mud_dist/area/
#AREADATA
Name        {  1-6 } Mud School~
Builders    None~
VNUMs       100 200
Security    100
Recall      1
Flags       288
Version     107
Creator     Rosencran~
Llevel      0
Ulevel      0
Music       ao.mid V=50 L=1 P=50 T=Background~
End



#MOBILES
#100
gui guildenstern~
guildenstern~
Guildenstern awaits your slaying.
~
Guildenstern where's the max amount of damroll per obj
If you want to get higher damroll... that same eq must have a BIG BIG BIG
- affect on it... ie) +35 damroll -35 damroll
 
~
3 100663424 0 0 0 0 S
101 1 202 202 100000 100000d0+0 0d0+101000
1010 0 0
0 0 0
0 0 0
#101
adept healer~
the adept~
An adept of Morkgoth stands here, healing your wounds.
~
This adept is one of the many healers with in this new world.  It is
most important that you find one of these healers whenever your blood
starts to flow onto the ground.  We don't want to have a pile of corpses
with in the storm.
~
524291 8320 0 0 0 0 S
110 3 220 220 30000 30000d0+0 0d0+0
1100 0 0
0 0 1
3 0 0
#102
portia~
Portia~
Portia tells Furey of your arrival.
~
A wonderful lady whom watches over the Master Furey's office.
She is protected by a strange mist of magic.
~
3 128 0 0 0 0 S
1 3 2 2 10 10d0+0 0d0+0
10 0 0
0 0 2
1 0 0
#103
furey~
Furey~
Furey stands here waiting in complete silence to train you.
~
Furey will train anything for you.  Just type TRAIN to see what needs to
be trained 
~
524867 67109032 0 0 0 0 S
150 1 300 300 100000 100000d0+0 0d0+0
1500 0 0
0 0 1
3 0 0
#104
bridget~
Bridget~
Bridget tells Hatchet of your arrival.
~
A fine younge lady, at your service.
~
67 136 0 0 0 0 S
1 1 2 2 10 10d0+0 0d0+0
10 0 0
0 0 2
1 0 0
#105
hatchet~
Hatchet~
Hatchet will help you practice your skills and spells.
~
Hatchet is more or less a big ball of energy.  All powerful, that's for
sure.
~
525315 33554600 0 0 0 0 S
150 1 300 300 30000 30000d0+0 0d0+0
1500 0 0
0 0 1
1 0 0
#106
Zornak~
Zornak~
Zornak is a master of magically items and is willing to sell you some.
~
~
524291 168 0 0 0 0 S
150 1 300 300 100000 100000d0+0 0d0+150000
1500 0 0
0 0 1
1 0 0
>speech_prog Scrolls scroll recall recalling recalls~
say Recall Scrolls allow you to come back to the temple by reciting a scroll. To be able to do this, you must first practice the SCROLLS skill.
~
>all_greet_prog 100~
say Welcome $n! This is the finest magic shop in the land. We sell recall scrolls here!
if ispc($n) == 1
if level($n) < 10
tell $n You need to practice the proper skill, SCROLLS, before you can use them though.
endif
endif
~
|
#107
Mohia~
mohia~
Mohia is here to sell you many baked goods.
~
~
524355 136 0 0 0 0 S
150 1 300 300 30000 30000d0+0 0d0+150000
1500 0 0
0 0 1
1 0 0
#108
Phino~
Phino~
Phino is here to prepare you for a fine adventure.
~
~
524355 168 0 0 0 0 S
150 1 300 300 100000 100000d0+0 0d0+100000
1500 0 0
0 0 0
1 0 0
#109
sign maker~
the Sign Maker~
The Sign Maker is completely unaware of your presence.
~
An elderly man stands bitterly before you.  He has missed out on many
promotions, making his job nearly untolerable.
~
67 0 0 0 0 0 S
5 1 10 10 101 101d0+0 0d0+1000
50 0 0
0 0 1
0 0 0
#110
adept healer~
the adept~
The adept is here to heal your wounds.
~
Always smiling, even when your wounds splatter blood onto his white
clothes.
~
524291 232 0 0 0 0 S
300 1 600 600 100000 100000d0+0 0d0+0
3000 0 0
0 0 1
1 0 0
#111
Rat~
the rat~
A tiny little rat scurries around here.
~
Anyone can kill this rat, unless there are too afraid!  Do not let
coward be thy name!
~
67 0 0 0 0 0 S
1 1 2 2 8 8d0+0 0d0+22
10 0 0
0 0 0
0 0 0
>greet_prog 100~
if ispc($n) == 1
if level($n) < 2 
tell $n pssst...read the sign!
say You're way over your head!
say don't say I didn't warn you!
cackle
endif
endif
~
|
#112
shy monster~
the shy monster~
An incredible shy monster awaits your killing.
~
To shy for the real world, this monster has been placed here for your
own killing pleasures.  So... kill him!
~
67 0 0 0 0 0 S
1 1 2 2 12 12d0+0 0d0+34
10 0 0
0 0 0
0 0 0
>all_greet_prog 100~
look $n
,turns beet red and looks at the floor.
~
|
#113
blob~
the blob~
A blob not unlike any other blob in the world.
~
Just an ordinary blob, nothing special.
~
67 0 0 0 0 0 S
1 1 2 2 8 8d0+0 0d0+150
10 0 0
0 0 0
0 0 0
>death_prog 100~
,blubbers and shakes like jello all over the place.
~
|
#114
ygre monster~
Ygre~
The dreaded Ygre is here.
~
Ygre, a very nasty and vulgar creature, hath been banned to this tiny little
cage due to his own arrogance.  Strange thing is, he actually LIKES it here!
~
99 0 0 0 0 0 S
1 1 2 2 10 10d0+0 0d0+1
10 0 0
0 0 1
0 0 0
#115
Zoar god~
Zoar~
Zoar the demoted god has gone mad!
~
A bitter bitter man.  Zoar spent many hours creating many areas, then one day
he SNAPPED, getting himself demoted.  He loves it when you kill him over and
over.  He is a nihilist and a saddist.
~
99 0 0 0 0 0 S
1 1 2 2 8 8d0+0 0d0+110
10 0 0
0 0 1
0 0 0
#116
trimek~
Trimek~
Trimek the mutant dragon breathes on you.
~
Weighing in at 3 pounds, this little dragon couldn't hurt a flea!  His
firebreath is no more hot that the first of January in Canada.  He acts tough
though, but is no match for anyone with a blade of any kind.
~
99 0 0 0 0 0 S
1 1 2 2 9 9d0+0 0d0+120
10 0 0
0 0 0
0 0 0
#117
xacier~
Xacier~
Xacier just wants to be left alone
~
A tall gaunt looking adventurer, who hath been sentenced fifteen years in this
cage for violating the rules of the land.  He's very bitter.
~
99 0 0 0 0 0 S
1 1 2 2 10 10d0+0 0d0+183
10 0 0
0 0 1
0 0 0
#118
flea~
the flea~
A flea scratches at your feet.
~
They said you couldn't hurt a flea, well here's your chance to prove them
wrong!
~
99 0 0 0 0 0 S
1 1 2 2 6 6d0+0 0d0+12
10 0 0
0 0 0
0 0 0
#119
don juan sorcerer~
don Juan~
Don Juan the great sorcerer stands here to commend your success.
~
A man of great power, don Juan teaches us to be calm in all situations.
He is here to commend you on your success, and to invoke happiness into
your heart.
~
67 40 0 0 0 0 S
2 1 4 4 25 25d0+0 0d0+501
20 0 0
0 0 1
0 0 0
#120
bouncing creature~
the bouncing creature~
A creature bounces all around you here.
~
BOUNCE BOUNCE BOUNCE!!!  What a happy little key creature.
~
67 0 0 0 0 0 S
2 1 4 4 18 18d0+0 0d0+300
20 0 0
0 0 0
0 0 0
#121
maggot mag~
the maggot~
A maggot chews on rotting flesh here.
~
The maggot seems to enjoy chewing on rotting flesh.  Hopefully it's not your
rotting flesh it chooses to chew on next.
~
193 0 0 0 0 -1000 S
3 1 6 6 33 33d0+0 0d0+20
30 0 0
0 0 0
0 0 0
#122
trash heap~
trash heap~
The all-knowing trash heap is here.
~
Made from limbs of the dead, and bodily fluids from the living the trash
squirms about with the upmost divinity.  Truely a work of art!
~
67 0 0 0 0 1000 S
7 1 14 14 73 73d0+0 0d0+211
70 0 0
0 0 0
0 0 0
#123
leech~
the leech~
A leech is here sucking blood.
~
About six inches long, the leech isn't a real threat to anyone.  In the
strictest sense of the word, the leech sucks.
~
65 0 0 0 0 1000 S
5 1 10 10 40 40d0+0 0d0+111
50 0 0
0 0 0
0 0 0
#124
big gross bug~
the big gross bug~
A big gross bug crawls in a disgusting fashion around you!
~
It's big, it's gross, it's a BUG!
~
65 0 0 0 0 -1000 S
4 1 8 8 51 51d0+0 0d0+112
40 0 0
0 0 0
0 0 0
#125
chicken~
the chicken~
For some strange and twisted reason a chicken is here!?!
~
Yuppers, definately a chicken.  *PECK* *PECK*
~
65 0 0 0 0 1000 S
5 1 10 10 65 65d0+0 0d0+154
50 0 0
0 0 0
0 0 0
#126
healer~
A Healer~
This Healer is here to treat your wounds and render aide.
~
~
75 134234792 0 0 0 1000 S
120 1 240 240 30000 30000d0+0 0d0+120000
1200 0 0
0 0 2
3 0 0
#127
methidoral guard~
A Methidoral Guard~
One of the numerous guards of Methidoral prowls about here.
~
~
65 235987644 16 0 0 1000 S
100 1 200 200 32000 32000d0+0 0d0+0
1000 0 0
0 0 1
523999 0 0
>fight_prog 25~
say Your death shall come soon, $n... be peaceful in that fact.
c 'fireball' $n
c 'fireball' $n
~
>fight_prog 5~
c 'weaken' $n
c 'faerie fire' $n
~
|
#128
canth~
Canth~
Canth sits here, ready to help you learn.
~
~
589891 33554560 0 0 0 0 S
200 1 400 400 10000 10000d0+0 0d0+0
2000 0 0
0 0 0
1 0 0
#129
The Newbie Helper~
The Newbie Helper~
Say HELP if you need any.
~
~
524355 503316672 16 0 0 0 S
200 1 400 400 500000 500000d0+0 0d0+0
2000 0 0
0 0 0
12 0 0
>speech_prog help ~
smile
say Hello $n! Welcome to Adventures of Stormgate, where many journeys lie ahead of you!
say Can I be of assistance to you in any way?
~
>speech_prog yes yeah yep ya yessir yup yuppers yippers yip~
say OK..just say one of the following, and i will help you with that topic.
smile $n.
mpecho LEVEL EXP EXIT PKILL PEACEFUL TRAIN PRACTICE SCHOOL STATS
~
>speech_prog nope no never nopers shake ~
smile
say Wow, $n. You must really know what you are doing! 
~
>speech_prog exits exit~
say There are many auto commands that you can type:
mpecho AUTOEXIT: will show all exits when you walk in the room.
mpecho AUTOLOOT: will take all items in the corpse
mpecho AUTOGOLD: will take all gold in a corpse
mpecho AUTOSAC: will sacrifice corpses after you kill a mob
~
>speech_prog experience exp xp~
say Experience is gained by killing mobs. You must gain 1000 experience for eac level.
mpecho CONSIDER <MOB>: shows you the chances that you will be able to kill the mob in question.
mpecho KILL <MOB>: you attempt to kill a mob.
mpecho WORTH: shows you how much experience you have and how much you need until your next level. Also it shows your modified stats.
 
