asgard/
asgard/.settings/
asgard/area/
asgard/data/clans/
asgard/data/clans/history/
asgard/data/rosters/
asgard/src/notice/
#AREADATA
Name Fighter's Academy~
Builders None~
VNUMs 8400 8499
Continent 1
Mobtier 2
Credits {y[{Y75-101{y]{c Jair     {YFighters Academy{X~
Security 9
Flags 0
End

#MOBILES
#8400
bats~
{7bats{0~
A group of bats flies above your head.
~
~
bat~
A TZ 0 0 0
125 150 5d1000+8000 5d1000+10000 10d10+60 acbite
-45 -45 -40 -40
FHR 0 M NS
stand stand none 25000
AGV ACDEFHJKP medium unknown
V 2
A -1
#8401
bone golem~
{3bone {2golem{0~
A huge golem is here, barely moving.
~
~
mongrelman~
ABT 0 0 0 0
150 150 5d1000+15000 5d1000+10000 15d15+60 crush
-45 -45 -40 -40
H M D C
stand stand none 25000
AHMV ABCDEFGHIJK medium unknown
V 2
A -1
#8402
black widow spider~
{8black {7widow spider{0~
The mother of spiders leaps down.
~
~
centipede~
AE Z 0 0 0
150 150 5d1000+15000 5d1000+10000 15d15+60 bite
-45 -45 -40 -40
HN L FI E
stand stand none 25000
ABGO ACK medium unknown
V 2
A -1
#8403
dead body~
{3dead body{0~
A dead body lies on the floor......twitching?
~
~
gnoll~
AE 0 0 0 0
135 150 5d1000+10000 5d1000+10000 15d15+45 none
-45 -45 -40 -40
0 M 0 S
stand stand none 25000
AHMV ABCDEFGHIJKUV medium unknown
V 2
A -1
#8404
displacer beast~
{@D{2isplacer {@B{2east{0~
Something not quite a cat is here.
~
~
rabbit~
AB Z 0 0 0
160 150 5d1000+15000 5d1000+10000 15d15+200 none
-45 -45 -40 -40
FHM 0 0 0
stand stand none 25000
AGV ACDEFHJKQUV medium unknown
V 2
A -1
#8405
ghoul~
{8g{7houl{0~
A ghoul grinds his teeth and lounges around.
~
~
human~
AT 0 0 0 0
150 150 5d1000+15000 5d1000+10000 15d15+60 none
-45 -45 -40 -40
CH 0 0 S
stand stand none 25000
AHMV ABCDEFGHIJK medium unknown
V 2
A -1
#8406
giant bats~
{1g{5iant {1b{5ats{0~
Flying menaces, these giant bats eat other creatures.
~
~
bat~
A TZ 0 0 0
140 150 5d1000+11000 5d1000+10000 12d12+60 none
-45 -45 -40 -40
FH 0 0 S
stand stand none 25000
AGV ACDEFHJKP medium unknown
V 2
A -1
#8407
giant centipedes~
{@g{3iant {@c{3entipede{0~
A long beast with a ripped body, this centipede is deadly.
~
~
centipede~
A Z 0 0 0
155 150 5d1000+15000 5d1000+10000 25d25+90 none
-45 -45 -40 -40
HM 0 FI E
stand stand none 25000
ABGO ACK medium unknown
V 2
A -1
#8408
gray ooze~
{7g{8ray {7o{8oze{0~
{8A pile of ooze is gathering here.{0
~
~
human~
A 0 0 0 0
150 150 5d1000+15000 5d1000+10000 20d20+100 none
-45 -45 -40 -40
R 0 DR C
stand stand none 25000
S 0 medium unknown
F for AHMV
F par ABCDEFGHIJK
V 2
A -1
#8409
giant rats~
{^g{6iant {^r{6ats{0~
A group of giant rats.
~
~
rabbit~
A 0 0 0 0
150 150 5d1000+15000 5d1000+10000 15d15+60 none
-45 -45 -40 -40
FH 0 0 0
stand stand none 25000
AGV ACDEFHJK medium unknown
V 2
A -1
#8410
mummy~
{#m{3umm{#y{0~
The mummy is here.
