. Where is the top? Where is the bottom? Where?!
|
||||
~
|
||||
261 d 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 26115
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 26119
|
||||
S
|
||||
#26121
|
||||
Mountain Forest~
|
||||
You stand in a forest at a high altitude on a mountain. Large trees, the
|
||||
size of three men side by side rise from the forest floor, towering high above
|
||||
you. Birds sing, branches creak, and you have to wonder... -What the Hell am I
|
||||
doing here?! -
|
||||
~
|
||||
261 0 3
|
||||
S
|
||||
#26122
|
||||
Bedroom~
|
||||
You land with a -THUMP! - in the center of a huge feather bed which sits in
|
||||
the middle of an opulent bedroom. It's a darn good thing you landed on the bed
|
||||
and not on the floor, or it might've hurt! The only bad thing about this
|
||||
experience is that the man and woman who were in the bed seem to be just a bit
|
||||
perturbed that landed on them, too.
|
||||
~
|
||||
261 d 0
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 -1 26123
|
||||
S
|
||||
#26123
|
||||
Spotless White Hallway~
|
||||
You have entered into a short hallway which runs east to west, but only for a
|
||||
short ways. At the western end of the hallway there is a door and on the north
|
||||
and south sides there are doors spaced evenly apart three in each row. >From
|
||||
some unknown source, a soft but bright light keeps this place lit up, and from
|
||||
the same source, soft orchestra music plays quietly. The walls here are white
|
||||
as any you've ever seen, with not a mark or mar upon them.
|
||||
~
|
||||
261 d 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 26131
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 26130
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26124
|
||||
E
|
||||
tapestry tapestries painting paintings~
|
||||
Many of these show scenes of high magic and heroism. Just like almost every
|
||||
tapestry and painting you've seen.
|
||||
~
|
||||
S
|
||||
#26124
|
||||
Hallway~
|
||||
The walls still glisten white, doors still line those walls, and the music
|
||||
plays on and on in accompaniment to the soft light all around you.
|
||||
~
|
||||
261 d 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 26132
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26123
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 26129
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26125
|
||||
S
|
||||
#26125
|
||||
Spotless White Hallway~
|
||||
You are at the western end of this spotlessly clean hallway. The music
|
||||
really is getting on your nerves now, it sounds to be the same song being played
|
||||
over and over and over... Who ARE these people who live here?
|
||||
~
|
||||
261 d 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 26126
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26124
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 26128
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 0 26127
|
||||
S
|
||||
#26126
|
||||
Bathroom~
|
||||
You stand in a room whose only function is to house a shower stall. Seems
|
||||
normal enough. The only out-of-the-ordinary thing about there being a shower is
|
||||
the shower itself and the occupant within.
|
||||
~
|
||||
261 d 0
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 -1 26125
|
||||
E
|
||||
cell cells~
|
||||
It is open, empty, and uninteresting.
|
||||
~
|
||||
S
|
||||
#26127
|
||||
Dragon's Lair~
|
||||
You have to give a bit of a double-take as you enter into this room. The
|
||||
spotlessly clean hallways you just left are replaced by cold grey walls of
|
||||
stone. The chamber itself could easily house a full grown dragon, it is so big.
|
||||
As a matter of fact, it does house a full grown dragon.
|
||||
~
|
||||
261 ad 5
|
||||
D1
|
||||
~
|
||||
door~
|
||||
1 0 26125
|
||||
E
|
||||
cell cells~
|
||||
It is open, empty, and uninteresting.
|
||||
~
|
||||
S
|
||||
#26128
|
||||
undefined~
|
||||
It is pitch black...
|
||||
~
|
||||
261 ad 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 -1 26125
|
||||
S
|
||||
#26129
|
||||
The Bar~
|
||||
Now this is your kind of place! Neon lights light your way past the band to
|
||||
the Bar. All your favorite drinks are on hand, anything you want, just ask Old
|
||||
Marty, the bartender, who is always more than happy to get you what you need.
|
||||
~
|
||||
261 d 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 26124
|
||||
S
|
||||
#26130
|
||||
Martin's Rest~
|
||||
This room is completely empty save the man hanging by his neck from a rope
|
||||
tied to a support in the ceiling and the over-turned chair which you assume is
|
||||
the very chair he must have used to get himself into his current situation.
|
||||
~
|
||||
261 d 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 26123
|
||||
S
|
||||
#26131
|
||||
Butler's Quarters~
|
||||
This must be the only normal room in the whole castle! A tidy place, as only
|
||||
a butler's room could be, with the bed made without a wrinkle, clothing all hung
|
||||
neatly in a closet alcove. Inna and Igor are lucky to have this man, this
|
||||
beacon of normalcy, on staff.
|
||||
~
|
||||
261 ad 0
|
||||
D1
|
||||
~
|
||||
closet~
|
||||
1 0 26133
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 26123
|
||||
S
|
||||
#26132
|
||||
Ma & Pa's Home~
|
||||
This is a simply furnished room, with a fire crackling merrily in the
|
||||
fireplace, keeping time with Ma's knitting needles and Pa's wittlin' knife.
|
||||
~
|
||||
261 cd 0
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 26124
|
||||
S
|
||||
#26133
|
||||
Waiting Room~
|
||||
This smallish room has two comfortable looking couches to wait on. A small
|
||||
end table holds literature to read while passing time waiting for an audience
|
||||
with the master and mistress of this place.
|
||||
~
|
||||
261 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26134
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26110
|
||||
S
|
||||
#26134
|
||||
A Hallway~
|
||||
This small hallway runs north-south. To the south is the waiting room that
|
||||
you came from. To the north the hallway continues on, eventually opening up
|
||||
into a large room.
|
||||
~
|
||||
261 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26135
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 26133
|
||||
S
|
||||
#26135
|
||||
A Hallway~
|
||||
The small hallway continues here, north to south. The waiting room lies a
|
||||
ways south of you and what you presume to be Inna and Igor's office or reception
|
||||
room lies north.
|
||||
~
|
||||
261 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26136
|
||||
D1
|
||||
~
|
||||
wall~
|
||||
1 0 26141
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26134
|
||||
D3
|
||||
~
|
||||
wall~
|
||||
1 0 26138
|
||||
E
|
||||
sculpture tapestry sculptures tapestries~
|
||||
They look nice, but aren't very valuable.
|
||||
~
|
||||
S
|
||||
#26136
|
||||
A Hallway~
|
||||
The entance to a large room lies just north of you, while the length of the
|
||||
hallway runs south into the waiting room.
|
||||
~
|
||||
261 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26137
|
||||
D1
|
||||
~
|
||||
wall~
|
||||
1 0 26139
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26135
|
||||
D3
|
||||
~
|
||||
wall~
|
||||
1 0 26140
|
||||
S
|
||||
#26137
|
||||
Den~
|
||||
This comfortable room hosts a large oak desk which sits before a huge stone
|
||||
fireplace. The fire is currently lit, giving you warmth and comfort, even in
|
||||
this strange castle. Pictures line the mantle of the fireplace, awards hang on
|
||||
the walls from various mage academies. These people seem to have been
|
||||
socialites in their time.
|
||||
~
|
||||
261 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26136
|
||||
E
|
||||
picture~
|
||||
This picture out of all of them, catches your eye the most. It has a
|
||||
picture of a man dressed in a clown suit wearing a pointed hat. He looks to be
|
||||
in the midst of a silly looking dance. Curious, you turn the picture over and
|
||||
see that there are words scribbled on the back. They read
|
||||
-Man, are you dumb! How long you been waiting in this room? Do you really think
|
||||
that we receive visitors?
|
||||
~
|
||||
S
|
||||
#26138
|
||||
Igor's Office~
|
||||
This seems more like a play room than an office! Lots of toys and dolls
|
||||
laying about, a couple of simple games on the shelves. A great many books line
|
||||
the southern wall, but for the most part, they look as if they are usually
|
||||
unread. Seems strange that a famous illiusionist would have these sorts of
|
||||
things on his office...
|
||||
~
|
||||
261 ad 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26135
|
||||
S
|
||||
#26139
|
||||
Inna's Office~
|
||||
This quaintly decorated room holds nothing more than a small desk and a
|
||||
chair. Book shelves line the walls both to the south and the north. A small
|
||||
window in the eastern wall affords a view of the forest outside. Strangely
|
||||
enough, it seems you are still on the ground floor.
|
||||
~
|
||||
261 d 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26136
|
||||
S
|
||||
#26140
|
||||
Inna & Igor's Bedroom~
|
||||
This seems to be your usual dark toned, wooden, old-person's bedroom set up.
|
||||
Lots of lace on the bed covers, pictures on the dressers of Ma and Pa, the whole
|
||||
normal old person's place. Maybe these guys aren't so wierd after all...
|
||||
~
|
||||
261 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26136
|
||||
S
|
||||
#26141
|
||||
The Laboratory~
|
||||
This laboratory has lots of stuff in it. Beakers, flasks, burners, tongs,
|
||||
mortars and pestles, jars filled with normal things, jars filled with abnormal
|
||||
things, jars filled with things you'd rather not think about... A search could
|
||||
reveal many things... Inna and Igor both seem surprised to see you.
|
||||
~
|
||||
261 d 0
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 0 26135
|
||||
E
|
||||
beaker beakers flask flasks burner burners tong tongs~
|
||||
Looks like normal, fragile lab equipment to you.
|
||||
~
|
||||
E
|
||||
mortar mortars pestle pestles jar jars~
|
||||
Looks like normal, fragile lab equipment to you.
|
||||
~
|
||||
S
|
||||
#26142
|
||||
Entrance to a Large Home~
|
||||
You stand at the entrance to a home that is not precisely huge, but
|
||||
definately large by most standards. The door lies directly west of you or you
|
||||
may head back along the path through the forest to the grasslands.
|
||||
~
|
||||
261 0 1
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26143
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 0 26100
|
||||
S
|
||||
#26143
|
||||
A Twisty Path~
|
||||
The path heads due west toward a large home. You have heard of an old
|
||||
married couple who used to be Head Enchanter and Enchantress to the Lord at
|
||||
Lord's Keep, maybe this is it... The path also heads north through the forest.
|
||||
|
||||
~
|
||||
261 0 3
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26144
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26142
|
||||
S
|
||||
#26144
|
||||
Twisty Path~
|
||||
The path heads through this jumbled forest, not really seeming to lead
|
||||
anywhere. There are a great many leaves strewn in the path, giving you the
|
||||
impression that not many people travel this way very often.
|
||||
~
|
||||
261 0 3
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26145
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26143
|
||||
S
|
||||
#26145
|
||||
Start of a Twisty Path~
|
||||
You stand at the edge of the field and the edge of a forest. The way to the
|
||||
forest is west, and the grasslands spread out to your east.
|
||||
~
|
||||
261 0 3
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26067
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26144
|
||||
S
|
||||
$~
|
||||
1472
lib/world/wld/262.wld
Normal file
1472
lib/world/wld/262.wld
Normal file
File diff suppressed because it is too large
Load Diff
997
lib/world/wld/263.wld
Normal file
997
lib/world/wld/263.wld
Normal file
@@ -0,0 +1,997 @@
|
||||
#26300
|
||||
Outside the West Gate~
|
||||
You stand just outside the west gate of Jareth, fabled city of freedom and
|
||||
equality. The Western Road runs west from here into farmlands. To the north is
|
||||
a deep, tangled forest.
|
||||
~
|
||||
263 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25756
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26301
|
||||
E
|
||||
credits info~
|
||||
*Farmlands of Jareth - by Kaan for Dibrova
|
||||
This zone was made as a connector to other zones, a basic filler zone full
|
||||
of low level mobs and eq. DragonSpyre, the Corn Maize, the Sinister Forest,
|
||||
Jher, and Ofingia all connect off this zone on Dibrova. It is not a
|
||||
particularly stand-out zone, but is a decent enough connector zone.
|
||||
|
||||
Links: 00n, 15e, 32e, 49n, 95s
|
||||
Zone 263 is linked to the following zones:
|
||||
257 Jareth Main City at 26300 (east ) ---> 25756
|
||||
~
|
||||
S
|
||||
#26301
|
||||
Western Road~
|
||||
Just west of you is a fork in the road, which splits northwest and southwest
|
||||
from the main road. East of you is the entrance to the city of Jareth.
|
||||
~
|
||||
263 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26300
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26302
|
||||
S
|
||||
#26302
|
||||
Western Fork~
|
||||
The road forks here, heading north and south, both directions turning west
|
||||
again immediately. It looks as if the northern path heads toward the mountains
|
||||
and some deep forest, while the southern road heads deep into the farmlands
|
||||
outside Jareth. East is the entrance to the city.
|
||||
~
|
||||
263 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26349
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26301
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26304
|
||||
S
|
||||
#26303
|
||||
DragonTooth Road~
|
||||
Currently under construction - comr bsck soon!
|
||||
~
|
||||
263 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26302
|
||||
S
|
||||
#26304
|
||||
Western Road~
|
||||
The road heads west into the farmlands which feed most of Jareth. Northeast
|
||||
from here, you see the gates to the city of Jareth. To the south begins a long,
|
||||
dusty trail which heads out into a very desolate looking plains area.
|
||||
~
|
||||
263 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26302
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26305
|
||||
S
|
||||
#26305
|
||||
Western Road~
|
||||
The road runs east and west from here, with farmsteads lying to the west.
|
||||
It seems that this road must be a well policed area, judging from the traffic
|
||||
passing you by, all with almost no regard for their safety, as if the last thing
|
||||
on their mind would be that they might be waylaid or attacked. Northeast from
|
||||
here, you see the gates to Jareth, west the road continues toward a large lake
|
||||
and the many farms of this area.
|
||||
~
|
||||
263 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26304
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26306
|
||||
S
|
||||
#26306
|
||||
Western Road~
|
||||
The road runs east and west from here. To the north, a small farm lies
|
||||
nestled in a large pasture. From the smell of it, it must be a dairy farm.
|
||||
~
|
||||
263 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26307
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26305
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26310
|
||||
S
|
||||
#26307
|
||||
Dairy Farm~
|
||||
As you enter through the wood gates which keeps the cows from running away,
|
||||
you realize that if you plan to stay here for any length of time, you will need
|
||||
to watch your step very carefully. A barn lies to your north, to the south is
|
||||
the main Western Road.
|
||||
~
|
||||
263 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26308
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26306
|
||||
S
|
||||
#26308
|
||||
Hay Barn~
|
||||
Aaaahhh-Chooo! The hay from this place makes your eyes itch and your nose
|
||||
run. A few stalls lie along the east wall for milking, and a ladder leads up
|
||||
into the loft.
|
||||
~
|
||||
263 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26307
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 26309
|
||||
S
|
||||
#26309
|
||||
Hay Loft~
|
||||
The hay and dust and heat of this room makes it almost hard for you to
|
||||
breathe. Hay lies stacked neatly on the west side of this room, ready to feed
|
||||
the cows with.
|
||||
~
|
||||
263 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 26308
|
||||
S
|
||||
#26310
|
||||
Western Road~
|
||||
The roads runs east and west throught the many farmsteads of this area. To
|
||||
the west, you see a large lake, and to the south a dirt driveway leads to a
|
||||
large farmhouse.
|
||||
~
|
||||
263 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26306
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26311
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26318
|
||||
S
|
||||
#26311
|
||||
Driveway~
|
||||
This dirt drive leads south to a huge horse farm. This must be where all the
|
||||
horses for the city are raised, bred and sold at market. The drive leads south
|
||||
to the farm itself or you may head north onto the Western Road.
|
||||
~
|
||||
263 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26310
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26312
|
||||
S
|
||||
#26312
|
||||
Driveway~
|
||||
The drive leads south to a large dirt court in front of the home and barn of
|
||||
Girschwyn the Horseman. To the north drive continues until it T's off on the
|
||||
Western Road.
|
||||
~
|
||||
263 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26311
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26313
|
||||
S
|
||||
#26313
|
||||
Dirt Court~
|
||||
This dirt court is used mainly for the loading and unloading of the many fine
|
||||
steeds Girschwyn sells to his customers. A large barn lies to the north,
|
||||
Girschwyn's home lies to the west and the fields lie directly south.
|
||||
~
|
||||
263 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26312
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26314
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26316
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26317
|
||||
S
|
||||
#26314
|
||||
Barn~
|
||||
This huge edifice holds stall upon stall for the many horses Girschwyn and
|
||||
his team of professional stablemen raise and train. To the south is the
|
||||
entrance to the fields, and west leads out into the dirt court.
|
||||
~
|
||||
263 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26315
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26313
|
||||
S
|
||||
#26315
|
||||
Pasture~
|
||||
This pasture seems to go on forever. All around you horses graze or sleep,
|
||||
almost all of them seem to be of fine, quality stock. Better watch out, though,
|
||||
if Farmer Girschwyn finds you here, he may get the wrong idea. To the east is a
|
||||
huge field of corn which you may enter into. Be careful, though, it looks like
|
||||
it would be pretty easy to get lost in there.
|
||||
~
|
||||
263 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26314
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26316
|
||||
S
|
||||
#26316
|
||||
Pasture~
|
||||
This field is so immense, you cannot see the end of it to the south. Horses
|
||||
graze or sleep everywhere and anywhere. To the north is the dirt court, and
|
||||
east is more field.
|
||||
~
|
||||
263 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26313
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26315
|
||||
S
|
||||
#26317
|
||||
Girschwyn's Home~
|
||||
This house is not the opulent horse baron's house you would have expected
|
||||
from a rich horse trader like Girschwyn. Instead, it is a comfortable country
|
||||
home, complete with worn couches and an old fireplace, which is currently not
|
||||
lit. The exit from this fine home is to the east.
|
||||
~
|
||||
263 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26313
|
||||
E
|
||||
play~
|
||||
You punch out an old tune about a boy named Johnny B Good. You rock!
|
||||
~
|
||||
S
|
||||
#26318
|
||||
Western Road~
|
||||
The road heads east through the many farms of Jareth city limits. To the
|
||||
west is the shore of a huge lake. The path seems to split, heading around the
|
||||
lake in both directions.
|
||||
~
|
||||
263 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26310
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26319
|
||||
S
|
||||
#26319
|
||||
Lake's Edge~
|
||||
The road splits off here, going it's seperate ways around the lake, one split
|
||||
heading north, one heading south. The trail also heads east through the fertile
|
||||
farmlands of Jareth.
|
||||
~
|
||||
263 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 26336
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26318
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 26320
|
||||
S
|
||||
#26320
|
||||
Lake's Edge~
|
||||
The road heads west and north from here, around the lake. You see a farm to
|
||||
the southwest.
|
||||
~
|
||||
263 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 26319
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26321
|
||||
S
|
||||
#26321
|
||||
Lake's Edge~
|
||||
The road heads east and west from here. Just west of you, a dock juts out
|
||||
into the lake. Across the road from the dock is farmstead, with rows upon rows
|
||||
of wheat and corn growing in the fields just south of here.
|
||||
~
|
||||
263 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26320
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26322
|
||||
S
|
||||
#26322
|
||||
Lake's Edge at the Dock~
|
||||
A dock runs out into the water just north of you, most probably used for
|
||||
fishing. Just south of you is a moderate-sized farmstead. The road runs east
|
||||
and west from here.
|
||||
~
|
||||
263 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 26323
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26321
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 26324
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26328
|
||||
S
|
||||
#26323
|
||||
Dock~
|
||||
This small wooden dock seems just a bit too rickety for you to feel all that
|
||||
comfortable. Doesn't seem to bother Erik, though, the little guy seems
|
||||
perfectly content here, swaying on this old construct.
|
||||
~
|
||||
263 0 2
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 26322
|
||||
S
|
||||
#26324
|
||||
Farmstead~
|
||||
This average sized, fenced-in farm yard holds the machinery and animals
|
||||
needed to plow, plant, mow the fields which this farm is responsible for
|
||||
maintaining. South and east of you are wheat and corn fields, respectively.
|
||||
Just west of you is a house. The road is just north of you.
|
||||
~
|
||||
263 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 26322
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26325
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 26326
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26327
|
||||
S
|
||||
#26325
|
||||
Corn Field~
|
||||
Row upon row of corn surrounds you. The leaves tickle you as you brush by
|
||||
them, the stalks swaying gently with the breeze.
|
||||
~
|
||||
263 0 2
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26324
|
||||
S
|
||||
#26326
|
||||
Wheat Field~
|
||||
Looks as is the wheat crop has already been harvested for this year. The
|
||||
ground, strewn with mud and leaves, looks as if it has seen some large machinery
|
||||
come through lately.
|
||||
~
|
||||
263 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 26324
|
||||
S
|
||||
#26327
|
||||
Farm House~
|
||||
This single story, one room home holds the main dining table, bunks, and
|
||||
cooking facilities for Krandle and all of his farmhands. Looks as if the wheat
|
||||
and corn industry may not be the most profitable one in Jareth.
|
||||
~
|
||||
263 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26324
|
||||
S
|
||||
#26328
|
||||
Lake's Edge~
|
||||
The road runs east and west from here, around the lake. A farm lies just
|
||||
southeast of you, to the northeast you see a dock which leads out into the lake.
|
||||
|
||||
~
|
||||
263 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26322
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26329
|
||||
S
|
||||
#26329
|
||||
Lake's Edge~
|
||||
The road turns here, heading north and east around the lake. Just north of
|
||||
here, the road splits off from the lake and heads west into the farmlands.
|
||||
~
|
||||
263 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 26330
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26328
|
||||
S
|
||||
#26330
|
||||
Lake's Edge~
|
||||
The road splits here, heading north and south around the lake, but also
|
||||
heading off west into more farmland.
|
||||
~
|
||||
263 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 26331
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 26329
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26337
|
||||
S
|
||||
#26331
|
||||
Lake's Edge~
|
||||
The road makes a turn, following the lake shore, heading east and south. To
|
||||
the south you see that the road splits away from it's course around the lake and
|
||||
heads west out into farmland.
|
||||
~
|
||||
263 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26332
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 26330
|
||||
S
|
||||
#26332
|
||||
Lake's Edge~
|
||||
The road continues to twist and turn it's way around the lake shore. You may
|
||||
continue north and west from here. Strangely enough, a path seems to lead right
|
||||
into the water, and it looks as if the path continues on into the depths of the
|
||||
lake.
|
||||
~
|
||||
263 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 26333
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26331
|
||||
S
|
||||
#26333
|
||||
Lake's Edge~
|
||||
The road turns again, running along the lake's edge. You may head east or
|
||||
south from your current locale.
|
||||
~
|
||||
263 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26334
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 26332
|
||||
S
|
||||
#26334
|
||||
Lake's Edge~
|
||||
The road makes another turn here, allowing passage west and south from here.
|
||||
You think you may see a small path leading north throught the high grass and
|
||||
into the forest, but you can't be sure.
|
||||
~
|
||||
263 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26348
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 26335
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26333
|
||||
S
|
||||
#26335
|
||||
Lake's Edge~
|
||||
The road turns again, heading north and east. The lake you are following
|
||||
along seems quite large, and across on the opposite shore, you think you may see
|
||||
a bit of aqueduct work. This lake is most probably the water source for most of
|
||||
the farmers in the area.
|
||||
~
|
||||
263 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 26334
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26336
|
||||
S
|
||||
#26336
|
||||
Lake's Edge~
|
||||
The road follows the shore of this large lake, twisting and turning as the
|
||||
lake's edge demands. You may head west or south from here. To the south, you
|
||||
see that the road splits away from it's travels around the lake and heads east
|
||||
into the country.
|
||||
~
|
||||
263 0 2
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 26319
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26335
|
||||
S
|
||||
#26337
|
||||
Western Road~
|
||||
The road runs west, heading out of the farmlands and into a more damp climate
|
||||
region. East of you, the road splits, following around a large lake's edge.
|
||||
To the north, you see the last farmstead on this western edge of Jareth's City
|
||||
Limits.
|
||||
~
|
||||
263 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 26338
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26330
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26342
|
||||
S
|
||||
#26338
|
||||
Farm~
|
||||
The rickety, unpainted wooden fence surrounding this yard looks as if it has
|
||||
seen better days, assuredly. The yard is littered with debris, some of which
|
||||
you probably should not even try guessing it's origin, and the smell - whoa.
|
||||
There is a barn north of here, it's rickety walls barely standing.
|
||||
~
|
||||
263 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 26339
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 26337
|
||||
S
|
||||
#26339
|
||||
Smelly Barn~
|
||||
Better hope you didn't wear you blue suede shoes, pal, because they are now
|
||||
black suede shoes if you did. The amount of excrement piled everywhere in this
|
||||
barn makes keeping your feet clean an impossibility. West of you is a pig yard
|
||||
and east is the chicken yard. South exits into open, clean air.
|
||||
~
|
||||
263 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26340
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 26338
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26341
|
||||
S
|
||||
#26340
|
||||
Chicken Yard~
|
||||
The yard here is so cluttered with chickens clucking around your feet, you
|
||||
almost trip and fall. All the chickens cluster around you, waiting for you to
|
||||
throw them some seeds.
|
||||
~
|
||||
263 0 2
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26339
|
||||
S
|
||||
#26341
|
||||
Pig Wallows~
|
||||
This disgusting, soupy mess that is called a pig's home is beyond gross.
|
||||
The pigs here roll on their back in shallow puddles, looking as pigs in...
|
||||
Well, you know. Kind of makes you glad you never decided to be a farmer, eh?
|
||||
~
|
||||
263 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26339
|
||||
S
|
||||
#26342
|
||||
Western Road~
|
||||
The road heads east and west. To your east, Jareth's many farmlands can be
|
||||
entered, leading eventually the city itself. West of you the unknown begins.
|
||||
The land on either side of the road seems to be getting a bit more soft and wet,
|
||||
as if you may be coming into a swampy region.
|
||||
~
|
||||
263 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26337
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 25317
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26343
|
||||
S
|
||||
#26343
|
||||
Western Road~
|
||||
The road still heads to the east and west from here, however there is a small
|
||||
path leading through some twisty, gnarled trees to your north.
|
||||
~
|
||||
263 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 26345
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26342
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26344
|
||||
S
|
||||
#26344
|
||||
Western Road~
|
||||
The road runs east to west from you. To the east you can see a few
|
||||
farmsteads dotting the countryside, where the land flattens out and allows for
|
||||
that sort of work to be done. The way west leads toward the ever-present Dragon
|
||||
Tooth Mountains, which seem to surround this whole land.
|
||||
~
|
||||
263 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26343
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26346
|
||||
S
|
||||
#26345
|
||||
Murky Path~
|
||||
This path does not seem all too dry or friendly, nor do the trees which begin
|
||||
to be more prevalent the farther north you go. The way becomes darker from the
|
||||
trees that seem to close in around the path and your senses scream at you to go
|
||||
back.
|
||||
~
|
||||
263 0 3
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 26343
|
||||
S
|
||||
#26346
|
||||
Western Road~
|
||||
Further and further into the mountains you travel, the maples and oaks of the
|
||||
farmlands giving way to evergreens and more versatile shrubbery. The path
|
||||
continues it's way west and east from you and a small offshoot heads south as
|
||||
well.
|
||||
~
|
||||
263 0 5
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26344
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26350
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26352
|
||||
S
|
||||
#26347
|
||||
Gnarled and Twisty Path~
|
||||
This zone not yet complete - come again soon!
|
||||
~
|
||||
263 0 3
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 26345
|
||||
S
|
||||
#26348
|
||||
Small Dark Path~
|
||||
The path immediately leaves behind the cheery farmland and lake area to the
|
||||
south, becoming completely enclosed by trees and tall growth. It heads north
|
||||
deeper into the dark forest, but a word to the wise, south looks much more safe
|
||||
and inviting.
