#AREA { All } Diku Midgaard~ #MOBILES #3000 wizard~ the wizard~ A wizard walks around behind the counter, talking to himself. ~ The wizard looks old and senile, and yet he looks like a very powerful wizard. He is equipped with fine clothing, and is wearing many fine rings and bracelets. ~ 2 0 900 S 50 2 2 1d1+30000 1d8+32 100000 80000 8 human~ 1 #3001 baker~ the baker~ The baker looks at you calmly, wiping flour from his face with one hand. ~ A fat, nice looking baker. But you can see that he has many scars on his body. ~ 2 0 900 S 50 2 2 1d1+30000 1d8+20 12000 80000 8 human~ 1 #3002 grocer~ the grocer~ A grocer stands at the counter, with a slightly impatient look on his face. ~ A tall grocer, who moves two 200 pounds bag of flour around on his shoulders. ~ 2 0 900 S 50 2 2 1d1+30000 1d8+20 12000 80000 8 human~ 1 #3003 weaponsmith~ the weaponsmith~ A weaponsmith. ~ A young weaponsmith, who still has lots to learn. ~ 2 0 900 S 50 2 2 1d1+30000 1d8+32 100000 80000 8 human~ 1 #3004 armourer armorer~ the armourer~ An armourer stands here. ~ An old but very strong armourer, he has made more armours in his lifetime than you have ever seen. ~ 2 0 900 S 50 2 2 1d1+30000 1d8+32 150000 80000 8 human~ 1 #3005 thief~ the thief~ A thief, all dressed in black. ~ Well COUNT your money! ~ 133 98304 100 S 8 13 3 8d8+80 1d5+5 100 4000 8 human~ 1 #3006 captain~ the captain~ A retired captain stands here, selling boats. ~ This captain has killed more sharks than you have eaten peas. ~ 2 0 900 S 50 2 2 1d1+30000 1d8+32 12000 80000 8 human~ 1 #3007 sailor~ the sailor~ A sailor stands here, waiting to train you. ~ He looks like a strong, fit sailor. ~ 2|512 0 900 S 50 -2 -13 23d23+230 1d4+23 2000 -15000 8 human~ 1 #3008 boy~ the pet shop boy~ A pet shop boy is here, humming gently. ~ He is young and close-cropped and looks quite happy. ~ 2 0 900 S 50 2 2 1d1+30000 1d8+20 12000 80000 8 human~ 1 #3009 jeweller~ the jeweller~ The jeweller is standing behind the desk. ~ He is fat and has a content although watchful look on his face. ~ 2 0 900 S 50 2 -10 1d1+30000 1d8+22 300000 80000 8 human~ 1 #3010 leather worker~ the leather worker~ The leather worker is sitting by the table, sewing a leather cap. ~ He looks as an honest, hard-working artisan who only just earns enough to keep himself going. ~ 2 0 900 S 50 2 2 1d1+30000 1d8+20 100000 80000 8 human~ 1 #3011 executioner~ the executioner~ The executioner is here polishing his blades. ~ A masked man with muscles bulging all over his body. You can tell by the look in his eyes that he enjoys seeing you cower in his presence. ~ 2|64 8|128 1000 S 50 -10 -20 1d1+1499 1d4+30 5000 500000 8 human~ 1 #3012 healer~ the healer~ A healer is here. ~ Although retired from adventuring, the healer still lends a hand. ~ 2|64 8|128 1000 S 40 -10 -20 1d1+29999 2d4+30 0 -99000 8 human~ 1 #3020 guildmaster master~ the guildmaster~ Your guildmaster is standing here. ~ Even though your guildmaster looks old and tired, you can clearly see the vast amount of knowledge she possesses. She is wearing fine magic clothing, and you notice that she is surrounded by a blue shimmering aura. ~ 2|1024 0 1000 S 24 0 0 6d10+440 3d8+24 8794 100000 8 human~ 2 #3021 guildmaster master~ the guildmaster~ Your guildmaster is standing here. ~ You are in no doubt that this guildmaster is truly close to your god; he has a peaceful, loving look. You notice that he is surrounded by a white aura. ~ 2|1024 128 1000 S 24 0 0 6d10+440 3d8+24 8794 100000 8 human~ 1 #3022 guildmaster master~ the guildmaster~ Your guildmaster is standing here. ~ You realize that whenever your guildmaster moves, you fail to notice it: the way of the true thief. She is dressed in poor clothing, having the appearance of a beggar. ~ 2|1024 0 1000 S 24 0 0 6d10+440 3d8+24 8794 100000 8 human~ 2 #3023 guildmaster master~ the guildmaster~ Your guildmaster is standing here. ~ This is your master. Big and strong with bulging muscles. Several scars across his body prove that he was using arms before you were born. He has a calm look on his face. ~ 2|1024 0 1000 S 24 0 0 6d10+440 3d8+24 8794 100000 8 human~ 1 #3024 sorcerer~ the sorcerer~ A sorcerer is guarding the entrance. ~ He is an experienced mage who has specialized in the field of Combat Magic. He is here to guard the Mage's Guild and his superior knowledge of offensive as well as defensive spells make him a deadly opponent. ~ 2 2 800 S 23 2 2 6d10+3900 1d8+22 2000 80000 8 human~ 1 #3025 templar~ the knight templar~ A knight templar is guarding the entrance. ~ He is a specially trained warrior belonging to the military order of the Faith. His duty is to protect the faithful from persecution and infidel attacks and his religious devotion combined with his superior skill makes him a deadly opponent. ~ 2 0 800 S 23 2 2 6d10+3900 1d8+22 2000 80000 8 human~ 1 #3026 assassin~ the assassin~ An assassin is guarding the entrance. ~ He is a thief who has specialized in killing others as effectively as possible, using all sorts of weapons. His superior knowledge of how and where to use them combined with his extraordinary stealth makes him a deadly opponent. ~ 2 65536 800 S 23 4 4 6d10+3900 1d8+22 2000 80000 8 human~ 1 #3027 knight~ the knight~ A knight is guarding the entrance. ~ He is an expert warrior who has attained knighthood through countless chivalrous deeds. His duty is to protect the Guild of Swordsmen and his extreme skill combined with his experience in warfare makes him a deadly opponent. ~ 2 0 800 S 23 0 0 6d10+5900 1d8+32 2000 80000 8 human~ 1 #3040 bartender~ the bartender~ A bartender watches you calmly, while he skillfully mixes a drink. ~ A tired looking Bartender who hates trouble in his bar. ~ 2 0 900 S 50 2 2 1d1+30000 1d8+18 2000 80000 8 human~ 1 #3041 waiter~ the waiter~ A waiter is going around from one place to another. ~ A tired looking waiter. ~ 2 0 900 S 50 2 2 6d10+390 1d8+18 2000 20000 8 human~ 1 #3042 waiter~ the waiter~ A man who in his young days was a famous sorcerer but now leads a quiet, peaceful life as a waiter. ~ ~ 2 0 600 S 50 1 2 6d10+390 1d8+18 2000 20000 8 human~ 1 #3043 waiter~ the waiter~ A waiter who seems to have reached contact with God. ~ ~ 2 0 600 S 50 1 2 6d10+390 1d8+18 2000 20000 8 human~ 1 #3044 waiter~ the waiter~ A waiter who knows where all his customers keep their money. ~ ~ 2 0 600 S 50 1 2 6d10+390 1d8+18 2000 20000 8 human~ 1 #3045 waiter~ the waiter~ A waiter who easily could kill you, and still carry quite a few firebreathers. ~ ~ 2 0 600 S 50 1 2 6d10+390 1d8+18 2000 20000 8 human~ 1 #3046 filthy~ Filthy~ Filthy is standing here, eager to serve you a special drink. ~ Filthy looks real, ehm, dirty. He likes to keep his costumers happy, but do not mess with him or else he'll get upset. ~ 2 0 600 S 50 1 2 1d1+30000 1d8+18 2000 80000 8 human~ 1 #3050 dealer dave~ Dave the Dealer~ Dave the Dealer stands in the shadows here. ~ Dave looks just like the dealer hoodlum you see on T.V. He's wearing a concert shirt and Levi 501's. His hair is pulled back into a pony tail. He's here to sell you trash. Or is it? Because he is a Sensitive Ponytail Man, ~ 4|64 8|32|512 0 S 50 15 -2 1d1+999 2d10+20 500 19000 8 human~ 1 #3060 cityguard guard~ the cityguard~ A cityguard stands here. ~ A big, strong, helpful, trustworthy guard. ~ 69 0 1000 S 15 15 -2 15d15+150 1d4+10 500 19000 8 dwarf~ 1 #3061 janitor~ the janitor~ A janitor is walking around, cleaning up. ~ ~ 1 0 900 S 1 20 9 2d6+10 1d5+0 34 100 8 gnome~ 1 #3062 fido dog~ the beastly fido~ Beastly Fido is here. ~ Fido is a small dog that has a foul smell and pieces of rotted meat hanging around his teeth. ~ 161 0 -200 S 0 20 10 1d6+4 1d4+0 10 25 8 animal~ 1 #3063 vagabond~ the vagabond~ A vagabond is here, looking for victims. ~ He looks pretty mean. ~ 4 0 -200 S 5 16 5 2d6+60 1d8+0 47 900 8 human~ 1 #3064 drunk~ the drunk~ A singing, happy drunk. ~ A drunk who seems to be too happy, and to carry too much money. ~ 0 0 400 S 2 19 8 2d6+22 1d6+0 85 200 8 human~ 1 #3065 beggar~ the beggar~ A beggar is here, asking for a few coins. ~ The beggar looks like she is fed up with life. ~ 2 0 400 S 1 20 9 2d6+10 1d5+0 0 100 8 human~ 2 #3066 cat~ an alley cat~ An alley cat hisses at you. ~ The alley cat is half starved and more than a little feral. ~ 161 0 -200 S 0 20 10 1d6+4 1d4+0 10 25 8 animal~ 1 #3067 cityguard guard~ the cityguard~ A cityguard is here, guarding the gate. ~ A big, strong, helpful, trustworthy guard. ~ 67 0 1000 S 15 5 -2 15d15+150 1d4+10 500 19000 8 human~ 1 #3068 cityguard guard~ the cityguard~ A cityguard is here, guarding the gate. ~ A big, strong, helpful, trustworthy guard. ~ 67 0 1000 S 15 5 -2 15d15+150 1d4+10 500 19000 8 dwarf~ 1 #3069 cityguard guard~ the cityguard~ A cityguard is here, guarding the mayor. ~ A big, strong, helpful, trustworthy guard. ~ 67 2|65536 1000 S 20 0 -7 20d20+200 1d4+15 500 40000 8 human~ 1 #3090 kitten~ the kitten~ A small loyal kitten is here. ~ The kitten looks like a cute, little, fierce fighter. ~ 6 0 400 S 1 20 9 1d6+11 1d4+0 0 100 8 animal~ 0 #3091 puppy~ the puppy~ A small loyal puppy is here. ~ The puppy looks like a cute, little, fierce fighter. ~ 6 0 400 S 3 20 9 1d6+11 1d4+0 0 100 8 animal~ 0 #3092 beagle~ the beagle~ A small, quick, loyal beagle is here. ~ The beagle looks like a fierce fighter. ~ 6 0 400 S 5 19 8 1d12+22 1d6+0 0 200 8 animal~ 0 #3093 rottweiler~ the rottweiler~ A large, loyal rottweiler is here. ~ The rottweiler looks like a strong, fierce fighter. ~ 6 0 400 S 7 18 7 1d12+35 1d7+0 0 800 8 animal~ 0 #3094 wolf~ the wolf~ A large, trained wolf is here. ~ The wolf looks like a strong, fearless fighter. ~ 6 0 0 S 9 17 6 1d12+47 1d8+0 0 1600 8 animal~ 0 #3100 maid~ the maid~ The maid is waiting for your order. ~ She is very beautiful with golden hair, and deep blue eyes. A good reason for coming here more often. ~ 2 0 1000 S 50 2 -2 6d10+390 1d8+12 2000 80000 8 human~ 2 #3120 sexton~ the sexton~ A sexton is sitting here, drinking hot tea. ~ The sexton looks like he is relaxing after another grave-digging job. ~ 2 0 800 S 3 18 7 2d6+35 1d7+0 13 350 6 human~ 1 #3121 swan~ the swan~ A swan is swimming around in the pond. ~ The white swan is very elegant. ~ 2 0 1000 S 1 20 9 2d6+10 1d5+0 0 100 8 animal~ 0 #3122 duckling~ the duckling~ A duckling is swimming around in the pond. ~ The duckling is adorable, it looks most of all like a tiny furball. ~ 2 0 1000 S 0 20 10 1d1+0 1d1+0 0 10 8 animal~ 0 #3123 sparrow~ the sparrow~ A sparrow is flapping around on the ground. ~ The sparrow looks like it is enjoying life. ~ 192 0 1000 S 0 20 10 2d6+0 1d3+0 0 25 8 animal~ 0 #3124 duck~ the duck~ A duck is here, quacking happily. ~ The duck is quite fat. It looks like it is enjoying life. ~ 64 0 1000 S 1 20 10 2d6+5 1d4+0 0 75 8 animal~ 0 #3140 captain~ the captain~ The captain of the guard is looking very upset. ~ A big, strong, angry captain. ~ 38 8 1000 S 17 4 1 1d12+210 1d8+8 0 28000 8 human~ 1 #3141 cityguard guard~ the cityguard~ A cityguard stands here, looking very upset. ~ A big, strong, angry guard. ~ 38 0 1000 S 15 5 -2 15d15+150 1d4+10 0 9000 8 human~ 1 #3142 secretary~ the secretary~ A secretary is sitting at the desk. ~ She looks very busy. The Secretary says 'Sorry, but the Mayor is extremely busy today'. The Secretary says 'Please sit down and have a seat in the meantime'. ~ 2 0 900 S 12 9 2 1d12+148 2d7+1 100 3000 8 human~ 2 #3143 mayor~ the mayor~ The mayor is here. He shakes your hand. ~ He is a stocky, middle-aged