Updated World (thanks Parna) and other text files for release. --Rumble

This commit is contained in:
Rumble
2010-01-26 23:24:49 +00:00
parent 00efdfc9aa
commit ef9d61d984
349 changed files with 6589 additions and 5743 deletions

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@@ -42,6 +42,10 @@ and they will advance you to begin your training.
If would like to check out the tbaMUD World as a player connect to tbamud.com 4000.
~
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#3
@@ -64,12 +68,11 @@ S
#4
The Beginning~
By simply following the different halls new builders will be taught the
basics of building on a Circlemud. If new to immortality and building then I
basics of building on a tbaMUD. If new to immortality and building then I
highly recommend the hallway to the north for an overview of immortal commands.
For those that have a grasp on all commands listed under @RWIZHELP@n continue to
the east. TBA is constantly striving to improve upon the training process so
please use the typo and idea commands liberally. For example: idea you need
more cow bell in the zone. Typo in help telnet teh = the.
please use the typo and idea commands liberally.
~
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@@ -93,7 +96,7 @@ 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
HELP REPORT-EXAMPLE
HELP LEVEL
HELP ADVERTISING@n
~
@@ -379,7 +382,6 @@ HELP PATHS@n
in the past: Please mudmail me any good links to add.
@RHELP DOCUMENTATION
HELP OFFLINE
HELP HCONTROL@n
~
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@@ -974,7 +974,8 @@ break or maybe just get away from home for a few days to receive one of the many
"treatments" available by the fine staff. The sole proprietor goes by the name
of Orlok and has been known to be rough, even deadly, to any customers that
treat his "employees" unfairly. The inn appears to be well kept. Further to
the north one can see a winding staircase and a plethra of adjoining rooms.
the north one can see a winding staircase and a plethra of adjoining rooms. It
seems the owners have temporarily closed due to renovations.
~
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@@ -1088,7 +1089,6 @@ D4
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#151
Entrance to the Thieves Guild~
A thief stands in the back infront of a stairwell. Obviously making sure no
@@ -1620,7 +1620,7 @@ S
A Small Home~
You walk right in as if it was your own house. Don't worry about
trespassing, I'm sure no one will mind. The house is very compact. The
kitchen and bedrooms are not seperated by any walls. This must be a house for
kitchen and bedrooms are not separated by any walls. This must be a house for
the poor.
~
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@@ -710,7 +710,7 @@ S
#10341
A Garden Path~
@gOn either side of you huge plants grow, vegetables are here, and many other
types of plants you have never seen before. Large rocks seperate plant rows,
types of plants you have never seen before. Large rocks separate plant rows,
acting as stepping stones for someone to walk through.
~
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@@ -744,7 +744,7 @@ S
#10343
A Garden Path~
@gOn either side of you huge plants grow, vegetables are here, and many other
types of plants you have never seen before. Large rocks seperate plant rows,
types of plants you have never seen before. Large rocks separate plant rows,
acting as stepping stones for someone to walk through.
~
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@@ -760,7 +760,7 @@ S
#10344
A Garden Path~
@gOn either side of you huge plants grow, vegetables are here, and many other
types of plants you have never seen before. Large rocks seperate plant rows,
types of plants you have never seen before. Large rocks separate plant rows,
acting as stepping stones for someone to walk through.
~
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@@ -775,9 +775,8 @@ D2
S
#10345
The End of the Garden~
@gYou come to a wall, the garden has come to an end. The same plants grow
here as they did on the path, the only exit is to the south. @gThe smell of
roses
@gYou come to a wall, the garden has come to an end. The same plants grow here
as they did on the path, the only exit is to the south. @gThe smell of roses
lingers about here, making it a warm relaxing place.
~
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@@ -736,7 +736,7 @@ D1
S
#10643
Poor Barracks~
Bunk beds everywhere, clothes neatly folded in seperate piles. These
Bunk beds everywhere, clothes neatly folded in separate piles. These
children look very tired and look as though they are far over-worked. A Young
child quietly crys on a bunk to your left, all he really needs is some comfort.
An open hatch leads down.

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@@ -731,7 +731,14 @@ D3
S
#10739
PETSHOP STOREROOM~
Mortals should never come here!
Make two rooms and some pets. The rooms MUST be sequential. If the first
room is 315 then the second must be 316. The second room is known as the
storeroom. All that is required in the storeroom is to load one of each mob you
wish to be a pet. This room can not have any exits and will never be used by
mortals. Although a pet shopkeeper is not required it is recommended. After
all of this is done ask your coder to implement the petshop. It will not work
until the code is changed and the MUD is rebooted. The cost of pets is 300
times their level.
~
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@@ -1,12 +1,18 @@
#11700
Dysprosic's Zone Description Room~
Zone name: Los Torres
Location- City
Levels- 10-15
Alignment- mostly neutral (-200 thorugh 200)
Theme- a community made of two towers (not based on LOTR :P) with one building containing shops, apartments for the members of the government and the supreme council and the other containing apartments for citizens.
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.
Zone name: Los Torres
Location: City
Levels: 10-15
Alignment: mostly neutral (:200 thorugh 200)
Theme: a community made of two towers (not based on LOTR :P) with one
building containing shops, apartments for the members of the government and the
supreme council and the other containing apartments for citizens.
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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@@ -192,7 +198,7 @@ trapdoor~
E
wine rack~
The wine rack in the back of the room is huge. It contains a lot of wines
that are cooled by a large vent at the top. It is sealed off with a glass door
that are cooled by a large vent at the top. It is sealed off with a glass door.
~
E
lace~

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@@ -1,20 +1,20 @@
#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
@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
@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
@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
@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
@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.
@@ -34,126 +34,71 @@ D5
~
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14~
In room 11859 you can find the angry girl. She will attack you instantly
when you walk in and the key to completing this quest is to let her tire herself
out attacking you while keeping both her and yourself alive. Once you let her
wear herself out she will apologize and ask for a hug, give it to her and she
will suddenly be a lot more receptive to writing in the journal.
17~
Once you are returned to the antique shop, a young woman will approach you
with an interest in the journal. If you give it to her she will exchange it for
a fiery bloodstone amulet. This amulet has the power to move you to a safe
place whenever you use it. This can however, only be used about once every 20
minutes, as the amulet needs to recharge itself.
~
E
12~
In room 11844 is the emaciated girl, mumbling away absent-mindedly to
herself. To trigger this quest, as with almost all the others; just give her
the journal. She will give a little speech about sacrifice before asking you to
make the ultimate one, and handing you a hotdog. Now, not being any ordinary
hotdog, eating it will take a huge chunk out of your hps. If it doesn't kill
you she will hand you another one, reminding you that the sacrifice is death.
Once you have eaten enough of them to render you incapacitated, she will heal
you and explain that it was your willingness to make the sacrifice that she
wanted. Giving her the journal at any time after this point will cause her to
write in it for you.
16~
The ghostly girl can be found in room 11848 and is the last mob that must be
approached. If you approach her before completing every one of the other quests
she will remind you of this. If they are already completed and you give her the
journal she will make the request that you kill her and bury the corpse in the
room. Once you do this, her invisible spirit will complete the last entry in
the journal for you, and you will be returned to the antique shop where the
entire quest started.
~
E
11~
If you enter room 11870 (The Bunkbed Room) you will hear a child's voice
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
consent to give it to you.
Once you have this item, just return to the hiding girl, give it to her and
she will offer to write in the journal for you... give it to her and the job
is done.
15~
The scarred child hangs out in room 11872 (Inside the Gazebo), giving her the
journal will launch her into a speech about her own lost story. Choked by the
pines she says it is, and the only way to get it back is to burn them down and
recover the pages from the ashes. With this task set, she gives you a
flickering candle and asks you to return all the pages to her. There are five
pines throughout the zone and all must be burned down to retrieve the right
amount of pages. In rooms (11850, 11849, 11848, 11820, 11837) is where they can
all be found. As long as you have the candle somewhere on your person, typing
BURN PINES will set the trees on fire. They will burn for about three minutes
before leaving nothing but a black page. Return all five pages to the girl and
she will offer to write in the journal. Once this is done, she will also give
you the completed book and ask you to return it to the house somewhere, just as
a favour to her.
~
E
09~
The weeping girl is found in room 11864. As with all of the quests, giving
her the journal is what triggers it. She will explain that she is upset because
she can no longer spend time in her garden because of the monster there. The
quest then is to find is search out the garden west of the porch (room 11846)
until you see a hideous looking creature. Kill it, return to the weeping girl
and give her the journal, and she will write in it for you. As a side note,
examining the mirror in the room with her will give you some dynamic information
on your character ;)
13~
The silent girl can be found in room 11852, and is silent for one major
reason - her lips have been stitched together. She will indicate this when you
give her the journal, hopefully providing the hint that she wants something done
about it. Examining her will offer the idea that you have to cut them, and with
no ordinary sword. The sword you need is the sword of words (obj 11835), which
Ridley gives you upon completion of her quest. If you have it, just type cut,
and the stitching will weaken enough to allow her to speak, and agree to write
in the journal.
~
E
08~
The blind girl can be found in room 11854. Giving her the journal triggers
her giving you a pair of eyes and telling you to examine the walls. All you
have to do is wear the eyes, examine the walls as she says, and say aloud the
word you see written there. If its correct she'll agree to write in the
journal.
10~
The fidgety girl hangs out in room 11863 and is a pretty unstable character.
Once you give her the journal she'll ask you to play a game with her... If you
win three times she'll write in the book for you. The bad part? Every time you
lose she slashes her arm with frustration, if she does that three times without
healing she'll die. Its a simple cup and ball game though, so hopefully not too
difficult.. She just puts the ball under a random cup, and then randomly mixes
them around. If you pick the right cup you win. She keeps track of your score
and once you have won three times (it does not have to be concurrently), just
give her the journal again.
~
E
07~
The running girl can be found running up and down inside the tunnel in room
11831. She moves fast, so the only way to really interact with her is to follow
her.. Which will take you on a bit of a spammy ride. As soon as you give her
the journal however, she will come to a halt and tell you that all she wants is
to be taken out of there. She agrees to write in it if you will show her the
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~
Ridley can be found playing with alphabet blocks in room 11836. If you give
her the journal she'll launch into a little speech and finally decide to write
in it if you bring her three things. She'll give you a black box and ask for a
fruit, a flower, and a flying thing, and for you to return them in the box.
The fruit is obj 11828 and loads in room 11837.
The flower is obj 11832 and loads in room 11831.
And the flying thing is a little mob (11821) that basically wanders all over.
The trick to giving her this thing is to type CAPTURE INSECT in the same room as
it. This will then let you put it in the box with the rest of the things.
Once all three things are in the box, just give it to her, and she'll write in
the journal as well as giving you a sword that you'll need for later. ;)
Oh, the insect will escape from you after a while, so make sure to put it in the box if you don't want to lose it.
~
E
04~
The colouring child is super easy to deal with, she is in room 11809 and just
wants a red crayon. Give her the journal as always to trigger the quest, then
find the red crayon in room 11812 (where the playing child is). Once you give
her the crayon she'll accept the journal and write in it.
~
E
03~
The playing child can be found in room 11812 (Their Room), once you give her
the journal she will hand it back and tell you she wants you to release the bird
kept in the house. She'll also give you a key (referred to as Pin) so that you
can unlock the cage. You'll find the bird inside a cage in room 11818, just
unlock the cage and take the bird out to release it. Then the playing child
will write in the journal when you give it to her. Additionally, the key she
gave you will open the door that The Way to the Middle leads to from The
Crossroads.
~
E
02~
Okay, this is basically the main point of the zone. When you are teleported
by the dollshouse you find yourself in a room with a girl who gives you an eye.
If you OPEN EYE you will continue with the quest, CLOSE EYE to hightail it out
of there. For those who continue on, they will be teleported to a crossroads
and given a journal. The basic idea behind the journal is that its empty when
you start off, the only way to get it filled is to give it to the various mobs
you find, and complete their mini quests to get them to write in it. The goal
is to find all those mobs, get them all to write in it, and complete the
journal. :)
~
E
01~
Once you enter the Antique shop, the saleswoman should greet you. The main
item to look out for here is of course the dollshouse ;). Looking at it or
examining it should trigger some prompts from the saleswoman as to the doll that
came with it. Removing the doll from the dollshouse will cause you to be
teleported, essentially triggering your quest within the zone.
6~
The tunnel-man can be found in room 11831, once you give him the journal he
asks you to enter the tunnel and destroy some of the secrets there. Typing
ENTER will put you through the vortex and into another area where secrets are
roaming wildly in the form of dark figures. Once you've killed fifteen of them,
the tunnel-man will accept the journal and write in it. He'll also tell you of
how many you've killed if you hand the journal to him before you've killed all
fifteen.
~
E
spoilers~
@@ -180,71 +125,126 @@ at each one (look 1 for example).
17: The Fiery Bloodstone Amulet
~
E
6~
The tunnel-man can be found in room 11831, once you give him the journal he
asks you to enter the tunnel and destroy some of the secrets there. Typing
ENTER will put you through the vortex and into another area where secrets are
roaming wildly in the form of dark figures. Once you've killed fifteen of them,
the tunnel-man will accept the journal and write in it. He'll also tell you of
how many you've killed if you hand the journal to him before you've killed all
fifteen.
01~
Once you enter the Antique shop, the saleswoman should greet you. The main
item to look out for here is of course the dollshouse ;). Looking at it or
examining it should trigger some prompts from the saleswoman as to the doll that
came with it. Removing the doll from the dollshouse will cause you to be
teleported, essentially triggering your quest within the zone.
~
E
10~
The fidgety girl hangs out in room 11863 and is a pretty unstable character.
Once you give her the journal she'll ask you to play a game with her... If you
win three times she'll write in the book for you. The bad part? Every time you
lose she slashes her arm with frustration, if she does that three times without
healing she'll die. Its a simple cup and ball game though, so hopefully not too
difficult.. She just puts the ball under a random cup, and then randomly mixes
them around. If you pick the right cup you win. She keeps track of your score
and once you have won three times (it does not have to be concurrently), just
give her the journal again.
02~
Okay, this is basically the main point of the zone. When you are teleported
by the dollshouse you find yourself in a room with a girl who gives you an eye.
If you OPEN EYE you will continue with the quest, CLOSE EYE to hightail it out
of there. For those who continue on, they will be teleported to a crossroads
and given a journal. The basic idea behind the journal is that its empty when
you start off, the only way to get it filled is to give it to the various mobs
you find, and complete their mini quests to get them to write in it. The goal
is to find all those mobs, get them all to write in it, and complete the
journal. :)
~
E
13~
The silent girl can be found in room 11852, and is silent for one major
reason - her lips have been stitched together. She will indicate this when you
give her the journal, hopefully providing the hint that she wants something done
about it. Examining her will offer the idea that you have to cut them, and with
no ordinary sword. The sword you need is the sword of words (obj 11835), which
Ridley gives you upon completion of her quest. If you have it, just type cut,
and the stitching will weaken enough to allow her to speak, and agree to write
in the journal.
03~
The playing child can be found in room 11812 (Their Room), once you give her
the journal she will hand it back and tell you she wants you to release the bird
kept in the house. She'll also give you a key (referred to as Pin) so that you
can unlock the cage. You'll find the bird inside a cage in room 11818, just
unlock the cage and take the bird out to release it. Then the playing child
will write in the journal when you give it to her. Additionally, the key she
gave you will open the door that The Way to the Middle leads to from The
Crossroads.
~
E
15~
The scarred child hangs out in room 11872 (Inside the Gazebo), giving her the
journal will launch her into a speech about her own lost story. Choked by the
pines she says it is, and the only way to get it back is to burn them down and
recover the pages from the ashes. With this task set, she gives you a
flickering candle and asks you to return all the pages to her. There are five
pines throughout the zone and all must be burned down to retrieve the right
amount of pages. In rooms (11850, 11849, 11848, 11820, 11837) is where they can
all be found. As long as you have the candle somewhere on your person, typing
BURN PINES will set the trees on fire. They will burn for about three minutes
before leaving nothing but a black page. Return all five pages to the girl and
she will offer to write in the journal. Once this is done, she will also give
you the completed book and ask you to return it to the house somewhere, just as
a favour to her.
04~
The colouring child is super easy to deal with, she is in room 11809 and just
wants a red crayon. Give her the journal as always to trigger the quest, then
find the red crayon in room 11812 (where the playing child is). Once you give
her the crayon she'll accept the journal and write in it.
~
E
16~
The ghostly girl can be found in room 11848 and is the last mob that must be
approached. If you approach her before completing every one of the other quests
she will remind you of this. If they are already completed and you give her the
journal she will make the request that you kill her and bury the corpse in the
room. Once you do this, her invisible spirit will complete the last entry in
the journal for you, and you will be returned to the antique shop where the
entire quest started.
05~
Ridley can be found playing with alphabet blocks in room 11836. If you give
her the journal she'll launch into a little speech and finally decide to write
in it if you bring her three things. She'll give you a black box and ask for a
fruit, a flower, and a flying thing, and for you to return them in the box.
The fruit is obj 11828 and loads in room 11837.
The flower is obj 11832 and loads in room 11831.
And the flying thing is a little mob (11821) that basically wanders all over.
The trick to giving her this thing is to type CAPTURE INSECT in the same room as
it. This will then let you put it in the box with the rest of the things.
Once all three things are in the box, just give it to her, and she'll write in
the journal as well as giving you a sword that you'll need for later. ;)
Oh, the insect will escape from you after a while, so make sure to put it in the box if you don't want to lose it.
~
E
17~
Once you are returned to the antique shop, a young woman will approach you
with an interest in the journal. If you give it to her she will exchange it for
a fiery bloodstone amulet. This amulet has the power to move you to a safe
place whenever you use it. This can however, only be used about once every 20
minutes, as the amulet needs to recharge itself.
07~
The running girl can be found running up and down inside the tunnel in room
11831. She moves fast, so the only way to really interact with her is to follow
her.. Which will take you on a bit of a spammy ride. As soon as you give her
the journal however, she will come to a halt and tell you that all she wants is
to be taken out of there. She agrees to write in it if you will show her the
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
08~
The blind girl can be found in room 11854. Giving her the journal triggers
her giving you a pair of eyes and telling you to examine the walls. All you
have to do is wear the eyes, examine the walls as she says, and say aloud the
word you see written there. If its correct she'll agree to write in the
journal.
~
E
09~
The weeping girl is found in room 11864. As with all of the quests, giving
her the journal is what triggers it. She will explain that she is upset because
she can no longer spend time in her garden because of the monster there. The
quest then is to find is search out the garden west of the porch (room 11846)
until you see a hideous looking creature. Kill it, return to the weeping girl
and give her the journal, and she will write in it for you. As a side note,
examining the mirror in the room with her will give you some dynamic information
on your character ;)
~
E
11~
If you enter room 11870 (The Bunkbed Room) you will hear a child's voice
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
consent to give it to you.
Once you have this item, just return to the hiding girl, give it to her and
she will offer to write in the journal for you... give it to her and the job
is done.
~
E
12~
In room 11844 is the emaciated girl, mumbling away absent-mindedly to
herself. To trigger this quest, as with almost all the others; just give her
the journal. She will give a little speech about sacrifice before asking you to
make the ultimate one, and handing you a hotdog. Now, not being any ordinary
hotdog, eating it will take a huge chunk out of your hps. If it doesn't kill
you she will hand you another one, reminding you that the sacrifice is death.
Once you have eaten enough of them to render you incapacitated, she will heal
you and explain that it was your willingness to make the sacrifice that she
wanted. Giving her the journal at any time after this point will cause her to
write in it for you.
~
E
14~
In room 11859 you can find the angry girl. She will attack you instantly
when you walk in and the key to completing this quest is to let her tire herself
out attacking you while keeping both her and yourself alive. Once you let her
wear herself out she will apologize and ask for a hug, give it to her and she
will suddenly be a lot more receptive to writing in the journal.
~
S
#11801
@@ -279,21 +279,9 @@ wafting from the damp, grey street outside.
~
0 0 11899
E
sparkling particles dust~
These silver specks dance carelessly in the gentle wafts of air, turning and
sparkling like tiny stars in each shaft of light.
~
E
cobwebs darker corners ceiling beams~
Fine silvery threads mark the perpetual residence of spiders in these dark
parts of the room. Some of the older webs are dimmed and grey with time,
flapping like indignant hands trying to shoo visitors away.
~
E
weary wood panelling dried paint~
A sombre dark wood has been painted with a cheerful lick of paint, presumably
to brighten it up. However the paint has been left to flake and peel away,
leaving the walls looking even more ghastly.
shop counter~
It looks almost as if someone had a fit of rage and pounded on it, a long
black crack running along its length so that it barely holds up its own weight.
~
E
old forgotten items~
@@ -302,9 +290,21 @@ tiny china dolls and wooden cars. Some delicate jewellry boxes can be spied
glinting from the higher shelves, along with crystal ornaments of many kinds.
~
E
shop counter~
It looks almost as if someone had a fit of rage and pounded on it, a long
black crack running along its length so that it barely holds up its own weight.
weary wood panelling dried paint~
A sombre dark wood has been painted with a cheerful lick of paint, presumably
to brighten it up. However the paint has been left to flake and peel away,
leaving the walls looking even more ghastly.
~
E
cobwebs darker corners ceiling beams~
Fine silvery threads mark the perpetual residence of spiders in these dark
parts of the room. Some of the older webs are dimmed and grey with time,
flapping like indignant hands trying to shoo visitors away.
~
E
sparkling particles dust~
These silver specks dance carelessly in the gentle wafts of air, turning and
sparkling like tiny stars in each shaft of light.
~
S
#11803
@@ -397,21 +397,9 @@ a hall, the green leaves of some tall plant just in view.
~
0 0 11804
E
tiny children's chairs~
These vibrantly coloured plastic chairs sit low to the ground, just perfect
for young children and toddlers.
~
E
bookshelves brightly coloured books~
These books are mostly educational, reading and writing as well as
mathematical titles display themselves proudly. One shelf holds an assortment
of Disney and fantasy stories, and yet another holds several colouring books.
~
E
little plastic teaparty set round table~
A low plastic table holds an assortment of pretty little cups and saucers,
make believe biscuits made out of cardboard sit almost too perfectly in a plate
on the little lacey tablecloth.
horizontal windows~
These little windows are trimmed with lacey curtains, a few purple flowers
nodding lazily just outside.
~
E
several metal cars~
@@ -420,9 +408,21 @@ child to swallow, glistening brightly in every colour of the rainbow they look
as if they'd be almost irresistable to play with.
~
E
horizontal windows~
These little windows are trimmed with lacey curtains, a few purple flowers
nodding lazily just outside.
little plastic teaparty set round table~
A low plastic table holds an assortment of pretty little cups and saucers,
make believe biscuits made out of cardboard sit almost too perfectly in a plate
on the little lacey tablecloth.
~
E
bookshelves brightly coloured books~
These books are mostly educational, reading and writing as well as
mathematical titles display themselves proudly. One shelf holds an assortment
of Disney and fantasy stories, and yet another holds several colouring books.
~
E
tiny children's chairs~
These vibrantly coloured plastic chairs sit low to the ground, just perfect
for young children and toddlers.
~
S
#11806
@@ -453,17 +453,17 @@ furniture settled against the near wall.
~
0 0 11805
E
oily handprints~
These are very small handprints indeed, and freshly made, perhaps those of a
very young child, or a baby just learning to walk.
~
E
toys~
These toys look a little out of place in such tidy surroundings, little lego
bricks and a jigsaw puzzle piece lie dropped along the center of the floor, as
though someone carried a pile of toys too large for their arms and lost a few
along the way.
~
E
oily handprints~
These are very small handprints indeed, and freshly made, perhaps those of a
very young child, or a baby just learning to walk.
~
S
#11807
A Baby's Room~
@@ -481,19 +481,9 @@ wall amidst scattered toys.
~
0 0 11806
E
tall wooden cot~
This little cot is somewhat reminiscent of a cage, the long wooden bars
painted a cheerful white but covered with smudgy handprints.
~
E
changing table~
Made from a bright yellow plastic, and equipped with several shelves, this
table is stocked with all things necessary for, well, changing nappies.
~
E
toy box~
Little toys spill out of this brightly coloured but unremarkable box, the odd
stuffed arm of a doll or teddybear amongst little lego bricks and crayons.
music box~
The shape of a little piano, this clear plastic music box tinkles gently with
the sleepy tune of Twinkle Twinkle Little Star.
~
E
high window~
@@ -501,9 +491,19 @@ high window~
what seems to be a neglected part of the garden outside.
~
E
music box~
The shape of a little piano, this clear plastic music box tinkles gently with
the sleepy tune of Twinkle Twinkle Little Star.
toy box~
Little toys spill out of this brightly coloured but unremarkable box, the odd
stuffed arm of a doll or teddybear amongst little lego bricks and crayons.
~
E
changing table~
Made from a bright yellow plastic, and equipped with several shelves, this
table is stocked with all things necessary for, well, changing nappies.
~
E
tall wooden cot~
This little cot is somewhat reminiscent of a cage, the long wooden bars
painted a cheerful white but covered with smudgy handprints.
~
S
#11808
@@ -550,9 +550,9 @@ contrasting with the coziness of this little room.
~
0 0 11808
E
low bed~
This child's bed is made from a light coloured wood that has been smoothly
polished, tiny little pieces of glitter have been stuck to it as decoration.
high window~
Tall grasses can be seen waving just slightly above window level, indicating
that this room is below ground.
~
E
delicate hanging ornaments~
@@ -560,9 +560,9 @@ delicate hanging ornaments~
long crystal spiral plays with any light as it twirls.
~
E
high window~
Tall grasses can be seen waving just slightly above window level, indicating
that this room is below ground.
low bed~
This child's bed is made from a light coloured wood that has been smoothly
polished, tiny little pieces of glitter have been stuck to it as decoration.
~
S
#11810
@@ -586,18 +586,18 @@ carpeted stairs leading upward..
~
0 0 11811
E
small neatly woven rug~
This little rug has been delicately woven from fine materials, dark greens
and blues backing a purplish flower pattern that stands out vibrantly in the
otherwise stark surroundings.
~
E
few family photos~
These neatly framed pictures look to be recent snapshots of the family here.
A solemn unshaven man and a starry-eyed young woman hold two tiny children on
their laps. The small girl has her arm around what presumably is her baby
brother, both smiling toothlessly.
~
E
small neatly woven rug~
This little rug has been delicately woven from fine materials, dark greens
and blues backing a purplish flower pattern that stands out vibrantly in the
otherwise stark surroundings.
~
S
#11811
A Carpeted Hallway~
@@ -633,14 +633,14 @@ subtle light at the bottom of the stairs.
~
0 0 11810
E
sign~
@BMUM AND DAD'S ROOM@n
~
E
nightlights~
These small plastic lights give off just enough illumination for walking
around without bumping into things.
~
E
sign~
@BMUM AND DAD'S ROOM@n
~
S
#11812
Their Room~
@@ -658,9 +658,10 @@ doorknob decorated with paintings of flowers.
door red wood~
1 0 11811
E
slippery satiny quilts plump pillows~
These soft padded blankets and pillows are covered with a shimmering red
fabric, the same rich colour as a deep glass of wine.
delicate chandelier~
This pretty little light fixture has been made from glass beads and pendants
dangling from delicate metal chains. The resulting effect is one of a brilliant
shimmering dome of light.
~
E
large double bed~
@@ -668,10 +669,9 @@ large double bed~
four-poster bed, large enough for two adults to sleep comfortably.
~
E
delicate chandelier~
This pretty little light fixture has been made from glass beads and pendants
dangling from delicate metal chains. The resulting effect is one of a brilliant
shimmering dome of light.
slippery satiny quilts plump pillows~
These soft padded blankets and pillows are covered with a shimmering red
fabric, the same rich colour as a deep glass of wine.
~
S
#11813
@@ -690,14 +690,9 @@ slightly askew as if the locking mechanism has been sabotaged.
door~
1 0 11811
E
little oil burner~
This small cermaic pot holds a basin full of sweet smelling oil, a flickering
candle beneath it heating the liquid and filling the air with the aroma.
~
E
pretty blue shower curtain~
Swirling streaks of blue represent ocean waves, little purple shells and
jumping dolphins making up the rest of the scenery.
various bottles cleansers lotions~
Amongst these relatively unremarkable supplies are the visible brand names of
moisturisers and perfumes, most of them half-used.
~
E
large deep bath~
@@ -705,9 +700,14 @@ large deep bath~
except for the big opened bottle of bubble bath that sits to the side.
~
E
various bottles cleansers lotions~
Amongst these relatively unremarkable supplies are the visible brand names of
moisturisers and perfumes, most of them half-used.
pretty blue shower curtain~
Swirling streaks of blue represent ocean waves, little purple shells and
jumping dolphins making up the rest of the scenery.
~
E
little oil burner~
This small cermaic pot holds a basin full of sweet smelling oil, a flickering
candle beneath it heating the liquid and filling the air with the aroma.
~
S
#11814
@@ -746,9 +746,14 @@ furniture.
~
0 0 11805
E
dart board~
Seemingly well used, this circular board is filled with hundreds and hundreds
of tiny black holes, a great deal of them within the bullseye.
soft lamp shades~
These shades are made from cream-coloured tassled fabric, the kind that shows
any speck of dust, only these are in absolutely pristine condition.
~
E
electronic games~
These large machines are reminiscent of what you'd find in an arcade game
facility, amongst the various flashing lights pinball and pacman can be seen.
~
E
large stereo system~
@@ -757,14 +762,9 @@ Two massive speakers stand either side of it, practically prickling with the
static of potential sound.
~
E
electronic games~
These large machines are reminiscent of what you'd find in an arcade game
facility, amongst the various flashing lights pinball and pacman can be seen.
~
E
soft lamp shades~
These shades are made from cream-coloured tassled fabric, the kind that shows
any speck of dust, only these are in absolutely pristine condition.
dart board~
Seemingly well used, this circular board is filled with hundreds and hundreds
of tiny black holes, a great deal of them within the bullseye.
~
S
#11816
@@ -817,15 +817,15 @@ with smells of cooking.
~
0 0 11816
E
glass cabinet crystal~
Smooth glassy shelves hold an array of crystal ornaments, tiny glittering
swans and teddy bears sparkling in rows.
~
E
righ mahogany sofas~
Carefully sculpted wooden frames hold a luxurious array of padded leather
cushions, the smooth black texture of the sofa looking comfortable and inviting.
~
E
glass cabinet crystal~
Smooth glassy shelves hold an array of crystal ornaments, tiny glittering
swans and teddy bears sparkling in rows.
~
S
#11818
The Music Room~
@@ -893,9 +893,9 @@ music coming from within.
~
0 0 11819
E
large trees~
These gently swaying trees appear to be weeping willows, long trailing stems
hanging gracefully down from the bent trunks.
small metal ladder~
This simple ladder is fastened to the side of the pool, enabling swimmers to
climb either in or out.
~
E
green blooming plants~
@@ -903,9 +903,9 @@ green blooming plants~
large red and magenta blossoms splashing colourfully through the green.
~
E
small metal ladder~
This simple ladder is fastened to the side of the pool, enabling swimmers to
climb either in or out.
large trees~
These gently swaying trees appear to be weeping willows, long trailing stems
hanging gracefully down from the bent trunks.
~
S
#11821
@@ -1220,15 +1220,15 @@ paint peeling from its surface.
door~
1 0 11830
E
twirling suncatchers~
These pretty little suncatchers are made from long spirals of glass, attached
to a silver thread and hung from the ceiling to twirl in the stirring air.
~
E
stickers cartoon characters wooden dressers images~
Various depictions of Disney characters cover most of the wooden surfaces,
brightly and carefully hand-painted, although smudged with little fingerprints.
~
E
twirling suncatchers~
These pretty little suncatchers are made from long spirals of glass, attached
to a silver thread and hung from the ceiling to twirl in the stirring air.
~
S
T 11834
#11832
@@ -1245,16 +1245,16 @@ D0
door~
1 0 11830
E
bed~
Just a regular wooden bed, this little piece of furniture stands tucked as
closely against the wall as it can get, made with blue bedding.
~
E
dresser~
Made of plain, unfinished wood, this small dresser looks as if it were thrown
together by hand, pressed tightly into the corner so as to take up the least
amount of room.
~
E
bed~
Just a regular wooden bed, this little piece of furniture stands tucked as
closely against the wall as it can get, made with blue bedding.
~
S
#11833
A Cozy Living Room~
@@ -1279,10 +1279,10 @@ shoes and coats.
~
0 0 11825
E
cross-stitchings paintings~
These little works of art are obviously amateur but nonetheless very pretty,
portrayals of flowers and landscapes are the main subject, with one elaborate
stitching of a tiger placed in clear view.
television~
This television is covered in a very fine layer of dust, indicating that it
has not been turned on for some time though it is large and prominent in the
room.
~
E
several family photos~
@@ -1292,10 +1292,10 @@ about seven, whereas the younger two girls are barely out of their toddler
years, one sucking contendedly on a dummy.
~
E
television~
This television is covered in a very fine layer of dust, indicating that it
has not been turned on for some time though it is large and prominent in the
room.
cross-stitchings paintings~
These little works of art are obviously amateur but nonetheless very pretty,
portrayals of flowers and landscapes are the main subject, with one elaborate
stitching of a tiger placed in clear view.
~
S
#11834
@@ -2390,19 +2390,19 @@ Once you have counted them all, type look next
~
118 24 0 0 0 0
E
two 2~
@y@RF@yINISHED @RF@yILES ARE THE RE-
SULT O@RF@y YEARS O@RF@y SCIENTI@RF@y-
IC STUDY COMBINED WITH THE
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
~
E
two 2~
@y@RF@yINISHED @RF@yILES ARE THE RE-
SULT O@RF@y YEARS O@RF@y SCIENTI@RF@y-
IC STUDY COMBINED WITH THE
EXPERIENCE O@RF@y YEARS...@n
~
S
#11895
By a Gentle Stream~