~
~
human~
ABE V 0 0 0
160 150 5d1000+15000 5d1000+10000 15d15+150 none
-45 -45 -40 -40
CH 0 M H
stand stand none 25000
AHMV ABCDEFGHIJK medium unknown
V 2
A -1
#8411
rats~
{&r{6ats{0~
A group of rats are here nawing away at various things.
~
~
rabbit~
A 0 0 0 0
140 150 5d1000+12500 5d1000+10000 15d15+60 none
-45 -45 -40 -40
FH 0 0 0
stand stand none 25000
AGV ACDEFHJK medium unknown
V 2
A -1
#8412
robber fly~
{#r{5obber {#f{5ly{0~
A huge insect with wings rises from the ground.
~
~
bat~
AS TZ 0 0 0
135 150 5d1000+1000 5d1000+10000 15d15+45 none
-45 -45 -40 -40
FHU 0 0 S
stand stand none 25000
AGV ACDEFHJKP medium unknown
V 2
A -1
#8413
rust monster~
{3rust monster{0~
A monster is here eating chunks of metal.
~
~
troll~
ABT FJcd 0 0 0
160 50 5d1000+15000 5d1000+10000 15d15+200 none
-45 -45 -40 -40
ACD 0 BE HK
stand stand none 25000
ABHMV ABCDEFGHIJKUV medium unknown
V 2
A -1
#8414
skeleton~
{8skeleton{0~
The undead bones of life clambers towards you.
~
~
orc~
AS JV 0 0 0
150 150 5d1000+15000 5d1000+10000 15d15+60 none
-45 -45 -40 -40
BH 0 0 S
stand stand none 25000
AHMV ABCDEFGHIJK medium unknown
V 2
A -1
#8415
tiger beetle~
{#t{3i{#g{3e{#r {#b{3e{#e{3t{#l{3e{0~
A striped beetle flies above.
~
~
dog~
A TZ 0 0 0
140 150 5d1000+12400 5d1000+10000 15d15+50 none
-45 -45 -40 -40
FHN 0 0 S
stand stand none 25000
AGV ACDEFHJKPUV medium unknown
V 2
A -1
#8416
vampire bat~
{1vampire {8bat{0~
A blood thirsty bat hangs from the ceiling.
~
~
bat~
AP TZ 0 0 0
150 150 5d1000+15000 5d1000+10000 15d15+60 none
-45 -45 -40 -40
FH 0 0 S
stand stand none 25000
AGV ACDEFHJKP medium unknown
V 2
A -1
#8417
wight~
{6wight{0~
An undead being waiting for food.
~
~
human~
AE 0 0 0 0
150 150 5d1000+15000 5d1000+10000 15d15+60 none
-45 -45 -40 -40
CHN 0 0 0
stand stand none 25000
AHMV ABCDEFGHIJK medium unknown
V 2
A -1
#8418
yellow mold~
{3yellow mold{0~
{3Sick yellow mold has gathered upon the ground...but is moving...{0
~
~
human~
AB 0 0 0 0
135 150 8d1000+9000 5d1000+10000 15d15+45 none
-45 -45 -40 -40
NU 0 D C
stand stand none 25000
S 0 medium unknown
F for AHMV
F par ABCDEFGHIJK
V 2
A -1
#8419
zombie~
{1z{8ombie{0~
Another zombie prey.
~
~
orc~
AT JV 0 0 0
150 150 5d1000+15000 5d1000+10000 15d15+60 none
-45 -45 -40 -40
CHK 0 0 S
stand stand none 25000
AHMV ABCDEFGHIJK medium unknown
V 2
A -1
#8420
guardian~
{RO{rr{Gn{ga{Bt{be {WG{wua{Wrd{wia{Wn{x~
An ornate guardian stands here guarding the entrance to the lair.
~
~
human~
AFT QV 0 0 0
150 5000 1d1+75000 1d1+100 100d10+500 wrath
-10 0 0 0
AHJ 0 0 0
stand stand male 0
0 0 medium unknown
F for AHMV
F par ABCDEFGHIJK
V 10
A -1
#8421
lair guard~
{DL{wa{Wi{wr {WG{wua{Wrd{wia{Wn{x~
A guardian to Aegir's lair stands here.