man with thin, grey hair. ~ 3 8192 900 S 23 2 -2 6d10+500 1d8+12 1000 120000 4 human~ 1 #3144 crier~ the town crier~ The town crier is here, weeping quietly. ~ He is very good at his job - completely dissolved in tears. ~ 128 0 900 S 1 20 9 2d6+10 1d5+0 34 100 8 human~ 1 #3150 guildmaster master~ the guildmaster~ Your guildmaster is levitating here. ~ Even though your guildmaster looks old and tired, you are amazed by the vast power you can sense emanating from her. She notices you as you enter, but you can tell that you take up only a small portion of her attention. ~ 2|1024 0 1000 S 23 0 0 6d10+440 3d8+24 1333 100000 8 human~ 2 #3151 gypsy~ the gypsy~ A gypsy is guarding the entrance. ~ She used to wander the Realm, practicing her psionic arts, but now she is acting as the guard to the Psionicist's Guild. She may be small, but so was Yoda. I wouldn't cross her. ~ 2 2 500 S 22 2 2 6d10+3900 1d8+22 1333 80000 8 human~ 2 #3152 waiter~ the waiter~ A waiter is here, waiting to serve you a drink. ~ A man who once bent spoons with the best of them, he is now content to mix drinks and make conversation. ~ 2 0 600 S 50 1 2 6d10+390 1d8+18 1333 20000 8 human~ 1 #3153 mapmaker map maker~ the Map Maker~ The Map Maker looks up from the map he is working on and offers you assistance. ~ A rather old man, wearing spectacles from his years spent staring at pieces of parchment under poor lighting. ~ 2 0 900 S 50 2 2 1d1+30000 1d8+20 12000 80000 8 human~ 1 #3160 croupier~ the slick croupier~ A slick croupier is here, ready to take your bet. ~ He's a seedy-looking character, who doesn't look like he's happy to be playing by the rules. ~ 2|64|2048 0 0 S 50 1 2 6d8+200 1d6+12 1000 15000 8 human~ 1 #0 #OBJECTS #3000 barrel beer~ a barrel of beer~ A beer barrel has been left here.~ ~ 17 0 1 50~ 50~ 1~ 0~ 65 300 100 #3001 bottle beer~ a bottle of beer~ A beer bottle has been left here.~ ~ 17 0 1 8~ 8~ 1~ 0~ 10 20 8 #3002 bottle ale~ a bottle of ale~ A dark bottle of ale has been left here.~ ~ 17 0 1 8~ 8~ 3~ 0~ 10 10 3 #3003 bottle firebreather~ a bottle of firebreather~ A firebreather has been left here.~ ~ 17 0 1 8~ 8~ 7~ 0~ 10 50 17 #3004 bottle local~ a bottle of local specialty~ A dark bottle has been left here.~ ~ 17 0 1 8~ 8~ 8~ 0~ 10 20 7 #3005 axe blade~ an executioner's axe~ An executioner's axe is here waiting to possess its next user.~ ~ 5 1024|2048 1|8192 0~ 5~ 6~ 1~ 60 30000 10000 E axe blade~ It is quite heavy. The blade is made of some metal that you can't even spell. The edge of the blade looks as if it could cut through anything or anyone. ~ #3009 potpie pot pie food~ a big pot pie~ A big pot pie has been left here.~ ~ 19 0 1 40~ 0~ 0~ 0~ 5 100 10 #3010 donation pit~ the donation pit~ A pit for sacrifices is in front of the altar.~ ~ 15 0 0 10000~ 0~ 0~ 0~ 0 0 0 E pit~ This is where you put money and items to help Doz expand this shrine and convert more people to the belief of Eru our creator. ~ #3011 license~ a license to kill~ A license to kill is here. *mu-hahahaha!*~ ~ 12 8192 1 0~ 0~ 0~ 0~ 1 300 20 E license~ This item allows you to kill other players, use it with care! ~ #3020 dagger~ a dagger~ A dagger with a long thin blade is here.~ ~ 5 0 8193 0~ 2~ 4~ 11~ 1 10 3 #3021 sword small~ a small sword~ A small sword lies here.~ ~ 5 0 8193 0~ 2~ 5~ 11~ 3 60 20 #3022 sword long~ a long sword~ A long sword has been left here.~ ~ 5 0 8193 0~ 2~ 6~ 3~ 8 100 200 #3030 torch~ a torch~ A large torch.~ ~ 1 0 65537 0~ 0~ 24~ 0~ 1 10 3 #3031 lantern~ a hooded brass lantern~ A hooded brass lantern has been left here.~ ~ 1 0 16385 0~ 0~ 100~ 0~ 4 60 20 E lantern~ It is a large and robust but somewhat battered oil lantern made from brass, equipped with a handle to make it handy and a hood to protect its flame. Some letters have been scratched on its bottom. ~ E letters~ They say, "Use 'hold lantern' to activate." ~ #3032 bag~ a bag~ A small bag.~ ~ 15 0 1 50~ 0~ 0~ 0~ 2 20 7 #3033 box~ a box~ A small box.~ ~ 15 0 1 10~ 0~ 0~ 0~ 5 50 7 #3040 scroll identify~ a scroll of identify~ A scroll has carelessly been left here.~ ~ 2 64 1 12~ identify~ ~ ~ 1 2000 50 E scroll identify~ The scroll has a magic formula drawn upon it: ??? ? ? ? ? ? * ~ #3041 potion yellow~ a yellow potion of see invisible~ A small yellow potion has carelessly been left here.~ ~ 10 64 1 12~ detect invis~ ~ ~ 1 400 50 E potion yellow~ The potion has a small label 'Detect The Invisible'. ~ #3042 scroll recall~ a scroll of recall~ A scroll has carelessly been left here.~ ~ 2 64 1 12~ word of recall~ ~ ~ 4 2000 100 E scroll~ The scroll has a formula of 'Word of Recall' written upon it. ~ #3045 jacket scale mail~ a scale mail jacket~ A scale mail jacket is lying on the ground.~ ~ 9 0 9 4~ 0~ 0~ 0~ 40 1000 300 #3046 bronze breast plate~ a bronze breast plate~ A bronze breast plate is lying on the ground.~ ~ 9 0 9 6~ 0~ 0~ 0~ 80 7000 2250 #3050 raft~ a raft~ A raft has been left here.~ ~ 22 0 1 0~ 0~ 0~ 0~ 75 400 20000 E raft~ The raft looks very primitive. ~ #3051 canoe~ a canoe~ A canoe has been left here.~ ~ 22 0 1 0~ 0~ 0~ 0~ 32 1000 10000 E canoe~ The canoe is fairly light. ~ #3060 jerkin~ a leather jerkin~ A leather jerkin is lying on the ground.~ ~ 9 0 9 2~ 0~ 0~ 0~ 5 100 20 #3061 cap~ a leather cap~ A leather cap is lying on the ground.~ ~ 9 0 17 2~ 0~ 0~ 0~ 1 50 10 #3062 pants~ a pair of leather pants~ A pair of leather pants is lying on the ground.~ ~ 9 0 33 2~ 0~ 0~ 0~ 5 50 10 #3063 boots~ a pair of leather boots~ A pair of leather boots lies here.~ ~ 9 0 65 2~ 0~ 0~ 0~ 3 50 10 #3064 gloves~ a pair of leather gloves~ A pair of leather gloves is lying on the ground.~ ~ 9 0 129 2~ 0~ 0~ 0~ 1 50 10 #3065 sleeves~ a pair of leather sleeves~ A pair of leather sleeves is lying on the ground.~ ~ 9 0 257 2~ 0~ 0~ 0~ 3 50 10 #3066 jerkin~ a studded leather jerkin~ A studded leather jerkin is lying on the ground.~ ~ 9 0 9 3~ 0~ 0~ 0~ 10 200 40 #3067 cap~ a hard leather cap~ A hard leather cap is lying on the ground.~ ~ 9 0 17 3~ 0~ 0~ 0~ 2 100 20 #3068 pants~ a pair of studded leather pants~ A pair of studded leather pants is lying on the ground.~ ~ 9 0 33 3~ 0~ 0~ 0~ 8 100 20 #3069 boots~ a pair of hard leather boots~ A pair of hard leather boots lies here.~ ~ 9 0 65 3~ 0~ 0~ 0~ 4 100 20 #3070 gloves~ a pair of hard leather gloves~ A pair of hard leather gloves is lying on the ground.~ ~ 9 0 129 3~ 0~ 0~ 0~ 1 100 20 #3071 sleeves~ a pair of studded leather sleeves~ A pair of studded leather sleeves is lying on the ground.~ ~ 9 0 257 3~ 0~ 0~ 0~ 4 100 20 #3072 jerkin scale mail~ a scale mail jerkin~ A scale mail jerkin is lying on the ground.~ ~ 9 0 9 4~ 0~ 0~ 0~ 20 500 100 #3073 coif scale mail~ a scale mail coif~ A scale mail coif is lying on the ground.~ ~ 9 0 17 4~ 0~ 0~ 0~ 4 250 50 #3074 skirt scale mail~ a long scale mail skirt~ A long scale mail skirt is lying on the ground.~ ~ 9 0 33 4~ 0~ 0~ 0~ 20 250 50 #3075 boots reinforced~ a pair of reinforced boots~ A pair of reinforced boots lies here.~ ~ 9 0 65 4~ 0~ 0~ 0~ 6 250 50 #3076 gloves reinforced~ a pair of reinforced gloves~ A pair of reinforced gloves is lying on the ground.~ ~ 9 0 129 4~ 0~ 0~ 0~ 2 250 50 #3077 sleeves scale mail~ a pair of scale mail sleeves~ A pair of scale mail sleeves is lying on the ground.~ ~ 9 0 257 4~ 0~ 0~ 0~ 8 250 50 #3097 shield small metal~ a small metal shield~ A small metal shield is lying on the ground.~ ~ 9 0 513 4~ 0~ 0~ 0~ 3 500 100 #3100 tea cup~ a cup of tea~ A cup has been set here.~ ~ 17 0 1 2~ 2~ 11~ 0~ 3 5 1 E cup~ It is a small simple cup. ~ #3101 coffee cup~ a cup of coffee~ A cup has been set here.~ ~ 17 0 1 2~ 2~ 12~ 0~ 3 7 1 E cup~ It is a small simple cup. ~ #3102 water cup~ a cup of water~ A cup has been set here.~ ~ 17 0 1 2~ 2~ 0~ 0~ 3 2 1 E cup~ It is a large simple cup. ~ #3105 bracer bronze~ a bronze bracer~ A bronze bracer is lying on the ground.~ ~ 9 0 4097 6~ 0~ 0~ 0~ 8 2500 500 #3106 bracer iron~ an iron bracer~ An iron bracer is lying on the ground.~ ~ 9 0 4097 7~ 0~ 0~ 0~ 8 5000 1000 #3120 key iron~ a key~ An iron key has been left here.~ ~ 18 0 1 0~ 0~ 0~ 0~ 1 0 10 E key iron~ The iron key is not special. ~ #3121 key rusty~ a key~ A rusty key has been left here.~ ~ 18 0 1 0~ 0~ 0~ 0~ 1 0 10 E key rusty~ The key is a fairly large rusty key. You notice some fresh dirt on it. ~ #3122 key wooden~ a key~ A wooden key has been left here.~ ~ 18 0 1 0~ 0~ 0~ 0~ 1 0 10 E key wooden~ The wooden key is not special. ~ #3123 key brass~ a key~ A brass key has been left here.~ ~ 18 0 1 0~ 0~ 0~ 0~ 1 0 10 E key brass~ The brass key is small and looks like it fits a very complicated lock. ~ #3124 sword long~ a long sword~ A long sword has been left here.~ ~ 5 0 8193 0~ 3~ 8~ 3~ 8 600 200 E sword long~ This is the ceremonial sword of the Mayor of Midgaard. ~ #3129 hand cuffs~ a pair of hand cuffs~ A pair of hand cuffs has been left here.~ ~ 13 0 16385 0~ 0~ 0~ 0~ 4 200 40 #3130 desk drawer~ the desk~ A desk is set against the western wall.~ The desk looks very sparse, there is a drawer in the left side. ~ 15 0 0 34~ 15~ 3122~ 0~ 100 0 100000 E drawer~ You notice a keyhole in the drawer. ~ #3131 safe~ the safe~ A safe is placed in a dark corner of the room.~ The safe has a keyhole. ~ 15 0 0 34~ 15~ 3123~ 0~ 100 0 100000 E safe~ The safe is very heavy. ~ #3132 gold coins~ the gold~ A lot of gold is here.~ Looks like at least 10,000 coins. ~ 20 0 1 52385~ 0~ 0~ 0~ 0 52385 0 #3133 city key~ the City Key~ The very big City Key is lying here.~ It is probably the biggest key you have seen in your life. It is made from polished gold and has various patterns on it along with the Midgaard Coat of Arms. ~ 18 0 1 0~ 0~ 0~ 0~ 10 10000 5000 #3134 bench~ the Bench~ A white-painted wooden bench is standing here.~ ~ 12 0 0 0~ 0~ 0~ 0~ 100 600 200 E bench~ It is a quite heavy but very comfortable bench. It is placed with its front towards the river so you can sit and watch the river and the houses on the other side. ~ #3135 fountain water~ a fountain~ A small white fountain gushes forth here.~ ~ 25 0 0 50~ 50~ 0~ 0~ 500 3000 1000 E fountain~ It is very nice. Made from fine white marble. ~ #3136 coins gold~ a small pile of gold coins~ A small pile of gold coins lies here.~ ~ 20 0 1 20~ 0~ 0~ 0~ 0 0 0 #3137 key steel~ a steel key~ A large steel key has been left here.~ ~ 18 0 1 0~ 0~ 0~ 0~ 1 0 10 E key steel~ A key of this size must fit a very strong lock. ~ #3138 skin water buffalo~ a buffalo water skin~ A bloated dead buffalo is on the floor.~ ~ 17 0 1 100~ 100~ 0~ 0~ 5 30 5 #3139 letter resignation~ the receptionist's letter of resignation~ The receptionist's letter of resignation is taped to the wall.~ ~ 12 0 0 0~ 0~ 0~ 0~ 999 0 0 E letter resignation~ The letter is written in a bold and feminine Carolinian hand. To whom it may concern, Merc Industries has installed a new no-rent save and quit system. Apparently one can now save and quit at any time from anywhere inside a town or out. My services here are no longer required. Diana the Receptionist ~ #3140 notice liquidation bank~ the bank's notice of liquidation~ The bank's notice of liquidation is taped to the wall.~ ~ 12 0 0 0~ 0~ 0~ 0~ 999 0 0 E notice liquidation bank~ The letter is written in a reserved and dignified Spencer hand. To whom it may concern, Merc Industries has charmed your money. Apparently one's gold will remain close, even beyond death. We are closing down our offices and ATM machines. Our services here are no longer required. Midgaard City Bank ~ #3160 sign notice note rules~ a sign~ The sign giving the rules to UPPER, LOWER, OR TRIPLE is posted here.