area/
build/testing/
log/
player/
player/backup/
#AREADATA
Name Copper  /{CMiden'nir{x~
Builders (null)~
VNUMs 3500 3599
Credits (null)~
Security 9
End



#MOBILES
#3500
wyvern~
the wyvern~
A monstrous wyvern slowly circles just above your head.
~
This huge winged creature looks really menacing.  You are happy it doesn't
APPEAR to be very hungry ... yet.
~
AG D 0 -200 S
5 10 1 8d8+80 2d6+1 0 8000
8 8 0 
0 0 0
#3501
zombie mountain~
the zombie~
A mountain zombie is wandering about, mumbling to himself.~
You see before you a small and twisted creature with knotted muscles.
~
AFGJ 0 0 -500 S
39 100 -90 25d10+2500 6d10+20 8794 8000
8 8 1 
0 0 0
#3502
boy small~
the small boy~
A small boy sits here, licking his wounds.~
The poor boy has numerous cuts and scratches, but appears to be all right.
He is apparently the only survivor of the ambush.
~
ABEH 0 0 500 S
16 100 -70 10d10+1000 6d4+10 12000 8000
8 8 1 
0 0 0
#3503
innkeeper~
the Innkeeper~
The Innkeeper stands here, cleaning glasses.~
The Innkeeper now spends most of his days waiting for customers, while the
nights are spent watching out for zombies.  His inn is no longer the happy
place that is used to be in days past.
~
ABG 0 0 400 S
19 100 -80 20d20+2200 4d10+17 100000 8000
8 8 1 
0 0 0
#3504
bard~
the bard~
A sullen bard is here, drinking away his problems.~
You can smell the alcohol on his breath from across the room.  This poor bard
has been sitting here quite a while, drinking himself into oblivion.
~
ABG D 0 600 S
17 100 -80 20d20+2200 4d10+17 100000 8000
8 8 1 
0 0 0
#3505
horseman dark~
the dark horseman~
A dark horseman is here, mounted on his black steed.~
The man is obviously an outlaw, and has no qualms about slashing you into
little bits.
~
ACGH P 0 -900 S
36 100 -90 25d10+2500 6d10+20 8794 8000
8 8 1 
0 0 0
#3506
zombie lieutenant~
the zombie lieutenant~
A zombie lieutenant stands here, attempting to get his men in order.
~
The zombie lieutenant is rather angry, and looking for one of his men to
beat up upon, but maybe you will do just fine ...
~
AFGJ 0 0 -600 S
40 100 -90 25d10+3500 8d4+20 150000 8000
8 8 1 
0 0 0
#3507
zombie leader~
the zombie leader~
The zombie leader surveys the room.
~
The leader doesn't look too happy that you have found him here.  He grabs
for his shortsword and lunges for your neck.
~
ABCFGJ D 0 -900 S
43 100 -90 25d20+4500 8d6+40 150000 8000
8 8 1 
0 0 0
#0



#OBJECTS
#0



#ROOMS
#3500
The Plains~
You are standing on the plains. This is a vast desolate place where the
wind can howl undisturbed since nothing but you bars its way. However you
are not the first to wander here. Before you somebody has left a small path.
The path looks rather bewildered and is not the kind of path to lead to
anywhere significant or important but it seems to have made up its mind to
enter the hills far away north.
~
0 0 1
D0
~
~
0 0 4000
D2
~
~
0 0 3501
S
#3501
The Lane~
You are strolling along a pleasant, shady lane. The road is lined on both
sides by tall, stately trees which lend the scene with a sense of quiet
serenity. You can follow the road north or south.
~
0 0 1
D0
~
~
0 0 3500
D2
~
~
0 0 3502
S
#3502
The Cross Roads~
The roads cross here.  New Enoch is to the west.  To the east, you see the
stately oaks and poplars of the holy grove.  A wide path leads south through
the dwarven forest, and another path leads down.  To the north is a very
desolate trail.