say for right now, you should stay in the mud school until level 5.
~
>speech_prog levels level lvl~
say to raise levels, you must gain experience from killing mobs.
mpecho AREA: shows you what level all the areas in the game are.
say For the time being you should stay at the mud school until you reach level 5.
~
>speech_prog Pkill ~
say Pkill means that you wish to be able to fight and kill other players in the game. This will start at level 30, and you can only attack other players with a pkill flag.
~
>speech_prog Peaceful~
say Peaceful means that you do not wish to kill other players. You cannot be attacked by them, no matter what level you are. Conversely, you also cannt attack them.
~
>speech_prog training train trai tra~
say To train, go one south and two east from here, to Furey's Training Room.
say there, you can train your stats, by typing train <Stat>. To see what stats you can train, just type train.
~
>speech_prog Practice prac pract pra~
say With each level you gain, you will get new spells and skills. To be able to use these, you must first practice them. Starting at level three, you can go south and then two west
say to Hatchet's Practice Room. Type Prac to see what spells/skills you can practice, and then Prac <skill> to practice it. Depending on your stats, you may have to practice more than once, to be an adept.
~
>speech_prog Stats statistics stat~
say there are many stats. To see what your values are, type wo.
mpecho STR: strength, this affects how much you can carry and how much.
mpecho WIS: affects how many practices you get per level.
mpecho INT: affects how many practices you need to become an adept at a skill or spell.
mpecho DEX: affects how often you can dodge or parry an attack.
mpecho CON: affects how many hit points you gain per level.
say To increase your stats, go TRAIN them.
~
>speech_prog mud school~
say the mud school is where all new players should go to advance LEVELS. To go there, go all south, all east and then down.
~
>all_greet_prog 100~
if ispc($n) == 1
if level($n) < 2
say Welcome to Adventures of Stormgate, $n!  I have a newbie guide for you to read.  To read it, type: READ CHAPTER, where chapter is a number.
smile $n
mpoload 156
give newbie $n
say If you need any other help, just say YES.
else
say You have outgrown your need for me, $n.  May you find adventure in all that you do!
endif
endif
~
|
#130
mangy mutt~
The mangy mutt~
&wA poor mutt is tied up here forgotten by its master.
~
~
67 0 0 0 0 200 S
2 1 4 4 15 15d0+0 0d0+150
20 0 0
0 0 0
0 0 0
>death_prog 100~
,barks one last time.
~
>greet_prog 100~
,comes up wagging its tail.
,chokes on the short leash and starts to wimper.
~
|
#131
cat~
A black cat~
&zA black cat with &Ggreen eyes &zlicks its paws.
~
&zBlack as midnight the cat moves lithely and stealthily around blending
in with the night.  
~
99 0 0 0 0 -200 S
3 1 6 6 30 30d0+0 0d0+200
30 0 0
0 0 0
0 0 0
>greet_prog 100~
look $n
,hisses and tries to claw at you.
~
|
#132
spider~
A huge spider~
&gA hairy green spider spins its huge web here.
~
The hairy 'thing' in front of you is too big to be a spider and yet it
is.  You wonder if being locked away in the basement has made it mutate into
something strange.  It stand five feet tall with long legs.  
~
99 0 0 0 0 -200 S
3 1 6 6 33 33d0+0 0d0+150
30 0 0
0 0 0
0 0 0
>greet_prog 100~
mpechoaround $n The spider's web's entangle $n as it scurries towards $n.
~
>death_prog 100~
,falls flat as its legs give away. SPLAT!
mpoload 149
~
|
#133
cockroach~
A cockroach~
&OA disgusting cockroach crawls on the wall here.
~
&OOne of the most despised creatures to the humans, the cockroach but for
you maybe you would like it for a tasty morsel.  
~
67 0 0 0 0 -100 S
3 1 6 6 36 36d0+0 0d0+200
30 0 0
0 0 0
0 0 0
>fight_prog 15~
,moves its antennaes furiously.
~
|
#134
fly~
The fly~
&GA huge tropical fly buzzes around here.
~
A huge fly with bulbous &Yyellow eyes &Gflies around here.  You can feel
the wind from the wings as it buzzes around.  Watch out!  It can pick you up
and never bring you back again!  
~
67 0 0 0 0 -200 S
3 1 6 6 30 30d0+0 0d0+300
30 0 0
0 0 0
0 0 0
>rand_prog 20~
,lands on yet another spot and poops.
~
|
#135
kobold~
A kobold~
&BA wiry kobold is seated here playing a flute.
~
&BSmall in size and yet seemingly filled with strength the Kobold sits
hear oblivious to your presence.  The flute it holds in its hands is a piece
to behold.  You wonder how it got into this room.  
~
67 0 0 0 0 200 S
3 1 6 6 36 36d0+0 0d0+250
30 0 0
0 0 1
0 0 0
>fight_prog 10~
say How DARE you interrupt my music!!!
,whaps you over the head with the flute.
mpechoat $n You think you may see stars.
stun $n
~
|
#136
centipede~
A centipede~
A disgusting centipede crawls around here.
~
Out of all the crawly things you have seen this has to be one that makes
your skin crawl.  It's many legs move busily as it moves around from place
to place.  Its length is about fifteen feet long.  
~
65 0 0 0 0 0 S
3 1 6 6 34 34d0+0 0d0+150
30 0 0
0 0 0
0 0 0
>death_prog 100~
,twitches all of its legs.
mpoload 151
~
|
#137
brownie~
A brownie~
&OA small brownie is sitting here thinking mischief.
~
A small brownie is walking around here.  It is so small you have to stoop
to take a look and realize it's not a mouse.  It is wearing a small brown
cloak.  It looks upset at you looking at it.  
~
99 0 0 0 0 0 S
2 1 4 4 20 20d0+0 0d0+150
20 0 0
0 0 1
0 0 0
>greet_prog 100~
,gasps and squeals 'Stop looking at me! You scare me!'
~
|
#138
Witch Hazel~
The witch~
Hazel sits here brewing her smelly concoctions.
~
Hazel is a witch whom no one would accept for her brews always smelled
really bad!  She had been exiled to the MUD school attic to spend her years
in solitude when once she stank up the Princess' wedding.  
~
67 0 0 0 0 0 S
2 1 4 4 20 20d0+0 0d0+250
20 0 0
0 0 2
0 0 0
>rand_prog 10~
,waves her hands around muttering and &w*&WPOOF&w* &Pnothing happens!
~
|
#139
ghost~
The ghost~
The ghost of a soldier flies around.
~
Once a brave soldier now is condemned to wander purgatory searching for
an exit.  He is translucent and still wearing his uniform and is blood
stained.  
~
65 1572864 0 0 0 0 S
2 1 4 4 20 20d0+0 0d0+200
20 0 0
0 0 0
0 0 0
>rand_prog 10~
mpecho &wChains of death rattle announcing the presence of the ghost.
~
|
#140
Beetle~
The Beetle~
A little brown beetle crawls around here.
~
This small, but not conventional sized, one foot beetle crawls around
trying to get out of the attic but as we all know, all who are here are
exiled.  
~
67 0 0 0 0 0 S
2 1 4 4 20 20d0+0 0d0+200
20 0 0
0 0 0
0 0 0
#141
moth~
The moth~
&gA gigantic green moth flutters around looking for a light.
~
This isn't your ordinary moth.  It has wings the size of your head.  It
has pretty orange designs on it but when it flutters its dust makes you
sneeze.  
~
193 524288 0 0 0 0 S
2 1 4 4 20 20d0+0 0d0+150
20 0 0
0 0 0
0 0 0
#142
termite~
The termite~
&wA huge termite which looks more like a maggot chews the attic floor.
~
&wLarge for a termite as is everything in these parts, it is white and
gooey looking.  You wonder how much longer it will be before it eats all of
the MUD school.  This termite looks like it can chew through ANYthing.  
~
193 0 0 0 0 0 S
2 1 4 4 20 20d0+0 0d0+150
20 0 0
0 0 0
0 0 0
#143
Malthius~
Malthius~
Malthius is here, seated behind a desk.
~
~
786499 134217856 0 0 0 10 S
110 1 220 220 1000000 1000000d0+0 0d0+0
1100 0 0
0 0 0
1 0 0
>all_greet_prog 100~
say Greetings, I am the Class Master.  See the help on MULTICLASSING
say for more information.
~
|
#0



