/
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/
diff -bB ./maze1.rst old/maze1.rst
2,14c2,3
< The Maze Level 1: The maze was created by the builders to challenge and
< test their young. It as since become the home to serveral "tennants" who 
< don't particularly care for visitors.
< 
< Level 1 features a simple puzzle of "get the pegs & put them in their baskets".
< Successfull completion of the puzzle will gain exp and a +1 int necklace. 
< Note the puzzle doesn't have to be solved to get through the maze - a feat
< which also yields a one-time exp prize. Each exp bonus may only be granted
< once per player, regardless of death.
< 
< -Corbin
< ~
< 18 20 RESET-WHEN-EMPTY
---
> Put your description here....~
> 18 120 RESET-WHEN-EMPTY
diff -bB ./maze2.mob old/maze2.mob
1,57d0
< #1650
< gruesome specter~
< Gruesome specter~
< A gruesome specter is floating nearby~
< The specter is of a grotesque four-legged winged creature with a terrible, 
< twisted face. The figurine appears to be giving you a look of rage. 
< ~
< TRACKER|STAYAREA|RPUNCTURE|RSLASH|RCONCUSSIVE|RHEAT|RLASER|RACID|RPOISON INVIS|BREATHWATER|DARKVISION|SEEINVIS|HIDDEN|PHASEWALK 0 S
< 15 45 34 1d45+50 2d11+5
< 0 225
< STANDING NONE SEXLESS
< P
< @AFTERCOMMAND~
< {
<   if(ObjectCount(EVENT_THING,1653)) {
<     FightStart(CODE_THING,EVENT_THING);
<   }
< }~
< #1651
< large spindly specter~
< Large spindly specter~
< A large spindly specter is floating nearby~
< The specter 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! 
< ~
< TRACKER|STAYAREA|RPUNCTURE|RSLASH|RCONCUSSIVE|RHEAT|RLASER|RACID|RPOISON INVIS|BREATHWATER|DARKVISION|SEEINVIS|HIDDEN|PHASEWALK 0 S
< 15 45 34 1d45+50 2d11+5
< 0 225
< STANDING NONE SEXLESS
< P
< @AFTERCOMMAND~
< {
<   if(ObjectCount(EVENT_THING,1654)) {
<     FightStart(CODE_THING,EVENT_THING);
<   }
< }~
< #1652
< stout blocky specter~
< Stout blocky specter~
< A stout blocky specter is floating nearby~
< The specter is 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. 
< ~
< TRACKER|STAYAREA|RPUNCTURE|RSLASH|RCONCUSSIVE|RHEAT|RLASER|RACID|RPOISON INVIS|BREATHWATER|DARKVISION|SEEINVIS|HIDDEN|PHASEWALK 0 S
< 16 48 37 1d48+50 3d11+5
< 0 240
< STANDING NONE SEXLESS
< P
< @AFTERCOMMAND~
< {
<   if(ObjectCount(EVENT_THING,1655)) {
<     FightStart(CODE_THING,EVENT_THING);
<   }
< }~
diff -bB ./maze2.obj old/maze2.obj
1,115d0
< #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;
<   }
< }~
diff -bB ./maze2.rst old/maze2.rst
3,42c3
< 39 20 RESET-WHEN-EMPTY
< O 0 1656 1 1651 1               Builder Couch
< D 0 1653 4 13                   Blue Crystal Cavern-up
< D 0 1653 2 13                   Blue Crystal Cavern-south
< O 0 1654 200 1656 1             Large spindly figurine
< O 0 1655 200 1658 1             Stout blocky figurine
< O 0 1655 200 1663 1             Stout blocky figurine
< O 0 1653 200 1667 1             Gruesome figurine
< O 0 1654 200 1668 1             Large spindly figurine
< O 0 1655 200 1669 1             Stout blocky figurine
< O 0 1655 200 1672 5             Stout blocky figurine
