/
Ghost/
Ghost/gods/
Ghost/log/
Ghost/player/
#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.
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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.
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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
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#SHOPS
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#SPECIALS
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