#AREADATA Name Midgaard~ Builders Skahld~ VNUMs 2900 3399 Continent 1 Mobtier 0 Credits [ ALL ] Diku Midgaard~ Security 9 Flags 0 End #MOBILES #2900 berserker~ a berserker~ A berserker is here, trying to whip himself into a frenzy. ~ ~ human~ A 0 0 0 0 0 0 0d0+0 0d0+0 0d0+0 none 0 0 0 0 0 0 0 0 stand stand none 0 0 0 medium unknown F for AHMV F par ABCDEFGHIJK V -1 A -1 #2901 prophet~ the prophet~ The prophet stands here mumbling about your future. ~ The prophet says '{6You will die! It is inevitable! I foresee it!{0 The prophet throws back his head cackling in insane glee! ~ human~ ABI 0 0 0 0 150 0 100d100+40000 0d0+0 100d100+500 none 0 0 0 0 0 0 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium unknown V -1 A -1 M GRALL 3000 100~ #2910 statue trivia~ a statue of Krull~ A statue of {$<{!Krull{$>{0 with the most trivia questions answered {#[{^15{#]{0 is erected here. ~ ~ human~ AB 0 0 0 0 130 250 100d100+5000 50d50+5000 20d20+100 none -30 -30 -30 -30 DEFK LPQR AB 0 stand stand none 20000 H ABCD medium unknown F for AMV F par EFGHIJK V -1 A -1 #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. ~ human~ ABV D 0 900 0 46 300 1d1+19999 1d1+999 30d30+200 magic -15 -15 -15 -15 AF ABCD 0 0 stand stand male 15000 AHMV ABCDEFGHIJK medium unknown V -1 A -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. ~ human~ ABV 0 0 900 0 46 300 1d1+19999 1d1+99 30d30+200 beating -15 -15 -15 -15 CDF ABCD 0 0 stand stand male 500 AHMV ABCDEFGHIJK medium unknown V -1 A -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. ~ human~ ABV 0 0 900 0 46 300 1d1+19999 1d1+99 30d30+200 beating -15 -15 -15 -15 EFJ ABCD 0 0 stand stand male 10000000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3003 weaponsmith~ the weaponsmith~ A weaponsmith. ~ A young weaponsmith, who still has lots to learn. ~ human~ ABTV 0 0 900 0 45 300 1d1+19999 1d1+99 30d30+200 punch -15 -15 -15 -15 CEIK ABCD 0 0 stand stand male 25000 AHMV ABCDEFGHIJK medium unknown V -1 A -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. ~ human~ ABV 0 0 900 0 45 300 1d1+19999 1d1+99 30d30+200 punch -15 -15 -15 -15 CEFJKN ABCD 0 0 stand stand male 3000000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3005 thief~ the thief~ A {Dthief{x, all dress in {Dblack{x. ~ Well COUNT your money! ~ human~ ACHS PQ 0 -100 0 16 1 6d8+80 1d1+99 1d5+1 punch 2 4 3 7 EFJN 0 0 0 stand stand either 3200 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3006 captain~ the captain~ A {7retired {^captain{x stands here, selling boats.{x ~ This captain has killed more sharks than you have eaten peas. ~ human~ ABTV 0 0 900 0 46 300 1d1+19999 1d1+99 1d8+32 beating -15 -15 -15 -15 CEI ABCD 0 0 stand stand male 1300 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3007 sailor~ the {7sa{6il{7or{0~ A sailor stands here, waiting to train you. ~ He looks like a strong, fit sailor. ~ human~ ABJTV 0 0 900 0 45 5 1d1+999 1d1+99 1d4+23 beating -15 -15 -15 -15 FHJN ABCD 0 0 stand stand male 9000 AHMV ABCDEFGHIJK medium unknown V -1 A -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. ~ human~ ABV 0 0 900 0 45 300 1d1+19999 1d1+99 30d30+200 punch -15 -15 -15 -15 0 ABCD 0 0 stand stand male 4000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3009 jeweller~ the {^je{&wel{&l{^er{0~ The jeweller is standing behind the desk. ~ He is fat and has a content although watchful look on his face. ~ human~ ABV 0 0 900 0 50 300 1d1+19999 1d1+99 30d30+200 slap -15 -15 -15 -15 AF ABCDEFGIJKMOS 0 0 stand stand male 8000000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3010 leather worker~ the leather worker~ The leather worker is sitting by the table, sewing a leather cap. ~ She looks as an honest, hard-working artisan who only just earns enough to keep herself going. ~ human~ ABV 0 0 900 0 45 0 1d1+999 1d1+99 1d8+20 punch -15 -15 -15 -15 AFN ABCD 0 0 stand stand female 45000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3011 great wolf fenrir~ {rF{de{Dnr{di{rr{x~ The Great Wolf, {rF{de{Dnr{di{rr{0, stands here growling softly. ~ ~ dog~ ABTV CDFJVZ EH -1000 3000 175 200 100d100+30000 1d1+499 15d15+180 crush -25 -25 -25 -15 ACDEFHIKLNOQT ABP CD 0 stand stand male 15000 AGV ABCDEFHJKLQTUV huge unknown S 1 V -1 A -1 M DELAY 2901 100~ M GRALL 2903 100~ M EXALL 2905 0~ #3012 healer~ the {&he{7al{&er{0~ A {&he{7al{&er{0 is here, selling spells. ~ Although retired from adventuring, the healer still lends a hand. Type 'heal' to see a listing of spells. ~ human~ ABQVa DF H 1000 0 300 0 1d1+999 1d1+999 2d4+30 divine -15 -15 -15 -15 FHIK ABCD 0 0 stand stand male 5000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3013 inn keeper~ the Inn Keeper~ The Inn Keeper is sitting at his desk. ~ He is rather old and looks as if his life is boring. ~ human~ ABG CDEFGIJ 0 500 0 100 100 100d100+100 100d100+100 100d100+100 wrath 0 0 0 0 F 0 0 0 stand stand male 300000 AHMV ABCDEFGHIJK medium unknown V -1 A -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. ~ unique~ ABKRV DEFZ 0 1000 0 71 0 1d1+1999 1d1+999 3d8+24 magic -15 -15 -15 -15 FG ABCD 0 0 stand stand female 0 0 0 medium unknown V -1 A -1 #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. ~ human~ ABKQV CDEFZ H 1000 0 71 0 1d1+1999 1d1+999 3d8+24 divine -15 -15 -15 -15 EFHIK ABCD 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium unknown V -1 A -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. human~ unique~ ABKSV DFZ 0 1000 0 72 0 1d1+1999 1d1+199 3d8+24 punch -15 -15 -15 -15 BEFHJN ABCD 0 0 stand stand female 0 0 0 medium unknown V -1 A -1 #3023 guildmaster master~ the guildmaster~ Your guildmaster is standing here. ~ This is your master. A short, strong dwarf 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. ~ dwarf~ ABJKTVb DFJ 0 1000 0 71 0 1d1+1999 1d1+199 3d8+24 beating -20 -20 -20 -20 ACDEIK ABCD LQ R stand stand male 0 AHMV ABCDEFGHIJK medium unknown V -1 A -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. ~ unique~ ABRTV D B 800 0 59 5 1d1+999 1d1+499 10d4+10 magic -10 -10 -10 -8 AEG AB CD 0 stand stand male 11800 0 0 medium unknown V -1 A -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. ~ human~ ABQTV DJ 0 800 0 60 5 1d1+999 1d1+499 5d8+10 divine -10 -10 -10 -7 DEIK AB CD 0 stand stand male 12000 AHMV ABCDEFGHIJK medium unknown V -1 A -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. ~ human~ ABSTV DFPQ 0 800 0 59 8 1d1+999 1d1+99 4d10+12 pierce -12 -12 -12 -6 BEFJN AB CD 0 stand stand male 10000 AHMV ABCDEFGHIJK medium unknown V -1 A -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. ~ human~ ABTV DF 0 800 0 60 10 1d1+999 1d1+199 11d4+10 punch -10 -10 -10 -4 ACDEHIK AB CD 0 stand stand male 10000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3028 woodsman~ the woodsman~ A woodsman is guarding the entrance. ~ He is an expert woodsman dressed in buckskins. His duty is to protect the Guild of Rangers and his extreme skill along with his very sharp spear make him a deadly opponent. ~ human~ ABETV DF 0 100 0 60 10 1d1+999 1d1+199 11d4+10 punch -10 -10 -10 -4 ACDEHIK AB CD 0 stand stand male 10000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3029 dryad~ the dryad~ A dryad is guarding the entrance. ~ She is an experienced druid who has specialized in the field of Magic. She is here to guard the Druid's Guild and her superior knowledge of offensive as well as defensive spells make her a deadly opponent. ~ human~ ABLRTV D B 800 0 59 5 1d1+999 1d1+499 10d4+10 magic -10 -10 -10 -8 AEG AB CD 0 stand stand female 9500 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3030 zombie~ the zombie~ A zombie is guarding the entrance. ~ It is here to guard the Vampire's Guild, and it's unwavering devotion to it's masters makes it a deadly opponent. ~ human~ ABOPTV D B -800 0 59 5 1d1+999 1d1+499 10d4+10 magic -10 -10 -10 -8 AEG AB CD 0 stand stand none 10000 AHMV ABCDEFGHIJK medium unknown V -1 A -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. ~ human~ ABV 0 0 900 0 45 0 1d1+499 1d1+99 1d8+18 beating -6 -6 -6 0 FHJN ABLQ CD 0 stand stand male 150 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3041 waiter~ the waiter~ A waiter is going around from one place to another. ~ A tired looking waiter. ~ human~ ABV 0 0 900 0 46 0 1d1+499 1d1+99 1d8+18 beating -6 -6 -6 0 FHJN AB CD 0 stand stand male 5000 AHMV ABCDEFGHIJK medium unknown V -1 A -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. ~ ~ human~ ABRV D 0 600 0 45 0 1d1+499 1d1+99 1d8+18 beating -6 -6 -6 0 FJN AB CD 0 stand stand male 150 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3043 waiter~ the waiter~ A waiter who seems to have reached contact with God. ~ ~ human~ ABQV 0 0 600 0 46 0 1d1+499 1d1+99 1d8+18 beating -6 -6 -6 0 FHJN AB CD 0 stand stand male 150 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3044 waiter~ the waiter~ A waiter who knows where all his customers keep their money. ~ ~ human~ ABSV 0 0 600 0 46 0 1d1+499 1d1+99 1d8+18 beating -6 -6 -6 0 FHJN AB CD 0 stand stand male 150 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3045 waiter~ the waiter~ A waiter who easily could kill you, and still carry quite a few firebreathers. ~ ~ human~ ABTV 0 0 600 0 45 0 1d1+499 1d1+99 1d8+18 beating -6 -6 -6 0 BFHJN AB CD 0 stand stand male 150 AHMV ABCDEFGHIJK medium unknown V -1 A -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. ~ human~ ABSV 0 0 600 0 46 2 1d1+499 1d1+99 1d8+18 beating -8 -8 -8 -4 BEFJN AB CD 0 stand stand male 200 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3060 cityguard guard~ the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x~ A {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 stands here. ~ A big, strong, helpful, trustworthy guard. ~ human~ ACGT 0 0 1000 3000 30 3 15d15+160 1d1+149 2d4+4 punch 0 0 0 8 CDEKLTU 0 C 0 stand stand male 6000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3061 janitor~ the janitor~ A janitor is walking around, cleaning up. ~ ~ human~ AGH 0 0 900 0 2 0 2d6+10 1d1+99 1d5+0 pound 10 10 10 10 ABCEFGHIJKOU 0 0 C stand stand either 400 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3062 smelly fido dog the dumb~ The Mutt~ A {3s{0m{#el{0l{3y{x, dumb dog is here. ~ A really disgusting smelling dog stands here eating trash foul stench clouds flow from its fur while garbage hangs from its mouth Engraved on a collar arew the scratched out letters F:clo ~ fido~ AFGHU 0 0 -200 0 0 0 1d6+1 1d1+99 1d4+0 bite 10 10 10 10 FR 0 0 CM stand stand either 100 ABGV ACDEFHJKQV small unknown V -1 A -1 #3063 vagabond~ the vagabond~ A vagabond is here, looking for victims. ~ He looks pretty mean. ~ human~ ACS 0 0 -200 0 10 1 2d6+60 1d1+99 1d6+1 punch 7 5 5 10 BJNQ 0 0 C stand stand male 1000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3064 drunk~ the drunk~ A singing, happy drunk wanders around, singing about Moria. ~ A drunk who seems to be too happy, and to carry too much money. ~ human~ AG 0 0 400 0 4 -1 2d6+22 1d1+99 1d6+0 beating 8 8 8 10 U 0 0 C stand stand male 800 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3065 beggar street performer~ the {*s{7t{&re{7e{&t {!p{%er{5for{%me{!r{x~ A {*s{7t{&re{7e{&t {!p{%er{5for{%me{!r{x is here singing for money, just drop coins in his hat. ~ The streetperformer is singing in hopes you will give generously. ~ human~ AB 0 0 400 0 2 0 2d6+10 1d1+99 1d5+0 beating 8 8 8 10 FJNU 0 0 C stand stand female 200 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3066 cat~ an alley cat~ An alley cat hisses at you. ~ The alley cat is half starved and more than a little feral. ~ dog~ AFGHU Z 0 -200 0 0 1 1d6+4 1d1+99 1d4+1 claw 8 8 8 9 DFHR B 0 C stand stand either 100 AGV ACDEFHJKQUV small unknown V -1 A -1 #3067 cityguard guard~ the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0~ A {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 is here, guarding the gate. ~ A big, strong, helpful, trustworthy guard. ~ human~ ABT 0 0 1000 3000 29 3 15d15+160 1d1+149 2d4+4 punch 0 0 0 8 CDEKLTU 0 C 0 stand stand male 2900 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3068 cityguard guard~ the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0~ A {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 is here, guarding the gate. ~ A big, strong, helpful, trustworthy guard. ~ human~ ABT 0 0 1000 3000 30 3 15d15+160 1d1+149 2d4+4 punch 0 0 0 8 CDEKLTU 0 C 0 stand stand male 3000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3069 cityguard guard~ the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0~ A {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 is here, guarding the mayor. ~ A big, strong, helpful, trustworthy guard. ~ human~ ABT Q B 1000 3000 40 4 20d20+200 1d1+199 2d4+7 punch -4 -6 -6 0 CDEHKLTU 0 C 0 stand stand male 8000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3070 shopkeeper old man~ the ancient potion-brewer~ An old man eyes you greedily. The old man says, 'Would you like to buy a nice love potion?' ~ He looks very dangerous. I wouldn't try to rob him. ~ human~ ABQRV DEF 0 1000 0 64 300 1d1+19999 1d1+999 30d30+200 magic -15 -15 -15 -15 FGH ABCD 0 0 stand stand male 5000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3071 cityguard guard~ the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0~ A {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 is here, guarding the gate alertly. ~ A big, strong, helpful, trustworthy guard. ~ human~ ABT 0 0 1000 3000 29 3 15d15+160 1d1+149 2d4+4 punch 0 0 0 8 CDEKLTU 0 C 0 stand stand male 2900 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3072 cityguard guard~ the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0~ A {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 is here, guarding the gate. He is half asleep. ~ A big, strong, helpful, trustworthy guard. ~ human~ ABT 0 0 1000 3000 30 3 15d15+160 1d1+149 2d4+4 punch 0 0 0 8 CDEKLTU 0 C 0 stand stand male 3000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3090 kitten cat pet~ the kitten~ A small loyal kitten is here. ~ The kitten looks like a cute, little, fierce fighter. ~ dog~ ABUV Z 0 400 0 2 2 2d6+11 1d1+99 1d4+0 scratch 8 8 8 10 FH 0 C 0 stand stand either 0 AGV ACDEFHJKQUV tiny unknown V -1 A -1 #3091 puppy dog pet~ the puppy~ A small loyal puppy is here. ~ The puppy looks like a cute, little, fierce fighter. ~ dog~ ABUV F 0 400 0 5 2 4d6+25 1d1+99 1d6+0 bite 7 7 7 10 HN 0 C 0 stand stand either 0 AGV ACDEFHJKQUV small unknown V -1 A -1 #3092 beagle dog pet~ the beagle~ A small, quick, loyal beagle is here. ~ The beagle looks like a fierce fighter. ~ dog~ ABUV F 0 400 0 9 3 3d12+50 1d1+99 1d6+0 bite 5 5 5 9 HN 0 C 0 stand stand either 0 AGV ACDEFHJKQUV small unknown V -1 A -1 #3093 rottweiler dog pet~ the rottweiler~ A large, loyal rottweiler is here. ~ The rottweiler looks like a strong, fierce fighter. ~ dog~ ABUV F 0 400 0 14 3 6d10+60 1d1+149 2d4+1 bite 4 4 4 8 CDHL 0 C 0 stand stand either 0 AGV ACDEFHJKUV medium unknown V -1 A -1 #3094 wolf pet~ the wolf~ A large, trained wolf is here. ~ The wolf looks like a strong, fearless fighter. ~ wolf~ ABUV FZ 0 0 0 18 3 6d10+80 1d1+99 2d5+1 bite 4 4 4 8 CFH 0 C 0 stand stand either 0 AGV ACDEFJKQV medium unknown V -1 A -1 #3095 eagle bird pet~ the eagle~ A loyal eagle circles overhead. ~ The eagle looks like a strong fierce fighter. ~ song bird~ ABIUV FTZ 0 0 0 23 3 6d10+130 1d1+99 2d5+3 claw 0 0 0 8 FHN 0 C 0 stand stand either 0 AGW ACDEFHKPU small unknown V -1 A -1 #3096 lion pet~ the lion~ A large, faithful lion is here. ~ The great lion looks very fierce. ~ dog~ ABIUV FZ 0 0 0 30 2 4d9+205 1d1+99 2d8+3 chomp -2 -2 -2 7 CFH 0 C 0 stand stand either 0 AGV ACDEFHJKQUV medium unknown V -1 A -1 #3097 tiger pet~ the tiger~ A great, loyal tiger is here. ~ The large, striped tiger looks like a savage fighter. ~ dog~ ABIUV FZ 0 0 0 40 3 4d9+325 1d1+99 4d4+5 claw -4 -4 -4 6 CFHMN 0 C 0 stand stand either 0 AGV ACDEFHJKQUV medium unknown V -1 A -1 #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. ~ human~ ABV 0 0 1000 0 46 2 1d1+499 1d1+99 1d8+12 beating -15 -15 -15 -15 FG AB CD 0 stand stand female 4600 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3120 sexton~ the sexton~ A sexton is sitting here, drinking hot tea. ~ The sexton looks like he is relaxing after another grave-digging job. ~ human~ ABH 0 0 800 0 6 0 2d6+35 1d1+99 1d7+0 punch 7 7 7 10 0 0 0 C sit sit male 600 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3121 swan~ the swan~ A swan is swimming around in the pond. ~ The white swan is very elegant. ~ water fowl~ ABU Tb 0 1000 0 1 0 2d6+10 1d1+99 1d5+0 peck 8 8 8 10 CFR 0 R C stand stand either 100 AGW ACDEFHKP small unknown V -1 A -1 #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. ~ water fowl~ ABU Tb 0 1000 0 0 0 1d4+0 1d1+99 1d1+0 peckb 10 10 10 10 FR 0 R C stand stand either 100 AGW ACDEFHKP tiny unknown V -1 A -1 #3123 sparrow~ the sparrow~ A sparrow is flapping around on the ground. ~ The sparrow looks like it is enjoying life. ~ song bird~ AGHU T 0 1000 0 0 0 2d6+0 1d1+99 1d3+0 peck 10 10 10 10 FHR 0 0 C stand stand either 100 AGW ACDEFHKP tiny unknown V -1 A -1 #3124 duck~ the duck~ A duck is here, quacking happily. ~ The duck is quite fat. It looks like it is enjoying life. ~ water fowl~ AGU Tb 0 1000 0 2 0 2d6+5 1d1+99 1d4+0 peckb 10 10 10 10 FR 0 R C stand stand either 200 AGW ACDEFHKP small unknown V -1 A -1 #3140 captain~ the captain~ The captain of the guard is looking very upset. ~ A big, strong, angry captain. ~ human~ ABCFT D 0 1000 3000 33 4 15d15+190 1d1+199 2d4+6 punch -2 -2 -2 6 CDEHKLU 0 C 0 stand stand male 3300 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3141 cityguard guard~ the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0~ A {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 stands here, looking very upset. ~ A big, strong, angry guard. ~ human~ ABCFT 0 0 1000 3000 29 3 15d15+10 1d1+149 2d4+4 punch 0 0 0 8 CDEHKLU 0 C 0 stand stand male 2900 AHMV ABCDEFGHIJK medium unknown V -1 A -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'. ~ human~ AB 0 0 900 0 24 2 4d12+148 1d1+99 2d7+1 slap 0 0 0 8 FHI 0 0 0 sit sit female 2400 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3143 mayor~ the mayor~ The mayor is here. He shakes your hand. ~ He is a stocky, middle-aged man with thin, grey hair. ~ human~ AB 0 N 900 3000 46 6 6d10+500 1d1+199 1d8+12 punch -15 -15 -15 -15 EFNS AB CD 0 sleep stand male 4600 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3144 crier~ the town crier~ The town crier is here, weeping quietly. ~ He is very good at his job - completely dissolved in tears. ~ human~ AH 0 0 900 0 2 0 2d6+10 1d1+99 1d5+0 slap 10 10 10 10 D 0 0 C stand stand male 200 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3150 esme waitress~ Esme~ Esme the waitress hums to herself and wonders what you'd like to order. ~ Esme brushes a lock of dark hair away from her wire-rimmed glasess and smiles warmly at you. ~ human~ ABV 0 0 900 0 49 0 1d1+999 1d1+199 1d8+10 slap -15 -15 -15 -15 FG ABCD 0 0 stand stand male 4900 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3160 Melancholy~ Melancholy~ Melancholy is here, digging through a pile of scrolls, papers, and maps. ~ Ragged brown hair frames a ghostly, pale face. Puffy eyelids surround two sky blue, haunting eyes. An old, brown robe is wrapped around her frail frame. She looks up from her pile of papers and maps and looks inquiringly at you, smiling faintly. ~ human~ ABV 0 0 900 0 50 0 1d1+999 1d1+199 5d6+20 slap -15 -15 -15 -15 FG ABCD 0 0 stand stand male 5000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3161 lister green tree snake~ Lister~ A green tree snake is sitting here on a pile of books. ~ This is Melancholy's pet tree snake, Lister. Something seems odd about his jaw, almost as if he were smiling at you. He's quite friendly, but don't get him drunk. ~ snake~ ABV D 0 200 0 30 3 11d10+200 1d1+99 4d6+4 bite -6 -5 -2 4 FHNR 0 FL I stand stand male 3000 AGXYc ADEFKLQVX small unknown V -1 A -1 #3162 otho money changer moneychanger~ Otho the Changer~ Otho the Money Changer sits behind his desk, waiting for your coins. ~ Otho is grotesquely fat man dressed in rich clothes. Apparently the money changing business pays quite well in this busy city, or possibly the rumors of his fencing services are true... ~ human~ ABVd DF 0 900 0 50 0 1d1+999 1d1+199 5d6+20 slap -15 -15 -15 -15 FG ABCD 0 0 stand stand male 5000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 M GREET 3334 50~ #3163 thief~ the thief~ A thief, all dressed in black. ~ Well COUNT your money! ~ human~ ACHS PQ 0 -100 0 60 1 6d8+400 1d1+99 4d5+5 stab 2 4 3 7 EFJN 0 0 0 stand stand either 6000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3164 priest Hel~ the High Priest of Hel~ The High Priest of Hel is here, selling your damnation. ~ A tall man in the black robes of his office is here. Type 'curse' to see a listing of spells. ~ human~ ABQVXa DF H -1000 0 30 0 1d1+999 1d1+999 2d4+30 drain -15 -15 -15 -15 FHIK ABCD 0 0 stand stand male 5000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3165 priest Odin~ the High Priest of Odin~ The High Priest of Odin is here, selling forgivness. ~ A tall man in the white robes of his office is here. Type 'repent' to see a listing of spells. ~ human~ ABQVZa DF H 1000 0 103 0 1d1+999 1d1+999 2d4+30 divine -15 -15 -15 -15 FHIK ABCD 0 0 stand stand male 5000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3166 great serpent jormungand~ {BJo{crm{Bun{cgu{Bnd{x~ The Great Serpent, {BJo{crm{Bun{cgu{Bnd{0, is coiled up here. ~ ~ snake~ ABTV CDFJVZ EH 1000 3000 150 200 100d100+30000 1d1+499 15d15+180 none -25 -25 -25 -15 DEFHIKLNOQT ABP CDL I stand stand male 15000 AGHMVXYc ABCDEFGHIJKLQVX medium unknown S 1 V -1 A -1 M DELAY 2901 100~ M GRALL 2900 100~ M EXALL 2902 0~ #3167 healer~ the {7he{8al{7er{0~ A {7he{8al{7er{0 is here, selling spells. ~ Although retired from adventuring, the healer still lends a hand. Type 'heal' to see a listing of spells. ~ human~ ABQVa DF H -1000 0 300 0 1d1+999 1d1+999 2d4+30 divine -15 -15 -15 -15 FHIK ABCD 0 0 stand stand male 5000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3168 guildmaster master~ the guildmaster~ Your guildmaster is standing here. ~ This is your master. A tall man with bulging muscles. He smiles at you pleasently ~ human~ ABEKV DF 0 1000 0 71 0 1d1+1999 1d1+199 3d8+24 beating -20 -20 -20 -20 ACDEIK ABCD 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3169 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. ~ unique~ ABKLV DEF 0 1000 0 71 0 1d1+1999 1d1+999 3d8+24 magic -15 -15 -15 -15 FG ABCD 0 0 stand stand female 0 0 0 medium unknown V -1 A -1 #3170 guildmaster master~ the guildmaster~ Your guildmaster is standing here. ~ ~ human~ ABKOPV DEFGJZ 0 -1000 0 71 0 1d1+1999 1d1+999 3d8+24 divine -15 -15 -15 -15 EFHIK ABCD 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3171 waiter~ the waiter~ A burly waiter who appears to have seen his share of adventure. ~ ~ human~ ABEV 0 0 -100 0 46 0 1d1+499 1d1+99 1d8+18 beating -6 -6 -6 0 FHJN AB CD 0 stand stand male 150 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3172 waitress~ the waitress~ A young waitress who's working her way through college. ~ ~ human~ ABLV 0 0 600 0 46 0 1d1+499 1d1+99 1d8+18 beating -6 -6 -6 0 FHJN AB CD 0 stand stand female 150 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3173 waiter~ the waiter~ A green mist that vaguely resembles a lifeform. ~ ~ human~ ABMOPV 0 0 -600 0 46 0 1d1+499 1d1+99 1d8+18 beating -6 -6 -6 0 FHJN AB CD 0 stand stand male 150 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3174 zombie undead pet~ the zombie~ A corpse is standing here. ~ The zombie follows its vampire master. ~ human~ ABIMNUV F 0 0 0 1 3 1d1+499 1d1+99 2d5+1 drain 4 4 4 8 CO M CFG N stand stand none 0 ABHIMV ABCDEFGHIJKLV medium unknown V -1 A -1 #3175 animated~ an animation~ An animated body part is here. ~ An animated body part is here. ~ unique~ ABMNU FT 0 -800 0 10 0 2d6+60 1d1+99 1d6+1 drain 4 4 4 3 U M CF N stand stand none 0 0 0 tiny unknown V -1 A -1 #3176 clem~ Clem~ Clem is here, selling objects of pain. ~ Clem is here, selling objects of pain. ~ human~ ABV 0 0 900 0 45 10 1d1+999 1d1+99 1d8+32 punch -15 -15 -15 -15 CEFJKN ABCD 0 0 stand stand male 500 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3177 mercy~ Mercy~ Mercy is here, selling adult supplies. ~ Mercy is here, selling adult supplies. ~ human~ ABV 0 0 900 0 45 10 1d1+999 1d1+99 1d8+32 punch -15 -15 -15 -15 CEFJKN ABCD 0 0 stand stand female 500 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3178 slave~ The slave~ A slave is here, she is waiting to fulfill your every need and desire. ~ ~ human~ ABH 0 0 1000 0 5 0 2d6+35 1d9+100 1d6+0 none 7 7 7 10 EFNU 0 0 0 rest rest female 500 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3179 slave~ The slave~ A slave is here, he is waiting to fulfill your every need and desire. ~ ~ human~ ABH 0 0 1000 0 5 0 2d6+35 1d9+100 1d6+0 none 7 7 7 10 EFNU 0 0 0 rest rest male 500 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3180 guido guard~ Guido~ Guido is here, checking fake IDs. ~ A big, strong, helpful, braindead guard. ~ human~ ABT 0 0 1000 3000 30 3 15d15+160 1d1+149 2d4+4 punch 0 0 0 8 CDEKLTU 0 C 0 stand stand male 3000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3181 demon undead pet~ a demon~ A demon is standing here. ~ The demon follows its master. ~ human~ ABIMNUV U 0 0 0 1 300 1d1+4999 1d1+99 25d25+100 wrath 20 20 20 25 CDO M 0 N stand stand none 0 ABHIMV ABCDEFGHIJKLV giant unknown V -1 A -1 #3182 watchguard guard~ the watchguard~ A watchguard is here, keeping a lookout. ~ A big, strong, helpful, trustworthy guard. ~ human~ ABT 0 0 1000 3000 29 3 15d15+160 1d1+149 2d4+4 punch 0 0 0 8 CDEKLTU 0 C 0 stand stand either 2900 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3183 watchguard guard~ the watchguard~ A watchguard is here, keeping a lookout. ~ A big, strong, helpful, trustworthy guard. ~ human~ ABT 0 0 1000 3000 29 3 15d15+160 1d1+149 2d4+4 punch 0 0 0 8 CDEKLTU 0 C 0 stand stand either 2900 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3184 watchguard guard~ the watchguard~ A watchguard is here, keeping a lookout. ~ A big, strong, helpful, trustworthy guard. ~ human~ ABT 0 0 1000 3000 29 3 15d15+160 1d1+149 2d4+4 punch 0 0 0 8 CDEKLTU 0 C 0 stand stand either 2900 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3185 watchguard guard~ the watchguard~ A watchguard is here, keeping a lookout. ~ A big, strong, helpful, trustworthy guard. ~ human~ ABT 0 0 1000 3000 29 3 15d15+160 1d1+149 2d4+4 punch 0 0 0 8 CDEKLTU 0 C 0 stand stand either 2900 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3186 Urd norn questmaster~ {^Urd{0~ One of the Norns is here, Urd, initiating quests. ~ This Norn is named Urd, one of the three main ones who determine the futures of all gods, and creatures. Urd was the Norn who determined the fate. Her sisters are Skuld, and Verdandi, who can be found throughtout the realms. ~ human~ ABGLUV CDEFGJZc HNO 0 0 101 500 1d1+29999 1d1+29999 1d1+10000 divine -200 -200 -200 -200 FK ABCDEFGHIJKLMNOPQRSTXYZ 0 0 stand stand female 0 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3187 sage conjurer~ the conjurer~ A powerful conjurer is here, offering to cast you away. ~ Type 'travel' to have me send you far, far away. ~ human~ ABGUV CFTUZb CDEHNO 0 0 101 0 1d1+29999 1d1+29999 100d100+100 divine 0 0 0 0 0 ABLQ 0 0 stand stand either 0 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3188 sage identifier~ the powerful sage~ A powerful sage is here, selling his abilities. ~ Type 'identify' to have me identify one of your items, for a price. ~ human~ AUV CFTUZb CDEHNO 0 0 101 0 1d1+29999 1d1+29999 100d100+1000 divine 0 0 0 0 0 ABCD 0 0 stand stand either 0 AHMV ABCDEFGHIJK medium unknown V -1 A -1 M ENTRY 3002 100~ #3189 snake charmer~ the snake charmer~ A snake charmer is here, piping on a flute. ~ Becareful when fighting it! It can't charm only snakes *grin* ~ human~ ABG DF 0 0 0 15 0 6d11+107 6d11+107 3d4+9 none 3 3 3 3 EFK 0 0 0 stand stand either 1500 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3190 the assassin~ the assassin~ An assassin lurks in the shadows.. waiting. ~ Watch out! It can kill in a single hit!! ~ human~ ABG DFQ 0 0 0 15 0 6d11+107 6d11+107 3d4+15 none 1 1 1 1 EFK 0 0 0 stand stand either 1500 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3191 charos necromancer lord general hel~ Charos~ Charos, Necromancer and Lord General of the Armies of Hel. ~ ~ human~ A 0 0 0 0 0 0 0d0+0 0d0+0 0d0+0 none 0 0 0 0 0 0 0 0 stand stand male 0 0 0 medium unknown F for AHMV F par ABCDEFGHIJK V -1 A -1 #3192 battlefalcon~ a Battle Falcon~ A battle falcon is here, circling high above the ground. ~ ~ wyvern~ AIJKUVb DFTV 0 0 0 150 10 10d10+50 1d1+0 2d4+2 scratch -10 -10 -10 -10 CFH R B 0 stand stand none 0 AGW ACDEFHJKPQ medium unknown F imm L F vul S F for BZ F par VX V -1 A -1 #3193 flesh golem~ a flesh golem~ A golem constructed of body parts, flesh, and dark magic is here. ~ The product of dark magic practiced by someone with the powers of necromancy. This disgusting abomination is not quite alive, yet also not dead. ~ unique~ ABT 0 0 -1000 0 1 50 25d10+3000 4d10+100 3d6+8 pound -15 -15 -15 -15 HU 0 EM H stand stand none 0 IJ ABCDEFGH medium unknown V -1 A -1 #3194 iron golem~ An {&Iron Golem{x~ A large golem made out of metal and flesh is here serving his master. ~ Put together by dark magic and skillfull hand-craft, this abomination is stronger than an ordinary golem. Necromantic spells hold its flesh and metal parts together. Its skin is tough as armor. ~ human~ ABT DF 0 -1000 0 1 50 25d10+3000 4d10+100 25d25+125 pound -40 -40 -40 -40 HKU 0 CD J stand stand none 0 CHJM ABCDEFGHIJK large unknown F for AV V -1 A -1 #3195 bear pet~ a bear~ A bear is standing here. ~ The bear follows its master. ~ human~ ABIMNUV U 0 0 0 1 50 1d1+4999 1d1+99 28d28+0 claw 20 20 20 25 CDO ABI 0 H stand stand none 0 ABHIMV ABCDEFGHIJKLV giant unknown V -1 A -1 #3196 angel pet~ an angel~ An angel is standing here. ~ An angel follows its master. ~ human~ ABIMNTUV U 0 0 0 1 300 1d1+4999 1d1+99 25d25+100 wrath 20 20 20 20 CDO N 0 M stand stand none 0 ABHIMV ABCDEFGHIJKLV giant unknown V -1 A -1 #3197 greater demon pet~ a greater demon~ A greater demon is standing here. ~ The greater demon follows its master ~ human~ ABIMNTUV U 0 0 0 1 300 1d1+7000 1d1+99 25d25+225 wrath 4 4 4 8 CDEL M CFG 0 stand stand none 0 ABHIMV ABCDEFGHIJKLV giant unknown V -1 A -1 #3200 bouncing ball big 99~ {@({3The{@) ({3Big{@) ({3Ball{@){x~ A big ball bounces along the road doing magic tricks. ~ A big ball, what do you expect? ~ lizardman~ AGM DEFJLVc 0 0 0 99 150 50d10+14500 10d10+100 6d25+45 none -50 -50 -50 -50 0 0 CD 0 stand stand male 30000 AHMV ABCDEFGHIJKQ medium unknown F aff b V -1 A -1 M DEATH 3200 100~ #3201 bouncing ball medium 66~ {@({$The{@) ({$Medium{@) ({$Ball{@){x~ A medium sized ball bounces along the road doing magic tricks. ~ A bouncing ball, you expected something more? ~ human~ AFGM 0 0 0 0 66 100 50d10+8000 10d10+100 4d10+18 none -30 -30 -30 -30 0 AB CD 0 stand stand male 4000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 M DEATH 3201 100~ #3202 bouncing ball small 33~ {@({!The{@) ({!Small{@) ({!Ball{@){x~ A small ball bounces along the road doing magic tricks. ~ A bouncing ball, you expected something more? ~ human~ AFGM 0 0 0 0 33 100 50d10+4000 10d10+100 4d10+18 none -30 -30 -30 -30 0 AB CD 0 stand stand male 4000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3311 statue pk~ a shrine to Rache~ {$A statue of {$<{1Rache{$> the mighty {^R{*e{6n{7s{6h{*a{^i with {#[{^197{#] Pk's is erected here.{x ~ ~ human~ AB 0 0 0 0 140 300 5d3000+15000 0d0+0 22d22+110 slash -35 -35 -35 -35 CEFK LPQR AB 0 stand stand none 10000 H CK large unknown F for AMV F par ABDEFGHIJ V -1 A -1 #3313 statue hours~ a statue of Mystical~ A statue of {%<{^Mystical{%>{x, the resident mud addict is here. ~ Isn't she so cute?! :) ~ human~ AB 0 0 0 0 110 200 5d3000+3400 0d0+0 20d20+100 none -25 -25 -25 -25 CEFK LPQR AB 0 stand stand female 9000 H AC medium unknown F for AMV F par BDEFGHIJK V -1 A -1 #3317 statue experience~ The statue of Niex~ A Statue of {B<{RNiex{B>{x the accumulator of {Y[{C2546166{Y]{x experience stands here. ~ A statue of the minotaur Zxintle stands here. An incredibly powerful bard who took entirely too long to level, eventually he became the vice leader of the feared Renegades. ~ centaur~ AB J 0 0 0 130 225 5d3000+8000 0d0+0 21d20+110 none -20 -20 -20 -20 CEFK LPQR AB 0 stand stand male 10000 AHMNV ABCDEFGHIJKW large unknown V -1 A -1 #3318 statue experience focus~ a statue of Bobby~ A statue of {3[{^Bobby{3]{x is standing here showing off his record of {3[{^925718{3]{x focus exp. ~ Sort'uv fat isn't he? Fat and Lazy. ~ minotaur~ AB J 0 0 0 130 225 5d3000+8000 0d0+0 21d20+110 none -20 -20 -20 -20 CEFK LPQR AB 0 stand stand male 10000 AHMV ABCDEFGHIJKW large unknown V -1 A -1 #3320 aginir mage hunter~ Aginir~ Aginir the fabled chronos mage hunter is here. ~ {W+=============================+ {W|| {MAr{Bca{Cne S{Bha{Mrds{W || {W|| || {W|| {RGive me 10 (no more/less){W || {W|| {MAr{Bca{Cne S{Bha{Mrds{R and I will{W || {W|| {RGive you 4 iquest points{W || {W|| || {W+=============================+{x ~ storm-giant~ AGd DFJZ H 0 0 179 0 1d1+100 0d0+0 0d0+0 none 0 0 0 0 0 ABJ 0 0 stand stand none 0 AHMV ABCDEFGHIJK medium unknown F vul P S 1 V -1 A -1 M GIVE 4 3279~ M GIVE 16 62~ #3321 testmob~ (no short description)~ (no long description) ~ ~ human~ AB 0 0 0 0 100 0 0d0+1 0d0+0 0d0+0 none 0 0 0 0 0 0 0 0 stand stand none 0 0 0 medium unknown F for AHMV F par ABCDEFGHIJK V -1 A -1 #3322 testing~ (no short description)~ (no long description) ~ ~ human~ A 0 0 0 0 0 0 0d0+1 0d0+0 0d0+0 none 0 0 0 0 0 0 0 0 stand stand none 0 0 0 medium unknown F for AHMV F par ABCDEFGHIJK V -1 A -1 #3323 small goblin~ a small goblin~ A small goblin stands here awaiting his master's next command. ~ ~ goblin~ ABIMNUV DFJU 0 0 0 160 200 1d1+12500 40d9+100 10d26+50 pound -25 -25 -25 -25 FHIK AB LQ S stand stand female 40000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3324 large goblin~ a large goblin~ A large goblin stands here ready todo his master's bidding. ~ ~ goblin~ AIMNUV DFJU 0 0 0 175 300 1d1+15000 40d9+100 21d42+150 pound -35 -35 -35 -35 CDFHIK AB LQ S stand stand female 30000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3325 hulking goblin~ a hulking goblin~ A hulking goblin stands at the ready waiting for the next order. ~ ~ goblin~ AIMNUV DFJU 0 0 0 180 300 1d1+20000 40d9+100 25d46+225 pound -40 -40 -40 -40 CDFIK AB LQ S stand stand female 30000 AHMV ABCDEFGHIJK medium unknown V -1 A -1 #3326 A large troll stands here waiting for command to attack.~ a cave troll~ A massive cave troll stands here ready to smash you with his massive fist. ~ ~ troll~ ABIMNUV DJUc 0 0 0 190 350 1d1+27500 40d9+100 30d45+250 pound -85 -85 -85 -85 CDI AB BELQ HK stand stand male 30000 ABHMV ABCDEFGHIJKUV medium unknown F aff F V -1 A -1 #3327 large ogre~ a large ogre~ A large ogre stands here following the orders of his master. ~ ~ ogre~ ABIMNTUV DFUZc 0 0 0 230 1000 1d1+32500 0d0+0 28d50+735 pound -100 -100 -100 -100 CDJK 0 E PT stand stand male 70000 AHMV BDFIJ huge unknown F par ACEGHK V -1 A -1 #3328 fade smirking general~ a tall fade~ A tall figure cloaked in black stands here working with a partner. ~ ~ demon~ AIMNRSTUV JZc 0 0 0 250 2500 1d1+40000 0d0+0 28d50+735 slash -125 -125 -125 -125 CDGHIJK LQST CDEM 0 stand stand male 100000 AHMV ABCDEFGHIJKQ medium unknown F aff U F vul NS V -1 A -1 #0 #OBJECTS #3000 barrel beer~ a barrel of beer~ A beer barrel has been left here.~ wood~ drink 0 A 300 300 'beer' 0 0 0 160 75 P #3001 bottle beer~ a bottle of beer~ A beer bottle has been left here.~ glass~ drink 0 A 16 16 'beer' 0 0 0 10 5 P #3002 bottle ale~ a bottle of ale~ A dark bottle of ale has been left here.~ glass~ drink 0 A 16 16 'ale' 0 0 0 20 6 P #3003 bottle firebreather~ a bottle of firebreather~ A bottle of firebreather has been left here.~ glass~ drink 0 A 12 12 'firebreather' 0 0 0 10 25 P #3004 bottle local~ a bottle of local specialty~ A dark bottle has been left here.~ glass~ drink 0 A 12 12 'local specialty' 0 0 0 10 11 P #3005 fenrir claw~ {RF{De{rnr{Di{Rr{x's {RC{Dla{Rw{x~ Fenrir's mighty claws lies here, severed from its limb.~ steel~ weapon BI AN mace 9 23 claw CEF 101 50 5000 P A 19 10 A 1 2 #3006 stone~ A Clan Stone~ Somebody left their Clan Stone here.~ adamite~ food 0 A 5 5 0 0 0 0 20 0 P #3007 pamplet~ a pamplet about the end of your life...trash~ A pamplet has been thrown on the ground, useless.~ unknown~ trash 0 A 0 0 0 0 0 0 0 10000 P #3009 potpie pot pie~ a big pot pie~ A big pot pie has been left here.~ food~ food 0 A 12 8 0 0 0 50 20 22 P #3010 pit donpit~ the donation pit~ A pit for sacrifices is in the center of the room.~ ~ pit O 0 10000 0 0 1000 100 0 0 0 P E pit~ This is where you put money and items to help other travelers. ~ #3011 bread~ bread~ A loaf of bread is here. It doesn't look too stale.~ food~ food 0 A 18 12 0 0 0 0 10 9 P #3012 cinnamon roll~ a cinnamon roll~ A piping hot cinnamon roll is here. It looks delicious!~ food~ food 0 A 8 3 0 0 0 20 10 16 P #3013 cookies~ a batch of Sara's cookies~ A plate of chocolate chip cookies is here.~ food~ food 0 A 8 10 0 0 0 0 10 11 P #3014 danish blueberry~ a {$blueberry danish{0~ A scrumptious {$blueberry{0 danish is here.~ food~ food 0 A 8 6 0 0 0 0 10 5 P #3015 birthday cake~ a Birthday cake from the immortals~ A HUGE birthday cake with {RH{GA{YP{BP{MY {CB{WI{DR{RT{GH{YD{BA{MY {x From the Immortals of Asgardian Nightmare.~ cake~ pill A A 110 'bless' 'frenzy' 'giant strength' 'haste' 101 0 10 P #3016 note announcement~ a posted note~ An announcement is tacked to the wall.~ unknown~ trash R 0 0 0 0 0 0 0 0 0 P E note~ Citizens of Midgard, a threat has arisen, trolls pour into our gates daily scouting our defenses preparing for an attack. No longer can you afford to bicker among yourselves! You must put aside your differences and unite to fight back this invading horde! Doom lingers at our doorstep, we must unite and fight off this threat! A leader must arise and bring us VICTORY! The Mayor of Midgard ~ E announcement~ Citizens of Midgard, a threat has arisen, trolls pour into our gates daily scouting our defenses preparing for an attack. No longer can you afford to bicker among yourselves! You must put aside your differences and unite to fight back this invading horde! Doom lingers at our doorstep, we must unite and fight off this threat! A leader must arise and bring us VICTORY! The Mayor of Midgard ~ #3020 dagger~ a dagger~ A dagger with a long thin blade is here.~ steel~ weapon 0 AN dagger 5 5 stab 0 15 10 157 G A 2 2 #3021 sword small~ a small sword~ A small sword lies here.~ steel~ weapon 0 AN sword 5 5 slice 0 15 30 250 G A 1 2 #3022 sword long~ a long sword~ A long sword has been left here.~ steel~ weapon 0 AN sword 4 9 slash 0 18 50 610 G A 18 -4 #3023 club~ a club~ A stout wooden club is here.~ wood~ weapon 0 AN mace 9 3 pound 0 17 30 220 G A 18 -1 A 19 5 #3024 mace heavy~ a mace~ A heavy iron mace is here.~ iron~ weapon 0 AN mace 7 4 pound 0 17 100 390 G A 19 9 #3025 axe hand~ a hand axe~ A small hand axe lies forgotten on the floor.~ iron~ weapon 0 AN axe 9 5 chop 0 25 50 310 G #3026 axe battle~ a battle axe~ A large steel axe rests on the ground.~ steel~ weapon 0 AN axe 8 5 chop F 20 90 650 G A 19 8 #3027 spear~ a spear~ A long spear leans against the wall.~ steel~ weapon 0 AN staff 3 8 pierce 0 15 50 84 G A 5 4 #3028 staff~ a wooden staff~ A stout wooden staff lies on the floor.~ wood~ weapon 0 AN staff 3 13 pound F 17 40 580 G A 17 -2 A 4 2 #3029 flail~ a flail~ A small iron flail is here.~ iron~ weapon 0 AN flail 8 4 pound 0 18 50 77 G A 17 1 #3030 torch~ a torch~ A large torch.~ wood~ light 0 A 0 0 BEF 0 0 0 30 4 G #3031 lantern~ a hooded brass lantern~ A hooded brass lantern has been left here.~ brass~ light 0 A 0 0 BDEFGH 0 0 0 40 75 P E letters~ They say, "Use 'hold lantern' to activate." ~ 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. ~ #3032 bag~ a bag~ A small bag.~ leather~ container 0 A 50 0 0 5 100 0 10 9 G #3033 box~ a box~ A small box.~ wood~ container 0 A 10 0 0 5 100 0 10 30 G #3034 huge cubic~ a HUGE cubic zirconium~ A HUGE cubic zirconium rests here, reflecting the sunlight.~ gem~ treasure W AO 0 0 0 0 0 0 2 7500000 P #3035 strange warpstone stone~ a {Gstrange{x warpstone~ A strange stone lies here, glowing.~ unknown~ warp_stone AS AO 0 0 0 0 0 15 1 10000 P A 4 2 #3036 stranger demon stone~ a {Gstranger{x demon stone~ A stranger stone lies here, glowing.~ mineral~ demon_stone AS AO 0 0 0 0 0 15 1 10000 P A 4 2 #3037 pike head stake~ a long pike~ The severed head of {CUrd{x sits atop a pike.~ wood~ trash R 0 0 0 0 0 0 0 0 0 P E head~ The now decaying head of {CUrd{x sits skewered atop the long pike. On the shaft a note scrawled in blood attracts your attention. ~ E note~ Let this serve notice to all who wish to stand in our way. You will be divided and conquered, you will be unable to stop the horde from regaining what is rightfully ours. Arnok the scout master of the troll horde ~ E pike~ The now decaying head of {CUrd{x sits skewered atop the long pike. On the shaft a note scrawled in blood attracts your attention. ~ #3039 scroll cancellation~ a {7scroll{0 of {1can{3cellat{1ion{0~ A rolled vellum scroll is here.~ vellum~ scroll G AO 91 'cancellation' '' '' '' 17 10 3500 P E scroll~ Use this scroll to remove magical curses. ~ #3040 scroll identify~ a scroll of identify~ A scroll has carelessly been left here.~ vellum~ scroll G AO 12 'identify' '' '' '' 13 10 890 P 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.~ glass~ potion G AO 12 'detect invis' '' '' '' 0 10 220 P 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.~ vellum~ scroll G AO 20 'word of recall' '' '' '' 33 20 2900 P E scroll~ The scroll has written a formula of 'Word of Recall' upon it. ~ #3043 ring protection~ a ring of protection~ an enchanted ring of protection sits on the floor.~ silver~ treasure G AB 0 0 0 0 0 15 10 640 P A 20 -1 A 17 -2 E ring~ It's a silver ring set with a gleaming moonstone. ~ #3044 wand magic missile missiles~ a wand of magic missiles~ a wooden stick lies on the ground.~ wood~ wand G AO 4 10 10 'magic missile' 0 3 10 320 P E wand~ It has a little note that says 'point this end at target'. ~ #3045 jacket scale mail~ a scale mail jacket~ A scale mail jacket is lying on the ground.~ steel~ armor 0 AD AB AB AB B B 9 160 850 G A 12 65 #3046 bronze breast plate~ a bronze breast plate~ A bronze breast plate is lying on the ground.~ bronze~ armor 0 AD AD AD AD ABC AC 29 200 2100 G A 13 31 #3047 bronze breast plate~ a special bronze breast plate~ A special bronze breast plate is lying on the ground.~ bronze~ armor 0 AD AD AD AD ABC AC 29 200 2100 G A 13 31 #3048 statue of fesdo~ a Statue of {RF{De{Rs{Dd{Ro{Dr{X~ A statue of {RF{De{Rs{Dd{Ro{Dr{X is here towering over you in all its {Yg{ylory{X~ unknown~ furniture ARY 0 0 0 0 0 0 110 1000 100000 P E statue~ This statue is a dedication to Fesdor, one of our most beloved Immortals. On Febuary 21st 18:29 system time he deleted and retired into his real life. We at Asgardian Nightmare/Distorted Illusions wish him well, and nothing but the best. Semper Fidelis, my friend. ~ #3050 raft~ a raft~ A raft has been left here.~ wood~ boat 0 A 0 0 0 0 0 0 750 400 A E raft~ The raft looks very primitive. ~ #3051 canoe~ a canoe~ A canoe has been left here.~ wood~ boat 0 A 0 0 0 0 0 0 320 900 G E canoe~ The canoe is fairly light. ~ #3052 bracer strong leather~ a leather bracer~ A strong leather bracer is here.~ leather~ armor 0 AM A A A 0 0 1 10 112 G A 4 2 A 12 5 #3053 belt leather~ a leather belt~ A soft leather belt is here.~ leather~ armor 0 AL A A A 0 0 1 10 136 G A 18 7 #3054 girdle leather~ a leather girdle~ A wide leather girdle is here.~ leather~ armor 0 AL A A A 0 A 1 20 220 G A 18 7 #3055 no name~ (no short description)~ (no description)~ unknown~ trash 0 0 0 0 0 0 0 0 0 0 P #3060 jerkin leather~ a leather jerkin~ A leather jerkin is lying on the ground.~ leather~ armor 0 AD A A A 0 0 1 50 270 G A 19 7 #3061 cap leather~ a leather cap~ A leather cap is lying on the ground.~ leather~ armor 0 AE A A A 0 0 1 10 136 G A 19 7 #3062 pants leather~ a pair of leather pants~ A pair of leather pants is lying on the ground.~ leather~ armor 0 AF A A A 0 0 1 50 136 G A 19 7 #3063 boots leather~ a pair of leather boots~ A pair of leather boots lies here.~ leather~ armor 0 AG A A A 0 0 1 30 136 G A 19 7 #3064 gloves leather~ a pair of leather gloves~ A pair of leather gloves is lying on the ground.~ leather~ armor 0 AH A A A 0 0 1 10 136 G A 19 7 #3065 sleeves leather~ a pair of leather sleeves~ A pair of leather sleeves is lying on the ground.~ leather~ armor 0 AI A A A 0 0 1 30 136 G A 19 7 #3066 jerkin hard leather~ a hard leather jerkin~ A hard leather jerkin is lying on the ground.~ leather~ armor 0 AD A A A 0 A 1 80 430 G A 13 52 #3067 cap hard leather~ a hard leather cap~ A hard leather cap is lying on the ground.~ leather~ armor 0 AE A A A 0 0 1 20 220 G A 13 52 #3068 pants hard leather~ a pair of hard leather pants~ A pair of hard leather pants is lying on the ground.