~ ~ 12 0 0 0~ 0~ 0~ 0~ 999 0 0 E sign notice note rules~ To play UPPER, LOWER, OR TRIPLE, simply type: bet <amount> <choice> where <amount> is your wager in gold pieces, and <choice> is one of "upper", "lower", or "triple". The croupier will roll three six-sided dice, and if the sum of the numbers on the three dice is 10 or less, the result is "Lower". If the sum is 11 or more, the result is "Upper". However, if all three dice have the same value, the result is "Triple", and all bets of "Upper" and "Lower" will lose. If you bet on the correct "Upper" or "Lower" result, you win back double your bet. If you correctly pick "Triple", you win 37 times your bet. ~ #3161 staff~ a nondescript staff~ You see a rather nondescript staff here.~ ~ 4 2|64 16385 17~ 1~ 1~ cone of silence~ 10 0 0 #3162 wand~ a nondescript wand~ You see a rather nondescript wand here.~ ~ 3 2|64 16385 11~ 3~ 3~ mute~ 3 0 0 #3163 wand~ a nondescript wand~ You see a rather nondescript wand here.~ ~ 3 2|64 16385 13~ 2~ 2~ remove silence~ 3 0 0 #3170 wand~ a wand of water breathing~ Here is a wand which will allow you to breathe underwater.~ ~ 3 2|64 16385 0~ 10~ 10~ breathe water~ 3 0 0 #3350 standard sword~ a standard issue sword~ You see a standard issue sword here.~ ~ 5 64 8193 0~ 3~ 4~ 3~ 5 0 500 E standard sword~ You see a sword of great craftsmanship. Imprinted on the side is: Merc Industries ~ A 18 2 A 19 2 #3351 standard dagger~ a standard issue dagger~ You see a standard issue dagger here.~ ~ 5 64 8193 0~ 4~ 4~ 11~ 5 0 500 E standard dagger~ You see a dagger of great craftsmanship. Imprinted on the side is: Merc Industries ~ A 18 2 A 19 1 #3352 standard mace~ a standard issue mace~ You see a standard issue mace here.~ ~ 5 64 8193 0~ 4~ 4~ 7~ 5 0 500 E standard mace~ You see a mace of great craftsmanship. Imprinted on the side is: Merc Industries ~ A 18 2 A 19 2 #3353 standard vest~ a standard issue vest~ You see a standard issue vest here.~ ~ 9 0 9 5~ 0~ 0~ 0~ 5 0 500 E standard vest~ You see a vest of great craftsmanship. Stamped on the side is: Merc Industries ~ #3354 standard shield~ a standard issue shield~ You see a standard issue shield here.~ ~ 9 0 513 5~ 0~ 0~ 0~ 5 0 500 E standard shield~ You see a shield of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3355 standard cloak~ a standard issue cloak~ You see a standard issue cloak here.~ ~ 9 0 5 5~ 0~ 0~ 0~ 5 0 500 E standard cloak~ You see a cloak of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3356 standard helmet~ a standard issue helmet~ You see a standard issue helmet here.~ ~ 9 0 17 5~ 0~ 0~ 0~ 5 0 500 E standard helmet~ You see a helmet of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3357 standard leggings~ a pair of standard issue leggings~ You see a pair of standard issue leggings here.~ ~ 9 0 33 5~ 0~ 0~ 0~ 5 0 500 E standard leggings~ You see leggings of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3358 standard boots~ a pair of standard issue boots~ You see a pair of standard issue boots here.~ ~ 9 0 65 5~ 0~ 0~ 0~ 5 0 500 E standard boots~ You see boots of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3359 standard gloves~ a pair of standard issue gloves~ You see a pair of standard issue gloves here.~ ~ 9 0 129 5~ 0~ 0~ 0~ 5 0 500 E standard gloves~ You see gloves of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3360 standard sleeves~ a pair of standard issue sleeves~ You see a pair of standard issue sleeves here.~ ~ 9 0 257 5~ 0~ 0~ 0~ 5 0 500 E standard sleeves~ You see sleeves of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3361 standard cape~ a standard issue cape~ You see a standard issue cape here.~ ~ 9 0 1025 5~ 0~ 0~ 0~ 5 0 500 E standard cape~ You see a cape of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3362 standard belt~ a standard issue belt~ You see a standard issue belt here.~ ~ 9 0 2049 5~ 0~ 0~ 0~ 5 0 500 E standard belt~ You see a belt of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3363 standard bracer~ a standard issue bracer~ You see a standard issue bracer here.~ ~ 9 0 4097 5~ 0~ 0~ 0~ 5 0 500 E standard bracer~ You see a bracer of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3364 ring signet~ a city guard signet ring~ You see a ring with a strange symbol on the floor.~ ~ 9 64 3 0~ 0~ 0~ 0~ 1 0 10000 A 17 -6 A 24 -2 #3365 banner~ a war banner~ A war banner is on the floor here.~ ~ 1 65 1 0~ 0~ -1~ 0~ 1 0 500 E banner~ This is the official Merc war banner to see you through the darkest realm! ~ A 24 -2 A 17 -2 #3371 ring diamond wedding~ a diamond wedding ring.~ A diamond wedding ring has been left here.~ ~ 9 256 1|2 1~ 0~ 0~ 0~ 1 0 0 E ring diamond wedding~ A slender gold band set with a marquise-cut four carat blue-white solitaire. Inscribed on the inside of the band is: 'I love you forever.' ~ #3372 band gold wedding~ a gold wedding band.~ A gold wedding band has been left here.~ ~ 9 256 1|2 1~ 0~ 0~ 0~ 1 0 0 E band gold wedding~ A wide, plain circle of gold inscribed: 'I love you forever.' ~ #3373 map midgaard~ a map of the city of midgaard~ A rolled up map lies here.~ ~ 12 0 1 0~ 0~ 0~ 0~ 1 300 20 E map~ This map brought to you courtesy of the Midgaard City Council. Altar Mud school (up from Temple) | / | / Temple/Recall | Cleric Guild -- Temple -- Grunting (* up from Temple Square Boar square is "In the | Air area*) Magic | General Weapon Psionicist Shop Bakery | Store Shop Guild | | | | | | To -- West -- Main -- Main-- Market -- Main -- Main -- East -- To Forest Gate Street Street Square Street Street Gate Crossroads | | | | | | | Wall Mage Armoury | Jeweler Warrior Wall Road Guild | Guild Road | | | | | To Dangerous | | Neighborhood(west) | Leather | Map Pet and the Circus (s) | Shop | Store Shop | | | | | Wall -- End -- Poor -- Common -- Dark -- Alley -- End -- Mob Road Alley Alley Square Alley At Levee of Alley Factory | | | | | | | Grubby Inn | Thief Levee Abandoned Wall | Guild Warehouse Road | | | | River | | To South Midgaard Dump (note: Each line is not a single move, but shows links between rooms.) Scale: Really Big. This is a big city! North: To top of map ~ #3374 map drow~ a map leading to the drow homeland~ A rolled up map lies here.~ ~ 12 0 1 0~ 0~ 0~ 0~ 1 300 20 E map~ (An exerpt from a journal of an unknown adventurer) Date Unknown ... and after locating Horl the Knight and paying his bail, we finally left Midgaard on the first day of the new moon, 3 days behind schedule. Our guide says that he knows the quickest way to Thalos, and that we can expect to reach the ruins there by late tomorrow. We left the east gate of Midgaard, and travelled east for several hours until reaching a spot where several roads cross. We traveled south for another hour or two, then decided to pitch camp for the night. Once again, I, Gagglesneeze, the Greatest Mage to walk these lands, am stuck with the midnight watch. How I long for a group that realizes the delicate rest required of a mage. Today, we continued south, until the woods thickened and we were forced to turn east or west, or return north in failure. Following our guide's lead, we turned east and walked through the woods for several hours, turning south at noon, and then preceding east again when we had skirted the clump of thickets that had forced us out of our way. We now stand at the top of a valley, and are making camp here for the night. Our guide assures us that Thalos lies just over the far rim of the valley. For once, I will get some sleep, as I have convinced that fool priest Karl to take my watch for me. Hopefully tomorrow morning we may begin amassing treasure in Thalos. Today did not bode well from the very beginning. I awoke to a small amount of yelling going on in camp. It appeared our guide had left in the middle of the night, taking some of Ravin the Burglar's gold and equipment with him. We decided to look for Thalos anyway. It was nowhere to be found. But the thief, Ravin, found a cave behind a fox hole down in the valley. We preceded into the cave, and came to a spot where we could only go down or return the way we had came. We rested before decending, and I had no more than fallen asleep for a quick nap, when a dark creature that looked vaguely elvish attacked me from out of nowhere. The others quickly subdued him. We then decended into the hole below us, prepared for anything but what awaited us. 2 more of the creatures jumped out of hiding and attacked us. Only Ravin's finding a secret door below allowed us to escape. We then went west, the only direction left to us, and were set upon by a fantastically quick creature wielding a glowing black longsword. I was the only one able to flee the fight alive. Now I am hiding amongst some goblin slaves...all of my spells exhausted. I can hear the foot troops looking for me outside. I don't know how i will survive this... ~ #3375 map shadow galaxy tower towers sorcery draconians~ a map leading to Shadow Grove, Galaxy, and Towers of Sorcery and Draconians~ A rolled up map lies here.~ ~ 12 0 1 0~ 0~ 0~ 0~ 1 300 20 E map~ An excerpt from a book recently acquired from the mages guild by the thief Picard (to whom our condolences go out). The magical forest known as shadow grove has long been known as a place in which even those with the best direction sense may be confused. However, it is the gateway to such places as the Galaxy, the Tower of High Sorcery, and the Tower of the Draconians. The route to the Grove is a well established one. Travel west from midgaard, until further travel west is no longer possible. Travel south until you can go west again, and then continue west. Continuing in this manner, zigzagging west and south, the traveler will eventually reach a dusty part of the forest. From this point, travel north, and west and north again. From here the Entrance to Shadow Grove can be seen to the north. Our experts recommend this method for traveling in the Grove itself. In each new area, check all exits, and often you will be able to see if you have reached the entrance to the spot you set out for. Traveling in daylight will often aid this process. Also, our experts have noted that oftentimes, traveling in the same direction twice will return you to the spot you left from originally. However, traveling north, then back south, for example, will take you to a different area. The entrance to the Galaxy is said to be found by talking with a gypsy in a tavern. The entrances to the Towers of Sorcery and of the Draconians are said to be gigantic Gates. Also, if you see poor Edward, please be nice to him, the poor fool can't seem to find his way out... ~ #3376 map mahn-tor~ a map leading to the land of Mahn-tor~ A rolled up map lies here.~ ~ 12 0 1 0~ 0~ 0~ 0~ 1 300 20 E map~ Seeing as there is a lack of worthy opponents who come to my land, I present this map to the mapstore in Midgaard, with my instructions to reproduce it for any who feel they are worthy. Travel east of midgaard to the crossroads. Turn north, until you may travel east. Go east until you may travel up a hill. Continue up the hill to the top, and continue east. Then go down and enter the valley below you. Continue east and north to the waterfall. Continue north, and then take the trail east as far as it goes. Continue on the trail, going whichever way you can, until the trail splits. Travel east, and then go south. You will be in my realm, and may try to find your way to me. Mahn-Tor, Minotaur Grand Master ~ #3377 map haven antarctic~ a map leading to the antarctic land of haven~ A rolled up map lies here.