Updated World and files for 3.59 release. --Rumble
This commit is contained in:
@@ -25,7 +25,6 @@ A strange portal in the floor is the only exit.
|
||||
S
|
||||
#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
|
||||
@@ -35,17 +34,14 @@ 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://www.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.
|
||||
|
||||
~
|
||||
0 24 0 0 0 0
|
||||
S
|
||||
T 3017
|
||||
#3
|
||||
The Builder Academy~
|
||||
Congratulations on your new-found immortality. Now all you need to know is
|
||||
@@ -93,7 +89,6 @@ The Builder Academy Implementation~
|
||||
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 BUILDER-REPORT
|
||||
@@ -348,7 +343,6 @@ 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
|
||||
@@ -451,11 +445,8 @@ D2
|
||||
S
|
||||
#18
|
||||
A Quick Mob Quest Tutorial~
|
||||
|
||||
See: @RHELP TRIGEDIT-MOB-TUTORIAL@n
|
||||
|
||||
@RSTAT QUESTMASTER@n. Notice the attached triggers. @RTSTAT 1@n.
|
||||
|
||||
~
|
||||
0 24 0 0 0 0
|
||||
D0
|
||||
@@ -486,7 +477,6 @@ Advanced Trigedit Example~
|
||||
Begin by @RSTAT GATEGUARD@n and then tstat each trigger listed to see what
|
||||
they do. This example is explained under @RHELP TRIGEDIT-ADVANCED-TUTORIAL@n.
|
||||
Including triggers 4, 5, 7, 8.
|
||||
|
||||
To pay the gateguard take the pile of coins, then: @RGIVE 10 COINS GUARD@n.
|
||||
~
|
||||
0 24 0 0 0 0
|
||||
@@ -543,7 +533,6 @@ and give feedback. The easiest way to get to them all is through:
|
||||
@RHELP TRIGEDIT-MENU@n and @RHELP TRIGEDIT-TYPE@n.
|
||||
There are 1000's of triggers on TBA you can use as examples. @RHELP EXAMPLES@n
|
||||
for a few. @RHELP TRIG-EXAMPLES@n for some advanced ones.
|
||||
|
||||
@RGOTO 14@n to access the next hallway.
|
||||
~
|
||||
0 8 0 0 0 0
|
||||
@@ -554,9 +543,7 @@ D2
|
||||
S
|
||||
#33
|
||||
Rumble's Room~
|
||||
|
||||
The only thing necessary for evil to triumph is for good men to do nothing.
|
||||
|
||||
-Edmund Burke
|
||||
~
|
||||
0 8 0 0 0 0
|
||||
@@ -577,7 +564,6 @@ 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
|
||||
@@ -625,7 +611,6 @@ 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
|
||||
|
||||
@@ -56,7 +56,6 @@ Zone 1 is linked to the following zones:
|
||||
2 Sanctus II at 115 (down ) ---> 248
|
||||
2 Sanctus II at 118 (down ) ---> 254
|
||||
2 Sanctus II at 119 (down ) ---> 259
|
||||
|
||||
2 Sanctus II at 121 (down ) ---> 289
|
||||
2 Sanctus II at 122 (down ) ---> 295
|
||||
3 Sanctus III at 128 (down ) ---> 340
|
||||
@@ -251,7 +250,6 @@ map~
|
||||
more of a scaled model. The walls and buildings of the city are raised higher
|
||||
than the rest of the map to give it a third dimension. Small soldiers are
|
||||
scattered around the top of the table to help the War Master place his men.
|
||||
|
||||
~
|
||||
S
|
||||
#109
|
||||
@@ -372,7 +370,7 @@ D5
|
||||
S
|
||||
#116
|
||||
Travelling Room~
|
||||
This used to be a traveling room. Entire sections of the floor are now
|
||||
This used to be a travelling room. Entire sections of the floor are now
|
||||
embedded in the ceiling and it is even possible to see to the outside through a
|
||||
hole in one wall. This is what happens when a portal becomes unstable. It is
|
||||
certainly a grim reminder to flee the second it seems a portal may be falling
|
||||
@@ -453,7 +451,7 @@ Travelling Room~
|
||||
A few of the higher mages of Sanctus have been able to control the gateways
|
||||
that have opened between realms. One of these controlled portals is kept in
|
||||
this room. It is a one way ticket to the realm of Midgaard. The portals are
|
||||
still eratic and uncontrollable so anyone who uses them does so at their own
|
||||
still erratic and uncontrollable so anyone who uses them does so at their own
|
||||
risk. The flickering of the portal casts eerie shadows along the white walls.
|
||||
This must be the only room in the temple that has an uneasy feeling about it.
|
||||
~
|
||||
@@ -1051,7 +1049,6 @@ The Rustic~
|
||||
The only restaurant in Sanctus. The Rustic serves up decent meals to anyone
|
||||
that can afford them. The prices are fair and the service is excellent. The
|
||||
place is rather deserted and only a few customers are chatting idly in the back.
|
||||
|
||||
~
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
|
||||
@@ -32,7 +32,6 @@ Shops : 0
|
||||
Triggers : 0
|
||||
Theme : Connector forest between a city and Dun Maura
|
||||
Links : 04s, 56w, 96n
|
||||
|
||||
Zone 100 was linked to the following zones:
|
||||
96 Domiae at 10056 (west ) ---> 9603
|
||||
240 Dun Maura at 10096 (north) ---> 24000
|
||||
|
||||
@@ -14,7 +14,6 @@ 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
|
||||
~
|
||||
|
||||
@@ -628,7 +628,6 @@ End of the Small Hall~
|
||||
@gThe walls are close together, and the floor seems to be much nicer then the
|
||||
other areas of the building, it is a sleek marble and it has been freshly
|
||||
shined. The hall is now over, if you go west, there seems to be someone there.
|
||||
|
||||
~
|
||||
103 8 0 0 0 0
|
||||
D0
|
||||
|
||||
@@ -16,7 +16,6 @@ Taylor's Zone Description Room~
|
||||
@r| _________ | /
|
||||
@r| |@W\\//@r|@W\\//@r| | /
|
||||
@r|______|@W//\\@r|@W//\\@r|_________|/
|
||||
|
||||
Link N from 10463
|
||||
@n
|
||||
~
|
||||
|
||||
@@ -8,7 +8,6 @@ Theme- a community made of two towers (not based on LOTR :P) with one building c
|
||||
Plot- The government of Lost Torres is being unusually corrupt and ruthless to its citizens. You must meet with a councillor and free the people of Los Torres
|
||||
There will be about 60 rooms in the area, around 30 mobs and approximately 40 objects.
|
||||
Dysprosic
|
||||
|
||||
~
|
||||
117 596 0 0 0 0
|
||||
S
|
||||
@@ -584,7 +583,6 @@ a circle of light around the desk and the chair.
|
||||
E
|
||||
walls tapestries~
|
||||
The walls are draped with tapestries showing strange pictures and patterns.
|
||||
|
||||
~
|
||||
E
|
||||
desk chair~
|
||||
@@ -979,7 +977,6 @@ D0
|
||||
E
|
||||
kitchen pots pans~
|
||||
The kitchen area is fairly dirty, with some pots and pans lying in the sink.
|
||||
|
||||
~
|
||||
E
|
||||
sofas living~
|
||||
@@ -1206,7 +1203,6 @@ coffee table.
|
||||
E
|
||||
kitchen pots pans~
|
||||
The kitchen area is fairly dirty, with some pots and pans lying in the sink.
|
||||
|
||||
~
|
||||
E
|
||||
bed~
|
||||
@@ -1300,7 +1296,6 @@ D0
|
||||
E
|
||||
chairs~
|
||||
There are metal chairs places here so that citizens can look down and relax.
|
||||
|
||||
~
|
||||
E
|
||||
view citizens town~
|
||||
@@ -1322,7 +1317,6 @@ D2
|
||||
E
|
||||
kitchen pots pans~
|
||||
The kitchen area is fairly dirty, with some pots and pans laying in the sink.
|
||||
|
||||
~
|
||||
E
|
||||
living sofas~
|
||||
@@ -1561,7 +1555,6 @@ Under the Forest~
|
||||
The forest leads down into this mysterious cave. There are no clues around
|
||||
here as to what this place is. The pile of sand in the back of the room leads
|
||||
up to the forest, or the path in the cave continues on east into the darkness.
|
||||
|
||||
~
|
||||
117 4 0 0 0 0
|
||||
D1
|
||||
|
||||
@@ -1,30 +1,24 @@
|
||||
#11800
|
||||
Detta's [Dollhouse] Description Room~
|
||||
|
||||
@BTheme:@n This zone is a little abstract, more a sort of
|
||||
Alice-in-Wonderland experience that revolves around a strange dollhouse in
|
||||
an antique shop. The idea is to get out once you're in, which basically entails
|
||||
completing the quest... a series of mini-quests.
|
||||
Note that to get any sense of this zone, you pretty much need to start in
|
||||
the room down from here, and nohassle needs to be off. ;)
|
||||
|
||||
@GPlayers:@n Mainly for players around level 10-ish, this zone is primarily
|
||||
neutral with a couple evil places and a couple good ones. Its been designed as
|
||||
mostly a puzzle-solving, quest area, but opportunity for xp to be gained as
|
||||
well, as each completed quest gives 10,000 xp.
|
||||
|
||||
@RLocation:@n The only concrete location in the zone is the beginning
|
||||
room which is a London street leading into an antiques shop.
|
||||
|
||||
@MSecrets:@n There are now absolutely loads up :), just type LOOK SPOILERS
|
||||
to see them, but you'll have more fun here if you don't ;).
|
||||
|
||||
@CNote:@n If you have any suggestions, spot any typos, bugs, or
|
||||
weirdnesses, please mudmail me - Detta. :-) All input appreciated!
|
||||
You can also email me at detta@@builderacademy.net
|
||||
East takes you through the other zones I have built here.
|
||||
Down takes you to the starting room of this zone.
|
||||
|
||||
~
|
||||
118 520 0 0 0 0
|
||||
D1
|
||||
@@ -66,11 +60,9 @@ E
|
||||
telling you to "crawl in here". The command crawl will cause you to crawl under
|
||||
the bed and enter room 11871 where the hiding girl is. Giving her the journal
|
||||
will make her ask you for three things... Three corpses in particular.
|
||||
|
||||
The corpse of a fish (the red trout - mobvnum: 11830, objvnum: 11856)
|
||||
The corpse of a bird (the taildove - mobvnum: 11831, objvnum: 11857)
|
||||
The corpse of a toad (the vile toad - mobvnum: 11832, objvnum: 11858)
|
||||
|
||||
Once you have brought her all three of those things she will apologize and ask
|
||||
for one further thing... a secret that Ridley guards.
|
||||
If you go to Ridley and ask her a question with the word secret in it she will
|
||||
@@ -109,7 +101,6 @@ way out and agrees to do whatever you say. The key here is that she does just
|
||||
that, whatever you speak she does... So if you say north, she moves north etc.
|
||||
All you have to do is lead her with speech to the vortex and through it. Once
|
||||
on the other side she will happily write in the journal when you give it to her.
|
||||
|
||||
~
|
||||
E
|
||||
05~
|
||||
@@ -170,41 +161,23 @@ spoilers~
|
||||
really have to look there are a few little neat zone inclusions listed here to
|
||||
spoil your zone exploring pleasure. Just type look and then the number to look
|
||||
at each one (look 1 for example).
|
||||
|
||||
01: The Antique Shop
|
||||
|
||||
02: The Journal Quest
|
||||
|
||||
03: The Playing Child
|
||||
|
||||
04: The Colouring Child
|
||||
|
||||
05: Ridley
|
||||
|
||||
06: The Tunnel-man
|
||||
|
||||
07: The Running Girl
|
||||
|
||||
08: The Blind Girl
|
||||
|
||||
09: The Weeping Girl
|
||||
|
||||
10: The Fidgety Girl
|
||||
|
||||
11: Ruth
|
||||
|
||||
12: The Emaciated Girl
|
||||
|
||||
13: The Silent Girl
|
||||
|
||||
14: The Angry Girl
|
||||
|
||||
15: The Scarred Child
|
||||
|
||||
16: The Ghostly Girl
|
||||
|
||||
17: The Fiery Bloodstone Amulet
|
||||
|
||||
~
|
||||
E
|
||||
6~
|
||||
@@ -344,7 +317,6 @@ music echoes off the distant walls and ceiling.
|
||||
118 8 0 0 0 0
|
||||
D0
|
||||
The hallway continues on to the north, the hard flooring covered with a rug.
|
||||
|
||||
~
|
||||
~
|
||||
0 0 11810
|
||||
@@ -2410,12 +2382,10 @@ S
|
||||
#11894
|
||||
How Perceptive Are You?~
|
||||
Count the F's in the following text, try to read through it only once:
|
||||
|
||||
FINISHED FILES ARE THE RE-
|
||||
SULT OF YEARS OF SCIENTIF-
|
||||
IC STUDY COMBINED WITH THE
|
||||
EXPERIENCE OF YEARS...
|
||||
|
||||
Once you have counted them all, type look next
|
||||
~
|
||||
118 24 0 0 0 0
|
||||
@@ -2429,11 +2399,8 @@ EXPERIENCE O@RF@y YEARS...@n
|
||||
E
|
||||
next~
|
||||
How many F's did you get?
|
||||
|
||||
The answer is that there are 6 :)
|
||||
|
||||
Most people only count three as the brain does not process the F in the word of
|
||||
|
||||
PS. if you are really stuck, type LOOK TWO, to see exactly where the F's are
|
||||
~
|
||||
S
|
||||
|
||||
@@ -402,10 +402,8 @@ look around you, and all you see is tawny fur and gaping jaws... it is too
|
||||
late to run, too late to hide.
|
||||
Twelve lions rip you and your belongings into a gory mass of bloodied
|
||||
leather, bronze, and bone.
|
||||
|
||||
What's that old saying?
|
||||
Cats killed the curious? Something like that, I'm sure...
|
||||
|
||||
~
|
||||
120 12 0 0 0 0
|
||||
S
|
||||
@@ -1214,7 +1212,6 @@ Clay Avenue~
|
||||
through the heart of the city. There are marble steps leading up. To the
|
||||
south, off in the distance, you can see a large stone structure and a mountain
|
||||
that is partially obscured by the haze. There is a general store to the north.
|
||||
|
||||
~
|
||||
120 0 0 0 0 0
|
||||
D0
|
||||
@@ -1401,7 +1398,6 @@ E
|
||||
spires towers~
|
||||
There are two tall spires on either side of the gate and are constantly
|
||||
manned by the city guards. They are made of stone and stand about 40 feet tall.
|
||||
|
||||
~
|
||||
S
|
||||
#12052
|
||||
|
||||
@@ -450,7 +450,6 @@ S
|
||||
Plexus Street~
|
||||
You are traveling along Plexus Street but you notice something different.
|
||||
As you look around the area you suddenly notice a hidden alley to the west.
|
||||
|
||||
~
|
||||
125 0 0 0 0 0
|
||||
D0
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
#1300
|
||||
The Builder Academy~
|
||||
|
||||
The Builder Academy zone has been moved: @RGOTO 3@n
|
||||
|
||||
~
|
||||
13 8 0 0 0 0
|
||||
S
|
||||
|
||||
@@ -1,16 +1,13 @@
|
||||
#13000
|
||||
Mist Maze Imm Room~
|
||||
|
||||
This zone is just a brief randomly created maze, where the mobs randomly
|
||||
load when players enter and mobs will randomly load what the players get.
|
||||
More often than not, the players will only get coins
|
||||
|
||||
** Important note **
|
||||
Any immortals entering any portion of this zone, except this room, while
|
||||
they have NOHASSLE activated will result in a flood of error messages.
|
||||
If an immortal has need to enter this zone, ensure you are prepared for
|
||||
the erroneous errors, or make sure they have NOHASSLE disabled.
|
||||
|
||||
** Instructions for adding this zone **
|
||||
Load object 13099 to any room where a swirling mist is appropriate using
|
||||
zedit. Once the object is in place, the zone is ready to go. The final
|
||||
@@ -1656,7 +1653,6 @@ In the Mist~
|
||||
The mists swirl, sometimes obscuring your vision completely, at other times
|
||||
clearing enough that you think you see the path. Reality fades as the cold damp
|
||||
mist permeates your very being.
|
||||
|
||||
But there is something else now. Something that wasn't there before. Ahead
|
||||
is a tree unlike any seen before. Upon this tree grows fruit of every size,
|
||||
color shape. It is quite possibly the most amazing thing seen, as apples,
|
||||
@@ -1712,9 +1708,7 @@ There is no alternative but to plunge ahead.
|
||||
S
|
||||
#13099
|
||||
Mist Maze Corpse Disposal~
|
||||
|
||||
Corpse disposal
|
||||
|
||||
This room is not reachable by mortals no matter what they try. It is here
|
||||
simply as a method of corpse disposal.
|
||||
~
|
||||
|
||||
@@ -1636,7 +1636,6 @@ to the light you can see figures grouped around tables and standing within
|
||||
small alcoves around the room. As you get a better view of the interior of the
|
||||
room you are aware of all the eyes, seen and unseen that focus on you. The
|
||||
urge to climb out of this chamber to some place well-lighted is very strong.
|
||||
|
||||
~
|
||||
140 96 0 0 0 0
|
||||
D4
|
||||
|
||||
@@ -827,7 +827,6 @@ You see the corridor.
|
||||
E
|
||||
sign~
|
||||
TREASURE ROOM
|
||||
|
||||
Authorized personnel only - all others keep out.
|
||||
ANY trespassing will be SEVERELY punished!!
|
||||
~
|
||||
@@ -1580,9 +1579,7 @@ E
|
||||
sign~
|
||||
The sign is covered with soot and the wood is quite charred, but you can
|
||||
still make out the following letters:
|
||||
|
||||
T TO SB DGE NER L RE
|
||||
|
||||
~
|
||||
S
|
||||
#15067
|
||||
@@ -1751,7 +1748,6 @@ E
|
||||
stones glow stone ring circle~
|
||||
Each stone is at least fifteen feet tall, maybe more, and the dark material
|
||||
glows with a greenish aura providing more than enough light for you to see by.
|
||||
|
||||
~
|
||||
S
|
||||
$~
|
||||
|
||||
@@ -644,7 +644,6 @@ battle, irreverently form the throne itself.
|
||||
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
|
||||
|
||||
@@ -79,7 +79,6 @@ 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
|
||||
@@ -105,9 +104,7 @@ appears suspiciously door-like.
|
||||
175 8 0 0 0 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
|
||||
@@ -130,7 +127,6 @@ the wall.
|
||||
175 265 0 0 0 0
|
||||
D2
|
||||
From behind, the tapestry is merly thick cloth.
|
||||
|
||||
~
|
||||
tapestry~
|
||||
1 0 17504
|
||||
@@ -267,7 +263,6 @@ 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
|
||||
@@ -318,7 +313,6 @@ 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
|
||||
@@ -336,11 +330,9 @@ 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
|
||||
@@ -352,7 +344,6 @@ 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?"
|
||||
@@ -398,17 +389,14 @@ 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
|
||||
look porthole~
|
||||
The inscription on the porthole reads:
|
||||
|
||||
"This way is now barred to you,
|
||||
You, my friend, cannot come through."