~ leather~ armor 0 AF A A A 0 A 1 70 220 G A 13 52 #3069 boots hard leather~ a pair of hard leather boots~ A pair of hard leather boots lies here.~ leather~ armor 0 AG AB AB AB A A 10 40 220 G A 13 35 #3070 gloves hard leather~ a pair of hard leather gloves~ A pair of hard leather gloves is lying on the ground.~ leather~ armor 0 AH A A A 0 A 1 10 220 G A 19 7 #3071 sleeves hard leather~ a pair of hard leather sleeves~ A pair of hard leather sleeves is lying on the ground.~ leather~ armor 0 AI A A A 0 A 1 40 220 G A 19 7 #3072 jerkin scale mail~ a scale mail jerkin~ A scale mail jerkin is lying on the ground.~ steel~ armor 0 AD AB AB AB A B 9 140 850 P A 13 35 #3073 coif scale mail~ a scale mail coif~ A scale mail coif is lying on the ground.~ steel~ armor 0 AE AB AB AB A A 9 40 420 P A 13 35 #3074 skirt scale mail~ a long scale mail skirt~ A long scale mail skirt is lying on the ground.~ steel~ armor 0 AF AB AB AB A B 9 80 420 P A 13 35 #3075 boots reinforced~ a pair of reinforced boots~ A pair of reinforced boots lies here.~ leather~ armor 0 AG AB AB AB A B 9 40 420 P A 13 35 #3076 gloves reinforced~ a pair of reinforced gloves~ A pair of reinforced gloves is lying on the ground.~ leather~ armor 0 AH AB AB AB A B 9 20 420 P A 13 35 #3077 sleeves scale mail~ a pair of scale mail sleeves~ A pair of scale mail sleeves is lying on the ground.~ steel~ armor 0 AI AB AB AB A B 9 60 420 P A 13 35 #3080 potion heal healing~ a potion of healing~ A potion of healing is here.~ glass~ potion G AO 20 'heal' '' '' '' 21 10 2250 P #3081 potion sanct sanctuary~ a potion of {&sanctuary{0~ A potion of sanctuary is here.~ glass~ potion G AO 31 'steel flesh' '' '' '' 21 10 800 P #3082 potion divine~ a potion of divine protection~ A potion of divine protection is here.~ crystal~ potion ABGI AO 35 'steel flesh' 'stone skin' 'armor' '' 31 10 1800 P #3083 potion cure light~ a potion of cure light wounds~ A potion of cure light wounds is here.~ glass~ potion G AO 5 'cure light' '' '' '' 0 10 150 P #3084 potion cure serious~ a potion of cure serious wounds~ A potion of cure serious wounds is here.~ glass~ potion G AO 10 'cure serious' '' '' '' 1 10 220 P #3085 potion cure critical critic~ a potion of cure critical wounds~ A potion of cure critical wounds is here.~ glass~ potion G AO 15 'cure critical' '' '' '' 9 10 390 P #3086 potion antidote bottle~ a bottle of antidote~ A bottle of antidote is here.~ clay~ potion G AO 14 'cure poison' 'cure light' 'cure disease' '' 15 10 550 P #3087 potion cure blindness~ a potion of {7cure {8blindness{0~ A potion of cure blindness is here.~ glass~ potion ABG AO 91 'cure blindness' '' '' '' 0 10 3000 P #3088 vial holy water~ a vial of holy water~ A vial of holy water is here.~ crystal~ potion AGI AO 20 'bless' 'protection evil' 'remove curse' '' 19 10 720 P #3089 potion armor~ a potion of armor~ A potion of armor is here.~ glass~ potion G AO 10 'armor' '' '' '' 5 10 200 P A 13 20 #3090 potion negation~ a potion of negation~ A potion of negation is here.~ glass~ potion BG AO 35 'cancellation' '' '' '' 17 10 830 P #3091 potion fly flying~ a potion of flying~ A potion of flying is here.~ glass~ potion G AO 9 'fly' '' '' '' 5 10 250 P #3092 potion true sight~ a potion of {3true {1sight{0~ A potion of true sight is here.~ glass~ potion G AO 60 'detect invis' 'detect magic' 'detect motion' 'infravision' 10 10 2500 P #3097 shield small metal~ a small metal shield~ A small metal shield is lying on the ground.~ steel~ armor 0 AJ C C C A B 9 30 750 P A 12 55 #3098 vial unholy water~ a vial of unholy water~ A vial with mirky water is here taking up space.~ unknown~ potion 0 AO 20 'protection good' 'change sex' 'detect good' 'reserved' 19 0 1440 P #3099 mana restore potion~ a {4restore {1mana {2potion{0~ A restore mana potion rests here.~ unknown~ potion 0 A 50 'restore mana' 'restore mana' 'restore mana' 'restore mana' 50 0 2500 P #3100 tea cup~ a cup of tea~ A cup has been set here.~ china~ drink 0 A 6 6 'tea' 0 0 0 10 8 P E cup~ It is a small simple cup. ~ #3101 coffee cup~ a cup of coffee~ A cup has been set here.~ china~ drink 0 A 6 6 'coffee' 0 0 0 10 6 P E cup~ It is a small simple cup. ~ #3102 water cup~ a cup of water~ A cup has been set here.~ clay~ drink 0 A 10 10 'water' 0 0 0 10 1 P E cup~ It is a large simple cup. ~ #3105 bracer bronze~ a bronze bracer~ A bronze bracer is lying on the ground.~ bronze~ armor 0 AM BC BC BC C AB 19 30 760 G #3106 bracer iron~ an iron bracer~ An iron bracer is lying on the ground.~ iron~ armor 0 AM AD AD AD ABC AB 29 40 1020 G A 17 -3 #3110 shirt chain mail~ a chain mail shirt~ A chain mail shirt is lying on the ground.~ steel~ armor 0 AD BC BC BC C AB 19 180 1320 P A 19 4 #3111 coif chain mail~ a chain mail coif~ A chain mail coif is lying on the ground.~ steel~ armor 0 AE BC BC BC C B 19 50 660 P A 19 4 #3112 skirt chain mail~ a long chain mail skirt~ A long chain mail skirt is lying on the ground.~ steel~ armor 0 AF BC BC BC C AB 19 100 660 P A 19 4 #3113 boots ironbound~ a pair of iron-bound boots~ A pair of iron-bound boots lies here.~ iron~ armor 0 AG BC BC BC C AB 19 60 660 P A 19 4 #3114 gauntlets chain mail~ a pair of chain mail gauntlets~ A pair of chain mail gauntlets is lying on the ground.~ steel~ armor 0 AH BC BC BC C AB 19 40 660 P A 19 4 #3115 sleeves chain mail~ a pair of chain mail sleeves~ A pair of chain mail sleeves is lying on the ground.~ steel~ armor 0 AI BC BC BC C AB 19 80 660 P A 19 4 #3116 shield large metal~ a large metal shield~ A large metal shield is lying on the ground.~ steel~ armor 0 AJ BC BC BC C C 19 100 1190 P A 19 4 #3117 shield small wooden~ a small wooden shield~ A small wooden shield is lying on the ground.~ wood~ armor 0 AJ A A A B A 5 20 510 P A 17 -5 #3120 key iron~ a key~ An iron key has been left here.~ iron~ key 0 A 0 0 0 0 0 0 10 0 G E key iron~ The iron key is not special. ~ #3121 key rusty~ a key~ A rusty key has been left here.~ iron~ key 0 A 0 0 0 0 0 0 10 0 W 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.~ wood~ key 0 A 0 0 0 0 0 0 10 0 G E key wooden~ The wooden key is not special. ~ #3123 key brass~ a key~ A brass key has been left here.~ brass~ key 0 A 0 0 0 0 0 0 10 0 G 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.~ steel~ weapon 0 AN sword 8 12 slash D 51 50 2000 P E sword long~ This is the ceremonial sword of the Mayor of Midgard. A 13 20 A 12 20 ~ #3129 hand cuffs~ a pair of hand cuffs~ A pair of hand cuffs has been left here.~ iron~ trash 0 AO 0 0 0 0 0 0 40 0 A #3130 desk drawer~ the desk~ A desk is set against the western wall.~ wood~ container 0 0 34 ABCD 3122 20 100 0 0 0 G E drawer~ You notice a keyhole in the drawer. ~ E desk~ The desk looks very sparse, there is a drawer on the left side. ~ #3131 safe~ the safe~ A safe is placed in a dark corner of the room.~ iron~ container 0 0 34 ABCD 3123 20 100 0 0 0 G E safe~ The safe is very heavy. ~ #3132 silver coins~ the silver coins~ A lot of silver is here.~ silver~ money 0 A DFGHIJ 0 0 0 0 0 0 0 P E silver~ Looks like at least a thousand coins. ~ #3133 city key~ the City Key~ The very big City Key is lying here.~ gold~ key 0 A 0 0 0 0 0 0 250 100 G E city key~ 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 Midgard Coat of Arms. ~ #3134 bench~ the Bench~ A white-painted wooden bench is standing here.~ wood~ furniture 0 0 AB DEFHIJL EHK CFG CFG 0 0 0 G 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 {7w{&hi{7t{&e {7fountain{x gushes forth here.~ ~ fountain 0 0 0 0 'milk' 0 0 0 0 0 G E fountain~ It is very nice. Made from fine white marble. ~ #3136 coins~ a small pile of coins~ A small pile of coins lies here.~ silver~ money 0 A CE 0 0 0 0 0 0 0 P #3137 key steel~ a steel key~ A large steel key has been left here.~ steel~ key 0 A 0 0 0 0 0 0 10 0 G 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.~ leather~ drink 0 A 64 64 'water' 0 0 0 40 24 G #3139 letter resignation~ the receptionist's letter of resignation~ The receptionist's letter of resignation is taped to the wall.~ paper~ furniture 0 0 0 0 0 0 0 0 0 0 P 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.~ paper~ furniture 0 0 0 0 0 0 0 0 0 0 P 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. Midgard City Bank ~ #3150 coffee cup cinnamon~ a cup of cinnamon coffee~ A piping hot cup of cinnamon coffee is here.~ china~ drink 0 A 6 6 'coffee' 0 0 0 10 12 P E coffee~ It's a nice flavorful blend, just right for late-night mudding sessions. ~ #3151 soup bowl~ a bowl of chicken noodle soup~ A nice hot bowl of chicken noodle soup is here.~ wood~ food 0 A 4 8 0 0 0 0 20 10 P E soup~ This looks like just the thing for a cold! ~ #3152 bowl beef stew~ a bowl of beef stew~ A bowl of nice thick beef stew, with lots of vegetables, steams here.~ food~ food 0 A 25 25 0 0 0 0 30 14 P E stew bowl~ This is Kate's special stew, guaranteed to keep hunger pangs away for many hours. Care for a bite? ~ #3153 biscuit~ a biscuit~ A yummy biscuit, covered with butter, is here.~ food~ food 0 A 4 3 0 0 0 0 10 5 P E biscuit~ A nice, soft biscuit with just enough butter. Better buy two. ~ #3154 beer bottle killian irish red~ a bottle of George Killian's Irish Red~ A dark-tinted bottle of beer is here.~ glass~ drink 0 A 16 16 'beer' 0 0 0 20 20 P E beer bottle~ It's a fine beer for serious drinkers, complete with the famous horse head logo. Worth every penny. ~ #3161 key white~ a white key~ A white key has been left here.~ ivory~ key 0 AO 0 0 0 0 0 0 10 0 G #3162 map Midgard~ a map of the city of Midgard~ A rolled up map is here.~ paper~ map 0 A A 0 0 0 0 0 10 500 P E map Midgard~ ~ #3163 map thera~ a map of Western Thera~ A rolled up map is here.~ paper~ map 0 A A 0 0 0 0 0 5 700 P E map thera~ . {B* * * {RWestern Thera {B* * *{x . {B= = ================ = ={x {GSacrifice{W--{GDrakyri{x {GMirkwood {W|{x {W\ {GOlympus {W| {GNew{x {GMage Elven_Valley {W| |{GOfcol{W--{GOfcol{x {GTower {W\ | | |{x {W| {GDragon Divided_Souls Plains{W--+--+{x {W| / {GTower {W/ | |{x {GShadow {W/ {GNorthern Stones_of{x {GGrove{W---{GGalaxy Midgard G'harne{x {W| {GTitan Shire {W|{x {W\ {GArachnos {W| {GCamelot {W| {GAsgard {W| {GIn_the_Air{x {W\ | | | | \ | /{x {GForest_Of{W+----+----+----{BMidgard{W-------------{GCross{W--->{REastern{x {GHaon_Dor {W/ | | | \ {GRoads {RThera{x {W/ | {GMob Factory {W| | | {GMachine{x {GOld Troll {W/ | | {GDreams{x {GMarsh Den Sewer {W| \{x {W| \{GMidgard{x {GRedferne's{W---{GChain{W---{GSouthern River{x {GResidence Midgard {W\{x {W| / | \ {GSands_of{x {GClouds Gang_Land {W| {GGraveyard Sorrow{W----{GPyramid{x {G(Harpies) {W| \ \{x {GStonebow{W--{GMiden'nir Church Mega-City{x {GDale (Goblins) Catacombs One{x This map shows just about all the major areas in West Thera. This map is NOT drawn to scale, some of the directions were changed to make everything fit. This map shows the GENERAL location of an area with respect to the other areas. Type "areas" for a complete list with suggested levels and the authors. Type "Help Directions" for directions to almost any area. ~ #3164 map southern Midgard~ a map of southern Midgard~ A rolled up map is here.~ paper~ map 0 A A 0 0 0 0 0 10 1000 P E map southern Midgard~ . * * * SOUTHERN Midgard * * * = = =================== = = West South Kate's East Bridge Bridge Diner Bridge | | | | Northwest | Austral Northeast Concourse---Promenade--------Promenade----------Square-----------------Concourse | | | | | | | | | Fountain | | | | Emerald | | Concourse Park Park-----Park Ave----Penny--Penny--Concourse | Road Entrance Cafe | Lane Lane | | | | Emerald | | | | Ave | | | | | | | Guard Park Park The Park Emerald Town | | HQ----Road---Entrance---Park---Entrance---Ave-----Hall | | | | | | Park Emerald---------Emerald--------------Gang | | Road Ave Ave | | | | | | | | | | Park----------------Road----------Park Elm--Land | | Road /Crossing Road Street | | Chain | | | | Concourse / | Park----Elm-----Elm----Concourse | (Redferne's, Harpies) | Road Street Street | | | | | | | Emerald--Emerald Park Graveyard | | Ave Ave Road (Church Catacombs) | | | | | | Emerald Park | | Ave Road | | | | | Concourse-----------Concourse------Inside-----Concourse----------------Concourse South Gate | Miden'Nir (Goblins) ~ #3165 map dwarven kingdom dwarf~ a map of the Dwarven Kingdom~ A rolled up map is here.~ paper~ map 0 A A 0 0 0 0 0 10 750 P E map dwarven kingdom dwarf~ . * * * The Dwarven Kingdom * * * = = ===================== = = Dwarven Hospital | *Path to North of---Path by---Path by---Barracks Guard--Door to----Castle Shops Hospital Barracks Entrance House Kingdom Strangelove Granite | | | Head's---Path North First Narrow Bakery of Shop Barracks Path | | | Hide and Turn Back of Bend in--Narrow Tooth Shop--in Road Barracks Path Path | \ | Path to Dwarven Narrow Village Catacombs Path | | Store *Inside Entrance Top of Dark *Mine Room---Entrance--To Mountain--Mountain--Path--Entrance \ | \ Wine Middle of Dwarven Cellar Mountain Mines \ | Dwarven Base of Catacombs Moria Mountain North | | Up\ | | Path to \ | Plains--Hills--Dwarven West----+----East | Kingdom | \ | | | \Down Midgard <----Cross Dwarven South Roads Drop-off (Day-Care) *key required ~ #3166 map moria first~ a map of the first level of Moria~ A rolled up map is here.~ paper~ map 0 A A 0 0 0 0 0 10 1500 P E map moria first~ * * * MORIA - Map 1 * * * To Mahn-Tor = = =============== = = | Talk about a mess! Foothills | This is as far as our courageous, noble, brave Light Cave Valley and apparently quite deceased cartographers | | could get. Perhaps more maps could be found Smelly Tunnel Cave in the depths of Moria itself. | | Cave---Many Tunnels---Tunnel | | | West End--Large Cave--East End Cave Tunnel *Hole | | | | (Map 2) | Tunnel---------Tunnel--------Tunnel----Tunnel | | *Hole----Damp----Damp Tunnel--Tunnel--Tunnel Tunnel (Map 3) Tunnel Tunnel | | | | | (*Map 3) The Cave | | | | Tunnel--Light--Maze End of | Cave | The Path | Light | | Cave The Hills--> Dwarven Kingdom | | | Tunnel----Tunnel-----Light The Plains Cave | The Lane | Midgard <--Cross--> Eastern Road Roads | Dwarf Forest ~ #3167 map new thalos~ a map of New Thalos ~ A rolled up map is here.~ paper~ map 0 A A 0 0 0 0 0 10 2500 P E map new thalos~ . * * * **************** New Thalos ***************** * * * "Not Thalos or Old Thalos but New Thalos" = = =============================================== = = Plains | Northwest--West Casbah-------------North-----------------Casbah--------Northeast Tower | Gate | Tower Alley | | | | Guard Sultan's | Library----Kali Alley House Walk | Row | | Dancing | | Sultan's----Grand----Palace--Sultan's--Daemon | Dance-----Kali Palace Entrance Gate Walk Inn | Hall Row | | | Guard | Bowyer--Guildsman's--Mason's House | Guild Row Guild High | | Priest | Weaver--Guildsman's--Craftsman Chamber Altar Sultan's Guild Row Guild | | Walk | Inside--Inside--Donation | Tanner--Guildsman's--Museum Temple Temple Room | Guild Row of the | | | | Greater Cleric | | Guildsman's---Gods Guild / | Row / | | Temple Ahkeem's Sultan's Vera's Guildsman's Mage Gates Stuff Walk Veggies Row Tower | Alley--Alley | | | | | Temple | Market--Market--Market | Witch's Magic | Square Alley Bank--Square Square Square--Butchery | Brew Shop | | | | | | | | | | West--West---West---West---Market--Center--Market---East--East--East--East--East Gate Main Main Main Square Square Square Main Main Main Main Gate | | | | | | | | | Repair Alley Store--Market--Market--Market--Abdul's | Mercenary--Thieves | Shop | Square Square Sqaure Armor | Guild Guild | Alley--Alley | | | Alley Warrior's Bread Medina Igor's Leather | Smuggler Guild Stand | Weapons Shop---Alley--Alley---Inn Medina / Warehouse Shipwright | Forge Stables / Cass's Dump | | | Common | | | | | +-----West Ishtar Drive-----Square----+---East Ishtar Drive----+------+ | | Boat Ramp | | South ===================Ishtar River====Bridge======================> To Dragon Sea | South Gate ~ #3168 map olympus~ a map of Olympus~ A rolled up map is here.~ paper~ map 0 A A 0 0 0 0 0 10 2000 P E map olympus~ . *****OLYMPUS***** ================= Bedroom | Northern Hall Western | Eastern Bedroom----Hall----Second Floor----Hall----Bedroom / | Stairway Southern | Hall North Throne Room | | /Up | Bedroom |/ | West---+---East Kitchen | Stable /| | | | Down/ | Guest Western Castle Eastern Guest South Quarters----Wing----Entry----Wing----Quarters | | | Storage Z| Storage Room e|S Room Smithy u|t | s+--Ares Street-+--Weapon Mystery | | Shop Shop-----+ Armoury | Residence-+-Residence | Bakery--+ | **Entrance** / Mountain ~ #3169 map thera~ a map of Eastern Thera~ A rolled up map is here.~ paper~ map 0 A A 0 0 0 0 0 5 700 P E map thera~ . {B* * * {REastern Thera {B* * *{x . {B= = ================ = ={x {GMoria{x {W| {GDwarven{W--{GMines{x {W+----{GKingdom{W\{x {W| | \{GCatacombs{x {W| {GDay-Care{x {W| {GVoid{W---{!???{x {W| {GNirvana{W__ | {W| \{GHoly{x {W| {GSmurf Grove Pirate{x {W| {GVillage {W| {GShip{x {W| | | |{x {RWestern{W<---{GCross{W---{GEastern_Road{W----{GCheck{W---{GNew_Thalos{W---+-{GDark{x {RThera {GRoads {W| {GPoint Continent{x {W| {GGnome_Village{x {W|{x {GRuins_of{W---{GDwarf{W---{GFrigid_Waste{x {GThalos Forest {W|{x {W\ {GKeep_of{x {GDrow{W---{GWyvern Mahn-tor{x {GCity Tower{x {W|{x {GElemental{W--{GAarakocan{x {GCanyon City{x This map shows just about all the major areas in East Thera. This map is NOT drawn to scale, some of the directions were changed to make everything fit. This map shows the GENERAL location of an area with respect to the other areas. Type "areas" for a complete list with suggested levels and the authors. ~ #3170 potion know align~ a potion of know align~ A potion lies here in a simple glass bottle~ unknown~ potion G AO 50 'detect good' 'detect evil' 'know alignment' 'reserved' 50 2 3827 P #3200 juke box music~ the juke~ A neon-lit juke box sits in the corner of the bar.~ glass~ jukebox 0 0 0 0 0 0 0 0 0 0 P #3238 skin water buffalo~ a buffalo water skin~ A bloated dead buffalo is on the floor.~ leather~ drink 0 A 64 64 'water' 0 0 0 40 3 G #3240 scroll identify~ a scroll of identify~ A scroll has carelessly been left here.~ vellum~ scroll G AO 12 'identify' '' '' '' 13 10 890 P E scroll identify~ The scroll has a magic formula drawn upon it: ??? ? ? ? ? ? * ~ #3241 potion yellow~ a yellow potion of see invisible~ A small yellow potion has carelessly been left here.~ glass~ potion G AO 12 'detect invis' '' '' '' 0 10 220 P E potion yellow~ The potion has a small label 'Detect The Invisible'. ~ #3242 scroll recall~ a scroll of recall~ A scroll has carelessly been left here.~ vellum~ scroll G AO 20 'word of recall' '' '' '' 33 20 2900 P E scroll~ The scroll has written a formula of 'Word of Recall' upon it. ~ #3279 arcane pill~ {MAn Ar{Bca{Cne P{Bi{Mll{x~ A pill lies here, eminating an incredibly powerful magical aura.~ unknown~ pill STY A 1 'quest pill' 'quest pill' 'quest pill' 'quest pill' 0 1 0 P #3280 potion heal healing~ a potion of healing~ A potion of healing is here.~ glass~ potion G AO 20 'heal' '' '' '' 21 10 800 P #3281 potion sanct sanctuary~ a potion of sanctuary~ A potion of sanctuary is here.~ glass~ potion G AO 20 'steel flesh' '' '' '' 21 10 800 P #3282 potion divine~ a potion of divine protection~ A potion of divine protection is here.~ crystal~ potion ABGI AO 35 'steel flesh' 'stone skin' 'armor' '' 31 10 1800 P #3283 potion cure light~ a potion of cure light wounds~ A potion of cure light wounds is here.~ glass~ potion G AO 5 'cure light' '' '' '' 0 10 150 P #3284 potion cure serious~ a potion of cure serious wounds~ A potion of cure serious wounds is here.~ glass~ potion G AO 10 'cure serious' '' '' '' 1 10 220 P #3285 potion cure critical critic~ a potion of cure critical wounds~ A potion of cure critical wounds is here.~ glass~ potion G AO 15 'cure critical' '' '' '' 9 10 390 P #3286 potion antidote bottle~ a bottle of antidote~ A bottle of antidote is here.~ clay~ potion G AO 14 'cure poison' 'cure light' 'cure disease' '' 15 10 550 P #3287 potion cure blindness~ a potion of cure blindness~ A potion of cure blindness is here.~ glass~ potion G AO 13 'cure blindness' '' '' '' 0 10 230 P #3288 vial holy water~ a vial of holy water~ A vial of holy water is here.~ crystal~ potion AGI AO 20 'bless' 'protection evil' 'remove curse' '' 19 10 720 P #3289 potion armor~ a potion of armor~ A potion of armor is here.~ glass~ potion G AO 10 'armor' '' '' '' 5 10 200 P A 13 20 #3290 potion negation~ a potion of negation~ A potion of negation is here.~ glass~ potion BG AO 35 'cancellation' '' '' '' 17 10 830 P #3291 potion fly flying~ a potion of flying~ A potion of flying is here.~ glass~ potion G AO 9 'fly' '' '' '' 5 10 250 P #3292 potion true sight~ a potion of true sight~ A potion of true sight is here.~ glass~ potion G AO 50 'detect invis' 'detect magic' 'detect motion' 'infravision' 7 10 5000 P #3293 inn key red~ {!Red{0 Inn key~ A {!Red{0 Rabid Wolf inn key is sitting on the ground.~ steel~ key NPRY A 0 0 0 0 0 0 10 5000 P #3294 inn key green~ {@Green{0 Inn key~ A {@Green{0 Rabid Wolf inn key is sitting on the ground.~ steel~ key NPRY A 0 0 0 0 0 0 10 5000 P #3295 inn key yellow~ {#Yellow{0 Inn key~ A {#Yellow{0 Rabid Wolf inn key is sitting on the ground.~ steel~ key NPRY A 0 0 0 0 0 0 10 5000 P #3296 inn key blue~ {$Blue{0 Inn key~ A {$Blue{0 Rabid Wolf inn key is sitting on the ground.~ steel~ key NPRY A 0 0 0 0 0 0 10 5000 P #3297 inn key purple~ {%Purple{0 Inn key~ A {%Purple{0 Rabid Wolf inn key is sitting on the ground.~ steel~ key NPRY A 0 0 0 0 0 0 10 5000 P #3298 inn key cyan~ {^Cyan{0 Inn key~ A {^Cyan{0 Rabid Wolf inn key is sitting on the ground.~ steel~ key NPRY A 0 0 0 0 0 0 10 5000 P #3299 inn key White~ {&White{0 Inn key~ A {&White{0 Rabid Wolf inn key is sitting on the ground.~ steel~ key NPRY A 0 0 0 0 0 0 10 5000 P #3300 inn key red dark~ {1Dark Red{0 Inn key~ A {1Dark Red{0 Rabid Wolf inn key is sitting on the ground.~ steel~ key NPRY A 0 0 0 0 0 0 10 5000 P #3301 inn key green dark~ {2Dark Green{0 Inn key~ A {2Dark Green{0 Rabid Wolf inn key is sitting on the ground.~ steel~ key NPRY A 0 0 0 0 0 0 10 5000 P #3302 inn key dark yellow~ {3Dark Yellow{0 Inn key~ A {3Dark Yellow{0 Rabid Wolf inn key is sitting on the ground.~ steel~ key NPRY A 0 0 0 0 0 0 10 5000 P #3303 inn key blue dark~ {4Dark Blue{0 Inn key~ A {4Dark Blue{0 Rabid Wolf inn key is sitting on the ground.~ steel~ key NPRY A 0 0 0 0 0 0 10 5000 P #3304 inn key purple dark~ {5Dark Purple{0 Inn key~ A {5Dark Purple{0 Rabid Wolf inn key is sitting on the ground.~ steel~ key NPRY A 0 0 0 0 0 0 10 5000 P #3305 inn key cyan dark~ {6Dark Cyan{0 Inn key~ A {6Dark Cyan{0 Rabid Wolf inn key is sitting on the ground.