~
~
human~
AFT QV 0 0 0
150 5000 1d1+84000 0d0+0 100d1+700 wrath
0 0 0 0
AFJK 0 0 0
stand stand male 0
0 0 medium unknown
F for AHMV
F par ABCDEFGHIJK
V 10
A -1
#0



#OBJECTS
#8400
key ornate lair~
an ornate key~
A small, ornate key lies here in the dirt.~
unknown~
key PT A
0 0 0 0 0
1 1 0 P
#8401
lair key~
a special key~
A special key lies here.~
unknown~
key 0 A
0 0 0 0 0
1 1 0 P
#8403
indifferent staff quest~
{cA{Cn I{cnd{Cif{cfe{Cre{cnt {CSt{caf{Cf{x~
A staff has been left here, force into the ground.~
unknown~
treasure T A
0 0 0 0 0
1 1 0 P
#0



#ROOMS
#8400
Before the Fighter's Academy~
You stand at the large wooden double doors that guard the entrance to the
warrior's academy of Sir Jameson the Defender.  The tower stretches above
you.  Behind you, a rocky pathway that rose up out of the swamp.  The path
continues halfway up the walls of the cliffs that encircle Midgard.  The
tower has a square design, telling its ancient age, as more recent towers
are usually round.  The door on the right is slightly ajar, and its hinges
and bindings are coated with rust.  
~
0 0 4
D0
~
gate~
1 0 8401
D2
~
~
0 0 2330
S
#8401
Entryway~
The sour, clinging odor of decay lingers with you as you enter what was
once a stately entryway lined with woven tapestries.  The tapestries hand in
shreds now, and the heraldic devices they once supported are lost in mildew.
Many mold-spotted skeletons in scraps of armor lie on the floor, and other
piles of bones rest in the room's corners.  
~
0 0 0
D0
~
~
0 0 8402
D2
~
gate~
1 0 8400
S
#8402
Portculis~
You stand before two giant portculises.  The steel is rusted and looks
very heavy, but the wheel still looks like it is in working order.  On both
sides stretch a hallway and behind you is the entrance of the tower.  
~
0 0 0
D1
~
portculis~
1 0 8403
D2
~
~
0 0 8401
D3
~
portculis~
1 0 8407
S
#8403
Hall~
This small hall and storage space appears to be empty except for some
debris in one corner and a small spider spinning a web.  The portculis is to
the west.
~
0 0 0
D1
~
~
0 0 8404
D3
~
portculis~
1 0 8402
S
#8404
Eating Hall~
Caterwauls and hisses greet your ears as you open the door.  A large
table is sitting in the middle of the room collecting dust while animals of
all sizes scurry around looking for food.  Broken benches and chairs line
both sides of the table.  
~
0 0 0
D2
~
~
0 0 8405
D3
~
~
0 0 8403
S
#8405
Kitchen~
Quiet skittering and scratching mark your entrance to this room.  It
smells musty and slightly foul.  Counters and cupboards all around this room
indicate that it once served as a kitchen.  A twisted utensil rack hangs
from the ceiling with a rusty cleaver and a dented pan hanging from it.  You
catch a glimpse of a long, bare tail as its owner crawls beneath a rotting
work table.  
~
0 0 0
D0
~
~
0 0 8404
D3
~
~
0 0 8406
S
#8406
Pantry~
The moldy smell of this small dark room makes you want to sneeze. 
Shelves have collapsed under canisters and boxes.  The spilled contents are
covered in a bright assortment of harmless molds and mushrooms.  Rotted
sacks of flour have burst their seams, and a brownish mass has wandered onto
the floor.  Three bins with hinged lids line the west wall.  
~
0 0 0
D1
~
~
0 0 8405
S
#8407
Hall with Stairs~
This short hall contains three doors and a flight of stone steps that
twist upwards.  A faintly sweet odor fills the air.  Small, pale, string
mushrooms grow from between the stones in the wall.  The portculis is back
to the east.  