#OBJECTS
#100
pill happy~
happy pill~
A happy happy pill is here.~
~
26 0 0 0 0 1 1
100 100
100~ sanctuary~ fireshield~ shockshield~
0 1 0
0 0
reserved~
0 0
0 0 0
#101
light~
light of lights~
A light~
~
1 0 0 0 0 0 1
100 100
0~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
A
5 7
A
4 7
#102
ring~
a ring~
A ring~
~
9 0 0 0 0 3 1
100 100
0~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
#103
helm~
helm~
Helm~
~
9 0 0 0 0 17 1
100 100
0~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
#104
plate~
plate~
Breastplate of plateheads~
~
9 0 0 0 0 9 1
100 100
0~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
#105
shroud~
shroud of bung~
A shroud of bung lies here~
~
9 0 0 0 0 1025 1
100 100
0~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
#106
mask~
mask~
A mask lies here~
~
9 0 0 0 0 65537 1
100 100
0~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
#107
bracer~
bracer bracer bracer~
A bracer~
~
9 0 0 0 0 4097 1
100 100
0~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
#108
boots~
boots fer kickin'~
Boots~
~
9 0 64 0 0 65 1
100 100
0~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
#109
legs~
legs~
Legs legs legs~
~
9 0 0 0 0 33 0
100 100
0~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
#110
arms~
arms~
Arms arms~
~
9 0 0 0 0 257 1
100 100
0~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
#111
lens len lense~
lens of bung~
Lense ... bung~
~
27 0 0 0 0 131073 1
100 100
0~ -1~ -1~ identify~
0 1 0
0 0
reserved~
0 0
0 0 0
#112
neck~
neck~
Neck~
~
9 0 0 0 0 5 1
100 100
0~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
#113
belt~
belt~
Belt~
~
9 0 2048 0 0 2049 1
100 100
0~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
#114
gloves~
gloves~
Gloves~
~
9 0 128 0 0 129 1
100 100
0~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
#115
pitchfork~
pitchfork~
Pitchfork...~
~
5 0 0 0 0 8193 1
100 100
0~ 0~ 0~ 3~
0 1 0
0 0
reserved~
0 0
0 0 0
#116
death~
pillow death~
A pill that should never be eaten lies here.~
~
13 0 0 0 0 1 100
100 100
0~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
#117
orange potion~
orange potion~
You see an orange potion of healings here.~
~
10 268435776 0 0 0 1 1
100 100
50~ cure light~ bless~ reserved~
1 8 0
0 0
reserved~
0 0
0 0 0
#118
recall~
a scroll of recall~
You see a scroll of recall lying here.~
~
2 64 0 0 0 1 1
100 100
100~ word of recall~ reserved~ reserved~
1 4 0
0 0
reserved~
0 0
0 0 0
#119
pie big pot~
a big pot pie~
You see a big pot pie~
~
19 0 0 0 0 1 1
100 100
24~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
0 0 0
#120
waterskin skin water~
waterskin~
You see a waterskin lying here~
~
17 0 0 0 0 1 1
100 100
12~ 12~ 0~ 0~
1 1 0
0 0
reserved~
0 0
0 0 0
#121
bag~
a bag~
You see a bag here.~
~
15 0 0 0 0 1 1
100 100
20~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
0 0 0
#122
light torch~
a torch~
You see a torch here.~
~
1 0 0 0 0 1 1
100 100
0~ 0~ 50~ 0~
1 1 0
0 0
reserved~
0 0
0 0 0
A
13 1
#123
box donation~
a box o' donations~
A box of donations is here.~
~
15 0 0 0 0 0 1
100 100
10000~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
#124
staff of flamestrike~
staff of flamestrike~
A staff of flamestrike lies here.~
~
8 0 0 0 0 16385 0
100 100
0~ 0~ 0~ 0~
3 1 0
5 0
flamestrike~
3 3
0 0 0
#125
fountain~
fountain~
A fountain lies here, for your drinking pleasures.~
~
25 0 0 0 0 0 0
100 100
0~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
#126
orange ring~
an orange ring~
An orange ring lies here, blazing in the darkness.~
~
9 64 0 0 0 3 1
100 100
0~ 0~ 0~ 0~
2 4 0
0 0
reserved~
0 0
0 0 0
#127
necklace orange~
an orange necklace~
An wonderful looking orange necklace lies here.~
~
9 0 0 0 0 5 1
100 100
0~ 0~ 0~ 0~
1 8 0
0 0
reserved~
0 0
0 0 0
A
13 1
#128
boots boot orange~
orange boots~
A lovely pair of orange boots lie here.~
~
9 0 64 0 0 65 1
100 100
0~ 0~ 0~ 0~
2 4 0
0 0
reserved~
0 0
0 0 0
#129
bracer orange~
orange bracer~
You see a marvelous orange bracer lying here.~
~
9 0 0 0 0 4097 1
100 100
0~ 0~ 0~ 0~
1 8 0
0 0
reserved~
0 0
0 0 0
A
13 3
#130
helm orange~
an orange helm~
You see an orange helm here.~
~
9 0 0 0 0 17 1
100 100
0~ 0~ 0~ 0~
2 4 0
0 0
reserved~
0 0
0 0 0
A
12 2
#131
orange leg legs legging leggings~
orange leggings~
You see a pair of orange leggings here.~
~
9 0 0 0 0 33 1
100 100
0~ 0~ 0~ 0~
2 8 0
0 0
reserved~
0 0
0 0 0
#132
key~
a key~
You see a key here.~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
0 0 0
#133
orange belt~
orange belt~
You see an orange belt lying here.~
~
9 64 2048 0 0 2049 1
100 100
0~ 0~ 0~ 0~
1 8 0
0 0
reserved~
0 0
0 0 0
A
13 5
#134
diploma inner sanctum~
diploma of inner sanctum~
You see a diploma lying here.~
~
9 0 0 0 0 16385 2
100 100
0~ 0~ 0~ 0~
1 8 0
0 0
reserved~
0 0
0 0 0
A
5 1
A
4 1
#135
war banner~
a war banner~
A war banner glows on the ground here.~
~
1 64 0 0 0 1 1
100 100
0~ 0~ -1~ 0~
1 4 0
0 0
reserved~
0 0
0 0 0
#136
orange breastplate plate~
orange breastplate~
A wonderfully coloured orange breastplate lies here.~
~
9 64 0 0 0 9 1
100 100
0~ 0~ 0~ 0~
2 8 0
0 0
reserved~
0 0
0 0 0
#137
nerf mace~
a nerf mace~
An orange nerf mace lies here, waiting for usage.~
~
5 0 0 0 0 8193 1
100 100
0~ 3~ 5~ 7~
1 4 0
0 0
reserved~
0 0
0 0 0
#138
orange dagger~
orange dagger~
A marvelous orange dagger awaits your usage here.~
~
5 0 0 0 0 8193 1
100 100
0~ 3~ 6~ 11~
2 8 0
0 0
reserved~
0 0
0 0 0
A
18 2
A
19 2
#139
orange wooden sword~
wooden sword~
An orange wooden sword lies here.~
~
5 0 0 0 0 8193 1
100 100
0~ 4~ 6~ 3~
2 8 0
0 0
reserved~
0 0
0 0 0
#140
shield orange~
orange shield~
You see an orange shield here.~
~
9 64 512 0 0 513 1
100 100
0~ 0~ 0~ 0~
1 8 0
0 0
reserved~
0 0
0 0 0
A
18 1
#141
orange sleeves~
orange sleeves~
You see a pair of orange sleeves here.~
~
9 64 256 0 0 257 0
100 100
0~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
0 0 0
#142
shroud orange~
an orange shroud~
You see an orange shroud here.~
~
9 0 0 0 0 1025 1
100 100
0~ 0~ 0~ 0~
1 8 0
0 0
reserved~
0 0
0 0 0
#143
Sign~
sign 1~
The FIRST SIGN of many is hanging from the wall here.~
~
12 0 0 0 0 0 0
100 100
0~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
E
sign~
Welcome to Adventures of Stormgate.  May your journey here be.... 
Adventurous.  This is the first sign of the Mud School.  Be sure to LOOK
SIGN or L SIGN wherever you might find one.  Also, keep an eye out for
keywords in descriptions, as there may be other keywords for objects to be
looked at.  Be brave, and you shall be rewarded.  
~
#144
Orange Light~
an orange light~
A brightly glowing orange light is floating just above the ground here.~
~
1 0 0 0 0 1 1
100 100
0~ 0~ -1~ 0~
1 1 0
0 0
reserved~
0 0
0 0 0
#145
orange club~
orange club~
A marvelous orange club awaits your usage here.~
~
5 0 0 0 0 8193 1
100 100
0~ 3~ 6~ 8~
2 8 0
0 0
reserved~
0 0
0 0 0
#146
orange shield~
orange shield~
A marvelous orange shield rests here.~
~
9 0 0 0 0 513 1
100 100
5~ 0~ 0~ 0~
2 8 0
0 0
reserved~
0 0
0 0 0
#147
orange sword~
orange sword~
A marvelous orange sword awaits your usage.~
~
5 0 0 0 0 8193 0
100 100
0~ 3~ 6~ 3~
2 1 0
0 0
reserved~
0 0
0 0 0
#148
orange mace~
orange mace~
A marvelous orange mace awaits usage.~
~
5 0 0 0 0 8193 1
100 100
0~ 3~ 6~ 8~
2 8 0
0 0
reserved~
0 0
0 0 0
#149
web deceit~
the web of deceit~
&rA complex shroud of silken webs lies here.~
~
9 64 0 0 0 1025 2
100 100
0~ 0~ 0~ 0~
2 1 0
5 0
web~
1 1
0 0 0
A
13 2
#150
silver flute~
a silver flute~
A magnificent silver flute lies here glimmering mysteriously.~
~
9 1 16 0 0 16385 5
100 100
0~ 0~ 0~ 0~
2 8 0
0 0
reserved~
0 0
0 0 0
A
2 1
#151
crystal marble~
a crystal marble~
&CA crystal marble glows here.~
~
9 512 0 0 0 32769 10
100 100
0~ 0~ 0~ 0~
1 16 0
0 0
reserved~
0 0
0 0 0
A
5 1
#152
sign~
sign~
&wA sign is posted on the door.~
~
13 0 0 0 0 0 0
100 100
0~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
E
sign~
The basement is filled with many scary creatures.  Many brave newbies
have died in these parts.  If you are &RLEVEL 1 &Gproceed with caution.  
~
#153
wand~
a crystal wand~
&wA clear crystal wand lies here.~
~
3 64 0 0 0 16385 2
100 100
5~ 2~ 2~ fly~
1 8 0
0 0
reserved~
0 0
0 0 0
A
3 1
#154
chains~
steel chains~
&wEerily glowing chains are discarded here.~
~
9 0 0 0 0 5 2
100 100
0~ 0~ 0~ 0~
3 4 0
0 0
reserved~
0 0
0 0 0
A
19 1
#155
loin cloth~
&OA brown loin cloth~
&OA brown loin cloth lies discarded here.~
~
9 0 0 0 0 33 2
100 100
0~ 0~ 0~ 0~
2 4 0
0 0
reserved~
0 0
0 0 0
A
13 2
#156
Newbie Book~
the Book of Knowledge~
A Book bound with gold threads sits here.~
~
8 536870913 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 40 0
0 0
reserved~
0 0
0 0 0
E
ten~
&W*&RTHE ENDING&W*
 
&wI hope this book contains all that you need to know. If there is something
that's not in here HEY YOU CAN'T LEARN EVERYTHING FROM A BOOK!!! =)
Live and learn. (Or die and learn rather) Happy Mudding!
&WCiao!
 