|
||||
~
|
||||
263 ag 3
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26334
|
||||
S
|
||||
#26349
|
||||
Thinning Trail~
|
||||
The trail all but disappears almost immediately as you begin your way north
|
||||
toward the forest just ahead. You begin to feel the beginnings of a very bad
|
||||
feeling in your gut, one that can only be described as terror, the kind of
|
||||
terror that only nameless, faceless unknowns can inspire. Your gut tells you
|
||||
that ahead lies trouble, pain, and possibly death. The lake and the farmlands
|
||||
south of you begin to look very friendly through the trees, now. This is your
|
||||
chance to turn back...
|
||||
~
|
||||
263 0 3
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26302
|
||||
S
|
||||
#26350
|
||||
Rocky Path~
|
||||
This is barely sutable to be called a path at all, as you can hardly make it
|
||||
through the jumble of rocks and boulder which litter the way. Just south of you
|
||||
it looks as if the path may come to a dead end. The mountain wall rises
|
||||
alongside you to the east high into the clouds. There is a crack in the
|
||||
mountain face just east of here.
|
||||
~
|
||||
263 0 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26346
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26301
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26351
|
||||
S
|
||||
#26351
|
||||
A Dead End Path~
|
||||
The path has come to a dead end before a huge boulder set into the side of a
|
||||
tall rocky cliff. The only apparent way out of here is north, the way you came
|
||||
from .
|
||||
~
|
||||
263 0 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26350
|
||||
D2
|
||||
~
|
||||
boulder~
|
||||
1 0 26300
|
||||
S
|
||||
#26352
|
||||
Western Road~
|
||||
More and more, evidence of mountain country becomes evident the farther west
|
||||
you travel. The road is now more loose stones and pebbles scattered over large
|
||||
rocks and boulders rather than the hard packed dirt that was the road back in
|
||||
the farmlands. You see that the road crosses a natural bridge to the west, both
|
||||
sides of the road sloping steeply down in forestlands. There have been no rails
|
||||
erected so you probably should watch your step. And watch for loose gravel!
|
||||
~
|
||||
263 0 5
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26346
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26353
|
||||
S
|
||||
#26353
|
||||
Western Road~
|
||||
You stand at the eastern end of the long natural bridge that spans either
|
||||
side of a deep, dark forest. A forest who's floor lies close to five hundred
|
||||
feet below where you now stand. The way to the west looks precarious, at best,
|
||||
the east looks much more safe. Do you REALLY think you need to go west?
|
||||
~
|
||||
263 0 5
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26352
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26354
|
||||
S
|
||||
#26354
|
||||
Western Road~
|
||||
You stand on this sliver of rock jutting up from the forest floor, the road
|
||||
just wide enough for one cart. You look to either side and try and suppress the
|
||||
shiver that threatens to run through your body and knock your balance off
|
||||
kilter. Of course, most of the terror you feel is in your head, you have a good
|
||||
three feet of width, you still feel very uneasy about your current location and
|
||||
situation. Amazingly, you see that there is some sort of trail leading down the
|
||||
north and south sides of the cliff, way down deep into the dark forests below.
|
||||
You would have to be insane to try and climb down that 'trail'!
|
||||
~
|
||||
263 0 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26600
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26353
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26355
|
||||
S
|
||||
#26355
|
||||
Western Road~
|
||||
You stand high above the rest of the world, or so it seems, standing here on
|
||||
this jut of rock that rises up from the forests below. To the east the rock
|
||||
walkway heads toward safe, lush ground which heads toward Jareth's farmlands.
|
||||
To the west the walkway leads you deeper into a mountainous region, a region
|
||||
which is, to your knowledge, largely unexplored.
|
||||
~
|
||||
263 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26354
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26356
|
||||
S
|
||||
#26356
|
||||
Western Road~
|
||||
Just west of you is solid, safe ground, but here, where you now stand, is
|
||||
definately NOT solid safe ground. You stand on a tall rock walkway which spans
|
||||
between two cliff faces roughly five hundred feet apart. The walkway runs east
|
||||
toward the far face which seems lush with vegetation and life. The western
|
||||
face, which you stand very close to now, seems to be the exact opposite of the
|
||||
eastern face. Jumbled rock and scree litter the ground near the walkway's
|
||||
start, but no trace of greenery can you see anywhere. Looking down, you see
|
||||
that the walkway spans over very large and very dark forests, one on either
|
||||
side. Caution might be advised when crossing this bridge.
|
||||
~
|
||||
263 0 5
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26355
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26357
|
||||
S
|
||||
#26357
|
||||
Western Road~
|
||||
You stand at the western-most end of a narrow rock walkway which spans the
|
||||
length of a huge dark forest, miles beneath it's top. It looks safe enough for
|
||||
crossing, but caution might be a good idea when attempting to traverse this
|
||||
precarious bridge.
|
||||
~
|
||||
263 0 5
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26356
|
||||
S
|
||||
$~
|
||||
1385
lib/world/wld/264.wld
Normal file
1385
lib/world/wld/264.wld
Normal file
File diff suppressed because it is too large
Load Diff
645
lib/world/wld/265.wld
Normal file
645
lib/world/wld/265.wld
Normal file
@@ -0,0 +1,645 @@
|
||||
#26500
|
||||
Steps Leading Down to the Sea~
|
||||
You are on a long flight of steps cut into a cliff face. Just above you, the
|
||||
top of the steps looms, while below you, the steps continue for what seems an
|
||||
eternity.
|
||||
~
|
||||
265 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 25874
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 26501
|
||||
E
|
||||
credits~
|
||||
*The Beach and Lighthouse - by Kaan for Dibrova
|
||||
This zone is exactly what the title implies, nothing more to it than that.
|
||||
There is a large lack of objs for this zone, it is suggested that some be
|
||||
created for it, otherwise the zone would be quite bland.
|
||||
|
||||
Zone 265 is linked to the following zones:
|
||||
258 Light Forest at 26500 (up ) ---> 25874
|
||||
255 Shipwreck at 26502 (east ) ---> 25531
|
||||
255 Shipwreck at 26506 (down ) ---> 25507
|
||||
282 Infernal Pit of Kerjim at 26536 (north) ---> 28200
|
||||
~
|
||||
S
|
||||
#26501
|
||||
Down the Cliff-Face~
|
||||
The steps continue down toward the sea, or up to the crest of the cliff,
|
||||
depending on the way you're heading. It looks as if there may be some sort of
|
||||
cave down from here.
|
||||
~
|
||||
265 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 26500
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 26502
|
||||
S
|
||||
#26502
|
||||
On the Cliff Face~
|
||||
The stairs continue, however you are much closer to the bottom than the top
|
||||
now. There appears to be an opening in the rock to your east. Inside you can
|
||||
only see darkness, so it is possible that it is simply a natural fissure, but
|
||||
then again, who knows?
|
||||
~
|
||||
265 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 25531
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 26501
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 26503
|
||||
S
|
||||
#26503
|
||||
On the Steps~
|
||||
Nearing the bottom, you really begin to get a good whiff of the clean sea air
|
||||
as a breeze ruffles your clothing. You begin to feel a bit better about your
|
||||
day - the sea can do that to a person.
|
||||
~
|
||||
265 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 26502
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 26504
|
||||
S
|
||||
#26504
|
||||
The Base of the Steps~
|
||||
You stand at the bottom of a set of steps cut into the face of the cliff
|
||||
here. The beach runs along east to west here as far as you can see.
|
||||
~
|
||||
265 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26507
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26505
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 26503
|
||||
S
|
||||
#26505
|
||||
Along the Beach~
|
||||
You stand on a beach which stretches east and west from here. The waves, not
|
||||
very large at this time, lap gently near your, making patterns in the fine sand.
|
||||
To the west you see a few rocks jutting from the sand and sea. East is flat
|
||||
beach to the horizon.
|
||||
~
|
||||
265 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26504
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26506
|
||||
S
|
||||
#26506
|
||||
Along the Beach~
|
||||
You stand on a beach which stretches east to west for as far as your eyes can
|
||||
see. Jumbles of rock and scree litter the way here, making it so you must watch
|
||||
your step. You notice a bit of wood, partially buried in the sand of the beach
|
||||
here. West is more rocky beach, while east the way gets a bit more flat.
|
||||
~
|
||||
265 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26505
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26511
|
||||
D5
|
||||
~
|
||||
wood piece~
|
||||
1 0 25507
|
||||
S
|
||||
#26507
|
||||
Sandy Beach~
|
||||
You stand on a sandy beach which runs along the shore east to west. To the
|
||||
east you can just barely make out the rooftops of a large city which sits
|
||||
nestled in a cove on the shore of the ocean. To your west you see that the
|
||||
beach gets a bit rockier than where you currently stand. A set of steps lead up
|
||||
the cliff face just to the west of you.
|
||||
~
|
||||
265 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26508
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26504
|
||||
S
|
||||
#26508
|
||||
Sandy Beach~
|
||||
The beach continues it's way east toward what appears to be a large coastal
|
||||
town. A large pier juts out into the sea, ships dot the horizon as far out to
|
||||
sea as you can see from the city. To your west you may continue along the
|
||||
beach.
|
||||
~
|
||||
265 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26509
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26507
|
||||
S
|
||||
#26509
|
||||
Sandy Beach~
|
||||
The beach slopes upwards, slowly, gently toward the city to your east which
|
||||
sits on a huge plateau. You can now hear the sounds of a great many voices
|
||||
coming from that direction, however traffic along this beach is at a bare
|
||||
minimum, which is to say not at all. There must be another entrance into the
|
||||
city somewhere. To your west, the beach continues into the western horizon.
|
||||
~
|
||||
265 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26510
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26508
|
||||
S
|
||||
#26510
|
||||
The Base of the City~
|
||||
You stand at the edge of the sea shore staring at a huge rock formation which
|
||||
could be described (sort of) as a plateau rising up out if the ocean floor and
|
||||
holding a massive walled city atop it. To the north is the cliff face you have
|
||||
been following, which happens to put an end to this path just a little ways
|
||||
northeast from your current position. West the path heads along the beach for
|
||||
quite a long distance.
|
||||
~
|
||||
265 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26536
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26509
|
||||
S
|
||||
#26511
|
||||
Along a Rocky Beach~
|
||||
The way gets much too rocky here for you to continue along the water any
|
||||
further. You do however, notice a trail through the rocks which heads
|
||||
southwest.
|
||||
~
|
||||
265 0 0
|
||||
D1
|
||||
You see more of the beach.
|
||||
~
|
||||
~
|
||||
0 -1 26506
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26512
|
||||
S
|
||||
#26512
|
||||
Rocky Path~
|
||||
The path meanders it's way through the rocks on this littered beach. In the
|
||||
distance, you can see a lighthouse out at the end of a jetty, it's gentle light
|
||||
guiding sailors safely past this rocky area.
|
||||
~
|
||||
265 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26511
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 26513
|
||||
S
|
||||
#26513
|
||||
Rocky Path~
|
||||
The path continues it's way in a southwesterly direction toward the
|
||||
lighthouse, or you may head northeast toward a less cluttered-looking beach.
|
||||
~
|
||||
265 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 26512
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26514
|
||||
S
|
||||
#26514
|
||||
Rocky Path~
|
||||
The path runs east to west over jumbled rock and fine beach sand. Just to
|
||||
your west, you see a jetty running out into the ocean, a lighthouse at it's end.
|
||||
To the east the path curves it's way along the beach.
|
||||
~
|
||||
265 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26513
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26515
|
||||
S
|
||||
#26515
|
||||
Rocky Path at Takker's Jetty~
|
||||
The path continues east or west from you, depending which way you are
|
||||
heading. A jetty runs out into the sea to your south, a strong, bold lighthouse
|
||||
at it's end.
|
||||
~
|
||||
265 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26514
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 26517
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26516
|
||||
S
|
||||
#26516
|
||||
Rocky Path~
|
||||
The path, still rocky and hard to navigate, continues along to the east and
|
||||
west. Directly east of you begins a jetty which hosts a lighthouse at it's end.
|
||||
West seems only to host more rocks and possibly a cave or two.
|
||||
~
|
||||
265 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26515
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26531
|
||||
S
|
||||
#26517
|
||||
Takker's Jetty~
|
||||
The jetty heads south into the sea ending at a lighthouse. All along the
|
||||
way, fishermen try their luck.
|
||||
~
|
||||
265 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26515
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 26518
|
||||
S
|
||||
#26518
|
||||
Takker's Jetty~
|
||||
All along the jetty, men relax in the sun, sitting in comfortable niches in
|
||||
the rocks where they can wile away their time telling tall tales about 'the ones
|
||||
that got away', discussing politics, or every now and then, doing some fishing.
|
||||
|
||||
~
|
||||
265 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26517
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 26519
|
||||
S
|
||||
#26519
|
||||
Takker's Jetty at the Lighthouse~
|
||||
You stand at the entrance to the lighthouse, a solid oak door set back into
|
||||
the rounded wall. To your north, the jetty leads you back to dry land.
|
||||
~
|
||||
265 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 26518
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 -1 26520
|
||||
S
|
||||
#26520
|
||||
Entryway - Lighthouse~
|
||||
You stand in a small chamber just inside the front door of the lighthouse.
|
||||
Just south of these cramped stucco walls is the main living room of the
|
||||
lighthouse. You can hear and smell a crackling, warm fire in the fireplace, a
|
||||
dog's contented panting, and the sound of a young lady's laughter from the next
|
||||
room.
|
||||
~
|
||||
265 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 -1 26519
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 26521
|
||||
S
|
||||
#26521
|
||||
Main Living Area - Lighthouse~
|
||||
This large room looks as if it has spent many happy times in the company of
|
||||
the Lighthouse Keeper and his family. The dinner table looks as if it always
|
||||
would have room for one more, the fire always warm and comforting, and of
|
||||
course, Max would always be around to play catch or get his ears scratched. To
|
||||
the east, you see what looks to be one of the family's bedrooms, the same to the
|
||||
west. Both have doors, but both doors are wide open. A spiral stairway leads
|
||||
up into the lighthouse top, where the Keeper must spend a great deal of his
|
||||
time.
|
||||
~
|
||||
265 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26520
|
||||
D1
|
||||
~
|
||||
door~
|
||||
1 -1 26522
|
||||
D3
|
||||
~
|
||||
door wood~
|
||||
1 -1 26524
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 26523
|
||||
S
|
||||
#26522
|
||||
Lighthouse Keeper's Bedroom~
|
||||
A huge plush king size bed, four posted with satin drapes. A mahoganey
|
||||
dresser with a matching vanity desk and mirror. This lighthouse keeper must be
|
||||
one heck of a guy!
|
||||
~
|
||||
265 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26521
|
||||
D5
|
||||
~
|
||||
secret door~
|
||||
2 26501 26525
|
||||
S
|
||||
#26523
|
||||
Light Room~
|
||||
This small room is more or less just the roof top of the lighthouse which
|
||||
houses the light. A narrow walkway encircles the light, so that regular
|
||||
maintenance can be performed. Some shelves on the walls hold tools and oils
|
||||
which keep the machinery in fine tune so that no ships run afoul of the many
|
||||
rocks in this part of the ocean.
|
||||
~
|
||||
265 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 26521
|
||||
S
|
||||
#26524
|
||||
Lighthouse Keeper's Daughter's Bedroom~
|
||||
What a cute little room! Twin bed with a pink down comforter, a doll
|
||||
collection which even impresses you, and many other assorted toys sit on
|
||||
shelves, all neatly stacked and color-coordinated.
|
||||
~
|
||||
265 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 26521
|
||||
S
|
||||
#26525
|
||||
On the Spiral Staircase~
|
||||
You have begun a descent down into the Lower Reaches of the Lighthouse. You
|
||||
wonder why the basement of this happy home would not only be called the 'Lower
|
||||
Reaches', but also capitalized for a moment - and then you see what lies below
|
||||
you. Looking almost like a medieval torture chamber, you see a room all in
|
||||
stone, a deep cavernous hole in the center of it. What looks to be am operating
|
||||
table is set to one side with tables covered in instruments of dissection and
|
||||
bubbling vials close by. Do you really wish to descend into that room and visit
|
||||
with the 'good' Lighthouse Keeper?
|
||||
~
|
||||
265 0 0
|
||||
D4
|
||||
The spiral stair leads up to a trap door.
|
||||
~
|
||||
secret door~
|
||||
2 26501 26522
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 26526
|
||||
S
|
||||
#26526
|
||||
Lighthouse Keeper's Operating Room~
|
||||
You see all and more of what you saw from the staircase. Four cells lie in
|
||||
all cardinal directions, each with a whimpering human subject in it! Diagrams
|
||||
cover the walls, notes jotted on many of them, all dealing with one goal in mind
|
||||
- the creation of the perfect sexual companion! It seems the 'good Lighthouse
|
||||
Keeper' may be a bit more than everyone believes him to be...
|
||||
~
|
||||
265 0 0
|
||||
D0
|
||||
~
|
||||
cell door~
|
||||
2 26502 26527
|
||||
D1
|
||||
~
|
||||
cell door~
|
||||
2 26502 26528
|
||||
D2
|
||||
~
|
||||
cell door~
|
||||
2 26502 26529
|
||||
D3
|
||||
~
|
||||
cell door~
|
||||
2 26502 26530
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 26525
|
||||
S
|
||||
#26527
|
||||
Keeper's Playroom~
|
||||
This small ten by ten room once was a simple like the others which connect to
|
||||
the Operating Room, however because of the nature of the specimen which abides
|
||||
in this space, it has been spruced up just a bit. A huge bed dominates the
|
||||
ENTIRE room, pillows strewn everywhere with lace and frills and all.
|
||||
~
|
||||
265 0 0
|
||||
D2
|
||||
~
|
||||
cell door~
|
||||
2 26502 26526
|
||||
S
|
||||
#26528
|
||||
Cell~
|
||||
This bleak cell hosts only an uncomfortable looking cot and small hole in one
|
||||
corner for necessary functions.
|
||||
~
|
||||
265 0 0
|
||||
D3
|
||||
~
|
||||
cell door~
|
||||
2 26502 26526
|
||||
S
|
||||
#26529
|
||||
Cell~
|
||||
This bleak cell hosts only an uncomfortable looking cot and small hole in one
|
||||
corner for necessary functions.
|
||||
~
|
||||
265 0 0
|
||||
D0
|
||||
~
|
||||
cell door~
|
||||
2 26502 26526
|
||||
S
|
||||
#26530
|
||||
Cell~
|
||||
This bleak cell hosts only an uncomfortable looking cot and small hole in one
|
||||
corner for necessary functions.
|
||||
~
|
||||
265 0 0
|
||||
D1
|
||||
~
|
||||
cell door~
|
||||
2 26502 26526
|
||||
S
|
||||
#26531
|
||||
Rocky Path~
|
||||
The path continues along the beach, over rocks and scree. Your options are
|
||||
east or west.
|
||||
~
|
||||
265 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26516
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 26532
|
||||
S
|
||||
#26532
|
||||
Rocky Path~
|
||||
You stand on a rocky beach path near the mouth of a cave. The entrance to
|
||||
the cave must be at least thirty feet high and just as wide. It doesn't look as
|
||||
if anything could live there, as the water from the sea laps right inside the
|
||||
cave, but then, you never know.
|
||||
~
|
||||
265 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26533
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26531
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 26535
|
||||
S
|
||||
#26533
|
||||
Cave Entrance~
|
||||
You realize that if you wish to explore the confines of this cave, you will
|
||||
have to get wet. As you stand looking into the cold, wet, darkness of the cave,
|
||||
the idea of jumping into that water just for the sake of exploring does seem a
|
||||
bit nutty.
|
||||
~
|
||||
265 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 26534
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26532
|
||||
S
|
||||
#26534
|
||||
In the Kracken's Den~
|
||||
Something seems wrong here, very wrong. Something makes the water move and
|
||||
not just in a small spot, ALL of the water is moving from some kind of monstrous
|
||||
movement under the water.
|
||||
~
|
||||
265 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26533
|
||||
S
|
||||
#26535
|
||||
End of the Rocky Path~
|
||||
You have come to the end of the rocky path you've been following along the
|
||||
sea. South of you is the open sea, west is a moss- covered rock face, and to
|
||||
the north the way is impassable.
|
||||
~
|
||||
265 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 26532
|
||||
S
|
||||
#26536
|
||||
End of the Path~
|
||||
The path can go no farther. The cliff face runs directly into the sea from
|
||||
here, no longer leaving the little bit of beach that you have been enjoying just
|
||||
west and south and here. Strange that a path would end so abruptly at a cliff
|
||||
without leading anywhere... Oh well!
|
||||
~
|
||||
265 0 0
|
||||
D0
|
||||
~
|
||||
cliff~
|
||||
1 0 28200
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26510
|
||||
E
|
||||
cliff~
|
||||
You think you may see a faint outline of some sort of entryway in the cliff.
|
||||
Maybe if you tried OPENing it...?
|
||||
~
|
||||
S
|
||||
$~
|
||||
2254
lib/world/wld/266.wld
Normal file
2254
lib/world/wld/266.wld
Normal file
File diff suppressed because it is too large
Load Diff
2160
lib/world/wld/267.wld
Normal file
2160
lib/world/wld/267.wld
Normal file
File diff suppressed because it is too large
Load Diff
128
lib/world/wld/268.wld
Normal file
128
lib/world/wld/268.wld
Normal file
@@ -0,0 +1,128 @@
|
||||
#26800
|
||||
Blindingly lit hallway~
|
||||
This east-west hallway is so brightly lit that you can barely see anything.
|
||||
You have to shield your eyes just to see in front of you. It appears to be
|
||||
made from the same metal as the entrance to the building does.
|
||||
~
|
||||
268 d 0
|
||||
D0
|
||||
You see nothing there. Really. You don't. I promise.
|
||||
~
|
||||
door secret~
|
||||
0 0 26804
|
||||
D1
|
||||
You see the blindingly bright hallway.
|
||||
~
|
||||
~
|
||||
0 0 26802
|
||||
D3
|
||||
You see the blindingly bright hallway.
|
||||
~
|
||||
~
|
||||
0 0 26798
|
||||
E
|
||||
credits~
|
||||
Vice Island is an evil-only area. It's rather large for a medium-sized MUD
|
||||
and is intended to be used in concurrence with Oceania.
|
||||
This area is intended to be part 1 of 4 subareas I have in mind for Oceania.
|
||||
It has mainly evil mobs, and almost all of the equipment in it is evil only.
|
||||
---------------------------------------------------------------------------
|
||||
I make no legal claim on Vice Island save this: You MUST give me credit for
|
||||
its design SOMEPLACE in your mud. You can hide it if you want, but I want
|
||||
some credit somewhere for it. :) I spent 6 months making Oceania and Vice
|
||||
Island, and I feel some need to have it known that my work is appreciated.
|
||||
---------------------------------------------------------------------------
|
||||
Builder : Questor
|
||||
Zone : 268 Vice Island II
|
||||
Player Level : 20-25
|
||||
Rooms : 5
|
||||
Links :
|
||||
Zone 268 is linked to the following zones:
|
||||
267 Vice Island at 26800 (west ) ---> 26798
|
||||
267 Vice Island at 26804 (east ) ---> 26797
|
||||
267 Vice Island at 26804 (south) ---> 26792
|
||||
~
|
||||
S
|
||||
#26801
|
||||
Deadly Iron Maiden~
|
||||
As you step into the room, you trip over a piece of wire--the wire breaks,
|
||||
and the bars of the coffin-like structure start to close. You try to run out,
|
||||
but before you can, the door snaps shut. You feel the spikes pierce your skin
|
||||
as you are about to lose consciousness the closing walls stop and you wonder at
|
||||
the luck you seem to have of late.
|
||||
~
|
||||
268 cj 0
|
||||
S
|
||||
T 26800
|
||||
#26802
|
||||
Blindingly lit hallway~
|
||||
This east-west hallway is so brightly lit that you can barely see anything.
|
||||
You have to shield your eyes just to see in front of you. It appears to be
|
||||
made from the same metal as the entrance to the building does. Openings to
|
||||
your north and south look like they need to be examined closely before you even
|
||||
think about going those ways. The Grand Temple of Terror is to your east.
|
||||
~
|
||||
268 d 0
|
||||
D0
|
||||
It looks as if this is the true source of all the light. It, however, is NOT
|
||||
cold like the globe in the first room, and it is also not at all the kind of
|
||||
place a person could survive if they took the chance.
|
||||
~
|
||||
~
|
||||
0 0 26803
|
||||
D1
|
||||
You can see the grand temple of terror.
|
||||
~
|
||||
~
|
||||
0 0 26804
|
||||
D2
|
||||
You can see what looks to be an iron maiden in the southern room--however,
|
||||
it fits every part of that room...and looks like it's just about to snap
|
||||
shut. It looks like you'd be very dumb to attempt entrance.
|
||||
~
|
||||
~
|
||||
0 0 26801
|
||||
D3
|
||||
The blindingly lit hallway continues onwards.
|
||||
~
|
||||
~
|
||||
0 0 26800
|
||||
S
|
||||
#26803
|
||||
The HellFire Room~
|
||||
You should really be more careful in your adventures. The gods favor you
|
||||
this day. This used to be a death trap. Next time read the descriptions.
|
||||
The Gods are not always forgiving.
|
||||
~
|
||||
268 cj 0
|
||||
D2
|
||||
Umm...you're dead. You can't look that way. Leave us alone. We're a DT damnit!
|
||||
~
|
||||
~
|
||||
0 0 26802
|
||||
S
|
||||
#26804
|
||||
Grand Temple of Terror~
|
||||
This shrine to terror couldn't be more aptly named. Elaborately made
|
||||
drawings all around the room depict one terrifying act after another. The
|
||||
light is so bright that even though you close your eyes to hide the awful
|
||||
sights, you can still see them! You want to run, but are mesmerized by the
|
||||
utter horror of this place.
|
||||
~
|
||||
268 d 0
|
||||
D1
|
||||
You see nothing worth mentioning...
|
||||
~
|
||||
door secret~
|
||||
1 -1 26797
|
||||
D2
|
||||
You see, strangely enough, a way to the High Priest of Terror's office.
|
||||
~
|
||||
~
|
||||
0 0 26792
|
||||
E
|
||||
drawings~
|
||||
Don't look at them any more closely than you have to!
|
||||
~
|
||||
S
|
||||
$~
|
||||
1297
lib/world/wld/269.wld
Normal file
1297
lib/world/wld/269.wld
Normal file
File diff suppressed because it is too large
Load Diff
2227
lib/world/wld/27.wld
Normal file
2227
lib/world/wld/27.wld
Normal file
File diff suppressed because it is too large
Load Diff
941
lib/world/wld/270.wld
Normal file
941
lib/world/wld/270.wld
Normal file
@@ -0,0 +1,941 @@
|
||||
#27000
|
||||
AsA's Zone Description Room~
|
||||
I hereby present the wasteland area, availiable to those concerned. I have,
|
||||
deliberately, written short long_descriptions. Because I consider them more
|
||||
useful that way, since most DIKU's are not inclined towards questing.
|
||||
Builder : AsA
|
||||
Zone : 270 Wasteland
|
||||
Player Level : 12-15
|
||||
Rooms : 58
|
||||
Mobiles : 13
|
||||
Objects : 12
|
||||
Links :
|
||||
~
|
||||
270 0 0
|
||||
S
|
||||
#27001
|
||||
The Foothills~
|
||||
You stand in the foothills surrounding the Icy-Mountain.