~
0 0 0
D0
~
closet~
1 0 8408
D1
~
portculis~
1 0 8402
D3
~
~
0 0 8409
D4
~
~
0 0 8412
S
#8408
Closet~
This tiny room has numerous shelves that barely hold up rotten mouse
nests made of old linens and towels.  A small locked chest is burried under
rags.  
~
0 0 0
D2
~
closet~
1 0 8407
S
#8409
Exercise Room~
The droning buzz of insect wings fills the air of this murky room. 
Broken wooden racks of weaponry line the north and east walls, and the
remains of the weapons they held lie in heaps beneath them.  Rotting
quilted-wool pads rest in damp, rolled heaps along the walls.  
~
0 0 0
D0
~
doorway~
1 0 8411
D1
~
~
0 0 8407
D3
~
~
0 0 8410
S
#8410
Mechanical Trainer~
The acrid smell of rusting metal rushes from this room when the door is
opened.  A sludge of water, mud, rust, and old grease covers most of the
floor.  The northwest corner is consumed by a tangle of massive cogs and
gears that connect to something outside the building.  Through the windows
in the west wall, you see a giant waterwheel's hub spins uselessly, spurred
on by the wind.  The rest of the machinery is still.  A system of mechanical
levelers and poles runs from the machinery along the wall to three armored
half-figures one on the west wall and two on the south.  Like dressmaker's
dummies, the figure have only torsos, heads, and arms.  The figures hold
shields and swords.  A delicate yellow fuzz covers most of the machinery and
two of the armed figures.  
~
0 0 0
D1
~
~
0 0 8409
S
#8411
Showers and Laundry~
Several large washtubs are tipped over in the wider part of this room,
and a washboard lies on the floor.  Two covered barrels lie in the northeast
corner.  The ceiling in the narrow partof this room has a corroded copper
pipe hanging from it with four small fixtures placed evenly along the pipe. 
It looks as if water from the waterfall, which fed the waterwheep, was piped
in here to be used for bathing.  A skeleton dressed in battered leather
armor lies face down near the washboard.  
~
0 0 0
D2
~
doorway~
1 0 8409
S
#8412
Hallway with Stairs~
You have reached the second floor.  Smells of mold and mushrooms invade
your mind and you feel quite dizzy.  The floor is remarkably clean, yet
damp.  Tricky footing is ahead.  
~
0 0 0
D2
~
~
0 0 8413
D5
~
~
0 0 8407
S
#8413
Hallway~
As you turn the corner, the light reflects off the clean, gray floor. 
It looks damp and might be tricky footing.  
~
0 0 0
D0
~
~
0 0 8412
D1
~
~
0 0 8415
D3
~
doorway~
1 0 8421
S
#8415
Hallway~
As you turn the corner, the light reflects off the clean, gray floor. 
It looks damp and might be tricky footing.  
~
0 0 0
D2
~
~
0 0 8416
D3
~
~
0 0 8413
S
#8416
Branching hallways~
The light reflects off the clean, gray floor.  It looks damp and might be
tricky footing.  Another hallways extends to the east with rooms branching
off.  
~
0 0 0
D0
~
~
0 0 8415
D1
~
~
0 0 8422
D2
~
~
0 0 8417
S
#8417
Hallway~
The light reflects off the clean, gray floor.  It looks damp and might be
tricky footing.  Tapestries line this wall and narrow slits of windows flood
the room with light.  
~
0 0 0
D0
~
~
0 0 8416
D3
~
~
0 0 8418
S
#8418
Hallway~
The light reflects off the clean, gray floor.  It looks damp and might be
tricky footing.  Tapestries line this wall and narrow slits of windows flood
the room with light.  
~
0 0 0
D0
~
~
0 0 8419
D1
~
~
0 0 8417
S
#8419
Hallway~
The light reflects off the clean, gray floor.  It looks damp and might be
tricky footing.  Tapestries line this wall and narrow slits of windows flood
the room with light.  
~
0 0 0
D0
~
~
0 0 8420
D2
~
~
0 0 8418
S
#8420
Stairwell~
The light reflects off the clean, gray floor.  It looks damp and might be
tricky footing.  Tapestries line this wall and narrow slits of windows flood
the room with light.  A marble stairwell leads the way up to the third
floor.  