&PM&pi&Or&Pa&Rb&pe&Oa&Pu
 
&PPS &w=&W=&z{&CTHE END&z}&W=&w= (for now)
~
E
nine~
&W*&RMUD school map&W*
 
&wHere is a map to start you on your way. You must explore further but 
in this floor of the MUD school is everything to get you started. 
 
                          [0]
                          \\
                          [1]
                           ||
                  [3]=[4]=[5]=[2]=[6]
                    down //||
                       [20][7]
                           ||
                       [8] [9]
                        \\ ||
                     [10]=[11]=[12]
                           ||\\
                          [13][14]
                           ||
                          [15]=[16]=[17]
                                \\   \\
                                [18]  [19]
 
&W* &WThe map looks a little screwy but hey it's a map. =)
Here are the rooms and what's in the rooms.
&W[&B0&W] &w= Judgement Pass: North of here is the town healer
and south of it is the town itself.
&W[&B1&W] &w= Entrance to the Mudschool is down from Judgement Pass.
Here you will find a very helpful Mob. Ask him almost anything except where
you lost your lunch money.
&W[&B3&W] &w= Hatchet's Room of Practice: where you can practice your skills
as explained in chapter five.
&W[&B6&W] &w= Furey's Room of Training: where you can train as explained in
chapter four.
&W[&B20&W] &w=Down from number 5, this is where you can learn how to speak
a new language. You are defaulted to learn the class/race that you chose.
The rest you have to pay to learn. You will get 5 learns to start out with.
To speak a language type speak <language>. Most of us speak common. (the common thread so to speak)
&W[&B12&W] &w=Mohia's Bakery: She sells stuff to stave off your hunger. mmMMmmMM
&W[&B10&W] &w=General Store: He sells very basic items; skins/lanterns etc.
 
&W[&B8&W] &w=Up from 11, Zoar's room of scrolls: He sells scrolls.
You may not want to leave home without some.
&W[&B14&W] &w=Down from 11, Donation Antechamber: Where people leave stuff
they've outgrown. You can leave stuff here too for newbies. Also the town
healer has a donation box which is frequented by all.
&W[&B18&w] &w=Down from 16, this may be the first mob you encounter.
Remember to consider your mobs first before you fight them. Unless of 
course they attacked you first and you had no choice.
&W[&B19&W] &w=The MUD school healer and entrance to the cage rooms: This
is the turning point of your MUD lives. Here is where you will achieve level
2. And practice your combat skills.
~
E
eight~
&W*&RMore useful commands PT3&W*
 
&P*&wsave = very important to do every so often. This updates your pfile
Do this especially after every level or CR (Corpse retrieval) or any 
other significant moment in your MUD life.
 
&P*&wnote = will let you read the notes that are posted. Type help notes
to see all the note commands available. 
 
&P*&wdesc = will let you set a description for yourself so when someone
looks at you, they can the desc you set. This will put you in the writing
editor. While in editor type .h on a new line to see all the options. 
Type @  to exit the editor.
 
&CAll of the above are listed in help files so for more info use them.
other ones that may be useful which you may type to see what it does:
 
&wlook (target or by itself), kill, murder(to attack players or charmed mobs), 
sell, buy, enter(as in a portal type obj), eat <obj>, drink, get, drop, stare, 
wear, sac, consider, etc.
 
&YFinal notes about commands
&wA.
&wType commands to see all the commands available. Yep there are many out 
there. A lot you can use no matter who you are, some you need special 
qualifications to use. Most of these commands need a target.
 
B.
You may use short forms for these commands such as k will suffice
for kill. But it will not suffice for kick. Nor will b suffice for bite. 
in = inventory
eq = equipment
ex = exits
wo = worth
repo = report
rep = repair
b = buy
o = order
k = kill
d = down
n = north
s = south
etc.
~
E
seven~
&W*&RMore useful commands PT2&W*
 
&P*&wFlee/wimpy = type help wimpy to see. In a nutshell it sets you to autoflee
when a specific number. This mind you does not always work. You 
may be in a no_flee room or your damage is too high to flee in time. To set a 
specific number type wimpy <number>. Or typing wimpy will autoset a number 
for you to match your hp. If you type flee while in battle you will attempt 
to flee at any time regardless of your hp. Of course fleeing isnt without its 
consequences. 
 
&P*&wFill =  a command which is hardly used but useful is fill. You can fill any 
type of water container such as your skin. You need to be in a room with 
some sort of fountain/well, body of water and it wont become empty 
and disappear.
Syntax: fill <obj name>
 
&P*&wchannels = show the channels which you may use to communicate.
chat/music/auction/info/question/answer/yell/shout/hero/tell
Most of these may be turned off. Type channel -name to turn off.
 
&P*&wlist = you can do this in a shop/restaurant/armory/jewelry/weaponry. 
Then you buy <item>
 
&P*&wrepair = You can repair damaged armor at the smithy. 
Type repair all to repair all. You need money to do this.
Cost of labor wasnt cheap back then either.
 
&P*&wequipment(eq) = shows you what you are wearing: armor, weapons,
shield.
 
&P*&winventory(inv) = shows you what you are carrying on you, not wearing.
 
&P*&wexamine = will let you look in a bag or at a sign/book. For signs also 
read is a useful command. 
 
&P*&wrecite/zap = commands to use scrolls and staves/wands.
syntax for scrolls: recite <name of scroll>
syntax for wands: (first hold the wand) the zap <target>
 
&P*&wsleep/rest = will regenerate hp mana move faster. Type help sleep/rest
 
&P*&wwake = will make a resting, sleeping person wake up and/or stand up.
You can wake another player up also. But if theyre sleeping, chances are
they wont like being woken up. Unless of course its your spouse. =)
 
&YMore on commands in Chapter Eight
~
E
six~
&W*&RMore useful commands&W*
 
&wThis is not in any particular order. 
 
&P*&whelp command = There is a help file for virtually everything. Some 
files are in the making so just ask around if you can't find a help
file. Two important help files are: &Rhelp rules and help PK
 
&P*&w! = repeats the last command.
note: If you repeat too many of the same command, you may get disconnected.
Called spamming. So type save after every few of the command to vary it.
 
&P*&wworth = will show you the present state of your attribute, how many
xp you need to level and how much money you have on you and not the
bank at a glance.
 
&P*&wscore = will show you most everything about you as in a resume.
 
&P*&waffects = will show you all the spells you are affected by. The healer in town
and most other healers will only give you bless/armor/shield. Usually the 
more spells you are affected by, the better but not all spells are good to
have on you such as poison/meteor swarm.
 
&P*&wreport = shows the present status or your hp/mana/mv plus your maximum
status and how many xp you have scored. (xp meaning experience points)  
Plus announces to everyone in the same room this also.
So if you report 1/2000 hp 0/3000 mana 1/300 mv 34500 xp,
everyone in the room will sympathize or throw free heals at you!! *GRIN*
 
&P*&wemote/socials = are fun and easy. Type socials to see the current default 
ones.You can also customize them by using emote then the string.
Ex> emote hits you over the head with a pillow.
Will show as "&PMirabeau hits you over the head with a pillow,&w" to everyone 
in the room. Warning: Some emotes on mobs(and players too) may launch a 
fight. Such as bonk and slap. This is after all not a nice thing to do is it? 
 
&P*&wpush/drag = push is just that push. Syntax: push <mob/person> direction.
This will get the mob/player out of the room to the direction of the other
room. The reason for this is(in case you cant see the obvious), you cant 
attack someone/thing cause theyre in a safe/no_offensive room or the mob 
will attack YOU if you attack something else such as a guard. Push is for 
those standing and drag is for those who are resting/sleeping/fighting.
 
 
&YMore in the next chapter on commands
~
E
five~
&W*&Rpractices: SKILLS/SPELLS&W*
 
&wNow that you know all there is to know about train, lets move onto
the thing that individuates all of us, our spells and skills!
 
a. First to see all the spells/skills that you may practice at some point in 
your character`s career (life), type slist. This shows you the spells/skills
and at what level you may practice them. 
 
b. Then type spells to see how much energy it takes to use them,
such as mana and bp.
 
c. To practice a skill/spell you must be in a room with a mob that will
help you practice. Type practice and the skill. Ex.> practice faerie fire
Then practice it till you become adept at the spell/skill. Most skills
(depending on your INT level) will take about 2-4 practice sessions.
 
d. You can type practice anywhere to see the spells/skills you
have thus far practiced. But if you do it in the room of practice,
it will also show you all the spells you MAY practice but didnt.
e. To see what each skill/spell will do for you or to the mob, use the
help files. If you still arent sure ask around nicely.
 
f. Wand/Staves are usually reserved for spell casting classes. So unless 
you practice these skills you may not use wand/stave type objects. 
Scrolls is a different story. All classes have this skill. You need to 
practice scrolls skills in able to make the scroll work. 
 
~
E
four~
&W*&RTraining and Attributes&W*
 
&WTraining:
&wIn the start you begin with 21 practices. Both Train and Practices use up
the same practice sessions. Training your attributes first to the max is
important. Each Attribute costs 5 practice. To train an attribute you must
be in a room where the mob is a trainer. Type train to see what you can train.
 
&WAttributes:
&wYou can see your present attributes status by typing score or worth.
Type help class to see all the classes available and type help 
<name of the class> to see the pros and cons of each class.
 
&W[&BWisdom&W] = &wThis attribute affects how many practice session you 
get per level. Therefore higher the WIS = More practices YAY! 
 
&W[&BConstitution&W] = &wThis is the next best thing on there you might want
to hurry up and train. Constitution affects how many hp you gain per 
level. Therefore the higher your CON = The more HP you get WOOWOO!
 
&W[&BIntelligence&W] = &wOtherwise known as IQ, this affects how easily you 
can practice a spell or skill in a practice room. For example if your INT
 is high you only need 2 practice sessions to become adept at a skill or a 
spell so that means you can go out and kick some BUTT using that skill/spell. 
But if your INT is low you need to use up 3-4 practices to gain the 
knowledge at a high enough percentage to use it effectively. Therefore the 
higher you INT = the faster you get out of the practice room. OH YEAH!
 