~ ~ 12 0 1 0~ 0~ 0~ 0~ 1 300 20 E map~ We began our journey about mid-morning. We had hoped to get an early start, but were held up while we waited for the shops to open so that we could gather supplies for our expedition. The three of us were eager to leave town after having either stolen from or killed nearly every shopkeeper in Midgaard. The locals were not happy about our presence and as such, we feared the Executioner might decide to take some action against us if we remained. It was Hogar who had caused most of our problems, but he also was a necessary part of our team. No one could equal his skill with the sword, at least none we had previously encountered... Whirl often tries to get Hogar to see how unnecessary a lot of his fighting is, but he doesn't seem to listen to her divine guidance. I suppose that as a thief, I usually end up doing a lot of the more mundane, but necessary actions to get us where we need to go. However, I enjoy the adventures I've shared with these two, especially Whirl. Without her, where would we, in fact, where would I be now? Well, we set off from Midgaard along the river heading west away from town, and although in full view due to the daylight we wanted to avoid, the locals seemed more glad we had left than angry enough to give chase. We went under the bridge which crosses the river and continued west. As we continued west there wasn't too much to see, the forest seemed to grow darker as we moved, and long shadows seemed to be hiding some secret danger, however nothing became of it. Gradually we came to a split in the river where it appeared to go around an island, which was more shadowed than even the forest had been. After some thought, we decide to brave it and found a small spot where we could land and walk on the island's south side. Following a farely difficult path, we found a small domocile. Whirl seemed to be upset about something here, and strangely so was Hogar, so we decided not to press further and quickly left the island to continue going west along the river. We noticed quickly that the river was getting much wider now, and soon were at the mouth of the great river. Not wanting to get too far from land just yet, we entered the ocean and went south along the shoreline. I must say at this point my arms were getting tired of paddling, so Whirl graciously cast a spell which cause my body to have a density less than that of air! Whirl did the same to Hogar, and this seemed to life our spirits a little, as the going was made easier. I wonder why she didn't think of this sooner? Moving with the speed of the wind, we begin to find ourselves reaching colder waters. Reaching a point where we could no longer go south, we continued to the west. Wow! It's a good thing Whirl cast that spell, the waters here are so rough, I wonder how we would have survived in those canoes. Another turn to the south leads us to much colder waters, we can see icebergs floating in the ocean below us. I'm getting dreadfully cold now and wish we could turn back, but it seems we cannot and continue onward to the south. This is going to be my last entry. It has been two days since last I wrote. We encountered an enormous white bear which so surprised us, it managed to mortally wound Hogar, and I suffered several cuts before the bear finally succumbed to the combined efforts of Whirl and I. She had tried desparately to help Hogar during the battle and afterwards, but the cold, along with the seriousness of the wounds told us he wouldn't make it. Hogar died shortly there after. I'm afraid there may be more of those horrible beasts in this place, but we can no more go forward, than we can go back. At least I am with Whirl. The bear meat should be enough to keep us alive for a little while, time enough for us to finally be alone together. .... This journal entry is one of many found in a book which had floated in the ocean protected by some magical force from the water and salt. The finder can only guess at what happened to the two who were left alive there in the cold alone, but hopes that the knowlege from the book will help others avoid the same fate. ~ #3378 map desert eastern~ a map leading to the Eastern Desert, and adjacent lands~ A rolled up map lies here.~ ~ 12 0 1 0~ 0~ 0~ 0~ 1 300 20 E map~ Those seeking the Eastern Desert should first purchase a canoe or raft from the retired Captain, who can be found down by the river in Midgaard. The following set of directions was obtained from the legendary mage Shapeshifter, whom it is said spent so much time (lost?) in the desert, that he finally killed off the nomad leader and made it his home. Shapeshifter reports that there are several interesting places that may be visited from the eastern desert. To get to the desert, the mage recommends that one get upon the river and travel east. The journey will take the adventurer through an underground channel, until finally an under- ground lake will be the last point at which boats will be used. Continuing east up a passageway will bring one to the edge of the desert. The desert is easy to lose one's way in, but such interesting areas as MegaCity, the Pyramid of the Sphynx, the Nomad Camp, and the Lair of the Brass dragon can be approached only from the desert. Although even the great Shapeshifter is not able to give exact directions, he was able to provide this help. The Brass Dragon's Lair is in a cave that one reaches from a ledge that is plagued with strong gusts of wind. MegaCity lies just over a small hill. And the Pyramid may only be entered by those willing to climb to the top of the pyramid, although this is not as easy of a feat as one might think. ~ #3379 map moria~ a map leading to the Caves of Moria~ A rolled up map lies here.~ ~ 12 0 1 0~ 0~ 0~ 0~ 1 300 20 E map~ Many young adventures first make their fortunes in the Caves of Moria. This is often attributed to the quick reproduction rates of the denizens of the caves. Such creatures as the kobold, the hobgoblin, and the hideous troll can be found within the caves. The caves are also reputed to be the base of operations for several dangerous rogue mages. Those seeking the caves should first stock themselves with food and water, as there is little of nourishment within the caves. A few brave souls who were lucky to make it out of the caves alive after running out of supplies, report that the mushrooms that grow in the caves are not fit for human con- sumption. After acquiring supplies, travel out the east gate of Midgaard, sticking to the roads as far as the Crossroads. From there, a party must wander north through the plains, until a cave mouth is reached. This is the entrance to Moria. Some things to take heed of about Moria. Many adventurers have exited the caves through a cavern to the north of the complex, and have then followed a trail up the mountain. Those foolish enough to do so have had to return to town in failure, apparently too embarrassed to reveal what happened. Also, several adventurers have reported tangling with centipedes, climbing down a hole to the west of the centipedes home, and then running into a powerful mage. Many are the parties that have gone to attempt to recover corpses from this powerful wizard. - Faithfully yours, Alexis, the Lady Cleric ~ #3380 map goblin~ a map leading to the King of the Goblins~ A rolled up map lies here.~ ~ 12 0 1 0~ 0~ 0~ 0~ 1 300 20 E map~ It was during the invasion by Darkside the Beholder, that I first journeyed to the Goblin Caverns. Accompanied by Demonspawn the Warrior, and Partan, I left town through the east gate. We turned south at the Crossroads, and pitched camp after traveling as far south as we were able. The next day, we turned east, zigzaggin east and south, until we went down into a valley. At this point, we turned north, following a trail through the woods. At this point, we became somewhat lost, and had to wander for a while before we found the entrance to the Goblin's mountain lair. The assistance of Odin didn't hurt of course. Although I am not sure of the exact route, I believe that we turned west and then back north at least once, and possibly twice. We found ourselves at the foot of the mountain, and were able to climb it and enter the Goblin Caves. However, the most exciting part of our expedition occurred after we had defeated Darkside (at the cost of Demonspawn, Partan, and several younger adventurers who happened to be in the area). I discovered a secret door in the mountain side that opens into a store room, that directly adjoins to the Goblin King's throne room. If only Odin hadn't summoned us back to his altar in Midgaard to reward us, I might have been able to find out exactly where the secret door is. All that I can say, is that it is in the forest, and guarded by a Goblin Sentinel. Recorded from an interview with with Tholeus, Hero of Midgaard. ~ #0 #ROOMS #3001 The Temple Of Midgaard~ You are in the southern end of the temple hall in the Temple of Midgaard. The temple has been constructed from giant marble blocks, eternal in appearance, and most of the walls are covered by ancient wall paintings picturing Gods, Giants and peasants. Large steps lead down through the grand temple gate, descending the huge mound upon which the temple is built and ends on the temple square below. Equally large steps lead UP through a small door into the ENTRANCE to MUD SCHOOL. (type 'up' to go to MUD SCHOOL.) A small plaque is on this wall. ~ 30 4|8|1024 0 D0 At the northern end of the temple hall is a statue and a huge altar. ~ ~ 0 -1 3054 D2 You see the temple square. ~ ~ 0 -1 3005 D4 You see the entrance to Mud School. ~ ~ 0 0 3700 E plaque~ This entire world has been integrated, modified, debugged, and enhanced by Hatchet, Kahn, and Furey of MERC Industries to be run by any MERC Mud. 1992 December 17 ~ S #3002 Cleric's Inner Sanctum~ This is the inner sanctum. A picture of the mighty Thor, is hanging on the wall, just above the altar which is set against the western wall. A well in the middle of the floor leads down into darkness. Vile smells waft from the depths. ~ 30 12 0 D1 You see your favorite place, the bar of divination. ~ ~ 0 -1 3003 D5 You can't see what is down there, it is too dark. Looks like it would be impossible to climb back up. ~ ~ 0 -1 7026 S #3003 Cleric's Bar~ The bar is one of the finest in the land, lucky it is members only. Fine furniture is set all around the room. A small sign is hanging on the wall. ~ 30 12 0 D2 You see the entrance. ~ ~ 0 -1 3004 D3 You see the inner sanctum. ~ ~ 0 -1 3002 E sign~ The sign reads: Free instructions provided by the waiter: Buy - Buy something (drinkable) from the waiter. List - The waiter will show you all the different drinks and specialties, and tell the price of each. ~ S #3004 Entrance to Cleric's Guild~ The entrance hall is a small modest room, reflecting the true nature of the Clerics. The exit leads east to the temple square. A small entrance to the bar is in the northern wall. ~ 30 8 0 D0 You see the bar, richly decorated with really stylish furniture. ~ ~ 0 -1 3003 D1 You see the Temple Square. ~ ~ 0 -1 3005 S #3005 The Temple Square~ You are standing on the temple square. Huge marble steps lead up to the temple gate. The entrance to the Clerics Guild is to the west, and the old Grunting Boar Inn, is to the east. Just south