~
0 0 0
D2
~
~
0 0 8419
D4
~
~
0 0 8427
S
#8421
Gymnasium~
~
0 0 0
D1
~
doorway~
1 0 8413
S
#8422
Hallway~
This hallway is not quite as clean as the last.  Rooms branch off to the
north and south into unknown rooms.  The hallway continues further down, but
ends shortly.  
~
0 0 0
D0
~
doorway~
1 0 8423
D1
~
~
0 0 8425
D2
~
doorway~
1 0 8424
D3
~
~
0 0 8416
S
#8423
Storage~
Dim light spills into this dusty room through a single arrow slit window.
Cobwebs drift back and forth in a faint draft.  
~
0 0 0
D2
~
doorway~
1 0 8422
S
#8424
Weight Room~
Racks of large, steel, circular plates with holes in the middle and iron
bars line the walls of this room.  The reek of ammonia assaults your nose. 
Two peculiar creatures are standing in front of an empty rack eating a pile
of rusty metal.  
~
0 0 0
D0
~
doorway~
1 0 8422
S
#8425
Hallway~
The hallway ends here at another room.  A sign above the door says
dormitory, and small moans and wimpers can be heard on the other side.  
~
0 0 0
D1
~
~
0 0 8426
D3
~
~
0 0 8422
S
#8426
Dormitory~
The door to this room is ajar.  Numerous bunk beds line the east wall,
all neatly made.  Each has a large chest on the floor at its foot.  The
covers on every bottom bed are draped over an unmoving human form.  
~
0 0 0
D0
~
~
0 0 8447
D2
~
~
0 0 8448
D3
~
~
0 0 8425
S
#8427
Stairwell~
You stand before a beautiful marble stairwell leading down.  The floor is
paved in exceptionally fine marble.  The remains of a tapestry lines the
northern wall and continues down the hall telling a story of a boar hunt.  
~
0 0 0
D1
~
~
0 0 8428
D5
~
~
0 0 8420
S
#8428
Hallway~
This hall is paved in exceptionally fine marble.  The remains of a fine
woolen tapestry depicting a boar hunt can be found in tatters along its
length.  
~
0 0 0
D2
~
~
0 0 8429
D3
~
~
0 0 8427
S
#8429
Hallway~
This hall is paved in exceptionally fine marble.  The remains of a fine
woolen tapestry depicting a boar hunt can be found in tatters along its
length.  
~
0 4 0
D0
~
~
0 0 8428
D1
~
~
0 0 8436
D2
~
doorway~
1 0 8430
S
#8430
Trophy and Conference Room~
The chill in this room is almost as heavy as is the dust.  Four wooden
chairs surround a carved mahogany table.  Overlooking the scene are more
than a half dozen pairs of glass eyes, winking back from the numerous
stuffed boar, deer, and other animal heads on the south and east walls.  A
stuffed brown bear is frozen in a snarling charge, it stands in the
southeast corner.  A skeleton with four arms holds guard in front of the
door on the west wall.  Twin pinpricks of blue light dance in its dark eye
sockets.  It holds a sword, a hand axe, a mace, and another sword in its
hands.  
~
0 0 0
D0
~
doorway~
1 0 8429
D3
~
doorway~
1 0 8431
S
#8431
Sitting Room~
What were once bookcases line the west and north walls of this room in a
long pile of broken wood, mold, and mildewed hide binding-all that remains
of the books.  A sofa, two high-backed chairs, and a low table are arranged
in front of a fireplace with a mantle made of dark carved stone on the south
wall.  In one of the chairs a figure sits, its eyes blazing with crimson
light.  
~
0 0 0
D0
~
doorway~
1 0 8432
D1
~
doorway~
1 0 8430
S
#8432
Bedroom~
The decrepit state of this once-luxurious, oak-paneled bedroom is sad to
see.  A huge, red velvet canopy bed is covered with dust, its bed curtains
tattered.  The mattress has obviously served as a home for mice and insects.