&W[&Bdexterity&W] = &wThis att means speed. It affects a lot of skills. Meaning 
some skills need a minimum Dex. If your dexterity is high youll attack more 
per round. So what took Mike Tyson 10 rounds you will do in 5. 
(You can do math right? ;))
 
&W[&Bstrength&W] = &wThis affects how many items you can carry plus weight. 
The higher your strength = the more items you can carry. Who needs UHAUL? ;)
 
OK thats all the available attributes you can train. (At the moment)
To type an attribute type train <name of att>.
You can also train HP (hitpoints), mana and movement.
a. &RHP &wis the lifeforce in you. You want to keep that at max all the time.
b. &Rmana &wis the inner energy needed to perform out of this world tricks.
c. &Rbp &wis like mana but not quite. Vamps and Antipaladins need them.
   Type help blood points.
d. &Rmv(movement) &wis what keeps you moving. If it gets low you cant 
walk because you are too exhausted. BUMMER!
 
&Wnote: &wThere are some spells that help hp/mana/mv. 
You will learn of these as you play.
~
E
three~
&W*&RMore Configurations&W*
 
&wMost of the important ones have been covered. 
Review:
a> to see the options type config
b> to add a config type name of the config. i.e. autoexit.
   or type config +name:  ex] config +keep
c> to remove a config, type name of the config again ex] autoexit
   or type config -name: ex] config -keep
d> test the various options and use the help files on prompt/ANSI/colors
   etc.
 
Two other config option that might be useful will be explained below.
 
&R[COMBAT] You see all combat scroll. (or not)
&wThis is an obvious one you want to see especially if you plan to fight
and on Stone Gates who doesn't? type config -combat to remove.
 
&R[BRIEF] You don't see the descriptions. (or do) 
&wThis is something that you may want to keep on especially if you're a
newbie or are entering a new area for the descriptions often hold
helpful hints as to hidden exits or warnings of what may lay ahead.
To enable type brief. To disable type it again.
 
That is about it for the obvious needful config. The rest are superfluous
and up to you to explore and set. Same syntax to set.
~
E
two~
&W*&Rconfigurations&W*
 
&wOk type config to see all the options available and where they're at.
A + in front and capitol letters means they're on.
A - and lower case letters means they're off.
 
&R[AUTOEXIT] You automatically see exits. (or not)
&wThis means when you enter a room the obvious exits are visible to you.
To get into make this possible type autoexit. Not all exits that are
available to you are visible. To do this type autoexit.
 
&R[AUTOGOLD] You automatically get gold from corpses. (or not)
&wThis means if the mob has money on it you automatically get the money from
its body under normal conditions that is. To enable type autogold.
 
&R[AUTOLOOT] You automatically loot corpses. (or not)
&wThis means you will loot the corpse of all its earthly possesions. I
mean it certainly doesn't need it anymore. NOTE: This is an often changed
config for different reasons that you will learn about. To enable type autoloot.
 
&R[AUTOSAC] You will automatically sacrifice the corpses. (or not)
&wThis means you will automatically sacrifice the corpses after a kill.
And the appropriate IMM will give you a reward for an acceptable sacrfice.
This is another config that may not be wanted on for higher levels. syntax: autoloot.
 
&R[ANSI] You have ansi color enabled. (or not)
&wType help colors to see all the wonderful colors available for the 
terminals that can use it. If on it enables you to see colors. If you
choose to be colorblind going -ANSI is the way. config +ANSI to enable ANSI.
 
&R[KEEP] You keep the same title when leveling. (or not)
&wThe MUD has a default title for different classes as they level.
You can keep your own title by typing config +keep.
To set a title type title and string. ex> title Dark Fiend will show as:
&W&W[ IMMORTAL ] &GMirabeau Dark Fiend.
 
&R[PROMPT] You have a prompt. (or not)
&wPrompt is something you can personalize. Add colors/designs to them also.
type help prompt. Typing prompt will enable prompt to show every time
you enter a command. The default prompt shows you present hp/mana/bp/mv.
You can set it to look like this:
<20/20 hp 100/100 mana 200/200 mv>
Or to add color and design
&w[&R20/20 = hp &B100/100 = mana &C200/200 = movement: &wroom = Temple &W]
Psst &YHint: &w%r prompt will help you in case you are blinded.
 
&YThis will be continued in Three. Type look three.
~
E
one~
&W*&RIntroduction&W*
 
&wThis is the book for newbies. A specific guide for players who have 
never played a MUD or has never played THIS mud. Type look <chapter>
to read the various chapters. This book is for you.
 
&BMirabeau
~
E
book~
&wTable of contents
 
&YOne &RIntroduction
&YTwo &RConfigurations
&YThree &R&RMore Configurations
&YFour &R&RTraining and Attributes
&YFive &RPractices: skills/spells
&YSix &RMore useful commands.
&YSeven &RMore useful commands PT2
&YEight &RMore useful commands PT3
&YNine &RMUD School Map
&YTen &RThe Ending
~
#157
coconut cream pie~
a coconut cream pie~
A coconut cream pie sits on the ground.~
~
19 0 0 0 0 1 1
100 100
24~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
0 0 0
#158
note paper~
&YVERY IMPORTANT: TYPE READ NOTE~
A scrap of paper lies here.~
~
13 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
0 0 0
E
note~
&zFor your information.  The command "note" has been restricted until level 10 for now.
I'm not sure how long this is going to be in implementation, but until you reach that
level, you will be unable to use the command.  I simply wanted you to be aware that this
mud is equiped with the note command.
~
#199
null~
null~
Null~
~
13 0 0 0 0 0 0
100 100
0~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
#0