of here you see the market square, the center of Midgaard. ~ 30 0 1 D0 You see the temple. ~ ~ 0 -1 3001 D1 You see the good old Grunting Boar Inn. ~ ~ 0 -1 3006 D2 You see the Market Square. ~ ~ 0 -1 3014 D3 You see the entrance to the Clerics Guild. ~ ~ 0 -1 3004 D4 You see the air. ~ ~ 0 -1 3057 S #3006 Entrance to the Grunting Boar Inn~ You are standing in the entrance hall of the Grunting Boar Inn. The hall has been wisely decorated with simple but functional furniture. A small staircase leads up to the defunct reception room and the bar is to the east. ~ 30 8 0 D1 Surprise! You see the bar. ~ ~ 0 -1 3007 D3 You see the temple square. ~ ~ 0 -1 3005 D4 You see the defunct reception room. ~ ~ 0 -1 3008 S #3007 The Grunting Boar~ You are standing in the bar. The bar is set against the northern wall, old archaic writing, carvings and symbols cover its top. A fireplace is built into the western wall, and through the southeastern windows you can see the temple square. This place makes you feel like home. A small sign with big letters is fastened to the bar. ~ 30 8 0 D3 You see the exit to the entrance hall. ~ ~ 0 -1 3006 E sign~ The sign reads: Free instructions provided by the Grunting Boar Inn. Buy - Buy something (drinkable) from the bartender. List - The bartender will show you all the different drinks and specialties, and tell the price of each. ~ E writing carving carvings symbols symbol~ Although it is very hard to understand, you think it looks a lot like beer, poems about beer, and small beer-mugs. ~ S #3008 The Defunct Reception~ You are standing in a dusty, defunct reception. The staircase leads down to the entrance hall. ~ 30 8 0 D5 You see the entrance hall. ~ ~ 0 -1 3006 S #3009 The Bakery~ You are standing inside the small bakery. A sweet scent of Danish and fine bread fills the room. The bread and Danish are arranged in fine order on the shelves, and seem to be of the finest quality. A small sign is on the counter. ~ 30 8 0 D2 You see the main street. ~ ~ 0 -1 3013 E danish pastry~ You see that this is truly delicious pastry. Must be made by a Dane from Denmark (which surely is not the capital of Sweden!). Former ruler of Scandinavia, England, Northern Germany, Northern France, Russia, Greenland, Iceland, Estonia etc. etc. The sight of those large, wholesome chokoladeboller makes your mouth water and your soul sing. ~ E sign~ Free instructions provided by the store: Buy - Will buy you some bread or pastry. List - The baker will kindly tell you the price and sort of the bread in his bakery. ~ S #3010 The General Store~ You are inside the general store. All sorts of items are stacked on shelves behind the counter, safely out of your reach. A small note hangs on the wall. ~ 30 8 0 D2 You see the main street. ~ ~ 0 -1 3015 E note~ The note reads: List - Show which various items are in the store. Buy - Buy an item. Value - The shopkeeper will (free of charge) tell how much he will pay for your item. Sell - Sell an item. ~ S #3011 The Weapon Shop~ You are inside the weapon shop. There is a small note on the counter. ~ 30 8 0 D2 You see the main street. ~ ~ 0 -1 3016 E note~ The note reads: List - Show which various items are in the store. Buy - Buy an item. Value - The shopkeeper will (free of charge) tell how much he will pay for your item. Sell - Sell an item. ~ S #3012 Main Street~ You are at the end of the main street of Midgaard. South of here is the entrance to the Guild of Magic Users. The street continues east towards the market square. The magic shop is to the north and to the west is the city gate. ~ 30 0 1 D0 You see the magic shop. ~ ~ 0 -1 3033 D1 You see the main street. ~ ~ 0 -1 3013 D2 You see the entrance to the Guild of Magic Users. ~ ~ 0 -1 3017 D3 You see the city gate. ~ ~ 0 -1 3040 S #3013 Main Street~ You are on the main street passing through the City of Midgaard. South of here is the entrance to the Armoury, and the bakery is to the north. East of here is the market square. ~ 30 0 1 D0 You see the bakery. ~ ~ 0 -1 3009 D1 You see the market square. ~ ~ 0 -1 3014 D2 You see the armoury. ~ ~ 0 -1 3020 D3 You see the main street. ~ ~ 0 -1 3012 S #3014 Market Square~ You are standing on the market square, the famous Square of Midgaard. A large, peculiar looking statue is standing in the middle of the square. Roads lead in every direction, north to the temple square, south to the common square, east and westbound is the main street. ~ 30 0 1 D0 You see the temple square. ~ ~ 0 -1 3005 D1 You see the main street. ~ ~ 0 -1 3015 D2 You see the common square. ~ ~ 0 -1 3025 D3 You see the main street. ~ ~ 0 -1 3013 E statue~ What you see is the Midgaard Worm, stretching around the Palace of Midgaard. ~ S #3015 The Main Street~ You are on Main Street crossing through town. To the north is the general store, and the main street continues east. To the west you see and hear the market place and to the south is the Jeweller's Shop. ~ 30 0 1 D0 You see the general store. ~ ~ 0 -1 3010 D1 You see Main Street. ~ ~ 0 -1 3016 D2 You see the Jeweller's Shop. ~ ~ 0 -1 3034 D3 You see the market square. ~ ~ 0 -1 3014 S #3016 The Main Street~ The main street, to the north is the weapon shop and to the south is the Guild of Swordsmen. To the east you leave town and to the west the street leads to the market square. ~ 30 0 1 D0 You see the weapon shop. ~ ~ 0 -1 3011 D1 You see the city gate. ~ ~ 0 -1 3041 D2 You see the swordsmen's guild. ~ ~ 0 -1 3021 D3 You see the main street leading to the market square. ~ ~ 0 -1 3015 S #3017 Entrance to Mage's Guild~ The entrance hall is a small, poor lighted room. ~ 30 8 0 D0 You see the main street. ~ ~ 0 -1 3012 D2 You see your favorite place, the Mage's Bar. ~ ~ 0 -1 3018 S #3018 Mage's Bar~ The bar is one of the weirdest in the land. Mystical images float around the air. Illusions of fine furniture appear all around the room. ~ 30 12 0 D0 You see the lobby. ~ ~ 0 -1 3017 D1 You see the laboratory. ~ ~ 0 -1 3019 S #3019 Mage's Laboratory~ This is the Magical Experiments Laboratory. Dark smoke-stained stones arch over numerous huge oaken tables, most of these cluttered with strange- looking pipes and flasks. The floor is covered with half-erased pentagrams and even weirder symbols, and a blackboard in a dark corner has only been partially cleaned, some painful-looking letters faintly visible. A well in the middle of the floor leads down into darkness. Vile smells waft from the depths. ~ 30 12 0 D3 You see the bar. ~ ~ 0 -1 3018 D5 You can't see what is down there, it is too dark. Looks like it would be impossible to climb back up. ~ ~ 0 -1 7017 S #3020 The Armoury~ The armoury with all kinds of armours on the walls and in the window. You see helmets, shields and chain mails. To the north is the main street. On the wall is a small note. ~ 30 8 0 D0 You see the main street. ~ ~ 0 -1 3013 E note~ You can use these commands for trading: value <item> To get the price of an item in your possession. sell <item> To sell something. buy <item> To buy something (provided that the shop has it in store). list Gives you a listing of the shop's inventory. WE DON'T GIVE CREDIT; WE DON'T EXPECT TO RECEIVE CREDIT! NO HAGGLING ~ S #3021 Entrance Hall to the Guild of Swordsmen~ The entrance hall to the Guild of Swordsmen. A place where one has to be careful not to say something wrong (or right). To the east is the bar and to the north is the main street. ~ 30 8 0 D0 You see the main street. ~ ~ 0 -1 3016 D1 You see the swordsmen's bar, many noises comes from there. ~ ~ 0 -1 3022 S #3022 The Bar of Swordsmen~ The bar of swordsmen, once upon a time beautifully furnished. But now the furniture is all around you in small pieces. To the south is the yard, and to the west is the entrance hall. ~ 30 12 0 D2 You see the practice yard. ~ ~ 0 -1 3023 D3 You see the entrance hall to the thieves guild. ~ ~ 0 -1 3021 S #3023 The Tournament and Practice Yard~ The practice yard of the fighters. To the north is the bar. A well leads down into darkness. ~ 30 12 0 D0 You see the bar. ~ ~ 0 -1 3022 D5 You can't see what is down there, it is too dark. Looks like it would be impossible to climb back up. ~ ~ 0 -1 7048 S #3024 Eastern End of Poor Alley~ You are at the poor alley. South of here is the Grubby Inn and to the east you see common square. To the north is the entrance to the Dragon Cult. The alley continues further west. ~ 30 0 1 D0 You see the shadowy entrance to the Dragon Cult. ~ ~ 0 -1 9850 D1 You see the common square. ~ ~ 0 -1 3025 D2 You see the Inn. ~ ~ 0 -1 3048 D3 You see the poor alley. ~ ~ 0 -1 3044 S #3025 The Common Square~ The common square, people pass you, talking to each other. To the west is the poor alley and to the east is the dark alley. To the north, this square is connected to the market square. From the south you notice a nasty smell. ~ 30 0 1 D0 You see the market square. ~ ~ 0 -1 3014 D1 You see the dark alley. ~ ~ 0 -1 3026 D2 You see the city dump. ~ ~ 0 -1 3030 D3 You see the poor alley. ~ ~ 0 -1 3024 S #3026 The Dark Alley~ The dark alley, to the west is the common square and to the south is the Guild of Thieves. The alley continues east. ~ 30 0 1 D0 You see the Map Store. ~ ~ 0 -1 3065 D1 The alley continues east. ~ ~ 0 -1 3045 D2 You see the entrance to the thieves guild. ~ ~ 0 -1 3027 D3 You see the common square. ~ ~ 0 -1 3025 D5 Below you, you see a dark stairway. ~ grate~ 1 -1 3801 E guild~ It is the thieves guild, don't enter if you care about your health or money. ~ S #3027 Entrance Hall to the Guild of Thieves~ The entrance hall to the thieves' and assassins' guild. A place where you can lose both your life and your money, if you are not careful. To the north is the dark alley and to the east is the thieves' bar. ~ 30 8 0 D0 You see the alley. ~ ~ 0 -1 3026 D1 You see the thieves bar, where everything disappears. ~ ~ 0 -1 3028 S #3028 The Thieves Bar~ The bar of the thieves. Once upon a time this place was beautifully furnished, but now it seems almost empty. To the south is the yard, and to the west is the entrance hall. (Maybe the furniture has been stolen?!) ~ 30 12 0 D2 You see the secret yard. ~ ~ 0 -1 3029 D3 You see the entrance hall to the thieves guild. ~ ~ 0 -1 3027 E furniture~ As you look at the furniture, the chair you sit on disappears. ~ S #3029 The Secret Yard~ The secret practice yard of thieves and assassins. To the north is the bar. A well leads down into darkness. ~ 30 12 0 D0 You see the bar. ~ ~ 0 -1 3028 D5 You can't see what is down there, it is too dark. Looks like it would be impossible to climb back up. ~ ~ 0 -1 7043 S #3030 The Dump~ The dump, where the people from the city drop their garbage. Through the garbage you can see a large junction of pipes, looks like the entrance to the sewer system. South of here you see the river and to the north is the common square. ~ 30 4 2 D0 You see the common square. ~ ~ 0 -1 3025 D2 You see the river slowly flowing west, but notice that it would be nearly impossible to reach the river due to all the garbage and a steep river bank. ~ ~ 0 -1 3504 D5 You see the sewers. ~ ~ 0 -1 7030 S #3031 The Pet Shop~ The Pet Shop is a small crowded store, full of cages and animals of various sorts and sizes. There is a sign on the wall. ~ 30 8|4096 0 D2 You see the Alley. ~ ~ 0 -1 3045 E sign~ The sign reads: Use 'List' to see the available pets. Use 'Buy <pet> <name>' to buy yourself a pet and name it. You can use 'order <pet> <instructions>' to order your