/
#0
The Void~
  You don't think that you are not floating in nothing.
~
0 8 1
D4
Temple~
~
0 -1 98
S
#1
Limbo~
   You are floating in a formless void, detached from all sensation of physical
matter, surrounded by swirling glowing light, which fades into the relative
darkness around you without any trace of edges or shadow.
   There is a "No Tipping" notice pinned to the darkness.
~
0 8 1
D4
Temple~
~
0 -1 98
S
#2
Hell~
   You can feel a very warm heat radiating from all directions in this
most awful of places.
~
0 72 0
D0
~
~
0 -1 2
D1
~
~
0 -1 2
D2
~
~
0 -1 2
D3
~
~
0 -1 2
S
#3
Storage~
   This room is where polymorphed characters bodies are stored. 
an indication of an attempt at cheating.  PS.  This is a death room to keep
the mortals out.
~
1 579 1
S
#4
Storage~
   This is where link-dead characters stuff is kept.  However, It could be
an indication of an attempt at cheating.  PS.  This is a death room to keep
the mortals out.
~
1 579 1
S
#5
Midgaard Coach~
   You are now at the Temple of Midgaard.  
	Please exit to the east.
	Next stop. The Wizard's shop.
~
1 8 -1 30 6 1 0
D1
~
~
0 -1 98
S
#6
Midgaard Coach~
   You are now at the Wizard's shop.
	Please exit to the east.
	Next stop, The dark river.
~
1 8 -1 30 7 1 0
D1
~
~
0 -1 3033
S
#7
Midgaard Coach~
   You are now at the Dark river.
	Please exit to your east.
	Next stop, The city of Orshingal
~
1 8 -1 30 8 1 0
D1
~
~
0 -1 6144
S
#8
Midgaard Coach~
   You are now at the City of Orshingal.
	Please exit to the east.
	Next stop, the Shire.
~
1 8 -1 30 9 1 0
D1
~
~
0 -1 21001
S
#9
Midgaard Coach~
   You are now at the Shire.
	Please exit to the east.
	Next stop, Arachnos.
~
1 8 -1 30 10 1 0
D1
~
~
0 -1 1100
S
#10
Midgaard Coach~
   You are now at Arachnos.
	Please exit to the east.
	Next stop, Castle Python.
~
1 8 -1 30 11 1 0
D1
~
~
0 -1 20001
S
#11
Midgaard Coach~
   You are now at Castle Python.
	Please exit to the east.
	Next stop, Moria.
~
1 8 -1 30 12 1 0
D1
~
~
0 -1 15004
S
#12
Midgaard Coach~
   You are now at the mines of Moria.
	Please exit to the east.
	Next stop, the Temple of Midgaard
~
1 8 -1 30 5 1 0
D1
~
~
0 -1 4000
S
#13
DM's Playhouse~
   As you look around, you see a cluttered room full of various
books on psychology and artificial intelligence.  Resting in one
corner is a black leather couch like those found in psychiatrist's
offices.  Next to it is an open notepad and a pen.  In another corner
you notice a small iced tea maker half full.
~
0 8712 0
E
notepad~
On the notepad, the following is written:

   Today's subjects:
     1) holding back emotions
     2) stifeling creativity

   Changes required:
     1) full rewrite of decision making fuzzy logic
     2) new Natural Language Parser - old fried?

~
S
#22
Salamander's Green Lair~
   __                   ______
  /  \                 / ___  \
 /    \               /_/   \  \
|      |             |/      |  |
(    ()|              \_     |  |
|      | _|\/|_   _|\/|_     |  |
 \    (  \    /   \    /   _/   /
  \    \  |  |     |  |  _/    /
   \    \/   |     |   \/     /
    \       /_______\        /
     \                       \
     /                        \
 _|\/   /\                /\   \/|_
 \     /  \______________/  \     /
 /  __/                      \__  \
  \/                            \/

~
0 0 0
D5
~
~
0 -1 1699
S
#23
DM's Room~
   DM's other room, well more of a conference room.
~
0 520 0
S
#49
Monster Storage~
   This is where the errant monsters are stored.  I don't know why they
are in here, but they seem to show up often enough.
~
1 8 0
S
#50
West trail around Midgaard~
   You are on a dusty trail following the outside wall of Midgaard.
To the east the wall towers over you and to the west you see the
forest of Haon-Dor. The trail leads north and south along the wall. 
~
30 0 2
D0
The dusty trail winds north closely to the wall.
~
~
0 -1 51
D2
The dusty trail leads to the west gate of Midgaard.
~
~
0 -1 3052
S
#51
West trail around Midgaard~
   You are on a dusty trail following the outside wall of Midgaard.
To the east the wall towers over you and to the west you see the
forest of Haon-Dor. The trail leads north and south along the wall. 
~
30 0 2
D0
To the north you notice the path makes a turn, following the City wall. 
~
~
0 -1 52
D2
The dusty trail continues towards the south.
~
~
0 -1 50
S
#52
Northwest corner of dusty trail.~
   You are standing outside the northwestern corner of the city wall.
The trail leads east following the north wall and south towards the gate.  
~
30 0 2
D1
The dusty trail winds close up to the north wall of Midgaard.
~
~
0 -1 53
D2
The dusty trail leads south towards the gate.
~
~
0 -1 51
S
#53
Dusty trail along north wall.~
   You are walking on the trail following the outside of Midgaard's
northern wall.  
~
30 0 2
D1
The dusty trail is winding along the north wall of Midgaard.
~
~
0 -1 54
D3
The dusty trail turns left around the corner of the wall, behind it Haon-Dor. 
~
~
0 -1 52
S
#54
The long dusty trail following the north wall.~
You are walking along the north wall. This is the rear of the Temple.
It is not as pompous and impressive from this side. 
You notice some markings on the wall here.
~
30 0 2
D1
The dusty trail is winding along the north wall of Midgaard. 
~
~
0 -1 55
D2
~
secret door s~
1 100 166
D3
The dusty trail is winding along the north wall of Midgaard.
~
~
0 -1 53
E
wall markings writing~
	We don't need no education.
~
S
#55
Dusty trail along north wall.~
   You are walking on the trail following the outside of Midgaard's
northern wall.  
~
30 0 2
D1
The dusty trail turns right around the corner of the wall. 
You notice some mountains in the distance.
~
~
0 -1 56
D3
The dusty trail is winding along the north wall of Midgaard.
~
~
0 -1 54
S
#56
Northeast corner of dusty trail.~
   You are standing outside the northeastern corner of the city wall.
The trail leads west following the north wall and south towards the gate.  
~
30 0 2
D2
The dusty trail leads south towards the gate.
~
~
0 -1 57
D3
The dusty trail winds close up to the north wall of Midgaard.
~
~
0 -1 55
S
#57
East trail around Midgaard~
   You are on a dusty trail following the outside wall of Midgaard.
To the west the wall towers over you and far to the east you see
some mountains. The trail leads north and south along the wall. 
~
30 0 2
D0
To the north you notice the path makes a turn, following the City wall. 
~
~
0 -1 56
D2
The dusty trail continues towards the south.
~
~
0 -1 58
S
#58
East trail around Midgaard~
   You are on a dusty trail following the outside wall of Midgaard.
To the west the wall towers over you and far to the east you see
some mountains. The trail leads north and south along the wall. 
~
30 0 2
D0
The dusty trail winds north closely to the wall.
~
~
0 -1 57
D2
The dusty trail leads to the east gate of Midgaard.
~
~
0 -1 3053
S
#69
Stranger's Hot Tub~
You are soaking in a huge jacuzzi filled with steaming, hot water.  Glasses
of red and white wine line the edge of the tub.  You notice a plaque on the
wall, beside the tub.
~
76 632 6
D5
~
drain~
1 0 1
E
abyssmud~
MATSCI2.UNCWIL.EDU 4000
~
E
aludra ~
128.125.73.232 4000
~
E
plaque~
Don't talk to strangers,
Because they're only there to do you harm.
Don't write in starlight,
Because the words may come out real.
Don't hide in doorways,
You may find the key that opens up your soul.
Don't go to heaven,
Because it's really only hell.
Don't smell the flowers,
They're an evil drug to make you lose your mind.
Don't dream of women,
Because they'll only bring you down.

                              RJD
~
S
#98
The Temple Of Midgaard~
   You are in the southern end of the temple hall in the Temple of Midgaard.
The temple has been constructed from giant marble blocks, eternal in
appearance, and most of the walls are covered by ancient wall paintings
picturing Gods, Giants and peasants.
   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.
~
30 12 0
D0
At the northern end of the temple hall is a statue and a huge altar.
~
~
0 -1 3054
D1
~
~
0 -1 99
D2
You look down the huge stone steps at the temple square below.
~
~
0 -1 3005
D3
You can see a small wooden door.
~
~
0 -1 100
D5
You see the temple square.
~
~
0 -1 3005
S
#99
Donation Room~
   A large painting is here, celebrating Loki in all of his benign generosity.
There are candles lining the wall, and a large pile of stuff lying on the 
floor.  The only exit is to the west, back to the temple.
~
1 8204 0
D3
~
~
0 -1 98
S
#100
Hallway~
   This is a hallway inside the Temple of Midgaard.  A wooden door to the east
leads back out to the temple, while the hallway continues to the north.
To the north, down the corridor a ways, you see a couple of doors and a 
large mural.
~
1 8 0
D0
You see a hallway
~
~
0 -1 101
D1
You see the Temple of Midgaard
~
door wooden~
1 100 98
E
door wooden~
  The door is made of strong oak.  It would be very difficult to chop down.
~
S
#101
Hallway~
  You are in the middle of a hallway in the Temple of Midgaard.  To the 
south the hallway ends, with a door to the east.  To the north, the hallway
continues.  To the west there is a door.
~
1 8 0
D0
You see a hallway
~
~
0 -1 102
D2
You see the end of a hallway
~
~
0 -1 100
D3
You see a wooden door
~
door wooden~
1 100 103
E
door wooden~
  The door is made of strong oak.  It would be very difficult to chop down.
~
S
#102
Hallway~
   On the western wall you see a mural of Viking warriors.  To the east, there 
is a wooden door clearly marked 'kitchen'.  To the north is another large door.
~
1 8 0
D0
You see the hallway end at a large door.
~
~
0 -1 104
D2
You see a door to the west, and farther on, a doorway to the east before the
hallway dead ends.
~
~
0 -1 101
E
brown thing~
   You look very closely and see that there is a large rat eagerly chewing 
into one of the corpses!  What a disgusting sight!
~
E
corpse corpses bodies~
   Bodies litter the ground behind the Viking warriors.  You can see some
sort of brown thing on top of one of the more distant corpses.
~
E
necklace~
   The necklace is made of gold, with jade stones.  It glows softly.
~
E
holy symbol~
   The holy symbol is that of a great silver tree, with a black background.
Could it be that the silver is tarnished?  Perhaps it is just a trick of the
light.
~
E
belt wide~
   The belt is made of black leather, with a silver buckle.  On the buckle is
a pair of blood red spears crossed to make an 'X'
~
E
ring~
   The ring is made of gold and jade.  It looks like it contains much power.
~
E
robes~
   The white robes of the Viking priest shimmer softly.  Near the bottom, the
shadows make the robes dull grey in color.
~
E
figure priest~
   The Viking priest has a smirk on his face as he prays.  He appears to
approve of this bloodshed, or at least know something that you don't.  He
is dressed in fine white robes, and he has several magical devices about him,
a ring, a holy symbol, a necklace and a wide belt.
~
E
axes~
   The axes wielded by the Viking warriors drip with blood.  On the hilt,
you can see a mark, it looks like two blood red spears crossed to form an
'X'
~
E
weapons~
   The axes that the warriors hold drip with blood from the fallen foes.
~
E
clouds~
   The clouds look dark and foreboding.  Small flashes of lightning are 
frozen in place.
~
E
warriors~
   The Viking warriors look nearly berserk, madness fills their eyes, and
the axes drip with gore.  You wonder why such a peaceful place has such 
an unusually graphic and bloody mural.
~
E
horde~
   The horde of Viking warriors wear armor of leather and chain.  Blood drips
from their clothing as they work to ensure their place in the grand hall of
Valhalla.
~
E
mural painting~
  A horde of mighty Viking warriors is charging from a Longboat straight
towards you, raising their swords and axes to split your skull.  In the boat,
you see a figure clothed in simple white robes, praying.  He seems to be 
illuminated by a soft white light.  Dark clouds cover the sky, and corpses
litter the ground behind the warriors.  You get an uneasy feeling when looking
at this mural.
~
E
door kitchen wooden~
The kitchen door is unremarkable.  The kitchen is quiet.
~
S
#103
Dining Hall~
   The Temple dining hall is long and quiet.  The tables and benches are made
of simple wood.  You find this a very peaceful, "earthy" place.  You can
see a door to the west, and a door to the east.
~
1 8 0
D1
You see a door leading to a hallway.
~
~
1 100 101
D3
~
~
0 -1 105
E
table~
  For the most part, the tables are unremarkable.  However, etched into the
wooden surface of one are the words 'The chef serves ratmeat!'
~
E
bench~
  The benches are unremarkable.
~
S
#104
Library~
   This is a large library, with stacks and stacks of books.  It is very
very quiet here, just like the rest of the temple.  Shelves of books
cover all of the walls, the library continues to the north, and there is
a door to the south, and to the west.
~
1 8 0
D0
~
~
0 -1 161
D2
You see a door leading to a hallway
~
~
1 100 102
D3
~
door wooden w~
1 100 160
E
fancy brown~
   The fancy brown bookmark has a number written on it : S27 800.76 P151
~
E
yellow post note post-it~
   The yellow post-it note has the words 'Don't eat the stew if you wish to
remain well.'
~
E
paper piece bookmark~
   Most of the bookmarks have unremarkable bits of scribble on them.
However, two of them, a yellow post it note, and a fancy brown bookmark
~
E
shelves~
   The shelves are old, and sagging from the weight of the books.
~
E
books~
   The books are old and musty.  Small bookmarks and pieces of paper
are stuck in many of them.
~
S
#105
Western Hallway~
   The hallway stretches to the north, and south.  There is a small door
in the western wall, and a larger door marked 'Dining Hall' to the east.
~
1 8 0
D0
~
~
0 -1 108
D1
~
door wooden e
~
1 100 103
D2
~
~
0 -1 107
D3
~
door key
~
1 101 106
S
#106
The Adept's chamber~
   This is the simple room of the Temple Adept.  He lives frugally, with
only the sparsest of furniture, a bed, a small table, a chair.  On the wall
is a small painting.
~
1 8 0
D1
~
door wooden~
1 101 105
E
underside~
   There is a silver tree marked on the underside of the chair.
~
E
note~
The note has been smeared, as if someone hastily closed the book upon it.
You can only read the following :
   Ste----, I m--t --ow -----u are with ----
   The L---ar- re---n- o-r o-l- sa-- ha-v--
   L-av- a note in the Bo-- of R--n--o-.
L.
~
E
book~
The book is only halfway complete.  There is a note stuck to one of the
finished pages.
~
E
chair table bed furniture furnishings~
   The chair is made of simple wood, with 3 legs, and only a rudimentary
back.  The bed looks small, and uncomfortable.  The table is stained with
ink from many long hours of transcription.  There is a book on the table,
only halfway complete.
~
E
painting wall~
This is a tastefully rendered painting of the Life Tree.  As always, the
Midgaard serpent gnaws at the roots, while all life is nurtured within
the tree's boughs.
~
S
#107
Western Hallway~
  The hallway runs north and east.  There is a musty smell to the east.
~
1 8 0
D0
~
~
0 -1 105
D1
~
~
0 -1 153
S
#108
Western Hallway~
The hallway branches into a T here, going east, west, and south.
There is a door to the north.   To the east, the ever present torches
have apparently gone out, and the area is shrouded in darkness
~
1 8 0
D0
~
door wooden~
1 100 109
D1
~
~
0 -1 110
D2
~
~
0 -1 105
D3
~
~
0 -1 114
S
#109
The Attendants' Chamber~
  This room is the dormitory for the attendants.  Here they rest for a time,
during the long, tedious, but spiritually fulfilling days.  There are 12
cots here, each looks quite uncomfortable.  There is a table at the north
end of this room, next to a door.  There is also a door to the south.
~
1 8 0
D0
~
door wooden n~
1 100 126
D2
~
door door ~
1 100 108
E
underside~
  There are brownish-red X marks on the underside of each of the
beds.
~
E
table~
The table is unremarkable.  In one of the drawers, you see a pair of axes
etched into the wood.  It looks like someone has tried to deface this 
etching.
~
S
#110
Darkened Hallway~
   The hallway here is dim, but not too dark to see.  There is a door
to the north.  To the west there is a T crossing.  The passage east is
lost in shadows.
~
1 8 0
D0
~
door wooden ~
1 100 113
D1
~
~
0 -1 111
D3
~
~
0 -1 108
S
#111
Darkened Hallway~
   This room is pitch black.  The torches that flicker along the
corridor elsewhere do not flicker here.  The sconces are still here,
however.  To the east, the hallway lightens some.  To the west is a 
large, heavy wooden door.
~
1 9 0
D1
~
door wooden large~
1 100 112
D3
~
~
0 -1 110
S
#112
Cellar Access~
   This appears to be a passage down into the cellar.  There is a large
wooden door to the west, and a set of stairs leading down.  You can faintly
hear water down below.   There are a few scraps in this room, a bucket,
a broom... Nothing really worth taking.
~
1 9 0
D3
~
door wooden large~
1 100 111
D5
~
~
0 -1 163
E
broom scraps bucket~
As you examine the items more closely, you notice a huge rat scurrying
out of sight.
~
S
#113
The Acolytes' Chamber~
   This is the bedroom of the acolytes.  There are 8 beds, each lined up 
on the walls.  There is a table to the north.   The only exit lies to
the south, through a small wooden door
~
1 8 0
D2
~
door wooden ~
1 100 110
E
underside~
  There is nothing on the underside of any of the chairs in this
room.
~
E
bed~
The beds are small and uncomfortable.  They are all impeccably well made,
even a soldier would be impressed.
~
E
table~
There is nothing unusual about the table.
~
S
#114
Western Hallway~
  The hallway extends to the east and west.  To the south is a stretch of
blank wall, and to the north is a wooden door.
~
1 8 0
D0
~
door wooden n~
1 100 115
D1
~
~
0 -1 108
D3
~
~
0 -1 116
S
#115
Believers' Dormitory~
   This is a fairly large room, with about 20 small bunk beds lined up
along the walls.  There is a door to the south, a table against the east wall,
and a small desk at the western wall.
~
1 8 0
D2
~
door wooden s ~
1 100 114
E
table east~
The table has a small piece of paper fluttering on it.
~
E
desk west~
The desk has several drawers, all of them are slightly open.
~
E
paper~
The paper has a bit of doodling on it... Nothing important.
~
E
drawer~
As you open one of the desk drawers, something moves inside.  You hear
a scratching sound, and then silence.  The drawer appears to be stuck.
~
S
#116
Western Hallway~
The hallway stretches east and west.  There is a door to the south.
~
1 8 0
D1
~
~
0 -1 114
D2
~
door wooden s ~
1 100 117
D3
~
~
0 -1 118
S
#117
The Deacon's Chamber~
   This room is small, and roughly furnished.  You see a bed, a table
and a chair.  None of which are worth taking.
~
1 8 0
D0
~
door wooden n~
1 100 116
E
table chair bed~
There is nothing remarkable about either the table, chair or bed.
(sorry) :-)
~
S
#118
Western Hallway~
   The hallway continues to the east and west.   There is a door to the
north, and a door to the south.
~
1 8 0
D0
~
door wooden n~
1 100 119
D1
~
~
0 -1 116
D2
~
door wooden s~
1 100 120
D3
~
~
0 -1 121
S
#119
The Vicar's Chamber~
   This room is spartan, there is a small but comfortable looking bed,
a small desk, and a chair with a seat cushion.  On the wall there is a
painting.
~
1 0 0
D2
~
door wooden s~
1 100 118
E
painting wall~
The painting is of a feathered dragon.  The body of the dragon is golden,
while the feathers are jade.   It is a very pretty painting.
~
E
table chair desk bed~
The furniture in this room is not particularly comfortable looking, but
it is not uncomfortable looking either.
~
S
#120
The Priest's Chamber~
   This is the chamber of the priest.  There is a small bed, a desk,
and a sturdy chair here.  You see an embroidered quilt lying on the bed.
There is a door to the north.
~
1 8 0
D0
~
door wooden n~
1 100 118
E
chair table~
There is nothing remarkable about either the chair or the table
~
E
bed~
The bed is plain, and not uncomfortable looking.  There is a large quilt
thrown across it.
~
E
quilt~
The quilt is soft, and smooth.  It is white, with green trim.  In the
center of the quilt is a feathered dragon, with a golden body, and 
jade feathers.
~
S
#121
Western Hallway~
   The hallway forms a 'T' intersection here, with hallways to the
north, south and east.  To the west is a wooden door.  You hear the faint
sound of chanting from the north.
~
1 8 0
D0
~
~
0 -1 122
D1
~
~
0 -1 118
D2
~
~
0 -1 135
D3
~
door wooden w~
1 100 134
S
#122
Western Hallway~
   The hallway stretches north, and south.  There is a wooden door to the
west.
   There is a chanting sound coming from the north.
~
1 8 0
D0
~
~
0 -1 123
D2
~
~
0 -1 121
D3
~
door wooden w~
1 100 133
S
#123
Western Hallway~
   The hallway bends to the east and south.  There are doors to the
north and west.  To the west, you can hear a chanting sound.
~
1 8 0
D0
~
door wooden n ~
1 100 128
D1
~
~
0 -1 124
D2
~
~
0 -1 122
D3
~
door wooden w~
1 100 127
S
#124
Western Hallway~
   There is a door to the north, and the hallway continues east, and
west.  You hear chanting to the west.
~
1 8 0
D0
~
door wooden n~
1 100 129
D1
~
~
0 -1 125
D3
~
~
0 -1 123
S
#125
Western Hallway~
   The hallway stretches to the east, and west.  You can hear chanting to
the west.
~
1 8 0
D1
~
~
0 -1 126
D3
~
~
0 -1 124
S
#126
Western Hallway~
The hallway runs east to west.  There is a door to the north, and a door
to the south.  To the west, you can faintly here some sort of chanting.
~
1 8 0
D0
~
door wooden n~
1 100 130
D1
~
~
0 -1 132
D2
~
door wooden s ~
1 100 109
D3
~
~
0 -1 125
S
#127
The Study~
   This room is fairly large, with chairs and tables placed neatly about.
There is a fireplace, cold and empty, and a large painting on the wall.
There is a small barred window to the west.  The only exit is to the east,
through a wooden door.  Although you have no idea where it is coming from, 
a loud chanting sound can be heard, echoing through the room, and out into
the hallway.
~
1 8 0
D1
~
door wooden e~
1 100 123
E
ash grate~
  As you get closer to the ash grate, the noise gets louder.  There must be
some sort of conduit between here and wherever the sound is coming from.
There does not look as though there could be an exit here, however.
~
E
chimney~
As you move near the chimney, you hear a rustling sound, as if many small
bodies were scurrying away.  The chanting sound is definitely coming from
below.
~
E
window barred~
The window overlooks the northwestern part of the city.  Looks like the
wizard's shop is expanding.
~
E
fireplace~
Aha!  This is where the sound is loudest.  You can't tell for sure if
the sound is coming from the chimney, or the ash grate.
~
E
chair table chairs tables~
   The chairs and tables are unremarkable.  They look fairly well worn, and
the chairs look a little bit on the comfortable side.
~
S
#128
The Minister's Chamber~
   This is the bedroom of the Minister.  A medium sized bed rests against the
wall, and a comfortable chair has been placed in front of a desk.  There are
some papers and a small statuette on the desk.  The only exit is south.
~
1 8 0
D2
~
door wooden s~
1 100 123
E
underside~
   There is a brownish-red X marked on the bottom of the chair.
~
E
statuette~
The statuette is a representation of a golden dragon with jade wings.
You reach for it greedily, but you see that it is a fake.
~
E
papers~
the papers seem to be financial data on the costs to run the temple.
Although you are not a financial expert on the temple, it seems that a 
large portion of the funds are being allocated to a "Project M".
~
S
#129
The Novices' Chamber~
   This is the dormitory of the Novices.  There are 6 small, uncomfortable
looking beds lined along the walls.   There is a table to the east, and a
desk to the west.  To the south is a wooden door.
~
1 8 0
D2
~
door wooden s~
1 100 124
E
desk~
There is nothing unusual about the desk.
~
E
table~
The table is unremarkable.
~
E
bed~
The beds are hard and scratchy looking.
~
E
underside~
  There is nothing on the underside of either the table, desk, or
any of the beds.
~
S
#130
The Missionary's Chamber~
   This room is nearly bare.  There is a medium sized bed-frame, but it
has no mattress.  There is a desk against the wall, but no chair.
There is a door to the south.
~
1 8 0
D2
~
door wooden s~
1 100 126
E
dust~
   The dust is about 1/4 of an inch thick.
~
E
desk~
  The desk has a fine layer of dust on it, it hasn't been used in quite a
while.  Someone has draw a smiley face in the dust.
~
E
bed frame bed-frame~
The bed-frame looks like it hasn't been used in a long time.  Perhaps the 
Missionary is out corrupting and destroying ancient cultures?
~
S
#131
The Missionary's Chamber~
   This room is completely empty.  There is nothing in this room at all
except a small pile of trash in the corner.  There is a door to the south
~
1 8 0
D2
~
door wooden s~
1 100 132
E
trash pile~
  The pile of trash contains some bits of paper, and a dead rat corpse.
It looks like it has been here for some time.
~
S
#132
Western Hallway~
   The hallway stretches east to west.  There is a door to the north.
~
1 8 0
D0
~
door wooden n~
1 100 131
D1
~
~
0 -1 160
D3
~
~
0 -1 126
S
#133
The Canon's Chamber~
   A comfortable looking bed rests against the wall of this carpeted
room.  There is a plush chair against the wall, and a large oaken desk
next to the door.  There is a large painting over the bed.
~
1 8 0
D1
~
door wooden e~
1 100 122
E
painting~
   The painting is a rendering of a large golden dragon with emerald-green
wings.
~
E
underside~
   There is a brownish-red X marked on the underside of this chair.
~
E
paper bits~
 One of the pieces of paper reads:
    'Some of them are noticing the change.  Burn the books.'
 
   It is signed with a flourished R.
~
E
desk~
  On the desk are some scattered bits of paper.
~
E
chair~
   The chair is made of rich leather, and is well-crafted.  It looks like
someone has spent many comfortable hours in this chair.
~
E
bed~
  The bed is very comfortable looking.
~
S
#134
The Levite's Chamber~
   There is a comfortable bed against the wall, and a large oaken desk
pushed up next to the door.  A worn leather chair sits in front of
the desk.  
~
1 8 0
D1
~
door wooden e~
1 100 121
E
underside~
   There is a brownish-red X on the underside of the chair.
~
E
chair~
  The chair looks expensive, and well made.
~
E
bed desk chair~
  The desk, bed and chair all look fairly nice, and tastefully
made.  
~
S
#135
Western Hallway~
   The hallway exits north and south.  There is a door to the west.
~
1 8 0
D0
~
~
0 -1 121
D2
~
~
0 -1 137
D3
~
door wooden w~
1 100 136
S
#136
The Curate's Chamber~
  This tiny room is nearly empty.  There is a small, uncomfortable wooden
bed, and a short, poorly made 3 legged stool.  A table sits in the corner,
and a small tallow candle flickers yellowly.  There is a small painting on
the wall.
~
1 8 0
D1
You can see the hallway
~
door wooden e~
1 100 135
E
underside~
   There is a tree on the underside of the stool, marked in silver. It
looks as though someone tried to mark an X on the tree, but the X has
faded badly.
~
E
bed stool~
   The bed and stool look like they were handmade by someone who was not
a carpenter.  They look splintery and uncomfortable.  The mattress on the
bed is made of straw.
~
E
table~
   The table has bits of ash scattered about the surface.
~
E
painting wall~
   The painting is of the Life Tree of Midgaard.  All of life is nurtured
in its boughs, while the Midgaard serpent gnaws at the roots.  The serpent
looks a little unusual.
~
E
serpent~
   The serpent looks like it has been recently altered.  The body seems
to be a mix of brown and gold.
~
E
body~
   The body looks like it was originally brown, but gold has been more
recently added.
~
E
candle~
   The candle is almost a stub.  Judging by the melted wax, this candle
has been used for a long time.
~
E
mattress~
   The mattress is made of straw, and looks rather annoying to have to 
sleep on.  You can see a bit of paper sticking out of the corner of the
mattress
~
E
paper~
  The piece of paper is a note.  It reads:
Ryadel has gone too far.   His work is twisting the minds of the 
new acolytes.  If he is not stopped, I fear that his activities will
corrupt our entire temple to his evil ways.  Unfortunately, I can think 
of no way to stop him.  The answer is in the library.  It must be
somewhere in the library!
~
S
#137
Western Hallway~
  The hallway runs north to south.  There are wooden doors to the east and
west.
~
1 8 0
D0
~
~
0 -1 135
D1
~
door wooden e~
1 100 139
D2
~
~
0 -1 140
D3
~
door wooden w~
1 100 138
S
#138
The Healer's Chamber~
   The Healer lives in some luxury.  A large, soft bed rests against one
wall, and there is an embroidered carpet on the floor.  An oaken desk 
sits next to the door, and a leather chair sits in front of the desk.
~
1 8 0
D1
~
door wooden e~
1 100 137
E
underside~
   The underside of the chair has a brownish-red X marked on it.
~
E
carpet embroidered~
   The carpet is embroidered with a design of a golden dragon with
green feathered wings.
~
E
chair~
   The chair is well made, and looks expensive.
~
E
desk~
   The desk looks well crafted, and very heavy.  It is stained a rich
brown.
~
E
bed~
   The bed looks extremely comfortable.  It looks like it would put
you to sleep in an instant
~
S
#139
The Monk's Chamber~
   The Monk lives in a well-appointed chamber, with a large bed, and a
well-made wooden desk.  There is a painting on the wall, and a chair
lies on the ground, overturned
~
1 8 0
D3
~
door wooden w~
1 100 137
E
painting~
   The painting is a cubist representation of a golden dragon,
with green wings.
~
E
underside~
   There is a brownish-red X marked haphazardly on the bottom of this
chair.   Having seen plenty of blood in your lifetime, you realize that the
brown stain must be exactly that.
~
E
chair~
   The chair looks undamaged.  There is something on the underside of
the chair.
~
E
blanket~
   The blanket is featureless
~
E
bed desk~
   The bed and desk appear to be made out of oak, and the bed has a soft
down blanket covering it.
~
S
#140
Western Hallway~
   The hallway runs north and east here.  There are doors to the west and
south.
~
1 8 0
D0
~
~
0 -1 137
D1
~
~
0 -1 143
D2
~
door wooden s~
1 100 142
D3
~
door wooden w~
1 100 141
S
#141
The Chaplain's Chamber~
   The chaplain lives well.  There is a large, comfortable bed in one
corner of the room, and a large oaken desk next to the door.  There is
a comfortable leather chair in front of the desk
~
1 8 0
D1
~
door wooden e~
1 100 140
E
bed desk chair~
   The bed, desk and chair all look well made, and expensive.  The bed
is very soft looking.
~
E
underside~
   There is a brownish-red X marked on the underside of this chair.
~
S
#142
The Expositor's Chamber~
   The Expositor lives rather well.  He has a large desk, which dominates
the southern wall of this room.  The bed is fairly small, it looks like
it has been shortened to make room for the huge desk.  There is a rather
large chair sitting in front of the desk.
~
1 8 0
D0
~
door wooden n~
1 100 140
E
chair~
   The chair is comfortable,but looks tiny next to the desk.
~
E
quilt~
   The quilt has an embroidered dragon on it.
~
E
paper~
   Looks like tax forms, ICK!
~
E
desk~
   The desk is positively enormous.  They must have used magic to get
it inside here.  Although it is perhaps the largest desk you have ever
seen, it is completely covered with stacks of paper.
~
E
bed~
   While the bed is short, it still looks very comfortable.  There is a
quilt thrown across the bed.
~
E
underside~
   There is a brownish-red X on the underside of the chair.
~
S
#143
Western Hallway~
   The hallway runs east to west.   There is a door to the south.
~
1 8 0
D1
~
~
0 -1 145
D2
~
door wooden s~
1 100 144
D3
~
~
0 -1 140
S
#144
The Bishop's Chamber~
   The bishop lives in amazing comfort.  A large feather bed is in
one corner, and a large oaken desk stands against the opposite wall.
There is a large chair in front of the desk.
~
1 0 0
D0
~
door wooden n~
1 100 143
E
underside~
   There is a brownish-red X on the underside of the chair.
~
S
#145
Western Hallway~
   The hallway hits a dead end here.  There are doors to the north,
east and south.  The hallway runs west.
~
1 8 0
D0
~
door wooden n~
1 100 147
D1
~
door wooden e~
1 100 148
D2
~
door wooden s~
1 100 146
D3
~
~
0 -1 143
S
#146
The Patriarch's Chamber~
   The Patriarch lives well.   There is a huge bed dominating the room,
taking up almost all of the floor space.  A small desk is shoved into the
space that is left.  There is a faint scent of perfume lingering in the 
air.
~
1 8 0
D0
~
door wooden n~
1 100 145
E
underside~
   There is a brownish-red X marked on the underside of the chair.
~
E
bed~
   The bed is enormous.  It has a wooden frame that encases it, and the
edges of the mattress are very round and smooth, unusually so.  Even more
unusually, the bed seems have something inside it, because it makes small,
rhythmic up and down motions continuously.
~
E
desk~
   While the desk is small, it does not look cheap.
~
S
#147
The Arch Bishop's Chamber~
   The arch bishop lives in extreme comfort.  A large feather bed is in
one corner, and a large mahogany desk stands against the opposite wall.
There is a large chair in front of the desk.
~
1 9 0
D2
~
door wooden s~
1 100 145
E
underside~
   There is a brownish-red X on the underside of the chair.
~
S
#148
The High Priest's Anteroom~
   This is the foyer of the High Priest Ryadel's apartment.  Tapestries
cover the walls, and soft candles give a gentle, delicate light to 
the room.  You can see the entrance to the bedroom to the south.  To
the east, you can see what appears to be a study
~
1 8 0
D1
~
~
0 -1 150
D2
~
~
0 -1 149
D3
~
~
0 -1 145
S
#149
The High Priest's Bedroom~
   As you enter this room, you feel impressed.  The High Priest really
knows how to live.  Light silken tapestries cover the walls, softening
the effect of the already soft candlelight.  A large bed dominates the
center of the room, and it looks extremely comfortable.  A intricately
woven carpet covers the floor, and deadens any noise that might other
wise disturb the sleep of the priest.  To the south, you can see a 
closet.
~
1 8 0
D0
~
~
0 -1 148
D2
~
~
0 -1 151
S
#150
The Study of the High Priest~
   This is the study of the High Priest.  A well-crafted leather chair
sits in front of a huge oaken desk.  The smell of fine Elven tobacco 
lingers about the room.  Several chairs have been placed against the walls,
for the use of the High Priest's guests.  There is a large painting above
the desk.
~
1 8 0
D3
~
~
0 -1 148
E
underside~
   There is a brownish-red X marked on the underside of the chairs
in this room.
~
E
desk~
   The desk is enormous.  They must have used magic to get it through
the substantially smaller entrance to this room.
~
E
serpent~
   The serpent is golden, with jade feathered wings.  It looks like
it is grinning.
~
E
tree~
   On closer examination, the tree appears sickly, and old, and ready
to topple over and fall.
~
E
painting~
   The painting is of the Life Tree of Midgaard, nurturing all of life 
within its boughs.  The Midgaard serpent gnaws at the roots, and it 
doesn't look like he has very far to go before he reaches the main
part of the tree.
~
E
smell tobacco~
   The tobacco is definetly Elven.  You can tell by the strong, "leafy"
odor.
~
E
chair chairs~
   The chairs are well made, and look very expensive.  They go well with
the rest of the expensive stuff in this room.
~
E
desk ~
  The desk is enormous.  They must have gotten it in here with magic,
since there is no way that it could fit through the tiny door.
~
S
#151
The Closet of the High Priest~
  This huge closet contains some of the finest made clothing that you have
ever seen.  Silk and lambskin dominate the selection, and everything
looks like it would be very comfortable to wear.
~
1 8 0
D0
~
~
0 -1 149
D1
~
latch~
2 101 152
E
small object~
   It looks like some sort of door latch.
~
E
lambskin lamb~
  The lambskin clothing is incredibly soft, and very comfortable looking.
As you poke through the High Priest's belongings, you notice a small
object attached to the eastern wall of the closet.
~
E
lamb lambskin~
  The lambskin clothing is very soft and comfortable looking.  As you
poke through the rows, you notice a strange latch in the back of 
the closet.  Hmmmmmm.
~
E
silk~
   The silken clothing is so light and thin as to be ethereal.  You 
could probably wear five or six layers of the stuff before you reached
the thickness of even a simple shirt.
~
S
#152
The Secret Chamber of the High Priest~
   Wow!  You have found a secret passage!  And you thought things like 
this only happened in computer games!  There is a door to the west,
and a stairway leading downwards.
~
1 9 0
D3
~
door secret latch w~
2 101 151
D5
~
~
0 -1 165
S
#153
Western Hallway~
   The hallway dead-ends here.  There is a large oaken door to the east,
and the hallway continues west.
~
1 8 0
D1
~
door wooden large oaken~
1 100 154
D3
~
~
0 -1 107
S
#154
Cellar Access~
   This small room has bits of algae growing on the walls.  They glow softly,
giving this room what little light it has.  There are two exits, a door
to the west, and a ladder going down.
~
1 8 0
D3
~
door wooden large oaken w~
1 100 153
D4
~
secret latch
~
1 100 155
D5
~
~
0 -1 164
E
algae~
   As you examine the algae, you find a small latch.
~
E
latch~
   You trace a thin wire from the latch up to the ceiling.  Perhaps you
should try opening the latch, to see what happens.
...Then again, maybe you shouldn't.
~
E
ladder~
   The ladder looks firm and strong.  It has supported the weight of 
many a chubby monk, it will support yours.
~
S
#155
Attic Access~
   Ooh, this is a nifty little treat.  You appear to be in an extra
room, that may have been completely forgotten by the priests.  There
is passageway leading down, and a door to the north.
~
1 8 0
D0
~
door wooden n~
1 100 156
D5
~
passageway passage pass door d latch~
1 100 154
S
#156
Attic~
   It is rather hot and stuffy up here.  There is a window to the east,
that lets in some cool air, and a door to the south.  A few boxes and 
bits of trash are scattered about the room, but nothing particularly
important.
~
1 8 0
D0
~
~
0 -1 157
D2
~
door wooden s~
1 100 155
E
debris~
     There is nothing remarkable about the debris.
~
E
boxes~
   The boxes are empty.  They're probably just a haven for rats.
~
E
window e~
   You see the streets of Midgaard.  Looks like the world is surviving
without you in it.
~
S
#157
Attic~
   The attic continues here, to the north and south.  
~
1 0 0
D0
~
~
0 -1 158
D2
~
~
0 -1 156
S
#158
Attic~
   The attic continues to the north and south.
~
1 0 0
D0
~
~
0 -1 159
D2
~
~
0 -1 157
S
#159
Attic above the Library~
   You can see light streaming up from below, and the outline of a
large door set into the floor is apparent.  It looks like the back
side of a secret door, much more obvious than the front side.   You can
exit to the south, or through this door.
~
1 8 0
D2
~
~
0 -1 158
D5
~
~
0 -1 104
S
#160
Western Hallway~
   The hallway runs west.  There is a wooden door to the east.
~
1 8 0
D1
~
door wooden e~
1 100 104
D3
~
~
0 -1 132
S
#161
Northern Library~
  The library is large and quiet.  There are books all over the place.
There is a ladder that goes up to the second floor, and the library
continues to the south.
~
1 8 0
D2
~
~
0 -1 104
D4
~
~
0 -1 162
S
#162
Library Second Floor~
   The second floor of the library is even more quiet than the first
floor, and even more crowded.  There are books everywhere, even in the
middle of the narrow hallway that rings the lower library.  The only
exit is the ladder going down.
~
1 0 0
D5
~
~
0 -1 161
S
#163
Cellar~
   This room looks like the entry/exit from the cellar.  There is a ladder
going up, and doors to the east, and west.
~
1 9 0
D3
~
~
0 -1 175
D4
~
~
0 -1 112
S
#164
Cellar~
   This room looks like the entry/exit for the cellar.  There is a ladder
going up, and passages to the east and west.
~
1 9 0
D1
You see a labyrnth of some kind.
~
~
0 -1 10901
D3
~
~
0 -1 169
D4
~
~
0 -1 154
S
#165
The Secret Passageway of the High Priest~
   You are in the secret passageway of the high priest.  There is a 
stairway going up, and the passage continues to the north.
~
1 9 0
D0
You see a long, dark passageway
~
~
0 -1 168
D4
~
~
0 -1 152
S
#166
A secret passage!~
You have found a secret passage in the back of the temple! This room is dark,
and musty.  There is nothing of interest in the room.  To the north, 
you can see a door that leads outside.  To the south is another door,
heavily reinforced with iron bands.
~
1 13 1
D0
You see a door leading outside.
~
door secret n~
1 100 54
D2
You see a reinforced iron door to the south
~
door iron s~
1 100 167
S
#167
A small stone room~
  This room is about 10 x 10.  There is a large door to the north, another to
the south, and a heap of bones in the corner
~
1 9 2
D0
You see a small, musty room
~
door iron n~
1 100 166
D2
You see a long passage leading south
~
door iron s~
1 100 168
E
bones heap~
   the heap of bones is fairly large.  You see all kinds of bones, fighter's
bones, cleric's bones, mage's bones, thievs' bones...
~
S
#168
Dark passage~
This long passageway leads north and south.. To the north is a small room, and
to the south is a large, reinforced iron door..  You can hear something
moving behind the door...  But then again, it could just be your imagination.
~
1 9 2
D0
You see a large iron-reinforced door, and a stone room beyond.
~
door iron n~
1 100 167
D2
You see a small room
~
~
0 -1 165
S
#169
Cellar~
   You are standing in a 10 x 10 passageway, stretching off into the 
darkeness.  You have a feeling that you don't belong.
~
1 9 0
D1
~
~
0 -1 164
D3
~
~
0 -1 170
S
#170
Cellar~
   You are standing in a damp dungeon hallway, your light glints off of the
wet stones embedded in the walls.  While it is damp, it is not dirty, there
are no traces of dirt, or fungi.  The hallway continues to the east and west,
and there is a door in the south wall.
~
1 9 0
D1
~
~
0 -1 169
D2
~
door wooden s~
1 100 172
D3
~
~
0 -1 171
S
#171
Cellar~
   You are standing in a damp dungeon hallway, your light glints off of the
wet stones embedded in the walls.  While it is damp, it is not dirty, there
are no traces of dirt, or fungi.  There are exits to the east, and north.
~
1 9 0
D0
~
door wooden n~
1 100 173
D1
~
~
0 -1 170
S
#172
Storage room~
   You are standing in a large storage room.  Several barrels and boxes
line the walls, and the center of the room, making movement difficult. The
room appears to be fairly well stocked, and none appear to have been
recently opened.  There is only one exit, to the north.
~
1 9 0
D0
~
door wooden n~
1 100 170
S
#173
Cellar~
   You are standing in a damp cellar hallway.  The floor and walls are very
clean, and there is no trace of moss or fungi.  There is a large grate in
the western wall, a wooden door in the north wall, and the hallway continues
east.
~
1 9 0
D0
~
door wooden n~
0 -1 174
D1
~
~
0 -1 171
S
#174
Cellar~
   You are standing in a damp cellar.  The room, while damp, is very clean, 
and there is no trace of moss or fungi.  There are exits to the east, and
a door to the south
~
1 0 0
D1
~
~
0 -1 175
D2
~
door wooden s~
1 100 173
S
#175
Cellar~
   You are standing in a large cellar hallway, which is damp, but very clean.
Your light glints off of the wet stones that make up the walls of the 
passageway.  The hallway continues to the east and west.
~
1 9 0
D1
~
~
0 -1 163
D3
~
~
0 -1 174
S
#230
Weapons by Kitling~
Here is the weapons shop of the mall.  It is a standard manufacturer's
weapon outlet, one of a number of chain stores around the country.
They offer the finest, yet slightly imperfect, in bludgeoning, slashing,
and piercing products.
~
1 184 0
D0
~
~
0 -1 246
D3
~
~
0 -1 244
S
#231
The Armory Internationale~
This is one of the finest stores in the mall.  Paintings by famous
local artists adorn the beautifully wallpapered walls, and the carpet
is quite plush.  Gold fixtures and antique furniture is scattered through
the rest of the store, and the shopkeeper prides himself in selling only
the finest armors.
~
1 184 0
D2
~
~
0 -1 246
S
#232
Eddy's Elixirs~
In here you see shelves and shelves of magic vials, recipes for potions
and cases of mixtures for almost any occasion.
Eddy prides himself on his large variety, and we will NOT be undersold
by that dweeb Zifnab in the city.
~
1 184 0
D1
~
~
0 -1 245
S
#233
The Bootery~
Offering the finest of footwear for the modern mage, thief or warrior,
the Bootery provides a large selection of boots for everyone in SillyMud.
~
1 184 0
D2
~
~
0 -1 245
S
#240
Entrance to the Forrest Landing Shopping Mall~
This is the entrace to the Forrest Landing Shopping Mall, a fun
place for kids and adults alike, and only a short ways away from Midgaard.
People can be seen here, bustling about, minding they're own business.
You see the entrance to the mall to your east, and the outer world to your
west.
~
1 8 0
D1
This is the entrace to the Forrest Landing Shopping Mall, a fun
place for kids and adults alike, and only a short ways away from Midgaard.
People can be seen here, bustling about, minding they're own business.
You see the entrance to the mall to your east, and the outer world to your
west.
~
door~
2 28016 241
D3
~
~
0 -1 18287
S
#241
Hallway~
A hallway in the shopping mall, complete with the tacky carpeting and
a rather distasteful decor.  You see to your east a musical instrument
store called, "Chad's Music-O-Rama," and the entrance to the mall to
your west.  The hallway continues north.
~
1 8 0
D0
~
~
0 -1 243
D1
~
~
0 -1 242
D3
~
~
0 -1 240
E
hallway hall room~
The hallway here leads to the east into Chad's Music-O-Rama, and north
toward the rest of the mall.
~
S
#242
Chad's Music-O-Rama~
You see a room filled with musical instruments.  The proprieter, Chad Jackson
the International Recording Artist, does his best to stock only the finest
musical instruments in the land.
~
1 24 0
D3
~
~
0 -1 241
S
#243
Hallway~
A hallway in the shopping mall, complete with tacky carpeting and
a distasteful decor.  People are milling about, going nowhere and doing nothing.
To the west is Zales' Jewelers.
~
1 8 0
D0
~
~
0 -1 244
D2
~
~
0 -1 241
D3
~
~
0 -1 249
S
#244
Hallway~
A hallway in the shopping mall, complete with tacky carpeting and a
distasteful decor.  People are milling about, going nowhere and doing
nothing.
To the East is the weapons shop, 'Weapons by Kitling.'
~
1 8 0
D0
~
~
0 -1 245
D1
~
~
0 -1 230
D2
~
~
0 -1 243
S
#245
Hallway~
A hallway in the shopping mall, complete with tacky carpeting
and a distasteful decor.  To your north is 'The Bootery' for all your
footwear needs, while west is 'Eddy's Elixirs' for the quaffers
in your family.
~
1 8 0
D0
~
~
0 -1 233
D1
~
~
0 -1 246
D2
~
~
0 -1 244
D3
~
~
0 -1 232
S
#246
Hallway~
A hallway in the shopping mall, complete with tacky carpeting and a
distasteful decor.  People are milling about, going nowhere and doing
nothing.  To your north is 'The Armory Internationale' while to your
south is the weapons store, 'Weapons by Kitling.'
~
1 8 0
D0
~
~
0 -1 231
D1
~
~
0 -1 247
D2
~
~
0 -1 230
D3
~
~
0 -1 245
S
#247
Forrest Landing Center Court~
The end of the Forrest Landing mall, to your east you see the Food Court.
This is the stage of the mall, where people sometimes give shows to the
shoppers.
~
1 8 0
D1
~
~
0 -1 248
D3
~
~
0 -1 246
S
#248
Forrest Landing Food Court~
This is the Forrest Landing Food Court.  You several people sitting at tables
around the food court, eating and drinking, and generally socializing.
~
1 28 0
D3
~
~
0 -1 247
S
#249
Zales' Jewelers~
You look around and see cases and cases of the finest jewels, precious stones
and jewelry that you have ever seen.
~
1 28 0
D1
~
~
0 -1 243
S
#250
Shark's Office~
This is a beautiful marble paneled office. It is somehow devoid of
excess moisture (and water!) and the air is cool. There huge 
mahogany desk at the north end with a mate black lamp and bright
red tape holder as it's only accessories (That and the solid gold
and sterling silver plated Sparc II running X11R5). You can see a
large mahogany door bound in metal at the north end. To the south 
you can see the door to the waiting room.  
~
1 8 0
D0
You see a metal bound mahogany door.
~
hallway door north metal~
1 3951 1091
D2
You see a large door.
~
door~
1 3951 300
D4
You see a strange portal.
~
portal~
1 3951 3140 
D5
~
~
0 -1 251
E
desk~
You feel week from envy
~
E
portal~
The portal is GLOWING strangely.
~
E
X11R5 terminal Sparc~
The terminal is currently XLOCKED. But it IS a very nice terminal!
~
S
#251
The Antichamber~
This is a large room with marble walls, this room looks as old as time.
There is a ladder going up and a large passage to the north.
~
3 0 0
D0
~
~
0 -1 252
D4
~
~
0 -1 250
S
#252
The Golden Room~
This is a large room with golden walls. There are a few pieces of
lavish furniture about. There is a large plaque on the far wall, 
right next to a huge oaken door.
~
3 200 0
D0
~
north oak door~
2 40001 253
D2
~
~
0 0 251
E
plaque wall~
Warning MORTAL! Although the matter of the blade is out of the hands
of the Gods, the blade itself is DANGEROUS! Yea, it is power beyond 
the normal weapon and thefore may tempt you... RESIST!
Shark, High Weaponsmaster.
~
S
#253
The Blade Room~
This room looks like it was just dug out of the earth. It is fairly
small and damp. On the floor is a small wooden platform.
~
3 200 0
D2
~
south oak door~
2 40001 252
S
#298
Metal Chamber~
This is a round metal chamber. There are strange carvings on the wall.
~
1 8 -1 100 299 1 0
D0
~
~
0 0 3140
E
carvings wall~
You can't read them, but they send a shiver down your spine!
~
S
#299
The floor has dropped out from under you!~
The metal floor has dropped out.. you are sliding down a tunnel!!
Where will it all end!!??
~
1 8 -1 20 301 1 0
S
#300
The Waiting room~
This is a large room with plenty of chairs and reading material.
There are various pictures of sharks and other sea creatures on 
the wall, as well as an assortment of blow driers. Over in the 
north corner you can see a monitor playing SNL (One of the Land
Shark episodes you belive). The air is cool and moist. 
~
1 8 -1 -1 0 -1 0
D0
You see a large door.
~
door~
1 3951 250
D5
You see a strange portal.
~
portal~
1 3951 98
E
wall~
You see some blow driers and pictures of sharks and see life.
~
E
portal~
The portal is GLOWING strangely.
~
S
#301
Entrance to the Shark Tank~
You have ended up in a large steel room. The room feels very 
damp and there are pools of salt water on the floor. There is
a large steel door at the north end with red lights over it.
It looks like an airlock. There is a open glass door marked 
EMERGENCY EXIT to the south.
~
1 8 -1 160 302 1 0
D2
You see a open glass door.
~
glass door~
1 3951 305
E
lights~
They are dark, but look very official. You notice a speaker between them.
~
E
steel north~
The steel door is massive and looks like it can't be opened. Not by 
YOU anyway! It is marked "TANK".
~
S
#302
There is an alarm going off!!~

A very loud alarm has started and the red lights are going off!!
~
1 8 -1 70 303 1 0
D2
You see a open glass door. 
~
glass door~
0 0 305
E
lights~
The lights are light BRIGHT RED. You notice a speaker between them
where the deafening noise is coming from.
~
E
steel north~
The steel door is massive and looks like it can't be opened. Not by 
YOU anyway! It is marked "TANK".
~
S
#303
The metal door is opening and water is rushing in!~

The metal door at the north end has started to open and water
is rushing in! At the same time the EMERGENCY EXIT has slowly
started closing. A voice comes out of nowhere and says that the 
room will be flushed in 40 seconds. 
~
1 8 -1 70 304 1 0
D2
You see a open glass door.
~
glass door~
0 0 305
E
lights~
The lights are flashing with maddening quickness. You notice the speaker
between them is screaming at you. You feel like you should leave.
~
E
steel north~
The steel door is massive and looks like it can't be opened. Not by 
YOU anyway! It is marked "TANK".
~
S
#304
The Shark Tank~
This is a HUGE metal tank filled with clear salty water. The floor
has been done in post modern sea bottom. There are various sea animals
about enjoying the water and decor. You can almost make out a small door
on the bottom.  
~
1 8 -1 -1 0 -1 9
D5
You see a small door.
~
small door~
1 0 300
S
#305
The Emergency Chamber~
The glass door slams shut and you notice you are in a small metal 
chamber. 

A calm female voice tells you that you will be evacuated shortly.
~
1 8 -1 60 98 1 0
S
#400
An overturned cart~
   You have come across an overturned cart, lying in the middle of the
road.  One of the wheels is still spinning.
~
3 0 -1 60 401 1 3
D0
~
~
0 -1 15001
D2
~
~
0 -1 15100
S
#401
Ambush!~
   Suddenly, a group of bandits leap from cover and attack!
~
3 0 3
D0
~
~
0 -1 15001
D2
~
~
0 -1 15100
D3
~
~
0 -1 403
S
#403
A small path in the woods~
   You are standing on a small path in the woods.  To the east, the
path leads further into the forest, while to the west, you can
still see the cart, lying on the road.
~
3 0 3
D1
~
~
0 -1 400
D3
~
~
0 -1 404
S
#404
A small path in the woods~
   The path turns north now.. You can hear shouts from up ahead,
You must be almost upon the bandit camp!
~
3 0 3
D0
~
~
0 -1 405
D1
~
~
0 -1 403
S
#405
Empty Camp~
   As you tear through the woods, you stumble out into a large
round clearing.  There is a fire burning in the center of the
grassy area, clearly it was just recently vacated.  Watch out for
another ambush!
~
3 0 -1 20 406 1 3
D2
~
~
0 -1 404
S
#406
Ambush!~
  Once again, the bandits jump from hiding, but this time there are 
several more of them, including the leader, a huge ogre...
~

3 0 3
D2
~
~
0 -1 408
D3
~
~
0 -1 413
S
#407
A small clearing~
   You are standing in a large circular clearing in the forest.  There is a 
small fire still burning in the center of the clearing
~
3 0 3
D2
~
~
0 -1 408
D3
~
~
0 -1 413
S
#408
A small path in the woods~
   You are standing on a small path in the woods.  The path
leads north and east.  To the north is the bandit camp
you just left, and to the east is the overturned cart.
~
3 0 3
D0
~
~
0 -1 407
D1
~
~
0 -1 409
S
#409
A small path in the woods~
   You are standing on a small path in the woods, leading east
and west.  To the east you can see an overturned cart
~
3 0 3
D1
~
~
0 -1 410
D3
~
~
0 -1 408
S
#410
An overturned cart~
   You are standing next to an overturned cart.  The wheels
have ceased turning, and all is quiet
~
3 0 3
D0
~
~
0 -1 15001
D2
~
~
0 -1 15002
D3
~
~
0 -1 409
S
#413
Another small trail~
   You are standing on another small trail leading east and west.
You hear movement to the west
~
3 4 2
D1
~
~
0 -1 407
D3
~
~
0 -1 414
S
#414
A shallow pit~
   You have stumbled across the (modest) treasure of the bandits.
Of course, you'll have to get past the guardian first.
~
3 0 3
D1
~
~
0 -1 413
S
#444
Loki's Retreat~
   You are standing in Loki's retreat, a soft, green valley standing
between two mountains which seem to stretch impossibly high into the
sky.  They are the peaks Radermerle, and Liradel, and they
glisten with ancient snow.  Nearby, you can hear the trickling of a
stream, and then farther off to the south the pounding of a waterfall.
A slight breeze plays about you, and it makes the long grasses sway 
lazily back and forth. 
~
4 8192 0
S
#445
Loki's Board Room~
   This is where Loki has his board meetings.
If you weren't invited here, perhaps you should leave.
If he's unresponsive, perhaps he's writing to the board.
~
4 8192 0
S
#500
Druid challenge preperation room~
  You are standing in the druid challenge ready room.. Prepare yourself
for the fight, and remove and drop all of your equipment and gear.  When you
are ready, nod, and you will be taken into the combat room.  The first to
flee shall be considered the loser.  If you do not remove your equipment
and gear, it will be destroyed.  Good luck
~
5 92 11
D5
~
~
0 -1 502
S
#501
Druid challenge room~
  Begin the combat.  The first to flee loses.  
~
5 4680 11
D2
~
~
0 -1 500
S
#502
The northern limb~
  You are standing on the northern limb of the colossal tree.  Above you,
you can see the challenge area, where each druid must test his or her mettle
in single combat.  To the south, you can see the center of the tree.
~
5 0 3
D2
~
~
0 -1 503
D4
~
~
0 -1 500
S
#503
A meeting of limbs~
   You are standing at the meeting point of huge limbs, which lead north,
south, east and west.  To the north, you can see the challenge area, and
to the west, you can see the druid guildmaster
~
5 0 3
D0
~
~
0 -1 502
D1
~
~
0 -1 505
D2
~
~
0 -1 506
D3
~
~
0 -1 504
D5
~
~
0 -1 507
S
#504
The western limb~
   You are standing on the western limb of the colossal tree.  To the east,
you can see the center of the tree.  To the north west, you can see the 
challenge area.
~
5 0 0
D1
~
~
0 -1 503
S
#505
The Eastern tree-limb~
  You are standing on the eastern tree limb, which appears to be some sort
of meditation area.  To the west, you can see the center of the tree. To the
north east, you can see the challenge area
~
5 0 0
D3
~
~
0 -1 503
S
#506
The southern tree-limb~
   You are standing on the southern tree limb of the colossal tree.  To the
north, you can see the center of the tree.  To the north-west, you can see
the druid guildmaster, teaching a young druid some essential skills.
~
5 0 0
D0
~
~
0 -1 503
S
#507
Inside the colossal tree~
   You are standing inside the great tree, an eerie feeling indeed.  The
tree truck continues upwards and downwards, while open air lies in all 
other directions.  
~
5 8 11
D4
~
~
0 -1 503
D5
~
~
0 -1 508
S
#508
Inside the Colossal tree~
   You are standing within the colossal tree.  You can feel its life energy
flowing through you, as life-giving sunlight and nutrients are exchanged
between the leaves above, and the roots below.  The tree trunk soars above
you.  ~
5 8 11
D1
~
~
0 -1 6103
D4
~
~
0 -1 507
S
#515
The well-kept trail~
   You are standing on a trail leading between well kept, and very healthy
looking trees.  To the north, you can see the light forest of Haon-daor, while
to the south, the trail continues.
~
5 0 0
D0
~
~
0 -1 6017
D2
~
~
0 -1 516
S
#516
The end of the well-kept trail~
   You are at the southern end of a trail, which leads northwards through
a vibrantly green forest.  To the south, you can see a circular clearing,
covered in rich, thick grass.  Large, healthy trees lie to the east and to
the west.
~
5 0 0
D0
~
~
0 -1 515
D2
~
~
0 -1 517
S
#517
A circular clearing~
   You are standing in a circular clearing, in the center of a very healthy
looking copse of trees.  A trail leads northwards through the forest, and
a small hut lies to the west.  To the east, you can see another clearing,
dominated by a huge oak tree.
~
5 0 0
D0
~
~
0 -1 516
D1
~
~
0 -1 519
D3
~
~
0 -1 518
S
#518
A small cottage~
   You are standing inside a small hut, or cottage, which seems to be someone's
well used residence.  A door leads south, and a circular clearing lies to
the east.
~
5 0 0
D1
~
~
0 -1 517
D2
~
door wooden s~
1 0 520
S
#519
A small clearing~
   You are standing in a small clearing. A very large oak trees sits in the
center of the clearing, its branches sway slightly in the wind.  To the west,
you can see a larger clearing, and beyond that, a small hut
~
5 0 0
D3
~
~
0 -1 517
S
#520
a sparse bedroom~
  You are standing in the bedroom of a small cottage.  A window lies open
to the east, and a pleasant breeze slowly blows through the room.  A small
wooden door lies to the north.  Other than that, the room is decorated with
the usual stuff one would find in a bedroom
~
5 0 0
D0
~
door wooden n~
1 0 518
E
window west~
Through the window, you can see a circular clearing
~
S
#550
Monk challenge preperation room~
   You are standing in the Monk combat ready-room.   Prepare yourself for your
battle, and nod when you are fully prepared.  You will be taken into the 
combat room.  Remove all of your equipment and gear, and leave it here. It
will be destroyed if you do not.  Strike first and strike hard.. Good luck.
~
5 92 0
D3
~
~
0 -1 1725
S
#551
Monk challenge room~
  Begin the combat.  The first to flee loses.  
~
5 4616 0
D2
~
~
0 -1 550
S
#600
Dweeb's place~
La   
~
3 8 2
S
#666
The Hall of Rules~

	Welcome to the hall of rules.  "Rules" start at 667, and go through
670.   Note:  At the current time, these are a copy of the rules on Temple.
However, they will be rewritten.

671-675 is a list of godly duties.  If you want to move up in levels, I
recommend that you read it.  

More will be added as thought of.

~
10 8 0
S
#667
Temple rules on being immortal (supplied by conner)~
The mostly dont's of being immortal:

(1) On playing a mortal character:
    - ABSOLUTELY NO HELP WHAT-SO-EVER FOR ONE OF YOUR OWN MORTALS!
      The point being you have already achieved the goal of the game.
      By helping yourself in this way, you detract from others chances.
    - Don't pass on equipment, especially not to one of your own.
    - Don't give your 'old' characters to other people or I will treat
      them as if it is you. And DON'T let them play your immortal!
    - No playing both immortal/mortal types at the same time, there should
      be no legitimate need for this.
    - Similarly switching back and forth between mortal/immortal looks
      as though you are obtaining information to help you and you probably
      are, so don't.

(2) Assisting other players:
    - Advising a new player how to start is expected behavior, but
      advising him/her what his stats are or stats on an item is not.
      DO NOT inform people of object/monster stats!
    - DO NOT cast spells for mortals, and don't use spells against them
      ie casting Sanctuary on mobs.
    - Don't trans them around to avoid encounters or to put them in harms way.

 [more]
~
10 8 0
S
#668
Temple rules on being immortal (supplied by conner)~
(3) On Dealing with problem players:
    Don't just up and kill them. Don't use info you receive as immortal
    to come on and hunt-down/summon players for the purpose of killing.
    (This is not to say you couldn't advise someone who they were killed
     by. Just make sure it stays their affair and not yours.)
    Do try to talk to them and inform them where they are going wrong.
    Be polite, but if they are not polite in return there is no reason to
    listen to them. If they refuse to listen, either inform a higher level
    or get a couple other immortal witnesses. Then move them out of harms
    way and if need be strip them of equipment.

You invested time and effort in making immortal, but it is a privilage and
comes with a responsibility to act responsibly. Violators will be delt with.
I not exclude the possibility of deletion, demotion or banning immortals.
You should read the wizard board each visit to stay informed of any changes
to policy.
~
10 8 0
S
#669
Temple rules on being immortal (supplied by conner)~
 If you wish to continue to play as a mortal there a few things I
would like you to keep in mind:

1) Don't be an item hog. You should not be keeping equipment for
   more than ONE player. If you play more than one character that
   is fine, but I would hope you wouldn't play more than one at
   a time.

2) The items you keep should be minimal. No reason why you should
   have 2 energy bows, a katana and a claw. You can't use them all
   at once so why have them. Same for armour and other items. If
   you can't use them at the same time you probably have too much.
   Items you get rid of should NOT be sold but put on the dump so
   they circulate back to the game and other people have the chance
   to experience getting them.

3) Avoid the urge to curry favor amoung people by 'starting' out
   newbies with a generous helping of experience points and or
   items. Give a modest amount of gold if you like or take them
   on a mini-tour of areas they can handle. They will have more
   fun if they can experience things for themselves. Anyone you
   group with should be of approximately the same level.
   [MORE]
~
10 8 0
S
#670
Temple rules on being immortal (supplied by conner)~
If you are noted violating these conditions your items may be removed
or if a repeat offender demotion or erasure or mortals may be called for.
I don't wish to restrict your playing entirely - I'm glad you enjoy what
I have created enough to go back for more. But you must keep in mind that
there are other people playing and they deserve to have the same opportunities
and struggles you hopefully went through.
 If there is anyone that can't live up to these responsibilities, you should
consider finding another mud to pass your time on.
~
6 0 0
S
#671
Wizlist/Hall of Rules~
3/1/92
==============================================================================
	       		    SUPREME BEING
60th                            Loki
GOD- Enough said!
==============================================================================
		       	     IMPLEMENTOR
59th    Conner        Felix            Shark            Vile
FINAL says in all Loki does NOT care to deal with. Promotes/Demotes
gods. Filters all complaints. Creates and enforces policy, approves the
policies of the 58th's.
ADVANCE
==============================================================================
		       GODS OF FINAL JUDGEMENT
58th	Haplo		Excavator	Xenakis
	Kaylor		Hachiman        Darkenelf       Skylar
JUDGES of immortals and WATCHERS of the game. May promote to 56th level. 
Investigate any complaints of cheating. May pass judgement on any god but may
NOT demote levels. Should events warrant, level 58th's have the option to shut
the game down. They are also in charge of reimbing chars in exp should a case 
warrant. The only way to advance from this level is to replacement of one of
the exsisting 59's. Only those who have been 58 for some time are eligible.
SHUTDOWN	REROLL	SLAY	SYSTEM	@SET
~
6 0 0
S
#672
Wizlist/Rules~
==============================================================================
	                   GODS OF JUSTICE
57th 	Ripper		Herne		StJarna		Belgarath
These gods are the REGULATORS of the Immortals. Any complaints of lower gods
reach this level first. 57th's May recommend promotion or demotion of a god. A
god of this level or higher is needed to authorize a quest.
To advance from this level you must fullfill your role as a 57th. Anyone
considered for promotion to 58th should not have been found guilty of any
major infraction(s) of the rules.
==============================================================================
			    GREATER GODS
56th	DrBones         Fiona		Stranger	Craig
         		Heimdall	Brutus
This is the highest level god that should have any long term interaction
with the pcs. This level is the 'jury' of the pcs dealing with any complaints
of player killing and theft.
To advance from this level you MUST have been with the mud for some
period of time, contributed something- be that an area, a few MAJOR
quests or coding AND shown that you CAN be trusted completely.
SNOOP
~
6 0 0
S
#673
Wizlist/Rules~
==============================================================================
			        GODS
55th	VanJuntz	Dugwal		Gambreezzi	Pakslen	
			Saffron		Dweeb           
Level 55 gods are expected to deal with any and all problem pcs, using "FORCE"
to backup the rules on player killing and theft. These gods are the
ones to see if there is a problem with a player.
To advance from this level you must have had experience dealing with
pcs that have caused a problem and successfully settled disputes.
FORCE
==============================================================================
			      DEMI-GODS
54th    Bolt		Helios		Jim		Rugrat
				Zyx
Have some of the more powerful wiz commands. Demi-gods are expected
to keep the game safe from annoying users. If events warrant the shutting the
game off from mortals for a time, 54th's may WIZLOCK the game.
To advance from this level show initiative in dealing with the problems
of the pcs and of the lower level gods.
TRANSFER WIZLOCK SNOWBALL RESTORE
~
6 0 0
S
#674
Wizlist/Rules~
==============================================================================
			        SAINTS
53rd	Companion	Exxon 		Hamlet		Keaggy
	TomServo	Sinistrad	Spike
This level of god is responsible for reimbursing any character that has 
suffered a loss due to code problems. This is an ideal level for administering
quests. A god of this level or higher MUST be present while a quest
is being run.
To advance from this level set up and run quests, work on your area,
and help with the interaction of pcs and gods. The god must be active
and show they CAN be trusted. 
STRING LOAD
==============================================================================
			       CREATORS
52nd	Azeb		Cloth		Dalamar		Martin
	Riel		Salamander	Scratch		(*Major Coder*)
				Valkyr
This level is for mainly creators of zones, who do not wish to interact with
pcs' or the flow of the game. These gods may set up a quest, but a 53rd 
or higher IS required to be on during its play. 53rd and higher may
be asked to load and string objects for an APPROVED quest.
To advance from this level begin work on your area and run some quests.
STAT	AT	RSAVE	RLOAD	INSTAZONE	EDIT	SHOW
~
6 0 0
S
#675
Wizlist/Rules~
==============================================================================
		               IMMORTALS
51st	Holli		Lews		Mario		Mysterius
	Kif	Overkill	Riff	Rikus	Smelterhead
		Terran	        Tiro		Venus
Lowest level god. This level is ideal for becoming acquainted with godhood. 
It is the reward for successfully running up through ranks of mortality.
As an Immortal, you are to enhance the play of the game, by switching into 
mobiles and giving them "personalities", etc. However, do NOT- directly or
indirectly- interfere with the play/actions of mortals. You have left mortality
behind you; therefore, do not seek to continue aiding your mortal running mates
via stat or other priviledged information.
To advance from this level simply behave and show an interest in
adding to the mud.
PURGE	SWITCH	NOSHOUT	AUTH	GOTO	THINK	USERS	WIZHELP	
NOHASSLE	STEALTH	INVIS
==============================================================================
~
6 0 0
S
#790
Jim's Office~
This Is the office of Jim. It's not very big, but none the less
it is a office of some sort. 

On the walls are different monster heads of Jims Kills.

On the west wall you see Jims first "a vampire bat".

On the east wall you see "a black enfan", which nearly lost Jim
a lot of EXP. if he would have died.

On the south wall if you can reconize it, is a picture of Cichlid
and Qazzzzirumn, Jims mortals.

And on the north wall, as you look with awe, A picture of loki
with shovel in hand, on the first day he put the mud up. and under 
the picture is a little plaque that reads "LOKI MY HERO"
~
6 528 0
D5
~
~
0 -1 3005
S
#791
North South Road~

You are now entering the Green Slime....
 

~
6 0 0
D0
~
~
0 -1 798
D1
~
~
0 -1 1101
D2
~
~
0 -1 792
S
#792
Greenstone Path~
Empty
~
6 0 0
D3
~
~
0 -1 793
S
#793
Limestone Street~
Empty
~
6 0 0
D3
~
~
0 -1 794
S
#794
Moldy Way~
Empty
~
6 0 0
D0
~
~
0 -1 795
S
#795
Algea Ave~

Slime Row lies to the east.
~
6 0 0
D1
~
~
0 -1 799
S
#796
Moldy Way~

Algea Ave lies to the south.
~
6 0 0
D2
~
~
0 -1 795
S
#797
Limestone Street~
Moldy Way lies the the west.
~
6 0 0
D3
~
~
0 -1 796
S
#798
Greenstone Path~

Limestone Street lies to the west.
~
6 0 0
D3
~
~
0 -1 797
S
#799
Slime Row~

This is the most likely place to find the Green Slime.

Exit down Now! and you might not get Slimed.

Reception is up if you got the key.
dim lit path is down.
~
6 0 0
D4
~
door
~
1 6502 3008
D5
~
~
0 -1 1101
S
#800
The Marsh~
   Entering the marsh is like entering another world.  It is thick with
lush vegetation.  Reeds grow as high as a man on horseback, making long
distance viewing impossible.  The flat terrain is occasionally broken by 
a hillock which rises above the reeds.
~
3 8 0
D0
~
~
0 -1 801
S
#801
The Massacre~
   Startled by your arrival, a half dozen carrion birds rise in front of you.
Pushing through some tall weeds, you come upon the remains of a fight.  Dead
men and horses are sinking into the mud all around you.  About ten feet
away lies the body of an immense ceratosaur.  The livery of the dead men
identifies this party as a unit of soldiers from a nearby barony.
~
3 0 0
D0
~
~
0 -1 803
D1
~
~
0 -1 802
D2
~
~
0 -1 800
S
#802
Desolate Marsh~
   This part of the marsh seems indistinguishable from any other.  Are you
sure you know where you are?  The reeds appear even taller than they are,
because you're standing knee deep in muck.  You wish those pesky gnats would
go away and leave you alone.
~
3 0 0
D0
~
~
0 -1 804
D3
~
~
0 -1 801
S
#803
Desolate Marsh~
   This part of the marsh seems indistinguishable from any other.  Are you
sure you know where you are?  The reeds appear even taller than they are,
because you're standing knee deep in muck.  You wish those pesky gnats would
go away and leave you alone.
~
3 0 0
D0
~
~
0 -1 806
D1
~
~
0 -1 815
D2
~
~
0 -1 801
D3
~
~
0 -1 813
S
#804
Desolate Marsh~
   This part of the marsh seems indistinguishable from any other.  Are you
sure you know where you are?  The reeds appear even taller than they are,
because you're standing knee deep in muck.  You wish those pesky gnats would
go away and leave you alone.
~
3 0 0
D0
~
~
0 -1 805
D1
~
~
0 -1 808
D2
~
~
0 -1 802
D3
~
~
0 -1 815
S
#805
Desolate Marsh~
   This part of the marsh seems indistinguishable from any other.  Are you
sure you know where you are?  The reeds appear even taller than they are,
because you're standing knee deep in muck.  You wish those pesky gnats would
go away and leave you alone.
~
3 0 0
D2
~
~
0 -1 804
D3
~
~
0 -1 806
S
#806
Desolate Marsh~
   This part of the marsh seems indistinguishable from any other.  Are you
sure you know where you are?  The reeds appear even taller than they are,
because you're standing knee deep in muck.  You wish those pesky gnats would
go away and leave you alone.
~
3 0 0
D1
~
~
0 -1 805
D2
~
~
0 -1 803
D3
~
~
0 -1 807
S
#807
Desolate Marsh~
   This part of the marsh seems indistinguishable from any other.  Are you
sure you know where you are?  The reeds appear even taller that they are,
because you're standing knee deep in muck.  You wish those pesky gnats would
go away and leave you alone.
~
3 0 0
D1
~
~
0 -1 806
D2
~
~
0 -1 813
S
#808
By The Lake~
   You follow what looks like some sort of path around the edge of a large
hillock on your right.  To your left is water as far as the eye can see,
and it looks deep.
   You hear a rustling sound coming from the reeds!!
~
3 0 0
D3
~
~
0 -1 804
S
#809
The Clearing~
   This clearing is just as inviting as it ever was.  You dread entering
the marsh to the east as you recall its noisome smell and the painful stings
of those hundreds of little red gnats.
   Whoa! You've just noticed a tiny grass hut standing south of the part in
the reeds that marks your exit from the marsh!  The hut must have been
invisible when you entered, because it is partly set into the marsh and
would be out of view if you were facing in the opposite direction.
~
3 0 0
D0
~
~
0 -1 807
D1
~
~
0 -1 803
D2
~
~
0 -1 814
D3
~
~
0 -1 810
S
#810
Beside A Large Boulder~
  You are standing in the shadow of a HUGE boulder and feel a slight chill.
This area shows signs of having been used as a campsite, but not by any of
the world's lawful races!  You think some footprints you see may belong to the
lizard men which are rumored to inhabit this area.  You pray that none of
those insidious creatures are lurking nearby ...~
3 0 0
D1
~
~
0 -1 809
D3
~
~
0 -1 811
S
#811
Under A Tree~
   Yuck!  All around you, there are big piles of some nasty white substance
that smells simply terrible!  Even worse, it looks like someone or something
has been collecting small amounts of this stuff for some unthinkably foul
purpose.
   CAW! CAW! Above you, a gigantic pteranodon takes flight!  Its enormous 
wings beat surprisingly fast, buffeting you with a blast of air.  The
pteranodon heads east, but you think there may be still more of them up in
the tree ...
~
3 0 0
D1
~
~
0 -1 810
D4
~
~
0 -1 812
S
#812
The Pteranodon Nest~
   You struggle up into the upper branches of the old tree and find that
the pteranodon's nest is large enough and firm enough for humanoids to walk
on.  Cracked eggshells lie scattered all around along with an odd 
assortment of animal bones and decaying plant material.  Ack! Is that a
human femur you see off to the right?!?!
~
3 0 0
D5
~
~
0 -1 811
S
#813
The Clearing~
   Ahhh!  The reeds part to reveal a nice clear area of hard ground!  The
grass is green, soft and inviting to you after your tiring travels through
the marsh.  Perhaps this would be a good place to set up camp before you
continue this perilous excursion.
   Ahead of you, there is a large boulder, which you estimate to be over
twenty feet tall!  Beyond the boulder is a shady tree in which you see signs
of movement and from which emanate strange cawing sounds ...
~
3 0 0
D0
~
~
0 -1 807
D1
~
~
0 -1 803
D3
~
~
0 -1 810
S
#814
A Small Grass Hut~
   You lower your head to enter the small doorway of the hut, and your nose
is immediately assaulted by the pungent smell of some strange incense.  The
hut is unlit, but enough light comes in from outside to let you see clearly.
There are two copper braziers in which the incense is smouldering.  On the
ground, several white grubs wriggle and writhe.  All in all, this is a very
unpleasant place to be ... especially compared to that nice clearing to
the north.
~
3 0 0
D0
~
~
0 -1 809
S
#815
The Murky Pool~
   You are wading in water up to your armpits.  This is terribly
disturbing because you cannot see anything below your waist and you
think you just felt something slither between your legs ....
~
3 0 0
D1
~
~
0 -1 804
D3
~
~
0 -1 803
S
#816
Storage~
This is where Dagon keeps stuff. Hands off.

~
3 0 0
S
#1000
Asgard~
   You stand on a huge expanse of glass. Below you is the universe, in its
ever-fluctuating state.  You stand in Asgard, home of the gods, frozen in
its unchanging state.  A huge Mansion lies to the east.
~
10 72 0
D0
~
~
0 -1 1000
D1
~
~
0 -1 1001
D2
~
~
0 -1 1000
D3
~
~
0 -1 1000
D4
~
~
0 -1 1000
D5
~
~
0 -1 3054
S
#1001
Valhalla~
  This is the huge Hall of Valhalla, where the Gods rule supreme.  The
cavernous building stretches infinitely in all directions except up,
which returns you to Asgard, and down, which takes you to the Market Square.
~
10 8 0
D0
~
~
0 -1 1001
D1
~
~
0 -1 1001
D2
~
~
0 -1 1001
D3
~
~
0 -1 1001
D4
~
~
0 -1 1000
D5
~
~
0 -1 3014
S
#1002
Priscilla's Pleasure Palace ~
As you look around you, you see the largest collection of erotic toys
in the world!!!  On a table in the middle of the room lies a book titled : 
"All You Ever Wanted to Know About Sex..But Were Afraid to Ask"
There are things here that you never even imagined in your wildest dreams!
~
7 0 0
S
#1003
Thands Old Dried Dead Leaf Shop~
This room is where Thand tryed to figure out what the Fluck is going on
and to have a nice cup of tea when all is going well.
~
9 0 0
D1
~
~
0 -1 1010
D4
~
~
0 -1 1000
D5
~
~
0 -1 3054
S
#1004
Dark tunnel~
This is a dark damp tunnel it is unnaturaly quite.
~
9 1 0
D1
~
~
0 -1 1005
D4
~
trapdoor~
1 0 1141
S
#1005
Damp barley lit tunnel~
This small tunnel is barely lit by a greenish moss.  There seems to be a
Small crack in the wall to the south barley big enough for one person to
squeeze through.
~
9 8 0
D2
~
~
0 -1 1006
D3
~
~
0 -1 1004
E
moss~
It glows faintly and seems to be moving slightly.
~
S
#1006
Small crack in the wall~
You Barley fit in this small crack in the wall To the north you see a
soft greenish glow and you hear a soft whispering from the south.
~
9 260 0 1 
D0
~
~
0 -1 1005
D2
~
~
0 -1 1007
S
#1007
Entrance to the Thieves Hideout~
You have stumbled on too was appears to be a Entrance to some type of
meeting place voices can be heard to the south.
~
9 8 0
D0
~
~
0 -1 1006
D2
~
~
0 -1 1008
S
#1008
Small intersection~
This small but busy intersection has seen a lot of use.The floors of this room
are covered in a black marble and your foot steps echo loadly causing a few
disapproving looks from the guards stationed here.
~
9 8 0
D0
~
~
0 -1 1007
D1
~
~
0 -1 1020
D2
~
~
0 -1 1009
S
#1009
Long hallway~
You hear muffled voices from the south behind a small door set in the
south wall. The walls here are a rough granite with several nicks and
scraps on them.
~
9 8 0
D0
~
~
0 -1 1008
D2
~
Small door~
1 0 1010
S
#1010
Entrance to the Training grounds~
You have entered the Training ground of the Nightwalker rare acquisition
and collection agency the ceiling and floor seem to have small slits in
them and you get the felling you are being watched. To the east is a
small office with a sign over the entrance and to the west is was seems
to be some sort of practice yard.
~
9 8 0
D0
~
Small door~
1 0 1009
D1
~
~
0 -1 1011
D3
~
~
0 -1 1012
E
sign~
Head Masters Office
Pay your guild Tax with the Secretary.
~
S
#1011
Master Thiefs Office~
This is what seems to be the office of the Guilds Headmaster.  A bored
looking secretary stands here collecting the guilds normal percentage
from there members nightly take. Several paintings line the wall with a
small desk in the southwestern corner.
~
9 8 0
D3
~
~
0 -1 1010
S
#1012
Entrance to the Practice Yards~
This room is the entry way to the Guild Practice yard. Many beings of
various races pass you by heading one way or another.  You here some
voices to the north and the south and a steady bussle of people.
~
9 8 0
D0
~
Small door~
0 -1 1013
D1
~
~
0 -1 1010
D2
~
~
0 -1 1017
S
#1013
Practice Yard~
There is where a very bored Master thief usually stands while novice
thieves try to pick his pocket, and he critiques them on their work.
~
9 8 0
D2
~
~
0 -1 1012
D3
~
~
0 -1 1014
S
#1014
Practice Yard~
This section of the practice yard has various sleeping and awake but chained
beings just begging to be backstabbed to end there misery.
~
9 8 0
D1
~
~
0 -1 1013
D2
~
~
0 -1 1015
S
#1015
Practice Yard~
This room has a shaft running into the floor and ceiling. Various small 
figure practice climbing up and down the shaft only to appear from the 
opposite end! To the west seems to be a large chamber were a yawning
can be heard from.
~
9 8 0
D0
~
~
0 -1 1014
D2
~
~
0 -1 1016
D3
~
~
0 -1 1018
D4
~
~
6 -1 1015
D5
~
~
6 -1 1015
S
#1016
Practice Yard~
This section of the practice yard has several small youth trying to
sneak in and out of the room.
~
9 8 0
D0
~
~
0 -1 1015
D1
~
~
0 -1 1017
S
#1017
Practice Yard~
This well lit room has several youths in loud colored shirts attempting
to hide using what little cover ther is available in the room.
~
9 8 0
D0
~
~
0 -1 1012
D3
~
~
0 -1 1016
S
#1018
Entrance to the Guildmaster's Chamber~
This is the Entrance to the Chamber of the Nightwalkers Guildmaster.
The walls are covered with loot and rare artifacts bolted to the walls. 
~
9 24 0
D1
~
~
0 -1 1015
D3
~
~
0 -1 1019
S
#1019
Guildmaster's Chamber~
This is the place of learning for the Nightwalkers rare acquisitions and 
collection agency as they like to be know. The lighting in here is very dim
and it is supernaturaly quiet. A small man in brown clothing looks up at you
and smiles.
~
9 20 1
D1
~
~
0 -1 1018
S
#1020
Entrance to the living quarters~
There are foot prints going east and west in this entry way to what
appears to be living quarters.
~
9 8 0
D1
~
~
0 -1 1021
D3
~
~
0 -1 1008
S
#1021
Hallway in the living quarters~
A well traveled passageway greets you as you enter.  The passage
continues east and west with a door to the north.
~
9 8 0
D0
~
door~
0 1003 1022
D1
~
~
0 -1 1023
D3
~
~
0 -1 1020
S
#1022
Lightfoot's Chamber~
This is a small immaculate chamber with little furnishings except a cot
and a small chest in the corner. 
~
9 8 0
D2
~
door~
0 1003 1021
S
#1023
Hallway in the Living quarters~
A well traveled passage way greets you when you enter.  The passage way
continues east and west with a door to the south.
~
9 8 0
D1
~
~
0 -1 1025
D2
~
door~
0 1003 1024
D3
~
~
0 -1 1021
S
#1024
Felix the Cutpurse's Chamber~
This dark chamber is filled with various tools of the thieving trade.
Master felix is usually here resting when no out honing his skills.
~
9 8 0
D0
~
door~
0 1003 1023
S
#1025
Bend in the Hallway~
This is a Bend in the Hallway.
There is a small door to the north and the heavy iron door to the east
has a large sign above it.
~
9 8 0
D0
~
door~
0 1003 1026
D1
~
iron door~
0 1004 1027
D2
~
~
0 -1 1028
D3
~
~
0 -1 1023
E
sign~
No Entry without the Masters permission!
            This Means You!
~
S
#1026
Eric One-Hands's Chamber~
This chamber is very clean with nothing besides a cot in it.
~
9 8 0
D2
~
door~
0 1003 1025
S
#1027
Weapon Storage Room~
This Dark room is where the guild stores its various weapons of death.
You shiver at the thought of getting discovered here A small cabinet in
on one wall. 
~
9 9 0
D3
~
iron door~
0 1004 1025
S
#1028
Small passageway~
This small empty passageway is remarkably free of dust and dirt.
~
9 8 0
D0
~
~
0 -1 1025
D2
~
~
0 -1 1029
S
#1029
Dark Hallway~
This dark section of the hallway seems very sinister.  Some light can
bee seen from a crack under a door to the east and the hallway continues
south. 
~
9 9 0
D0
~
~
0 -1 1028
D1
~
door~
1 1003 1030
D2
~
~
0 -1 1031
S
#1030
Brenn the Fence' Chamber~
This well lit chamber is the home of Bren a fence known throughout the
underworld.  A large chair sit here where Bren usually sits while
conducting his business.
~
9 8 0
D3
~
door~
1 0 1029
E
chair~
It has a very thick velvet covering and looks very expensive.
~
S
#1031
Dead End~
This appears to be a dead end with no exits save back north wheer you
came from.  There is a painting on the south wall of what seems to be
someone wearing a mask.
~
9 9 0
D0
~
~
0 -1 1029
D2
This is a painting of what appears to be a small Halfling wearing
a black mask. In his hand you notice was appears to be a long clear
slender dagger.
~
painting~
0 1003 1032
E
painting~
This is a painting of what appears to be a small Halfling wearing
a black mask. In his hand you notice what appears to be a long clear
slender dagger
~
S
#1032
Small tunnel~
This small tunnel seems to carved out or hard granite
~
9 265 0 5 
D0
~
door~
0 1003 1031
D2
~
~
0 -1 1033
S
#1033
Downward sloping tunnel~
This tunnel sharply slopes downward to the south and level off to the north.
The walls are covered with dripping water.
~
9 265 0 5 
D0
~
~
0 -1 1032
D2
~
~
0 -1 1034
S
#1034
Extremely sloping tunnel~
This tunnel goes down at a 45 degree angle.  To the north it is less
steep but to the south is almost goes straight down. 
~
9 0 0
D0
~
~
0 -1 1033
D2
~
~
6 -1 1035
S
#1035
Edge of a vertical Shaft~
This is chamber is at the edge of vertical shaft.  It looks very deep.
~
9 9 0
D0
~
~
6 -1 1034
D5
You can't see the bottom of this long dark shaft.
~
~
6 -1 1036
S
#1036
Vertical shaft~
The walls are slippery with water you better be flying or be a very good
climber.  The shaft continues upward and down into the darkness.
~
9 9 0
D4
~
~
6 -1 1035
D5
~
~
6 -1 1037
S
#1037
Vertical shaft~
The walls of this shaft are getting wetter and more slippery.  Luckily
you can see what appears to be the bottom of the shaft below you. 
~
9 9 0
D4
~
~
6 -1 1036
D5
~
~
6 -1 1038
S
#1038
Bottom of the Shaft~
You have reach a small well lit chamber at the bottom of a large shaft.
There is a large iron bound door to the south. 
~
9 9 0
D2
~
brass door~
0 1003 1039
D4
~
~
6 -1 1037
S
#1039
Antechamber~
This large Heavily guarded room is the entrance to the Masters Quarters.
It is well lit and reeks of evil.
~
9 0 0
D0
~
brass door~
0 1003 1038
D2
~
~
0 -1 1040
S
#1040
Masters Quarters~
The room is covered with riches and plunder and rare artifacts.
there are beautiful tapestries on the walls and a persion rug on the floor.
Whoever lives here has expensive tastes

A small hobbit in a brown mask look up at you and says
"So brave,for Fools!"
"DIE!!!"
~
9 0 0
D0
~
~
0 -1 1039
D5
~
carpet~
1 -1 1041
S
#1041
Dark Maze of Tunnels~
These Dark tunnels go in every direction.  It so dark you can't even
tell the direction you just came from.
~
9 1 0
D0
~
~
0 -1 1044
D1
~
~
0 -1 1041
D2
~
~
0 -1 1041
D4
~
trapdoor~
1 -1 1040
D5
~
~
0 -1 1042
S
#1042
Dark Tunnel~
This Dark featureless tunnel goes in many directions.
~
9 1 0
D0
~
~
0 -1 1042
D1
~
~
0 -1 1041
D2
~
~
0 -1 1042
D3
~
~
0 -1 1043
D4
~
~
0 -1 1041
D5
~
~
0 -1 1059
S
#1043
Secret escape exit~
This seems to be one of the Masters escape routes.  You hear sound of
haggling from beyond the one way trap door in the ceiling.
~
9 1 0
D1
~
~
0 -1 1042
D4
~
trapdoor~
1 2 2520
S
#1044
Dark Tunnels~
This Dark featureless tunnel goes in many directions.
~
9 0 0
D0
~
~
0 -1 1045
D1
~
~
0 -1 1044
D2
~
~
0 -1 1041
D3
~
~
0 -1 1042
S
#1045
Dark Tunnels~
These Dark featureless tunnels go in many directions.
~
9 1 0
D2
~
~
0 -1 1044
D3
~
~
0 -1 1046
D5
~
~
0 -1 1041
S
#1046
Dark Tunnels~
These Dark featureless tunnels go in many directions.
~
9 1 0
D0
~
~
0 -1 1046
D1
~
~
0 -1 1045
D2
~
~
0 -1 1048
D3
~
~
0 -1 1047
S
#1047
Secret escape tunnel~
This seems to be one of the masters many escape tunnels.  You hear
praying from above the one way trap door in the ceiling. 
~
9 8 0
D1
~
~
0 -1 1046
D4
~
trapdoor~
1 0 5126
S
#1048
Dark Dark Tunnels~
These dark featureless tunnels go in many directions.
~
9 1 0
D0
~
~
0 -1 1046
D1
~
~
0 -1 1054
D2
~
~
0 -1 1049
D4
~
~
0 -1 1048
D5
~
~
0 -1 1048
S
#1049
Dark Tunnels~
This dark tunnel runs east and west.
~
9 0 0
D1
~
~
0 -1 1048
D3
This passage slopes sharply downward.
~
~
0 -1 1050
S
#1050
Dark Tunnels~
These featureless tunnels go in many directions.
~
9 1 0
D1
~
~
0 -1 1050
D2
~
~
0 -1 1042
D3
~
~
0 -1 1051
D4
~
~
0 -1 1049
S
#1051
Dark Tunnels~
These dark featureless tunnels go in many directions.
~
9 0 0
D1
~
~
0 -1 1050
D2
~
~
0 -1 1052
D3
~
~
0 -1 1052
S
#1052
Dark Tunnels~
These dark featureless tunnels go in many directions.
~
9 0 0
D0
~
~
0 -1 1053
D1
~
~
0 -1 1051
D2
~
~
0 -1 1051
D3
~
~
0 -1 1052
S
#1053
Secret escape tunnel~
This seems to be on of the master's various escape tunnels.  You here the
sound of various animal through the one way trap door leading upward.
~
9 0 0
D4
~
trapdoor~
1 0 6810
D5
~
~
0 -1 1052
S
#1054
Dark tunnels~
These dark tunnels go in every direction.
~
9 0 0
D0
~
~
0 -1 1054
D1
~
~
6 -1 1055
D2
~
~
0 -1 1041
D3
~
~
0 -1 1048
S
#1055
On a tightrope~
You are on a thin tightrope you better not fall!  There are spiky pits
all around. 
~
9 8 0
D1
~
~
6 -1 1057
D3
~
~
6 -1 1054
D5
~
~
0 -1 1056
S
#1056
Pit With Poison Spikes~
You have fallen and impaled your self of the hundreds of poisoned spikes.
You here a small chuckle as all fades to black
~
9 10 0
D4
~
~
0 -1 1055
S
#1057
Guardians room~
This seem to be the room of the Guardian of the guild's treasury.  You
hope he doesn't spot you.  To the east is a lighted chamber that glows
yellow.
~
9 1 0
D1
~
~
0 -3 1058
D3
~
~
6 -1 1055
S
#1058
Guild treasure room~
You have entered the Nightwalker guild's brightly lit treasure room.
Piles of gold and other items gathered from the constant work of the guild 
are stored here.  Though the guards here might have a thing or to to say
about you being here. 
~
9 8 0
D3
~
~
0 -1 1057
S
#1059
Dark tunnel~
These dark tunnels go in all directions.
~
9 0 0
D0
~
~
0 -1 1059
D1
~
~
0 -1 1041
D2
~
~
0 -1 1060
D3
~
~
0 -1 1060
D5
~
~
0 -1 1064
S
#1060
Dark tunnels~
These dark tunnels go in all directions.
~
9 0 0
D0
~
~
0 -1 1060
D1
~
~
0 -1 1059
D2
~
~
0 -1 1059
D3
~
~
0 -1 1061
S
#1061
Dark tunnel~
This dark tunnel leads east an upward on some stairs.
~
9 0 0
D1
~
~
0 -1 1060
D4
~
~
0 -1 1062
E
stairs~
These wooden stairs lead up to what looks like a small basement.
~
S
#1062
Secret escape tunnel~
This is one of the masters secret escape tunnels.  A set of wooden
stairs lead down into the darkness and delicious smells waft from above
the one way trapdoor in the ceiling. A passageway also leads west.
~
9 8 0
D3
~
~
0 -1 1063
D4
~
trapdoor~
1 0 1590
D5
~
~
0 -1 1061
E
stairs~
This set of sturdy wooden stairs leads down into the darkness.
~
S
#1063
Secret escape tunnel~
This seems to be one of the masters secret escape tunnels.  A tunnel
leads east and you here the sound of minor explosions from behind the
one-way trapdoor in the ceiling. 
~
9 8 0
D1
~
~
0 -1 1062
D4
~
trapdoor~
1 0 8100
S
#1064
Dark tunnels~
These dark tunnels go in all directions.
~
9 1 0
D0
~
~
0 -1 1064
D1
~
~
0 -1 1064
D2
~
~
0 -1 1064
D3
~
~
0 -1 1064
D4
~
~
0 -1 1059
D5
~
~
0 -1 1064
S
#1065
1065~
Empty
~
9 0 0
S
#1100
A dimly lit path~
   You tread through the deep, dark forest on a dimly lit path.  Up ahead you
can hear the faint sounds of a village.
~
11 0 3
D2
The dimly lit path leads south through the light forest.
~
~
0 -1 6000
D0
The dimly lit path leads north through the dense forest.
~
~
0 -1 1101
S
#1101
A dimly lit path~
   You tread through the deep, dark forest on a dimly lit path.  Up ahead you
can hear the faint sounds of a village.
~
11 0 3
D0
The dimly lit path leads north through the dense forest.
~
~
0 -1 1102
D2
The dimly lit path leads south through the dense forest.
~
~
0 -1 1100
D3
~
~
0 -1 791
S
#1102
A dimly lit path~
   You tread through the deep, dark forest on a dimly lit path.  The forest
here seems less dense than to the south.  Northward you see the faint outline
of a village.
~
11 0 3
D2
The dimly lit path leads south through the dense forest.
~
~
0 -1 1101
D0
The dimly lit path leads to a village.
~
~
0 -1 1103
S
#1103
Entrance to the Shire~
   You stand at the entrance to the Shire.  You see halflings, no more than
wee tall, every which way you look. Bywater Road leads east and west.
~
11 0 1
D2
To the south you see a dimly lit path which leads to a dense forest.
~
~
0 -1 1102
D1
To the east runs Bywater Road.
~
~
0 -1 1104
D3
To the west runs Bywater Road.
~
~
0 -1 1118
S
#1104
Bywater Road~
   You stand on Bywater Road, the busiest street in all of Shiredom.  The road
continues to the east and west while to the north lies the general store.
~
11 0 1
D3
To the west you see the entrance to the Shire.
~
~
0 -1 1103
D0
The general store lies to the north.
~
~
0 -1 1105
D1
To the east runs Bywater Road.
~
~
0 -1 1106
S
#1105
The General Store~
   You are inside the general store.  All sorts of goodies are stacked on the
many shelves.  Your local friendly shopkeeper is smiling patiently, waiting to 
serve you to the best of his abilities.  The only exit is to the south.
~
11 8 0
D2
The only exit lies to the south.
~
~
0 -1 1104
S
#1106
Bywater Road~
   You stand on Bywater Road, the busiest street in all of Shiredom.  The road
continues to the east and west.  To the north, steps lead to a friendly looking
weaponry/armory while a nursery lies to the south.
~
11 0 1
D3
To the west runs Bywater Road.
~
~
0 -1 1104
D1
To the east runs Bywater Road.
~
~
0 -1 1109
D0
Steps lead to a friendly looking weaponry and armory.
~
~
0 -1 1107
D2
To the south lies Kid'n Keep, the local nursery.
~
~
0 -1 1108
S
#1107
The House of Arms~
   You are inside the finest weapons and armour shop in all of Shiredom.  The
shopkeeper proudly displays his fine wares and humbly offers the best daggers
that you have ever laid eyes on.
~
11 8 0
D2
The only exit lies to the south.
~
~
0 -1 1106
S
#1108
Kid'n Keep~
   You are inside Kid'n Keep, the convenient one-stop nursery that maintains
the youth of the Shire.  Toddlers run every which way while their nursemaids
sigh in exasperation.  The only exit lies to the north.
~
11 8 0
D0
The only exit lies to the north.
~
~
0 -1 1106
S
#1109
A bend in the road~
   Bywater Road continues west and south.  A large, imposing building lies
to the east.  Farther to the south, you can see an Inn of some sort.
~
11 0 1
D3
To the west runs Bywater Road.
~
~
0 -1 1106
D2
To the south runs Bywater Road.
~
~
0 -1 1112
D1
A large, imposing building lies to the east.  A sign reads 'Shiriff Post'.
~
~
0 -1 1110
S
#1110
Shiriff Post of the Eastern Shire~
   You are in the Shiriff Post which acts as the nucleus for the three shiriffs
of the Eastern Shire.  As you examine the shiriffs on duty, you come to realize
that the halflings of the Shire are not to be reckoned with.  You cower with 
awe.  A door offers passage to the east.
~
11 8 0
D3
To the west you can see Bywater Road.
~
~
0 -1 1109
D1
A door offers passage to the office of the Thain.
~
door~
1 0 1111
S
#1111
Thain's Office~
   You stand inside the office of the Thain, the police protectorate of the
great Shire.  The Thain has sworn to protect the Shire from all thieves and
murderers with his life, and so eyes you suspiciously.  A door to the west
leads to the Shiriff Post.
~
11 8 0
D3
A door offers passage to the Shiriff Post.
~
door~
1 0 1110
S
#1112
Bywater Road~
   You stand on Bywater Road, the busiest street in all of Shiredom.  The road
continues to the north and south.  To the east you spy the training grounds for
shiriffs in training.
~
11 0 1
D0
To the north runs Bywater Road.
~
~
0 -1 1109
D2
To the south runs Bywater Road.
~
~
0 -1 1113
D1
The Shiriff Training Grounds lies to the east.
~
~
0 -1 1117
S
#1113
Bywater Road~
   You stand on Bywater Road, the busiest street in all of Shiredom.  The road
continues to the north.  The private residences of Shire inhabitants are to
the east and west while to the south lies the Ivy Bush, second only to the
Green Dragon for its hospitality and service.
~
11 0 1
D0
To the north runs Bywater Road.
~
~
0 -1 1112
D1
You spy the private dwelling of a Shire folk to the east.
~
~
0 -1 1115
D2
To the south you see the Ivy Bush, a favorite haunt of Shire urbanites and
seasoned travelers.
~
~
0 -1 1116
D3
You spy the private dwelling of a Shire folk to the west.
~
~
0 -1 1114
S
#1114
A smial~
   You are inside a smial, a hole in the ground which serves as the proper
dwelling place for halflings.  As you look around this private abode, you feel
as if you were intruding and so quickly cover your eyes.  The only exit lies
to the east.
~
11 8 0
D1
The only exit lies to the east.
~
~
0 -1 1113
S
#1115
A smial~
   You are inside a smial, a hole in the ground which serves as the proper
dwelling place for halflings.  As you look around this private abode, you feel
as if you were intruding and so quickly cover your eyes.  The only exit lies
to the west.
~
11 8 0
D3
The only exit lies to the west.
~
~
0 -1 1113
S
#1116
The Ivy Bush~
   You are in the Ivy Bush, one of the most famous inns in all of Shiredom.
Chique Shire urbanites and seasoned travelers fill the confines of the room
with gay and lively talk.  A jovial innkeeper stops all that he is doing to
await your command.  The only exit lies to the north.
~
11 8 0
D0
The only exit lies to the north.
~
~
0 -1 1113
S
#1117
Shiriff Training Grounds~
   The sounds of mock battle and feigned death cries fill your ears.  Every
which way you turn you see halfling trainees at the prime of their youth.  A
wizened old battle instructor meets your gaze and asks if he may be of 
service.  The only exit lies to the west.
~
11 0 0
D3
The only exit lies to the west.
~
~
0 -1 1112
S
#1118
Bywater Road~
   You stand on Bywater Road, the busiest street in all of Shiredom.  The road
continues to the east and west.  A large, imposing building lies to the south.
You catch a glimpse of the Brandywine River to the north.
~
11 0 1
D1
To the east you see the entrance to the Shire.
~
~
0 -1 1103
D2
A large, imposing building lies to the south.  A sign reads 'Shiriff Post'.
~
~
0 -1 1119
D3
To the west runs Bywater Road.
~
~
0 -1 1120
S
#1119
Shiriff Post of the Bridge~
   You are in the Shiriff Post which acts as the nucleus for the three shiriffs
of the Bridge.  As you examine the shiriffs on duty, you come to realize that
the halflings of the Shire are not to be reckoned with.  You cower with awe.
The only exit is to the north.
~
11 8 0
D0
The only exit is to the north.
~
~
0 -1 1118
S
#1120
Bywater Road~
   You stand on Bywater Road, the busiest street in all of Shiredom.  The road
continues to the east and west.  To the south you spy the Grocer's Delight,
the premium grocer's shop in all the realm while to the north lies Brandywine
Bridge.
~
11 0 1
D0
Brandywine Bridge offers safe passage across the tumultuous river.
~
~
0 -1 1131
D1
To the east runs Bywater Road.
~
~
0 -1 1118
D2
You see the Grocer's Delight to the south.
~
~
0 -1 1121
D3
To the west runs Bywater Road.
~
~
0 -1 1122
S
#1121
The Grocer's Delight~
   You tremble with ecstasy as the tempting odors of freshly made pipeweed
bread fill your lungs.  Rumor has it that the pipeweed bread sold here can
restore vitality.  You look around but find no one to take your order.  
You then peep over the counter and discover a friendly grocer who is too 
short to be seen over the counter.  The only exit is to the north.
~
11 8 0
D0
The only exit is to the north.
~
~
0 -1 1120
S
#1122
Bywater Road~
   You stand on Bywater Road, the busiest street in all of Shiredom.  The road
continues to the east.  A small hill lies to the west while you can see a
watermill to the far south.  You catch a glimpse of the Brandywine River to
the north.
~
11 0 1
D1
To the east runs Bywater Road.
~
~
0 -1 1120
D2
An entrance to the watermill lies to the south.
~
~
0 -1 1123
D3
A small hill to the west blocks your view.
~
~
0 -1 1126
S
#1123
Entrance to Watermill~
   You stand at the entrance to a watermill.  You hear the bustle of busy
workers and the sound of a creaking mill.  Bywater Road is to the north while
the watermill continues to the south.
~
11 0 0
D0
You see Bywater Road to the north.
~
~
0 -1 1122
D2
A watermill meets your gaze.
~
~
0 -1 1124
S
#1124
The Watermill~
   Halfling workers are scattered everywhere, busy at work.  You see the river
to the west and get a compelling urge to grab the nearest worker and to toss
him into the river.  The entrance stands to the north while a door offers
passage to the south.
~
11 8 0
D0
You see the entrance.
~
~
0 -1 1123
D2
A wooden door leads to the rear of the watermill.
~
door~
1 0 1125
S
#1125
Rear of watermill~
   You stand in a damp, dimly lit room.  Mildew clings to the walls and it
appears as if you were the first person to enter the room in ages.  A barely
visible portal in the ground catches your eye.
~
11 8 0
D0
A watermill meets your gaze.
~
~
0 -1 1124
D5
A hidden portal reveals a passageway down.
~
~
0 -1 1146
S
#1126
Took Hill~
   You stand on top of Took Hill, named after the legendary Bandobras Took.
You feel honored to be standing on a hill named after your hero.  From this
vantage point you can see all of shiredom.  You get the feeling that with
one stomp you could eliminate their great city.  You can see the outline of
Midgaard to the far east.  Sounds of joyful celebration are heard from the
fields west of here.  The Brandywine flows by lazily nearby.
~
11 0 4
D1
To the east runs Bywater Road.
~
~
0 -1 1122
D3
You see a grassy field to the west.
~
~
0 -1 1128
S
#1127
Northern end of grassy field~
   You stand in a grassy field--nothing to get too excited about.  The field
extends toward the south and the west.  To the east you see Took Hill. To
the north, a trail leads through the forest.
~
11 0 2
D0
You can see a trail leading through the forest
~
~
0 -1 1700
D1
A small hill to the east blocks your view.
~
~
0 -1 1126
D2
You see a grassy field.
~
~
0 -1 1128
D3
You see a grassy field.
~
~
0 -1 1130
S
#1128
A grassy field~
   You stand in the center of a grassy field.  A great birthday party appears
to be taking place.  Great tables of food are spread out and a young halfling
beauty offers you welcome.  You are enticed by her generosity and suggestive
winks.
~
11 0 2
D0
You see a grassy field.
~
~
0 -1 1127
D1
A small hill to the east blocks your view.
~
~
0 -1 1126
D2
You see a grassy field.
~
~
0 -1 1129
D3
You see a grassy field.
~
~
0 -1 1130
S
#1129
Southern end of grassy field~
   You stand in a grassy field--nothing to get too excited about.  The field
extends toward the north and the west.  To the east you see Took Hill.
~
11 0 2
D0
You see a grassy field.
~
~
0 -1 1128
D1
A small hill to the east blocks your view.
~
~
0 -1 1126
D3
You see a grassy field.
~
~
0 -1 1130
S
#1130
Western end of grassy field~
   You stand in a grassy field--nothing to get too excited about.  The field
extends every which way but west.
~
11 0 2
D0
You see a grassy field.
~
~
0 -1 1127
D1
You see a grassy field.
~
~
0 -1 1128
D2
You see a grassy field.
~
~
0 -1 1129
S
#1131
Brandywine Bridge~
   You stand on a solidly built bridge.  As you look down you spy gaily
colored fish swimming with the current of Brandywine River.  The cool water
looks invitingly refreshing and you get a sudden urge to strip and bathe in
the river, but you hear the laughter of women nearby and so resist the urge.
Delving Lane extends to the north while Bywater Road can be seen to the south.
~
11 0 1
D0
You see Delving Lane.
~
~
0 -1 1132
D2
To the south runs Bywater Road.
~
~
0 -1 1120
S
#1132
Delving Lane~
   Delving Lane runs north and south in this small borough of the Shire.  To 
the south stands Brandywine Bridge.  The Green Dragon, the undisputed leader
in the art of innkeeping, offers rest and comfort to the east.  You hear the
bray of horses from the west.
~
11 0 1
D0
You see Delving Lane.
~
~
0 -1 1133
D2
Brandywine Bridge offers safe passage across the tumultuous river.
~
~
0 -1 1131
D1
The Green Dragon offers food, drink, and above all hospitality for mere gold.
~
~
0 -1 1144
D3
You see a grassy field.
~
~
0 -1 1138
S
#1133
Delving Lane~
   Delving Lane runs north and south in this small borough of the Shire.  A 
large, imposing building lies to the east.  You hear the bray of horses from
the west.
~
11 0 1
D0
You see Delving Lane.
~
~
0 -1 1134
D1
A large, imposing building lies to the east.  A sign reads 'Shiriff Post'.
~
~
0 -1 1145
D2
You see Delving Lane.
~
~
0 -1 1132
D3
You see a grassy field.
~
~
0 -1 1138
S
#1134
Delving Lane~
   Delving Lane runs north and south in this small borough of the Shire. There
is a small house to the west, nothing to the east, and up ahead you see a round
door which leads to a rather impressive abode.
~
7 0 1
D0
A large, magnificent house meets your steady gaze.  Above the round door a
sign reads 'Bag End'.
~
~
1 -1 1135
D2
You see Delving Lane.
~
~
0 -1 1133
D3
~
door wooden w~
1 3157 3157
S
#1135
Bag End~
   You stand in a comfortably well-equipped house, a palace by humble halfling
standards.  On the wall you see a banner which reads "Home Sweet Home".
A solid oak door to the east leads to a pantry while you see a cozy bedroom
to the west.
~
11 8 0
D1
Through the keyhole you see what looks like a well stocked pantry.
~
door~
1 -1 1137
D2
You see Delving Lane.
~
~
0 -1 1134
D3
You see a bedroom.  It looks like the beds have recently been slept in.
~
~
0 -1 1136
S
#1136
Bedroom~
   You stand in the private bedroom of Bag End.  There are two beds to the
side, neither of which are made.  Portraits of halflings hang on the wall,
and as you gaze upon them you come to the conclusion that the owner of
Bag End comes from a long line of distinguished halflings.  A cozy fire
in the fireplace keeps the room warm and comfortable.
~
11 8 0
D1
Through the doorway you see the main room of Bag End.
~
~
0 -1 1135
S
#1137
Pantry~
   You are inside the pantry.  Shelves filled with food and drink surround
you on all sides.  You wonder why a halfling would need so much to eat.
The presence of something unseen chills you to your bones.  On the floor
you spy a trapdoor.
~
11 8 0
D3
Beyond the door you see the main room of Bag End.
~
door~
1 -1 1135
D5
It's anyone's guess as to where the trapdoor leads.
~
~
0 -1 1156
S
#1138
A grassy field~
   You stand upon a grassy field.  A bull stands grazing not far away and
out of the corner of your eye you can see him considering you.  The sound
of animals fill the air from the north.  To the south you see a pig pen.
~
11 0 2
D0
You see a large barn.
~
~
0 -1 1142
D1
You see Delving Lane.
~
~
0 -1 1133
D2
A rather large pig pen is to the south.
~
~
0 -1 1139
S
#1139
Pig pen~
   You feel your boots sinking into the mud.  Numerous pigs roam about,
oblivious to your company.  A grassy field is to the north while you see
a small path winding to the west.
~
11 0 1
D0
You see a grassy field.
~
~
0 -1 1138
D3
A small path winds its way eastward.
~
~
0 -1 1140
S
#1140
A stony path~
   You walk on a stony path which leads to a small residence to the north.
From the east you hear the noisy din of pigs.
~
11 0 1
D0
To the north you see a modest house.
~
~
0 -1 1141
D1
A rather large pig pen is to the east.
~
~
0 -1 1139
S
#1141
Gamgee Residence~
   You stand inside a modest home.  You deduce that this is indeed the
home of whomever owns the surrounding lands.  The air is somewhat musty
and the smell reminds you of a stable.  A small throw rug is centered in
the middle of the floor. As you look around disdainfully, you think to
yourself that this is more of a shack than a proper residence and you
long for the urban riches of the Shire proper.
~
10 8 0
D2
You see a small path winding its way southward.
~
~
0 -1 1140
D5
~
trapdoor~
1 -1 1004
E
rug throw~
The rug appears to be hiding a trapdoor beneath it.
~
S
#1142
A barn~
   Animals of every sort fill the small barn.  You feel the hot breath of
horses and cows on your neck and you feel the sudden need for fresh air.
Other than that, you feel cozy and protected and don't mind staying for a
bit longer.  All the warmth and good vibes remind you of the days when your
mother would hold you in her arms and sing you to sleep.  You find yourself
wanting to cradle all the animals.
~
11 8 0
D0
You see a chicken coop to the north.
~
~
0 -1 1143
D2
You see a grassy field.
~
~
0 -1 1138
S
#1143
A chicken coop~
   You stand inside a rather crowded chicken coop.  The cackle of hens fill
the air.  The only exit is to the south.
~
11 8 0
D2
You see a large barn.
~
~
0 -1 1142
S
#1144
The Green Dragon~
   Welcome to the Green Dragon, the undisputed leader in the art of
innkeeping.  A rather charming and friendly hostess stands to the side,
ready to offer you food and drink.  While most of the patrons are halfling
locals, you spy an occasional human or two.  As you listen more closely
to the conversations that fill the inn, you hear the tales of great and
seasoned adventurers as well as the usual gossip.  You feel as if you've
found your second home in the Green Dragon.  You see a stairway leading
upwards.
~
11 8 0
D3
You see Delving Lane.
~
~
0 -1 1132
D4
You see the reception.
~
~
0 -1 1157
S
#1145
Shiriff Post of Delving Lane~
   You are in the Shiriff Post which acts as the nucleus for the three shiriffs
of Delving Lane.  As you examine the shiriffs on duty, you come to realize
that the halflings of the Shire are not to be reckoned with.  You cower with
awe.  The only exit is to the west.
~
11 8 0
D3
You see Delving Lane.
~
~
0 -1 1133
S
#1146
A dark tunnel~
   You stand inside a small underground tunnel.  The ceiling is so low that
you must crouch to avoid hitting your head.  You see light from a small
hole in the ceiling while to the east you see nothing but darkness.
~
11 9 0
D1
You see a dark tunnel.
~
~
0 -1 1147
D4
You see a portal which leads to a small room.
~
~
0 -1 1125
S
#1147
A dark tunnel~
   You stand inside a small underground tunnel.  The ceiling is so low that
you must crouch to avoid hitting your head.  The tunnel continues east and
west.  All you can see is darkness.
~
11 9 0
D0
You see a dark tunnel.
~
~
0 -1 1749
D1
You see a dark tunnel.
~
~
0 -1 1148
D3
You see a dark tunnel.
~
~
0 -1 1146
S
#1148
A dark tunnel~
   You stand inside a small underground tunnel.  The ceiling is so low that
you must crouch to avoid hitting your head.  The tunnel continues east and
west.  All you can see is darkness.
~
11 9 0
D1
You see a dark tunnel.
~
~
0 -1 1149
D3
You see a dark tunnel.
~
~
0 -1 1147
S
#1149
A three way intersection~
   You stand at an intersection.  The tunnel continues east and west while
to the north you can barely make out a smaller trail.
~
11 9 0
D0
You see a dark tunnel.
~
~
0 -1 1151
D1
You see a dark tunnel.
~
~
0 -1 1150
D3
You see a dark tunnel.
~
~
0 -1 1148
S
#1150
End of a dark tunnel~
   You stand at the end of a dark tunnel.  The underground tunnel continues
to the west.  From a trapdoor in the ceiling you can hear the din of
adventurers.
~
11 9 0
D3
You see a dark tunnel.
~
~
0 -1 1149
D4
You hear the din of adventurers.
~
~
0 -1 98
S
#1151
A dark tunnel~
   You stand inside a small underground tunnel.  The ceiling is so low that
you must crouch to avoid hitting your head.  The tunnel continues north and
south.  To the west you see a Shirriff Post while to the east lies a small
home.  All you can see is darkness.
~
11 9 0
D0
You see a dark tunnel.
~
~
0 -1 1152
D1
You see a halfling hole.
~
~
0 -1 1154
D2
You see a dark tunnel.
~
~
0 -1 1149
D3
Above a great oak door you see a sign which reads 'Shirriff Post'.
~
~
0 -1 1153
S
#1152
A dark tunnel~
   You stand inside a small underground tunnel.  The ceiling is so low that 
you must crouch to avoid hitting your head.  The tunnel continues north and
south.  To the west lies a small home.  All you can see is darkness.
~
11 9 0
D0
You see a dark tunnel.
~
~
0 -1 1156
D2
You see a dark tunnel.
~
~
0 -1 1151
D3
You see a halfling hole.
~
~
0 -1 1155
S
#1153
Shiriff Post of the Lower Shire~
   You are in the shiriff Post which acts as the nucleus for the three shiriffs 
of the Lower Shire.  As you examine the shiriffs on duty, you come to realize
that the halflings of the Shire are not to be reckoned with.  You cower with
awe.  The only exit is to the east.
~
11 9 0
D1
You see a dark tunnel.
~
~
0 -1 1151
S
#1154
A halfling hole~
   You stand inside a rather crudely built halfling hole.  The many passageways
and winding paths remind you of a rodent's lair.  The air is musty and damp
and you feel the need for fresh air.
~
11 9 0
D3
You see a dark tunnel.
~
~
0 -1 1151
S
#1155
A halfling hole~
   You stand inside a rather crudely built halfling hole.  The many passageways
and winding paths remind you of a rodent's lair.  The air is musty and damp
and you feel the need for fresh air.
~
11 9 0
D1
You see a dark tunnel.
~
~
0 -1 1152
S
#1156
End of a dark tunnel~
   You are at one end of a dark tunnel.  The tunnel continues to the south
while on the ceiling you can make out a trapdoor.
~
11 9 0
D2
You see a dark tunnel.
~
~
0 -1 1152
D4
A trapdoor on the ceiling reveals a passageway.
~
~
0 -1 1137
S
#1157
The Inn of the Green Dragon~
   You are standing in the Inn of the Green dragon.  Large paintings of 
halflings at work, and halflings at play adorn the walls.  Comfortable 
benches and seats line the walls.  A stairway leads down.
~
11 24 0
D5
~
~
0 -1 1144
S
#1200
The Chat Room~
   You are lounging in a quiet cozy parlor, warmed by a gentle magical fire
which twinkles happily in a warm fireplace.  There are no doors out.  Clearly
the owner of this room needs none.
~
11 520 0
S
#1400
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  There's a
lot of dust on the floor here.
~
14 0 2
D1
The plaza continues onward.
~
~
0 -1 1401
D2
The plaza continues onward.
~
~
0 -1 1408
S
#1401
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  There's a
lot of dust on the floor.
~
14 0 1
D1
The plaza continues onward.
~
~
0 -1 1402
D2
The plaza continues onward.
~
~
0 -1 1409
D3
The plaza continues onward.
~
~
0 -1 1400
S
#1402
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  There's
a lot of garbage here.
~
14 0 1
D1
The plaza continues onward.
~
~
0 -1 1403
D2
The plaza continues onward.
~
~
0 -1 1410
D3
The plaza continues onward.
~
~
0 -1 1401
S
#1403
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  It doesn't
seem like the janitor comes here often.
~
14 0 1
D1
The plaza continues onward.
~
~
0 -1 1404
D2
The plaza continues onward.
~
~
0 -1 1411
D3
The plaza continues onward.
~
~
0 -1 1402
S
#1404
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  It smells
like beer was spilled here.
~
14 0 1
D1
The plaza continues onward.
~
~
0 -1 1405
D2
The plaza continues onward.
~
~
0 -1 1412
D3
The plaza continues onward.
~
~
0 -1 1403
D5
As you peer into the darkness you can only imagine what kind of beast lies
in wait for you.
~
~
0 -1 1470
S
#1405
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  It smells
like beer here.
~
14 0 1
D1
The plaza continues onward.
~
~
0 -1 1406
D2
The plaza continues onward.
~
~
0 -1 1413
D3
The plaza continues onward.
~
~
0 -1 1404
S
#1406
A White Square~
     You are standing on a gleaming white marble plaza.  This is the
northwest corner of a slime mold factory.  Malodorous toxic fumes assault
your sense of smell.  Toxic mushrooms and half empty beer barrels are
strewn about.
~
14 0 1
D1
The plaza continues onward.
~
~
0 -1 1407
D2
The plaza continues onward.
~
~
0 -1 1414
D3
The plaza continues onward.
~
~
0 -1 1405
S
#1407
A Black Square~
     You are standing on a gleaming black marble plaza.  This is the
northeast corner of a slime mold factory.  There is a large vat of slime
bubbling juice here.  You can feel your appetite wilting away as an Oil
Beast tosses some rotting corpses and poisonous mushrooms into the vat.
~
14 0 1
D2
The plaza continues onward.
~
~
0 -1 1415
D3
The plaza continues onward.
~
~
0 -1 1406
S
#1408
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  It's really
quite dusty here.  To the west is a large wall-sized mirror.
~
14 0 1
E
mirror wall~
You see your reflection, but superimposed on that is what looks like
a distant horizon.  Maybe you can enter this mirror?
~
D0
The plaza continues onward.
~
~
0 -1 1400
D1
The plaza continues onward.
~
~
0 -1 1409
D2
The plaza continues onward.
~
~
0 -1 1416
D3
You see a wall sized mirror.
~
~
0 -1 1474
S
#1409
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  So much
dust around here!
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1401
D1
The plaza continues onward.
~
~
0 -1 1410
D2
The plaza continues onward.
~
~
0 -1 1417
D3
The plaza continues onward.
~
~
0 -1 1408
S
#1410
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  The floor
is scuffed up and needs polishing.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1402
D1
The plaza continues onward.
~
~
0 -1 1411
D2
The plaza continues onward.
~
~
0 -1 1418
D3
The plaza continues onward.
~
~
0 -1 1409
S
#1411
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  Sure is
filthy here!
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1403
D1
The plaza continues onward.
~
~
0 -1 1412
D2
The plaza continues onward.
~
~
0 -1 1419
D3
The plaza continues onward.
~
~
0 -1 1410
S
#1412
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  It smells
like beer around here.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1404
D1
The plaza continues onward.
~
~
0 -1 1413
D2
The plaza continues onward.
~
~
0 -1 1420
D3
The plaza continues onward.
~
~
0 -1 1411
S
#1413
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  There is
a puddle of spilled beer here.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1405
D1
The plaza continues onward.
~
~
0 -1 1414
D2
The plaza continues onward.
~
~
0 -1 1421
D3
The plaza continues onward.
~
~
0 -1 1412
S
#1414
A Black Square~
     You are standing on a gleaming black marble plaza.  This is the
southwest corner of a slime mold factory.  Some molds have been stacked
here ready for shipment.  You involuntarily hold your breath.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1406
D1
The plaza continues onward.
~
~
0 -1 1415
D2
The plaza continues onward.
~
~
0 -1 1422
D3
The plaza continues onward.
~
~
0 -1 1413
S
#1415
A White Square~
     You are standing on a gleaming white marble plaza.  This is the
southeast corner of a slime mold factory.  Rotting corpses and half dried
slime molds litter the floor.  Oil Beasts slither about, leaving shiny
trails of ooze behind them.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1407
D2
The plaza continues onward.
~
~
0 -1 1423
D3
The plaza continues onward.
~
~
0 -1 1414
S
#1416
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
all kinds of noises around you -- shouting, the clatter of swords, and
cries of death.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1408
D1
The plaza continues onward.
~
~
0 -1 1417
D2
The plaza continues onward.
~
~
0 -1 1424
S
#1417
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
all kinds of noises around you -- shouting, the clatter of swords, and
cries of death.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1409
D1
The plaza continues onward.
~
~
0 -1 1418
D2
The plaza continues onward.
~
~
0 -1 1425
D3
The plaza continues onward.
~
~
0 -1 1416
S
#1418
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
all kinds of noises around you -- shouting, the clatter of swords, and
cries of death.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1410
D1
The plaza continues onward.
~
~
0 -1 1419
D2
The plaza continues onward.
~
~
0 -1 1426
D3
The plaza continues onward.
~
~
0 -1 1417
S
#1419
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
all kinds of noises around you -- shouting, the clatter of swords, and
cries of death.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1411
D1
The plaza continues onward.
~
~
0 -1 1420
D2
The plaza continues onward.
~
~
0 -1 1427
D3
The plaza continues onward.
~
~
0 -1 1418
S
#1420
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
all kinds of noises around you -- shouting, the clatter of swords, and
cries of death.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1412
D1
The plaza continues onward.
~
~
0 -1 1421
D2
The plaza continues onward.
~
~
0 -1 1428
D3
The plaza continues onward.
~
~
0 -1 1419
S
#1421
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
all kinds of noises around you -- shouting, the clatter of swords, and
cries of death.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1413
D1
The plaza continues onward.
~
~
0 -1 1422
D2
The plaza continues onward.
~
~
0 -1 1429
D3
The plaza continues onward.
~
~
0 -1 1420
S
#1422
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
all kinds of noises around you -- shouting, the clatter of swords, and
cries of death.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1414
D1
The plaza continues onward.
~
~
0 -1 1423
D2
The plaza continues onward.
~
~
0 -1 1430
D3
The plaza continues onward.
~
~
0 -1 1421
S
#1423
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
all kinds of noises around you -- shouting, the clatter of swords, and
cries of death.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1415
D2
The plaza continues onward.
~
~
0 -1 1431
D3
The plaza continues onward.
~
~
0 -1 1422
S
#1424
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You hear
crickets chirping.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1416
D1
The plaza continues onward.
~
~
0 -1 1425
D2
The plaza continues onward.
~
~
0 -1 1432
S
#1425
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
birds chirping in the distance.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1417
D1
The plaza continues onward.
~
~
0 -1 1426
D2
The plaza continues onward.
~
~
0 -1 1433
D3
The plaza continues onward.
~
~
0 -1 1424
S
#1426
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
all kinds of noises around you -- shouting, the clatter of swords, and
cries of death.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1418
D1
The plaza continues onward.
~
~
0 -1 1427
D2
The plaza continues onward.
~
~
0 -1 1434
D3
The plaza continues onward.
~
~
0 -1 1425
S
#1427
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  To the
southeast are some stairs.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1419
D1
The plaza continues onward.
~
~
0 -1 1428
D2
The plaza continues onward.
~
~
0 -1 1435
D3
The plaza continues onward.
~
~
0 -1 1426
S
#1428
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
all kinds of noises around you -- shouting, the clatter of swords, and
cries of death.  You see some stairs to the south.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1420
D1
The plaza continues onward.
~
~
0 -1 1429
D2
The plaza continues onward.
~
~
0 -1 1436
D3
The plaza continues onward.
~
~
0 -1 1427
S
#1429
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  To the
southwest are some stairs.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1421
D1
The plaza continues onward.
~
~
0 -1 1430
D2
The plaza continues onward.
~
~
0 -1 1437
D3
The plaza continues onward.
~
~
0 -1 1428
S
#1430
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  There is
a statue of a unicorn here.
~
14 0 1
E
statue unicorn~
The statue says "Come to Unicorn Mount!"
~
D0
The plaza continues onward.
~
~
0 -1 1422
D1
The plaza continues onward.
~
~
0 -1 1431
D2
The plaza continues onward.
~
~
0 -1 1438
D3
The plaza continues onward.
~
~
0 -1 1429
S
#1431
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  There is
a statue of John the Lumberjack here.
~
14 0 1
E
statue john~
The statue says "Been to the forest recently?"
~
D0
The plaza continues onward.
~
~
0 -1 1423
D2
The plaza continues onward.
~
~
0 -1 1439
D3
The plaza continues onward.
~
~
0 -1 1430
S
#1432
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
nothing here.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1424
D1
The plaza continues onward.
~
~
0 -1 1433
D2
The plaza continues onward.
~
~
0 -1 1440
S
#1433
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
footsteps nearby.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1425
D1
The plaza continues onward.
~
~
0 -1 1434
D2
The plaza continues onward.
~
~
0 -1 1441
D3
The plaza continues onward.
~
~
0 -1 1432
S
#1434
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
all kinds of noises around you -- shouting, the clatter of swords, and
cries of death.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1426
D1
The plaza continues onward.
~
~
0 -1 1435
D2
The plaza continues onward.
~
~
0 -1 1442
D3
The plaza continues onward.
~
~
0 -1 1433
S
#1435
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
all kinds of noises around you -- shouting, the clatter of swords, and
cries of death.  You see some stairs to east.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1427
D1
The plaza continues onward.
~
~
0 -1 1436
D2
The plaza continues onward.
~
~
0 -1 1443
D3
The plaza continues onward.
~
~
0 -1 1434
S
#1436
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
all kinds of noises around you -- shouting, the clatter of swords, and
cries of death.  A staircase leads down from here.
     You hear a voice say, 'Fido, I don't think we're in Midgaard any more.'
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1428
D1
The plaza continues onward.
~
~
0 -1 1437
D2
The plaza continues onward.
~
~
0 -1 1444
D3
The plaza continues onward.
~
~
0 -1 1435
D5
The stairs spiral downwards toward familiar ground.
~
~
0 -1 1498
S
#1437
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
all kinds of noises around you -- shouting, the clatter of swords, and
cries of death.  You see some stairs to west.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1429
D1
The plaza continues onward.
~
~
0 -1 1438
D2
The plaza continues onward.
~
~
0 -1 1445
D3
The plaza continues onward.
~
~
0 -1 1436
S
#1438
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  There is
a statue of a spider here.
~
14 0 1
E
statue spider~
The statue says "I like Arachnos."
~
D0
The plaza continues onward.
~
~
0 -1 1430
D1
The plaza continues onward.
~
~
0 -1 1439
D2
The plaza continues onward.
~
~
0 -1 1446
D3
The plaza continues onward.
~
~
0 -1 1437
S
#1439
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  There is
a statue of a butterfly here.
~
14 0 1
E
statue butterfly~
The statue weeps "Augh, where's my Matrix?"
~
D0
The plaza continues onward.
~
~
0 -1 1431
D2
The plaza continues onward.
~
~
0 -1 1447
D3
The plaza continues onward.
~
~
0 -1 1438
S
#1440
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
all kinds of noises around you -- shouting, the clatter of swords, and
cries of death.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1432
D1
The plaza continues onward.
~
~
0 -1 1441
D2
The plaza continues onward.
~
~
0 -1 1448
S
#1441
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
all kinds of noises around you -- shouting, the clatter of swords, and
cries of death.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1433
D1
The plaza continues onward.
~
~
0 -1 1442
D2
The plaza continues onward.
~
~
0 -1 1449
D3
The plaza continues onward.
~
~
0 -1 1440
S
#1442
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
all kinds of noises around you -- shouting, the clatter of swords, and
cries of death.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1434
D1
The plaza continues onward.
~
~
0 -1 1443
D2
The plaza continues onward.
~
~
0 -1 1450
D3
The plaza continues onward.
~
~
0 -1 1441
S
#1443
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  To the
northeast are some stairs.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1435
D1
The plaza continues onward.
~
~
0 -1 1444
D2
The plaza continues onward.
~
~
0 -1 1451
D3
The plaza continues onward.
~
~
0 -1 1442
S
#1444
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
all kinds of noises around you -- shouting, the clatter of swords, and
cries of death.  You see some stairs to the north.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1436
D1
The plaza continues onward.
~
~
0 -1 1445
D2
The plaza continues onward.
~
~
0 -1 1452
D3
The plaza continues onward.
~
~
0 -1 1443
S
#1445
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  To the
northwest are some stairs.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1437
D1
The plaza continues onward.
~
~
0 -1 1446
D2
The plaza continues onward.
~
~
0 -1 1453
D3
The plaza continues onward.
~
~
0 -1 1444
S
#1446
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
all kinds of noises around you -- shouting, the clatter of swords, and
cries of death.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1438
D1
The plaza continues onward.
~
~
0 -1 1447
D2
The plaza continues onward.
~
~
0 -1 1454
D3
The plaza continues onward.
~
~
0 -1 1445
S
#1447
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You can hear
all kinds of noises around you -- shouting, the clatter of swords, and
cries of death.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1439
D2
The plaza continues onward.
~
~
0 -1 1455
D3
The plaza continues onward.
~
~
0 -1 1446
S
#1448
A White Square~
     You are standing on a gleaming white marble plaza.  This is the
northwest corner of a bread factory.  Elves run in and out, stacking
and removing supplies.  You feel the warmth of an oven nearby.
~
14 4 1
D0
The plaza continues onward.
~
~
0 -1 1440
D1
The plaza continues onward.
~
~
0 -1 1449
D2
The plaza continues onward.
~
~
0 -1 1456
S
#1449
A Black Square~
     You are standing on a gleaming black marble plaza.  This is the
northeast corner of a bread factory.  Finished pastries and breads lie
here, awaiting delivery to the Market Plaza Bakery.
~
14 4 1
D0
The plaza continues onward.
~
~
0 -1 1441
D1
The plaza continues onward.
~
~
0 -1 1450
D2
The plaza continues onward.
~
~
0 -1 1457
D3
The plaza continues onward.
~
~
0 -1 1448
S
#1450
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You see
some pastry crumbs on the floor.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1442
D1
The plaza continues onward.
~
~
0 -1 1451
D2
The plaza continues onward.
~
~
0 -1 1458
D3
The plaza continues onward.
~
~
0 -1 1449
S
#1451
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  It looks
as though someone was eating here recently.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1443
D1
The plaza continues onward.
~
~
0 -1 1452
D2
The plaza continues onward.
~
~
0 -1 1459
D3
The plaza continues onward.
~
~
0 -1 1450
S
#1452
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  The plaza
has a large white gladiola painted on it.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1444
D1
The plaza continues onward.
~
~
0 -1 1453
D2
The plaza continues onward.
~
~
0 -1 1460
D3
The plaza continues onward.
~
~
0 -1 1451
S
#1453
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  There is
a purple tulip painted on the floor.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1445
D1
The plaza continues onward.
~
~
0 -1 1454
D2
The plaza continues onward.
~
~
0 -1 1461
D3
The plaza continues onward.
~
~
0 -1 1452
S
#1454
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  There are
a lot puddles here.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1446
D1
The plaza continues onward.
~
~
0 -1 1455
D2
The plaza continues onward.
~
~
0 -1 1462
D3
The plaza continues onward.
~
~
0 -1 1453
S
#1455
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  The plaza
is wet, and you can see your reflection in the floor.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1447
D2
The plaza continues onward.
~
~
0 -1 1463
D3
The plaza continues onward.
~
~
0 -1 1454
S
#1456
A Black Square~
     You are standing on a gleaming black marble plaza.  This is the
southwest corner of a bread factory.  You see a large clay oven watched
carefully by frantic elves.  The smell of bread is overpowering.
~
14 4 1
E
oven clay~
Well, it radiates a lot of heat, and it appears to be full of half-baked
loaves of bread.  You find these facts surprising.
~
D0
The plaza continues onward.
~
~
0 -1 1448
D1
The plaza continues onward.
~
~
0 -1 1457
S
#1457
A White Square~
     You are standing on a gleaming white marble plaza.  This is the
southeast corner of a bread factory.  There is a giant vat of dough
here, and on some racks you see tidy arrays of dough.
~
14 4 1
D0
The plaza continues onward.
~
~
0 -1 1449
D1
The plaza continues onward.
~
~
0 -1 1458
D3
The plaza continues onward.
~
~
0 -1 1456
S
#1458
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  Little
bits of bread are scattered about.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1450
D1
The plaza continues onward.
~
~
0 -1 1459
D3
The plaza continues onward.
~
~
0 -1 1457
S
#1459
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  You see
bread crumbs strewn everywhere.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1451
D1
The plaza continues onward.
~
~
0 -1 1460
D3
The plaza continues onward.
~
~
0 -1 1458
S
#1460
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light. You hear
all kinds of noises around you -- shouting, the clatter of swords, and
cries of death.  To the south is a small circular building ringed by
columns.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1452
D1
The plaza continues onward.
~
~
0 -1 1461
D2
It looks nice and quiet in there.
~
~
0 -1 1472
D3
The plaza continues onward.
~
~
0 -1 1459
S
#1461
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  There is
a white daisy painted on the floor here.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1453
D1
The plaza continues onward.
~
~
0 -1 1462
D3
The plaza continues onward.
~
~
0 -1 1460
S
#1462
A Black Square~
     You are standing on a gleaming black marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  As you
walk along, your feet splash in puddles of water.

~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1454
D1
The plaza continues onward.
~
~
0 -1 1463
D3
The plaza continues onward.
~
~
0 -1 1461
S
#1463
A White Square~
     You are standing on a gleaming white marble plaza.  Ornate patterns
of inlaid gold and silver in the marble glitter in the light.  It looks
as though it rained here recently.
~
14 0 1
D0
The plaza continues onward.
~
~
0 -1 1455
D3
The plaza continues onward.
~
~
0 -1 1462
S
#1470
Lair of the Jabberwocky~
    It is dark and muggy in here.  The walls have a dim luminescent
blue glow, but the room itself seems to absorb the light.  From
somewhere in here you hear water dripping, and what might be the sound
of a monster breathing.  A debris covered slope allows you return
upwards to the surface.
~
14 5 2
D4
You see an opening in the plaza floor above you.
~
~
0 -1 1404
S
#1472
Tempietto~
     You are in a small circular chapel.  There is a dome above you with
colorful frescoes on it depicting robed clerics driving back the warriors
of evil with a wall of flame.  The walls have ornately carved niches occupied
by small statues of ancient saints.  The plaza is to the north.
~
14 12 1
D0
You see the plaza.
~
~
0 -1 1460
E
statues niches~
The craftsmanship is almost beyond that of mortals.
~
S
#1474
Exxon's Retreat~
     As you step through the mirror you feel a tingling sensation run
through your body.  Much to your surprise you are standing on dusty
clifftop overlooking a magnificient ocean.  The sun seems to be frozen
just over the horizon, turning the ocean into a swirling plain of gold
and black reflections.  A warm and gentle breeze brushes your face.
You hear the roar of the waves crashing rhythmically on the rocks below,
interspersed with cries of seagulls floating lazily overhead.
     To the north you can see a large city by the oceanside, far larger
than Midgaard, perhaps far larger than any city you've seen before.  It
seems to extend infinitely to the north.  From this distance the city
resembles a spectacular field of colorful lights, twinkling before you
in silent majesty.
~
14 12 1
E
city north~
The cliffs prevent you from getting closer to it.  Perhaps you'll find this
city some time in the future.
~
E
seagulls seagull~
The phrase "...would have given men wings..." comes to mind.
~
E
ocean sunset sun~
It's breathtaking.  You're glad that this sun doesn't move.
~
D1
You see a giant mirror frame.
~
~
0 -1 1408
S
#1476
Exxon's Game Room~
     You seem to be in a fog shrouded room.  On a tiny table surrounded by
some comfortable looking chairs is a chessboard.  But the pieces on the
board are alive, and some are actually moving by themselves.  At the base
of the table you see a two inch tall humanoid guarding a gate...or is that
just the fog playing tricks on your imagination?
~
14 8 1
S
#1498
The Ivory Tower~
     You are inside the tower.  You see stairs spiraling above you
towards the sky... apparently there's no roof on this tower.  Windows
going along the stairs allow sunbeams to dance on the walls as the
haze outside thickens and thins.  The gateway is to the east.  There
is some writing on the wall.
~
14 4 1
E
writing wall~
"Sisyphus aids those in need.  But as for those who aren't..."
~
D1
You see the gateway.
~
gate~
1 0 1499
D4
Round and round she goes, where she stops....
~
~
0 -1 1436
S
#1499
Gateway to the Ivory Tower~
     An enormous circular tower of gleaming ivory stands just west of you,
shrouded in a bluish haze that matches the sky, giving the illusion that
the tower disappears as it ascends above Midgaard.
~
14 4 1
D1
You see the Wall Road.
~
~
0 -1 3043
D3
You see the gated entrance to the tower.
~
gate~
1 0 1498
S
#1500
Entrance to the Shadow Grove~
  Before you, the grove of shadows lies. Giant grey trees are all that
can be seen through the thick shadows. A great sense of both power and
menace permeates the surrounding area. You have a strange urge to turn
back and go the way you've come.
  A small path leads north into the shadows and back south to the river.
~
16 4 3
D0
The shadows cloud your vision.
~
~
0 -1 1501
D2
~
~
0 -1 13933
S
#1501
The Shadow Grove~
  You are inside the shadow grove. Giant trees seem to glare at you 
from all sides. The shadowy mist obscures most of your vision. Strange
sounds of moaning and growling come from all directions.
  All exits lead into shadows, you are very confused.
~
16 1 3
D0
The shadows obscure your vision.
~
~
0 -1 1502
D1
The shadows obscure you vision.
~
~
0 -1 1503
D2
The shadows obscure your vision.
~
~
0 -1 1500
D3
The shadows obscure your vision.
~
~
0 -1 1504
S
#1502
The Shadow Grove~
  You are inside the shadow grove. Giant trees seem to glare at you
from all sides. The shadowy mist obscures most of your vision. Strange
sounds moaning and growling come from all directions.
  All exits lead into shadows, you are very confused.
~
16 1 3
D0
The shadows obscure your vision.
~
~
0 -1 1501
D1
The shadows obscure your vision.
~
~
0 -1 1504
D2
The shadows obscure your vision.
~
~
0 -1 1505
D3
The shadows obscure your vision.
~
~
0 -1 1503
S
#1503
The Shadow Grove~
  You are inside the shadow grove. Giant trees seem the glare at you
from all sides. The shadowy mist obscures most of your vision. Strange
sounds of moaning and growling come from all directions.
  All exits lead into shadows, you are very confused.
~
16 1 3
D0
The shadows obscure your vision.
~
~
0 -1 -1
D1
The shadows obscure your vision.
~
~
0 -1 1504
D2
The shadows obscure your vision.
~
~
0 -1 1501
D3
The shadows obscure your vision.
~
~
0 -1 1502
S
#1504
The Shadow Grove~
  You are inside the shadow grove. Giant trees seem to glare at you
from all sides. The shadowy mist obscures most of your vision. Strange
sounds of moaning and growling come from all directions.
  All exits lead into shadows, you are very confused.
~
16 1 3
D0
The shadows obscure your vision.
~
~
0 -1 13906
D1
The shadows obscure your vision.
~
~
0 -1 1502
D2
The shadows obscure your vision.
~
~
0 -1 1501
D3
The shadows obscure your vision.
~
~
0 -1 1503
S
#1505
The Shadow Grove~
  You are inside the shadow grove. Giant trees seem to glare at you
from all sides. The shadowy mist obscures most of your vision. Strange
sounds of moaning and growling come from all directions.
  All exits lead into shadows, you are very confused.
~
16 1 3
D0
The shadows obscure your vision.
~
~
0 -1 1502
D1
The shadows obscure your vision.
~
~
0 -1 1504
D2
The shadows obscure your vision.
~
~
0 -1 1506
D3
The shadows obscure your vision.
~
~
0 -1 1503
S
#1506
The Shadow Grove~
  You are inside the shadow grove. Giant trees seem to glare at you
from all sides. The shadowy mist obscures most of your vision. Strange
sounds of moaning and growling come from all directions.
  All exits lead into shadows, you are very confused.
~
16 1 3
D0
The shadows obscure your vision.
~
~
0 -1 1505
D1
The shadows obscure your vision.
~
~
0 -1 -1
D2
The shadows obscure your vision.
~
~
0 -1 1507
D3
The shadows obscure your vision.
~
~
0 -1 1501
S
#1507
The Shadow Grove~
  You are inside the shadow grove. Giant trees seem to glare at you
from all sides. The shadowy mist obscures most of your vision. Strange
sounds of moaning and growling come from all directions.
  All exits lead into shadows, you are very confused.
~
16 1 3
D0
The shadows obscure your vision.
~
~
0 -1 1506
D1
The shadows obscure your vision.
~
~
0 -1 1508
D2
The shadows obscure your vision.
~
~
0 -1 1509
D3
The shadows obscure your vision.
~
~
0 -1 1510
S
#1508
The Shadow Grove~
  You are inside the shadow grove. Giant trees seem to glare at you
from all sides. The shadowy mist obscures most of your vision. Strange
sounds of moaning and growling come from all directions.
  All exits lead into shadows, you are very confused.
~
16 1 3
D0
The shadows obscure your vision.
~
~
0 -1 1505
D1
The shadows obscure your vision.
~
~
0 -1 1503
D2
The shadows obscure your vision.
~
~
0 -1 1509
D3
The shadows obscure your vision.
~
~
0 -1 -1
S
#1509
The Shadow Grove~
  You are inside the shadow grove. Giant trees seem to glare at you
from all sides. The shadowy mist obscures most of your vision. Strange
sounds of moaning and growling come from all directions. 
  All directions lead into shadows, you are very confused.
~
16 1 3
D0
The shadows obscure your vision.
~
~
0 -1 1508
D1
The shadows obscure your vision.
~
~
0 -1 -1
D2
The shadows obscure your vision.
~
~
0 -1 1506
D3
The shadows obscure your vision.
~
~
0 -1 1501
S
#1510
The Shadow Grove~
  You are inside the shadow grove. Giant trees seem to glare at you
from all sides. The shadowy mist obscures most of your vision. Strange
sounds of moaning and growling come from all directions.
  All exits save one lead into shadows, you are a little confused.
~
16 1 3
D0
The shadows obscure your vision.
~
~
0 -1 1507
D1
The shadows obscure your vision.
~
~
0 -1 -1
D2
The shadows part to reveal a small clearing.
~
~
0 -1 1511
D3
The shadows obscure your vision.
~
~
0 -1 1502
S
#1511
A small clearing.~
  You are in a small clearing in the shadow grove. There is chared grass
underfoot, and the signs of fire here and there. It is almost as if the
plant life shuns this spot. The shadowy mist hovers all around, obscuring
your view into the grove.
  A small path leads north to some shadowy structure. All other exits are
shrouded in shadowy mist.
~
16 1 3
D0
You can barely make out some sort of building to the north.
~
~
0 -1 1512
D1
The shadows obscure your vision.
~
~
0 -1 1507
D2
The shadows obscure your vision.
~
~
0 -1 1503
D3
The shadows obscure your vision.
~
~
0 -1 -1
S
#1512
Entrance to the High Tower~
  You have reached the entrance to the high tower of sorcerery. The
tower looms above you at an incredible height. It seems to disappear
into the storm clouds above. 
  A diamond gate is to the north, guarded by a huge golem. The trail
back south has disappeared behind you.
~
16 8 0
D0
The diamond gate looks incredibly strong.
~
gate diamond~
0 -1 1513
S
#1513
Inside the High Tower of Sorcerery~
  You are inside the high tower of sorcery. The sight is truly amazing.
From here, it is obvious that somehow, the tower is much larger on the
inside than it is on the outside. Young mages walk about, completely
oblivious to your presence.
  Exits lead north to the common room, west to the dinning room, east to
a plain hallway and back south through the gate.
~
16 8 0
D0
The common room looks quite busy and noisy.
~
~
0 -1 1514
D1
~
~
0 -1 1515
D2
~
diamond gate~
0 -1 1512
D3
~
~
0 -1 1516
S
#1514
Common Room~
  You are in the common room. There are many apprentice warlocks here
talking and resting, playing games, comparing notes. Obviously they
are taking a break from their rigorous studies. There are benches,
tables and a small water fountain here, otherwise the room is quite
unremarkable.
  Exits lead off in all directions.
~
16 8 0
D0
~
~
0 -1 1517
D1
The mages bar can be seen to the east.
~
~
0 -1 1518
D2
~
~
0 -1 1513
D3
~
~
0 -1 1519
S
#1515
The Hallway~
  You are in a long hallway, it seems rather unremarkable.
  The hallway continues east and back west.
~
16 8 0
D1
~
~
0 -1 1530
D3
~
~
0 -1 1513
S
#1516
Dinning Room~
  You are in the dinning area of the student mages. From the number of
tables and chairs here, you can see that this room could easilly seat
several hundred people. It is oddly deserted here, obviously not meal time.
  Exits lead west to the kitchen, and back east.
~
16 8 0
D1
~
~
0 -1 1513
D3
~
door wooden~
0 -1 1520
S
#1517
Dark Hallway~
  You are in a dark hallway. It is apparent that this area is seldom
used by the regular occupants of the tower. Dust covers the floors
here.
  The faint outline of a trapdoor can be seen in the dust.
~
16 9 0
D2
~
~
0 -1 1514
D5
~
trapdoor~
1 -1 1521
S
#1518
Mages Tavern~
  You are in mages tavern. The air is smokey and filled with the smells
of foriegn food and drink. The other patrons pay you little heed, as
they obviously have more interesting things to contemplate. Strick the
bartender is here waiting to take your order.
  The only exit leads back west.
~
16 8 0
D3
~
~
0 -1 1514
S
#1519
The Magic Shop~
  You are in the High Tower's store of magic. Tatorious stands behind
the counter, selling all sorts of herbs, parchment and other reagents
used in magical studies.
  The only exit leads back east to the common room.
~
16 8 0
D1
~
~
0 -1 1514
S
#1520
the kitchen~
  You are in a small kitchen. All the usual kitchen type utensils and
equipment is here, including some not so usual ones. Among the later,
a huge black oven against one wall, it must be at least 12 feet high.
Opposite the oven is an equally enormous meat locker, large enough to
comfortably store several hapless adventurers no doubt. In the middle of
the room, hanging in mid-air is a spice rack.
~
16 8 0
D1
~
door wooden~
0 -1 1516
S
#1521
Below the trapdoor~
  You are below the trapdoor. It is very dark and dusty here, very little
light filters through from above. A faint sound of dripping water can be
heard in the distance below.
  A rope ladder leads down.
~
16 9 0
D4

~
trapdoor~
1 -1 1517
D5

~
~
0 -1 1522
S
#1522
A damp intersection~
  You are in a damp intersection of what seems to be the basement of the
tower. The sound of running water can be heard comming from the south,
other than that, an almost tangable stillness fills the air.
  Passages lead off in all directions, and a ladder leads up.
~
16 9 0
D0

~
~
0 -1 1523
D1
A faint light can be seen in the distance up the east passage.
~
~
0 -1 1524
D2

~
~
0 -1 1525
D3

~
~
0 -1 1526
D4

~
~
0 -1 1521
S
#1523
A dark passage~
  You are at the end of a dark passage which ends in a stout wooden door.
Other then through the door, the only apparent exit is back the way you
came.
~
16 9 0
D0

~
oak door~
1 1523 1527
D2

~
~
0 -1 1522
S
#1524
A dark passage~
  You are at the end of a dark passage. A half opened door is to the east,
shedding soft light around the edges. Faint snoring sounds can be heard
behind the door.
  Exits lead east through the door, or back west.
~
16 9 0
D1
~
door~
1 -1 1528
D3
~
~
0 -1 1522
S
#1525
The stagnant pool~
  You are at the edge of a stagnant pool of water. The smell here is quite
nauseating. This is apparently where the denizens of the tower dispose of
their garbage. Faint gurgling can be heard from benieth the surface of the
pool.
  Exits lead back north, or perhaps for the very adventurous, down into the
pool.
~
16 9 0
D0

~
~
0 -1 1522
D5
No light penetrates the gloom of the stagnant pool.
~
~
0 -1 1529
S
#1526
A dark passage~
  You are in a dark passage, which comes to an abrubt stop at what appears
to be a cave-in to the west. It is certainly unpassable, and perhaps quite
dangerous just being this close.
  The only exit leads back east.
~
16 9 0
D1
~
~
0 -1 1522
S
#1527
A dark cell~
  You are in a dark cell. Straw and dirt cover the floors here, it is
very dark. Someone, or something seems to be chained to the far wall.
  The only exit is back south.
~
16 9 0
D2
~
oak door~
1 -1 1523
S
#1528
The Jailor's office~
  You are in the Jailor's office. It is rather messy here. Judging by the
sleeping form of the Jailor on duty, you can surmise that very few, if any
prisoners survive long enough to spend much time in these dank dungeons.
  The only exit leads back west.
~
16 8 0
D3
~
door~
1 -1 1524
S
#1529
Below the stagnant pool~
  As you dive beneith the putrid waters, you feel a strong tug and a
whirlpool drags you under.
  You are sucked into blackness and you feel your lungs begining to
burst from lack of oxygen!






















Just as you feel your life fading, you notice a change in direction, and
start to float to the surface.
~
16 9 0
D4
~
~
0 -1 7047
S
#1530
The hallway~
  You are in a long hallway leading east and west. The walls emit a faint 
magical glow which provides enough light to see by.
~
16 8 0
D0
~
door wooden north~
1 -1 1532
D1
~
~
0 -1 1531
D2
~
oaken south~
1 -1 1533
D3
~
~
0 -1 1515
S
#1531
A bend in the hallway~
  You are at a bend in the hallway. The walls emit a faint magical glow
which provides enough light to see by.
~
16 8 0
D0
~
door wooden north~
1 -1 1534
D1
~
door wooden east~
1 -1 1536
D2
~
door wooden south~
1 -1 1535
D3
~
~
0 -1 1530
S
#1532
A store room~
  You are in a small store room. Assorted junk is piled on shelves or
leaning against walls. 
  The only apparent exit it back south.
~
16 9 0
D2
~
door wooden~
1 -1 1530
S
#1533
A broom closet~
  You are in a dark broom closet. Many straw brooms and other cleaning
intruments have been left here, apparently unused (perhaps the maid quit?).
  The only exit leads back north to the hallway.
~
16 9 0
D0
~
door wooden~
1 -1 1530
S
#1534
A hallway~
  You are in a long hallway leading north and south. The walls emit a
faint magical glow which provides enough light to see by.
~
16 8 0
D0
~
~
0 -1 1538
D1
~
door wooden east~
1 -1 1537
D2
~
door wooden south~
1 -1 1531
E
walls wall~
The walls shed a warm light
~
S
#1535
Guardians chamber~
  You are in the chamber of the tower guardians. It is rather sparesely
furnished, but then again the odd occupants don't look to need furiture.
Here and there a disembodied pair of hands or eyes flits about.
~
16 8 0
D0
~
door wooden~
1 -1 1531
S
#1536
A guest bedroom~
  You are in a small guest bedroom. A small cot is in one corner, and a
dusty mirror on one wall, other than that the room looks quite bare, and
unused.
  The only apparent exit leads back west to the hallway.
~
16 8 0
D3
~
door wooden~
1 -1 1531
E
mirror~
Why, someone seems to be looing back at you from the other side!

~
S
#1537
A guest bedroom~
  You are in a comfortable looking bedroom. A small globe of magical energy
floats overhead, providing light. A small cot is in one corner looking
ever so comfortable, so comfortable in fact ...someone is sleeping in it.
  The only apparent exit leads back west to the hallway.
~
16 8 0
D3

~
door wooden~
1 -1 1534
S
#1538
A hallway~
  You are in a long hallway leading from the south. The walls emit a faint
magical glow which provides enough light to see by.
  Stairs lead up to the next level and the hallway leads back south.
~
16 8 0
D1

~
door wooden~
1 -1 1539
D2

~
~
0 -1 1534
D4

~
~
0 -1 1540
S
#1539
The burnt room~
  You are in what looks to have once been a guest bed room. The walls are
blackened and burnt by what you could only immagine to be magical fire.
There is no sign of the previous occupant, undoubtedly he left in a hurry.
  The only exit leads back west to the hallway.
~
16 9 0
D3

~
door chared~
1 -1 1538
S
#1540
A hallway~
  You are in a long hallway leading west from here. The walls emit a faint
magical glow which provides enough light to see by. Some faint moonlight
can be seen in the culdesac to the east.
  The hallway continues west and stairs lead down to the level below.
~
16 8 0
D0

~
door oak~
1 -1 1542
D1
Faint moonlight can be seen to the east
~
~
0 -1 1541
D3

~
~
0 -1 1543
S

#1541
A culdesac~
  You are in a small culdesac. A window to the east is letting in moonlight
and a pleasant breeze. Through it, the surrounding country side can be seen.
  The only apparent exit leads back west to the hallway.
~
16 8 0
D3

~
~
0 -1 1540
E
window east~
  Stretching out as far as the eye can see is a canopy of dark tree tops
which can only be the Haon-Dor-Dark Forest. A faint light in the distance
to the northeast marks what is probably the city of midgaard.

~
S
#1542
The Apprentice's Barracks~
  You are in the barracks of the apprentice magic users. Here and there, a
young apprentice sits engrosed in magical study, or practicing a feable
cantrip. Cots line the walls, and the room continues west.
~
16 8 0
D2

~
door oak~
1 -1 1540
D3

~
~
0 -1 1544
S
#1543
A hallway~
  You are in a long hallway leading east and west. The walls emit a faint
magical glow which provides enough light to see by.
  There is a door to the north, and the hallway continues west or back east.
~
16 8 0
D0

~
door oak~
1 -1 1544
D1

~
~
0 -1 1540
D3

~
~
0 -1 1545
S
#1544
The Apprentice's barracks~
  You are in the barracks of the apprentice magic users. Here and there, a
young apprentice sits engrosed in magical study, or practicing a feable
cantrip. Cots line the walls, and the room continues east.
~
16 8 0
D1

~
~
0 -1 1542
D2

~
door oak~
1 -1 1543
S
#1545
A hallway~
  You are in a long hallway leading east and west. The walls emit a faint
magical glow which provides enough light to see by. Flashes of light can
be seen under the doorway to the north.
~
16 8 0
D0
A flash of blue light momentarily lights up the doors outline
~
door oak~
1 -1 1546
D1

~
~
0 -1 1543
D3

~
~
0 -1 1547
S
#1546
The apprentice's workshop~
  You are in a small workshop. Writting implements and parchment are strewn
about on a few worktables. In the far corner several young mages have a
small kitten cornered and seem to be testing spells upon it.
  The only apparent exit leads back south to the hallway.
~
16 8 0
D2

~
door oak~
1 -1 1545
S
#1547
A bend in the hallway~
  You are at a bend in the hallway. The walls emit a faint magical glow
which provides enough light to see by.
  The hallway continues south and back east.
~
16 8 0
D1

~
~
0 -1 1545
D2

~
~
0 -1 1548
S
#1548
The hallway~
  You are in a long hallway leading north and south. The walls emit a faint
magical glow which provides enough light to see by.
  There is a closed metal door to the west.
~
16 8 0
D0
~
~
0 -1 1547
D2
~
~
0 -1 1550
D3
~
door metal~
1 -1 1549
S
#1549
A classroom~
  You are in a large classroom filled with bored looking students of the
art. The instructor stops in his lecture on the fine uses of magic missile
at your entry and lunges to attack you.
  The only apparent exit is back east to the hallway.
~
16 8 0
D1
~
door metal~
1 -1 1548
S
#1550
A hallway~
  You are in a long hallway leading north and south. The walls emit a faint
magical glow which provides enough light to see by.
~
16 8 0
D0
~
~
0 -1 1548
D2

~
~
0 -1 1551
D3

~
door metal~
1 -1 1552
S
#1551
A hallway~
  You are in a long hallway leading north and south. The walls emit a faint
magical glow which provides enought light to see by.
~
16 8 0
D0

~
~
0 -1 1550
D2

~
~
0 -1 1553
D3

~
door metal~
1 -1 1554
S
#1552
An empty classroom~
  You are in an empty classroom. Some strange sigils are written on a
blackboard which is floating in the air here. Other than a few desks,
it is bare of furnishings.
  The only apparent exit leads back east to the hallway.
~
16 8 0
D1

~
door metal~
1 -1 1550
S
#1553
A bend in the hallway~
  You are at a bend in the hallway. The walls emit a faint magical glow
which provides enough light to see by.
  The hallway continues east and north.
~
16 8 0
D0

~
~
0 -1 1551
D1

~
~
0 -1 1555
S
#1554
An empty classroom~
  You are in an apparently empty classroom. A strange feeling of being 
watched comes over you, and you hear the faint russle of robes.
  The only apparent exit is back east to the hallway.
~
16 8 0
D1

~
door metal~
1 -1 1551
S
#1555
A hallway~
  You are in a long hallway leading east and west. The walls emit a faint
magical glow which provides enough light to see by.
  A sturdy iron door can be seen to the south.
~
16 8 0
D1

~
~
0 -1 1556
D2

~
door sturdy iron~
1 -1 1557
D3

~
~
0 -1 1553
S
#1556
A hallway~
  You are in a long hallway leading east and west. The walls emit a faint
magical glow which provides enough light to see by.
  There is a large oaken door to the south.
~
16 8 0
D1

~
~
0 -1 1558
D2

~
door large oaken~
1 -1 1559
D3

~
~
0 -1 1555
S
#1557
The ampitheatre~
  You are in a small ampitheatre. Rows of comfortable looking chairs circle
a large podium. The echos of your footsteps seem very loud here.
  The only apparent exit leads north to the hallway.
~
16 8 0
D0

~
door sturdy iron~
1 -1 1555
S
#1558
A hallway~
  You are in a long hallway leading east and west. The walls emit a faint
magical glow providing enough light to see by.
  A small door can be seen to the south.
~
16 8 0
D1

~
~
0 -1 1560
D2

~
door small~
1 -1 1561
D3

~
~
0 -1 1556
S
#1559
The training room~
  You are in a large training room. It is filled with battle scared manikins
, and many other devices used in the practice of fighting.
~
16 8 0
D0

~
door~
1 -1 1556
S
#1560
A bend in the hallway~
  You are at a bend in the hallway. The walls emit a faint magical glow
which provides enough light to see by.
  The hallway continues north and west.
~
16 8 0

D0

~
~
0 -1 1562
D3

~
~
0 -1 1558
S
#1561
A dueling room~
  You are in a large room used for duals arcane. The walls, ceiling and
floor all bare the scars of many firey spells, but still look quite strong
and hold fast.
  The only exit leads north to the hallway.
~
16 8 0
D0
~
door small~
1 -1 1558
S
#1562
A hallway~
  You are in a long hallway leading north and south. The walls emit a faint
magical glow which provides enough light to see by.
  A doorway can be seen to the east.
~
16 8 0
D0

~
~
0 -1 1563
D1

~
door~
1 -1 1564
D2

~
~
0 -1 1560
S
#1563
A hallway~
  You are in a long hallway leading north and south. The walls emit a faint
magical glow which privides enough light to see by.
  A wooden door can been seen to the east.
~
16 8 0
D0

~
~
0 -1 1566
D1

~
door wooden~
1 -1 1565
D2

~
~
0 -1 1562
S
#1564
The spellmaster's lounge~
  You are in a large comfortable looking lounge. Off duty spell teachers
are here relaxing in their idle time. A large coffee machine is against
the far wall.
  The only apparent exit leads back west to the hallway.
~
16 8 0
D3

~
door wooden~
1 -1 1562
S
#1565
A bedroom~
  You are in a large, plush bedroom. The owner is obviously someone of high
standing in the magical community here. An ice mirror is on one wall, and
a scrying globe sit on a stand in the middle of the room. An enormous bed
can be seen floating about a meter above the floor.
  The only exit leads back west to the hallway.
~
16 8 0
D3

~
door wooden~
1 -1 1563
S
#1566
A hallway~
  You are in a long hallway leading north and south. The walls emit a faint
magical glow providing enough light to see by.
  A glass door can be seen to the east.
~
16 8 0
D0

~
~
0 -1 1568
D1

~
door glass~
1 -1 1567
D2

~
~
0 -1 1563
S
#1567
The study~
  You are in a small, well kept study. Ancient tomes are on shelves on the
walls, A huge table sits in the middle of the room, with maps weighted
down upon it. The only light source here comes from an interestingly non-
magical oil lamp.
  The only apparent exit leads back west to the hallway.
~
16 8 0
D3

~
door glass~
1 -1 1566
S
#1568
Below the stairs~
  You are at the end of a long hallway. The walls emit a faint magical glow
which provides enough light to see by. A lesser guardian is here keeping
silent watch on the entrance to the levels above.
  Stairs lead up and the hallway continutes back south.
~
16 8 0
D2

~
~
0 -1 1566
D4

~
~
0 -1 1569
S

#1569
Atop the stairway~
  You are atop a stairway. The halls here look quite a bit less used than
those below. Obviously access to these magic filled corridors is limmited
to those of the upper eschelon of mages. The walls here emit a faint blue
magical aura which provides some light.
  The hallway leads west from here and the stairs go down.
~
16 8 0
D3

~
~
0 -1 1570
D5

~
~
0 -1 1568
S
#1570
A hallway~
  You are in a long hallway stretching east and west. The walls here emit
a faint magical energy providing enough light to see by.
  There is a thick looking wooden door to the north.
~
16 8 0
D0

~
door wooden~
1 -1 1571
D1

~
~
0 -1 1569
D3

~
~
0 -1 1572
S
#1571
A small office~
  You are in a small office. It looks like a caligropher's study, there
are quills, inkpots and parchments all about on desks and worktables.
A section to the west seems to be curtained off, but the flicker of a
candle can be seen through the curtain.
~
16 8 0
D2

~
door wooden~
1 -1 1570
D3

~
curtain~
1 -1 1573
S
#1572
A hallway~
  You are in a long hallway leading east and west. The walls emit a faint
magical glow which provides enough light to see by.
~
16 8 0
D1

~
~
0 -1 1570
D3

~
~
0 -1 1574
S
#1573
The master scribe's workshop~
  You are in the workshop of the tower's master scribe. Many half finished
scrolls lay on the writing table in the center of the room. A giant candle
flickering with soft blue flames provides the only light here.
  The only apparent exit is the way you came in.
~
16 8 0
D1

~
curtain~
1 -1 1571
S
#1574
A hallway~
  You are in a long hallway leading east and west. The walls emit a faint
magical glow which provides enough light to see by.
  A half closed door can be seen to the north.
~
16 8 0
D0
A dark room can be seen through the half opened door
~
door wooden~
1 -1 1575
D1

~
~
0 -1 1572
D3

~
~
0 -1 1576
S
#1575
A store room~
  You are in a small dark store room. A few common items are stacked upon
the shelves here, but very little looks interesting.
~
16 9 0
D2

~
door wooden~
1 -1 1574
S
#1576
A bend in the hallway~
  You are at a bend in the long hallway. The walls emit a faint magical
glow which provides enough light to see by.
  The hallway continues south and east from here.
~
16 8 0
D1

~
~
0 -1 1574
D2

~
~
0 -1 1577
S
#1577
A hallway~
  You are in a long hallway leading north and south. The walls emit a faint
magical glow which provides enough light to see by.
  An iron bound door can be seen to the west.
~
16 8 0
D0

~
~
0 -1 1576
D2

~
~
0 -1 1578
D3

~
door iron~
1 -1 1579
S
#1578
A hallway~
  You are in a long hallway leading north and south. The walls emit a faint
magical glow which provides enough light to see by.
  The sharp sound of metal on metal can be heard to the west.
~
16 8 0
D0

~
~
0 -1 1577
D2

~
~
0 -1 1580
D3

~
door iron~
1 -1 1581
S
#1579
A store room~
  You are in a large store room. Bins of ores, minerals and other rare
materials are here along with many neatly stacked piles of precious metals.
A large cabinet with sigils of warding is bolted to one wall.
  The ring of metal on metal can be heard to the south.
~
16 8 0
D1

~
door iron~
1 -1 1577
D2

~
~
0 -1 1581
S
#1580
A hallway~
  You are in a long hallway leading north and south. The walls emit a faint
magical glow which provides enough light to see by.
~
16 8 0
D0

~
~
0 -1 1578
D2
~
~
0 -1 1583
S
#1581
A very hot room~
  You are in a very hot room. Against one wall is a large forge, magical
fires crackle within and heavy blue smoke pours into a vent in the cieling.
A rune encrusted mithril anvil is in the center of the room, looking well
used and other tools of metalurgy hang on a rack which floats about three
meters in the air of its own force.
~
16 8 0
D0

~
~
1 -1 1579
D1

~
door iron~
1 -1 1578
D2
~
door ~
1 -1 1582
D4 
~
vent~
1 -1 1612
S
#1582
The master Enchanter's chamber~
  You have entered the master enchanter's chamber. Upon all the walls here
are racks of finely crafted weapons. A huge chest with a glowing lock is
set to one side. Several unfinished looking blades rest atop a small work
table.
~
16 8 0
D0
~
door~
1 -1 1581
S
#1583
A bend in the hallway~
  You are at a bend in a long hallway. The walls emit a faint magical glow
which provides enough light to see by.
  The hallway continues north and east.
~
16 8 0
D0
~
~
0 -1 1580
D1

~
~
0 -1 1584
S
#1584
A hallway~
  You are in a long hallway leading east and west. The walls emit a faint
magical glow which provides enough light to see by.
  A steel door can be seen to the south.
~
16 8 0
D1

~
~
0 -1 1585
D2

~
door steel~
1 -1 1586
D3

~
~
0 -1 1583
S
#1585
A hallway~
  You are in a long hallway leading east and west. The walls emit a faint
magical glow which provides enough light to see by.
~
16 8 0
D1

~
~
0 -1 1587
D3

~
~
0 -1 1584
S
#1586
A laboratory~
  You are in a small laboratory. Many strange instruments, vials, bottles
and some scrawled notes are piled about a workbench. This room is very
untidy, looking almost abandoned, or used by a madman.
  The only apparent exits are east and north.
~
16 8 0
D0

~
door steel~
1 -1 1584
D1

~
~
0 -1 1588
S
#1587
A hallway~
  You are in a long hallway leading east and west. The walls emit a faint
magical glow which provides enought light to see by.
  You can see a steel door to the south.
~
16 8 0
D1

~
~
0 -1 1589
D2

~
door steel~
1 -1 1590
D3

~
~
0 -1 1585
S
#1588
The Mad Alchemist's woorkroom~
  You are in the workroom of The Mad Alchemist. Bubbling braizers, long
glass tubes and scores of oddly shaped vials and bottles are everywhere.
It is incredibly messy here, crushed glass and other trash litter the floor.
  The only apparent exit is the one you entered by.
~
16 8 0
D3

~
~
0 -1 1586
S
#1589
A bend in the hallway~
  You are at a bend in a long hallway. The walls emit a faint magical glow
which provides enough light to see by.
  The hallway continues north and west.
~
16 8 0
D0

~
~
0 -1 1591
D3

~
~
0 -1 1587
S
#1590
The pentagram chamber~
  You are in a large room with a five pointed star etched into the floor.
A crackling energy field can be seen to the south, it looks quite dangerous.
~
16 8 0
D0

~
door steel~
1 -1 1587
D2
The energy field crackles and glows, nothing seems to be beyond 
~
~
0 -1 1592
S
#1591
A hallway~
  You are in a long hallway leading north and south. The walls emit a faint
magical glow which provides enough light to see by.
  A bronze door can be seen to the east.
~
16 8 0
D0

~
~
0 -1 1593
D1

~
door bronze~
1 -1 1594
D2

~
~
0 -1 1589
S
#1592
Inside the energy field~
  You feel a stomach twisting sensation as you enter the energy field,
suddenly you don't think you are where you were.
  You are very confused.
~
16 8 0
D0
You cant see anything through the energy field
~
~
0 -1 4115
D1
You cant see anything through the energy field
~
~
0 -1 7429
D2
You cant see anything through the energy field
~
~
0 -1 5120
D3
You cant see anything through the energy field
~
~
0 -1 21057
D4
You cant see anything through the energy field
~
~
0 -1 6137
D5
You cant see anything through the energy field
~
~
0 -1 6137
S
#1593
A hallway~
  You are in a long hallway leading north and south. The walls emit a faint
magical glow which provides enough light to see by.
  A bronze door can be seen to the east.
~
16 8 0
D0

~
~
0 -1 1596
D1

~
door bronze~
1 -1 1595
D2

~
~
0 -1 1591
S
#1594
An empty room~
  You are in an empty room. It is both quiet and comfortable here, it looks
like a safe place to rest.
~
16 12 0
D3

~
door bronze~
1 -1 1591
S
#1595
The charm master's chamber~
  You are in the chambers of the tower's master of charm. Some straw and
dirt litters the floor here, it looks to have been recently used by wild
animals.
  Strange sounds can be heard through the bars to the north.
~
16 8 0
D0

~
cage bars~
1 -1 1597
D3

~
door bronz~
1 -1 1593
S
#1596
A hallway~
  You are in a long hallway leading north and south. The walls emit a faint
magical glow which provides enough light to see by.
~
16 8 0
D0

~
~
0 -1 1598
D2

~
~
0 -1 1593
S
#1597
The animal pens~
  You are in the animal pens. Many caged animals are here looking unhappy.
Obviously they are destined to be enslaved, or used in some cruel magical
experimentation.
~
16 8 0
D2

~
cage bars~
1 -1 1595
S
#1598
The end of the hallway~
  You are at the end of a long north-south hallway. The walls emit a faint
magical glow which provies enough light to see by.
  Stairs here lead up to the next level, and the hallway continues south.
~
16 8 0
D2

~
~
0 -1 1596
D4

~
~
0 -1 1599
S
#1599
Atop the stairway~
  You are atop the stairway to the upper levels of the high tower. The walls
emit a faint magical glow which provides enough light to see by.
  A hallway leads west from here, and the stairs lead down.
~
16 8 0
D3

~
~
0 -1 1600
D5

~
~
0 -1 1598
S
#1600
A hallway~
  You are in a long hallway leading east and west. The walls emit a faint
magical glow which provides enough light to see by.
  A silver door can be seen to the north.
~
16 8 0
D0

~
door silver~
1 -1 1601
D1

~
~
0 -1 1599
D3

~
~
0 -1 1604
S
#1601
A store room~
  You are in a large store room. Raw materials are neatly bundled and piled
here and here. Many freshly cut staves rods and wands of different sizes
are here.
  You can see a silver door to the west.
~
16 8 0
D2

~
door silver~
1 -1 1600
D3

~
door silver~
1 -1 1602
S
#1602
The master spellbinder's chamber~
  You are in the chambers of the master spell binder. Unlike other work
shops of similar nature, this one is without furnishings or tools. The
spell binder obviously needs none for the working of his art.
  A silver door can be seen to the west.
~
16 8 0
D1

~
door silver~
1 -1 1601
D3

~
door silver~
1 -1 1603
S
#1603
The spellbinder's cache~
  You have discovered the cache of the master spell binder. There are three
very large silver chased cabinets here, other than that, the room is bare.
  A silver door can be seen to the south.
~
16 8 0
D1

~
door silver~
1 -1 1602
D2

~
door silver~
1 -1 1605
S
#1604
A hallway~
  You are in a long hallway leading east and west. The walls emit a faint
magical glow which provides enough light to see by.
~
16 8 0
D1

~
~
0 -1 1600
D3

~
~
0 -1 1605
S
#1605
A hallway~
You are in a long hallway leading east and west. The walls emit a faint
magical glow which provides enough light to see by.
  A silver door can be seen to the north.
~
16 8 0
D0

~
door silver~
1 -1 1603
D1

~
~
0 -1 1604
D3

~
~
0 -1 1606
S
#1606
A bend in the hallway~
  You are at a bend in the long hallway. The walls emit a faint magical
glow which provides enough light to see by.
  The hallway continues east and south.
~
16 8 0
D1

~
~
0 -1 1605
D2

~
~
0 -1 1607
S
#1607
A hallway~
  You are in a long hallway leading north and south. The walls emit a faint
magical glow which provides enough light to see by.
~
16 8 0
D0

~
~
0 -1 1606
D2

~
~
0 -1 1608
S
#1608
A hallway~
  You are in a long hallway leading north and south. The walls emit a faint
magical glow which provides enough light to see by.
  A rusty old door can be seen to the west.
~
16 8 0
D0

~
~
0 -1 1607
D2

~
~
0 -1 1613
D3

~
door rusty~
1 -1 1609
S
#1609
The golem master's workshop~
  You are in the golem master's workshop. A few unfinished looking humanoid
forms of different make are here, some moving some not. The animated forms
lunge to attack you.
~
16 8 0
D0

~
~
0 -1 1610
D1

~
door rusty~
1 -1 1608
D2

~
~
0 -1 1611
D5

~
trapdoor~
1 -1 1612
S
#1610
A store room~
  You are in a small store room. Large chunks of clay, stone, wood and many
other raw materials are here.
~
16 8 0
D2

~
~
0 -1 1609
S
#1611
The golem chamber~
  You are in the golem chamber. Golems made of every immaginable material
are here, ranging in size from a handspan to nearly the cieling. They all
seem to be sleeping.
~
16 8 0
D0

~
~
0 -1 1609
S
#1612
It is very dark here...~
It is very dark here...
~
16 9 0
D4

~
trapdoor~
1 -1 1609
D5

~
vent~
1 -1 1581
S
#1613
A hallway~
  You are in a long hallway leading north and south. The walls emit a faint
magical glow which provides enough light to see by.
~
16 8 0
D0

~
~
0 -1 1608
D2

~
~
0 -1 1614
S
#1614
A bend in the hallway~
  You are at a bend in the long hallway. The walls emit a faint magical
glow which provides enough light to see by.
  The hallway continues north and east from here.
~
16 8 0
D0

~
~
0 -1 1613
D1

~
~
0 -1 1615
S
#1615
A hallway~
  You are in a long hallway leading east and west. The walls emit a faint
magical glow which provides enough light to see by.
~
16 8 0
D1

~
~
0 -1 1616
D3

~
~
0 -1 1614
S
#1616
A hallway~
  You are in a long hallway leading east and west. The walls emit a faint
magical glow which provies enough light to see by.
  An emerald door can be seen to the south.
~
16 8 0
D1

~
~
0 -1 1619
D2

~
door emerald~
1 -1 1617
D3

~
~
0 -1 1615
S
#1617
The master of illusion's chamber~
  You are in the chamber of the master of illusions. The walls here are
every changing in color and texture, as if they were reforming before your
very eyes. Many splenderous treasures lie all around in heaps and piles, or
at least they seem to be treasures...
~
16 8 0
D0

~
door emerald~
1 -1 1616
D3

~
~
0 -1 1618
S
#1618
A bedroom~
  You are in the bedroom of the master of illusions. Strange looking items
and artifacts float here and there in the air. The ripples of strong magic
can be felt everywhere.
  The room seems much larger than it looks...
~
16 8 0
D1

~
~
0 -1 1617
S
#1619
A hallway~
  You are in a long hallway leading east and west. The walls emit a faint
magical glow which provides enough light to see by.
  A glass door can be seen to the south.
~
16 8 0
D1

~
~
0 -1 1621
D2

~
door glass~
1 -1 1620
D3

~
~
0 -1 1616
S
#1620
The meditation chamber~
  You are in a meditation chamber. It is very silent here, in fact you
can not even hear your own footsteps.
  You feel very peaceful.
~
16 524 0
D0

~
door glass~
1 -1 1619
S
#1621
A bend in the hallway~
  You are at a bend in the long hallway. The walls emit a faint magical
glow which provides enough light to see by.
  The hallway continues north and west from here.
~
16 8 0
D0

~
~
0 -1 1622
D3

~
~
0 -1 1619
S
#1622
A hallway~
  You are in a long hallway leading north and south. The walls emit a faint
magical glow which provides enough light to see by.
  A blackened door can be seen to the east.
~
16 8 0
D0

~
~
0 -1 1626
D1

~
door black~
1 -1 1623
D2

~
~
0 -1 1621
S
#1623
A dark room~
  You are in a large dark room. The air here seems quite stale, and a sense
of extreme dread comes over you. The stench of rotten flesh seems to be
wafting in from the open doorway to the north.
~
16 9 0
D0

~
~
0 -1 1624
D3

~
door black~
1 -1 1622
S
#1624
A dark room~
  You are in a large dark room. The stench here makes you gag and wretch.
There are body parts and half rotted corpses strewn about with complete
abandon. Several operating tables with still forms that resemble nothing
you've ever seen alive are here.
  Tortured screams can be heard from the north.
~
16 9 0
D0
Upon gazing northwards, you are filled with deep dread
~
~
0 -1 1625
D2

~
~
0 -1 1623
S
#1625
The Necromancer's Lair~
  You are in the lair of the evil Necromancer. Undead minions of all types,
human and otherwise stand here waiting to do their master's bidding. Some
glowing arcane sigils have been etched into walls and floor, no doubt to
protect the evil master from his own ungodly creations.
~
16 9 0
D2

~
~
0 -1 1624
S
#1626
A hallway~
  You are in a long hallway leading north and south. The walls emit a faint
magical glow which provides enough light to see by.
~
16 8 0
D0

~
~
0 -1 1627
D2

~
~
0 -1 1622
S
#1627
A hallway~
  You are in a long hallway leading north and south. The walls emit a faint
magical glow which provides enough light to see by.
~
16 8 0
D0

~
~
0 -1 1628
D2

~
~
0 -1 1626
S
#1628
The end of the hallway~
  You are at the end of a long hallway. The walls here glow with a faint
magical energy which provides plenty of light.
  Stairs lead up to the next level here and the hallway continues south.
~
16 8 0
D2

~
~
0 -1 1627
D4

~
~
0 -1 1629
S
#1629
A corridor~
  You are at the east end of a long corridor. Obsidian walls engraved with
ancient runes of power stretch out before you. Magical energies seem to
crackle with power all around and whisper in tongues long forgotten, almost
as if the corridor it self were alive.
~
16 8 0
D3

~
~
0 -1 1630
D5

~
~
0 -1 1628
S
#1630
A corridor~
  You are in a long corridor. Obsidian walls engraved with ancient runes
of power stretch out before you. Magical energies seem to crackle with
power all around and whisper in tongues long forgotten, almost as if the
corridor itself were alive.
~
16 8 0
D1

~
~
0 -1 1629
D3

~
~
0 -1 1631
S
#1631
A bend in the corridor~
  You are at a bend in the long corridor. Obsidian walls engraved with
ancient runes of power stretch out before you. Magical energies seem to
crackle with power all around and whisper in tongues long forgotten, almost
as if the corridor itself were alive.
~
16 8 0
D1

~
~
0 -1 1630
D2

~
~
0 -1 1632
S
#1632
A corridor~
  You are in a long corridor leading north and south. Obsidian walls 
engraved with ancient runes of power stretch out before you. Magical
energies seem to crackle with power all around and whisper in tongues
long forgotten, almost as if the corridor itself were alive.
~
16 8 0
D0

~
~
0 -1 1631
D2

~
~
0 -1 1633
S
#1633
An intersection~
  You are at an intersection in the corridor. The obsidian walled halls
lead off in every direction from here, pulsing with the power of their
ancient runes.
~
16 8 0
D0

~
~
0 -1 1632
D1

~
~
0 -1 1634
D2

~
~
0 -1 1646
D3

~
~
0 -1 1636
S
#1634
A corridor~
  You are at the end of a long corridor. Obsidian walls engraved with 
ancient runes of power stretch out before you. A darkened door is to the
east. Tendrils of mist cling to the floor here, they seem to be seeping 
from under the door.
~
16 8 0
D1

~
door black~
1 01 1635
D3

~
~
0 -1 1633
S
#1635
The scrying chamber~
  You are in the scying chamber of the high tower of sorcerery. It is here
that arcane rituals are performed to enable those of the art to look in
upon denizons throughout the world and spy out their darkest secrets.
  A huge black cauldrin is in the center of the room, bubbling and gurgling,
it pours forth a constant stream of smokey fog into the air about you. Here
and there on stands of different sizes are crystal balls and oddly shaped
mirrors.
~
16 9 0
D3

~
door black~
1 -1 1634
S
#1636
A corridor~
  You have reached an end in the long corridor. Obsidian walls engraved
with ancient runes of power stretch out before you. The sound of snoring
can barely be heard through the door to the west.
~
16 8 0
D1

~
~
0 -1 1633
D3

~
door wooden~
1 -1 1637
S
#1637
The entrance to the library~
  You are in the entrance to the great library of magic. A giant desk is
here, covered with books parchments and scrolls. Long shelves loaded with
row upon row of books stretch out in every direction as far as the eye can
see.
~
16 8 0
D0

~
~
0 -1 1639
D1

~
~
0 -1 1636
D2
All you can see are books
~
~
0 -1 1640
D3
All you can see are books
~
~
0 -1 1638
S
#1638
In the library~
  You are in the great library of magic. A strong musty smell permeates the
entire area. Upon shelves which float just out of reach are hundreds of
books, tomes and scrolls of every possible shape size and color. The elusive
books seem to wink in and out of existance before your untrained eyes.
  It is very quiet here.
~
16 8 0
D0

~
~
0 -1 1641
D1

~
~
0 -1 1637
D2

~
~
0 -1 1642
D3

~
~
0 -1 1643
S
#1639
In the library~
  You are in the great library of magic. A strong musty smell permeates the
entire area. Upon shelves which float just out of reach are hundreds of
books, tomes and scrolls of every possible shape size and color. The elusive
books seem to wink in and out of existance before your untrained eyes.
  It is very quiet here.
~
16 8 0
D0

~
~
0 -1 1640
D1

~
~
0 -1 1642
D2

~
~
0 -1 1637
D3

~
~
0 -1 1641
S
#1640
In the library~
  You are in the great library of magic. A strong musty smell permeates the
entire area. Upon shelves which float just out of reach are hundreds of
books, tomes and scrolls of every possible shape size and color. The elusive
books seem to wink in and out of existance before your untrained eyes.
  It is very quiet here.
~
16 8 0
D0

~
~
0 -1 1637
D1

~
~
0 -1 1641
D2

~
~
0 -1 1639
D3

~
~
0 -1 1642
S
#1641
In the library~
  You are in the great library of magic. A strong musty smell permeates the
entire area. Upon shelves which float just out of reach are hundreds of
books, tomes and scrolls of every possible shape size and color. The elusive
books seem to wink in and out of existance before your untrained eyes.
  It is very quiet here.
~
16 8 0
D0

~
~
0 -1 1642
D1

~
~
0 -1 1639
D2

~
~
0 -1 1638
D3

~
~
0 -1 1640
S
#1642
In the library~
  You are in the great library of magic. A strong musty smell permeates the
entire area. Upon shelves which float just out of reach are hundreds of
books, tomes and scrolls of every possible shape size and color. The elusive
books seem to wink in and out of existance before your untrained eyes.
  It is very quiet here.
~
16 8 0
D0

~
~
0 -1 1638
D1

~
~
0 -1 1640
D2

~
~
0 -1 1641
D3

~
~
0 -1 1639
S
#1643
In the library~
  You are in the great library of magic. A strong musty smell permeates the
entire area. Upon shelves which float just out of reach are hundreds of
books, tomes and scrolls of every possible shape size and color. The elusive
books seem to wink in and out of existance before your untrained eyes.
  It is very quiet here.
~
16 8 0
D1

~
~
0 -1 1638
D3

~
~
0 -1 1644
S
#1644
Between the shelves~
  You are in the great library of magic. The shelves seem uncomfortably 
close here, you can barely manuver between them. The musty smell is still
strong, and the elusive books still hover just out of reach.
  A faint flicker of light can barely be made out to the north.
~
16 8 0
D0

~
~
0 -1 1645
D1

~
~
0 -1 1643
S
#1645
The reading room~
  You are in a small room completely devoid of furnishings. The only thing
here is an enormous tome, lying face open on the floor. The great book looks
both heavy and ancient. Its jewel encrusted bindings are well worn as the
bark of a tree. Spidery writings seem to crawls across the pages, totally
uncomprehensible to your mortal eye. Something seems to be wedged between
the pages.
~
16 8 0
D2

~
~
0 -1 1644
S
#1646
A corridor~
  You are in a long corridor leading north and south. Obsidian walls 
engraved with ancient runes of power stretch out before you. Magical 
energies seem to crackle with power all around and whisper in tongues
long forgotten, almost as if the corridor itself were alive.
~
16 8 0
D0

~
~
0 -1 1633
D2

~
~
0 -1 1647
S
#1647
The end of the corridor~
  You are at the end of a long corridor. The obsidian walls come to an
abrupt halt at the edge of a golden archway here. The hum of power is so
strong it nearly numbs your body.
  The archway lies before you, glowing and pulsing with energy.
~
16 8 0
D0

~
~
0 -1 1646
D2

~
~
0 -1 1648
S
#1648
The arched entrance~
  You feel a slight tingle as you pass through the archway, as if the living
magical energies here had infused your body, found it wanting and left. The
intense glow from the arch above you is almost blinding. Through the light
you can barely makeout a stairway leading up.
~
16 8 0
D0

~
~
0 -1 1647
D4

~
~
0 -1 1649
S
#1649
The landing~
  You are on a small landing in the middle of a long stairway leading up.
Your senses seem dulled here, no sound or smell can be detected at all, and
the only thing you can see in any direction is endless stairway.
~
16 8 0
D5

~
~
0 -1 1648
D4

~
~
0 -1 1650
S
#1650
An intersection~
  You are at an intersection of several hallways. You feel as if strange
mystical forces are pushing and pulling at each other from all around you.
The sensation of being trapped, in the middle is almost tangible in the air
here.
  A grey tiled hallway leads south, black tiled east, white tiled west, and
a multi-colored hallway swirling with patterns that remain just barely
unrecognizeable is to the north.
~
16 8 0
D0

~
~
0 -1 1673
D1

~
~
0 -1 1658
D2

~
~
0 -1 1651
D3

~
~
0 -1 1665
D5

~
~
0 -1 1649
S
#1651
A grey tiled hallway~
  You are in a grey tiled hallway leading north and south. Dim balls of
energy float here and there sheding a warm light, and showing the way.
A feeling of peace and balance comes over you.
~
16 8 0
D0

~
~
0 -1 1650
D2

~
~
0 -1 1652
S
#1652
A grey tiled hallway~
  You are in a grey tiled hallway leading north and south. Dim balls of 
energy float here and there shedding a warm light, and showing the way.
A feeling of peace and balance comes over you.
  Large grey metal double doors can be seen to the south.
~
16 8 0
D0

~
~
0 -1 1651
D2

~
door grey~
1 -1 1653
S
#1653
The antechamber~
  You are in the antechamber of the master magician of the grey light. A
feeling of strong magic floats in the air about you, almost as if you could
taste the power held within these walls.
  Once your eyes adjust to the semi-light, you can make out a larger room 
to the south.
~
16 8 0
D0

~
door grey~
1 -1 1652
D2

~
~
0 -1 1654
S
#1654
The main chamber~
  A feeling of tranquility comes over you as you enter the main chamber of
neutrality. Some artifacts are hung on the walls here, or set on stands.
The room in general looks both comfortable and official. Probably where the
master of neutrality holds audience.
~
16 8 0
D0

~
~
0 -1 1653
D1

~
~
0 -1 1656
D2

~
~
0 -1 1657
D3

~
~
0 -1 1655
S
#1655
The study~
  You are in a large study. Shelves filled with many books or arcane
knowledge are on every wall. A large oaken desk is in the center, with
many parchments and scrolls on it. The most notable thing in the room is
a small set of scales, which floats about eye level. In perfect balance,
the scales are no doubt a sign of the master's neutrality.
~
16 8 0
D1

~
~
0 -1 1654
S
#1656
A closet~
  You are in a small closet. It is filled with many cloaks, and some other
apparel.
~
16 9 0
D3

~
~
0 -1 1654
S
#1657
A bedroom~
  You are in the bedroom of the master magician of neutrality. Curtained
windows can be seen on the south wall. A large comfortable looking bed
takes up most of the room. 
~
16 8 0
D0

~
~
0 -1 1654
S
#1658
A dark hallway~
  You are in a long dark hallway leading east and west. Not much can be
seen in the unnatural darkness here, but you get a deep sense of dread
the further you go.
~
16 9 0
D3

~
~
0 -1 1650
D1

~
~
0 -1 1659
S
#1659
A dark hallway~
  You are in a long dark hallway leading east and west. Not much can be
seen in the unnatural darkness here, but you get a deep sense of dread
the further you go.
~
16 9 0
D1

~
~
0 -1 1660
D3

~
~
0 -1 1658
S
#1660
The end of the hallway~
  You are at the end of a long dark hallway. The darkness here is almost
tangable in its thickness. A deep sense of fear and loathing comes over
you.
  A pair of obsidian doors can be seen to the east.
~
16 9 0
D1

~
door obsidian~
1 -1 1661
D3

~
~
0 -1 1659
S
#1661
The chamber of darkness~
  You are in a vast chamber. The walls fade into darkness, leaving you 
with a very vague idea of the actual size of the room. Swirling here and
there in the dark, are patches of pure black which seem to suck in your
light and leave it that much darker here.
~
16 9 0
D0
~
~
0 -1 1662
D1
~
~
0 -1 1664
D2
~
~
0 -1 1663
D3
~
door obsidian~
1 -1 1660
S
#1662
It is very dark here...~
It is very dark here...
~
16 9 0
D2

~
~
0 -1 1661
S
#1663
Torture chamber~
  You are in an ill lit chamber. Intruments of torture hang from a rack
on the wall, they seem to quiver with anticipation of a victim as if they
had a mind of their own. An operating table is here, though it is bare.
  An extreme feeling of evil permeates the entire area.
~
16 9 0
D0

~
~
0 -1 1661
S
#1664
The inner chamber~
  You are in a small dark chamber. Upon the walls are glowing sigils of
dark power, scrawled and traced in an evil language no longer known to most
of this plane of existance. There is an obsidian altar here which seem to
glow, but does not shed any light, in fact it seems to be taking light in.
~
16 9 0
D3

~
~
0 -1 1661
S
#1665
A bright hallway~
  You are in a long well lit hallway leading east and west. The walls here
are a milky white color, and glow with a warm luminescence, as does the
floor. A feeling of goodness permeates the area, and you feel unworthy to
tread upon these sacred floors.
~
16 8 0
D1

~
~
0 -1 1650
D3

~
~
0 -1 1666
S
#1666
A bright hallway~
  You are in a long well lit hallway leading east and west. The walls here
are a milky white color, and glow with a warm luminescence, as does the
floor. A feeling of goodness permeates the area, and you feel unworthy to
tread upon these sacred floors.
  A huge set of double doors in finely worked ivory can be seen to the west.
~
16 8 0
D1

~
~
0 -1 1665
D3

~
door ivory~
1 -1 1667
S
#1667
An antechamber~
  You are in a small antechamber. It is well lit here, though the source
of light cannot be seen. It is almost as if the room itself exudes a warm
glow of goodness. A larger chamber can be seen to the west, but you do not
feel worthy to pass into it.
~
16 8 0
D1

~
door ivory~
1 -1 1666
D3

~
~
0 -1 1669
S
#1669
The chamber of the white light~
  You are in a vast chamber, its walls floor and ceiling are of an unknown
metalic material, the brightest white, almost blindingly stark. A flickering
flame is in the center of the room, seeming to feed off of darkness and
cleansing the room of any evil. You feel a slight tug at your being as the
flame flickers towards you.
~
16 0 0
D0

~
~
0 -1 1670
D2

~
~
0 -1 1671
D1

~
~
0 -1 1667
D3

~
~
0 -1 1672
S
#1670
The meditation chamber~
  You are in a small meditation chamber. White silk cushions are everywhere,
looking very comfortable. You get an easy peaceful feeling of relaxation
here, almost making you want to lie down and fall asleep.
~
16 8 0
D2

~
~
0 -1 1669
S
#1671
A study~
  You are in a spacious study. It is extremely tidy here, to an almost
antisceptic nature. One would wonder how anyone could study without a
mess all around them, the master of this chamber obviously can.
~
16 8 0
D0

~
~
0 -1 1669
S
#1672
A closet~
  You are in a small closet. Cloaks and vests hang from hooks in the wall,
and a few old boots are all that can be seen here. Rather featureless.
~
16 9 0
D1

~
~
0 -1 1669
S
#1673
A wide hallway~
  You are in a large hallway, wide enough to accomodate several people 
standing abreast. The floor here is a swirl of multicolored paterns, in
constant motion.
  A huge grey metal door blocks the way north, it looks quite sturdy.
~
16 8 0
D0

~
door metal grey~
2 1673 1674
D2

~
~
0 -1 1650
S
#1674
A wide hallway~
  You are in a large hallway, wide enough to accomodate several people 
standing abreast. The floor here is a swirl of multicolored paterns, in
constant motion.
  A huge black obsidian door blocks the way north, it looks quite sturdy.
~
16 8 0
D0

~
door obsidian black~
2 1674 1675
D2

~
door metal grey~
2 1673 1673
S
#1675
A wide hallway~
  You are in a large hallway, wide enough to accomodate several people 
standing abreast. The floor here is a swirl of multicolored paterns, in
constant motion.
  A huge white ivory door blocks the way north, it looks quite sturdy.
~
16 8 0
D0

~
door ivory white~
2 1675 1676
D2

~
door obsidian black~
2 1674 1674
S
#1676
The entranceway~
  You are at the entrance to the audience chamber of the grand master of
magic. Beautiful tapestries displaying the ancient masters of lore are on
the walls, and the floor is covered with a plush multicolored carpet, which
seems to rustle and move at the touch of your boots.
~
16 8 0
D0

~
~
0 -1 1677
D2

~
door white ivory~
2 1675 1675
S
#1677
The audience chamber~
  You are in a large chamber. Small bolts of energy leap from wall to wall,
crackling with power. The floor is a swirl of indeterminable colors and
paterns ever changing. Bright bursts of color seem to explode into the air
and fade again at random times. All this splender plays about and draws
attention to a large throne in the center of the room, it seems to be cut
from a single enormous emerald.
~
16 8 0
D0

~
~
0 -1 1680
D1

~
~
0 -1 1678
D2

~
~
0 -1 1676
D3

~
~
0 -1 1679
E
throne~
The giant emerald is flawless, and must be incredibly valuable.

~
S
#1678
A dressing room~
  You are in a plush dressing room. Fine garments of many styles and some
outlandish colors hang from a rack suspended in mid air at eye level. The
only other interesting feature in the room is a large silver mirror on a
finely crafted gold stand.
~
16 8 0
D3

~
~
0 -1 1677
S
#1679
The library~
  You are in a small cozy looking library. A few well made books sit atop
shelves which span every wall. A large oaken writing table is in the center
of the room with odd papers and parchments on it. The illumination here,
to your supprise is a quite un-magical oil lamp.
~
16 8 0
D1

~
~
0 -1 1677
S
#1680
The altar~
  You are in a small chapel designed around a beautifully crafted golden
altar. Many icons to lesser dieties line the room, but it is obvious by one
glance at the symbols on the altar, that this room was designed for the
worship of Mystra, the goddess of magic.
~
16 8 0
D1
~
door concealed east~
1 -1 1681
D2
~
~
0 -1 1677
D3
~
door secret west~
1 -1 1682
S
#1681
The treasury~
  You are in a small chamber, the stale air here is testiment to the fact
that it has gone undisturbed for many years. 
~
16 8 0
D3

~
door secret~
1 -1 1680
S
#1682
A passage~
  You are in a small dark passage, which would be unremarkable if not for
the fact that it ends in a blindling blue light to the west. On hooks set
into the wall here there hangs several travel worthy cloaks, and a small
leather backpack.  It looks as if someone has prepared this room to be used
in the event speedy evacuation.
~
16 9 0
D3

~
~
0 -1 1683
S
#1683
In the light~
  You seem to be floating in a magical energy field, though you cannot see
the source of the energy, you can feel its power pushing at you from all
sides, completely negating the effects of gravity.
  An imperfection in the uniform blue can be seen overhead, it might be an
exit.
~
16 8 0
D4

~
~
0 -1 3001
S
#1699
Skylar's Hideout~
  You are in a small, very messy room. An unmade bed is against one wall, and
books and papers cover every available flat surface. Empty beer cans lie here
and there, discarded with total abandon. A few overfull ashtrays can be seen
on a desk.
~
16 524 0
D5
You can see mortals pitifully begging for help below
~
grate~
1 -1 3001
S
#1700
Path through the Forest~
   A rather boring path really... It's hard to make out, but it seems that
the trail leads off towards the monastary.
~
11 0 3
D0
~
~
0 0 1701
D2
~
~
0 0 1127
S
#1701
A Forest Path~
   The trail goes deeper into the forest, but you can make out the outline
of the Monk's Monastary further down the path.
~
11 0 3
D0
~
~
0 0 1702
D2
~
~
0 0 1700
S
#1702
Further Down the Path~
   You can now definitely make out the Monk's Monastary since you are almost
outside the entranceway now.
~
11 0 3
D0
~
~
0 0 1703
D2
~
~
0 0 1701
S
#1703
Outside the Monastary~
   This has got to be a religious building from all the chanting and humming
that you hear coming from within. You think you can hear some sounds of unarmed
battle coming from towards the back which is straight ahead.
~
11 0 3
D1
~
~
0 0 1704
D2
~
~
1702
S
#1704
Entranceway to the Monastary~
   To the East, a hallway leads into the rest of the monastary and the
Practice Grounds in the back. From the South you hear some chanting and
the low hum of monks in prayer.
~
11 8 0
D1
~
~
0 0 1705
D2
Looking south, you see the sanctum of the monastary where the monks come
to pray and meditate. In fact, there are a few there now creating all of
that wonderful chanting and humming!
~
~
0 0 1724
D3
You can see outside the monastary
~
~
0 -1 1703
S
#1705
Western End of Main Hallway~
   The hallway continues East towards the training grounds though a smaller
hallway is to the North. You see a Dining Hall to the South of here.
~
11 8 0
D0
~
~
0 0 1708
D1
~
~
0 0 1706
D2
~
~
0 0 1726
D3
~
~
0 0 1704
S
#1706
Middle of the Main Hallway~
   The main hallway continues to the East towards the Training Grounds and
to the West towards the Monastary's Entrance.
~
11 8 0
D1
~
~
0 0 1707
D3
~
~
0 0 1705
S
#1707
Eastern End of Main Hallway~
   This East-West hallway goes East towards the Training Grounds and West
towards the Monastary Entrance. You hear the sounds of unarmed combat to
the East and hear some faint humming coming back from the West.
~
11 8 0
D1
~
~
0 0 1725
D3
~
~
0 0 1706
S
#1708
Outside the Library~
   You are in a small hallway outside of the Library which is to the West.
To the South is the Main Hallway, to the North is a monk's cell, and the
small corridor to the East is lined with monk cells on both sides.
~
11 8 0
D0
~
curtain north n~
1 0 1713
D1
~
~
0 0 1709
D2
~
~
0 0 1705
D3
~
~
0 0 1721
S
#1709
A Small Hallway~
   This smallish hallway runs East-West and is lined with monk cells on both
sides. The cells each have a heavy curtain to provide the monks with a little
bit of privacy when they are in their rooms.
~
11 8 0
D0
~
curtain north n~
1 0 1714
D1
~
~
0 0 1710
D2
~
curtain south s~
1 0 1717
D3
~
~
0 0 1708
S
#1710
A Small Hallway~
   This smallish hallway runs East-West and is lined with monk cells on both
sides. The cells each have a heavy curtain to provide the monks with a little
bit of privacy when they are in their rooms.
~
11 8 0
D0
~
curtain north n~
1 0 1715
D1
~
~
0 0 1711
D2
~
curtain south s~
1 0 1718
D3
~
~
0 0 1709
S
#1711
Turn in the Small Hallway~
   The small hallway turns West down the corridor and South towards the
Training Grounds. Monk cells are to the North and East; and you faintly hear
to sounds of unarmed combat towards the South.
~
11 8 0
D0
~
curtain north n~
1 0 1716
D1
~
curtain east e~
1 0 1719
D2
~
~
0 0 1712
D3
~
~
0 0 1710
S
#1712
End of a Small Hallway~
   A curtain covers the entrance to a monk's cell to the East of here, a small
corridor goes North to some more monk cells, and to the South is the Entrance
to the Training Grounds.
~
11 8 0
D0
~
~
0 0 1711
D1
~
curtain east e~
1 0 1720
D2
~
~
0 0 1725
S
#1713
A Monk's Cell~
   A monk's private living quarters is often referred to as a cell and from
the sparseness of the furnishings and comforts of home; you can probably
guess why. In fact, the only real piece of furniture in here is a small cot
upon which the monk sleeps.
~
11 8 0
D2
~
curtain south s~
1 0 1708
S
#1714
A Monk's Cell~
   A monk's private living quarters is often referred to as a cell and from
the sparseness of the furnishings and comforts of home; you can probably 
guess why. In fact, the only real piece of furniture in here is a small cot
upon which the monk sleeps.
~
11 8 0
D2
~
curtain south s~
1 0 1709
S
#1715
A Monk's Cell~
   A monk's private living quarters is often referred to as a cell and from
the sparseness of the furnishings and comforts of home; you can probably
guess why. In fact, the only real piece of furniture in here is a small cot
upon which the monk sleeps.
~
11 8 0
D2
~
curtain south s~
1 0 1710
S
#1716
A Monk's Cell~
   A monk's private living quarters is often referred to as a cell and from
the sparseness of the furnishings and comforts of home; you can probably
guess why. In fact, the only real piece of furniture in here is a small cot
upon which the monk sleeps.
~
11 8 0
D2
~
curtain south s~
1 0 1711
S
#1717
A Monk's Cell~
   A monk's private living quarters is often referred to as a cell and from
the sparseness of the furnishings and comforts of home; you can probably
guess why. In fact, the only real piece or furniture in here is a small cot
upon which the monk sleeps.
~
11 8 0
D0
~
curtain north n~
1 0 1709
S
#1718
A Monk's Cell~
   A monk's private living quarters is often referred to as a cell and from
the sparseness of the furnishings and comforts of home; you can probably
guess why. In fact, the only real piece of furniture in here is a small cot
upon which the monk sleeps.
~
11 8 0
D0
~
curtain north n~
1 0 1710
S
#1719
A Monk's Cell~
   A monk's private living quarters is often referred to as a cell and from
the sparseness of the furnishings and comforts of home; you can probably
guess why. In fact, the only real piece of furniture in here is a small cot
upon which the monk sleeps.
~
11 8 0
D3
~
curtain west w~
1 0 1711
S
#1720
A Monk's Cell~
   A monk's private living quarters is often referred to as a cell and from
the sparseness of the furnishings and comforts of home; you can probably
guess why. In fact, the only real piece of furniture in here is a small cot
upon which the monk sleeps.
~
11 8 0
D3
~
curtain west w~
1 0 1712
S
#1721
Working Section of Library~
   This Library is either very well stocked or these busy monks have been
copying a few texts and scrolls very industriously! Bookshelves are to the
North and South and the only exit is to the East. Several tables and chairs
are about this section and a desk in on the far wall.
~
11 8 0
D0
~
~
0 0 1722
D1
~
~
0 0 1708
D2
~
~
0 0 1723
E
book shelf shelves bookshelves bookshelf~
   Though you can obviously tell the shelves are quite full, you would have
to actually go into the section to tell what was on them.
~
E
table tables~
   The tables are stained with ink and covered with some blank paper. You
decide that the paper would be far to heavy if you were to take any for
sale back in town. (Besides, do you really want to make the monks upset?)
~
S
#1722
Northern Bookshelves~
   The bookshelves are filled with various scrolls, texts, manuals, tomes,
books, and other groupings of literature. You would have to examine the
various shelves individually to see if there was anything of interest.
~
11 8 0
D2
~
~
0 0 1721
S
#1723
Southern Bookshelves~
   The bookshelves are filled with various scrolls, texts, manuals, tomes,
books and other groupings of literature. You would have to examine the
various shelves individually to see it there was anything of interest.
~
11 8 0
D0
~
~
0 0 1721
S
#1724
Sanctum of the Monastary~
   The monks gather here to pray to the gods at various times of the day,
though at any given time there is almost gauranteed to be a few monks here
chanting, praying, or humming. The Monastary Entrance is to the North and to
the East seems to be the Dining Hall were the monks eat.
~
11 8 0
D0
~
~
0 0 1704
D1
~
~
0 0 1726
S
#1725
Entrance to the Training Grounds~
   You see and hear unarmed combat between monks going on behind the
Master though you get the impression that you couldn't get by him unless
he thought you were worthy of testing yourself. You see several large and
imformative SIGNS hanging on the wall.
~
11 8 0
D0
~
~
0 0 1712
D1
~
~
0 -1 550
D3
~
~
0 0 1707
E
skills~
   At the time of this area's creation, monk skills had not yet been decided
or defined on effects. As soon as it is possible, this will be altered to
reflect the new information.