#ROOMDATA
#100
BUNG~
~
~
BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG
BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG
BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG
BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG BUNG
And the turtle was here.
~
0 402438 0
Rd     0
S
#101
The Mist Above the Storm~
~
~
The air here is stale and you find it hard to catch your breathe. 
Looking down to the ground, you notice to your amazement that there is no
floor here, and you are floating!  Below you hear voices of fellow
adventurers calling your name.  Perhaps, if you dare, the journey down could
lead to the adventure of a life time.  On the other hand, perhaps this
strange new land is a death trap awaiting your demise.  Are you prepared to
weather the storm?  
~
0 402446 0
Rd     0
D5
~
~
0 0 102
S
#102
The School of Inner Sanctum~
~
~
As you plant your feet firmly on the floor of the school, you begin to
orient yourself.  Torches cast a magnificent spectrum of colour all about
you, and create a warm sensation with in your body.  The place seems normal,
it feels safe, however your confusion and curiousity that got you here in
the first place seem to drive you onward to see what's around the next
corner.  A large set of stairs lead down from here, filtering into what
looks to be a town.  Perhaps you best relieve your confusion with in the
walls of the school before adventuring into that town below.  To the north
you hear, for a brief second, screams of combat.  A door blocks off the
screams which you assume come from a place called "The Pit of Decay", which
contrary to the present surroundings seems to be rather far fetched, however
that's what is written in blood apon that door.  To the south seems to be
your best bet right now.  You can't help but notice the sign here.  It's a
good idea to 'READ SIGN' now.
~
0 1073742856 0
Rd     0
E
sign~
+----------------------------------------------------------+
|  WELCOME ADVENTURER!!  There are a few things that you   |
| may want to do before going any further.                 |
| The first is CONFIG +AUTOEXIT which will allow you to    |
| to see all obvious exits.  The second is CONFIG +ANSI to |
| recieve those wonderful colours.  The third is to CONFIG |
| +AUTOGOLD which will allow you to get gold from corpses  |
| automatically.                                           |
| If you have never played here before then I suggest you  |
| READ ALL THE SIGNS IN THE MUD SCHOOL!  They will all be  |
| numbered in order, so as you don't get lost.             |
| THIS IS SIGN #1                                        |
|                                                          |
|                      - Sign Maker                        |
+----------------------------------------------------------+
~
D0
~
~
3 0 147
D2
~
~
0 0 103
D5
~
~
0 0 25001
S
#103
Halls of Sanctum~
~
~
You are in the Hall of Inner Sanctum.  You sense a feeling of peace and
well being extend over you.  The decour of the room somehow reminds you of
your home.  The walls are done in a soft ivory white with cherry wood beams
stretching across the ceiling.  This is just the beginning of the mud
school, there are still many more adventures in store for you, both in the
school and outside and beyond, traveler/adventurer.  Go east to train now
<optional>, and west to practice after level 3.  Travel down if you wish to
learn new languages, or up if you wish to see the Class Master.  
~
0 1075840008 0
Rd     0
D0
~
~
0 0 102
D1
~
~
0 0 104
D2
~
~
0 0 108
D3
~
~
0 0 106
D4
~
~
0 0 189
D5
~
~
0 0 153
S
#104
Furey's Waiting Room~
~
~
You are in a hallway made of stones.  It is dark and cold.  You see a
light coming from the east.  You can go east or west.  To the east is the
room of training where you go to train your attributes.  
~
0 1073742856 0
Rd     0
D1
~
~
0 0 105
D3
~
~
0 0 103
S
#105
Furey's Room of Training~
~
~
This is where you train.  Type train to see what attributes you can train.
~
0 1073742856 0
Rd     0
D3
~
~
0 0 104
S
#106
Hatchet's Waiting Room~
~
~
Bridget, Hatchet's secretary is here.  You hear next door the sounds of
people practicing.  
~
0 1073742856 0
Rd     0
D1
~
~
0 0 103
D3
~
~
0 0 107
S
#107
Hatchet's Room of Practice~
~
~
You are in Hatchet's practice room.  You notice that the walls are singed
from the mages practices.  Type prac to see what you can practice.  
~
0 1073742856 0
Rd     0
D1
~
~
0 0 106
S
#108
Hallway in School~
~
~
Before you stretches a pretty uniform hallway.  Nothing special, white
walls, white tile, and white lights.  But to the north you can see the
entrance to the mud school.  To the south, the hallway stretches on.  
~
0 1073741832 0
Rd     0
D0
~
~
0 0 103
D2
~
~
0 0 109
S
#109
Hallway in School~
~
~
You are in a hallway, you can go north or south.  The hallway looks pretty
uniform.  This hallway looks pretty much like the one North of it.  Here
are a few commands that you may want to know.  Type inv to see what items you
have in your inventory.  Type eq to see what equipment you're wearing where.
Type sc to see your character's score and statistics.  To the south you hear
the noise of stores and shops.
~
0 1073741832 0
Rd     0
D0
~
~
0 0 108
D2
~
~
0 0 110
S
#110
Inbetween the Stores~
~
~
Around you, are all types of different stores.  Up you can hear the faint
bubbling sounds of the magic shop.  Maybe the wizard is up to mixing more
potions.  Down is the donation pit, where the charitable adventurers offer
help to others.  From the east the heavenly aroma of fresh baked bread comes
to you, to the east is naturally, the bakery.  To the west, you hear the
faint jingling of coins, there is the adventure supplies store.  You hear a
hammer and the sound of curses and fighting, coming from the south.  
~
0 1073741832 0
Rd     0
D0
~
~
0 0 109
D1
~
~
0 0 111
D2
~
~
0 0 115
D3
~
~
0 0 112
D4
~
~
0 0 114
D5
~
~
0 0 113
S
#111
Mohia's Bakery~
~
~
The aroma of fresh baked bread hits you like a hammer.  Suddenly you feel your
mouth watering, and you can't help gazing yearningly at the loaves of bread.
You notice there seems to be a few other things you can buy that are on
display.  Type list to see a list of things you can buy.
~
0 1073742856 0
Rd     0
D3
~
~
0 0 110
S
#112
Phino's Adventuring Supplies~
~
~
The smell of charred wood, old leather, and other such things come to you as
you enter this room.  You notice that the shelves along behind the store
keeper are lined with torches, bags, and waterskins.  You wonder how old
that water really is.  To see a list of items you can buy, type list.
~
0 1075840008 0
Rd     0
D1
~
~
0 0 110
S
#113
Pit of Sacrifices~
~
~
Here is where you put items that you no longer need, or get items that
you can't find.  Type get item box to get something from the box and type
put item box to get something from the box.  
~
0 1073741824 0
Rd     0
D4
~
~
0 0 110
S
#114
Zornak's Magic Shop~
~
~
You look around the room and notice that there are walls upon walls of
bottles, flasks, scrolls, and other things.  You wonder how Zornak can possibly
keep everything organized!  But when you but things, he seems to find it
speedily enough.  Type list to see a list of items you can buy.
~
0 1073742856 0
Rd     0
D5
~
~
0 0 110
S
#115
Hallway in School~
~
~
You notice that the sounds of the hammer and now, you can make out swearing,
are louder then the fighting.  The noise of the stores to the north however,
are quite present.  You wonder how anyone can live through all this noise.
~
0 1073741832 0
Rd     0
D0
~
~
0 0 110
D2
~
~
0 0 116
S
#116
A Bend in the Way~
~
~
Here there's a bend in the hallway.  You can hear the sounds of the hammer
and the cursing very near by now.  The fighting however still sounds distantly
off to the east.
~
0 1073741832 0
Rd     0
D0
~
~
0 0 115
D1
~
~
0 0 117
S
#117
Hallway Above Sign Maker's~
~
~
You are above the Sign Maker's workshop.  Below are the hammering sounds and
the swearing you hear earlier.  It makes you curious to see what's going on
down there.  The fighting you heard off to the east has decidedly gotten
louder.  Maybe it requires investigation.  Or a little curiousity.
~
0 1073741832 0
Rd     0
D1
~
~
0 0 119
D3
~
~
0 0 116
D5
~
~
0 0 118
S
#118
The Sign Maker's Residence~
~
~
The room here seems to be rather cluttered with half made signs.  You notice
the man here glare at you as he continues to mutter to himself.  It sounded
something like "stress," you're not sure though.  The floor is covered with
paint, and the only clear place seems to be a table near you covered with
papers.  They seem to be orders for signs.  Quite a few papers are on the
table, no wonder the poor Sign Maker is stressing.  You realize that the
hammer sounds are coming from the Sign Maker as are the curses, as he
attempts to adjust the side of a sign.
~
0 1073741832 0
Rd     0
D4
~
~
0 0 117
S
#119
Last Point~
~
~
This is the last place you will be able to rest peacefully.  If resting to th
sounds of fighting below can be called peaceful.  There are a few things you
should know before you start.  If you get hurt while fighting, type rest or
sleep.  Sleep regenerates your hit points faster, however it makes you less
aware of things that are happening around you as rest would.  To attack the
monsters/critters that you'll find down there, type kill <monster> then when
the monster is dead, type get all corpse to get all the goodies from the
corpse.  After this, type sac corpse to sacrifice the corpse to your god.
Your god will reward you for this.  Remember, type con <monster> before you
try to kill a monster!  It could save your life!
~
0 1073741836 0
Rd     0
D3
~
~
0 0 117
D5
~
~
0 0 120
S
#120
Middle of Cage Room~
~
~
You notice that there are screams of combat all around you.  Except the
ones off to the east seem to be farther away.  Beyond there lies the hall
of aggression.  Somewhere that you can go after you've gained a few levels.
The adept here is to help you, so do NOT attack the adept!
~
0 1075840012 0
Rd     0
D0
~
~
0 0 121
D1
~
~
0 0 124
D2
~
~
0 0 131
D3
~
~
0 0 122
D4
~
~
0 0 119
D5
~
~
0 0 123
S
#121
Blob Cage~
~
~
In this cage, you see remains of the blob splattered all over the wall.  There
are quite a few remains of other adventurers here.  Maybe it'd be best to
consider this blob before attacking it.  Your only exit is south.
~
0 1073741832 0
Rd     0
D2
~
~
0 0 120
S
#122
Cage of Decimation~
~
~
You notice as you look around the cage that there are few remains that look
human, yet many that are from the monster.  The cage seems to be moderately
kept, but there is blood on the floor.  The only exit is east.
~
0 1073741832 0
Rd     0
D1
~
~
0 0 120
S
#123
The Basement~
~
~
The room you are in is dark and danky and smells of fetid mold and rot. 
It is too dim to really see cleary.  You hear scurrying noises coming from
the corner.  To the north you see an old &Gdoor&Y &z&walmost falling off of
its hinges with decay.  To the west there is a huge &Gcrate&Y &z&wof some
sort blocking the passage like a wall.  To the east &Gboxes&Y &z&w are piled
high.  The south seems to obscured by more &Gjunk.  
~
0 1073741836 0
Rd     0
D0
~
door~
3 0 154
D1
~
boxes~
3 0 166
D2
~
junk~
3 0 162
D3
~
crate~
3 0 158
D4
~
~
0 0 120
S
#124
State of Inbetween~
~
~
You are between the Hall of Aggression and the Cage Room.  To the east
are aggressive creatures that will attack you.  Here at least, is momentary
peace from all the fighting in the other room.  You see a creaky unstable
looking staircase leading up.  
~
0 1073741836 0
Rd     0
D1
~
~
0 0 125
D3
~
~
0 0 120
D4
~
~
0 0 171
S
#125
Hall of Aggression~
~
~
You are in the Hall of Aggression.  Around you there are the sounds of
creatures rattling around in their cages.  You notice that the screams
seem to fit with a scene from a psycho movie.  This room actually seems to be
rather quiet.  The tiling is a nice brown color with little black dots. Oops,
those black spots are blood, not part of the tile....
~
0 1073741832 0
Rd     0
D0
~
~
0 0 126
D1
~
~
0 0 127
D2
~
~
0 0 128
D3
~
~
0 0 124
D4
~
~
0 0 130
D5
~
~
0 0 129
S
#126
Ygre's Cage of Insanity~
~
~
You notice that the cage is a mess.  It seems Ygre is too arrogant to even
clean the cage he's been exiled too.
~
0 1073741832 0
Rd     0
D2
~
~
0 0 125
S
#127
Room of Bugs~
~
~
This cage seems to make your skin crawl.  Then you realize, it's not your
skin.  There's actually bugs all over your skin!  You're covered with fleas!
Hope you have enough blood to stay alive while fighting here....
~
0 1073741824 0
Rd     0
D3
~
~
0 0 125
S
#128
The Cage of Demoted Gods~
~
~
Here, Zoar has been exiled for turning into a snapped creator.  You notice
that there are however, various implements around the room that you really
don't want to take a close look at.
~
0 1073741832 0
Rd     0
D0
~
~
0 0 125
S
#129
Trimek's Dungeon~
~
~
You notice this room seems rather big.  Then you realize why, the dragon
seems small.  Still, there are scorch marks along the walls, and claw marks
in the wall.  Maybe this dragon isn't so weak, or maybe it's predecessor was
different.  
~
0 1073741824 0
Rd     0
D4
~
~
0 0 125
S
#130
Xacier's Cage~
~
~
As you enter the first thing you notice is the spit on the ground.  The second
is all the ranting and raving of Xacier about how unfair the justice of the
land is.  You come to the conclusion that just for his mouth, he should have
15 years.  Maybe you better kill him before he wakes up something bigger.
~
0 1073741824 0
Rd     0
D5
~
~
0 0 125
S
#131
Dark Hallway~
~
~
This dark hallway leads to the north to the adept. South of here is a strange
room. You are not quite sure if you should explore there yet, but you gather
your courage and proceed southwards...
~
0 1073741828 0
Rd     0
D0
~
~
0 0 120
D2
~
~
0 0 132
S
#132
Where are you?~
~
~
You seem to notice that this room doesn't have any obvious exits.  Perhaps
it's time for you to learn how to find your own exits here.  You're almost
done with the mud school if you're ready to go through here.  If you haven't
gone through all the cage rooms yet, go back!!!  G'luck finding your exit.
~
0 1073741824 0
Rd     0
D0
~
~
0 0 131
D1
You see a huge door that's LOCKED, better find the key if you plan to get
through it.
~
door~
7 132 135
D3
This door is not locked, just closed.  You don't need a key to get through
just open it.
~
door~
3 0 133
S
#133
A Small Tunnel~
~
~
You notice that you've suddenly found yourself in a small tunnel.  What could
have possibly made a small tunnel in the mud school?!  Then you hear a slight
bouncing noise off to the west.  Bouncey?....
~
0 1073741824 0
Rd     0
D1
~
~
3 0 132
D3
~
~
0 0 134
S
#134
Key Creature's Den~
~
~
You've stumbled into a rather comfortable looking den.  Then you notice a
hyper little cuddly creature bouncing all over it.  It must be the resident of
this den.  Isn't it just so cute that it gives you heartburn?  (Warm Fuzzies)
~
0 1073741824 0
Rd     0
D1
~
~
0 0 133
S
#135
Don Juan's Study~
~
~
In this cozy study, you find a smiling man.  He gazes at you with almost
paternal warmth.  Then you realize, he IS your final test!  Ooops!  Oh well,
everyone hates their father, after all....you notice a door off to the
south.
~
0 1073741824 0
Rd     0
D2
~
~
3 0 136
D3
~
~
7 0 132
S
#136
Entry into the Pit~
~
~
This is the entry into the pit area following the mud school.  As you
gaze across the pit you should be able to see various animals to use to hone
your skills even further.  
~
0 1073741828 0
Rd     0
D0
~
~
3 0 135
D1
~
~
0 0 137
D2
~
~
0 0 149
D3
~
~
0 0 151
D4
~
~
0 0 152
S
#137
North East Corner~
~
~
You're in the North East corner of the Pit of Decay.  You notice that there is
a small neat little pile of bones that have been left here.  Then you notice
that something about it still seems to be moving.  You realize that it's snakes
crawling through the bones.  Ick!  The stench here seems to be unconquerable
as you go through this pit, trying to find somewhere that you can enjoy your
lunch!
~
0 1073741824 0
Rd     0
D2
~
~
0 0 144
D3
~
~
0 0 136
D4
~
~
0 0 152
S
#138
Maggot Room~
~
~
You enter a room that seems to be filled with maggots.  The floor is absolutely
covered with them!  You notice that there's a small pile off to one side that