|
||||
~
|
||||
@@ -444,19 +432,16 @@ your path upwards.
|
||||
175 0 0 0 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
|
||||
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,
|
||||
@@ -465,7 +450,6 @@ And you will find they be of like kind."
|
||||
E
|
||||
anvil~
|
||||
Upon close inspection you find the following is engraved into the metal:
|
||||
|
||||
"abcdefghijklmnopqrstuvwkyz."
|
||||
~
|
||||
S
|
||||
@@ -479,7 +463,6 @@ wall. Above you is another grate, with a plaque fixed in the center.
|
||||
175 0 0 0 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
|
||||
@@ -503,7 +486,6 @@ the others.
|
||||
175 9 0 0 0 0
|
||||
D1
|
||||
To the east the darkness grows more solid. An echo can be heard far off in this direction.
|
||||
|
||||
~
|
||||
darkness~
|
||||
1 17513 17513
|
||||
|
||||
@@ -360,7 +360,6 @@ D3
|
||||
E
|
||||
slogan wall east~
|
||||
We created them, we can destroy them. We created them, we can destroy them.
|
||||
|
||||
~
|
||||
S
|
||||
#1817
|
||||
|
||||
@@ -681,9 +681,7 @@ The hall extends to the south where it seems to lighten somewhat.
|
||||
E
|
||||
plaque nameplate name~
|
||||
It says:
|
||||
|
||||
Maynard, Death Jester of the Harlequins
|
||||
|
||||
~
|
||||
E
|
||||
statue~
|
||||
|
||||
@@ -23,7 +23,6 @@ Shops : 0
|
||||
Triggers : 3
|
||||
Theme : A circus.
|
||||
Links : 00n
|
||||
|
||||
Zone: 187 is linked to the following zones:
|
||||
200 Western Highway at: 18700 (north) ---> 20003
|
||||
~
|
||||
|
||||
@@ -5,25 +5,20 @@ Forgotten Realms (Dungeons & Dragons). It is basically a hot, fetid
|
||||
swampland inhabited with spiders, bullywugs, and lizardfolk, with a
|
||||
submerged palace called Lost Ajhuutal in the Northern part.
|
||||
Have made liberal use of exit/extra descrips here, so examine at will. :)
|
||||
|
||||
@GPlayers:@n Geared towards mid/high level players of around 15-20,
|
||||
there are smaller mobs to kill here if you feel like braving the aggressive
|
||||
stronger ones ;-). It is also a fairly evil area, with some limitations on what
|
||||
you can use and access as a good player here. Some equipment/money to be
|
||||
gained, big bad guy to be slaughtered, and lots of xp.
|
||||
|
||||
@RLocation:@n Well the area itself is completely swampish, though at the
|
||||
southern part it could easily be joined to a river or lake, and a more foresty
|
||||
area would blend seamlessly into the eastern area.
|
||||
|
||||
@MSecrets:@n Yes there are some :-), type LOOK SPOILERS to reveal all.
|
||||
|
||||
@CNote:@n If you have any suggestions, spot any typos, bugs, or
|
||||
weirdnesses, please mudmail me - Detta. :-) All input appreciated!
|
||||
You can also email me at detta@@builderacademy.net
|
||||
East takes you through the other zones I have built here.
|
||||
Down takes you to the starting room of this zone.
|
||||
|
||||
~
|
||||
19 520 0 0 0 0
|
||||
D1
|
||||
@@ -44,15 +39,10 @@ spoilers~
|
||||
really have to look there are a few little neat zone inclusions listed here to
|
||||
spoil your zone exploring pleasure. Just type look and then the number to look
|
||||
at each one (look 1 for example).
|
||||
|
||||
1: The Leviathan
|
||||
|
||||
2: Spider Cocoons
|
||||
|
||||
3: The Dark Candleholder
|
||||
|
||||
4: The Metal Contraption
|
||||
|
||||
~
|
||||
E
|
||||
1~
|
||||
@@ -99,21 +89,16 @@ into the machine before pouring, you'll get a potion, otherwise the mixture just
|
||||
pours onto the floor. There are three books scattered throughout
|
||||
the zone with the recipes of each potion in, but for now I'll just put them
|
||||
here.
|
||||
|
||||
Red potion (enhances physical strength) -
|
||||
fang (1900), egg (1908), blood (1951).
|
||||
|
||||
Blue potion (enhances magical strength) -
|
||||
gland (1934), tongue (1950), blood (1951).
|
||||
|
||||
Green potion (enhances dexterity & moves) -
|
||||
weed (1901), hide (1923), blood (1951).
|
||||
|
||||
Once the ingredients for one potion are inside, they must be mixed,
|
||||
an empty vial placed into the contraption and the mixture poured out.
|
||||
If any combination of ingredients other than those listed are combined,
|
||||
a black potion will be produced which lowers all three attributes.
|
||||
|
||||
~
|
||||
S
|
||||
#1901
|
||||
@@ -332,7 +317,6 @@ lazily down, accumulating in a watery pool at the base.
|
||||
19 0 0 0 0 0
|
||||
D2
|
||||
The way south looks too steep and too slippery to even begin trying to climb.
|
||||
|
||||
~
|
||||
~
|
||||
0 0 -1
|
||||
@@ -346,7 +330,6 @@ E
|
||||
thin rivulets water watery pool base~
|
||||
Tiny veins of sparkling water line the surface of this slanted ground, muddy
|
||||
churning water bubbling continously in the pool that saturates the lower ground.
|
||||
|
||||
~
|
||||
S
|
||||
T 1971
|
||||
@@ -772,7 +755,6 @@ E
|
||||
weak trunks branches leaves willows bark~
|
||||
These frail looking trees look as though they are barely surviving off of the
|
||||
watery soil and fog shrouded sunlight, bending weakly in the slightest breeze.
|
||||
|
||||
~
|
||||
E
|
||||
moss grasses~
|
||||
|
||||
@@ -858,7 +858,6 @@ T 20107
|
||||
Underwater~
|
||||
You are submerged underwater, and all around you is water. Corals sway under
|
||||
the water currents and dance, while shoals of fishes dart around in the shadows.
|
||||
|
||||
~
|
||||
201 2 0 0 0 0
|
||||
S
|
||||
|
||||
@@ -534,7 +534,6 @@ S
|
||||
Terringham street~
|
||||
You have come to a crossroad. To the west you see a large gate. You also
|
||||
see exits to the north, south, and east. The road here is in great condition.
|
||||
|
||||
~
|
||||
232 0 0 0 0 0
|
||||
D0
|
||||
@@ -752,7 +751,6 @@ South gate~
|
||||
A large gate looms up in front of you. To both sides of the gates gaurds
|
||||
stand watching over all who enter and leave. In case you were trying to escape
|
||||
the law this way be careful because the gate has sharp spear heads on the top.
|
||||
|
||||
~
|
||||
232 0 0 0 0 0
|
||||
D0
|
||||
@@ -878,7 +876,6 @@ D2
|
||||
E
|
||||
sign~
|
||||
The Don room is to the Southwest. Please do not fight in this sacred area.
|
||||
|
||||
~
|
||||
S
|
||||
#23251
|
||||
@@ -1089,7 +1086,6 @@ Terringham avenue~
|
||||
You walk along a finely made road. The surface of the road is very smooth.
|
||||
The road looks like someone took their time to make travelling easy. To the
|
||||
south is the bank and to the east you can smell the scents of leather and oils.
|
||||
|
||||
~
|
||||
232 0 0 0 0 0
|
||||
D0
|
||||
|
||||
@@ -151,7 +151,6 @@ Skeleton Shack~
|
||||
You have come to a small shack made from bones of several creatures that are
|
||||
long dead. The smell of decay fills your nostrils, almost making you gag. A
|
||||
light covering of animal skin is on the the roof to help keep the rain out.
|
||||
|
||||
~
|
||||
233 0 0 0 0 0
|
||||
D0
|
||||
@@ -181,7 +180,6 @@ An Abandoned Well~
|
||||
An old rusted up well stands before you. There is no possible way that you
|
||||
could get any water out of here, not that anyone would want to. The bottom of
|
||||
the well is crawling with large black beetles. Watch out, one might escape!
|
||||
|
||||
~
|
||||
233 0 0 0 0 0
|
||||
D1
|
||||
@@ -1370,7 +1368,6 @@ Indian Burial Ground~
|
||||
bones lying around. You wonder how they could have gotten here. You begin
|
||||
looking around, then you see the reason. Numerous footprints from several
|
||||
large dragons have been smashed into the dirt, crushing some of the graves.
|
||||
|
||||
~
|
||||
233 0 0 0 0 0
|
||||
D1
|
||||
|
||||
@@ -221,7 +221,6 @@ S
|
||||
Newbie School~
|
||||
@RWhere@n will display all players that are currently in your zone. It will
|
||||
not tell you where they are, just that they are within the same zone as you.
|
||||
|
||||
~
|
||||
234 152 0 0 0 0
|
||||
D0
|
||||
@@ -1483,7 +1482,6 @@ S
|
||||
A Hidden Store~
|
||||
You enter a small, cluttered room which is filled with shelves of boots and
|
||||
pants. There are various types of items ranging from leather to plate mail.
|
||||
|
||||
~
|
||||
234 152 0 0 0 0
|
||||
D1
|
||||
|
||||
@@ -46,7 +46,6 @@ S
|
||||
Dwarven Mines~
|
||||
The dust seems to go get thicker here as it threatens to choke the life out
|
||||
of you. You stumble over a large boulder, almost falling flat on your face!
|
||||
|
||||
~
|
||||
235 0 0 0 0 0
|
||||
D1
|
||||
@@ -697,7 +696,6 @@ S
|
||||
Boulder Heap~
|
||||
The boulders seem to be getting smaller, but less sturdy. Don't look down
|
||||
or you might lose your balance and fall. The fall does not look survivable.
|
||||
|
||||
~
|
||||
235 0 0 0 0 0
|
||||
D0
|
||||
@@ -1002,7 +1000,6 @@ Hole in the Floor~
|
||||
There is a large hole in the floor here. You could easily climb down into
|
||||
it. You notice a ladder suspended from the floor. Apparently you aren't the
|
||||
only one who's thought of making that trip. The mines continue to the east.
|
||||
|
||||
~
|
||||
235 0 0 0 0 0
|
||||
D1
|
||||
@@ -1255,7 +1252,6 @@ S
|
||||
Dwarven Mines~
|
||||
You begin to feel very lost. The only sounds you hear are those of your own
|
||||
footsteps. To the south is a large hole. The mines continue to the north.
|
||||
|
||||
~
|
||||
235 0 0 0 0 0
|
||||
D0
|
||||
|
||||
@@ -66,7 +66,6 @@ sign~
|
||||
E
|
||||
masonry~
|
||||
The stones have been set so close, you can't even force a knife between them.
|
||||
|
||||
~
|
||||
S
|
||||
#23602
|
||||
@@ -1927,7 +1926,6 @@ jump...
|
||||
D2
|
||||
A small tunnel opens up in the side of the mountain. The walls are perfectly
|
||||
smooth and a strong draft at the entrance makes you onder where it all goes.
|
||||
|
||||
~
|
||||
~
|
||||
0 0 23669
|
||||
|
||||
@@ -183,7 +183,6 @@ 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!!!
|
||||
|
||||
@@ -1178,7 +1178,6 @@ trapdoor~
|
||||
E
|
||||
pillar~
|
||||
These pillars appear to be made of pure crystal and are about 10 feet tall.
|
||||
|
||||
~
|
||||
E
|
||||
pottery~
|
||||
@@ -1263,7 +1262,6 @@ hallway that has lead you thus far. There are no decorations in this room and
|
||||
no kind of evidance of inhabitants. There are many tiles that line the floor
|
||||
throughout the floor seeming to form a circle. There are small markings placed
|
||||
in the circle but you cannot tell what they are for or where thet come from.
|
||||
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
D1
|
||||
@@ -1274,7 +1272,6 @@ Looking east appears to take you to the western hallway.
|
||||
E
|
||||
scratch~
|
||||
There are many scratches forming a small circle in the middle of the tiles.
|
||||
|
||||
~
|
||||
E
|
||||
statue~
|
||||
@@ -1408,7 +1405,6 @@ Looking south seems to lead you toward the beginning of the hidden hallway.
|
||||
E
|
||||
look sky~
|
||||
This really looks like the real sky except it is sturdy and can hold you up.
|
||||
|
||||
~
|
||||
E
|
||||
look mountain~
|
||||
|
||||
@@ -279,7 +279,6 @@ desert hills peaks~
|
||||
the sand. A vast desolance overwhelms even the more experienced adventurers.
|
||||
The beauty of the desert is unimaginable and astounding. The whereabouts of
|
||||
the way out of this hell befudles even the most traveled veterans at times.
|
||||
|
||||
~
|
||||
S
|
||||
#23907
|
||||
@@ -548,7 +547,6 @@ E
|
||||
footprint snow snowbank ~
|
||||
You notice a golden plaque attached to the side of the mountain and even
|
||||
though you cannot read the ancient runes you understand them somehow.
|
||||
|
||||
TO ENTER SAY THESE WORDS: Friend of NewHaven
|
||||
~
|
||||
S
|
||||
@@ -573,7 +571,6 @@ E
|
||||
stone carved door entrance secret~
|
||||
You see ancient dwarven runes that you can not read but somehow you
|
||||
understand what they mean
|
||||
|
||||
SAY THESE WORDS: Farewell King
|
||||
~
|
||||
S
|
||||
@@ -918,7 +915,6 @@ On a Ponderosa Pine Branch~
|
||||
trunk is petrified but the limbs are full of pinion nuts which attracts the
|
||||
animals that have made this tree their home in the middle of this desolance.
|
||||
Towards the west the branch is attached to the petrified trunk of the tree.
|
||||
|
||||
~
|
||||
239 0 0 0 0 0
|
||||
D3
|
||||
@@ -933,7 +929,6 @@ Out on a Sturdy Branch~
|
||||
trunk is petrified but the limbs are full of pinion nuts which attracts the
|
||||
animals that have made this tree their home in the middle of this desolance.
|
||||
Towards the east the branch is attached to the petrified trunk of the tree.
|
||||
|
||||
~
|
||||
239 0 0 0 0 0
|
||||
D1
|
||||
@@ -1162,7 +1157,6 @@ enough. Every few strata there is a stairwell that winds up and down the
|
||||
chasm. Periodically a loose rock or boulder dislodges from the side of the
|
||||
chasm and crashes below on the sides of the chasm walls resounding for a few
|
||||
minutes then no sounds can be heard as it's course takes it from the sides.
|
||||
|
||||
~
|
||||
239 269 0 0 0 0
|
||||
D0
|
||||
|
||||
@@ -183,7 +183,6 @@ The transporter room can be found to the east.
|
||||
0 -1 24106
|
||||
D2
|
||||
This corridor continues to the south, leading eventually to main engineering.
|
||||
|
||||
~
|
||||
~
|
||||
0 -1 24102
|
||||
@@ -196,7 +195,6 @@ the Brig.
|
||||
E
|
||||
control panel computer screen sign~
|
||||
The panel says:
|
||||
|
||||
***************************************************
|
||||
* *
|
||||
* NCC-1701-D - "ENTERPRISE" *
|
||||
@@ -279,7 +277,6 @@ it.
|
||||
0 -1 24109
|
||||
D2
|
||||
This corridor continues to the south, eventually reaching main engineering.
|
||||
|
||||
~
|
||||
~
|
||||
0 -1 24105
|
||||
@@ -366,14 +363,11 @@ D3
|
||||
E
|
||||
screen~
|
||||
Holodeck Instructions:
|
||||
|
||||
Holodecks work via vocal commands. They are as follows:
|
||||
|
||||
Programs (will give you a list of programs)
|
||||
<name of program> (Will load up a pragram)
|
||||
Difficulty <difficulty> (Will set the difficulty to EASY, MEDIUM or HARD)
|
||||
Exit (Will make a door appear)
|
||||
|
||||
(Note for some programs, there will be a limit of three credits which will
|
||||
restock every half hour or so)
|
||||
~
|
||||
@@ -398,7 +392,6 @@ corridor.
|
||||
E
|
||||
instructional panel~
|
||||
To operate the turbolift, say the name of the location you wish to get to:
|
||||
|
||||
'deck 1' (engineering, transporter, the brig and the school)
|
||||
'deck 2' (Ten forward, sick bay and the security center)
|
||||
'deck 3' (the science labs, the gym and the main shuttle bay)
|
||||
@@ -424,7 +417,6 @@ D0
|
||||
E
|
||||
instructional panel~
|
||||
To operate the turbolift, say the name of the location you wish to get to:
|
||||
|
||||
'deck 1' (engineering, transporter, the brig and the school)
|
||||
'deck 2' (Ten forward, sick bay and the security center)
|
||||
'deck 3' (the science labs, the gym and the main shuttle bay)
|
||||
@@ -670,7 +662,6 @@ is location to the east where most of the ships weaponry is currently stored.
|
||||
241 8 0 0 0 0
|
||||
D0
|
||||
A wonderful place to relax and drink can be seen to the north, Ten Forward.
|
||||
|
||||
~
|
||||
~
|
||||
0 -1 24121
|
||||
@@ -762,7 +753,6 @@ tranquil warmth pulses throughout the area, along with the sweet smell of herbs
|
||||
and scented candles. Several different paintings have been hung from the walls,
|
||||
and a small couch and a recliner are positioned around a coffee table. A neatly
|
||||
made bed is partially hidden behind a curtain at the northern part of the room.
|
||||
|
||||
~
|
||||
241 8 0 0 0 0
|
||||
D1
|
||||
@@ -1012,7 +1002,6 @@ D2
|
||||
E
|
||||
instructional panel~
|
||||
To operate the turbolift, say the name of the location you wish to get to:
|
||||
|
||||
'deck 1' (engineering, transporter, the brig and the school)
|
||||
'deck 2' (Ten forward, sick bay and the security center)
|
||||
'deck 3' (the science labs, the gym and the main shuttle bay)
|
||||
@@ -1038,7 +1027,6 @@ non-crew personnel or non-ambassadors to step past this threshhold.
|
||||
E
|
||||
instructional panel~
|
||||
To operate the turbolift, say the name of the location you wish to get to:
|
||||
|
||||
'deck 1' (engineering, transporter, the brig and the school)
|
||||
'deck 2' (Ten forward, sick bay and the security center)
|
||||
'deck 3' (the science labs, the gym and the main shuttle bay)
|
||||
@@ -1164,7 +1152,6 @@ Outer Space~
|
||||
The USS Enterprise is a short distance away, slowly moving at a
|
||||
quarter-impulse. Many thousand, thousand stars dominate the view in every
|
||||
direction apart from to the north, where a large red star is going super-nova.
|
||||
|
||||
~
|
||||
241 0 0 0 0 0
|
||||
D4
|
||||
@@ -1208,7 +1195,6 @@ the bright beams.
|
||||
D2
|
||||
The computers that give this machine life, live to the south. Becareful with
|
||||
everything around this area, a transporter can be a very dangerous thing indeed!