< O 0 1652 1 1676 1               Stout blocky statue
< O 0 1655 200 1677 1             Stout blocky figurine
< O 0 1654 200 1679 1             Large spindly figurine
< O 0 1653 200 1682 1             Gruesome figurine
< O 0 1653 200 1683 1             Gruesome figurine
< O 0 1653 200 1694 1             Gruesome figurine
< O 0 1654 200 1698 1             Large spindly figurine
< M 0 1650 60 1700 5              Gruesome specter
< M 0 1651 60 1700 5              Large spindly specter
< M 0 1652 60 1700 5              Stout blocky specter
< O 0 1653 200 1710 1             Gruesome figurine
< O 0 1654 200 1711 1             Large spindly figurine
< O 0 1653 200 1715 1             Gruesome figurine
< O 0 1653 200 1721 1             Gruesome figurine
< O 0 1654 200 1724 1             Large spindly figurine
< O 0 1655 200 1730 1             Stout blocky figurine
< O 0 1655 200 1733 1             Stout blocky figurine
< O 0 1655 200 1740 1             Stout blocky figurine
< O 0 1651 1 1745 1               Large spindly statue
< O 0 1654 200 1746 5             Large spindly figurine
< O 0 1653 200 1748 5             Gruesome figurine
< O 0 1650 1 1749 1               Gruesome Statue
< M 0 1650 60 1753 5              Gruesome specter
< M 0 1651 60 1753 5              Large spindly specter
< M 0 1652 60 1753 5              Stout blocky specter
< O 0 1653 200 1757 1             Gruesome figurine
< O 0 1653 200 1758 1             Gruesome figurine
< O 0 1654 200 1762 1             Large spindly figurine
< O 0 1654 200 1775 1             Large spindly figurine
---
> 6 120 1
46c7,8
< $
---
> $~
> #999999
diff -bB ./maze2.wld old/maze2.wld
7c7
< 9 NOMOB|UNDEF3 CITY-OUTSIDE
---
> 9 UNDEF3 CITY-OUTSIDE
55c55
< ISDOOR|LOCKED|CLOSED -1 1657
---
> 0 -1 1657
60,63d59
< D4
< ~
< ~
< ISDOOR|LOCKED|CLOSED -1 1669
111c107
< ISDOOR|LOCKED|CLOSED -1 1653
---
> 0 -1 1653
280,283d275
< D5
< ~
< ~
< ISDOOR|LOCKED|CLOSED -1 1653
317c309
< 9 NOMOB CITY-OUTSIDE
---
> 9 UNDEF3 CITY-OUTSIDE
373c365
< 9 NOMOB|UNDEF3 CITY-OUTSIDE
---
> 9 UNDEF3 CITY-OUTSIDE
452,464d443
< P
< @AFTEREXIT~
< {
<   str state;
<   state="TheMazeLevel2-Solution";
<   if(ExitGetDir(EXIT)==EDIR_UP) {
<     if((PropertyGetInt(EVENT_THING,state)&8)==0) {
<       SendAction(EVENT_THING,CODE_THING,SEND_SRC|SEND_ROOM|SEND_AUDIBLE,"^aYou hear joyfull music\n");
<       CharGainExp(EVENT_THING,5000);
<       PropertySetInt(EVENT_THING,state,PropertyGetInt(EVENT_THING,state)|8);
<     }
<   }
< }~
753c732
< 0 -1 1717
---
> 0 -1 1729
1357c1336
< 9 NOMOB CITY-OUTSIDE
---
> 9 UNDEF3 CITY-OUTSIDE
1375c1354
< 9 NOMOB CITY-OUTSIDE
---
> 9 UNDEF3 CITY-OUTSIDE
1403c1382
< 9 NOMOB CITY-OUTSIDE
---
> 9 UNDEF3 CITY-OUTSIDE
1417c1396
< 9 NOMOB CITY-OUTSIDE
---
> 9 UNDEF3 CITY-OUTSIDE
diff -bB ./maze3.obj old/maze3.obj
1,44d0
< #1800
< stone stone~
< small stone~
< a small stone is here~
< It's small, round, and made of rock.
< ~
< OTHER 0 NOWEAR
< 0 0 0 0
< 1 0 0
< #1801
< miniature obelisk~
< Miniature Obelisk~
< A miniature obelisk rests on the floor~
< The obelisk is about 60cm tall. It is made of a dark, black stone.