the maggots seem to be crawling all over.  You don't want to know what poor
unfortunate soul that was.
~
0 1073741824 0
Rd     0
D0
~
~
0 0 146
D1
~
~
0 0 140
D2
~
~
0 0 139
D3
~
~
0 0 141
D4
~
~
0 0 152
S
#139
Along the South Wall~
~
~
Along this wall, you notice there's a huge heap of trash that's collected
here.  Maybe that's a good thing.  It shows that perhaps someone's cleaning up
here after all.  Then you realize, the trash heap is moving.  Maybe it's not
such a good thing after all....
~
0 1073741824 0
Rd     0
D0
~
~
0 0 138
D1
~
~
0 0 142
D3
~
~
0 0 143
D4
~
~
0 0 152
S
#140
Along the East Wall~
~
~
The ground is covered in what appears to be some undesirable mix of
garbage and left over segmants of various other...  Things...  Maybe this is
where that stench is coming from.  Looking for a quick exit, you spot a
roiling mass of something or other off to the west.  Maybe that's people in
danger, or maybe they're just more of those wonderfully disgusting features
of this pit.  
~
0 1073741824 0
Rd     0
D0
~
~
0 0 145
D2
~
~
0 0 142
D3
~
~
0 0 138
D4
~
~
0 0 152
S
#141
Along the West Wall~
~
~
The heat of this place is unbearable!  Why is this such a hot house?  Then you
see another bug crawl by.  Oh, the bugs, that's right.  You almost forgot
about them, didn't you?  Well, they haven't forgotten you!  Nor have those
other wonderful leeches, maggots, chickens, oh what a wonderful scene.  Then
you glance down and realize, oops, you're treading on someone's toes,
literally.
~
0 1073741824 0
Rd     0
D0
~
~
0 0 147
D1
~
~
0 0 138
D2
~
~
0 0 143
D4
~
~
0 0 152
S
#142
South East Corner~
~
~
In this corner of the pit, you notice that written in blood is an odd
message.  "Omni was here" has been scrawled by some delinquent!  Oh no!
However, before you can report this, you find your footing slipping, carrying
you away to another room.  Maybe you should watch your footing?
~
0 1073741824 0
Rd     0
D0
~
~
0 0 140
D3
~
~
0 0 139
D4
~
~
0 0 152
S
#143
South West Corner~
~
~
Crawling into this corner, you find a teensy tiny little draft that must
be seeping through the cracks in the wall.  You wonder, where did all this
ooze come from?!  Who created all this?!  Is there no end to it all?  With
weary resignation, you continue to plod on in this pit.  Oh wait, you can
just go up to escape all this.  
~
0 1073741824 0
Rd     0
D0
~
~
0 0 141
D1
~
~
0 0 139
D4
~
~
0 0 152
S
#144
Along the East Wall~
~
~
You find yourself needing rest.  But looking down, you can't bring yourself
to set yourself down in all the ooze around you.  You begin to feel faint, then
realize, it's not you.  It's all the bugs crawling around here, they're moving
you!
~
0 1073741824 0
Rd     0
D0
~
~
0 0 137
D2
~
~
0 0 145
D3
~
~
0 0 149
D4
~
~
0 0 152
S
#145
Along the East Wall~
~
~
You look around and glance at the near by wall.  Someone has scrawled there in
some unidentifiable substance the words, "This place is the pits!"  You also
notice that there are some minute looking bugs, eating away at whatever the
message was written in.  Perhaps it's not so good to anger these bugs.
~
0 1073741824 0
Rd     0
D0
~
~
0 0 144
D2
~
~
0 0 140
D3
~
~
0 0 146
D4
~
~
0 0 152
S
#146
Safe Haven of the Pit~
~
~
Looking down in surprise, you realize, you're standing on moderately clean
ground!  The only ooze on this floor is that from the previous pairs of feet
that have tracked it through.  Then, another surprise comes, there's no bugs
here to pester you.  A general aura of peace extends from the healer.  Maybe
you've finally found that nice spot to have your lunch.  Still hungry?
~
0 1073742852 0
Rd     0
D0
~
~
0 0 149
D1
~
~
0 0 145
D2
~
~
0 0 138
D3
~
~
0 0 147
D4
~
~
0 0 152
S
#147
Along the West Wall~
~
~
Crawling through all this ooze has really helped you work up an appetite.
Too bad there only seems to be ooze, ooze, and more ooze.  Oh wait, what's that
to the east?  Maybe there's hope of some sanctuary after all!  Not to mention
a place to eat your lunch!
~
0 1074143246 0
Rd     0
D0
~
~
0 0 148
D1
~
~
0 0 146
D2
~
~
0 0 141
D4
~
~
0 0 152
S
#148
Along the West Wall~
~
~
Lying under a pile of the strange ooze of the pit, lies what looks like some
type of mound.  At a closer glance however, you realize that the ooze is
actually covering the remains of some poor adventurer.  But, the ooze is
beginning to eat away at the remains!  Ick, maybe it does serve a purpose
after all.  You wonder if it waits for you to die, first.
~
0 1073741824 0
Rd     0
D0
~
~
0 0 151
D1
~
~
0 0 149
D2
~
~
0 0 147
D4
~
~
0 0 152
S
#149
The Pit of Decay~
~
~
You find yourself in the actual pit, itself.  The ground is covered with a
thick ooze that looks slimy.  You hope you don't fall into it!  Around you a
horrid stench rises and makes you reel.  Altogether, you're looking forward to
getting out of this place sometime soon!  Oh look, there's a finger lying in
the ooze.
~
0 1073741824 0
Rd     0
D0
~
~
0 0 136
D1
~
~
0 0 144
D2
~
~
0 0 146
D3
~
~
0 0 148
D4
~
~
0 0 152
S
#150
~
~
~
~
0 0 0
Rd     0
D4
~
~
0 0 152
S
#151
North West Corner~
~
~
This corner is surrounded by a strange ooze that is unlike other places.
Then you realize why, it's pulsating a faint orange!  Uhg, and now it's
moving!  Oh no!  Oh wait, now it's not, and it's not glowing either.  It's just
a rotting orange and banana peel being carried off by a chicken.  You realize
that you're now beginning to sweat, too bad there's no wind in here.  It just
might have improved the smell!
~
0 1073741824 0
Rd     0
D1
~
~
0 0 136
D2
~
~
0 0 148
D4
~
~
0 0 152
S
#152
Safe Room~
~
~
Here you find yourself in a small, quiet room which is seperate from the
pit below.  You have a strange feeling of peace and safety here which wasn't 
apparent to you in the area below.
~
0 1075840004 0
Rd     0
D4
~
~
0 0 25001
S
#153
Canth's Language Study Hall~
~
~
This is where you learn languages.  Type learn to see what languages you can
learn.
~
0 1032 0
Rd     0
D4
~
~
0 0 103
S
#154
A Room in the Basement~
~
~
The hallway continues north and south.  The mustiness pervails throughout
the whole basement and the smells get into your hair and clothes and assail
your nostrils with an unpleasant scent.  
~
0 8 0
Rd     0
D0
~
~
0 0 155
D2
~
~
3 0 123
S
#155
A Room in the Basement~
~
~
You have come to the end of the hallway.  You see that there are rooms to
your west and east.  You can smell the dust and cold and damp all at once. 
There are cobwebs hanging in your face and you have to wonder what creature
lives in these parts.  Or how they can at all.  
~
0 8 0
Rd     0
D1
~
~
0 0 157
D2
~
~
0 0 154
D3
~
~
0 0 156
S
#156
A Room in the Basement~
~
~
There is a fireplace that has long been put out of its misery in this
room.  In front of the fireplace is a box with a bowl in front of it with a
small bone in it.  The walls are wooded and the floor is covered with dirt. 
The only way out is to the east.  
~
0 8 0
Rd     0
D1
~
~
0 0 155
S
#157
A Room in the Basement~
~
~
This room has a small window in the corner but you cannot see out for the
windows are tinted black.  There are shelves placed here and old books
stored here.  In the corner is a small faded cushion.  The only exit is to
the west.  
~
0 8 0
Rd     0
D3
~
~
0 0 155
S
#158
A Room in the Basement~
~
~
You are standing in a hallway in the basement.  It is dark and damp and
smells musty, none too good.  You can hear the wind coming in from some
opening in some window.  The hallway continues to the west.  
~
0 8 0
Rd     0
D1
~
~
3 0 123
D3
~
~
0 0 159
S
#159
A Room in the Basement~
~
~
The hallway diverges to the west and east from here.  The hallways is
dimly lit and water drips from the ceiling on to your head.  The color of
the water is black.  You can go east back down the hallway or go west or
east.  
~
0 8 0
Rd     0
D0
~
~
0 0 160
D1
~
~
0 0 158
D2
~
~
0 0 161
S
#160
A Room in the Basement~
~
~
This room seems to have gotten the attention of all the spiders of the
realm.  One web catches your eye as it seems to be not of a normal sized
spider.  As a matter of fact it looks like a hammock cause it is so big.  
~
0 8 0
Rd     0
D2
~
~
0 0 159
S
#161
A Room in the Basement~
~
~
This room is where some food had been stored from ages ago.  But it
seemed to have attracted all sorts of bugs.  There is rotting food in a
small crate and here and there roaches crawl around.  
~
0 8 0
Rd     0
D0
~
~
0 0 159
S
#162
A Room in the Basement~
~
~
This room is dimly lit, and you can see a candle lying on the ground,
dripping wax on the floor.  You also see the remains of a small creature,
that must have died a while ago.  Exits lead north and south.  
~
0 8 0
Rd     0
D0
~
~
3 0 123
D2
~
~
0 0 163
S
#163
A Room in the Basement~
~
~
The sound of dripping water can be heard, and upon further inspection,
you discover a leak in the ceiling.  Carefully avoiding it, you manage to
stay dry.  Exits lead to the north, east and west.  
~
0 8 0
Rd     0
D0
~
~
0 0 162
D1
~
~
0 0 165
D3
~
~
0 0 164
S
#164
A Room in the Basement~
~
~
Nothing of much significance in here.  Just a few cobwebs that are
hanging from the ceiling causes there to be something to look at.  Nothing
to look at except for a lot of fly feces smeared all over petrifying. 
From the size of the feces you know it's not from a small fly.  The only
exit is to the east.  
~
0 8 0
Rd     0
D1
~
~
0 0 163
S
#165
A Room in the Basement~
~
~
The musty smell here is very difficult to stand.  Without any sort of
ventilation, it is not easy to breath the air without wheezing and coughing.
An exit leads to the west.
~
0 8 0
Rd     0
D3
~
~
0 0 163
S
#166
A Room in the Basement~
~
~
The eerie feeling of the basement causes you to get goosebumps all over
your body.  You can only hope that it is not as scary as it looks down here.
Exits lead to the east and west.  
~
0 8 0
Rd     0
D1
~
~
0 0 167
D3
~
~
3 0 123
S
#167
A Room in the Basement~
~
~
You have entered a room which has exits leading in all directions. 
Confused which way to go, it might be a good idea to choose soon.  A
scratching noise can be heard coming from the west.  
~
0 8 0
Rd     0
D0
~
~
0 0 169
D1
~
~
0 0 170
D2
~
~
0 0 168
D3
~
~
0 0 166
S
#168
A Room in the Basement~
~
~
You hear a noise in the far corner of the room, which startles you. 
Looking around, you see a shadow running for cover.  Unnerved but unharmed,
you carry on.  Exits lead to the north.  
~
0 8 0
Rd     0
D0
~
~
0 0 167
S
#169
A Room in the Basement~
~
~
This room looks very similar to the rest of the basement.  Paint chips
are flaking off the walls here, and a musty odor prevails.  An exit leads to
the south.  
~
0 8 0
Rd     0
D2
~
~
0 0 167
S
#170
A Room in the Basement~
~
~
Looking around here, you see a wall that has many cracks in it and has
spiders crawling on it.  It frightens you, and you take a step back in fear.
The only exit is to your west 
~
0 8 0
Rd     0
D3
~
~
0 0 167
S
#171
Entrance to the Mud School Attic~
~
~
You have entered the attic of the mud school.  The creaking staircase
leading down does not look too safe, and in fact, has a few broken stairs. 
Being careful seems to be a good thing. &RExits lead north and down.
~
0 8 0
Rd     0
D0
~
~
0 0 172
D5
~
~
0 0 124
S
#172
Mud School Attic~
~
~
The sun shines through a crack in the roof, hitting you in the face. 
While not making the room bright, it does allow you to see better.  The room
is very dusty and stuffy, as there are no windows here.  
&RExits lead in all directions but up and down.
~
0 12 0
Rd     0
D0
~
~
0 0 181
D1
~
~
0 0 173
D2
~
~
0 0 171
D3
~
~
0 0 177
S
#173
Mud School Attic~
~
~
Walking through here stirs up a tremendous amount of dust, causing you to
cough.  There is not a whole lot that is of interest in this particular
room, other than small footprints in the dust.  
&RExits lead to the east and west.
~
0 8 0
Rd     0
D1
~
~
0 0 174
D3
~
~
0 0 172
S
#174
Mud School Attic~
~
~
This room seems to be a little bit darker than the other ones.  It also
reeks of decay, as if something may have died here a long time ago.  
&RExits lead north south and west.
~
0 8 0
Rd     0
D0
~
~
0 0 175
D2
~
~
0 0 176
D3
~
~
0 0 173
S
#175
Mud School Attic~
~
~
The room is cluttered with leftover junk that is piled in a corner. 
Everything you could possibly imagine is here, most of it worthless.  
&RAn exit leads south.
~
0 8 0
Rd     0
D2
~
~
0 0 174
S
#176
Mud School Attic~
~
~
This part of the attic has a few relics that are gathering dust, but
other than that it is completely empty.  Looking around, you see nothing of
interest.  
&RAn exit leads to the north.
~
0 8 0
Rd     0
D0
~
~
0 0 174
S
#177
Mud School Attic~
~
~
For some reason, this room is extremely clean.  There is no dust and it
appears that it is well taken care of.  For what reason, and by whom, you
cannot say.  
&RExits lead to the west and east.
~
0 12 0
Rd     0
D1
~
~
0 0 172
D3
~
~
0 0 178
S
#178
Mud School Attic~
~
~
A single window lies on the western wall here, but it is so dirty, that
you cannot even see out of it.  Boxes lie piled in the corner, filled with
clothes.  
&RExits lead north east and south.
~
0 8 0
Rd     0
D0
~
~
0 0 180
D1
~
~
0 0 177
D2
~
~
0 0 179
S
#179
Mud School Attic~
~
~
Looking around, you notice something scurrying into the corner.  Upon
further inspection, you discover a small mouse hiding among the trash.  You
decide it is not worth your trouble to bother it.  
&RAn exit leads to the north.
~
0 8 0
Rd     0
D0
~
~
0 0 178
S
#180
Mud School Attic~
~
~
With every step, the dust gets worse and worse.  This appears to be a
room that noone ever comes into, and for good reason.  Lying in the midlle
of the room is a coffin.  You decide not to check to see if it is occupied
or not.  
&RThe only exit is south.
~
0 8 0
Rd     0
D2
~
~
0 0 178
S
#181
Mud School Attic~
~
~
This room is extremely hot and stuffy feeling.  You do not feel
comfortable at all in here, and decide you should head elsewhere.  
&RExits lead north and south.
~
0 8 0
Rd     0
D0
~
~
0 0 182
D2
~
~
0 0 172
S
#182
Mud School Attic~
~
~
Walking through here, you find nothing of any significance, other than
some cobwebs hanging from the wooden posts in the ceiling.  You wonder where
all the spiders went to.
&RExits lead in all directions but up and down.
~
0 8 0
Rd     0
D0
~
~
0 0 185
D1
~
~
0 0 184
D2
~
~
0 0 181
D3
~
~
0 0 183
S
#183
Mud School Attic~
~
~
The only thing of note in here, is a chair that is covered with a white
sheet.  Or is that a ghost!?  
&RAn exit leads east.
~
0 8 0
Rd     0
D1
~
~
0 0 182
S
#184
Mud School Attic~
~
~
There is a stain on the floor here, but it is difficult to tell what it
is from.  Perhaps it is blood, in which case, you better be careful of what
is lurking.  
&RAn exit leads west.
~
0 8 0
Rd     0
D3
~
~
0 0 182
S
#185
Mud School Attic~
~
~
This room is very well lit, and a candle burns brightly in the middle of
the room.  Then a strong breeze comes through and blows it out.  You hear
snickering in coming from somewhere.  
&RExits lead north and south.
~
0 12 0
Rd     0
D0
~
~
0 0 186
D2
~
~
0 0 182
S
#186
Mud School Attic~
~
~
Another window lies on the south wall here, but the grime that covers it
doesn't allow you to get a view of what is outside.  Noone has cleaned the
window for a good ten years or more.  
&RThe attic continues east, south or west.
~
0 8 0
Rd     0
D1
~
~
0 0 188
D2
~
~
0 0 185
D3
~
~
0 0 187
S
#187
Mud School Attic~
~
~
Walking into this room, something grabs your attention.  You can't
pinpoint what it is, but you are on your guard for any suprises that could
pop up.  
&RThe only exit is east.
~
0 8 0
Rd     0
D1
~
~
0 0 186
S
#188
Mud School Attic~
~
~
The floor creaks as you put pressure on the old wooden boards.  The floor
looks as if it could collapse at anytime, which could be very dangerous.  It
might be a good idea to leave now.  
&RWest is the only exit.
~
0 8 0
Rd     0
D3
~
~
0 0 186
S
#189
Malthius' Office~
~
~
You have entered Malthius' office.  It is a circular room, with a long
table stretching along the wall.  A desk sits in the centre of the room with
a chair situated behind it.  This is the Class Masters office, and it is
always open.  
~
0 394240 0
Rd     0
D5
~
~
0 0 103
S
#0