|
||||
~
|
||||
270 0 4
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27002
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27007
|
||||
S
|
||||
#27002
|
||||
The Foothills~
|
||||
You stand in the foothills of the Icy-Mountain. The mountain
|
||||
rises high towards the sky immediately south of here.
|
||||
~
|
||||
270 0 4
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27003
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27001
|
||||
S
|
||||
#27003
|
||||
The Foothills~
|
||||
You stand in the foothills of the Icy-Mountain. The mountain
|
||||
rises high towards the sky immediately south of here.
|
||||
~
|
||||
270 0 4
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27004
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27002
|
||||
S
|
||||
#27004
|
||||
The Foothills~
|
||||
You stand in the foothills of the Icy-Mountain. The mountain
|
||||
rises high towards the sky immediately south and west of here.
|
||||
~
|
||||
270 0 4
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27013
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27003
|
||||
S
|
||||
#27005
|
||||
The Icy-Mountain~
|
||||
The mountain trail ends here just beneath the top.
|
||||
~
|
||||
270 0 5
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27011
|
||||
S
|
||||
#27006
|
||||
The Ice Cave~
|
||||
You are inside the ice cave. Some droppings, not too nice
|
||||
looking nor smelling, have been spilled in the centre of the cave.
|
||||
Your basic knowlege of ichtyology tells you that this excrement
|
||||
does not relate to the elusive Otopharynx lithobates, but to
|
||||
something completely different.
|
||||
~
|
||||
270 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27012
|
||||
S
|
||||
#27007
|
||||
The Foothills~
|
||||
You stand in the foothills of the Icy-Mountain. The mountain
|
||||
rises high towards the sky immediately east of here.
|
||||
~
|
||||
270 0 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27001
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27017
|
||||
S
|
||||
#27008
|
||||
The Icy Mountain~
|
||||
You are at a dead-end in the mountain.
|
||||
~
|
||||
270 0 5
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27014
|
||||
S
|
||||
#27009
|
||||
The Icy Mountain~
|
||||
You are at a dead-end in the mountain.
|
||||
~
|
||||
270 0 5
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27010
|
||||
S
|
||||
#27010
|
||||
The Icy Mountain~
|
||||
You are on a trail winding along the mountainside.
|
||||
~
|
||||
270 0 5
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27011
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27009
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 27016
|
||||
S
|
||||
#27011
|
||||
The Icy Mountain~
|
||||
You are on a trail, still leading along the mountainside.
|
||||
~
|
||||
270 0 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27005
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27012
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27010
|
||||
S
|
||||
#27012
|
||||
The Icy Mountain~
|
||||
You are on a trail in the mountain. North of here is a
|
||||
cavern, which might lead to a cave.
|
||||
~
|
||||
270 0 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27006
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27011
|
||||
S
|
||||
#27013
|
||||
The Foothills~
|
||||
You are in the foothills surrounding the Icy-mountain, which
|
||||
rises towards the sky just west of you.
|
||||
~
|
||||
270 0 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27004
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27023
|
||||
S
|
||||
#27014
|
||||
The Icy Mountain~
|
||||
You are on a trail running along the mountainside.
|
||||
~
|
||||
270 0 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27008
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27015
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27018
|
||||
S
|
||||
#27015
|
||||
The Icy Mountain~
|
||||
You are on a trail in the mountain. The trail leads west and
|
||||
south. To your east is a crack in the mountain wall.
|
||||
~
|
||||
270 0 5
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27016
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27019
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27014
|
||||
S
|
||||
#27016
|
||||
The Icy Mountain~
|
||||
You are on a trail somewhere in this neverending mountain.
|
||||
~
|
||||
270 0 5
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27020
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 27010
|
||||
S
|
||||
#27017
|
||||
The Foothills~
|
||||
You are in the foothills surrounding the Icy-mountain. There
|
||||
is a mountain trail leading up along the side of the mountain
|
||||
east of you.
|
||||
~
|
||||
270 0 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27007
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27018
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27024
|
||||
S
|
||||
#27018
|
||||
The Icy Mountain~
|
||||
You are on a mountain trail leading up along the moutainside.
|
||||
~
|
||||
270 0 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27014
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27025
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27017
|
||||
S
|
||||
#27019
|
||||
The Icy Mountain~
|
||||
You are on a mountain trail leading up along the side of the
|
||||
mountain.
|
||||
~
|
||||
270 0 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27015
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27020
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27026
|
||||
S
|
||||
#27020
|
||||
The Icy Mountain~
|
||||
You are on a trail in the mountain.
|
||||
~
|
||||
270 0 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27016
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27021
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27019
|
||||
S
|
||||
#27021
|
||||
The Icy Mountain~
|
||||
You are on a trail in the mountain.
|
||||
~
|
||||
270 0 5
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27028
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27020
|
||||
S
|
||||
#27022
|
||||
The Icy Mountain~
|
||||
You are on a trail in the mountain.
|
||||
~
|
||||
270 0 5
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27030
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27021
|
||||
S
|
||||
#27023
|
||||
The Foothills~
|
||||
You are in the foothills east of the Icy-mountain.
|
||||
~
|
||||
270 0 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27013
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27037
|
||||
S
|
||||
#27024
|
||||
The Foothills~
|
||||
You are in the foothills. There is a mountain rising to your
|
||||
easthand side.
|
||||
~
|
||||
270 0 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27017
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27025
|
||||
S
|
||||
#27025
|
||||
The Foothills~
|
||||
You are in the foothills surrounding the Icy-mountain. There
|
||||
is a trail leading up the montain north of here.
|
||||
~
|
||||
270 0 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27018
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27026
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27031
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27024
|
||||
S
|
||||
#27026
|
||||
The Foothills~
|
||||
You are in the foothills surrounding the Icy-mountain. There
|
||||
is a path leading up along the mountainside north of you.
|
||||
~
|
||||
270 0 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27019
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27027
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27025
|
||||
S
|
||||
#27027
|
||||
The Foothills~
|
||||
You are in the foothills surrounding the Icy-mountain.
|
||||
~
|
||||
270 0 4
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27028
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27026
|
||||
S
|
||||
#27028
|
||||
The Foothills~
|
||||
You are in the foothills surrounding the Icy-mountain.
|
||||
~
|
||||
270 0 4
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27029
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27034
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27027
|
||||
S
|
||||
#27029
|
||||
The Foothills~
|
||||
You are in the foothills surrounding the Icy-mountain.
|
||||
~
|
||||
270 0 4
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27035
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27028
|
||||
S
|
||||
#27030
|
||||
The Icy Mountain~
|
||||
You are on a trail winding along the mountainside.
|
||||
~
|
||||
270 0 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27022
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27036
|
||||
S
|
||||
#27031
|
||||
The Wasteland Hills~
|
||||
You are in some completely wasted, tiresome, boring and
|
||||
totally ugly hills. There are some droppings left here.
|
||||
~
|
||||
270 0 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27025
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27032
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27038
|
||||
E
|
||||
droppings~
|
||||
Looks pretty messy.
|
||||
~
|
||||
S
|
||||
#27032
|
||||
The Wasteland Hills~
|
||||
You are on a path leading through the wasted hills. To the
|
||||
north you barely make out the contours of a pointy mountain and
|
||||
its foothills.
|
||||
~
|
||||
270 0 4
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27033
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27039
|
||||
S
|
||||
#27033
|
||||
The Wasteland Hills~
|
||||
You are on a path in the hills. Apart from down to the south
|
||||
there is nothing but brown, dull and wasted hills surrounding you.
|
||||
~
|
||||
270 0 4
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27034
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27032
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 27040
|
||||
S
|
||||
#27034
|
||||
The Wasteland Hills~
|
||||
You are on a path leading through the brown and wasted
|
||||
hills. North of here you can barely make out the shape of
|
||||
a pointy mountain with some rather large foothills just in
|
||||
front of it.
|
||||
~
|
||||
270 0 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27028
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27033
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 27041
|
||||
S
|
||||
#27035
|
||||
The Foothills~
|
||||
You are in the foothills surrounding the mountainside.
|
||||
~
|
||||
270 0 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27029
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27042
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27034
|
||||
S
|
||||
#27036
|
||||
The Icy Mountain~
|
||||
You are on a trail leading up the moutain. There is some loose
|
||||
crabble lying on the ground.
|
||||
~
|
||||
270 0 5
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27030
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27043
|
||||
E
|
||||
crabble~
|
||||
Yes it is just lying there of absolutely no use at all.
|
||||
~
|
||||
S
|
||||
#27037
|
||||
The Foothills~
|
||||
You are in the foothills surrounding the mountain. A large
|
||||
claymore is lying on the ground here.
|
||||
~
|
||||
270 0 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27023
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27044
|
||||
E
|
||||
claymore~
|
||||
The more you look at it the more it vanishes, to your desperate grief.
|
||||
~
|
||||
S
|
||||
#27038
|
||||
The Wasteland Hills~
|
||||
You are surrounded by smooth hills right in the middle of
|
||||
absolute nowhere.
|
||||
~
|
||||
270 0 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27031
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27039
|
||||
S
|
||||
#27039
|
||||
The Wasteland hills~
|
||||
You are on a little path leaing through the smooth, brown hills
|
||||
of complete waste. Right beneath you is some wasteland fields.
|
||||
~
|
||||
270 0 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27032
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27038
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 27045
|
||||
S
|
||||
#27040
|
||||
The Wasteland Fields~
|
||||
You are on the wast, wasted fields in the middle of nowhere.
|
||||
~
|
||||
270 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27041
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 27033
|
||||
S
|
||||
#27041
|
||||
The Wasteland Fields~
|
||||
You are on the vast, wasted fields in the middle of nowhere.
|
||||
Above you is quite clearly some hills.
|
||||
~
|
||||
270 0 2
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27046
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27040
|
||||
D4
|
||||
You see some utterly ugly and wasted hills.
|
||||
~
|
||||
~
|
||||
0 -1 27034
|
||||
S
|
||||
#27042
|
||||
The Foothills~
|
||||
You are in the foothills. Where else?
|
||||
~
|
||||
270 0 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27035
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27043
|
||||
S
|
||||
#27043
|
||||
The Foothills~
|
||||
You are in the foothills. North of here a small path is finding
|
||||
its way up along the Icy-mountain.
|
||||
~
|
||||
270 0 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27036
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27044
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27042
|
||||
S
|
||||
#27044
|
||||
The Foothills~
|
||||
You are in the foothills surrounding the large pointy Icy-mountain.
|
||||
~
|
||||
270 0 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27037
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27043
|
||||
S
|
||||
#27045
|
||||
The Wasteland Fields~
|
||||
You are in the brown, tiresome fields.
|
||||
~
|
||||
270 0 2
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27048
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 27039
|
||||
S
|
||||
#27046
|
||||
The Wasteland Fields~
|
||||
You are surrounded by fields!!!
|
||||
~
|
||||
270 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27041
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27047
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27050
|
||||
S
|
||||
#27047
|
||||
The Wasteland Fields~
|
||||
You are on a large field which do not seem to have an end to it.
|
||||
~
|
||||
270 0 2
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27051
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27046
|
||||
S
|
||||
#27048
|
||||
The Wasteland Fields~
|
||||
You are on a large field. Is there possibly an end to it??
|
||||
~
|
||||
270 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27045
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27049
|
||||
S
|
||||
#27049
|
||||
The Wasteland Fields~
|
||||
You are on a large field, which as you clearly can tell is
|
||||
nothing but waste.
|
||||
~
|
||||
270 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27050
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27048
|
||||
S
|
||||
#27050
|
||||
The Wasteland Fields~
|
||||
You are on a humongous, almost corroded field. There is a little
|
||||
stalk of wheat growing here.
|
||||
~
|
||||
270 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27046
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27051
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27049
|
||||
E
|
||||
wheat stalk~
|
||||
Looks lonely doesn't it.
|
||||
~
|
||||
S
|
||||
#27051
|
||||
The Wasteland fields~
|
||||
You are on a vast field and it sure is vast.
|
||||
~
|
||||
270 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27047
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27052
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27050
|
||||
S
|
||||
#27052
|
||||
The Wasteland Fields~
|
||||
You are in the fields to your utter dissatisfaction.
|
||||
~
|
||||
270 0 2
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27053
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27051
|
||||
S
|
||||
#27053
|
||||
The Wasteland Fields~
|
||||
You are in some fields. They do not look fertile at all.
|
||||
~
|
||||
270 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27052
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27054
|
||||
S
|
||||
#27054
|
||||
The Wasteland Fields~
|
||||
You are in waste which happens to have the form of fields.
|
||||
~
|
||||
270 0 2
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 27057
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27053
|
||||
S
|
||||
#27055
|
||||
The Wasteland Fields~
|
||||
You are in the middle of a large, brown field, not nice
|
||||
looking, but it just isn't.
|
||||
~
|
||||
270 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27056
|
||||
S
|
||||
#27056
|
||||
The Wasteland Fields~
|
||||
You are on a large, windy field. Everything around you is laid
|
||||
in complete waste. Only some aufwuchs on a stone seem to be able
|
||||
to exist here.
|
||||
~
|
||||
270 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 27057
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27055
|
||||
E
|
||||
aufwuchs~
|
||||
They look green and slimy.
|
||||
~
|
||||
S
|
||||
#27057
|
||||
Close To The Wasteland Fields~
|
||||
You are on a field. The wind is smoothly sweeping across the
|
||||
ground with the sound of a soft howl. The vegetation seem to have
|
||||
lost the battle to some greater force as it gradually disappears
|
||||
towards the east.
|
||||
~
|
||||
270 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 27054
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 27056
|
||||
S
|
||||
$~
|
||||
1264
lib/world/wld/271.wld
Normal file
1264
lib/world/wld/271.wld
Normal file
File diff suppressed because it is too large
Load Diff
1512
lib/world/wld/272.wld
Normal file
1512
lib/world/wld/272.wld
Normal file
File diff suppressed because it is too large
Load Diff
1135
lib/world/wld/273.wld
Normal file
1135
lib/world/wld/273.wld
Normal file
File diff suppressed because it is too large
Load Diff
739
lib/world/wld/274.wld
Normal file
739
lib/world/wld/274.wld
Normal file
@@ -0,0 +1,739 @@
|
||||
#27400
|
||||
Entrance to Smurfville~
|
||||
You see before you several tiny houses with little blue people scurrying
|
||||
about their tasks. Everyone seems SO happy.
|
||||
~
|
||||
274 0 2
|
||||
D0
|
||||
Onward to smurf village.
|
||||
~
|
||||
~
|
||||
0 -1 27404
|
||||
E
|
||||
credits~
|
||||
This Zone was created by Brett Lynnes and Andy McLeod We're just some bored
|
||||
college students from Montana... So you don't need to credit us for it.
|
||||
Besides, I sorta stole the idea off of a mud I played a while back.
|
||||
Smurfville is an anooying place with lots of do-gooder smurfs and (of course)
|
||||
Gargamel's castle. ** added bonus- Barney's playland I made the entrance on
|
||||
wld ##00
|
||||
~
|
||||
S
|
||||
#27401
|
||||
Smurfberry Patch~
|
||||
You are in the far south-west corner of the smurfberry patch. Small white
|
||||
picket fences block passage to the south and west. You can continue on to the
|
||||
north or east, where more of the smurfberry patch awaits.
|
||||
~
|
||||
274 0 2
|
||||
D0
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27410
|
||||
D1
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27402
|
||||
E
|
||||
smurfberry smurfberries patch berry berries~
|
||||
You see some very delicious looking smurfberries.
|
||||
~
|
||||
S
|
||||
#27402
|
||||
Smurfberry Patch~
|
||||
The smurfberries are starting to clog your nostrils with their sweet smell.
|
||||
Everywhere you look there are neat litte smurfberry bushes with ripe
|
||||
smurfberries on them. To the south there is a small picket fence keeping you
|
||||
from the wild jungle beyond.
|
||||
~
|
||||
274 0 2
|
||||
D0
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27411
|
||||
D1
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27403
|
||||
D3
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27401
|
||||
E
|
||||
smurfberry smurfberries patch berry berries~
|
||||
You see some very delicious looking smurfberries.
|
||||
~
|
||||
S
|
||||
#27403
|
||||
Smurfberry Patch~
|
||||
You are in the south-east corner of this wonderfully cute smurfberry patch.
|
||||
|
||||
~
|
||||
274 0 2
|
||||
D0
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27412
|
||||
D3
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27402
|
||||
E
|
||||
smurfberry smurfberries patch berry berries~
|
||||
You see some very delicious looking smurfberries.
|
||||
~
|
||||
S
|
||||
#27404
|
||||
Smurfy Road~
|
||||
You are on the main street in Smurfville. To the north you see a cute
|
||||
smurfy well in the distance and to the east you see some nice smurfy houses
|
||||
aligned in a perfect row.
|
||||
~
|
||||
274 0 1
|
||||
D0
|
||||
Smurfy Road leads off to the north.
|
||||
~
|
||||
~
|
||||
0 -1 27413
|
||||
D1
|
||||
Papa Smurf Lane begins over here.
|
||||
~
|
||||
~
|
||||
0 -1 27431
|
||||
D2
|
||||
You see the entrance to Smurfville.
|
||||
~
|
||||
~
|
||||
0 -1 27400
|
||||
S
|
||||
#27405
|
||||
Brainy Smurf's House~
|
||||
As you enter this house you are amazed by the number of scientific apparatus
|
||||
neatly arranged throughout the room. Several test tubes are boiling with
|
||||
various extracts of smurfberries.
|
||||
~
|
||||
274 d 0
|
||||
D0
|
||||
Out the door you see Papa Smurf Lane.
|
||||
~
|
||||
~
|
||||
1 -1 27431
|
||||
S
|
||||
#27406
|
||||
Handy Smurf's House~
|
||||
There is an impressive array of tools of all types and purposes. Picking
|
||||
one up, you see the brand name, 'Smurfy Sears' engraved in the handle.
|
||||
~
|
||||
274 d 0
|
||||
D0
|
||||
Out the door you see Papa Smurf Lane.
|
||||
~
|
||||
~
|
||||
1 -1 27432
|
||||
S
|
||||
#27407
|
||||
Papa Smurf's House~
|
||||
This small house is the residence of the leader of all smurfs, Papa Smurf.
|
||||
There are various red hats hanging from pegs on the wall. A smurfy throne is
|
||||
sitting in the center of the room.
|
||||
~
|
||||
274 d 0
|
||||
D0
|
||||
You see a small secret door behind Papa Smurf's bed. Hmm, I wonder where
|
||||
that leads?
|
||||
~
|
||||
~
|
||||
1 -1 27416
|
||||
D3
|
||||
Out the door you see Papa Smurf Lane.
|
||||
~
|
||||
~
|
||||
1 -1 27432
|
||||
E
|
||||
hats hat hatrack pegs peg~
|
||||
You see several red hats that look neat, but are much too small for you to
|
||||
wear.
|
||||
~
|
||||
E
|
||||
throne~
|
||||
You see an oak throne, impressively engraved with utmost smurfy care.
|
||||
~
|
||||
S
|
||||
#27408
|
||||
Vanity Smurf's House~
|
||||
There are oodles of mirrors positioned everywhere. My, you look a mess.
|
||||
When was the last time you took a bath?
|
||||
~
|
||||
274 d 0
|
||||
D2
|
||||
Back to Papa Smurf Lane.
|
||||
~
|
||||
~
|
||||
1 -1 27431
|
||||
S
|
||||
#27409
|
||||
Athletic Smurf's House~
|
||||
This looks more like a Gym than a house. Over to the left you see a
|
||||
miniature bench press set up with a two pound weight mounted on either side,
|
||||
ready to be lifted.
|
||||
~
|
||||
274 d 0
|
||||
D2
|
||||
Back to Papa Smurf Lane.
|
||||
~
|
||||
~
|
||||
1 -1 27432
|
||||
E
|
||||
bench press weight left~
|
||||
Don't you think it would be more constructive if you spent your time wielding
|
||||
something heavier?
|
||||
~
|
||||
S
|
||||
#27410
|
||||
Smurfberry Patch~
|
||||
Oh goodie, even more smurfberry patch! To the east, you see a white picket
|
||||
fence.
|
||||
~
|
||||
274 0 2
|
||||
D0
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27419
|
||||
D1
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27411
|
||||
D2
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27401
|
||||
E
|
||||
smurfberry smurfberries patch berry berries~
|
||||
You see some very delicious looking smurfberries.
|
||||
~
|
||||
S
|
||||
#27411
|
||||
Smurfberry Patch~
|
||||
Everywhere you look, there are neat rows of Smurfberry bushes.
|
||||
~
|
||||
274 0 2
|
||||
D0
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27420
|
||||
D1
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27412
|
||||
D2
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27402
|
||||
D3
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27410
|
||||
E
|
||||
smurfberry smurfberries patch berry berries~
|
||||
You see some very delicious looking smurfberries.
|
||||
~
|
||||
S
|
||||
#27412
|
||||
Entrance to Smurfberry Patch ~
|
||||
You see ordered rows of bushes growing what appear to be Smurfberries. The
|
||||
patch continues to the north, south and west. To the east lies Smurfy Road.
|
||||
|
||||
~
|
||||
274 0 2
|
||||
D0
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27421
|
||||
D1
|
||||
Back to Smurfy Road.
|
||||
~
|
||||
~
|
||||
0 -1 27413
|
||||
D2
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27403
|
||||
D3
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27411
|
||||
E
|
||||
smurfberry smurfberries patch berry berries~
|
||||
You see some very delicious looking smurfberries.
|
||||
~
|
||||
S
|
||||
#27413
|
||||
Smurfy Road~
|
||||
You are walking down a well-kept road in the middle of Smurfville. To the
|
||||
north, you see a cute little smurfy well. To the west is what appears to be a
|
||||
Smurfberry Patch. To the east, you see yet another row of well-kept houses.
|
||||
|
||||
~
|
||||
274 0 1
|
||||
D0
|
||||
You see the road leading to a smurfy well.
|
||||
~
|
||||
~
|
||||
0 -1 27422
|
||||
D1
|
||||
Into Smurfette Lane.
|
||||
~
|
||||
~
|
||||
0 -1 27433
|
||||
D2
|
||||
You see more of the Smurfy Road Leading out of the Village.
|
||||
~
|
||||
~
|
||||
0 -1 27404
|
||||
D3
|
||||
You see a path leading to the Smurfberry Patch.
|
||||
~
|
||||
~
|
||||
0 -1 27412
|
||||
S
|
||||
#27414
|
||||
Clumsy Smurf's House~
|
||||
This looks like a normal smurfy house, except for the fact that there are
|
||||
absolutely no sharp corners in the house.
|
||||
~
|
||||
274 d 0
|
||||
D0
|
||||
Back to Smurfette Lane.
|
||||
~
|
||||
~
|
||||
1 -1 27433
|
||||
S
|
||||
#27415
|
||||
Grumpy Smurf's House~
|
||||
This house is probably positioned so close to Smurfette's house just so that
|
||||
some of Smurfette's overwhelming goodness will rub off on Grumpy Smurf.
|
||||
~
|
||||
274 d 0
|
||||
D0
|
||||
Back to Smurfette Lane.
|
||||
~
|
||||
~
|
||||
1 -1 27434
|
||||
S
|
||||
#27416
|
||||
Smurfette's House~
|
||||
Pink! Everything in sight is Pink! Smurfette keeps her house nice and
|
||||
tidy, and well dusted. Her bed looks very large and comfortable.
|
||||
~
|
||||
274 d 0
|
||||
D2
|
||||
Secret passage from Papa Smurf's house.
|
||||
~
|
||||
~
|
||||
1 -1 27407
|
||||
D3
|
||||
Back to Smurfette Lane
|
||||
~
|
||||
~
|
||||
1 -1 27434
|
||||
E
|
||||
bed~
|
||||
This is a large, comfortable be, larger than any one smurf would need. Is
|
||||
that a door you see partially hidden by the bed to the south?
|
||||
~
|
||||
S
|
||||
#27417
|
||||
Artistic Smurf's House~
|
||||
This is the most creative smurfy house you've seen yet. Everywhere hangs
|
||||
brightly colored paintings. The floor has enormous amounts of paint splattered
|
||||
everywhere. The ceiling has a half-finished mural painted on it.
|
||||
~
|
||||
274 d 0
|
||||
D2
|
||||
Back to Smurfette Lane
|
||||
~
|
||||
~
|
||||
1 -1 27433
|
||||
E
|
||||
mural painting paintings~
|
||||
Of course, it's another picture of Smurfette in the nude.
|
||||
~
|
||||
S
|
||||
#27418
|
||||
Fireman Smurf's House~
|
||||
Fireman Smurf's house is pretty plain. It does not appear that he spends
|
||||
much time here. His bed is neatly made, and an extra fireman's suit hangs in
|
||||
the closet.
|
||||
~
|
||||
274 d 0
|
||||
D2
|
||||
Back to Smurfette Lane
|
||||
~
|
||||
~
|
||||
1 -1 27434
|
||||
S
|
||||
#27419
|
||||
Smurfberry Patch~
|
||||
This is the Northwest corner of the smurfberry patch. Once again, you see
|
||||
more rows of smurfberry bushes, neatly aligned. To the north and west you see
|
||||
a small white picket fence preventing you from going farther.
|
||||
~
|
||||
274 0 2
|
||||
D1
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27420
|
||||
D2
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27410
|
||||
E
|
||||
smurfberry smurfberries patch berry berries~
|
||||
You see some very delicious looking smurfberries.
|
||||
~
|
||||
S
|
||||
#27420
|
||||
Smurfberry Patch~
|
||||
The smurfberry patch extends to the south, east, and west. There is a white
|
||||
picket fence to the north, blocking your passage in that direction.
|
||||
~
|
||||
274 0 2
|
||||
D1
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27421
|
||||
D2
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27411
|
||||
D3
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27419
|
||||
E
|
||||
smurfberry smurfberries patch berry berries~
|
||||
You see some very delicious looking smurfberries.
|
||||
~
|
||||
S
|
||||
#27421
|
||||
Smurfberry Patch~
|
||||
This is the Northeast corner of the smurfberry patch. Once again, you see
|
||||
more rows of smurfberry bushes, neatly aligned. To the north and east you see
|
||||
a small white picket fence preventing you from going farther.
|
||||
~
|
||||
274 0 2
|
||||
D2
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27412
|
||||
D3
|
||||
You see more smurfberries growing in nice neat rows.
|
||||
~
|
||||
~
|
||||
0 -1 27420
|
||||
E
|
||||
smurfberry smurfberries patch berry berries~
|
||||
You see some very delicious looking smurfberries.
|
||||
~
|
||||
S
|
||||
#27422
|
||||
The Smurfy Well~
|
||||
You see a cute smurfy well made of cute, perfectly cut smurfy stones. This
|
||||
looks like the central meeting place for the Smurfs. This appears to be the
|
||||
northern end of Smurfville. There is a sinister-looking road leading off to
|
||||
the north.
|
||||
~
|
||||
274 0 1
|
||||
D0
|
||||
The path leading north appears to be rarely used, as it is overgrown with
|
||||
weeds.
|
||||
~
|
||||
~
|
||||
0 -1 27426
|
||||
D2
|
||||
Back to Smurfy Road
|
||||
~
|
||||
~
|
||||
0 -1 27413
|
||||
D5
|
||||
You peer into the dark well and think you may just be able to squeeze down.
|
||||
~
|
||||
~
|
||||
0 -1 27423
|
||||
E
|
||||
well~
|
||||
You peer into the dark well and think you may just be able to squeeze down.
|
||||
|
||||
~
|
||||
S
|
||||
#27423
|
||||
Inside the well~
|
||||
As you look around, you see there is very little water left at the bottom of
|
||||
this well. There appears to be a small tunnel leading off to the east.