Father
~
E
attacks~
The formula used for the number of attacks that an unarmed monk will get per
round will be: (level-1)/16 +1   --The fractional portion will provide the
probability of getting an extra attack each round. (ie. if you were VERY
lucky, a 2nd level monk could get 2 attacks every round, but probably won't)

[a few samples: Level--#Att]
 1--1.00    5--1.25    9--1.50   13--1.75   17--2.00   21--2.25   25--2.50
29--2.75   33--3.00   37--3.25   41--3.50   45--3.75   49--4.00
~
E
damage~
Level  Damage     Level  Damage     Level  Damage     Level  Damage
 1- 3   1d3       15-19   2d4       30-34   4d4       42-44   6d4
 4- 5   1d4       20-21   3d3       35-36   4d5       45-49   6d5
 6-11   1d6       22-26   3d4       37-41   5d4        50     8d4
12-14   2d3       27-29   4d3
~
E
combat~
You do not see that here.
~
E
sign signs~
   You see three signs to look at: DAMAGE, ATTACKS, and SKILLS. You feel the
urge to look at them to find out some of the mysteries of the monk class.
~
S
#1726
Dining Hall~
   A long Table fills the room and you get the impression that it probably could
seat the entire monastary at one time. Not that they would probably all eat
at the same time since someone always seems to be training or praying.
~
11 8 0
D0
~
~
0 0 1705
D1
~
~
0 0 1727
D3
~
~
0 0 1724
S
#1727
The Kitchen~
   The cook prepares most of the monastary's food here despite the odd hours
that certain monks keep. You see various cooking utensils, a firepit, and a
trapdoor that leads down to the Cellar. You also notice a sign on the
trapdoor that catches you eye.
~
11 0 0
D3
~
~
0 0 1726
D5
~
trapdoor door trap cellar~
1 0 1728
E
sign~
               BOLD ADVENTURERS!!

   Recently, it seems that some nasty little monsters made a hole in our wall
dowstairs in the Cellar. We soundly trashed them and none of them have enough
courage to enter the Cellar again, however, the Monastary would appreciate it
if you would help us keep their numbers down and fear in their hearts.
   Though the Monastary could easily purge the menace, we just don't feel like
taking the time away from our prayers and training to do this. Any assistance
you provide would be appreciated and you may keep anything you find down
there as a reward for your help.
~
S
#1728
Cellar Under the Monastary~
   There is a Hole in the South wall that seems to lead to a tunnel. The
Cellar is lit up with some magical lights but the tunnel seems to be lit by
some sort of green light. The only other exit is through the trapdoor up
to the Kitchen.
~
11 12 0
D2
~
~
0 0 1729
D4
~
trapdoor door trap kitchen~
1 0 1727
S
#1729
At the Hole in the Wall~
   Apparently, someone or something made this hole in the wall into the
Monastary. Unfortunately, they didn't think things through and they were
completely stomped by the monks. The tunnel seems to be lit by some sort of
luminescent fungi with an erie green glow.
~
11 8 0
D0
~
~
0 0 1728
D2
~
~
0 0 1730
S
#1730
Green Glowing Intersection~
   This part of the tunnel is brightly lit by some sort of green, glowing
fungi. The tunnel goes to the North, East, and South.
~
11 8 0
D0
~
~
0 0 1729
D1
~
~
0 0 1731
D2
~
~
0 0 1739
S
#1731
Green Glowing Tunnel~
   This tunnel is also brightly lit by the same green, glowing fungi that
is fairly prevalent in the chamber to the East.
~
11 8 0
D1
~
~
0 0 1732
D3
~
~
0 0 1730
S
#1732
The Glowing Green Chamber~
   You can hardly believe the amount of green fungi growing on the walls
in this largish chamber. Not only is the fungi abundant, it also gives off a
decent light source-- probably enough to read by comfortably!
~
11 8 0
D0
~
~
0 0 1733
D1
~
~
0 0 1735
D3
~
~
0 0 1731
S
#1733
The Glowing Green Chamber~
   You can hardly believe the amount of green fungi growing on the walls in
this largish chamber. Not only is the fungi abundant, it also gives off a
decent light source-- probably enough to read by comfortably!
~
11 8 0
D1
~
~
0 0 1734
D2
~
~
0 0 1732
S
#1734
The Glowing Green Chamber~
   You can hardly believe the amount of green fungi growing on the walls in
this largish chamber. Not only is the fungi abundant, it also gives off a
decent light source-- probably enough to read by comfortably!
~
11 8 0
D2
~
~
0 0 1735
D3
~
~
0 0 1733
S
#1735
The Glowing Green Chamber~
   You can hardly believe the amount of green fungi growing on the walls in
this largish chamber. Not only is the fungi abundant, it also gives off a
decent light source-- probably enough to read by comfortably!
~
11 8 0
D0
~
~
0 0 1734
D2
~
~
0 0 1736
D3
~
~
0 0 1732
S
#1736
Glowing Green Passage~
   This passage is as brightly lit as the Glowing Chamber to the North of
here. The light seems to be coming from a strange, green fungus that covers
the walls and ceiling of the passage.
~
11 8 0
D0
~
~
0 0 1735
D2
~
~
0 0 1737
S
#1737
A Strangely Lit Passage~
   This passage is illuminated in the most unusual color because there seems
to be a bright, Green glow coming from the North and a not-quite as bright
Red glow coming from the West. There seems to be a small passage going to
the East of here.
~
11 8 0
D0
~
~
0 0 1736
D1
~
~
0 0 1749
D3
~
~
0 0 1738
S
#1738
Red Glowing Passage~
   This passage is fairly well lit by what seems to be some sort of strange
fungus. This paticular strain of fungi emits a bright Red glow. You can see a
chamber to the South that seems to be covered in this fungus.
~
11 8 0
D1
~
~
0 0 1737
D2
~
~
0 0 1747
S
#1739
A Dimly Lit Intersection~
   You can hardly believe the amount of Red glowing fungus growing on the
walls of this rather large chamber. In fact, the Fungus is so abundant, you
could probably read by the light it gives off.
~
11 8 0
D0
~
~
0 0 1730
D2
~
~
0 0 1744
D3
~
~
0 0 1740
S
#1740
A Dark Tunnel~
   A rather boring tunnel really that leads East and West. To the East, you
notice that there is some strangely colored light while to the West is
nothing but blackness.
~
11 9 0
D1
~
~
0 0 1739
D3
~
~
0 0 1741
S
#1741
Edge of a Deep, Dark Pit~
   The tunnel ends abruptly at the steep side of a Deep, Dark Pit. You think
to yourself, "This has GOT to be where all of the monsters are coming from!"
~
11 9 0
D1
~
~
0 0 1740
D5
Looking down, you feel that you should probably go down there and see if
you can clear out the monster infestation.... then again, maybe someone else
will do it for the monastary.
~
~
0 0 1742
S
#1742
You change you mind and go back!~
   As you start down, you hear some strange growls and snorts from below and
you suddenly think, "What if there is something down there that is MUCH
tougher than the things that are up here?  What if the things up here are
actually trying to get away from something down there?"
   You suddenly remember that you were supposed to be somewhere (well, 
anywhere besides here would do nicely) and decide to go back.
~
11 9 -1 10 1741 1 0
D4
~
~
0 0 1741
S
#1743
The Glowing Red Chamber~
   You can hardly believe the amount of Red glowing fungus growing on the
walls of this rather large chamber. In fact, the Fungus is so abundant, you
could probably read by the light it gives off.
~
11 8 0
D0
~
~
0 0 1746
D1
~
~
0 0 1748
S
#1744
A Glowing Red Tunnel~
   This tunnel would be a rather unremarkable North-East tunnel if it wasn't
for the very unusual fungus growing all over the ceiling and walls. This
fungus emits a bright Red glow that enables you to see quite well.
~
11 8 0
D0
~
~
0 0 1739
D1
~
~
0 0 1745
S
#1745
Bend in the Red Glowing Tunnel~
   The tunnel bends to the West and South here. As before, the walls and
ceilings of the tunnel are covered with an unusual fungus that emits a bright
red light that enables you to see.
~
11 8 0
D2
~
~
0 0 1746
D3
~
~
0 0 1744
S
#1746
The Glowing Red Chamber~
   You can hardly believe the amount of Red glowing fungus growing on the
walls of this rather large chamber. In fact, the Fungus is so abundant, you
could probably read by the light it gives off.
~
11 8 0
D0
~
~
0 0 1745
D1
~
~
0 0 1747
D2
~
~
0 0 1743
S
#1747
The Glowing Red Chamber~
   You can hardly believe the amount of Red glowing fungus growing on the
walls of this rather large chamber. In fact, the Fungus is so abundant, you
could probably read by the light it gives off.
~
11 8 0
D0
~
~
0 0 1738
D2
~
~
0 0 1748
D3
~
~
0 0 1746
S
#1748
The Glowing Red Chamber~
   You can hardly believe the amount of Red glowing fungus growing on the
walls of this rather large chamber. In fact, the Fungus is so abundant, you
could probably read by the light it gives off.
~
11 8 0
D0
~
~
0 0 1747
D3
~
~
0 0 1743
S
#1749
A Small Passage~
  This seems to be a recently dug passage that seems to have broken through
the wall to the South. You are not sure, but you think that you can smell
the wonderful odor of baking Pipeweed Bread coming from the hole to the South.
~
11 13 0
D2
~
~
0 0 1147
D3
~
~
0 0 1737
S
#1750
Eastern Mashu~
The term Mashu means twin peaks. Now you know why. You realize that there were
actually two peaks to the mountain you were climbing. You have arrived at the
eastern mountains. You can go upwards or back westward. As you look up, it
seems that this mountains is slightly more vertical the western one. You
better climb quickly.
~
2 0 2
D3
~
~
0 -1 1870
D4
~
~
0 -1 1751
S
#1751
Eastern Mashu~
The Eastern Mashu is quite steep. You barely are able to climb the mountains.
Hopefully you can reach you destination whatever it maybe before you fall.
~
2 0 2
D0
~
~
0 -1 1753
D4
~
~
0 -1 1754
D5
~
~
0 -1 1750
S
#1752
Entrance to the Dragon Cave~
You finally hit the top of the Eastern Mashu mountains. As you pull yourself
up, you notice two Scorpions guardsman pointing a spear at you, angry at your
intrusion. Behind them to the south, you notice a giant cave.
~
5 0 5
D2
~
~
0 -1 1755
D5
~
~
0 -1 1754
S
#1753
You Slip!~
~
2 0 2
D2
~
~
0 -1 1754
S
#1754
Eastern Mashu~
As you climb for several hours, you notice that the top of the mountain is up
ahead. While looking upward, you notice two figures looking down at you. You
decide you better be prepared for whatever happens.
~
2 0 2
D4
~
~
0 -1 1752
D5
~
~
0 -1 1751
S
#1755
Dragon Cave~
As you enter this room, you immediately notice many dragon that dwell in this
place. They are of all color, sizes, and sex. They look at you nervously. They
never seen humans before.
~
5 0 5
D0
~
~
0 -1 1752
D1
~
~
0 -1 1756
D2
~
~
0 -1 1758
D3
~
~
0 -1 1757
S
#1756
Dragon Cave~
The dragons are quite hostile towards you. From a distance you realize why.
You hear old dragons scaring young one by telling them of tales where the
human types of creatures eating dragon filet for dinner.
~
5 0 5
D2
~
~
0 -1 1759
D3
~
~
0 -1 1755
S
#1757
Dragon Cave~
You notice that the cave is quite large. It is quite simple and primitive. You
see some female dragons cooking vegetable they find in the mountains and serve
it to the other. You are shocked to see dragon eating vegetables. Ever since
you were little, you were taught dragons were evil and that they constantly
ate human flesh for dinner. Another thing you notice was that the female
dragons are actually using matches to light up the stove. You questions why
don't they just use their fire breath. You suddenly remember from ancient
sources that there are actually two types of dragons that exist in the world.
The first is wild and untamed. They are the ones that cause great damage with
their breath and their destruction. The second, however, is quite intelligent.
Ancient man didn't know the difference and they foolishly declared war on all
the dragons of the world. These must have been where they went to!
~
5 0 5
D1
~
~
0 -1 1755
D2
~
~
0 -1 1760
S
#1758
Dragon Cave~
You are at the center of the dragon cave. You can see the entrance to the
north. To the south, you see the biggest dragon you have ever seen.
~
5 0 5
D0
~
~
0 -1 1755
D1
~
~
0 -1 1759
D2
~
~
0 -1 1762
D3
~
~
0 -1 1760
S
#1759
Dragon Cave~
Even though the dragons are hostile to you, to themselves, you notice that
they are very hospitable. They help each other in whatever way they can. They
are very courteous and very civilized.
~
5 0 5
D0
~
~
0 -1 1756
D3
~
~
0 -1 1758
S
#1760
Dragon Cave~
On the walls, you see markings made from some dragon's claws. You look at the
marks and immediately figure out they are mathematical formulas. Some of these
not even the humans have figured out. You realize that the dragons are highly
intelligent beings, probably more than humans.
~
5 0 5
D0
~
~
0 -1 1757
D1
~
~
0 -1 1758
D2
~
~
0 -1 1761
S
#1761
Dragon's Nursery~
Here is where the newly born dragons lie. As you enter the room, couple of red
dragon maids immediately attack you. They are afraid for their babies lives.
They heard of humans eating little dragon babies for breakfast.
~
5 0 5
D0
~
~
0 -1 1760
S
#1762
A Large Doom Ending~
The walls are charred, the ground burned. On a thrown of gold, a large figure
rest holding a scepter of inordinate beauty. Its scales is pure platinum. He
looks at you with a blank stare and smile at you. HE is blind, you realize.
You are startled when it begins to talk in perfect human language, "Hello my
friends, welcome to my humble abode." Recalling from the various history lesson
you had as a child, you realize you have found the most powerful of all the
dragons, Semmus, the one and only Platinum Dragon. His strength and valor is
unmatched by any other. He is THE Dragon of all dragons. Next to him, Tiamat
the three headed dragon is his bodyguard protecting his master at all will.
Back of Tiamat, there are five brilliant gold dragons stand by his side, still
and menacing, also protecting their master. They look straight, beyond your
puny presence.
~
2 644 2
D0
~
~
0 -1 1758
S
#1772
~
~
2 0 2
D5
~
~
0 -1 1754
S
#1800
A Dirty Road~
The road here is quite ordinary. With the amount of weed on the side of the
road, you know very few people have traveled this road.
~
1 0 2
D0
~
~
0 -1 1801
D2
~
~
0 -1 1933
S
#1801
A Dirty Road~
The road continue here. To the south you can hear the distant chirps of the
forest. Forest lies ahead to the north.
~
1 0 2
D0
~
~
0 -1 1802
D2
~
~
0 -1 1800
S
#1802
Entrance to a Forest~
A gigantic forest lies to the forest, mysterious and quite dangerous. The
area seems like a good place to rest and heal up, just in case you might hit
some monster in the forest. A sign lies on the ground.
~
1 132 2
D0
~
~
0 -1 1823
D2
~
~
0 -1 1801
E
sign~
Hello adventurer! Be wary of the all the dangerous that lies ahead. But with
such danger comes great rewards. Good luck.
~
S
#1803
Maze in the Forest~
The ancient trees covers the skies above. As you search for some indication
of your whereabouts, you find yourself lost in the mists of the forest. Deep
inside your soul, a cry of survival nags your senses. BE CAREFUL it whispers,
BE CAREFUL.
~
1 1 3
D0
~
~
0 -1 1804
D1
~
~
0 -1 1805
D2
~
~
0 -1 1802
D3
~
~
0 -1 1807
S
#1804
Maze in the Forest~
The ancient trees covers the skies above. As you search for some indication
of your whereabouts, you find yourself lost in the mists of the forest. Deep
inside your soul, a cry of survival nags your senses. BE CAREFUL it whispers,
BE CAREFUL.
~
1 1 3
D0
~
~
0 -1 1808
D1
~
~
0 -1 1811
D2
~
~
0 -1 1803
D3
~
~
0 -1 1805
S
#1805
Maze in the Forest~
The ancient trees covers the skies above. As you search for some indication
of your whereabouts, you find yourself lost in the mists of the forest. Deep
inside your soul, a cry of survival nags your senses. BE CAREFUL it whispers,
BE CAREFUL.
~
1 1 3
D0
~
~
0 -1 1803
D1
~
~
0 -1 1804
D2
~
~
0 -1 1805
D3
~
~
0 -1 1803
S
#1806
Maze in the Forest~
The ancient trees covers the skies above. As you search for some indication
of your whereabouts, you find yourself lost in the mists of the forest. Deep
inside your soul, a cry of survival nags your senses. BE CAREFUL it whispers,
BE CAREFUL.
~
1 1 3
D0
~
~
0 -1 1803
D1
~
~
0 -1 1808
D2
~
~
0 -1 1820
D3
~
~
0 -1 1813
S
#1807
Maze in the Forest~
The ancient trees covers the skies above. As you search for some indication
of your whereabouts, you find yourself lost in the mists of the forest. Deep
inside your soul, a cry of survival nags your senses. BE CAREFUL it whispers,
BE CAREFUL.
~
1 1 3
D0
~
~
0 -1 1804
D1
~
~
0 -1 1803
D2
~
~
0 -1 1805
D3
~
~
0 -1 1812
S
#1808
Maze in the Forest~
The ancient trees covers the skies above. As you search for some indication
of your whereabouts, you find yourself lost in the mists of the forest. Deep
inside your soul, a cry of survival nags your senses. BE CAREFUL it whispers,
BE CAREFUL.
~
1 1 3
D0
~
~
0 -1 1803
D1
~
~
0 -1 1809
D2
~
~
0 -1 1803
D3
~
~
0 -1 1805
S
#1809
Maze in the Forest~
The ancient trees covers the skies above. As you search for some indication
of your whereabouts, you find yourself lost in the mists of the forest. Deep
inside your soul, a cry of survival nags your senses. BE CAREFUL it whispers,
BE CAREFUL.
~
1 1 3
D0
~
~
0 -1 1810
D1
~
~
0 -1 1807
D2
~
~
0 -1 1806
D3
~
~
0 -1 1808
S
#1810
Maze in the Forest~
The ancient trees covers the skies above. As you search for some indication
of your whereabouts, you find yourself lost in the mists of the forest. Deep
inside your soul, a cry of survival nags your senses. BE CAREFUL it whispers,
BE CAREFUL.
~
1 1 3
D0
~
~
0 -1 1805
D1
~
~
0 -1 1803
D2
~
~
0 -1 1809
D3
~
~
0 -1 1814
S
#1811
Maze in the Forest~
The ancient trees covers the skies above. As you search for some indication
of your whereabouts, you find yourself lost in the mists of the forest. Deep
inside your soul, a cry of survival nags your senses. BE CAREFUL it whispers,
BE CAREFUL.
~
1 1 3
D0
~
~
0 -1 1811
D1
~
~
0 -1 1803
D2
~
~
0 -1 1812
D3
~
~
0 -1 1803
S
#1812
Maze in the Forest~
The ancient trees covers the skies above. As you search for some indication
of your whereabouts, you find yourself lost in the mists of the forest. Deep
inside your soul, a cry of survival nags your senses. BE CAREFUL it whispers,
BE CAREFUL.
~
1 1 3
D0
~
~
0 -1 1811
D1
~
~
0 -1 1807
D2
~
~
0 -1 1821
D3
~
~
0 -1 1804
S
#1813
Maze in the Forest~
The ancient trees covers the skies above. As you search for some indication
of your whereabouts, you find yourself lost in the mists of the forest. Deep
inside your soul, a cry of survival nags your senses. BE CAREFUL it whispers,
BE CAREFUL.
~
1 1 3
D0
~
~
0 -1 1814
D1
~
~
0 -1 1806
D2
~
~
0 -1 1820
D3
~
~
0 -1 1805
S
#1814
Maze in the Forest~
The ancient trees covers the skies above. As you search for some indication
of your whereabouts, you find yourself lost in the mists of the forest. Deep
inside your soul, a cry of survival nags your senses. BE CAREFUL it whispers,
BE CAREFUL.
~
1 1 3
D0
~
~
0 -1 1809
D1
~
~
0 -1 1815
D2
~
~
0 -1 1806
D3
~
~
0 -1 1808
S
#1815
Maze in the Forest~
The ancient trees covers the skies above. As you search for some indication
of your whereabouts, you find yourself lost in the mists of the forest. Deep
inside your soul, a cry of survival nags your senses. BE CAREFUL it whispers,
BE CAREFUL.
~
1 1 3
D0
~
~
0 -1 1803
D1
~
~
0 -1 1816
D2
~
~
0 -1 1803
D3
~
~
0 -1 1808
S
#1816
Maze in the Forest~
The ancient trees covers the skies above. As you search for some indication
of your whereabouts, you find yourself lost in the mists of the forest. Deep
inside your soul, a cry of survival nags your senses. BE CAREFUL it whispers,
BE CAREFUL.
~
1 1 3
D0
~
~
0 -1 1817
D1
~
~
0 -1 1810
D2
~
~
0 -1 1808
D3
~
~
0 -1 1808
S
#1817
Clearing of the Forest~
The forest finally clears up. The air at this area is quite sweet and
refreshing. The area seems as though noone has traveled this road for quite
awhile. Yet the uneasiness of danger still lingers on. To the north, you can
see a bend in the road. To the south, the never-ending forest lies
quite peacefully.
~
2 5 2
D0
~
~
0 -1 1818
D2
~
~
0 -1 1803
S
#1818
A Plain Road~
You are stopped by a huge mountain that towers over you. You neck cracks as
you try to see the top of the mountain. The side of the mountain is
smooth as ice and makes it impossible for you to climb it. To the right,
there is a small trail up the mountain.
~
2 4 2
D1
~
~
0 -1 1865
D2
~
~
0 -1 1817
S
#1819
A Large Doom Ending~
The walls are charred, the ground burned. On a thrown of gold, a large figure
rest holding a scepter of inordinate beauty. Its scales is pure platinum. He
looks at you with a blank stare and smile at you. HE is blind, you realize.
You are startled when it begins to talk in perfect human language, "Hello my
friends, welcome to my humble abode." Recalling from the various history lesson
you had as a child, you realize you have found the most powerful of all the
dragons, Semmus, the one and only Platinum Dragon. His strength and valor is
unmatched by any other. He is THE Dragon of all dragons. Next to him, Tiamat
the three headed dragon is his bodyguard protecting his master at all will.
Back of Tiamat, there are five brilliant gold dragons stand by his side, still
and menacing, also protecting their master. They look straight, beyond your
puny presence.
~
2 644 2
D0
~
~
0 -1 1758
S
#1820
Maze in the Forest~
The ancient trees covers the skies above. As you search for some indication
of your whereabouts, you find yourself lost in the mists of the forest. Deep
inside your soul, a cry of survival nags your senses. BE CAREFUL it whispers,
BE CAREFUL.
~
1 1 3
D0
~
~
0 -1 1803
D1
~
~
0 -1 1808
D2
~
~
0 -1 1805
D3
~
~
0 -1 1803
S
#1821
A Small Path~
The forest slightly clears and reveals a small path south. You notice that the
noise of birds and other animals no longer fill the air. The air is dead
silent. This doesn't give you any more comfort. Suddenly to the south, you
hear a great thump then a sinister laugh that shivers the very essence of your
soul. You have a very bad feeling about this place.
~
2 4 2
D0
~
~
0 -1 1812
D2
~
~
0 -1 1822
S
#1822
A Huge Gate~
As you head southward, you come across a beat up old gate with a symbol you
don't recognize on top. You sense that the gate is somehow breathing, watching,
listen. Its alive! Your hear starts breathing faster and faster. Wait, you
think, there is yet another force of great evil resides here. A
wind howls past you sending shivers down your spine. Suddenly, a figure
materializes and grins.
~
2 0 0
D0
~
~
0 -1 1821
D2
~
~
0 -1 1824
S
#1823
A Huge Cedar~
You realize you are now entering the Great Forest told by your forefather of
many generations ago. You try to remember what was said about them, but only
recollect that it was 20,000 leagues deep and wide and only but a few have
actually reached the  other side. As you think about the legends behind this
forest, a gigantic roar shakes the entire forest and a monstrous figure step
pasts a set of trees and glares at you. He challenges you to step further into
his forest.
~
1 128 2
D0
~
~
0 -1 1803
D2
~
~
0 -1 1802
S
#1824
Welcome to the Underworld~
Ghostly shouts and cries fill the air. The anguish in these voice makes you
wonder if continuing is such a wise move.
~
2 136 1
D0
~
~
0 -1 1803
D5
~
~
0 -1 1825
S
#1825
The Underworld~
You cant believe your eyes as you see thousands of spirits tortured in front of
you. You can see extreme pain in their eye as fire fills their charred bodies
over and over again, while menacing demonlike bodies laugh and mock them. As
the demons notice your presence, they become suddenly silent and charge
towards you.
~
3 137 1
D1
~
~
0 -1 1844
D2
~
~
0 -1 1839
D3
~
~
0 -1 1826
D4
~
~
0 -1 1824
S
#1826
A huge bloodied road~
The streets have dead corpses lying around, mutilated to the bone. But as you
walk, you notice that these corpse are breathing and starving at you,
envious of your life. The sound of mourning continues to hover this place
gradually gnawing at your soul slowly making you insane.
~
3 8 1
D0
~
~
0 -1 1827
D1
~
~
0 -1 1825
S
#1827
Near a hole in the ground~
As you continue your path, you notice a deep hole in the ground as black as
night. In the hole, you see bright glowing eyes winking at your party, daring
you to come into its lair.
~
3 8 1
D2
~
~
0 -1 1826
D3
~
~
0 -1 1828
D5
~
~
0 -1 1829
S
#1828
A huge bloodied road~
The road continues west and east. To the far east you notice a huge hole in
the ground. To the west, the flames rise up becoming a erupting fiery wall.
~
3 9 1
D1
~
~
0 -1 1827
D3
~
~
0 -1 1830
S
#1829
The Kraken's Lair~
The eyes become more clear as you enter the room. A huge creature of
unyielding power stand towers over you clearly the biggest creature you
have ever seen. He smirks, and cries out in a rock-shattering voice, "welcome
children, its dinner time!". You have a feeling that you are the main
meal. Quickly you glance behind him and shrill in horror as you see bloodied
bodies all over the cave. Oh my god! there are thousands upon thousands of
corpses in here.
~
3 9 1
D4
~
~
0 -1 1827
S
#1830
Start of a Fire Wall~
The wall made from fire completely surrounds you making a path toward the
south. As you try to walk back from the scorching heat, you notice
the fire has closed about you. You no longer can go back! Even worse, the fire
blazing above you makes it difficult to concentrate. To the south, a
wall off flames continue.
~
3 137 1
D2
~
~
0 -1 1831
S
#1831
Fire Wall!~
The furious heat of the wall intensifies as you walk further south. The
profuse sweat drips down your face making it difficult for you to see.
~
3 137 1
D0
~
~
0 -1 1830
D2
~
~
0 -1 1832
S
#1832
Fire Wall!~
Suddenly, the air cools off suddenly and becomes normal again. You are amazed
that such a temperature can be possible in all this fire. Just as relief
starts setting in, you suddenly feel a sense of deafening fear. Someone passes
through you and whispers, "welcome to my domain..." The voice is yours! "there
is no way out but through me... " A chilling feeling makes you quiver in your
tracks. "prepare yourself, young and courageous ones"
~
3 137 1
D0
~
~
0 -1 1831
D2
~
~
0 -1 1833
E
rune~
Man, this is one neat looking rune.
~
S
#1833
Nergal's Throne~
The room is quite different than any other that you have you seen in the
underworld. There is no death nor despair. In fact, there is no floor or
ceiling. You are in a vast white void with nothing but your group and a man
sitting in a golden cloak with a brilliant sword made of light. You notice
however that there is a black holes within the void. At back of the
room, a man slowly rise and bows. Then with a room shocking cry, he
charges towards you.
~
3 137 1
D5
~
~
0 -1 1834
S
#1834
A Room with Vast Treasure!~
The room is filled with gold and treasure of all kind. The magical silence
lifts. Your imagination flows of all the great weapons and armor you
can buy with the money! As you starting rejoicing your victory against Nergal,
a man materializes and says, "you fool, do you think you can get rid of a god
that easily!" Nergal charges at you again.
~
3 9 1
D5
~
~
0 -1 1825
S
#1835
Inside a Cell~
The rooms here look all alike. There must be millions of cells in here to suit
all the evil men and women of the world. You then recollect all you misdeed
that you have done and wonder if this is your fate again. You feel guilty and
scared.
~
3 136 1
D0
~
~
0 -1 1835
D1
~
~
0 -1 1835
D2
~
~
0 -1 1835
D3
~
~
0 -1 1837
S
#1836
Mirror Room~
The room is encircled by many mirrors. As you step in front of each,
through a haze of mist, you see part of life in front of you.
~
3 136 1
D0
~
~
0 -1 1837
D2
~
~
0 -1 1841
S
#1837
Inside a Cell~
You stand in what seems to be a long corridor of cell rooms. The rooms here
look all alike. There must be millions of cells in here to accommodate all the
evil men and women of the world. You then recollect on all your own misdeeds
that you have done and wonder if this is your fated place after your demise .
You feel guilty and scared.
~
3 136 1
D0
~
~
0 -1 1838
D1
~
~
0 -1 1835
D2
~
~
0 -1 1836
D3
~
~
0 -1 1840
S
#1838
Entrance to the Prison~
Shades of mortals are lining up for the master torturer to do his job. At both
sides of the line, more demon-like creatures whip them vehemently, but when
they see you, they start screaming at each other then charge you with death in
their eyes. The shades look up and is surprised to see you but a second later,
gratefulness fills their eye. Someone is here to save them!
~
3 136 1
D0
~
~
0 -1 1839
D2
~
~
0 -1 1837
S
#1839
Torture Room~
The room is filled with the most elaborate torture devices ever conceived
by the most evil of beings. You name the device and you will find it here.
In the middle, the master torturer yells at his apprentice showing them the
right away to cause the greatest pain. The master torturer stops as he notices
your presence and looks up at you. He ponders why fools such as yourself
actually come to visit him before their time.
~
3 136 1
D0
~
~
0 -1 1825
D2
~
~
0 -1 1838
S
#1840
Inside a Cell~
The rooms here look all alike. There must be millions of cells in here to suit
all the evil men and women of the world. You then recollect all you misdeed
that you have done and wonder if this is your fate again. You feel guilty and
scared.
~
3 136 1
D0
~
~
0 -1 1840
D1
~
~
0 -1 1837
D2
~
~
0 -1 1840
D3
~
~
0 -1 1840
S
#1841
Mirror Room~
The room continues. As you look at each mirror, different parts of your
history is revealed.
~
3 136 1
D0
~
~
0 -1 1836
D2
~
~
0 -1 1842
S
#1842
End of the Mirror Room~
The room ends abruptly, but as you search the room, you notice that the floor
seems to continue southward behind a mirror. Strange, you could have sworn
that the mirror seems to smile at you.
~
3 136 1
D0
~
~
0 -1 1841
D2
~
mirror~
1 -1 1843
S
#1843
The Secret Room~
On the ground, you see a mirror quite like the ones in mirror room but in a
miniature compact size.
~
3 136 1
D0
~
~
0 -1 1842
S
#1844
The path of the halocost~
You start walking in a very narrow road black as the night itself. Both sides
of the path, a great abyss drops as far as the eyes can see. This road
continues east into darkness and back west.
~
3 137 1
D1
~
~
0 -1 1845
D3
~
~
0 -1 1825
S
#1845
The path of the halocost~
It is becoming increasing hard to tell which is the road and which is the pit.
You slow down a bit and take caution when taking the steps. You start feeling
your way onward east.
~
3 137 1
D1
~
~
0 -1 1846
D3
~
~
0 -1 1844
S
#1846
The path of the halocost~
Your heart stops as you lose your balance and trip on some stones. As the
stones fall over the edge, you listen for the noise to determine how deep
that pit actually is. After a couple of second, you realize the noise will not
come for quite awhile. "How far is the drop?" you wonder.
~
3 137 1
D1
~
~
0 -1 1847
D3
~
~
0 -1 1845
S
#1847
Path's End~
The road abruptly ends in a large cul-de-sac. You look around the room
searching for some signs of secret passages. Ahh! Underneath the road, you can
see a glimmer of a door. You brush the dirt and other material aside and
uncover a huge door with the letters COPA written on it. To the west, the
cul-de-sac converges to a narrow road.
~
3 137 1
D3
~
~
0 -1 1846
D5
~
door~
1 -1 1848
S
#1848
Apocalyptic Room~
The room is clean and empty. Nothing is here except doors on each side of the
room. There is also a sign on the ground.
~
3 137 1
D0
~
death~
1 -1 1858
D1
~
famine~
1 -1 1859
D2
~
pestilence~
1 -1 1860
D3
~
war~
1 -1 1861
D4
~
~
0 -1 1847
D5
~
rock~
2 -1 1853
E
sign~
  Man's day will eventually come to a close. He has infested middle earth
too long and we, the four horseman, shall reap the rewards and have out
revenge when the times comes. It will eventually come. It will.
~
S
#1849
Death's Room~
Rotten corpses and filthy rats fill this room. In the center, a hooded figure
rests here. He wields a shiny new scythe with blood at its tips. You know he
has used this weapon before. As he notices you coming, he lifts himself with
the grace of a ballerina and twirls the scythe with the skill of a master. He
looks up and you notice that he has no face nor flesh, he is all bones. His
eyes gaze into your soul and discover all your sins and misdeed you have done
in your puny life. He nods and waits for the fight.
~
3 137 1
D2
~
pestilence~
0 -1 1858
S
#1850
A Room of Famine~
The rooms is filled rotted fruits and dry plants. In the center, a tall figure
looks into your eye and makes you hungry. You start craving for food, water,
love, friendship, compassion, sympathy and all other needs that people want
in their life. "You see, I am Famine foolish ones" he states, "You cannot
defeat me. I am everywhere. Come and feel the power of weakness." He stand
defiantly.
~
3 137 1
D3
~
war~
0 -1 1859
S
#1851
Pestilence's Room~
As you enter the room, you immediately smell of sewers. Bugs and insects of
all kind buzz around the room. A disgusting figure looks up and stares at you.
His flesh continuously drips, body falling piece by piece, down to the ground
ending in a puddle of goo. You wonder how long this can go on. But as the skin
and muscles roll off, new flesh replaces the ones lost. You do not know
whether to fight or clean him up. But as you look into his eyes, you sense
danger.
~
3 137 1
D0
~
death~
0 -1 1860
S
#1852
War's Room~
A powerful being rests on his chair concentrating on something
incomprehensible to you. His physique and movements tells you that he can
definitely give Launcelot some bruises. He carries no weapons, he needs none
to accomplish what he was created to do.
~
3 137 1
D1
~
famine~
0 -1 1861
S
#1853
Chamber One~
The room is black.
~
3 137 1
D4
~
~
0 -1 1848
D5
~
rock~
0 -1 1854
S
#1854
Chamber Two~
The room is red.
~
3 137 1
D4
~
~
0 -1 1853
D5
~
rock~
0 -1 1855
S
#1855
Chamber Three~
The room is dull brown.
~
3 137 1
D4
~
~
0 -1 1854
D5
~
~
0 -1 1856
S
#1856
Chamber Four~
The room is bland beige.
~
3 137 1
D4
~
~
0 -1 1855
D5
~
~
0 -1 1857
S
#1857
The Reward Chamber~
A swirl of wind is swishing around the room spinning faster and faster into a
tiny compact tornado. In the center, a sign and a sharp key rest there
untouched by the wind.
~
3 137 1
D4
~
~
0 -1 1856
E
sign~
Congratulations, you have passed one of the mission to complete the quest.
~
S
#1858
Destiny's Stable~
In the center is Destiny, the jet black horse of the incarnation, Death. Fire
and steam flares from his nostrils. He is quite energetic and anxious to
fly out and bring his master to all the creatures of the world. He stares out
at you with animosity.
~
3 137 1
D0
~
death~
0 -1 1849
D2
~
pestilence~
0 -1 1848
S
#1859
Stable for Hunger~
The room is empty except a mare at one corner of the room. This steed is thin
yet seems very strong and quick for his size. He must be to bring on the
famine that comes with the end of time. As he notices your presence he
backs away wondering why a mortal is here. He is scared. He is dangerous.
~
3 137 1
D1
~
famine~
0 -1 1850
D3
~
war~
0 -1 1848
S
#1860
Plague's Place~
The room is dingy brown with mold covering each corner of the room. Disease
ridden spiders crawl all over the place. In the center, you see the ugliest
stallion sleeping on the ground. He is dull brown with black spots. Some warts
cover his face. You wonder whether he is sleeping or just sick from this
awful room.
~
3 137 1
D0
~
death~
0 -1 1848
D2
~
~
0 -1 1851
S
#1861
Room for Hate~
As you enter the room, you immediately notice a great fiery steed in the
middle of the room. Although he initially looks very calm and tame, you know
that he may attack anytime soon. He looks at you inquisitively and wonders why
you are here.
~
3 137 1
D1
~
famine~
0 -1 1848
D3
~
war~
0 -1 1852
S
#1865
A Mountain Trail~
The mountain road is rugged and steep. The rocks around you fall as you climb
over them. THEY are not very stable. You are be very careful climbing them.
The trail continues upward.
~
2 4 2
D3
~
~
0 -1 1818
D4
~
~
0 -1 1866
S
#1866
A Mountain Trail~
The mountain becomes steeper and steeper the higher you go. Soon, it become
almost vertical. You have found the bottom of the Mashu, the great mountains
of Uruk. It will be difficult but with your abilities, you should be able to
climb it steadily and still makes good time.
~
2 4 2
D4
~
~
0 -1 1867
D5
~
~
0 -1 1865
S
#1867
Mashu, the Great Mountains~
You climb for hours and yet there is still no signs of the top of the mountain.
~
2 1 5
D4
~
~
0 -1 1868
D5
~
~
0 -1 1866
S
#1868
Mashu, the Great Mountains~
You climb for hours and yet there is still no signs of the top of the mountain.
~
2 1 5
D4
~
~
0 -1 1869
D5
~
~
0 -1 1867
S
#1869
Mashu, the Great Mountains~
You climb for another hour. When you look upwards, you can see a mist forming
around the mountain. You could have sworn that you heard some voices. NA! You
can climb down or up.
~
2 1 5
D4
~
~
0 -1 1870
D5
~
~
0 -1 1868
S
#1870
In the Mist~
As you enter the mist, it becomes hard for you to see anything around you.
The noise that you thought you didn't here gets louder and louder as if
something was approaching. Suddenly, blinking glowing yellow eyes swarm around
you, but you cannot determine who they are. You wish you can figure who or
what they are. THEY ATTACK!
~
2 1 5
D1
~
~
0 -1 1750
D4
~
~
0 -1 1871
D5
~
~
0 -1 1869
S
#1871
Mashu, the Great Mountains~
You barely climb out of the mist. Thank god you survived that surprise
attack. But deep inside your mind, you wonder whether this is only a taste of
what is to come.
~
2 1 5
D4
~
~
0 -1 1872
D5
~
~
0 -1 1870
S
#1872
The Plateeu~
The mountain finally levels off into a small plateau with the only possible
exits being north and down. When you look northward, you see a large
bright golden gate with several figures standing there.
~
3 0 5
D0
~
~
0 -1 1873
D5
~
~
0 -1 1871
S
#1873
The Gate of the Mountains~
The gate is the entryway to the gods of Uruk. It is the highest point of the
mighty Mashu mountains and it was once told that it guards the birth of the
rising sun. Guarding the gate, you see two Scorpions, whose lethal stare
strikes death into men, their shimmering halo fills their entire body.
~
3 0 5
D0
~
~
0 -1 1874
D2
~
~
0 -1 1872
S
#1874
The Suns Road~
The darkness around you becomes thick, for there is no light. You can see
nothing ahead and nothing behind.
~
3 1 5
D0
~
~
0 -1 1875
D2
~
~
0 -1 1873
S
#1875
The Suns Road~
The darkness around you becomes thick, for there is no light. You can see
nothing ahead and nothing behind.
~
3 1 5
D0
~
~
0 -1 1919
D2
~
~
0 -1 1874
S
#1876
The Suns Road~
You are back at the road you once traveled. The darkness around you becomes
thick, for there is no light. You can see nothing ahead and nothing behind.
~
3 1 5
D0
~
~
0 -1 1877
D2
~
~
0 -1 1875
S
#1877
The Suns Road~
The darkness around you becomes think, for there is no light. You can  slightly
see light ahead but nothing behind you.
~
3 1 5
D0
~
~
0 -1 1878
D2
~
~
0 -1 1876
S
#1878
The Garden of the Gods~
You cant believe the beauty of this garden. Around you, there are fruits of
carnelian with the vine hanging from it, beautiful to look at; lapis lazuli
leaves hung thick with fruit, sweet to see. From the thorns and thistles,
there are hematite and rare stones, agate, and pearls from out of the sea. To
the east, you can see a small figure resting by the sea. to the north, the
garden continues.
~
3 1 5
D0
~
~
0 -1 1880
D1
~
~
0 -1 1879
D2
~
~
0 -1 1877
D3
~
~
0 -1 1884
S
#1879
The Garden by the Sea~
Here, the garden abruptly ends and the calm and smooth sea continues. You
recognize the figure seated as Siduri, the woman of the vine, the maker of
wine. She is covered with a veil.
~
3 128 1
D0
~
~
0 -1 1885
D1
~
~
0 -1 1881
D2
~
~
0 -1 1881
D3
~
~
0 -1 1878
S
#1880
The Garden of the Gods~
The lusciousness of the garden continues. Tasty nectar and sweet perfume
engulf the whole garden and makes you dangerously relaxed. The garden
is so tranquil that you want to stay here for the rest of your life. To the
east, there is a gate.
~
3 0 1
D1
~
~
0 -1 1882
D2
~
~
0 -1 1878
S
#1881
The Sea~
The sea sweeps you away far from the land. You can no longer see anything but
the sea. You drift and drift and drift.
~
3 4 7
D0
~
~
0 -1 1881
D1
~
~
0 -1 1881
D2
~
~
0 -1 1881
D3
~
~
0 -1 1881
S
#1882
The Road to the Woods~
The road to the woods is bland and there is nothing of interest in the road.
The road continues north and south.
~
3 0 1
D0
~
~
0 -1 1889
D3
~
~
0 -1 1880
S
#1883
On a raft~
The raft is big and quite comfortable. You relax and take it easy. You look
out into the water and thank god that you are not in that smelly goo.
~
3 0 1
D0
~
~
0 -1 1888
D2
~
~
0 -1 1889
S
#1884
The Garden of the Gods~
The gems on the trees hang beautifully with sparkling colors of the rainbow.
Diamonds, emeralds, sapphires all are represented here. With the magic of the
gardens beings the same as the magic of the gods, the trees at this end
radiate with life. They smile and secretly debate on what to do with you.
~
3 1 5
D0
~
~
0 -1 1886
D1
~
~
0 -1 1878
S
#1885
The Garden by the Sea~
Here, the garden abruptly ends and the calm and smooth sea continues to the
east. You look eastward and wonder how far the sea actually is. It has been
said that only Shamash, the God of the Sun, is the only one who has ever found
cross it with success. You wonder what is beyond the sea.
~
3 128 1
D0
~
~
0 -1 1881
D1
~
~
0 -1 1881
D2
~
~
0 -1 1879
D3
~
~
0 -1 1880
S
#1886
The Garden of the Gods~
The garden is the greatest garden in the world. Legend once told that the
flowers here have strange mystical healing power. Suddenly, all the trees
around you charges at you and then smiles. One of the trees states, "Although
you are no King Gilgamesh, who we have great respect and honor for, you may
stay here as long as you please."
~
3 1 5
D1
~
~
0 -1 1880
D2
~
~
0 -1 1884
D3
~
~
0 -1 1887
S
#1887
The Garden of the Gods~
The garden here ends here at a great thrown where a magnificent tree
seems to be resting. That tree must be the biggest you have ever seen. It even
dwarves the ancient trees that you have seen in the forest.
~
3 1 5
D1
~
~
0 -1 1886
S
#1888
You are getting sleepy~
As you relax, the smell from the water changes. The new odor seems quite
pleasing but makes you strangely too comfortable. Boy its a good time to fall
asleep, your mind wonders. You could have sworn that the skull of the river
rafter actually grinned.
~
3 0 1
D0
~
~
0 -1 1890
D2
~
~
0 -1 1883
S
#1889
By a raft~
A skeletal figure stands here solemnly next to a raft resting on black water.
The fume of the black water stinks like nothing you have ever smelled before
and makes you sick to you stomach. The figures smiles and knows why you are
here. He signals for you to come in the rafts and heads into the WATER OF
DEATH!
~
3 0 1
D0
~
~
0 -1 1883
D2
~
~
0 -1 1882
S
#1890
You fall asleep.~
You no longer could fight the drowsiness that is so overwhelming. Your last
thought is of the river crossers grinning. DANGER DANGER. You fall asleep.
~
3 0 1
D0
~
~
0 -1 1891
D2
~
~
0 -1 1888
S
#1891
You are attacked!~
You suddenly feel a burning sensation in the back of you. The innate
adrenaline wakes you up facing the attack of the evil river cross: Urshanabi,
the ferryman of Utnapishtim the Faraway!
~
3 0 1
D0
~
~
0 -1 1892
D2
~
~
0 -1 1890
S
#1892
On the raft.~
After you defeat Urshanabi, you look around you and notice that you are
still on the raft. You are furious with yourself on your stupidity. How could
you fall asleep like that, you question yourself. Then the anger turn else
where. To the north you can see some land ahead. To the south, you see the
water of death. You decide maybe its a good idea to go to the island.
~
3 0 1
D0
~
~
0 -1 1893
D2
~
~
0 -1 1891
S
#1893
On the Dock~
You dock in a harbor with absolutely no boats around. You wonder where
everybody is. There is a sign on the ground.
~
3 0 1
D0
~
~
0 -1 1894
D2
~
~
0 -1 1892
E
sign~
Who dares come to the town of Dilmun. I, Utnapishtim, will hunt and crush
thee. That is a promise. That is a promise.

                     Death will welcome you.
~
S
#1894
Dilmun Road~
The streets are filled with monsters of all kind. You are not sure where
Dilmun actually is but it is not the place where you want to be. As you
look outward, you notice that there are actually no building in this citys.
They have all crumple down from the monsters banging their head on them. You
can go west, east or north.
~
3 0 1
D0
~
~
0 -1 1903
D1
~
~
0 -1 1904
D3
~
~
0 -1 1895
E
sign~
Who dares come to the town of Dilmun. I, Utnapishtim, will hunt and crush
thee. That is a promise. That is a promise.

                     Death will welcome you.
~
S
#1895
Dilmun Road~
The road continues east and west. You cannot believe the amount of creature
that are hostile to you. They attack and attack and attack.
~
3 0 1
D0
~
~
0 -1 1911
D1
~
~
0 -1 1894
D3
~
~
0 -1 1896
S
#1896
Dilmun Road~
The streets are fowl with smell of piss and other natural bio-degradable
substances. You wonder how a city could behave like this. What happen to
civilization.
~
3 0 1
D0
~
~
0 -1 1910
D1
~
~
0 -1 1895
D3
~
~
0 -1 1897
S
#1897
Dilmun Road~
The remnants of the road you have been traveling ends here. To the west, the
road is blocked by a hugh rubble of concrete, masonry, and shards of windows.
This must have been a major building once at its primes. But no longer. You
feels abit sympathetic to all the creature who live here. Who could have done
this, you question. You know the answer, you think.
~
3 0 1
D0
~
~
0 -1 1898
D1
~
~
0 -1 1896
S
#1898
Continuos Rubble~
The rubble here looks all the same. More creatures, more burnt buildings. By
now you are used to it.
~
3 0 1
D0
~
~
0 -1 1899
D1
~
~
0 -1 1910
D2
~
~
0 -1 1897
D3
~
~
0 -1 1898
S
#1899
A forth graffiti on the ground~
On the ground, you see the large man struck down by the gods and struck
down to the size of mortal man.
~
3 0 1
D0
~
~
0 -1 1914
D1
~
~
0 -1 1900
D2
~
~
0 -1 1898
D3
~
~
0 -1 1913
S
#1900
The rubble with the graffiti~
The graffiti continues. You notice the great hero terrorizing the lands.
His face is filled with madness and anger. He is destroying the town he was
given to protect.
~
3 0 1
D0
~
~
0 -1 1915
D1
~
~
0 -1 1901
D2
~
~
0 -1 1910
D3
~
~
0 -1 1899
S
#1901
The Graffiti continues~
The graffiti continues. You see the same man kneeling in front of
what seems to be a great god of some sort. He is slowly transforming into a
mighty hero with the strength of the gods, the mind of many scholars, and
the dexterity of the wind itself.
~
3 0 1
D0
~
~
0 -1 1916
D1
~
~
0 -1 1902
D2
~
~
0 -1 1911
D3
~
~
0 -1 1900
S
#1902
The Rubble with the Graffiti~
As you enter this room, you immediately notice some graffiti on the rubble
around you. It is a drawing of some sort. You look closer at it and notice
that the picture is of a small man, escorting animals of various kind into
what seems like a huge boat.
~
3 0 1
D0
~
~
0 -1 1917
D1
~
~
0 -1 1918
D2
~
~
0 -1 1903
D3
~
~
0 -1 1901
S
#1903
A Crumpled Building~
Rubble and debris fills this area. Small creature scurry desperately looking
for some dead carcass to feed on.
~
3 0 1
D0
~
~
0 -1 1902
D2
~
~
0 -1 1894
D3
~
~
0 -1 1911
S
#1904
Dilmun Street~
The street is full of madness and despair. The strangeness of it all
overwhelms you. Why are they so mad? you wonder. The streets continues east
and west.
~
3 0 1
D1
~
~
0 -1 1905
D3
~
~
0 -1 1894
S
#1905
A turn in the road~
The road now turns southward into a dark alley. You are not sure what is down
there but from seeing the rest of this place, you decided to be quite
careful.
~
3 0 1
D2
~
~
0 -1 1906
D3
~
~
0 -1 1904
S
#1906
A path of red~
The path suddenly turns bright red, red as the thickening blood coursing
inside your body. Once in awhile, the red street forms bubbles that slowly
rise then burst. You are not sure what is causing the streets to be red,
but you have a feeling that if you go south, you will find out.
~
3 0 1
D0
~
~
0 -1 1905
D2
~
~
0 -1 1907
S
#1907
A Dead End~
The road ends here. There is however a small portal hovering upward. Before
the portal, a man with wild vengeance in his eyes stand here guarding the
portal with his life. He says nothing. He does nothing. He is waiting for your
next move. After looking him over, you notice where the redness of the street
comes from. It comes from the sword that he carries that steadily
yet continuously drip blood on the flood. You wonder how powerful the sword
is, but there is only one way to find out.
~
3 0 1
D0
~
~
0 -1 1906
D4
~
~
0 -1 1908
S
#1908
A small corridor~
As you enter this room, you notice how cramped it is. On the walls, you notice
niches marked continuously around the room. You decide not to count all the
little markings because you do not want to stay here as long as it took to
make them. You wonder what each marks mean, a day, a week, a year, a century.
Upwards, you see a small door magically glowing in the dark. Downwards, the
portal that you passed, suddenly changes color.
~
3 0 1
D4
~
~
0 -1 1909
D5
~
~
0 -1 1803
S
#1909
Utnapishtim's room of death~
You see a very clean room, washed as if a flood went by. In the center, a
short balding man sits on a chair, bored to death of his immortal life. It has
been said in the legends that he received his immortality from the god when he
built a gigantic ark and filled it with two of each animal. He survived the
flood, and the gods pleased at his action, gave him immortality. What the
legend failed to mention was that after he became immortal, he became
increasingly dissatisfied at his monotonous life. And in anger and frustration,
he decided to change the world. He started causing havoc in the world around
him and cut Dilmun from the rest of the world. No man has came here to
face him in duel. Remember he is mostly immortal.
~
3 0 1
D5
~
~
0 -1 1908
S
#1910
A small hole in the rubble~
As you come here, you notice a small burrow on the ground. It is deep, but you
can see a small light at the end of it.
~
3 0 1
D0
~
~
0 -1 1900
D1
~
~
0 -1 1911
D2
~
~
0 -1 1896
D3
~
~
0 -1 1898
D5
~
~
0 -1 1912
S
#1911
A Crumpled Building~
As you look around you, you see more buildings that have been destroyed by
crazy lunatic  simply destroying it for the mere pleasure of watching it go
down. You sigh. What a waste.
~
3 0 1
D0
~
~
0 -1 1901
D1
~
~
0 -1 1903
D2
~
~
0 -1 1895
D3
~
~
0 -1 1910
S
#1912
A small hole~
At the end of the tunnel, a small boy looks at you and shivers. He is deathly
afraid of any living thing around this place. Once you calm him down, he tells
you the story of the madness brought by a man. He also tell you that he
heard the gods, angry at the sudden change in his attitude, made a weakness in
him. Unfortunately he doesn't it know what it is. As you leave, he comes to
you and ask if he could follow.
~
3 0 1
D4
~
~
0 -1 1910
S
#1913
Continuos Rubble~
The rubble here looks all the same. More creatures, more burnt buildings. By
now you are used to it.
~
3 0 1
D0
~
~
0 -1 1913
D1
~
~
0 -1 1899
D2
~
~
0 -1 1913
D3
~
~
0 -1 1913
S
#1914
Continuos Rubble~
The rubble here looks all the same. More creatures, more burnt buildings. By
now you are used to it.
~
3 0 1
D0
~
~
0 -1 1914
D1
~
~
0 -1 1914
D2
~
~
0 -1 1899
D3
~
~
0 -1 1914
S
#1915
Continuos Rubble~
The rubble here looks all the same. More creatures, more burnt buildings. By
now you are used to it.
~
3 0 1
D0
~
~
0 -1 1915
D1
~
~
0 -1 1915
D2
~
~
0 -1 1900
D3
~
~
0 -1 1915
S
#1916
Continuos Rubble~
The rubble here looks all the same. More creatures, more burnt buildings. By
now you are used to it.
~
3 0 1
D0
~
~
0 -1 1916
D1
~
~
0 -1 1916
D2
~
~
0 -1 1901
D3
~
~
0 -1 1916
S
#1917
Continuos Rubble~
The rubble here looks all the same. More creatures, more burnt buildings. By
now you are used to it.
~
3 0 1
D0
~
~
0 -1 1917
D1
~
~
0 -1 1917
D2
~
~
0 -1 1902
D3
~
~
0 -1 1917
S
#1918
Continuos Rubble~
The rubble here looks all the same. More creatures, more burnt buildings. By
now you are used to it.
~
3 0 1
D0
~
~
0 -1 1918
D1
~
~
0 -1 1918
D2
~
~
0 -1 1918
D3
~
~
0 -1 1902
S
#1919
You can feel a storm coming~
You hear a roar of thunder suddenly coming upon you.
~
3 0 1
D0
~
~
0 -1 1920
D2
~
~
0 -1 1875
S
#1920
Thunder roars~
~
3 0 1
D0
~
~
0 -1 1921
D2
~
~
0 -1 1919
S
#1921
Lightning Strikes~
~
3 0 1
D0
~
~
0 -1 1922
D2
~
~
0 -1 1920
S
#1922
A figure attacks!~
The gods, angry at you for attacking the Scorpions Guardians, decide to
challenge you with one of their own. Shullat, the divine herald of bad weather
comes down and attacks!
~
3 0 1
D0
~
~
0 -1 1923
D2
~
~
0 -1 1921
S
#1923
You take a breath from the fight~
~
3 0 1
D0
~
~
0 -1 1924
D2
~
~
0 -1 1922
S
#1924
The angry gods are surprised by your strength.~
~
3 0 1
D0
~
~
0 -1 1925
D2
~
~
0 -1 1923
S
#1925
They challenge you again with Hanish, the divine herald of the storm.~
~
3 0 1
D0
~
~
0 -1 1926
D2
~
~
0 -1 1924
S
#1926
The gods subdues their anger and let you pass.~
~
3 0 1
D0
~
~
0 -1 1876
D2
~
~
0 -1 1925
S
#1927
A Dusty Trail~
As you walk, you create dust from the steps you take. You turn southward and
peer from whence you came and find nothing really impressive. The trail
continues north.
~
1 0 2
D0
~
~
0 -1 1928
S
#1928
A Dusty Trail~
You continue to stroll north. You notice folk music blended with distant
cheers and laughter of people coming from the north.
~
1 0 2
D0
~
~
0 -1 1929
D2
~
~
0 -1 1927
S
#1929
A Brick Road~
You come across a brick road. It is made with the skills of a master. The
precision and care must have taken the builders a long time to perfectly align
them this straight. The sound of is pretty pervasive now. You can see
the gate up north. To the south, you can see a dusty old trail.
~
1 0 2
D0
~
~
0 -1 1930
D2
~
~
0 -1 1928
S
#1930
A Brick Intersection~
The road split off in two directions. To the north, you can see a well
traveled road leading to a huge villa. The road less traveled upon goes east.
You are not sure whether you should take Frost's advice since it seems quite
dangerous. You think about it and determine your skill and you chose according.
~
1 0 2
D0
~
~
0 -1 1934
D1
~
~
0 -1 1931
D2
~
~
0 -1 1929
S
#1931
A Dark Path~
The intricate brickwork no longer lies here. The laughter of people likewise
ceases to exist. You wonder whether you should go on. To the east, you see a
dark path.
~
1 0 2
D1
~
~
0 -1 1932
D3
~
~
0 -1 1930
S
#1932
A Dark Path~
The trees now cover the skies and darkness sets in. As you walk along, the
 space between trees become increasing smaller and smaller, until you no
longer can go east. There is however a small opening north.
~
1 0 2
D0
~
~
0 -1 1933
D3
~
~
0 -1 1931
S
#1933
Through branches~
You travel through branches of many trees. Up ahead, you notice a road, which
probably haven't been used for centuries now.
~
1 0 2
D0
~
~
0 -1 1800
D2
~
~
0 -1 1932
S
#1934
The Gate to City of Urek~
You stand next to the biggest gate you have ever seen. In front, HUGE guards
stand here protecting all the innocent people of Urek. They look at you and
try to determine if you are worthy to enter the fabulous city of Urek.
~
1 0 2
D0
~
~
0 -1 1935
D2
~
~
0 -1 1930
S
#1935
City Center~
As you enter the gates, you immediately stand in the middle of a busy
intersection. Around you, you see people gossiping and laughing about
something they have heard. People are generally happy with their prosperous
town.
~
1 0 1
D0
~
~
0 -1 1976
D2
~
~
0 -1 1934
D3
~
~
0 -1 1936
S
#1936
Gilgamesh Street~
The streets here are clean from any litter. Janitor and other city workers
make it their first priority to clean city as much as possible. People start
noticing the strangers in town yet they smile at you. Some even come up
to you and shake you hand. They have no fear. They know that the Urek guardsman
will help them if they are in trouble.
~
1 0 1
D1
~
~
0 -1 1935
D3
~
~
0 -1 1937
S
#1937
Gilgamesh Street~
To the north, you notice a small shop where a man is juggling with many
potions, breaking half of them. Gilgamesh street continues west and east.
~
1 0 1
D0
~
~
0 -1 1938
D1
~
~
0 -1 1936
D3
~
~
0 -1 1939
S
#1938
Carney's Kits of Magic~
As you enter the room, you are immediately greeted by a tall slender man
holding a vial of black potion on one hand, a purplish potion on the other, a
white wand with his feet, and biting a yellowish scroll in his mouth. The shop
is a mess. Everything is bunched together in several pile organized through
chronological order. Hopefully, he is a better mage than a housekeeper.
~
1 0 2
D2
~
~
0 -1 1937
S
#1939
Gilgamesh Street~
The streets continue east and west as far as the eye can see. To the west, you
can see the western gate of the city of Urek. There is a tiny side street to
the north.
~
1 0 1
D0
~
~
0 -1 1952
D1
~
~
0 -1 1937
D3
~
~
0 -1 1940
S
#1940
West Gate~
At the western gate, more of the huge Urekian guards stand here scanning for
trouble. To the west, the road opens out into a small field.
~
1 0 1
D1
~
~
0 -1 1939
D3
~
~
0 -1 1941
S
#1941
Entrance to a field~
A vast field lies here as far as the eye can see. Way off to the northwest
part of the field, you can see a small house with smoke coming out its
chimney.
~
1 0 2
D0
~
~
0 -1 1942
D1
~
~
0 -1 1940
D3
~
~
0 -1 1943
S
#1942
Field~
The field is very nice and neatly cut. A person must have kept it up
diligently. To the northwest, you can see a small house.
~
1 0 2
D0
~
~
0 -1 1944
D2
~
~
0 -1 1941
D3
~
~
0 -1 1948
S
#1943
Field~
The huge field continues. You notice on the ground that there are foot
prints all over the place. It seems human.
~
1 0 2
D0
~
~
0 -1 1948
D1
~
~
0 -1 1941
D3
~
~
0 -1 1950
S
#1944
Field~
The field continues west and south. To the east, the wall surround Urek stand
high and tall making it impossible to cross.
~
1 0 2
D2
~
~
0 -1 1942
D3
~
~
0 -1 1945
S
#1945
A Field~
As you come closer to the house on the field, you notice a small garden with a
variety of flowers and plants. There are tulips, roses, and other flowers to
make this whole area smell pleasant. To the west, a house rest.
~
1 0 2
D1
~
~
0 -1 1944
D2
~
~
0 -1 1948
D3
~
~
0 -1 1946
S
#1946
Before a house~
You stand before a house. Outside the house, a farmer and his daughter are in
despair. When you inquire of the cause of their grief, they tell you that a
madman keeps coming to the southern part of the farm and destroying their
crops. They plea with you to help them.
~
1 0 2
D0
~
~
0 -1 1947
D1
~
~
0 -1 1945
D2
~
~
0 -1 1949
S
#1947
Inside the house~
The house is very small with only one room in it. Despite its size, it is
quite nice from all the decoration that the owner put on it.
~
1 0 2
D2
~
~
0 -1 1946
S
#1948
Field~
You come to the end of the field. You see a very large farm to the west.
To the southeast, you notice at the gate that the guards are looking at you
with suspect. To the west, you can see a large farm.
~
1 0 2
D0
~
~
0 -1 1945
D1
~
~
0 -1 1942
D2
~
~
0 -1 1943
D3
~
~
0 -1 1949
S
#1949
A Farm~
The farm is filled with the greatest variety of agriculture you have ever seen.
There is wheat, corn, potatoes and other foodstuff in hundreds of rows. The
farm continues south.
~
1 0 2
D0
~
~
0 -1 1946
D1
~
~
0 -1 1948
D2
~
~
0 -1 1950
S
#1950
Farm~
At this end of the farm, you see other agricultural products: Yams, peas, and
even some fruits such as orange and tomatoes. You can see a house north of the
farm.
~
1 0 2
D0
~
~
0 -1 1949
D1
~
~
0 -1 1943
D3
~
~
0 -1 1951
S
#1951
A Madman's Stands before you~
You spot a man dashing across the field and decide to follow him. After
chasing him down for miles upon miles, crossing rivers, climbing trees, he
suddenly stops. He looks at you wondering what you are doing. He doesn't look
scared. He is Enkidu!
~
1 0 2
D1
~
~
0 -1 1950
S
#1952
A tiny street~
The road here seems more like more a corridor. Only one can pass at a time.
You are surrounded by buildings to the west and east. The corridor runs north
and south.
~
1 0 1
D0
~
~
0 -1 1953
D2
~
~
0 -1 1939
S
#1953
A tiny street~
The little corridor continues north and south. As you look upward, you notice
windows with peeping eyes behind them. You are still a stranger no matter how
friendly you seem. It is human nature distrust things unlike yourself.
~
1 0 1
D0
~
~
0 -1 1954
D2
~
~
0 -1 1952
S
#1954
A tiny street~
To the north, you see a tiny house with a little man eyeing you as you
approach. He seems guilty about something. The little street continues south.
~
1 0 1
D0
~
~
0 -1 1955
D2
~
~
0 -1 1953
S
#1955
A Little Man House~
As you enter his house, you see the man screaming at you in the most whining
voice, pleading and begging at your foot yelling, "please don't take me away,
please don't take me away, I love King Gilgamesh and I would never want to do
anything to hurt him. The mean people tortured and forced me to give them
help." When you assure him that you are not here to take him away, he smiles.
His voice all of a sudden changes and states, "sorry stranger, I cannot help
you kill Gilgamesh." When you ask him what the hell is talking about, he
explains that many are out to kill Gilgamesh for his girth. The girth is said
to be a item like none other and it gives the wearer magnificent abilities.
~
1 0 2
D0
~
~
0 -1 1956
D2
~
~
0 -1 1954
S
#1956
A Little Man House~
He continues explaining that the King excluded himself from the rest of the
world and decided to live the rest of his life in the higher tower of Urek.
The five keys to get into the tower had been spread throughout the Urekian
lands and only he knew where they were. As a business man, he had been selling
this information to the proper buyers. But now, he was being threatened by the
Urekian Guards.
~
1 0 2
D0
~
~
0 -1 1957
D2
~
~
0 -1 1955
S
#1957
The Door Breaks Open~
Just as the little man finishes his statement, a mad rush of guards
break the door down and storm in. Before you can react, you are quickly
smothered by guards.
~
1 0 2
D0
~
~
0 -1 1958
D2
~
~
0 -1 1956
S
#1958
You are Unconscious!~
~
1 0 2
D0
~
~
0 -1 1959
D2
~
~
0 -1 1957
S
#1959
A small cell~
You wake up in a small cell. The little man is gone. You try to find some
possible exit but you find none. Only if you can get out of here. Maybe you
will try to find the keys to reach Gilgamesh for his Gilgamesh's Girth. It
will be a challenge.
~
1 0 2
D2
~
~
0 -1 1958
S
#1960
Entrance to the Urekian Mall~
People here are busy walking past you quickly. As they bump into you,
they excuse themselves and continue doing what they did. To the north, you see
more people walking franticly to get to a sale. The exit sign points to the
east.
~
1 0 1
D0
~
~
0 -1 1961
D1
~
~
0 -1 1976
S
#1961
South Market~
The mall here is quite busy. Little children run right under your legs chased
by their exhausted mothers. You crack a little smile. You remember your past
when you were a child, making your mother miserably with your endless stamina.
You gasp at some of the prices on the items; they amazingly high. You
wonder why people shop with these prices. An armory is on your right and a
weapon shop is on your left.
~
1 0 1
D0
~
~
0 -1 1962
D1
~
~
0 -1 1969
D2
~
~
0 -1 1960
D3
~
~
0 -1 1964
S
#1962
Center Market~
This is the central part of the mall. At the center, there is a nice fountain
where all people could get a refreshing drink. To the west, there is a
pleasant restaurant. You can smell boos from the east.
~
1 0 1
D0
~
~
0 -1 1963
D1
~
~
0 -1 1968
D2
~
~
0 -1 1961
D3
~
~
0 -1 1965
S
#1963
The end of the Mall~
You are at the northern part of the mall. As you look, back the way you came,
a sinister looking man comes to you and bumps into you. I would check my
wallet if I was you. A exquisite look shop lies to the west.
~
1 0 1
D1
~
~
0 -1 1967
D2
~
~
0 -1 1962
D3
~
~
0 -1 1966
S
#1964
Thor's Tools of Destruction~
The amount of weapons available here are supposedly legendary. What the legend
forgot to mention was that Thor will not give out his best weapons. He is a
collector and will only sell the normal weapons to the people.
~
1 0 1
D1
~
~
0 -1 1961
S
#1965
Mel's Diner~
This place seems somehow familiar. Behind the window, you can see the owner
and cook Mel flapping hamburgers on the oven. Three waitress seat you. As
Mel yells, "hey dingy, get that customers" and points to you, a red
beehive hairstyle women, yells back, "They are mine customers... And Mel.....
Kiss my Grit!" She comes and flirts with you and tries to take your order, and
perhaps more.
~
1 0 1
D1
~
~
0 -1 1962
S
#1966
A Jewelry Shop~
The shop here is fancy. The owner comes to you and with a wierd foreign
accent begins welcoming you. But as soon as he sees how dingy you look, he
shoves his nose high up in the air and smirks. He looks at you and
asks, "what would you like peasant."
~
1 0 1
D1
~
~
0 -1 1963
S
#1967
Empty Shop~
You enter a empty shop. On top, you notice a "opening soon" sign on the top.
~
1 0 1
D3
~
~
0 -1 1963
S
#1968
Cheers~
As you come in the door, all the people in the bar yells out your name
synchronized. This nice bar reminds you of a early 1910 bar, where everybody
knew each other, a place to get away. A tall man in a topee stand behind a bar
flirting with a beautiful blond. Your waitress, Vera, seats you and ask for
your order. She looks really mean.
~
1 0 1
D3
~
~
0 -1 1962
S
#1969
Mack's Plates and Stuf~
This room is filled with the greatest armor is the world. They all shine with
a brilliant sparkle. A man comes up behind the counter and smile at you.
"Welcome stranger, what can I do for you?", he asks.
~
1 0 1
D3
~
~
0 -1 1961
S
#1970
A Crimson Road~
As you walk north, the road turns into a deep crimson color. You look
ahead and see the palace ahead.
~
1 0 1
D0
~
~
0 -1 1971
D2
~
~
0 -1 1976
S
#1971
The Palace Gates~
The gates here stands tall and wide. But they are locked up. Surprisingly,
there are no guards to watch the gates. Hmm. Seems quite unusual. There is a
sign on the ground which you DEFINITELY NEED TO READ!!!!! As you look at the
Kings palace closely, you notice a black tower rising from the middle of it.
~
1 4 1
D0
~
gate~
2 -1 1972
D2
~
~
0 -1 1970
E
sign~
To all inhabitants of Urek, the palace has been closed off. Trespassing is
punishable by death. All keep out!
                                Captain of the Guards,
                                   Timnus
~
S
#1972
Inside the Palace~
As soon as you enter the rooms, bell and sirens of all kind rock the palace.
Footsteps of all kind rummage throughout the palace heading straight towards
you! You heart beats faster and faster. They are out to kill you! The only
way you can go is south and north.
~
1 0 1
D0
~
~
0 -1 1973
D2
~
~
0 -1 1971
S
#1973
A room in the palace~
Noone has ever seen the palace before. You immediately notice that all these
damn rooms look alike. Not another damn maze, you think. You can hear guards
all around you.
~
1 0 1
D0
~
~
0 -1 1975
D1
~
~
0 -1 1990
D2
~
~
0 -1 1972
D3
~
~
0 -1 1974
S
#1974
A room in the palace~
Noone has ever seen the palace before. You immediately notice that all these
damn rooms look alike. Not another damn maze, you think. You can hear guards
all around you.
~
1 0 1
D0
~
~
0 -1 1977
D1
~
~
0 -1 1973
D2
~
~
0 -1 1985
D3
~
~
0 -1 1975
S
#1975
A room in the palace~
Noone has ever seen the palace before. You immediately notice that all these
damn rooms look alike. Not another damn maze, you think. You can hear guards
all around you.
~
1 0 1
D0
~
~
0 -1 1988
D1
~
~
0 -1 1974
D2
~
~
0 -1 1973
D3
~
~
0 -1 1975
S
#1976
Center Street~
From the vastness of the street, you deduce that this is the major
metropolitan area for Urek. To the west, you see a huge monstrous building
with a big sign, "Urek Mall." The street continue northward heading straight
to a mid-size tower.
~
1 0 1
D0
~
~
0 -1 1970
D2
~
~
0 -1 1935
D3
~
~
0 -1 1960
S
#1977
A room in the palace~
Noone has ever seen the palace before. You immediately notice that all these
damn rooms look alike. Not another damn maze, you think. You can hear guards
all around you.
~
1 0 1
D0
~
~
0 -1 1985
D1
~
~
0 -1 1978
D2
~
~
0 -1 1974
D3
~
~
0 -1 1988
S
#1978
A room in the palace~
Noone has ever seen the palace before. You immediately notice that all these
damn rooms look alike. Not another damn maze, you think. You can hear guards
all around you.
~
1 0 1
D0
~
~
0 -1 1989
D1
~
~
0 -1 1979
D2
~
~
0 -1 1985
D3
~
~
0 -1 1977
S
#1979
A room in the palace~
Noone has ever seen the palace before. You immediately notice that all these
damn rooms look alike. Not another damn maze, you think. You can hear guards
all around you.
~
1 0 1
D0
~
~
0 -1 1982
D1
~
~
0 -1 1973
D2
~
~
0 -1 1985
D3
~
~
0 -1 1973
S
#1980
A room in the palace~
Noone has ever seen the palace before. You immediately notice that all these
damn rooms look alike. Not another damn maze, you think. You can hear guards
all around you.
~
1 0 1
D0
~
~
0 -1 1981
D1
~
~
0 -1 1975
D2
~
~
0 -1 1989
D3
~
~
0 -1 1989
S
#1981
A room in the palace~
Noone has ever seen the palace before. You immediately notice that all these
damn rooms look alike. Not another damn maze, you think. You can hear guards
all around you.
~
1 0 1
D0
~
~
0 -1 1973
D1
~
~
0 -1 1981
D2
~
~
0 -1 1990
D3
~
~
0 -1 1975
S
#1982
A room in the palace~
Noone has ever seen the palace before. You immediately notice that all these
damn rooms look alike. Not another damn maze, you think. You can hear guards
all around you.
~
1 0 1
D0
~
~
0 -1 1986
D1
~
~
0 -1 1973
D2
~
~
0 -1 1990
D3
~
~
0 -1 1983
S
#1983
A room in the palace~
Noone has ever seen the palace before. You immediately notice that all these
damn rooms look alike. Not another damn maze, you think. You can hear guards
all around you.
~
1 0 1
D0
~
~
0 -1 1983
D1
~
~
0 -1 1985
D2
~
~
0 -1 1974
D3
~
~
0 -1 1984
S
#1984
A room in the palace~
Noone has ever seen the palace before. You immediately notice that all these
damn rooms look alike. Not another damn maze, you think. You can hear guards
all around you.
~
1 0 1
D0
~
~
0 -1 1986
D1
~
~
0 -1 1975
D2
~
~
0 -1 1985
D3
~
~
0 -1 1985
S
#1985
A room in the palace~
Noone has ever seen the palace before. You immediately notice that all these
damn rooms look alike. Not another damn maze, you think. You can hear guards
all around you.
~
1 0 1
D0
~
~
0 -1 1973
D1
~
~
0 -1 1973
D2
~
~
0 -1 1973
D3
~
~
0 -1 1973
S
#1986
A room in the palace~
Noone has ever seen the palace before. You immediately notice that all these
damn rooms look alike. Not another damn maze, you think. You can hear guards
all around you.
~
1 0 1
D0
~
~
0 -1 1988
D1
~
~
0 -1 1987
D2
~
~
0 -1 1973
D3
~
~
0 -1 1985
S
#1987
A room in the palace~
Noone has ever seen the palace before. You immediately notice that all these
damn rooms look alike. Not another damn maze, you think. You can hear guards
all around you.
~
1 0 1
D0
~
~
0 -1 1991
D1
~
~
0 -1 1985
D2
~
~
0 -1 1985
D3
~
~
0 -1 1985
S
#1988
A room in the palace~
Noone has ever seen the palace before. You immediately notice that all these
damn rooms look alike. Not another damn maze, you think. You can hear guards
all around you.
~
1 0 1
D0
~
~
0 -1 1985
D1
~
~
0 -1 1977
D2
~
~
0 -1 1974
D3
~
~
0 -1 1974
S
#1989
A room in the palace~
Noone has ever seen the palace before. You immediately notice that all these
damn rooms look alike. Not another damn maze, you think. You can hear guards
all around you.
~
1 0 1
D0
~
~
0 -1 1980
D1
~
~
0 -1 1980
D2
~
~
0 -1 1989
D3
~
~
0 -1 1990
S
#1990
A room in the palace~
Noone has ever seen the palace before. You immediately notice that all these
damn rooms look alike. Not another damn maze, you think. You can hear guards
all around you.
~
1 0 1
D0
~
~
0 -1 1979
D1
~
~
0 -1 1989
D2
~
~
0 -1 1973
D3
~
~
0 -1 1989
S
#1991
The Entrance to the Tower~
No creatures has been here for a long time. The walls are filled with cobwebs
and dust lay every where. As you dust away the filth, you notice a picture
of a wild man running free in the wild. He enjoys the wind flowing freely in
his hair. He never wants to be civilized. To upward, you notice a huge door.
~
4 4 1
D2
~
~
0 -1 1987
D4
~
~
0 -1 1992
S
#1992
Level Two~
The room is quite plain. There is a wall painting of the four horseman in all
its glory riding across a blazon bright orange red sky holding their weapons
of the Apocalypse.
~
4 4 1
D4
~
~
0 -1 1993
D5
~
~
0 -1 1991
S
#1993
Level Three~
The place is fiery red. On the wall, there is a painting on the wall of a man,
dressed in a golden cloak with a golden sword. His face grins widely loving
the pain all over him.
~
4 4 1
D4
~
~
0 -1 1994
D5
~
~
0 -1 1992
S
#1994
Level Four~
The room is platinum. On the wall, you see the legendary platinum dragon with
all its fierceness and wisdom. A man stands here, Timnus, the captain of the
guard, sworn to protect his king attacks you for daring to intrude on his
King's sacred ground
.
~
4 4 1
D4
~
~
0 -1 1996
D5
~
~
0 -1 1993
S
#1995
The Throne of Gilgamesh~
The room you have entered is luxurious beyond belief. The finish linen
embroider with gold shame any other place in the world. A man stands here
amazed at your ability to complete this quest. He stands ready for the fight
that he knew would eventually come.
~
4 4 1
D5
~
~
0 -1 1996
S
#1996
Level Five~
The walls here dirty. It is as if it was destroyed by an evil force. There is
also a wall painting. You see a man creating havoc whereever he goes. He is
then struck down by the gods.
~
4 4 1
D4
~
~
0 -1 1995
D5
~
~
0 -1 1994
S
#1999
Qink's Dinky Winky Stinky Little Room~
The rooms here is quite messy. Everything here is all on top of each other.
~
5 0 5
D1
~
~
0 -1 1761
S
#2000
First Bank of Silliness~
   You are in the Bank of Silliness.  A sign is pasted by the door.  
~
11 12 0
D1
You can see the Palace Road
~
~
0 -1 8001
E
note sign~
  The sign reads :
     Type 'Deposit', 'Withdraw', Or 'Balance' here. 
     (what else would you do in a bank, rob it???)
     Note: We are not covered by FDIC.
~
S
#2001
Begining of Saffron's Area~
Saffron's Area ranges from 2001-2299.
~
15 0 0
S
#2101
Temple Enterance~
You have entered the Temple of Laterday Bandits the wall are coved with
fine saffron coloured marble, with fine triangular columns supporting the
ceiling of the temple.  You feel a strong sense of Equality here.  It is
very neutralizing.  Torches like the walls of this enterance.
~
15 0 0
D0
~
~
0 -1 2105
D1
~
door gate ~
1 2101 2187
D3
~
~
0 -1 2102
S
#2102
Western Alcove~
This is a small alcove that is offen used by the Monks for midday prayers
Sometimes they can be found here along with statues of some of the well 
known saints of Balance.  A sign has been placed on the wall here. Maybe
you should read it before you venture farther into the temple.
~
15 1 0
D0
~
~
0 -1 2104
D1
~
~
0 -1 2101
S
#2103
Eastern Alcove~
This is a small alcove that is offen used by the Monks for midday prayers
Sometimes they can be found here along with statues of some of the well 
known saints of Balance.  A sign has been placed on the wall here. Maybe
you should read it before you venture farther into the temple.
~
15 0 0
D0
~
~
0 -1 2106
D3
~
~
0 -1 2101
S
#2104
Western Foyer~
This is the Western Foyer for the temple it overlooks the Pit and
you can see the altar to the far north of the room that is raised
from the ground that you stand on.  The wings of a long all can be
seen to both the east and west.  Triangluar columns support the temple
all along the halls.
~
15 0 0
D0
~
~
0 -1 2109
D1
~
~
0 -1 2105
D2
~
~
0 -1 2102
S
#2105
Central Foyer~
This is the Central Foyer for the temple it overlooks the Pit and
you can see the altar to the far north of the room that is raised
from the ground that you stand on.  The wings of a long all can be
seen to both the east and west.  Triangluar columns support the temple
all along the halls.
~
15 0 0
D1
~
~
0 -1 2106
D2
~
~
0 -1 2101
D3
~
~
0 -1 2104
S
#2106
Eastern Foyer~
This is the Eastern Foyer for the temple it overlooks the Pit and
you can see the altar to the far north of the room that is raised
from the ground that you stand on.  The wings of a long all can be
seen to both the east and west.  Triangluar columns support the temple
all along the halls.
~
15 0 0
D0
~
~
0 -1 2110
D2
~
~
0 -1 2103
D3
~
~
0 -1 2105
S
#2107
SouthWest Corner of Grand Hall~
You have just entered the Grand Hall.  As all temples built during its
period it is designed in the Neo-Classical style.  But it contains
strange triangluar columns unlike anything you have ever seen before.
This is not the first them things have come in three's in the temple
there might be something important involved with that number.
~
15 0 0
D0
~
~
0 -1 2113
S
#2108
Center Alcove~
This is a small alcove that is offen used by the Monks for midday prayers
Sometimes they can be found here along with statues of some of the well 
known saints of Balance.  A sign has been placed on the wall here. Maybe
you should read it before you venture farther into the temple.
~
15 0 0
D1
~
~
0 -1 2109
D3
~
~
0 -1 2107
E
sign~
You can bearly make of the cryptic letting on the sign.  It translates
to something along the lines of " Those of Law and Chaos are not welcome
here, those of the true faith shall fear not for there is no returning
beyond this point.  You shall complete thy quest before seeing the light
of Sol again.
~
S
#2109
Sacrificial Altar~
As you enter this room you notice a long slab of marble with dark stains
worn into the fine stone.  There are ropes tied around the edges of the stone
that are frayed and old.  The room has a very musty smell that reminds you
of a butcher shop or someplace where animals are killed brutally and left
to smell up the place for days.  Along the wall you see many fine cutting
weapons covered in a red stain.
~
15 128 0
D2
~
~
0 -1 2104
D3
~
~
0 -1 2108
D5
~
~
0 -1 2116
E
weapons~
Sorry the weapons have been locked up in a rack, to many people
have been taking them without asking.
~
E
slab~
Well, if you don't know now it is a place where they lay people like 
you down to be hacked up into tiny little bits to be given to the
great God Saffron, in hope that he will forgive there sins.
~
S
#2110
Sacrificial Altar~
As you enter this room you notice a long slab of marble with dark stains
worn into the fine stone.  There are ropes tied around the edges of the stone
that are frayed and old.  The room has a very musty smell that reminds you
of a butcher shop or someplace where animals are killed brutally and left
to smell up the place for days.  Along the wall you see many fine cutting
weapons covered in a red stain.
~
15 128 0
D1
~
~
0 -1 2111
D2
~
~
0 -1 2106
D5
~
~
0 -1 2116
E
weapons~
Sorry the weapons have been locked up in a rack, to many people
have been taking them without asking.
~
E
slab~
Well, if you don't know now it is a place where they lay people like 
you down to be hacked up into tiny little bits to be given to the
great God Saffron, in hope that he will forgive there sins.
~
S
#2111
Center Alcove~
This is a small alcove that is offen used by the Monks for midday prayers
Sometimes they can be found here along with statues of some of the well 
known saints of Balance.  A sign has been placed on the wall here. Maybe
you should read it before you venture farther into the temple.
~
15 0 0
D1
~
~
0 -1 2112
D3
~
~
0 -1 2110
E
sign~
You can bearly make of the cryptic letting on the sign.  It translates
to something along the lines of " Those of Law and Chaos are not welcome
here, those of the true faith shall fear not for there is no returning
beyond this point.  You shall complete thy quest before seeing the light
of Sol again.
~
S
#2112
SouthEast Corner of Grand Hall~
You have just entered the Grand Hall.  As all temples built during its
period it is designed in the Neo-Classical style.  But it contains
strange triangluar columns unlike anything you have ever seen before.
This is not the first them things have come in three's in the temple
there might be something important involved with that number.
~
15 0 0
D0
~
~
0 -1 2114
S
#2113
Grand Hall~
The Grand Hall of the Temple of Laterday Bandits is designed in the
Neo-Classical style of temples.  Tall triangluar columns support the
ceiling here.  You notice statues arranged around along the walls
made in the likeness of the saints from the temple.  Odd feeling
that somebody is watching your ever move thoughout the hall.
~
15 0 0
D0
~
~
0 -1 2115
S
#2114
Grand Hall~
The Grand Hall of the Temple of Laterday Bandits is designed in the
Neo-Classical style of temples.  Tall triangluar columns support the
ceiling here.  You notice statues arranged around along the walls
made in the likeness of the saints from the temple.  Odd feeling
that somebody is watching your ever move thoughout the hall.
~
15 0 0
D0
~
~
0 -1 2117
S
#2115
Grand Hall~
The Grand Hall of the Temple of Laterday Bandits is designed in the
Neo-Classical style of temples.  Tall triangluar columns support the
ceiling here.  You notice statues arranged around along the walls
made in the likeness of the saints from the temple.  Odd feeling
that somebody is watching your ever move thoughout the hall.
~
15 0 0
D0
~
~
0 -1 2118
S
#2116
Sacrificial Pit~
You fool!  You have fallen into the Sacificial Pit.  Do you have a death 
wish or something.  You will surely die here.  This pit is dark, real dark
so dark that you wish you couldn't see anything.  There are skeletons of
humans, dwarvens, elves, dogs, cats, sheep and even dragons.  Grubs cover
the floor of this room, and are having a battle with the worms over who
will have your corpse for dinner.  You notice that some of the corpses seem
to be moving.
~
15 65 0
D5
~
~
0 -1 2150
S
#2117
Grand Hall~
The Grand Hall of the Temple of Laterday Bandits is designed in the
Neo-Classical style of temples.  Tall triangluar columns support the
ceiling here.  You notice statues arranged around along the walls
made in the likeness of the saints from the temple.  Odd feeling
that somebody is watching your ever move thoughout the hall.
~
15 0 0
D0
~
~
0 -1 2124
S
#2118
NorthWest Corner of Grand Hall~
You have just entered the Grand Hall.  As all temples built during its
period it is designed in the Neo-Classical style.  But it contains
strange triangluar columns unlike anything you have ever seen before.
This is not the first them things have come in three's in the temple
there might be something important involved with that number.
~
15 0 0
D1
~
~
0 -1 2119
S
#2119
North Alcove~
This is a small alcove that is offen used by the Monks for midday prayers
Sometimes they can be found here along with statues of some of the well 
known saints of Balance. 
~
15 0 0
D1
~
~
0 -1 2120
S
#2120
Altar Staircase~
Before you lies a fine marble staircase up leading up to the Temple Altar
you see smoke and light to the north.  A strange smell wafts down the stairs.
~
15 0 0
D1
~
~
0 -1 2121
D4
~
~
0 -1 2125
S
#2121
Sacrificial Altar~
As you enter this room you notice a long slab of marble with dark stains
worn into the fine stone.  There are ropes tied around the edges of the stone
that are frayed and old.  The room has a very musty smell that reminds you
of a butcher shop or someplace where animals are killed brutally and left
to smell up the place for days.  Along the wall you see many fine cutting
weapons covered in a red stain.
~
15 128 0
D0
~
~
0 -1 2130
D5
~
~
0 -1 2116
E
weapons~
Sorry the weapons have been locked up in a rack, to many people
have been taking them without asking.
~
E
slab~
Well, if you don't know now it is a place where they lay people like 
you down to be hacked up into tiny little bits to be given to the
great God Saffron, in hope that he will forgive there sins.
~
S
#2122
Altar Staircase~
Before you lies a fine marble staircase up leading up to the Temple Altar
you see smoke and light to the north.  A strange smell wafts down the stairs.
~
15 0 0
D3
~
~
0 -1 2121
D4
~
~
0 -1 2126
S
#2123
North Alcove~
This is a small alcove that is offen used by the Monks for midday prayers
Sometimes they can be found here along with statues of some of the well 
known saints of Balance. 
~
15 0 0
D3
~
~
0 -1 2122
S
#2124
NorthEast Corner of Grand Hall~
You have just entered the Grand Hall.  As all temples built during its
period it is designed in the Neo-Classical style.  But it contains
strange triangluar columns unlike anything you have ever seen before.
This is not the first them things have come in three's in the temple
there might be something important involved with that number.
~
15 0 0
D3
~
~
0 -1 2123
S
#2125
Altar Platform~
This is the rasied floor that over looks the Pit and surrounds the Altar
from which the High Priest of Saffron makes offers to his leader.
The floor here is made of highly glossed marble in a deep saffron color.
The triangular columns here have torchs attached them giving off a deep
purple smoke, that fills the air with a strong saffron smell it is almost
intoxacating.
~
15 0 0
D0
~
~
0 -1 2127
D1
~
~
0 -1 2131
D5
~
~
0 -1 2120
S
#2126
Altar Platform~
This is the rasied floor that over looks the Pit and surrounds the Altar
from which the High Priest of Saffron makes offers to his leader.
The floor here is made of highly glossed marble in a deep saffron color.
The triangular columns here have torchs attached them giving off a deep
purple smoke, that fills the air with a strong saffron smell it is almost
intoxacating.
~
15 0 0
D0
~
~
0 -1 2128
D2
~
~
0 -1 2122
S
#2127
Altar Platform~
This is the rasied floor that over looks the Pit and surrounds the Altar
from which the High Priest of Saffron makes offers to his leader.
The floor here is made of highly glossed marble in a deep saffron color.
The triangular columns here have torchs attached them giving off a deep
purple smoke, that fills the air with a strong saffron smell it is almost
intoxacating.
~
15 0 0
D0
~
~
0 -1 2129
D2
~
~
0 -1 2125
S
#2128
Altar Platform~
This is the rasied floor that over looks the Pit and surrounds the Altar
from which the High Priest of Saffron makes offers to his leader.
The floor here is made of highly glossed marble in a deep saffron color.
The triangular columns here have torchs attached them giving off a deep
purple smoke, that fills the air with a strong saffron smell it is almost
intoxacating.
~
15 0 0
D0
~
~
0 -1 2132
D2
~
~
0 -1 2126
S
#2129
Altar Platform~
This is the rasied floor that over looks the Pit and surrounds the Altar
from which the High Priest of Saffron makes offers to his leader.
The floor here is made of highly glossed marble in a deep saffron color.
The triangular columns here have torchs attached them giving off a deep
purple smoke, that fills the air with a strong saffron smell it is almost
intoxacating.
~
15 0 0
D1
~
~
0 -1 2130
D2
~
~
0 -1 2127
S
#2130
Altar Platform~
This is the rasied floor that over looks the Pit and surrounds the Altar
from which the High Priest of Saffron makes offers to his leader.
The floor here is made of highly glossed marble in a deep saffron color.
The triangular columns here have torchs attached them giving off a deep
purple smoke, that fills the air with a strong saffron smell it is almost
intoxacating.
~
15 0 0
D1
~
~
0 -1 2132
D2
~
~
0 -1 2131
D3
~
~
0 -1 2129
S
#2131
Altar of the Temple of Laterday Bandits~
This is the altar that overlooks the Pit that the High Priest of Saffron
offers his offerings to the great God Saffron.  The High Priest condems all
non followers of Saffron only the followers of the Balance may be allowed
to leave this place of holyness alive.
~
15 0 0
D1
~
~
0 -1 2128
D3
~
~
0 -1 2127
S
#2132
Altar Platform~
This is the rasied floor that over looks the Pit and surrounds the Altar
from which the High Priest of Saffron makes offers to his leader.
The floor here is made of highly glossed marble in a deep saffron color.
The triangular columns here have torchs attached them giving off a deep
purple smoke, that fills the air with a strong saffron smell it is almost
intoxacating.
~
15 0 0
D2
~
~
0 -1 2128
D3
~
~
0 -1 2130
S
#2139
2139~
Empty
~
15 0 0
S
#2150
Catacombs Entrance~
You have entered the Catacombs.  This is were all the followers of the
Gods of Balance have been buried over the years.  It is rumored that
these paths go on for miles.  You should map your way through the catacombs
for if you don't you shall not find your way out.  Watch out for moving walls.
~
15 1 0
D0
~
~
0 -1 2157
D1
~
~
0 -1 2151
D2
~
~
0 -1 2153
D3
~
~
0 -1 2152
S
#2151
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D1
~
~
0 -1 2150
S
#2152
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D3
~
~
0 -1 2150
S
#2153
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D1
~
~
0 -1 2155
D3
~
~
0 -1 2154
S
#2154
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D3
~
~
0 -1 2156
S
#2155
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D4
~
~
0 -1 2116
S
#2156
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D0
~
~
0 -1 2159
S
#2157
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D1
~
~
0 -1 2158
D3
~
~
0 -1 2156
S
#2158
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D0
~
~
0 -1 2157
D1
~
~
0 -1 2155
S
#2159
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D1
~
~
0 -1 2160
S
#2160
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D1
~
~
0 -1 2161
S
#2161
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D1
~
~
0 -1 2162
S
#2162
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D1
~
~
0 -1 2163
D2
~
~
0 -1 2158
S
#2163
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D2
~
~
0 -1 2164
S
#2164
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D2
~
~
0 -1 2165
S
#2165
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D2
~
~
0 -1 2166
S
#2166
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D1
~
~
0 -1 2167
D2
~
~
0 -1 2153
D3
~
~
0 -1 2164
S
#2167
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D0
~
~
0 -1 2168
S
#2168
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D0
~
~
0 -1 2169
D1
~
~
0 -1 2175
D3
~
~
0 -1 2171
S
#2169
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D0
~
~
0 -1 2170
D1
~
~
0 -1 2159
S
#2170
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D0
~
~
0 -1 2162
D3
~
~
0 -1 2163
S
#2171
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 -1 40 2101 0 0
D0
~
~
0 -1 2176
S
#2172
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D1
~
~
0 -1 2171
D3
~
~
0 -1 2173
S
#2173
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D0
~
~
0 -1 2174
S
#2174
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D0
~
~
0 -1 2177
S
#2175
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D2
~
~
0 -1 2172
D3
~
~
0 -1 2174
S
#2176
Catacombs Exit~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D2
~
~
0 -1 2171
D3
~
~
0 -1 2175
D4
~
~
0 -1 2101
S
#2177
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D1
~
~
0 -1 2178
S
#2178
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D1
~
~
0 -1 2179
D2
~
~
0 -1 2175
S
#2179
Catacombs~
The catacombs lead in random directions,  you cannot see to find your way
back the way you came.  It seems as if the walls are moving around on you.
~
15 1 0
D1
~
~
0 -1 2150
D2
~
~
0 -1 2176
S
#2180
A narrow path through the trees.~
You have found a small path that winds through the dark woods.  You feel
and overwheming sense of balance in this area.  The path leads north.
~
15 0 3
D0
~
~
0 -1 2181
D2
~
~
0 -1 21009
S
#2181
A narrow path through the trees.~
As you continue down the path you sense a stronger feeling of overwelling
peace riddle through out your soul.  The path begins to wind toward the 
west, and of course to the south.
~
15 0 3
D0
~
~
0 -1 2182
D1
~
~
0 -1 2183
D2
~
~
0 -1 2180
D3
~
~
0 -1 2184
S
#2182
Pagen ritual altar.~
As you enter this clearing you notice a large stone slab in the middle
of the clearing.  There are deep blood-red stains covering the slab.
A pair of shackles for both the feet and the hands are rivetted into
the stone.  You see the remains of humans, dwarves, elves and other 
beasts laying around, but you can't find any skulls.
~
15 0 0
D2
~
~
0 -1 2181
S
#2183
A old camp fire.~
You have entered a well used camp fire,  The coals are still warm in the 
center of the pit.  It seems as if someone has recently found shelter
here under the trees.
~
15 0 3
D3
~
~
0 -1 2181
S
#2184
A westwardly path through the trees.~
As you pass westward you notice that trees start to get thicker and it 
becomes darker as you follow the path westward.
~
15 0 3
D1
~
~
0 -1 2181
D3
~
~
0 -1 2185
S
#2185
A westwardly path through the trees.~
It has now become pitch dark, no light falling through the trees
you can't tell if it is day or night anymore.
~
15 1 3
D1
~
~
0 -1 2184
D3
~
~
0 -1 2186
S
#2186
A decaying temple gate.~
Before you stands an old and decaying wall. It is old and sturdy and cannot
be circumvented, even in its decaying state.  Whomever build this wall 
built it to last for eons.
~
15 1 3
D1
~
~
0 -1 2185
D3
~
gate wall ~
2 2186 2187
S
#2187
Inside the temple walls.~
You stand inside the temple walls, to the north and south you see small
courtyards and to the west an doorway.  Back to the east is the wall that 
you passed through to get here.  It was created to protect the dwellers
of the temple from the enfan's that room the old city and the dark woods
to the east.
~
15 1 3
D0
~
~
0 -1 2188
D1
~
gate wall ~
2 2186 2186
D2
~
~
0 -1 2189
D3
~
door gate ~
1 2101 2101
S
#2188
Inside the temple walls.~
You are inside the temple walls, to the east you see the walls that
are decaying as the years pass by, but they have stood ofr eons and will
last for at least another eon.  To the west you see a large temple rising
above you, but you see no windows.  Before you stands an old fountain
with a small pool of dark blood red water.
~
15 1 3
D2
~
~
0 -1 2187
S
#2189
Inside the temple walls.~
You are inside the temple walls, to the east you see the walls that are
decaying as the years pass by, but they have stood for eons and will last
for at least another eon.  To the west you see a large temple
rising above you, but  you see no windows.  Before you stands an
old fountain with a small pool of dark green water.
~
15 1 3
D0
~
~
0 -1 2187
S
#2190
2190~
Empty
~
15 0 0
S
#2199
2199~
Empty
~
15 0 0
S
#2200
2200~
Empty
~
15 0 0
S
#2240
2240~
Empty
~
15 0 0
S
#2250
Temple of Laterday Bandits~
You have entered the peaceful Church of the Laterday Bandits, where
all lost souls come to rest.  It is rumored that these holy walls hold
the secrets to life itself.  You can see stairs leading both up and down
into the tower.  An altar stands at the far end of the room.
A stairway leading down to the Wine Cellar is to your east.
~
15 0 0
D0
~
~
0 -1 2101
D1
~
~
0 -1 2252
D4
~
~
0 -1 2251
S
#2251
Tower Stairway~
This is the stairway leading from the inner church to the Observation
Deck where you can view the great town. You can see a small window that
you might be able to see out over the square from.

As you gaze through the wind you can see the out-lines of the
town, you can see the post office to the west, a large park to
south, and the town shops around the square.  The sky is red with fire,
and in all directions you can see rifts on the horizon, for some
reason it looks like the world is fighting against a time vortex.
~
15 0 0
D4
~
~
0 -1 2253
D5
~
~
0 -1 2250
S
#2252
Wine Room~
Here is the storage room for the church, it seems quite empty, not much
is stored here any longer, up leads to back into the base of the tower.
Old dusty wine racks line the walls.
~
15 0 0
D4
~
~
0 -1 2250
S
#2253
Observation Deck~
You are standing on an observation deck at the top of the
Church.  Four shimmering blue columns support the bell tower
above you, and a shimmering blue staircase leads up.  As you
gaze from the deck, you see the silhouette of the town
against the burning red sky, with time rifts on all horizons.
Stairs lead back down into the tower.
~
15 0 0
D5
~
~
0 -1 2251
S
#2299
Saffron's Spicerack~
Saffron's Office, a really messy room with an aircondtioner hanging out
the window pumping tons of cold air into this small room.  There is a
book shelf on the right filled with computer book, reference manuals
and computer tapes.  Agaist the far wall is an SGI 4D/320, and a Sparc
IPX with a CD-ROM player. (currently there are headphones in the jack)

Pull up a chair and feel at home, just don't crash one of the systems.

~
15 8 0
D0
~
~
0 -1 3001
D1
~
~
0 -1 3156
D4
~
~
0 -1 1000
D5
~
~
0 -1 2253
S
#2500
Temple of Draagdim~
   You are in the southern end of the temple hall in the Temple of Draagdim
The temple has been constructed of roughly hewn granite blocks, shaky in
appearance, and most of the walls are covered by crude figures of Rats,
vanquished cats, and Queeklor, God of the Rats.
   Tiny steps lead south through the temple gate, descending the mound
upon which the temple is built and ends in the temple square below.  In
the center of the room lies the sacrificial pit.  Feel free to jump
and sacrifice yourself to Queeklor.
~
18 0 0
D2
~
 ~
0 -1 2502
D5
~
 ~
0 -1 2501
S
#2501
Inside the Sacrificial Pit~
   Congratulations you have decided to sacrifice yourself to Queeklor.  While
some might ponder that this was not the wisest of career choices, you do
seem to be alive.  You also sense that something else is in here as well.
Queeklor perhaps?
~
18 0 0
D4
~
 ~
0 -1 2500
S
#2502
The Temple Square~
   You are standing on the temple square.  Tiny granite steps lead up to the
temple gate.  The entrance to the Clerics of Queeklor's Guild is off through
a hole to the west, and the old Laughing Hyena Inn, is off through a slightly
larger hole to the east.  Just south of here you see Market Square, the
center of Draagdim.
~
18 0 0
D0
~
 ~
0 -1 2500
D1
~
 ~
0 -1 2504
D2
~
 ~
0 -1 2506
D3
~
 ~
0 -1 2503
S
#2503
Entrance to the Clerics of Queeklor's Guild~
   The entrance hall is a small modest cavern.  The presence of evil permeates
the air, reflecting the true nature of the clerics here.  A small hole to the
east leads back to the temple square.  Another hole to  the north enters what
might be considered a feeding area.
~
18 0 0
D0
~
 ~
0 -1 2510
D1
~
 ~
0 -1 2502
S
#2504
Entrance to the Laughing Hyena Inn~
   You are standing in the entrance cavern of the Laughing Hyena Inn.  The
cavern has been decorated with decrepit but functional furniture.  A small
frail ladder leads up to the rooms and the bar is off the east.
~
18 0 0
D1
~
 ~
0 -1 2505
D3
~
 ~
0 -1 2502
D4
~
 ~
0 -1 2672
S
#2505
The Laughing Hyena~
   You are standing beside a small bar set against the northern wall.  The
top of the bar is covered with claw marks and beer stains.  An unused
fireplace is built into the western wall.  This place makes you wish you
were home.
~
18 0 0
D3
~
 ~
0 -1 2504
S
#2506
Market Square~
   You are standing in the market square, the famous square of Draagdim.
A large, peculiar looking statue lies crumbling on it's side in the middle
of the square.  Caverns lead off in every direction, north to the temple
square, south to the common square, and going either east or west will put
you on the main pathway.
~
18 0 0
D0
~
 ~
0 -1 2502
D1
~
 ~
0 -1 2518
D2
~
 ~
0 -1 2511
D3
~
 ~
0 -1 2507
S
#2507
Main Pathway~
   You are on the main pathway passing through the city of Draagdim.  South of
here is the Militia's Armory, and the Cheese Shop is off towards the north.
The pathway continues towards the west, and the market square is east of here.
~
18 0 0
D0
~
 ~
0 -1 2508
D1
~
 ~
0 -1 2506
D2
~
 ~
0 -1 2509
D3
~
 ~
0 -1 2516
S
#2508
Cheese Shop~
   You are standing inside Draagdim's large Cheesery.  The smell of freshly
made cheeses fills the room.  The cheeses are arranged in some long forgotten
order, and some seem to be of questionable quality.
A small sign is on the counter.
~
18 0 0
D2
~
 ~
0 -1 2507
E
sign~
Reading this sign has cost you 10 coins, instructions are below:

   Buy - Will buy some cheese.
  List - For a small gratuity the Cheese Maker will kindly tell you
         the price and sort of bread in the Cheesery.

-The Management disclaims responsibility for any complications that may
 arise from the consumption of the cheese.

~
S
#2509
The Militia's Armory








~
  This is the place where green militia recruits come to be outfitted for
armor.  You see helmets, shields, and mails in piles lying around in various
parts of the Armory.  As you stand here you get the uneasy feeling that you
are about to be drafted into Draagdim's militia.
~
18 0 0
D0
~
 ~
0 -1 2507
S
#2510
Feeding Area~
   This is a large well lit cave.  In the center of the cave is a large fire
pit, with something roasting on a spit over the flames.  Upon closer
inspection, the roasting thing appears to once have had four legs and a tail.
My god, that's a cat. Yech.  There is a rather large greasy cook tending to
the roasting of the cat, and he appears to notice your interest in his
cooking.  He motions for you to come over, perhaps he wants you to have some.
~
18 0 0
D2
~
 ~
0 -1 2503
D3
~
 ~
0 -1 2541
S
#2511
Common Square~
   As you stand in the Common Square, many rat people pass you, making
rude comments about you to each other.  To the south an awful stench assaults
assaults your nose.  To the west the passage begins to look very unsturdy and 
to the east the passage is unlit, hiding all manner of nasty things.
Back to the north you see the Market Square.
~
18 0 0
D0
~
 ~
0 -1 2506
D1
~
 ~
0 -1 2513
D2
~
 ~
0 -1 2515
D3
~
 ~
0 -1 2512
S
#2512
Shaky Pathway~
   This pathway seems very unkempt, almost as if the denizens of this
town could care a less about the well being of the people within.  Carved
out of the walls are little niches where the impovrished live.  Outside
some of these recesses filthy urchins and beggars hold out their thin, empty
hands and look at you with pleading eyes in hope that you will give them
money.
~
18 0 0
D1
~
 ~
0 -1 2511
S
#2513
Dark Pathway~
  You are standing in a darkened pathway.  Shadows abound, giving many an
unscrupulous character ample hiding places.  For some reason you feel
your pockets, wondering if they were this light when you came to this town.
They probably weren't.
~
18 0 0
D2
~
 ~
0 -1 2514
D3
~
 ~
0 -2 2511
S
#2514
Entrance Hall to the Locksmith's Guild~
   This is the entrance hall to the "locksmith's" guild.  That name
sounds suspiciously related to thieving, but nah, you must be mistaken.
The foolhardy, however, should feel free to risk both their lives and
their money, er their locks (yah, that's it), upon entering.
~
18 0 0
D0
~
 ~
0 -1 2513
D2
~
 ~
0 -1 2523
S
#2515
The Dump~
   This is the dump, where the rats drop their garbage, after finding
absolutely nothing else to do with it.  By the looks of it there is
not much here, but what is here is utterly beyond salvage and reeks
to high heaven.  To the north of here is the common square.  No other
exits seem apparent.
~
18 0 0
D0
~
 ~
0 -1 2511
S
#2516
Main Pathway~
   You are on the main pathway passing through the city of Draagdim.
South of here is the entrance to the Guild of Magicians.  The street
continues east towards market square.  To the north the Magician's Guild
has set up a shop, selling some of their creations.  To the west the
main pathway ends and the road turns into a broad field.  There are
bodies scattered about the field and small forms dart through the
remains of others.
~
18 0 0
D0
~
 ~
0 -1 2517
D1
~
 ~
0 -1 2507
D2
~
 ~
0 -1 2536
D3
~
 ~
0 -1 2543
S
#2517
The Magic(?) Shop~
Empty
~
18 0 0
D2
~
 ~
0 -1 2516
S
#2518
Main Pathway~
   You are on the main pathway passing through the city of Draagdim.  To the
south of here you see what appears to be a boarded off shop.  It may have 
once been a pet shop, but rumor has it that the proprietor wouldn't stop
selling cats, so he was lynched.  To the north there is the Pawn Shop.
~
18 0 0
D0
~
 ~
0 -1 2520
D1
~
 ~
0 -1 2519
D3
~
 ~
0 -1 2506
S
#2519
Main Pathway~
   You are still on the Main Pathway passing through the city of Draagdim.  To
the south is the Rodents at Arms Guild, where newly drafted militia are sent
to be inducted.  To the north is where the rats make their wicked glaives,
and to the east the pathway is  made out of iron pyrite.  A small sign stands
to the side of the path.
~
18 0 0
D0
~
 ~
0 -1 2521
D1
~
 ~
0 -1 2527
D2
~
 ~
0 -1 2522
D3
~
 ~
0 -1 2518
E
sign~

                        The sign reads...
                  'Follow the Iron Pyrite Road'
~
S
#2520
Pawn Shop~
   You are inside the pawn shop.  All sorts of junk line the walls.
Plaid suits, scraps of metal, flourescent yellow beenies, Quifael's
Global Optimizer...   Eh?  Wait a minute.  What was that last one?
Hmmm, that's funny it's gone now.
~
18 0 0
D2
~
 ~
0 -1 2518
S
#2521
Weapon's Forge~
   From behind the counter you spy several scraggly Dwarves surrounded
by a small army of Ratmen at Arms.  As small as the Dwarves are, they are
still larger than most of the Rat people.  Various weapons of Dwarven
manufacture line the walls, making you almost wish that the Rats would
acknowledge your presence.
~
18 0 0
D2
~
 ~
0 -1 2519
S
#2522
Entrance to the Ratmen at Arms Guild~
   This is the entrance Hall to the Ratmen at Arms Guild.  You have this 
funny feeling that you should be especially quiet or the massive rat
guarding the entrance will notice you.  To the east you hear the blood
curdling battle cries of the trainees and back to the north is the main
path.
~
18 0 0
D0
~
 ~
0 -1 2519
D2
~
 ~
0 -1 2649
S
#2523
A Room Within the Locksmith's Guild~
   This area contains a set of straw mats thrown out on the floor for
practicing gymnastics and combat skills.  Over to one side of the room
the stone floor is covered with sand.  In the middle of the sand stands
a human shaped dummy.  The dummy is outfitted in clothes with many pockets,
and closer inspection reveals that there are many bells on the dummy.
Off to one side there is a box discarded in the corner.
~
18 0 0
D0
~
 ~
0 -1 2514
D1
~
 ~
0 -1 2525
D2
~
 ~
0 -1 2525
D3
~
 ~
0 -1 2524
D4
~
 ~
0 -1 2525
D5
~
 ~
0 -1 2523
S
#2524
A Room Within the Locksmith's Guild~
   This area contains a set of straw mats thrown out on the floor for
practicing gymnastics and combat skills.  Over to one side of the room
the stone floor is covered with sand.  In the middle of the sand stands
a human shaped dummy.  The dummy is outfitted in clothes with many pockets,
and closer inspection reveals that there are many bells on the dummy.
Off to one side there is a box discarded in the corner.
~
18 0 0
D0
~
 ~
0 -1 2526
D1
~
 ~
0 -1 2523
D2
~
 ~
0 -1 2525
D3
~
 ~
0 -1 2524
D4
~
 ~
0 -1 2525
D5
~
 ~
0 -1 2523
S
#2525
A Room Within the Locksmith's Guild~
   This area contains a set of straw mats thrown out on the floor for
practicing gymnastics and combat skills.  Over to one side of the room
the stone floor is covered with sand.  In the middle of the sand stands
a human shaped dummy.  The dummy is outfitted in clothes with many pockets,
and closer inspection reveals that there are many bells on the dummy.
Off to one side there is a box discarded in the corner.
~
18 0 0
D0
~
 ~
0 -1 2524
D1
~
 ~
0 -1 2523
D2
~
 ~
0 -1 2525
D3
~
 ~
0 -1 2523
D4
~
 ~
0 -1 2524
D5
~
 ~
0 -1 2523
S
#2526
Yet Another Room Within the Locksmith's Guild~
   This area contains a set of straw mats thrown out on the floor for
practicing gymnastics and combat skills.  Over to one side of the room
the stone floor is covered with sand.  In the middle of the sand stands
a human shaped dummy.  The dummy is outfitted in clothes with many
pockets, and closer inspection reveals that there are many bells on the
dummy.  Off to one side there is a box discarded in the corner.
~
18 0 0
D2
~
 ~
0 -1 2524
S
#2527
Palace Road~
   You stand on a road made of iron pyrite bricks. Hmm, iron pyrite...
Isn't that fool's gold?  In that case you are standing on Fool's road.
The road is in a general state of disrepair.  Weeds poke through the
crumbling bricks in numerous places, and in some places small shrubs
have grown.  Back to the west is the Main Pathway and the road
continues on towards the palace.  To the east there is a high wall,
too tall for you to see over.
~
18 0 0
D0
~
 ~
0 -1 2528
D3
~
 ~
0 -1 2519
D4
~
 ~
0 -1 2636
E
wall~
   The wall is very tall.  It is riddled with the tell-tale cracks of
age and it  does not seem sturdy enough to climb over.
~
E
crack fissure opening~
   Through one of the cracks you spie a jungle teaming with life.  You hear
the squawks of exotic birds flying around the treetops, but the jungle
is too dense to see very far into.
~
S
#2528
Palace Road~
   This is the end of the road.  The pyrite bricks end here and to the north
is the Palace Courtyard.  Do you dare to step off of Fool's Road?  After all
you were bright enough to get on it.  You might want to look ahead and see
what fate awaits you.
~
18 0 0
D0
~
 ~
0 -1 2529
D2
~
 ~
0 -1 2527
D4
~
 ~
0 -1 2636
S
#2529
Palace Courtyard~
   This is a large courtyard outside the remains of a castle.  As you prowl
around the courtyard you find several large blocks of stone, apparently 
fallen from the decaying walls.  A skeleton of some sort lies under one
of the blocks.  The castle is old and cracked and only one story of it
remains; the upper parts have crumbled.  There seem to be a few creatures 
hiding near the castle gates.
~
18 0 0
D0
~
 ~
0 -1 2530
D2
~
 ~
0 -1 2528
E
skeleton~
It looks as if it might have once been an orc.
~
S
#2530
Entry Way~
   The large castle gates open inward to reveal the dark confines of the
entry way.  There are empty doorways leading north, west and east, into
darkness.  Bits of rubble and trash are strewn about the floors.  The
doorway to the east still has the remnants of what was once a door.  The
door is shattered and small bits of twisted metal are all that remain
of the hinges.
~
18 0 0
D0
~
 ~
0 -1 2534
D1
~
 ~
0 -1 2532
D2
~
 ~
0 -1 2529
D3
~
 ~
0 -1 2531
S
#2531
West Hall~
   You are standing in the West Hall.  There is a fireplace built into the
west wall, and the remains of two plush chairs and three small tables lie
strewn about the room.  There is another doorway to the north and one to
the east.  There is a thick layer of dust covering the room.  Several
sets of tracks have disturbed the dust, but some of them are yours.
~
18 0 0
D0
~
 ~
0 -1 2535
D1
~
 ~
0 -1 2530
S
#2532
East Hall~
   This room has a large marble fireplace in the east wall.  A long wood
table fills the center of the room.  It is surrounded by twelve wooden
chairs.  The two chairs on the end are occupied by skeletons.  They are
all dressed in rags, apparently the remains of fine dinner clothes.  They
are sitting up, but they do not move.  On the table in front of each
chair lies a golden dinner plate.
~
18 0 0
D0
~
 ~
0 -1 2533
D3
~
 ~
0 -1 2530
S
#2533
Bedroom~
   This room was once a fine bedroom, but it's once rich furnishings,
the canopy bed, plush chairs, hardwood tables, and finely woven rugs,
are not tattered, moldy and worthless.  All the furniture in this room,
and the walls, show evidence of claw marks.  A sigh that probably means
that the Royal Rat Family still uses this room.  Curiously there is a
man-sized mirror on the east wall that appears to be untouched.
~
18 0 0
D1
~
 ~
0 -1 2533
D2
~
 ~
0 -1 2532
D3
~
 ~
0 -1 2534
S
#2534
Throne Room~
   The echos of your footsteps echo hollowly in this large
barren room.  Boxes, dragged in from the west, have been
stacked into a rough paradoy of a throne.  High atop the
throne a regal rat sits, tinfoil crown tilted haughtily
sideways.  This rat is probably full of hot air more than
anything else.  (Aren't all people in high positions?)
~
18 0 0
D1
~
 ~
0 -1 2533
D2
~
 ~
0 -1 2530
D3
~
 ~
0 -1 2535
S
#2535
Storage Room~
   This room is lined with boxes and crates of many shapes and sizes.  The
boxes and creates are lined with a thick layer of dust and they look as if
they haven't been opened in a long time.
~
18 0 0
D1
~
 ~
0 -1 2534
D2
~
 ~
0 -1 2531
D5
~
cover crate box~
1 -1 2650
S
#2536
The Entrance to the Guild of Magicians~
  Standing in front of this somewhat shaky structure is one of the largest
green kobolds you have ever seen.  It must stand about eight feet tall and
it wields an equally large weapon.  It seems that the mages here realized that
they are not much good defending against intruders, so they
went out and got the toughest monster that would work for them.  All they
could find was a green kobold, so it would appear that they modified it a bit.
~
18 0 0
D0
~
 ~
0 -1 2516
D2
~
 ~
0 -1 2537
S
#2537
Shattered Reality~
   The floor beneath you seems to buckle and waver beneath your feet.  Parts
of the floor have dissolved, revealing nothingness beneath.  Other parts of
the floor buble and hiss angrily.  The walls are shattered, and in some
places it would appear that you could walk through them.  This room has been
abandoned because it is no longer completely attached to this reality.  In
the center of the room lies a stone of some sort, it appears to be holding
the room together.
~
18 0 0
D0
~
 ~
0 -1 2536
D1
~
 ~
0 -1 2538
D2
~
 ~
0 -1 2539
S
#2538
Lilliput~
   As you step through the wall you notice that the horizon is a lot closer
than it normally is and the clouds are a lot nearer to your head.  There
doesn't really appear to be much here, but wait!  What is that under your
foot?  It looks like you have stepped on someone's town square, market
square, common square and a lot of other places you can't seem to identify
anymore.
~
18 0 0
D3
~
 ~
0 -1 2537
S
#2539
Brobdinag~
   You stand in a very rocky area.  Large boulders lie strewn about in random
clumps.  Here and there large bunches of broad bladed plants loom in your way.
Far off in the south a large structure pokes it's roof far above everything
else.  Every once and a while you hear a loud buzzing overhead.  The buzzing
seems to come from enormous flies, the size of elephants.  I don't think
we're in Draagdim anymore.
~
18 0 0
D0
~
 ~
0 -1 2537
D2
~
 ~
0 -1 2542
S
#2540
The Battlefield~
   On this wide open field are the bodies of dead and dying warriors. There is
a tremendously thick veil of fog covering the land, and an unfamiliar
burning smell greets your nose. Close by, you hear hooves and clattering
armor, and men shouting to eachother in an unfamiliar language.
~
18 0 0
D0
~
 ~
0 -1 2546
D1
~
 ~
0 -1 2543
D2
~
 ~
0 -1 2549
D3
~
 ~
0 -1 2544
S
#2541
Cleric's Inner Sanctum~
   This room is entirely black, except for little slpotches of
color that appear at random.  Closer inspection reveals that
they are in fact little flowers.  Daisies perhaps.  How could
they have gotten there?  Perhaps that little man in the robes
is responsible for it. Oh, there he goes again.  With a wicked
grin, he paints another daisy on the wall.  What an idiot.
Wait a minute, that is your guildmaster.
~
18 0 0
D1
~
 ~
0 -1 2510
S
#2542
Brobdinag~
   As you walk towards the structure you notice that it doesn't seem to be
getting any closer.  It is either really far off and really large, or it
is running away from you.  From the likes of the bugs you've seen here
it is probably a gigantic structure and you might never reach it in this
lifetime.
~
18 0 0
D0
~
 ~
0 -1 2539
D2
~
 ~
0 -2 2542
S
#2543
The Battlefield~
   On this wide open field are the bodies of dead and dying warriors. There is
a tremendously thick veil of fog covering the land, and an unfamiliar
burning smell greets your nose. Close by, you hear hooves and clattering
armor, and men shouting to eachother in an unfamiliar language.  Off to
the west there is a dark smudge that seems to be the source of more noises.
~
18 0 0
D0
~
 ~
0 -1 2547
D1
~
 ~
0 -1 2516
D2
~
 ~
0 -1 2550
D3
~
 ~
0 -1 2540
S
#2544
The Battlefield~
   On this wide open field are the bodies of dead and dying warriors. There is
a tremendously thick veil of fog covering the land, and an unfamiliar
burning smell greets your nose. Close by, you hear hooves and clattering
armor, and men shouting to eachother in an unfamiliar language.  Off to
the west there is a dark smudge that seems to be the source of more noises.
~
18 0 0
D0
~
 ~
0 -1 2545
D1
~
 ~
0 -1 2540
D2
~
 ~
0 -1 2548
D3
~
 ~
0 -1 2573
S
#2545
The Battlefield~
   On this wide open field are the bodies of dead and dying warriors. There is
a tremendously thick veil of fog covering the land, and an unfamiliar
burning smell greets your nose. Close by, you hear hooves and clattering
armor, and men shouting to eachother in an unfamiliar language.
~
18 0 0
D0
~
 ~
0 -1 2548
D1
~
 ~
0 -1 2546
D2
~
 ~
0 -1 2544
D3
~
 ~
0 -1 2547
S
#2546
The Battlefield~
   On this wide open field are the bodies of dead and dying warriors. There is
a tremendously thick veil of fog covering the land, and an unfamiliar
burning smell greets your nose. Close by, you hear hooves and clattering
armor, and men shouting to eachother in an unfamiliar language.
~
18 0 0
D0
~
 ~
0 -1 2549
D1
~
 ~
0 -1 2547
D3
~
 ~
0 -1 2545
S
#2547
The Battlefield~
   On this wide open field are the bodies of dead and dying warriors. There is
a tremendously thick veil of fog covering the land, and an unfamiliar
burning smell greets your nose. Close by, you hear hooves and clattering
armor, and men shouting to eachother in an unfamiliar language.
~
18 0 0
D1
~
 ~
0 -1 2545
D2
~
 ~
0 -1 2543
D3
~
 ~
0 -1 2546
S
#2548
The Battlefield~
   On this wide open field are the bodies of dead and dying warriors. There is
a tremendously thick veil of fog covering the land, and an unfamiliar
burning smell greets your nose. Close by, you hear hooves and clattering
armor, and men shouting to eachother in an unfamiliar language.
~
18 0 0
D0
~
 ~
0 -1 2544
D1
~
 ~
0 -1 2549
D2
~
 ~
0 -1 2545
S
#2549
The Battlefield








~
   On this wide open field are the bodies of dead and dying warriors. There is
a tremendously thick veil of fog covering the land, and an unfamiliar
burning smell greets your nose. Close by, you hear hooves and clattering
armor, and men shouting to eachother in an unfamiliar language.
~
18 0 0
D0
~
 ~
0 -1 2540
D1
~
 ~
0 -1 2550
D2
~
 ~
0 -1 2546
D3
~
 ~
0 -1 2548
S
#2550
The Battlefield~
   On this wide open field are the bodies of dead and dying warriors. There is
a tremendously thick veil of fog covering the land, and an unfamiliar
burning smell greets your nose. Close by, you hear hooves and clattering
armor, and men shouting to eachother in an unfamiliar language.
~
18 0 0
D0
~
 ~
0 -1 2543
D1
~
 ~
0 -1 2548
D2
~
 ~
0 -1 2547
D3
~
 ~
0 -1 2549
S
#2551
The Jungle~
   You are fighting your way through a dense rain forest. The hundreds of feet
of foliage between you and the skies blocks out all light here on the forest
floor. Your skin feels slimy, due to a low hanging fog bank which blankets
the already humid jungle.
~
18 0 0
D0
~
 ~
0 -1 2552
D4
~
 ~
0 -1 2636
S
#2552
The Jungle~
   The rainforest seems unending, almost choking you with the thick
overhanging foilage.  The humidity makes your skin crawl, and a dense
fog is begining to form on th jungle floor.  Ocassionally you can
glimpse the brightly colored wildlife that seems to have made a much
more comfortable home in the tree tops.
~
18 0 0
D1
~
 ~
0 -1 2553
D3
~
 ~
0 -1 2556
D4
~
 ~
0 -1 2564
S
#2553
The Jungle~
   You are fighting your way through the dense rainforest.  The hundreds
of feet between you and the bleak skies block out most of the light here
on the jungle floor.  The intense heat and the annoying bugs make life
down here at the bottom miserable and you can't wait to get some fresh air.
~
18 0 0
D1
~
 ~
0 -1 2554
D2
~
 ~
0 -1 2557
D3
~
 ~
0 -1 2552
S
#2554
The Jungle~
   The rainforest seems unending, almost choking you with the thick
overhanging foilage.  The humidity makes your skin crawl, and a dense
fog is begining to form on th jungle floor.  Ocassionally you can
glimpse the brightly colored wildlife that seems to have made a much
more comfortable home in the tree tops.
~
18 0 0
D0
~
 ~
0 -1 2561
D1
~
 ~
0 -1 2555
D2
~
 ~
0 -1 2558
D3
~
 ~
0 -1 2553
D4
~
 ~
0 -1 2565
S
#2555
The Jungle~
   It seems as if this jungle will never end.  You are tired of getting
your boots stuck in the mud and having little bugs slowly pick away at
patience little pieces at a time.  You think that if you don't see
something to vent your fustrations on soon you'll explode.  Maybe one
of those obnoxious chimps will come screaming by again so you can whack
it.
~
18 0 0
D0
~
 ~
0 -1 2562
D1
~
 ~
0 -1 2556
D2
~
 ~
0 -1 2562
D4
~
 ~
0 -1 2567
S
#2556
The Jungle~
   It seems as if this jungle will never end.  You are tired of getting
your boots stuck in the mud and having little bugs slowly pick away at
patience little pieces at a time.  You think that if you don't see
something to vent your fustrations on soon you'll explode.  Maybe one
of those obnoxious chimps will come screaming by again so you can whack
it.
~
18 0 0
D0
~
 ~
0 -1 2563
D2
~
 ~
0 -1 2560
D3
~
 ~
0 -1 2555
S
#2557
The Jungle~
   You are still fighting your way through the dense rainforest.  The
hundreds of feet between you and the bleak skies block out most of the
light here on the jungle floor.  The intense heat and the annoying bugs
make life down here at the bottom miserable and you can't wait to get
some fresh air.
~
18 0 -1 15 2702 0 0
D0
~
 ~
0 -1 2553
D4
~
 ~
0 -1 2570
S
#2558
The Jungle~
   The rainforest seems unending, almost choking you with the thick
overhanging foilage.  The humidity makes your skin crawl, and a dense
fog is begining to form on th jungle floor.  Ocassionally you can
glimpse the brightly colored wildlife that seems to have made a much
more comfortable home in the tree tops.
~
18 0 0
D0
~
 ~
0 -1 2554
D2
~
 ~
0 -1 2561
S
#2559
The Abandoned Hut~
Empty
~
18 0 0
D3
~
 ~
0 -1 2558
S
#2560
The Jungle~
   It seems as if this jungle will never end.  You are tired of getting
your boots stuck in the mud and having little bugs slowly pick away at
patience little pieces at a time.  You think that if you don't see
something to vent your fustrations on soon you'll explode.  Maybe one
of those obnoxious chimps will come screaming by again so you can whack
it.
~
18 0 0
D2
~
 ~
0 -1 2563
D3
~
 ~
0 -1 2559
D4
~
 ~
0 -1 2569
S
#2561
The Jungle~
   You are fighting your way through the dense rainforest.  The hundreds
of feet between you and the bleak skies block out most of the light here
on the jungle floor.  The intense heat and the annoying bugs make life
down here at the bottom miserable and you can't wait to get some fresh air.
~
18 0 0
D0
~
 ~
0 -1 2558
D2
~
 ~
0 -1 2554
D3
~
 ~
0 -1 2563
D4
~
 ~
0 -1 2566
S
#2562
The Jungle~
   The rainforest seems unending, almost choking you with the thick
overhanging foilage.  The humidity makes your skin crawl, and a dense
fog is begining to form on th jungle floor.  Ocassionally you can
glimpse the brightly colored wildlife that seems to have made a much
more comfortable home in the tree tops.
~
18 0 0
D0
~
 ~
0 -1 2555
D1
~
 ~
0 -1 2563
D2
~
 ~
0 -1 2555
D3
~
 ~
0 -1 2561
S
#2563
The Jungle~
  The rainforest seems unending, almost choking you with the thick
overhanging foilage.  The humidity makes your skin crawl, and a dense
fog is begining to form on th jungle floor.  Ocassionally you can
glimpse the brightly colored wildlife that seems to have made a much
more comfortable home in the tree tops.
~
18 0 0
D0
~
 ~
0 -1 2560
D3
~
 ~
0 -1 2561
D4
~
 ~
0 -1 2568
S
#2564
Up In The Tree Tops~
    The air up here is suprisingly fresh, a nice change from the muggy
air below.  You are standing on a light criss-cross of branches and
vines which just barely support your weight.  Going much further in
any direction would probably lead you to your death.  Spindly creatures
swing from branch to branch screaming at you for your intrusion to their
domain.
~
18 0 0
D0
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D1
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D2
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D3
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D5
~
 ~
0 -1 2552
E
north~
   The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
E
south~
   The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
E
east~
   The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
E
west~
   The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
S
#2565
Up In The Tree Tops~
    The air up here is suprisingly fresh, a nice change from the muggy
air below.  You are standing on a light criss-cross of branches and
vines which just barely support your weight.  Going much further in
any direction would probably lead you to your death.  Spindly creatures
swing from branch to branch screaming at you for your intrusion to their
domain.
~
18 0 0
D0
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D1
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D2
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D3
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D5
~
 ~
0 -1 2554
S
#2566
Up In The Tree Tops~
    The air up here is suprisingly fresh, a nice change from the muggy
air below.  You are standing on a light criss-cross of branches and
vines which just barely support your weight.  Going much further in
any direction would probably lead you to your death.  Spindly creatures
swing from branch to branch screaming at you for your intrusion to their
domain.
~
18 0 0
D0
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D1
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D2
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D3
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D5
~
 ~
0 -1 2561
S
#2567
Up In The Tree Tops~
    The air up here is suprisingly fresh, a nice change from the muggy
air below.  You are standing on a light criss-cross of branches and
vines which just barely support your weight.  Going much further in
any direction would probably lead you to your death.  Spindly creatures
swing from branch to branch screaming at you for your intrusion to their
domain.
~
18 0 0
D0
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D1
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D2
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D3
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D5
~
 ~
0 -1 2555
S
#2568
Up In The Tree Tops~
    The air up here is suprisingly fresh, a nice change from the muggy
air below.  You are standing on a light criss-cross of branches and
vines which just barely support your weight.  Going much further in
any direction would probably lead you to your death.  Spindly creatures
swing from branch to branch screaming at you for your intrusion to their
domain.
~
18 0 0
D0
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D1
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D2
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D3
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D5
~
 ~
0 -1 2563
S
#2569
Up In The Tree Tops~

    The air up here is suprisingly fresh, a nice change from the muggy
air below.  You are standing on a light criss-cross of branches and
vines which just barely support your weight.  Going much further in
any direction would probably lead you to your death.  Spindly creatures
swing from branch to branch screaming at you for your intrusion to their
domain.
~
18 0 0
D0
~
 ~
0 -1 2571
D1
~
 ~
0 -1 2572
D2
~
 ~
0 -1 2571
D3
~
 ~
0 -1 2571
D5
~
 ~
0 -1 2560
S
#2570
Up In The Tree Tops~
    The air up here is suprisingly fresh, a nice change from the muggy
air below.  You are standing on a light criss-cross of branches and
vines which just barely support your weight.  Going much further in
any direction would probably lead you to your death.  Spindly creatures
swing from branch to branch screaming at you for your intrusion to their
domain.
~
18 0 0
D0
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D1
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D2
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D3
The treetops stretch as far as you can see, but it seems that
some of the other treetops might be sturdier.
~
 ~
0 -1 2571
D5
~
 ~
0 -1 2557
S
#2571
Free Fall From the  Tree~
This is probably the fourth worst place to be in this entire MUD right now.
You fall
.
.
.
and fall
.
.
.
and fall
.
.
.
and HIT THE GROUND WITH SUCH A *SPLUTCH* that you die horribly, but instantly.
Bye Cruel World.   The fall ruins all your items upon impact.  Sorry.
~
18 0 0
S
#2572
The Long Branch~
   You are crowding on a long branch which leaves the jungle and crosses
part way over a gully.  You see smoke rising from further down the gully
and there seems to be a small stream running through the gully.  Ten feet
below the branch is a small path.  The only way down to the path is a
short drop down.

~
18 0 0
D0
~
 ~
0 -1 714
D5
~
 ~
0 -1 2584
S
#2573
A Ruined Village~
   The eastern end of the village is a shattered and broken image of what was
once a harmonious country community. The village Bodhisatvah has been thrown
down and defiled, and the once well tended homes have been replaced by
shanties and lean-to's.

~
18 0 0
D0
~
 ~
0 -1 2576
D1
~
 ~
0 -1 2544
D3
~
 ~
0 -1 2574
S
#2574
A Ruined Village~
   The southern end of the village seems only slightly damaged, since a few
of the homes still stand. However, they have been put to other uses since
the brigands began raiding here. Loud shouts and laughter can be heard from
inside the houses, but the screams of women are ever present.
~
18 0 0
D0
~
 ~
0 -1 2575
D1
~
 ~
0 -1 2573
S
#2575
A Ruined Village~
   The western end of the village seems to have fared no better than the
eastern, as far as being the victim of war and thievery. The fog is still
present here, and the air is damp, chilling you deeply. Almost as deeply
as seeing these dirt-poor peasants scavenging to stay alive.

~
18 0 0
D1
~
 ~
0 -1 2576
D2
~
 ~
0 -1 2574
D3
~
 ~
0 -1 2578
S
#2576
A Ruined Village~
   This northern end of the village seems to have received part of the assault
from the battle, since the homes here have either burned or collapsed.

~
18 0 0
D2
~
 ~
0 -1 2573
D3
~
 ~
0 -1 2575
S
#2577
The Dense Woods~
   You are surrounded on all sides by a dense forest of cryptomeria trees.
Shouts and sounds of fighting seem to come from the east, while a srong
smokey odor blows in from the south-west.
~
18 0 0
D0
~
 ~
0 -1 2578
D3
~
 ~
0 -1 2580
S
#2578
The Dense Woods~
   You are surrounded on all sides by a dense forest of cryptomeria trees.
Shouts and sounds of fighting seem to come from the east, while a srong
smokey odor blows in from the south-west.
~
18 0 -1 15 2708 0 0
D1
~
 ~
0 -1 2575
D3
~
 ~
0 -1 2579
S
#2579
The Dense Woods~
   You are surrounded on all sides by a dense forest of cryptomeria trees.
Shouts and sounds of fighting seem to come from the east, while a srong
smokey odor blows in from the south-west.
~
18 0 0
D1
~
 ~
0 -1 2578
D2
~
 ~
0 -1 2580
S
#2580
The Dense Woods~
   You are surrounded on all sides by a dense forest of cryptomeria trees.
Shouts and sounds of fighting seem to come from the east, while a srong
smokey odor blows in from the south-west.
~
18 0 0
D1
~
 ~
0 -1 2577
D2
~
 ~
0 -1 2581
S
#2581
The Brigand's Camp~
   A huge bonfire burns in the center of this cleared area. Bedrolls and hay
pillows are scattered about the fire, and bits of food are lying everywhere.
Broken pieces of crockery and blades sit next to each brigand's bedroll, and
shoddy looking bamboo weapons hang from surrounding trees. There is a damp
feeling in the air here.
~
18 0 0
D0
~
 ~
0 -1 2580
D2
~
 ~
0 -1 2582
S
#2582
Lieutenant's Tent~
   The brigand Lieutenant's tent is a sight of depravity. On straw pallets
lie sleeping women, some with their hands tied, others with zombie-like
expressions. A fire burns in the center of the room, and the smoke from the
strange leaves over the firegrillflap is open at the rear of the tent.
~
18 0 0
D0
~
 ~
0 -1 2581
D2
~
 ~
0 -1 2583
S
#2583
The Chief's Tent~
   The brigand Chieftain's tent is very smoky and very hot. You can almost see
the fleas leap onto your skin as you itch uncomfortably. Tattered clothing
and bits of food litter the tent floor, and there is a strong odor of sweat
here. A fire smoulders in theof dried meat, but they hardly look fit for
human consumption.
~
18 0 0
D0
~
 ~
0 -1 2582
S
#2584
The Gully~
   You are standing in a narrow ravine.  A small trickle of slimy water
swirls around your ankles only to disappear further down the gulley.  The
steep ravine walls to either side of you are very steep and the bedrock
is worn smooth in many places.  It looks too steep to climb.  The branch
that you dropped down to the ravine from seems too high up to reach and
it would appear that your only exit lies further down the ravine.
~
18 0 0
D5
~
 ~
0 -1 2585
S
#2585
Barricade~
   Before you lies a wooden barricade blocking off the end of the ravine.
Many sharpened sticks protrude from the top of the wall, making it impossible
to climb over.  The gully walls are still too steep to climb up as well.
In the center of the barricade a simple portcullis is closed and many guards
appear to be lounging around behind it.
~
18 0 0
D1
~
 ~
0 -1 2586
D4
~
 ~
0 -1 2584
E
portcullis gate bars~
   The portcullis is made out of sturdy iron bars.  Somewhere behind the
portcullis lies the crank that is used to raise and lower it.  At the
base of the gate lies a simple lock, fastening the portcullis to a large
stone plug in the earth.
~
S
#2586
Daimyo Fort~
   You have entered the Daimyo Fort.  To the west you see a rusted crank
that may have once been used to raise and lower the portcullis behind you.
From the looks of the crank you would guess that the portcullis has been
opened by hand for a very long time.  The rest of the fort open out before
you, but overall it doesn't appear to be very big.  The gulley appears
to have ended at the barricade, and now you are closed in by large timber
walls that seem to reach to the sky.  If you continue towards the east you
will be in the center of the fort.  If the portcullis is open you can go
west.
~
18 0 0
D1
~
 ~
0 -1 2587
D3
~
 ~
0 -1 2585
S
#2587
Daimyo Fort~
   You are standing in the middle of the fort next to a flag pole.  The
flagpole has rotted away to a point where it probably couldn't hang a
flag on it if you wanted to.  There is a well worn trail leading off to
the north.  To the south is another path, although much less used.  If
you continue further to the east there seems to be another set of gates.
~
18 0 0
D0
~
 ~
0 -1 2590
D1
~
 ~
0 -1 2588
D2
~
 ~
0 -1 2589
D3
~
 ~
0 -1 2586
S
#2588
Daimyo Fort~
   Standing next to the inner gates sends chills up your spine.  These
gates are only a pale resemblance to the outer portcullis.  The bottom
of gate anchors into stone, and there is no lock on it to pick.  You will
probably need the key from around the gate master's neck.  On top of the
gate are a bunch of shrunken heads, each one impaled on a spike at the
top of the portcullis.  The heads have no ears, but the gate master has
a necklace of ears.  Coincidence?
~
18 0 0
D1
~
 ~
0 -1 2597
D3
~
 ~
0 -1 2587
S
#2589
Daimyo Fort~
   The path here looks little used and the ground is covered with stunted
weeds.  Further off to your east the path bends to the south around the
corner of the wooden walls.  Your boots kick up little motes of dust as
you continue down the path, causing you to notice other footprints in the
dust.
~
18 0 0
D0
~
 ~
0 -1 2587
D1
~
 ~
0 -1 2595
E
footprints~
   These prints were either made by a golfer with very big feet, or someone
wearing large spiked boots.
~
S
#2590
Daimyo Fort~
   This trail is very well worn.  The footsteps on the ground would tend
to indicate that they were made people running towards whatever lies to the
east but not running away.  Strange.  This walled in section of the fort
continues to the east and towards the south.  You can't help but wonder
what lies to the east.
~
18 0 0
D1
~
 ~
0 -1 2591
D2
~
 ~
0 -1 2587
S
#2591
Daimyo Fort~
  Well, whatever is down at the end of this part of the fort has not made
an appearance yet.  The same sort of tracks still cover the ground.
Except for a funny odor there would be no way to distinguish this from the
area to the west.  Proceeding to the north may hold the key to this
mystery.
~
18 0 0
D0
~
secret cask~
0 -1 2592
D3
~
 ~
0 -1 2590
S
#2592
The Latrine~
  This is definately where that funny smell was coming from, but now that
the stench is overwhelming you don't think that it's so funny any more.  A
small hut in the center of the clearing at the end of the end path seems
to be the source of all your problems.  Right now the door is hanging open
and it appears to be unoccupied.
~
18 0 0
D0
~
 ~
0 -1 2635
D2
~
secret cask~
0 -1 2591
D5
~
 ~
0 -1 2593
S
#2593
In The Cess Pit (Yech!)~
   Ok, now you've really pushed your luck.  Imagine that, climbing down
a toilet.  Well, now that you are knee deep in refuse, probably not that
good.  And to imagine that your luck is getting worse.
~
18 0 0
D1
~
 ~
0 -1 2594
D4
~
 ~
0 -1 2592
S
#2594
Inside A Strange Cave~
   For some strange reason the air is fresh in here.  The cave looks like
it was once part of a lava tube that collapsed.  Rubble now blocks the
tube to the east, but it left the area that you are standing in relatively
clean.  The floor is covered with little claw marks, and scrapes.  Almost
as if many little feet had been dragging heavy objects across the floor.
~
18 0 0
D3
~
 ~
0 -1 2593
E
claw marks scrapes~
   These marks may have been made by gremlins.  I wonder where they hide
their treasure.
~
S
#2595
Daimyo Fort~
   You are standing in the south-eastern area of the fort.  To the south
of you lies a somber looking structure.  The sides of the tent are spotless
and the flap lies open.  The interior of the tent is too dim for you to
make out what is inside.  Those same funny footprints are still on the
ground.
~
18 0 0
D2
~
 ~
0 -1 2596
D3
~
 ~
0 -1 2589
S
#2596
Sergeant's Quarters~
   Inside the tent there are two rows of beds.  Each bed is neatly made,
without a wrinkle to be found.  At the foot of each bed there is a locker.
There are four beds here and one desk at the back of the tent.  Beyond
the rather muscular man with spiked boots staring at you, the tent is
pretty much empty.
~
18 0 0
D0
~
 ~
0 -1 2595
S
#2597
The Inner Gates~
   The inner gates have opened to reveal an ornate walkway extending to
the west.  The dirt you tracked into the gate way makes loud crunching
noises under your boots that echo off into the depths of the pathway.
From here you can continue into the walkway, or go home, where its safe.
~
18 0 0
D1
~
 ~
0 -1 2598
D3
~
 ~
0 -1 2588
S
#2598
Walkway~
   Ancient fir trees tower high above you to your left and right, blocking
out most of the light, creating sort of a dim twilight.  Every now and then
the wind blows and shadows are sent scurrying across your path.  Going east
will lead you further into the walkway.  Going west will take you back
outside sooner or later.
~
18 0 0
D1
~
 ~
0 -1 2599
D3
~
 ~
0 -1 2597
S
#2599
Walkway~
   Ancient fir trees tower high above you to your left and right, blocking
out most of the light, creating sort of a dim twilight.  Every now and then
the wind blows and shadows are sent scurrying across your path.  Going east
will lead you further into the walkway.  Going west will take you back
outside sooner or later.
~
18 0 0
D1
~
 ~
0 -1 2600
D3
~
 ~
0 -1 2598
S
#2600
Walkway~
   The walkway has bent to the north revealing yet another room.  The rows
of fir trees continue to press in around you, allowing you no other choice
but to go north, or go back.  Through the gloom you can see that the room
ahead could have once passed as a chapel.
~
18 0 0
D0
~
 ~
0 -1 2601
D3
~
 ~
0 -1 2599
S
#2601
The Entry hall~
   This entry way appears to once have been a chapel.  The large room has been
made much larger because all the pews have been stripped from it.  In their
stead, torture devices that are no longer gathering dust have been exhumed
and brought here-a rack, an iron maiden, thumbscrews and other gruesome
devices.  In the middle of the ex-chapel there is a raised platform, lit by
a single shaft of light from high up in the ceiling.  The light plays off
of a statue with a greenish tinge.
~
18 0 0
D0
~
 ~
0 -1 2602
D2
~
 ~
0 -1 2600
E
statue green~
   The statue is of a man in tarnished green armor.  It stands a little over
six feet tall and wields a large wicked looking glaive.  Emblazoned on his
breastplate are the words, "I Love Green Kobolds."
~
S
#2602
The Inner Courtyard~
   The walls of the courtyard are decorated with beautiful mosaic patterns.
The courtyard extends in a square pattern, this being the south west corner.
It would seem that the mosaic patterns form some sort of story if they were
to be looked at in a clockwise movement around the courtyard.
   The pattern next to you is a picture of a beautiful elven maiden dressed
in long flowing robes.  Jewels of wealth adorn her body and you almost can
hear the clinking of the chains around her neck.  The maiden is skipping
merrily through a path in the countryside.
~
18 0 0
D0
~
 ~
0 -1 2603
D1
~
 ~
0 -1 2609
D2
~
 ~
0 -1 2601
S
#2603
The Inner Courtyard~
   You are standing in the middle of the western side of the courtyard.  To
the west you see an antechamber and a set of double doors.  The mosaic here
depicts a group of ninjas  hiding in the bushes to either side of the
path.  They are dressed in black hakamas and black vests.  Thier eyes peer
intently down the path, their faces obscured by black wrappings.  Their
hands rest on the pommels of their wakizashi in eager anticipation.
~
18 0 0
D0
~
 ~
0 -1 2604
D1
~
 ~
0 -1 2608
D2
~
 ~
0 -1 2602
D3
~
 ~
0 -1 2611
S
#2604
The Inner Courtyard~
   You are standing in the northeastern corner of the courtyard. There is
an archway to the west and the mosaic continues on towards the east.  The
wall here depicts the four black clad ninjas srpinging out from behind the
bushes at the elven maiden.  The maiden's head is tilted back, her mouth
open, issuing forth an unheard scream.
~
18 0 0
D1
~
 ~
0 -1 2606
D2
~
 ~
0 -1 2603
D3
~
 ~
0 -1 2605
S
#2605
Altar~
   This room is composed entirely of dull grey granite.  At the far end of
the room sits a chair in the shape of a demon.  Broad wings spread from it's
back to cover the rear of the chamber.  Between two sets of protruding fangs
large red gems sparkle in the dimness.  The beast is kneeling, its tail
twisting around one of it's legs to rest lightly on the floor.  Both arms
are resting on its knees; each one holding a stone of some sort.  To the
east of the statue are what appears to be several sets of stone arms that
have pulled away the stone from the wall to reveal a shimmering portal.
~
18 0 0
D1
~
 ~
0 -1 2604
E
portal gate way~
   The portal seems to shimmer as you look at it.  Clouds of vapor billow
around inside, preventing you from getting a clear image of what lies beyond.
~
E
stone stones hands hand arms arm~
   Each of the demon's hands hold a large diamond iimbedded in the stone.
Try as you might, they are impossible to remove.
~
S
#2606
The Inner Courtyard~
   You are standing in the middle of the northern wall of the courtyard.
There is an arched entry way towards the north.  The maoaic on the wall next
to you depicts a seen similar to the previous one.  You see the four assassins
pinning the maid and removing her possessions, but off in the distance you
can see a a figure in armor approaching, shira-tachi drawn.
~
18 0 0
D0
~
 ~
0 -1 2607
D1
~
 ~
0 -1 2616
D2
~
 ~
0 -1 2608
D3
~
 ~
0 -1 2604
S
#2607
Altar~
   The room you are standing ends about two feet in front of you.  Beyond that
is nothing but blue.  Well, almost.  This blue extends as far as as the eye
can see, both underfoot as well as overhead, so that, except for the entry
way and the little rock ledge you are standing on, you are enclosed in a
sapphire hue.  Small bits of matter can be seen floating around through the
air.  The breezes, sometimes warm, sometimes cold, carry scents of brimstone
and flowers, or hints of rain and gusts of hot desert air.
~
18 0 0
D2
~
 ~
0 -1 2606
S
#2608
The Garden~
   Sonner or Later I Will Put a Shrine here.
~
18 0 0
D0
~
 ~
0 -1 2606
D1
~
 ~
0 -1 2617
D2
~
 ~
0 -1 2609
D3
~
 ~
0 -1 2603
S
#2609
The Inner Courtyard~
   You are standing in the middle of the southern wall of the courtyard.
Next to the last mosaic.  It depicts the samurai warrior, shoulders slumped,
walking back down the path carrying the body of the maiden.  There is also an
exit to the south.
~
18 0 0
D0
~
 ~
0 -1 2608
D1
~
 ~
0 -1 2618
D2
~
 ~
0 -1 2610
D3
~
 ~
0 -1 2602
S
#2610
Altar~
   The floor of this room turns into magma a few feet from the door and
disappears into the flame a few feet beyond that.  Almost immediately, you
are subjected to terrible heat and brilliance.  The flames here seem almost
alive, all burning without consuming any fuel.  There are the brilliant
yellows and oranges found in any campfire, the shining light of candles and
and the radiance of heated steel, as well as the blues and greens from
alchemical experimants.  It would probably be best to stay out of this area
unless you are immune to fire.
~
18 0 0
D0
~
 ~
0 -1 2609
S
#2611
Double Doors~
   A set of steel doors stands before you.  The doors are shiny and large,
but beyond that they are pretty boring.  The samurai guarding them, however
does not look quite so boring.
~
18 0 0
D1
~
 ~
0 -1 2603
D3
~
 ~
0 -1 2612
S
#2612
The Art Gallery~
   The doors swing inward on a well oiled halting mechanism.  Swirls of dust
rise in the air, then settle on the ground again.  The floor is hard, dry,
and covered with a thick layer of dust.  Apparently no one has been here in
years.  The room is furnished with a small alcove on the northern wall.
The alcove holds a small shrine to the god of beauty.  The shrine has a book
upon it, flanked by two scrolls.  On either side of the shrine are two huge
statues gray statues.  Each statue has the mark of Muramasa on its forehead.
~
18 0 0
D1
~
 ~
0 -1 2611
D3
~
 ~
0 -1 2613
S
#2613
The Art Gallery~
   The wall before you depicts two men wielding shinai, a bamboo sword bound
with leather and wielded with two hands.  They are standing on a polished
wooden floor. both in fighting stances.  Another part pictures men dressed
in black hakamas practicing kata with bokuto and a smaller one handed sword.
The chamber you are in opens up towards the north and south.
~
18 0 0
D0
~
 ~
0 -1 2614
D1
~
 ~
0 -1 2612
D2
~
 ~
0 -1 2615
S
#2614
The Art Gallery~
   In this room stand two exquisitely crafted jade statues.  They are lifelike
samurais, each one outfitted in full battle armor.  One of the statues is
wielding a huge two-handed katana, while the other is wielding a pair of
jitte.  Both of the weapons are made out of jade as well.  Looking at these
statues makes you think that they are just a little too realistic and that
maybe they were once alive like you.
~
18 0 0
D2
~
 ~
0 -1 2613
S
#2615
The Art Gallery~
   Suffused light shines down from the skylight above.  The room is built
enitrely out of white marble, definatley uncommon.  Columns stretch from
the floor to the ceiling some 20 odd feet above you.  In the middle of the
ceiling is an expanse of leaded glass in a stout iron frame.  Directly
beneath the skylight is a tremendous statue standing on a pedestal of
stone.  At first you think it must be made of shattered glass, but it's
brilliance is too great, nearly blinding you.  It's made of diamonds.
~
18 0 0
D0
~
 ~
0 -1 2613
S
#2616
The Inner Courtyard~
   You are standing in the north western corner of the courtyard.  To the
east there is an arched entryway.  The mosiac on this section of the wall
is of the samurai just entering battle. Still only on the fringes, the
the samurai has allready wetted his sword with blood and a figure in black
lies crumpled on the ground.  The faces of the two ninjas holding the maiden
have a worried expression on their faces.
~
18 0 0
D1
~
 ~
0 -1 2621
D2
~
 ~
0 -1 2617
D3
~
 ~
0 -1 2606
S
#2617
The Inner Courtyard~
   You are standing in the middle eastern wall of the courtyard.  To your
east there is a set of double doors.  The wall here shows the samurai in
the midst of fighting two of the ninjas.  The third has his wakizashi
planted deep in the maiden's back.  The samurai's face is contorted with
pain as he witnesses this, his arms raised high to the heavens.
~
18 0 0
D0
~
 ~
0 -1 2616
D1
~
 ~
0 -1 2620
D2
~
 ~
0 -1 2618
D3
~
 ~
0 -1 2608
S
#2618
The Inner Courtyard~
   You are standing in the south east corner of the courtyard.  To your east
smells of food waft towards you.  The mosaic next to you is one of the
samurai, arms help up to the heavens, calling upon the art of the fire
dragon, Kairu.  He is enveloped is enveloped in flames which spread to
consume the remaining ninjas, their faces masks of agony.
~
18 0 0
D0
~
 ~
0 -1 2617
D1
~
 ~
0 -1 2619
D3
~
 ~
0 -1 2609
S
#2619
The Kitchen~
   This appears to once have been a kitchen.  The remnants of a stove, if
that is what it was, lie crumbling in a corner.  The rest of the room is
littered with broken dishware and saki jars.  This room has not been used
in a long time, which makes you wonder why you smelled food coming from
this direction and what the people in this place eat.  If they need to at
all.
~
18 0 0
D3
~
 ~
0 -1 2618
S
#2620
Double Doors~
   A set of steel doors stands before you.  The doors are shiny and large,
but beyond that they are pretty boring.  The samurai guarding them, however
does not look quite so boring.
~
18 0 0
D1
~
 ~
0 -1 2622
D3
~
 ~
0 -1 2617
S
#2621
Altar~
   When you enter this room you notice that you are in a bubble.  Out beyond
the bubble appears to be a vast expanse of water that extends in all
directions without end. The entire region is illuminated by soft light:
glowing blues and greens that seem to radiate from the water.  Ocassionaly
you see small air bubbles, small bits of earth, and even an even rarer ball
of flame.
~
18 0 0
D3
~
 ~
0 -1 2616
S
#2622
Long Hallway~
   The double doors have opened to reveal a hallway with a polished dark
hardwood floor.  The walls are richly decorated with expensive hangings
made from exotic materials.  Gloden bowls of oil dot the walls with wicks
set in little boats of silver, providing a dim, flickering light to the
hallway.  The hallway continues to your east.
~
18 0 0
D1
~
 ~
0 -1 2623
D3
~
 ~
0 -1 2620
S
#2623
Long Hallway~
   You are in the middle of a long hallway with a polished dark hardwood
floor.  The walls are richly decorated with expensive hangings made from
exotic materials.  Gloden bowls of oil dot the walls with wicks set in
little boats of silver, providing a dim, flickering light to the hallway.
To the east you can see the end of the hallway.
~
18 0 0
D1
~
 ~
0 -1 2624
D3
~
 ~
0 -1 2622
S
#2624
Long Hallway~
   You are standing at the end of the long hallway.  The polished hardwood
flooes are still here, as are the extravagant tapestries and the golden
lamps.  Peering through the dimness to the east reveal shadows of what
could be plants.
~
18 0 0
D1
~
 ~
0 -1 2625
D3
~
 ~
0 -1 2623
S
#2625
The Secret Courtyard~
   The walls of this chamber are painted flat balck.  The floor is made of
packed dirt from which trees and bushes spring up.  The calls of wild birds
reverberate throughout the chamber.  In the middle of the area is a clearing
containing a round stone.  Atop the stone is a colorful painting of strange
gods leaping about the sun.  To the south the ground becomes slimy and marshy.
~
18 0 0
D0
~
 ~
0 -1 2628
D1
~
 ~
0 -1 2626
D2
~
 ~
0 -1 2632
D3
~
 ~
0 -1 2624
S
#2626
The Secret Courtyard~
   The walls of this chamber are painted flat balck.  The floor is made of
packed dirt from which trees and bushes spring up.  The calls of wild birds
reverberate throughout the chamber.  In the middle of the area is a clearing
containing a round stone.  Atop the stone is a colorful painting of strange
gods leaping about the sun.  To the south there is a cave of some sort.
~
18 0 0
D0
~
 ~
0 -1 2627
D2
~
 ~
0 -1 2631
D3
~
 ~
0 -1 2625
S
#2627
The Secret Courtyard~
   The walls of this chamber are painted flat balck.  The floor is made of
packed dirt from which trees and bushes spring up.  The calls of wild birds
reverberate throughout the chamber.  In the middle of the area is a clearing
containing a round stone.  Atop the stone is a colorful painting of strange
gods leaping about the sun.  To the north there is a small structure of
some sort.
~
18 0 0
D0
~
 ~
0 -1 2630
D2
~
 ~
0 -1 2626
D3
~
 ~
0 -1 2628
S
#2628
The Secret Courtyard~
   The walls of this chamber are painted flat balck.  The floor is made of
packed dirt from which trees and bushes spring up.  The calls of wild birds
reverberate throughout the chamber.  In the middle of the area is a clearing
containing a round stone.  Atop the stone is a colorful painting of strange
gods leaping about the sun.  To the north there is a large cave from which
wisps of clouds issue forth.
~
18 0 0
D0
~
 ~
0 -1 2629
D1
~
 ~
0 -1 2627
D2
~
 ~
0 -1 2625
S
#2629
The Misty Room~
   This is a large area, apparently without end.  Large volumes of vapor
swirl about the room, hiding anything that might be inside.
~
18 0 0
D2
~
 ~
0 -1 2628
S
#2630
Daimyo's Room~
Empty
~
18 0 0
D1
~
 ~
0 -1 2633
D2
~
 ~
0 -1 2627
S
#2631
A Cave With A Hole~
   This chamber consists of nothing but a bare dirt floor.  In the middle of
the room is a pit with what appears to be a skull in it.
~
18 0 0
D0
~
 ~
0 -1 2626
D2
~
 ~
0 -1 2637
S
#2632
A Pool Of Slimy Water~
   The walkable ground ends here around a pool of slimy water.  Claw marks
riddle the surrounding embakement.
~
18 0 0
D0
~
 ~
0 -1 2625
S
#2633
Yagu Aragai's Antechamber~
Empty
~
18 0 0
D1
~
 ~
0 -1 2634
S
#2634
Yagu Aragai's Inner Sanctum~
Empty
~
18 0 0
D3
~
 ~
0 -1 2633
S
#2635
Inside The Latrine~
   Stay here much longer and you might pass out.  The smells coming out
from under the lid make you feel like vomiting.  Maybe now would be a
good time to leave, before you do pass out.
~
18 0 0
D2
~
 ~
0 -1 2592
S
#2636
Over the Wall~
   You are floating high above the wall.  Going east will take you down into
the jungle, and going west will take you back down to Midgaard.  The treetops
obsucer your vision, but you think you can make out something to the far east
of the jungle.  But then again you could be wrong.
~
18 4 8
D1
~
 ~
0 -1 2551
D3
~
 ~
0 -1 2527
S
#2637
Next to the Skull~
   As you approach the skull springs up at you!
~
18 0 0
D0
~
 ~
0 -1 2631
D2
~
 ~
0 -1 2637
D5
~
 ~
0 -1 2638
S
#2638
Inside the Hole~
Too dark to tell...
~
18 0 0
D4
~
 ~
0 -1 2637
S
#2639
In Jail~
   Congratulations, if you are a mortal and you are reading this
You have been a complete butthead and have been stuck in jail for
it.  There is a Jailer here to keep you company and to make sure
that you are not bored while you stay.  The room is peaceful so
you can't attack anything and you will not gain hitpoints.  If
you loose your link in this room, the Jailer has been instructed
to hit you for your insolence and doing so will cause you to
loose your stuff.  So it would be advisable to stay for the given
duration.  This room will automatically teleport you back to the
temple at the end of the duration.
Gods who are not sure how to use this room should read the rules
posted in rooms 2640-2644.  There are also instructions in room 2645
for setting the teleport timing for the room.
~
18 80 0
S
#2640
Hall of Rules~
Temporarily under revision.
Be nice in the interim.
~
18 0 0
D5
~
 ~
0 -1 3054
S
#2641
Hall of Rules~
2.  If someone tries to steal from you, ie:  you see:
    "You discover that Butthead has her hands in your wallet."
    or
    "Butthead tried to steal something from you!"
    then ask the gods for assistance in getting your stuff back
    If the thief refususes to return your stuff AND THERE ARE
    NO GODS ON, then you may gather up your friends and seek
    compensation yourself.  Otherwise the gods will be able to
    force the thief to return your stuff.  If there is no
    message like the ones stated above, then you have no right
    to kill them.  Period. No exceptions.  Also, having someone
    say that they are going to steal from you is not a good
    reason for you to kill them.

~
18 0 0
D4
~
 ~
0 -1 2642
D5
~
 ~
0 -1 2640
S
#2642
Hall of Rules~
2...(continued)
    In the case that a thief steals from you and fails to get
    anything, it would be silly to demand compensation for
    nothing.  Call a god and tell the god that so-and-so tried
    to steal from you and failed.  If your story seems
    reasonable and you have a witness then the thief will be
    put in jail for a number if ticks relative to the
    number of offenses this particular thief has.
    If a player is witnessed stealing from a corpse, preferably
    by people from different calling locations, then a god
    should be notified and the god will treat it as if it were a
    thievery.  These witnesses must be present in the room when
    the corpse was robbed. If there are no witnesses, then there
    is no excusable reason to go off and kill a person in the area
    because he happens to have similar stuff.  If you do, you
    will be treated as if you were a player killer without
    reason.

~
18 0 0
D4
~
 ~
0 -1 2643
D5
~
 ~
0 -1 2641
S
#2643
Hall of Rules~
    3.  In the case of player Butthead killing Innocent and taking
        all of his stuff, Innocent should shout to the gods for
        assistance.  The gods should do the following:  They should
        force Butthead to return Innocent's stuff, and in lieu
        of the usual demand by Innocent to kill Butthead, offer
        that Butthead be put in jail and fined.  The time in jail
        and the fine will depend on the number of the offense.
        These will be posted on the wall of the jail.  This should
        appease Innocent, but Innocent does not have the right to
        hunt down Butthead unless no jail time is served.
        If no jail time was served and no fine levied, then Innocent
        is within his or her rights to try and kill Butthead.  If
        Innocent fails then so be it, and perhaps Innocent shouldn't
        have tried to be so vengeful.  Butthead is not however
        covered by those rules outlined in players killing for
        self defense.

~
18 0 0
D4
~
 ~
0 -1 2644
D5
~
 ~
0 -1 2642
S
#2644
Hall of Rules~
    4.  This is the last room (thank goodness).
        If Butthead decides to create/charm a bunch of followers
        (zombies, charmed guards, hill giants, etc) and then kills
        Innocent, he is guilty of player killing and should be
        handled as if Butthead had killed Innocent himself.
        If Butthead charms Innocent and gets Innocent killed,
        then Butthead should be treated as if he killed Innocent
        himself.


               ANYTHING NOT COVERED BY THESE RULES WILL
                  BE HANDLED ON A CASE BY CASE BASIS
                 (Which means if you have a question)
                  (ask a god before killing anybody)

~
18 0 0
D5
~
 ~
0 -1 2643
S
#2645
Instruction Room for Jail~
      This is the room where you figure out how to use the Jails.
The time a person must spend in jail is as follows:
You must be of an editing level to set the duration of the room.
This is done by editing the teleport function of the room.
The formula is as follows.

edit tele <time> 3001 1
time is set as follows:
300 = 1 tick
the duration of the sentence doubles with the offense.
It starts at 4 ticks. Such that first offense is 4 ticks,
second eight, third sixteen, etc.
For a 3 offense the time would be: 16 * 300 = 4800

The fine a person gets is as follows:
        10% of gold carried and or in bank, depending on which
        you can tell.
        Take the best weapon the person has away from them.

        And you fine them a number of items equal to one less than
        the offense.
Example:
If this is a person's fourth offense they get fined as follows:
40% of their gold is taken (round up)
The person's best weapon is taken
The person looses their 3 best items.

~
18 0 0
S
#2646
In Jail~
   Congratulations, if you are a mortal and you are reading this
You have been a complete butthead and have been stuck in jail for
it.  There is a Jailer here to keep you company and to make sure
that you are not bored while you stay.  The room is peaceful so
you can't attack anything and you will not gain hit points.  If
you loose your link in this room, the Jailer has been instructed
to hit you for your insolence and doing so will cause you to
loose your stuff.  So, it would be advisable to stay for the given
duration.  This room will automatically teleport you back to the
temple at the end of the duration.
Gods who are not sure how to use this room should read the rules
posted in rooms 2640-2644.  There are also instructions in room 2645
for setting the teleport timing for the room.

~
18 80 0
S
#2647
In Jail~
   Congratulations, if you are a mortal and you are reading this
You have been a complete butthead and have been stuck in jail for
it.  There is a Jailer here to keep you company and to make sure
that you are not bored while you stay.  The room is peaceful so
you can't attack anything and you will not gain hit points.  If
you loose your link in this room, the Jailer has been instructed
to hit you for your insolence and doing so will cause you to
loose your stuff.  So, it would be advisable to stay for the given
duration.  This room will automatically teleport you back to the
temple at the end of the duration.
Gods who are not sure how to use this room should read the rules
posted in rooms 2640-2644.  There are also instructions in room 2645
for setting the teleport timing for the room.

~
18 80 0
S
#2648
In Jail~
   Congratulations, if you are a mortal and you are reading this
You have been a complete butthead and have been stuck in jail for
it.  There is a Jailer here to keep you company and to make sure
that you are not bored while you stay.  The room is peaceful so
you can't attack anything and you will not gain hit points.  If
you loose your link in this room, the Jailer has been instructed
to hit you for your insolence and doing so will cause you to
loose your stuff.  So, it would be advisable to stay for the given
duration.  This room will automatically teleport you back to the
temple at the end of the duration.
Gods who are not sure how to use this room should read the rules
posted in rooms 2640-2644.  There are also instructions in room 2645
for setting the teleport timing for the room.
~
18 80 0
S
#2649
Warriors Mess Hall~
   Rows and rows of tables line this room, each of them scarred
and old.  Towards the western end there is a window where you
can get takeout food.  Above the window there is a wicked, large
axe embedded deep into the wood.  Perhaps, if you were strong
enough, you could get it out.
~
18 0 0
D0
~
 ~
0 -1 2522
D1
~
 ~
0 -1 2671
S
#2650
Dungeon Entrance~
   This area is very large and empty.  A simple room for the
simple warrior that practice here.
~
18 0 0
D1
~
 ~
0 -1 2651
D2
~
 ~
0 -1 2660
D4
~
bottom crate box~
1 -1 2535
S
#2651
Just Another Room in the Dungeon~
Empty
~
18 0 0
D2
~
 ~
0 -1 2659
D3
~
 ~
0 -1 2652
S
#2652
Just Another Room in the Dungeon~
Empty
~
18 0 0
D1
~
 ~
0 -1 2653
D2
~
 ~
0 -1 2658
D3
~
 ~
0 -1 2659
S
#2653
Just Another Room in the Dungeon~
Empty
~
18 0 0
D1
~
 ~
0 -1 2654
D2
~
 ~
0 -1 2651
D3
~
 ~
0 -1 2652
S
#2654
Just Another Room in the Dungeon~
Empty
~
18 0 0
D2
~
 ~
0 -1 2655
D3
~
 ~
0 -1 2653
S
#2655
Just Another Room in the Dungeon~
Empty
~
18 0 0
D0
~
 ~
0 -1 2654
D1
~
 ~
0 -1 2654
D3
~
 ~
0 -1 2657
S
#2656
Just Another Room in the Dungeon~
Empty
~
18 0 0
S
#2657
Just Another Room in the Dungeon~
Empty
~
18 0 0
D0
~
 ~
0 -1 2651
D1
~
 ~
0 -1 2655
D2
~
 ~
0 -1 2667
D3
~
 ~
0 -1 2658
S
#2658
Just Another Room in the Dungeon~
Empty
~
18 0 0
D0
~
 ~
0 -1 2652
D1
~
 ~
0 -1 2659
S
#2659
Just Another Room in the Dungeon~
Empty
~
18 0 0
D0
~
 ~
0 -1 2651
D3
~
 ~
0 -1 2658
S
#2660
Just Another Room in the Dungeon~
Empty
~
18 0 0
D0
~
 ~
0 -1 2650
D3
~
 ~
0 -1 2661
S
#2661
Just Another Room in the Dungeon~
Empty
~
18 0 0
D1
~
 ~
0 -1 2660
D2
~
 ~
0 -1 2662
S
#2662
Just Another Room in the Dungeon~
Empty
~
18 0 0
D0
~
 ~
0 -1 2661
D1
~
 ~
0 -1 2661
S
#2663
Just Another Room in the Dungeon~
Empty
~
18 0 0
D1
~
 ~
0 -1 2664
S
#2664
Just Another Room in the Dungeon~
Empty
~
18 0 0
D1
~
 ~
0 -1 2665
D3
~
 ~
0 -1 2663
S
#2665
Just Another Room in the Dungeon~
Empty
~
18 0 0
D1
~
 ~
0 -1 2667
D2
~
 ~
0 -1 2659
D3
~
 ~
0 -1 2664
S
#2666
Rubble Filled Room~
Empty
~
18 0 0
S
#2667
Just Another Room in the Dungeon~
Empty
~
18 0 0
D0
~
 ~
0 -1 2657
D1
~
 ~
0 -1 2668
D2
~
 ~
0 -1 2669
D3
~
 ~
0 -1 2665
S
#2668
Just Another Room in the Dungeon~
Empty
~
18 0 0
D3
~
 ~
0 -1 2667
S
#2669
Just Another Room in the Dungeon~
Empty
~
18 0 0
D0
~
 ~
0 -1 2667
D1
~
 ~
0 -1 2655
D3
~
 ~
0 -1 2664
S
#2670
Just Another Room in the Dungeon~
Empty
~
18 0 0
D1
~
 ~
0 -1 2650
D2
~
 ~
0 -1 2661
S
#2671
Here~
Ripper The Green Knight, Defender of Green Kobolds is standing here.
~
18 0 0
D3
~
 ~
0 -1 2649
S
#2672
The Reception~
The room is dimly lit, the few lantern shrouded with silky screens.
Thick carpets muffle your footsteps and overstuffed pillows abound
on couches and divans.  The smell of cheap perfume is overwhelming
and shrieks, squeals, wicked laughter and other sounds of questionalbe
morality issue forth from closed doors off a narrow hallway to the
east. To the north a tiny room that appears to be some sort of shop.
Light flickers off of a small plaque mounted on the wall to your left.
~
18 0 0
D0
~
 ~
0 -1 2673
D5
~
 ~
0 -1 2504
E
plaque sign burrito~
                 _______________________________
                 |                             |
                 |                             |
                 |   Satisfaction Guarenteed   |
                 |                             |
                 |        Pay In Advance       |
                 |                             |
                 -------------------------------
~
S
#2673
Juegetes de Sexo~
   Every inch of the wall or counter space in this room is crowded with
devices and implements.  Most of which you can't figure out and don't
want to know about.  The few that you do recognize make you blush
furiously.  A sultry brunette looks at you through smoldering eyes and
asks you what you are in the market for.  This makes you blush even
harder.  A small sign on the counter lists signs and prices.
~
18 0 0
D2
~
 ~
0 -1 2672
E
small sign~
         For Sale:   Condoms.............1gp
                     Gold Coin Condoms...2gp
                     Body Oil............3gp
                     Whipped Cream.......5gp
                     Jello...............5gp
                     Cucumbers...........10gp
         For Rent:   Handcuffs
                     Whips
                     Used Cucumber
~
S
#2674
2674~
Empty
~
18 0 0
S
#2675
2675~
Empty
~
18 0 0
S
#3001
The Temple Of Midgaard~
   You are in the southern end of the temple hall in the Temple of Midgaard.
The temple has been constructed from giant marble blocks, eternal in
appearance, and most of the walls are covered by ancient wall paintings
picturing Gods, Giants and peasants.
   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.
~
30 28 0
D0
At the northern end of the temple hall is a statue and a huge altar.
~
~
0 -1 3054
D1
~
~
0 -1 99
D2
You look down the huge stone steps at the temple square below.
~
~
0 -1 3005
D3
You can see a small wooden door.
~
~
0 -1 100
D5
You see the temple square.
~
~
0 -1 3005
S
#3002
Cleric's Inner Sanctum~
   This is the inner sanctum.  A picture of the mighty Thor, 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.
~
30 12 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.
~
30 88 0
D2
You see the entrance.
~
~
0 -1 3004
D3
You see the inner sanctum.
~
~
0 -1 3002
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.
~
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.
~
30 8 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
The Temple Square~
   You are standing on the temple square.  Huge marble steps lead up to the
temple gate.  The entrance to the Clerics Guild is to the west, and the old
Grunting Boar Inn, is to the east.  Just south of here you see the market
square, the center of Midgaard.
~
30 0 1
D0
You see the temple.
~
~
0 -1 98
D1
You see the good old Grunting Boar Inn.
~
~
0 -1 3006
D2
You see the Market Square.
~
~
0 -1 3014
D3
You see the entrance to the Clerics Guild.
~
~
0 -1 3004
S
#3006
Entrance to the Grunting Boar Inn~
   You are standing in the entrance hall of the Grunting Boar Inn.  The hall
has been wisely decorated with simple but functional furniture.  A small
staircase leads up to the reception and the bar is to the east.
~
30 8 0
D1
Surprise! You see the bar.
~
~
0 -1 3007
D3
You see the temple square.
~
~
0 -1 3005
D4
You see the reception room.
~
~
0 -1 3008
S
#3007
The Grunting Boar~
   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.
~
30 72 0
D3
You see the exit to the entrance hall.
~
~
0 -1 3006
E
sign~
The sign reads:
Free instructions provided by the Grunting Boar Inn.

   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.
~
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.
~
S
#3008
The Reception~
   You are standing in the reception.  The staircase leads down to the
entrance hall.  There is a small sign on the counter.
~
30 92 0
D5
You see the entrance hall.
~
~
0 -1 3006
E
sign~
Rooms are expensive but good!  You may:

   Offer - get an offer on a room - Time is in real life days.
   Rent  - Rent a room (saves your stuff, and quits the game),
           minimum charge is one day.


                          MY WAY OR THE HIGHWAY
                             PAY YOUR RENT!
                WE WON'T THINK TWICE BEFORE KICKING YOU OUT.
~
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.
~
30 24 0
D2
You see the main street.
~
~
0 -1 3013
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.

~
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.
~
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.
~
30 24 0
D2
You see the main street.
~
~
0 -1 3015
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.
~
S
#3011
The Weapon Shop~
   You are inside the weapon shop.  There is a small note on the counter.
~
30 24 0
D2
You see the main street.
~
~
0 -1 3016
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.
~
S
#3012
Main Street~
   You are at the end of the main street of Midgaard.  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.
~
30 0 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
Main Street~
   You are on the main street passing through the City of Midgaard.  South of
here is the entrance to the Armory, and the bakery is to the north.  East of
here is the market square.
~
30 0 1
D0
You see the bakery.
~
~
0 -1 3009
D1
You see the market square.
~
~
0 -1 3014
D2
You see the armory.
~
~
0 -1 3020
D3
You see the main street.
~
~
0 -1 3012
S
#3014
Market Square~
   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 and east and westbound on the main street.
~
30 0 1
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
You see the main street.
~
~
0 -1 3013

E
statue~
What you see is the Midgaard Worm, stretching around the Palace of Midgaard.
~
S
#3015
The Main Street~
   You are on the 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.
~
30 0 1
D0
You see the general store.
~
~
0 -1 3010
D1
You see the main street.
~
~
0 -1 3016
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.
~
30 0 1
D0
You see the weapon shop.
~
~
0 -1 3011
D1
You see the city gate.
~
~
0 -1 3041
D2
You see the swordpeople's guild.
~
~
0 -1 3021
D3
You see the main street leading to the market square.
~
~
0 -1 3015
S
#3017
Entrance to Mage's Guild~
   The entrance hall is a small, poor lighted room.
~
30 8 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.
~
30 28 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.
~
30 12 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 Armory~
   The armory with all kinds of armors 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.
~
30 24 0
D0
You see the main street.
~
~
0 -1 3013
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.

~
S
#3021
Entrance Hall to the Guild of Swordspeople~
   The entrance hall to the Guild of Swordspeople.  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.
~
30 8 0
D0
You see the main street.
~
~
0 -1 3016
D1
You see the swordspeople's bar, many noises comes from there.
~
~
0 -1 3022
S
#3022
The Bar of Swordspeople~
   The bar of swordspeople, 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.
~
30 28 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.
~
30 12 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.  The alley continues further west.
~
30 0 1
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
The Common Square~
   The common square, people pass by, 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.
~
30 0 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.  The alley continues east.
~
30 0 1
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
E
guild~
It is the thieves guild, don't enter if you care about your health or money.
~
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.
~
30 8 0
D0
You see the alley.
~
~
0 -1 3026
D1
You see the thieves' bar, where everything disappears.
~
~
0 -1 3028
S
#3028
The Thieves' Bar~
   The bar of the thieves.  Once upon a time this place must have been 
beautifully furnished, but now it seems almost empty.  To the south is the 
yard, and to the west is the entrance hall.
~
30 28 0
D2
You see the secret yard.
~
~
0 -1 3029
D3
You see the entrance hall to the thieves' guild.
~
~
0 -1 3027
E
furniture~
As you look at the scant remaining furniture, the chair you sit on disappears.
~
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.
~
30 12 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 Midgaard Zoo and to the north is
the common square.
~
30 4 2
D0
You see the common square.
~
~
0 -1 3025
D2
You see the entrance to the Zoo.  Numerous snorts and screeches can be heard.
~
~
0 -1 3056
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 sizes.  There is a sign on the wall.
~
30 8 0
D0
You see the main street.
~
~
0 -1 3015
E
sign~
The sign reads:

  Use 'List' to see the available pets.
  Use 'Buy <pet>' to buy yourself a pet.

  Instructions for having pets:

  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 followers <instructions>'

  You can name the pet you buy as : "buy <pet> <name>"

 Regards,

 The Shopkeeper
~
S
#3032
Pet Shop Store~
   This  is the small dark room in which the Pet shop keeps his pets.
It is vital that this room's virtual number is exactly one larger
than the Pet Shop number.
~
30 8 0
S
#3033
The Magic Shop~
   Behind the counter you see various items, neatly placed in racks,
presumably most of them are magic.
~
30 24 0
D2
You see the main street.
~
~
0 -1 3012
S
#3040
Inside the West Gate of Midgaard~
   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 south from here.
~
30 0 1
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
The city gate is to the west.
~
gate~
1 3133 3052
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.
~
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
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
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.
~
S
#3041
Inside the East Gate of Midgaard~
   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, a pretty white stone road leads north.
~
30 0 1
D0
You see the road to the palace.~
~
0 -1 8000
D1
You see the city gate.
~
gate~
1 3133 3053
D3
You see Main Street.~
~
0 -1 3016
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.
~
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
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
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.
~
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.
~
30 0 1
D0
You see the city gate.
~
~
0 -1 3040
D2
The road continues further south.
~
~
0 -1 3043
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.
~
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.  A huge tower stands to the 
west.
Some letters have been written on the wall here.
~
30 0 1
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
The ivory tower stands to the west
~
~
0 -1 1499
E
letters~
They read ' Try Milliways, the Restaurant at the End of the Universe. '
~
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.
~
S
#3044
Poor Alley~
   You are in the poor alley, which continues further east. You see the
city wall to the west.
~
30 0 1
D1
The alley leads east.
~
~
0 -1 3024
D3
The alley leads west.
~
~
0 -1 3043
S
#3045
Alley at Levee~
   You are standing in the alley which continues east and west.  South of
here you see the levee.
~
30 0 1
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 Alley~
   You are standing at the eastern end of the alley, the city wall is just
east, blocking any further movement.  A small warehouse is directly south of
here.
~
30 0 1
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.
~
30 0 1
D0
You see the road.
~
~
0 -1 3043
D2
You see the bridge.
~
~
0 -1 3051
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.
~
S
#3048
Grubby Inn~
   You are inside the old Grubby Inn.  This place has not been cleaned for
several decades, the vile smells make you dizzy.
~
30 8 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.
~
30 16 1
D0
You see the Alley.
~
~
0 -1 3045
D2
You see the river flowing west.
~
~
0 -1 3203
S
#3050
Warehouse~
   You are inside the warehouse.  The room is decorated with various old
items from ships.
~
30 8 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.
~
30 0 1
D0
You see the road.
~
~
0 -1 3047
D2
You see the Concourse.
~
~
0 -1 3100
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.
~
E
opening~
You cannot really see it from here as it is somewhere beneath your feet.
~
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.
~
S
#3052
Outside the West Gate of Midgaard~
   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 path leads north.
~
30 0 1
D0
You see a path leading along the side of the city.
~
~
0 -1 50
D1
The city gate is to the east.
~
gate~
1 3133 3040
D3
The forest edge is to the west.
~
~
0 -1 6000
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.
~
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
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
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.
~
S
#3053
Outside the East Gate of Midgaard~
   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.  A small path leads north
~
30 0 1
D0
You see a path stretching northward
~
~
0 -1 58
D1
You see the plains.~
~
0 -1 3503
D3
You see the city gate.
~
gate~
1 3133 3041
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.
~
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
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
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.
~
S
#3054
By the Temple Altar~
   You are by the temple altar in the northern end of the Temple of Midgaard.
A huge altar made from white polished marble is standing in front of you and
behind it is a ten foot tall sitting statue of Odin, the King of the Gods.
~
30 1032 0
D2
You see the southern end of the temple.
~
~
0 -1 98
D4
The Tower of Rules Stretches above you.
~
~
0 -1 2640
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.
~
E
statue Odin king god~
The statue represents the one-eyed Odin sitting on a his throne.  He has
long, grey hair and beard and a strict look on his face.  On top of the
throne, just above his shoulders, his two ravens Hugin and Munin are sitting
and at his feet are his wolves Gere and Freke.
~
S
#3055
Odin's Store~
   This is the small dark room in which Odin keeps the player items that he
takes care of.  It is vital that this room's virtual number is exactly one
larger than the room by the temple altar.
~
30 8 0
S
#3056
Midgaard Zoo~
   This zoo has been furnished for the use and abuse of the more
bloodthirsty citizens of Midgaard. You can see the petting zoo to the
east, there is a path to the south, the Nursery is to the west and the 
dump is to the north.
~
30 0 1
D0
The Dump.
~
~
0 -1 3030
D1
The petting zoo.
~
~
0 -1 3057
D2
Zoo Path.
~
~
0 -1 3058
D3
Nursery
~
~
0 -1 3059
S
#3057
Petting Zoo~
   Lots of soft and furry animals live here!  You can leave to the west.
~
30 0 1
D3
Zoo entrance.
~
~
0 -1 3056
S
#3058
Zoo path~
   This path, made of rich mulch, winds through the Zoo.  To the left and
right you can see cute (and not so cute) little animals.  To the east is the 
petting zoo, to the west the Nursery, and to the north the zoo entrance. To
the south the path continues.
~
30 0 1
D0
The Zoo entrance.
~
~
0 -1 3056
D1
The petting zoo.
~
~
0 -1 3057
D2
New Annex Zone.
~
~
0 -1 3060
D3
The Nursery.
~
~
0 -1 3059
S
#3059
Nursery~
  A nursery for all of the little animals!  They are so cute!  Even the
dangerous ones are cute!
~
30 0 1
D1
Zoo entrance
~
~
0 -1 3056
S
#3060
Zoo path~
   Made of cedar chips, this path leads north and south through the
Zoo.  To the east you can see the Aviary, and to the west you can see the
Canine exhibit.
~
30 0 2
D0
Zoo path
~
~
0 -1 3058
D1
Aviary
~
~
0 -1 3061
D2
Zoo Annex
~
~
0 -1 3067
D3
Canine Exhibit
~
~
0 -1 3064
S
#3061
Aviary~
   A large Aviary is here, containing birds of all sorts.  They can be
dangerous in groups, so watch out!.
~
30 0 1
D1
Aviary
~
~
0 -1 3062
D3
The New Annex Path
~
~
0 -1 3060
S
#3062
Aviary~
   An Aviary is being built here. Looks like it will be a wonderful place.
They haven't finished yet, but you can go east and west.
~
30 0 1
D1
Aviary
~
~
0 -1 3063
D3
Aviary
~
~
0 -1 3061
S
#3063
Aviary~
   An Aviary is being built here. Looks like it will be a wonderful place.
They haven't finished yet, you can go west.
~
30 0 1
D3
Aviary
~
~
0 -1 3062
S
#3064
Canine Exhibit~
   This is where the canines are.  You can almost the loud barks.  You can go
east and west from here.
~
30 0 1
D1
The New Annex Path
~
~
0 -1 3060
D3
Canine Exhibit
~
~
0 -1 3065
S
#3065
Canine Exhibit~
   This is where the canines will go.  You can almost hear the barks.
You can go east or west.
~
30 0 1
D1
Canine Exhibit
~
~
0 -1 3064
D3
Canine Exhibit
~
~
0 -1 3066
S
#3066
Canine Exhibit~
   This is where the canines will go.  You can almost hear the barks.
You can go east.
~
30 0 1
D1
Canine Exhibit
~
~
0 -1 3065
S
#3067
New Annex Path~
   You see more exhibits, insects to the east, monkeys to the south, and 
the path continues to the west.  You note that some of it is still under
contruction.
~
30 0 1
D0
The New Annex Path
~
~
0 -1 3060
D1
Insect exhibit
~
~
0 -1 3068
D2
Primate exhibit
~
~
0 -1 3071
D3
Zoo path
~
~
0 -1 3074
S
#3068
Insect Exhibit~
   This is where the fascinating insect exhibit is.  Truly amazing...
You can go east or west.
~
30 0 1
D1
Insect Exhibit
~
~
0 -1 3069
D3
New Annex path
~
~
0 -1 3067
S
#3069
Insect Exhibit~
   This is where the fascinating insect exhibit is.  Truly amazing...
You can go east or west.
~
30 0 1
D1
Insect Exhibit
~
~
0 -1 3070
D3
Insect Exhibit 
~
~
0 -1 3068
S
#3070
Insect Exhibit~
   This is where the fascinating insect exhibit is.  Truly amazing...
You can go west.
~
30 0 1
D3
Insect Exhibit 
~
~
0 -1 3069
S
#3071
Primate Exhibit~
   Monkeys, baboons, gorillas, a bit of everything.  You can go north 
or south.
~
30 0 1
D0
New Annex Path.
~
~
0 -1 3067
D2
Primate Exhibit 
~
~
0 -1 3072
S
#3072
Primate Exhibit~
   Monkeys, baboons, gorillas, a bit of everything.  You can go north
or south.
~
30 0 1
D0
Primate Exhibit
~
~
0 -1 3071
D2
Primate Exhibit 
~
~
0 -1 3073
S
#3073
Primate Exhibit~
   Monkeys, baboons, gorillas, a bit of everything.  You can go north.
~
30 0 1
D0
Primate Exhibit 
~
~
0 -1 3072
S
#3074
E-W Path~
  The path goes east and west, and to the south is the reptile exhibit.
To the north, you can see the wall of the canine exhibit.
~
30 0 1
D1
New Annex Path
~
~
0 -1 3067
D2
Reptile exhibit
~
~
0 -1 3075
D3
E-W path
~
~
0 -1 3078
S
#3075
Reptile Exhibit~
   This is where the reptiles are kept.  You can go north or south.
~
30 0 1
D0
You see a path through the zoo.
~
~
0 -1 3074
D2
You see the next section of the reptile exhibit.
~
~
0 -1 3076
S
#3076
Reptile Exhibit~
   This is where the reptiles are kept.  You can go north or south.
~
30 0 1
D0
You see a path through the zoo.
~
~
0 -1 3075
D2
You see the next section of the reptile exhibit.
~
~
0 -1 3077
S
#3077
Reptile Exhibit~
   This is where the reptiles are kept.  You can go north.
~
30 0 1
D0
You see a path through the Exhibit
~
~
0 -1 3076
S
#3078
E-W path~
  To the south you see the Bear exhibit.  To the east and west you see
paths
~
30 0 1
D1
E-W Path
~
~
0 -1 3074
D2
Bear Exhibit
~
~
0 -1 3079
D3
E-W path
~
~
0 -1 3082
S
#3079
Bear Exhibit~
   There are bears here.  You can north or south.
~
30 0 1
D0
You see the path
~
~
0 -1 3078
D2
You see the bear exhibit
~
~
0 -1 3080
S
#3080
Bear Exhibit~
   There are bears here.  You can north or south.
~
30 0 1
D0
You see the path through the bear exhibit.
~
~
0 -1 3079
D2
You see the bear exhibit
~
~
0 -1 3081
S
#3081
Bear Exhibit~
   There are bears here.   You can north.
~
30 0 1
D0
You see the path through the bear exhibit.
~
~
0 -1 3080
S
#3082
E-W path~
   The Feline exhibit is to the south.  To the north, you can hear the
yapping of dogs.  The path goes east to west
~
30 0 1
D1
You see the path
~
~
0 -1 3078
D2
You see the Feline exhibit.
~
~
0 -1 3083
D3
You see the path
~
~
0 -1 3086
S
#3083
Feline Exhibit~
    This is where the great cats are.  They are fierce, and mighty
fighters.  The only exits are north, and south.
~
30 0 1
D0
You see the path
~
~
0 -1 3082
D2
You can see another section of the feline exhibit.
~
~
0 -1 3084
S
#3084
Feline Exhibit~
    This is where the great cats are.  They are fierce, and mighty
fighters.  You can go north, or south.
~
30 0 1
D0
You see the entrance to the Feline Exhibit.
~
~
0 -1 3083
D2
You see another section of the Feline Exhibit
~
~
0 -1 3085
S
#3085
Feline Exhibit~
    This is where the great cats are.  They are fierce, and mighty
fighters.  The only exit is north.
~
30 0 1
D0
You see another section of the feline exhibit.
~
~
0 -1 3084
S
#3086
End of Path~
   You have come to western end of the path. To the west, you can see a 
bolted and barred door.  A sign on the door reads: 

                          WARNING:  
                     Proceeding into the
                 Dangerous Creatures Exhibit 
                   can be HIGHLY dangerous. 
            WE MEAN IT.  ZOO WILL NOT BE HELD LIABLE
               FOR ANY DEATHS OR DISMEMBERMENTS
~
30 0 1
D1
You can see the path to the east

~
~
0 -1 3082
D3
You can see the Deadly Creatures Exhibit
~
~
1 10000 10000
S
#3099
Franz's Gym~

You are in a musty gym filled with barbells and weight benches.
Along the walls are pictures of Franz and his long lost buddy
Hanz slaying foes and hitting deathtraps.  In the far corner
is a bronze plaque tarnished with age.
~
12 0 0
E
plaque~
This plaque reads:
 
Your mother does not work here.
Put all weights back in their
place.
 
Signed,
 
Hanz and Franz
~
E
picture~
You see a depiction of Franz slaying his first fido hanging
in the corner of the room.
 
The warrior Franz is in awful condition.
~
E
bench~
This is a old york bench stained with the sweat of Hans and Franz.
~
E
barbell~
This is a barbell labeled 150 lbs.  It looks heavy and well used.
~
S
#3100
Northwest end of 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.
~
31 0 1
D0
You see the Bridge.
~
~
0 -1 3051
D1
You see the promenade.
~
~
0 -1 3101
D2
The promenade continues far south.
~
~
0 -1 3127
D3
You see a hole in the wall.
~
hole~
2 100 3156
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.
~
31 0 1
D0
A small cottage
~
~
0 -1 3146
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.  South of here you see the entrance to the park, and a
small building seems to be just west of the entrance.
~
31 0 1
D0
A small cottage.
~
~
0 -1 3145
D1
You see the promenade.
~
~
0 -1 3103
D2
You see the park entrance.
~
~
0 -1 3105
D3
You see the promenade.
~
~
0 -1 3101
S
#3103
Promenade~
   The river gently flows west just north of here.  The promenade continues
both east and west.  A small path leads south.  A cozy cottage lies north of
here, and looking across the river you see the levee.
~
31 0 1
D0
You see a cozy cottage.
~
door wooden n~
2 750 3142
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 Concourse~
   You are at the Concourse.  The city wall is just east and a small
promenade goes west.  Looking across the river you see a building that
resembles a warehouse.  The Concourse continues south along the city wall.
~
31 0 1
D0
~
door wooden n~
2 753 3155
D2
The Concourse continues south.
~
~
0 -1 3130
D3
You see the promenade.
~
~
0 -1 3103
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.
~
S
#3105
Park Entrance~
   You are standing just inside the small park of Midgaard.  To the north is
the promenade and a small path leads south into the park.  To your east is
the famous Park Cafe.
~
31 0 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, cozy 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.
~
31 24 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.
~
31 0 1
D1
~
~
0 -1 3108
D2
~
~
0 -1 3113
S
#3108
Small path in 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.
~
31 0 1
D0
You see the northern park entrance.
~
~
0 -1 3105
D1
~
~
0 -1 3109
D3
~
~
0 -1 3107
S
#3109
Small path in 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.
~
31 0 1
D2
~
~
0 -1 3115
D3
~
~
0 -1 3108
S
#3110
Cityguard Head Quarters~
   You are inside a tidy office.
~
31 8 0
D1
You see the park road.
~
door~
1 3120 3111
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.
~
31 0 1
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 3120 3110
E
building door sign~
The sign on the door says:-

                 Cityguard Head Quarters

           WARNING: Authorized Personnel Only!
~
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.
~
31 4 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.
~
31 0 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.
~
31 0 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.
~
31 0 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.
~
31 4 1
D1
~
~
0 -1 3117
D3
~
~
0 -1 3115
S
#3117
Emerald Avenue~
   You are standing on the north end of Emerald Avenue.  To the north is the
promenade and to the west is the park entrance.  To the east is the not very
big Town Hall of Midgaard.
~
31 0 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.
A cottage is just east of here.
~
31 0 1
D0
~
~
0 -1 3111
D2
~
~
0 -1 3135
E
plate name~
The name 'Papi Llon' has been carved into the name plate.
~
S
#3119
Emerald Avenue~
   You are standing at a bend on Emerald Avenue.  The road leads north and
west.
~
31 0 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 huge black iron chain as thick as a tree trunk is fastened into the ground
at the center of the road cross.  Its other end leads directly upwards towards
the sky.
A road sign is here.
~
31 0 1
D0
~
~
0 -1 3133
D1
~
~
0 -1 3136
D2
~
~
0 -1 3134
D3
~
~
0 -1 3135
D4
The chain disappears in the clouds.~
~
0 -1 7914
E
sign~
The sign points in all directions:

   North - Emerald Avenue.
   East  - Park Road.
   South - Emerald Avenue.
   West  - Park Road.

Someone has added the following with red paint:

   Up    - Redferne's Flying Citadel.
~
E
chain~
The the chain reaches the clouds high above you.  It must take some really
powerful magic to hold such a chain in place.
~
S
#3121
Emerald Avenue~
   You are standing at a bend on Emerald Avenue.  The road leads south and
east.
~
31 0 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.
~
31 0 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.
~
31 0 1
D1
~
~
0 -1 3124
D3
~
~
0 -1 3122
S
#3124
End of Elm Street~
   You are at the end of Elm Street.
An old elm tree grows here.
~
31 0 1
D3
~
~
0 -1 3123
E
elm tree~
The fresh young leaves of the elm tree wave gently in the wind.
~
S
#3125
Emerald Avenue~
   You are on Emerald Avenue which continues north.  The Concourse is south
of here.
~
31 0 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.
An old two-story house is to the east.
~
31 0 1
D0
~
~
0 -1 3122
D2
~
~
0 -1 3129
E
house~
The house is obviously very old and needs painting.  The heavy oaken door is
equipped with a brass door knocker shaped as a goblin's head.  No name plate
is to be seen anywhere.
~
E
door knocker~
As you look at it, the goblin door knocker comes alive!

The head splutters 'Tiz iz da houze uff Kwiff... Kuiffe... Qwiff... Erhm...'
The head splutters 'Quiff... Quiffil...  Ne'er mind!  Quiffy livez ere!'

It opens its mouth wide and gobbles 'Unlokk me!'
~
S
#3127
On the Concourse~
   You are at the southwest corner of the city wall.  The Concourse leads
both north and east.
~
31 0 1
D0
~
~
0 -1 3100
D1
~
~
0 -1 3128
S
#3128
On the Concourse~
   The Concourse continues both east and west.  Emerald Avenue is north of
here.
~
31 0 1
D0
~
~
0 -1 3125
D1
~
~
0 -1 3129
D3
~
~
0 -1 3127
S
#3129
On the Concourse~
   The Concourse continues both east and west.  Park Road is north of here
and an iron grate leads south to the graveyard.
~
31 0 1
D0
~
~
0 -1 3126
D1
~
~
0 -1 3130
D2
Through the solid iron bars you see the graveyard.
~
grate~
1 3121 3400
D3
~
~
0 -1 3128
S
#3130
On the Concourse~
   You are at the southeast corner of the city wall.  The Concourse leads
both north and west.
~
10 0 1
D0
~
~
0 -1 3104
D1
~
door wooden e~
1 3161 3161
D3
~
~
0 -1 3129
S
#3131
Park Road~
   You are at Park Road which continues north and south.  To the west is
a small pub.
~
31 0 1
D0
~
~
0 -1 3101
D1
~
door wooden e~
1 3162 3162
D2
~
~
0 -1 3111
D3
~
door
west
pub
andy's
~
1 3952 3940
S
#3132
Emerald Avenue~
   You are at Emerald Avenue which continues north and south.  Penny Lane leads
east from here.  There is a small dwelling to the west.
~
31 0 1
D0
~
~
0 -1 3103
D1
~
~
0 -1 3139
D2
~
~
0 -1 3117
D3
~
~
0 -1 3163
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.
~
31 0 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.
~
31 0 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.
~
31 0 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.  To the north is a brick house with a shaggy lawn.
~
31 0 1
D0
~
~
0 -1 3900
D2
~
~
0 -1 3122
D3
~
~
0 -1 3120
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 with a typewriter is placed in the middle of
the room.
~
30 8 0
D1
It looks like some kind of office.
~
~
0 -1 3138
D3
The exit west leads to Emerald Avenue.
~
~
0 -1 3117
E
chair chairs~
Not the very least comfortable.
~
E
desk~
An extremely heavy desk.  It is so large that it doesn't even need drawers.
Everything can be stored on its top.
~
E
typewriter~
It is an ancient Quifatronic T-1000 mk I.  These machines are known for their
incredible durability, and for their even more incredible weight.  They make
a Cray II look like a laptop.
~
S
#3138
The Mayors Office~
   You are in the not very big office of the Mayor of Midgaard.  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.
~
30 8 0
D3
The waiting room is to the west.
~
~
0 -1 3137
E
desk~
This desk is obviously very old.  Nevertheless it looks as if has never been
used.
~
E
chair armchair~
This chair is really a masterpiece.  A chair where one can sit as comfortably
as in a bed.  All auditoriums should be equipped with these things.  A shame
that there wouldn't be room for the students too, though.
~
S
#3139
Penny Lane~
   You are on Penny Lane.  Emerald Avenue is to the west and Penny Lane
continues in eastward direction.
~
31 0 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.
To the south there is a strange metal cylinder with a open doorway.
~
31 0 1
D0
~
~
0 -1 3141
D3
~
~
0 -1 3139
D2
~
~
0 -1 298
S
#3141
End of Penny Lane~
   You are at the end of Penny Lane.  The only exit appears to be south.
~
31 0 1
D2
~
~
0 -1 3140
S
#3142
A cozy cottage~
   You are in the main room of a cozy little cottage.  It is about the 
sweetest, nicest, and most pleasant little place you have ever been in.
There is a wooden door to the south, and hallways leading east and west.
To the north is a beautiful view of the river of midgaard.
~
31 512 1
D1
You see Justine's room
~
~
0 -1 3143
D2
~
door wooden s~
2 750 3103
D3
~
~
0 -1 3144
S
#3143
Justine's room~
   This is Justine's bedroom.  It is in equisitely good taste.  There is
a hallway to the west.
~
31 512 1
D1
~
~
0 -1 3147
D3
~
~
0 -1 3142
S
#3144
Zip's room~
   This is Zip's bedroom.  It is in very good taste.  There is a hallway
to the East.
~
31 512 1
D1
~
~
0 -1 3142
S
#3145
Crimson's house~
   This is Crimson's bedroom.  It is in very good taste.  There is an exit
to the south.
~
31 512 1
D2
~
~
0 -1 3102
S
#3146
Bane's Tower~
   This is Bane's Tower.  It is in very good taste.  There is an exit
to the south.
~
31 512 1
D1
~
~
0 -1 3149
D2
~
~
0 -1 3101
D3
~
~
0 -1 3150
S
#3147
Salamander's room~
   This is Salamander's bedroom.  It is in very good taste.  There is an exit
to the west.
~
31 512 1
D3
~
~
0 -1 3143
S
#3148
Darktural's room~
   This is Zip's bedroom.  It is in very good taste.  There is a hallway
to the East.
~
31 512 1
D1
~
~
0 -1 3142
S
#3149
Bane's Tower~
	This is a room in bane's tower
~
31 512 1
D3
~
~
0 -1 3146
S
#3150
Bane's Tower~
	this is a room in banes tower
~
31 512 1
D1
~
~
0 -1 3146
S
#3151
The Gardens of Sasaki Kojiro~
     You have entered a quiet garden on a gentle hillside, which is covered
in well tended grasses and cherry trees. A red laquered bridge crosses
a babbling brook, and joins this garden to the walk leading up the hill
to a pagoda of copper and laquered woods. Wind chimes echo in the breeze, and
the fresh open air fills your body with peace and harmony. Welcome home. A
beautiful swan walks about.
~
10 512 2
D0
~
~
0 -1 3152
D2
~
heavens ~
2 25006 6145
S
#3152
Kojiro's dojo~
     You have entered the practice hall of Sasaki Kojiro. This is a well lit,
breezy room, with an open roof looking out to the heavens above. Plants
hang from the rafters along the sides of the room, and the walls are
whitened rice paper shoji. Gifts and trophies hang about the room, some
include a laquered kendo uniform, a pair of sticks, several ink paintings
and a golden plaque. The floor is padded, and a hearth is open in the west
side of the room, upon which a black iron tea kettle is gently warming.
~
10 604 0
D2
~
~
0 -1 3151
E
uniform~
   It is a black heavily laquered suit of Kendo mail, inscribed with runes
 and ancient Japanese. Most notably it reads:
 - To Sasaki Kojiro, Champion of Midgaard.   -- Loki, God of Thieves.
~
E
sticks~
   They are a plain pair of sticks used for Thai stickfighting and weapon k
 kata. A piece of muslin hangs next to them, reading:
   From my teacher, Pohn Sissavat, who I hope to make proud someday.
~
S
#3153
The hills of MacAllister~
     You walk out onto a wide open field in the hills of Scotland. Not far
to the west is the great ocean, where limestone cliffs plunge hundreds
of feet to the shore below. Atop a nearby hill stands a proud stone
tower, from which flags and pennons fly from its battlements.  A fallow
deer wanders about.
~
10 512 4
D0
~
tartan ~
2 6914 6145
D2
~
~
0 -1 3154
S
#3154
Magnus MacAllister's Tower~
     This large spacious stone hall is well lit and very warm, welcoming
home the tired journeyman. Many well stuffed seats are arranged about
a longtable in the middle of the hall. The tartans of the MacAllister
clans cover the walls as would tapestries, and on the far eastern wall
a fire blazes in a great granite fireplace. Sit and rest, the day is 
done.
~
10 604 0
D0
~
~
0 -1 3153
S
#3155
Rincewind's room~
   You are standing in the domain of rincewind.  He lives here.
~
10 8 0
D2
~
door wooden s~
2 753 3104
S
#3156
Compton's War Room~
   You have entered the humble home of Compton.  There are various freeze
dried animals lying around the room, some of Compton's conquests.
~
10 8 0
D1
~
hole~
2 100 3100
S
#3157
A small house~
   This is a quaint, 2 bedroom house, right on delving lane.  Its well made,
using the latest in hobbit technology, and just the right size for a small
human.  To the north is one of the bedrooms, and another is to the south. 
To the east, you see delving lane, and the bright green door of Bag End.
~
10 0 0
D0
~
~
0 -1 3158
D1
~
door wooden e~
1 3157 1134
D2
~
~
0 -1 3159
S
#3158
Cuban's bedroom~
   This is the north bedroom.  It is large, and spacious, with big walk in
closets, a lovely bath, and nice big windows.
~
10 0 0
D2
~
~
0 -1 3157
S
#3159
Vester's Bedroom~
   This is the south bedroom.  It is large, and spacious, with big walk in
closets, a lovely bath, and nice big windows.
~
10 0 0
D0
~
~
0 -1 3157
S
#3160
Eddie's Mage Bar and Grill~
   The room you are standing in has a slight odor to it... Barbeque 
flavors assualt the senses.  The walls are covered with soot, a 
testament to Eddie's lack of skill with the fireball spell, as
applied to barbequing chickens...
~
10 12 0
D0
~
door wooden n~
2 3160 6017
S
#3161
Rodgrim's house~
   You are standing in a small, but cozy dwelling.  To the west, you
can see the concourse, and watch people wander by, living thier virtual lives.
The house is unfurnished, but the walls, carpets, ceilings, etc, are all in
perfect shape.  There is a door to the west.
~
10 0 0
D3
~
door wooden w~
1 3161 3130
S
#3162
Riffraff's house~
   You are standing in a small, but cozy dwelling.  To the west, you
can see the concourse, and watch people wander by, living thier virtual lives.
The house is unfurnished, but the walls, carpets, ceilings, etc, are all in
perfect shape.  There is a door to the west.
~
10 0 0
D3
~
door wooden w~
1 3162 3131
S
#3163
Fanchon's house~
   You are standing in a small, but cozy dwelling.  To the east, you see
Emerald avenue, and beyond that, Penny lane.  Although the house is
unfurnished, it is in perfect shape.  There is a door to the east.
~
10 0 0
D1
~
door wooden w~
1 3163 3132
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.
~
32 0 7 30 3
D1
~
~
0 -1 3201
D3
You see the river flowing west into the Forest of Haon-Dor.~
~
0 -1 13672
E
wall~
It is built from large grey rocks that have been fastened to each other with
some kind of mortar.  Looks pretty solid.
~
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.
~
32 0 7 30 3
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.
~
32 0 7 30 3
D1
~
~
0 -1 3203
D3
~
~
0 -1 3201
S
#3203
On the River~
   The levee is directly north of here.  The river flows in an east west
direction.
~
32 0 7 30 3
D0
~
~
0 -1 3049
D1
~
~
0 -1 3204
D3
~
~
0 -1 3202
S
#3204
On the River~
   You see the warehouse on the northern riverbank.  East of here you see the
city wall.  The river flows west towards the levee.
~
32 0 7 30 3
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.
~
32 0 7 30 3
D1
The iron bars make it impossible to pass through the hole in the wall.
Beyond the bars you see the great plains.
~
~
0 -1 13671
D3
~
~
0 -1 3204
S
#3300
Papi's Cosy Cottage~
   You are inside Papi's living room, a light room at around three by four
meters in size.  The nicely carved oaken front door is set in the middle of
the western wall, just between two windows.  A small fire crackles in the
fireplace which is set against the northern wall.
~
33 8 0
D3
~
door~
2 3300 3118
S
#3400
A Gravel Road on the Graveyard~
  You are on a well-kept gravel road that leads north-south through the
graveyard.  On both sides of the road grow dark evergreen trees.  An iron
grate is to the north.
~
34 0 1
D0
Through the solid iron bars you see the Concourse.
~
grate~
1 3121 3129
D1
You can see the tombstones of the graveyard.
~
~
0 -1 3406
D2
The gravel road continues southwards.
~
~
0 -1 3401
D3
You can see the tombstones through the trees
~
~
0 -1 3450
S
#3401
A Gravel Road on the Graveyard~
  You are on a well-kept gravel road that leads north-south through the
graveyard.  On both sides of the road grow dark evergreen trees.
~
34 0 1
D0
The gravel road continues northwards.
~
~
0 -1 3400
D1
You can see the tombstones of the graveyard.
~
~
0 -1 3407
D2
The gravel road continues southward.
~
~
0 -1 3402
D3
You can see the tombstones through the trees
~
~
0 -1 3450
S
#3402
A Gravel Road on the Graveyard~
  You are on a well-kept gravel road that leads north-south through the
graveyard.  On both sides of the road grow dark evergreen trees.
~
34 0 1
D0
The gravel road continues northwards.
~
~
0 -1 3401
D1
You can see the tombstones of the graveyard.
~
~
0 -1 3408
D2
The gravel road continues southward.
~
~
0 -1 3403
D3
You can see the tombstones through the trees
~
~
0 -1 3450
S
#3403
A Gravel Road on the Graveyard~
  You are on a well-kept gravel road that leads north-south through the
graveyard.  On both sides of the road grow dark evergreen trees.
~
34 0 1
D0
The gravel road continues northwards.
~
~
0 -1 3402
D1
You can see the tombstones of the graveyard.
~
~
0 -1 3409
D2
The gravel road continues southward to an open space before a small
building.
~
~
0 -1 3404
D3
You can see the tombstones through the trees
~
~
0 -1 3450
S
#3404
In front of the Chapel~
  You are on an open space before a small chapel.  A gravel road leads north
through the graveyard and the chapel entrance is to the south.
~
34 0 1
D0
The gravel road continues northwards.
~
~
0 -1 3403
D1
You can see the tombstones of the graveyard.
~
~
0 -1 3410
D2
The chapel door is made of dark wood.
~
door~
1 -1 3405
S
#3405
Inside the Chapel~
   You are in a small, dark chapel.  The dark brown glass in the tiny windows
do not let much light through.  A few rows of worn wooden benches stand here.
~
34 0 1
D0
The chapel door is made of dark wood.
~
door~
1 -1 3404
E
glass windows~
The windows must be meant to be dark.  At least they are completely clean.
~
E
benches rows~
The benches are not of the comfortable kind.
~
S
#3406
The graveyard~
   There are tombstones everywhere.  The gravel road is to the west, and
the graveyard continues to the south.
~
30 0 1
D2
You can see more of the graveyard.
~
~
0 -1 3407
D3
You can see the gravel road through the trees
~
~
0 -1 3400
E
tombstone tomb~
   'Here lies dear old Fred
	A big rock fell on his head.'
~
S
#3407
The graveyard~
   There are tombstones everywhere.  The gravel road is to the west, and
the graveyard continues to the south.
~
30 0 1
D0
You can see more of the graveyard.
~
~
0 -1 3406
D2
You can see more of the graveyard.
~
~
0 -1 3408
D3
You can see the gravel road through the trees
~
~
0 -1 3401
E
tombstone tomb~
   'Here lies uncle Jack
	A big rock fell on his head.'
~
S
#3408
The graveyard~
   There are tombstones everywhere.  The gravel road is to the west, and
the graveyard continues to the south.  You can see a large hole to the
east
~
30 0 1
D0
You can see more of the graveyard.
~
~
0 -1 3407
D1
You can see a large hole in the side of a hill.
~
~
0 -1 24760
D2
You can see more of the graveyard.
~
~
0 -1 3409
D3
You can see the gravel road through the trees
~
~
0 -1 3402
E
tombstone tomb~
   'Here lies Grandpa Joe
	A big rock fell on his head.'
~
S
#3409
The graveyard~
   There are tombstones everywhere.  The gravel road is to the west, and
the graveyard continues to the south.
~
30 0 1
D0
You can see more of the graveyard.
~
~
0 -1 3408
D2
You can see more of the graveyard.
~
~
0 -1 3410
D3
You can see the gravel road through the trees
~
~
0 -1 3403
E
tombstone tomb~
   'Here lies Auntie Mae
	A big rock fell on her head.'
~
S
#3410
The graveyard~
   There are tombstones everywhere.  The gravel road is to the west.
~
30 0 1
D2
You can see more of the graveyard to the south
~
~
0 -1 3411
D3
You can see the gravel road through the trees
~
~
0 -1 3401
E
tombstone tomb~
   'Here lies dear old Buck
	He died while he was starting to XXXX.'
~
S
#3411
The graveyard~
   There are tombstones everywhere.  The gravel road is to the west.
~
30 0 1
D0
You can see more of the graveyard
~
~
0 -1 3410
D2
You can see more of the graveyard to the south
~
~
0 -1 3412
D3
You can see the gravel road through the trees
~
~
0 -1 3402
E
tombstone tomb~
   'Here lies dear old Buck
	He died while he was starting to XXXX.'
~
S
#3412
The graveyard~
   There are tombstones everywhere.  The gravel road is to the west.
~
30 0 1
D0
You can see more of the graveyard
~
~
0 -1 3411
D2
You can see more of the graveyard to the south
~
~
0 -1 3413
D3
You can see the gravel road through the trees
~
~
0 -1 3403
E
tombstone tomb~
   'Here lies dear old Buck
	He died while he was starting to XXXX.'
~
S
#3413
The graveyard~
   There are tombstones everywhere.  The gravel road is to the west.
~
30 0 1
D0
You can see more of the graveyard
~
~
0 -1 3412
D3
You can see the gravel road through the trees
~
~
0 -1 3404
E
tombstone tomb~
   'Here lies dear old Mike
	He was an illiterate peasant.'
~
S
#3450
The graveyard~
   There are tombstones everywhere.  The gravel road is to the west.
~
30 0 1
D1
You can see the gravel road through the trees
~
~
0 -1 3404
E
tombstone tomb~
   'Here lies dear old Fred
	A big rock fell on his head.'
~
S
#3500
The Plains~
   You are on the plains, to the north you notice a small path into the hills.
~
30 0 1
D0
~
~
0 0 4000
D1
~
door~
1 -1 13100
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.
~
30 0 1
D0
~
~
0 0 3500
D2
~
~
0 0 3502
S
#3502
The Crossroad~
   Four roads meet here, and a large signpost labels each of them.  To the
west, you can see the smoke and haze of a city.  To the north is a hilly area, 
to the east, another hilly area that looks like it heads into the mountains, 
and to the south is a spooky forest.
~
30 0 1
D0
~
~
0 0 3501
D1
You see a path, winding into the eastern mountains.
~
~
0 0 16000
D2
You see a path, leading into the spooky forest.
~
~
0 0 15000
D3
~
~
0 0 3503
E
post signpost sign~
  The sign reads :
      North - Moria
      East  - The eastern mountains
      South - Southern Swamps
      West  - Midgaard
~
S
#3503
City Entrance~
   You stand on the outskirts of a large city - Midgaard; 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.
~
30 4 1
D1
~
~
0 0 3502
D3
~
~
0 0 3053
S
#3700
Felix's Workshop ~
This is where Felix works on ideas for the Arena. The room
has a desk and some chairs. There is very little light!
There is a complete suit of black armor in the corner.
~
9 8 0
D0
~
Theres a black door on the northern wall. ~
0 -1 3701
E
armor~
You see a well worn suit of armor. The name Felix is imprinted
on the right side of the chest. This is not a normal suit of armor!
~
S
#3701
Felix's Living Area ~
   This is where Felix lives, when he isnt working on the Arena
or adventuring. There is a bed, desk, and a bathroom here.
There is a computer on the desk with a note on it.
~
9 8 0
D0
~
Slab~
2 17002 3702
D2
~
There is a black door set in the southern wall. ~
0 -1 3700
E
computer~
You notice that this computer is old. It's a XT!
Felix jacks into the CIS and Circa computers through this computer!
~
E
note~
Mr. Bunny,
Be back later!
I love you!
Mrs. Bunny
~
S
#3702
Entrance to the Arena~
You see an old and deserted Arena to the north. There are ornate
iron gates in front of the entrance. As to prevent something
from escaping into country side. You notice that the gates
have been destroyed! Torn off their hinges and smashed!
  You see a large new sign in front of the gates.