|
||||
|
||||
~
|
||||
~
|
||||
0 -1 24106
|
||||
|
||||
@@ -187,7 +187,6 @@ stone statue man~
|
||||
The statue is of a man, looking up to the sky. He's dressed in a
|
||||
suit, and he's wearing a top hat. At the base of the statue is
|
||||
a plaque, which looks like this:
|
||||
|
||||
x-----------------------------------------------x
|
||||
| . SOUTHERN MIDGAARD RECONSTRUCTION MONUMENT . |
|
||||
| |
|
||||
@@ -373,7 +372,6 @@ D3
|
||||
E
|
||||
sign signs~
|
||||
The signs are all the same, and they look like this:
|
||||
|
||||
x---------------------------------------------x
|
||||
| |
|
||||
| MIDGAARD THEATRE PRESENTS: |
|
||||
@@ -1599,7 +1597,6 @@ D1
|
||||
E
|
||||
advertisements bulletin board posters~
|
||||
The posters look like this:
|
||||
|
||||
*********************************************
|
||||
* CURLING RESULTS *
|
||||
* *
|
||||
@@ -1663,7 +1660,6 @@ D3
|
||||
E
|
||||
advertisements bulletin board posters~
|
||||
The posters look like this:
|
||||
|
||||
*********************************************
|
||||
* THE HARDCORE BONSPIEL *
|
||||
* *
|
||||
|
||||
@@ -73,7 +73,6 @@ The field continues South.
|
||||
E
|
||||
sign~
|
||||
The sign reads:
|
||||
|
||||
x------------------------------------------------x
|
||||
| |
|
||||
| <------ BigKing's Castle - West |
|
||||
@@ -1726,7 +1725,6 @@ A high cliff is South.
|
||||
E
|
||||
sign~
|
||||
The sign reads:
|
||||
|
||||
x---------------------------------------------------------x
|
||||
| <!> A MESSAGE FROM COOLAND SKI HILL <!> |
|
||||
| |
|
||||
@@ -1846,9 +1844,7 @@ Ski Hill Entrance~
|
||||
You're at the ski hill entrance. The snow is well packed down, and pine
|
||||
trees line the north and south sides of the road. A large plastic banner
|
||||
spans the entire width of the road exclaiming,
|
||||
|
||||
"WELCOME TO THE COOLAND SKI HILL!"
|
||||
|
||||
A small booth stands here, where people must buy their lift tickets to get
|
||||
in. A small wooden sign has been nailed to the booth. A steel gate lies
|
||||
west.
|
||||
@@ -1867,7 +1863,6 @@ gate steel~
|
||||
E
|
||||
sign~
|
||||
The sign reads:
|
||||
|
||||
x---------------------------------------------------------------x
|
||||
| WELCOME TO COOLAND SKI HILL! |
|
||||
| "Home of the Yeti" |
|
||||
|
||||
@@ -16,7 +16,6 @@ door iron~
|
||||
E
|
||||
sign notice door~
|
||||
The notice looks like this:
|
||||
|
||||
x-------------------------------------------------------------------x
|
||||
| C O O L A N D P R I S O N |
|
||||
| |
|
||||
@@ -91,7 +90,6 @@ door iron~
|
||||
E
|
||||
sign notice door~
|
||||
The notice looks like this:
|
||||
|
||||
x-------------------------------------------------------------------x
|
||||
| C O O L A N D P R I S O N |
|
||||
| |
|
||||
@@ -125,7 +123,6 @@ door iron~
|
||||
E
|
||||
sign notice door~
|
||||
The notice looks like this:
|
||||
|
||||
x-------------------------------------------------------------------x
|
||||
| C O O L A N D P R I S O N |
|
||||
| |
|
||||
@@ -221,14 +218,12 @@ The cell hallway is West.
|
||||
E
|
||||
words sign notice door~
|
||||
The scratchings look like this:
|
||||
|
||||
_____ ______ _____ _____ _______ _____ _____
|
||||
| | / \ \ \ / \ |\ | | / \ / \
|
||||
| / | . | | \ \ | \ \ | | \ \
|
||||
|-----\ ____/ | | | | | \ | | | ___ | |
|
||||
| | / . | | | | | \ | | | \ | |
|
||||
|_____/ \______ |____/ \____/ | \| | \___/ \____/
|
||||
|
||||
~
|
||||
S
|
||||
#24406
|
||||
@@ -294,7 +289,6 @@ door iron~
|
||||
E
|
||||
sign notice door~
|
||||
The notice looks like this:
|
||||
|
||||
x-------------------------------------------------------------------x
|
||||
| C O O L A N D P R I S O N |
|
||||
| |
|
||||
@@ -342,7 +336,6 @@ door iron~
|
||||
E
|
||||
sign notice door~
|
||||
The notice looks like this:
|
||||
|
||||
x-------------------------------------------------------------------x
|
||||
| C O O L A N D P R I S O N |
|
||||
| |
|
||||
@@ -1165,7 +1158,6 @@ The staircase leads Down into darkness.
|
||||
E
|
||||
sign notice red lettering~
|
||||
This sign looks like this:
|
||||
|
||||
x-------------------------------------------------------x
|
||||
| THIS IS YOUR FINAL WARNING!!! |
|
||||
| |
|
||||
@@ -1214,7 +1206,6 @@ door metal thick huge~
|
||||
E
|
||||
sign notice~
|
||||
The sign looks like this:
|
||||
|
||||
x------------------------------------------------------------x
|
||||
| C O O L A N D P R I S O N |
|
||||
| |
|
||||
|
||||
@@ -340,7 +340,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the
|
||||
center of the chamber holds a broiling darkness which actually moves and writhes
|
||||
as if with its own inner life. Hooting, howling creatures cavort about the
|
||||
walkway scavenging upon each other and any unwary visitors who might 'drop in'.
|
||||
|
||||
~
|
||||
245 105 0 0 0 0
|
||||
D1
|
||||
@@ -359,7 +358,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the
|
||||
center of the chamber holds a broiling darkness which actually moves and writhes
|
||||
as if with its own inner life. Hooting, howling creatures cavort about the
|
||||
walkway scavenging upon each other and any unwary visitors who might 'drop in'.
|
||||
|
||||
~
|
||||
245 105 0 0 0 0
|
||||
D1
|
||||
@@ -382,7 +380,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the
|
||||
center of the chamber holds a broiling darkness which actually moves and writhes
|
||||
as if with its own inner life. Hooting, howling creatures cavort about the
|
||||
walkway scavenging upon each other and any unwary visitors who might 'drop in'.
|
||||
|
||||
~
|
||||
245 105 0 0 0 0
|
||||
D1
|
||||
@@ -405,7 +402,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the
|
||||
center of the chamber holds a broiling darkness which actually moves and writhes
|
||||
as if with its own inner life. Hooting, howling creatures cavort about the
|
||||
walkway scavenging upon each other and any unwary visitors who might 'drop in'.
|
||||
|
||||
~
|
||||
245 105 0 0 0 0
|
||||
D1
|
||||
@@ -428,7 +424,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the
|
||||
center of the chamber holds a broiling darkness which actually moves and writhes
|
||||
as if with its own inner life. Hooting, howling creatures cavort about the
|
||||
walkway scavenging upon each other and any unwary visitors who might 'drop in'.
|
||||
|
||||
~
|
||||
245 105 0 0 0 0
|
||||
D2
|
||||
@@ -447,7 +442,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the
|
||||
center of the chamber holds a broiling darkness which actually moves and writhes
|
||||
as if with its own inner life. Hooting, howling creatures cavort about the
|
||||
walkway scavenging upon each other and any unwary visitors who might 'drop in'.
|
||||
|
||||
~
|
||||
245 105 0 0 0 0
|
||||
D0
|
||||
@@ -470,7 +464,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the
|
||||
center of the chamber holds a broiling darkness which actually moves and writhes
|
||||
as if with its own inner life. Hooting, howling creatures cavort about the
|
||||
walkway scavenging upon each other and any unwary visitors who might 'drop in'.
|
||||
|
||||
~
|
||||
245 105 0 0 0 0
|
||||
D0
|
||||
@@ -493,7 +486,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the
|
||||
center of the chamber holds a broiling darkness which actually moves and writhes
|
||||
as if with its own inner life. Hooting, howling creatures cavort about the
|
||||
walkway scavenging upon each other and any unwary visitors who might 'drop in'.
|
||||
|
||||
~
|
||||
245 105 0 0 0 0
|
||||
D0
|
||||
@@ -516,7 +508,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the
|
||||
center of the chamber holds a broiling darkness which actually moves and writhes
|
||||
as if with its own inner life. Hooting, howling creatures cavort about the
|
||||
walkway scavenging upon each other and any unwary visitors who might 'drop in'.
|
||||
|
||||
~
|
||||
245 105 0 0 0 0
|
||||
D0
|
||||
@@ -535,7 +526,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the
|
||||
center of the chamber holds a broiling darkness which actually moves and writhes
|
||||
as if with its own inner life. Hooting, howling creatures cavort about the
|
||||
walkway scavenging upon each other and any unwary visitors who might 'drop in'.
|
||||
|
||||
~
|
||||
245 105 0 0 0 0
|
||||
D0
|
||||
@@ -558,7 +548,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the
|
||||
center of the chamber holds a broiling darkness which actually moves and writhes
|
||||
as if with its own inner life. Hooting, howling creatures cavort about the
|
||||
walkway scavenging upon each other and any unwary visitors who might 'drop in'.
|
||||
|
||||
~
|
||||
245 105 0 0 0 0
|
||||
D0
|
||||
@@ -581,7 +570,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the
|
||||
center of the chamber holds a broiling darkness which actually moves and writhes
|
||||
as if with its own inner life. Hooting, howling creatures cavort about the
|
||||
walkway scavenging upon each other and any unwary visitors who might 'drop in'.
|
||||
|
||||
~
|
||||
245 105 0 0 0 0
|
||||
D0
|
||||
@@ -604,7 +592,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the
|
||||
center of the chamber holds a broiling darkness which actually moves and writhes
|
||||
as if with its own inner life. Hooting, howling creatures cavort about the
|
||||
walkway scavenging upon each other and any unwary visitors who might 'drop in'.
|
||||
|
||||
~
|
||||
245 105 0 0 0 0
|
||||
D0
|
||||
@@ -623,7 +610,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the
|
||||
center of the chamber holds a broiling darkness which actually moves and writhes
|
||||
as if with its own inner life. Hooting, howling creatures cavort about the
|
||||
walkway scavenging upon each other and any unwary visitors who might 'drop in'.
|
||||
|
||||
~
|
||||
245 105 0 0 0 0
|
||||
D0
|
||||
@@ -646,7 +632,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the
|
||||
center of the chamber holds a broiling darkness which actually moves and writhes
|
||||
as if with its own inner life. Hooting, howling creatures cavort about the
|
||||
walkway scavenging upon each other and any unwary visitors who might 'drop in'.
|
||||
|
||||
~
|
||||
245 105 0 0 0 0
|
||||
D0
|
||||
@@ -669,7 +654,6 @@ the chamber. More of an enormous well than an opening, the gaping hole in the
|
||||
center of the chamber holds a broiling darkness which actually moves and writhes
|
||||
as if with its own inner life. Hooting, howling creatures cavort about the
|
||||
walkway scavenging upon each other and any unwary visitors who might 'drop in'.
|
||||
|
||||
~
|
||||
245 105 0 0 0 0
|
||||
D0
|
||||
@@ -1595,7 +1579,6 @@ Claustrophobia~
|
||||
through this small spout at the base of the Maw. Above you lies the roiling
|
||||
black of the Maw, its creatures and its evil beckoning you back for more. A
|
||||
large chamber lies just below, a maze of brickwork floors and rough stone walls.
|
||||
|
||||
~
|
||||
245 365 0 0 0 0
|
||||
D5
|
||||
|
||||
@@ -173,7 +173,6 @@ A Grave~
|
||||
This area of the cemetery is relatively new. The ground seems to settle
|
||||
beneath your feet and the smell of freshly dug dirt hits your nostrils. The
|
||||
gravel path is to the west and there are more graves to the east and south.
|
||||
|
||||
~
|
||||
247 0 0 0 0 0
|
||||
D1
|
||||
@@ -201,7 +200,6 @@ A Grave~
|
||||
This area of the cemetery is relatively new. The ground seems to settle
|
||||
beneath your feet and the smell of freshly dug dirt hits your nostrils. The
|
||||
gravel path is to the west and there are more graves to the east and south.
|
||||
|
||||
~
|
||||
247 0 0 0 0 0
|
||||
D1
|
||||
@@ -1338,7 +1336,6 @@ The Catacombs~
|
||||
The corridor here stretches north to south. This area looks extremely old
|
||||
and the ceiling seems to want to cave in. There are larger and larger chunks
|
||||
of stone that have fallen in. You wonder just how save this passageway is.
|
||||
|
||||
~
|
||||
247 9 0 0 0 0
|
||||
D0
|
||||
@@ -1400,7 +1397,6 @@ The Guardian Chamber~
|
||||
You have entered what looks like a waiting room. There is a high vaulted
|
||||
ceiling here and an archway leads to the east. There is a faint red light
|
||||
coming from the east and you hear what sounds like high voltage electricity.
|
||||
|
||||
~
|
||||
247 521 0 0 0 0
|
||||
D1
|
||||
|
||||
@@ -464,12 +464,9 @@ You see the Tavern of Hope.
|
||||
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.
|
||||
|
||||
@@ -17,7 +17,6 @@ The Entrance of JEDI CLAN house~
|
||||
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 72 0 0 0 0
|
||||
D0
|
||||
@@ -212,7 +211,6 @@ The Corridor~
|
||||
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 72 0 0 0 0
|
||||
D1
|
||||
|
||||
@@ -49,7 +49,6 @@ The End of the Ancient Path~
|
||||
the foot of a path. The path leads north, to the mountain which has, until now
|
||||
been your only beacon. Now that you can better see the ominous mountain
|
||||
looming before you, you begin to rethink the idea of recalling to Midgaard.
|
||||
|
||||
~
|
||||
250 0 0 0 0 0
|
||||
D0
|
||||
|
||||
@@ -809,7 +809,6 @@ S
|
||||
Human Cage~
|
||||
You are in a large cage. The cage stinks of rotten food. A narrow window
|
||||
looks out onto the grassy plains to the east. Straw covers the stone floor.
|
||||
|
||||
~
|
||||
251 8 0 0 0 0
|
||||
D3
|
||||
|
||||
@@ -29,7 +29,6 @@ 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
|
||||
|
||||
@@ -483,7 +483,6 @@ Mess Hall~
|
||||
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 8 0 0 0 0
|
||||
D2
|
||||
@@ -513,7 +512,6 @@ Training Room~
|
||||
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 0 0 0
|
||||
D1
|
||||
|
||||
@@ -448,7 +448,6 @@ 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 0 0 0 0
|
||||
D0
|
||||
@@ -902,7 +901,6 @@ 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 0 0 0
|
||||
D3
|
||||
|
||||
@@ -18,7 +18,6 @@ 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
|
||||
@@ -69,7 +68,6 @@ 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.
|
||||
|
||||
~
|
||||
255 264 0 0 0 0
|
||||
D4
|
||||
|
||||
@@ -992,7 +992,6 @@ D1
|
||||
~
|
||||
0 -1 25654
|
||||
D2
|
||||
|
||||
~
|
||||
door front~
|
||||
0 -1 25638
|
||||
@@ -1318,7 +1317,6 @@ dirt stone~
|
||||
E
|
||||
claw claws track tracks mark marks~
|
||||
They stop very abruptly here, right where the piles of earth begin, it seems.
|
||||
|
||||
~
|
||||
E
|
||||
floor~
|
||||
@@ -1383,7 +1381,6 @@ S
|
||||
Along the Parapet~
|
||||
You stand atop the parapet which runs east to west here. This narrow walkway
|
||||
connects all the guard towers and provides a means for defense in times of war.
|
||||
|
||||
~
|
||||
256 0 0 0 0 0
|
||||
D1
|
||||
|
||||
@@ -61,13 +61,11 @@ finest armor and weapons in all of Jareth.
|
||||
257 0 0 0 0 0
|
||||
D0
|
||||
Looking north you see Bourbon Street stretch off into the distance.
|
||||
|
||||
~
|
||||
~
|
||||
0 -1 25754
|
||||
D1
|
||||
You see Maris' Weaponry.
|
||||
|
||||
~
|
||||
~
|
||||
0 -1 25763
|
||||
@@ -78,7 +76,6 @@ You see the City Proper.
|
||||
0 -1 25705
|
||||
D3
|
||||
You see Maris' Armoury.
|
||||
|
||||
~
|
||||
~
|
||||
0 -1 25700
|
||||
@@ -270,12 +267,9 @@ You see the entrance hall.
|
||||
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.
|
||||
@@ -501,7 +495,6 @@ dregs found in the southern reaches of the city. To your west is the wall of a
|
||||
large complex of flats. To your east you see the western wall of of the
|
||||
bootery, where you may windowif so desired. North is more of River St, which
|
||||
crosses the river further up, and south, River St crosses Floris St in a square.
|
||||
|
||||
~
|
||||
257 0 0 0 0 0
|
||||
D0
|
||||
@@ -671,7 +664,6 @@ target someone for assassination, you must write it on a piece of paper and drop
|
||||
the paper in the box. Be sure to include the name of the target, the price on
|
||||
their life, and a brief explanation why you wish them killed. East is the
|
||||
entrance to the Assassin's Guild, and west is the main room for Contracts, Ltd.
|
||||
|
||||
~
|
||||
257 8 0 0 0 0
|
||||
D1
|
||||
@@ -790,22 +782,15 @@ You see the reception area.
|
||||
E
|
||||
0~
|
||||
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 with: 'buy <pet> <name>'
|
||||
|
||||
Regards,
|
||||
|
||||
The Shopkeeper
|
||||
|
||||
~
|
||||
S
|
||||
#25732
|
||||
@@ -1060,7 +1045,6 @@ Dark Alley~
|
||||
from a game of dice as you enter their territory, and they seem just a bit
|
||||
perturbed. You can leave to the north or south, though neither choice seems all
|
||||
that inviting since both directions lead to more of what you're standing in now.
|
||||
|
||||
~
|
||||
257 1 0 0 0 0
|
||||
D0
|
||||
@@ -1173,7 +1157,6 @@ The Assassin's Guild~
|
||||
bliss. The clarity of mind you feel, the strength of purpose emanating from the
|
||||
very walls seem to ooze into every part of your being. A soft, slightly padded
|
||||
mat lies on the floor, offering you the chance to rest or meditate, as you will.
|
||||
|
||||
~
|
||||
257 668 0 0 0 0
|
||||
D2
|
||||
@@ -1397,7 +1380,6 @@ the crossing of Floris Ave. East of you is the entrance to Captain Vulcevic's
|
||||
Boat House, where Vulcevic buys, sells, and repairs new and used boats. West is
|
||||
the long tall building which houses flats for any who wish to lease, although
|
||||
the entrance is southwest. Directly west only leads to a tall, windowless wall.