View File

@@ -1,6 +1,17 @@
#12000
Rome Zone Description Room~
You are in an unfinished room.
Builder : Onivel of JediMUD
Zone : 120 Rome
Began : ?
Player Level : 4-34
Rooms : 68
Mobs : 39
Objects : 37
Shops : 6
Triggers : 4
Theme : Ancient Rome
Zone 120 is linked to the following zones:
50 Great Eastern Desert at 12068 (east ) ---> 5028
~
120 0 0 0 0 0
S
@@ -18,15 +29,15 @@ There is a rickety ladder leading down.
trapdoor~
1 12033 12002
E
scorecards~
The cards all have been filled in with the judges evaluations of today's
combatants. It seems that Sparticus is having a good day.
~
E
pencils pencil~
An ordinary #2 lead pencil. Judging by the teeth marks on the shaft, the
user should see a dentist very soon!
~
E
scorecards~
The cards all have been filled in with the judges evaluations of today's
combatants. It seems that Sparticus is having a good day.
~
S
#12002
Caesar's Private Box~
@@ -220,13 +231,8 @@ direction.
~
0 -1 12010
E
gladiator~
He is a big muscular man with lots of armor. He sizes you up and decides
that you aren't worth his time or trouble.
~
E
driver~
The driver is too busy changing a wheel on his chariot to notice you.
coach trainer~
The coach tell you "Stop bothering my athletes and get lost! "
~
E
chariot~
@@ -236,8 +242,13 @@ the chariot as belonging to Drucilis 'Lightning-whip' Octavious, a favorite
driver of the masses.
~
E
coach trainer~
The coach tell you "Stop bothering my athletes and get lost! "
driver~
The driver is too busy changing a wheel on his chariot to notice you.
~
E
gladiator~
He is a big muscular man with lots of armor. He sizes you up and decides
that you aren't worth his time or trouble.
~
S
#12010
@@ -484,6 +495,11 @@ around and go that way??!! Please?
~
0 -1 12013
E
roll paper~
Hey!! This is first-class stuff!! - White Cloud brand with lotion. The
roll is about half-used.
~
E
hole toilet~
You walk over to the hole and see that there is a large turd floating in a
pool black water about 2 feet below the surface of the ground. As you lean
@@ -491,11 +507,6 @@ closer to get a better look, your nose catches a concentrated dose of the
fragrant aroma wafting upwards. Your stomach decides that it has had enough of
this shoddy treatment and you puke until it is empty.
~
E
roll paper~
Hey!! This is first-class stuff!! - White Cloud brand with lotion. The
roll is about half-used.
~
S
#12021
The Slave Quarters~
@@ -664,14 +675,10 @@ Off through the trees, you see a small, plain hut.
~
0 -1 12021
E
Venus~
Venus, the Roman goddess of beauty and knowledge is displayed in a all of her
splendor.
~
E
Jupiter~
A statue made of pure gold depicts Jupiter sitting on his throne. The throne
looks like it is made of silver.
trees tree shrubs shrub plants plant~
All of the plants, trees and shrubs are perfectly trimmed, without so much as
a dead leaf anywhere to be seen. You welcome the shade that they give from the
harsh sun above.
~
E
Neptune~
@@ -680,10 +687,14 @@ It is sitting in the center of a small pond which has hundreds of beautiful fish
swimming in it.
~
E
trees tree shrubs shrub plants plant~
All of the plants, trees and shrubs are perfectly trimmed, without so much as
a dead leaf anywhere to be seen. You welcome the shade that they give from the
harsh sun above.
Jupiter~
A statue made of pure gold depicts Jupiter sitting on his throne. The throne
looks like it is made of silver.
~
E
Venus~
Venus, the Roman goddess of beauty and knowledge is displayed in a all of her
splendor.
~
S
#12028
@@ -702,9 +713,9 @@ You see a well manicured path that winds through the estate.
~
0 -1 12027
E
floor tile~
Very expensive! A lot of master craftsmen labored long and hard to produce
such a work of art.
furniture~
You hope to eventually be able to own a piece of furniture just like these
someday. These are only dreams, of course.
~
E
windows~
@@ -712,9 +723,9 @@ windows~
the gods.
~
E
furniture~
You hope to eventually be able to own a piece of furniture just like these
someday. These are only dreams, of course.
floor tile~
Very expensive! A lot of master craftsmen labored long and hard to produce
such a work of art.
~
S
#12029
@@ -735,13 +746,13 @@ Nero Drive continues in that direction.
~
0 -1 12030
E
gate~
The gate is made of solid iron and is well maintained.
~
E
road~
The road is wide and very muddy.
~
E
gate~
The gate is made of solid iron and is well maintained.
~
S
#12030
Nero Drive~
@@ -820,16 +831,16 @@ aqueduct and buildings of the Roman government.
~
0 -1 12033
E
aqueduct~
To the southeast, off in the distance, stands a large stone structure that is
used to channel water into the city.
~
E
vendor vendors~
There are several sidewalk vendors here, selling fresh fruits and vegetables,
home baked goods, fine jewelry and other items. Most of the items for sale are
of very high quality.
~
E
aqueduct~
To the southeast, off in the distance, stands a large stone structure that is
used to channel water into the city.
~
S
#12033
Nero Drive~
@@ -940,15 +951,8 @@ The south door leads directly to the senate chambers.
door wooden~
2 12035 12037
E
desk~
The desk is made of solid walnut and gold inlay. It is exquisitely carved
with superior craftsmanship, the likes of which has rarely been seen. It was
probably brought to Rome from Gaul.
~
E
documents decrees paperwork document decree papers paper~
The documents are all written on reed scrolls made in Egypt and have been
sealed with wax.
flowers plants flower plant~
The plants contribute to a very relaxing atmosphere.
~
E
bookcase books~
@@ -956,8 +960,15 @@ bookcase books~
entire Roman empire. They appear to be collecting dust.
~
E
flowers plants flower plant~
The plants contribute to a very relaxing atmosphere.
documents decrees paperwork document decree papers paper~
The documents are all written on reed scrolls made in Egypt and have been
sealed with wax.
~
E
desk~
The desk is made of solid walnut and gold inlay. It is exquisitely carved
with superior craftsmanship, the likes of which has rarely been seen. It was
probably brought to Rome from Gaul.
~
S
#12037
@@ -1040,17 +1051,6 @@ You can see a busy street in that direction.
~
0 -1 12033
E
telescope~
If it were operational, it would offer a spectacular view of the Mountain of
the Gods. Unfortunately, it appears to have been vandalized.
~
E
aqueduct~
The aqueduct is a massive stone structure that channels water into Rome from
the Mountain of the Gods. During the rainy season, it is filled to the top.
However, due to recent drought, the water level appears to be very low.
~
E
sign~
********************************************
* *
@@ -1062,6 +1062,17 @@ sign~
* *
********************************************
~
E
aqueduct~
The aqueduct is a massive stone structure that channels water into Rome from
the Mountain of the Gods. During the rainy season, it is filled to the top.
However, due to recent drought, the water level appears to be very low.
~
E
telescope~
If it were operational, it would offer a spectacular view of the Mountain of
the Gods. Unfortunately, it appears to have been vandalized.
~
S
#12041
The Aqueduct~
@@ -1204,13 +1215,13 @@ The steps terminate onto Clay Avenue.
~
0 -1 12046
E
stairs stairway steps~
The stairs are immaculately polished and made of white marble.
~
E
statue statues~
There is really nothing noteworthy about them.
~
E
stairs stairway steps~
The stairs are immaculately polished and made of white marble.
~
S
#12046
Clay Avenue~
@@ -1241,15 +1252,15 @@ There are some white marble steps leading up.
~
0 -1 12045
E
stone structure aqueduct~
You see a massive stone structure, built several centuries ago, that is used
to channel water into the city.
~
E
mountain~
Off to the southwest, you can see a huge mountain that is partially obscured
by the haze. It is rumored that the gods reside there and protect the city.
~
E
stone structure aqueduct~
You see a massive stone structure, built several centuries ago, that is used
to channel water into the city.
~
S
#12047
The Summit Of The Mountain Of The Gods~
@@ -1329,15 +1340,15 @@ There is a door, reinforced with steel, in that direction.
door~
2 12038 12042
E
workbench workbenches tubes beakers crucibles dishes~
These are all tools of great power. You cannot even begin to understand what
any of this stuff does.
~
E
cinders ashes pile~
The ashes are a very fine grayish white powder that seems to be the only
worldly remains of Froboz's "test specimens".
~
E
workbench workbenches tubes beakers crucibles dishes~
These are all tools of great power. You cannot even begin to understand what
any of this stuff does.
~
S
#12050
The Courtroom~
@@ -1366,15 +1377,15 @@ The waiting room lies in that direction.
~
0 -1 12043
E
seal~
The seal of the Emperor is mounted above the judge's stand.
~
E
bench stand box jury~
You see large wooden structures that are designed to separate the judge, jury
and witnesses from the rest of the courtroom. They are made of polished oak and
are strictly functional.
~
E
seal~
The seal of the Emperor is mounted above the judge's stand.
~
S
#12051
The East Gate Of Rome~
@@ -1396,15 +1407,15 @@ The clay street leads into the city.
~
0 -1 12046
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.
~
E
gate~
The gate is fabricated from iron and has been designed to keep intruders out
of the city.
~
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
A Mountain Path~
@@ -1477,15 +1488,15 @@ The courtroom lies in that direction.
door~
1 12039 12050
E
tombs books~
The books are very large and filled with Roman legal precedent.
~
E
papers documents~
There are hundreds of pages of petitions, lawsuits and court orders sitting
on the desk. One particularly interesting case involves a nobleman, a slave and
a roll of toilet paper.
~
E
tombs books~
The books are very large and filled with Roman legal precedent.
~
S
#12056
A Mountain Path~
@@ -1506,14 +1517,14 @@ You see a small trail, leading down.
~
0 -1 12059
E
trail path~
The path is a little muddy, possibly due to a recent thundershower.
~
E
tree trees vegetation~
All of the vegetation is lush, green and in full bloom. You wish that you
could take the time to stop and enjoy it properly.
~
E
trail path~
The path is a little muddy, possibly due to a recent thundershower.
~
S
#12057
The Aqueduct~
@@ -1572,19 +1583,19 @@ You see a path leading up the mountain.
~
0 -1 12059
E
stream brook~
A stream of the clearest, cleanest water that you have ever seen winds its
way through the valley.
trees fruit~
The fruit trees, nourished by the fertile ground at the edge of the stream
and sustained by the brilliant sunshine, line the banks of the stream and are
laden with fruit.
~
E
fish~
A variety of species swims peacefully in the cool, clear water.
~
E
trees fruit~
The fruit trees, nourished by the fertile ground at the edge of the stream
and sustained by the brilliant sunshine, line the banks of the stream and are
laden with fruit.
stream brook~
A stream of the clearest, cleanest water that you have ever seen winds its
way through the valley.
~
S
#12059

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@@ -1,6 +1,6 @@
#13000
Mist Maze Imm Room~
This zone is just a brief randomly created maze, where the mobs randomly
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 **
@@ -1708,7 +1708,7 @@ There is no alternative but to plunge ahead.
S
#13099
Mist Maze Corpse Disposal~
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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@@ -14,6 +14,10 @@ D1
~
~
0 0 14001
D3
~
~
0 0 9031
E
info credits~
Builders : Balm

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@@ -1535,6 +1535,11 @@ D2
~
~
0 0 1886
E
sign~
The word "Skynet" can still be read even though the marble has been heavily
tarnished with age and abuse.
~
S
#1888
Skynet~

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@@ -92,7 +92,7 @@ S
#18604
A Narrow Passage~
The thin passage is plain and undecorated, but still clean. It
ends abruptly to the south at a small oak door, behind which you here
ends abruptly to the south at a small oak door, behind which you hear
movement...
~
186 9 0 0 0 0
@@ -653,14 +653,14 @@ The room extends as far as (and farther than) you can see...
~
0 -1 18638
E
writing words~
The writing appears to say 'beware the Minotaur... '
~
E
wall~
There is a crude picture of a man with the head of a bull with some writing
next to it.
~
E
writing words~
The writing appears to say 'beware the Minotaur... '
~
S
#18640
The Statue's Room~
@@ -679,15 +679,15 @@ The hall extends to the south where it seems to lighten somewhat.
~
0 -1 18644
E
plaque nameplate name~
It says:
Maynard, Death Jester of the Harlequins
~
E
statue~
Upon closer inspection you see that the statue has a small plaque affixed to
it. The face looks remarkably familiar also.
~
E
plaque nameplate name~
It says:
Maynard, Death Jester of the Harlequins
~
S
#18641
The Hallway~

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@@ -529,7 +529,7 @@ D0
D4
~
door~
1 0 367
2 0 367
S
#226
The Eastern Temple Circle~
@@ -620,6 +620,7 @@ D0
~
0 0 217
S
T 207
#231
The Latrine~
The smell is disgusting, a recruit needs to clean this place up soon. A
@@ -1733,7 +1734,8 @@ D3
~
0 0 290
S
T 50
T 210
T 211
#292
The Southern Temple Circle Intersection~
The southern entrance to the Temple of Sanctus lies just to the north. It is

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@@ -67,7 +67,7 @@ sign~
S
#2002
Gladiators Entrance~
Five seperate arena's are accessible here, Four for each class and a
Five separate arena's are accessible here, Four for each class and a
fifth which can be used by any. To the north is the Mages Arena, down
is the Warriors Arena. East is the Thieves Arena and west is the Clerics
arena. Stairs leading up take you into the Main arena in the center of the

View File

@@ -5,11 +5,15 @@ away. You wonder how this tower still stands after all these years. High
above in the tower a light flashes. Do you dare enter? Words are chiseled
into a tablet beside the entrance.
~
22 0 0 0 0 0
22 4 0 0 0 0
D0
~
~
0 0 2201
D2
~
~
0 0 1685
E
tablet credits info~
This area created by the demented imagination of Rumble.
@@ -991,10 +995,6 @@ fall apart when you put any sizeable force upon them. They seem treacherous,
but passable. An empty hallway to the west looks far more inviting.
~
22 8 0 0 0 0
D1
~
~
0 0 -1
D3
~
~