~
9 12 0
D0
~
door~
1 -1 3703
D3
~
~
0 -1 18280
E
sign~
The Arena is designed by levels.
Level 1 part 1 is for adventurers 1 to 5 approx.
Level 1 part 2 is for adventurers 6 to 12 approx.
Level 2 is for adventurers 12 to 20 approx.
Level 3 is for adventurers 20 to 30 approx.
Note: Numbers are in levels. I would suggest grouping especially
in lower levels.
Signed,
The Master of the Arena,
Felix
~
E
gates~
You see what remains of the gates. There is a note here.
Note says:
Kojiro and Ripper destroyed the gates!
Your Welcome..
~
S
#3703
Southern End of Arena~
  You notice that the arena is mostly made up of marble and such.
You see stands, where once the public viewed the battles between
man and monster. The floor is made up of hard packed dirt.
 There are signs of blood and bones ages old all around you.
~
9 0 0
D0
~
~
0 -1 3707
D1
~
~
0 -1 3705
D2
~
door~
1 -1 3702
D3
~
~
0 -1 3704
S
#3704
South Western end of Arena~
 You are standing ankle deep in bones. Someone must be
piling bones here. There are broken weapons and
equipment scattered around in the piles of bones.
 You can go North or East.
~
9 0 0
D0
~
~
0 -1 3708
D1
~
~
0 -1 3703
S
#3705
South Eastern end of Arena~
 You can better see the stands from here. The ancient skeletons
of an and monsters who once fought here can be seen.
 You can go North or West.
~
9 0 0
D0
~
~
0 -1 3706
D3
~
~
0 -1 3703
S
#3706
East end of Arena~
 You are standing at the eastern end of the Arena. You
can tell that this place was built to last. The ever present
signs of ancient battles are still present on the walls and
the ground.
 You can go North, South, or West.
~
9 0 0
D0
~
~
0 -1 3711
D2
~
~
0 -1 3705
D3
~
~
0 -1 3707
S
#3707
Center of the Arena~
You are in the very center of the Arena. You see stands all around
you. There are more signs of violent death here. Blood and bones
can be find here and there.
 You can go in all directions from here.
~
9 0 0
D0
~
~
0 -1 3710
D1
~
~
0 -1 3706
D2
~
~
0 -1 3703
D3
~
~
0 -1 3708
S
#3708
Western end of Arena~
You are standing at the western side of Arena. You can see
a lot of bones and equipment in the stands and around you 
on the floor.
  You can go North, South, or East.
~
9 0 0
D0
~
~
0 -1 3709
D1
~
~
0 -1 3707
D2
~
~
0 -1 3704
S
#3709
North Western end of Arena~
  You are in the north western corner of the Arena.
This corner looks like there was a blood bath here years
ago. Someone has tried to clean the walls with little
success.
  You can go South or East.
~
9 0 0
D1
~
~
0 -1 3710
D2
~
~
0 -1 3708
S
#3710
Northern end of Arena~
You are at the northern end of Arena. You now notice that another
section of the Arena is north through a tunnel. This area looks
like someone has been trying to clean up. You see a sign on
the wall.
  You can go in all directions.
~
9 0 0
D0
~
door~
1 -1 3712
D1
~
~
0 -1 3711
D2
~
~
0 -1 3707
D3
~
~
0 -1 3709
E
sign~
WARNING!!!!
Don't go North if you are under 6th level or not in a group!!
WARNING!!!!
~
S
#3711
North Eastern end of Arena~
You notice that this end of the Arena is not as badly
damaged or worn. There are fewer bones and other items 
on the floor and stands.
  You can go South or West.
~
9 0 0
D2
~
~
0 -1 3706
D3
~
~
0 -1 3710
S
#3712
Tunnel between Arenas~
You have entered a stone tunnel. It's damp and cool here. There is
moss growing on the walls. You can see a sign on the wall.
 You can go in all directions.
~
9 13 0
D0
~
A sturdy wooden door is set in northern wall.~
0 -1 3715
D1
~
~
0 -1 3713
D2
~
~
0 -1 3710
D3
~
~
0 -1 3714
E
sign~
East - Fighters quarters
West - Supply Room/Clerical Aid
~
S
#3713
Fighters Quarters~
This was a room where fighters/Gladiators could rest between
matches. There are beds, chairs, tables, and a big mat for training.
This room is Big! Most of the stuff is in bad condition due to age.
  You can go West.
~
9 9 0
D3
~
~
0 -1 3712
D5
~
secret~
1 -1 3720
E
mat~
You notice the mat is loose on the floor! Hmmm, theres a trap
door here.
~
S
#3714
Supply/Clerical Healing Room ~
This was once a supply room. There were racks that held weapons
and armor. Most of the racks are now broken on the floor.
You can see beds that were for the injured. The place is
a mess!
  You can go East.
~
9 9 0
D1
~
~
0 -1 3712
S
#3715
South end Advanced Arena~
  You enter a smaller arena. There are stands all around you.
The place is slowly being over grown with plants. There are
cracks in the walls. 
  You can go in all directions.
~
9 0 0
D0
~
~
0 -1 3716
D1
~
~
0 -1 3718
D2
~
~
0 -1 3712
D3
~
~
0 -1 3717
S
#3716
Center of Advanced Arena~
  You are standing in a mini-jungle. It's hard to see the stands.
You can hear noises coming from animals or is that monsters? You might need a 
machette to get out of here!
  You can go in all directions.
~
9 0 0
D0
~
~
0 -1 3721
D1
~
~
0 -1 3719
D2
~
~
0 -1 3715
D3
~
~
0 -1 3722
S
#3717
South Western end of Advanced Arena~
The grass is not as bad here. Someone has tried to mow
the grass with some luck. You can see faint traces of blood
of the walls.
  You can go East.
~
9 0 0
D1
~
~
0 -1 3715
S
#3718
South Eastern end of Advanced Arena~
The lack of care is obvious. You see where a fountain above
you is spilling water on to the floor. The grass is very
thick here!
 You can go West.
~
9 0 0
D3
~
~
0 -1 3715
S
#3719
Eastern end of Advanced Arena~
  You are now sure you' re in a jungle! Anything can or could
be hiding in here! You can just see the wall of the Arena.
Plants now cover just about everything.
  You can go West.
~
9 0 0
D3
~
~
0 -1 3716
S
#3720
Passage~
You are standing in a worked tunnel. It's cool and you
can feel the dampness in your bones. The walls are made
of a black material and are very smooth. It's quiet.
You can tell this place hasn't been used in years.
 You can go North.
~
9 8 0
D0
~
~
0 -1 3725
S
#3721
North End of Advanced Arena~
You see a lot of plants and thick grass here. You can just
make out a door in the northern wall. There are two men (?)
standing in front of the door as if on guard duty. The men
look very skilled and are in plate armor. They carry large
battleaxes!
 You can go South, East, or West.
~
9 0 0
D0
~
Door~
2 17002 3750
D1
~
~
0 -1 3724
D2
~
~
0 -1 3716
D3
~
~
0 -1 3723
S
#3722
Western end of Advanced Arena~
 You are swimming through the grass and other plant life.
You are sure, you heard a noise around here somewhere.
  You can go East.
~
9 0 0
D1
~
~
0 -1 3716
S
#3723
North Western end Advanced Arena~
  You note that the plant problem is much better here. You
can actually see the marble wall! You feel better knowing monsters
cant hide here so easily. Again you wonder is this a sign of
a cleanup attempt?
  You can go East.
~
9 0 0
D1
~
~
0 -1 3721
S
#3724
North Eastern end of Advanced Arena~
 You swore you just saw something move! You feel the hair
on the back of your neck raise. The wall is covered that
much, you'll swear its made of plants and vines.
 You can go West.
~
9 0 0
D3
~
~
0 -1 3721
S
#3725
Passage~
You are standing in a long abandoned tunnel. There are cobwebs 
on the walls. There's some writing on the wall.
 You can go South or East.
~
9 9 0
D1
~
~
0 -1 3726
D2
~
~
0 -1 3720
E
writing~

 Thieves' Den the only place for Thieves to be!

~
S
#3726
Passage~
You are in a quiet tunnel. You can hear a pin drop here.
 You can go North or West.
~
9 9 0
D0
~
~
0 -1 3727
D3
~
~
0 -1 3725
S
#3727
Passage~
You are standing in a tunnel. The walls are polished
made of a black material(s)? You can see traces of animal
life down here.
 You can go North or South.
~
9 9 0
D0
~
~
0 -1 3728
D2
~
~
0 -1 3726
S
#3728
Water Spring~
You have entered a room with a natural water spring in the center
of the floor. You can see water bubbling up. The water looks good enough
to drink.
 You can go North or South.
~
9 9 0
D0
~
~
0 -1 3729
D2
~
~
0 -1 3727
S
#3729
Passage~
You have come to the end of the tunnel. the end of the tunnel is rough
and unworked. Maybe someone planned to continue it someday.
 You can go South.
~
9 9 0
D2
~
~
0 -1 3728
D3
You see a rough and unworked wall.
~
secret~
1 -1 3730
E
wall~
You see a rough and unworked wall.
~
S
#3730
Passage~
You have standing in a tunnel. You can see ancient traces of
blood and bones. There has been a fight here. You can see
the skeleton of an adventurer to one side.
You can go South, East, or West.
~
9 9 0
D1
~
secret~
1 -1 3729
D2
~
~
0 -1 3731
D3
~
~
0 -1 3732
E
remains~
 The skeleton is wearing chain armor. There are a few rotting bags by the
skeleton. You see a rusted longsword in the skeleton's hand.
~
E
skeleton~
You see the old bones of a mage on the floor. The
left hand is pointing to the wall. You can see
a faint message. 
 "..ware the King Cat's Cla...."

~
S
#3731
Passage~
You have come to a deadend.
 You can go North.
~
9 9 0
D0
~
~
0 -1 3730
S
#3732
Passage~
You have entered a deserted tunnel.
 You can go North, East, or West.
~
9 9 0
D0
~
~
0 -1 3735
D1
~
~
0 -1 3730
D3
~
Wall~
0 -1 3733
S
#3733
Passage~
You are standing in a tunnel. You can see tracks in the dust.
You can't be sure if the tracks are of creatures or bodies
being carried away.
You can go North or East.
~
9 9 0
D0
~
~
0 -1 3734
D1
~
~
0 -1 3732
D3
~
secret~
1 -1 3738
S
#3734
Passage~
You are standing in a tunnel. You hear dripping water.
You can go South or East.
~
9 9 0
D1
~
~
0 -1 3735
D2
~
~
0 -1 3733
S
#3735
Passage~
You are in a 4 way tunnel. 
 You can go in all directions.
~
9 9 0
D0
~
~
0 -1 3747
D1
~
~
0 -1 3736
D2
~
~
0 -1 3732
D3
~
~
0 -1 3734
S
#3736
Passage~
You are standing in a tunnel. It's damp.
You can go East or West.
~
9 9 0
D1
~
~
0 -1 3737
D3
~
~
0 -1 3735
S
#3737
Passage~
You are standing in a tunnel. You see water leaking out of the wall.
It's cool and damp here.
 You can go North or West.
~
9 9 0
D0
~
1 -1 3749
D3
~
0 -1 3749
D3
~
~
0 -1 3736
S
#3738
Passage~
You have opened the the Wall to discover a passage beyond! You can see
tracks in the dust.
 You can go North or East.
~
9 9 0
D0
~
~
0 -1 3739
D1
~
secret~
1 -1 3733
S
#3739
Passage~
You are standing in a tunnel. You hear few noises in the distance.
You see evidence of tracks/trails in the floor. 
 You can go North or South.
~
9 9 0
D0
~
~
0 -1 3740
D2
~
~
0 -1 3738
S
#3740
Passage~
You are standing in a tunnel. There are faint tracks going south
and east.
 You can go South or East.
~
9 9 0
D1
~
~
0 -1 3741
D2
~
~
0 -1 3739
S
#3741
Passage~
You are standing in a tunnel. You can hear faint noises off and on.
The tracks continue north.
 You can go North or West.
~
9 9 0
D0
~
~
0 -1 3742
D3
~
~
0 -1 3740
S
#3742
Passage~
You are standing in a damp tunnel. You can hear the noises
clearly now. You can see tracks going in all directions.
 You can go North, South, or West.
~
9 9 0
D0
~
~
0 -1 3743
D2
~
~
0 -1 3741
D3
~
~
0 -1 3745
S
#3743
Passage~
You are standing in a damp tunnel. There is blood on the walls.
The noises are getting more frequent and getting louder.
 You can go South or West.
~
9 9 0
D2
~
~
0 -1 3742
D3
~
~
0 -1 3744
S
#3744
Passage~
You are in a tunnel. You see some bones on the floor. The
noises are pretty close now. Tracks and blood traces are seen
going south.
 You can go South or East.
~
9 9 0
D1
~
~
0 -1 3743
D2
~
~
0 -1 3745
S
#3745
Entrance to Lair of Cat People~
You are standing in the mouth of the lair. Someone has written
CAT PEOPLE BEWARE! on the wall. You can see bones and blood
on the floor.
 You can go North, East, and West.
~
9 9 0
D0
~
~
0 -1 3744
D1
~
~
0 -1 3742
D3
~
~
0 -1 3746
S
#3746
Eastern End of Main Hall~
You have entered a Great Hall. The hall is used for feasts and meetings.
You can see shields and odd weapons on the walls around you. There is
a huge table in the center of the hall with many chairs around it.
 You can go in all directions.
~
9 9 0
D0
~
~
0 -1 3768
D1
~
~
0 -1 3745
D2
~
~
0 -1 3762
D3
~
~
0 -1 3765
S
#3747
Passage~
You are standing at a T junction. 
 You can go North, South, or East.
~
9 9 0
D0
~
~
0 -1 3752
D1
~
~
0 -1 3748
D2
~
~
0 -1 3735
S
#3748
Passage~
You are standing in a tunnel. 
 You can go East or West.
~
9 9 0
D1
~
~
0 -1 3749
D3
~
~
0 -1 3747
S
#3749
Passage~
You hear noises coming from the north. Could a monster be there?
You can go North, South, or West.
~
9 9 0
D0
~
~
0 -1 3751
D2
~
~
0 -1 3737
D3
~
~
0 -1 3748
S
#3750
Stair Well~
You are standing in a small square room. Its damp and cool here.
You can see plants growing on the walls. There
is a ladder on the northern wall. The ladder
looks old but solid.
 You can go South or Down.
~
9 9 0
D2
~
Door~
2 17002 3721
D5
~
~
0 -1 3757
S
#3751
WereWolves' Lair~
You have entered a room thats a MESS! It looks like
a creature has made its room here.
 You can go North or South.
~
9 9 0
D0
~
~
0 -1 3753
D2
~
~
0 -1 3749
S
#3752
Passage~
You are standing in a tunnel. 
 You can go North or South.
~
9 9 0
D0
~
~
0 -1 3760
D2
~
~
0 -1 3747
S
#3753
Passage~
You are standing in a tunnel. You can hear noises to the south.
Maybe there's a creature in there!
 You can go North or South.
~
9 9 0
D0
~
~
0 -1 3754
D2
~
~
0 -1 3751
S
#3754
Passage~
You are standing in a tunnel. It's damp and cool here.
 You can go South or West.
~
9 9 0
D2
~
~
0 -1 3753
D3
~
~
0 -1 3755
S
#3755
Passage~
You are standing in a tunnel. You can't hear any noise.
 You can go East or West.
~
9 9 0
D1
~
~
0 -1 3754
D3
~
~
0 -1 3756
S
#3756
Passage~
You are standing in a tunnel. Its cold and damp here.
 You can go East or West.
~
9 9 0
D1
~
~
0 -1 3755
D3
~
~
0 -1 3757
S
#3757
Bottom of Ladder~
You are standing at the bottom of a iron ladder. You are in
a small room. Doesn't look like anyone has been here in awhile!
There is a sign on the wall!
You can go South, East, or Up.
~
9 9 0
D1
~
~
0 -1 3756
D2
~
~
0 -1 3758
D4
~
~
0 -1 3750
E
sign~

 Welcome!

 The lower levels are holding areas for monsters and prisoners
to be used in the arena. 

Enter at Your Own Risk!

~
S
#3758
Passage~
You are standing in a tunnel. You hear noises to the east.
 You can go North or East.
~
9 9 0
D0
~
~
0 -1 3757
D1
~
~
0 -1 3759
S
#3759
Passage~
You are in a tunnel. There are pools of water on the floor. You
see moss growing on the walls.
 You can go East or West.
~
9 9 0
D1
~
~
0 -1 3760
D3
~
~
0 -1 3758
S
#3760
Passage~
You are standing in a tunnel. 
You can go South or West.
~
9 9 0
D2
~
~
0 -1 3752
D3
~
~
0 -1 3759
S
#3761
West Guard Room~
You have walked in a guard room. You see racks of weapons and armor
on the walls. You see beds and tables w/ chairs to either side of the
room.
 You can go North or South.
~
9 9 0
D0
~
~
0 -1 3765
D2
~
~
0 -1 3763
S
#3762
East Guard Room~
 You have walked into a guard room. There are weapons on racks.
You see suits of armor on the walls waiting to be used. There are beds
and tables with chairs as well. 
 You can go North or South.
~
9 9 0
D0
~
~
0 -1 3746
D2
~
~
0 -1 3764
S
#3763
Throne Room~
You enter a reception/meeting hall. There is a large marble throne on
a dais at the southern end. You can see seats to either side of the room.
This is where The Cat King holds his court. There are weapons and suits
of armor on the walls. A standard of a closed paw is above the throne.
 You can go North.
~
9 9 0
D0
~
~
0 -1 3761
D2
~
secret~
2 17002 3769
S
#3764
Common Room~
You have entered the living area of most of the Cat People. 
There are beds, tables, chairs, and crude cabinets. There are
heads of monsters and humans on the walls.
 You can go North or South.
~
9 9 0
D0
~
~
0 -1 3762
D2
~
~
0 -1 3766
S
#3765
Western End of Main Hall~
You are standing in the west end of the main hall. The huge table ends
here. There are many chairs all around. You see a statue of a cat man (?)
against the western wall. You see suits of armor on stands around you.
 You can North, South, or East.
~
9 9 0
D0
~
~
0 -1 3767
D1
~
~
0 -1 3746
D2
~
~
0 -1 3761
S
#3766
Supply Room/Armory~
You can entered a supply room. There are many bags and barrels everywhere.
You see shelves of weapons and parts of armor. There is even a small
forge here. 
 You can go North
~
9 9 0
D0
~
~
0 -1 3764
S
#3767
Kitchen~
You have entered the kitchen. There are great stoves and fireplaces all
around. Great pots are bubbling on stoves. Who knows what these creatures
are cooking. Pans and other cooking utensils are on racks all around
you.
 You can go South.
~
9 9 0
D2
~
~
0 -1 3765
S
#3768
Slave Pen~
You have entered the living quarters of the slaves. You see crude
beds on the floors. There are cells in the back of the pen. The slaves
are chained to the wall. The slaves look like they are in very poor
shape.
 You can go South.
~
9 9 0
D2
~
~
0 -1 3746
S
#3769
Cat King's Living Quarters~
You have entered a royal apartment. There is a great bed in the center.
You see closets, dressers, and a mirror on the west wall. Everything 
here looks new and very crafted.
You can go North.
~
9 9 0
D0
~
door~
1 -1 3763
D2
~
secret~
1 -1 3772
S
#3770
Passage~
You have standing in a tunnel. It's a deadend. You see a sign on the wall.
 You can go South.
~
9 9 0
D2
~
~
0 -1 3771
E
sign~

 There are "secret" passages abound in the Arena!

~
S
#3771
Passage~
You are standing in a L-shaped passage. This tunnel looks like it
hasn't been used in years. There's a lot of dust on the floor.
 You can go North or East.
~
9 9 0
D0
~
~
0 -1 3770
D1
~
~
0 -1 3772
D2
~
secret~
1 -1 3782
S
#3772
Passage~
You are standing in a tunnel.
 You can go East or West.
~
9 9 0
D0
~
secret~
2 17002 3769
D1
~
~
0 -1 3773
D2
~
~
0 -1 3775
D3
~
~
0 -1 3771
S
#3773
Passage~
You are standing in a tunnel.
 You can go East or West.
~
9 9 0
D1
~
~
0 -1 3774
D2
~
~
0 -1 3780
D3
~
~
0 -1 3772
S
#3774
Passage~
You are standing in a tunnel.
You can go South or West.
~
9 9 0
D2
~
~
0 -1 3777
D3
~
~
0 -1 3773
S
#3775
Passage~
You are standing in a tunnel. You can hear faint sounds to the south.
 You can go North, South, or East.
~
9 9 0
D0
~
~
0 -1 3772
D1
~
~
0 -1 3777
D2
~
~
0 -1 3779
S
#3777
Passage~
You are standing in a tunnel. You hear few sounds to the south.
You can go North or South.
~
9 9 0
D0
~
~
0 -1 3774
D2
~
~
0 -1 3781
D3
~
~
0 -1 3775
S
#3779
Passage~
You are standing in a tunnel. You are at a T. You can hear noises
to the south. 
 You can go North, South, or East.
~
9 9 0
D0
~
~
0 -1 3775
D1
~
~
0 -1 3780
D2
~
~
0 -1 3798
S
#3780
Passage~
You are standing in a tunnel. You can hear faint noises to the west.
 You can go North, East, or West.
~
9 9 0
D0
~
~
0 -1 3773
D1
~
~
0 -1 3780
D3
~
~
0 -1 3779
S
#3781
Passage~
You are standing in a tunnel. You can hear faint sounds coming from
the west.
 You can go North or West.
~
9 9 0
D0
~
~
0 -1 3777
D3
~
~
0 -1 3780
S
#3782
Passage~
You are standing in a barren tunnel. No ones been here in a while!
 You can go the way you came.
~
9 9 0
D0
~
secret~
1 -1 3771
D2
~
secret~
1 -1 3783
S
#3783
Orange Knight's Room~
You are standing in a hexagonal room. You see there is a tall knight
standing protectly in front of a ladder going down into the darkness.
 You can go North, South, or Down.
~
9 9 0
D0
~
secret~
1 -1 3782
D2
~
secret~
1 -1 3784
S
#3784
Passage~
You have come to a deadend. The passage looks like it has collapsed.
 You can go South.
~
9 9 0
D0
~
secret~
1 -1 3783
D2
~
~
0 -1 3785
S
#3785
Passage~
You are standing in a tunnel. You see faint tracks. You can not
tell where the tracks are leading.
 You can go North or West.
~
9 9 0
D0
~
~
0 -1 3784
D3
~
~
0 -1 3786
S
#3786
Passage~
You are standing in a tunnel. It's pretty quiet here.
 You can go South or East.
~
9 9 0
D1
~
~
0 -1 3785
D2
~
~
0 -1 3787
S
#3787
Entrance to Thieves' Den~
You are standing in room. There are some dark clothed people
you see standing in the shadows. You can just make them out.
 You can go North, South, or East.
~
9 9 0
D0
~
~
0 -1 3786
D1
~
~
0 -1 3788
D2
~
~
0 -1 3790
S
#3788
Kitchen~
You have entered the Kitchen. It's fairly clean and organized. There
a few pots on a stove. You can smell coffee in the air.
 You can go South, East, or West.
~
9 9 0
D1
~
~
0 -1 3789
D2
~
~
0 -1 3791
D3
~
~
0 -1 3787
S
#3789
Sleeping Quarters~
You are in the sleeping quarters of the thieves. There are beds,
closets, and dressers against the walls.
 You can go South or West.
~
9 9 0
D2
~
~
0 -1 3792
D3
~
~
0 -1 3788
S
#3790
Master Thieves' Sleeping Quarters~
You have entered another sleeping room. There are few beds here.
Everything looks to be of higher quality than other sleeping room.
Place looks cleaner as well.
 You can go North, South, or East.
~
9 9 0
D0
~
~
0 -1 3787
D1
~
~
0 -1 3791
D2
~
~
0 -1 3793
S
#3791
Meeting Hall~
You are standing in the hall. You see a large table with a lot of chairs 
around it. There are daggers and short swords on the wall. 
 You can go in all directions.
~
9 9 0
D0
~
~
0 -1 3788
D1
~
~
0 -1 3792
D2
~
~
0 -1 3794
D3
~
~
0 -1 3790
S
#3792
Practice Room~
You have entered a weird room. There are many doors without walls,
dummies that are clothed, and pits around the room. You see
thieves working on improving themselves.
 You can go North, South, or West.
~
9 9 0
D0
~
~
0 -1 3789
D2
~
~
0 -1 3795
D3
~
~
0 -1 3791
S
#3793
Loot Room~
You are standing in the treasure room of the thieves.
You see chests, bags, coffers, and loose coins everywhere.
 You can go North or East.
~
9 9 0
D0
~
~
0 -1 3790
D1
~
~
0 -1 3794
S
#3794
Weapons and Armor Room~
You are standing in the room where weapons and armor is made and
stored. You can see raw materials for various weapons and armor
in bins against the walls. There is a small forge here as well.
 You can go North, East, or West.
~
9 9 0
D0
~
~
0 -1 3791
D1
~
~
0 -1 3795
D3
~
~
0 -1 3793
S
#3795
Entrance to the Thieves' Den~
You are standing in the entrance. You can see a table with chairs
around it. Four thieves are here relaxing and drink beer.
 You can go North, South, or West.
~
9 9 0
D0
~
~
0 -1 3792
D2
~
~
0 -1 3796
D3
~
~
0 -1 3794
S
#3796
Passage~
You are standing in a tunnel. You hear laughter ahead.
 You can go North or East.
~
9 9 0
D0
~
~
0 -1 3795
D1
~
~
0 -1 3797
S
#3797
Passage~
You are standing in a tunnel.
 You can go East or West.
~
9 9 0
D1
~
~
0 -1 3821
D3
~
~
0 -1 3796
S
#3798
Guard Room~
You have entered a guard room. You can see a few crude beds and a table
with some chairs. This place isn't the cleanest. 
You can go North or East.
~
9 9 0
D0
~
~
0 -1 3779
D1
~
~
0 -1 3802
S
#3799
Vistor's Quarters~
You have entered a room with some beds and dressers. There is a closet
or two against the walls. It's cleaner here. 
 You can go South.
~
9 9 0
D2
~
~
0 -1 3802
S
#3800
Kitchens of the Ogres~
You have entered a huge kitchen. There are pots and pans everywhere!
Big pots are cooking on the stoves. God knows whats in them!
If you aren't careful, it might be you!
 You can South.
~
9 9 0
D2
~
~
0 -1 3803
S
#3801
Slave Quarters~
You have entered the slaves quarters. There is hay on the floor. There
are chains attached to the walls. This place is full of poor slaves
of many races. 
 You can go South.
~
9 9 0
D2
~
~
0 -1 3804
S
#3802
Western End of Ogre's Main Hall~
You have entered a feast hall. There is a large table with many chairs
around it. There is food and bones still on the table. The chairs
are in a mess. The place needs a janitor! There's not much on the walls
except food!
 You can go in all directions.
~
9 9 0
D0
~
~
0 -1 3799
D1
~
~
0 -1 3803
D2
~
~
0 -1 3807
D3
~
~
0 -1 3798
S
#3803
Eastern End of Ogre's Main Hall~
You are in main hall. The great table ends here. The place is really
a MESS! But ogre's aren't known for cleanliness. The smell is bad here.
Food is everywhere but on the plates.
 You can go in all directions.
~
9 9 0
D0
~
~
0 -1 3800
D1
~
~
0 -1 3804
D2
~
~
0 -1 3808
D3
~
~
0 -1 3802
S
#3804
Guard Room~
You have entered a guard room. You see cots next to the wall. There
is a table in the center of the room. There's guards playing a game at
the table. 
 You can go in all directions.
~
9 9 0
D0
~
~
0 -1 3801
D1
~
~
0 -1 3805
D2
~
~
0 -1 3809
D3
~
~
0 -1 3803
S
#3805
King Ogre's Room~
You have entered a ROYAL mess! The place is cleaner, but is totally
unorganized. There is a place for a sword and shield on the wall.
There is a chest in one corner. 
 You can go West.
~
9 9 0
D1
~
secret~
1 -1 3806
D2
~
~
0 -1 3810
D3
~
~
0 -1 3804
S
#3806
Passage~
You are standing in a tunnel. You have come to a deadend.
 You can go South.
~
9 9 0
D2
~
~
0 -1 3811
D3
~
secret~
1 -1 3805
S
#3807
Common Area~
You have entered the living quarters of most of the Ogres. There
are mounds of clothes, hay, dirt, and who knows what all around.
The room is in bad shape. 
 You can go North.
~
9 9 0
D0
~
~
0 -1 3802
S
#3808
Armory/Storage Room~
You have entered a room full of items. There are foodstuffs, armor, weapons
, barrels, and boxes all over the room. Only the Gods could inventory
this room! If you look long enough you might find it here!
 You can go North.
~
9 9 0
D0
~
~
0 -1 3803
S
#3809
Trash Room~
You have entered a room full of trash! There are many piles
of trash all around the room. It stinks!
 You can go North.
~
9 9 0
D0
~
~
0 -1 3804
S
#3810
Ogres' Treasure Room~
You have entered a treasure room. There are bags and some chests
thrown around the room. Yeah, It's a mess!
 You can go North.
~
9 9 0
D0
~
~
0 -1 3805
S
#3811
Passage~
You are standing in a tunnel.
 You can go North or South.
~
9 9 0
D0
~
~
0 -1 3806
D2
~
~
0 -1 3815
S
#3815
Passage~
You are standing in a tunnel.
You can go North or South.
~
9 9 0
D0
~
~
0 -1 3811
D2
~
~
0 -1 3820
S
#3816
Passage~
You are standing in a tunnel. You can hear faint noise(s)? 
 You can go South or East.
~
9 9 0
D1
~
~
0 -1 3817
D2
~
~
0 -1 3821
S
#3817
Passage~
You are standing in a tunnel. Faint echoes can be heard. You
cant be sure in which direction.
 You can go South, East, or West.
~
9 9 0
D1
~
~
0 -1 3818
D2
~
~
0 -1 3822
D3
~
~
0 -1 3816
S
#3818
Passage~
You are standing in a tunnel. Is that a sound you heard? You can't
be sure.
 You can go South, East, or West.
~
9 9 0
D1
~
~
0 -1 3819
D2
~
~
0 -1 3823
D3
~
~
0 -1 3817
S
#3819
Passage~
You are standing in a tunnel.
 You can go East or West.
~
9 9 0
D1
~
~
0 -1 3820
D3
~
~
0 -1 3818
S
#3820
Passage~
You are standing in a tunnel. You are in a L-shaped tunnel.
 You can go North or West.
~
9 9 0
D0
~
~
0 -1 3815
D3
~
~
0 -1 3819
S
#3821
Passage~
You are standing in a tunnel. Faint sounds can just be heard.
 You can go in all directions.
~
9 9 0
D0
~
~
0 -1 3816
D1
~
~
0 -1 3822
D2
~
~
0 -1 3824
D3
~
~
0 -1 3797
S
#3822
Minotaur's Lair~
You have entered the lair of the Minotaur. You see bones of past 
adventurers in one corner of the room. You see a crude bed in another
corner. This room smells awful! 
 You can go in all directions.
~
9 9 0
D0
~
~
0 -1 3817
D1
~
~
0 -1 3823
D2
~
~
0 -1 3825
D3
~
~
0 -1 3821
S
#3823
Passage~
You are standing in a tunnel. Sounds continue to be faintly heard.
 You can go North, South, or West.
~
9 9 0
D0
~
~
0 -1 3818
D2
~
~
0 -1 3826
D3
~
~
0 -1 3822
S
#3824
Passage~
You are standing in a tunnel. You swear noises can be heard coming
from all around you.
 You can go North or East.
~
9 9 0
D0
~
~
0 -1 3821
D1
~
~
0 -1 3825
S
#3825
Passage~
You are standing in a tunnel. Noises echo off the walls! Where's it
coming from?
 You can North, East, or West.
~
9 9 0
D0
~
~
0 -1 3822
D1
~
~
0 -1 3826
D3
~
~
0 -1 3824
S
#3826
Passage~
You are standing in a tunnel. You can hear sound(s)? off in
the distance.
 You can go North or West.
~
9 9 0
D0
~
~
0 -1 3823
D3
~
~
0 -1 3825
S
#3827
Steve's room~
There isn't much here
~
0 0 0
S
#3900
Front Porch of the DanjerHaus~
  You are on the front porch of the DanjerHaus.  The entire house is
made of brick and it has a rusting metal roof with a few chimneys
sticking out.  The vegetation seems a bit unkempt for a house in the
noble district, but the residents obviously are above catering to the
needs of their neighbors.
  Diamond Street is south of here.  The wooden front door to the north
leads into the living room.
~
14 4 1
D0
~
door
north
front
~
2 3950 3901
D2
~
~
0 -1 3136
E
vegetation
shrubbery
plants~
It looks like the residents have not done any yardwork in a LONG time.
There are numerous beer bottles from uncounted parties hidden in the
bushes and tall grass.  Venturing off the sidewalk would prove an
adventure in itself.
~
S
#3901
DanjerHaus living room~
  This is the living room of the DanjerHaus.  There are windows in
most of the south wall giving you a nice view of the overgrown
shrubbery and the street.  There is a brick fireplace in the center of
the north wall. Furniture is almost nonexistent, but there is quite a
bit of musical equipment scattered about.
  To the east, through a glass-paned door, you can see a screened-in
brick porch.  The door leading to the front porch is in the west
corner of the south wall.  A comfortable TV room is to the west and a
door to the hallway is in the west end of the north wall.
~
14 8 0
D0
~
door
north
hall
hallway
~
1 -1 3906
D1
~
door
east
glass
porch
~
1 -1 3902
D2
~
door
south
front
~
2 3950 3900
D3
~
door
west
glass
tv
~
1 -1 3903
E
band
equipment
amp
drums
bass
keyboard
~
It looks like a band practices in this room.  There's a drum set in one
corner, a bass amp in another, a keyboard near the fireplace and a few
microphone stands scattered randomly with a couple of exotic percussion
instruments on a crate.
~
E
fireplace~
This fireplace used to keep the living room warm before central heating
was installed.  Unlike the other two (former) fireplaces in this house,
this one could still warm the house.
~
E
floor~
The formerly beautiful hardwood floors are a bit scuffed from the
numerous parties.
~
S
#3902
East porch of the DanjerHaus~
  This is a very comfortable place to relax on a warm summer day.  The
porch is made mostly of brick with a ceiling fan in the middle of wood
roof.  The porch is screened beginning about 2' off the floor and
ending at the ceiling.  You can see Diamond Street south through the
screens.
 There are a few couches along the walls and some chairs facing the
couches.  Maybe you should have a nap?
  Through the glass paned door to the west is the living room.
Through a screen door to the north is an overgrown, narrow side yard.
~
14 8 0
D0
~
door
screen
north
~
1 -1 3909
D3
~
door
west
glass
livingroom
~
1 -1 3901
E
fan~
This ceiling fan was installed rather well by a former resident.  It
helps keep the porch cool in the summer.
~~
E
couch
couches
chairs
chair
lamp~
There are two couches along the west wall and several chairs scattered
to form a sitting circle.  There is a lamp on a table.  It seems to have
a red light bulb?!
~
S
#3903
TV room~
  This room has several comfortable couches on all but the north walls
and potted plants all around.  There is a TV in the center of the
north end of the room with two old VCRs stacked on top of it.  There
are several bizzare wall hangings including "native" masks and a
guitar.
  There are windows in the south and west walls looking out over
Diamond Street and the driveway respectively.  To the east is the
living room and a door in the north wall leads to the kitchen.
~
14 8 0
D0
~
door
north
kitchen
~
1 -1 3904
D1
~
door
east
glass
livingroom
~
1 -1 3901
E
TV
vcr~
This is a fairly small TV with two VCRs stacked on top of it.  You try
to turn it on, but it seems this reality doesn't support electricity.
~
E
hangings
hanging
painting
~
One of the curtains is actually a rug or towel or something depicting a
herd of camels equipped in very regal style.  There are some pictures of
native huts from Africa.
~
E
masks
mask~
These are bizzare face masks.  You can't tell if they're genuine native
masks or fake tourist masks.  They have bright colors and funky facial
expressions.  If you were an evil spirit you'd be scared too.
~
E
guitar~
It's a small guitar hanging from a nail on the wall.  It seems
to be in tune.
~
S
#3904
Kitchen of the DanjerHaus~
  This room, like many kitchens, has linoleum floor.  There is a
closet in the east wall that used to have a fireplace, but now
contains the hot water heater and the air conditioning equipment.  A
pantry is in the east wall as well.  There are cabinets on the south
wall, a sink on the west end, and a green and a brown refrigerator on
the north and west walls respectively.
  Through a door to the south is the TV room.  Two doors in the north
end of the east and west walls lead to the hallway and the west porch
respectively.
~
14 8 0
D1
~
door
east
hall
hallway
~
1 -1 3906
D2
~
door
south
tvroom
~
1 -1 3903
D3
~
door
west
porch
~
2 3950 3905
S
#3905
West porch of the DanjerHaus~
  This porch has a wooden floor, brick walls and screened windows.
There are a few disconnected laundry appliances and HUGE garbage cans
full of empty beer bottles and cans.  There is also a bowl of cat food
and a bowl of water for the kittens Little Guy and Runt.
  There is a heavy wooden door to the east that leads into the
kitchen.  Through a screen door to the west is a garage.
~
14 8 0
D1
~
door
east
kitchen
~
2 3950 3904
D3
~
door
screen
west
~
1 -1 3911
E
bottles
cans
garbage
~
It seems that all the bottles and cans that are generated at the parties
make their way out here.  There are several garbage cans filled to the
brim with bottles and cans of sorted glass and tin.
~
E
bowls~
There is a bowl of water and a bowl of food here.  It probably belongs
to the kittens since Big Guy would need more food than this.
~
E
appliances
washer
dryer
~
There is a pair of disconnected laundry appliances here.  Evidently
the residents plan to do away with trips to the laundromat eventually.
~
S
#3906
South end of hallway~
  This is the central hallway of the house.  It extends north for the
remainder of the house with bedrooms on either side.  Through a door
to the south is the living room.  Through a door to the west is the
kitchen.
~
14 8 0
D0
~

~
0 -1 3907
D2
~
door
south
livingroom
~
1 -1 3901
D3
~
door
west
kitchen
~
1 -1 3904
S
#3907
Central hallway~
  This is the central hallway of the house.  Where there once was a
fireplace there now is an alcove with a table and a telephone with a
chalkboard above it.
  To the west is Hammor's bedroom.  To the west is another bedroom.
The hall ends to the south where it leads to the social areas.
~
14 8 0
D0
~
door
north~
1 -1 3941
D2
~
~
0 -1 3906
D3
~
door
west
Hammor
~
2 -1 3908
E
phone~
You pick up the phone, but there's no dial tone.  The residents are probably
still waiting for it to be invented.
~
S
#3908
Hammor's bedroom~
  This room is EXTREMELY messy.  There is laundry piled in a number of
corners and spilling out of the closet.  Every horizontal surface,
including the floor, is covered by something.  Books, printouts, and
clothes are scattered around the room haphazardly.
  There is a messy bed in the middle of the room and a couch and chair
for visitors, although they would have to remove a few layers of junk
to sit down.  There is a rather small stereo system in the closet with
a small collection of CDs.
~
14 0 0
D1
~
door
east
hallway
~
2 -1 3907
S
#3909
Side yard~
  You are in the side yard of the DanjerHaus.  The house is to the
west and the brick porch is to the south.  There is a line of tall
trees to the east with 8' shrubs screening out the view of other
houses.  There is a clearing to the north that must be the back yard.
  This place is completely overgrown with shrubs, vines and weeds and
there are only faint trails leading north to the back yard, south to
the porch and east around the porch.
~
14 0 0
D0
~
~
0 -1 3910
D1
~
~
0 -1 3900
D2
~
door
screen
south
~
1 -1 3902
S
#3910
Back yard~
  You are in the back yard of the DanjerHaus.  It is a large clearing
in the middle of the rampant shrubbery that surrounds the brick
structure.  The house is to the south while on all other sides you are
surrounded by tall trees with thick shrubs between them.  There is a
garage to the southwest and a 6' fence to the west behind the trees.
  There is a door into the house to the south, but it's locked.  There
is also a trail to the east leading to the side yard and a trail to
the west leading to the garage.
~
14 0 0
D1
~
~
0 -1 3909
D3
~
~
0 -1 3911
S
#3911
DanjerGarage~
  You are in the garage of the DanjerHaus.  What a dangerous place it
is too.  There are tools scattered all over the place and a mostly
disassembled VW van on the west half of the concrete slab.  The
ceiling over the concrete slab is aluminum, supported by poles.  The
garage proper is closed and contains lots of furniture and probably
poisonous spiders.  The house is to the east and a wooden fence blocks
any movement west.
  A wide path leads north to the back yard.  There is a lane between
parked cars south of here that leads to the front yard.  To the east
is a brick porch with garbage cans and laundry appliances.
~
14 0 0
D0
~
~
0 -1 3910
D1
~
door
screen
east
~
1 -1 3905
D2
~
~
0 -1 3900
S
#3940
Andy's Imports~
  This is an English-style pub, selling food and beer.  Andy has all
the wimpy American beers for the peasants, as well as fine imports and
locally brewed beers for the connoisseurs.
  There are numerous mirrors on the wall advertising the various beers
for sale.  There is a menu on the bar listing the available viands and
beverages for sale.
~
14 0 0
D1
~
door
east~
1 3952 3131
E
menu~
Beers are listed on the mirrors.
The food purchasable here includes
  Italian Sub
  Grilled Cheese Sandwich
  Cajun Sausage
~
E
mirrors mirror~
The mirrors advertise Budweiser, Coors, Michelob, Guinness Stout,
Pilsner Urquell, Sierra Nevada Pale Ale, and through the window behind
the bar you can see a mini-brewery where Andy brews his own beer for
sale in the pub.
~
S
#3941
Eric's Lair~
  This is the lair of Eric the roommate.  He has a waterbed in the far
corner, a couch along one wall and a bookcase filled with science
fiction and technical reference manuals on another wall.  There is a
stereo near the bed and an old terminal on a table. There are bowls
filled with cat food and water beneath the stereo.  This must be where
Big Guy gets his food.
~
14 0 0
D2
~
door
south~
1 -1 3907
E
terminal computer~
  It is an ancient CIT-101 connected to the phone lines with a 9600
baud modem.  Because of this wonderful device Eric never has to leave
the DanjerHaus.  He can hack from home.
~
S
#4000
The hills~
   You are on a path leading north, small hills surrounds you. You feel
the forces of evil approach you from the north. 
~
40 4 4
D0
~
~
0 0 4001
D2
~
~
0 0 3500
S
#4001
The hills~
   You are on a small path leading north, dark threatening hills
surrounds you to almost all sides.  There is a path to the west, leading
towards a mysterious castle.
~
40 4 4
D0
~
~
0 0 4002
D2
~
~
0 0 4000
D3
~
~
0 -1 19200
D4
door~
~
1 0 6698
S
#4002
End of the path~
   The path stops here, to the north is a single mountain and around you
are some threatening hills. There is a dark cave to the north. You see a
large sign on the mountain.
~
40 4 4
D0
~
~
0 0 4010
D2
~
~
0 0 4001
E
sign~
The sign says:
***********************************************************************
*                                                                     *
* ******************************************************************* *
* *                                                                 * *
* *                    The Mines of Moria                           * *
* *                                                                 * *
* *                  Enter at your own risk.                        * *
* *                                                                 * *
* *     Welcome to the mines of Moria.. At present there are only   * *
* *           3 levels. Later the plan is to build 20...            * *
* *                                                                 * *
* *     Are you below level 3 Don't enter..                         * *
* *     Are you below level 8 Don't enter alone..                   * *
* *                                                                 * *
* ******************************************************************* *
*                                                                     *
***********************************************************************
~
S
#4010
The cave~
   You are in a cave, to the south you sense fresh air. To the north a
small tunnel continues into the mountain.
~
40 9 2
D0 
~
~
0 0 4011
D2
~
~
0 0 4002
S
#4011
The tunnel~
   You force your way through a small tunnel, to you south you sense 
a little fresh air, and to the north the tunnel continues.
~
40 9 3
D0
~
~
0 0 4014
D2
~
~
0 0 4010
S
#4012
The tunnel~
   You are in a small tunnel, to the north there is a cave. The tunnel
continues to the east.
~
40 9 3
D0
~
~
0 0 4016
D1
~
~
0 0 4013
S
#4013
The tunnel~
   You are in a small tunnel leading east-west. The floor is covered by
dust.
~
40 9 3
D1
~
~
0 0 4014
D3
~
~
0 0 4012
S
#4014
The tunnel~
   You are in a tunnel, the tunnel continues to the south and to the 
west, to the north there is a cave.
~
40 9 3
D0
~
~
0 0 4018
D2
~
~
0 0 4011
D3
~
~
0 0 4013
S
#4015
The tunnel~
   You are in a small tunnel, the tunnel continues west.
~
40 9 3
D0
~
~
0 0 4019
D3
~
~
0 0 4014
S
#4016
The large cave~
   You are in a large cave, the cave continues east and west, to the south
you notice a small tunnel.
~
40 9 2
D1
~
~
0 0 4017
D2
~
~
0 0 4012
D3
~
~
0 0 4023
S
#4017
The large cave~
   You are in the east end of the large cave.
~
40 9 2
D3
~
~
0 0 4016
S
#4018
The cave~
   You are in the south end of a cave, to the south you see a tunnel. You
notice a large pile of bones in the corner.
~
40 9 2
D0
~
~
0 0 4025
D2
~
~
0 0 4014
E
pile bones~
Well you better watch out - some of the bones are human !
~
S
#4019
The tunnel~
   You are in a north-south leading tunnel.
~
40 9 3
D0
~
~
0 0 4026
D2
~
~
0 0 4015
S
#4020
The hole~
   You are by a hole in the floor, you can leave down, or north.
~
40 13 3
D0
~
~
0 0 4027
D5
~
~
0 0 4064
S
#4021
The hole~
   You are by a hole in the floor, exits are down or east.
~
40 13 3
D1
~
~
0 0 4022
D5
~
~
0 0 4115
S
#4022
The damp tunnel~
   You are in a damp tunnel, your clothes feel wet. The tunnel continues
to the north, to the west you see a hole in the floor and to the east
there is a large cave.
~
40 9 3
D0
~
~
0 0 4024
D1
~
~
0 0 4023
D3
~
~
0 0 4021
S
#4023
The large cave~
   You are in the western part of the large cave, to the west you see
a damp tunnel.
~
40 9 2
D1
~
~
0 0 4016
D3
~
~
0 0 4022
S
#4024
The damp tunnel~
   You are in a damp tunnel, that leads west.
~
40 9 3
D2
~
~
0 0 4022
D3
~
~
0 0 4059
S
#4025
The cave~
   You are in the north end of a cave. To the east you see some tunnels
which leads in many directions.
~
40 9 2
D1
~
~
0 0 4026
D2
~
~
0 0 4018
S
#4026
The many tunnels~
   You are in a tunnel, that leads of in all directions.
~
40 9 3
D0
~
~
0 0 4028
D1
~
~
0 0 4027
D2
~
~
0 0 4019
D3
~
~
0 0 4025
S
#4027
The tunnel~
   You are in a north-south leading tunnel, you also notice a tunnel to
the west. From the north you sense the fresh air!
~
40 9 3
D0
~
~
0 0 4029
D2
~
~
0 0 4020
D3
~
~
0 0 4026
S
#4028
The smelly tunnel~
   You are in a north-south leading tunnel, you see a small light
to the north. You notice a strange smell from the north..
~
40 9 3
D0
~
~
0 0 4030
D2
~
~
0 0 4026
S
#4029
The cave~
   You are in a cave that is filled with fresh air, you sense the
wind blowing from the north. To the south you see a small tunnel
continue into the mountain.
~
40 9 2
D0
~
~
0 0 4031
D2
~
~
0 0 4027
S
#4030
The light cave~
   You are in a light cave, through a hole large above you, you see 
the sky. A small tunnel to the south is the only way out.
You notice the source of the strange smell, all around you there is
corpses from several monsters.
~
40 0 2
D2
~
~
0 0 4028
E
corpse corpses~
IT STINKS!
~
S
#4031
The valley~
   You are in a small valley, surrounded by hills and a mountain to 
the south. In the mountain there is a cave.  To the north, a path
stretches into the hills.
~
40 0 2
D0
You can see the path through the hills. To the far north, you can make out
some smoke.
~
~
0 -1 9000
D2
~
~
0 0 4029
E
cave~
Well it doesn't look nice, but it's the only way out..
~
S
#4050
The tunnel~
   You are in a tunnel, which turns here. The tunnel continues to the
east and the south.
~
40 9 3
D1
~
~
0 0 4051
D2
~
~
0 0 4053
S
#4051
The tunnel~
   You are in an east-west leading tunnel. The tunnel is very narrow
here.
~
40 9 3
D1
~
~
0 0 4052
D3
~
~
0 0 4050
S
#4052
The tunnel~
   You are in an east-west leading tunnel.
~
40 9 3
D1
~
~
0 0 4100
D3
~
~
0 0 4051
S
#4053
The tunnel~
   You are at a turn, the tunnel continues north and east.
~
40 9 3
D0
~
~
0 0 4050
D1
~
~
0 0 4054
S
#4054
The light cave~
   You are in a cave, to south from you there is a large fire that lights
the entire cave, to the east and west tunnels leads off.
~
40 8 2
D1
~
~
0 0 4055
D2
~
~
0 0 4056
D3
~
~
0 0 4053
S
#4055
The maze~
   You are in a maze of small damp tunnels. Only exit is west to a 
light cave.
~
40 9 3
D3
~
~
0 0 4054
S
#4056
The light cave~
   You are in a light cave, a large fire in front of you lights the room.
The cave continues to the north and south.
~
40 8 2
D0
~
~
0 0 4054
D2
~
~
0 0 4061
E
fire~
Well, errh - It looks somehow quite warm..!
~
S
#4057
The maze~
   You are in a maze of small damp tunnels. Exits leads both north
and south.
~
40 9 3
D0
~
~
0 0 4055
D2
~
~
0 0 4062
S
#4058
The maze~
   You are in a maze of small damp tunnels. Exits leads west and south.
~
40 9 3
D2
~
~
0 0 4063
D3
~
~
0 0 4057
S
#4059
The tunnel~
   You are in a tunnel, only exit is to the east. You sense that the
tunnel leads slightly down.
~
40 13 3
D1
~
~
0 0 4060
S
#4060
The tunnel~
   You are in a small tunnel, to the west the tunnel continues and 
to the east you see some light.
~
40 9 3
D1
~
~
0 0 4061
D3
~
~
0 0 4059
S
#4061
The light cave~
   You are in the south end of a light cave, tunnels leads of to the
south and west.
~
40 8 2
D0
~
~
0 0 4056
D2
~
~
0 0 4065
D3
~
~
0 0 4060
S
#4062
The maze~
   You are in a maze of small damp tunnels. Exits leads east and west.
~
40 9 3
D1
~
~
0 0 4063
D3
~
~
0 0 4061
S
#4063
The maze~
   You are in a maze of small damp tunnels. Exits leads north and east.
~
40 9 3
D0
~
~
0 0 4054
D1
~
~
0 0 4064
S
#4064
The tunnel~
   You are in a tunnel, only exit is west - Only exit, well there is 
also a hole in the ceiling.
~
40 9 3
D3
~
~
0 0 4063
D4
~
~
0 0 4020
S
#4065
The maze~
   You are in a maze of small damp tunnels. The tunnel continues east.
To the north there is a light cave.
~
40 9 3
D0
~
~
0 0 4061
D1
~
~
0 0 4066
S
#4066
The maze~
   You are in a maze of small damp tunnels. Exits leads east and
north. To the south is a large cave.
~
40 9 3
D0
~
~
0 0 4062
D1
~
~
0 0 4067
D2
~
~
0 0 4069
S
#4067
The maze~
   You are in a maze of small damp tunnels. Exits leads west and
north.
~
40 9 3
D0
~
~
0 0 4063
D3
~
~
0 0 4066
S
#4068
The large cave~
   You are in the northwest end of a large cave.
~
40 9 2
D1
~
~
0 0 4069
D2
~
~
0 0 4070
S
#4069
The large cave~
   You are in the northeast end of a large cave. To the north the
is a small damp tunnel.
~
40 9 2
D0
~
~
0 0 4066
D2
~
~
0 0 4071
D3
~
~
0 0 4068
S
#4070
The large cave~
   You are in the southwest end of a large cave.
~
40 9 2
D0
~
~
0 0 4068
D1
~
~
0 0 4071
S
#4071
The large cave~
   You are in the southeast end of a large cave. To the east you
notice a small tunnel.
~
40 9 2
D0
~
~
0 0 4069
D1
~
~
0 0 4072
D3
~
~
0 0 4070
S
#4072
The tunnel~
   You are in a narrow tunnel, which leads both to the east and the
south. There is also an exit towards the west, where you see a large
cave.
~
40 9 3
D1
~
~
0 0 4073
D2
~
~
0 0 4074
D3
~
~
0 0 4071
S
#4073
End of tunnel~
   The tunnel stops here. There is no other exits than the one you
came from.
~
40 9 3
D3
~
~
0 0 4072
S
#4074
The hole~
   You are at a small hole in the floor, you can either leave north
or try your luck and leave down into the unknown!
~
40 9 3
D0
~
~
0 0 4072
D5
~
~
0 0 -1
S
#4100
The tunnel~
   Suddenly you feel that the tunnel leads slightly down.. The only 
exit is to the west, and it leads down..
~
41 13 3
D3
~
~
0 0 4101
S
#4101
The long tunnel~
   You are in a long east-west leading tunnel. The tunnel is quite
wide at this point.
~
41 9 3
D1
~
~
0 0 4100
D3
~
~
0 0 4102
S
#4102
The long tunnel~
   You are in a long east-west leading tunnel. The tunnel becomes
narrow to the west.
~
41 9 3
D1
~
~
0 0 4101
D3
~
~
0 0 4103
S
#4103
The long tunnel~
   You are in a long east-west leading tunnel. The tunnel is quite
narrow at this point. You notice a small hole leading south.
~
41 9 3
D1
~
~
0 0 4102
D2
~
~
0 0 4106
D3
~
~
0 0 4104
S
#4104
The long tunnel~
   You are in a long east-west leading tunnel. The tunnel starts sloping
down towards the west.
~
41 9 3
D1
~
~
0 0 4103
D3
~
~
0 0 -1
S
#4105
The golden cave~
   You are in a giant cave, all the walls are shining with a soft golden
light. The cave continues to the south and west.
~
41 8 1
D2
~
~
0 0 4108
D3
~
~
0 0 4106
E
light gold golden~
It looks good, but as you look closely you notice that it has no value.
~
S
#4106
The golden cave~
   You are in a giant cave, all the walls are shining with a soft golden
light. The cave continues to the south and east, to the north i a narrow
tunnel.
~
41 8 1
D0
~
~
0 0 4103
D1
~
~
0 0 4105
D2
~
~
0 0 4109
E
light gold golden~
It looks good, but as you look closely you realize that it has no value.
~
S
#4107
The passage~
   You are in a small passage, it leads south, to the west is a golden
cave.
~
41 9 3
D2
~
~
0 0 4113
D3
~
~
0 0 4108
S
#4108
The golden cave~
   You are in a giant cave, all the walls are shining with a soft golden
light. The cave continues to the north and west, east from you there is
a small passage.
~
41 8 1
D0
~
~
0 0 4105
D1
~
~
0 0 4107
D3
~
~
0 0 4109
E
light gold golden~
It looks good, but as you look closely you notice that it has no value.
~
S
#4109
The golden cave~
   You are in a giant cave, all the walls are shining with a soft golden
light. The cave continues to the south, east and north.
~
41 8 1
D0
~
~
0 0 4106
D1
~
~
0 0 4108
D2
~
~
0 0 4114
E
light gold golden~
It looks good, but as you look closely you notice that it has no value.
~
S
#4110
The hole~
   You are standing by a large hole in the floor, when you looks down
into the darkness you feel frightened.
~
41 77 3
D3
~
~
0 0 4111
D5
~
~
0 0 -1
S
#4111
The tunnel~
   You are in a small tunnel, it leads from east to the west.
~
41 9 3
D1
~
~
0 0 4110
D3
~
~
0 0 4112
S
#4112
The tunnel~
   You are in a larger tunnel, it leads from west to east.
~
41 9 3
D1
~
~
0 0 4111
D3
~
~
0 0 4113
S
#4113
The passage~
   You are in a passage that leads towards the south. To the east 
you see a tunnel.
~
41 9 3
D0
~
~
0 0 4107
D1
~
~
0 0 4112
D2
~
~
0 0 4116
S
#4114
The golden cave~
   You are in a giant cave, all the walls are shining with a soft golden
light. The cave continues to the north, to the west you see a dark 
passage.
~
41 8 1
D0
~
~
0 0 4109
D3
~
~
0 0 4115
E
light gold golden~
It looks good, but as you look closely you notice that it has no value.
~
S
#4115
The dark passage.~
   You are in a dark passage, that leads east. In the ceiling you notice
a small hole, just big enough to pass through.
~
41 9 3
D1
~
~
0 0 4114
D4
~
~
0 0 4021
S
#4116
The passage~
   You are in a passage that leads north-south. You notice a small
light to the south.
~
41 9 3
D0
~
~
0 0 4113
D2
~
~
0 0 4120
E
light~
Well you can't see where it comes from..
~
S
#4117
The secret tunnel~
   You are in a secret tunnel that leads north, to the south you see
a small chamber.
~
41 9 3
D0
~
~
0 0 4114
D2
~
~
0 0 4122
S
#4118
The cave~
   You are in a light cave, from torches several feet above your
head fire lights the room. The cave continues to the west and south.
To the north a small hole leads to a tunnel.
~
41 8 1
D0
~
~
0 0 4111
D2
~
~
0 0 4123
D3
~
~
0 0 4119
S
#4119
The cave~
   You are in a light cave, from torches several feet above your
head fire lights the room. The cave continues to the east and south.
~
41 8 1
D1
~
~
0 0 4118
D2
~
~
0 0 4124
D3
~
~
0 0 4121
S
#4120
The passage~
   You are in a north-south leading passage. To the south you see
light.
~
40 9 3
D0
~
~
0 0 4116
D2
~
~
0 0 4125
E
light~
It nearly is enough to light the passage.
~
S
#4121
The secret tunnel~
   You are in a secret tunnel that leads west, you feel evilness
approaching you as you continue west.
~
40 9 3
D3
~
~
0 0 4122
S
#4122
The secret chamber~
   You are in a secret chamber, the room is filled with an evil
feeling.
~
40 9 3
D0
~
~
0 0 4117
S
#4123
The cave~
   You are in a light cave, from torches several feet above your
head fire lights the room. The cave continues to the north and west.
~
41 8 1
D0
~
~
0 0 4118
D3
~
~
0 0 4124
S
#4124
The cave~
   You are in a light cave, from torches several feet above your
head fire lights the room. The cave continues to the east and north.
To the west a passage leads north.
~
41 8 1
D0
~
~
0 0 4119
D1
~
~
0 0 4123
D3
~
~
0 0 4125
S
#4125
The passage~
   You are in a passage, to the east you see a cave. Light from the
cave lights up the passage. To the north the passage leads into
the darkness..
~
40 8 3
D0
~
~
0 0 4120
D1
~
~
0 0 4124
S
#5000
River of Lost Souls~
   To the west, you can see a blue shimmering light.   To the east, you 
can see a dark tunnel.  The north and south are blocked by tall mountains.
~
50 9 7 15 1
D1
~
~
0 -1 5001
D3
~
~
0 -1 13643
E
blue shimmering light~
The light shimmers and dances before your eyes.  It seems magical in
some way!
~
S
#5001
River of Lost Souls~
    You encounter some rapids as you enter this tunnel cut out of
the mountains by the river.
~
50 9 7 15 1
D1
~
~
0 0 5002
D3
~
~
0 0 5000
S
#5002
A long tunnel~
     The tunnel branches off north.
~
50 9 7 15 1
D0
~
~
0 0 5008
D1
~
~
0 0 5003
D3
~
~
0 0 5001
S
#5003
A long tunnel~
    The tunnel branches off south.
~
50 9 7 15 1
D1
~
~
0 0 5004
D2
~
~
0 0 5017
D3
~
~
0 0 5002
S
#5004
A long tunnel~
    The tunnel branches off to the south.
~
50 9 7 15 1
D1
~
~
0 0 5005
D2
~
~
0 0 5018
D3
~
~
0 0 5003
S
#5005
An underground lake~
    You are floating on a jet-black underground lake fed by dripping
water and lime from above. The tunnel continues to the east and the river
leads back west. To the north is a roughly-hewn hallway.
~
50 9 7 0 0
D0
~
~
0 0 5016
D1
~
~
0 0 5006
D2
~
~
0 0 5023
D3
~
~
0 0 5004
S
#5006
A long narrow tunnel~
     The tunnel rises sharply to the east.
~
50 9 5
D1
~
~
0 0 5007
D3
~
~
0 0 5005
S
#5007
A wide tunnel~
    The tunnel continues east and west. To the east the tunnel dives
down into a bright light.
~
50 9 5
D1
~
~
0 0 5026
D3
~
~
0 0 5006
S
#5008
Cave-in~
   You stand at the edge of a large pile of rubble created from the last
rockslide.
~
50 9 5
D2
~
~
0 0 5002
D5
You can easily slide down the rocks without getting hurt.~
~
0 0 5009
S
#5009
At the foot of the rubble~
    You are at the bottom of a large pile of rubble. A tunnel branches
off to the north and east.
~
50 9 5
D0
~
~
0 0 5010
D1
~
~
0 0 5012
D4
~
~
0 0 5008
S
#5010
Cave entrance~
     You stand in the middle of a large and beautiful cave. A path leads
deeper into the darkness.
~
50 9 5
D2
~
~
0 0 5009
D5
You look down into the cave. Bones are strewn about everywhere.~
~
0 0 5011
S
#5011
Giant cave~
    This cavern overwhelms you. The walls and ceiling seem miles away.
Bones of previous adventurers lie strewn on the cavern floor.
~
50 9 5
D4
~
~
0 0 5010
D5
~
~
0 0 5100
S
#5012
Narrow bend~
    The tunnel turns to the south and west.
~
50 9 5
D2
~
~
0 0 5013
D3
~
~
0 0 5009
S
#5013
Large cave~
    You are standing in a large cave. Many furs are spread out on the floor.
~
50 9 5
D0
~
~
0 0 5012
D1
~
~
0 0 5014
S
#5014
Damp hallway~
    The walls here are extremely damp, as well as the floor.
~
50 9 5
D1
You hear drops of water.~
~
0 0 5015
D3
~
~
0 0 5013
S
#5015
Underground pool~
    You are wading in a knee deep pool of lime-water.
~
50 9 6
D2
~
~
0 0 5016
D3
~
~
0 0 5014
S
#5016
Damp hallway~
   The walls of the tunnel are extremely damp here. You hear the faint 
sound of running water to the south.
~
50 9 5
D0
You hear drops of water.~
~
0 0 5015
D2
~
~
0 0 5005
S
#5017
Narrow crawlway~
    This crawlway is just big enough for a human to crawl through or a
halfling to walk through.
~
50 9 5
D0
~
~
0 0 5003
D1
~
~
0 0 5018
D2
You smell the fragrant odor of fungus.~
~
0 0 5019
S
#5018
Large cavern~
    You have entered a very large cavern. The rock formations would amaze
almost any dwarf.
~
50 9 5
D0
~
~
0 0 5004
D3
~
~
0 0 5017
S
#5019
Fungus patch~
    As you walk through the fungus patch, you are shot at by many millions of
spores. You can hardly breathe.
~
50 9 5
D0
~
~
0 0 5017
D1
The fragrant smell of fungus spores continues to the east~
~
0 0 5020
S
#5020
Fungus path~
    As you walk along the path, millions of spores are shot at you. You can
hardly breathe.
~
50 9 5
D2
A giant mushroom temple stands to the south.~
~
0 0 5021
D3
The fragrant smell of spores continues to the west.~
~
0 0 5019
S
#5021
Fungus temple~
   You find yourself standing inside of a giant mushroom. The inside
is decorated in the fashion of a temple.
~
50 9 5
D0
~
~
0 0 5020
D1
~
~
0 0 5022
S
#5022
Sloping passage~
    You follow a path sloping down from the fungus temple.
~
50 9 5
D2
~
~
0 0 5021
D5
~
~
0 0 5023
S
#5023
Sloping passage~
   You are on a path that gently slopes up from the underground pool.
~
50 9 5
D0
You hear sounds of trickling water.~
~
0 0 5005
D4
~
~
0 0 5022
S
#5024
The Great Eastern Desert~
     A vast desert stretches for miles, the sand constantly shifting around
you. A pyramid lies to the east and a snow-capped mountain range to the 
west.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5030
D1
Sand as far as the eye can see.~
~
0 0 5034
D2
Sand as far as the eye can see.~
~
0 0 5025
S
#5025
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the east and a snow-capped mountain range to the 
west.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5024
D1
Sand as far as the eye can see.~
~
0 0 5031
D2
Sand as far as the eye can see.~
~
0 0 5026
S
#5026
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the east and a snow-capped mountain range to the
west. The hole which you tumbled out of is too high for you to reach.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5025
D1
Sand as far as the eye can see.~
~
0 0 5036
D2
Sand as far as the eye can see.~
~
0 0 5027
S
#5027
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the east and a snow-capped mountain range to the
west.
~
50 0 2
D0 
Sand as far as the eye can see.~
~
0 0 5026
D1
Sand as far as the eye can see.~
~
0 0 5033
D2
Sand as far as the eye can see.~
~
0 0 5028
S
#5028
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the north-east and a snow-capped mountain range to
the west.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5027
D1
Sand as far as the eye can see.~
~
0 0 5033
D2
Sand as far as the eye can see.~
~
0 0 5029
S
#5029
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the north-east and a snow-capped mountain range to
the west.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5028
D1
Sand as far as the eye can see.~
~
0 0 5037
D2
Sand as far as the eye can see.~
~
0 0 5044
S
#5030
A small oasis~
    You stand beside a small pool of crystal-blue water bathed in the
shade of a few scarce palm trees. To the north you see a small
encampment stopped for the day.
~
50 0 2
D0
You see three tents and some camels hitched to a stake. Shadows moving 
across the tents suggest activity.~
~
0 0 5056
D1
Sand as far as the eye can see.~
~
0 0 5036
D2
Sand as far as the eye can see.~
~
0 0 5032
D3
Sand as far as the eye can see.~
~
0 0 5025
S
#5031
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the east.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5031
D1
Sand as far as the eye can see.~
~
0 0 5031
D2
Sand as far as the eye can see.~
~
0 0 5032
D3
Sand as far as the eye can see.~
~
0 0 5024
S
#5032
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the east.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5035
D1
Sand as far as the eye can see.~
~
0 0 5036
D2
Sand as far as the eye can see.~
~
0 0 5033
D3
Sand as far as the eye can see.~
~
0 0 5032
S
#5033
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the north-east.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5037
D1
Sand as far as the eye can see.~
~
0 0 5037
D2
Sand as far as the eye can see.~
~
0 0 5043
D3
Sand as far as the eye can see.~
~
0 0 5028
S
#5034
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the south-east.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5038
D1
Sand as far as the eye can see.~
~
0 0 5048
D2
Sand as far as the eye can see.~
~
0 0 5034
D3
Sand as far as the eye can see.~
~
0 0 5035
S
#5035
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the east, although it doesn't seem to be resting
on the ground.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5039
D1
The pyramid seems to be floating about 100 meters in the air. Even from here,
you can sense a great evil residing within.~
~
0 0 5040
D2
Sand as far as the eye can see.~
~
0 0 5032
D3
Sand as far as the eye can see.~
~
0 0 5034
S
#5036
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the north-east.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5035
D1
Sand as far as the eye can see.~
~
0 0 5041
D2
Sand as far as the eye can see.~
~
0 0 5032
D3
Sand as far as the eye can see.~
~
0 0 5030
S
#5037
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the north-east.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5048
D1
Sand as far as the eye can see.~
~
0 0 21100
D2
Sand as far as the eye can see.~
~
0 0 5042
D3
Sand as far as the eye can see.~
~
0 0 5033
S
#5038
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the south.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5046
D1
Sand as far as the eye can see.~
~
0 0 5045
D2
Sand as far as the eye can see.~
~
0 0 5040
D3
Sand as far as the eye can see.~
~
0 0 5034
S
#5039
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the south.
~
50 0 2
D0
The Southern Gates of New Thalos.~
~
0 0 13411
D1
Sand as far as the eye can see.~
~
0 0 5039
D2
Sand as far as the eye can see.~
~
0 0 5048
D3
Sand as far as the eye can see.~
~
0 0 5039
S
#5040
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. You are standing below a gigantic pyramid floating about 100 meters
above the ground. To your left hangs a rope which leads straight up to
the massive structure. From here you can sense the great evil which resides 
within.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5036
D1
Sand as far as the eye can see.~
~
0 0 5049
D2
Sand as far as the eye can see.~
~ 
0 0 5041
D3
Sand as far as the eye can see.~
~
0 0 5043
D4
You can see a rope stretching upwards.
~
~
0 0 5300
S
#5041
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the north.
~
50 0 2
D0
The pyramid seems to be floating about 100 meters above the desert. Even from
here you can sense the great evil within.~
~
0 0 5040
D1
Sand as far as the eye can see.~
~
0 0 5048
D2
Sand as far as the eye can see.~
~
0 0 5041
D3
Sand as far as the eye can see.~
~
0 0 5037
S
#5042
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the north.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5049
D1
Sand as far as the eye can see.~
~
0 0 5055
D2
Sand as far as the eye can see.~
~
0 0 5043
D3
Sand as far as the eye can see.~
~
0 0 5041
S
#5043
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the north.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5042
D1
Sand as far as the eye can see.~
~
0 0 5055
D2
Sand as far as the eye can see.~
~
0 0 5044
D3
Sand as far as the eye can see.~
~
0 0 5033
S
#5044
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the north and a ruined city to the west.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5050
D1
Sand as far as the eye can see.~
~
0 0 5055
D2
Sand as far as the eye can see.~
~
0 0 5029
D3
Sand as far as the eye can see.~
~
0 0 5200
S
#5045
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the south.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5045
D1
Sand as far as the eye can see.~
~
0 0 5052
D2
Sand as far as the eye can see.~
~
0 0 5045
D3
Sand as far as the eye can see.~
~
0 0 5038
S
#5046
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the south-west.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5038
D1
Sand as far as the eye can see.~
~
0 0 5047
D2
Sand as far as the eye can see.~
~
0 0 5047
D3
Sand as far as the eye can see.~
~
0 0 5039
S
#5047
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the west.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5046
D1
Sand as far as the eye can see.~
~
0 0 5051
D2
Sand as far as the eye can see.~
~
0 0 5053
D3
The pyramid seems to be floating about 100 meters above the desert. Even from
here you can sense an evil presence within.~
~
0 0 5040
S
#5048
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the west.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5039
D1
Sand as far as the eye can see.~
~
0 0 5048
D2
Sand as far as the eye can see.~
~
0 0 5053
D3
Sand as far as the eye can see.~
~
0 0 5041
S
#5049
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the north-west.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5053
D1
Sand as far as the eye can see.~
~
0 0 5054
D2
Sand as far as the eye can see.~
~
0 0 5050
D3
Sand as far as the eye can see.~
~
0 0 5042
S
#5050
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the north.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5050
D1
Sand as far as the eye can see.~
~
0 0 5054
D2
Sand as far as the eye can see.~
~
0 0 5044
D3
Sand as far as the eye can see.~
~
0 0 5042
S
#5051
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the south-west and a deep canyon to the east.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5051
D2
Sand as far as the eye can see.~
~
0 0 5052
D3
Sand as far as the eye can see.~
~
0 0 5047
S
#5052
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the south-west and a deep canyon to the east. Just
below you can make out a tiny ledge.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5051
D2
Sand as far as the eye can see.~
~
0 0 5053
D3
Sand as far as the eye can see.~
~
0 0 5045
D5
~
~
0 0 5063
S
#5053
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the west and a deep canyon to the east.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5052
D1
A rickety rope bridge stretches across the canyon...it doesn't look too safe.~
~
0 0 5062
D2
Sand as far as the eye can see.~
~
0 0 5054
D3
Sand as far as the eye can see.~
~
0 0 5049
S
#5054
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the west and a deep canyon to the east.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5053
D2
Sand as far as the eye can see.~
~
0 0 5055
D3
Sand as far as the eye can see.~
~
0 0 5050
S
#5055
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around  
you. A pyramid lies to the north-west and a deep canyon to the east.
~
50 0 2
D0
Sand as far as the eye can see.~
~
0 0 5054
D2
Sand as far as the eye can see.~
~
0 0 5055
D3
Sand as far as the eye can see.~
~
0 0 5043
S
#5056
A nomad camp~
    This small group of desert nomads has stopped for the day to rest
and refresh themselves beside this beautiful oasis. Three tents and some
camels make up the party. From within two of the tents you hear muffled
voices, obviously surprised at your visit.
~
50 128 2
D0
Some camels are tied up to a mass of stakes plugged into the ground.~
~
0 0 5058
D1
You see inside one of the tents a huddled mass of people, probably slaves.~
~
0 0 5057
D2
Sand as far as the eye can see.~
~
0 0 5030
D3
Sand as far as the eye can see.~
~
0 0 5025
S
#5057
Inside a small tent~
    This is a small and simple tent with few possessions in sight. Lying
here and there are young-looking men and women, possibly slaves to the
leader of this band.
~
50 128 2
D3
You see the center of the nomad camp.~
~
0 0 5056
S
#5058
Beside the camels~
    Here stand about ten camels, all hitched to some stakes plugged into 
the ground. To the east you see a small tent while to the north you see a 
larger, fancier tent.
~
50 128 2
D0
This tent seems to be the temporary abode of the nomad leader. You make a
mental note to visit it before you leave.~
~
0 0 5060
D1
In this tent there are very large men, all carrying weapons.~
~
0 0 5059
D2
You see the center of the nomad camp.~
~
0 0 5056
D3
Sand as far as the eye can see.~
~
0 0 5024
S
#5059
The warrior's tent.~
     This tent has a few furnishings, but mainly it holds the band's 
protectors. They all stare at you coldly as you enter.
~
50 128 2
D3
Outside you see some peaceful camels.~
~
0 0 5058
S
#5060
The main tent~
     This tent is as lavishly decorated on the inside as it is on the
outside. A fancy carpet lies on the sand and numerous baskets line the
walls.
~
50 128 2
D1
~
~
0 0 5061
D2
You see some peaceful camels.~
~
0 0 5058
S
#5061
The main tent~
     This is where the leader of this band of nomads resides. He is 
definitely rich as you inspect the tapestries, baskets, and a few
paintings as well.
~
50 128 2
D3
You see the entrance to this tent.~
~
0 0 5060
S
#5062
The rickety rope bridge.~
     You carefully begin across the bridge, but strong gusts of wind
buffet you.  Might be a wise idea to leave.
~
50 0 -1 1 5071 3 10
D3
~
~
0 0 5053
S
#5063
The wind-swept ledge~
    Being very careful not to lose your balance, you look around and
find that this canyon is about a half a kilometer deep. To the west is
a dark cave leading under the desert sands and above you a rope bridge
spans the gap.
~
50 0 5
D3
~
~
0 0 5064
D4
The desert sands blow down in your face.~
~
0 0 5052
S
#5064
The cavemouth~
   The air in here is MUCH cooler than outside. From the west you hear 
strange sounds, but can see nothing. The cave slopes down into the 
darkness.
~
50 9 5
D1
Outside is lighter and very windy.~
~
0 0 5063
D3
~
~
0 0 5065
S
#5065
The mysterious lair.~
    You have stumbled upon the home of something. From the treasure
haphazardly strewn about and the rotting carcases, you would guess that
this is a dragon's lair. As to what type, you can't really say. The cave
narrows out into a tunnel to the west.
~
50 137 5
D1
~
~
0 0 5064
D3
~
~
0 0 5066
S
#5066
A wide tunnel~
    This tunnel seems to go on forever into the darkness. You carefully
feel your way along the walls.
~
50 9 5
D1
~
~
0 0 5065
D3
~
~
0 0 5067
S
#5067
A narrower tunnel~
    The tunnel becomes very narrow and you fight to squeeze your way through.
The floor seems to level off a little.
~
50 9 5
D1
~
~
0 0 5066
D2
~
~
0 0 5068
S
#5068
A narrow crack~
     This part of the tunnel is the hardest to move through as the walls
move in to meet you.
~
50 9 5
D0
~
~
0 0 5067
D3
~
~
0 0 5069
S
#5069
A small cavern.~
     It is dark and damp and bats hang from the ceiling. A narrow crack is
in the east wall. The floor now slopes upwards.
~
50 9 5
D0
~
~
0 0 5070
D1
~
~
0 0 5068
S
#5070
A small shaft~
     From within this shaft you can see a narrow hole in the roof just
large enough for one person. Back east is the cavern.
~
50 9 5
D2
~
~
0 0 5068
D4
~
~
0 0 5009
S
#5071
Smashed Against the Rocks~
Suddenly, a gust of wind arises out of nowhere!  You attempt to maintain
your control, but the wind is too much.  Ack, your losing it...
You fall...
         ...and fall
                  ...and fall
                           ...and are slammed to death on the rocks.
~
50 2 10
S
#5100
City Entrance~
    You are standing at the entrance of a small underground city. The city
gates stand to your south, finely crafted from adamantite. You guess the
workmanship to be that of drow. Standing to the north, you see a large
palace, which seems to be made of solid black onyx. The palace doors are
trimmed in gold. From the south, you hear the bustling sounds of a busy
city. Looking up, you see a small, mine like tunnel.
~
51 8 0
D0
You see a huge palace
~
palace~
2 5197 5197
D3
A huge gate opens to the west allowing entrance into the city.~
gate~
0 0 5101
D4
A small hole leads upwards, to the DracoLich's cave.
~
gate~
0 -1 5011
E
gate~
A large adamantite gate with giant spider shaped emblems stands here.~
S
#5101
City street~
     You walk along a highly ornate street going north-south. A large gate
lies to the east while a building lies to the west.
~
51 9 0
D0
~
~
0 0 5123
D1
~
~
0 0 5100
D2
~
~
0 0 5102
D3
~
~
0 0 5122
S
#5102
City street~
     You walk along a highly ornate city street going north and west.
~
51 9 0
D0
~
~
0 0 5101
D3
~
~
0 0 5103
S
#5103
City street~
     You walk along a highly ornate city street going east-west. A large house
stands to the south.
~
51 9 0 
D1
~
~
0 0 5102
D2
~
~
0 0 5104
D3
~
~
0 0 5106
S
#5104
3rd House~
     You stand inside the 3rd house of the city; it is fairly well decorated
by drow standards having a few statues, murals and such. A door leads to the 
south.
~
51 9 0
D0
~
~
0 0 5103
D2
~
~
1 -1 5105
S
#5105
Throne Room~
     The throne room of the 3rd house is about as decorated as the inner
courtyard except with a blood covered altar in the center of the room.
~
51 73 0
D0
~
~
1 -1 5104
S
#5106
City street~
     You walk along a highly ornate city street going east-west. To the north
is a large building.
~
51 9 0
D0
~
~
0 0 5118
D1
~
~
0 0 5103
D3
~
~
0 0 5107
S
#5107
City street~
     You walk along a highly ornate city street leading north and east. To the
south is an extremely large house.
~
51 9 0
D0
~
~
0 0 5110
D1
~
~
0 0 5106
D2
~
~
0 0 5108
S
#5108
2nd House~
     You stand inside the 2nd house of the city. The room is highly decorated
with statues of spiders and murals everywhere.
~
51 9 0
D0
~
~
0 0 5107
D3
~
~
1 -1 5109
S
#5109
Throne Room~
     The throne room of the 2nd house is just a little more decorative than
the inner courtyard having an altar in the center of the room.
~
51 73 0
D1
~
~
1 -1 5108
S
#5110
Main Gate~
     You are at the entrance to the 1st house of the city. A large gate, almost
as big and elegant as the one at the entrance to the city, stands here.
~
51 9 0
D0
~
~
0 0 5114
D2
~
~
0 0 5107
D3
A large gate lies to the west.~
gate~
1 -1 5111
S
#5111
1st House~
     You stand in the inner courtyard of the 1st and largest house in the city.
The room is extremely large and decorative. Mural and paintings hang on the 
walls depicting some battles and a spider queen.
~
51 9 0
D1
~
~
1 -1 5110
D3
~
~
0 0 5112
S
#5112
Throne Room~
     The throne room of the 1st house is in one word...awesome. It is so
horrifying it is almost beautiful.
~
51 9 0
D0
~
~
1 -1 5113
D1
~
~
0 -1 5111
S
#5113
Main Chamber~
     This is the council chamber for the Matron Mother herself. A huge table
and chairs surrounding it sits in the center of the room.
~
51 73 0
D2
~
~
1 -1 5112
S
#5114
City street~
     You walk along a highly ornate city street leading north-south and east.
~
51 9 0
D0
~
~
0 0 5115
D1
~
~
0 0 5117
D2
~
~
0 0 5110
S
#5115
City street~
     You walk along a highly ornate city street leading south. A building is
to the west.
~
51 9 0
D2
~
~
0 0 5114
D3
~
~
1 -1 5116
S
#5116
Cleric Academy~
     This is the most lavish of the academies being that it is for the clerics.
~
51 9 0
D1
~
~
1 -1 5115
S
#5117
City street~
     You walk along a highly ornate city street going east-west. To the north
is a giant temple.
~
51 9 0
D0
The entrance to the temple of Lloth.~
~
1 -1 5119
D1
~
~
0 0 5121
D3
~
~
0 0 5114
S
#5118
Warrior's Academy~
     This looks more like a barracks than a school.
~
51 9 0
D2
~
~
0 0 5106
S
#5119
Entrance to the Temple of Lloth~
     The temple is the largest building in the city. Even it's doors are beyond
imagination. Inside of the temple entrance, the walls are made of gold and 
adamantite.
~
51 9 0
D2
~
~
1 -1 5117
D5
~
~
0 0 5126
S
#5120
Mage's Academy~
     The mages academy is fairly well decorated see that the drow prefer magic
over physical power greatly.
~
51 9 0
D2
~
~
1 -1 5121
S
#5121
City street~
     You walk along a highly ornate city street going eastward. To the north is
a building.
~
51 9 0
D0
~
~
1 -1 5120
D1
~
~
0 0 5123
D2
~
~
0 0 5122
D3
~
~
0 0 5117
S
#5122
Slave Chamber~
     The room is in shambles. Straw is strewn all about the room as beds for the
unfortunate creatures who have fallen prey to drow empirialism.
~
51 9 0
D0
~
~
0 0 5121
D1
~
~
0 0 5101
S
#5123
City street~
     You walk along a highly ornate city street leading west and south. To the
north is a relatively small house.
~
51 9 0
D0
~
~
1 -1 5124
D2
~
~
0 0 5101
D3
~
~
0 0 5121
S
#5124
4th house~
    You stand inside the 4th house of the city. Its inner courtyard is rather 
dull by drow standards and rather small as well.
~
51 9 0
D1
~
~
0 0 5125
D2
~
~
1 -1 5123
S
#5125
Throne Room~
     The throne room is basically similar to the inner courtyard in regards
to decor. there is a small throne behind the altar but that is about it.
~
51 73 0
D3
~
~
0 0 5124
S
#5126
Entrance Way~
     You stand in the entrance way to the temple which opens up to the north
into a large hallway going east and west. Small statues of spiders line the
entrance way's walls.
~
51 9 0
D0
~
~
0 0 5127
D4
~
~
0 0 5119
S
#5127
Hallway~
     You are in a long hallway lined with adamantite. The walls are engraved
with pictures of elves and spiders. The hallway continues east and west. As you
look down the hallway you can make out one or two figures moving away from you.
To the north is a obsidian stairway.
~
51 9 0
D0
~
~
0 0 5135
D2
~
~
0 0 5126
D1
~
~
0 0 5128
D3
~
~
0 0 5131
S
#5128
Long Hallway~
     You are in a long hallway lined with adamantite. The walls are engraved
with pictures of elves and spiders. The hallway continues east and west. As you
look down the hallway you can make out one or two figures moving away from you.
~
51 9 0
D1
~
~
0 0 5129
D3
~
~
0 0 5127
S
#5129
Long Hallway~
     You are in a long hallway lined with adamantite. The walls are engraved
with pictures of elves and spiders. The hallway continues east and west. As you
look down the hallway you can make out one or two figures moving away from you.
To the north is a door.
~
51 9 0
D0
~
~
1 -1 5150
D1
~
~
0 0 5130
D3
~
~
0 0 5128
S
#5130
Long Hallway~
     You are in a long hallway lined with adamantite. The walls are engraved
with pictures of elves and spiders. The hallway continues east and west. As you
look down the hallway you can make out one or two figures moving away from you.
~
51 9 0
D1
~
~
0 0 5134
D3
~
~
0 0 5129
S
#5131
Long Hallway~
     You are in a long hallway lined with adamantite. The walls are engraved
with pictures of elves and spiders. The hallway continues east and west. As you
look down the hallway you can make out one or two figures moving away from you.
~
51 9 0
D1
~
~
0 0 5127
D3
~
~
0 0 5132
S
#5132
Long Hallway~
     You are in a long hallway lined with adamantite. The walls are engraved
with pictures of elves and spiders. The hallway continues east and west. As you
look down the hallway you can make out one or two figures moving away from you.
To the south is a door.
~
51 9 0
D1
~
~
0 0 5131
D2
~
~
1 -1 5133
D3
~
~
0 0 5134
S
#5133
Warrior's Barracks~
     The room is a complete mess. None of the beds are made, clothes and other
items have been left all about the room. Well drow warriors never were known
for neatness.
~
51 9 0
D0
~
~
1 -1 5131
S
#5134
Long Hallway~
     You are in a long hallway lined with adamantite. The walls are engraved
with pictures of elves and spiders. The hallway continues east and west. As you
look down the hallway you can make out one or two figures moving away from you.
~
51 9 0
D1
~
~
0 0 5132
D3
~
~
0 0 5130
S
#5135
Grand Stairway~
     You are standing at the bottom of a giant obsidian and adamantite 
stairway. The edges are trimmed with gold.
~
51 9 0
D2
~
~
0 0 5127
D4
~
~
0 0 5136
S
#5136
Grand Hallway~
     You are standing in the middle of a grand hallway. The walls are 
of the purest adamantite with gold trim. Mosaics line the walls.
~
51 9 0
D0
~
~
0 0 5138
D1
~
~
1 -1 5137
D5
~
~
0 0 5135
S
#5137
Mage's Barracks~
     The mage's living quarters is rather clean with the exception of a few
used component containers. It is rather well decorated as well. Cots line the
floor for the mages to sleep on. the only door is to the west.
~
51 9 0
D3
~
~
1 -1 5136
S
#5138
Grand Hallway~
     You are walking down a grand hallway, heavily decorated with adamantite
and gold. To the north the hall goes down a flight of stairs while a door is 
too the west.
~
51 9 0
D2
~
~
0 0 5136
D3
~
~
1 -1 5139
D5
~
~
0 0 5140
S
#5139
Cleric's Barracks~
     The bed chamber is brightly decorated with spider shaped statues, murals
and the like. Large beds line the floor making this a comfortable room to live 
in.
~
51 9 0
D1
~
~
1 -1 5138
S
#5140
Grand Stairway~
     You are climbing a set of obsidian stairs surrounded by adamantite walls.
To the north are a set of large golden doors.
~
51 9 0
D0
~
~
1 -1 5141
D4
~
~
0 0 5138
S
#5141
Main Chamber~
     This is the south side of a large auditorium used for services by the
drow priestesses. In the center is a large sacrificial pit and beyond that is
an altar.
~
51 9 0
D1
~
~
0 0 5142
D2
~
~
1 -1 5140
D3
~
~
0 0 5144
S
#5142
Easternside of Chamber~
     You are on the easternside of the chamber overlooking the pit. To the east
is a door while to the north is an altar.
~
51 9 0
D0
~
~
0 0 5145
D1
~
~
1 -1 5146
D2
~
~
0 0 5141
S
#5143
Sacrificial Pit~
A you climb down into the pit thousands of spiders cover you tearing your
body to shreds. 

Lloth thanks you for your sacrifice.
~
51 6 0
D4
~
~
0 -1 5145
S
#5144
Westernside of Chamber~
     You are on the westernside of the main chamber overlooking a sacrificial
pit. To the north is an altar.
~
51 9 0
D0
~
~
0 0 5145
D2
~
~
0 0 5141
S
#5145
The Altar~
     You are standing infront of a highly and freshly bloodstained altar. 
Engraved on the top of the altar is a giant spider witha human head. Looking 
down from the altar you see a large sacrificial pit. Maybe you will get to
be one!
~
51 9 0
D0
~
~
0 0 5148
D1
~
~
0 0 5142
D3
~
~
0 0 5144
D5
~
~
0 0 5143
S
#5146
Slave Cells~
     This is the main room to the cell chambers for the slaves to be 
sacrificed. You notice there are no guards around.
~
51 9 0
D0
~
~
1 -1 5147
D3
~
~
0 0 5142
S
#5147
Slave Pen~
     Rotten meat and breads lie about the floor while shackles hang from the 
walls. The room reeks of death. You almost become nauseated and decide to leave
the room since you were obviously too late to save the slaves.
~
51 9 0
D2
~
~
1 -1 5146
S
#5148
Dais~
     You stand upon a dais behind the altar. Above you is a enormous illusion
of a female drow turning into a giant spider and back again. There is a door 
to the west.
~
51 73 0
D2
~
~
0 0 5145
D3
~
~
1 -1 5149
S
#5149
The Treasury~
     This is obviously only a temporary storage place for the collected 
treasure being rather bare.
~
51 9 0
D1
~
~
1 -1 5148
S
#5150
Weaponsmaster's Chamber~
     This one person bedchamber is very elegant. The owner must be held in high 
to get this kind of treatment.
~
51 73 0
D2
~
~
1 -1 5129
S
#5197
The Throne Room of Drow~
This is a massive hall, with walls made of solid onyx. The light from a 
massive chandelier illuminates the large hall, making the onyx walls 
glisten. The floor is covered in a thick, deep red shag carpet, except
for an aisle spanning the center of the hall, which leads to two
thrones. One huge throne, made of gold and ivory, has a demon's leering
face hanging over it's back, and the second, smaller throne has the legs
of a spider curling around the cushion. There are two gold doors, one leading
east, and the other leading west, as well as the exit to the south.
~
43 12 0
D1
~
door east~
2 5197 5198
D2
~
palace~
2 5197 5100
D3
~
door west~
2 5197 5199
S
#5198
Rambozo's Room~
This is the room of Rambozo, the Dark Dwarf High Priest of Lolth. This room
is dominated by a large altar, bearing the likeness of the Spider Queen
herself on the sacrificial table, her legs curling up to surround whoever
is unfortunate enough to be placed there. The table is stained the dark
color of the blood of her sacrifices. In the corner, you see a small 
bedchamber, where the High Priest sleeps. The only exit is to the west.
~
43 12 0
D3
~
door~
2 5197 5197
S
#5199
Shadowspawn's Room~
This is the bedroom of Shadowspawn, Prince of the Drow. The bed in here
dominates the entire room. It's canopied in red silk, draping down to the edge
of the red satin sheets. The floor is carpeted in a dark black shag, which
matches the color of the onyx walls. The only exit is east.
~
43 12 0
D1
~
door~
2 5197 5197
S
#5200
The Grand Gate of Thalos~
     You stand in the archway of a gigantic stone archway. The two
steel gates have been forced open and have rusted in place. A hollow
gust of wind blows by you into the deserted, and seemingly destroyed,
city.
~
52 0 1
D1 
The desert sands stretch on for miles and miles.~
~
0 0 5043
D3
You see devastation everywhere. Houses lie in ruin and skeletons litter
the streets. You see strange beasts stalking the shadows.~
~
0 0 5201
S
#5201
Main Street~
     This was once a magnificent street, but now is in total ruin. The
streets are barren and windswept and the silence is unending. To the south
you see a ruined cottage while north leads into a dark back alley. Howls
and screams echo through the deserted city.
~
52 0 1
D0
It's a dark alley.~
~
0 0 5239
D1
The entrance to the city lies this way.~
~
0 0 5200
D2
A ruined shack lies to the south.~
~
0 0 5235
D3
Main Street lies this way.~
~
0 0 5202
S
#5202
Main Street~
     This was once a magnificant street, but now is in total ruin. The
streets are barren and windswept and the silence is unending. On one
side is a collapsed house while on the other is the entrance to a large
ruined mansion. Eerie sounds echo within the mansion. Near the center of 
town you see a large domed building, relatively intact.
~
52 0 1
D0
The remnants of a store lie this way.~
~
0 0 5236
D1
~
~
0 0 5201
D2
It looks like what used to be the main building in the city.~
~
0 0 5232
D3
A withered garden path lies this way.~
~
0 0 5203
S
#5203
A garden path~
     A circular path surrounds a magnificant domed temple in the center
of the city. Flowers have withered away and the once lush trees are bare.
Vines and ivy snake up the sides of the temple and entangle themselves
around your feet. A sudden volley of howls pierces the air.
~
52 0 1
D0
The garden path continues around the building.~
~
0 0 5204
D1
This is the main street leading to the city's entrance~
~
0 0 5202
D2
The garden path continues around the building.~
~
0 0 5206
D3
Inside the temple, small patches of light shoot through each doorway as
well as a few holes in the ceiling.~
~
0 0 5250
S
#5204
A garden path~
     A circular path surrounds a magnificant domed temple in the center
of the city. Flowers have withered away and the once lush trees are bare.
Vines and ivy snake up the sides of the temple and entangle themselves
around your feet.
~
52 0 1
D0
A side street leads of to the northern half of the city.~
~
0 0 5211
D1
The garden path continues around the building.~
~
0 0 5203
D2
Inside the temple, small patches of light shoot through each doorway as
well as a few holes in the ceiling.~
~
0 0 5250
D3
The garden path continues around the building.~
~
0 0 5205
S
#5205
A garden path~
     A circular path surrounds a magnificent domed temple in the center
of the city. Flowers have withered away and the once lush trees are bare.
Vines and ivy creep up the sides of the temple and entangle themselves 
around your feet.
~
52 0 1
D0
The garden path continues around the building.~
~
0 0 5204
D1
Inside the temple, small patches of light shoot through each doorway as
well as a few cracks in the ceiling.~
~
0 0 5250
D2
The garden path continues around the building.~
~
0 0 5206
D3
What looks like a market place lies this way.~
~
0 0 5207
S
#5206
A garden path~
     A circular path surrounds a magnificant domed temple in the center 
of the city. Flowers have withered away and the once lush trees are bare.
Vines and ivy creep up the sides of the temple and entangle themselves 
around your feet.
~
52 0 1
D0
Inside the temple, small patches of light shoot through each doorway as
well as a few cracks in the ceiling.~
~
0 0 5250
D1
The garden path continues around the building.~
~
0 0 5203
D2
A small side street leads to the southern half of the city.~
~
0 0 5212
D3
The garden path continues around the building.~
~
0 0 5205
S
#5207
The market place~
     You stand in the middle of a large square lined on each side with
baskets, carts, and stands of all shapes and sizes. Abandoned, these
little shops still contain some of their goods once sold to a demanding
public.
~
52 0 1
D0
A small table has been toppled over, spilling fine jewelry and gems
onto the ground.~
~
0 0 5225
D1
A small garden path encircles a large domed temple in the center of the 
city.~
~
0 0 5205
D2
Rotted remains of fruits and vegetables lie strewn about.~
~
0 0 5220
D3
The market place continues.~
~
0 0 5208
S
#5208
The market place~
     You stand at the end of the market square. Stands and carts line
each side, filled with remnants of fine foods and exquisite goods.
A small hole in the western wall of the city leads back out into the desert.
~
52 0 1
D0
Tattered carpets and ruined bales of silk sit idly by a run down stand.~
~
0 0 5222
D1
The center of the market lies this way.~
~
0 0 5207
D2
>From the massive stench, this must have been a meat and poultry stand.
It lies totally bare.~
~
0 0 5217
S
#5209
A side street~
    This small side street leads east and west into back alleys while
to the south you see the temple. The incessant howling tears at your
mind.
~
52 0 1
D1
~
~
0 0 5243
D2
~
~
0 0 5210
D3
~
~
0 0 5228
S
#5210
A side street~
     You are in the common section of the city. Ruined buildings made of
clay and stone is all the view has to offer. Most of these homes are 
nothing but piles of rubble, but some look almost safe enough to venture
into. The street continues north and south and buildings line the street.
~
52 0 1
D0
~
~
0 0 5209
D1
A small doorway leads into a partially collapsed house.~
~
1 -1 5244
D2
~
~
0 0 5211
D3
A small clay dwelling sits here.~
~
0 0 5226
S
#5211
A side street~
     This small side street leads away from the garden path to the south.
Around you stand large piles or rubble where the houses of commoners
used to be. A lone howl makes you worry greatly about your safety here.
~
52 0 1
D0
~
~
0 0 5210
D1
An unusually tall dwelling stands looming over you.~
~
0 0 5237
D2
A garden path circles around the temple.~
~
0 0 5204
D3
Here lies a small stone house with a thatched roof.~
~
0 0 5227
S
#5212
A side street~
    This small side street leads south away from the temple into the
business section of town. The destruction that leveled this city was not
biased; these important looking buildings have been almost totally
destroyed. There is a hole in the wall of a very large structure to the
east.
~
52 0 1
D0
A small garden path encircles the temple.~
~
0 0 5206
D1
This possibly could be the city hall.~
~
0 0 5232
D2
~
~
0 0 5213
D3
Inside the building you see long pieces of metal, an oven, and some
anvils.~
~
0 0 5221
S
#5213
A side street~
     This small side street is lined with the remains of once great
buildings. To the north is a dark, foreboding structure while to the
south lies the entrance to a small tavern. The street continues north
and south.
~
52 0 1
D0
~
~
0 0 5212
D1
>From the looks of it, this was once a two story abode. The entire second
floor has collapsed leaving a very little part of the bar still free
from debris.~
~
0 0 5230
D2
~
~
0 0 5214
D3
This seems to be the only guild house in the entire city. It's dark nature
makes you wonder about its' origins.~
~
0 0 5219
S
#5214
A side street~
    You are at the end of a long street leading to the center of the city.
A long dark alley runs east and west.
~
52 0 1
D0
~
~
0 0 5213
D1
~
~
0 0 5229
D3
~
~
0 0 5218
S
#5215
Under a ruined watchtower~
     You stand at the base of a tall watchtower built to protect the city
from invaders. From the looks of things, it did not do a good job.
~
52 0 1
D0
~
~
0 0 5216
D1
~
~
0 0 5218
D4
~
~
0 0 5247
S
#5216
A back alley~
    This alley leads to the rear of what used to be a meat stand. You wince
at the stench. South is one of the city watchtowers.
~
52 0 1
D0
You see the back-side of the market place meat stand.~
~
0 0 5217
D2
A tall watchtower stands a silent vigil over the city.~
~
0 0 5215
S
#5217
The meat stand~
    A large stand has been set up here with metal hooks and wooden racks
in the background. Hanging on the hooks are very small scraps of meat
and other game. This stand is relatively empty, and a sudden burst of
howling and screaming makes you realize why this is so.
~
52 0 1
D0
The market place lies this way.~
~
0 0 5208
D1
This is a cart full of rotted vegitables and fruits.~
~
0 0 5220
D2
~
~
0 0 5216
S
#5218
A back alley~
     A narrow alley leads east to a wider street and west to one of 
the city watchtowers.
~
52 0 1
D1
A small side street greets you.~
~
0 0 5214
D3
A tall watchtower stands a silent vigel over the city.~
~
0 0 5215
S
#5219
The guild house~
     You are standing in what once was this city's ONLY guild house.
Tables and chairs have been smashed and broken weapons lie strewn about
the floor as if some massive battle had taken place here. Draped along 
the back wall is a tattered, jet-black banner with the symbol of the
Darkside set upon it.
~
52 8 1
D1
A small side street runs past the building.~
~
0 0 5213
S
#5220
The produce stand~
    A large cart sits here carrying rotted fruit and vegitables. Flys 
swarm all about what seems to be the last remaining bits of food left
in the city.
~
52 0 1
D0
The market place is deserted.~
~
0 0 5207
D3
A strong stench eminates from the meat stand next to you.~
~
0 0 5217
S
#5221
The smithy~
    In here you find tools and anvils used to make various weapons
and items. The walls have been stripped clean and only a few incomplete
pieces of armor and weaponry are left.
~
52 8 1
D1
A small side street runs past the building.~
~
0 0 5212
S
#5222
The tapestry stand~
     Tattered and torn tapestries and rugs lie heaped in piles. Fancy
robes and various articles of clothing are now just rags. You stare at 
the strange piles for a long time until a piercing howl makes you
think these might be beds.
~
52 0 1
D0
~
~
0 0 5223
D1
A fine jewelry stand lies in ruin next to you.~
~
0 0 5225
D2
The market place is deserted.~
~
0 0 5208
S
#5223
A back alley~
    A narrow alley leads north to one of the city watchtowers while
to the south there lies a market stand full of torn clothes and rugs.
~
52 0 1
D0
A tall watchtower stands a silent vigel over the city.~
~
0 0 5224
D2
~
~
0 0 5222
S
#5224
Under the watchtower~
    You stand under one of the city watchtowers built to protect
the city from invaders. Obviously, it failed.
~
52 0 1
D1
~
~
0 0 5228
D2
~
~
0 0 5223
D4
Above you looms a tall watchtower.~
~
0 0 5246
S
#5225
The jewelery stand~
    A table has been tipped over, spilling fine jewelery and gems
across the market place. Most of these trinkets are battered and 
tarnished and few would have any value anymore.
~
52 0 1
D2
The market place is deserted.~
~
0 0 5207
D3
Next to you is a stand full of ruined clothes and rugs.~
~
0 0 5222
S
#5226
A ruined clay dwelling~
    This was once a very plain house with nothing more than a few chairs
and a bed. A cold fireplace suggests that the city has been adandoned
for quite a while. Almost nothing remains of this humble abode.
~
52 8 1
D1
Outside is a small side street.~
~
0 0 5210
S
#5227
A collapsed stone dwelling~
     This small house has completely collapsed upon itself leaving piles
of debris here and there. A few rafters still stand with thatched straw
hanging downand a hot wind gusts through the hollow dwelling.
~
52 0 1
D1
A small side street runs past the house.~
~
0 0 5211
S
#5228
A back alley~
    A narrow alley leads east to one of the city watchtowers and west to
a small side street.
~
52 0 1
D1
~
~
0 0 5209
D3
~
~
0 0 5224
S
#5229
An abandoned shop~
     From the outside this place looks like an ordinary pile of rubble,
but inside these cramped quarters you discover what used to be a shop
filled with armor, weapons, and various other goods. A small sign flutters
in the wind.
~
52 8 1
D3
A small side street runs past the shop.~
~
0 0 5214
S
#5230
The Tavern of the Sun~
     A glorious place in it's prime, this tavern now lies in ruin; tables
and chairs are broken scattered, bottles and glasses shattered, and
a small performance stage crushed. Musical instruments and personal
belongings lie under the rubble, but the people they once belonged to are 
not with them. Looking up you see that the entire second floor and roof 
has fallen in, leaving a gaping hole above.
~
52 0 1
D3
A small side street runs past the tavern.~
~
0 0 5213
S
#5231
South wing of the city hall~
     You stand in a large room attached to this end of the hallway which 
leads back north to the reception area. Pedistals and columns have fallen
and most of the valuable items have been taken, leaving worthless debris.
A few chairs have survived, as well as a large curved desk. To the east
is a vine-covered archway leading out into a private courtyard.
~
52 8 1
D0
The long hallway leads back to the main reception area of the city hall.~
~
0 0 5232
D1
~
~
0 0 5234
S
#5232
The city hall~
     This is the main reception area of Thalos' city hall. The walls have
been charred and scored massively and debris is spread from wall to wall.
A large gaping hole in the west wall allows you to see out to one of
the city's side streets. Obviously noone will be seeing you through today. 
Hallways lead south and east.
~
52 520 1
D0
Main street runs past the city hall.~
~
0 0 5202
D1
A hallway leads to the east wing of the city hall.~
~
0 0 5233
D2
A hallway leads to the south wing of the city hall.~
~
0 0 5231
D3
~
~
0 0 5212
S
#5233 
East wing of the city hall~
    Here lies the reminants of a fancy office, possibly the mayor's. A few
withered plants and broken pieces of furniture make this place anything
but fancy, though. The only thing remaining intact here is a large
glass cabinet. A long hallway leads west back to the reception area and
an ivy-covered archway leads south into a private courtyard.
~
52 8 1
D2
~
~
0 0 5234
D3
~
~
0 0 5232
S
#5234
The private gardens and courtyard of Thalos~
     What a shame that this mass destruction also touched this once
beautiful place. The temple's garden path has nothing on this garden.
Flowers and trees have been smashed into the ground and lawn benches
thrown through walls. A large marble fountain in the center of the
courtyard still stands, though, defying any attempts to destroy its
beauty. Above stands the reminants of one of the watchtowers. Archways 
north and west lead back into the city hall.
~
52 0 1
D0
~
~
0 0 5233
D3
~
~
0 0 5231
S
#5235
A small guard house~
    This was once the barracks for Thalos' cityguards. Now just an empty
shell, this small shack still stands guarding the entrance both to the
city and to the city hall.
~
52 0 1
D0
Main street runs by this building.~
~
0 0 5201
S
#5236
A collapsed home~
    All that's left of this house is a few scattered piles of rubble
and a very large blast crater. Obviously someone or something important 
was once housed here. A shreeking howl chills your blood.
~
52 0 1
D2
Main street runs past this ruined home.~
~
0 0 5202
S
#5237
A tall dwelling~
     This seems to be the tallest structure remaining in the city. At
one time this could have been an inn of some sort, but now it's just
a mess. The back wall as been completely knocked down revealing an 
entrance into another building through yet another collapsed wall.
Between the two buildings are a few blast craters and boulders. An old,
very dangerous looking set of wooden steps leads up to a badly rotting
second floor.  It does not look safe to go up those stairs.
~
52 8 1
D1
~
~
0 0 5238
D3
A small side street winds past the dwelling.~
~
0 0 5211
D4
The stairs and even the entire second floor itself looks very unsafe
for travel. Gusts of wind make them creak and shudder.~
~
0 0 5245
S
#5238
A small shack~
    This cramped dwelling could not have housed more than one person. Now
with the back wall missing, it could hold many more. Looking around you
find broken shelves and workbenches with various vials and pouches spilling
contents all across the floor. This was possibly the magic shop of the
city. The doorway to the east is blocked, making the only exit back west.
~
52 8 1
D3
~
~
0 0 5237
S
#5239
A back alley~
    A narrow back alley goes south to main street and north towards
a watchtower. A mass of howls catches you of guard.
~
52 0 1
D0
~
~
0 0 5240
D2
Main street runs past here.~
~
0 0 5201
S
#5240
A back alley~
    A narrow back alley leads north to one of the city watchtowers
and south towards main street. To the west is a doorway to a small
house blocked by debris.
~
52 0 1
D0
A tall watchtower stands a silent vigil over the city.~
~
0 0 5241
D2
~
~
0 0 5239
S
#5241
Under a watchtower~
    You stand under a tall watchtower. Narrow back alleys lead west and
south and a very weak looking ladder leads up into the tower.
~
52 0 1
D2
~
~
0 0 5240
D3
~
~
0 0 5243
D4
Winds howl high above your head in the tower above.~
~
0 0 5248
S
#5242
A bath house~
    This was once the bath house for the commoners of the city. Hot
steamy water still wells up from a hole in the floor. Obviously there
is a hot spring located under the city (making the decision to put
a city here seem much more reasonable). Closer inspection of the water
yields a dead body floating around in it, skin melted away from months
of floating in there. The west wall has collapsed revealing another
collapsed house.
~
52 8 1
D0
~
~
0 0 5243
D3
The wall has collapsed on the adjoining house, creating a new opening
in it.~
~
0 0 5244
S
#5243
A back alley~
    A narrow back alley leads west to a small side street and east to one 
of the city watchtowers. Great amounts of steam issue forth from the
building to the south.
~
52 0 1
D1
A watchtower stands a silent vigil over the city.~
~
0 0 5241
D2
~
~
0 0 5242
D3
A side street runs by here.~
~
0 0 5209
S
#5244
An upright house~
    This home is practically the only one around that is still standing.
Except for the massive hole in the east wall, evrything else looks
intact, including the windows. Great amounts of steam issue forth from
the hole in the east wall.
~
52 8 1
D1
~
~
0 0 5242
D3
A small side street runs past the house.~
~
0 0 5210
S
#5245
On the second floor~
     The minute you step off onto this floor you realize it was a mistake.
The old rotted floorboards suddenly give way and you fall down, impaling
yourself on jagged boards below.
~
52 2 1
S
#5246
The north-west watchtower~
     You stand atop one of the city watchtowers. The view is magnificant
from here and you can see all the way to the western mountains. No wonder
this place stood for so long.
~
52 0 1
D5
The city lies below.~
~
0 0 5224
S
#5247
The south-west watchtower~
     You stand atop one of the city watchtowers. The view is magnificant
from here and you can see all the way to the western mountains. To the
south the desert stretches to the horizon. No wonder this place stood
for so long.
~
52 0 1
D5
The city lies below.~
~
0 0 5215
S
#5248
The north-east watchtower~
    You stand atop one of the city watchtowers. The view is magnificant
from here and you can see a great floating pyramid to the north-east.
Desert sand stretches to the horizon. No wonder this place stood for so
long.
~
52 0 1
D5
The city lies below.~
~
0 0 5241
S
#5249
Under a watchtower~
    As you desend the ladder, the rotted rungs break sending you quickly
to your demise far below on the city street. Splat.
~
52 2 1
S
#5250
The Temple of Thalos~
    You stand within one of the most holy places in the realm. This
stunning domed temple once housed the city's worshipers en masse. 
Unfortunately, it succumed to the destruction brought on this city.
Long benches lie toppled and the altar desicrated. Large chunks of stone
have fallen from the walls and roof, sending sunlight streaming in on
you. A few books lie about, conveying to you a holy message in a
strange tounge. 
     Wind gusts through the four archways and howls and screams can be
heard from all parts of the city.
~
52 136 1
D0
A side street leads to the northern half of the city.~
~
0 0 5204
D1
Main street leads out to the main gate of the city.~
~
0 0 5203
D2
A side street leads to the southern part of the city.~
~
0 0 5206
D3
The market place lies this way.~
~
0 0 5205
S
#5251
The Southeast Watchtower~
    Odd, this tower seemed old and rotting before, but now that you have
entered it, you realize that the rot was an illusion!  This tower
is in perfect condition!  Something ususual is going on here....
~
52 0 1
D5
You see the city hall below
~
~
0 -1 5234
S
#5300
The rope to the Pyramid~
   The rope stretches upwards to the pyramid.  However you notice as
you climb that it seems to be fraying.  You should probably hurry.
~
19 0 5
D4
~
~
0 -1 5307
D5
You can see the floor of the desert
~
~
0 -1 5040
S
#5301
Sarcophagi of Akinra~
You have entered a secret passage that leads down to a solemn chamber.
Here lies the great coffin of Akinra !
~
19 9 0
D4
~
coffin~
2 5304 5304
S
#5302
Altar of The Sun God Ra~
A colorful altar dominates the center of this shrine. Paintings surround
you paying homage to the great god Ra. A huge statue of the once omnipotent
Pharaoh Akinra looms over a dias behind the altar. Hieroglyphic etchings
cover the sandstone floor.
A spiral stairway leads down.
~
19 1 0
D4
~
~
0 -1 5303
D5
~
~
0 -1 5304
E
translation~
Great was the reign of Akinra. The ... God brought his empire much
... and power. Since you are reading these writings you have already
desecrated the ... of this holy place. So be warned: Leave now or be
forever cursed. The greatest riches and relics of Akinra lay ... his tomb
to be reclaimed in his ... reign. The Guardians of Akinra are not to be
trifled with and will protect the tomb fiercly. Suffer defeat and ...
~
E
etchings~
Unfortunately you can't read ancient egyptian.... however a faded ink 
translation, apparently left by the owners of the grappling hook, is here.
~
S
#5303
West face of Pyramid~
Winds test your footing as you stand here. A Sphinx facing east hasn't noticed
your presence nor that of a grappling hook under its left paw. There is just
room enough for you to stand on the ledge and walk around the sides. Someone
has gained entrance to the tomb by removing some stones near his tail.
~
19 0 0
D0
~
~
0 -1 5305
D2
~
~
0 -1 5313
D3
You see the rope stretch over the edge~
~
0 -1 5307
D5
~
~
0 -1 5302
S
#5304
Tomb of King Akinra~
This is the tomb of the Great One. A cold feeling of death intrudes upon
your being. Looking down the vaulted chamber you see a huge sarcophagus
bearing the likeness of Akinra. Statues of kneeling worshipers face his
tomb. You notice the bones of some daring adventurers, less fortunate 
than you hope to be. One still grasps an ink pen in his right hand.
Passages lead off in all directions.
~
19 9 0
D0
~
~
0 -1 5306
D1
You see a door here with no apparent keyhole.
I trust you have a mage or thief with you.
~
door~
1 3134 5308
D2
~
~
0 -1 5310
D3
~
~
0 -1 5309
D4
Something or someone has magically blocked your way~
nothing ~
2 1 5302
D5
~
Coffin~
1 17001 5301
E
up~
Someone or something has magically blocked your way up.
~
E
coffin~
After brushing off some fo the dust, a sapphire bracelt becomes visible
engraved on the side of the coffin.
~
S
#5305
North face of Pryamid~
Guess what... you see sand.
~
19 0 0
D1
~
~
0 -1 5312
D3
~
~
0 -1 5303
D5
You see a VERY long drop down.
~
~
0 -1 5350
S
#5306
Preperation room~
This is one of the side rooms off of the tomb chamber.
A table stands here covered with the tools of mummification.
~
19 9 0
D2
~
~
0 -1 5304
S
#5307
The rope to the Pyramid~
You have a good view from up here, hope you aren't afraid of heights. The
rope continues up disappearing over a ledge. Looking over your shoulder
you see the vast expanses of the desert stretching off to the horizon. Evil
permeates the stones of the Pyramid. 
The rope continues up and trails off below.
~
19 0 0
D4
~
~
0 -1 5303
D5
~
~
0 -1 5300
S
#5308
Treasure room~
Many of Akinra's most prized possesions lie here in ornately carved chests.
~
19 9 0
D3
~
~
0 -1 5304
S
#5309
Passage to Tomb~
This is a side room off of the main tomb chamber.
A spiral staircase leads down into darkness.
~
19 9 0
D1
~
~
0 -1 5304
D5
~
~
0 -1 5311
S
#5310
Storage room~
This room is filled with religious artifacts... candles, robes, incense,
and small stone daggers (too small to be useful).
~
19 9 0
D0
~
~
0 -1 5304
S
#5311
Corridor~
A mural of mosaic tiles line the walls depicting the empire of Akinra at
its height of power. 
Passages lead east west and south.
~
19 9 0
D1
~
~
0 -1 5318
D2
~
~
0 -1 5320
D3
~
~
0 -1 5315
D4
~
~
0 -1 5309
S
#5312
East face of Pyramid~
Sand, sand, and more sand... off into the distance you see a sandstorm.
Is it heading this way ?
~
19 0 0
D0
~
~
0 -1 5305
D2
~
~
0 -1 5313
D5
You see a VERY long drop down.
~
~
0 -1 5350
S
#5313
South face of Pyramid~
Heat beats down upon you. Looking out across the desert you see the ruins
of a once great city to the south-west.
~
19 0 0
D1
~
~
0 -1 5312
D3
~
~
0 -1 5303
D5
You see a VERY long drop down.
~
~
0 -1 5350
S
#5314
Guardian's Room~
This room appears to have one purpose, to house the Stone Golem standing
here. His last action seems to have been grasping a stone key.
~
19 9 0
D2
~
door~
1 -1 5315
S
#5315
West Corridor~
The corridor ends here. There are doors to the north and south, the
corridor leaves east.
~
19 9 0
D0
~
door~
1 -1 5314
D1
~
~
0 -1 5311
D2
~
south
door~
1 -1 5316
S
#5316
Guardian's Room~
This room is non-descrip, save the clay spattered on the ground.
~
19 9 0
D0
~
door~
2 -1 5315
S
#5317
Guardian's Room~
This room pales in comparison to the others. The only noteworthy item
here is the HUGE chair... and the golem sitting in it. He stands
at your entrance.
~
19 9 0
D2
~
door~
1 -1 5318
S
#5318
East Corridor~
The corridor ends here with doors to the north and south.
~
19 9 0
D0
~
door~
1 -1 5317
D2
you see a large iron gate to the south.
~
gate~
2 5300 5319
D3
~
~
0 -1 5311
S
#5319
Room of Anubis~
You have entered an ornately guilded throne room. Sitting upon the giant
throne is the mighty figure of Anubis, wearing a glowing key on a chain
about his neck.
~
19 9 0
D0
~
gate~
2 5300 5318
S
#5320
Culdesac~
The murals continue into this room, but tell a different story.
They show images of death and pain as demonic beings cruely torture
egyptian heroes. The passage way ends and along the floor you notice
an iron door set into the ground. The image of a horned devil adornes
the handle.
The only other way is north to the chamber.
~
19 9 0
D0
~
~
0 -1 5311
D5
The iron door looks unopenable without the proper key.
The eyes of the horned devil glow slightly.
~
iron~
2 5301 5334
S
#5321
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D2
~
~
0 -1 5327
D3
The maze is very twisty here... your not sure where this leads to.
~
~
0 -1 5321
S
#5322
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D1
~
~
0 -1 5323
S
#5323
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D1
~
~
0 -1 5324
D3
The maze continues here. You hear faint chanting and the sounds of
slithering.
~
~
0 -1 5322
S
#5324
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D1
~
~
0 -1 5325
D2
~
~
0 -1 5330
D3
~
~
0 -1 5323
S
#5325
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D2
The maze continues here. You hear a low gutteral moaning from this direction.
~
~
0 -1 5331
D3
~
~
0 -1 5324
S
#5326
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D1
The maze continues to the east.
~
~
0 -1 5327
D2
The maze continues to the south.
~
~
0 -1 5332
S
#5327
Maze ?~
a bunch of twisty passages that all look alike.
~
19 9 0
D0
~
~
0 -1 5321
D1
~
~
0 -1 5328
D2
~
~
0 -1 5333
D3
~
~
0 -1 5326
S
#5328
Maze ?~
A bunch of twisty passages that all look alike.~
19 9 0
D1
~
~
0 -1 5329
D2
~
~
0 -1 5334
D3
~
~
0 -1 5327
S
#5329
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D3
~
~
0 -1 5328
S
#5330
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D0
~
~
0 -1 5324
D2
~
~
0 -1 5336
S
#5331
Dead End.~
This corridor ends here, but a lonely Spectre looks up as you enter. He 
is carrying a sapphire bracelet. He looks into your eyes almost as if too
say, "I'm sorry, but I have to kill you."
~
19 9 0
D0
~
~
0 -1 5325
S
#5332
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D0
The maze continues to the north.
~
~
0 -1 5326
D2
The maze continues to the south.
~
~
0 -1 5338
S
#5333
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D0
~
~
0 -1 5327
D1
~
~
0 -1 5334
D2
~
~
0 -1 5339
S
#5334
Maze ?~
You have entered the King's Labyrinth. Passages lead off in all
directions. You think you hear movement nearby.
~
19 9 0
D0
~
~
0 -1 5328
D1
~
~
0 -1 5335
D2
~
~
0 -1 5340
D3
~
~
0 -1 5333
D4
~
iron~
2 5301 5320
S
#5335
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D2
~
~
0 -1 5341
D3
~
~
0 -1 5334
S
#5336
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D0
~
~
0 -1 5330
D1
~
~
0 -1 5337
D2
~
~
0 -1 5342
S
#5337
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D2
~
~
0 -1 5343
D3
~
~
0 -1 5336
S
#5338
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D0
The maze continues to the north.
~
~
0 -1 5332
D2
The maze continues to the south. You hear faint sounds from this direction.
~
~
0 -1 5344
S
#5339
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D0
~
~
0 -1 5333
S
#5340
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D0
~
~
0 -1 5334
D2
~
~
0 -1 5346
S
#5341
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D0
~
~
0 -1 5335
S
#5342
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D0
~
~
0 -1 5336
D2
~
~
0 -1 5348
S
#5343
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D0
~
~
0 -1 5337
D2
~
~
0 -1 5349
S
#5344
Maze ?~
A maze of twisty passages that all look alike. You think you might hear
the sound of blowing wind from below.
~
19 9 0
D0
The maze continues to the north.
~
~
0 -1 5338
D5
~
door~
1 17003 5040
S
#5345
Maze ?~
A maze of twisty passages that all look alike.
~
19 0 0
D1
~
~
0 -1 5346
S
#5346
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D0
~
~
0 -1 5340
D1
~
~
0 -1 5347
D3
~
~
0 -1 5345
S
#5347
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D1
~
~
0 -1 5348
D3
~
~
0 -1 5346
S
#5348
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D0
~
~
0 -1 5342
D3
~
~
0 -1 5347
S
#5349
Maze ?~
A maze of twisty passages that all look alike.
~
19 9 0
D0
~
~
0 -1 5343
S
#5350
Desert Floor.~
For some strange reason you decided to jump off the pyramid.
You're dead.
~
19 2 0
S
#5700
Cador's Oasis from Reality~
  Before you is a grey room made of bricks and mortor. The east wall is 
lined with a shelf of magical tomes, books, and other apparatuses.
The west wall is filled with religious discourses and holy symbols. There
are a few bottles of holy water on the higher shelves of the west wall.
The south wall is lined with countless weapons of perfection whose beauty
is unsurpassed. Each weapon is honed to finest condition and kept that way
by meticulously. To the south leads the way into town.
~
26 512 0
D1
~
~
1 5700 5896
D2
~
~
0 -1 3001
D3
~
~
0 -1 5701
E
bed~
A big plush and spacious bed is here
~
E
runes~
this is a test.
~
S
#5896
Mynax's Room~
  Mynax has his cozy little room. It has his little, but very sharp Garote,
diamond knife, and a few other toys. There is ninja suit hanging on the 
bed.
~
27 24 0
D3
~
door mynax~
1 5700 5700
S
#5897
reserved house~
Empty
~
27 0 0
S
#5898
reserved house~
Empty
~
27 0 0
S
#5899
Erik's Room~
Empty
~
27 0 0
D2
~
~
0 -1 5700
S
#6000
The edge of the forest~
You are standing at the eastern edge of a big forest.  To the east is the West
Gate of Midgaard and to the west is a narrow trail, leading in through the
forest.
~
60 4 2
D0
You hear a faint sound.
~
~
0 -1 1100
D1
You see the West Gate of the City of Midgaard.
~
~
0 -1 3052
D3
You see the narrow forest trail winding westwards in between the trees.
~
~
0 -1 6001
E
trail~
The forest trail winds westwards through the trees.
~
E
tree trees~
The trees are quite tall considering most of them appear to be quite young.
On one of the trees, crude letters forming the word "Haon-Dor" have been
carved into the bark.
~
S
#6001
A trail through the light forest~
You are on a trail leading through the forest.  To the east is the forest edge
and to the west, the trail leads further into the forest.
~
60 0 3
D1
The trail continues eastwards out of the forest.
~
~
0 -1 6000
D3
You see the narrow forest trail winding westwards in between the trees.
~
~
0 -1 6002
E
trail~
The forest trail winds east-west through the trees.
~
E
tree trees~
The trees here are quite young and fresh.  They seem to accommodate many kinds
of birds, insects and other small animals.
~
E
birds insects animals~
Very cute little creatures, they seem to enjoy life.
~
S
#6002
A trail through the light forest~
You are on a narrow trail leading east and west through the forest.  To the
west, the forest gradually becomes more dense.  A small forest path leads
south.
~
60 0 3
D1
The trail continues eastwards through the young trees.
~
~
0 -1 6001
D2
The small path leads south through the young trees.
~
~
0 -1 6011
D3
You see the narrow forest trail winding westwards into the dense forest.
~
~
0 -1 6003
E
path paths~
The narrow path is probably used by the animals living in the forest.
~
E
trail~
The forest trail winds east-west through the trees.
~
E
tree trees~
The young, slender trees look beautiful, their fresh, green leaves moving
lightly in the wind.
~
S
#6003
A trail through the dense forest~
You are on a trail leading east and west through the dense forest.  
To the east, the forest gradually seems to become lighter.  A small
path branches off the path to the north.

~
60 0 3
D0
A small path leads through the woods to the north.
~
~
0 -1 22601
D1
The trail continues eastwards to the younger part of the forest.
~
~
0 -1 6002
D3
You see the narrow trail winding westwards through the dense forest.
~
~
0 -1 6004
E
trail~
The forest trail seems almost fragile compared to the massive trunks.
~
E
tree trees~
The dense crowns of the mature trees leave only a fraction of the sky to be
seen through the leaves.
~
S
#6004
A trail through the dense forest~
You are on a trail leading east and west through the dense forest.  To the
west, the trees are so huge and their crowns so dense that forest remains in
total darkness.  A small path leads south through the trees.
~
60 0 3
D1
The trail continues eastwards through the dense forest.
~
~
0 -1 6003
D2
The small path leads south through the trees.
~
~
0 -1 6005
D3
The narrow trail almost seems to disappear between the enourmous trunks.
~
~
0 -1 6100
E
path paths~
The narrow path is probably used by the animals living in the forest.
~
E
trail~
The forest trail seems almost fragile compared to the massive trunks.
~
E
tree trees~
The crowns of the old trees almost cut out all light.
~
S
#6005
A small path in the dense forest~
You are on a small path leading through the dense forest.  The crowns of the
old trees leave the forest in an unreal twilight illumination.  The path
continues north and south.
~
60 0 3
D0
The small path leads north through the trees.
~
~
0 -1 6004
D2
The small path leads south through the trees.
~
~
0 -1 6006
E
path paths~
The narrow path is probably used by the animals living in the forest.
~
E
tree trees~
The trees are mostly old beeches and oaks.
~
S
#6006
A small path in the dense forest~
You are on a small path leading through the dense forest.  The crowns of the
old trees leave the forest in an unreal twilight illumination.  The path
continues north and east.
~
60 0 3
D0
The small path leads north through the trees.
~
~
0 -1 6005
D1
The small path leads east through the trees.
~
~
0 -1 6007
E
path paths~
The narrow path is probably used by the animals living in the forest.
~
E
tree trees~
The trees are mostly old beeches and oaks.
~
S
#6007
An intersection in the dense forest~
You are on a small path leading through the dense forest.  The crowns of the
old trees leave the forest in an unreal twilight illumination.  The forest
gradually lightens to the east.  Paths lead east, west and south.
~
60 0 3
D1
You can barely make out a clearing to the east.
~
~
0 -1 6008
D2
The small path leads south through the trees.
~
~
0 -1 6012
D3
The small path leads west through the trees.
~
~
0 -1 6006
E
path paths~
The narrow path is probably used by the animals living in the forest.
~
E
tree trees~
The trees are mostly old beeches and oaks.
~
S
#6008
The forest clearing~
You are in a clearing in the forest.  Lots of fresh stumps of varying sizes
protrude from the ground and heavy logs are stacked neatly in a big pile
supported by stakes set into the ground.  Paths lead north, east and west.
~
60 0 3
D0
The small path leads north through the trees.
~
~
0 -1 6011
D1
The small path leads east through the trees.
~
~
0 -1 6009
D3
The small path leads west through the trees.
~
~
0 -1 6007
E
log logs~
Even though the logs have been chopped to shorter pieces, they are quite heavy
as they are fresh and still filled with sap.
~
E
path paths~
The narrow path is probably used by the animals living in the forest.
~
E
stake stakes~
The stakes keep the logs from rolling down.
~
E
stump stumps~
There are more stumps than logs and some of the stumps are partly covered in
moss.
~
E
tree trees~
The trees are mostly old beeches and oaks.
~
S
#6009
Outside a small cabin in the forest~
You are outside a small cabin built entirely from heavy logs.  There is a
wooden door to the north and small paths lead west and south through the trees.
~
60 0 3
D0
The wooden door is quite sturdy but does not appear to be equipped with a lock.
~
door wooden~
1 -1 6010
D2
The small path leads south through the dense forest.
~
~
0 -1 6014
D3
The small path leads west through the light forest.
~
~
0 -1 6008
E
cabin logs~
It looks simple but comfortable and the slender trees make the whole place seem
pretty idyllic.  It's a cabin built from logs.  Wooden logs, not system logs.
~
E
path paths~
The path is probably used by the cabin's inhabitants.
~
E
tree trees~
The trees are fairly young, not much more than a hundred years or so.
~
S
#6010
Inside the cabin~
You are inside a small one-room cabin made entirely from heavy logs.  It is
very sparsely furnished, containing only most basic housekeeping equipment,
such as a bed, a chair and a table.
~
60 8 0
D2
The wooden door leads south.
~
door wooden~
1 -1 6009
E
bed~
It is definitely not the most comfortable bed you have seen in your life.
~
E
chair~
It is made from oak and looks strong and sturdy.
~
E
table~
A heavy table that doesn't even appear to rock.
~
S
#6011
A small path through the light forest~
You are on a small path leading through the forest.  The trees are tall and
slender.  Paths lead north and south.
~
60 0 3
D0
The path leads north through the young trees.
~
~
0 -1 6002
D2
The path leads south through the young trees.
~
~
0 -1 6008
E
path paths~
The narrow path is probably used by the animals living in the forest.
~
E
tree trees~
The trees are fairly young, not much more than a hundred years or so.
~
S
#6012
An intersection in the dense forest~
You are on a small path leading through the dense forest.  The crowns of the
old trees leave the forest floor in an unreal twilight illumination.  Paths
lead north, east and south.
~
60 0 3
D0
The small path leads north through the trees.
~
~
0 -1 6007
D1
The small path leads east through the trees.
~
~
0 -1 6013
D2
The small path leads south through the trees.
~
~
0 -1 6021
E
path paths~
The narrow path is probably used by the animals living in the forest.
~
E
tree trees~
The trees are mostly old beeches and oaks.
~
S
#6013
A small path in the dense forest~
You are on a small path leading through the dense forest.  The crowns of the
old trees leave the forest in an unreal twilight illumination.  The path
continues east and west.
~
60 0 3
D1
The small path leads east through the trees.
~
~
0 -1 6014
D3
The small path leads west through the trees.
~
~
0 -1 6012
E
path paths~
The narrow path is probably used by the animals living in the forest.
~
E
tree trees~
The trees are mostly old beeches and oaks.
~
S
#6014
An intersection in the dense forest~
You are on a small path leading through the dense forest.  The forest gradually
lightens to the north.  Paths lead north, east and west.
~
60 0 3
D0
The path leads north to a lighter part of the forest.
~
~
0 -1 6009
D1
The small path leads east through the trees.
~
~
0 -1 6015
D3
The small path leads west through the trees.
~
~
0 -1 6013
E
path paths~
The narrow path is probably used by the animals living in the forest.
~
E
tree trees~
The crowns of the old trees leave the forest in an unreal twilight
illumination.
~
S
#6015
A small path in the dense forest~
You are on a small path leading through the dense forest.  The crowns of the
old trees leave the forest in an unreal twilight illumination.  The path
continues south and west.
~
24 0 3
D1
~
~
0 -1 6201
D2
The small path leads south through the trees.
~
~
0 -1 6016
D3
The small path leads west through the trees.
~
~
0 -1 6014
E
tree trees~
The trees are mostly old beeches and oaks.
~
E
path paths~
The narrow path is probably used by the animals living in the forest.
~
S
#6016
A small path in the dense forest~
You are on a small path leading through the dense forest.  The crowns of the
old trees leave the forest in an unreal twilight illumination.  The path
continues north and south.
~
60 0 3
D0
The small path leads north through the trees.
~
~
0 -1 6015
D2
The small path leads south through the trees.
~
~
0 -1 6017
E
path paths~
The narrow path is probably used by the animals living in the forest.
~
E
tree trees~
The trees are mostly old beeches and oaks.
~
S
#6017
A small path in the dense forest~
You are on a small path leading through the dense forest.  The forest seems to
become lighter to the west.  The path continues north and west.  A trail
leads southwards, between surprisingly beautiful and healthy lookin trees.
~
23 0 3
D0
The small path leads north through the trees.
~
~
0 -1 6016
D2
You see a path, leading towards some sort of grove
~
~
0 -1 515
D3
The small path leads west through the trees to a lighter part of the forest.
~
~
0 -1 6018
E
tree trees~
The crowns of the old trees leave the forest in an unreal twilight
illumination.
~
E
path paths~
The narrow path is probably used by the animals living in the forest.
~
S
#6018
An intersection in the light forest~
You are on a small path leading through the forest.  A path leads north to a
small field and other paths lead east and west into the dense forest.
~
60 0 3
D0
The path leads north to a small, grassy field.
~
~
0 -1 6023
D1
The path leads east to a dense part of the forest.
~
~
0 -1 6017
D3
The path leads west to a dense part of the forest.
~
~
0 -1 6019
E
path paths~
The narrow path is probably used by the animals living in the forest.
~
E
tree trees~
The tall trees are young and slender, not much more than a hundred years or so.
~
S
#6019
A small path in the dense forest~
You are on a small path leading through the dense forest.  The forest seems to
become lighter to the east.  The path continues north and east.
~
60 0 3
D0
The small path leads north through the trees.
~
~
0 -1 6020
D1
The small path leads east through the trees to a lighter part of the forest.
~
~
0 -1 6018
E
path paths~
The narrow path is probably used by the animals living in the forest.
~
E
tree trees~
The crowns of the old trees leave the forest in an unreal twilight
illumination.
~
S
#6020
A small path in the dense forest~
You are on a small path leading through the dense forest.  The crowns of the
old trees leave the forest in an unreal twilight illumination.  The path
continues south and west.
~
60 0 3
D2
The small path leads south through the trees.
~
~
0 -1 6019
D3
The small path leads west through the trees.
~
~
0 -1 6021
E
path paths~
The narrow path is probably used by the animals living in the forest.
~
E
tree trees~
The trees are mostly old beeches and oaks.
~
S
#6021
A small path in the dense forest~
You are on a small path leading through the dense forest.  To the west there is
a cave entrance.  The path continues north and east.
~
60 0 3
D0
The small path leads north through the trees.
~
~
0 -1 6012
D1
The small path leads east through the trees.
~
~
0 -1 6020
D3
The cave is very dark.
~
~
0 -1 6022
E
path paths~
The narrow path is probably used by the animals living in the forest.
~
E
tree trees~
The crowns of the old trees leave the forest in an unreal twilight
illumination.
~
E
cave entrance~
The irregular opening is eight feet wide and six feet tall.  An acrid smell
emanates from within.
~
S
#6022
Inside the cave~
You are in a natural cave.  Various sorts of debris cover the stone floor,
emitting a rather unpleasant smell that makes the air thick and hard to
breathe.  The only obvious exit is east.
~
60 9 0
D1
The cave opening is to the east.
~
~
0 -1 6021
E
debris~
It consists mostly of gnawed bones mixed with small pieces of torn fur.
~
E
cave walls floor stone~
Quite uninteresting.
~
E
air smell~
Kind of transparent, but quite noticeable nevertheless.
~
S
#6023
On a small, grassy field~
You are in a small, grassy field somewhere in the forest.  The tall grass
nearly reaches your waist, and the surrounding oaks and beeches form an almost
wall-like thicket on all sides of the field.  A small path leads south through
the trees.
~
60 0 2
D2
The small path leads south in between the trees.
~
~
0 -1 6018
E
grass~
The tall grass makes a nice hiding place for animals.
~
E
path~
The narrow path is probably used by the animals living in the forest.
~
E
tree trees thicket~
The trees form a close thicket.
~
S
#6100
A narrow trail through the deep, dark forest~
You are on a narrow trail winding its way between the enormous, grey trunks.
The crowns of the trees must be very dense, as they leave the forest floor in
utter darkness.  To the north you can see the entrance to Castle MacCleod.
It appears to be accessible by invitation only.  The trail leads east and west.
~
61 1 3
D0
~
drawbridge draw bridge~
2 7901 13494
D1
The narrow trail leads east to a somewhat lighter part of the forest.
~
~
0 -1 6004
D3
The narrow, dusty trail leads west through the forest.
~
~
0 -1 6101
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years.  It is impossible
to catch even a glimpse of anything above the lowest branches.
~
S
#6101
A narrow trail through the deep, dark forest~
You are on a dusty trail winding its way east-west between huge, ancient trees
whose grey trunks remind you of ancient pillars in a enormous, deserted hall.
To the south, a frail path leads away from the trail.
~
61 1 3
D1
The narrow, dusty trail leads east through the forest.
~
~
0 -1 6100
D2
The path leads south - away from the trail.
~
~
0 -1 6104
D3
The narrow, dusty trail leads west through the forest.
~
~
0 -1 6102
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
path~
The path seems fragile and unsafe compared to the enourmous trunks that loom
around it.
~
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years.  It is impossible
to catch even a glimpse of anything above the lowest branches.
~
S
#6102
A narrow trail through the deep, dark forest~
You are on a dusty trail winding its way east-west between huge, ancient trees
that stand close on all sides.  Not a sound is to be heard - everything is
ominously quiet.
~
61 1 3
D1
The narrow, dusty trail leads east through the forest.
~
~
0 -1 6101
D3
The narrow, dusty trail leads west through the forest.
~
~
0 -1 6103
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
path~
The path seems fragile and unsafe compared to the enourmous trunks that loom
around it.
~
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years.  It is impossible
to catch even a glimpse of anything above the lowest branches.
~
S
#6103
A narrow trail through the deep, dark forest~
You are where the dusty trail bends, as to avoid conflict with a colossal
trunk to the west.  Not a sound is to be heard - everything is ominously quiet.
The trail leads east and south.
~
61 1 3
D1
The narrow, dusty trail leads east through the forest.
~
~
0 -1 6102
D2
The narrow, dusty trail leads south through the forest.
~
~
0 -1 6108
D3
The colossal tree looks as old as the hills.
~
~
0 -1 508
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
trees trunks~
These ancient trees must have been here for many, many years.  It is impossible
to catch even a glimpse of anything above the lowest branches.
~
S
#6104
A small path in the deep, dark forest~
You are on a narrow path leading through the deep, dark forest.  You feel as if
the ancient trees observe you in watchful silence.  The path continues north
and south.
~
61 1 3
D0
The narrow path winds its way through the trees to the north.
~
~
0 -1 6101
D2
The narrow path winds its way through the trees to the south.
~
~
0 -1 6105
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path~
The path seems all too frail.  One of the giant roots could probably crush it
in a single blow.
~
S
#6105
A small path in the deep, dark forest~
You are on a narrow path leading through the deep, dark forest.  Ancient grey
trees loom all around you.  The path continues north and west.
~
61 1 3
D0
The narrow path winds its way through the trees to the north.
~
~
0 -1 6104
D3
The narrow path winds its way through the trees to the west.
~
~
0 -1 6106
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path~
The path seems all too frail.  One of the giant roots could probably crush it
in a single blow.
~
S
#6106
A junction in the deep, dark forest~
You are by a junction where three paths meet.  Ancient grey trees tower above
you on all sides.  Paths lead east, south and west.
~
61 1 3
D1
The narrow path winds its way through the trees to the east.
~
~
0 -1 6105
D2
The narrow path winds its way through the trees to the south.
~
~
0 -1 6117
D3
The narrow path winds its way through the trees to the west.
~
~
0 -1 6107
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path paths~
The path seems all too frail.  One of the giant roots could probably crush it
in a single blow.
~
S
#6107
A small path in the deep, dark forest~
You are on a narrow path leading through the deep, dark forest.  Ancient grey
trees loom all around you.  The path continues north and east.
~
61 1 3
D0
The narrow path winds its way through the trees to the north.
~
~
0 -1 6108
D1
The narrow path winds its way through the trees to the east.
~
~
0 -1 6106
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path~
The path seems all too frail.  One of the giant roots could probably crush it
in a single blow.
~
S
#6108
A narrow trail through the deep, dark forest~
You are on a dusty trail winding its way between huge, ancient trees
standing close on all sides.  The trail leads north and west and to the south,
a frail path leads away from the trail.
~
61 1 3
D0
The narrow, dusty trail leads north through the forest.
~
~
0 -1 6103
D2
The path leads south - away from the trail.
~
~
0 -1 6107
D3
The narrow, dusty trail leads west through the forest.
~
~
0 -1 6109
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
path~
The path seems fragile and unsafe compared to the enourmous trunks that loom
around it.
~
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years.  It is impossible
to catch even a glimpse of anything above the lowest branches.
~
S
#6109
A narrow trail through the deep, dark forest~
You are on a dusty trail winding its way east-west between huge, ancient trees
that stand close on all sides.  Not a sound is to be heard - everything is
ominously quiet.
~
61 1 3
D1
The narrow, dusty trail leads east through the forest.
~
~
0 -1 6108
D3
The narrow, dusty trail leads west through the forest.
~
~
0 -1 6110
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years.  It is impossible
to catch even a glimpse of anything above the lowest branches.
~
S
#6110
A narrow trail through the deep, dark forest~
You are on a dusty trail winding its way between huge, ancient trees that stand
close on all sides.  The trail leads east and south.  To the west, a narrow
path leads away from the trail.
~
61 1 3
D1
The narrow, dusty trail leads east through the forest.
~
~
0 -1 6109
D2
The narrow, dusty trail leads south through the forest.
~
~
0 -1 6111
D3
The narrow path leads west between the giant trees.
~
~
0 -1 6130
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
path~
The path seems fragile and unsafe compared to the enourmous trunks that loom
around it.
~
E
tree trees trunk trunks~
Some of the trunks to the west are covered in a thin, almost transparent
substance.  It looks like small threads woven carefully together.
~
S
#6111
A narrow trail through the deep, dark forest~
You are on a dusty trail winding its way north-south between huge, ancient
trees that loom ominously above you.
~
61 1 3
D0
The narrow, dusty trail leads north through the forest.
~
~
0 -1 6110
D2
The narrow, dusty trail leads south through the forest.
~
~
0 -1 6112
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years.  It is impossible
to catch even a glimpse of anything above the lowest branches.
~
S
#6112
A narrow trail through the deep, dark forest~
You are on a dusty trail winding its way between huge, ancient trees
standing close on all sides.  The trail leads north and west and to the east,
a frail path leads away from the trail.
~
61 1 3
D0
The narrow, dusty trail leads north through the forest.
~
~
0 -1 6111
D1
The path leads east - away from the trail.
~
~
0 -1 6113
D3
The narrow, dusty trail leads west through the forest.
~
~
0 -1 6127
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
path~
The path seems fragile and unsafe compared to the enourmous trunks that loom
around it.
~
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years.  It is impossible
to catch even a glimpse of anything above the lowest branches.
~
S
#6113
A small path in the deep, dark forest~
You are on a narrow path leading through the deep, dark forest.  Ancient grey
trees loom in all directions.  The path continues south and west.
~
61 1 3
D2
The narrow path winds its way through the trees to the south.
~
~
0 -1 6114
D3
The narrow path winds its way through the trees to the west.
~
~
0 -1 6112
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path~
The path seems all too frail.  One of the giant roots could probably crush it
in a single blow.
~
S
#6114
A junction in the deep, dark forest~
You are by a junction where three paths meet.  Ancient grey trees tower above
you on all sides.  Paths lead north, east and west.
~
61 1 3
D0
The narrow path winds its way through the trees to the north.
~
~
0 -1 6113
D1
The narrow path winds its way through the trees to the east.
~
~
0 -1 6115
D3
The narrow path winds its way through the trees to the west.
~
~
0 -1 6122
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path paths~
The path seems all too frail.  One of the giant roots could probably crush it
in a single blow.
~
S
#6115
A small path in the deep, dark forest~
You are on a narrow path leading through the deep, dark forest.  You feel as
if the ancient trees observe you in watchful silence.  The path continues north
and west.
~
61 1 3
D0
The narrow path winds its way through the trees to the north.
~
~
0 -1 6116
D3
The narrow path winds its way through the trees to the west.
~
~
0 -1 6114
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path~
The path seems all too frail.  One of the giant roots could probably crush it
in a single blow.
~
S
#6116
A small path in the deep, dark forest~
You are on a narrow path leading through the deep, dark forest.  Giant, grey
trees loom ominously on all sides.  The path continues east and south.
~
61 1 3
D1
The narrow path winds its way through the trees to the east.
~
~
0 -1 6117
D2
The narrow path winds its way through the trees to the south.
~
~
0 -1 6115
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path~
The path seems all too frail.  One of the giant roots could probably crush it
in a single blow.
~
S
#6117
A junction in the deep, dark forest~
You are by a junction where three paths meet.  Ancient, grey trees seem to
observe you silently you from all sides.  Paths lead north, east and west.
~
61 1 3
D0
The narrow path winds its way through the trees to the north.
~
~
0 -1 6106
D1
The narrow path winds its way through the trees to the east.
~
~
0 -1 6118
D3
The narrow path winds its way through the trees to the west.
~
~
0 -1 6116
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path paths~
The path seems all too frail.  One of the giant roots could probably crush it
in a single blow.
~
S
#6118
A small path in the deep, dark forest~
You are on a narrow path leading through the deep, dark forest.  Ancient,
grey trees loom everywhere.  The path continues south and west.
~
61 1 3
D2
The narrow path winds its way through the trees to the south.
~
~
0 -1 6119
D3
The narrow path winds its way through the trees to the west.
~
~
0 -1 6117
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path~
The path seems all too frail.  One of the giant roots could probably crush it
in a single blow.
~
S
#6119
A small path in the deep, dark forest~
You are on a narrow path leading through the deep, dark forest.  Huge, ancient
trees are on all sides.  The path continues north and south.
~
61 1 3
D0
The narrow path winds its way through the trees to the north.
~
~
0 -1 6118
D2
The narrow path winds its way through the trees to the south.
~
~
0 -1 6120
E
tree trees trunk trunks~
You feel as if they are watching you.
~
E
path~
The path seems all too frail.  One of the giant roots could probably crush it
in a single blow.
~
S
#6120
On the river bank in the deep, dark forest~
You are on a narrow path leading through the deep, dark forest.  To the south a
fast river is flowing westwards through the forest.  Ancient grey trees loom on
both banks.  The path continues north and west.
~
61 1 3
D0
The narrow path winds its way through the trees to the north.
~
~
0 -1 6119
D3
The narrow path winds its way through the trees to the west.
~
~
0 -1 6121
E
river~
The river flows fast and strong.  It is black or looks so in the gloom.
~
E
bank banks tree trees trunk trunks~
The ancient crowns of trees on both banks reach together forming a dense roof
above the dark river.
~
E
path~
The path seems all too frail.  One of the giant roots could probably crush it
in a single blow.
~
S
#6121
A dead end path on the river bank in the deep, dark forest~
You are on a narrow path leading through the deep, dark forest.  The ancient
trees stand so close that the path disappears between the dusty roots.  To the
south a dark river flows from east to west.  The only exit appears to be east.
~
61 1 3
D1
The narrow path winds its way through the trees to the east.
~
~
0 -1 6120
D2
You see the dark river to the south
~
~
0 -1 13673
D5
~
~
0 -1 27434
E
river~
The river flows fast and strong.  It is black or looks so in the gloom.
~
E
bank banks tree trees trunk trunks~
The ancient crowns of trees on both banks reach together forming a dense roof
above the dark river.
~
E
path~
The path seems all too frail.  One of the giant roots could probably crush it
in a single blow.
~
S
#6122
A small path in the deep, dark forest~
You are on a narrow path leading through the deep, dark forest.  Giant, grey
trees loom ominously all around.  The path continues east and south.
~
61 1 3
D1
The narrow path winds its way through the trees to the east.
~
~
0 -1 6114
D2
The narrow path winds its way through the trees to the south.
~
~
0 -1 6123
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path~
The path seems all too frail.  One of the giant roots could probably crush it
in a single blow.
~
S
#6123
A junction on the river bank in the deep, dark forest~
You are by a junction where three paths meet.  Ancient, grey trees seem to
observe you silently you from all around.  To the south a dark river flows from
east to west through the forest.  Paths lead north, east and west.
~
61 1 3
D0
The narrow path winds its way through the trees to the north.
~
~
0 -1 6122
D1
The narrow path winds its way through the trees to the east.
~
~
0 -1 6124
D3
The narrow path winds its way through the trees to the west.
~
~
0 -1 6125
E
river~
The river flows fast and strong.  It is black or looks so in the gloom.
~
E
bank banks tree trees trunk trunks~
The ancient crowns of trees on both banks reach together forming a dense roof
above the dark river.
~
E
path paths~
The path seems all too frail.  One of the giant roots could probably crush it
in a single blow.
~
S
#6124
A dead end path in the deep, dark forest~
You are on a narrow path leading through the deep, dark forest.  The ancient
trees stand so close that the path disappears between the dusty roots.  To the
south a dark river flows from east to west.  The only exit appears to be west.
~
61 1 3
D3
The narrow path winds its way through the trees to the west.
~
~
0 -1 6123
E
river~
The river flows fast and strong.  It is black or looks so in the gloom.
~
E
bank banks tree trees trunk trunks~
The ancient crowns of trees on both banks reach together forming a dense roof
above the dark river.
~
E
path~
The path seems all too frail.  One of the giant roots could probably crush it
in a single blow.
~
S
#6125
A small path on the river bank in the deep, dark forest~
You are on a narrow path leading through the deep, dark forest.  Ancient grey
trees loom everywhere.  To the south a dark river flows westwards through the
forest.  The path continues north and east.
~
61 1 3
D0
The narrow path winds its way through the trees to the north.
~
~
0 -1 6126
D1
The narrow path winds its way through the trees to the east.
~
~
0 -1 6123
D2
You see the river.   You can enter it here
~
~
0 -1 6144
D3
You see a large, dark tower.
~
door~
2 714 714
E
river~
The river flows fast and strong.  It is black or looks so in the gloom.
~
E
bank banks tree trees trunk trunks~
The ancient crowns of trees on both banks reach together forming a dense roof
above the dark river.
~
E
path~
The path seems all too frail.  One of the giant roots could probably crush it
in a single blow.
~
S
#6126
A narrow trail through the deep, dark forest~
You are on a dusty trail winding its way between huge, ancient trees standing
close on all sides.  The trail leads north and west, and to the south a frail
path leads away from the trail.
~
61 1 3
D0
The narrow, dusty trail leads north through the forest.
~
~
0 -1 6127
D2
The path leads south - away from the trail.
~
~
0 -1 6125
D3
The narrow, dusty trail leads west through the forest.
~
~
0 -1 6128
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
path~
The path seems fragile and unsafe compared to the enourmous trunks that loom
around it.
~
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years.  It is impossible
to catch even a glimpse of anything above the lowest branches.
~
S
#6127
A narrow trail through the deep, dark forest~
You are on a dusty trail winding its way between huge, ancient trees
standing close on all sides.  The trail leads east and south.
~
61 1 3
D1
The narrow, dusty trail leads east through the forest.
~
~
0 -1 6112
D2
The narrow, dusty trail leads south through the forest.
~
~
0 -1 6126
D3
~
~
0 -1 17011
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years.  It is impossible
to catch even a glimpse of anything above the lowest branches.
~
S
#6128
A narrow trail through the deep, dark forest~
You are on a dusty trail winding its way east-west between huge, ancient trees
that stand close on all sides.  Not a sound is to be heard - everything is
ominously quiet.
~
61 1 3
D1
The narrow, dusty trail leads east through the forest.
~
~
0 -1 6126
D3
The narrow, dusty trail leads west through the forest.
~
~
0 -1 6129
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years.  It is impossible
to catch even a glimpse of anything above the lowest branches.
~
S
#6129
A narrow trail through the deep, dark forest~
You are on a dusty trail winding its way east-west between huge, ancient trees
that stand close on all sides.  Not a sound is to be heard - everything is
ominously quiet.
~
61 1 3
D1
The narrow, dusty trail leads east through the forest.
~
~
0 -1 6128
D3
The narrow, dusty trail leads west through the forest.
~
~
0 -1 6135
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years.  It is impossible
to catch even a glimpse of anything above the lowest branches.
~
S
#6130
A narrow trail through the deep, dark forest~
You are on a dusty trail winding its way westwards between huge, ancient trees
that stand close on all sides.  The tree trunks seem to be covered in some
sticky substance.
~
61 1 3
D1
The narrow, dusty trail leads east through the forest.
~
~
0 -1 6110
D3
The sticky substance is hanging like ropes between the trees just above the
path.  To the west the path seems to be covered with these giant threads
covered with glue.
~
~
0 -1 6131
D4
~
~
0 -1 6132
E
substance rope ropes thread threads~
The substance reminds you of giant threads covered with glue.  If it hadn't
been for the size you could have sworn it was part of a spider web.
~
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
tree trees trunk trunks~
The sticky substance is hanging like ropes between the ancient trees, crossing
the path just out of reach.  It might be possible to climb one of the sticky
trunks.
~
S
#6131
The spider web~
You are walking along the narrow path, ducking under the sticky ropes as you
advance...

>
A huge, poisonous spider drops from above!
A huge, poisonous spider drops from above!
A huge, poisonous spider drops from above!

>
The huge, poisonous spider stings you!  You resist the poison!
The huge, poisonous spider stings you!  You are poisoned!
The huge, poisonous spider stings you!  You are poisoned!
~
61 4 3
S
#6132
Up in the tree~
You are hanging on the outside of a huge tree trunk covered in a sticky
substance.  Directly to the west is an immense spider web suspended between
numerous of the giant trees including the one you are hanging on.
~
61 13 6
D3
To the west is the immense spider web.  It seems to move softly.
~
~
0 -1 6133
D5
Downwards is the narrow forest path.
~
~
0 -1 6130
E
web~
The spider web stretches out to the west.  It looks as if it is possible to
walk on it.
~
S
#6133
On the spider web~
You are balancing carefully on the giant sticky threads that holds the giant
web in place.  To the east is a giant tree trunk and to the west is an entrance
to a cave-like structure made from many layers of spider web.
~
61 9 6
D1
To the east is the giant tree trunk.
~
~
0 -1 6132
D3
To the west is the entrance to the cave-like structure.
~
~
0 -1 6134
E
web~
The immense spider web moves softly.
~
E
cave structure~
It covers a ground area corresponding to an irregular circle with a diameter of
about 20 feet and is nearly 10 feet tall.  It looks very old.
~
S
#6134
The Den of the Queen Spider~
You are inside a cave-like structure that seems to be made entirely from
countless layers of spider web.  Temperature and humidity is very high making
it hard to breathe the foul air that lingers here.  The walls are covered with
open cocoons.
~
61 9 6
D1
Compared to this place the east exit looks inviting.
~
~
0 -1 6133
E
web wall walls~
The sticky walls are covered with open cocoons.
~
E
cocoon cocoons~
The cocoons are burst open as if something inside really wanted to get out.
They are at the size of a human head.
~
S
#6135
A a dusty trail in the deep, dark forest~
You are on a dusty trail leading through the deep, dark forest.  Ancient grey
trees loom all around you.  The trail continues north and east.
~
61 1 3
D0
The dusty trail leads north through the trees.
~
~
0 -1 6136
D1
The dusty trail leads east through the trees.
~
~
0 -1 6129
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
S
#6136
A dusty trail in the deep, dark forest~
You are on a dusty trail leading through the deep, dark forest.  Ancient,
grey trees loom everywhere.  The trail continues south and west.  A broad
irregular path leads eastwards away from the trail.
~
61 1 3
D1
The trees standing on the sides of the path have scratch marks on them.
~
~
0 -1 6142
D2
The dusty trail leads south through the trees.
~
~
0 -1 6135
D3
The dusty trail leads west through the trees.
~
~
0 -1 6137
E
tree trees trunk trunks~
To the east the ancient grey giants have many marks as if something with huge
claws has been tearing at them in rage.
~
E
path~
The trees standing on the sides of the path have scratch marks on them.
~
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
S
#6137
At the end of the trail through the deep, dark forest~
You are on a dusty trail leading through the deep, dark forest.  Ancient grey
trees loom all around you.  The only exit is east.
~
61 1 3
D1
The dusty trail leads east through the trees.
~
~
0 -1 6136
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
S
#6142
Outside a cave in the deep, dark forest~
You are at the end of a broad, irregular path.  To the north is a very large
ominous-looking cave opening.  The trees here have many marks as if something
with huge claws has been tearing at them in rage.
~
61 1 3
D0
The disgusting smell of a large reptile emanates from the cave opening.
~
~
0 -1 6143
D3
The path winds its way westwards.
~
~
0 -1 6136
E
tree trees~
The ancient grey giants have many marks as if something with huge claws has
been tearing at them in rage.
~
E
cave opening~
The disgusting smell of a large reptile emanates from the cave opening.
~
S
#6143
The cave of the Green Dragon~
You are in a big natural cave.  The floor is littered with bones of all sorts
and the stench is so massive that you could cut it with a knife.  The only exit
is to the south.
~
61 9 3
D2
The exit leads out into the forest.
~
~
0 -1 6142
E
bone bones floor~
Most of the bones on the floor appear to be of human origin.
~
S
#6144
On the Dark River~
   You are on the Black waters of the Dark River.  The river stretches
to the west, and to the east, and huge network of trees and vines
block passage.  Looks like eventually it could be cleared and turned
into a nice place to visit.  To the north is the riverbank.
~
61 1 7 30 3
D0
The river bank
~
~
0 -1 6125
D1
You see a stretch of river
~
~
0 -1 6145
D3
You see a stretch of river
~
~
0 -1 6147
S
#6145
Dark River~
   The river continues to the east and west.  To the north and south are the 
trees of the forest.
~
61 1 7 30 3
D0
~
heavens~
2 25006 3151
D1
You can see more of the river to the east.
~
~
0 -1 13675
D2
~
tartan~
2 6914 3153
D3
You can see the river and a stretch of land that you could land on.
~
~
0 -1 6144
S
#6147
Dark River~
   You find yourself floating under a huge fallen tree.  Moss and vines
drop down from it, reaching out at you like tentacles.  It is very dark 
here, and very still.
~
25 1 7 30 3
D1
~
~
0 -1 6144
D3
~
~
0 -1 6148
S
#6148
Dark River~
   You are floating down the dark river.  To the south-west, you can see an
Island.  The river is divided in two by the island, it continues flowing to
the west, or you can journey south.
~
25 1 7 30 3
D1
~
~
0 -1 6147
D2
~
~
0 -1 6153
D3
~
~
0 -1 6149
S
#6149
Dark River~
   You are floating down the dark river.  To the south you can see an
island.  You can get to the island from here, or you can journey down-river
to the west, or upriver to the east.
~
25 1 7 30 3
D1
~
~
0 -1 6148
D2
~
~
0 -1 16601
D3
~
~
0 -1 6150
S
#6150
Dark River~
   You are floating down the dark river.  To the south-east you can see an
island.  The river turns here, and flows southward.  You can also journey
upriver to the east, and a large volcano lies to the north.
~
25 1 7 30 2
D0
~
~
0 -1 17004
D1
~
~
0 -1 6149
D2
~
~
0 -1 6151
S
#6151
Dark River~
   You are floating down the dark river.  To the east you can see an
island.  The river flows north to south, you can journey either direction, 
or you can go east, to the island
~
25 1 7 30 2
D0
~
~
0 -1 6150
D1
~
~
0 -1 16602
D2
~
~
0 -1 6152
S
#6152
Dark River~
   You are on Dark River, which flows from north to east here, around the
southern tip of a small island.  The river is covered with trees, letting
in no natural light.  Small creatures slither through the water, and you can
occasionally hear a creature calling in the dense forest.
~
25 1 7 30 1
D0
~
~
0 -1 6151
D1
~
~
0 -1 16605
S
#6153
Dark River~
   You are on Dark River, which flows from north to south here, along the 
edge of a small island.  The river is covered by trees, which block off all
natural light.  Small creatures scurry and slither through the shallows and
trees.
~
25 1 7 30 2
D0
~
~
0 -1 6148
D2
~
~
0 -1 6154
D3
~
~
0 -1 16602
S
#6154
Dark river~
   You are on Dark river, which flows from north to west around the southern
tip of this island.  The canopy of trees blocks out all sunlight, and gives the
impression that you are in a dark, moldy cave in the forest.  Small creatures
scurry about through the water, occasionally turning thier eyes towards you.
~
25 1 7 30 3
D0
~
~
0 -1 6153
D1
~
~
0 -1 16605
D3
~
~
0 -1 16605
S
#6155
Dark River~
  Alas, dark river has come to a virtual end here, since we haven't the
desire to finish her right at this moment.  But there is a mighty
fine island just to the east of here.  And a large cave entrance lies to
the south.  
~
25 1 7 0 0
D1
~
~
0 -1 16607
D2
~
~
0 -2 15800
S
#6201
The sinister forest path~
	You feel a strange difference in the forest.  You have left the fiendly
forest of rabbits behind.  Ahead you sense the presence of malicious and cruel
monsters ahead, reflected in the way the plants have twisted into spiky bizarre
growths you don't recognize.  You can continue down the path to the east or 
retreat back to the west.  There is a wooden sign here.
~
26 4 3
D1
You see the a sinister grove to the east.
~
~
0 -1 6202
D3
You see the forest near John's cabin.
~
~
0 -1 6015
E
sign~
		                   Warning!
       
	 You are about to enter the lands of the quicklings.  They don't take
kindly to visitors.  Be very careful around the quickling raiders, for they
are trained soldiers.
                                               -John the Lumberjack
~
S
#6202
The sinister grove.~
	You are in a grove surrounded by twisted vine-like plants with pointy
needles covering them.  You feel uncomfortable in the revealing grove, as if 
somebody was watching you.  You can continue east down the path or go along a
path to the south.  The vines appear to be thick to the north but, you might 
be able to push your way through.
~
26 0 3
D0
The vines hanging from the trees are impossible to see through, you might be 
able to push through though.
~
~
0 -1 6203
D1
To the east, you see widening path.
~
~
0 -1 6207
D2
You see a sinister looking path to the south.
~
~
0 -1 6212
D3
You see a sinister looking path to the east.
~
~
0 -1 6201
E
vines~
The vines here are covered with pointy spikes, don't touch!
~
E
vine~
The vines here are covered with pointy spikes, don't touch!
~
S
#6203
Thick vines~
	The vines are very thick here, you think you can mange to push your way
north again though.
~
26 0 3
D0
The vines are very thick, it is impossible to see what is north of you.
~
~
0 -1 6204
D2
You see the sinister grove to the south.
~
~
0 -1 6202
S
#6204
More thick vines~
	You manage to shove your way through more vines only to find more vines!
You can continue north, go back, or push your way to the east.  
~
26 0 3
D0
The folliage is so thick that you can't see what is north of here.
~
~
0 -1 6205
D1
The vines are so thick here that you can't see what is east of here.
~
~
0 -1 6206
D2
Through the vines you can catch glimpses of the grove.
~
~
0 -1 6202
E
folliage~
The folliage (mostly vines) is very thick.
~
E
vines~
The vines are covered with pointy spikes, don't touch!
~~
E
vine~
The vines are covered with pointy spikes, don't touch!
~
S
#6205
The grove of the baby Quicklings.~
	You push through the dense folliage to find a carefully grown grove of
trees.  The trees surround the grove pefectly in a neat circle.  In the grove 
you see several small rapidly moving baby quicklings speeding around.  There 
are several corpses of young human children littered about the room in various
states of decomposition.  One says in a high pitched voice, "Ohboy!Bigpeople 
havecometoplaywithus!"  They start poking you with their toys (knives)!
~
26 0 3
D2
To the south you see dense folliage.
~
~
0 -1 6204
E
corpses~
The human corpses look like they have been play things for the young quick-
lings.
~
E
corpse~
The human corpses look like they have been play things for the young quick-
lings.
~
S
#6206
The Queen Quickling's Grove.~
	The Queen Quickling blurs about the room ignoring you as she gives 
orders to quickling servants.  "Givetheyoungmorehumanstokill," says the Queen.
The servant says, "Yesmyqueen."  Everybody just ignores you as they blur about
talking about how to train the proper evilness into the young.
~
26 0 3
D3
To the west you see dense folliage.
~
~
0 -1 6204
S
#6207
The widening path.~
 	The path widens here with a branch going north along with it 
continueing to the east.  Quickling commoners blur along the path, not paying 
any attention to you.  They move so quickly you wouldn't have a chance to
attack them if you wanted to.
~
26 0 3
D1
You see many quicklings moving around to the east.
~
~
0 -1 6208
D2
You see a twisting path to the south.
~
~
0 -1 6217
D3
You see a sinister grove to the east.
~
~
0 -1 6202
S
#6208
The Busy Intersection.~
	Everywhere you look you see quicklings speeding around, going north,
east, west, or up a rope ladder to the tops of the trees.  The quicklings 
climb the ladder so quickly it looks like they fly straight up!  
~
26 0 3
D0
To the north you see a well troden path that has been covered with beautiful
red stones.
~
~
0 -1 6210
D1
To the east you see a sheltered grove that looks like some sort of barracks.
~
~
0 -1 6209
D3
To the west you see a widening path.
~
~
0 -1 6207
D4
You can't see anything up the tree through the dense leaves.
~
~
0 -1 6221
E
ladder~
The latter looks a little small but, it appears to be made out of a strong
material.  It looks fairly safe.
~
S
#6209
The Quickling Raiders' Barrack.~
	This is where the Raiders talk about all the great things they have
stolen from nearby towns.  There is a chart on the wall with the names of
different quicklings on it, along with how much they have stolen from Midgaard.
The captian of the guard shouts out in a high vioce, "Hey!Youpeopleshouldnotbe
here!Preparetodie!"
~
26 0 3
D3
To the west you see a busy intersection.  
~
~
0 -1 6208
E
chart~
The chart shows a ranking of all the quicklings that go on raids.  At the top
is the King of the Quicklings, Tephanis.
~
S
#6210
The red stone path.~
	This path has been set with beautiful red stones.  It feels like this
path is good enough for royalty to walk on.  The path bends off to the east.
You can see a small sign tacked to a tree nearby.
~
26 0 1
D1
To the east you see a fantastic clearing with a ornate oaken throne.
~
~
0 -1 6211
D2
South you see a busy intersection.
~
~
0 -1 6208
E
sign~
                                  Warning!
                     Bother Tephanis on pain of death!
~
S
#6211
Tephanis's Clearing.~
	You have entered a splendid clearing with a ornate oaken throne in
the middle.  Tephanis looks at you angrily from his throne and says, "Soyou
havedecidedtoentermyclearing..DIE!"  He rushes you so quickly it is awe-
enspiring.
~
26 0 1
D3
To the west you see a red stone path.
~
~
0 -1 6210
E
throne~
The throne is a beautiful piece of work that was probably stolen by the quick-
lings, it's unlikely that they could make something so beautiful.
~
S
#6212
A sinister path.~
	You are on a sinister path running north and south.
~
26 0 3
D0
You see a sinister path to the north.
~
~
0 -1 6212
D1
You see a sinister path to the east.
~
~
0 -1 6214
D2
You see a sinister path to the south.
~
~
0 -1 6213
S
#6214
A sinister path.~
	You are on a sinister path running east/west.
~
26 0 3
D1
To the east you see a sinister path.
~
~
0 -1 6215
D3
To the west you see a sinister path.
~
~
0 -1 6213
S
#6215
A sinister path.~
	You are walking along a sinister path running east/west.
~
26 0 3
D1
You see a sinister path to the east.
~
~
0 -1 6216
D3
You see a sinister path to the west.
~
~
0 -1 6214
S
#6216
A sinister path.~
	To the north you see a twisting path, to the south there is a dark
road.  You can also head along the sinister path to the west.
~
26 0 3
D0
To the north you see a twisting path.
~
~
0 -1 6219
D1
To the east you see a sinister path.
~
~
0 -1 6215
D2
To the south you see a dark road.
~
~
0 -1 6220
S
#6217
A twisting path.~
	You are walking on a twisting path that goes north and east.
~
26 0 3
D0
To the north you see a widening path.
~
~
0 -1 6207
D1
The twisting path continues to the east.
~
~
0 -1 6218
S
#6218
A twisting path.~
	You are on a twisting path running east/west.
~
26 0 3
D1
To the east you see a twisting path.
~
~
0 -1 6219
D3
To the west you see a twisting path.
~
~
0 -1 6217
S
#6219
A twisting path.~
	You are on a twisting path that goes to the south and west.
~
26 0 3
D2
To the south you see a sinister path.
~
~
0 -1 6216
D3
To the west you see a twisting path.
~
~
0 -1 6218
S
#6220
A dark road.~
	You are on a dark road, the road continues to the south.  You feel very
uncomfortable on this road, as if there was a great evil at its end.
~
26 4 1
D0
To the north is a sinister path.
~
~
0 -1 6219
D2
The dark road continues to the south.
~
~
0 -1 6222
S
#6221
The lookout tree.~
	You climb up to a platform hidden in the leaves.  You can see a great
distance from so high up.  To the east you can see the town of Midgaard, to 
the west you see high trees with silky strands between them, to the south all
you can see is a dark area, it makes you shiver.
~
26 0 3
D5
You can't see anything when you look down, the leaves are very dense.
~
~
0 -1 6208
S
#6222
The shore of the dark river~
   You are standing on a road at the northern shore of the dark river.  The
road leads northwards, and the river flows just south of here.  It looks 
like there was a bridge crossing the river at the point, but the bridge
is long gone, perhaps a victim of a flood sometime in the past.
~
26 9 1
D1
~
~
0 -1 6220
D2
~
~
0 -1 13674
S
#6500
Path to Dwarven Village~
You are walking down a path that leads to the dwarven village.  To the south
you see a large mine entrance, and to the north the path continues toward
the mountains.
~
65 4 2
D2
You see the inside of some dark mine
~
~
0 -1 16053
D0
The path continues.
~
~
0 -1 6501
S
#6501
Path, base of mountain~
Now you are at the bottom of a rugged mountain.  The forest around you is
very dense, and it seems very dark to the north.
~
65 0 4
D0
The path coninues up the mountain.
~
~
0 -1 6502
D2
The path heads toward a dark mineshaft.
~
~
0 -1 6500
S
#6502
Path, middle of mountain~
Standing on the middle of the mountain, you can easily see the city to
the south, and the top of the mountain is very near to the north.
~
65 0 5
D0
The top of the mountain is easilly seen from here.
~
~
0 -1 6503
D2
The base of the mountain is near.
~
~
0 -1 6501
S
#6503
Top of mountain~
You are now on the top of the mountain.  To the south you see a path
leading down the mountain.  To the east and west you see entrances to
what seems like mines.
~
65 0 4
D2
The path leads down the mountain to a dark mineshaft.
~
~
0 -1 6502
D1
An entrance to the mountain which seems to lead underground.
~
~
0 -1 6540
D3
There is an entrance to the mountain.
~
~
0 -1 6505
S
#6504
Narrow Path~
This is a narrow path leading to the Dwarven Kingdom.  It looks less
travelled than the others, and it is very creepy.  The path opens up
to the south, and continues to the north.
~
65 8 0
D0
~
~
0 -1 6506
D2
~
~
0 -1 6540
S
#6505
Entrance to Mountain~
Here is an entrance to the mountain.  The door looks very well built,
and you can hear noise coming from within.
~
65 0 2
D3
~
door~
1 6550 6513
D1
~
~
0 -1 6503
S
#6506
Bend in Narrow Path~
This is a narrow path that bends to the east here.  The trees hang over
the path, and it is very overgrovn.  The narrow path continues to the
south and to the east.
~
65 8 0
D1
~
~
0 -1 6507
D2
~
~
0 -1 6504
E
tree trees~
They hang over the road in the most ominous of ways.
~
S
#6507
Narrow path~
This path is very narrow, and it continues to the north and west.
~
65 8 0
D0
~
~
0 -1 6508
D3
~
~
0 -1 6506
S
#6508
Narrow north-south path~
This path leads to the north and south.  To the north you can see a
door, and to the south the path continues.
~
65 8 0
D0
~
~
0 -1 6509
D2
~
~
0 -1 6507
S
#6509
Door to Kingdom~
Here the path turns to the west.  You can see a door in front of you,
and the path continues to the west and south.
~
65 8 0
D0
~
door~
1 6503 6510
D3
~
~
0 -1 6522
D2
~
~
0 -1 6508
S
#6510
Path to the Castle~
You are on a path that will eventually lead to the castle.  It
continues north to the castle, and there is a door on the southern
wall.
~
65 8 0
D2
~
door~
1 6503 6509
D0
~
~
0 -1 6511
S
#6511
Still on the path to the Castle~
You are still on the path to the castle, or back to the
Dwarven village, whichever way you wish to go.  The path
continues to the north and south.
~
65 8 0
D2
~
~
0 -1 6510
D0
~
~
0 -1 6512
S
#6512
Door to Castle~
Here there is a door to the castle to the east.  The castle
is elegantly designed, and looks much like a roll of toilet paper
standing on it's end.  There is a sign which says:

              ******************************************
              *  WELCOME TO THE CASTLE OF STRANGELOVE  *
              *      Here, celibacy is uninvited       *
              ******************************************
~
65 8 0
D1
~
door~
1 6514 6525
D2
~
~
0 -1 6511
S
#6513
Inside the entrance~
Everything here is covered in soot and very grimy.  The path continues
to the east and north, and there is a door to the west.
~
65 8 0
D3
This looks like an entrance to some type of store room.
~
~
0 -1 6526
D0
The little underground path continues to the north.
~
~
0 -1 6514
D1
The path leads outside the entrance.
~
door~
1 6550 6505
S
#6514
Path~
You are on a path in the dwarven village which leads north to the shops
and south to the corner of the area.
~
65 8 0
D2
~
~
0 -1 6513
D0
~
~
0 -1 6515
S
#6515
Turn in road~
You are on a path that leads to a Hide & Tooth shop to the west, and the
path continues to the south.
~
65 8 0
D3
The Hide & Tooth shop is seen to the west.
~
~
0 -1 6516
D2
~
~
0 -1 6514
S
#6516
Hide & Tooth Shop~
You are in the Hide & Tooth shop.  Here you may buy the finest in Dwarven
weapons and armors. The path continues to the north and east.
~
65 8 0
D1
~
~
0 -1 6515
D0
~
~
0 -1 6517
S
#6517
Path to the north of shop~
You are on a path to the north of the Hide & Tooth shop.  The path continues
to the north, and there is Granite Head's bakery to the west.
~
65 8 0
D0
~
~
0 -1 6518
D2
~
~
0 -1 6516
D3
~
~
0 -1 6535
S
#6518
North of Shops~
Here the path bends to the east towards the barracks. To the
south you can see the shops.
~
65 8 0
D1
~
~
0 -1 6519
D2
~
~
0 -1 6517
S
#6519
Path by Hospital~
Here the path passes by the Hospital to the north.  It continues
to the east to the barracks, and to the west.
~
65 8 0
D0
~
~
0 -1 6534
D1
~
~
0 -1 6520
D3
~
~
0 -1 6518
S
#6520
Path next to barracks~
Here the path continues west, and east to the barracks.
~
65 8 0
D1
~
~
0 -1 6521
D3
~
~
0 -1 6519
S
#6521
Entrance to barracks~
Here there is an entrance to the barracks to the south, and
the path continues to the west.
~
65 8 0
D3
~
~
0 -1 6520
D2
~
door~
1 0 6523
S
#6522
Guard House~
You are in the guard house to the west of the entrance
to the castle.  There are nudie posters covering the walls.
~
65 8 0
D1
~
~
0 -1 6509
E
poster~
There is a wall poster of a nude Minne Pearl.
~
S
#6523
First Barrack room~
Here is the first of two main rooms of barracks.  The
barracks continue to the south, and you can leave the room
to the north.
~
65 8 0
D0
~
door~
1 0 6521
D2
~
~
0 -1 6524
S
#6524
Back of Barracks~
Here is the back of the dwarven barracks.  There are rows
of beds here, and there is a stench that is unbearable.
~
65 8 0
D0
~
~
0 -1 6523
S
#6525
Inside of Castle Strangelove~
You are just inside the castle.  It is very tubular in shape,
and it is very featureless.  There is a set of stairs that lead
up, and the door leads out of the castle to the west.
~
65 8 0
D3
~
door~
1 6514 6512
D4
~
~
0 -1 6528
S
#6526
A store room~
There is a layer of dust on the floor at least 3 inches thick!  It is
probable that not many people have been in here for many months.
~
65 9 0
D1
A lighted area that looks like a well worn path.
~
~
0 -1 6513
D5
~
trapdoor~
1 0 6527
E
floor dust~
After blowing all the dust off the floor, you notice a trapdoor!
~
S
#6527
Wine cellar~
This room smells like wine, and you can only assume it used to be
a wine cellar at one time.
~
65 9 0
D4
~
~
0 -1 6526
S
#6528
Stairs in castle~
The stairs continue to circle up and down here.
~
65 8 0
D5
~
~
0 -1 6525
D4
~
~
0 -1 6529
S
#6529
Stairs~
You are still circling around on the stairs.  You are starting to
get dizzy from going around and around and around and around and
around.  The stairs continue up and down.
~
65 8 0
D5
~
~
0 -1 6528
D4
~
~
0 -1 6530
S
#6530
Top of stairs~
You are at the top of the stairs in the castle.  There is an exit
to the east, and the stairs lead down.
~
65 8 0
D5
~
~
0 -1 6529
D1
~
~
0 -1 6531
S
#6531
Queen's waiting room~
This is the Queen's waiting room.  Here the men literally
"wait" for the queen.  You've heard that the queen really likes
to get to 'know' her people, in the biblical sense.  The queen's
bedroom is to the north, and you can see stairs to the west.
~
65 8 0
D3
~
~
0 -1 6530
D0
~
door~
1 0 6532
S
#6532
Bedroom~
This is the Queen's bedroom.  The bed is all ruffled, and there
is a stack of dirty sheets piled in the corner.  There is a ladder
that leads down, out of the castle, and you can leave the room
to the south.
~
65 8 0
D2
~
door~
1 0 6531
D5
~
~
0 -1 6533
S
#6533
North side of Castle Strangelove~
You are standing on the north side of Castle Strangelove.  You
notice that you are no longer inside the mountain anymore either.
Along the southern horizon you see towering mountains.
~
65 0 0
D4
~
~
0 -1 6532
S
#6534
Hospital~
You are inside the Dwarven Hospital.  It smells like rubbing
alcohol, and there is blood all over the walls.
~
65 8 0
D2
~
~
0 -1 6519
S
#6535
Granite Head's Bakery~
The aroma coming from this room is astonishing.  You can almost taste
the pastry's dissolving in your mouth.
~
65 8 0
D1
~
~
0 -1 6517
S
#6540
Dark path~
This path is very well worn, and there is an entrance to the mines to the
east, while the path continues to the north and west.
~
65 8 0
D1
~
door~
1 6502 6541
D0
~
~
0 -1 6504
D3
~
~
0 -1 6503
S
#6541
Mine entrance~
The little path here leads down toward the mines, while the worn path
continues to the west.
~
65 8 0
D5
~
~
0 -1 6542
D3
~
door~
1 6502 6540
S
#6542
Inside the mine~
There are holes everywhere from the places that the workers blew
away the rock to get to whatever they were looking for.  A path leads
down and up.
~
65 9 0
D4
~
~
0 -1 6541
D5
~
~
0 -1 6543
S
#6542
Bottom of mineshaft~
You are at the bottom of the mineshaft.  The air here is very sooty, and
it is very hard to breath.  The mineshaft leads up and east.
~
65 9 0
D4
~
~
0 -1 6541
D1
~
~
0 -1 6543
S
#6543
Path in the mine~
You are deep inside the mine, and you feel very uncomfortable.  The
path continues to the east, and leads to the mineshaft to the west.
~
65 9 0
D3
~
~
0 -1 6542
D1
~
~
0 -1 6544
S
#6544
Mine crossroad~
You are at a crossroad in the mine.  There is a door to the north,
and the path continues to the south, east, and west.
~
65 9 0
D1
~
~
0 -1 6545
D3
~
~
0 -1 6543
D0
~
door~
2 6516 6546
D2
~
~
0 -1 6551
S
#6545
Coal Room~
You are inside the storage area for the raw materials
that are found down here.  The room is very unsturdy as the
supports are very rickety.
~
54 9 0
D3
~
~
0 -1 6544
S
#6546
Mine Maze~
You have entered the maze of the mines.  To the east you
can see some inscriptions, and you can exit to the south.
~
65 9 0
D2
~
door~
2 6516 6544
D1
~
~
0 -1 6547
S
#6547
Maze inscription~
You are inside the maze, but not far enough in that you could
get lost.  There is an enscription on the wall which says:

          1    3    2    4
          N    W    N    S

This isn't too tough, so don't take it so rough.
~
65 9 0
D0
~
~
0 -1 6548
D3
~
~
0 -1 6546
D1
~
~
0 -1 6544
S
#6548
Maze~
You are in a maze.
~
65 9 0
D0
~
~
0 -1 6549
D3
~
~
0 -1 6548
D2
~
~
0 -1 6547
S
#6549
Maze~
You are in a maze.
~
65 9 0
D3
~
~
0 -1 6550
D0
~
~
0 -1 6548
D2
~
~
0 -1 6548
S
#6550
Maze~
You are in a maze.
~
65 9 0
D2
~
~
0 -1 6552
D1
~
~
0 -1 6549
D0
~
~
0 -1 6549
D3
~
~
0 -1 6548
S
#6551
Mining equipment room~
This is the storage room for equipment used by the
Dwarven miners.  It is very small, and you can tell that
not many miners actually use any equipment.
~
65 9 0
D0
~
~
0 -1 6544
S
#6552
Solved the Maze.~
You have solved the maze.  You can tell by the last few moves
that there is no way that a dumb worker could have figured that
out.  It seems pretty desolate here.  To the south is a bleak room.
To the north, you see the maze.  There is a sign above the south exit:

THOSE WHO ENTER, PLAN ON A TIMELY DEATH.
(ESPECIALLY IF YOU'RE LOYAL TO THE QUEEN)
~
65 9 0
D0
~
~
0 -1 6550
D2
~
~
0 -1 6553
S
#6553
The Mazekeeper's Room~
You have entered the Mazekeeper's room.  There are pictures of
the Queen with darts thrown in it.  Spraypainted on the wall are
things like 'the queen shall suffer' and 'Catholics Rule'.
~
65 9 0
D0
~
~
0 -1 6552
S
#6600
Haag's Throne Room~
     This grand hall dwarfs many of the castles you have seen.  Marble
columns as thick as a man is tall stretch up to meet a ceiling that seems
to crowd the stars.  A reflecting pool in the floor shows scenes too
horrific to be anything but hell itself, and you find yourself avoiding the
pool reflexively.  Doorways of a relatively normal size (for Haag that is)
on the East and West walls seem to shimmer and dance as if they were weak
spots in the fabric of space-time.  Circling the pool is a majestic spiral
staircase wide enough for a dozen men to walk abreast; it seems to lead up
right out of the world.  The most striking aspect of the room, however, is
the great throne of gold at its northern end.  Up on a dais sits a throne
that looks older than time itself, and sitting upon it is Mighty Haag,
the immortal Ard-righ of all Prydain.  The High-king watches you cooly.
~
35 8 0
D5
~
~
0 -1 3001
S
#6601
A Green Meadow~
     You stand in a grassy meadow with annoyingly cute dandylions growing
here and there.  You hear the merry bubbling of a brook somewhere ahead,
and to the north you see a narrow wooden bridge.  The scents of perpetual
spring either delight or disgust you, depending on whether you go for the
trite stuff like this.
~
35 0 2
D0
~
~
0 -1 6602
D2
~
~
0 -1 13950
S
#6602
The Black Knight's Bridge~
     A quaint little bridge over the pleasant stream.  To the south is a
green field and to the north is the southern terminus of the King's Road.
The scene would be utterly charming if this were not the bridge frequented
by the infamous black knight.  He just doesn't know when to quit, does he?
~
35 1 2 
D0
~
~
0 -1 6603
D2
~
~
0 -1 6601
S
#6603
The King's Road~
      This is the southern end of the King's Road.  It is a well maintained
cobblestone road that shows every indication of frequent use.  The road
continues off to the north, and to the south is a wooden bridge over a
small stream.  A path leads westward away from the main thoroughfare.
~
35 0 2
D0
~
~
0 -1 6604
D2
~
~
0 -1 6602
S
#6604
The King's Road~
     The road here runs from north to south.  The sounds of bargaining
and merriment drift in from the east, where the county fair seems to be
in full swing.
~
35 0 2
D0
~
~
0 -1 6605
D2
~
~
0 -1 6603
S
#6605
The King's Road~
     The King's Road bends here from west to south.  The terrain is
mountainous and stately pine trees rise up to either side of the road.
There seems to be no directions open to travel other than along the road.
~
35 0 5
D2
~
~
0 -1 6604
D3
~
~
0 -1 6606
S
#6606
The King's Road~
     The road winds its way from east to west as it cuts between the
peaks of the Gwynned Mountains.  Some cheerful traders wave happily as
they pass you headed in the opposite direction.  They seem to feel
protected as they travel the King's Road.  A path leads up the side of
the hill north of the road, and it appears to be wide enough to allow
humanoid traffic.
~
35 0 5
D0
~
~
0 -1 6638
D1
~
~
0 -1 6605
D3
~
~
0 -1 6607
S
#6607
The King's Road~
     The King's Road here leads both up into the mountains in the east,
and down into a wide green valley in the west.  The smells and sounds
of a castle are barely discernible off in the distance.
~
35 0 5
D1
~
~
0 -1 6606
D3
~
~
0 -1 6608
S
#6608
Outside Camelot~
     The King's Road has its western terminus here just north of a glorious
castle.  High, unbreached walls of granite and majestic towers of gold
characterize this imposing fortress, which can only be the legendary
Camelot.  A stout drawbridge, down at the moment, offers entrance to the
gatehouse, where you see occasional flashes of Arthur's white and gold
liveried guards. To the west you see flashes of bright colors and hear
the merriment echoing from a visiting fair.
~
35 0 2
D1
~
~
0 -1 6607
D2
~
~
0 -1 6609
D3
~
~
0 -1 6618
S
#6609
The Gatehouse~
     This solid stone building meets all visitors as they arrive and
depart noble Camelot.  A great iron portcullis is suspended overhead,
ready to drop and deny ingress to the enemies of the king, but surely
no-one would desire as an enemy the good king, Arthur!
~
35 8 0
D0
~
~
0 -1 6608
D1
~
~
0 -1 6615
D2
~
~
0 -1 6610
D3
~
~
0 -1 6616
S
#6610
The Courtyard of Camelot~
     This small but busy courtyard opens onto the southern hallway
south of here, as well as to the gatehouse to the north.  Doors to the
east and west lead to the training yard and to the entrance to the great
Field of Honor.  The sun's rays are brilliantly reflected by banners of
all colors hanging from the high walls on all sides.
~
35 0 1
D0
~
~
0 -1 6609
D1
~
~
0 -1 6617
D2
~
~
0 -1 6611
S
#6611
The Hallway~
     This Hallway has a floor of well-worn flagstones and a high arched
ceiling.  Light is provided by torches set in sconces on either wall, and
there are doors leading both east and west.
~
35 8 0
D0
~
~
0 -1 6610
D1
~
~
0 -1 6620
D2
~
~
0 -1 6612
D3
~
~
0 -1 6621
S
#6612
Hall of the Round Table~
     The hallway widens here to at least 60 paces, and the ceiling rises
up as high as well.  A great round table of solid oak dominates the
chamber, and looks as if it could seat well over a hundred men.  The
tempting smells of a fine meal in preparation waft in from the west.
You could almost swear that you hear praying through the door to the east.
The hallway continues both to the north and south.
~
35 8 0
D0
~
~
0 -1 6611
D1
~
~
0 -1 6622
D2
~
~
0 -1 6613
D3
~
~
0 -1 6623
S
#6613
The Hallway~
     Things seem a little quieter back here in the hall past the round
table.  It goes no farther south, but doors open through the southern,
eastern, and western walls.
~
35 8 0
D0
~
~
0 -1 6612
D1
~
~
0 -1 6625
D2
~
~
0 -1 6614
D3
~
~
0 -1 6626
S
#6614
Arthur's Throne Room~
     Here is another hall equal in majesty to the hall of the round table.
At the southern end of the vault, high on a dais sits Arthur, king of
of the realm.  Guinevere has her own throne just below Arthur's, at his
right hand.  The champion's chamber is visible through an open doorway
to the east.
~
35 8 0
D0
~
~
0 -1 6613
D1
~
~
0 -1 6627
S
#6615
Guard Room~
     Bunk beds, weapon racks, and card tables fill this room, which is
obviously where the castle guards spend there time while not out
on patrol or at some important post.
~
35 8 0
D2
~
~
0 -1 6617
D3
~
~
0 -1 6609
S
#6616
Guard Room~
     Bunk beds, weapon racks, and card tables fill this room, which is
obviously where the castle guards spend there time while not out
on patrol or at some important post.
~
35 8 0
D1
~
~
0 -1 6609
S
#6617
Training Yard~
     The training grounds are littered with broken wooden swords and
spattered with the blood of the less talented pages.  The old master
of arms eyes you cooly as he glances up from his efforts to teach a
particularly hopeless clutz.  You don't think he is in the mood for
light conversation.
~
35 8 0
D0
~
~
0 -1 6615
D3
~
~
0 -1 6610
S
#6618
At the Maypole~
     You stand at the entrance to the fairgrounds.  To the north
you see an arched sign over a bridge.  To the south a trail leads
toward cluster of assorted stands.  A maypole stands here, trailing
a number of colorful ribbons just begging to be twisted.
~
35 0 2
D0
~
~
0 -1 6619
D1
~
~
0 -1 6608
D2
~
~
0 -1 6684
D3
~
~
0 -1 6681
S
#6619
Bridge to the Freak Show~
     A small wooden bridge leading over a small creek.  To the west
the creek leads back through a stand of trees.
~
35 0 2
D0
~
~
0 -1 6631
D2
~
~
0 -1 6618
D3
~
~
0 -1 6630
S
#6620
A Knight's Chamber~
     A bedroom/meditation chamber for some sort of ascetic knight.  The
spartan furniture includes only a hard bed and a small foot locker.
No wall hangings, carpets, or other adornments are present to liven
up the room.
~
35 8 0
D3
~
~
0 -1 6611
S
#6621
Servants' Quarters~
     A large room with a relatively low ceiling.  Several beds and dressers
stand here and there about the chamber.  Lots of clutter is strewn about,
and from the looks of things this is where the servants live.  The smell
is not the most pleasant one you've encountered.
~
35 8 0
D1
~
~
0 -1 6611
D2
~
~
0 -1 6623
S
#6622
Galahad's Post~
     This small cell is devoid of all furnishings, and appears to be in
the nature of a guard point to prevent passage eastward into the shrine
of the Holy Grail.  Sir Galahad, purest of all men alive, rises from where
he knelt praying and moves to block your path east.
~
35 8 0
D1
~
~
0 -1 6624
D3
~
~
0 -1 6612
S
#6623
The Scullery~
     This is the room where food is prepared for service to the knights
of the round table.  Scullery knaves are busily running about, desperately
trying to get dinner ready on time.  Ocasionally one cries out as he burns
his fingers trying to stoke the fire under one of the great pots.
~
35 8 0
D0
~
~
0 -1 6621
D1
~
~
0 -1 6612
S
#6624
Shrine of the Grail~
     The shrine seems to be illuminated from all directions.  It is as if
The walls themselves shone with a white light as a result of being in the
presence of the most Holy Grail.
~
35 8 0
D3
~
~
0 -1 6622
S
#6625
Mordred's Room~
     Black curtains hang by the windows, and black carpet covers the
floor.  A black chair sits in the corner.  As if to bely his evil nature,
however, Mordred is clad "cap a pie" in armor of purest gold.
~
35 8 0
D3
~
~
0 -1 6613
S
#6626
Gawain's Sanctum~
     A large and a well appointed chamber.  A shield bearing Gawain's
colors hangs on the wall.  The floor is richly carpeted with rare
Persian imports.  Clearly Gawain has the favor of his royal cousin, and
he chooses to show off his position.
~
35 8 0
D1
~
~
0 -1 6613
S
#6627
The chamber of Sir Lancelot~
   You are standing in the simple, austere quarters of the greatest knight
the world has ever know, Lancelot Du Lac.   A small, firm bed rests in one
corner.  It looks barely used.  A small desk, with several candles atop it,
and several books, of poetry, science and comedy attest to Lancelot's 
interest in mental ability, as well as physicial ability.
~
35 0 2
D3
~
~
0 -1 6614
S
#6628
A Red Brick House~
     In the middle of a grassy clearing is a neat little house built
entirely of bricks.  Peaking out of one of the windows are visible
the faces of three little pigs.  When you ask to be let in, they respond
with, "Not by the hair of your chinny chin chin!"  The name on the mailbox
reads P. Pig.
~
35 0 2
S
#6629
The Tarot Reader's Tent~
     You enter a small tent, in the middle a wizened old woman sits
cross legged.  She waves her hand over her ball as you enter,  and
beckons you to sit.  She absentmindedly shuffles through her tarot.
~
35 520 0
D1
~
~
0 -1 6685
S
#6630
A small creek~
     This small creek leads through a thick group of vines to the
west, and to the east you hear the sounds of bustling people.
~
35 0 6
D1
~
~
0 -1 6619
D3
~
~
0 -1 6630
S
#6631
Path through the freak show~
     You are walking along a path which leads past a number of tents.
To the north is a sign written in bold letters declaring SMALLEST MAN
IN THE WORLD, and to the west another reading THE UGLIEST MAN ON
EARTH! The path continues on to the east.
~
35 0 2
D0
~
~
0 -1 6634
D1
~
~
0 -1 6632
D2
~
~
0 -1 6619
D3
~
~
0 -1 6636
S
#6632
Path through the Freak Show~
     The path continues to the west, and tents lie in each of the
other four cardinal directions.  To the north is the Fat Lady's
tent, to the east is the tent belonging to the hariest man in town,
and to the south lies a tent for the Three Armed Man.
~
35 0 2
D0
~
~
0 -1 6635
D1
~
~
0 -1 6633
D2
~
~
0 -1 6637
D3
~
~
0 -1 6631
S
#6633
A Tent Fashioned of Furs~
     This is the tent belonging to the hariest man in town.
~
35 8 0
D3
~
~
0 -1 6632
S
#6634
A Very Small Circus Tent~
     You stand in the middle of a tent belonging to a very small man.
The midget looks up at you and says, 'It's two gold to be in here!'.
~
35 8 0
D2
~
~
0 -1 6631
S
#6635
A Large Circus Tent~
     You enter a very cramped residence due to the fact that an
extremely enormous woman occupies most of the tent.
~
35 8 0
D2
~
~
0 -1 6632
S
#6636
An Odd Colored Circus Tent~
     You enter a small tent with a very strange color scheme that is
as repulsive as it is strange.  A man as hideous as his tent looks
you over.
~
35 8 0
D1
~
~
0 -1 6631
S
#6637
A Spare Tent~
     Lounging in an odd chair is a strange looking man.  He rests an
arm on each of the three arms of the chair.
~
35 8 0
D0
~
~
0 -1 6632
S
#6638
The Northern Path~
     This path seems to be little more than a widened game trail
twisting around through the mountains, but it does connect the hinterlands
of the north with the more civilized south.
~
35 0 5
D0
~
~
0 -1 6639
D2
~
~
0 -1 6606
S
#6639
The Northern Path~
     The trail forks here, with the main path continuing north and south.
branching off to the west is what appears to be the track of some
extraordinary creature.
~
35 0 5
D0
~
~
0 -1 6640
D2
~
~
0 -1 6638
D3
~
~
0 -1 6651
S
#6640
End of the Northern Path~
     The edge of the mountains here is also the junction of three small
roads.  One leads south into the hills, one west (it looks confusing),
and one leads east toward the coast.  Of the three paths, the coastal
road appears to be the most easily navigated.
~
35 0 4
D1
~
~
0 -1 6649
D2
~
~
0 -1 6639
D3
~
~
0 -1 6641
S
#6641
Scary Path~
     This path looks scary and confusing.  To the north it looks
even more confusing.
~
35 0 3
D0
~
~
0 -1 6642
D1
~
~
0 -1 6640
S
#6642
Confusing Path~
     This is a confusing path through a confusing and swampy forest.
~
35 1 3
D0
~
~
0 -1 6643
D2
~
~
0 -1 6641
D3
~
~
0 -1 6642
S
#6643
Confusing Path~
     This is a confusing path through a confusing and swampy forest.
~
35 1 3
D0
~
~
0 -1 6644
D1
~
~
0 -1 6647
D3
~
~
0 -1 6642
S
#6644
Confusing Path~
     This is a confusing path through a confusing and swampy forest.
~
35 1 3
D0
~
~
0 -1 6644
D1
~
~
0 -1 6642
D2
~
~
0 -1 6643
D3
~
~
0 -1 6645
S
#6645
Confusing Path~
     This is a confusing path through a confusing and swampy forest.
~
35 1 3
D0
~
~
0 -1 6646
D1
~
~
0 -1 6644
D2
~
~
0 -1 6644
D3
~
~
0 -1 6654
S
#6646
Morganna's Hut~
     You made it out of the confusing forest and are now in a strangely
arranged hut.  Bizarre smells and sounds come through a door to the north.
Morganna the sorceress has many of her arcane art-pieces sitting in
odd little perches about the room.
~
35 9 0
D0
~
~
0 -1 6690
D2
~
~
0 -1 6645
S
#6647
Confusing Path~
     This is a confusing path through a confusing and swampy forest.
~
35 1 3
D0
~
~
0 -1 6648
D1
~
~
0 -1 6647
D2
~
~
0 -1 6647
D3
~
~
0 -1 6643
S
#6648
Merlin's Hut~
     Emerging from the dark and confusing wood, you have come to the
home a Merlin the good wizard.  Experiments too obscure for you to
understand are in progress all over the place.  Merlin seems to have
developed bad housekeeping habits in his last 800 years of living
alone: the place hasn't been swept in centuries.  Doors lead to the
north and east.
~
35 9 0
D0
~
~
0 -1 6695
D1
~
~
0 -1 6694
D2
~
~
0 -1 6647
S
#6649
A Path Near the Coast~
     This sandy trail runs from east to west.  To the west is visible
the intersection of several paths, and to the east are the shores of
the great ocean.
~
35 0 4
D1
~
~
0 -1 6650
D3
~
~
0 -1 6640
S
#6650
A Sandy Beach~
     The white sand of the beach feels good under your feet compared
to the hard stone and wood to which you are accustomed.  The pounding
of the surf and the salty sea smell tickle your senses and call out to
you to explore the wonder and greatness of the ocean.
~
35 0 2
D0
~
~
0 -1 6672
D1
~
~
0 -1 6655
D2
~
~
0 -1 6671
D3
~
~
0 -1 6649
S
#6651
Trail of the Questing Beast~
     The trail of the strange beast here runs from east to west.
~
35 0 5
D1
~
~
0 -1 6639
D3
~
~
0 -1 6652
S
#6652
Trail of the Questing Beast~
     The trail turns south and east, and the southern leg climbs up
toward a craggy peak.
~
35 0 5
D1
~
~
0 -1 6651
D2
~
~
0 -1 6653
S
#6653
Lair of the Questing Beast~
     You have reached the end of the trail of the questing beast, and
have arrived at its lair.  Its droppings are all over the ground, as are
the bones of the beast's unsuccessful hunter, Sir Palomedes.
~
35 0 5
D0
~
~
0 -1 6652
S
#6654
The Bad Old Bog~
     You have taken a VERY WRONG TURN.  Tentacles begin reaching up
out of the bog as you realize that you are now trapped in the lair
of the big old bog beasts.
~
35 3 3
S
#6655
Coastal Waters~
     You are in the waters off of the coast of Prydain's sandy eastern
beach.
~
35 0 7
D0
~
~
0 -1 6656
D1
~
~
0 -1 6666
D2
~
~
0 -1 6657
D3
~
~
0 -1 6650
S
#6656
Northern Coastal Waters~
     You are in the waters off the northern portion of Prydain's eastern
coastline.
~
35 0 7
D1
~
~
0 -1 6666
D2
~
~
0 -1 6655
D3
~
~
0 -1 6672
S
#6657
Southern Coastal Waters~
     You are in the waters off of the southern portion of Prydain's
eastern coastline.
~
35 0 7
D0
~
~
0 -1 6655
D1
~
~
0 -1 6666
D3
~
~
0 -1 6671
S
#6658
The Point of No Return~
     You are now in the eastern waters of the great ocean.  Unless
you want to wind up on the edge of the world, going east probably
is not such a great idea.
~
35 0 7
D0
~
~
0 -1 6669
D1
~
~
0 -1 6659
D2
~
~
0 -1 6664
D3
~
~
0 -1 6661
S
#6659
The Eastern Edge of the World~
     According to all the navigational charts you have ever seen, you
are on the eastern edge of the world.  There seems to be a strong
eastward current for some reason.
~
35 0 7
D1
~
~
0 -1 6660
S
#6660
The Land of Disappointed Explorers~
     After passing off of the eastern edge of the world you have fallen
along with the waters into what could be described as Davy Jones's
locker.  Scattered about are some globes that have been heavily abused--
you think you can guess why.  Wreckage is lying about from several
ships foolish enough to brave the point of no return.  A sign hanging
off of one old piece of wreckage reads, "Go either north or south, but
only one is a way out and you'll be sorry if you go the other way."
mysterious glowing doorways lead both north and south.  A group of
disappointed explorers mills around bitching about what an idiot
Columbus was.
~
35 0 2
D0
~
~
0 -1 6696
D2
~
~
0 -1 6682
S
#6661
Isle of the Great Cyclops~
     This small island is the home of a rather antisocial cyclops.
Bones of his kills litter the beach, where they are slowly bleaching
under the sun's rays.
~
35 0 2
D0
~
~
0 -1 6668
D1
~
~
0 -1 6658
D2
~
~
0 -1 6663
D3
~
~
0 -1 6666
S
#6662
At Sea on the Great Ocean~
     You are at sea on the great ocean.  There doesn't seem to be any
dry land anywhere nearby, but the bright sunlight reflecting off of
the waves keeps getting in your eyes, making it hard to be sure.
~
35 0 7
D0
~
~
0 -1 6666
D1
~
~
0 -1 6663
S
#6663
At Sea on the Great Ocean~
     You are at sea on the great ocean.  There doesn't seem to be any
dry land anywhere nearby, but the bright sunlight reflecting off of
the waves keeps getting in your eyes, making it hard to be sure.
~
35 0 7
D0
~
~
0 -1 6661
D1
~
~
0 -1 6664
D3
~
~
0 -1 6662
S
#6664
At Sea on the Great Ocean~
     You are at sea on the great ocean.  There doesn't seem to be any
dry land anywhere nearby, but the bright sunlight reflecting off of
the waves keeps getting in your eyes, making it hard to be sure.
~
35 0 7
D0
~
~
0 -1 6658
D2
~
~
0 -1 6665
D3
~
~
0 -1 6663
S
#6665
At Sea on the Great Ocean~
     You are at sea on the great ocean.  There doesn't seem to be any
dry land anywhere nearby, but the bright sunlight reflecting off of
the waves keeps getting in your eyes, making it hard to be sure.
~
35 0 7
D0
~
~
0 -1 6664
S
#6666
At Sea on the Great Ocean~
     You are at sea on the great ocean.  There doesn't seem to be any
dry land anywhere nearby, but the bright sunlight reflecting off of
the waves keeps getting in your eyes, making it hard to be sure.
~
35 0 7
D0
~
~
0 -1 6667
D1
~
~
0 -1 6661
D2
~
~
0 -1 6662
D3
~
~
0 -1 6655
S
#6667
At Sea on the Great Ocean~
     You are at sea on the great ocean.  There doesn't seem to be any
dry land anywhere nearby, but the bright sunlight reflecting off of
the waves keeps getting in your eyes, making it hard to be sure.
~
35 0 7
D1
~
~
0 -1 6668
D2
~
~
0 -1 6666
S
#6668
At Sea on the Great Ocean~
     You are at sea on the great ocean.  There doesn't seem to be any
dry land anywhere nearby, but the bright sunlight reflecting off of
the waves keeps getting in your eyes, making it hard to be sure.
~
35 0 7
D1
~
~
0 -1 6669
D2
~
~
0 -1 6661
D3
~
~
0 -1 6667
S
#6669
At Sea on the Great Ocean~
     You are at sea on the great ocean.  There doesn't seem to be any
dry land anywhere nearby, but the bright sunlight reflecting off of
the waves keeps getting in your eyes, making it hard to be sure.
~
35 0 7
D0
~
~
0 -1 6670
D2
~
~
0 -1 6658
D3
~
~
0 -1 6668
S
#6670
At Sea on the Great Ocean~
     You are at sea on the great ocean.  There doesn't seem to be any
dry land anywhere nearby, but the bright sunlight reflecting off of
the waves keeps getting in your eyes, making it hard to be sure.
~
35 0 7
D0
~
~
0 -1 6675
D2
~
~
0 -1 6669
S
#6671
The Northern East Coast~
     The southern coastline is rocky and inhospitable.  Progress
further south looks impossible, but there is a cave high up to the
west, and the water appears to be free of shoals.
~
35 0 4
D0
~
~
0 -1 6650
D1
~
~
0 -1 6657
D3
~
~
0 -1 6674
S
#6672
The Southern East Coast~
     North of the beach, the coast is less idyllic.  Here white sand
is replaced by black rocks.  In the distance, smoke can be seen curling
from the peak of a forbidding mountain.  A small path leads up the side
of a cliff to the west, disappearing behind a large rock.
~
35 0 4
D1
~
~
0 -1 6656
D2
~
~
0 -1 6650
D3
~
~
0 -1 6673
S
#6673
Seaside Cave~
     This stony cave has a high roof and a floor covered with
stalagmites and loose stones.  The hammering of the waves against the
coast is audible, and the smell of the sea is strong on the air.
The only exit from the cave is to the east.
~
35 9 4
D1
~
~
0 -1 6672
S
#6674
Seaside Cave~
     This cave has walls of scorched stone and is big enough to
house a behemoth.  Giant reptilian scales and charcoal line the floor.
Sure enough, you have stumbled onto the home of a genuine, fire-breathing
dragon.
~
35 9 4
D1
~
~
0 -1 6671
S
#6675
An Icy Shore~
     To the north you can see icy tundra.  You have found land, if
it is frozen land anyway.
~
35 0 7
D0
~
~
0 -1 6676
D2
~
~
0 -1 6670
S
#6676
Tundra~
     This is the iciest shoreline on which you have ever stood.
South of here are the northern waters of the great ocean, and to the
north stretches a vast plain of tundra.
~
35 0 2
D0
~
~
0 -1 6677
D2
~
~
0 -1 6675
S
#6677
Tundra~
     You stand in the center of an expanse of tundra, freezing your ~
35 0 2
D1
~
~
0 -1 6679
D2
~
~
0 -1 6676
D3
~
~
0 -1 6678
S
#6678
Lair of the Great White Dragon~
     An icy plateau empty of all signs of normal life.  Icy winds whip
at your cloak, and the chill creeps into your bones as you realize that
you have stumbled into a great white dragon.
~
35 0 2
D1
~
~
0 -1 6677
S
#6679
Guarded Spot in the Tundra~
     Two massive ice statues stir to life as you approach, and move to
block your progress to the east.  They are determined to kill you,
rather than let you get by them.
~
35 0 2
D1
~
~
0 -1 6680
D3
~
~
0 -1 6677
S
#6680
Zippy's Favorite Hang-out~
     This particular icy plain is the favorite hang-out of Zippy the
snow wizard, enemy of all normal people and some weird ones too.
~
35 0 2
D3
~
~
0 -1 6679
S
#6681
Fat Frank's Pizza Shop~
     Scattered behind the counter are a number of pizza boxes and
empty drink cans.  Frank licks sauce off of his fingers, making
a strange slurping noise as he looks up and says, 'Watcha want?'.
~
35 8 0
D1
~
~
0 -1 6618
S
#6682
Mario's Gaming Palace~
     Games of all imaginable types (and then some) fill your view in 
every direction.  As far as the eye can see, toys and games abound.
Immediately before you is a comfy chair with controls to access the
game of your pleasure.  You have the most powerful craving for 
some Nintendo.
~
35 520 0
S
#6683
Near the shore~
     At last you can see land to the south.  A sandy shore is to the south,
and more water to the north.
~
35 0 7
D0
~
~
0 -1 6665
D2
~
~
0 -1 6684
S
#6684
The Fairground~
     To the east is a bright red tent, to the south you see an
odd tent, and to the west lies more of the fairgrounds.
~
35 0 2
D0
~
~
0 -1 6618
D1
~
~
0 -1 6687
D2
~
~
0 -1 6689
D3
~
~
0 -1 6685
S
#6685
The Fairground~
     You stand in the southwest corner of the faigrounds.  To the
north and south stand liveried tents, and to the west is an ominous
black tent.
~
35 0 2
D0
~
~
0 -1 6686
D1
~
~
0 -1 6684
D2
~
~
0 -1 6688
D3
~
~
0 -1 6629
S
#6686
The Sword Swallower's Tent~
     A tall man bows rather stiffly to you as you enter the tent.
You notice the hilt of a sword protruding from his mouth.
~
35 8 0
D2
~
~
0 -1 6685
S
#6687
A Bright Red Tent~
     There is a short man here, swatting at a fire starting on the
edge of the tent.
~
35 8 0
D3
~
~
0 -1 6684
S
#6688
The Juggler's Tent~
Around the edges of the tent, you see an array of sharp weapons,~
35 8 0
D0
~
~
0 -1 6685
S
#6689
A Shimmering Tent~
     Around this stand are strewn arcane books, and components for
spells you could only dream of.
~
35 8 0
D0
~
~
0 -1 6684
S
#6690
Morganna's Mini-Zoo~
     This is the area where Morganna keeps her favorite fantastic
pets.  To the north is the cage of the hippogriff.  To the east is
the cage of the cockatrice, and to the west is the great goldfish
tank.  Several large corpses on meathooks are ready for feeding to
the denizens in their cages.
~
35 0 1
D0
~
~
0 -1 6692
D1
~
~
0 -1 6691
D2
~
~
0 -1 6646
D3
~
~
0 -1 6693
S
#6691
Cockatrice Cage~
     An iron cage with an open door and a set of manacles to prevent
unauthorized leaves of absence on the part of the cockatrice.
~
35 0 1
D3
~
~
0 -1 6690
S
#6692
Hippogriif Pin~
     An iron cage with an open door and a set of leg irons to keep the
hippogriff from wandering off in search of food.
~
35 0 1
D2
~
~
0 -1 6690
S
#6693
The Aquarium~
     The only item of note in this room is a large glass tank filled
with water.  Swimming around inside are Morganna's prize collection
of man-eating goldfish.  Fortunately, these fish don't know how to get
out of their protective tank.
~
35 0 1
D1
~
~
0 -1 6690
S
#6694
Archimedes's Roost~
     This little room is a roost for Archimdedes, Merlin's pet owl.
Aside from a liberal quantity of owl pellets, a worn tea service, and
some decaying mice, Archimedes has nothing of value around the house.
~
35 8 0
D3
~
~
0 -1 6648
S
#6695
Merlin's Private Library~
     Row upon row of shelves are filled with all manner of books.
Merlin keeps quite a personal library.  You are able to spot tomes
dealing with everything from childbirth to downhill skiing.  Arcane
texts dealing with conjurations, transmutations, and other spells also
line the walls.  These books, however, are from the future, and you think
it would be better if you left them alone for now.
~
35 8 0
D2
~
~
0 -1 6648
S
#6696
Wondrous Hall in No Place~
     You have chosen the right door!  You find yourself in a wondrous
cavern with halls leading out in every direction.  You see that the
southern way leads into Midgaard's Market Square.  To the north, you
spy what appears to be a grassy meadow in the Shire.  Westward, you can
see the courtyard of Castle Python, and to the east you spy the foot of
the great pyramid of Akin-Ra.  You count your blessings that you did not
choose the other door, and with it a trip to Hell.
~
35 8 0
S
#6697
Diarmuid's Work Room~
     This is where Diarmuid does his dirty (and clean) work.~
32 120 1
D3
~
door~
1 -1 6699
D5
~
~
0 -1 6698
S
#6698
Diarmuid's House~
     This is the main chamber of Diarmuid's residence.~
32 1020 1 3 
D4
~
~
0 -1 6697
D5
~
~
0 -1 4001
S
#6699
Luigi's Game Room~
  The entire far wall seems to be a big screen tv, and with all the video
game equipment scattered around the room you can't even make out the floor.
~
32 1020 0 2 
D1
~
door~
1 -1 6697
D5
~
~
0 -1 6700
S
#6700
Luigi's Bedroom~
There is a large water bed in the middle of the room where Luigi sleeps.
~
32 1020 0 2 
D3
~
door~
1 -1 3141
D4
~
~
0 -1 6699
S
#6801
Forest trail~
As you wander down the trail, you notice small animals darting through the
brush. The trees seem larger and more crowded here and you notice that there
has been a slight drop in the temperature.
~
68 0 2
D0
~
~
0 -1 6802
D2
~
~
0 -1 17043
S
#6802
A small meadow~
You emerge from the forest to find yourself in a small meadow carpeted with
wildflowers. You can barely see the mountains that peek over the treetops to
the north.
~
68 0 2
D0
~
~
0 -1 6803
D2
~
~
0 -1 6801
S
#6803
A trail~
The forest here is very dark and desolate. As you look around you
notice a small sign on one of the trees.
~
68 1 3
D0
~
~
0 -1 6804
D2
~
~
0 -1 6802
E
sign small~
You are on the trail to ARCTICA. The lost city of the north. Turn back
now or you will most surely die!
~
S
#6804
Deadwood Forest~
You are wandering aimlessly in Deadwood Forest. The trees here are so close
together that no sunlight can reach through the treetops to warm the frigid
air. As you wander you notice something that you failed to notice before
...there are no forest sounds here...only dead silence.
~
68 1 3
D0
~
~
0 -1 6805
D2
~
~
0 -1 6803
S
#6805
The Basin~
You emerge to find yourself at the bottom of a large, towering ice
formation...The air here chills you to the bone. As you take a look at the
glacier you notice that there is a small level spot that you might be able to
walk on...
~
68 5 3
D0
~
~
0 -1 6806
D2
~
~
0 -1 6804
S
#6806
The Icy Trail~
The trail here is very slippery and it is very hard to maintain your
balance on this icy area. The walls of the glacier rise high above you...
As you look you notice a small crevice in the ice...
~
68 0 4
D0
~
~
0 -1 6807
D2
~
~
0 -1 6805
E
crevice~
The is a small crevice in the ice here..it looks like a tight squeeze but...
~
S
#6807
The Crevice~
You are inside a crevice in the ice. It is a tight squeeze here but
you are not all that uncomfortable...There is a hole in the ground here.
~
68 4 4
D1
~
~
0 -1 6856
D2
~
~
0 -1 6806
E
hole~
the hole looks dark and desolate...there is no telling how deep it goes.....
~
S
#6809
The Cool Room...~
This room is nice and cool... so cool that you want to lie down and fall
asleep.....
~
68 0 5
D2
~
~
0 -1 6810
D3
~
~
0 -1 6814
S
#6810
Another ice cave~
The ice in this room has slightly melted... If you are not careful you might...
...     SLAM!!!!!!!
You slip, hitting your head HARD on the ice. Your head hurts so bad the only
thing you can think of is getting out of this room...  If only you could
remember which way you came in.
~
68 8 5
D0
~
~
0 -1 6823
D1
~
~
0 -1 6816
D2
~
~
0 -1 6809
D3
~
~
0 -1 6811
S
#6811
Another ice cave~
This cave looks just like the last couple rooms. Not much of interest here
unless you like sucking the ice off the walls.
~
68 8 5
D0
~
~
0 -1 6810
D1
~
~
0 -1 6826
D3
~
~
0 -1 6817
D5
~
~
0 -1 6812
S
#6812
The lava pool~
As you climb down the hole to get here you notice that this room is HOT!!!!
REAL HOT!!! You figure the heat is coming from the pool of lava in the center
of the room.. You also hope nothing live in the pool...
~
68 8 3
D1
~
~
0 -1 6825
D4
~
~
0 -1 6811
D5
~
~
0 -1 6813
E
pool lava~
The molten pool is steaming and bubbling... you hope you don't fall in..
~
S
#6813
Stair room~
As you enter this room your glad to get out of the heat of the previous room.
You feel a blast of heat from the hole in the floor. there is also a stairway
to the south leading down.
~
68 8 2
D4
~
~
0 -1 6812
D5
~
~
0 -1 6837
S
#6814
Ice plant cave~
As you enter you are amazed by the variety of plants made of ice. you wander
through the harmless plants enjoying the peacefulness of the place.
~
68 8 1
D1
~
~
0 -1 6809
D2
~
~
0 -1 6819
E
plant~
These plants look so much like normal plants you feel like tasting it,
but the white and transparent colors turn you off...
~
S
#6815
Bright cave~
The light in this cave is intense, you are almost blinded by the light. You can
barely make out passages to the west and south.
~
68 8 5
D2
~
~
0 -1 6817
D3
~
~
0 -1 6818
S
#6816
Foggy cave~
This cave has somehow filled with fog... Your not sure how it got here but it
is. As you feel your way around you find two exits to the east and west.
~
68 9 3
D1
~
~
0 -1 6810
D3
~
~
0 -1 6819
E
fog~
Yep... its fog.
~
S
#6817
It is pitch black...~

~
68 9 4
D0
~
~
0 -1 6816
D1
~
~
0 -1 6811
D3
~
~
0 -1 6822
S
#6818
The Lair of The Purple Dragon~
This is the Lair of the Dreaded Purple Dragon... you find there is about an
inch of dust everywhere as though no ones been here for a while. This room is
richly furnished, and seems extremely comfortable. There are books and scrolls
in shelves written in language you don't understand. You see a pile of bones
in one corner of the room.
~
68 9 5
D1
~
~
0 -1 6815
D2
~
~
0 -1 6820
D3
~
~
0 -1 6827
E
bones~
These are the bones of the Purple Dragon, you notice some silver scales mixed
with the bones. you also notice a dark spot behind the behind the bones.
~
S
#6819
Animal cave~
This cave is filled with frozen animals doing various things like eating,
sleeping and other unmentionables, obviously the person who set up this room
had a sick mind. There is a small sign here.
~
68 8 3
D0
~
~
0 -1 6814
D1
~
~
0 -1 6816
D3
~
~
0 -1 6820
D5
~
~
0 -1 6897
E
sign~
                       ********************
                       *   WARNING!!!!!   *
                       *                  *
                       *        DO        *
                       *                  *
                       *       NOT        *
                       *                  *
                       *        GO        *
                       *                  *
                       *       DOWN       *
                       *                  *
                       ********************
                       *                  *
                       *    Unexplored    *
                       *                  *
                       *       Areas      *
                       *                  *
                       ********************
~
S
#6820
The Purple Dragons Waiting room~
This is where creatures wait to be honored by being eaten by the Purple
Dragon. There are large comfortable chairs and couches to rest in while
waiting.
~
68 9 2
D0
~
~
0 -1 6818
D1
~
~
0 -1 6819
S
#6821
Ice cavern~
This is of no particularly interesting except for the inscriptions on the wall.
There are exits to the south and east.
~
68 8 1
D1
~
~
0 -1 6822
D2
~
~
0 -1 6826
E
inscription~
written on the wall is:

                                     
                  (\/)              
       Chelliance  \/  Zonni!!!!!!!             S             
                                                 t   w        
                                                  y    a   H     
                                                   r    s   E     
   Cigma is a SHITTY sex slave!!!!!                 o        R
              
                
*SMIRK*-------> for a good time call Cigma!!
              
