/
Crimson2/alias/
Crimson2/area.tmp/
Crimson2/area.tmp/AnomalySpaceDock/
Crimson2/area.tmp/AnomalyStation/
Crimson2/area.tmp/AntHill/
Crimson2/area.tmp/ArcticTerrarium/
Crimson2/area.tmp/BuilderCity/
Crimson2/area.tmp/Dungeon/
Crimson2/area.tmp/MiningDock/
Crimson2/area.tmp/PipeSystem/
Crimson2/area.tmp/RattArea/
Crimson2/area.tmp/RobotFactory/
Crimson2/area.tmp/SilverDale/
Crimson2/area.tmp/StarshipFearless/
Crimson2/area.tmp/StationConduits/
Crimson2/area.tmp/TerrariumAlpha/
Crimson2/area.tmp/TerrariumBeta/
Crimson2/area.tmp/TestArea/
Crimson2/area.tmp/Void/
Crimson2/area/
Crimson2/area/AnomalySpaceDock/
Crimson2/area/AnomalyStation/
Crimson2/area/MiningDock/
Crimson2/area/PipeSystem/
Crimson2/area/SilverDale/
Crimson2/area/StationConduits/
Crimson2/area/Void/
Crimson2/board/
Crimson2/clone/
Crimson2/lib/
Crimson2/mole/
Crimson2/mole/mole_src/HELP/
Crimson2/player/
Crimson2/util/
Crimson2/wldedit/
Crimson2/wldedit/res/
#1650
gruesome statue~
Gruesome Statue~
A gruesome statue rests in the middle of the corridor.~
The status is of a grotesque four-legged winged creature with a terrible, 
twisted face. The statue appears to be giving you a warm smile. 
~
OTHER DARK NOWEAR
0 0 0 0
-1 0 0
P
@entry~
{
  if(ObjectCount(EVENT_THING,1653)==0) {
    SendAction(CODE_THING,EVENT_THING,SEND_DST|SEND_CAPFIRST,"^a$a $n bars your entry into the room.\n");
    BLOCK_CMD=TRUE;
  }
}~
#1651
large spindly statue~
Large spindly statue~
A large, spindly statue looms ominously in the centre of the corridor.~
The statue is of a tall, four-limbed creature. The limbs each have 6 joints, 
and are thin to the point of fragility. The face is adorned by a long, 
slender beak and bulbous eyes. The beak-face appears to be giving you a warm 
smile. 
~
OTHER DARK NOWEAR
0 0 0 0
-1 0 0
P
@entry~
{
  if(ObjectCount(EVENT_THING,1654)==0) {
    SendAction(CODE_THING,EVENT_THING,SEND_DST|SEND_CAPFIRST,"^a$a $n bars your entry into the room.\n");
    BLOCK_CMD=TRUE;
  }
}~
#1652
stout blocky statue~
Stout blocky statue~
A stout, blocky statue is here, blocking most of the corridor.~
The statue is of a stout tri-pedal creature. Four horns protrude from the 
creature's face, which is centred in the middle of what could be considered 
it's chest. You can just make out a warm smile on its twisted face. 
~
OTHER DARK NOWEAR
0 0 0 0
-1 0 0
P
@entry~
{
  if(ObjectCount(EVENT_THING,1655)==0) {
    SendAction(CODE_THING,EVENT_THING,SEND_DST|SEND_CAPFIRST,"^a$a $n bars your entry into the room.\n");
    BLOCK_CMD=TRUE;
  }
}~
#1653
gruesome figurine~
Gruesome figurine~
A gruesome figurine is lying on the floor~
The figurine is of a grotesque four-legged winged creature with a terrible, 
twisted face. The figurine appears to be giving you a look of rage.
~
OTHER DARK NOWEAR
0 0 0 0
1 0 0
A
MOVE 246
#1654
large spindly figurine~
Large spindly figurine~
A large, spindly figurine is lying on the floor~
The figurine is of a tall, four-limbed creature. The limbs each have 6 
joints, and are thin to the point of fragility. The face is adorned by a 
long, slender beak and bulbous eyes. The beak-face appears to be twisted in 
rage... at YOU! 
~
OTHER DARK NOWEAR
0 0 0 0
1 0 0
A
POWER 246
#1655
stout blocky figurine~
Stout blocky figurine~
A stout, blocky figurine is lying on the ground~
The statue is of a stout tri-pedal creature. Four horns protrude from the 
creature's face, which is centred in the middle of what could be considered 
it's chest. You can just make out its face, twisted in rage. 
~
OTHER DARK NOWEAR
0 0 0 0
0 0 0
A
HIT 246
#1656
builder couch~
Builder Couch~
A builder couch is here... hmmm looks comfortable.~
The builder couch looks like a long, slender bench covered in nice soft 
cushioning. Perhaps, by lying on the couch, you could PRACTICE here. (type 
"practice"). 
~
OTHER GLOW NOWEAR
0 0 0 0
-1 0 0
P
@command~
{
  if(CharPractice(EVENT_THING,COMMAND,SF_APPORTATION,0,60)) {
    BLOCK_CMD=TRUE;
    stop;
  }
}~
#1657
message pad scratch paper~
Message Pad~
an old pad of paper is lying on the ground~
The pad has a message printed neatly on it: "Day 15. We are newly arrived to 
the far side of the first 'Maze' at a great cost in time and blood. Our 
sensors indicate at least two more catacombs lie ahead. Unfortunately, not 
all of us are fit to carry on. I have decided to split the group; MacGuire 
and Danfort will return the way we have come, along with the sick or 
wounded. I will carry on ahead with Tufort, Gumbo, and seven others. God 
willing, the next catacombs won't be like the last. -- Dr. Mary J. 
Greenwood"
~
OTHER CARRY2USE NOWEAR
0 0 0 0
1 0 0
$