#AREA tower.are~ The School Tower~ {C{{ 5 35} {WGrehyton {GThe Tower {x~ 2600 2699 #MOBILES #0 #ROOMS #2600 Top of the tower~ You are on top of a giant tower. The wind is raging, and dark clouds loom all around. Looking over the edge you see the tower descending into a mist that obscurs the earth below. There is a {rplaque{x on battlement here. ~ 0 0 1 D0 ~ ~ 0 -1 3008 D5 ~ ~ 1 -1 2601 E plaque~ There is a trapdoor going down. Type open 'down' to open it. Then type 'down' to go that way.~ S #2601 Chamber of the 10th ring, LEARNING.~ You are in a circular chamber underneath the top of the tower. The black obsidian blocks create an eerie reflection from your light source . A small note lies on the floor here. Type {WGET NOTE{x to take it then type {WLOOK NOTE{x to read it. You can go up to the TOP of the tower or continue down, through another trapdoor. ~ 0 D 0 D4 ~ ~ 1 -1 2600 D5 ~ ~ 1 -1 2602 S #2602 Chamber of the 9th ring, TRAINING.~ You are disc apparently floating in a black void. Upwards you can see a trapdoor hanging in the nothingness. A hole in the center of this disc leads down into the blackness below. In all four directions <N,E,S,W> you see other discs hovering in space. There is a person standing on each one. Goto each, when you are done, go down through the hole. ~ 0 D 0 D0 ~ ~ 0 -1 2603 D1 ~ ~ 0 -1 2605 D2 ~ ~ 0 -1 2606 D3 ~ ~ 0 -1 2604 D4 ~ ~ 1 -1 2601 D5 ~ ~ 0 -1 2607 S #2603 The platform of being~ The disc you stand on is floatin in a void. Mists are swirling all about you. In each swirl you see the lifetime of some great hero or a poor serf. Images flood your vision and thoughts, you realize it is time to BECOME something and someone. {WLOOK{x at the person here and they will help you on your way. ~ 0 D 0 D2 ~ ~ 0 -1 2602 S #2604 Order of the Masters~ This is the training platform of the Order of the Masters. The Masters will be found in different places throughout theses lands. Sometimes they are hard to identify, but usually if you {WLOOK{x at them, you will know. ~ 0 D 0 D1 ~ ~ 0 -1 2602 S #2605 Disc of life~ A circular disc, spinning in a blackened void. On this disc are items you need to survive. A bit of food, you can {WTAKE{x it. And a fountain to DRINK from. Be sure you {WEAT{x and {WDRINK{x during your travels or you will surely perish. ~ 0 D 0 D3 ~ ~ 0 -1 2602 S #2606 Disc of destruction~ Images swirl about this disc, depicting death in all its many forms. War and battle are a major part of your existence here, so learn to deal with it well. ~ 0 D 0 D0 ~ ~ 0 -1 2602 S #2607 Chamber of the 8th ring, BATTLE.~ This disc appears to have been ravaged by battle. Broken swords and armor are scattered about. Burn marks scar the floor, and dried puddles of blood are under your feet. There is a {rplaque{x hovering in space here. ~ 0 D 0 D1 ~ ~ 0 -1 2608 D4 ~ ~ 0 -1 2602 D5 ~ ~ 0 -1 2609 E plaque~ This is your first chance at battle. It is destined that you will be destroyed. This is the first lesson of battle, you will sometimes lose and have to run to fight another day. Type {WWIMPY{x 10, to set yourself to flee at 10 hitpoints. Then go east and attack the creature there. When you return go down.~ S #2608 Untold odds~ This room is covered in the dried guts and blood of many an adventurer. A stench greets your nostrils as you enter. Do not fear. ~ 0 D 0 D3 ~ ~ 0 -1 2607 S #2609 Chamber of the 7th ring, KNOWLEDGE.