Updated World and files for 3.59 release. --Rumble

This commit is contained in:
Rumble
2009-04-04 23:44:20 +00:00
parent 15c7e83d3e
commit b656706cb2
165 changed files with 1904 additions and 1533 deletions

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@@ -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.
~
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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
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#18
A Quick Mob Quest Tutorial~
See: @RHELP TRIGEDIT-MOB-TUTORIAL@n
@RSTAT QUESTMASTER@n. Notice the attached triggers. @RTSTAT 1@n.
~
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@@ -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.
~
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@@ -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.
~
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@@ -554,9 +543,7 @@ D2
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#33
Rumble's Room~
The only thing necessary for evil to triumph is for good men to do nothing.
-Edmund Burke
~
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@@ -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

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@@ -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.
~
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#109
@@ -372,7 +370,7 @@ D5
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#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.
~
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D2

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@@ -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

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@@ -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
~

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@@ -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.
~
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@@ -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
~

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@@ -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
~
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@@ -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.
~
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sofas living~
@@ -1206,7 +1203,6 @@ coffee table.
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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
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chairs~
There are metal chairs places here so that citizens can look down and relax.
~
E
view citizens town~
@@ -1322,7 +1317,6 @@ D2
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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.
~
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@@ -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.
~
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@@ -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
~
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6~
@@ -344,7 +317,6 @@ music echoes off the distant walls and ceiling.
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The hallway continues on to the north, the hard flooring covered with a rug.
~
~
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@@ -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
~
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@@ -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

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@@ -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
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@@ -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.
~
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@@ -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

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@@ -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.
~
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@@ -1,8 +1,6 @@
#1300
The Builder Academy~
The Builder Academy zone has been moved: @RGOTO 3@n
~
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@@ -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.
~

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@@ -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.
~
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@@ -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
$~

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@@ -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~
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@@ -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.
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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~
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@@ -130,7 +127,6 @@ the wall.
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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~
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@@ -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
~
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@@ -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~
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@@ -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~
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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.
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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~
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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."
~
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@@ -479,7 +463,6 @@ wall. Above you is another grate, with a plaque fixed in the center.
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The grate can only open inwards, and if it did so it would crush you. Probably better not to mess with it.
~
grate~
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@@ -503,7 +486,6 @@ the others.
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D1
To the east the darkness grows more solid. An echo can be heard far off in this direction.
~
darkness~
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@@ -360,7 +360,6 @@ D3
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slogan wall east~
We created them, we can destroy them. We created them, we can destroy them.
~
S
#1817

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@@ -681,9 +681,7 @@ The hall extends to the south where it seems to lighten somewhat.
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plaque nameplate name~
It says:
Maynard, Death Jester of the Harlequins
~
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statue~

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@@ -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
~

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@@ -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.
~
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@@ -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.
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D2
The way south looks too steep and too slippery to even begin trying to climb.
~
~
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@@ -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~

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@@ -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.
~
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@@ -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.
~
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@@ -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.
~
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@@ -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.
~
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@@ -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.
~
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@@ -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!
~
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@@ -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.
~
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@@ -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.
~
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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.
~
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@@ -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!
~
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@@ -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.
~
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@@ -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

View File

@@ -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

View File

@@ -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!!!

View File

@@ -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~

View File

@@ -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

View File

@@ -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

View File

@@ -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 *
* *

View File

@@ -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" |

View File

@@ -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 |
| |

View File

@@ -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

View File

@@ -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

View File

@@ -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.

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

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@@ -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

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@@ -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

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@@ -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.
~

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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~

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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.

View File

@@ -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

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@@ -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

View File

@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

View File

@@ -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
$~

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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.
~

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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~

View File

@@ -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
$~

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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~

View File

@@ -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.
~

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

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