|
||||
~
|
||||
274 adi 0
|
||||
D1
|
||||
You see a dark tunnel.
|
||||
~
|
||||
~
|
||||
0 -1 27424
|
||||
D4
|
||||
Back up to Smurfville.
|
||||
~
|
||||
~
|
||||
0 -1 27422
|
||||
S
|
||||
#27424
|
||||
End of Tunnel~
|
||||
There appears to be recent digging going on here to find more water for the
|
||||
dry well. You are becoming claustrophobic in this small, damp, muddy tunnel.
|
||||
|
||||
~
|
||||
274 adi 0
|
||||
D3
|
||||
You see a dark tunnel.
|
||||
~
|
||||
~
|
||||
0 -1 27423
|
||||
S
|
||||
#27425
|
||||
Road to Gargamel's Castle~
|
||||
You are on a not-too-well paved road leading to a large sinister-looking
|
||||
castle to the north. Eerie theme music is filtering down from the castle.
|
||||
~
|
||||
274 0 2
|
||||
D0
|
||||
You see Gargamel's castle looming in the distance.
|
||||
~
|
||||
~
|
||||
0 -1 27428
|
||||
D1
|
||||
This path leads off into the distance somewhere.
|
||||
~
|
||||
~
|
||||
0 -1 27426
|
||||
S
|
||||
#27426
|
||||
A T-intersection~
|
||||
You are on a T-intersection of two rarely-used paths.
|
||||
~
|
||||
274 0 2
|
||||
D1
|
||||
You hear the Barney theme song drifting on the wind.
|
||||
~
|
||||
~
|
||||
0 -1 27427
|
||||
D2
|
||||
You see a path leading back to the well-lit area of Smurfville.
|
||||
~
|
||||
~
|
||||
0 -1 27422
|
||||
D3
|
||||
The path leads somewhere to the west.
|
||||
~
|
||||
~
|
||||
0 -1 27425
|
||||
S
|
||||
#27427
|
||||
Barney's Playland~
|
||||
Oh no, Barney's gone psychotic. There is blood covering all of the toys and
|
||||
walls of this once well-lit area. Several indistinguishable corpses litter the
|
||||
ground and a putrid stench hangs in the air.
|
||||
~
|
||||
274 0 2
|
||||
D3
|
||||
You see a path leading away from this disaster.
|
||||
~
|
||||
~
|
||||
0 -1 27426
|
||||
S
|
||||
#27428
|
||||
Entrance to Gargamel's Castle~
|
||||
You are at the entrance to a large, sinister-looking castle. The castle
|
||||
appears to be mostly deserted, with possibly a few inhabitants. The entrance
|
||||
to the castle is unguarded, but you are not sure you want to see what's inside.
|
||||
|
||||
~
|
||||
274 a 2
|
||||
D0
|
||||
You see a large iron door leading into the abode of Gargamel.
|
||||
~
|
||||
door iron~
|
||||
1 -1 27429
|
||||
D2
|
||||
There is an overgrown path leading away from the castle.
|
||||
~
|
||||
~
|
||||
0 -1 27425
|
||||
S
|
||||
#27429
|
||||
Gargamel's Lair~
|
||||
Cold, bare stone floors and walls surround you in every direction. There is
|
||||
a large table with several cages and smurf-torturing devices on it. There is a
|
||||
fireplace against the wall, with a large black cauldron boiling above the pit.
|
||||
You see an exit to the south as well as a small door placed in the east wall.
|
||||
~
|
||||
274 d 0
|
||||
D1
|
||||
You see a door leading into a small room.
|
||||
~
|
||||
door~
|
||||
1 27400 27430
|
||||
D2
|
||||
You see the exit from this dismal place.
|
||||
~
|
||||
door iron~
|
||||
1 -1 27428
|
||||
E
|
||||
table cage smurf torture torturing device devices~
|
||||
Upon closer inspection, you see that this table is not used very much.
|
||||
Gargamel must not be very good at catching smurfs.
|
||||
~
|
||||
S
|
||||
#27430
|
||||
A small room~
|
||||
As you look around, you see that this is nothing but a small store room
|
||||
mainly containing empty, threadbare sacks and boxex. A small pile of bones is
|
||||
in one corner.
|
||||
~
|
||||
274 d 0
|
||||
D3
|
||||
You see the main area of the castle.
|
||||
~
|
||||
door~
|
||||
1 27400 27429
|
||||
S
|
||||
#27431
|
||||
Papa Smurf Lane~
|
||||
This is a cute, smurfy road with houses to the north and south. The road
|
||||
continues to the east and west.
|
||||
~
|
||||
274 0 1
|
||||
D0
|
||||
You see Vanity Smurf's house.
|
||||
~
|
||||
~
|
||||
1 -1 27408
|
||||
D1
|
||||
Papa Smurf lane continues to the east.
|
||||
~
|
||||
~
|
||||
0 -1 27432
|
||||
D2
|
||||
You see Brainy Smurf's house.
|
||||
~
|
||||
~
|
||||
1 -1 27405
|
||||
D3
|
||||
Papa Smurf Lane intersects with Smurfy Road
|
||||
~
|
||||
~
|
||||
0 -1 27404
|
||||
S
|
||||
#27432
|
||||
Papa Smurf Lane~
|
||||
This is a cute, smurfy road with houses to the north and south. The road
|
||||
continues to the west. To the east you see the formidable house of Papa Smurf.
|
||||
|
||||
~
|
||||
274 0 1
|
||||
D0
|
||||
You see Athletic Smurf's house.
|
||||
~
|
||||
~
|
||||
1 -1 27409
|
||||
D1
|
||||
You see a smurfy house that is larger than the others. It appears to be
|
||||
Papa Smurfs'.
|
||||
~
|
||||
~
|
||||
1 -1 27407
|
||||
D2
|
||||
You see Handy Smurf's house.
|
||||
~
|
||||
~
|
||||
1 -1 27406
|
||||
D3
|
||||
Papa Smurf Lane continues.
|
||||
~
|
||||
~
|
||||
0 -1 27431
|
||||
S
|
||||
#27433
|
||||
Smurfette Lane~
|
||||
This is a cute, smurfy road with houses to the north and south. The road
|
||||
continues to the east and west.
|
||||
~
|
||||
274 0 1
|
||||
D0
|
||||
You see Artistic Smurf's house.
|
||||
~
|
||||
~
|
||||
1 -1 27417
|
||||
D1
|
||||
Smurfette lane continues to the east.
|
||||
~
|
||||
~
|
||||
0 -1 27434
|
||||
D2
|
||||
You see Clumsy Smurf's house.
|
||||
~
|
||||
~
|
||||
1 -1 27414
|
||||
D3
|
||||
Papa Smurf Lane intersects with Smurfy Road
|
||||
~
|
||||
~
|
||||
0 -1 27413
|
||||
S
|
||||
#27434
|
||||
Smurfette Lane~
|
||||
This is a cute, smurfy road with houses to the north and south. The road
|
||||
continues to the east and west.
|
||||
~
|
||||
274 0 1
|
||||
D0
|
||||
You see Fireman Smurf's house.
|
||||
~
|
||||
~
|
||||
1 -1 27418
|
||||
D1
|
||||
You see the cute pink house belonging to Smurfette.
|
||||
~
|
||||
~
|
||||
1 -1 27416
|
||||
D2
|
||||
You see Grumpy Smurf's house.
|
||||
~
|
||||
~
|
||||
1 -1 27415
|
||||
D3
|
||||
Smurfette Lane continues.
|
||||
~
|
||||
~
|
||||
0 -1 27433
|
||||
S
|
||||
$~
|
||||
2185
lib/world/wld/275.wld
Normal file
2185
lib/world/wld/275.wld
Normal file
File diff suppressed because it is too large
Load Diff
368
lib/world/wld/276.wld
Normal file
368
lib/world/wld/276.wld
Normal file
@@ -0,0 +1,368 @@
|
||||
#27600
|
||||
The Church~
|
||||
Looking at the condition of the church, you wonder what kind of
|
||||
bishop would allow a church's condition to get so bad. As you look
|
||||
around, you notice a sign that reads Church of the Pythons. After a
|
||||
moment of pondering, you realize that this is the home of the famed
|
||||
Bishop from Monty Python. Remember... the Bishop is watching YOU!
|
||||
Second Avenue is to the south.
|
||||
~
|
||||
276 d 0
|
||||
D2
|
||||
You see Second Avenue.
|
||||
~
|
||||
~
|
||||
0 -1 27599
|
||||
E
|
||||
sign~
|
||||
The sign reads Church of the Pythons. Like you didn't already know that,
|
||||
duh!
|
||||
~
|
||||
E
|
||||
credits info~
|
||||
The city of New Sparta. By Naved.
|
||||
|
||||
Zone 276 is linked to the following zones:
|
||||
275 New Sparta at 27600 (south) ---> 27599
|
||||
275 New Sparta at 27601 (north) ---> 27599
|
||||
275 New Sparta at 27604 (east ) ---> 27570
|
||||
275 New Sparta at 27612 (south) ---> 27580
|
||||
275 New Sparta at 27614 (east ) ---> 27516
|
||||
275 New Sparta at 27616 (west ) ---> 27569
|
||||
~
|
||||
S
|
||||
#27601
|
||||
Fire Station~
|
||||
This is the place where the firemen spend most of their time,
|
||||
free or otherwise. Because they hardly ever see their wives, they
|
||||
particularly enjoy sliding down the pole to the fire engines.
|
||||
Stairs lead up to the firemen's quarters, Second Avenue is to
|
||||
the north, and to the south is Fire Marshall Bob's office.
|
||||
~
|
||||
276 d 0
|
||||
D0
|
||||
You see the Second Avenue.
|
||||
~
|
||||
~
|
||||
0 -1 27599
|
||||
D2
|
||||
You see the Fire Marshall's office.
|
||||
~
|
||||
~
|
||||
0 -1 27602
|
||||
D4
|
||||
You look up to the firemen's quarters.
|
||||
~
|
||||
~
|
||||
0 -1 27603
|
||||
S
|
||||
#27602
|
||||
Fire Marshall Bob's Office~
|
||||
Small fires are scattered about the office as well as various highly
|
||||
flammable chemicals. The Fire Marshall is obviously not very competent.
|
||||
The Fire Station is to the north.
|
||||
~
|
||||
276 d 0
|
||||
D0
|
||||
You see the fire station.
|
||||
~
|
||||
~
|
||||
0 -1 27601
|
||||
S
|
||||
#27603
|
||||
Firemen's Quarters~
|
||||
This is a well lived in room, and from the looks of the empty beer
|
||||
cans, pizza boxes and the scattered decks of playing cards, it seems
|
||||
like this room is used for more than just sleeping. Other discarded
|
||||
objects in the room prove that this room is frequented by call girls.
|
||||
The Fire Station is down the fire pole.
|
||||
~
|
||||
276 d 0
|
||||
D5
|
||||
You see the station.
|
||||
~
|
||||
~
|
||||
0 -1 27601
|
||||
E
|
||||
objects~
|
||||
They seem to be some kind of used contraceptive device.
|
||||
~
|
||||
S
|
||||
#27604
|
||||
Second Avenue~
|
||||
Nothing here... you can go now. The construction workers still haven't
|
||||
started building on this section of the road.
|
||||
To the east is the intersection of Broadway and Second Ave and to the
|
||||
west you smell something bad.
|
||||
~
|
||||
276 0 1
|
||||
D1
|
||||
We already told you in the description that Broadway is there.
|
||||
~
|
||||
~
|
||||
0 -1 27570
|
||||
D3
|
||||
Second avenue continues.
|
||||
~
|
||||
~
|
||||
0 -1 27605
|
||||
S
|
||||
#27605
|
||||
Second Avenue~
|
||||
The stench is REALLY strong here. It is so strong and ubiquitous,
|
||||
you can't tell whether the smell is coming from the dump to the west,
|
||||
the pigs to the south, or from the animals to the north.
|
||||
~
|
||||
276 0 1
|
||||
D0
|
||||
You hear lots of barking and meowing.
|
||||
~
|
||||
~
|
||||
0 -1 27606
|
||||
D1
|
||||
Doesn't Second Avenue look boring?
|
||||
~
|
||||
~
|
||||
0 -1 27604
|
||||
D2
|
||||
The Police Station.
|
||||
~
|
||||
~
|
||||
0 -1 27607
|
||||
D3
|
||||
Now that you've stopped for a while, it has become apparent the smell is
|
||||
emanating from this direction.
|
||||
~
|
||||
~
|
||||
0 -1 27608
|
||||
S
|
||||
#27606
|
||||
The Pound~
|
||||
Yes, as a favour to newbies everywhere, we created the pound full of fidos
|
||||
and cats for quick experience. Go to town on them. Second Avenue is to the
|
||||
south.
|
||||
~
|
||||
276 d 0
|
||||
D2
|
||||
You see Second Avenue.
|
||||
~
|
||||
~
|
||||
0 -1 27605
|
||||
S
|
||||
#27607
|
||||
The Police Station~
|
||||
There are dozens of policemen franticly searching through various
|
||||
tidbits of evidence looking for answers to all the killings and murders
|
||||
in New Sparta. Watch out, they might even have your name!
|
||||
Second Avenue is to the north, the Chief's office is to the south,
|
||||
and the jail is to the west.
|
||||
~
|
||||
276 d 0
|
||||
D0
|
||||
You see Second Avenue.
|
||||
~
|
||||
~
|
||||
0 -1 27605
|
||||
D2
|
||||
You see the Chief's office.
|
||||
~
|
||||
door~
|
||||
1 -1 27609
|
||||
D3
|
||||
You see the Jail.
|
||||
~
|
||||
~
|
||||
0 -1 27610
|
||||
S
|
||||
#27608
|
||||
The Jersey Dump~
|
||||
This is the main dump, where everyone from anywhere throws their
|
||||
trash, radioactive or otherwise. Go ahead -- feel free to dump here
|
||||
too, but don't stay too long 'cause the radiation can be fatal.
|
||||
Second Avenue runs east.
|
||||
~
|
||||
276 0 1
|
||||
D1
|
||||
You see Second Avenue.
|
||||
~
|
||||
~
|
||||
0 -1 27605
|
||||
S
|
||||
T 27600
|
||||
#27609
|
||||
The Chief's Office~
|
||||
Here you are in the office of New Sparta's new Chief of Police,
|
||||
Chief O'Hara, who just transferred from the Gotham Police Force. His
|
||||
office is neatly decorated with bat paraphranalia on one wall, and a
|
||||
fully stocked bar on the other.
|
||||
A door to the north leads to the rest of the station.
|
||||
~
|
||||
276 d 0
|
||||
D0
|
||||
You see the main station.
|
||||
~
|
||||
door~
|
||||
0 -1 27607
|
||||
S
|
||||
#27610
|
||||
The Jail~
|
||||
You get the impression that more things go on in here than is
|
||||
supposed to. South of here is the actual jail cell, where most of
|
||||
New Sparta's notorious criminals reside. There are only two ways
|
||||
into the cell -- get the key off of the warden, or be convicted...
|
||||
The Police Station is to the east.
|
||||
~
|
||||
276 d 0
|
||||
D1
|
||||
You see the Police Station.
|
||||
~
|
||||
~
|
||||
0 -1 27607
|
||||
D2
|
||||
You see the jail cell, along with various criminals, including the
|
||||
notorious Esprit.
|
||||
~
|
||||
cell door~
|
||||
2 27500 27611
|
||||
S
|
||||
#27611
|
||||
The Jail Cell~
|
||||
If you are in here, for your sake you had better have a key,
|
||||
or you may rot here indefinitely, as the cell door is extremely
|
||||
hard to open from the inside. Oh, and just one word of advice --
|
||||
don't bend over for the soap!
|
||||
~
|
||||
276 d 0
|
||||
D0
|
||||
You see the cell door leading to the free world.
|
||||
~
|
||||
cell door~
|
||||
2 27500 27610
|
||||
S
|
||||
#27612
|
||||
The Entrance To Goethe's Garden~
|
||||
This is the entrance to Goethe's Garden, the public park
|
||||
of New Sparta. The park is named after the famous martyr and
|
||||
generous donor of the land which New Sparta is built upon,
|
||||
Goethe.
|
||||
To the north is the Statue of Goethe, and to the south is
|
||||
Broadway.
|
||||
~
|
||||
276 0 1
|
||||
D0
|
||||
You see the Statue of Goethe.
|
||||
~
|
||||
~
|
||||
0 -1 27613
|
||||
D2
|
||||
You see Broadway.
|
||||
~
|
||||
~
|
||||
0 -1 27580
|
||||
S
|
||||
#27613
|
||||
The Statue Of Goethe~
|
||||
Much like the man, the very lifelike statue exudes an aura
|
||||
of verbosity. The Statue was constructed many years ago to
|
||||
honour his genius and humanitarianism, and to his contribution
|
||||
to the foundation of New Sparta.
|
||||
To the south is Goethe's Garden.
|
||||
~
|
||||
276 0 1
|
||||
D2
|
||||
You see Goethe's Garden.
|
||||
~
|
||||
~
|
||||
0 -1 27612
|
||||
E
|
||||
statue goethe~
|
||||
You witness in front of yourself a monolith of manhood, a guru of grandiosity
|
||||
a plethora of poetic prowess, an epitome of elegance, the sultan of sonnets, the
|
||||
champion of chivalry, an embodyment of empathy, and the zenith of...
|
||||
Something. It is Goethe! The statue of Goethe looms before you. He is mounted
|
||||
on his favorite steed, the trusty Nessumsar. As always the sweet essence of his
|
||||
poetry is dripping off his tongue. His all-knowing eyes seem to pierce through
|
||||
you. You can't help but fell embarrassed about all your shortcomings as you
|
||||
stand beside this solemn stud (not the horse silly, the man-stud Goethe! ).
|
||||
~
|
||||
S
|
||||
#27614
|
||||
First Avenue~
|
||||
You immediatly realize that the city suddenly grew darker when
|
||||
you left Broadway and it makes you feel uncomfortable. You hear
|
||||
the sounds of what you think is a war being raged off to the west
|
||||
and you wonder if it is safe to find out what's going on.
|
||||
The Intersection of First and Broadway is to the east and Hell's
|
||||
Kitchen is to the west.
|
||||
~
|
||||
276 0 1
|
||||
D1
|
||||
You see the Intersection of First and Broadway.
|
||||
~
|
||||
~
|
||||
0 -1 27516
|
||||
D3
|
||||
You see the entrance to Hell's Kitchen.
|
||||
~
|
||||
~
|
||||
0 -1 27615
|
||||
S
|
||||
#27615
|
||||
The Entrance To Hell's Kitchen~
|
||||
As you walk in, you wonder why it is so dark here... and then
|
||||
you realize either that the electric company is too afraid to come
|
||||
and repair the lights or because the people here are too poor to
|
||||
afford lights. You sense the tremendous evil that lurks within and
|
||||
decide that your personal safety is more important than exploring...
|
||||
besides you can think of at least of a dozen better places you'd
|
||||
rather be than in Hell's Kitchen.
|
||||
You decide that the only real exit is to First Avenue which is
|
||||
to the east.
|
||||
~
|
||||
276 a 1
|
||||
D1
|
||||
You see First Avenue.
|
||||
~
|
||||
~
|
||||
0 -1 27614
|
||||
S
|
||||
#27616
|
||||
Petland Discount Store~
|
||||
This is more then just your average neighborhood pet store... Here,
|
||||
they specialize in exotic pets for today's adventurers. There is a sign
|
||||
on the wall.
|
||||
Broadway is to the west.
|
||||
~
|
||||
276 d 0
|
||||
D3
|
||||
You see a doorway that leads to Broadway.
|
||||
~
|
||||
~
|
||||
0 -1 27569
|
||||
E
|
||||
sign~
|
||||
The sign reads:
|
||||
|
||||
Use 'List' to see the available pets.
|
||||
Use 'Buy <pet>' to buy yourself a pet.
|
||||
|
||||
Instructions for having pets:
|
||||
|
||||
You can use 'order <pet> <instructions>' to order your pets around.
|
||||
If you abuse your pet, it will no longer regard you as its master.
|
||||
If you have several pets you may use 'order followers <instructions>'
|
||||
|
||||
You can name the pet you buy as : "buy <pet> <name>"
|
||||
|
||||
Regards,
|
||||
|
||||
The Shopkeeper
|
||||
~
|
||||
S
|
||||
#27617
|
||||
PETSHOP STOREROOM~
|
||||
Mortals should never come here!
|
||||
~
|
||||
276 jk 0
|
||||
S
|
||||
$~
|
||||
1151
lib/world/wld/277.wld
Normal file
1151
lib/world/wld/277.wld
Normal file
File diff suppressed because it is too large
Load Diff
1085
lib/world/wld/278.wld
Normal file
1085
lib/world/wld/278.wld
Normal file
File diff suppressed because it is too large
Load Diff
1901
lib/world/wld/279.wld
Normal file
1901
lib/world/wld/279.wld
Normal file
File diff suppressed because it is too large
Load Diff
476
lib/world/wld/28.wld
Normal file
476
lib/world/wld/28.wld
Normal file
@@ -0,0 +1,476 @@
|
||||
#2800
|
||||
Entrance to Mudschool:~
|
||||
To enter mudschool, type <n> followed by ENTER or RETURN.
|
||||
You would just type ----> n <--- and then ENTER...
|
||||
|
||||
To go back to the Capital, go through the portal to your east.
|
||||
~
|
||||
28 cdef 0
|
||||
D0
|
||||
This obviously is the grand entrace to Mudschool.
|
||||
A sign over the entrace says:
|
||||
'Only for newbies'
|
||||
~
|
||||
~
|
||||
0 0 2801
|
||||
D1
|
||||
A portal is giving of small crackling noises,
|
||||
Through it you see the inner chamber of the
|
||||
temple in the Capital.
|
||||
~
|
||||
portal~
|
||||
0 0 -1
|
||||
E
|
||||
credits info~
|
||||
Welcor
|
||||
~
|
||||
S
|
||||
#2801
|
||||
Mudschool 1st Lesson: Finding your way around.~
|
||||
In this context <xxx> means, type xxx and then ENTER or RETURN.
|
||||
|
||||
As you might already have noticed, you move around in the world by
|
||||
going <east>, <west>, <north>, <south>, <up> or <down>.
|
||||
|
||||
All of these can, like most mud commands, be abbreviated to one
|
||||
letter : <e>,<w>,<n>,<s>,<u> and <d>.
|
||||
Throughout this tutorial, you'll be told which direction to continue.
|
||||
|
||||
If at any point this text should scroll off your screen,
|
||||
type <look> or <l>, to redisplay it. Try this now.
|
||||
|
||||
Many questions can also be helped by the command <help xxx>, where xxx
|
||||
is the command you are in doubt about.
|
||||
|
||||
Now, go <east> (<e> for short).
|
||||
~
|
||||
28 cdef 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 2802
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 2800
|
||||
S
|
||||
#2802
|
||||
Mudschool 2nd Lesson: Finders Keepers~
|
||||
Under this text, you should see a line much like the following:
|
||||
|
||||
A purse has been dropped on the floor here.
|
||||
|
||||
To pick up an item, like this pouch, type <get purse>.
|
||||
|
||||
The purse is now no longer on the floor - check that with <look>
|
||||
- but in your <inventory> (<i> for short). This is where every item you
|
||||
pick up will be. Once carried, several options are available to you;
|
||||
|
||||
To peek inside the purse, type <look in purse> or <examine purse>.
|
||||
|
||||
And to get the coins out of the purse, <get all purse> or
|
||||
<get coins purse> will do the trick.
|
||||
|
||||
Having done that, go <north>
|
||||
|
||||
~
|
||||
28 cdef 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 2803
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 2801
|
||||
S
|
||||
#2803
|
||||
Mudschool 3rd Lesson: Money talks.~
|
||||
You know now, you're carrying a purse with a few coins about. It is
|
||||
time to spend some. In this room you're not alone anymore; a shopkeeper
|
||||
has set up his booth, ready to trade with you.
|
||||
|
||||
To see what he has for sale, type <list>
|
||||
|
||||
To buy stuff, type <buy xxx>, where xxx is the thing you want to buy.
|
||||
|
||||
For now, <buy whip>, <buy cloak> and <buy canteen>.
|
||||
|
||||
And you won't need the purse again, so <value purse> to see what the
|
||||
shopkeeper will give you for it. If the price is right, <sell purse>.
|
||||
|
||||
Then, proceed east.
|
||||
~
|
||||
28 cdeh 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 2804
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 2802
|
||||
S
|
||||
#2804
|
||||
Mudschool 4th Lesson: How to not go through life naked!~
|
||||
If you check your inventory, you can see that your have two cloaks,
|
||||
a whip and a canteen.
|
||||
|
||||
To start using your stuff, you need to <wear> it. The command <wear all> will
|
||||
make you attempt to <wear> all you're carrying.
|
||||
|
||||
For now, type <wear cloak> twice to wear the cloaks.
|
||||
|
||||
The command <equipment> (<eq> for short) will show you what you are
|
||||
currently using. It is not possible to have more then one item equipped
|
||||
in one 'slot' at any one time - except the neck, where there actually are
|
||||
two slots. This is why you can wear both cloaks.
|
||||
|
||||
To take the cloaks off again, you must use the <remove> command -
|
||||
<remove cloak>
|
||||
|
||||
To use a weapon, you must <wield> it. Try <wield whip> and see
|
||||
your <equipment>.
|
||||
|
||||
Then go north.
|
||||
~
|
||||
28 cdefh 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 2805
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 2803
|
||||
S
|
||||
#2805
|
||||
Mudschool 5th Lesson: Preparing for battle.~
|
||||
Now you're wearing just a little armor (the cloak) and a weapon (the whip),
|
||||
and you are almost ready to fight your first battle. In the next room there
|
||||
is a small monster, asleep and very easy to kill.
|
||||
|
||||
You should go east, then <consider piglet>.
|
||||
|
||||
The game will then inform you about how strong you are compared to the piglet.
|
||||
|
||||
This first monster is so small, you should have no problems killing it.
|
||||
Just type <kill piglet> to start fighting it.
|
||||
|
||||
You can go east now.
|
||||
~
|
||||
28 cdef 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 2806
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 2804
|
||||
S
|
||||
#2806
|
||||
Mudschool 6th Lesson: The end of poor piglet.~
|
||||
First type <consider piglet>, then <kill piglet> to start fighting
|
||||
the piglet. If it is not here, wait a couple of minutes, then <look> to
|
||||
see if it has come back.
|
||||
|
||||
After you kill the piglet, you might want to see if it was carrying
|
||||
anything. To do this type <examine corpse>. You'll find a couple of
|
||||
porkchops in the corpse. To pick them up, type <get all corpse>.
|
||||
|
||||
When you are sure you have all you need from the corpse you may choose
|
||||
to <sacrifice corpse> for a reward if you are lucky.
|
||||
|
||||
Then go <north>
|
||||
~
|
||||
28 cdf 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 2807
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 2805
|
||||
S
|
||||
#2807
|
||||
Mudschool 7th Lesson: Lunch break.~
|
||||
So.. You might be getting hungry and thirsty by now. Luckily the piglet
|
||||
had some pork chops for you, and you've bought a canteen full of water.
|
||||
|
||||
To drink the water : <drink canteen>
|
||||
|
||||
To eat the pork chops : <eat pork>
|
||||
|
||||
You might want to repeat one or both of these commands, until you're
|
||||
full. This can easily be done with the <!> command, which will repeat
|
||||
the last typed command. Thus, to eat two pork chops :
|
||||
|
||||
type <eat pork> <!>
|
||||
|
||||
Lunch break over, time to go to class. See the teacher to the east.