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@@ -1,5 +1,6 @@
#22000
@nZone Description Room for the @REnchanted @WKitchen@n~
@n
@WZone name@n : An Enchanted Kitchen
@WLocation@n : It should probably be part of an enchanted house.
@WLevel@n : 10-20
@@ -26,10 +27,11 @@ even a mouse hole.
S
#22001
@WThe Open Doorway@n~
@yThe gigantic door is, thankfully, already wide open. Smells wafting in from
the north are highly @Gun@gpl@Gea@gsa@Gnt@y, and everything around is tremendous in size.
The temperature is agreeable, though definitely on the @rwarm@y side. The cavernous
room looks to be some sort of...@Wkitchen@y.@n
@yThe gigantic door is, thankfully, already wide open. Smells
wafting in from the north are highly @Gun@gpl@Gea@gsa@Gnt@y, and everything
around is tremendous in size. The temperature is agreeable, though
definitely on the @rwarm@y side. The cavernous room looks to be some
sort of...@Wkitchen@y.@n
~
220 8 0 0 0 0
D0
@@ -40,10 +42,11 @@ D0
S
#22002
@WBeneath the Big Chair@w~
@yA gigantic chair with black, @Dsteel legs @ystands here. It is pulled away from
the table slightly, and you can hardly see over the @cpale blue @ycushion. A
refrigerator is visible to the east, as well as an enormous table to the north.
Also, ominous clouds of dust seem to stir, almost as if they were alive...@m
@yA gigantic chair with black, @Dsteel legs @ystands here. It is
pulled away from the table slightly, and you can hardly see over
the @cpale blue @ycushion. A refrigerator is visible to the east, as
well as an enormous table to the north. Also, ominous clouds of
dust seem to stir, almost as if they were alive...@n
~
220 8 0 0 0 0
D0
@@ -80,11 +83,12 @@ very, very careful, it looks as though he might be able to climb up...
S
#22003
@WUnderneath the Table@w~
@yLooking up, the kitchen table forms a ceiling high above. It blocks all
light, and even with a lantern, the strange shadows lurking about are scarcely
visible. Whispers seem to come from all directions, while clouds of dust dance
noxiously by. To the east, the oven door is left open. It looks like an easy
climb from here.
@yLooking up, the kitchen table forms a ceiling high above. It
blocks all light, and even with a lantern, the strange shadows
lurking about are scarcely visible. Whispers seem to come from
all directions, while clouds of dust dance noxiously by. To the
east, the oven door is left open. It looks like an easy climb
from here.@n
~
220 9 0 0 0 0
D0
@@ -102,11 +106,11 @@ D2
S
#22004
@WOutside the Mouse Hole@w~
@yAn over-sized mousetrap with a piece of @yrotted @Ycheese@y sits just outside a
large hole about as tall as a human man. A tiny @wg@yl@Yo@Ww@y is coming from the inside,
though it is impossible to make anything out. To the west, a monstrous looking
cat watches the space you occupy intently, as if it were waiting for something
or someone to appear.
@yAn over-sized mousetrap with a piece of @yrotted @Ycheese@y sits just
outside a large hole about as tall as a human man. A tiny @wg@yl@Yo@Ww@y is
coming from the inside, though it is impossible to make anything out.
To the west, a monstrous looking cat watches the space you occupy
intently, as if it were waiting for something or someone to appear.@n
~
220 8 0 0 0 0
D0
@@ -130,13 +134,14 @@ D3
S
#22005
@WSnuffins' Dwelling@n~
@yEverything inside is, refreshingly, average-sized. A spartan twin bed
covered in thick blankets is pushed to the side, while a large, cherrywood desk
dominates most of the room. Candles burning atop it give off an aesthetic
vanilla scent and just enough heat to keep the room at a comfortable
temperature. One of the walls is decorated with family @Dphotos @yportraying a
happy group of mice. The presence of numerous @Wbooks@y, @Ymaps @yand @gglobes @yhints at a
person who enjoys travel.@n
@yEverything inside is, refreshingly, average-sized. A spartan
twin bed covered in thick blankets is pushed to the side, while a
large, cherrywood desk dominates most of the room. Candles burning
atop it give off an aesthetic vanilla scent and just enough heat to
keep the room at a comfortable temperature. One of the walls is
decorated with family @Dphotos @yportraying a happy group of mice. The
presence of numerous @Wbooks@y, @Ymaps @yand @gglobes @yhints at a person who
enjoys travel.@n
~
220 24 0 0 0 0
D2
@@ -178,10 +183,11 @@ bold @Rred@n.
S
#22006
@WThe Cat Corner@n~
@yThis corner of the kitchen is littered with tell-tale furballs and pieces of
kitty kibble. A plush @rred @Rcushion @ylays in the furthest corner of the room, and
a collection of multi-colored jingle balls and squeaky toys are scattered around
it. A food-and-water bowl lies empty, @Gmold @ycreeping over it.@n
@yThis corner of the kitchen is littered with tell-tale furballs
and pieces of kitty kibble. A plush @rred @Rcushion @ylies in the furthest
corner of the room, and a collection of multi-colored jingle balls
and squeaky toys are scattered around it. A food-and-water bowl
lies empty, @Gmold @ycreeping over it.@n
~
220 8 0 0 0 0
D1
@@ -195,11 +201,11 @@ pendant collar~
S
#22007
@WThe Back Door@n~
@yThe dust settled on the ground here is thick, so much that you can see deep
paw prints smudged into the layer of muck. Pieces of kitty kibble are thrown
randomly, and a ray of @Yl@yi@wg@ch@Ct@y falls curiously over this spot. A mousehole is
nearby to the west. Paint peels off the door, which is blocked by a heavy
@Dpackage@y.@n
@yThe dust settled on the ground here is thick, so much that you can
see deep paw prints smudged into the layer of muck. Pieces of kitty
kibble are thrown randomly, and a ray of @Yl@yi@wg@ch@Ct@y falls curiously over this
spot. A mousehole is nearby to the west. Paint peels off the door,
which is blocked by a heavy @Dpackage@y.@n
~
220 8 0 0 0 0
D2
@@ -212,14 +218,16 @@ D3
0 0 22004
E
package~
@n
@RKrazy @BKitty @GKibble@c, for the @CKrazy@c in your Kitty@n
~
S
#22008
@WOn the Oven Door@n~
@yThe oven door has been left open, and bits of @Dfilth @ycrawl along the steel.
An unpleasant smell fills the stuffy air, and heat waves blow in from the east.
A string of @Rspaghetti @yis dangling from the top of the oven. @GGross!@n
@yThe oven door has been left open, and bits of @Dfilth @ycrawl along
the steel. An unpleasant smell fills the stuffy air, and heat waves
blow in from the east. A string of @Rspaghetti @yis dangling from the
top of the oven. @GGross!@n
~
220 8 0 0 0 0
D0
@@ -255,10 +263,10 @@ doesn't look like it would break easily. Maybe it could be climbed...
S
#22009
@WThe Phone@n~
@yA tremendous phone seems to have fallen off the hook, and rests here on its
side. The buttons are huge, each one as big as your head. A dial tone blares
from one of the speakers, and a @RPOWER@y light blinks angrily. The @Wcord@y is very
thick and spirals upward.@n
@yA tremendous phone seems to have fallen off the hook, and rests
here on its side. The buttons are huge, each one as big as your head.
A dial tone blares from one of the speakers, and a @RPOWER@y light blinks
angrily. The @Wcord@y is very thick and spirals upward.@n
~
220 0 0 0 0 0
D1
@@ -279,11 +287,11 @@ could probably climb it fairly high.
S
#22010
@WBefore the Fridge@w~
@yMultiple @Dsticky notes @yand pictures are posted on the outside of the fridge
door. It is cracked open, making it easy to see inside and climb up the racks
on the inside of it. The smell of rotten food is thick and choking. A
lightbulb high above you flickers incessantly, and there is some mumbling coming
from up high.@n
@yMultiple @Dsticky notes @yand pictures are posted on the outside of
the fridge door. It is cracked open, making it easy to see inside
and climb up the racks on the inside of it. The smell of rotten
food is thick and choking. A lightbulb high above you flickers
incessantly, and there is some mumbling coming from up high.@n
~
220 8 0 0 0 0
D0
@@ -314,9 +322,10 @@ xoxo@n.
S
#22011
@WPile of Boxes@n~
@yA pile of @Bmail @ypostmarked ages ago sits on the @cpale blue @ychair cushion. The
packages are tall, brown and lumpy. The way they are situated seems ideal for
climbing. The side of the cushion is torn, and fluff spills out of it.@n
@yA pile of @Bmail @ypostmarked ages ago sits on the @cpale blue @ychair
cushion. The packages are tall, brown and lumpy. The way they
are situated seems ideal for climbing. The side of the cushion
is torn, and fluff spills out of it.@n
~
220 8 0 0 0 0
D0
@@ -338,11 +347,11 @@ One has @BHappy Birthday @WHank@n written on it.
S
#22012
@RInside the Oven@n~
@yIt feels like a sauna in here! The temperature is uncomfortably @Rhot@y and
@Rhumid@y, and heat waves @Db@wl@Wu@Dr@y your vision slightly. Thick layers of oven @Dscum@y,
@ggrease@y and ancient @Gfood@y ingredients coat all four walls. To the back, pulsing
heat rods glow a @Rvibrant @Yorange @ycolor, dimly lighting the oven. Steel beams
form a baking rack above.@n
@yIt feels like a sauna in here! The temperature is uncomfortably
@Rhot@y and @Rhumid@y, and heat waves @Db@wl@Wu@Dr@y your vision slightly. Thick
layers of oven @Dscum@y, @ggrease@y and ancient @Gfood@y ingredients coat all
four walls. To the back, pulsing heat rods glow a @Rvibrant @Yorange
@ycolor, dimly lighting the oven. Steel beams form a baking rack above.@n
~
220 8 0 0 0 0
D3
@@ -353,10 +362,11 @@ D3
S
#22013
@WOn the Counter@n~
@yThe counterspace here is mostly taken up by a large, spiral datebook that is
flipped open to a random @Dpage@y. A tall @Dpen@y is leaned precariously against one of
the walls, though beads of ink stream down it sides. The corners of the counter
are crawling with dust and spiderwebs.@n
@yThe counterspace here is mostly taken up by a large, spiral
datebook that is flipped open to a random @Dpage@y. A tall @Dpen@y is
leaning precariously against one of the walls, though beads of ink
stream down its sides. The corners of the counter are crawling
with dust and spiderwebs.@n
~
220 8 0 0 0 0
D0
@@ -382,11 +392,12 @@ Repair@n are painted onto the pen in small caps.
S
#22014
@WChopped Vegetables@n~
@yThis place has an enormous cutting board, at least a foot high off the
counter. A rather terrifying @DChef's knife@y is sunk halfway into a rotted @Rtomato@y,
and carrot slices are piled into a tower on the corner of the cutting board.
The stench from other @gvegetables@y make the area smell terrible. Looking @Ddown@y, a
kitchen drawer is slightly cracked open.@n
@yThis place has an enormous cutting board, at least a foot high
off the counter. A rather terrifying @DChef's knife@y is sunk halfway
into a rotted @Rtomato@y, and carrot slices are piled into a tower on
the corner of the cutting board. The stench from other @gvegetables@y
make the area smell terrible. Looking @Ddown@y, a kitchen drawer is
slightly cracked open.@n
~
220 8 0 0 0 0
D0
@@ -417,10 +428,10 @@ slices appear to have been sitting for ages. They're hardly recognizable!
S
#22015
@WThe Sink@n~
@yThe sink is filled halfway with smelly water. Capsized boats, plastic forks,
spoons and thin saucers float around on the surface. There are metal utensils
sunk to the bottom, though they are covered in @Ggreen @gmold@y. Unrecognizable
chunks of food are also drifting past.@n
@yThe sink is filled halfway with smelly water. Capsized boats,
plastic forks, spoons and thin saucers float around on the surface.
There are metal utensils sunk to the bottom, though they are covered
in @Ggreen @gmold@y. Unrecognizable chunks of food are also drifting past.@n
~
220 8 0 0 0 0
D2
@@ -431,10 +442,11 @@ D2
S
#22016
@WInside of a Drawer@n~
@yThis kitchen drawer has all the utensils. Heavy metal forks, knives and
spoons are organized into a plastic brown tray. It smells musty, like it hasn't
been aired out in a long time. Cobwebs are forming over the various utensils,
and dust is building in the darker corners.@n
@yThis kitchen drawer has all the utensils. Heavy metal forks,
knives and spoons are organized into a plastic brown tray. It
smells musty, like it hasn't been aired out in a long time.
Cobwebs are forming over the various utensils, and dust is building
in the darker corners.@n
~
220 9 0 0 0 0
D4
@@ -444,11 +456,12 @@ D4
S
#22017
@WInside the Fridge@w~
@yA gallon-sized jug of @Wmilk@y dominates this space, though there are a bunch of
boxes and jars in the space surrounding it. The colorful labels resemble towers
to form a kind of city around the milk, with a main 'road' leading east to what
lay behind. A jar of mustard has been knocked over and left as it is, so some
places are @Ggreen @ywhere there should be @Yyellow@y.@n
@yA gallon-sized jug of @Wmilk@y dominates this space, though there
are a bunch of boxes and jars in the space surrounding it.
The colorful labels resemble towers to form a kind of city around the
milk, with a main 'road' leading east to what lies behind. A jar
of mustard has been knocked over and left as it is, so some places
are @Ggreen @ywhere there should be @Yyellow@y.@n
~
220 8 0 0 0 0
D1
@@ -474,10 +487,10 @@ Odd sounds are coming from it. Better keep away...
S
#22018
@WBehind the Milk@w~
@yEverything just stops, and this area is mostly empty except for an upturned
@Dlid@y in the corner. The flickering lightbulb is here, making the room warm and
@Wblindingly @Ybright@y. A strong smell of generic @Ccleaner @ylingers in the air, much
like a hospital.@n
@yEverything just stops, and this area is mostly empty except
for an upturned @Dlid@y in the corner. The flickering lightbulb is
here, making the room warm and @Wblindingly @Ybright@y. A strong smell
of generic @Ccleaner @ylingers in the air, much like a hospital.@n
~
220 24 0 0 0 0
D3
@@ -494,11 +507,12 @@ the rim.
S
#22019
@WThe @WF@Cr@ce@we@Dz@Ce@Wr@n~
@yThis first part of the freezer is empty, for the most part. A thick layer of
soft, spongey ice coats the floor and walls around you. Ominous tracks lead to
the east, and you can hear a maddening @c-@Cdrip@c-@Wdrip@c-@Cdrip@c- @ysound coming from there.
A half-eaten @Mpopsicle @ylies covered in torn wrapping to the side, a fine layer of
ice crawling over it.@n
@yThis first part of the freezer is empty, for the most part. A
thick layer of soft, spongy ice coats the floor and walls around
you. Ominous tracks lead to the east, and you can hear a maddening
@c-@Cdrip@c-@Wdrip@c-@Cdrip@c- @ysound coming from there. A half-eaten @Mpopsicle
@ylies covered in torn wrapping to the side, a fine layer of ice
crawling over it.@n
~
220 8 0 0 0 0
D1
@@ -515,11 +529,12 @@ D5
S
#22020
@WLair of the @CIce@Dm@Bo@Dn@Bs@Dt@Be@Dr@n~
@yThe temperature is freezing, and even the icicles around you seem to shiver
amidst the cold. @DBoxes @yof frozen dinners long past their expiration date are
piled about, and an @Cice rack @ysits against one ice-covered wall. The floor is
dangerously slippery here, as a something liquid is leaking from the frosted
ceiling high above. A large bulb toward the back spreads plenty of @Ylight@y.@n
@yThe temperature is freezing, and even the icicles around you
seem to shiver amidst the cold. @DBoxes @yof frozen dinners long past
their expiration date are piled about, and an @Cice rack @ysits against
one ice-covered wall. The floor is dangerously slippery here, as
something liquid is leaking from the frosted ceiling high above. A
large bulb toward the back spreads plenty of @Ylight@y.@n
~
220 8 0 0 0 0
D3
@@ -550,9 +565,9 @@ enough to stand on or make cool ice sculptures out of.
S
#22021
@WOn Top of the Stove: @RFirst Burner@n~
@yA vast stove stretches out to the north and east. A coil is here, though it
is rusted over and probably hasn't been used a long while. The steel top of the
stove is coated in @Dgrime@y.@n
@yA vast stove stretches out to the north and east. A coil is
here, though it is rusted over and probably hasn't been used a
long while. The steel top of the stove is coated in @Dgrime@y.@n
~
220 8 0 0 0 0
D0
@@ -572,10 +587,10 @@ D5
S
#22022
@WOn Top of the Stove: @RSecond Burner@n~
@RWhoa!! @yA glowing coil is here, so hot that it is almost melting in some
places. Someone probably forgot to turn this burner off. The heat is
completely overwhelming, and the air is very stuffy. Thick spots of grossly
cooked grime bubble close to the coil.@n
@RWhoa!! @yA glowing coil is here, so hot that it is almost melting
in some places. Someone probably forgot to turn this burner off.
The heat is completely overwhelming, and the air is very stuffy.
Thick spots of grossly cooked grime bubble close to the coil.@n
~
220 8 0 0 0 0
D0
@@ -592,9 +607,10 @@ S
T 22004
#22023
@WOn Top of the Stove: @RThird Burner@n~
@yRust crawls over an unused metal coil. This one is smaller than the rest and
surrounded by thick layers of stove scum and grime. Chunks of molded food have
fallen beneath the coil, and a nasty smell pollutes the stuffy air here.@n
@yRust crawls over an unused metal coil. This one is smaller
than the rest and surrounded by thick layers of stove scum and
grime. Chunks of molded food have fallen beneath the coil, and
a nasty smell pollutes the stuffy air here.@n
~
220 8 0 0 0 0
D2
@@ -608,10 +624,11 @@ D3
S
#22024
@WOn Top of the Stove: @RFourth Burner@n~
@yA @rrusted@y metal pot is sitting on the burner here. Thick, stinking liquid
spills over the edge of the pot in @Gch@gu@Gnks@y, and the lid has fallen off. There
are noises coming from within, strange, wet-sounding @Gglop@y-@gglop@y-@Dglops@y. The smell
in this area is rank and overpowering.@n
@yA @rrusted@y metal pot is sitting on the burner here. Thick,
stinking liquid spills over the edge of the pot in @Gch@gu@Gnks@y, and
the lid has fallen off. There are noises coming from within,
strange, wet-sounding @Gglop@y-@gglop@y-@Dglops@y. The smell in this area
is rank and overpowering.@n
~
220 8 0 0 0 0
D1

View File

@@ -1375,7 +1375,14 @@ D2
S
#23282
PETSHOP STOREROOM~
Mortals should never come here!
Make two rooms and some pets. The rooms MUST be sequential. If the first
room is 315 then the second must be 316. The second room is known as the
storeroom. All that is required in the storeroom is to load one of each mob you
wish to be a pet. This room can not have any exits and will never be used by
mortals. Although a pet shopkeeper is not required it is recommended. After
all of this is done ask your coder to implement the petshop. It will not work
until the code is changed and the MUD is rebooted. The cost of pets is 300
times their level.
~
232 1536 0 0 0 0
S

View File

@@ -1714,7 +1714,7 @@ S
South road~
You are walking through a a small trail which seems to lead to nothing.
The road has changed here and seems to be less bright and more spooky. The
area is still good and the land is fertile but the air around seems very wierd.
area is still good and the land is fertile but the air around seems very weird.
~
238 0 0 0 0 0
D1

View File

@@ -30,29 +30,11 @@ D2
~
0 0 23901
E
links~
This zone links north to room 9030. Build all rooms south of that
connection point. Best link to zone 90 would be south to room 23904 and north
from 23904 to room 9030.
~
E
desert~
This area is on the north side of the Southern Mountains, it has a few
loops, level 17 mobs, hidden clues and hints to NewHaven whereabouts, a false
cave with a Dwarven Sentinel.
~
E
pass~
This area is level 20 area is between desert and first secret entrance to
the NewHaven caverns (say Friends of NewHaven to enter) There are bigfoot mobs
here.
~
E
newhaven~
This is an expansion area for a mini quest to enter from north path say
"Friend of NewHaven" To enter leave NewHaven cavern towards North Path say
"Farewell King" to enter the South Path go to chasm with broken bridge and
"follow path"
tree~
This is a level 17 area of birds in branches of the tree. To get into the
tree you must be before the tree and "climb tree" there is an one way exit to
the base of the tree, and some clues to Newhaven imbeded in the outpost room.
~
E
path~
@@ -63,11 +45,29 @@ with birds in the tree and other animals level 17 on the decent into the desert
of the waypoint trail.
~
E
tree~
This is a level 17 area of birds in branches of the tree. To get into the
tree you must be before the tree and "climb tree" there is an one way exit to
the base of the tree, and some clues to Newhaven imbeded in the outpost room.
newhaven~
This is an expansion area for a mini quest to enter from north path say
"Friend of NewHaven" To enter leave NewHaven cavern towards North Path say
"Farewell King" to enter the South Path go to chasm with broken bridge and
"follow path"
~
E
pass~
This area is level 20 area is between desert and first secret entrance to
the NewHaven caverns (say Friends of NewHaven to enter) There are bigfoot mobs
here.
~
E
desert~
This area is on the north side of the Southern Mountains, it has a few
loops, level 17 mobs, hidden clues and hints to NewHaven whereabouts, a false
cave with a Dwarven Sentinel.
~
E
links~
This zone links north to room 9030. Build all rooms south of that
connection point. Best link to zone 90 would be south to room 23904 and north
from 23904 to room 9030.
~
S
#23901
@@ -95,15 +95,15 @@ Sand Dunes of the Great Southern Desert
~
0 0 23910
E
sands dunes~
The sand is an endless sea of white waves of sparkling silicon fragments
being tossed around by the merciless wind.
~
E
kragla birds~
The Kragla birds are huge black winged desert vultures. They have bald
heads, sharp beaks, black eyes and long curved talons.
~
E
sands dunes~
The sand is an endless sea of white waves of sparkling silicon fragments
being tossed around by the merciless wind.
~
S
#23902
Barren Hills~
@@ -177,6 +177,10 @@ Southern Desert is to the north. You can see the peaks of the Southern
Mountains high up in the wispy clouds to the south.
~
239 64 0 0 0 0
D0
~
~
0 0 9030
D1
Deep Ravine of rock
~
@@ -218,15 +222,15 @@ Jutted Path
~
0 0 23904
E
rocks desert~
It's way too hot to view the scenery you should find you way out of here
before you die of thirst or starvation.
~
E
denizen~
There are small spiders, beetles, centipedes, sand slugs and a few ants
crawling about the rocks.
~
E
rocks desert~
It's way too hot to view the scenery you should find you way out of here
before you die of thirst or starvation.
~
S
#23906
A Rocky Cliff~
@@ -263,6 +267,13 @@ Slated Sloping Hills
~
0 0 23903
E
desert hills peaks~
The hills are like giant black monsters swimming to some unknown beach in
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.
~
E
southern mountains~
The great range of the Southern Mountains is to the south. It is one of the
smaller ranges of mountains in the area but has some of the highest peaks in
@@ -273,13 +284,6 @@ of NewHaven dwarves, drow demons, caves with riches and great battles with
dragons, orcs, elephants, and horses abound the land but they have been called
'old wives tales' and dubious to the truth of such tales.
~
E
desert hills peaks~
The hills are like giant black monsters swimming to some unknown beach in
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
Low End of a Path~
@@ -789,17 +793,9 @@ D5
~
0 0 23926
E
slits~
The slits offer a clear view of the area around the tree. A small path goes
north from the tree to a clay path which cuts off to the west. A path on the
side of the mountain can be seen. Also, a zig zag trail leading down and off
to the west . A medium sized desert is below and what appears to been a small
oasis.
~
E
fireplace burnt~
The fireplace is barely suitable for burning a few branches in for heat or
cooking.
floor~
The floor is cluttered with bones of small animals, burnt hides, broken
spears and other trash.
~
E
bunks~
@@ -808,9 +804,17 @@ to rest in while off duty. There is nothing interesting about them but most
adventurers are glad that they don't have to sleep in them.
~
E
floor~
The floor is cluttered with bones of small animals, burnt hides, broken
spears and other trash.
fireplace burnt~
The fireplace is barely suitable for burning a few branches in for heat or
cooking.
~
E
slits~
The slits offer a clear view of the area around the tree. A small path goes
north from the tree to a clay path which cuts off to the west. A path on the
side of the mountain can be seen. Also, a zig zag trail leading down and off
to the west . A medium sized desert is below and what appears to been a small
oasis.
~
S
#23928
@@ -1546,16 +1550,16 @@ D3
~
0 0 23960
E
gate obsidian~
An obsidian gate 8 metrons high, 4 metrons wide carved with drow runes.
There is a red rune in the center of the door which might be a keyhole.
~
E
powder glow walls~
The blood red glow comes from a fine powder, probably deposits from the
sulfuric fumes drifting up from the chasm below. The red is a deep blood red
or scarlet and dimly lights the path along the chasm.
~
E
gate obsidian~
An obsidian gate 8 metrons high, 4 metrons wide carved with drow runes.
There is a red rune in the center of the door which might be a keyhole.
~
S
#23962
An Obsidian Cave~

View File

@@ -15,35 +15,6 @@ A non-descript corridor stretches far to the north.
~
0 -1 24102
E
credits info~
x---------------------------------------------------------------------x
| STARSHIP ENTERPRISE - FOR CIRCLEMUD 3.1 |
| Written in 2001 by Crazyman |
| www.nt.net/saarinen |
x---------------------------------------------------------------------x
I created this zone because I'm a fan of the show Star Trek: The Next
Generation. This zone features all of the main characters from the
show, and many of the items too. This zone features about 45 rooms,
and is good for players of level 26-30. Everyone except for the
ensigns, Picard, and Data are rougly a bit stronger than Jupiter. Data
and Picard are much harder, and the ensigns are easier. I have a spot
for a holodeck, but I haven't added anything in yet.
Written entirely from scratch in WordPad. Feel free to edit, modify,
and do what you want with this zone!
x---------------------------------------------------------------------x
Builder : Crazyman (Heiach)
Zone : 241 Starship Enterprise
Began : 2001
Player Level : 26-30
Rooms : 43(46)
Mobs : 14(19)
Objects : 19(33)
Shops : 1
Triggers : 0(35)
Links : 0(1) <24109 - 35923>
~
E
maps~
STARSHIP ENTERPRISE
Turbolift | Ten Forward
@@ -81,6 +52,35 @@ maps~
|
DECK 3 | DECK 4
~
E
credits info~
x---------------------------------------------------------------------x
| STARSHIP ENTERPRISE - FOR CIRCLEMUD 3.1 |
| Written in 2001 by Crazyman |
| www.nt.net/saarinen |
x---------------------------------------------------------------------x
I created this zone because I'm a fan of the show Star Trek: The Next
Generation. This zone features all of the main characters from the
show, and many of the items too. This zone features about 45 rooms,
and is good for players of level 26-30. Everyone except for the
ensigns, Picard, and Data are rougly a bit stronger than Jupiter. Data
and Picard are much harder, and the ensigns are easier. I have a spot
for a holodeck, but I haven't added anything in yet.
Written entirely from scratch in WordPad. Feel free to edit, modify,
and do what you want with this zone!
x---------------------------------------------------------------------x
Builder : Crazyman (Heiach)
Zone : 241 Starship Enterprise
Began : 2001
Player Level : 26-30
Rooms : 43(46)
Mobs : 14(19)
Objects : 19(33)
Shops : 1
Triggers : 0(35)
Links : 0(1) <24109 - 35923>
~
S
#24101
Geordi's Quarters~
@@ -286,28 +286,6 @@ D3
~
0 -1 24107
E
holodeck computer control panel sign~
It looks like this:
***************************************************
* *
* NCC-1701-D - "ENTERPRISE" *
* HOLODECK 2 *
* *
* STATUS : Inactive *
* CURRENT PROGRAM : N/A *
* SAFETIES : N/A *
* *
* NOTE: Starfleet is not responsible for *
* any injuries incurred while on this *
* holodeck! *
* *
* WARNING: While the safeties are disabled, you *
* CAN be injured, or even killed. *
* *
***************************************************
~
E
map screen~
STARSHIP ENTERPRISE
|
@@ -345,6 +323,28 @@ map screen~
|
DECK 3 | DECK 4
~
E
holodeck computer control panel sign~
It looks like this:
***************************************************
* *
* NCC-1701-D - "ENTERPRISE" *
* HOLODECK 2 *
* *
* STATUS : Inactive *
* CURRENT PROGRAM : N/A *
* SAFETIES : N/A *
* *
* NOTE: Starfleet is not responsible for *
* any injuries incurred while on this *
* holodeck! *
* *
* WARNING: While the safeties are disabled, you *
* CAN be injured, or even killed. *
* *
***************************************************
~
S
#24109
Holodeck 2~
@@ -470,25 +470,6 @@ D3
~
0 -1 24112
E
control panel computer screen sign~
The panel says:
***************************************************
* *
* NCC-1701-D - "ENTERPRISE" *
* *
* ***** *
* ********************** *
* *********************** _________ *
* ***** ***(___ ____( *
* ***** \ \* *
* ********** *
* *
* You are currently on deck 2 *
* *
***************************************************
~
E
map screen~
STARSHIP ENTERPRISE
|
@@ -526,12 +507,31 @@ map screen~
|
DECK 3 | DECK 4
~
E
control panel computer screen sign~
The panel says:
***************************************************
* *
* NCC-1701-D - "ENTERPRISE" *
* *
* ***** *
* ********************** *
* *********************** _________ *
* ***** ***(___ ____( *
* ***** \ \* *
* ********** *
* *
* You are currently on deck 2 *
* *
***************************************************
~
S
#24114
Riker's Quarters~
The room is very neat and tidy, with a couch and several chairs arranged
around a coffee table by the eastern wall. A small partition at the northern
part of the room seperates his sleeping area with the rest of the room. Riker
part of the room separates his sleeping area with the rest of the room. Riker
has been dimmed his room, making his romantic red lamps and purple cusions seems
more exotic and appealing.
~
@@ -1248,10 +1248,4 @@ is empty.
S
T 24124
T 24127
#24146
The Shooting Range~
You are in an unfinished room.
~
241 8 0 0 0 0
S
$~

View File

@@ -579,7 +579,14 @@ You see Worship Way.
S
#25723
PETSHOP STOREROOM~
Mortals should never come here!
Make two rooms and some pets. The rooms MUST be sequential. If the first
room is 315 then the second must be 316. The second room is known as the
storeroom. All that is required in the storeroom is to load one of each mob you
wish to be a pet. This room can not have any exits and will never be used by
mortals. Although a pet shopkeeper is not required it is recommended. After
all of this is done ask your coder to implement the petshop. It will not work
until the code is changed and the MUD is rebooted. The cost of pets is 300
times their level.
~
257 1536 0 0 0 0
S
@@ -1126,7 +1133,7 @@ Could be worse - it could be raining.
0 -1 25743
S
#25748
Thieve's Guild~
Thieves' Guild~
This appears to be what used to be an old warehouse before your guild took it
over for their own. The awesome size of the place, the sheer immensity only
adds to your lust for material wealth as you survey your surroundings. All

View File

@@ -22,7 +22,7 @@ credits info~
*Light Forest
Light Forest by Kaan for Dibrova
This was originally the Miden'Nir, re-mapped and remobbed as a basic
connector zone. It is now fit to connect to 8 seperate zones, more if
connector zone. It is now fit to connect to 8 separate zones, more if
desired, with low level mobs to populate it. It would be my suggestion
that, if you used this zone, take the mobs and junk them and make new
ones. The ones in this zone suck pretty bad - it has been on my list to

View File

@@ -858,7 +858,7 @@ S
Inna & Igor's Bedroom~
This seems to be your usual dark toned, wooden, old-person's bedroom set up.
Lots of lace on the bed covers, pictures on the dressers of Ma and Pa, the whole
normal old person's place. Maybe these guys aren't so wierd after all...
normal old person's place. Maybe these guys aren't so weird after all...
~
261 8 0 0 0 0
D1

View File

@@ -331,7 +331,7 @@ D3
S
#26319
Lake's Edge~
The road splits off here, going it's seperate ways around the lake, one split
The road splits off here, going it's separate ways around the lake, one split
heading north, one heading south. The trail also heads east through the fertile
farmlands of Jareth.
~