|
||||
|
||||
~
|
||||
257 0 0 0 0 0
|
||||
D0
|
||||
|
||||
@@ -45,7 +45,6 @@ Zone 258 is linked to the following zones:
|
||||
260 Grasslands at 25850 (west ) ---> 26080
|
||||
299 Abandoned Cathedral at 25872 (north) ---> 29955
|
||||
265 Beach & Lighthouse at 25874 (down ) ---> 26500
|
||||
|
||||
|
||||
TODO: several missing rooms/links from dibrova zone 35
|
||||
~
|
||||
@@ -817,9 +816,7 @@ You can go south around the Inn.
|
||||
E
|
||||
sign~
|
||||
The sign reads:
|
||||
|
||||
The Woodsman
|
||||
|
||||
~
|
||||
S
|
||||
#25871
|
||||
|
||||
@@ -372,13 +372,13 @@ D3
|
||||
~
|
||||
0 0 26113
|
||||
E
|
||||
closet~
|
||||
Nice clothes, but not your size at all.
|
||||
~
|
||||
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~
|
||||
@@ -536,6 +536,7 @@ doing here?! -
|
||||
~
|
||||
261 0 0 0 0 0
|
||||
S
|
||||
T 26100
|
||||
#26122
|
||||
Bedroom~
|
||||
You land with a -THUMP! - in the center of a huge feather bed which sits in
|
||||
@@ -659,7 +660,7 @@ cell cells~
|
||||
~
|
||||
S
|
||||
#26128
|
||||
undefined~
|
||||
A Dark Room~
|
||||
It is pitch black...
|
||||
~
|
||||
261 9 0 0 0 0
|
||||
@@ -878,11 +879,11 @@ D3
|
||||
door~
|
||||
1 0 26135
|
||||
E
|
||||
mortar mortars pestle pestles jar jars~
|
||||
beaker beakers flask flasks burner burners tong tongs~
|
||||
Looks like normal, fragile lab equipment to you.
|
||||
~
|
||||
E
|
||||
beaker beakers flask flasks burner burners tong tongs~
|
||||
mortar mortars pestle pestles jar jars~
|
||||
Looks like normal, fragile lab equipment to you.
|
||||
~
|
||||
S
|
||||
@@ -907,7 +908,6 @@ 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 0 0 0 0
|
||||
D0
|
||||
|
||||
@@ -7,7 +7,6 @@ which are not part of the package you receive from the CircleMud download.
|
||||
Apologies to the original builder if I have offended at all by reposting this
|
||||
zone on my webpage, just thought that others might appreciate the mobs and eq as
|
||||
well.
|
||||
|
||||
Links: 17s, 18se, 20e, 45n, 56esw
|
||||
26233 west to 3053
|
||||
26239 east to silverthorne
|
||||
|
||||
@@ -20,7 +20,6 @@ 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
|
||||
@@ -481,7 +480,6 @@ S
|
||||
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 0 0 0 0
|
||||
D1
|
||||
|
||||
@@ -32,7 +32,6 @@ There is some kick ass eq in there that shouldn't be easy to get and a Fountain
|
||||
of Eternal Life that we made to contain a neverending supply of healing water -
|
||||
water that cast cure light with every drink. By making the village so difficult
|
||||
to find, we felt it would keep this fountain from being abused.
|
||||
|
||||
Entrance/Exit: 00E, 28N
|
||||
~
|
||||
S
|
||||
@@ -236,7 +235,6 @@ E
|
||||
tree~
|
||||
The Markings read:
|
||||
-Beware the cold Embrace of the Banshee.
|
||||
|
||||
There appears to be some sort of stain just below that, as well.
|
||||
It almost looks like dry blood.
|
||||
~
|
||||
|
||||
@@ -19,7 +19,6 @@ credits~
|
||||
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
|
||||
@@ -329,7 +328,6 @@ 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 0 0 0
|
||||
D0
|
||||
|
||||
@@ -844,7 +844,6 @@ you, there seems to be a great deal of movement around you, but always out of
|
||||
the corner of your eye. Always just out of sight. To the south is a strange
|
||||
opening in the trees, almost as if it lead to a meadow or field of some sort,
|
||||
but it couldn't be, because it is still just as dark as ever in that direction.
|
||||
|
||||
~
|
||||
266 1 0 0 0 0
|
||||
D0
|
||||
@@ -1503,7 +1502,6 @@ Climbing Up the Cliff~
|
||||
You simply cannot do it. Your arms are like jello and your breath is coming
|
||||
in hot racking gasps that make your palms sweat and your head ache. You have no
|
||||
choice but to head back down to the forest and find your way out some other way.
|
||||
|
||||
~
|
||||
266 0 0 0 0 0
|
||||
D4
|
||||
@@ -1744,7 +1742,6 @@ withered and brittle. Strangely enough, with all the lingering death around
|
||||
you, there seems to be a great deal of movement around you, but always out of
|
||||
the corner of your eye. Always just out of sight. To your north is a deep,
|
||||
dark valley. It looks exteremely uninviting from here, best to just pass it by.
|
||||
|
||||
~
|
||||
266 1 0 0 0 0
|
||||
D1
|
||||
@@ -2247,7 +2244,6 @@ pentagram catches fire and burns brightly. The runes on the slab begin to glow
|
||||
fiercely. A droning sound begins and intensifies painfully. Reality seems to
|
||||
slip away as the room begins to spin around you. Trying to get a grip on
|
||||
yourself in this maddening scene, you notice an entryway opening up before you.
|
||||
|
||||
~
|
||||
266 0 0 0 0 0
|
||||
S
|
||||
|
||||
@@ -1981,7 +1981,6 @@ Entrance to the Office of the High Priest of Terror~
|
||||
to this fact. Perhaps it's the skulls lined up on spikes around the room.
|
||||
Or, perhaps the fact that it looks to be several rooms. You really don't want
|
||||
to be here. You can go south or north... Neither way looks too comforting.
|
||||
|
||||
~
|
||||
267 8 0 0 0 0
|
||||
D0
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
#2700
|
||||
Detta's [Memlin Caverns] Description Room~
|
||||
|
||||
@BTheme:@n This zone is the under-mountain homeland of a group of neutral
|
||||
peace-loving creatures called memlins. Their humble network of caverns has
|
||||
been infiltrated by a sorceress who has recently risen to power and is seeking
|
||||
@@ -9,28 +8,23 @@ race. The basic objective then is to destroy the sorceress, though she has her
|
||||
ways of staying alive! For players interested in a deeper knowledge of the
|
||||
zone, there is @Ynow a little tour guide available@n in the temple who will
|
||||
explain all sorts of things about the storyline behind it
|
||||
|
||||
@GPlayers:@n This zone is geared towards players
|
||||
between levels 17-25, and is slightly evil aligned with most of the mobs being
|
||||
either neutral or evil. It is primarily a quest zone with killing the
|
||||
sorceress not being just your usual hack n slash job ;-) Lots of xp to be
|
||||
gained however if you feel like slaughtering the helpless community instead of
|
||||
helping them!
|
||||
|
||||
@RLocation:@n The zone itself is almost entirely underground,
|
||||
and made up of a network of caverns. Its sole exit however, opens out into a
|
||||
forest and this is the area it would be most seamlessly attached to.
|
||||
|
||||
@MSecrets:@n There are quite a few here now. I'd recommend exploring
|
||||
the zone without taking a peek at these little spoilers.. But if you
|
||||
must, just type LOOK SPOILERS to reveal all.
|
||||
|
||||
@CNote:@n If you have any suggestions, spot any typos, bugs, or weirdnesses,
|
||||
please mudmail me - Detta. :-) All input appreciated!
|
||||
You can also email me at detta@@builderacademy.net
|
||||
East takes you through the other zones I have built here.
|
||||
Down takes you to the starting room of this zone.
|
||||
|
||||
~
|
||||
27 520 0 0 0 0
|
||||
D1
|
||||
@@ -50,19 +44,12 @@ spoilers~
|
||||
Ahhh, cheater!! Don't you want to enjoy the zone?! *sniff*, ok, if you
|
||||
really have to look there are a few little secrets listed here to spoil your
|
||||
zone exploring pleasure. Just type look # to look at each one.
|
||||
|
||||
1: Temple Entrance Puzzle
|
||||
|
||||
2: Lost Child Puzzle
|
||||
|
||||
3: Goethite Shackle
|
||||
|
||||
4: Girl who Transforms to Doll
|
||||
|
||||
5: Colour-changing Shard of Glass
|
||||
|
||||
6: Defeating the Sorceress
|
||||
|
||||
7: Getting the Orb
|
||||
~
|
||||
E
|
||||
@@ -241,7 +228,6 @@ in a creature's jaws.
|
||||
D0
|
||||
A puff of dust hangs about this small entrance into a dimly lit cave and
|
||||
every now and again the clang of a metal object being dropped can be heard.
|
||||
|
||||
~
|
||||
undefined~
|
||||
0 0 2707
|
||||
|
||||
@@ -45,7 +45,6 @@ Zone 271 is linked to the following zones:
|
||||
272 Sundhaven II at 27144 (east ) ---> 27260
|
||||
272 Sundhaven II at 27145 (west ) ---> 27221
|
||||
272 Sundhaven II at 27148 (down ) ---> 27257
|
||||
|
||||
272 Sundhaven II at 27149 (east ) ---> 27249
|
||||
272 Sundhaven II at 27152 (east ) ---> 27257
|
||||
272 Sundhaven II at 27152 (west ) ---> 27250
|
||||
@@ -487,7 +486,6 @@ rules conduct~
|
||||
2) Don't point.
|
||||
3) No stealing the tips.
|
||||
4) No honor among thieves.
|
||||
|
||||
The list is, of course, left anonymous.
|
||||
~
|
||||
S
|
||||
|
||||
@@ -51,7 +51,6 @@ Zone 272 is linked to the following zones:
|
||||
271 Sundhaven at 27252 (up ) ---> 27101
|
||||
271 Sundhaven at 27253 (north) ---> 27162
|
||||
271 Sundhaven at 27254 (down ) ---> 27101
|
||||
|
||||
271 Sundhaven at 27255 (north) ---> 27118
|
||||
271 Sundhaven at 27256 (south) ---> 27101
|
||||
271 Sundhaven at 27257 (west ) ---> 27152
|
||||
@@ -687,7 +686,6 @@ A dark passageway~
|
||||
Your foot slides as your boot sinks into some unpleasant substance on the
|
||||
muddy floor.. Mold? Only inspection in better light will tell. Eastwards the
|
||||
passage slants into a dark pool, and disappears to the west into blackness.
|
||||
|
||||
~
|
||||
272 9 0 0 0 0
|
||||
D1
|
||||
|
||||
@@ -678,7 +678,6 @@ spacestation.
|
||||
D1
|
||||
The access pannel for this hatch has a red flashing light on it.
|
||||
The LCD reads:
|
||||
|
||||
'No Pressure'
|
||||
~
|
||||
hatch~
|
||||
@@ -722,7 +721,6 @@ D3
|
||||
The hatch to Agrodome #3 is closed. The control pannel onthe door
|
||||
has a red flashing light on it.
|
||||
The LCD reads:
|
||||
|
||||
** NO PRESSURE **
|
||||
~
|
||||
hatch~
|
||||
|
||||
@@ -256,7 +256,6 @@ S
|
||||
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 0 0 0 0
|
||||
D0
|
||||
@@ -289,7 +288,6 @@ 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 0 0 0 0
|
||||
D0
|
||||
@@ -486,7 +484,6 @@ You peer into the dark well and think you may just be able to squeeze down.
|
||||
E
|
||||
well~
|
||||
You peer into the dark well and think you may just be able to squeeze down.
|
||||
|
||||
~
|
||||
S
|
||||
#27423
|
||||
|
||||
@@ -9,7 +9,6 @@ Zone 275 is linked to the following zones:
|
||||
276 New Sparta II at 27580 (north) ---> 27612
|
||||
276 New Sparta II at 27599 (north) ---> 27600
|
||||
276 New Sparta II at 27599 (south) ---> 27601
|
||||
|
||||
guildmaster: 72, 73, 74, 75
|
||||
~
|
||||
275 0 0 0 0 0
|
||||
@@ -2003,7 +2002,6 @@ You see the bar stools.
|
||||
E
|
||||
table~
|
||||
This is your standard tournament pool table (would you expect anything less).
|
||||
|
||||
~
|
||||
S
|
||||
#27590
|
||||
|
||||
@@ -16,7 +16,6 @@ You see Second Avenue.
|
||||
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
|
||||
|
||||
@@ -31,8 +31,6 @@ M QQ21 spec_guard battlemaster
|
||||
M QQ22 spec_thief youth
|
||||
M QQ32 spec_guard shiriff
|
||||
S
|
||||
|
||||
|
||||
This is the classic Shire area. It is in a mixed format, part Merc 2.2, part standard Diku.
|
||||
Links
|
||||
50u
|
||||
|
||||
@@ -254,7 +254,6 @@ At a sharp turn in the current~
|
||||
keeping it from off-course. You realize this will be hard work. Seagulls
|
||||
chirp above, and wales spurt water far off into the horizon. The wind blows
|
||||
constant- ly here. The current allowes passage only to the east and south.
|
||||
|
||||
~
|
||||
278 0 0 0 0 0
|
||||
D1
|
||||
@@ -490,7 +489,6 @@ At a sharp turn in the current~
|
||||
keeping it from off-course. You realize this will be hard work. Seagulls
|
||||
chirp above, and wales spurt water far off into the horizon. The wind blows
|
||||
constant- ly here. The current allowes passage only to the east and south.
|
||||
|
||||
~
|
||||
278 0 0 0 0 0
|
||||
D1
|
||||
@@ -794,7 +792,6 @@ At a sharp turn in the current~
|
||||
keeping it from off-course. You realize this will be hard work. Seagulls
|
||||
chirp above, and wales spurt water far off into the horizon. The wind blows
|
||||
constant- ly here. The current allowes passage only to the east and south.
|
||||
|
||||
~
|
||||
278 0 0 0 0 0
|
||||
D1
|
||||
@@ -872,7 +869,6 @@ At a sharp turn in the current~
|
||||
keeping it from off-course. You realize this will be hard work. Seagulls
|
||||
chirp above, and wales spurt water far off into the horizon. The wind blows
|
||||
constant- ly here. The current allowes passage only to the east and south.
|
||||
|
||||
~
|
||||
278 0 0 0 0 0
|
||||
D1
|
||||
|
||||
@@ -181,7 +181,6 @@ 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 44 0 0 0 0
|
||||
@@ -232,7 +231,6 @@ 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 60 0 0 0 0
|
||||
@@ -248,11 +246,8 @@ 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>.
|
||||
~
|
||||
E
|
||||
@@ -272,11 +267,8 @@ 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.
|
||||
|
||||
@@ -30,7 +30,6 @@ and .zon file, and if you so choose to make one, the .obj file can be edited to
|
||||
suit your particular MUD.
|
||||
This is my first zone I have released publicaly, and I hope you all enjoy
|
||||
it. E-mail me with any comments or suggestions. All that said, enjoy!
|
||||
|
||||
Links: 00 portal
|
||||
~
|
||||
S
|
||||
@@ -114,7 +113,6 @@ circuits here, criss-crossing each other. The amount of power surging through
|
||||
this area is probably tremendous. The section of the motherboard seems to have
|
||||
been misshapen from the large amount of heat, it's stretching out towards the
|
||||
west. Why it went that way, instead of sloping downwards, you have no idea.
|
||||
|
||||
~
|
||||
280 8 0 0 0 0
|
||||
D0
|
||||
|
||||
@@ -17,7 +17,6 @@ maybe east of Midgaard. The area was originally written for low-level
|
||||
|
||||
-Methem
|
||||
(mputkone@@rieska.oulu.fi)
|
||||
|
||||
Replace XXXX with a town name of your choosing.
|
||||
~
|
||||
S
|
||||
|
||||
@@ -49,7 +49,6 @@ 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
|
||||
~
|
||||
@@ -175,7 +174,6 @@ S
|
||||
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 0 0 0
|
||||
D0
|
||||
|
||||
@@ -389,11 +389,8 @@ To the west looks to be a large chair with a dark figure sitting in it...
|
||||
E
|
||||
sign~
|
||||
*****************North = The Slow-Death Room************
|
||||
|
||||
********************South = Quick-Death*******************
|
||||
|
||||
********************West = The Dungeon Ruler's Lair**********
|
||||
|
||||
*******BE WARNED: UNPREPARED INTRUDERS WILL DIE*******
|
||||
~
|
||||
S
|
||||
@@ -1180,7 +1177,6 @@ Oops!~
|
||||
You are climbing down the ladder to the ground when all of a sudden a large
|
||||
gust of wind comes along and hits you hard. Unprepared, you lose your grip on
|
||||
the very wet ropes, and fly head first into the ground below you. OUCH!!!!!
|
||||
|
||||
~
|
||||
283 741 0 0 0 0
|
||||
D4
|
||||
|
||||
@@ -1187,7 +1187,6 @@ S
|
||||
The streets of Ghenna.~
|
||||
You are standing on a city street in Ghenna. Paved with cobble- stones, the
|
||||
road is slick with the blood of many a wayward adventurer. Watch your step!
|
||||
|
||||
~
|
||||
284 1 0 0 0 0
|
||||
D1
|
||||
@@ -1318,7 +1317,6 @@ The dominatrix's abode.~
|
||||
This room is filled with all manner of black, silver studded leather.
|
||||
Whips, chains and handcuffs are displayed prominently on each of the 3 walls.
|
||||
A position chair sits in the middle of the room for your hedonistic desires.
|
||||
|
||||
~
|
||||
284 1 0 0 0 0
|
||||
D2
|
||||
@@ -1393,7 +1391,6 @@ A trashed abode.~
|
||||
This place looks as though it was once a lovely home. The furniture which
|
||||
is completely trashed is reminiscent of a victorian styled era. A rickety
|
||||
stairwell leads upward, but doesnt look too stable. Better watch your step.
|
||||
|
||||
~
|
||||
284 1 0 0 0 0
|
||||
D0
|
||||
@@ -1663,7 +1660,6 @@ The madame's room.~
|
||||
under a ceiling made entirely of mirrors. The two lamps that are located on
|
||||
either side of the bed are draped with a gauzy red material which casts an
|
||||
eerie glow on an array of dildos which are mounted on the wall like trophys.
|
||||
|
||||
~
|
||||
284 8 0 0 0 0
|
||||
D0
|
||||
@@ -1693,7 +1689,6 @@ A slimey footpath.~
|
||||
What the hell?! This footpath is covered with a slimey substance akin to
|
||||
ectoplasm - its really gross. The path is so slippery that you cant ascend to
|
||||
where there is a covered walkway above you. Your only option is to go West.
|
||||
|
||||
~
|
||||
284 5 0 0 0 0
|
||||
D3
|
||||
|
||||
@@ -31,7 +31,6 @@ 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
|
||||
@@ -378,7 +377,6 @@ The Office of Big Mouth~
|
||||
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 9 0 0 0 0
|
||||
D3
|
||||
|
||||
@@ -30,12 +30,9 @@ E
|
||||
plaque~
|
||||
Descent to Hell
|
||||
************
|
||||
|
||||
You just GO TO HELL!!!!
|
||||
*chuckle*
|
||||
|
||||
Made for levels 50-85
|
||||
|
||||
Brought to you by Strahd
|
||||
~
|
||||
S
|
||||
@@ -401,7 +398,6 @@ Greed~
|
||||
imagination! Wait! You suddenly feel as if it is all slowly disappearing.