~ steel~ key NPRY A 0 0 0 0 0 0 10 5000 P #3306 inn key black~ {8Black{0 Inn key~ A {8Black{0 Rabid Wolf inn key is sitting on the ground.~ steel~ key NPRY A 0 0 0 0 0 0 10 5000 P #3307 cozy warm bed~ a cozy warm bed~ A cozy warm bed is tucked in the corner.~ cloth~ furniture OR 0 B CDFI BEILN DGH DGH 40 100 0 P #3349 long sword~ a glowing long sword~ A glowing long sword is here.~ steel~ weapon 0 AN sword 8 14 slash 0 57 50 3100 G A 18 5 A 19 8 E long sword~ It looks exceptionally sharp and well-balanced. Maybe you should keep it. ~ #3350 sword standard merc~ a standard issue sword~ You see a standard issue sword here.~ steel~ weapon G AN sword 6 10 slash 0 31 50 1280 P A 19 1 A 18 1 A 1 1 E sword~ You see a sword of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3351 dagger standard merc~ a standard issue dagger~ You see a standard issue dagger here.~ steel~ weapon G AN dagger 3 20 pierce D 33 20 590 P A 19 1 A 18 1 A 2 1 E dagger~ You see a dagger of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3352 mace standard merc~ a standard issue mace~ You see a standard issue mace here.~ iron~ weapon G AN mace 8 4 pound 0 18 100 620 P A 18 -3 E mace~ You see a mace of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3353 vest standard merc~ a standard issue vest~ You see a standard issue vest here.~ leather~ armor 0 AD AB AB AB B A 9 50 900 P A 12 65 E vest~ You see a vest of great craftsmanship. Stamped on the side is: Merc Industries ~ #3354 shield standard merc~ a standard issue shield~ You see a standard issue shield here.~ steel~ armor 0 AJ AB AB AB B B 9 30 810 P A 12 65 E shield~ You see a shield of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3355 cloak standard merc~ a standard issue cloak~ You see a standard issue cloak here.~ cloth~ armor 0 AC AB AB AB B A 9 40 510 P A 12 65 E cloak~ You see a cloak of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3356 helmet standard merc~ a standard issue helmet~ You see a standard issue helmet here.~ leather~ armor 0 AE AB AB AB B A 9 30 450 P A 12 65 E helmet~ You see a helmet of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3357 leggings standard merc~ a pair of standard issue leggings~ You see a pair of standard issue leggings here.~ leather~ armor 0 AF AB AB AB B A 9 30 450 P A 12 65 E leggings~ You see leggings of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3358 boots standard merc~ a pair of standard issue boots~ You see a pair of standard issue boots here.~ leather~ armor 0 AG AB AB AB B A 9 30 450 P A 13 32 E boots~ You see boots of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3359 gloves standard merc~ a pair of standard issue gloves~ You see a pair of standard issue gloves here.~ leather~ armor 0 AH AB AB AB B A 9 30 450 P A 18 6 E gloves~ You see gloves of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3360 sleeves standard merc~ a pair of standard issue sleeves~ You see a pair of standard issue sleeves here.~ leather~ armor 0 AI C C AB A A 9 20 450 P A 12 60 E sleeves~ You see sleeves of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3361 cape standard merc~ a standard issue cape~ You see a standard issue cape here.~ cloth~ armor 0 AK AB AB AB B A 15 20 380 P A 13 32 E cape~ You see a cape of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3362 belt standard merc~ a standard issue belt~ You see a standard issue belt here.~ bronze~ armor 0 AL AB AB AB B A 9 20 450 P A 13 30 E belt standard merc~ You see a bronze belt of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3363 bracer standard merc~ a standard issue bracer~ You see a standard issue bracer here.~ bronze~ armor 0 AM AB AB AB B 0 14 10 390 P A 1 1 A 14 25 E bracer~ You see a bracer of great craftsmanship. Imprinted on the side is: Merc Industries ~ #3364 ring~ a city guard signet ring~ You see a ring with a strange symbol on the floor.~ copper~ treasure G AB 0 0 0 0 0 31 10 1280 P A 20 -1 A 17 -4 #3365 banner war merc~ a war banner~ A war banner is on the floor here.~ cloth~ light AG A 0 0 CEFGHI 0 0 15 10 640 P A 17 -2 A 20 -1 E banner~ This is the official Merc war banner to see you through the darkest realm! ~ #3371 ring diamond wedding~ a diamond wedding ring~ Vanya's diamond wedding ring has been left here.~ diamond~ treasure IM AB 0 0 0 0 0 39 10 860 P A 20 -2 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: 'Your loving husband, House'. ~ #3372 band gold wedding~ a gold wedding band~ House's gold wedding band has been left here.~ gold~ treasure I AB 0 0 0 0 0 39 10 860 P A 20 -2 E band gold wedding~ A wide, plain circle of gold inscribed: 'Your loving wife, Vanya'. ~ #3373 pearl~ a small pearl~ A small but well-formed pearl lies here.~ pearl~ gem W AO 0 0 0 0 0 0 1 1000 P #3374 garnet gem~ a garnet~ A garnet catches your eye.~ gem~ gem W AO 0 0 0 0 0 0 1 500 P #3375 emerald gem~ an {Gemerald{x~ A {Gdeep green emerald{x winks at you.~ gem~ gem W AO 0 0 0 0 0 0 1 5000 P #3376 ruby gem~ a {Rruby{x~ A beautiful, if small, {Rruby{x is here.~ gem~ gem W AO 0 0 0 0 0 0 1 6000 P #3377 diamond blue gem~ a {Bblue diamond{x~ A {Bblue diamond{x catches and reflects the lighting.~ gem~ treasure W AO 0 0 0 0 0 0 0 7500000 P #3378 gigantic platinum bar~ {GG{wi{Gg{wa{Gn{wt{Gi{wc {WP{Dlatinum {WB{Da{Wr{x~ A large platinum bar sits here.~ gem~ treasure ABGHRSTY AO 0 0 0 0 0 0 5 10000000 P #3379 Jormungund Maw~ {BJo{crm{Bun{cgu{Bnd's {WM{waw{x~ {BJo{crm{Bun{cgu{Bnd's {WM{waw{x lays here.~ adamantite~ weapon BI AN exotic 30 6 bite F 101 250 2000 P A 13 75 A 19 15 E ray gun~ It is quite light. The gun is made of some plastic that you can't even begin to understand. The sides of the gun look as if it could destroy anything or anyone.~ #3380 sign~ a sign~ A sign is floating in the air above the pit.~ paper~ furniture 0 0 0 0 0 0 0 0 0 0 P E sign~ The sign reads: {BYou may now use the {Rdonate{x command to send donations{x {Bdirectly to the donation pit from anywhere in the realm.{x ~ #3381 bottle blood~ a bottle of blood~ A bottle of blood has been left here.~ glass~ drink 0 A 12 12 'blood' 0 0 10 10 25 P #3382 glass red wine~ a glass of red wine~ A glass of red wine has been left here.~ glass~ drink 0 A 4 4 'red wine' 0 0 10 10 15 P #3383 pouch gem leather~ a leather gem pouch~ A leather pouch is on the ground here.~ oldstyle~ container GY AO 40 0 0 10 90 0 0 1 P #3384 potion rainbow~ a {Br{Ga{Yi{Mn{Cb{Ro{Ww{x potion of ~ A small multicolored potion has carelessly been left here.~ glass~ potion G AO 0 '' '' '' '' 0 10 10 P #3385 scroll scorched~ a scorched scroll of ~ A scorched scroll is here.~ vellum~ scroll G AO 0 '' '' '' '' 10 10 10 P #3386 cubic zirconium gem~ a cubic zirconium~ A cubic zirconium catches and reflects the lighting.~ gem~ treasure W AO 0 0 0 0 0 0 1 750000 P #3387 pouch gem silk~ a silk gem pouch~ A silk pouch is on the ground here.~ silk~ container GY AO 2 0 0 1 100 10 10 1 P #3388 diamond red gem~ a {Rred diamond{x~ A {Rred diamond{x catches and reflects the lighting.~ gem~ gem W AO 0 0 0 0 0 10 1 10000 P #3389 black leather whip~ a black leather whip~ A black leather whip lies on the ground.~ leather~ weapon 0 AN whip 10 6 whip 0 35 70 1800 P A 18 8 A 19 8 #3390 horse tail whip~ a horse tail whip~ A horse tail whip lies on the ground.~ leather~ weapon 0 AN whip 12 6 whip 0 40 70 1900 P A 18 2 A 19 8 #3391 riding crop whip~ a black riding crop~ A black riding crop lies on the ground.~ leather~ weapon 0 AN whip 9 6 whip 0 30 50 1600 P A 19 8 #3392 black leather paddle~ a black leather paddle~ A black leather paddle is here.~ leather~ weapon 0 AN mace 5 8 pound 0 20 30 280 G A 18 -2 #3393 ankle cuffs leather~ a pair of leather ankle cuffs~ A pair of leather ankle cuffs lies here.~ leather~ armor 0 AT A B B 0 0 1 30 240 G A 13 48 #3394 wrist cuff leather~ a leather wrist cuff~ A strong leather wrist cuff is here.~ leather~ armor 0 AM A B B 0 0 15 10 112 G A 13 50 #3395 stockings fishnet~ a pair of fishnet stockings~ You see a pair of black fishnet stockings here.~ lace~ armor 0 AF C C AB A A 9 30 450 P A 12 60 #3396 black lace teddy~ a black lace teddy~ You see a black lace teddy here.~ lace~ armor 0 AD C C AB A A 9 30 450 P A 12 60 #3397 healing sauna~ a {3h{#ea{&l{#in{3g {6s{^a{&u{^n{6a{0~ A {3h{#ea{&l{#in{3g {6s{^a{&u{^n{6a{0 is built into the ground here.~ platinum~ furniture ABGIRY 0 BEF DHIJM CFILO BGHI BGHI 0 100000 0 P #3398 slot machine~ a {BS{blot {BM{bachine{x~ The {$S{4lot {$M{4achine{0 is here. Type '{7slots{0' to play.~ unknown~ slotmachine RYd 0 0 0 0 0 0 0 0 5 P #3399 shop note~ a sign saying {!Opening Soon!{0~ A sign has been posted here pointing east.~ unknown~ furniture 0 0 A CEFGHI E 0 0 0 0 0 P #0 #ROOMS #3100 Northwest end of the 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. ~ 0 262144 1 D0 You see the Bridge. ~ ~ 0 -1 3051 D1 You see the promenade. ~ ~ 0 -1 3101 D2 The concourse continues south. ~ ~ 0 -1 3270 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. ~ 0 262144 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. A rickety bridge crosses the river to the north, towards the city dump (fortunately, the wind is blowing towards the dump today). South of here you see the entrance to the park, and a small building seems to be just west of the entrance. Austral Square, home of Kate's Diner, lies to your east. ~ 0 262144 1 D0 A rickety old bridge crosses the river, heading towards the city dump. ~ ~ 0 -1 3254 D1 You see people moving in and out of Kate's Diner. ~ ~ 0 -1 3103 D2 You see the park entrance. ~ ~ 0 -1 3105 D3 You see the promenade. ~ ~ 0 -1 3101 S #3103 Astral Square~ The Promenade opens here onto Austral Square, on the south bank of the Midgard River. All around you is the bustle of Southern Midgard-- shopkeepers on break, a town gossip or two prattling away. You hear the river lapping at the pilings of the dock by Kate's Diner, which is to your north. Emerald Avenue begins to the south, the Promenade continues west, and the concourse ends to your east. ~ 0 262144 1 D0 You smell the heavenly scents of Kate's Diner. ~ ~ 0 -1 3150 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 the Concourse~ You are at the Concourse. The city wall is just east and Austral Square, home of Kate's Diner, is west. Looking across the river you see an old warehouse. A strong stone bridge crosses the river to the north, where the concourse becomes wall road. The Concourse continues south along the wall. ~ 0 262144 1 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. ~ D0 A strong stone bridge crosses the river. ~ ~ 0 -1 3253 D2 The Concourse continues south, towards an intersection with Penny Lane. ~ ~ 0 -1 3272 D3 You Austral Square. ~ ~ 0 -1 3103 S #3105 Park Entrance~ You are standing just inside the small park of Midgard. To the north is the promenade and a small path leads south into the park. To your east is the famous Park Cafe. ~ 0 262148 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. ~ 0 262152 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. ~ 0 262144 1 D1 ~ ~ 0 -1 3108 D2 ~ ~ 0 -1 3113 S #3108 Small path through 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. ~ 0 262144 1 D0 You see the northern park entrance. ~ ~ 0 -1 3105 D1 ~ ~ 0 -1 3109 D3 ~ ~ 0 -1 3107 S #3109 Small path through 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. ~ 0 262144 1 D2 ~ ~ 0 -1 3115 D3 ~ ~ 0 -1 3108 S #3110 {1Ci{4ty{7g{4ua{1rd Head Quarters{x~ You are inside a tidy office. A big desk made from dark wood is standing in the centre of the room. ~ 0 262152 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. ~ 0 262144 1 E building door sign~ The sign on the door says:- {!c{1i{4t{$y{&g{$u{4a{1r{!d{( Head Quarters ~ 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 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. ~ 0 262148 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. ~ 0 262144 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. ~ 0 262144 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. ~ 0 262144 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. ~ 0 262148 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 Midgard. ~ 0 262144 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. ~ 0 262144 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. To the east, you see some run-down slums...it looks like the bad part of town. ~ 0 262144 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 single mangled link of iron chain as thick as a tree trunk is fastened into the ground at the center of the road cross. A road sign is here. ~ 0 262144 1 E sign~ The sign points in all directions: North - Emerald Avenue. East - Park Road. South - Emerald Avenue. West - Park Road. Someone had added something with red paint, but it's been crossed out. ~ D0 ~ ~ 0 -1 3133 D1 ~ ~ 0 -1 3136 D2 ~ ~ 0 -1 3134 D3 ~ ~ 0 -1 3135 S #3121 Emerald Avenue~ You are standing at a bend on Emerald Avenue. The road leads south and east. ~ 0 262144 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. ~ 0 262144 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. ~ 0 262144 1 D1 ~ ~ 0 -1 3124 D3 ~ ~ 0 -1 3122 S #3124 Elm Street~ You near the end of Elm Street. An old elm tree grows here. A heavy iron grating is south, surrounding the city's graveyard. You can see a sign hanging on the grate. The concourse joins Elm Street to the east, and the street ends to the north near a run-down neighborhood. ~ 0 262144 1 E elm tree~ The fresh young leaves of the elm tree wave gently in the wind. ~ E sign~ The sign says :- Graveyard of Midgard Many brave adventurers have found their final resting place here. Please show respect and do not desecrate their tombs. ~ E grate grating~ Looks heavy. A small sign is hanging on it. ~ D0 You see the beginnings of Midgard's bad neighborhoods. ~ ~ 0 -1 3144 D1 You see the concourse. ~ ~ 0 -1 3273 D2 Through the solid iron bars you see the graveyard. ~ grate~ 1 3121 3600 S #3125 Emerald Avenue~ You are on Emerald Avenue which continues north. The Concourse is south of here. ~ 0 262144 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. ~ 0 262144 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, and a watchtower is to the south. ~ 0 262144 1 D0 ~ ~ 0 -1 3271 D1 ~ ~ 0 -1 3128 D2 ~ ~ 0 -1 2902 S #3128 On the Concourse~ You are walking around the scenic concourse as it continues its path around the city of Midgard. The south gate of the city lies to your east, and the southwestern corner of the city wall is west. Emerald Avenue stretches out to the north. ~ 0 262144 1 D0 Emerald avenue lies to the north. ~ ~ 0 -1 3125 D1 You can see the heavily guarded southern gate of Midgard. ~ ~ 0 -1 3255 D3 ~ ~ 0 -1 3127 S #3129 On the Concourse~ The concourse continues its path around the city. The southern gates of the city are west of here, and park road lies north. The northeastern corner of the city wall is east. ~ 0 262145 1 D0 ~ ~ 0 -1 3126 D1 ~ ~ 0 -1 3130 D3 You see the south gate of Midgard. ~ ~ 0 -1 3255 S #3130 On the Concourse~ You are at the southeast corner of the city wall. The Concourse leads both north and west, and a watchtower is to the south. ~ 0 262144 1 D0 ~ ~ 0 -1 3273 D2 ~ ~ 0 -1 2903 D3 ~ ~ 0 -1 3129 S #3131 Park Road~ You are at Park Road which continues north and south. ~ 0 262144 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 Austral Square and Kate's Diner, to the east is the small street Penny Lane. ~ 0 262144 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. ~ 0 262144 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. ~ 0 262144 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. ~ 0 262144 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. ~ 0 262144 1 D2 ~ ~ 0 -1 3122 D3 ~ ~ 0 -1 3120 D4 ~ ~ 0 0 7914 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. ~ 0 262152 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 Midgard. 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. ~ 0 262152 0 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. ~ D3 The waiting room is to the west. ~ ~ 0 -1 3137 S #3139 Penny Lane~ You are on Penny Lane. Emerald Avenue is to the west and Penny Lane continues in eastward direction. ~ 0 262144 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, and the concourse intersects this street to the east. ~ 0 262144 1 D0 ~ ~ 0 -1 3141 D1 You see the concourse. ~ ~ 0 -1 3272 D3 ~ ~ 0 -1 3139 S #3141 The End of Penny Lane~ You are at the end of Penny Lane. The only exit appears to be south. ~ 0 262144 1 D2 ~ ~ 0 -1 3140 S #3142 Captain's Office~ You are in the Office of the Captain of the Guard. The Midgard Coat of Arms is hanging on the north wall and a heavy steel door is to the south. ~ 0 262152 0 E arms~ Although a bit dusty the Coat of Arms is an excellent piece of work. ~ D1 You see the {!c{1i{4t{$y{&g{$u{4a{1r{!d{( Head Quarters. ~ door~ 1 3120 3110 D2 You see the heavy steel door. ~ door~ 1 3137 3143 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. ~ 0 262152 0 E wall walls~ The walls are marked with lots of scratches. Some of them spell sentences like "JAIL IS BETTER THAN SQL" and "BIGFOOTDAMOOSE IS ALIVE". ~ D0 You see the heavy steel door. ~ door~ 1 3137 3142 S #3144 The End of Elm Street~ Elm street ends here, next to a dangerous-looking run down neighborhood. You can enter the slums to the east, or head towards the graveyard to the south. It occurs to you that this isn't the happiest section of town. ~ 0 262144 1 D2 ~ ~ 0 0 3124 S #3150 Kate's Diner~ The smells of baking bread and simmering stew lead you dancing through the doorway of the diner. No greasy spoons to be seen here-- the booth walls are covered in casual paisleys; the chairs are carved wood, rescued from garage sales. Most tables have chess or backgammon boards carved and painted on their fingertip-smooth tops. The refrain of some musical or other from the 1930's blends with the dusty golden light and the wonderful smells to put you completely at ease. A huge picture window looks out over the Midgard River, and a doorway leads north onto the dock and the South Bank river landing, while the main entrance to the south returns you to Austral Square. On most days you will find Kate here, testing a batch of stew or brewing a special pot of cinnamon coffee, eerily just in time for your arrival Pull up a chair, perhaps play a game, and take time out to talk. ~ 0 262152 0 E window landing~ You can see a rickety bridge to your northwest, leading back into Central Midgard. A rustic dock connects the Diner with the Midgard River, and a boat or two floats lazily past. Across the river you can see the Levee and the Guild of Thieves, but they seem very far away from all of this... ~ D0 A small boat landing lets boats land at the diner. ~ ~ 0 -1 3203 D2 You see Austral Square. ~ ~ 0 -1 3103 S #3160 Melancholy's Maps~ As you walk in, a sudden gust of wind enters the shop and sends several scraps of paper fly around the room. You blink as the dust you've stirred up stings your eyes, and take a look around the shop. This shop is cluttered with old pieces of parchment, stacks of books, and odd scraps. A desk with slightly less clutter than the rest of the shop is in front of you. A scroll case full of scrolls is behind the desk. A bookcase is to the right of you, and to the left is a window overlooking the Common Square. A huge blood stain is splattered everywhere, the last remains of Melancholy, and her pet Lister, except for the horrfying {! Blood and intestines{x that read: '{! CRYPT WAS HERE{x'. Looks like the cartography business will be put on hold for some time. ~ 0 262150 0 E window~ You peer out the window and see a {!c{1i{4t{$y{&g{$u{4a{1r{!d{( beating up old prostitute ... the sight of this old nympho sex queen disturbs you ... ALOT! ~ E bookcase~ You see many pornographer journals and topographical studies. You also see quite a few tomes written by someone named "Anson MacDonald". ~ D0 A sign on the door says, "Unauthorized Personel Prohibited". ~ door~ 2 3161 3161 D2 To the south is the Poor Alley. Across the alley, you see the Grubby Inn. ~ ~ 0 -1 3024 S #3161 Melancholy's Room~ A faint smell of incense teases your nose as you enter this room. You step onto a soft bearskin rug and look around. A simple bed lies against the far wall. At the foot of it is a sturdy, ironbound chest, most likely full of Melancholy's trappings from her adventuring days. On a small table under a window to the east is a vase with a single white rose. Other than that, the room is quite bare. ~ 0 262662 0 E chest~ This chest is firmly locked, and the device by which it opens is beyond your reckoning. ~ D2 A small door to the south leads out into the map shop. ~ door~ 2 3161 3160 D4 ~ ~ 0 -1 1219 S #3170 Temple of the Stupid~ As you enter the abandoned warehouse your eyes blink violently to adjust to the almost total darkness. You wonder where the windows are as you step into a mud puddle in the middle of the floor. As your eyes adjust, you realize that there are mud puddles all around the room, and this is some weird version of windows. In a flash of revelation, you realize that you've entered the Temple of Stupid.... explains alot now doesn't it. ~ 0 262152 0 E puddle puddles~ The puddles on the floor are filthy and exude a foul stench. ~ D1 ~ ~ 0 0 3043 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. ~ 0 262144 7 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. Looks pretty solid. ~ D1 ~ ~ 0 -1 3201 D3 You see the river flowing west into the Forest of Haon-Dor.