|
||||
~
|
||||
28 cdef 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 2808
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 2806
|
||||
S
|
||||
#2808
|
||||
Mudschool 8th Lesson: Classes !? - Why?~
|
||||
Until now, the path has been the same for all classes. All have been
|
||||
through the same texts, had to deal with the same monster. Here however,
|
||||
The paths seperate. A bunch of signs have been set up on the wall here.
|
||||
A teacher stands in front of them, and will teach you your classes' special
|
||||
abilities.
|
||||
|
||||
The signs have large Titles: WARRIOR, MAGE, THIEF and CLERIC.
|
||||
|
||||
To read a sign type <look xxx> where xxx is one of the above.
|
||||
|
||||
When you are done here, go north.
|
||||
~
|
||||
28 cdef 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 2809
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 2807
|
||||
E
|
||||
cleric~
|
||||
You may choose to learn two spells :
|
||||
|
||||
'armor' which will protect yourself or others.
|
||||
'cure light' which will cure a small amount of hitpoints.
|
||||
|
||||
To get better at any one of these, type
|
||||
|
||||
<practice armor>
|
||||
or
|
||||
<practice cure light>
|
||||
|
||||
to use the spells later, type
|
||||
<cast 'armor' xxx> and <cast 'cure light' xxx>
|
||||
where xxx is the name of your target.
|
||||
|
||||
~
|
||||
E
|
||||
thief~
|
||||
The only skill you can learn on this low level is backstab.
|
||||
A backstab is, as the name suggests, a way of getting behind
|
||||
your enemy, and stab him/her/it in the back.
|
||||
|
||||
To get better at this, type <practice backstab>
|
||||
|
||||
If you just want to see what you can learn, type <practice>
|
||||
|
||||
Later, you can use the skill by typing <backstab> instead
|
||||
of <kill> to initiate combat. Note, though that you need
|
||||
to use a pointed weapon to be able to backstab.
|
||||
~
|
||||
E
|
||||
mage magic user~
|
||||
The only spell you can learn on this low level is a 'magic missile',
|
||||
which will do a little damage to your enemy - if you have mana to cast it.
|
||||
|
||||
To get better at this, type <practice magic>
|
||||
|
||||
If you just want to see what you can learn, type <practice>.
|
||||
|
||||
Later, you can use the skill in combat by typing
|
||||
<cast 'magic missile' xxx>.
|
||||
~
|
||||
E
|
||||
warrior~
|
||||
The only skill you can learn on this low level is a kick,
|
||||
which will do a little damage to your enemy - if you hit.
|
||||
|
||||
To get better at this, type <practice kick>
|
||||
|
||||
If you just want to see what you can learn, type <practice>.
|
||||
|
||||
Later, you can use the skill in combat by typing <kick>.
|
||||
~
|
||||
S
|
||||
#2809
|
||||
Mudschool 9th Lesson: Who Am I - really ?~
|
||||
To get some statistics on yourself type <score>.
|
||||
|
||||
You will then get an overview of your current condition:
|
||||
Your age is in the first line.
|
||||
|
||||
The display of hitpoints, mana and move shows you how much you have
|
||||
right now, and your current maximum in the ()'s.
|
||||
|
||||
Your AC is next. It is best if it's low, as monsters hit you less often then.
|
||||
After that is your alignment. 1000 being pure good, -1000 being pure evil.
|
||||
Next is your experience and gold followed by how long you have been playing.
|
||||
Lastly you are informed of your level and current position.
|
||||
|
||||
Now continue north.
|
||||
~
|
||||
28 cdf 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 2810
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 2808
|
||||
S
|
||||
#2810
|
||||
Mudschool 10th Lesson: Shortcuts~
|
||||
To avoid typing <score> all the time, the game has a small shortcut:
|
||||
|
||||
By now you will have noticed the > that keeps appearing every time, you enter
|
||||
a command. This is your prompt, and it can be set to display various
|
||||
characteristics of your character. Right now type <prompt all>.
|
||||
|
||||
A line looking something like this will appear as your prompt:
|
||||
12H 8M 31V >
|
||||
The numbers are the same as the ones in <score>. Current hitpoints (H), mana
|
||||
(M), and move (V).
|
||||
|
||||
Remember: All commands can be abbreviated, to some extend.
|
||||
Example : <pr all> will work just as good as <prompt all>
|
||||
|
||||
Now move east for some basic manouvres.
|
||||
~
|
||||
28 cdef 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 2811
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 2809
|
||||
S
|
||||
#2811
|
||||
Mudschool 11th Lesson : Doors - a menace to free movement.~
|
||||
In this room a door blocks your way east.
|
||||
|
||||
To get past it you'll have to <open door>.
|
||||
|
||||
If for any reason you'd wish to stop others from doing the same,
|
||||
the command <close door> will do the trick. If you happen to carry
|
||||
the right key, you may also <lock door> and <unlock door>.
|
||||
|
||||
Thieves may also try to unlock a locked door by <pick>ing it,
|
||||
if they know the skill.
|
||||
|
||||
Right now, <open door> and proceed east.
|
||||
~
|
||||
28 0 0
|
||||
D1
|
||||
A common door is here.
|
||||
~
|
||||
door~
|
||||
1 0 2812
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 2810
|
||||
S
|
||||
#2812
|
||||
Mudschool 12th Lesson : Socialising~
|
||||
The world might seem a little boring if you don't know how to communicate.
|
||||
|
||||
You may <say> things, so others in the same room as you can hear you. Try
|
||||
<say Hello>
|
||||
|
||||
Others in the room would see the results as
|
||||
Yourname says, 'Hello'
|
||||
|
||||
Another important command is <tell>. It is used like this:
|
||||
|
||||
<tell xxx yyy>, where xxx is the person you'd like to talk to, and
|
||||
yyy is what you have to say.
|
||||
|
||||
Later on, you can use commands like gossip, yell, holler and shout, to
|
||||
communicate with everybody on the mud, in your local area, and so forth.
|
||||
More info on those by typing <help subject>.
|
||||
|
||||
You're almost done with Mudschool, just hurry south.
|
||||
~
|
||||
28 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 2814
|
||||
D3
|
||||
A common door is here.
|
||||
~
|
||||
door~
|
||||
1 0 2811
|
||||
S
|
||||
#2813
|
||||
Mudschool 14th Lesson : What NOT to do :)~
|
||||
To get an overview of the do's and dont's, type <policy>. These are a few
|
||||
rules, which must be abided by for you to be allowed to stay.
|
||||
|
||||
We try to keep them short and to the point.
|
||||
|
||||
The last command you'll learn is <recall>. This will transport you
|
||||
to the main chamber of the temple, as long as you are still a newbie.
|
||||
|
||||
To leave Mudschool, type <recall>.
|
||||
~
|
||||
28 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 2814
|
||||
S
|
||||
#2814
|
||||
Mudschool 13th Lesson : Getting the game on your side.~
|
||||
To liven up the world with colors, type <color complete>
|
||||
|
||||
If in doubt about any command, type <help xxx> to get help on the command
|
||||
in question.
|
||||
|
||||
Now go east for the final lesson.
|
||||
~
|
||||
28 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 2812
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 2813
|
||||
S
|
||||
#2815
|
||||
Welcors ~~~ ~~~ furnace~
|
||||
You seem to be standing in a cave of some sort. A rather large cave.
|
||||
Actually the cave is so large you think you could just as well be standing
|
||||
outside. The ceiling is so high above you, you can't really make out the
|
||||
contours of it. The sides of the cave are burning. Had you not felt so
|
||||
comfortable, you could easily think you were inside a gigantic fire, looking
|
||||
out through the flames. You realise, with a sudden stab of fear, that you've
|
||||
unwittingly stumbled into the home of Welcor, God of Fiery Justice. You've
|
||||
better not be here when he gets back...
|
||||
~
|
||||
28 d 0
|
||||
E
|
||||
Welcor~
|
||||
Even when not here, you sense his presence.
|
||||
~
|
||||
E
|
||||
flame wall burning fire~
|
||||
As you study the walls closer, you realise magic keeps the fire alive, and
|
||||
it really is HOT. Reaching out to touch it proves a very bad idea, giving you
|
||||
several burn marks on your hand
|
||||
~
|
||||
S
|
||||
$~
|
||||
1218
lib/world/wld/280.wld
Normal file
1218
lib/world/wld/280.wld
Normal file
File diff suppressed because it is too large
Load Diff
1379
lib/world/wld/281.wld
Normal file
1379
lib/world/wld/281.wld
Normal file
File diff suppressed because it is too large
Load Diff
957
lib/world/wld/282.wld
Normal file
957
lib/world/wld/282.wld
Normal file
@@ -0,0 +1,957 @@
|
||||
#28200
|
||||
The pit of Kerjim~
|
||||
You stand at the edge of a pit, you can hear screams of death, violence that
|
||||
make your blood curdle. This is the pit of Kerjim, an ancient demon able to
|
||||
slay any mortal. It is pitch black, and there are prying eyes all around.
|
||||
There is an engraving on the wall here.
|
||||
~
|
||||
282 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 26536
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 28201
|
||||
E
|
||||
credits info~
|
||||
===========================================================================
|
||||
The Infernal Pit of Kerjim
|
||||
------------------------------------------------------------------------------
|
||||
By: Raf & Blizzard
|
||||
|
||||
Description:
|
||||
Kerjim is an evil monster who has been trapped far beneath the Earth's
|
||||
surface for centuries. Now, his demonic minions have burrowed a tunnel
|
||||
up into our world, causing chaos where ever they are encountered.
|
||||
|
||||
Requirments for using this area:
|
||||
[1] You include the authors in your HELP ZONE files, or the equivilant
|
||||
[2] You send an email to Raf (picard@@indigo.ie), saying you use this,
|
||||
what your mud is, etc.
|
||||
==============================================================================
|
||||
|
||||
The Authors can be reached at their email addresses quoted below, or on
|
||||
Burning MUD - burning.stacken.kth.se 4000
|
||||
--Raf --Blizzard
|
||||
picard@@indigo.ie purcellc@@post.queensu.ca
|
||||
|
||||
Zone 282 is linked to the following zones:
|
||||
265 Beach & Lighthouse at 28200 (south) ---> 26536
|
||||
~
|
||||
E
|
||||
engraving wall~
|
||||
**********************************
|
||||
* BEWARE!!! *
|
||||
* Here Dwells Kerajim, *
|
||||
* King of the Balrogs. *
|
||||
* Die at your own risk, *
|
||||
* We very much doubt the chances *
|
||||
* of any Corpse Retrieval *
|
||||
* *
|
||||
* Raf & Blizzard *
|
||||
**********************************
|
||||
~
|
||||
S
|
||||
#28201
|
||||
In the pit~
|
||||
Smells of blood saunter through the air, making your stomach turn. Fear
|
||||
creeps through you as you climb down the side of this endless pit.
|
||||
~
|
||||
282 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 28200
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 28202
|
||||
S
|
||||
#28202
|
||||
In the pit~
|
||||
The ashfrom the side of the rock wall dismays you and irritates your skin.
|
||||
You can sense the presence of pure evil as you climb down.
|
||||
~
|
||||
282 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 28201
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 28203
|
||||
S
|
||||
#28203
|
||||
In the pit~
|
||||
You are in the center of the chasme, the screams and desperate cries of loss
|
||||
cause an avalance to fall. There is no longer an escape upwards.
|
||||
~
|
||||
282 0 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 28204
|
||||
S
|
||||
#28204
|
||||
Nearing the bottom~
|
||||
The pit is nearing the bottom, you can see a large throne down below. It is
|
||||
made with fine obsidian, and bejeweled with golden stones.
|
||||
~
|
||||
282 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 28203
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 28205
|
||||
S
|
||||
#28205
|
||||
Nearing the bottom~
|
||||
The base of the pit is close, your hands tremble and make it hard for you
|
||||
too get a good grip of the firm stone side.
|
||||
~
|
||||
282 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 28204
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 28206
|
||||
S
|
||||
#28206
|
||||
Nearing the bottom~
|
||||
You have made it past most of the dreaded creatures, but more still awaits
|
||||
you at the bottom. Odd looking creatures surrond you, wielding anything from
|
||||
daggers to stone clubs. Fear sweeps the eye of the enemy it looks as if they
|
||||
have been under an enchantement.
|
||||
~
|
||||
282 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 28205
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 28207
|
||||
S
|
||||
#28207
|
||||
At the base of the pit~
|
||||
A large throne scales the room, it's black obsidian laced with golden jewels
|
||||
adds an enchanting and soothing affect to the murky hell hole. In the throne
|
||||
sits Kerjim, the ancient demon, king to the Balrogs. The power he wields
|
||||
overwhelmes you.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28217
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28221
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28211
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28208
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 28206
|
||||
S
|
||||
#28208
|
||||
A cavern~
|
||||
A long cavern continues to the west, at the end of it is a bright glowing
|
||||
statue, you can not make out any of it's features but it looks magnificent.
|
||||
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28227
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28207
|
||||
D2
|
||||
~
|
||||
~
|
||||
1 0 28230
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28209
|
||||
S
|
||||
#28209
|
||||
Nearing the statue~
|
||||
You can beging to make out the features on it, it is made of solid opal
|
||||
which is gleaming in the light. It appears to be a statue of some great god or
|
||||
creature.
|
||||
~
|
||||
282 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28208
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28210
|
||||
S
|
||||
#28210
|
||||
Upon the heathe~
|
||||
The floor of the cavern quickly fades into a muddy liquid and the surronding
|
||||
walls beging to melt. You are in a swampy cavern, a heathe. The statue is in
|
||||
the middle of the heathe, on a standing platform.
|
||||
~
|
||||
282 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28209
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28231
|
||||
S
|
||||
#28211
|
||||
A fathomless room~
|
||||
This most be the biggest room you have ever seen, it appears to be a type of
|
||||
barracks where the creatures sleep. There are cots all over the ground, and an
|
||||
oil lamp hanging on the wall.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28207
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28215
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28212
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28214
|
||||
S
|
||||
#28212
|
||||
A fathomless room~
|
||||
There barracks continues, there are more cots lined up on the marshy ground.
|
||||
The room smells of dead corpses and other foul smelling things.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28211
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28213
|
||||
S
|
||||
#28213
|
||||
A fathomless room~
|
||||
A murky dust fills the air and makes it hard for you to breath, and the ash
|
||||
off the walls makes your eyes squint.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28212
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28216
|
||||
S
|
||||
#28214
|
||||
A fathomless room~
|
||||
The longer you stay down here, the more you wish to see the sun and the
|
||||
clouds once again, but gloom rests upon your soul and makes sorrow fill your
|
||||
emotions.
|
||||
~
|
||||
282 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28211
|
||||
S
|
||||
#28215
|
||||
A fathomless room~
|
||||
A demonic presence states this territory, you have the urge to run and
|
||||
scream, but your better judgement prevents that from happening.
|
||||
~
|
||||
282 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28211
|
||||
S
|
||||
#28216
|
||||
A fathomless room~
|
||||
Gloom clouds your better judgement and you begin to saunter around the room.
|
||||
It slowly drives you insane.
|
||||
~
|
||||
282 0 0
|
||||
S
|
||||
#28217
|
||||
A tight cavern~
|
||||
This cavern is very tight, you can barely fit inside it. It doesn't appear
|
||||
to be leading anywhere special. It just continues to the north.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28218
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28207
|
||||
S
|
||||
#28218
|
||||
A tight cavern~
|
||||
The cavern keeps going north, and keeps getting tighter and tighter. This
|
||||
tunnel might have been caused by an underground earthquake.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28219
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28217
|
||||
S
|
||||
#28219
|
||||
A tight cavern~
|
||||
You are almost at the end of the cavern. A hazy mist surrounds you, maybe
|
||||
this cavern is going somewhere improtant.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28220
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28218
|
||||
S
|
||||
#28220
|
||||
A small temple~
|
||||
This is a small temple, there is a table in the center of the room covered
|
||||
with plates and untensels. Everything here is black, there is are curtains all
|
||||
around covering the burnt walls. The floor has runes encrusted into them, you
|
||||
can make out some of them, they are markings of the devil.
|
||||
~
|
||||
282 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28219
|
||||
S
|
||||
#28221
|
||||
A trail of blood~
|
||||
A small pebble trail leads into the inpending darkness, it is covered with
|
||||
blood. The trail leads on into the darkness.
|
||||
~
|
||||
282 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28222
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28207
|
||||
S
|
||||
#28222
|
||||
A bend in the trail~
|
||||
There is blood leaking off the trail, there seems to have been alot of
|
||||
combat in this area, the trail winds now to the north.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28223
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28221
|
||||
S
|
||||
#28223
|
||||
Another bend in the trail~
|
||||
This tunnel seems to have alot of twists and turns to it. It makes another
|
||||
sharp turn to the east and continues onward.
|
||||
~
|
||||
282 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28224
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28222
|
||||
S
|
||||
#28224
|
||||
A straight path~
|
||||
The path continues to the east without any turns, you can not see very far
|
||||
in for it is so dark. The blood is now around your ankles and still climbing.
|
||||
|
||||
~
|
||||
282 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28225
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28223
|
||||
S
|
||||
#28225
|
||||
A straight path~
|
||||
The path is nearing an end, the blood is no longer a dark red color, but
|
||||
instead has become a light blueish color, perhaps he blood of a Balrog.
|
||||
~
|
||||
282 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28226
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28224
|
||||
S
|
||||
#28226
|
||||
The end of the path~
|
||||
The long tunnel has finally ended, corpses are lying dead on the surronding
|
||||
gravel, both human and balrog. Smells of blood fill your nostrils and make you
|
||||
sick.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
1 0 28235
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28225
|
||||
S
|
||||
#28227
|
||||
A cavern~
|
||||
A cavern continues along north, leading to a small pit used for burial
|
||||
reasons. A putrid smell fills the clean air.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28228
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28208
|
||||
S
|
||||
#28228
|
||||
Beside the burial pit~
|
||||
The things you see inside the pit are, obscene and horrid. It is disgusting
|
||||
how they treat there dead, all piled up to be burnt in a whole.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28229
|
||||
D2
|
||||
~
|
||||
~
|
||||
1 0 28227
|
||||
S
|
||||
#28229
|
||||
In the burial pit~
|
||||
You are amongst a pile of dead bodies, flees and other deseases are swarming
|
||||
around, attracted to the smell of the dead.
|
||||
~
|
||||
282 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28228
|
||||
S
|
||||
#28230
|
||||
A secret chamber~
|
||||
You are in a chamber filled with howling balrogs. There are many different
|
||||
items of toture here, the rack, the vise and others.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
1 0 28208
|
||||
S
|
||||
#28231
|
||||
In the heathe~
|
||||
The marshy swamp fills the cavern, mud is up to your knees. The top of the
|
||||
cavern is made of dirt and looks like it could fall at anytime. Small chunks
|
||||
of weeds moss float through the mud ever so slowly.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28210
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28232
|
||||
S
|
||||
#28232
|
||||
In the heathe~
|
||||
The underground heathe continues to the east, filled with small winged
|
||||
creatures that flutter around for the sole purpose of annoyance.
|
||||
~
|
||||
282 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28233
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28231
|
||||
S
|
||||
#28233
|
||||
The end of the heathe~
|
||||
You have reached the end of the heathe, you can here an insane cackle coming
|
||||
from within the walls. The heathe conjures magic that can elude the mind,
|
||||
turning one, insane.
|
||||
~
|
||||
282 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28232
|
||||
S
|
||||
#28235
|
||||
The maze of Kerjim~
|
||||
You stand at the entrance to an enormous maze, in the distance you can hear
|
||||
footsteps. The maze is made of stone walls and has alot of twists to it.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28236
|
||||
D2
|
||||
~
|
||||
~
|
||||
1 0 28226
|
||||
S
|
||||
#28236
|
||||
In the maze~
|
||||
The maze is an enourmous labrynth of rooms all connected together, it
|
||||
continues on to the west and east.
|
||||
~
|
||||
282 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28235
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28237
|
||||
S
|
||||
#28237
|
||||
Dead end of the maze~
|
||||
This part of the maze goes no further, it is a dead end. The only exit out
|
||||
is east.
|
||||
~
|
||||
282 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28236
|
||||
S
|
||||
#28238
|
||||
In the maze~
|
||||
The maze continues further into the darkness of the east. You can hear some
|
||||
sort of music being played, it is very faint yet very enchanting.
|
||||
~
|
||||
282 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28239
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28236
|
||||
S
|
||||
#28239
|
||||
In the maze~
|
||||
The sounds of music sooth your body, making you shiver with delight. You
|
||||
forget all your worries and fade into a different reality. The music stops and
|
||||
you feel the harsh realities of the world once again.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28240
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28238
|
||||
S
|
||||
#28240
|
||||
In the maze~
|
||||
The maze continues, the darkness makes your soul cringe in terror. There
|
||||
are exits to the north, west and south.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28241
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28239
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28242
|
||||
S
|
||||
#28241
|
||||
Dead end in the maze~
|
||||
There is a large pile of rubble blocking your way, you cannot journey any
|
||||
further. The only way back out is to the south.
|
||||
~
|
||||
282 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28240
|
||||
S
|
||||
#28242
|
||||
In the maze~
|
||||
The maze continues onward to the west and east, the enchanting music has
|
||||
begun playing again. You cannot make out the melody, but it sounds like it is
|
||||
a harp.
|
||||
~
|
||||
282 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28240
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28243
|
||||
S
|
||||
#28243
|
||||
Turn in the maze~
|
||||
The maze makes a sharp turn to the north and continues on. The music seems
|
||||
to make you saunter slowly towards it, almost as if you were drawn to the
|
||||
sound.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28244
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28242
|
||||
S
|
||||
#28244
|
||||
In the maze~
|
||||
The maze continues along, leading to the south and east. The smell of
|
||||
lucious fruits and roasted meat accompanies the music.
|
||||
~
|
||||
282 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28245
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28243
|
||||
S
|
||||
#28245
|
||||
In the maze~
|
||||
The maze seems to last forever, it continues to the south and north, and the
|
||||
west.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28246
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28242
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28244
|
||||
S
|
||||
#28246
|
||||
In the maze~
|
||||
The sweat and fresh smells of gormey foods fill the air, cleansing your
|
||||
lungs and making your emotions turn to happiness, the beautifully strummed harp
|
||||
makes all the hatred and disgust of the Lair of Kerjim go away.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28247
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28245
|
||||
S
|
||||
#28247
|
||||
A three exit junction~
|
||||
There are three exits, your can go every direction but north. There seems
|
||||
to have been a cave in to the north, and you can no longer enter there.
|
||||
~
|
||||
282 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28251
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28246
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28248
|
||||
S
|
||||
#28248
|
||||
In the maze~
|
||||
The music fades away into the distance, as does the smells. It seems that
|
||||
you are walking away from the direction intended.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28249
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28247
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28250
|
||||
S
|
||||
#28249
|
||||
Another dead end in the maze~
|
||||
This maze must be ancient, there have been so many caved in spots. The only
|
||||
exit is back to the south.
|
||||
~
|
||||
282 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28248
|
||||
S
|
||||
#28250
|
||||
Another dead end in the maze~
|
||||
Another cave in blocks the original path to the west, the only way back is
|
||||
to go east.
|
||||
~
|
||||
282 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28248
|
||||
S
|
||||
#28251
|
||||
Another turn in the maze~
|
||||
The maze now routes off to the north and south, and there is an exit to the
|
||||
west.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28254
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28252
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28247
|
||||
S
|
||||
#28252
|
||||
Nearing a dead end in the maze~
|
||||
You make a sharp turn and look around, to the east is another dead end.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28251
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28253
|
||||
S
|
||||
#28253
|
||||
A dead end in the maze~
|
||||
You have reached a dead end in the maze, a large pile of rusted armor blocks
|
||||
your way. The only exit is to the west
|
||||
~
|
||||
282 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28252
|
||||
S
|
||||
#28254
|
||||
In the maze~
|
||||
Of all the corridors, rooms and turns in the maze, this room has to be the
|
||||
strangest. It seems that the walls have been pasted over with some sort of
|
||||
eligant plaster that has peeled off in places. The ground is cold, and your
|
||||
feet freeze, it seems to made of a thick titanium substance.
|
||||
~
|
||||
282 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28255
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28251
|
||||
S
|
||||
#28255
|
||||
Another junction in the maze~
|
||||
The music that was once heard no longer exists, every thing is silent.
|
||||
There are exits to the east, west and north.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28257
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28256
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28254
|
||||
S
|
||||
#28256
|
||||
A dead end in the maze~
|
||||
This dead end is blocked off by an enormous statue of a warrior balrog
|
||||
gripping a scythe covered in blood.
|
||||
~
|
||||
282 0 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28255
|
||||
S
|
||||
#28257
|
||||
Nearing a large door~
|
||||
In the distance you can see an enourmous door swept with the finest emeralds
|
||||
and bejeweled with gold.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28258
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28255
|
||||
S
|
||||
#28258
|
||||
At the door~
|
||||
You stand infront of a collosel door. Its covered with emeralds and gold.
|
||||
From within you can here the faint sound of music, and the smell of great good.
|
||||
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
1 0 28259
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28257
|
||||
S
|
||||
#28259
|
||||
The temple of Lilith~
|
||||
You are in a remarkable splender, the walls elegantly carved with marble and
|
||||
bejeweled with the finest of emeralds, opals, sapphires and more. The table is
|
||||
covered with fresh fruits, vegetables, loaves of wholesome wheat bread and the
|
||||
smell if magnificent. At the head of the table is a large chair encrusted with
|
||||
the name Lilith. In it sits a beautiful woman covered in solemn clothing.
|
||||
~
|
||||
282 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28260
|
||||
D2
|
||||
~
|
||||
~
|
||||
1 0 28258
|
||||
S
|
||||
#28260
|
||||
The bedroom of Lilith~
|
||||
There is a large sized bed in the center of the room with green curtains.
|
||||
On the left side of the room is a small table, and on it a lamp. Lilith was
|
||||
the prisoner of Kerjim, he loved her. She was forced to be locked in this room
|
||||
until she agreed to bewed him. She has reached immortality and spends all of
|
||||
eternity in this room.
|
||||
~
|
||||
282 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28259
|
||||
S
|
||||
$~
|
||||
1236
lib/world/wld/283.wld
Normal file
1236
lib/world/wld/283.wld
Normal file
File diff suppressed because it is too large
Load Diff
2082
lib/world/wld/284.wld
Normal file
2082
lib/world/wld/284.wld
Normal file
File diff suppressed because it is too large
Load Diff
831
lib/world/wld/285.wld
Normal file
831
lib/world/wld/285.wld
Normal file
@@ -0,0 +1,831 @@
|
||||
#28500
|
||||
Administration of Hell~
|
||||
This is the entrance to the Administration offices of Hell. The secretaries
|
||||
desk sits quietly in the middle of the room. To the south is a metal door
|
||||
labeled, 'Authorized Personnel Only' To the west is a large glass door. There
|
||||
is a stairway down on the opposite side of the room. There is a sign posted
|
||||
next to the stairs.
|
||||
~
|
||||
285 ad 0
|
||||
D0
|
||||
You see a marble hall.
|
||||
~
|
||||
~
|
||||
0 -1 28690
|
||||
D2
|
||||
You see a metal door.
|
||||
~
|
||||
door metal~
|
||||
1 -1 28510
|
||||
D3
|
||||
You see a glass door.
|
||||
~
|
||||
door glass~
|
||||
1 -1 28699
|
||||
D5
|
||||
You see a stairway down.