                                     
            ZONNI LOVES AN ANGEL!!!!!!!!!!!!!!!!!!!
~
S
#6822
Snow cave~
This cave is completely filled with snow. you notice small passages to the
east, west, and south.
~
68 9 4
D1
~
~
0 -1 6817
D2
~
~
0 -1 6823
D3
~
~
0 -1 6821
E
snow~
there is so much snow in this room you think you'll puke..
~
S
#6823
Computer Center~
As you enter the room you see the massive computer system running the MUD. You
 are amazed at the complicity of the computer, all the lights, buttons,
and dials. You don't touch anything for fear of accidently erasing yourself
from the world. You notice portals to the north, east, and west.
~
68 8 2
D0
~
~
0 -1 6822
D1
~
~
0 -1 6824
D3
~
~
0 -1 6810
E
computer~
The system is awesome compared to anything you've ever seen.(as if you ever
seen a computer before.)
~
S
#6824
Entrance to the penguin lair~
Here lies the entrance to the lair of the Emperor Penguin. You see a few
penguin come and go as they please from it.
~
68 8 3
D3
~
~
0 -1 6823
D5
~
~
0 -1 6825
S
#6825
The Lair of the Great and Terrible Emperor Penguin~
This is the lair of the emperor penguin. It does not look like he lives up to
the room title thou... You think you could beat him easily.
~
68 8 2
D3
~
~
0 -1 6812
D4
~
~
0 -1 6824
S
#6826
Ice Pool~
In the center of the room is a pool of water with large chunks of ice floating
in it. It seems as though someone or something has been talking water out of
the pool.
~
68 0 2
D0
~
~
0 -1 6821
D3
~
~
0 -1 6811
E
pool~
The water in this pool looks real refreshing.
~
S
#6827
Purple Dragon treasure room~
You stand in the once great treasure room of the Purple Dragon. Just as the
dragon has disappeared so has the treasure.
~
68 208 1
D1
~
~
0 -1 6818
D4
~
~
0 -1 6828
S
#6828
Do Not Enter... Death Trap~

~
68 8 0
D3
~
~
0 -1 6829
D5
~
~
0 -1 6827
S
#6829
Cat Lord's Private Camber~
The is the private chamber of The Cat Lord (a.k.a Cat). This place is extremely
peaceful.. although it shows a couple signs of battle.
~
68 8 0
D1
~
~
0 -1 6828
S
#6830
ARTICA~
You see below you the frozen city of ARCTICA. There is a small trail
leading down to it but it is unpassable at this time.
~
68 8 2
D4
~
~
0 -1 6831
S
#6831
The Secret Room~
You are in the middle of an Ice chamber. You notice a small hole in
the ground. You can also see an exit to the east.
~
68 8 2
D1
~
~
0 -1 6832
D4
~
~
0 -1 6830
S
#6832
The Passage end~
The Passage way dead ends here. Although you think it is rather strange you
notice a small breeze coming from somewhere...
~
68 8 3
D0
~
~
0 -1 6833
D3
~
~
0 -1 6831
S
#6833
Narrow Corridor~
You are standing in a long corridor running from north to south.
Which are the only exits you can see.
~
68 9 3
D0
~
~
0 -1 6837
D2
~
~
0 -1 6832
S
#6834
Silver cave~
You find your self in a large silver cave the ice that make up the walls
have a strange silver glow to them. Even though the temperature is low enough
to freeze water you see a large pool in the middle of the room. This is the
perfect place for a large animal to live near...
~
68 8 3
D0
~
~
0 -1 6844
D4
~
~
0 -1 6876
E
pool water~
The pool is very deep as you stare into it you find your self lost in the
beauty of the room.
~
S
#6835
Snow Cave~
You are standing in the middle of a small chamber. As you look
around you notice that there are some tracks in the snow...
~
68 0 3
D0
~
~
0 -1 6836
S
#6836
Tunnels End~
You are standing at the end of a long narrow corridor. You see
a white door to the south. The only other exit you see is to the east (back
the way you came from)
~
68 9 3
D1
~
~
0 -1 6837
D2
~
~
0 -1 6835
E
white~
You see a small white door.
~
S
#6837
Ice Cavern~
You are Standing in the middle of a large ice cavern. As you look
around you notice that the entire room has been carved out of ice. You feel
a draft of air from a very LARGE hole in the ceiling. There are small
passages leading north, west and a large tunnel leading to the east.
~
68 8 3
D0
~
~
0 -1 6838
D1
~
~
0 -1 6840
D2
~
~
0 -1 6833
D3
~
~
0 -1 6836
D4
~
~
0 -1 6813
S
#6838
A small passage bend~
You are at the bend in this small passage. You notice that the
walls kind of close in on you the further you go. Almost like a funnel...
what could be at the end??
~
68 9 3
D1
~
~
0 -1 6839
D2
~
~
0 -1 6837
S
#6839
Narrow Passage through the ice~
This long ice passage seems to go on forever. As you make your
way down it you wonder to yourself... "Should I be doing this??"
~
68 9 3
D1
~
~
0 -1 6850
D3
~
~
0 -1 6838
S
#6840
The Large Tunnel~
You are at a bend in a VERY large tunnel leading south and west.
~
68 9 3
D2
~
~
0 -1 6841
D3
~
~
0 -1 6837
S
#6841
Bend~
Yet another boring bend with passages leading north and east. You can't help
but notice the frozen mage in the ice. There are tunnels leading north and
east.
~
68 9 3
D0
~
~
0 -1 6840
D1
~
~
0 -1 6842
E
mage ice west~
You can see quite clearly though the ice a frozen mage. She is quite good
looking. As you look at her you realize it is someone you have seen before.
~
S
#6842
3 way Junction~
You are in the middle of a junction with tunnels leading off in three
directions West, South, and East. You also note that the walls are made
of ice yet are not cold to the touch.
~
68 9 3
D1
~
~
0 -1 6847
D2
~
~
0 -1 6843
D3
~
~
0 -1 6841
S
#6843
Large Tunnel~
The tunnels in this part part of the cave are enormous. There are
Large tunnels leading north, east and south. You can feel an evil presence in
this room as though the room is used by some large evil creature.
~
68 9 3
D0
~
~
0 -1 6842
D1
~
~
0 -1 6845
D2
~
~
0 -1 6844
E
room~
Just north of you is a small opening in the wall. When you look though the
opening you can see a Large hall and you wander how to get into it. Try as
you may you can not get though the opening.
~
S
#6844
The Tunnel~
You are in the middle of a large tunnel. You decide that standing in
the middle of the room is not the best of places to stand and quickly move to
the side. Although it seems odd you can see a strange silver light coming
from the south.
~
68 9 3
D0
~
~
0 -1 6843
D2
~
~
0 -1 6834
S
#6845
Lair Entrance~
The tunnel here is very wide. As if a VERY large creature has been coming
and going for a long time. You notice that there is a strange sound coming
from the east..
~
68 9 3
D1
~
~
0 -1 6846
D3
~
~
0 -1 6843
E
sound~
You can here a loud clawing noise and heavy breathing.
~
S
#6846
Xenia's cave~
As you enter the room you see that it is the lair of a very large Silver
Dragon.  To one side of the room is a large pile of straw obviously a bed.
But no one or thing is sleeping in it!!
You notice a few purple dragon scales piled in one corner of the cave.
~
68 9 3
D1
~
~
0 -1 6855
D3
~
~
0 -1 6845
S
#6847
Tunnel Bend~
The bend of this tunnel leads off in two directions. North you
can see nothing and to the West you have the same problem.
~
68 9 3
D0
~
~
0 -1 6848
D3
~
~
0 -1 6842
S
#6848
Tunnel~
You are in the middle of a long narrow tunnel. As you stop to rest you
notice a small door to the west that seems to be made of glass. You can see
right though it in to what looks like a endless passage.
~
68 8 3
D0
~
~
0 -1 6849
D2
~
~
0 -1 6847
D3
~
~
0 -1 6854
S
#6849
Tunnel Bend~
You are at a turning point in a long tunnel. The tunnel turns
here and continues to the west and south.
~
68 9 3
D2
~
~
0 -1 6848
D3
~
~
0 -1 6851
S
#6850
Bend in the snowy passage~
You are at a bend in the long passage. The passage continues
north and south. You can see form the condition of this area that know
one has been here in a long time. A small pile of bones in the corner look
as if they where layed out to look like -> A SKULL AND CROSS BONES <-
~
68 9 3
D0
~
~
0 -1 6851
D3
~
~
0 -1 6839
S
#6851
Large Caverns~
You emerge from the passage to find yourself in a large cavern. There
are passages leading off to the east, south and west. The one to the south is
very narrow you will have to crawl to get though.
~
68 9 3
D1
~
~
0 -1 6849
D2
~
~
0 -1 6850
D3
~
~
0 -1 6852
S
#6852
The Bend~
You are at at a bend in the corridor which leads
to the north and east.
~
68 9 3
D0
~
~
0 -1 6853
D1
~
~
0 -1 6851
S
#6853
Dead End~
You are at a dead end in the passage and the only exit is back
the way you came from south.
~
68 9 3
D2
~
~
0 -1 6852
S
#6854
Glass Maze~
You are in the middle of a room made entirely of Ice. The walls
of the room are so smooth that they appear to be made of glass. Exits appear
to lead off in all directions.
~
68 8 3
D0
~
~
0 -1 6854
D1
~
~
0 -1 6848
D2
~
~
0 -1 6854
D3
~
~
0 -1 6854
D4
~
~
0 -1 6854
D5
~
~
0 -1 6854
S
#6855
Treasure Room~
The walls of this room are made of solid ice. You see only one exit
the way you can in to the west.
~
68 8 3
D3
~
~
0 -1 6846
S
#6856
Overlook~
To the east you see a mist covered valley. Mountain peaks can be seen poking
through the misty blanket.
~
68 0 5
D1
~
~
0 -1 6857
D3
~
~
0 -1 6807
S
#6857
The Icy Ledge~
You are sitting at the side of a hill. To the east is a trail coming down.
It looks impossible to make it back up. A trail leads south along the ledge.
~
68 0 5
D2
~
~
0 -1 6865
D3
~
~
0 -1 6856
S
#6858
Top of the Hill~
With a final step you make it off the long trail. As you catch your breath
you see a small downward trail west. the trail you arrived on can't be
found. Looks like you have a big choice.
~
68 0 5
D3
~
~
0 -1 6857
D5
~
~
0 -1 6857
E
slope~
It looks steep.
~
S
#6859
The Northwest End of the Valley~
The wind blows off the mountain to the north, far above your head.
This creates an unusual calm. Trails lead east and south.
~
68 0 4
D1
~
~
0 -1 6860
D2
~
~
0 -1 6866
S
#6860
The T Crossing~
The path you're on reminds you of the Great White North, eh.
The paths leave east, south, and west.
~
68 0 4
D1
~
~
0 -1 6861
D2
~
~
0 -1 6867
D3
~
~
0 -1 6859
S
#6861
The Northern Path~
   The path looks like it ended here once, but recently, it would appear,
someone has carved a path through the ice.  It leads north.  Another path
leads west.
~
68 0 4
D0
~
~
0 -1 9401
D3
~
~
0 -1 6860
E
sign~
Yep this is the end of the path.
~
S
#6862
The L in the Ice Path~
There's a bend in the path. The path leads east and south.
~
68 0 4
D1
~
~
0 -1 6863
D2
~
~
0 -1 6869
S
#6863
Ice Path~
This is an Ice Path. It leads east and west.
~
68 0 4
D1
~
~
0 -1 6864
D3
~
~
0 -1 6862
S
#6864
A Turn in the Path~
You have come to a T in the path. You notice a Trail leading north and
then carry west.  To the south you notice some trees. To the west is a
path. There is a sign here.
~
68 0 4
D0
~
~
0 -1 6858
D2
~
~
0 -1 6870
D3
~
~
0 -1 6863
E
sign~
There come a time in your life when a decision become crucial.
~
S
#6865
The mouth of a Cave~
As you look back north you realize the ICE is too slippery to make it back up
 the ledge. A trail down leads east. A cave is to the south.
~
68 0 5
D1
~
~
0 -1 6866
D2
~
~
0 -1 6871
D5
~
~
0 -1 6866
S
#6866
Bottom of the Valley~
The valley extends beyond. Paths lead north and south.
~
68 0 4
D0
~
~
0 -1 6859
D2
~
~
0 -1 6872
S
#6867
The Middle of the Path~
The snow is starting you get deeper here. Making movement very hard.
The path branches to the east and north.
~
68 0 5
D0
~
~
0 -1 6860
D1
~
~
0 -1 6868
S
#6868
North of a Rocky Path~
The path starts to get rocky and slippery.. Your footing is
very unsure. The path to the south becomes almost invisible in the rock.
The trail east takes a sudden bend to the south. The snow is a little
deeper to the west.
~
68 0 5
D1
~
~
0 -1 6875
D2
~
~
0 -1 6874
D3
~
~
0 -1 6867
S
#6869
The Ice Path~
This place is real icy. Be careful you just might have a fall. The path
gets worse toward the north. It seems clearer to the south.
~
68 0 5
D0
~
~
0 -1 6862
D2
~
~
0 -1 6875
S
#6870
The Light Brush~
Your in some small brush and scrubs. To the south is a wall of trees. Its
too dark to see what's beyond them. The forest to the east is not possible
to enter.
~
68 0 2
D0
~
~
0 -1 6864
D2
~
~
0 -1 6877
S
#6871
An Icy Cave~
The wind has been swirling and blowing from the north making the walls
like mirrors. It makes it so you can't tell which way you came in.
In the middle of the room you notice a mass of sticks and cloth.
~
68 9 2
D3
~
~
0 -1 6865
E
wall mirror~
You see your own reflection.
~
S
#6872
Blind Spot~
Because of the snow blowing in from the north, you are quite blinded.
~
68 0 5
D0
~
~
0 -1 6866
D1
~
~
0 -1 6873
E
snow~
You are quite blinded.
~
S
#6873
Rocky Path~
The snow coming from the west makes it hard to see. The rocks are iced and
you see ice shapes in the snow.
~
68 0 5
D1
~
~
0 -1 6874
E
figures shapes people ice shape figure~
As you take a closer look you can barely make out a human form.
~
S
#6874
A Rocky Overhang~
An interesting rock formation is here. The rocks pile up like a wave.
It looks like they have been cemented together. A wind comes in from the west.
~
68 1 4
D0
~
~
0 -1 6868
D3
~
~
0 -1 6873
E
rock cement rocks ice wave~
The rocks that overhang are actually frozen together.
~
S
#6875
Start of the Ice Path~
After coming down from the rocks you notice the snow is not as deep.
To the far east you notice a large forest. To the east is a small cabin.
A sign is posted on the door. The icy path continues north.
~
68 0 5
D0
~
~
0 -1 6869
D1
~
~
0 -1 6876
E
sign post door cabin~
Welcome to Uncle Tom's Cabin.
                  Come on in.
             Stay as long as you like.
~
S
#6876
Uncle Tom's Cabin~
The place is lavishly furnished. Paintings adorn the walls. There is
a bed, table, and chairs. On the east wall, a fireplace is burning bright,
causing a warm, shadowy glow to form in the room. Makes you want to stay
a while.
A blue potion is sitting on the mantle.
~
68 8 0
D3
~
~
0 -1 6875
D5
~
~
0 0 6834
E
painting picture paintings pictures~
Some are of a beautiful woman, other of winter scenery.
~
S
#6877
The Dark Forest~
After entering you have seemed to have gotten lost and cannot find your
way back. The wind wisping through has covered your tracks. A broken
sign is nailed to a tree.
~
68 1 3
D2
~
~
0 -1 6879
E
sign tree~
Lions and tigers and bears....Oh My!
~
S
#6878
The Dark Forest~
This place is dark and dreary. Maybe you shouldn't have come this way.
~
68 1 3
D0
~
~
0 -1 6864
S
#6879
The Dark Forest~
You are still lost, but wait what is this a landmark. You stand beside a
large rock. The forest continues in all directions, but east.
To the east is the large rock.
~
68 1 3
D0
~
~
0 -1 6878
D1
~
~
0 -1 6880
D2
~
~
0 -1 6878
D3
~
~
0 -1 6878
E
rock~
After taking a closer look you notice tracks leading into the rock.
~
S
#6880
Under the Rock~
You are in a tunnel leading down. You see a picture on the north wall.
~
68 9 1
D3
~
~
0 -1 6879
D5
~
~
0 -1 6809
E
wall picture~
You see a picture of a handsome young thief.  You think you recall this face.
~
S
#6897
The ICEolation Chamber~
The walls of this room are very slick as you try to hold to the sides
you find your self losing your grip and you start to slide down ...
...
down
down
...
down
...
You come to rest at the bottom of a cold dark pit! the walls are made of ice
and
you can find no way out!! As you realize you are trapped you can hear a faint
laugh
in the distance....
~
68 5 0
D0
~
~
0 -1 6897
D1
~
~
0 -1 6897
D2
~
~
0 -1 6897
D3
~
~
0 -1 6897
D4
~
~
0 -1 6897
D5
~
~
0 -1 6897
E
the iceolation chamber~
You are hopelessly trapped in the bottom of a deep pit. SORRY!
~
S
#6999
The Realm of the Dead~
You are standing on an immense, grey stone floor that stretches as far as you
can see in all directions.  Rough winds plunging from the dark, starless sky
tear savagely at your fragile body.
~
69 8200 0
D0
The hard floor seems to go on forever.
~
~
0 -1 6999
D1
The hard floor seems to go on forever.
~
~
0 -1 6999
D2
The hard floor seems to go on forever.
~
~
0 -1 6999
D3
The hard floor seems to go on forever.
~
~
0 -1 6999
E
floor~
The stone floor is the same shade of grey as the sky and is completely plain
and unscratched.  It is probably too hard for anything to leave as much as a
scratch on it.
~
E
sky wind winds~
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
~
S
#7001
The muddy sewer~
You are standing in mud to your knees. This is not the kind of place
for a picnic. The muddy sewer stretches further into the south.
~
70 9 5
D2
You see the muddy sewer continuing into the darkness to the south.
~
~
0 -1 7002
E
mud~
It's dark as tar and looks like something out of a toilet, on top of THAT
the smell is absolutely OVERWHELMING.
~
S
#7002
The muddy sewer junction~
The muddy sewer stretches into the dark to the south. It looks as if 
no person has ever sat his foot here before. It's too muddy for that
anyway. The sewer leads north, south and east from here.
~
70 9 5
D0
The muddy sewer stretches into the dark to the north.
~
~
0 -1 7001
D2
South. The muddy sewer ends in a mudhole that way.
~
~
0 -1 7003
D1
East. The muddy sewer leads into a bend that goes south.
~
~
0 -1 7007
E
mud~
It's dark as tar and looks like something out of a toilet, on top of THAT
the smell is absolutely OVERWHELMING.
~
S
#7003
The mudhole~
You stand in mud all the way up to your thighs and it's not too 
comfortable since you are used to a somewhat different environment.
The sewer leads to the north of here. In the middle you can just make
out an enormous drainpipe leading down.
~
70 13 5
D0
North. The muddy junction lies in that direction.
~
~
0 -1 7002
D5
The muddy drainpipe leads down through the mud, otherwise it is utterly dark.
~
~
0 -1 7101
E
mud~
It's dark as tar and looks like something out of a toilet, on top of THAT
the smell is absolutely OVERWHELMING.
~
S
#7004
The Dark Pit~
You are standing by the edge of a dark pit that leads down into even
deeper darkness. >BWWAAADDRR< - The smell from down there is unbearable.
The sewer stretches into the darkness to the east.
~
70 13 3
D1
East. The sewer leads into the sewer junction.
~
~
0 -1 7009
D5
The Dark Pit leads down an down and down ... well you can't see the 
bottom anyway. There are bars that function as a ladder on the side.
~
~
0 -1 7102
S
#7005
The muddy sewer~
You are standing in the middle of a bend of the sewer pipe. It is very
dark around here and the mud is sticking to your legs, not very pleasant.
The pipe leads east and south from here.
~
70 9 4
D1
East. The mud stretches on into the darkness.
~
~
0 -1 7011
D2
South. There is even more mud in that direction than where you are now. 
Incredible.
~
~
0 -1 7006
E
mud~
It's dark as tar and looks like something out of a toilet, on top of THAT
the smell is absolutely OVERWHELMING.
~
S
#7006
The muddy sewer~
You are standing in something that reminds you very much of porridge, this
has the advantage that it's not hot, it's rather cold actually. The pipe 
bends to the north and east.
~
70 9 5
D1
The pipe leads into a bend that goes south. Interesting, there's mud on the
floor there.
~
~
0 -1 7012
D0
The muddy sewer pipe leads into a bend that goes east.
~
~
0 -1 7005
E
mud~
It's dark as tar and looks like something out of a toilet, on top of THAT
the smell is absolutely OVERWHELMING.
~
S
#7007
The muddy sewer bend~
This isn't your idea of a place to stay too long. You're in up to your
knees in something that resembles mud, but you're not quite sure. The
bend in which you stand leads west and south.
~
70 9 5
D3
The pipe (still filled with mud) leads into a intersection that goes north 
and south. Interesting.
~
~
0 -1 7002
D2
The pipe leads into a intersection that goes south and east. The floor here 
is still covered in mud.
~
~
0 -1 7008
E
mud~
It's dark as tar and looks like something out of a toilet, on top of THAT
the smell is absolutely OVERWHELMING.
~
S
#7008
A muddy intersection~
You have both your feet safely stuck in mud. It isn't the mud that's wrong
it's the smell, the sounds, the total darkness that surrounds you. Everything
here is so depressing. The pipe leads on with a trail of thick mud to the
north, east and south.
~
70 9 4
D0
North. The pipe goes into a bend with a load of mud all the way up the walls.
The bend leads west.
~
~
0 -1 7007
D1
East. This way like a place for the annual mud festival, although the stench
wouldn't allow any happiness at all. The pipe leads into a bend that leads 
north.
~
~
0 -1 7014
D2
South. There's less mud in that direction. *smile*. Your light doesn't 
cover enough space for you to see much more than that it leads into some
sort of junction.
~
~
0 -1 7009
E
mud~
It's dark as tar and looks like something out of a toilet, on top of THAT
the smell is absolutely OVERWHELMING.
~
S
#7009
The Sewer Junction~
You stand in the middle of a huge junction of sewer pipes right under
what you'd think was an air shaft. The sewer pipes lead to the north,
south, east and west. It look quite impossible to force your way up.
~
70 9 3
D0
North. Mud is the floor basis in that direction. Yummy.
~
~
0 -1 7008
D1
YYEEUUCH! BOOH! THAT looks like a nice place for creepy crawlies.
~
~
0 -1 7017
D2
North. This direction looks quite nice actually. The pipe leads into 
a bend that goes east.
~
~
0 -1 7010
D3
A few yards ahead - away from this junction - there is a pit leading down,
but the smell from there...>PHEWW<.
~
~
0 -1 7004
E
mud~
It's dark as tar and looks like something out of a toilet, on top of THAT
the smell is absolutely OVERWHELMING.
~
S
#7010
A bend in sewer pipe~
You are in a bend in the sewer pipe. A strong smell seeps in from the north.
The sewer goes north and east.
~
70 9 2
D0
North. You are staring into a huge junction with exits in all directions.
~
~
0 -1 7009
D1
East. The Pipe leads into utter darkness that way.
~
~
0 -1 7018
S
#7011
The muddy sewer pipe~
You have entered a kind of tube intersection that leads south, west and east.
Your legs are covered in mud up to the knees. REAL yucky! 
~
70 9 5
D3
West. The mud reaches that way too, all the way up the walls.
~
~
0 -1 7005
D1
East. There's less mud in that direction, or that's your impression.
~
~
0 -1 7024
D2
That way is lost in darkness, though you sense less mud in that direction,
perhaps even a complete end to this sludge that surrounds you.
~
~
0 -1 7021
E
mud~
It's dark as tar and looks like something out of a toilet, on top of THAT
the smell is absolutely OVERWHELMING.
~
S
#7012
The bend in the Muddy sewer~
This is not your idea of a holiday. You stand in mud up to your knees.
It's absolutely inconceivable how all this mud could have been placed
here. The pipe leads to the west and south.
~
70 9 5
D3
West. All you can see, is that the pipe leads into a bend that goes
north. But there's less mud in that direction, however odd that sounds.
~
~
0 -1 7006
D2
South. There's even more mud that way, incredible! Although it looks
like an intersection in the sewer system that leads east and south.
~
~
0 -1 7013
E
mud~
It's dark as tar and looks like something out of a toilet, on top of THAT
the smell is absolutely OVERWHELMING.
~
S
#7013
A MUDDY intersection~
You wouldn't want to know the true feeling of standing in this mud up to 
your hips. >BWAADR<. All that fills your mind right now is the dream of 
a hot bath. This is NOT very clean mud you know, remember you're in the
sewer! The pipes leads north, south and east.
~
70 9 5
D0
North. Sludge and sediment fills this corridor of the sewer that leads
into a bend going west.
~
~
0 -1 7012
D1
East. You can see absolutely nothing of interest in that direction (Maybe
that's why it's so damn interesting.??) There's no mud in that direction
either, GREAT!
~
~
0 -1 7026
D2
South. All you can see is more mud! Although the pipe goes into a bend
leading west.
~
~
0 -1 7014
E
mud~
It's dark as tar and looks like something out of a toilet, on top of THAT
the smell is absolutely OVERWHELMING.
~
E
sediment~
It's NOT the kind of matter that would concern you too much, normally, but
as you are in the middle of it, it just might become your main concern.
REAL YUCKY!
~
S
#7014
Muddy sewer~
You stand in a bend of the pipe system of the sewer with mud up to your
thighs. Contemplating a higher level of existence here would be utterly
inappropriate, as the smell would keep any intelligent creature from even
thinking of anything but getting away from this foul end of the WORLD.
The bend goes from north to west.
~
70 9 5
D0
North. Filled with mud, that place looks like an impassable intersection
with pipes leading north and east.
~
~
0 -1 7013
D3
West. There's less mud that way, maybe you're on your way out of this foul
place.
~
~
0 -1 7008
E
mud~
It's dark as tar and looks like something out of a toilet, on top of THAT
the smell is absolutely OVERWHELMING.
~
S
#7015
The old well~
You are standing by an old and worn well from before this century. The sewer
leads to the east from here and the well leads down into darkness. Metal
bars implanted in the side of the well lead down as a ladder.
~
70 9 3
D1
East. You see, because of the utter darkness that surround you, absolutely
nothing. Your light isn't of much use for that kind of distance.
~
~
0 -1 7028
D5
Down the well there's even less light than up here, so ... sorry, you can't
see a thing. There are metal bars in the side leading down into the darkness.
~
~
0 -1 7105
E
bars~
These look like they're pretty slippery, and not very safe, but perhaps safe
enough for you to climb down, WITH both hands on them.
~
S
#7016
The ordinary bend~
You are in the middle of a bend in the pipe system of the sewer system, 
WHAT a place!!! The pipe leads to the south and the east.
~
70 9 1
D2
South. You see nothing at all in that direction it's too dark anyway.
~
~
0 -1 7017
D1
East. What a quiet place you've found there. It's an intersection that have
pipeways going north and east.
~
~
0 -1 7021
S
#7017
The sewer junction~
You are in a junction that leads north, west and south.
~
70 9 1
D0
North. You see a bend.
~
~
0 -1 7016
D3
West. There's a junction with four pipelines in that direction.
~
~
0 -1 7009
D2
South. It looks like a pipe junction just like this one. Only that one
leads east and west.
~
~
0 -1 7018
S
#7018
The ordinary junction~
This looks like an ordinary junction, actually it seems very quiet
here. The pipelines lead west, east and north.
~
70 13 1
D3
There's a bend to the west leading north.
~
~
0 -1 7010
D0
To the north you can see a junction like this one, leading north and west.
~
~
0 -1 7017
D1
To the east there's nothing of particular interest, though there's a 
junction with pipelines leading norht and east.
~
~
0 -1 7031
S
#7021
A quiet pipe junction~
This is the kind of place to rest, though the smell could be a LOT better
than this. The sewer goes east, north and west from here.
~
70 13 1
D0
In that direction, you can't see anything. It's just too dark.
~
~
0 -1 7011
D1
There's an ordinary junction in the pipe system to the east
~
~
0 -1 7029
D3
West. There's an ordinary bend leading south into the sewer system in
that direction.
~
~
0 -1 7016
S
#7022
The odd room with smooth walls~
As you enter you hear a loud click from one of the walls ... and you fall
and fall and fall ...
.
.
.
.
 ... And come to an abrupt end. THIS is strange indeed. There's an arched
entryway leading down.
~
70 9 5
D5
Down. It's utterly dark that way, though you can make out an intersection
of sewer pipes leading west, north and east.
~
entryway~
0 -1 7112
S
#7024
The sewer~
You are standing in mud up to your ankles. This is an intersection with 
sewer pipes leading east, south and west.
~
70 13 1
D2
To the south there's another intersection with pipes going south and east.
~
~
0 -1 7025
D1
To the east there's a peculiar looking round room.
~
~
0 -1 7037
D3
To the west there's another intersection like this one, with sewer pipes
leading south and west.
~
~
0 -1 7011
S
#7025
Another intersection~
You have never seen anything so BORING...This is an intersection with pipes
leading north, south and east.
~
70 9 1
D0
To the north there's an intersection, where the pipes are leading west and
east. You notice that the floor to the west is covered in mud.
~
~
0 -1 7024
D2
Another intersection lies to the south. It leads west and south.
~
~
0 -1 7026
D1
East. You see nothing of interest in that direction, just another 
intersection. This one leads east and south.
~
~
0 -1 7038
S
#7026
A junction~
This one seems interesting, a big difference from all the other junctions.
It seems cleaner than the rest of them. Weird. Something that looks like 
an air shaft leads upwards, but it looks far too slippery to climb.
The pipes lead to the south, west and north.
~
70 13 0
D0
North. You see an intersection there, leading north and east.
~
~
0 -1 7025
D3
To the west you see a load of mud and sediment in the sewer. That should
be an intersection there but you're not quite sure.
~
~
0 -1 7013
D2
To the south there's ANOTHER junction leading west and east.
~
~
0 -1 7028
E
mud~
It's dark as tar and looks like something out of a toilet, on top of THAT
the smell is absolutely OVERWHELMING.
~
S
#7028
The sewer junction~
You stand in a junction of sewer pipes leading north, east and west.
~
70 9 1
D0
~
~
0 -1 7026
D3
To the west you can just make out an old well.
~
~
0 -1 7015
D1
To the east you can see a bend in the pipe going south.
~
~
0 -1 7034
S
#7029
The Triple Junction~
You stand in the middle of a huge junction of concrete sewer pipes. The 
pipes lead into three different directions : east, south and west.
~
70 9 1
D3
To the west you can just make out another junction similar to the one 
you are standing in.
~
~
0 -1 7021
D2
To the south there's a ENORMOUS quadruple sewer junction, all lit up by
an odd light.
~
~
0 -1 7030
D1
East. You can see a bend in the sewer pipe leading north.
~
~
0 -1 7035
S
#7030
The Quadruple Junction Under the Dump~
You are standing in something that reminds you of an entry to an ant hive.
There are enormous concrete pipes leading north, south, east and west. 
There's also a metal ladder built into the concrete wall leading up through
a layer of garbage. 
~
70 13 1
D0
To the north you can see a huge triple junction with sewer pipes leading
west and east.
~
~
0 -1 7029
D1
East. You can see a pit in the floor.
~
~
0 -1 7036
D2
To the south there's a huge junction with pipes leading east and west.
~
~
0 -1 7031
D3
To the west there's an odd looking room with totally smooth walls.
~
~
0 -1 7022
D4
Up through the garbage you can just make out what looks like the Dump in
Midgaard.
~
~
0 -1 3030
E
ladder~
It looks as if it's made of stainless steel, and it would very well function
as a club of considerable power, but alas ... You can't take at all since
it's firmly set into the concrete wall.
~
S
#7031
A triple junction~
You stand in a junction with pipes leading west, north and east.
~
70 9 1
D0
To the north there's a ENORMOUS quadruple sewer junction, all lit up by
an odd light.
~
~
0 -1 7030
D1
East. You can just make out a triple junction leading north and east.
~
~
0 -1 7044
D3
West. You can just make out a triple junction leading north and west.
~
~
0 -1 7018
S
#7034
A bend in the sewer pipe~
You can look in two directions where the pipe leads : south and west.
~
70 9 2
D3
West. You can just make out a triple junction leading north and west.
~
~
0 -1 7028
D2
To the south you can see another bend leading west.
~
~
0 -1 7035
S
#7035
The sewer pipe bend~
You can look in two different directions where the pipe goes : west and 
north.
~
70 9 2
D0 
North. You see another bend leading west.
~
~
0 -1 7034
D3
You can see another junction although this one is a triple one with pipes
going south and west.
~
~
0 -1 7029
S
#7036
The pit~
You stand in a section of a pipe that leads to a dead end. In the floor
there's a pit leading down. There are bars set in the side of the pit wall
functioning as a ladder.
~
70 9 5
D3
West. You can see a dimly lit quadruple junction with an exit up.
~
~
0 -1 7030
D5
Down the pit it's utterly dark you can't see a thing.
~
~
0 -1 7122
S
#7037
The round room~
As you enter the room it starts rotating - at first slowly, later faster
and faster - You get totally confused as to where up and down is, but you are
certain that the doorway is in the opposite direction of what it was when
you entered. It now leads east. There was only this one exit.
~
70 9 1
D1
You can just make out a smaller room with a chair.
~
~
0 -1 7050
S
#7038
The three way junction~
You are standing in a junction of pipes that lead west, east and south.
~
70 9 1
D3
West. You see another junction similar to this one leading north and south.
~
~
0 -1 7025
D1
East. You can make out a dimly lit Guard Room.
~
~
2 -1 7045
D2
To the south you can see what looks like a store room.
~
~
2 -1 7039
S
#7039
The Sewer Store Room~
You stand in a small room lit by a single torch set in the wall. The only 
way out of here is to the north.
~
70 8 1
D0
To the north you see a pipe junction.
~
~
2 -1 7038
S
#7041
The Shaft~
You are standing by the edge of a deep, dark shaft leading down. A single
ladder is your tool to work your way down if you so wish. The sewer pipe
leads south from here.
~
70 9 1
D5
Down and utter darkness. There's absolutely nothing to be seen in that 
direction.
~
~
0 -1 7123
D2
To the south you can see the pipe leading further south into darkness.
~
~
0 -1 7043
E
ladder~
Firmly set into the wall of the shaft it's impossible to even rock, is your
estimate.
~
S
#7043
The Sewer Entrance~
You stand in the middle of a pipe that leads from north to south. Above you
an air shaft leads up into sunlight. It seems totally impossible to go up
that way.
~
70 9 1
D0
To the north you can just make out a huge shaft leading down.
~
~
0 -1 7041
D2
To the south you can see a triple junction leading west and east.
~
~
0 -1 7044
S
#7044
The junction going three ways~
You are in a passageway in the pipes of the sewer system leading north, east
and west.
~
70 9 1
D1
~
~
0 -1 7049
D0
You see a sewer pipe leading north.
~
~
0 -1 7043
D3
West. You see another junction very similar to this one that leads north
and west.
~
~
0 -1 7031
S
#7045
The Sewer Room~
You are standing in a large room with chairs set in the walls. You have the
feeling of being watched. To the south there's an entry to a larger room.
The room is lit by five torches, also set in the walls. To the west there
is a doorway leading out to the sewers.
~
70 8 1
D2
You can see an even larger room than this one, filled with light.
~
~
0 -1 7046
D3
To the west you can see the sewers.
~
~
2 -1 7038
S
#7046
The Sewer room~
This is a Room with walls that glitters like gold though not quite like it.
This is strange as it looks as if the glitter lights the whole room. It
looks very bright. To the south the floor is covered with yucky water. The
North leads to sort of a Guard Room.
~
70 8 1
D0 
To the north you can see the guard room.
~
~
0 -1 7045
D2
To the south there is nothing but water and an exit leads east from there.
~
~
0 -1 7047
S
#7047
The Pool in the sewer~
You stand in water to your waste. To the north is the entrance to this room.
A single door leads east.
~
70 8 1
D0
To the north you see the entrance to this room.
~
~
0 -1 7046
D1
You can see an enormous hall through the doorway.
~
~
2 -1 7053
S
#7048
The Sewers~
You stand in a dead end of the sewer. The only way out is south.
You can see a shaft leading up but it looks too difficult to go up
that way.
~
70 9 1
D2
~
~
0 -1 7049
S
#7049
The junction~
You stand in a junction leading north, west and east.
~
70 9 1
D0 
~
~
0 -1 7048
D1
Darkness has closed in on that part of the sewer system, you can't see
a thing in that direction.
~
~
0 -1 7060
D3
West. You see another junction very similar to this one that leads north
and west.
~
~
0 -1 7044
S
#7050
The small room~
The only thing in this room of interest is a chair, and that's tight to the 
rock floor. A doorway leads south and another leads east into darkness.
~
70 9 1
D2
You can see a room with a lot of light in it. You can't make out any details.
~
~
2 -1 7051
D1
Utter darkness...!
~
~
0 -1 7055
S
#7051
The Sewer pipe~
You are in what reminds you of a foul sewer, as if you liked being here! 
You can see two exits leading either north or south.
~
70 8 1
D0
~
~
2 -1 7050
D2
To the south you can see a strange light flowing from there.
~
~
0 -1 7052
S
#7052
The Grand Sewer~
You are in a Grand Sewer Pipe. This stretches toward the south. It's large 
indeed! A doorway leads to the east from here.
~
70 8 1
D2
In the south end of the pipe the "floor" is completely covered with water.
~
~
0 -1 7053
D0
To the north you can see a doorway.
~
~
0 -1 7051
D1
You can't see anything in that darkness.
~
~
2 -1 7056
S
#7053
The South end of the Grand Pipe~
You stand in water to your knees. A doorway leads west from here. The Pipe
stretches north.
~
70 8 1
D3
~
~
2 -1 7047
D0
You see a lot of pictures decorating the walls.
~
~
0 -1 7052
S
#7055
The Edge of The Water Sewer~
You stand in a room where half of the floor is covered in water. The water
leads east and a doorway leads west.
~
70 9 3
D3
~
~
0 -1 7050
D1
You can hardly make out much more than that the next place is in a pipe 
with more water.
~
~
0 -1 7061
E
water~
It looks dark and murky, and emanates a foul stench.
~
S
#7056
The Dark hallway~
You can't see much of this, even with a light. The hallway goes into a
passageway to the south. A dorway leads west.
~
70 9 1
D3
You see a lot of light, bright as daylight, but nothing of interest.
~
~
0 -1 7052
D2
You can see nothing at all, because it's completely dark in that direction.
~
~
0 -1 7057
S
#7057
The dark passageway~
You can't see anything but the ground where you put your feet. The 
passageway seems to continue south and north.
~
70 9 1
D0
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7056
D2
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7058
S
#7058
The dark passageway~
You can't see anything but the ground where you put your feet. The
passageway seems to continue south and north.
~
70 9 1
D0
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7057
D2
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7059
S
#7059
The dark passageway~
You can't see anything but the ground where you put your feet. The
passageway seems to continue south and north.
~
70 9 1
D0
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7058
D2
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7060
S
#7060
The dark passageway~
You can't see anything but the ground where you put your feet. The
passageway seems to continue west and north. To the east there's water
covering the floor and that leads through an arched entry to a watery
sewer.
~
70 9 1
D1
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7068
D3
You can just make out a triple junction leading north and west.
~
~
0 -1 7049
D0
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7059
E
water~
It looks dark and murky, and emanates a foul stench.
~
S
#7061
The Watery Sewer Bend~
You can't see anything but the water you're in up to your hips. The sewer
seems to bend and lead south and west.
~
70 9 5
D2
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7062
D3
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7055
E
water~
It looks dark and murky, and emanates a foul stench.
~
S
#7062
The Watery sewer~
You can't see anything but the water you're in up to your hips. The sewer
seems to lead south and north.
~
70 9 5
D2
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7063
D0
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7061
E
water~
It looks dark and murky, and emanates a foul stench.
~
S
#7063
The Watery sewer~
You can't see anything but the water you're in up to your hips. The sewer
seems to lead south and north.
~
70 9 5
D2
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7064
D0
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7062
E
water~
It looks dark and murky, and emanates a foul stench.
~
S
#7064
The Watery Sewer Junction~
You can't see anything but the water you're in up to your hips. The sewer
seems to lead into a junction going south,north and east.
~
70 9 5
D0
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7063
D2
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7065
D1
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7069
E
water~
It looks dark and murky, and emanates a foul stench.
~
S
#7065
The Watery sewer~
You can't see anything but the water you're in up to your hips. The sewer
seems to lead south and north.
~
70 9 5
D0
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7064
D2
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7066
E
water~
It looks dark and murky, and emanates a foul stench.
~
S
#7066
The Watery sewer junction~
You can't see anything but the water you're in up to your hips. The sewer
seems to lead into a junction that goes north,south and east.
~
70 9 5
D0
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7065
D2
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7067
D1
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7070
E
water~
It looks dark and murky, and emanates a foul stench.
~
S
#7067
The Watery sewer~
You can't see anything but the water you're in up to your hips. The sewer
seems to lead south and north.
~
70 9 5
D0
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7066
D2
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7068
E
water~
It looks dark and murky, and emanates a foul stench.
~
S
#7068
The Watery sewer bend~
You can't see anything but the water you're in up to your hips. The sewer
seems to bend and lead west and north.
~
70 9 5
D0
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7067
D3
You can't see anything in that direction and your light isn't enough to light
that far.
~
~
0 -1 7060
E
water~
It looks dark and murky, and emanates a foul stench.
~
S
#7069
A ledge by the dark pool~
You can't see much here but the echo tells you that there's quite a drop
down. You can just make out a huge dark pool out there in the darkness, 
mostly because of the trickling of water. The water from the sewer actually
washes over this ledge and makes it quite slippery. From here it drops, 
like a waterfall, into the pool far down.
~
70 9 5
D3
You can't see a thing. It's too dark.
~
~
0 -1 7064
D2
You can't see a thing. It's too dark.
~
~
0 -1 7070
E
water~
It looks dark and murky, and emanates a foul stench.
~
S
#7070
A ledge by the dark pool~
You can't see much here but the echo tells you that there's quite a drop
down. You can just make out a huge dark pool out there in the darkness,
mostly because of the trickling of water. The water from the sewer actually
washes over this ledge and makes it quite slippery. From here it drops,
like a waterfall, into the pool far down. Under you there is a small fissure
in the rock. It seems big enough to contain a few people.
~
70 9 5
D3
You can't see a thing. It's too dark.
~
~
0 -1 7066
D0
You can't see a thing. It's too dark.
~
~
0 -1 7069
D5
~
~
0 -1 7099
E
water~
It looks dark and murky, and emanates a foul stench.
~
S
#7099
The fissure under the ledge~
This is a small fissure in the solid rock. Under you lies the deep dark pool.
The water trickles quietly down from the ledge above you. The water smells 
like the water in a sewer.
~
70 13 5
D4
~
~
0 -1 7070
D5
The water edge.
~
~
0 -1 7199
S
#7101
Under the mudhole~
You stand in a small room with a great big opening in the ceiling. From this
opening there's mud dripping down in large lumps. >YUCK<. You can smell the 
foul stench of the slimy sediment as you try not to get covered by the 
falling sludge. To the east there is an entryway leading out from here and 
it seems absolutely impossible to force the muddy decent.
~
71 13 5
D1
East. You see nothing of interest.
~
~
0 -1 7103
E
mud~
You never saw such disgusting matter before, it nearly makes you puke.
~
S
#7102
Under the Dark Pit~
Nice place you found yourself. You stand in the middle of a room with only
two exits, Up and East. A tall ladder is left here so that you can climb
up through the Pit without the use of a rope.
~
71 9 1
D4 
Up. You can't see a thing up there, it's way too dark.
~
~
0 -1 7004
D1
~
~
0 -1 7104
D5
~
trapdoor~
2 -1 7400
E
ladder~
This is funny enough a wooden ladder and, after closer inspection, you
discover it is magically held towards the wall! You can't, even with your
greatest effort, rock it at ALL!
~
S
#7103
A muddy bend in the sewer system~
You are standing in what looks like a bend in the pipe system of the
sewer. The 'floor' is covered completely by mud! This includes covering
your legs up to you knees as well. The pipe leads west and south.
~
71 9 4
D3
You can see a room in which mud drips from the roof onto the floor in 
great cakes of sludge. There doesn't seem to be any exits from that room
apart from in you direction.
~
~
0 -1 7101
D2
To the south there's less mud than here! It actually seems to end there!
You have a felling it would be nice to have your feet free from mud again.
~
~
0 -1 7104
E
mud~
You never saw such disgusting matter before, it nearly makes you puke.
~
S
#7104
A junction in the sewer pipes~
You stand in the middle of what looks like a triple junction of pipes
going east, west and north.
~
71 9 1
D0
You can see a mud area starting in that direction.
~
~
0 -1 7103
D3
West. There's a room with a ladder leading up.
~
~
0 -1 7102
D1 
East. You can't even make out what it might look like, it's just too dark.
~
~
0 -1 7112
S
#7105
Down the old well~
You are dangling on the slippery sides of the old well leading down and up.
The only secure point here is the metal bars that are cemented into the 
sides, the ones that you cling frantically to so that you don't fall. Who
knows how deep this well is? The bars lead down and up and nowhere else.
~
71 9 5
D4
There's a slight, dim light from above, or maybe it's your imagination.
Anyway it SEEMS darker down here than up there, if that is possible.
~
~
0 -1 7015
D5
Down there nothing at all can be spotted. The darkness that engulfs this
decent seems utterly impossible in a mortal world. It's so thick that a 
torch down there would be utterly useless ... or so it seems to you. Not 
the kind of thing to cheer you up on this voyage , eh?
~
~
0 -1 -1
E
bars~
These look like they're pretty slippery, and not very safe, but perhaps safe
enough for you to climb down, WITH both hands on them.
~
S
#7106
The northwestern corner of the ledge~
You stand, swaying out from the ledge, with only a couple of inches of safe, 
solid ledge under your feet. The ledge continues to the east but not back
south. It seems that the ledge is too narrow to turn on so you'll have to
continue foreward.
~
71 13 5
D1
The ledge continues east.
~
~
0 -1 7113
D2
The ledge continues south.
~
~
0 -1 7107
D3
~
~
2 -1 -1
D5
The Abyss lies down there. Who knows what might lurk down there?
~
rock step edge~
2 -1 7279
E
edge odd-looking~
This is truly a weird piece of craftsmanship in your eyes. The edge seems to
form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there 
leading to seemingly total destruction.
~
E 
step~
A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and
SPLAT!!!
~
E
rock~
It looks as if it can be opened in a door-like fashion. Maybe this will lead
the way down.
~ 
S
#7107
The narrow ledge~
You are in the progress of walking all the way around the ledge since there's
no way of turning around on this all too narrow path. There IS another exit
from here but that leads right into mid-air and with high probability of a
free fall session afterwards.
~
71 13 5
D0
North. The ledge leads into a corner and turns eastward.
~
~
0 -1 7106
D2
South. The ledge leads further south into utter darkness.
~
~
0 -1 7108
D1
You stare into mid-air, and right under there's absolutely nothing but 
darkness. You shiver by the thought of falling an utterly unknown distance.
~
~
0 -1 7190
S
#7108
The narrow ledge~
You are in the progress of walking all the way around the ledge since there's
no way of turning around on this all too narrow path. There IS another exit
from here but that leads right into mid-air and with high probability of a
free fall session afterwards.
~
71 13 5
D0
North. The ledge leads further north.
~
~
0 -1 7107
D2 
The ledge continues further south into darkness.
~
~
0 -1 7109
D1
You stare into mid-air, and right under there's absolutely nothing but
darkness. You shiver by the thought of falling that distance.
~
~
0 -1 7190
S
#7109
The narrow ledge~
You are in the progress of walking all the way around the ledge since there's
no way of turning around on this all too narrow path. There IS another exit
from here but that leads right into mid-air and with high probability of a
free fall session afterwards.
~
71 13 5
D0
North. The ledge leads further north.
~
~
0 -1 7108
D2
The ledge continues south into darkness.
~
~
0 -1 7110
D1
You stare into mid-air, and right under there's absolutely nothing but
darkness. You shiver by the thought of falling that distance.
~
~
0 -1 7190
S
#7110
The narrow ledge~
You are in the progress of walking all the way around the ledge since there's
no way of turning around on this all too narrow path. There IS another exit
from here but that leads right into mid-air and with high probability of a
free fall session afterwards.
~
71 13 5
D0
North. The ledge leads further north.
~
~
0 -1 7107
D2
South. You can just make out the south-western corner of this ledge.
~
~
0 -1 7111
D1
You stare into mid-air, and right under there's absolutely nothing but
darkness. You shiver by the thought of falling that distance.
~
~
0 -1 7190
S
#7111
The southwestern corner of the ledge~
This seems like a ledge that is a little broader than the one just to the 
north of here. The ledge seems to lead around some sort of Abyss of total 
darkness. The ledge seems to have an odd-looking edge here.
~
71 13 5
D0
North. The ledge leads further north.
~
~
0 -1 7110
D1
You see a broad ledge leading eastward.
~
~
0 -1 7115
D2
South of here is the exit from the ledge.
~
~
0 -1 7112
D5
The Abyss lies down there. Who knows what might lurk down there?
~
rock step edge~
2 -1 7279
E
edge odd-looking~
This is truly a weird piece of craftsmanship in your eyes. The edge seems to
form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there 
leading to seemingly total destruction.
~
E 
step~
A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and
SPLAT!!!
~
E
rock~
It looks as if it can be opened in a door-like fashion. Maybe this will lead
the way down.
~ 
S
#7112
An odd intersection~
You stand in a rather odd intersection of pipes. The pipes actually don't
resemble pipes anymore. They look more like a real stone tunnel, or a
passageway hewn directly into the rock. The ways from here lead north, east
and west.
~
71 9 1
D0
North. You see a ledge to something that looks like an abyss.
~
~
0 -1 7111
D1
~
~
0 -1 7122
D3 
~
~
0 -1 7104
S
#7113
The narrow ledge going east to west~
You are in the progress of walking all the way around the ledge since there's
no way of turning around on this all too narrow path. There IS another exit
from here but that leads right into mid-air and with high probability of a
free fall session afterwards.
~
71 13 5
D1
The ledge leads further east.
~
~
0 -1 7116
D2
You stare into mid-air, and right under there's absolutely nothing but
darkness. You shiver by the thought of falling that distance.
~
~
0 -1 7190
S
#7114
Mid-air~
You've just stepped into the most unlucky position in the whole of DikuMUD.
The result of such a foolish act should be punished with death, you know.
With an acceleration of approximately 9.82 metres per second per second, you
are now descending the Abyss. What awaits you at the bottom will continue to
be a mystery. Bye Cruel World.
~
71 526 0
D0
~
~
0 -1 7119
D1
~
~
0 -1 7118
D2
~
~
0 -1 7120
D3
~
~
0 -1 7117
D4
~
~
0 -1 7115
S
#7115
The Broad ledge~
You are standing on a ledge that seems quite a lot larger than the rest 
of the ledges. This one leads to the west and the east, plus it has an exit
going to the south. Though you could jump into mid-air, but it probably 
wouldn't be such a good idea. The way south is in utter darkness.
~
71 13 4
D0 
~
~
0 -1 7114
D1
~
~
0 -1 7121
D3
~
~
0 -1 7111
D2
~
~
0 -1 7129
S
#7116
The northeastern corner of the ledge~
You stand, swaying out from the ledge, with only a couple of inches of safe,
solid ledge under your feet. The ledge continues to the west and leads south
from here into darkness.
~
71 13 5
D3
The ledge continues west.
~
~
0 -1 7113
D2
~
~
0 -1 7117
D5
~
secret trapdoor entrance~
2 -1 7280
E
ground ledge rock~
The ground here seems a little different from all the other ledges along the
Abyss. There's a kind of soft soil on this ledge, maybe you should look 
carefully at this. It seems to be of some interest.
~
E
soil soft earth~
You can just make out the outline of a trapdoor here in the soil. The earth
is probably there to conceal a secret entrance. This looks as if it leads down
into the seemingly solid rock face of the ledge.
~
S
#7117
The narrow eastern ledge~
You are in the progress of walking all the way around the ledge since there's
no way of turning around on this all too narrow path. There IS another exit
from here but that leads right into mid-air and with high probability of a
free fall session afterwards. And THAT is west of here so watch your step.
~
71 13 5
D2
The ledge leads further south.
~
~
0 -1 7118
D3
You stare into mid-air, and right under there's absolutely nothing but
darkness. You shiver by the thought of falling that distance.
~
~
0 -1 7114
S
#7118
The narrow eastern ledge~
You are in the progress of walking all the way around the ledge since there's
no way of turning around on this all too narrow path. There IS another exit
from here but that leads right into mid-air and with high probability of a
free fall session afterwards. And THAT is west of here so watch your step.
~
71 13 5
D2
The ledge leads further south.
~
~
0 -1 7119
D3
You stare into mid-air, and right under there's absolutely nothing but
darkness. You shiver by the thought of falling that distance.
~
~
0 -1 7114
S
#7119
The narrow eastern ledge~
You are in the progress of walking all the way around the ledge since there's
no way of turning around on this all too narrow path. There IS another exit
from here but that leads right into mid-air and with high probability of a
free fall session afterwards. And THAT is west of here so watch your step.
~
71 13 5
D2
The ledge leads further south.
~
~
0 -1 7120
D3
You stare into mid-air, and right under there's absolutely nothing but
darkness. You shiver by the thought of falling that distance.
~
~
0 -1 7114
S
#7120
The narrow eastern ledge~
You are in the progress of walking all the way around the ledge since there's
no way of turning around on this all too narrow path. There IS another exit
from here but that leads right into mid-air and with high probability of a
free fall session afterwards. And THAT is west of here so watch your step.
You also see a small opening to the east.
~
71 13 5
D2
The ledge leads further south.
~
~
0 -1 7121
D3
You stare into mid-air, and right under there's absolutely nothing but
darkness. You shiver by the thought of falling that distance.
~
~
0 -1 7114
D1
East. You stare into darkness.
~
~
0 -1 7123
S
#7121
The southeastern corner of the ledge~
This seems like a ledge that is a little broader than the one just to the
north of here. The ledge seems to lead around some sort of abyss of total
darkness.
~
71 13 5
D3
The ledge leads further west.
~
~
0 -1 7115
D0
North of here you can see a ledge.
~
~
0 -1 7120
D5
The Abyss lies down there. Who knows what might lurk down there?
~
rock step edge~
2 -1 7279
E
edge odd-looking~
This is truly a weird piece of craftsmanship in your eyes. The edge seems to
form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there 
leading to seemingly total destruction.
~
E 
step~
A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and
SPLAT!!!
~
E
rock~
It looks as if it can be opened in a door-like fashion. Maybe this will lead
the way down.
~ 
S
#7122
Under the pit~
You stand in a completely dark cavern leading west. The wall looks weird here.
~
71 9 0
D3
~
~
0 -1 7112
D1
 
~
crack wall rock~
0 -1 -1
E
wall~
There is a crack here that looks like it has been made recently.
~
S
#7123
Under The Shaft~
A ladder leads up from here to the Shaft.
A small opening leads west from here.
~
71 9 5
D4
It's too dark up there.
~
~
0 -1 7041
D3
You can see a narrow ledge going north and south.
~
~
0 -1 7120
S
#7129
The sewer line.~
You are in a narrow part of the sewer. Down the sewer continues and to the
north is the ledge.
~
72 9 3
D0
You can see the southern part of the ledge.
~
~
0 -1 7115
D5
You look deeper down into the drain.
~
~
0 -1 7221
S
#7130
The sewer pipe.~
You are in an odd sewer pipe You see some odd scrates on the pipe wall, as
from a gigantic rat. You can see some slimy water gently running down into
a sewer drain, and north the drain continues.
~
72 9 3
S
#7190
Mid-air~
You've just stepped into the most unlucky position in the whole of DikuMUD.
The result of such a foolish act should be punished with death, you know.
With an acceleration of approximately 9.82 metres per second per second, you
are now descending the Abyss. What awaits you at the bottom will continue to
be a mystery. Bye Cruel World.
~
71 10 0
D0
~
~
0 -1 7109
D1
~
~
0 -1 7108
D2
~
~
0 -1 7110
D3
~
~
0 -1 7107
D4
~
~
0 -1 7113
S
#7199
The Edge of the Water~
The pool side is dimly lit up by your light. You can see absolutely nothing
else nearby. The darkness her seems enormously oppressive here. The air is
damp and the rock on which you stand is slippery. The pool seems too dark 
to make anything clear. The pool seems to extend to the east. The rock can 
be climbed upwards from here.
~
71 13 5
D1
~
~
0 -1 -1
D4
~
~
0 -1 7099
S
#7200
The Treasury~
You are in a small but well equipped treasury.  You can see some writing on
the wall.  The celing has a funny glow, which enables you to see.  You can
get back into the inner lair through the stone door which is east.
~
72 12 0
D1
You look back through the opening into the inner lair.
~
door stone~
1 7205 7201
E
door stone~
This is a heavy black stone door it looks very solid.
~
E
writing~
You read the number '666'.
~
S
#7201
The inner Lair~
You are in a octagonal room with smooth purple stone walls.  The floor is 
made from black stone.  In the western wall you see a large black stone door.
~
72 9 0
D2
You look back through the door into the lair.
~
door wooden~
1 -1 7202
D3
You see the treasury.
~
door stone~
1 7205 7200
S
#7202
The Lair~
On the floor you see a lot of human decay, like bones and skulls. You also
see a lot of slime. On the wall is a torch sitting in its sconce. To the north 
are a wooden door.
~
72 8 1
D0
You can see the inner lair.
~
door wooden~
1 -1 7201
D1
You see another part of the lair.
~
~
0 -1 7205
D2
You see another part of the lair.
~
~
0 -1 7203
E
skull skulls bones decay~
On all the skulls you notice that there is a three inch hole in the 
forehead. All the bones are broken and old.
~
E
slime~
The slime is slimy and uninteresting.
~
E
torch sconce~
The torch is bolted to the sconce and the sconce to the wall.
~
S
#7203
The Lair~
On the floor you see a lot of human decay, like bones and skulls. You also
see a lot of slime. On the wall is a torch sitting in its sconce.
~
72 8 1
D0
You see another part of the lair.
~
~
0 -1 7202
D1
You see another part of the lair.
~
~
0 -1 7206
D2
You see another part of the lair.
~
~
0 -1 7204
E
skull skulls bones decay~
On all the skulls you notice that there is a three inch hole in the 
forehead. All the bones are broken and old.
~
E
slime~
The slime is slimy and uninteresting.
~
E
torch sconce~
The torch is bolted to the sconce and the sconce to the wall.
~
S
#7204
The Lair~
On the floor you see a lot of human decay, like bones and skulls. You also
see a lot of slime. On the wall is a torch sitting in its sconce.
~
72 8 1
D0
You see another part of the lair.
~
~
0 -1 7203
D1
You see another part of the lair.
~
~
0 -1 7207
D2
You see the lair entrance.
~
door wooden~
1 -1 7208
E
skull skulls bones decay~
On all the skulls you notice that there is a three inch hole in the 
forehead. All the bones are broken and old.
~
E
slime~
The slime is slimy and uninteresting.
~
E
torch sconce~
The torch is bolted to the sconce and the sconce to the wall.
~
S
#7205
The Lair~
On the floor you see a lot of human decay, like bones and skulls. You also
see a lot of slime. On the wall is a torch sitting in its sconce.
~
72 8 1
D2
You see another part of the lair.
~
~
0 -1 7206
D3
You see another part of the lair.
~
~
0 -1 7202
E
skull skulls bones decay~
On all the skulls you notice that there is a three inch hole in the 
forehead. All the bones are broken and old.
~
E
slime~
The slime is slimy and uninteresting.
~
E
torch sconce~
The torch is bolted to the sconce and the sconce to the wall.
~
S
#7206
The lair.~
On the floor you see a lot of human decay, like bones and skulls. You also
see a lot of slime. On the wall is a torch sitting in its sconce.
~
72 12 1
D0
You see another part of the lair.
~
~
0 -1 7205
D2
You see another part of the lair.
~
~
0 -1 7207
D3
You see another part of the lair.
~
~
0 -1 7203
E
bones decay~
All the bones are broken and old.
~
E
slime~
The slime is slimy and uninteresting.
~
E
torch sconce~
The torch is bolted to the sconce and the sconce to the wall.
~
S
#7207
The lair.~
On the floor you see a lot of human decay, like bones and skulls. You also
see a lot of slime. On the wall is a torch sitting in its sconce.
~
72 8 1
D0
You see another part of the lair.
~
~
0 -1 7206
D3
You see another part of the lair.
~
~
1 -1 7204
E
skull skulls bones decay~
On all the skulls you notice that there is a three inch hole in the 
forehead. All the bones are broken and old.
~
E
slime~
The slime is slimy and uninteresting.
~
E
torch sconce~
The torch is bolted to the sconce and the sconce to the wall.
~
S
#7208
The lair entrance.~
You are in a dry part of the sewer. To the north is a wooden door, you 
can see some slime at the lower part of the door. You also see some skulls
and some broken bones.
~
72 13 2
D0
You can see the lair.
~
door wooden~
1 -1 7204
D1
You see a crawlway.
~
~
0 -1 7209
E
slime~
The slime is slimy and uninteresting.
~
S
#7209
The crawlway.~
You are in a narrow crawlway. Here is very boring.
~
72 9 3
D1
You see a four-way junction.
~
~
0 -1 7210
D3
You see the entrance to a lair.
~
~
0 -1 7208
S
#7210
The four-way function.~
You are in a sewer junction. To the north is a small hole, to the west is a
narrow crawlway and to the east and south the sewer continues.
~
72 9 3
D0 
You can see a small cave-like room.
~
~
0 -1 7211
D1 
You can see a sewer drain.
~
~
0 -1 7212
D2
You can see a sewer drain.
~
~
0 -1 7215
D3
You can see a narrow crawlway.
~
~
0 -1 7209
S
#7211
The small cave.~
You are in a collapsed sewer drain, which now is more like a small cave.
~
72 9 3
D2
You look back into the four-way junction.
~
~
0 -1 7210
S
#7212
The sewer drain.~
You are in a dry sewer drain which bends to the north.
~
72 9 3
D0
You can see the drain continuing north.
~
~
0 -1 7213
D3
You can see the four-way junction.
~
~
0 -1 7210
S
#7213
The sewer drain.~
You are in a dry sewer drain which bends to the east.
~
72 9 3
D1
You can see the drain continuing east.
~
~
0 -1 7214
D2
You can see the drain continuing south.
~
~
0 -1 7212
S
#7214
The drain end.~
You are at the end of the drain around you the sewer has collapsed, the only
exit is west.
~
72 9 3
D3
You see the sewer drain.
~
~
0 -1 7213
S
#7215
The half-wet drain.~
You are in a sewer drain where the floor is covered with water. To the north
it looks more dry, south however the drain runs down into some water.
~
72 9 4
D0
To the north lies a dry four-way junction.
~
~
0 -1 7210
D2
To the south you see a sewer drain filled with water.
~
~
0 -1 7216
E
water~
The water is dirty but it looks like you would be able to swim in it.
~
S
#7216
Under water in the sewer.~
You swim in some dirty water and is holding you breath. You'll better 
continue before you drown. It is a good thing that you can hold your light
above water-level.
~
72 9 6
D0 
It is hard to see, but it looks like the drain runs slightly upwards.
~
~
0 -1 7215
D2
It is hard to see, but it looks like the drain runs a little bit upwards.
~
~
0 -1 7217
S
#7217
The half-dry drain.~
You are in a half-dry sewer drain. To the north the drain runs a little bit
downwards into some water to the east you can see a small hole. To the west
you see another drain.
~
72 9 4
D0
You see the drain running down into some water.
~
~
0 -1 7216
D1
Through the hole you can just make out a very small room.
~
~
0 -1 7218
D3
You see a drain running to the west.
~
~
0 -1 7219
E
water~
The water is dirty but it looks like you would be able to swim in it.
~
E
hole~
Through the hole you can just make out a very small room.
~
S
#7218
The very small room.~
You are in a very small room, it is pretty uninteresting.
~
72 9 3
D3
Through the little hole you can see a half-dry drain.
~
~
0 -1 7217
S
#7219
A dry sewer drain.~
You are in a dry but dirty sewer drain. The drain continues east and south.
~
72 9 3
D1
You see a half-dry drain.
~
~
0 -1 7217
D2
You see another boring sewer drain.
~
~
0 -1 7220
S
#7220
A boring drain.~
You are in yet another sewer drain.
~
72 9 3
D0
You see a sewer drain continuing to the north.
~
~
0 -1 7219
D1
You can see another drain to the east.
~
~
0 -1 7221
S
#7221
The sewer drain.~
You are in a sewer drain, there is nothing special in here, except for a 
loud echo.
~
72 9 3
D1
You can see another sewer drain.
~
~
0 -1 7222
D3
You can make out a sewer drain to the west.
~
~
0 -1 7220
D4
You can see a sewer line.
~
~
0 -1 7129
S
#7222
The sewer drain.~
You are in a drain, with some slimy water on the floor.
~
72 9 3
D1
You see a sewer bend.
~
~
0 -1 7223
D3
You see a sewer drain.
~
~
0 -1 7221
E
slimy water~
The water floats to the east from here.
~
S
#7223
The sewer bend.~
You find yourself in an ordinary sewer bend, which bend from west to north.
~
72 9 3
D0
You see a sewer drain.
~
~
0 -1 7224
D3
You see a sewer drain.
~
~
0 -1 7222
S
#7224
The sewer junction~
You stand in a junction of three sewer drains. You see some odd scrates on
the pipe wall, as from a gigantic rat.North and south the sewer continues 
as usual, but west it looks a little strange.
~
72 9 3
D0 
You see nothing but a sewer drain.
~
~
0 -1 7225
D2
You see nothing vut a sewer drain.
~
~
0 -1 7223
D3
You see a strange sewer pipe.
~
~
0 -1 7229
S
#7225
The sewer~
You are in a sewer, where the slimy water runs down through a tiny hole.
You see some odd scrates on the pipe wall, as from a gigantic rat. There 
is a sewer drain south.
~
72 9 3
D2
You see a sewer drain.
~
~
0 -1 7224
S
#7229
The strange sewer~
You are in a very strange sewer indeed, there are some odd scrates on the
pipe wall, as from a gigantic rat. And you can see a lot of organic decay
like bones from animals AND humans. West the drain runs slightly upwards.
~
72 9 3
D1
You see a sewer junction.
~
~
0 -1 7224
D3
You see a slimy sewer drain.
~
~
0 -1 7230
S
#7230
The damp sewer~
You are in a sewer drain with a funny damp substance on the floor, in the 
substance you see a lot of decay. You see some odd scrates on the wall, as
from a gigantic rat. Both to the east and west the pipe seems to run down.
~
72 13 3
D1
You see a sewer.
~
~
0 -1 7229
D3
You see a sewer.
~
~
0 -1 7231
S
#7231
The strange sewer~
You are in an ordinary sewer exept for a lot of scrates on the sewer wall,
ad a lot of debris on the floor.
~
72 9 3
D1
You see a sewer.
~ 
~
0 -1 7230
D3
You see another sewer.
~
~
0 -1 7232
E
debris~
You see a lot of organic decay on the floor.
~
S
#7232
The sewer~
You are in a sewer with more scrates on the walls. And ofcouse a whole lot
of decay. The drain runs east and north.
~
72 9 3
D0
You see yet another sewer line.
~
~
0 -1 7233
D1
You see a sewer pipe.
~
~
0 -1 7231
S
#7233
The sewer drain~
You stand in in a sewer drain, you are able to see some kind of cave-like
room. You see some odd scrates on the drain wall, as from a gigantic rat. 
The sewer leads south.
~
72 9 3
D1
You see a cave-like room.
~
~
0 -1 7234
D2
You see a sewer.
~
~
0 -1 7232
S
#7234
The rat's lair~
You are in a little cave. You are able to see quite a lot of debris on the 
floor. There is a sewer drain west of here.
~
72 9 3
D3
You see the sewer system that way.
~
~
0 -1 7233
S
#7279
The Wall of the Abyss~
You hang onto some steps leading down into utter darkness. There's an exit 
leading up as well, though you'll have to open the tiny rock again to do so.
~
72 9 5
D4
~
rock~
2 -1 7111
D5
~
~
0 -1 7399
S
#7280
The entrance.~
You are in a very dark room. You notice that some faces are
staring at you from inside the walls. In the middle of the room
there is a small altar. To the north there is a small round
door.
~
72 9 1
D0
A beam of red light seeps through a hole in the door.
~
small round door~
1 -1 7281
D4
~
secret door~
1 -1 7116
E
altar~
This altar are very special. Faces are smiling from it. There
is a triangle in top of it.
~
E
triangle~
The triangle are filled with small symbols. A language you have
never seen before.
~
S
#7281
The corridor.~
The corridor is glowing oppressively in a red hue. You can hear wailing
through an open black hole to the east. To the south there is a round door.
~
73 8 1
D2
~
small round door~
1 -1 7280
D1
The hole seems more black than the night. It is appears to be "eating" the
red light around it.
~
~
0 -1 7282
E
small round door~
The door is completely round without a keyhole.
~
E
red light~
The red light glows from the walls.
~
E
walls~
The walls look alive.
~
S
#7282
The Realm of lost souls~
You are standing in nothing. All around you there are stars.
Sometimes a shadow flies closely by you, wailing very loudly. 
To the north there is a small bright hole. To the west there is 
a small red hole.
~
72 8 0
D0
You look into a very bright hole.
~
~
0 -1 7283
D3
You look into a red hole.
~
~
0 -1 7281
E
shadow~
The shadow looks like a man in great pain.
~
S
#7283
The T-crossing~
You are in a small hallway. There are doors to the east and to
the west. To the south there are a black hole. There is writing
in the wall. Wails can be heard from the south.
~
72 13 1
D2
A black hole in the wall.
~
~
0 -1 7282
D3
You can see a big fire to the west. It looks like a unhealthy
place to enter!
~
~
0 -1 7284
D1
To dark to tell.
~
~
0 -1 7286
E
writing~
The writing says 'The one to the east, belongs to the beast.
To the west you will surely END your quest!'.
~
S
#7284
The firedeath~
This room is very hot. There are flames surounding you. You can
see no exits at all! Skeletons are lying all over the floor.
~
72 12 1
E
skeletons~
The skeletons looks like they had suffered the death of hunger.
One of them looks like he has written something at the wall.
~
E
writing wall~
The writing says 'A pray to the GODS will not be heard, though
the only exit is death..... Mother, I love you'.
~
S
#7285
The tortureroom.~
You are standing in a middle of a square room. Along the walls skeletons 
are hanging in rusty chains. In the middle of the room there is a big metal 
box, covered with dust. To the south you can just make out a small exit.
~
72 8 1
D2
To dark to tell.
~
door iron~
1 -1 7286
E
skeletons~
When you look at the skeletons, you can see that they once had been in great 
pain. They are hanging in their arms, and some of them has been killed
with a sharp instrument.
~
E
big metal box~
The metal box is covered with dust. You notice that is once has been
filled with coal, as you see some of them.
~
S
#7286
The hells yard~
You are standing in a lot of mud. A disguisting smell surrounds
the place, and makes you fell sick. Small flames sometimes shoot
up from the hot mud. To the west there is a small door. To the 
north you can see an iron door.
~
72 12 5
D0
To dark to tell.
~
door iron~
1 -1 7285
D3
To dark to tell.
~
~
0 -1 7283
S
#7301
The Entrance to the Realm of silence~
This is an utterly silent place. As you look around you see that there
hasn't been a living thing in a long time. The dust lies here in a thick
layer on the floor and on the furniture. On the wall hangs a bleak and 
worn tapestry. A winding stone staircase leads up into darkness. On the 
wall to the west you can see a huge torch stuck into the solid rock.
A large portcullis blocks your way to the north.
~
73 12 2
D4
~
~
0 -1 -1 
D0
Through the portcullis, you can see a faintly lighted hallway leading east.
~
~
1 -1 -1
E
portcullis gate~
This seems like an exceptionally heavy gate, made of thick iron.
~
E
torch light~
This VERY old torch looks as if it has burned for ages, yet no traces of 
the searing flame can be seen on it!
~
E
stairs staircase~
This looks as if it has been standing here for at least 12 centuries. It's 
Very worn and cracks in the surface mingle with the cores of mineral that
penetrates the rock from which these steps are chiselled.
~
S
#7399
On the walls of the Abyss~
You are clutching the steps on the wall so that you don't fall to the ground
down below.
A large sign says : I haven't gotten any further ... Yet. But  I'm pushing
                    to get finished with this sewer. 
                                           Greetings and Good Health :)

                                                     Redferne The Gentle
This stops your journey down, the only exit is up.
~
73 9 5
D4
~
~
0 -1 7279
S
#7400
Cave entrance~
You are standing in the cave entrance. It is very dark
downhere. There is writing at the wall. There is an exit
to the north. A stairway leads up.
~
74 9 1
D0
To the north you can see a small tunnel.
~
~
0 -1 7401
D4
You can see the stairs going up into darkness.
~
~
2 -1 7102
E
writing wall~
The writing says 'BEWARE adventurer!'
~
S
#7401
Cave tunnel~
You are walking in a tunnel. It is very cold. You
can feel the presence of a living thing ... SOMEWHERE.
~
74 9 1
D0
To the north you can see the tunnel continuing.
~
~
0 -1 7402
D2
To the south tunnel continuing.
~
~
0 -1 7400
S
#7402
Cave room~
You are standing in a room. It's much cooler now.
The walls are glowing.
~
74 8 1
D1
To the east you see the tunnel going downwards.
~
~
0 -1 7403
D3
~
~
0 -1 7421
D2
To the south you see a dark cave tunnel.
~
~
0 -1 7401
S
#7403
Cave T-cross~
You are standing in a mudlike substance. The smell here is
awful, it is rotten. To the west you can see some light.
~
74 9 2
D1
To the east the tunnel still goes downwards.
~
~
0 -1 7404
D2
~
~
0 -1 7408
D3
You can see some light to the west.
~
~
0 -1 7402
E
mud~
When you examine the mud, you notice small worms crawling
around.
~
E
worms~
The worms are purple. They do not look edible.
~
S
#7404
Cave turning-point~
The mud are getting deeper. You are wondering, 'Would
it be an idea to leave, before I disappear?'. To the
south you notice a flat round stone are blocking the
way. To the west you can see mud.
~
74 9 2
D3
~
~
0 -1 7403
D2
You can see an opening behind the stone.
~
flat round stone~
1 -1 7405
E
flat round stone~
The stone looks very uninteresting. BUT as you are
about to turn away, you see a lightstribe coming
through a small hole. Conclusion: The stone is moveable.
~
S
#7405
The secret room~
There is dust all over the place. It looks like nobody
has been here for ages. In the middle of the room you see
a socket with a crystal globe. The globe glows with a
pulsing light. To the north you see a stone door. To the
south you see a grey block.
~
74 8 1
D0
You see a round stone door.
~
round stone door~
1 -1 7404
D2
You see a grey block
~
grey block~
1 -1 7406
E
socket~
The socket looks like the work of a dwarf. It is VERY
beautifull.
~
E
crystal globe~
The crystal globe is glowing with a pulsing light. It
looks like there is smoke inside it.
~
S
#7406
The mudhole~
You are standing in a lot of mud. The mud goes to your
chest. You feel the precence of something IN the mud.
The only obivicios exit is to the west.
~
74 9 6
D0
You can see nothing at all.
~
grey block~
1 -1 7405
D3
~
~
0 -1 7407
S
#7407
Tunnel~
The mud goes to your knees. Otherwise the tunnel looks
very normal.
~
74 9 5
D0
~
~
0 -1 7408
D1
You can see a mudhole.
~
~
0 -1 7406
D2
~
~
0 -1 7409
S
#7408
The long tunnel~
Here There is almost no mud, as you stand at the top
of a small rock. Just beside you there are a sign which
says 'WARNING! The worms are dangerous!'.
~
74 9 1
D0
You can see a lot of mud..Yarck!
~
~
0 -1 7403
D2
The tunnel goes a little downwards.
~
~
0 -1 7407
S
#7409
The hot room~
You are very surprised, as this room for a change are
hot instead of cold. To the north it goes downwards into
some mud. There are also an exit to the west.
~
74 9 1
D0
You see a lot of mud.
~
~
0 -1 7407
D3
You see a entrance to a small room.
~
~
0 -1 7410
S
#7410
The small room~
As you look around you notice a small statue. There are
exits to the west and to the east.
~
74 9 1
D3
You see a VERY long hallway.
~
~
0 -1 7411
D1
It is pitch dark out there.
~
~
0 -1 7409
E
small statue~
This is a statue of a imp, pointing to the west. The imp
looks like a man with horns and a tail.
~
S
#7411
The stalagmite cave~
You are standing in a stalagmite cave. Water is drippling
from the walls. It is very cold in here.
~
74 9 2
D0
~
~
0 -1 7414
D1
You see a long hallway, and some mud.
~
~
0 -1 7410
D2
~
~
0 -1 7412
E
stalagmite~
The stalagmites are very tall, and looks very beautiful.
~
S
#7412
The stalagmite tunnel~
You has entered a small tunnel. Here it is quite dry.
Mabye it would be an idea to rest here.
~
74 9 1
D0
You can see a small cave to the north.
~
~
0 -1 7411
D3
~
~
0 -1 7413
S
#7413
The spongy room~
You definatly NOT like this area. It is very dank, and most
of the places it is wet.
~
74 12 3
D1
~
~
0 -1 7412
D3
~
~
0 -1 7445
S
#7414
The stalagmite T-cross~
You are standing in a cross. To the north you can see
some light. Otherwise it is dark.
~
74 12 1
D0
You see some light ahead.
~
~
0 -1 7417
D1
~
~
0 -1 7415
D2
~
~
0 -1 7411
S
#7415
The blind end room~
This room is obviously a blind end. To the north you see
a primitive picture.
~
74 9 1
D0
You see a primitive picture
~
sun~
1 -1 7416
D3
~
~
0 -1 7414
E
primitive picture~
You see some persons dancing around a huge sun. The
sun is about 7 feet in diameter, which shows the size
of the picture.
~
S
#7416
The treasure room~
This room is rich ornamented. The walls has carves showing
persons dancing around a sun which is drawed at the floor. It
looks very old, and it is very dusty. To the south you see a
secret door.
~
74 9 1
D2
you can see a picture with some persons crawling around a
huge moon.
~
door picture sun moon~
1 -1 7415
S
#7417
The square lair~
You are standing in the south-east part of the lair. You can
see a skeleton lying at the wall.
~
74 8 1
D0
Another part of the lair
~
~
0 -1 7418
D3
Another part of the lair
~
~
0 -1 7420
D2
~
~
0 -1 7414
E
skeleton~
It looks like a adventurer who was'nt lucky. You better
watch out-
~
S
#7418
The square lair~
You are standing in the north-east part of the lair. You see
a sign at the wall
~
74 9 1
D1
You see a wooden door
~
wooden door~
1 -1 7421
D2
another part of the lair.
~
~
0 -1 7417
D3
another part of the lair.
~
~
0 -1 7419
E
sign wall~
The sign says 'Gods of War I call you, my sword is by my side,
               I seek a light free from all false pride'
                       Reyemle Grug.....
~
S
#7419
The square lair~
You are standing in the north-west part of the lair. Here's
another sign. There are a exit from the lair to the north.
~
74 9 1
D0
You see a small tunnel leading north.
~
~
0 -1 7422
D1
another part of the lair.
~
~
0 -1 7418
D2
another part of the lair.
~
~
0 -1 7420
E
sign~
The sign says 'I'm wandering around in a everlasting tale,
               seeking the light to regain my pride
                           Corama...
~
S
#7420
The lair end~
You can see a tabel in front of you. It's very dusty.
Around the tabel five skeletons are siting.Exits are
north and east.
~
74 9 1
D0
the northern part of the lair.
~
~
0 -1 7419
D1
the eastern part of the lair.
~
~
0 -1 7417
E
tabel~
On the tabel there is dust, in the center there is a small statue of a
Dragon sleeping.
~
E
skeleton skeletons~
You can see that they have been killed in some sort of way. Not
by sword or club.
~
E
dragon statue~
it looks like a silver dragon. It is nailed onto the tabel.
The dragon sits on a red dragon that looks dead. But the
eyes of the red dragon is glowing pulsating red. You feel
drained.
~
S
#7421
East tunnel~
You are standing in dark tunnel, the exits are east
and west. To the west you see a wooden door.
~
74 12 1
D3
You can see a wooden door.
~
wooden door~
1 -1 7418
D1
You can see a muddy tunnel.
~
~
0 -1 7402
S
#7422
North tunnel~
You are standing in a dark tunnel, it leads upwards.
~
74 9 1
D0
The dark tunnel continues.
~
~
0 -1 7423
D2
You can see the lair.
~
~
0 -1 7419
D3
You can see a cave entrance.
~
~
0 -1 7436
S
#7423
The L-shaped room.~
You are standing in deep darkness. To the south there is a small exit.
To the east you can see a gaping hole.
~
74 9 1
D1
~
~
0 -1 7424
D2
~
~
0 -1 7422
S
#7424
The Circular hall.~
You are standing in round hall. To the north, east and south you
can see a stone head hanging on the walls.
~
74 9 1
D3
you see a room far away.
~
~
0 -1 7423
D1
you see nothing special.
~
green head dragon sculpture face~
1 -1 7425
E
head heads~
When you study the faces of the heads you see that it
is faces of dragons. The face to the north is red, the
face to the east is green and the face to the south is
blue.
~
E
green~
This looks like a evil dragon
~
E
red~
This looks like a neutral dragon
~
E
blue~
This looks like a good dragon
~
S
#7425
Dusty tunnel~
You are standing in dust. This place has not been
touched for a long time. Otherwise it is quite boring
here, looks like a place to rest! To the west you see
the outline of a door. A tunnel leads to the east.
~
74 12 1
D3
You can see the outline of a door. Just like in the
description!
~
door~
1 -1 7424
D1
You see a tunnel which leads downwards. It is quite
dark.
~
~
0 -1 7426
S
#7426
The crossing~
You are standing in a crossing of hallways. You can leave this place
in every direction, except up and down. In the dust you notice strange
footprints.
~
74 9 3
D0
~
~
0 -1 7431
D1
~
~
0 -1 7430
D2
~
~
0 -1 7427
D3
~
~
0 -1 7425
E
footprints foot~
You have never seen this kind of footprints before!
~
S
#7427
The L-shaped room~
You are standing in a L-shaped room. You can hear
noices from the long tunnel to the east. You can feel
fear! A sign is hanging on the wall.
~
74 9 2
D0
~
~
0 -1 7426
D1
a long dark tunnel.
~
~
0 -1 7428
E
sign~
The sign says 'DANGER!!'.
~
S
#7428
Dragons lair~
You can see burned walls, the floorstones are fiery red.
All kinds of bones are scattered all over the floor. On
the walls you can see some burned shapes. You smell burned
flesh. Two creatures are like melted into the floor.
~
74 8 2
D0
You can see a long tunnel.
~
~
0 -1 7429
D3
You can see nothing but darkness.
~
~
0 -1 7427
S
#7429
The burned room~
You are in a room, which once had been quite burned.
There is writing on the wall.
~
74 9 1
D2
You can see a red glow
~
~
0 -1 7428
D3
~
~
0 -1 7430
E
writing~
The writing says 'DANGER!!!'
~
S
#7430
The wind tunnel~
You are standing in a tunnel. Above you, you can feel
a breeze.
~
74 9 1
D1
To dark to tell
~
~
0 -1 7429
D3
~
~
0 -1 7426
E
breeze~
The breeze comes from a hole above you. NO way to get up
there.
~
S
#7431
The glittering room~
This room are all bright. In the walls you can see some
silver. Exits are: West, east and south.
~
74 8 1
D1
~
~
0 -1 7432
D2
~
~
0 -1 7426
D3
~
~
0 -1 7433
E
glitter walls silver~
The glittering silver looks like it is INSIDE the walls.
~
S
#7432
The secret passage room~
You have entered a tiny room. There is an exit down, and an
exit to the west.
~
74 9 1
D3
You can see a light to the west
~
~
0 -1 7431
E
down~
A sign is blocking the way. It says 'This has not been
implementated yet....'
~
S
#7433
End of long tunnel~
You are at a end of a long tunnel. Right in front of you,
you can see a grey mass. To the east you can see a tremendous
long tunnel, but you know that, you has just been there.
~
74 9 5
D1
Long tunnel. JUST like in the description!
~
~
0 -1 7431
D3
A grey mass is blocking the way.
~
~
0 -1 7434
E
grey mass~
The mass is nothing but a mass, but it is quite suspecious!
~
S
#7434
Stair-room~
You are standing in a small room. Drawings of faces in pain
are on the walls. You can fell darkness is ruling the place.
there are two exits: south and down.
~
74 9 1
D2
nothing but darkness
~
~
0 -1 7435
D5
A sign is blocking the way: 'This has not been implementated
yet'.
~
~
0 -1 -1
S
#7435
Dark tunnel~
You are standing in a dark tunnel. It continues to the north
and to the south. Bones are spred on the floor
~
74 9 1
D0
~
~
0 -1 7434
D2
~
~
0 -1 7436
E
bones bone~
it looks like bones of a human.
~
S
#7436
Entrance to lair~
The smell here is awfull. To the south you can see some
smoke. A tunnel leads north, and east.
~
74 13 2
D0
~
~
0 -1 7435
D2
the only thing you can see are smoke.
~
~
0 -1 7437
D1
A small cave is to the east.
~
~
0 -1 7422
S
#7437
North-eastern part of Basilisks cave~
It is hard to see here because of the smoke. To the north you
can see barly see a small tunnel. Other exits are to the south
and to the west.
~
74 9 2
D0
~
~
0 -1 7436
D2
~
~
0 -1 7438
D3
~
~
0 -1 7439
S
#7438
South-eastern part of basilisks cave~
There are a very small hole in wall, from where the smoke
are coming from. Otherwise it is pitch dark. Exits are north
and west.
~
74 9 2
D0
You can see nothing but smoke
~
~
0 -1 7437
D3
You can see nothing but smoke
~
~
0 -1 7440
E
hole small~
It's a small hole. About 1 feet in diameter.
~
S
#7439
North-western part of basilisks cave~
You can see some hay spred on the floor. The smell is
awfull here, and it makes you feel sick. This place is
the place where the basilisk sleep. Watch out..Mabye it is not
far away.
~
74 9 2
D1
~
~
0 -1 7437
D2
~
~
0 -1 7440
E
hay~
The hay is very dirty. The smell of it makes you feel sick.
~
S
#7440
South-western part of basilisks cave~
You can see nothing but smoke. 
~
74 9 5
D0 
~
~
0 -1 7439
D1
~
~
0 -1 7438
D2
~
~
0 -1 7441
S
#7441
The small cave~
You are standing in small cave. You can see
some light in the end. Exits are north and south.
~
74 13 2
D0
You can see only smoke.
~
~
0 -1 7440
D2
You can see a blue glow. And you feel a fresh breeze.
~
~
0 -1 7442
S
#7442
The northern end of the pool~
You have wet feet, you are standing in water.
The water looks calm. You can see that it's
a big lake. Light seeps from the water.
~
74 8 4
D0
You can see a small cave.
~
~
0 -1 7441
D1
You can see more water.
~
~
0 -1 7443
D2
You can see water.
~
~
0 -1 7444
S
#7443
The pool~
You are swimming in water. It is getting deep here.
It is also dark in this end.
~
74 9 6
D3 
You see calm water.
~
~
0 -1 7442
D2
You can see some bubbles in the water.
~
~
0 -1 7445
S
#7444
The south end of the pool~
You standing in water up to you neck.
You can only see water.
~
74 8 5
D0 
You can see calm water.
~
~
0 -1 7442
D1
To dark to tell, but you can feel something nearby.
~
~
0 -1 7445
S
#7445
The pool~
You are swimming in DARKNESS. You feel something
touching your right leg.
~
74 9 6
D0 
To dark to tell.
~
~
0 -1 7443
D1
You can feel a warm  breeze.
~
~
0 -1 7413
D3
~
~
0 -1 7444
S
#7500
The Temple of Syrinx~
This is the Temple of Syrinx.  Large, great computers line the walls of
this most hallowed and holy place.  In other rooms, leading off of this
one, great riches and wonders, the gifts of life, are piled as far and
as high as can be seen.  In the north-east corner is a glowing archway.
To the north-west is a large chaise lounge.  Along the south wall is a
very large table with a full colour, x-terminal.
~
32 520 0
D1
~
door east hallway~
0 -1 7501
E
computer terminal~
 There is a sign above this computer.  It reads:  DREAMLINE

       Dreamline (DLUX XXI.1.2)
      login:
      password:
~
E
table~
This table is covered with all sorts of strange items: parchments filled 
with drawings and writings and arcane symbols, many strange shaped boxes
made of a very pourous material, and a device that ocassionally makes a 
ringing sound with thrity or so buttons on it.  The majority of the table
is taken up by the large X-Windows terminal that sits in it's center.
~
E
archway~
This archway hums and glows with a gold and blue light.  Beyond it, you can
see many different swirling locations, as if it led everywhere.
~
S
#7501
Steppenwolf's Born to Be Wild~
   This is the playroom, and bedroom of Steppenwolf, Dark Lord of Evil.  This
room is strictly off limits to everyone, except by special invitation.
Taking up the majority of one side of the room is a large waterbed.  Very
expensive rainbow coloured, crushed velvet sheets adorn the bed.  A close
inspection of the bed shows silk cords of the same colour design attached to 
the four corners.   
   Also in this room is a dressing table and a pot filled with exotic looking
bird feathers.  The regal plummages of peacocks, parrots, barettas, and other
birds can be seen.
   A large closet is set into one wall.  However, it appears to be closed
and locked, so you have no idea what is in it.  On the north wall is a very
large electronic entertainment center, with a large collection of CDs and
DATs.
~
32 536 0
D3
~
~
0 -1 7500
S
#7699
Xenakis' Office~
   You are now in the Office of Xenakis the Lord of the Shadows, with its
black granite walls, halogen lights, and with a grey marble floor.  In the
corner you see a large white marble statue of Mags, and along one wall
you see a large black marble desk.
~
32 8 0
D5
~
door~
1 -1 98
S
#7900
Outside Redferne's residence~
A huge cloud forms the plateau on which you are now standing. The wind here
is absolutely quiet and the sun is shining warmly upon you. From under the
cloud you can hear the faint sounds of Midgaard. Right before you to the
north lies the grand Mansion of Naris, the residence of the Greater God
Redferne.
~
79 516 0
D0
You see a HUGE arched gate leading into this magnificent building.
~
gate door huge arched~
2 7901 7901
D5
You see a Huge Chain that anchors the Mansion of Naris to the ground.
~
~
0 -1 7918
S
#7901
The Southern end of the hall~
You are standing in a vast hall that is dimly lit, but wherefrom the
light comes, is a mystery. The walls seem to radiate warmth and give
the pleasent feeling of being welcome here. A large portrait is hanging
on one of the walls. A large wooden staircase leads up into the tower.
To the east there is a high passage away from the hall. This ends
shortly after by a tall oak door. The enormous hall extends further
north from here. To the south you can see a huge, and VERY heavy-
looking iron-wrought door. It looks like this is the only exit from
this magnificent old house. To the west you can see a large ashen door.
~
79 524 0
D0
The hallway continues that way. You can see more doorways under the
wooden staircase in that direction.
~
~
0 -1 7904
D1
You see there a tall oak door. It looks quite tightly closed to you.
On it little runes are chiselled into the wood.
~
oak tall east oakdoor talldoor eastdoor~
2 -1 7910
D2
Here you see a REAL door. It would be more proper to call this a
"GATE", rather than a "door". It's really HUGE! On it hangs a large
sign with very large letters spelling : "EMERGENCY EXIT".
~
gate south exit iron huge emergency~
2 7901 7900
D3
This looks like a "door" in the meaning of the word. The ashen wood
is painted in a peculiar yellow colour. Small letters are written
with black on it.
~
ashen ash door west yellow~
2 -1 7902
D4
You see the staircase extending upwards into the very high tower.
It ends in what seems like a large bedroom up there.
~
~
0 -1 7909
E
runes~
These runes are utterly strange to you, but you are in luck today: Under
the runes you can just make out a sentence in Common. It goes : " Stay out,
if you treasure your life. That is if you are mortal.".
~
E
letters~
They read "LIBRARY".
~
S
#7902
Redferne's Library~
This is truly a magnificent place! Books and scrolls lie together on every
shelf. A large globe, with the map of the Mud-world upon it, stands in the
dimly lit north-western corner of the room. Two large and comfortable-
looking leather arm-chairs adourn the center of the library together with
a huge oak desk. Dim light radiates from an enormous crystal chandelier
hanging down from the ceiling approximately 10 feet off the floor. To the
east there is a great old ashen door. A large glass window is set in the
west wall.
~
79 524 0
D1
You can see an old ashen door, painted in a peculiar yellow colour.
~
door ash ashen east~
2 -1 7901
E
globe world map~
You see a large world map stretch out on the enormous globe. It has towns
drawn in every spot available for such. In the middle of the map you can
spot a large town with the name 'MIDGAARD' written over it. The rest is
mountains, woods, plains and water.
~
E
midgaard town city~
You see a small speck with woods on the west from it, plains to the east
from it and mountains to the north from it. To the south from it you can
see a thin trail lead to a large castle. Finally you notice a rather large
river pour in from the east and go through Midgaard in the middle.
~
E
chairs leather arm-chairs~
These two chair are exactly alike one another. They look incredibly
comfortable. They're both made from old leather, and yet they seem so worn
that they can be nothing but a perfect place for a long needed rest.
~
E
window glass~
These windows are really BIG! They reach from about 20 inches above the
floor to approximately 10 inches under the ceiling. If you try and
"look out", you might see what might lie beyond these windows.
~
E
out outside beyond~
The clouds muster and form the ground on which this entire building is set.
Through the thinnest of the clouds you can just make out MIDGAARD with all
it's magnificent activity.
~
E
river~
You see a large and winding river cut through the landscape, starting at a 
huge mountain chain, it seeps through Midgaard and finally ends up in the
Grand Sea on the West-coast of the land.
~
S
#7903
The Artifact room of Naris~
This is gloomy and dark room with only a faint light radiating from the
walls. A bunch of funny-looking items fill the center of the room. There are
no furniture here what-so-ever. The only way out seems to be west, through
the low steel door.
~
79 524 0
D3
You see only the back of a safe's steel door.
~
steel door exit safe~
2 7900 7910
S
#7904
The Northern end of the hall~
You are standing in the northern end of the huge hall. This part is under
the grand wooden staircase so the light seems a little less bright here,
but this doesn't bother your sight at all. To the north lies the kitchen.
To the south lies the Southern end of the hall. To the east there is a huge
metal door. To the west there is a large aspenwood door.
~
79 524 0
D0
~
~
0 -1 7906
D1
You see a huge metal door. From it a foul stench emanates. The smell is the
most awful experience in your entire life. A thought seeps through this
terrible stench and into your mind : "Monsters", you feel BAD about opening
that door.
~
steel metal huge~
2 -1 7913
D2
The rest of the hall lies in that direction, and so does the exit.
~
~
0 -1 7901
D3
The door has "SITTING ROOM" written on it. It is made from Aspenwood and
is beautifully carven with small elves as main issue of sculpture.
~
aspen asp~
2 -1 7905
S
#7905
The Sitting room of Naris~
You are standing in the middle of a really comfortable place. The walls are
decorated with paintings of smiling Kings and Queens. The most attractive
picture is one of a Prince in shiny armour. By one of the walls there is an
old arm-chair. The only exit is through the aspenwood door to the east.
~
79 524 0
D1
The door seems to be a very HEAVY door, carved completely from the trunk of
an Aspen tree.
~
asp aspen door heavy~
2 -1 7904
E
chair arm-chair~
This is truly a wonderful relic of the past. In it is a large cushion.
~
S
#7906
The Kitchen of Naris~
This must be the place of food and drink. You can hear the faint noise of 
rats feasting on meat and bread from somewhere undeterminable. The sound
makes you feel the agony of HUNGER. The only visible exit is south to the
Northern end of the hall.
~
79 524 0
D0
It's dark in there. But the sounds from there are unmistakable. The rats are
here to your information.
~
larder wooden cupboard~
2 -1 7907
D1
You can see the fridge from here. In it are drinks all over.
~
fridge~
2 -1 7908
D2
ou can see the northern end of the hall.
~
~
0 -1 7904
S
#7907
The Larder~
You can see food all over. Among the heaps of food you notice HUGE rats
scuttering around, nibling pieces off the heaps here and there.
~
79 524 0
D2
~
door wooden larder exit~
2 -1 7906
S
#7908
The Fridge~
This place is LOADED with drink, water and booze.
~
79 524 0
D3
~
door exit fridge~
2 -1 7906
S
#7909
On the stairs~
You can see up and down the stairway. It seems to take forever, either going
up OR down. It's just a seemingly insurmountable climb, either way. Up is the 
bedroom of Redferne, and Down leads to the Southern end of the hall.
~
79 524 0
D4
~
~
0 -1 7911
D5
~
~
0 -1 7901
S
#7910
The Treasure room~
This place is gloomy. A HUGE safe is cemented into the west wall. The only 
visible exit is west, through the oak door.
~
79 524 0
D1
~
safe steel~
2 7900 7903
D3
You see a tall oak door.
~
door oak tall~
2 -1 7901
S
#7911
Redferne's Bedroom~
This is a snugly set bedroom with all the necessities for a romantic evening.
A large fireplace adourns the east wall, and sizzling away is the wood that
is ablaze within. The bed is enormous, covering at least HALF of this great
room. This stretches at least 140 square feet, so can you imagine the BED?
A large staircase leads down to the hall. A couple of doors open up to a
broad balcony to the south. 
~
79 524 0
D2
The suns seems to shine out there, warmly and comforting.
~
doors~
1 -1 7912
D5
~
~
0 -1 7909
S
#7912
The Balcony of Redferne's Residence~
You see a splendid of the most of this world. The valleys stretch as far as
the eye reaches to the south from here. Down below you can see the entrance
of this magnificent building. To the north are the doors to Redferne's Bedroom.
~
79 516 0
D0
You see the comfortable bedroom of Naris, the mansion of Redferne the Greater
God.
~
doors~
2 -1 7911
D5
You see the ground on which this castle is set. Funnily it seems to you that
it's no more than clouds.
~
~
0 -1 -1
S
#7913
The Monster Pen~
This looks like the cage in which a large carnivor is being kept. Judging by
the state the walls are in, this could very well be a large AGGRESSIVE animal. 
This makes you pretty insecure, this stating your feeling about the place, 
quite mildly.
~
79 8 0
D3
This looks like the only exit from here.
~
door cage metal pen~
2 -1 7904
S
#7914
On the Huge Chain~
This place has quite a good view over Midgaard. Your possibilities of movement
seems to extend only to up and down. Unless you want to let go of the secure
and seemingly unmoveable chain, then those are the directions you should take
from here.
~
79 4 5
D4
Up the way you see the chain dissappearing into the clouds above.
~
~
0 -1 7915
D5
Down below you see the huge chain anchored to the ground in the Road Crossing.
~
~
0 -1 3120
S
#7915
The Chain where it's too windy~
Hanging on to the chain you figure out that there's no way of leaving down 
from here. The wind pulls you from left to right and back. This seems like a
totally impossible task. The ascend is the only way ahead for you.
Otherwise you would risk death by falling to the hard ground below. DO NOT
DESCEND NOW OR YOU'LL SURELY DIE!!!!
~
79 4 5
D4
That way seems to be the only way away from here.
~
~
0 -1 7916
D5
THAT WAY IS CERTAIN DEATH!!!! You can see the wind tearing at the chain down
below you. It swings like a furious serpent from side to side! The descend is
ABSOLUTELY out of the QUESTION. 
~
~
0 -1 7920
S
#7916
On the Great Chain of Naris~
You are approximately on the middle of the treacherous Chain. One false step
and death will come and collect you quickly. The chain leads upwards and down.
No way are you going to descend now... You've only just begun your climb.
Besides it could cost you your life. Look down and you'll see why.~
79 4 5
D4
There seems to be only one way from here and that's up.
~
~
0 -1 7918
D5
The chain down there is swinging wildly back and forth. Going down there will
be pretty risky!
~
~
0 -1 7915
S
#7917
The Chain~
As you descend, the chain seems to absorbe all weather around it, making it
swing less and less in the very powerful wind tearing at it. The Chain seems
to chuckle quietly, and as you descend further you hear a soft whisper
originating from within the Chain *ITSELF*. 
It says, " Welcome back some other time, stranger. Your company is always
           ... hmmm ... interesting. God Speed. "
The chain extends further down through the now spreading clouds.
~
79 4 5
D4
It seems to you that the Chain is dissolving again. Maybe it's just an 
illusion, but still ...!
~
~
0 -1 -1
D5
That way seems safe enough ... now.
~
~
0 -1 7914
S
#7918
The Mighty Chain of Naris~
This place truly a splendid view of the WHOLE COUNTRY SIDE!!! A magnificent
light shines upon you and the way up through the clouds is opened. Up there
you can now see the Mansion of Naris, Residence of the Greater God Redferne.
The chain beneath you seems to evaporate in the mustering clouds that
surround you by now.
~
79 4 5
D4
You see the sunny top of the clouds. Beyond these, the Mansion towers before
your eyes. Beautiful!!
~
~
0 -1 7900
D5
You see nothing but the thick clouds. They've closed completely around the
Chain.
~
~
0 -1 7917
S
#7920
Free fall from the Chain~
This is probably the third worst place to be in this entire MUD right now.
You fall
. 
.
.
and fall
.
.
.
and fall
.
.
.
and HIT THE GROUND WITH SUCH A *SPLUTCH* that you die horribly, but instantly.
Bye Cruel World. You lose all your things immediately, Sorry!!
~
79 2 0
D5
~
~
0 -1 3120
D1
~
~
0 -1 7915
D2
~
~
0 -1 7916
D3
~
~
0 -1 7917
D4
~
~
0 -1 7918
D0
~
~
0 -1 7914
S
#8000
Palace Road~
   This lovely white stone road leads north to the Palace of Midgaard,
and South to the Eastern gate.  To the west is the side of the Weapons shop.
~
80 0 1
D0
You see the path to the palace.
~
~
0 -1 8001
D2
You see the East Gate
~
~
0 -1 3041
E
stone white~
   the white stones are smooth and polished.
~
S
#8001
Palace Road~
   The road continues to stretch to the north and south.  The east is blocked
by the city wall, and to the west you can see the first Bank of Midgaard.
~
80 0 1
D0
You see the palace courtyard
~
~
0 -1 8002
D2
You see the palace road, and beyond that, the East Gate.
~
~
0 -1 8000
D3
You can see the first Bank of Sillyness
~
~
0 -1 2000
S
#8002
Palace Courtyard~
   The palace courtyard is here.  White marble steps lead north into the 
palace, and to the east and the west are beautiful lawns and gardens.
to the south you can see palace road.
~
80 0 1
D2
You see the palace Road.
~
~
0 -1 8001
S
#8100
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8120
D1
~
~
0 -1 8101
D2
~
~
0 -1 8105
D3
~
~
0 -1 8104
D4
~
~
0 -1 8200
D5
~
~
0 -1 8125
S
#8101
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8121
D1
~
~
0 -1 8102
D2
~
~
0 -1 8106
D3
~
~
0 -1 8100
D4
~
~
0 -1 8201
D5
~
~
0 -1 8126
S
#8102
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8122
D1
~
~
0 -1 8103
D2
~
~
0 -1 8107
D3
~
~
0 -1 8101
D4
~
~
0 -1 8202
D5
~
~
0 -1 8127
S
#8103
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8123
D1
~
~
0 -1 8104
D2
~
~
0 -1 8108
D3
~
~
0 -1 8102
D4
~
~
0 -1 8203
D5
~
~
0 -1 8128
S
#8104
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8124
D1
~
~
0 -1 8100
D2
~
~
0 -1 8109
D3
~
~
0 -1 8103
D4
~
~
0 -1 8204
D5
~
~
0 -1 8129
S
#8105
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8100
D1
~
~
0 -1 8106
D2
~
~
0 -1 8110
D3
~
~
0 -1 8109
D4
~
~
0 -1 8205
D5
~
~
0 -1 8130
S
#8106
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8101
D1
~
~
0 -1 8107
D2
~
~
0 -1 8111
D3
~
~
0 -1 8105
D4
~
~
0 -1 8206
D5
~
~
0 -1 8131
S
#8107
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8102
D1
~
~
0 -1 8108
D2
~
~
0 -1 8112
D3
~
~
0 -1 8106
D4
~
~
0 -1 8207
D5
~
~
0 -1 8132
S
#8108
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8103
D1
~
~
0 -1 8109
D2
~
~
0 -1 8113
D3
~
~
0 -1 8107
D4
~
~
0 -1 8208
D5
~
~
0 -1 8133
S
#8109
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8104
D1
~
~
0 -1 8105
D2
~
~
0 -1 8114
D3
~
~
0 -1 8108
D4
~
~
0 -1 8209
D5
~
~
0 -1 8134
S
#8110
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8105
D1
~
~
0 -1 8111
D2
~
~
0 -1 8115
D3
~
~
0 -1 8114
D4
~
~
0 -1 8210
D5
~
~
0 -1 8135
S
#8111
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8106
D1
~
~
0 -1 8112
D2
~
~
0 -1 8116
D3
~
~
0 -1 8110
D4
~
~
0 -1 8211
D5
~
~
0 -1 8136
S
#8112
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8107
D1
~
~
0 -1 8113
D2
~
~
0 -1 8117
D3
~
~
0 -1 8111
D4
~
~
0 -1 8212
D5
~
~
0 -1 8137
S
#8113
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8108
D1
~
~
0 -1 8114
D2
~
~
0 -1 8118
D3
~
~
0 -1 8112
D4
~
~
0 -1 8213
D5
~
~
0 -1 8138
S
#8114
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8109
D1
~
~
0 -1 8110
D2
~
~
0 -1 8119
D3
~
~
0 -1 8113
D4
~
~
0 -1 8214
D5
~
~
0 -1 8139
S
#8115
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8110
D1
~
~
0 -1 8116
D2
~
~
0 -1 8120
D3
~
~
0 -1 8119
D4
~
~
0 -1 8215
D5
~
~
0 -1 8140
S
#8116
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8111
D1
~
~
0 -1 8117
D2
~
~
0 -1 8121
D3
~
~
0 -1 8115
D4
~
~
0 -1 8216
D5
~
~
0 -1 8141
S
#8117
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8112
D1
~
~
0 -1 8118
D2
~
~
0 -1 8122
D3
~
~
0 -1 8116
D4
~
~
0 -1 8217
D5
~
~
0 -1 8142
S
#8118
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8113
D1
~
~
0 -1 8119
D2
~
~
0 -1 8123
D3
~
~
0 -1 8117
D4
~
~
0 -1 8218
D5
~
~
0 -1 8143
S
#8119
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8114
D1
~
~
0 -1 8115
D2
~
~
0 -1 8124
D3
~
~
0 -1 8118
D4
~
~
0 -1 8219
D5
~
~
0 -1 8144
S
#8120
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8115
D1
~
~
0 -1 8121
D2
~
~
0 -1 8100
D3
~
~
0 -1 8124
D4
~
~
0 -1 8220
D5
~
~
0 -1 8145
S
#8121
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8116
D1
~
~
0 -1 8122
D2
~
~
0 -1 8101
D3
~
~
0 -1 8120
D4
~
~
0 -1 8221
D5
~
~
0 -1 8146
S
#8122
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8117
D1
~
~
0 -1 8123
D2
~
~
0 -1 8102
D3
~
~
0 -1 8121
D4
~
~
0 -1 8222
D5
~
~
0 -1 8147
S
#8123
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8118
D1
~
~
0 -1 8124
D2
~
~
0 -1 8103
D3
~
~
0 -1 8122
D4
~
~
0 -1 8223
D5
~
~
0 -1 8148
S
#8124
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8119
D1
~
~
0 -1 8120
D2
~
~
0 -1 8104
D3
~
~
0 -1 8123
D4
~
~
0 -1 8224
D5
~
~
0 -1 8149
S
#8125
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8145
D1
~
~
0 -1 8126
D2
~
~
0 -1 8130
D3
~
~
0 -1 8129
D4
~
~
0 -1 8100
D5
~
~
0 -1 8150
S
#8126
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8146
D1
~
~
0 -1 8127
D2
~
~
0 -1 8131
D3
~
~
0 -1 8125
D4
~
~
0 -1 8101
D5
~
~
0 -1 8151
S
#8127
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8147
D1
~
~
0 -1 8128
D2
~
~
0 -1 8132
D3
~
~
0 -1 8126
D4
~
~
0 -1 8102
D5
~
~
0 -1 8152
S
#8128
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8148
D1
~
~
0 -1 8129
D2
~
~
0 -1 8133
D3
~
~
0 -1 8127
D4
~
~
0 -1 8103
D5
~
~
0 -1 8153
S
#8129
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8149
D1
~
~
0 -1 8125
D2
~
~
0 -1 8134
D3
~
~
0 -1 8128
D4
~
~
0 -1 8104
D5
~
~
0 -1 8154
S
#8130
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8125
D1
~
~
0 -1 8131
D2
~
~
0 -1 8135
D3
~
~
0 -1 8134
D4
~
~
0 -1 8105
D5
~
~
0 -1 8155
S
#8131
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8126
D1
~
~
0 -1 8132
D2
~
~
0 -1 8136
D3
~
~
0 -1 8130
D4
~
~
0 -1 8106
D5
~
~
0 -1 8156
S
#8132
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8127
D1
~
~
0 -1 8133
D2
~
~
0 -1 8137
D3
~
~
0 -1 8131
D4
~
~
0 -1 8107
D5
~
~
0 -1 8157
S
#8133
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8128
D1
~
~
0 -1 8134
D2
~
~
0 -1 8138
D3
~
~
0 -1 8132
D4
~
~
0 -1 8108
D5
~
~
0 -1 8158
S
#8134
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8129
D1
~
~
0 -1 8130
D2
~
~
0 -1 8139
D3
~
~
0 -1 8133
D4
~
~
0 -1 8109
D5
~
~
0 -1 8159
S
#8135
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8130
D1
~
~
0 -1 8136
D2
~
~
0 -1 8140
D3
~
~
0 -1 8139
D4
~
~
0 -1 8110
D5
~
~
0 -1 8160
S
#8136
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8131
D1
~
~
0 -1 8137
D2
~
~
0 -1 8141
D3
~
~
0 -1 8135
D4
~
~
0 -1 8111
D5
~
~
0 -1 8161
S
#8137
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8132
D1
~
~
0 -1 8138
D2
~
~
0 -1 8142
D3
~
~
0 -1 8136
D4
~
~
0 -1 8112
D5
~
~
0 -1 8162
S
#8138
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8133
D1
~
~
0 -1 8139
D2
~
~
0 -1 8143
D3
~
~
0 -1 8137
D4
~
~
0 -1 8113
D5
~
~
0 -1 8163
S
#8139
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8134
D1
~
~
0 -1 8135
D2
~
~
0 -1 8144
D3
~
~
0 -1 8138
D4
~
~
0 -1 8114
D5
~
~
0 -1 8164
S
#8140
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8135
D1
~
~
0 -1 8141
D2
~
~
0 -1 8145
D3
~
~
0 -1 8144
D4
~
~
0 -1 8115
D5
~
~
0 -1 8165
S
#8141
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8136
D1
~
~
0 -1 8142
D2
~
~
0 -1 8146
D3
~
~
0 -1 8140
D4
~
~
0 -1 8116
D5
~
~
0 -1 8166
S
#8142
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8137
D1
~
~
0 -1 8143
D2
~
~
0 -1 8147
D3
~
~
0 -1 8141
D4
~
~
0 -1 8117
D5
~
~
0 -1 8167
S
#8143
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8138
D1
~
~
0 -1 8144
D2
~
~
0 -1 8148
D3
~
~
0 -1 8142
D4
~
~
0 -1 8118
D5
~
~
0 -1 8168
S
#8144
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8139
D1
~
~
0 -1 8140
D2
~
~
0 -1 8149
D3
~
~
0 -1 8143
D4
~
~
0 -1 8119
D5
~
~
0 -1 8169
S
#8145
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8140
D1
~
~
0 -1 8146
D2
~
~
0 -1 8125
D3
~
~
0 -1 8149
D4
~
~
0 -1 8120
D5
~
~
0 -1 8170
S
#8146
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8141
D1
~
~
0 -1 8147
D2
~
~
0 -1 8126
D3
~
~
0 -1 8145
D4
~
~
0 -1 8121
D5
~
~
0 -1 8171
S
#8147
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8142
D1
~
~
0 -1 8148
D2
~
~
0 -1 8127
D3
~
~
0 -1 8146
D4
~
~
0 -1 8122
D5
~
~
0 -1 8172
S
#8148
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8143
D1
~
~
0 -1 8149
D2
~
~
0 -1 8128
D3
~
~
0 -1 8147
D4
~
~
0 -1 8123
D5
~
~
0 -1 8173
S
#8149
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8144
D1
~
~
0 -1 8145
D2
~
~
0 -1 8129
D3
~
~
0 -1 8148
D4
~
~
0 -1 8124
D5
~
~
0 -1 8174
S
#8150
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8170
D1
~
~
0 -1 8151
D2
~
~
0 -1 8155
D3
~
~
0 -1 8154
D4
~
~
0 -1 8125
D5
~
~
0 -1 8175
S
#8151
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8171
D1
~
~
0 -1 8152
D2
~
~
0 -1 8156
D3
~
~
0 -1 8150
D4
~
~
0 -1 8126
D5
~
~
0 -1 8176
S
#8152
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8172
D1
~
~
0 -1 8153
D2
~
~
0 -1 8157
D3
~
~
0 -1 8151
D4
~
~
0 -1 8127
D5
~
~
0 -1 8177
S
#8153
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8173
D1
~
~
0 -1 8154
D2
~
~
0 -1 8158
D3
~
~
0 -1 8152
D4
~
~
0 -1 8128
D5
~
~
0 -1 8178
S
#8154
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8174
D1
~
~
0 -1 8150
D2
~
~
0 -1 8159
D3
~
~
0 -1 8153
D4
~
~
0 -1 8129
D5
~
~
0 -1 8179
S
#8155
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8150
D1
~
~
0 -1 8156
D2
~
~
0 -1 8160
D3
~
~
0 -1 8159
D4
~
~
0 -1 8130
D5
~
~
0 -1 8180
S
#8156
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8151
D1
~
~
0 -1 8157
D2
~
~
0 -1 8161
D3
~
~
0 -1 8155
D4
~
~
0 -1 8131
D5
~
~
0 -1 8181
S
#8157
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8152
D1
~
~
0 -1 8158
D2
~
~
0 -1 8162
D3
~
~
0 -1 8156
D4
~
~
0 -1 8132
D5
~
~
0 -1 8182
S
#8158
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8153
D1
~
~
0 -1 8159
D2
~
~
0 -1 8163
D3
~
~
0 -1 8157
D4
~
~
0 -1 8133
D5
~
~
0 -1 8183
S
#8159
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8154
D1
~
~
0 -1 8155
D2
~
~
0 -1 8164
D3
~
~
0 -1 8158
D4
~
~
0 -1 8134
D5
~
~
0 -1 8184
S
#8160
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8155
D1
~
~
0 -1 8161
D2
~
~
0 -1 8165
D3
~
~
0 -1 8164
D4
~
~
0 -1 8135
D5
~
~
0 -1 8185
S
#8161
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8156
D1
~
~
0 -1 8162
D2
~
~
0 -1 8166
D3
~
~
0 -1 8160
D4
~
~
0 -1 8136
D5
~
~
0 -1 8186
S
#8162
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8157
D1
~
~
0 -1 8163
D2
~
~
0 -1 8167
D3
~
~
0 -1 8161
D4
~
~
0 -1 8137
D5
~
~
0 -1 8187
S
#8163
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8158
D1
~
~
0 -1 8164
D2
~
~
0 -1 8168
D3
~
~
0 -1 8162
D4
~
~
0 -1 8138
D5
~
~
0 -1 8188
S
#8164
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8159
D1
~
~
0 -1 8160
D2
~
~
0 -1 8169
D3
~
~
0 -1 8163
D4
~
~
0 -1 8139
D5
~
~
0 -1 8189
S
#8165
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8160
D1
~
~
0 -1 8166
D2
~
~
0 -1 8170
D3
~
~
0 -1 8169
D4
~
~
0 -1 8140
D5
~
~
0 -1 8190
S
#8166
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8161
D1
~
~
0 -1 8167
D2
~
~
0 -1 8171
D3
~
~
0 -1 8165
D4
~
~
0 -1 8141
D5
~
~
0 -1 8191
S
#8167
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8162
D1
~
~
0 -1 8168
D2
~
~
0 -1 8172
D3
~
~
0 -1 8166
D4
~
~
0 -1 8142
D5
~
~
0 -1 8192
S
#8168
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8163
D1
~
~
0 -1 8169
D2
~
~
0 -1 8173
D3
~
~
0 -1 8167
D4
~
~
0 -1 8143
D5
~
~
0 -1 8193
S
#8169
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8164
D1
~
~
0 -1 8165
D2
~
~
0 -1 8174
D3
~
~
0 -1 8168
D4
~
~
0 -1 8144
D5
~
~
0 -1 8194
S
#8170
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8165
D1
~
~
0 -1 8171
D2
~
~
0 -1 8150
D3
~
~
0 -1 8174
D4
~
~
0 -1 8145
D5
~
~
0 -1 8195
S
#8171
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8166
D1
~
~
0 -1 8172
D2
~
~
0 -1 8151
D3
~
~
0 -1 8170
D4
~
~
0 -1 8146
D5
~
~
0 -1 8196
S
#8172
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8167
D1
~
~
0 -1 8173
D2
~
~
0 -1 8152
D3
~
~
0 -1 8171
D4
~
~
0 -1 8147
D5
~
~
0 -1 8197
S
#8173
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8168
D1
~
~
0 -1 8174
D2
~
~
0 -1 8153
D3
~
~
0 -1 8172
D4
~
~
0 -1 8148
D5
~
~
0 -1 8198
S
#8174
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8169
D1
~
~
0 -1 8170
D2
~
~
0 -1 8154
D3
~
~
0 -1 8173
D4
~
~
0 -1 8149
D5
~
~
0 -1 8199
S
#8175
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8195
D1
~
~
0 -1 8176
D2
~
~
0 -1 8180
D3
~
~
0 -1 8179
D4
~
~
0 -1 8150
D5
~
~
0 -1 8200
S
#8176
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8196
D1
~
~
0 -1 8177
D2
~
~
0 -1 8181
D3
~
~
0 -1 8175
D4
~
~
0 -1 8151
D5
~
~
0 -1 8201
S
#8177
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8197
D1
~
~
0 -1 8178
D2
~
~
0 -1 8182
D3
~
~
0 -1 8176
D4
~
~
0 -1 8152
D5
~
~
0 -1 8202
S
#8178
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8198
D1
~
~
0 -1 8179
D2
~
~
0 -1 8183
D3
~
~
0 -1 8177
D4
~
~
0 -1 8153
D5
~
~
0 -1 8203
S
#8179
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8199
D1
~
~
0 -1 8175
D2
~
~
0 -1 8184
D3
~
~
0 -1 8178
D4
~
~
0 -1 8154
D5
~
~
0 -1 8204
S
#8180
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8175
D1
~
~
0 -1 8181
D2
~
~
0 -1 8185
D3
~
~
0 -1 8184
D4
~
~
0 -1 8155
D5
~
~
0 -1 8205
S
#8181
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8176
D1
~
~
0 -1 8182
D2
~
~
0 -1 8186
D3
~
~
0 -1 8180
D4
~
~
0 -1 8156
D5
~
~
0 -1 8206
S
#8182
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8177
D1
~
~
0 -1 8183
D2
~
~
0 -1 8187
D3
~
~
0 -1 8181
D4
~
~
0 -1 8157
D5
~
~
0 -1 8207
S
#8183
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8178
D1
~
~
0 -1 8184
D2
~
~
0 -1 8188
D3
~
~
0 -1 8182
D4
~
~
0 -1 8158
D5
~
~
0 -1 8208
S
#8184
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8179
D1
~
~
0 -1 8180
D2
~
~
0 -1 8189
D3
~
~
0 -1 8183
D4
~
~
0 -1 8159
D5
~
~
0 -1 8209
S
#8185
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8180
D1
~
~
0 -1 8186
D2
~
~
0 -1 8190
D3
~
~
0 -1 8189
D4
~
~
0 -1 8160
D5
~
~
0 -1 8210
S
#8186
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8181
D1
~
~
0 -1 8187
D2
~
~
0 -1 8191
D3
~
~
0 -1 8185
D4
~
~
0 -1 8161
D5
~
~
0 -1 8211
S
#8187
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8182
D1
~
~
0 -1 8188
D2
~
~
0 -1 8192
D3
~
~
0 -1 8186
D4
~
~
0 -1 8162
D5
~
~
0 -1 8212
S
#8188
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8183
D1
~
~
0 -1 8189
D2
~
~
0 -1 8193
D3
~
~
0 -1 8187
D4
~
~
0 -1 8163
D5
~
~
0 -1 8213
S
#8189
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8184
D1
~
~
0 -1 8185
D2
~
~
0 -1 8194
D3
~
~
0 -1 8188
D4
~
~
0 -1 8164
D5
~
~
0 -1 8214
S
#8190
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8185
D1
~
~
0 -1 8191
D2
~
~
0 -1 8195
D3
~
~
0 -1 8194
D4
~
~
0 -1 8165
D5
~
~
0 -1 8215
S
#8191
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8186
D1
~
~
0 -1 8192
D2
~
~
0 -1 8196
D3
~
~
0 -1 8190
D4
~
~
0 -1 8166
D5
~
~
0 -1 8216
S
#8192
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8187
D1
~
~
0 -1 8193
D2
~
~
0 -1 8197
D3
~
~
0 -1 8191
D4
~
~
0 -1 8167
D5
~
~
0 -1 8217
S
#8193
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8188
D1
~
~
0 -1 8194
D2
~
~
0 -1 8198
D3
~
~
0 -1 8192
D4
~
~
0 -1 8168
D5
~
~
0 -1 8218
S
#8194
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8189
D1
~
~
0 -1 8190
D2
~
~
0 -1 8199
D3
~
~
0 -1 8193
D4
~
~
0 -1 8169
D5
~
~
0 -1 8219
S
#8195
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8190
D1
~
~
0 -1 8196
D2
~
~
0 -1 8175
D3
~
~
0 -1 8199
D4
~
~
0 -1 8170
D5
~
~
0 -1 8220
S
#8196
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8191
D1
~
~
0 -1 8197
D2
~
~
0 -1 8176
D3
~
~
0 -1 8195
D4
~
~
0 -1 8171
D5
~
~
0 -1 8221
S
#8197
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8192
D1
~
~
0 -1 8198
D2
~
~
0 -1 8177
D3
~
~
0 -1 8196
D4
~
~
0 -1 8172
D5
~
~
0 -1 8222
S
#8198
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8193
D1
~
~
0 -1 8199
D2
~
~
0 -1 8178
D3
~
~
0 -1 8197
D4
~
~
0 -1 8173
D5
~
~
0 -1 8223
S
#8199
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8194
D1
~
~
0 -1 8195
D2
~
~
0 -1 8179
D3
~
~
0 -1 8198
D4
~
~
0 -1 8174
D5
~
~
0 -1 8224
S
#8200
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8220
D1
~
~
0 -1 8201
D2
~
~
0 -1 8205
D3
~
~
0 -1 8204
D4
~
~
0 -1 8175
D5
~
~
0 -1 8100
S
#8201
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8221
D1
~
~
0 -1 8202
D2
~
~
0 -1 8206
D3
~
~
0 -1 8200
D4
~
~
0 -1 8176
D5
~
~
0 -1 8101
S
#8202
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8222
D1
~
~
0 -1 8203
D2
~
~
0 -1 8207
D3
~
~
0 -1 8201
D4
~
~
0 -1 8177
D5
~
~
0 -1 8102
S
#8203
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8223
D1
~
~
0 -1 8204
D2
~
~
0 -1 8208
D3
~
~
0 -1 8202
D4
~
~
0 -1 8178
D5
~
~
0 -1 8103
S
#8204
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8224
D1
~
~
0 -1 8200
D2
~
~
0 -1 8209
D3
~
~
0 -1 8203
D4
~
~
0 -1 8179
D5
~
~
0 -1 8104
S
#8205
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8200
D1
~
~
0 -1 8206
D2
~
~
0 -1 8210
D3
~
~
0 -1 8209
D4
~
~
0 -1 8180
D5
~
~
0 -1 8105
S
#8206
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8201
D1
~
~
0 -1 8207
D2
~
~
0 -1 8211
D3
~
~
0 -1 8205
D4
~
~
0 -1 8181
D5
~
~
0 -1 8106
S
#8207
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8202
D1
~
~
0 -1 8208
D2
~
~
0 -1 8212
D3
~
~
0 -1 8206
D4
~
~
0 -1 8182
D5
~
~
0 -1 8107
S
#8208
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8203
D1
~
~
0 -1 8209
D2
~
~
0 -1 8213
D3
~
~
0 -1 8207
D4
~
~
0 -1 8183
D5
~
~
0 -1 8108
S
#8209
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8204
D1
~
~
0 -1 8205
D2
~
~
0 -1 8214
D3
~
~
0 -1 8208
D4
~
~
0 -1 8184
D5
~
~
0 -1 8109
S
#8210
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8205
D1
~
~
0 -1 8211
D2
~
~
0 -1 8215
D3
~
~
0 -1 8214
D4
~
~
0 -1 8185
D5
~
~
0 -1 8110
S
#8211
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8206
D1
~
~
0 -1 8212
D2
~
~
0 -1 8216
D3
~
~
0 -1 8210
D4
~
~
0 -1 8186
D5
~
~
0 -1 8111
S
#8212
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8207
D1
~
~
0 -1 8213
D2
~
~
0 -1 8217
D3
~
~
0 -1 8211
D4
~
~
0 -1 8187
D5
~
~
0 -1 8112
S
#8213
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8208
D1
~
~
0 -1 8214
D2
~
~
0 -1 8218
D3
~
~
0 -1 8212
D4
~
~
0 -1 8188
D5
~
~
0 -1 8113
S
#8214
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8209
D1
~
~
0 -1 8210
D2
~
~
0 -1 8219
D3
~
~
0 -1 8213
D4
~
~
0 -1 8189
D5
~
~
0 -1 8114
S
#8215
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8210
D1
~
~
0 -1 8216
D2
~
~
0 -1 8220
D3
~
~
0 -1 8219
D4
~
~
0 -1 8190
D5
~
~
0 -1 8115
S
#8216
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8211
D1
~
~
0 -1 8217
D2
~
~
0 -1 8221
D3
~
~
0 -1 8215
D4
~
~
0 -1 8191
D5
~
~
0 -1 8116
S
#8217
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8212
D1
~
~
0 -1 8218
D2
~
~
0 -1 8222
D3
~
~
0 -1 8216
D4
~
~
0 -1 8192
D5
~
~
0 -1 8117
S
#8218
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8213
D1
~
~
0 -1 8219
D2
~
~
0 -1 8223
D3
~
~
0 -1 8217
D4
~
~
0 -1 8193
D5
~
~
0 -1 8118
S
#8219
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8214
D1
~
~
0 -1 8215
D3
~
~
0 -1 8218
D4
~
~
0 -1 8194
D5
~
~
0 -1 8119
S
#8220
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8215
D1
~
~
0 -1 8221
D2
~
~
0 -1 8200
D3
~
~
0 -1 8224
D4
~
~
0 -1 8195
D5
~
~
0 -1 8120
S
#8221
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8216
D1
~
~
0 -1 8222
D2
~
~
0 -1 8201
D3
~
~
0 -1 8220
D4
~
~
0 -1 8196
D5
~
~
0 -1 8121
S
#8222
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8217
D1
~
~
0 -1 8223
D2
~
~
0 -1 8202
D3
~
~
0 -1 8221
D4
~
~
0 -1 8197
D5
~
~
0 -1 8122
S
#8223
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8218
D1
~
~
0 -1 8224
D2
~
~
0 -1 8203
D3
~
~
0 -1 8222
D4
~
~
0 -1 8198
D5
~
~
0 -1 8123
S
#8224
The Astral Plane~
   The vastness of the Astral plane engulfs you, making you feel more
like an inconsequential blemish rather than a dangerous adventurer.  To
all sides of you there is greyness. It reaches farther than the eye can
see, and farther than you will ever be able to go.  Occasionally a little
globular bit of water, a small mass of flame, or even a clod of earth
can be seen floating by.  More importantly, however, are the white,
tornado-like spouts of nothingness that are called wormholes, or the
different hued pools of color you occasionally glimpse.  For it is those
that will get you out of this vast plane.
~
48 8 0
D0
~
~
0 -1 8219
D1
~
~
0 -1 8220
D2
~
~
0 -1 8204
D3
~
~
0 -1 8223
D4
~
~
0 -1 8199
D5
~
~
0 -1 8124
S
#9000
Valley Trail~
   To the south this path ends at a cave in the mountains.  To the north,
it stretches down through the hills, towards a winding river.  You can see
a line of smoke there too.
~
85 0 2
D0
You can see the valley through the hills
~
~
0 -1 9001
D2
You can see the Valley at the cave.
~
~
0 -1 4031
S
#9001
Valley Trail~
    This trail continues to wind through the hills.  it forks off, to the
east, and continutes to the north.  The line of smoke to the north is clearer 
now, perhaps it is from a village?
~
85 0 2
D0
You can see a trail through the hills.
~
~
0 -1 9002
D1
You can see a trail through the hills.  The hills grow higher here.
~
~
0 -1 9003
D2
You can see a trail that leads towards a mountain.
~
~
0 -1 9000
S
#9002
Valley Trail~
   The path becomes more treacherous here, You may wish to turn back.  A deep
ravine bars your passage to the west, and a steep cliff your passage to the
east.  Northwards you can see the river now, and you think that there might
be some movement there too.
~
41 0 2
D0
~
~
0 -1 9004
D2
You can see a trail through the hills.
~
~
0 -1 9001
S
#9003
Trail through the hills~
  This trail rises to the crest of a large hill, and you can see the
entire area in its beauty.  To the north, you can see at least two
settlements, one far to the north, the other closer.  The river winds below,
and there may be something or someone on the river, though you are not sure.
The path leads down the hillside, or back to the west
~
41 0 2
D1
~
~
0 -1 16700
D3
You can see a trail through the hills.
~
~
0 -1 9001
S
#9004
A path through the hills~
   You are standing on a flat area.  To the north, you can see a large
river winding through the hills.  To the south, the path continues through
the mountains.
~
41 0 0
D0
~
~
0 -1 9005
D2
~
~
0 -1 9002
S
#9005
A path through the hills~
   The path slopes down the side of a hill, from north to south.  To the
south, not far away, you can see a small river.  To the north, you see
the path dissapear into the hills.
~
41 0 0
D0
~
~
0 -1 9006
D2
~
~
0 -1 9004
S
#9006
On the riverbank~
   You are standing on the edge of a small river.  It flows west to east, 
through a small forest.  To the south, you can see a path that quickly
rises into the hills.
~
41 0 0
D0
~
~
0 -1 9007
D2
~
~
0 -1 9005
S
#9007
The waters of the silver river~
  You are on the silver river, which flows westerly through a small
forest.  You can see a path to the south, it leads up into the hills.
From downstream, you can faintly see something or someone moving, but it
is impossible to be sure what or who is there
~
41 0 7 30 3
D2
~
~
0 -1 9006
D3
~
~
0 -1 9008
S
#9008
The waters of the silver river~
   You are on the silver river.  It is flowing west through a small forest.
To the west, you can see a tree, waving in the wind.  To the south lies
a large hilly area.
~
41 0 7 30 3
D1
~
~
0 -1 9007
D3
~
~
0 -1 9009
S
#9009
The waters of the silver river~
   You are on the silver river.  It is flowing west through a small forest.
To the west, you can see a tree, waving in the wind.  To the south lies
a large hilly area.
~
41 0 7 30 3
D1
~
~
0 -1 9008
D3
~
~
0 -1 9010
S
#9010
The waters of the silver river~
   You are on the silver river.  It turns here, flowing from east to
north through a small forest.  
~
41 0 7 15 0
D0
~
~
0 -1 9011
D1
~
~
0 -1 9009
S
#9011
The waters of the silver river~
   You are on the silver river.  It flows slowly north and south through
a small forest.  The forest edge is nearby to the north.  You can hear strange
sounds in the woods
~
41 0 7 45 1
D0
~
~
0 -1 9012
D2
~
~
0 -1 9010
S
#9012
The waters of the silver river~
   You are on the waters of the silver river.  As the river passes a large
rock, a Huge wooden fortress is revealed to the west!.  The river quickly
turns into rapids here, it is more or less impassable to the north for
the time being.  The only exits: West, or South
~
41 0 7 45 1
D2
~
~
0 -1 9011
D3
~
~
0 -1 9013
S
#9013
The shores of the silver river~
 You are standing on the shores of the silver river.  To the north, a path
leads around the edge of a HUGE wooden fortress.  The walls are at least
20 feet tall!  It is one of the largest structures you have ever seen. The
silver river lies to the east, and a huge wooden door lies to the west.
~
41 0 0
D0
~
~
0 -1 9014
D1
~
~
0 -1 9012
D3
~
~
0 -1 9018
S
#9014
Along the edge of the fortress~
 You are standing at the northeast corner of a huge fortress.  You can hear
many sounds from within, the barking of large dogs, and a hearty laugh
or two,but you can see no entrance here
~
41 0 0
D2
~
~
0 -1 9013
D3
~
~
0 -1 9015
S
#9015
The north-west corner~
   You are standing at the north-west edge of a huge fortress.  A path leads
south and east around the edges of the fortress.  You can hear faint noises
from within, perhaps the sounds of barking dogs.
~
41 0 0
D1
~
~
0 -1 9014
D2
~
~
0 -1 9016
S
#9016
The south-west corner~
   You are standing at the south-west edge of a huge fortress.  A path leads
north and east around the edges of the fortress.  You can hear faint noises
from within, perhaps cooking noises.
~
41 0 0
D0
~
~
0 -1 9015
D1
~
~
0 -1 9017
S
#9017
The south-east corner~
You are standing at the south-east corner of a huge fortress.
To the north, you can see a huge door, which leads into the fortress,
while to the west, a path leads around the south-western edge
~
41 0 0
D0
~
~
0 -1 9018
D3
~
~
0 -1 9016
S
#9018
At the edge of the huge fortress~
  You are standing in front of a huge door, which seems to lead inside
this giant fortress.  No noises come from within, all seems quiet.  A
path leads south around the fortress, and a path leads east to the
silver river
~
41 0 0
D1
~
~
0 -1 9013
D2
~
~
0 -1 9017
D3
~
door wooden huge w~
1 0 9200
S
#9200
Eastern End of the Main Entry~
Sitting in the corner is a nearly empty keg of ale. Many pegs set high up line
the walls and many gigantic fur cloaks hang from some of these pegs. A torchlit
hallway leads off to the north.  There is a huge wooden door to the east.
~
41 8 0
D0
~
~
0 0 9206
D1
~
huge door wooden e~
1 -1 9018
D3
~
~
0 -1 9201
S
#9201
The Main Entryway~
  You are in the main entry of the hill giant smial.  To the north, you
see a huge pair of bronze doors, and the entry continues to the
east and west.
~
41 8 0
D0
~
door bronze north n~
1 9200 9208
D1
~
~
0 -1 9200
D3
~
~
0 -1 9202
S
#9202
Western End of the Main Entry~
You are in the western end of the main room. To the north, you see a long 
torchlit hallway leading off into the distance. A ladder leads up to who 
knows where.
~
41 8 0
D0
~
~
0 0 9210
D1
~
~
0 -1 9201
D4
~
~
0 0 9203
S
#9203
Watch Tower~
From this tower, you can see the surrounding countryside for miles around. A
large iron hoop and straight bar hanging from a rafter by ropes seems to be
some type of alarm system for the rest of the compound.
~
41 4 0
D5
~
~
0 0 9202
S
#9204
Main Guest Chamber~
There are 6 beds, 4 chairs, 4 stools, 7 chests, and two tables in the room.
Various skins and hides cover the floors, several hang on the walls, and there
are giant garments on several pegs. A torch burns smokily at the west end of
the room in a wall sconce.
~
41 8 0
D0
~
door north n~
1 9201 9213
S
#9205
Barracks~
There are many beds and chests in this room. There are items of giants clothing
hanging from pegs in the walls and a couple of torches are smouldering in wall
cressets.
~
41 8 0
D0
~
~
0 0 9215
S
#9206
Hallway~
Torches set in sconces high in the wall line this hallway. A large door lies to
the west.
~
41 8 0
D0
~
~
0 0 9216
D2
~
~
0 0 9200
D3
~
door west w~
1 9201 9207
S
#9207
Sub-Chief's Chamber~
This place contains a scattering of furnishings: hides on the floors, a bear 
skin on the wall, a chair, a stool, and a huge bed covered with furs.
~
41 8 0
D1
~
door east e~
1 9201 9206
S
#9208
Long Hall~
  This 80 foot long passageway is dim, shadowy, and very dirty and messy. A few
torches burn smokily along either wall. A door lies to the west.
~
41 8 0
D0
~
~
0 0 9233
D2
~
door bronz south s~
1 9200 2901
D3
~
door west w~
1 9201 9209
S
#9209
Weapons Storage~
Racks of weapons line the walls.
~
41 8 0
D1
~
door east e~
1 9201 9208
S
#9210
Hallway~
Torches set in sconces high in the wall line this hallway. The hallway 
continues on to the west and the south. Through an archway, you see a large room
to the north.
~
41 8 0
D0
~
~
0 0 9217
D2
~
~
0 0 9202
D3
~
~
0 0 9211
S
#9211
Hallway Intersection~
Smoky torches line this dirty hallway. The hallway leads off to the north, east
and west.
~
41 8 0
D0
~
~
0 0 9226
D1
~
~
0 0 9210
D3
~
~
0 0 9212
S
#9212
Hallway~
A torch burns brightly in its holder in the south wall. A large door lies to
the north.
~
41 8 0
D0
~
door north n~
1 9201 9218
D1
~
~
0 0 9211
D3
~
~
0 0 9213
S
#9213
Hallway Intersection~
A torch set in a holder next to a door lights this area. Hallways lead off to
the north, east, and west. A door lies to the south.
~
41 8 0
D0
~
~
0 0 9228
D1
~
~
0 0 9212
D2
~
door south s~
1 9201 9204
D3
~
~
0 0 9214
S
#9214
End of the Hallway~
Two torches light this area. A large door lies to the north.
~
41 8 0
D0
~
door north n~
1 9201 9219
D1
~
~
0 0 9213
S
#9215
Hallway~
A torch burns brightly from its holder in the east wall. Through a large 
square opening to the south, you see a room that looks like a barracks of some
type. The hallways leads off to the north and west.
~
41 8 0
D0
~
~
0 0 9221
D2
~
~
0 0 9205
D3
~
~
0 0 9216
S
#9216
Hallway~
A torch set high in the west wall burns smokily giving off a great deal of
heat and very little light. A large door lies to the north. The hallway 
continues on to the east and south.
~
41 8 0
D0
~
door north n~
1 9201 9263
D1
~
~
0 0 9215
D2
~
~
0 0 9206
S
#9217
Arsenal Room~
There are several racks of weapons in this room. Unfortunately, it is all
way too big to be of any use to anyone in the party.
~
41 8 0
D2
~
~
0 0 9210
S
#9218
Common Room~
This place has 10 cots, 10 boxes, 4 stools, a table, 2 benches, and various 
other odds and ends. Several hides lie on the floor, and some skins hang from
the walls.
~
41 8 0
D2
~
door south s~
1 9201 9212
E
box~
You see a pile of cloaks.
~
S
#9219
Common Room~
This place has 10 cots, 10 boxes, 4 stools, a table, 2 benches, and various
other odds and ends - all of which have no apparent value to the group.
~
41 8 0
D2
~
door south s~
1 9201 9214
S
#9220
Chamber of the Chief's Wife~
There is a huge bed, a small table, chair, stool, a coffer, and rugs, hides,
and the like in this chamber.
~
41 8 0
D0
~
door north n~
1 9201 9223
S
#9221
Hallway~
A torch set high in the east wall burns brightly giving off a great deal of 
smoke. To the west, you see what appears to be some type of guardpost. The 
hallway continues on to the north and south.
~
41 8 0
D0
~
~
0 0 9224
D2
~
~
0 0 9215
D3
~
~
0 0 9222
S
#9222
Guard Post~
A pile of bolders lies in a corner of this room. A half empty keg of ale 
sits between two stools. A rack of weapons fills the western wall.
~
41 8 0
D1
~
~
0 0 9221
S
#9223
Hall of the Chief~
Numerous interesting things fill this room. There are 2 tables, 5 chairs,
2 stools, and rugs, hides, and skins on the floors and walls. There are trophies
on the walls: heads (dwarven, human, elven, and various other monster), skulls
skins, and some battered arms and armor. A huge fireplace dominates the west
wall. To the south there is a large door and the room opens into a hallway to
the north.
~
41 8 0
D0
~
~
0 0 9230
D2
~
door south s~
1 9201 9220
S
#9224
Hallway~
Torches set high in wall sconces line the west wall. A door with a word 
written on it in some strange language lies to the west. The hallway continues
on to the north and south.
~
41 8 0
D0
~
~
0 0 9231
D2
~
~
0 0 9221
D3
~
door west w~
1 9201 9225
S
#9225
Maid's Quarters~
4 cots lie in this room. Shelves filled with various cleaning items line the 
walls. A barrel with a few mops and brooms sits in the corner.
~
41 8 0
D1
~
door east e~
1 9201 9224
S
#9226
Torch Lined Hallway~
A torch set high in the east wall burns brightly giving off a great deal of 
smoke. To the west, you see what appears to be some type of guardpost. The 
hallway continues on to the north and south.
~
41 8 0
D0
~
~
0 0 9234
D2
~
~
0 0 9211
D3
~
~
0 0 9227
S
#9227
Guard Post~
A pile of bolders lies in a corner. Two stools sit next to the door. A rack
of weapons fills the western wall.
~
41 8 0
D1
~
~
0 0 9226
S
#9228
Hallway~
A torch is set next to a swinging door to the north. You hear a great deal of
noise coming from behind the door. The hallway leads off to the south.
~
41 8 0
D0
~
~
0 0 9236
D2
~
~
0 0 9213
S
#9229
Alcove~
Two torches light the area. A large door lies to the north.
~
41 8 0
D0
~
door north n~
1 9201 9237
D3
~
~
0 0 9230
S
#9230
Entryway to Hall of the Chief~
To the south, you see a large room full of various trophies. The hallway
continues to the east and west.
~
41 8 0
D1
~
~
0 0 9229
D2
~
~
0 0 9223
D3
~
~
0 0 9231
S
#9231
Hallway Intersection~
Hallways lead off in all four directions.
~
41 8 0
D0
~
~
0 0 9240
D1
~
~
0 0 9230
D2
~
~
0 0 9224
D3
~
~
0 0 9232
S
#9232
End of Hallway~
Going west, this dark hallway dead ends into a huge bronze door. To the
east, you see some light and what appears to be another hallway. 
~
41 8 0
D1
~
~
0 0 9231
D3
~
door bronze west w~
1 9200 9233
S
#9233
Great Hall~
This place contains trestle tables, benches, and stools. To the north of the
fire pit (where the remains of a blue dragon roasts) lies a table higher than
the others. This appears to be the chief's table. Barrels and kegs of ale, beer,
and mead stand here and there. All of the tables have various sorts of meats,
cheese, bread, and drinking containers of all sorts scattered on their tops.
There is singing, talking, laughing, shouting, arguing, wrestling, joking,
and the like going on, so the place is very noisy.
~
41 8 0
D1
~
door east bronze e~
1 9200 9232
D2
~
~
0 0 9208
D3
~
door bronze west w~
1 9200 9234
S
#9234
Torch Lined Hallway~
Torches set in sconces next to 2 doors light this area. A swinging door lies to
the west, and a huge bronze door lies to the east. The hallway continues on to
the north and south.
~
41 8 0
D0
~
~
0 0 9245
D1
~
door bronze east e~
1 9200 9233
D2
~
~
0 0 9226
D3
~
~
0 0 9235
S
#9235
Entry to Kitchen~
A large block of ice sits in the corner keeping some vegetables cool. A large
wooden table sits in the center of the room. The smell of meat cooking comes
at you from the west.
~
41 12 0
D1
~
~
0 0 9234
D3
~
~
0 0 9236
S
#9236
Kitchen~
This is a typical giant kitchen with counters along the walls, several tables
benches, a stool or two, and various items for cooking and baking. A 
swinging door lies along the east and south walls. The room continues on to
the north.
~
41 12 0
D0
~
~
0 0 9247
D1
~
~
0 0 9235
D2
~
~
0 0 9228
S
#9237
Chief's Chamber~
This room has rugs and skins hung from the walls. There are hides on the floor.
There is a bed, 2 chairs, a small table with a tun of cheap wine on it.
~
41 8 0
D2
~
door south s~
1 9201 9229
D3
~
secret door west w~
1 9201 9240
E
skins rugs~
  As you examine the skins and rugs on the wall, you notice a secret door
to the west
~
S
#9238
Weapons Closet~
This room appears to be currently used for storage. Large barrels line the
floor. Sacks of flour a piled in a corner. There are several closed crates
piled on top of each other off to one side.
~
41 8 0
D3
~
door west w~
1 9201 9239
S
#9239
Storage Room~
Several crates, sacks, and other various items fill this room. There is a
door to the east.
~
41 8 0
D0
~
~
0 0 9242
D1
~
door wooden e~
1 9201 9238
S
#9240
End of Hallway~
The hallway ends here. A door lies to the west and an opening to the north
reveals an open area. The hallway continues on to the south.  There is a 
large tapestry on the eastern wall
~
41 8 0
D0
~
~
0 0 9248
D1
~
secret tapestry east e~
1 9201 9237
D2
~
~
0 0 9231
D3
~
door west w~
1 9201 9241
E
tapestry~
  As you examine the tapestry, you notice the faint outline of a door
behind it
~
S
#9241
Small Dining Room~
A small table sits in the center of this room. A map showing the planned
attacks on the town of Midgaard lies in the center of the table. A door lies
to the west and to the east.
~
41 8 0
D1
~
door east e~
1 9201 9240
D3
~
~
0 0 9242
S
#9242
Study~
A huge easy chair sits in front of a gigantic fireplace. A bearskin rug lies on
the floor in front of the chair. Several old and rusty weapons sit in holders
all along the walls. A door leads to the south and to the east.
~
41 8 0
D1
~
~
0 0 9241
D2
~
~
0 0 9239
D3
~
secret grate west w~
1 9202 9243
E
fireplace~
  As you examine the fireplace, you suddenly notice a secret grate leading
to to the west.
~
S
#9243
Stairwell to Lower Level~
A rusted iron stairwell leads down into the darkness. A musty, and damp smell
assaults your senses.
~
41 9 0
D1
~
secret grate east e~
1 9202 9242
D5
~
~
0 0 9353
E
stairwell iron rusted~
   As you examine the stairwell, you notice a secret grate to the east.
~
S
#9244
Ogre Quarters~
There are several beds in this room. The sheets on these beds have been ripped
up and many of the beds have been smashed. The stench in this room is 
overpowering. 
~
41 8 0
D0
~
~
0 0 9250
S
#9245
Torch Lined Hallway~
A torch sits in its holder on the west wall. The hallway leads on to the north
and south.
~
41 8 0
D0
~
~
0 0 9251
D2
~
~
0 0 9234
D3
~
secret door west w~
1 9201 9246
E
torch~
As you examine the torch on the western wall, you notice a secret door.
~
S
#9246
Stairwell to Lower Level~
A marble stairwell leads down into the darkness. A large door lies to the west
and seems to be from where the smell of meat is coming from.
~
41 13 0
D1
~
secret door east e~
1 9201 9245
D3
~
door west w~
1 9201 9247
D5
~
~
0 0 9356
E
stairwell marble~
  As you examine the marble stairwell, you notice a secret door in the
eastern wall
~
S
#9247
Kitchen~
Shelves line every wall. A chopping block sits in the center of the room. A
door lies to the east. To the north, you see several barrels and sacks.
~
41 8 0
D0
~
~
0 0 9252
D1
~
door east e~
1 9201 9246
D2
~
~
0 0 9236
S
#9248
Entryway to a Large Open Area~
In front of you lies to a large open area. Two large buildings lies to the
north. A watchtower lies to the northwest. The sounds of dogs barking alerts
you to a kennel of some type to the west. A 30 foot high log wall surrounds the
entire area.
~
41 0 0
D0
~
~
0 0 9254
D2
~
~
0 0 9240
D3
~
~
0 0 9249
S
#9249
Kennel~
Several huge cages stand before you. The smell of animals fills your senses. 
~
41 0 0
D0
~
~
0 0 9255
D1
~
~
0 0 9248
S
#9250
End of Hallway~
You are at the end of the hallway. A torch burns in a sconce to the east. A
strong odor comes out of the room to the south. To the north, you hear a 
rumbling sound.
~
41 8 0
D0
~
~
0 0 9257
D2
~
~
0 0 9244
D3
~
~
0 0 9251
S
#9251
Hallway~
The hallway leads off to the east and south. A swinging door lies to the west.
~
41 4 0
D1
~
~
0 0 9250
D2
~
~
0 0 9245
D3
~
~
0 0 9252
S
#9252
Storage Room~
Barrels and sacks fill this room. A swinging door lies to the east. To the
south, you hear the clanging of metal.
~
41 8 0
D1
~
~
0 0 9251
D2
~
~
0 0 9247
S
#9253
Barracks Room~
Several beds line the east wall. All the chairs in the room are pulled around a
large empty keg. Several pegs line the walls. A strong odor of some type fills
your nose.
~
41 8 0
D3
~
~
0 0 9254
S
#9254
Open Compound~
A large building lies to the north. To the east, you see a similar building. 
Off to the west, a large tower rises up into the air. The tower is very tall
and has a good view of the surrounding area.
~
41 0 0
D0
~
~
0 0 9258
D1
~
~
0 0 9253
D2
~
~
0 0 9248
D3
~
~
0 0 9255
S
#9255
Base of a Watchtower~
A huge rope ladder leads up into a log watchtower. The rope is as thick as your
arm. You think you could climb it with some difficulty.
~
41 0 0
D1
~
~
0 0 9254
D2
~
~
0 0 9249
D4
~
~
0 0 9264
S
#9256
Orc Slave Quarters~
Shackles line the walls. A foul smell of urine almost overcomes your senses.
Lice infested straw pallets are strewn about.
~
41 8 0
D3
~
door west w~
1 9201 9257
S
#9257
Servant's Quarters~
This large common room has various sizes of cots, tables, stools, and the like.
It is cluttered with old clothing and junk. To the east, you hear a rumbling 
sound from behind a locked door.
~
41 8 0
D1
~
door east e~
1 9201 9256
D2
~
~
0 0 9250
S
#9258
Barracks Room~
Several large beds line the north wall. Stools and tables are strewn here and 
there. Several pegs line all the walls and giant cloaks hang from them.
~
41 8 0
D2
~
~
0 0 9254
S
#9259
Marist's Common Room~
Empty
~
41 8 0
D0
~
~
0 0 9265
D1
~
~
0 0 9261
D2
~
~
0 0 9266
D3
~
~
0 0 9262
D4
~
~
0 0 9260
D5
~
~
0 0 3001
S
#9260
Pain's Room~
Empty
~
41 0 0
D5
~
~
0 0 9259
S
#9261
Sinat's Room~
Empty
~
41 0 0
D3
~
~
0 0 9259
S
#9262
Var's Room~
Empty
~
41 0 0
D1
~
~
0 0 9259
S
#9263
Dormitory~
Huge desks fill this room. A chalkboard dominates an entire wall. Writing
slates are strewn about. A map of Midgaard and the surrounding area is
posted on a wall.
~
41 8 0
D2
~
door south s~
1 9201 9216
S
#9264
Watch Tower~
From this tower, you have a clear view in all 4 directions. A large hoop with 
an iron bar hangs from a rafter from the ceiling.
~
41 4 0
D5
~
~
0 0 9255
E
east~
A thick forest lies to the east.
~
E
west~
There are several very high and impassable mountains to the west.
~
E
south s~
To the south, you see the rest of the compound and several hilly areas.
~
E
north n~
To the north, you see several impassable mountains.
~
S
#9265
Sain's Room~
Empty
~
41 0 0
D2
~
~
0 0 9259
S
#9266
Naip's Room~
Empty
~
41 0 0
D0
~
~
0 0 9259
S
#9300
Marist's Chillin Room~
An easy chairs sits in one corner. On every available wall space, there is a
bookshelf crammed with books. A cooler full of beer sits next to the chair.
Marist's headphones sit on the chair
~
41 28 0
D0
~
~
0 0 9201
D5
~
~
0 0 3001
E
Companion~
Partner and friend... person who can be trusted...
helped him get his level (53rd) and I am helping him create his area...
~
E
Felix~
coo guy who gave me my level back and gave me another chance...
practical joker...
~
S
#9301
Cavern~
You see before you a large cavern. The strong scent of bat guano fills the
air. From overhead, you hear the squeaking of a great many bats. There is a
large opening to the north and a smaller opening to the west.
~
41 9 0
D0
~
~
0 0 9306
D3
~
~
0 0 9302
S
#9302
Tunnel~
The small opening at the beginning of this tunnel gradually gives way to a 
large tunnel. Stalagmites are everywhere, and small winged creatures fly
overhead, dodging the many stalactites that completely fill the ceiling. The
tunnel continues on to the east and you see a small branch leading off to the
north.
~
41 9 0
D0
~
~
0 0 9307
D1
~
~
0 0 9301
D3
~
~
0 0 9303
S
#9303
Natural Cavern~
This area of the dungeon appears to be somewhat natural. There are no signs of
stonework on any of the cavern walls. A dim light, coming from some strange
type of mold, lights this area with a dim green light. Small creatures scurry 
away from your approaching lights, seeking safety in the shadows of the many
bolders and stalagmites that fill this cavern. A small opening lies to the 
east.
~
41 13 0
D0
~
~
0 0 9308
D1
~
~
0 0 9302
S
#9304
Vestry~
The visible walls of this place bear faint traces of disgusting murals and
bas relief depictions of nasty things. A flight of ridged, step-like stones
slants steeply downwards towards the south, but this way is completely blocked
by tons of stone blocks and rubble.
~
41 9 0
D0
~
~
0 0 9309
S
#9305
Tunnel~
The tunnel floor start getting damper and damper. About halfway through the
tunnel, you are up to your ankles in water and mud. A few minutes later, you
are up to your knees. Eventually, the water starts getting lower and lower.
The tunnel continues on to the north and west.
~
41 9 0
D0
~
~
0 0 9312
D3
~
~
0 0 9306
S
#9306
Large Tunnel~
The ceiling of this tunnel is a good 80 feet over your head. Your lights
dance off the walls creating a strange myriad of giant shadows dancing around
you. The tunnel goes on to the east and south, and a small fork goes to the
west. A small crack to the north could allow access to the north.
~
41 9 0
D0
~
~
0 0 9313
D1
~
~
0 0 9305
D2
~
~
0 0 9301
D3
~
~
0 0 9307
S
#9307
Branch from Tunnel~
The tunnel get gradually smaller and smaller. Just as soon as you thought
that you would have to turn back, the tunnel opens up.
~
41 9 0
D1
~
~
0 0 9306
D2
~
~
0 0 9302
S
#9308
Unfinished Hallway~
Construction on this hallway appears to have been prematurely halted. To the
west, you see a large black door made of some strange material. It appears to
have been exposed during building of this hallway. Large humanoid skeletons
lie strewn before the door, broken by some immense force into strange positions
at there death. You sense a great evil from behind this door. The hallway 
continues on to the north and a small natural tunnel leads off to the south.
~
41 13 0
D0
~
~
0 0 9320
D2
~
~
0 0 9303
D3
~
door black old rune west w~
2 9300 9309
S
#9309
Weird Abandoned Temple~
This room is made out of a faintly glowing green stone. Several disturbing 
shapes are carved into the stone. These shapes seem to dance and move in 
the flickering torchlight of this room. The walls chill you to the bone when 
you touch them. You sense a great evil about this place. A vestry of some type
is to the south and a black temple lies to the west.
~
41 9 0
D1
~
door rune black old rune east e~
2 9300 9308
D2
~
~
0 0 9304
D3
~
~
0 0 9310
S
#9310
Bloodstained Altar~
A large black stone stands on top of a blood red platform. Trails of dried
blood mark the stone in trails leading down to a fountain which is full of
blood. Dark shapes move about the pillars which support the roof. You sense a 
great evil in this place.
~
41 9 0
D1
~
~
0 0 9309
S
#9311
Armory and Smithy~
Here are stacks of giant arms and armor, being repaired or fabricated. There
are many huge spears, some giant sized battle axes, many 3 handed swords, and
other weapons usable only by giants. There are various pieces of armor lying
here and there. Two huge forges and bellows sit in the middle of this room.
The heat from this room is stifling.
~
41 8 0
D0
~
~
0 0 9325
S
#9312
Underground Cavern~
Looking about this cavern, you are struck by its natural beauty. The roof is 
a full 200 feet over your head. A small pond lies to the east. The entire area
is lit with a strange yellow glow coming from the quartz walls. You lights
dance of the walls, causing a tinkling that looks like a million diamonds
glittering before you. A large opening lies to the north. To the south, you 
see a tunnel leading off into the darkness. A small crack to the west affords
you a possible entrance into a cave.
~
41 8 0
D0
~
~
0 0 9318
D1
~
~
0 0 9380
D2
~
~
0 0 9305
D3
~
~
0 0 9313
S
#9313
Troglodyte Cave~
After a tight squeeze, you enter into a large cave. You hear a dripping of
water from somewhere. The stench in this cave in intensely strong and foul.
Using every bit of self control, you manage to keep your lunch down. You see
a small opening to the north that might lead out. To the east, a faint yellow
glow can be seen behind a small crack. A narrow opening to the south leads off
into the darkness.
~
41 9 0
D0
~
~
0 0 9319
D1
~
~
0 0 9312
D2
~
~
0 0 9306
S
#9314
Slave Quarters~
Several cots sit of to one side of the room. A small table sits along the
south wall. Moldy bread, cracked mugs, and a leaky barrel of water are the
only other features of this room.
~
41 8 0
D0
~
door north n~
1 9202 9321
S
#9315
Bugbears Guardpost~
A brass brazier lights this alcove. A stool rests next to a large wooden door.
You see a hallway to the south.
~
41 8 0
D0
~
door north n~
0 0 9332
D2
~
door south s~
1 9201 9322
S
#9316
Slave Quarters~
Pallets of straw are scattered to and from in this room. A broken barrel sits
of to one side. Several rusty chains are attached to the western wall. A 
putrid smell fills this room. It is the smell of the recently dead.
~
41 8 0
D0
~
door north n~
1 9201 9323
S
#9317
Slave Quarters~
Pallets of straw are piled haphazardly along the east wall. An old oaken barrel
half filled with a murky liquid sits in one corner. Rats scurry from you 
approach. A dank, wet smell overcomes you. 
~
41 9 0
D0
~
door north n~
1 9201 9324
S
#9318
Large Tunnel~
The tunnel opens up into a huge natural tunnel. To the south, you see a faint
yellow glow. The tunnel continues on to the west.
~
41 9 0
D2
~
~
0 0 9312
D3
~
~
0 0 9319
S
#9319
Small Cave~
You are in a small cave. Mining tools, in a general state of disrepair, lie
in a pile in the corner. To the south, you see a small opening that might
pass as being a cave. There is a large opening to the north, and the tunnel
continues on to the east. 
~
41 9 0
D0
~
~
0 0 9328
D1
~
~
0 0 9318
D2
~
~
0 0 9313
S
#9320
Rough Hallway~
This hallway doesn't have the finished look of the rest of the area. The walls
are not as smooth and polished and show an incredible lack of quality work. A
small tunnel leads to the east and the hallway continues on to the south.
~
41 13 0
D1
~
~
0 0 9379
D2
~
~
0 0 9308
D3
~
rock door west w~
1 9202 9321
S
#9321
Blocked End of the Hallway~
The hallway ends here. To the east, a large rock has been pushed into the 
hallway, effectively sealing it. You think it might be moved if you work at it
a bit. The hallway continues on to the west and a metal bound door lies to the
south.
~
41 8 0
D1
~
rock door east e~
1 9202 9320
D2
~
door south s~
1 9202 9314
D3
~
~
0 0 9322
S
#9322
Stone Hallway~
To the north here, you see a small alcove with a large door in it. The hallway
leads on for a while to the west, while it ends after a while to the east.
~
41 8 0
D0
~
door north n~
1 9201 9315
D1
~
~
0 0 9321
D3
~
~
0 0 9323
S
#9323
Stone Hallway~
You stand at the intersection of two hallways. The hallway leads off to the 
north, west, and east. To the south, you see a large metal bound door.
~
41 9 0
D0
~
~
0 0 9349
D1
~
~
0 0 9322
D2
~
door south s~
1 9201 9316
D3
~
~
0 0 9324
S
#9324
Stone Hallway~
You stand in a long dark hallway. The Hallway continues on to the east and west.
To the south, you see a large metal bound door.
~
41 9 0
D1
~
~
0 0 9323
D2
~
door south s~
1 9201 9317
D3
~
~
0 0 9325
S
#9325
End of Stone Hallway~
You are at the end of the hallway. To the north, you see a small guardpost. A 
strange red light flickers in your eyes from the west. To the south, you feel
a strong wave of heat, it's cause, unknown. The hallway continues on to the 
east.
~
41 8 0
D0
~
~
0 0 9334
D1
~
~
0 0 9324
D2
~
~
0 0 9311
D3
~
~
0 0 9326
S
#9326
Torture Chamber~
This area contains various implements for torturing prisoners large and small.
There are iron maidens, a huge rack, thumbscrews, chains, whips, branding irons
and many other items of pain infliction. Several of the instruments still have 
their last occupants in them, all in various states of decomposition. A large
fire burns perpetually in the middle of the room. The fire gives the room a
hellish look to it.
~
41 8 0
D1
~
~
0 0 9325
S
#9327
Moving the Rubble~
As you move some of the rubble around, a strange blue glow fills the cave.
As the glow intensifies, the pile of rubble swings out of your way revealing
a large tunnel!
~
41 9 -1 10 9336 1 0
S
#9328
Large Natural Tunnel~
The tunnel opens up into a very large tunnel. The walls are a good 200 feet
apart and the ceiling is at least 70 feet over your head. The tunnel continues
on to the west and to the south. It is remarkably free of debris except for a
large pile of rubble to the east.
~
41 13 0
D1
~
rubble secret east e rocks pile~
0 0 9327
D2
~
~
0 0 9319
D3
~
~
0 0 9329
S
#9329
Dragon's Lair~
This natural cavern opens up into a huge room. You notice a distinct lack of
clutter in this room: few stalactites, stalagmites, rubble. The air in this
cavern is also a little bit chillier than the rest of the caves. To the east,
the cavern leads to a large tunnel.
~
41 8 0
D1
~
~
0 0 9328
S
#9330
Bugbear Sleeping Quarters~
Several cots fill this room. A row of pegs are set into the walls. Cloaks and
bags hang from these pegs. A bench sits in front of an extinguished brazier.
~
41 9 0
D3
~
~
0 0 9331
S
#9331
Bugbear Meeting Room~
Several torches light this area. A group of chairs face a board with a map on
it. A desk lies along the south wall. A door lies to the east.
~
41 8 0
D1
~
~
0 0 9330
D3
~
~
0 0 9332
E
map board~
                                                 CAMP ----|
                                                          |
                                                          |
                                                          |
 MMMMMMMMMMMMMMMMMMMMMMMMMMM                              |
 M                         M                              |
 M                         M                              |
 M                         M                              |
                                                          |
 M            <-----------------<---------------<---------|
 M                         M
 M                         M
 M  Old Midgaard           M
 M                         M
 MMMMMMMMMMMMMMMMMMMMMMMMMMM


~
E
map~
test...
~
S
#9332
Bugbear Common Room~
A large fireplace lines the west wall. Several furs and hides lie on the floor.
The remains of what looks like a keg of some liquid sits in the center of the
room. Several benches are pushed up against the east wall.
~
41 8 0
D0
~
~
0 0 9339
D1
~
~
0 0 9331
D2
~
door south s~
0 0 9315
S
#9333
Slave Cell~
This chamber has blood stained stone floors. Several chains are mounted into
the walls. A skeleton lies crumpled into one corner. There is a mildewed smell
in this room.
~
41 8 0
D3
~
gate door west w~
1 9201 9334
S
#9334
Guard Post (use direction to open door)~
Three huge door are here: one to the north, east, and west. The stench in this
area is intense and seems to be coming from behind the doors.
~
41 13 0
D0
~
gate door north n~
1 9201 9340
D1
~
gate door east e~
1 9201 9333
D2
~
~
0 0 9325
D3
~
gate door west w~
1 9201 9342
S
#9335
Branch Off of Tunnel~
The tunnel narrows down to the point you have to walk single file. After a while
of squeezing through the narrow confines, the tunnel starts getting wider. The
tunnel goes on to the north and to the west.
~
41 9 0
D0
~
~
0 0 9343
D3
~
~
0 0 9336
S
#9336
Large Tunnel~
You are in an extremely large tunnel. Your light reveals small rat and bat
which flee from you. To the north, the tunnel continues on for a long time.
A small branch leads off to the east.
~
41 13 0
D0
~
~
0 0 9344
D1
~
~
0 0 9335
D3
~
~
0 0 9381
S
#9337
Row of Cells~
You walk down a narrow hallway. A large cage which serves as a cell of some type
lies to the north. The stench from the cage is unbearable. Blood stains are
located at the bottom of the cage. Another cage lies to the east. The main
room lies to the west.
~
41 8 0
D0
~
cage cell door north n~
1 9201 9383
D1
~
~
0 0 9382
D3
~
~
0 0 9338
S
#9338
Prison~
You have entered into a small room with cages. To the east, you see a long row
of cages. A desk sits in one corner. Several sets of manacles are piled in one
corner of the room. Through an opening to the north, you see a dark hallway.
~
41 8 0
D0
~
~
0 0 9347
D1
~
~
0 0 9337
S
#9339
Entrance to Bugbear Complex~
Two braziers burn brightly next to a large wooden door. You see a hallway to the
north.
~
41 0 0
D0
~
~
0 0 9348
D2
~
~
0 0 9332
S
#9340
Slave Cell~
All along the walls of this room are manacles of all shapes and sizes. The
rusted chains are pegged into the wall. The floor are bloodstained from the
previous occupants of this cell. Rats scurry from you at your approach. The
smell of death is very strong in here.
~
41 8 0
D2
~
gate door south s~
1 9201 9334
S
#9341
Prison~
The man, driven insane from torture starts yelling at you!
"You'll never get me to talk! I'll kill my self first!! Johan? Is that you?
 No!! It's a trick!!!! I'll never talk.....  NEVER!!!"

With this he grabs at the bars on the cage. One of the metal bands breaks and
he uses this new 'weapon' to take his own life.

Meanwhile, the 3 manticores have been making a great deal of noise in their
attempt to get at you....
Suddenly, the chain pressed pass it's limits, snap!! The manticores rush
forward to attack you!

~
41 13 -1 40 9375 1 0
S
#9342
Slave Cell~
A thin layer of damp straw cover the floor. Several piles of chains lie in
piles on the floor. The strong smell of orc fills this area.
~
41 8 0
D1
~
gate door east e~
1 9201 9334
S
#9343
Cave of the Carrion Crawlers~
You have entered into a cave full of the remains of many creatures. Bones are
scattered everywhere and the stench is almost unbearable. You see an exit to the west and to the south.~
41 9 0
D2
~
~
0 0 9335
D3
~
~
0 0 9344
S
#9344
Large Cavern~
You are in a large cavern. Your light shine on a great multicolored pillar in the
middle of the cavern. The pillar glows with a strange white light and you sense
a great power emanating from it. Between two large bolders, you see a small cave
to the east. The Cavern leads into a tunnel to the north and to the south.
~
41 9 0
D0
~
~
0 0 9352
D1
~
~
0 0 9343
D2
~
~
0 0 9336
E
pillar monolith stone~
Written on the Pillar is the following:

"Death Comes on Blue Wings...
Beware of the evil and the might of winged ones..
for theirs is true power...
"Death to all those who dares
defile the Cavern of the Dragon...

