Setting up 3.5.0 as trunk

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#0
The Void~
You don't think that you are not floating in nothing. You can see
a strange portal located above you.
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T 1200
#1
Limbo~
You are floating in a formless void, detached from all sensation of physical
matter, surrounded by swirling glowing light, which fades into the relative
darkness around you without any trace of edges or shadow.
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A strange portal in the floor is the only exit.
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#2
Welcome to the Builder Academy~
A builder is a term usually used to describe a person who designs MUD zones
for other characters to explore. Any player with motivation, ideas, and good
writing style can be a builder as well as a player. As a Builder, your job is
to create the virtual world in which players can roam around, solve puzzles,
find treasures, and gain experience. A Builder creates the rooms, objects,
mobs, shops, and triggers with which players will interact.
If this is something you are interested in doing then you have come to the
right place. Be warned, building is not easy and will require hard work,
patience, and the ability to take constructive criticism.
Your first task is to apply for builder status at:
http://geocities.com/buildersacademy/
When you finish and submit the application tell anyone level 32 or higher
and they will advance you to begin your training.
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#3
The Builder Academy~
Congratulations on your new-found immortality. Now all you need to know is
how to use your new abilities. This zone describes how to create CircleMUD
areas. The intended audience is builders interested in creating new worlds.
There are a few basic rules to understand while exploring this zone and
learning how to build. Everything in @RCAPITAL LETTERS@n is something that
can be further explored by typing @RCAPITAL LETTERS@n and hitting return.
Test this out, @RHELP DISCLAIMER@n.
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#4
The Beginning~
By simply following the different halls new builders will be taught the
basics of building on a Circlemud. If new to immortality and building then I
highly recommend the hallway to the north for an overview of immortal commands.
For those that have a grasp on all commands listed under @RWIZHELP@n continue to
the east. TBA is constantly striving to improve upon the training process so
please use the typo and idea commands liberally. For example: idea you need
more cow bell in the zone. Typo in help telnet teh = the.
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#5
The Builder Academy Implementation~
Here at The Builder Academy we try not to restrict builders with rules and
regulations. But, some are required in order to make this place run smoothly.
Please realize we handle a lot of newbie builders with a very minimal staff so
be patient, learn to use the helpfiles and have fun.
Read the following help files on TBA's training process:
@RHELP TRIALROOM
HELP REPORT
HELP LEVEL
HELP ADVERTISING@n
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#6
Building~
This hallway running west to east is the route you will advance upon after
completing each hallway leading off to the north (if there is one) @RHELP TBAMAP@n.
The first thing all builders need to realize is that their area is not going
to be the best, and it is not going to have the best equipment or toughest mobs
in the game. All new builders want to make a piece of equipment that is better
than any other and they all want the large group of players to remember the
trials and tribulations they went through while trying to kill a mob that they
have created. If you are a veteran of any MUD, you know that the toughest mobs
have already been made, and to try to create a mob that is tougher is almost
impossible and will only duplicate existing mobs, or throw off the balance of
the game. So start out small and do not expect to create a perfect zone the
first time around. Do not make anything super-powerful. It will not be allowed
and you will have to redo it, wasting everyone's time, both yours and ours.
Read the following help files:
@RHELP BUILDER
HELP PREREQUISITE
HELP BALANCE
HELP BREATHE@n
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#7
Writing Good Descriptions~
The following help files go into the lengthy subject of writing good
descriptions. This will also cover proper grammar and the use of the text
editor where you enter all of your long descriptions.
The hardest part for most new builders is writing descriptions. We assume
that you are reasonably literate and know basic English grammar and spelling.
If this does not describe you, we humbly suggest that you take some English
classes, get a dictionary, and start learning. Proper grammar should be used
at all times. If you can write reasonably well, great! I am sure you will still
find this hallway useful. We will discuss some of the issues related to writing
specifically for a MUD, such as:
@RHELP DESCRIBING
HELP YOU
HELP BIAS
HELP GRAMMAR
HELP REDIT-DESCRIPTIONS
HELP REDIT-EXTRA
HELP OEDIT-EXTRA
HELP D-DESC
HELP MEDIT-L-DESC
HELP TEXT-EDITOR@n
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#8
How to Use Redit~
Room edit, or redit, is how you create, link, and describe the rooms that a
player explores. It can be used by simply typing redit in the room you wish to
edit. If you get a message that you do not have permission to edit that zone
it is because your OLC is not set to that zone. @RSTAT SELF@n to see what your
@MOLC[]@n is set to. OLC, or on-line-creation is set to the zone number
assigned to you by the staff. The zone number is then divided into VNUM's ##00
to ##99. For example, Zone 12 has VNUM's 1200 to 1299. These numbers are
critical; they are the identities of the rooms within the game. They can be
used with "goto" to go to that room.
Now, lets look at the redit menu. Type the following: @RHELP REDIT-MENU@n
That is an example of the redit menu you will see when you edit a room.
Notice how each important line has an associated help topic. To learn more
about it just see the appropriate help file. If this is your first experience
with redit read ALL the help files. @RHELP STYLISTICS@n
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#9
How to Use Oedit~
Now you will learn the intricacies of creating objects with the object editor.
Please remember that every MUD has different ideas of balance and the basics of
building you learn here should be universal, but expect limitations on objects
from your MUD administration. To further help your training we have added object
standards to all values a builder can set. This way you know what values are
appropriate and will not have to redo objects because you did not know what
values to set.
Oedit can be used by typing "oedit <<VNUM>>". A zone is divided into VNUM's
##00 to ##99. For example, Zone 12 has VNUM's 1200 to 1299. These numbers
are critical; they are the identities of the objects within the game. It is
a good habit to start using all VNUMs from ##00 to ##99 consecutively.
Lets start off by checking out the oedit menu. Type @RHELP OEDIT-MENU@n
That is an example of the oedit menu you will see when you edit an object.
Notice how each important line has an associated help topic. To learn more
about it just see the appropriate help file. If this is your first experience
with oedit read ALL the help files.
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#10
How to Use Medit~
Next you will learn how to create mobiles with the mobile editor. Mobs are
the non-player characters within the game (NPC's). With medit you will be able
to create a mob and modify all of its stats (statistics), flags, and settings.
Mobile edit, or medit, is how you create the monsters a player can interact
with. Notice I use the word interact. Every mob should not be made for just
killing. There can and should be a variety. For example, one mob could be
made for high experience value, another for gold, another for a unique object,
another to fill a storyline, another as part of a quest. The options are
limitless, especially with triggers, mobs are meant for much more than just
killing. Medit can be used by typing "medit <VNUM>".
Type @RHELP MEDIT-MENU@n That is an example of the medit menu you will see
when you edit a mobile. Each line has its own help topic you should also read.
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#11
How to Use Zedit~
Zedit is what is used to load mobiles and objects into rooms. Every zone
goes through a zone reset, each one depending on how you set it. Upon a zone
reset all rooms, mobs, and objects will reload if they are no longer present.
Most new builders think mobs and objects are loaded by the "load" command.
This is not how it is done. Instead you use zedit in each room you wish a
mob or object to load. This way whenever the zone resets it will execute the
zone commands to load all of your mobs and objects.
Zone edit, or zedit, is how you control how mobiles and objects are
integrated within the zone to create an inhabited world. Using "load obj
<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
objects through zedit.
It can be used just like redit, by simply typing zedit while you are in the
room you wish to edit or "zedit <<VNUM>>." Now, lets look at the zedit menu.
@RHELP ZEDIT-MENU@n. That is an example of the zedit menu, be sure to read
the related helpfiles on each menu option.
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
periodically reset again while the game is running.
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#12
How to Use Sedit~
Shops are stores within the mud that players can list the items for sale
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).
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
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
file. If this is your first experience with sedit read ALL the help files.
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#13
How to Use Trigedit~
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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#14
Planning~
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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#15
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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#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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#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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#18
A Quick Mob Quest Tutorial~
See: @RHELP TRIGEDIT-MOB-TUTORIAL@n
@RSTAT QUESTMASTER@n. Notice the attached triggers. @RTSTAT 1400@n.
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#19
A Quest Room~
In this room you may be able to finish the Mob Quest Tutorial.
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#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.
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The tutorial hallway continues.
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gateway~
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#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.
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#22
Quest Variables Example~
I used triggers 1409 thru 1412 to setup this example. Simply tstat each to
see what they do.
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#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.
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#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
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.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 ...
~
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#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.
~
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#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.
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trapdoor~
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#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.
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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.
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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
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#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.
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#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.
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#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.
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#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.
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#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.
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#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.
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lock~
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#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
$~