pets around. If you abuse your pet, it will no longer regard you as its master. If you have several pets you may use 'order all <instructions>' Regards, The Shopkeeper ~ S #3032 Pet Shop Store~ This is the small dark room in which the Pet Shop Boy keeps his pets. It is vital that this room be immediately after the pet shop. ~ 30 8 0 S #3033 The Magic Shop~ You are in a small room that smells of rare chemicals and spices. Dividing the room in two is a large desk, and on the wall behind it are numerous shelves crammed with jars, bottles, books and scrolls of all sorts and sizes. ~ 30 8 0 D2 You see the main street. ~ ~ 0 -1 3012 E jars bottles~ Some of them are transparent enabling you to see that some contain colored powders while others contain body parts of various animals. ~ E books~ Most of them appear to be very old and dusty. ~ E scrolls~ Each scroll is stored in a leather tube that protects it from moist. ~ S #3034 The Jeweller's Shop~ You are in a small, beautifully furnished room. The warm light emanating from the small oil lamps on the walls is reflected in the hard, polished surface of the big mahogany desk that stands in the centre of the room. A small sign with golden letters stands on the desk. ~ 30 8 0 D0 You see Main Street. ~ ~ 0 -1 3015 E oil lamps~ They are made from polished gold and looks as if they are securely fastened to the smooth stone walls. ~ E desk~ Your face is reflected in its surface. ~ E sign~ The golden letters say :- Use 'list' to see what is in store, 'buy <item>' to buy an item, 'sell <item>' to sell an item and 'value <item>' to make the jeweller evaluate an item. ~ S #3035 The Leather Shop~ An acrid smell fills this large room. Along the walls are numerous shelves containing all sorts of animal hide and in the crackling fireplace hangs a big iron pot with boiling water. In the middle of the room is a large oak table. A wooden sign is hanging above the fireplace. ~ 30 8 0 D2 You see the alley. ~ ~ 0 -1 3044 E fireplace~ It is a rather large fireplace made from heavy granite rocks. ~ E table~ It is made from solid oak but appears to be very used. Its surface is covered in marks and scratches. A large burning candle stands directly on the table surface, tallow flowing down its sides. ~ E pot~ Several large pieces of leather hide are boiling in the iron pot. ~ E sign~ The wooden sign says :- Use 'list' to see what is in store, 'buy <item>' to buy an item, 'sell <item>' to sell an item and 'value <item>' to make the leather worker evaluate an item. ~ S #3040 Inside the West Gate of Midgaard~ You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. Main Street leads east and Wall Road leads south from here. ~ 30 0 1 D0 You see a Dimly Lit Path. ~ ~ 0 0 101 D1 You see Main Street. ~ ~ 0 -1 3012 D2 You see the road running along the inner side of the city wall. You notice that it is called Wall Road. ~ ~ 0 -1 3042 D3 The city gate is to the west. ~ gate~ 1 3133 3052 E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3041 Inside the East Gate of Midgaard~ You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. Main Street leads west from here. South of here is the wall road, but it looks dirty and not too safe. To the north you see the Psionicist's Guild. ~ 30 0 1 D0 You see the Psionicist's Guild. ~ ~ 0 0 3152 D1 You see the city gate. ~ gate~ 1 3133 3053 D3 You see Main Street.~ ~ 0 -1 3016 D2 You see the slums of Midgaard. ~ ~ 0 0 2171 E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3042 Wall Road~ You are walking next to the western city wall. The road continues further south and the city gate is just north of here. ~ 30 0 1 D0 You see the city gate. ~ ~ 0 -1 3040 D2 The road continues further south. ~ ~ 0 -1 3043 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3043 Wall Road~ You are walking next to the western city wall. Wall Road continues further north and south. A small, poor alley leads east. Some letters have been written on the wall here. ~ 30 0 1 D0 The road continues further north. ~ ~ 0 -1 3042 D1 The alley leads east. ~ ~ 0 -1 3044 D2 The road continues further south. ~ ~ 0 -1 3047 E letters~ It says 'Who watches the watchmen?' ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3044 Poor Alley~ You are in narrow and dirty alley leading east and west. The leather shop is to the north. ~ 30 0 1 D0 The leather shop is to the north. ~ ~ 0 -1 3035 D1 The alley leads east. ~ ~ 0 -1 3024 D3 The alley leads west. ~ ~ 0 -1 3043 S #3045 Alley at Levee~ You are standing in the alley which continues east and west. South of here you see the levee. North is the Pet Shop. ~ 30 0 1 D0 You see, hear, and smell the pet shop. ~ ~ 0 0 3031 D1 The alley leads east. ~ ~ 0 -1 3046 D2 You see the levee. ~ ~ 0 -1 3049 D3 The alley leads west. ~ ~ 0 -1 3026 S #3046 Eastern end of Alley~ You are standing at the eastern end of the alley. An old three-story warehouse is directly south of here, and the Mob Factory is east. ~ 30 0 1 D1 The entrance to the Mob Factory lies east. ~ ~ 0 -1 9400 D2 You see the warehouse. ~ ~ 0 -1 3050 D3 You see the alley. ~ ~ 0 -1 3045 S #3047 Wall Road~ You are standing on the road next to the western city wall which continues north. South of here is a bridge across the river. ~ 30 0 1 D0 You see the road. ~ ~ 0 -1 3043 D2 You see the bridge. ~ ~ 0 -1 3051 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3048 Grubby Inn~ You are inside the old Grubby Inn. This place has not been cleaned for several decades, vile smells make you dizzy. ~ 30 8 0 D0 You see the alley. ~ ~ 0 -1 3024 S #3049 Levee~ You are at the levee. South of here you see the river gently flowing west. The river bank is very low making it possible to enter the river. ~ 30 0 1 D0 You see the Alley. ~ ~ 0 -1 3045 D2 You see the river flowing west. ~ ~ 0 -1 3203 S #3050 Abandoned Warehouse~ You are inside the only room in the old warehouse. The place is very dusty and appears to have been unused for many years. The skylight spills violet-tinged light. ~ 30 8 0 D0 You see the alley. ~ ~ 0 -1 3046 D4 You see machine dreams and taste violet phosphor. ~ ~ 0 0 8604 S #3051 On the Bridge~ You are standing on the stone bridge crosses the river. The bridge is built out from the western city wall and the river flows west through an opening in the wall ten feet below the bridge. ~ 30 0 1 D0 You see the road. ~ ~ 0 -1 3047 D2 You see the Concourse. ~ ~ 0 -1 3100 E bridge~ It is built from large grey rocks that have been fastened to each other with some kind of mortar, just like the wall. ~ E opening~ You cannot really see it from here as it is somewhere beneath your feet. ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3052 Outside the West Gate of Midgaard~ You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. To the west you can see the edge of a big forest. A small dusty trail leads north along the wall. ~ 30 0 1 D0 The trail continues around the City of Midgaard. ~ ~ 0 -1 3900 D1 The city gate is to the east. ~ gate~ 1 3133 3040 D3 The forest edge is to the west. ~ ~ 0 -1 6000 E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3053 Outside the East Gate of Midgaard~ You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. To the east the plains stretch out in the distance. To the north a small dusty trail follow the city wall. ~ 30 0 1 D0 The trail continues around the City of Midgaard. ~ ~ 0 -1 3908 D1 You see the plains.~ ~ 0 -1 3503 D3 You see the city gate. ~ gate~ 1 3133 3041 E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3054 By the Temple Altar~ You are by the temple altar in the northern end of the Temple of Midgaard. A huge altar made from white polished marble is standing in front of you and behind it is a ten foot tall sitting statue of Odin, the King of the Gods. Above you, you see rooms reserved for the workers of this mud. ~ 30 4|8|1024 0 D2 You see the southern end of the temple. ~ ~ 0 -1 3001 D4 ~ ~ 0 0 3060 E altar~ Even though the altar is more than ten feet long it appears to be made from a single block of white virgin marble. ~ E statue odin king god~ The statue represents the one-eyed Odin sitting on a his throne. He has long, grey hair and beard and a strict look on his face. On top of the throne, just above his shoulders, his two ravens Hugin and Munin are sitting and at his feet are his wolves Gere and Freke. ~ S #3057 In the air...~ WOW you can fly! You are floating in the air above Temple Square of Midgaard. ~ 30 4 9 D4 More of the same. ~ ~ 0 0 1017 D5 Back down on the earth where you should be! ~ ~ 0 0 3005 S #3060 Rooms Above the Altar~ You are above the temple altar. Here you see rooms meant for the working immortals of this mud to sit down and discuss issues. To the north, you see the general meeting room. To the east, you see the Builders' room. To the south, you see the Implementors' room. To the west, you see the Coders' room. Below you, you see the temple altar. ~ 30 4|8|1024 0 D0 You see the general meeting room. ~ ~ 0 0 3061 D1 You see the Builders' room. ~ ~ 0 0 3062 D2 You see the Implementors' room. ~ ~ 0 0 3063 D3 You see the Coders' room. ~ ~ 0 0 3064 D5 You see the Temple Altar below you. ~ ~ 0 0 3054 S #3061 General Meeting Room~ You are inside the general meeting room, where the issues of this mud are discussed. You see a large table and chairs, along with three seats at the far end, meant for the three directors of this mud, Demonspawn, Kahn, and Kith. The exit is to the south. ~ 30 4|8|1024 0 D2 ~ ~ 0 0 3060 S #3062 Builders' Room~ You are inside the Builders' room, where the issues regarding areas of this mud are discussed. You see a large table and chairs, along with a large seat at the far end, meant for the director of areas, Demonspawn. The exit is to the west. ~ 30 4|8|1024 0 D3 ~ ~ 0 0 3060 S #3063 Implementors' Room~ You are inside the Implementors' room, where the issues regarding this mud are discussed. You see a large table and chairs, along with a large seat at the far end, meant for the director of implementors, Kith. The exit is to the north. ~ 30 4|8|1024 0 D0 ~ ~ 0 0 3060 S #3064 Coders' Room~ You are inside the Coders' room, where the issues regarding the code of this mud are discussed. You see a large table and chairs, along with a large seat at the far end, meant for the director of coders, Kahn. The exit is to the east. ~ 30 4|8|1024 0 D1 ~ ~ 0 0 3060 S #3065 The Cartography Store~ You are inside a small wooden building, in which maps are copied and sold. Rows of shelves and pigeon holes hold countless maps. For the adventurer who wants to get into the seldom traveled areas, this is the place to be. ~ 30 8 0 D2 You see the main street. ~ ~ 0 -1 3026 E note~ The note reads: List - Show which various maps are in the store. Buy - Buy a map. ~ S #3100 Northwest end of Concourse~ You are at the concourse, the city wall is just west. A small promenade goes east, and the bridge is just north of here. The concourse continues south along the city wall. ~ 31 0 1 D0 You see the Bridge. ~ ~ 0 -1 3051 D1 You see the promenade. ~ ~ 0 -1 3101 D2 The promenade continues far south. ~ ~ 0 -1 3127 S #3101 Promenade~ The river gently flows west just north of here. The promenade continues further east and to the west you see the city wall. Park Road leads south from here. ~ 31 0 1 D1 The promenade. ~ ~ 0 -1 3102 D2 Park Road leads south. ~ ~ 0 -1 3131 D3 You see the Concourse. ~ ~ 0 -1 3100 S #3102 Promenade~ The river gently flows west just north of here. The promenade continues