~
0 0 1
D0
~
~
0 0 3501
D1
~
~
0 0 3585
D2
~
~
0 0 5261
D3
~
~
0 0 3503
D5
~
~
0 0 6500
S
#3503
City Entrance~
You stand on the outskirts of a large city - New Enoch; the capital of this
land. The road leads east into the peace and quiet - and dangers - of the
forest; and to the west it becomes the main street of the town; surrounded by
a confusion of shops, bars, and market places.  Another path wanders off to
the south.
~
0 4 1
D1
~
~
0 0 3502
D3
~
~
0 0 3053
S
#3504
The South Bridge~
You are standing on a small, rickety bridge leading from the New Enoch
City Dump, to the forest of Miden'nir (Zombieic for Green Blood). You can
smell the Dump to the north, or go south where there is fresh air and
greenery.
~
0 0 3
D0
You can see the clutter of the City Dump.
~
~
0 0 3030
D2
If you go south, you will enter the Miden'nir.
~
~
0 0 3505
E
credits credit author~
+-------------------------------------------------+
| This area originally written for Copper II DIKU |
|   by ?                                          |
| Modifications and alterations for MERCmud DIKU  |
|   by VampLestat                        1 JAN 93 |
| Modified again for Lurking Fear II by Dominion  |
+-------------------------------------------------+
~
S
#3505
The Trail to Miden'nir~
You are in a light forest. A path leads south, but the passage to the
east is easy enough. To the west, smoke can be seen rising above the
treetops. The sprawl of New Enoch lies north of here.
~
0 0 3
D0
To the north, you see the bridge to New Enoch.
~
~
0 0 3504
D1
More light forest.
~
~
0 0 3506
D2
This path cuts through the darkness of the Miden'nir.
~
~
0 0 3507
D3
The Woodsman's Inn.
~
~
0 0 3570
S
#3506
The Miden'nir~
You are in a dark forest. To the east, mountains block passage. From
here, only the lighter forest to the west or south offer a way to travel.
~
0 0 3
D1
~
~
0 -1 3550
D2
The forest is darker to the south.
~
~
0 0 3509
D3
The forest gets lighter as you go west.
~
~
0 0 3505
S
#3507
The Miden'nir~
The forest is deep here and the wind blows through the trees and
through your hair. To the north, the forest gets lighter. However, the
southern and western paths place you even deeper in the wood.
~
0 0 3
D0
The forest is lighter in this direction.
~
~
0 0 3505
D2
More and darker woods.
~
~
0 0 3510
D3
There is a small path leading west.
~
~
0 0 3508
S
#3508
On a Small Path~
A path is here, leading east and south through the dark woods of
Miden'nir. Mountains slash the scenery to the west of here.
~
0 0 3
D1
Wind-swept forest.
~
~
0 0 3507
D2
To the south, the trail continues.
~
~
0 0 3511
S
#3509
The Miden'nir~
The trees of Miden'nir are lush and green, hiding the evil that lurks
in these woods. The trees become too thick to the west, but you may go
north, south or travel toward the mountains that lie east of here.
~
0 0 3
D0
The trees lighten up a bit this way.
~
~
0 0 3506
D1
Huge grey mountains lie in this direction.
~
~
0 0 3512
D2
The forest continues.
~
~
0 0 3514
S
#3510
A Crossroads~
Here footworn paths meet leading north, south and east. The trees seem to
be closing in on you at this point, and you can barely see the sky
through the thick branches above your head.
~
0 0 3
D0
Trees as far as the eye can see.
~
~
0 0 3507
D1
There is an especially dark part of the forest this way.
~
~
0 0 3514
D2
There is an especially dark section of forest this way.
~
~
0 0 3516
S
#3511
The Trail~
You are on a north-south trail through the woods. To the west, impassable
mountains glare at you, and the thick woods and undergrowth prevent any
movement westward.
~
0 0 3
D0
The trail bends to the north.
~
~
0 0 3508
D2
To the south, the path re-enters the forest.
~
~
0 0 3515
S
#3512
The Miden'nir~
The trees of Miden'nir are lush and green, hiding the evil that lurks
in these woods. You can go north toward the mountains, or west to the
forest, but the steep mountains prevent any movement east.