|
||||
~
|
||||
stairway~
|
||||
0 -1 28509
|
||||
E
|
||||
credits info~
|
||||
Descent to Hell Zone.
|
||||
Originally written by Strahd
|
||||
|
||||
Zone 285 is linked to the following zones:
|
||||
286 Descent to Hell II at 28500 (north) ---> 28690
|
||||
286 Descent to Hell II at 28500 (west ) ---> 28699
|
||||
286 Descent to Hell II at 28502 (north) ---> 28692
|
||||
286 Descent to Hell II at 28506 (north) ---> 28696
|
||||
286 Descent to Hell II at 28508 (north) ---> 28698
|
||||
286 Descent to Hell II at 28541 (east ) ---> 28673
|
||||
286 Descent to Hell II at 28541 (south) ---> 28682
|
||||
286 Descent to Hell II at 28541 (west ) ---> 28672
|
||||
~
|
||||
S
|
||||
#28501
|
||||
Halls of Judgement~
|
||||
You are standing in the Halls of Judgement. There are many alcoves which
|
||||
contain different methods of torture. Each more grotesque than the one before
|
||||
it. On the wall a plaque reads, 'If you are here... You are Guilty... You
|
||||
have been judged... Sound fair? Too bad.. ' The hall continues to the east.
|
||||
The Courtroom is to the south.
|
||||
~
|
||||
285 ad 0
|
||||
D1
|
||||
You see the Halls of Judgement.
|
||||
~
|
||||
~
|
||||
0 -1 28502
|
||||
D2
|
||||
You see the Court of Hell.
|
||||
~
|
||||
~
|
||||
0 -1 28511
|
||||
S
|
||||
#28502
|
||||
Halls of Judgement~
|
||||
You are standing in the Halls of Judgement. There are many alcoves which
|
||||
contain different methods of torture. Each more grotesque than the one before
|
||||
it. The hall continues to the east and west. The hall of records is to the
|
||||
north.
|
||||
~
|
||||
285 ad 0
|
||||
D0
|
||||
You see the Hall of Records.
|
||||
~
|
||||
~
|
||||
0 -1 28692
|
||||
D1
|
||||
You see the Halls of Judgement.
|
||||
~
|
||||
~
|
||||
0 -1 28503
|
||||
D3
|
||||
You see the Halls of Judgement.
|
||||
~
|
||||
~
|
||||
0 -1 28501
|
||||
S
|
||||
#28503
|
||||
Halls of Judgement~
|
||||
You are standing in the Halls of Judgement. There are many alcoves which
|
||||
contain different methods of torture. Each more grotesque than the one before
|
||||
it. The hall continues to the east and west. The Office of Complaints is to
|
||||
the south.
|
||||
~
|
||||
285 ad 0
|
||||
D1
|
||||
You see the Halls of Judgement.
|
||||
~
|
||||
~
|
||||
0 -1 28504
|
||||
D2
|
||||
You see the Office of Complaints.
|
||||
~
|
||||
~
|
||||
0 -1 28513
|
||||
D3
|
||||
You see the Halls of Judgement.
|
||||
~
|
||||
~
|
||||
0 -1 28502
|
||||
S
|
||||
#28504
|
||||
Halls of Judgement~
|
||||
You are standing in the Halls of Judgement. There are many alcoves which
|
||||
contain different methods of torture. Each more grotesque than the one before
|
||||
it. The hall continues to the east and west.
|
||||
~
|
||||
285 ad 0
|
||||
D1
|
||||
You see the Halls of Judgement.
|
||||
~
|
||||
~
|
||||
0 -1 28505
|
||||
D3
|
||||
You see the Halls of Judgement.
|
||||
~
|
||||
~
|
||||
0 -1 28503
|
||||
S
|
||||
#28505
|
||||
Halls of Judgement~
|
||||
You are standing in the Halls of Judgement. There are many alcoves which
|
||||
contain different methods of torture. Each more grotesque than the one before
|
||||
it. The hall continues to the east and west.
|
||||
~
|
||||
285 ad 0
|
||||
D1
|
||||
You see the Halls of Judgement.
|
||||
~
|
||||
~
|
||||
0 -1 28506
|
||||
D3
|
||||
You see the Halls of Judgement.
|
||||
~
|
||||
~
|
||||
0 -1 28504
|
||||
S
|
||||
#28506
|
||||
Blackened Hall~
|
||||
This hall looks as if it was burned out recently. The walls are charred and
|
||||
smoking. Ashes and bits of burnt timber crunch under your feet as you walk
|
||||
down the hall. A sign on the wall reads, 'No Non-smoking Please'. There are
|
||||
exits in all directions.
|
||||
~
|
||||
285 ad 0
|
||||
D0
|
||||
You see a blackened hall.
|
||||
~
|
||||
~
|
||||
0 -1 28696
|
||||
D1
|
||||
You see a blackened hall.
|
||||
~
|
||||
~
|
||||
0 -1 28507
|
||||
D2
|
||||
You see the hallway of the Mall from Hell .
|
||||
~
|
||||
~
|
||||
0 -1 28516
|
||||
D3
|
||||
You see the Halls of Judgement.
|
||||
~
|
||||
~
|
||||
0 -1 28505
|
||||
S
|
||||
#28507
|
||||
Blackened Hall~
|
||||
This hall looks as if it was burned out recently. The walls are charred and
|
||||
smoking. Ashes and bits of burnt timber crunch under your feet as you walk
|
||||
down the hall. A sign on the wall reads, 'No Non-smoking Please'. The hallway
|
||||
continues to the east and west.
|
||||
~
|
||||
285 ad 0
|
||||
D1
|
||||
You see a blackened hall.
|
||||
~
|
||||
~
|
||||
0 -1 28508
|
||||
D3
|
||||
You see a blackened hall.
|
||||
~
|
||||
~
|
||||
0 -1 28506
|
||||
S
|
||||
#28508
|
||||
Blackened Hall~
|
||||
This hall looks as if it was burned out recently. The walls are charred and
|
||||
smoking. Ashes and bits of burnt timber crunch under your feet as you walk
|
||||
down the hall. A sign on the wall reads, 'No Non-smoking Please'. The hallway
|
||||
continues to the north and west.
|
||||
~
|
||||
285 ad 0
|
||||
D0
|
||||
You see a blackened hall.
|
||||
~
|
||||
~
|
||||
0 -1 28698
|
||||
D3
|
||||
You see a blackened hall.
|
||||
~
|
||||
~
|
||||
0 -1 28507
|
||||
S
|
||||
#28509
|
||||
Stairs to the Abyss~
|
||||
These dark stairs are made out of the bones of the damned. They rattle
|
||||
softly as you tread apon them as if to cry out in protest. The air is filled
|
||||
with the wailing of lost souls and the blood curdling screams of the punished.
|
||||
|
||||
~
|
||||
285 ad 0
|
||||
D5
|
||||
You see the eternal darkness of the Abyss.
|
||||
~
|
||||
~
|
||||
0 -1 28518
|
||||
S
|
||||
#28510
|
||||
Maintenance Walkway~
|
||||
This is a maintence accessway. You walk on a metal catwalk hundreds of feet
|
||||
above the floor. The catwalk sways unsteadily as you walk on it. The catwalk
|
||||
continues to the south. To the north is a steel door.
|
||||
~
|
||||
285 ad 0
|
||||
D0
|
||||
You see a steel door.
|
||||
~
|
||||
door steel~
|
||||
1 -1 28500
|
||||
D2
|
||||
You see a maintenance walkway.
|
||||
~
|
||||
~
|
||||
0 -1 28520
|
||||
S
|
||||
#28511
|
||||
Court Room~
|
||||
This is the Courts of Hell. Here you are convicted, sentenced and punished.
|
||||
An no... You don't get a trial. You don't deserve one. The courtroom is
|
||||
filled with spectators and jury members. They seem to have no real reason to
|
||||
be here since there isn't going to be a trial. They jeer and boo you as you
|
||||
stand in the middle of the courtroom. To the north is the Halls of Judgement.
|
||||
Behind the judges bench is a wooden door.
|
||||
~
|
||||
285 ad 0
|
||||
D0
|
||||
You see the Halls of Judgement.
|
||||
~
|
||||
~
|
||||
0 -1 28501
|
||||
D2
|
||||
You see a large wooden door.
|
||||
~
|
||||
~
|
||||
0 -1 28521
|
||||
S
|
||||
#28512
|
||||
Lawyers Office~
|
||||
As you look around you, you realize you've entered a lawyers office. Now
|
||||
you know you are in Hell.... Everything in this office seems to be made of
|
||||
snakeskin. This is the only lawyers office in hell, so if you don't like them
|
||||
you're out of luck. But then again... If you are in hell... You must've run
|
||||
out of luck a while ago. To the east is the Office of Complaints. To the
|
||||
south you see a courtyard.
|
||||
~
|
||||
285 ad 0
|
||||
D1
|
||||
You see the Office of Complaints.
|
||||
~
|
||||
~
|
||||
0 -1 28513
|
||||
D2
|
||||
You see a courtyard.
|
||||
~
|
||||
~
|
||||
0 -1 28522
|
||||
S
|
||||
#28513
|
||||
Office of Complaints~
|
||||
This is a relatively small office. There is a large hole in the wall where
|
||||
a clerk usually sits and takes complaints about hell. As you peek behind the
|
||||
counter you see a large paper shredder and alot of shredded complaints. A sign
|
||||
over the clerks desk reads, 'Hours: 12:00am - 12:01am' To the west is a lawyers
|
||||
office. To the north you see the Halls of Judgement.
|
||||
~
|
||||
285 ad 0
|
||||
D0
|
||||
You see the Halls of Judgement.
|
||||
~
|
||||
~
|
||||
0 -1 28503
|
||||
D3
|
||||
You see a lawyers office
|
||||
~
|
||||
~
|
||||
0 -1 28512
|
||||
S
|
||||
#28514
|
||||
Pawn Shop~
|
||||
You are standing in Hiramoto's Buy & Sell. This poor bastard has been
|
||||
damned to hell to serve the public for eternity. He will buy most anything you
|
||||
have, since business is slow. Not many people visit Hell. The store is filled
|
||||
with worthless junk. Piles of aluminum balls, and bottle cap collections fill
|
||||
the corners of the room. Thing of every description lie about the store. To
|
||||
the east you see the Mall from Hell.
|
||||
~
|
||||
285 ad 0
|
||||
D1
|
||||
You see the Mall from Hell.
|
||||
~
|
||||
~
|
||||
0 -1 28515
|
||||
S
|
||||
#28515
|
||||
Hallway of The Mall from Hell~
|
||||
This is definetly the Mall from hell... There are no stores! Only in hell
|
||||
would they have a mall with no stores. To the east you see the Mall from Hell.
|
||||
To the west you see Hiramoto's Buy & Sell. The hall continues to the east and
|
||||
south.
|
||||
~
|
||||
285 ad 0
|
||||
D1
|
||||
You see the Mall from Hell.
|
||||
~
|
||||
~
|
||||
0 -1 28516
|
||||
D2
|
||||
You see the Mall from Hell.
|
||||
~
|
||||
~
|
||||
0 -1 28525
|
||||
D3
|
||||
You see Hiramoto's Buy & Sell.
|
||||
~
|
||||
~
|
||||
0 -1 28514
|
||||
S
|
||||
#28516
|
||||
Hallway of The Mall from Hell~
|
||||
This is definetly the Mall from hell... There are no stores! Only in hell
|
||||
would they have a mall with no stores. To the north you see a blackened
|
||||
hallway. To the east you see the office of Big Mouth. The hallway continues
|
||||
to the west.
|
||||
~
|
||||
285 ad 0
|
||||
D0
|
||||
You see a blackened hall.
|
||||
~
|
||||
~
|
||||
0 -1 28506
|
||||
D1
|
||||
You see the office of Big Mouth.
|
||||
~
|
||||
~
|
||||
0 -1 28517
|
||||
D3
|
||||
You see the hallways of the Mall from Hell.
|
||||
~
|
||||
~
|
||||
0 -1 28515
|
||||
S
|
||||
#28517
|
||||
The Office of Big Mouth~
|
||||
This is the office of Big Mouth, head demon of Hell's Administration. The
|
||||
room is decorated posters of naked women and autographed pictures of famous
|
||||
tortured souls. Behind a large oaken desk sleeps Big Mouth. This mouth looks
|
||||
large enough to step into if it were open. You wonder what this guy eats...
|
||||
|
||||
~
|
||||
285 ad 0
|
||||
D3
|
||||
You see the hallways of the Mall from Hell.
|
||||
~
|
||||
~
|
||||
0 -1 28516
|
||||
D5
|
||||
You see Big Mouth's mouth.
|
||||
~
|
||||
mouth big mouth's~
|
||||
1 -1 28526
|
||||
S
|
||||
#28518
|
||||
Stairs to the Abyss~
|
||||
These dark stairs are made out of the bones of the damned. They rattle
|
||||
softly as you tread apon them as if to cry out in protest. The air is filled
|
||||
with the wailing of lost souls and the blood curdling screams of the punished.
|
||||
|
||||
~
|
||||
285 ad 0
|
||||
D5
|
||||
You see the eternal darkness of the Abyss.
|
||||
~
|
||||
~
|
||||
0 -1 28527
|
||||
S
|
||||
#28519
|
||||
Maintenance Walkway~
|
||||
This is a maintence accessway. You walk on a metal catwalk hundreds of feet
|
||||
above the floor. The catwalk sways unsteadily as you walk on it. The catwalk
|
||||
continues to the east and south.
|
||||
~
|
||||
285 ad 0
|
||||
D1
|
||||
You see a maintenance walkway.
|
||||
~
|
||||
~
|
||||
0 -1 28520
|
||||
D2
|
||||
You see a maintenance walkway.
|
||||
~
|
||||
~
|
||||
0 -1 28529
|
||||
S
|
||||
#28520
|
||||
Maintenance Walkway~
|
||||
This is a maintence accessway. You walk on a metal catwalk hundreds of feet
|
||||
above the floor. The catwalk sways unsteadily as you walk on it. The catwalk
|
||||
continues to the north and west.
|
||||
~
|
||||
285 ad 0
|
||||
D0
|
||||
You see a maintenance walkway.
|
||||
~
|
||||
~
|
||||
0 -1 28510
|
||||
D3
|
||||
You see a maintenance walkway.
|
||||
~
|
||||
~
|
||||
0 -1 28519
|
||||
S
|
||||
#28521
|
||||
Judge's Chambers~
|
||||
This is the private chambers of the High Judge of Hell. He has a cushy job
|
||||
and his office reflects that. A golden torches light the walls with dancing
|
||||
blue and yellow flames. The judge's black crystal desk sparkles in the
|
||||
torchlight.
|
||||
~
|
||||
285 d 0
|
||||
D0
|
||||
You see the Courtroom of Hell.
|
||||
~
|
||||
~
|
||||
0 -1 28511
|
||||
S
|
||||
#28522
|
||||
Courtyard~
|
||||
This courtyard is barren and neglected. Small weeds grow up inbetween the
|
||||
concrete slabs. An old defunct fountain sputters with a grey-brown ooze. A
|
||||
lawyers office is to the north. The courtyard continues to the east and south.
|
||||
~
|
||||
285 ad 0
|
||||
D0
|
||||
You see a lawyers office.
|
||||
~
|
||||
~
|
||||
0 -1 28512
|
||||
D1
|
||||
You see a more of the courtyard.
|
||||
~
|
||||
~
|
||||
0 -1 28523
|
||||
D2
|
||||
You see a more of the courtyard.
|
||||
~
|
||||
~
|
||||
0 -1 28532
|
||||
S
|
||||
#28523
|
||||
Courtyard~
|
||||
This courtyard is barren and neglected. Small weeds grow up inbetween the
|
||||
concrete slabs. An old defunct fountain sputters with a grey-brown ooze. The
|
||||
courtyard continues to the west and south. Stanley's Magical Steeds is to the
|
||||
east.
|
||||
~
|
||||
285 ad 0
|
||||
D1
|
||||
You see Stanley's Magical Steeds store.
|
||||
~
|
||||
~
|
||||
0 -1 28524
|
||||
D2
|
||||
You see a more of the courtyard.
|
||||
~
|
||||
~
|
||||
0 -1 28533
|
||||
D3
|
||||
You see a more of the courtyard.
|
||||
~
|
||||
~
|
||||
0 -1 28522
|
||||
S
|
||||
#28524
|
||||
Stanely's Magical Steeds~
|
||||
This is the shop of Stanely. He used to be an old mage selling cursed
|
||||
trinkets at the town of Solace. He has recently set up shop in hell selling
|
||||
magical figurines. Each figuring is in the shape of some sort of steed. Some
|
||||
are recognizable and some are not. Rumor has it that Stanely made a deal with
|
||||
a devil.... So I guess his lease is up in seven years..... A courtyard is to
|
||||
the west. To the south you see the Mall from Hell.
|
||||
~
|
||||
285 ad 0
|
||||
D2
|
||||
You see a hallway of the Mall from Hell.
|
||||
~
|
||||
~
|
||||
0 -1 28534
|
||||
D3
|
||||
You see an abandon courtyard.
|
||||
~
|
||||
~
|
||||
0 -1 28523
|
||||
S
|
||||
#28525
|
||||
Hallway of The Mall from Hell~
|
||||
This is definetly the Mall from hell... There are no stores! Only in hell
|
||||
would they have a mall with no stores. The hallway continues to the north and
|
||||
south.
|
||||
~
|
||||
285 ad 0
|
||||
D0
|
||||
You see a hall of the Mall from Hell.
|
||||
~
|
||||
~
|
||||
0 -1 28515
|
||||
D1
|
||||
You see a hall of the Mall from Hell.
|
||||
~
|
||||
~
|
||||
0 -1 28535
|
||||
S
|
||||
#28526
|
||||
Inside Big Mouth's Stomach~
|
||||
You are standing inside Big Mouth's stomach. It is roomy in here. Small
|
||||
animals and other odds and ends lie about the stomach. Is that a dragon you
|
||||
see? Nah... Couldn't be...
|
||||
~
|
||||
285 ad 0
|
||||
D4
|
||||
You see Big Mouth's throat.
|
||||
~
|
||||
mouth big mouth's throat~
|
||||
1 -1 28517
|
||||
S
|
||||
#28527
|
||||
Stairs to the Abyss~
|
||||
These dark stairs are made out of the bones of the damned. They rattle
|
||||
softly as you tread apon them as if to cry out in protest. The air is filled
|
||||
with the wailing of lost souls and the blood curdling screams of the punished.
|
||||
|
||||
~
|
||||
285 ad 0
|
||||
D5
|
||||
You see the eternal darkness of the Abyss.
|
||||
~
|
||||
~
|
||||
0 -1 28536
|
||||
S
|
||||
#28528
|
||||
Reactor Control Room~
|
||||
This is the reactor control room of hell. From here the workers control the
|
||||
main reactor and power supply for all of hell and the abyss. Workers stroll
|
||||
back and forth, from station to station monitoring the reactor core. A large
|
||||
glass window look out on to the reactor floor below. There are some stairs
|
||||
down to the reactor floor to the south. There is a maintenance room to the
|
||||
east.
|
||||
~
|
||||
285 ad 0
|
||||
D1
|
||||
You see a maintenance room.
|
||||
~
|
||||
~
|
||||
0 -1 28529
|
||||
D2
|
||||
You see stairs down to the reactor floor.
|
||||
~
|
||||
~
|
||||
0 -1 28538
|
||||
S
|
||||
#28529
|
||||
Maintenance Room~
|
||||
You are standing in the primary maintenance room of hell. Tools of all
|
||||
shapes and sizes are neatly hung on the walls, each with its own painted-on
|
||||
silhouette behind it. To the west is the reactor control room. To the east is
|
||||
the break room. To the north is a maintenance walkway. To the south is the
|
||||
secondary control room.
|
||||
~
|
||||
285 ad 0
|
||||
D0
|
||||
You see a maintenance walkway.
|
||||
~
|
||||
~
|
||||
0 -1 28519
|
||||
D1
|
||||
You see a break room.
|
||||
~
|
||||
~
|
||||
0 -1 28530
|
||||
D2
|
||||
You see the secondary control room.
|
||||
~
|
||||
~
|
||||
0 -1 28539
|
||||
D3
|
||||
You see the reactor control room.
|
||||
~
|
||||
~
|
||||
0 -1 28528
|
||||
S
|
||||
#28530
|
||||
Break Room~
|
||||
This is the break room for the maintenance workers. Tables are filled with
|
||||
donuts and coffee. As a cruel joke, the cheif engineer has posted his guard
|
||||
dogs to guard the room so that no one can take a break. To the west is the
|
||||
primary maintenance room. To the south is the chief engineers office.
|
||||
~
|
||||
285 ad 0
|
||||
D2
|
||||
You see the chief engineers office.
|
||||
~
|
||||
~
|
||||
0 -1 28540
|
||||
D3
|
||||
You see the primary maintenance room.
|
||||
~
|
||||
~
|
||||
0 -1 28529
|
||||
S
|
||||
#28531
|
||||
Hell's Kitchen~
|
||||
Welcome to Hell's kitchen, where everything is delicious.... You just can't
|
||||
have any.... This is where the many foods of the world of Farside are made.
|
||||
The chefs are usually very busy, but they always have extra time to torture a
|
||||
guest.... To the east is a courtyard.
|
||||
~
|
||||
285 ad 0
|
||||
D1
|
||||
You see an abandon courtyard.
|
||||
~
|
||||
~
|
||||
0 -1 28532
|
||||
S
|
||||
#28532
|
||||
Courtyard~
|
||||
This courtyard is barren and neglected. Small weeds grow up inbetween the
|
||||
concrete slabs. An old defunct fountain sputters with a grey-brown ooze. The
|
||||
courtyard continues to the north and east. You see a kitchen to the west.
|
||||
~
|
||||
285 ad 0
|
||||
D0
|
||||
You see more of the courtyard.
|
||||
~
|
||||
~
|
||||
0 -1 28522
|
||||
D1
|
||||
You see a more of the courtyard.
|
||||
~
|
||||
~
|
||||
0 -1 28533
|
||||
D3
|
||||
You see a kitchen.
|
||||
~
|
||||
~
|
||||
0 -1 28531
|
||||
S
|
||||
#28533
|
||||
Courtyard~
|
||||
This courtyard is barren and neglected. Small weeds grow up inbetween the
|
||||
concrete slabs. An old defunct fountain sputters with a grey-brown ooze. The
|
||||
courtyard continues to the north and west.
|
||||
~
|
||||
285 ad 0
|
||||
D0
|
||||
You see more of the courtyard.
|
||||
~
|
||||
~
|
||||
0 -1 28523
|
||||
D3
|
||||
You see a more of the courtyard.
|
||||
~
|
||||
~
|
||||
0 -1 28532
|
||||
S
|
||||
#28534
|
||||
Hallway of The Mall from Hell~
|
||||
This is definetly the Mall from hell... There are no stores! Only in hell
|
||||
would they have a mall with no stores. The hallway continues to the east.
|
||||
Stanely's magic steeds are to the north.
|
||||
~
|
||||
285 ad 0
|
||||
D0
|
||||
You see Stanely's Magic Steeds.
|
||||
~
|
||||
~
|
||||
0 -1 28524
|
||||
D1
|
||||
You see a hall of the Mall from Hell.
|
||||
~
|
||||
~
|
||||
0 -1 28535
|
||||
S
|
||||
#28535
|
||||
Hallway of The Mall from Hell~
|
||||
This is definetly the Mall from hell... There are no stores! Only in hell
|
||||
would they have a mall with no stores. The hallway continues to the north and
|
||||
west.
|
||||
~
|
||||
285 ad 0
|
||||
D0
|
||||
You see a hall of the Mall from Hell.
|
||||
~
|
||||
~
|
||||
0 -1 28525
|
||||
D1
|
||||
You see a hall of the Mall from Hell.
|
||||
~
|
||||
~
|
||||
0 -1 28534
|
||||
S
|
||||
#28536
|
||||
Stairs to the Abyss~
|
||||
These dark stairs are made out of the bones of the damned. They rattle
|
||||
softly as you tread apon them as if to cry out in protest. The air is filled
|
||||
with the wailing of lost souls and the blood curdling screams of the punished.
|
||||
You can't seem to find the Abyss... You seem to recall a seeing a sign....
|
||||
Now what did it say again?......
|
||||
~
|
||||
285 ad 0
|
||||
S
|
||||
#28537
|
||||
Inside the Reactor Core~
|
||||
You are standing on the inside of the reactor core. Actually you seem to be
|
||||
floating in the plasma energy of the reactor. You can see the core chamber
|
||||
fall off into the distance as it seems to be bottomless. Nuclear particles and
|
||||
other strange things whiz by you at blinding speeds. You see a maintenance
|
||||
hatch to the east.
|
||||
~
|
||||
285 ad 0
|
||||
D1
|
||||
You see a maintenance hatch.
|
||||
~
|
||||
hatch maintenance reactor core~
|
||||
1 -1 28538
|
||||
S
|
||||
#28538
|
||||
Reactor Room Floor~
|
||||
The room is taken up almost entirely by the enormous reactor core. The core
|
||||
pulses rhythmically as it generates the heat and power for the entire region of
|
||||
hell. Many workers in orange jumpsuits run frantically around with geiger
|
||||
counters and plasma torches fixing breaches in the core. You see a reactor
|
||||
core maintenance hatch to the west. A stairway to the control room is to the
|
||||
north.
|
||||
~
|
||||
285 ad 0
|
||||
D0
|
||||
You see the stairs to the control room.
|
||||
~
|
||||
~
|
||||
0 -1 28528
|
||||
D3
|
||||
You see a reactor core maintence hatch.
|
||||
~
|
||||
hatch maintenance reactor core~
|
||||
1 -1 28537
|
||||
S
|
||||
#28539
|
||||
Secondary Control Room~
|
||||
This is the secondary control room for the reactor core. It is usually used
|
||||
in emergencies when the primary control room is contaminated or damaged. It
|
||||
isn't used very often since the primary control room is in perfect working
|
||||
order.
|
||||
~
|
||||
285 ad 0
|
||||
D0
|
||||
You see the primary maintenance room.
|
||||
~
|
||||
~
|
||||
0 -1 28529
|
||||
S
|
||||
#28540
|
||||
Office of the Chief Engineer~
|
||||
This office belongs to the chief engineer of hell. Blueprints and pencils
|
||||
are scattered about the room. The air is heavy with the smell of amonia and
|
||||
sweat. A display of the reactor core is mounted into the wall. One wall is
|
||||
completely filled with monitors, each showing various status reports for the
|
||||
reactor core.
|
||||
~
|
||||
285 ad 0
|
||||
D0
|
||||
You see the break room.
|
||||
~
|
||||
~
|
||||
0 -1 28530
|
||||
S
|
||||
#28541
|
||||
Ice Room~
|
||||
You are standing in a room of ice. Icicles of every size hang from the
|
||||
ceiling. Some shake with every sound. Your reflection off the ice walls seems
|
||||
to dance and wiggle as you move about.
|
||||
~
|
||||
285 ad 0
|
||||
D1
|
||||
You see a room of ice.
|
||||
~
|
||||
~
|
||||
0 -1 28673
|
||||
D2
|
||||
You see a room of ice.
|
||||
~
|
||||
~
|
||||
0 -1 28682
|
||||
D3
|
||||
You see a room of ice.