A large oak wardrobe hangs open neatly, its wood spotted with termite
tunnels and holes.  The formerly plush rug that covers most of the floor is
moth-eaten.  A gilt frame holds the brownish remains of what was once a huge
oil painting.  Its subject is now indeterminable.  
~
0 0 0
D0
~
~
0 0 8433
D2
~
doorway~
1 0 8431
D3
~
balcony~
1 0 8435
S
#8433
Bedroom~
The decrepit state of this once-luxurious, oak-paneled bedroom is sad to
see.  A huge, red velvet canopy bed is covered with dust, its bed curtains
tattered.  The mattress has obviously served as a home for mice and insects.
A large oak wardrobe hangs open neatly, its wood spotted with termite
tunnels and holes.  The formerly plush rug that covers most of the floor is
moth-eaten.  A gilt frame holds the brownish remains of what was once a huge
oil painting.  Its subject is now indeterminable.  
~
0 0 0
D2
~
~
0 0 8432
D3
~
secret~
1 0 8434
S
#8434
Secret Room~
This small, chilly, stone-walled room is thick with cobwebs.  In the room
rests an ironbound chest with a large lock.  
~
0 0 0
D1
~
secret~
1 0 8433
S
#8435
Balcony~
The view from this balcony would have been breathtakingly beautiful
before the marsh took over the land.  The view is now spoied by the fens and
the choking air they give off.  The creaking of the ancient whaterwheel
below punctuates the eternal thunder of the water falling from the rim of
the land.  
~
0 0 1
D1
~
balcony~
1 0 8432
S
#8436
Hallway~
This hall is paved in exceptionally fine marble.  The remains of a fine
woolen tapestry depicting a boar hunt can be found in tatters along its
length.  
~
0 0 0
D0
~
~
0 0 8437
D1
~
~
0 0 8440
D2
~
doorway~
1 0 8439
D3
~
~
0 0 8429
S
#8437
Hallway~
This hall is paved in exceptionally fine marble.  The remains of a fine
woolen tapestry depicting a boar hunt can be found in tatters along its
length.  
~
0 0 0
D1
~
~
0 0 8441
D2
~
~
0 0 8436
D3
~
~
0 0 8438
S
#8438
Guest Quarters~
A strong ammonia odor seizes your nose as you open the door.  The room's
table, chair, and wardrobe of carved dark wood are scratched and covered
with animal droppings.  A faded, though still luxurious, canopy bed sits
against the far wall.  Its heavy burgandy curtains are drawn.  
~
0 0 0
D1
~
~
0 0 8437
S
#8439
Spider Den~
The door to this room is wide open.  Inside, the remains of whatever
furniture it used to contain are mounted in the far corner.  The entire room
is draped in spider webs, and the floor is sprinkled with small animal
bones.  
~
0 0 0
D0
~
doorway~
1 0 8436
S
#8440
Wealthy Student Quarters~
A chunky wooden bedframe, a broken wardrobe, and a rat-chewed armchair
are all that remain in what was once some sort of living quarters.  A broken
ceramic jug rests crookedly at the foot of the bedframe.  A faint whiff of a
spicy fragrance lingers in this room, perhaps from the herbs and flowers
that were once used to freshen the wardrobe.  
~
0 0 0
D3
~
~
0 0 8436
S
#8441
Hallway~
This hall is paved in exceptionally fine marble.  The remains of a fine
woolen tapestry depicting a boar hunt can be found in tatters along its
length.  
~
0 0 0
D1
~
~
0 0 8442
D3
~
~
0 0 8437
S
#8442
Hallway~
This hall is paved in exceptionally fine marble.  The remains of a fine
woolen tapestry depicting a boar hunt can be found in tatters along its
length.  
~
0 0 0
D1
~
~
0 0 8445
D2
~
~
0 0 8443
D3
~
~
0 0 8441
S
#8443
Short Hall~
Dust covers the mosaic in the floor of this short hall.  It seems to be a
picture of the crest of Sir Jameson, and a little cleaning reveals a huge
silver wyvern in flight on a blue shield that has stars sprinkled across it
like the night sky.  A rotting, wool tapestry hangs on the east wall.  It
shows a man on a horse with his hounds at the bottom of a hill.  They are
chasing a stag that is silhouetted against the setting sun at the top of the
hill.  