~ The disc of knowledge. It is run by the Order of Knowledge. The members of the Order are known for their abilitys in the training of skills. You will find them throughout the lands. Sometimes they are hard to find, just {WLOOK{x at people and you will know. ~ 0 D 0 D4 ~ ~ 0 -1 2607 D5 ~ ~ 0 -1 2610 S #2610 Rocky formation~ Suddenly you appear on a piece of ancient rock jutting out of a churning sea of water. An eerie red glow can be seen on the easter horizon. A little to the north is a small rickety shack. There is a {rsign{x here.. ~ 0 0 5 D0 ~ ~ 1 -1 2611 D1 ~ ~ 0 -1 2612 D4 ~ ~ 0 -1 2609 E sign~ In water you need a boat to travel. To use a boat all you need to do is have it in your inventory.~ S #2611 Inside a shack~ The broken shack about you seems as if it will come down at any minute, the wind can be heard through the cracks in the roof. An wrinkled old man sits here behind a counter. There is a {rsign{x here. ~ 0 DN 0 D2 ~ ~ 1 -1 2610 E sign~ This is a shop. You will purchase items from shops in your travels. Type {WLIST{x to see what is for sale. If you have money you can {WBUY{x the item. ~ S #2612 Churning ocean.~ The dark waters swirl and splash all around your small raft. You cant control your direction as you have no paddle. The will take you east. ~ 0 0 7 D1 ~ ~ 0 -1 2613 D3 ~ ~ 0 -1 2610 S #2613 Churning ocean.~ Winds and bursts of rain drench you. The cold waters of the ocean stretch off in all directions The current is growing stronger pulling you east. ~ 0 0 7 D1 ~ ~ 0 -1 2614 D3 ~ ~ 0 -1 2612 S #2614 The whirlpool~ The dark waters swirl about sucking you into a whirlpool formed from the strong winds. You will surely go down. ~ 0 0 7 D3 ~ ~ 0 -1 2613 D5 ~ ~ 0 -1 2615 S #2615 Chamber of the 6th ring. HEALING.~ You have reached the 6th ring, you are now ready to test your skills. The ultimate test, that will put your life on the line. Here you will battle. There is a {rsign{x here. ~ 0 D 0 D0 ~ ~ 0 -1 2618 D1 ~ ~ 0 -1 2619 D2 ~ ~ 0 -1 2620 D3 ~ ~ 0 -1 2616 D4 ~ ~ 0 -1 2614 D5 ~ ~ 0 -1 2621 E sign~ In the four areas around you are creatures. Some will attack you on sight, others are docile and wont attack until you are hostile towards them. After you fight you may be hurt, come back to this room and {WREST{x or {WSLEEP{x these are two of the ways to gain hitpoints, mana, and movement back. When you are done, go down.~ S #2616 Dank hallway.~ Slime covers the walls of this hallway. A moldy stench assaults your nostrils. You can go east to the Avatar, or west. ~ 0 D 0 D1 ~ ~ 0 -1 2615 D3 ~ ~ 0 -1 2617 S #2617 The pit of the werewolf.~ The dank hallway leads you down into a filthy pit. Bones and rotting equipment lay scattered about. ~ 0 D 0 D1 ~ ~ 0 -1 2616 S #2618 Asylum hall.~ This looks like a room in an asylum. Padded walls and twisted medical tools lie on the floor. ~ 0 D 0 D2 ~ ~ 0 -1 2615 S #2619 Natural cave.~ A natural cave formed over time. Rocks and minerals lie all about. ~ 0 D 0 D3 ~ ~ 0 -1 2615 S #2620 The dark crag.~ A rocky crag, covered in a glowing fungus. A faint humming sound can be heard. ~ 0 D 0 D0 ~ ~ 0 -1 2615 S #2621 Chamber of the 5th ring, GUILDS.~ This chamber is dedicated to the 4 major guilds on this world. To the north is the chamber of the Order Of Light. To the east is the chamber of the Cult Of Chaos. To the south lies the chamber of the Dark Hand, and to the west lies the chamber of the Order of Archons. When you are done go down. ~ 0 D 0 D0 ~ ~ 0 -1 2622 D1 ~ ~ 0 -1 2623 D2 ~ ~ 0 -1 2624 D3 ~ ~ 0 -1 2625 D4 ~ ~ 0 -1 2615 D5 ~ ~ 0 -1 2626 S #2622 Order Of Light.