|
||||
~
|
||||
~
|
||||
0 -1 28672
|
||||
S
|
||||
$~
|
||||
2058
lib/world/wld/286.wld
Normal file
2058
lib/world/wld/286.wld
Normal file
File diff suppressed because it is too large
Load Diff
2301
lib/world/wld/287.wld
Normal file
2301
lib/world/wld/287.wld
Normal file
File diff suppressed because it is too large
Load Diff
1038
lib/world/wld/288.wld
Normal file
1038
lib/world/wld/288.wld
Normal file
File diff suppressed because it is too large
Load Diff
848
lib/world/wld/289.wld
Normal file
848
lib/world/wld/289.wld
Normal file
@@ -0,0 +1,848 @@
|
||||
#28900
|
||||
Outside the Wayhouse~
|
||||
You are outside a large, two-story building which proports to be 'Werith's
|
||||
Wayhouse' on a brightly lettered sign out front. You hear laughing and revelry
|
||||
from inside -- sounds like a lively place. The main doors are directly south
|
||||
of you, and small paths lead east and west around the building. Eastward is
|
||||
another smaller building; obviously a stable. Northward is the main road,
|
||||
providing all the traffic and customers for this establishment.
|
||||
~
|
||||
289 c 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 25805
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28907
|
||||
D2
|
||||
~
|
||||
door wooden~
|
||||
1 0 28915
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28901
|
||||
E
|
||||
path paths~
|
||||
Well-trodden paths around the sides of the building. Not much of interest.
|
||||
|
||||
~
|
||||
E
|
||||
stable~
|
||||
A place to keep your horses while you enjoy yourself inside...
|
||||
~
|
||||
E
|
||||
sign~
|
||||
It says,
|
||||
|
||||
"WERITH'S WAYHOUSE"
|
||||
|
||||
~
|
||||
E
|
||||
credits info~
|
||||
Werith's Wayhouse by Builder_5
|
||||
Copyright 1993 by Curious Areas Workshop
|
||||
*
|
||||
'Werith's Wayhouse' is a high-mob population area, with 40 rooms, 19
|
||||
different types of mobs and objects. It was meant to be placed
|
||||
somewhere between two widely used towns as a rest stop area. We hope
|
||||
you like it.
|
||||
*
|
||||
#00 -- add entrance/exit to the north.
|
||||
The north exit is #00.
|
||||
A receptionist can be added to the upstairs area: around #30 would
|
||||
probably be the best area.
|
||||
Mob ##04 should have the standard spellcaster routine.
|
||||
*
|
||||
Credits
|
||||
A Big Thanks to Builder_5 for supporting C.A.W. Also, kudos to Tarkin
|
||||
of VieMud (viemud.org 4000) for allowing us to use his mud for
|
||||
pre-release testing. This area was built with the aid of George
|
||||
Essl's Dikued program. We would like to thank Mr. Essl for his time
|
||||
and determination to create and support Dikued. The following people
|
||||
have aided C.A.W. and Builder_5 in numerous ways, and all receive our
|
||||
deepest gratitude: Shane Finkel, Josh 'Champion of Bagels' Megerman,
|
||||
John D. Horner, and the System Adminstrators of ODU
|
||||
*
|
||||
Additionally, Builder_5 would like thank the following people. These
|
||||
people played several of the mobs included in this area in various
|
||||
role-playing games that Builder_5 participated in:
|
||||
John D. Horner: Desslok, Michael Goodwin: Airden (the Wanderer),
|
||||
David "Big Guy" Burke: Seemie, Jordo, Chris Grove: Drogo, 'd.'
|
||||
Page: Eshiay, Farlenian (and Koofy!), Aaron Barrs: Alerka
|
||||
~
|
||||
S
|
||||
#28901
|
||||
Near a Large Building~
|
||||
You are north-west of the Wayhouse. This section of the path seems less
|
||||
used, possibly because there's nothing really over here. The trees crowd in
|
||||
towards the clearing, making the general area seem rather eerie somehow. The
|
||||
voices coming from inside are clearly audible, and by listening hard you can
|
||||
almost make out the words. The path around the building continues to the west
|
||||
and south.
|
||||
~
|
||||
289 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28900
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28902
|
||||
S
|
||||
#28902
|
||||
Near a Large Building~
|
||||
You are standing on the path that runs around the Wayhouse to the west. A
|
||||
window spills light onto the trees that block out all available light overhead.
|
||||
You hear general merryment and alcoholism from inside, and wonder if being
|
||||
inside would be more fun than walking around outside...
|
||||
~
|
||||
289 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28901
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28903
|
||||
S
|
||||
#28903
|
||||
Near a Large Building~
|
||||
You are south-west of the main structure of the Wayhouse. A lone rain
|
||||
barrel catches run-off from the roof eaves by the corner of the building, and
|
||||
you spy a small white fence cordoning off an herb garden nearby. The path
|
||||
around the building leads to the north and east.
|
||||
~
|
||||
289 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28902
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28904
|
||||
S
|
||||
#28904
|
||||
Outside the Wayhouse~
|
||||
You are standing just south of Werith's Wayhouse, right where the kitchen
|
||||
entrance is. A well trodden path leads east, towards a small shack that is
|
||||
unmistakeably an outhouse. You hear the unmistakeable sound of clanging pots
|
||||
and pans from the inside, the warning of an upcoming meal. The path around the
|
||||
building here runs east, and west.
|
||||
~
|
||||
289 c 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28926
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28905
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28903
|
||||
S
|
||||
#28905
|
||||
Near a Large Building~
|
||||
The Wayhouse is just north-west of you here, and you are right by the
|
||||
facility's outhouse to the south. The wooden planks of the stable form an
|
||||
alley to the north, with the path leading right in-between. Westwards is the
|
||||
kitchen entrance to the Wayhouse, kept wide open to let the heat inside escape.
|
||||
|
||||
~
|
||||
289 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28906
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28940
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28904
|
||||
S
|
||||
#28906
|
||||
Near a Large Building~
|
||||
This is a small, outdoors 'alley' formed by the Wayhouse's stone walls to
|
||||
the west, and the wooden planked walls of the stable to the east. The path
|
||||
around the building leads north and south of here.
|
||||
~
|
||||
289 0 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28907
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28905
|
||||
S
|
||||
#28907
|
||||
Near a Large Building~
|
||||
You are on a small, well-travelled path that leads between Werith's Wayhouse
|
||||
to the west, and the stables to the east. Another path breaks off to the
|
||||
south, between the two buildings, towards what appears to be an outhouse.
|
||||
~
|
||||
289 0 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28908
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28906
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28900
|
||||
S
|
||||
#28908
|
||||
Just Outside the Stable~
|
||||
The stable of the Wayhouse is just south of you, its wooden doors spread
|
||||
open and inviting. Inside you can hear the snorting of horses, and the
|
||||
occasional hoof scraping against the ground. The path leads to the west,
|
||||
towards the Wayhouse.
|
||||
~
|
||||
289 c 2
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28909
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28907
|
||||
S
|
||||
#28909
|
||||
Inside the Stable~
|
||||
You are standing inside the dusty confines of the stable. Stalls line the
|
||||
aisle, some with horses, some empty. A pail filled with water and a stack of
|
||||
grain are heaped up against the interior wall, dimly illuminated by a lantern
|
||||
hanging from a rafter. Seems rather quiet in here...
|
||||
~
|
||||
289 d 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28908
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28912
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28910
|
||||
S
|
||||
#28910
|
||||
Inside the Stable~
|
||||
You are standing inside the dusty confines of the stable. Stalls line the
|
||||
aisle, some with horses, some empty. A pail filled with water and a stack of
|
||||
grain are heaped up against the interior wall, dimly illuminated by a lantern
|
||||
hanging from a rafter. Seems rather quiet in here...
|
||||
~
|
||||
289 d 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28909
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28911
|
||||
S
|
||||
#28911
|
||||
Inside the Stable~
|
||||
You are standing inside the dusty confines of the stable. Stalls line the
|
||||
aisle, some with horses, some empty. A pail filled with water and a stack of
|
||||
grain are heaped up against the interior wall, dimly illuminated by a lantern
|
||||
hanging from a rafter. Seems rather quiet in here...
|
||||
~
|
||||
289 d 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28912
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28910
|
||||
S
|
||||
#28912
|
||||
Inside the Stable~
|
||||
You are standing inside the dusty confines of the stable. Stalls line the
|
||||
aisle, some with horses, some empty. A pail filled with water and a stack of
|
||||
grain are heaped up against the interior wall, dimly illuminated by a lantern
|
||||
hanging from a rafter. Seems rather quiet in here...
|
||||
~
|
||||
289 d 1
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28911
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28909
|
||||
S
|
||||
#28913
|
||||
Main Room~
|
||||
The bar runs south here all along the western wall. A few smaller tables
|
||||
here are set up with various board games, ready to play. There's also a shelf
|
||||
along the wall, lined with a few popular books; light reading all of them.
|
||||
The patrons here seem to be a bit quieter than the rowdy bunch in the rest of
|
||||
the building.
|
||||
~
|
||||
289 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28914
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28920
|
||||
E
|
||||
board games~
|
||||
Chess, checkers, stomp-the-orc... That sort of thing.
|
||||
~
|
||||
S
|
||||
#28914
|
||||
Main Room~
|
||||
A window here offers a view outside, where it doesn't seem near as social as
|
||||
it is inside. Tables filled with laughing customers eat and drink and
|
||||
generally be merry, not caring what the weather is like, and probably not even
|
||||
knowing. There's a general sense of joy in the room; the joy of still being
|
||||
alive in such a dangerous world as this one. For a moment, you feel like
|
||||
joining them...
|
||||
~
|
||||
289 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28915
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28919
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28913
|
||||
S
|
||||
#28915
|
||||
Main Room~
|
||||
You stand just inside the Main Room of Werith's Wayhouse. The whole place
|
||||
stretches out all around you, a conglomeration of people, food, and alcohol.
|
||||
The sheer chatter and roar of conversation makes your ears hurt a little, and
|
||||
then you suddenly notice you're smiling. Yes, this place might do for
|
||||
awhile...
|
||||
~
|
||||
289 d 0
|
||||
D0
|
||||
~
|
||||
door wooden~
|
||||
1 0 28900
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28916
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28918
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28914
|
||||
S
|
||||
#28916
|
||||
Main Room~
|
||||
The giant fireplace here sends a great amount of heat throughout the room.
|
||||
The sheer massiveness of the stone edifice and the literal bonfire inside makes
|
||||
you give the area a clear way. A few of the older and less human residents of
|
||||
the inn seem to be enjoying these tables, however.
|
||||
~
|
||||
289 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28917
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28915
|
||||
S
|
||||
#28917
|
||||
Main Room~
|
||||
Several dart boards line the wall to the south, and darts are scattered all
|
||||
about on the tables and stuck in the wall. The people coming up and down the
|
||||
stairs to the east carefully walk by the wall to avoid being pin-cushioned
|
||||
involuntarily, and you think it would be a good idea to do the same.
|
||||
~
|
||||
289 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28916
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28929
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28918
|
||||
S
|
||||
#28918
|
||||
Main Room~
|
||||
The tables seem to thin out around here, to give room for the traffic going
|
||||
in and out of the kitchen through the archway to the south. Waiters and
|
||||
waitresses march in and out with empty plates and sumptuous platters, hardly
|
||||
stopping to breathe in their business. You hear the distant clank of a pot
|
||||
banging against something -- the chefs are busy too it seems. Your stomach
|
||||
growls... Are you hungry at all?
|
||||
~
|
||||
289 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28915
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28917
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28923
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28919
|
||||
S
|
||||
#28919
|
||||
Main Room~
|
||||
This seems to be a central part of the room, where many people congregate to
|
||||
talk or sing or dance or whatever they feel like at that exact moment. The
|
||||
people seem just on the edge of being completely carried away at every moment,
|
||||
and you wonder if it would be beneath your dignity to join them.
|
||||
~
|
||||
289 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28914
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28918
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28922
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28920
|
||||
S
|
||||
#28920
|
||||
Main Room~
|
||||
The wooden bar runs along the length of the western wall, just in front of
|
||||
the many shelves of different colored alcohol in different shaped bottles.
|
||||
You espy drunkards and waitresses, adventurers and farmers althroughout the
|
||||
building from this vantage point, and guess that this establishment is turning
|
||||
a pretty penny in profits. Nice.
|
||||
~
|
||||
289 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28913
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28919
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28921
|
||||
S
|
||||
#28921
|
||||
Main Room~
|
||||
The bar continues along the length of the western wall. An empty bottle
|
||||
with some spare coppers in it lies on top of its polished surface; tip
|
||||
collection evidently. The tables nearby seem mostly filled with people and
|
||||
food, the bar appears at times to be either packed, or merely elbow-to- elbow.
|
||||
A lantern hanging from a rafter overhead casts shadows among the beerstains on
|
||||
the floor and gives the complexion of everyone around a sort of glow. You
|
||||
feel... Comfortable here.
|
||||
~
|
||||
289 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28920
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28922
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28928
|
||||
S
|
||||
#28922
|
||||
Main Room~
|
||||
In the clutter of the main room of the Wayhouse, is a path leading out from
|
||||
the kitchen to the east. A wide archway allows admittance to the back room,
|
||||
from which you hear the distant clank of a pan hitting another. There aren't
|
||||
very many tables here, due to the amount of traffic coming in and out.
|
||||
~
|
||||
289 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28919
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28923
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28927
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28921
|
||||
S
|
||||
#28923
|
||||
Kitchen~
|
||||
This is the main entranceway of the kitchen. Two archways serve as an entry
|
||||
and exit point from the main room of the wayhouse, one north, one west. The
|
||||
kitchen is a room roughly thirty feet by thirty feet, extending from the south
|
||||
and east from here. You see many pots on the stove bubbling away and hear the
|
||||
whistle of a kettle somewhere off to the left... Business must be good.
|
||||
~
|
||||
289 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28918
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28924
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28926
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28922
|
||||
S
|
||||
#28924
|
||||
Kitchen~
|
||||
You are standing in a more quiet area of the kitchen, where various supplies
|
||||
of flour, grain and meats are kept. The kitchen extends south and west from
|
||||
here; that's where the main clutter seems to be. A steady thump-thump-thump
|
||||
from the north wall reminds you that the main room is where are the fun and
|
||||
action seems to be...
|
||||
~
|
||||
289 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28925
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28923
|
||||
S
|
||||
#28925
|
||||
Kitchen~
|
||||
The south-eastern section of the kitchen here is a veritable whirlwind of
|
||||
activity! The entire area is comprised of cooking surfaces and ovens; enough
|
||||
to keep a massive amount of food ready at any one time. The aisles are large,
|
||||
allowing room for frantic chefs and waiters to hurtle through the kitchen with
|
||||
only a small amount of collisions. Seems hectic, yet efficient. The rest of
|
||||
the kitchen is to the north and west from here.
|
||||
~
|
||||
289 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28924
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28926
|
||||
S
|
||||
#28926
|
||||
Kitchen~
|
||||
This is the back entranceway to the kitchen, where the door is kept
|
||||
seasonally open to allow the hot air to escape. Some trash is piled up near
|
||||
the door, waiting to be taken out. The main area of the kitchen extends to the
|
||||
north and east from here, a hodge-podge of business and insanity in motion.
|
||||
Looking at the general cleanliness, however, you think this would be a good
|
||||
place to eat.
|
||||
~
|
||||
289 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28923
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28925
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 28904
|
||||
S
|
||||
#28927
|
||||
Main Room~
|
||||
This is a quiet, darkened corner -- it appears someone has put out the
|
||||
lantern here on purpose. You feel a chill, probably due to your distance from
|
||||
the fire, and rub your arms absently. There's a table set near the corner, a
|
||||
single chair behind it in the shadowy of shadows. You get the cliche'd feeling
|
||||
someone in robes should be sitting there.
|
||||
~
|
||||
289 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28922
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28928
|
||||
S
|
||||
#28928
|
||||
Main Room~
|
||||
The bar runs along the length of the west wall here, dispensing drinks to
|
||||
all customers with impunity. A few tables are empty here in the southern part
|
||||
of the wayhouse, but the whole place still has that 'mostly filled' air to it.
|
||||
The dull roar of conversation and the warm air from the fire makes you feel at
|
||||
home somehow, makes you want to have a seat.
|
||||
~
|
||||
289 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28921
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28927
|
||||
S
|
||||
#28929
|
||||
Stairwell~
|
||||
Some sturdy wooden stairs lead up to the second floor of the wayhouse, where
|
||||
there are a few rooms for rent. A lonely lantern lights the way up, glinting
|
||||
off the polished handrail. An arch to the east opens up into the main room...
|
||||
Where the noise informs you that the revelry hasn't stopped yet.
|
||||
~
|
||||
289 d 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28917
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 28930
|
||||
S
|
||||
#28930
|
||||
Stairwell~
|
||||
A stairwell here leads back down to the first floor and the main room of the
|
||||
wayhouse. A hallway leads east along the second floor here, lined with doors
|
||||
to private bedrooms. The floors, stairs, and walls are all made with sturdy
|
||||
oak in contrast of the heavy stone of the exterior walls. A light at the top
|
||||
of the stairs throws illumination down the hall.
|
||||
~
|
||||
289 d 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28931
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 28929
|
||||
S
|
||||
#28931
|
||||
Hallway~
|
||||
This is a plain hallway on the second floor. The stairs leading down are to
|
||||
the east, and the hall continues to the west. On either side to the north and
|
||||
south are doors to private rooms. You can hear a dull roar coming from below
|
||||
in the main room, but the thick wooden floorboards do a good job of blocking
|
||||
the majority of the noise out.
|
||||
~
|
||||
289 d 0
|
||||
D0
|
||||
~
|
||||
door north wooden~
|
||||
1 0 28938
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28930
|
||||
D2
|
||||
~
|
||||
door south wooden~
|
||||
1 0 28939
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28932
|
||||
S
|
||||
#28932
|
||||
Hallway~
|
||||
This is a plain hallway on the second floor. The stairs leading down are
|
||||
down the hall to the east, and westwards the hall continues. On either side to
|
||||
the north and south are doors to private rooms. You can hear a dull roar
|
||||
coming from below in the main room, but the thick wooden floorboards do a good
|
||||
job of blocking the majority of the noise out.
|
||||
~
|
||||
289 d 0
|
||||
D0
|
||||
~
|
||||
door north wooden~
|
||||
1 0 28936
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28931
|
||||
D2
|
||||
~
|
||||
door south wooden~
|
||||
1 0 28937
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 28933
|
||||
S
|
||||
#28933
|
||||
Hallway~
|
||||
This is a plain hallway on the second floor. The hall continues to the
|
||||
east, all the way down to where the stairs are. On either side to the north
|
||||
and south are doors to private rooms. You can hear a dull roar coming from
|
||||
below in the main room, but the thick wooden floorboards do a good job of
|
||||
blocking the majority of the noise out.
|
||||
~
|
||||
289 d 0
|
||||
D0
|
||||
~
|
||||
door north wooden~
|
||||
1 0 28934
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 28932
|
||||
D2
|
||||
~
|
||||
door south wooden~
|
||||
1 0 28935
|
||||
S
|
||||
#28934
|
||||
Private Room~
|
||||
This is a smallish private room, with an adequate bed with clean sheets, a
|
||||
rather beat-up-but-serviceable clothes chest, and a table and chair. Plain and
|
||||
simple, yet nice in a strange sort of way.
|
||||
~
|
||||
289 d 0
|
||||
D2
|
||||
~
|
||||
door south wooden~
|
||||
1 0 28933
|
||||
S
|
||||
#28935
|
||||
Private Room~
|
||||
This is a smallish private room, with an adequate bed with clean sheets, a
|
||||
rather beat-up-but-serviceable clothes chest, and a table and chair. Plain and
|
||||
simple, yet nice in a strange sort of way.
|
||||
~
|
||||
289 d 0
|
||||
D0
|
||||
~
|
||||
door north wooden~
|
||||
1 0 28933
|
||||
S
|
||||
#28936
|
||||
Private Room~
|
||||
This is a smallish private room, with an adequate bed with clean sheets, a
|
||||
rather beat-up-but-serviceable clothes chest, and a table and chair. Plain and
|
||||
simple, yet nice in a strange sort of way.
|
||||
~
|
||||
289 d 0
|
||||
D2
|
||||
~
|
||||
door south wooden~
|
||||
1 0 28932
|
||||
S
|
||||
#28937
|
||||
Private Room~
|
||||
This is a smallish private room, with an adequate bed with clean sheets,.
|
||||
A rather beat-up-but-serviceable clothes chest, and a table and chair. Plain
|
||||
and simple, yet nice in a strange sort of way.
|
||||
~
|
||||
289 d 0
|
||||
D0
|
||||
~
|
||||
door north wooden~
|
||||
1 0 28932
|
||||
S
|
||||
#28938
|
||||
Private Room~
|
||||
This is a smallish private room, with an adequate bed with clean sheets, a
|
||||
rather beat-up-but-serviceable clothes chest, and a table and chair. Plain and
|
||||
simple, yet nice in a strange sort of way.
|
||||
~
|
||||
289 d 0
|
||||
D2
|
||||
~
|
||||
door south wooden~
|
||||
1 0 28931
|
||||
S
|
||||
#28939
|
||||
Private Room~
|
||||
This is a smallish private room, with an adequate bed with clean sheets, a
|
||||
rather beat-up-but-serviceable clothes chest, and a table and chair. Plain and
|
||||
simple, yet nice in a strange sort of way.
|
||||
~
|
||||
289 d 0
|
||||
D0
|
||||
~
|
||||
door north wooden~
|
||||
1 0 28931
|
||||
S
|
||||
#28940
|
||||
Outhouse~
|
||||
Um. Whew! It's definitely an outhouse... Doesn't smell too good at all.
|
||||
There's a wooden plank with a few 'convenient' holes cut in it for service, and
|
||||
several curtains hung up for privacy. A bowl with a large cake of soap next to
|
||||
it serve as sanitary measures. Otherwise, there's not too much here that you
|
||||
take an interest in...
|
||||
~
|
||||
289 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 28905
|
||||
S
|
||||
$~
|
||||
414
lib/world/wld/290.wld
Normal file
414
lib/world/wld/290.wld
Normal file
@@ -0,0 +1,414 @@
|
||||
#29000
|
||||
The Entrance To The Lizard Lair Safari~
|
||||
This is the opulent entrance to the exciting Lizard Lair Safari Park.
|
||||
Around you stand many other adventurers awaiting their chance to try their luck
|
||||
in the quest set before them. And you. This quest consists of the recovery of
|
||||
the Golden treasure in the depths of the lair of the lizardmen. If you wish to
|
||||
test your luck, you can push your way through the exit to the south... If not,
|
||||
you can leave the Safari Park to the east. There is a large sign here.
|
||||
~
|
||||
290 cd 4
|
||||
D1
|
||||
The Real World is to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29017
|
||||
D2
|
||||
The quest begins to the south.
|
||||
~
|
||||
~
|
||||
0 -1 29001
|
||||
E
|
||||
credits info~
|
||||
The Lizard Lair Safari
|
||||
by Matrix and The Wandering Bard
|
||||
*
|
||||
Copyright 1994 by Curious Areas Workshop
|
||||
*
|
||||
The Lizard Lair Safari was originally merely the example area
|
||||
included with the Builders' Handbook, but since so many people
|
||||
use it, it was decided to release the area in its own right.
|
||||
*
|
||||
The lair consists of 18 rooms. Edit the following room:
|
||||
#17 (exit north to the rest of the world)
|
||||
*
|
||||
The mobs in this area were built on a -100 (good) to 100 (bad) armor
|
||||
class range. Remove the extra '0' if you don't need/want it.
|
||||
*
|
||||
Credits
|
||||
THANKS TO: C.A.W. for examples of areas. Builder_5 for the original
|
||||
Diku Builders' Handbook. VieMud (viemud.org 4000) for giving us a
|
||||
chance, and another, and...
|
||||
|
||||
Links: 17
|
||||
~
|
||||
E
|
||||
sign large~
|
||||
The sign reads as follows:
|
||||
|
||||
This area is not suggested if your character is less than 15th level
|
||||
since there are several tough aggressive monsters. There are one or
|
||||
two essential skills to have... either a knock spell or item, or the
|
||||
ability to pick locks. If you are LUCKY you might find
|
||||
an item to open locks....
|
||||
|
||||
Matrix
|
||||
|
||||
~
|
||||
S
|
||||
#29001
|
||||
The Quest Preparation Room~
|
||||
In this room are various items of preparation for the upkeep of the quest.
|
||||
A guide explains to you what the object is: To get the gold. Looking around,
|
||||
you see that the exit to the north has disappeared and you are left with only
|
||||
the one exit down... Into the water. As you ready yourself to begin the
|
||||
quest, the guide gives you a potion and tells you to quaff it. You do so and
|
||||
feel like your movements are easier, and much more free. The guide suddenly
|
||||
vanishes and you begin the quest.
|
||||
~
|
||||
290 cd 0
|
||||
D5
|
||||
The water below you looks rather ominous.
|
||||
~
|
||||
~
|
||||
0 -1 29002
|
||||
S
|
||||
#29002
|
||||
A Tunnel~
|
||||
This tunnel is filled with water and your light sheds all of the light that
|
||||
gives you visibility here. There are two exits. One is to the east and one
|
||||
above you.
|
||||
~
|
||||
290 ad 6
|
||||
D0
|
||||
A LUCKY blocks your view of whatever is north.
|
||||
~
|
||||
lucky~
|
||||
1 -1 29016
|
||||
D1
|
||||
The tunnel stretches off to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29003
|
||||
D4
|
||||
The quest preparation room is above you.
|
||||
~
|
||||
~
|
||||
0 -1 29015
|
||||
S
|
||||
#29003
|
||||
A Tunnel~
|
||||
This tunnel is filled with water. There are exits to the east and west.
|
||||
The tunnel stretches off in both directions.
|
||||
~
|
||||
290 ad 6
|
||||
D1
|
||||
The tunnel stretches off to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29004
|
||||
D3
|
||||
The tunnel stretches off to the west.
|
||||
~
|
||||
~
|
||||
0 -1 29002
|
||||
S
|
||||
#29004
|
||||
A Tunnel~
|
||||
The tunnel comes to an abrupt end as there is a rock wall right in front of
|
||||
you. Fortunately, there are two exits, one to the west and one through a hole
|
||||
in the floor.
|
||||
~
|
||||
290 ad 6
|
||||
D3
|
||||
The tunnel stretches off to the west.
|
||||
~
|
||||
~
|
||||
0 -1 29003
|
||||
D5
|
||||
There is a hole in the floor leading down.
|
||||
~
|
||||
~
|
||||
0 -1 29005
|
||||
E
|
||||
hole~
|
||||
The hole leads down.
|
||||
~
|
||||
S
|
||||
#29005
|
||||
Tunnel End~
|
||||
The tunnel ends here. There is a hole in the ceiling and a large door to
|
||||
the west.
|
||||
~
|
||||
290 ad 6
|
||||
D3
|
||||
There is a door here.
|
||||
~
|
||||
door~
|
||||
1 29008 29006
|
||||
D4
|
||||
There is a hole in the ceiling leading up.
|
||||
~
|
||||
~
|
||||
0 -1 29004
|
||||
E
|
||||
door~
|
||||
You have to be able to Pick or Knock this door open, unless you got LUCKY.
|
||||
~
|
||||
E
|
||||
hole~
|
||||
The hole leads up. Big surprise since you've already seen it.
|
||||
~
|
||||
S
|
||||
#29006
|
||||
The Conjuring Chamber~
|
||||
This large room is dominated by a whirlpool. There are two exits. To the
|
||||
east you can see a door and to the west you can see a waterfilled hallway
|
||||
stretching off. The whirlpool is threatening to pull you down, but you are
|
||||
certain that you would drown in it.