~ ~ 0 -1 9772 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. ~ 0 262144 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. A bridge passes overhead, connecting the dump to the promenade. ~ 0 262144 7 D1 ~ ~ 0 -1 3203 D3 ~ ~ 0 -1 3201 S #3203 On the River~ The levee is directly north of here, and a small boat landing for Kate's Diner is to the south. The river flows in an east west direction. ~ 0 262148 7 D0 ~ ~ 0 -1 3049 D1 ~ ~ 0 -1 3204 D2 You see the landing in the back of Kate's Diner. ~ ~ 0 -1 3150 D3 ~ ~ 0 -1 3202 S #3204 On the River~ You see the warehouse on the northern riverbank. East of here the river passes under the eastern bridge and through the city wall. The banks of the levee are west, in the direction of the current. ~ 0 262144 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. Overhead you can see the stone buttresses of the eastern bridge. The river splits to the north here. ~ 0 262144 7 D0 ~ ~ 0 0 3383 D1 The iron bars are broken, allowing passage through the hole in the wall. Beyond the bars you see a dark tunnel. bars~ ~ 0 -1 5001 D3 ~ ~ 0 -1 3204 S #3250 Wall Road~ Wall road extends north and south along the eastern walls of the city. The east gate is north of you, south is an intersection with a dark alley. You check to make sure you still have your wallet. A gatehouse is to the east. ~ 0 262144 1 D0 The eastern gate of the city is north. ~ ~ 0 -1 3041 D1 ~ ~ 0 0 2904 D2 You see an intersection with a dark alley. ~ ~ 0 -1 3251 S #3251 Wall Road~ You are walking along the eastern wall of the city, on a road extending between the east gate and a bridge to the south. A dark, dirty alley lies west of here, and an archway has been carved in the wall to the east. You step carefully around a pool of liquid...who knows what it could be in a place this foul... ~ 0 262144 1 D0 Wall road continues to the north, heading towards the gate. ~ ~ 0 -1 3250 D1 You see the entrance to the Druids Guild. ~ ~ 0 -1 3368 D2 Wall road continues to the south, towards a bridge over the Midgard river. ~ ~ 0 -1 3252 D3 A dirty, unlight alley lies to the west...it looks like a perfect spot for a mugging. ~ ~ 0 -1 3046 S #3252 Wall Road~ The walls of Midgard tower above you to the east, keeping the city safe from its enemies...you hope. An intersection with a dark alley lies north, and a bridge over the Midgard river is south. Grebe's Tavern, the famous sailor's dive, is west. Beyond the bridge wall road turns into the concourse. ~ 0 262144 1 D0 You see an intersection with a dark alley. ~ ~ 0 -1 3251 D2 The eastern bridge crosses the river to the south. ~ ~ 0 -1 3253 D3 You see a foul-smelling sailor's dive. ~ ~ 0 0 3352 S #3253 On the Bridge~ You are crossing a strong stone bridge, which spans the Midgard river. Below you, the river flows into an opening in the city wall, sealed with strong metal bars. North of you is wall road, south of here the concourse loops around the inside of the city walls. ~ 0 262144 1 E opening bars river~ Hmm...some of the bars have been ripped out of the wall. Enough to pass a good sized raft or canoe, or perhaps even a barge. You wonder what sort of beast had the strength to do this. ~ D0 Wall road continues to the north. ~ ~ 0 -1 3252 D2 The concourse stretches around the southern parts of Midgard. ~ ~ 0 -1 3104 S #3254 The South Bridge~ You are standing on a small, rickety bridge leading from the Midgard City Dump to the much more attractive promenade of the southern parts of Midgard. You can smell the stench of the dump to the north, the fresher air of the promenade seems preferable. Below you are the swift-moving currents of the Midgard river. ~ 0 262144 1 D0 You can see the clutter of the City Dump. ~ ~ 0 0 3030 D2 The beautiful promenade lies along the river. What a romantic place to visit! ~ ~ 0 -1 3102 S #3255 Inside the South Gate of Midgard~ Two strong stone towers surround a heavy wooden gate set into the city wall, to guard against the goblins that lurk in the southern forests. You can exit the city to the south, if you dare, or walk down the concourse to the east or west. ~ 0 262144 1 D1 The concourse heads east along the inside of the city wall. ~ ~ 0 -1 3129 D2 You see the southern gate. ~ ~ 1 3133 3256 D3 The concourse heads west along the inside of the city wall. ~ ~ 0 -1 3128 S #3256 Outside the South Gate of Midgard~ You are standing outside the strong wooden gate on the southern walls of Midgard. Guards eye you suspiciously from the two towers on either side of the gate, as they stand watch to protect the city from the goblins of this forest. The trees and goblins of the Miden'nir are south, the gate back to Migaard lies north. ~ 0 262144 3 D0 You see the southern gate. ~ ~ 1 3133 3255 D2 The green forests of the Miden'nir are south, hiding countless goblin warriors. ~ ~ 0 -1 3505 S #3257 Wall Road~ You are walking along wall road, just north of the west gate of Midgard. The road continues along the western wall to the north, towards an intersection with a busy Clan street. A gatehouse is to the west. Some poor guy has decided to open a new shop to the east... Too bad he has such a crummy location. ~ 0 262144 1 E sign~ {!Coming Soon!{0 My shop! Please support me when I open up! -Grendel ~ D0 You see an intersection between wall road and a busy Clan street. ~ ~ 0 -1 3258 D1 ~ ~ 0 0 3382 D2 The west gate of the city lies south. ~ ~ 0 -1 3040 D3 ~ ~ 0 -1 2908 S #3258 Wall Road~ Wall road intersects with a crowded Clan Road here, filled with shops and artisans. The street stretches off to the east, towards the far wall of the city. Wall road continues to the north and south. ~ 0 262144 1 D0 Wall road continues to the north, towards the northwestern corner of the wall. ~ ~ 0 -1 3259 D1 You see the shops and clan halls of Clan Road. ~ ~ 0 -1 3301 D2 Wall road continues alongside the western wall, heading towards the west gate. ~ ~ 0 -1 3257 S #3259 Wall Road~ You are walking along wall road, which extends along the inside of the western wall of Midgard. To the south, you can see an intersection with a crowded Clan street. The northwestern corner of the city wall lies ahead to the north. ~ 0 262144 1 D0 You see the northwestern corner of the city wall. ~ ~ 0 -1 3260 D2 To the south, wall road intersects with a crowded Clan street. ~ ~ 0 -1 3258 S #3260 The Northwest Corner~ You are standing beneath the northwestern corner of the city wall, on a turn in wall road. You can head south, towards the west gate, east, to the north gate, or north into a watchtower. ~ 0 262144 1 D0 An entrance to the northwest watchtower. ~ ~ 0 -1 2907 D1 Wall road continues along the northern wall of the city. ~ ~ 0 -1 3261 D2 Wall road continues along the western wall of the city. ~ ~ 0 -1 3259 S #3261 Wall Road~ The city walls tower over you as walk down wall road, between the northwestern corner of the wall to the west, and the northern gate of Midgard to the east. ~ 0 262144 1 D1 Wall road continues to the east, towards the northern gate of Midgard. ~ ~ 0 -1 3262 D3 You can see the northwest corner of the city wall to the west. ~ ~ 0 -1 3260 S #3262 Inside the North Gate of Midgard~ Two small towers surround a strong wooden gate, connected by a small stone bridge set with murder holes. This gate is not as heavily guarded as the others, as the plains outside are safe to travel. You can leave Midgard to the north, or continues along wall road to the west and east. A teeming clan street is visible to the south, and beyond that the graceful spires of the Temples of Odin and Hel, but there is no way to reach them from here. ~ 0 262144 1 D0 The northern plains are visible through the gate. ~ ~ 1 3133 3268 D1 Wall road continues to the east, alongside the northern wall. ~ ~ 0 -1 3263 D3 Wall road continues to the west, alongside the northern wall. ~ ~ 0 -1 3261 S #3263 Wall Road~ You are walking along wall road, between the northern gate of the city and the northeastern corner of the city walls. You can see bloodstains on the road... better be on guard for thieves. ~ 0 262144 1 D1 You see the northeastern corner of the city walls. ~ ~ 0 -1 3264 D3 The northern gate of the city lies east. ~ ~ 0 -1 3262 S #3264 The Northeast Corner~ Wall road turns the corner here, as you pass by the northeastern edge of the city wall. The north gate lies to your west, the road south leads to the eastern gate of Midgard, and a watchtower is to the north ~ 0 262144 1 D0 An entrance to the northeast watchtower. ~ ~ 0 -1 2906 D2 Wall road continues to the south, along the eastern wall of the city. ~ ~ 0 -1 3265 D3 Wall road continues to the west, along the northern wall of the city. ~ ~ 0 -1 3263 S #3265 Wall Road~ Just south of you is an intersection with a crowded clan street. The eastern wall of Midgard is beside you, and to the north you can see the northeast corner of the city wall. A strange looking church is to the west. ~ 0 262144 1 D0 You can see the northeast corner of the city wall. ~ ~ 0 -1 3264 D2 You see an intersection with a crowded street. ~ ~ 0 -1 3266 D3 You see the small foyer of a strange church. ~ ~ 0 -1 3362 S #3266 Wall Road~ Here, wall road meets up with a busy clan street heading off towards the west, and the far wall of the city. You can smell spices, perfume, freshly cured hide, and other strange scents, all mingle together in one heady aroma. Wall road continues to the north and south. ~ 0 262144 1 D0 Wall road continues to the north, along the eastern wall of the city. ~ ~ 0 -1 3265 D2 Wall road continues to the south, towards the east gate of Midgard. ~ ~ 0 -1 3267 D3 You see a mass of people heading down Clan Road. ~ ~ 0 -1 3316 S #3267 Wall Road~ You are near the center of wall road, just north of the east gate of the city. To the north, you can see an intersection with a crowded clan street. The guards at the gate eye you suspiciously from afar. A gatehouse is to the east. ~ 0 262144 1 D0 You see an intersection with a busy clan street. ~ ~ 0 -1 3266 D1 ~ ~ 0 -1 2905 D2 You see the well-guarded east gate of Midgard. ~ ~ 0 -1 3041 S #3268 Outside the North Gate of Midgard~ You stand outside the north gate of the walled city of Midgard. A dusty trail is visibile to the north, it stretches around the walls of the city. Further north are the wide expanses of the northern plains, leading to the village of Ofcol. You can return to Midgard to the south. ~ 0 262144 2 D0 You see a dusty trail leading around the city. ~ ~ 0 -1 3904 D2 You see the north gate of Midgard. ~ ~ 1 3133 3262 S #3270 On the Concourse~ The strong stone walls of Midgard rise up to the west, keeping evil at bay. The concourse heads towards a bridge to the north, and continues south alongside a beautiful park. ~ 0 262144 1 D0 The concourse continues to the north, along the city wall. ~ ~ 0 -1 3100 D2 The concourse heads south, passing by a beautiful park. ~ ~ 0 -1 3271 S #3271 On the Concourse near the Park~ You are walking down the Concoruse, along the western wall of Midgard. To the north, the road passes by a beautiful park, to the south, you can see the southwest corner of the city wall. ~ 0 262144 1 D0 The concourse heads north, passing by a beautiful park. ~ ~ 0 -1 3270 D2 You can see the southwest corner of the city wall. ~ ~ 0 -1 3127 S #3272 On the Concourse at Penny Lane~ You are on a road leading around the inner walls of Midgard. To the north, the concourse heads towards a bridge into northern Midgard. To the south, you can see an intersection with Elm Street. The quaint paved streets of Penny Lane lie west. ~ 0 262144 1 D0 The concourse continues to the north, towards the east bridge. ~ ~ 0 -1 3104 D2 The concourse continues south, towards an intersection with Elm Street. ~ ~ 0 -1 3273 D3 You see Penny Lane. ~ ~ 0 -1 3140 S #3273 On the Concourse at Elm Street~ The air grows chill as you pass near the Elm Street graveyard. The walls of Midgard are to the east, and the concourse continues to the north and south. To your west, you see Elm Street at the graveyard entrance. ~ 0 262144 1 D0 The concourse continues to the north, towards an intersection with Penny Lane. ~ ~ 0 -1 3272 D2 The concourse continues to the south, towards the southeast corner of the wall. ~ ~ 0 -1 3130 D3 You see Elm Street and the graveyard entrance. ~ ~ 0 -1 3124 S #3300 {x~ ~ 0 786436 0 S #3301 Clan Road~ You are standing on the western end of Clan Road. The traffic here is light. This is a quieter section of Midgard. You can hear the sound of haggling coming from the east. ~ 0 262144 1 D0 You see the House of Fetish ~ ~ 0 -1 3377 D1 Clan Road continues east. ~ ~ 0 -1 3302 D3 Wall Road is to the west. ~ ~ 0 -1 3258 S #3302 Clan Road~ You are walking along Clan Road. To the south of you is the money changer. Clan Road continues on to the east and the west. ~ 0 262144 1 D1 Clan Road continues east. ~ ~ 0 -1 3303 D2 The money changer is to the south. ~ ~ 0 -1 3334 D3 Clan Road continues west. ~ ~ 0 -1 3301 S #3303 Clan Road~ The shops on this stretch of Clan road are long-closed and boarded up. Not much traffic passes through this part, as there is nothing to buy. ~ 0 262144 1 D1 Clan Road continues to the east. ~ ~ 0 -1 3314 D3 Clan Road continues to the west. ~ ~ 0 -1 3302 S #3311 Hall of Records {#[{^Most PlayerKills{#]{0~ ~ 0 262148 0 S #3312 Hall of Records~ ~ 0 262144 0 D0 ~ ~ 0 0 3318 D1 ~ ~ 0 0 3313 D3 ~ ~ 0 0 3317 D4 ~ ~ 0 0 39099 S #3313 Hall of Records {#[{^Most Hours{#]{0~ ~ 0 262144 0 D3 ~ ~ 0 0 3312 S #3314 Clan Road~ Noise and light abound on this part of Clan Road. Clan road continues off to the east and west. ~ 0 262144 1 D1 Clan Road continues to the east. ~ ~ 0 -1 3315 D3 Clan Road continues to the west. ~ ~ 0 -1 3303 S #3315 Clan Road~ Clan Road seems to widen here slightly, allowing more traffic to travel through the area. To the south is another entrance to the busy pub. This door is also open wide and spilling forth the sounds of happy patrons. Clan Road continues to the east and west. ~ 0 262144 1 D1 Clan Road continues to the east. ~ ~ 0 -1 3316 D2 A busy pub is to the south. ~ ~ 0 -1 3356 D3 Clan Road continues to the west. ~ ~ 0 -1 3314 S #3316 Clan Road~ You are at the eastern end of Clan Road. To the east of you, the tall wall around the city looms up before you and casts its shadow on you. Clan Road continues to the west. ~ 0 262144 1 D1 Wall Road is east of here. ~ ~ 0 -1 3266 D3 Clan Road continues to the west. ~ ~ 0 -1 3315 S #3317 Hall of Records {#[{^Most Experience{#]{0~ ~ 0 262144 0 D1 ~ ~ 0 0 3312 S #3318 Hall of Records {#[{^Most Focused{#]{x~ ~ 0 262144 0 D2 ~ ~ 0 0 3312 S #3334 The Money Changer's Room~ A few strategically placed lanterns keep this place well-lit in the absence of any windows. The room is surprisingly well appointed with tapestries hanging on the walls. You'd wager your life the moneylender's guards are behind them, as there are none here. The moneylender himself works from behind a large desk, no doubt holding a fortune in gold and silver. A smallish sign hangs on the wall, lettered in common. ~ 0 262152 0 E tapestries walls~ You think about peeking behind the tapestries, but think better of it. ~ E sign~ Give me your coins, and I shall change them for you, taking but 1 in 20 for my fee. --- Otho the Changer ~ D0 Clan Road is to the north. ~ ~ 0 -1 3302 S #3352 Grebe's Tavern~ Dive. That's all you can say about this place; its a dive. You step carefully over the dead and/or drunk sailors on the floor toward the center of the room. There's no decorations on the wall; they've all been ripped down in anger or for use as weapons at one time or another. Looking around, you search vainly for a clean table to sit at, and then give up. ~ 0 262152 0 E wall walls~ Bare, except for the holes. ~ E table tables~ You find a table that's relatively vomit-free. ~ D1 Wall Road is to the east. ~ ~ 0 0 3252 S #3355 Andy's Pub~ The busy pub is filled with patrons. People are laughing and singing. A minstrel plays his lute in another part of the pub, and a few people are even dancing. Andy, the pubs owner, wanders around and checks to see that the needs of his customers are met. The bar is to your south. East of you is another section of the pub. You know that there are rooms to be had somewhere around here... ~ 0 262152 0 D1 You see another room in the pub. ~ ~ 0 -1 3356 D2 The bar is to the south of you. ~ ~ 0 -1 3357 S #3356 Room in the Pub~ This part of the pub is filled with dancing and singing. A wandering minstrel is on a chair in a corner with his lute. A busty red headed woman is standing near him and singing a tale of comedic heroism. Drunk men sit laughing at their tables and busy bar maids weave through the crowd with full mugs and horns of ale and mead. Another part of the pub is located to your west. The bar is to the south. A set of steps occupy in a corner of the room. They lead up to the inn section of this prosperous establishment. ~ 0 262152 0 D0 Clan Road is to the north. ~ ~ 0 -1 3315 D2 The bar is to your south. ~ ~ 0 -1 3358 D3 Another room in the pub is to your west. ~ ~ 0 -1 3355 D4 A set of stairs leads up to the reception area. ~ ~ 0 -1 3359 S #3357 The Bar~ A long mahogany bar is set in the back of the pub. Mugs line a shelf behind the bar. Bottles of strong, nasty looking liquids decorate one of the lower shelves. A large cask rests on a table behind the bar. A strong but friendly-looking bartender stands next to the cask polishing glasses. A couple of the bar maids stand in a corner and throw the most inviting glances your way. A sign is on the wall. ~ 0 262152 0 E sign~ The sign says: Don't forget our dinner menu. ~ D0 The pub proper is to the north. ~ ~ 0 -1 3355 S #3358 The Bar~ A long mahogany bar is set in the back of the pub. Mugs line a shelf behind the bar. Bottles of strong, nasty looking liquids decorate one of the lower shelves. A large cask rests on a table behind the bar. A strong but friendly looking bartender stands next to the cask polishing glasses. A couple of the bar maids stand in a corner and throw the most inviting glances your way. ~ 0 262152 0 E sign~ The sign says: Don't forget our dinner menu. ~ D0 The pub proper is to the north. ~ ~ 0 -1 3356 S #3359 The Inn~ You are standing upstairs from Andy's Pub at Andy's Inn. A few chairs and a couple of end tables give the room a `homey' atmosphere. A large stone fireplace burns brightly against one wall and warms the room. A large oak desk is nestled in one corner of the room. A small man with wire-framed glasses sits behind the desk working dilligently on his books. He looks up as you enter the room. He looks at you quizzically. He is probably waiting for you to ask him for a room. ~ 0 262152 0 D5 The stairs lead back down to the pub. ~ ~ 0 -1 3356 S #3360 In Odin's Chapel~ You feel Hel's hateful gaze on your back as you enter this chapel. You are in a small chapel dedicated to the god Odin. The church of Odin is widely known for helping those in Odin's favor, and those who wish to be.........For a price. A golden altar occupies the center of the room. ~ 0 262152 0 E altar~ Made of pure gold, the altar shines with an unearthly beauty. Ancient runes cover its surface. ~ D0 You see a small foyer. ~ ~ 0 -1 3362 M 115 H 130 S #3361 In Hel's Chapel~ You feel Odin's sorrowed gaze on your back as you enter this chapel. You are in a small chapel dedicated to the god Hel. The walls are covered in a layer of black slime. The purest of evil seems to be radiating from a large black altar in the center of the room. ~ 0 262152 0 E altar~ The altar appears to have been carved from a single piece of obsidian. Dark red stains cover its surface. ~ D2 You see a small foyer. ~ ~ 0 -1 3362 M 115 H 130 S #3362 Church Foyer~ You are inside the small foyer of a church. Your soul feels like it's being pulled by two opposing forces, one to the north, and one to the south. ~ 0 262152 0 D0 You see a darkness trying to pull you in. ~ ~ 0 -1 3361 D1 Wall Road is east of here. ~ ~ 0 -1 3265 D2 A holy light is drawing toward you. ~ ~ 0 -1 3360 S #3365 The Temple of Hel~ You are in the southern end of the temple hall in the Temple of Hel. The temple has been constructed from giant obsidian blocks, sickening in appearance, and most of the walls are covered by ancient wall paintings picturing devils, giants and demons. 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. ~ 0 262156 0 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 ROM enhancements by Alander. ROT enhancements by Vengeance. ~ D0 ~ ~ 0 0 3366 D3 ~ ~ 0 0 2909 S #3366 The Temple Altar of Hel~ You are by the temple altar in the northern end of the Temple of Hel. A huge altar made from black polished obsidian is standing in front of you and behind it is a ten foot tall sitting statue of Hel, the God of darkness. The back of the altar opens into a beautiful atrium, above which can be seen a rainbow. ~ 0 263176 0 E statue Hel god~ The statue represents the Great God Hel, holding a staff. He has long, black hair and beard and a menacing look on his face. His staff is topped by a painted cube, the 6 faces of which represent the 6 aspects of his power. ~ E altar~ Even though the altar is more than ten feet long it appears to be made from a single block of flawless black obsidian. ~ D2 ~ ~ 0 0 3365 M 500 H 500 S #3367 Donation Room~ You are in a small room next to the temple. A note on the wall tells you that this is a place to leave your unwanted items for other travelers. ~ 0 262156 0 D2 ~ ~ 0 0 2909 S #3368 Entrance to the Druid's Guild~ A large tree stands in the center of this room, and as you walk past it you notice a movement. Upon closer inspection, that tree isn't just a tree, it's a dryad! An exit leads west back to wall road. A small entrance to the bar is in the eastern wall. ~ 0 262152 0 D1 You see the bar. ~ ~ 0 -1 3369 D3 You see Wall Road. ~ ~ 0 -1 3251 S #3369 Druid's Bar~ Arcane smells and a hint of incense in the air here make you think this isn't so much a bar as it is an apothecary. A small sign is hanging on the wall. ~ 0 262156 0 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. ~ D2 You see the inner sanctum. ~ ~ 0 -1 3370 D3 You see the entrance. ~ ~ 0 -1 3368 S #3370 Druid's Holy Sanctum~ This is the holy sanctum. A wizened old woman occupies this room, chanting very softly to herself. On a table in the corner is a large tome, and the walls are covered with creeper vines and flowers. A well in the middle of the floor leads down into darkness. Vile smells waft from the depths. ~ 0 262156 0 D0 You see the bar. ~ ~ 0 -1 3369 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 #3371 Entrance to Ranger's Guild~ This room has a feral smell to it, as if it was once a stable of some sort. A rack of spears of various lengths and designs adorns the western wall. An exit leads south to the alley. A small doorway is in the northern wall. ~ 0 262152 0 D0 You see the bar. ~ ~ 0 -1 3372 D2 A dark alley is to the south. ~ ~ 0 -1 3026 S #3372 Ranger's Bar~ This is a rustic-looking tavern, decorated liberally with stuffed bears, wildcats, and various other vicious fauna. The chairs here are crafted from antlers and animal bone, and behind a massive bar made of roughly- hewn oak stands a very tough looking bartender. A small sign is hanging on the wall. ~ 0 262156 0 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. ~ D1 You see the study. ~ ~ 0 -1 3373 D2 You see the entrance. ~ ~ 0 -1 3371 S #3373 Ranger's Study~ As you enter here your senses are bombarded by the sweet smells of cedar and a fireplace that is burning hickory. The fire provides the only light here, and a small bush is set close to it. You recognize the bush as being a rare witchwood bush, the most magical of hardwoods. A well in the middle of the floor leads down into darkness. Vile smells waft from the depths. ~ 