< ~
< OTHER AURA NOWEAR
< 0 0 0 0
< -1 0 0
< P
< @use~
< {
<   int color;
<   str action;
<   color=CharGetExp(EVENT_THING)%4;
<   if (color==0) {
<     action="$n glows a bright red\n";
<   } else
<   if (color==1) {
<     action="$n glows a brilliant blue\n";
<   } else
<   if (color==2) {
<     action="$n glows a soothing yellow\n";
<   } else
<   if (color==3) {
<     action="$n glows a pleasant green\n";
<   }
<   SendAction(CODE_THING,EVENT_THING,
<     SEND_VISIBLE|SEND_ROOM|SEND_CAPFIRST,
<     action);
<   SendAction(CODE_THING,EVENT_THING,
<     SEND_VISIBLE|SEND_DST|SEND_CAPFIRST,
<     action);
<   PropertySetInt(CODE_THING,"TheMazeLevel3-circle",color);
< }~
diff -bB ./maze3.rst old/maze3.rst
3,24c3
< 21 120 RESET-WHEN-EMPTY
< D 0 1803 2 25                   Shimmering Room-south
< O 0 1800 200 1806 20            small stone
< O 0 1800 200 1806 20            small stone
< O 0 1800 200 1806 20            small stone
< O 0 1800 200 1806 20            small stone
< O 0 1800 200 1806 20            small stone
< O 0 1800 200 1806 20            small stone
< O 0 1800 200 1806 20            small stone
< O 0 1800 200 1806 20            small stone
< O 0 1800 200 1806 20            small stone
< O 0 1800 200 1806 20            small stone
< O 0 1800 200 1806 20            small stone
< O 0 1800 200 1806 20            small stone
< O 0 1800 200 1806 20            small stone
< O 0 1800 200 1806 20            small stone
< O 0 1800 200 1806 20            small stone
< O 0 1800 200 1806 20            small stone
< O 0 1800 200 1806 20            small stone
< O 0 1800 200 1806 20            small stone
< O 0 1800 200 1806 20            small stone
< O 0 1800 200 1806 20            small stone
---
> 6 120 1
28c7,8
< $
---
> $~
> #999999
diff -bB ./maze3.wld old/maze3.wld
29,32d28
< D2
< ~
< ~
< 0 -1 1802
37,864d32
< S
< #1802
< Shimmering Room~
<   You are in a room with shimmering walls. There are footprints in the dust 
< leading south. Your first set of footprints come in from the north. Can it 
< be that you just walked right through a wall?! Wow, cool.
< ~
< 10 0 INDOORS
< D2
< ~
< ~
< HIDDEN -1 1803
< D0
< ~
< ~
< HIDDEN -1 1801
< S
< #1803
< Shimmering Room~
<   You are in a room with shimmering walls. There are footprints in the dust 
< leading south. If you have trouble following the footprints, perhaps you 
< could try "look south" followed by "open south" or "open secret" or "open 
< door".
< ~
< 10 0 INDOORS
< D0
< ~
< ~
< HIDDEN -1 1802
< D2
< a secret door 
< ~
< secret door~
< ISDOOR|HIDDEN -1 1804
< S
< #1804
< Shimmering Room~
<   You are in a room with shimmering walls. Footprints in the dust lead to 
< the middle of the room and then stop. When you look UP, you don't see any 
< apparent way UP. Perhaps you should try UP anyways, just in case UP works. 
< ~
< 10 0 INDOORS
< D4
< ~
< ~
< HIDDEN -1 1805
< D0
< a secret door
< ~
< secret door~
< ISDOOR|HIDDEN -1 1803
< S
< #1805
< Shimmering Room~
<   You are in a room with shimmering walls. Funny, you can see yourself to 
< the north... and south... and east and west too! Strange. Maybe you should 
< try UP again. 
< ~
< 10 0 INDOORS
< D3
< ~
< ~
< 0 -1 1805
< D2
< ~
< ~
< 0 -1 1805
< D1
< ~
< ~
< 0 -1 1805
< D0
< ~
< ~
< 0 -1 1805
< D4
< ~
< ~
< HIDDEN -1 1806
< D5
< ~
< ~
< HIDDEN -1 1804
< S
< #1806
< Boundless landscape~
<   You are in a boundless landscape. The ground is smooth and grey, but 
< otherwise featureless. You can see clear to infinity in all directions. 
< There is a sign here. 
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1809
< D2
< ~
< ~
< 0 -1 1810
< D1
< ~
< ~
< 0 -1 1807
< D0
< ~
< ~
< 0 -1 1818
< D5
< ~
< ~
< HIDDEN -1 1800
< E
< sign~
< Welcome traveller.
< 
< If you get stuck, go DOWN from
< anywhere and you will be returned to the Yellow Octagon. ~
< S
< #1807
< Boundless landscape~
<   You are in a boundless landscape. 
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1806
< D2
< ~
< ~
< 0 -1 1811
< D1
< ~
< ~
< 0 -1 1808
< D0
< ~
< ~
< 0 -1 1819
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1808
< Boundless landscape~
<   You are in a boundless landscape. 
< ~
< 10 0 CITY-OUTSIDE
< D5
< ~
< ~
< HIDDEN -1 1800
< D3
< ~
< ~
< 0 -1 1807
< D2
< ~
< ~
< 0 -1 1812
< D1
< ~
< ~
< 0 -1 1809
< D0
< ~
< ~
< 0 -1 1820
< S
< #1809
< Boundless landscape~
<   You are in a boundless landscape. 