~ This room is filled with weapons and armor. Tapestrys depicting ancient battles and glorius deeds cover the walls. There is a {rsign{x here. ~ 0 D 0 D2 ~ ~ 0 -1 2621 E sign~ The Order Of Light. Its God and leader Grehyton the stealer of magic. Its purpose to defend against evil and bring greater glory to the light. You must be at least level 10 to join. Seek a member and follow the light if you wish to join.~ S #2623 Cult Of Chaos.~ Swirling images and ever changing scenes invade your senses. The Cult is dedicated to preserving the maelstrom that will take all of us. There is a {rsign{x here. ~ 0 D 0 D3 ~ ~ 0 -1 2621 E sign~ The Cult Of Chaos To join you must be at least tenth level. You can seek a current member of wait to be approached, your actions will determine if you are ready. The Cult's leader is the God Chardros. It is said, Chardros knows all deeds and will find you if you are ready.~ S #2624 The Dark Hand.~ The Dark Hand, a guild that accepts all types. Most members are thieves or assassins. Seek the hand when you least expect it. There is a {rsign{x here. ~ 0 D 0 D0 ~ ~ 0 -1 2621 E sign~ Seek the Dark Hand when you reach level 10. Its leader is Nep the Unseen, a mortal thief turned God.~ S #2625 Order of Archons~ This chamber is dedicated to Law. The Archons dedicate their lives to smashing out the evil murders and thieving that plague the cities. ~ 0 D 0 D1 ~ ~ 0 -1 2621 S #2626 Chamber of the 4th ring.~ The fourth ring. You have made it! Now a final test before you descend into the pits below to hopefully find you way out of this forsaken tower. ~ 0 D 0 D4 ~ ~ 0 -1 2621 D5 A brown trapdoor.~ door~ 1 2611 2627 S #2627 The Center Caves.~ You are in the center of the caves. Twisted passage ways lead off in all directions. A {rsign{x is here. ~ 0 0 0 D0 ~ ~ 0 -1 2634 D1 ~ ~ 0 -1 2628 D2 ~ ~ 0 -1 2647 D3 ~ ~ 0 -1 2641 D4 A brown trapdoor.~ door~ 1 2611 2626 D5 A well hidden trapdoor sits in the floor.~ trapdoor~ 1 2632 2648 E sign~ You are now in the caves, make your way through them and down to the bottom. When you are done you should find the exit and leave.~ S #2628 A twisted passageway.~ This passageway twists and turns like the bowels of some beast. A strange smell is in the air. ~ 0 D 0 D1 ~ ~ 0 -1 2629 D3 ~ ~ 0 -1 2627 S #2629 An open room.~ This room is formed from a natural cave. Broken pieces of furniture litter the floor. A pile of straw is in the corner. ~ 0 D 0 D0 ~ ~ 0 -1 2630 D3 ~ ~ 0 -1 2628 S #2630 Slight Cave in.~ The passageway here is slightly obscured by collapsed rocks. It seems strange that the tower holds caverns like this. It almost seems as if your deep in the earth. ~ 0 D 0 D2 ~ ~ 0 -1 2629 D3 ~ ~ 0 -1 2631 S #2631 Vault of the shrieking.~ This cavern is covered in fungus and mold. Huge mushrooms grow from the rocks. An eerie glows comes from some mold. ~ 0 D 0 D0 ~ ~ 0 -1 2632 D1 ~ ~ 0 -1 2630 S #2632 Chamber of the Uruk-Hai.~ This chamber formed of natural rock, is the main room of the Uruk-Hai, or greater orc. A rickety table is in the center. ~ 0 0 1 D0 A heavy iron bound door.~ door~ 1 2612 2633 D2 ~ ~ 0 -1 2631 S #2633 Vault Of Weapons.~ This room appears to be a chamber for weapons and armor the orcs are gathering. Their intention is to smash the elves once and for all. ~ 0 D 0 D2 A heavy iron bound door.