0 262156 0 D3 You see the bar. ~ ~ 0 -1 3372 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 #3374 Entrance to the Shade's Guild~ There is a gate swinging lazily here, creaking with the voices of countless centuries of use. Just beyond the gate beckons a ghostly white hand for you to enter, and you observe a pair of burning red eyes where the face would be. Some unintelligible whisper seems to be asking a question of you, and rather than bother with it you decide the best thing to do is just leave. A stairway leads up to the Inn. ~ 0 262152 0 D0 You see the bar. ~ ~ 0 -1 3375 D4 You see the good old Grunting Boar Inn. ~ ~ 0 -1 3006 S #3375 Vampire's Bar~ There are several ghostly-white beings here, each fixing you with a cold stare upon your entrance. Seated in line along the wall are several obviously living people, each bearing several bite-marks. Apparently they're either food or just tomorrow's vampires. A small sign is hanging on the wall. ~ 0 262156 0 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. ~ D1 You see the crypt. ~ ~ 0 -1 3376 D2 You see the entrance. ~ ~ 0 -1 3374 S #3376 Vampire's Crypt~ This crypt is filled wall-to-wall with coffins, some open, some tossed haphazardly against the wall, some perfectly undisturbed. It's so dark here even elves would have trouble seeing clearly. A well in the middle of the floor leads down into darkness. Vile smells waft from the depths. ~ 0 262156 0 D3 You see the bar. ~ ~ 0 -1 3375 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 #3377 Entrance to the House of Fetish~ You are standing in the entrance hall of the House of Fetish. There's not much to see, just a man in a three piece suit checking ID's and waving people through. ~ 0 262152 0 D0 You see the House of Fetish. ~ ~ 0 -1 3378 D2 You see clan road. ~ ~ 0 -1 3301 S #3378 The House of Fetish~ You are in a large room that reminds you more of a dungeon than a shop. Undescribable contraptions hang from the ceiling and walls, and the floor is littered with ropes and leg cuffs. To the east and west are counters with sales clerks, and to the north is a large brass door. ~ 0 262152 0 D0 You see Nemesis' private dungeon. ~ door~ 1 -1 3379 D1 You see Clem's counter. ~ ~ 0 -1 3380 D2 You see the entrance hall. ~ ~ 0 -1 3377 D3 You see Mercy's counter. ~ ~ 0 -1 3381 S #3379 Nemesis' Private Dungeon~ You've stumbled upon Nemesis' private chamber. You had better not let her catch you here, or you may never want to leave. Leather straps hang down from the walls, some of which are still occupied. There is a huge canopied waterbed with mirrors over the bed. The bed has black satin sheets and five or six huge feather pillows. Leather restraints fall down off the four corners of the bed. ~ 0 262152 0 D2 You see the House of Fetish. ~ door~ 1 -1 3378 S #3380 Clem's Counter~ There is a small note on the counter. ~ 0 262152 0 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. ~ D3 You see the House of Fetish. ~ ~ 0 -1 3378 S #3381 Mercy's Counter~ There is a small note on the counter. ~ 0 262152 0 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. ~ D1 You see the House of Fetish. ~ ~ 0 -1 3378 S #3382 A Small Building~ This building is in the process of being constructed. A sign is posted saying "Grendel's Work Permit". ~ 0 262144 0 D3 ~ ~ 0 0 3257 S #3383 On the River~ The river backs east and south here. Midgard is close by. ~ 0 262144 6 D1 ~ ~ 0 0 3384 D2 ~ ~ 0 0 3205 S #3384 On the River~ The river continues east and west. ~ 0 262144 6 D1 ~ ~ 0 0 3385 D3 ~ ~ 0 0 3383 S #3385 On the River~ The river continues east and west. ~ 0 262144 6 D1 ~ ~ 0 0 3386 D3 ~ ~ 0 0 3384 S #3386 On the River~ The river continue east and west. ~ 0 262144 6 D1 ~ ~ 0 0 3387 D3 ~ ~ 0 0 3385 S #3387 On the River~ The river continue east and west. ~ 0 262144 6 D1 ~ ~ 0 0 3388 D3 ~ ~ 0 0 3386 S #3388 On the River~ The river continue east and west. ~ 0 262144 6 D1 ~ ~ 0 0 3389 D3 ~ ~ 0 0 3387 S #3389 On the River~ The river continue east and west. ~ 0 262144 6 D1 ~ ~ 0 0 3390 D3 ~ ~ 0 0 3388 S #3390 On the River~ The river continue east and west. ~ 0 262144 6 D1 ~ ~ 0 0 9739 D3 ~ ~ 0 0 3389 S #3391 Eastern Gatehouse~ You are near the center of wall road, just north of the east gate of the city. To the north, you can see an intersection with a crowded clan street. The guards at the gate eye you suspiciously from afar. A gatehouse is to the east. ~ 0 262148 0 S #3392 Hall of Victory~ ~ 0 262144 0 D1 ~ ~ 0 0 2900 S #3394 ~ ~ 0 262148 0 S #2900 Hall of Records ~ ~ 0 262144 0 D2 ~ ~ 0 0 3007 D3 ~ ~ 0 0 3392 S #2901 Western Gatehouse ~ You are in a small room built into the city wall. A mechanism for lowering the siege door for the west gate is on the wall, but seems to be frozen by rust from years of neglect. A small staircase leads up to the top of the gatehouse. Wall road is to the east. ~ 0 262152 0 D1 ~ ~ 0 -1 3042 D4 ~ stairs~ 0 -1 2925 S #2902 Base of the Southwest Tower~ You are in a small circular room, spiral stairs lead further up into the watchtower. The Concourse is to the north. ~ 0 262152 0 D0 ~ ~ 0 -1 3127 D4 ~ stairs~ 0 -1 2922 S #2903 Base of the Southeast Tower~ You are in a small circular room, spiral stairs lead further up into the watchtower. The Concourse is to the north. ~ 0 262152 0 D0 ~ ~ 0 -1 3130 D4 ~ stairs~ 0 -1 2920 S #2904 Eastern Gatehouse~ You are in a small room built into the city wall. A mechanism for lowering the siege door for the east gate is on the wall, but seems to be frozen by rust from years of neglect. A small staircase leads up to the top of the gatehouse. Wall road is to the west. ~ 0 262152 0 D3 ~ ~ 0 0 3250 D4 ~ stairs~ 0 -1 2917 S #2905 Eastern Gatehouse~ You are in a small room built into the city wall. A mechanism for lowering the siege door for the east gate is on the wall, but seems to be frozen by rust from years of neglect. A small staircase leads up to the top of the gatehouse. Wall road is to the west. ~ 0 262152 0 D3 ~ ~ 0 -1 3267 D4 ~ stairs~ 0 -1 2916 S #2906 Base of the Northeast Tower~ You are in a small circular room, spiral stairs lead further up into the watchtower. Wall Road is to the south. ~ 0 262152 0 D2 ~ ~ 0 -1 3264 D4 ~ stairs~ 0 -1 2914 S #2907 Base of the Northwest Tower~ You are in a small circular room, spiral stairs lead further up into the watchtower. Wall Road is to the south. ~ 0 262152 0 D2 ~ ~ 0 -1 3260 D4 ~ ~ 0 0 2912 S #2908 Western Gatehouse~ You are in a small room built into the city wall. A mechanism for lowering the siege door for the west gate is on the wall, but seems to be frozen by rust from years of neglect. A small staircase leads up to the top of the gatehouse. Wall road is to the east. ~ 0 262152 0 D1 ~ ~ 0 -1 3257 D4 ~ stairs~ 0 -1 2910 S #2909 Temple~ You have entered the temple. The building is made of polished stone, illuminated by large windows on either side of the chamber. A small staircase on the east wall goes upward to the academy. To the north you see the donation room where you can donate to the gods or accept donations from other people. To the west lies the Temple of Odin, where the people who believe in good and kind things may worship. To the east lies the Temple of Hel, where evilness is celebrated. ~ 0 262144 0 D0 ~ ~ 0 0 3367 D1 ~ ~ 0 0 3365 D2 ~ ~ 0 0 3005 D3 ~ ~ 0 0 3001 D4 ~ ~ 0 0 3700 S #2910 Western Gatehouse~ You are in a long room over the western gates of Midgard. Remnants from a less peaceful past dominate this room, from the heavy iron door waiting to be dropped in place over the gate below, to the archers slots in the west wall and ambush holes in the floor. A small set of stairs lead down to street level. The gatehouse extends to the south, and a doorway leads out on the wall to the north. ~ 0 262152 0 D0 ~ ~ 0 -1 2911 D2 ~ ~ 0 -1 2925 D5 ~ stairs~ 0 -1 2908 S #2911 Atop the Western Wall~ You stand atop the western wall of Midgard. A forest extends to the west, and a small castle is barely visible above the treetops. To the north, an archway leads into one of the city watchtowers. To the south is the top of the western gatehouse. ~ 0 262144 1 D0 ~ ~ 0 -1 2912 D2 ~ ~ 0 -1 2910 S #2912 In the Northwest Tower~ You are in a small circular room, spiral stairs lead both up to the top of the watchtower, and down to street level. Archways lead outside both to the south and east. ~ 0 262152 0 D1 ~ ~ 0 -1 2913 D2 ~ ~ 0 -1 2911 D4 ~ ~ 0 0 2926 D5 ~ ~ 0 0 2907 S #2913 Atop the Northern Wall~ You stand atop the northern wall of Midgard. The great plains extend far to the north, and a mountain range is just visible. Archways to the east and west lead into city watchtowers. ~ 0 262144 1 D1 ~ ~ 0 -1 2914 D3 ~ ~ 0 -1 2912 S #2914 In the Northeast Tower~ You are in a small circular room, spiral stairs lead both up to the top of the watchtower, and down to street level. Archways lead outside both to the south and west. ~ 0 262152 0 D2 ~ ~ 0 -1 2915 D3 ~ ~ 0 -1 2913 D4 ~ ~ 0 -1 2927 D5 ~ ~ 0 -1 2906 S #2915 Atop the Eastern Wall~ You stand atop the eastern wall of Midgard. The top of a strange tower is just visible above the forest east of here. To the north, an archway leads into one of the city watchtowers. To the south is the top of the eastern gatehouse. ~ 0 262144 1 D0 ~ ~ 0 -1 2914 D2 ~ ~ 0 -1 2916 S #2916 Eastern Gatehouse~ You are in a long room over the eastern gates of Midgard. Remnants from a less peaceful past dominate this room, from the heavy iron door waiting to be dropped in place over the gate below, to the archers slots in the east wall and ambush holes in the floor. A small set of stairs lead down to street level. The gatehouse extends to the south, and a doorway leads out on the wall to the north. ~ 0 262152 0 D0 ~ ~ 0 -1 2915 D2 ~ ~ 0 -1 2917 D5 ~ stairs~ 0 -1 2905 S #2917 Eastern Gatehouse~ You are in a long room over the eastern gates of Midgard. Remnants from a less peaceful past dominate this room, from the heavy iron door waiting to be dropped in place over the gate below, to the archers slots in the east wall and ambush holes in the floor. A small set of stairs lead down to street level. The gatehouse extends to the north, and a doorway leads out on the wall to the south. ~ 0 262152 0 D0 ~ ~ 0 -1 2916 D2 ~ ~ 0 -1 2918 D5 ~ stairs~ 0 -1 2904 S #2918 Atop the Eastern Wall~ You stand atop the eastern wall of Midgard. Not much can be seen from here, since mountains block your view to the east. A small river flows through an arch in the wall below you. The wall extends far to the south. To the north is the top of the eastern gatehouse. ~ 0 262144 1 D0 ~ ~ 0 -1 2917 D2 ~ ~ 0 -1 2919 S #2919 Atop the Eastern Wall~ You stand atop the eastern wall of Midgard. Not much can be seen from here, since mountains block your view to the east. The wall extends far to the north. To the south, an archway leads into one of the city watchtowers. ~ 0 262144 1 D0 ~ ~ 0 -1 2918 D2 ~ ~ 0 -1 2920 S #2920 In the Southeast Tower~ You are in a small circular room, spiral stairs lead both up to the top of the watchtower, and down to street level. Archways lead outside both to the north and west. ~ 0 262152 0 D0 ~ ~ 0 -1 2919 D3 ~ ~ 0 -1 2921 D4 ~ ~ 0 -1 2928 D5 ~ ~ 0 -1 2903 S #2921 Atop the Southern Wall~ You stand atop the southern wall of Midgard. A road extends to the south through a dark forest. Archways to the east and west lead into city watchtowers. ~ 0 262144 1 D1 ~ ~ 0 -1 2920 D3 ~ ~ 0 -1 2922 S #2922 In the Southwest Tower~ You are in a small circular room, spiral stairs lead both up to the top of the watchtower, and down to street level. Archways lead outside both to the north and east. ~ 0 262152 0 D0 ~ ~ 0 -1 2923 D1 ~ ~ 0 -1 2921 D4 ~ ~ 0 -1 2929 D5 ~ ~ 0 -1 2902 S #2923 Atop the Western Wall~ You stand atop the western wall of Midgard. Swampland extends to the west. The wall continues to the north. To the south, an archway leads into one of the city watchtowers. ~ 0 262144 1 D0 ~ ~ 0 -1 2924 D2 ~ ~ 0 -1 2922 S #2924 Atop the Western Wall~ You stand atop the western wall of Midgard. A small river flows through an arch in the wall below you, and vanishes into the forest to the west. The wall extends far to the south. To the north is the top of the western gatehouse. ~ 0 262144 1 D0 ~ ~ 0 -1 2925 D2 ~ ~ 0 -1 2923 S #2925 Western Gatehouse~ You are in a long room over the western gates of Midgard. Remnants from a less peaceful past dominate this room, from the heavy iron door waiting to be dropped in place over the gate below, to the archers slots in the west wall and ambush holes in the floor. A small set of stairs lead down to street level. The gatehouse extends to the north, and a doorway leads out on the wall to the south. ~ 0 262152 0 D0 ~ ~ 0 -1 2910 D2 ~ ~ 0 -1 2924 D5 ~ stairs~ 0 -1 2901 S #2926 Top of the Northwest Tower~ You stand atop one of the city watchtowers. To the north, a wall of mountains rise up out of the plains. To the west, the green canopy of the Haon Dor forest extends as far as the eye can see. Spiral stairs lead down into the tower. ~ 0 262144 1 D5 ~ ~ 0 0 2912 S #2927 Top of the Northeast Tower~ You stand atop one of the city watchtowers. To the north, a wall of mountains rise up out of the plains. The north sea is just visible through a break in the mountains. Far to the east, you can just make out the spires of another city. Spiral stairs lead down into the tower. ~ 0 262144 1 D5 ~ stairs~ 0 -1 2914 S #2928 Top of the Southeast Tower~ You stand atop one of the city watchtowers. To the east, the beginning of a mountain range blocks your view. To the south, beyond the dark canopy of the Miden'nir forest, the mountain range curves toward the west. Spiral stairs lead down into the tower. ~ 0 262144 1 D5 ~ stairs~ 0 -1 2920 S #2929 Top of the Southwest Tower~ You stand atop one of the city watchtowers. To the west, the green canopy of the Haon Dor forest stretches off into the distance. To the south, a city is barely visible beyond the Miden'nir forest. Spiral stairs lead down into the tower. ~ 0 262144 1 D5 ~ stairs~ 0 -1 2922 S #2930 {#Bright Hallway{0~ The hallway runs far to the north and south. Inn doors are to the left and right. Torches light the hallway at night. {!<---------------- Red{0 Rooms {@Green ------------------->{0 ~ 0 262152 0 D0 The hallway continues ~ ~ 0 -1 2931 D1 {@Green{x Room ~ door~ 4 3294 2937 D2 The hallway continues ~ ~ 0 -1 3008 D3 {!Red{x Room ~ door~ 4 3293 2936 S #2931 {#Bright Hallway{0~ The hallway runs far to the north and south. Inn doors are to the left and right. Torches light the hallway at night. {#<---------------- Yellow{0 Rooms {$Blue ------------------->{0 ~ 0 262152 0 D0 The hallway continues ~ ~ 0 -1 2932 D1 {$Blue{x Room ~ door~ 4 3296 2939 D2 The hallway continues ~ ~ 0 -1 2930 D3 {#Yellow{x Room ~ door~ 4 3295 2938 S #2932 {#Bright Hallway{0~ The hallway runs far to the north and south. Inn doors are to the left and right. Torches light the hallway at night. {&^ {&| White {&| {%<---------------- Purple{0 Rooms {^Cyan ------------------->{0 ~ 0 262152 0 D0 {&White{x Room ~ door~ 4 3299 2942 D1 {^Cyan{x Room ~ door~ 4 3298 2941 D2 The hallway continues ~ ~ 0 -1 2931 D3 {%Purple{x Room ~ door~ 4 3297 2940 S #2933 {3Dark Hallway{0~ The hallway runs far to the east and west. Inn doors are to the north and south. Torches do not light the hallway. Nothing does. {1/-\ {2 | {1 | {0Rooms {2 | {1 | {2\-/{0 ~ 0 262152 0 D0 {1Dark Red{0 Room ~ door~ 4 3300 2943 D1 The hallway continues ~ ~ 0 -1 2934 D2 {2Dark Green{x Room ~ door~ 4 3301 2944 D3 The hallway continues ~ ~ 0 -1 3008 S #2934 {3Dark Hallway{0~ The hallway runs far to the east and west. Inn doors are to the north and south. Torches do not light the hallway. Nothing does. {3/-\ {4 | {3 | {0Rooms {4 | {3 | {4\-/{0 ~ 0 262152 0 D0 {3Dark Yellow{x Room ~ door~ 4 3302 2945 D1 The hallway continues ~ ~ 0 -1 2935 D2 {4Dark Blue{x Room ~ door~ 4 3303 2946 D3 The hallway continues ~ ~ 0 -1 2933 S #2935 {3Dark Hallway{0~ The hallway runs far to the east and west. Inn doors are to the north and south. Torches do not light the hallway. Nothing does. {5/-\ {6 | {5 | {0Rooms {6 | {5 | {6\-/{0 {8--------------------->{0 ~ 0 262152 0 D0 {5Dark Purple{x Room ~ door~ 4 3304 2947 D1 {8Black{x Room ~ door~ 4 3306 2949 D2 {6Dark Cyan{x Room ~ door~ 4 3305 2948 D3 The hallway continues ~ ~ 0 -1 2934 S #2936 {!Red {$Room{0~ The room is warm and cozey. There is a large fireplace built into the wall across from the bed. A bottle of wine rests on the table beside your bed, and a beautifully woven chair sits by the fire, which seems to be always lit. ~ 0 262156 0 D1 The hallway continues ~ door~ 4 3293 2930 M 1000 H 750 S #2937 {@Green{$ Room{0~ The room is warm and cozey. There is a large fireplace built into the wall across from the bed. A bottle of wine rests on the table beside your bed, and a beautifully woven chair sits by the fire, which seems to be always lit. ~ 0 262156 0 D3 The hallway continues ~ door~ 4 3294 2930 M 1000 H 750 S #2938 {#Yellow{$ Room{0~ The room is warm and cozey. There is a large fireplace built into the wall across from the bed. A bottle of wine rests on the table beside your bed, and a beautifully woven chair sits by the fire, which seems to be always lit. ~ 0 262156 0 D1 The hallway continues ~ door~ 4 3295 2931 M 1000 H 750 S #2939 {$Blue Room{0~ The room is warm and cozey. There is a large fireplace built into the wall across from the bed. A bottle of wine rests on the table beside your bed, and a beautifully woven chair sits by the fire, which seems to be always lit. ~ 0 262156 0 D3 The hallway continues ~ door~ 4 3296 2931 M 1000 H 750 S #2940 {%Purple {$Room{0~ The room is warm and cozey. There is a large fireplace built into the wall across from the bed. A bottle of wine rests on the table beside your bed, and a beautifully woven chair sits by the fire, which seems to be always lit. ~ 0 262156 0 D1 The hallway continues ~ door~ 4 3297 2932 M 1000 H 750 S #2941 {^Cyan {$Room{0~ The room is warm and cozey. There is a large fireplace built into the wall across from the bed. A bottle of wine rests on the table beside your bed, and a beautifully woven chair sits by the fire, which seems to be always lit. ~ 0 262156 0 D3 The hallway continues ~ door~ 4 3298 2932 M 1000 H 750 S #2942 {&White {$Room{0~ The room is warm and cozey. There is a large fireplace built into the wall across from the bed. A bottle of wine rests on the table beside your bed, and a beautifully woven chair sits by the fire, which seems to be always lit. ~ 0 262156 0 D2 The hallway continues ~ door~ 4 3299 2932 M 1000 H 750 S #2943 {1Dark Red{$ Room{0~ The room is warm and cozey. There is a large fireplace built into the wall across from the bed. A bottle of wine rests on the table beside your bed, and a beautifully woven chair sits by the fire, which seems to be always lit. ~ 0 262156 0 D2 The hallway continues ~ door~ 4 3300 2933 M 750 H 1000 S #2944 {2Dark Green{$ Room{0~ The room is warm and cozey. There is a large fireplace built into the wall across from the bed. A bottle of wine rests on the table beside your bed, and a beautifully woven chair sits by the fire, which seems to be always lit. ~ 0 262156 0 D0 The hallway continues ~ door~ 4 3301 2933 M 750 H 1000 S #2945 {3Dark Yellow{$ Room{0~ The room is warm and cozey. There is a large fireplace built into the wall across from the bed. A bottle of wine rests on the table beside your bed, and a beautifully woven chair sits by the fire, which seems to be always lit. ~ 0 262156 0 D2 The hallway continues ~ door~ 4 3302 2934 M 750 H 1000 S #2946 {4Dark Blue{$ Room{0~ The room is warm and cozey. There is a large fireplace built into the wall across from the bed. A bottle of wine rests on the table beside your bed, and a beautifully woven chair sits by the fire, which seems to be always lit. ~ 0 262156 0 D0 The hallway continues ~ door~ 4 3303 2934 M 0 H 2000 S #2947 {5Dark Purple {$Room{0~ The room is warm and cozey. There is a large fireplace built into the wall across from the bed. A bottle of wine rests on the table beside your bed, and a beautifully woven chair sits by the fire, which seems to be always lit. ~ 0 262156 0 D2 The hallway continues ~ door~ 4 3304 2935 M 750 H 1000 S #2948 {6Dark Cyan {$Room{0~ The room is warm and cozey. There is a large fireplace built into the wall across from the bed. A bottle of wine rests on the table beside your bed, and a beautifully woven chair sits by the fire, which seems to be always lit. ~ 0 262156 0 D0 The hallway continues ~ door~ 4 3305 2935 M 750 H 1000 S #2949 {8Black {$Room{0~ The room is warm and cozey. There is a large fireplace built into the wall across from the bed. A bottle of wine rests on the table beside your bed, and a beautifully woven chair sits by the fire, which seems to be always lit. ~ 0 262156 0 D3 The hallway continues ~ door~ 4 3306 2935 M 2000 H 50 S #2950 Army Preperation Room ~ This is where an army masses to storm Midgard. ~ 0 795660 0 S #2960 Guard House ~ A lonly guard stands here protecting the innocent ~ 0 262144 0 D0 ~ ~ 1 0 2961 S #2961 Guard House ~ A guard house ~ 0 262144 0 D1 ~ ~ 1 0 2962 S #2962 Guard House ~ Guard house ~ 0 262144 0 D0 ~ ~ 1 0 2963 S #2963 Guard House ~ Guard house ~ 0 262148 0 S #3001 The Temple of Odin~ Standing in the Mighty Odin's temple, chanting can be heard from all around. Bright lights flash from numerous doorways, and others remain dark. There is a crisp smell to the air. To the north, the temple altar can be seen. East is the main temple room. ~ 0 262156 0 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 ROM enhancements by Alander. ROT enhancements by Vengeance. ~ D0 ~ ~ 0 0 3054 D1 ~ ~ 0 0 2909 D4 ~ ~ 0 0 60350 S #3002 Cleric's Inner Sanctum ~ This is the inner sanctum. A picture of the mighty Odin 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. ~ 0 262156 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. ~ 0 262156 0 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. ~ D2 You see the entrance. ~ ~ 0 -1 3004 D3 You see the inner sanctum. ~ ~ 0 -1 3002 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. ~ 0 262152 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 {CT{cempl{Ce S{cquar{Ce{x~ You are in a place where there are many great temples. They are decorated with jewels and gold in a god-like fashion. Chanting sounds come from some of the closer ones, while others look dark and desolate. An aura of power can be felt all around. ~ 0 262144 1 D0 ~ ~ 0 0 2909 D1 You see the good old {^Rabid {@Wolf{$ Inn{0. ~ ~ 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 {^Rabid {@Wolf{$ Inn{0~ You are standing in the entrance hall of the {^Rabid {@Wolf{$ Inn{0. The hall has been wisely decorated with simple but functional furniture. A small staircase leads up to the reception room, where you can by a room. The bar is to the east. ~ 0 262152 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 D5 You see the entrance to the vampires guild. ~ ~ 0 -1 3374 S #3007 The {^Rabid {@Wolf{$ Inn{0~ 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. ~ 0 262152 0 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. ~ E sign~ The sign reads: Free instructions provided by the {^Rabid {@Wolf{$ Inn{0. 