|
||||
Someone is taking your treasure. They have no right! It is yours! You found
|
||||
it first. Let them go get thier own treasures! You see a door to the east.
|
||||
|
||||
~
|
||||
286 9 0 0 0 0
|
||||
D1
|
||||
@@ -606,7 +602,6 @@ S
|
||||
Blackened Hallway~
|
||||
This dark hallway looks as if it was made by a lavaworm... All the surfaces
|
||||
in it are melted and burnt. The smell of brimstone and sulfur fill the air.
|
||||
|
||||
~
|
||||
286 9 0 0 0 0
|
||||
D0
|
||||
@@ -629,7 +624,6 @@ S
|
||||
Blackened Hallway~
|
||||
This dark hallway looks as if it was made by a lavaworm... All the surfaces
|
||||
in it are melted and burnt. The smell of brimstone and sulfur fill the air.
|
||||
|
||||
~
|
||||
286 9 0 0 0 0
|
||||
D1
|
||||
@@ -1972,9 +1966,7 @@ You see a blackened hallway.
|
||||
E
|
||||
poster~
|
||||
Don't go to heaven....They're boring....
|
||||
|
||||
***GO TO HELL!!!****
|
||||
|
||||
You'll be damned if you don't ;)
|
||||
~
|
||||
S
|
||||
|
||||
@@ -234,7 +234,6 @@ The road continues east to a city.
|
||||
E
|
||||
sign~
|
||||
It has boards with fingers pointing north, south, and west.
|
||||
|
||||
EAST - Ofingia
|
||||
SOUTH - Sorvecgden-Lacgorr
|
||||
NORTH - Midgaard
|
||||
@@ -587,7 +586,6 @@ S
|
||||
Southeastern Market Square~
|
||||
The fragrance of fresh bread fills the air here. Ofintine bread is
|
||||
considered the best in the world by those who know what REAL bread tastes like.
|
||||
|
||||
~
|
||||
287 0 0 0 0 0
|
||||
D0
|
||||
@@ -738,7 +736,6 @@ The public section of the library is to the north.
|
||||
E
|
||||
blue chewed paper~
|
||||
It is a letter, or rather, half of a letter.
|
||||
|
||||
has never done. I say more happily that your ring is finished. It
|
||||
is a work of great art, and no king wears its equal. Indeed, the stone
|
||||
quarried from the [dwarven?] mines of Holdraxe is said to have magical
|
||||
@@ -760,7 +757,6 @@ E
|
||||
papyrus scroll fragment~
|
||||
Some ancient scribe has written a list of legendary weapons, of which
|
||||
only this tiny scrap remains.
|
||||
|
||||
The great warrior Highlander, it is said, bore a mighty claymore, the
|
||||
equal of which is unknown to me. I have heard it glowed brightly when
|
||||
drawn, but I see no way this would be useful. The great smith Durgandon
|
||||
@@ -774,13 +770,11 @@ named for its thinness, and its renowned edge. It is supple steel,
|
||||
but quite sturdy, and I have seen Zeb plunge it deep into an oak without
|
||||
injuring the blade. Dorig is truly a great craftsman.
|
||||
There are dark rumors of a scimitar borne by the Goblin King that, if
|
||||
|
||||
Shoot! There is no more.
|
||||
~
|
||||
E
|
||||
small vellum~
|
||||
Like the rest it is a fragment:
|
||||
|
||||
The age of Iron came next; it is our present age. In these days men
|
||||
dwindled both in stature and nobility still further from the Bronze
|
||||
Age, so say the philosophers. They began forging their tools and
|
||||
@@ -791,7 +785,6 @@ So says the philosopher:
|
||||
To the world that stumbles lost and lone,
|
||||
A king descends from heaven's throne.
|
||||
Death by death is overthrown.
|
||||
|
||||
Here the page has been torn off.
|
||||
~
|
||||
E
|
||||
@@ -952,7 +945,6 @@ sharper smell of sourdough rye. No bakers anywhere in Midgaard, Thalos, or Rome
|
||||
can equal Marya Luzarna, who comes from a long line of bakers. Her
|
||||
great-great-great-grandfather Ogann baked the great Rye Loaf of Ofingia, which
|
||||
could be carried in a pocket, and yet fed an army of Ofintines for thirty days.
|
||||
|
||||
~
|
||||
287 8 0 0 0 0
|
||||
D3
|
||||
@@ -1226,7 +1218,6 @@ The Spiral Tunnel~
|
||||
The stream of water seems to be your last friend. Its water is muddy but it
|
||||
still tastes good after walking so far. The gloom of these caverns is beginning
|
||||
to darken your mind, and you long for the common room of the Grunting Boar Inn.
|
||||
|
||||
~
|
||||
287 9 0 0 0 0
|
||||
D4
|
||||
@@ -1354,7 +1345,6 @@ S
|
||||
#28752
|
||||
A Small Armory~
|
||||
The Goblins keep a few weapons here, perhaps those they do not like to use.
|
||||
|
||||
~
|
||||
287 9 0 0 0 0
|
||||
D1
|
||||
@@ -1511,7 +1501,6 @@ A Pale-Glowing Hall in Goblin-Town~
|
||||
The bizarre magical glow these walls have is unnerving. These tunnels are
|
||||
certainly the kind of dank, filthy holes goblins like best. Bones and rotten
|
||||
meat litter the floor, and strange crawling beasts live on the gathered garbage.
|
||||
|
||||
~
|
||||
287 8 0 0 0 0
|
||||
D0
|
||||
@@ -1680,7 +1669,6 @@ The Mess~
|
||||
not have to take off your armor, but his pot always needs another chunk of meat,
|
||||
however it tastes. Around him are stacked jars of strange substances to add to
|
||||
his pot, probably not tasty spices. Dry, boiled bones are piled in the corner.
|
||||
|
||||
~
|
||||
287 8 0 0 0 0
|
||||
D2
|
||||
@@ -2051,7 +2039,6 @@ because diving into the lake put out your light. It is not very large; roughly
|
||||
a round inverted bowl, fifty feet across, and about 15 feet high. To the north
|
||||
a small stream flows out through a tunnel. Of all the numerous influences that
|
||||
feed this lake, none are large enough, or low enough, for you to leave through.
|
||||
|
||||
~
|
||||
287 204 0 0 0 0
|
||||
D0
|
||||
@@ -2295,7 +2282,6 @@ E
|
||||
throne bones bone~
|
||||
It is made, seemingly, of the bones of the many enemies that the Great Goblin
|
||||
killed. All over it evil signs are carved; it glows with a pale, sickly light.
|
||||
|
||||
~
|
||||
S
|
||||
$~
|
||||
|
||||
@@ -23,7 +23,6 @@ M 9332 spec_breath_acid
|
||||
I do not think that the cleric spec they are talking about is a friendly
|
||||
healing others one, so you will need to work that one out yourself (maybe
|
||||
the mage one will do in a pinch)
|
||||
|
||||
Links: 01w, 30s
|
||||
~
|
||||
288 0 0 0 0 0
|
||||
@@ -83,7 +82,6 @@ S
|
||||
On an InterGalactic Walkway~
|
||||
You are on a well-paved path which seems that it was made deliberately for
|
||||
visitors like you. The walkway continues north and a small exit lies west.
|
||||
|
||||
~
|
||||
288 0 0 0 0 0
|
||||
D0
|
||||
|
||||
@@ -60,9 +60,7 @@ Page: Eshiay, Farlenian (and Koofy!), Aaron Barrs: Alerka
|
||||
E
|
||||
sign~
|
||||
It says,
|
||||
|
||||
"WERITH'S WAYHOUSE"
|
||||
|
||||
~
|
||||
E
|
||||
stable~
|
||||
@@ -71,7 +69,6 @@ stable~
|
||||
E
|
||||
path paths~
|
||||
Well-trodden paths around the sides of the building. Not much of interest.
|
||||
|
||||
~
|
||||
S
|
||||
#28901
|
||||
|
||||
@@ -52,7 +52,6 @@ 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
|
||||
~
|
||||
S
|
||||
@@ -308,7 +307,6 @@ conceivable reason why the lizardmen keep it here.
|
||||
E
|
||||
pillars wall~
|
||||
What a useless concept. Why didn't the designer just put actual pillars in?
|
||||
|
||||
~
|
||||
S
|
||||
#29013
|
||||
|
||||
@@ -324,7 +324,6 @@ trampled down in many places where some unfortunate creature was hounded by
|
||||
something truly evil. A fresh burst of icy wind whips through the grass
|
||||
sending waves rolling through the glade. Out of the chilled wind comes a bout
|
||||
of the evil, maniacle, unholy cackles that cause your hair to stand on end.
|
||||
|
||||
~
|
||||
291 0 0 0 0 0
|
||||
D0
|
||||
@@ -1351,7 +1350,6 @@ The Clock Tower~
|
||||
intricate gears, cogs, and other clockwork parts meshing and grinding above
|
||||
you. The effect is almost hypnotic. A staircase is built into the wall
|
||||
allowing access to the intricate mechanisms above, if you dare to climb it.
|
||||
|
||||
~
|
||||
291 8 0 0 0 0
|
||||
D0
|
||||
|
||||
@@ -534,7 +534,6 @@ Intersection~
|
||||
Business Road joins Star Gate Road here. Small shops line the
|
||||
street to your south while Star Gate Road continues on its way east
|
||||
and west.
|
||||
|
||||
There is an odd feeling of power to your north.
|
||||
~
|
||||
292 8 0 0 0 0
|
||||
@@ -1194,7 +1193,6 @@ Town Hall--Entrance~
|
||||
Organized Madness. There are people going every which way here, up
|
||||
across, over, under, through! Deliveries, messages, visits,
|
||||
appointments, WHEW! You're suddenly glad you don't work here!
|
||||
|
||||
There's a directory sign:
|
||||
Up-Mayor Kell
|
||||
Down-Jails
|
||||
@@ -1287,7 +1285,6 @@ Inner Chamber~
|
||||
Now you've done it! You've interrupted a Council Session! You'll
|
||||
never work in this town again! What?!? You don't work here? Guards,
|
||||
ATTACK!!!
|
||||
|
||||
There is a big round table here with 6 seats. Otherwise, this room
|
||||
seems plain, to minimize the distractions upon the Council Members.
|
||||
~
|
||||
@@ -1390,9 +1387,7 @@ Uh-Oh!~
|
||||
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA(breathe)AAAAAAA
|
||||
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!!!!
|
||||
THUD! CRACK! KerPLOOMP!
|
||||
|
||||
(that wasn't a good idea, but now you know that, eh?)
|
||||
|
||||
~
|
||||
292 4 0 0 0 0
|
||||
S
|
||||
@@ -1401,7 +1396,6 @@ T 29204
|
||||
Whoops...~
|
||||
Accelerating at 9.81 m/s2 is usually not a good idea unless you
|
||||
have a... SSSSSSPPPPPPPLLLLLLAAAAAAAAATTTTTTTTT!!!!!
|
||||
|
||||
~
|
||||
292 4 0 0 0 0
|
||||
S
|
||||
|
||||
@@ -3,9 +3,7 @@ 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 9 0 0 0 0
|
||||
@@ -27,7 +25,6 @@ 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 9 0 0 0 0
|
||||
@@ -405,7 +402,6 @@ S
|
||||
Passageway~
|
||||
There is a door to your north, with a plaque that says,
|
||||
'The Trial of Death!'
|
||||
|
||||
Uh-oh. You wonder if you've a scroll of recall...
|
||||
~
|
||||
293 9 0 0 0 0
|
||||
@@ -422,9 +418,7 @@ S
|
||||
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.
|
||||
@@ -434,9 +428,6 @@ Welcome to The Builder Academy (TBA)!
|
||||
5) Delete this character.
|
||||
|
||||
Make your choice:
|
||||
|
||||
|
||||
|
||||
(and then, the illusion and shock slowly fades away.)
|
||||
~
|
||||
293 8 0 0 0 0
|
||||
@@ -495,7 +486,6 @@ 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.
|
||||
~
|
||||
|
||||
@@ -51,7 +51,6 @@ Strange ship (not open, on docks #34).
|
||||
cityguard in the town you are attaching Trade Road to.
|
||||
The descriptions for rooms #00 and #17 can be switched at will. The
|
||||
default is set up to link onto a main city through an east exit to the
|
||||
|
||||
west end of Trade Road. Switching these two descriptions (don't
|
||||
forget to switch the Edesc's and change east for west and vice versa
|
||||
in the two descriptions!!!) 'reverses' the area, allowing a west exit
|
||||
@@ -228,7 +227,6 @@ Clay Street~
|
||||
-- one going back down Clay Street to the east, over the wall, and a shop to
|
||||
the south. The wall doesn't look too safe, however; what with all those guards
|
||||
on top. The shop to the south looks like a considerably nicer place to go.
|
||||
|
||||
~
|
||||
294 0 0 0 0 0
|
||||
D1
|
||||
@@ -433,7 +431,6 @@ Clay Street~
|
||||
here. To the south, Clay Road continues towards the southern city wall, not
|
||||
far away. A nicely built building with an exquisite architecture is to the
|
||||
east, while the distinctive smell of tannin comes from a shop from the west.
|
||||
|
||||
~
|
||||
294 0 0 0 0 0
|
||||
D0
|
||||
@@ -819,7 +816,6 @@ litter~
|
||||
E
|
||||
shop shops building buildings~
|
||||
They're getting noticeably worse now. You have a sudden attack of deja vu.
|
||||
|
||||
~
|
||||
S
|
||||
#29427
|
||||
@@ -1013,7 +1009,6 @@ D3
|
||||
E
|
||||
mortarwork wall~
|
||||
Looks fresh. It also looks hastily built... To keep something out, or in?
|
||||
|
||||
~
|
||||
E
|
||||
ship~
|
||||
@@ -1113,7 +1108,6 @@ Trade Road runs right outside.
|
||||
E
|
||||
lantern lanterns~
|
||||
Your standard lantern, available for a pittance at your local General Store.
|
||||
|
||||
~
|
||||
E
|
||||
bench chair chairs~
|
||||
@@ -1449,7 +1443,6 @@ bottle empty ale~
|
||||
E
|
||||
news copy XXXX~
|
||||
It's old. You'd be better off typing 'News' and reading the newest version.
|
||||
|
||||
~
|
||||
S
|
||||
#29450
|
||||
|
||||
@@ -25,7 +25,6 @@ iwinning@@proweb.co.uk
|
||||
|
||||
p.s If you are looking for a builder, I need somewhere to build :)-
|
||||
gimmie a mail at the above address.
|
||||
|
||||
Links: 00n
|
||||
~
|
||||
S
|
||||
|
||||
@@ -50,9 +50,7 @@ A Littered Road~
|
||||
The wheel tracks in the road lead east to a large parking-lot
|
||||
area, where many wagons and carts sit parked. To the north, you
|
||||
see the building, with the logo emblazoned:
|
||||
|
||||
'Froboz's Fun Factory of Doom!'
|
||||
|
||||
~
|
||||
296 0 0 0 0 0
|
||||
D0
|
||||
|
||||
@@ -36,7 +36,6 @@ undead creatures deep in the catacombs below the cathedral.
|
||||
The area consists of 56 rooms, 15 mobiles, and 17 objects.
|
||||
N.B. The layout of the abandoned cathedral is loosely based upon
|
||||
an unfinished church created by CatsEye of VieMud 2.x
|
||||
|
||||
*
|
||||
This area was built to conform to the standard Diku gamma 0.0
|
||||
release. Along with all other changes you must make to change
|
||||
|
||||
@@ -58,9 +58,9 @@ E
|
||||
paintings ancient wall peasants gods giants~
|
||||
The paintings are numerous in style and quality. But, they all have the same
|
||||
surreal quality that tugs at the mind to become lost in their depth and detail.
|
||||
|
||||
~
|
||||
S
|
||||
T 3017
|
||||
#3002
|
||||
The Clerics' Inner Sanctum~
|
||||
This is the inner sanctum. A picture of the mighty Thor, is hanging on
|
||||
@@ -197,19 +197,18 @@ You see the exit to the entrance hall.
|
||||
~
|
||||
0 -1 3006
|
||||
E
|
||||
writing carving carvings symbols symbol~
|
||||
Although it is very hard to understand, you think it looks a lot like beer,
|
||||
poems about beer, and small beer-mugs.
|
||||
~
|
||||
E
|
||||
sign~
|
||||
The sign reads:
|
||||
Free instructions provided by the Grunting Boar Inn.
|
||||
|
||||
Buy - Buy something (drinkable) from the bartender.
|
||||
List - The bartender will show you all the different drinks and
|
||||
specialties, and tell the price of each.
|
||||
~
|
||||
E
|
||||
writing carving carvings symbols symbol~
|
||||
Although it is very hard to understand, you think it looks a lot like beer,
|
||||
poems about beer, and small beer-mugs.
|
||||
~
|
||||
S
|
||||
#3008
|
||||
The Reception~
|
||||
@@ -256,14 +255,6 @@ You see the main street.
|
||||
~
|
||||
0 -1 3013
|
||||
E
|
||||
sign~
|
||||
Free instructions provided by the store:
|
||||
|
||||
Buy - Will buy you some bread or pastry.
|
||||
List - The baker will kindly tell you the price and sort of the bread in
|
||||
his bakery.
|
||||
~
|
||||
E
|
||||
danish pastry~
|
||||
You see that this is truly delicious pastry. Must be made by a Dane from
|
||||
Denmark (which surely is not the capital of Sweden! ). Former ruler of
|
||||
@@ -271,6 +262,13 @@ Scandinavia, England, Northern Germany, Northern France, Russia, Greenland,
|
||||
Iceland, Estonia etc. Etc. The sight of those large, wholesome chokoladeboller
|
||||
makes your mouth water and your soul sing.
|
||||
~
|
||||
E
|
||||
sign~
|
||||
Free instructions provided by the store:
|
||||
Buy - Will buy you some bread or pastry.
|
||||
List - The baker will kindly tell you the price and sort of the bread in
|
||||
his bakery.
|
||||
~
|
||||
S
|
||||
#3010
|
||||
The General Store~
|
||||
@@ -287,7 +285,6 @@ You see the main street.
|
||||
E
|
||||
note~
|
||||
The note reads:
|
||||
|
||||
List - Show which various items are in the store.
|
||||
Buy - Buy an item.
|
||||
Value - The shopkeeper will (free of charge) tell how much he will
|
||||
@@ -310,7 +307,6 @@ You see the main street.
|
||||
E
|
||||
note~
|
||||
The note reads:
|
||||
|
||||
List - Show which various items are in the store.
|
||||
Buy - Buy an item.
|
||||
Value - The shopkeeper will (free of charge) tell how much he will
|
||||
@@ -406,7 +402,6 @@ You see the main street.
|
||||
E
|
||||
statue~
|
||||
What you see is the Midgaard Worm, stretching around the Palace of Midgaard.
|
||||
|
||||
~
|
||||
S
|
||||
#3015
|
||||
@@ -536,12 +531,10 @@ You see the main street.
|
||||
E
|
||||
note~
|
||||
You can use these commands for trading:
|
||||
|
||||
value <item> To get the price of an item in your possession.
|
||||
sell <item> To sell something.
|
||||
buy <item> To buy something (provided that the shop has it in store).
|
||||
list Gives you a listing of the shop's inventory.
|
||||
|
||||
WE DON'T GIVE CREDIT; WE DON'T EXPECT TO RECEIVE CREDIT!
|
||||
NO HAGGLING
|
||||
~
|
||||
@@ -674,7 +667,6 @@ You see the common square.
|
||||
E
|
||||
guild~
|
||||
It is the thieves' guild, don't enter if you care about your health or money.
|
||||
|
||||
~
|
||||
S
|
||||
#3027
|
||||
@@ -769,22 +761,15 @@ You see the main street.
|
||||
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 with: 'buy <pet> <name>'
|
||||
|
||||
Regards,
|
||||
|
||||
The Shopkeeper
|
||||
|
||||
~
|
||||
S
|
||||
#3032
|
||||
@@ -829,14 +814,9 @@ The city gate is to the west.
|
||||
gate~
|
||||
1 3112 3052
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
E
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
~
|
||||
E
|
||||
gate~
|
||||
@@ -845,9 +825,14 @@ reinforced with large iron bands to make them even more sturdy. One of the
|
||||
doors is equipped with a very big lock.
|
||||
~
|
||||
E
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
~
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
S
|
||||
#3041
|
||||
@@ -873,14 +858,9 @@ You see Main Street.
|
||||
~
|
||||
0 -1 3016
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
E
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
~
|
||||
E
|
||||
gate~
|
||||
@@ -889,9 +869,14 @@ reinforced with large iron bands to make them even more sturdy. One of the
|
||||
doors is equipped with a very big lock.
|
||||
~
|
||||
E
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
~
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
S
|
||||
#3042
|
||||
@@ -939,14 +924,14 @@ The road continues further south.
|
||||
~
|
||||
0 -1 3047
|
||||
E
|
||||
wall writing letters~
|
||||
It says 'Who watches the watchmen? '
|
||||
~
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
E
|
||||
wall writing letters~
|
||||
It says 'Who watches the watchmen? '
|
||||
~
|
||||
S
|
||||
#3044
|
||||
Poor Alley~
|
||||
@@ -1086,18 +1071,18 @@ You see the Concourse.
|
||||
~
|
||||
0 -1 3100
|
||||
E
|
||||
wall~
|
||||
bridge~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
some kind of mortar, just like the wall.
|
||||
~
|
||||
E
|
||||
opening~
|
||||
You cannot really see it from here as it is somewhere beneath your feet.
|
||||
~
|
||||
E
|
||||
bridge~
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar, just like the wall.