both east and west. South of here you see the entrance to the park, and a small building seems to be just west of the entrance. ~ 31 0 1 D1 You see the promenade. ~ ~ 0 -1 3103 D2 You see the park entrance. ~ ~ 0 -1 3105 D3 You see the promenade. ~ ~ 0 -1 3101 S #3103 Promenade~ The river gently flows west just north of here. The promenade continues both east and west. A small path leads south. Looking across the river you see the levee. ~ 31 0 1 D1 You see the Concourse. ~ ~ 0 -1 3104 D2 The small path leads south. ~ ~ 0 -1 3132 D3 You see the promenade. ~ ~ 0 -1 3102 S #3104 Northeast end of Concourse~ You are at the Concourse. The city wall is just east and a small promenade goes west. Looking across the river you see a building that resembles a warehouse. The Concourse continues south along the city wall. ~ 31 0 1 D2 The Concourse continues south. ~ ~ 0 -1 3130 D3 You see the promenade. ~ ~ 0 -1 3103 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3105 Park Entrance~ You are standing just inside the small park of Midgaard. To the north is the promenade and a small path leads south into the park. To your east is the famous Park Cafe. ~ 31 4 1 D0 You see the promenade. ~ ~ 0 -1 3102 D1 You see Park Cafe. ~ ~ 0 -1 3106 D2 You see the park. ~ ~ 0 -1 3108 S #3106 Park Cafe~ You are inside Park Cafe, a very well lighted, cosy place. The cafe is built from large logs. Through the windows in the northern wall you see the river, and through the southern window you see many vigorous colorful plants. ~ 31 8 0 D3 You see the park entrance. ~ ~ 0 -1 3105 S #3107 Small path through the park~ You are walking along a small path through the park. The path continues south and east. ~ 31 0 1 D1 ~ ~ 0 -1 3108 D2 ~ ~ 0 -1 3113 S #3108 Small path in the park~ You are standing on a small path inside the park. The park entrance is just north of here, and Park Cafe is just east of the entrance. The path leads further east and west. ~ 31 0 1 D0 You see the northern park entrance. ~ ~ 0 -1 3105 D1 ~ ~ 0 -1 3109 D3 ~ ~ 0 -1 3107 S #3109 Small path in the park~ You are on a small path running through the park. It continues west and south and just north of here you see the southern wall of Park Cafe. ~ 31 0 1 D2 ~ ~ 0 -1 3115 D3 ~ ~ 0 -1 3108 S #3110 Cityguard Head Quarters~ You are inside a tidy office. A big desk made from dark wood is standing in the centre of the room. ~ 31 8 0 D1 You see Park Road. ~ door~ 1 -1 3111 D3 You see a sign saying 'KEEP OUT'. ~ door~ 1 3120 3142 S #3111 Park Road~ The road continues north and south. A building is just west of here, you notice a sign on the door. The park entrance is to the east. ~ 31 0 1 D0 ~ ~ 0 -1 3131 D1 You see the park entrance. ~ ~ 0 -1 3112 D2 ~ ~ 0 -1 3118 D3 You see the cityguard head quarters. ~ door~ 1 -1 3110 E building door sign~ The sign on the door says:- Cityguard Head Quarters ~ S #3112 Western Park Entrance~ You are standing at the western end of the park. A small path leads east into the park and going west through the entrance you will reach Park Road. ~ 31 4 1 D1 ~ ~ 0 -1 3113 D3 ~ ~ 0 -1 3111 S #3113 A path in the park~ You are in the park. The paths lead north and west. Westwards is the park entrance and to the east you see a small pond. ~ 31 0 1 D0 ~ ~ 0 -1 3107 D1 You see the pond. ~ ~ 0 -1 3114 D3 You see the western park entrance. ~ ~ 0 -1 3112 S #3114 The Pond~ You are swimming around in the pond, feeling rather stupid. You can get back on the path from the eastern and western end of the pond. ~ 31 0 6 D1 ~ ~ 0 -1 3115 D3 ~ ~ 0 -1 3113 S #3115 A path in the park~ You are in the park. The paths lead north and east. Eastwards is the park entrance and to the west you see a small pond. ~ 31 0 1 D0 ~ ~ 0 -1 3109 D1 ~ ~ 0 -1 3116 D3 ~ ~ 0 -1 3114 S #3116 Eastern Park Entrance~ You are standing at the eastern end of the park. A small path leads west into the park. Going east through the entrance you will reach Emerald Avenue. ~ 31 4 1 D1 ~ ~ 0 -1 3117 D3 ~ ~ 0 -1 3115 S #3117 Emerald Avenue~ You are at Emerald Avenue which continues north and south. To the west is the park entrance and to the east is the not very big Town Hall of Midgaard. ~ 31 0 1 D0 ~ ~ 0 -1 3132 D1 ~ ~ 0 -1 3137 D2 ~ ~ 0 -1 3119 D3 ~ ~ 0 -1 3116 S #3118 Park Road~ You are on Park Road which leads north and south. ~ 31 0 1 D0 ~ ~ 0 -1 3111 D2 ~ ~ 0 -1 3135 S #3119 Emerald Avenue~ You are standing at a bend on Emerald Avenue. The road leads north and west. ~ 31 0 1 D0 ~ ~ 0 -1 3117 D3 ~ ~ 0 -1 3133 S #3120 Road Crossing~ You are in the middle of the road cross. Roads lead in all directions. A huge black iron chain as thick as a tree trunk is fastened into the ground at the centre of the road cross. Its other end leads directly upwards towards the sky. A road sign is here. ~ 31 0 1 D0 ~ ~ 0 -1 3133 D1 ~ ~ 0 -1 3136 D2 ~ ~ 0 -1 3134 D3 ~ ~ 0 -1 3135 D4 The chain disappears in the clouds.~ ~ 0 -1 7914 E sign~ The sign points in all directions: North - Emerald Avenue. East - Park Road. South - Emerald Avenue. West - Park Road. Someone has added the following with red paint: Up - Redferne's Flying Citadel. ~ E chain~ The the chain reaches the clouds high above you. It must take some really powerful magic to hold such a chain in place. ~ S #3121 Emerald Avenue~ You are standing at a bend on Emerald Avenue. The road leads south and east. ~ 31 0 1 D1 ~ ~ 0 -1 3134 D2 ~ ~ 0 -1 3125 S #3122 Park Road~ You are on Park Road which leads south and north. Elm Street is east of here. ~ 31 0 1 D0 ~ ~ 0 -1 3136 D1 ~ ~ 0 -1 3123 D2 ~ ~ 0 -1 3126 S #3123 Elm Street~ You are on Elm street. Park Road is to the west and Elm Street continues in eastward direction. ~ 31 0 1 D1 ~ ~ 0 -1 3124 D3 ~ ~ 0 -1 3122 S #3124 End of Elm Street~ You are at the end of Elm Street. An old elm tree grows here. ~ 31 0 1 D3 ~ ~ 0 -1 3123 E elm tree~ The fresh young leaves of the elm tree wave gently in the wind. ~ S #3125 Emerald Avenue~ You are on Emerald Avenue which continues north. The Concourse is south of here. ~ 31 0 1 D0 ~ ~ 0 -1 3121 D2 ~ ~ 0 -1 3128 S #3126 Park Road~ You are on Park Road which continues north. The Concourse is south of here. ~ 31 0 1 D0 ~ ~ 0 -1 3122 D2 ~ ~ 0 -1 3129 S #3127 On the Concourse~ You are at the southwest corner of the city wall. The Concourse leads both north and east. ~ 31 0 1 D0 ~ ~ 0 -1 3100 D1 ~ ~ 0 -1 3128 S #3128 On the Concourse~ The Concourse continues both east and west. Emerald Avenue is north of here. ~ 31 0 1 D0 ~ ~ 0 -1 3125 D1 ~ ~ 0 -1 3129 D3 ~ ~ 0 -1 3127 S #3129 On the Concourse~ The Concourse continues both east and west. Park Road is north of here and an iron grate leads south to the graveyard. A bronze sign has been set on the wall next to the grate. ~ 31 1 1 D0 ~ ~ 0 -1 3126 D1 ~ ~ 0 -1 3130 D2 Through the solid iron bars you see the graveyard. ~ grate~ 1 3121 3600 D3 ~ ~ 0 -1 3128 E grate~ Looks heavy. ~ E sign~ The sign says :- Graveyard of Midgaard Many brave adventurers have found their final resting place here. Please show respect and do not desecrate their tombs. ~ S #3130 On the Concourse~ You are at the southeast corner of the city wall. The Concourse leads both north and west. ~ 31 0 1 D0 ~ ~ 0 -1 3104 D3 ~ ~ 0 -1 3129 S #3131 Park Road~ You are at Park Road which continues north and south. ~ 31 0 1 D0 ~ ~ 0 -1 3101 D2 ~ ~ 0 -1 3111 S #3132 Emerald Avenue~ You are standing on the north end of Emerald Avenue. To the north is the promenade and to the east is the small street Penny Lane. ~ 31 0 1 D0 ~ ~ 0 -1 3103 D1 ~ ~ 0 -1 3139 D2 ~ ~ 0 -1 3117 S #3133 Emerald Avenue~ You are standing at a bend on Emerald Avenue. To the east the road goes on and to the south is the Road Crossing. ~ 31 0 1 D1 ~ ~ 0 -1 3119 D2 ~ ~ 0 -1 3120 S #3134 Emerald Avenue~ You are standing at a bend on Emerald Avenue. To the west the road goes on and to the north is the Road Crossing. ~ 31 0 1 D0 ~ ~ 0 -1 3120 D3 ~ ~ 0 -1 3121 S #3135 Park Road~ You are at a bend on Park Road. To the north the road goes on and to the east is the Road Crossing. To the south, the ancient cliffs rise from deep under the ground, forming a wall. ~ 31 0 1 D0 ~ ~ 0 -1 3118 D1 ~ ~ 0 -1 3120 S #3136 Park Road~ You are at a bend on Park Road. To the south the road goes on and to the west is the Road Crossing. ~ 31 0 1 D2 ~ ~ 0 -1 3122 D3 ~ ~ 0 -1 3120 S #3137 The Waiting Room~ You are standing in the waiting room at the town hall. Wooden chairs stand along the walls and a long desk is placed in the middle of the room. ~ 30 8 0 D1 It looks like some kind of office. ~ ~ 0 -1 3138 D3 The exit west leads to Emerald Avenue. ~ ~ 0 -1 3117 S #3138 The Mayor's Office~ You are in the not very big office of the Mayor of Midgaard. A large and polished but completely empty desk is standing in front of an armchair that looks so comfortable that it most of all resembles a bed with the head end raised slightly. ~ 30 8 0 D3 The waiting room is to the west. ~ ~ 0 -1 3137 E chair armchair~ This chair is really a masterpiece. A chair where one can sit as comfortably as in a bed. All lecture halls should be equipped with these things. ~ S #3139 Penny Lane~ You are on Penny Lane. Emerald Avenue is to the west and Penny Lane continues in eastward direction. ~ 31 0 1 D1 ~ ~ 0 -1 3140 D3 ~ ~ 0 -1 3132 S #3140 Penny Lane~ You are on Penny Lane. The narrow road continues north and west. ~ 31 0 1 D0 ~ ~ 0 -1 3141 D3 ~ ~ 0 -1 3139 S #3141 End of Penny Lane~ You are at the end of Penny Lane. The only exit appears to be south. ~ 31 0 1 D2 ~ ~ 0 -1 3140 S #3142 Captain's Office~ You are in the Office of the Captain of the Guard. The Midgaard Coat of Arms is hanging on the north wall and a heavy steel door is to the south. ~ 31 8 0 D1 You see the Cityguard Head Quarters. ~ door~ 1 3120 3110 D2 You see the heavy steel door. ~ door~ 1 3137 3143 E arms~ Although a bit dusty the Coat of Arms is an excellent piece of work. ~ S #3143 The Jail~ You are in a dark and humid jail. The dark stone walls are hard and cold to the touch. A heavy steel door is to the north. ~ 31 8 0 D0 You see the heavy steel door. ~ door~ 1 3137 3142 E wall walls~ The walls are marked with lots of scratches. Some of them spell sentences like "JAIL IS BETTER THAN SQL" and "INGRES STRIKES AGAIN". ~ S #3150 Psionicist's Meditation Chamber~ This is the place where all psionicists come to enhance their abilities. The room is dimly lit, so it is difficult to tell what the decorations might look like. What you can see looks dull enough, so you're glad it isn't lit any better. ~ 31 12 0 D1 You see your favorite place, the Spoonbender Lounge. ~ ~ 0 -1 3151 S #3151 Spoonbender Lounge~ This lounge looks like a nice place to relax, have a drink, and try to impress your psionicist friends. Behind the bar there are paintings of that master of spoonbending, Uri Geller, and of the famed Karnak the Magnificent. You also see a small sign standing on the bar. ~ 31 12 0 D2 You see the entrance. ~ ~ 0 -1 3152 D3 You see the meditation chamber. ~ ~ 0 -1 3150 E sign~ The sign reads: Free instructions provided by the waiter: Buy - Buy something (drinkable) from the waiter. List - The waiter will show you all the different drinks and specialties, and tell the price of each. ~ E painting paintings picture pictures uri geller karnak~ You stare at the paintings. They stare back at you. I'd bet you're going to blink first. ~ S #3152 Entrance to Psionicist's Guild~ You have entered a simple room, with a rather strange jumble of beads and silk in the corner. All six of your senses tingle with the energy emanating from these rooms. To the north you see the Spoonbender Lounge, and Main Street is to the south. ~ 30 8 0 D0 You see the lounge, with plenty of comfortable chairs. ~ ~ 0 -1 3151 D2 You see Main Street and the ever-watchful Members of the Watch. ~ ~ 0 -1 3041 S #3170 Dry Land~ This room is on dry land. To the south is a SECT_WATER_SWIM room, and to the east is a SECT_UNDERWATER room. ~ 31 0 2 D1 ~ ~ 1 -1 3175 D2 ~ ~ 2 -1 3171 S #3171 North Swim Room~ This room is SECT_WATER_SWIM, as is the room to the south. North is dry land, and east is a SECT_UNDERWATER room. ~ 31 0 6 D0 ~ ~ 3 -1 3170 D1 ~ ~ 4 -1 3174 D2 ~ ~ 5 -1 3172 S #3172 South Swim Room~ This room is SECT_WATER_SWIM, as is the room to the north. To the east is a SECT_UNDERWATER room. ~ 31 0 6 D0 ~ ~ 6 -1 3171 D1 ~ ~ 7 -1 3173 S #3173 South Underwater Room~ This room is SECT_UNDERWATER, as is the room to the north. To the west is a SECT_WATER_SWIM room. ~ 31 0 8 D0 ~ ~ 8 -1 3174 D3 ~ ~ 0 -1 3172 S #3174 Center Underwater Room~ This room is SECT_UNDERWATER, as are the rooms to north and south. To the west is a SECT_WATER_SWIM room. ~ 31 0 8 D0 ~ ~ 0 -1 3175 D2 ~ ~ 0 -1 3173 D3 ~ ~ 0 -1 3171 S #3175 North Underwater Room~ This room is SECT_UNDERWATER, as is the room to the south. To the west is dry land. ~ 31 0 8 D2 ~ ~ 0 -1 3174 D3 ~ ~ 0 -1 3170 S #3200 Under the Bridge~ The arch under the bridge is covered by seaweed for one foot above the surface of the river. The water gently flows through an opening in the lower part of the city wall. ~ 32 0 7 D1 ~ ~ 0 -1 3201 D3 You see the river flowing west into the Forest of Haon-Dor.