~
S
#9345
Wine Cellar~
Several large barrels are stored here. In one corner, you see about 30 kegs
stacked on there sides. The temperature in this chamber is extremely cool.
~
41 9 0
D2
~
door south s~
1 9201 9365
S
#9346
Natural Hallway~
As you are walking down this hallway, you notice that it starts taking on a more
natural appearance: the walls appears less smooth, the ceiling is uneven, the
floor isn't as smooth. Small piles of rubble are pushed to the sides revealing
a path that leads to the north. The hallway also leads back to the west.
~
41 9 0
D0
~
~
0 0 9364
D3
~
~
0 0 9347
S
#9347
Rubble Filled Hallway~
The hallway here is starting to get cluttered with rubble. You also notice that
the floors and walls are not as finished as the other hallway. To the south,
you see an alcove leading into a small room. The hallway leads on to the east
and west.
~
41 0 0
D1
~
~
0 0 9346
D2
~
~
0 0 9338
D3
~
~
0 0 9348
S
#9348
Dark Hallway~
The hallway here is dark. Your footfalls echo off into the distance. To the 
south, you see a small alcove with a large door. The hallway leads into a large
room to the west. The hallway leads on into the dark to the east.
~
41 0 0
D1
~
~
0 0 9347
D2
~
~
0 0 9339
D3
~
~
0 0 9349
S
#9349
Southern End of the Marshalling Area~
Several crates are pushed into the corner. The floors are have been worn smooth
by the passing of many men over a long period of time. A small hallway leads off
into the dark to the east. To the south, you see a door in the distance. The 
room continues on to the north.
~
41 9 0
D0
~
~
0 0 9355
D1
~
~
0 0 9348
D2
~
~
0 0 9323
S
#9350
Cave In~
You have reached the end of the tunnel. To the east, your path is totally
blocked by rubble. It appears that the cave has collapsed due to some erosion
from an underground stream. To the north, you see a large cave opening. A 
strange light seems to be coming from the cave. The tunnel leads back to the
west.
~
41 9 0
D0
~
~
0 0 9359
D3
~
~
0 0 9351
S
#9351
Large Tunnel~
The tunnel opens into a larger tunnel. You see a small dark pit in the center 
of the room. A small crack to the south can give you access to what looks like 
a cave of some type. The tunnel leads on to the west and onwards to the east.
~
41 9 0
D1
~
~
0 0 9350
D2
~
~
0 0 9343
D3
~
~
0 0 9352
D5
~
~
0 0 9387
S
#9352
Large Grotto~
The tunnel soars above your heads. You can hear the faint sound of water 
running and after some searching, you find a small stream running off to one
side. The area around this stream has widened by natural erosion to form a 
small pathway to the east. The tunnel also continues on to the south.
~
41 9 0
D1
~
~
0 0 9351
D2
~
~
0 0 9344
S
#9353
Stairwell to Upper Level~
This stairwell leads up to the upper level. It is rusted and seems to not have
seen much use recently. Rats run away from you at your approach.
~
41 0 -1 30 9353 1 0
D0
~
~
0 0 9360
D4
~
~
0 0 9243
S
#9354
Chamber of the Keeper~
This is the room of the Foreman of the Hill Giant Construction crews. He 
appears to be in charge of the building of the dungeons located under the 
compound. A desk stand over to one side, stacks of papers piled high upon it.
A bunk sits in one corner and there are many skins covering the floor against 
the inherent dampness associated with caves. 
~
41 8 0
D3
~
~
0 0 9355
S
#9355
Marshalling Area~
This room is lit by several smoky torches. Several benches and tables are 
pushed up against the walls. The floor is worn smooth by what looks like the 
passing of many booted feet over a long period of time. A small hallway leads 
to the north. To the east, you see a large wooden door. The room continues on to
the south.
~
41 8 0
D0
~
~
0 0 9366
D1
~
~
0 0 9354
D2
~
~
0 0 9349
D3
~
~
0 0 9356
E
door~
A sign on the door reads 'Foreman'
~
S
#9356
Stairwell to Upper Level~
A large marble stairwell leads up to the first level. A smell of meat cooking
fill the air, causing your stomach to rumble in hunger.
~
41 13 0
D0
~
secret north n~
1 9200 9362
D1
~
~
0 0 9355
D4
~
~
0 0 9246
S
#9357
Prison~
`Four huge metal cages swing from chains making a loud squeaking sound. The
bars on these cages appear to be very brittle. In on cage, a skeleton of a
dwarf is hanging between the bars. A man wearing rags stands staring at you
from another cage. On the wall to the east, 3 manticores sit bound to the wall
by huge chains and collars. Upon seeing you, they charge you, tugging on their
chain!!
~
41 13 -1 60 9341 1 0
S
#9358
Treasure Room~
This room is empty of everything except several large chests.
~
41 9 0
D1
~
secret east door e~
1 9201 9375
S
#9359
Cavern of the Carrion Crawlers~
Over the years, litter and debris has built up in here from the prey of the
crawlers. All sorts of bones, human and otherwise, are heaped and piled here
and there. A large sinkhole in the middle of the cave has acquired some water
from somewhere and you see a strange glow coming from the bottom of the hole.
~
41 12 0
D2
~
~
0 0 9350
D5
~
~
0 0 9378
S
#9360
Treasure Room~
Several large chests lie broken open at your feet. A skeleton clutching a 
dagger lies off to one side. It appears that someone has beaten you to the 
treasure.
~
41 9 0
D2
~
~
0 0 9353
D3
~
secret west w~
1 9202 9361
S
#9361
Chief's Treasure Room~
This room is small and dark. A small painting adorns the eastern wall 
A stench fills the air.  No sound is coming from this room.
~
41 9 0
D1
~
door east e~
1 9202 9360
S
#9362
Secret Room~
This room appears to be empty. A strong odor almost overpowers you. 
~
41 13 0
D2
~
secret south s~
1 9200 9356
D3
~
~
0 0 9363
S
#9363
Empty Chamber~
This room is also empty. A pile of rotting meat sits in one corner, smelling
very bad. To the south, you think you see many torches and you hear a load 
squeaking sound.
~
41 13 0
D1
~
~
0 0 9362
D2
~
~
0 0 9357
S
#9364
Rubble Strewn Hallway~
The hallway eventually gives way to a natural tunnel. To the north, you hear
the sounds of running water. To the west, you see a torch lit area filled 
with crates and various tools. The tunnel leads on to the south.
~
41 9 0
D0
~
~
0 0 9369
D2
~
~
0 0 9346
D3
~
~
0 0 9365
S
#9365
Storage Room~
The chamber is filled with scattered tools for digging and stone masonry. There
are shovels, pickaxes, hammers, drills, chisels, baskets, and so forth, many
sized for giant, others for smaller creatures. A door lies to the north is 
locked with a huge padlock.
~
41 9 0
D0
~
door n north~
1 9201 9345
D1
~
~
0 0 9364
S
#9366
Marble Hallway~
This hallway is made of a smooth, polished stone. A slight rosy hue can be 
detected in you light. Great care must have been taken to craft the hallway.
The hallway continues on to the west and south.
~
41 0 0
D2
~
~
0 0 9355
D3
~
~
0 0 9367
S
#9367
Rubble Filled Marble Hallway~
You are in a hallway which has not been cleared out fully. Piles of rock are
pushed up against both sides of the hallway clearing a rough path to the north.
What little of the floor you see is remarkably smooth and finished. Strange 
that there would be debris scattered on it. A small opening to the west gives
you access to what looks like a natural cavern. The hallway continues on to the
east and the path through the debris leads off to the north.
~
41 9 0
D0
~
~
0 0 9370
D1
~
~
0 0 9366
D3
~
~
0 0 9368
S
#9368
Giant Quarters~
This appears to be some type of natural cave that has been converted into some
type of barracks for the workers. There are several giants sized cots set up
and many skins are thrown on the floor. A small stream is found at the back 
of this room. 
~
41 9 0
D1
~
~
0 0 9367
E
stream~
This appears to be the source of fresh water as well as the restroom for the
workers who live in this room.
~
S
#9369
Room with an Underground Pool~
This room has been largely cleared of debris revealing a small pool of water.
To the north, you see a faint shimmer of light. You can probably wade out 
there to get a better look.
~
41 13 0
D0
~
~
0 0 9372
D2
~
~
0 0 9364
S
#9370
Strange Finished Chamber~
A large chamber lies before you. The walls are smooth and reflect a remarkably
high quality of stonework. Strange mosaics are set into the walls. To the west,
you see another chamber very similar to this one. An large opening leads to the
south.
~
41 9 0
D2
~
~
0 0 9367
D3
~
~
0 0 9371
S
#9371
Chamber in Process of Being Cleared~
This chamber is still in the process of being cleared. Several tools are strewn
here and there. Large piles of rubble are still found in here and the walls are
still in the process of being roughed out. It looks like great care is being
taken in the excavation process for some reason.
~
41 9 0
D1
~
~
0 0 9370
S
#9372
Deep End of the Pond~
The current on this end of the pond seems to be picking up. You are being sucked
under!!!
~
41 8 -1 10 9373 10 6
D1
~
~
0 0 9373
D2
~
~
0 0 9369
S
#9373
Rapids!!!!!~
You are sucked downstream by the rapid current of the river. You lose all sense
of direction and distance to the Hill Giant Encampment.
~
41 8 -1 20 9374 1 7 15 1
S
#9374
Pool at the End of the Rapids~
After tumbling for what seems like hours, you come to rest in a secluded little
pond. A river lies to the south. To the north, you see Mirkwood.
~
41 0 0
D0
~
~
0 0 15100
D2
~
~
0 0 13669
S
#9375
Prison ~
Four large cages hang suspended in the air by chains. A skeleton of a dwarf
hang out of one of the cages. A man wearing rags lies in the bottom of one
of the cage, his throat cut by a jagged piece of metal clutched in his right
hand. A rotten smell assaults your senses to the north.
~
41 8 0
D0
~
~
0 0 9376
D3
~
secret door west w~
1 9201 9358
S
#9376
Empty Chamber~
This room is also empty. A pile of rotting meat silts in one corner, smelling
very bad. To the south, you think you see many torches and you hear a load
squeaking sound.
~
41 13 0
D1
~
~
0 0 9362
D2
~
~
0 0 9375
S
#9377
Mid - Air~
You float in some strange plane for what seems like a long time. Looking ahead
of you, you see a light that is getting brighter and brighter with each passing
minute.
~
41 12 -1 20 3001 1 0
S
#9378
Pool of Water~
You enter the pool of water. As your feet touch the edge of the water, the 
faint glow intensifies and suddenly everyone in the party is surrounded by
a bright white light. 
~
41 12 -1 20 9377 1 0
S
#9379
Cave Tunnel~
As you are walking down this tunnel, you hear a strange 'click' followed by a
rumbling. Looking behind you, you see that the tunnel has started caving in!
Running forward as fast as you can, you make you way towards the other end of 
the tunnel.
~
41 8 -1 20 9319 1 0
S
#9380
Pool of Water~
You wade into the icy water. Almost instantly, your legs go numb. After several
minutes of wading, you realize that it was awful silly for you to be out in
the water freezing your rearend off. You can return to the bank by going west.
~
41 12 0
D3
~
~
0 0 9312
S
#9381
Passing the Rubble Revealed Opening~
As you walk past the opening, the large pile of rubble glows blue again. 
Silently, the pile swings back were it had been originally, blocking you way
back to the east.
~
41 13 -1 10 9328 1 0
S
#9382
Row of Cells~
You continue walking down the row of cells. Another large cage lies to the north
and it looks quite empty. It could have something to do with the lack of a door.
You guess that something with incredible strength must have burst the door from
the inside out from the twisted remains of the cell.
~
41 8 0
D0
~
~
0 0 9385
D1
~
~
0 0 9384
D3
~
~
0 0 9337
S
#9383
Cage~
You are in a filthy cage. Bloodstains are everywhere. A thin layer of mildewed
straw lines the floor of this cell. You see the places where people have tried
to saw through the cage using whatever they can get ahold of.
~
41 0 0
D2
~
cage cell door south s~
1 9201 9337
S
#9384
End of Row~
You are at the end of the cells. To the north, you see a cell which is a lot
different from the other cages. This cell is a wooden box with a metal bound
door. Strange symbols are written on the door and the box has a slight glow
to it. You sense very powerful magic coming from the box. The row continues on
back to the west.
~
41 8 0
D0
~
~
0 0 9386
D3
~
~
0 0 9382
S
#9385
Broken Cell~
The bars of this cell are twisted into weird shapes. It must have taken someone
or something with an incredible strength to destroy the cage.
~
41 8 0
D2
~
~
0 0 9382
S
#9386
Blinding Flash of Light!~
As you open the door to this cell, the symbols written on the door glow brightly
and you feel a strange tingling sensation in your hand. This tingling sensation
quickly spreads up your arms and you start to feel like you are losing your
grasp on your life energy. After a few seconds, you feel absolutely nothing...
You are dead from a Glyph of Warding.....
~
41 14 0
D2
~
~
0 0 9384
S
#9387
The Pit...~
As you dangle down here, you hear a rumbling sound. Looking about you, you 
see rubble starting to fall down on you. A bolder strikes you and you black
out. The next feeling you have is one of floating.....
~
41 14 0
D4
~
~
0 0 9351
S
#9388
Companion's Field
~
Empty~
41 0 0
S
#9401
An Icy path~
   You are standing on an icy path, which leads northwards, around a corner
onto what looks like a large glacier.  The wind howls around you.. strange
it sounds much like a creature's voice.  The only exits are north and 
south
~
51 4 2
D0
~
~
0 -1 9402
D2
~
~
0 -1 6861
S
#9402
An icy path~
   You are standing on an icy path, which leads east and north along the edge
of a huge glacier.  Cracks and crevices litter the surface of the glacier.
Some are more than 40 feet wide.   The wind howls as it rushes past your
face and ears.
~
51 0 -1 30 9403 1 2
D1
~
~
0 -1 9405
D2
~
~
0 -1 9401
S
#9403
You hear a noise from above...~
A few rocks and pebbles shower down on you
~
51 0 -1 10 9404 0 2
D1
~
~
0 -1 9405
D2
~
~
0 -1 9401
S
#9404
An icy path~
   You are standing on an icy path, which leads east and north along the edge
of a huge glacier.  Cracks and crevices litter the surface of the glacier.
Some are more than 40 feet wide.   The wind howls as it rushes past your
face and ears.
~
51 0 2
D1
~
~
0 -1 9405
D2
~
~
0 -1 9401
D4
~
~
0 -1 9406
S
#9405
An icy path~
   The path turns here, leading downwards, towards one of the large crevices
in the glacier, and westwards, along the edge of a mountain.  It is very 
quiet here, the wind seems to have died down some
~
51 0 2
D1
~
~
0 -1 9546
D3
~
~
0 -1 9402
S
#9406
A hidden passage~
   You find yourself on a path, hidden from view from below, which leads
farther along the edge of the glacier.  You can see the end of the lower
path below you, it looks like it dead-ends in some sort of cul-de-sac. 
There might be something moving down there, but you're not sure.  This
path leads down, and east
~
51 0 2
D1
~
~
0 -1 9407
D5
~
~
0 -1 9404
S
#9407
The upper trail~
   You are on a path, which leads east west along the edge of a mountain, 
about 50' above a huge glacier.  To the east, you can see the path follow
the contour of the mountain, it turns north, and then vanishes around
the edge, to the northeast.
~
51 0 2
D1
~
~
0 -1 9408
D3
~
~
0 -1 9406
S
#9408
An icy path~
   You are standing on a path, which leads west and north along the edge
of a mountain..  A huge glacier lies about 40' below you, you can occasionally
hear pops and rattles, as it slowly expands and contracts.
~
51 0 2
D0
~
~
0 -1 9409
D3
~
~
0 -1 9407
S
#9409
An icy path~
   You are standing on an icy path, which leads east and south along the
edge of a mountain.  A glacier lies about 30' below you.  To the east,
it looks like you can see a structure of some sort, out on the glacier.
~
51 0 2
D1
~
~
0 -1 9410
D2
~
~
0 -1 9408
S
#9410
An icy path~
   To the east, you can see a _HUGE_ rift in the glacier.   It appears to
be inhabited, you can see smoke rising from somewhere at the edge of the
glacier.  The path you're on leads downwards to the surface of the glacier,
and westwards, along the edge of a mountain.  There is a huge boulder
resting against the mountainside to the south
~
51 4 2
D2
~
boulder huge~
2 9458 9544
D3
~
~
0 -1 9409
D5
~
~
0 -1 9411
S
#9411
A path on the glacier~
   You are standing on the surface of the glacier.  A huge rift in the
ice lies to the north.. You can see smoke rising from several crevices in
the rift, and along the path, you can see bits and pieces of trash.  Clear
indications that something lives within.
~
51 0 2
D0
~
~
0 -1 9412
D4
~
~
0 -1 9410
S
#9412
A path on the glacier~
   You are standing on a path, leading northwards to a glacial rift, and
southwards towards a mountain.  The wind whistles, and howls as you cross
the expanse of the glacier, and you get the distinct feeling that you are
being watched.
~
51 0 -1 40 9413 1 2
D0
~
~
0 -1 9414
D2
~
~
0 -1 9411
S
#9413
Suddenly, the snow around you erupts,~
and several large humanoids leap out at you
~
51 0 2
D0
~
~
0 -1 9414
D2
~
~
0 -1 9411
S
#9414
At the edge of the rift~
   You are standing at the edge of the great rift.   You can see icy paths
leading east and west along the edge of the rift, and the rift itself lies
to the north of you.  To the south, you can see a path, which seems to lead
towards a mountain.
~
51 0 2
D0
~
~
0 -1 9464
D1
~
~
0 -1 9440
D2
~
~
0 -1 9412
D3
~
~
0 -1 9415
S
#9415
An icy path~
   You are standing on a path, which leads downwards, towards a crack in
the edge of the cliff-wall that makes up the edge of the rift, and eastwards,
towards the southernmost tip of the crevice.  The rift itself lies northwards.
You can faintly see smoke rising from a crevice on the eastern side of the
rift.
~
51 0 2
D1
~
~
0 -1 9414
D5
~
~
0 -1 9416
S
#9416
An Icy ledge~
   You are standing on a ledge, which leads around the edge of the rift.
The floor of the rift is about 70' below you.  A path leads upwards, towards
the southern end of the rift.   To the west is a small crevice, which seems
to beckon you to enter.
~
51 0 2
D1
~
~
0 -1 9467
D3
~
~
0 -1 9417
D4
~
~
0 -1 9415
S
#9417
An Ice tunnel~
  You are standing in a tunnel, of immense proportions, which seems to lead
into the depths of the glacier.  You can see tunnels leading north, 
south and west.  To the east, a large crevice leads to the open air.
~
51 8 0
D0
~
~
0 -1 9420
D1
~
~
0 -1 9416
D2
~
~
0 -1 9418
D3
~
~
0 -1 9419
S
#9418
An Ice tunnel~
  You have reached a dead-end here.   
The only exit is to the north.
~
51 8 0
D0
~
~
0 -1 9417
S
#9419
An Ice tunnel~
  You are standing in a tunnel, which leads east, and north through they
bowels of an immense glacier.  You think you can hear voices to the
north.
~
51 8 0
D0
~
~
0 -1 9423
D1
~
~
0 -1 9417
S
#9420
An Ice tunnel~
  You are standing in a tunnel,which leads north and south through the
bowels of the glacier.   You can see light, and feel fresh, cold air to the
north.
~
51 8 0
D0
~
~
0 -1 9421
D2
~
~
0 -1 9417
S
#9421
An Ice tunnel~
  You have reached a dead-end here.   
The only exit is to the south.
~
51 8 0
D2
~
~
0 -1 9420
S
#9423
An Ice tunnel~
  You are standing in a tunnel, which leads east, and north through they
bowels of an immense glacier.  You think you can hear voices to the
north.
~
51 12 0
D0
~
~
0 -1 9425
D1
~
boulder stone~
2 9458 9424
D2
~
~
0 -1 9419
S
#9424
An Icy cave~
   You are standing in an icy cave.   It looks like some sort of storage
room.  Boxes and crates of stuff lie all around.  Most of them are MUCH
bigger than normal boxes and crates that you see.
~
51 8 0
D3
~
~
0 -1 9423
S
#9425
An Ice tunnel~
  The tunnel splits in all four cardinal directions here.
To the east, you think you can hear something like a shrilly voice.
~
51 8 0
D0
~
~
0 -1 9428
D1
~
~
0 -1 9426
D2
~
~
0 -1 9424
D3
~
~
0 -1 9429
S
#9426
An Icy Tunnel~
  You are standing in an icy tunnel, which leads east and west through the
bowels of a huge glacier.  To the east, you can see a crevice, which appears
to lead outside.  You can hear the wind whistling as it passes through the 
crevice, it almost sounds like a child's voice
~
51 8 0
D1
~
~
0 -1 9427
D3
~
~
0 -1 9425
S
#9427
An icy ledge~
   You are standing on an icy ledge, which juts out over the floor of the
rift, some 60' below you.  As you glance at the eastern edge of the rift,
you see a brief movement, and then nothing.
~
51 0 2
D0
~
~
0 -1 9466
D1
~
~
0 -1 9466
D2
~
~
0 -1 9466
D3
~
~
0 -1 9426
D4
~
~
0 -1 9463
S
#9428
An Ice tunnel~
  You have reached a dead-end here.   
The only exit is to the south.
~
51 12 0
D2
~
~
0 -1 9425
S
#9429
An Icy tunnel~
  The icy tunnel leads east and west here.   You sense that it leads slightly
downwards to the west
~
51 8 0
D1
~
~
0 -1 9425
D3
~
~
0 -1 9430
S
#9430
An Ice tunnel~
  You are standing in an icy tunnel, which is at least 18' tall, and about
12' wide.   You can hear noises from the south, and a faint whistling sound
to the east.   to the east.   
~
51 8 0
D0
~
~
0 -1 9431
D1
~
~
0 -1 9429
S
#9431
An icy cavern~
  You are standing in the southeast corner of an icy cavern.  Several 
small knick-knacks and other pieces of useless junk are scattered about the
room.  The cavern continues to the east, and north, and an icy tunnel leads
southwards
~
51 8 0
D0
~
~
0 -1 9432
D1
~
~
0 -1 9433
S
#9432
An icy cavern~
   You are standing in an icy cavern, carved out of the living ice of the 
great glacier.  The cavern continues to the north, and east, and a large
boulder lies against the western wall.
~
51 8 0
D1
~
~
0 -1 9434
D2
~
~
0 -1 9431
D3
~
boulder large~
2 9458 9435
S
#9433
An Icy Cavern~
   You are standing in the southeastern corner of a large cavern..  The
cavern continues to the north, and west.  There appears to be a source
of heat nearby, because the ice-walls of the cavern here seem to be slowly
melting.  A sizable pool of water has developed on the floor, its edges
crusted over by ice.  
~
51 8 0
D0
~
~
0 -1 9434
D3
~
~
0 -1 9431
S
#9434
An Icy cavern~
   You are standing in the northeastern corner of a large cavern.  A large
rock formation fills the center of the room, dividing it up into 4 parts.
To the west, and south, the cavern continues, while an icy tunnel leads
northwards into the heart of the glacier
~
51 8 0
D0
~
~
0 -1 9436
D2
~
~
0 -1 9433
D3
~
~
0 -1 9432
S
#9435
A storage room~
  You are standing in a storage room, empty except for some small bits
of wood, and a few pieces of straw.   The only exit lies to the east.
~
51 12 0
D1
~
boulder large~
2 9458 9432
S
#9436
An icy tunnel~
   You are standing in an icy tunnel, carved out of the living ice of the
great glacier Mjolnir.   Small cracks and pops indicate that this entire
complex is slowly moving southwards, with the motion of the glacier.  The
tunnel continues to the east, and a large cavern lies to the south
~
51 8 0
D1
~
~
0 -1 9437
D2
~
~
0 -1 9434
S
#9437
An icy tunnel~
   You are standing in an icy tunnel.   The tunnel is unremarkable.  It
continues to the east, and west
~
51 8 0
D1
~
~
0 -1 9438
D3
~
~
0 -1 9436
S
#9438
An icy 'T' crossing~
   The tunnel intersects here, with a larger tunnel which slopes steeply
downward into unknown depths.  You can faintly feel a brush of cold air
from the west.
~
51 8 0
D1
~
~
0 -1 9461
D3
~
~
0 -1 9437
D5
~
~
0 -1 9481
S
#9440
An icy ledge~
   You are standing on an icy ledge, which leads along the edge of the
great glacial rift.    To the west, you can see a path, which leads south-
wards, away from the rift.  To the east, the ledge continues, almost
halfway along the edge of the rift.
~
51 8 0
D1
~
~
0 -1 9441
D3
~
~
0 -1 9414
S
#9441
An icy ledge~
   You are standing on an icy ledge, overlooking the great glacial rift
of the frost giants.   You can see the floor of the rift below you, lost
in swirling snow and ice.  A tunnel lies to the north, a small cave lies
to the east, and the ledge continues to the west
~
51 8 0
D0
~
~
0 -1 9443
D1
~
~
0 -1 9442
D3
~
~
0 -1 9440
S
#9442
An icy cave~
   You are standing in a small cave, which lies open to the outside to
the west.  A large crevice leads eastwards, and there might be a light
of some kind in that general direction.   This room looks to be about
man sized, much smaller than the other rooms in this complex.  It is
doubtful a giant would just wander in here, without a reason.
~
51 13 0
D0
~
~
0 -1 9444
D3
~
~
0 -1 9441
S
#9443
an icy tunnel~
  You are standing in a tunnel intersection, which has passages leading
north, east and south.  the tunnel is very large, at least 20' tall, and
nearly that wide.   To the north, you can hear the whistling of the
wind, and snow has built up on the icy ground.   You might faintly hear
noises to the east, but it may just be a trick of the wind
~
51 8 0
D0
~
~
0 -1 9447
D1
~
~
0 -1 9444
D2
~
~
0 -1 9441
S
#9444
A cross-tunnel intersection~
   You are standing at the intersection of two tunnels, one leading 
north south, and one leading east west.   The tunnel to the south is
small, almost the right size for a human.  To the north, you can see
what looks like a large cave
~
51 8 0
D0
~
~
0 -1 9448
D1
~
~
0 -1 9445
D2
~
~
0 -1 9442
D3
~
~
0 -1 9443
S
#9445
An icy tunnel~
   You are standing in a giant ice tunnel, which leads north and west.  
To the east, the tunnel seems to open up, but it is impossible to tell
what lies beyond the inky blackness
~
51 8 0
D0
~
~
0 -1 9449
D1
~
~
0 -1 9446
D3
~
~
0 -1 9444
S
#9446
An icy cavern~
   You are standing in a medium-sized cavern,  perhaps small for
frost giants, but large for one such as you.  The only exit lies to the
west.
~
51 9 0
D3
~
~
0 -1 9445
S
#9447
an icy ledge~
   You are standing on a ledge, overlooking the great glacial rift of
the frost giants.   tunnels lead north, and south, offering shelter from the 
powerful winds and biting cold.  Below you, you can fainly make out the 
depths of the glacier, but it is almost impossible to see anything
because of the whirling snow and ice.   
~
51 8 0
D0
~
~
0 -1 9450
D2
~
~
0 -1 9443
D3
~
~
0 -1 9466
D4
~
~
0 -1 9463
D5
~
~
0 -1 9476
S
#9448
An icy cave~
   You are standing in a large cave, hollowed out of the living ice of
the great glacier mjolnir.  A large tunnel leads east, and another leads
south.   
~
51 8 0
D1
~
~
0 -1 9449
D2
~
~
0 -1 9444
S
#9449
An icy tunnel~
   You are standing in a giant icy tunnel, which leads north, and south
through the heart of the glacier Mjolnir.   To the west, an opening 
leads to a cave, while a large cavern lies to the north
~
51 8 0
D0
~
~
0 -1 9452
D2
~
~
0 -1 9445
D3
~
~
0 -1 9448
S
#9450
an icy tunnel~
   You are standing in a tunnel, which leads east and south, through the
depths of a huge glacier.  To the south, you can hear the wind whistling,
and a slight accumulation of snow has built up.
~
51 8 0
D1
~
~
0 -1 9451
D2
~
~
0 -1 9447
S
#9451
an icy tunnel~
   You are standing in an icy tunnel, which leads north, and west through
the heart of the glacier.  Track lead both north, and west, but it seems
that more lead to the north, from the west,than vice-versa.
~
51 8 0
D0
~
~
0 -1 9453
D3
~
~
0 -1 9450
S
#9452
An icy cavern~
   You are standing in a large, dry cavern.  The walls are made of stone!
After a few moments of pondering, you realize that this room must have
at one time been a huge boulder, which has been hollowed out by some great
magical force.   You can feel magical powers pulsing through your body
as you look around.  The only exit is to the south
~
51 392 0 5 
D2
~
~
0 -1 9449
S
#9453
an icy tunnel~
   You are standing in an icy tunnel, which leads north and south through
the great glacier mjolnir.    All around you, you can hear creaks and
pops, the noises of a slowly moving glacier.
~
51 8 0
D0
~
~
0 -1 9457
D2
~
~
0 -1 9451
S
#9454
An abandoned cavern~
   You are standing at the northern end of a large cavern.  On the east wall
is a large sign, in Frost Giant, which you, sadly, cannot understand.  From
the skull and crossbones, however, you get the idea that it may be dangerous
to go to the east.
~
51 12 0
D0
~
~
0 -1 9456
D1
~
~
0 -1 9455
S
#9455
The Brown cavern~
  As you enter the cavern, the brown stuff covering the rocks and walls
of the cavern begins to ripple and sway.. huge puffs of brown dust begin
to cover you.
   You start to feel sleepy.  Maybe you'll just lie down here, and
rest a while....
~
51 10 0
D3
~
~
0 -1 9454
S
#9456
An abandoned cavern~
   You are standing in what looks like the entrance to an abandonded
cavern.. Large piles of trash, and refuse lie about, but the look like they
have been lying here for many years, undisturbed
~
51 8 0
D2
~
~
0 -1 9454
D3
~
~
0 -1 9457
S
#9457
an icy tunnel~
   You are standing at a 'T' intersection of two giant tunnels, one which
leads east and west, one which leads north and south..  The floor is covered
with a dusting of snow, and you can see many footprints leading west and 
north.  Few, if any, lead east.
~
51 8 0
D1
~
~
0 -1 9456
D2
~
~
0 -1 9453
D3
~
~
0 -1 9458
S
#9458
an icy tunnel~
   You are standing in a huge tunnel, carved from the living ice of the great
glacier Mjolnir.  The tunnel stands at least 15' tall, and at least 10' wide.
To the north, you can faintly hear a whistling sound, perhaps the wind , 
blowing into some small crevice.   The tunnel leads both north and west
~
51 8 0
D1
~
~
0 -1 9457
D2
~
~
0 -1 9459
S
#9459
An icy tunnel~
  You are standing in a tunnel, carved out of the ice, which leads west, 
and north.  To the west, you can feel and hear a sharp, whistling wind, which
covers the floor in snow and ice.
~
51 8 0
D0
~
~
0 -1 9458
D3
~
~
0 -1 9460
S
#9460
An icy ledge~
   You are standing on an icy ledge, overlooking the floor of the great
rift, which lies a few hundred feet below you.   The bottom of the rift
is lost in swirling snow, and it is impossible to see what might lie down
there.  A tunnel leads south, and another leads east.
~
51 0 2
D0
~
~
0 -1 9461
D1
~
~
0 -1 9459
D4
~
~
0 -1 9462
S
#9461
An icy tunnel~
   You are standing in a tunnel, carved out of the living ice of the great
glacier Mjolnir.   The tunnel continues to the west, and to the south, you
can hear the howling winds of the rift.
~
51 8 0
D2
~
~
0 -1 9460
D3
~
~
0 -1 9438
S
#9462
Above the rift~
   You are floating above the great rift.  From above, it seems even
bigger than it does from the side.  You can faintly see movement at 
the very bottom of the rift, but it is impossible to make out what is
moving down there.
~
51 0 8
D2
~
~
0 -1 9463
D5
~
~
0 -1 9465
S
#9463
Above the rift~
   You are floating above the great rift.  From above, it seems even
bigger than it does from the side.  You can faintly see movement at 
the very bottom of the rift, but it is impossible to make out what is
moving down there.
~
51 0 8
D0
~
~
0 -1 9462
D2
~
~
0 -1 9464
D5
~
~
0 -1 9466
S
#9464
Above the rift~
   You are floating above the great rift.  From above, it seems even
bigger than it does from the side.  You can faintly see movement at 
the very bottom of the rift, but it is impossible to make out what is
moving down there.
~
51 0 8
D0
~
~
0 -1 9463
D2
~
~
0 -1 9414
D5
~
~
0 -1 9467
S
#9465
Inside the rift~
  You are floating inside the great glacial rift.  Below you, the floor of
the rift is obscured by wind and snow, which whip around at unpleasantly
high speeds.
~
51 0 8
D1
~
~
0 -1 9460
D2
~
~
0 -1 9466
D4
~
~
0 -1 9462
D5
~
~
0 -1 9478
S
#9466
Inside the rift~
  You are floating inside the great glacial rift.  Below you, the floor of
the rift is obscured by wind and snow, which whip around at unpleasantly
high speeds.
~
51 0 8
D0
~
~
0 -1 9465
D1
~
~
0 -1 9447
D2
~
~
0 -1 9467
D3
~
~
0 -1 9427
D4
~
~
0 -1 9463
D5
~
~
0 -1 9472
S
#9467
Inside the rift~
  You are floating inside the great glacial rift.  Below you, the floor of
the rift is obscured by wind and snow, which whip around at unpleasantly
high speeds.
~
51 0 8
D0
~
~
0 -1 9466
D1
~
~
0 -1 9443
D2
~
~
0 -1 9414
D3
~
~
0 -1 9416
D4
~
~
0 -1 9464
D5
~
~
0 -1 9469
S
#9468
On the floor of the rift~
   You are standing on the floor of the great glacial rift.  The wind whips
snow around you in great flurries, which nearly blind you, and make it
impossible to see more than a few feet in front of you.  This is truly an
unpleasant place.
~
51 1 2
D0
~
~
0 -1 9471
D3
~
~
0 -1 9469
D5
~
~
0 -1 9467
S
#9469
On the floor of the rift~
   You are standing on the floor of the great glacial rift.  The wind whips
snow around you in great flurries, which nearly blind you, and make it
impossible to see more than a few feet in front of you.  This is truly an
unpleasant place.
~
51 1 2
D0
~
~
0 -1 9472
D1
~
~
0 -1 9468
D2
~
~
0 -1 9472
D3
~
~
0 -1 9470
D4
~
~
0 -1 9467
S
#9470
On the floor of the rift~
   You are standing on the floor of the great glacial rift.  The wind whips
snow around you in great flurries, which nearly blind you, and make it
impossible to see more than a few feet in front of you.  This is truly an
unpleasant place.
~
51 0 0
D0
~
~
0 -1 9473
D1
~
~
0 -1 9469
D4
~
~
0 -1 9467
S
#9471
On the floor of the rift~
   You are standing on the floor of the great glacial rift.  The wind whips
snow around you in great flurries, which nearly blind you, and make it
impossible to see more than a few feet in front of you.  This is truly an
unpleasant place.
~
51 1 2
D0
~
~
0 -1 9476
D2
~
~
0 -1 9468
D3
~
~
0 -1 9472
D4
~
~
0 -1 9466
S
#9472
On the floor of the rift~
   You are standing on the floor of the great glacial rift.  The wind whips
snow around you in great flurries, which nearly blind you, and make it
impossible to see more than a few feet in front of you.  This is truly an
unpleasant place.
~
51 1 2
D0
~
~
0 -1 9475
D1
~
~
0 -1 9471
D2
~
~
0 -1 9469
D3
~
~
0 -1 9473
D4
~
~
0 -1 9466
S
#9473
On the floor of the rift~
   You are standing on the floor of the great glacial rift.  The wind whips
snow around you in great flurries, which nearly blind you, and make it
impossible to see more than a few feet in front of you.  This is truly an
unpleasant place.
~
51 1 2
D0
~
~
0 -1 9474
D1
~
~
0 -1 9472
D2
~
~
0 -1 9470
D4
~
~
0 -1 9466
S
#9474
On the floor of the rift~
   You are standing on the floor of the great glacial rift.  The wind whips
snow around you in great flurries, which nearly blind you, and make it
impossible to see more than a few feet in front of you.  This is truly an
unpleasant place.
~
51 1 2
D0
~
~
0 -1 9479
D1
~
~
0 -1 9475
D2
~
~
0 -1 9473
D4
~
~
0 -1 9466
S
#9475
On the floor of the rift~
   You are standing on the floor of the great glacial rift.  The wind whips
snow around you in great flurries, which nearly blind you, and make it
impossible to see more than a few feet in front of you.  This is truly an
unpleasant place.
~
51 1 2
D1
~
~
0 -1 9476
D2
~
~
0 -1 9472
D3
~
~
0 -1 9474
D4
~
~
0 -1 9466
S
#9476
On the floor of the rift~
   You are standing on the floor of the great glacial rift.  The wind whips
snow around you in great flurries, which nearly blind you, and make it
impossible to see more than a few feet in front of you.  This is truly an
unpleasant place.
~
51 1 2
D0
~
~
0 -1 9477
D2
~
~
0 -1 9471
D3
~
~
0 -1 9475
D4
~
~
0 -1 9447
S
#9477
On the floor of the rift~
   You are standing on the floor of the great glacial rift.  The wind whips
snow around you in great flurries, which nearly blind you, and make it
impossible to see more than a few feet in front of you.  This is truly an
unpleasant place.
~
51 1 2
D2
~
~
0 -1 9476
D3
~
~
0 -1 9478
D4
~
~
0 -1 9465
S
#9478
On the floor of the rift~
   You are standing on the floor of the great glacial rift.  The wind whips
snow around you in great flurries, which nearly blind you, and make it
impossible to see more than a few feet in front of you.  This is truly an
unpleasant place.
~
51 1 2
D1
~
~
0 -1 9477
D2
~
~
0 -1 9480
D3
~
~
0 -1 9479
D4
~
~
0 -1 9465
S
#9479
On the floor of the rift~
   You are standing on the floor of the great glacial rift.  The wind whips
snow around you in great flurries, which nearly blind you, and make it
impossible to see more than a few feet in front of you.  This is truly an
unpleasant place.
~
51 1 2
D1
~
~
0 -1 9478
D2
~
~
0 -1 9474
D3
~
~
0 -1 9478
D4
~
~
0 -1 9465
S
#9480
A shadowy lair~
A huge mound of snow and ice lies in front of you.  It seems to shiver
slightly in the wind.   There seems to be an odd patch of snow on the
ground below you, perhaps it is a secret door of some kind.

~
51 13 0
D0
~
~
0 -1 9478
D4
~
~
0 -1 9465
S
#9481
An icy tunnel~
   You are standing in a large tunnel, which leads south through the heart
of the glacier Mjolnir.  A steep ramp leads upwards, towards the upper level
of the complex.   You can see a soft, red-glowing light to the south.
~
51 12 0
D2
~
~
0 -1 9482
D4
~
~
0 -1 9438
S
#9482
An Icy Tunnel~
   You are standing in an icy tunnel, which leads north, south and east.  To
the south, you can see a faint red glow
~
51 8 0
D0
~
~
0 -1 9481
D1
~
~
0 -1 9483
D2
~
~
0 -1 9484
S
#9483
An icy tunnel~
   You are standing in an icy tunnel, which dwindles away to a point.  There
is no further access to the east, you must turn back and go west.
~
51 8 0
D3
~
~
0 -1 9482
S
#9484
An Icy Cavern~
   You are standing in an icy cavern, with exits in all four of the cardinal
directions.  Fire beetles give off a soft red glow, dimly illuminating the
room.  They are encased in small cages, and secured to the ceiling of the
cavern.  It is doubtful you could ever get them out.
~
51 8 0
D0
~
~
0 -1 9482
D1
~
boulder large~
2 9458 9485
D2
~
~
0 -1 9490
D3
~
boulder large~
0 -1 9499
S
#9485
An icy tunnel~
   You are standing in a huge tunnel carved from the ice of the glacier.
The tunnel leads east and west.
~
51 12 0
D1
~
~
0 -1 9486
D3
~
boulder large~
0 -1 9484
S
#9486
Inside a large cavern~
   You are standing in the southern edge of a rather enormous ice cavern.
Several carcasses lie about on the floor, victim of some terrible beast.
The room seems very cold, far colder than the other parts of this
complex.
~
51 12 0
D0
~
~
0 -1 9487
D3
~
~
0 -1 9485
S
#9487
Inside a large cavern~
   You are standing in the northern part of a huge ice cavern.  The cavern
extends to the south, and you notice a large hole at the top of the northern
wall.  With luck, you might be able to climb up to it.
~
51 12 0
D0
~
~
0 -1 9489
D2
~
~
0 -1 9486
D4
~
~
0 -1 9488
S
#9488
A hidden ledge~
   You are standing on a large ledge, which you can plainly see is the lair
of a large dragon.
~
51 12 0
D2
~
~
0 -1 9486
D5
~
~
0 -1 9487
S
#9489
Below a sinkhole~
   You are standing below a sinkhole, formed by shifts in the internal `
structure of the glacier.  Above you, you can hear the wind howling, and 
small flurries of snow drift down to rest upon your nose as you look
upwards.
~
51 4 2
D2
~
~
0 -1 9487
D4
~
~
0 -1 9479
S
#9490
An icy tunnel~
   You are standing in a ice tunnel, which leads north and south.  To the
east, you see another opening, that might be another cavern.
~
51 8 0
D0
~
~
0 -1 9484
D1
~
~
0 -1 9491
D2
~
~
0 -1 9492
S
#9491
An Icy Cavern~
   You are standing in a small icy cavern.  The only exit is to the west.
~
51 8 0
D3
~
~
0 -1 9490
S
#9492
An icy tunnel~
   You are standing in a large ice tunnel, which bends here, leading north
and east.  You can see a faint red glow to the north.

~
51 8 0
D0
~
~
0 -1 9490
D1
~
~
0 -1 9493
S
#9493
An icy tunnel~
  You are standing in an ice tunnel, which leads east and west through
the heart of the great glacier.  To the south, you can see the opening to
what might be a cavern.
~
51 8 0
D1
~
~
0 -1 9494
D2
~
~
0 -1 9495
D3
~
~
0 -1 9492
S
#9494
An icy tunnel~
   You are standing in an icy tunnel, which dwindles away to a point.  There
is no further access to the east, you must turn back and go west.
~
51 12 0
D3
~
~
0 -1 9493
S
#9495
An Icy Cavern~
   You are standing in a large cavern, which seems to have been recently carved
from the ice.  Large chunks of ice lie on the ground, and the room is far 
rougher than the other parts of the complex.
~
51 8 0
D0
~
~
0 -1 9493
D1
~
~
0 -1 9496
D2
~
~
0 -1 9497
S
#9496
An icy tunnel~
   You are standing in an icy tunnel, which dwindles away to a point.  There
is no further access to the east, you must turn back and go west.

~
51 12 0
D3
~
~
0 -1 9495
S
#9497
An Icy Cavern~
   You are standing in a small ice cavern.  Big chunks of ice and pieces
of stone litter the floor of the cavern.  A few tools lie about on the 
floor as well.  The only exits lead north and east
~
51 12 0
D0
~
~
0 -1 9495
D1
~
~
0 -1 9498
S
#9498
An icy tunnel~
   You are standing in an icy tunnel, which dwindles away to a point.  There
is no further access to the east, you must turn back and go west.
~
51 12 0
D3
~
~
0 -1 9497
S
#9499
An icy tunnel~
   You are standing in a huge ice tunnel, which leads east and west.  To the
east, you can see a faint red glow.  To the west, you hear faint noises,
very low.
~
51 8 0
D1
~
boulder large~
0 -1 9484
D3
~
~
0 -1 9500
S
#9500
A cross-tunnel intersection~
   You are standing at the intersection of two tunnels, one leading north
and south, the other leading east and west.  You can hear faint noises
from the south.
~
51 8 0
D0
~
~
0 -1 9501
D1
~
~
0 -1 9499
D2
~
~
0 -1 9505
D3
~
~
0 -1 9506
S
#9501
An icy tunnel~
   You are standing in a tunnel, which leads southwards.  To the east,
and west, you see large caverns.
~
51 8 0
D1
~
boulder large~
0 -1 9502
D2
~
~
0 -1 9500
D3
~
~
0 -1 9504
S
#9502
An Icy Cavern~
   You are standing in a large cavern, carved from the heart-ice of the
great glacier Mjolnir.  Exits lead east and west.  You can faintly hear
noises from the west.
~
51 8 0
D1
~
boulder large~
0 -1 9503
D3
~
~
0 -1 9501
S
#9503
An Icy Cavern~
   You are standing in a guest cavern of sorts.   It is large, and partially 
made of stone.  Because of this, it seems to be fairly warm compared
to the rest of the complex
~
51 12 0
D3
~
~
0 -1 9502
S
#9504
An Icy Cavern~
   You are standing in a large cavern, which seems to be the guest quarters
of some visiting dignitaries.  It is surprisingly warm in here, certainly
warm enough to melt ice, but strangly, the ice-walls seem to be just as
firm as anywhere else that you have seen.  Strange magic must be involved
~
51 140 0
D1
~
~
0 -1 9501
S
#9505
An icy cavern~
  This cavern is large, and spacious.  It looks like a training ground for
the giant warriors.
~
51 8 0
D0
~
~
0 -1 9500
S
#9506
An Icy Cavern~
  You are standing in a large cavern, carved from the heart of the glacier. 
This room was recently occupied, and there seems to be signs of a struggle
written in the foot-marks on the floor.  Tunnels lead east, south and west.
~
51 8 0
D1
~
~
0 -1 9500
D2
~
~
0 -1 9508
D3
~
~
0 -1 9507
S
#9507
An icy tunnel~
   You are standing in a small tunnel, which dwindles away to a blank wall to
the east.  The only exit lies to the west.
~
51 12 0
D1
~
~
0 -1 9506
S
#9508
An icy tunnel~
   You are standing in a tunnel, which leads north and south through the
heart of the great glacier.  You can faintly hear noises from the south, or
perhaps voices.
~
51 12 0
D0
~
~
0 -1 9506
D2
~
~
0 -1 9509
S
#9509
An icy tunnel~
   You are standing in a tunnel, which leads north and south through the
heart of the great glacier.  You can faintly hear noises from the south, or
perhaps voices.
~
51 12 0
D0
~
~
0 -1 9508
D2
~
~
0 -1 9510
S
#9510
An Icy Cavern~
   You are standing inside an incredibly large ice cavern.  Large pillars
of ice support the roof, which must be at least 150' above you.  The room is 
very faintly lit by fire beetles, but you cannot see more than 20' in any
direction.
~
51 8 0
D0
~
~
0 -1 9509
D1
~
~
0 -1 9513
D2
~
~
0 -1 9515
S
#9511
An Icy Tunnel~
   You are standing in an icy tunnel, which leads east and south through
the heart of the great glacier.  You can faintly hear noises from the
east.
~
51 8 0
D1
~
~
0 -1 9512
D2
~
~
0 -1 9513
S
#9512
An Icy Cavern~
   You are standing in an icy cavern, which seems to be the residence of one
of the giants.  A large bed dominates the room, and tacky tapestries line
the walls.
~
51 12 0
D3
~
~
0 -1 9511
S
#9513
An Icy Cavern~
   You are standing inside an incredibly large ice cavern.  Large pillars
of ice support the roof, which must be at least 150' above you.  The room is 
very faintly lit by fire beetles, but you cannot see more than 20' in any
direction.
~
51 8 0
D0
~
~
0 -1 9511
D1
~
~
0 -1 9514
D2
~
~
0 -1 9516
D3
~
~
0 -1 9510
S
#9514
An Icy Cavern~
   You are standing inside an incredibly large ice cavern.  Large pillars
of ice support the roof, which must be at least 150' above you.  The room is 
very faintly lit by fire beetles, but you cannot see more than 20' in any
direction.
~
51 8 0
D1
~
~
0 -1 9530
D2
~
~
0 -1 9517
D3
~
~
0 -1 9513
S
#9515
An Icy Cavern~
   You are standing inside an incredibly large ice cavern.  Large pillars
of ice support the roof, which must be at least 150' above you.  The room is 
very faintly lit by fire beetles, but you cannot see more than 20' in any
direction.
~
51 8 0
D0
~
~
0 -1 9510
D1
~
~
0 -1 9516
D2
~
~
0 -1 9518
S
#9516
An Icy Cavern~
   You are standing inside an incredibly large ice cavern.  Large pillars
of ice support the roof, which must be at least 150' above you.  The room is 
very faintly lit by fire beetles, but you cannot see more than 20' in any
direction.
~
51 0 0
D0
~
~
0 -1 9513
D1
~
~
0 -1 9517
D2
~
~
0 -1 9519
D3
~
~
0 -1 9515
S
#9517
An Icy Cavern~
   You are standing inside an incredibly large ice cavern.  Large pillars
of ice support the roof, which must be at least 150' above you.  The room is 
very faintly lit by fire beetles, but you cannot see more than 20' in any
direction.
~
51 8 0
D0
~
~
0 -1 9514
D2
~
~
0 -1 9520
D3
~
~
0 -1 9516
S
#9518
An Icy Cavern~
   You are standing inside an incredibly large ice cavern.  Large pillars
of ice support the roof, which must be at least 150' above you.  The room is 
very faintly lit by fire beetles, but you cannot see more than 20' in any
direction.
~
51 8 0
D0
~
~
0 -1 9515
D1
~
~
0 -1 9519
D2
~
~
0 -1 9522
S
#9519
An Icy Cavern~
   You are standing inside an incredibly large ice cavern.  Large pillars
of ice support the roof, which must be at least 150' above you.  The room is 
very faintly lit by fire beetles, but you cannot see more than 20' in any
direction.
~
51 0 0
D0
~
~
0 -1 9516
D1
~
~
0 -1 9520
D2
~
~
0 -1 9523
D3
~
~
0 -1 9518
S
#9520
An Icy Cavern~
   You are standing inside an incredibly large ice cavern.  Large pillars
of ice support the roof, which must be at least 150' above you.  The room is 
very faintly lit by fire beetles, but you cannot see more than 20' in any
direction.
~
51 8 0
D0
~
~
0 -1 9517
D2
~
~
0 -1 9524
D3
~
~
0 -1 9519
S
#9521
A hidden ledge~
   You are standing on a hidden ledge, overlooking the main cavern.  You 
are fairly close to the ceiling here, but there is not much to see
~
51 8 0
D5
~
~
0 -1 9522
S
#9522
An Icy Cavern~
   You are standing inside an incredibly large ice cavern.  Large pillars
of ice support the roof, which must be at least 150' above you.  The room is 
very faintly lit by fire beetles, but you cannot see more than 20' in any
direction.
~
51 8 0
D0
~
~
0 -1 9518
D2
~
~
0 -1 9526
D4
~
~
0 -1 9521
S
#9523
A throne room~
   You are standing in what must be the throne room of the Frost Giant
Jarl.  Two enormous chairs sit in the center of this room.  Each chair
is adorned with the skull of a large dragon.  Huge, gaudy tapestries line
the walls of the room, depicting scenes of giants crushing humans, dwarves,
elves, puppies and kittens.
~
51 0 0
D0
~
~
0 -1 9519
S
#9524
An Icy Cavern~
   You are standing inside an incredibly large ice cavern.  Large pillars
of ice support the roof, which must be at least 150' above you.  The room is 
very faintly lit by fire beetles, but you cannot see more than 20' in any
direction.
~
51 8 0
D0
~
~
0 -1 9520
D2
~
~
0 -1 9528
D4
~
~
0 -1 9525
S
#9525
A hidden ledge~
   You are standing on a hidden ledge, overlooking the main cavern.  You 
are fairly close to the ceiling here, but there is not much to see
~
51 8 0
D5
~
~
0 -1 9524
S
#9526
An Icy Cavern~
   You are standing inside an incredibly large ice cavern.  Large pillars
of ice support the roof, which must be at least 150' above you.  The room is 
very faintly lit by fire beetles, but you cannot see more than 20' in any
direction.
~
51 8 0
D0
~
~
0 -1 9522
D1
~
~
0 -1 9527
S
#9527
An Icy Cavern~
   You are standing inside an incredibly large ice cavern.  Large pillars
of ice support the roof, which must be at least 150' above you.  The room is 
very faintly lit by fire beetles, but you cannot see more than 20' in any
direction.
~
51 8 0
D1
~
~
0 -1 9528
D3
~
~
0 -1 9526
S
#9528
An Icy Cavern~
   You are standing inside an incredibly large ice cavern.  Large pillars
of ice support the roof, which must be at least 150' above you.  The room is 
very faintly lit by fire beetles, but you cannot see more than 20' in any
direction.
~
51 8 0
D0
~
~
0 -1 9524
D1
~
~
0 -1 9529
D3
~
~
0 -1 9527
S
#9529
An icy tunnel~
   You are standing in a tunnel which leads east and west through the
heart of the great glacier.  You can see a dim red glow to the west.
~
51 0 0
D1
~
~
0 -1 9539
D3
~
~
0 -1 9528
S
#9530
An icy tunnel~
   You are standing in a tunnel which leads north and south through the
center of the glacier.   To the north, you can faintly hear voices, and 
you can see a dim red glow to the west.
~
51 8 0
D0
~
~
0 -1 9531
D2
~
~
0 -1 9534
D3
~
~
0 -1 9514
S
#9531
An Icy Cavern~
   You are standing in a large, icy cavern, which seems to be the dining
room of the giants.  Huge stone tables fill the room, and giant empty pots
rest against one wall.  One would presume that these pots would be filled
with the food for the meals.
~
51 8 0
D0
~
~
0 -1 9533
D1
~
~
0 -1 9532
D2
~
~
0 -1 9530
S
#9532
An Icy Cavern~
   You are standing in a large cavern, which appears to be the sleeping 
chambers of a large number of giants.  Huge piles of trash lie next to each
bedding spot.  
~
51 8 0
D3
~
~
0 -1 9531
S
#9533
An Icy Cavern~
   You are standing in a large cavern, which appears to be the sleeping 
chambers of a large number of giants.  Huge piles of trash lie next to each
bedding spot.  
~
51 8 0
D2
~
~
0 -1 9531
S
#9534
An icy tunnel~
   You are standing at a 'T' intersection of two ice tunnels, which lead east,
west and north.   You can faintly hear noises from the north.  You notice
a bit of debris on the floor, a scrap of leather, a bit of frozen meat. 
Nothing particularly relevant, I just thought I would mention it.
~
51 12 0
D0
~
~
0 -1 9530
D1
~
~
0 -1 9535
D3
~
~
0 -1 9535
S
#9535
An icy tunnel~
   You are standing in a tunnel which leads south and west through the heart
of the glacier Mjolnir.  You can faintly hear noises from the west, but it
is impossible to tell exactly what the noises are from.
~
51 12 0
D2
~
~
0 -1 9536
D3
~
~
0 -1 9534
S
#9536
An Icy Cavern~
   You are standing in a very large cavern, which seems to be some sort of
gathering place for the Frost giants.  Piles of trash, perhaps the precious
belongings of the giants, lie scattered on the floor.  
~
51 8 0
D0
~
~
0 -1 9535
D1
~
~
0 -1 9537
D2
~
~
0 -1 9538
S
#9537
An Icy Cavern~
   You are standing in a large room, which appears to be a makeshift kitchen.
Several frozen carcasses line the walls, and a giant mortar and pestle, and
a giant ice-pick rest on a huge stone table.  Apparently, the giants freeze 
their food, and then use the ice pick to break the victim up into bite 
sized chunks, or use the mortar and pestle to grind the victim up into a
thick soup-like mixture, which they dunk pieces of ice into, like a dip.
~
51 8 0
D2
~
~
0 -1 9538
D3
~
~
0 -1 9536
S
#9538
An Icy Cavern~
  You are standing in a very large cavern, which seems to be a sleeping place
for the giants, when they are not busy stomping on people.  It is very dirty,
and rather foul smelling here.  
~
51 8 0
D0
~
~
0 -1 9536
D2
~
~
0 -1 9539
S
#9539
An icy tunnel~
   You are standing in a tunnel which leads east and west through the
heart of the glacier.  You can faintly hear noises from the north, and you
can see a dim red glow to both the east, and the west.
~
51 8 0
D0
~
~
0 -1 9538
D1
~
~
0 -1 9540
D3
~
~
0 -1 9529
S
#9540
An Icy Cavern~
   You are standing in a large ice cavern.  Tunnels lead east and west.  You
suspect that this room might be a guard room of some sort.
~
51 12 0
D1
~
~
0 -1 9541
D3
~
~
0 -1 9539
S
#9541
An icy tunnel~
   You are in a tunnel, which bends here, leading west and north.  To the
north, you can see a fairly bright red glow, much brighter than the dim red
light you have grown accustomed to.
~
51 8 0
D0
~
~
0 -1 9542
D3
~
~
0 -1 9540
S
#9542
An Icy Cavern~
You are standing in the bedchambers of the Jarl.   The walls are littered 
with gaudy tapestries, and large, tasteless bearhides.  Fire beetle cages
litter the room in abundance, which makes the room much brighter than other
rooms that you have seem before.
~
51 72 0
D1
~
secret tapestry~
2 9458 9543
D2
~
~
0 -1 9541
S
#9543
An icy tunnel~
You are standing in an icy tunnel, which seems to be some sort of last ditch
escape route for the giants, if they are overrun.  It appears to be one-way
only.  If you go east, you will not be able to return to the west
~
51 12 0
D1
~
~
0 -1 9549
D3
~
~
0 -1 9542
S
#9544
A small cave~
   You are standing in a a small, dry cave, which leads southwards.  It is
not as cold here as it is outside, and there is more than enough space
for everyone.   To the south, you can faintly hear the sound of trickling
water.  Small bones and skulls lie about, but they seem years, perhaps
decades old
~
51 12 0
D0
~
boulder huge~
1 -1 9410
D2
~
~
0 -1 9545
S
#9545
The southern end of an icy cave~
   You are standing at the southern end of an icy cave, which continues to 
the north..  A clear spring bubbles up slowly here, and trickles down an
inch-wide crevice in the floor.  The only visible exit is to the north
~
51 12 0
D0
~
~
0 -1 9544
S
#9546
An Icy Path~
   You are standing on an icy path, which leads along the base of a mountain
to the west, and seems to lead towards a large crevice to the north.  You 
can't see what is inside the crevice, though it looks like something, or 
someone is moving, since light seems to glimmer off of something inside
the crevice
~
51 0 2
D0
~
~
0 -1 9547
D3
~
~
0 -1 9405
S
#9547
The entrance to a glacial rift~
   You are standing at the start of a fairly large crevice, which seems to
lead northward, into the heart of the glacier.  Shadows and reflections
dance to the northwards, a sure sign that someone or something is ahead.
A path leads southwards, towards the base of a snow-covered mountain
~
51 0 2
D0
~
~
0 -1 9548
D2
~
~
0 -1 9546
S
#9548
A glacial rift~
   You are standing in the center of a fairly large crevice in the heart of
the to the north, and a dark pass slips between the hills to
the east.
~
55 0 2
D0
North leads higher up in the valley.
~
~
0 -1 11039
D1
To the east lies a dark, evil looking forest.
~
~
0 -1 11031
D2
Trees can be seen peeking over the trees to the south.
~
~
0 -1 11029
S
#9549
A glacial rift~
   You are standing at the northern end of the crevice.  A large pool of
water is here, slowly crusting over with ice.  Light reflects off the surface
of the pool, causing light and shadows to dance across the walls.  It looks
like this place is perfectly natural, with no signs that anyone has tried
to work the ice.
~
51 8 2
D2
~
~
0 -1 9548
S
#10000
Deadly Creatures Exhibit~
   This is the entrance room to the dangerous creatures exhibit.  They've
done a wonderful job of modelling a cave, this room is full of stalactites
and stalagmites, and deep shadows lurk behind every one.  There is a sign
against the north wall and a iron door to the east.  There is also a plaque
on the west wall.  A small note flutters on the floor.
~
90 0 0
D0
You see a cavern, even creepier than this one
~
~
0 -1 10001
D1
You see the safe and inviting exit from the Dangerous Creatures Exhibit.
~
door iron~
1 10000 3086
E
sign~
The sign reads:
    CAUTION:  This is a one way trip.  Do not stray from the path!
    Follow the Signs.  It is strongly suggested that you do not enter
    the creature's burrows.  Management is not responsible for any death,
    dismemberment, or digestion.  Have a pleasant day.
~
E
plaque~
   'The Hel Hound is a vicious and nasty canine.  They can be found in 
warm climates, and in dungeons and zoos everywhere.'
~
E
note small~
   The note reads : Hey Bob, do you think we could get some cages for the
animals anytime soon?  I'm really tired of herding the alligators out of 
the polar bear exhibit
    - Al
~
S
#10001
Cavern~
   As you enter this room, the passage slides shut behind you. This place has 
a high vaulted ceiling, and huge boulders are strewn about.  There are small
caves in all directions but west, and to the west there is a large glowing
sign that reads 'EXIT'.  There is also a plaque on the east wall.
~
90 0 0
D0
You see a dank, smelly cave
~
~
0 -1 10002
D1
You see a dank, smelly cave
~
~
0 -1 10003
D2
You see a dank, smelly cave
~
~
0 -1 10004
D3
You see a desert scene
~
~
0 -1 10005
E
plaque~
   'The Belgian Slasher monkey is a fierce warrior, with EXTREMELY sharp
fangs.   It is always docile, except when intruders enter its lair, like
you have.'
~
S
#10002
Cramped Cave~
   This cave is tiny, and there is bareley enough room for you here.  The
place reeks of droppings and rotting meat.  
~
90 0 0
D2
You see the main cavern
~
~
0 -1 10001
S
#10003
Cramped Cave~
   This cave is tiny, and there is bareley enough room for you here.  The
place reeks of droppings and rotting meat.  
~
90 0 0
D3
You see the main cavern
~
~
0 -1 10001
S
#10004
Cramped Cave~
   This cave is tiny, and there is bareley enough room for you here.  The
place reeks of droppings and rotting meat.  
~
90 0 0
D0
You see the main cavern
~
~
0 -1 10001
S
#10005
Desert Scene~
   The passageway from the cavern section slides closed behind you...
   Before you a vast desert seems to stretch, but it is all an illusion. 
Dunes and cactii make perfect hiding places for deadly creatures.  There
is a sign that reads 'EXIT' to the south.  You can see burrows in all other
directions.  There is a plaque against the eastern wall
~
90 0 0
D0 
You see the burrow of some large carnivore
~
~
0 -1 10006
D1
You see the burrow of some large carnivore
~
~
0 -1 10007
D2
You see the icy wastes of the next exhibit
~
~
0 -1 10009
D3
You see the burrow of some large carnivore
~
~
0 -1 10008
E
plaque~
   'The giant cocorada bug is native to the rainforests of south america.
Noted for its incredible ability to adapt to any environment (even that of
suburban north america), we have placed it here, in the desert, in order
to impress you.  Beware, Cocorada are very fast, and very dangerous.'
~
S
#10006
Sandy Burrow~
   A dark, smelly burrow of some desert creature.
~
90 0 0
D2
You see the desert exhibit
~
~
0 -1 10005
S
#10007
Sandy Burrow~
   A dark, smelly burrow of some desert creature.
~
90 0 0
D3
You see the desert exhibit
~
~
0 -1 10005
S
#10008
Sandy Burrow~
   A dark, smelly burrow of some desert creature.
~
90 0 0
D1
You see the desert exhibit
~
~
0 -1 10005
S
#10009
Arctic Scene~
   The passageway slides shut behind you...
   You see a huge glacial ice plain, Brrrrrrrrrr!  Ice caverns face in
all directions but south.  To the south you see a sign marked 'EXIT'.
To the east you see a plaque.
~
90 0 0
D0
You see a frigid ice cave
~
~
0 -1 10010
D1
You see a frigid ice cave
~
~
0 -1 10011
D2
You see a jungle scene.
~
~
0 -1 10014
D3
You see a frigid ice cave
~
~
0 -1 10012
E
plaque~
   'The polar bear is the largest and most powerful of all the bears.  These
have been taken from the wild, starved and beaten, so they are exceptionally
angry and hungry.  (Just kidding.  We didn't beat them or starve them.
They are just really aggressive).'
~
S
#10010
Ice cave~
   There is only enough room for one in here, you and some creature...  You
can see bits of frozen flesh here and there.
~
90 0 0
D2
You can see the Arctic Exhibit
~
~
0 -1 10009
S
#10011
Ice cave~
   There is only enough room for one in here, you and some creature...  You
can see bits of frozen flesh here and there.
~
90 0 0
D3
You can see the Arctic Exhibit
~
~
0 -1 10009
S
#10012
Ice cave~
   There is only enough room for one in here, you and some creature...  You
can see bits of frozen flesh here and there.
~
90 0 0
D1
You can see the Arctic Exhibit
~
~
0 -1 10009
S
#10014
Jungle Scene~
   As the passageway shuts behind you, you enter a humid, tropical jungle,
with giant trees and large creatures.   There is a dark cave in each 
directions save east, and that way has a large sign marked 'EXIT'.  There is
a plaque on the western wall
~
90 0 0
D0
You can see a stone cave.
~
~
0 -1 10015
D1
You can see a grassy plain
~
~
0 -1 10018
D2
You can see a stone cave.
~
~
0 -1 10016
D3
You can see a stone cave.
~
~
0 -1 10017
E
plaque~
   'The jungle is the home of the giant jungle alligator, noted for its
ability to not live in the swamps.  Very mean, and very dangerous.'
~
S
#10015
Stone cave~
   The place reeks of rotting flesh.  The inhabitants must be truly brutal.
There is a large pile of bones in the corner.
~
90 0 0
D2
You see the jungle scene
~
~
0 -1 10014
E
bones pile~
You are getting ill just looking at the gobbets of meat and blood still
clinging to the fresh bones.
~
S
#10016
Stone cave~
   The place reeks of rotting flesh.  The inhabitants must be truly brutal.
There is a large pile of bones in the corner.
~
90 0 0
D0
You see the jungle scene
~
~
0 -1 10014
E
bones pile~
You are getting ill just looking at the gobbets of meat and blood still
clinging to the fresh bones.
~
S
#10017
Stone cave~
   The place reeks of rotting flesh.  The inhabitants must be truly brutal.
There is a large pile of bones in the corner.
~
90 0 0
D1
You see the jungle scene
~
~
0 -1 10014
E
bones pile~
You are getting ill just looking at the gobbets of meat and blood still
clinging to the fresh bones.
~
S
#10018
Plains Exhibit~
   The exit slides shut behind you....
   The tall grass hides the movement of the creatures that live here.  It is
impossible to tell how many deadly creatures live here.  There is a plaque
on the wall, and to the north is a sign reading 'EXIT'
~
90 0 0
D0
You can see the exit cavern
~
~
0 -1 10000
D1
You can see a large cave
~
~
0 -1 10019
D2
You can see a large cave
~
~
0 -1 10020
D3
You can see a large cave
~
~
0 -1 10021
E
plaque~
  'The saber-toothed tiger is the most dangerous of all the great cats.  
Standing as high as 5' at the shoulder, and possessing huge fangs, these
creatures are deadly in the extreme, a fitting final exhibit for our Zoo.'
~
S
#10019
Large Cave~
   This is yet another animal den.  More bones are scattered about.  And
yes, it smells awful.
~
90 0 0
D3
You can see the Plains exhibit
~
~
0 -1 10018
S
#10020
Large Cave~
   This is yet another animal den.  More bones are scattered about.  And
yes, it smells awful.
~
90 0 0
D0
You can see the Plains exhibit
~
~
0 -1 10018
S
#10021
Large Cave~
   This is yet another animal den.  More bones are scattered about.  And
yes, it smells awful.
~
90 0 0
D1
You can see the Plains exhibit
~
~
0 -1 10018
S
#10901
Entrance to the Temple Labyrinth~
   This is a chance to turn back. Once in, return is not guaranteed.
Turn back to the south and leave or continue into the fray. There
is a large flashing neon sign here attracting your attention.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10903
D1
A small crack in the wall
~
~
0 0 10904
D2
In the temple dungeon
~
~
0 -1 164
D3
A small crack in the wall
~
~
0 0 10902
E
sign neon~
It reads:

               This area designed specifically for mid-level
               players.  Caution all who  enter  who  aren't
               between levels 5 and 10.

                           You have been warned!

~
S
#10902
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10902
D1
A small crack in the wall
~
~
0 0 10904
D2
A small crack in the wall
~
~
0 0 10901
D3
A small crack in the wall
~
~
0 0 10903
S
#10903
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rites.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10901
D1
A small crack in the wall
~
~
0 0 10901
D2
A small crack in the wall
~
~
0 0 10902
D3
A small crack in the wall
~
~
0 0 10902
S
#10904
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10901
D1
A small crack in the wall
~
~
0 0 10902
D2
A small crack in the wall
~
~
0 0 10905
D3
A small crack in the wall
~
~
0 0 10902
S
#10905
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10906
D1
A small crack in the wall
~
~
0 0 10907
D2
A small crack in the wall
~
~
0 0 10903
D3
A small crack in the wall
~
~
0 0 10901
S
#10906
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10905
D1
A small crack in the wall
~
~
0 0 10903
D2
A small crack in the wall
~
~
0 0 10902
D3
A small crack in the wall
~
~
0 0 10904
S
#10907
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10908
D1
A small crack in the wall
~
~
0 0 10907
D2
A small crack in the wall
~
~
0 0 10907
D3
A small crack in the wall
~
~
0 0 10906
S
#10908
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10909
D1
A small crack in the wall
~
~
0 0 10901
D2
A small crack in the wall
~
~
0 0 10908
D3
A small crack in the wall
~
~
0 0 10910
S
#10909
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10910
D1
A small crack in the wall
~
~
0 0 10910
D2
A small crack in the wall
~
~
0 0 10907
D3
A small crack in the wall
~
~
0 0 10902
S
#10910
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10907
D1
A small crack in the wall
~
~
0 0 10911
D2
A small crack in the wall
~
~
0 0 10910
D3
A small crack in the wall
~
~
0 0 10913
S
#10911
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10911
D1
A small crack in the wall
~
~
0 0 10911
D2
A small crack in the wall
~
~
0 0 10911
D3
A small crack in the wall
~
~
0 0 10910
S
#10912
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10911
D1
A small crack in the wall
~
~
0 0 10910
D2
A small crack in the wall
~
~
0 0 10912
D3
A small crack in the wall
~
~
0 0 10902
S
#10913
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10908
D1
A small crack in the wall
~
~
0 0 10916
D2
A small crack in the wall
~
~
0 0 10914
D3
A small crack in the wall
~
~
0 0 10907
S
#10914
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10915
D1
A small crack in the wall
~
~
0 0 10915
D2
A small crack in the wall
~
~
0 0 10915
D3
A small crack in the wall
~
~
0 0 10915
S
#10915
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10914
D1
A small crack in the wall
~
~
0 0 10901
D2
A small crack in the wall
~
~
0 0 10914
D3
A small crack in the wall
~
~
0 0 10914
S
#10916
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10919
D1
A small crack in the wall
~
~
0 0 10902
D2
A small crack in the wall
~
~
0 0 10910
D3
A small crack in the wall
~
~
0 0 10903
S
#10917
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10910
D1
A small crack in the wall
~
~
0 0 10903
D2
A small crack in the wall
~
~
0 0 10909
D3
A small crack in the wall
~
~
0 0 10912
S
#10918
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10921
D1
A small crack in the wall
~
~
0 0 10920
D2
A small crack in the wall
~
~
0 0 10907
D3
A small crack in the wall
~
~
0 0 10910
S
#10919
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10918
D1
A small crack in the wall
~
~
0 0 10917
D2
A small crack in the wall
~
~
0 0 10922
D3
A small crack in the wall
~
~
0 0 10917
S
#10920
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10911
D1
A small crack in the wall
~
~
0 0 10921
D2
A small crack in the wall
~
~
0 0 10902
D3
A small crack in the wall
~
~
0 0 10904
S
#10921
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10922
D1
A small crack in the wall
~
~
0 0 10920
D2
A small crack in the wall
~
~
0 0 10923
D3
A small crack in the wall
~
~
0 0 10921
S
#10922
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10901
D1
A small crack in the wall
~
~
0 0 10901
D2
A small crack in the wall
~
~
0 0 10924
D3
A small crack in the wall
~
~
0 0 10901
S
#10923
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10912
D1
A small crack in the wall
~
~
0 0 10911
D2
A small crack in the wall
~
~
0 0 10924
D3
A small crack in the wall
~
~
0 0 10902
S
#10924
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rights.
Only they know the true path! Maybe you could learn it too.
~
102 9 0
D0
A small crack in the wall
~
~
0 0 10910
D1
A small crack in the wall
~
~
0 0 10925
D2
A small crack in the wall
~
~
0 0 10902
D3
A small crack in the wall
~
~
0 0 10904
S
#10925
A small room~
   This small room has been carved out of the bedrock under Midgaard.
The High Priests of Odin come here to perform many ancient rites.
Only they know the true path and you have found it. There is a ladder
leading up here. There are no other exits!
~
102 9 0
D4
A ladder leading up!
~
~
0 -1 3054
S
#11001
Throne Room~
     You are standing in what you guess is the throne room. The large
throne situated strategically in this room is a good clue. Another was
the sign proclaiming Throne Room over the entrance to this room.
~
55 8 0
D0
You see a large archway leading to the entry hall.
~
~
0 -1 11004
D1
You see a small archway leading to the ball room.
~
~
0 -1 11002
E
throne~
Actually, the throne isn't that big, it's just that the room is small.
~
S
#11002
Southern Ball Room~
     The south end of a large ball room. There are no furnishings here
except for some chairs along the walls. There are several murals painted
on the walls here. The ball room continues to the north, and an exit
leads west.
~
55 8 0
D3
An archway with a sign proclaiming 'Throne Room' leads somewhere...
~
~
0 -1 11001
D0
This long room extends far to the north
~
~
0 -1 11003
E
mural wall~
     The pictures are of people in various strange uniforms engaged in
strange and strenuous activities. The only constant is that the activities
all involve some sort of ball.
~
S
#11003
Ball Room~
     The large room has a high, arched ceiling. The walls are covered with
murals. This end of the room is dominated by a large ball resting in the
center of the room. There is more space to the south and the main hallway
lies to the west.
~
55 8 0
D2
There is more space to the south.
~
~
0 -1 11002
D3
The archway leads to the main hallway.
~
~
0 -1 11004
E
ball~
The ball is bright red. It is also over 10 feet high.
~
E
mural wall~
     The pictures are of people in various strange uniforms engaged in
various strange and strenuous activities. The only constant is that the
activities all involve some sort of ball.
~
S
#11004
Main Hall~
     This grand hall is richly furnished with many tapestries. Tons of
gold, silver, and platinum were used to craft the many fine fixtures. The
size of hall need to hold all these riches is vast. So vast that you must
have travelled a mile to get to your present location, although you have
taken a few steps inside.
     Exits lead in all directions.
~
55 8 0
D0
In the distance you can just make out a gate.
~
~
0 -1 11008
D1
In the distance you can just make out a red ball.
~
~
0 -1 11003
D2
In the distance you can just make out a small throne.
~
~
0 -1 11001
D3
In the distance you can make out a small room.
~
~
0 -1 11005
E
wall mural fixture gold~
No matter how you move, you can't get close to anything of interest.
You also notice that the hall has a tendency to flicker at the edge
of your vision.
~
S
#11005
Wait Room~
     This is the castle's waiting room. Fine carpeting covers the floor
and plush furniture is scattered about the room. All very relaxing except
for the off duty guards standing here lifting weights.
~
55 8 0
D2
There appears to be an awful mess to the south.
~
~
0 -1 11006
D1
A large hall extends far into the east.
~
~
0 -1 11004
E
furniture sofa chair~
Several heavy weights are scattered about the furniture.
~
E
floor carpet weights~
A heavy crop of weights appears to have grown in the carpet.
~
S
#11006
Mess Hall~
     This room is a disaster area. It appears that several good sized
tornadoes have dumped at ton of food in this room. It would take days to
clean this room even if you had several water-breathing dragons.
~
55 8 0
D0
The waiting room is to the north.
~
~
0 -1 11005
D3
You see the kitchen.
~
~
0 -1 11007
E
food mess~
This room is an awful mess. You do NOT want to investigate this mess further.
~
S
#11007
Kitchen~
     The kitchen is a lot cleaner than the mess hall. Still the kitchen is
a mess. You would guess that it is not wise to disturb the chef.
~
55 8 0
D1
The mess hall is a mess.
~
~
0 -1 11006
S
#11008
Second Gate House~
     This is the entrance to the lord's castle. The large gate to the north
has rusted open due to disuse. To the west is the castle armory, and a small
guardhouse lies to the east. A large hall extends to the south.
~
55 8 0
D0
The Courtyard is north of here.
~
~
0 -1 11012
D1
You see a small guard room.
~
~
0 -1 11009
D2
You see a large hall that extends out to the horizon.
~
~
0 -1 11004
D3
The castle armourer works there.
~
~
0 -1 11011
E
large rusty gate~
     The large castle gate has rusted open. Obviously the residents
believe they have little to fear. (At least from things that use the front
door.
~
S
#11009
Guard Room~
     This is the room where the castle guards like to hang out. Several
casks of ale line the wall. The gate house is to the west, and an ominous
door leads east.
~
55 8 0
D1
You see a large iron bound door. You feel a chill run down your spine, down
your leg, and scuttle across the floor.
A sign above the door reads:
               To the Dungeon
                  Keep Out!
~
ominous door~
1 -1 11010
D3
You see the entrance to the inner castle.
~
~
0 -1 11008
E
cask ale~
     Several casks of good ale line the wall. From the way the guards eye
you, you would guess that it's safer to attack the lord of the castle than
to stand too close to the ale.
~
S
#11010
Dungeon Entrance~
     This room is dark, dank, and small.
A small note is taped to the wall.
~
55 8 0
D3
The large iron bound door leads back to the guard house. You feel that it
would be safer to stand on the other side of the door.
~
ominous iron door~
1 -1 11009
D5
The trap door leads down into the dungeon.
~
trap door~
1 -1 11059
E
note sign~
The note reads:
Please return the Gumbies to their room.
Thanks.
~
S
#11011
Armory~
     The castle Armoury is here. All sorts of armor and weapons line
the walls here. The room is unusually warm, the forge must be nearby.
~
55 8 0
D1
The gate house lies ahead.
~
~
0 -1 11008
S
#11012
South End of Courtyard~
     You are in the Castle courtyard. Several trees here provide cool
shade on a hot day. You can smell the bakery to the east, and a cafe
can be found to the west.
~
55 0 1
D0
You see a fountain in the courtyard to the north.
~
~
0 -1 11014
D1
The bakery emits a mouth watering aroma.
~
~
0 -1 11019
D2
The gate leading into the inner castle has rusted open.
~
~
0 -1 11008
D3
You see a small outdoor cafe with beautiful landscaping.
~
~
0 -1 11020
S
#11013
East End of Courtyard~
     You are in the castle courtyard. To the east large open doors lead
into the stables. To the south is a large sign identifying the general
store.
~
55 0 1
D1
The large doors lead into the stable.
~
~
0 -1 11021
D2
The entrance to the store is under the sign.
~
~
0 -1 11022
D3
You see a fountain in the courtyard to the west.
~
~
0 -1 11014
S
#11014
Courtyard~
     You are in the castle courtyard. To the north is the castle gatehouse.
The courtyard extends in all the other directions. You can see the inner
castle in the distance to the south.
A large fountain dominates this section of the courtyard.
~
55 0 1
D0
The entrance to the castle.
~
~
0 -1 11016
D1
You see more courtyard.
~
~
0 -1 11013
D2
You see more courtyard.
~
~
0 -1 11012
D3
You see more courtyard.
~
~
0 -1 11015
E
water fountain~
     The water fountain is beautifully sculptured in white marble. The
sculpture features a large python. You can see several fish swimming in
the water. The fish share the water with several gold coins.
~
E
fish gold coins~
Lightning piranha guard the coins left in the water.
~
S
#11015
West End of Courtyard~
     You are in the castle courtyard. To the west lies the castle barracks.
A large sign hangs over the entrance to an inn to the south.
~
55 0 1
D1
You see a fountain in the courtyard to the east.
~
~
0 -1 11014
D2
The sign identifies the inn as The Flying Circus Inn. It also has strange
artwork including a large foot at the top.
~
~
0 -1 11023
D3
The castle barracks lie ahead.
~
~
0 -1 11024
E
sign inn~
The sign identifies the inn as The Flying Circus Inn. It also has strange
artwork including a large foot at the top.
~
S
#11016
Gate House~
     This is the gate house to Castle Python. The drawbridge lies to the
north and a courtyard lies to the south.
~
55 8 0
D0
The drawbridge leads out of the castle.
~
drawbridge bridge gate~
1 -1 11017
D2
You see a large fountain in the courtyard.
~
~
0 -1 11014
S
#11017
Outside Castle~
     You are standing outside of the Castle Python. The drawbridge is
to the south, and a path leads north.
~
55 0 2
D0
~
~
0 -1 11018
D2
~
drawbridge bridge gate~
1 -1 11016
S
#11018
Path to castle~
     This path leads south to Castle Python. A much less used path runs east
from here.
~
55 0 2
D0
~
~
0 -1 15004
D1
A small path leading through the woods. It doesn't look important.
~
~
0 -1 11026
D2
~
~
0 -1 11017
S
#11019
Bakery~
     You are in the castle bakery. You can smell the food cooking behind
the counter.
A note rests on the counter.
~
55 8 0
D3
The door leads out into the courtyard.
~
~
0 -1 11012
E
note counter~
The note on the counter reads:

                  Out to Lunch
                  I will be back
                  soon.

                  Thank You
~
S
#11020
Cafe~
     This is a nice, relaxing cafe. Comfortable chairs are strategically
placed to afford the best view of the beautiful landscaping. The many trees
provide ample shade and seclusion, but never seem to be in the way.
~
55 0 1
D1
The courtyard can be seen past the entrance.
~
~
0 -1 11012
E
chair chairs~
The chairs are extremely comfortable. You could easily fall asleep in one.
~
E
landscaping tree trees~
The landscaping was done by a true artist.
~
S
#11021
Stables~
     You are in the castle stables. The first thing you notice is all
the hay scattered about. Besides that, you can see more hay and still
more hay. Under all this you find a relatively normal stable.
~
55 8 1
D3
The large doors lead out into the courtyard.
~
~
0 -1 11013
E
still more hay~
Attached to the hay you find a note that reads:
     Made in Taiwan

Looking a little farther you find:
a needle.
~
S
#11022
General Store~
     You have found the castle's general store. All sorts of items line
the walls, from standard torches and bags to items that you couldn't
imagine in your wildest dreams. A staircase leads up.
There is a sign on the wall.
~
55 8 0
D0
Outside you see the courtyard
~
~
0 -1 11013
D4
Up the stairs is another shop.
~
~
0 -1 11025
E
sign wall~
The sign says:
     Cheese shop upstairs.
~
S
#11023
Flying Circus Inn~
     You have entered the Flying Circus Inn. It is owned and operated by
Monty, Lord Python's cousin. The Inn has an incomplete look to it.
There is a sign on the wall.
~
55 92 0
D0
Outside you see the courtyard.
~
~
0 -1 11015
E
sign wall~
The sign says:
     This Inn will be expanded if people show an interest in it.

                                                -Melkor
~
S
#11024
Barracks~
     You have entered the castle barracks. Many bunks line the walls of
this room.
~
55 8 0
D1
Outside you see the courtyard.
~
~
0 -1 11015
S
#11025
Cheese Shop~
     This is a the best cheese shop in the castle. It is considered the best
on account of it's the cleanest cheese shop. At least it is certainly
uncontaminated with cheese.
~
55 8 0
D5
Down the stairs you see another shop.
~
~
0 -1 11022
S
#11026
Small path~
        This is an overgrown east-west path. It's hard to believe that
anything important might be found to the east.
~
55 0 3
D1
You can make out a cottage to the east.
~
~
0 -1 11027
D3
A more impressive southern path lies to the west.
~
~
0 -1 11018
S
#11027
Path outside cottage~
        The path bends here leading north and west. An average peasant
cottage lies to the east. Average except in that the normal stink
associated with peasant cottages has been replaced by the sweet sent of
lupins.
~
55 0 3
D0
the path leads north out of the forest.
~
~
0 -1 11029
D1
The door leading in has been decorated with lupins. Looking closer, you
see that in fact lupins have been used to plug up holes in the door.
~
door lupin lupins~
1 -1 11028
D3
You see an unimportant path through the woods.
~
~
0 -1 11026
S
#11028
Lupin Cottage~
        The striking feature of this cottage is the abundance of lupins.
Lupins lie around in large piles. The curtains are woven from lupins. The
furniture is made of lupins. In fact, everything seems to be composed of
lupins.
~
55 8 0
D3
Outside there don't seem to be as many lupins.
~
door~
1 -1 11027
E
lupin lupins~
Lupins are everywhere. In fact, it appears that for dinner tonight the
peasants are having lupins in creamed lupin sauce. You are already
getting sick of lupins.
~
S
#11029
Edge of forest~
        You have reached the edge of the forest. To the north there appears
to be field in the middle of a valley. Steep hills block passage to the
east or west.
~
55 0 3
D0
North leads to the field.
~
~
0 -1 11030
D2
Further into the woods might be found a cottage.
~
~
0 -1 11027
S
#11030
Small Field~
        You have reached a small stony field. Little of value will grow
here, yet peasants still work the fields for want of anything better. The
valley slopes up to the north, and a dark pass slips between the hills to
the east.
~
55 0 2
D0
North leads higher up in the valley.
~
~
0 -1 11039
D1
To the east lies a dark, evil looking forest.
~
~
0 -1 11031
D2
Trees can be seen peeking over the trees to the south.
~
~
0 -1 11029
S
#11031
Evil Path~
        Little light can break through the dark trees overhead. Twisted
branches thrust out into the path, clawing at your equipment. The path
itself is rocky and steep. A ray of light shines as a beacon from the west.
~
55 1 4
D2
An evil mist blocks your sight!
~
~
0 -1 11032
D3
A way out of this evil path!
~
~
0 -1 11030
S
#11032
Evil Path~
        Little light can break through the dark trees overhead. Twisted
branches thrust out into the path, clawing at your equipment. The path
itself is rocky and steep. A strange mist lurks in the distance, hiding
evil sights in the distance.
~
55 1 5
D0
An evil mist blocks your sight!
~
~
0 -1 11031
D1
An evil mist blocks your sight!
~
~
0 -1 11033
S
#11033
Evil Path~
        Little light can break through the dark trees overhead. Twisted
branches thrust out into the path, clawing at your equipment. The path
itself is rocky and steep. A strange mist lurks in the distance, hiding
evil sights in the distance.
~
55 1 5
D0
An evil mist blocks your sight!
~
~
0 -1 11034
D3
An evil mist blocks your sight!
~
~
0 -1 11032
S
#11034
Evil Path~
        Little light can break through the dark trees overhead. Twisted
branches thrust out into the path, clawing at your equipment. The path
itself is rocky and steep. A strange mist lurks in the distance, hiding
evil sights in the distance.
~
55 1 5
D1
An evil mist blocks your sight!
~
~
0 -1 11035
D2
An evil mist blocks your sight!
~
~
0 -1 11033
S
#11035
Outside the Dark Castle~
        You stand outside a dark, foreboding castle. The dark forest lies
in wait for you behind you. Above from a tower window you briefly spy a
a golden beam of light, perhaps from a grail.
~
55 5 3
D1
The large castle gates stand here.
~
door gate~
1 -1 11036
D3
An evil mist blocks your sight!
~
~
0 -1 11034
S
#11036
Castle Anthrax~
        You have entered Castle Anthrax. The interior is well furnished
with many tapestries and plush carpets. Soft cushions litter the plush
furniture. Steps lead up higher into the castle. A sign sits here on
a wall, welcoming you to the castle.
~
55 8 1
D3
The large castle gates stand here
~
door gate~
1 -1 11035
D4
The steps lead up to another room
~
~
0 -1 11037
E
sign~
Welcome to Castle Anthrax! This castle is full of nubile girls, from
16 to 25 years of age. They are stuck out here in the forest with no one
to guard them.
~
S
#11037
Bedroom in Anthrax~
        This is a large bedroom. A king sized bed is the centerpiece of
this room, which is as richly furnished as the previous room. Another
sign adorns the wall of this room.
~
55 8 1
D4
The stairs lead still higher into the castle.
~
~
0 -1 11038
D5
The stairs lead down to the main room.
~
~
0 -1 11036
E
sign~
Notice to all visitors:
        There is but one punishment for girls who misbehave in Castle
Anthrax. You must tie them down and give them a sound spanking. When
your are done you may deal with them however you want. Thank you.

As your read the sign you notice the girls get visibly excited, as if some
grand event is about to take place.
~
S
#11038
Beacon Room~
        You have gained access to the highest room in the castle. There
is a large window overlooking the forest here. Placed before the window
is a large grail-shaped beacon. It appears to have been left on. Yet
another sign may be found on the walls here.
~
55 8 1
D5
The stairs lead down to the bedroom.
~
~
0 -1 11037
E
sign~
Notice: the grail-shaped beacon is not to be left on. It distracts true
knights from their quests. If anyone should find that the beacon has
been lit, please punish the residents accordingly so that they may learn
their lesson.
thanks,
                        the management
~
S
#11039
Small Field~
        This it the north end of the small rocky field. The field continues
south, and a path leads up the east side into the mountains. Sheer cliffs
block paths to the north and west.
~
55 0 3
D1
The path leads up into the eastern mountains.
~
~
0 -1 11040
D2
The field opens up to the south.
~
~
0 -1 11030
D4
The path leads up into the eastern mountains.
~
~
0 -1 11040
S
#11040
Rocky Trail~
        This rocky trail leads east and west. Some of the rocks here
look like they have been scorched and blasted by some sort of explosions.
A message seems scrawled on the southern rock face here.
~
55 0 3
D1
More rocks lie east.
~
~
0 -1 11041
D3
The path leads down into a field.
~
~
0 -1 11039
E
message note wall rock face~
Beware of the guardian of the cave of Kyar Bannor. Few warriors may stand
against it's attack.
~
S
#11041
Rocky Trail~
        This is a rocky east-west trail. The rocks here seem blasted by
many fireballs.
~
55 0 3
D1
Still more rocks lie east.
~
~
0 -1 11042
D3
Rocks lie to the west.
~
~
0 -1 11040
S
#11042
Rocky Slope~
        The rocky trail here ends, and a rocky slope leads away to the
north. A sign on a wooden post stands here. The rocks here haven't been
blasted by fireballs.
~
55 0 3
D0
To the north is a rocky slope littered with the bones of 54 men.
~
~
0 -1 11043
D3
More rocks lie west.
~
~
0 -1 11041
E
wooden sign~
The sign proclaims: Welcome to the cave of Kyar Bannor, prepare to die.
Have a nice day.
~
S
#11043
Rocky Slope~
        The slope here slopes down and to the west, leading into the dark
caves. The slope here is littered with the bones of 54 men. Beware of
the beast that slaughtered these men.
~
55 0 3
D2
The trail slopes up to the south.
~
~
0 -1 11042
D3
A large cave mouth gapes darkly here.
~
~
0 -1 11044
D5
A large cave mouth gapes darkly here.
S
#11044
Entrance to Kyar Bannor~
        This is the entrance to the cave. The cave continues down from
here, or you can leave to the east, where the trail slopes up.
~
55 13 1
D1
The bones of 54 men litter the slope.
~
~
0 -1 11043
D5
The passage leads deeper into the earth.
~
~
0 -1 11045
S
#11045
Deep cave~
        You are deep into the cave of Kyar Bannor. Your light flickers
here and casts strange shadows on the walls. Passages lead up, east,
and south.
~
55 9 1
D1
This passage might take you someplace interesting.
~
~
0 -1 11046
D2
This passage leads deeper into the earth.
~
~
0 -1 11047
D4
You can spot a faint light somewhere above.
~
~
0 -1 11044
S
#11046
Message Cave~
        This cave dead ends here. A message has been carved into the
living rock that makes up the walls.
~
55 9 1
D3
This leads deeper into the earth.
~
~
0 -1 11045
E
message carving wall walls rock~
Here may be found the last words of Joseph of Aramethea.
He who is valiant and pure of spirit, may find the holy
grail in the Castle of Argh.
~
S
#11047
Deep in the Cave~
        You are deep in the cave of Kyar Bannor. Your light
flickers and casts strange shadows on the walls. Passages lead
north, east, and south.
~
55 9 1
D0
This leads deeper into the earth.
~
~
0 -1 11045
D1
This leads deeper into the earth.
~
~
0 -1 11048
D2
This leads deeper into the earth.
~
~
0 -1 11049
S
#11048
Deep in the Cave~
        You are deep in the cave of Kyar Bannor. Your light
flickers and casts strange shadows on the walls. Passages lead
south and west.
~
55 9 1
D2
This leads deeper into the earth.
~
~
0 -1 11050
D3
This leads deeper into the earth.
~
~
0 -1 11047
S
#11049
Deep in the Cave~
        You are deep in the cave of Kyar Bannor. Your light
flickers and casts strange shadows on the walls. Passages lead
north and south.
~
55 9 1
D0
This leads deeper into the earth.
~
~
0 -1 11047
D2
This leads deeper into the earth.
~
~
0 -1 11051
S
#11050
Deep in the Cave~
        You are deep in the cave of Kyar Bannor. Your light
flickers and casts strange shadows on the walls. Passages lead
north, east, and south.
~
55 9 1
D0
This leads deeper into the earth.
~
~
0 -1 11048
D1
This leads deeper into the earth.
~
~
0 -1 11052
D2
This leads deeper into the earth.
~
~
0 -1 11053
S
#11051
Deep in the Cave~
        You are deep in the cave of Kyar Bannor. Your light
flickers and casts strange shadows on the walls. Passages lead
north and east.
~
55 9 1
D0
This leads deeper into the earth.
~
~
0 -1 11049
D1
This leads deeper into the earth.
~
~
0 -1 11053
S
#11052
Deep in the Cave~
        You are deep in the cave of Kyar Bannor. Your light
flickers and casts strange shadows on the walls. A passage leads
west.
~
55 9 1
D3
This leads deeper into the earth.
~
~
0 -1 11050
S
#11053
Deep in the Cave~
        You are deep in the cave of Kyar Bannor. Your light
flickers and casts strange shadows on the walls. Passages lead
north and west. A breeze can be felt from the passage south.
~
55 9 1
D0
This leads deeper into the earth.
~
~
0 -1 11050
D2
This leads to a giant underground chasm.
~
~
0 -1 11054
D3
This leads deeper into the earth.
~
~
0 -1 11051
S
#11054
North Edge of Chasm~
        You stand on the north edge of a wide chasm. The Bridge of
Death spans the gap to the south. To the north a hole leads into a
cavern system. You feel a breeze flowing along the chasm.
~
55 13 1
D0
This leads deeper into the earth.
~
~
0 -1 11053
D2
The bridge is old and rickety. It may not hold for long.
~
~
0 -1 11055
S
#11055
Bridge of Death~
        You stand on an old rickety rope bridge. Many planks are missing
from the walkway, making traversing the bridge treacherous. The breeze
blows about unpredictably, almost throwing you off.
~
55 9 3
D0
This leads to the north end of the chasm.
~
~
0 -1 11054
D2
This leads to the south end of the chasm.
~
~
0 -1 11056
S
#11056
South Edge of Chasm~
        You stand at the south end of a huge chasm. The bridge of death
extends to the north and the castle dungeon lies to the south. A breeze
blows along the chasm. A sign has been posted on the wall.
~
55 9 1
D0
The bridge is old and rickety. It may not hold for long.
~
~
0 -1 11055
D2
This leads into a tunnel.
~
~
0 -1 11057
E
sign wall~
The sign warns of dangerous evil monsters wandering the caves to the north.
~
S
#11057
Intersection~
        This is a three way intersection in the dungeon below Castle
Python. Passages lead north, east, and south. A door is set in the
west wall. A slight breeze blows from the north.
~
55 9 1
D0
The passage opens out to a chasm.
~
~
0 -1 11056
D1
You see an every day dungeon passage.
~
~
0 -1 11058
D2
The passage opens up into a room.
~
~
0 -1 11061
D3
The door has "Gumby storage room, please keep closed" written on it.
~
door~
1 -1 11060
S
#11058
Dungeon Passage~
        This passage bends to the north and the west. This passage is
utterly ordinary, nothing here to distinguish it from any other typical
dungeon corridor. You might as well move on, or leave through the trap
door in the ceiling.
~
55 9 1
D0
This leads to the torture chamber.
~
~
0 -1 11059
D3
This leads further in to the dungeon.
~
~
0 -1 11057
D4
This leads up out of the dungeon.
~
trap door~
1 -1 11010
S
#11059
Torture Chamber~
        This is your typical torture chamber you may find rented out
to the Spanish Inquisition. Racks on the walls hold various implements
of torture. Other more bulky objects of torture can be found on the
floor, such as the dreaded comfy chair. An exit can be found to the
south.
~
55 9 1
D2
This leads out.
~
~
0 -1 11058
E
rack racks wall~
The racks have such devious implements as fluffy cushions.
~
E
comfy chair~
The chair is rather plush and looks very comfy.
~
S
#11060
Gumby Room~
        This room contains all those annoying Gumbies. You probably don't
want to stay here.
~
55 8 0
D1
Quick, get out! Before you go insane!
~
door~
1 -1 11057
S
#11061
Dungeon Room~
        This is a rather ordinary dungeon room. Ordinary except for the
large desk located in the center of the room. Various exits lead in
all directions.
~
55 8 1
D0
You seem confused.
~
~
0 -1 11057
D1
You seem confused.
~
~
0 -1 11062
D2
You seem confused.
~
~
0 -1 11063
D3
You seem confused.
~
~
0 -1 11064
E
desk~
It looks perfectly out of place.
~
S
#11062
Green Hillside~
        This is a nice hillside with a rich carpet of green grass. The
sun shines and there isn't a cloud in the sky. Strangely the only exit
is to the west.
~
55 0 1
D3
You seem confused.
~
~
0 -1 11061
S
#11063
Ministry of Silly Walks~
        This is a nice stately office. A large wooden desk can be found
here, as well as several chairs. Bookshelves full of books line some walls,
and a window is on another. A note has been left on the desk. You may
leave to the north.
~
55 8 0
D0
You seem confused.
~
~
0 -1 11061
E
note desk~
The note on the desk reads:
Sorry, the minister has broken his leg skiing and can't see anyone.
Please come back again. thank you
~
S
#11064
Small Room~
        This is a small bare room. The only notable features are
a small desk, 2 chairs, and an exit to the east.
~
55 8 0
D1
You seem confused.
~
~
0 -1 11061
S
#11101
The Entrance Hall~
You stand in the large entrance hall of the Silverwolf Clann Den.
On the walls are various paintings and tapestries, and a red carpet runs
the length of the marble hall and up a large staircase at the north end of
the hall. Suspended from the ceiling is a large chandelier, lighting the
hallway. Archways give access to rooms to the north and south.
~
54 12 0
D0
To the north would appear to be a well furnished den.
~
~
0 -1 11103
D1
Large oak doors lead out into a dark forest.
~
~
0 -1 11018
D2
To the south you can see a long table set with many chairs.
~
~
0 -1 11105
D3
Now that you look, you notice a passage leading behind the stairs.
~
~
0 -1 11102
D4
The stairs lead to the upper floor of the Den.
~
~
0 -1 11107
E
painting paintings portrait tapestries~~
These pictures are mostly of woodland scenes, however there are some
portraits of famous Clann members.
~
S
#11102
Behind the stairs~
This is a small room behind the stairs. It gives access to the
cellar below.
~
54 8 0
D1
To the east is the entrance to the Den.
~
~
0 -1 11101
D5
~
~
0 -1 11113
S
#11103
The Silverwolf Den~
This is the Den of Clann Silverwolf.  It is furnished with a large
table surrounded by many chairs, and several large, plush sofas.  There is
a fireplace with a brick hearth on the north wall, filling the room with a
rosy warmth. A magnificent chandelier bathes the room in a soft light, in
contrast with the walls which are hung with dark curtains and tapestries
depicting forest scenes. Also several sets of antlers and other hunting
trophies can be found on the walls. A soft plush carpet underfoot encourages
you to remove your shoes. The hangings mute the sounds of the forest and
the crackling of the fire.
~
54 8 0
D2
The entrance hall lies to the south.
~
~
0 -1 11101
D3
To the west is a large oak door.
~
oak door~
1 -1 11104
E
carpet~
The carpet is dark brown carpet with a very deep pile. It seems to cradle
your foot gently as you walk across it.
~
E
tapestry tapestries~
The tapestries depict several woodland scenes. Most common are hunting
scenes, but a few show scenes of great beauty and peace.
~
E
chandelier~
The magnificent chandelier is lit by many candles. The many
crystals in the chandelier diffuse the light and occasionally create
rainbow patterns.
~
E
fireplace fire hearth~
The large fireplace fills the room with a rosy warmth. Currently the fire
is burning nicely, however there is bundle of wood safely out of the way
in a brick shelf.
~
E
chair chairs sofa sofas~
The plush chairs and sofas are upholstered with soft materials. The colors
used are predominantly various subdued earth tones. The cushions are very
thick and comfortably warm from sitting near the fire.
~
S
#11104
The Library~
The walls of the Silverwolf library are lined with shelves full of
books. A large mahogony desk sits near the large bay windows on the west
wall. Several comfortable reading chairs can also be found here.
~
54 8 0
D1
There is a large oak door on the east wall.
~
oak door~
1 -1 11103
E
chair chairs~
All the chairs in this room are quite comfortable.
~
E
bay windows window~
The large windows provide a view into the forest beyond. Not far from
here you can spot a small stream running to the south.
~
E
large desk~
This large desk is finely crafted desk seems to almost glow from the shine
of its polish. A nice plush reading chair sits behind the desk, and the
desk is built to accommodate the large chair and still provide plenty
of leg room.
~
E
shelves book books~
Many books on a wide variety of subjects may be found here. You recognize
the works of many great authors among the collection.
~
S
#11105
The dining hall~
This room contains a large table set with many chairs. The table
has several candles burning to provide light, and on the walls are also
several small sticks providing light. The floor is a polished wood floor,
and the wood panelling on the wall sets off the marble columns that support
the ceiling. Some deer and elk heads adorn the walls near the ceiling.
~
54 8 0
D0
You see the entrance hall there.
~
~
0 -1 11101
D3
You would guess that a kitchen could be found over there.
~
~
0 -1 11106
E
small stick light~
These are small sticks that provide light, which are not too uncommon in
Midguard. They are rumored to be found in the sewers, however these are
firmly attached to the walls.
~
E
table chair chairs~
It would appear that the table has been set for a large feast. The settings
include fine china plates and elegantly crafted silverware. Several delicate
glasses are also set above the plates. The firs are made of wood and are
padded, they look quite comfortable.
~
S
#11106
The kitchen~
This well equipped kitchen is currently neat and orderly. The floor
is made from some sort of hard rock, and the countertops are marble. Various
cupboards hold all the items necessary for a well stocked kitchen. A large
stove and a large ice box complete the kitchen.
~
54 8 0
D1
The dining room lies to the east.
~
~
0 -1 11105
E
ice box~
Upon closer examination you discover that a small ice elemental has been
chained within to keep various foods frozen.
~
E
stove~
Upon closer examination you discover that a small fire elemental has been
chained within to provide heat.
~
S
#11107
Upper hallway~
This small hallway connects the rooms on the upper floor. A deep
red carpet covers the floor, and a couple of oil lamps on the walls
provide light. A small table stands against the wall. Doors are located
in all four directions.
~
54 8 0
D0
The north door leads in to the inner chambers.
~
north door~
1 -1 11108
D1
The east door leads to the spare bedroom.
~
east door~
1 -1 11110
D2
The south door leads to the bathroom.
~
south door~
1 -1 11112
D3
The west door leads to the guest bedroom.
~
west door~
1 -1 11111
E
oil lamp~
The oil lamps do not provide much light, leaving the hall somewhat dim.
~
E
table~
On the table is a vase full of flowers.
~
S
#11108
Inner Chambers of the Clann Silverwolf~
Your have entered the inner chambers of the Clann. The heads of the
Clann live in here. A huge bed covered with burgundy satin sheets dominates
the center of the room. The room has a deep to the north, and a dark pass slips between the hills to
the east.
~
55 0 2
D0
North leads higher up in the valley.
~
~
0 -1 11039
D1
To the east lies a dark, evil looking forest.
~
~
0 -1 11031
D2
Trees can be seen peeking over the trees to the south.
~
~
0 -1 11029
S
#11031
Evil Path~
        Little light can break through the dark trees overhead. Twisted
branches thrust out into the path, clawing at your equipment. The path
itself is rocky and steep. A ray of light shines as a beacon from the west.
~
55 1 4
D2
An evil mist blocks your sight!
~
~
0 -1 11032
D3
A way out of this evil path!
~
~
0 -1 11030
S
#11032
Evil Path~
        Little light can break through the dark trees overhead. Twisted
branches thrust out into the path, clawing at your equipment. The path
itself is rocky and steep. A strange mist lurks in the distance, hiding
evil sights in the distance.
~
55 1 5
D0
An evil mist blocks your sight!
~
~
0 -1 11031
D1
An evil mist blocks your sight!
~
~
0 -1 11033
S
#11033
Evil Path~
        Little light can break through the dark trees overhead. Twisted
branches thrust out into the path, clawing at your equipment. The path
itself is rocky and steep. A strange mist lurks in the distance, hiding
evil sights in the distance.
~
55 1 5
D0
An evil mist blocks your sight!
~
~
0 -1 11034
D3
An evil mist blocks your sight!
~
~
0 -1 11032
S
#11034
Evil Path~
        Little light can break through the dark trees overhead. Twisted
branches thrust out into the path, clawing at your equipment. The path
itself is rocky and steep. A strange mist lurks in the distance, hiding
evil sights in the distance.
~
55 1 5
D1
An evil mist blocks your sight!
~
~
0 -1 11035
D2
An evil mist blocks your sight!
~
~
0 -1 11033
S
#11035
Outside the Dark Castle~
        You stand outside a dark, foreboding castle. The dark forest lies
in wait for you behind you. Above from a tower window you briefly spy a
a golden beam of light, perhaps from a grail.
~
55 5 3
D1
The large castle gates stand here.
~
door gate~
1 -1 11036
D3
An evil mist blocks your sight!
~
~
0 -1 11034
S
#11036
Castle Anthrax~
        You have entered Castle Anthrax. The interior is well furnished
with many tapestries and plush carpets. Soft cushions litter the plush
furniture. Steps lead up higher into the castle. A sign sits here on
a wall, welcoming you to the castle.
~
55 8 1
D3
The large castle gates stand here
~
door gate~
1 -1 11035
D4
The steps lead up to another room
~
~
0 -1 11037
E
sign~
Welcome to Castle Anthrax! This castle is full of nubile girls, from
16 to 25 years of age. They are stuck out here in the forest with no one
to guard them.
~
S
#11037
Bedroom in Anthrax~
        This is a large bedroom. A king sized bed is the centerpiece of
this room, which is as richly furnished as the previous room. Another
sign adorns the wall of this room.
~
55 8 1
D4
The stairs lead still higher into the castle.
~
~
0 -1 11038
D5
The stairs lead down to the main room.
~
~
0 -1 11036
E
sign~
Notice to all visitors:
        There is but one punishment for girls who misbehave in Castle
Anthrax. You must tie them down and give them a sound spanking. When
your are done you may deal with them however you want. Thank you.

As your read the sign you notice the girls get visibly excited, as if some
grand event is about to take place.
~
S
#11038
Beacon Room~
        You have gained access to the highest room in the castle. There
is a large window overlooking the forest here. Placed before the window
is a large grail-shaped beacon. It appears to have been left on. Yet
another sign may be found on the walls here.
~
55 8 1
D5
The stairs lead down to the bedroom.
~
~
0 -1 11037
E
sign~
Notice: the grail-shaped beacon is not to be left on. It distracts true
knights from their quests. If anyone should find that the beacon has
been lit, please punish the residents accordingly so that they may learn
their lesson.
thanks,
                        the management
~
S
#11039
Small Field~
        This it the north end of the small rocky field. The field continues
south, and a path leads up the east side into the mountains. Sheer cliffs
block paths to the north and west.
~
55 0 3
D1
The path leads up into the eastern mountains.
~
~
0 -1 11040
D2
The field opens up to the south.
~
~
0 -1 11030
D4
The path leads up into the eastern mountains.
~
~
0 -1 11040
S
#11040
Rocky Trail~
        This rocky trail leads east and west. Some of the rocks here
look like they have been scorched and blasted by some sort of explosions.
A message seems scrawled on the southern rock face here.
~
55 0 3
D1
More rocks lie east.
~
~
0 -1 11041
D3
The path leads down into a field.
~
~
0 -1 11039
E
message note wall rock face~
Beware of the guardian of the cave of Kyar Bannor. Few warriors may stand
against it's attack.
~
S
#11041
Rocky Trail~
        This is a rocky east-west trail. The rocks here seem blasted by
many fireballs.
~
55 0 3
D1
Still more rocks lie east.
~
~
0 -1 11042
D3
Rocks lie to the west.
~
~
0 -1 11040
S
#11042
Rocky Slope~
        The rocky trail here ends, and a rocky slope leads away to the
north. A sign on a wooden post stands here. The rocks here haven't been
blasted by fireballs.
~
55 0 3
D0
To the north is a rocky slope littered with the bones of 54 men.
~
~
0 -1 11043
D3
More rocks lie west.
~
~
0 -1 11041
E
wooden sign~
The sign proclaims: Welcome to the cave of Kyar Bannor, prepare to die.
Have a nice day.
~
S
#11043
Rocky Slope~
        The slope here slopes down and to the west, leading into the dark
caves. The slope here is littered with the bones of 54 men. Beware of
the beast that slaughtered these men.
~
55 0 3
D2
The trail slopes up to the south.
~
~
0 -1 11042
D3
A large cave mouth gapes darkly here.
~
~
0 -1 11044
D5
A large cave mouth gapes darkly here.
S
#11044
Entrance to Kyar Bannor~
        This is the entrance to the cave. The cave continues down from
here, or you can leave to the east, where the trail slopes up.
~
55 13 1
D1
The bones of 54 men litter the slope.
~
~
0 -1 11043
D5
The passage leads deeper into the earth.
~
~
0 -1 11045
S
#11045
Deep cave~
        You are deep into the cave of Kyar Bannor. Your light flickers
here and casts strange shadows on the walls. Passages lead up, east,
and south.
~
55 9 1
D1
This passage might take you someplace interesting.
~
~
0 -1 11046
D2
This passage leads deeper into the earth.
~
~
0 -1 11047
D4
You can spot a faint light somewhere above.
~
~
0 -1 11044
S
#11046
Message Cave~
        This cave dead ends here. A message has been carved into the
living rock that makes up the walls.
~
55 9 1
D3
This leads deeper into the earth.
~
~
0 -1 11045
E
message carving wall walls rock~
Here may be found the last words of Joseph of Aramethea.
He who is valiant and pure of spirit, may find the holy
grail in the Castle of Argh.
~
S
#11047
Deep in the Cave~
        You are deep in the cave of Kyar Bannor. Your light
flickers and casts strange shadows on the walls. Passages lead
north, east, and south.
~
55 9 1
D0
This leads deeper into the earth.
~
~
0 -1 11045
D1
This leads deeper into the earth.
~
~
0 -1 11048
D2
This leads deeper into the earth.
~
~
0 -1 11049
S
#11048
Deep in the Cave~
        You are deep in the cave of Kyar Bannor. Your light
flickers and casts strange shadows on the walls. Passages lead
south and west.
~
55 9 1
D2
This leads deeper into the earth.
~
~
0 -1 11050
D3
This leads deeper into the earth.
~
~
0 -1 11047
S
#11049
Deep in the Cave~
        You are deep in the cave of Kyar Bannor. Your light
flickers and casts strange shadows on the walls. Passages lead
north and south.
~
55 9 1
D0
This leads deeper into the earth.
~
~
0 -1 11047
D2
This leads deeper into the earth.
~
~
0 -1 11051
S
#11050
Deep in the Cave~
        You are deep in the cave of Kyar Bannor. Your light
flickers and casts strange shadows on the walls. Passages lead
north, east, and south.
~
55 9 1
D0
This leads deeper into the earth.
~
~
0 -1 11048
D1
This leads deeper into the earth.
~
~
0 -1 11052
D2
This leads deeper into the earth.
~
~
0 -1 11053
S
#11051
Deep in the Cave~
        You are deep in the cave of Kyar Bannor. Your light
flickers and casts strange shadows on the walls. Passages lead
north and east.
~
55 9 1
D0
This leads deeper into the earth.
~
~
0 -1 11049
D1
This leads deeper into the earth.
~
~
0 -1 11053
S
#11052
Deep in the Cave~
        You are deep in the cave of Kyar Bannor. Your light
flickers and casts strange shadows on the walls. A passage leads
west.
~
55 9 1
D3
This leads deeper into the earth.
~
~
0 -1 11050
S
#11053
Deep in the Cave~
        You are deep in the cave of Kyar Bannor. Your light
flickers and casts strange shadows on the walls. Passages lead
north and west. A breeze can be felt from the passage south.
~
55 9 1
D0
This leads deeper into the earth.
~
~
0 -1 11050
D2
This leads to a giant underground chasm.
~
~
0 -1 11054
D3
This leads deeper into the earth.
~
~
0 -1 11051
S
#11054
North Edge of Chasm~
        You stand on the north edge of a wide chasm. The Bridge of
Death spans the gap to the south. To the north a hole leads into a
cavern system. You feel a breeze flowing along the chasm.
~
55 13 1
D0
This leads deeper into the earth.
~
~
0 -1 11053
D2
The bridge is old and rickety. It may not hold for long.
~
~
0 -1 11055
S
#11055
Bridge of Death~
        You stand on an old rickety rope bridge. Many planks are missing
from the walkway, making traversing the bridge treacherous. The breeze
blows about unpredictably, almost throwing you off.
~
55 9 3
D0
This leads to the north end of the chasm.
~
~
0 -1 11054
D2
This leads to the south end of the chasm.
~
~
0 -1 11056
S
#11056
South Edge of Chasm~
        You stand at the south end of a huge chasm. The bridge of death
extends to the north and the castle dungeon lies to the south. A breeze
blows along the chasm. A sign has been posted on the wall.
~
55 9 1
D0
The bridge is old and rickety. It may not hold for long.
~
~
0 -1 11055
D2
This leads into a tunnel.
~
~
0 -1 11057
E
sign wall~
The sign warns of dangerous evil monsters wandering the caves to the north.
~
S
#11057
Intersection~
        This is a three way intersection in the dungeon below Castle
Python. Passages lead north, east, and south. A door is set in the
west wall. A slight breeze blows from the north.
~
55 9 1
D0
The passage opens out to a chasm.
~
~
0 -1 11056
D1
You see an every day dungeon passage.
~
~
0 -1 11058
D2
The passage opens up into a room.
~
~
0 -1 11061
D3
The door has "Gumby storage room, please keep closed" written on it.
~
door~
1 -1 11060
S
#11058
Dungeon Passage~
        This passage bends to the north and the west. This passage is
utterly ordinary, nothing here to distinguish it from any other typical
dungeon corridor. You might as well move on, or leave through the trap
door in the ceiling.
~
55 9 1
D0
This leads to the torture chamber.
~
~
0 -1 11059
D3
This leads further in to the dungeon.
~
~
0 -1 11057
D4
This leads up out of the dungeon.
~
trap door~
1 -1 11010
S
#11059
Torture Chamber~
        This is your typical torture chamber you may find rented out
to the Spanish Inquisition. Racks on the walls hold various implements
of torture. Other more bulky objects of torture can be found on the
floor, such as the dreaded comfy chair. An exit can be found to the
south.
~
55 9 1
D2
This leads out.
~
~
0 -1 11058
E
rack racks wall~
The racks have such devious implements as fluffy cushions.
~
E
comfy chair~
The chair is rather plush and looks very comfy.
~
S
#11060
Gumby Room~
        This room contains all those annoying Gumbies. You probably don't
want to stay here.
~
55 8 0
D1
Quick, get out! Before you go insane!
~
door~
1 -1 11057
S
#11061
Dungeon Room~
        This is a rather ordinary dungeon room. Ordinary except for the
large desk located in the center of the room. Various exits lead in
all directions.
~
55 8 1
D0
You seem confused.
~
~
0 -1 11057
D1
You seem confused.
~
~
0 -1 11062
D2
You seem confused.
~
~
0 -1 11063
D3
You seem confused.
~
~
0 -1 11064
E
desk~
It looks perfectly out of place.
~
S
#11062
Green Hillside~
        This is a nice hillside with a rich carpet of green grass. The
sun shines and there isn't a cloud in the sky. Strangely the only exit
is to the west.
~
55 0 1
D3
You seem confused.
~
~
0 -1 11061
S
#11063
Ministry of Silly Walks~
        This is a nice stately office. A large wooden desk can be found
here, as well as several chairs. Bookshelves full of books line some walls,
and a window is on another. A note has been left on the desk. You may
leave to the north.
~
55 8 0
D0
You seem confused.
~
~
0 -1 11061
E
note desk~
The note on the desk reads:
Sorry, the minister has broken his leg skiing and can't see anyone.
Please come back again. thank you
~
S
#11064
Small Room~
        This is a small bare room. The only notable features are
a small desk, 2 chairs, and an exit to the east.
~
55 8 0
D1
You seem confused.
~
~
0 -1 11061
S
#11101
The Entrance Hall~
You stand in the large entrance hall of the Silverwolf Clann Den.
On the walls are various paintings and tapestries, and a red carpet runs
the length of the marble hall and up a large staircase at the north end of
the hall. Suspended from the ceiling is a large chandelier, lighting the
hallway. Archways give access to rooms to the north and south.
~
54 12 0
D0
To the north would appear to be a well furnished den.
~
~
0 -1 11103
D1
Large oak doors lead out into a dark forest.
~
~
0 -1 11018
D2
To the south you can see a long table set with many chairs.
~
~
0 -1 11105
D3
Now that you look, you notice a passage leading behind the stairs.
~
~
0 -1 11102
D4
The stairs lead to the upper floor of the Den.
~
~
0 -1 11107
E
painting paintings portrait tapestries~~
These pictures are mostly of woodland scenes, however there are some
portraits of famous Clann members.
~
S
#11102
Behind the stairs~
This is a small room behind the stairs. It gives access to the
cellar below.
~
54 8 0
D1
To the east is the entrance to the Den.
~
~
0 -1 11101
D5
~
~
0 -1 11113
S
#11103
The Silverwolf Den~
This is the Den of Clann Silverwolf.  It is furnished with a large
table surrounded by many chairs, and several large, plush sofas.  There is
a fireplace with a brick hearth on the north wall, filling the room with a
rosy warmth. A magnificent chandelier bathes the room in a soft light, in
contrast with the walls which are hung with dark curtains and tapestries
depicting forest scenes. Also several sets of antlers and other hunting
trophies can be found on the walls. A soft plush carpet underfoot encourages
you to remove your shoes. The hangings mute the sounds of the forest and
the crackling of the fire.
~
54 8 0
D2
The entrance hall lies to the south.
~
~
0 -1 11101
D3
To the west is a large oak door.
~
oak door~
1 -1 11104
E
carpet~
The carpet is dark brown carpet with a very deep pile. It seems to cradle
your foot gently as you walk across it.
~
E
tapestry tapestries~
The tapestries depict several woodland scenes. Most common are hunting
scenes, but a few show scenes of great beauty and peace.
~
E
chandelier~
The magnificent chandelier is lit by many candles. The many
crystals in the chandelier diffuse the light and occasionally create
rainbow patterns.
~
E
fireplace fire hearth~
The large fireplace fills the room with a rosy warmth. Currently the fire
is burning nicely, however there is bundle of wood safely out of the way
in a brick shelf.
~
E
chair chairs sofa sofas~
The plush chairs and sofas are upholstered with soft materials. The colors
used are predominantly various subdued earth tones. The cushions are very
thick and comfortably warm from sitting near the fire.
~
S
#11104
The Library~
The walls of the Silverwolf library are lined with shelves full of
books. A large mahogony desk sits near the large bay windows on the west
wall. Several comfortable reading chairs can also be found here.
~
54 8 0
D1
There is a large oak door on the east wall.
~
oak door~
1 -1 11103
E
chair chairs~
All the chairs in this room are quite comfortable.
~
E
bay windows window~
The large windows provide a view into the forest beyond. Not far from
here you can spot a small stream running to the south.
~
E
large desk~
This large desk is finely crafted desk seems to almost glow from the shine
of its polish. A nice plush reading chair sits behind the desk, and the
desk is built to accommodate the large chair and still provide plenty
of leg room.
~
E
shelves book books~
Many books on a wide variety of subjects may be found here. You recognize
the works of many great authors among the collection.
~
S
#11105
The dining hall~
This room contains a large table set with many chairs. The table
has several candles burning to provide light, and on the walls are also
several small sticks providing light. The floor is a polished wood floor,
and the wood panelling on the wall sets off the marble columns that support
the ceiling. Some deer and elk heads adorn the walls near the ceiling.
~
54 8 0
D0
You see the entrance hall there.
~
~
0 -1 11101
D3
You would guess that a kitchen could be found over there.
~
~
0 -1 11106
E
small stick light~
These are small sticks that provide light, which are not too uncommon in
Midguard. They are rumored to be found in the sewers, however these are
firmly attached to the walls.
~
E
table chair chairs~
It would appear that the table has been set for a large feast. The settings
include fine china plates and elegantly crafted silverware. Several delicate
glasses are also set above the plates. The firs are made of wood and are
padded, they look quite comfortable.
~
S
#11106
The kitchen~
This well equipped kitchen is currently neat and orderly. The floor
is made from some sort of hard rock, and the countertops are marble. Various
cupboards hold all the items necessary for a well stocked kitchen. A large
stove and a large ice box complete the kitchen.
~
54 8 0
D1
The dining room lies to the east.
~
~
0 -1 11105
E
ice box~
Upon closer examination you discover that a small ice elemental has been
chained within to keep various foods frozen.
~
E
stove~
Upon closer examination you discover that a small fire elemental has been
chained within to provide heat.
~
S
#11107
Upper hallway~
This small hallway connects the rooms on the upper floor. A deep
red carpet covers the floor, and a couple of oil lamps on the walls
provide light. A small table stands against the wall. Doors are located
in all four directions.
~
54 8 0
D0
The north door leads in to the inner chambers.
~
north door~
1 -1 11108
D1
The east door leads to the spare bedroom.
~
east door~
1 -1 11110
D2
The south door leads to the bathroom.
~
south door~
1 -1 11112
D3
The west door leads to the guest bedroom.
~
west door~
1 -1 11111
E
oil lamp~
The oil lamps do not provide much light, leaving the hall somewhat dim.
~
E
table~
On the table is a vase full of flowers.
~
S
#11108
Inner Chambers of the Clann Silverwolf~
Your have entered the inner chambers of the Clann. The heads of the
Clann live in here. A huge bed covered with burgundy satin sheets dominates
the center of the room. The room has a deep plush carpet and a fire in a
small fireplace on the north wall. In front of the fireplace is is a bear
skin rug. To the west, next to the entrance to the bathroom, is a large
closet. Also against the south wall is a large dresser and cabinet. A large
desk has been placed against the east wall.
~
54 8 0
D2
This door leads to the hallway.
~
door~
1 -1 11107
D3
The private bathroom is over there.
~
~
0 -1 11109
E
desk~
This a a large desk with many locked drawers.
~
E
wardrobe cabinet~
Are you sure you should be looking in here?
~
E
closet~
The closet contains a large assortments of clothes, including plenty of
hunting gear.
~
E
bear skin rug~
This large bear skin rug is comfortably warm from sitting near the fire.
Also scattered about here are a few soft cushions.
~
E
fireplace fire~
The fireplace hold a small fire, bathing the room in a warm glow.
~
E
bed sheets~
The bed is very big with soft silk sheets and many pillows. The bedposts
are made of solid brass and look rather sturdy. Attached to the posts are
some colorful strips of silk. The mattress is very soft, yet firm.
~
S
#11109
Private bathroom~
You are in the master bathroom. The sink is set in a marble
countertop, and a mirror covers the wall above it. A large bathtub
is set against the opposite wall, and the commode is set against the
far wall.
~
54 8 0
D1
This leads to the bedroom.
~
~
0 -1 11108
S
#11110
Spare bedroom~
This is the spare bedroom. There is a bunk bed against the north
wall and a futon along the south wall. A finely crafted desk is set
against the east wall, giving an excellent view out the window to anyone
seated at it. A large wicker chair and a foot locker complete the room's
furnishing.
~
54 8 0
D3
The east door leads back into the hallway.
~
door~
1 -1 11107
E
foot locker~
This large chest is made of wood and leather, with metal reinforcements
at strategic locations. It can hold quite a lot.
~
E
wicker chair~
This large wicker chair is basically a large hemisphere supporting a large
round cushion, the whole thing resting on a wicker base. It looks very
comfortable.
~
E
window~
The window itself is barred on the outside. The view of the forest outside
is somewhat obscured by many spider webs.
~
E
desk~
The desk is sturdy and made from finely crafted wood. An inkwell, pen,
and several sheets of paper lie on the desk.
~
E
futon~
This is a large wooden futon has a very soft, blue mattress.
~
E
bunk bed~
You see a sturdy bunk bed with a black iron frame. Various eye hooks and
other fastenings devices are attached to the frame, however only one
hook is currently in use supporting a cloak.
~
S
#11111
Guest bedroom~
This bedroom is dominated by a large waterbed. The bed is covered
with the furs of various wild beasts. The walls are hung with skins and
antlers, and a large window is set on the west wall above the bed. The
hard wood floor is nearly carpeted with even more skins. There is a small
closet against the north wall.
~
54 8 0
D1
The door lead back out into the hallway.
~
door~
1 -1 11107
E
closet~
This is a small closet recessed into the wall. A few spare furs can be
found on a shelf, otherwise the closet is empty.
~
E
window~
Outside the window is a small clearing. Just beyond the clearing you
can spot a stream running through the forest.
~
E
water bed~
The large bed is covered with many soft furs. It is made from a dark wood
and there are some odds and ends placed on the shelves built in to the
headboard. The base of the bed is set with several drawers, providing
more storage space.
~
S
#11112
Main bathroom~
This bathroom is much larger than most bathrooms you have seen.
It is also much better equipped. Against the south wall is a large jacuzzi,
and to the east is a small sauna. To the west is a more ordinary shower,
next to a large cupboard. The commode can be found hiding behind a partition
in the room, allowing for more privacy.
~
54 8 0
D0
The door leads out into the hallway
~
door~
1 -1 11107
E
commode~
It does afford some privacy from the rest of the bathroom, and it is
rather unassuming. You quickly continue on to the more interesting sections
of the bathroom.
~
E
cupboard~
The cupboard holds many large fluffy towels, more soaps and scented oils,
combs and brushes, and other items that would expect to find here.
~
E
shower~
This shower is actually large enough to hold at least three people, although
it does seem small in comparison to the rest of the bathroom.
~
E
sauna~
You should probably remove your armor before going in there.
~
E
jacuzzi~
This large jacuzzi is full of turbulent water. On a shelf above the
jacuzzi can be found various soaps and scented oils.
~
S
#11113
Storage cellar~
The walls of the cellar are lined with shelves that are stocked
with jars and boxes. On the stone floor are several large kegs and
barrels. An archway leads west and there is a door to the east. Narrow
steps lead up.
~
54 9 0
D1
You can make out some racks to the north in the gloom.
~
~
0 -1 11114
D3
A large oak door reinforced with iron stands here. It feels rather ominous,
perhaps you should not enter.
~
oak door~
1 -1 11115
D4
The narrow steps lead up to a lit area.
~
~
0 -1 11102
E
keg barrel~
The barrels contain water and some ales.
~
E
shelves jar box~
The jars and boxes store various items, from preserves to spare socks.
~
S
#11114
Wine cellar~
You are in the Silverwolf wine cellar. Many wine racks fill the
room, and several large casks of wine line the north wall. There is not much
else of interest here.
~
54 9 0
D3
This leads back into the storage cellar.
~
~
0 -1 11113
E
cask~
From the seals on the casks you would guess that they contain fine wines.
~
E
wine bottle rack~
The racks contain many bottles of fine wine. Most are rather dusty, but
a few have been cleaned recently.
~
S
#11115
Dungeon~
You have entered the Silverwolf dungeon and torture chamber. Looking
at the furnishings of this room, you make a note not to anger the Clann.
The walls of this stone dungeon are adorned with iron manacles and rings
that can be use to secure people. Standard torture devices such as a rack,
stocks, and a large table are mixed in with other contraptions with which
you are not familiar with. A large wooden cabinet is set against the south
wall, and a large vat is placed against the east wall. Some small cells are
set into the walls for holding prisoners.
~
54 9 0
D1
You see a large oak door.
~
oak door~
1 -1 11113
E
cells~
These cells have strong iron bars to hold prisoners.
~
E
vat~
The large vat would be perfect for boiling oil.
~
E
cabinet~
Inside the cabinet you found a collection of whips and and cuffs.
~
E
table~
The large table is equipped to hold a prisoner secure.
~
E
stocks~
The stocks can be used to secure people at various heights.
~
E
rack~
This is a large table with cuffs for the victim's wrists and ankles. There
is a winch attached that can be used to stretch the victim.
~
E
wall walls iron manacle manacles ring rings~
The iron manacles and rings are set firmly into the wall. They can be found
in a variety of sizes and at various heights.
~
S
#13100
SEDUCTION's Playroom~
    This is Serena's bedroom.  The dressing table, mirror, chest of drawers,
and desk are classically modern.  Against the North wall is a low wooden altar
and various items laying on it.  There is a black handled knife, a small
brass chalice, a decorated hickory wand, and some small bowls and candles.
    The bed dominates the southern end of the room.  It is an old, yet
sturdy four-poster bed, dressed in baby blue satin sheets.  There are two
big, fluffy pillows at the head of the bed and several small pillows spread
out casually.  The mattress looks comfortably firm, and the bed is unmade...
It has been used recently.
~
48 9 2
D3
~
door~
1 -1 3500
S
#13400
The Entrance to the Dancing Daemon Inn~
You find yourself in an entrance foyer to the Dancing Daemon Inn. Chrome
plated stairs spiral up to the reception area. To the south you hear the
sounds of merriment and drinking and from the west you hear the bustling
activity of New Thalos.
~
14 8 0
D2
You see people dancing and drinking.
~
~
0 -1 13402
D3
You see people walking by on Sultan's Walk.
~
~
0 -1 13420
D4
The spiral stairs lead up to the reception area.
~
~
0 -1 13401
S
#13401
The Reception Area~
You are now standing in the reception of New Thalos. A huge mahogany
desk is here along with two sofas and a coffee table covered in magazines.
The plush carpeting under your feet is a nice change from the rugged paths
you are used to travelling. A chrome stairway spirals downstairs to the
tavern of the Dancing Daemon Inn, and your future adventures in New Thalos.
~
14 124 0
D5
The stairs lead down to the Daemon.
~
~
0 -1 13400
E
4.picture~
You see a picture of Loki... at least you think it's Loki.
He seems to be hiding from the camera.
~
E
3.picture~
You see a picture of Hammor on the front porch of the Danjerhaus,
drinking a guinness stout and petting Big Guy the Cat.
~
E
2.picture~
You see a picture of Shark standing behind his desk screaming at a newbie.
Through a window in the back you see a large aquarium. The newbie seems to
be cowering in fear.
~
E
1.picture~
You see a picture of Felix here, standing before the arena.
He seems to be doing a body count.
~
S
#13402
The Dancing Daemon Inn~
A huge circling wet-bar takes up most of the east end of the Daemon. An
old mage reclines against the mirror behind the bar absentmindedly pouring
several drinks at once with his refined telekinesis. The Lokettes, a local
band, are playing thier usual gig on the stage. The large booths along the
all are filled with people drinking and having a grand time. You feel like
partying here.
The only obvious exit is to the north.
~
14 8 0
D0
You see the entrance to the Daemon.
~
~
0 -1 13400
E
bar~
The bar looks slightly out of place and you can only assume the powerful
magic of the bartender allows it to revolve.
~
S
#13403
The Medina~
You stand on the Medina, on the larger open areas in New Thalos. People
walk to and fro carrying on their day to day business. The Common Square
of the people opens up to the south and the Medina continues north.
~
14 0 1
D0
You see medina.
~
~
0 -1 13404
D2
You see the Common square.
~
~
0 -1 13410
S
#13404
The Medina~
You are walking along a wide open expanse of road connecting the market
square to the common square. Panhandlers, beggars, and other such riff-
raff wander about hoping to catch those few who with open hearts.
The medina continues to the south and the market spreads out to the north.
~
14 0 1
D0
You see the market.
~
~
0 -1 13405
D2
You see the medina.
~
~
0 -1 13403
S
#13405
The Southern Market Square~
The large square of markets fills your vision. Strange sights and sounds,
those known only to the New Thalos market, barrage your senses. The only
hope of making any sense of whats going on here is to wander around. The
Market continues north, west, and east, with the Medina trailing off south.
~
14 0 1
D0
~
~
0 -1 13406
D1
~
~
0 -1 13407
D2
~
~
0 -1 13404
D3
~
~
0 -1 13408
S
#13406
The Center of Market Square~
You are standing on the Center of Market Square, the famous square of
New Thalos. A large, peculiar looking statue is standing in the middle
of the square. The square extends in every direction.
~
14 0 0
D0
~
~
0 -1 13415
D1
~
~
0 -1 13417
D2
~
~
0 -1 13405
D3
~
~
0 -1 13409
E
statue~
Before you is a statue of the Mighty Beholder!
A great beast with multiple eyes and wicked... wicked... um.... eyes...
The Mighty Beholder is in Excellent condition.
~
S
#13407
The Southeastern Market Square~
In this corner of the market some of the largest warriors in the land
tower over you. It's easy to understand why they hangout here once you
notice the weapon shop and the armory close by. Perhaps you might stop
in and take a look at the wares these shops have to offer.
~
14 0 1
D0
~
~
0 -1 13417
D1
~
~
0 -1 13529
D2
~
~
0 -1 13536
D3
~
~
0 -1 13405
S
#13408
The Southwestern Market Square~
This area of the market seems relatively quiet, save the high pitch
banter of the shopkeeps attempting to lure you into their stores.
South you see the bread stand and west is the entrance to the general
store. The market's sprawl continues east and north of here.
~
14 0 1
D0
~
~
0 -1 13409
D1
~
~
0 -1 13405
D2
You see the grocer's.
~
~
0 -1 13535
D3
You see the general store.
~
~
0 -1 13528
S
#13409
The Western Market Square~
This area of the square seems a bit more subdued than the rest. You
notice that most of the outland adventurers mill around the southern
end of  the market, while the townfolk seem to keep their business in
the northern end.
West Main street begins here and heads for the gate, the market's 
expanse fills the other directions.
~
14 0 1
D0
~
~
0 -1 13414
D1
~
~
0 -1 13406
D2
~
~
0 -1 13408
D3
~
~
0 -1 13426
S
#13410
The Common Square~
People pass by talking to each other, or rest thier weary bones on this
grassy field. You can hear faint sounds of the river to the south of you
as it passes through the city. Ishtar drive heads east and west from here
and the medinais to the north. South lies the Ishtar River bridge and the
southern gate.
~
14 0 1
D0
You see the medina.
~
~
0 -1 13403
D1
~
~
0 -1 13437
D2
You see the bridge over the river.
~
~
0 -1 13412
D3
~
~
0 -1 13436
S
#13411
Outside the Southern Gate of New Thalos~
You see before you the expanse of the Great Easter Desert. You have heard
many tales of the Great Pyramid, the Lost city of Thalos and the 
friendly brass dragon the lies under the desert.
To the south lies the desert and the city of New Thalos is to the north.
~
14 0 1
D0
~
gate~
1 13401 13413
D2
~
~
0 -1 5039
S
#13412
The Southern Bridge~
Walking over the bridge you see the rushing waters of the Ishtar River.
To the south you see the Southern Gate of New Thalos and the Common
Square stretches out to the north
~
14 0 1
D0
~
~
0 -1 13410
D2
~
~
0 -1 13413
D5
~
~
0 -1 13485
S
#13413
Inside the South Gate of New Thalos~
Two large stone towers rise up to greet you with the massive iron gate
swinging on ornately crafted hinges and emblazoned with the crest of
New Thalos. The makers of the city spared no expense in rebuilding the
defenses or their home. The Ishtar River bridge lies to the north and
wilderness to the south.
~
14 0 1
D0
~
~
0 -1 13412
D2
~
gate~
1 13401 13411
S
#13414
The Northwestern Market Square~
This corner of the market contains some of the most civilized folk in
New Thalos. To the north lies the humble store of the merchant Ahkeem, his
weavings known to be the best in the city. West of here is the entrance
to the First Royal Bank of New Thalos.
~
14 0 1
D0
~
~
0 -1 13514
D1
~
~
0 -1 13415
D2
~
~
0 -1 13409
D3
~
~
0 -1 13521
S
#13415
The Northern Market Square~
You stand in one of the most heavily used parts of town. To the north lies
the Palace of New Thalos and the Casbah, east west and south of here the
busy market thrives with life.
~
14 0 1
D0
~
~
0 -1 13418
D1
~
~
0 -1 13416
D2
~
~
0 -1 13406
D3
~
~
0 -1 13414
S
#13416
The Northeastern Market Square~
Pandemonium. Chaos. Madness. A few other choice words come to mind as you
gaze into this corner of the market. The vegetable stand seems quiet enough
so you have to assume the noise comes from the Butchery. You have to
think for a while before you muster the will to enter this shop.
The market continues to the south and west.
~
14 0 1
D0
~
~
0 -1 13515
D1
~
~
0 -1 13522
D2
~
~
0 -1 13417
D3
~
~
0 -1 13415
S
#13417
The Eastern Market Square~
You stand in the market of New Thalos, the gem of the desert. The market
is the hub of the city, all trade and commerce of any significance is 
carried on here. The market spreads out in all directions save east, here
Main Street heads for the easter gate.
~
14 0 1
D0
~
~
0 -1 13416
D1
~
~
0 -1 13427
D2
~
~
0 -1 13407
D3
~
~
0 -1 13406
S
#13418
Sultan's Walk~
This cobblestone road aides your journey through town. Traveling north will
take you by the palace and the Dancing Daemon Inn, and south will put you on 
the market square.
~
14 0 0
D0
~
~
0 -1 13419
D2
~
~
0 -1 13415
S
#13419
Sultan's Walk~
This part of the road travels between one of the sturdy walls of the
Palace and the Dancing Daemon. To the east you peer through a small
window into the Daemon, seeing many people dancing and drinking. After
you tend to your other chores you plan on visiting the Daemon.
The walk continues north and south from here.
~
14 0 1
D0
~
~
0 -1 13420
D2
~
~
0 -1 13418
S
#13420
Sultan's Walk~
The road here between the palace and the Dancing Daemon Inn seems well
worn by the travel of horses, carts, and leather boots. From the west you
hear the faint sound of trumpets announcing the arrival of some duke or
duchess to the palace. Safe haven awaits you to the east in the halls
of the Daemon, and Sultan's Walk continues north and south.
~
14 0 1
D0
~
~
0 -1 13421
D1
~
~
0 -1 13400
D2
~
~
0 -1 13419
D3
~
~
0 -1 13558
S
#13421
Sultan's Walk~
The main road north from the square continues here, surrounded by the walls
of the palace and the Boar. To the north you see the heavily guarded gate
and can make out faint sounds of trade to the south.
~
14 0 1
D0
~
~
0 -1 13422
D2
~
~
0 -1 13420
S
#13422
Inside the Northern Gate of New Thalos~
Two large stone towers rise up to greet you with a massive iron gate
swinging between on ornately crafted hinges and emblazend with the crest of
New Thalos. The makers of this city spared no costs in rebuilding the
defenses of thier home. Sultan's Walk runs to the south and the Casbah
stretches out east and west. To the north lay wilderness.
~
14 0 0
D0
~
gate~
1 13401 13567
D1
~
~
0 -1 13449
D2
~
~
0 -1 13421
D3
~
~
0 -1 13448
S
#13423
Inside the West Gate of New Thalos~
Two large stone towers embedded in the wall loom over you. The massive
iron gate, emblazoned with the crest of New Thalos, swings easily on 
four ornately crafted hinges. It is obvious the makers of this city 
spared no expense in protecting thier home.
Main street heads towards the market eastward and the wilderness beckons
from the west. To the south lies the entrance the warriors guild.
~
14 0 1
D1
~
~
0 -1 13424
D2
~
~
0 -1 13526
D3
~
gate~
1 13401 13569
S
#13424
West Main Street~
This is the main road traveling though the city. To the south you hear 
the hammering of the repair shop and to the north is the grassy field
known as the temple square. Main street continues east and west.
~
14 0 1
D0
~
~
0 -1 13520
D1
~
~
0 -1 13425
D2
~
~
0 -1 13527
D3
~
~
0 -1 13423
S
#13425
West Main Street~
A foreman stands stand here watching over two construction workers
fixing a pothole. The road here branches off north and south into
two alleys behind the stores of the market. The main street continues
east and west from here.
~
14 0 1
D0
~
~
0 -1 13471
D1
~
~
0 -1 13426
D2
~
~
0 -1 13472
D3
~
~
0 -1 13424
S
#13426
West Main Street~
You are strolling on the street between the bank and general store.
To the West you hear a roadcrew at work and to the East, the sounds of 
commerce taking place.  The air is filled with the smell of gold and riches.
On the wall of the store is a poster.
~
14 0 1
D1
~
~
0 -1 13409
D3
~
~
0 -1 13425
E
poster~
A wealthy man in red robes is smiling at you.  The caption reads:

THE SULTAN REMINDS YOU TO PAY YOUR TAXES!

~
S
#13427
East Main Street~
Here on East Main, you smell the odor of freshly slaughtered meat and,
hear the pounding of new metal from the armory.  The Square is to
the west and a junction is to the East.  
~
14 0 1
D1
~
~
0 -1 13428
D3
~
~
0 -1 13417
S
#13428
East Main Street~
You are on East Main Street.  To the North is the beginning of Guildsman
Row.  To the South is a dark alley.  The road also continues to the East.
There is a small sign on a wire hanging across the junction.
~
14 0 1
D0
~
~
0 -1 13464
D1
~
~
0 -1 13429
D2
~
~
0 -1 13465
D3
~
~
0 -1 13427
E
sign~
NO LOITERING!

(by order of the Sultan of New Thalos)
~
S
#13429
East Main Street~
As you walk by the mercenary guild a cold chill causes you to shiver
uncontrollably. You see some shady looking characters lurking about the
entrance to this house of 'helpful' people. Perhaps curiosity gets the
best of you, but you wonder what could be going on inside. To the north
you see the open doors of the apothecary shop where one may buy many
magical livations.
Main Street continues east and west from here.
~
14 0 1
D0
~
~
0 -1 13523
D1
~
~
0 -1 13430
D2
~
~
0 -1 13530
D3
~
~
0 -1 13428
S
#13430
East Main Street~
The Main street through eastern New Thalos begins here and heads westward
towards the marketplace. One of the main gates can be seen to the east and
Braheem's Magic Shop awaits your business to the north.
~
14 0 1
D0
~
~
0 -1 13524
D1
~
~
0 -1 13431
D3
~
~
0 -1 13429
S
#13431
Inside the Eastern Gate of New Thalos~
Two large stone towers imbedded in the wall loom over you. The massive
iron gate, emblazened with the crest of New Thalos, swings easily on
four ornately crafted hinges. It is obvious the makers of this city 
spared no expense in protecting thier home.
Main street heads towards the market westward and the wilderness beckons
from the east. To the north lies the entrance to the mages guild.
~
14 0 1
D0
~
~
0 -1 13525
D1
~
gate~
1 13401 13568
D3
~
~
0 -1 13430
S
#13432
Cassandra's Catch of the Day~
Nothing in your life has prepared you for the odor which fills your lungs.
Not wanting to offend the beautiful shopkeeper you hold your tongue and
quietly look over her selection.
~
14 56 0
D2
~
~
0 -1 13441
S
#13433
West Ishtar Drive~
This is the warehouse district of New Thalos. Strong men walk back and
forth from the docks to the warehouse carrying large crates loading
and unloading the boats as they sail down the river. To the north is
one of the entrances of the warehouse and West Ishtar leads east.
~
14 0 1
D0
~
~
0 -1 13540
D1
~
~
0 -1 13434
S
#13434
West Ishtar Drive~
A few men walk by almost pushing you out of the way as they go about
thier business of loading and unloading the boats. An entrance to the
huge warehouses of New Thalos is to the north and the Ishtar River
quietly flows by to the south. Ishtar Drive continues east and west.
~
14 0 1
D0
~
~
0 -1 13541
D1
~
~
0 -1 13435
D3
~
~
0 -1 13433
S
#13435
West Ishtar Drive~
The cobblestone road is moist here, the trail of water heading down to
the boat ramp. Catching your balance as you start to slide on the slick
pavement you grab on to the handrail someone has conveniently placed here.
To the north is the Shipwright and Ishtar Drive continues east and west.
~
14 0 1
D0
~
~
0 -1 13542
D1
~
~
0 -1 13436
D2
~
~
0 -1 13443
D3
~
~
0 -1 13434
S
#13436
West Ishtar Drive~
A cool breeze blows up off the river chilling the sweat otherwise present
on you skin. Orders and sometimes curses can be heard from the west
in the direction of the warehouses. The common square opens up to the east
and Ishtar Drive continues west.
~
14 0 1
D1
~
~
0 -1 13410
D3
~
~
0 -1 13435
S
#13437
East Ishtar Drive~
Loud hammering and the sound of red hot iron cooling in water reaches 
your ears as you stand in front of the blacksmith. A small boy runs up
to you with big eyes and as you return his gaze runs off down the road.
The common square can be seen to the west and Ishtar Drive continues
to the east.
~
14 0 1
D0
~
~
0 -1 13544
D1
~
~
0 -1 13439
D3
~
~
0 -1 13410
S
#13438
East Ishtar Drive~
The wide road bordering the south of town continues to the east west here,
bordered only by the hay-loft to the north and the Ishtar River to the
south.
~
14 0 1
D1
~
~
0 -1 13440
D3
~
~
0 -1 13439
S
#13439
East Ishtar Drive~
Small clumps of hay strewn about the ground alerts you to the fact that
you have reached the stables. Arabian stallions as well as many other 
fine breeds of horses can be purchased for a price. Ishtar road continues
east and west.
~
14 0 1
D0
~
~
0 -1 13545
D1
~
~
0 -1 13438
D3
~
~
0 -1 13437
S
#13440
East Ishtar Drive~
Even in broad daylight, you can hardly see into the back alley that begins
here and heads north. Sounds of loud drunken folk and the occasional 
screaming cat emenate from the direction. Luckily you have the choice of
going east or west down the drive as well.
~
14 0 1
D0
You see murky darkness.
~
~
0 -1 13468
D1
~
~
0 -1 13441
D3
~
~
0 -1 13438
S
#13441
East Ishtar Drive~
Your highly acute sense of smell reports you have reached the entrance
to the fish market. Although renowned for it fresh catches and
wide selection of aquarian delicacies you wonder how much longer you
can endure the smell! The Ishtar River flows alongside to the south
with the drive running along side it east to west.
~
14 0 0
D0
~
~
0 -1 13432
D1
~
~
0 -1 13442
D3
~
~
0 -1 13440
S
#13442
East Ishtar Drive~
The sound of squawking gulls and the smell of rotting fish gives you a hint
of your location. The Ishtar River flows south of you, but looks crystal
clear, so it cannot be the source of this putrid smell. Looking north you 
notice a small sign hanging over the dump.
~
14 0 1
D0
~
~
0 -1 13547
D3
~
~
0 -1 13441
E
sign~
==========================================================================
                       THE DUMP OF NEW THALOS


                              -----
  
  Enter at your own risk.
       -the management

=========================================================================
~
S
#13443
Boat Ramp~
This sloped slab of stone allows easy passage to and from the Ishtar.
Boats are moored to the docks here awaiting thier masters to return from
the warehouses and the pubs. The waters of the Ishtar lap at your feet
to the south and Ishtar Drive is to the north.
~
14 0 1
D0
~
~
0 -1 13435
D2
~
~
0 -1 13486
S
#13444
West Casbah~
The air takes on a somber note as you stand before the entrance to the
jailhouse of New Thalos. Hopefully you won't ever see this structure from
the inside. The northwest tower stands here with a spiral staircase 
leading up. The avenue ends here, only exiting to the east.
~
14 0 1
D1
~
~
0 -1 13445
D2
~
~
0 -1 13553
D4
~
~
0 -1 13559
S
#13445
West Casbah~
You have almost reached the end of the avenue in this direction, the 
number of guards in this part of town is nearly doubled. To the north
the familiar city wall protects you from the wilderness. Looking south
marble stairs rise towards the entrance of city hall surrounded by 
massive white pillars. The avenue continues west and south from here.
~
14 0 1
D1
~
~
0 -1 13446
D2
~
~
0 -1 13554
D3
~
~
0 -1 13444
S
#13446
The Casbah~
The wall of the palace curves south from here, a darkened alley runs along
it in that direction. West of here you see the steps of the city hall
and notice the increase in the number of guards. To the east the avenue
continues.
~
14 0 1
D1
~
~
0 -1 13447
D2
~
~
0 -1 13458
D3
~
~
0 -1 13445
S
#13447
The Casbah~
As you travel down the road towards towards the city hall you look up
at the guards walking along the wall keeping watch. South of you stands
the great walls of the palace and the avenue goes east and west.
~
14 0 1
D1
~
~
0 -1 13448
D3
~
~
0 -1 13446
S
#13448
The Casbah~
The cobblestone pavement runs along the north wall here. South of you
stand the great walls of the palace and the avenue goes east and west.
~
14 0 1
D1
~
~
0 -1 13422
D3
~
~
0 -1 13447
S
#13449
The Casbah~
The activity here is only slightly less than chaotic. Young boys run to
and fro with stern intent, and older gentleman swagger down the street
towards the library. To the west you can see the tall towers of the
northern gate, and the avenue continues east.
~
14 0 1
D1
~
~
0 -1 13450
D3
~
~
0 -1 13422
S
#13450
The Casbah~
Walking along the cobblestone path you feel secure with the walls of the
city towering over you. You hear the scraping sounds of metal on stone
and look up to see a large, strong guard looking out to the north. To the
east lies the intersection on Guildsman's Row and the northern gate is
a short walk to the west.
~
14 0 1
D1
~
~
0 -1 13451
D3
~
~
0 -1 13449
S
#13451
The Casbah~
The din of the guilds assaults your senses as you reach this intersection,
the sound of hammering, the smell of tanned leather, and the smoke rising
from the smithy all rush up to greet you. The avenue continues east and
west form here and the row leads south.
~
14 0 1
D1
~
~
0 -1 13452
D2
~
~
0 -1 13460
D3
~
~
0 -1 13450
S
#13452
The Casbah~
You walk between the solid stone wall of the city and that of the Mason's
guild. Young children on thier nanny's walk around enjoying the saftey
of the city. The avenue runs east and west from here.
~
14 0 1
D1
~
~
0 -1 13453
D3
~
~
0 -1 13451
S
#13453
The Casbah~
You have almost reached the end of the avenue in this direction. Walking
towards the north-east corner of the city you notice the population density
here is much less then the rest of the town. A few old men hobbling on
canes and young men intent on studies are the only travelers of the path
to the library on a regular basis. The avenue continues east and west from
here
~
14 0 1
D1
~
~
0 -1 13454
D3
~
~
0 -1 13452
S
#13454
The Casbah~
The avenue ends here, turning south to become Kali Row. Traveling in that
direction will take you to the library and the grand dance hall of the city.
The Northeast Tower of the wall is accessible here up a spiral staircase.
~
14 0 1
D2
~
~
0 -1 13455
D3
~
~
0 -1 13453
D4
~
~
0 -1 13562
S
#13455
Kali Row~
This is a small, newly added section of the town. The city's library
can be entered through the door to the west and The Casbah
begins it's journey a little ways north of here. The row and the
entrance to the dancehall is to the south.
~
14 0 1
D0
~
~
0 -1 13454
D2
~
~
0 -1 13456
D3
~
~
0 -1 13551
S
#13456
Kali Row~
The short row ends abruptly here at the entrance to the dance hall of
New Thalos. The entrance to the hall is to the west and the row continues
northward.
~
14 0 1
D0
~
~
0 -1 13455
D3
~
~
0 -1 13552
S
#13457
Underground~
The small passage continues north and south.
~
14 9 1
D0
~
~
0 -1 13478
D2
~
~
0 -1 13480
S
#13458
Alley~
This is a dark alley running between the palace and city hall. Not a lot
here, unless you're partial to spiders and rats.
~
14 0 1
D0
~
~
0 -1 13446
D2
~
~
0 -1 13459
S
#13459
Alley~
The alley ends here.
~
14 1 1
D0
~
~
0 -1 13458
D5
You see a manhole covering an opening in the road.
~
manhole hole man~
1 -1 13475
S
#13460
Guildsman's Row~
This row is a hive of activity second only to the actual market 
square itself. Along this row stands all the guilds of the working
class citizens of New Thalos, here all the items sold in the square
are made. Along this particular stretch of the row lie the Boyer/
Fletcher to the west and the Mason's to the east. The row leads
off to the south and East Casbah is to the north.
~
14 0 1
D0
~
~
0 -1 13451
D1
~
~
0 -1 13556
D2
~
~
0 -1 13461
D3
~
~
0 -1 13555
S
#13461
Guildsman's Row~
The guilds continue here, to the west is the Weaver's guild, and to the
east stands the Craftsman's Guild. The row of guilds continues north
and south from here.
~
14 0 1
D0
~
~
0 -1 13460
D1
~
~
0 -1 13507
D2
~
~
0 -1 13462
D3
~
~
0 -1 13506
S
#13462
Guildsman's Row~
Only one guild offers its door to this stretch of the row, the Tanner's
Guild, to the west. To the east is a beautifully sculpted marble door
allowing entrance to the Museum of the Greater Gods. The row of
Guilds leads north and south.
~
14 0 1
D0
~
~
0 -1 13461
D1
~
~
0 -1 13511
D2
~
~
0 -1 13463
D3
~
~
0 -1 13564
S
#13463
Guildsman's Row~
After the guilds were built the people of the city used some of the extra 
space to erect a shrine to thier patron saints. The result of this labor
became the Museum of the greater gods. You may enter the sacred hall to
the east.
~
14 0 1
D0
~
~
0 -1 13462
D1
~
~
0 -1 13516
D2
~
~
0 -1 13464
S
#13464
Guildsman's Row~
This small cramped road is worn with travel as apprentices to the guilds
run merchandise from the guildhouses to the shops on market square. The
guildhouses lie to the north and Main street is to the south.
~
14 0 1
D0
~
~
0 -1 13463
D2
~
~
0 -1 13428
S
#13465
Alley~
Even with your light you cannot seem to penetrate the magical cloak of
darkness covering this alley.
~
14 1 1
D0
~
~
0 -1 13428
D2
~
~
0 -1 13466
S
#13466
Alley~
Even with your light you cannot seem to penetrate the magical cloak of
darkness covering this alley.
~
14 1 1
D0
~
~
0 -1 13465
D1
~
~
0 -1 13467
D3
~
~
0 -1 13537
S
#13467
Alley~
Even with your light you cannot seem to penetrate the magical cloak of
darkness covering this alley.
~
14 1 1
D1
~
~
0 -1 13538
D2
~
~
0 -1 13468
D3
~
~
0 -1 13466
S
#13468
Alley~
Even with your light you cannot seem to penetrate the magical cloak of
darkness covering this alley.
~
14 1 1
D0
~
~
0 -1 13467
D2
~
~
0 -1 13440
S
#13469
Alley~
This is a tiny corner in the alley.  The temple walls are North and West.
You notice a fair amount of footprints to the east.
~
14 1 1
D1
~
~
0 -1 13470
D2
~
~
0 -1 13471
E
footprint~
Kind of looks like a yeti has been here....  Hmmmm.
~
S
#13470
Alley~
This is a dead end to the tiny alley.  There is an unusual amount of wear
appearent on the ground.
~
14 1 1
D3
~
~
0 -1 13469
D5
You see a small iron circle imbedded in the ground.
~
manhole man hole~
1 -1 13478
S
#13471
Alley~
You are in a tiny ally between the temple and the bank. You hear some 
shouting and general roadwork to the south.  The ground is rough and
in need of repair.  In the road is a small pothole.
~
14 1 1
D0
~
~
0 -1 13469
D2
~
~
0 -1 13425
E
pothole~
Why are you looking in a pothole??????
You poor or something?
~
S
#13472
Alley~
You are on a small alley between the repair shop and the general store.
Nothing much here but small rodents and dust.
~
14 1 1
D0
~
~
0 -1 13425
D2
~
~
0 -1 13473
S
#13473
Alley~
This is a small corner in the alley behind the warehouses and the guild
of warrior's. You notice  some small scrapings to the west.
~
14 1 1
D0
~
~
0 -1 13472
D1
~
~
0 -1 13474
S
#13474
Alley~
The alley ends here as do the footprints you had noticed earlier.
~
14 1 1
D3
~
~
0 -1 13473
D5
You see a small round iron plate set in the ground.
~
manhole man hole~
1 -1 13481
S
#13475
Underground~
You are in a small underground passage beneath the city. You see a small
glint of light from above and the passage continues south.
~
14 9 1
D2
~
~
0 -1 13476
D4
~
man hole manhole~
1 -1 13459
S
#13476
Underground~
The passage continues north and south.
~
14 9 1
D0
~
~
0 -1 13475
D2
~
~
0 -1 13477
S
#13477
Underground~
The tunnel branches here going north, east, and west.
~
14 9 1
D0
~
~
0 -1 13476
D1
~
~
0 -1 13478
D3
~
~
0 -1 13479
S
#13478
Underground~
The alley turns again here and heads south and west. You notice a small
glint of light from above.
~
14 9 1
D2
~
~
0 -1 13457
D3
~
~
0 -1 13477
D4
~
manhole man hole~
1 -1 13470
S
#13479
Underground~
The passage ends here and you hear some low chanting from the west.
You also notice the clearing of dust on the ground but can't seem to
find any door in that direction.
~
14 9 1
D1
~
~
0 -1 13477
S
#13480
Underground~
The small passage continues north and south from here.
~
14 9 1
D0
~
~
0 -1 13457
D2
~
~
0 -1 13481
S
#13481
Underground~
The small passage heads north and east from here. You here the sounds
of the city above you.
~
14 9 1
D0
~
~
0 -1 13480
D1
~
~
0 -1 13482
D4
~
manhole man hole~
1 -1 13474
S
#13482
Underground~
The tunnel continues you west and east. Hopefully you have a good sense
of direction.
~
14 9 1
D1
~
~
0 -1 13492
D3
~
~
0 -1 13481
S
#13483
Ishtar River~
High above you on the top of the city wall guards look down to see if you
wish to exit the city via water. To do so they must open the iron grating
in front  of you from above. The horrid smell of the dump wafts down from
the shore.
~
14 0 7 45 1
D1
~
~
0 -1 13624
D3
~
~
0 -1 13484
S
#13484
Ishtar River~
The gentle flow of the river carries you eastward, looking up you see
couples strolling along the road. To the west you see the southern
bridge and to the east you see the iron grating protecting the city from
unwanted guests.
~
14 0 7 45 1
D1
~
~
0 -1 13483
D3
~
~
0 -1 13485
S
#13485
Ishtar River~
You hear you voice echo as you float under the bridge above. The city
construction crews have just recently finished the small ladder giving
common-folk easy access to the river. To the west and east you see the river
flowing by the city.
~
14 0 7 45 1
D1
~
~
0 -1 13484
D3
~
~
0 -1 13486
D4
~
~
0 -1 13412
S
#13486
Ishtar River~
This part of the river seems alive with activity. Boats moored to the 
docks near the ramp north of here make navigation a bit more trying.
As the river flows eastward you can see the southern bridge in that
direction.
~
14 0 7 45 1
D0
~
~
0 -1 13443
D1
~
~
0 -1 13485
D3
~
~
0 -1 13487
S
#13487
Ishtar River~
The river flows through a huge iron grating from the wilderness through
the city. Strong guards above await word to open the portal
should any citizen require exit or entry.
~
14 0 7 45 1
D1
~
~
0 -1 13486
D3
~
~
0 -1 13623
S
#13488
Dark Passage~
You seem to have stumbled into a small hand made passage. The wall to
the west  doesn't look quite right but searching it reveals no secret
doors. The only exit it seems is east.
~
14 9 1
D1
~
~
0 -1 13489
S
#13489
Dark Passage~
The small passage continues east and west from here. Again you notice
something peculiar about the wall, this time to the north, but you
fail to find any secret doors. Voices can be faintly heard from the north.
~
14 9 1
D1
~
~
0 -1 13490
D3
~
~
0 -1 13488
S
#13490
Dark Passage~
The small passage continues west and east from here.
~
14 9 1
D1
~
~
0 -1 13491
D3
~
~
0 -1 13489
E
boulder~
A huge boulder stands here. In its center someone has carved out a
perfect round hole.
~
S
#13491
Dark Passage~
The small passage ends here for no apparent reason. Looking around you
find a small ladder half buried in the dirt. setting it up you find a
trap door in the ceiling. The passage continues west from here.
~
14 9 1
D3
~
~
0 -1 13490
D4
~
secret~
1 -1 13570
E
fire~
Moving closer you see this fire is actually FROZEN in place. The
flames still radiate heat, but are not actually burning. Looking
around you notice a small hole about the size of a piece of charcoal
at the base of the flames.
~
S
#13492
Underground~
The small passage continues west and east.
~
14 9 1
D1
~
~
0 -1 13493
D3
~
~
0 -1 13482
E
cloud~
Peering into the misty cloud the form a huge conch shell seems to fade
in and out. Perhaps this is somehow the entrance to the next challenge
~
S
#13493
Underground~
The small passage continues west and east.
~
14 9 1
D1
~
~
0 -1 13500
D3
~
~
0 -1 13492
S
#13494
Common Room of the Clan MacCleod~
You have entered a large hall with passages leading off in all directions.
A large table dominates the center of this hall with many chairs were
the clan gathers for feasting, merriment, and meetings. On the walls 
hang large tapestries paying homage to thier leader Conner MacCleod.
~
14 40 0
D0
~
iron gate~
1 -1 13499
D1
~
door east~
1 -1 13496
D2
~
drawbridge draw bridge door~
2 7901 6100
D3
~
door west~
1 -1 13497
D4
~
door up~
1 -1 13495
D5
~
door down~
1 -1 13498
S
#13495
Iuz's Room~
   Climbing up the staircase you enter the hovel of a curious mage. A small
uncomfortable looking bed rests in the corner, surrounded by ancient
tomes. On the worn desk next to the window candles burn low, casting
strange shadows on the walls. The only noticeable decor is the mounted
head of the Demi-Lich.
~
14 120 0
D5
~
door~
1 -1 13494
S
#13496
Ice's Room~
Brrrrrr, it's COLD in here. Must be 30 below. It would seem the cleric
Ice lives up to his name. Healing herbs and other such things line
the walls in racks, holy symbols and pictures cover the walls, and
the smiley face button stuck on his bedpost tells you he'll probably
help you out all he can. As you turn to leave the room the mounted head
of Kalas stares past you into emptiness.
~
14 120 0
D3
~
door~
1 -1 13494
S
#13497
Naazgul's Room~
Three Rings for the Elven-kings under the sky,
  Seven for the Dwarf-lords in thier halls of stone,
Nine for Mortal Men doomed to die,
  One for the Dark Lord on his Dark Throne
In the Land of Mordor where Shadows lie.
  One ring to rule them all, One ring to find them,
  One ring to bring them all and in the darkness bind them
In the Land of Mordor where the Shadows lie.

If I have to explain, you wouldn't understand.
~
14 120 0
D1
~
door~
1 -1 13494
S
#13498
Tank's Room~
Now here's a room that is easy to understand. A bed, a dresser, and a
rack for weapons and armor are all that occupy it. Some posters adorn
the walls, to add color, proclaiming things such as Live fast, Die Young,
and a homemade one in the corner with a picture of Ice and under it the
inscription, "I LOVE the resurrection spell". The only thing out of 
place in this happy-go-lucky room is mounted head of Crimson Death.
~
14 120 0
D4
~
door~
1 -1 13494
S
#13499
Inside the Castle of Clan MacCleod~
You have entered the grand hall of the castle. A huge throne dominates a
raised area in the northern part of then room. In front of this stands a 
drafting table.
~
14 120 0
D1
~
gate~
2 5300 1079
D2
~
iron gate~
1 -1 13494
S
#13500
Underground~
The small passage continues west and east.
~
41 9 0
D1
~
~
0 -1 13501
D3
~
~
0 -1 13493
S
#13501
Underground~
The small passage continues west and east.
~
41 9 0
D1
~
~
0 -1 13502
D3
~
~
0 -1 13500
S
#13502
Underground~
The small passage continues west and east.
~
41 9 0
D1
~
~
0 -1 13488
D3
~
~
0 -1 13501
S
#13503
Celric's Sanctum~
You walk down the staircase into the silent inner sanctum. Here sits
your guildmaster ready to assist you when the time is right. The room
is completely silent. The only obvious exit is back up the staircase
into the the Nectar.
~
41 124 0
D1
You notice the floor at the base of the eastern wall has some faint
scratches in it.
~
secret door~
1 -1 13479
D4
~
~
0 -1 13519
S
#13504
Chamber of the High Priest~
You have entered the chamber of the most holy man in New Thalos. The
High Priest advises the Sultan on all matters in the world of the sacred.
From what you have heard however, this holy man has a bit of a temper,
and he doesn't look very happy that you've disturbed his prayers.
The only obvious exit is south.
~
41 8 0
D2
~
~
0 -1 13508
S
#13505
By the Altar~
You are by the temple altar in the northern end of Temple of New
Thalos. A huge altar made of highly polished black onyx is standing
in front of you. Behind this altar sits a twelve foot tall statue of
Loki, the highest god in all the lands.
~
41 76 0
D2
~
~
0 -1 13509
E
statue~
Looking up the huge statue you see Loki calmly gazing out across his
lands, he seems pleased.
~
S
#13506
The Weaver's Guild~
Rows and rows of uncut cloth lie about waiting to be hemed up into
tailored clothes. Cotten is brought in from the country side and
spun up into cloth and dyed different colors. A young boy walks
in, grabs a pile of clothing and leaves.
~
41 8 0
D1
~
~
0 -1 13461
S
#13507
The Craftsman's Guild~
You have entered a busy workshop filled with people running amok
with various tools and materials.  The air is tense with the rush to
complete various projects and creations.
~
41 8 0
D3
~
~
0 -1 13461
S
#13508
Inside the Temple~
The temple continues here, but not on such a grand scale. The place
still looks immaculate. To the north you see the chamber of the High
Priest and a sign on the door in BIG letters thats says DO NOT DISTURB.
To the south is the entrance to the Cleric's Guild.
~
41 8 0
D0
~
~
0 -1 13504
D1
~
~
0 -1 13509
D2
~
~
0 -1 13512
S
#13509
Inside the Temple~
Huge marble pillars rise on either side of you and grab hold of the
ceiling. Between each of these, fine softstone fescoes have been carved
depicting scenes from the religous history of New Thalos. Rows of pews
face forward giving thier full attention to the pulpit rising high 
above the ground. The deep red carpeting underfoot shows not a speck
of wear or dirt. It's obvious that New Thalonians take religion seriously.
~
41 120 0
D0
~
~
0 -1 13505
D1
~
~
0 -1 13510
D2
~
~
0 -1 13513
D3
~
~
0 -1 13508
S
#13510
Donation Room~
This room is new to the temple, it was created during the hard times that
had struct the city in recent decades.  Luckily for them the sultan had
been hoarding some of the basic neccesities for just such an occasion.
These days the donation room depends on the generosity of wealthy 
adventures, and a curse on any that walk in to get all.
~
41 8 0
D3
~
~
0 -1 13509
S
#13511
The Museum of the Greater Gods~
Four large stone statues reside in the museum. They were constructed by
the people of New Thalos to pay homage to the saints they believe to 
have saved all their lives.
~
41 8 0
D2
~
~
0 -1 13516
D3
~
~
0 -1 13462
S
#13512
Entrance to the Guild of Clerics~
This hall pales in comparison to that of the main hall, but is beautiful
in its own right. Shaven heads and brown robes can be seen milling about
quitely talking to each other. North is back inside the temple proper,
and south is the entrance to the cleric's bar.
~
41 8 0
D0
~
~
0 -1 13508
D2
~
~
0 -1 13519
S
#13513
The Temple Gates~
You stand before the entrance way to the Temple of New Thalos. Two large
wrought iron gates lie open before you. Although they might not ever be 
used the priests in the temple are ready to defend themselves, should
their city ever come under seige again.
~
41 0 1
D0
~
~
0 -1 13509
D2
~
~
0 -1 13520
D5
~
~
0 -1 13520
S
#13514
Ahkeem's Stuff~
You step into a shop swirling with smoke.  Ahkeem seems to have a liking for
things not of this world...very strange stuff indeed.
~
41 120 0
D2
~
~
0 -1 13414
S
#13515
Vera's Veggies~
This is a busy place.  Customers shuffle around, bartering for lower prices
on the wide selection of vegetables.  You can still hear your mother telling
you 'Eat your Veggies'.  That's probobly why you're mudding right now and
not hanging out with mom.  But wait...Vera looks just like your mother!
~
41 120 0
D2
~
~
0 -1 13416
S
#13516
The Museum of the Greater Gods~
This room is identical to the one north of it, but contains four differnt
statues.
~
41 8 0
D0
~
~
0 -1 13511
D3
~
~
0 -1 13463
S
#13517
Base of the Tower~
You walk into a cold room whose only feature is an old wooden staircase
spirling up along the wall to a higher level. Up these stairs you are 
told lie the old mage who may be able to help you advance in your 
studies.
~
41 8 0
D1
~
~
0 -1 13518
D2
You see some small scratches on the floor near the base of the wall.
~
secret door~
1 -1 13524
D4
~
~
0 -1 13548
S
#13518
The Mage's Courtyard~
You enter a small tiled courtyard with a small fountain in the middle.
Around the sides are four wrought iron benches with cushions where the
mages of the land sit and exchange ideas. To the west stands a two-story
tower where the leader of the mage's guils performs his experiments.
~
41 0 0
D2
~
~
0 -1 13525
D3
~
~
0 -1 13517
S
#13519
Nectar of the Gods~
You are startled by the lavishness of this place. From what you know of 
clerics they are supposed to be humble people, giving all thier
material goods to their cause. Perhaps because only clerics are 
allowed to enter this bar they have condoned making it as comfortable
as possible. In the corner stands a staircase leading down to the
meditaion chambers.
~
41 8 0
D0
~
~
0 -1 13512
D5
~
~
0 -1 13503
S
#13520
The Temple Square~
You are standing on the meeting grounds of those with holy intentions.
Monks, bards, paladins and clerics mill around either preachin or 
listening to their fellows preach. Huge marble steps lead up to the
gates of the temple and Main Street lies to the south.
~
41 32 1
D0
~
~
0 -1 13513
D2
~
~
0 -1 13424
D4
~
~
0 -1 13513
S
#13521
The Bank~
You stand in a large building decorated with black marble and red satin.
Huge pillars support an arched ceiling far above you're head.  You wonder at
the skill the dwarves have for detail as you examine the trim.  Fine silver
seperates the polished blocks that make up the floor. 
~
41 120 0
D1
~
~
0 -1 13414
S
#13522
The Butchary~
This shop has the aroma of freshly slaughterd beasts.  You feel right at home.
You see a fairly simple set up.  The corpses..er...selections hang on hooks,
still bleeding into catch pans that drain into a single underground vat.
You wonder where that leads....
~
41 120 0
D3
~
~
0 -1 13416
E
vat~
You think you hear noises from the vat....nah.
~
S
#13523
The Witch's Brew~
The first thing you notice as you walk into this spacious shop is the
hundreds of candles that line the shelves. The swirling mist that surrounds
your feet makes it seem that you have stepped into a gateway to another
plane. A tall brunette stands behind her clutterd table unaware of
your entrance.
~
41 120 0
D2
~
~
0 -1 13429
S
#13524
Braheem's Magic Shop~
You enter a shop crowded with bookshelves and clutterd with scrolls. The
owner seems to be hard at work on his latest magical creation. You see a
small sign on the wall.
~
41 120 0
D2
~
~
0 -1 13430
E
sign~
Welcome to Braheem's.
LIST -Shows you all of my wonderful creations.
VAL  -Shows what an item might be worth to me.
SELL -Allows you to rid yourself of excessive magic items.
BUY  -Allows you to rid youself of excessive cash.
~
S
#13525
Entrance to the Mage's Tower~
The entrance hall is a small poor lighted room. It would seem it's only
purpose is to house the powerful sorcerer standing here guarding 
the entrance.
~
41 8 0
D0
~
~
0 -1 13518
D2
~
~
0 -1 13431
S
#13526
Entrance to the Guild of Warrior's~
This small hall is merely a check point to keep the unwanted out.
~
41 8 0
D0
~
~
0 -1 13423
D2
~
~
0 -1 13533
S
#13527
The Repair Shop~
One of the most popular shops in New Thalos, this shop is always a hive
of activity. It is almost inhuman the way one man can fix all the areas
armor singlehandedly. If you have an item in need of repair simply give
it to the man behind the counter.
~
41 8 0
D0
~
~
0 -1 13424
S
#13528
The General Store~
The new found wealth of this beautiful city is apearant in the exotic items
for sale here.  You wonder what would happen if you typed....LIST...
~
41 120 0
D1
~
~
0 -1 13408
S
#13529
Abdul's Armor~
The sound of hammering metal grows louder as you enter the armory.  Young boys
run to and fro carrying buckets of water and coal.  A few dwarves work on
sections of armor in the back of the shop.  Thier hammers working too fast to
follow.  The walls are adorned in all of Abdul's prize creations.  Here you 
can purchase suits of armor ment to keep monsters from hacking you into 
little pieces.  A note on the wall beckons newbees.
~
41 120 0
D3
~
~
0 -1 13407
E
note~

LIST : gives you a list of items for sale.
VALUE : tells you how much an item is worth to Abdul
SELL : sells an item to Abdul for a generous sum
BUY : Abdul's FAVORITE command lets you have an item for his low low price.

                                        NEWBEE INTRUCTOR COMITEE
~
S
#13530
The Mercenary's Guild~
This guild is frowned upon by most of the population of New Thalos, but
the laws of supply and demand are irresistable. People come here when
they feel unable or are unwilling to fight thier own battles. For a 
small fee you may hire henchman.
~
41 0 0
D0
~
~
0 -1 13429
D1
You notice some small scratches in the floor next to the eastern wall.
~
secret door~
1 -1 13532
S
#13531
The Mercenary's Guild~
This is the storage room for the mercenaries to be hired.
~
41 0 0
S
#13532
Entrance to the Thief's Guild~
This small, dark room has a single torch mounted in the wall for light.
There is a small wooden bench and a book lying on it. The assassin guarding
the entrance from 'outsiders' stands as you walk in.
~
41 9 0
D2
~
~
0 -1 13539
D3
~
secret door~
1 -1 13530
S
#13533
The Whet Stone~
Very large men with very large swords drink beer from very large mugs. Every-
thing in this room is BIG. The large round tables are scuffed and nicked from
the numerous bar brawls that have sprung up. It might be a good idea to hold
your tounge for a while as you soak up the atmosphere. There is an exit to
the east where the master swordsman awaits pupils to train with.
~
41 8 0
D0
~
~
0 -1 13526
D1
~
~
0 -1 13534
S
#13534
Tournament and Practice Yard~
This is a wide expanse of grass filled with dummies, punching bags and
swordpupils. To the north you see a man dressed in black robes, unlike
his iron clad comrades, who you assume to be your master.
~
41 124 0
D1
You see the grass near the base of the wall here is slightly torn.
~
secret door~
1 -1 13473
D3
~
~
0 -1 13533
S
#13535
The Bread Stand~
A small stand has been set up here, showing the shopkeep's humble
selection. You notice he has added a few things to his list.
~
41 120 0
D0
~
~
0 -1 13408
S
#13536
Igor's Implements of Destruction~
You can't help but shiver as you look at the selection of vicious weapons.
Huge swords and wicked looking axes hang on pegs around the room.  A dwarf
sits at a bench in the back hammering away on his latest creation.  It is
here you can buy rare and exotic items not found in other parts of the world.
A note catches your eye.
~
41 104 0
D0
~
~
0 -1 13407
D5
~
secret sesame~
2 3691 13650
E
note~

READ THE NOTE IN THE ARMORY

                                             NIC
~
S
#13537
Ye Old Leather Shoppe~
You are standing on a thick oriental rug surrounded on all sides by racks
of numerous leather goods. A few women sit on leather cushins sewing in
some detail work on custom orderd jackets.
~
41 120 0
D1
~
~
0 -1 13466
S
#13538
Smuggler's Inn~
You are inside a filthy inn, that seemingly has been cleaned in decades.
Poker tables line the walls and everyone stares at you as you walk in,
you don't feel very welcome. The bar has numerous knife holes in it
and the bartender leans over waiting for your order.
~
41 8 0
D3
~
~
0 -1 13467
S
#13539
The Filthy Unicorn~
A draft chills your bones as you enter, though you see no open window or
door. Hooded figures lurk around in the shadows and speak in low voices.
A flash of steel lets you know that weapons are in great abundance
in this crowd. As you quickly check your beltpouch you notice
a small staircase leading down.
~
41 8 0
D0
~
~
0 -1 13532
D5
~
~
0 -1 13546
S
#13540
Warehouse~
You are standing in a large room used to store merchandise made in the
city before it is shipped off. All the items here are made in New Thalos
and shipped to other parts of the land.
~
41 8 0
D1
~
~
0 -1 13541
D2
~
~
0 -1 13433
S
#13541
Warehouse~
Men walk to and fro counting crates and writing down their findings. This
area of the warehouse is used for storing the raw materials brought in 
from areas outside the city. These goods are then delivered to the various
guilds. The export area of the warehouses is to the south.
~
41 8 0
D2
~
~
0 -1 13434
D3
~
~
0 -1 13540
S
#13542
Shipwright~
The wood under you feet creaks from years of being soaked in saltwater. An
old man with a curly, grey beard stand behind a small counter waiting to 
take your order. Behind him are mounted various model sailboats and large
fish.
~
41 120 0
D1
~
~
0 -1 13543
D2
~
~
0 -1 13435
S
#13543
Drafting Room~
The walls are covered with paper sketchings of hull designs. This room is
used by the shipwright to build his creations on paper before making
a single cut in wood.
~
41 8 0
D3
~
~
0 -1 13542
S
#13544
The Forge~
Very much like the weaponsmith this man deals in the molding of metal. It
seems that most of his creations deal with horses. On the walls you see
several horseshoes made of iron. The room is hot, hotter than the desert
just south of here, and one wonders how the smithy can stand it.
~
41 124 0
D2
~
~
0 -1 13437
S
#13545
The Royal Stables~
Nothing  you wouldn't expect is here. Several stalls hold the Sultan's
choice Arabian Stallions, and each has their own trough for drinking.
A small boy wonders in sometimes with a shovel to remove the offensive
by-product of such beasts.
~
41 8 1
D1
~
~
0 -1 13549
D2
~
~
0 -1 13439
S
#13546
The Secret Yard~
This is a hidden yard known to only a few people in New Thalos. Here you
may train in the arts of stealing, picking locks, and becoming almost
invisible. A small staircase leads back up to the unicorn.
~
41 8 0
D2
You see some small scratches in the wall to the south.
~
secret door~
1 -1 13489
D4
~
~
0 -1 13539
S
#13547
The Dump~
This is the place where the people of the city dump their trash. Due to
the constant winds blowing down the moutains the smell is usually blown
outside the walls and over the desert.
~
41 0 0
D2
~
~
0 -1 13442
S
#13548
The Mage's Laboratory~
You stand in the top of an old stone tower. Along the walls hundreds of
potions, scroll, and wands lie in disaray. The man you see before you
sits hunched over a small wooden table with two beakers of bubbling
liquid in front of him. He looks up as you enter an smiles broadly.
~
41 8 0
D5
~
~
0 -1 13517
S
#13549
The Hay Loft~
Not as big as tho ones you see on farms in the country, this hay loft
serves as a storage area for the horses in the stables. The young boy
you saw with the shovel seems to have takes up residence on the second
story.
~
41 8 0
D3
~
~
0 -1 13545
S
#13550
The Grand Entrance~
Nowhere have you seen such an obscene display of wealth then in this 
corridor. The shag carpeting under your feet makes it seem as if you are
walking on a cloud. Platinum candelabras hang delicately from the ceiling
casting light on the ancient tapestries adorning the walls. The crick
in your neck tells you its time to stop staring. To the west the
numerous halls of the palace being and the gate lies to the east.
~
41 8 0
D0
~
~
0 -1 13560
D1
~
gate~
2 3600 13558
D2
~
~
0 -1 13557
D3
~
~
0 -1 13605
S
#13551
The Library~
This building holds the vast collection of books and documents that
have been brought here by the commitee apointed to recover the lost
knowledge of Thalos.  Rows of shelves filled with book in every condition
line the walls.  The air has the aroma of old parchment and glue.
~
41 8 0
D1
~
~
0 -1 13455
S
#13552
The Dance Hall~
You seem to have missed a huge party.  The janitors are here cleaning up
the confetti and cigarette butts.  Hundreds of empty beer mugs on the 
tables surrounding the dance floor suggest that the citizens love their
drink.  There is still a banner on the wall.
~
41 8 0
D1
~
~
0 -1 13456
E
banner~
========================================================================
                     
             H A P P Y   B I R T H D A Y   T O   U S

========================================================================
~
S
#13553
Jail~
You are in jail. For some reason the god's feel youve fucked up
pretty bad and should be put away safely for a while. 
~
41 120 0
D0
~
secret gate~
2 3693 13444
S
#13554
City Hall~
You stand inside the administrative head of the city. Here the decisions
regarding city policy are made. Although the Sultan's word is law, he 
usually spends his time on affairs outside the city wall.
~
41 8 0
D0
~
~
0 -1 13445
S
#13555
The Boyer/Fletcher's~
The walls in this room are covered with pegs that hold various types of
bows.  There are few people working here, lending to the fact that
the skills are rare to come by in the general populas.  A few boys are
busy in the corner preparing feathers for the fine shafts used in making
arrows.  Some Elven craftsmen are carefuly inspecting each bow as it is 
finnished.
~
41 8 0
D1
~
~
0 -1 13460
S
#13556
The Mason's~
There is no doubt that the Dwarves here know what they're doing.  They 
have been invaluable in the building of this beautiful city.  Here they
are hard at work doing what they do best.  The hammers fly in a blur as
these talented craftsmen work the stone into ornate bricks, pillars, trim,
and many other forms.
~
41 8 0
D3
~
~
0 -1 13460
S
#13557
Guard House~
You stand inside the southern of the two main guard houses. The stone 
interior has a spartan look to it, only the bare neccesities. A few
weapons are mounted on the walls in case they might be needed.
~
41 8 0
D0
~
~
0 -1 13550
S
#13558
The Palace Gate~
You stand before a magnificantly crafted gate wrought in solid gold. You
gape in awe at the splendor of the spirilng towers beyond the portal. The
ruler of all the eastern lands resides in this fine palace, and he is not
a poor man. The grand entrance lies byond the gate, and Sultan's walk is
to the east.
~
41 0 1
D1
~
~
0 -1 13420
D3
~
gate~
2 3600 13550
S
#13559
North-West Tower~
You stand on one of the four towers guarding the city. The view from here
is great! To the west you see the tall mountains that make up the divide
between here an Midgaard. The Ishtar river slowly flows from that direction.
South you can see the entire city of New Thalos and the Great Eastern Desert
to the south.
~
41 8 0
D5
~
~
0 -1 13444
S
#13560
Guard House~
You stand inside the northern of the two main guard houses. Strong
guards are seated here, playing cards. The stone interior is clean
but bare walled save the weapons and armor mounted in the walls.
The only exit is south.
~
41 8 0
D2
~
~
0 -1 13550
S
#13561
Kitchen~
Your footsteps echo off the stone tiles of the kitchen. On the south wall
you see the large fire place and a huge copper pot bubbling merrily. The
chef is busy chopping up greens and other vegetables at the wooden table
for tonights meal. Servants scurry about grabbing utensils and preparing
fresh hares. A small door leads out into the hall northward and the door
to the dining hall is west.
~
41 8 0
D0
~
door~
1 -1 13563
D3
~
~
0 -1 13571
S
#13562
North-East Tower~
You stand on one of the four towers guarding the city. To the north you
see the wide plains and then the forset. South of here you see the city
and the great eastern desert beyond.
~
41 8 0
D5
~
~
0 -1 13454
S
#13563
Hall~
You are at the eastern end of the southern hallway. A small servants
entrance give access to the kitchen and the hall continues west.
~
41 8 0
D2
~
door small~
1 -1 13561
D3
~
~
0 -1 13572
S
#13564
The Tanner's Guild~
You first notice the pungent smell of freshly tanned leather goods as
you enter this strange place.  The next thing that grabs you're attention
is the many colors that these people have transformed the beautiful
skins into.  The people are streaching the leather and cutting it into
the shapes they need.  You notice a small message on a wall.
~
41 8 0
D1
~
~
0 -1 13462
E
message~

                       I hate being a Tanner
~
S
#13565
Hall~
You have come to the eastern end of the northern hallway. The only exit 
is west except for the simple wooden door to the north. There is a 
golden plaque above the door.
~
41 8 0
D0
~
door~
1 -1 13566
D3
~
~
0 -1 13574
E
plaque~


                     The Holy Shirne of Allah


                           (remember Allah is a god, I wouldn't attack him)
~
S
#13566
Shrine of Allah~
As you step into this room you seem to leave the material plane. The 
walls here are decorated with beautiful, multi-colored tiles. There
is a strange stillness about the air. You sense the presence of an
all mighty being.
~
41 8 0
D2
~
door~
1 -1 13565
S
#13567
Outside the Northern Gate of New Thalos~
You stand outside the gate of New Thalos. The city lies to the south, and
wilderness to the north.
~
41 0 1
D0
~
~
0 -1 13681
D2
~
~
0 -1 13422
S
#13568
Outside the Eastern Gate of New Thalos~
You stand outside the protective walls of the city. The massive iron gate
sits to the west and the unkown awaits you eastward.
~
41 0 1
D1
~
~
0 -1 13690
D2
~
~
0 -1 13570
D3
~
~
0 -1 13431
S
#13569
Outside the West Gate of New Thalos~
You stand outside the city walls, the iron gate to the east. The city lies
in that direction and the road to Midgaard lies west.
~
41 0 1
D1
~
gate~
1 3601 13423
D3
~
~
0 -1 13618
S
#13570
Outside the wall~
You are in a small clearing outside the east wall of the city. The
ground seems well trodden but you can see no apparent exit save that
north.
~
41 0 2
D0
~
~
0 -1 13568
S
#13571
Grand Dining Hall~
A long oaken table, coverd with silverware, plates, and a table cloth
with gold trim, dominates the room. Although no diners occupy the room
as of yet, servants sprint about setting the table and placing condiments.
The kitchen entrance is to the south, and two huge double doors open into
the hallway north.
~
41 8 0
D0
~
~
0 -1 13572
D1
~
~
0 -1 13561
S
#13572
Hall~
You stand at a T-crossing in the long hallways. There are two
large double doors to the south.
~
41 8 0
D0
~
~
0 -1 13573
D1
~
~
0 -1 13563
D2
~
double doors~
1 -1 13571
D3
~
~
0 -1 13577
S
#13573
Hall~
You stand at an intersection of the hallways. Wooden corridors lead off in
all directions except west, the garden of the palace can be entered there.
~
41 8 0
D0
~
~
0 -1 13574
D1
~
~
0 -1 13605
D2
~
~
0 -1 13572
D3
~
~
0 -1 13578
S
#13574
Hall~
You have come to a T-crossing on the hallways. The wooden corridors
continue east, west and south. There is a large iron door to the north.
~
41 8 0
D0
~
iron heavy~
1 -1 13575
D1
~
~
0 -1 13565
D2
~
~
0 -1 13573
D3
~
~
0 -1 13579
S
#13575
Entrance to the Dungeon~
You enter a cold damp room with bare roughly hewn stone walls. This
room seems very out of place compared to the splender of the rest of the 
palace. A large steel grating leads down into darkness, and an iron door
returns you to the hallway.
~
41 8 0
D2
~
iron~
1 -1 13574
D5
~
steel~
1 -1 13591
S
#13576
Guest Room~
This is a simple room used for visiting nobleman. A small dresser stands
on the east wall with a mirror hung right above it. A queen sized bed made
up in satin sheets stands in the middle of the room against the south
wall under a window. The only obvious exit is north back out into the 
hallway.
~
41 8 0
D0
~
~
0 -1 13577
E
window~
Looking out this window you can see the grounds of the palace that 
seperate the walls of the palace from the building itself.
~
E
mirror~
You see a the fighting image of some armor clad humanoid wielding a weapon.
~
S
#13577
Hall~
The long hall continues here with a wooden door in the south wall. On the
north wall hangs the picture of some forgotten nobleman who once ruled 
the land.
~
41 8 0
D1
~
~
0 -1 13572
D2
~
door~
1 -1 13576
D3
~
~
0 -1 13582
S
#13578
Garden~
You have entered the Sultan's private gardens. A light sweat breaks out
on your skin from the humidity here. All around you are thousands of
exotic plants and flowers. The sweet smell of jasmine and honeysuckle
reminds you of happier days at home. Off to the north, through the palm
trees, you see a delicate white gazebo. To your right stands a gold sign.
A path leads out into the hallway and west towards the gazebo.
~
41 0 2
D1
~
~
0 -1 13573
D3
~
~
0 -1 13583
E
sign~
=========================================================================
=========================================================================
||                                                                     ||
||                                                                     ||
||                                                                     ||
||                                                                     ||
||        Welcome to my humble garden. I have created this             ||
||        tiny bit of paradise for the pleasure of my people.          ||
||        Take only pictures... Leave only footprints...               ||
||                                                                     ||
||                                                                     ||
||                                                                     ||
||                                 The Sultan                          ||
||                                                                     ||
||                                                                     ||
||                                                                     ||
=========================================================================
=========================================================================
~
S
#13579
Hall~
The long stretch of hallway continues east and west from here. The small
red carpet covering the centerline is always underfoot and an occasional
bench or potted plant lines the wall. There is a door here to the north
with a plaque mounted over it.
~
41 8 0
D0
~
door~
1 -1 13580
D1
~
~
0 -1 13574
D3
~
~
0 -1 13584
E
plaque~


                           ART EXHIBIT
                                of
                            NEW THALOS


                               -management is not responsible for lost items.
~
S
#13580
Art Exhibit~
You are standing in the Sultan's tribute to the finer virtues. Large
paintings hang from the walls displaying nature scenes, nudes, and
glorious victories in battle. Strange scupltures rest on pedestals 
at each corner of the room and mirrors are placed in strategic
locations so the viewer may see an entire sculpture at a glance. Your
eyes, however, a pulled towards a painting that dominates the far wall.
~
41 8 0
D2
~
door~
1 -1 13579
S
#13581
Guest Room~
This is another room made up for visiting nobles. There is a dresser up
against the eastern wall with a mirror above it and a queen sized bed,
made up in satin sheets, against the south wall.
~
41 8 0
D0
~
~
0 -1 13582
S
#13582
Hall~
You have reached the western end of the southern hallway. The only exit
is east except for the doors in the southern and western walls.
~
41 8 0
D1
~
~
0 -1 13577
D2
~
door south~
1 -1 13581
D3
~
door west~
2 13501 13587
S
#13583
Garden Gazebo~
Walking through the gardens you come across a small white wooden structure.
The sounds of birds, the smell of flowers, ahhh paradise. You believe
you have never been in a more peaceful setting.
~
41 8 0
D1
~
~
0 -1 13578
S
#13584
Hall~
This is the western end of the northern hallway. Two doors are set in the 
walls here, one to the north, another to the west.
~
41 8 0
D0
~
door north~
1 -1 13585
D1
~
~
0 -1 13579
D3
~
door west~
1 -1 13589
S
#13585
Guard Room~
You stand in a baren chamber lined with nothing but cots and footlockers.
The guards come here when off duty to sleep, for they may only leave the
palace grounds with special permission. The only exit is to the south.
~
41 8 0
D2
~
door~
1 -1 13584
S
#13586
Guard Room~
This is living quarters for the guards of the palace. Barren compared to
the rest of the palace, you see only cots and footlockers here. On the
walls you see pictures of well known knights who have give a proud name
to the Sultan's Guard.
~
41 8 0
D0
~
~
0 -1 13587
S
#13587
Harem~
This is the room where the Sultan keeps the beautiful women of his palace.
There are ten girls here lying about the room dressed in silks you can
almost see through. In the western end of the room stands a large mound
of pillows and a beautiful young maiden sits perched atop. It is 
unfortunate for you that only the Sultan is allowed in here.
~
41 8 0
D0
~
secret door~
1 -1 13588
D1
~
~
0 -1 13582
D2
~
~
0 -1 13586
S
#13588
Small room~
This is secret chamber allowing the Sultan direct access to his harem
at any time he chooses.
~
41 8 0
D0
~
~
0 -1 13589
D2
~
~
0 -1 13587
S
#13589
Throne Room~
You stand in the throne room of the mighty Sultan of New Thalos. Guards
stand at attention near his side ready to make the ultimate sacrifice for
thier beloved leader. The gold inlaid throne studded with jewels stands
upon a mable dias. The Sultan is not a man to be trifled with.
~
41 8 0
D0
~
secret throne~
2 13500 13590
D1
~
door~
1 -1 13584
D2
~
secret door
~
1 -1 13588
S
#13590
Treasure Room~
You have somhow managed to gain access to the treaure vault of the Sultan.
The alarm sounding in the background tells you that you must have 
tripped off some kind of alarm system. It might be adviseable to grab
as much stuff as you possibly can and run for the door.
~
41 8 0
D1
~
~
0 -1 13585
D2
~
~
0 -1 13589
S
#13591
Jailer's Room~
Climbing down the old wooden ladder you enter a small cave like
room. There is a small bench with some old magazines and a low
burning candle sitting off to one side. A door is set into the
stone on the north wall, and the steel grating opens up above.
~
41 9 0
D1
~
door~
1 -1 13592
D4
~
steel~
1 -1 13575
S
#13592
Tunnel in the Dungeon~
You stand in a roughly hewn stone tunnel with cells to the north and
south. The tunnel continues east.
~
41 9 0
D0
~
cell north~
2 3693 13597
D1
~
~
0 -1 13593
D2
~
cell south~
2 3693 13601
D3
~
door~
1 -1 13591
S
#13593
Tunnel in the Dungeon~
You stand in a roughly hewn stone tunnel with cells to the north and
south. The tunnel continues east and west.
~
41 9 0
D0
~
cell north~
2 3693 13598
D1
~
~
0 -1 13594
D2
~
cell south~
2 3693 13602
D3
~
~
0 -1 13592
S
#13594
Tunnel in the Dungeon~
You stand in a roughly hewn stone tunnel with cells to the north and
south. The tunnel continues east and west.
~
41 9 0
D0
~
cell north~
2 3693 13599
D1
~
~
0 -1 13595
D2
~
cell south~
2 3693 13603
D3
~
~
0 -1 13593
S
#13595
Tunnel in the Dungeon~
You stand in a roughly hewn stone tunnel with cells to the north and
south. The tunnel continueswest and you notice a small crack in the
stone to the east.
~
41 9 0
D0
~
cell north~
2 3693 13600
D1
~
crack~
1 3600 13596
D2
~
cell south~
2 3693 13604
D3
~
~
0 -1 13594
S
#13596
Secret Cell~
This room seems more like a lair than a cell. Small bits of hay lie
strewn about the floor covering bones of unkown origin. Spatterd blood
and tufts of grey hair lie matted in one corner. As you turn to leave
you notice a pair of small red eyes peering at you from the darkness.
~
41 9 0
D3
~
crack~
2 3600 13595
S
#13597
Cell~
You are in a cold, cramped chamber with only one exit.
~
41 9 0
D2
~
cell~
2 3693 13592
S
#13598
Cell~
You are in a cold, cramped chamber with only one exit.
~
41 9 0
D2
~
cell~
2 3693 13593
S
#13599
Cell~
You are in a cold, cramped chamber with only one exit.
~
41 9 0
D2
~
cell~
2 3693 13594
S
#13600
Cell~
You are in a cold, cramped chamber with only one exit.
~
41 9 0
D2
~
cell~
2 3693 13595
S
#13601
Cell~
You are in a cold, cramped chamber with only one exit.
~
41 9 0
D0
~
cell~
2 3693 13592
S
#13602
Cell~
You are in a cold, cramped chamber with only one exit.
~
41 9 0
D0
~
cell~
2 3693 13593
D5
~
~
0 -1 2
S
#13603
Cell~
You are in a cold, cramped chamber with only one exit.
~
41 9 0
D0
~
cell
cell~
2 3693 13594
S
#13604
Cell~
You are in a cold, cramped chamber with only one exit.
~
41 9 0
D0
~
cell
cell~
2 3693 13595
S
#13605
Hall~
You stand in a large cedar wood hall leading east and west. On the floor
lies a thin and narrow purple rug. The hall leads west inside the palace
and east to the Grand Entrance.
~
41 8 0
D1
~
~
0 -1 13550
D3
~
~
0 -1 13573
S
#13606
Path through the mountains~
The narrow path turns here heading south and west.
~
41 0 5
D2
~
~
0 -1 13607
D3
~
~
0 -1 13611
S
#13607
Path through the mountains~
Travel is hard and slow as you almost have to climb around large
boulders strewn about the path.
~
41 0 5
D0
~
1 -1 13606
D1
~
0 -1 13606
D1
~
~
0 -1 13608
S
#13608
Edge of the ravine~
The ground drops off below down to a rushing river. A small rope
bridge sways to and fro in the wind giving you access to the 
other side.
~
41 0 5
D1
~
~
0 -1 13609
D3
~
~
0 -1 13607
S
#13609
On a rope bridge~
The small rope bridge shudders under your weight as you make
you way across the valley.
~
41 0 0
D1
~
~
0 -1 13627
D3
~
~
0 -1 13608
S
#13610
Ledge around the valley~
You are walking around a small ledge overlooking a large valley
deep within the eastern mountains. The ledge turns north following
the shape of the valley and a steep trail continues to the east.
~
41 0 5
D0
~
~
0 -1 16030
D1
~
~
0 -1 13611
S
#13611
Path through the mountains~
You are walking through a rock strewn path deep within the mountains
east of Midgaard. The going is rough and you constantly twist your
ankle on the small stones lying about.
~
41 0 5
D1
~
~
0 -1 13606
D3
~
~
0 -1 13610
S
#13612
On the eastern edge of the mountains~
You stand on the eastern edge of the eastern mountains. The high
peaks lie to the west and rolling hills and plains open up to
your east.
~
41 0 5
D2
~
~
0 -1 13613
D3
~
~
0 -1 13629
S
#13613
In the foothills~
The path curves down the face of the mountain allowing you to
move up or down the face of this missive hunk of stone.
~
41 0 5
D0
~
~
0 -1 13612
D1
~
~
0 -1 13614
S
#13614
In the foothills~
The path curves down the face of the mountain allowing you to
move up or down as you please.
~
41 0 5
D2
~
~
0 -1 13615
D3
~
~
0 -1 13613
S
#13615
A rocky trail~
The faint sound of a flowing river reaches your ears from the south and 
through the trees you can see water. The path you are on continues north
and east from here.
~
41 0 5
D0
~
~
0 -1 13614
D1
~
~
0 -1 13630
D2
~
~
0 -1 13645
S
#13616
On a road~
This long road continues to the east and south.
~
41 0 2
D1
~
~
0 -1 13617
D2
~
~
0 -1 13633
S
#13617
On a road~
The well kept road continues east and west from here.
~
41 0 2
D1
~
~
0 -1 13618
D3
~
~
0 -1 13616
S
#13618
On a road~
You stand on a well maintained road leading east towards New Thalos
and west towards the Eastern Mountains. To the north you can see
wide plains stretching out as far as the eye can see. South of you
begins a dark green forest.
~
41 0 2
D1
~
~
0 -1 13569
D3
~
~
0 -1 13617
S
#13619
Headwaters of the River of Lost Souls~
The waters of the swamp pool in this low area and begin to flow southward.
~
41 0 7 30 2
D2
~
~
0 -1 13634
D3
~
~
0 -1 16136
S
#13620
Ishtar River~
The river calms a bit after being thrashed in the interior of
the mountain. Although still deep within the rocks you can see
faint traces of green to the east
~
41 0 7 15 1
D1
~
~
0 -1 13621
D3
~
~
0 -1 13639
S
#13621
Ishtar River~
The river flows east and west through the hills. 
~
41 0 7 15 1
D1
~
~
0 -1 13622
D3
~
~
0 -1 13620
S
#13622
Ishtar River~
The river begins its decent out of the mountains now and continues
its flow to the east.
~
41 0 7 15 1
D1
~
~
0 -1 13644
D3
~
~
0 -1 13621
S
#13623
Ishtar River~
The river flows under the wall of the city to the east and stretches
off towards high snow capped mountains far far to the west.
~
41 0 7 15 1
D1
~
~
0 -1 13487
D3
~
~
0 -1 13649
S
#13624
Ishtar River~
The river flows out from the city down a long winding gully towards
the Sea of Dragons. To the south of you lies the great eastern desert
and north a wide open expanse of grass. You can just barely make out
a road that seems to be traveling along side the river but the
banks are to steep for you to see very far.
~
41 0 7 15 1
D1
~
~
0 -1 13625
D3
~
~
0 -1 13483
S
#13625
Ishtar River~
The river continues its descent down the lowlands flowing
ever so gently south. It's hard to believe this is the same river that
came cascading down the mountainside.
~
41 0 7 60 1
D1
~
~
0 -1 13626
D3
~
~
0 -1 13624
S
#13626
Ishtar River~
Small animals and herd animals can be heard in the distance, though 
you don't actually see any near the river. Perhaps the steep slopes
pervent them from using the river.
~
41 0 7 60 1
D1
~
~
0 -1 13684
D3
~
~
0 -1 13625
S
#13627
Edge of the ravine~
You stand at the edge of a real long drop down. A small rope bridge
has conviently been placed here to allow you access to the other
side of the bridge. Unfortunately the wind seems to be kicking up
making the bridge sway slightly. The path leads off through the
mountains to the east.
~
41 0 5
D1
~
~
0 -1 13628
D3
~
~
0 -1 13609
S
#13628
Path through the mountains~
The narrow path makes its way through the mountains east
and west. You hear the squawking of a large bird over head
most likely a buzzard waiting for you to drop.
~
41 0 5
D1
~
~
0 -1 13629
D3
~
~
0 -1 13627
S
#13629
Path through the mountains~
A large boulder suddenly decides it wants to occupy the same space
you are currently standing in. I would move QUICK.
~
41 0 5
D1
~
~
0 -1 13612
D3
~
~
0 -1 13628
S
#13630
On a road~
The road you are on continues east and west.
~
41 0 4
D1
~
~
0 -1 13631
D3
~
~
0 -1 13615
S
#13631
On a road~
The road you are on continues east and west
~
41 0 2
D1
~
~
0 -1 13632
D3
~
~
0 -1 13630
S
#13632
On a road~
The road you are on continues east and west.
~
41 0 2
D1
~
~
0 -1 13633
D3
~
~
0 -1 13631
S
#13633
On a road~
The road bends here toward the riverbank giving one access to
the River Ishtar. The road continues north and west from the
river bank.
~
41 0 2
D0
~
~
0 -1 13616
D2
~
~
0 -1 13649
D3
~
~
0 -1 13632
S
#13634
The River of Lost Souls~
The river flows south through a valley in the mountains. You can see a
small village to the west.
~
41 0 7 15 2
D0
~
~
0 -1 13619
D2
~
~
0 -1 13635
S
#13635
The River of Lost Souls~
The river flows south in the southern end of this wide valley. The walls
of the valley close in to the south.
~
41 0 7 15 2
D0
~
~
0 -1 13634
D2
~
~
0 -1 13636
S
#13636
The River of Lost Souls~
The river begins to speed up as it cascades down this mountain
crevase. High above you a small rope bridge sways in the wind.
~
41 0 7 15 2
D0
~
~
0 -1 27071
D2
~
~
0 -1 13637
D3
~
bridge secret~
2 27006 27081
S
#13637
The River of Lost Souls~
The river rapidly flows down this crack in the side of the mountain
to the south. Hopefully you will hear any aproaching rapids.
~
41 0 7 15 2
D0
~
~
0 -1 13636
D2
~
~
0 -1 13638
S
#13638
The River of Lost Souls~
The river seems to calm a bit as the crevase widens lessens its
stranglehold on the waters. The river continues to the north 
through a crack and flows to the south.
~
41 0 7 15 2
D0
~
~
0 -1 13637
D2
~
~
0 -1 13639
S
#13639
A Split in the River~
The waters of the river crash down upon a rock and splits into
two bodies of water. The river you are on continues its southern
course and the new river heads off to the east. To  your west you notice
that the rocks have split and crumbled as if torn asunder by some massive
force.  It looks impossible to traverse. The River of lost souls also
continues to the north.
~
41 0 7 15 2
D0
~
~
0 -1 13638
D1
~
~
0 -1 13620
D2
~
~
0 -1 13640
S
#13640
The River of Lost Souls~
The river continues north and south from here through a water
eroded valley.
~
41 0 7 30 2
D0
~
~
0 -1 13639
D2
~
~
0 -1 13641
S
#13641
The River of Lost Souls~
The river continues north and south from here through a water
eroded valley.
~
41 0 7 30 2
D0
~
~
0 -1 13640
D2
~
~
0 -1 13642
S
#13642
The River of Lost Souls~
The river continues north and south from here through a water
eroded valley.
~
41 0 7 30 2
D0
~
~
0 -1 13641
D2
~
~
0 -1 13643
S
#13643
The River of Lost Souls~
The river makes a sharp bend here and heads east towards a large
mountain and north through a valley.  On a ledge above you, and to
the west, you can see movement.
~
41 0 7 30 1
D0
~
~
0 -1 13642
D1
~
~
0 -1 5000
D3
~
~
5 -1 16250
S
#13644
Ishtar River~
The river widens here, no longer bounded by rock, and flows east
towards a plain.
~
41 0 7 30 1
D1
~
~
0 -1 13645
D3
~
~
0 -1 13622
S
#13645
Ishtar River~
The river continues here east to east. There is a landing area to the
north where you can gain access to the shore.
~
41 0 7 30 1
D0
~
~
0 -1 13615
D1
~
~
0 -1 13646
D3
~
~
0 -1 13644
S
#13646
Ishtar River~
The river meanders through the foothills of the eastern mountains.
The air is dryer on this side of the continental divide and it seems
a bit warmer.
~
41 0 7 30 1
D1
~
~
0 -1 13647
D3
~
~
0 -1 13645
S
#13647
Ishtar River~
The river continues its journey eastward flowing through the
plains. To the west you see the peaks of large snow capped
mountains and to the east you see the outline of a large city.
~
41 0 7 30 1
D1
~
~
0 -1 13648
D3
~
~
0 -1 13646
S
#13648
Ishtar River~
The river flows east and west from here.
~
41 0 7 30 1
D1
~
~
0 -1 13649
D3
~
~
0 -1 13647
S
#13649
Ishtar River~
The river slows as it widens and meanders through the lowlands. A
small dock give access to the north shore.
~
41 0 7 30 1
D0
~
~
0 -1 13633
D1
~
~
0 -1 13623
D3
~
~
0 -1 13648
S
#13650
Igor's Secret Chamber~

~
41 8 0
D4
~
secret sesame~
2 3691 13536
S
#13651
In the mountains~
You are walking over rocks and stones through the mountains between 
the Ishtar and Dark rivers.
It's funny how all the rocks look alike
~
41 0 5
D0
~
~
0 -1 13652
D1
~
~
0 -1 13656
D2
~
~
0 -1 13654
D3
~
~
0 -1 13657
S
#13652
In the mountains~
You are walking over rocks and stones through the mountains between 
the Ishtar and Dark rivers.
It's funny how all the rocks look alike
~
41 0 5
D0
~
~
0 -1 13652
D1
~
~
0 -1 13655
D2
~
~
0 -1 13652
D3
~
~
0 -1 13651
S
#13653
In the mountains~
You are walking over rocks and stones through the mountains between 
the Ishtar and Dark rivers.
It's funny how all the rocks look alike
~
41 1 5
D0
~
~
0 -1 13654
D1
You see a large boulder blocking your path.
~
rock crack boulder~
1 -1 13639
D2
~
~
0 -1 13656
D3
~
~
0 -1 13657
S
#13654
In the mountains~
You are walking over rocks and stones through the mountains between 
the Ishtar and Dark rivers.
It's funny how all the rocks look alike
~
41 0 5
D0
~
~
0 -1 13654
D1
~
~
0 -1 13658
D2
~
~
0 -1 13657
D3
~
~
0 -1 13660
S
#13655
In the mountains~
You are walking over rocks and stones through the mountains between 
the Ishtar and Dark rivers.
It's funny how all the rocks look alike
~
41 0 5
D0
~
~
0 -1 13655
D1
~
~
0 -1 13659
D2
~
~
0 -1 13658
D3
~
~
0 -1 13654
S
#13656
In the mountains~
You are walking over rocks and stones through the mountains between 
the Ishtar and Dark rivers.
It's funny how all the rocks look alike
~
41 0 0
D0
~
~
0 -1 13653
D1
~
~
0 -1 13658
D2
~
~
0 -1 13655
D3
~
~
0 -1 13651
S
#13657
In the mountains~
You are walking over rocks and stones through the mountains between 
the Ishtar and Dark rivers.
It's funny how all the rocks look alike
~
41 0 5
D0
~
~
0 -1 13654
D1
~
~
0 -1 13658
D2
~
~
0 -1 13654
D3
~
~
0 -1 13654
S
#13658
In the mountains~
You are walking over rocks and stones through the mountains between 
the Ishtar and Dark rivers.
It's funny how all the rocks look alike
~
41 0 5
D0
~
~
0 -1 13655
D1
~
~
0 -1 13657
D2
~
~
0 -1 13659
D3
~
~
0 -1 13654
D5
~
~
5 -1 16246
S
#13659
In the mountains~
You are walking over rocks and stones through the mountains between 
the Ishtar and Dark rivers.
It's funny how all the rocks look alike
~
41 0 5
D0
~
~
0 -1 13652
D1
~
~
0 -1 13659
D2
~
~
0 -1 13654
D3
~
~
0 -1 13658
S
#13660
Headwaters of the Dark River~
A large natural spring issues forth from the heart of the mountain
and flows west down the mountain. It looks like there was a terrible
earthquake here not too long ago, and a path that used to lead eastwards
through the mountains is no more.
~
41 0 7 15 3
D3
~
~
0 -1 13661
S
#13661
On the Dark River~
The river flows down the mountain through a large crevasse to the west
and up into the mountains east.
~
41 0 7 30 3
D1
~
~
0 -1 13660
D3
~
~
0 -1 13662
S
#13662
On the Dark River~
The walls of this canyon tower overhead as the river continues east
and west from here.
~
41 0 7 30 3
D1
~
~
0 -1 13661
D3
~
~
0 -1 13663
S
#13663
On the Dark River~
The walls of rock around you slowly shrink to ground level as the river 
flows out of the mountains and onto the plains.
~
41 0 7 30 3
D1
~
~
0 -1 13662
D3
~
~
0 -1 13664
S
#13664
On the Dark River~
The river continues east and west from here out of the foothills
to the east down into the plains west of here.
~
41 0 7 30 3
D1
~
~
0 -1 13663
D3
~
~
0 -1 13665
S
#13665
On the Dark River~
The river, following a low spot in the foothills, bends and twists.
Tall mountains can be seen off to the east and a castle can be seen
to the west.
~
41 0 7 30 2
D1
~
~
0 -1 13664
D2
~
~
0 -1 13666
S
#13666
On the Dark River~
The river makes a wide sweeping turn here and off in the distance
you can see the outline of a large castle.
~
41 0 7 45 3
D0
~
~
0 -1 13665
D3
~
~
0 -1 13667
S
#13667
On the Dark River~
The river flows west from here into the heart of the Mirkwood Forest
and east across the plains.
~
41 0 7 45 3
D1
~
~
0 -1 13666
D3
~
~
0 -1 13668
S
#13668
On the Dark River~
You can barely make out whats ahead of you ask the river flows
quietly through the forest of Mirkwood.
~
41 1 7 45 3
D1
~
~
0 -1 13667
D3
~
~
0 -1 13669
S
#13669
On the Dark River~
The river slowly flows west towards the city of Midgaard and east
through the forest of Mirkwood. There are small breaks in the woods
to the north and south where you might be able to get up on bank.
~
41 1 7 45 3
D0
~
~
0 -1 15100
D1
~
~
0 -1 13668
D2
~
~
0 -1 15101
D3
~
~
0 -1 13670
S
#13670
On the Dark River~
The river continues east and west from here flowing south of a dark
forest.
~
41 0 7 45 3
D1
~
~
0 -1 13669
D3
~
~
0 -1 13671
S
#13671
On the Dark River~
The river flows west through a grating into the city of Midgaard and
east towards some tall mountains.
~
41 0 7 45 3
D1
~
~
0 -1 13670
D3
~
~
0 -1 3205
S
#13672
On the Dark River~
The river flows to the east under the walls of Midgaard and west
snaking through a dark forest.
~
41 0 7 45 3
D1
~
~
0 -1 3200
D3
~
~
0 -1 13673
S
#13673
On the Dark River~
The river continues east and west meandering through the woods.
~
41 1 7 45 3
D0
~
~
0 -1 6121
D1
~
~
0 -1 13672
D2
~
~
0 -1 27495
D3
~
~
0 -1 13674
S
#13674
On the Dark River~
The river continues east and west meandering through the woods. You
hear the sounds of chopping wood far off in the distance.
~
41 1 7 45 3
D0
~
~
0 -1 6222
D1
~
~
0 -1 13673
D3
~
~
0 -1 13675
S
#13675
On the Dark River~
The river continues east and west meandering through the woods.
~
41 1 7 45 3
D1
~
~
0 -1 13674
D3
~
~
0 -1 6145
S
#13676
On a rope bridge~
The rope bridge begins to gently sway in the wind.
~
41 4 -1 10 13677 1 5
D1
~
~
0 -1 13627
D3
~
~
0 -1 13608
S
#13677
On a rope bridge~
The bridge begins to gain momentum as it swings in the wind wee this
is fun.... hope you have good grip.
~
41 0 -1 40 13678 1 0
D1
~
~
0 -1 13627
D3
~
~
0 -1 13608
S
#13678
Freefall~
As your fingers slowly slip from the handguides you feel a sudden
euphoria as you freefall the 200 + feet to your death.
~
41 2 5
S
#13679
CRUSHED~
Well you either are a real slow reader or you arent real good
at taking a hint. From now on when a room says move I would
suggest you do so.
~
41 2 5
D4
~
~
0 -1 13629
S
#13680
Path through the mountains~
You hear a loud rumbling nearby and small rocks begin to pelt you.
~
41 0 -1 60 13679 1 5
D1
~
~
0 -1 13612
D3
~
~
0 -1 13628
S
#13681
On the Plains~
You stand on an open expanse of grass extending in all directions. To
the south of you stand the might northern gates of New Thalos. East
and west of you the grassy fields continue and north, in the distance,
you see a line of trees.
~
41 0 2
D0
~
~
0 -1 13682
D1
~
~
0 -1 13681
D2
~
~
0 -1 13567
D3
~
~
0 -1 13681
S
#13682
On the Plains~
You stand on an open field of grass. The forest to the north is
closer but still a good distance away. To the south a small dirt
path has been trodden into the ground heading towards New Thalos.
~
41 0 2
D0
~
~
0 -1 13683
D1
~
~
0 -1 13682
D2
~
~
0 -1 13681
D3
~
~
0 -1 13682
S
#13683
Edge of the forest~
You stand at the edge of a huge forest. The line of trees
continues as far as the eye can see to the east and west. A large
expanse of grass spreads out to the south.
~
41 0 2
D0
~
~
0 -1 13901
D1
~
~
0 -1 13683
D2
~
~
0 -1 13682
D3
~
~
0 -1 13683
S
#13684
Ishtar River~
The river broadens even more here and the waters become murky. The
smell of saltwater has reached you from the east. The Dragon Sea 
cannot be far away. To the east you can see the faint outline 
of a city and to the north you see a large expanse of grass.
~
41 0 7 60 1
D1
~
~
0 -1 13685
D3
~
~
0 -1 13626
S
#13685
The river delta~
This is where the river empties out into the Dragon Sea. The backrush
of water has kicked up a lot of sand and the blue sea is stained where
the river empties. Looking west all you can see is water.. all the way
to the horizon. North of here is a small dock you think you should be
able to reach with out too much trouble. The river stretches off to
the west back towards New Thalos.
~
41 0 7 60 1
D1
~
~
0 -1 13686
D3
~
~
0 -1 13684
S
#13686
The Dragon Sea~
 You are on the clear blue seas of the Dragon Sea. 
 Water extends in all directions as far as the eye
 can see. Off in the distance you think you might 
 see a small dock to the north.
~
56 0 0
D0
~
~
0 -1 13687
D1
~
~
0 -1 21748
D2
~
~
0 -1 13686
D3
~
~
0 -1 13685
S

#13687
The Dragon Sea~
The Dragon Sea comes up along the shore here. The deep blue waters
rolling in and crashing against the beach. To the north you see a 
small dock jutting out into the surf.
~
41 0 0
D0
~
~
0 -1 13695
D1
~
~
0 -1 13696
D2
~
~
0 -1 13686
S
#13688
The Dragon Sea~
 You are on the clear blue seas of the Dragon Sea. 
 Water extends in all directions as far as the eye
 can see. Off in the distance you think you might 
 see a small dock to the west.
~
41 0 0
D0
~
~
0 -1 13688
D1
~
~
0 -1 13697
D2
~
~
0 -1 13695
S
#13689
The Dragon Sea~
 You are on the clear blue seas of the Dragon Sea. 
 Water extends in all directions as far as the eye
 can see. Off in the distance you think you might 
 see a small dock to the west.
~
41 0 0
D0
~
~
0 -1 13697
D1
~
~
0 -1 13689
D2
~
~
0 -1 13696
D3
~
~
0 -1 13695
D5
~
~
0 -1 13698
S
#13690
On a road~
The people of New Thalos take great pride in the services their
city may provide. One of these services is the construction crews
the go to great lengths to keep all the roads in order. Although
the taxes in New Thalos are higher then other cities in the realm
most of the money is used for the good of the people.
~
41 0 1
D1
~
~
0 -1 13691
D3
~
~
0 -1 13568
S
#13691
On a road~
You walk along a well used road with beautiful scenery. To the north
tall pine trees form a wall that goes on for miles. Between the road
and the trees lies a great expanse of grassy plains. South of here, 
beyond the river, lies the Great Eastern Desert. The road continues
east and west.
~
41 0 1
D1
~
~
0 -1 13692
D3
~
~
0 -1 13690
S
#13692
On a road~
The Dragon Sea can be seen to the east now spreading out to unkown
lands. The road continues east and west. To the south you hear the
sounds of boats traveling the Ishtar delivering goods.
~
41 0 1
D1
~
~
0 -1 13693
D3
~
~
0 -1 13691
S
#13693
On a road~
This is the man land route through the land. Merchants can bring thier goods
to the coastline and have them ferried onto ships for export. Travel
by foot west will take you through New Thalos up and over the Eastern
Mountains and down into Midgaard.
~
41 0 1
D1
~
~
0 -1 13694
D3
~
~
0 -1 13692
S
#13694
Near the shore~
The road ends here turning into a small dirt path leading down the 
beach and onto a dock. To the north and south you see the coastline
stretching out before you. West of here the lowlands roll up into
huge snow capped mountains.
~
41 0 1
D1
~
~
0 -1 13695
D3
~
~
0 -1 13693
S
#13695
On a dock~
You stand on a simple wooden dock that acts as an extension of the road
to the west. The dock seems to have been here for quite a long time
but is still sturdy. A small ladder has been built on the eastern end
to allow easy access to and from ships.
~
41 0 0
D0
~
~
0 -1 13688
D1
~
~
0 -1 13689
D2
~
~
0 -1 13687
D3
~
~
0 -1 13694
S
#13696
The Dragon Sea~
 You are on the clear blue seas of the Dragon Sea. 
 Water extends in all directions as far as the eye
 can see. Off in the distance you think you might 
 see a small dock to the west.
~
56 0 0
D0
~
~
0 -1 13689
D1
~
~
0 -1 13696
D2
~
~
0 -1 21749
D3
~
~
0 -1 13687
S
#13697
The Dragon Sea~
The ocean spreads out in all directions rolling gently. In the distance
you can see an island on the horizon. To the west you see the mainland.
~
41 0 0
D0
~
~
0 -1 13697
D1
~
~
0 -1 13697
D2
~
~
0 -1 13689
D3
~
~
0 -1 13688
S
#13698
Under the dock~
You are swiming underneath the dock. You can see the four wooden pylons
that support the structure. The murky water clouds you vision as you
gaze westard, but you think you can make out an iron grating in that
direction.
~
41 1 9
D3
~
grate~
1 1 13699
D4
~
~
0 -1 13697
S
#13699
Lair of the Ixitxachitl~
Blood swirls around in the water as the Ixitxachitl devours the 
last of its meal. Swirling around quickly as you intrude upon
hismeal the large sting ray attacks!
~
41 1 9
D1
~
grate~
1 -1 13698
S
#13700
Gambreezzi's Frozen Food Section~
This room appears to be carved from solid ice.  In fact it reminds you
of a hollow ice cube, except you are standing in the middle of it!
Brrr...sure is cold in here.  Neatly stacked throught this chamber of
ice are row after row of frozen treats.  You can see packages, ranging
from corn and peas to spinach and okra.  Strangely enough, all of the
packages have a funny little label of a BIG GREEN Giant and they read
"Jolly Green Giant".  As you examine the massive stacks of frozen goodies,
you lose control of your appetite, and begin gobbling these tasty 
treats.  Suddenly you hear a deep voice say 'HO HO HO'.  At first you
are startled, but then you relax.  You realize this is the home of the
Jolly Green Giant.  But BEWARE, those muscles and that BIG GREEN club
mean business, so it would be wise no to anger him.
~
44 0 0
D1
~
~
0 -1 3001
D2
~
~
0 -1 3030
D3
~
~
0 -1 17999
S
#13703
Entrance to Graecia~
You have arrived in a strange place indeed.  You are standing on the
crest of of a huge hill.  The meadow at your feet is peaceful and calm,
unlike the savage world that you are accustomed.  The meadow extends
northward to a paved road which extends beyond the range of your vision.
The view from this hill is awesome.  You have an excellent aerial view
of this strange place.  To the northeast is gigantic mountain, extending
above the clouds, that towers above the lands below.  To the northwest is
vast ocean stretching out of sight.  You can also make out a city at
the end of the great paved road to the north.  There is also an old
wooden sign which seems to mystically entice you to read it.
~
46 0 0
D0
~
~
0 -1 13704
D1
~
~
0 -1 17061
E
sign~
                   Welcome to Graecia