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
S
|
||||
#3052
|
||||
@@ -1118,14 +1103,9 @@ The forest edge is to the west.
|
||||
~
|
||||
0 -1 6092
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
E
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
~
|
||||
E
|
||||
gate~
|
||||
@@ -1134,9 +1114,14 @@ reinforced with large iron bands to make them even more sturdy. One of the
|
||||
doors is equipped with a very big lock.
|
||||
~
|
||||
E
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
~
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
S
|
||||
#3053
|
||||
@@ -1157,14 +1142,9 @@ You see the city gate.
|
||||
gate~
|
||||
1 3112 3041
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
E
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
~
|
||||
E
|
||||
gate~
|
||||
@@ -1173,9 +1153,14 @@ reinforced with large iron bands to make them even more sturdy. One of the
|
||||
doors is equipped with a very big lock.
|
||||
~
|
||||
E
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
~
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
S
|
||||
#3054
|
||||
@@ -1198,17 +1183,17 @@ You see the southern end of the temple.
|
||||
~
|
||||
0 -1 3001
|
||||
E
|
||||
altar~
|
||||
Even though the altar is more than ten feet long it appears to be made from a
|
||||
single block of white virgin marble.
|
||||
~
|
||||
E
|
||||
statue odin king god~
|
||||
The statue represents the one-eyed Odin sitting on a his throne. He has
|
||||
long, grey hair and beard and a strict look on his face. On top of the throne,
|
||||
just above his shoulders, his two ravens Hugin and Munin are sitting and at his
|
||||
feet are his wolves Gere and Freke.
|
||||
~
|
||||
E
|
||||
altar~
|
||||
Even though the altar is more than ten feet long it appears to be made from a
|
||||
single block of white virgin marble.
|
||||
~
|
||||
S
|
||||
#3058
|
||||
Ye Olde Water Shoppe~
|
||||
@@ -1317,29 +1302,6 @@ You see the entrance to the Grunting Boar Inn and Tavern.
|
||||
~
|
||||
0 -1 3006
|
||||
E
|
||||
WANTED posters poster wall~
|
||||
Faces of various known Killers and Thieves can barely be seen behind the
|
||||
crates on the west wall. Some of them look quite familar, sorta like that guy
|
||||
who you saw in the Reception a minute ago... But then again, they are rather
|
||||
hard to see past the crates.
|
||||
~
|
||||
E
|
||||
crates opened large~
|
||||
As you know, it is illegal to send contraband items through the Midgaard
|
||||
Mail. The customs agents use this as a great excuse to seize liquor, rare
|
||||
spices, and just about anything they might find useful or profitable.
|
||||
~
|
||||
E
|
||||
cobwebs~
|
||||
They seem to cover everything here, even the Postmaster himself.
|
||||
~
|
||||
E
|
||||
letters envelopes assorted~
|
||||
Envelopes of all sizes are heaped into hugh piles around the room. As you
|
||||
look closer, you see a letter that you had posted a full week ago, laying
|
||||
unnoticed and slightly rat-chewed towards the bottom of the pile.
|
||||
~
|
||||
E
|
||||
sign~
|
||||
**********************************************************
|
||||
* *
|
||||
@@ -1358,6 +1320,29 @@ sign~
|
||||
* Type 'HELP MAIL' for more info *
|
||||
**********************************************************
|
||||
~
|
||||
E
|
||||
letters envelopes assorted~
|
||||
Envelopes of all sizes are heaped into hugh piles around the room. As you
|
||||
look closer, you see a letter that you had posted a full week ago, laying
|
||||
unnoticed and slightly rat-chewed towards the bottom of the pile.
|
||||
~
|
||||
E
|
||||
cobwebs~
|
||||
They seem to cover everything here, even the Postmaster himself.
|
||||
~
|
||||
E
|
||||
crates opened large~
|
||||
As you know, it is illegal to send contraband items through the Midgaard
|
||||
Mail. The customs agents use this as a great excuse to seize liquor, rare
|
||||
spices, and just about anything they might find useful or profitable.
|
||||
~
|
||||
E
|
||||
WANTED posters poster wall~
|
||||
Faces of various known Killers and Thieves can barely be seen behind the
|
||||
crates on the west wall. Some of them look quite familar, sorta like that guy
|
||||
who you saw in the Reception a minute ago... But then again, they are rather
|
||||
hard to see past the crates.
|
||||
~
|
||||
S
|
||||
#3063
|
||||
The Midgaard Donation Room~
|
||||
|
||||
@@ -33,7 +33,6 @@ class range. Remove the extra '0' if you don't need/want it.
|
||||
Here are some recommended specials for the mobs:
|
||||
#04 should be given a sleep spell to cast
|
||||
#47 should be given an undead process.
|
||||
*
|
||||
Zone 301 is linked to the following zones:
|
||||
302 Campus at 30123 (south) ---> 30236
|
||||
302 Campus at 30124 (north) ---> 30250
|
||||
@@ -105,13 +104,13 @@ Campus Crescent continues to the west.
|
||||
~
|
||||
0 -1 30101
|
||||
E
|
||||
cobblestone stone cobble~
|
||||
The cobblestones are clean.
|
||||
~
|
||||
E
|
||||
dorm dormitory dormitories~
|
||||
Well, they're dormitories. What else can be said?
|
||||
~
|
||||
E
|
||||
cobblestone stone cobble~
|
||||
The cobblestones are clean.
|
||||
~
|
||||
S
|
||||
#30103
|
||||
Campus Crescent~
|
||||
@@ -137,13 +136,13 @@ Campus Crescent continues to the west.
|
||||
~
|
||||
0 -1 30102
|
||||
E
|
||||
caf cafeteria~
|
||||
You barely see, through the thick putrid fumes, the Mary Rotte Cafeteria.
|
||||
~
|
||||
E
|
||||
cobblestone stone cobble~
|
||||
The cobblestones are clean.
|
||||
~
|
||||
E
|
||||
caf cafeteria~
|
||||
You barely see, through the thick putrid fumes, the Mary Rotte Cafeteria.
|
||||
~
|
||||
S
|
||||
#30104
|
||||
The Crossroads~
|
||||
@@ -207,13 +206,13 @@ The Crossroads lie to the west.
|
||||
~
|
||||
0 -1 30104
|
||||
E
|
||||
building~
|
||||
The buildings seem warm and inviting. You almost feel like hugging one.
|
||||
~
|
||||
E
|
||||
cobblestone stone cobble~
|
||||
The cobblestones are clean.
|
||||
~
|
||||
E
|
||||
building~
|
||||
The buildings seem warm and inviting. You almost feel like hugging one.
|
||||
~
|
||||
S
|
||||
#30106
|
||||
Campus Crescent~
|
||||
@@ -244,8 +243,8 @@ Campus Crescent continues to the west.
|
||||
~
|
||||
0 -1 30105
|
||||
E
|
||||
round building~
|
||||
Yes... It's a round building. Go figure.
|
||||
cobblestone stone cobble~
|
||||
The cobblestones are still clean.
|
||||
~
|
||||
E
|
||||
bookstore~
|
||||
@@ -253,8 +252,8 @@ bookstore~
|
||||
floor.
|
||||
~
|
||||
E
|
||||
cobblestone stone cobble~
|
||||
The cobblestones are still clean.
|
||||
round building~
|
||||
Yes... It's a round building. Go figure.
|
||||
~
|
||||
S
|
||||
#30107
|
||||
@@ -279,13 +278,13 @@ Campus Crescent and its cobblestones are to the west.
|
||||
~
|
||||
0 -1 30106
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
E
|
||||
cobblestone stone cobble~
|
||||
It's asphalt, you idiot! If you want to look at cobblestones, go west.
|
||||
~
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
S
|
||||
#30108
|
||||
University Avenue~
|
||||
@@ -309,8 +308,8 @@ The cafeteria lies to the west.
|
||||
~
|
||||
0 -1 30128
|
||||
E
|
||||
cafeteria fog~
|
||||
The fog seems to be coming from the Mary Rotte Cafeteria.
|
||||
cobblestone stone cobble~
|
||||
It's a dirt road. There are NO cobblestones here, although to the north...
|
||||
~
|
||||
E
|
||||
dirt~
|
||||
@@ -318,8 +317,8 @@ dirt~
|
||||
World Dictionary)
|
||||
~
|
||||
E
|
||||
cobblestone stone cobble~
|
||||
It's a dirt road. There are NO cobblestones here, although to the north...
|
||||
cafeteria fog~
|
||||
The fog seems to be coming from the Mary Rotte Cafeteria.
|
||||
~
|
||||
S
|
||||
#30109
|
||||
@@ -339,14 +338,14 @@ Morris House lies to the west.
|
||||
~
|
||||
0 -1 30129
|
||||
E
|
||||
dormitory dorm~
|
||||
They are student living establishments.
|
||||
~
|
||||
E
|
||||
dirt~
|
||||
It's unclean matter, such as mud, trash, earth, or soil. (Webster's New
|
||||
World Dictionary)
|
||||
~
|
||||
E
|
||||
dormitory dorm~
|
||||
They are student living establishments.
|
||||
~
|
||||
S
|
||||
#30110
|
||||
University Avenue~
|
||||
@@ -375,8 +374,8 @@ The Engineering building, Ellis Hall, lies to the west.
|
||||
~
|
||||
0 -1 30132
|
||||
E
|
||||
building buildings~
|
||||
There are two buildings here. Which one?
|
||||
cobblestone stone cobble~
|
||||
It's a dirt road. There are NO cobblestones here, although to the south...
|
||||
~
|
||||
E
|
||||
dirt~
|
||||
@@ -384,8 +383,8 @@ dirt~
|
||||
World Dictionary)
|
||||
~
|
||||
E
|
||||
cobblestone stone cobble~
|
||||
It's a dirt road. There are NO cobblestones here, although to the south...
|
||||
building buildings~
|
||||
There are two buildings here. Which one?
|
||||
~
|
||||
S
|
||||
#30111
|
||||
@@ -415,14 +414,14 @@ The Commerce building, Dunning Hall, lies to the west.
|
||||
~
|
||||
0 -1 30135
|
||||
E
|
||||
building buildings~
|
||||
There are two buildings here. Which one?
|
||||
~
|
||||
E
|
||||
dirt~
|
||||
It's unclean matter, such as mud, trash, earth, or soil. (Webster's New
|
||||
World Dictionary)
|
||||
~
|
||||
E
|
||||
building buildings~
|
||||
There are two buildings here. Which one?
|
||||
~
|
||||
S
|
||||
#30112
|
||||
University Avenue~
|
||||
@@ -474,8 +473,9 @@ University Avenue continues to the south.
|
||||
~
|
||||
0 -1 30112
|
||||
E
|
||||
building~
|
||||
The student centre lies to the east.
|
||||
dirt~
|
||||
It's unclean matter, such as mud, trash, earth, or soil. (Webster's New
|
||||
World Dictionary)
|
||||
~
|
||||
E
|
||||
sign warning~
|
||||
@@ -488,9 +488,8 @@ Fine $ 53.75 for excessively loud noises.
|
||||
ENTER AT YOUR OWN RISK!
|
||||
~
|
||||
E
|
||||
dirt~
|
||||
It's unclean matter, such as mud, trash, earth, or soil. (Webster's New
|
||||
World Dictionary)
|
||||
building~
|
||||
The student centre lies to the east.
|
||||
~
|
||||
S
|
||||
#30114
|
||||
@@ -515,13 +514,13 @@ University Avenue lies to the west.
|
||||
~
|
||||
0 -1 30112
|
||||
E
|
||||
building~
|
||||
The student centre lies to the north.
|
||||
~
|
||||
E
|
||||
non-descript non descript~
|
||||
(No description)
|
||||
~
|
||||
E
|
||||
building~
|
||||
The student centre lies to the north.
|
||||
~
|
||||
S
|
||||
#30115
|
||||
Union Street~
|
||||
@@ -550,13 +549,13 @@ Union Street continues to the west.
|
||||
~
|
||||
0 -1 30114
|
||||
E
|
||||
building buildings~
|
||||
There are two buildings here. Which one?
|
||||
~
|
||||
E
|
||||
non-descript non descript~
|
||||
(No description)
|
||||
~
|
||||
E
|
||||
building buildings~
|
||||
There are two buildings here. Which one?
|
||||
~
|
||||
S
|
||||
#30116
|
||||
Division Road~
|
||||
@@ -581,13 +580,13 @@ Union Street is to the west.
|
||||
~
|
||||
0 -1 30115
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
E
|
||||
building gym arena~
|
||||
The Jock Hardy Arena lies to the north.
|
||||
~
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
S
|
||||
#30117
|
||||
Division Road~
|
||||
@@ -606,13 +605,13 @@ Division Road continues south.
|
||||
~
|
||||
0 -1 30118
|
||||
E
|
||||
zork~
|
||||
What would possess you to look at that? What is a zork anyways?
|
||||
~
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
E
|
||||
zork~
|
||||
What would possess you to look at that? What is a zork anyways?
|
||||
~
|
||||
S
|
||||
#30118
|
||||
Division Road~
|
||||
@@ -636,14 +635,14 @@ The Campus bookstore lies to the west.
|
||||
~
|
||||
0 -1 30141
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
E
|
||||
bookstore building~
|
||||
The bookstore is a 2-story cubical building, loud noises emanate from the top
|
||||
floor.
|
||||
~
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
S
|
||||
#30119
|
||||
Division Road~
|
||||
@@ -662,13 +661,13 @@ Division Road continues south.
|
||||
~
|
||||
0 -1 30120
|
||||
E
|
||||
zork~
|
||||
What would possess you to look at that? What is a zork anyways?
|
||||
~
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
E
|
||||
zork~
|
||||
What would possess you to look at that? What is a zork anyways?
|
||||
~
|
||||
S
|
||||
#30120
|
||||
Division Road~
|
||||
@@ -687,14 +686,14 @@ Division Road continues south.
|
||||
~
|
||||
0 -1 30121
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
E
|
||||
tree~
|
||||
It has been placed here just to relieve the monotony. It serves no other
|
||||
purpose whatsoever.
|
||||
~
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
S
|
||||
#30121
|
||||
Division Road~
|
||||
@@ -714,16 +713,16 @@ Wally World sits to the east.
|
||||
~
|
||||
0 -1 30142
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
E
|
||||
dorm dormitory~
|
||||
This is a rather tall dormitory. You'd guess that in real life, it's
|
||||
probably 11-stories high, but since that would take an absurd amount of time to
|
||||
program, you don't think that there are that many floors in this replica of the
|
||||
building.
|
||||
~
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
S
|
||||
#30122
|
||||
The Northern Campus Entrance~
|
||||
@@ -740,12 +739,6 @@ The Student GHETTO... Beware!
|
||||
~
|
||||
0 -1 30123
|
||||
E
|
||||
gate gateway pillar~
|
||||
The gateway is made of limestone and covered in ivy. As you already knew
|
||||
that you feel rather silly wasting your time looking at it. There is a sign on
|
||||
the left pillar.
|
||||
~
|
||||
E
|
||||
sign plaque~
|
||||
The nicely polished brass plaque reads:
|
||||
|
||||
@@ -753,6 +746,12 @@ sign plaque~
|
||||
|
||||
ENTER AT YOUR OWN RISK
|
||||
~
|
||||
E
|
||||
gate gateway pillar~
|
||||
The gateway is made of limestone and covered in ivy. As you already knew
|
||||
that you feel rather silly wasting your time looking at it. There is a sign on
|
||||
the left pillar.
|
||||
~
|
||||
S
|
||||
#30123
|
||||
The Ghetto~
|
||||
@@ -827,14 +826,14 @@ There is a locked door leading to a stairwell.
|
||||
door~
|
||||
1 30105 30295
|
||||
E
|
||||
mailbox mailboxes~
|
||||
All of the mailboxes are all empty ... Just like normal you think.
|
||||
~
|
||||
E
|
||||
tiles floor~
|
||||
The floor is covered with tiles that are so ugly, you have a difficult time
|
||||
keeping your lunch down
|
||||
~
|
||||
E
|
||||
mailbox mailboxes~
|
||||
All of the mailboxes are all empty ... Just like normal you think.
|
||||
~
|
||||
S
|
||||
#30127
|
||||
Mary Rotte Cafeteria Entrance~
|
||||
@@ -861,14 +860,14 @@ There is a doorway leading to the kitchen.
|
||||
door doorway~
|
||||
1 -1 30143
|
||||
E
|
||||
cafeteria caf~
|
||||
Yes, this is the cafeteria.
|
||||
~
|
||||
E
|
||||
door doorway~
|
||||
You believe that the doorway leads to the kitchen. Let's give our
|
||||
compliments to the chef... *grin*
|
||||
~
|
||||
E
|
||||
cafeteria caf~
|
||||
Yes, this is the cafeteria.