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. ~ D0 ~ ~ 0 0 2900 D3 ~ ~ 0 0 3006 S #3008 The Reception Room ~ You are standing in an old, room, with fine blesses wooden walls. The desk is on the western wall, where the inn keeper sits. The dark rooms are down the hall to the east, and the light rooms are to the north. The Entrance to the inn is down the staircase ~ 0 262152 0 D0 You see the bright rooms. ~ ~ 0 -1 2930 D1 You see the dark hallway. ~ ~ 0 -1 2933 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. ~ 0 262152 0 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. ~ 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. ~ D2 You see the main street. ~ ~ 0 -1 3013 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. ~ 0 262152 0 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. ~ D2 You see the main street. ~ ~ 0 -1 3015 S #3011 The Weapon Shop ~ You are inside the weapon shop. There is a small note on the counter. ~ 0 262152 0 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. ~ D2 You see the main street. ~ ~ 0 -1 3016 S #3012 The Main Street ~ You are at the end of the main street of Midgard. 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. ~ 0 262144 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 The Main Street ~ You are on the main street passing through the City of Midgard. South of here is the entrance to the Armoury, and the bakery is to the north. East of here is the market square. ~ 0 262144 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 {CM{carke{Ct S{cquar{Ce{x~ 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. ~ 0 262144 1 E statue~ What you see is the Midgard Worm, stretching around the Palace of Midgard. ~ 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 ~ ~ 0 0 3013 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. ~ 0 262144 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. ~ 0 262144 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 the Mage's Guild ~ The entrance hall is a small, poor lighted room. ~ 0 262152 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 wierdest in the land. Mystical images float around the air. Illusions of fine furniture appear all around the room. ~ 0 262156 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. ~ 0 262156 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. ~ 0 262152 0 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 ~ D0 You see the main street. ~ ~ 0 -1 3013 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. ~ 0 262152 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. ~ 0 262156 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. ~ 0 262156 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. Melancholy's map shop is north. The alley continues further west. ~ 0 262144 1 D0 You see Melancholy's Map Shop ~ ~ 0 -1 3160 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 {CC{commo{Cn S{cquar{Ce{x~ 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. ~ 0 262144 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. To the north is the Guild of Rangers. The alley continues east. ~ 0 262144 1 E guild~ It is the thieves guild, don't enter if you care about your health or money. ~ D0 You see the entrance to the rangers guild. ~ ~ 0 -1 3371 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 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. ~ 0 262152 0 D0 You see the alley. ~ ~ 0 -1 3026 D1 You see the thieves bar, where everything disappears. ~ ~ 0 -1 3028 S #3028 The Thieve's 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?!) ~ 0 262156 0 E furniture~ As you look at the furniture, the chair you sit on disappears. ~ D2 You see the secret yard. ~ ~ 0 -1 3029 D3 You see the entrance hall to the thieves guild. ~ ~ 0 -1 3027 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. ~ 0 262156 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. A rickety old bridge leads south to the promenade. ~ 0 262148 2 E sign~ Festival under renovations! may be back in a few months! ~ D0 You see the common square. ~ ~ 0 -1 3025 D2 You see a river between northern and southern Midgard. A small bridge spans the flow. ~ ~ 0 -1 3254 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. ~ 0 266252 0 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 ~ D2 ~ ~ 0 0 3045 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. ~ 0 262156 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. ~ 0 262152 0 E scrolls~ Each scroll is stored in a leather tube that protects it from moist. ~ E books~ Most of them appear to be very old and dusty. ~ 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. ~ D2 You see the main street. ~ ~ 0 -1 3012 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. ~ 0 262152 0 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. ~ E desk~ Your face is reflected in its surface. ~ E oil lamps~ They are made from polished gold and looks as if they are securely fastened to the smooth stone walls. ~ D0 You see Main Street. ~ ~ 0 -1 3015 S #3035 {RA smoldering crater{x~ With the mishap of the sun, The once leather shop is now but a {1smoldering {*crater{(. To the south is the is the remenants of the leather worker and down is a hole that goes straight into the sewers. {X ~ 0 262152 0 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. ~ E pot~ Several large pieces of leather hide are boiling in the iron pot. ~ 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 fireplace~ It is a rather large fireplace made from heavy granite rocks. ~ D2 You see the alley. ~ ~ 0 -1 3044 D5 ~ ~ 0 0 7016 S #3040 Inside the West Gate of Midgard~ 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 both north and south from here. After the mishap everything to the west was burned, but now everything has been restored thanks to your great Mayor!{x ~ 0 262144 1 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. ~ 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 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 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. ~ D0 Wall road runs along the inner city wall to the north. ~ ~ 0 -1 3257 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 ~ ~ 1 0 3052 S #3041 Inside the East Gate of Midgard~ 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. Wall road crosses the street, heading north and south along the city wall. ~ 0 262144 1 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. ~ 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 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 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. ~ D0 Wall road heads north along the city wall. ~ ~ 0 -1 3267 D1 You see the city gate. ~ gate~ 1 3133 3053 D2 Wall road heads south towards the poor section of town. ~ ~ 0 0 3250 D3 You see Main Street.~ ~ 0 -1 3016 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. A gatehouse is to the west. ~ 0 262144 1 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. ~ D0 You see the city gate. ~ ~ 0 -1 3040 D2 The road continues further south. ~ ~ 0 -1 3043 D3 ~ ~ 0 -1 2901 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. ~ 0 262144 1 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. ~ E letters~ It says 'Who watches the watchmen?' ~ 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 D3 ~ ~ 0 0 3170 S #3044 Poor Alley~ You are in narrow and dirty alley leading east and west. The leather shop is to the north. A {3charred{x corpse of the {6leather worker{x is here.{x ~ 0 262144 1 D0 The leather shop is to the north. ~ ~ 0 -1 3035 D1 The alley leads east. ~ ~ 0 -1 3024 D2 ~ ~ 0 0 30201 D3 The alley leads west. ~ ~ 0 -1 3043 S #3045 Alley at the Levee~ You are standing in the alley which continues east and west. South of here you see the levee. North is the Pet Shop. ~ 0 262144 1 D0 ~ ~ 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 the Alley~ You are standing at the eastern end of the alley, near the city walls. Wall road loops around the city to your east, and you can see an old three-story warehouse to the south. The Fountain of Youth Apothecary is north. ~ 0 262144 1 D0 You see a pricey-looking potion shop. ~ ~ 0 0 3056 D1 You see wall road, running a north-south loop around the city. ~ ~ 0 -1 3251 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. ~ 0 262144 1 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. ~ D0 You see the road. ~ ~ 0 -1 3043 D2 You see the bridge. ~ ~ 0 -1 3051 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. ~ 0 262152 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. Directly across the river you can see a small boat landing built off of Kate's Diner. ~ 0 262144 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. ~ 0 262152 0 D0 You see the alley. ~ ~ 0 -1 3046 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. ~ 0 262144 1 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. ~ E opening~ You cannot really see it from here as it is somewhere beneath your feet. ~ 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. ~ D0 You see the road. ~ ~ 0 -1 3047 D2 You see the Concourse. ~ ~ 0 -1 3100 S #3052 Outside the West Gate of Midgard~ 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. ~ 0 262144 1 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. ~ 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 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 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. ~ D0 The trail continues around the City of Midgard. ~ ~ 0 -1 3900 D1 ~ ~ 1 0 3040 D3 The forest edge is to the west. ~ ~ 0 -1 6000 S #3053 Outside the East Gate of Midgard~ 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. ~ 0 262144 1 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. ~ 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 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 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. ~ D0 The trail continues around the City of Midgard. ~ ~ 0 -1 3908 D1 You see the plains.~ ~ 0 -1 3503 D3 You see the city gate. ~ gate~ 1 3133 3041 S #3054 The Temple Altar of Odin~ You are by the temple altar, in the northern end of the Temple of Odin. A huge altar made from black polished obsidian is standing in front of you and behind it is a ten-foot tall sitting statue of Odin, the God of all Gods. The back of the altar opens into a beautiful atrium, above which can be seen a rainbow. ~ 0 262152 0 E statue Odin king god~ The statue represents the Great God Odin, holding a pen. He has the head of an ibis and a kindly look on his face. His pen is topped by a painted cube, the 6 faces of which represent the 6 aspects of his power. ~ 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. ~ D2 ~ ~ 0 0 3001 M 500 H 500 S #3056 The Fountain of Youth Apothecary~ An old man putters around behind the counter, making strange love potions and curative philtres. He turns as you enter, and looks on with avarice. Judging from the furnishings, he's been made very wealthy by his trade. ~ 0 262152 0 D2 You see the eastern end of alley. ~ ~ 0 -1 3046 S #3057 In the air...~ WOW you can fly! You are floating in the air above Temple Square of Midgard. ~ 0 262148 9 D4 More of the same. ~ ~ 0 0 1017 D5 Back down on the earth where you should be! ~ ~ 0 0 3005 S #0 #SPECIALS M 3091 spec_dog_pee Load to: the puppy M 3092 spec_dog_pee Load to: the beagle M 3093 spec_dog_pee Load to: the rottweiler M 3094 spec_dog_pee Load to: the wolf M 3100 spec_cast_cleric Load to: the maid M 3120 spec_cast_cleric Load to: the sexton M 3143 spec_mayor Load to: the mayor M 3163 spec_nasty Load to: the thief M 3166 spec_executioner Load to: {BJo{crm{Bun{cgu{Bnd{x M 3167 spec_cast_adept Load to: the {7he{8al{7er{0 M 3170 spec_cast_undead Load to: the guildmaster M 3173 spec_cast_undead Load to: the waiter M 3182 spec_guard Load to: the watchguard M 3183 spec_guard Load to: the watchguard M 3184 spec_guard Load to: the watchguard M 3185 spec_guard Load to: the watchguard M 3186 spec_questmaster Load to: {^Urd{0 M 3187 spec_summoner Load to: the conjurer M 2900 spec_ogre_member Load to: a berserker M 2910 spec_ogre_member Load to: a statue of Krull M 3000 spec_cast_mage Load to: the wizard M 3005 spec_ogre_member Load to: the thief M 3011 spec_executioner Load to: {rF{de{Dnr{di{rr{x M 3012 spec_cast_adept Load to: the {&he{7al{&er{0 M 3020 spec_cast_mage Load to: the guildmaster M 3021 spec_cast_cleric Load to: the guildmaster M 3024 spec_cast_mage Load to: the sorcerer M 3029 spec_cast_mage Load to: the dryad M 3030 spec_cast_undead Load to: the zombie M 3042 spec_cast_mage Load to: the waiter M 3043 spec_cast_cleric Load to: the waiter M 3060 spec_guard Load to: the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x M 3061 spec_janitor Load to: the janitor M 3062 spec_fido Load to: The Mutt M 3067 spec_guard Load to: the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 M 3068 spec_guard Load to: the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 M 3069 spec_guard Load to: the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 S #RESETS D 0 3110 3 2 The west door of {1Ci{4ty{7g{4ua{1rd Head Quarters{x is closed and locked D 0 3124 2 2 The south door of Elm Street is closed and locked D 0 3142 1 2 The east door of Captain's Office is closed and locked D 0 3142 2 2 The south door of Captain's Office is closed and locked D 0 3143 0 2 The north door of The Jail is closed and locked D 0 3160 0 2 The north door of Melancholy's Maps is closed and locked D 0 3161 2 2 The south door of Melancholy's Room is closed and locked D 0 3378 0 1 The north door of The House of Fetish is closed D 0 3379 2 1 The south door of Nemesis' Private Dungeon is closed D 0 2930 1 2 The east door of {#Bright Hallway{0 is closed and locked D 0 2930 3 2 The west door of {#Bright Hallway{0 is closed and locked D 0 2931 1 2 The east door of {#Bright Hallway{0 is closed and locked D 0 2931 3 2 The west door of {#Bright Hallway{0 is closed and locked D 0 2932 0 2 The north door of {#Bright Hallway{0 is closed and locked D 0 2932 1 2 The east door of {#Bright Hallway{0 is closed and locked D 0 2932 3 2 The west door of {#Bright Hallway{0 is closed and locked D 0 2933 0 2 The north door of {3Dark Hallway{0 is closed and locked D 0 2933 2 2 The south door of {3Dark Hallway{0 is closed and locked D 0 2934 0 2 The north door of {3Dark Hallway{0 is closed and locked D 0 2934 2 2 The south door of {3Dark Hallway{0 is closed and locked D 0 2935 0 2 The north door of {3Dark Hallway{0 is closed and locked D 0 2935 1 2 The east door of {3Dark Hallway{0 is closed and locked D 0 2935 2 2 The south door of {3Dark Hallway{0 is closed and locked D 0 2936 1 2 The east door of {!Red {$Room{0 is closed and locked D 0 2937 3 2 The west door of {@Green{$ Room{0 is closed and locked D 0 2938 1 2 The east door of {#Yellow{$ Room{0 is closed and locked D 0 2939 3 2 The west door of {$Blue Room{0 is closed and locked D 0 2940 1 2 The east door of {%Purple {$Room{0 is closed and locked D 0 2941 3 2 The west door of {^Cyan {$Room{0 is closed and locked D 0 2942 2 2 The south door of {&White {$Room{0 is closed and locked D 0 2943 2 2 The south door of {1Dark Red{$ Room{0 is closed and locked D 0 2944 0 2 The north door of {2Dark Green{$ Room{0 is closed and locked D 0 2945 2 2 The south door of {3Dark Yellow{$ Room{0 is closed and locked D 0 2946 0 2 The north door of {4Dark Blue{$ Room{0 is closed and locked D 0 2947 2 2 The south door of {5Dark Purple {$Room{0 is closed and locked D 0 2948 0 2 The north door of {6Dark Cyan {$Room{0 is closed and locked D 0 2949 3 2 The west door of {8Black {$Room{0 is closed and locked D 0 2960 0 2 The north door of Guard House is closed and locked D 0 2961 1 2 The east door of Guard House is closed and locked D 0 2962 0 2 The north door of Guard House is closed and locked O 0 3134 0 3101 *The bench loaded to Promenade O 0 3134 0 3102 *The bench loaded to Promenade O 0 3134 0 3103 *The bench loaded to Astral Square M 0 3100 1 3106 1 *Load the maid G 0 3100 0 *A cup of tea is given to the maid G 0 3101 0 *A cup of coffee is given to the maid G 0 3102 0 *A cup of water is given to the maid M 0 3120 1 3106 1 *Load the sexton G 0 3121 0 *A key is given to the sexton O 0 3200 0 3106 *The juke loaded to Park Cafe M 0 3123 1 3109 1 *Load the sparrow M 0 3060 22 3109 1 *Load the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3365 0 0 *A war banner is loaded as a light of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3350 0 16 *A standard issue sword is loaded wielded of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3353 0 5 *A standard issue vest is loaded on the body of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3363 0 15 *A standard issue bracer is loaded on the right wrist of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x M 0 3060 22 3111 4 *Load the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3365 0 0 *A war banner is loaded as a light of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3350 0 16 *A standard issue sword is loaded wielded of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3353 0 5 *A standard issue vest is loaded on the body of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x G 0 3120 0 *A key is given to the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x M 0 3060 22 3111 4 *Load the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3365 0 0 *A war banner is loaded as a light of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3350 0 16 *A standard issue sword is loaded wielded of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3353 0 5 *A standard issue vest is loaded on the body of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3363 0 15 *A standard issue bracer is loaded on the right wrist of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x M 0 3124 2 3113 1 *Load the duck M 0 3121 1 3114 1 *Load the swan M 0 3122 1 3114 1 *Load the duckling M 0 3124 2 3115 1 *Load the duck M 0 3060 22 3117 1 *Load the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3365 0 0 *A war banner is loaded as a light of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3350 0 16 *A standard issue sword is loaded wielded of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3353 0 5 *A standard issue vest is loaded on the body of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x M 0 3060 22 3120 1 *Load the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3365 0 0 *A war banner is loaded as a light of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3350 0 16 *A standard issue sword is loaded wielded of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3353 0 5 *A standard issue vest is loaded on the body of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x M 0 3144 1 3120 1 *Load the town crier M 0 3060 22 3125 1 *Load the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3365 0 0 *A war banner is loaded as a light of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3350 0 16 *A standard issue sword is loaded wielded of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3353 0 5 *A standard issue vest is loaded on the body of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x M 0 3005 4 3128 2 *Load the thief E 0 3351 0 16 *A standard issue dagger is loaded wielded of the thief M 0 3142 1 3137 1 *Load the secretary E 0 3124 0 16 *A long sword is loaded wielded of the secretary M 0 3069 4 3138 4 *Load the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3365 0 0 *A war banner is loaded as a light of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3350 0 16 *A standard issue sword is loaded wielded of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 M 0 3069 4 3138 4 *Load the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3365 0 0 *A war banner is loaded as a light of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3350 0 16 *A standard issue sword is loaded wielded of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 M 0 3069 4 3138 4 *Load the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3365 0 0 *A war banner is loaded as a light of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3350 0 16 *A standard issue sword is loaded wielded of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 M 0 3069 4 3138 4 *Load the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3365 0 0 *A war banner is loaded as a light of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3350 0 16 *A standard issue sword is loaded wielded of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 O 0 3135 0 3141 *A fountain loaded to The End of Penny Lane O 0 3136 0 3141 *A small pile of coins loaded to The End of Penny Lane M 0 3140 1 3142 1 *Load the captain E 0 3350 0 16 *A standard issue sword is loaded wielded of the captain G 0 3122 0 *A key is given to the captain G 0 3137 0 *A steel key is given to the captain M 0 3141 4 3142 4 *Load the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3350 0 16 *A standard issue sword is loaded wielded of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 M 0 3141 4 3142 4 *Load the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3350 0 16 *A standard issue sword is loaded wielded of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 M 0 3141 4 3142 4 *Load the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3350 0 16 *A standard issue sword is loaded wielded of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 M 0 3141 4 3142 4 *Load the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3350 0 16 *A standard issue sword is loaded wielded of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 O 0 3130 0 3142 *The desk loaded to Captain's Office P 0 3123 1 3130 1 *A key put inside a key O 0 3131 0 3142 *The safe loaded to Captain's Office P 0 3132 1 3131 1 *The silver coins put inside the silver coins M 0 3150 1 3150 1 *Load Esme G 0 3154 0 *A bottle of george killian's irish red is given to Esme G 0 3152 0 *A bowl of beef stew is given to Esme G 0 3153 0 *A biscuit is given to Esme G 0 3151 0 *A bowl of chicken noodle soup is given to Esme G 0 1103 0 *A pipeweed bread