|
||||
~
|
||||
290 ad 6
|
||||
D0
|
||||
There is a strange store that seems suspiciously out of place just to
|
||||
the north.
|
||||
~
|
||||
~
|
||||
0 -1 29018
|
||||
D1
|
||||
A door blocks your way, unless it is open in which case it doesn't block
|
||||
your way.
|
||||
~
|
||||
door~
|
||||
1 29008 29005
|
||||
D3
|
||||
A hallway begins to move to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29008
|
||||
D5
|
||||
The whirlpool is threatening to pull you down to your death.
|
||||
~
|
||||
~
|
||||
0 -1 29007
|
||||
E
|
||||
whirlpool~
|
||||
This just looks scary and EXTREMELY dangerous.
|
||||
~
|
||||
E
|
||||
door~
|
||||
This is a big door, but not as big as it looked from the other side.
|
||||
~
|
||||
S
|
||||
#29007
|
||||
The Whirlpool~
|
||||
It was not a good idea to come here.
|
||||
~
|
||||
290 d 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 -1 29006
|
||||
S
|
||||
#29008
|
||||
A Hallway~
|
||||
The hallway naturally twists so that is seems to head east and down, but the
|
||||
hallway doesn't seem to be curved or bent in any way.
|
||||
~
|
||||
290 ad 6
|
||||
D1
|
||||
There is a large room to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29006
|
||||
D5
|
||||
The hallway continues to the south... er... below.
|
||||
~
|
||||
~
|
||||
0 -1 29009
|
||||
E
|
||||
hallway hall~
|
||||
It is dead straight but it goes down and east... M. C. Escher has struck
|
||||
again!
|
||||
~
|
||||
S
|
||||
#29009
|
||||
A Hallway~
|
||||
The hallway here is bent in a big way. It goes up and east.
|
||||
~
|
||||
290 ad 6
|
||||
D1
|
||||
There is a large chamber to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29011
|
||||
D4
|
||||
The hall continues up.
|
||||
~
|
||||
~
|
||||
0 -1 29008
|
||||
E
|
||||
hallway hall~
|
||||
This hall is BENT!
|
||||
~
|
||||
S
|
||||
#29010
|
||||
A Completely Useless Room~
|
||||
This is a room to keep the continuity going of the numbering system. Other
|
||||
than that it serves no purpose. This area was conceived and built by Matrix of
|
||||
The Curious Area Workshop If you have questions or complaints please contact
|
||||
<fletcher@@cspo.queensu.ca>
|
||||
~
|
||||
290 0 0
|
||||
S
|
||||
#29011
|
||||
The Throne Room Annex~
|
||||
This is the entrance to the Throne room which lies to the east. A hall
|
||||
leads off to the west. The room is lavishly decorated but there is not much to
|
||||
see.
|
||||
~
|
||||
290 ad 6
|
||||
D1
|
||||
The Throne Room looms to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29012
|
||||
D3
|
||||
A hall looms to the west.
|
||||
~
|
||||
~
|
||||
0 -1 29009
|
||||
E
|
||||
loom~
|
||||
What a descriptive word that is. Loom.
|
||||
~
|
||||
S
|
||||
#29012
|
||||
Throne Room~
|
||||
This large room is rather large. A throne sits on the east wall below a
|
||||
hole in the ceiling. The throne almost dominates the room. No one is sitting
|
||||
in it. The wall is decorated to look like pillars surround the room. The
|
||||
annex is to the west whilst you are not sure what is above.
|
||||
~
|
||||
290 ad 6
|
||||
D3
|
||||
The Throne Room Annex is to the west.
|
||||
~
|
||||
~
|
||||
0 -1 29011
|
||||
D4
|
||||
You can't see what is above this room.
|
||||
~
|
||||
~
|
||||
0 -1 29013
|
||||
E
|
||||
pillars wall~
|
||||
What a useless concept. Why didn't the designer just put actual pillars in?
|
||||
|
||||
~
|
||||
E
|
||||
throne~
|
||||
This is a large ugly thing that you are repulsed by. You can think of no
|
||||
conceivable reason why the lizardmen keep it here.
|
||||
~
|
||||
S
|
||||
#29013
|
||||
Temple Of Morgash~
|
||||
This is the temple to the Lizardmen's evil deity, Morgash. It is quite
|
||||
ugly. At least in your opinion it is... You are certain that the lizardmen
|
||||
like it though. There are two exits. Down and through the large door to the
|
||||
east.
|
||||
~
|
||||
290 ad 6
|
||||
D1
|
||||
A large door blocks your way.
|
||||
~
|
||||
door~
|
||||
2 29005 29014
|
||||
D5
|
||||
There is a hole leading down. Obvious eh?
|
||||
~
|
||||
~
|
||||
0 -1 29012
|
||||
E
|
||||
door~
|
||||
It is quite large with a small keyhole.
|
||||
~
|
||||
S
|
||||
#29014
|
||||
Quest End~
|
||||
You have completed the quest! CONGRATULATIONS!! There are two exits back
|
||||
into the quest through the door and back to the outer world which lies to the
|
||||
east.
|
||||
~
|
||||
290 c 0
|
||||
D1
|
||||
The way back to te real world is to the east.
|
||||
~
|
||||
~
|
||||
0 -1 29017
|
||||
D3
|
||||
The quest is back to the west.
|
||||
~
|
||||
door~
|
||||
2 29001 29013
|
||||
S
|
||||
#29015
|
||||
Quest Preparation Room~
|
||||
This room is exactly as you left it. One exit... Down...
|
||||
~
|
||||
290 cd 0
|
||||
D5
|
||||
The water below still looks ominous.
|
||||
~
|
||||
~
|
||||
0 -1 29002
|
||||
S
|
||||
#29016
|
||||
LUCKY~
|
||||
This room is empty. There is a LUCKY blocking your way to the south.
|
||||
There is a sign on the wall.
|
||||
~
|
||||
290 d 0
|
||||
D2
|
||||
The is a LUCKY blocking your view.
|
||||
~
|
||||
lucky~
|
||||
1 -1 29002
|
||||
E
|
||||
sign~
|
||||
The sign says: Boy are you ever LUCKY!!!!
|
||||
~
|
||||
S
|
||||
#29017
|
||||
The Real World Ends Here~
|
||||
This is the point where the real world ends... PROCEED AT YOUR OWN RISK!
|
||||
The entrance to the Lizard Lair Safari is to the west.
|
||||
~
|
||||
290 0 0
|
||||
D3
|
||||
This is the entrance way to the Safari.
|
||||
~
|
||||
~
|
||||
0 -1 29000
|
||||
E
|
||||
door metal huge~
|
||||
It's one of those huge studio-like doors. It seems pretty strong.
|
||||
~
|
||||
S
|
||||
#29018
|
||||
Mr. Hooper's store~
|
||||
This is your friendly neighbourhood convenience store and restaurant.
|
||||
There are many interesting things that you can buy here.
|
||||
~
|
||||
290 cd 1
|
||||
D2
|
||||
The conjuring chamber is still to the south.
|
||||
~
|
||||
~
|
||||
0 -1 29006
|
||||
E
|
||||
counter~
|
||||
The counter is nice and clean. Mr. Hooper looks at you expectantly.
|
||||
~
|
||||
S
|
||||
$~
|
||||
1804
lib/world/wld/291.wld
Normal file
1804
lib/world/wld/291.wld
Normal file
File diff suppressed because it is too large
Load Diff
2034
lib/world/wld/292.wld
Normal file
2034
lib/world/wld/292.wld
Normal file
File diff suppressed because it is too large
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lib/world/wld/293.wld
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lib/world/wld/293.wld
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|
||||
#29300
|
||||
Entrance to the Blue Trials~
|
||||
You enter the musty area beneath the blue temple and stop in awe.
|
||||
The stonework here is simply incredible--a combination of dwarven
|
||||
stonemanship and elven artistry. On the wall there is an inscription:
|
||||
|
||||
'Only those who brave the elder beasts may arrive safely at the orb.'
|
||||
|
||||
There is a door to the east.
|
||||
~
|
||||
293 ad 0
|
||||
D1
|
||||
~
|
||||
door~
|
||||
1 -1 29301
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 29202
|
||||
E
|
||||
info credits~
|
||||
See KEROFK zone description room.
|
||||
~
|
||||
S
|
||||
#29301
|
||||
Passageway~
|
||||
It seems that door you just passed through disappeared behind you!
|
||||
The only way to go is forward, then, deeper into the passages. You're
|
||||
not sure if you feel comfortable about this...
|
||||
|
||||
The passage continues south.
|
||||
~
|
||||
293 ad 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 29302
|
||||
S
|
||||
#29302
|
||||
Passageway~
|
||||
Blank passageway, with bricks set so close together that any mason
|
||||
spotting such work would keel over in disbelief. The passage
|
||||
continues westwards, and back to the north.
|
||||
~
|
||||
293 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 29301
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 29303
|
||||
S
|
||||
#29303
|
||||
Passageway~
|
||||
Another door is here, and you have a sneaking suspicion this one
|
||||
might disappear as well once you pass through. The passageway leads
|
||||
east back the way you came, and the door is to your south.
|
||||
~
|
||||
293 ad 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 29302
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 -1 29304
|
||||
S
|
||||
#29304
|
||||
Octagonal Room~
|
||||
As you enter, you see a bright light spinning in the center of this
|
||||
octagonal room. Also, there are many bones of prior adventurers
|
||||
strewn about. Unfortunately, the door DID disappear behind you
|
||||
again... the only way out is east.
|
||||
~
|
||||
293 d 0
|
||||
D1
|
||||
~
|
||||
door~
|
||||
1 -1 29305
|
||||
S
|
||||
#29305
|
||||
Passageway~
|
||||
Back into passageway, and, once again, the door has disappeared
|
||||
behind you. The only way to go is north.
|
||||
~
|
||||
293 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 29306
|
||||
S
|
||||
#29306
|
||||
Passageway~
|
||||
Once again you find yourself up against a normal-seeming door in
|
||||
the north wall. The passageway leads a little way south, and then
|
||||
runs up against a dead end. One way to go, again.
|
||||
~
|
||||
293 ad 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 -1 29307
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 29305
|
||||
S
|
||||
#29307
|
||||
Trial~
|
||||
This is a large rectangular room with three exits, doors to the
|
||||
north, east and west. The door you've come from has...disappeared!
|
||||
You are not surprised, however. There are some strange scuff marks on
|
||||
the floor, and you'd swear that discoloration is an old bloodstain.
|
||||
~
|
||||
293 d 0
|
||||
D0
|
||||
~
|
||||
north~
|
||||
1 -1 29311
|
||||
D1
|
||||
~
|
||||
east~
|
||||
1 -1 29309
|
||||
D3
|
||||
~
|
||||
west~
|
||||
1 -1 29308
|
||||
S
|
||||
#29308
|
||||
Passageway~
|
||||
The door behind you has disappeared, and you sigh. This is getting
|
||||
old. This is just a tiny room with a door to the south. You feel you
|
||||
know that door already.
|
||||
~
|
||||
293 ad 0
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 -1 29301
|
||||
S
|
||||
#29309
|
||||
Passageway~
|
||||
The door behind you melds into the stone walls without a trace.
|
||||
Whomever wasted the magical energies to these doors certainly had
|
||||
flair, if not a sense of humor.
|
||||
The passage continues southward.
|
||||
~
|
||||
293 ad 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 29310
|
||||
S
|
||||
#29310
|
||||
Passageway~
|
||||
You've come to the end of the passage here. But, instead of a
|
||||
door, its a trapdoor! The excitement is palpable; a change of pace,
|
||||
perhaps?
|
||||
~
|
||||
293 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 29309
|
||||
D5
|
||||
~
|
||||
trapdoor~
|
||||
1 -1 29302
|
||||
S
|
||||
#29311
|
||||
Passageway~
|
||||
Here the passageway has two alcoves on the sides, each with a statue of some
|
||||
forgotten god. The plaques have rusted away so you can't even read the names.
|
||||
Probably these were devotions to Gods whose time was over and whose followers
|
||||
deserted. There is a trapdoor in the floor beyond them: the only way to go.
|
||||
~
|
||||
293 ad 0
|
||||
D5
|
||||
~
|
||||
trapdoor~
|
||||
1 -1 29312
|
||||
S
|
||||
#29312
|
||||
Passageway~
|
||||
You drop from the now-vanishing trapdoor above to this new passage.
|
||||
It runs to the east. You begin to wonder if you'll ever see Kerofk
|
||||
again... this maze is awful!
|
||||
~
|
||||
293 ad 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 29313
|
||||
S
|
||||
#29313
|
||||
Passageway~
|
||||
The passage continues to the east and west out of your small circle
|
||||
of light in either direction. There seems to be nothing interesting
|
||||
here, just stonework and you.
|
||||
~
|
||||
293 ad 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 29314
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 29312
|
||||
S
|
||||
#29314
|
||||
End of the Passageway~
|
||||
The passageway ends here, with a door in the northern wall. The
|
||||
passage seems still and eerie.
|
||||
~
|
||||
293 ad 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 -1 29315
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 29313
|
||||
S
|
||||
#29315
|
||||
Second Trial~
|
||||
Here are two doors, north and east. The door you came through is
|
||||
gone like chaff in the wind. There's no clue as to which door is the
|
||||
correct one to exit by, and you wonder if this is merely a test of
|
||||
guess.
|
||||
~
|
||||
293 d 0
|
||||
D0
|
||||
~
|
||||
north~
|
||||
1 -1 29317
|
||||
D1
|
||||
~
|
||||
east~
|
||||
1 -1 29316
|
||||
S
|
||||
#29316
|
||||
Passageway~
|
||||
You feel this was the wrong decision, somehow. There are two
|
||||
'nests' here, for the lack of a better word, looking recently used.
|
||||
~
|
||||
293 ad 0
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 -1 29301
|
||||
S
|
||||
#29317
|
||||
Passageway~
|
||||
You feel you have made the right decision, somehow. The door
|
||||
behind you has vanished, but the passageway leads away to the north.
|
||||
~
|
||||
293 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 29318
|
||||
S
|
||||
#29318
|
||||
Passageway~
|
||||
Here is a door to the north. A plaque next to it reads, 'The Trial of
|
||||
Defense! '. You get a BAD feeling about this room ahead.
|
||||
~
|
||||
293 ad 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 -1 29319
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 29317
|
||||
S
|
||||
#29319
|
||||
Trial of Defense!~
|
||||
This is a small close room, with a door exact opposite from where
|
||||
you entered. The door behind you is conveniently gone.
|
||||
~
|
||||
293 d 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 -1 29320
|
||||
S
|
||||
#29320
|
||||
Passageway (Again!)~
|
||||
You feel relief pass over you for a moment. This place looks to be
|
||||
a nice, safe place to rest if you've ever seen one.
|
||||
~
|
||||
293 acd 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 29321
|
||||
S
|
||||
#29321
|
||||
Passageway~
|
||||
Now you are in a twisty set of passageways, and feel rather lost!
|
||||
~
|
||||
293 ad 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 29322
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 29320
|
||||
S
|
||||
#29322
|
||||
Passageway~
|
||||
Now you are in a twisty set of passageways, and feel rather lost!
|
||||
~
|
||||
293 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 29321
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 29323
|
||||
S
|
||||
#29323
|
||||
Passageway~
|
||||
Now you are in a twisty set of passageways, and feel rather lost!
|
||||
~
|
||||
293 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 29324
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 29322
|
||||
S
|
||||
#29324
|
||||
Passageway's End~
|
||||
You seem to have come to the end of the twisty passageways, with no
|
||||
discernable exit. Could there be something hidden here?
|
||||
~
|
||||
293 ad 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 29325
|
||||
S
|
||||
#29325
|
||||
Trial of Persistence~
|
||||
In this plain, square room, there are four doors, each at a corner
|
||||
of the compass. They all look exactly the same, and for a moment you
|
||||
feel confused.
|
||||
~
|
||||
293 d 0
|
||||
D0
|
||||
~
|
||||
north~
|
||||
1 -1 29327
|
||||
D1
|
||||
~
|
||||
east~
|
||||
1 -1 29326
|
||||
D2
|
||||
~
|
||||
south~
|
||||
1 -1 29326
|
||||
D3
|
||||
~
|
||||
west~
|
||||
1 -1 29326
|
||||
S
|
||||
#29326
|
||||
Passageway~
|
||||
You feel you have chosen the wrong exit, but there seems to be a
|
||||
hole in the floor as the only exit. Odd...
|
||||
~
|
||||
293 ad 0
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 -1 29320
|
||||
S
|
||||
#29327
|
||||
Passageway~
|
||||
The passageway leads away to the north, and you feel you have
|
||||
chosen correctly again. What luck!
|
||||
~
|
||||
293 ad 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 29328
|
||||
S
|
||||
#29328
|
||||
Passageway~
|
||||
There is a door to your north, with a plaque that says,
|
||||
'The Trial of Death!'
|
||||
|
||||
Uh-oh. You wonder if you've a scroll of recall...
|
||||
~
|
||||
293 ad 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 -1 29329
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 29327
|
||||
S
|
||||
#29329
|
||||
Killed by Arrow Traps!~
|
||||
Suddenly thousands of arrows pepper your body...turning you into a
|
||||
giant pincushion!!!!
|
||||
|
||||
YOU ARE DEAD (R.I.P.!)
|
||||
|
||||
Welcome to The Builder Academy (TBA)!
|
||||
0) Exit from TBA.
|
||||
1) Enter TBA.
|
||||
2) Enter description.
|
||||
3) Read the background story.
|
||||
4) Change password.
|
||||
5) Delete this character.
|
||||
|
||||
Make your choice:
|
||||
|
||||
|
||||
|
||||
(and then, the illusion and shock slowly fades away.)
|
||||
~
|
||||
293 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 29330
|
||||
S
|
||||
#29330
|
||||
Alcove~
|
||||
Up ahead, you see a bright light, much brighter than most mundane light
|
||||
sources you've seen. It seems to be coming from a small globe in the next
|
||||
room, resting on a pedestal.
|
||||
~
|
||||
293 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 29331
|
||||
S
|
||||
#29331
|
||||
Pedestal of the Orb!~
|
||||
This is a large square room. All around on the walls there are
|
||||
friezes of dwarves and elves, pictured worshiping the very orb that
|
||||
hovers above the pedestal in the middle of this very room. The
|
||||
pedestal is pure gold, and the orb hovers above it, humming and
|
||||
glowing with such radiance you can barely see its form. This, then,
|
||||
is the object of your quest.
|
||||
~
|
||||
293 cd 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 -1 29332
|
||||
S
|
||||
#29332
|
||||
Temple of MouseRider~
|
||||
Here you are again at the Temple of MouseRider, through a bizarre
|
||||
twist of space. The main entrance seems to be gone, however...
|
||||
MouseRider is clutching one of the shards of the destroyed orb. He
|
||||
laughs evilly as he takes a vicious dagger and disembowls himself,
|
||||
spilling organs all over his feet and the floor.
|
||||
'Fools!' he cries, 'I am now an immortal, I am now a liche!!' He
|
||||
laughs, and directs his minions to attack!
|
||||
~
|
||||
293 cd 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 -1 29333
|
||||
S
|
||||
#29333
|
||||
Void~
|
||||
Mouserider's bedroom is gone. You float in space, and several
|
||||
objects wink into being around you. A reward from the gods, perhaps?
|
||||
|
||||
A rift opens in space below you, and you spot the street outside
|
||||
the White Temple in Kerofk. A voice booms around you:
|
||||
|
||||
"Take these toys, and remember this: don't expect plot continuity
|
||||
from a mud!" You feel relief.
|
||||
~
|
||||
293 cd 0
|
||||
S
|
||||
#29334
|
||||
View of a City~
|
||||
Incredible! From this vantage point you see a huge city to your
|
||||
east, large enough to hold thousands of people. Great walls encircle
|
||||
the city, no doubt to keep the marauding monsters at bay. The city is
|
||||
in a VERY defensible spot in that over half its length is sprawled
|
||||
along the edge of a cliff. Beyond the cliff you see a dark ocean,
|
||||
reflecting the starlight above very feebly. The road continues west
|
||||
down the rise, and east, towards the city on the edge.
|
||||
~
|
||||
293 d 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 29335
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 29341
|
||||
S
|
||||
#29335
|
||||
Near the City~
|
||||
You are very near the city now. There is a great gate to your
|
||||
east, with guards slowly letting people in and out. The walls
|
||||
surrounding the city seem impassable, but several scorch marks along
|
||||
its length tells a different stories about war and raids. To your
|
||||
west is a rise where you may get a better vantage point of the city.
|
||||
~
|
||||
293 d 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 29277
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 29334
|
||||
S
|
||||
#29336
|
||||
Dirt Road~
|
||||
The road travels north-south here along the side of the mountains.
|
||||
To the north you see some cultivated fields, and to the south a fork
|
||||
in the road. The sky above seems eerie, especially to the west where
|
||||
the glow of the normal sky brightens the horizon...
|
||||
~
|
||||
293 d 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 -1 29337
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 29341
|
||||
S
|
||||
#29337
|
||||
Turn in the Road~
|
||||
The road turns here to the east. Around you you see small cultivated
|
||||
fields, tended by farmers who seem paranoid and quick. The vegetables
|
||||
they are harvesting seem pale and lifeless by your standards, with a few
|
||||
you've never seen the likes of before. From several burned out shells of
|
||||
houses you guess the farmers just try to grow what they can before the
|
||||
city is put under siege again.
|
||||
~
|
||||
293 d 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 29338
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 -1 29336
|
||||
S
|
||||
#29338
|
||||
A City on the Edge~
|
||||
From here you see a great walled city from the side. Only half is
|
||||
walled, the other half sprawled directly on the edge of a great cliff
|
||||
which drops down into a dark ocean below. To the east you see a small
|
||||
gate in the city, which farmers are going into and out of sporadically.
|
||||
~
|
||||
293 d 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 29339
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 29337
|
||||
S
|
||||
#29339
|
||||
Fields near a City~
|
||||
There are some more small fields here, and more burned out houses.
|
||||
From the smell of charred wood and the sounds of fresh construction,
|
||||
you guess that the last raze didn't happen long ago...
|
||||
~
|
||||
293 d 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 -1 29340
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 29338
|
||||
S
|
||||
#29340
|
||||
Near a City~
|
||||
There is small gate to your east where guards let farmers into and
|
||||
out of the city with their produce. The walls seem indestructible,
|
||||
but scorch marks along its length tell a different story...
|
||||
~
|
||||
293 d 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 29276
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 -1 29339
|
||||
S
|
||||
#29341
|
||||
Dirt Road~
|
||||
The road you stand on forks several directions here, one leading to
|
||||
the north out of sight in the starlit sky, one leading up a hill to
|
||||
the east, and towards the mountains to the west.
|
||||
It seems very quiet and peaceful here. A breeze caresses your face.
|
||||
~
|
||||
293 d 2
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 29336
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 29334
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 29342
|
||||
S
|
||||
#29342
|
||||
Dirt Road~
|
||||
The road continues east and west from here. To the west you see
|
||||
brightness seeping over and between the mountains. Eastwards the
|
||||
strange, unnatural night sky spreads over anything, its permanent
|
||||
stars lighting the landscape with an eerie glow.
|
||||
~
|
||||
293 d 2
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 29341
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 29343
|
||||
S
|
||||
#29343
|
||||
Dirt Road~
|
||||
You are standing in the foothills before the mountains. A road
|
||||
leads away under the starry sky to the east, and a mountain pass
|
||||
heads up and through to the north. The scenery on this side of the
|
||||
mountains seems bleak and lifeless, probably due to the lack of sun.
|
||||
~
|
||||
293 d 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 29344
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 29342
|
||||
S
|
||||
#29344
|
||||
Mountain Pass~
|
||||
The mountain pass leads up to the west, and downwards to the south.
|
||||
There seems to be a strange half twilight farther to the west, casting
|
||||
an eerie glow over the stones and shrubberies around. You can see a
|
||||
large dark plain to the east that the sun never seems to have shone
|
||||
upon, making it appear to be otherworldly somehow...
|
||||
~
|
||||
293 d 4
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 29343
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 29345
|
||||
S
|
||||
#29345
|
||||
Mountain Pass~
|
||||
You are standing at the apex of the mountain pass, the normal
|
||||
sky to your west, and the strange night sky to your east. The edge
|
||||
of the night is clearly delineated above you...a sharp edge separating
|
||||
night from normal, as it were. Very odd...you wonder what could be
|
||||
causing this unnatural darkness.
|
||||
~
|
||||
293 0 4
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 29344
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 29346
|
||||
S
|
||||
#29346
|
||||
Mountain Pass~
|
||||
The mountains rise up here, the small pass you are on wending
|
||||
its way up to the north. The sky seems dark above the mountains,
|
||||
as if the mountains were a dividing line keeping back the night.
|
||||
The pass also leads back down to the
|
||||
~
|
||||
293 0 4
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 29345
|
||||
S
|
||||
#29347
|
||||
Fleecem and Son~
|
||||
This is a small, hole in the wall office, lined with boxes
|
||||
and crates of paper and files. An old, beaten-up desk stands
|
||||
near the door, very much on its last legs. The air is thick
|
||||
and humid, the decorations too garish, the space is too crowded.
|
||||
A name plaque on the desk says 'Bungle Fleecem, Esq.'
|
||||
~
|
||||
293 d 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 29230
|
||||
S
|
||||
#29348
|
||||
Graveyard Entrance~
|
||||
You stand on a path in an eerie graveyard. An archway leads north
|
||||
to Moon Gate Road, and the path continues to the east and south. In
|
||||
the gloom of night and the twinkling stars above, the tombstones seem
|
||||
to take a life of their own in a storybook way. You don't think it
|
||||
would be the kind of storybook you would be interested in...
|
||||
~
|
||||
293 cd 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 29228
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 29349
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 29351
|
||||
S
|
||||
#29349
|
||||
Graveyard~
|
||||
This path leads through the graveyard south and west. You notice
|
||||
several graves have been disturbed here, and one grave has been entirely
|
||||
dug up. The bones of a dead dwarf lie exposed at the bottom of the
|
||||
grave, its hands seemingly to clutch at the sky. The tombstone at
|
||||
the head of the grave is completely unreadable.
|
||||
~
|
||||
293 d 1
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 29350
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 29348
|
||||
S
|
||||
#29350
|
||||
Graveyard~
|
||||
You stand in the south-east corner of the graveyard. The tombstones
|
||||
here are old and weathered by age and elements. Some are toppled over.
|
||||
Some grass grows sparsely around the rocks, paled by the lack of sun.
|
||||
In this area, you feel the peace of death, instead of the decay usually
|
||||
associated with graveyards.
|
||||
~
|
||||
293 d 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 29349
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 29351
|
||||
S
|
||||
#29351
|
||||
Graveyard~
|
||||
The earth here has been freshly turned up, the graves recent.
|
||||
The headstones tell tale of faithful wives and brave husbands,
|
||||
meeting their ends with dignity and aplomb. Two pits are dug
|
||||
near the wall for a burial yet to take place. You feel strangely
|
||||
chilled by the night air...
|
||||
~
|
||||
293 d 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 29348
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 29350
|
||||
S
|
||||
#29352
|
||||
Farmer's Stand~
|
||||
A few wooden stands here are filled with fruits and vegetables
|
||||
grown under this endless night sky. This place seems to get good
|
||||
business, but not enthusiastic customers. You can understand why from
|
||||
the quality of the wares.
|
||||
~
|
||||
293 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 29220
|
||||
S
|
||||
$~
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user