|
||||
~
|
||||
S
|
||||
#30128
|
||||
Mary Rotte Cafeteria Entrance~
|
||||
@@ -895,14 +894,14 @@ The dining hall lies to the west... Beware!
|
||||
~
|
||||
0 -1 30148
|
||||
E
|
||||
cafeteria caf~
|
||||
Yes, this is the cafeteria.
|
||||
~
|
||||
E
|
||||
door doorway~
|
||||
You believe that the doorway leads to the kitchen. Let's give our
|
||||
compliments to the chef... *grin*
|
||||
~
|
||||
E
|
||||
cafeteria caf~
|
||||
Yes, this is the cafeteria.
|
||||
~
|
||||
S
|
||||
#30129
|
||||
Morris House~
|
||||
@@ -952,16 +951,16 @@ The hallway continues west.
|
||||
~
|
||||
0 -1 30324
|
||||
E
|
||||
round circle circular~
|
||||
Yes, it's round.
|
||||
~
|
||||
E
|
||||
footnote~
|
||||
Yes, believe it or not, this is a reasonably accurate representation of the
|
||||
Physics building, Stirling Hall at our university. The lecture halls are
|
||||
numbered in the same manner as represented and it is in fact round, so that you
|
||||
can walk in one direction all the way around the building.
|
||||
~
|
||||
E
|
||||
round circle circular~
|
||||
Yes, it's round.
|
||||
~
|
||||
S
|
||||
#30131
|
||||
The Student Health Services Entrance~
|
||||
@@ -1031,13 +1030,13 @@ University Avenue lies to the west.
|
||||
~
|
||||
0 -1 30110
|
||||
E
|
||||
minds mind great greatest~
|
||||
All of whom were probably smarter than you.
|
||||
~
|
||||
E
|
||||
halls hallways hall hallway~
|
||||
They are twisting alright.
|
||||
~
|
||||
E
|
||||
minds mind great greatest~
|
||||
All of whom were probably smarter than you.
|
||||
~
|
||||
S
|
||||
#30134
|
||||
Corry-Mack Hall~
|
||||
@@ -1058,13 +1057,13 @@ Campus Crescent lies to the south.
|
||||
~
|
||||
0 -1 30105
|
||||
E
|
||||
minds mind great greatest~
|
||||
All of whom were probably smarter than you.
|
||||
~
|
||||
E
|
||||
halls hallways hall hallway~
|
||||
They are twisting alright.
|
||||
~
|
||||
E
|
||||
minds mind great greatest~
|
||||
All of whom were probably smarter than you.
|
||||
~
|
||||
S
|
||||
#30135
|
||||
Dunning Hall Lobby~
|
||||
@@ -1201,6 +1200,10 @@ A long hallway lies to the west.
|
||||
~
|
||||
0 -1 30153
|
||||
E
|
||||
plaque plaques~
|
||||
They are rather boring. A bunch of people you don't know.
|
||||
~
|
||||
E
|
||||
sign~
|
||||
The sign says:
|
||||
@n
|
||||
@@ -1209,10 +1212,6 @@ sign~
|
||||
Locker Rooms -> West
|
||||
Exit -> South
|
||||
~
|
||||
E
|
||||
plaque plaques~
|
||||
They are rather boring. A bunch of people you don't know.
|
||||
~
|
||||
S
|
||||
#30140
|
||||
The Grant Hall Building~
|
||||
@@ -1301,13 +1300,13 @@ The kitchen continues south.
|
||||
~
|
||||
0 -1 30144
|
||||
E
|
||||
food~
|
||||
Believe me, you don't want to look at that!
|
||||
~
|
||||
E
|
||||
door doorway~
|
||||
You stare intently at the door. Its wooden frame enthrals you.
|
||||
~
|
||||
E
|
||||
food~
|
||||
Believe me, you don't want to look at that!
|
||||
~
|
||||
S
|
||||
#30144
|
||||
The Kitchen~
|
||||
@@ -1350,13 +1349,13 @@ The dining hall continues south.
|
||||
~
|
||||
0 -1 30147
|
||||
E
|
||||
students poor~
|
||||
You feel sorry for them.
|
||||
~
|
||||
E
|
||||
food~
|
||||
Believe me, you don't want to look at that!
|
||||
~
|
||||
E
|
||||
students poor~
|
||||
You feel sorry for them.
|
||||
~
|
||||
S
|
||||
#30146
|
||||
Dining Hall~
|
||||
@@ -1377,13 +1376,13 @@ The dining hall continues west.
|
||||
~
|
||||
0 -1 30145
|
||||
E
|
||||
students poor~
|
||||
You feel sorry for them.
|
||||
~
|
||||
E
|
||||
food~
|
||||
Believe me, you don't want to look at that!
|
||||
~
|
||||
E
|
||||
students poor~
|
||||
You feel sorry for them.
|
||||
~
|
||||
S
|
||||
#30147
|
||||
Dining Hall~
|
||||
@@ -1404,13 +1403,13 @@ The dining hall continues east.
|
||||
~
|
||||
0 -1 30148
|
||||
E
|
||||
students poor~
|
||||
You feel sorry for them.
|
||||
~
|
||||
E
|
||||
food~
|
||||
Believe me, you don't want to look at that!
|
||||
~
|
||||
E
|
||||
students poor~
|
||||
You feel sorry for them.
|
||||
~
|
||||
S
|
||||
#30148
|
||||
Dining Hall~
|
||||
@@ -1436,13 +1435,13 @@ The dining hall continues west.
|
||||
~
|
||||
0 -1 30147
|
||||
E
|
||||
students poor~
|
||||
You feel sorry for them.
|
||||
~
|
||||
E
|
||||
food~
|
||||
Believe me, you don't want to look at that!
|
||||
~
|
||||
E
|
||||
students poor~
|
||||
You feel sorry for them.
|
||||
~
|
||||
S
|
||||
#30149
|
||||
Kitchen~
|
||||
@@ -1463,13 +1462,13 @@ There is a storeroom beyond the door to the south.
|
||||
door doorway~
|
||||
1 -1 30150
|
||||
E
|
||||
door doorway~
|
||||
It's a door. It has a nice steel frame surrounding a metallic door.
|
||||
~
|
||||
E
|
||||
food~
|
||||
Believe me, you don't want to look at that!
|
||||
~
|
||||
E
|
||||
door doorway~
|
||||
It's a door. It has a nice steel frame surrounding a metallic door.
|
||||
~
|
||||
S
|
||||
#30150
|
||||
A Storeroom~
|
||||
@@ -1484,16 +1483,16 @@ These stairs lead back to the door to the kitchen.
|
||||
door doorway~
|
||||
1 -1 30149
|
||||
E
|
||||
door doorway~
|
||||
It's a door. It has a nice steel frame surrounding a metallic door.
|
||||
food~
|
||||
Well, it's food.
|
||||
~
|
||||
E
|
||||
spam pre-made packages ingredients uninteresting stuff~
|
||||
It's rather uninteresting.
|
||||
~
|
||||
E
|
||||
food~
|
||||
Well, it's food.
|
||||
door doorway~
|
||||
It's a door. It has a nice steel frame surrounding a metallic door.
|
||||
~
|
||||
S
|
||||
#30151
|
||||
@@ -1515,13 +1514,13 @@ The kitchen continues west.
|
||||
~
|
||||
0 -1 30149
|
||||
E
|
||||
food~
|
||||
Believe me, you don't want to look at that!
|
||||
~
|
||||
E
|
||||
door doorway~
|
||||
You stare intently at the door. Its wooden frame enthrals you.
|
||||
~
|
||||
E
|
||||
food~
|
||||
Believe me, you don't want to look at that!
|
||||
~
|
||||
S
|
||||
#30152
|
||||
Stairway~
|
||||
@@ -1822,13 +1821,13 @@ The only way out is down.
|
||||
~
|
||||
0 -1 30165
|
||||
E
|
||||
moshing mosh~
|
||||
All you can see is a mass of bodies moving up and down, up and down...
|
||||
~
|
||||
E
|
||||
zorpa~
|
||||
You see nothing special. Now what is a zorpa anyways?
|
||||
~
|
||||
E
|
||||
moshing mosh~
|
||||
All you can see is a mass of bodies moving up and down, up and down...
|
||||
~
|
||||
S
|
||||
#30167
|
||||
The Infobank~
|
||||
@@ -1849,17 +1848,17 @@ D5
|
||||
plank~
|
||||
1 -1 30171
|
||||
E
|
||||
map~
|
||||
This map shows absolutely nothing, further proving the value of student
|
||||
governments to you.
|
||||
~
|
||||
E
|
||||
list~
|
||||
The list reads:
|
||||
<name scratched out> President
|
||||
<name scratched out> Vice-President
|
||||
Seems as though everyone is claiming ignorance today.
|
||||
~
|
||||
E
|
||||
map~
|
||||
This map shows absolutely nothing, further proving the value of student
|
||||
governments to you.
|
||||
~
|
||||
S
|
||||
#30168
|
||||
The Games Room~
|
||||
@@ -1906,8 +1905,9 @@ You can see the back hall from here complete with humming bank machines.
|
||||
~
|
||||
0 -1 30138
|
||||
E
|
||||
prawn~
|
||||
You see nothing special. The Prawn is in excellent condition.
|
||||
graffiti~
|
||||
You really don't want to read this! (if you want to continue reading type
|
||||
"look wirt")
|
||||
~
|
||||
E
|
||||
wirt~
|
||||
@@ -1915,9 +1915,8 @@ wirt~
|
||||
read it type "look prawn"
|
||||
~
|
||||
E
|
||||
graffiti~
|
||||
You really don't want to read this! (if you want to continue reading type
|
||||
"look wirt")
|
||||
prawn~
|
||||
You see nothing special. The Prawn is in excellent condition.
|
||||
~
|
||||
S
|
||||
#30171
|
||||
@@ -1995,15 +1994,15 @@ be interesting.
|
||||
~
|
||||
0 -1 30180
|
||||
E
|
||||
award awards~
|
||||
These are awards for various Engineering competitions which the university
|
||||
entered at one time or another.
|
||||
~
|
||||
E
|
||||
neat engineering devices~
|
||||
You see lots of neat engineering devices which were used in the real world at
|
||||
some point or another. At least you think they were.
|
||||
~
|
||||
E
|
||||
award awards~
|
||||
These are awards for various Engineering competitions which the university
|
||||
entered at one time or another.
|
||||
~
|
||||
S
|
||||
#30175
|
||||
Hallway~
|
||||
@@ -2040,12 +2039,9 @@ The hallway you probably entered from is handily located to the west.
|
||||
~
|
||||
0 -1 30175
|
||||
E
|
||||
goalie~
|
||||
How did you know it was a goalie stick? Have you been reading the keywords?
|
||||
~
|
||||
E
|
||||
crest~
|
||||
The crest seems to be the crest belonging to the class of `97.
|
||||
stage~
|
||||
The stage is located at the west end of the room. In one corner of the
|
||||
stage, there is a hockey stick lying on the ground.
|
||||
~
|
||||
E
|
||||
hockey stick~
|
||||
@@ -2053,9 +2049,12 @@ hockey stick~
|
||||
crest prominently displayed.
|
||||
~
|
||||
E
|
||||
stage~
|
||||
The stage is located at the west end of the room. In one corner of the
|
||||
stage, there is a hockey stick lying on the ground.
|
||||
crest~
|
||||
The crest seems to be the crest belonging to the class of `97.
|
||||
~
|
||||
E
|
||||
goalie~
|
||||
How did you know it was a goalie stick? Have you been reading the keywords?
|
||||
~
|
||||
S
|
||||
#30177
|
||||
@@ -2263,13 +2262,13 @@ This leads into the building.
|
||||
door~
|
||||
2 30101 30178
|
||||
E
|
||||
building~
|
||||
This is the back side of Ellis Hall, the Engineering building.
|
||||
~
|
||||
E
|
||||
pathway~
|
||||
The path is well worn, but there are no discernible footsteps upon it.
|
||||
~
|
||||
E
|
||||
building~
|
||||
This is the back side of Ellis Hall, the Engineering building.
|
||||
~
|
||||
S
|
||||
#30188
|
||||
A Pathway~
|
||||
@@ -2386,7 +2385,6 @@ It's a long slide down.
|
||||
E
|
||||
pole greasepole grease~
|
||||
The pole still looks pretty bad, and things don't seem to be getting better.
|
||||
|
||||
~
|
||||
S
|
||||
#30194
|
||||
@@ -2407,7 +2405,6 @@ It's a long slide down.
|
||||
E
|
||||
pole greasepole grease~
|
||||
The pole still looks pretty bad, and things don't seem to be getting better.
|
||||
|
||||
~
|
||||
S
|
||||
#30195
|
||||
@@ -2428,7 +2425,6 @@ It's a long slide down.
|
||||
E
|
||||
pole greasepole grease~
|
||||
The pole still looks pretty bad, and things don't seem to be getting better.
|
||||
|
||||
~
|
||||
S
|
||||
#30196
|
||||
@@ -2449,7 +2445,6 @@ It's a long slide down.
|
||||
E
|
||||
pole greasepole grease~
|
||||
The pole still looks pretty bad, and things don't seem to be getting better.
|
||||
|
||||
~
|
||||
S
|
||||
#30197
|
||||
@@ -2470,7 +2465,6 @@ It's a long slide down.
|
||||
E
|
||||
pole greasepole grease~
|
||||
The pole still looks pretty bad, and things don't seem to be getting better.
|
||||
|
||||
~
|
||||
S
|
||||
#30198
|
||||
@@ -2491,7 +2485,6 @@ It's a long slide down.
|
||||
E
|
||||
pole greasepole grease~
|
||||
The pole still looks pretty bad, and things don't seem to be getting better.
|
||||
|
||||
~
|
||||
S
|
||||
#30199
|
||||
@@ -2512,7 +2505,6 @@ It's a long slide down.
|
||||
E
|
||||
pole greasepole grease~
|
||||
The pole still looks pretty bad, and things don't seem to be getting better.
|
||||
|
||||
~
|
||||
S
|
||||
$~
|
||||
|
||||
@@ -26,7 +26,6 @@ Zone 302 is linked to the following zones:
|
||||
301 Campus at 30284 (up ) ---> 30120
|
||||
301 Campus at 30284 (down ) ---> 30106
|
||||
301 Campus at 30285 (north) ---> 30138
|
||||
|
||||
301 Campus at 30285 (west ) ---> 30132
|
||||
301 Campus at 30285 (up ) ---> 30139
|
||||
301 Campus at 30285 (down ) ---> 30169
|
||||
@@ -42,7 +41,6 @@ Zone 302 is linked to the following zones:
|
||||
301 Campus at 30295 (east ) ---> 30126
|
||||
303 Campus at 30295 (up ) ---> 30312
|
||||
303 Campus at 30296 (south) ---> 30302
|
||||
|
||||
303 Campus at 30299 (north) ---> 30300
|
||||
303 Campus at 30299 (east ) ---> 30301
|
||||
Links: 64e to catacombs
|
||||
@@ -779,7 +777,6 @@ S
|
||||
#30235
|
||||
The Chute~
|
||||
WHEEEEEEEEEEEE! What a fun ride!!!! Fortunately the only exit is down.
|
||||
|
||||
~
|
||||
302 8 0 0 0 0
|
||||
D5
|
||||
@@ -817,7 +814,6 @@ door~
|
||||
E
|
||||
overturned police policemobile mobile~
|
||||
It is blocking the road quite nicely. Maybe it is meant to impede passage.
|
||||
|
||||
~
|
||||
S
|
||||
#30237
|
||||
@@ -903,7 +899,6 @@ house run-down~
|
||||
E
|
||||
overturned police policemobile mobile~
|
||||
It is blocking the road quite nicely. Maybe it is meant to impede passage.
|
||||
|
||||
~
|
||||
S
|
||||
#30241
|
||||
@@ -992,7 +987,6 @@ S
|
||||
#30244
|
||||
Gael House~
|
||||
This house reminds you of home, your parent's home. It's mind-boggling.
|
||||
|
||||
~
|
||||
302 8 0 0 0 0
|
||||
D3
|
||||
@@ -1798,7 +1792,6 @@ door~
|
||||
E
|
||||
sigils~
|
||||
The sigils seem to form some strange shapes:
|
||||
|
||||
SSSSS
|
||||
SSS SS
|
||||
SSS
|
||||
@@ -1811,7 +1804,6 @@ sigils~
|
||||
SSS
|
||||
SS SSS
|
||||
SSSSS
|
||||
|
||||
I wonder what it could be?
|
||||
~
|
||||
S
|
||||
@@ -1936,14 +1928,12 @@ door~
|
||||
E
|
||||
sigils~
|
||||
The sigils seem to form some strange shapes:
|
||||
|
||||
MMM MMM OOO OOO !!
|
||||
MMMM MMMM OO OO OO OO !!
|
||||
MM MM MM MM OO OO OO OO !!
|
||||
MM MMM MM OO OO OO OO !!
|
||||
MM M MM OO OO OO OO
|
||||
MM MM OOO OOO !!
|
||||
|
||||
~
|
||||
S
|
||||
#30285
|
||||
@@ -2180,7 +2170,6 @@ Dunning Auditorium~
|
||||
reminds you of movie theatres of old (like when they sat more than 10). Its
|
||||
main purpose seems to exist and collect dust. Maybe someone is doing some kind
|
||||
of study here. There is a sign on the east wall near the front of the room.
|
||||
|
||||
~
|
||||
302 9 0 0 0 0
|
||||
D1
|
||||
|
||||
@@ -13,7 +13,6 @@ The hallway lies to the south.
|
||||
E
|
||||
credits info~
|
||||
See zone description room for Campus.
|
||||
|
||||
Zone 303 is linked to the following zones:
|
||||
302 Campus at 30300 (south) ---> 30299
|
||||
302 Campus at 30301 (west ) ---> 30299
|
||||
@@ -169,7 +168,6 @@ S
|
||||
#30307
|
||||
Really Narrow Stairwell, Part II~
|
||||
The Stairwell's Revenge. Now there is an exit to the west and one down.
|
||||
|
||||
~
|
||||
303 13 0 0 0 0
|
||||
D3
|
||||
@@ -333,15 +331,9 @@ The stairwell leads down to the lobby.
|
||||
E
|
||||
sign~
|
||||
The sign states:
|
||||
|
||||
|
||||
|
||||
The Campus Party is Here!!
|
||||
|
||||
Vote for the Campus Party,
|
||||
|
||||
Supporting our Beliefs!!!
|
||||
|
||||
~
|
||||
S
|
||||
#30313
|
||||
@@ -393,7 +385,6 @@ african tribal music to the latest from Neil Young.
|
||||
E
|
||||
computer accessories~
|
||||
This is so large and incomprehensible that you simply do not understand it.
|
||||
|
||||
~
|
||||
S
|
||||
#30315
|
||||
@@ -617,7 +608,6 @@ S
|
||||
Hallway~
|
||||
The hallway curves around slightly so that you can't quite see what is to
|
||||
the est and east. The sound of snoring denotes a lecture hall to the south.