View File

@@ -38,17 +38,17 @@ To your east you can see a huge mound of dirt.
~
0 0 26702
E
women woman~
Each woman is spectacularly beautiful--except for their glazed eyes and
expressions of utter stupor. What on earth could be wrong with them?
~
E
sand beach~
Close examination of the beach shows that the sand is not only white--each
and every grain is a single crystal; it reflects the light of the sun into a
blinding display of bright white. While each one exhibits a different color,
they all blend into this pristine color.
~
E
women woman~
Each woman is spectacularly beautiful--except for their glazed eyes and
expressions of utter stupor. What on earth could be wrong with them?
~
S
#26702
Beachside Harem~
@@ -192,14 +192,14 @@ The creepy road continues west.
~
0 0 26739
E
skeletons~
They're quite real, and quite frightening. We weren't lying to you.
~
E
building~
The building is a dark grey shade, but it seems to have been soiled by grimy
tar.
~
E
skeletons~
They're quite real, and quite frightening. We weren't lying to you.
~
S
#26709
Vice Hill~
@@ -1075,10 +1075,10 @@ S
Trophy Room~
There are literally hundereds of pedestals here, each with the skulls of a
different animal. Some are large, some quite small--some look like nothing you
have ever seen before. You can see a large ritual alter on one side of the
have ever seen before. You can see a large ritual altar on one side of the
room, and a strange room encased in seamless glass on the other half. Behind
the alter, a little uneavenness in the wall can be seen, as if someone cut
perferations through the wall.
the altar, a little uneavenness in the wall can be seen, as if someone cut
perforations through the wall.
~
267 520 0 0 0 0
D0
@@ -1181,10 +1181,10 @@ You can see the strangely shaped hallway.
bars cell door~
1 26713 26753
E
cot bed~
The cot is made of black. A mattress made of straw lies on top of it--very
thin, and certainly not comfortable. Rats scuttle underneath the bed as you
walk near it.
manacles legirons irons hands skeletal~
Two small hands are all that remain of what must have once been a small
child, or a very small human. You can see teeth marks where it looks like
someone was trying to bite their way out.
~
E
hole drainage~
@@ -1193,10 +1193,10 @@ a whole lot of imagination to figure out what is supposed to go down in that
one.
~
E
manacles legirons irons hands skeletal~
Two small hands are all that remain of what must have once been a small
child, or a very small human. You can see teeth marks where it looks like
someone was trying to bite their way out.
cot bed~
The cot is made of black. A mattress made of straw lies on top of it--very
thin, and certainly not comfortable. Rats scuttle underneath the bed as you
walk near it.
~
S
#26753
@@ -1338,9 +1338,8 @@ You can see the creepy hallway.
door~
1 26732 26757
E
manacles manacle chain~
The manacles are small, and have spikes on the insides of them. They look
very painful.
cauldron boiling oil~
The thing bubbles. It curdles the brain and sends chills down your spine.
~
E
iron maidens maiden~
@@ -1348,8 +1347,9 @@ iron maidens maiden~
it would be an unpleasant experience.
~
E
cauldron boiling oil~
The thing bubbles. It curdles the brain and sends chills down your spine.
manacles manacle chain~
The manacles are small, and have spikes on the insides of them. They look
very painful.
~
S
#26759
@@ -2058,13 +2058,10 @@ You, amazingly enough, end right back up at the entrance.
~
0 0 26792
E
chair~
The chair is made of redwood, and looks very comfortable. It also looks VERY
heavy.
~
E
sofa~
This sofa looks so comfortable, you want to just sink right into it.
insignia window~
The cat o' nine tails, a whip with multiple straps, apparently is the
ultimate symbol for the Reign of Terror. It's the most painful--sometimes even
fatal--whip known.
~
E
plaques~
@@ -2078,10 +2075,13 @@ horrible feelings in life--Despair, Hopelessness, Fear, and the crowning
emotion, in which all these culminate--Terror. Not a pretty picture.
~
E
insignia window~
The cat o' nine tails, a whip with multiple straps, apparently is the
ultimate symbol for the Reign of Terror. It's the most painful--sometimes even
fatal--whip known.
sofa~
This sofa looks so comfortable, you want to just sink right into it.
~
E
chair~
The chair is made of redwood, and looks very comfortable. It also looks VERY
heavy.
~
S
#26797

View File

@@ -1,6 +1,6 @@
#2700
Detta's [Memlin Caverns] Description Room~
@BTheme:@n This zone is the under-mountain homeland of a group of neutral
@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
to build her palace beneath the mountain with the help of the enslaved memlin
@@ -8,19 +8,19 @@ 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
@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,
@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
@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,
@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.
@@ -40,24 +40,50 @@ D5
~
0 0 2798
E
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
7~
The orb is only kept in one place, held by the skeletal creature in room
2763. The only problem is that the way in is a one way exit, the only other
ways out are a death trap to the east.. Or to kneel to the creature so that he
teleports you out. In order to get the orb you must kill the creature, which
then leaves you trapped there... Or does it? ;-) There is a memlin child in
room 2722 who will explain to you the wonders of Dynar magic - namely that a
glowing circle works as a portal. So, all you need to do is kill the creature,
take the orb and KNEEL CIRCLE to get out.
~
E
1~
The northern exit in room 2707 will normally repel you, causing you to sit
down if you try to enter. When you stand up, the resident memlin will explain
that only the enslaved may enter. This means.. You guessed it, you have to be
wearing the Goethite shackle to be allowed to pass.
6~
The Sorceress does two main things while fighting. First, she will randomly
cause a circle of fire to flare up, that will damage you if you try to flee or
exit the room. Second, she will occasionally use her staff to fireball anyone
attacking her. If you kill her in the normal way, her staff will remain behind
and reincarnate her after a few minutes. The only way to permanently get rid of
her, and get ahold of her items, is to get the glowing orb from the skeletal
creature in room 2763. Once you have the orb, you must defeat the sorceress in
the normal way and then USE ORB as soon as she is gone and only her staff
remains. This will dissolve the remaining fire elemental and kill the sorceress
permanently. It will also leave behind everything she was wearing. By the way,
her firey dress will burn whoever wears it, unless they are also wearing the
crystal nymph ring.
~
E
5~
The shard of glass (2727) that loads in room 2754 will change colours and
display a message when you pick it up. The colour/message is different for
each class of player.
~
E
4~
Upon entering room 2742, a little girl will appear and transform herself
into a doll (2723). This doll when kept in your inventory will perform attacks
randomly when you fight. It will do this three times and then change back into
a girl who runs away. (The doll will only load once in this room until you
either use up its three attacks, or pass room 2702)
~
E
3~
The Goethite shackle (2708) when worn, cannot be removed except for in the
center of the Twilight Temple (2743) where the Keeper will remove it
automatically for you.
~
E
2~
@@ -76,50 +102,24 @@ you found her. Examining those floorboards (room 2719) will reveal a hidden key
that allows passage through the glassygates into the Sorceress' palace area.
~
E
3~
The Goethite shackle (2708) when worn, cannot be removed except for in the
center of the Twilight Temple (2743) where the Keeper will remove it
automatically for you.
1~
The northern exit in room 2707 will normally repel you, causing you to sit
down if you try to enter. When you stand up, the resident memlin will explain
that only the enslaved may enter. This means.. You guessed it, you have to be
wearing the Goethite shackle to be allowed to pass.
~
E
4~
Upon entering room 2742, a little girl will appear and transform herself
into a doll (2723). This doll when kept in your inventory will perform attacks
randomly when you fight. It will do this three times and then change back into
a girl who runs away. (The doll will only load once in this room until you
either use up its three attacks, or pass room 2702)
~
E
5~
The shard of glass (2727) that loads in room 2754 will change colours and
display a message when you pick it up. The colour/message is different for
each class of player.
~
E
6~
The Sorceress does two main things while fighting. First, she will randomly
cause a circle of fire to flare up, that will damage you if you try to flee or
exit the room. Second, she will occasionally use her staff to fireball anyone
attacking her. If you kill her in the normal way, her staff will remain behind
and reincarnate her after a few minutes. The only way to permanently get rid of
her, and get ahold of her items, is to get the glowing orb from the skeletal
creature in room 2763. Once you have the orb, you must defeat the sorceress in
the normal way and then USE ORB as soon as she is gone and only her staff
remains. This will dissolve the remaining fire elemental and kill the sorceress
permanently. It will also leave behind everything she was wearing. By the way,
her firey dress will burn whoever wears it, unless they are also wearing the
crystal nymph ring.
~
E
7~
The orb is only kept in one place, held by the skeletal creature in room
2763. The only problem is that the way in is a one way exit, the only other
ways out are a death trap to the east.. Or to kneel to the creature so that he
teleports you out. In order to get the orb you must kill the creature, which
then leaves you trapped there... Or does it? ;-) There is a memlin child in
room 2722 who will explain to you the wonders of Dynar magic - namely that a
glowing circle works as a portal. So, all you need to do is kill the creature,
take the orb and KNEEL CIRCLE to get out.
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
~
S
#2701
@@ -145,9 +145,9 @@ air wafting from the branches.
~
0 0 2798
E
cave~
This open cave is so dark you can hardly see inside, but silent figures can
be seen lurking just within the shadows.
trees~
The trees seem to close heavily around the cave entrance, almost concealing
it as though willed by some magic to do so.
~
E
rubble piles~
@@ -155,9 +155,9 @@ rubble piles~
the surrounding air.
~
E
trees~
The trees seem to close heavily around the cave entrance, almost concealing
it as though willed by some magic to do so.
cave~
This open cave is so dark you can hardly see inside, but silent figures can
be seen lurking just within the shadows.
~
S
#2702
@@ -250,15 +250,15 @@ flickering within and a thin layer of sand covers the floor.
~
0 0 2706
E
sharp stalactites~
These mineral encrustations look to have formed over many months or even
years, jagged and sparkling like dry icicles.
~
E
pile rocks~
This pile of rocks has a strange powdery coating, the pale yellowish colour
and the surrounding smell indicates that it might be sulfur.
~
E
sharp stalactites~
These mineral encrustations look to have formed over many months or even
years, jagged and sparkling like dry icicles.
~
S
#2705
Beneath the Roots~
@@ -303,15 +303,15 @@ entrance like menacing teeth.
~
0 0 2704
E
footprints~
These tiny footprints, leading to the north, are unusually small but
unmistakeably memlin, indicating the presence of children in these caverns.
~
E
flickering lantern~
This lantern has been attached to the wall so that it cannot be taken. A
bright flame burns steadily, illuminating the way.
~
E
footprints~
These tiny footprints, leading to the north, are unusually small but
unmistakeably memlin, indicating the presence of children in these caverns.
~
S
#2707
A Dusty Supply Room~
@@ -336,9 +336,9 @@ and an unpleasant smell drifts from this direction.
undefined~
0 0 2704
E
curtain~
A strange mist surrounds the northern curtain, circulating slowly but not
dispersing, as if it guarded the way.
tools~
Various picks, shovels, and the occasional rusted knife lie abandoned here,
unusable by the look of them.
~
E
mine cart~
@@ -346,9 +346,9 @@ mine cart~
and on closer inspection one of the wheels looks cracked beyond repair.
~
E
tools~
Various picks, shovels, and the occasional rusted knife lie abandoned here,
unusable by the look of them.
curtain~
A strange mist surrounds the northern curtain, circulating slowly but not
dispersing, as if it guarded the way.
~
S
T 2717
@@ -487,13 +487,9 @@ unseen light source.
~
0 0 2713
E
tiny fading footprints~
These little footprints seem to vanish mysteriously to the east.
~
E
sign~
This sign has been filled with various words and numbers that appear to be
dates, but not particularly legible or significant to non-memlins.
grassy moss~
These tiny tufts of moss give a welcome splash of green to the sandy brown
of these tunnels, scenting the air subtly as well.
~
E
large round bench~
@@ -502,9 +498,13 @@ memlins, though judging by its slightly buckling legs, it has probably held
more.
~
E
grassy moss~
These tiny tufts of moss give a welcome splash of green to the sandy brown
of these tunnels, scenting the air subtly as well.
sign~
This sign has been filled with various words and numbers that appear to be
dates, but not particularly legible or significant to non-memlins.
~
E
tiny fading footprints~
These little footprints seem to vanish mysteriously to the east.
~
S
#2713
@@ -550,16 +550,16 @@ way to a sandy path.
~
0 0 2713
E
thick crystal pane~
This pane acts like a skylight, allowing the intense heat and light of the
sun to flood the room, magnified by the refracting ability of the crystal.
~
E
creeping vines~
These vines look fantastically healthy and seem to be growing at a fast
rate, wall-papering the sides and ceiling of the cave with various shades of
green.
~
E
thick crystal pane~
This pane acts like a skylight, allowing the intense heat and light of the
sun to flood the room, magnified by the refracting ability of the crystal.
~
S
#2715
Hovel Junction~
@@ -618,9 +618,9 @@ movement filling the air.
~
0 0 2715
E
huge stacks plates~
Most of these plates are smoothly carved from wood, chipped here and there in
places as if well used, most stacked in dirty piles waiting to be cleaned.
kitchen utensils~
Various pieces of cutlery lie strewn apart, long handled spoons and sharp
chopping knives, all in various stages of use.
~
E
large pot~
@@ -628,9 +628,9 @@ large pot~
smell as every now and again something bobs to the surface and dips back down.
~
E
kitchen utensils~
Various pieces of cutlery lie strewn apart, long handled spoons and sharp
chopping knives, all in various stages of use.
huge stacks plates~
Most of these plates are smoothly carved from wood, chipped here and there in
places as if well used, most stacked in dirty piles waiting to be cleaned.
~
S
#2717
@@ -649,17 +649,17 @@ activity filling the air.
~
0 0 2715
E
buckets pods seeds~
A variety of green husks and several pouches of seeds spill carelessly into
their bucket containers, some of them sprouting into tiny roots from the
dampness.
~
E
various tools watering cans rakes~
These tools all seem to play a major role in gardening and growing various
crops, most of them starting to rust and decay from what appears to be lack of
care.
~
E
buckets pods seeds~
A variety of green husks and several pouches of seeds spill carelessly into
their bucket containers, some of them sprouting into tiny roots from the
dampness.
~
S
#2718
A Low Tunnel~
@@ -682,15 +682,15 @@ water filling the air.
~
0 0 2712
E
film slimy moisture~
The ground glistens wetly, a combination of what looks to be moulded water
and weaving slug trails makes it appear very slippery indeed.
~
E
faded blood streaks~
It looks as if this place is a site of regular injury, old and new blood
marks marring the otherwise shiny surface of the rock.
~
E
film slimy moisture~
The ground glistens wetly, a combination of what looks to be moulded water
and weaving slug trails makes it appear very slippery indeed.
~
S
T 2711
#2719
@@ -708,10 +708,9 @@ the surrounding rock, making the cupboard appear inescapable.
seamlessdoor~
1 0 2712
E
old cobwebs~
These webs look to be years old, any beauty to their carefully woven
structure, long eroded, greyed and dimmed so that they are little more than
fluttering ghosts in the breeze.
broken toys~
A tiny clay doll's head lies in the dirt, its unblinking eyes coated in a
delicate film of dust.
~
E
useless tools~
@@ -719,9 +718,10 @@ useless tools~
ground, forgotten and left to rot.
~
E
broken toys~
A tiny clay doll's head lies in the dirt, its unblinking eyes coated in a
delicate film of dust.
old cobwebs~
These webs look to be years old, any beauty to their carefully woven
structure, long eroded, greyed and dimmed so that they are little more than
fluttering ghosts in the breeze.
~
S
#2720
@@ -774,6 +774,11 @@ extends into darkness.
~
0 0 2723
E
several benches~
These benches are simple in design, barely more than wooden slabs, fastened
to the stony walls and worn in places.
~
E
large stone sculpture weighing scales~
A tall spiralling column of metallic rock stretches almost to the roof of the
cavern, two elegant silvery arms spreadeagling out from either side. At the end
@@ -781,11 +786,6 @@ of each a long loop of sparkling chain hangs down, each suspending a flat metal
plate, a careful representation of the scales normally used for weighing and
measuring.
~
E
several benches~
These benches are simple in design, barely more than wooden slabs, fastened
to the stony walls and worn in places.
~
S
#2722
Cavernous Hot Spring~
@@ -804,15 +804,15 @@ the swirling droplets of water.
~
0 0 2721
E
towels~
These towels look as though they were once clean and fluffy, but now are
little more than brown rags, used solely for getting the job done.
~
E
lumps soap~
These appear to have been mashed together out of some homemade substance and
used as soap. Several of the slippery lumps sit in crevices along the spring.
~
E
towels~
These towels look as though they were once clean and fluffy, but now are
little more than brown rags, used solely for getting the job done.
~
S
#2723
@@ -837,15 +837,15 @@ tall sculpture rising from the ground.
~
0 0 2721
E
trailing vines~
These dark veiny tendrils weave their way along the walls, providing firm
support for anyone who would wish to climb inside the higher hollows.
~
E
cubicle-like hollows~
These little carved hollows seem to be used as bunk beds, comfortable looking
arrangements of moss and bracken fluffed together into bedding piles.
~
E
trailing vines~
These dark veiny tendrils weave their way along the walls, providing firm
support for anyone who would wish to climb inside the higher hollows.
~
S
#2724
Tiny Hollow~
@@ -863,16 +863,16 @@ humidity.
~
0 0 2723
E
toys~
Several basic children's toys lie scattered around, a bright pink ball
particularly catches the eye, as does a rather beautiful painted doll.
~
E
drawings~
These drawings look meticulously done, many of the papers depicting the sun
and the moon. A few of the newer ones show memlin stick-figures wielding picks
and digging.
~
E
toys~
Several basic children's toys lie scattered around, a bright pink ball
particularly catches the eye, as does a rather beautiful painted doll.
~
S
#2725
Kitchen Pantry~
@@ -2195,14 +2195,9 @@ tranquility of this place.
~
27 8 0 0 0 0
E
test~
Move bounce
~
E
glass fountain~
This carefully sculpted glass fountain allows an unhindered view of the
smooth pebbles within, small drops of water splashing over the side as it
trickles.
wall-hung wall hung candles~
These tall elegant candles burn brightly, scarlet flickers of flame dancing
upon the wax as if to some unheard rhythm.
~
E
beautiful bed~
@@ -2211,9 +2206,14 @@ master, various artistic depictions of love emerging from the flowing lines of
the wood as if they had grown there.
~
E
wall-hung wall hung candles~
These tall elegant candles burn brightly, scarlet flickers of flame dancing
upon the wax as if to some unheard rhythm.
glass fountain~
This carefully sculpted glass fountain allows an unhindered view of the
smooth pebbles within, small drops of water splashing over the side as it
trickles.
~
E
test~
Move bounce
~
S
$~

View File

@@ -1093,7 +1093,14 @@ D0
S
#27156
PETSHOP STOREROOM~
Mortals should never come here!
Make two rooms and some pets. The rooms MUST be sequential. If the first
room is 315 then the second must be 316. The second room is known as the
storeroom. All that is required in the storeroom is to load one of each mob you
wish to be a pet. This room can not have any exits and will never be used by
mortals. Although a pet shopkeeper is not required it is recommended. After
all of this is done ask your coder to implement the petshop. It will not work
until the code is changed and the MUD is rebooted. The cost of pets is 300
times their level.
~
271 1536 0 0 0 0
S

View File

@@ -14,6 +14,11 @@ You see Second Avenue.
~
0 -1 27599
E
sign~
The sign reads Church of the Pythons. Like you didn't already know that,
duh!
~
E
credits info~
The city of New Sparta. By Naved.
Zone 276 is linked to the following zones:
@@ -24,11 +29,6 @@ Zone 276 is linked to the following zones:
275 New Sparta at 27614 (east ) ---> 27516
275 New Sparta at 27616 (west ) ---> 27569
~
E
sign~
The sign reads Church of the Pythons. Like you didn't already know that,
duh!
~
S
#27601
Fire Station~
@@ -360,7 +360,14 @@ sign~
S
#27617
PETSHOP STOREROOM~
Mortals should never come here!
Make two rooms and some pets. The rooms MUST be sequential. If the first
room is 315 then the second must be 316. The second room is known as the
storeroom. All that is required in the storeroom is to load one of each mob you
wish to be a pet. This room can not have any exits and will never be used by
mortals. Although a pet shopkeeper is not required it is recommended. After
all of this is done ask your coder to implement the petshop. It will not work
until the code is changed and the MUD is rebooted. The cost of pets is 300
times their level.
~
276 1536 0 0 0 0
S

View File

@@ -18,6 +18,16 @@ To your west you can see a dark alley with a fishery.
~
0 0 -1
E
fishnets nets~
The fishnets are old and are turning into dust; large holes open to the
sides. They don't look sturdy enough to use.
~
E
lobster crates~
The lobster crates are old and rotting; they look as if they couldn't hold a
sardine.
~
E
credits info~
This is Oceania Proper, part one of a 5-part area called Oceania General. I
have completed 2 pars of this area, and am giving itto the general public. All
@@ -31,16 +41,6 @@ Oceania Proper, part 1 of a 5 part area. By Questor of StrangeMUD.
Links: 00w alley/fishery
01n island/ship, 13e white beach, 18s pier on stilts
~
E
lobster crates~
The lobster crates are old and rotting; they look as if they couldn't hold a
sardine.
~
E
fishnets nets~
The fishnets are old and are turning into dust; large holes open to the
sides. They don't look sturdy enough to use.
~
S
#27801
In the Ocean~
@@ -171,7 +171,6 @@ 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. To your west, a frothy system of cross-currents makes the
passage look too dangerous to cross; the current is impassable to your south.
~
278 0 0 0 0 0
D0

View File

@@ -224,7 +224,7 @@ S
Mudschool 8th Lesson: Classes !? - Why?~
Until now, the path has been the same for all classes. All have been
through the same texts, had to deal with the same monster. Here however,
The paths seperate. A bunch of signs have been set up on the wall here.
The paths separate. A bunch of signs have been set up on the wall here.
A teacher stands in front of them, and will teach you your classes' special
abilities.