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#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
$~

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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
$~

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#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
$~

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#1300
The Builder Academy~
The Builder Academy zone has been moved: @RGOTO 3@n
~
13 d 0
S
$~

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#1400
test~
You are in an unfinished room.
~
14 0 0
S
$~

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#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!
~
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~
~
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~
~
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#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
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~
~
0 -1 1516
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~
~
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
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~
~
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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
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~
~
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
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~
~
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
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~
~
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
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~
~
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
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~
~
0 -1 1527
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~
~
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
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~
~
0 -1 1529
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~
~
0 -1 1512
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~
~
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
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~
~
0 -1 1530
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~
~
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
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~
~
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~
~
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
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~
~
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~
~
0 -1 1522
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~
~
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
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~
~
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~
~
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
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~
~
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
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~
~
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~
~
0 -1 1531
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~
~
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
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~
~
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
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~
~
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
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~
~
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~
~
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
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~
~
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
$~

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#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
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#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
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#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
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@@ -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
$~

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#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
$~

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#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
$~

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#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
$~

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#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
$~

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#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
$~

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#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
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#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
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@@ -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
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@@ -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
$~

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#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
$~

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#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
$~

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#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
$~

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#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
$~

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#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
$~

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#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
$~

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#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
$~

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#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
$~

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#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
$~

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#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
$~

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#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
$~

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#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
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@@ -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
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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...
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293 ad 0
D0
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door~
1 -1 29329
D2
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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.)
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293 d 0
D0
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#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.
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293 d 0
D0
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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
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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
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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
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0 -1 29335
D3
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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
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0 0 29277
D3
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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
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0 -1 29337
D2
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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
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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
~
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0 0 29276
D3
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~
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
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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
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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
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~
0 0 29228
D1
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~
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
$~

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