~ ~ 0 -1 201 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. Looks pretty solid. ~ S #3201 On the River~ North of here you see the miserable buildings of the poor alley. The river flows west towards the bridge. The riverbanks are too steep to climb. ~ 32 0 7 D1 ~ ~ 0 -1 3202 D3 ~ ~ 0 -1 3200 S #3202 On the River~ North of here you see the dump. The river flows from east to west. The riverbanks are too steep to climb. ~ 32 0 7 D1 ~ ~ 0 -1 3203 D3 ~ ~ 0 -1 3201 S #3203 On the River~ The levee is directly north of here. The river flows in an east west direction. ~ 32 4 7 D0 ~ ~ 0 -1 3049 D1 ~ ~ 0 -1 3204 D3 ~ ~ 0 -1 3202 S #3204 On the River~ You see the warehouse on the northern riverbank. East of here you see the city wall. The river flows west towards the levee. ~ 32 0 7 D1 ~ ~ 0 -1 3205 D3 ~ ~ 0 -1 3203 S #3205 On the River~ The river enters from a hole in the eastern city wall. The hole has been blocked by several vertically positioned iron bars set into the wall. ~ 32 0 7 D1 The iron bars are broken, allowing passage through the hole in the wall. Beyond the bars you see a dark tunnel. ~ ~ 0 -1 5001 D3 ~ ~ 0 -1 3204 S #0 #RESETS * * -- northern Midgaard -- * M 0 3011 1 3001 The executioner E 1 3005 100 16 wield the executioner's blade E 1 3005 100 18 wield another one! * O 0 3010 1 3054 Donation pit * M 0 3000 1 3033 The Wizard Shop Keeper G 1 3040 500 Give identify scroll. G 1 3041 500 Give potion of see invisible. G 1 3170 500 Give wand of breathe water. * M 0 3003 1 3011 The weaponsmith G 1 3020 100 G 1 3021 100 G 1 3022 100 E 1 3022 100 16 wields a longsword * M 0 3004 1 3020 The armourer G 1 3072 100 G 1 3073 100 G 1 3074 100 G 1 3075 100 G 1 3076 100 G 1 3077 100 G 1 3097 100 E 1 3022 100 16 wields a longsword * M 0 3002 1 3010 The grocer G 1 3030 900 G 1 3031 900 G 1 3138 999 G 1 3011 0 E 1 3022 900 16 wields a longsword * M 0 3001 1 3009 The baker G 1 3009 100 E 1 3022 100 16 wields a longsword * M 0 3008 1 3031 The Pet Shop Boy * M 0 3009 1 3034 The Jeweller * M 0 3010 1 3035 The Leather Worker G 1 3066 100 G 1 3067 100 G 1 3068 100 G 1 3069 100 G 1 3070 100 G 1 3071 100 * M 0 3006 1 3049 A Captain (selling boats) at Levee G 1 3050 20 Give a raft to the captain G 1 3051 10 Give canoe to Captain * M 0 3007 1 3050 Sailor training in the warehouse * M 0 3040 1 3007 The bartender G 1 3000 100 G 1 3001 100 E 1 3022 100 16 wields a longsword * M 0 3043 1 3003 The Clerics waiter. G 1 3002 100 G 1 3004 100 E 1 3022 100 16 wields a longsword * M 0 3042 1 3018 The Magic Users Waiter G 1 3002 100 G 1 3003 100 E 1 3022 100 16 wields a longsword * M 0 3045 1 3022 The Fighters Waiter G 1 3002 100 G 1 3003 100 G 1 3004 100 E 1 3022 100 16 wields a longsword * M 0 3044 1 3028 The Thief's Waiter G 1 3003 100 G 1 3004 100 E 1 3022 100 16 wields a longsword * M 0 3046 1 3048 Filthy (bartender) in Grubby Inn G 1 3003 100 G 1 3004 100 E 1 3022 100 16 wields a longsword * M 0 3020 1 3019 The Magic Users Guildmaster M 0 3021 1 3002 The Clerics Guildmaster M 0 3022 1 3029 The Thieves Guildmaster M 0 3023 1 3023 The Warrior's Guildmaster * M 0 3024 1 3017 The Sorcerer Guard E 1 3022 100 16 wields a longsword * M 0 3025 1 3004 The Priest Guard E 1 3022 100 16 wields a longsword * M 0 3026 1 3027 The Assassin Guard E 1 3022 100 16 wields a longsword * M 0 3027 1 3021 The Knight Guard E 1 3022 100 16 wields a longsword * M 0 3050 1 3025 Dave the Dealer G 1 3352 100 standard issue mace G 1 1113 100 bardiche from shire.are G 1 1521 100 large club from gnome.are * M 0 3060 12 3004 Cityguard 1 E 1 3365 99 0 banner E 1 3364 99 1 signet ring E 1 3350 199 16 sword E 1 3353 99 5 vest E 1 3355 199 4 cloak * M 0 3060 12 3014 Cityguard 2 E 1 3365 99 0 banner E 1 3364 99 1 signet ring E 1 3350 199 16 sword E 1 3353 99 5 vest E 1 3356 99 6 helmet * M 0 3060 12 3017 Cityguard 3 E 1 3365 99 0 banner E 1 3364 99 1 signet ring E 1 3350 199 16 sword E 1 3353 99 5 vest E 1 3357 99 7 leggings * M 0 3060 12 3021 Cityguard 4 E 1 3365 99 0 banner E 1 3364 99 1 signet ring E 1 3350 199 16 sword E 1 3353 99 5 vest E 1 3358 99 8 boots * M 0 3060 12 3027 Cityguard 5 E 1 3365 99 0 banner E 1 3364 99 1 signet ring E 1 3350 199 16 sword E 1 3353 99 5 vest E 1 3359 99 9 gloves * M 0 3067 2 3041 Cityguard 1 at east gate E 1 3365 99 0 banner E 1 3364 99 1 signet ring E 1 3350 199 16 sword E 1 3353 99 5 vest E 1 3360 99 10 sleeves * M 0 3067 2 3041 Cityguard 2 at east gate E 1 3365 99 0 banner E 1 3364 99 1 signet ring E 1 3350 199 16 sword E 1 3353 99 5 vest E 1 3354 99 11 shield * M 0 3068 2 3040 Cityguard 1 at west gate E 1 3365 99 0 banner E 1 3364 99 1 signet ring E 1 3350 199 16 sword E 1 3353 99 5 vest E 1 3361 99 12 cape * M 0 3068 2 3040 Cityguard 2 at west gate E 1 3365 99 0 banner E 1 3364 99 1 signet ring E 1 3350 199 16 sword E 1 3353 99 5 vest E 1 3362 99 13 belt * M 0 3063 5 3026 A Mercenary (at Dark Alley) E 1 3021 100 16 wields a shortsword * M 0 3064 3 3007 A Happy Drunk (at Inn) M 0 3065 2 3044 A Beggar in poor alley M 0 3065 2 3048 A Beggar in Grubby Inn * M 0 3062 15 3024 The Cute Little Doggy Fido (at Poor Alley) M 0 3062 15 3025 The Cute Little Doggy Fido (at Common Square) M 0 3062 15 3016 The Cute Little Doggy Fido (at Main Street) M 0 3062 15 3012 The Cute Little Doggy Fido (at Main Street) M 0 3066 1 3026 The Alley Cat (at Dark Alley) * M 0 3061 5 3006 The janitor (at Inn Entrance) * M 0 3090 1 3032 Kitten in pet shop M 0 3091 1 3032 Puppy in pet shop M 0 3092 1 3032 Beagle in pet shop M 0 3093 1 3032 Rottweiler in pet shop M 0 3094 1 3032 Wolf in pet shop * M 0 3005 5 3027 thief at entrance to thief guild E 1 3020 99 16 M 0 3005 5 3128 thief on concourse E 1 3020 99 16 O 0 3135 10 3005 fountain at temple O 0 3139 15 3008 letter at receptionist O 0 3140 15 3008 notice at receptionist * * -- southern Midgaard -- * D 0 3110 3 2 Lock Captain's door from outside D 0 3142 1 2 Lock Captain's door from inside D 0 3142 2 2 Lock jail from outside D 0 3143 0 2 Lock jail from inside * O 0 3134 3 3101 Bench 1 at promenade O 0 3134 3 3102 Bench 2 at promenade O 0 3134 3 3103 Bench 3 at promenade * M 0 3100 1 3106 Maid in Park Cafe G 1 3100 500 A cup of tea G 1 3101 500 A cup of coffee G 1 3102 500 A cup of water * M 0 3120 1 3106 Sexton in Park Cafe G 1 3121 2 A rusty old key (to graveyard) * M 0 3121 1 3114 Swan in Pond M 0 3122 1 3114 Duckling in Pond M 0 3123 1 3109 Sparrow in Park M 0 3124 2 3113 Duck 1 in Park M 0 3124 2 3115 Duck 2 in Park * M 0 3140 1 3142 Captain of the Guard in H.Q. G 1 3122 2 Give Captain A wooden key to the desk. G 1 3137 2 Give Captain A steel key to the jail. M 0 3141 4 3142 Mad Guard in H.Q. M 0 3141 4 3142 Mad Guard in H.Q. M 0 3141 4 3142 Mad Guard in H.Q. M 0 3141 4 3142 Mad Guard in H.Q. * O 0 3130 1 3142 Load the desk P 1 3123 1 3130 Put brass key in desk O 0 3131 1 3142 Load the safe P 1 3132 1 3131 Put money in safe * M 0 3060 20 3111 Cityguard 1 E 1 3365 99 0 banner E 1 3364 99 1 signet ring E 1 3350 199 16 sword E 1 3353 99 5 vest G 1 3120 8 Has an iron key to Captain's Office * M 0 3060 20 3111 Cityguard 2 E 1 3365 99 0 banner E 1 3364 99 1 signet ring E 1 3350 199 16 sword E 1 3353 99 5 vest E 1 3363 199 15 bracer * M 0 3060 20 3111 Cityguard 3 E 1 3365 99 0 banner E 1 3364 99 1 signet ring E 1 3350 199 16 sword E 1 3353 99 5 vest * M 0 3060 20 3111 Cityguard 4 E 1 3365 99 0 banner E 1 3364 99 1 signet ring E 1 3350 199 16 sword E 1 3353 99 5 vest * M 0 3142 1 3137 Secretary at town hall M 0 3143 1 3138 Mayor at town hall E 1 3133 80 17 Has the City Key E 1 3124 80 16 Mayor's sword * M 0 3069 4 3138 Cityguard for the Mayor E 1 3365 99 0 banner E 1 3364 99 1 signet ring E 1 3350 199 16 sword M 0 3069 4 3138 Cityguard for the Mayor E 1 3365 99 0 banner E 1 3364 99 1 signet ring E 1 3350 199 16 sword M 0 3069 4 3138 Cityguard for the Mayor E 1 3365 99 0 banner E 1 3364 99 1 signet ring E 1 3350 199 16 sword M 0 3069 4 3138 Cityguard for the Mayor E 1 3365 99 0 banner E 1 3364 99 1 signet ring E 1 3350 199 16 sword * M 0 3144 1 3120 Town Crier * O 0 3135 1 3141 Fountain on Penny Lane O 0 3136 1 3141 20 coins on Penny Lane * M 0 3012 1 3054 Healer in temple altar * M 0 3150 1 3150 The Psionicist's Guildmaster * M 0 3151 1 3152 The Gypsy * M 0 3152 1 3151 The Psionicist's Waiter G 1 3002 100 G 1 3003 100 G 1 3004 100 M 0 3153 1 3065 The Map Maker G 1 3373 100 G 1 3374 100 G 1 3375 100 G 1 3376 100 G 1 3377 100 G 1 3378 100 G 1 3379 100 G 1 3380 100 S #SHOPS 3000 2 3 4 10 0 105 15 0 23 ; The Wizard 3001 0 0 0 0 0 110 100 0 23 ; The Baker 3002 1 8 13 15 19 150 40 0 23 ; The Grocer 3003 5 0 0 0 0 130 40 0 23 ; The Weaponsmith 3004 9 0 0 0 0 100 50 0 23 ; The Armourer 3006 22 0 0 0 0 120 90 6 22 ; The Captain 3008 0 0 0 0 0 100 100 0 23 ; The Pet Shop Boy 3009 8 0 0 0 0 150 50 9 17 ; The Jeweller 3010 9 0 0 0 0 110 90 8 21 ; The Leather Worker 3040 0 0 0 0 0 110 100 0 23 ; The Bartender 3042 0 0 0 0 0 100 100 0 23 ; The Waiter (mage) 3043 0 0 0 0 0 110 100 0 23 ; The Waiter (cleric) 3044 0 0 0 0 0 170 100 0 23 ; The Waiter (thief) 3045 0 0 0 0 0 150 100 0 23 ; The Waiter (fighter) 3152 0 0 0 0 0 150 100 0 23 ; The Waiter (psionicist) 3046 0 0 0 0 0 100 90 0 23 ; Filthy 3050 5 13 8 0 0 120 50 0 23 ; Dave the Dealer 3100 0 0 0 0 0 110 90 6 23 ; The Maid 3153 0 0 0 0 0 150 100 0 23 ; The Map Maker 0 #SPECIALS M 3000 spec_cast_mage M 3005 spec_thief M 3011 spec_executioner M 3012 spec_cast_adept M 3020 spec_cast_mage M 3021 spec_cast_cleric M 3022 spec_thief M 3024 spec_cast_mage M 3042 spec_cast_mage M 3043 spec_cast_cleric M 3044 spec_thief * M 3050 spec_cast_psionicist M 3060 spec_guard M 3061 spec_janitor M 3062 spec_fido M 3066 spec_fido M 3067 spec_guard M 3068 spec_guard M 3069 spec_guard * M 3100 spec_cast_cleric M 3120 spec_cast_cleric M 3143 spec_mayor * M 3150 spec_cast_psionicist M 3151 spec_cast_psionicist M 3152 spec_cast_psionicist * S #$