View File

@@ -1,10 +1,10 @@
#28500
Administration of Hell~
This is the entrance to the Administration offices of Hell. The secretaries
This is the entrance to the Administration offices of Hell. The secretary's
desk sits quietly in the middle of the room. To the south is a metal door
labeled, 'Authorized Personnel Only' To the west is a large glass door. There
is a stairway down on the opposite side of the room. There is a sign posted
next to the stairs.
labeled, 'Authorized Personnel Only'. To the west is a large glass door.
There is a stairway down on the opposite side of the room. There is a sign
posted next to the stairs.
~
285 9 0 0 0 0
D0
@@ -28,6 +28,16 @@ You see a stairway down.
stairway~
0 -1 28509
E
sign~
****ATTENTION***
The Abyss is CLOSED for construction.
We will open for your painful pleasures
soon....
-Strahd-
~
E
credits info~
Descent to Hell Zone.
Originally written by Strahd
@@ -45,10 +55,10 @@ S
#28501
Halls of Judgement~
You are standing in the Halls of Judgement. There are many alcoves which
contain different methods of torture. Each more grotesque than the one before
it. On the wall a plaque reads, 'If you are here... You are Guilty... You
have been judged... Sound fair? Too bad.. ' The hall continues to the east.
The Courtroom is to the south.
contain different methods of torture, each more grotesque than the one before
it. On the wall a plaque reads, 'If you are here...You are Guilty...You
have been judged...sound fair? Too bad...' The hall continues to the east.
The Courtroom is to the south.
~
285 9 0 0 0 0
D1
@@ -65,7 +75,7 @@ S
#28502
Halls of Judgement~
You are standing in the Halls of Judgement. There are many alcoves which
contain different methods of torture. Each more grotesque than the one before
contain different methods of torture, each more grotesque than the one before
it. The hall continues to the east and west. The hall of records is to the
north.
~
@@ -89,7 +99,7 @@ S
#28503
Halls of Judgement~
You are standing in the Halls of Judgement. There are many alcoves which
contain different methods of torture. Each more grotesque than the one before
contain different methods of torture, each more grotesque than the one before
it. The hall continues to the east and west. The Office of Complaints is to
the south.
~
@@ -113,7 +123,7 @@ S
#28504
Halls of Judgement~
You are standing in the Halls of Judgement. There are many alcoves which
contain different methods of torture. Each more grotesque than the one before
contain different methods of torture, each more grotesque than the one before
it. The hall continues to the east and west.
~
285 9 0 0 0 0
@@ -131,7 +141,7 @@ S
#28505
Halls of Judgement~
You are standing in the Halls of Judgement. There are many alcoves which
contain different methods of torture. Each more grotesque than the one before
contain different methods of torture, each more grotesque than the one before
it. The hall continues to the east and west.
~
285 9 0 0 0 0
@@ -216,9 +226,8 @@ S
#28509
Stairs to the Abyss~
These dark stairs are made out of the bones of the damned. They rattle
softly as you tread apon them as if to cry out in protest. The air is filled
softly as you tread upon them as if to cry out in protest. The air is filled
with the wailing of lost souls and the blood curdling screams of the punished.
~
285 9 0 0 0 0
D5
@@ -248,11 +257,11 @@ S
#28511
Court Room~
This is the Courts of Hell. Here you are convicted, sentenced and punished.
An no... You don't get a trial. You don't deserve one. The courtroom is
And no...you don't get a trial. You don't deserve one. The courtroom is
filled with spectators and jury members. They seem to have no real reason to
be here since there isn't going to be a trial. They jeer and boo you as you
stand in the middle of the courtroom. To the north is the Halls of Judgement.
Behind the judges bench is a wooden door.
stand in the middle of the courtroom. To the north are the Halls of Judgement.
Behind the judge's bench is a wooden door.
~
285 9 0 0 0 0
D0
@@ -267,13 +276,13 @@ You see a large wooden door.
0 -1 28521
S
#28512
Lawyers Office~
As you look around you, you realize you've entered a lawyers office. Now
Lawyer's Office~
As you look around you, you realize you've entered a lawyer's office. Now
you know you are in Hell.... Everything in this office seems to be made of
snakeskin. This is the only lawyers office in hell, so if you don't like them
you're out of luck. But then again... If you are in hell... You must've run
out of luck a while ago. To the east is the Office of Complaints. To the
south you see a courtyard.
snakeskin. This is the only lawyer's office in hell, so if you don't like them
you're out of luck. But then again...if you are in hell...you must've run out
of luck a while ago. To the east is the Office of Complaints. To the south
you see a courtyard.
~
285 9 0 0 0 0
D1
@@ -289,11 +298,11 @@ You see a courtyard.
S
#28513
Office of Complaints~
This is a relatively small office. There is a large hole in the wall where
a clerk usually sits and takes complaints about hell. As you peek behind the
This is a relatively small office. There is a large hole in the wall where a
clerk usually sits and takes complaints about hell. As you peek behind the
counter you see a large paper shredder and alot of shredded complaints. A sign
over the clerks desk reads, 'Hours: 12:00am - 12:01am' To the west is a lawyers
office. To the north you see the Halls of Judgement.
over the clerks desk reads, 'Hours: 12:00am - 12:01am'. To the west is a
lawyer's office. To the north you see the Halls of Judgement.
~
285 9 0 0 0 0
D0
@@ -302,19 +311,19 @@ You see the Halls of Judgement.
~
0 -1 28503
D3
You see a lawyers office
You see a lawyer's office.
~
~
0 -1 28512
S
#28514
Pawn Shop~
You are standing in Hiramoto's Buy & Sell. This poor bastard has been
damned to hell to serve the public for eternity. He will buy most anything you
have, since business is slow. Not many people visit Hell. The store is filled
with worthless junk. Piles of aluminum balls, and bottle cap collections fill
the corners of the room. Thing of every description lie about the store. To
the east you see the Mall from Hell.
You are standing in Hiramoto's Buy & Sell. This poor bastard has been damned
to hell to serve the public for eternity. He will buy almost anything you have,
since business is slow. Not many people visit Hell. The store is filled with
worthless junk. Piles of aluminum balls and bottle cap collections fill the
corners of the room. Things of every description lie about the store. To the
east you see the Mall from Hell.
~
285 9 0 0 0 0
D1
@@ -325,7 +334,7 @@ You see the Mall from Hell.
S
#28515
Hallway of The Mall from Hell~
This is definetly the Mall from hell... There are no stores! Only in hell
This is definitely the Mall from Hell...there are no stores! Only in Hell
would they have a mall with no stores. To the east you see the Mall from Hell.
To the west you see Hiramoto's Buy & Sell. The hall continues to the east and
south.
@@ -349,7 +358,7 @@ You see Hiramoto's Buy & Sell.
S
#28516
Hallway of The Mall from Hell~
This is definetly the Mall from hell... There are no stores! Only in hell
This is definitely the Mall from Hell...there are no stores! Only in Hell
would they have a mall with no stores. To the north you see a blackened
hallway. To the east you see the office of Big Mouth. The hallway continues
to the west.
@@ -393,9 +402,8 @@ S
#28518
Stairs to the Abyss~
These dark stairs are made out of the bones of the damned. They rattle
softly as you tread apon them as if to cry out in protest. The air is filled
softly as you tread upon them as if to cry out in protest. The air is filled
with the wailing of lost souls and the blood curdling screams of the punished.
~
285 9 0 0 0 0
D5
@@ -442,10 +450,10 @@ You see a maintenance walkway.
S
#28521
Judge's Chambers~
This is the private chambers of the High Judge of Hell. He has a cushy job
and his office reflects that. A golden torches light the walls with dancing
blue and yellow flames. The judge's black crystal desk sparkles in the
torchlight.
These are the private chambers of the High Judge of Hell. He has a cushy job
and his office reflects that. Golden torches light the walls with dancing blue
and yellow flames. The judge's black crystal desk sparkles in the torchlight.
~
285 8 0 0 0 0
D0
@@ -456,9 +464,9 @@ You see the Courtroom of Hell.
S
#28522
Courtyard~
This courtyard is barren and neglected. Small weeds grow up inbetween the
This courtyard is barren and neglected. Small weeds grow between the
concrete slabs. An old defunct fountain sputters with a grey-brown ooze. A
lawyers office is to the north. The courtyard continues to the east and south.
lawyer's office is to the north. The courtyard continues to the east and south.
~
285 9 0 0 0 0
D0
@@ -479,10 +487,10 @@ You see a more of the courtyard.
S
#28523
Courtyard~
This courtyard is barren and neglected. Small weeds grow up inbetween the
This courtyard is barren and neglected. Small weeds grow between the
concrete slabs. An old defunct fountain sputters with a grey-brown ooze. The
courtyard continues to the west and south. Stanley's Magical Steeds is to the
east.
east.
~
285 9 0 0 0 0
D1
@@ -502,13 +510,13 @@ You see a more of the courtyard.
0 -1 28522
S
#28524
Stanely's Magical Steeds~
This is the shop of Stanely. He used to be an old mage selling cursed
trinkets at the town of Solace. He has recently set up shop in hell selling
magical figurines. Each figuring is in the shape of some sort of steed. Some
are recognizable and some are not. Rumor has it that Stanely made a deal with
a devil.... So I guess his lease is up in seven years..... A courtyard is to
the west. To the south you see the Mall from Hell.
Stanley's Magical Steeds~
This is the shop of Stanly. He used to be an old mage selling cursed
trinkets at the town of Solace. He has recently set up shop in Hell selling
magical figurines. Each figurine is in the shape of some sort of steed. Some
are recognizable and some are not. Rumor has it that Stanley made a deal with a
devil...so I guess his lease is up in seven years... A courtyard is to the
west. To the south you see the Mall from Hell.
~
285 9 0 0 0 0
D2
@@ -524,7 +532,7 @@ You see an abandon courtyard.
S
#28525
Hallway of The Mall from Hell~
This is definetly the Mall from hell... There are no stores! Only in hell
This is definitely the Mall from Hell...there are no stores! Only in Hell
would they have a mall with no stores. The hallway continues to the north and
south.
~
@@ -544,7 +552,7 @@ S
Inside Big Mouth's Stomach~
You are standing inside Big Mouth's stomach. It is roomy in here. Small
animals and other odds and ends lie about the stomach. Is that a dragon you
see? Nah... Couldn't be...
see? Nah...couldn't be...
~
285 9 0 0 0 0
D4
@@ -556,9 +564,8 @@ S
#28527
Stairs to the Abyss~
These dark stairs are made out of the bones of the damned. They rattle
softly as you tread apon them as if to cry out in protest. The air is filled
softly as you tread upon them as if to cry out in protest. The air is filled
with the wailing of lost souls and the blood curdling screams of the punished.
~
285 9 0 0 0 0
D5
@@ -569,12 +576,11 @@ You see the eternal darkness of the Abyss.
S
#28528
Reactor Control Room~
This is the reactor control room of hell. From here the workers control the
main reactor and power supply for all of hell and the abyss. Workers stroll
back and forth, from station to station monitoring the reactor core. A large
glass window look out on to the reactor floor below. There are some stairs
down to the reactor floor to the south. There is a maintenance room to the
east.
This is the reactor control room of Hell. From here the workers control the
main reactor and power supply for all of Hell and the abyss. Workers stroll
back and forth, from station to station, monitoring the reactor core. A large
glass window looks out onto the reactor floor below. There are some stairs down
to the reactor floor to the south. There is a maintenance room to the east.
~
285 9 0 0 0 0
D1
@@ -590,11 +596,11 @@ You see stairs down to the reactor floor.
S
#28529
Maintenance Room~
You are standing in the primary maintenance room of hell. Tools of all
You are standing in the primary maintenance room of Hell. Tools of all
shapes and sizes are neatly hung on the walls, each with its own painted-on
silhouette behind it. To the west is the reactor control room. To the east is
the break room. To the north is a maintenance walkway. To the south is the
secondary control room.
secondary control room.
~
285 9 0 0 0 0
D0
@@ -621,13 +627,13 @@ S
#28530
Break Room~
This is the break room for the maintenance workers. Tables are filled with
donuts and coffee. As a cruel joke, the cheif engineer has posted his guard
donuts and coffee. As a cruel joke, the chief engineer has posted his guard
dogs to guard the room so that no one can take a break. To the west is the
primary maintenance room. To the south is the chief engineers office.
primary maintenance room. To the south is the chief engineer's office.
~
285 9 0 0 0 0
D2
You see the chief engineers office.
You see the chief engineer's office.
~
~
0 -1 28540
@@ -639,23 +645,23 @@ You see the primary maintenance room.
S
#28531
Hell's Kitchen~
Welcome to Hell's kitchen, where everything is delicious.... You just can't
have any.... This is where the many foods of the world of Farside are made.
Welcome to Hell's kitchen, where everything is delicious...you just can't
have any... This is where the many foods of the world of Farside are made.
The chefs are usually very busy, but they always have extra time to torture a
guest.... To the east is a courtyard.
guest... To the east is a courtyard.
~
285 9 0 0 0 0
D1
You see an abandon courtyard.
You see an abandoned courtyard.
~
~
0 -1 28532
S
#28532
Courtyard~
This courtyard is barren and neglected. Small weeds grow up inbetween the
This courtyard is barren and neglected. Small weeds grow between the
concrete slabs. An old defunct fountain sputters with a grey-brown ooze. The
courtyard continues to the north and east. You see a kitchen to the west.
courtyard continues to the north and east. You see a kitchen to the west.
~
285 9 0 0 0 0
D0
@@ -664,7 +670,7 @@ You see more of the courtyard.
~
0 -1 28522
D1
You see a more of the courtyard.
You see more of the courtyard.
~
~
0 -1 28533
@@ -676,9 +682,9 @@ You see a kitchen.
S
#28533
Courtyard~
This courtyard is barren and neglected. Small weeds grow up inbetween the
This courtyard is barren and neglected. Small weeds grow between the
concrete slabs. An old defunct fountain sputters with a grey-brown ooze. The
courtyard continues to the north and west.
courtyard continues to the north and west.
~
285 9 0 0 0 0
D0
@@ -694,7 +700,7 @@ You see a more of the courtyard.
S
#28534
Hallway of The Mall from Hell~
This is definetly the Mall from hell... There are no stores! Only in hell
This is definitely the Mall from Hell...there are no stores! Only in Hell
would they have a mall with no stores. The hallway continues to the east.
Stanely's magic steeds are to the north.
~
@@ -712,7 +718,7 @@ You see a hall of the Mall from Hell.
S
#28535
Hallway of The Mall from Hell~
This is definetly the Mall from hell... There are no stores! Only in hell
This is definitely the Mall from Hell...there are no stores! Only in Hell
would they have a mall with no stores. The hallway continues to the north and
west.
~
@@ -722,19 +728,19 @@ You see a hall of the Mall from Hell.
~
~
0 -1 28525
D1
D3
You see a hall of the Mall from Hell.
~
~
0 -1 28534
0 0 28534
S
#28536
Stairs to the Abyss~
These dark stairs are made out of the bones of the damned. They rattle
softly as you tread apon them as if to cry out in protest. The air is filled
softly as you tread upon them as if to cry out in protest. The air is filled
with the wailing of lost souls and the blood curdling screams of the punished.
You can't seem to find the Abyss... You seem to recall a seeing a sign....
Now what did it say again?......
You can't seem to find the Abyss...you seem to recall seeing a sign...now
what did it say again?...
~
285 9 0 0 0 0
S
@@ -757,7 +763,7 @@ S
Reactor Room Floor~
The room is taken up almost entirely by the enormous reactor core. The core
pulses rhythmically as it generates the heat and power for the entire region of
hell. Many workers in orange jumpsuits run frantically around with geiger
Hell. Many workers in orange jumpsuits run frantically around with geiger
counters and plasma torches fixing breaches in the core. You see a reactor
core maintenance hatch to the west. A stairway to the control room is to the
north.
@@ -790,11 +796,11 @@ You see the primary maintenance room.
S
#28540
Office of the Chief Engineer~
This office belongs to the chief engineer of hell. Blueprints and pencils
are scattered about the room. The air is heavy with the smell of amonia and
This office belongs to the chief engineer of Hell. Blueprints and pencils
are scattered about the room. The air is heavy with the smell of ammonia and
sweat. A display of the reactor core is mounted into the wall. One wall is
completely filled with monitors, each showing various status reports for the
reactor core.
reactor core.
~
285 9 0 0 0 0
D0

View File

@@ -62,10 +62,10 @@ You see a dark stairway.
S
#28603
Dark Stairway~
You are standing at the bottom of long dark stairway. The smell of
You are standing at the bottom of long dark stairway. The smells of
brimstone and sulfur choke you. Screams of pain and terror fill the air.
Stone faces carved into the walls seem to laugh at you. Maybe this is not such
a good idea after all....
a good idea after all...
~
286 9 0 0 0 0
D3
@@ -81,11 +81,11 @@ You see a dark stairway.
S
#28604
Landing~
This landing has been scorched as if a large brushfire swept through it.
Bits of ash and burnt vegetation covers everything. The walls and floor are
flawlessly smooth and the ceiling is covered with carved faces and ancient
symbols and runes. A large black iron gates tower over you to the west. You
see a large gateway to the west.
This landing has been scorched as if a large brushfire had swept through it.
Bits of ash and burnt vegetation cover everything. The walls and floor are
flawlessly smooth, and the ceiling is covered with carved faces and ancient
symbols and runes. Large, black iron gates tower over you to the west. You see
a large gateway to the west.
~
286 9 0 0 0 0
D1
@@ -94,50 +94,50 @@ Its too dark to see.
~
0 -1 28603
D3
You see the Gates of Hell
You see the Gates of Hell.
~
gates~
1 -1 28605
E
gates~
These black iron gates are covered with grotesque faces and other creatures
in various poses and acts of violence and lust. The gates seem to make your
blood run cold...
These black iron gates are covered with grotesque faces and creatures in
various poses and acts of violence and lust. The gates seem to make your blood
run cold...
~
S
#28605
Gateway to Hell~
You stand next to the very gateway of Hell. You are surrounded by the
sounds of torture and pain. Screams pierce the air and rattle your nerves.
Displays of the treats of Hell are in all directions. A large black iron gates
tower over you to the east.
You stand next to the very gateway of Hell. You are surrounded by the sounds
of torture and pain. Screams pierce the air and rattle your nerves. Displays
of the treats of Hell are in all directions. Large black iron gates tower over
you to the east.
~
286 9 0 0 0 0
D0
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28616
D1
The Gates of Hell
The Gates of Hell.
~
gates~
1 -1 28604
D2
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28626
D3
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28606
E
gates~
These black iron gates are covered with grotesque faces and other creatures
in various poses and acts of violence and lust. The gates seem to make your
blood run cold...
These black iron gates are covered with grotesque faces and creatures in
various poses and acts of violence and lust. The gates seem to make your blood
run cold...
~
S
#28606
@@ -149,22 +149,22 @@ desperately grasp at your clothing as you pass.
~
286 9 0 0 0 0
D0
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28615
D1
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28605
D2
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28625
D3
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28607
@@ -178,22 +178,22 @@ desperately grasp at your clothing as you pass.
~
286 9 0 0 0 0
D0
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28614
D1
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28606
D2
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28624
D3
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28608
@@ -207,22 +207,22 @@ desperately grasp at your clothing as you pass.
~
286 9 0 0 0 0
D0
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28613
D1
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28607
D2
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28623
D3
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28609
@@ -236,22 +236,22 @@ desperately grasp at your clothing as you pass.
~
286 9 0 0 0 0
D0
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28612
D1
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28608
D2
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28622
D3
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28610
@@ -270,7 +270,7 @@ desperately grasp at your clothing as you pass.
~
286 9 0 0 0 0
D0
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28611
@@ -288,12 +288,12 @@ ceiling. You can almost smell the stench of decaying flesh.
~
286 9 0 0 0 0
D1
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28612
D2
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28610
@@ -301,45 +301,45 @@ S
#28612
Living Walls~
The walls here actually consist of greying and sinewy flesh - faces, hands,
broken bones, feet, and toes jutting from the surface. You hear low moans of
horror, pain, and sorrow issuing from the walls.
broken bones, feet and toes jutting from the surface. You hear low moans of
horror, pain and sorrow issuing from the walls.
~
286 9 0 0 0 0
D1
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28613
D2
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28609
D3
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28611
S
#28613
Trapped souls~
There are many souls trapped behind the walls of this room. Almost as if
trapped beneath the surface of a frozen lake. Even the floor and ceiling show
the screaming faces behind them.
There are many souls trapped behind the walls of this room, almost as though
they were trapped beneath the surface of a frozen lake. Even the floor and
ceiling show the screaming faces behind them.
~
286 9 0 0 0 0
D1
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28614
D2
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28608
D3
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28612
@@ -348,46 +348,46 @@ S
Tortured Beings~
This room is filled with instruments of torture. Beings of all shapes and
sizes are being brought to the thresholds of pain and beyond. Some are being
sliced into thousands of pieces. Others stretched until it seems as if they
are made of rubber. All caught in an unending play of agony.
sliced into thousands of pieces. Others are being stretched as though they were
made of rubber. All are caught in an unending play of agony.
~
286 9 0 0 0 0
D1
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28615
D2
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28607
D3
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28613
S
#28615
Gluttony~
Before you is a room filled with all sorts of food. The smell of pastries
and Hamburger assault your senses. All sorts of food lay everywhere you look.
Before you is a room filled with all sorts of food. The smells of pastries
and hamburger assault your senses. All sorts of food lie everywhere you look.
Cookies, twinkies, steak, prime rib, almost anything you can think of, call out
to you. You suddenly feel VERY hungry.
to you. You suddenly feel VERY hungry.
~
286 9 0 0 0 0
D1
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28616
D2
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28606
D3
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28614
@@ -397,7 +397,7 @@ Greed~
What luck! A room full of treasure. Gold, diamonds, riches beyond
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.
it first. Let them go get their own treasures! You see a door to the east.
~
286 9 0 0 0 0
D1
@@ -406,22 +406,22 @@ You see a bedroom door.
door~
1 -1 28617
D2
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28605
D3
Its too smoky to see.
It's too smoky to see.
~
~
0 -1 28615
S
#28617
Bedroom.~
Bedroom~
This is a small bedroom. It is well furnished and a drastic change from the
room you just stepped out of. A bed stands against the far wall. Upon the
headboard of the bed are carved two cherub looking figures, with the words 'DEE
& DEE' written below them. The door to the bedroom is to the west.
headboard of the bed are carved two cherubic looking figures, with the words
'DEE & DEE' written below them. The door to the bedroom is to the west.
~
286 9 0 0 0 0
D3
@@ -432,12 +432,12 @@ door~
S
#28618
Ancient Shrine~
This is an ancient abandon shrine of some unknown god. It has been
This is an ancient, abandoned shrine of some unknown god. It has been
vandalized and torn apart. What used to be the shrine has been reduced to a
large pile of stone and other debris. Various runes and demonic faces have
been spray painted on the walls and floor. Nailed to the ceiling are an
assortement of skeletons. All seem to have been dead for a very long time.
All surfaces of the room are covered with dried blood and dust.
large pile of stones and other debris. Various runes and demonic faces have
been spray-painted on the walls and floor. Nailed to the ceiling are an
assortment of skeletons. All seem to have been dead for a very long time. All
surfaces of the room are covered with dried blood and dust.
~
286 9 0 0 0 0
D1
@@ -447,10 +447,11 @@ It is too dark to see.
0 -1 28602
S
#28619
Room full of Body Parts.~
The room is filled with piles of arms, legs, heads, and other unidentifiable
parts of many different creatures. The stench is overwhelming. The body parts
seem to wiggle and scream as you get closer. They are still alive!!
Room full of Body Parts~
The room is filled with piles of arms, legs, heads, and other,
unidentifiable, parts of many different creatures. The stench is overwhelming.
The body parts seem to wiggle and scream as you get closer. They are still
alive!!
~
286 9 0 0 0 0
D1
@@ -465,7 +466,7 @@ It is too dark to see.
0 -1 28629
S
#28620
Fountain of Blood.~
Fountain of Blood~
This room is made of a rough black stone. The walls seem to ooze black
sludge. In the middle of the room stands a stone fountain of a demon spitting
blood.
@@ -483,11 +484,11 @@ It is too dark to see.
0 -1 28619
S
#28621
Bloody Stairway.~
You are standing on a very slippy stairway. The walls and stairs are
Bloody Stairway~
You are standing on a very slippery stairway. The walls and stairs are
covered with blood and gore. Pieces of goo and ooze drip from the ceiling
overhead. You almost slip a couple times on the stairway. The stench here is
overwhelming.
overwhelming.
~
286 9 0 0 0 0
D4
@@ -504,7 +505,7 @@ S
#28622
Ancient Room~
This is a very old and dusty room. It looks empty except for a few shards
or bone and flesh.
of bone and flesh.
~
286 9 0 0 0 0
D0
@@ -520,7 +521,7 @@ It is too dark to see.
S
#28623
Room of Lost Souls~
This looks like a waiting room or sorts. Dust and cobwebs are everywhere.
This looks like a waiting room of sorts. Dust and cobwebs are everywhere.
Wooden benches line the walls. A digital number sign is posted on the wall.
It currently reads, 'Now Serving Number 1'. A ticket dispenser is bolted to
the wall.
@@ -548,7 +549,7 @@ dispenser~
S
#28624
Room of Lost Souls~
This looks like a waiting room or sorts. Dust and cobwebs are everywhere.
This looks like a waiting room of sorts. Dust and cobwebs are everywhere.
Wooden benches line the walls. A digital number sign is posted on the wall.
It currently reads, 'Now Serving Number 1'. A ticket dispenser is bolted to
the wall.
@@ -578,8 +579,8 @@ S
Pit of Fire~
You enter a plain stone room with a large fire pit in the center of it. As
you look closer at the pit you realize that hundreds of people are being burned
inside it. They Scream out to you. The noise is deafening. Several minor
imps and workers push more people into the pit, whistling while
inside it. They scream out to you. The noise is deafening. Several minor imps
and workers push more people into the pit, whistling while they work.
~
286 8 0 0 0 0
D0
@@ -601,7 +602,7 @@ S
#28626
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.
in it are melted and burnt. The smell of brimstone and sulfur fills the air.
~
286 9 0 0 0 0
D0
@@ -623,7 +624,7 @@ S
#28627
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.
in it are melted and burnt. The smell of brimstone and sulfur fills the air.
~
286 9 0 0 0 0
D1
@@ -658,8 +659,8 @@ S
#28629
Living Walls~
The walls here actually consist of greying and sinewy flesh - faces, hands,
broken bones, feet, and toes jutting from the surface. You hear low moans of
horror, pain, and sorrow issuing from the walls.
broken bones, feet and toes jutting from the surface. You hear low moans of
horror, pain and sorrow issuing from the walls.
~
286 9 0 0 0 0
D0
@@ -682,8 +683,8 @@ S
Skeleton Factory~
This is probably where they make all the skeletons for nightmares and
graveyards. The room is simply littered with bones. A poster on the wall
reads, "Remember .... The head bone is connected to the neck bone.. " The
poster continues on... But it seems to get very technical and boring..
reads, "Remember...the head bone is connected to the neck bone..." The
poster continues on... But it seems to get very technical and boring.
~
286 9 0 0 0 0
D0
@@ -699,10 +700,10 @@ It is too dark to see.
S
#28631
Bottom of Stairway~
You are standing at the bottom of a bloody stairway. Or at least you
thought it was a stairway. It seems to be just a painting the the wall. This
You are standing at the bottom of a bloody stairway. Or at least you thought
it was a stairway. It seems to be just a painting on the wall. This is a
roughly carved room with evil runes carved in to the stone floor. There is a
hallway to the east.
hallway to the east.
~
286 9 0 0 0 0
D1
@@ -738,7 +739,7 @@ are to the south.
~
286 9 0 0 0 0
D2
You see bars
You see bars.
~
bars~
1 -1 28643
@@ -813,7 +814,7 @@ are to the south.
~
286 9 0 0 0 0
D2
You see bars
You see bars.
~
bars~
1 -1 28647
@@ -874,7 +875,7 @@ are to the west.
~
286 9 0 0 0 0
D3
You see bars
You see bars.
~
bars~
1 -1 28639
@@ -882,8 +883,8 @@ S
#28641
Hidden Room~
This is a long forgotten room. Ancient torture equipment stands around
collecting dust. Most of this stuff was probably replace with modern hi tech
torture devices and for sentimental reasons wasn't thrown away.
collecting dust. Most of this stuff was probably replaced with modern high tech
torture devices and for sentimental reasons wasn't thrown away.
~
286 9 0 0 0 0
D2
@@ -963,7 +964,7 @@ are to the north.
~
286 9 0 0 0 0
D0
You see bars
You see bars.
~
bars~
1 -1 28635
@@ -1039,7 +1040,7 @@ are to the north.
~
286 9 0 0 0 0
D0
You see bars
You see bars.
~
bars~
1 -1 28639
@@ -1110,11 +1111,10 @@ S
#28653
Hall of Fire~
You are standing in a hallway made of fire. The walls are ablaze with
yellow and blue flames. The smell of the hot air and sulfur burn your lungs as
yellow and blue flames. The smell of the hot air and sulfur burns your lungs as
you inhale, and dry your mouth as you exhale. The stone floor burns at your
feet and hungrily drinks up every drop of sweat as they fall from your body.
The hall of fire continues to the east. You see a stone archway to the west.
~
286 9 0 0 0 0
D1
@@ -1131,7 +1131,7 @@ S
#28654
Hall of Fire~
You are standing in a hallway made of fire. The walls are ablaze with
yellow and blue flames. The smell of the hot air and sulfur burn your lungs as
yellow and blue flames. The smell of the hot air and sulfur burns your lungs as
you inhale, and dry your mouth as you exhale. The stone floor burns at your
feet and hungrily drinks up every drop of sweat as they fall from your body.
The hall of fire continues to the south and west.
@@ -1211,7 +1211,7 @@ S
#28658
Hall of Fire~
You are standing in a hallway made of fire. The walls are ablaze with
yellow and blue flames. The smell of the hot air and sulfur burn your lungs as
yellow and blue flames. The smell of the hot air and sulfur burns your lungs as
you inhale, and dry your mouth as you exhale. The stone floor burns at your
feet and hungrily drinks up every drop of sweat as they fall from your body.
The hall of fire continues to the east and south.
@@ -1230,12 +1230,12 @@ You see a hall of fire.
S
#28659
Hall of Fire~
You are standing in a hallway made of fire. The walls are ablaze with
yellow and blue flames. The smell of the hot air and sulfur burn your lungs as
you inhale, and dry your mouth as you exhale. The stone floor burns at your
feet and hungrily drinks up every drop of sweat as they fall from your body.
The hall of fire continues to the west. A room full of fire pits lies to the
east. A wall of fire crackles merrily to the south.
You are standing in a hallway made of fire. The walls are ablaze with yellow
and blue flames. The smell of the hot air and sulfur burns your lungs as you
inhale, and dry your mouth as you exhale. The stone floor burns at your feet
and hungrily drinks up every drop of sweat as they fall from your body. The
hall of fire continues to the west. A room full of fire pits lies to the east.
A wall of fire crackles merrily to the south.
~
286 9 0 0 0 0
D1
@@ -1257,9 +1257,9 @@ S
#28660
Fire Pits of Hades~
This room is filled with many small fire pits. Countless damned souls are
being burnt and roasted within the the white flames that erupt from the many
pits. Wailing and screams of pain chill your bones in this hot room. To the
south you see a lake of fire. A fire hall lies to the west.
being burnt and roasted within the white flames that erupt from the many pits.
Wailing and screams of pain chill your bones in this hot room. To the south you
see a lake of fire. A fire hall lies to the west.
~
286 9 0 0 0 0
D2
@@ -1275,13 +1275,13 @@ You see a hall of fire.
S
#28661
Fire Mural~
Apon all the walls of this room is an enormous mural. Pictures of burning
bodies and tortured souls seem to be the main theme of the art. Bright reds
and hot blues are enphasized throughout the mural. As you stare at it the
Upon all the walls of this room is an enormous mural. Pictures of burning
bodies and tortured souls seem to be the main theme of the art. Bright reds and
hot blues are enphasized throughout the mural. As you stare at it, the
characters within it seem to move and struggle in pain. The hot air around you
smells of sulfur and methane. To the south you see a stone hallway. Hot air
blows in at you from the doorway. The air stirs up the methane and steals your
breath. You choke and gag...
breath. You choke and gag...
~
286 9 0 0 0 0
D2
@@ -1292,10 +1292,10 @@ You see a stone hallway.
S
#28662
Foreman's Office~
You stand in a crudly constructed office. Blueprints and change orders are
You stand in a crudely constructed office. Blueprints and change orders are
scattered everywhere. A metal filing cabinet stands in the corner. Before you
stands a stone table covered with blueprints. On the wall is a construction
plaque that reads, "4th DEMONsion Contruction"
plaque that reads, "4th DEMONsion Construction"
~
286 9 0 0 0 0
D0
@@ -1306,10 +1306,9 @@ You see the door to the office.
S
#28663
Cold Stairway~
You stand apon a cold stone stairway. Hot air blows down on you from higher
up the stairwell. From below you a freezing gusts bite at your skin and make
you shiver. Icicles drip slowly from the ceiling onto the frosted stone floor.
You stand upon a cold stone stairway. Hot air blows down on you from higher
up the stairwell. From below you, freezing gusts bite at your skin and make you
shiver. Icicles drip slowly from the ceiling onto the frosted stone floor.
~
286 9 0 0 0 0
D4
@@ -1326,7 +1325,7 @@ S
#28664
Hall of Fire~
You are standing in a hallway made of fire. The walls are ablaze with
yellow and blue flames. The smell of the hot air and sulfur burn your lungs as
yellow and blue flames. The smell of the hot air and sulfur burns your lungs as
you inhale, and dry your mouth as you exhale. The stone floor burns at your
feet and hungrily drinks up every drop of sweat as they fall from your body.
The hall of fire continues to the north and east.
@@ -1416,7 +1415,7 @@ S
#28668
Hall of Fire~
You are standing in a hallway made of fire. The walls are ablaze with
yellow and blue flames. The smell of the hot air and sulfur burn your lungs as
yellow and blue flames. The smell of the hot air and sulfur burns your lungs as
you inhale, and dry your mouth as you exhale. The stone floor burns at your
feet and hungrily drinks up every drop of sweat as they fall from your body.
The hall of fire continues to the north. There are loud noises of contruction
@@ -1436,15 +1435,15 @@ You see a construction area.
S
#28669
Wall of Fire~
This large room is cut in into sections by small walls of fire. The walls
to move slowly changing the layout of the room. As you examine the room
further you notice various posts around the room to which people are chained
to. The firewalls seem to move in patterns that leave the poor people directly
in the path of the oncoming fire. The walls seem to creep ever so slowly
towards them. The people blister and scream as the fire gets closer. Thier
deaths seem like minutes of agony and pain, and even as they burst into flames
they seem incapable of grasping the merciful attention of death... To the
north you see a hall of fire. To the east you see a lake of fire.
This large room is cut into sections by small walls of fire. The walls seem
to move slowly, changing the layout of the room. As you examine the room
further you notice various posts around the room to which people are chained.
The firewalls seem to move in patterns that leave the poor people directly in
the path of the oncoming fire. The walls seem to creep ever so slowly towards
them. The people blister and scream as the fire gets closer. Their deaths seem
like minutes of agony and pain, and even as they burst into flames they seem
incapable of grasping the merciful attention of death... To the north you see a
hall of fire. To the east you see a lake of fire.
~
286 9 0 0 0 0
D0
@@ -1461,8 +1460,8 @@ S
#28670
Lake of Fire~
You stand one the shore of a large lake of fire. The smoke and heat fill
this enormous room. You can barely make out shapes of something moving withing
the dancing flames of blue and gold..
this enormous room. You can barely make out shapes of something moving within
the dancing flames of blue and gold...
~
286 9 0 0 0 0
D0
@@ -1541,12 +1540,12 @@ continues to the east and south.
~
286 9 0 0 0 0
D1
You see more of the Meat locker
You see more of the Meat locker.
~
~
0 -1 28675
D2
You see more of the Meat locker
You see more of the Meat locker.
~
~
0 -1 28684
@@ -1566,7 +1565,7 @@ You see a freezer door.
freezer~
1 -1 28676
D2
You see more of the Meat locker
You see more of the Meat locker.
~
~
0 -1 28685
@@ -1617,7 +1616,7 @@ You see lots and lots of ice.
0 -1 28676
S
#28678
Ice Creamery~
Ice-Creamery~
You appear to be standing in a ice-creamery. Many ice-cream workers run
frantically around tending to the various machines. The factory continues to
the east and south.
@@ -1635,7 +1634,7 @@ You see lots of ice-cream machines.
0 -1 28688
S
#28679
Ice Creamery~
Ice-Creamery~
You appear to be standing in a ice-creamery. There seems to be a group of
people here shouting into containers and then quickly covering them. How
odd... The factory continues to the south and west. There is a steel door to
@@ -1745,12 +1744,12 @@ east. There is a freezer door to the west.
~
286 9 0 0 0 0
D0
You see more of the Meat locker
You see more of the Meat locker.
~
~
0 -1 28674
D1
You see more of the Meat locker
You see more of the Meat locker.
~
~
0 -1 28685
@@ -1767,12 +1766,12 @@ continues to the north and west.
~
286 9 0 0 0 0
D0
You see more of the Meat locker
You see more of the Meat locker.
~
~
0 -1 28675
D3
You see more of the Meat locker
You see more of the Meat locker.
~
~
0 -1 28684
@@ -1863,9 +1862,9 @@ S
Marble Hall~
You are walking down a white marble hallway. Large portraits of demons and
devils adorn the walls on either side of you. As you look again you realize
that they aren't demons and devils after all, but lawyers.... Well ok...
Depends on your point of view... The hallway continues to the north. There is
an office to the south.
that they aren't demons and devils after all, but lawyers...well ok...depends
on your point of view... The hallway continues to the north. There is an
office to the south.
~
286 9 0 0 0 0
D0
@@ -1881,10 +1880,10 @@ You see an office.
S
#28691
Records Hall~
This Hallway is actually an enourmous records library. Millions of records
are kept here detailing the status of peoples lives. These are confidential
This Hallway is actually an enormous records library. Millions of records
are kept here detailing the status of people's lives. These are confidential
files and only authorized personnel are allowed to view them. The records room
continues to the east.
continues to the east.
~
286 9 0 0 0 0
D1
@@ -1895,10 +1894,10 @@ You see rows and rows of records.
S
#28692
Records Hall~
This Hallway is actually an enourmous records library. Millions of records
are kept here detailing the status of peoples lives. These are confidential
This Hallway is actually an enormous records library. Millions of records
are kept here detailing the status of people's lives. These are confidential
files and only authorized personnel are allowed to view them. The records room
continues to the east and west. There is another hallway to the south.
continues to the east and west. There is another hallway to the south.
~
286 9 0 0 0 0
D1
@@ -1919,10 +1918,10 @@ You see rows and rows of records.
S
#28693
Records Hall~
This Hallway is actually an enourmous records library. Millions of records
are kept here detailing the status of peoples lives. These are confidential
This Hallway is actually an enormous records library. Millions of records
are kept here detailing the status of people's lives. These are confidential
files and only authorized personnel are allowed to view them. The records room
continues to the east and west.
continues to the east and west.
~
286 9 0 0 0 0
D1
@@ -1938,10 +1937,10 @@ You see rows and rows of records.
S
#28694
Records Hall~
This Hallway is actually an enourmous records library. Millions of records
are kept here detailing the status of peoples lives. These are confidential
This Hallway is actually an enormous records library. Millions of records
are kept here detailing the status of people's lives. These are confidential
files and only authorized personnel are allowed to view them. The records room
continues to the west.
continues to the west.
~
286 9 0 0 0 0
D3
@@ -1954,7 +1953,7 @@ S
Small Altar~
This is the private prayer room of the high priest. A small altar stands
against the west wall. Evil symbols and pictures are plastered everywhere.
The new propaganda posters for hell are posted behind the altar. You see a
The new propaganda posters for Hell are posted behind the altar. You see a
blackened hall to the east.
~
286 9 0 0 0 0
@@ -1965,8 +1964,10 @@ You see a blackened hallway.
0 -1 28696
E
poster~
Don't go to heaven....They're boring....
***GO TO HELL!!!****
Don't go to heaven.... They're boring....
***GO TO HELL!!! ****
You'll be damned if you don't ;)
~
S
@@ -1998,9 +1999,9 @@ S
#28697
Office of the High Priest~
This is the office of the High Priest of Hell. A black stone desk stands
before you. The office is lavishly furnished with gold, gems and many
antiques. A large portrait of a demons face is on the wall behind his desk.
You see a stone door to the west.
before you. The office is lavishly furnished with gold, gems and many antiques.
A large portrait of a demon's face is on the wall behind his desk. You see a
stone door to the west.
~
286 9 0 0 0 0
D3