#SPECIALS
M 108 spec_cast_undead
M 110 spec_healer
M 126 spec_healer
M 128 spec_teacher
S



#GAMES
S



#RESETS
M 0 100 1 100
O 0 143 0 102
M 0 129 1 102
M 0 101 1 103
M 0 102 1 104
M 0 103 1 105
M 0 104 1 106
M 0 105 1 107
M 0 107 1 111
G 0 119 0
G 0 157 0
M 0 108 1 112
G 0 120 0
G 0 121 0
G 0 122 0
O 0 123 0 113
P 0 121 0 123
P 0 120 0 123
P 0 119 0 123
P 0 135 0 123
P 0 136 0 123
P 0 137 0 123
P 0 138 0 123
P 0 139 0 123
P 0 140 0 123
M 0 106 1 114
G 0 118 0
M 0 109 1 118
E 0 124 0 22
M 0 110 1 120
M 0 113 1 121
E 0 128 0 12
G 0 138 0
M 0 112 1 122
E 0 127 0 3
E 0 127 0 4
M 0 111 1 123
E 0 126 0 1
E 0 126 0 2
O 0 152 0 123
O 0 125 0 124
M 0 114 1 126
M 0 118 1 127
E 0 141 0 14
M 0 115 1 128
E 0 129 0 18
E 0 129 0 19
M 0 116 1 129
E 0 130 0 6
M 0 117 1 130
E 0 131 0 11
M 0 120 1 134
E 0 132 0 22
E 0 133 0 17
M 0 119 1 135
E 0 134 0 22
M 0 121 5 138
M 0 122 1 139
M 0 110 1 144
M 0 125 5 145
E 0 142 0 16
M 0 126 1 146
M 0 124 5 147
M 0 123 6 148
M 0 128 1 153
M 0 130 1 156
M 0 131 1 157
M 0 132 1 160
M 0 133 1 161
M 0 134 1 164
M 0 135 1 165
E 0 150 0 22
M 0 136 2 168
M 0 136 2 169
M 0 138 1 172
E 0 153 0 22
M 0 137 2 175
E 0 155 0 11
M 0 137 2 176
E 0 155 0 11
M 0 140 1 179
M 0 141 1 180
M 0 139 2 183
E 0 154 0 3
M 0 142 2 187
M 0 142 2 188
M 0 143 1 189
S



#SHOPS
106 4 10 2 0 0 100 100 0 24
107 19 0 0 0 0 120 80 0 24
108 15 1 17 0 0 110 80 0 24
0



#$