|
||||
|
||||
~
|
||||
303 8 0 0 0 0
|
||||
D1
|
||||
|
||||
@@ -39,7 +39,6 @@ You see the entrance to the temple.
|
||||
E
|
||||
grass~
|
||||
Looks like an average grass stalk. You pluck one and put it in your mouth.
|
||||
|
||||
~
|
||||
S
|
||||
#30402
|
||||
|
||||
@@ -1602,7 +1602,6 @@ The Landing~
|
||||
You drop down from the trap-door, and land on soft dirt. You seem to be
|
||||
inside some sort of enclave, and you see an underground river to the east.
|
||||
There is a small wooden dock extending from your enclave out into the river.
|
||||
|
||||
~
|
||||
305 8 0 0 0 0
|
||||
D1
|
||||
@@ -1616,7 +1615,6 @@ The Landing~
|
||||
You drop down from the trap-door, and land on soft dirt. You seem to be
|
||||
inside some sort of enclave, and you see an underground river to the west.
|
||||
There is a small wooden dock extending from your enclave out into the river.
|
||||
|
||||
~
|
||||
305 8 0 0 0 0
|
||||
D3
|
||||
@@ -1677,7 +1675,6 @@ S
|
||||
The Underground River~
|
||||
You bob along lazily in the strange craft, spinning in complete circles at
|
||||
points, but always headed downstream. In the distance you see another dock.
|
||||
|
||||
~
|
||||
305 8 0 0 0 0
|
||||
D0
|
||||
|
||||
@@ -514,7 +514,6 @@ Guest Room~
|
||||
The rooms for the guests are done lavishly and in tones that are obviously
|
||||
meant to sooth and relax. This entire castle is more of a retreat than a
|
||||
private home for the Lord and Lady. The door to the hallway lies to the south.
|
||||
|
||||
~
|
||||
307 8 0 0 0 0
|
||||
D2
|
||||
@@ -527,7 +526,6 @@ Guest Room~
|
||||
The rooms for the guests are done lavishly and in tones that are obviously
|
||||
meant to sooth and relax. This entire castle is more of a retreat than a
|
||||
private home for the Lord and Lady. The door to the hallway lies to the west.
|
||||
|
||||
~
|
||||
307 8 0 0 0 0
|
||||
D3
|
||||
@@ -713,7 +711,6 @@ Guest Room~
|
||||
The rooms for the guests are done lavishly and in tones that are obviously
|
||||
meant to sooth and relax. This entire castle is more of a retreat than a
|
||||
private home for the Lord and Lady. The door to the hallway lies to the west.
|
||||
|
||||
~
|
||||
307 8 0 0 0 0
|
||||
D3
|
||||
@@ -726,7 +723,6 @@ Guest Room~
|
||||
The rooms for the guests are done lavishly and in tones that are obviously
|
||||
meant to sooth and relax. This entire castle is more of a retreat than a
|
||||
private home for the Lord and Lady. The door to the hallway lies to the north.
|
||||
|
||||
~
|
||||
307 8 0 0 0 0
|
||||
D0
|
||||
@@ -739,7 +735,6 @@ Guest Room~
|
||||
The rooms for the guests are done lavishly and in tones that are obviously
|
||||
meant to sooth and relax. This entire castle is more of a retreat than a
|
||||
private home for the Lord and Lady. The door to the hallway lies to the west.
|
||||
|
||||
~
|
||||
307 8 0 0 0 0
|
||||
D3
|
||||
@@ -752,7 +747,6 @@ Guest Room~
|
||||
The rooms for the guests are done lavishly and in tones that are obviously
|
||||
meant to sooth and relax. This entire castle is more of a retreat than a
|
||||
private home for the Lord and Lady. The door to the hallway lies to the west.
|
||||
|
||||
~
|
||||
307 8 0 0 0 0
|
||||
D3
|
||||
@@ -765,7 +759,6 @@ Guest Room~
|
||||
The rooms for the guests are done lavishly and in tones that are obviously
|
||||
meant to sooth and relax. This entire castle is more of a retreat than a
|
||||
private home for the Lord and Lady. The door to the hallway lies to the west.
|
||||
|
||||
~
|
||||
307 8 0 0 0 0
|
||||
D3
|
||||
@@ -778,7 +771,6 @@ Guest Room~
|
||||
The rooms for the guests are done lavishly and in tones that are obviously
|
||||
meant to sooth and relax. This entire castle is more of a retreat than a
|
||||
private home for the Lord and Lady. The door to the hallway lies to the west.
|
||||
|
||||
~
|
||||
307 8 0 0 0 0
|
||||
D3
|
||||
@@ -791,7 +783,6 @@ Guest Room~
|
||||
The rooms for the guests are done lavishly and in tones that are obviously
|
||||
meant to sooth and relax. This entire castle is more of a retreat than a
|
||||
private home for the Lord and Lady. The door to the hallway lies to the east.
|
||||
|
||||
~
|
||||
307 8 0 0 0 0
|
||||
D1
|
||||
@@ -804,7 +795,6 @@ Guest Room~
|
||||
The rooms for the guests are done lavishly and in tones that are obviously
|
||||
meant to sooth and relax. This entire castle is more of a retreat than a
|
||||
private home for the Lord and Lady. The door to the hallway lies to the east.
|
||||
|
||||
~
|
||||
307 0 0 0 0 0
|
||||
D1
|
||||
@@ -817,7 +807,6 @@ Guest Room~
|
||||
The rooms for the guests are done lavishly and in tones that are obviously
|
||||
meant to sooth and relax. This entire castle is more of a retreat than a
|
||||
private home for the Lord and Lady. The door to the hallway lies to the east.
|
||||
|
||||
~
|
||||
307 8 0 0 0 0
|
||||
D1
|
||||
@@ -830,7 +819,6 @@ Guest Room~
|
||||
The rooms for the guests are done lavishly and in tones that are obviously
|
||||
meant to sooth and relax. This entire castle is more of a retreat than a
|
||||
private home for the Lord and Lady. The door to the hallway lies to the east.
|
||||
|
||||
~
|
||||
307 8 0 0 0 0
|
||||
D1
|
||||
|
||||
@@ -170,7 +170,6 @@ Bend in the Gravel Road~
|
||||
The road makes a twist to the north and east, heading toward the tower of
|
||||
Cailveh or away from it - depending on which way you may be traveling. A barn
|
||||
lies southeast of here, the only structure visible between here and the tower.
|
||||
|
||||
~
|
||||
308 0 0 0 0 0
|
||||
D0
|
||||
@@ -348,7 +347,6 @@ D3
|
||||
E
|
||||
sign~
|
||||
All travelers welcome in Cailveh Towne.
|
||||
|
||||
Bring no malice with ye upon entry, but only the goodwill harbored
|
||||
within your heart. May the Gods be with you.
|
||||
~
|
||||
@@ -640,7 +638,6 @@ Cozy Home~
|
||||
This home boasts a very warm wood stove burning in the northeast corner of
|
||||
the room, the warm air giving the place a drowsy, comfortable feeling. A plush
|
||||
armchair and matching divan lie against the south wall, beds on the north wall.
|
||||
|
||||
~
|
||||
308 8 0 0 0 0
|
||||
D3
|
||||
|
||||
@@ -333,7 +333,6 @@ The Fireside Inn~
|
||||
visit. There is a layer of grime, mud and grease on the floor which makes
|
||||
footing relatively dangerous and a coating of dirt on every table. A bar lies
|
||||
on the east wall, behind which a man in a grubby smock serves drinks and food.
|
||||
|
||||
~
|
||||
309 8 0 0 0 0
|
||||
D2
|
||||
@@ -527,7 +526,6 @@ Hovel~
|
||||
This is the home of all the men of the area with no families who have no
|
||||
other place to go. There are no beds, just open floor space. The only piece of
|
||||
furniture in the room is a low table which may be used by sitting on the floor.
|
||||
|
||||
~
|
||||
309 8 0 0 0 0
|
||||
D1
|
||||
@@ -870,7 +868,6 @@ that everyone in the keep is invited to and usually attend. Much revelry,
|
||||
singing and baudy jokes are told throughout the evenings - a favorite past time
|
||||
of the Baron's. On the east wall is the door into the kitchen, where wonderful
|
||||
smells emanate all day long - there is always something cooking in this place.
|
||||
|
||||
~
|
||||
309 8 0 0 0 0
|
||||
D1
|
||||
@@ -1266,7 +1263,6 @@ S
|
||||
On the Battlements~
|
||||
Just to the west is a guard's post where there is always someone on duty.
|
||||
To the east is the long wooden walkway which spans the upper level of the keep.
|
||||
|
||||
~
|
||||
309 0 0 0 0 0
|
||||
D1
|
||||
|
||||
@@ -417,16 +417,12 @@ The chain disappears in the clouds.
|
||||
E
|
||||
sign~
|
||||
The sign points in all directions:
|
||||
|
||||
North - Emerald Avenue.
|
||||
East - Park Road.
|
||||
South - Emerald Avenue.
|
||||
West - Park Road.
|
||||
|
||||
Someone has added the following with red paint:
|
||||
|
||||
Up - Redferne's Flying Citadel.
|
||||
|
||||
~
|
||||
E
|
||||
chain~
|
||||
@@ -899,7 +895,6 @@ altar~
|
||||
The altar looks very old... You examine the floor around the altar and
|
||||
notice that it seems less dusty than the rest of the room... Someone must clean
|
||||
here regularly... Maybe that old guy in Park Cafe, he looked like that sort...
|
||||
|
||||
~
|
||||
E
|
||||
benches rows~
|
||||
|
||||
@@ -177,7 +177,6 @@ cliff sheer face~
|
||||
E
|
||||
sign~
|
||||
The sign reads:
|
||||
|
||||
******************************
|
||||
* *
|
||||
* The Graye Area *
|
||||
@@ -688,18 +687,14 @@ D3
|
||||
E
|
||||
sign large~
|
||||
There is a sign posted here, it says:
|
||||
|
||||
ATTENTION CITIZENS OF GRAYE!
|
||||
|
||||
Due to the demons beseiging our city, their
|
||||
night-time raids, and their recent kidnapping
|
||||
of King Relnar, we ask all citizens to observe
|
||||
the 7 pm curfew! Those out on the streets after
|
||||
dark run the risk of being mistaken for the enemy
|
||||
and killed!
|
||||
|
||||
signed,
|
||||
|
||||
The Graye Guard
|
||||
~
|
||||
S
|
||||
@@ -716,7 +711,6 @@ D1
|
||||
E
|
||||
poster small~
|
||||
The poster reads:
|
||||
|
||||
Great rewards will be given to anyone who can
|
||||
rescue the benevolent King Relnar.
|
||||
~
|
||||
|
||||
@@ -626,7 +626,6 @@ handholds or foot wedges. Flying through the air, moving yourself with not only
|
||||
your will but your hands as you pull yourself along the cliff wall, you chance
|
||||
to look down and realize that its probably a good idea if the fly spell you make
|
||||
use of is regularly maintained. To the south is the entrance into a small cave.
|
||||
|
||||
~
|
||||
311 64 0 0 0 0
|
||||
D0
|
||||
|
||||
@@ -32,7 +32,6 @@ populated by lepers who have been banished or thrown out of their
|
||||
homeland. This was mainly built as a good place for high levels to get
|
||||
experience. The few objects that are there are meant to be fairly
|
||||
good in stats, as this zone was built to be difficult.
|
||||
|
||||
Zone 312 was linked to the following zones:
|
||||
102 The Dream Halls - Hiruma at 31265 (west ) ---> 10234
|
||||
102 The Dream Halls - Hiruma at 31266 (west ) ---> 10233
|
||||
@@ -365,8 +364,6 @@ board~
|
||||
**** In Memory and Honor ****
|
||||
May the souls of those departed
|
||||
rest in eternal peace
|
||||
|
||||
|
||||
Alnoor Farsins Jana Simpp
|
||||
Alexis Farsins Servonn Yllyn
|
||||
Vllad Tullins Rangol Urga
|
||||
@@ -876,7 +873,6 @@ Trail Through the Jungle~
|
||||
Just to the west is a small pond, an acrid smell emanating from its direction.
|
||||
North from here is an opening in the jungle foliage, the volcano rising high
|
||||
beyond the clearing's boundaries. South, the path leads deep into the jungle.
|
||||
|
||||
~
|
||||
312 4 0 0 0 0
|
||||
D0
|
||||
@@ -1446,7 +1442,6 @@ Through a Growth of Tall Weeds~
|
||||
through the things can any way be found out of this mess. The line of sight
|
||||
only goes as far as an arm's length as the weeds which grow here are taller than
|
||||
most ordinary men and then some. Its a good possibility that you may be lost.
|
||||
|
||||
~
|
||||
312 0 0 0 0 0
|
||||
D0
|
||||
|
||||
@@ -114,7 +114,6 @@ At the City Wall~
|
||||
impenetrable wall which the citizens have fortified and refortified against
|
||||
goblin intrusion. The ground here is rocky and without growth, the rock bed
|
||||
which Ofingia was built upon stands higher than the rest of the land around it.
|
||||
|
||||
~
|
||||
313 0 0 0 0 0
|
||||
D1
|
||||
@@ -332,7 +331,6 @@ Poorly-made Section of the Causeway~
|
||||
This area of the farmlands appears to either have been very new during the
|
||||
time when the raids began or else it was destroyed by the raids, broken down
|
||||
into its current state by goblins intent on destroying everything in their path.
|
||||
|
||||
~
|
||||
313 0 0 0 0 0
|
||||
D0
|
||||
|
||||
@@ -92,7 +92,6 @@ The Asylum Grounds~
|
||||
only small patches of stonework still visible through the tangle. Once upon a
|
||||
time, this place must have been some sort of well-funded institution. What
|
||||
could have happened to cause it to be left in this state, one can only imagine.
|
||||
|
||||
~
|
||||
314 1 0 0 0 0
|
||||
D2
|
||||
@@ -264,7 +263,6 @@ wide. The chairs face south to a large blackboard and an open area before it
|
||||
that must have been where a teacher's desk would have been placed. There is no
|
||||
such desk now. The chairs and desks remain only because they were bolted into
|
||||
the floor of the room, made so as to enforce discipline the old fashioned way.
|
||||
|
||||
~
|
||||
314 9 0 0 0 0
|
||||
D3
|
||||
@@ -523,7 +521,6 @@ A Darkened Hall~
|
||||
The hall turns at a right angle to the north, heading into darkness. The
|
||||
rubble is just as bad on this upper level as it is in the lower levels. There
|
||||
are no doors or windows in sight, but there is plenty of blood - ever present.
|
||||
|
||||
~
|
||||
314 9 0 0 0 0
|
||||
D0
|
||||
@@ -783,7 +780,6 @@ The Old Stables~
|
||||
spatters of red decorating every inch of the place. What sort of hideous crime
|
||||
was perpatrated at this place to cover the entire place in blood? What sort of
|
||||
hideous creature could do such a thing to such a mass of warm blooded creatures?
|
||||
|
||||
~
|
||||
314 1 0 0 0 0
|
||||
D0
|
||||
@@ -1795,7 +1791,6 @@ Auditorium Seating~
|
||||
Rows and rows of stone seats line the sloping floor, east to west up to the
|
||||
south wall where the seats actually reach the ceiling. More squatters lie
|
||||
wedged between seats, snug in their hopes that they will not be the next Chosen.
|
||||
|
||||
~
|
||||
314 9 0 0 0 0
|
||||
D1
|
||||
@@ -1812,7 +1807,6 @@ Auditorium Seating~
|
||||
Rows and rows of stone seats line the sloping floor, east to west up to the
|
||||
south wall where the seats actually reach the ceiling. More squatters lie
|
||||
wedged between seats, snug in their hopes that they will not be the next Chosen.
|
||||
|
||||
~
|
||||
314 9 0 0 0 0
|
||||
D3
|
||||
|
||||
@@ -64,7 +64,6 @@ S
|
||||
#31503
|
||||
Eastern Bridge~
|
||||
The bridge runs straight south into the city, or north twoard McGintey Road.
|
||||
|
||||
~
|
||||
315 32768 0 0 0 0
|
||||
D0
|
||||
@@ -374,7 +373,6 @@ S
|
||||
East Main~
|
||||
The street heads south toward the bazaar or north toward the city gates and
|
||||
the Eastern Bridge. The city bank is just west of here, and the armory is east.
|
||||
|
||||
~
|
||||
315 32768 0 0 0 0
|
||||
D0
|
||||
|
||||
@@ -211,7 +211,6 @@ The feeling of power and strength still eminates all around you, lightening your
|
||||
step just a bit. A very tight little alley heads west from here, almost
|
||||
unnoticable to the naked eye. Gray stone buildings match the gray stone street
|
||||
you walk upon, all in contrast to the wonderful feeling of power all around you.
|
||||
|
||||
~
|
||||
316 0 0 0 0 0
|
||||
D0
|
||||
@@ -271,7 +270,6 @@ Dirt Alley~
|
||||
The stone of the street is left behind as you begin your way west along this
|
||||
path. Just west of here, the buildings drop away and the path heads toward what
|
||||
looks to be the edge of the plateau, for all you can see ahead is wide open air.
|
||||
|
||||
~
|
||||
316 0 0 0 0 0
|
||||
D1
|
||||
@@ -371,7 +369,6 @@ Back Street~
|
||||
The alley ends here, seeming to lead nowhere except back the way you came.
|
||||
As you scan the walls surrounding you, you can't help but feel as if maybe
|
||||
someone is watching your every move, however it is too dark for you to be sure.
|
||||
|
||||
~
|
||||
316 1 0 0 0 0
|
||||
D0
|
||||
|
||||
@@ -209,7 +209,6 @@ merges into another street which heads south. Just south of your current locale
|
||||
is a short brick wall which encloses a large park that from the looks of it, is
|
||||
maintained quite regularly. The road also heads west past a small cobbled
|
||||
street and heads out of sight downhill toward McGintey's main business district.
|
||||
|
||||
~
|
||||
317 8 0 0 0 0
|
||||
D1
|
||||
|
||||
@@ -10,7 +10,6 @@ Zone 318 is linked to the following zones:
|
||||
322 McGintey Bay at 31846 (south) ---> 32271
|
||||
322 McGintey Bay at 31847 (south) ---> 32269
|
||||
322 McGintey Bay at 31848 (south) ---> 32267
|
||||
|
||||
322 McGintey Bay at 31849 (south) ---> 32265
|
||||
~
|
||||
318 0 0 0 0 0
|
||||
@@ -112,7 +111,6 @@ the main business area. South of you is mroe of the road, which runs along side
|
||||
a very large building, presumably the Boat Station, where one may book passage
|
||||
to any of the islands of Dibrova. West of you is an alley where it looks like a
|
||||
sizable crowd has gathered, all intent and yelling at something in their center.
|
||||
|
||||
~
|
||||
318 0 0 0 0 0
|
||||
D0
|
||||
@@ -662,7 +660,6 @@ warehouses or the place where the guard lived who watched over them. It makes
|
||||
little difference who lived here then, because the house has been completely
|
||||
gutted by the various hoodlums and punks of the town. It also looks as if it
|
||||
could be a favorite of some of the squatters of this town. The exit lies west.
|
||||
|
||||
~
|
||||
318 8 0 0 0 0
|
||||
D3
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user