View File

@@ -14,38 +14,59 @@ allowing this to be shared.
Ghost Shaidan, IMP of Questionable Sanity, agis.ag.net (204.164.158.2) 4000
#SPECIALS
M 9301 spec_thief
M 9313/14 spec_breath_fire
M 9315/16/17/18/19/20/21/22/23/24/25/26/27/28/29 spec_cast_cleric
M 9330/31 spec_cast_mage
M 9332 spec_breath_acid
M 28801 spec_thief
M 28813/14 spec_breath_fire
M 28815/16/17/18/19/20/21/22/23/24/25/26/27/28/29 spec_cast_cleric
M 28830/31 spec_cast_mage
M 28832 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
Links: 01w, 30d
To see the changes made for TBA, look CHANGELOG.
~
288 0 0 0 0 0
E
changelog~
@n
Changelog:
Entry has been changed to a trig. To change it back, remove the two items in
28801 and add a door down to 28802. Remember to replace the credit info.
Removed entrance from 28803 to 28802.
Added nomob to 28825. Some muds have people who often go in there to kill
all mobs with an areaspell but in a small mud where nobody goes in, all the
mobs on that floor will end up there, sooner or later.
All season doors were locked both sides on the original but Ghost Shaidan
seems to have only locked one side and I left it that way.
Added near-deathtrap prog (almost dead) to 28830. Original was a deathtrap,
port was a non-deathtrap.
Added trigger functions to cover the spec_cast functions mentioned in room
28800. These were partly written by me, mostly by Fizban. If the damages I
used seem a bit light, just adjust them. Saves have not been written in.
Added nomob to various rooms, to keep mobs in their sections.
Fixed various typos, grammatical errors, changed some room descs to fit the
changes.
Parna-TBAmud-November 2009
~
S
#28801
Inside a Tavern~
You are inside a dimly-lit room. The atmosphere makes you feel
uncomfortable. In front of you stands a mysterious gypsy. She whispers 'Your
fate and destiny lie beyond this world. ' You are still wondering what she
means when you suddenly notice the crystal ball ... It glows fiercely and
displays the Universe!
uncomfortable. In front of you stands a mysterious gypsy. She whispers, 'Your
fate and destiny lie beyond this world.' You are still wondering what she means
when you suddenly notice the crystal ball ... It glows fiercely and displays
the Universe!
~
288 8 0 0 0 0
D5
~
~
0 -1 28802
S
#28802
Inside the Crystal Ball~
You have touched the crystal ball and find that you have gone inside it: a
world of stars and wonders! As you look back you figure out there is no choice
but to go forward.
world of stars and wonders! As you look around, you figure out there is no
choice but to go forward.
~
288 0 0 0 0 0
D0
@@ -55,10 +76,10 @@ D0
S
#28803
Inside the Galaxy~
You are now inside the galaxy, around you you see stars and nebulae smiling
at your presence, and comets and meteors wandering around you. You realize
that this world may not be the true galaxy after all, but just another fantasy
zone. Exits lie virtually in all directions.
You are now inside the galaxy. Stars and nebulae smile at your presence, and
comets and meteors wander around you. You realize that this world may not be
the true galaxy after all but just another fantasy zone. Exits lie in most
directions.
~
288 0 0 0 0 0
D0
@@ -69,10 +90,6 @@ D1
~
~
0 -1 28808
D2
~
~
0 -1 28802
D3
~
~
@@ -80,7 +97,7 @@ D3
S
#28804
On an InterGalactic Walkway~
You are on a well-paved path which seems that it was made deliberately for
You are on a well-paved path which seems to have been made deliberately for
visitors like you. The walkway continues north and a small exit lies west.
~
288 0 0 0 0 0
@@ -309,10 +326,11 @@ may find yourself lucky to witness this rare event and still live.
~
288 4 0 0 0 0
S
T 28820
#28821
The Star Cluster~
You are inside the home of the stars. All you can see around you are stars
and nothing else. You eyes become pretty hurt as you look at them.
and nothing else. Your eyes become pretty hurt as you look at them.
~
288 8 0 0 0 0
D0
@@ -325,8 +343,9 @@ D1
0 -1 28803
S
#28822
Another Edge of the Galaxy~
This is another uninhabited place. Exits lie north, east and south.
An Edge of the Galaxy~
There's not much to see here at the edge of the galaxy. Exits lie north,
east and south.
~
288 0 0 0 0 0
D0
@@ -345,7 +364,7 @@ S
#28823
Corner of the Galaxy~
You wonder why the galaxy is limited. All you have done in Astronomy
courses now prove worthless. Well who told you to take one at the start?
courses now prove worthless. Well, who told you to take one at the start?
~
288 0 0 0 0 0
D0
@@ -385,7 +404,7 @@ Black Hole~
Well you have chosen the wrong path, sorry. Nothing can escape from this
monster, not even light. PANIC! You can't escape!
~
288 0 0 0 0 0
288 4 0 0 0 0
S
#28826
The Homes of the Pleiades~
@@ -562,7 +581,7 @@ On the Mystic Chains~
Up above you see the chains continue upwards. But a forcefield prevents you
from going further upwards.
~
288 0 0 0 0 0
288 4 0 0 0 0
D0
~
~
@@ -757,7 +776,7 @@ End of the Mystic Chains~
small landing on which you can climb. However, there seems to be another
forcefield blocking your way.
~
288 0 0 0 0 0
288 4 0 0 0 0
D4
You see the forcefield of Summer.
~
@@ -898,13 +917,14 @@ Approaching the Head of Draco~
forcefield to the south, some distance away, beyond reach. If only the head
were here ...
~
288 1 0 0 0 0
288 0 0 0 0 0
D1
~
~
0 -1 28862
D2
You see the forcefield of Winter.~
You see the forcefield of Winter.
~
forcefield~
2 28827 28864
S
@@ -945,7 +965,8 @@ D3
S
#28866
Along the Path of the Dipper~
You see stars around you but nothing of special interest.
You can see bright stars shining all around you but nothing of special
interest.
~
288 0 0 0 0 0
D1
@@ -978,7 +999,8 @@ D2
S
#28868
Along the path of the Dipper~
You see stars around you but nothing of special interest.
You can see bright stars shining all around you but nothing of special
interest.
~
288 0 0 0 0 0
D0
@@ -992,7 +1014,8 @@ D3
S
#28869
Along the path of the Dipper~
You see stars around you but nothing of special interest.
You can see bright stars shining all around you but nothing of special
interest.
~
288 0 0 0 0 0
D1

View File

@@ -1749,13 +1749,13 @@ D5
S
#29197
Ilian's Throne Room~
Well you made it. I'm not sure if this is a good thing or a bad thing, but
after all the trials and struggles you are at the top of Ilian's citadel. The
Well, you made it. I'm not sure if this is a good thing or a bad thing, but
after all the trials and struggles, you are at the top of Ilian's citadel. The
room seems impossibly large, and the center of it is dominated by a presence
which radiates pure, unadulterated unmitigated, unqualified, unholy evil. The
mistress of the citadel, Ilian sits on her throne surrounded by a small horde
of her children, She looks at you as her mastery of the dark symmetry probes
your mind to find out if you are signifigant enough to be bothered with
which radiates pure, unadulterated, unmitigated, unqualified, unholy evil. The
mistress of the citadel, Ilian sits on her throne surrounded by a small horde of
her children, She looks at you as her mastery of the dark symmetry probes your
mind to find out if you are significant enough to be bothered with.
~
291 9 0 0 0 0
D2

View File

@@ -15,10 +15,6 @@ D2
~
0 -1 29202
E
throne~
Its nice, for a chair, but drab, for a throne.
~
E
credits info~
Kerofk by Amanda Eterniale & Builder_5
Copyright 1993 by Curious Areas Workshop
@@ -66,6 +62,10 @@ of George Essl's Dikued program. Even more thanks to the brothers of
FORCE and all the players at VieMud, for some of the most painful
playtesting ever seen.
~
E
throne~
Its nice, for a chair, but drab, for a throne.
~
S
#29201
MouseRider's Bedroom~
@@ -968,14 +968,14 @@ D1
~
0 -1 29241
E
weapons~
A closer examinations reveal the weapons are all junk.
~
E
pictures~
With a closer look, you realize the pictures are all of someone else's
family.
~
E
weapons~
A closer examinations reveal the weapons are all junk.
~
S
#29243
Bob's Armoury and Tackle~
@@ -1314,13 +1314,13 @@ D4
~
0 -1 29255
E
newspaper~
Seems all it is is war news. How boring!
~
E
chair~
There's a tag on it: 'Laz-E-Goblin'
~
E
newspaper~
Seems all it is is war news. How boring!
~
S
#29262
Cells~
@@ -1475,7 +1475,7 @@ a grizzled sergeant behind it. He turns the paperwork in front of him
around for you... 'Name, Race, Sex, Age, Address...'. Behind him you
see the office of the Captain of the Guard.
~
292 8 0 0 0 0
292 12 0 0 0 0
D1
~
~

View File

@@ -172,7 +172,7 @@ sort of high-magic, what with all the weird surfaces showing
other places in the building -- like a crystal ball almost.
There is a room to the east, where most of the people seem
to be going, and a nice, oak door to the west with some sort of
wierd lock on it. This room is tastefully done in a black and
weird lock on it. This room is tastefully done in a black and
dark green decor which makes it feel somewhat drab.
~
296 8 0 0 0 0
@@ -533,15 +533,15 @@ D2
~
0 -1 29622
E
box~
Wow! The twin power-mages Black and Decker themselves couldn't get into this
box if they tried! This isn't a safe... It is a safer!
~
E
machine~
Parchment in one end, scrolls out the other. No moving parts that you can
see! Magic! Ain't it wonderful???
~
E
box~
Wow! The twin power-mages Black and Decker themselves couldn't get into this
box if they tried! This isn't a safe... It is a safer!
~
S
#29624
The Work Floor~
@@ -602,15 +602,15 @@ D3
~
0 -1 29624
E
crates crates~
On the side of the crate, barely legible from scratchmarks and age, is the
legend: 'stbusters Inc. One Type III enclosed. DANGER. This end up.
~
E
grinder~
Looks real disgusting. Looks real painful. You are glad you are not going
anywhere near it, aren't you?
~
E
crates crates~
On the side of the crate, barely legible from scratchmarks and age, is the
legend: 'stbusters Inc. One Type III enclosed. DANGER. This end up.
~
S
#29626
The Work Floor~
@@ -705,15 +705,15 @@ D1
door~
1 -1 29630
E
magazines~
These magazines seem to be filled with pictures of woman in various clothing
crises. Hmm.
~
E
door writing~
The writing on the door is in large yellow print and reads: DANGER!!! DO NOT
ENTER!!!
~
E
magazines~
These magazines seem to be filled with pictures of woman in various clothing
crises. Hmm.
~
S
#29630
Welcome To The Machine~

View File

@@ -337,7 +337,7 @@ D3
S
#316
Magi Alley~
The inner city wall is used to seperate the city into two seperate
The inner city wall is used to separate the city into two separate
battlefields. In case of an attack by superior numbers the citizens will fall
back into the inner city as a last measure of defense. Luckily, the army has
been very successful in protecting the city and it has never come to that.
@@ -1372,14 +1372,14 @@ D5
door~
1 0 225
E
sky winds~
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
~
E
floor~
The stone floor is the same shade of grey as the sky and is completely plain
and unscratched. It is probably too hard for anything to leave as much as a
scratch on it.
~
E
sky winds~
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
~
S
$~

View File

@@ -495,13 +495,11 @@ You see the laboratory.
S
#3019
The Mages' Laboratory~
This is the Magical Experiments Laboratory. Dark smoke-stained stones
arch over numerous huge oaken tables, most of these cluttered with strange-
looking pipes and flasks. The floor is covered with half-erased pentagrams
and even weirder symbols, and a blackboard in a dark corner has only been
partially cleaned, some painful-looking letters faintly visible. A well in
the middle of the floor leads down into darkness. Vile smells waft from the
depths.
This is the Magical Experiments Laboratory. Dark smoke-stained stones arch
over numerous huge oaken tables, most of these cluttered with strange- looking
pipes and flasks. The floor is covered with half-erased pentagrams and even
weirder symbols, and a blackboard in a dark corner has only been partially
cleaned, some painful-looking letters faintly visible.
~
30 12 0 0 0 0
D3
@@ -509,12 +507,6 @@ You see the bar.
~
~
0 -1 3018
D5
You can't see what is down there, it is too dark. Looks like it would be
impossible to climb back up.
~
~
0 -1 7017
S
#3020
The Armory~
@@ -774,7 +766,14 @@ sign~
S
#3032
PETSHOP STOREROOM~
Mortals should never come here!
Make two rooms and some pets. The rooms MUST be sequential. If the first
room is 315 then the second must be 316. The second room is known as the
storeroom. All that is required in the storeroom is to load one of each mob you
wish to be a pet. This room can not have any exits and will never be used by
mortals. Although a pet shopkeeper is not required it is recommended. After
all of this is done ask your coder to implement the petshop. It will not work
until the code is changed and the MUD is rebooted. The cost of pets is 300
times their level.
~
30 1536 0 0 0 0
S

View File

@@ -958,7 +958,7 @@ S
#30949
The Kitchen~
This huge room is in a perpetual state of panic, what with the known appetite
of Baron Westlawn and all. There are three seperate brick ovens which are
of Baron Westlawn and all. There are three separate brick ovens which are
always lit and running, always cooking something at all times - even in the dead
of night. Cooks run here and there, constantly making sure that nothing burns
and nothing spoils.
@@ -1653,7 +1653,7 @@ South Stables~
This is the stables where the more difficult steeds are kept until broken.
The steeds which are kept in this stable are considered to be of the finest
quality, but have the worst attitude of the steeds that Westlawn owns, and so
are seperated from the general population. The noise in here is tremendous, as
are separated from the general population. The noise in here is tremendous, as
are the steeds which stand proudly behind the stall doors.
~
309 8 0 0 0 0
@@ -1671,7 +1671,7 @@ South Stables~
This is the stables where the more difficult steeds are kept until broken.
The steeds which are kept in this stable are considered to be of the finest
quality, but have the worst attitude of the steeds that Westlawn owns, and so
are seperated from the general population. The noise in here is tremendous, as
are separated from the general population. The noise in here is tremendous, as
are the steeds which stand proudly behind the stall doors.
~
309 8 0 0 0 0
@@ -1689,7 +1689,7 @@ South Stables~
This is the stables where the more difficult steeds are kept until broken.
The steeds which are kept in this stable are considered to be of the finest
quality, but have the worst attitude of the steeds that Westlawn owns, and so
are seperated from the general population. The noise in here is tremendous, as
are separated from the general population. The noise in here is tremendous, as
are the steeds which stand proudly behind the stall doors.
~
309 8 0 0 0 0

View File

@@ -20,13 +20,13 @@ of the jungle.
0 -1 31201
E
credits~
*Leper Island
*Written by Kaan for Cities of Glory
*Leper Island
*Written by Kaan for Cities of Glory
Level: 45 - 50
87 rooms
21 mobs
7 objs
Conenector Zones: Yllythad Sea
Connector Zones: Yllythad Sea
This is a fair-sized island out in a secluded part of the sea which is
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
@@ -244,12 +244,12 @@ D0
~
0 -1 31212
E
clothing~
basket~
The clothing is folded very neatly within, kept in an exact spot on the floor
away from the main walkthrough.
~
E
basket~
clothing~
The clothing is folded very neatly within, kept in an exact spot on the floor
away from the main walkthrough.
~

View File

@@ -439,7 +439,7 @@ S
#31321
The Eastern Causeway~
You stand atop the center of the Eastern Causeway, the causeway that
seperates the far Eastern Field from the rest of the farmlands. The top of this
separates the far Eastern Field from the rest of the farmlands. The top of this
stone walkway is clear and wide, large enough to accomodate a couple of wagons
side by side. The only obstruction is the occassional body part or stray piece
of armor that has fallen from the battles fought through this area.