~
0 0 3
D0
~
~
0 -1 3550
D2
A light section of forest.
~
~
0 0 3513
D3
The forest continues here.
~
~
0 0 3509
S
#3513
The Miden'nir~
The forest is dark, and becomes even darker west.  You sense
that there is something evil hidden in these woods.  The forest gets
lighter to the north.  The wind kicks up as you ponder your options.
~
0 0 3
D0
There is a small clearing to the north.
~
~
0 0 3512
D3
It gets darker and thicker this way.
~
~
0 0 3514
S
#3514
Deep Forest~
It is quite dark here, forest surrounds you. With each step, the forest
seems to close around you, and get darker and more foreboding.  It might just
be time to head back to somewhere safe.
~
0 0 3
D0
More forest.
~
~
0 0 3509
D1
Lighter forest and mountains in the distance.
~
~
0 0 3513
D2
More trees.
~
~
0 0 3517
D3
The forest continues.
~
~
0 0 3510
S
#3515
Light Forest~
The forest is light here and you can easily pick your way through the 
trail.  To the east, the forest becomes thick and darker. South, the trail
continues.
~
0 0 3
D0
A trail leading north-south.
~
~
0 0 3511
D1
The trees get thicker as you go east.
~
~
0 0 3516
D2
More trees and some small hills.
~
~
0 0 3518
S
#3516
Muddy Ground~
The ground is quite muddy here and puddles are all around. Your boots
make a disgusting SQUISH as you walk here. You can go in any of the
four cardinal directions from here. Hopefully, it will be dryer.
~
0 0 3
D0
The Miden'nir continues.
~
~
0 0 3510
D1
More trees.
~
~
0 0 3517
D2
The trees get VERY thick to the south. You can barely see...
~
~
0 0 3519
D3
Some light trees and daylight.
~
~
0 0 3515
S
#3517
Near the Mountains~
The most prominent feature here is the mountains that lie to the east.
You can only go north and west from here as the rocks stop all other
movement.
~
0 0 3
D0
Many trees to the north.
~
~
0 0 3514
D3
There is a bit of a slope downward to the west.
~
~
0 0 3516
S
#3518
The Fading Trail~
The trail becomes nearly unpassable here. You can go north
as the forest is relatively light. To the south, you can see a path.
~
0 0 3
D0
You can see a trail this way.
~
~
0 0 3515
D2
Dark forests.
~
~
0 0 3522
S
#3519
The Dark Path~
You are hemmed in by trees on either side of you.  The path
continues north and south, and while is much to thick to explore west,
you can head off into the woods to the west.
~
0 0 3
D0
The forest gets lighter this way.
~
~
0 0 3516
D1
The forest continues.
~
~
0 0 3520
D2
There is a strong stench coming from this direction.
~
~
0 0 3521
S
#3520
The Dark Forest~
You stomp your way through the underbrush.  The dark forest of Miden'nir
get pretty thick here, and the branches high above your head are so thick that
they block out all direct sunlight.  While it is much too thick to go
further east, you might be able to make your way though the forest to the
south and west.
~
0 0 3
D2
The thick forest continues.
~
~
0 0 3523
D3
The thick forest continues.
~
~
0 0 3519
S
#3521
Carnage~
Here, you see a gruesome sight. Blood is everywhere... on the trees and
soaked into the ground. Two carcasses lie in front of you, seeming to look
up at you. The forest is impassible to the south, but the other directions
look ok.
~
0 1 3
D0
Darkness...
~
~
0 0 3519
D1
Your light does not extend that far.
~
~
0 0 3523
D3
More dark forest.
~
~
0 0 3522
E
carcass body corpse carcasses bodies corpses~
The corpses looked as if they have been pierced by a large, jagged
spear. The damage these people sustained is simply amazing. Worse, the
lips on the bodies are a light shade of blue, hinting at poison in
their systems.
~
S
#3522
Deep in the Forest of Miden'nir~
There is a sickening stench here. It smells of blood and death.
To the north, you catch glimpses of daylight. To the east, you
simply cannot see. The trees are close and stifling.
~
0 0 3
D0
You see daylight and a trail to follow.