Labors of Hercules  (Levels 10-20)
Forest Maze (Levels 15-25)

Note:  all levels are based on groups of 3 or more
~
S
#13704
The Great Brick Road~
It is strange indeed to travel on such a straight and smoothly paved
road.  You notice several deeply worn grooves that seem to run parallel
to the direction of the road.  These ruts almost seem to be part of the
road design, but you know better.  To the north the road extends northward to
the great city on the horizon.  To your east you see the beginning of a
great forest that makes Mirkwood seem feeble in comparison.
~
46 0 0
D0
~
~
0 -1 13705
D2
~
~
0 -1 13703
S
#13705
On the Road to Graecia~
The road continues to the north and the city is slowly getting closer.
The forest to the east seems even more ominous.  You get the feeling
that someone is monitoring your progress.  To the west is a large
building.  As you peer at the building the architecture seems quite foreign
to you.  There are large columns with bas reliefs of great battles supporting
the roof.  You hear the sound of laughter and cheering from inside the
building.  There is also a large insignia of the arched entrance of a
huge sword.  You are overwhelmed by the feeling of safety which issues
forth from the building.
~
46 0 0
D0
~
~
0 -1 13708
D2
~
~
0 -1 13704
D3
~
~
0 -1 13706
S
#13706
Hall of Mercenaries~
Inside the building you notice a large hole in the ceiling which
illuminates the entire room.  There is a small reflecting pool beneath
the hole which serves as a basin for the rainwater.  Inside the building
are several armored men and women talking to each other, they all stare
at you as you enter, then quickly return to the business.  Along the
walls of this building are larger pictures of fabled monsters and
fearless men fighting to the death.  You also can make out a smaller
exit to the north that seems hidden.  To the north you can hear the
the sounds of water splashing against great rocks.
~
46 0 0
D0
~
~
0 -1 13707
D1
~
~
0 -1 13705
S
#13707
The Eastern Edge of the Great Ocean~
You have arrived at the eastern edge of the Great Ocean.  There are huge
boulders scattered along the rocky coast.  As the ocean collides with
boulders you feel uneasy.  It reminds you that the strange lands in which
you have entered are filled with great mystery.  Looking out to sea you
can make out several rocky islands.  Only great legends speak of what
lies on those unexplored lands.  There are men here building sea faring
vessels, and you can see a large man directing them.  These ships are
unlike any you have seen before and they seem able to withstand the
mighty ocean unlike the rafts and canoes in which you are so familiar.
~
46 0 0
D1
~
~
0 -1 13708
D2
~
~
0 -1 13706
D3
~
~
0 -1 13800
S
#13708
Intersection of the Great Road~
You are standing at the intersection of a paved road and a dusty trail.
The paved road goes north and south.  To the north is the city of
Graecia, and to the south the road leads into the hills.  The dusty path
goes to the east and west.  To the west, the path leads to the vast
ocean and to the east the path twists into a mysterious forest.
~
46 0 0
D0
~
~
0 -1 13709
D1
~
~
0 -1 13731
D2
~
~
0 -1 13705
D3
~
~
0 -1 13707
S
#13709
Gateway to Graecia~
Unlike the city of Midgaard, this city does not need any walls to
protect it.  The reputation of the Graecian soldiers is such that no
army would consider an invasion upon this fabulous city.  Beyond the
city entrance is the Main Plaza, which serves as the center of activity
for Graecia.
~
46 0 0
D0
~
~
0 -1 13710
D2
~
~
0 -1 13708
S
#13710
Main Plaza~
This is the center of activity for the town of Graecia.  You can see
artisans showing their fine works and crafts, entertainers playing their
instruments, and in a corner is a group engaged in a heated debate.
Chariots are passing through at a such rapid pace, you almost have to
actively dodge them.  To the north is the Palace and Grand Hall of the
ruler of Graecia.  To the east and west, paved roads extend throughout
the town.  As you look to the east you can see buildings built of
fine materials such as marble and obsidian, while to the west the
shadows make the road look a bit threatening.  A paved road also extends
to the south gate of town.
~
46 0 0
D0
~
~
0 -1 13711
D1
~
~
0 -1 13712
D2
~
~
0 -1 13709
D3
~
~
0 -1 13713
S
#13711
Grand Hall of Agamemnon~
Scholars and wise men make up the court of King Agamemnon.  You have
interupted a great debate.  As you enter the scholars recognize that you
are foreigners and hail your arrival.  King Agamemnon welcomes you to
the land of Graecia and bids you a safe journey.  He is seated on a
throne of pure gold embedded with so many jewels that the sunlight
reflected from them nearly blinds you.  You consider stealing some of
the jewels, but you realize that Agamemnon could smite you if you
angered him.  At his side, Clytemnestra, his wife, smiles
with a glint of betrayal in her eyes.  After greeting you the court
ignores you and returns to their discussion.  There are also large
columns here providing tall deep shadows and occasionally you can see a
figure dart in between them.  You realize that even the brave Agamemnon
is not without enemies and this land of Graecia is not as peaceful as it
seems.
~
46 0 0
D2
~
~
0 -1 13710
S
#13712
The Dim Alley~
The paved road that you have been accustomed now takes on a different
look.  The bricks are no longer neatly laid in place, and the buildings
that you pass are progressively in worse condition.  Occassionally you
see a shadowy figure in the corner of your eyes.  Whenever you try to
catch a glimpse of the figure, it disappears into the shadows.  Your
progress to the west is blocked by a wooden wall.  You wonder why a
wooden wall is in the middle of the street, then you see some movement
behind the wall.  An arrow stikes the ground at your feet, and you
realize that that was only a warning shot.  Obviously, it would be a
good idea to leave this area quickly.
~
46 0 0
D3
~
~
0 -1 13710
S
#13713
Path of Gold~
The bricks on this portion of the road seem to be coated with gold!  You
can tell by the houses and ornately designed buildings that this area of
town is where the scholars and merchants live.  You can see mini
fortresses with flowing fountains and beautiful gardens latently behind
the walls of these buildings.  You would think that there would be a
crime problem in this area, but the multitude of guards in the area
suggests otherwise.  To the east is the Main Plaza and to the west the
road continues.
~
46 0 0
D1
~
~
0 -1 13710
D3
~
~
0 -1 13714
S
#13714
Estate of Nero~
You have entered the grand estate of Nero.  There are fountains,
mini-colloseums, statues, and many other fine sculptures in this area.
There is a large horse seated on a throne here.  The horse prances
proudly as you enter.  For such a large estate, it seems strange that
there are not any workers scurrying around looking busy.  In fact it is
rather quiet.  Only the statues and the Horse are here to greet you.  A
man walks by and whispers that Hercules is the only worker employed by
Nero.  It must be truly a Herculean task to keep this place in order.
Paths lead in all directions into the countryside, while to the east you
can see the edges of town.
~
46 0 0
D0
~
~
0 -1 13715
D1
~
~
0 0 13713
D2
~
~
0 -1 13723
D3
~
~
0 -1 13716
S
#13715
The Augean Stables~
You have arrived in a huge stable.  There must be hundreds of stalls,
all of which are in poor condition.  You can see bales of hay waiting to
be moved and the stench from the horses is tremendous.  Poor Hercules
will have his hands full keeping this place clean.  To the west is a
small stream that flows with a rapid torrent, and to the south is the
courtyard of Nero.
~
46 0 0
D2
~
~
0 -1 13714
S
#13716
Westward Path on the Estate~
You are travelling on a path that leads west into the mountains and east
towards the coutryard of Nero.  To the north you can see a small trail
leading into an arbory and to the south the path twists into an
area overgrown with bushes and tall grass.  The area to the south looks
like it leads into a swamp.
~
46 0 0
D0
~
~
0 -1 13720
D1
~
~
0 -1 13714
D2
~
~
0 -1 13719
D3
~
~
0 -1 13717
S
#13717
End of the Path~
You have reached the end of a small path through the estate of Nero.
All is quiet hear..In fact all of the sounds that you are normally
accustomed to are no longer present.  To the west you can see an area
sheltered from the elements.  It seems to be a cave of a burrow of some
sort.  A strong smell of death and decay comes from the mouth of the
cave.  The wind begins to increase in force from the west and the stench
becomes overpowering.  You realize whatever is making that horrid stench
must be a formidable creature.
~
46 0 0
D1
~
~
0 -1 13716
D3
~
~
0 -1 13718
S
#13718
Den of the Nemean Lion~
You have entered the home of the Nemean Lion.  You can tell that many a
great warrior have perished here by the decoration of skulls and bones
that are scattered throughout the den.  You also notice several bodies
in different stages of decay, in fact you can even make out the insignia
of the Graecian town guard on some of the corpses.  You realize that
whatever is powerful enough to destroy the Graecian guard is indeed a
force to be reckoned.
~
46 0 0
D1
~
~
0 -1 13717
S
#13719
Hidden Swamp~
As you push your way through the overgrown area you realize that you
have stumbled upon a small clearing.  As you look at your feet, you
realize that you are standing in a small swamp or pond.  The stench of
the stagnant water is unbearable.  You feel a small current moving
through the water as if SOMETHING were moving about your feet in the
water.  Suddenly, a creature with ten large heads leaps from the swamp
and rushes to attack!
~
46 0 0
D0
~
~
0 -1 13716
S
#13720
The Arbory~
This is an isolated arbory in the estate.  Beautiful trees and delicious
apples grow here.  You are overcome by a sense of peace and content.
You start to feel sleepy and it becomes difficult to keep your eyes
open.  Suddenly, you hear a scream from the north and you spring to your
feet!  To the north you now see a gate, hidden by a large tree.  You
hear another scream, then the area is overcome by great silence.  As you
get a better look of the area you also see a small stream to the west.
~
46 0 0
D0
~
~
0 -1 13721
D2
~
~
0 -1 13716
S
#13721
Amazon Village~
Past the gates is a small community of Amazons living in a well
concealed area of the estate.  All of the women are in excellent
physical condition and by the size of their arms, they look like
formidable opponents.  As you enter the village they look at you with a
blank and omnious stare.  You can see corpses of several ferocious
creatures over a large fire in the center of the village.  Obviously
they know how to use their weapons quite well.  To the south you can see
a hidden trail leading a small arbory, and to the north you can see what
appears to be a combat area.
~
46 0 0
D0
~
~
0 -1 13722
D2
~
~
0 -1 13720
S
#13722
Sparring Ring~
This area was specifically designed for combat.  You can see an area
marked by ropes and various implements for destruction lying around.
You can see the Champion, Queen Hippolyta, practicing with several of
her bravest warriors.  She grins and displays the large girdle around
her waist.  From legend you remember that this girdle has great power
and signifies that she is the best warrior of her tribe.  She invites
you into the ring, grabs her spear, and prepares to meet your challenge.
~
46 0 0
D2
~
~
0 -1 13721
S
#13723
The Pasture~
You have entered the pasture of Nero's Prize Oxen, Geryon.  This oxen is
not like any mere cow that you have ever seen.  Nero's prize Oxen is
carefully guarded by a huge, overbearing giant and his faithful two
headed dog.  The giant grins as you enter and carefully clutches his
club.  That club looks like it could smash boulders with a single blow.
You can see that the path continues to the south leading upwards into
the hills.
~
46 0 0
D0
~
~
0 -1 13714
D2
~
~
0 -1 13724
S
#13724
Forgotten Path in the Hills~
You are travelling on a deserted path that leads into the hills.  To the
west you can see a huge tree covered mound, which looks to be the home
of some huge beast, and to the south the path continues its climb to a
summit on the hills.
~
46 0 0
D0
~
~
0 -1 13723
D2
~
~
0 -1 13727
D3
~
~
0 -1 13725
S
#13725
The Great Mound~
You have finally made the climb on to the top of a huge mound.  There is
a single sapling on this hill.  Growing on the tree are some golden
apples.  You remember that these apples were supposed to be guarded by
some horrible beast, but there seems to be no sign of him now.  As you
take a second glance at the mound you see a suspicious hole concealed by
some debris.  The hole seems to be the home of some great monster, and
judging by the scales scattered around it only one thing comes to mind.
That must be the home of a DRAGON!!!
~
46 0 0
D1
~
~
0 -1 13724
D5
~
~
0 -1 13726
S
#13726
Lair of the Watchful Dragon~
You cautiously sneak into this huge chamber.  Scattered throughout this
chamber are scales, bones, and more coins than you have ever seen.  But
wait, wheres the dragon?  This lair seems deserted....On second thought,
the stench is too overbearing.  Suddenly you hear a loud roar and before
you can react, a Huge Dragon is upon you.
~
46 0 0
D4
~
~
0 -1 13725
S
#13727
Mount Aventine~
You have finally reached the summit of Mount Aventine.  You have a great
view of the surrounding lands.  To the north you can see the fantastic
estate of Nero.  To the east you can see the city of Graecia, and the
great forest.  Finally, to the south and west you can see the vast ocean
and islands along the coast.  Standing here are two giants.  They look
at each other and grin evilly.  One assumes a wrestling stance and the
other grabs a huge club.  They move towards you with the intent of
battle.
~
46 0 0
D0
~
~
0 -1 13724
S
#13728
Home of the Jolly Green Giant~
This is the main room of the Jolly Green Giant Clan.  The temperature is
set at about -30 and feels a bit brisk.  The walls, ceiling, and floor
all have this annoying green tint coated with a thick layer of ice.
In the center of the room is a Giant Ice Box (Not that the room isn't)
and of course it's VERY GREEN.  There are exits in all directions to
each of the members of the Jolly Green Giant Clan.
~
46 0 0
D0
~
~
0 -1 13729
D1
~
~
0 -1 13700
D2
~
~
0 -1 3001
D4
~
~
0 -1 13730
D5
~
jolly~
2 1 20003
S
#13729
Gambrest's Private Freezer~
This is the private room of the Baby Green Giant, Gambrest.  He is not
nearly as awesome as his father, but you wouldn't want to anger
either of them.  His room is a bit warmer than the main room.  The 
walls and ceiling of this room don't even have the chilly coating of
ice.  That's because Gambrest is starting a frozen food collection on
the walls, and they need heat to grow before they are stored.  There
is only one exit and it leads into a shimmering green room.
~
46 0 0
D0
~
~
0 -1 13728
S
#13730
Pigelty's Frozen Pork Chops~
This is the private sty of the youngest in the Jolly Green Giant clan.
Pigelty is certainly as friendly as the others, but he is a bit more
carefree as you can tell by the green mud splattered all over the walls.
This room is much warmer than the others, and you feel like taking
a little nap.  It wouldn't be a good idea, because who knows when that
little devil will return and make you GREEN with ENVY.
~
46 0 0
D0
~
~
0 -1 13728
S
#13731
Path into the Great Forest~
You are on a small and spooky path that leads into the Great Forest.
The trees seem to reach towards you with their twisted and gnarled
branches.  With closer inspection, you see some very strange tracks
leading into the forest, reinforcing the rumors that the forest is
haunted by strange creatures.  To the west a familiar path leads to
the Great Paved Road and to the east the path winds into the
dense forest.
~
46 0 3
D1
~
~
0 -1 13732
D3
~
~
0 -1 13708
S
#13732
Path into the Dark Forest~
The path twists and winds so much that it makes you lose your sense of
direction.  The once omnius and active forest suddenly becomes still as
if disturbed by some presense.  More tracks are here leading to the
east.  The path leads to the Great Road to the west, and to the east the
path enters into the mysterious forest.
~
46 0 3
D0
~
~
0 -1 13755
D1
~
~
0 -1 13733
D3
~
~
0 -1 13731
S
#13733
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13736
D1
~
~
0 -1 13735
D2
~
~
0 -1 13734
D3
~
~
0 -1 13732
S
#13734
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13733
D2
~
~
0 -1 13735
S
#13735
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13736
D1
~
~
0 -1 13736
D2
~
~
0 -1 13734
D3
~
~
0 -1 13733
S
#13736
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13737
D1
~
~
0 -1 13735
D2
~
~
0 -1 13735
D3
~
~
0 -1 13733
S
#13737
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13737
D1
~
~
0 -1 13738
D2
~
~
0 -1 13736
D3
~
~
0 -1 13737
S
#13738
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13740
D1
~
~
0 -1 13741
D2
~
~
0 -1 13739
D3
~
~
0 -1 13737
S
#13739
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13738
D1
~
~
0 -1 13740
D2
~
~
0 -1 13743
D3
~
~
0 -1 13740
S
#13740
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13741
D1
~
~
0 -1 13742
D2
~
~
0 -1 13738
D3
~
~
0 -1 13739
S
#13741
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13740
D1
~
~
0 -1 13744
D2
~
~
0 -1 13739
D3
~
~
0 -1 13738
S
#13742
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13752
D1
~
~
0 -1 13753
D2
~
~
0 -1 13745
D3
~
~
0 -1 13740
S
#13743
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13739
D1
~
~
0 -1 13744
D2
~
~
0 -1 13743
D3
~
~
0 -1 13743
S
#13744
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13741
D1
~
~
0 -1 13745
D2
~
~
0 -1 13746
D3
~
~
0 -1 13743
S
#13745
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13742
D1
~
~
0 -1 13751
D2
~
~
0 -1 13746
D3
~
~
0 -1 13744
S
#13746
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13744
D1
~
~
0 -1 13745
D2
~
~
0 -1 13750
D3
~
~
0 -1 13747
S
#13747
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13746
D1
~
~
0 -1 13750
D2
~
~
0 -1 13748
D3
~
~
0 -1 13748
S
#13748
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13747
D2
~
~
0 -1 13749
D3
~
~
0 -1 13747
S
#13749
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13750
D1
~
~
0 -1 13750
D2
~
~
0 -1 13751
D3
~
~
0 -1 13748
S
#13750
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13746
D1
~
~
0 -1 13749
D2
~
~
0 -1 13749
D3
~
~
0 -1 13747
S
#13751
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13745
D1
~
~
0 -1 13751
D2
~
~
0 -1 13749
D3
~
~
0 -1 13751
S
#13752
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13754
D1
~
~
0 -1 13753
D2
~
~
0 -1 13753
D3
~
~
0 -1 13742
S
#13753
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13752
D1
~
~
0 -1 13752
D2
~
~
0 -1 13754
D3
~
~
0 -1 13742
S
#13754
Spooky Forest~
You have arrived at a small intersection in the forest.  The trees
are very dense and unnatural-looking.  There are tracks leading in
all directions along paths twisting in between the mysterious trees.
~
46 1 3
D0
~
~
0 -1 13752
D1
~
~
0 -1 17019
D2
~
~
0 -1 13754
D3
~
~
0 -1 13753
S
#13755
Rocky Path~
You have arrived at a two way intersection.  There are huge boulders
stacked in a strange pattern.  A treacherous trail slowly winds towards
the summit of Mt Olympus.  As you stare to the sky and the peak of Mount
Olympus, you can see flickers of lightning in the background.  Another
trail leads into a dark cave and rapidly descends out of sight.
~
46 0 4
D4
~
~
0 -1 13780
D5
~
~
0 -1 13756
S
#13756
Spiraling Trail to Hades~
The path becomes steeper and steeper as you descend.  The trail turns
into a huge spiral staircase that descends out of sight into the abyss.
Occassionally you see images of people and fire, but they vanish before
you can get a better look.  You also notice that the temperature has
begun to rise, and you feel quite uncomfortable.
~
46 0 4
D4
~
~
0 -1 13755
D5
~
~
0 -1 13757
S
#13757
Entrance to Hades~
The huge staircase comes to an abrupt end here.  As you look up a mist
descends upon the entire area and you lose your perception of distance.
The staircase slowly disappears from sight and the mist fades.  To the
east you can see a shimmering light and make out a strange creature.
~
46 1 4
D1
~
~
0 -1 13758
S
#13758
Gateway to Hades~
You have arrived at the Gateway to Hades.   A huge gate stretches out of
sight in all directions.  Guarding the gate is a huge three headed dog.
You can see shimmering images bow before the guardian and then pass
right through the massive gate.  The guardian stops resting and stares
at you with all three massive heads.
~
46 8 0
D1
~
gate
~
2 13758 13759
D3
~
~
0 -1 13757
S
#13759
Junction in Hades~
You are standing in the middle of a fiery hot trail that goes in all
directions.  To the south you can hear screams of anguish and suffering.
The path seems brighter and you hear soothing music to the north.  To
the west is a pitch black gate blocking your passage.  And to the east
is a shining path that leads into a large cave.
~
46 9 0
D0
~
~
0 -1 13760
D1
~
~
0 -1 13776
D2
~
~
0 -1 13764
D3
~
gate
~
2 13758 13758
S
#13760
A Golden Field~
You have entered a different place indeed.  You are standing in the
middle of a golden field which extends out of your vision in all
directions.  The air is fresh and you feel that you could remain here
FOREVER.  A small path leads northward into a small arbory, and another
path turns southward into a dark, sinister looking place.  To the east
and west the field continues.
~
13755 8 0
D0
~
~
0 -1 13761
D1
~
~
0 -1 13760
D2
~
~
0 -1 13759
D3
~
~
0 -1 13760
S
#13761
Peaceful Arbory~
You have arrived in a peaceful clearing in a small arbory.  The trees
are young and so peaceful that you feel they are not living.  There are
some spirits here looking very content.
~
13755 8 0
D1
~
~
0 -1 13762
D2
~
~
0 -1 13760
D3
~
~
0 -1 13663
S
#13762
Path to Graecia~
You have left the peaceful portion of Hades, where those who were
rewarded for a good life remain.  You have entered a huge cavern that is
shaped like a giant cylinder.  A spiraling, stone staircase extends out
of sight towards a flickering light in the sky.  At the base of the
stairs is another huge gate that prevents your passage to Graecia.
Sitting at the steps next to the gate is a horrid skeletal creature,
holding a huge sickle and a large white key.
~
13755 9 0
D3
~
~
0 -1 13761
D4
A huge gate carved from white obsidian block your passage~
gate~
2 13762 13755
S
#13763
Pleasure Room~
You have entered the final goal of every mortal in Graecia.  The place
of eternal happiness.  You can see natural wonders and beauties beyond
the bounds of your imagination.  Everything is absolutely perfect and
peaceful.  You can only hope that when you die, you will enter this fine
resting place.
~
13755 8 0
D1
~
~
0 -1 13761
S
#13764
Entrance to the Torture Chambers~
You have entered a fiery hot room with every implement of torture
present.  You can see all of your favorite devices:  racks, hot coals,
shackles, thumb screws, and the list goes continues.  You can see arched
doorways leading deeper into the torture chambers to the east, west, and
south.  To the north, a dark passage leads to a mysterious place.  You
get the feeling that your presence is unwanted and that DETECTION would
mean CERTAIN death.
~
13755 8 0
D0
~
~
0 -1 13759
D1
~
~
0 -1 13765
D2
~
~
0 -1 13767
D3
~
~
0 -1 13766
S
#13765
The Acid Room~
You have entered a huge, fiery hot room.  In the center of the floor is
a huge vat of a highly corrosive substance.  You can see several highly
corroded objects in the vat and scattered throughout the room.  Suddenly
several hands reach towards you from the vat and attack.
~
13755 9 0
D2
~
~
0 -1 13768
D3
~
~
0 -1 13764
S
#13766
The Amputation Room~
You see various limbs, and other body parts scattered throughout this
room.  There are more implements of torture here, but you notice the
variety of chopping devices and sharp swords.  There is also a huge
Guillotine in the center of the room, and standing behind it is a man
wearing a large black hood.  He reaches towards you and tries to hold
you beneath the blade.
~
13755 9 0
D1
~
~
0 -1 13764
S
#13767
Punishment Path~
You are in a desolate hallway that depicts death and destruction in
various carvings in the wall.  You can see row after row of cells
overcrowded with prisoners.  You can hear the constant scream of torture
echoing throughout the hallway.  The hallway continues to
the north and east.
~
13755 9 0
D0
~
~
0 -1 13764
D1
~
~
0 -1 13768
S
#13768
Punishment Path~
You are in a desolate hallway that depicts death and destruction in
various carvings in the wall.  You can see row after row of cells
overcrowded with prisoners.  You can hear the constant scream of torture
echoing throughout the hallway.  The hallway continues to
the west and south.  To the east is another torture room.
~
13755 9 0
D0
~
~
0 -1 13765
D1
~
~
0 -1 13769
D2
~
~
0 -1 13770
D3
~
~
0 -1 13767
S
#13769
Quartering Room~
This is the place where the unlucky prisoners are drawn and quartered.
There is a large iron plate in the middle of the room, with four
shackles, one at each corner.  Attached to each shackle is a huge chain
and great crank.  The torturers that run this place kill you very
slowly, and prolong the agony.  But remember this is Hades, you cant
die, you only get to do it again tommorrow.  To the west is a
forgotten hallway.
~
13755 9 0
D3
~
~
0 -1 13768
S
#13770
Punishment Path~
You are in a desolate hallway that depicts death and destruction in
various carvings in the wall.  You can see row after row of cells
overcrowded with prisoners.  You can hear the constant scream of torture
echoing throughout the hallway.  The hallway continues to
the north.  To the east and south are more torture rooms.
~
13755 9 0
D0
~
~
0 -1 13768
D1
~
~
0 -1 13771
D2
~
~
0 -1 13772
S
#13771
The Impaling Room~
You are standing on a narrow ledge that circle the omnius room.  Peering
over the edge, you can see a valley below with millions of spikes and
stakes protruding from the surface.  There are also thousands, perhaps
hundreds of thousands of bodies screaming in agony from the spikes.  A
sick looking man rushes towards you and tries to throw you off the
ledge.
~
13755 9 0
D3
~
~
0 -1 13770
S
#13772
Strangulation Room~
You have entered a chamber filled with dozens of ropes, wires, and
chains lying on the floor.  There are sevral bodies lying here with rope
burns around their necks.  To the east is a water filled room, and to
the west is a finely decorated chamber.
~
13755 9 0
D0
~
~
0 -1 13770
D1
~
~
0 -1 13773
D3
~
~
0 -1 13774
S
#13773
Water Filled Room~
This room is filled from top to bottom with water.  You can see several
bodies above you gasping for air with no avail.  This is the place where
the most foul offenders are condemned, the drowning room.  There is a
huge octopus and a giant squid which swim towards you and attack.
~
13755 9 8
D3
~
~
0 -1 13772
S
#13774
Master Torturer's Chamber~
You have entered a evil place indeed.  The walls are pitch black and the
only source of light is a glowing sword that seems to float in the air.
There are various device of torture also in this room, but your eye
stops on a huge black chair.  This chair has spikes completely covering
it and there are several tubes leading from the chair to a collection
bowl.  To the north is a huge black door.  The sword moves towards you
without warning and the Master attacks.
~
13755 9 0
D0
This is a huge black door set into the northern wall.~
door black~
2 13774 13775
D1
~
~
0 -1 13772
S
#13775
Master's Treasure Room~
The Master Torturer has accumulated a huge treasure from all of the
punished ones that he has tortured.  This treasure resides in a huge
black chest that lies open in the center of the room.
~
13755 13 0
D2
A black door~
black door~
2 13774 13774
S
#13776
Hall of Pluto~
You have entered a huge hallway that extends to the east and west.
There are several strange markings on the wall which seem to be in a
foreign language.  There are also glowing rods along the walls of the
long and black hallway.
~
13755 9 0
D1
~
~
0 -1 13777
D3
~
~
0 -1 13759
S
#13777
Pluto's Judgement Room~
There is a long line of shadowy figures here, waiting to see the master
of the underworld, Pluto.  They are lined before a huge scale and there
is but a single coin on the other side of the balance.  One by one they
step onto the balance.  As they get on the balance, it shimmers and they
disappear with a flash one at a time.  To the north is Proserpina's
private room, and to the east is Pluto's throne room.
~
13755 8 0
D0
~
~
0 -1 13778
D1
~
~
0 -1 13779
D3
~
~
0 -1 13776
S
#13778
Proserpina's Room~
This is the seasonal home of Pluto's wife.  The room is decorated with
the finest silks, and they are engraved in gold.  Proserpina is here
combing her hair and crying.  It seems apparent that her home in the
underworld is an agony for her.
~
13755 8 0
D2
~
~
0 -1 13777
S
#13779
Pluto's Throne Room~
This is the room in which Pluto can watch the mortals and judge them.
There is a huge portal on the northern wall which shows the lands of
Graecia.  You can see the entire world before your eyes.  There is a
large throne facing the portal, and Pluto is too busy staring at the
portal to notice that you have invaded his home.  As you peer at the
portal you see yourselves, and you really wonder is Pluto is aware of
your presence or not!
~
13755 8 0
D3
~
~
0 -1 13777
S
#13780
Ascent to Mt Olympus~
The rocky path slowly disappears from sigh at you enter a huge bank of
fog.  You stop for a minute and peer down the huge mountain in which you
have been climbing.  The fog bank which you ignored, seems to be the
clouds over Graecia.  What a sight!  You can see the entire lands of
Graecia at your feet.  The trail continues to spiral upwards to a
massive gate, and the trail disappears into the clouds below.
~
13780 0 4
D4
~
~
0 -1 13781
D5
~
~
0 -1 13779
S
#13781
Gateway of the gods~
You have arrived at the summit of Mount Olympus.  You are standing
outside of the gates to the home of the Graecian gods.  A huge glowing
gate has been left open, tempting you to enter the home of the gods.
You can see a courtyard beyond the gates, and a small path descends
Mount Olympus to the lands of Graecia.
~
13780 0 4
D1
~
~
0 -1 13782
D5
~
~
0 -1 13780
S
#13782
Courtyard of the gods~
You are on a crystal path leading through the garden of the gods.  The
temperature is comfortable, and the plants are the most exotic you have
ever seen.  There are various flowers growing gems of all sorts. The air
is fresh and has the scent of spring.  There is also wildlife of all
kinds here, enjoying the weather and beautiful garden.  The crystal path
continues to the north and south.  There is a small chamber to the east,
and the gateway to the gods is to the west.
~
13780 8 0
D0
~
~
0 -1 13783
D1
~
~
0 -1 13784
D2
~
~
0 -1 13796
D3
~
~
0 -1 13781
S
#13783
Courtyard of the gods~
You are on a crystal path leading through the garden of the gods.  The
temperature is comfortable, and the plants are the most exotic you have
ever seen.  There are various flowers growing gems of all sorts. The air
is fresh and has the scent of spring.  There is also wildlife of all
kinds here, enjoying the weather and beautiful garden.  The crystal path
continues to the east, west, and south.  There is a small chamber to the north.
~
13780 8 0
D0
~
~
0 -1 13785
D1
~
~
0 -1 13786
D2
~
~
0 -1 13782
D3
~
~
0 -1 13792
S
#13784
Zeus' Throne Room~
You have entered the home of Zeus, ruler of all the gods in Graecia.
The room is comfortable, but not extravagant.  The walls are constructed
of solid electricity, and they radiate an aura of power.  There is no
ceiling and the roof opens to a cloudy sky filled with all the
constellations.  The most interesting part of his room is the huge table
in the center of the room.  The table is a huge mirror which displays
the lands of Graecia.  You can see everything happening in Graecia with
a passing glance.
~
13780 8 0
D0
~
~
0 -1 13786
D1
~
~
0 -1 13790
D2
~
~
0 -1 13794
D3
~
~
0 -1 13782
D5
The faint outline of a trapdoor is here~
secret~
2 1 13798
S
#13785
Aphrodite's Pleasure Room~
This is the chamber of Aphrodite, the Graecian goddess of love and
beauty.  Her room is furnished with mirror-like walls, ceiling, and
floor.  There are hundreds, perhaps thousands, of flowers here, one of
each type has taken root in the mirror floor.  There are also urns
neatly stacked along the northern wall.  An erotic aroma issues from
tiny holes holes in the urns, and your body tingles as the aroma
penetrates your senses.
~
13780 8 0
D2
~
~
0 -1 13783
S
#13786
Courtyard of the gods~
You are on a crystal path leading through the garden of the gods.  The
temperature is comfortable, and the plants are the most exotic you have
ever seen.  There are various flowers growing gems of all sorts. The air
is fresh and has the scent of spring.  There is also wildlife of all
kinds here, enjoying the weather and beautiful garden.  The crystal path
continues to the east and west.  There are small chambers to the north
and south.
~
13780 8 0
D0
~
~
0 -1 13787
D1
~
~
0 -1 13788
D2
~
~
0 -1 13784
D3
~
~
0 -1 13783
S
#13787
Hera's Vengeance Room~
This is the room of Hera, wife of Zeus.  There seem to be no walls in
this room, only open scenes of several events.  All of them are focussed
on beautiful women.  In each of the scenes, the woman is being carefully
trailed and watched by a shadowy figure.  Another scene catches your eye
and it suddenly glows red.  Hera immediately looks at the scene and
begins to tremble with anger.  The scene depicts Zeus and a young woman
talking by a beautiful pond.  Suddenly Hera screams, turns towards you
and looks as if she is going to take vengeance on YOU!
~
13780 8 0
D2
~
~
0 -1 13786
S
#13788
Courtyard of the gods~
You are on a crystal path leading through the garden of the gods.  The
temperature is comfortable, and the plants are the most exotic you have
ever seen.  There are various flowers growing gems of all sorts. The air
is fresh and has the scent of spring.  There is also wildlife of all
kinds here, enjoying the weather and beautiful garden.  The crystal path
continues to the north, south and west.  There is a small room to the
east.
~
13780 8 0
D0
~
~
0 -1 13796
D1
~
~
0 -1 13789
D2
~
~
0 -1 13790
D3
~
~
0 -1 13786
S
#13789
The Sun Room~
This room is as bright as the sun on a clear day.  Heat radiates from
the fiery hot walls and ceiling.  The walls are glowing bright and
occasionally you can see flames burst from the walls.  There is a
fiery hot chariot here.  The wheels are made from fire and the seat
looks hotter than flaming coals.  The horses are made form pure fire,
and are awaitng the orders of their master, Apollo the Sun god.
~
13780 8 0
D3
~
~
0 -1 13788
S
#13790
Courtyard of the gods~
You are on a crystal path leading through the garden of the gods.  The
temperature is comfortable, and the plants are the most exotic you have
ever seen.  There are various flowers growing gems of all sorts. The air
is fresh and has the scent of spring.  There is also wildlife of all
kinds here, enjoying the weather and beautiful garden.  The crystal path
continues to the north and south.  There are small chambers to the east
and west.
~
13780 8 0
D0
~
~
0 -1 13788
D1
~
~
0 -1 13791
D2
~
~
0 -1 13792
D3
~
~
0 -1 13784
S
#13791
Dionysus's Vinyards~
You have entered a huge clearing in a massive vineyard.  There must by
thousands of grape trees here, in perfect form.  There is a huge grape
press that is carefully monitored by a group of slaves.  To your right
you hear singing, and you see nymphs crushing grapes and making wine.
The wine is then poured in huge kegs which flow into a huge basin in the
middle of the chamber.  Sitting on the edge of the basin is Dionysus the
Graecian god of wine.  He nods and gets another glass from the basin.
~
13780 8 0
D3
~
~
0 -1 13790
S
#13792
Courtyard of the gods~
You are on a crystal path leading through the garden of the gods.  The
temperature is comfortable, and the plants are the most exotic you have
ever seen.  There are various flowers growing gems of all sorts. The air
is fresh and has the scent of spring.  There is also wildlife of all
kinds here, enjoying the weather and beautiful garden.  The crystal path
continues to the north east, and west.  There is a small chamber to the
south.
~
13780 8 0
D0
~
~
0 -1 13790
D1
~
~
0 -1 13783
D2
~
~
0 -1 13793
D3
~
~
0 -1 13794
S
#13793
Ares' Battlefield~
You have arrived at the scene of a huge battle.  There are four
different armies, one on each side, battling here.  The Graecian army is
slowly creating havok on the battlefield under the careful guidance of
Ares.  There are thousands of corpses here, and the trumpets from all
four armies are sounding.  You can see hundreds of tattered banners
scattered throughout the battlefield.  They remind you of the thousands
that have died here.
~
13780 8 0
D0
~
~
0 -1 13792
S
#13794
Courtyard of the gods~
You are on a crystal path leading through the garden of the gods.  The
temperature is comfortable, and the plants are the most exotic you have
ever seen.  There are various flowers growing gems of all sorts. The air
is fresh and has the scent of spring.  There is also wildlife of all
kinds here, enjoying the weather and beautiful garden.  The crystal path
continues to the east and west.  There are small chambers to the north
and south.
~
13780 8 0
D0
~
~
0 -1 13784
D1
~
~
0 -1 13792
D2
~
~
0 -1 13795
D3
~
~
0 -1 13796
S
#13795
Athena's Shrine~
You have entered the humble shrine of Athena, goddess of wisdom.  The
room is completely bare except for a stone altar in the middle of the
room.  The walls are made of stone as well as the ceiling and floor.  On
the altar rests a laurel wreath weaved from living leaves.  The wreath
begins to glow as you enter the room.
~
13780 8 0
D0
~
~
0 -1 13794
S
#13796
Courtyard of the gods~
You are on a crystal path leading through the garden of the gods.  The
temperature is comfortable, and the plants are the most exotic you have
ever seen.  There are various flowers growing gems of all sorve entered the treasure room of the Graecian gods.  There are many
items scattered throughout the room, but you have the feeling that you
are being watched.  You decide that is would be a good idea if you left
in a hurry.
~
13780 8200 0
D4
The faint outline of a trapdoor is here~
secret~
2 1 13784
S
#13799
Glopglyph's Playroom~
This is the chamber of Glopglyph, the yougest of the Jolly Green Giant
Clan.  Glopglyph is not like his brothers, and does not like to eat frozen
food.  He is very busy as you can tell by the many bookshelves all around
his room.  There is also a stack of strange devices in the corner of his
room, but you know that if you were to touch them, you would surely find a 
dagger in your back.
~
54 0 0
D0
~
~
0 -1 13728
S
#13800
Graecian Bay~
You are in a huge bay that extends from the eastern coast of Graecia out
to meet the vast Graecian Ocean.  You can see crystal clear blue waters
that extend in all directions.  You are rocked constantly by the motion
of the great waves and you hope your vessel will be able to withstand
the mighty ocean.
~
13800 0 7
D1
~
~
0 -1 13707
D3
~
~
0 -1 13801
S
#13801
Graecian Ocean~
You are sailing on a huge ocean that extends in many directions.  Due to
the changing winds you cannot always go the direction you choose.  You
can see several islands along the coast in all directions.  You hope
that your compass is working properly.
~
13800 0 7
D0
~
~
0 -1 13801
D1
~
~
0 -1 13800
D2
~
~
0 -1 13811
D3
~
~
0 -1 13809
S
#13802
Deserted island~
You have arrived on a long abandoned island.  You see some signs of
civilization, and some tracks which seem to be from a dog.  Closer
inspection of the tracks indicates that there is some blood in the
tracks and a struggle took place nearby.  Suddenly you hear a load bark,
and a rabid dog charges towards you.
~
13800 0 2
D0
~
~
0 -1 13803
D2
~
~
0 -1 13801
D3
~
~
0 -1 13808
S
#13803
Graecian Ocean~
You are sailing on a huge ocean that extends in many directions.  Due to
the changing winds you cannot always go the direction you choose.  You
can see several islands along the coast in all directions.  You hope
that your compass is working properly.
~
13800 0 7
D0
~
~
0 -1 13804
D2
~
~
0 -1 13802
D3
~
~
0 -1 13807
S
#13804
Isle of Crete~
You have arrived on the sandy shores of the legendary isle of Crete.
The island seems quite peaceful, despite the rumors that say that an
evil monster inhabits the island.  You see a small trail that winds
into a patch of trees to the north.  From the north you can hear a
sinister cackle that makes you reconsider the solitude of this isle.
~
13800 0 3
D0
~
~
0 -1 13805
D2
~
~
0 -1 13803
D3
~
~
0 -1 13807
S
#13805
Darkened Grove~
You have entered a small clearing in the dark woods.  You can see some
blood stains and a set of skulls hanging from a charred tree.  To the
south and west a twisty path leads out of the woods.  The path to the
west seems to be decorated with various bones and you wonder what is
collecting all of the bones.
~
13800 0 3
D2
~
~
0 -1 13804
D3
~
~
0 -1 13806
S
#13806
Witch's Lair~
You have stumbled into another clearing in the dark woods.  You see a
pot full of some foul liquid slowly boiling over a fire.  Tied to
several trees are corpses that look freshly dead.  The stench that
eminates from the corpses is unbearable.  Just as you are able to bear
the stench, a horrid old lady comes from a hidden hole in the ground and
attacks.
~
13800 0 3
D1
~
~
0 -1 13805
D5
~
~
0 -1 13849
S
#13807
Graecian Ocean~
You are sailing on a huge ocean that extends in many directions.  Due to
the changing winds you cannot always go the direction you choose.  You
can see several islands along the coast in all directions.  You hope
that your compass is working properly.
~
13800 0 7
D0
~
~
0 -1 13804
D1
~
~
0 -1 13803
D2
~
~
0 -1 13808
D3
~
~
0 -1 13817
S
#13808
Graecian Ocean~
You are sailing on a huge ocean that extends in many directions.  Due to
the changing winds you cannot always go the direction you choose.  You
can see several islands along the coast in all directions.  You hope
that your compass is working properly.
~
13800 0 7
D0
~
~
0 -1 13807
D1
~
~
0 -1 13802
D2
~
~
0 -1 13809
S
#13809
Graecian Ocean~
You are sailing on a huge ocean that extends in many directions.  Due to
the changing winds you cannot always go the direction you choose.  You
can see several islands along the coast in all directions.  You hope
that your compass is working properly.
~
13800 0 7
D0
~
~
0 -1 13808
D1
~
~
0 -1 13801
D2
~
~
0 -1 13810
D3
~
~
0 -1 13815
S
#13810
Graecian Ocean~
You are sailing on a huge ocean that extends in many directions.  Due to
the changing winds you cannot always go the direction you choose.  You
can see several islands along the coast in all directions.  You hope
that your compass is working properly.
~
13800 0 7
D0
~
~
0 -1 13809
D1
~
~
0 -1 13811
D3
~
~
0 -1 13814
S
#13811
Graecian Ocean~
You are sailing on a huge ocean that extends in many directions.  Due to
the changing winds you cannot always go the direction you choose.  You
can see several islands along the coast in all directions.  You hope
that your compass is working properly.
~
13800 0 7
D0
~
~
0 -1 13801
D2
~
~
0 -1 13812
D3
~
~
0 -1 13810
S
#13812
Home of the Cyclops~
You have arrived on a small island inhabited by a small group of
Cyclops.  The island is a barren rock exposed to the forces of nature
for centuries.  There seems to be no life on this island except the
cyclops.  To the south you see a small cave illuminated by a flickering
light.
~
13800 0 4
D0
~
~
0 -1 13811
D2
~
~
0 -1 13813
S
#13813
Spooky Cave~
The first thing you notice about this cave is that it is extremely warm.
You spot the source of light and heat...it is a huge steel oven set into
the southern wall.  A strange aroma comes from the oven that seems quite
appetizing.  The largest cyclops politely asks you to stay for dinner,
but then you realize that you are the dinner!
~
13800 0 4
D0
~
~
0 -1 13812
S
#13814
Graecian Ocean~
You are sailing on a huge ocean that extends in many directions.  Due to
the changing winds you cannot always go the direction you choose.  You
can see several islands along the coast in all directions.  You hope
that your compass is working properly.
~
13800 0 7
D0
~
~
0 -1 13815
D1
~
~
0 -1 13810
D3
~
~
0 -1 13824
S
#13815
Ancient Ruins~
You have landed on a small island that seems to be the remains of some
great temple.  There are stones piled here in a pattern that looks like
a great courtyard was once here.  To the north is a path that leads into
a part of the ruins in much better shape.  You have a eerie sense of
danger from the north as you see shadows moving about the ruins.  To the
northwest you see a building that seems unaffected by the forces of
nature and time.
~
13800 0 0
D0
~
~
0 -1 13816
D1
~
~
0 -1 13809
D2
~
~
0 -1 13814
S
#13816
Guardian's Lair~
You have entered a strangely intact building in the ruins.  The walls
look sturdy but the ceiling has a large hole in it.  There are several
bones scattered throughout the building.  To the west is a building that
resembles some kind of temple, and it is in excellent condition.
Suddenly the shapes that you saw a moment ago materialize and attack
without warning.
~
13800 0 0
D2
~
~
0 -1 13815
D3
~
~
0 -1 13822
S
#13817
Graecian Ocean~
You are sailing on a huge ocean that extends in many directions.  Due to
the changing winds you cannot always go the direction you choose.  You
can see several islands along the coast in all directions.  You hope
that your compass is working properly.
~
13800 0 7
D0
~
~
0 -1 13818
D1
~
~
0 -1 13807
S
#13818
Graecian Ocean~
You are sailing on a huge ocean that extends in many directions.  Due to
the changing winds you cannot always go the direction you choose.  You
can see several islands along the coast in all directions.  You hope
that your compass is working properly.
~
13800 0 7
D0
~
~
0 -1 13819
D2
~
~
0 -1 13817
S
#13819
Coral Reef~
You have arrived in an isolated coral reef in the Graecian ocean.  There
are fishes of every type here enjoying the sanctuary of the great reef.
In the center of the reef is a small pool lined with beautiful coral
that is isolated from the rest of the reef.  In the pool is a beautiful
mermaid who smiles at you.
~
13800 0 7
D2
~
~
0 -1 13818
S
#13820
Graecian Ocean~
You are sailing on a huge ocean that extends in many directions.  Due to
the changing winds you cannot always go the direction you choose.  You
can see several islands along the coast in all directions.  You hope
that your compass is working properly.
~
13800 0 7
D1
~
~
0 -1 13818
D3
~
~
0 -1 13829
S
#13821
Entrance to Medusa's Chamber~
You are now in the northern portion of this abandoned temple.  The walls
here are ornately decorated with many fine bas-reliefs.  There are
several statues carved with the finest workmanship.  The statues are so
excellent in form that you think they might be living.  There is a large
staircase leading into darkness.
~
13800 1 0
D2
~
~
0 -1 13822
D5
~
~
0 -1 13840
S
#13822
Ancient Temple~
You have entered a strangely intact temple that has been forgotten over
the ages.  There is a huge altar in the center of this chamber.  There
are many statues here, and along the walls are faded tapestries of
gorgons ravaging their foes.  The temple extends to the north and south,
and you see some ruins to the east.
~
13800 0 0
D0
~
~
0 -1 13821
D1
~
~
0 -1 13816
D2
~
~
0 -1 13823
S
#13823
Room of the Gorgons~
You have entered a foul chamber indeed.  There are several corpses in
this room with blood splattered all over them.  There is also a great
deal of debris in this room, and occasionally you can see the debris
move, as if something were slithering around the debris.
~
0 0 0
D0
~
~
0 -1 13822
S
#13824
Graecian Ocean~
You are sailing on a huge ocean that extends in many directions.  Due to
the changing winds you cannot always go the direction you choose.  You
can see several islands along the coast in all directions.  You hope
that your compass is working properly.
~
13800 0 7
D1
~
~
0 -1 13814
D2
~
~
0 -1 13825
D3
~
~
0 -1 13833
S
#13825
A Forgotten Island~
The coast of this island is rocky and you feel like you are in a great
thunderstorm as the ocean crashes against the rocks here.  The vibration
from the rocks makes the entire island tremble under the might of the
ocean.  There is a rocky trail leading to a higher place to the south.
~
13800 0 0
D0
~
~
0 -1 13824
D2
~
~
0 -1 13826
S
#13826
Hidden Grove~
As you climb the rocky hill you stumble into a small grove of trees.
You wonder how trees could have appeared on this desolate island, but
for some mystical reason they are here.  There is a huge golem standing
here with a giant key around his neck.  To the east you can see a hidden
gate which prevents further access into the grove.
~
13800 0 0
D0
~
~
0 -1 13825
D1
A gate blocking your passage east~
gate~
2 13826 13827
S
#13827
Peaceful Grove~
Beyond the gate is a small clearing in the grove.  The trees are as
mystical as the others, yet something else catches you eye.  There is a
beautiful golden fleece resting on a tree branch.  It radiates a
powerful enchantment and its beauty overpowers you.  Suddenly you feel
the island shake as if it were going to crash into the sea.  You hear a
load bang come from the east, and you dare NOT go that way.
~
13800 0 0
D1
~
~
0 -1 13828
D3
~
~
0 -1 13826
S
#13828
Crashing Rocks~
You did not heed the warning and you fall.......
fall....
        fall....
                fall....
                        fall....
                                fall....
                                        fall....
                                                fall....
                                                        fall....
You abruptly stop falling and find that you are wedged between two huge
rocks that are crushing you.  Better cry for help...fast!
~
13800 0 0
S
#13829
Graecian Ocean~
You are sailing on a huge ocean that extends in many directions.  Due to
the changing winds you cannot always go the direction you choose.  You
can see several islands along the coast in all directions.  You hope
that your compass is working properly.
~
13800 0 7
D0
~
~
0 -1 13834
D1
~
~
0 -1 13820
D2
~
~
0 -1 13830
S
#13830
Graecian Ocean~
You are sailing on a huge ocean that extends in many directions.  Due to
the changing winds you cannot always go the direction you choose.  You
can see several islands along the coast in all directions.  You hope
that your compass is working properly.
~
13800 0 7
D0
~
~
0 -1 13829
D2
~
~
0 -1 13831
D3
~
~
0 -1 13835
S
#13831
Graecian Ocean~
You are sailing on a huge ocean that extends in many directions.  Due to
the changing winds you cannot always go the direction you choose.  You
can see several islands along the coast in all directions.  You hope
that your compass is working properly.
~
13800 0 7
D0
~
~
0 -1 13830
D2
~
~
0 -1 13832
D3
~
~
0 -1 13836
S
#13832
Graecian Ocean~
You are sailing on a huge ocean that extends in many directions.  Due to
the changing winds you cannot always go the direction you choose.  You
can see several islands along the coast in all directions.  You hope
that your compass is working properly.
~
13800 0 7
D0
~
~
0 -1 13831
D2
~
~
0 -1 13833
S
#13833
Graecian Ocean~
You are sailing on a huge ocean that extends in many directions.  Due to
the changing winds you cannot always go the direction you choose.  You
can see several islands along the coast in all directions.  You hope
that your compass is working properly.
~
13800 0 7
D0
~
~
0 -1 13832
D1
~
~
0 -1 13824
S
#13834
Bird Isle~
You have arrived on a small rocky island inhabited only by birds.  The
island is very small and you can only see winged forms in the sky.  You
wonder what these bird find for food, but by looking at all of the bones
on the island, you realize they are well fed.  Closer inspection of the
bones reveals that they are predominantly HUMAN!
~
13800 0 0
D2
~
~
0 -1 13829
S
#13835
Archipelago~
You are surprised to find such a large island this distance away from
the mainland.  The stranger thing is that there are signs of life
everywhere you look.  To the south you see human footprints leading to a
beach.
~
13800 0 2
D1
~
~
0 -1 13830
D2
~
~
0 -1 13836
S
#13836
Hidden Beach~
You quickly duck for cover as an armed man passes you.  He is heading to
a huge lighthouse which is to your south.  To the west you can see the
cause for all the activity.  There is a huge fortress that rises out of
sight into the mountains on this strange island.  You can tell that this
must be the location of the pirates secret base.
~
13800 0 2
D0
~
~
0 -1 13835
D1
~
~
0 -1 13831
D2
~
~
0 -1 13837
D3
~
~
0 -1 13838
S
#13837
Lighthouse~
You have entered the watchtower of the pirates.  At the top you can see
for several miles out to sea.  There is another exit here leading
into the fortress to the west.  You suddenly realize that if you can see
that far, so can the pirates!  You try to hide in a closet as a group of
pirates enter the lighthouse, but you are too late.  They have spotted
you and rush to defend their home.
~
13800 0 2
D0
~
~
0 -1 13836
D3
~
~
0 -1 13839
S
#13838
Entry Room~
You have entered a large room that serevs as the common room for the
pirates.  There are dozens of men in here.  Some are sleeping, others
are gambling at tables.  One of them looks up and says "Hey, you are not
supposed to be here."  As he finishes speaking, some of the pirates jump
up to attack, while others flee to the south.  You can see two other
exits going north and south.
~
13800 0 0
D0
~
~
0 -1 13841
D1
~
~
0 -1 13836
D2
~
~
0 -1 13839
S
#13839
Hidden Docks~
You have arrived in a large underground chamber which connects with the
sea.  Several men, alarmed by your presence, are making sail and fleeing.
Some of the braver ones jump ship and attempt to stop your advance.
~
13800 0 0
D0
~
~
0 -1 13838
D1
~
~
0 -1 13837
D2
~
~
0 -1 13833
S
#13840
Lair of Medusa~
The large staircase that you were usings ends in a dark and smelly
chamber.  There are various pillars and statues here, making it
difficult to see.  The torches create spooky shadows that make you think
the place is haunted.  Suddenly, one of the statues topples over and
breaks into a dozen pieces.  A large shadow leaps from the darkness and
attacks.
~
13800 1 0
D4
~
~
0 -1 13821
S
#13841
Guard Room~
You have entered a small room that is used to block passage deeper into
the mountain.  There is a table here, flipped on one side.  Behind the
table are two armed men that look at you and grin evilly.  Obviously
they have heard the uproar, and they rush forward to attack.
~
13800 0 0
D2
~
~
0 -1 13838
D4
~
~
0 -1 13842
S
#13842
Inner Chamber~
You have entered a room that is deep in the mountains on this isle.  It
is human carved and you can see two exits blocked by huge wooden doors
to the north and south.  The floor in this room is worn, as if there
were lot of movement in this room in the last few weeks.  As you get a
closer look at the walls, you notice that the wall to the west looks
quite odd.
~
0 0 0
D0
You see a huge oaken door blocking your passage~
door~
2 -1 13844
D2
You see a sturdy wooden door barring your passage south~
door~
2 -1 13843
D3
The wall looks as if it could be slid, revealing another room~
wall~
2 -1 13845
D5
~
~
0 -1 13841
S
#13843
Leaders Quarters~
This room is much finer than the common room.  Instead of bunks, there
are soft and comfortable beds.  There is also very lavish furniture,
indicating that some of the pirates have grow wealthy by raiding the
Graecian coast.  You surprise a middle-aged elf as you walk in and he
looks at you with fear in his eyes.  It seems that he is paralyzed with
fright.
~
13800 0 0
D0
A wooden door~
door~
2 -1 13842
S
#13844
Office~
Someone has set this room on fire!  There is a huge desk with stacks of
papers on fire here.  All of the chairs have been piled next to the desk
and they are glowing bright red from the fire.  You had better get out
of here, before you catch on fire too.
~
0 0 0
D2
A wooden door~
door~
2 -1 13842
S
#13845
Secret Passage~
You have discovered a secret passage leading down into some strange cave
in this huge mountain.  The room is dark and the air from below is quite
cool and refreshing, as if it connected to a fresh air source.  The path
downwards looks a bit treacherous, but it seems passable.
~
13800 1 0
D1
You see the back side of a wall panel~
wall~
2 -1 13842
D5
~
~
0 -1 13846
S
#13846
Storage Room~
You have entered a huge chamber that is used to store the items that the
pirates have raided.  To the south the smell of fresh air and the ocean
is even stronger.  You see two men setting the various crates and
boxes ablaze.  They look up at you and draw their weapons.  These men
don't look like ordinary pirates, they look like the leaders of this
group.
~
0 0 0
D2
~
~
0 -1 13847
D4
~
~
0 -1 13845
S
#13847
Secret Passage~
You have arrived at the southern end of the storeroom.  You see water to
the south, as this large chamber opens up to the great ocean.  You can
hear the familiar sound of the powerful waves crashing against the
rocks, and you hear the sounds of bird flying nearby.
~
13800 0 0
D0
~
~
0 -1 13846
D2
~
~
0 -1 13848
S
#13848
Quiet Bay~
You are once again sailing on the Graecian ocean.  The water here is the
calmest and clearest water that you have ever seen.  To the south you
can see the bay connects with the Graecian ocean, and to the north a
hidden cave catches your eye.
~
13800 0 7
D0
~
~
0 -1 13847
D2
~
~
0 -1 13850
S
#13849
Minotaur's Lair~
You have entered a dark and strange maze indeed.  There are several
passages leading in several directions.  You have the strange feeling
that the passages simply loop back to this main cave.  You can hear the
sound of echoing footsteps, and the begin to grow loader.  Before you
realize what is happening, a huge creature barrels into you without
warning.
~
13800 1 0
D5
~
~
0 -1 13806
S
#13850
Graecian Ocean~
You are sailing on a huge ocean that extends in many directions.  Due to
the changing winds you cannot always go the direction you choose.  You
can see several islands along the coast in all directions.  You hope
that your compass is working properly.
~
13800 0 7
D0
~
~
0 -1 13848
D1
~
~
0 -1 13820
D2
~
~
0 -1 13800
D3
~
~
0 -1 13832
S
#13901
The entrance to the forest~
  You are standing at the entrance to the forest of Rhowyn, a small path
winds its way into its gloomy depths.  There is a sign at the edge of
the path, which also leads southwards across the plains, away from the
forest
~
43 4 3
D0
~
~
0 -1 13902
D2
~
~
0 -1 13683
E
sign~
/--------------------------------------\
|                                      |
|   South:  The city of New Thalos     |
|                                      |
|   North:  The forest of Rhowyn       |
|                                      |
|                BEWARE!               |
|                                      |
\--------------------------------------/
~
S
#13902
The forest of Rhowyn~
  The forest is light here, and fairly cheery.  But you shudder as you
look to the north, and the gloom that hides the secrets of Rhowyn.  A
single path leads north and south through the forest.  Far to the
north, you hear the baying of hounds
~
43 0 1
D0
~
~
0 -1 13903
D2
~
~
0 -1 13901
S
#13903
The Forest of Rhowyn~
   The path leads east and south here, circumventing the base of a
large hill with lies to the north.  A set of stone steps leads
northwards up the hill, but the top is obscured by trees and mist.
Somewhere to the north, you hear rushing water
~
43 0 3
D0
~
~
0 -1 13904
D1
~
~
0 -1 13907
D2
~
~
0 -1 13902
S
#13904
A hillside~
   You are climbing steps which lead northwards up the side of a large
hill, and southwards towards a path leading through the forest of
Rhowyn.  The top of the hill is obscured by trees.  Somewhere to the
north you hear rushing water
~
43 0 4
D0
~
~
0 -1 13905
D2
~
~
0 -1 13903
S
#13905
A hilltop~
   You are standing on top of a large hill.  Through the trees, you
can see the huge expanse of the forest of Rhowyn.  Far to the south,
you can see a large city.  Far to the north, and to the west, you can
see dark, foreboding mountains (when have you ever seen a friendly
mountain???).  Far to the east, you can see a huge expanse of water.
   Steps lead southwards down the hillside, down into the depths of
the forest.  Just to the north is a small stone building.
~
43 0 4
D0
~
~
0 -1 13906
D2
~
~
0 -1 13904
E
stone building small~
   The building looks fairly well kept, and sturdy.  There seems to be
no sign of habitation, however.
~
S
#13906
A small stone building~
   You are standing inside a small stone building, deep in the heart
of the forest of Rhowyn.  To the north, you can hear the sounds of
running water.  An open doorway beckons to the south.
~
43 9 0
D2
~
~
0 -1 13905
S
#13907
The forest of Rhowyn~
   You are standing on a path leading through the forest.  To the northwest
is a large hill, whose top is obscured by trees.  To the north, you
can hear the sounds of running water.  The trees are thick here, as
are the shadows, but it is not impossible to see.  The path leads both
north and west.
~
43 0 3
D0
~
~
0 -1 13908
D3
~
~
0 -1 13903
S
#13908
The forest of Rhowyn~
   You are standing on a path that leads north south through the
forest.  To the west, you can see a large hill.  To the north, you can
hear the sound of running water.
~
43 0 3
D0
~
~
0 -1 13909
D2
~
~
0 -1 13907
S
#13909
The forest of Rhowyn~
  You are standing on a path leading through the forest.  To the
north, close by, you can hear the sound of running water.  To the
southwest stands a large hill, it's top is obscured by trees.  The
path leads north and south through the forest
~
43 0 3
D0
~
~
0 -1 13910
D2
~
~
0 -1 13908
S
#13910
The forest of Rhowyn~
  You are standing on a path leading through the forest.  To the
north, very close by, you can hear the sound of running water.   The
path leads north and south.  The abundance of trees makes it very
gloomy here, but you can still make out details
~
43 0 3
D0
~
~
0 -1 13911
D2
~
~
0 -1 13909
S
#13911
The edge of a large river~
   You are standing on the southern edge of a large river, which
flows eastward at a rather impressive clip.  There is a bridge to the
north, spanning the river, well, its not really a bridge, its just a
VERY large tree which appears to have fallen across the river at a
semi-convienent point.
~
43 0 2
D0
~
~
0 -1 13912
D2
~
~
0 -1 13910
S
#13912
A makeshift bridge~
   You are standing on a large tree, crossing a swiftly flowing river
that cuts its way through the forest of Rhowyn.   The ends of the tree
lie to the north and south, the river leads east and west. Suddenly,
the air becomes very still, and all the normal foresty sounds that you
have been taking for granted are suddenly silenced!
~
43 0 2
D0
~
~
0 -1 13913
D1
~
~
0 -1 13920
D2
~
~
0 -1 13911
D3
~
~
0 -1 13918
S
#13913
The north bank of the river~
   You have made it to the northern bank of a large river, which cuts
its way east and west through the forest of Rhowyn.  A large tree lies
across the river, forming a makeshift bridge.  The path leads
northwards through the forest
~
43 8 3
D0
~
~
0 -1 13914
D2
~
~
0 -1 13912
S
#13914
The forest of Rhowyn~
   You are standing on a path deep in the forest.  It is very dark
here, if you venture any further into the depths of the forest, you
will need light.   To the south, very close by, you can hear the
sounds of running water.
~
43 8 3
D0
~
~
0 -1 13935
D2
~
~
0 -1 13913
S
#13915
The river~
   You are in the icy waters of the river Rhowyn, rushing eastward
with the strong current.  The current is just too strong here, there
is no way for you to go westward any farther.
~
43 0 7 15 1
D1
~
~
0 -1 13916
D2
~
~
0 -1 21800
S
#13916
The river~
   You are in the icy waters of the river Rhowyn, rushing eastward with
the strong current.
~
43 0 7 15 1
D1
~
~
0 -1 13917
D3
~
~
0 -1 13915
S
#13917
The river~
   You are in the icy waters of the river Rhowyn, rushing eastward with
the strong current.
~
43 0 7 15 1
D1
~
~
0 -1 13918
D3
~
~
0 -1 13916
S
#13918
The river~
   You are in the icy waters of the river Rhowyn, rushing eastward with
the strong current.
~
43 0 7 15 1
D1
~
~
0 -1 13919
D3
~
~
0 -1 13917
S
#13919
The river under the bridge~
   You are in the icy waters of the river Rhowyn, rushing eastward with
the strong current.  A large tree-like bridge passes above you as you
float eastwards.
~
43 0 7 15 1
D0
~
~
0 -1 13913
D1
~
~
0 -1 13920
D2
~
~
0 -1 13911
D3
~
~
0 -1 13918
S
#13920
The river~
   You are in the icy waters of the river Rhowyn, rushing eastward with
the strong current.
~
43 0 7 15 1
D1
~
~
0 -1 13921
D3
~
~
0 -1 13919
S
#13921
The river~
   You are in the icy waters of the river Rhowyn, rushing eastward with
the strong current.
~
43 0 7 15 1
D1
~
~
0 -1 13922
D3
~
~
0 -1 13920
S
#13922
The river~
   You are in the icy waters of the river Rhowyn, rushing northward with
the strong current.
~
43 0 7 15 0
D0
~
~
0 -1 13923
D3
~
~
0 -1 13921
S
#13923
The River~
   You are in the icy waters of the river Rhowyn, rushing northward with
the strong current.
~
43 0 7 15 0
D0
~
~
0 -1 13924
D2
~
~
0 -1 13922
S
#13924
The river~
   You are in the icy waters of the river Rhowyn, rushing northward with
the strong current.
~
43 0 7 15 0
D0
~
~
0 -1 13925
D2
~
~
0 -1 13923
S
#13925
The river~
   You are in the icy waters of the river Rhowyn, rushing northward with
the strong current.
~
43 0 7 15 0
D0
~
~
0 -1 13926
D1
~
~
0 -1 13927
D2
~
~
0 -1 13924
S
#13926
The shore of the river Rhowyn~
   You have been washed up on the shore of the river Rhowyn.
Everything is quiet and still, as you try to catch your breath.  To
the north you see a small path, which leads off into inky darkness
~
43 0 3
D0
~
~
0 -1 13933
D2
~
~
0 -1 13925
S
#13927
The river~
   You are floating in the waters of the river Rhowyn, which rushes
eastward through the forest.  Far to the east, you hear a loud,
constant pounding sound.  It could be a waterfall
~
43 0 7 15 1
D1
~
~
0 -1 13928
D3
~
~
0 -1 13925
S
#13928
The river~
   You are floating in the waters of the river Rhowyn, which rushes
eastward through the forest.  To the east, you hear a loud, constant 
pounding sound.  It could be a waterfall
~
43 0 7 15 1
D1
~
~
0 -1 13929
D3
~
~
0 -1 13927
S
#13929
The river~
   You are floating in the waters of the river Rhowyn, which rushes
eastward through the forest.  Nearby to the east, you hear a loud, constant 
pounding sound.  It could be a waterfall
~
43 0 7 15 1
D1
~
~
0 -1 13930
D3
~
~
0 -1 13928
S
#13930
The river~
   You are floating in the waters of the river Rhowyn, which rushes
eastward through the forest.  To the east, very close by, you hear a
loud, constant pounding sound.  It could be a waterfall.
~
43 0 7 15 1
D1
~
~
0 -1 13931
D3
~
~
0 -1 13929
S
#13931
The top of a waterfall~
   You are at the very top of a huge waterfall.  To plunge over the
side would be certain death.  The mist from below fills your eyes and
lungs as you fight against the current.  The ear-shattering pounding
of the water makes you ill, and you find it very difficult to
concentrate.
~
43 0 7 15 5
D3
~
~
0 -1 13930
D5
~
~
0 -1 13932
S
#13932
The nasty gravelly area at the bottom of a waterfall.~
   Well, you couldn't fight against the current any longer, and you
find yourself being ground up into small pieces by the sharp rocks
which line the bottom of this waterfall.  To your credit, there is a
huge gout of blood and flesh, which stains the water crimson for
several minutes.  Forest natives comment about the 'Day the water
smelt like blood' for many years to come, thus immortalizing your
death for at least 3 generations.
~
43 2 1
D4
~
~
0 -1 13931
S
#13933
A path through the forest~
   You are standing on a path deep in the bowels of the forest of
Rhowyn.  To the north, the forest grows ever deeper, while to the
south it lightens a bit.  You can clearly hear running water to the
south, and far to the east, a pounding sound that can only mean a
waterfal is nearby.
~
43 9 1
D0
~
~
0 -1 1500
D2
~
~
0 -1 13926
S
#13935
The forest of Rhowyn~
  You are standing on a trail winding through the great oak trees of the
forest of Rhowyn.  It is extremely murky and dim here, too dark to see much,
but light enough that you can tell the weather and the time.
~
2 1 3
D0
~
~
0 -1 13936
D2
~
~
0 -1 13914
S
#13936
Deep in the heart of the forest of Rhowyn~
  You are standing on a trail winding through the great oak trees of the
forest of Rhowyn.  It is extremely murky and dim here, too dark to see much,
but light enough that you can tell the weather and the time.
~
2 1 3
D0
~
~
0 -1 13937
D2
~
~
0 -1 13935
S
#13937
Deep in the heart of the forest of Rhowyn~
  You are standing on a trail winding through the great oak trees of the
forest of Rhowyn.  It is extremely murky and dim here, too dark to see much,
but light enough that you can tell the weather and the time.
~
2 1 3
D1
~
~
0 -1 13938
D2
~
~
0 -1 13936
S
#13938
Deep in the heart of the forest of Rhowyn~
  You are standing on a trail winding through the great oak trees of the
forest of Rhowyn.  It is extremely murky and dim here, too dark to see much,
but light enough that you can tell the weather and the time.
~
2 1 3
D0
~
~
0 -1 13939
D3
~
~
0 -1 13937
S
#13939
Deep in the heart of the forest of Rhowyn~
  You are standing on a trail winding through the great oak trees of the
forest of Rhowyn.  It is extremely murky and dim here, too dark to see much,
but light enough that you can tell the weather and the time.
~
2 1 3
D0
~
~
0 -1 13940
D2
~
~
0 -1 13938
S
#13940
Deep in the heart of the forest of Rhowyn~
  You are standing on a trail winding through the great oak trees of the
forest of Rhowyn.  It is extremely murky and dim here, too dark to see much,
but light enough that you can tell the weather and the time.
~
2 1 3
D0
~
~
0 -1 13941
D2
~
~
0 -1 13939
S
#13941
Deep in the heart of the forest of Rhowyn~
  You are standing on a trail winding through the great oak trees of the
forest of Rhowyn.  It is extremely murky and dim here, too dark to see much,
but light enough that you can tell the weather and the time.
~
2 1 3
D1
~
~
0 -1 13942
D2
~
~
0 -1 13940
S
#13942
Deep in the heart of the forest of Rhowyn~
  You are standing on a trail winding through the great oak trees of the
forest of Rhowyn.  It is extremely murky and dim here, too dark to see much,
but light enough that you can tell the weather and the time.
~
2 1 3
D0
~
~
0 -1 13943
D3
~
~
0 -1 13941
S
#13943
Deep in the heart of the forest of Rhowyn~
  You are standing on a trail winding through the great oak trees of the
forest of Rhowyn.  It is extremely murky and dim here, too dark to see much,
but light enough that you can tell the weather and the time.
~
2 1 3
D0
~
~
0 -1 13944
D2
~
~
0 -1 13942
S
#13944
Deep in the heart of the forest of Rhowyn~
  You are standing on a trail winding through the great oak trees of the
forest of Rhowyn.  It is extremely murky and dim here, too dark to see much,
but light enough that you can tell the weather and the time.
~
2 1 3
D0
~
~
0 -1 13945
D2
~
~
0 -1 13943
S
#13945
Deep in the heart of the forest of Rhowyn~
  You are standing on a trail winding through the great oak trees of the
forest of Rhowyn.  It is extremely murky and dim here, too dark to see much,
but light enough that you can tell the weather and the time.
~
2 1 3
D0
~
~
0 -1 13946
D2
~
~
0 -1 13944
S
#13946
Deep in the heart of the forest of Rhowyn~
  You are standing on a trail winding through the great oak trees of the
forest of Rhowyn.  It is extremely murky and dim here, too dark to see much,
but light enough that you can tell the weather and the time.
~
2 1 3
D0
~
~
0 -1 13947
D2
~
~
0 -1 13945
S
#13947
Deep in the heart of the forest of Rhowyn~
  You are standing on a trail winding through the great oak trees of the
forest of Rhowyn.  It is extremely murky and dim here, too dark to see much,
but light enough that you can tell the weather and the time.
~
2 1 3
D1
~
~
0 -1 13948
D2
~
~
0 -1 13946
S
#13948
Deep in the heart of the forest of Rhowyn~
  You are standing on a trail winding through the great oak trees of the
forest of Rhowyn.  It is extremely murky and dim here, too dark to see much,
but light enough that you can tell the weather and the time.
~
2 1 3
D0
~
~
0 -1 13949
D3
~
~
0 -1 13947
S
#13949
Deep in the heart of the forest of Rhowyn~
  You are standing on a trail winding through the great oak trees of the
forest of Rhowyn.  It is extremely murky and dim here, too dark to see much,
but light enough that you can tell the weather and the time.
~
2 1 3
D0
~
~
0 -1 13950
D2
~
~
0 -1 13948
S
#13950
At the northen edge of the forest of Rhowyn~
  You are standing at the northern edge of the forest of Rhowyn.  To the
south, the gloom of the forest beckons.  To the north, you can see fair
fields, and very faintly the sound of a fair
~
2 0 3
D0
~
~
0 -1 6601
D2
~
~
0 -1 13949
S
#15000
Southern Path~
   This path leads south straight into a large, dark forest, and north
to a crossroads.  There is another path to the east.
~
120 0 2
D0
~
~
0 0 3502
D1
~
~
0 -1 15002
D2
~
~
0 0 15001
S
#15001
Entrance to Mirkwood~
   You are in a dark forest.  Why is it called Mirkwood?  You'll see in a 
little while.
~
120 0 3
D0
~
~
0 0 15000
D2
~
~
0 0 400
S
#15002
Southern Path~
   The southern path continues.. er... East.   And, er... west.
~
120 0 2
D1
~
~
0 -1 15003
D3
~
~
0 -1 15000
S
#15003
Southern Path~
   The path has finally partially straightened itself out, and now goes
south and west.
~
120 0 2
D2
~
~
0 -1 15004
D3
~
~
0 -1 15002
S
#15004
Southern Path~
   The path leads north and south, as a southern path should.  To the south,
you can see a large castle.
~
120 0 2
D0
~
~
0 -1 15003
D2
~
~
0 -1 11018
S
#15100
In Mirkwood~
   You are deep in the heart of the forest of Mirkwood.  Your passage south
is blocked by a large, dark river.  You can go north and west, or take a
ride on the river.
~
120 0 2
D0
~
~
0 0 400
D2
~
~
0 0 13669
D3
~
~
0 0 15301
S
#15101
A dark path~
  You are standing on a path, which leads north to the dark river, and 
south towards some sort of building, althugh you are not sure of the type.
The trees tower above you, and block all light, making it impossible to see
without the aid of light or magic.  You hear scurrying all around, as small
creatures rush through the undergrowth.
~
43 9 0
D0
~
~
0 -1 13669
D2
~
~
0 -1 15102
S
#15102
An ancient tollbooth~
   You are standing outside an ancient tollbooth, which must have once served 
to charge travellers on thier journeys through the forest of Mirkwood.  
Now, 100 years of neglect have left nothing but the walls of the place 
still standing.  The path it guards leads north and south.
~
43 9 0
D0
~
~
0 -1 15101
D1
~
~
0 -1 15110
D2
~
~
0 -1 15103
S
#15103
On a dark road~
   You are standing on a dark road, that leads north and south through the
forest of Mirkwood.  To the north, you can barely make out some sort of
building, while to the south you can see the road continue cutting its way
through the forest.
~
43 9 0
D0
~
~
0 -1 15102
D2
~
~
0 -1 15104
S
#15104
A Dark crossroad~
   You are standing at the intersection of two roads, in the form of a T.
A large sign sits at the edge of the road, pointing north, south, and west.
The road continues in each of those directions.
~
43 9 0
D0
~
~
0 -1 15103
D2
~
~
0 -1 15108
D3
~
~
0 -1 15105
E
sign post~
The sign is almost impossible to make out, but you manage to decipher the
worn letters:
' North:  The Hamlet of Midgaard
  South:  The city of Auros
  West:   Mindflayer way'
~
S
#15105
Mindflayer way~
   You are standing on Mindflayer way, a fearsomely named road indeed!  The
road continues to the east and west, and you can see a large swamp to the 
south.  The swamp looks quite impassible.
~
43 9 0
D1
~
~
0 -1 15104
D3
~
~
0 -1 15106
S
#15106
Mindflayer way~
   You are standing in the middle of Mindflayer way, which leads east and
west through Mirkwood.  To the south, you hear strange noises, slithers and
splashes, as if huge creatures were wandering through the swamp.  It would 
appear that there is no way to reach the swamp from here, the water is too
deep.  Perhaps you should be thankful for that!
~
43 9 0
D1
~
~
0 -1 15105
D3
~
~
0 -1 15107
S
#15107
Mindflayer way~
   You are standing at the temporary end of Mindflayer way.  Not that it has
actually ended, mind you, but the passage is blocked by huge trees that have
fallen and completely blocked passage to the west.  It looks like someone
has half-heartedly tried to chop a path through the tree trunks, but it looks
like it will be years before they are completely chopped through.
~
43 9 0
D1
~
~
0 -1 15106
S
#15108
Dark Road~
   You are standing on Dark Road, which cuts its way north and south through
the forest of Mirkwood.  You hear the sounds of animals scurrying all
around, and the occasional howl of some fearsome forest beast.
~
43 9 0
D0
~
~
0 -1 15104
D2
~
~
0 -1 15109
S
#15109
Dark Road~
   You are standing on Dark Road, which cuts its way north and south through
the forest of Mirkwood.  To the south, you think you can make out what
looks to be a city of sorts, but it is too dark to be sure.  You can hear the
sounds of forest creatures all around.
~
43 9 0
D0
~
~
0 -1 15108
D2
~
~
0 -1 16901
S
#15110
An ancient tollbooth~
   You are standing inside the crumbling walls of an ancient tollbooth, put
here to charge travellers for the use of the dark road that splits through
the forest of mirkwood.  But this place has stood abandoned for at least100 years, and is barely more than a heap of stones.  Above you, you can see
the trees sway gently, for the roof has long since rotted away.
~
43 9 1
D3
~
~
0 -1 15102
S
#15300
In Mirkwood~
  You thankfully leave Arachnos.  You can return North into Arachnos, or
you can head East back into Mirkwood.
~
120 0 3
D0
~
~
0 0 20001
D1
~
~
0 0 15100
S
#15301
In Mirkwood~
   You come to a huge expanse of spider webs.  Icky.  Now you know why it is
called Mirkwood, although you start to think that Arachnos would be a better
name...  You can go north into Arachnos or East back into Mirkwood. 
~
120 0 3
D0
~
~
0 0 20001
D1
~
~
0 0 15100
S
#15800
On An Ancient Path~
    This is an ancient path. Rocks and boulders are strewn about, yet
the middle of the path shows signs of wear from the many travelers and
horses that have passed this way throughout millenia.  The path is dim,
and some light may be required up ahead. Fresh droppings from a
strange animal abound here.  It's tracks are not large, but instead,
seem claw-like. The trees nearby seem strange as well; almost lifelike.
There is an especially large tree to the west.
~
57 4 3
D0
~
~
0 -1 6155
D2
~
~
0 -1 15802
D3
~
~
0 -1 15801
E
tree trees~
 While staring at a nearby tree you notice a hole in its stump.  "Strange
place for a hole", you think to yourself.
~
S
#15801
In an Ancient Tree~
   You are able to squeeze into the opening in the tree, to catch a glimpse
of its contents.  A nest is nearby nuturing some young owls. Upon entering,
the young have thrown their beaks back into the air, and eagerly await for
you to regurgitate something.  You wonder where their parent is.....

~
57 0 0
D1
~
~
0 -1 15800
S
#15802
On an Ancient Path~
   This path seems to be getting darker.  The boulders and rocks are more
prevalent as are the claw marks in the available mud.  The trees are larger,
and even more lifelike than before.  Your surroundings seem strange, almost
scary!  You think that it might be a good idea to turn back. There is an
especially large tree to the west.

~
57 0 3
D0
~
~
0 -1 15800
D2
~
~
0 -1 15804
D3
~
~
0 -1 15803
E
tree~
   While staring at a nearby tree you notice a hole in its stump.  "Strange place
for a hole", you think to yourself.

~
S
#15803
In an Ancient Tree~
   You are able to squeeze into the opening in the tree, to catch a glimpse
of its contents.  A nest is nearby nuturing some young eagles. Upon entering,
the young have thrown their beaks back into the air, and eagerly await for
you to regurgitate something.  You wonder where their parent is.....

~
57 0 0
D1
~
~
0 -1 15802
S
#15804
On An Ancient Path~
   The path has gotten narrow. You figure it  might be a good time to light
something, cause it looks real dark and scary ahead. The trees have overgrown
the path here and are infringing on your passage to the south.  You think you
might be able to clamber over some of the tree roots and continue further to
the south.

~
57 0 3
D0
~
~
0 -1 15802
D2
~
~
0 -1 15805
S
#15805
The Darkened Forest~
  Your surroundings here have become too dark to see without light or
infravision. Thank God you have one of them.  The ancient path seems to have
been transformed into a well kept meandering pathway amongst well kept trees.
Something must be tending to the trees. Far in the distance to the south you
can barely make out a mountain. You might continue south, or return to the
north.

~
57 1 3
D0
~
~
0 -1 15804
D2
~
~
0 -1 15806
S
#15806
The Darkened Forest~
   The path is narrower here with fewer boulders and rocks. Far in the
distance to the south you can barely make out a mountain. You smell a vile
stink emanating from a nearby log. You might continue south, or return to the
north.

~
57 1 3
D0
~
~
0 -1 15805
D2
~
~
0 -2 15808
D5
~
log~
1 -1 15807
E
log~
  Looks like there might be space enough for you push the log back and look
underneath.  But the smell! Yikes!

~
S
#15807
Inside A Pit~
   This is the den of some vile creature.  Bones and and trash lie strewn
about.  The den is really small, only room for really yourself.  The ceiling
is low, only about 5', and the stench makes you feel like you might rehash
your lunch.

~
57 1 0
D4
~
~
0 -1 15806
S
#15808
The Darkened Forest~
   The path continues here.  You peek over your shoulder to make sure no one
is behind you. The wind russles the leaves of the trees, and howls between
their branches. Then again, maybe that wasn't the trees......

~
57 1 3
D0
~
~
0 -1 15806
D2
~
~
0 -1 15809
S
#15809
The Darkened Forest~
   The path continues here. The distant mountain is beginning to take shape.
It's not a mountain after all you decide, it is some sort of dwelling, an
entire city. Claw prints abound here, some large, some small.
~
57 1 3
D0
~
~
0 -1 15808
D2
~
~
0 -1 15810
E
tracks~
  The tracks seem to have been made by more than one specie of animal.
Judging from their depth, some of these animals weighed over 200 pounds.
~
E
claw~
  The tracks seem to have been made by more than one specie of animal.
Judging from their depth, some of these animals weighed over 200 pounds.

~
E
prints~
  The tracks seem to have been made by more than one specie of animal.
Judging from their depth, some of these animals weighed over 200 pounds.

~
S
#15810
A Clearing~
  The forest has given way to an open grassy area.  The structure in the
distance is just a bit further to the south.  You can make out that the
structure is made of mud, metal scraps, and garbage. Flags fly atop the
structure, and penants made of metal scraps could be said to "adorn" the
bastions.  A well lies in the center of the clearing.

~
57 0 2
D0
~
~
0 -1 15809
D1
You can see a path, which leads eastwards through the forest
~
~
0 -1 18015
D2
~
~
0 -1 15811
D5
~
well~
1 -1 15901
E
well~
The well is covered with a metal plate. The is a drawing upon the metal:



                       \ / \ / \ /
                     >|            |<
                     >|============|<                 ___
                     >|============|<         /\     /   \
                     >|     \/     |<        /__\    \___
                      `------------'        /    \       \
                  _____\__________/_____   /      \  \___/
                  \     \        /     /
                 |\\     \      /     //|
                 | \\     \    /     // |
                 |  \\     \__/     //  |
                 |   \\    {##}    //   |
                 |    \\          //    |
                 |     \\        //     |
                 |      \\      //      |
                 |       \\    //       |
                 |/|      \\__//      |\|
                   |       \  /       |
                   |========><========|
                   |==================|
                   |                  |
                   |                  |
                   |                  |
                   |        |         |
                   |        |         |
                   |        |         |
                   |        |         |
                |\ |        |\        | /|
                | \|       /  \       |/ |
                |         /    \         |
                |________/      \________|


~
S
#15811
Before The Bridge~
  You find yourself before a large bridge, leading to the ugly structure.
Noise emanates from this massive compost and junk pile.  Apparently, it is
inhabited.  The structure stands, from your best estimate, at least 200 feet
high, and must be at least 300 feet long and wide.  The smell is a bit
disconscerting.

~
57 0 2
D0
~
~
0 -1 15810
D2
~
~
0 -1 15812
E
bridge~
  This rickety thing looks like it could hardly support two adevnturers.

~
S
#15812
On The Bridge~
  You stand atop a rickety bridge.  There are no sides to prevent you from
falling into the muddy moat that surrounds the structure.  Bubbles burst at
the surface of the water. Something must live down there! Best make your way
quickly north or south, this bridge might not last too much longer.

~
57 0 -1 240 15887 1 2
D0
~
~
0 -1 15811
D2
~
~
0 -1 15813
S
#15813
The Entance To The Palace Of The Skexies~
   You are at the entrance to the ugly structure. A sign has been hung on a
nearby protruding scrap of metal.  There is an iron door here with a flimsy
lock to prevent unwanted visitors. There are claw marks around the lock.  If
you work quickly, you could easily pick it.

~
57 0 2
D0
~
~
0 -1 15812
D2
~
door iron~
1 15802 15814
E
door~
  This iron door seems really heavy, but the lock is old and rusted.  Hurry!
Pick it while no one is looking!

~
E
sign~

          T H E    P A L A C E    O F    T H E    S K E X I E S
       ===========================================================

                            ALL ARE WELCOME.

                       'NLESS YOU ARE A GELFLING

                         ENJOY YOUR STAY HERE.

                                                       ALASTAIR,
                                                       LEADER OF THE SKEXIES


~
S
#15814
A Domed Skexie Chamber~
   You are now inside the Palace of the Skexies. Sconces line the muddy walls
every 15 feet, and support torches.  The effect is dim light, that is
soothing to the eyes.  The smell is acrid and stale.  The area is well kept
however,and no metal scraps purtrude from the muddy walls. There is an
occasional feather lying about.  A long dimly lit hallway is to the south,
and there are passages here both west and east.

~
57 0 0
D0
~
door~
1 15802 15813
D1
~
~
0 -1 15816
D2
~
~
0 -1 15817
D3
~
~
0 -1 15815
E
feather~
  The feathers here are of a variety of colors, but all have a characteristic
spike near the tip. Examining more closes the feathers seem tough and hard.
They are nearly a foot in legnth. The creature that grew these feathers must
be quite large.

~
E
feathers~
  The feathers here are of a variety of colors, but all have a characteristic
spike near the tip. Examining more closes the feathers seem tough and hard.
They are nearly a foot in legnth. The creature that grew these feathers must
be quite large.
~
S
#15815
The Salon~
  This seems to be some sort of relaxation area.  There are facilities for
several people to sit and relax.  There is a very large fireplace along
west wall which heats this room.

~
57 0 0
D1
~
~
0 -1 15814
D2
~
~
0 -1 15818
D3
~
~
0 -1 15900
E
fire~
   The fireplace is extremely large.  There is easily enough room for you to
actually walk inside.  You think you might like to try that.
~
E
fireplace~
   The fireplace is extremely large.  There is easily enough room for you to
actually walk inside.  You think you might like to try that.

~
S
#15816
The Palace Greeting Room~
  This is an elaborately decorated meeting area for diplomats and honored
guests. There are high ceilings with ornately carved masonry. It is
a remarkably modern room, and differs greatly from adjacent rooms.
The Skexies did notconstruct this room, and probably contracted the
services of a more civilized people in order to construct this room.
It has far too much class to have been constructed by Skexies. Items
for doing routine maintenence are strewn about.

~
57 0 0
D2
~
~
0 -1 15819
D3
~
~
0 -1 15814
E
statues~
  This work has been done by a neighboring friendly tribe, the Neathar. The
Neathar are widely known for their fantastic contruction.

~
E
masonry~
  This work has been done by a neighboring friendly tribe, the Neathar. The
Neathar are widely known for their fantastic contruction.
~
E
ceiling~
  This work has been done by a neighboring friendly tribe, the Neathar. The
Neathar are widely known for their fantastic contruction.
~
S
#15817
Hallway To The Lair~
   This is the long hallway that leads into the heart of the palace. It is
about 3 feet wide and about 6 feet tall, with a arched ceiling.  Mud has been
used to pack the sides of the hallway to make the walls seem smooth. An
occasional mouse scurries between your feet.

~
57 0 0
D0
~
~
0 -1 15814
D1
~
~
0 -1 15819
D2
~
~
0 -1 15820
D3
~
~
0 -1 15818
S
#15818
Southern Salon~
  This is the northern salon area. There are resting spots and louging areas
here. Skexie children enjoy the furniture as a junglejim. The room is well
kept in case company wanders in. The room is rarely used.

~
57 0 0
D0
~
~
0 -1 15815
D1
~
~
0 -1 15817
E
furniture~
   This is not what we would normally call furniture.  Actually it really only
consists of nest material with hard slabs of slate or rock laid over the top.
~
S
#15819
Mysterious Altar~
  This is a room with little or no decoration.  There are rows for
participants to sit in. At the head of the room there is a huge altar, at
least 40 feet high. It is constructed of metal and jewels of various types.
~
57 0 0
D0
~
~
0 -1 15816
D3
~
~
0 -1 15817
E
jewels~
  This alter is unmovable and its jewels cannot be pried free. When you get
close enough, you are able to discern a Skexie figure created from the metal
parts. The two largest jewels compose the eyes of the Skexie.
~
E
altar~
  This alter is unmovable and its jewels cannot be pried free. When you get
close enough, you are able to discern a Skexie figure created from the metal
parts. The two largest jewels compose the eyes of the Skexie.

~
E
alter~
  This alter is unmovable and its jewels cannot be pried free. When you get
close enough, you are able to discern a Skexie figure created from the metal
parts. The two largest jewels compose the eyes of the Skexie.

~
S
#15820
Hallway To The Lair~
   This is the long hallway that leads into the heart of the palace. It is
about 3 feet wide and about 6 feet tall, with a arched ceiling.  Mud has been
used to pack the sides of the hallway to make the walls seem smooth. An
occasional mouse scurries between your feet. There is a wood door to the
west and an iron door to the east.
~
57 0 0
D0
~
~
0 -1 15817
D1
~
east iron~
1 -1 15822
D2
~
~
0 -1 15823
D3
~
west wood~
1 -1 15821
S
#15821
Palthor's Chamber~
   You have entered the chamber of Palthor, the Sergeant at Arms of the
Skexies.  Pathor's numerous stuffed accomplishments adorn the walls. Several
Gelfling warriors have fallen to Palthor and his armies.  Palthor is highly
regarded among Skexies as among their best tacticians and fighters. The room
is colored a lusterous blue. Several nests are also here, one in each corner
of the room.
~
57 0 0
D1
~
east wood~
1 -1 15820
E
accomplishments~
  These taxidermied heads and torsos are from various animals, including boar,
Gelfling, Humans, and even some of the Skexies that have dishonored the
tribe.

~
E
stuffed~
  These taxidermied heads and torsos are from various animals, including boar,
Gelfling, Humans, and even some of the Skexies that have dishonored the
tribe.

~
E
nest~
   Would you want someone looking in your nest?

~
S
#15822
Wegendel's Lair~
   You have stumbled upon the Lair of Wegendel, the Master Illusionist of the
Skexies. Strange images jump out at you upon entering. Wegendel is a master
of trickery and disguise. Wegendel has been helpful in the Skexie's battle
versus the Gelfling by disguising himself as a Gelfling. Magical implements
lie on a nearby sacrificial table, as do mixtures on unknown substances.

~
57 0 0
D3
~
west iron~
1 -1 15820
E
mixtures~
  These implements and mixtures consitute the necessary items for Wegendel to
complete various illusions and disguises. They include spider legs, frogs
eyes, feathers of various types, dragon scales, scrapers, mashers, pastes, and
glues.

~
E
unknown~
  These implements and mixtures consitute the necessary items for Wegendel to
complete various illusions and disguises. They include spider legs, frogs
eyes, feathers of various types, dragon scales, scrapers, mashers, pastes, and
glues.

~
E
implements~
  These implements and mixtures consitute the necessary items for Wegendel to
complete various illusions and disguises. They include spider legs, frogs
eyes, feathers of various types, dragon scales, scrapers, mashers, pastes, and
glues.


~
S
#15823
Hallway To The Lair~
   This is the long hallway that leads into the heart of the palace. It is
about 3 feet wide and about 6 feet tall, with a arched ceiling.  Mud has been
used to pack the sides of the hallway to make the walls seem smooth. An
occasional mouse scurries between your feet. There is a wood door to the
west and an iron door to the east.

~
57 0 0
D0
~
~
0 -1 15820
D1
~
east iron~
1 -1 15825
D2
~
~
0 -1 15826
D3
~
west wood~
1 -1 15824
S
#15824
Brackenred's Chamber~
  A horrible sickly stench accosts you upon entering. Garbage and excrement
are piled up in massive heaps here. The chamber of Brackenred appears in
obvious disuse. It has become a haven for rats and other scurrying animals. A
ritualistic symbol is attached to the door. No one seems to have been in here
in quite a long while.

~
57 0 0
D1
~
east wood~
1 -1 15823
E
ritualistic symbol ritualistic~
  This is the symbol given to a Skexie that fallen out of favor with the
Skexies. It has a message ingraved upon it:
Dishonor has earned you the Symbol. Wear it. Die Proud.

~
S
#15825
Crandel's Lair~
   This is the Lair of Crandel, the Skexie Mage. The rooms walls have been
painted a luterous purple. There is a large nest in one corner. Netting hangs
from the ceiling. Sticks have been hung on each intersection of the net. The
sticks form an artistic image. There is a shelf with various vials upon it.

~
57 0 0
D3
~
west iron~
1 -1 15823
S
#15826
Hallway To The Lair~
   This is the long hallway that leads into the heart of the palace. It is
about 3 feet wide and about 6 feet tall, with a arched ceiling.  Mud has been
used to pack the sides of the hallway to make the walls seem smooth. An
occasional mouse scurries between your feet. There are doors to both sides
here.

~
57 0 0
D0
~
~
0 -1 15823
D1
~
east iron~
1 -1 15828
D2
~
~
0 -1 15829
D3
~
west wood~
1 -1 15827
S
#15827
Alastair's Chamber~
  This is the chamber of Alastair, the Leader of The Skexies.  Several nests
lie about for his many maidens. Three large tusks protrude from the
northern wall. A sash of fine red silk steams across the tusks forming a
canopy over the largest nest in the room.
~
57 0 0
D1
~
east wood~
1 -1 15826
E
nest~
  Would you want someone looking in your nest?

~
S
#15828
Turendac's Lair~
  You have found the lair of Turednac, the High Magister of the Skexies.
Ornamentations adorn the walls, and a small podium sits before a 2 foot tall
statue. The area is well kept and a shelf holds various vials, of various
colors. A small mirror is also here, hung along the northern wall above what
appears to be his nest.

~
57 0 0
D3
~
west iron~
1 -1 15826
E
statue~
  This is a statue of Queeklor, the god of flying rats.

~
S
#15829
Hallway To The Lair~
   This is the long hallway that leads into the heart of the palace. It is
about 3 feet wide and about 6 feet tall, with a arched ceiling.  Mud has been
used to pack the sides of the hallway to make the walls seem smooth. An
occasional mouse scurries between your feet.

~
57 0 0
D0
~
~
0 -1 15826
D1
~
~
0 -1 15831
D2
~
~
0 -1 15832
D3
~
~
0 -1 15830
S
#15830
A Cacophony Of Voices~
  This Room has an expansive high ceiling and really loud echos. Apparently,
the room is still echoing from previous converstions here. The noise is
deafening. You move your hands to cover your ears. Best return east to
discuss anything.
~
57 0 0
D1
~
~
0 -1 15829
S
#15831
A Null Of Silence~
  This room has a large cone in its eastern end.  Everything anyone says is
swiftly carried into the cone.  There is absolutely no noise here.  People's
mouths move, but no sound comes from them.

~
57 1024 0
D3
~
~
0 -1 15829
S
#15832
A Skexie Intersection~
   This is the major intersection in the Palace. The traffic here is heavy.
The training area for the Challenge of the Skexies is to the west. The long
hallway runs north and south. General Skexie quaters lie to the east.
~
57 0 0
D0
~
~
0 -1 15829
D1
~
~
0 -1 15834
D2
~
~
0 -1 15835
D3
~
~
0 -1 15833
S
#15833
Western Skexie Passage~
   This is the western passage in the palace. This hallway is generally left
unused. This hallway leads to the training area for the Challenge of the
Skexies.

~
57 0 0
D1
~
~
0 -1 15832
D3
~
~
0 -1 15886
S
#15834
Eastern Skexie Passage~
   This passage leads to the General quaters for the Skexies. Normally,
Skexie men who are not in power are slaves to those who are. The Skexie
culture is hardly monogamous, and the Skexie maidens are public
domain. Skexie children are left to caretakers.

~
57 0 0
D1
~
~
0 -1 15854
D3
~
~
0 -1 15832
S
#15835
Hallway To The Lair~
   This is the long hallway that leads into the heart of the palace. It is
about 3 feet wide and about 6 feet tall, with a arched ceiling.  Mud has been
used to pack the sides of the hallway to make the walls seem smooth. An
iron door lies to the east, and there is a wood door to the west. An
occasional mouse scurries between your feet.
~
57 0 0
D0
~
~
0 -1 15832
D1
~
east iron~
1 -1 15837
D2
~
~
0 -1 15838
D3
~
west wood~
1 -1 15836
S
#15836
Home Of The Skexie Jester~
   This is the fine home of the Skexie Jester. The room is colored a brash
yellow with strange shapes painted upon the muddy walls. A feeling of
euphorea hits you as you gaze toward the strange images. You are starting
to feel really sick. Better leave now.

~
57 0 0
D1
~
east wood~
1 -1 15835
S
#15837
Home Of The Skexie Magister~
   This room is a very proper diplomat's room. There is a desk with parchment
and quill atop it. There are many books of notable accord in a bookshelf on
the western wall. A hearth burns coal on the southern wall, its soot escaping
through a vent. There is also a large nest here, large enough for two Skexie.
~
57 0 0
D3
~
west iron~
1 -1 15835
S
#15838
Hallway To The Lair~
   This is the long hallway that leads into the heart of the palace. It is
about 3 feet wide and about 6 feet tall, with a arched ceiling.  Mud has been
used to pack the sides of the hallway to make the walls seem smooth. An
iron door lies to the east, and there is a wood door to the west. An
occasional mouse scurries between your feet.
~
57 0 0
D0
~
~
0 -1 15835
D1
~
east iron~
1 -1 15840
D2
~
~
0 -1 15841
D3
~
west wood~
1 -1 15839
S
#15839
Home Of The Skexie Scribe~
   This room has very meager accommodations. There is a nest, a table, and a
chair. On one wall there is a large wood lattice system. There are many
scrolls rolled and stacked and carefully placed in the wooden lattice of the
wall.

~
57 0 0
D1
~
east wood~
1 -1 15838
E
scrolls~
   You take a quick peek to see if any are useful. There seem to be a couple
wedged inside the lattice that might have some use.
~
S
#15840
Home Of The Skexie Bard~
   This room is the home of the Skexie Bard. In the room there is a nest, a
small table and chair, a stool, and a rather long counter. Behind the counter
you notice some liquors. This is a makeshift bar. On the opposite wall there
is a case which contains some instruments.

~
57 0 0
D3
~
west iron~
1 -1 15838
E
instruments~
   You check inside the case. Most of them look really old and useless. Some
of them you wouldn't even know how to play.

~
E
case~
   You check inside the case. Most of them look really old and useless. Some
of them you wouldn't even know how to play.

~
S
#15841
Entrance To The Lair~
   This is the  door to the Skexie Lair, meeting place of the Counsel of the
Skexies. This door has a strange keyhole. It is heavily clad with straps of
metal and iron bars. You sense fresh air from both the west and the east. It
is a welcome change to the stale Skexie atmosphere you have been in.

~
57 0 0
D0
~
~
0 -1 15838
D1
~
~
0 -1 15843
D2
~
door metal iron~
2 15801 15844
D3
~
~
0 -1 15842
E
keyhole~
   This is a rather strange keyhole. It looks like this:
                          _______
                       |\ \     / /|
                       | \ \   / / |
                       |  \_| |_/  |
                       |   _   _   |
                       |  / | | \  |
                       | / /   \ \ |
                       |/ /     \ \|
                         |       |
                         |       |
                          \_____/


~
S
#15842
The Western Balcony~
  The night sky is above you. You have stepped out onto a balcony. The moat
of the Palace is about 20 feet below you. There is a huge perch here for some
great bird. The balcony however does not seem all that sturdy.

~
57 0 2
D1
~
~
0 -1 15841
E
perch~
  This perch can accommodate a huge bird. The Skexies use this perch to
welcome great visitors that come in by way of the air.

~
S
#15843
The Eastern Balcony~
  The night sky is above you. You have stepped out onto a balcony. The moat
of the Palace is about 20 feet below you. There is a huge perch here for some
great bird. The balcony however does not seem all that sturdy.

~
57 0 0
D3
~
~
0 -1 15841
E
perch~
  This perch can accommodate a huge bird. The Skexies use this perch to
welcome great visitors that come in by way of the air.

~
S
#15844
The Lair Entry~
  This is the entry to the Lair. Beautiful cave paintings adorn the walls.
They depict the history of the Skexie race. The largest hallway leading from
here is to the south. There are less worn hallways to both the west and east.

~
57 0 0
D0
~
door metal iron~
2 15801 15841
D1
~
~
0 -1 15846
D2
~
~
0 -1 15847
D3
~
~
0 -1 15845
E
cave~
   These cave paintings explain the history of the Skexie race. It begins on
one wall and continues along the western wall. The first drawing depicts
Queeklor, the God of Rats, standing over an altar with a vulture, a rat, a
human, and a huge diamond, in each of his four mighty arms. You conclude that
these are the elements that came to produce the Skexies.

~
E
paintings~
   These cave paintings explain the history of the Skexie race. It begins on
one wall and continues along the western wall. The first drawing depicts
Queeklor, the God of Rats, standing over an altar with a vulture, a rat, a
human, and a huge diamond, in each of his four mighty arms. You conclude that
these are the elements that came to produce the Skexies.

~
S
#15845
Helix Centranil~
  A disorienting fog is in this room. You feel a strange feeling come over
you. Weren't you just here?!?!
~
57 0 -1 30 15852 0 0
D1
~
~
0 -1 15844
D2
~
~
0 -1 15848
D4
~
~
0 -1 15852
D5
~
~
0 -1 15852
S
#15846
The Feeding Tank~
   This is a huge water feeding tank. Visible inside are a variey of special
Skexie delicacies used during meetings, feasts, and special ceremonies.
Additionally several open pit grills are here to prepare food that must be
cooked. A carving table is also nearby for prepare food to be eaten live. The
entire Skexie dishset is here, awaiting Alastair's order to prepare the next
feast. Are you invited, or are you to be the feast?

~
57 0 0
D2
~
~
0 -1 15849
D3
~
~
0 -1 15844
E
tank~
   This is a huge water filled tank. The creatures inside are very strange.
Some have no eyes. Others look like worm-type creatures. Whatever their
origin, they are truly gruesome looking.
~
E
dishset~
   Oh....what a horrible thought.

~
S
#15847
The Skexie Counsel Room~
   This is the Counsel Chamber of the Skexies. All important decisions are
made here. This is where one Skexie might issue a challenge to another
Skexie, or where the Skexie might discuss treaties, armistices, or
declarations of war.  The large room is nearly filled by the huge
rectangle which occupies the room. The middle of the table has been
removed, leaving the table as actually a large hollow rectangle.
The walls are adorned with curtains and tapestries. This is perhaps the
richest room in all the Skexie Palace. Your most chivalrous, and
appropriate behavior is expected here.

~
57 0 0
D0
~
~
0 -1 15844
D1
~
~
0 -1 15849
D2
~
~
0 -1 15850
D3
~
~
0 -1 15848
E
tapestries~
   The walls are covered with richly colored curtains, and vibrant tapestries.
The ceilings are tall (40 feet), and the curtains drape down all the way to
the floor. They are colored in a beautiful blue and red pattern.

~
E
curtains~
   The walls are covered with richly colored curtains, and vibrant tapestries.
The ceilings are tall (40 feet), and the curtains drape down all the way to
the floor. They are colored in a beautiful blue and red pattern.

~
E
table~
   This table nearly fills the room. It is very old, and seems to be made
of single piece construction. The tree it came from therefore must have 
been massive.

~
S
#15848
The Statue of Rugrat~
  In this room is a monstrous statue of Rugrat the Skexie. Rugrat is revered
among Skexies as the most noble Skexie to have ever lived. Rugrat is rumored
to be living in the lap of luxury somewhere nearby. Rugrat gained fame and
fortune by defeating the Shattenalfen invasion in the Year of the Dragon.
Rugrat's fighting techniques are still taught, and several Skexies are rumored
to have been taught some special secrets after training under Rugrat.

~
57 0 0
D0
~
~
0 -1 15845
D1
~
~
0 -1 15847
D2
~
~
0 -1 15851
E
rugrat~
   This massive statue is Rugrat the Skexie. The statue depicts a remarkably
handsome Skexie with wonderful red plumage. Most notable are Rugrat's finely
manicured beak and claws. The statue is serious, but somehow friendly.
~
E
statue~
   This massive statue is Rugrat the Skexie. The statue depicts a remarkably
handsome Skexie with wonderful red plumage. Most notable are Rugrat's finely
manicured beak and claws. The statue is serious, but somehow friendly.

~
S
#15849
The Statue of Queeklor~
  This room contains a monstrous statue of Queeklor, the God of Rats.
Queeklor is depicted with his four huge arms at the ordinal points on the
compass. In the hand pointed upward he holds a huge diamond. Toward the left
he holds a depiction of a small human being. In his hand pointed down he holds
a small carved rat. Toward the right he holds a vulture.

~
57 0 0
D0
~
~
0 -1 15846
D2
~
~
0 -1 15852
D3
~
~
0 -1 15847
E
statue~
   This statue represents Queeklor, the God of Rats.

~
S
#15850
The Master's Sanctuary~
   This is the Sanctuary of the Master Skexie. Huge red curtains line the
walls, and a sacrificial table lies in the center. Thin sheets of transparent
silk cover the arched entryway to the south. The southern exit has a
beautifully crafted sign posted near it.

~
57 0 0
D0
~
~
0 -1 15847
D1
~
~
0 -1 15852
D2
~
~
0 -1 15853
D3
~
~
0 -1 15851
E
sign~
   The Sign reads:

             THE ENTRANCE TO THE CHALLENGE OF THE SKEXIES
             ============================================


              THE BEGINNERS CHALLENGE LIES TO THE EAST.

              THE INTERMEDIATE CHALLENGE LIES TO THE WEST.

              THE ULTIMATE CHALLENGE LIES TO THE NORTH.



              GOOD LUCK!

              (CONTACT AN IMMORTAL UPON COMPLETION)

~
E
table~
   This is the table upon which sacrifices are made to the gods prior to
entering the Challenge of the Skexies.

~
S
#15851
The Skexie Room with Revolving Ceiling~
  This ceremonial room is nothing like you have ever seen before. The ceiling
is actually constantly revolving. There is a huge wonderous mosaic on the
ceiling which actually seem to change shape as the ceiling revolves. The
paintings are of Skexies in battle.
~
57 0 0
D0
~
~
0 -1 15848
D1
~
~
0 -1 15850
E
mosaic~
   After checking more closely, your aren't sure if this is some sort of
illusion or magic, or what...You notice yourself in the mosaic! When you move,
so does the mosaic!

~
E
ceiling~
   After checking more closely, your aren't sure if this is some sort of
illusion or magic, or what...You notice yourself in the mosaic! When you move,
so does the mosaic!

~
S
#15852
Centranil Helix~
  A disorienting fog is in this room. You feel a strange feeling come over you.
Weren't you just here?!?!

~
57 0 -1 10 15845 0 0
D0
~
~
0 -1 15849
D3
~
~
0 -1 15850
D4
~
~
0 -1 15845
D5
~
~
0 -1 15845
S
#15853
The Challenge Entry~
The challenges were recently blown up.  A big gaping hole is all that
remains.
~
57 0 0
S
#15854
Entrance To The Skexie Quarters~
   This hallway ends with a door that leads into the main Skexie Quaters. It
is about 3 feet wide and about 6 feet tall, with a arched ceiling.  Mud has
been used to pack the sides of the hallway to make the walls seem smooth. An
occasional mouse scurries between your feet.
~
57 0 0
D1
~
door~
1 -1 15855
D3
~
~
0 -1 15834
S
#15855
Inside The Skexie Quaters~
   This small entry room is opens up into a larger room. There are various
hallways leading in all directions. You hear the squaking and screaming of
Skexie children coming from the south. The are hallways south, north, and east.
~
57 0 0
D0
~
~
0 -1 15856
D1
~
~
0 -1 15858
D2
~
~
0 -1 15865
D3
~
door~
1 -1 15854
S
#15856
A Skexie Quarters Hallway~
   This hallway is rather messy. There is trash and secrant droppings
everywhere. There are feathers lying all around the floor. The hallway
continues north and south.

~
57 0 0
D0
~
~
0 -1 15857
D2
~
~
0 -1 15855
S
#15857
A Skexie Quarters Hallway~
   This hallway is rather messy. There is trash and secrant droppings
everywhere. There are feathers lying all around the floor. The hallway
continues north and south.

~
57 0 0
D0
~
~
0 -1 15874
D2
~
~
0 -1 15856
S
#15858
A Skexie Quarters Hallway~
   This hallway is rather messy. There is trash and secrant droppings
everywhere. There are feathers lying all around the floor. The hallway
continues west and east.

~
57 0 0
D1
~
~
0 -1 15859
D3
~
~
0 -1 15855
S
#15859
A Skexie Quarters Hallway~
   This hallway is rather messy. There is trash and secrant droppings
everywhere. There are feathers lying all around the floor. The hallway
has an iron door to the north and a wood door to the south, there is
a swinging door to the east, and a ladder leading up to the storage room.

~
57 0 0
D0
~
north iron~
1 -1 15860
D1
~
swingingdoor swinging east~
1 -1 15862
D2
~
south wood~
1 -1 15861
D3
~
~
0 -1 15858
D4
~
~
0 -1 15863
S
#15860
A Skexie Dormitory~
   This room is the residence of four Skexie. There are four nests with a
small table and chair near each. Additionally there is a large table in the
center of the room with four comfortable chairs. This room is a mess, with
empty bottles lying everywhere.

~
57 0 0
D2
~
door iron south~
1 -1 15859
S
#15861
A Skexie Dormitory~
   This room is the residence of two Skexie. There are two large nests with a
small table and chair near each. Additionally there is a large table in the
center of the room with two comfortable chairs. This room is well kept and
seems to have been cleaned recently.

~
57 0 0
D0
~
door wood north~
1 -1 15859
S
#15862
The Skexie Dining Room~
  This room is the main dining room for the Skexie. The Skexie prefer to eat
together. There are several side tables, and one main table. Each of seats
near the head of the main table have ornately covered arms and a very high
back. The names of each Skexie leader are posted on the high backs of these,
the largest of the chairs present.

~
57 0 0
D1
~
~
0 -1 15864
D3
~
swinging-door swinging west~
1 -1 15859
E
chairs~
   The largest of the many chairs here belong to each Skexie leader. The
largest is Alastair's, then Turendac's, then there is a space where
Brackenred's chair once might have been, then Crandel's, then Palthor's, and
finally Wegendel's.

~
E
chair~
   The largest of the many chairs here belong to each Skexie leader. The
largest is Alastair's, then Turendac's, then there is a space where
Brackenred's chair once might have been, then Crandel's, then Palthor's, and
finally Wegendel's.

~
E
seats~
   The largest of the many chairs here belong to each Skexie leader. The
largest is Alastair's, then Turendac's, then there is a space where
Brackenred's chair once might have been, then Crandel's, then Palthor's, and
finally Wegendel's.
~
E
seat~
   The largest of the many chairs here belong to each Skexie leader. The
largest is Alastair's, then Turendac's, then there is a space where
Brackenred's chair once might have been, then Crandel's, then Palthor's, and
finally Wegendel's.

~
S
#15863
The Skexie Storage Room~
   This large room holds the food stores of the Skexies. There are huge
barrels of wine, vinegar, flour, wheat, nuts, preserved meats, pickled
cabbage, and other food stuffs. The smell of the old food gives the room a
particularly nasty scent. There is one barrel that hides a small passage.

~
57 0 0
D3
~
barrel~
1 -1 15901
D5
~
~
0 -1 15859
E
barrel~
   This large barrel hides a passage way. The dust nearby it is covered with
small humanoid footprints.

~
S
#15864
The Skexie Kitchen~
   This is a large kitchen where all Skexie meals are prepared. There are many
shelves with various cooking implements, a wall rack with many seasonings,
several cabinets, an long shelf on the northen wall with jars of preserved
animal parts.

~
57 0 0
D3
~
~
0 -1 15862
E
seasonings~
   This rack has a variety of unusual seasonings used when preparing Skexie
specialties. You cannot recognize most of them as anything you have ever seen
before.

~
E
rack~
   This rack has a variety of unusual seasonings used when preparing Skexie
specialties. You cannot recognize most of them as anything you have ever seen
before.

~
E
jars~
   These jars lie on a high shelf on the northen wall. The contain a variety
of preserved delicacies that are used in the preparation, or in the
presentation of Skexie meals. They include a variety of things you cannot
identify, but you do recognize the entrials of a dragon, the hooves of a
goblin, and the fetal young of some humanoid creature, possibly human.

~
E
shelf~
   These jars lie on a high shelf on the northen wall. The contain a variety
of preserved delicacies that are used in the preparation, or in the
presentation of Skexie meals. They include a variety of things you cannot
identify, but you do recognize the entrials of a dragon, the hooves of a
goblin, and the fetal young of some humanoid creature, possibly human.

~
S
#15865
A Skexie Quarters Hallway~
   This hallway is rather messy. There is trash and secrant droppings
everywhere. There are feathers lying all around the floor. The hallway
has a wood door to the west and an iron door to the east, the hallway
continues to the south.

~
57 0 0
D0
~
~
0 -1 15855
D1
~
east iron~
1 -1 15866
D2
~
~
0 -1 15868
D3
~
west wood~
1 -1 15867
S
#15866
A Skexie Bungalow~
   This very small room is the home of a single Skexie. There is a small table
and chair next to a mattress type nest. There room is barely large enough to
hold you and its contents, but squeezing in is possible.

~
57 0 0
D3
~
door~
1 -1 15865
S
#15867
A Skexie Bungalow~
   This very small room is the home of a single Skexie. There is a small table
and chair next to a mattress type nest. There room is barely large enough to
hold you and its contents, but squeezing in is possible.
~
57 0 0
D1
~
door~
1 -1 15865
S
#15868
A Skexie Quarters Hallway~
   This hallway is rather messy. There is trash and secrant droppings
everywhere. There are feathers lying all around the floor. The hallway
has a wood door to the west and an iron door to the east, the hallway
continues to the south.

~
57 0 0
D0
~
~
0 -1 15865
D1
~
east iron~
1 -1 15869
D2
~
~
0 -1 15871
D3
~
west wood~
1 -1 15870
S
#15869
A Skexie Bungalow~
   This very small room is the home of a single Skexie. There is a small table
and chair next to a mattress type nest. There room is barely large enough to
hold you and its contents, but squeezing in is possible.
~
57 0 0
D3
~
door~
1 -1 15868
S
#15870
A Skexie Bungalow~
   This very small room is the home of a single Skexie. There is a small table
and chair next to a mattress type nest. There room is barely large enough to
hold you and its contents, but squeezing in is possible.
~
57 0 0
D1
~
door~
1 -1 15868
S
#15871
A Skexie Quarters Hallway~
   This hallway is rather messy. There is trash and secrant droppings
everywhere. There are feathers lying all around the floor. The hallway
has a wood door to the west, and an iron door to the east.

~
57 0 0
D0
~
~
0 -1 15868
D1
~
east iron~
1 -1 15872
D3
~
west wood~
1 -1 15873
S
#15872
Chamber of the Secrants~
   This is the chamber where all the Secrants of the palace congregate to
sleep and groom one another. The Secrants have developed a mutually beneficial
relationship with the Skexies.  The Secrants eat trash that the Skexies cannot
get rid of, and the Secrants enjoy healthy meals of plentiful rubbish. If it
weren't for the Secrants, you'd be up to your neck in trash right now.

~
57 0 0
D3
~
door~
1 -1 15871
S
#15873
Chamber of the Secrants~
   This is the chamber where all the Secrants of the palace congregate to
sleep and groom one another. The Secrants have developed a mutually beneficial
relationship with the Skexies. The Secrants eat trash that the Skexies cannot
get rid of, and the Secrants enjoy healthy meals of plentiful rubbish. If it
weren't for the Secrants, you'd be up to your neck in trash right now.

~
57 0 0
D1
~
door~
1 -1 15871
S
#15874
A Skexie Quarters Hallway~
   This hallway is rather messy. There is trash and secrant droppings
everywhere. There are feathers lying all around the floor. The hallway
continues north and south.
~
57 0 0
D0
~
~
0 -1 15875
D2
~
~
0 -1 15857
S
#15875
A Skexie Quarters Hallway~
   This hallway is rather messy. There is trash and secrant droppings
everywhere. There are feathers lying all around the floor. There is a metal
door to the north, a wood door to the west, and an iron door to the
east. There are signs on the doors to the west and east.

~
57 0 0
D0
~
north metal~
1 -1 15878
D1
~
east iron~
1 -1 15877
D2
~
~
0 -1 15874
D3
~
west wood~
1 -1 15876
E
sign~
   There is an iron door to the east. The sign on the door reads:

                          G E N T L E M A N


   There is a wood door to the west.  The sign on the door reads:

                             L A D I E S


~
S
#15876
The Skexie Powder Room~
   This is a bathroom of sorts. There are stalls and seats all around the room.
Under these seats are holes that go several feet into the ground. Several
Secrants are deep within the holes enjoying themselves. A feast of sorts is
going on within the holes.
~
57 0 0
D1
~
door~
1 -1 15875
E
stalls~
   These stalls and seats are specially made to accommodate the anatomy of the
Skexie.

~
E
seats~
   These stalls and seats are specially made to accommodate the anatomy of the
Skexie.

~
S
#15877
The Skexie Men's Room~
   This is a bathroom of sorts. There are stalls and seats all around the room.
Under these seats are holes that go several feet into the ground. Several
Secrants are deep within the holes enjoying themselves. A feast of sorts is
going on within the holes.

~
57 0 0
D3
~
door~
1 -1 15875
E
seats~
   These stalls and seats are specially made to accommodate the anatomy of the
Skexie.

~
E
stalls~
   These stalls and seats are specially made to accommodate the anatomy of the
Skexie.

~
S
#15878
The Skexie Maiden's Chambers Entryway~
   The is the entrance to the chambers of the Skexie maidens. The passages
west and east lead to the chambers. There is a sign on the wall here with some
poorly done embroidery.

~
57 0 0
D1
~
~
0 -1 15882
D2
~
door metal south~
1 -1 15875
D3
~
~
0 -1 15879
E
sign~
    The sign is very old, and its embroidery is truly dreadful. It reads:
                                _______________
                               {    H O M E    }
                               [               ]
                               [   S W E E T   ]
                               [               ]
                               {    H O M E    }
                                ---------------

~
S
#15879
The Skexie Maiden's Hallway~
   The hallway ends here, with doors to the north and south. There nothing
particularly interesting here otherwise, except the usual feathers. In
general, the Skexie females seem a bit more concerned about hygiene than the
males. Therefore, it is a bit cleaner here than in other parts of the Palace.

~
57 0 0
D0
~
~
0 -1 15880
D1
~
~
0 -1 15878
D2
~
~
0 -1 15881
S
#15880
A Skexie Maiden's Chamber~
   This chamber has facilities for four Skexie maidens.  There are four plush
nests, decorated with scraps of colorful cloth. There are also several chairs,
and a large table. Various grooming instruments lie on the table.

~
57 0 0
D2
~
~
0 -1 15879
E
grooming~
  These are used for grooming the feathers of the Skexie maidens. Some of them
look rather painful. Some have pointed teeth like combs, others are somewhat
like brushes. These grooming instruments have been passed down for generations.
They show a great deal of use. After all, the maidens need all the help they
can get.

~
E
instruments~
  These are used for grooming the feathers of the Skexie maidens. Some of them
look rather painful. Some have pointed teeth like combs, others are somewhat
like brushes. These grooming instruments have been passed down for generations.
They show a great deal of use. After all, the maidens need all the help they
can get.

~
E
nests~
   These nest reflect the individual tastes of their owner. They all have a
theme, and no two are alike.

~
S
#15881
A Skexie Maiden's Chamber~
   This chamber has facilities for four Skexie maidens.  There are four plush
nests, decorated with scraps of colorful cloth. There are also several chairs,
and a large table. Various grooming instruments lie on the table.

~
57 0 0
D0
~
~
0 -1 15879
E
grooming~
  These are used for grooming the feathers of the Skexie maidens. Some of them
look rather painful. Some have pointed teeth like combs, others are somewhat
like brushes. These grooming instruments have been passed down for generations.
They show a great deal of use. After all, the maidens need all the help they
can get.

~
E
instruments~
  These are used for grooming the feathers of the Skexie maidens. Some of them
look rather painful. Some have pointed teeth like combs, others are somewhat
like brushes. These grooming instruments have been passed down for generations.
They show a great deal of use. After all, the maidens need all the help they
can get.

~
E
nests~
   These nest reflect the individual tastes of their owner. They all have a
theme, and no two are alike.

~
S
#15882
The Skexie Maiden's Hallway~
   The hallway ends here, with doors to the north and south. There nothing
particularly interesting here otherwise, except the usual feathers. In
general, the Skexie females seem a bit more concerned about hygiene than the
males. Therefore, it is a bit cleaner here than in other parts of the Palace.

~
57 0 0
D0
~
~
0 -1 15883
D2
~
~
0 -1 15884
D3
~
~
0 -1 15878
S
#15883
A Skexie Maiden's Chamber~
   This chamber has facilities for four Skexie maidens.  There are four plush
nests, decorated with scraps of colorful cloth. There are also several chairs,
and a large table. Various grooming instruments lie on the table.
~
57 0 0
D2
~
~
0 -1 15882
E
instruments~
  These are used for grooming the feathers of the Skexie maidens. Some of them
look rather painful. Some have pointed teeth like combs, others are somewhat
like brushes. These grooming instruments have been passed down for generations.
They show a great deal of use. After all, the maidens need all the help they
can get.
~
E
nests~
   These nest reflect the individual tastes of their owner. They all have a
theme, and no two are alike.
~
S
#15884
A Skexie Maiden's Chamber~
   This chamber has facilities for four Skexie maidens.  There are four plush
nests, decorated with scraps of colorful cloth. There are also several chairs,
and a large table. Various grooming instruments lie on the table.

~
57 0 0
D0
~
~
0 -1 15882
E
grooming~
  These are used for grooming the feathers of the Skexie maidens. Some of them
look rather painful. Some have pointed teeth like combs, others are somewhat
like brushes. These grooming instruments have been passed down for generations.
They show a great deal of use. After all, the maidens need all the help they
can get.

~
E
instruments~
  These are used for grooming the feathers of the Skexie maidens. Some of them
look rather painful. Some have pointed teeth like combs, others are somewhat
like brushes. These grooming instruments have been passed down for generations.
They show a great deal of use. After all, the maidens need all the help they
can get.
~
E
nests~
   These nest reflect the individual tastes of their owner. They all have a
theme, and no two are alike.
~
S
#15886
Skexie Challenge Instructions Room~
   There are six signs on the wall here which explain the Challenge of the
Skexies. You are encouraged to read each of the six (Numbered "sign1" through
"sign6"), and attempt the appropriate challenge. The Challenge of the Skexies
is designed as a on-going quest. Your fair play and honesty is appreciated, as
well as expected. When you decide you are ready to try a Challenge, you will
find the entrance beyond the Skexie Lair.

~
57 4 0
D1
~
~
0 -1 15833
E
sign6~
   The Third Challenge zone is meant for players 40th to 50th Level.

1)   ??? Deathtraps.
2)   Many Magic wielding opponents.
3)   ??? Opponents. 3 Questions of Knowledge.

Prizes:
Warrior : The Purple Shard            Magic-User : A Skexie Robe
Thief   : The Skexie Midnight Shield  Cleric     : A Skexie Robe

~
E
sign5~
   The Second Challenge zone is meant for players 20th to 40th Level.

1)   One Deathtraps.
2)   Several Magic wielding opponents.
3)   9 Opponents. 2 Questions of Knowledge.

Prizes:
Warrior : A Skexie Helm            Magic-User  :  A Skexie Medallion
Thief   : A Black Skexie Suit      Cleric      :  A Skexie Medallion

~
E
sign4~
   The First Challenge zone is meant for players 10th to 20th Level.

1)   No Deathtraps.
2)   Few Magic wielding opponents.
3)   9 opponents. 1 Question of Knowledge.

Prizes:
Warrior : Skexie Gauntlets          Magic-User  :  A Skexie Ankh
Thief   : Skexie Thieves Boots      Cleric      :  A Skexie Ankh

~
E
sign3~
   Any God which discovers you abusing the Challenge is empowered
to punish you in any reasonable way they see fit. The Challenge
of the Skexies is an innovative idea in mudding. It has never been
done before. Your full cooperation and honesty are required to
make the Challenge a fun and exciting area. The last three signs
are introductions to each of the three Challenge zones. Read them
carefully. Most of all, bring many healing potions with you.
Also, you needn't complete the entire challenge at one sitting
(the badges can be rented). Simply bypass the challenges you have
already completed, and continue with the first one that you need.

GOOD  LUCK!

Rugrat the Skexie
Creator of The Palace of the Skexies

~
E
sign2~
   Players must enter each challenge room alone. The rooms are
private (i.e. One player per room), and you may not in anyway
receive help from another player. You may not attempt a challenge
unless you are in the required level range. Challenge Prizes and
badges are not tranferable, and have no monetary value. Do not attempt
to give your Challenge prizes to another player. Any such action
will cause you to lose any Challenge prize you currently have,
plus you will lose the right to complete future Challenges (if any).
To redeem your prize you must contact an Immortal with the ability
to load the prize. The prizes do not naturally exist in the game.

~
E
sign1~
     The Challenge of the Skexies is designed as an on-going
quest for people levels 10 to 50. The Challenge area is separated
into three Challenge zones. The first zone is meant for levels 10
to 20. The second for levels 20 to 40, and the last, most difficult
challenge , is meant for levels 40+. In each zone you will find 9
Challenges to be completed. After successfully completing each
challenge you will earn a badge (bronze badges for Challenge 1,
silver badges for Challenge 2, and gold badges for Challenge 3).
The badges are numbered and you must collect all the badges
(of the appropriate color) to earn the Challenge prize. There is
one prize for each class for each of the three Challenge zones
(i.e. The Warrior's prize for Challenge 3, the most difficult, is
The Purple Shard). The prizes will be well worth your risk of life.
The item you recieve _should_ be strung to your name.  If you have an
existing challenge quest item, and it has not been, ask a god to do it.
~
S
#15887
The Bridge Collapses!~
   The ropes that hold the bridge in place struggle under your weight,
then break under the load. You fall about 10' into the murky waters.
>From below, you hear the stiring of a hungry beast! You are invited
to dinner, too bad it's not you doing the eating.

~
57 2 0
S
#15900
Inside A Skexie Fireplace~
   This is the inside of a huge fireplace. Tucked deep in one corner, not
visible from the outside, is a small hole, about 2 feet in diameter. In the
soot you see the tracks of a humanoid. Someone lives down there!

~
57 0 0
D1
~
~
0 -1 15815
D5
~
~
0 -1 15901
E
tracks~
   These tracks look like they were made by someone about 4 feet tall,
weighing maybe  close to 100 pounds.

~
S
#15901
A Huge Slide~
   You found your way to a large slide and took the plunge down into the
darkness. The slide is small, barely enough for your derriere, it is smooth and
cold. It is made of a strong metal, and is of sturdy construction. This was
definitely not built by the Skexies.

~
57 0 -1 30 15902 1 0
D5
~
~
0 -1 15902
S
#15902
On A Huge Slide~
   You are approaching the end of the slide. Brace yourself for impact!

~
57 0 -1 30 15903 1 0
D5
~
~
0 -1 15903
S
#15903
The Bottom of the Slide~
    THUD! You have reached the bottom of the slide. Your butt hurts a bit.
The smell of the Skexie Palace has dissipated. You are in a large cavern.
You shiver with cold. The temperature has easily dropped 50 degrees. There
is the sound of socializing and talking to the west. There are also three
signs on the wall. The first is labeled "Notes", the second is labeled
"Traps", and the last is labeled "Kills". The slide you traveled down
has springs which caused the slide to receed back up into the ceiling.
Too bad......You're stuck.

~
57 0 0
D3
~
~
0 -1 15904
E
notes~
   The sign reads:

                               N O T E S

         Dasillea should know that I wont be coming home for dinner.
                                                        Thrack

         I learned to carve ice spikes today!
                                                        Gilkey

         It's hard to be humble when you are perfect in every way!
                                                        Haag

~
E
traps~
    The sign reads:

                                T R A P S

    A new trap has been set in the Skexie Hallway. Clawed toed opponents
          can no longer travel easily there. I layed down some tiny spikes.
          We can walk there freely, so it won't effect us at all. Kill those
          Bastards!
                                                           Driscol

    I set I trap for Skexie children in the Maiden's Quarters. I hope we catch
          a few! Best to get them while they're young!
                                                           Dasillea

    I set it up so that the Skexie's 'll get caught if they slide down the
          slide. No more surprises!
                                                           Feuq

~
E
kills~
    The sign reads:
                              K I L L S

    I killed a Skexie Guard today! Hooray!
                                                   Thrack

    I slashed a Mantern while he waited on the Balcony!
                                                   Gilkey

    I massacred a Skexie maiden in the powder room! Blood everywhere!
                                                   Haag

~
S
#15904
The Gelfling Meeting Room~
   This room is large. The walls are entirely natural. You are in a damp cave
environment. There are tables and chairs everywhere. There is a board here
with a large diagram on it. There are exits in all directions.

~
57 0 0
D0
~
~
0 -1 15930
D1
~
~
0 -1 15903
D2
~
~
0 -1 15920
D3
~
~
0 -1 15910
E
board~
    Z <---              The Palace of the Skexies

                       The Skexie _ Quarters
                                 |_|
          _   _   _   _   _   _   [   _   _   _
         |3|-|6| |9| |c| |f| |i| |l| |o| |r| |u|
      _   [   [   [   [   [   [   [   [   [   [
Ent  |1|-|2|-|5|-|8|-|b|-|e|-|h|-|k|-|n|-|q|-|t|-?
rance     |   |   |   |   |   |   |   |   |   |
         |4|-|7| |a| |d| |g| |j| |m| |p| |s| |v|
                                  |
                                 |_|
                    The Challenge Directions Room

~
E
diagram~
    Z <---              The Palace of the Skexies

                       The Skexie _ Quarters
                                 |_|
          _   _   _   _   _   _   [   _   _   _
         |3|-|6| |9| |c| |f| |i| |l| |o| |r| |u|
      _   [   [   [   [   [   [   [   [   [   [
Ent  |1|-|2|-|5|-|8|-|b|-|e|-|h|-|k|-|n|-|q|-|t|-?
rance     |   |   |   |   |   |   |   |   |   |
         |4|-|7| |a| |d| |g| |j| |m| |p| |s| |v|
                                  |
                                 |_|
                    The Challenge Directions Room
~
E
large~
   Z <---              The Palace of the Skexies

                    The Challenge _ Directions Room
                                 |_|
          _   _   _   _   _   _   [   _   _   _
         |3|-|6| |9| |c| |f| |i| |l| |o| |r| |u|
      _   [   [   [   [   [   [   [   [   [   [
Ent  |1|-|2|-|5|-|8|-|b|-|e|-|h|-|k|-|n|-|q|-|t|-?
rance     |   |   |   |   |   |   |   |   |   |
         |4|-|7| |a| |d| |g| |j| |m| |p| |s| |v|
                                  |
                                 |_|
                         The Skexie Quarters

~
S
#15910
The Gelfling Cleric's Abode~
A Gelfling cleric lives in this room. The rough cave walls are lined with
ritualistic symbols, and other artifacts. A mat lies in one corner, presumably
where the cleric sleeps. The Gelfling visit the cleric to seek counsel and
healing.

~
57 0 0
D1
~
~
0 -1 15904
D3
~
~
0 -1 15911
S
#15911
An Unused Gelfling Cave~
   This room has not been cleared of stalactites or stalagmites. The ground is
muddy and the room is especially cold. Drawings decorate the small cave area.
This room seems to get little use. A white line is drawn on the floor. Beyond
which you are not recommended to go.
~
57 0 0
D0
~
~
0 -1 15913
D1
~
~
0 -1 15910
D2
~
~
0 -1 15914
D5
~
~
0 -1 15912
E
drawings~
   These drawings show a Gelfling  massacring Skexies right and left.
   There is also a message on the wall:

   Leave Mehkar alone. Do not cross  the white line.

~
E
line~
   You think it would be best not to close the line. Someone might get upset.

~
E
white~
   You think it would be best not to close the line. Someone might get upset.

~
E
drawing~
   These drawings show a Gelfling  massacring Skexies right and left.
   There is also a message on the wall:

   Leave Mehkar alone. Do not cross the white line.

~
S
#15912
The Mad Gelfling's Lair~
   One mean, crazy Gelfling lives here. There is a huge mess. Nothing like
you have ever seen. The walls have been sanded down. Straw padding lines the
wall. You have a sudden urge to throw yourself against the wall. You change
your mind just in time.

~
57 0 0
D4
~
~
0 -1 15911
S
#15913
The Home of Gilkey the Gelfling~
   This is the home of Gilkey. Gilkey is a well known warrior among the
Gelfling.  The cave has been decorated with an unusual rug. Braziers light
the room to a dim level. White silk covers the ceiling. Water drips from the
silk cover into a large bowl. It makes for an interesting waterfall of sorts.

~
57 0 0
D2
~
~
0 -1 15911
S
#15914
The Gelfling Weapons Factory~
   This is where all the Gelfling weapons and traps are made. Various
projects in various stages of completion are being worked on. Several look
quite dangerous (spikes and wires etc.) There are metal working instruments
about, and a large forge with attached billows for crafting weapons. The heat
makes for a comfortable environment.

~
57 0 0
D0
~
~
0 -1 15911
S
#15920
A Gelfling Hallway~
   To the west you see the start of various slides. That is the must be the
transportation system for the Gelfling.  A cave hallway continues to the
south. There is little or nothing of consequence in the nearby area.

~
57 0 0
D0
~
~
0 -1 15904
D1
~
~
0 -1 15921
D2
~
~
0 -1 15925
D3
~
~
0 -1 15950
S
#15921
The Gelfling Playroom~
   Toys of fake weapons are scattered about the room. There are ugly Skexie
dolls, and beautiful Gelfling  warrior dolls. There is an old tree stump in
the room, where young Gelfling  often stand and practicing their balancing.
The cave walls are sanded. Straw mats cover the rooms floor.

~
57 0 0
D3
~
~
0 -1 15920
S
#15922
The Gelfling Armory~
   This is where all the Gelfling protective gear is made. A huge forge and
billows heats metal to white-hot, then the blacksmith pounds and shapes the
armor. A massive anvil is near the forge, as well as a large barrel of
water for cooling finished products.

~
57 0 0
D1
~
~
0 -1 15925
S
#15923
The Gefling Leather Shop~
   This is where all the Gelfling leather gear is made. The items include
boots, caps, gloves, bags, and other leather products. The Gefling secret
is to use the cold treated hide of a Skexie. Unfortunately, the Gefling do
not sell their goods to outsiders.

~
57 0 0
D3
~
~
0 -1 15925
S
#15925
A Gelfling Hallway~
The hallway ends here with small passages to the East and West. The smell
of leather emanates from the East, and clanking sounds can be heared to
the West.

~
57 0 0
D0
~
~
0 -1 15920
D1
~
~
0 -1 15923
D3
~
~
0 -1 15922
S
#15930
The Gelfling Warrior's Guild~
   This is the meeting place for the Gefling Warriors. There are diagrams
on the wall. There are braziers maintaining dim light in the cave atmosphere.
Several cases line the walls filled with weapons of many types.
~
57 0 0
D0
~
~
0 -1 15931
D2
~
~
0 -1 15904
E
diagram~
   These diagrams show the weak spots in the Skexie anatomy. The Gelfling
are apparently learning the best way to kill Skexie.

ed ext diagrams
   These diagrams show the weak spots in the Skexie anatomy. The Gelfling
are apparently learning the best way to kill Skexie.
~
S
#15931
A Gefling Cave~
   This is a huge cave. The walls are lined with bunk beds. This is the group
sleeping area for the Gelfling. There is a large pit in the center which
harbors a fire. The fire has burnt down to only the embers. The chamber is
warm by Gelfling standards....a blazing 40 degrees F.

~
57 0 0
D0
~
~
0 -1 15934
D1
~
~
0 -1 15933
D2
~
~
0 -1 15930
D3
~
~
0 -1 15932
S
#15932
A Gelfling Ice Pool~
   Yikes! You have wandered into a cold subterannean pool. This is the bathing
room for the Gelfling. The pool is a wonderfully refreshing 35 degrees F!
You feel sick as the cold water splashes against your skin. You scream out in
pain....No sound comes out.

~
57 0 0
D1
~
~
0 -1 15931
S
#15933
The Gelfling Kitchen~
   This room is small. There is a hearth which warms the room to a refreshing
70 degrees F. Finally, a break from the harsh cold. This is where food is
prepared. The Gelfling do their best to avoid the room when possible. The
heat is dreadful!

~
57 0 0
D3
~
~
0 -1 15931
S
#15934
The Gelfling Cold Chamber~
   This is where the Gelfling choose to relax. The room is a relaxing 10
degrees. Fans blow to cool the room. Tables lie nearby where games can be
played.

~
57 0 0
D2
~
~
0 -1 15931
S
#15950
The Gelfling Slide System~
   This room has slides which lead to various places in the Palace of the
Skexies. These slides are used by the Gelfling  when preparing traps, and
going on killing missions. For you, it seems to be the only viable exit from
the Gelfling Cave area. There is a sign on the wall.

~
57 0 0
D0
~
~
0 -1 15832
D1
~
~
0 -1 15920
D2
~
~
0 -1 15853
D3
~
~
0 -1 15878
D5
~
~
0 -1 15814
E
sign~
   The sign reads:

   The northern slide leads to the Skexie Intersection.
   The southern slide leads to the Challenge Entrance.
   The western  slide leads to the Skexie Maiden's Quarters.
   The down     slide leads to the Domed Skexie Chamber.

~
S
#15951
Skexie Challenge 1 Room 1~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2
D1
~
~
0 -1 15952
S
#15952
Skexie Challenge 1 Room 2~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D1
~
~
0 -1 15953
S
#15953
Skexie Challenge 1 Room 3~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D1
~
~
0 -1 15954
S
#15954
Skexie Challenge 1 Room 4~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D1
~
~
0 -1 15955
S
#15955
Skexie Challenge 1 Room 5~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D1
~
~
0 -1 15956
S
#15956
Skexie Challenge 1 Question 1~
   You have been graced with an easy question:

Which Bechemel carries the red tulip?

Choose your exit:    North ----> Midnight
                     East  ----> Striped
                     South ----> Herringbone
                     West  ----> Polkadotted

~
57 320 0 2 
D0
~
~
0 -1 15995
D1
~
~
0 -1 15995
D2
~
~
0 -1 15995
D3
~
~
0 -1 15993
S
#15957
Skexie Challenge 1 Room 6~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 -1 20 15957 1 0 2 
D1
~
~
0 -1 15958
S
#15958
Skexie Challenge 1 Room 7~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D1
~
~
0 -1 15959
S
#15959
Skexie Challenge 1 Room 8~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D1
~
~
0 -1 15960
S
#15960
Skexie Challenge 1 Final Challenge~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D4
~
~
0 -1 15999
S
#15961
Skexie Challenge 2 Room 1~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.
~
57 320 0 2 
D3
~
~
0 -1 15962
S
#15962
Skexie Challenge 2 Room 2~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D3
~
~
0 -1 15963
S
#15963
Skexie Challenge 2 Room 3~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D3
~
~
0 -1 15964
S
#15964
Skexie Challenge 2 Room 4~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D3
~
~
0 -1 15965
S
#15965
Skexie Challenge 2 Question 1~
    Good Luck with the following question:

Which Skexie is rumored to be able to teach fighting tactics?

Choose your response:    North ----> Turandac the Skexie High Magister
                         East  ----> Palthor the Skexie Sergeant
                         South ----> Rugrat the Skexie Immortal
                         West  ----> Alastair the Skexie Leader

~
57 320 0 2 
D0
~
~
0 -1 15991
D1
~
~
0 -1 15995
D2
~
~
0 -1 15994
D3
~
~
0 -1 15991
S
#15966
Skexie Challenge 2 Room 5~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D3
~
~
0 -1 15967
S
#15967
Skexie Challenge 2 Room 6~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D3
~
~
0 -1 15968
S
#15968
Skexie Challenge 2 Question 2~
   Good Luck with the following question:

What instrument does the Skexie Bard use?

Choose your response:       North ----> None
                            East  ----> Mandolin
                            South ----> Flute
                            West  ----> Piccollo

~
57 320 0 2 
D0
~
~
0 -1 15992
D1
~
~
0 -1 15995
D2
~
~
0 -1 15995
D3
~
~
0 -1 15995
S
#15969
Skexie Challenge 2 Room 7~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D3
~
~
0 -1 15970
S
#15970
Skexie Challenge 2 Room 8~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D3
~
~
0 -1 15971
S
#15971
Skexie Challenge 2 Final Challenge~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D4
~
~
0 -1 15999
S
#15972
Skexie Challenge 3 Room 1~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D0
~
~
0 -1 15973
S
#15973
Skexie Challenge 3 Room 2~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D0
~
~
0 -1 15974
S
#15974
Skexie Challenge 3 Question 1~
 Good luck with the following question:

Where can spider's legs be found in the Palace?

Choose your response:     North ----> The Kitchen
                          East  ----> Wegendel's Lair
                          South ----> Crandel's Lair
                          West  ----> The Storage Room

~
57 320 0 2 
D0
~
~
0 -1 15991
D1
~
~
0 -1 15996
D2
~
~
0 -1 15991
D3
~
~
0 -1 15991
S
#15975
Skexie Challenge 3 Room 3~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D0
~
~
0 -1 15976
S
#15976
Skexie Challenge 3 Room 4~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 4 
D0
~
~
0 -1 15977
S
#15977
Skexie Challenge 3 Question 2~
    Good Luck with the following question:

The Skexie Culture could be characterized as:

Choose the correct combination: North ----> Monogamous,
                                            Children cared for by parents
                                East  ----> Polygamous,
                                            Children cared for by parents
                                South ----> Monogamous,
                                            Children have caretakers
                                West  ----> Polygamous,
                                            Children have caretakers

~
57 320 0 2 
D0
~
~
0 -1 15991
D1
~
~
0 -1 15991
D2
~
~
0 -1 15991
D3
~
~
0 -1 15997
S
#15978
Skexie Challenge 3 Room 5~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D0
~
~
0 -1 15979
S
#15979
Skexie Challenge 3 Room 6~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D0
~
~
0 -1 15980
S
#15980
Skexie Challenge 3 Question 3~
    Good Luck with the following question:

Where can the words: "Dishonor has earned you the Symbol. Wear it.
Die proud" be found?

Choose your response:     North ----> On a sign in The Hallway to the Lair
                          East  ----> The Challenge Entry
                          South ----> Alastair's Chamber
                          West  ----> Brackenred's Chamber

~
57 256 0 2 
D0
~
~
0 -1 15991
D1
~
~
0 -1 15991
D2
~
~
0 -1 15991
D3
~
~
0 -1 15998
S
#15981
Skexie Challenge 3 Room 7~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D0
~
~
0 -1 15982
S
#15982
Skexie Challenge 3 Room 8~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D0
~
~
0 -1 15983
S
#15983
Skexie Challenge 3 Final Challenge~
   This is a small room. The floor shows signs of a recent battle here. There
is blood and body parts everywhere. Several skeletons are also here.

~
57 320 0 2 
D4
~
~
0 -1 15999
S
#15991
WRONG! A Painful Death Room~

    Foolish mortal! Study my area more carefully! There is more than
meets the eye. Good Luck!

P.S. Just a reminder, corpse retrievals are not allowed....

~
57 3 0
S
#15992
A Correct Response!~
     Congratulations. You have done your homework. Good Luck!

~
57 257 -1 20 15969 1 0 2 
S
#15993
A Correct Response!~
     Congratulations. You have done your homework. Good Luck!

~
57 257 -1 20 15957 1 0 2 
S
#15994
A Correct Response!~
     Congratulations. You have done your homework. Good Luck!

~
57 257 -1 20 15966 1 0 2 
S
#15995
An Incorrect Response~
    You have incorrectly answered a Challenge Question. You will be
transfered back to Midgaard.  Remember: You need only collect the badges
from Challenge Opponents, there is no need to re-kill opponents. Good Luck 
finding the correct response!
~
57 1 -1 0 3014 3 20 2
S
#15996
A Correct Response!~
     Congratulations. You have done your homework. Good Luck!

~
57 257 -1 20 15975 1 0 1 
S
#15997
A Correct Response!
~
     Congratulations. You have done your homework. Good Luck!

~
57 257 -1 20 15978 1 0 1 
S
#15998
A Correct Response!~
     Congratulations. You have done your homework. Good Luck!

~
57 257 -1 20 15981 1 0 1 
S
#15999
The Challange Reward Room~
   Congratulations on having completed the Challenge of the Skexies. The Exit
down leads to the Temple Square. If you need to go back and complete any
rooms, go up to the Challenge entry. If you want to redeem a prize, wait here
and "tell" to an Immortal, preferably Rugrat, if he is on.

~
57 68 0
D4
~
~
0 -1 15853
D5
~
~
0 -1 3005
S
#16000
Eastern Path~
   This path leads east into the mountains, and west towards Midgaard. To
the north, you can see a large stone building of some sort.
~
130 0 2
D1
~
~
0 -1 16001
D3
~
~
0 0 3502
S
#16001
Eastern Path~
   You are standing on an east-west path heading eastwards into the
mountains,and westwards towards the plain of Midgaard.  The mountains to the
east look very large, and sinister.
~
43 0 2
D1
~
~
0 -1 16002
D3
~
~
0 -1 16000
S
#16002
Eastern Path~
  You are standing on a path leading into the Eastern mountains.  To the
north the path begins to climb towards the dark, storm-covered peaks, and
to the west the path leads towards the plains of Midgaard.
~
43 0 4
D0
~
~
0 -1 16003
D3
~
~
0 -1 16001
S
#16003
The path through the mountains~
   You are standing on a path leading into the Eastern mountains. To
the east, the path leads towards the dark, storm-covered peaks, and to the
south the path leads downwards, towards the plains.  You can see the 
city of Midgaard just a mile or so away to the west.
~
43 0 4
D1
~
~
0 -1 16004
D2
~
~
0 -1 16002
S
#16004
The path through the mountains~
   You are standing on a path leading into the Eastern mountains. To
the east, the path leads towards the dark, storm-covered peaks, and to the
west the path leads downwards, towards the plains.  You can see the 
city of Midgaard to the west.
~
43 0 4
D1
~
~
0 -1 16005
D3
~
~
0 -1 16003
S
#16005
The path through the mountains~
   You are standing in the hills below the peaks of the Eastern
mountains.  To the north, the path continues upwards into the
mountains, and to the west, the path leads downwards towards the
plains.  To the east, there is a large crack in the cliff-face.
~
43 4 5
D0
~
~
0 -1 16006
D1
~
~
0 -1 16031
D3
~
~
0 -1 16004
S
#16006
The path through the mountains~
   You are standing on a path leading north-south through the
mountains.  To the north, the path steepens as it climbs upwards
towards the dark peaks.  To the south, it leads downwards, towards
the plains of Midgaard.
~
43 0 5
D0
~
~
0 -1 16007
D2
~
~
0 -1 16005
S
#16007
The steep path~
   You are standing on a path leading northwards towards the dark peaks
of the eastern mountains, and southwards to the foothills.  The path is
very steep here, you have to move very slowly to keep from slipping
and scraping your way down the mountainside.  To the north you can
hear a strange whistling and howling sound.  
~
43 0 5
D0
~
~
0 -1 16008
D2
~
~
0 -1 16006
S
#16008
The windy path~
   You are standing on a steep path, leading northwards towards the
dark peaks, and southwards towards the foothills.  The geography of
the area makes the wind whistle and howl around you, a very eerie and 
frightening experience.
~
43 0 5
D1
~
~
0 -1 16009
D2
~
~
0 -1 16007
S
#16009
The mountain path~
   The path has evened out some here, leading westwards towards a
steep downhill slope, and westwards along a wide ridge towards the
peaks of the Eastern mountains.  To the west, you can hear a strange
whistling and howling noise.
~
43 0 5
D0
~
~
0 -1 16010
D3
~
~
0 -1 16008
S
#16010
A choice of directions~
   You have come to a choice of paths, north towards a particularly
dark and evil looking mountain, eastwards along a path between two
mountains and westwards towards what could be either a cliff-face, or
a steep downward slope.
~
43 0 5
D0
~
~
0 -1 16012
D1
~
~
0 -1 16011
D2
~
~
0 -1 16009
S
#16011
The edge of a ravine~
   You are standing at the western edge of a large ravine.  To the
west you see a path winding through the mountains, and to the east a
large ravine blocks all foot travel.  You can see a clearing on the
opposite side of the ravine, perhaps it is another path.  Strange
squawking noises come from inside the ravine.
~
43 0 5
D1
~
~
0 -1 16013
D3
~
~
0 -1 16010
E
ravine noises squawk~
  As you peer over the edge, you see several large birds circling below.
Just for a moment, you think you see something larger moving through the 
depths of the ravine, but it could have been a trick of the light.
~
S
#16012
A mountain path~
   You are standing on a path leading northwards towards a high ridge,
and southwards towards a flat clearing.  Movement east and west is
blocked by large, steep hills.  You are getting very high in the
mountains now, and the air is thin, and cold.
~
43 0 5
D0
~
~
0 -1 16014
D2
~
~
0 -1 16010
S
#16013
The air above a ravine~
   You are flying above a large ravine, which extends northwards,
southwards and downwards.  To the east and west you see flat spots
which turn into paths leading off into the mountains.  Below you, you
can see several large birds circling something even farther below.
~
43 0 8
D0
~
~
0 -1 16078
D1
~
~
0 -1 16026
D2
~
~
0 -1 16080
D3
~
~
0 -1 16011
D5
~
~
0 -1 16075
E
birds below down~
   You see several birds, about human size.  They seem to be diving and
attacking something hidden in the depths of the ravine.
~
S
#16014
High in the mountains~
   You are standing on a ridge high in the mountains. To the north,
the ridge continues, and to the south the path leads downwards towards
a flat clearing next to a large ravine.  The air is thin and cold
here.
~
43 0 5
D0
~
~
0 -1 16015
D2
~
~
0 -1 16012
S
#16015
High in the mountains~
   You are standing on a ridge high in the mountains. To the east,
the ridge continues, and to the south the path leads downwards towards
a flat clearing next to a large ravine.  There is a small mine shaft
dug into the western cliff-face.  The wind howls suddenly, and you
shiver with cold.
~
43 0 5
D1
~
~
0 -1 16016
D2
~
~
0 -1 16014
D3
~
~
0 -1 16051
S
#16016
At the edge of a ravine~
   You are standing on a large ridge, overlooking a deep ravine.  If
you could fly, you could go east, into the ravine, but if you can't,
you'll just have to go either north, or west along the ridge.
~
43 0 5
D0
~
~
0 -1 16017
D1
~
~
0 -1 16078
D3
~
~
0 -1 16015
S
#16017
A path through the mountains~
   You are standing on a thick ridge leading east and south around a
large ravine.  To the east, you can see a large pile of rubble,
perhaps from a recent avalanche.
~
43 0 5
D1
~
~
0 -1 16018
D2
~
~
0 -1 16016
S
#16018
At the edge of a pile of rubble~
   You are standing at the edge of a large pile of rubble, which
covers the entire trail to the east.  To the west, you can travel
along a large ridge, which leads around a deep ravine.   The rubble
looks dangerous, but if you are lucky, you can get across.
~
43 0 5
D1
~
~
0 -1 16019
D3
~
~
0 -1 16017
S
#16019
On a pile of rubble~
   You are standing on a large pile of rubble, which shifts
dangerously under your weight. If i were you, i would MOVE and do it
very quickly!!!!
~
43 0 5
D1
~
~
0 -1 16020
D3
~
~
0 -1 16018
S
#16020
At the Eastern edge of a large pile of rubble~
   You are standing at the edge of a large pile of rubble, which
covers the entire trail to the west.  To the east, you can travel
along a large ridge, which leads around a deep ravine.   The rubble
looks dangerous, but if you are lucky, you can get across.
~
43 0 5
D1
~
~
0 -1 16022
D3
~
~
0 -1 16019
S
#16021
Between large crushing rocks~
   Suddenly, the entire pile collapses around you, and huge rocks
pummel your body into a bloody pulp.  
~
43 2 3
D0
~
~
0 -1 16019
D1
~
~
0 -1 16020
D3
~
~
0 -1 16018
S
#16022
The edge of a ravine~
   You are standing at the north-eastern edge of a large ravine.  The
path leads west and south, and to the east you can see a small
mine-shaft opening.
~
43 0 5
D1
~
~
0 -1 16060
D2
~
~
0 -1 16023
D3
~
~
0 -1 16020
S
#16023
A path through the mountains~
   You are standing on a path leading north-south through the
mountains.  The path is fairly level here, and the going is somewhat
easier.  Movement to the east and west is blocked by large hills.
~
43 0 5
D0
~
~
0 -1 16022
D1
You see a huge crater
~
~
0 -1 17300
D2
~
~
0 -1 16024
S
#16024
A mountain path~
   You are standing on a path leading north-south through the
mountains.  The path is fairly level here, and the going is somewhat
easier.  Movement to the east and west is blocked by large hills.
~
43 0 5
D0
~
~
0 -1 16023
D2
~
~
0 -1 16025
S
#16025
A choice of directions~
   You are standing at a three-way split in the path, one branch
leading north between two large hills, one path leading east towards a
tall mountain, and one path leading west towards a large crevasse.
~
43 0 5
D0
~
~
0 -1 16024
D1
~
~
0 -1 16027
D3
~
~
0 -1 16026
S
#16026
The eastern edge of the ravine~
   You are standing at the eastern edge of a large ravine.  If you
could fly, you could continue west over the ravine, but if you can't
you'll have to settle for traveling east along the mountain path.  On
the far side of the ravine you can see another clearing, perhaps it is
a trail.
~
43 0 4
D1
~
~
0 -1 16025
D3
~
~
0 -1 16013
S
#16027
High in the mountains~
   You are standing on trail high in the mountains.  To the south, the
trail leads downwards along a steep slope.  To the west, the path
leads towards a large clearing.~
43 0 5
D2
~
~
0 -1 16028
D3
~
~
0 -1 16025
S
#16028
A steep trail~
   You are standing on a trail leading north and east along a very
steep slope.  Movement here is very slow, to ensure that you don't
slip and fall down the mountainside.  
~
43 0 5
D0
~
~
0 -1 16027
D1
~
~
0 -1 16029
S
#16029
A steep trail~
   You are standing on a trail leading east and west along a steep
slope.  To the west, the slope rises rapidly into the mountains, while
to the east, it levels off as it approaches a valley deep in the heart
of the Eastern mountains.  To the north, you can see a huge cave entrance.
~
43 0 5
D0
~
~
0 -1 16061
D1
~
~
0 -1 16030
D3
~
~
0 -1 16028
S
#16030
Overlooking a large valley~
   You are standing on a rocky ridge, which overlooks a large, green
valley hidden deep in the heart of the Eastern Mountains.  To the
east, you can see a trail leading towards a small village nestled in
the valley, while to the west, the trail rises rapidly into the
mountains.
~
43 0 4
D1
~
~
0 -1 16100
D2
~
~
0 -1 13610
D3
~
~
0 -1 16029
S
#16031
A tiny cave~
   You are standing in a tiny cave, with room for very few people.  There is
a large crack leading outside to the west, and the cave narrows to a tunnel
which seems to lead east.  You think that you might be able to squeeze 
yourself through the crack.
~
43 13 4
D1
~
~
0 -1 16032
D3
~
~
0 -1 16005
S
#16032
A smelly cave~
   An unpleasant stench begins to develop in the room, making you wish
you were somewhere else.  You are standing in a small stone cave, with
exits to the east, west and south.  Bits and peices of trash are
scattered about the floor.
~
43 9 1
D1
~
~
0 -1 16034
D2
~
~
0 -1 16033
D3
~
~
0 -1 16031
S
#16033
A smelly cavern~
   You are standing in a large cavern, while the stench of rot and
decay fills your head.  A large pile of trash has been piled in the
corner of this stone cavern, and you can almost see the fumes rise
from it.  all in all, not a pleasant experience.  There are exits to
the north and south.
~
43 9 1
D0
~
~
0 -1 16032
D2
~
~
0 -1 16036
S
#16034
A smelly cave~
   You are standing in a large cave, and foul smells waft in,
seemingly from all directions.  Bits and peices of bone and debris
have been strewn about the room, and do nothing but add to the
unpleasantness of the situation.  You can leave to the south, and west
~
43 9 1
D2
~
~
0 -1 16035
D3
~
~
0 -1 16032
S
#16035
A smelly cavern~
   You are standing in a large stone cavern, formed from humanoid
hands.  Evil smells drift about, making your stay here most
unpleasant.  There are small tunnels leaving to the east, south and
north.
~
43 9 1
D0
~
~
0 -1 16034
D1
~
~
0 -1 16038
D2
~
~
0 -1 16037
S
#16036
A smelly cavern~
    You are standing in a large stone cavern, formed from humanoid
hands.  Evil smells drift about, making your stay here most
unpleasant.  There are small tunnels leaving to the east, south and
north.
~
43 9 1
D0
~
~
0 -1 16033
D1
~
~
0 -1 16037
D2
~
~
0 -1 16040
S
#16037
A small passage~
   You are standing in a small passageway between caves.  While this
place is odiferous, it is not as pungent as some other places you have
been.  Three paths part here, one leading north, another south, and
the last west.
~
43 9 1
D0
~
~
0 -1 16035
D2
~
~
0 -1 16039
D3
~
~
0 -1 16036
S
#16038
A small tunnel~
   The low ceiling of this tunnel nearly scrapes your head as you
enter, forcing you to duck to avoid brain damage.  This small tunnel
leads east and west between large caves.  You detect an unpleasant
order in the room, but it is not strong.
~
43 9 1
D1
~
~
0 -1 16042
D3
~
~
0 -1 16035
S
#16039
A small passage~
  You are standing in a small passage connecting two larger caves.
The passage leads north and east.  Faintly unpleasant smells come from
the north.
~
43 9 1
D0
~
~
0 -1 16037
D1
~
~
0 -1 16041
D5
~
~
0 -1 16201
S
#16040
A smelly cavern~
   You are standing in a large, rough, smelly cavern.  It reeks of
decay, and there is trash littering the floor.  Small insects and worm
like things scurry about the room, eating the refuse.  You have heard
that these vermin are considered to be delicacies among goblin-kind.
Which might explain while there is so much trash in this place.  There
are exits to the north, and south.
~
43 9 1
D0
~
~
0 -1 16036
D2
~
~
0 -1 16044
S
#16041
A small passage~
   You are standing in a small passage which connects three larger
open spaces.  The smell of decay is strong here, but not overpowering.
You can exit to the east, south and west.
~
43 9 1
D1
~
~
0 -1 16047
D2
~
~
0 -1 16043
D3
~
~
0 -1 16039
S
#16042
A small tunnel~
   You are standing in a small tunnel which seperates two caves.  The
place stinks, but it is not as foul as other places nearby.  You can
exit to the south and west.
~
43 9 1
D2
~
~
0 -1 16046
D3
~
~
0 -1 16038
S
#16043
A bend in the tunnel~
   You are standing in a small tunnel which seperates two caves.  The
place stinks, but it is not as foul as other places nearby.  You can
exit to the north and west.
~
43 9 1
D0
~
~
0 -1 16041
D3
~
~
0 -1 16045
S
#16044
A small tunnel~
   You are standing in a small tunnel which seperates two caves.  The
place stinks, but it is not as foul as other places nearby.  You can
exit to the north and east.
~
43 9 1
D0
~
~
0 -1 16040
D1
~
~
0 -1 16045
D5
~
~
0 -1 16200
S
#16045
A small passage~
   You are standing in a cramped east-west passage between two caves.
It is very hard to move here, the walls and ceiling press closely down
upon you,forcing you to nearly crawl in order to move safely.
~
43 9 1
D1
~
~
0 -1 16043
D3
~
~
0 -1 16044
S
#16046
A small passage~
   You are standing in a cramped north-south passage between two caves.
It is very hard to move here, the walls and ceiling press closely down
upon you,forcing you to nearly crawl in order to move safely.
~
43 9 1
D0
~
~
0 -1 16042
D2
~
~
0 -1 16047
S
#16047
The entrance to the chief's area~
   Flickering torches barely light this room, and reveal some
threadbare carpet, and bits and pieces of old, broken furniture.  The
room has an unpleasant aroma, and bits and peices of trash are
scattered about the room.  You can exit to the north, south or west.
~
43 9 1
D0
~
~
0 -1 16046
D2
~
~
0 -1 16048
D3
~
~
0 -1 16041
S
#16048
The chief's area~
   This is the 'guest' room of the goblin chief, which means that
there is a rotting table, and a couple of rotting chairs in the center
of the room.  You see a large wooden door to the east, and there is a
hallway to the north.
~
43 9 1
D0
~
~
0 -1 16047
D1
~
door wooden e~
1 16001 16049
S
#16049
The chief's Room~
   This is the the chief's room, filled with broken furniture, and
dominated by a huge, mouldy bed in the northeast corner.  A few
torches spark, but add little more than smoke to the ambience of the
room.  There is a large wooden door to the west, and a threadbare
tapestry on the south wall.
~
43 9 1
D2
~
secret tapestry~
2 16002 16050
D3
~
door wooden w~
1 16001 16048
E
tapestry~
   The tapestry is old and worn.  As you examine it, you
feel a slight breeze from behind it.  
~
S
#16050
The treasure room~
   You are standing amidst the largest pile of useless junk you have
ever seen.  Obviously, the creatures here have a different concept of
value.  Glancing about the room, you see some items which you think
might be valuable. 
~
43 9 1
D0
~
door wooden n~
2 16002 16049
D4
~
secret door u~
1 16005 16099
E
junk~
As you look at the junk, you notice a secret door in the ceiling
~
S
#16051
A small mineshaft~
   You are standing in a small mineshaft.  It looks like it was made
just the right size for dwarves.  To the east, you can leave the
shaft, and to the north you can venture deeper into the mine.
~
43 13 0
D0
~
~
0 -1 16052
D1
~
~
0 -1 16015
S
#16052
A mineshaft~
   You are standing in a small mineshaft.  The shaft stretches north
and south, and there is a large pair of rails in the center of the
floor, to enable large mine-cars to move about with thier loads of
stuff.  You can hear strange echos from the north.
~
43 9 0
D0
~
~
0 -1 16053
D2
~
~
0 -1 16051
S
#16053
A mineshaft~
  You are standing in a small mineshaft, which bends here, and leads
south and east.  To the east, the floor begins to slope downwards at a
greater angle, and you can feel the walls press in around you.
Strange sounds echo from the deep parts of the shaft.
~
43 9 0
D0
~
~
0 -1 6500
D1
~
~
0 -1 16054
D2
~
~
0 -1 16052
S
#16054
A deep mineshaft~
  You are standing in a small mineshaft, deep in the heart of the
Eastern mountains.  The shaft leads in an east west manner, and there
is a definite downward slope to the east.  Strange noises echo from
the depths of the mine.
~
43 9 0
D1
~
~
0 -1 16055
D3
~
~
0 -1 16053
S
#16055
A deep mineshaft~
  You are standing in a small mineshaft, deep in the heart of the
Eastern mountains.  The shaft leads in an east west manner, and there
is a definite downward slope to the east.  The twin rails in the floor
stop here, and a crude platform of wooden planks extend deeper into
the mine shaft.  You continue to hear strange noises from the depths.
~
43 9 0
D1
~
~
0 -1 16056
D3
~
~
0 -1 16054
S
#16056
A very deep mineshaft~
   You are standing in the very bowels of the Eastern mountains, as
you walk along a path made of wooden planks.  Strange smells waft past
your nose, and the walls seem to be growing some sort of fungus.  You
can hear strange noises from the east, extending even deeper into the
depths of the unknown.
~
43 9 0
D1
~
~
0 -1 16057
D3
~
~
0 -1 16055
S
#16057
A very deep mineshaft~
   You are standing in the very bowels of the Eastern mountains, as
you walk along a path made of wooden planks.  Strange smells waft past
your nose, and the walls seem to be growing some sort of fungus.  You
can hear strange noises from the east, extending even deeper into the
depths of the unknown.
~
43 9 0
D1
~
~
0 -1 16058
D3
~
~
0 -1 16056
S
#16058
A rough-hewn mineshaft~
    The mineshaft has degenerated here, until it is nothing more than a
roughly-hewn tunnel, leading ever deeper into the heart of the Eastern
Mountains.   You can hear sinister metallic noises to the east, they
sound very violent and powerful.
~
43 9 2
D1
~
~
0 -1 16059
D3
~
~
0 -1 16057
S
#16059
A small elevator~
   You have found the source of the mysterious noises which echo
throughout the mine.  A small elevator is here,and a strange
mechanical contraption seems to whir and hiss as the elevator rises
and lowers.  As you look around, the platform you are on begins to
rise upwards, out of the mineshaft.  Far above you, you think you can
see some light of some kind, but you are not sure.
~
43 9 -1 30 16060 1 0
D3
~
~
0 -1 16058
S
#16060
At the top of the elevator~
   You are at the top of a small elevator shaft, which looks like it 
plunges into the depths of the mountain.  The elevator grinds to a
halt, and strange noises come from it, as smoke rises from the
mechanical parts.  Looks like this elevator is out of order.
~
43 9 0
D3
~
~
0 -1 16022
S
#16061
A large cave~
  You are standing inside an enormous cave entrance.  The ceiling is
at least 30' high.  The ground is well worn from use, and there is no
trace of debris, or trash.  The cave continues to the east, and there
is large tunnel to the north, and a mountain trail lies to the south.
You smell something cooking from inside the cave, it smells rather
good.
~
43 13 0
D0
~
~
0 -1 16062
D1
~
~
0 -1 16063
D2
~
~
0 -1 16029
S
#16062
A large tunnel~
   You are standing in a giant tunnel, which links a huge cavern to
the east,and a large cave entrance to the south.  You can hear
laughter and other sounds from the east, and the smell of cooked meat
is unmistakeably in the air. A huge gate lies open to the east,
inviting newcomers to enter the caves.
~
43 9 0
D1
~
gate iron huge e~
2 16003 16064
D2
~
~
0 -1 16061
S
#16063
The eastern end of a large cavern~
   You are standing at the eastern end of a large cavern.  Several
huge barrels and bags have been piled around the room, it looks to be
some sort of storage area.   The ceiling is about 30' high, and
the ground looks well worn from many years of being walked upon.
~
43 9 0
D3
~
~
0 -1 16061
S
#16064
A huge cavern~
   You are standing in a huge cavern, whose vaulted ceiling soars to
perhaps 80' above your head.  A huge iron gate is west, tunnels lead
north and east.  You can smell the aroma of cooked meat coming from
the north
~
43 9 0
D0
~
~
0 -1 16065
D1
~
~
0 -1 16073
D3
~
gate iron huge w~
2 16003 16062
S
#16065
A huge cavern~
   You are standing in a tunnel linking two huge caverns, one to the
north, and one to the south.  You can smell the aroma of meat cooking
to the north, and laughter.
~
43 9 0
D0
~
~
0 -1 16066
D2
~
~
0 -1 16064
S
#16066
A huge cavern~
   You are standing in a huge cavern, the ceiling rises to at least
100 feet above your head.  To the west, you can smell the aroma of
meat cooking, and to the east, you hear laughter.  This room is lit by
huge torches which are set into the walls.
~
43 8 0
D1
~
~
0 -1 16067
D2
~
~
0 -1 16065
D3
~
~
0 -1 16069
S
#16067
A large stone hallway~
   You are standing in a large hallway, hewn from the granite of the
eastern mountains.  A large iron door lies to the north, and the
hallway continues to the east.  To the west is a huge cavern, and the
unmistakeable aroma of cooked meat.
~
43 9 0
D0
~
door iron n~
1 16004 16071
D1
~
~
0 -1 16068
D3
~
~
0 -1 16066
S
#16068
A large stone hallway~
   You are standing in a large hallway, hewn from the granite of the
eastern mountains.  A large iron door lies to the north, and the
hallway continues to the west.
~
43 0 0
D0
~
door iron barred n~
2 16004 16072
D3
~
~
0 -1 16067
S
#16069
The giant kitchen~
   You are standing in a kitchen of immense proportions.  The chair
seats are about 4' off the ground, and the table sits higher than the
chairs.  The smell of cooked meat comes from the fireplace in this
room, where a large dwarf is slowly roasting over an open flame.
~
43 8 0
D1
~
~
0 -1 16066
D3
~
~
0 -1 16070
S
#16070
The giant pantry~
   You are standing in the giant's larder, where several humanoid
bodies have been stacked neatly agains the walls, along with several
large animals, pigs and wolves mostly.  All of the bodies have been
salted to preserve them, and the scent of salt is heavy in the air.
You can smell meat cooking to the east.
~
43 9 0
D1
~
~
0 -1 16069
S
#16071
A guest's quarters~
  These quarters are large, and well lit.  A large couch sits on the
east side of the room, and a table occupies the center of the room. A
lantern, resting on the table, gives light to the room.  On the wall
is an elven tapestry, equisitely designed, and very expensive looking.  
~
43 8 0
D2
~
door iron s~
1 16004 16067
S
#16072
A guest's quarters~
   This large stone room is very spacious and roomy.  Several lanterns
line the walls, giving the room a very warm feeling to it.  The walls
are almost completely covered with tapestries and curtains, hiding the
harsh granite behind them.  A comfortable divan rests against the
north wall of the room,and a wooden table is in the center of the
room.  Curiously, everything in this room is human-sized.
~
43 9 0
D2
~
door iron barred s~
2 16004 16068
S
#16073
A sleeping area~
   Several large animal hides lie on the floor here in huge piles.
The area is very dark and quiet, and you sense that this is a sleeping
area for the giants.  You tiptoe through, so as not to wake them.
Westward lies a huge cavern, and eastwards the cavern continues
~
43 9 0
D1
~
~
0 -1 16074
D3
~
~
0 -1 16064
S
#16074
A sleeping area~
   You are standing at the eastern edge of a sleeping area for the
giants.  Huge piles of animal skins are scattered about the room, and
you walk on tip-toe, so as not to disturb any of the sleeping giants.
The cavern continues to the west.
~
43 9 0
D3
~
~
0 -1 16073
S
#16075
A large ravine~
   You are in the air inside a large ravine.  Birdlike creatures can
be seen to the north, and south, and dark shadows move mysterioulsy in
the depths.
~
43 0 8
D0
~
~
0 -1 16076
D2
~
~
0 -1 16077
D4
~
~
0 -1 16013
D5
~
~
0 -1 16083
S
#16076
The northern part of a deep ravine~
   You are at the northern edge of a large ravine.  To the west, there
is a huge nest, perhaps 50 feet in diameter.  Upwards, and southwards
the ravine continues, and you can see some movement in the shadowy
~
43 0 8
D2
~
~
0 -1 16075
D3
~
~
0 -1 16085
D4
~
~
0 -1 16078
D5
~
~
0 -1 16082
S
#16077
The southern part of a deep ravine~
   You are at the southern edge of a large ravine.  Passage east, west
or south is blocked by the walls of the ravine, but you can travel up
out of the ravine, north towards the center of the ravine, or
downwards into the shadowy depths.
~
43 0 8
D0
~
~
0 -1 16075
D4
~
~
0 -1 16080
D5
~
~
0 -1 16084
S
#16078
The air above a ravine~
   You are in the air above the ravine.  To the north and south the
ravine continues, while to the west there is a small landing and a
path leading into the mountains.  Below you are the depths of the
ravine, where dark things move in the shadows
~
43 0 8
D0
~
~
0 -1 16079
D2
~
~
0 -1 16013
D3
~
~
0 -1 16016
D5
~
~
0 -1 16076
S
#16079
The air above a ravine~
  You are at the northernmost edge of the ravine.  Northwards, you see
a small cave like opening, and you can hear the twittering of some
creature with the cave.  To the south the ravine continues
~
43 0 8
D0
~
~
0 -1 16086
D2
~
~
0 -1 16078
S
#16080
The air above a ravine~
  You are in the air above the ravine.  The ravine continues to the
north and south, and you can fly down further into the ravine and see
what is there.
~
43 0 8
D0
~
~
0 -1 16013
D2
~
~
0 -1 16081
D5
~
~
0 -1 16077
S
#16081
The air above a ravine~
   You are at the southernmost point of the ravine, to the south you
can see a large cave, and to the north the ravine continues.  You hear
a strange song from within the cave, it sounds very beautiful.
~
43 0 8
D0
~
~
0 -1 16080
D2
~
~
0 -1 16091
S
#16082
A deep ravine~
   You are deep in the ravine, nearly at the bottom.  It is very dim
down here, little light reaches to these depths.  You can travel south
towards the center of the ravine, or you can fly up, away from the
dark shadows that surround you now.
~
43 0 8
D2
~
~
0 -1 16083
D4
~
~
0 -1 16076
S
#16083
A deep ravine~
  You are at the bottom of the ravine.  It is very dim here, you can
see almost nothing without additional light, since the natural light
does not penetrate these depths.  Down below you, hidden in the
darkeness is a hole of pure blackness.  The very thought of entering
those depths make you shudder.  The bottom of the ravine continues to
the north and south, or you could fly away from this shadowy place by
going upwards
~
43 0 8
D0
~
~
0 -1 16082
D2
~
~
0 -1 16084
D4
~
~
0 -1 16075
D5
~
~
0 -1 16087
S
#16084
A deep ravine~
   You are nearly at the very deepest part of the ravine, but that is
just to the north of your current position.  Dark shadows wind around
you, hiding the light, and chilling your bones.  You could fly up, out
of the ravine, to get away from these shadows.
~
43 0 8
D0
~
~
0 -1 16083
D4
~
~
0 -1 16077
S
#16085
A Roc's nest~
   You are standing on the widest expanse of hay and grasses that you
have ever encountered.  This circular nest is huge!  Pits and peices
of corpses lie all around, and there are several recent kills, most of
which look like strange bird-women, with the wings of birds, and the
faces of disgustingly ugly women.
~
43 0 2
D1
~
~
0 -1 16076
S
#16086
The stirges' lair~
   You are in a small, extremely crowded stirge lair, and you can feel
the beasts' wings all around you.  It is very dark in here, and hard
to see anything at all.
~
43 9 0
D2
~
~
0 -1 16079
S
#16087
The depths of a ravine~
   You have entered the depths of the ravine, and you feel cold
shivers run up and down your spine as you contemplate going further
down into the shadows.  Even the weak light that reaches the air above
your head is more welcome than the inky blackness of the depths.
~
43 1 8
D4
~
~
0 -1 16083
D5
~
~
0 -1 16088
S
#16088
A dark hole~
   You are surrounded by darkness, you can envision all sorts of
grotesque monsters hidden, just out of the range of your lights,
waiting to leap upon you, and rend you limb from limb.  Strange
sounds echo all around you, and you feel a cold wind rise and encircle
your body, softly touching you...
~
43 9 1
D2
~
~
0 -1 16089
D4
~
~
0 -1 16087
S
#16089
A dark tunnel~
   You are standing in a black tunnel, deep in the heart of the earth.
Strange noises echo all around you, and you feel the slightest touch
of unseen creatures.  You hear the rasping breath of an underworld
creature, it sounds very close
~
43 9 1
D0
~
~
0 -1 16088
D1
~
~
0 -1 16090
S
#16090
The Dark lair~
   You stand in a circular room, hewn from the rocks by powerful
magic.  A pool of black water sits in the center of the room, and
strange sounds come from within it, sounds not unlike human screams.
Skeletons line the walls of the room, each mutilated in a different
fashion.  A black stone sits behind the pool, it looks to be covered
in blood, and there is a luminescent fungus covering most of the
stone.  It seems to be living off of the blood.
~
43 521 0
D3
~
~
0 -1 16089
S
#16091
The Harpy nest~
   You are standing in  a harpy nest, filled with filth and droppings.
All in all, it is one of the most digusting places you have ever been in.
A large hole leads downwards, into a dark area, and another hole leads
southwards.  Judging by the smell, the downward area may be some sort
of refuse chamber, but you can't tell.  You could also fly out of the
cave, into a large ravine to the north.
~
43 9 1
D0
~
~
0 -1 16081
D2
~
~
0 -1 16093
D5
~
~
0 -1 16092
S
#16092
The dark chute~
   You are in a chimney like tunnel vertically connecting two parts of
the harpy nest.  Stench-ridden fumes rise up the chimney from below,
nearly making you gag in disgust.  It is fairly clean here, since
there is no horizontal surface for droppings and trash to cling to.
~
43 9 8
D4
~
~
0 -1 16091
D5
~
~
0 -1 16095
S
#16093
A harpy's nest~
   You are in a harpy nest, your clothes are covered with droppings
and other disgusting harpy leftovers.  You can hear strange calls from
both the south, and the north, they seem oddly beautiful.
~
43 9 1
D0
~
~
0 -1 16091
D2
~
~
0 -1 16094
S
#16094
A harpy's nest~
   You are standing in a large harpy nest.  The only thing that
distinguishes the nest from the rest of the filthy, dropping ridden
place is that if anything, its even MORE gross and disgusting than the
tunnels.  You hear singing from all exits, north, south and down.
It seem strangely enchanting
~
43 9 1
D0
~
~
0 -1 16093
D2
~
~
0 -1 16098
D5
~
~
0 -1 16097
S
#16095
A harpy's nest~
   You are standing in a large harpy nest.  The only thing that
distinguishes the nest from the rest of the filthy, dropping ridden
place is that if anything, its even MORE gross and disgusting than the
tunnels.  You hear singing from the south and from above.
It seem strangely enchanting
~
43 9 1
D2
~
~
0 -1 16096
D4
~
~
0 -1 16092
S
#16096
A harpy's nest~
    You are in a harpy nest, your clothes are covered with droppings
and other disgusting harpy leftovers.  You can hear strange calls from
both the south, and the north, they seem oddly beautiful.
~
43 9 0
D0
~
~
0 -1 16095
D2
~
~
0 -1 16097
S
#16097
A harpy's nest~
   You are standing in a large harpy nest.  The only thing that
distinguishes the nest from the rest of the filthy, dropping ridden
place is that if anything, its even MORE gross and disgusting than the
tunnels.  You hear singing from the south and north,  and from above.
It seem strangely enchanting.
~
43 9 0
D0
~
~
0 -1 16096
D2
~
~
0 -1 16099
D4
~
~
0 -1 16094
S
#16098
A trashpile~
   You are standing in a trashpile for the harpies.  It seems fairly
clean and pleasant here (as clean and pleasant as a harpy nest can
get) (which really isn't saying much).  There are some odds and ends,
and even a glimmer of silver inside the rest of the rubbish.  You can
hear strange songs from the north.
~
43 9 0
D0
~
~
0 -1 16094
S
#16099
A trashpile~
   You are standing in a huge trashpile, filled with unused boxes of
cleaning supplies, towels, and other implements of cleanliness.
Several mostly eaten corpses are here, testament to the harpy's
predatory instincts.  There is one exit, to the north
~
43 9 0
D0
~
~
0 -1 16097
D5
~
secret door d rope~
1 16005 16050
E
pile trash~
  As you stare at the pile of trash, you notice that it seems to be almost 
deliberately placed, as if to hide something that was underneath.  Then you 
notice a small piece of rope, which quickly leads you to a door that has
been hidden underneath the pile of trash!
~
S
#16100
Southern Entrance to the Gypsy Village~
The trail you have been following has become a small road. It is basically
a wide path with deep ruts carved into it from constant wagon travel. To
the north, you see a small village, made up partly of small buildings and
partly of wagon caravans. The worn road seems to run straight through the
small village, and continues past it. There is a set of makeshift gates
marking the official entrace, with a small sign posted on them.
~
43 4 0
D0
~
gates gate~
1 0 16101
D3
~
~
0 0 16030
E
sign~
                      Welcome to the Gypsy Village
                           All Caravans Welcome
                       Please Enjoy Our Hospitality
~
S
#16101
Gypsy Trail~
You are standing on the southern end of the Gypsy Trail. To the south,
you see the small, makeshift gates marking the village entrance, and the
Gypsy Trail continues to the north.
~
43 0 0
D0
~
~
0 0 16102
D2
~
gates gate~
1 0 16100
S
#16102
Gypsy Trail~
The Gypsy Trail runs north and south from here. To the east, you see
a small shoppe, and to the west, there is a large caravan, with their
wagons circled.
~
43 0 1
D0
~
~
0 0 16103
D1
~
~
0 0 16109
D2
~
~
0 0 16101
D3
~
~
0 0 16110
S
#16103
Gypsy Trail~
The Trail continues north and south from here. To the east and west, you
notice two more small shoppes.
~
43 0 3
D0
~
~
0 0 16104
D1
~
~
0 0 16112
D2
~
~
0 0 16102
D3
~
~
0 0 16113
S
#16104
Gypsy Trail~
The Gypsy Trail runs north and south from here. To the west, you see a small
shoppe, and to the east, another caravan rests with their wagons circled.
~
43 0 3
D0
~
~
0 0 16105
D1
~
~
0 0 16115
D2
~
~
0 0 16103
D3
~
~
0 0 16114
S
#16105
Gypsy Trail~
You are standing in the center of the Gypsy Village. The Trail runs north
and south from here. To the west, you see another caravan with their
wagons circled, and to the east, you see a two story building with a
sign over the entrance.
~
43 0 3
D0
~
~
0 0 16106
D1
~
~
0 0 16119
D2
~
~
0 0 16104
D3
~
~
0 0 16117
E
sign~
                          The Gypsy Bar
                       All Caravans Welcome
~
S
#16106
Gypsy Trail~
You are near the norther end of the Gypsy Trail, which runs north and south
from here. To the west, you see a small building with a sign above it's
entrance, and a small, two story building to the east.
~
43 0 1
D0
~
~
0 0 16107
D1
~
~
0 0 16123
D2
~
~
0 0 16105
D3
~
~
0 0 16122
E
sign~
                      The Gypsy Inn
                     Enjoy Your Stay
~
S
#16107
Gypsy Trail~
You are standing at the northern end of the Gypsy Trail. To the north,
you see the makeshift gates which mark the boundry of this small village.
The Trail stretches to the south, and to the west, you see a small
temple. To the west, you notice a caravan.
~
43 0 1
D0
~
gates gate~
1 0 16108
D1
~
~
0 0 16126
D2
~
~
0 0 16106
D3
~
~
0 0 16125
S
#16108
Northern Entrance to Gypsy Village~
You are standing at the Northern Entrance to the Gypsy Village. You see
a set of small, makeshift gates to the south which mark the official limit
of the small village. You see that the road south appears to be heavily
used by wagons, as their wheels have carved deep ruts into the ground. The
village seems to be made of an odd mixture of buildings and wagons. The 
Gypsy Trail leads south, into the village, and a small field lies to the 
north. You notice a small sign posted on the rickety gates of the village.
~
43 0 1
D0
~
~
0 0 16128
D2
~
gate gates~
1 0 16107
E
sign~
                  Welcome to the Gypsy Village
                    All Caravans are Welcome
                   Please Enjoy our Hospitality
~
S
#16109
The Gypsy Shoppe~
You are in the general store of this small village, where many caravans
stop to buy general supplies for their journeys. The only exit is west,
back to the trail.
~
43 12 0
D3
~
~
0 0 16102
S
#16110
The Warriors' Camp~
You are standing next to a large circle of wagons. The people in the
caravan seem to be mostly warriors. There is an entrance into the circle
to the west, and the Gypsy Trail is to the east.
~
43 4 1
D1
~
~
0 0 16102
D3
~
~
0 0 16111
S
#16111
The Warriors' Caravan~
You are standing in the center of the Warriors' Caravan. This appears to
be a powerful gypsy family with many guards. Here, many warriors are
practicing their skills during their stay in the Gypsy Village. Their
is an exit from the caravan to the east.
~
43 84 1
D1
~
~
0 0 16110
S
#16112
The Arms Shoppe~
his is the weapons shoppe, provide arms for protection to the many caravans
that travel through. The only exit is west, to the trail.
~
43 12 0
D3
~
~
0 0 16103
S
#16113
The House of Armours~
This is the shoppe of armours, providing protective gear to the gypsies
and their guards. The only exit is east, back to the Gypsy Trail.
~
43 12 0
D1
~
~
0 0 16103
S
#16114
The Apothecary~
This is the shoppe where the more superstitous gypsies stop to buy
supplies of a mystical nature. The only exit is to the east.
~
43 12 0
D1
~
~
0 0 16104
S
#16115
Entrance to the Mages' Camp~
You find yuorself standing outside a large caravan. You notice that the
wagons all bear mystical runes and symbols. There is an entrance to the
circle of wagons to the east, and the Trail is to the west.
~
43 4 1
D1
~
~
0 0 16116
D3
~
~
0 0 16104
S
#16116
The Mages' Caravan~
You are standing in the center of the Mages' Caravan. This seems to be a
powerful family of gypsies, who have devoted their skills to the arts of
the mystics. Several gypsies are here studying, trying to hone their skills
of magic. The exit from the caravan is to the west.
~
43 84 1
D3
~
~
0 0 16115
S
#16117
Entrance to the Rogues' Camp~
You are standing next to a circled caravan of grey wagons. There is an
entrance to the circle to the west, and the Trail is to the east.
~
43 4 1
D1
~
~
0 0 16105
D3
~
~
0 0 16118
S
#16118
The Rogues' Caravan~
You are standing in the center of the Rogues' Caravan. This caravan seems
smaller than the others, as far as the number of wagons, but also seems
to have more members to it's family. Several gypsies are here, practicing
skills of manual dexterity. There is an exit from the caravan to the east.
~
43 84 1
D1
~
~
0 0 16117
S
#16119
The Gypsy Tavern~
You are standing in a large tavern. On the southern wall, there is a
large bar, ringed with stools, and there are several tables scattered
across the floor. On the eastern wall, there is a set of stairs leading
up to a door. The only other exit is to the west.
~
43 8 0
D3
~
~
0 0 16105
D4
~
~
0 0 16120
D5
~
secret door~
1 0 16121
S
#16120
Abdul's Room~
This is the room of Abdul, the proprieter of the tavern. The room is
modestly decorated and displays the gifts of many caravans which have
enjoyed the hospitality of Abdul. There is a set of stairs leading
down into the tavern.
~
43 12 0
D5
~
~
0 0 16119
S
#16121
The Black Market~
ou are in the blackmarket of the Gypsy Village, where the more shady
gypsies sell items they want to get rid of, without leaving a
blabbering shopkeeper to report the seller of the stolen item.
There is a set of stairs going up from here.
~
43 12 0
D4
~
secret door~
1 0 16119
S
#16122
The Palmreader~
This room is completely decorated in gypsy arts and crafts. To the
normal artistic tastes, the room is extremely gaudy...beads hanging
from the ceiling, odd colored rugs covering the floor, and bizzare
tapestries covering the walls. There is a table with strange mystic
designs and patters covering it's surface. Near the door you see a 
small wooden sign. The only exit is to the east.
~
43 76 0
D1
~
~
0 0 16106
E
table~
I said it looks gaudy in here, why torture yourself?
~
E
sign~
	To receive the mystic benefits of my offerings, type 
	"BUY" to learn what the lines of your palm may tell.
~
S
#16123
The Gypsy Inn~
This is the inn of the gypsy village, where the odd traveller and occasional
disowned gypsy spend an occasional night or get some food for their
journeys. There is a set of stairs leading up to the rooms against the
eastern wall.
~
43 8 0
D3
~
~
0 0 16106
D4
~
~
0 0 16124
S
#16124
The Gypsy Reception~
This is the reception of the Gypsy Inn. Here tired traveller rest for the
night. There is a small sign above the desk.
~
43 92 0
D5
~
~
0 0 16123
S
#16125
The Gypsy Temple~
This is a small, funtionary temple with several altars before small statues
of the gods. This temple is of no particular god, allowing every gypsy
to worship the god of their denomonation. The only exit is to the west.
~
43 12 0
D1
~
~
0 0 16107
E
statue~
This is a small statue of Loki the Implementor.
~
S
#16126
Entrance to the Priests' Camp~
You are standing next to a large circle of wagons, just off the Gypsy
Trail. You notice that the wagons all bear symbols of religous nature.
There is an entrance to the caravan to the east, and the Trail is to
your west.
~
43 4 1
D1
~
~
0 0 16127
D3
~
~
0 0 16107
S
#16127
The Priests' Caravan~
You are in the center of the Priests' Caravan. It seems several denominations
exist within this family. Many holy men and women rest here, praying to their
respective dieties. The only exit is west, out of the cravan circle.
~
43 84 0
D3
~
~
0 0 16126
S
#16128
Small Field~
You are standing on a small field at the end of a well travelled road.
The road advances to the north for a bit, and is mysteriously swallowed
up by a large swamp. You wonder what mystical swamp can grow to cover a
road so quickly, that it still looks well used. One thing is for sure,
and that is that no one can use the road to the north anymore. It is
almost as if the swamp has a purpose here. To the south, you can make
out a small village of caravans.
A sign has been posted at the edge of the swamp.
~
43 4 2
D0
~
~
0 0 16129
D2
~
~
0 0 16108
E
sign~
It has been decreed by the High Council of the Four Caravans that trade
with the Lord of Ravenloft be cut, in an attempt to diminish his evil
power in this land. The High Lords of the Mages' Caravan created this
swamp as a boundry, to ensure that the wishes of the Council would be
heeded. If you are foolish enough to enter, beware, for death lies at
every turn. If you survive the pits of quicksand, you may still be 
caught for all eternity. If you somehow make it through our boundry, then
good luck at surviving the wrath of the Lord of Ravenloft.
                                The High Council of the Four Caravans
~
S
#16129
The Swamp~
You are in a dark, forboding swamp, ankle deep water and twisty paths.
~
43 0 6
D0
You notice that the mud there looks very watery....
~
~
0 0 16130
D1
~
~
0 0 16131
D2
~
~
0 0 16128
S
#16130
The Swamp~
As you step into the watery mud, you realize that you have hit a pool of
quicksand. As you drown on the earth that slowly fills your lungs, you
have a small sense of despondency when you realize that Loki fixed death
traps, and you're gonna be stark raving nude in the Temple Of Midgaard.
~
43 2 0
D2
~
~
0 0 16129
S
#16131
The Swamp~
You are in a dark, forboding swamp, ankle deep water and twisty paths.
~
43 0 6
D0
~
~
0 0 16132
D3
~
~
0 0 16129
S
#16132
The Swamp~
You are in a dark, forboding swamp, ankle deep water and twisty paths.
~
43 0 6
D0
~
~
0 0 16134
D1
~
~
0 0 16133
D2
~
~
0 0 16131
S
#16133
The Swamp~
You are in a dark, forboding swamp, ankle deep water and twisty paths.
~
43 0 6
D3
~
~
0 0 16132
S
#16134
The Swamp~
You are in a dark, forboding swamp, ankle deep water and twisty paths.
~
43 0 6
D0
~
~
0 0 16136
D1
~
~
0 0 16135
D2
~
~
0 0 16132
D3
You notice that the mud there looks very watery....
~
~
0 0 16140
S
#16135
The Swamp~
You are in a dark, forboding swamp, ankle deep water and twisty paths.
~
43 0 6
D0
~
~
0 0 16135
D1
~
~
0 0 16135
D2
~
~
0 0 16135
D3
~
~
0 0 16135
S
#16136
The Swamp~
You are in a dark, forboding swamp, ankle deep water and twisty paths.
~
43 0 6
D0
~
~
0 0 16142
D1
~
~
0 0 16137
D2
~
~
0 0 16134
D3
~
~
0 0 16141
D5
~
~
0 0 13619
S
#16137
The Swamp~
You are in a dark, forboding swamp, ankle deep water and twisty paths.
~
43 0 6
D2
~
~
0 0 16138
D3
~
~
0 0 16136
S
#16138
The Swamp~
You are in a dark, forboding swamp, ankle deep water and twisty paths.
~
43 0 6
D0
~
~
0 0 16139
S
#16139
The Swamp~
You are in a dark, forboding swamp, ankle deep water and twisty paths.
~
43 0 6
D2
~
~
0 0 16138
D3
~
~
0 0 16135
S
#16140
The Swamp~
As you step into the watery mud, you realize that you have hit a pool of
quicksand. As you drown on the earth that slowly fills your lungs, you
have a small sense of despondency when you realize that Loki fixed death
traps, and you're gonna be stark raving nude in the Temple Of Midgaard.
~
43 2 0
D1
~
~
0 0 16134
S
#16141
The Swamp~
You are in a dark, forboding swamp, ankle deep water and twisty paths.
~
43 0 6
D1
~
~
0 0 16143
D3
~
~
0 0 16144
S
#16142
The Swamp~
You are in a dark, forboding swamp, ankle deep water and twisty paths.
~
43 0 6
D2
~
~
0 0 16136
D3
~
~
0 0 16149
S
#16143
The Swamp~
You are in a dark, forboding swamp, ankle deep water and twisty paths.
~
43 0 6
D0
~
~
0 0 16150
D2
~
~
0 0 16136
D3
~
~
0 0 16141
S
#16144
The Swamp~
You are in a dark, forboding swamp, ankle deep water and twisty paths.
~
43 0 6
D0
~
~
0 0 16146
D1
~
~
0 0 16141
D3
~
~
0 0 16145
S
#16145
The Swamp~
You are in a dark, forboding swamp, ankle deep water and twisty paths.
~
43 0 6
D1
~
~
0 0 16144
S
#16146
The Swamp~
You are in a dark, forboding swamp, ankle deep water and twisty paths.
~
43 0 6
D0
~
~
0 0 16147
D2
~
~
0 0 16148
S
#16147
The Swamp~
You are in a dark, forboding swamp, ankle deep water and twisty paths.
~
43 0 6
D2
~
~
0 0 16146
S
#16148
The Swamp~
You are in a dark, forboding swamp, ankle deep water and twisty paths.
~
43 0 6
D0
~
~
0 0 16135
S
#16149
The Swamp~
You are in a dark, forboding swamp, ankle deep water and twisty paths.
~
43 0 6
D1
~
~
0 0 16142
D3
~
~
0 0 16135
S
#16150
A large Plain~
You are standing on a small field just north of the swamp. To the north,
you see a small path spiraling up the hills to a large castle made of
forboding granite. You can tell that it's a three story castle from this
distance, and little more. Above the castle, you see a gloomy dark cloud
that doesn't drift with the breeze. Just looking at the castle gives you
a chill. The only exits are south into the swamp, and north on the path.
~
43 4 2
D0
~
~
0 0 16000
D2
~
~
0 0 16143
S
#16200
A large cave~
You are standing in a large cave, which is covered with bits
of trash, and pieces of broken bone.
~
68 9 0
D1
~
~
0 -1 16201
D2
~
~
0 -1 16202
D4
~
~
0 -1 16044
S
#16201
A small cave~
You are standing in a small cave, which is covered with bits of
crushed bone, broken weapons, and ashes.
There is a crawlway leading upwards, and short tunnels leading
west and south
~
68 9 0
D2
~
~
0 -1 16204
D3
~
~
0 -1 16200
D4
~
~
0 -1 16039
S
#16202
A large cave~
You are standing in a large cave, which looks to be some sort
of meeting room.  The remains of a large fire lie in the middle 
of the room, as well as several remnants of past meals
Exits lead in all four cardinal directions
~
68 9 0
D0
~
~
0 -1 16200
D1
~
~
0 -1 16204
D2
~
~
0 -1 16207
D3
~
~
0 -1 16203
S
#16203
A long tunnel~
You are standing in a tunnel, which leads east to west.  To the
west, you can see light from outside, and you can feel a fresh
mountain breeze against your face.
~
68 9 0
D1
~
~
0 -1 16202
D3
~
~
0 -1 16206
S
#16204
A large tunnel~
You are standing in a large tunnel, which leads east
and west.  A smaller tunnel leads north
~
68 9 0
D0
~
~
0 -1 16201
D1
~
~
0 -1 16205
D3
~
~
0 -1 16202
S
#16205
A large, private cave~
You are standing in a large cave.  It is clean, and
warm for a cave.   The only exit is west
~
68 9 0
D3
~
~
0 -1 16204
S
#16206
The mountainside~
You are standing on a mountainside, overlooking the plain of
Midgaard.  Far to the west, you can see that city.  Somewhat
closer, you can see a dark forest, and the turrets of a
castle peeking out from the trees.   A river flows from the 
south into the forest.  Very far to the east, you see a 
small volcano.  The venting steam forms the shape of a 
white plume.
~
68 0 5
D1
~
~
0 -1 16203
S
#16207
A ledge~
You are standing on a ledge, above a ravine.  The rock face is 
very sheer here, there is no possibility of climbing down.
However, the grade is less steep to the south
~
68 9 0
D0
~
~
0 -1 16202
D1
~
~
0 -1 16208
D2
~
~
0 -1 16210
S
#16208
In the air~
  You are hovering in the air above a dark ravine, that delves deep into
the heart of the cavern.  You cannot make out what is at the bottom.
~
68 9 8
D3
~
~
0 -1 16207
D5
~
~
0 -1 16209
S
#16209
On the floor of a ravine~
You are standing at the bottom of a ravine.  You can hear
strange noises to the north, through a large crack in the 
ravine edge.  The ravine continues to the south
~
68 13 0
D0
~
~
0 -1 16204
D2
~
~
0 -1 16211
D4
~
~
0 -1 16208
S
#16210
The end of a ledge~
You are standing at the southern edge of a ledge, overlooking
a small ravine.   It looks like you could climb down the
rockface here, although it is not a path recommended for
amateurs.
~
68 9 0
D0
~
~
0 -1 16207
D5
~
~
5 -1 16224
S
#16211
On the floor of a ravine~
You are standing on the floor of a small ravine.  It continues
to the north, and a small cave lies to the south
It looks like you climb up along the ravine edge.
~
68 9 0
D0
~
~
0 -1 16209
D2
~
~
0 -1 16212
D4
~
~
5 -1 16224
S
#16212
A long tunnel~
You are in a long tunnel, which leads north and south.
About halfway through the trek, you discover another tunnel,
leading east.  You can hear strange bubbling noises to the
east
~
68 9 0
D0
~
~
0 -1 16211
D1
~
~
0 -1 16213
D2
~
~
0 -1 16217
S
#16213
A long tunnel~
you are standing in a long tunnel which leads east-west.  You
can faintly hear strange noises to the east
~
68 9 0
D1
~
~
0 -1 16214
D3
~
~
0 -1 16212
S
#16214
A long tunnel~
You are standing in a long tunnel which leads east-west.  You
can faintly hear strange noises to the east
~
68 9 0
D1
~
~
0 -1 16215
D3
~
~
0 -1 16213
S
#16215
A long tunnel~
You are standing in a long tunnel which leads east-west.  You
can faintly hear strange noises to the east
~
68 9 0
D1
~
~
0 -1 16216
D3
~
~
0 -1 16214
S
#16216
A pit~
You are standing at the edge of a large pit.  Inside the pit,
you see a black fluid.  It bubbles quietly, almost as if it
were chuckling.  
~
68 9 0
D3
~
~
0 -1 16215
S
#16217
A long tunnel~
You are standing in a long tunnel which leads north-south.
It looks as though it had recently been worked on.
~
68 9 0
D0
~
~
0 -1 16212
D2
~
~
0 -1 16218
S
#16218
A long tunnel~
You are standing in a long tunnel which leads north-south.
It looks as though it had recently been worked on.
~
68 9 0
D0
~
~
0 -1 16217
D2
~
~
0 -1 16219
S
#16219
A long tunnel~
You are standing in a long tunnel which leads north-south.
It looks as though it had recently been worked on.
~
68 9 0
D0
~
~
0 -1 16218
D2
~
~
0 -1 16220
S
#16220
A large cavern~
You are standing in a large cavern, covered with bits of rock,
rock dust and broken tools.  Tunnels lead north, east and west.
~
68 9 0
D0
~
~
0 -1 16219
D1
~
~
0 -1 16221
D3
~
~
0 -1 16225
S
#16221
A long, cramped tunnel~
You are standing in a long, cramped tunnel which leads east-west.
The tunnel stretches eastward as far as you can see
~
68 9 0
D1
~
~
0 -1 16222
D3
~
~
0 -1 16220
S
#16222
A long, cramped tunnel~
You are standing in a long, cramped tunnel which leads east-west.
The tunnel stretches eastward as far as you can see
~
68 9 0
D1
~
~
0 -1 16221
D3
~
~
0 -1 16221
S
#16223
The ledge starts to crack, and splinter~

~
68 9 -1 50 16227 1 0
D0
~
~
0 -1 16225
S
#16224
The side of the ravine~
You are climbing along the steep slope of a ravine, which plunges deep
into darkness.  
~
68 9 0
D4
~
~
5 -1 16210
D5
~
~
5 -1 16211
S
#16225
A rough tunnel~
You are standing in a recently-dug tunnel.  Large chunks of rock
lie strewn about the room.  There is some writing etched on the
wall.
~
68 9 0
D1
~
~
0 -1 16220
D2
~
~
0 -1 16226
E
writing~
You can only faintly make out the words:
   Danger, precarious ledge to the south.  
~
S
#16226
A precarious ledge~
You are standing on a ledge, over a large, black pool of
water.  The ledge feels none too safe.  If you don't want
to go swimming, you'd better leave now.
~
68 13 -1 30 16223 1 0
D0
~
~
0 -1 16225
S
#16227
In a murky, dark pool~
You are in a deep pool.  The roof above you is made of 
collapsed stone.  It looks like you could crawl out onto 
dry land if you went north.  The pool continues to the south
~
68 9 9
D2
~
~
0 -1 16228
D4
~
~
0 -1 16225
S
#16228
In a murky, dark pool~
You are in the middle of a deep pool.  The stone roof hangs 
oppresively over your head.   The pool continues to the north and
south
~
68 9 9
D0
~
~
0 -1 16227
D2
~
~
0 -1 16229
S
#16229
In a murky, dark pool~
You are at the southern edge of a deep, murky pool.  Farther to
the south, it looks as though there is an opening to the surface.
The pool continues to the north
~
68 13 9
D0
~
~
0 -1 16228
D2
~
~
0 -1 16230
S
#16230
A long tunnel~
You are standing in a dry tunnel, which leads south.   A large,
murky pool of water lies just to the north.
~
68 9 0
D0
~
~
0 -1 16229
D1
~
~
0 -1 16272
D2
~
~
0 -1 16231
S
#16231
A long tunnel~
You are standing in a long tunnel, which leads north and south.
Far to the south, you can hear the sound of water lapping against
some subterranean shore.
~
68 13 0
D0
~
~
0 -1 16230
D2
~
~
0 -1 16232
S
#16232
The edge of an underground lake~
You are standing at the eastern edge of an underground lake.
The water gently laps against the shore here, and you can occasionally
hear a splash, as some cave fish breaks the surface.
~
68 9 0
D0
~
~
0 -1 16231
D2
~
~
0 -1 16233
D3
~
~
0 -1 16235
S
#16233
The edge of an underground lake~
You are standing at the eastern edge of an underground lake.
the water gently laps against the shore here, and you can
occasionally hear a splash, as some cave fish breaks the surface.
~
68 9 0
D0
~
~
0 -1 16232
D2
~
~
0 -1 16234
D3
~
~
0 -1 16236
S
#16234
The edge of an underground lake~
You are standing at the eastern edge of an underground lake.
The water gently laps against the shore here, and you can
occasionally hear a splash, as some cave fish breaks the surface.
~
68 9 0
D0
~
~
0 -1 16233
D2
~
~
0 -1 16246
D3
~
~
0 -1 16237
D5
~
~
0 -1 16280
S
#16235
An underground lake~
You are floating on the surface of a black underground lake
In the distance, you can hear faint splashing sounds, and
small waves crash against the distant shores
~
68 9 7 0 0
D1
~
~
0 -1 16232
D2
~
~
0 -1 16236
D3
~
~
0 -1 16242
D5
~
~
0 -1 16281
S
#16236
An underground lake~
You are floating on the surface of a black underground lake
In the distance, you can hear faint splashing sounds, and
small waves crash against the distant shores
~
68 9 7 0 0
D0
~
~
0 -1 16235
D1
~
~
0 -1 16233
D2
~
~
0 -1 16237
D3
~
~
0 -1 16243
D5
~
~
0 -1 16282
S
#16237
An underground lake~
You are floating on the surface of a black underground lake
In the distance, you can hear faint splashing sounds, and
small waves crash against the distant shores
~
68 9 7 0 0
D0
~
~
0 -1 16236
D1
~
~
0 -1 16234
D3
~
~
0 -1 16238
D5
~
~
0 -1 16283
S
#16238
An underground lake~
You are floating on the surface of a black underground lake
In the distance, you can hear faint splashing sounds, and
small waves crash against the distant shores
~
68 9 7 0 0
D0
~
~
0 -1 16243
D1
~
~
0 -1 16237
D3
~
~
0 -1 16239
D5
~
~
0 -1 16284
S
#16239
An underground lake~
You are floating on the surface of a black underground lake
In the distance, you can hear faint splashing sounds, and
small waves crash against the distant shores
~
68 9 7 0 0
D0
~
~
0 -1 16240
D1
~
~
0 -1 16238
D5
~
~
0 -1 16285
S
#16240
An underground lake~
You are floating on the surface of a black underground lake
In the distance, you can hear faint splashing sounds, and
small waves crash against the distant shores
~
68 9 7 0 0
D0
~
~
0 -1 16241
D1
~
~
0 -1 16243
D2
~
~
0 -1 16239
D5
~
~
0 -1 16286
S
#16241
An underground lake~
You are floating on the surface of a black underground lake
In the distance, you can hear faint splashing sounds, and
small waves crash against the distant shores
~
68 9 7 0 0
D1
~
~
0 -1 16242
D2
~
~
0 -1 16240
D5
~
~
0 -1 16287
S
#16242
An underground lake~
You are floating on the surface of a black underground lake
In the distance, you can hear faint splashing sounds, and
small waves crash against the distant shores
~
68 9 7 0 0
D1
~
~
0 -1 16235
D2
~
~
0 -1 16243
D3
~
~
0 -1 16241
D5
~
~
0 -1 16288
S
#16243
A small island~
You are standing on a desolate rock, in the middle of a black
underground lake.  A small tunnel leads downwards, and the
lake waters lie in all directions
~
68 9 0
D0
~
~
0 -1 16242
D1
~
~
0 -1 16236
D2
~
~
0 -1 16238
D3
~
~
0 -1 16240
D5
~
~
0 -1 16244
S
#16244
A small, damp cave~
You are standing in a dark, small cave, which seems to be the lair
of some wretched creature.  Bones and fish-guts litter the room.
The stench of rotting meat, combined with the creature's own refuse,
lends a lingering odor to the room that could be best described as
mind-numbing.
~
68 9 0
D2
~
~
0 -1 16245
D4
~
~
0 -1 16243
S
#16245
A small, damp cave~
You are standing in a small cave, which appears to be the sleeping
quarters of some disgusting creature.  Bits of fish and bone lie
strewn about the room.  The stench is awful here.
~
68 9 0
D0
~
~
0 -1 16244
S
#16246
A long tunnel~
You are standing in a long tunnel, which leads north and south.  
There is a crack in the roof here, letting in light and
air from outside.  It looks like you could climb up, if you
were skilled enough
~
68 9 0
D0
~
~
0 -1 16234
D2
~
~
0 -1 16247
D4
~
~
5 -1 13658
S
#16247
A large cave~
You are standing in a large, empty cave.  Stalagmites and 
stalactites adorn the edges of the room.  Far to the east,
you hear a strange pounding sound
~
68 9 0
D0
~
~
0 -1 16246
D1
~
~
0 -1 16248
S
#16248
A choice of directions~
You are standing in a large cave.  Tunnels lead east, west and south.
You can see tracks leading from west to south, and vice-versa.
You can hear a loud pounding/roaring sound from the east.
~
68 9 0
D1
~
~
0 -1 16249
D2
~
~
0 -1 16251
D3
~
~
0 -1 16247
S
#16249
A long tunnel~
You are standing in a long tunnel.  You can hear a loud roaring/pounding
sound to the east.   The tunnel leads east and west.
~
68 9 0
D1
~
~
0 -1 16250
D3
~
~
0 -1 16248
S
#16250
The river overlook~
You are standing on a ledge, overlooking a dark river.  The river
falls over a few cataracts, causing the loud roaring sound that
surrounds you.   A tunnel leads west
~
68 9 0
D1
~
~
0 -1 13643
D3
~
~
0 -1 16249
S
#16251
A long tunnel~
You are standing in a long tunnel that leads north and south.
The air is very musty here, and you feel cold.   
~
68 13 0
D0
~
~
0 -1 16248
D2
~
~
0 -1 16252
S
#16252
An ancient stone bridge~
You are standing on the edge of a mysterious bridge, which spans
a huge chasm.  The bridge looks very sturdy.  The chasm seems to
fall infinitely below you.  A small set of steps have been
etched into the side of the ravine, leading downwards.  A strange
stench wafts up from below.  You feel frightened.
~
68 9 0
D0
~
~
0 -1 16251
D2
~
~
0 -1 16254
D5
~
~
0 -1 16253
S
#16253
The depths of a ravine~
You find yourself at the bottom of the stairs, still an indeterminant
distance above the ravine floor.   The strange fear that grips your
heart is stronger now, and you have no desire to go further
down.
~
68 9 0
D4
~
~
0 -1 16252
S
#16254
A small cave~
You are standing in a small cave, which seems to be the entrance to a small
cave complex.  Tracks lead north, south and west. 
~
68 9 0
D0
~
~
0 -1 16252
D2
~
~
0 -1 16259
D3
~
~
0 -1 16255
S
#16255
A short tunnel~
You are standing in a tunnel, which leads east to west.
You can see several tracks wandering in each direction.  To the
west, you catch a glint of gold!
~
68 9 0
D1
~
~
0 -1 16254
D3
~
~
0 -1 16256
S
#16256
The golden cave~
This room appears to be empty.   There are strange lichens 
growing on the walls, which give off a golden light.  There
are only a few tracks, leading south and/or east
~
68 13 0
D1
~
~
0 -1 16255
D2
~
~
0 -1 16257
S
#16257
A large cavern~
You are standing in a cave, which appears to be the sleeping chambers
for a large group of creatures.  Bedding, and trash litter
the floor.
~
68 9 0
D0
~
~
0 -1 16256
D1
~
~
0 -1 16258
D2
~
~
0 -1 16261
S
#16258
A small cave~
You are standing in a small cave, which seems to be some sort of 
plotting room.  There are charts, and maps lying all over.  
Unfortunately, they all seem to be in some foreign tongue.  
Exits lead west and south
~
68 9 0
D2
~
~
0 -1 16262
D3
~
~
0 -1 16257
S
#16259
A short tunnel~
You are in a short tunnel, seperating several caves.  Exits lie
to the north, south and east.   Tracks seem to lead predominantly
to the north and south.
~
68 9 0
D0
~
~
0 -1 16254
D1
~
~
0 -1 16260
D2
~
~
0 -1 16263
S
#16260
A small cave~
You are standing in a small cave, which seems to be the sleeping
chambers for someone.   Exits lead west and south.
~
68 9 0
D2
~
~
0 -1 16264
D3
~
~
0 -1 16259
S
#16261
A large cavern~
You are standing in a large cavern.  It seems to be the training
room for the creatures that inhabit this area.  Magical symbols,
and broken weapons litter the room.
~
68 9 0
D0
~
~
0 -1 16257
D1
~
~
0 -1 16262
D4
~
~
0 -1 16265
S
#16262
A small cave~
You are standing in a small cave, which appears to be kitchen for
the creatures that inhabit these caves.   Bits of bone, and mushroom
rind litter the floor.
~
68 9 0
D0
~
~
0 -1 16258
D1
~
~
0 -1 16263
D3
~
~
0 -1 16261
S
#16263
A large cavern~
You are standing in a large cavern, which seems to be the meeting
chambers for the creatures that inhabit these caves.  Exits lead
north, east and west
~
68 9 0
D0
~
~
0 -1 16259
D1
~
~
0 -1 16264
D3
~
~
0 -1 16262
S
#16264
A small cavern~
You are standing in a small cavern, which seems to be the sleeping
chambers for a group of somethings.   Exits lead north and west.
~
68 9 0
D3
~
~
0 -1 16263
S
#16265
A high ledge~
You are standing on a high ledge, overlooking a training room.
To the south, a path leads off into darkness
~
68 9 0
D2
~
~
0 -1 16266
D5
~
~
0 -1 16261
S
#16266
A long tunnel~
You are standing in a long tunnel, which leads north and south.
You see no tracks.  It looks like this tunnel has been abandoned
for a Long time.
~
68 13 0
D0
~
~
0 -1 16265
D2
~
~
0 -1 16267
S
#16267
A long tunnel~
You are standing in a long tunnel, which leads north and east.  
The tunnel is empty, and abandoned
~
68 9 0
D0
~
~
0 -1 16266
D1
~
~
0 -1 16268
S
#16268
A choice of directions~
You are standing at a tunnel split.  One branch leads east,
one south, and another west.   You can faintly feel fresh
air from the south
~
68 9 0
D1
~
~
0 -1 16269
D2
~
~
0 -1 16270
D3
~
~
0 -1 16267
S
#16269
A dead end~
You are standing at a dead end.  Large rocks have collapsed and blocked
the passageway. Corpses litter the area, but no tracks seem to lead in or
out.
~
68 9 0
D3
~
~
0 -1 16268
S
#16270
A long tunnel~
The tunnel stretches north and south.  Fresh air can be faintly felt
from the south. To the north, all is quiet.
~
68 9 0
D0
~
~
0 -1 16268
D2
~
~
0 -1 16271
S
#16271
A cave entrance~
You are standing at the entrance to a cave system.  A tunnel
leads north into darkness, and south along a mountain trail.
~
68 9 0
D0
~
~
0 -1 16270
S
#16272
A narrow tunnel~
You are standing in a narrow tunnel, which leads east to west.
The floor is sandy, and is covered with the tracks of many 
strange creatures
~
68 9 0
D1
~
~
0 -1 16273
D3
~
~
0 -1 16230
S
#16273
A narrow tunnel~
You are standing in a narrow tunnel, which leads west and south.
~
68 9 0
D2
~
~
0 -1 16274
D3
~
~
0 -1 16272
S
#16274
A small cavern~
You are standing in a small cavern, which has exits leading 
north, south and east.   The cavern is dry, and fairly pleasant.
~
68 9 0
D0
~
~
0 -1 16273
D1
~
~
0 -1 16276
D2
~
~
0 -1 16275
S
#16275
A small cavern~
You are standing in a small cavern.  It looks to be the sleeping
chamber of some creature.  Tracks lead north and east
~
68 9 0
D0
~
~
0 -1 16274
D1
~
~
0 -1 16277
S
#16276
A large cavern~
You appear to be in a large meeting room, judging by all the tracks.
Tunnels lead off in all 4 directions
~
68 9 0
D0
~
~
0 -1 16279
D1
~
~
0 -1 16278
D2
~
~
0 -1 16277
D3
~
~
0 -1 16274
S
#16277
A large cavern~
You are in a large chamber, which seems to be the meeting room for
a fairly large group of creatures, judging by all the footprints.
tunnels lead in all 4 cardinal directions.
~
68 9 0
D0
~
~
0 -1 16276
D3
~
~
0 -1 16275
S
#16278
A large, dry cavern~
you are in a large, dry cavern, which seems to be the bedroom of
some creature or another.  Strange designs adorn the walls.  Just
looking at the makes you shiver
~
68 9 0
D3
~
~
0 -1 16276
S
#16279
A small, cramped cave~
You seem to be in some sort of warren.  There are pieces of fur and
straw everywhere.  There is no telling how many creatures are hiding
in this room, and you have a strong desire to leave immediately.
~
68 9 0
D2
~
~
0 -1 16276
S
#16280
Murky Black Water~
   You are swimming around in the murky waters of an underground lake.
Small, white fish swim by blindly, but they seem to sense your presence
and avoid you.  The surface of the lake is just above you
~
70 9 9
D2
~
~
0 -1 16281
D3
~
~
0 -1 16287
D4
~
~
0 -1 16235
S
#16281
Murky Black Water~
   You are swimming around in the murky waters of an underground lake.
Small, white fish swim by blindly, but they seem to sense your presence
and avoid you.  The surface of the lake is just above you
~
70 9 9
D0
~
~
0 -1 16280
D2
~
~
0 -1 16282
D4
~
~
0 -1 16236
S
#16282
Murky Black Water~
   You are swimming around in the murky waters of an underground lake.
Small, white fish swim by blindly, but they seem to sense your presence
and avoid you.  The surface of the lake is just above you
~
70 9 9
D0
~
~
0 -1 16281
D3
~
~
0 -1 16283
D4
~
~
0 -1 16237
S
#16283
Murky Black Water~
   You are swimming around in the murky waters of an underground lake.
Small, white fish swim by blindly, but they seem to sense your presence
and avoid you.  The surface of the lake is just above you
~
70 9 9
D1
~
~
0 -1 16282
D3
~
~
0 -1 16284
D4
~
~
0 -1 16238
S
#16284
Murky Black Water~
   You are swimming around in the murky waters of an underground lake.
Small, white fish swim by blindly, but they seem to sense your presence
and avoid you.  The surface of the lake is just above you
~
70 9 9
D0
~
~
0 -1 16285
D1
~
~
0 -1 16283
D4
~
~
0 -1 16239
S
#16285
Murky Black Water~
   You are swimming around in the murky waters of an underground lake.
Small, white fish swim by blindly, but they seem to sense your presence
and avoid you.  The surface of the lake is just above you
~
70 9 9
D0
~
~
0 -1 16286
D2
~
~
0 -1 16284
D4
~
~
0 -1 16240
S
#16286
Murky Black Water~
   You are swimming around in the murky waters of an underground lake.
Small, white fish swim by blindly, but they seem to sense your presence
and avoid you.  The surface of the lake is just above you
~
70 9 9
D1
~
~
0 -1 16287
D2
~
~
0 -1 16285
D4
~
~
0 -1 16241
D5
~
~
0 -1 16288
S
#16287
Murky Black Water~
   You are swimming around in the murky waters of an underground lake.
Small, white fish swim by blindly, but they seem to sense your presence
and avoid you.  The surface of the lake is just above you
~
70 9 9
D1
~
~
0 -1 16280
D3
~
~
0 -1 16286
D4
~
~
0 -1 16242
S
#16288
A murky, black tunnel~
  You are swimming along in a water-filled cavern.   Small white fish
flit away as you approach, and more than once you feel something brush
against you, only to vanish into the darkness again.
~
70 13 9
D3
~
~
0 -1 16289
D4
~
~
0 -1 16286
S
#16289
A murky, black tunnel~
  You are swimming along in a water-filled cavern.   Small white fish
flit away as you approach, and more than once you feel something brush
against you, only to vanish into the darkness again.
~
70 9 9
D1
~
~
0 -1 16288
D3
~
~
0 -1 16297
D5
~
~
0 -1 16290
S
#16290
A murky, black tunnel~
  You are swimming along in a water-filled cavern.   Small white fish
flit away as you approach, and more than once you feel something brush
against you, only to vanish into the darkness again.
~
70 9 9
D4
~
~
0 -1 16289
D5
~
~
0 -1 16291
S
#16291
A murky, black tunnel~
  You are swimming along in a water-filled cavern.   Small white fish
flit away as you approach, and more than once you feel something brush
against you, only to vanish into the darkness again.
~
70 9 9
D3
~
~
0 -1 16292
D4
~
~
0 -1 16290
D5
~
~
0 -1 16298
S
#16292
A murky, black tunnel~
  You are swimming along in a water-filled cavern.   Small white fish
flit away as you approach, and more than once you feel something brush
against you, only to vanish into the darkness again.
~
70 9 9
D0
~
~
0 -1 16293
D1
~
~
0 -1 16291
S
#16293
A murky, black tunnel~
  You are swimming along in a water-filled cavern.   Small white fish
flit away as you approach, and more than once you feel something brush
against you, only to vanish into the darkness again.
~
70 9 9
D0
~
~
0 -1 16299
D2
~
~
0 -1 16292
D3
~
~
0 -1 16294
S
#16294
A murky, black tunnel~
  You are swimming along in a water-filled cavern.   Small white fish
flit away as you approach, and more than once you feel something brush
against you, only to vanish into the darkness again.
~
70 9 9
D1
~
~
0 -1 16293
D4
~
~
0 -1 16295
S
#16295
A pocket of air~
  You are inside a cavern, which contains very stale, but somewhat 
breathable air.   It appears that the cavern continues to the north.
~
70 9 7 0 0
D0
~
~
0 -1 16296
D5
~
~
0 -1 16294
S
#16296
An ancient cavern~
  You are standing in a cavern which must have remained undisturbed for
many centuries.   
~
70 9 2
D2
~
~
0 -1 16295
S
#16297
A murky, black tunnel~
  You are swimming along in a water-filled cavern.   Small white fish
flit away as you approach, and more than once you feel something brush
against you, only to vanish into the darkness again.
~
70 9 9
D1
~
~
0 -1 16289
S
#16298
A murky, black tunnel~
  You are swimming along in a water-filled cavern.   Small white fish
flit away as you approach, and more than once you feel something brush
against you, only to vanish into the darkness again.
~
70 9 9
D4
~
~
0 -1 16291
S
#16299
A murky, black tunnel~
  You are swimming along in a water-filled cavern.   Small white fish
flit away as you approach, and more than once you feel something brush
against you, only to vanish into the darkness again.
~
70 9 9
D2
~
~
0 -1 16293
S
#16601
Bay Isle~
 This Bay Isle is in the middle of the river.  There are exits leading
north to the river and south to more of the Bay Isle.
~
44 12 3
D0
~
~
0 -1 6149
D2
The center of the Bay Isle
~
~
0 -1 16602
S
#16602
The Center of the Bay Isle~
This is the center of the Bay Isle.  There is a huge tree here.
The Bay Isle continues to the south and north.  
You can also go up into the tree.
~
44 12 3
D0
The northern part of the Bay Isle
~
~
0 -1 16601
D1
~
~
0 -1 6153
D2
The southern part of the Bay Isle
~
~
0 -1 16604
D3
~
~
0 -1 6151
D4
The Tree house
~
~
0 -1 16603
S
#16603
The Tree house~
You are standing in a tree house.  There is a table, a set of chairs, a fire-
place and a bed. The only exit is down.
~
44 12 3
D5
The center of the Bay Isle
~
~
0 -1 16602
S
#16604
The southern part of the Bay Isle~
This is the southern part of the Bay Isle.  To the north is the center and to
the south is the river.
~
44 12 3
D0
The Center of the Bay Isle
~
~
0 -1 16602
D2
The River
~
~
0 -1 16605
S
#16605
The River~
The river flows swiftly here, fed from both the east and west, and leading
south.  There is a small island to the north.
~
44 12 7 15 2
D0
The southern part of the Bay Isle
~
~
0 -1 16604
D1
~
~
0 -1 6154
D2
The River
~
~
0 -1 16606
D3
~
~
0 -1 6152
S
#16606
The river~
The river flows from north to south here.  Another land formation is 
farther on to the south.
~
44 12 7 15 2
D0
The River
~
~
0 -1 16605
D2
The river
~
~
0 -1 16607
S
#16607
River~
The river is very wide here, and somewhat deep and muddy. You hesitate to
look down into the depths for fear of seeing something awful. To the south 
is a beach.
~
44 12 7 30 3
D0
The River
~
~
0 -1 16606
D2
The beach
~
~
0 -1 16608
D3
~
~
0 -1 6155
S
#16608
The Beach~
This is a lovely beach with soft, fine sand and sheltered from the weather.
This is a perfect place to just lay down and soak up the sun.  There are 
tunnels leading to the east and west, and a wide path leading south
~
44 12 4
D0
The River
~
~
0 -1 16607
D1
The dark tunnel
~
~
0 -1 16610
D2
You see a wide path
~
~
0 -1 18292
D3
The dark and spooky tunnel
~
~
0 -1 16615
S
#16609
The Silver Brick Road~
You are on a silver brick road.  Up a head is a sign it reads:
     Welcome adventurers!  This is another area, but it's
     not finished.  We gnomes are hard at work, leave us alone!
The only exit is north.
~
44 12 2
D0
The Beach
~
~
0 -1 16608
S
#16610
The Tunnel~
This tunnel runs through very rough rock.  There is deep darkness heading
downwards and the brightness of the beach is to the west.
~
44 12 2
D3
The Beach
~
~
0 -1 16608
D5
The Darkness below
~
~
0 -1 16611
S
#16611
The dark tunnel~
This dark tunnel heads up to the not so dark tunnel while it widens out to the
east.
~
44 1 0
D1
A Cavern
~
~
0 -1 16612
D4
The lighter tunnel
~
~
0 -1 16610
S
#16612
The Cavern~
This cavern is lit by glowing moss.  There is a well worn path heading towards
what looks like a temple.  The path is heading eastwards and the dark tunnel
is to the west.
~
44 9 0
D1
The Temple
~
~
0 -1 16613
D3
The Dark tunnel
~
~
0 -1 16611
S
#16613
The Temple of Draconia~
This is the Temple of Draconia.  There are several dragon-like statues here
and there.  In the far end of the wall is a altar.  The altar glows faintly.
Behind the altar is pure darkness.  There are priest and worshippers moving
about the room lighting candles and mumbling strange words.
~
44 8 0
D1
The maw of darkness
~
~
0 -1 16614
D3
The Cavern
~
~
0 -1 16612
S
#16614
The Dragon's Den~
You hear a faint flapping of wings and a heavy breathing.  Before you is
vast darkness.  There is a small pool of acid, whoa, you barely avoided that
one.  Atop a giant treasure heap lies a very, very black dragon.
~
44 265 5
D3
The temple
~
~
0 -1 16613
S
#16615
The spooky tunnel~
This tunnel heads away from the warm beach to cold darkness.  There, listen,
it's a drip, was that a scream? Oh my! Something just brushed past your ankle!
The smooth walls lead westward.  To the east is the security of the beach.
~
44 13 0
D1
The Beach
~
~
0 -1 16608
D3
The cold and cobweb filled tunnel
~
~
0 -1 16616
S
#16616
The Cobweb filled tunnel~
This tunnel is filled with cobwebs, my, my, my, those arachnids from Arachnos
have been busy.  The cobwebs ignite as you pass them.  There are exits leading
to the east and west.  To the west lies a cavern and to the east is the spooky
tunnel.
~
44 9 0
D1
The spooky tunnel
~
~
0 -1 16615
D3
The Cavern
~
~
0 -1 16617
S
#16617
The Cavern~
This cavern is dark and small.  There are rotting remains of a giant spider,
by the looks of things it seems this was it's lair.  However, there are only
bones lying around.  To the south is a tunnel and to the east is what's left
of the cobweb filled passage.
~
44 9 0
D1
The Cobweb filled passage
~
~
0 -1 16616
D2
The dark and damp tunnel
~
~
0 -1 16618
S
#16618
The dark and damp Tunnel~
This tunnel looks like it was dug by some kind of arachnid.  Perhaps that
spider back there in the cavern.  You hear crunching sounds and when you look
down you see tons of dead baby spiders, funny there is nothing moving in here
but you.  Whoa, whatever it was it was damn effective.  The tunnel continues
to the south and the cavern opens up to the north.
~
44 13 0
D0
The Cavern of the dead spider-thing
~
~
0 -1 16617
D2
The slick tunnel.
~
~
0 -1 16619
S
#16619
The Slick tunnel~
This tunnel is slick, you have to concentrate to keep upright.  WHOOPS!
You fall down.  Heh Heh, what was that? Is some power playing with you? There
are exits to the north and to the south.  To the north is the dead spider
tunnel, and to the south is a glowing door.
~
44 9 0
D0
The dead spider tunnel
~
~
0 -1 16618
D2
The portal
~
~
0 -1 16620
S
#16620
The Portal~
The tunnel leads out into a huge cavern.  In the far southern wall is a door.
It is glowing and a mist is swirling around inside of it.  You first seem to
think it's a moongate, but why are there guards here?  Why are they looking
at you and the portal funny?  The commander tells you, "Don't enter the
Portal, none have returned.  Do as you wish, but we won't stop you."
~
44 8 0
D0
The slick tunnel
~
~
0 -1 16619
D2
The doorway to the unknown...
~
~
0 -1 16621
S
#16621
The Mercury Pool~
Before you stands a huge pool of silvery mercury. When you look into it you
see darkness.  There are tunnels going in all four directions as well as a
rope ladder leading up to the portal and the pool leading into the unknown.
~
44 8 0
D0
A windy tunnel
~
~
0 -1 16622
D1
A glowing red tunnel
~
~
0 -1 16624
D2
A damp passage
~
~
0 -1 16628
D3
A stone road
~
~
0 -1 16626
D4
The portal room
~
~
0 -1 16620
D5
Darkness
~
~
0 -1 16631
S
#16622
The windy tunnel~
This tunnel is very windy.  Heading north leads to a great rushing sound and
to the south it the mercury pool.
~
44 9 0
D0
A very dark and windy cavern
~
~
0 -1 16623
D2
the Mercury pool
~
~
0 -1 16621
S
#16623
The dark and windy Cavern~
Before you is a great whirling vortex with glowing eyes. You are getting 
sucked in to the very center of the cavern.  To the south is the windy passage.
~
44 9 0
D2
The windy passage
~
~
0 -1 16622
S
#16624
The flaming road~
You are walking on a very hot road, in fact it's flaming at parts.  As you
head towards the east it seems to intensify.  To the west is the cooler
Mercury pool room.
~
44 8 0
D1
a flaming Bay Isle
~
~
0 -1 16625
D3
the Mercury Pool room
~
~
0 -1 16621
S
#16625
The Flaming Bay Isle~
This Bay Isle is made of flaming rock.  There is a huge hot flame on a flaming
stool.  It seems to smile at you.  The only exit is to the west through a
flaming doorway.
~
44 8 0
D3
The flaming passage
~
~
0 -1 16624
S
#16626
The stone bridge~
The stone bridge spans a wide chasm of a seemingly black nothingness void.
Upon the other side is a stone archway.  The bridge leads east and west.
With the Mercury pool being on the east side and the arch on the west.
~
44 9 0
D1
The Mercury Pool
~
~
0 -1 16621
D3
The Stone Archway
~
~
0 -1 16627
S
#16627
The Stone Crafter's Smithy~
There is a very loud popping sound, as a huge hand reaches down and forms a
humanoid out of solid stone.  The stone man smiles and bows politely.  However,
the huge hand slaps the stone man and immediately he frowns and utters a
challenge to the intruders.
The only exit is to the east.
~
44 9 0
D1
The Stone Bridge
~
~
0 -1 16626
S
#16628
The Damp passage~
The humidity rises to greet you, as the entire passage way is slick and very
damp.  To your surprise the temperature here is nice, not too cold not too hot.
The exits are to the north, where the mercury pool is, and to the south
where there is a very pretty spray-like mist.
~
44 8 0
D0
The Mercury Pool
~
~
0 -1 16621
D2
The Rain Mist
~
~
0 -1 16629
S
#16629
The Raining Mist~
This tunnel is very pretty.  There are multiple colors forming in the rain
like mist.  The spray seems to look like a rainbow at spots.  You could spent
all day in such a pretty room.
~
44 8 0
D0
The Damp Passage
~
~
0 -1 16628
D2
The Pool of Tears
~
~
0 -1 16630
S
#16630
The Pool of Tears~
There is a goddess crying here.  She sobs and cries.  She notices you and
cries even more.  She says "My children, they have all been murdered.  Now,
all mortals shall pay."  Upon saying this a huge creature rises from the pool.
The only exit is to the north.
~
44 8 0
D0
The Rain Mist
~
~
0 -1 16629
S
#16631
Darkness~
Slowly you decent through the mercury pool into........
 