~
0 0 0
D0
~
~
0 0 8442
D2
~
~
0 0 8444
S
#8444
Dueling Room~
This room is lined with racks of rust swords, sabers, rapiers, maces,
hand axes, battle axes, and other hand weapons.  High up on the ceiling is a
silver shield with the symbol of two swords crossed on it.  This room was
obviously used for training weapons.  
~
0 0 0
D0
~
~
0 0 8443
S
#8445
Hallway~
This hall is paved in exceptionally fine marble.  The remains of a fine
woolen tapestry depicting a boar hunt can be found in tatters along its
length.  
~
0 0 0
D2
~
~
0 0 8446
D3
~
~
0 0 8442
S
#8446
Hall Storage~
This room is a little warmer than most in the tower, though why is not
apparent.  A stone spiral staircase with worn spets leads upward, but a
baracade has blocked the exit.  
~
0 0 0
D0
~
~
0 0 8445
S
#8447
Dormitory~
The door to this room is ajar.  Numerous bunk beds line the east wall,
all neatly made.  Each has a large chest on the floor at its foot.  The
covers on every bottom bed are draped over an unmoving human form.  
~
0 0 0
D2
~
~
0 0 8426
S
#8448
Dormitory~
The door to this room is ajar.  Numerous bunk beds line the east wall,
all neatly made.  Each has a large chest on the floor at its foot.  The
covers on every bottom bed are draped over an unmoving human form.  
~
0 0 0
D0
~
~
0 0 8426
S
#8449
Before the Lair~
~
0 0 0
D5
~
~
3 8400 8450
S
#8450
A Cold, Damp Room~
As you walk in you feel a chill run down your spine.  It is very cold and
damp in here.  The walls are covered in mold.  Every direction you look
there is a room, so you wonder which way to go.  
~
0 524289 0
D0
~
~
1 0 8451
D1
~
~
1 0 8452
D2
~
~
1 0 8454
D3
~
~
1 0 8453
D4
~
~
3 8400 8449
D5
~
~
1 0 8455
S
#8451
Before a Guarded Chamber~
~
0 524289 0
D0
~
~
0 0 8456
D2
~
~
1 0 8450
S
#8452
Wrong Turn!!~
~
0 524293 0
S
#8453
Wrong Turn!!~
~
0 524293 0
S
#8454
Wrong Turn!!~
~
0 524293 0
S
#8455
Wrong Turn!!~
~
0 524293 0
S
#8456
Guard Room~
~
0 524289 0
D0
~
~
3 8401 8457
D2
~
~
0 0 8451
S
#8457
Aegir's Lair~
Not much is seen as you look around in this room.  Aegir stands in the
center of the room, towering over everyone and everything.  
~
0 524289 0
D2
~
~
3 0 8456
S
#0



#SPECIALS
M 8402 spec_poison Load to: {8black {7widow spider{0
M 8416 spec_poison Load to: {1vampire {8bat{0
S



#RESETS
D 0 8400 0 1 The north door of Before the Fighter's Academy is closed
D 0 8401 2 1 The south door of Entryway is closed
D 0 8402 1 1 The east door of Portculis is closed
D 0 8402 3 1 The west door of Portculis is closed
D 0 8403 3 1 The west door of Hall is closed
D 0 8407 0 1 The north door of Hall with Stairs is closed
D 0 8407 1 1 The east door of Hall with Stairs is closed
D 0 8408 2 1 The south door of Closet is closed
D 0 8409 0 1 The north door of Exercise Room is closed
D 0 8411 2 1 The south door of Showers and Laundry is closed
D 0 8413 3 1 The west door of Hallway is closed
D 0 8421 1 1 The east door of Gymnasium is closed