~
~
0 0 3518
D1
The stench seems to becoming from this direction.
~
~
0 0 3521
S
#3523
The Dark Forest~
The branches above you block out all direct sunlight, making the forest
in this area rather dark.  The forest continues east, where it meets the
mountains. The air is still and stuffy - a stench comes from the west and an
ugly feeling causes the hair to rise on the back of your neck!
~
0 0 3
D0
It appears to get much darker that direction.
~
~
0 0 3520
D1
~
~
0 -1 3551
D3
The sky becomes lighter in this direction.
~
~
0 0 3521
S
#3550
At The Foot of The Mountains~
You find yourself at the foot of the mountains, where it is much to steep
to continue north or east.  You see the lush, green forest of Miden'nir to the
south and west.
~
0 0 5
D2
The forest of Miden'nir spreads out before you.
~
~
0 -1 3512
D3
The forest of Miden'nir spreads out before you.
~
~
0 -1 3506
S
#3551
The Deep in the Forest of Miden'nir~
The branches above you block out all direct sunlight, making the forest
in this area very dark.  The forest continues west, but mountains block
further exploration in all other directions, except south, where you notice a
small tunnel dug into the mountainside.
~
0 1 3
D2
~
~
0 -1 3552
D3
~
~
0 -1 3523
S
#3552
A Tunnel in the Mountains~
The walls of this tunnel were carved out many years ago by the zombies of
this forest.  The floor is well worn, and continues south, into the
mountain, or back north out into the forest.
~
0 1 1
D0
Outside, you see the forest of Miden'nir.
~
~
0 -1 3551
D2
The tunnel continues to the south.
~
~
0 -1 3553
S
#3553
A Tunnel in the Mountains~
The tunnel gets lighter to the north, presumably leading out, while to
the south the passage gets smaller and smaller.  A small alcove has been
carved into the east wall.
~
0 1 1
D0
The tunnel gets wider in this direction.
~
~
0 -1 3552
D1
You see a small alcove.
~
~
0 -1 3554
D2
The tunnel gets smaller in this direction.
~
~
0 -1 3555
S
#3554
A Small Alcove~
A small alcove has been carved out here.  There are a bunch of twigs
and leaves thrown into a pile here, probably serving as a bed.
~
0 1 1
D3
You see the main passageway.
~
~
0 -1 3553
E
twigs leaves bead~
The twigs and leaves have all been piled together as a makeshift bed for
some small humanoid.
~
S
#3555
A Tunnel in the Mountains~
As you explore further into the mountainside, the tunnel gets smaller and
smaller to the south.  You almost have to hunch over to make your way thru
this area.  A small archway to the south leads into a large chamber.
~
0 1 1
D0
The tunnel continues north.
~
~
0 -1 3553
D2
You see a small cavern.
~
~
0 -1 3556
S
#3556
The Zombie Headquarters~
The tunnel widens into a large (well, large for zombies) cavern that
serves as the living quarters for the zombies of Miden'nir.  The bones of
numbers woodland creatures are strewn about the room, the remanents of a
recent meal.
~
0 1 1
D0
The tunnel heads north.
~
~
0 -1 3555
S
#3570
The Front of the Inn~
You are standing on a well-worn path which opens into a clearing.
An old, wooden building is here with smoke billowing from its
chimney. A painted sign is visible on the porch to the west. You
could go north or south around the building or leave this place and
return to the forest.
~
0 0 3
D0
You can go north around the inn.
~
~
0 0 3571
D1
Back through the trees to the Miden'nir.
~
~
0 0 3505
D2
You can go south around the inn.
~
~
0 0 3572
D3
The front door of the inn beckons.
~
~
0 0 3574
E
credits credit author~
+-------------------------------------------------+
| This zone originally written for Copper II DIKU |
|   by ?                                          |
| Modification and alterations for MERCmud DIKU   |
|   by VampLestat                        1 JAN 93 |
| Modified again for Lurking Fear II by Dominion  |
+-------------------------------------------------+
~
E
sign~
The sign reads:
   The Woodsman
~
S
#3571
North of the Inn~
You are standing north of the inn. Things don't look much different
from this angle.  The air here is filled with smells of smoke and cooking.