D A R K N E S S.
 
The exit you can sense is downward.
~
44 13 0
D4
The Mercury Pool
~
~
0 -1 16621
D5
The Dark Doorway
~
~
0 -1 16632
S
#16632
The Dark Doorway~
This Dark room is guarded by some of the most powerful beings, among them are
the grey elves.  There is a pair of them guarding the door.  They will not
let you pass or attempt to open the Gateway.  You can feel the evil of the realm
growing.
The exits are up and through the Gateway.
~
44 9 0
D1
The Doorway to the unknown
~
Gateway~
2 16625 16633
D4
Darkness
~
~
0 -1 16631
S
#16633
The Doorway to the Unknown~
Through the doorway is another set of guard, these however aren't friendly.
They'd rather kill you and torture you then befriend you.  These elves are
Drow, and they should be feared by all.  There is a saying, "The only good
Drow, are dead Drow."  You see that this room is very elegant.  The room
has hues of purple, obsidan, blood red, violet, and amber.  The furnisings
would be considered luxury by kings and queens.  The room has a set of double
doors on the east side of the chamber.  The only other exit is through the
Gateway leading west.
~
44 9 0
D1
The Dark maze
~
Double doors~
1 -1 16634
D3
The Dark Doorway
~
Gateway~
2 16625 16632
S
#16634
The Mini Maze~
This room is a maze.  The walls aren't higher then 200 centimeters.  It is
very easy to navigate through.  In a few moments you are on the otherside.
The Gate leading east isn't locked.  The doorway to the west leads to outpost
of the Drow.
~
44 13 0
D1
The Guardians of the Maze
~
Gate~
1 -1 16635
D3
The Drow Outpost
~
Double doors~
1 -1 16633
S
#16635
The Guardians of the Maze~
This room houses the Guardians and keepers of the Maze.  Rumor has it that
their god is near by.  There are many tools here to help replace the maze's
wear and tear.  The guardians aren't too happy to see you.  There are doors
in both the east and west walls.  The west goes towards a drow outpost and
the east seems to slope downwards.
~
44 8 0
D3
The mini maze
~
Gate~
1 -1 16634
D5
A tunnel sloping downwards
~
~
1 -1 16636
S
#16636
Going down?~
This tunnel merely slopes downwards.
~
44 9 0
D4
The Guardians of the Maze
~
~
1 -1 16635
D5
Even deeper
~
~
0 -1 16637
S
#16637
Deeper~
This tunnel slopes even more towards somewhere...
~
44 9 0
D4
A tunnel heading up
~
~
0 -1 16636
D5
Hmm... a tunnel sloping downwards.
~
~
0 -1 16639
S
#16638
The Tunnel~
This tunnel slopes downwards.  Something is scribbled here... "Turn Back!"
~
44 9 0
D4
Tunnel sloping up
~
~
0 -1 16637
D5
Tunnel sloping downwards
~
~
0 -1 16639
S
#16639
The Long tunnel's end~
The tunnel ends here.  There is a shimmering light at the end of the tunnel.
You can go east through the light or back up the tunnel.
~
44 9 0
D1
The Abyss
~
~
0 -1 16640
D4
Tunnel sloping up
~
~
0 -1 16638
S
#16640
The Abyssian Walk~
There is a sign here:
     -----------------------------------------------------
     |                                                   |
     |    Welcome to the Abyss.  Now is a good time      |
     |       turn back.  YOU have been warned!           |
     |                                                   |
     |                  The Mangement                    |
     |                                                   |
     -----------------------------------------------------
Currently the Abyss spans in all directions, but there is a tower to the east.
~
44 8 0
D1
The Great Tower of the Hoeur
~
~
0 -1 16641
D3
The Tunnel
~
~
0 -1 16639
S
#16641
The Hoeur's Tower~
On approaching the tower you begin to get a true sense of the enormouse size
of the tower which really towers over you. 
~
44 8 0
D1
Inside the Tower
~
~
0 -1 16642
D3
The Abyssian Walk
~
~
0 -1 16640
S
#16642
Inside the tower~
As you enter the tower you see only a huge chair and a pit leading downwards.
~
44 8 0
D3
Outside the tower
~
~
0 -1 16641
D5
Down into the depths
~
~
0 -1 16643
S
#16643
The Opening~
You stand at the bottom of the pit.  The only exits are up and down.
~
44 8 0
D4
Inside the tower
~
~
0 -1 16642
D5
The Ultimate Maze of Death!
~
~
0 -1 16644
S
#16644
The Ultimate Maze~
Wow! what a place! what a maze!  You wander for hours and hours, you are
totally lost.  Whoa who is this dude coming to see you?
Oh no! It's Baphomet!  He smiles, licks his blade and touches your forehead
Your soul is being ripped from you......
~
44 14 5
S
#16700
A trail through the hills~
  You are standing on a trail leading through the hills, which seem to be
some of the foothills of the Eastern Mountains.  To the south-west, you
can see the smoke of a large city, most likely the city of Midgaard.  
The trail continues to the north and west.
~
44 0 3
D0
~
~
0 -1 16701
D3
~
~
0 -1 9003
S
#16701
A trail through the hills~
   The path rises steeply to the south here, as it descends down a hillside
to the east.  This hill is quite bare of vegetation, somewhat unusual, but
nothing to get too worried about.
~
44 0 2
D1
~
~
0 -1 16702
D2
~
~
0 -1 16700
S
#16702
A trail through the hills~
   The path descends rapidly to the east, and rises to the west.  You are 
entering a small canyon, with walls that are a few feet higher than your
head.  A nice place for an ambush.
~
44 0 2
D1
~
~
0 -1 16703
D3
~
~
0 -1 16701
S
#16703
A trail through a canyon~
   The walls of the canyon rise around you, and you begin to feel a bit 
apprehensive about this place.  Small animals scurry here and there, and
there is a brief shower of rocks from above.  To the west, the trail leads
upwards towards some hills, while to the east, the canyon opens up into 
a narrow valley.
~
44 0 3
D1
~
~
0 -1 16704
D3
~
~
0 -1 16702
S
#16704
Narrow Valley~
You are in a narrow valley.  It seems to lead eastwards
~
44 4 4
D3
You see the foothills of the Eastern Mountains..
~
~
0 -1 16703
S
#16901
Dark Road~
     You are on a dark road running north and south.  You sense evil to the
north, but even greater evil to the south!
~
169 5 1
D0
You look back at the dark road to the north, wondering if you should turn 
around.
~
~
0 0 15109
D2
The dark road continues south, until it runs into what looks like a city gate.
~
~
0 0 16902
D1
To the east you see a muddy swamp, it appears to be impassable.
~
~
0 0 -1
E
road~
The road looks as if it is used often.
~
S
#16902
Lythcanthropia's Gate~
     You have come to the end of the dark road, the gate to Lythcanthropia.
The wrought iron gate looks very formidabble, it would not easily be broken
down.  The gate is to the south, while the black road runs back to the north.
~
169 1 1
D0
To the north you see the dark road.
~
~
0 0 16901
D2
The iron gate of Lythcanthropia.
~
gate iron~
1 -1 16903
E
gate iron~
The wrought iron gate looks nearly indestructable.
~
S
#16903
Entrance to Lythcanthropia~
    You are at the entrance to Lythcanthropia, there appears to be an 
unnatural darkness over the city.  A street heads toward the west, while
a black cobblestone path heads south.  The iron gate is to the north.
~
169 1 1
D0
To the north you see the gate of Lythcanthropia.
~
gate iron~
1 -1 16902
D2
To the south you see a black cobblestone path.
~
~
0 0 16922
D3
To the west you see a dark street.
~
~
0 0 16904
E
gate iron~
The iron gate of Lythcanthropia stands about 15 feet high.
~
S
#16904
Dark Street~
     You are on a dark street in Lythcanthropia, it runs east and west.
~
169 1 1
D1
To the east you see the entrance to Lythcanthropia.
~
~
0 0 16903
D3
To the west you see a dark street.
~
~
0 0 16905
S
#16905
Dark Street~
     You are on a dark street, it runs east and west.
~
169 1 1
D1
To the east you see a dark street.
~
~
0 0 16904
D3
To the west you see the Dark Square of Lythcanthropia.
~
~
0 0 16906
S
#16906
Dark Square of Lythcanthropia~
     You are at the Square of Lythcanthropia, almost all the traffic of the
city passes through here.  It has exists leading north, east and south.  To
the west is a large house with a large door.
~
169 1 1
D0
To the north you see a dark street.
~
~
0 0 16907
D1
To the east you see a dark street.
~
~
0 0 16905
D2
To the south you see Black Manor Street.
~
~
0 0 16928
D3
The large house to the west has a huge door that stands about 10 feet tall.
~
door~
1 81 16939
E
door~
The door appears to have been made for a very large lythcanthrope.
~
S
#16907
Darkened Street~
     You are on a dark street that runs along the edge of the city.  It
continues on to the west; running south into the Main Square.
~
169 1 1
D2
To the south you see the main square of Lythcanthropia.
~
~
0 0 16906
D3
To the west you see a dark street running along the edge of the city.
~
~
0 0 16908
S
#16908
Dark Street~
     You are on a dark street running east and west along the edge of the
city.
~
169 1 1
D1
To the east you see a dark street.
~
~
0 0 16907
D3
To the west you see a dark street.
~
~
0 0 16909
S
#16909
Northwestern corner of Lythcanthropia~
     You are at the northwestern edge of the city, the street exists east and
west.
~
169 1 1
D1
To the east you see a dark street.
~
~
0 0 16908
D2
To the south you see a dark alley.
~
~
0 0 16910
S
#16910
Dark Alley~
     You are on a dark alley that runs north and south.
~
169 1 1
D0
To the north you see the northwester corner of the city.
~
~
0 0 16909
D2
To the south you see the alley behind the manor.
~
~
0 0 16911
S
#16911
Dark Alley behind the manor~
     You are standing in a dark alley behind the manor of Lythcanthropia.
Looking at the manor you see a door that exists into the alley.  The alley
heads north and south.
~
169 1 1
D0
You see a dark alley to the north.
~
~
0 0 16910
D1
You see the back alley entrance of the manor, in the form of a door.
~
door~
1 80 16934
D2
You see a dark alley to the south.
~
~
0 0 16912
E
door~
The door to the manor is quite large, about 15 feet high.
~
E
manor~
The manor is the largest building in Lythcanthropia, and judging from what
you see here, has the messiest alley too.
~
S
#16912
A Dark Alley~
     You are walking along a dark alley south of the manor of Lythcanthropia.
It runs north and south.
~
169 1 2
D0
To the north you see the dark alley behind the manor.
~
~
0 0 16911
D2
To the south you see the southeastern corner of Lythcanthropia.
~
~
0 0 16913
S
#16913
Southwestern corner of Lythcanthropia~
     You are at the southwestern corner of Lythcanthropia.  The city spralls 
out to the west and north.  Directly north of here is a dark alley, to the 
east you can see the docks in the distance, south of here is the Black Sea.
~
169 1 1
D0
To the north of here you see a dark alley.
~
~
0 0 16912
D1
To the east of here you see a darkened street.
~
~
0 0 16914
D2
South of here is the Black Sea, there is no way to launch a boat though.
~
~
0 0 -1
E
black sea~
The Black Sea is unnaturally black, you wonder why....?
~
S
#16914
a darkened street~
You are standing in the middle of a darkened street, it runs east and west.
~
169 1 1
D1
To the east you see a darkened street.
~
~
0 0 16915
D3
To the west you see the southwestern corner of the city.
~
~
0 0 16913
S
#16915
darkened street~
     You are on a darkened street running east and west at the southern side
of Lythcanthropia.
~
169 1 1
D1
To the east you see a darkened street.
~
~
0 0 16916
D3
To the west you see a darkened street.
~
~
0 0 16914
S
#16916
a darkened street~
     You are on a darkened street, it runs east and west.
~
169 1 1
D1
To the west you see a darkened street.
~
~
0 0 16917
D3
To the west you see a darkened street.
~
~
0 0 16916
S
#16917
Darkened Street north of docks~
     You are on a darkened street north of the docks made of some strange black
wood.  To the south you can see the docks, to the east is the black cobblestone
path.  East of here the darkened street continues.
~
169 1 1
D1
To the east you see the black cobblestone path.
~
~
0 0 16920
D2
To the south you see the Black Docks.
~
~
0 0 16918
D3
To the west you see a darkened street.
~
~
0 0 16916
S
#16918
West Black Dock~
     You are on the western black dock of Lythcanthropia, south and west of
you is the Black Sea, the dock continues to the east.  North of here is a 
darkened street.
~
169 1 1
D0
North of here you see a darkened street.
~
~
0 0 16917
D1
East of here is the eastern side of the Black Dock.
~
~
0 0 16919
D2
The Black Sea crashes against the docks powerfully, you see many whirlpools 
form then get swallowed by another.  The sea is EXTREMELY dangerous to travel
at this time in the year.
~
~
0 0 -1
D3
The Black Sea crashes against the docks powerfully, you see many whirlpools 
form then get swallowed by another.  The sea is EXTREMELY dangerous to travel
at this time in the year.
~
~
0 0 -1E
dock~
The dock is made of some strange black wood, you can't imagine what it is 

though.
~
S
#16919
East Black Dock~
     You are on the easter side of the Black Dock.  West of you is the western
half of the dock, to the north you is a black cobblestone path.  South and
east of you is the raging waters of the Black Sea.
~
169 1 1
D0
To the north you see a black cobblestone path.
~
~
0 0 16920
D1
The Black Sea crashes against the docks powerfully, you see many whirlpools 
form then get swallowed by another.  The sea is EXTREMELY dangerous to travel
at this time in the year.
~
~
0 0 -1
D2
The Black Sea crashes against the docks powerfully, you see many whirlpools 
form then get swallowed by another.  The sea is EXTREMELY dangerous to travel
at this time in the year.
~
~
0 0 -1
D3
To the west you can see the western half of the Black Docks.
~
~
0 0 16918
E
dock~
The dock is made of some strange black wood, you can't imagine what it is 
though.
~
S
#16920
Black Cobblestone Path~
     You are on a black cobblestone street coming from the north, it curves
west onto a darkened street.  South of you are the Black Docks.
~
169 1 1
D0
To the north is a black cobblestone path.
~
~
0 0 16921
D2
To the south of you are the Black Docks of Lythcanthropia.
~
~
0 0 16919
D3
To the west of you is a darkened street.
~
~
0 0 16917
E
stone cobblestone cobble~
The cobblestones are made of some black stone that is unknown to you.
~
S
#16921
a black cobblestone path~
     You are walking along a black cobblestone path that runs north and south.
It branches to the west, turning into a cobblestone street.
~
169 1 1
D0
You see a black cobblestone path to the north.
~
~
0 0 16922
D2
To the south you can see a black cobblestone path.
~
~
0 0 16920
D3
To the west is the Black Cobblestone Street.
~
~
0 0 16923
E
stone cobblestone~
The black cobblestones are made from some strange stone unfamliar to you.
~
S
#16922
black cobblestone path~
     You are on a black cobblestone path south of the Gate of Lythcanthropia.
South of you the path continues.
~
169 1 1
D0
To the north if the Gate of Lythcanthropia.
~
~
0 0 16903
D2
South of you is a black cobblestone path.
~
~
0 0 16921
E
stone cobblestone cobble~
The black cobblestones are made of some foreign stone unfamiliar to you.
~
S
#16923
Black Cobblestone Street~
     You are on the Black Cobblestone Street of Lythcanthropia, it runs east
and west.
~
169 1 1
D1
East of you is the black cobblestone path.
~
~
0 0 16921
D3
The Black Cobblestone street continues to the west.
~
~
0 0 16924
S
#16924
Black Cobblestone Street~
     You are on the Black Cobblestone Street, north of you is Lythcanthropia's
famous Wild Wereboar Tavern.  You can hear all sorts of grunts and rowdy 
laughter coming from the tavern.  The street runs east and west.
~
169 1 1
D0
To the north you see the famous Wild Wereboar Tavern.
~
~
0 0 16925
D1
To the east is part of the Black Cobblestone Street.
~
~
0 0 16923
D3
To the west is part of the Black Cobblestone Street.
~
~
0 0 16927
S
#16925
The Wild Wereboar Tavern~
     You are at the main room of the Wild Wereboar Tavern, the place is a total
mess.  You can tell this place is accustomed to many brawls, the many pieces
of furniture spread around the room gave you the hint.  There is a old, creaky, 
sagging staircase leading upstairs.
~
169 8 0
D2
To the south you see the Black Cobblestone Street.
~
~
0 0 16924
D4
Up the staircase there appears to be some sort of room.
~
~
0 0 16926
E
furniture~
The furniture here has been smashed into a almost unrecognizable mess.
~
S
#16926
Upstairs, at The Wereboar Tavern~
     You walk up the stairs and into the room at the top, this appears to be
the were-whores favorite room to rent.  The place has a horrible musky odor, you
don't want to remain here long.
~
169 8 0
D5
Down from you is the main floor of The Wild Wereboar Tavern.
~
~
0 0 16925
S
#16927
Black Cobbleston Street~
     You are on the Black Cobbleston Street, north of you is the street in
front of the Manor of Lythcanthropia.  To the east you can see the Black 
Cobblestone Street in front of The Wild Wereboar Tavern.  
~
169 1 1
D0
To the north you see the street in front of the manor.
~
~
0 0 16928
D1
To the east you see part of the Black Cobblestone Street.
~
~
0 0 16924
S
#16928
Manor Road~
     You are on the street in front of the manor, it is to your west.  To the
north you can see a Dark Street, south of you is part of the Black Cobblestone
Street.  
~
169 1 1
D0
To the north you can see the junction of several streets.
~
~
0 0 16906
D2
South of you is part of the Black Cobblestone Street.
~
~
0 0 16927
D3
To the west is the Manor of Lythcanthropia, were Count Boarish lives.
~
door~
1 80 16929
E
manor~
The manor is a massive structure, the door stands at least 15 feet high.  The
walls are made of some dark stone you don't recognize.  It is two stories tall
and all the windows are made of a dark glass that you can't see through.  You
can feel evil coming from the manor, you suspect that Count Boarish is not a 
nice lythcanthrope.
~
E
door~
The door is very large, the lock is also very large.
~
S
#16929
The Foyer~
     You are at foyer of the manor.  There is a hallway to the west, a door
to the east leads outside.  Looking around you see many beautiful pieces of art
work (if you like pictures of werewolves eating humans and other benign races).
The floor and walls are made out of a stone that varies in color from dark grey
to black.
~
169 8 0
D1
To the east is a door leading outside.
~
door~
1 80 16928
D3
To the west is a long hallway.
~
~
0 0 16930
E
art paintings picture~
The pieces of artwork show werewolf raids on many villages, all of them show
how the the werewolves ripped their victims to pieces (it makes you want to
puke).
~
E
door~
The door is very large, with a very large lock.
~
S
#16930
The long hallway~
     You are on a long hallway in the manor, it runs east and west.  There
are several pictures hanging on the walls.
~
169 8 0
D1
To the east is the foyer of the manor.
~
~
0 0 16929
D3
To the west is more of the long hallway.
~
~
0 0 16931
E
picture pictures~
The pictures here show how wererats have lived for generations in the sewers
of human cities, they show how the rats go up on the streets and attack the 
people at night.  It also shows pictures of all the wealth and magic they have
stolen from the humans.
~
S
#16931
Back of the Manor~
     You finally come to the end of the long hallway, you are at the back
end of the manor.  There is a room to the south along with a stairway heading
up.  There is also a backdoor to the west.  To your east is a long hallway.
~
169 8 0
D1
To the east is a long hallway.
~
~
0 0 16930
D2
It looks like the room to the south might be the kitchen.
~
~
0 0 16935
D3
To the west is the backdoor.
~
door~
1 80 16911
D4
Some stairs head up.
~
~
0 0 16932
E
door~
The back door is as large as the front, with a impressive lock.
~
S
#16932
Top of Staircase~
     You are at the top of the staircase, there is a door to you north and west.
~
169 8 0
D0
To the north is a large wooden door.
~
door~
1 -1 16933
D3
To your west is a large wooden door.
~
door~
1 -1 16934
D5
~
~
0 -1 16931
E
door~
Both doors are made of some dark wood, they are both about 15 feet tall.
~
S
#16933
Count Boarish's Office~
     You are in the Count's office, it's a fairly clean place.  There is a
large desk and a large chair.  They walls have alls sorts of weapons attached
to them (firmly attached!).  There is a large map of the land displayed on
the northern wall.  The only exit is to the south.
~
169 8 0
D2
To the south is the top of the staircase.
~
door~
1 -1 16932
E
desk chair~
The desk and the chair are both made out of that strange black stone.
~
E
weapon weapons~
The weapons are all of fantastic quality, the only problem being that they are
attached to the wall extremely well!
~
S
#16934
Count's Sleeping Chambers~
     You are in Count Boarish's bedroom.  There is a huge bed on the western
half of the room.  There are also several closets and a large mirror.  There
is also a large amount of silvery colored fur around... strange.
~
169 8 0
D1
To the east you see the top of the staircase.
~
door~
1 -1 16932
E
bed~
On the bed you find the Count's horrible brown fur along with some beautiful
silver colored fur...hmmmm....
~
S
#16935
Manor's Kitchen~
     You are at the kitchen of the manor, it's smells horribly here.  You see
some strange meat sitting on the counter, your not sure what it is... you 
decide you really would rather not know.  There is a pot of SOMETHING bowling
on a small fireplace, it appears to be the cause of the gut-wrenching smell.
You notice that there is a pantry to the east.
~
169 8 0
D0
To the north is end of the hallway.
~
~
0 0 16931
D1
To the east is the pantry.
~
~
0 0 16936
E
pot boiling SOMETHING~
You consider going over to the put and looking in... then decide that if
you got any closer the smell would likely kill you.
~
E
meat~
The meat lying on the table doesn't appear to have been sitting there very
long.  It's definitely not any kind of meat you've ever had before.
~
S
#16936
Pantry~
     You are at the pantry, it is surprisingly devoid of any food provisions.
There is a large trapdoor in the middle of the floor though.  The kitchen is
to the west.
~
169 8 0
D3
To the west you see the kitchen
~
~
0 0 16935
D5
You see the trapdoor on the floor.
~
door trapdoor trap~
1 -1 16937
E
trap trapdoor door~
The trapdoor is in the middle of the room.
~
S
#16937
The cellar~
     You appear to be in the cellar of the manor, there is a whole broken into
a wall to the east.  It appears to go into some sort of sewer.
~
169 9 0
D1
To the east is a newly made entrance to the sewers.
~
~
0 0 16938
D4
Above, you can see the pantry.
~
trapdoor trap door~
1 -1 16936
E
hole~
The hole in the wall looks like it was put in recently.
~
S
#16938
Count's meeting place~
     You are in a large junction of the sewers, this appears to be were Count
Boarish meets with his wererat friends.  There are sewer pipes heading in all
directions except west, where you can see the cellar.
~
169 9 0
D0
The sewer pipes are too small for you to fit through.
~
~
0 0 -1D1
The sewer pipes are too small for you to fit through.
~
~
0 0 -1D2
The sewer pipes are too small for you to fit through.
~
~
0 0 -1D3
To the west you can see the cellar.
~
~
0 0 16937
D4
The sewer pipe above you is too small for you to fit through.
~
~
0 0 -1D5
The sewer pipe below you is too small for you to fit through.
~
~
0 0 -1E
pipe pipes~
The sewer pipes are fairly small, you doubt that you could fit through them.
~
S
#16939
Pooh's house~
     You are at the famous werebear Pooh's house.  It is a tidy one room 
dwelling.  The only exit is the door at the eastern side of the house.
~
169 8 0
D1
To the east you can see the Main Square.
~
door large~
1 81 16906
E
door ~
The door leading out is quite large.
~
S
#17000
Dem's Palace~
   You are in the grand palace of Dem the Goddess of Chance.  You recline
on a Huge 20,000 square foot waterbed with luxurious cushions.  A large
wheel on the wall bears the symbols from all the major arcana of Tarot.
~
170 8 0
E
place_for_dem~
1
~
S 
#17003
A winding trail~
  You are standing on a narrow path that seems to lead around the
perimeter of the great volcano.  To the west, you can see a trail,leading
towards a large cavemouth on the side of the volcano, while to the
east another trail continues to wind around the mountainside
~
69 0 5
D1
~
~
0 -1 17005
D3
~
~
0 -1 17006
S
#17004
On the river bank south of the volcano~
   You are on a narrow path leading through the hills.  To the south a fast
river is flowing westwards through a forest.  The way is blocked by dense
trees to the east and west.  The path leads up the southern face of the
volcano to the north.
~
69 1 3
D0
The narrow path winds up the way to the north.
~
~
0 -1 17006
D2
The path leads down the riverbank to the south.
~
~
0 -1 6150
E
volcano mount mountain~
Steam gushes forth from the tall peak to form a roaring white plume that
~
E
dark river~
The river flows fast and strong.  It is black or looks so in the gloom.
~
S
#17005
A winding trail~
  You are standing on a narrow path that seems to lead around the
perimeter of the great volcano.  The trail leads north and west.  To the
east, you can see the expanse of the forest of Haon-Dor.  
~
69 0 5
D0
~
~
0 -1 17007
D3
~
~
0 -1 17003
S
#17006
On a narrow trail on the southern face of the volcano~
   A small hot stream rolls down the mountainside next to you here.  The
narrow path winds down the volcano.  Above you it leads to a small stream
vent that whistles now and then.
~
69 4 5
D1
~
~
0 -1 17003
D4
The narrow path leads to a small indentation in the mountain face from which
whistling noises emerge.
~
~
0 -1 17008
D5
The narrow path winds down to the riverside below you.
~
~
0 -1 17004
E
volcano mount mountain~
Steam gushes forth from the tall peak to form a roaring white plume that
supports a floating palace.
~
E
small stream~
Steam rises from the hot eddies of the small stream as it trickles down
the slope.
~
E
vent cave~
You spot a small indentation in the rock above you from which whistling noises
emerge.
~
S
#17007
A winding trail~
   You are standing on a trail, leading north south along the perimeter
of a large volcano.  To the east, you can see a huge, dark forest
~
69 0 5
D0
~
~
0 -1 17009
D2
~
~
0 -1 17005
S
#17008
At the mouth of the cave on the volcano~
   The hot stream exits the mountainside here.  You stand at the mouth of
a cave leading into the face of the volcano.  Hot steam rushes out every
few minutes making a loud whistling sound.
~
69 4 5
D0
The stream enters a hot, mucky cave to the north.
~
~
0 -1 17010
D5
The narrow path winds down the mountainside below you.
~
~
0 -1 17006
E
cave identation~
The cave is steamy inside.  You see thick muck on the floor.
~
E
stream~
The stream is mucky here.  It is fed from inside the cave.
~
S
#17009
A split in the path~
  You are standing at a joining of two paths.  To the south, a path leads
towards a large volcano, which seems to erupt from time to time.  To the
east, a path leads into a dark forest, and another path leads north
through the forest
~
69 0 5
D0
~
~
0 -1 17013
D1
~
~
0 -1 17011
D2
~
~
0 -1 17007
S
#17010
A steamy cave~
   You are in a dark cave shaped like a long tube entering the volcano.  It is
uncomfortably hot and wet.  The ceiling and walls are slick with condensed
steam and the floor is covered with several inches of muck.

   Every few minutes, a hot blast of steam comes from the other end of the
cave, making a whistling sound and nearly blowing your torch out.
~
69 1 6
D0
The cave continues further into the mountain to the north.
~
~
0 -1 17012
D2
To the south, sunlight shows the way to the cool, fresh mountainside.
~
~
0 -1 17008
E
mud muck floor~
The icky sludge smells bad and is difficult to move through.
~
S
#17011
A path through a dark forest~
   You are standing on a path which leads east-west through a dense, dark
forest.  To the southwest, you can see a large volcano, while faintly
to the south you can hear the sound of running water
~
69 0 3
D1
~
~
0 -1 6127
D3
~
~
0 -1 17009
S
#17012
The end of a steamy cave~
   You have reached the end of the dark, steamy cave.  The hot air is being
blown back and forth through a small crack in the wall, nearly blowing your
torch out.  The walls vibrate with the loud whistle this produces.

   You are standing in several inches of muck.
~
69 1 6
D0
To the north is a periodically reverberating cave wall.
~
crack door wall~
1 -1 17014
D2
The cave continues to the south.
~
~
0 -1 17010
E
mud muck floor~
The icky sludge smells bad and is difficult to move through.
~
E
crack wall~
After looking closely, you make out a door disguised with volcanic rock.
~
S
#17013
A path through a dense forest~
   You are standing on a path, which leads north south through a dark, 
dense forest.  You can hear all manner of birds and creatures scurrying
about in the woods nearby
~
69 0 3
D0
~
~
0 -1 17015
D2
~
~
0 -1 17009
S
#17014
Top of a stairwell~
   You find yourself at the top of a spiral stairwell.  Burning bits of your
torch fall to reveal that it must descend about 100 feet!
~
69 1 3
D2
Hot air whistles around the edges of a door to the south.
~
door crack wall~
1 -1 17012
D5
The stairs sprial down into the dank depths.
~
~
0 -1 17018
E
torch~
Your torch sputters dimly and uncertainly in the humid air!
~
S
#17015
a path through a dense forest~
   You are standing on a path, which leads north south through a dark, 
dense forest.  You can hear all manner of birds and creatures scurrying
about in the woods nearby
~
69 0 3
D0
~
~
0 -1 17017
D2
~
~
0 -1 17013
S
#17017
a path through a dense forest~
   You are standing on a path, which leads north south through a dark, 
dense forest.  You can hear all manner of birds and creatures scurrying
about in the woods nearby
~
69 0 3
D0
~
~
0 -1 17019
D2
~
~
0 -1 17015
D3
~
~
0 -1 17055
S
#17018
Bottom of a stairwell~
   You are deep inside the mountain.  You're wading in about a foot of
warm water with patches of white and green algae floating on top.  It's going
to be slow going in here!  The foul, humid air makes your torch sputter
uncertainly.
~
69 1 3
D1
A corridor leads to the east.
~
~
0 -1 17020
D4
The stairs wind up into the darkness.
~
~
0 -1 17014
E
algae white green water~
Mostly harmless.
~
S
#17019
a path through a dense forest~
   You are standing on a path, which leads north and west through a dark, 
dense forest.  You can hear all manner of birds and creatures scurrying
about in the woods nearby
~
69 4 3
D2
~
~
0 -1 17017
D3
~
~
0 -1 17021
S
#17020
An east-west tunnel~
  You are standing in a tunnel leading east and west through the mountain.
~
69 1 3
D1
~
~
0 -1 17022
D3
~
~
0 -1 17018
S
#17021
A path through a dense forest~
   You are standing on a path, which leads north and east through a dark, 
dense forest.  You can hear all manner of birds and creatures scurrying
about in the woods nearby
~
69 0 3
D0
~
~
0 -1 17023
D1
~
~
0 -1 17019
S
#17022
A north-west bend~
   You see light to the north.
~
69 1 3
D0
You see light to the north.
~
~
0 -1 17024
D3
~
~
0 -1 17020
S
#17023
A path through a dense forest~
   You are standing on a path, which leads north and south through a dark, 
dense forest.  You can hear all manner of birds and creatures scurrying
about in the woods nearby
~
69 0 3
D0
~
~
0 -1 17025
D2
~
~
0 -1 17021
S
#17024
A north-south corridor~
   A sphinx with a woman's torso waits at an intersection to the north. You 
notice a small ridge running across the water here.  The sphinx tells you to
pass through the wall of force.
     "Round she is, yet flat as a board
      Altar of the Lupine Lords
      Jewel on black velvet, pearl in the sea
      Unchanged but e'erchanging, eternally
      Open her to pass"
~
69 0 3
D0
~
secret moon~
2 -1 17028
D2
The corridor bends to the south.
~
~
0 -1 17022
D4
~
~
0 -1 17026
E
small ridge water~
The water sticks up like a meniscus on an invisible wall here.
~
E
sphinx~
The gynosphinx eyes you and says, "You have to answer the riddle to pass."
~
S
#17025
A path through a dense forest~
   You are standing on a path, which leads north and south through a dark, 
dense forest.  You can hear all manner of birds and creatures scurrying
about in the woods nearby
~
69 0 3
D0
~
~
0 -1 17027
D2
~
~
0 -1 17023
S
#17026
On top of an invisible wall~
   A note is here.
~
69 0 6
D0
North of the wall a sphinx waits at an intersection.  A note is here.
~
~
0 -1 17024
D5
Back at the riddle~
~
0 -1 17024
E
note message~
The message says:
That's cheating.  The sphinx won't let you do that!
~
S
#17027
A path through a dense forest~
   You are standing on a path, which leads north and south through a dark, 
dense forest.  You can hear all manner of birds and creatures scurrying
about in the woods nearby
~
69 0 3
D0
~
~
0 -1 17029
D2
~
~
0 -1 17025
S
#17028
A four-way intersection~
   The corridor splits to form three dark branches here.
~
69 0 3
D0
~
~
0 -1 17034
D1
~
~
0 -1 17036
D2
~
secret moon~
2 -1 17024
D3
~
~
0 -1 17038
D4
~
~
0 -1 17026
E
put_sphinx_sentinel_here~
  You see a sphinx
~
S
#17029
A path through a dense forest~
   You are standing on a path, which leads south and west through a dark, 
dense forest.  You can hear all manner of birds and creatures scurrying
about in the woods nearby
~
69 0 3
D2
~
~
0 -1 17027
D3
~
~
0 -1 17031
S
#17031
A path through a dense forest~
   You are standing on a path, which leads north and east through a dark, 
dense forest.  You can hear all manner of birds and creatures scurrying
about in the woods nearby
~
69 0 3
D0
~
~
0 -1 17033
D1
~
~
0 -1 17029
S
#17033
A path through a dense forest~
   You are standing on a path, which leads north and south through a dark, 
dense forest.  You can hear all manner of birds and creatures scurrying
about in the woods nearby
~
69 0 3
D0
~
~
0 -1 17035
D2
~
~
0 -1 17031
S
#17034
A north-south corridor~
 You are standing in a north-south corridor, leading through
White plume mountain
~
69 1 3
D0
~
~
0 -1 17078
D2
You see light to the south.
~
~
0 -1 17028
S
#17035
A path through a dense forest~
   You are standing on a path, which leads north and south through a dark, 
dense forest.  You can hear all manner of birds and creatures scurrying
about in the woods nearby
~
69 0 3
D0
~
~
0 -1 17037
D2
~
~
0 -1 17033
S
#17036
An east-west corridor~
  You are standing in a corridor, which leads east and west.  other than
that, it is completely unremarkable
~
69 1 3
D1
~
~
0 -1 17042
D3
You see light from the west.
~
~
0 -1 17028
S
#17037
a path through a dense forest~
   You are standing on a path, which leads north and south through a dark, 
dense forest.  You can hear all manner of birds and creatures scurrying
about in the woods nearby
~
69 0 3
D0
~
~
0 -1 17039
D2
~
~
0 -1 17035
S
#17038
An east-west corridor~

~
69 1 3
D1
You see light from the east.
~
~
0 -1 17028
D3
~
~
0 -1 17088
S
#17039
a path through a dense forest~
   You are standing on a path, which leads north and south through a dark, 
dense forest.  You can hear all manner of birds and creatures scurrying
about in the woods nearby
~
69 0 3
D0
~
~
0 -1 17041
D2
~
~
0 -1 17037
S
#17041
A path through a dense forest~
   You are standing on a path, which leads north and south through a dark, 
dense forest.  You can hear all manner of birds and creatures scurrying
about in the woods nearby
~
69 0 3
D0
~
~
0 -1 17043
D2
~
~
0 -1 17039
S
#17042
An east-west corridor~
   The algae seems greener here.
~
69 1 3
D1
~
~
0 -1 17044
D3
~
~
0 -1 17036
E
put_hiding_greenslime_here~
&3~
S
#17043
A path through a dense forest~
   You are standing on a path, which leads north and south through a dark, 
dense forest.  You can hear all manner of birds and creatures scurrying
about in the woods nearby
~
69 0 3
D0
~
~
0 -1 6801
D2
~
~
0 -1 17041
S
#17044
A t-intersection~
  The corridor splits here.  To the south, you see a door with light shining
through the cracks.  The corridor continues to the north and west.
~
170 1 3
D0
~
~
0 -1 17046
D2
You hear no sounds behind the door, but the lights are on inside.
~
~
0 -1 17045
D3
~
~
0 -1 17042
S
#17045
A north-south hallway~
   Light comes from under a door to the south.
~
170 5 3
D0
~
~
0 -1 17044
D2
It's a large, oaken door.
~
door~
2 17003 17048
S
#17046
A north-south corridor~
   You see a room with five flesh golems to the north.  A note is here.
~
170 1 3
D0
You see five flesh golems.
~
~
0 -1 17054
D2
~
~
0 -1 17044
E
note message~
the message reads:
You need only kill the golem that does not belong.
~
S
#17048
A well lit room~
   As you enter this well lit, dry 30'X30' room, the door slams and locks
behind you!  There are closets to the south, east, west, up, and down.  I sure
hope the key is in one of them!
~
170 0 0
D0
A door leads out the way you came in.
~
door~
2 17003 17045
D1
You see the closet.
~
closet~
1 -1 17049
D2
You see the 2.closet.
~
2.closet~
1 -1 17050
D3
You see the 3.closet.
~
3.closet~
1 -1 17051
D4
You see the 4.closet.
~
4.closet~
1 -1 17052
D5
You see the 5.closet.
~
5.closet~
1 -1 17053
S
#17049
The closet~

~
170 0 0
D3
You see a well lit room.
~
closet~
1 -1 17048
E
three_shadows_and_falsekey~
&4~
S
#17050
The 2.closet~

~
170 0 0
D0
You see a well lit room.
~
2.closet~
1 -1 17048
E
potionofcharm_and_falsekey~
&6~
S
#17051
The 3.closet~

~
170 0 0
D1
You see a well lit room.
~
3.closet~
1 -1 17048
E
1200jewelry_falsekey_airelemental~
&7~
S
#17052
The 4.closet~

~
170 0 0
D5
You see a well lit room.
~
4.closet~
1 -1 17048
E
falsekey_wandsleep_doesn't_look_like_sleep~
&8~
S
#17053
The 5.closet~

~
170 0 0
D4
You see a well lit room.
~
5.closet~
1 -1 17048
E
40keys_real_is_28~
&9~
S
#17054
A well lit room~
   You enter a well lit, 30'X20' room with a door on the north wall.
~
170 0 3
D0
Stairs lead up to the north.
~
door~
1 -1 17056
D2
~
~
0 -1 17046
E
5golems_sentinels_onlyoneismean~
&10~
S
#17055
a path through a dense forest~
   You are standing on a path, which leads east-west through a dark, 
dense forest.  You can hear all manner of birds and creatures scurrying
about in the woods nearby
~
69 0 3
D1
~
~
0 -1 17017
D3
~
~
0 -1 17057
S
#17056
Stairs~
   You face a set of stairs that lead up into a dry passageway.
~
170 1 3
D2
A well lit room is to the south.
~
door~
1 -1 17054
D4
~
~
0 -1 17058
S
#17057
a path through a dense forest~
   You are standing on a path, which leads east-west through a dark, 
dense forest.  You can hear all manner of birds and creatures scurrying
about in the woods nearby
~
69 0 3
D1
~
~
0 -1 17055
D3
~
~
0 -1 17059
S
#17058
A turnstile~
   You are at a turnstile in a dry, upper passageway that leads to the east.
A set of stairs lead back down into the muck (yech!).
~
170 1 0
D1
You see light from the east.
~
~
0 -1 17060
D5
~
~
0 -1 17056
S
#17059
a path through a dense forest~
   You are standing on a path, which leads east-west through a dark, 
dense forest.  You can hear all manner of birds and creatures scurrying
about in the woods nearby
~
69 0 3
D1
~
~
0 -1 17057
D3
~
~
0 -1 17061
S
#17060
A scary platform~
   The stone platform you stand on is set into the side of a natural cave.
To the west, the passageway leads back into darkness.  To the east, you see
five precariously hung platforms that span a chasm to another passageway
entrance.  In the chasm below, scalding mud boils in wait of a victim.  Huge
geysers periodically spout up engulfing the platforms!
~
170 0 0
D1
~
~
0 -1 17062
D3
The platform swings before you hanging on a great chain.
~
~
0 -1 17058
S
#17061
a path through a dense forest~
   You are standing on a path, which leads east-west through a dark, 
dense forest.  You can hear all manner of birds and creatures scurrying
about in the woods nearby.
~
69 0 3
D1
~
~
0 -1 17059
D3
~
~
0 -1 13703
S
#17062
First platform~

~
170 0 5
D1
The safety of the passageway is to the east.~
~
0 -1 17064
D3
~
~
0 -1 17060
S
#17064
Second platform~

~
170 0 5
D1
~
~
0 -1 17066
D3
~
~
0 -1 17062
S
#17066
Third platform~

~
170 0 5
D1
~
~
0 -1 17068
D3
~
~
0 -1 17064
E
put_geyser_sentinel~
&11~
S
#17068
Fourth platform~

~
170 512 5
D1
~
~
0 -1 17070
D3
~
~
0 -1 17066
S
#17070
Fifth platform~

~
170 512 5
D1
~
~
0 -1 17072
D3
The safety of the passageway is to the west.
~
~
0 -1 17068
E
put_geyser_sentinel~
&12~
S
#17072
A scary platform~
   You are grateful to be on the far end of the large, boiling chasm.  But
you dread the thought of the return trip!  The chasm lies to the east, and the
dry passageway leads on to the west.
~
170 516 0
D1
The platform swings before you hanging on a great chain.
~
~
0 -1 17074
D3
~
~
0 -1 17070
S
#17074
An east-west passageway~
   You walk down a small, dry passageway.  There is light coming from the
east.  You see a door to the west.
~
170 513 0
D1
~
~
0 -1 17076
D3
~
door~
1 -1 17072
S
#17076
Lair of the vampire~
   Before you lies the coffin of the horrible Vampire Amelia!
~
170 513 0
D3
~
~
1 -1 17074
E
vampire_infravision_senselife_drain_charm_whelm~
&13~
S
#17078
A north-south corridor~
  Steps ascend to higher, dryer ground.
~
170 1 3
D2
~
~
0 -1 17034
D4
The stairs go up to a door.
~
~
0 -1 17080
S
#17080
Top of stairs~
   You are at the top of dry, sturdy stairs.  A door lies to your north.  The
stairs lead back into the mire bellow you.
~
170 1 1
D0
This is a rather sturdy door.
~
door sturdy~
1 -1 17082
D5
Back down there?  Yuck!
~
~
0 -1 17078
S
#17082
A huge bubble~
   You stand on an outcropping of volcanic rock, domed on top by a Huge 
bubble!  Outside the bubble's protective membrane, the water that must fuel
the volcano's plume boils fiercely.  To the north you see great, gilded
doors decorated with a rather ornate visage of Poseidon.
~
170 512 1
D0
~
door doors poseidon visage~
1 -1 17084
D2
~
door~
1 -1 17080
E
door doors poseidon visage~
What beautiful golden doors!  Too bad they're so Heavy.
~
E
bubble membrane water boil dome~
The membrane feels tender to the touch and the water scalding.  It would
really be a shame if it broke!
~
E
giant_crab~
&14~
S
#17084
Hall of Poseidon~
   You stand at the south end of a short hallway.  Flaming torches are fixed
on the walls with coral.  The walls and floor are of shiny brass.  At the
north end, a glowing trident rests on a pedestal!
~
170 512 0
D0
The famous trident Wave waits to the north!
~
~
0 -1 17086
D2
To the south is the chamber of the guardian crab.
~
doors door poseidon visage~
1 -1 17082
S
#17086
Wave's pedestal~
   The trident Wave lies before you, glowing with power.....

                     ........It stirs!
~
170 512 0
D2
~
~
0 -1 17084
E
mimic_with_wave~
&14~
S
#17088
A drop-off~
   The floor has dropped out from under you!

   Good thing you weren't wearing any more armor...as it is, you can swim
to the north or east.
~
170 1 3
D0
~
~
0 -1 17090
D1
You see a light from the east.
~
~
0 -1 17038
E
floor bottom~
It is too deep to feel the floor here.
~
S
#17090
A north-south corridor~
   The corridor runs north and south.
~
170 1 3
D0
~
~
0 -1 17092
D2
~
~
0 -1 17088
S
#17092
Foot of the stairs~
   You stand at the foot of some old stairs.  They lead up into a small, dry
passage.  More muck is to the south.
~
170 1 3
D2
~
~
0 -1 17090
D4
~
~
0 -1 17094
E
hiding_ghouls_paralysis~
&15~
S
#17094
A small passage~
   You crouch in a small, dry passageway at the top of some stairs.  The
passage bends further to the west.
~
170 1 1
D3
~
~
0 -1 17096
D5
Back into the murky corridors (Yuck!)
~
~
0 -1 17092
S
#17096
A bend in the passage~
   You are at an east-south bend in the passageway.  You see light coming
from a door to the south.
~
170 1 1
D1
~
~
0 -1 17094
D2
~
door~
1 -1 17098
S
#17098
Top of Huge stairs~
   You stand at the top of an Enormous set of stairs.  Each step is about 15
feet long and 6 feet deep!  On successive step below you are giant crayfish,
giant scorpions, half shark-half lion beasts, and a door.
~
170 0 3
D0
~
door~
1 -1 17096
D5
~
~
0 -1 17100
S
#17100
Second giant step~
   You stand on the second giant step.
~
170 512 3
D4
~
~
0 -1 17098
D5
~
~
0 -1 17102
E
one_giant_crawfish_here~
&16~
S
#17102
Third giant step~
   You stand on the third giant step.
~
170 512 3
D4
~
~
0 -1 17100
D5
~
~
0 -1 17104
E
scorpion giant~
The scorpion looks like an illusion when examined closely.
~
S
#17104
Fourth giant step~
   You stand on the fourth giant step.
~
170 512 3
D4
~
~
0 -1 17102
D5
~
~
0 -1 17106
E
sea lion shark~
The sea lion has the back half of a shark and the front half of a lion.
~
E
one_sea_lion~
&17~
S
#17106
Bottom step~
   You stand at the bottom of the Enormous stairs.  A small wooden door,
swollen with moisture, is set in the floor.
~
170 512 3
D4
~
~
0 -1 17104
D5
~
door wooden~
1 -1 17108
S
#17108
A warm, dry cave~
   You land in a warm, dry cave.  The walls are covered in furs, and a pot of
soup cooks on a tripod.
~
170 512 0
D4
You see brighter light from above.
~
door wooden~
1 -1 17106
E
ogremagi_with_blackrazor~
&19~
S
#17300
Edge of Crater~
You are standing at the edge of a large crater.  Visible at the center, far
below you, is a large metallic structure.  The sides of the crater are steep,
but don't appear to be unclimbable.
~
0 0 5
D3
Back the way you came.  How boring.~
~
0 0 16023
D5
Lots of loose rock & dirt.  Not impossible to climb down or up, but I wouldn't
be in too much of a hurry if I were you.~
~
0 0 17301
E
structure spaceship ship~
A large hulking structure, it looks like it must have fallen from the sky
and hit here with a great impact.
~
S
#17301
In the crater, by metallic structure~
You are at the bottom of a large crater.  A large metallic structure is in 
the center of the crater.  There is an open portal, west of you, in the
structure's otherwise seamless surface.
~
0 0 3
D4
Back up the crater wall.  Not easy, but you could probably climb it.
~
~
0 0 17300
D3
Into the structure through the open portal.
~
~
0 0 17302
E
portal~
A perfectly rectangular hole in the side of the structure, it is about a foot
off of ground level.  Shadows prevent you from seeing inside.
~
S
#17302
Airlock~
You stand within the airlock of a derelict spaceship.  The outer door is
missing to the east, the inner door is closed to the west.  A ghostly
illumination comes from the ceiling.  A small sign is on the wall.
~
0 8 0
D1
Yep, the crater is still out there.
~
~
0 0 17301
D3
There is a card slot with a yellow outline next to the door.
~
door airlock~
2 17302 17304
E
door~
It is flush with the wall, and is too thick to batter through.
~
E
sign~
A small plaque, saying "Dragavon was here.  Report any problems in this
area to him.  We thank you for your coooperation."
~
S
#17303
Dragavon's Inner Chamber~
A GOD lives here?  In THIS mess?  This is easily the largest pile of . . .
stuff you have ever seen.  Things are strewn about with little or no regard
for size, breakability or value.  There are scorch marks on the higher
walls, proof that the resident is one of True Dragons.  You get the feeling
that if you rummaged around in here long enough, you could find just about
anything.
~
0 8 0
D4
The mundane world is visible in a four-dimensional tesseract above you.
~
~
0 0 3001
S
#17304
Storage Area~
Of course, the area closest to the airlock is where the spacesuits were 
kept.  There are none here any longer.  The main corridor for this deck
goes to the north and south.
~
0 8 0
D0
A narrow corridor heads to the north, where there is a four-way
intersection.
~
~
0 0 17318
D1
Back into the airlock, there is a passkey slot (yellow) on this side.
~
airlock door~
2 17302 17302
D2
A narrow corridor heads to the south.
~
~
0 0 17305
E
airlock door~
Back into the airlock, there is a passkey slot (yellow) on this side.
~
S
#17305
North-South Corridor~
You are in a narrow corridor leading both north and south.  There is a door
flush in the east wall, with a button to open and close it here.
~
0 8 0
D0
A narrow corridor heads to the north.
~
~
0 0 17304
D1
A door with unintelligible writing on it.
~
east~
2 0 17321
D2
A narrow corridor heads to the south.
~
~
0 0 17306
S
#17306
North-South Corridor~
You are in a narrow corridor leading both north and south.  There is a door
in both the east and west walls.  There is some kind of brownish stain on
the wall here...you decide not to examine it too closely.
~
0 8 0
D0
A narrow corridor heads to the north.
~
~
0 0 17305
D1
A door with unintelligble writing on it.
~
east~
2 0 17322
D2
A narrow corridor heads to the south, where it then bends east.
~
~
0 0 17307
D3
A door with unintelligble writing on it.
~
west~
2 0 17331
E
stain brown~
Yeah, it's dried blood.  You just *had* to look, didn't you?
~
S
#17307
Bend in Corridor~
The corridor bends here, leading north and west.  More of those doors
to the east and south.  This is getting a little monotonous...
~
0 8 0
D0
A narrow corridor heads to the north.
~
~
0 0 17306
D1
A door with unintelligble writing on it.
~
east~
2 0 17323
D2
A door with unintelligble writing on it.
~
south~
2 0 17324
D3
A narrow corridor heads to the west.~
~
0 0 17308
S
#17308 
E-W Corridor~
You are in the east-west corridor of the ship.  There are doors to the north
and the south.  A small hole has been eaten in the floor.
~
0 8 0
D0
Another of those doors with something you can't read on them.
~
north~
2 0 17331
D1
The corridor heads east, where you see it bend to the north.~
~
0 0 17307
D2
Another of those doors with something you can't read on them.
~
south~
2 0 17325
D3
The corridor heads off to the west.
~
~
0 0 17309
E
hole~
Hmm, would you believe a powerful molecular acid did this?
~
S
#17309
E-W Corridor~
Corridor to the east and west, doors to the north and south.  There are some
scorch marks on the walls here.
~
0 8 0
D0
Yet another door with something you cant read on it, on the north wall.
~
north~
2 0 17330
D1
The corridor heads east.
~
~
0 0 17308
D2
The typical scrawl of writing has had something added to it, a circle broken
with some squiggly lines painted on the door.
~
south~
2 0 17326
D3
The corridor heads west, where you see it bend to the north.~
~
0 0 17310
E
north~
It's too bad you can't read what's written on this door.  It might tell you
that...well, nevermind.  Go in and see for yourself.
~
E
south~
The southern door has had a circle with lines coming out of it painted on
it in red.  I wonder what it means?
~
S
#17310
Bend in Corridor~
The corridor bends here, going both north and east.  A door is on the south
wall.
~
0 8 0
D0
The corridor heads off to the north.
~
~
0 0 17311
D1
The corridor heads off to the east.
~
~
0 0 17309
D2
A door with unintelligible writing on it.
~
south~
2 0 17327
D3
Hmm, it looks like there is a crawlspace going that way.
~
~
0 0 17328
S
#17311
N-S Corridor~
The corridor heads north and south, with a door on the east wall.  A panel
on the ceiling has fallen out, and there is some wiring dangling down.
~
0 8 0
D0
The corridor heads off to the north.
~
~
0 0 17312
D1
A door with something you can't read written on it.
~
east~
2 0 17330
D2
The corridor heads south, where it bends to the east.~
~
0 0 17310
E
wiring panel~
Nope, nope.  Just wires.  No tentacles, no electricity in the wires.  Honest.
Maybe you should stand over THERE, though, just in case.
~
S
#17312
N-S Corridor~
The corridor heads north and south, with a door to the east.
~
0 8 0
D0
The corridor heads north with monotonous regularity.
~
~
0 0 17313
D1
The door seems to have some mildew on it, as well as that odd writing.
~
east~
2 0 17332
D2
The corridor heads south.
~
~
0 0 17311
S
#17313
N-S Corridor~
The corridor heads off to the north and south.
~
0 8 0
D0
~
~
0 0 17314
D2
~
~
0 0 17312
S
#17314
N-S Corridor~
The corridor heads north and south, there is a door to the east.  It looks 
like something with large claws was trying to get through the door.
~
0 8 0
D0
The corridor heads north, where it bends to the east
~
~
0 0 17315
D1
Even if you could read this writing, you couldn't read what was on this door,
as the claw-marks have almost removed it.  My, I wouldn't want to find what
did that!
~
east~
2 0 17335
D2
The corridor heads south.
~
~
0 0 17313
E
door~
Something *big* was trying to get in here.  It almost succeeded, but the
door remains in one piece.
~
S
#17315
Bend in Corridor~
The corridor bends, going both south and east here.  The floor hums slightly
beneath your feet.
~
0 8 0
D1
The corridor heads east, where the glow from the ceiling ends.
~
~
0 0 17316
D2
The corridor heads south.
~
~
0 0 17314
D3
There seems to be a crawlspace going in that direction.
~
~
0 0 17329
S
#17316
E-W Corridor~
The corridor heads east and west, with a door leading south.  The glowing
ceiling panels common elsewhere in the ship are not working here, and the
floor is humming loudly beneath your feet.
~
0 9 0
D1
The corridor heads east, back into the light.
~
~
0 0 17317
D2
~
south~
2 0 17335
D3
The corridor heads west, back into the light.
~
~
0 0 17315
S
#17317
Bend in Corridor~
The corridor bends here, going south and west.  The floor hums slightly
beneath your feet.
~
0 8 0
D2
The corridor heads south to a four-way intersection.
~
~
0 0 17318
D3
The corridor heads west, where the illumination seems to have failed.
~
~
0 0 17316
S
#17318
N-S Corridor~
You are in a corridor heading north and south, which has passages heading
east and west as well.
~
0 8 0
D0
The corridor heads north, where it bends to the west.
~
~
0 0 17317
D1
An entrance to a room, you can see a table with chairs in there.
~
~
0 0 17320
D2
The corridor heads south to the storage area.
~
~
0 0 17304
D3
A small passage west leads to a ladder.
~
~
0 0 17334
S
#17319
Galley~
You are in the ship's galley.  While there are some traditional cooking tools
here, most of the wall is taken up by the venda-matic mark II auto-chef.  The
only exit is back the way you came.
~
0 8 0
D2
The mess hall is back that way.
~
~
0 0 17320
S
#17320
Mess Hall~
Two tables, several chairs...all bolted down to the floor and sliding on
rails.  There is a small room to the north.  One of the chairs looks like
it has been damaged.
~
0 12 0
D0
~
~
0 0 17319
D3
~
~
0 0 17318
E
chair~
It looks like someone was sitting in it, and bent the handrails in a burst
of hysterical strength.  Bent the chair back backwards too, like they were
arching back at the same time.  Maybe you don't want to know what happened 
here.
~
S
#17321
Bunkroom~
Two sleeping bags are attached to the wall here, it looks like there are 
several spots on the wall where drawers, desk space, etc could be pulled out.
The only exit is back the way you came.
~
0 8 0
D3
The door leads back out into the corridor.
~
west~
0 0 17305
S
#17322
Bunkroom~
Two sleeping bags are attached to the wall here, it looks like there are 
several spots on the wall where drawers, desk space, etc could be pulled out.
The only exit is back the way you came.
~
0 8 0
D3
The door leads back out into the corridor.
~
east~
0 0 17306
S
#17323
Bunkroom~
Two sleeping bags are attached to the wall here, it looks like there are 
several spots on the wall where drawers, desk space, etc could be pulled out.
The only exit is back the way you came.
~
0 8 0
D3
The door leads back out into the corridor.
~
west~
0 0 17307
S
#17324
Bunkroom~
Two sleeping bags are attached to the wall here, it looks like there are 
several spots on the wall where drawers, desk space, etc could be pulled out.
The only exit is back the way you came.
~
0 8 0
D0
The door leads back out into the corridor.
~
north~
0 0 17307
S
#17325
Bunkroom~
Two sleeping bags are attached to the wall here, it looks like there are 
several spots on the wall where drawers, desk space, etc could be pulled out.
The only exit is back the way you came.
~
0 8 0
D0
The door leads back out into the corridor.
~
north~
0 0 17308
S
#17326
Bunkroom~
Two sleeping bags are attached to the wall here, it looks like there are 
several spots on the wall where drawers, desk space, etc could be pulled out.
There is a truly nasty odor in here, reminding you of plague victims.
The only exit is back the way you came.
~
0 8 0
D0
The door leads back out into the corridor.
~
north~
0 0 17309
S
#17327
Bunkroom~
Two sleeping bags are attached to the wall here, it looks like there are 
several spots on the wall where drawers, desk space, etc could be pulled out.
The only exit is back the way you came.
~
0 8 0
D0
The door leads back out into the corridor.
~
north~
0 0 17310
S
#17328
South Access Crawlway~
You are in a maintenance crawlway that heads north.  There is an exit to
the east back into the corridor.  Various pipes, tubes, ducts and wiring
trunks are here.
~
0 9 1
D0
The crawlspace heads north.
~
~
0 0 17329
D1
An access hatch back into the corridor.
~
~
0 0 17310
S
#17329
North Access Crawlway~
You are in a maintenance crawlway that heads south.  There is an exit to
the east back into the corridor.  Various pipes, tubes, ducts and wiring
trunks are here.
~
0 9 1
D1
An access hatch back into the corridor.
~
~
0 0 17315
D2
The crawlspace heads south.
~
~
0 0 17328
S
#17330
Library~
Well, you have no idea how the library computers work, or even what they 
really are.  Nonetheless, this is the library, and there are several terminals
here for the crew's use.  There are exits to the west and south.
~
0 8 0
D2
Back out to the corridor.
~
south~
2 0 17309
D3
Back out to the corridor.
~
west~
2 0 17311
S
#17331
Rec Room~
More hi-tech stuff you absolutely cannot figure out--video games, TV/VCR, and
other somesuch.  Nothing here is of any real interest or use to you.
~
0 8 0
D1
Back out to the corridor.
~
east~
2 0 17306
D2
Back out to the corridor.
~
south~
2 0 17308
S
#17332
Showers~
Various hygenic stations are here--zero-G flush toilet, sonic shower, and
even a bidet.  Exits are north and west.
~
0 9 0
D0
A passage leads into a large, dark room.~
~
0 0 17335
D3
Back to the corridor.
~
west~
2 0 17312
E
shower~
It looks like it would be quite an experience, stand here, flip this lever 
and have every bit of dirt shaken off of you by ultrasonics...then again,
maybe not.
~
E
lever~
Your practiced adventurer's eye tells you that the lever has more than one
function.
~
S
#17333
Secret Compartment~
Hey, a secret compartment!  This must be where they kept the contraband...
~
D4
Back into the shower room.
~
~
0 0 17332
S
#17334
Ladder~
You are in a small space with a ladder leading both up and down from here.
You see a corridor to the east.
~
0 8 0 
D1
Leads to a four-way intersection in a corridor.
~
~
0 0 17318
D4
~
~
0 0 17336
D5
~
~
0 0 17363
S
#17335
Zero-G Gym~
Quite a bit of gym equipment designed for no gravity workouts.  This large 
room reeks of sweat and ... blood?  There are exits to the north, south and
west.
~
0 9 0
D0
This door leads out to a dark corridor.
~
north~
2 0 17316
D2
This passage leads into a smaller dark room.
~
~
0 0 17332
D3
Back into the corridor.
~
west~
2 0 17313
S
#17336
Ladder area of corridor~
Here in the corridor is the ladder to the lower decks.  The corridor continues
north and south.
~
0 8 0
D0
The corridor goes to the north.
~
~
0 0 17348
D2
The corridor goes to the south.
~
~
0 0 17337
D5
The ladder goes down to the next deck.
~
~
0 0 17334
E
ladder~
Oh, the ladder looks perfectly safe.  Honest.  Really!
~
S
#17337
Narrow corridor~
You are in a narrow corridor in the top level of the ship (you think).  You can
go north or south along the corridor, or west there lies another of those
doors.
~
0 8 0
D0
The corridor leads north, where you see a ladder going down.
~
~
0 0 17336
D2
The corridor leads south, where it bends to the west.
~
~
0 0 17338
D3
This door is different than the others, in that it has a slot next to it
with a red outline.  You still can't reads what's written on it though.
~
door red west~
2 17301 17353
E
door red west~
This door is different than the others, in that it has a slot next to it
with a red outline.  You still can't reads what's written on it though.
~
S
#17338
Bend in the narrow corridor~
The narrow corridor bends west and south from here.  A puddle of oil covers
much of the floor, you have to pick your way carefully to avoid slipping.
~
0 8 1
D0
The corridor leads north.  How exciting.
~
~
0 0 17337
D3
The corridor leads west.  Just as exciting as the corridor going north.
~
~
0 0 17339
S
#17339
Narrow Corridor~
The corridor here goes east and west.  Another door is to the north.  There
is an odor of decay here.
~
0 8 0
D0
You can't read this language, quit trying.  You notice a red slot next to
the door.
~
red door north~
2 17301 17353
D1
The corridor leads east where it bends to the north.
~
~
0 0 17338
D3
The corridor leads west, where it bends to the north.
~
~
0 0 17340
E
red door north~
You still can't read the language, and the red slot by the door hasn't moved.
~
S
#17340
Bend in the Narrow Corridor~
The corridor, no less narrow, goes both north and east from here.  Was that
something moving in those pipes there?
~
0 8 0
D0
The corridor heads north, where it looks like the lights are flickering.
~
~
0 0 17341
D1
The corridor heads east.
~
~
0 0 17339
S
#17341
Narrow Corridor~
The corridor heads both north and south from here.  The lighting flickers
here, and will probably fail some day.
~
0 8 0
D0
The corridor heads north.  You think you see something moving up ahead in
the shadows.
~
~
0 0 17342
D2
The corridor heads south, where it bends to the east.
~
~
0 0 17340
E
light~
Actually, it'll never go out unless someone comes in here and edits the world
file to put it out.  Not bloody likely.  But the flickering looks kinda neat...
~
S
#17342
Bridge Entrance~
The corridor goes north and south, past the door leading to the Bridge.  Not
that you can read the writing on the door that says "Ship's Bridge" on it
but trust me, that's where it goes.
~
0 8 0
D0
The corridor goes north, how dull.
~
~
0 0 17343
D1
What, don't you trust me?  That door leads to the bridge!
~
door bridge~
2 0 17352
D2
Looking south, you see the lights are flickering further down the corridor.
~
~
0 0 17341
E
door bridge~
What, don't you trust me?  That door leads to the bridge!
~
S
#17343
Narrow corridor~
The corridor here goes north and south.  No other exits are apparent.
~
0 8 0
D0
The corridor goes north, where you see it bend to the east.
~
~
0 0 17344
D2
The corridor goes south.
~
~
0 0 17342
S
#17344
Bend in the narrow corridor~
The corridor goes both east and south from here.
~
0 8 0 
D1
The corridor goes east.
~
~
0 0 17346
D2
The corridor goes south.
~
~
0 0 17343
S
#17345
Observation Dome~
A single swiveling chair is in the center of this clear dome, which must
have given a truly awe-inspiring view of the Infinite Void when this ship
was in space.  Now all you see are the walls of the crater around the ship.
All that the view inspires now is a yawn.
~
0 8 0
D5
Yep, the bridge is still down there.
~
~
0 0 17352
E
chair~
It looks truly comfy, and well sat-in.  You notice some writing on the back.
~
E
writing~
Hey!  You can actually *read* this writing!  It says:
"This Comfy Chair is the property of the Spanish Inquisition."
"Be the first to mention this cheesy joke to Dragavon and win a prize!
Characters higher than 8th level need not apply.  Offer void where
prohibited.  All rights reversed.  This offer not valid where taxed."
~
S
#17346
Narrow Corridor~
More narrow corridor.  More pipes on the walls.  More wiring visible through
broken conduits.  More of the same to the east and west.  And more of that
unreadable writing on the door to the south.  More.  More!  MORE!!!
~
0 8 0
D1
The corridor leads east, where it turns to the south.
~
~
0 0 17347
D2
This door (with unreadable writing) looks like something was punching it
from the inside.  Something strong.  Something *big*.
~
door south~
2 0 17350
D3
The corridor leads west, where it turns south.
~
~
0 0 17344
E
door~
This door (with unreadable writing) looks like something was punching it
from the inside.  Something strong.  Something *big*.
~
S
#17347
Bend in the narrow corridor~
The corridor goes south and west from here.  The excitement just goes on..and
on..and on...still going!  Nothing outlasts the narrow corridor!
~
0 8 0 
D2
The corridor goes south...and goes...and goes...
~
~
0 0 17348
D3
The corridor goes west.  You hear a faint rustling from that direction.
~
~
0 0 17346
S
#17348
Narrow corridor~
In addition to the corridor stretching north and south, there is a door on
the west wall.  Some deep marks in the floor make it look like someone
needed a pedicure really badly.
~
0 8 0
D0
The corridor heads north, where it bends to the west.
~
~
0 0 17347
D2
The corridor heads south, where the ladder down is visible.
~
~
0 0 17336
D3
The door has something illegible written on it.  It is otherwise unremarkable.
~
door west~
2 0 17351
S
#17349
Computer Room~
This entire room looks like the set from _Alien_, thousands and thousands
of lights that don't appear to serve any function whatsoever.  There is a
lone computer screen and keyboard here.  A small red light is blinking on 
the keyboard; I think that means the computer is down.
~
0 8 0
D2
Back the way you came, to the bridge.
~
~
0 0 17352
E
screen~
A vivid 24-bit color picture of a dragon in flight is on it, with the legend
"Dragavon was here" underneath it.  Pretty!
~
E
computer keyboard~
A small bit of (readable!) printout says things like "Everybody always hits
my keys."  "My peripherals never talk to me."  "My disk is always floppy."
Looks like the computer is down, all right.
~
S
#17350
Sickbay~
There are a few beds in here, along with a large, coffin-like apparatus with
a lot of wiring leading to and from it; much of the wiring has been ripped
into so much multi-colored spaghetti.
~
0 8 0
D0
Back to the narrow corridor.
~
door north~
2 0 17346
E
autodoc medidoc medic~
Figuring out what the coffin-like thing is won't make it work, sorry.
~
S
#17351
Guest's Quarters~
These are the quarters that a paying guest would stay in.  Rather spartan,
but its a step up from the bunkrooms below.  Definitely economy-fare.
~
0 8 0
D1
This way leads back to the narrow corridor.
~
door east~
2 0 17348
S
#17352
Ship's Bridge~
The bridge of this ship has several seats with panels and controls at them.
Nothing is lit here, but there is some light streaming in from above.
Some areas of the bridge have been trashed by something large and determined
to get from point A to point B THROUGH object C.  There are exits north,
south and west, with a small ladder going up to where the light is coming 
from.
~
0 8 0
D0
This door is partially open no matter what, you can see evidence of many
small lights in the room beyond.
~
north~
2 0 17349
D2
This door is a bit out of the way, and has a red slot next to it.
~
south red~
2 17301 17353
D3
An utterly dull, featureless door.
~
west~
2 0 17342
E
ladder~
It looks underused.
~
S
#17353
Captain's Quarters~
You have found the captain's stateroom, an opulent affair done in red velvet.
Not to mention handcuffs, a whipping-post and ... well, nevermind that.
Everything in here has a partially-eaten look to it, as if many hundreds of
tiny jaws had been frantically devouring anything in sight.
~
0 8 0
D0
Another of those red-slotted doors, from the other side now.
~
north~
2 17301 17352
D1
A door with a red slot next to it.
~
east~
2 17301 17337
D2
A door with a red slot next to it.
~
south~
2 17301 17339
S
#17354
Cargo Bay~
You are in a large, cavernous cargo bay within the ship.  Many large
containers are lying about here.  Some of them have been ripped open and
their contents scattered about in pieces.  Exits lead in all directions.
~
0 8 0
D0
You can pick your way along the containers to the northeast corner.
~
~
0 0 17361
D1
A narrow passage back to the lower ladder annex.
~
~
0 0 17363
D2
You can pick your way along the containers to the southeast corner.
~
~
0 0 17355
D3
You can pick your way along the containers to the center of the bay.
~
~
0 0 17362
E
container~
Shredded, ripped and otherwise mangled, there is nothing of value within.
~
S
#17355
Cargo Bay~
You are in the southeast corner of the cargo bay.  More shredded containers
lie around.  Some of them used to contain colorful liquids, which have
pooled on the floor.  (Watch your step, slippery when wet)
~
0 8 1
D0
You can pick your way through the containers north.
~
~
0 0 17354
D3
You can pick your way through the containers west.
~
~
0 0 17356
S
#17356
Cargo Bay~
You are in the southern part of a large cargo bay.  There are fewer
containers here, but still nothing of any value.  
~
0 8 0
D0
You can pick your way through the containes to the center of the cargo bay.
~
~
0 0 17362
D1
You can pick your way through the containers to the southeast corner.
~
~
0 0 17355
D3
You can pick your way through the containers to the southwest corner.
~
~
0 0 17357
S
#17357
Cargo Bay~
More containers are lying about here; however, instead of the normal
disorder in other parts of the cargo bay, they seem to have been arranged
to form a barricade to the north; a barricade which didn't stop whatever
wanted to come out.
~
0 8 0
D0
You can go through the barricade to the north.
~
~
0 0 17358
D1
You can pick your way along the containers to the east.
~
~
0 0 17356
S
#17358
Exit to lower levels~
This area is devoid of containers, as they were all pulled to form
barricades blocking off the rest of the cargo bay.  The barricades to the
north and the south are broken through, but the way east is blocked by a
wall of boxes.  A large door is to the west.
~
0 8 0
D0
You can go through the barricade to the north.
~
~
0 0 17359
D2
You can go through the barricade to the south.
~
~
0 0 17357
E
door writing~
The door reads:

                                ** DANGER **
                 
                         Infestation present beyond.
                 
                                DO NOT ENTER
                          BY ORDER OF THE EMPEROR
~
S
#17359
Cargo Bay~
You are in the northwest corner of the cargo bay.  The cannisters here were
piled to the south in an attempt to form a barricade which failed.  There
are several bloodstains on the floor...at least you *think* they are 
bloodstains.
~
0 8 0
D1
You can make your way west through the containers.
~
~
0 0 17360
D2
You can go through the barricade to the south.
~
~
0 0 17358
E
stain blood bloodstain~
Well, you would be more sure that these stains were blood if you could
think of anything that bled GREEN...
~
S
#17360
Cargo Bay~
Welcome to the Northern part of the cargo bay.  There are more containers 
around here...it looks like something broke OUT of some of them.
~
0 8 0
D1
You can pick your way though the containers to the northeast corner of the
cargo bay.
~
~
0 0 17361
D2
You can pick your way through the containers to the center of the cargo
bay.
~
~
0 0 17362
D3
You can pick your way through the containers to the northwest corner of the
cargo bay.
~
~
0 0 17359
S
#17361
Cargo Bay~
And now for something different...most of these containers are still
intact!  What a pity you don't have any way to open them...
~
0 8 0
D2
You can pick your way through the containers to the south.
~
~
0 0 17354
D3
You can pick your way through the containers to the west.
~
~
0 0 17360
E
container containers~
You can almost *see* the many valuable gems and precious metals that must
be hiding in these things.  Just out of your reach...right in there...wait.
That container seems to be moving.  Maybe it's just as well you can't get
IN them because it looks like something cant get OUT either...
~
S
#17362
Center of Cargo Bay~
You are in the center of the cargo bay.  Containers lie everywhere, but are
especially thick to the west, where they have been piled into a large
makeshift barricade, block movement in that direction.
~
0 8 0
D0
You can pick your way north through the containers.
~
~
0 0 17360
D1
You can pick your way west through the containers.
~
~
0 0 17354
D2
You can pick your way south through the containers.
~
~
0 0 17356
S
#17363
Lower ladder annex~
This small alcove has a ladder leading up into the ship, and an exit to
a large area to the west.
~
0 8 0
D3
You see a large area with many containers that way.
~
~
0 0 17354
D4
The ladder leads up to the lower decks.
~
~
0 0 17334
E
ladder~
Oh, the ladder looks perfectly safe.  Honest.  Really!
~
S
#17990
Turnip's Vegetable Farm~
   You see rows upon rows of planted turnips in a the perfect farm setting.
There are blankets and several odds and ends strewn about the ground
as well as a HOME SWEET HOME embroidery tacked to a wooden fence that
surrounds the field.

~
63 0 0
D0
~
~
0 -1 3001
D1
~
~
0 -1 17999
D2
~
~
0 -1 1103
S
#17995
Corym's Chamber~
     This circular chamber contains many trophies from the desert,
including a collection of valuable gemstones taken from the ruins of Thalos
and all four keys to the Pyramid of Akin-Ra.  A complete set of Purple
Worm's teeth hang on one wall, while on the other side various armor and
armaments are mounted, awaiting Corym's return.  A thick Persian rug covers
the floor and a hanging tapestry conceals Corym's bedchamber.  Six windows
overlook an impressive Persian palace and the parched desert sands.  The
stairs come through the ceiling and continue down through an opening in the
floor.
~
53 0 0
D4
~
~
0 -1 17998
D5
~
warp~
2 3931 16000
S
#17996
Gambreezzi's Playroom~
4 rubber walls.~
53 8 0
S
#17997
Zyx's Experimentation Chamber~
     This room is completely empty.  You are faced with just the bare four
walls, floor, and ceiling.  When you turn there is no sign of the portal
through which you came.  You notice that all the walls glow dimly and
pulsate in a slow, even rhythm.  As you approach the wall, your hairs
crackle and stand on end in response to the potent magical energies
contained within. It is obvious that the forces captured here will dissipate
excess of any kind.
~
53 8 0
S
#17998
Zyx's Tower Room~
     The floor of this large round room is covered by a Persian rug of
intricate design.  An elaborate brass table sits in the center of the room,
and a comfortable divan invites you to rest.  Airy windows look out upon a
large Persian palace and a vast expanse of desert stretching off as far as
the eye can see.  A breeze blows through the windows, making this room an
island of pleasant shade in a sea of blazing heat.  A small fountain built
into the wall provides relief for your thirst.  Sitting on the table is a
beautifully enameled bottle, and a vaporous form in the shape of a large
muscled man floats above it.  The djinn awaits Zyx's command.
     There are four glowing rectangles on the walls, one in each of the
cardinal directions. The surfaces of each shimmer throughout the spectrum,
betraying the harnessed magical energies contained within. A small stairwell
descends to one side, and a hole in the ceiling permits a brass circular
stair to ascend far into the clouds above.
~
53 40 0
D0
~
~
0 -1 17800
D2
~
~
0 -1 3001
D3
~
~
0 -1 17997
D5
~
~
0 -1 17995
E
djinn genie man form~
     The djinn looks like a large, bare-chested Persian man.  He wears a
white loincloth, a gold bicep band and a matching earring.  He hovers here
in mid-air, waiting patiently with his arms crossed for Zyx's orders.  As
you look at him he smiles back at you.
~
S
#17999
Brutus's Torture Chamber~
    As you enter this black, brick-lined room, you immediately notice the 
astounding number of torture devices lining the walls as well as numerous red
stains which scrubbing can't remove.  Glancing around quickly, you see an iron
maiden,thumb screws, a stretching rack, and a whipping post before you shudder
and attempt to regain your composure.  Each is meticulously numbered and 
polished to a shine.  In the southeast corner of the room is a cozy little 
forge for heating various implements designed for Brutus's amusement and 
certainly not yours.  The only light comes from a 150-watt bulb swinging 
pendulum-like on a long wire from the ceiling.  In the North-West corner
of the room there is a large desk made completely out of different human 
bones.  Interestingly enough, you also observe a IN/OUT plastic filer on top
of the desk.
    There is only one window and whilst considering a quick exit, you notice
that a long, wooden plank extends out from it into the cloud-filled sky. 
~
44 0 0
D1
~
~
0 -1 17990
S
#18001
A path through a dense forest~
   You are standing on a path which leads westwards into a dense forest,
and eastwards into the city of Mordilnia.  The forest here is very
quiet, and it looks like this road is not often travelled

~
71 0 3
D1
~
~
0 -1 18205
D3
~
~
0 -1 18002
S
#18002
A path through a dense forest~
   You are standing on a path, inside a dense forest.  To the west, the path
vanishes into the forest, while to the east, you can see the forbidding
city wall of Mordilnia.  

~
71 4 3
D1
~
~
0 -1 18001
D3
~
~
0 -1 18003
S
#18003
A path through a dense forest~
   You are standing on a path, leading north and east through a dense forest.
To the east, you can hear the sounds of a large city, but the city itself
is obscured from view.  To the north, you can hear nothing.

~
71 0 3
D0
~
~
0 -1 18004
D1
~
~
0 -1 18002
S
#18004
A path through a dense forest~
   You are standing on path, which leads south and west through a dense
forest.  To the north, you can see the huge, hollowed out remnants of some
great tree.  
~
71 0 3
D0
~
~
0 -1 18008
D2
~
~
0 -1 18003
D3
~
~
0 -1 18005
S
#18005
A path through a dense forest~
   You are standing on a path which leads east west through a dense forest.
It is very quiet here, you can't hear the normal cricket and bird sounds that
you normally associate with a forest.
~
71 0 3
D1
~
~
0 -1 18004
D3
~
~
0 -1 18006
S
#18006
A path through a dense forest~
  You are standing on a path which leads east west through a dense forest.
The path changes size here, becoming larger to the west, and smaller to the
east.
~
71 0 3
D1
~
~
0 -1 18005
D3
~
~
0 -1 18007
S
#18007
A road through a dense forest~
  You are standing on a small road, which leads north and west through a 
dense forest.   A large sign has fallen by the roadside, gathering moss.
To the east, you faintly hear the sounds of the forest, but to the north,
you can hear nothing.
~
71 0 3
D0
~
~
0 -1 21001
D1
~
~
0 -1 18006
E
sign large~
Although you are not sure, it looks like the sign points north and reads
'Ershteep road'
~
S
#18008
A hollowed out tree-trunk~
   You are standing inside the hollowed out remnants of some ancient tree.
To the south, you can see the forest, while to the north, everything is 
swallowed by darkness
~
71 12 3
D0
~
~
0 -1 18009
D2
~
~
0 -1 18004
S
#18009
A hollowed out tree~
   You are standing inside a giant, hollowed out tree.   Inky blackness
greets you to the north, while the path to the south is somewhat less
dark and disturbing
~
71 9 3
D0
~
~
0 -1 18010
D2
~
~
0 -1 18008
S
#18010
The northern end of a hollowed out tree~
  You are standing at the northern end of a hollowed out tree trunk.  To the
north, a swamp greets you, beckoning you to enter and get your shoes all 
muddy.  To the south, the path is swallowed by darkness
~
71 9 3
D0
~
~
0 -1 18011
D2
~
~
0 -1 18009
S
#18011
A murky swamp~
  You are standing on a small path, which appears to lead north south through
a rather unpleasant smelling swamp.  To the south, the path appears to lead
through a hollowed out tree trunk, while to the north, the path winds through
the swamp
~
71 0 6
D0
~
~
0 -1 18012
D2
~
~
0 -1 18010
S
#18012
A smelly swamp~
  You are very deep inside an exceptionally smelly swamp..  The trail has
disappeared here, but some kind? soul has left large sticks at even intervals
through the waist deep water.  The sticks lead north and south
~
71 0 6
D0
~
~
0 -1 18013
D2
~
~
0 -1 18011
S
#18013
A smelly swamp~
   You are waist deep in water, in the middle of a smelly swamp.   To the
north, it looks a bit dryer, while to the south, you can see nothing but
swamp.  
~
71 4 6
D0
~
~
0 -1 18014
D2
~
~
0 -1 18012
S
#18014
A trail through a dense forest~
  You are standing on a trail, leading west and south through a dense forest.
To the south, you can see a large, and unpleasant looking swamp.  To the
west, you hear some noises, possibly some sort of habitation can be found
~
71 0 3
D2
~
~
0 -1 18013
D3
~
~
0 -1 18015
S
#18015
A path through a dense forest~
   You are standing on a path, which leads east and west through a dense 
forest.  To the west, you can hear the sounds of a village, or some other
habitation, while to the east, the ground becomes muddy and bog-like 
~
71 0 3
D1
~
~
0 -1 18014
D3
~
~
0 -1 15810
S
#18197
Outside the MidWest Gate of Mordilnia~
   You stand at the fringe of the wilderness; east of here lies the haven 
of the walls of Mordilnia.  You can hear the life of the city, and marvel at
its size.  
~
45 0 2
D1
~
gate~
1 -1 18198
S
#18198
Inside the MidWest Gate of Mordilnia~
   You are by two towers that have been built into the hard granite wall
with a strong iron gate in between; wicked, barbed spikes protruding up and
down along every other bar - like the hungry jaws of some demented 
nether-beast.
   Temple Road runs north and south from here, its dull, cobbled surface
visually muted by the windblown dust which forms a thin line over its flat
surface.  Eastward, you see the Temple of Mordilnia, in all its modest and
holy splendor.
~
45 0 1
D0
~
~
0 -1 18200
D1
~
~
0 -1 18199
D2
~
~
0 -1 18231
D3
~
gate~
1 -1 18197
S
#18199
The Temple of Mordilnia~
   The grand, marble floor of this holy house lies unscathed - though many
feet have tread its surface, both bare and shod.  The high-domed ceiling
shows a sky of many shades and hues.
   Midway from floor to ceiling, a balcony-like second floor stands, hand
woven tapestries adorning the smooth granite walls.  From here to the floor
above, a grand, spiralling stairway ascends, its polished cherrywood surface
casting a multitude of tiny daggers of reflected light into your eyes.
   Through the arched portal to the west, one can venture to Temple Road,
and the MidWest Gate, leading far out through the wilderlands.
~
45 8 0
D3
~
~
0 -1 18198
D4
~
~
0 -1 18281
S
#18200
Temple Road~
   Near the center of this long road, you look north and south for exits from
this long, tiring expanse of cobbled pavement.  South of here, you see the
inside of the MidWest gate, while southwest is its exit.  Southeast of here,
you spy a humble temple.  To the northeast, however, a grand, majestic oak
towers above the buildings of the city.
~
45 0 1
D0
~
~
0 -1 18201
D2
~
~
0 -1 18198
S
#18201
Temple Road~
   As you walk the long, seemingly endless variety of cobblestones which
make up this road, you notice a great vision of greenery to the east.
Turning to look, you see a majestic, gargantuan tree...certainly the largest
oak you've ever seen in a largely populated area.  It's singularity seems to
make it some sort of symbolic presence, like a talisman of ultimate nature
grasped cruelly in the stony talons of society.
   The road continues from here, both to the north and the south.
~
45 0 1
D0
~
~
0 -1 18202
D1
~
~
0 -1 18221
D2
~
~
0 -1 18200
S
#18202
Temple Road~
   You are standing on the Temple Road, which runs almost endlessly south
of here, and beginning just to the north.  An equipment shop lies to the
northeast, while you see a great oak to the southeast, filling the sky with
its beautiful greenery.  You marvel at its size and its solidity, within the
walls of an almost natureless city.
~
45 0 1
D0
~
~
0 -1 18203
D2
~
~
0 -1 18201
S
#18203
Temple Road~
   You are standing on the northernmost end of Temple Road, leading from the
inside of the NorthWest gate, just north of here.  The road continues south
from here, finally meeting with South Street at its southern end.  East of
here, you see the entryway to a small shop, which specializes in the selling
of basic equipment for adventuring needs.
~
45 0 1
D0
~
~
0 -1 18204
D1
~
~
0 -1 18232
D2
~
~
0 -1 18202
S
#18204
Inside the NorthWest Gate of Mordilnia~
   At the northwestern outskirts of town, the cobblestone road runs south
along Temple Road, and east through Opal Court and Diamond Street.  What
lies west, through the heavy iron gate and out of town, you'll not know
untill you venture that way.
~
45 0 1
D1
~
~
0 -1 18206
D2
~
~
0 -1 18203
D3
~
gate~
1 -1 18205
S
#18205
Outside the NorthWest Gate of Mordilnia~
   You are standing outside the Northwest gate of Mordilnia.  A large forest
lies to the west, and a trail leads westward into the forest.  
~
45 0 1
D1
~
gate~
1 -1 18204
D3
~
~
0 -1 18001
S
#18206
Opal Court~
   This semi-road, cobble stoned as is the rest of the city, heads north,
toward the town wall, and the jewelry shop above.  Glancing westward, you
see a gate leading out of town, while the scenery of the east flows toward
the center of Mordilnia, and a bit past it.
   The sounds of a forge can be heard nearby, and you wince at the deafening
revertebrations of the hammer as it meets the anvil, sending a ringing sound
through the streets, a sound not unlike that of heavy weaponry clashing
furiously in battle.
~
45 0 1
D0
~
~
0 -1 18207
D1
~
~
0 -1 18209
D3
~
~
0 -1 18204
S
#18207
Opal Court~
   You stand at the end of Opal Court, shadowed by the jewelry shop above;
the building seemingly levitating in mid-air.  Upon closer inspection,
however, you see that the building is built into the top of the wall
surrounding Mordilnia, with a strong, steel frame stairway leading up to the
front door of the establishment.
   Though the cobbled stone street here is shadowed by the building above it,
the stones have an almost supernatural polished gleam to them, as if
advertising the wares bought and sold daily just atop the stair...
~
45 0 1
D2
~
~
0 -1 18206
D4
~
~
0 -1 18208
S
#18208
Belmirek's Fine Jewelry~
   You stand in the typical shop of a jeweler; expensive carpeting, drapes,
crystalline display cases displaying the wares, and a sense of monetary loss,
even if nothing is bought or sold by you.
   The cloving scent of incense floats lazily about the room, calming the
mind and relaxing the muscles.  It, and the glittering gemstones, are the
only things of serenity in the room.
~
45 8 0
D5
~
~
0 -1 18207
S
#18209
Diamond Street~
   This is the westernmost end of Diamond Street.  Even farther west is
Opal Court, and the NorthWest Gate.  The cobblestone street is covered in
soot and ash, and the sounds of a forge can be heard, both coming from the
blacksmithy to the south.  A cleaner section of the street can be found
eastward.
~
45 0 1
D1
~
~
0 -1 18211
D2
~
~
0 -1 18210
D3
~
~
0 -1 18206
S
#18210
The Blacksmithy~
   You stand inside the sooty workshop of Mordilnia's Blacksmith.  The
walls and ceiling are blackened with heat and grime, giving you a good
impression of a fiery dragon's lair.  The floor is constructed of cobbled
stone, some of which has been worked loose over the years.  A large
assortment of armours and weapons hang from the walls here, and a giant
cauldron of cool, steel-quenching water lies in the center of the room,
waiting to extinguish the metal's heat.
~
45 8 0
D0
~
~
0 -1 18209
S
#18211
Diamond Street~
   The smell of roses, apples, and oranges wafts through the street here,
coming from a beautiful courtyard to the north.  The cobblestones in this
section of the street are so clean that they seem to have been polished with
great care, but to the west the street is filthy with ashes and soot.  To
the east, you see the town square.
~
45 0 1
D0
~
~
0 -1 18233
D1
~
~
0 -1 18212
D3
~
~
0 -1 18209
S
#18212
The Mordilnia Town Square~
   At the center of town, you see that Mordilnia bustles with activity, as
clouds of dust float lazily down the cobblestone street, marking the passing
of many people.  Here in the the heart of the town, you can see the groups
of establishments and small villas lining the streets.
   Diamond Street leads west from here, Blackraven Avenue leads east, and
Phantom Road leads south.  To the north, Wizard Way leads to the North Gate,
and beyond.
~
45 0 1
D0
~
~
0 -1 18234
D1
~
~
0 -1 18239
D2
~
~
0 -1 18213
D3
~
~
0 -1 18211
S
#18213
Phantom Road~
   The sun beats warmly down your back and on the street here.  A sense of 
friendliness and good cheer fills the air.  The cobblestone road runs north,
into the town square, and southward.  To the east, the sign of a small
tavern catches your eye.
~
45 0 1
D0
~
~
0 -1 18212
D1
~
~
0 -1 18214
D2
~
~
0 -1 18216
E
sign~
You see a wooden sign, hanging from above the doorway. It reads:
   'Der Ratskeller's Bar and Grille'
~
S
#18214
Der Ratskeller's Bar and Grille~
   You sense an air of peace and well-being here, as this is the palace of
drunken gossip and rest from adventure.  The hardwood floor is finely
polished and still shines, though many heeled boots have tried to scar its
surface in the past.  The building is illuminated by many small candles
hanging from oaken pillars, giving the room a warm, cheery glow.  Many
tables are sitting around the room, and a long, oaken bar sits against the
far wall.
~
45 8 0
D3
~
~
0 -1 18213
D4
~
~
0 -1 18215
S
#18215
The Inn of Der Ratskeller's~
   This room is made of finely polished wood, from which wafts a pleasant,
and somewhat familiar smell.  The sconces holding the candles which illuminate
the room are crafted from fine pewter, and the mahogany staircase leading
down to the Bar looks well cared for.
   A large tome rests on the desk here.
~
45 8 0
D5
~
~
0 -1 18214
E
tome book~
This is the book used by the Innkeeper to take note of the names of those who
stay at the Inn.
~
S
#18216
Phantom Road~
   You stand on Phantom Road, which leads north and south from here.  To
the west, you see The Apothecary Shop, where one can pay to have spells of a
beneficial sort cast to restore health and vigor.  Northeast from here, you
see Der Ratskeller's Bar and Grille, while The Executioner's Block lies to
the southwest.
~
45 0 1
D0
~
~
0 -1 18213
D2
~
~
0 -1 18218
D3
~
~
0 -1 18217
S
#18217
The Apothecary Shop~
   Standing in this humble building, you can see the vast amounts of holy
articles which serve as the rooms decor.  Splendid portraits of ancient
gods are hung neatly upon the walls, as well as intricately smithed golden
candelabras which hold herb-scented, multicolored candles of a respected
and lovely craft.  Vast, almost limitless tomes containing holy knowledge
fill countless shelves, as well as statuettes depicting deities of every
pantheon and creed.
   At the front of the shop, for that is the true purpose of this otherwise
saintly abode, sits a small, mahogany desk scarred by many years of loving
use by quill and scroll.
~
45 8 1
D1
~
~
0 -1 18216
S
#18218
Phantom Road~
   You are standing on Phantom Road, which continues to the north.  The
Executioner's Block lies west of here, and you see an Apothecary Shop to
the northwest.
~
45 0 1
D0
~
~
0 -1 18216
D3
~
~
0 -1 18219
S
#18219
The Executioner's Block~
   At the center of the intersection stands a large wooden stage of sorts.
At the southern edge of the stage, you see a podium, its ebony surface a
grim testament to the death which has been dealt here.
   In the center of the wooden stage, a guillotine stands, solemnly waiting
for its wicked blade to bite into flesh and bone.  Spectators of past
decapitations have always gasped at the meaty thump of a severed head
falling into the blood-lined interior of the bucket below.
   East of here, you see Phantom Road.  East Avenue runs south into South
Street from here, and oddly enough, you see an oak tree shading the grass of
the Town Common to the west.
~
45 0 1
D1
~
~
0 -1 18218
D2
~
~
0 -1 18222
D3
~
~
0 -1 18220
S
#18220
The Town Common~
   You stand on the soft, fragrant grasses of the Town Common, where those
who seek rest or socialization often venture.  You see many indications of
past loungings, such as soft indentations in the grass where someone has
briefly taken seat for lunch or small talk.  Small, wild flowers grow in
dense, well-distributed patches throughout the common, giving you a picture
of simplistic beauty.
   A great, towering oak resides west of here, shading that part of the
common and providing an adequate place of slumber.  The only irony to these
sights is the existance of the sadistic tool of death just east of here, a
great chopping block for those of unruly nature.
~
45 0 2
D1
~
~
0 -1 18219
D3
~
~
0 -1 18221
S
#18221
At The Great Oak~
   You stand at the thick base of the gargantuan Great Oak.  Its trunk is as
thick as any building in Mordilnia, a testimony to its great age.  None of the
inhabitants know how or why it is here, but some have guessed that it was
planted millennia ago by a wisened race of Druidic creatures, as a legacy of
their passing, and some traveller set up camp at its base, eventually deciding
to stay, building Mordilnia as a whole around this central figurehead of
nature and beauty.  No one has dared bring blade against this tree, for some
unspoken law, or perhaps a Druidic ritual, has forbade it.
   The Town Common lies east of here, shaded by the branches of the oak, while
the Temple Road is to the west.
~
45 0 3
D1
~
~
0 -1 18220
D3
~
~
0 -1 18201
S
#18222
East Avenue~
   As you stand here, you see that East Avenue continues southward, to
South Street, which eventually meanderes off into the Guild Roads.
   North of here, you see The Executioner's Block, and shiver uncomfortably
at the thought of your neck under the blade.  To the southeast, you see a
sign claiming that the door beneath it leads to the Bank of Mordilnia.
~
45 0 1
D0
~
~
0 -1 18219
D2
~
~
0 -1 18223
S
#18223
East Avenue~
   You are standing on East Avenue.  The street runs north, where you can
see a guillotine at its end, and southward to South Street.  Glancing to the
east, you see the reputable Bank of Mordilnia.
~
45 0 1
D0
~
~
0 -1 18222
D1
~
~
0 -1 18224
D2
~
~
0 -1 18225
S
#18224
The Bank of Mordilnia~
   You stand in the lavishly furnished bank of Mordilnia.  Soft, leather
upholstered couches line the walls, though they seem to show no signs of use,
past or recent.  The carpeted floor and paneled walls, accompanied by the
soft glow of the illuminating wall lamps suggest wealth and prosperity.  A
single, barred window lies to the east, behind which the bank teller makes
note of and executes all transactions.
   Through the door to the west, you see East Avenue.
~
45 8 0
D3
~
~
0 -1 18223
S
#18225
East Avenue~
   You stand on the southernmost end of East Avenue, which seems to lack any
prominant features...at least any worth mention.  The roadway continues north
and south from this point.
~
45 0 1
D0
~
~
0 -1 18223
D2
~
~
0 -1 18226
S
#18226
Intersection: East Avenue and South Street~
   You stand at an intersection, looking intently at your surroundings for
a hint of where you should travel.  East Avenue runs north from here,
eventually to the infamous executioner's block.  South Street runs both
west and east.  Along the westernmost section of te street, you see a few
shops and other buildings, while eastward the road abruptly ends, meandering
to the south, onto the Guild Roads.
~
45 0 1
D0
~
~
0 -1 18225
D1
~
~
0 -1 18227
D3
~
~
0 -1 18228
S
#18227
South Street~
   You are at the eastern end of South Street, which continues to the west
some distance untill merging with Temple Road.  Northwest of here lies East 
Avenue, and to the south you see the famous Guild Roads - so named for 
the almost central concentration of the guilds.
~
45 0 1
D2
~
~
0 -1 18243
D3
~
~
0 -1 18226
S
#18228
South Street~
   The dust which comes up from your walking is thick here; this road is less
travelled than the others.  It continues both to the east and west, turning
north to the immediate east onto East Avenue.
~
45 0 1
D1
~
~
0 -1 18226
D3
~
~
0 -1 18229
S
#18229
South Street~
   You stand on South Street, which continues to the east and west from here.
The cobbled stones of this street seem to be less worn, as this area is not
as often travelled as the other streets in the city.
~
45 0 1
D1
~
~
0 -1 18228
D3
~
~
0 -1 18230
S
#18230
South Street~
   You stand on the western end of South Street, which runs east of here.
To the north, Temple Road continues in that direction, with no end in sight.
~
45 0 1
D0
~
~
0 -1 18231
D1
~
~
0 -1 18229
S
#18231
Temple Road~
   You are standing at the southernmost end of Temple Road.  Its rough,
cobbled surface extends far to the north, and suddenly ends south of here,
turning eastward on South Street.  To the northeast, you see the Temple of
Mordilnia, just opposite the MidWest gate.
~
45 0 1
D0
~
~
0 -1 18198
D2
~
~
0 -1 18230
S
#18232
Heimslan's Surplus Equipment Shop~
   You stand in a small, comfortable shop.  The stone floor has a few rugs
thrown on it, so that wet or muddied adventurers have a spot to clean their
boots.  Shelves line the walls here, lined and neatly packed with a great
multitude of adventuring equipment; from bags to torches, and beyond.
~
45 8 0
D3
~
~
0 -1 18203
S
#18233
In Front of the Villa~
   You stand in the front yard of this lavish courtyard.  There is a
beautiful marble fountain of a dragon with water flowing from its mouth,
positioned in the center of the walkway.  Large apple and orange trees line
the sides of the building as you look at it, giving you a sense of peaceful
splendor.
   The fresh-cut lawn and exotic flowers show you that the owner of this
place has much wealth.
   Northward, through the marble support columns, is a large double door.
~
45 0 1
D2
~
~
0 -1 18211
S
#18234
Wizard Way~
   Nearly in the center of town, you can hear, if not taste, the goings-on of
the inhabitants.  The cobblestone road leads north, eventually out of town,
and south, into the Town Square and beyond.
~
45 0 1
D0
~
~
0 -1 18235
D2
~
~
0 -1 18212
S
#18235
Wizard Way~
   Here at the northernmost sector of town, you can still hear the sounds of
the wilderness, mixed in with the more familiar bustlings of civilization.
   To the north, a gate leads out of town, into the wilderness, and 
southward, the road continues.
~
45 0 1
D0
~
~
0 -1 18236
D2
~
~
0 -1 18234
S
#18236
Inside the North Gate of Mordilnia~
   You are inside the walls of the town, an unpaved dirt road leading north,
and Wizard Way leading southward. The walls look strong and new, but are
much weaker than those surrounding Midgaard.
~
45 0 1
D0
~
~
0 -1 18237
D2
~
~
0 -1 18235
S
#18237
Outside the North Gate of Mordilnia~
   You are outside of the protective walls of Mordilnia, just south of here,
and are exposed to the elements of the wilderness, so close to the haven of
the town.
~
45 0 1
D0
~
~
0 -1 18238
D2
~
~
0 -1 18236
S
#18238
On the Road to Mordilnia~
   You walk on an old dirt road, though it seems less abused here than it
is farther north.  Either side of the road here is surrounded by thick
shrubbery, which starts here and extends southward until it reaches the walls
of Mordilnia.
~
45 0 1
D0
~
~
0 -1 18282
D2
~
~
0 -1 18237
S
#18239
Blackraven Avenue~
   You stand at the beginning of Blackraven avenue, which heads east to the
town square, and west to an eventual dead end.  Clouds of dust float close
to the ground here, touching down on the cobbled stone street and lifting off
again with the changes in the wind.
   To the northwest, you see an alchemy shop.  The faint scent of sulphur and
exotic spices wrestle with your sense of smell.
~
45 0 1
D1
~
~
0 -1 18240
D3
~
~
0 -1 18212
S
#18240
Blackraven Avenue~
   Here, the scents of chemical and spice are nearly overpowering, and your
hair at the base of your neck stands on end with the strong magical energy
that is pulsating through the atmosphere.  Some sort of hallucigenic residue
floats through the air here, for your vision blurs and colors change; from
magenta to fuscia, to every visible color imaginable.
   The sign of the shop to the north seems to waver and dance writhingly, and
the cobbled stones beneath your feet seem to shift restlessly, as if they
were tiny, sentient beings, set on carrying your weight with only their sheer
size in numbers.  Then a fresh wind tugs at your face and through your hair,
and all is normal in the world once again.
~
45 0 1
D0
~
~
0 -1 18242
D1
~
~
0 -1 18241
D3
~
~
0 -1 18239
S
#18241
Blackraven Avenue~
   You are standing at the easternmost end of Blackraven Avenue, which stops
here with the eastern town wall.  The street continues to the west from here,
and to the immediate west you see a spiralling cloud of multicolored gases,
just it front of the Alchemy Shop.  The source of these gases seems to be
a ventillation pipe leading from the roof of the establishment.  Here, it is
dead calm.
~
45 0 1
D3
~
~
0 -1 18240
S
#18242
The House of Supreme Alchemy~
   As you stand in this dim, musty room, you discover that the cloying
smells of exotic spices and strange chemicals are not as strong as they are
out on the street.  In fact, this doesn't look to be a laboratory of any
sort, so the room where the various potions and other oddities are made must
be located in the back somewhere, with a ventillation shaft extanding above
the shop.
   Here, you see strange, arcane symbols attached to the walls here and there
along with shelves full of bottled liquids and jarred powders.  A large,
stone-carved counter lies in the center of the room, with neatly stacked
papers and other secretarial paraphanelia lining its top.
   To the south, you see the street.
~
45 8 0
D2
~
~
0 -1 18240
S
#18243
The Guild Roads~
   You are standing at the beginning of a mazelike procession of streets,
which contain and are compromised of all the guilds of every profession.
   The odd construction of these roads has never been fully understood...as
if some deranged architect were put to the task of designing a trap of
knowledge for the unwary.
~
45 0 1
D0
~
~
0 -1 18227
D1
~
~
0 -1 18244
D2
~
~
0 -1 18257
S
#18244
The Guild Roads~
   Walking along the cobbled stone street, with the wind whipping through
your hair, you notice a lone Knight standing before a majestic oaken door
to the south.  The road leads east and west, but stops in either
direction.  You feel boxed in for some unspecified reason...
~
45 0 1
D1
~
~
0 -1 18245
D2
~
~
0 -1 18256
D3
~
~
0 -1 18243
S
#18245
The Guild Roads~
   You stand at the eastern corner of the northernmost block of the Guild
Roads.  You wonder why the roads were not constructed as one, with the
various guilds lining it, instead of its current configuration.
   The road continues both to the west and the south, and you see the
entrance to the Warriors' Guild to the southwest.
~
45 0 1
D2
~
~
0 -1 18246
D3
~
~
0 -1 18244
S
#18246
The Guild Roads~
   You are standing on the Guild Roads, which twist and wind their way
together in a strange, mysterious fashion.  To the north, the road ends, but
turns to the west.  Southward, the road continues into an entryway of some
sort, but turns eastward.  West of here, you see the entrance to the guild
of Warriors.
~
45 0 1
D0
~
~
0 -1 18245
D2
~
~
0 -1 18247
D3
~
~
0 -1 18256
S
#18247
The Guild Roads~
   You are standing on The Guild Roads, which continue to the north and the
east, though both directions end with the town wall.  Where the road ends to
the north, it turns westward, and where it ends to the east, it turns to the
south.  An odd configuration of streets, if you ever saw one...
   South of here is the Entryway to the Guild of Clerics, while to the
northwest you see the Entryway to the Warriors' Guild.
~
45 0 1
D0
~
~
0 -1 18246
D1
~
~
0 -1 18248
D2
~
~
0 -1 18276
S
#18248
The Guild Roads~
   You are standing on The Guild Roads, wondering how anyone could keep track
of themselves through this barrage of mazelike roads.  The road heads east
and west from here, ending in both directions but turning northward to the
west and turning southward toward the east.  You hear cries of anger and
frustration from somewhere on the roads...
~
45 0 1
D1
~
~
0 -1 18249
D3
~
~
0 -1 18247
S
#18249
The Guild Roads~
   You stand on the northern corner of the eastern block of the Guild Roads.
The road continues both to the west and to the south.  The southern stretch
ends with the town wall, but turns westward once again, while just south of
here lies the SouthEast gate, the only eastern gate in all of Mordilnia.
~
45 0 1
D2
~
~
0 -1 18250
D3
~
~
0 -1 18248
S
#18250
Inside the SouthEast Gate of Mordilnia~
   You stand at the SouthEast gate of Mordilnia, a heavy oaken portal with
overlapping iron bands for reinforcement.  It stands nearly three men tall,
and looks to be a cumbersome thing to open.  Looking closely at its surface,
you see that it has been hacked in several places, as if someone from the
inside were trying to get out.
   The Guild Roads continue north and south of here, the northern stretch
turning westward as does the southern end.
~
45 0 1
D0
~
~
0 -1 18249
D1
~
gate~
1 -1 18280
D2
~
~
0 -1 18251
S
#18251
The Guild Roads~
   You stand on the southern corner of the eastern block of the Guild Roads.
The road continues both to the west and to the north.  The northern stretch
ends with the town wall, but turns westward once again, while just north of
here lies the SouthEast gate, the only eastern gate in all of Mordilnia.
~
45 0 1
D0
~
~
0 -1 18250
D3
~
~
0 -1 18252
S
#18252
The Guild Roads~
   You are standing on The Guild Roads, wondering how anyone could keep track
of themselves through this barrage of mazelike roads.  The road heads east
and west from here, ending in both directions but turning northward to the
east and turning southward toward the west.  You hear cries of anger and
frustration from somewhere on the roads...
~
45 0 1
D1
~
~
0 -1 18251
D3
~
~
0 -1 18253
S
#18253
The Guild Roads~
   You are standing on The Guild Roads, which continue to the south and the
east, though both directions end with the town wall.  Where the road ends to
the south, it turns westward, and where it ends to the east, it turns to the
north.  An odd configuration of streets, if you ever saw one...
   North of here is the Entryway to the Guild of Clerics, while to the
southwest you see the Entryway to the Guild of Thieves.
~
45 0 1
D0
~
~
0 -1 18276
D1
~
~
0 -1 18252
D2
~
~
0 -1 18254
S
#18254
The Guild Roads~
   You are standing on the Guild Roads, which twist and wind their way
together in a strange, mysterious fashion.  To the south, the road ends, but
turns to the west.  Northward, the road continues into an entryway of some
sort, but turns eastward.  West of here, you see the entrance to the guild
of Thieves.
~
45 0 1
D0
~
~
0 -1 18253
D2
~
~
0 -1 18255
D3
~
~
0 -1 18272
S
#18255
The Guild Roads~
   You stand at the eastern corner of the southernmost block of the Guild
Roads.  You wonder why the roads were not constructed as one, with the
various guilds lining it, instead of its current configuration.
   The road continues both to the west and the north, and you see the
entrance to the Thieves' Guild to the northwest.
~
45 0 1
D0
~
~
0 -1 18254
D3
~
~
0 -1 18269
S
#18256
The Entryway to The Guild of Warriors~
   You are standing at the entryway of the Guild of Warriors; a guild of
brute strength and instinct, a guild of people who revel in hacking the life
out of their adversaries.
   The roof above you is made of finely polished ceramic tile, while the
walls are made of a hard, granite-like substance.  The southern door, which
leads into the main room itself, is crafted of a sturdy wood which has been
sanded and finished to a gleaming shine.  On either side of the door, exquisite
marble columns as big around as an average sized tree hold up the ceiling
above your head, so beautiful and yet so stonily strong and cold.
~
45 8 0
D0
~
~
0 -1 18244
D1
~
~
0 -1 18246
D2
~
~
0 -1 18275
D3
~
~
0 -1 18257
S
#18257
The Guild Roads~
   You are standing on the Guild Roads, which twist and wind their way
together in a strange, mysterious fashion.  To the north, the road ends, but
turns to the west.  Southward, the road continues into an entryway of some
sort, but turns westward.  East of here, you see the entrance to the guild
of Warriors.
~
45 0 1
D0
~
~
0 -1 18243
D1
~
~
0 -1 18256
D2
~
~
0 -1 18258
S
#18258
The Guild Roads~
   You are standing on The Guild Roads, which continue to the north and the
west, though the northern stretch intersects with South Street, while west
ends end with the town wall.  Where the road ends to the north, it turns
westward, and where it ends to the west, it turns to the south.  An odd
configuration of streets, if you ever saw one...
   South of here is the Entryway to the Guild of Magic-Users, while to the
northeast you see the Entryway to the Warriors' Guild.
~
45 0 1
D0
~
~
0 -1 18257
D2
~
~
0 -1 18266
D3
~
~
0 -1 18259
S
#18259
The Guild Roads~
   You are standing on The Guild Roads, wondering how anyone could keep track
of themselves through this barrage of mazelike roads.  The road heads east
and west from here, ending in both directions but turning northward to the
east and turning southward toward the west.  You hear cries of anger and
frustration from somewhere on the roads...
~
45 0 1
D1
~
~
0 -1 18258
D3
~
~
0 -1 18260
S
#18260
The Guild Roads~
   You stand on the northern corner of the western block of the Guild Roads.
The road continues both to the east and to the south.  The southern stretch
ends with the town wall, but turns both east and west, the western stretch
leading to the SouthWest Gate of Mordilnia.
~
45 0 1
D1
~
~
0 -1 18259
D2
~
~
0 -1 18261
S
#18261
The Guild Roads~
   Looking at the city from overhead, you would see that, at your present
location, this side of the Guild Roads differs from the eastern side in that
there is no gate here.  It lies south and west of here...another testament to
the strangeness of the Roads' creator.  You can go north and south from here.
~
45 0 1
D0
~
~
0 -1 18260
D2
~
~
0 -1 18262
S
#18262
The Guild Roads~
   You stand at the southern corner of the western block of The Guild Roads.
The road continues to the north, west, and east.  The northern stretch ends 
with the town wall, but turns eastward.  East of here, the road continues,
but turns southward, while to the immediate west, the road makes a sharp turn
southward, to the SouthWest Gate of Mordilnia.
~
45 0 1
D0
~
~
0 -1 18261
D1
~
~
0 -1 18267
D3
~
~
0 -1 18263
S
#18263
The Guild Roads~
   You stand at the westernmost end of the Guild Roads.  The road leads back to
the east, turning northward to the immediate east.  South of here, you see the
SouthWest Gate of Mordilnia.
~
45 0 1
D1
~
~
0 -1 18262
D2
~
~
0 -1 18264
S
#18264
Inside the SouthWest Gate of Mordilnia~
Empty
~
45 0 1
D0
~
~
0 -1 18263
D3
~
~
0 -1 18265
S
#18265
Outside the SouthWest Gate of Mordilnia~
Empty
~
45 0 0
D1
~
~
0 -1 18264
S
#18266
The Entryway to The Guild of Magicians~
   You are standing at the entryway of the Guild of Magicians; a guild of
arcane lore, ancient runes, and mysterious ways.  The sorcery which encircles
this building leaves you in awe of its power, for you can taste an electricity
in the air just standing here.
   The roof above you is made of finely polished ceramic tile, while the
walls are made of a hard, granite-like substance.  The western door, which
leads into the main room itself, is crafted of a sturdy wood which has been
sanded and finished to a gleaming shine.  On either side of the door, exquisite
marble columns as big around as an average sized tree hold up the ceiling
above your head, so beautiful and yet so stonily strong and cold.
~
45 8 0
D0
~
~
0 -1 18258
D2
~
~
0 -1 18268
D3
~
~
0 -1 18274
S
#18267
The Guild Roads~
   You are standing on The Guild Roads, wondering how anyone could keep track
of themselves through this barrage of mazelike roads.  The road heads east
and west from here, ending in both directions but turning northward to the
west and turning southward toward the east.  You hear cries of anger and
frustration from somewhere on the roads...
~
45 0 1
D1
~
~
0 -1 18268
D3
~
~
0 -1 18262
S
#18268
The Guild Roads~
   You are standing on The Guild Roads, which continue to the south and the
west, though both directions end with the town wall.  Where the road ends to
the south, it turns eastward, and where it ends to the ewst, it turns to the
north.  An odd configuration of streets, if you ever saw one...
   North of here is the Entryway to the Guild of Magic-Users, while to the
southeast you see the Entryway to the Thieves' Guild.
~
45 0 1
D0
~
~
0 -1 18266
D2
~
~
0 -1 18271
D3
~
~
0 -1 18267
S
#18269
The Guild Roads~
   You are standing on the Guild Roads, which continue to the east and west
from here, both directions meeting with the wall and turning northward.  To
the north, you can see the Entryway to The Guild of Thieves, while south of
here is the South Gate of Mordilnia.
~
45 0 1
D0
~
~
0 -1 18272
D1
~
~
0 -1 18255
D2
~
~
0 -1 18278
D3
~
~
0 -1 18270
S
#18270
The Guild Roads~
   You stand at the western corner of the southernmost block of the Guild
Roads.  You wonder why the roads were not constructed as one, with the
various guilds lining it, instead of its current configuration.
   The road continues both to the east and the north, and you see the
entrance to the Thieves' Guild to the northeast.
~
45 0 1
D0
~
~
0 -1 18271
D1
~
~
0 -1 18269
S
#18271
The Guild Roads~
   You are standing on the Guild Roads, which twist and wind their way
together in a strange, mysterious fashion.  To the south, the road ends, but
turns to the east.  Northward, the road continues into an entryway of some
sort, but turns westward.  East of here, you see the entrance to the guild
of Thieves.
~
45 0 1
D0
~
~
0 -1 18268
D1
~
~
0 -1 18272
D2
~
~
0 -1 18270
S
#18272
The Entryway to The Guild of Thieves~
   You are standing at the entryway of the Guild of Thieves; a guild of quick
thinking and even quicker hands.  A guild where shadows are home and trust is
impossible.
   The roof above you is made of finely polished ceramic tile, while the
walls are made of a hard, granite-like substance.  The northern door, which
leads into the main room itself, is crafted of a sturdy wood which has been
sanded and finished to a gleaming shine.  On either side of the door, exquisite
marble columns as big around as an average sized tree hold up the ceiling
above your head, so beautiful and yet so stonily strong and cold.
~
45 8 0
D0
~
~
0 -2 18273
D1
~
~
0 -1 18254
D2
~
~
0 -1 18269
D3
~
~
0 -1 18271
S
#18273
The Room of Shadowed Pasts~
   The room is filled with a thick cloud of smoke, spewing forth from a
large urn filled with exotic incense and dried spices.  The smoke and its
pleasant odor do not fill you with dull, meditative thoughts.  Rather, they
sharpen your senses, hone your instincts...make you slightly paranoid.
   Instruments of the thieving trade line the walls and rest upon tables
throughout the room, but you can tell they are not of high-quality; mere
toys for trainees.  All is quiet here, as is the way of the silent and
sure thief.
~
45 8 0
D2
~
~
0 -2 18272
S
#18274
The Room of Magical Arts~
   You are standing in a large room, full of scrolls and inkwells, arcane
runes and the like.  Large, oaken tables line the walls, cluttered with 
unfinished scrolls and alchemaecal experiments.  Over in one corner of the
room, a circle of candles containing a chalked pentacle lie undisturbed, a
circle of summoning.  Large portriats of past mages unleashing powerful
dweaomercraeft upon their foes hang on the walls, as do strange words of advice
for powerful spells.
~
45 8 0
D1
~
~
0 -1 18266
S
#18275
The Chamber of War~
   You stand in a fortress-like room, walled with reinforced iron, and
adorned with a multitude of deadly and artfully crafted weapons.  Double-
edged swords and serrated blades, as well as huge axes of war and weapons
designed to literally crush the life out of one's opponent are carefully,
and almost lovingly cleaned and displayed in museum-fasion in glass cases
and velvet-lined chests.  Large, bulky suits of armor rest on quilted tables
and crates, as well as some that have been put up on display.
   The room is strangely clean, though that is due to the fact that if it
were not, weapons and armor both would go to ruin in a dry heap of crimson
rust and corrosion.
~
45 8 0
D0
~
~
0 -1 18256
S
#18276
The Entryway to The Guild of Clerics~
   You are standing at the entryway of the Guild of Clerics; a guild of priests
whom have devoted their lives to adventuring and the art of healing.  An aura
of extreme holiness radiates from the walls of this place.
   The roof above you is made of finely polished ceramic tile, while the
walls are made of a hard, granite-like substance.  The eastern door, which 
leads into the main room itself, is crafted of a sturdy wood which has been
sanded and finished to a gleaming shine.  On either side of the door, exquisite
marble columns as big around as an average sized tree hold up the ceiling
above your head, so beautiful and yet so stonily strong and cold.
~
45 8 0
D0
~
~
0 -1 18247
D1
~
~
0 -1 18277
D2
~
~
0 -1 18253
S
#18277
The Room of the Healing Arts~
   You stand within a small shrine, dedicated to no specific deity, yet to
all gods known throughout the realms.  Marble arches and granite columns
add to the grand scene of holiness, as does the gold and silver altar in
the center of this vast room.  Clerics of every creed and social class
kneel before the precious oracle, heads bowed in silent prayer, awaiting
their magical reward for fufilling their religous duties.
~
45 8 0
D3
~
~
0 -1 18276
S
#18278
Inside the Southern Gate of Mordilnia~
Empty
~
45 0 0
D0
~
~
0 -1 18269
D2
~
gate~
1 -1 18279
S
#18279
Outside the Southern Gate of Mordilnia~
Empty
~
45 0 0
D0
~
gate~
1 -1 18278
S
#18280
Outside the SouthEast Gate of Mordilnia~
   You are standing outside the southeast gate of Mordilnia.  To the
east, a path leads towards a strange structure.  
~
45 0 0
D1
~
~
0 -1 3702
D3
~
gate~
1 -1 18250
S
#18281
At The Altar~
   You stand before a stunningly white altar make of shimmering, polished
marble.  Tapestries of long ago arorn the walls here, casting long shadows
on the walls where they are positioned.  Looking over the balcony, you feel
an extremely vivid rush of vertigo as you see the temple floor below.
   The mahogany staircase leads downward, while bright rays of multicolored
light flit playfully from its surface, reflected from the sunlight that floats
down through the stained glass dome above.
~
45 8 0
D5
~
~
0 -1 18199
S
#18282
The Road to Mordilnia~
   Just outside of the canopy of trees, your feet trod upon an ages old road,
unpaved and eroded, leading south into the town of Mordilnia.  Perhaps the
sign at the bridge is obsolete, for you see no sign of the bandits it warned
of, not even an old footprint.
~
45 0 1
D0
~
~
0 -1 18283
D2
~
~
0 -1 18238
S
#18283
A path through the woods~
   You are walking along a small, seemingly unused, woods path...  Branches
and leaves litter the path on both sides and a large tree seems to have
fallen over part of the path to the south...
~
45 0 3
D1
~
~
0 -1 18284
D2
~
~
0 -1 18282
S
#18284
A path through a murky forest~
   There is an ominous whistling as the wind whips through the dead trees
here.  Though they sport no leaves, the trees completely block out the sky
as their branches interlock.  You neither see or hear any wildlife in this
area, giving you the feeling that all is not well.  The path leads north, to
a stone bridge, and west through the forest.
~
45 0 3
D0
~
~
0 -1 18285
D3
~
~
0 -1 18283
S
#18285
The stone bridge~
   You are standing on the crumbling remains of an ancient stone bridge, 
which spans the width of a wide but shallow stream.  The forest around you
sways in unison with the breeze which pulls through your hair and clothing.
   An ancient, weathered sign has been posted by the bridge.
~
45 0 3
D0
~
~
0 -1 18286
D2
~
~
0 -1 18284
E
sign~
An ancient, warped sign with an arrow carved into its surface, pointing the
way south. The sign reads 'Beware: Bandits on path to Mordilnia...'
~
S
#18286
A trail through the light forest~
   You stand at the beginning of a long path leading out of the forest, and
eventually to the city of Mordilnia.  A gentle, but chilling breeze blows
through the dark, heavy oaks which border the path, casting their sinister
shadows over everything around.  The path continues southward, over a bridge,
then curves toward the west.
~
45 0 3
D0
~
~
0 -1 18287
D2
~
~
0 -1 18285
S
#18287
The Southern Boundary of Midgaard~
   You are in a green and fair valley amidst the gently murmuring oaks. The
sun shines gently through the trees sending dancing, golden beams rippling
across the shadowy grass while midges dance between the branches. A path
leads southward, to a bridge and beyond, while civilization can be found to
the north.
~
45 0 2
D0
~
~
0 -1 18288
D1
~
~
0 -1 240
D2
~
~
0 -1 18286
S
#18288
On a steep hill~
   You are at the crest of a steep hill overlooking a dilapidated bridge that
crosses the river to the north.  Looking east you can manage to see over the
walls of Midgaard and into the city.  South of here the road becomes little
more than a path as it heads down into a valley.
~
45 0 4
D0
~
~
0 -1 18289
D2
~
~
0 -1 18287
S
#18289
A decaying bridge~
   You have reached the remains of a bridge crossing the River of Midgaard.
From here you can look upstream toward Midgaard and see where the river
emerges from under the city wall.  The water, cold and dark, rushes through
the narrow channel created by the bridge and the large stones that have
fallen from the pilings.  The wood looks rotted and groans loudly with
every step.  On the south side of the bridge the road rises suddenly up a
steep bank.
~
45 0 3
D0
~
~
0 -1 18290
D2
~
~
0 -1 18288
S
#18290
A Forest Road~
   Travel on this old road is difficult.  Here and there it is partially
blocked by brambles that reach out and grab your clothing as you pass.  Deep
ruts and large stones make you stumble.  A bit further south is the river,
you can hear it from here.
~
45 0 3
D0
~
~
0 -1 18291
D2
~
~
0 -1 18289
S
#18291
A Forest Road~
   The road is overgrown with weeds, and large roots catch at your feet.  The
road continues south toward the river or north toward Midgaard.
~
45 0 3
D0
~
~
0 -1 18292
D2
~
~
0 -1 18290
S
#18292
Wide Way Through the Forest~
   You are traveling a rather wide path along the forest edge west of
Midgaard.  The path is actually the remains of an old road that once carried
trade to and from the southern parts of the continent.
   Few people travel this way nowadays... too dangerous.
~
45 0 3
D0
~
~
0 -1 16608
D2
~
~
0 -1 18291
S
#18500
The Cavernous Lair of The Mighty Skylar~
   You stand within the dark recesses of a gargantuan, sinister cavern of
immense proportions.  The very size of the place seems to create a darkness
which devours nearly all light which is cast at its gloom.  Cold, stale air
floats trough the air, its dead, sterile taste making you have thoughts of
ancient, dusty-dry tombs.
   Huge stalagmites and stalactites protrude from the floor and ceiling of
the cavern, formed over millennia by the constant, miniscule trickle of chill,
stagnant water from a source far up on the surface lands.  In the distance, the
roar of a mighty waterfall can be heard, though it can not be seen from here,
its chilling mists somehow grasp hold of your flesh, like dead, clammy hands,
even from this distance.  You can feel an ancient, omnipotent power at work
here.  It is not one of evil, or even that of good.  It is a power known
throughout the ages, yet forgotten, or cast aside, like a bane of ill tidings.
~
45 0 0
S
#19200
The rolling hills~
You are amidst hills that seem to never stop.. to the northwest off in
the distance you see a huge castle. A huge, aged, blackened castle.. no
sound can be heard in its direction.. only the screaming wind around your
shoulders.. there seems to be a path of some sort to the west.
~
192 0 4
D1
The hills continue in a confused pattern..~
~
0 -1 4001
D3
The hills continue in a confused pattern..~
~
0 -1 19201
S
#19201
The rolling hills~
You are amidst a darkened mass of hills that seem to shift and relocate
before your very eyes.. To the northwest you see Castle Mistamere, its
looming towers calling out to darkness.. dwelling on it. You get the
urge to turn back to town and forget about this whole expedition.
~
192 0 4
D1
~
~
0 -1 19200
D3
~
~
0 -1 19202
S
#19202
The rolling hills~
You are amidst rolling hills that seem to stretch eastwards for ages..
Eastward the hills wind and merge to create a gigantic maze.. To the
north is the Castle Mistamere.. brought down by forces unknown some time
ago.. There is a slope leading up to a set of huge reinforced iron double
doors.
~
192 0 4
D0
To the north is a slowly inclining slope towards the castle..~
~
0 -1 19203
D1
The hills continue eastwards for some time..~
~
0 -1 19201
S
#19203
On the entrance slope to Castle Mistamere~
You are standing on a large slope that leads to the double doors in front
of you that hold the wonders of the fallen Mistamere. There are many
runes etched upon the door's surface, but they are in a language you can't
comprehend. To the south you can see the shadow hills that lead you back
to the crossroads.
~
192 0 1
D0
The doors are made of iron and seem to have undergone a large amount of beating~
doors double iron reinforced~
0 -1 19204
D2
~
~
0 -1 19202
S
#19204
A large hallway~
You are in a large hallway which leads north, and south to a pair of
double doors. The walls and floor are made of stone, and has moss growing
upon it. There is just enough light being let in by a skylight far above
you to suit your needs. There are heavy oak doors on both the east and
west walls.
~
192 8 0
D0
~
~
0 -1 19207
D1
~
door heavy oak~
0 -1 19206
D2
The doors of the castle are stained with blood and have large nicks in them~
doors double iron reinforced~
0 -1 19203
D3
~
door oak heavy~
0 -1 19205
S
#19205
An abandoned dining room~
This room appears to have once been used as a dining room. There are
tables and benches scattered throughout the room, many turned on their
sides or upside down. Everything is covered with cobwebs.
~
192 8 0
D1
~
door oak heavy~
0 -1 19204
S
#19206
A guardroom~
You have entered what used to be a guardroom for the castle.. there are
empty weapons racks on the walls and battered shields and armor laying on
the ground, all useless.
~
192 8 0
D3
~
door oak heavy~
0 -1 19204
S
#19207
A hallway~
You are in a hallway leading east, west, and south.. there is a door to
the north. Light is streaming in above from a small skylight in the roof.
~
192 8 0
D0
~
door heavy oak~
0 -1 19209
D1
~
~
0 -1 19208
D2
~
~
0 -1 19204
D3
~
~
0 -1 19210
S
#19208
A hallway~
You are in a hallway with a stone floor and walls.. It continues east and
west, and there is a door north.
Light streams in from a small skylight above.
~
192 8 0
D0
~
door oak heavy~
0 -1 19219
D1
~
~
0 -1 19211
D3
~
~
0 -1 19207
S
#19209
A bedroom~
You have entered a small bedroom. There is a door at the north end of the
room, and also at the south. On either side of the northern door are
windows above your reach.
~
192 8 0
D0
~
door oak heavy~
0 -1 19215
D2
~
door oak heavy~
0 -1 19207
S
#19210
A hallway~
You are in a long hallway which extends east and west.. to the north
is a heavy oak door. The walls and floor are made of stone. A small
stream of light peeks in from a half covered skylight above.
~
192 8 0
D0
 
~
door oak heavy~
0 -1 19220
D1
 
~
~
0 -1 19207
D3
 
~
~
0 -1 19212
S
#19211
A hallway~
The hallway turns here, leading north and west.. There is a passage
leading south into the southeastern tower. Light is being let in by
an old skylight far above your head.
~
192 8 0
D0
The hallway continues north..
~
~
0 -1 19226
D1
 
~
door oak heavy~
0 -1 19225
D2
 
~
~
0 -1 19213
D3
The hallway continues west..
~
~
0 -1 19208
S
#19212
A hallway~
The hallway comes to a bend here, leading north, and east.. There is also
a heavy oaken door west. There are cobwebs all over the walls here, it
seems this passage hasn't been used for a while. The southwestern tower
lies south. A beam of light peeks through the skylight.
~
192 8 0
D0
The hallway continues north..
~
~
0 -1 19223
D1
The hallway continues east..
~
~
0 -1 19210
D2
The southwestern tower lies south..
~
~
0 -1 19214
D3
You see a large oaken door..
~
door oak large oaken~
0 -1 19221
S
#19213
The southeastern tower~
You see a circular room, about 40 feet in diameter, with eight openings
spaced evenly about the outside wall. The windows extend from about
waist height to about head height for a normal human. These are obviously
 ports through which arrows can be fired. The room appears to be empty.
~
192 8 0
D0
You see the hallway..
~
~
0 -1 19211
S
#19214
The southwestern tower~
You see a circular room, about 40 feet in diameter, with eight openings
spaced evenly about the outside wall. The windows extend from about
waist height to about head height for a normal human. A tree limb has
grown through one of the windows. These are obviously ports through which
arrows can be fired. The room appears to be empty.
~
192 8 0
D0
You see the hallway..
~
secret~
0 -1 19212
S
#19215
The courtyard~
You are in a grassy courtyard open to the sky. Three doors, including
the one by which you entered, line the walls. The courtyard continues
north.
~
192 0 2
D0
The courtyard continues north..
~
~
0 -1 19216
D1
You see a large oak door..
~
door oak large oaken heavy~
0 -1 19239
D2
You see a heavy oak door..
~
door oak heavy~
0 -1 19209
D3
You see a heavy oak door..
~
door heavy oak~
0 -1 19242
S
#19216
The courtyard~
You see a grassy courtyard open to the sky. Three doors, including the
one by which you entered, line the walls. The courtyard continues south.
There is a large oak tree growing here.
~
192 0 2
D0
You see a large oak door..
~
door oak large~
0 -1 19217
D1
You see a large oak door
~
door oak large~
0 -1 19238
D2
The courtyard continues south..
~
~
0 -1 19215
D3
You see a large oak door..
~
door oak large~
0 -1 19240
S
#19217
A bedroom~
You have entered a small bedroom which appears to be sanctioning a few
rather dirty creatures, by the looks of the beds and cloth thrown about
the room. There are doors on the north and south walls. the south door
is flanked by two windows.
~
192 8 0
D0
You see a heavy oaken door..
~
door oak heavy~
0 -1 19218
D2
You see the courtyard through the windows..
~
door heavy oak~
0 -1 19216
S
#19218
The hallway~
You are in a long hallway extending east and west. There are heavy oak
doors on both the north and south walls. The walls and floor are made of
stone and have moss growing on them. A small ray of light streams in
from above.
~
192 8 0
D0
You see a heavy oak door..
~
door oak heavy~
0 -1 19253
D1
The hallway continues east..
~
~
0 -1 19236
D2
You see a heavy oak door..
~
door oak heavy~
0 -1 19217
D3
The hallway continues west..
~
~
0 -1 19251
S
#19219
A bedroom~
You have entered a small bedroom of some sort. The only door out of this
room is the one which you came in by. There is a bed in the northern end
of the room, which looks recently used. There is a skylight here similar
to the ones in other rooms.
~
192 8 0
D2
You see the hallway..
~
door oak heavy~
0 -1 19208
S
#19220
A bedroom~
You have entered a small bedroom that looks recently used. On the south
wall is a door, leading back into the hallway. The walls and floor of
this room are of stone. A small beam of light hits your eyes from above.
~
192 8 0
D2
You see a heavy oak door leading back into the hallway..
~
door heavy oak~
0 -1 19210
S
#19221
The kitchen~
The west wall of this room has a ledge about seven feet from the floor, 
with two small windows above the ledge. The room seems to be a kitchen.
It contains four tables, a pump, and an old stove.
~
192 8 0
D1
You see the hallway..
~
door oak heavy~
0 -1 19212
S
#19222
The pantry~
The west wall of this room has a ledge about seven feet from the floor, 
with two small windows above the ledge. Cabinets and shelves line the wall.
In the middle of the floor lies the body of a goblin with a horribly
swollen arm. Trash and old sacks are scattered about the floor.
~
192 8 0
D1
You see the hallway..
~
door oak heavy~
0 -1 19223
E
goblin corpse halfway decayed~
There seems to be a large snakebite on the swollen arm.
 
~
S
#19223
The hallway~
You are in a long hallway that stretches out north and south. There is a
skylight high above you letting light in this desolate place. To the west
is a door.
~
192 8 0
D0
The hallway continues..
~
~
0 -1 19224
D2
The hallway continues..
~
~
0 -1 19212
D3
You see a heavy oak door..
~
door oak heavy~
0 -1 19222
S
#19224
The hallway~
You are in a long hallway leading north and south. A beam of light hits
the floor in front of you from a halfway covered skylight in the roof. To
the east of you on a huge stone wall grows a patch of moss. There is a
door west of you.
~
192 8 0
D0
The hallway continues..
~
~
0 -1 19245
D2
The hallway continues..
~
~
0 -1 19223
D3
You see a heavy oak door..
~
door oak heavy~
0 -1 19244
E
moss~
It it timeless, now one with the castle.. 
~
S
#19225
A utility room~
The east wall of this room has a ledge about seven feet from the floor, 
with two small windows above the ledge. The room appears to be empty.
~
192 8 0
D3
You see a heavy oak door..
~
door oak heavy oaken~
0 -1 19211
S
#19226
The hallway~
You are in a long hallway which extends north and south. There is a door
to the east. A ray of sunlight catches your eye through the roof above.
The walls and floor are made of aging stone here, some corners covered
in moss.
~
192 8 0
D0
The hallway continues..
~
~
0 -1 19229
D1
You see a heavy oak door..
~
door oak heavy~
0 -1 19227
D2
The hallway continues..
~
~
0 -1 19211
S
#19227
A storeroom~
The east wall of this room has a ledge about seven feet from the floor.
There are two small windows above the ledge. Except for some trash on
the floor, the room appears to be empty.
~
192 8 0
D3
The hallway lies west..
~
door oak heavy~
0 -1 19226
S
#19228
A storeroom~
The east wall of this room has a ledge about seven feet from the floor.
There are two small windows above the ledge. Except for some trash on the
floor, the room appears to be empty.
~
192 8 0
D3
The hallway lies west..
~
door oak heavy~
0 -1 19229
S
#19229
The hallway~
You are in a long hallway which extends to the north and south. To the
east is a door. The walls and floor are made of stone and have moss growing
in the cracks. A beam of light hits the floor in front of you from the
roof.
~
192 8 0
D0
The hallway continues..
~
~
0 -1 19230
D1
You see a heavy oak door..
~
door oak heavy~
0 -1 19228
D2
The hallway continues..
~
~
0 -1 19226
S
#19230
The hallway~
You are in a hallway that stretches north and south. To the east is a heavy
oaken door. The walls and floor are made of stone, and have moss growing
in the cracks. You hear a flock of crows pass above the castle through
the open skylight, and the room goes dark for a second.
~
192 8 0
D0
The hallway continues north..
~
~
0 -1 19232
D1
You see a heavy oak door..
~
door oak heavy oaken~
0 -1 19231
D2
The hallway continues south..
~
~
0 -1 19229
S
#19231
A storeroom~
The east wall of this room has a ledge about seven feet from the floor.
There are two small windows above the ledge. Except for two long tables
along the south wall, the room appears to be empty. As you enter the room,
you hear the sound of small wings.
~
192 8 0
D3
The hallway lies west..
~
door oak heavy~
0 -1 19230
E
nest ledge~
The stirges have made a nest upon the ledge.
 
~
S
#19232
The hallway~
You are in a long hallway which stretches north and south. To the east is
a door. The walls and floor are made of stone, and have moss growing upon
them in the cracks. A ray of light hits the floor in front of you from a 
skylight in the roof.
~
192 8 0
D0
The hallway continues north..
~
~
0 -1 19234
D1
You see a heavy oak door..
~
door oak heavy~
0 -1 19233
D2
The hallway continues south..
~
~
0 -1 19230
S
#19233
The chapel~
The east wall of this room has a ledge about seven feet from the floor,
with two small windows above the ledge. There is a small altar on the
diagonal northwest wall. There are several long benches in the room. Two
of them have been pushed together in the southeast corner to form a rude
bed.
~
192 8 0
D3
The hallway lies to the west..
~
door oak heavy~
0 -1 19232
S
#19234
The hallway~
You are in a long hallway that has come to a bend, now leading west and
south. There is a passage north to the northeastern tower. The walls and
floor are made of stone and have moss growing in the cracks. There is
rubble on the floor and the room is being flooded by daylight, the skylight
opened by an unknown force.
~
192 0 0
D0
The northeastern tower lies north..
~
~
0 -1 19235
D2
The hallway continues south..
~
~
0 -1 19232
D3
The hallway continues west..
~
~
0 -1 19236
S
#19235
The northeastern tower~
You are in a circular room, about 40 feet in diameter, with eight openings
spaced evenly and from about waist height to about head height for a
normal human. These are obviously ports through which arrows can be fired.
The floor of the room is covered with rubbish.
~
192 8 0
D2
The hallway lies south..
~
~
0 -1 19234
S
#19236
The hallway~
You are in a long hallway extending east and west. On the north and south
walls are doors. The walls and floor are made of stone, and has moss
growing between the cracks. A ray of light hits your eye from the skylight
above.
~
192 8 0
D0
You see a heavy oak door..
~
door oak heavuy~
0 -1 19243
D1
The hallway continues east..
~
~
0 -1 19234
D2
You see a heavy oaken door..
~
door oak heavy~
0 -1 19237
D3
The hallway continues west..
~
~
0 -1 19218
S
#19237
A bedroom~
You are in a small bedroom, which seems to be empty except for the
unoccupied bed in the eastern side of the room. The room is lit by a small
skylight in the southwest corner of the room, letting in light but not
rain. The only exit out seems to be the door north.
~
192 8 0
D0
The hallway lies north..
~
door oak heavy~
0 -1 19236
S
#19238
A bedroom~
This trash filled room contains an empty bed with all its slats removed.
The room appears to be otherwise empty. A door on the east wall is flanked
by two small windows about seven feet from the floor.
~
192 8 0
D3
the courtyard lies west..
~
door oak heavy~
0 -1 19216
S
#19239
A bedroom~
This trash filled room contains an empty bed. There are scorch marks on
the wall. The room appears to be otherwise empty. A door on the west wall
is flanked by two small windows about seven feet from the floor.
~
192 8 0
D3
The courtyard lies west..
~
door oak heavy~
0 -1 19215
S
#19240
A bedroom~
This trash filled room contains an empty bed. There is a chest next to the
bed. Otherwise, the room appears to be empty. A door on the west wall is
flanked by two small windows about seven feet from the floor.
~
192 8 0
D1
The courtyard lies east..
~
door oak heavy~
0 -1 19216
S
#19241
A bedroom~
You are in a small bedroom, the room seems to be empty except for an
unoccupied bed. The room is lit by a skylight in the southeast corner that
lets in the light, but not the rain.
~
192 9 0
D0
You see a heavy oaken door..
~
door oak heavy~
0 -1 19251
S
#19242
A bedroom~
This trash filled room contains an empty bed. The bed clothes are rotten
and decayed. The room appears to be otherwise empty. A door on the east
wall is flanked by two small windows about seven feet from the floor.
~
192 8 0
D1
The courtyard lies east..
~
door oak heavy~
0 -1 19215
S
#19243
A utility room~
The north wall of this room has a ledge about seven feet from the floor,
with two small windows above the ledge. The room appears to be empty
except for the cobwebs clinging all over the walls.
~
192 8 0
D2
The hallway lies south..
~
door oak heavy~
0 -1 19236
S
#19244
A library~
The west wall of this room has a ledge about seven feet from the floor,
with two small windows above the ledge. Bookshelves line the north and
south walls; a few motheaten books remain on them. There is a large, dusty
carpet in the middle of the room.
~
192 8 0
D1
The hallway lies east..
~
door oak heavy~
0 -1 19224
S
#19245
The hallway~
You are in a long hallway extending north and south. The walls and floor
are made of stone, and have moss growing upon them. There is a oaken door
west. A ray of light hits the floor just in front of your feet from a
skylight above.
~
192 8 0
D0
The hallway continues..
~
~
0 -1 19248
D2
The hallway continues south..
~
~
0 -1 19224
D3
You see a heavy oaken door..
~
door oak heavy~
0 -1 19246
S
#19246
A storeroom~
The west wall of this room has a ledge about seven feet from the floor,
with two small windows above the ledge. Except for some trash on the
floor, the room appears to be empty.
~
192 8 0
D1
The hallway lies east..
~
door oak heavy~
0 -1 19245
S
#19247
A utility room~
The west wall of this room has a ledge about seven feet from the floor,
with two small bricked up windows above the ledge. There is a large
trapdoor in the middle of the floor.
~
192 8 0
D1
The hallway lies east..
~
door oak heavy~
2 19211 19248
S
#19248
The hallway~
You are in a long hallway extending north and south. The walls and floor
are made of stone and have moss growing upon the cracks. There is a door
west. A beam of light hits your eye from above, blinding you for a second.
~
192 8 0
D0
The hallway lies north..
~
~
0 -1 19249
D2
The hallway continues south..
~
~
0 -1 19245
D3
You see a heavy oaken door..
~
door oak oaken heavy~
2 19211 19247
S
#19249
The hallway~
You are in a long hallway which has come to a bend, now leading east and
south. The walls and floor are made of stone, and have moss growing upon
the cracks. A ray of light hits the floor in front of you from the roof
above. A passge north of you leads to one of the four towers of the castle.
~
192 8 0
D0
The northwestern tower lies to the north..
~
~
0 -1 19250
D1
The hallway continues east..
~
~
0 -1 19251
D2
The hallway continues south..
~
~
0 -1 19248
S
#19250
The northwestern tower~
You see a circular room, about 40 feet in diameter, with eight openings
spaced evenly about the outside wall. The windows extend from about waist
height to about head height for a normal human. These are obviously ports
through which arrows can be fired. The room appears to be empty except for
the remains of a skeleton on the floor.
~
192 8 0
D2
The hallway lies south..
~
~
0 -1 19249
E
skeleton~
It has been there for many years. It was once a defender of this castle.
 
~
S
#19251
The hallway~
You are in a long hallway which extends east and west. The walls and floor
are made of stone, and have moss growing in the cracks. Doors lie both
north and south. A ray of sunlight hits the wall next to you, highlighting
its age.
~
192 8 0
D0
You see a heavy oak door..
~
door oak heavy~
0 -1 19252
D1
The hallway continues east..
~
~
0 -1 19218
D2
You see a heavy oak door..
~
door oak heavy~
0 -1 19241
D3
The hallway continues west..
~
~
0 -1 19249
S
#19252
A guardroom~
The north wall of this room has a ledge about seven feet from the floor,
with small windows above the ledge. The room looks as if it might have
been a guard post. there are a few beds, some pegs on the walls for
clothing, a rack to hold weapons,  and a long table with a drawer that
might have once served as a desk. there are moth eaten clothes on the bed,
but the room appears to be otherwise empty.
~
192 8 0
D2
 
~
door oak heavy~
0 -1 19251
S
#19253
A storeroom~
The north wall of this room has a ledge about seven feet from the floor,
with two small windows above the ledge. The room appears to contain a lot
of what seems to be personal gear and equipment.
~
192 8 0
D2
The hallway lies south..
~
door oak heavy~
0 -1 19218
S
#20001
Webbed Entrance~
     Sticky, sticky, sticky!  The ground is cluttered with leaves, decayed
remains of webbed crickets, beetle, rats, dogs (?), and even humans.
You begin to wonder about what lies ahead.  The air is damp here,
and even the little light that shines through the canopy seems
absorbed into the webbing.
~
200 4 3
D0
~
~
0 -1 20002
D2
~
~
0 -1 15300
S
#20002
Webby Passage~
     You find that footing here is very good, almost too good.  The
limbs are coated with cobwebs and seem unusually strong for tree
branches.  Paths lead in four directions.  The eastward path goes
down a bit.
~
200 0 3
D0
~
~
0 -1 20004
D1
~
~
0 -1 20005
D2
~
~
0 -1 20001
D3
~
~
0 -1 20003
S
#20003
Wasp Hive~
     Drones scuttle about in this room.  The cells on the walls
are honeycomb in shape and many of the maggots and wasps you see
have fang-marks on there bodies.  You sense some order in their markings.
~
200 0 3
D1
~
~
0 -1 20002
D4
~
jolly~
2 1 13728
S
#20004
Webby Passage~
     Another webby passage, all sticky and wet.  Tiny ballooning
spiders fill the air.  It seems that these young ones are newborns.
~
200 0 3
D1
~
~
0 -1 20005
D2
~
~
0 -1 20002
S
#20005
Beneath the Busy Path~
     You here the sounds of crawling arachnids above.  The rhythms of
the footsteps suggest a primitive order in there movement.  The light
seems brighter upwards.
~
200 0 3
D3
~
~
0 -1 20004
D4
~
~
0 -1 20006
S
#20006
On the Busy Path~
     Spiders, spiders, everywhere!  It is almost ant-like in efficiency
with one big difference.  The spiders here are carrying ant-corpses,
as well as rats, wolves, and humans.
~
200 0 3
D2
~
~
0 -1 20007
D5
~
~
0 -1 20005
S
#20007
On the Busy Path~
     Spiders, spiders, everywhere!  It is almost ant-like in efficiency
with one big difference.  The spiders here are carrying ant-corpses,
as well as cats, wolves, and humans.  
~
200 0 3
D0
~
~
0 -1 20006
D1
~
~
0 -1 20008
S
#20008
On the Busy Path~
     Spiders, spiders, everywhere!  It is almost ant-like in efficiency
with one big difference.  The spiders here are carrying ant-corpses,
as well as cats, dogs, and humans.
~
200 0 3
D0
~
~
0 -1 20007
D1
~
~
0 -1 20006
D2
~
~
0 -1 20005
D3
~
~
0 -1 20009
S
#20009
A Split in the Path~
     As always, there is a split in the road.  One road is strewn
with cricket feelers.  The other is well-kept and suitable for smooth
travelling.  The webbing that was prevalent in earlier rooms is almost
non-existant now.
~
200 0 3
D0
~
~
0 -1 20010
D1
~
~
0 -1 20008
D2
~
~
0 -1 20020
S
#20010
Fuzzy Tree Limb~
     You are on a "fuzzy" tree limb.  Interesting, since the branches
seem to have "hairs" sprouting from its bark.  As you look
closer you see millions of aphids covering each limb.
~
200 0 3
D2
~
~
0 -1 20009
D3
~
~
0 -1 20011
S
#20011
Tree Trunk~
     You feel that you can rest here safely.  There is evidence of
webbing here, but it is of a finer quality.
~
200 0 3
D1
~
~
0 -1 20010
D2
~
~
0 -1 20012
S
#20012
Tree Lair Entrance~
     It seems the inhabitant of this place does not web her
victims, as evidenced by the remains before you.  The area
is cluttered with desiccated corpses, apparently bitten 
but unwebbed, and drained of their life juices.
~
200 0 3
D0
~
~
0 -1 20011
D3
~
~
0 -1 20013
S
#20013
Wolf Spider Lair~
     Very dark, as all lairs of spiders are.  Not much of furnishings
save an exit.  The wolf spider keeps no corpses here, but rather
throws them out at her leisure.
~
200 0 3
D1
~
~
0 -1 20012
S
#20020
The Webless Path~
     Strange.  No webbing here.  In fact, no sounds whatsoever.  
The path continues northward, where you find that you may have to
tightrope your way across a ravine.
~
200 0 3
D0
~
~
0 -1 20009
D3
~
~
0 -1 20021
S
#20021
Above the Ravine~
     Stranger still.  Your feet get a real firm grip on the spiderline.
You are above a deep ravine.  This line connects you between two trees.
Below you can see a prismatic web with lots of animal bones caught in it:
some bear and small deer bones in fact.  No human skeletons are visible 
(yet).
~
200 0 3
D1
~
~
0 -1 20020
D2
~
~
0 -1 20023
D5
~
~
0 -1 20022
S 
#20022
The Rainbow Web~
     This is the rainbow web--each strand, each link, a hue of violently
sharp colors and contrasts.  The resident here seems to have a command
of light as well.
~
200 0 3
D4
~
~
0 -1 20021
S
#20023
The Web Forest~
     The trees here take on a different appearance--they are not trees
anymore, but disjointed make-shift silken made shafts, sticky to the touch,
and webby in texture.  This is another world it would appear.
~
200 0 3
D0
~
~
0 -1 20021
D5
~
~
0 -1 20024
S
#20024
The Slave Pit~
     You have entered the slave pit.  A voice blares in the distance,
"Get back to work, maggots!"  Rails upon rails of mined gold and silver
clutter the trail beneath you.
~
200 0 3
D0
~
~
0 -1 20025
D4
~
~
0 -1 20023
S
#20025
The Tether Path~
     Another tether path just like the rest of them.  Surprising well
-lit by the golden orbs that hang from the sides, you can see the paths 
become finer and finer in quality.
~
200 0 3
D1
~
~
0 -1 20026
D3
~
~
0 -1 20024
S
#20026
A Road Crossing~
     Another shifty little strand of webs, almost ethereal in nature.
~
200 0 3
D3
~
~
0 -1 20025
D4
~
~
0 -1 20027
S
#20027
A Leader Strand~
     This strand is weightier, more sturdy.  It shimmers as you step on
it.  You are definitely not in the Midgaardian realms anymore.  Just
where you are you can't tell.  It feels like you're moving through
ether.  You can still get back down to more surer lands.
~
200 0 3
D0
~
~
0 -1 20028
D5
~
~
0 -1 20026
S
#20028
The Entrance of the Ethereal Web~
     You are at the entrance to ethereal web.  Flickering in and out,
in and out, each strand reveals a different hue from black to green 
to blue.
~
200 0 3
D2
~
~
0 -1 20031
S
#20030
The Young Wormkin's Crib~
     A playpen of sorts, with maggots of wasps and other baby vermin
lying about.  You feel that humans have been played with here too,
and eaten later.  You sense that the maker of this place has
an appetite for dragon meat, and uses this room as a breeding
area.
~
200 0 3
D4
~
~
0 -1 20031
S
#20031
The Base of the Web~
     Large strands connect at this point.  The node shimmers and
flickers within the ether.  You see many flying creatures--
insects, pegasi, and dragon wormkins--navigate the dangerous
passages of the web.  Exits go in many directions.
~
200 0 3
D0
~
~
0 -1 20030
D1
~
~
0 -1 20032
D2
~
~
0 -1 20033
D3
~
~
0 -1 20034
S
#20032
Through the Trees~
     This part of the web intersects through the branches of some
trees.  Various leaves and other debris that the many drones 
have not picked up yet lie here.
~
200 0 3
D1
~
~
0 -1 20031
D2
~
~
0 -1 20035
D3
~
~
0 -1 20033
S
#20033
Above the Clouds~
     You can see all of Midgaard in this ethereal web.  Many
of the larger dragons that do wish to fly seem to fly
away from the sticky strands of the web.
~
200 0 3
D1
~
~
0 -1 20031
D2
~
~
0 -1 20034
D3
~
~
0 -1 20035
S
#20034
On A Cloud~
     Rather thick in consistency.  You realize this is not
a typical cloud, but it might be the nest of an aerial creature.
~
200 0 3
D5
~
~
0 -1 20031
S
#20035
A Link in the Ethereal Web~
     This is another link in the ethereal web.  Various creatures
seem to get caught (or hypnotized) by its sticky strands.
~
200 0 3
D1
~
~
0 -1 20036
D3
~
~
0 -1 20031
S
#20036
The Tenuous Strand~
     Very windy here since it goes up into the sky somewhat.
Still, it's safe enough to move around.
~
200 0 3
D2
~
~
0 -1 20040
D3
~
~
0 -1 20041
D5
~
~
0 -1 20031
S
#20040
The Elder Wormkin's Room~
     A more mature wormkin it seems resides here.  Various tomes of
arcane lore clutter the area, along with shards of armor and weaponry.
~
200 0 3
D5
~
~
0 -1 20031
S
#20041
Another Tree Limb~
     Once again the web crosses another tree limb.  To the side you
see the possible entrace to another creatures lair.
~
200 0 3
D1
~
~
0 -1 20042
D2
~
~
0 -1 20034
D3
~
~
0 -1 20045
S
#20042
The Bird Spider's Lair~
     This is a big game hunter among most spiders.  Crush jewels
and other weapons suggest the inhabitant must have powerful jaws.
Beware!
~
200 0 3
D5
~
~
0 -1 20031
S
#20045
A Link in the Ethereal Web~
     This is another link in the ethereal web.  Various creatures
seem to get caught (or hypnotized) by its sticky strands.
~
200 0 3
D2
~
~
0 -1 20050
D3
~
~
0 -1 20046
D4
~
~
0 -1 20045
S
#20046
The Quiet Tree Top~
     Here is a quiet tree top.  Downwards you can see a familiar path
that may lead back to Midgaard.
~
200 0 3
D2
~
~
0 -1 20045
D3
~
~
0 -1 20047
D5
~
~
0 -1 6132
S 
#20047
On The Web~
     RRRRRRRRRRROOOOOOOOOOOOOAAAAAAAAAAAAAARR!  You hear the roar
of a powerful beast.  Dragon, you think.  You shiver in your boots
as you tiptoe on this section of the web.
~
200 0 3
D1
~
~
0 -1 20046
D2
~
~
0 -1 20055
D5
~
~
0 -1 20031
S
#20050
The Ki-Rin Chamber~
     A wise ki-rin was entrapped here many years ago.  It is from her
that the ruler of this realm zaps his magical strength.
~
200 512 2
D0
~
~
0 -1 20047
S
#20055
A Link in the Ethereal Web~
     This is another link in the ethereal web.  Various creatures
seem to get caught (or hypnotized) by its sticky strands.  To
the north you sense the heavy breathing of a fiery animal.
~
200 0 3
D0
~
~
0 -1 20060
D2
~
~
0 -1 20065
S
#20060
Yevaud's Lair~
     Yevaud, the Usurper of Midgaard, resides here.  A voice cries
out, "BEWARE, the Usurper of Midgaard lives here!  FLEE while you can!"
But even Yevaud has his master...or so you deduce.
~
200 0 3
D2
~
~
0 -1 20055
S
#20065
A Link in the Ethereal Web~
     This is another link in the ethereal web.  Various creatures
seem to get caught (or hypnotized) by its sticky strands.  A single
spider line lies to the north, while ghastly seemings are due
southward.  The grim entrance of Arachnos' Lair is downward.
~
200 0 3
D0
~
~
0 -1 20071
D1
~
~
0 -1 20031
D2
~
~
0 -1 20066
D5
~
~
0 -1 20090
S
#20066
Entrance to the Donjonkeep~
     A dark path at the end of the web strand, you see ahead
a torch lit chamber where the souls of unavenged adventurers
come and gnash their teeth.  The howls and screams of many echo
through the hall ways.  You see one definite path ahead.
~
200 0 3
D0
~
~
0 -1 20067
S
#20067
The Guardian's Room~
     A chair sits here for a tireless guardian who ensures that no
soul escapes.  The room is undecorated.
~
200 0 3
D0
~
~
0 -1 20068
E
chair~
An ordinary chair, well used, glued to the ground by spiderweb.
~
S
#20068
Realm of the Hopeless~
     Here you see many misguided souls who think they still live.
They search for those who killed them without warrant, and seek the
free souls of living beings to inhabit and perhaps adventure once 
more.
~
200 0 3
D0
~
~
0 -1 20069
S
#20069
Realm of the Hopeless~
     Here you see many misguided souls who think they still live.
They search for those who killed them without warrant, and seek the
free souls of living beings to inhabit and perhaps adventure once
more.
~
200 0 3
D0
~
~
0 -1 20068
D2
~
~
0 -1 20070
S
#20070
The Donjonkeep~
     No souls have ever lived in this place.  The wails of slaves
and the howls of wolves are the only way you can describe the sounds
you hear.  The walls are thin and wispy.  The only light you recieve
is the shimmering from the strand of the ethereal web you used to get
here.  
~
200 0 3
D1
~
~
0 -1 20071
S
#20071
The Single Spider Line~
     A single spider line supports you once more.  As you look
across the ether you seen a single shack up ahead with a light in 
the window.  You sense a great evil coming from the north and feel
inclined to go back on the ethereal web and take your chances there.
~
200 0 3
D0
~
~
0 -1 20031
D2
~
~
0 -1 20072
S
#20072
The Single Spider Line~
     A single spider line supports you once more.  The shack comes
closer into view and you are even more inclined to go back now.
~
200 0 3
D0
~
~
0 -1 20071
D2
~
~
0 -1 20073
S
#20073
The Hermit's Corner~
     Here you see evidence of a vagrant's abode.  The shack is to the
north, if you dare enter it.  You get the sneaking feeling you should
go back now.  The skies above you darken and roar with the laughter
of thunder.
~
200 0 2
D0
~
~
0 -1 20072
D2
~
~
0 -1 20080
S
#20080
Mahatma's Inescapable Trap~
     Mahatma, that silly thief, is here, and he steals everything you
have.  He says, "Here, have a quick trip to the Temple of Midgaard."
He plugs a black dagger into your back...
~
200 6 0
S
#20090
The Entrance to the Arachnos' Lair~
     All strands inevitably lead here, the center of the web, the
entrance to Arachnos' Lair.
~
200 0 2
D1
~
~
0 -1 20091
S
#20091
The Sticky Chamber~
     You can still bail out since your knees are shaking from the
anticipation (or is it fear?).  The sky is clear on this strand of 
web, surprisingly unsticky.  The strand does not vibrate like the 
others.  A few ballooning spiders pass by, cackling "You're gonna
die, you're gonna fry.  Good bye!"
~
200 0 2
D1
~
~
0 -1 20092
D5
~
~
0 -1 20031
S
#20092
The Great Door~
     Before you you see a large, web-like door.  Various designs
of ancient runes and names of Midgaard heroes are etched into
the webwork.  Perhaps lists of victims?  You can't tell.  
~
200 8 2
D0
~
door web large~
1 0 20099
D3
~
~
0 -1 20091
S
#20099
The Lair of Arachnos~
     This is the lair of the Empress Spider, Arachnos.  A lavishly
adorned rainbow web, her lair allows her to move to any universe 
she wishes by using her magical strands to the Prime Material Plane.
Coffers upon coffers of gold, magical jewels and gems await.  Unfor-
tunately Arachnos is a baggy spider too, and webs all her treasures 
to her beautiful silken body.
~
200 0 3
D2
~
door web~
1 0 20092
S
#20200
Bag's house~
This is the house that Bag built.
It has a floor and a ceiling and walls and a door.
~
68 0 0
S
#21001
Ershteep Road~
   You are standing on a thin trail only wide enough for two. The
trail was once, apparently, the middle of a large and busy
thoroughfare. It now lies overgrown by thick, impassable forest to
the east and west. The trail leads further north where a small
cottage becomes apparent and south, through the forest.
~
210 0 3
D0
More trail and a cottage
~
~
0 -1 21002
D2
~
~
0 -1 18007
S
#21002
Ershteep Road~
   You are standing on a thin trail only wide enough for two. The
trail was once, apparently, the middle of a large and busy
thoroughfare. It now lies overgrown by thick, impassable forest to
the east and west. The trail leads further north where a small
cottage lies in a clearing and south towards the City of Midgaard.
~
210 0 3
D0
More trail and a cottage
~
~
0 -1 21003
D2
less dense forest.
~
~
0 -1 21001
S
#21003
Ershteep Road~
You are standing on a bend of a thin trail only wide enough for
two. The trail was once, apparently, the middle of a large and
busy thoroughfare. It now lies overgrown by thick, impassable
forest to the east. The trail leads further south and west. To the
north a small cottage lies in a natural clearing. It looks
deserted.
~
210 0 3
D0
A cottage, the front door is open
~
~
0 -1 21004
D3
A trail through the forest.
~
~
0 -1 21005
D2
A trail through the forest.
~
~
0 -1 21002
S
#21004
A deserted cottage~
   Once inside you see that the former inhabitants of this cottage
left in a hurry. There seems to be much that was left lying about.
Now after many years only the things that aren't of much use lie
here under a thick layer of dust. There is a fireplace in the
north wall over which a large painting hangs. The only apparent
exit is south.
~
210 8 0
D0
A fireplace
~
fireplace lock grate~
2 21001 21052
D2
A door back to the outside world!
~
~
0 -1 21003
E
fireplace~
   It looks like an ordinary fireplace but then a lock on the
grate catches your eye. You have a distinct feeling they key is
not here!
~
E
lock grate~
   A lock made of a fine metal seems to be locking the grate in
place.
~
E
painting picture~
   A wonderfully crafted oil which depicts a scene outside a
jewellers in a busy city street.
~
S
#21005
Ershteep Road~
You are standing on a thin trail only wide enough for
two. The trail was once, apparently, the middle of a large and
busy thoroughfare. It now lies overgrown by thick, impassable
forest to the north and south. The trail leads further east and
west. To the northeast a small cottage lies in a natural clearing.
It looks deserted.
~
210 0 3
D1
More trail
~
~
0 -1 21003
D3
More trail
~
~
0 -1 21006
S
#21006
Ershteep Road~
You are standing on a thin trail only wide enough for
two. The trail was once, apparently, the middle of a large and
busy thoroughfare. It now lies overgrown by thick, impassable
forest to the west and south. The trail leads further east and
north.
~
210 0 3
D1
More trail
~
~
0 -1 21005
D0
More trail
~
~
0 -1 21007
S
#21007
Ershteep Road~
You are standing on a thin trail only wide enough for
two. The trail was once, apparently, the middle of a large and
busy thoroughfare. It now lies overgrown by thick, impassable
forest to the north and east and leads straight up a very large
mountain. The trail leads further south and west. You see a
plateau where the trail disappears to the west.
~
210 0 5
D2
More trail
~
~
0 -1 21006
D3
More trail
~
~
0 -1 21008
S
#21008
Ershteep Road~
You are standing at a triple junction. To the north you see a
wide boulevard, to the east a narrow trail leads down the hill
and to the west there is a large, open field. The way south is
blocked by forest.
~
210 0 5
D1
More trail
~
~
0 -1 21007
D0
More road
~
~
0 -1 21010
D3
A field
~
~
0 -1 21009
S
#21009
An open field~
   You stand on one of the many concentric grassy rings of this
field. In the centre of the field a large unfamiliar tree is
growing surrounded by a ring of earth then a ring of grass and
so on so that a pattern of concentric circles emerges. You
feel a strange power coming from the tree but as you try to
approach it you suddenly feel quite rejected. There is an exit
to the east back to the trail. The forest is too thick to
penetrate here.
~
210 0 2
D0
~
~
0 -1 2180
D1
The trail again
~
~
0 -1 21008
S
#21010
Ershteep Road~
   The road here is wider and seemingly more travelled. The
road leads north and south and is surrounded by impassable
forest its the east and west sides. On the horizon you see a
large city wall.
~
210 0 3
D0
A road
~
~
0 -1 21011
D2
A road
~
~
0 -1 21008
S
#21011
Outside the city wall~
   As you stand before the city a very strange feeling
overwhelms you. You get a sensation of great disaster but also
a sense of lasting peace. The gates stand before you wide open
and unattended. The road leads south and underneath the bridge
you stand on lies a moat running east-west.
~
210 0 1
D0
The city.
~
~
0 -1 21014
D2
A road.
~
~
0 -1 21010
E
moat~
You look into the murky water below you and surmise that
jumping in there would not be a wise thing to do. A number of
rather heavy objects seem to be floating on the surface!
~
S
#21012
Dead end~
The passage way ends here where a door in the west wall leads
further into the wall. The smell that comes from there tends to
indicate that it leads into the sewers.
~
210 12 0
D1
A dimly lit passageway
~
~
0 -1 21013
D3
A door
~
door~
2 21002 21056
E
door~
A narrow wooden door with a rusted keyhole.
~
S
#21013
East-West Passage~
   You stand in a dimly lit passage way inside the city wall.
To the west is the main city gate and east leads further into
the dankness. It seems to be a dead end.
~
210 8 0
D3
An apparent dead end
~
~
0 -1 21012
D1
The city gates
~
~
0 -1 21014
S
#21014
City Gates~
   You stand inside the wall of the city where thusands of feet
have trod. To the south lies the relative safety of Ershteep
Road, to the east and west lie dim passages into the wall and
north you can see into the city. Strangely no normal city
sounds seem to come from within!
~
210 8 0
D0
The city of Orshingal
~
~
0 -1 21019
D1
A dim passage
~
~
0 -1 21015
D2
Ershteep Road
~
~
0 -1 21011
D3
A dim passage
~
~
0 -1 21013
S
#21015
East-West Passage~
    You stand in an dimly lit east-west passage inside the city
wall. East lies the city gate and west seems to lead to a dead
end.
~
210 8 0
D1
A seemingly dead end
~
~
0 -1 21016
D3
City gates
~
~
0 -1 21014
S
#21016
Dead end~
The passage way ends here where a door in the west wall leads
further into the wall. The smell that comes from there tends to
indicate that it leads into the sewers.
~
210 12 0
D3
A dimly lit passageway
~
~
0 -1 21015
D1
A door
~
door~
2 21002 21056
E
door~
A narrow wooden door with a rusted keyhole.
~
S
#21017
On a Road~
You stand at a corner of a road which follows to city wall
around. Through huge amounts of rubble to see that the road
leads north and west from here.
~
210 0 1
D0
On a Road
~
~
0 -1 21023
D1
On a Road
~
~
0 -1 21018
S
#21018
On a Road~
   You stand on a road which leads both east and west from here. To
the north is a broken down, old building.
~
210 0 1
D0
An old building
~
~
0 -1 21024
D1
A junction
~
~
0 -1 21019
D3
Road
~
~
0 -1 21017
S
#21019
Inside the main gates~
You stand inside the main gates of Orshingal, a city in ruins.
The cities invaders seemed to take no care in their attack and
bodies and rubble line the streets. From here roads lead
north, east and west. South leads back to the city
gates.
~
210 0 1
D0
Road
~
~
0 -1 21025
D1
Road
~
~
0 -1 21020
D2
City gates
~
~
0 -1 21014
D3
Road
~
~
0 -1 21018
S
#21020
On a Road~
You stand on a road which though covered in bodies and rubble
seems to lead both east and west from here. To the north is a
mystic temple, strangely intact.
~
210 0 1
D0
A temple
~
~
0 -1 21026
D1
Road
~
~
0 -1 21021
D3
A junction
~
~
0 -1 21019
S
#21021
On a Road~
   You stand at a bend in the road. The road continues north and west
from here.
~
210 0 1
D0
Road
~
~
0 -1 21027
D3
Road
~
~
0 -1 21020
S
#21022
On a Road~
You stand at a bend in the ruined road. The road apparently
leads north and east from here.
~
210 0 1
D0
Road
~
~
0 -1 21029
D1
Road
~
~
0 -1 21023
S
#21023
On a Road~
You stand at a bend in the old road. It continues south and east
through much rubble and many decaying bodies.
~
210 0 1
D2
Road
~
~
0 -1 21017
D3
Road
~
~
0 -1 21022
S
#21024
Armoury~
   This ransacked shop once was an armoury and there are many pieces of
ancient armour all rusting on the floor. There is a locked cabinet on the
floor which seems to have been overlooked. Doors lead to the north and
south.
~
210 8 0
D0
A foyer
~
~
0 -1 21031
D2
Road
~
~
0 -1 21018
S
#21025
A wide street~
    A cobblestone street, meandering through the town. To the north is a
large square dominated by a rather large mound in the centre with a tree on
it. South is a junction of this street and another road.
~
210 0 1
D0
A square
~
~
0 -1 21038
D2
A junction
~
~
0 -1 21019
S
#21026
South Chapel of the Temple~
You are at the south end of the great temple. It is bedecked
with many ancient symbols and artifacts. The strange thing about
this temple is that unlike the rest of the city it seems to be
quite well kept. An exit lies to the south and the main hall
lies to the north.
~
210 12 0
D0
The main hall
~
~
0 -1 21032
D2
An exit back to the street
~
~
0 -1 21020
E
symbols~
Strange symbols all in yellow and black are written on the walls. You have
never seen anything like it before in your life. The strangest thing is
that you seem to think the symbols say something important.
~
S
#21027
On a Road~
   A bend in the road. This was obviously where a great battle
was fought as the stench here is overpowering. The road
continues south and east from here.
~
210 0 1
D1
Road
~
~
0 -1 21028
D2
Road
~
~
0 -1 21021
S
#21028
On a Road~
   The road heads north and west at this point because at this
point, what is left of the city wall dictates that it does.
~
210 0 1
D0
Road
~
~
0 -1 21034
D3
Road
~
~
0 -1 21027
S
#21029
On a Road~
   You stand on a north-south section of the road. The city wall is
west of here and an old building lies to the east.
~
210 0 1
D0
Road
~
~
0 -1 21035
D1
An old building
~
~
0 -1 21030
D2
Road
~
~
0 -1 21022
S
#21030
Weaponry~
   This shop has been looted and pillaged many times and now all that is
left are broken swords and a few scabbards. There is an awful lot of blood
on the walls and a pile of bones lies behind the counter. There is an exit
to the west and a small foyer lies east of here.
~
210 8 0
D1
A foyer
~
~
0 -1 21031
D3
An exit to the street
~
~
0 -1 21029
E
bones~
The last remains of the weaponsmith.
~
S
#21031
A small foyer~
   This is a small room which connects three shops: The Armoury,
Weaponry and Jewellery. These lie to the south, west and north
respectively.
~
210 8 0
D0
The Jewellery
~
~
0 -1 21037
D2
The Armoury
~
~
0 -1 21024
D3
The Weaponry
~
~
0 -1 21030
S
#21032
The Main Hall~
   Amazing patterns and dazzling images crowd your mind.
Swirling visual illusions make you reel and almost fall over.
There are exits north and south to small chapel like areas and
in the east wall a small door leading who knows where?
~
210 8 0
D0
A chapel
~
~
0 -1 21039
D1
A large jarrah door
~
door~
2 -1 21033
D2
A chapel
~
~
0 -1 21026
S
#21033
Cleric's Sanctum~
   You feel quite out of place in here. On the walls lie shelves
which haven't seen the love of a cleaner in what is apparently
centuries. Many books lie about them and there are some scrolls
on the table before you. You suddenly feel uneasy and you look
around.
~
210 8 0
D3
A door
~
door~
2 -1 21032
S
#21034
A street~
   The road runs north-south here and there is a vile stench
coming from a grate at the base of the wall. You expect there
are sewers down there.
~
210 0 1
D0
Road
~
~
0 -1 21041
D1
The city wall and a grate
~
grate~
2 -1 21055
D2
Road
~
~
0 -1 21028
E
grate~
It looks unlocked.
~
S
#21035
On a Road~
   At this point you can see through a hole in the wall of the
city and see that there is a large plain to the east and moving
around you see a large mountain to the north. The road turns to
the south and east here.
~
210 0 1
D1
Road
~
~
0 -1 21036
D2
Road
~
~
0 -1 21029
S
#21036
On a Road~
   The rubble lined road leads north and west from here.
Through the debris you see that the road leads distantly to the
north where the remnants of the wall impede its progress and it
turns east.
~
210 0 1
D0
Road
~
~
0 -1 21042
D3
Road
~
~
0 -1 21035
S
#21037
Jewellery~
   With little regard for years of timeless work, the cities
destroyers have badly damaged this place. You can see little of
any value here. The bones of the shopkeeper lie where he fell
and they may still clutch something!
~
210 8 0
D1
The City Square can be seen through the broken door.
~
~
0 -1 21038
D2
A door to a small foyer
~
~
0 -1 21031
S
#21038
The City Square~
   In the centre of this large square, perched on the top of a
small hillock, is an all to unfamiliar tree. Radial lines of
grass feed out from the tree and you feel a sense of power
radiating from it. Exits lie north and south along a
cobblestone street and east and west lead into buildings.
~
210 0 1
D0
Road
~
~
0 -1 21044
D1
The temple
~
~
0 -1 21039
D2
Road
~
~
0 -1 21025
D3
An old, broken down building
~
~
0 -1 21037
D4
Up to the tree
~
~
0 -1 21059
E
tree~
Why not go and take a closer look yourself?
~
S
#21039
North Chapel~
   The dim candle light and smell of inscence makes your head spin and
you get the feeling that you could very well be in for a bit of
peril in here! There is an exit to the west and the Main Hall lies
to the south.
~
210 8 0
D2
You see the main hall of the temple
~
~
0 -1 21032
D3
A door back to the outside
~
~
0 -1 21038
S
#21040
On a Road~
   The rubble lined road leads north and east from here.
Through the debris you see that the road leads distantly to the
north where the remnants of the wall impede its progress and it
turns east.
~
210 0 1
D0
Road
~
~
0 -1 21046
D1
Road
~
~
0 -1 21041
S
#21041
On a Road~
   The rubble lined road leads south and west from here.
~
210 0 1
D2
Road
~
~
0 -1 21034
D3
Road
~
~
0 -1 21040
S
#21042
On a Road~
   The rubble lined road leads north-south here. A small house lies
to the east but no door is apparent in the wall.
~
210 0 1
D0
Road
~
~
0 -1 21047
D2
Road
~
~
0 -1 21036
S
#21043
Small House~
   This small house, once occupied, now lies in ruins. There are
lots of food scraps on the floor here and some clothes lie strewn on
the floor. Looks tidy eh?
~
210 9 0
D0
The door out!
~
~
0 -1 21048
S
#21044
A wide street~
    A cobblestone street, meandering through the town. To the south is a
large square dominated by a rather large mound in the centre with a tree on
it. North is a junction of this street and another road. Small homes
can be seen east and west of here.
~
210 0 1
D2
A square
~
~
0 -1 21038
D0
A junction
~
~
0 -1 21049
S
#21045
Small House~
   This small house, once occupied, now lies in ruins. There are
lots of food scraps on the floor here and some clothes lie strewn on
the floor. Looks tidy eh?
~
210 9 0
D0
The door out!
~
~
0 -1 21050
S
#21046
On a Road~
   The rubble lined road leads north-south here. A small house lies
to the west but no door is apparent in the wall.
~
210 0 1
D0
Road
~
~
0 -1 21051
D2
Road
~
~
0 -1 21040
S
#21047
On a Road~
   The road turns here and leads south and east. To the north the
city wall lies in complete ruin and all the city which was beyond it
is now just wasteland. You get a strange sense of fear as you get
closer to the wall. There is no way thru all the rubble, luckily.
~
210 0 1
D1
Road
~
~
0 -1 21048
D2
Road
~
~
0 -1 21042
S
#21048
On a Road~
   The road leads east-west and a door into a small, dark house
leads south.
~
210 0 1
D1
Road
~
~
0 -1 21049
D2
A small house
~
~
0 -1 21043
D3
Road
~
~
0 -1 21047
S
#21049
Road Junction~
   You stand at the junction of the two main roads in Orshingal.
They lead south and east-west.
~
210 0 1
D1
Road
~
~
0 -1 21050
D2
A wide street
~
~
0 -1 21044
D3
Road
~
~
0 -1 21048
S
#21050
On a Road~
   The road leads east-west and a door into a small, dark house
leads south.
~
210 0 1
D1
Road
~
~
0 -1 21051
D2
A small house
~
~
0 -1 21045
D3
Road
~
~
0 -1 21049
S
#21051
On a Road~
   The road turns here and leads south and west. To the north the
city wall lies in complete ruin and all the city which was beyond it
is now just wasteland. You get a strange sense of fear as you get
closer to the wall. There is a path leading northwards through the 
rubble.
~
210 0 1
D0
You see a pile of rubble~
~
0 -1 21060
D2
Road~
~
0 -1 21046
D3
Road~
~
0 -1 21050
S
#21052
Fireplace~
   You stand in this small dim fireplace your light source dancing
merrily and making shadowy pictures on the walls. The grate lies to
the south.
~
210 585 0
D2
A grate
~
grate door~
2 21001 21004
S
#21053
Sewer~
   The stench is revolting! You see that the sewer here leads east
and there is a door in the west wall.
~
210 9 0
D1
More sewer
~
~
0 -1 21054
D3
A door
~
door sewer~
2 21002 21016
E
door~
A plain wooden door
~
S
#21054
Sewer~
  The sewer leads both north and south from here.
~
210 9 0
D0
More sewer
~
~
0 -1 21055
D2
More sewer
~
~
0 -1 21053
S
#21055
Sewer~
   The sewer leads south from here and there is a grate in the
ceiling.
~
210 9 0
D2
More sewer
~
~
0 -1 21054
D4
A city street
~
grate ceiling~
2 -1 21034
S
#21056
Sewer~
   The stench is revolting! You see that the sewer here leads west
and there is a door in the east wall.
~
210 9 0
D3
More sewer
~
~
0 -1 21057
D1
A door
~
door sewer~
2 21002 21012
E
door~
A plain wooden door
~
S
#21057
Sewer~
  The sewer leads both north and south from here.
~
210 9 0
D0
More sewer
~
~
0 -1 21058
D2
More sewer
~
~
0 -1 21056
S
#21058
Sewer~
   Apparently this is a dead end with the only exit being south.
~
210 9 0
D2
More sewer
~
~
0 -1 21057
S
#21059
By the tree~
   Here, by the tree lie lots of bones and many bodies. There is an
exit down. You might get to use it!
~
210 0 1
D5
The square
~
~
0 -1 21038
S
#21060
A pile of rubble~
   You are standing on top of a pile of rubble.  To the north, a trail 
leads from the ruined city towards a dark forest.  It is very frightening
to consider what is ahead
~
45 0 0
D0
~
~
0 -1 21061
D2
~
~
0 -1 21051
S
#21061
A winding trail~
   you are on a winding trail, leading from the city of Orshingal northwards,
into a dark, and tangled forest.  However, the path ends here, so go home.
~
45 0 0
D2
~
~
0 -1 21060
S
#21100
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around
you. A pyramid lies to the north-west.
~
60 0 5
D0
Sand as far as the eye can see.
~
~
0 -1 21101
D1
Sand as far as the eye can see.
~
~
0 -1 21101
D2
Sand as far as the eye can see.
~
~
0 -1 21106
D3
Sand as far as the eye can see.
~
~
0 -1 21100
S
#21101
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around
you. A pyramid lies to the north-west.
~
61 0 5
D0
Sand as far as the eye can see.
~
~
0 -1 21100
D1
Sand as far as the eye can see.
~
~
0 -1 21102
D2
Sand as far as the eye can see.
~
~
0 -1 21106
D3
Sand as far as the eye can see.
~
~
0 -1 21100
S
#21102
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around
you. A pyramid lies to the north-west.
~
61 0 5
D0
Sand as far as the eye can see.
~
~
0 -1 21105
D1
Sand as far as the eye can see.
~
~
0 -1 21102
D2
Sand as far as the eye can see.
~
~
0 -1 21102
D3
Sand as far as the eye can see.
~
~
0 -1 21100
S
#21103
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around
you. A pyramid lies far to the north-west.
~
61 0 5
D0
Sand as far as the eye can see.
~
~
0 -1 21104
D1
Sand as far as the eye can see.
~
~
0 -1 21108
D2
Sand as far as the eye can see.
~
~
0 -1 21104
D3
Sand as far as the eye can see.
~
~
0 -1 21102
S
#21104
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around
you. A pyramid lies far to the north-west.
~
61 0 5
D0
Sand as far as the eye can see.
~
~
0 -1 21107
D1
Sand as far as the eye can see.
~
~
0 -1 21103
D2
Sand as far as the eye can see.
~
~
0 -1 21103
D3
Sand as far as the eye can see.
~
~
0 -1 21104
S
#21105
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around
you.  The wind has uncovered what could be an old trail here under the sand.
The stone surface must have been covered by the sands for ages. It leads to
the east through the desert.
~
61 0 5
D0
Sand as far as the eye can see.
~
~
0 -1 21100
D1
The trail seems to continue to the east.
~
~
0 -1 21106
D2
Sand as far as the eye can see.
~
~
0 -1 5055
D3
Sand as far as the eye can see.
~
~
0 -1 5029
S
#21106
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around
you. You are following an old trail of cut stone that shows itself in patches
through the sands. It leads to the east and west. North and south is desert,
as far as the eye can see.
~
61 0 5
D0
Sand as far as the eye can see.
~
~
0 -1 21101
D1
The trail seems to continue to the east.
~
~
0 -1 21107
D2
Sand as far as the eye can see.
~
~
0 -1 21102
D3
The trail seems to continue to the west.
~
~
0 -1 21105
S
#21107
The Great Eastern Desert~
    A vast desert stretches for miles, the sands constantly shifting around
you. There is a trail revealing itself through the sands here, leading west.
To the east, it disappears again into the sandy dunes.
~
61 0 5
D0
Sand as far as the eye can see.
~
~
0 -1 21101
D1
Sand as far as the eye can see.
~
~
0 -1 21104
D2
Sand as far as the eye can see.
~
~
0 -1 21104
D3
The trail seems to continue to the west.
~
~
0 -1 21106
S
#21108
An Old Trail~
    An old trail emerges here from underneath an enormous sand dune, leading to
the east. The desert continues featurelessly to the north and south. The giant
dune prevents further passage to the west.
~
61 4 3
D0
Sand as far as the eye can see.
~
~
0 -1 21101
D1
The trail widens to the east.
~
~
0 -1 21109
D2
Sand as far as the eye can see.
~
~
0 -1 21100
S
#21109
Wide Trail~
    You are on a wide trail that in times long ago was obviously a well used
road. The desert to the north and south is lighter than to the west, with the
sandy dunes being replaced by shrubs and cacti. The desert stretching to the
east also shows signs of rainfall - off in the distance you think you see the
arid landscape yield to grasslands.
~
62 0 2
D0
~
~
0 -1 21110
D1
~
~
0 -1 21115
D2
~
~
0 -1 21111
D3
~
~
0 -1 21108
S
#21110
The Light Desert~
    This region shows signs of life, unlike the vast desert to the west. There
are brush and cacti dotting the landscape here, and further to the north the
terrain becomes even more accomodating - you can see what looks like a huge
grassland stretching out in that direction, which extends to the east as well.
The light desert continues to the south, where off on the distance you see a
large snow-capped mountain range.
~
62 0 3
D1
~
~
0 -1 21112
D2
~
~
0 -1 21109
S
#21111
The Light Desert~
    This region shows signs of life, unlike the vast desert to the west. There
are brush and cacti dotting the landscape here. To the south is a hilly region
through which no trail is visible. To the east there is a large grassland.
The light desert continues to the north, and becomes more severe to the west.
~
62 0 3
D0
~
~
0 -1 21109
D1
~
~
0 -1 21112
S
#21112
The Grassy Plain~
   You are on a large grassy field that extends south to the mountains, west
to the horizon, north as far as you can see, and south-west to the hills. To
the west the grass gives way to the flora of a less irrigated region, as the
pleasant knee-high grass is replaced by scrub brush and cacti. There is a kind
of cleanliness about this landscape. It is as if man had not set foot here for
ages.
~
62 0 2
D1
~
~
0 -1 21112
D2
~
~
0 -1 21112
D3
~
~
0 -1 21110
S
#21113
The Grassy Plain~
   You are on a large grassy field that extends south to the mountains, west
to the horizon, north as far as you can see, and west to the hills. To the
north-west the grass gives way to the flora of a less irrigated region, as the
pleasant knee-high grass is replaced by scrub brush and cacti. Through the
western hills no trail is visible.
~
62 0 2
D0
~
~
0 -1 21112
D1
~
~
0 -1 21113
D3
~
~
0 -1 21111
S
#21114
Ancient Road~
    Long ago, this road must have been a thoroughfare, as it is easily forty
feet across. The stones that form it are still visible through the grass that
seems to have grown up through the cracks everywhere. Even so, it is an
impressive monument to the civilization that built it. There is a light desert
to the west, to the east is a grassland that extends to the horizon. To the
north and south the road extends to the limit of your vision, north through
the grassland, south to a large mountain range.
~
62 0 0
D1
~
~
0 -1 21112
D2
~
~
0 -1 21115
D3
~
~
0 -1 21110
S
#21115
Ancient Road~
    Long ago, this road must have been a thoroughfare, as it is easily forty
feet across. The stones that form it are still visible through the grass that
seems to have grown up through the cracks everywhere. Even so, it is an
impressive monument to the civilization that built it. There is also a lesser
road leading off to the west, into the scorching desert. To the east is a
grassland that extends to the horizon. To the north and south the road extends
to the limit of your vision, north through the grassland, south to a large
mountain range.
~
62 0 0
D0
~
~
0 -1 21114
D1
~
~
0 -1 21112
D2
~
~
0 -1 21116
D3
~
~
0 -1 21109
S
#21116
Ancient Road~
    Long ago, this road must have been a thoroughfare, as it is easily forty
feet across. The stones that form it are still visible through the grass that
seems to have grown up through the cracks everywhere. Even so, it is an
impressive monument to the civilization that built it. There is a light desert
to the west, to the east is a grassland that extends to the horizon. To the
north and south the road extends to the limit of your vision, north through
the grassland, south to a large mountain range.
~
62 0 0
D0
~
~
0 -1 21115
D1
~
~
0 -1 21112
D2
~
~
0 -1 21117
D3
~
~
0 -1 21111
S
#21117
Ancient Road~
    Long ago, this road must have been a thoroughfare, as it is easily forty
feet across. The stones that form it are still visible through the grass that
seems to have grown up through the cracks everywhere. Even so, it is an
impressive monument to the civilization that built it. Hills have cropped up to
the west - there is no trail to make passage possible. To the north and south
the road extends to the limit of your vision, north through the grassland,
south to a large mountain range.
~
62 0 0
D0
~
~
0 -1 21116
D1
~
~
0 -1 21113
D2
~
~
0 -1 21118
S
#21118
Ancient Road~
    Long ago, this road must have been a thoroughfare, as it is easily forty
feet across. The stones that form it are still visible through the grass that
seems to have grown up through the cracks everywhere. Even so, it is an
impressive monument to the civilization that built it. You are entering the
foothills of the mountains now, though the peaks themselves still seem far
away. Strangely, the road is flat and straight. When a hill gets in the way,
rather than going around or over it, it goes right through it, giving you an
even greater respect for the civilization that built it.
~
62 0 0
D0
~
~
0 -1 21117
D2
~
~
0 -1 21119
S
#21119
Ancient Road~
    Long ago, this road must have been a thoroughfare, as it is easily forty
feet across. The stones that form it are still visible through the grass that
seems to have grown up through the cracks everywhere. Traveling along it has
caused you to start wondering; who could have built this road? how long ago?
what great cities did it connect? The answers must have been lost to modern
lore, or surely in your travels you would have heard some rumor of this place.
The road marches on through the hills, flat, straight, north and south.
~
62 0 0
D0
~
~
0 -1 21118
D2
~
~
0 -1 21120
S
#21120
Ancient Road~
    Long ago, this road must have been a thoroughfare, as it is easily forty
feet across. The stones that form it are still visible through the grass that
seems to have grown up through the cracks everywhere. You are approaching the
mountains now, for the hills are getting taller and the road is starting to
climb, though it is as straight as ever. The clime is getting a bit colder with
the elevation. You notice an overgrown path to the west through the hills, it
shows no signs of having been traveled in these times.
~
62 0 0
D0
~
~
0 -1 21119
D2
~
~
0 -1 21121
D3
~
~
0 -1 21122
S
#21121
Ancient Road~
    Long ago, this road must have been a thoroughfare, as it is easily forty
feet across. The stones that form it are still visible through the grass that
seems to have grown up through the cracks everywhere. At last you have reached
the mountains. The ancient road does not stop upon reaching the base of the
enormous rock face, however, but disappears into a gigantic tunnel, the mouth
of which has a radius of at least thirty feet. It size permits the light to
extend for some distance into the tunnel - you can see that the road continues
as before.
~
62 0 0
D0
~
~
0 -1 21120
D2
~
~
0 -1 21200
S
#21122
Winding Path~
    After the easy walk on the ancient road it takes you a little time to get
used to the rough going on this winding trail. The grass and brush has had more
success reclaiming its territory here than it did there, and you find yourself
having to push the vegatation aside at times to get through. The trail is
continually rising, and you find yourself nearer to the mountains to the south
in elevation, if not in actual distance. The track continues east and west.
~
62 0 5
D1
~
~
0 -1 21120
D3
~
~
0 -1 21123
S
#21123
Winding Path~
    After the easy walk on the ancient road it takes you a little time to get
used to the rough going on this winding trail. The grass and brush has had more
success reclaiming its territory here than it did there, and you find yourself
having to push the vegatation aside at times to get through. To the south there
is an even steeper trail that looks like it will take you to the mountains
themselves, while this path winds it way to the east and west.
~
62 0 5
D1
~
~
0 -1 21122
D2
~
~
0 -1 21125
D3
~
~
0 -1 21124
S
#21124
Path End~
    You have come to the end of the winding path, and only now discover who
must have used it aeons ago. You are on top of a particularly tall hill, one
that gives an excellent view of the grassy plains and desert below. Far to
the north you see a glint of blue that can only be the ocean. It is there the
road must have been headed. There is an area of scorched earth here that has
withstood all the wind and rains, from an uncountable number of campfires kept
by the watchmen who once stayed here. The winding path leads back down the
hill to the east.
~
62 0 4
D1
~
~
0 -1 21123
S
#21125
The Climbing Trail~
    The trail steepens here and you find yourself frequently stopping to catch
your breath. Once in a while you look back and see the hills below you, and the
straight white line that the ancient road makes through the landscape. Far in
the distance to the north you can see a blue expanse that must be an ocean,
while nearer it turns into a sea of green, which extends to the east to the
edge of your vision. To the north-west you can see the desert, an you think
you can just see the outlines of a triangular structure in the center. To the
north the sheer faces of the cliffs are now very close, and the trail seems
to be taking you right to them.
~
62 0 5
D0
~
~
0 -1 21123
D4
~
~
0 -1 21126
S
#21126
A Rocky Precipice~
    The trail you've been following ends here on a wide ledge. Long ago, it
must have been lookout used to view the world below. The mountains rise
straight above you, the sheer rock face forming an impassable barrier to
further travel in that direction. To the west you can see a fissure in the
rock; one that is deep enough that you can't see how far it extends. You know
better than to try to get there from here, though, as it would involve scaling
the mountain going west for more than twenty feet, and you'd never make it. The
steep trail heads back down the mountain here, giving you an exit.
~
62 0 5
D3
~
~
0 -1 21128
D5
~
~
0 -1 21125
S
#21127
An Opening in the Sheer Rock Face~
    As you grasp the rock you look into a fissure that extends several feet
into the face, getting deeper as it continues up the mountain. Looking out
from the fissure reveals a rocky precipice you could probably reach if you had
wings, but certainly not without. It is very cool in here, as the sun rarely
reaches the recesses of this crack. You figure you can work your way up the
fissure to leave. No other exits are apparent.
~
62 260 5 1
D1
~
~
0 -1 21128
D4
~
~
0 -1 21129
S
#21128
Mid-Air~
    You are flying between the rocky precipice and the fissure in the cliff
face. You sneak a glance between your feet to the rocks hundreds of feet below,
and mumble a brief prayer to the gods of magic.
~
62 0 8
D1
~
~
0 -1 21126
D3
~
~
0 -1 21127
S
#21129
Cramped Fissure~
    You've managed to work yourself into a narrow spot in the fissure. From
here you can see both a dark recess in the rock where the crack deepens and
down to an area where there's a little more space. It is quite cool here, and
if it weren't for the fact that you are wedged between a rock and a hard place,
you might even be comfortable.
~
62 260 4 1
D2
~
~
0 -1 21130
D5
~
~
0 -1 21127
S
#21130
Inside the Fissure~
    You are in the recesses of a fissure inside a cliff face. To the north you
can see a bit of light where the crack opens to the world. Up and down the rock
becomes too narrow for further passage. It also tightens to the south, leaving
you in what is effectively a pocket in the fissure. The rough stone presses
against you on the east and west. You can leave to the north.
~
62 269 4 2
D0
~
~
0 -1 21129
D1
The rock is rough, but solid. The surface is very cool.
~
rock~
1 -1 21131
S
#21131
Natural Cave~
    You have entered a natural cavern, formed by the forces of nature over
time. Moving the rock aside stirred the dust like opening a tomb - looks like
no one has entered this cavern in ages, if anyone has ever been here at all.
The cave is completely dark aside from your light, the stalagmites cast strange
shadows on the walls around you. In one corner of the room you notice a hole
in the floor of the cave. Extending your light into it reveals it to be leading
into a space whose size is impossible to tell - the floor and walls, if any,
are beyond the range of your light.
~
62 13 8
D3
~
rock~
1 -1 21130
D5
There's really no way of telling where it goes. Your light doesn't reflect off
anything.
~
~
0 -1 21132
S
#21132
In the Air~
    You're in the air, a bit of a drop above the cavern floor that is visible
below. Above you a hole is barely visible in the ceiling of the cavern, among
the stalactites. You still can't see any walls. This place must be big.
~
62 13 3
D4
You think you see the outlines of a hole up there.
~
~
0 -1 21131
D5
~
~
0 -1 21133
S
#21133
Enormous Cavern~
    You are somewhere inside what you assume must be a cavern of enormous size,
as from your current position only the ground below you limits your movement -
there are no walls visible in any direction that your light source can reach.
>From here you can go north, south, east, and west. The roof of the cavern abov
e
you is not visible from this vantage point.
~
62 9 4
D0
~
~
0 -1 21137
D1
~
~
0 -1 21135
D2
~
~
0 -1 21134
D3
~
~
0 -1 21138
D4
~
~
0 -1 21132
S
#21134
South End of the Enormous Cavern~
   This is the south end of a vary large cavern. Your light casts a reflection
off the southern wall that tells you no further passage is possible in that
direction. The cavern curves to the east, the northernly arc of the wall is
visible from here. You can also go west. Looking upwards, you notice a ledge
about twenty feet up, but there's no visible means to get to it.
~
62 9 -1 50 21141 1 4
D0
~
~
0 -1 21133
D1
~
~
0 -1 21135
D3
~
~
0 -1 21139
S
#21135
East End of the Enormous Cavern~
    The easterm wall of the cavern is visible from here, and as it curves up
to the cavern ceiling which must be somewhere above, you see a tremendous black
mass of life coating it like wet and running black paint. This cavern is the
home of hundreds of bats. It is unclear what kind. Realizing this, it is with
some apprehension you tiptoe out of here.
~
62 9 4
D0
~
~
0 -1 21136
D2
~
~
0 -1 21134
D3
~
~
0 -1 21133
S
#21136
Northeast End of the Enormous Cavern~
    This is the northwest end of an enormous cavern. The rocks here are quite
beatiful, and there is a glow coming from an extension of the cavern that
continues to the north. Despite the richness of the minerals apparent in the
walls here, there is no sign they have ever been mined. Perhaps someday when
you have the time you will return to work the rock. In the meantime, you can go
south and west to other parts of the cavern, or north to the extended cave.
~
62 9 4
D0
~
~
0 -1 21140
D2
~
~
0 -1 21135
D3
~
~
0 -1 21137
E
minerals rock~
It looks like garnet and amythest stones occur naturally here. Quite a find.
~
S
#21137
North End of the Enormous Cavern~
    This is the northern end of a rather large natural cavern. The floor is
smoother here than other parts of the cave, for some reason. The roof is
visible only close to the north wall, as it arches out of sight quite quickly.
What you can see of it appears to be moving. Very odd. From the blackness of
whatever it is that is up there, you think it might be bats. Of course, that
would mean there are lots of them. As this occurs to you, it also strikes you
that it might be a good idea to leave. Like, now.
~
62 9 4
D1
~
~
0 -1 21136
D2
~
~
0 -1 21133
D3
~
~
0 -1 21138
S
#21138
West End of the Enormous Cavern~
    This is the western end of a cavern of impressive size. The wall curves to
the east on the northern side, but is straighter to the south. There is a
passage sloping slightly down to the west. You notice the floor is smoother
here than one might expect for a natural cave, but you see no signs of work
done on it by intelligent creatures. You can go in all directions from here,
the cavern is to the north, south and east, the passage is west.
~
62 9 4
D0
~
~
0 -1 21137
D1
~
~
0 -1 21133
D2
~
~
0 -1 21139
D3
~
~
0 -1 21186
S
#21139
Southwest End of the Enormous Cavern~
    You have reached the southwestern edge of the cavern. The ceiling is a bit
lower here, and on it you can see a writhing mass of sleeping bats. You decide
not to wake them. There is a tunnel that once was probably an underground
riverbed sloping gently up to the south. No water flows there now, however, and
the air is dry and musty, if anything. You can also go north and east to other
parts of the cavern.
~
62 9 4
D0
~
~
0 -1 21138
D1
~
~
0 -1 21134
D2
~
~
0 -1 21142
S
#21140
Extended Cave~
    The glow you saw from the main cavern seems to be coming from some strange
lichen growing on the walls. They are not the only life form present here, as
you also see molds and spores of various kinds growing in between the rocks.
Unlike the main cavern, this place is damp. A trickle of water off the south
wall reveals the source of life for these humble life forms. There is a pretty
green mold growing here.~
62 8 4
D2
~
~
0 -1 21136
E
green mold~
It is an almost fluorescent color. It is thriving in the damp soil near the
water source.
~
S
#21141
Lair of the Cave Fishers~
    Well, you seem to have made it onto that ledge you couldn't reach. A hungry
cave fisher has grabbed you, and he and his pals are looking forward to having
you for dinner. There is a trail down to the west~
62 9 4
D3
~
~
0 -1 21139
S
#21142
Ancient Riveroute~
    The passage slopes gently up here, and there are no stalgmites or other
rough features on the floor. There is a gritty layer of heavy sand on the floor
in the middle of the passage, from which you surmise this was once the route
followed by an underground river. The cavern you were just in must have served
as a natural reservior at some point, though it's hard to say how long the
area's been dry. The passage continues north and south from here.
~
62 265 3 10
D0
~
~
0 -1 21139
D2
~
~
0 -1 21143
S
#21143
Ancient Riveroute~
    The route continues north and south here, getting narrower to the south
and widening out a bit further to the north.
~
62 265 3 10
D0
~
~
0 -1 21142
D2
~
~
0 -1 21144
S
#21144
Fork in the Riveroute~
    You've come to a place where the river must have been fed by two sources
which merged into a single stream. The southern route was clearly the larger
of the two sources, as the tunnel there is only slightly smaller than the one
into which the two sources converge to the north. The other source looks
like it probably was a minor tributary, as the hole through which it enters
this tunnel is barely large enough to fit through. It leads up and to the
west.
~
62 265 3 10
D0
~
~
0 -1 21143
D2
~
~
0 -1 21160
D4
~
~
0 -1 21145
S
#21145
Route Bend~
    This is a narrow spot in a tunnel that was once the bed of an underground
stream. The passage makes a turn here from heading east-west to going pretty
much straight down into a narrow crack. Something seems to have made its home
here in the years that have passed, as there are bits of broken junk and
shattered bones strewn about the floor. You have a slightly uneasy feeling, and
have a strong urge to leave, either to the west, or down.
~
62 265 4 3
D3
~
~
0 -1 21146
D5
~
~
0 -1 21144
S
#21146
Dry Stream Bed~
    The ground evens out here and slopes only slightly downward where the
stream once flowed to the east. The passage is rougher here that it has been
elsewhere, and show signs of greater resistance to the erosion of waters that
once passed through here. The dry streambed leads east and south.
~
62 265 3 10
D1
~
~
0 -1 21145
D2
~
~
0 -1 21147
S
#21147
Dry Stream Bed~
    The dry stream bed rises sharply to the west here, though the passage
becomes more level to the north. At the rate of change of elevation of this
streambed, you figure it must have been fed from a stream on the surface
somewhere. There are also signs that someone might have been this way before
you, though from the bits of metal scrapings you noticed on the rocks it's
impossible to tell how long ago.
~
62 265 3 10
D0
~
~
0 -1 21146
D3
~
~
0 -1 21148
E
metal scrapings~
It seems to be bronze.
~
S
#21148
Dry Stream Bed~
    The stream bed continues its twisting course here, only now instead of
being merely steep, it continues practically straight up to the north, and
drops sharply down to the east. There is a frayed rope ladder hanging down
on the northern wall which disappears into the inky blackness above. It doesn't
look trustworthy, but the rock is sufficiently rough for you to climb without
it's help. Getting down might be a bit more difficult, though.
~
62 265 3 10
D1
~
~
0 -1 21147
D4
You could probably climb the rock here, as the eighty percent grade makes
the task merely very difficult. You can't tell how far up the top is, though,
but it must be at least thirty feet, if not more.
~
~
0 -1 21149
E
rope ladder frayed~
It is old, and practically crumbles under your touch. You estimate it must
have been placed here long ago to be in such a sorry state today.
~
S
#21149
Dry Stream Bed~
    The stream bed continues here, to the north, at only a slight angle, and
also down into a dark hole to the south. There is a frayed rope ladder tied
to the rocks adjacent to the downward passage, but you have serious doubts as
to whether it is up to the task of holding your weight, plus all your stuff.
The only sure passage leads north, further up the streambed.
~
62 265 3 10
D0
~
~
0 -1 21150
D5
Wow, it looks like quite a drop. You can't see where the bed evens out
again but you estimate it's got to be a good forty feet below you, if not
more.
~
~
0 -1 21148
E
frayed rope ladder~
Looking closely at the ladder reveals that its fastenings to the rock are very
loose, and the condition of the rope is such that no better fastening job is
possible. Good thing you checked it out, using it to go down would surely have
resulted in an untimely death.
~
S
#21150
Dry Stream Bed~
    The stream bed curves again here, leading to the south and east. There are
signs that this path might have been traveled once upon a time, as along the
northwest wall where the stream curves sharply you can see a large plate made
of some kind of metal, fastened securely to the rock. The stream bed slopes up
to the east, and down to the south.
~
62 265 3 10
D1
~
~
0 -1 21151
D2
~
~
0 -1 21149
D3
~
plate~
2 21114 21330
E
plate metal large~
It is secured to the rock quite solidly. You'd need to have some kind of
strong lever to pry it off, and even that might not do it. It looks like it
might have been a very large shield. Wonder what it's doing here...
~
S
#21151
Dry Stream Bed~
    The stream bed is larger here than elsewhere, and forms more of a large
bowl than what could be properly described as a tunnel. There are two exits
apparent; one is the path the stream once followed sloping down to the west,
the other is a hole in the ceiling. You can just reach the roof to access it,
but going that way means some tough traveling, as it is essentially a shaft
leading straight up.
~
62 265 4 10
D3
~
~
0 -1 21150
D4
~
~
0 -1 21152
S
#21152
Vertical Shaft~
    You are climbing the wall of what was once an underground waterfall - and
quite a fall it must have been too, as the ground is dropping away below you
at an alarming rate. Traveling here is rough going, as you are forced to use
your hands to brace yourself against the rock and slide up or down on the
opposite side of the shaft with your backside. Fortunately, your armor is
taking more of a beating than you are. The top of the shaft isn't visible from
here, but you think you can see an end downwards, some thirty feet below.
~
62 265 5 4
D4
An outcropping of rock some ten feet up makes it impossible to determine
how much further up this shaft goes.
~
~
0 -1 21153
D5
It's dark down there, but the shaft looks like it bottoms out in a bit.
~
~
0 -1 21151
S
#21153
Narrow Point~
    Argh! You've reached a place that's so narrow you can barely worm your way
through it. Fortunately, the grade is only about seventy percent here, so there
is some friction with the rock to keep you from plunging down the shaft to
meet your death on whatever lies below. From above you there is a faint light
visible. The shaft twists around a corner just ahead, however, so it's not
clear what the source is. You can go up or further down into the shaft.
~
62 265 5 2
D4
~
~
0 -1 21154
D5
~
~
0 -1 21152
S
#21154
The Funnel~
    This is a natural sinkhole - a place where the spring meltoff from the
winter mountain storms must have flowed at one time. Now, however, no water
flows, and the funnel leads down into a very dark and forbidding looking hole.
>From here you can see what appears to be a small natural dam to the north,
over which you can see an icy pool. It looks a bit cool for bathing. To the
west lies the edge of the funnel where you can get out, south and east are
mountain walls that prevent passage in that direction.
~
62 0 5
D0
That water looks awfully cold. Swimming in it might be a bad idea.
~
~
0 -1 21155
D3
~
~
0 -1 21157
D5
~
~
0 -1 21153
S
#21155
In the Icy Pool~
    You are swimming in a small pool. Unfortunately, the water is extremely
cold. As a matter of fact, you can feel hypothermia coming on quite rapidly.
Perhaps it would be a good idea to get out and dry off. You can exit to the
west to the edge of the pool, or the south to the funnel.
~
62 0 -1 80 21159 1 6
D2
~
~
0 -1 21154
D3
~
~
0 -1 21156
S
#21156
Edge of the Icy Pool~
    You are on the western edge of a small pool filled with icy water. To the
east and north the sheer walls of the mountain serve both to prevent passage
and to channel the flow of the water that collects on the slopes into this
pool. When the pool fills, the overflow goes over a small natural dam on the
south end of the pool into the funnel just south of it. You can go south to
the edge of the funnel from here, and also east for a dip in the pool.
~
62 0 3
D1
That water looks awfully cold.
~
~
0 -1 21155
D2
~
~
0 -1 21157
S
#21157
Edge of Sinkhole~
    You are on the western edge of a natural sinkhole. There are boot tracks
here that have solidified in the mud. The tracks lead to the north, where you
can see an icy pool. Probably a water stop for the trail up the mountain you
notice to the west. To the east is a natural sinkhole, at the bottom of which
you can see a dark opening leading to who knows where.
~
62 0 1
D0
~
~
0 -1 21156
D1
~
~
0 -1 21154
D3
~
~
0 -1 21158
S
#21158
Mountain Trail~
    The ground flattens out here for once, and the inexorable climb becomes
more of a leisurely stroll. The wind that had been whipping down the path has
lessened now, and without it the bitter cold of past traveling has given way
to more moderate chilly temperatures. You can go down the path to the north,
up to the south, and there is also a small trail leading to the east.
~
62 0 1
D0
~
~
0 -1 21251
D1
~
~
0 -1 21157
D2
~
~
0 -1 21252
S
#21159
An Icy Death~
    Gee, it's really cold. You feel sleepy. Mmmmm.... maybe you'll take a
nice long nap. Yeah....