View File

@@ -14,8 +14,8 @@ D2
0 0 31401
E
info credits~
*X'Raantra's Altar of Sacrifice
*Written by Kaan for Dibrova
*X'Raantra's Altar of Sacrifice
*Written by Kaan for Dibrova
Level: 15 - 45
100 rooms
21 mobs
@@ -23,7 +23,7 @@ Level: 15 - 45
Connector Zones: The Plains of Blood
This is set in the grounds of an old insane asylum which X'Raantra
took for his own use. X'Raantra hears a voice in his head -he is a
nutball- this voices he hears, he takes to be the Lord Almighty. The
nutball- this voice he hears, he takes to be the Lord Almighty. The
voice tells him that only through human sacrifice will he ascend
through the gates of Heaven. X'Raantra, though obviously crazy, is
extremely enigmatic and has been able to gather a good number of people

View File

@@ -5,7 +5,7 @@ the land and the plateau which McGintey Cove rests upon. To the south the
bridge leads the way into the city, to the north is a toll booth which sits on
the side of McGintey Road.
~
315 32768 0 0 0 0
315 0 0 0 0 0
D0
~
~
@@ -16,8 +16,8 @@ D2
0 -1 31501
E
credits info~
Kaan
Zone 315 is linked to the following zones:
Kaan
Zone 315 is linked to the following zones:
258 Light Forest at 31500 (north) ---> 25828
316 McGintey Guild Area at 31510 (west ) ---> 31600
317 Wharf at 31515 (east ) ---> 31700
@@ -36,7 +36,7 @@ the anchors which hold the bridge to the cliff face are by themselves bigger
than you. You may enter into the city or head north back over the bridge into
the wilderness.
~
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~
~
@@ -51,7 +51,7 @@ Eastern Bridge~
The bridge heads south toward the city entrance or leads the way north to
McGintey Road.
~
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~
~
@@ -65,7 +65,7 @@ S
Eastern Bridge~
The bridge runs straight south into the city, or north twoard McGintey Road.
~
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~
~
@@ -82,7 +82,7 @@ McGintey Cove over night. The place is not all that flashy, but it always has a
warm fire at night, plenty of ale, and the beds upstairs are always very
comfortable.
~
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~
~
@@ -99,7 +99,7 @@ bridge which allows access to the outside world. East of you is a small, tidy
building with a sign out front proclaiming 'INFORMATION'. To the west is very
nice looking inn, the Cliffside.
~
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~
~
@@ -124,7 +124,7 @@ to south, from wall to wall. On your side of the counter at the north end is a
large rack full of maps and brochures which tell in great hype and detail all
the wonders of McGintey Cove. The exit to West Main lies just west of you.
~
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~
~
@@ -139,7 +139,7 @@ owner and operator, an ex-gladiator from the pits, never seems to mind any
fights in his business. It is even rumored that he sometimes starts them
himself!
~
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~
~
@@ -152,7 +152,7 @@ way, both sides of the road, with the ocassional side street branching off. To
your west is a very loud and rustic looking tavern called Samuel Faarza's, and
to your east is the post office.
~
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~
~
@@ -176,7 +176,7 @@ Post Office~
larger building from what you saw outside. You may either send mail to any
player here or receive any mail you have been sent.
~
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~
undefined~
@@ -188,7 +188,7 @@ North St.~
McGintey Cove. To your north is the southern wall of the Cliffside Inn, south
is the wall of an unknown shop who's entrance must be on some other side.
~
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~
~
@@ -205,7 +205,7 @@ north the street heads toward the western bridge, one of the exits out of town.
South, the street runs toward the bazaar. North street runs west into the guild
area or east deeper into the main section of town.
~
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~
~
@@ -231,7 +231,7 @@ another direction, because from this side all you see is their brick wall. To
the north is the Town Meeting Hall, a gloriously large place - built for a large
town.
~
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~
~
@@ -251,7 +251,7 @@ North St.~
North and E. Main. West the street runs past the Town Meeting Hall, north of
you is the entrance to the Teleport Shop.
~
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~
~
@@ -272,7 +272,7 @@ direction. North leads to the Eastern Bridge out of town, while south leads
deeper into town toward the bazaar. Heading east on North St. Takes you up
hill into the Wharf, the high-class, prestigious section of McGintey Cove.
~
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~
~
@@ -296,7 +296,7 @@ North St.~
known for it's high prices and high class people. To the west the street runs
into an intersection of two of the main roads of the city.
~
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~
~
@@ -313,7 +313,7 @@ counters and shelves are filled with vials and beakers, all full of different
colored fluids, some of which bubble, some of which fizz, some which steam. If
you need potions, it looks like you probably came to the right place.
~
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~
~
@@ -325,7 +325,7 @@ West Main~
which is the center of the city. East of you is the Jewelry shop and west is
the local potion shop, the Libation Station.
~
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D0
~
~
@@ -349,7 +349,7 @@ Jewelry Store~
this town might be a bit too rough. Possibly you should ask if you would like
to take a look at what the shopkeeper has to offer.
~
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~
~
@@ -363,7 +363,7 @@ money does not belong to the bank. Wise investments and purchases do yield a
profit over time, however all banks seem to have way more than enough money for
themselves. This bank is no exception.
~
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~
~
@@ -374,7 +374,7 @@ 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.
~
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~
~
@@ -398,7 +398,7 @@ McGintey City Armory~
repair or disrepair. It doesn't look as if the armor here is of the absolute
finest quality, however it does cover most of your major organs.
~
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~
~
@@ -409,7 +409,7 @@ Top of the Stairs~
A desk has been set here for the purpose of allowing your receptionist to
find you a room which is vacant so that you may rest in comfort.
~
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~
~
@@ -422,7 +422,7 @@ dogs braking, cats meowing and birds chirping is enough to drive you crazy and
you just got here. How in the world does anyone stand all the racket long
enough to actually work here?
~
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~
~
@@ -430,7 +430,14 @@ D1
S
#31524
PETSHOP STOREROOM~
Mortals should never come here!
Make two rooms and some pets. The rooms MUST be sequential. If the first
room is 315 then the second must be 316. The second room is known as the
storeroom. All that is required in the storeroom is to load one of each mob you
wish to be a pet. This room can not have any exits and will never be used by
mortals. Although a pet shopkeeper is not required it is recommended. After
all of this is done ask your coder to implement the petshop. It will not work
until the code is changed and the MUD is rebooted. The cost of pets is 300
times their level.
~
315 1024 0 0 0 0
S
@@ -441,7 +448,7 @@ most of the city's center. Vendors from all over the land come to buy, sell,
and trade exotic goods of every kind. The street also runs north toward the
city gates. East of you is the weapon shop, and to the west is the pet shop.
~
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~
~
@@ -468,7 +475,7 @@ a kid who's rich father bought him the shop only in an attempt to keep the kid
occupied away from home. Hence, the poor quality of weapon sold here, and the
high prices, which are that way because of the low volume.
~
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~
~
@@ -480,7 +487,7 @@ Traveller's Pitstop~
or her travelling in style, or at least in a semblance of style. From lanterns
to carrying cases, this store has it all.
~
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~
~
@@ -492,7 +499,7 @@ East Main~
merchant's fair which runs all day and all night every day. To the east is the
local branch of law enforcement, and to the west is the town general store.
~
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~
~
@@ -517,7 +524,7 @@ at this time. There are only a few officers on duty here, looks as if most of
the officers spend their time patrolling the city rather than wasting it here in
the office.
~
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~
~
@@ -529,7 +536,7 @@ Bazaar~
all day, all night affair full of noise and hubbub, all from the loud haggling
of the merchants who offer their goods and any potential customers who walk by.
~
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D1
~
~
@@ -546,7 +553,7 @@ spot for some of the strangest and most exotic goods to be sold by vendors who
have travelled far and wide to claim their treasures. North is the entrance
onto West Main, the bazaar leads off in every direction.
~
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~
~
@@ -570,7 +577,7 @@ The Bazaar~
goods, some shopping for the hard-to-find goods that can only be found in places
such as this.
~
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~
~
@@ -589,7 +596,7 @@ The Bazaar~
The bazaar heads off into the east, west and south. To the north, it butts
up against a shop's wall.
~
315 32768 0 0 0 0
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~
~
@@ -611,7 +618,7 @@ world to sell their goods here, hoping to find an open spot on the stone to set
up shop. You may leave the bazaar to the north onto East Main, or head off into
the bazaar in any other direction.
~
315 32768 0 0 0 0
315 0 0 0 0 0
D0
~
~
@@ -634,7 +641,7 @@ The Bazaar~
You stand at the northeast corner of the bazaar. You may head south or west
into the bazaar or browse the goods offered at this locale.
~
315 32768 0 0 0 0
315 0 0 0 0 0
D2
~
~
@@ -649,7 +656,7 @@ The Bazaar~
The bazaar's noise and smells surround you, washing around you in an endless
blur.
~
315 32768 0 0 0 0
315 0 0 0 0 0
D0
~
~
@@ -669,7 +676,7 @@ The Bazaar~
city, browsing and shopping for goods which are offered by these fine men and
woman from all corners of the land.
~
315 32768 0 0 0 0
315 0 0 0 0 0
D0
~
~
@@ -692,7 +699,7 @@ The Bazaar~
The bazaar surrounds you in every direction, vendors call out to you from all
sides.
~
315 32768 0 0 0 0
315 0 0 0 0 0
D0
~
~
@@ -715,7 +722,7 @@ The Bazaar~
You may head in any direction from here into more of the bazaar, or browse
the good this fine merchant sells.
~
315 32768 0 0 0 0
315 0 0 0 0 0
D0
~
~
@@ -761,7 +768,7 @@ The Bazaar~
You stand at far eastern side of the bazaar. You may go south, north or west
into more of the bazaar.
~
315 32768 0 0 0 0
315 0 0 0 0 0
D0
~
~
@@ -780,7 +787,7 @@ The Bazaar~
You stand at the western side of the bazaar. You may head east, north or
south into the bazaar from here.
~
315 32768 0 0 0 0
315 0 0 0 0 0
D0
~
~
@@ -799,7 +806,7 @@ The Bazaar~
The bazaar surrounds you on all sides. You may head in any direction into
this crazy managerie of goods.
~
315 32768 0 0 0 0
315 0 0 0 0 0
D0
~
~
@@ -823,7 +830,7 @@ The Bazaar~
shopping is the universal language. You may head in any direction from your
current position.
~
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315 0 0 0 0 0
D0
~
~
@@ -846,7 +853,7 @@ The Bazaar~
All around are men and women trying their damndest to get you to buy their
products. This is quite an exciting place.
~
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~
~
@@ -875,7 +882,7 @@ resting on your chest even though your head is held high. Now the whole bazaar
is laughing, laughing, laughing... Just kidding. A bit of crowd claustrophobia
there.
~
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315 0 0 0 0 0
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~
~
@@ -897,7 +904,7 @@ S
The Bazaar~
The bazaar heads south, north and east from here.
~
315 32768 0 0 0 0
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~
~
@@ -917,7 +924,7 @@ The Bazaar~
wall is just south of you, and the city wall is west of you. You may head into
the bazaar to the north and east.
~
315 32768 0 0 0 0
315 0 0 0 0 0
D0
~
~
@@ -933,7 +940,7 @@ The Bazaar~
heads off to the north, east and west. You may exit the bazaar to the south
onto West Main.
~
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315 0 0 0 0 0
D0
~
~
@@ -956,7 +963,7 @@ The Bazaar~
You stand at the southern end of the bazaar. A building wall is to your
south, the bazaar stretches out to the north, east and west.
~
315 32768 0 0 0 0
315 0 0 0 0 0
D0
~
~
@@ -975,7 +982,7 @@ The Bazaar~
You are at the south end of the bazaar. You may head in any direction but
south, which is the north wall of a business facing Main St.
~
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~
~
@@ -997,7 +1004,7 @@ and sounds, most of which coming from the colorful people who push their goods
here. You may exit onto East Main to the south or head out into the bazaar in
any other direction.
~
315 32768 0 0 0 0
315 0 0 0 0 0
D0
~
~
@@ -1020,7 +1027,7 @@ The Bazaar~
Your stand at the far southeastern corner of the bazaar. Looking north and
west, it seems that the bazaar must go on forever.
~
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~
~
@@ -1050,7 +1057,7 @@ every part of the world, plying their goods. To the south the road continues
with shops on either side. East of you is the Green Leaf, a local dining
facility.
~
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~
~
@@ -1071,7 +1078,7 @@ common fare most people from this area would be used to. Looks as if the
tourist trade does not touch this homey little place, and for that reason most
locals like it here best.
~
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~
~
@@ -1084,7 +1091,7 @@ which is failing only because of it's lack of variety and it's competition
located in the guild area. The scrolls offered are of fine quality and work
with almost every use, but the scrolls offered are not popularly needed.
~
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~
~
@@ -1098,7 +1105,7 @@ crooked over the door proclaiming it the Parchment Place. The way is impassable
to the east, a steep hill runs up for quite some distance to the Wharf, the high
class section of town.
~
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~
~
@@ -1118,7 +1125,7 @@ Fatima's Footwear~
shined, all placed strategically on shelves so as to give the customer the best
angle on them.
~
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~
~
@@ -1130,7 +1137,7 @@ West Main~
road leads into the bazaar and south the road heads into an intersection with
South St. East of you is the jeweler and west is Fatima's Footwear.
~
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~
~
@@ -1165,7 +1172,7 @@ Hospital~
This small one room whitewashed building houses just enough equipment to heal
any standard health issues.
~
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~
~
@@ -1176,7 +1183,7 @@ East Main~
The road runs north toward the bazaar or south past an intersection with
South St toward the Docks.
~
315 32768 0 0 0 0
315 0 0 0 0 0
D0
~
~
@@ -1197,7 +1204,7 @@ along the south wall, and behind the counter are flasks and cups of varying
shapes and colors. Some kind of large machine, most probably used to distill
sea water into drinking water sits back behind the counter.
~
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~
~
@@ -1208,7 +1215,7 @@ South Street~
The street heads west into the guild area or east into the main business
sections of McGintey Cove.
~
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~
~
@@ -1226,7 +1233,7 @@ the area of town known as the Docks, where all the sea vessels are built and
most sailors stay when in port. To the west the street heads into the Guild
area.
~
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~
~
@@ -1250,7 +1257,7 @@ South Street~
sells all manner of hand wear. The street here seems a bit dirtier, less kept
up than the streets at the north end of town near the gates, almost dingy.
~
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~
~
@@ -1269,7 +1276,7 @@ South St~
The road, seeming a bit dark and gloomy at this end of town, heads east and
west from here. To the north is a small hospital.
~
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315 0 0 0 0 0
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~
~
@@ -1289,7 +1296,7 @@ East Main and South St~
lies the Dock area, east heads uphill into the high class area of town, the
Wharf, and north and west lead deeper into the main business district.
~
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~
~
@@ -1330,7 +1337,7 @@ West Main~
The road leads generally downhill, sometimes down steps toward to the sea shore
where sailors roam about, looking for food stuffs or women, as is their wont.
~
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315 0 0 0 0 0
D0
~
~
@@ -1348,7 +1355,7 @@ gauntlets and glaives which would be too heavy to hang from a hook on the racks.
It smells of frehly oiled metal and leather in here, a delightful combination
for any seasoned adventurer such as yourself.
~
315 32768 0 0 0 0
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~
~
@@ -1362,7 +1369,7 @@ covered in dirt and grime and the farther south you get, the worse the roads
get. Hard to believe that some of more high class people actually come through
here.
~
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~
~
@@ -1379,7 +1386,7 @@ that this is a seaport town and all. The prices offered here are substantially
less than those found in most other towns, and the choices of travel are much
less limited than the other, smaller inland towns.
~
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315 0 0 0 0 0
D2
~
~
@@ -1392,7 +1399,7 @@ citizens to have a place for a peaceful rest away from all the noise and hustle
of the city. Pity that so many of the less fortunate make it their permanent
place of residence. Ah well, it's still a fine place to relax.
~
315 32788 0 0 0 0
315 20 0 0 0 0
D0
~
~
@@ -1413,7 +1420,7 @@ citizens to have a place for a peaceful rest away from all the noise and hustle
of the city. Pity that so many of the less fortunate make it their permanent
place of residence. Ah well, it's still a fine place to relax.
~
315 32788 0 0 0 0
315 20 0 0 0 0
D0
~
~
@@ -1434,7 +1441,7 @@ citizens to have a place for a peaceful rest away from all the noise and hustle
of the city. Pity that so many of the less fortunate make it their permanent
place of residence. Ah well, it's still a fine place to relax.
~
315 32788 0 0 0 0
315 20 0 0 0 0
D0
~
~
@@ -1455,7 +1462,7 @@ citizens to have a place for a peaceful rest away from all the noise and hustle
of the city. Pity that so many of the less fortunate make it their permanent
place of residence. Ah well, it's still a fine place to relax.
~
315 32788 0 0 0 0
315 20 0 0 0 0
D0
~
~
@@ -1477,7 +1484,7 @@ town. Monthly meetings are still held by either the town mayor or the immortal
sponsor for this town. The upper reaches of this fine place hold the various
board rooms for McGintey Cove.
~
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315 24 0 0 0 0
D2
~
~
@@ -1494,7 +1501,7 @@ Gods or just post whatever might be on their mind in general. This is not a
board to be used to post flames, if a message is considered to be a flame it
will be removed immediately.
~
315 32796 0 0 0 0
315 28 0 0 0 0
D1
~
~
@@ -1515,7 +1522,7 @@ hometown is chosen instead. The board here is intended to be used by players to
talk about quests, request quests, or suggest new quests. Feel free to post any
suggestions you may have.
~
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~
~
@@ -1528,7 +1535,7 @@ additions to Dibrova. We encourage all players to give input regarding any and
all aspects of the game, we want to make this a game for everyone, so don't be
shy!
~
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~
~

View File

@@ -18,8 +18,8 @@ D3
0 0 31601
E
credits info~
Kaan
Zone 316 is linked to the following zones:
Kaan
Zone 316 is linked to the following zones:
315 McGintey Business District at 31600 (east ) ---> 31510
315 McGintey Business District at 31666 (east ) ---> 31565
~

View File

@@ -17,8 +17,8 @@ D3
0 0 31515
E
credits info~
Kaan
Zone 317 is linked to the following zones:
Kaan
Zone 317 is linked to the following zones:
315 McGintey Business District at 31700 (west ) ---> 31515
315 McGintey Business District at 31732 (west ) ---> 31570
~

View File

@@ -1,7 +1,7 @@
#31800
Dock Area Zone Description Room~
Kaan
Zone 318 is linked to the following zones:
Kaan
Zone 318 is linked to the following zones:
315 McGintey Business District at 31801 (north) ---> 31571
315 McGintey Business District at 31804 (north) ---> 31573
322 McGintey Bay at 31842 (south) ---> 32273

View File

@@ -24,8 +24,8 @@ D3
0 0 32055
E
credits~
*Yllythad Sea
*Written by Kaan for Dibrova
*Yllythad Sea
*Written by Kaan for Dibrova
Level: 10 - 40
300 rooms
15 mobs

View File

@@ -20,8 +20,8 @@ D2
0 0 32099
E
credits info~
Kaan
Zone 320 is linked to the following zones:
Kaan
Zone 320 is linked to the following zones:
319 Yllythad Sea at 32046 (east ) ---> 31901
319 Yllythad Sea at 32047 (east ) ---> 31906
319 Yllythad Sea at 32048 (east ) ---> 31911

View File

@@ -20,8 +20,8 @@ D2
0 0 32199
E
credits info~
Kaan
Zone 321 is linked to the following zones:
Kaan
Zone 321 is linked to the following zones:
320 Yllythad Sea II at 32101 (north) ---> 32071
320 Yllythad Sea II at 32102 (north) ---> 32072
320 Yllythad Sea II at 32103 (north) ---> 32073

View File

@@ -20,8 +20,8 @@ D2
0 0 31903
E
credits info~
Kaan
Zone 322 is linked to the following zones:
Kaan
Zone 322 is linked to the following zones:
319 Yllythad Sea at 32200 (south) ---> 31903
319 Yllythad Sea at 32201 (south) ---> 31904
319 Yllythad Sea at 32202 (south) ---> 31905

View File

@@ -14,8 +14,8 @@ D1
0 0 32301
E
credits info~
*Caverns of the Pale Man
*Written by Kaan for Dibrova
*Caverns of the Pale Man
*Written by Kaan for Dibrova
Level: 25 - 50
100 rooms
23 mobs

View File

@@ -25,8 +25,8 @@ D3
0 0 32610
E
credits info~
Army Encampment by Kaan
Zone 324 is linked to the following zones:
Army Encampment by Kaan
Zone 324 is linked to the following zones:
326 Army Perimeter at 32400 (west ) ---> 32610
326 Army Perimeter at 32414 (east ) ---> 32640
~
@@ -47,15 +47,15 @@ D2
~
0 0 32400
E
pencils pencil~
An ordinary number 2 lead pencil. Judging by the teeth marks on the shaft,
the user should see a dentist very soon!
~
E
scorecards~
The cards all have been filled in with the judges evaluations of today's
combata nts. It seems that Sparticus is having a good day.
~
E
pencils pencil~
An ordinary number 2 lead pencil. Judging by the teeth marks on the shaft,
the user should see a dentist very soon!
~
S
#32402
The Guard Walk~
@@ -175,6 +175,12 @@ D4
~
0 0 32437
E
swords weapons armor halberds whips~
Titus has enough hardware in here to outfit a large army. Maybe that's why
he has a lucrative contract to sell weapons to the emperor's armies for
outrageous prices.
~
E
sign~
The sign has a note posted on it. It reads:
List - Tells you what I have to sell.
@@ -182,12 +188,6 @@ sign~
Value - Tells you what I will pay for an item.
Sell - Tells me you will sell that item, to me.
~
E
swords weapons armor halberds whips~
Titus has enough hardware in here to outfit a large army. Maybe that's why
he has a lucrative contract to sell weapons to the emperor's armies for
outrageous prices.
~
S
#32407
The Guard Walk~
@@ -255,8 +255,13 @@ D3
~
0 0 32408
E
coach trainer~
The coach tells you "Stop bothering my athletes and get lost! "
gladiator~
He is a big muscular man with lots of armor. He sizes you up and decides
that you aren't worth his time or trouble.
~
E
driver~
The driver is too busy changing a wheel on his chariot to notice you.
~
E
chariot~
@@ -266,13 +271,8 @@ the chariot as belonging to Drucilis "Lightning-whip" Octavious, a favorite
driver of the masses.
~
E
driver~
The driver is too busy changing a wheel on his chariot to notice you.
~
E
gladiator~
He is a big muscular man with lots of armor. He sizes you up and decides
that you aren't worth his time or trouble.
coach trainer~
The coach tells you "Stop bothering my athletes and get lost! "
~
S
#32410
@@ -527,11 +527,6 @@ D4
~
0 0 32431
E
roll paper~
Hey!! This is first-class stuff!! - White Cloud brand with lotion. The
roll is about half-used.
~
E
hole toilet~
You walk over to the hole and see that there is a large turd floating in a
pool black water about 2 feet below the surface of the ground. As you lean
@@ -539,6 +534,11 @@ closer to get a better look, your nose catches a concentrated dose of the
fragrant aroma wafting upwards. Your stomach decides that it has had enough of
this shoddy treatment and you puke until it is empty.
~
E
roll paper~
Hey!! This is first-class stuff!! - White Cloud brand with lotion. The
roll is about half-used.
~
S
#32421
The Guard Walk~
@@ -694,10 +694,14 @@ You see an incredible house off in the distance.
~
0 -1 32426
E
trees tree shrubs shrub plants plant~
All of the plants, trees and shrubs are perfectly trimmed, without so much as
a dead leaf anywhere to be seen. You welcome the shade that they give from the
harsh sun above.
Venus~
Venus, the Roman goddess of beauty and knowledge is displayed in a all of her
splendor.
~
E
Jupiter~
A statue made of pure gold depicts Zeus sitting on his throne. The throne
looks like it is made of silver.
~
E
Neptune~
@@ -706,14 +710,10 @@ It is sitting in the center of a small pond which has hundreds of beautiful fish
swimming in it.
~
E
Jupiter~
A statue made of pure gold depicts Zeus sitting on his throne. The throne
looks like it is made of silver.
~
E
Venus~
Venus, the Roman goddess of beauty and knowledge is displayed in a all of her
splendor.
trees tree shrubs shrub plants plant~
All of the plants, trees and shrubs are perfectly trimmed, without so much as
a dead leaf anywhere to be seen. You welcome the shade that they give from the
harsh sun above.
~
S
#32428
@@ -728,9 +728,9 @@ D5
~
0 0 32426
E
furniture~
You hope to eventually be able to own a piece of furniture just like these
someday. These are only dreams, of course.
floor tile~
Very expensive! A lot of master craftsmen labored long and hard to produce
such a work of art.
~
E
windows~
@@ -738,9 +738,9 @@ windows~
the gods.
~
E
floor tile~
Very expensive! A lot of master craftsmen labored long and hard to produce
such a work of art.
furniture~
You hope to eventually be able to own a piece of furniture just like these
someday. These are only dreams, of course.
~
S
#32429
@@ -755,13 +755,13 @@ D5
~
0 0 32424
E
road~
The road is wide and very muddy.
~
E
gate~
The gate is made of solid iron and is well maintained.
~
E
road~
The road is wide and very muddy.
~
S
#32430
Guard Tower~
@@ -799,16 +799,16 @@ D5
~
0 0 32418
E
aqueduct~
To the southeast, off in the distance, stands a large stone structure that is
used to channel water into the city.
~
E
vendor vendors~
There are several sidewalk vendors here, selling fresh fruits and vegetables,
home baked goods, fine jewelry and other items. Most of the items for sale are
of very high quality.
~
E
aqueduct~
To the southeast, off in the distance, stands a large stone structure that is
used to channel water into the city.
~
S
#32433
Guard Tower~
@@ -858,13 +858,10 @@ D5
~
0 0 32408
E
flowers plants flower plant~
The plants contribute to a very relaxing atmosphere.
~
E
bookcase books~
The books are very old and contain the wisdom of wise men from throughout the
entire Roman empire. They appear to be collecting dust.
desk~
The desk is made of solid walnut and gold inlay. It is exquisitely carved
with superior craftsmanship, the likes of which has rarely been seen. It was
probably brought to Rome from Gaul.
~
E
documents decrees paperwork document decree papers paper~
@@ -872,10 +869,13 @@ documents decrees paperwork document decree papers paper~
sealed with wax.
~
E
desk~
The desk is made of solid walnut and gold inlay. It is exquisitely carved
with superior craftsmanship, the likes of which has rarely been seen. It was
probably brought to Rome from Gaul.
bookcase books~
The books are very old and contain the wisdom of wise men from throughout the
entire Roman empire. They appear to be collecting dust.
~
E
flowers plants flower plant~
The plants contribute to a very relaxing atmosphere.
~
S
#32437
@@ -943,6 +943,17 @@ You can see a busy street in that direction.
~
0 -1 32400
E
telescope~
If it were operational, it would offer a spectacular view of the Mountain of
the Gods. Unfortunately, it appears to have been vandalized.
~
E
aqueduct~
The aqueduct is a massive stone structure that channels water into Rome from
the Mountain of the Gods. During the rainy season, it is filled to the top.
However, due to recent drought, the water level appears to be very low.
~
E
sign~
********************************************
* *
@@ -954,17 +965,6 @@ sign~
* *
********************************************
~
E
aqueduct~
The aqueduct is a massive stone structure that channels water into Rome from
the Mountain of the Gods. During the rainy season, it is filled to the top.
However, due to recent drought, the water level appears to be very low.
~
E
telescope~
If it were operational, it would offer a spectacular view of the Mountain of
the Gods. Unfortunately, it appears to have been vandalized.
~
S
#32441
Roadway~
@@ -1016,6 +1016,11 @@ You see the south gate through the door.
~
0 -1 32441
E
fog mist~
This is some really strange stuff! You have never seen anything this color
before. Your legs are totally obscured from the knee down.
~
E
sign~
The sign has a note posted on it. It reads:
List - Tells you what I have to sell.
@@ -1023,11 +1028,6 @@ sign~
Value - Tells you what I will pay for an item.
Sell - Tells me you will sell that item, to me.
~
E
fog mist~
This is some really strange stuff! You have never seen anything this color
before. Your legs are totally obscured from the knee down.
~
S
#32443
Roadway~
@@ -1083,13 +1083,13 @@ D2
~
0 0 32442
E
statue statues~
There is really nothing noteworthy about them.
~
E
stairs stairway steps~
The stairs are immaculately polished and made of white marble.
~
E
statue statues~
There is really nothing noteworthy about them.
~
S
#32446
Smithy~
@@ -1114,15 +1114,15 @@ D2
~
0 0 32443
E
mountain~
Off to the southwest, you can see a huge mountain that is partially obscured
by the haze. It is rumored that the gods reside there and protect the city.
~
E
stone structure aqueduct~
You see a massive stone structure, built several centuries ago, that is used
to channel water into the city.
~
E
mountain~
Off to the southwest, you can see a huge mountain that is partially obscured
by the haze. It is rumored that the gods reside there and protect the city.
~
S
#32447
Armor Cache~
@@ -1171,15 +1171,15 @@ D2
~
0 0 32445
E
cinders ashes pile~
The ashes are a very fine grayish white powder that seems to be the only
worldly remains of Froboz's "test specimens".
~
E
workbench workbenches tubes beakers crucibles dishes~
These are all tools of great power. You cannot even begin to understand what
any of this stuff does.
~
E
cinders ashes pile~
The ashes are a very fine grayish white powder that seems to be the only
worldly remains of Froboz's "test specimens".
~
S
#32450
Barracks Tent~
@@ -1194,15 +1194,15 @@ D1
~
0 0 32451
E
seal~
The seal of the emperor is mounted above the judge's stand.
~
E
bench stand box jury~
You see large wooden structures that are designed to separate the judge, jury
and witnesses from the rest of the courtroom. They are made of polished oak and
are strictly functional.
~
E
seal~
The seal of the emperor is mounted above the judge's stand.
~
S
#32451
Fire Pit~
@@ -1229,15 +1229,15 @@ The clay street leads into the city.
~
0 -1 32450
E
gate~
The gate is fabricated from iron and has been designed to keep intruders out
of the city.
~
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.
~
E
gate~
The gate is fabricated from iron and has been designed to keep intruders out
of the city.
~
S
#32452
Barracks Tent~
@@ -1314,15 +1314,15 @@ The courtroom lies in that direction.
door~
0 12106 32454
E
tombs books~
The books are very large and filled with Roman legal precedent.
~
E
papers documents~
There are hundreds of pages of petitions, lawsuits and court orders sitting
on the desk. One particularly interesting case involves a nobleman, a slave and
a roll of toilet paper.
~
E
tombs books~
The books are very large and filled with Roman legal precedent.
~
S
#32456
Mess Tent~
@@ -1341,18 +1341,18 @@ D2
~
0 0 32462
E
trail path~
The path is a little muddy, possibly due to a recent thundershower.
~
E
tree trees vegetation~
All of the vegetation is lush, green and in full bloom. You wish that you
could take the time to stop and enjoy it properly.
~
E
trail path~
The path is a little muddy, possibly due to a recent thundershower.
~
S
#32457
Roadway~
The roadway ends at a gate which seperates the corral from the open area of
The roadway ends at a gate which separates the corral from the open area of
the camp. The mighty steeds inside neigh and whinny in protest, running in
circle and tossing their heads. To the east is a large barn.
~
@@ -1392,19 +1392,19 @@ D3
~
0 0 32457
E
trees fruit~
The fruit trees, nourished by the fertile ground at the edge of the stream
and sustained by the brilliant sunshine, line the banks of the stream and are
laden with fruit.
stream brook~
A stream of the clearest, cleanest water that you have ever seen winds its
way through the valley.
~
E
fish~
A variety of species swims peacefully in the cool, clear water.
~
E
stream brook~
A stream of the clearest, cleanest water that you have ever seen winds its
way through the valley.
trees fruit~
The fruit trees, nourished by the fertile ground at the edge of the stream
and sustained by the brilliant sunshine, line the banks of the stream and are
laden with fruit.
~
S
#32459