~ door~ 1 2612 2632 S #2634 Sloped Passageway.~ You are in a corridor that is on a descending angle. The walls are covered with a strange glowing fungus. ~ 0 D 0 D0 ~ ~ 0 -1 2635 D2 ~ ~ 0 -1 2627 S #2635 Uneven Corridor.~ The ground of this corridor has been chisled away, making your steps uneven and dangerous. ~ 0 D 0 D0 ~ ~ 0 -1 2636 D2 ~ ~ 0 -1 2634 S #2636 Open Chamber.~ A natural rock open chamber. A small pool is formed in the corner. The eerie light of the fungus makes you dizzy. ~ 0 D 0 D2 ~ ~ 0 -1 2635 D3 ~ ~ 0 -1 2637 S #2637 Natural Statues.~ The cave formations here resemble statues of humanoid form. The fungus is still glowing and lightin your path. ~ 0 D 0 D0 ~ ~ 0 -1 2638 D1 ~ ~ 0 -1 2636 S #2638 Guarded Entrance.~ This cave has been made into a makeshift guard area. Defensive equipment is standing ready to cover the entrance. ~ 0 D 0 D2 ~ ~ 0 -1 2637 D3 ~ ~ 0 -1 2639 S #2639 Hall of the Elves.~ A grand cavern, covered with elvish runes. A large table sits in the center. ~ 0 D 0 D0 The door is made to look like natural rock.~ door~ 1 2625 2640 D1 ~ ~ 0 -1 2638 S #2640 Vault of Armors.~ A room carved out of living stone. It appears to be an armory of some sort. Tools for making and repairing weapons are all about. ~ 0 D 0 D2 The door is made to look like natural rock.~ door~ 1 2625 2639 S #2641 Dusty Hallway.~ A dusty hallway, it seems as if no one has been this way in quite some time. ~ 0 AD 0 D1 ~ ~ 0 -1 2627 D3 ~ ~ 0 -1 2642 S #2642 Transformation.~ The natural stone caverns you have been in give way to a man made hallway. It is constructed of the black obsidian bricks you saw so long ago at the top of the tower. ~ 0 AD 0 D1 ~ ~ 0 -1 2641 D3 ~ ~ 0 -1 2643 S #2643 Obsidian Hallway.~ The hallway is umoving and unchanging. Moving forever onward it seems. Your reflection in the stones seems to shift on its own accord. ~ 0 AD 0 D0 ~ ~ 0 -1 2644 D1 ~ ~ 0 -1 2642 S #2644 Obsidian Hallway.~ This part of the hallway has the smell of death. Rotting piles of bandages lay on the floor. ~ 0 AD 0 D0 ~ ~ 0 -1 2645 D2 ~ ~ 0 -1 2643 S #2645 Vault of the Keeper.~ An altar is the first thing you see as you enter this room. On the far wall is a huge door. It has a huge lock on its handle. ~ 0 AD 0 D0 The door is huge and covered in iron shodding.~ door~ 1 2631 2646 D2 ~ ~ 0 -1 2644 S #2646 Tomb of the Warrior.~ A massive coffin occupies the center of this room. Rusted suits of armor line the walls along with decorative swords and shields. ~ 0 AD 0 D2 It is huge, iron shodding covers its face.~ door~ 1 2631 2645 S #2647 Shrine of the Avatar.~ This is a shrine to the Avatar of healing. Glowing light flows through this room from the shrines base to the gem encrusted walls. ~ 0 AD 0 D0 ~ ~ 0 -1 2627 S #2648 Amongst the Ruins.~ You have entered an ancient ruined hallway. Rubble is all about you. Without some kind of light you would be totally blind here. ~ 0 AD 0 D0 ~ ~ 0 -1 2649 D4 A brown trapdoor.~ trapdoor~ 1 2632 2627 S #2649 Hallway in the Ruins.~ This is a hallway that was destroyed by a battle long ago. There are still some traces of the war as skeletons and broken weapons are strewn about. ~ 0 AD 0 D0 ~ ~ 0 -1 2650 D2 ~ ~ 0 -1 2648 S #2650 Hallway in the Ruins.~ The hallway here is covered in cobwebs and trash. You can here some shuffling up towards the ceiling. ~ 0 AD 0 D2 ~ ~ 0 -1 2649 S #0 #RESETS S #SHOPS 0 #SPECIALS S #$