South, the front porch is waiting for you... or you can see if there is
a back door.
~
0 0 3
D2
You see the front of the Inn.
~
~
0 -1 3570
S
#3572
South of the Inn~
You are standing south of the inn.  You could easily go north and enter
through the front door, or west and to the rear of the establishment.  You
here some muffled cries from a tiny trail leading south of here.
~
0 0 3
D0
This way leads to the front of the inn.
~
~
0 0 3570
D2
The trail heads south.
~
~
0 0 3575
D3
This way leads to the back of the inn.
~
~
0 0 3573
S
#3573
Behind the Inn~
You now stand behind the inn. The smell here is not so pleasant as
the keeper and his help throw a good deal of garbage here. A couple of
piles of rubbish are to the west, but you will smell the worse for
meddling there. As a clean alternative, you can go north or east around
the inn.
~
0 0 3
D1
You can go around the inn this way.
~
~
0 0 3572
D3
Only rats and fool adventurers play in garbage.
~
~
0 0 3578
S
#3574
The Woodsman Inn~
You are in the common room of the Woodsman Inn. A thin haze of smoke sits
in the air here. The Inn is often empty, as the forest has become overrun by
zombies as of late, and it is no longer safe in these parts. The bar is just
north of here. If you'd rather have your own table, one is empty to the
south.
~
0 4 1
D0
The bar is here, manned by the innkeeper.
~
~
0 0 3576
D1
You can leave now and return to fresher air.
~
~
0 0 3570
D2
An empty table is a rare commodity.
~
~
0 0 3579
D3
~
~
0 0 3577
S
#3575
The Ambush Point~
This is a overgrown foot-trail south of the inn. It leads west, but you
would be hard pressed to follow it far. A number of bushes are trampled on
and some medium sized branches have been knocked down.  Obviously there has
been a battle here rather recently.
~
0 0 3
D0
The inn lies to the north.
~
~
0 0 3572
D3
A trail thru the woods.
~
~
0 0 3581
S
#3576
The Bar~
This is where people use to come and enjoy the food, drink and hospitality
of the innkeeper, but as of late, he only serves the few adventurers that
manage to survive a trip thru the forest. You can leave south and return to the
common room.
~
0 0 1
D2
You may retreat south back to the common room.
~
~
0 0 3574
S
#3577
The Bard's Table~
You are in a darker corner in the Inn.  A large round table with a few
wooden chairs sits here.  There is a large stain on the table, the remnants
of a spilled drink.
~
0 0 1
D1
You see the main floor of the Inn to the east.
~
~
0 0 3574
S
#3578
Garbage dump~
You stand knee deep in garbage.  YECCH!!! It smells terrible and who knows
what vermin live in these piles of filth ...
~
0 0 3
D1
You can return to cleaner lands this way.
~
~
0 0 3573
S
#3579
A Quieter Section of the Inn~
There seems to be no one in this end of the Woodsman, probably a safe place
to rest and lick your wounds ...
~
0 0 0
D0
You see the common room.
~
~
0 0 3574
S
#3581
On the Trail of the Horsemen~
The path continues east and west of here.  You notice fresh tracks in
the soft ground that show the horsemen fled to the west.
~
0 0 3
D1
Back to ambush point.
~
~
0 0 3575
D3
The trail continues.
~
~
0 -1 3582
S
#3582
On the Trail of the Horsemen~
The path continues east and south.  You notice fresh tracks in
the soft ground that show the horsemen turned, and fled south.
~
0 0 3
D1
The trail continues.
~
~
0 0 3581
D2
The tracks lead south.
~
~
0 -1 3583
S
#3583
On the Trail of the Horsemen~
The trail of the horsemen continues east and north along this path through
the forest.  The tracks are still fresh, so they must be near.
~
0 0 3
D0
The trail continues.
~
~
0 -1 3582
D3
The tracks lead east.
~
~
0 -1 3584
S
#3584
A Dead End Trail~
The path comes to an abrupt end here, as the trees close around you and
make any further exploration impossible.  Fresh tracks cover the ground, and
end right here.  The horsemen must be nearby.