View File

@@ -12,7 +12,7 @@ D2
0 0 32501
E
credits info~
Encampment by Kaan
Encampment by Kaan
Links: 04s
~
S

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@@ -18,8 +18,8 @@ D3
0 0 25828
E
info credits~
Army Perimeter by Kaan
Zone 326 is linked to the following zones:
Army Perimeter by Kaan
Zone 326 is linked to the following zones:
324 Army Encampment at 32610 (east ) ---> 32400
324 Army Encampment at 32640 (west ) ---> 32414
Links: 79e

View File

@@ -58,12 +58,8 @@ D2
~
0 0 34503
E
iron gate~
Made from heavy black iron, the left side of the gate is only hanging by the
bottom hinge. A large mansion can be seen through the bars.
~
E
plaque sign~
@Y
@y
**************************
* NEW YORK ASYLUM *
@@ -73,6 +69,11 @@ plaque sign~
* CRIMINALLY INSANE *
************************** @n
~
E
iron gate~
Made from heavy black iron, the left side of the gate is only hanging by the
bottom hinge. A large mansion can be seen through the bars.
~
S
#34503
A Broken Road~
@@ -180,13 +181,13 @@ D2
gate south~
1 0 34509
E
gate~
A black wrought iron gate, hanging slightly from its hinges.
~
E
wall~
It is very hard to see from here.
~
E
gate~
A black wrought iron gate, hanging slightly from its hinges.
~
S
#34508
Entrance to the Asylum~
@@ -216,6 +217,7 @@ door west~
2 34500 34506
E
sign~
@n
*********************************
* Doctor Offices *
* Upstairs *
@@ -855,16 +857,16 @@ D3
door west~
1 0 34534
E
paper~
The paper, yellowed with age, has only one simple line on it: If one is
seeking true enlightenment, one must first learn the correct words.
~
E
bookcase~
Old and dusty like the rest of the room the book case only house a few books
now. Interestingly enough they are all by or about the same person... Edgar
Allen Poe. What an curious thing that is.
~
E
paper~
The paper, yellowed with age, has only one simple line on it: If one is
seeking true enlightenment, one must first learn the correct words.
~
S
#34538
A Hallway~
@@ -1129,15 +1131,15 @@ D3
~
0 0 34537
E
paintings~
The paintings are of morbid landscapes or of hell it. They are both
beautiful and disturbing. They are framed in thick mahogany.
~
E
table~
The table is about waist high and made from a rich mahogany. It has many
dents and ding's in it from years of use. The most interesting thing about it
is its lack of dust.
~
E
paintings~
The paintings are of morbid landscapes or of hell it. They are both
beautiful and disturbing. They are framed in thick mahogany.
~
S
$~

View File

@@ -151,14 +151,14 @@ Behind it you see dirt walls.
~
0 -1 3714
E
bite marks bitemarks~
The bitemarks are deep, and approximately 8" wide.
~
E
hole~
The hole is about 3 feet high, and must've been dug out by big rats. It's
full of marks of teeth.
~
E
bite marks bitemarks~
The bitemarks are deep, and approximately 8" wide.
~
S
#3708
A bend in the tunnel~
@@ -725,7 +725,7 @@ however long you would hold your breath, that hole would most definitely kill
you by sheer pressure from the water. Also you notice several chests obviously
hidden by someone who thought this a safe place. You can't fight the water
without risking to fall into the hole, so you can only get out through a little
hole high up on the eastern wall. Q y redit 3737 2
hole high up on the eastern wall.
~
37 32777 0 0 0 0
D1

View File

@@ -105,7 +105,7 @@ Servant's Quarters~
wafts in through an open window. It must be getting funneled in around the
tower, because the window is facing north, and the wind usually blows from the
south. There are several mats lying out on the middle of the floor, and a
drawn-back curtain seperates the room into sections. The mats, though only
drawn-back curtain separates the room into sections. The mats, though only
filled with straw, look pretty comfortable.
~
39 8 0 0 0 0

View File

@@ -362,7 +362,7 @@ The Bank~
You stand in a large building decorated with black marble and red
satin. Huge pillars support an arched ceiling far above your head.
You wonder at the skill the dwarves have for detail as you examine
the trim. Fine silver seperates the polished blocks that make up the
the trim. Fine silver separates the polished blocks that make up the
floor.
~
55 24 0 0 0 0
@@ -477,8 +477,8 @@ Closed for renovations
S
#5528
The General Store~
The new found wealth of this beautiful city is apearant in the exotic
items for sale here. You wonder what would happen if you typed... LIST...
The new found wealth of this beautiful city is apparent in the exotic
items for sale here. You wonder what would happen if you typed...LIST...
~
55 8 0 0 0 0
D1
@@ -1270,14 +1270,14 @@ D0
door~
1 -1 5577
E
window~
Looking out this window you can see the grounds of the palace that seperate
the walls of the palace from the building itself.
~
E
mirror~
You see a the fighting image of some armor clad humanoid wielding a weapon.
~
E
window~
Looking out this window you can see the grounds of the palace that separate
the walls of the palace from the building itself.
~
S
#5577
A Hall~

View File

@@ -19,7 +19,7 @@ S
#55501
New Magincia Road~
This is the main road of New Magincia. To the south the dirt path continues
to the south and a huge gate to the north.
and a huge gate lies to the north.
~
555 0 0 0 0 1
D0
@@ -594,13 +594,13 @@ D3
~
0 0 55533
E
book books~
'Secret Door: The Shelf' is on the shelf.
~
E
shelf shelves~
The shelf to the south looks a bit strange.
~
E
book books~
'Secret Door: The Shelf' is on the shelf.
~
S
T 55532
T 55533
@@ -1301,22 +1301,22 @@ D0
You see trees.
~
~
0 0 55572
0 0 55570
D1
You see trees.
~
~
0 0 55581
0 0 55576
D2
You see trees.
~
~
0 0 55570
0 0 55572
D3
You see trees.
~
~
0 0 55576
0 0 55581
S
T 55571
#55572

View File

@@ -274,11 +274,11 @@ The Whirlpool~
D0
~
~
0 0 55619
0 0 55620
D1
~
~
0 0 55620
0 0 55621
D2
A swampy lagoon.
~
@@ -287,7 +287,7 @@ A swampy lagoon.
D3
~
~
0 0 55621
0 0 55619
S
T 55618
#55619
@@ -609,7 +609,8 @@ D3
0 0 55634
E
scroll~
The scroll reads as follows:
The scroll reads as follows:
Dear Lord British,
This is Dupre reporting about the paladin expedition. We
are in the process of clearing the desert of those annoying
@@ -857,6 +858,7 @@ moongate~
2 55515 55662
E
engraving~
@n
Pilgrim,
You have reached the final step on your way to enlightenment.
In this last step you will be shown ultimate evil to your north,
@@ -1420,10 +1422,10 @@ The beach sparkles.
S
#55685
Entrance to Ultima~
The blue moongate casts an strange blue light upon a huge gate to the south.
The blue moongate casts a strange blue light upon a huge gate to the south.
The gate is open and beyond it you see a simple village. Around the gate there
are two pedestals. On the first pedestal, there is a magic scroll. On the
second there is a plaque.
are two pedestals. On the first pedestal is a magic scroll. On the second is a
plaque.
~
556 8 0 0 0 0
D2
@@ -1434,7 +1436,7 @@ gate s south~
E
magic scroll~
An image flies out of the scroll and creates a huge image of a face
approximately ten feet off the ground. It says, " Welcome to Ultima, where
approximately ten feet off the ground. It says, "Welcome to Ultima, where
adventure and excitement may be found for all people, and all levels. Each of
the separate planes increase in level. Have a nice day!"
~

View File

@@ -243,7 +243,7 @@ ZodiaShop~
This is where you may buy the items of the Zodiac. The shopkeeper is a
stubbornn fellow and rather fat, he is usually seen with his head on the
counter drooling over Starsigns like Virgo and the female Gemini twin. Most
classify him as wierd.
classify him as weird.
~
57 0 0 0 0 0
D3

View File

@@ -654,10 +654,10 @@ D2
0 0 632
S
#634
Village Resturant~
Welcome to the Village Resturant! Here you may sit down, relax and get a
bite to eat. The place is quite packed. The food here must be good! The
smell of fresh cooked fish fills your nose, making you hungry.
Village Restaurant~
Welcome to the Village Restaurant! Here you may sit down, relax and get a
bite to eat. The place is quite packed. The food here must be good! The smell
of fresh cooked fish fills your nose, making you hungry.
~
6 0 0 0 0 0
D0
@@ -1190,7 +1190,7 @@ S
Dragon Isle~
Dragons roam this island. It's a known fact that people who enter this
island never leave it. Maybe you should leave before you are spotted as
someones lunch.
someone's lunch.
~
6 0 0 0 0 0
D0
@@ -1298,7 +1298,7 @@ S
#670
Dragon Isle~
As you continue on, you pass an old crumbled cave. It was most likely
crushed by one of the dragons while remove it's prey from the cave.
crushed by one of the dragons while removing its prey from the cave.
~
6 0 0 0 0 0
D0

View File

@@ -226,13 +226,13 @@ D2
door~
1 -1 6409
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
#6412
The Library~
@@ -258,7 +258,7 @@ book books~
S
#6413
The Stairwell~
This stairwell continues up and down, and there is
This stairwell continues up and down here, and there is
a door to the west.
~
64 9 0 0 0 0
@@ -313,7 +313,8 @@ D5
S
#6416
The Hidden Treasure Room~
Jackpot! A small room filled with treasure chests! Go get them!
You hit the jackpot! A small room filled with treasure
chests! Go get them!
~
64 9 0 0 0 0
D4
@@ -557,21 +558,21 @@ D1
~
0 -1 6429
E
desk~
It is cluttered with all sorts of papers. Some look half interesting,
actually.
~
E
paper papers documents document~
Well, one of the papers relate a story about how the mage of this tower,
Rand, angered many kings, and relates how they set his armies on him. You
wonder if the lava outside was a failed attempt to destroy the armies...
~
E
desk~
It is cluttered with all sorts of papers. Some look half interesting,
actually.
~
S
#6431
The Stairwell~
The stairs go up and down here, and there is a room to the
west...
The stairwell continues up and down here, and there is a
room to the west...
~
64 9 0 0 0 0
D3
@@ -592,7 +593,7 @@ A Sitting Room~
This is a simply furnished room, with chairs all about.
A fireplace is inset into an inner wall, the chimney
undoubtedly directed by magic...
This would be a nice place to rest awhile...
This would be a nice place to rest a while...
~
64 12 0 0 0 0
D1
@@ -602,7 +603,7 @@ D1
S
#6433
The Stairwell~
This is where the stairwell finally ends. There is a hall
This is where the stairwell finally ends. There is a hall
to your west.
~
64 9 0 0 0 0
@@ -757,11 +758,11 @@ D2
~
0 -1 6440
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
@@ -812,14 +813,14 @@ D3
~
0 -1 6443
E
pentagram~
It is centuries old. You don't think standing close by would be a good idea.
~
E
being~
You can't see it clearly through the energy field of the pentagram, but you
sense that whatever it is, it is very, very, very, very angry.
~
E
pentagram~
It is centuries old. You don't think standing close by would be a good idea.
~
S
#6445
Inside A Pentagram~

View File

@@ -1,9 +1,9 @@
#700
Camelot Zone Description Room~
Builder : Rumble
Builder : Lok
Zone : 7 Camelot
Related Zones: 16 Camelot II, 17 Camelot III
Began : 1997, one of my first zones.
Began : 1994
Player Level : 20-30
Rooms : 26
Mobs : 12
@@ -12,11 +12,7 @@ Shops : 0
Triggers : 0
Theme : Medieval
Plot : The zone is based off the theme of Camelot: king arthur, the
knights, the round table, merlin, etc. Originally started with
zone 16 and 17, ran out of room so also used a few rooms in zone
7. zone 7 is now used for extra rooms where needed.
LOOK LINKS
knights, the round table, merlin, etc.
~
7 512 0 0 0 0
E
@@ -54,13 +50,58 @@ links credits info~
17 Camelot III at 799 (south) ---> 1724
~
S
#701
Along the Stream~
The small stream grows to the West into a respectable river. The stream has
eroded the bank walls and the only way to continue is into the stream itself.
A field opens to the East and a small outpost is visible.
~
7 0 0 0 0 0
D1
~
~
0 0 799
D3
~
~
0 0 702
S
#702
In the River~
The current in the river is strong but still manageable. The river banks are
well above your head on either side and look unpassable. The river bends to the
south into dangerous rapids. A small shack lies to the west.
~
7 0 0 0 0 0
D1
~
~
0 0 701
D3
~
~
0 0 703
S
T 700
#703
An Old Shack ~
This run down wood shack has been looted of anything valuable long ago. It
is now covered large amounts of dust and cobwebs. A few broken pieces of wood
furniture and other debris litters the floor.
~
7 0 0 0 0 0
D1
~
~
0 0 702
S
#775
The Forest Arden~
The forest of Arden stretches in all directions, consisting of towering oaks
and unknown wildlife. A path leads north and south into the forest. There is a
guilded plaque affixed to a boulder.
gilded plaque affixed to a boulder.
~
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~
@@ -74,10 +115,10 @@ D3
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plaque guilded~
Let it be known that Arthur, King of the Britains seeks to form the company
of the Round Table. All knights of valor and virtue are summoned to this
august company in Camelot.
plaque gilded~
Let it be known that Arthur, King of the Britons, seeks to form the company
of the Round Table. All knights of valor and virtue are summoned to this august
company in Camelot.
~
S
#776
@@ -86,7 +127,7 @@ Entrance~
portcullis gapes open invitingly. Several guards inspect all passers-by. A
small ferry is available to cross back to the mainland.
~
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~
~
@@ -103,7 +144,7 @@ about their daily business. The courtyard extends in all directions except to
the east which leads to the gate of the castle. A steady flow of peasants
merchants and a few nobles pass by.
~
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~
~
@@ -126,10 +167,10 @@ Courtyard~
The citizens are going about their daily lives. The center of the courtyard
is crowded with activity. The people seem to be wary and distrustful of each
other. A knight strolls through the courtyard and the peasants and merchants
stare at his back after he passes with a look of hate. They do not seem to be
stare at his back with a look of hate after he passes. They do not seem to be
very happy.
~
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~
~
@@ -152,10 +193,10 @@ Courtyard~
The people rudely elbow their way through the crowd and seem to have no time
for manners. The impressive castle walls surrounding the courtyard loom high
overhead providing a sense of security. A couple of beggars look up imploringly
hoping for some chairty, everyone ignores them. To the west lies the main
hoping for some charity but everyone ignores them. To the west lies the main
entrance to the castle.
~
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~
~
@@ -179,7 +220,7 @@ Main Hall~
Tapestries of battles and portraits of rulers line each wall. The castle proper
is to the west or the courtyard is to the east.
~
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~
~
@@ -199,11 +240,11 @@ D3
S
#781
Audience Chamber~
Dozens of chairs form a semicircle in this vast room around a throne to the
south. The room only has a few people in it. None of them look like they are
of any importance.
Dozens of chairs form a semicircle around a throne to the south. The vast
room only has a few people in it. None of them look like they are of any
importance.
~
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~
~
@@ -219,12 +260,12 @@ D3
S
#782
Audience Chamber~
A path through the room weaves between the numerous chairs. To the south the
floor slopes down to a intracate throne plated in gold. A page scurries past as
he runs one of his errands. Further to the east and west you see exits, while
the throne lies to the south.
A path through the room weaves between the numerous chairs. To the south,
the floor slopes down to a intricate throne plated in gold. A page scurries
past as he runs one of his errands. Further to the east and west you see exits
while the throne lies to the south.
~
7 0 0 0 0 0
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~
~
@@ -240,13 +281,13 @@ D3
S
#783
Audience Chamber~
This large chamber is supported by several columns, chairs are crowded
This large chamber is supported by several columns. Chairs are crowded
together in rows, all facing the throne to the south. Several colorfully
dressed nobles are discussing important matters amongst themselves, even a
few are involved in heated discussions. Probably just the usual bickering
about who owns what land.
dressed nobles are discussing important matters amongst themselves, even a few
are involved in heated discussions. Probably just the usual bickering about who
owns what land.
~
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~
~
@@ -267,7 +308,7 @@ defense in case the castle's defenses can not hold the outer wall. The outer
wall is set aside for the poor quarter while the wealthier inhabitants crowd the
inner circle.
~
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~
~
@@ -288,11 +329,11 @@ S
#785
Cobblestone Road~
A small pass is cut through the inner wall allowing access to both halves of
the castle The stone walls shine a bright white from heavy polishing and the
the castle. The stone walls shine a bright white from heavy polishing and the
massive blocks fit together seamlessly. To the west a fountain flows underneath
a large statue of Uther Pendragon.
~
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a door
~
@@ -313,7 +354,7 @@ Cobblestone Road~
statue of Uther Pendragon and three women. The sounds and smells to the south
must be from the castle stables.
~
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~
~
@@ -337,7 +378,7 @@ Cobblestone Road~
fly from the towers high above and all of the buildings gleam of white stone.
Several knights seem to be coming and going to the North.
~
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~
~
@@ -357,7 +398,7 @@ Cobblestone Road~
breeze on every tower. The buildings to the south seem to be filled with the
sounds of women laughing and gossiping.
~
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~
~
@@ -373,12 +414,12 @@ D3
S
#789
Cobblestone Road~
The white walls of the castle are almost blinding, the flags and penants snap
in the wind, everything looks perfect, except for the fact that the general mood
in the castle seem to be depressing. A tall fence to the south blocks the view
but not the sound of men on horseback.
The white walls of the castle are almost blinding. The flags and pennants
snap in the wind. Everything seems perfect except for the fact that the general
mood in the castle seem to be depressing. A tall fence to the south blocks the
view, but not the sound, of men on horseback.
~
7 0 0 0 0 0
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~
~
@@ -393,13 +434,13 @@ D3
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S
#790
Knight's Way~
Knights Way~
A steady stream of traffic flows from the south. The sounds of training can
be heard and their is some excitement in the crowd. Several knights in full
be heard and there is some excitement in the crowd. Several knights in full
combat gear are among the crowd. It is easy to pick out those who won and those
who lost recently.
~
7 0 0 0 0 0
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~
~
@@ -420,10 +461,10 @@ S
#791
Cobblestone Road~
The towers of Camelot loom above to the North. Their gigantic white stone
blocks placed so precisely that seams are barely visible. Pennants and
different seals adorn the spires and walls.
blocks are placed so precisely that seams are barely visible. Pennants and
different seals adorn the spires and walls.
~
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~
~
@@ -435,11 +476,11 @@ D3
S
#792
Cobblestone Road~
The cobbleston road continues east and west through Camelot with smaller
alleys travelling north and south. A small friendly building to the south looks
inviting. A nice change from the majority of the people in Camelot.
The cobblestone road continues east and west through Camelot with smaller
alleys travelling north and south. A small, friendly building to the south
looks inviting. A nice change from the majority of the people in Camelot.
~
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~
~
@@ -459,7 +500,7 @@ Cobblestone Road~
Everyone seems subdued and to have accepted some fate they did not want. It is
as if the spirit had been taken away from the city.
~
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~
~
@@ -479,7 +520,7 @@ Cobblestone Road~
A drunken ruckus can be heard to the south. It sounds like it may be the only
place in Camelot having a good time.
~
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~
~
@@ -499,7 +540,7 @@ West Lane~
rusted and look like they haven't been used for a very long time. A dirt path
follows the wall to the north and south.
~
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~
~
@@ -515,12 +556,12 @@ D2
S
#796
Boat Launch~
A massive lake is partially visible through the dense fog. A long narrow
A massive lake is partially visible through the dense fog. A long, narrow
boat is tied up to a small dock here. A cloaked figure is sitting in the back,
holding a long pole. This boat looks to be a ferry between the shore and some
unseen destination through the fog to the west.
unseen destination through the fog to the west.
~
7 0 0 0 0 0
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~
~
@@ -532,12 +573,12 @@ D3
S
#797
The Lake~
The boat slowly moves across the rough surface of the lake, a strong wind
blows from the north but not enough to dispell the fog. The owner of the boat
slowly pushes the boat westward with his pole. The fog is too think to discern
a destination.
The boat slowly moves across the rough surface of the lake. A strong wind
blows from the north but not enough to dispel the fog. The owner of the boat
slowly pushes the boat onward with his pole. The fog is too thick to discern a
destination.
~
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~
~
@@ -565,12 +606,12 @@ D3
S
#799
Open Field~
The Field continues north and south with no end in sight. Due east
stands the massive castle resting in the middle of the lake on a small
sland. The sky looks darker to the north and you catch a scent of death
and decay from a gust of wind in that direction.
The field continues north and south with no end in sight. Due east stands
the massive castle resting in the middle of the lake on a small island. The sky
looks darker to the north and you catch a scent of death and decay from a gust
of wind in that direction.
~
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~
~
@@ -579,5 +620,9 @@ D2
~
~
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~
~
0 0 701
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$~

View File

@@ -2409,44 +2409,42 @@ The deck of the ship is far below you. You could @ojump@n down, but it is not r
0 0 8376
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flag jolly roger~
@R
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MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM@n
@g
Some believe the Jolly Roger gets its name from the French
"Jolie Rouge" or "Red Flag." The flag was first used by a
French order of militant monks known as the "Poor Soldiers
of Christ and the Temple of Solomon" -- commonly known as
"The Knights Templar."
@g
Just as a terrorist to one is a freedom fighter to another,
so it was with the Templars and their fleet. Wanted by the
Pope and all the crowns of Europe, they came to be viewed,
by the folks on the mainland, as pirates.
@g
For more history of the Jolly Roger,
visit @ohttp://www.skullandcrossbones.org
@n
@gSome believe the Jolly Roger gets its name from the French
"Jolie Rouge" or "Red Flag." The flag was first used by a
French order of militant monks known as the "Poor Soldiers
of Christ and the Temple of Solomon" -- commonly known as
"The Knights Templar."
Just as a terrorist to one is a freedom fighter to another,
so it was with the Templars and their fleet. Wanted by the
Pope and all the crowns of Europe, they came to be viewed,
by the folks on the mainland, as pirates.
For more history of the Jolly Roger,
visit@n http://www.skullandcrossbones.org
~
S
T 8385

View File

@@ -50,7 +50,7 @@ S
Between Sand Dunes~
You work your way between sand dunes. As you climb the top of one you can
see nothing but desert stretching for miles in every direction. You find it
very hard if not impossible to remember which direction you are heading.
very hard, if not impossible, to remember which direction you are heading.
~
90 0 0 0 0 0
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@@ -376,7 +376,7 @@ A Dried Up River Bed~
You find yourself trapped inside this natural canyon. The banks tower above
your head, actually slanting towards you, making them impossible to climb.
The rocky river bed makes an unsure footing and you stumble along, trying not
to twist an ankle. The river bed leads in an east west direction,
to twist an ankle. The river bed leads in an east west direction.
~
90 0 0 0 0 0
D1
@@ -469,7 +469,7 @@ D2
S
#9025
The Desert~
You can begin to discren what looks look tracks in the sand leading to the
You can begin to discern what looks look tracks in the sand leading to the
north and west. The remains of a trail being consumed by the desert sand. To
the south you can see somthing on the horizon. Desert stretches as far as you
can see in every other direction.
@@ -552,11 +552,11 @@ D2
S
#9030
Before the Mountains~
You stand in the shadows of the intimidating mountains, just thinking about
You stand in the shadows of the intimidating mountains. Just thinking about
an avalanche or landslide gives you chills. The safety of open ground is just
to the north. Anyone or anything could easily hide along the base of the
mountains. A small trail leads to the east. An almost invisible trail leads
south from here, toward the mountains.
south from here, toward the mountains.
~
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~
~
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D2
~
~
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#9031
A Hidden Path~
It is as if someone has taken the trouble to try and hide this small trail.
It winds it's way still further to the north along the base of the mountains.
Small trees and even a small stream give this place a feeling of peace.
It winds its way still further to the north along the base of the mountains.
Small trees and even a small stream give this place a feeling of peace.
~
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~
~
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~
~
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~
~