D 0 8422 0 1 The north door of Hallway is closed
D 0 8422 2 1 The south door of Hallway is closed
D 0 8423 2 1 The south door of Storage is closed
D 0 8424 0 1 The north door of Weight Room is closed
D 0 8429 2 1 The south door of Hallway is closed
D 0 8430 0 1 The north door of Trophy and Conference Room is closed
D 0 8430 3 1 The west door of Trophy and Conference Room is closed
D 0 8431 0 1 The north door of Sitting Room is closed
D 0 8431 1 1 The east door of Sitting Room is closed
D 0 8432 2 1 The south door of Bedroom is closed
D 0 8432 3 1 The west door of Bedroom is closed
D 0 8433 3 1 The west door of Bedroom is closed
D 0 8434 1 1 The east door of Secret Room is closed
D 0 8435 1 1 The east door of Balcony is closed
D 0 8449 5 2 The down door of Before the Lair is closed and locked
D 0 8450 0 1 The north door of A Cold, Damp Room is closed
D 0 8450 1 1 The east door of A Cold, Damp Room is closed
D 0 8450 2 1 The south door of A Cold, Damp Room is closed
D 0 8450 3 1 The west door of A Cold, Damp Room is closed
D 0 8450 4 2 The up door of A Cold, Damp Room is closed and locked
D 0 8450 5 1 The down door of A Cold, Damp Room is closed
D 0 8451 2 1 The south door of Before a Guarded Chamber is closed
D 0 8456 0 2 The north door of Guard Room is closed and locked
D 0 8457 2 2 The south door of Aegir's Lair is closed and locked
M 0 8414 15 8401 2 *Load {8skeleton{0
M 0 8414 15 8402 1 *Load {8skeleton{0
M 0 8405 5 8404 2 *Load {8g{7houl{0
M 0 8404 1 8404 1 *Load {@D{2isplacer {@B{2east{0
M 0 8411 1 8405 1 *Load {&r{6ats{0
M 0 8409 2 8405 2 *Load {^g{6iant {^r{6ats{0
M 0 8407 2 8406 2 *Load {@g{3iant {@c{3entipede{0
M 0 8402 4 8408 1 *Load {8black {7widow spider{0
M 0 8412 5 8409 3 *Load {#r{5obber {#f{5ly{0
M 0 8418 2 8410 2 *Load {3yellow mold{0
M 0 8415 3 8411 3 *Load {#t{3i{#g{3e{#r {#b{3e{#e{3t{#l{3e{0
M 0 8408 15 8413 1 *Load {7g{8ray {7o{8oze{0
M 0 8408 15 8416 2 *Load {7g{8ray {7o{8oze{0
M 0 8408 15 8418 3 *Load {7g{8ray {7o{8oze{0
M 0 8408 15 8419 2 *Load {7g{8ray {7o{8oze{0
M 0 8408 15 8420 2 *Load {7g{8ray {7o{8oze{0
M 0 8400 5 8424 2 *Load {7bats{0
M 0 8413 2 8424 2 *Load {3rust monster{0
M 0 8414 15 8426 2 *Load {8skeleton{0
M 0 8401 2 8430 1 *Load {3bone {2golem{0
M 0 8410 1 8431 1 *Load {#m{3umm{#y{0
M 0 8418 15 8433 1 *Load {3yellow mold{0
M 0 8416 5 8438 2 *Load {1vampire {8bat{0
M 0 8400 5 8438 2 *Load {7bats{0
M 0 8402 5 8439 2 *Load {8black {7widow spider{0
M 0 8402 5 8440 1 *Load {8black {7widow spider{0
M 0 8401 4 8444 1 *Load {3bone {2golem{0
M 0 8414 15 8447 1 *Load {8skeleton{0
M 0 8414 15 8448 1 *Load {8skeleton{0
M 0 8420 1 8449 1 *Load {RO{rr{Gn{ga{Bt{be {WG{wua{Wrd{wia{Wn{x
G 0 8400 0 *An ornate key is given to {RO{rr{Gn{ga{Bt{be {WG{wua{Wrd{wia{Wn{x
M 0 8421 2 8456 1 *Load {DL{wa{Wi{wr {WG{wua{Wrd{wia{Wn{x
G 0 8401 0 *A special key is given to {DL{wa{Wi{wr {WG{wua{Wrd{wia{Wn{x
S



#SHOPS
0



#MOBPROGS
#8400
give staff $n
MOB transfer all 2909
~
#0

#$