is given to Esme G 0 3150 0 *A cup of cinnamon coffee is given to Esme G 0 3100 0 *A cup of tea is given to Esme O 0 3200 0 3150 *The juke loaded to Kate's Diner O 0 3398 0 3170 *A {bs{blot {bm{bachine{x loaded to Temple of the Stupid M 0 3071 2 3255 2 *Load the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3365 0 0 *A war banner is loaded as a light of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3350 0 16 *A standard issue sword is loaded wielded of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3353 0 5 *A standard issue vest is loaded on the body of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3362 0 13 *A standard issue belt is loaded around the waist of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 M 0 3072 1 3262 1 *Load the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3365 0 0 *A war banner is loaded as a light of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3350 0 16 *A standard issue sword is loaded wielded of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3353 0 5 *A standard issue vest is loaded on the body of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3354 0 11 *A standard issue shield is loaded as a shield of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 M 0 3311 1 3311 1 *Load a shrine to Rache M 0 3313 1 3313 1 *Load a statue of Mystical M 0 3317 1 3317 1 *Load The statue of Niex M 0 3318 1 3318 1 *Load a statue of Bobby M 0 3162 1 3334 1 *Load Otho the Changer O 0 3200 0 3352 *The juke loaded to Grebe's Tavern O 0 3200 0 3355 *The juke loaded to Andy's Pub O 0 3200 0 3356 *The juke loaded to Room in the Pub M 0 3188 1 3357 1 *Load the powerful sage M 0 3165 5 3360 1 *Load the High Priest of Odin M 0 3164 5 3361 1 *Load the High Priest of Hel M 0 3011 1 3365 1 *Load {rF{de{Dnr{di{rr{x E 0 3005 0 16 *{rf{de{rnr{di{rr{x's {rc{dla{rw{x is loaded wielded of {rF{de{Dnr{di{rr{x M 0 3167 5 3366 1 *Load the {7he{8al{7er{0 O 0 3397 0 3366 *A {3h{#ea{&l{#in{3g {6s{^a{&u{^n{6a{0 loaded to The Temple Altar of Hel O 0 3010 0 3367 *The donation pit loaded to Donation Room O 0 3380 0 3367 *A sign loaded to Donation Room M 0 3172 1 3369 1 *Load the waitress G 0 3002 0 *A bottle of ale is given to the waitress G 0 3003 0 *A bottle of firebreather is given to the waitress G 0 3004 0 *A bottle of local specialty is given to the waitress E 0 3022 0 16 *A long sword is loaded wielded of the waitress M 0 3169 1 3370 1 *Load the guildmaster M 0 3028 1 3371 1 *Load the woodsman E 0 3027 0 16 *A spear is loaded wielded of the woodsman M 0 3171 1 3372 1 *Load the waiter G 0 3002 0 *A bottle of ale is given to the waiter G 0 3003 0 *A bottle of firebreather is given to the waiter G 0 3004 0 *A bottle of local specialty is given to the waiter E 0 3022 0 16 *A long sword is loaded wielded of the waiter M 0 3168 1 3373 1 *Load the guildmaster M 0 3030 1 3374 1 *Load the zombie M 0 3173 1 3375 1 *Load the waiter G 0 3382 0 *A glass of red wine is given to the waiter G 0 3381 0 *A bottle of blood is given to the waiter M 0 3170 1 3376 1 *Load the guildmaster M 0 3178 1 3378 1 *Load The slave M 0 3179 1 3378 1 *Load The slave M 0 3176 1 3380 1 *Load Clem G 0 3389 0 *A black leather whip is given to Clem G 0 3390 0 *A horse tail whip is given to Clem G 0 3391 0 *A black riding crop is given to Clem G 0 3392 0 *A black leather paddle is given to Clem G 0 3393 0 *A pair of leather ankle cuffs is given to Clem G 0 3394 0 *A leather wrist cuff is given to Clem M 0 3177 1 3381 1 *Load Mercy G 0 3395 0 *A pair of fishnet stockings is given to Mercy G 0 3396 0 *A black lace teddy is given to Mercy M 0 3060 22 2911 2 *Load the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3365 0 0 *A war banner is loaded as a light of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3350 0 16 *A standard issue sword is loaded wielded of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3353 0 5 *A standard issue vest is loaded on the body of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3363 0 15 *A standard issue bracer is loaded on the right wrist of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x M 0 3060 22 2919 2 *Load the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3365 0 0 *A war banner is loaded as a light of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3350 0 16 *A standard issue sword is loaded wielded of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3353 0 5 *A standard issue vest is loaded on the body of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3363 0 15 *A standard issue bracer is loaded on the right wrist of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x M 0 3182 1 2926 1 *Load the watchguard E 0 3365 0 0 *A war banner is loaded as a light of the watchguard E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the watchguard E 0 3350 0 16 *A standard issue sword is loaded wielded of the watchguard E 0 3353 0 5 *A standard issue vest is loaded on the body of the watchguard E 0 3354 0 11 *A standard issue shield is loaded as a shield of the watchguard M 0 3183 1 2927 1 *Load the watchguard E 0 3365 0 0 *A war banner is loaded as a light of the watchguard E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the watchguard E 0 3350 0 16 *A standard issue sword is loaded wielded of the watchguard E 0 3353 0 5 *A standard issue vest is loaded on the body of the watchguard E 0 3354 0 11 *A standard issue shield is loaded as a shield of the watchguard M 0 3184 1 2928 1 *Load the watchguard E 0 3365 0 0 *A war banner is loaded as a light of the watchguard E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the watchguard E 0 3350 0 16 *A standard issue sword is loaded wielded of the watchguard E 0 3353 0 5 *A standard issue vest is loaded on the body of the watchguard E 0 3354 0 11 *A standard issue shield is loaded as a shield of the watchguard M 0 3185 1 2929 1 *Load the watchguard E 0 3365 0 0 *A war banner is loaded as a light of the watchguard E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the watchguard E 0 3350 0 16 *A standard issue sword is loaded wielded of the watchguard E 0 3353 0 5 *A standard issue vest is loaded on the body of the watchguard E 0 3354 0 11 *A standard issue shield is loaded as a shield of the watchguard O 0 3307 0 2936 *A cozy warm bed loaded to {!Red {$Room{0 O 0 3307 0 2937 *A cozy warm bed loaded to {@Green{$ Room{0 O 0 3307 0 2938 *A cozy warm bed loaded to {#Yellow{$ Room{0 O 0 3307 0 2939 *A cozy warm bed loaded to {$Blue Room{0 O 0 3307 0 2940 *A cozy warm bed loaded to {%Purple {$Room{0 O 0 3307 0 2941 *A cozy warm bed loaded to {^Cyan {$Room{0 O 0 3307 0 2942 *A cozy warm bed loaded to {&White {$Room{0 O 0 3307 0 2943 *A cozy warm bed loaded to {1Dark Red{$ Room{0 O 0 3307 0 2944 *A cozy warm bed loaded to {2Dark Green{$ Room{0 O 0 3307 0 2945 *A cozy warm bed loaded to {3Dark Yellow{$ Room{0 O 0 3307 0 2946 *A cozy warm bed loaded to {4Dark Blue{$ Room{0 O 0 3307 0 2947 *A cozy warm bed loaded to {5Dark Purple {$Room{0 O 0 3307 0 2948 *A cozy warm bed loaded to {6Dark Cyan {$Room{0 O 0 3307 0 2949 *A cozy warm bed loaded to {8Black {$Room{0 M 0 3166 1 3001 1 *Load {BJo{crm{Bun{cgu{Bnd{x E 0 3379 0 16 *{bjo{crm{bun{cgu{bnd's {wm{waw{x is loaded wielded of {BJo{crm{Bun{cgu{Bnd{x M 0 3021 1 3002 1 *Load the guildmaster M 0 3043 1 3003 1 *Load the waiter G 0 3002 0 *A bottle of ale is given to the waiter G 0 3004 0 *A bottle of local specialty is given to the waiter E 0 3022 0 16 *A long sword is loaded wielded of the waiter O 0 3200 0 3003 *The juke loaded to Cleric's Bar M 0 3025 1 3004 1 *Load the knight templar M 0 3060 22 3004 2 *Load the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3365 0 0 *A war banner is loaded as a light of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3350 0 16 *A standard issue sword is loaded wielded of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3353 0 5 *A standard issue vest is loaded on the body of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3355 0 4 *A standard issue cloak is loaded around the neck (2) of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x O 0 3135 0 3005 *A fountain loaded to {CT{cempl{Ce S{cquar{Ce{x M 0 3187 1 3005 1 *Load the conjurer M 0 3061 5 3006 5 *Load the janitor M 0 3040 1 3007 1 *Load the bartender G 0 3000 0 *A barrel of beer is given to the bartender G 0 3001 0 *A bottle of beer is given to the bartender M 0 3064 3 3007 3 *Load the drunk O 0 3200 0 3007 *The juke loaded to The {^Rabid {@Wolf{$ Inn{0 M 0 3186 1 3007 1 *Load {^Urd{0 M 0 3013 1 3008 1 *Load the Inn Keeper G 0 3293 0 *{!red{0 inn key is given to the Inn Keeper G 0 3294 0 *{@green{0 inn key is given to the Inn Keeper G 0 3295 0 *{#yellow{0 inn key is given to the Inn Keeper G 0 3296 0 *{$blue{0 inn key is given to the Inn Keeper G 0 3297 0 *{%purple{0 inn key is given to the Inn Keeper G 0 3298 0 *{^cyan{0 inn key is given to the Inn Keeper G 0 3299 0 *{&white{0 inn key is given to the Inn Keeper G 0 3300 0 *{1dark red{0 inn key is given to the Inn Keeper G 0 3301 0 *{2dark green{0 inn key is given to the Inn Keeper G 0 3302 0 *{3dark yellow{0 inn key is given to the Inn Keeper G 0 3303 0 *{4dark blue{0 inn key is given to the Inn Keeper G 0 3304 0 *{5dark purple{0 inn key is given to the Inn Keeper G 0 3305 0 *{6dark cyan{0 inn key is given to the Inn Keeper G 0 3306 0 *{8black{0 inn key is given to the Inn Keeper M 0 3001 1 3009 1 *Load the baker G 0 3009 0 *A big pot pie is given to the baker G 0 3012 0 *A cinnamon roll is given to the baker G 0 3011 0 *Bread is given to the baker M 0 3002 1 3010 1 *Load the grocer G 0 3030 0 *A torch is given to the grocer G 0 3031 0 *A hooded brass lantern is given to the grocer G 0 3138 0 *A buffalo water skin is given to the grocer G 0 3032 0 *A bag is given to the grocer G 0 3033 0 *A box is given to the grocer G 0 3383 0 *A leather gem pouch is given to the grocer G 0 3387 0 *A silk gem pouch is given to the grocer E 0 3022 0 16 *A long sword is loaded wielded of the grocer G 0 3162 0 *A map of the city of midgard is given to the grocer G 0 3163 0 *A map of western thera is given to the grocer G 0 3164 0 *A map of southern midgard is given to the grocer G 0 3165 0 *A map of the dwarven kingdom is given to the grocer G 0 3166 0 *A map of the first level of moria is given to the grocer G 0 3167 0 *A map of new thalos is given to the grocer G 0 3168 0 *A map of olympus is given to the grocer G 0 3169 0 *A map of eastern thera is given to the grocer M 0 3003 1 3011 1 *Load the weaponsmith G 0 3020 0 *A dagger is given to the weaponsmith G 0 3021 0 *A small sword is given to the weaponsmith G 0 3022 0 *A long sword is given to the weaponsmith G 0 3023 0 *A club is given to the weaponsmith G 0 3024 0 *A mace is given to the weaponsmith G 0 3025 0 *A hand axe is given to the weaponsmith G 0 3026 0 *A battle axe is given to the weaponsmith G 0 3027 0 *A spear is given to the weaponsmith G 0 3028 0 *A wooden staff is given to the weaponsmith G 0 3029 0 *A flail is given to the weaponsmith E 0 3022 0 16 *A long sword is loaded wielded of the weaponsmith M 0 3062 16 3016 4 *Load The Mutt M 0 3024 1 3017 1 *Load the sorcerer M 0 3060 22 3017 2 *Load the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3365 0 0 *A war banner is loaded as a light of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3350 0 16 *A standard issue sword is loaded wielded of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3353 0 5 *A standard issue vest is loaded on the body of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3357 0 7 *A pair of standard issue leggings is loaded on the legs of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x M 0 3042 1 3018 1 *Load the waiter G 0 3002 0 *A bottle of ale is given to the waiter G 0 3003 0 *A bottle of firebreather is given to the waiter E 0 3022 0 16 *A long sword is loaded wielded of the waiter O 0 3200 0 3018 *The juke loaded to Mage's Bar M 0 3020 1 3019 1 *Load the guildmaster M 0 3004 1 3020 1 *Load the armourer G 0 3072 0 *A scale mail jerkin is given to the armourer G 0 3073 0 *A scale mail coif is given to the armourer G 0 3074 0 *A long scale mail skirt is given to the armourer G 0 3075 0 *A pair of reinforced boots is given to the armourer G 0 3076 0 *A pair of reinforced gloves is given to the armourer G 0 3077 0 *A pair of scale mail sleeves is given to the armourer G 0 3110 0 *A chain mail shirt is given to the armourer G 0 3111 0 *A chain mail coif is given to the armourer G 0 3112 0 *A long chain mail skirt is given to the armourer G 0 3113 0 *A pair of iron-bound boots is given to the armourer G 0 3114 0 *A pair of chain mail gauntlets is given to the armourer G 0 3115 0 *A pair of chain mail sleeves is given to the armourer G 0 3116 0 *A large metal shield is given to the armourer G 0 3097 0 *A small metal shield is given to the armourer G 0 3117 0 *A small wooden shield is given to the armourer E 0 3022 0 16 *A long sword is loaded wielded of the armourer M 0 3027 1 3021 1 *Load the knight E 0 3349 0 16 *A glowing long sword is loaded wielded of the knight M 0 3060 22 3021 2 *Load the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3365 0 0 *A war banner is loaded as a light of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3350 0 16 *A standard issue sword is loaded wielded of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3353 0 5 *A standard issue vest is loaded on the body of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3358 0 8 *A pair of standard issue boots is loaded on the feet of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x M 0 3045 1 3022 1 *Load the waiter G 0 3002 0 *A bottle of ale is given to the waiter G 0 3003 0 *A bottle of firebreather is given to the waiter G 0 3004 0 *A bottle of local specialty is given to the waiter E 0 3022 0 16 *A long sword is loaded wielded of the waiter O 0 3200 0 3022 *The juke loaded to The Bar of Swordsmen M 0 3023 1 3023 1 *Load the guildmaster M 0 3062 16 3024 4 *Load The Mutt M 0 3063 5 3026 5 *Load the vagabond E 0 3021 0 16 *A small sword is loaded wielded of the vagabond E 0 3066 0 5 *A hard leather jerkin is loaded on the body of the vagabond E 0 3052 0 15 *A leather bracer is loaded on the right wrist of the vagabond M 0 3066 1 3026 1 *Load an alley cat M 0 3026 1 3027 1 *Load the assassin E 0 3349 0 16 *A glowing long sword is loaded wielded of the assassin M 0 3060 22 3027 2 *Load the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3365 0 0 *A war banner is loaded as a light of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3350 0 16 *A standard issue sword is loaded wielded of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3353 0 5 *A standard issue vest is loaded on the body of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x E 0 3359 0 9 *A pair of standard issue gloves is loaded on the hands of the {Rc{ri{bt{By{Wg{Bu{ba{rr{Rd{x M 0 3005 4 3027 2 *Load the thief E 0 3351 0 16 *A standard issue dagger is loaded wielded of the thief M 0 3044 1 3028 1 *Load the waiter G 0 3003 0 *A bottle of firebreather is given to the waiter G 0 3004 0 *A bottle of local specialty is given to the waiter E 0 3022 0 16 *A long sword is loaded wielded of the waiter O 0 3200 0 3028 *The juke loaded to The Thieve's Bar M 0 3022 1 3029 1 *Load the guildmaster M 0 3008 1 3031 1 *Load the pet shop boy M 0 3090 1 3032 1 *Load the kitten M 0 3094 1 3032 1 *Load the wolf M 0 3000 1 3033 1 *Load the wizard G 0 3040 0 *A scroll of identify is given to the wizard G 0 3041 0 *A yellow potion of see invisible is given to the wizard G 0 3039 0 *A {7scroll{0 of {1can{3cellat{1ion{0 is given to the wizard G 0 3042 0 *A scroll of recall is given to the wizard G 0 3043 0 *A ring of protection is given to the wizard G 0 3044 0 *A wand of magic missiles is given to the wizard M 0 3009 1 3034 1 *Load the {^je{&wel{&l{^er{0 G 0 3377 0 *A {bblue diamond{x is given to the {^je{&wel{&l{^er{0 G 0 3386 0 *A cubic zirconium is given to the {^je{&wel{&l{^er{0 G 0 3376 0 *A {rruby{x is given to the {^je{&wel{&l{^er{0 G 0 3375 0 *An {gemerald{x is given to the {^je{&wel{&l{^er{0 G 0 3374 0 *A garnet is given to the {^je{&wel{&l{^er{0 G 0 3373 0 *A small pearl is given to the {^je{&wel{&l{^er{0 M 0 3067 2 3041 2 *Load the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3365 0 0 *A war banner is loaded as a light of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3350 0 16 *A standard issue sword is loaded wielded of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3353 0 5 *A standard issue vest is loaded on the body of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3360 0 10 *A pair of standard issue sleeves is loaded on the arms of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 M 0 3067 2 3041 2 *Load the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3365 0 0 *A war banner is loaded as a light of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3364 0 1 *A city guard signet ring is loaded on the left finger of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3350 0 16 *A standard issue sword is loaded wielded of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3353 0 5 *A standard issue vest is loaded on the body of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 E 0 3354 0 11 *A standard issue shield is loaded as a shield of the {!c{1i{4t{$y{&g{$u{4a{1r{!d{0 M 0 3065 2 3044 1 *Load the {*s{7t{&re{7e{&t {!p{%er{5for{%me{!r{x M 0 3320 1 3048 1 *Load Aginir M 0 3046 1 3048 1 *Load Filthy G 0 3003 0 *A bottle of firebreather is given to Filthy G 0 3004 0 *A bottle of local specialty is given to Filthy E 0 3022 0 16 *A long sword is loaded wielded of Filthy M 0 3163 1 3048 1 *Load the thief M 0 3065 2 3048 1 *Load the {*s{7t{&re{7e{&t {!p{%er{5for{%me{!r{x M 0 3006 1 3049 1 *Load the captain G 0 3050 0 *A raft is given to the captain G 0 3051 0 *A canoe is given to the captain M 0 3007 1 3050 1 *Load the {7sa{6il{7or{0 M 0 3012 1 3054 1 *Load the {&he{7al{&er{0 O 0 3397 0 3054 *A {3h{#ea{&l{#in{3g {6s{^a{&u{^n{6a{0 loaded to The Temple Altar of Odin M 0 3070 5 3056 1 *Load the ancient potion-brewer G 0 3099 0 *A {4restore {1mana {2potion{0 is given to the ancient potion-brewer G 0 3080 0 *A potion of healing is given to the ancient potion-brewer G 0 3081 0 *A potion of {&sanctuary{0 is given to the ancient potion-brewer G 0 3035 0 *A {gstrange{x warpstone is given to the ancient potion-brewer G 0 3036 0 *A {gstranger{x demon stone is given to the ancient potion-brewer G 0 3082 0 *A potion of divine protection is given to the ancient potion-brewer G 0 3170 0 *A potion of know align is given to the ancient potion-brewer G 0 3083 0 *A potion of cure light wounds is given to the ancient potion-brewer G 0 3084 0 *A potion of cure serious wounds is given to the ancient potion-brewer G 0 3085 0 *A potion of cure critical wounds is given to the ancient potion-brewer G 0 3086 0 *A bottle of antidote is given to the ancient potion-brewer G 0 3087 0 *A potion of {7cure {8blindness{0 is given to the ancient potion-brewer G 0 3088 0 *A vial of holy water is given to the ancient potion-brewer G 0 3098 0 *A vial of unholy water is given to the ancient potion-brewer G 0 3089 0 *A potion of armor is given to the ancient potion-brewer G 0 3090 0 *A potion of negation is given to the ancient potion-brewer G 0 3091 0 *A potion of flying is given to the ancient potion-brewer G 0 3092 0 *A potion of {3true {1sight{0 is given to the ancient potion-brewer S #SHOPS 3100 0 0 0 0 0 110 90 6 23 3150 0 0 0 0 0 100 100 0 23 3160 0 0 0 0 0 100 100 0 23 3171 0 0 0 0 0 110 100 0 23 3172 0 0 0 0 0 120 100 0 23 3173 0 0 0 0 0 115 100 0 23 3176 5 9 0 0 0 100 50 0 23 3177 9 10 11 33 0 100 50 0 23 3187 0 0 0 0 0 100 100 0 23 3188 0 0 0 0 0 100 100 0 23 2901 13 0 0 0 0 500 1 6 9 3000 2 3 4 10 0 105 15 0 23 3001 19 0 0 0 0 125 75 0 23 3002 1 8 13 15 19 150 40 0 23 3003 5 6 7 0 0 120 40 0 23 3004 9 0 0 0 0 100 50 0 23 3006 22 0 0 0 0 120 90 0 23 3008 0 0 0 0 0 100 100 0 23 3009 8 30 32 33 0 110 100 0 23 3010 9 0 0 0 0 110 50 0 23 3013 0 0 0 0 0 100 100 0 23 3040 0 0 0 0 0 110 100 0 23 3042 0 0 0 0 0 100 100 0 23 3043 0 0 0 0 0 110 100 0 23 3044 0 0 0 0 0 170 100 0 23 3045 0 0 0 0 0 150 100 0 23 3046 0 0 0 0 0 100 90 0 23 3070 10 0 0 0 0 200 100 0 23 0 #MOBPROGS #2900 if isevil $n say Get out of here $N, or you will face my wrath! if level $n > 50 mob remember $n mob delay 5 break end if end if ~ #2901 if hastarget $i growl say I told you to leave! You were warned! scream mob kill $q endif ~ #2902 if isevil $n if level $n <= 50 pat $n say You are not welcome in here $n, don't try it again. else say $N! You are not allowed in here! mob kill $n endif else mob transfer $n 3054 endif ~ #2903 if isgood $n say Leave or I will kill you $n! if level $n > 50 mob remember $n mob delay 5 break end if end if ~ #2904 take all corpse wear all ~ #2905 if isgood $n if level $n <= 50 pat $n say No holy people $n, go home to your mommy. else say $N! I SAID NO! mob kill $n endif else mob transfer $n 3366 endif ~ #2906 mob delay 1 ~ #3000 ~ #3001 mob at shifterone say go on 1 mob at shiftertwo say go on 2 mob at shifterthree say go on 3 mob at shifterfour say go on 4 mob at shifterfive say go on 5 mob at chronosone say go on 6 mob at chronostwo say go on 7 mob at chronosthree say go on 8 mob at babbleone say go on 9 mob at babbletwo say go on 11 mob at babblethree say go on 10 mob at bluebabble say go on 12 mob at cyanbabble say go on 30 mob at all-in-one say go on 31 mob at orangebabble say go on 32 mob delay 50 ~ #3002 mob at 4 say shiftmypretties rest ~ #3011 ~ #3064 ~ #3200 mob echo {x mob echo $I gets pissed and screams out "{!LET THE MAGIC FLOW!{x" mob echo {x mob echo $I becomes enraged and utters the words '{5Mulitmazuno Cacheir!{x' mob echo {x mob echo $I splits into two smaller balls, each bouncing around just like the first. mob echo {x mob echo {x mob mload 3201 mob mload 3201 mob echoat $n {x{@({BThe{@) ({BMedium{@) ({BBalls{@){x scream with rage at you!{x mob echoaround $n {x{@({BThe{@) ({BMedium{@) ({BBalls{@){x scream with rage at $n!{x mob force 1.66 kill $q mob force 1.66 kill $n mob force 2.66 kill $n ~ #3201 mob echo {x mob echo $I gets pissed and screams out '{!THE MAGIC IS COMING!{x' mob echo {x mob echo $I becomes enraged and utters the words '{5Mulitzarh Caeor{x' mob echo {x mob mload 3202 mob mload 3202 mob echoat $n {@({!The{@) ({!Small{@) ({!Balls{@){x scream with rage at you!{x mob echoaround $n {@({!The{@) ({!Small{@) ({!Balls{@){x scream with rage at $n!{x mob force 1.33 kill $n mob force 2.33 kill $n ~ #3205 ~ #3334 say Welcome! Come on in! I'd be happy to take your money! ~ #0 #$