< ~
< 10 0 CITY-OUTSIDE
< D5
< ~
< ~
< HIDDEN -1 1800
< D3
< ~
< ~
< 0 -1 1808
< D2
< ~
< ~
< 0 -1 1813
< D1
< ~
< ~
< 0 -1 1806
< D0
< ~
< ~
< 0 -1 1821
< S
< #1810
< Boundless landscape~
<   You are in a boundless landscape. 
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1813
< D2
< ~
< ~
< 0 -1 1814
< D1
< ~
< ~
< 0 -1 1811
< D0
< ~
< ~
< 0 -1 1806
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1811
< Boundless landscape~
<   You are in a boundless landscape. 
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1810
< D2
< ~
< ~
< 0 -1 1815
< D1
< ~
< ~
< 0 -1 1812
< D0
< ~
< ~
< 0 -1 1807
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1812
< Boundless landscape~
<   You are in a boundless landscape. 
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1811
< D2
< ~
< ~
< 0 -1 1816
< D1
< ~
< ~
< 0 -1 1813
< D0
< ~
< ~
< 0 -1 1808
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1813
< Boundless landscape~
<   You are in a boundless landscape. 
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1812
< D2
< ~
< ~
< 0 -1 1817
< D1
< ~
< ~
< 0 -1 1810
< D0
< ~
< ~
< 0 -1 1809
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1814
< Boundless landscape~
<   You are in a boundless landscape. 
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1817
< D2
< ~
< ~
< 0 -1 1818
< D1
< ~
< ~
< 0 -1 1815
< D0
< ~
< ~
< 0 -1 1810
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1815
< Boundless landscape~
<   You are in a boundless landscape. 
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1814
< D2
< ~
< ~
< 0 -1 1819
< D1
< ~
< ~
< 0 -1 1816
< D0
< ~
< ~
< 0 -1 1811
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1816
< Pillar square~
<   Whoah. Like walking from night to day, you walk from the infinite 
< wasteland into a square marked by four pillars. There is a ladder leading 
< up. 
< ~
< 10 0 CITY-OUTSIDE
< D4
< ~
< ~
< 0 -1 1822
< D3
< ~
< ~
< 0 -1 1815
< D2
< ~
< ~
< 0 -1 1820
< D1
< ~
< ~
< 0 -1 1817
< D0
< ~
< ~
< 0 -1 1812
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1817
< Boundless landscape~
<   You are in a boundless landscape. 
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1816
< D2
< ~
< ~
< 0 -1 1821
< D1
< ~
< ~
< 0 -1 1814
< D0
< ~
< ~
< 0 -1 1813
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1818
< Boundless landscape~
<   You are in a boundless landscape. 
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1821
< D2
< ~
< ~
< 0 -1 1806
< D1
< ~
< ~
< 0 -1 1819
< D0
< ~
< ~
< 0 -1 1814
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1819
< Boundless landscape~
<   You are in a boundless landscape. 
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1818
< D2
< ~
< ~
< 0 -1 1807
< D1
< ~
< ~
< 0 -1 1820
< D0
< ~
< ~
< 0 -1 1815
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1820
< Boundless landscape~
<   You are in a boundless landscape. 
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1819
< D2
< ~
< ~
< 0 -1 1808
< D1
< ~
< ~
< 0 -1 1821
< D0
< ~
< ~
< 0 -1 1816
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1821
< Boundless landscape~
<   You are in a boundless landscape. 
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1820
< D2
< ~
< ~
< 0 -1 1809
< D1
< ~
< ~
< 0 -1 1818
< D0
< ~
< ~
< 0 -1 1817
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1822
< Circle of pillars~
<   You are standing amidst a circle of pillars. Outside the circle, all is 
< black. 
< ~
< 10 0 CITY-OUTSIDE
< D0
< ~
< ~
< 0 -1 1823
< D1
< ~
< ~
< 0 -1 1824
< D2
< ~
< ~
< 0 -1 1825
< D3
< ~
< ~
< 0 -1 1826
< D5
< ~
< ~
< 0 -1 1822
< S
< #1823
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1824
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1825
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1826
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1827
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1828
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1829
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1830
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1831
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1832
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1833
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1834
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1835
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1836
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1837
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1838
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1839
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1840
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1841
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1842
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1843
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1844
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1845
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1846
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1847
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1848
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1849
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1850
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1851
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1852
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1853
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1854
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1855
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1856
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1857
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1858
< Type ^wWNAME^c to give this room a better title.~
<   You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
Only in .: new
Only in .: old
Only in .: ttt