~
0 0 3
D1
Back to along the trail.
~
~
0 0 3583
S
#3585
Along the Eastern Road~
You are walking along a well-travelled road between New Enoch and lands
east.  A northern road crosses this one to the west, towards New Enoch.  You
hear faint, happy singing to the north.  
~
0 2 0
D0
~
~
0 0 101
D1
~
~
0 0 3586
D3
~
~
0 0 3502
S
#3586
Along the Eastern Road~
You are travelling down the eastern road between New Enoch and the
eastern lands.  The road back to New Enoch is west of you, and a heavily
guarded checkpoint is east.  A beautiful grove of trees is north.  
~
0 2 0
D0
~
~
0 0 8907
D1
~
~
0 0 3588
D2
~
~
0 0 1501
D3
~
~
0 0 3585
S
#3588
The Checkpoint~
You are met by a group of heavily armored knights.  They check you over
for contraband, and then allow you to pass on.  One of the knights cautions
to not stray into the desert, lest you lose your way.  
~
0 0 0
D1
~
~
0 0 3589
D3
~
~
0 0 3586
S
#3589
Along the Eastern Road~
You are walking along a well-travelled road, just east of a heavily
guarded checkpoint.  You have covered about half the distance between the
city of New Enoch and New Thalos.  The air is getting drier and the heat more
oppressive as you near the the barren wastes of the Sands of Sorrow.  
~
0 0 0
D1
~
~
0 0 3590
D3
~
~
0 0 3588
S
#3590
Along the Eastern Road~
The temperatures are climbing as you near the Sands of Sorrow, a barren
wasteland blasted by arcane powers.  Ahead of you, the road is partially
buried by the creeping sands, and the air grows even hotter.  
~
0 0 0
D1
~
~
0 0 3591
D3
~
~
0 0 3589
S
#3591
Near the Sands of Sorrow~
The eastern road is losing ground to the creeping desert here.  You
stagger in the growing heat, and wonder if you have enough water.  The
endless waste of the Sands of Sorrows is south, and the road continues east
and west.  The sun paints illusions at the edge of your vision, one of them
looks like a far off city...  
~
0 0 0
D1
~
~
0 0 3592
D3
~
~
0 0 3590
S
#3592
Near the Sands of Sorrow~
The road is almost completely swallowed by the desert here.  The heat is
sucking the life from your body, you wonder if it will ever end.  To your
south, the Sands of Sorrow stretch on for miles, and to the east you think
you see the towers of a magnificent city...  Or is it just a mirage?  
~
0 0 0
D1
~
~
0 0 3593
D3
~
~
0 0 3591
S
#3593
On the Outskirts of New Thalos~
The sun is hot enough to melt your armor, but salvation is at hand.  To
the east, you see the mighty gates of New Thalos, one of the most prosperous
cities of all of Thera.  To the south, you see the endless wasteland of the
Sands of Sorrows, and to the west you can barely make out a faint, but
well-used, road leading to the City of New Enoch.  
~
0 0 0
D1
~
~
0 0 9669
D3
~
~
0 0 3592
S
#0



#SPECIALS
S



#RESETS
M 1 3501 8 3506 Load the zombie
M 1 3501 8 3509 Load the zombie
M 1 3501 8 3512 Load the zombie
M 1 3501 8 3512 Load the zombie
M 1 3501 8 3513 Load the zombie
M 1 3500 2 3521 Load the wyvern
M 1 3500 2 3521 Load the wyvern
M 1 3506 4 3551 Load the zombie lieutenant
M 1 3501 8 3556 Load the zombie
M 1 3506 4 3556 Load the zombie lieutenant
M 1 3507 1 3556 Load the zombie leader
M 1 3502 1 3575 Load the small boy
M 1 3503 1 3576 Load the Innkeeper
M 1 3504 1 3577 Load the bard
M 1 3505 4 3584 Load the dark horseman
M 1 3505 4 3584 Load the dark horseman
S



#SHOPS
0



#MOBPROGS
#0

#$