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