This is your final thought as you sink slowly into the icy waters.
~
62 6 0
S
#21160
Primary Riverbed~
    You are in a wide tunnel carved by rushing waters in ages past. It is dry
here now, however, and from the musty smell you estimate it must have been
that way for some time. The floor of the tunnel is covered with a gritty sand
that results from aeons of small pebbles traveling along the stream grinding
against the rocky tunnel floor. The route continues to the north and south.
~
62 9 4
D0
~
~
0 -1 21144
D2
~
~
0 -1 21161
S
#21161
Primary Riverbed~
    The river route curves gently to the east and north here, and the tunnel
remains wide and almost level. There is a gritty ground sand on the floor here
caused by ages of erosion, and the ceiling, walls and floor are pretty much
devoid of large rock protrusions.
~
62 9 4
D0
~
~
0 -1 21160
D1
~
~
0 -1 21162
S
#21162
Primary Riverbed~
    You are in one half of a gentle S-curve traced by the river bed of a long
dry underground waterway. The passage goes to the south and west from here,
following a gentle upslope to the south.
~
62 9 4
D2
~
~
0 -1 21163
D3
~
~
0 -1 21161
S
#21163
Primary Riverbed~
    The river route is a bit narrower here than it is to the north, and it
looks like it narrows even further to the south. The tunnel here is rougher
going than to the north, as there are obstinate rock outcroppings that have
managed to stave off erosion and snag your clothes when you pass. There is
a small hole in the ceiling of the tunnel here, in addition to the tunnel
leading north and south.
~
62 9 4
D0
~
~
0 -1 21162
D2
~
~
0 -1 21164
D4
~
hole~
0 -1 21215
S
#21164
Primary Riverbed~
    The passage is quite constricted here in comparison to the roominess it
evinces to the north. Still, traveling single file it can be managed easily
enough. You think you can see what was once the source of the river up ahead
to the south. The ground is starting to rise rather sharply in that direction.
~
62 265 4 10
D0
~
~
0 -1 21163
D2
~
~
0 -1 21165
S
#21165
Primary Riverbed~
    It is here that the underground river must have had its source. There are
small openings to the west and up as well as to the south. The southern route
is almost too narrow for a person to fit into, and looks like it gets even
smaller. The west passage looks more inviting for humanoid travel. There is
also a tiny hole leading up.
~
62 9 4
D0
~
~
0 -1 21164
D2
~
~
0 -1 21167
D3
~
~
0 -1 21168
D4
~
~
0 -1 21166
S
#21166
Tiny Fissure~
    You've come as far in this direction as you can, as the rock comes
together above you to prevent passage to anything larger than a small rodent.
Forcing your light up the fissure allows you to see into it a few feet, and
from what you can tell it extends straight up without enlargening at least
that far. The only exit is back down to the river source intersection.
~
62 269 5 2
D5
~
~
0 -1 21165
S
#21167
Tributary Path~
    You have come to the end of this river path, as you are in a very small
space where the rocks come together to form an extremely small cave. There iis
a narrow crack in the floor, far too small for travel, out of which you can
hear the sounds of distant water rushing. Once water must have emanated from
this crack, now it flows a different way.
~
62 9 4
D0
~
~
0 -1 21165
S
#21168
Tributary Path~
    This tunnel is a bit on the restrictive side when it comes to travel, and
you find yourself forced to you hands and knees at times in order to pass
through narrow spots. Holding your light source in your teeth, you can see
that the passage widens out a bit to the east, while it narrows further and
rises almost vertically as it turns to the north.
~
62 9 5
D0
~
~
0 -1 21169
D1
~
~
0 -1 21165
S
#21169
Tributary Path~
    You are really squeezing your way through the tunnel here, and bits of
your clothing and armor occasionally snag on the rock, forcing you to stop
and unhook them. The narrow tributary path continues to rise up to the west,
and drops sharply to the south.
~
62 9 5
D2
~
~
0 -1 21168
D4
~
~
0 -1 21170
S
#21170
Rock Face~
    You have emerged from the narrow tributary path onto a sheer mountain
face. The wind whips by you here at an alarming rate, and you cling desperately
to the rock to avoid being torn from your perch and blown to your death on the
rocks thousands of feet below. From here you can see a running stream a few
hundred feet down the cliff face to the east, where it disappears into another
crevice in the rock on its path to unknown destinations. From the lay of the
land about you it doesn't take long to figure out that the water flowing there
once flowed here, thus explaining the dry bed you've been following. The only
exit for those without wings (or the equivalent) is back down into the rock
face.
~
62 0 0
D1
~
~
0 -1 21184
D5
~
~
0 -1 21169
S
#21171
Channel Source~
    This is the source for an underground channel. There is a stream extending
up the mountains here at a prohibitive grade, disappearing into a crevice
directly below you. There is room to stand here, and the protective mountain
face to either side of you keeps the icy talons of the wind from ravishing you
once more.
~
62 4 5
D3
~
~
0 -1 21184
D5
~
~
0 -1 21172
S
#21172
New River Path~
    Brrrrrrrr. This water is cold. Fortunately, it is only up to your thighs,
so the force of the pull downstream is still possible to resist. You are
having second thoughts about traveling this way, because you can see that to
go much further along the streambed here you are going to need a set of gills.
Water almost completely fills the tunnel along which the stream is flowing to
the east, and it looks like the tunnel drops further and the water rises
higher as it continues. You can still get out of here by leaving up.
~
62 9 5
D1
~
~
0 -1 21173
D4
~
~
0 -1 21171
S
#21173
New River Path~
    Well, now you've done it. Better hope you can breathe water, cause you
can see that the last of the air pockets disappears as the stream continues
to the east. Man this water is cold. And the flow is strong too - it's taking
every ounce of your strength to avoid being swept along with the rushing
current. You can still get out to the west, to the east the water flows out
of sight down into the darkness.
~
62 9 5
D1
~
~
0 -1 21174
D3
~
~
0 -1 21172
S
#21174
Submerged Channel~
    Good thing you can breathe water, as the water has now completely filled
the underground channel. The icy water here is really quite cold, and the force
of the current to the east is irresistable. You can make out a small hole in
the roof of the tunnel here, through which you might be able to fit. You can
also exit west, back to the portion of the channel with air, or to the darkness
visible to the east, towards which the stream is swiftly flowing.
~
62 9 9 60 1
D1
~
~
0 -1 21183
D3
~
~
0 -1 21173
D4
~
~
0 -1 21175
S
#21175
Under the Dark Lake~
    This is the bottom of an underground lake. Fortunately, the water here
isn't as cold as the stream, but it's still quite uncomfortable. The lake floor
is covered with a sticky mud, which is reason enough for you to continue
swimming rather walking along the bottom. There are a few blind fish darting
about; they are more concentrated to the south and west. They don't seem to
like your light source very much, and move away when you come close. There is
a fairly strong current pulling you to the east. You can also exit up to the
lake surface, west and south to other parts of the lake, and down into a small
hole leading to unknown destinations.
~
62 9 9 90 1
D1
~
~
0 -1 21176
D2
~
~
0 -1 21178
D3
~
~
0 -1 21177
D4
~
~
0 -1 21185
D5
~
~
0 -1 21174
S
#21176
At the Bottom of a Dark Lake~
    This is the southeast end of an underground lake. There is a powerful pull
to the east here, and in that direction you can just see the flow entering a
wide crack in the eastern lake wall. The lake floor has a thin layer of mud,
that has come along with the flow of water from the west. Besides exiting via
the crack to the east, you can also go west towards the center of the lake,
and up to the lake surface.
~
62 9 9 75 1
D1
~
~
0 -1 21183
D3
~
~
0 -1 21175
D4
~
~
0 -1 21185
S
#21177
At the Bottom of a Dark Lake~
    Gak! The lake water is both cold and extremely muddy here. There is a weak
current pulling you to the east, where the visibility is a little better. The
lake extends to the south as well, and it seems like the water warms up a bit
in that direction. Along the bottom of the lake you think you can detect
something moving, but it's really to dark and muddy to tell for sure. You can
exit up to the lake surface, south, or east.
~
62 9 9 105 1
D1
~
~
0 -1 21175
D2
~
~
0 -1 21178
D4
~
~
0 -1 21185
S
#21178
At the Bottom of a Dark Lake~
    This is the deepest part of an underground lake. As you swim about, you
can just make out the lake bottom some twenty or so feet below you. The water
is fairly muddy, which makes it difficult to maintain your sense of direction.
It looks like the lake continues to the south and north, and going up will take
you to the surface. Some blind lake fish swim about here, shying away from your
light as you approach. There is a slight current here pulling you to the north,
and you notice the lake water warms slightly to the south.
~
62 9 9 120 0
D0
~
~
0 -1 21177
D2
~
~
0 -1 21179
D4
~
~
0 -1 21185
S
#21179
At the Bottom of a Dark Lake~
    This is the southwest end of an underground lake. The bottom is muddy and
the visibility is very low. The blind fish swimming about don't seem to mind
that very much, but they don't like your light, and they do their best to stay
away from it. There is a slow current pulling you to the north, but you can
also go east, where the water is slightly warmer. going up will take you to the
lake surface.
~
62 9 9 120 0
D0
~
~
0 -1 21178
D1
~
~
0 -1 21180
D4
~
~
0 -1 21185
S
#21180
At the Bottom of a Dark Lake~
    You are at the southeast end of of an underground lake. The water is quite
murky, and the lake bottom is coated in a sticky mud. Fortunately, you are
swimming above lake floor. There are a variety of underwater life forms here,
mostly blind, that shy away from your painfully bright light. There is a slow
current here, pulling you to the west. You can go north and west to other parts
of the lake, up to the lake surface and you can just make out a dark hole to
the south as well. You notice the fish and other residents of the lake don't
seem to have much interest in entering this hole. There seems to be a flow of
warmer water from that direction, which might explain why the lake's relative
warmth.
~
62 9 9 135 3
D0
~
~
0 -1 21178
D2
~
~
0 -1 21181
D3
~
~
0 -1 21179
D4
~
~
0 -1 21185
S
#21181
An Underwater Cave~
    Perhaps coming in here wasn't such a good idea. The temperature of the
water in what has turned out to be a small underwater cave is a few degrees
warmer than the chillier water of the lake proper. Perhaps that is why some
rather large and nasty predators have taken this to be their home. Unlike the
lake bottom, the underwater cave is rocky, and along the floor you can make
out a layer of bones whose depth isn't easily determinable. There is a crack
in the south wall out of which the warmer water flows, but it is too small for
passage. If you survive, you can exit to the north.
~
62 9 9
D0
~
~
0 -1 21180
S
#21182
On the Shore of the Dark Lake~
    You are on the shore of a dark underground lake, which stretches away from
you to the east. The cavern that houses it is large, but your light source
shows you its limits, and there are no apparent exits other that a wide tunnel
that lies further up the rocky shore to the west. There are a few signs that
others have stood where you are now - a bit of broken bone here and a scrap of
metal there. Perhaps this lake is used as a source of water for someone. The
tunnel to the west beckons invitingly to satisfy your curiousity.
~
62 13 4
D1
~
~
0 -1 21185
D3
~
~
0 -1 21231
E
bone~
It looks bleached and broken.
~
E
metal~
It looks like bronze.
~
S
#21183
In an Underground Stream~
    You have been swept along into what is apparently an underground stream.
Back to the west you can see the two sources of the stream, a large hole on the
one side out of which icy water shoots at terrific speed and a smaller crack on
the other side out of which warmer water is emitted more slowly. You could
probably get into the smaller crack, but the force of the current out of the
larger makes travel through it impossible. The current is pulling you to the
east, where the stream twists down and narrows.
~
62 9 9
D3
~
~
0 -1 21176
S
#21184
Flying Above a Deep Chasm~
    You are flying above a deep chasm in the middle of a vast mountain range.
The wind is very strong here, and it is cold. You make every effort to stay
next to the face of the cliff from which you emerged, as even with your
flying ability you would be buffeted by the winds to destinations unplanned
if you were to move away from it. You can see a small stream running into a
wide crevice in the rock down to the east, and above you to the west is a
smaller hole in the cliff face.
~
62 0 8
D1
~
~
0 -1 21171
D3
~
~
0 -1 21170
S
#21185
On the Dark Lake~
    The water ripples as you swim on the surface of this underground lake. It
is difficult to tell how deep the water is from here, as it is very dark and
murky. To the west you can see a small area where it is possible to get up on
the lake shore. The cavern in which the lake lies is largish, but rises sharply
up from the water line in all directions but the west. From here you can exit
west to the lake shore, or, if you can breathe water, down into the depths.
~
62 9 6
D3
~
~
0 -1 21182
D5
~
~
0 -1 21175
S
#21186
Old River Passage~
    The ground slopes down slightly here, and the tunnel floor is covered with
silt and gritty sand - rock ground to bits ages ago by the flow of rushing
water. The old river tunnel carves its way through the rock to the west here;
to the east it opens up - must be a cavern. It's impossible to tell how large
it is from here. The dry river bed is quite wide - several persons could walk
side by side here comfortably. It doesn't look like the diameter changes much
to the west.
~
62 9 4
D1
~
~
0 -1 21138
D3
~
~
0 -1 21187
S
#21187
Old River Passage~
    The old river tunnel continues to the east and south here, dropping in
elevation bit by bit as it turns south. It's too dark to tell how far it goes,
but you gather it must have exited from the mountains somewhere back when the
river flowed.
~
62 9 4
D1
~
~
0 -1 21186
D2
~
~
0 -1 21188
S
#21188
Old River Passage~
    There is a sharp bend here, the old river path goes north and also turns
to the west, but drops so sharply in elevation it is more like rock climbing
than following a simple trail - the grade to the west is at least 70 degrees.
~
62 9 4
D0
~
~
0 -1 21187
D5
~
~
0 -1 21189
S
#21189
Old River Passage~
    The passage rises very sharply to the east, to the west it flattens out,
going straight in that direction with a gentle slope for as far as your light
source allows you to see. The air is dry here, but isn't musty - this place
apparently gets ventilated from time to time. That implies an exit must be
somewhere nearby.
~
62 9 4
D3
~
~
0 -1 21190
D4
~
~
0 -1 21188
S
#21190
Old River Passage~
    The old river tunnel continues east and west here at a gradual slope. The
air is cool and dry here, though the temperature seems to warm up a bit to the
west.
~
62 9 4
D1
~
~
0 -1 21189
D3
~
~
0 -1 21191
S
#21191
Old River Passage~
    The old river tunnel continues east and west here at a gradual slope. The
air is warm here, and gets warmer to the west, while it cools off to the east.
The rock walls of the tunnel have been worn by the rush of water from when this
old river bed served as a channel for the melting moutain snowfall.
~
62 9 4
D1
~
~
0 -1 21190
D3
~
~
0 -1 21192
S
#21192
Old River Passage~
    The old river tunnel continues east and west here at a gradual slope. The
temperature is surprisingly warm here, given that you are for all practical
purposes in the middle of a mountain in an underground passage where the rock
has never felt the warmth of the sun.
~
62 9 4
D1
~
~
0 -1 21191
D3
~
~
0 -1 21193
S
#21193
Old River Passage~
    The passage flattens out to the east here, but drops sharply to the west.
In fact, you would probably have to go to all fours to get down the steep slope
in that direction. The air is warm here, and gets warmer to the west, down the
slope. As before, the tunnel is wide; easily wide enough to fit four humanoids
walking abreast.
~
62 9 4
D1
~
~
0 -1 21192
D5
~
~
0 -1 21194
S
#21194
Old River Passage~
    There is a tiny pinpoint of light to the west, signaling an exit from what
once was the bed of an underground waterway. To the east, the floor of the bed
rises out of sight at a prohibitive angle - you are going to have to do a bit
of climbing if you continue in that direction. The air is hot here, but not
stifling; there is a light breeze coming from the tunnel exit to the west.
~
62 9 4
D3
~
~
0 -1 21195
D4
~
~
0 -1 21193
S
#21195
Old River Passage~
    The old river passage continues to the east and west here at a slightly
upward slope to the east. From the west you can feel a warm zephyr across
your face; its source being a tiny semi-circle of light, still some distance
to the west, that marks the spot the water that once rushed through here
exited. The breeze is welcome, as the temperature here is surprisingly hot.
~
62 9 4
D1
~
~
0 -1 21194
D3
~
~
0 -1 21196
S
#21196
Old River Passage~
    The river exit is clearly visible, a straight shot to the west, down a
small grade of perhaps 5 percent. It is about the size of a quarter on the
horizon in that direction. The old river passage is wide here, as it cuts
through soft limestone, which chips away when you poke it. Though the exit
is still some distance away, there is a lot of heat coming from that
direction, as well as a warm breeze. The tunnel continues to the east up a
slight slope as well.
~
62 8 4
D1
~
~
0 -1 21195
D3
~
~
0 -1 21197
S
#21197
Old River Passage~
    The old river exit is directly to your west, and you can see the air
ripple from the heat through the large cave mouth, a sure signal that you'll
want to put on your suntan lotion and shades if you are going that way. The
bed is quite wide here, and narrows only slightly to the east, where it rises
at a slight grade and goes as far as the sunlight coming through the tunnel
entrance will tell you. There is a light breeze coming from the exit to the
west.
~
62 8 4
D1
~
~
0 -1 21196
D3
~
~
0 -1 21198
S
#21198
Old River Exit~
    You are at the bottom of a deep chasm, at the exit mouth of what was once
probably one of the major sources for the mighty river that cut it's way
through the soft earth. The chasm walls tower above you to the east and west,
while the river bed extends to the north and south. The sun tears into your
skin, the heat here is blistering! Perhaps you should take cover in the tunnel
to the east. You can also go south along the dry river bed.
~
62 0 4
D1
~
~
0 -1 21197
D2
~
~
0 -1 21199
S
#21199
Old River Bed~
    You are sweating a bit under your armor now, as the temperature in this
dry river bed is excruciatingly hot. It isn't hard to see why, either, as the
white sand along on the river bed reflects the sunlight back off the cliffs
that rise above you to the east and west. The breeze you had noticed before
has disappeared as mysteriously as it came, leaving the area in a sweltering
calm. This place is even hot at night! You can exit north and south along the
river bed.
~
62 0 4
D0
~
~
0 -1 21198
D2
~
~
0 -1 21262
S
#21200
Ancient Road~
    Long ago, this road must have been a thoroughfare, as it is easily forty
feet across. The stones that form it are still in very good shape here, as the
elements have not been able to abuse it as they have where it is exposed to the
open sky. You have entered the arching tunnel mouth, which towers above your
head impressively. It is still possible to see here, from the light coming in
through the tunnel entrance. The road continues straight and level into the
heart of the mountains; no end is visible from here, as it is shrouded in
darkness a few hundred feet beyond your current position.
~
63 8 0
D0
~
~
0 -1 21121
D2
~
~
0 -1 21201
S
#21201
Ancient Road~
    Long ago, this road must have been a thoroughfare, as it is easily forty
feet across. The stones that form it are still in very good shape here, as the
elements have not been able to abuse it here as they have where it is exposed
to the open sky. You are now in tunnel proper, this distinction being marked by
the gradual reduction of light from the entrance to nearly nothing - it is now
only a small semi-circle of light in the distance to the north. At this point,
only your light source allows you to see. The road, however, continues as
before; straight, flat, and servicable for travel.
~
63 9 0
D0
~
~
0 -1 21200
D2
~
~
0 -1 21202
S
#21202
Ancient Road~
    Long ago, this road must have been a thoroughfare, as it is easily forty
feet across. The stones that form it are still in very good shape here, as the
elements have not been able to abuse it here as they have where it is exposed
to the open sky. The road continues to the north and south here. There are some
skeletons in the middle of the road here, along with a small cart and a few
broken arrows and a few other miscellaneous broken items. They look like they
were heading north, although it's hard to tell for sure. Clearly, whoever these
people were, they have been dead for a very long time~
63 9 0
D0
~
~
0 -1 21201
D2
~
~
0 -1 21203
E
items broken~
There are fragments from a wooden shield, and several pieces of shattered
pottery, plus scraps of armor and a broken dagger.
~
E
skeleton skeletons bones~
They have been completely stripped, and are now quite brittle with age. The
smaller one looks like it probably belonged to a humanoid female, the larger
to a humanoid male. Possibly a husband and wife. The bones of the male are
broken in a few places.
~
S
#21203
Ancient Road~
    Long ago, this road must have been a thoroughfare, as it is easily forty
feet across. The stones that form it are still in very good shape here, as the
elements have not been able to abuse it here as they have where it is exposed
to the open sky. You are now well into a tunnel through a mountain range. It is
impossible to see an exit to the north or south, and you are now too far into
the passage for the elements to reach in any form. As a result, the air is
stale and unpleasant. It only becomes more so to the south, though it is better
to the north.
~
63 9 0
D0
~
~
0 -1 21202
D2
~
~
0 -1 21204
S
#21204
Ancient Road~
    Long ago, this road must have been a thoroughfare, as it is easily forty
feet across. The stones that form it are still in very good shape here, as the
elements have not been able to abuse it here as they have where it is exposed
to the open sky. There's a break in the monotony of the tunnel walls here, as
there is a large hole in the east wall that was apparently a waystation for
weary travelers many an age ago. The road continues to the north and south;
it is flat and smooth, shooting straight through the mountain's heart.
~
63 9 0
D0
~
~
0 -1 21203
D1
~
~
0 -1 21263
D2
~
~
0 -1 21205
S
#21205
Ancient Road~
    Long ago, this road must have been a thoroughfare, as it is easily forty
feet across. The stones that form it are still in very good shape here, as the
elements have not been able to abuse it here as they have where it is exposed
to the open sky. The air is musty here, like one would expect from an area that
has not been traveled in ages untold. The road continues to the north and south
as far as your light can tell you. You sense the oppressive weight of millions
of tons of rocks hanging over your head, and marvel again at those who made
this road so long ago.
~
63 9 0
D0
~
~
0 -1 21204
D2
~
~
0 -1 21206
S
#21206
Ancient Road~
    Abruptly, the road ends here in a tremendous cave-in to the south. It isn't
clear how long ago the earth shifted and the roof of the tunnel collapsed, but
it is clear that no further travel to the south is possible this way. You spot
a few bones and pieces of broken equipment here, and the shadows your light
casts off the large stones among those that block your passage seem to dance
and flicker evilly. You have a strong urge to flee.
~
63 9 -1 80 21207 1 0
D0
~
~
0 -1 21205
D3
~
secret~
1 -1 21208
S
#21207
Ambush!~
    Well, you've found an explanation for the broken bones. A party of
well armed troglodytes have marked your travel down the road and have been
waiting patiently for you to arrive. They seem to have come from a small hole
in the west wall you hadn't noticed before, as it was partially hidden by one
of the large rocks that has fallen from the ceiling.
~
63 521 1
D0
~
~
0 -1 21205
D3
~
~
0 -1 21208
S
#21208
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21209
D1
~
secret~
1 -1 21206
D2
~
~
0 -1 21219
D3
~
~
0 -1 21219
S
#21209
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21210
D1
~
~
0 -1 21214
D2
~
~
0 -1 21212
D3
~
~
0 -1 21211
S
#21210
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21211
D1
~
~
0 -1 21214
D2
~
~
0 -1 21212
D3
~
~
0 -1 21213
S
#21211
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21211
D1
~
~
0 -1 21220
D2
~
~
0 -1 21213
D3
~
~
0 -1 21212
S
#21212
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21211
D2
~
~
0 -1 21214
D3
~
~
0 -1 21218
S
#21213
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21212
D1
~
~
0 -1 21221
D2
~
~
0 -1 21215
D3
~
~
0 -1 21213
S
#21214
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21214
D1
~
~
0 -1 21219
D2
~
~
0 -1 21216
D3
~
~
0 -1 21211
S
#21215
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet. There is a small hole in the floor here.
~
63 9 1
D0
~
~
0 -1 21212
D1
~
~
0 -1 21223
D2
~
~
0 -1 21213
D3
~
~
0 -1 21214
D5
~
~
0 -1 21163
S
#21216
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21213
D1
~
~
0 -1 21214
D2
~
~
0 -1 21222
D3
~
~
0 -1 21208
S
#21217
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21216
D1
~
~
0 -1 21217
D2
~
~
0 -1 21219
D3
~
~
0 -1 21222
S
#21218
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21214
D1
~
~
0 -1 21222
D2
~
~
0 -1 21218
D3
~
~
0 -1 21211
S
#21219
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21208
D1
~
~
0 -1 21219
D2
~
~
0 -1 21217
D3
~
~
0 -1 21209
S
#21220
Spider Cave~
    This might have been a troglodyte cave at one time, but it is currently
inhabited by a couple of really hungry looking cave spiders. It's hard to read
their expressions, but they seem to be looking at you in a manner that implies
you are going to be lunch. You notice a lot of broken bones on the floor here,
and there are some partially drained troglodyte corpses up in the webbing that
is suspended from the ceiling.~
63 9 1
D3
~
~
0 -1 21211
S
#21221
Caves of the Troglodytes~
    You have entered a small, smelly cave. There are bits of junk scattered
about the dirty floor, personal things of the cave's occupant - a large and
particularly evil looking troglodyte. The conditions he is living in are
pitiful, and you turn your nose in disgust at the remains of a rotted tunnel
rat that he discards as you enter. Looks like he's found a more appetizing
meal.
~
63 9 1
D2
~
~
0 -1 21213
S
#21222
Caves of the Troglodytes~
    This cave is really nothing more than a slightly larger tunnel than most,
but it serves as an outpost for several troglodyte watchmen, who don't seem to
think much of your visit. They don't like your light very much. In fact, from
their behavior you might even think they don't like you!
~
63 9 1
D0
~
~
0 -1 21218
D1
~
~
0 -1 21216
D2
~
~
0 -1 21217
D3
~
~
0 -1 21223
S
#21223
Caves of the Troglodytes~
    You seem to have stumbled upon an outpost of the troglodyes that live in
this region. In fact, from the sounds and glimpses to movement you see to the
west, you might have stumbled upon a troglodtye settlement. There are several
large troglodyes here will be glad to show you around. Well, they might be
willing to at least carry bits of you around, after they're done taking you
apart.
~
63 9 1
D1
~
~
0 -1 21218
D3
~
~
0 -1 21224
S
#21224
Caves of the Troglodytes~
    This cave is apparently home to a bunch of real slobs. Not surprisingly,
it is adolescent troglodytes that live here. There are pieces of broken bone
and little bits of metal and glass scattered about the floor, as well as the
"valuables" of the cave's residents. You can hear the sounds of metal hitting
metal coming from the north, and there are also exits to the west and east.
~
63 9 1
D0
~
~
0 -1 21225
D1
~
~
0 -1 21223
D3
~
~
0 -1 21227
E
valuables~
There are bits of broken armor, the skull of a tunnel rat, pieces of string
and other such items of little worth.
~
S
#21225
Caves of the Troglodytes~
    This cave is clearly a practice area for young troglodytes to hone their
skills of maiming and killing. The cave wall is an impressive dark brown -
dried blood from the less successful of those tutored here. Apparently they
play-fight awfully rough. The broken weapons and scraps of armor lying about
testify to this fact as well. There are exits to the south and west.
~
63 9 1
D2
~
~
0 -1 21224
D3
~
~
0 -1 21226
S
#21226
Caves of the Troglodytes~
    Mmm, you can smell some delicious tunnel rat stewing here, a cave that is
quite apparently the cooking area for the troglodytes living around here.
There are a few pots and pans here, though they are barely recognizable as
such. The small fire under the pot from which that yummy rat smell is being
emitted is barely enough to see by, but you can detect some troglodyte matrons
slaving over the cookery. They seem to think you'd make a nice addition to the
meal they're preparing. There is an exit to the south, and you hear what might
be the clatter of weapons coming from the east.
~
63 8 1
D1
~
~
0 -1 21225
D2
~
~
0 -1 21227
S
#21227
Caves of the Troglodytes~
    It's yet another troglodyte strongpoint. From the density of these things,
you'd have to think the troglodyte people were constantly under attack. Who
could be invading their homeland? You realize it's probably adventurers like
you they guard themselves against. The cave is large and has three exits, one
each to the north, south, and east. There is a funny, slightly unpleasant smell
coming from the north.
~
63 9 1
D0
~
~
0 -1 21226
D1
~
~
0 -1 21224
D2
~
~
0 -1 21228
S
#21228
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21224
D1
~
~
0 -1 21228
D2
~
~
0 -1 21229
D3
~
~
0 -1 21230
S
#21229
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21227
D1
~
~
0 -1 21230
D2
~
~
0 -1 21232
D3
~
~
0 -1 21240
S
#21230
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21229
D1
~
~
0 -1 21229
D2
~
~
0 -1 21231
D3
~
~
0 -1 21232
S
#21231
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21231
D1
~
~
0 -1 21182
D2
~
~
0 -1 21232
D3
~
~
0 -1 21230
S
#21232
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21218
D1
~
~
0 -1 21233
D2
~
~
0 -1 21236
D3
~
~
0 -1 21234
S
#21233
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21240
D1
~
~
0 -1 21230
D2
~
~
0 -1 21234
D3
~
~
0 -1 21233
S
#21234
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21236
D1
~
~
0 -1 21230
D2
~
~
0 -1 21235
D3
~
~
0 -1 21233
S
#21235
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21227
D1
~
~
0 -1 21231
D2
~
~
0 -1 21235
D3
~
~
0 -1 21238
S
#21236
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21230
D1
~
~
0 -1 21236
D2
~
~
0 -1 21235
D3
~
~
0 -1 21229
S
#21237
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21238
D1
~
~
0 -1 21239
D2
~
~
0 -1 21235
D3
~
~
0 -1 21236
S
#21238
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21237
D1
~
~
0 -1 21231
D2
~
~
0 -1 21238
D3
~
~
0 -1 21230
S
#21239
Many Tunnels~
    This is a twisty underground tunnel with many exits and entrances. The
ground is more or less even, but the passage walls are so similar in kind that
it is impossible to differentiate one passage from another by them. There are
exits leading in all four compass directions. The tunnel floor has been worn
smooth by the passage of many feet.
~
63 9 1
D0
~
~
0 -1 21237
D1
~
~
0 -1 21239
D2
There is a sign carved in the south wall. It reads:

       _____
      /     \
      | O O |
       \uuu/
       /nnn\
       \___/
    O____ ____O
     ____X____
    O         O

~
~
0 -1 21319
D3
~
~
0 -1 21239
S
#21240
Caves of the Troglodytes~
    This is the entrance of a large cave, that extends to the west and then
branches out further to the north. It is likely that you have found the
beginning of the main troglodyte community, as they are quite numerous here.
>From their reaction to you, you'd think they are of the opinion you are
invading their privacy or something. There are two exits - east back into the
tunnels, and west, deeper into the caves.
~
63 9 1
D1
~
~
0 -1 21232
D3
~
~
0 -1 21241
S
#21241
Caves of the Troglodytes~
    You are in the southeasternmost arc of a large cave shaped approximately
like a donut, with an extremely large column in the center of the cavern. The
diameter of the column, you estimate, is probably about two-thirds of that of
the cave itself. It makes for a very strange tunnel-like effect, but it looks
natural though you have no idea what force of nature might have caused it.
This is where the troglodytes hone their weapons and repair their armor. From
the looks of things, it appears as if it's a skill they've been working on for
some time; though their tools are limited their armor and weapons are in
excellent shape. Maybe the Repair Guy had some troglodyte blood, who knows?
As you enter the cave, the many troglodytes working in here eye your armor and
weapons appreciatively.
~
63 9 1
D0
~
~
0 -1 21242
D1
~
~
0 -1 21240
D3
~
~
0 -1 21247
S
#21242
Caves of the Troglodytes~
    This is the northeastern cave of a linked set of four caves, which could
also be characterized as a single cave with an awfully big column in the
center.  From what you can tell, the cave is shaped more or less like a big
donut. In this section of the cave, female troglodytes are working on
extracting those vital vitamins and minerals from recent kills, by crushing
the bones into a powder which gets mixed into an occasional meal. There are
a couple of young trogs running around here, annoying those working. All this
activity ceases when you enter, and they turn to the task of defending their
home. In addition to the exits along the cave to the west and south, there is
also a passage leading north.
~
63 9 1
D0
~
~
0 -1 21243
D1
~
~
0 -1 21244
D2
~
~
0 -1 21241
D3
~
~
0 -1 21248
S
#21243
Caves of the Troglodytes~
    This cave appears to the the nursury. Normally, the troglodyte young and
their guardians are here, playing games and learning new skills. The cave is
entirely unlit normally, and the presence of your light source appears to be
the brightest thing some of the little trogs have ever seen. Again, it strikes
you that you might be trespassing. There is a larger cave off to the south,
and there are also cavern to the north and west.
~
63 9 1
D0
~
~
0 -1 21245
D1
~
~
0 -1 21244
D2
~
~
0 -1 21242
S
#21244
Caves of the Troglodytes~
    This is a smaller cave than any of the others in this area. It appears to
be a hidden twin strongpoint to the one directly east of here, from which the
cave you are currently in is not clearly visible. Ordinarily, this position
would be occupied by troglodytes watching over the other strongpoint to the
east, preparing to reinforce them in case of any trouble.
~
63 9 1
D1
~
~
0 -1 21227
D3
~
~
0 -1 21243
S
#21245
Caves of the Troglodytes~
    You are in the female troglodytes sleeping quarters - as nice a place as
you think you've ever seen, for a cave. It looks like the place has been
cleaned with a toothbrush... even the dirt on the cave floor looks clean. The
rocks are shiny and sparkle at you, hinting at worth in their glittering
cleanliness, even though you know they are without value. There are ordinarily
several female troglodytes here, in serious discussion.
~
63 9 1
D2
~
~
0 -1 21243
S
#21246
Caves of the Troglodytes~
    This large cave is the sleeping quarters of most of the male troglodytes,
a fact that is evinced more than anything by the bad smell and the large mess.
How so many creatures who don't believe in bathing could live together in one
room is beyond comprehension. Perhaps troglodyes have no sense of smell. This
place is such a mess, you imagine they must have bad vision, too, to tolerate
it. The cave is normally occupied by a few troglodyte soldiers, catching a nap
between guard duties.
~
63 9 1
D0
~
~
0 -1 21247
S
#21247
Caves of the Troglodytes~
    The cave you are in resembles a tunnel more than anything, and might be
labeled as such if it weren't so wide. In fact, though, you are in a cavern
with an extremely large column of natural stone in the middle, which blocks
the view of the other side of the cavern from your current position. This part
of the cave is a practice area for adult troglodytes, as there are scraps of
metal and wood scattered about the floor in silent testimony to past rites of
supremacy that determine the clan chief. There are exits to the north, south,
and east.
~
63 9 1
D0
~
~
0 -1 21248
D1
~
~
0 -1 21241
D2
~
~
0 -1 21246
S
#21248
Caves of the Troglodytes~
    You are now in the northwest arc of a large, donut shaped cave. This is
likely the place where the soldiers work out ther strategy and formations, as
you can see a bunch of rocks set on a stone "table" (really just a large, flat
rock), ostensibly the staging grounds for mock battles and strategic plots by
troglodytes here for many a year, given how smooth the top has now been worn.
There are also several crude drawings on the wall, though what they are of, it
is hard to say for sure. The cave continues to the south and east, and there
are also passageways leading to the west and north.
~
63 9 1
D0
~
~
0 -1 21249
D1
~
~
0 -1 21242
D2
~
~
0 -1 21247
D3
~
~
0 -1 21250
E
drawing drawings~
___| |________________
|       |   |        |
|       |      Vkrm  |
| Gzk!      |        |
|       |   |________|
|_______|   |        |
|           |        |
|<<<<<<<       Xcwn  |
|_______    |        |
|       |   |________|
|  \|/  |   |        |
|  -o-  |   |        |
|  /|\  |            |
|___________|___ ____|
              |   |
              | : |
              |___|
~
S
#21249
Caves of the Troglodytes~
    This is the chief's "private" cave. Apparently being the leader of these
people has some priveledges, at least. The caves furnishings are only slightly
more ornate here than anywhere else, though, so apparently the job isn't
exactly loaded with perks. The chief is here, talking with his top fighters
about prospects of battle. They turn to you, knowing now the battle they had
been anticipating is already upon them. There is an exit to the east.
~
63 9 1
D2
~
~
0 -1 21248
S
#21250
Caves of the Troglodytes~
    This cave is apparently the place where the troglodyte chief receives his
guests. There is a large case filled with trophies from past victories of the
troglodyte clan. Among the trophies, you spot a battered Golden Shield, the
skull of a cave fisher, with some dents and a big hole just over the right
eye, a small crystal sphere, and dull grey helmet with a plume that was once
probably white. The mementos here range from the unexpected to the astounding.
You are impressed by the ability of such a seemingly limited people to have
defeated such a large and varied set of opponents. You can exit east~
63 9 1
D1
~
~
0 -1 21248
S
#21251
Mountain Trail~
    The end of the mountain trail is evident to your west from here; the trail
drops steeply and the ground turns greener, as the elevation isn't sufficient
to maintain the ice and snow of the higher ground. A freezing wind blows down
the mountains through which this trail winds, and it makes you shiver in your
boots. The mountain trail leads to the south from here up and up again the
mountain heights. You can also go west to more moderate climes.
~
63 512 5
D2
~
~
0 -1 21158
D3
~
~
0 -1 21260
S
#21252
Mountain Trail~
    The trail turns again here, as it makes its way up and around the peaks
the have started to appear around you in all directions. Though the path
doesn't assault any actual peaks, you notice that the elevation here is
significantly higher than it is to the north, and it rises even further as it
continues it's journey to the east, since it moves of the valley floor up
along the side of a mountain. Up until now, the snow that has been adorning
the mountains was higher up, but you have come to the point where the trail
winds through the snow. Still, it is compact enough to permit travel, though
the way is a bit slipperier.
~
63 512 5
D0
~
~
0 -1 21251
D1
~
~
0 -1 21253
S
#21253
Mountain Trail~
    It is bitterly cold here. The snow on the path is about ankle deep here,
and it's fresh, which makes traveling on it a bit of a trial. The path is now
making its way along a mountainside, rather than trying to slither between the
peaks at their bases. As a result, to the south there is an impressive drop to
the valley floor far below. Fortunately, the path is wide enough to afford
easy travel without worrying about slipping to one's death below. The grade is
quite steep going up to the east, though to the west the trail leaves the
mountainside on it's way down to warmer places. An icy wind blows from the
southeast, chilling you to the bone.
~
63 512 5
D1
~
~
0 -1 21254
D3
~
~
0 -1 21252
S
#21254
Mountain Trail~
    The trail curves along the side of a mountain here, leading to the west
and south; ever rising to the south, dropping to the west. Across a valley far
below you, you can see lesser peaks to the north. You are above them, and you
can see they are just below the constant cloudline that glooms menacingly on
the trail leading south into the mountains above you. The snow is still
shallow enough here for reasonable travel, though it is fresh, and your feet
sink into up to the top of your ankles. Unfortunately, it looks as if it only
gets deeper to the south, where the trail rises further. The wind is strong
here, and it claws at your clothing, penetrating it to make you long for warmer
climes.
~
63 512 5
D2
~
~
0 -1 21255
D3
~
~
0 -1 21253
S
#21255
Mountain Trail~
    Your ears pop, and it is difficult to breathe normally here, as the
elevation makes for a scarcity of oxygen in the atmosphere. You hope to leave
this place soon, as the elements are starting to wear on you. It is snowing
lightly here, and the fresh snow on the ground makes travel difficult, as each
step is a labor in which you submerge your feet into the knee deep snow and
extract them again to plod on. Adding to the unpleasantness is a wind that you
are really starting to resent, blowing down from the the south. Visibility is
restricted here by the cloud cover, so it is impossible to tell how much
further the trail rises before it breaks through the worst part of mountains.
You can go up to the south, or down to the north.
~
63 512 5
D0
~
~
0 -1 21254
D2
~
~
0 -1 21256
S
#21256
Mountain Trail~
    The trail drops into a small crevice here, as it makes it's way up the
side of yet another immense peak. You can't tell how far up you are for sure,
but given the practically waist deep snow and the difficulty you are having
breathing, it is higher then humanoids were built to travel for very long. The
nice thing about the crevice is that it prevents the wind from doing further
damage to you, for a while at least. The snow here is on the heavy side; large
flakes now fall around you silently. The crevice turns to the east, leading
ever upward, and to the north it returns to the lands below.
~
63 512 5
D0
~
~
0 -1 21255
D1
~
~
0 -1 21257
S
#21257
Mountain Trail~
    To say it is snowing here would be an understatement. It is snowing
*hard*, and combined with the strong cold wind the weather here could almost
be characterized as a blizzard. You have to bend over to present as little
surface as possible to the constant force of the wind. The mountain trail is
now covered in hip deep snow and distinguishable only because the mountains to
the north and east and southwest prevent passage in those directions. You can
barely breath, and the instant crystalization of what little air you expel
tells you that continued travel here may be a fatal mistake. To the extent the
trail is visible, it leads to down the mountain to the west and up further
still to the south.
~
63 512 5
D2
~
~
0 -1 21258
D3
~
~
0 -1 21256
S
#21258
Mountain Trail~
    You are in a full force blizzard, travelling along a narrow pass near the
top of the peaks in a vast mountain range. You can just see the outlines of
the pinnacles of the mountains to your east and west, and the ground seems to
have entirely flattened out, though it is hard to be sure with the gale force
wind buffeting you about and blowing snow in your eyes. It is nearly
impossible to breathe here, the air is so thin. You are now practically
swimming in snow, and the exertion is exhausting you. The mountain path leads
further south, and to the north, where the trail descends.
~
63 512 5
D0
~
~
0 -1 21257
D2
~
~
0 -1 21259
S
#21259
Snowy Pass~
    The wind screams in your ears here, as you enter a narrow mountain pass
at the very apex of the mountain range. From what little you can tell in the
driving snow, the trail drops in elevation to the south, though it flattens
out to the north. Unfortunately, the further south you go, the deeper the snow
gets. Eventually, it reaches eye level, and you realize that further passage
in this direction is impossible. The prospects of making your way to the north
are not particularly attractive, but further travel to the south is right out,
since wading through snow above your head would certainly result in a frozen,
self-performed burial.
~
63 512 5
D0
~
~
0 -1 21258
S
#21260
Valley Trail~
    The valley here is much greener than that to the north, and looking that
way you are a bit surprised by the vast difference in temperature as well.
The gentle hills to the west become steeper to the east, which is the way the
trail continues, in addition to it's sojourn through the dryer valley to the
north. You can see the great eastern desert stretching off to the northwest
from here, as you look in that direction a pyramidical shape is evident. To
the west you can just make out the outlines of rectangular object of impressive
size. Probably a city or something.
~
63 512 4
D0
~
~
0 -1 21261
D1
~
~
0 -1 21251
S
#21261
Valley Trail~
    A narrow valley extends to the south here, and to the west you can see it
ending in a riverbed, as there is a cliff apparently blocking further passage
in that direction. The landscape here is dotted with brown brush and other dry
weather foliage, though as you look to the south things get a bit greener,
probably the result of runoff from an extensive mountain range that has become
visible to the southeast. From here, you can see the whitecaps standing starkly
against the clear sky. The trail to the south looks like it's headed that way,
as the trail has a pronounced rise in that direction. You can also go west to
the dry river bed.
~
63 512 4
D2
~
~
0 -1 21260
D3
~
~
0 -1 21262
S
#21262
The Dry Ford~
    The river bed rises here slightly, and you can see that once upon a time
someone forded the river here, as the cliff that normally runs parralel to you
on the east is abated. In that direction, through a split in the cliff walls,
you can see a path winding its way through a dry hilly valley. To the west,
the trail rises up a series of switchbacks up the face of the cliff, probably
emerging somewhere in the great eastern desert above. The river bed also
continues to the north. It is very hot here.
~
63 512 2
D0
~
~
0 -1 21199
D1
~
~
0 -1 21261
S
#21263
Rest Stop Entryway~
    This area is little more than a wide tunnel bridging the rest stop commons
and the road. Once upon a time this passage and the rest stop were well-
traveled, but given the amount of the dust on the floor, it is clear that like
the road itself, it has been unused for ages. There are sconces in the walls
for torches, but none are there now - your light source provides the only
illumination. You can exit east to the ancient road, or west, where the tunnel
enters a larger area that once served as a common area.
~
63 9 1
D1
~
~
0 -1 21264
D3
~
~
0 -1 21204
S
#21264
Rest Stop Commons~
    This is a sizeable room, approximately square in shape, and almost two
hundred feet on a side. From the shape and texture of the walls you surmise
that a natural cave was enlarged to create the space you currently occupy.
The ground is flat, and unadorned. Once upon a time, weary travelers pitched
their tents here to rest before continuing on to their destination. There are
no signs of recent use, however. There are openings in the walls of this room
in all four compass directions, though your light source isn't powerful enough
to reveal where they lead.
~
63 9 1
D0
~
~
0 -1 21268
D1
~
~
0 -1 21265
D2
~
~
0 -1 21266
D3
~
~
0 -1 21263
S
#21265
Rest Stop Stables~
    Apparently not only could travellers rest here at the waystation, but
their steeds could as well. This medium sized room was clearly cut from the
rock, as the sharpness of the corners and smoothness of the rock rules out the
possibility of any natural cause for its formation. Little remains of the
stables themselves, as the wood that was used to separate the animals has
mostly rotted to dust. What remains is broken and useless for its original
purpose. There is only one exit from this room, which is through a passage to
the west.
~
63 9 1
D3
~
~
0 -1 21264
S
#21266
Supply Center~
    This area looks to have been a supply station for weary travelers. There
is a small crack in the south wall through which water must have flowed at one
time, given the elaborate apparatus of metal gutters that lead to a small hole
in the southwestern corner of the room. No water flows there now. There are
also stone biers jutting out of the floor in four rows, upon which foodstuffs,
mount feed, and other supplies could have rested. Nothing remains of whatever
supplies were once kept here. There are two exits; back to the commons to the
north, and also through a small passage to the east.
~
63 9 1
D0
~
~
0 -1 21264
D1
~
~
0 -1 21267
E
bier biers~
They come up out of the room's floor and are quite solid.
~
E
gutter~
It was clearly used to channel water from the crack to the hole in the floor.
It is made of a strange black metal that seems to have entirely resisted the
trials of time, and shows no signs of rust, either. It is securely fastened
to the rock wall, however.
~
E
hole~
It is less than a foot in diameter, and appears to drop straight down for as
far as you can tell by jutting your light source into it. The gutter leading
up to it was doubtless used to channel the water to this outlet.
~
E
crack~
It is just above eye level for an average humanoid, and is only a few inches
wide. You can't see very far into it, as it narrows and turns after a few feet.
~
S
#21267
Storage Room~
    This is a very small room, less than ten feet on a side. The roof, which
in other places in the rest stop has been a comfortable twelve feet, here drops
to seven feet, further reinforcing the sense claustrophobia one gets upon
entering. Once upon a time this place was probably used to store reserve goods
for the supply area it is adjacent to. Like the supply center itself, however,
it is now completely devoid of anything of value. In fact, it is bare of junk
as well - this place is empty. There is an exit to the west.
~
63 9 1
D3
~
~
0 -1 21266
S
#21268
The Pit~
    This room is roundish, unlike the others in the rest stop area, which have
been more orthagonal in shape. In the center of the room is a small round pit,
approximately four feet in diameter. Looking down it reveals that it drops away
out of sight. The stains along the walls tell you it was once used for waste
disposal, though the lack of any running water makes you breath a sigh of
relief that it has not been used recently. This place must have *stunk*! You
can exit to the south, back to the rest stop commons.
~
63 9 1
D2
~
~
0 -1 21264
S
#21269
Ancient Road~
    Long ago, this road must have been a thoroughfare, as it is easily forty
feet across. The stones that form it are still in very good shape here, as the
elements have not been able to abuse it here as they have where it is exposed
to the open sky. The tunnel has collapsed to the north, and the tons of stones
and rocks that have fallen have completely blocked further passage in that
direction. It is very dark here - your light seems feeble against the pressing
darkness on all sides. You can exit south.
~
64 521 1
D2
~
~
0 -1 21270
S
#21270
Ancient Road~
    Long ago, this road must have been a thoroughfare, as it is easily forty
feet across. The stones that form it are still in very good shape here, as the
elements have not been able to abuse it here as they have where it is exposed
to the open sky. The tunnel stretches on beyond the range of your light to the
north and south, traveling straight and flat through the mountain's core. The
road is eerie here; it seems to have been untraveled for aeons.
~
64 521 1
D0
~
~
0 -1 21269
D2
~
~
0 -1 21271
S
#21271
Ancient Road~
    Long ago, this road must have been a thoroughfare, as it is easily forty
feet across. The stones that form it are still in very good shape here, as the
elements have not been able to abuse it here as they have where it is exposed
to the open sky. It's hard to say how far you have come since entering the
southern tunnel, but looking to the north still gives you no sign of an opening
to the other side. The only source of light here is the one you carry. You can
exit to the north and south.
~
64 521 1
D0
~
~
0 -1 21270
D2
~
~
0 -1 21272
S
#21272
Ancient Road~
    Long ago, this road must have been a thoroughfare, as it is easily forty
feet across. The stones that form it are still in very good shape here, as the
elements have not been able to abuse it here as they have where it is exposed
to the open sky. There is a massive gate set in the western wall here, it looks
to be made of a strange, black metal that resists all your efforts to identify
it. There is a heavy metal bolt-lock built into the center of the gate. It
appears to have been here for quite a while. However, despite the passage of
time it shows few signs of aging; apparently it was built to last. The tunnel
of the ancient road continues north and south, as well.
~
64 521 1
D0
~
~
0 -1 21271
D2
~
~
0 -1 21273
D3
~
gate~
2 21150 21279
E
lock gate~
The gate is large and impressive. The lock is large and extremely complex. It
looks like it would be impossible to pick, without a lot of specialized tools,
anyway. The key would have to be an odd-looking piece of equipment.
~
S
#21273
Ancient Road~
    Long ago, this road must have been a thoroughfare, as it is easily forty
feet across. The stones that form it are still in very good shape here, as the
elements have not been able to abuse it here as they have where it is exposed
to the open sky. The ancient road continues to the north and south, straight
as ever in its course. The rock walls and smooth, and the stones along the
floor are flat and even, though worn from the passage of countless travelers,
long ago.
~
64 521 1
D0
~
~
0 -1 21272
D2
~
~
0 -1 21274
S
#21274
Ancient Road~
    Long ago, this road must have been a thoroughfare, as it is easily forty
feet across. The stones that form it are still in very good shape here, as the
elements have not been able to abuse it here as they have where it is exposed
to the open sky. The southern entrance of the road into the tunnel is now just
visible from here, framed against a background that looks like a wire mesh,
through which you get a glimpse of the open sky - at last! You can go south
towards the opening, or north, deeper into the mountain.
~
64 521 1
D0
~
~
0 -1 21273
D2
~
~
0 -1 21275
S
#21275
The Northern Gate to the Kingdom of Rhyodin~
    Long ago, this road must have been a thoroughfare, as it is easily forty
feet across. The stones that form it are still visible through the grass that
seems to have grown up through the cracks here and there, nourished by the
light that comes through the tunnel entrance to the south. The mouth where the
road enters the mountain here is blocked by a series of crosshatched bars of
a strange black metal. Each bar is a little less than two inches in width, and
they are spaced two feet apart, creating a square grid through which you can
see the countryside beyond. In the center of this is a gate, easily twenty feet
across and high, of the same crosshatched material, set into a rectangular
metal frame. There is no apparent lock on the gate.
~
64 521 1
D0
~
~
0 -1 21274
D2
You see a serene valley, with a clear blue sky and large green fields. Far
to the south you see a town, and further south you think you see the outlines
of a large castle. Apparently the mountain range you have just come through
completely surrounds this valley, because you can make out mountains forty
miles to the south, and more mountains on the east and west. They seem to
form a complete circle about the unspoilt valley you see before you.
~
gate~
2 -1 3001
S
#21276
Barracks~
    This room once clearly served as a military barracks, where men (certainly
some kind of humanoid, from the shape of the bunks) would sleep and spend some
of their free time. There are several rows of bunks here, stacked two high for
efficiency. At the foot of each is a locker, most of which hang open, some of
which are twisted and battered - apparently from attempts of would-be looters.
The barracks continue to the west and south.
~
64 521 1
D2
~
~
0 -1 21277
D3
~
~
0 -1 21283
S
#21277
Barracks~
    This room once clearly served as a military barracks, where men (certainly
some kind of humanoid, from the shape of the bunks) would sleep and spend some
of their free time. There are several rows of bunks here, stacked two high for
efficiency. At the foot of each is a locker, most of which hang open, some of
which are twisted and battered - apparently from attempts of would-be looters.
This room has a lived-in look, and from the unidentifyable tracks along the
floor, the occupant was here rather recently. The barracks continue to the
north and south. There is also an opening in the west wall leading out into
the corridor.
~
64 521 1
D0
~
~
0 -1 21276
D2
~
~
0 -1 21278
D3
~
~
0 -1 21284
S
#21278
Barracks~
    This room once clearly served as a military barracks, where men (certainly
some kind of humanoid, from the shape of the bunks) would sleep and spend some
of their free time. There are several rows of bunks here, stacked two high for
efficiency. All of the lockers here hang open, silent testimony to the
persistance of some thieves. The barracks continue to the north, there is also
an opening in the west leading to a hall.
~
64 521 1
D0
~
~
0 -1 21277
D3
~
~
0 -1 21285
E
lockers~
They look as if they were battered open rather than pryed. They are all empty.
~
S
#21279
The Gatehouse~
    This area served as a checkpoint for those entering the outpost from the
outside. There is an extremely large and imposing-looking gate to the east.
In times of old it must have served to guard the outpost from any opposition
forces. It shows no signs of damage, on this side, at least, so perhaps it was
never needed to fulfill that purpose. It has a large, complicated  locking
mechanism, which even the most competent thief would turn green trying to pick.
There is a passage to the west, and the gate stands to the east, leading to
unknown destinations.
~
64 521 1
D1
~
gate~
2 21150 21272
D3
~
~
0 -1 21286
E
lock gate~
The gate is large and impressive. The lock is large and extremely complex. It
looks like it would be impossible to pick, without a lot of specialized tools,
anyway. The key would have to be an odd-looking piece of equipment.
~
S
#21280
Infirmary~
    The purpose of the long flat beds you noticed from the corridor is clearer
now that you can get a better look at them, as is the purpose of the cabinets.
The beds are on rollers, and from what you can see in the cabinets that are
open, they are filled with linens and bandages. This room was once a medical
facility, but a thick layer of dust has settled over everything as the ages
passed, removing any sterility this room might have once had. Among the
furniture here are several open storage cabinets, and a couple closed ones.
There is nothing else of interest. There is an exit to the west.
~
64 521 1
D3
~
~
0 -1 21287
E
beds~
The beds are on rollers, but they have rusted into their current position. At
one time the wounded were transported on them, you figure.
~
E
linens~
They are very old and moth-eaten, and what remains of them is covered with
a layer of dust.
~
E
cabinets~
The open cabinets have some old linens inside.
~
S
#21281
Armory~
    This room once served as a repository for weapons and armor for the troops
that occupied this outpost. Though there is a great deal of dust covering
everything here, you can still make out a fair number of weapons of various
kinds hanging on the three weapons racks that occupy the north, south, and east
walls. There are a couple of stands in the center of the room that look like
they were designed to hold armor, but there is little armor still left here.
There is an exit to the west.
~
64 521 1
D3
~
~
0 -1 21288
E
stands~
They are metallic frames upon which armor could be hung. They are firmly bolted
into the stone floor. No armor hangs on them now.
~
S
#21282
Barracks~
    This room once clearly served as a military barracks, where men (certainly
some kind of humanoid, from the shape of the bunks) would sleep and spend some
of their free time. There are several rows of bunks here, stacked two high for
efficiency. At the foot of each is a locker, most of which hang open, some of
which are twisted and battered - apparently from attempts of would-be looters
many years ago. You can exit west, back to the rest of the barracks.
~
64 521 1
S
#21283
Barracks~
    This room once clearly served as a military barracks, where men (certainly
some kind of humanoid, from the shape of the bunks) would sleep and spend some
of their free time. There are several rows of bunks here, stacked two high for
efficiency.  Some of the metal frames of the bunks in this room have been
corroded, leaving only twisted scraps in their place. At the foot of each bunk
set is a locker, similarly corroded. The barracks continue to the east and
west, and there is an opening in the south wall leading into a corridor.
~
64 521 1
D1
~
~
0 -1 21276
D2
~
~
0 -1 21284
D3
~
~
0 -1 21290
E
bunks lockers~
The bunks and lockers look they were chewed up, swallowed, partially digested,
and vomited back up. There's very little left of them.
~
S
#21284
Hallway~
    You are in a dark hallway in the mountain defense station. The walls are
smooth, cut from the solid rock here deep inside the mountain. The ceiling is
high, almost fifteen feet. The floor is flat and covered with a thick layer of
dust. The hallway bends here at a right angle; it now heads to the south and
west. There are openings in the north and east walls, through which you can
see the bunks and lockers of soldiers. You can also go to the south and west,
where the corridor continues as far as your light can show you.
~
64 521 1
D0
~
~
0 -1 21283
D1
~
~
0 -1 21277
D2
~
~
0 -1 21285
D3
~
~
0 -1 21291
S
#21285
Hallway~
    You are in a dark north-south hallway in the mountain defense station. The
walls are smooth, cut from the solid rock here deep inside the mountain. The
ceiling is high, almost fifteen feet. The floor is flat and covered with a
thick layer of dust. The hallway opens up to the south into a large area, to
the north it looks like it bends to the west. There is an opening in the east
wall, through which you can see the bunks and lockers of a military barracks.
~
64 521 1
D0
~
~
0 -1 21284
D1
~
~
0 -1 21278
D2
~
~
0 -1 21286
S
#21286
Mustering Square~
    This is the largest artificially created area you've seen down here
underneath the mountain.  Once upon a time, it was a assembling grounds for
the troops getting ready to go out to battle. As you hold your light aloft,
you can barely see the roof where a large, broken sphere once provided light
to the grounds. There are wide openings to the east and west, and narrower
tunnels lead to the north and south. From here it is impossible to tell where
any of these exits lead.  The dust on the floor here is uneven - possibly this
area has been disturbed by someone or something since it was vacated ages ago.
~
64 521 1
D0
~
~
0 -1 21285
D1
~
~
0 -1 21279
D2
~
~
0 -1 21287
D3
~
~
0 -1 21293
E
sphere~
It looks like a big empty glass sphere. It is far above you, anchored to the
ceiling by a large chain. There is a big crack in it, and a couple of places
where the glass is broken to reveal a hole in the sphere.
~
S
#21287
Hallway~
    You are in a dark north-south hallway in the mountain defense station. The
walls are smooth, cut from the solid rock here deep inside the mountain. The
ceiling is high, almost fifteen feet. The floor is flat and covered with a
thick layer of dust. The hallway opens up to the north into a large area, to
the south it looks like it bends to the west. There is an opening in the east
wall to a room full of long, flat beds with tables and cabinets next to them.
>From the faint light cast off them from here by your source of illumination,
you can't tell for sure what purpose they served.
~
64 521 1
D0
~
~
0 -1 21286
D1
~
~
0 -1 21280
D2
~
~
0 -1 21288
S
#21288
Hallway~
    You are in a dark hallway in the mountain defense station. The walls are
smooth, cut from the solid rock here deep inside the mountain. The ceiling is
high, almost fifteen feet. The floor is flat and covered with a thick layer of
dust. The hallway bends here at a right angle; it now heads to the north and
west. There are also doorways to the south and west. To the west, you can see
racks and hooks for armaments, some of which still hold old, dusty-looking
equipment. To the south you see the bunks and cabinets that indicate a
barracks.
~
64 521 1
D0
~
~
0 -1 21287
D1
~
~
0 -1 21281
D2
~
~
0 -1 21289
D3
~
~
0 -1 21295
S
#21289
Barracks~
    This room once clearly served as a military barracks, where men (certainly
some kind of humanoid, from the shape of the bunks) would sleep and spend some
of their free time. There are several rows of bunks here, stacked two high for
efficiency. At the foot of each is a locker, all of which hang open, most of
which are twisted and battered - apparently from attempts of would-be looters
many years ago. Whoever cleaned out whatever was in these lockers looks to have
spent a considerable amount of time in this area, as not a single locker
remains unopened. You can leave east and west to other parts of the barracks,
or north to a hallway.
~
64 521 1
D0
~
~
0 -1 21288
D1
~
~
0 -1 21282
D3
~
~
0 -1 21296
E
lockers~
The lockers here are in pretty bad shape. Whoever got into them worked them
over pretty good in order to do so.
~
E
bunks~
The bunks are undamaged, but don't look like they've been used in the past
few centuries.
~
S
#21290
Barracks~
    This room once clearly served as a military barracks, where men (certainly
some kind of humanoid, from the shape of the bunks) would sleep and spend some
of their free time. There are several rows of bunks here, stacked two high for
efficiency.  Some of the metal frames of the bunks in this room have been
corroded, leaving only twisted scraps in their place. At the foot of each bunk
set is a locker, similarly corroded. The barracks continue to the east, and you
can also leave through an opening in the south wall, which leads to a corridor.
~
64 521 1
D1
~
~
0 -1 21283
D2
~
~
0 -1 21291
E
bunks lockers~
The bunks and lockers look they were chewed up, swallowed, partially digested,
and vomited back up. There's very little left of them.
~
S
#21291
Hallway~
    You are in a dark east-west hallway in the mountain defense station. The
walls are smooth, cut from the solid rock here deep inside the mountain. The
ceiling is high, almost fifteen feet. The floor is flat and covered with a
thick layer of dust. The corridor bends to the south both to the east and west.
There is also an opening in the north wall, through which your light source
illuminates bunks and small cabinets - sure signs of a military barracks. You
can exit via the barracks to the north, or along the corridor to the east or
west.
~
64 521 1
D0
~
~
0 -1 21290
D1
~
~
0 -1 21284
D3
~
~
0 -1 21298
S
#21292
Stables~
    This is the north wing of the outpost's stable area. The ceiling in this
area is quite high, as in the other parts of the stables, stretching away
almost out of the range of your light source to detect. There is a pile of
dry brown dust on the ground in the southeast corner of the area. The stalls
the horses were kept in here are made of wood, but they seem to have survived
the trial of time, and are still in reasonably good shape. Fifty or so horses
could probably be stored here at maximum capacity. The only way out is to the
central stable area to the south.
~
64 521 1
D2
~
~
0 -1 21293
E
dry brown dust~
Decomposed hay, now centuries old.
~
S
#21293
Stables~
    You have entered an area that at one time was used to house the mounts of
the cavalry of this outpost. Apparently, whoever they were, they rode horses
or beasts of comperable size, because the stalls here would fit animals only
that size or smaller. The ceiling in this area is considerably higher than in
the rest of the outpost, so high in fact that you can barely see the roof given
the light emitted from your source. The stables continue to the north and
south.
~
64 521 1
D0
~
~
0 -1 21292
D1
~
~
0 -1 21286
D2
~
~
0 -1 21294
S
#21294
Stables~
    This is the south wing of the outpost's stable area. The ceiling here is
quite high, as it is in the other parts of the stables, stretching away almost
out of the range of your light source to detect. The stalls the horses were
kept in here are made of wood, but they seem to have survived the trial of
time, and are still in reasonably good shape. Thirty or so horses could
probably be stored here at maximum capacity. The only exit is to the central
stable area northwards.
~
64 521 1
D0
~
~
0 -1 21293
S
#21295
Hallway~
    You are in a dark east-west hallway in the mountain defense station. The
walls are smooth, cut from the solid rock here deep inside the mountain. The
ceiling is high, almost fifteen feet. The floor is flat and covered with a
thick layer of dust. The corridor bends to the north both to the east and west.
There is also an opening in the south wall, through which your light source
illuminates bunks and small cabinets - sure signs of a military barracks. You
can exit via the barracks to the south, or along the corridor to the east or
west.
~
64 521 1
D1
~
~
0 -1 21288
D2
~
~
0 -1 21296
D3
~
~
0 -1 21302
S
#21296
Barracks~
    This room once clearly served as a military barracks, where men (certainly
some kind of humanoid, from the shape of the bunks) would sleep and spend some
of their free time. There are several rows of bunks here, stacked two high for
efficiency. At the foot of each is a locker, most of which hang open, some of
which are twisted and battered - apparently from attempts of would-be looters
many years ago. There are two exits; to the east the barracks continue, and
there is also to a corridor to the north.
~
64 521 1
D0
~
~
0 -1 21295
D1
~
~
0 -1 21289
S
#21297
Officer's Quarters~
    This room is filled with bunks, like the barracks, but there are no double
bunks here, only singles. You also notice they are further spread apart than
in the regular barracks, thus fueling your conclusion that it is officers who
slept here. For each bunk there is a desk and mirror, though the mirrors are
detectable only by the frames they were once housed in and the fragments still
on the floor - they have all been broken. The desks hang open, some with their
drawers extracted, which explains the wood splinters all over the floor. The
officer's quarters continues to the west, and there is also an opening to a
corridor in the south wall.
~
64 521 1
D2
~
~
0 -1 21298
D3
~
~
0 -1 21304
E
bunks~
Like the other furniture here, they look like they have taken a beating.
~
S
#21298
Hallway~
    You are in a dark hallway in the mountain defense station. The walls are
smooth, cut from the solid rock here deep inside the mountain. The ceiling is
high, almost fifteen feet. The floor is flat and covered with a thick layer of
dust. The hallway bends here at a right angle; it now heads to the south and
east. There are also openings in the north and west wall. You can't really tell
for sure what the room to the north was used for, but it looks like it may have
been some kind of barracks. The chamber to the west is clearly a bath house,
though like everything else here, it looks like it has been unused for ages.
~
64 521 1
D0
~
~
0 -1 21297
D1
~
~
0 -1 21291
D2
~
~
0 -1 21299
D3
~
~
0 -1 21305
S
#21299
Hallway~
    You are in a dark north-south hallway in the mountain defense station. The
walls are smooth, cut from the solid rock here deep inside the mountain. The
ceiling is high, almost fifteen feet. The floor is flat and covered with a
thick layer of dust. The hallway continues to the south as far as your light
will show you, to the north it looks like it bends to the east. There is an
opening in the west wall here, through which you just make out what might have
one been a rec room. There are more openings further north along the corridor,
but your light can't penetrate their inky darkness from here. You can go west
to the rec room, or along the hallway to the north or south.
~
64 521 1
D0
~
~
0 -1 21298
D2
~
~
0 -1 21300
D3
~
~
0 -1 21306
S
#21300
Hallway~
    You are in a dark north-south hallway in the mountain defense station. The
walls are smooth, cut from the solid rock here deep inside the mountain. The
ceiling is high, almost fifteen feet. The floor is flat and covered with a
thick layer of dust. The hall continues north and south as far as your light
can show you. There is also an opening to the west, through which you can see
a set of stairs.
~
64 521 1
D0
~
~
0 -1 21299
D2
~
~
0 -1 21301
D3
~
~
0 -1 21307
S
#21301
Hallway~
    You are in a dark north-south hallway in the mountain defense station. The
walls are smooth, cut from the solid rock here deep inside the mountain. The
ceiling is high, almost fifteen feet. The floor is flat and covered with a
thick layer of dust. The hall continues north and south as far as your light
can show you. There is also an opening to the west, through which you can see
the tables and benches of a long-unused mess hall.
~
64 521 1
D0
~
~
0 -1 21300
D2
~
~
0 -1 21302
D3
~
~
0 -1 21308
S
#21302
Hallway~
    You are in a dark hallway in the mountain defense station. The walls are
smooth, cut from the solid rock here deep inside the mountain. The ceiling is
high, almost fifteen feet. The floor is flat and covered with a thick layer of
dust. The hallway bends here at a right angle; it now heads to the north and
east. Through the opening in the west wall the ovens and stoves of a kitchen
are visible. Through the opening to the south you see what certainly must have
been a practice yard.
~
64 521 1
D0
~
~
0 -1 21301
D1
~
~
0 -1 21295
D2
~
~
0 -1 21303
D3
~
~
0 -1 21310
S
#21303
Practice Yard~
    This room served as the training grounds the troops used to fine tune
their skills in battle. All of the usual equipment is here, including the
wooden counterswinger, complete with a worthless battered-looking metal
shield in one hand and a wooden club in the other. There are also several
pieces of cloth that were probably practice dummies before the hay they
contained rotten away. Plus an indented pit in the center of the room where
trainees could improve their skill at fighting on uneven ground. The yard
continues to the west, to the north there is an exit to the hallway.
~
64 521 1
D0
~
~
0 -1 21302
D3
~
~
0 -1 21311
E
counterswinger~
It looks like when the shield is hit, it pivots to simulate a blow from the
opponent. It was used to practice dodging and parrying counter-blows.
~
S
#21304
Officer's Quarters~
    The desks in this room are in even worse shape that in the quarters the
east. Not only have the drawers been taken out and splintered, but the desks
themselves are mostly overturned and broken. Needless to say, all the mirrors
that rested on the desks are shattered, and in most cases the frames that held
them are in pieces as well. Someone has wreaked a lot of destruction here, for
reasons that pose a mystery. The only exit is to the east.
~
64 521 1
D1
~
~
0 -1 21297
S
#21305
Bath~
    This room served as a bath house for the soldiers of this outpost.  There
are six open pits in the stone floor, each around four feet deep and six or so
feet diameter, that served as tubs for those trying to rid themselves of dirt.
There are small channels cut into the floor, an offshoot from the main
channel, which extends from a small hole in the south wall, leads up each of
the six pits. Because all the tubs are currently dry, and look to have been so
for some time, you can see that at the bottom of each pit there is a small
opening as well. Ostensibly, water flowed through the channels, into the tubs,
and drained out through the holes. The engineering of this room impresses you
immensely. There is only one exit, to the east.
~
64 521 1
D1
~
~
0 -1 21298
E
pit tub pits tubs~
It's about four feet deep and six feet in diameter. It is now empty, but once
water entered through the channels and left through a small hole in the bottom.
These pits were carved from the stone, they were not naturally formed.
~
E
outlet drain~
It's pretty small, but by shining your light down it you can tell that it
curves after dropping a foot or so. It was made, it is not natural, just
like the pits themselves.
~
E
channel~
They are narrow gutters in the floor of the room through which water flowed
from the inlet hole in the south wall to the tubs. The main one is about three
inches deep, the others are only an inch or two in depth.
~
E
hole inlet~
It's right where the floor meets the south wall, near the center. It's only
four inches wide, so you can't really tell where it comes from, though you
can tell it bends up after a few feet.
~
S
#21306
Recreation Room~
    The troops of this place apparently knew how to have a good time, as well
as to drill and fight. This rec room has a pool table, two dartboards, and a
couple of chess and checker boards sitting on the tables. Unfortunately, there
aren't any queues, darts, or complete sets to actually play the games anymore.
Best of all, there is a bar in the back, which looks like it still has some
bottles.
~
64 521 1
D1
~
~
0 -1 21299
E
pool~
There are six pockets on a long, flat table covered with a strange fuzzy
material. It is covered by a thin layer of dust. There are no signs of any
balls or cues.
~
E
dart darts~
You could use it as a shield if it had some kind of handle. But unfortunately,
neither does it have a handle, nor does it look like it would survive much
damage, as it is constructed out of a pliable material. You can't find any
darts for it.
~
E
chess checker boards board table~
The chess and checker boards are glued right down on the tables. You notice
there are stains on them - looks like very old beer stains.
~
S
#21307
Stairs~
    The stairs lead both up and down from here - this place is bigger than you
thought! Given what you have seen so far, you have come to the conclusion that
at one time it served as some kind of military post. From the cut of the stone
and the size of the place, you'd guess whoever made it was humanoid. And from
the musty smell in the air and the dust on the ground, it seems likely this
place is at least a couple centuries old. Who made it, and who they were
defending themselves against, remains a mystery. You can go up or down the
stairs, or exit on this level to the east.
~
64 521 1
D1
~
~
0 -1 21300
D4
~
~
0 -1 21327
D5
~
~
0 -1 21320
S
#21308
Mess Hall~
    There are a lot of long, flat tables here, lending credence to your initial
guess that this room served as a cafateria for the troops. This room is quite
large, and the roof is higher than most of the other parts of the outpost. It's
hard to say for sure, but it looks like the cafeteria continues on to the west.
There is also an opening in the south wall, and one in the east wall that looks
like it leads back to the hallway.
~
64 521 1
D1
~
~
0 -1 21301
D2
~
~
0 -1 21310
D3
~
~
0 -1 21309
S
#21309
Mess Hall~
    This is the western end of a large cafeteria the troops of this outpost
once used to feed their faces in. The heavy layer of dust over all the metal
tables and benches makes it very unlikely it has been used for this function,
or any function, for that matter, in the last few centuries, at least. The
roof here is fairly high, as it is in the cafeteria section to the east, which
is the only exit from here.
~
64 521 1
D1
~
~
0 -1 21308
S
#21310
Kitchen~
    Two large ovens dominate this room, along with the stove that occupies the
room's center. There are large iron pots all over the stove, and there are
several shelves and drawers in the cabinets along the walls that have other
kitchen utensils. The ovens are what draw your attention, though. They are
both along the south wall, but are so large as to stick out several feet into
the kitchen's center. They are about ten feet tall, and tower above you
impressively. They look like they would be capable of feeding an army, which
is good, because apparently that's what they did. There are two exits; east
through a small door to a hallway, and north to the mess hall.
~
64 521 1
D0
~
~
0 -1 21308
D1
~
door~
1 -1 21302
E
shelves drawers~
They have kitchen stuff in them. It all looks very dusty.
~
E
utensils~
You know, knives and spoons and forks and stuff like that. Cheese graters,
pots and pans of various sizes. Kitchen stuff. Nothing of much interest to
anyone other than a cook.
~
S
#21311
Practice Yard~
    This half of the practice yard must have been used for more advanced
training than in the yard to the east.  That would be your guess, anyway,
because you can't really tell how the stuff in here operates well enough to
assess what it was used for. There is one contraption with several pieces of
wire tied at varying heights between two tall, flexible wooden poles. There is
also an area where the floor is covered by a strange flexible material, which
deforms and sinks when you put weight on it. Plus, there's a large, flat piece
of wood with several holes drilled in various places all over it. Other, even
stranger devices make you scratch your head in wonder. The practice yard
continues to the east, which is the only exit.
~
64 521 1
D1
~
~
0 -1 21303
E
contraption~
It's a curious looking thing, but you have no idea how it worked.
~
E
flexible material~
It makes you feel very strange to stand on it, since it deforms underneath
you. It might be good for practicing fighting on very unsure ground.
~
E
board holes~
A person standing on one side of the board would have to react quite quicky
to projectiles coming through the holes from the other side. Perhaps that
is what it was used for.
~
S
#21312
Supply Room~
    This room was evidently used for the storage of foodstuffs, travelling
equipment, clothing, boots, soap, and other necessities of military life. It
looks as if the room has been ransacked thoroughly by someone or something, as
all of the crates, once stacked in rows for easy access, are now scattered
about the room, ripped open and revealing what little contents that still
remain. Of the food, only a couple empty tins indicate that iron rations were
once stored here - there are none here now. All the crates have been opened,
but apparently not everything the looters discovered was of value to them. You
can leave west.
~
64 521 1
D3
~
~
0 -1 21316
S
#21313
Armory~
    This room was once clearly an armory, though you can only infer this from
the racks and hooks the weapons used hang on, for there isn't a single weapon
remaining here now. Whoever looted this room did a very thorough job. From the
dust on the floor you can tell that no one has entered this room for some
time. Possibly, when the last of the weapons were taken, all reason to do so
was eliminated. You can leave to the west.
~
64 521 1
D3
~
~
0 -1 21317
S
#21314
Stockade~
    This room seems to have escaped the rampages of whoever ransacked the
other rooms on this level. This is probably a result of the large, locked,
door that lies between here and the hallway. There is a desk here, and what
looks like a filing cabinet. There is also a sturdy wooden chair behind the
~
64 521 1
D2
~
bars~
1 21155 21315
D3
~
door~
1 21154 21318
E
chair~
A sturdy looking wooden chair. It doesn't look like it'd be worth taking.
~
S
#21315
Cell~
    This is a small cell, surrounded by granite walls that look quite solid.
It is quite chilly here, as the stone walls seem to radiate a coldness that
makes you wrap your arms around yourself for warmth. The cell has a bed made
of stone hanging off the south wall, and a very small hole in the southwest
corner for waste disposal. There is a set of iron bars to the north; through
them is the only exit.
~
64 521 1
D0
~
bars~
1 21155 21314
E
hole~
It is too dark to see very far into it, but you think you hear the faintest
trace of rushing water far below. There is no odor belying its function,
though its presence and position in the cell make that clear.
~
S
#21316
Hallway~
    This is the north end of a hallway. The hall leads south as far as your
light source will show you. The stone here is obviously cut - this is no
natural passage but the work of some intellegent species. Given the size and
orthagonality of the doorways and dimensions of the passages, you estimate
that they were probably humanoid. There are openings a little wider than that
of a door in the east and west walls, in addition to the route south along the
hallway. Peeking through the openings reveals both rooms to be storage areas,
though from here in the hall it is hard to tell what they hold. You think you
see crates. There are sconces on the walls for torches, but there are none in
them now.
~
64 521 1
D1
~
~
0 -1 21312
D2
~
~
0 -1 21317
D3
~
~
0 -1 21319
S
#21317
Hallway~
    This is the middle of a short hall leading north and south. There is an
opening in the east wall leading into what looks like it might have once been
an armory, as your light casts shadows off the racks and hooks where weapons
once could have hung. To the west are some stairs carved out of the solid
rock. They lead up. The engineering required to manipulate the solid stone in
this area so precisely impresses you. There are sconces on the walls for
torches, but there are no torches in them now, leaving the hall dark except
for your light.
~
64 521 1
D0
~
~
0 -1 21316
D1
~
~
0 -1 21313
D2
~
~
0 -1 21318
D3
~
~
0 -1 21320
S
#21318
Hallway~
    You are in the south end of a hallway. There is an opening in the west
wall, and it seems to lead into some kind of supply room, though it's hard to
tell exactly what is stored there from here. There is a strong looking door
set in the eastern wall, with a large metal locking mechanism and handle. The
hall also extends to the north, beyond the range of your light source. There
are sconces on the wall here, but they have no torches in them now. The
corridor here, as everywhere in this area, is cut from solid stone.
~
64 521 1
D0
~
~
0 -1 21317
D1
~
door~
1 21154 21314
D3
~
~
0 -1 21321
S
#21319
Storage Room~
    This room is entirely unlike the rough, natural stone of the passages to
the north. It is apparently a storeroom, though it looks as if it has been
unused for some time. There are crates lining the walls, some of which are
broken and have spilled their contents onto the floor. Unfortunately, it
looks like whatever they once held was perishable, because all that is left
now is shards of broken glass and stains on the stone floor. There are also
some wooden planks from broken barrels, along with a couple of barrels that
are still intact, lined up against the south wall. There is a square opening
in the east wall, unlike the small jagged hole in the north that leads back to
the tunnels.
~
64 521 -1 50 21334 1 1
D0
~
barrel~
0 -1 21239
D1
~
~
0 -1 21316
S
#21320
Stairs~
    A stairwell is carved out of the solid rock here. It leads up to the west,
and doubles back to the east above you. There are torch sconces on the walls
of the stairwell, but they are empty, leaving the place unilluminated except
for your light source. It is impossible to tell where the stairs lead to above,
but there is a hallway visible to the east that leads north and south, and
further to the east you can just see and opening in the hallway wall.
~
64 521 1
D1
~
~
0 -1 21317
D4
~
~
0 -1 21307
S
#21321
Medical Supply Room~
    This room has an unpleasant odor, as if something crawled into it an died
long ago. There are dusty, dry webs all over the walls, ceiling, floor, and
the crates that are stacked in rows about the room. You also note there is a
skeleton still loosely attached to one of the dry webs, complete with all the
gear its owner wore ages ago. It looks like a troglodyte skeleton.  There
crates in this room are all sealed and unbroken - whoever got at the stored
goods elsewhere apparently didn't have as much luck here. From the etchings on
the side of the wooden crates, you surmise it is medical equipment that is
stored inside. You can exit to the east~
64 521 1
D1
~
~
0 -1 21318
S
#21322
Conference Room~
    The walls in this mid sized room are covered with faded drawings that are
practically incomprehensible due to the lightness of the lines with which they
were drawn. There is a huge oval table in the center of the chamber, leaving
a relatively scant amount of space between the table and the walls in which to
move about the room. The table is made of a wood-like substance, but unlike the
wall maps it shows no signs of the passage of time. There are fifteen or so
large chairs set around the table, at which the commanders at one time perched
to mull over their battle plans. The only exit is to the west.
~
64 521 1
D3
~
~
0 -1 21326
E
table~
It has weathered time's passage extremely well. It is so large, though, that
you have to wonder how it possibly could have been put in this chamber, in
which it barely fits. Clearly the engineers of this place were privy to
knowledge you're not familiar with.
~
E
chair chairs~
They look like your regular sturdy chairs.
~
E
drawings~
There is only one left that is at all legible. It looks like this:

                     Rhyodin

        _______     _____##___________
       /       \    \                 \____
      /         \____|                     \
      |  X                          X       \
      |                                      |
      |                                      |
     /          X           X                |
     |                               X       |
     |                                       |
     |       X                               |
     #                 O  O O O              |
     #               O                       |
     |                   O O                 |
     |                O                      |
     |                                 X     |
     \     X                                 |
      \                      X               /
       \        _______                     /
      _/       |       |     _____         /
     |         |       |    /     \       /
     |         |       |  _/       \_____/
     |   _____ |_______| /
     \__/     \_________/
~
S
#21323
Guest's Quarters~
    This room was probably pretty nice at one time, though it looks like it
has been looted several times since the original residents left. At one time
it had a door, but it has since been wrenched off it's hinges and now lies on
the ground. There is a bed, with the stuffing ripped out and spread all over
the room, then covered with a fine layer of dust, like everything else in
here. There is also a desk, tipped over on one side with one of the legs torn
off completely. There's no sign of it now. Whatever other furtinure was here
at one time has either been stolen or smashed to bits. The only way out is
through the doorframe to the west.
~
64 521 1
D3
~
~
0 -1 21327
E
bed stuffing~
Only the frame and board of the original bed remain intact, and they are
dinged and scratched. The stuffing looks like some kind of unspun cloth, and
has dryed out completely over time.
~
E
desk~
It is empty, and not worth taking (it looks rather heavy, anyway).
~
S
#21324
Extravagant Chambers~
    Wow! This room is a stark contrast to everything else you've seen in this
place. There are unmarred furnishings here, complete with expensive tapestries
on the walls, a large, comfortable-looking bed, a desk, and a cabinet filled
with all kinds of interesting stuff. There is a pentagram pattern in the
middle of the incredibly beautiful rug that covers the floor, upon which there
is a small pedestal, which is sometimes occupied. The place shows signs of
recent use. The mahogany door to the west is the sole exit.
~
64 521 1
D3
~
mahogany~
1 21156 21328
D4
~
secret~
2 21156 21336
E
bed~
The bed is a heavy wooden frame upon which rests an unnaturally comfortable
mattress. The comforter seems to be made of some kind of funny material which
is both soft and yet durable. The sheets are  done in a tasteful off-white
color.
~
E
rug~
It is an expensive piece of work. The material is smooth to the touch, yet
very strong. The weave is intricate, almost hypnotizing. It is done
predominantly in black and gold, though the pentagram in the center, upon
which the pedestal rests, is done in a silvery-red.
~
E
pedestal~
A small piece of furniture constructed of a strange organic material you do
not recognize. It is rigid, yet flexible when force is exerted on it. Upon
closer examination you realize it isn't resting on the rug, but hovers a half-
inch above it. Even so, it resists all efforts to budge it. Quite unsettling.
~
E
tapestries~
Very tastefully done motifs showing the rise and fall of various civilizations.
You think at least one of them may be depicting future events, as you can see
a scene in which a town that has an uncanny resemblance to Midgaard is being
assaulted by a force of undead. It is quite disconcerting, but the living seem
to at least be holding their own in the scenes revealed there.
~
E
pentagram~
You know, the kind used for summoning and controlling demons. It's impossible
to tell if it's actually been used for that purpose, but the neatness of the
room ensures whatever demons might have been summoned certainly must have been
well behaved (and thus doubtless controlled).
~
S
#21325
Archives~
    This room appears to be where all the records and books of this place were
kept. There are four large bookshelves here, one against each wall. You entered
through an opening in the bookshelf along the south wall. There is also a small
table in the center of the room surrounded by a few chairs.
~
64 521 1
D2
~
~
0 -1 21326
E
table~
Apparently it was used as a reading table.
~
S
#21326
Hallway~
    This is the northern end of a short hallway. There are sconces on the wall
for torches, but evidently no torches have blazed here for a long time. There
are openings in the walls to the north, east, and west, and the corridor
continues to the south. The bare stone of the walls is here covered up with a
thin layer of some kind of wood, which has the effect of making the place look
less austere than elsewhere. It's too dark to tell what's north or east, but
you think the room to the west is a dining hall of some sort.
~
64 521 1
D0
~
~
0 -1 21325
D1
~
~
0 -1 21322
D2
~
~
0 -1 21327
D3
~
~
0 -1 21331
S
#21327
Central Hallway~
    There is a set of stairs emerging from the center of the hallway here, and
the hall itself forms a square around this stair exit, thus making the corridor
here resemble a room more than a simple hall. As elsewhere, there are empty
sconces in the walls for torches. There are doors to the east and west here,
though it looks like the doorframe to the east no longer has a door on it, and
the western door is ajar. The hallway continues to the north and south, though
it looks like it terminates shortly on both ends. The stairway leads down into
darkness.
~
64 521 1
D0
~
~
0 -1 21326
D1
~
~
0 -1 21323
D2
~
~
0 -1 21328
D3
~
door~
1 -1 21332
D5
~
~
0 -1 21307
S
#21328
Hallway~
    This end of the hallway seems particularly dark. There are doors to the
east and south, and both look like they have resisted several attempts to
break into them. The mahogany door to the east shows far less damage than the
door to the south, however. To the west, there is a room that looks like it
was once a bath, though you can't make out the room's details from here in the
hall outside. The hallway also continues to the north.
~
64 521 1
D0
~
~
0 -1 21327
D1
~
mahogany~
1 21156 21324
D2
~
door~
1 21151 21329
D3
~
~
0 -1 21333
E
mahogany~
There is a warning glyph on it. Apparently this is a private residence.
~
E
door~
The door to the south has a strip of a strange yellow substance across it,
upon which is printed some incomprehensible text that has almost entirely
faded away with time. It has multiple dents and scratches, probably from
multiplte attempts to break in over the ages.
~
S
#21329
Captain's Quarters~
    This room has a rank smell, like something died in here. This in itself
would not be so amazing if it weren't true that whatever did die in here did
it a very long time ago. Despite the passage of time, there are still very
visible bloodstains on the walls, floor, and furniture here. The rusty red
color goes quite nicely with the black color of everything else in the room,
including the walls and all the furniture. This place really gives you the
creeps for some reason. The black bed and dresser seem to have been untouched
by the passage of time, and there is a mirror atop the dresser that is, quite
amazingly, unbroken. Doubtless an artifact of this room's having been sealed.
There is an exit through the door to the north.
~
64 521 1
D0
~
door~
1 21151 21328
E
bed~
It is a normal bed, except like everything else here it is covered with both
what looks like a layer of baked-on soot and a fair amount of dried blood.
Somebody here sure bled a lot.
~
E
mirror~
Not your ordinary reflection. You are reflected, but the image in the mirror
is skeletal. Like you, only with no flesh. Rather disconcerting.
~
S
#21330
Kitchen~
    This room is a bit warmer than any of the other places you've visited
around here. The few degrees rise in temperature is a welcome change from the
coolness of most of the rooms here in a place that sunlight never reaches.
There is a stove, and what looks like a pantry, with an old, rusted-looking
lock that is still, curiously enough, intact. You can exit to the mess hall
southwards.
~
64 521 1
D1
~
plate~
2 21114 21150
D2
~
~
0 -1 21331
E
stove~
The stove isn't actually working, but it looks like the source of heat is
a large metal plate fastened to the wall behind the stove, which is noticeably
warmer against your hand than the ambient temperature of the room.
~
E
metal plate~
It looks like it was attached to the wall very securely, though what exactly
was used to do so is unclear. With leverage, though, you might be able to pry
it off to reveal whatever's behind it.
~
S
#21331
Officer's Mess~
    This room served as the dining chamber of the commanders of this place,
and whatever guests they happened to be entertaining. There are four tables
in this mid-sized room, each successively a bit nicer than the one before,
going clockwise from the northeastern most table. There are no settings on
any of them now. There is a doorway to the north, with only swinging doors
separating this room from the kitchen that you can just make out in that
direction. You can also exit to the hallway eastwards.
~
64 521 1
D0
~
swinging~
0 -1 21330
D1
~
~
0 -1 21326
E
1.table northeast~
The northeast table made of sturdy pine. Surrounded by like chairs.
~
E
2.table southeast~
The table in the southeast corner is made of birch, as are the chairs.
~
E
3.table southwest~
An oaken table and chair set sit in the southwest end of the chamber. Very
nice but too heavy to take anywhere.
~
E
4.table northwest~
In the northwest corner there is a table made of mahogany.
~
S
#21332
Guest's Quarters~
    The door to this room looks a bit battered, but at least it's still on its
hinges and capable of closing. The room is sparsely furnished, though it looks
like at one time it might have been rather nicely decorated. What is left of
the furniture in here is pretty much destroyed. What once might have been a
bed is now just a lot of broken wood and torn cloth scattered around the floor.
The dresser is in slightly better shape, at least you can still recognize how
the pieces once fit together. Everything is here is looking pretty broken. The
exit is east.
~
64 521 1
D1
~
door~
0 -1 21327
E
wood broken~
Bits of broken wood are scattered about the room.
~
E
dresser~
It is destroyed, but not quite beyond recognition.
~
E
cloth~
The material is light, but seems to have resisted the trials of time. Once it
was the bed stuffing, is your best guess.
~
S
#21333
Bath~
    There are two pits in this room that once served as tubs for the officers
to bathe in. They are both dryed out now, though the channels in the floor
through which the water used to run are still intact. A small hole in the
north wall is the source of the channels in the floor that lead to the two
now-empty pits. A small hole at the bottom of each provides drainage. There
is a single exit, it is to the east.
~
64 521 1
D1
~
~
0 -1 21328
E
pit tub pits tubs~
It's about four feet deep and six feet in diameter. It is now empty, but once
water entered through the channels and left through a small hole in the bottom.
These pits were carved from the stone, they were not naturally formed.
~
E
outlet drain~
It's pretty small, but by shining your light down it you can tell that it
curves after dropping a foot or so. It was made, it is not natural, just
like the pits themselves.
~
E
channel~
They are narrow gutters in the floor of the room through which water flowed
from the inlet hole in the south wall to the tubs. The main one is about three
inches deep, the others are only an inch or two in depth.
~
E
hole inlet~
It's right where the floor meets the south wall, near the center. It's only
four inches wide, so you can't really tell where it comes from, though you
can tell it bends up after a few feet.
~
S
#21334
Earthquake!~
    Something is wrong, the ground under your feet is moving, and you pitch
and shake, stumbling. You can barely keep your balance on the moving floor!
~
64 521 -1 10 21335 0 0
D0
~
~
0 -1 21239
D1
~
~
0 -1 21316
S
#21335
Storage Room~
    This room is entirely unlike the rough, natural stone of the passages to
the north. It is apparently a storeroom, though it looks as if it has been
unused for some time. There are crates lining the walls, some of which are
broken and have spilled their contents onto the floor. Unfortunately, it
looks like whatever they once held was perishable, because all that is left
now is shards of broken glass and stains on the stone floor. There are also
some wooden planks from broken barrels, along with a couple of barrels that
are still intact, lined up against the south wall. There is a square opening
in the east wall, unlike the small jagged hole in the south that leads back to
the tunnels.
~
64 521 1
D0
~
~
0 -1 21239
D1
~
~
0 -1 21316
S
#21336
Blah's Hideaway~
    Like the chambers below it, this room also looks like it has been used of
late. There are racks on the walls for weapons, bookshelves for magical tomes,
and a laboratory for the manufacture of healing potions and salves. Just above
the lab is a small altar to the gods. There is a single bed, a big wooden desk
with chair on rollers behind it, and also a big warchest, now open, in which
you can see an impressive array of hard won treasures. Clearly the resident of
this room is a man of many talents.
~
64 604 0
D0
White light fills this portal. Through it you can just make out a wide road,
with shops about and peaceful-looking people going about their business.
~
valley~
0 -1 21400
D1
This portal shows a scene of a quiet altar of Odin.
~
altar~
0 -1 3054
D2
This portal reveals a scene of a busy marketplace. You notice the people
there are dark skinned.
~
market~
0 -1 13406
D3
In this portal you see a small trail, with gypsy's walking about on it.
~
trail~
0 -1 16105
D4
The is a small loft above that you hadn't noticed before.
~
loft~
0 -1 21337
D5
~
secret~
2 21156 21324
S
#21337
Insane Asylum~
The walls are padded, and there is an empty straight-jacket resting on the
floor. You wonder what kind of lunatic has escaped...
~
64 604 0
D5
~
~
0 -1 21336
S
#21350
Riff's Comedy Scene~
You are in a large room, with tables placed all around.  There is a large bar in
the center of the room, and a stage in the front.  There are many people about
the room, all of which, are dying of laughter.  The comedian on stage is really
giving you a show, your sides are really aching.
~
73 0 0
S
#21351
Main Street~
You are on a large street through the town.  North lies the town square, while
place to eat are to the east and west.  Something sure smells great to eat
as you pass by the buildings.
~
74 512 1
D0
~
~
0 -1 21400
D1
~
~
0 -1 21392
D2
~
~
0 -1 21352
D3
~
~
0 -1 21391
S
#21352
Main Street~
You are on a large street through the town.  The road is very often travelled
by the people.  The healers section of town lies east, while the road 
continues north and south.
~
74 512 1
D0
~
ex
~
0 -1 21351
D1
~
~
0 -1 21385
D2
~
~
0 -1 21353
S
#21353
Main Street~
You are on a large road leading through the town.  It leads north towards the
town square, and south to the gates.  Raven Street is east of here.
~
74 512 1
D0
~
~
0 -1 21352
D2
~
~
0 -1 21354
D3
~
~
0 -1 21355
S
#21354
Southern Gate~
You are at the southern gates of the town.  The road leads north in to the
heart of the town.  You here the sounds of children playing as you stand
here.  There is a gate here, but you don't think the people use it anymore.
~
74 512 1
D0
~
~
0 -1 21353
D2
~
gate~
1 -1 21368
S
#21355
Raven Street~
You are on a small cobblestone road.  It leads into a small section of town.
The road continues west, while the Main Street lies east.
~
74 512 1
D1
~
~
0 -1 21353
D3
~
~
0 -1 21356
S
#21356
Raven Street~
You are on a small cobblestone road.  Its in a small section of town, where only
a few people come for special purpose items.  The shop to the south is know for
carrying such items.  The road bends here leading north and east.
~
74 512 1
D0
~
~
0 -1 21357
D1
~
~
0 -1 21355
D2
~
~
0 -1 21415
S
#21357
Raven Street~
You are on a small cobblestone road.  It is a small section of town.  The road
continues both north and south.
~
74 512 1
D0
~
~
0 -1 21358
D2
~
~
0 -1 21356
S
#21358
Raven Street~
You are on a small cobblestone road.  It is a rarely used road in a small 
section of town.  The Market Road is north of here, while the library is to
the west.
~
74 512 1
D0
~
~
0 -1 21376
D2
~
~
0 -1 21357
D3
~
~
0 -1 21359
S
#21359
Entrance to the Library~
You are at the entrance to the library of mystic knowledge.  Only a few people
are allowed within the library to search through the collection of knowledge
that is guarded here.
~
74 520 0
D1
~
~
0 -1 21358
D3
~
~
0 -1 21360
S
#21360
The Mage's Library~
You are standing in one of the finest libraries known to man.  There is a 
collection of books on almost every subject you can imagine, and even a few
you can't.  There are a few people within studying these ancient tomes, and
practicing what is written.  You feel your knowledge begin to grow as you
stay.
~
74 520 0
D1
~
~
0 -1 21359
S
#21361
Valley Path~
You are on a small dirt road outside of the town.  You pass a few farmers on
there way to the town out here.  The road leads east to the town and west to
the mountains in the distance.
~
74 512 2
D0
~
~
0 -1 21417
D1
~
~
0 -1 21416
D3
~
~
0 -1 21362
S
#21362
Valley Path~
You are on a small dirt road outside of the town.  You can barely make out
the town to the east.  The mountains to the west though, appear to become
larger as you approach.
~
74 512 2
D1
~
~
0 -1 21361
D3
~
~
0 -1 21363
S
#21363
Valley Path~
You are on a small dirt road in the valley.  The only civilization you notice
is the farm that is south of here.  You are in the shadows of the large
mountains that lie west of here.
~
74 512 2
D1
~
~
0 -1 21362
D2
~
~
0 -1 21371
D3
~
~
0 -1 21425
S
#21364
An Alley~
You are on an abandoned road through the town.  Its cobblestone road is all
broken up, and the buildings appear to be ready to collapse.  There is an
entrance to a derilict building to the east.  The alley continues north, while
Market Road lies south.
~
74 512 1
D0
~
~
0 -1 21365
D2
~
~
0 -1 21366
S
#21365
An Alley~
You are on an abandoned road through the town.  Its cobblestone road is all 
broken apart, and the buildings are ready to collapse.  The road comes to a dead
end here, as you walk through a pile of trash.  It seems this is a popular spot
for the disposal of trash.  A small sign catches your attention as you shuffle
through the debris.  A large trash heap lies west, and the alley leads south.
~
74 512 1
D2
~
~
0 -1 21364
D3
~
~
0 -1 21383
E
sign~
It appears to be a road sign.  It has the words Guild Street upon it.
~
S
#21366
Market Road~
You are on a large dirt road that leads through the center of town.  The road
continues east and west.  There is an alley to the north, it appears to be a 
neglected part of town.
~
74 512 1
D0
~
~
0 -1 21364
D1
~
~
0 -1 21367
D3
~
~
0 -1 21369
S
#21367
Market Road~
You are on a large dirt road that leads through the center of town.  The road
is busy with people shopping along the road.  The road continues west and east.
~
74 512 1
D0
~
~
0 -1 21403
D1
~
~
0 -1 21376
D3
~
~
0 -1 21366
S
#21368
Outside the Southern Gate~
You are outside the southern gates of a small town.  There is a gate to the 
city, but it is open.  You see a castle not far away to the south.  The entire
landscape is dominated by mountains in the distance.
~
74 512 2
D0
~
gate~
1 -1 21354
D2
~
~
0 -1 21431
S
#21369
Market Road~
You are on a large dirt road that leads through the center of town.  This is
one of the major roads traveled within the city.  Shops are along the entire
road. 
~
74 512 1
D1
~
~
0 -1 21366
D3
~
~
0 -1 21370
S
#21370
Market Road~
You are on a large dirt road that leads through the center of town.  There
are numerous shops and buildings along the street.  The western gates are
to the west.
~
74 512 1
D0
~
~
0 -1 21381
D1
~
~
0 -1 21369
D3
~
~
0 -1 21374
S
#21371
A Small Farm~
You are on the small farm in the town.  This farm appears to only grow wheat
here as you see a wheat field south of here.  The only road from here is
the road you came in on.
~
74 512 2
D0
~
~
0 -1 21363
D2
~
~
0 -1 21372
S
#21372
Wheat Field~
You are in a wheat field on the farm.  It appears to be harvesting time as you
notice a farmer cutting the wheat with a large scythe.  There is a cart loaded
with wheat here, which will probably be on the way to the bakers soon. 
~
74 512 2
D0
~
~
0 -1 21371
S
#21373
Outside the Western Gates~
You are outside the gates of the town.  The road continues in to the city
towards the east.  To the west you can see farms not to far away.  The 
landscape is dominated by mountains in the distance.
~
74 512 2
D1
~
gate~
1 -1 21374
D3
~
~
0 -1 21416
S
#21374
The Western Gate~
You are at the western gates for the town.  There is a gate here, but it does
not seem to be closed much.  The road leads east to the center of town, while
west leads to the outside.
~
74 512 1
D1
~
~
0 -1 21370
D3
~
gate~
1 -1 21373
S
#21375
Market Road~
You are on a large dirt road, which continues to the east and west.  There 
is an inn to your north, and the Town Square is east.
~
74 512 1
D0
~
~
0 -1 21414
D1
~
~
0 -1 21400
D3
~
~
0 -1 21376
S
#21376
Market Road~
You are on a large, dirt road through the center of town.  The road continues
east and west.  Raven Street leads south of here.
~
74 512 1
D1
~
~
0 -1 21375
D2
~
~
0 -1 21358
D3
~
~
0 -1 21367
S
#21377
Market Road~
You are on a large dirt road through the center of the town.  It is a well 
travelled and in good condition.  The town square is west, while a bar is
south.  
~
74 512 1
D1
~
~
0 -1 21378
D2
~
~
0 -1 21393
D3
~
~
0 -1 21400
S
#21378
Market Road~
You are on a large, dirt road which runs through the center of town.  The
road continues to the west, while to the east is the town gates.  The healers
sections of town lies to the south.
~
74 512 1
D1
~
~
0 -1 21379
D2
~
~
0 -1 21387
D3
~
~
0 -1 21377
S
#21379
The Eastern Gate~
You are at the eastern gates of the town.  The gates are open, and appear that
they are never closed.  There is a road east that leads out of the town, while
towards the west, the road leads directly into the heart of the town.
~
74 512 1
D1
~
gate~
1 -1 21380
D3
~
~
0 -1 21378
S
#21380
Outside the Eastern Gate~
You are at the eastern gate of the town.  You can see some farms not to far
away to the east, while the entire landscape if overcome by the large mountains
in the distance.
~
74 512 2
D1
~
~
0 -1 21420
D3
~
gate~
1 -1 21379
S
#21381
Entrance to the Warrior's Guild~
You are standing in front of the great warriors guild.  Many legends have been
born from this guild on galiant warriors.  These warriors have always been 
ready to defend the town, and still are today.
~
74 512 1
D0
~
~
0 -1 21382
D2
~
~
0 -1 21370
S
#21382
Warrior's Guild~
You are in the main practicing room of the warriors guild.  Banner and trophies
from wars long since fought hang on these walls.  The guild is constantly
teaching young warriors skills that will aid them in any war.
~
74 520 0
D2
~
~
0 -1 21381
S
#21383
A Trash Heap~
You are at a large trash mound.  The only reason people come to this section
of town is to drop off there garbage.  You have never seen so much trash in your
life.  The smell is begining to get to you.  You notice a large crate that is
covering up a man-sized hole.
~
74 512 1
D1
~
~
0 -1 21365
D5
~
crate~
1 -1 21384
S
#21384
Beneath the Trash~
You are in a large room underneath the trash heap.  You are not sure what this
secret area is for, but you are starting to worry about your life as you enter.
You can sense the presence of people all around the room, but they seem to
be hiding from you.  
~
74 520 0
D2
~
~
0 -1 21399
D4
~
crate~
1 -1 21383
S
#21385
Healer Way~
This is the road of the great healers.  The buildings to the sides of the
road are dedicated to them, and their craft.  For generations, the healers havepracticed their craft on the sick and dying.  This section of town is devoted
entirely to them.
~
74 512 1
D1
~
~
0 -1 21386
D3
~
~
0 -1 21352
S
#21386
Healer Way~
You are on the road of the healers.  The road continues north and west.  
Around you are beautifly decorated building which belong to the healers.  To
the east is a store, in which you can purchase any healing remedy you might
need.  
~
74 512 1
D0
~
~
0 -1 21387
D1
~
~
0 -1 21388
D3
~
~
0 -1 21385
S
#21387
Healer Way~
This is the road of the great healers.  The buildings to the sides of the
road are dedicated to them, and their craft.  The buildings are beautifly 
decorated with carvings of some of the great healers of the past.  To the
north lies the Market Street.
~
74 512 1
D0
~
~
0 -1 21378
D1
~
~
0 -1 21397
D2
~
~
0 -1 21386
S
#21388
Healer's Shop~
Here the healing medicines are made available to the people of the towm.  
There is a remedy for almost any type of injury, disease, or poison.  To
the east is a hallway.
~
74 520 0
D1
~
~
0 -1 21389
D3
~
~
0 -1 21386
S
#21389
Hallway~
You are in a hallway inside the healers domicile.  This is where they live
learn, and teach the crafts of healing.  The master healers room is to the
south.
~
74 520 0
D0
~
~
0 -1 21396
D2
~
~
0 -1 21390
D3
~
~
0 -1 21388
S
#21390
The Master Healer's Chamber~
You are inside the master healers chambers.  You can just sense the knowledge
that has been accumulated within these walls.  You have a feeling of eternal
peace within this room, as you ask the master for his guidance.
~
74 520 0
D0
~
~
0 -1 21389
S
#21391
Tromar's Restaurant~
You are in the finest restaurant in the town.  The finest foods are available
to you here for a price.  To the south is the seating area for the 
restaurant.
~
74 520 0
D1
~
~
0 -1 21351
D2
~
~
0 -1 21394
S
#21392
The Bakery~
The aroma of fresh pastries and bread makes your mouth water.  You wanna buy
the whole store, but would settle for even a taste of one piece of bread.  
The baker is behind the counter mixing dough, but is ready to serve you as
soon as you stop drooling.
~
74 520 0
D3
~
~
0 -1 21351
S
#21393
Claybin's Pub~
You are in a large pub.  There is a lot of activity going on in here.  There
are people singing and dancing all around you.  There are people playing some
sort of game in one corner of the room.  The bartender is waiting to serve
you whatever you happen to crave.
~
74 520 0
D0
~
~
0 -1 21377
S
#21394
The Dining Area~
This is the seating area for the restaurant.  There are tables lined up
within the room, and there is a large trashcan in the corner.  The place
is very clean, unlike the places you're used to dining.
~
74 520 0
D0
~
~
0 -1 21391
S
#21395
The Receptionist~
You are in the reception area of the inn.  You are told there just happens
to be a room available for you if you want it.  There is an exit to the west.
~
74 600 0
D1
~
~
0 -1 21414
S
#21396
Hallway~
You are in a hallway in the main building of the healers.  There are paintings
on the wall of fabulous design.  The great cathedral lies to the west, while
a classroom is to the east.  The hallway continues south.
~
74 520 0
D1
~
~
0 -1 21398
D2
~
~
0 -1 21389
D3
~
~
0 -1 21397
S
#21397
Cathedral~
You are standing in a large cathedral.  The room is large enough to fit the 
entire town for a sermon, and it usually does.  There is ornate carvings and
statues upon the walls, while the altar is decorated with strange carvings
of runes.  There is an exit to the west, while a hallway lies east.
~
74 520 0
D1
~
~
0 -1 21396
D3
~
~
0 -1 21387
S
#21398
Classroom~
This classroom is where younger children learn about religion, and the arts
of healing.  There are desk lined up in the room, with a large board in the
front of the classroom for the instructor.  There is a bookcase on a wall
with a large collection of books.
~
74 520 0
D3
~
~
0 -1 21396
S
#21399
Thieves Guild~
You are in the chamber of the thief guildmaster.  The room is very dark with 
almost no lighting within.  You can tell that the people down here are use
to the darkness due to there many years of concealing themselves down here.  
~
74 520 0
D0
~
~
0 -1 21384
S
#21400
Town Square~
This is the intersection of the main roads in the city.  Market Road is to
the east and west, while Main Street leads north and south.  Shops are along
both sides of the streets.  There is a water trough for animals here.
~
74 512 1
D0
~
~
0 -1 21401
D1
~
~
0 -1 21377
D2
~
~
0 -1 21351
D3
~
~
0 -1 21375
E
trough~
It is a water trough mainly for the animals.  There are worms in the water
and it appears to have slime growing in it.  It does not look health to 
drink
~
S
#21401
Main Street~
You are on a wide road.  Main Street continues on to the north, and south of
here is the Town Square.  A supply store is to the east of here.
~
74 512 1
D0
~
~
0 -1 21404
D1
~
~
0 -1 21402
D2
~
~
0 -1 21400
S
#21402
The Farmer's Supply Shop~
This shop has everything a farmer would need.  There are supplies all along
the walls.  There is a man behind the counter waiting to take your order.
~
74 520 0
D3
~
~
0 -1 21401
S
#21403
The General Store~
This store buys and sells all the items you can't get anywhere else in the
city.  There are items of various sorts along shelves.  The shopkeeper stands
behind a counter waiting to help you.
~
74 520 0
D2
~
~
0 -1 21367
S
#21404
Main Street~
You are on the main street.  To the west there is a market store, where the
villagers purchase vegetables.  The main street continues to the south, while
the town gates are north.
~
74 512 1
D0
~
~
0 -1 21407
D2
~
~
0 -1 21401
D3
~
~
0 -1 21406
S
#21405
End of the Road~
You are on a small road that leads to the town.  This is the main route in 
which farmers transport their goods to the town.  Large mountains prevent you
from traveling further east, your only exit is to the west.
~
74 520 0
D3
~
~
0 -1 21421
S
#21406
The Produce Stop~
Your mouth begins to water as you see some of the finest vegetables.  Also, 
you can buy some freshly baked pastries and bread.  The maid behind the 
counter is waiting to take your order.
~
74 520 0
D1
~
~
0 -1 21404
S
#21407
The Northern Gate~
You are at the northern gate for the city.  There is a large gate here, but it
appears as if the gate has never been used.  There is a small building to
the east, and the main road leads south.
~
74 512 1
D0
~
gate~
1 -1 21413
D1
~
~
0 -1 21408
D2
~
~
0 -1 21404
E
gate~
It look like a gate used to lock a city in times of emergency.  The gate
looks very well kept, but also appears to have never been closed.
~
S
#21408
Front Porch of a Small Building~
You are standing on the porch of a well kept, wooden house.  There is  door
with a strange symbol to the east, and the northern gate lies west.
~
74 512 1
D1
~
door~
1 -1 21409
D3
~
~
0 -1 21407
E
door~
It is the front door for a house.  You see no keyholeon the door, but you 
notice a strange symbol on the door.
~
E
symbol~
It is a symbol bearing the mark of the Rangers.
~
S
#21409
Living Room~
This is the living room in the Ranger's house.  The room is very nicely 
furnished, with many trophies hanging on the wall.  There is a giant bear-
skin on the floor.  The place is very tidy, and appears to be rarely used.
There are bedrooms to the north and south.
~
74 520 0
D0
~
~
0 -1 21411
D2
~
~
0 -1 21412
D3
~
door~
1 -1 21408
D5
~
secret bear skin~
2 3667 21410
E
bear skin~
This bear-skin had to come from one of the largest bears in existence.  As
you exam the bear, you notice that there is something underneath it.
~
S
#21410
Storeroom~
This is a storeroom underneath the Ranger's House.  Although this is a very
peaceful town, the rangers have placed some items here in case of any emergency
threat.  There are numerous types of weapons on the walls, and several types of
armor are hanging on a rack.
~
74 521 0
D4
~
trap door~
2 3667 21409
S
#21411
A Bedroom~
This room is barely furnished, all you see is a bed, chair and desk.  There
are a few decorations among the walls, most of which are animal hides. 
~
74 520 0
D2
~
~
0 -1 21409
E
hide~
It is a hide of some strange animal, you can not recognize it.
~
S
#21412
Ranger's Bedroom~
This room is decorated with many plants, of many varieties.  You cannot
recognize most of them.  The only furniture in the room is a bed and a table, 
with four chairs.
~
74 520 0
D0
~
~
0 -1 21409
S
#21413
Outside the Northern Gate~
You are outside the northern gate of the town.  There are large mountains
in the distance, and a town to the south of here.  There is a gate here, but it
is open.
~
74 512 1
D0
~
~
0 -1 21426
D2
~
gate~
1 -1 21407
S
#21414
The Wandering Travellers Inn~
You are in a small inn.  This is the lounge area of the inn.  There are
tables and chairs about the room.
~
74 520 0
D2
~
~
0 -1 21375
D3
~
~
0 -1 21395
S
#21415
Ambid's Artifacts~
You are in a small store that specializes in selling items from other lands.
You begin to recognize some of these from your many travels.  The shopkeeper is
here ready to serve you.
~
74 520 0
D0
~
~
0 -1 21356
S
#21416
Valley Path~
You are on a small dirt road outside of the town.  The road is the main road
used to travel out of the valley.  Also farmers use this road to bring there
crops in to the town.
~
74 512 2
D1
~
~
0 -1 21373
D3
~
~
0 -1 21361
S
#21417
A Farm~
You are at one of the largest farms in the valley.  This farm is responsible
for providing most of the vegetables to the town.  There is a cart here filled
with vegetables that are ready for delivery to the town.  The vegetable fields
are north of here.
~
74 512 2
D0
~
~
0 -1 21418
D2
~
~
0 -1 21361
S
#21418
Vegetable Fields~
You are in a large vegetable patch that supplies the whole town.  There are
vegetables of all varieties growing here.  The farmer really has his work cut
out for him when harvest time comes.  The field continues on towards the west.
~
74 512 2
D2
~
~
0 -1 21417
D3
~
~
0 -1 21419
S
#21419
Vegetable Fields~
You are in a large vegetable patch that supplies the whole town.  There are
vegetables of all varieties growing here.  The farmer really has his work cut
out for him when harvest time comes.
~
74 512 2
D1
~
~
0 -1 21418
S
#21420
Farmer's Road~
You are on a small road that leads in to the town from the farm.  This road is
the main route in which the farmers transport there goods to the town.  There
are large mountains all around in the distance.
~
74 512 2
D1
~
~
0 -1 21421
D3
~
~
0 -1 21380
S
#21421
Farmer's Road~
You ar on a small road that leads to the town.  This is the main route in
Which the farmers transport there goods to the town.  There are large mountains
all around, and a farm is off to the north.
~
74 512 2
D0
~
~
0 -1 21422
D1
~
~
0 -1 21405
D3
~
~
0 -1 21420
S
#21422
Small Farm~
You are on a small farm outside of the town.  There is a large vineyard north 
of here.  There is a large barn for storage to the east.  The only other exit
is south to the road.
~
74 512 2
D0
~
~
0 -1 21423
D2
~
~
0 -1 21421
S
#21423
Vineyard~
You are standing in the vineyard on the farm.  There is an abundance of grapes
on the many vines here.  You check that no one is watching as you pinch a few
off the vine to sample them.
~
74 512 2
D2
~
~
0 -1 21422
S
#21425
At the Base of the Mountain~
You gaze in wonder as you look up at the large mountains.  You feel that you
have no hope of crossing these mountains, until you notice a small opening in
the side of the mountains.  You are not sure if it is a tunnel, or a cave, but
you really hope it goes to the other side.
~
74 512 2
D1
~
~
0 -1 21363
D3
~
~
0 -1 21429
S
#21426
An Old Road~
You are on a large dirt road between the old outpost, and the town.  The town
is just south of here, and the outpost is barely visable to the north.  All 
around, you notice the large mountains which dominate the valley.
~
74 512 2
D0
~
~
0 -1 21427
D2
~
~
0 -1 21413
S
#21427
An Old Road~
You are on a large dirt road between the old outpost, and the town.  You can
barely make out the town from here, but you can make out the outpost ahead of
you.  There large mountains dominate you view of the valley.
~
74 512 2
D0
~
~
0 -11 21428
D2
~
~
0 -1 21426
S
#21428
An Old Road~
You are on a large dirt road between the outpost, and the town.  The town
is somewhere in the distance south of here, while the outpost gates are directly
north of here.  You step back so you can get a full view of the outpost
and notice that it has a dark aura about it, making it very difficult to see
anything.
~
74 512 2
D0
~
~
0 -1 21275
D2
~
~
0 -1 21427
S
#21429
A Tunnel~
The tunnel is really damp and musty, but is does continue on.  The walls have
been carved out with the same skill as the dwarven miners.  There are support 
beams running through the tunnel at regular intervals.
~
74 521 0
D1
~
~
0 -1 21425
D3
~
~
0 -1 21433
S
#21430
Outside the Castle Gates~
You are standing outside the gates of the castle.  The large gates, and high
walls prevent you from seeing much of the castle, except the high towers.  
There is a road that leads north to a small village.
~
74 512 1
D0
~
~
0 -1 21432
D2
~
gate~
2 3667 3008
S
#21431
Castle Road~
You are on a road that leads between the castle, and the village.  You can
get a good view of the castle from here, while the village is sort of a blur.
All around you are large mountains that dominate the valley.
~
74 512 2
D0
~
~
0 -1 21368
D2
~
~
0 -1 21432
S
#21432
Castle Road~
You are on a road that leads between the castle, and village.  Many guards from
the castle spend there off hours in the village.  It is a very peaceful place
where one can relax.  The village is to the north, and the castle is south
of here.
~
74 512 2
D0
~
~
0 -1 21431
D2
~
~
0 -1 21430
S
#21433
A Tunnel~
You have been walking quite a ways in this dark tunnel.  Here, the tunnel leads
off to the north.  There are more support beams in the tunnel the farther in
you go.  
~
74 521 0
D1
~
~
0 -1 21429
D3
~
~
0 -1 21434
S
#21434
At an Opening~
You have finally reached light.  There is an opening in the rocks that leads
to the outside, there is only one problem.  The opening is very narrow.  You
are not sure if you can squeeze through the opening, and from the bottle-necked
shape of the opeing, you know you will not be able to come back through.
~
74 521 0
D1
~
~
0 -1 21433
D3
~
~
0 -1 21435
S
#21435
Outside the Mountain~
You have just squeezed through the narrow opening from inside the mountain.
You are on the other side of the mountain range.  The walls are very steep here,
making climbing almost inpossible.  There is a trail leading north.
~
74 512 5
D0
~
~
0 -1 21436
E
opening~
Its a small opening that leads to a tunnel inside the mountain.  There is 
almost no way for you to squeeze through.
~
S
#21436
On a Small Trail~
You are on a small trail next to the mountains.  The trail leads north up to
an old river bed not far ahead.  You take your time walking, enjoying the 
sunlight that the tunnels deprived you of.
~
74 512 2
D0
~
~
0 -1 21262
D2
~
~
0 -1 21435
S
#21700
The Master Alien's Lair~
You stand in awe of the statue of a powerful Alien.  The statue is
carved out of unflawed, pure-black obsidian and it shines with an erie
read aura.  The signs of a great battle mark the room, however, the
statue is untouched.  Heaps of bone lie against the walls, coagulated
blood stains the ground and acid burns mark the entire room. You feel
very uncomfortable standing in this rom.

~
82 8312 0
D0
Looking through the CageDoor you see a dank, dark place. It is rather large
and has rusting metal walls. On the ground is a two foot layer of water.
You hear something sloshing around in there but you don't see anything. However,
being overcome with fear, you know something very horrible is in there.
~
CageDoor~
2 21700 21719
D5
~
exit down~
2 21700 3008
E
statue alien~
The Alien Statue is powerful and evil looking, something tells you that the
mayhem of this room was done by something like this. You wouldnt want
to piss off anything that resembles this statue. It has a mouth within a mouth,
a long slashing tail, and a set of huge claws, all of withc look very
damaging.
~
E
bone heap heaps~
Bones from anything and everything you can think of lie here, even 
some things that you cant think of (ain't that a pisser). You might be
able to find a few gold fillings or some ruined jewelery in there if you
care to spend a few hours looking.
~
E
blood stain stains~
It is dried BLOOD.... You know, that stuff that is running through
your veins and keeping you alive.
~
E
acid burn burns~
Yep! You conclude that it was, in fact, acid that made these marks.
~
S
#21701
Before the Mast~
You stand before a massive mast which holds the mainsail of the S.S.Minnow.
Looking around you see the main deck of the ship cluttered with all sorts
of tackle.  From here, rope ladders lead to the crows nest at the top of
the mast.

~
82 0 0
D0
Stop looking around, you have more important things to worry about.
~
~
0 -1 21702
D1
The First Mate tells you 'Get off my ship or I'm gonna take you to the 
Master Torturer'
~
~
0 -1 21704
D2
As your glance passes across the front of the ship you could have
sworn that one of the crew members was shooting you the bird.
~
~
0 -1 21706
D3
To the west you see the starboard side of the ship, interesting isn't it?
~
~
0 -1 21708
D4
You thought you saw superman fly by when you initially looked up but
now all you see is the crows nest at the top of the mast.
~
~
0 -1 21720
E
around deck ship~
The crew bustles around the deck hoisting sails, battening down the
hatches and swabbing the deck. Don't get in their way or you may be
sorry.
~
E
rope ladders~
You can climb them, what a novel idea.
~
E
crows nest top~
Yes! It is up there!
~
E
mast mainsail~
It's huge, nuff said.
~
S
#21702
Aft Main Deck~
There is a door to the north that leads into the common room for the
passengers and captain. The main deck is all around.

~
82 0 0
D0
A door is there. You know what a door is right? If not take a good look
at it.
~
door north~
1 21701 21713
D1
Going that way would take you to the port side of the deck.
~
~
0 -1 21703
D2
The mast emerges from the deck directly south of here.
~
~
0 -1 21701
D3
Going that way would take you to the starboard side of the deck.
~
~
0 -1 21709
E
deck~
The crew bustles around the deck hoisting sails, battening down the
hatches and swabbing the deck. Well, what else did you expect to 
see here? A pink elephant?
~
E
door~
Excerpt taken from Webster's Dictionary:
.
. door [dor] n. 1) a movable structure for opening or closing an entrance.
2) a doorway.  3) a means of access -- out of doors(outdoors)
.
Clear enough for you?
~
S
#21703
Port Main Deck~
You are at the rear of the main deck, nothing interesting is happening
here. You can climb some stairs to the Bridge or continue on the main
deck.

~
82 0 0
D2
Nothing interesting is happening on that portion of the deck either.
~
~
0 -1 21704
D3
Nothing interesting is happening on that portion of the deck either.
~
~
0 -1 21702
D4
Staring at the sun isn't good for you eyes so you stop looking up.
~
~
0 -1 21727
E
stairs~
Wow! Stairs!  You faintly remember how to use them.
~
E
deck~
I told you already, nothing of interest is happening in this portion
of the deck.
~
S
#21704
Port Main Deck~
This is the port side of the main deck.  There is a ladder off the side
of the deck to the east and the deck streches off in the other directions.
You also notice a large door on the deck, must be some sort of storage
location.

~
82 0 0
D0
~
~
0 -1 21703
D1
~
~
0 -1 21739
D2
~
~
0 -1 21705
D3
~
~
0 -1 21701
D5
Look at the door, it's more interesting than looking down at your feet.
~
CargoDoor down~
1 -1 21718
E
ladder side~
You must have used it to get onto the ship so you probably already 
got a good look at it.  Why look at it more?
~
E
large door deck~
There is a large door in the deck right here. From the size and location
of it you conclude that it is a cargo hold. And guess what.... You are
right, it is a cargo hold.
~
E
deck~
You are standing on it.  What else do you want to know about it?
~
S
#21705
Port Main Deck~
This is the front of the port main deck.  Looking north you see the aft
portion of the deck and the Bridge.  There are some stairs here that
go up to the foredeck.

~
82 0 0
D0
I told you and don't ask again --> You see the aft portion of the deck
and the Bridge.
~
~
0 -1 21704
D3
More of the deck is in that direction.
~
~
0 -1 21706
D4
You look up at the sky and some bird dropings land in your face.
~
~
0 -1 21724
E
stairs~
Go look at the stairs on the starboard main deck, they are more
interesting.
~
E
deck~
Wouldn't that be something if you didn't see it here?  But you do
so the ship isn't falling apart.
~
S
#21706
Forward Main Deck~
There is a door to the south that leads into the main crew's area.
The main deck is all around.

~
82 0 0
D0
You see the main mast of the ship in that direction.
~
~
0 -1 21701
D1
Some more of the deck lies in that direction.
~
~
0 -1 21705
D2
There is a door to the south. But you knew that already didn't you?
~
door south~
1 21701 21710
D3
Some more of the deck lies in that direction.
~
~
0 -1 21707
E
door~
You open it, you go in. You close it, you can't go in. Simple ain't it?
~
E
main deck around~
The crew bustles around the deck hoisting sails, battening down the
hatches and swabbing the deck. Well, what did you expect to see
them doing?
~
S
#21707
Starboard Main Deck~
This is the front of the starboard main deck.  Looking north you see
the aft portion of the deck and the Bridge.  There are some stairs here
that go up to the foredeck.

~
82 0 0
D0
You were told once, I'm not gonna tell you what you see in that direction
again.
~
~
0 -1 21708
D1
~
~
0 -1 21706
D4
You would have to go up there if you wanted a better look.
~
~
0 -1 21724
E
stairs up~
They are stairs there. They lead up. Gee! Don't you feel stupid for trying
to find out more.
~
S
#21708
Starboard Main Deck~
This is the starboard side of the main deck.  Looking out over the ocean
all you see is glare off the water.  The deck of the ship is all around.
A large metal door really looks out of place here.

~
82 0 0
D0
The aft of the ship lies in that direction.
~
~
0 -1 21709
D1
The mast of the ship is over there.
~
~
0 -1 21701
D2
The fore of the ship lies in that direction.
~
~
0 -1 21707
D5
This CargoDoor is metal and has a BIG lock on it.  The door seems to have
some dents and bulges in it.  Wonder if something was trying to get in....
Or OUT!
~
CargoDoor down~
2 21702 21719
E
CargoDoor door~
This CargoDoor is metal and has a BIG lock on it.  The door seems to have
some dents and bulges in it.  Wonder if something was trying to get in....
or OUT!
~
E
cargodoor~
This CargoDoor is metal and has a BIG lock on it.  The door seems to have
some dents and bulges in it.  Wonder if something was trying to get in....
Or OUT!
~
E
cargodoor door metal down~
The CargoDoor is metal and has a BIG lock on it. The door seems to have
some dents and bulges in it as if something was trying to get in....
or OUT!
~
E
big lock~
It is so big that it would need a huge key to open it.
~
E
ocean out water~
It was hinted that you shouldn't look out over the ocean.

You are blinded by the glare.
~
E
deck~
The deck isn't interesting, look out over the ocean!
~
S
#21709
Starboard Main Deck~
Nothing interesting is happening here.  Go up the stairs to the Bridge
or continue on the main deck.

~
82 0 0
D1
Nothing interesting is happening over on that part of the main deck either.
~
~
0 -1 21702
D2
The fore of the ship is that way.
~
~
0 -1 21708
D4
Look, Up in the air, It's a bird, It's a plane, It's, It's...
Ewwww! You where right the first time.
~
~
0 -1 21727
E
deck~
It is made out of wood.  Looking at it closely you see some carvings
in the wood.
~
E
carving carvings wood~
The carvings read:
.
. Shawn was here '92
.
and:
.
. Jean and Jezabel - True love always
.
~
E
stairs~
They look slippery, better be careful if you climb them.
~
S
#21710
Mess Hall~
This is where the crew comes to scarff down their meals between shifts.
A large table fills the room bordered by many benches.  There is an
exit to the galley off to the east and a strange stink coming from the west.
Finally, a ladder is in the south of the room... the crews sleeping
chambers must be down there.

~
82 8 0
D0
A door leads out to the main deck of the S.S.Minnow.
~
door north~
1 21701 21706
D1
An aroma of cooking food comes from that direction. It's a much
better smell than what is coming from the west.
~
~
0 -1 21711
D2
You see a ladder that goes down into the ship in the south of the room.
~
~
0 -1 21722
D3
A stink so horrendous is coming from that direction that you are not to
sure you want to go that way.
~
~
0 -1 21712
E
table bench benches~
Must be where the crew sits and eats, don't you think?
~
E
ladder~
It goes down into the bottom of the ship.
~
S
#21711
Galley~
You stand in the gally of the S.S.Minnow.  This is where the chef prepares
the massive amounts of food that feeds the crew.  You see many cabinets and 
a stove here.  The only exit is back into the mess hall to the west.

~
82 8 0
D3
~
~
0 -1 21710
E
cabinets~
Opening the cabinets you see massive amounts of food and cooking utensils.
~
E
stove~
Hey! It's used to heat up food, imagine that.  However, it isn't like any
stove you've seen before because it is hot but there is no fire.  There is
a blue aura around it, maybe it's magic?
~
S
#21712
The Head~
Pee Uuu!  It stinks in here... Must be due to the guy sitting right there.
Yes, You guessed it, this is where the crew comes to relieve themselves.
Despite flushing the sewage into the ocean it still stinks in here. You 
notice some writing on the wall, but before you vomit you decide to
leave. The only exit is to the east.

~
82 8 0
D1
Ahh! So that is where the fresh air is!
~
~
0 -1 21710
E
wall~
There is a ton of writing on it, get it? There is a lot of writing
covering the walls.  The crew must pass gas and write stuff at the same time.
~
E
sewage stink toilet head~
You really want to look at that?  You're SICK!
~
E
guy man crew member there~
That crew member looks very relieved don't you think?
~
E
writing~
The writing on the wall reads:
. For a GOOD time call EroticaMUD at strippers.r.us.edu 6969
and:
. What did the grapes say when the Elephant stepped on them???
. .NOTHING! They just gave a little wine.
~
S
#21713
Common Room~
This is the lavish sitting room used by the passengers of the ship.
There is a table in the center of the room and several comfortable
sofas and chairs lining the walls.  There are doors leading to the 
north, south, east and west.

~
82 8 0
D0
~
cabin door north~
1 21701 21716
D1
~
stateroom door east~
1 21701 21714
D2
If you could see through doors you would see the crew working on the
main deck of the S.S.Minnow.
~
door south~
1 21701 21702
D3
~
master stateroom door west~
1 21701 21715
E
door doors~
It is a door. You know, a moveable object used to open or close an
entrance or exit.
~
E
table~
There is food on the table but nothing that you would want to eat.
~
E
food~
You didn't trust me, you just had to look. The food on the table is
composed of: escargots, chilled monkey brains, caviar, octopus 
tentacles and eyeball soup.  Would you want to eat any of it? Thought
not!
~
E
chair chairs sofa sofas~
It looks inviting, go ahead. Have a seat. Take a load off.
~
S
#21714
Stateroom~
It's no Master Stateroom but hell, it's better than sleeping with the crew.

~
82 8 0
D3
~
stateroom door west~
1 21701 21713
S
#21715
Master Stateroom~
This is the finest room on the ship, reserved for the very richest and
most powerful passengers.  It is exquisitely decorated and has one of
the largest, softest beds you have ever seen.

~
82 8 0
D1
~
master stateroom door east~
1 21701 21713
E
bed~
You've done it now . . .

You go to sleep.
~
S
#21716
The Captain's Cabin~
The walls and bookshelves in here are decorated with various items
from all across the world.  There is a large desk in one corner and 
a comfortable looking bunk in the other.  A green parrot is squawking
from its cage.  You can exit back into the common room by going south.

~
82 8 0
D0
~
secret bulkhead~
2 21703 21717
D2
~
cabin door south~
1 21701 21713
E
desk~
It is covered with charts maping the waterways of the world.
~
E
parrot cage~
The parrot in the cage squawks:
.
. Polly want a cracker
.
~
E
walls wall~
The various bulkheads are decorated with stuff that Captain Saltmere
has picked up in his various travels.  One of the bulkheads looks
like it is falling apart.
~
E
bulkhead bulkheads~
You begin to think the ship is in danger of sinking looking at how
loose the bulkhead is but upon closer examination it looks like it
is some sort of secret door.
~
S
#21717
Captain's Treasury~
This is where the Captain stores all his treasures, DUH!!!

~
82 1 0
D2
~
bulkhead south~
2 21703 21716
E
treasure~
Looks like a lot of money. You grab all that you can because
you want to get out of here before the Captain finds you.
~
E
treasre~
~
E
teasure treasures store stores~
Looks like a lot of money. You grab all that you can because 
you want to get out of here before the Captain finds you.
~
S
#21718
Cargo Hold~
You are in a large cargo hold.  Hhhmm... Maybe there's some good stuff
in all these crates.  You look in a couple, keeping a close eye on the
exit up.
~
82 1 0
D4
It is the only way to go if you want to get out of the Cargo Hold....
Unless you can walk through wood and metal.
~
CargoDoor up~
1 -1 21704
S
#21719
Cargo Hold~
Hey! This room is kinda empty.  Maybe because there is about a foot or
two of water in this hold.  Also, you hear something sloshing around
and IT AIN'T YOU!!  Could it be that they hold something in here other
than food or other tradable goods?  Better not stick around to find out.
The only exit is up.

~
82 1 0
D2
There is absolutely, positively nothing in that general direction
~
secret exit~
2 21700 21700
D4
The only source of light in the room is the faint glow coming from
this exit.  Your feet are getting water logged so you might want to
exit the room through the cargo hold door -- If you are lucky somebody
didn't already close the door on you and lock you in.
~
CargoDoor door~
2 21702 21708
E
water~
Your feet are getting wet because you are standing in a foot and a half
of water. The water uniformally covers the cargo hold except for one
area about two feet square. You wonder what could be holding back
the water from that spot.
~
S
#21720
On a Rope Ladder~
You're on a rope ladder, pay attention to where you're going!  Don't go
looking out over the ocean while you are flailing about in the wind.  
The only thing you really notice is the sound of flapping sails.  Hurry
up and climb up to the crows nest or down to the main deck.

~
82 256 0 2 
D4
You were told not to look at anything yet you did! Stupid you!

You are dead R.I.P.

Welcome to SillyMUD

0) Exit from SillyMud.
1) Enter the game at Midgaard.
2) Enter description.
3) Read the background story
4) Change password.
5) Enter somewhere else

Make your choice: 1

~
~
0 -1 21721
D5
You were told not to look at anything but you did! Stupid you!

You are dead R.I.P.

Welcome to SillyMUD

0) Exit from SillyMud.
1) Enter the game at Midgaard.
2) Enter description.
3) Read the background story.
4) Change password.
5) Enter somewhere else

Make your choice:1

~
~
0 -1 21701
E
ocean out water ladder sails crows nest deck ship~
You were told not to look at anything but you did! Stupid you!

You are dead R.I.P.

Welcome to SillyMUD

0) Exit from SillyMud.
1) Enter the game at Midgaard.
2) Enter description.
3) Read the background story.
4) Change password.
5) Enter somewhere else

Make your choice:1
~
E
ocean out water ladder sails nest crows deck~
You where told not to look at anything!  But you did. Stupid you!

You are dead. R.I.P.
~
S
#21721
A Crows Nest~
You see massive amounts of water all around. Through the glare off the 
ocean you think you can make out a city to the far west and maybe
a desert to the southwest.  You can only climb back down from where you
came.

~
82 256 0 3 
D5
You had to climb up a long way to get here didn't you?
~
~
0 -1 21720
E
desert~
Looks dry doesn't it?
~
E
city ~
If you knew your MUDography you would probably know what city that was.
~
E
ocean~
Yes, it is an ocean.  You can tell because there is water all around.
~
E
out water~
Nice, refreshing water is all around. Guess that is why it is called
an ocean.
~
S
#21722
Top of a Ladder~
You're at the top of the ladder.  The mess hall is north or you could go
down the ladder.

~
82 264 0 2 
D0
A crew member tells you 'get outta my way! I gotta get to the bathroom'
~
~
0 -1 21710
D4
~
hatch~
1 -1 21724
D5
It's dark down there, hope you aren't afraid of the dark.
~
~
0 -1 21723
E
ladder~
There are rungs on it which are used as hand holds when you climb on
the ladder.  Well, you looked, what did you expect from a ladder.
Bells and whistles?
~
S
#21723
On a ladder~
You're in the middle of the ladder.  You can exit north to a hall or
continue up or down the ladder.

~
82 264 0 2 
D0
You see a long hall with many doors, you also hear something that sounds
a lot like snoring.
~
~
0 -1 21729
D4
A crew member tells you 'hurry up and get off the ladder, i'm late for work'
~
~
0 -1 21722
D5
You almost slip and fall off the ladder because you weren't paying
attention but instead were looking around.
~
~
0 -1 21736
E
ladder~
You do see it here, but it ain't very interesting.
~
S
#21724
Bow of the S.S.Minnow~
You feel the breeze as the ship sails on to you know not where.  Sails
ripple, water splashes, the crew shouts, tackle clangs together, etc...
It's all the noise you expect to hear on a ship.  Exits to the main
deck lead off to the east and west and you can go out to the bow sprint
to the south.

~
82 0 0
D1
There are some stairs over there that lead to the main deck.
~
~
0 -1 21705
D2
In that direction would be the foremost part of the ship... the bow sprint.
~
~
0 -1 21725
D3
There are some stairs over there that lead to the main deck.
~
~
0 -1 21707
D5
~
secret hatch~
1 -1 21722
S
#21725
On the Bow Sprint~
This is the small platform that juts out over the frount of the ship
that the crew uses to adjust the sails.  Looking down you see the 
customary, and ugly sea hag attached to the bow.  That's wierd, you can
swear you saw it move to avoid some splashing water.  Go down and
take a closer look at it.

~
82 256 0 2 
D0
Before you lose your footing and wind up in drowning in the ocean you 
better leave the bow sprint for the safety of the ship.
~
~
0 -1 21724
D5
That sea hag down there doesn't look too inviting.
~
~
0 -1 21726
S
#21726
In front of the S.S.Minnow~
You are flying in front of the S.S.Minnow, to the north is the huge
ship. On the hull is a massive carved Sea Hag, you can swear that it
isn't made out of wood because it looks so life like.  Water splashes 
all around you, before you get too tired from staying in front of the 
ship you better go back up to the bow sprint.

~
82 0 7 0 0
D0
~
~
0 -1 21740
D4
~
~
0 -1 21725
D5
~
~
0 -1 21730
E
ship hull S.S.Minnow minnow~
Looks like a nice big ship.
~
S
#21727
On the Bridge~
In the center of the bridge is a large helm, this is where the Captain
watches over and pilots his ship.  The sole means of survival, if the
ship should sink lies to the north.  You can also leave down the side
stairs to the main deck.

~
82 0 0
D0
To the north lies the lifeboat.  You wouldn't trust your life to that
rickety looking boat if the ship was going down.  Guess the Captain
doesn't mind a faulty lifeboat since he goes down with the ship.
~
BoatCover north~
1 -1 21728
D1
There is a staircase that leads down to the port side of the main 
deck on the east of the bridge.
~
~
0 -1 21703
D3
There is a staircase that leads down to the starboard side of the main
deck on the west of the bridge.
~
~
0 -1 21709
E
helm~
NO! It's not the kind of helm that you put on your head.
~
E
life boat lifeboat~
You wouldn't trust you life to that rickety looking boat if the
ship was going down.  Guess the Captain doesn't mind a faulty
lifeboat since he goes down with the ship.
~
S
#21728
In a Life Boat~
It's dark in here... yet... you feel another life form lurking in the shadows.
~
82 257 0 5 
D2
~
BoatCover~
0 -1 21727
S
#21729
A Small Hall~
You are in a small hall in the hull of the ship.  Doors lead off to the
east and west or you could climb onto the ladder to the south or
continue north through the hall.

~
82 8 0
D0
~
~
0 -1 21734
D1
~
door east~
1 21701 21731
D2
~
~
0 -1 21723
D3
~
door west~
1 21701 21732
E
ladder~
It's to the south, go look at it over there.
~
E
door doors hall hull ship~
It isn't interesting, go look at something else.
~
S
#21730
Underneath the S.S.Minnow~
You are under the S.S.Minnow, what more can you want?  Actually, you
are getting tired of swimming along with the ship.  Either swim a little
faster to emerge in front of the ship or swim west to where the ladder
to the ship is. Or, try your luck and found out what is deep under the ocean.

~
82 1 9
D2
~
~
0 -1 21726
D3
~
~
0 -1 21740
S
#21731
First Mate's Room~
This is the small room that the First Mate lives in.  It is sparsly
decorated and very well kept, in fact, it looks like this room is hardly
lived in.  Maybe because the First Mate does everything on the ship.

~
82 8 0
D3
~
door west~
1 21701 21729
S
#21732
The Crew's Bunk Room~
You stand in the large bunk room that the crew uses.  There are many beds
and footlockers lining the sides of the room.  You can see the ocean 
through several of the portals on the outside hull.  The room continues to
the north or you could leave the room through the door to the east.

~
82 8 0
D0
~
~
0 -1 21733
D1
~
door east~
1 21701 21729
E
beds bed footlockers footlocker ocean portals hull~
Don't get caught snooping around in the crews quarters/
You might get yourself lynched.
~
S
#21733
The Crew's Bunk Room~
You stand in the large bunk room that the crew uses.  There are many
beds and footlockers lining the sides of the room.  You can see the 
ocean through several of the port holes.  The room continues to the south
or you could leave the room through the door to the west.

~
82 8 0
D1
~
door east~
1 21701 21734
D2
~
~
0 -1 21732
E
bed beds footlocker footlockers hull portal ocean ship~
Don't get caught snooping around in the crew's quarters?
You might get yourself lynched!
~
S
#21734
End of the Hall~
You stand at the end of the small hall, it's getting dark back here.  To
the east is a small storage room and to the north is a door that has some
odd red stains on it.  Muffled screams of pain can be heard from the
north and snoring can be heard through the door to the east.

~
82 8 0
D0
On the door to the north you notice many red stains. You also hear
cries of pain and anguish and some evil laughter coming from that
direction.
~
door north~
1 21700 21741
D1
~
door east~
1 21701 21735
D2
~
door~
0 -1 21729
D3
~
door west~
1 21701 21733
E
red odd stain stains~
Looks like blood.
You begin to wonder what goes on in that room.
~
S
#21735
Storage Room~
This is a small room that is used to store the baggage of the passengers
some tools and some extra sails.  You can only go back to the end of the
hall to the west.

~
82 1 0
D3
~
door west~
1 21701 21734
S
#21736
Bottom of the Ladder~
It's cramped down here.  You assume this is as far down as you can go.
You hear the pounding of the water against the hull really loud here.
You can go back up the ladder or north into a crawlspace.

~
82 264 0 2 
D0
It looks cramped that way.
~
~
0 -1 21737
D4
~
~
0 -1 21723
E
ladder~
Yep, it's here and it doesn't look like it will be going anywhere.
~
S
#21737
In a CrawlSpace~
Not only is it cramped down here, it's also very dark. You see a faint
outline of a door to the north or you could go back to the ladder to the
south.
~
82 257 0 2 
D0
There is a door there.
~
SmallDoor door north~
1 -1 21738
D2
~
~
0 -1 21736
S
#21738
The Bilge Pump Room~
The first thing you notice as you step into this room is the layers
of sludge on the ground.  The second is a rather large contraption
that is used to get rid of refuse water.  Currently, the sailor that 
works the bilge pump is having a rest.  You can tell because water
is starting to collect in this room.  The only exit is back to the south.

~
82 8 0
D2
~
door south~
1 -1 21737
E
sludge ground~
The sludge on the ground looks very slimey.  You could loose you
footing on this stuff really easily.
~
E
water~
Oh no! The ship is starting to sink.
~
S
#21739
Boarding the S.S.Minnow~
You stand at the entrance to the S.S.Minnow.  Going to the west exits
onto the busy main deck of the ship or you could go back down to the
ocean below.

~
82 8 0
D3
That is the direction you go if you want to board the ship.
~
~
0 -1 21704
D5
~
~
0 -1 21740
E
deck ship main S.S.Minnow minnow~
The crew bustles around the deck of the S.S.Minnow hoisting sails,
battening down the hatches and swabbing the deck.  All the things
one would expect to see happening on a ship.
~
E
ocean below~
Looks like water down there.
~
S
#21740
Base of a Ladder to the S.S.Minnow~
You stand just to the east of a massive ship that is sailing the ocean.
To get on it you must climb up the ladder.  You can also go to the front
of the ship going south or back out to the ocean to the west.  It even
looks like you could go under the ship.

~
82 0 7 0 0
D2
~
~
0 -1 21726
D3
~
~
0 -1 21744
D4
~
~
0 -1 21739
D5
You better be able to hold your breath a long time or breath water
if you want to go down there.
~
~
0 -1 21730
E
ocean~
Looks wet.
~
E
ship boat~
Looks like what it is... a ship.
~
E
ladder~
It goes up.
~
S
#21741
The Stockade~
You stand in the center of the stockade.  This is where the prisoners,
the discovered stowaways and any other nuissances are kept... Maybe
you if you make any trouble.  Various tools of torture adorn the walls
and floor of this room.  To the east you see a barred door and hear some
moaning and groaning.

~
82 8 0
D1
~
bars east~
2 21700 21742
D2
~
door south~
1 21701 21734
S
#21742
A Small Cell~
This is a very small room lined with bars to prevent escape.  There are
a lot of tick marks on the south wall, as if someone was counting the days
they had spent in here.  There is nothing else of interest in here except
for the exit to the west.

~
82 1 0
D3
~
bars west~
2 21700 21741
E
tick ticks mark marks wall south~
The marks go on for ever. You spend 4 hours counting them and find out
that there is exactly 3482923
~
S
#21743
A large ship sails up to you.~
Empty~
82 0 -1 40 21744 1 7 0 0
D0
~
~
0 -1 21749
D1
~
~
0 -1 21740
D2
~
~
0 -1 21748
D3
~
~
0 -1 21749
S
#21744
The ship sails off into the sunset.~
Empty~
82 0 -1 40 21745 0 7 0 0
D0
~
~
0 -1 21748
D2
~
~
0 -1 21749
D3
~
~
0 -1 21748
S
#21745
The Dragon Sea~
You are on a huge ocean. The heat from the reflected light is making you
see things. You swear you are getting teleported around. You can also swear
that you see a small dot getting larger on the edge of the horizon.
~
82 0 -1 40 21746 0 7 0 0
D0
~
~
0 -1 21749
D2
~
~
0 -1 21748
D3
~
~
0 -1 21749
S
#21746
The Dragon Sea~
You are on a huge ocean. The heat from the reflected light is making you
see things. You swear you are getting teleported around. You can also swear
that you see a small dot getting larger on the edge of the horizon.
~
82 0 -1 50 21747 1 7 0 0
D0
~
~
0 -1 21748
D2
~
~
0 -1 21749
D3
~
~
0 -1 21748
S
#21747
You see a ship sailing in your direction.~
Empty~
82 0 -1 40 21743 1 7 0 0
D0
~
~
0 -1 21749
D2
~
~
0 -1 21748
D3
~
~
0 -1 21748
S
#21748
The Dragon Sea~
You are on a huge ocean. The heat from the reflected light is making you
see things. You swear you are getting teleported around. You can also swear
that you see a small dot getting larger on the edge of the horizon.
~
82 0 -1 50 21749 0 7 0 0
D0
~
~
0 -1 13696
D1
~
~
0 -1 21745
D2
~
~
0 -1 21749
D3
~
~
0 -1 13686
S
#21749
The Dragon Sea~
You are on a huge ocean. The heat from the reflected light is making you
see things. You swear you are getting teleported around. You can also swear
that you see a small dot getting larger on the edge of the horizon.
~
82 0 -1 50 21748 0 7 0 0
D0
~
~
0 -1 13696
D1
~
~
0 -1 21746
D2
~
~
0 -1 21748
D3
~
~
0 -1 13686
S
#21750
21750~
Empty
~
82 0 0
S
#21800
A Swift River~
You are swept along by a rapid current towards a distant thunder.  The air
is damp and warm.  You catch the vague smell of vanilla...
~
81 0 7 0 0
D0
~
~
0 -1 13915
D2
~
~
0 -1 21801
S
#21801
The Waterfall~
The air is full of mist and the thunderous roar of the waterfall.  Huge
flowers grow around the edge of the lake and the sound of birds is faintly
heard.
~
81 0 0
D0
~
~
0 -1 21800
D1
You see water falling fast past a strange rock.
~
secret rock~
1 0 21802
E
waterfall~
You notice a strange rock behind the waterfall.
~
S
#21802
Damp Tunnel~
You are in a cramped tunnel behind the waterfall.  The walls are moist and
covered with alge.
~
81 265 0 2 
D0
~
~
0 -1 21803
D3
~
rock door west w~
1 -1 21801
S
#21803
Damp Tunnel~
You are in a cramped tunnel behind the waterfall.  The walls are moist and
covered with alge.
~
81 265 0 2 
D1
~
~
0 -1 21804
D2
~
~
0 -1 21802
S
#21804
Damp Tunnel~
You are in a cramped tunnel behind the waterfall.  The walls are moist and
covered with alge.  Up ahead, you notice some light.
~
81 265 0 2 
D3
~
~
0 -1 21803
D5
~
~
0 -1 21805
S
#21805
Tunnel~
You have come to the end of a twisty tunnel.  Here it is brighter, and you
can see sunlight to the north.
~
81 264 0 2 
D0
~
~
0 -1 21806
D4
~
~
0 -1 21804
S
#21806
By the Cave~
You stand by the entrance to the tunnel.  Around you are the sounds of a 
lush jungle.  Strange birds circle overhead, roosting in huge trees that
tower above you.  
~
81 4 2
D0
~
~
0 -1 21815
D1
~
~
0 -1 21807
D2
~
~
0 -1 21805
D3
~
~
0 -1 21816
S
#21807
Swamp~
Your feet tell you that you have entered a swamp by the 'squish' noises
made when you walk.  The water table has become increasingly higher here.
~
81 0 3
D0
~
~
0 -1 21814
D1
~
~
0 -1 21808
D3
~
~
0 -1 21806
S
#21808
Swamp~
Yup!...You are in a swamp!  The mosquitos are rather LARGE here and have a 
nasty bite.  You smell the oder of rotting vegitation and feel like moving on.
~
81 0 3
D0
~
~
0 -1 21813
D1
~
~
0 -1 21809
D3
~
~
0 -1 21807
S
#21809
By the Lake~
This is a nice sandy shore by a large, reed filled lake.  Pleasent memories
of your youth cause you to consider stripping off your gear and going for a 
swim.
~
81 0 2
D0
~
~
0 -1 21810
D3
~
~
0 -1 21808
S
#21810
In The Reeds~
Well, for some reason you have decided to jump into the reeds.  The water is
kind of cool and refreshing.  To the North is the lake.
~
81 4 6
D0
~
~
0 -1 21811
D2
~
~
0 -1 21809
S
#21811
On the Lake~
You are floating on a large, murky lake.
~
81 0 0
D2
~
~
0 -1 21810
D5
~
~
0 -1 21812
S
#21812
Under the Lake~
You are in a murky lake.  You can't see much.
~
81 1 9
D0
~
~
0 -1 21882
D1
~
~
0 -1 21881
D2
~
~
0 -1 21882
D3
~
~
0 -1 21883
D4
~
~
0 -1 21811
S
#21813
Swamp~
You are in a nasty swamp.  Huge insects buzz around your head.
~
81 0 3
D0
~
~
0 -1 21822
D2
~
~
0 -1 21808
D3
~
~
0 -1 21814
S
#21814
Swamp~
This is a section of the swamp.  The ground seems drier here than in the
other parts.
~
81 0 3
D0
~
~
0 -1 21823
D1
~
~
0 -1 21813
D2
~
~
0 -1 21807
D3
~
~
0 -1 21815
S
#21815
A Strange Forest~
Your light source barely penitrates the darkness in this dense forest.
Around you, you see strange, alien plants and insects.  There are noises
coming from deep inside the forest.
~
81 1 3
D0
~
~
0 -1 21824
D1
~
~
0 -1 21814
D2
~
~
0 -1 21806
D3
~
~
0 -1 21819
S
#21816
A Strange Forest~
Huge trees blockout most of the sunlight.  You hear the sounds of giant wings
as insects the size of small dogs fly about.  The ground is soft and spongy.
~
81 1 3
D0
~
~
0 -1 21819
D1
~
~
0 -1 21806
D3
~
~
0 -1 21817
S
#21817
A Strange Forest~
An old, rotted tree blocks your way south.  The forest continues to the north
and west.  Strange sounds are heard from the tree tops.
~
81 1 3
D0
~
~
0 -1 21820
D1
~
~
0 -1 21816
D3
~
~
0 -1 21818
S
#21818
A Strange Forest~
Here the forest meets a sheer wall of granite to the west.  To the south, the
forest is to dense to continue.  The only choices are to the north and east.
~
81 1 3
D0
~
~
0 -1 21821
D1
~
~
0 -1 21817
S
#21819
A Strange Forest~
You are surrounded by strange plants and trees.  BIG butterflies perch in the
brances above you.  There are paths running in every direction.
~
81 1 3
D0
~
~
0 -1 21825
D1
~
~
0 -1 21815
D2
~
~
0 -1 21816
D3
~
~
0 -1 21820
S
#21820
A Strange Forest~
You are in the middle of a forest.  Strange plants and insects are all around
you.  Paths lead in every direction.
~
81 1 3
D0
~
~
0 -1 21826
D1
~
~
0 -1 21819
D2
~
~
0 -1 21817
D3
~
~
0 -1 21821
S
#21821
A Strange Forest~
To the west is the side of a mountain.  Pats lead north, east and south.
~
81 1 3
D0
~
~
0 -1 21827
D1
~
~
0 -1 21820
D2
~
~
0 -1 21818
S
#21822
Swamp~
You are in a very treacherous part of the swamp.  The ground here is getting
too soft to walk on.  You had better look before you move any further.
~
81 0 3
D0
Up ahead, the ground looks very wet.
~
~
0 -1 21849
D2
~
~
0 -1 21813
D3
~
~
0 -1 21823
S
#21823
A Strange Forest~
The ground here is very damp for a forest.  To the east, the ground gets 
considerably softer.  The trees here have grey moss hanging from their branches
and ferns grow in tight groups between them.  There is a small carving on a 
tree here.
~
81 1 -1 1790 21886 2 100 3
D0
~
~
0 -1 21828
D1
~
~
0 -1 21822
D2
~
~
0 -1 21814
D3
~
~
0 -1 21824
E
carving~
                                I\        
                                I \
                                I  \
                                I   \
                                I   / 
                                I  /
                                I /
                                I/
                                I\
                                I \
                                I  \
                                I   \
                                I   /
                                I  /
                                I /
                                I/  
~
S
#21824
A Strange Forest~
You get the feeling something is watching you from behind the trees...
There are many pretty flowers in this part of the forest...huge too.
~
81 1 3
D0
~
~
0 -1 21829
D1
~
~
0 -1 21823
D2
~
~
0 -1 21815
D3
~
~
0 -1 21825
S
#21825
A Strange Forest~
Deep in the forest of a strange land, you feel a breeze blowing from the 
North.  Small insects crawl over the corpse of a small lizard.
~
81 1 3
D0
~
~
0 -1 21830
D1
~
~
0 -1 21824
D2
~
~
0 -1 21819
D3
~
~
0 -1 21826
S
#21826
A Strange Forest~
This place is dense!  You can't see much beyond the reach of your light.
You notice the smell of sulfur in the air.
~
81 1 3
D0
~
~
0 -1 21831
D1
~
~
0 -1 21825
D2
~
~
0 -1 21820
D3
~
~
0 -1 21827
S
#21827
A Strange Forest~
Further progress west is impossible due to a large wall of rock.  The forest 
here is dark and spooky.  You hear some noises from the north.
~
81 1 3
D0
~
~
0 -1 21832
D1
~
~
0 -1 21826
D2
~
~
0 -1 21821
S
#21828
A Strange Forest~
Here the forest becomes too dense to continue east or north.  Still pretty
dark for a forest.
~
81 1 3
D2
~
~
0 -1 21823
D3
~
~
0 -1 21829
S
#21829
A Strange Forest~
You are deep in a strange forest. (redundant description) 
~
81 1 3
D0
~
~
0 -1 21837
D1
~
~
0 -1 21828
D2
~
~
0 -1 21824
D3
~
~
0 -1 21830
S
#21830
A Clearing~
You have found a large clearing in the forest.  The grass here has been 
eaten in large patches.
~
81 0 2
D0
~
~
0 -1 21838
D1
~
~
0 -1 21829
D2
~
~
0 -1 21825
D3
~
~
0 -1 21831
S
#21831
A Clearing~
This is part of a large clearing in the middle of the strange forest.  The
grass is matted down as if a large beast has been roaming around.
~
81 0 2
D0
~
~
0 -1 21839
D1
~
~
0 -1 21830
D2
~
~
0 -1 21826
D3
~
~
0 -1 21832
S
#21832
By the Volcano~
Here the forest gives way to a great volcano.  You can hear a low rumble from
deep within the earth.
~
81 0 2
D0
~
~
0 -1 21840
D1
~
~
0 -1 21831
D2
~
~
0 -1 21827
D4
~
~
0 -1 21833
S
#21833
A Ledge~
You are on a ledge about twenty meters up the side of the volcano.  Some 
scraps of a corpse suggest that somone or something has dined here recently.
The ledge is somewhat safe to the south.
~
81 4 5
D2
~
~
0 -1 21834
D5
~
~
0 -1 21832
S
#21834
A Ledge~
There are some more bones and meat scraps here.  You have a beautiful view
of a forest to the east and north.  Far to the north, you see grass and 
hills.  The ledge looks safe to the north and west.
~
81 0 5
D0
~
~
0 -1 21833
D3
~
~
0 -1 21835
S
#21835
A Ledge~
Signs of a large preditor abound on this rocky ledge.  There are remaints
of half a dozen skeletons amongst the rocks here.  You see a path leading
down into a ravine.
~
81 0 5
D1
~
~
0 -1 21834
D5
~
~
0 -1 21836
S
#21836
A Ravine~
You are between two huge walls of stone.  There are huge scratch marks on the
stone leading up to the ledge.  Although you would have no trouble scaling
the way back, a larger animal would not be able to find footholds.
~
81 320 5 2 
D4
~
~
0 -1 21835
S
#21837
A Strange Forest~
To the west is a clearing and to the east it gets too dense to pass.
The forest continues to the north...
~
81 1 3
D0
~
~
0 -1 21841
D2
~
~
0 -1 21829
D3
~
~
0 -1 21838
S
#21838
A Clearing~
Here, the clearing is borderd to the north and east by the forest.  To the
south and west it continues.  There is evidence of a large omnivore.
~
81 0 2
D0
~
~
0 -1 21842
D1
~
~
0 -1 21837
D2
~
~
0 -1 21830
D3
~
~
0 -1 21839
S
#21839
A Clearing~
A huge part of the grass has been croped to about an inch.  There is forest
to the west and north.  A lone bush with most of its foliage eaten sits here
looking lonely and abused.
~
81 0 2
D0
~
~
0 -1 21843
D1
~
~
0 -1 21838
D2
~
~
0 -1 21831
D3
~
~
0 -1 21840
S
#21840
A Strange Forest~
You are in a dense part of the forest...to the west is a large cliff. You
gaze up and can only wonder what lies at the top.
~
81 1 3
D0
~
~
0 -1 21844
D1
~
~
0 -1 21839
D2
~
~
0 -1 21832
S
#21841
A Strange Forest~
Here you have a forest.  Trees, bushes, shrubs, weeds, the whole bit.
You are only impressed with the size of the wild life.
~
81 1 3
D0
~
~
0 -1 21845
D2
~
~
0 -1 21837
D3
~
~
0 -1 21842
S
#21842
A Strange Forest~
This is the forest north of the clearing. It becomes much thinner to the
North.
~
81 1 3
D0
~
~
0 -1 21846
D1
~
~
0 -1 21841
D2
~
~
0 -1 21838
D3
~
~
0 -1 21843
S
#21843
A Strange Forest~
This is a part of the forest north of a clearing. To the north it seems to
thin out some.
~
81 1 3
D0
~
~
0 -1 21847
D1
~
~
0 -1 21842
D2
~
~
0 -1 21839
D3
~
~
0 -1 21844
S
#21844
A Strange Forest~
To the west, the rock rises above you like a huge monolith...the forest
continues to the north, south and east.
~
81 1 3
D0
~
~
0 -1 21848
D1
~
~
0 -1 21843
D2
~
~
0 -1 21840
S
#21845
A Strange Forest~
This part of the forest lets in much more light.  To the east is a think
bog that would be impossible to cross.  To the north are the grass lands.
West, the forest continues.
~
81 0 3
D0
~
~
0 -1 21850
D2
~
~
0 -1 21841
D3
~
~
0 -1 21846
S
#21846
A Strange Forest~
Your lungs fill with fresh air as you step into this beautiful section of the
forest.  The light actualy penetrates the gloom you encountered to the 
south.  To the north are wide fields of grass.
~
81 0 3
D0
~
~
0 -1 21851
D1
~
~
0 -1 21845
D2
~
~
0 -1 21842
D3
~
~
0 -1 21847
S
#21847
A Strange Forest~
This is the northernmost part of the strange forest.  It is much brighter
here than to the south.  to the north are vast fields of grass and shrubs.
~
81 0 3
D0
~
~
0 -1 21852
D1
~
~
0 -1 21846
D2
~
~
0 -1 21843
D3
~
~
0 -1 21848
S
#21848
A Strange Forest~
The cliff west of you ends abruptly to the north where huge streaches of
grass go on forever.  The forest here is light enough to see without a
torch.
~
81 0 3
D0
~
~
0 -1 21853
D1
~
~
0 -1 21847
D2
~
~
0 -1 21844
S
#21849
Swamp~
You have managed to step into a rather large pool of quicksand.  You start
to cry for help and find yourself choking on soft, wet sand.  You don't 
suffer much after your lungs fill up because a large sand slug puts you out 
of your misery.
~
81 10 0
D2
~
~
0 -1 21822
S
#21850
Tall Grass~
You are on a huge plain filled with tall grass and shrubs.  It seems to
go on forever.
~
81 0 2
D0
~
~
0 -1 21854
D2
~
~
0 -1 21845
D3
~
~
0 -1 21851
S
#21851
Tall Grass~
You are on a huge plain filled with tall grass and shrubs.  It seems to
go on forever.
~
81 0 2
D0
~
~
0 -1 21855
D1
~
~
0 -1 21850
D2
~
~
0 -1 21846
D3
~
~
0 -1 21852
S
#21852
Tall Grass~
You are on a huge plain filled with tall grass and shrubs.  It seems to
go on forever.
~
81 0 2
D0
~
~
0 -1 21856
D1
~
~
0 -1 21851
D2
~
~
0 -1 21847
D3
~
~
0 -1 21853
S
#21853
Tall Grass~
You are on a huge plain filled with tall grass and shrubs.  It seems to 
go on forever.
~
81 0 2
D0
~
~
0 -1 21857
D1
~
~
0 -1 21852
D2
~
~
0 -1 21848
D3
~
~
0 -1 21859
S
#21854
Tall Grass~
You are in a field filled with tall grasses and shrubs.  Small animals run
through the folliage to escape your approach.  You see rocks to the north
and some small boulders to the west.
~
81 0 2
D0
~
~
0 -1 21854
D1
You can see a small cave behind the rock.
~
rock~
1 0 21866
D2
~
~
0 -1 21850
D3
~
~
0 -1 21855
S
#21855
Tall Grass~
You are on a huge plain filled with tall grass and shrubs.  It seems to
go on forever.
~
81 0 2
D0
~
~
0 -1 21855
D1
~
~
0 -1 21854
D2
~
~
0 -1 21851
D3
~
~
0 -1 21856
S
#21856
Tall Grass~
You are on a huge plain filled with tall grass and shrubs.  It seems to 
go on forever.
~
81 0 2
D0
~
~
0 -1 21856
D1
~
~
0 -1 21855
D2
~
~
0 -1 21852
D3
~
~
0 -1 21857
S
#21857
Tall Grass~
You are on a huge plain filled with tall grass and shrubs.  It seems to 
go on forever.
~
81 0 2
D0
~
~
0 -1 21857
D1
~
~
0 -1 21856
D2
~
~
0 -1 21853
D3
~
~
0 -1 21858
S
#21858
Tall Grass~
You are on a huge plain filled with tall grass and shrubs.  It seems to
go on forever.
~
81 0 2
D0
~
~
0 -1 21858
D1
~
~
0 -1 21857
D2
~
~
0 -1 21859
D3
~
~
0 -1 21860
S
#21859
Tall Grass~
You are on a huge plain filled with tall grass and shrubs.  It seems to
go on forever.
~
81 0 2
D0
~
~
0 -1 21858
D1
~
~
0 -1 21853
D3
~
~
0 -1 21861
S
#21860
Tall Grass~
You are on a huge plain filled with tall grass and shrubs.  It seems to
go on forever.
~
81 0 2
D0
~
~
0 -1 21860
D1
~
~
0 -1 21858
D2
~
~
0 -1 21861
D3
~
~
0 -1 21860
S
#21861
Tall Grass~
You are on a huge plain filled with tall grass and shrubs.  It seems to
go on forever.
~
81 0 2
D0
~
~
0 -1 21860
D1
~
~
0 -1 21859
D2
~
~
0 -1 21863
D3
~
~
0 -1 21862
S
#21862
Foothills~
You stand in baren, rolling hills that go on forever...
~
81 0 4
D1
~
~
0 -1 21861
D2
~
~
0 -1 21864
S
#21863
Foothills~
You stand in baren, rolling hills that go on forever...
~
81 0 4
D0
~
~
0 -1 21861
D1
~
~
0 -1 21863
D2
~
~
0 -1 21863
D3
~
~
0 -1 21864
S
#21864
Foothills~
You stand in baren, rolling hills that go on forever...
~
81 0 4
D0
~
~
0 -1 21862
D1
~
~
0 -1 21863
D2
~
~
0 -1 21865
D3
~
~
0 -1 21864
S
#21865
Foothills~
You stand in baren, rolling hills that go on forever...
~
81 0 4
D0
~
~
0 -1 21864
D1
~
~
0 -1 21865
D2
~
~
0 -1 21865
D3
~
~
0 -1 21865
S
#21866
Inside a cave~
You are in the entrance to a small cave, barely big enough for two to walk
abreast.  The air is warm and has a pleasent scent.  You hear the crackling 
of a fire.
~
81 9 0
D1
~
~
0 -1 21867
D3
You see a loose rock.
~
rock~
1 0 21854
S
#21867
Narrow Tunnel~
Here the cave becomes very narrow.  You find it hard to walk without turning
to one side.
~
81 265 0 2 
D1
~
~
0 -1 21868
D3
~
~
0 -1 21866
S
#21868
A Corner Room~
Here, the tunnel widens to meet a small room.  There are burnt sticks and
broken pieces of pottery littering the floor.  Some marks on the wall suggest
a violent event sometime in the recent past.
~
81 9 0
D2
~
~
0 -1 21869
D3
~
~
0 -1 21867
S
#21869
The Den~
This is a crowded, cramped room filled with bottles and testubes set up on
tables.  Charts of the anatomy of the Human, Dwarf, and Elven bodies hang
on the wall.  Some bodies, one of each race, are held in large, glass chambers.
You can scarcely breath with all the smoke in here.
~
81 256 0 2 
D0
~
~
0 -1 21868
D5
A rug hides a trapdoor~
secret trapdoor~
1 -1 21870
S
#21870
The Grubby Cellar~
  You have found your way into a nasty, dirty room with lots of horrid 
smelling debris.  The first thing you notice is that the walls look strangely
fake, like they are made of some kind of plastic.  As you move to closer 
inspection you see that they have small bits of writing declaring them as
building materials stolen from a construction site.  The floor is dirt and 
rock, mostly dirt.  A few small spider webs have formed in the corners and
a hole, that looks to be the right size for a mouse, has been made in the 
north wall.  This place really smells and you wouldn't mind leaving it as
quickly as possible.
~
81 0 0
D4
A trapdoor is above you.
~
trapdoor door up u~
1 -1 21869
S
#21871
21871~
Empty
~
81 0 0
S
#21872
21872~
Empty
~
81 0 0
S
#21873
21873~
Empty
~
81 0 0
S
#21874
21874~
Empty
~
81 0 0
S
#21875
21875~
Empty
~
81 0 0
S
#21876
21876~
Empty
~
81 0 0
S
#21877
21877~
Empty
~
81 0 0
S
#21878
21878~
Empty
~
81 0 0
S
#21879
21879~
Empty
~
81 0 0
S
#21880
Under the Lake~
You are in a murky lake.  You can't see much.
~
81 1 9
D0
~
~
0 -1 21812
D1
~
~
0 -1 21881
D3
~
~
0 -1 21883
D4
~
~
0 -1 21811
S
#21881
Under the Lake~
You are in a murky lake.  You can't see much.
~
81 1 9
D0
~
~
0 -1 21882
D2
~
~
0 -1 21880
D3
~
~
0 -1 21812
D4
~
~
0 -1 21811
D5
~
~
0 -1 21884
S
#21882
Under the Lake~
You are in a murky lake.  You can't see much.
~
81 1 9
D1
~
~
0 -1 21881
D2
~
~
0 -1 21812
D3
~
~
0 -1 21883
D4
~
~
0 -1 21811
S
#21883
Under the Lake~
You are in a murky lake.  You can't see much.
~
81 1 9
D0
~
~
0 -1 21882
D1
~
~
0 -1 21812
D2
~
~
0 -1 21880
D4
~
~
0 -1 21811
S
#21884
Under the Lake~
You are in a murky lake.  You can't see much.
~
81 1 9
D0
~
~
0 -1 21882
D1
~
~
0 -1 21881
D2
~
~
0 -1 21880
D3
~
~
0 -1 21885
D4
~
~
0 -1 21812
S
#21885
In a Dark Cave~
You have wandered into an underwater hole in the rock, this place feels
ominous and terrible.
~
81 257 9 2 
D1
~
~
0 -1 21884
S
#21886
A Strange Forest~
The ground here is very damp for a forest.  To the east, the ground gets
considerably softer.  The trees here have grey moss hanging from their branches
and ferns grow in the tight groups between them.  There is a small carving on a
tree here.
~
81 1 3
D0
~
~
0 -1 21828
D1
~
~
0 -1 21822
D2
~
~
0 -1 21814
D3
~
~
0 -1 21824
D4
~
secret rune~
1 -1 21890
E
carving~
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


     I would like to thank everyone who helped make this area possible.
     Conner, Loki, Riff, Ripper, DM, Excavator, Kitten, Valkyr
     And all the others who contributed in one way or another.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
~
S
#21887
21887~
Empty
~
81 0 0
S
#21888
21888~
Empty
~
81 0 0
S
#21889
21889~
Empty
~
81 0 0
S
#21890
Storage~
  This is a small storage room.  Nondescript and all.
~
81 0 0
S
#21891
21891~
Empty
~
81 0 0
S
#21892
21892~
Empty
~
81 0 0
S
#21893
21893~
Empty
~
81 0 0
S
#21894
21894~
Empty
~
81 0 0
S
#21895
21895~
Empty
~
81 0 0
S
#21896
21896~
Empty
~
81 0 0
S
#21897
21897~
Empty
~
81 0 0
S
#21898
21898~
Empty
~
81 0 0
S
#21899
Empty~
  Empty, ya know?
~
81 0 0
S
#21900
21900~
Empty
~
81 0 0
S
#22201
Hole in the ground~
This may be a hole in the ground to some people, but to Arioch, Homey, and
Gorby it's home.  As you walk in you notice the stench emanating from one of
the corners of the room.  As you walk in further you notice a small figure
huddled in a corner of the room.  He says "Hello, my names Rathead.  Who
are you?"  You cringe at the name of the famous thief.  He notices this 
reaction and reassures you, "I don't steal anymore," that is unless he's
bored.~
81 0 0
S
#22202
Feith's Sanctuary~
Well, actually, it's more of a den of thieves than a sanctuary....
To the north lies a dusty curtain, barely concealing the glare of uncertainty 
behind it. Don't bump into the sliding glass door to the west, through which
the voyeuristic thief can view the antics of his next-door neighbor on his
west. Meanwhile, to the east, a black circle shimmers on the wall, as if a
hole had been painted on it. AND, of course, the obligatory trap door on the 
floor concealed beautifully by ceramic tiles mosaically aligned on the floor.
up is... well...UP, ya know?
~
81 0 0
D0
~
dusty curtain ~
1 -1 1000
D1
~
shimmering portal~
1 -1 2500
D3
~
sliding glass door ~
1 -1 22203
D4
~
~
0 0 3008
D5
~
trapdoor~
1 -1 3054
S
#22203
Ivy's Office~
Welcome to the interior of Ivy's pet cat Slut.  You must either be a very
powerful spell-caster, or the friend of one, even to be here.  We, however,
shan't even bore you with the details of how you got to be so small, and why
neither you, nor the organism that you presently are occupying, suffer from
this situation.  Let it be observed that the hostess and owner of said
organism probably is responsible and therefore thanked.  Should you like
to stay a while and chatter, there is a stomach that you could use as a 
sofa, or lungs that you could use a cushions, and hookworms that you can
discuss politics with.  Should you feel thirsty, just lean over and drink from
the spleen.  At any rate, welcome and make yourself at home.  Should Ivy not
be at home, please leave all in order seeing as Slut might have problems
digesting and breathing otherwise, to say the least.
~
81 8 0
D0
~
~
0 -1 3054
D1
~
~
0 -1 22202
D2
~
~
0 -1 13
D3
~
~
0 -1 1000
D4
~
~
0 -1 69
D5
~
~
0 -1 3008
S
#22601
A dark path~
    You stand on a dark path winding it's way into the woods.  You notice
things getting darker as you move closer to the forest.  The path continues
north and south.
~
81 0 -1 10 22601 0 3
D0
~
~
0 -1 22602
D2
~
~
0 -1 6003
S
#22602
The tall oak~
    You stand before a giant oak tree.  It towers above you, dwarfing even
other tall trees around it.  The path forks here, branching off to either
side of the tree.  On the western path, an elf sits on a stump, carving a new
bow.  He looks up and calls out to you.
~
81 8 -1 10 22602 0 0
D0
A small piece of bark justs out from the base of the great oak.  Could this
be a handle of some sort?
~
bark tree~
2 22699 22636
D1
~
~
0 -1 22633
D2
~
~
0 -1 22601
D3
~
~
0 -1 22603
S
#22603
The leafy path~
    With Timnus's blessing and best wishes, you journey westward into the
Elven Forest.  The forest is not quite so dark now, and many small animals
can be seen near this leaf-covered path.  The path continues to the north.
~
81 8 0
D0
~
~
0 -1 22634
D1
~
~
0 -1 22602
S
#22604
Tongue on Blue Square~
    You stand in the center of a giant, swirling chaos.  However, as you
stand here, things start to become more geometric.  Now you can see exits
in all six directions leading away through a colorful mist.
~
81 60 0
D0
~
~
0 -1 22607
D1
~
~
0 -1 22605
D2
~
~
0 -1 22608
D3
~
~
0 -1 22606
D4
~
~
0 -1 22617
D5
~
~
0 -1 22627
S
#22605
Right Hand on Blue Square~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 0
D0
~
~
0 -1 22610
D1
~
~
0 -1 22606
D2
~
~
0 -1 22612
D3
~
~
0 -1 22604
D4
~
~
0 -1 22618
D5
~
~
0 -1 22628
S
#22606
Left Hand on Blue Square~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 0
D0
~
~
0 -1 22609
D1
~
~
0 -1 22604
D2
~
~
0 -1 22611
D3
~
~
0 -1 22605
D4
~
~
0 -1 22616
D5
~
~
0 -1 22626
S
#22607
Tongue on Blue Triangle~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 0
D0
~
~
0 -1 22608
D1
~
~
0 -1 22610
D2
~
~
0 -1 22604
D3
~
~
0 -1 22609
D4
~
~
0 -1 22614
D5
~
~
0 -1 22624
S
#22608
Tongue on Blue Circle~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 0
D0
~
~
0 -1 22604
D1
~
~
0 -1 22612
D2
~
~
0 -1 22607
D3
~
~
0 -1 22611
D4
~
~
0 -1 22620
D5
~
~
0 -1 22630
S
#22609
Left Hand on Blue Triangle~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 0
D0
~
~
0 -1 22611
D1
~
~
0 -1 22607
D2
~
~
0 -1 22606
D3
~
~
0 -1 22610
D4
~
~
0 -1 22613
D5
~
~
0 -1 22623
S
#22610
Right Hand on Blue Triangle~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 0
D0
~
~
0 -1 22612
D1
~
~
0 -1 22609
D2
~
~
0 -1 22605
D3
~
~
0 -1 22607
D4
~
~
0 -1 22615
D5
~
~
0 -1 22625
S
#22611
Left Hand on Blue Circle~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 -1 100 22611 0 0
D0
~
~
0 -1 22606
D1
~
~
0 -1 22608
D2
~
~
0 -1 22609
D3
~
~
0 -1 22612
D4
~
~
0 -1 22619
D5
~
~
0 -1 22629
S
#22612
Right Hand on Blue Circle~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 0
D0
~
~
0 -1 22605
D1
~
~
0 -1 22611
D2
~
~
0 -1 22610
D3
~
~
0 -1 22608
D4
~
~
0 -1 22621
D5
~
~
0 -1 22631
S
#22613
Left Hand on Yellow Triangle~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 -1 10 22631 0 0
D0
~
~
0 -1 22619
D1
~
~
0 -1 22614
D2
~
~
0 -1 22616
D3
~
~
0 -1 22615
D4
~
~
0 -1 22623
D5
~
~
0 -1 22609
S
#22614
Tongue on Yellow Triangle~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 0
D0
~
~
0 -1 22620
D1
~
~
0 -1 22615
D2
~
~
0 -1 22617
D3
~
~
0 -1 22613
D4
~
~
0 -1 22624
D5
~
~
0 -1 22607
S
#22615
Right Hand on Yellow Triangle~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 -1 10 22629 0 0
D0
~
~
0 -1 22621
D1
~
~
0 -1 22613
D2
~
~
0 -1 22618
D3
~
~
0 -1 22614
D4
~
~
0 -1 22625
D5
~
~
0 -1 22610
S
#22616
Left Hand on Yellow Square~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 0
D0
~
~
0 -1 22613
D1
~
~
0 -1 22617
D2
~
~
0 -1 22619
D3
~
~
0 -1 22618
D4
~
~
0 -1 22626
D5
~
~
0 -1 22606
S
#22617
Tongue on Yellow Square~
    You seem to be standing on top of the entire world.  A feeling of power
comes over you, as you feel that you can go anywhere you wish.  Even the
heavens, now glowing brilliantly, seem within your grasp.
~
81 124 0
D0
~
~
0 -1 22614
D1
~
~
0 -1 22618
D2
~
~
0 -1 22620
D3
~
~
0 -1 22616
D4
~
~
0 -1 22627
D5
~
~
0 -1 22604
S
#22618
Right Hand on Yellow Square~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 0
D0
~
~
0 -1 22615
D1
~
~
0 -1 22616
D2
~
~
0 -1 22621
D3
~
~
0 -1 22617
D4
~
~
0 -1 22628
D5
~
~
0 -1 22605
S
#22619
Left Hand on Yellow Circle~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 -1 10 22625 0 0
D0
~
~
0 -1 22616
D1
~
~
0 -1 22620
D2
~
~
0 -1 22613
D3
~
~
0 -1 22621
D4
~
~
0 -1 22629
D5
~
~
0 -1 22611
S
#22620
Tongue on Yellow Circle~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 0
D0
~
~
0 -1 22617
D1
~
~
0 -1 22621
D2
~
~
0 -1 22614
D3
~
~
0 -1 22619
D4
~
~
0 -1 22630
D5
~
~
0 -1 22608
S
#22621
Right Hand on Yellow Circle~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 -1 10 22623 0 0
D0
~
~
0 -1 22618
D1
~
~
0 -1 22619
D2
~
~
0 -1 22615
D3
~
~
0 -1 22620
D4
~
~
0 -1 22631
D5
~
~
0 -1 22612
S
#22622
Sunsor's Office~
     You are in a very luxuriously furnished room.  Against the far wall is a
giant marble desk with a very large black leather chair.  Directly opposite
the desk is an entertainment center with all the comforts of home.  Glancing
around some more, you suddenly realize that there is no floor in this room!
After some careful inspection, you realize that the entire floor is made of
glass, providing a breathtaking view of the city of Midgaard.  Around the 
room, the walls are covered with charts.  On these charts, Sunsor keeps track
of all players' deeds (good and bad).  Suddenly, a large, black leather sofa
appears for you to sit upon.
~
81 0 0
D1
~
~
0 -1 22635
D3
~
~
0 -1 22601
D4
~
~
0 -1 22632
D5
~
~
0 -1 3001
S
#22623
Left Hand on Red Triangle~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 -1 10 22621 0 0
D0
~
~
0 -1 22629
D1
~
~
0 -1 22624
D2
~
~
0 -1 22626
D3
~
~
0 -1 22625
D4
~
~
0 -1 22609
D5
~
~
0 -1 22613
S
#22624
Tongue on Red Triangle~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 0
D0
~
~
0 -1 22630
D1
~
~
0 -1 22625
D2
~
~
0 -1 22627
D3
~
~
0 -1 22623
D4
~
~
0 -1 22607
D5
~
~
0 -1 22614
S
#22625
Right Hand on Red Triangle~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 -1 10 22619 0 0
D0
~
~
0 -1 22631
D1
~
~
0 -1 22623
D2
~
~
0 -1 22628
D3
~
~
0 -1 22624
D4
~
~
0 -1 22610
D5
~
~
0 -1 22615
S
#22626
Left Hand on Red Square~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 0
D0
~
~
0 -1 22623
D1
~
~
0 -1 22627
D2
~
~
0 -1 22629
D3
~
~
0 -1 22628
D4
~
~
0 -1 22606
D5
~
~
0 -1 22616
S
#22627
Tongue on Red Square~
    You suddenly feel a great mass pressing upon you.  As you look up, you see
an entire world falling upon you.  A colorful aura trickles past, as you begin
to wonder where you are.
~
81 124 0
D0
~
~
0 -1 22624
D1
~
~
0 -1 22628
D2
~
~
0 -1 22630
D3
~
~
0 -1 22626
D4
~
~
0 -1 22604
D5
~
~
0 -1 22617
S
#22628
Right Hand on Red Square~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 0
D0
~
~
0 -1 22625
D1
~
~
0 -1 22626
D2
~
~
0 -1 22631
D3
~
~
0 -1 22627
D4
~
~
0 -1 22605
D5
~
~
0 -1 22618
S
#22629
Left Hand on Red Circle~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 -1 10 22615 0 0
D0
~
~
0 -1 22626
D1
~
~
0 -1 22630
D2
~
~
0 -1 22623
D3
~
~
0 -1 22631
D4
~
~
0 -1 22611
D5
~
~
0 -1 22619
S
#22630
Tongue on Red Circle~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 0
D0
~
~
0 -1 22627
D1
~
~
0 -1 22631
D2
~
~
0 -1 22624
D3
~
~
0 -1 22629
D4
~
~
0 -1 22608
D5
~
~
0 -1 22620
S
#22631
Right Hand on Red Circle~
    You stand at what seems to be the edge of the world.  Colorful mist swirls
around your feet.  Wonderful shapes of every color move about you. After a
moment, you start to believe that you can go beyond the edge.
~
81 124 -1 10 22613 0 0
D0
~
~
0 -1 22628
D1
~
~
0 -1 22629
D2
~
~
0 -1 22625
D3
~
~
0 -1 22630
D4
~
~
0 -1 22612
D5
~
~
0 -1 22621
S
#22632
In Front of the Giant Twister Mat~
    You are standing next to the largest twister mat you have ever seen.
You can hear laughing and giggling coming from nearby, as a sudden urge to
play comes over you.  Your boots suddenly come off as you feel drawn toward
the mat...
~
81 60 0
D0
You look into the center of a giant wormhole..
~
~
0 -1 22604
D5
You see the town of Midgaard below...
~
~
0 -1 3014
E
mat~
You see a very large white mat with plenty of colorful shapes.
~
E
portal~
The portal glows more brilliant as you move closer.
~
S
#22633
The path less travelled upon~
    Weeds grow over the path in many places, and you realize that this path
has not been used to any great extent.  Actually, you aren't sure that it
was a person that made this trail..
~
81 1 3
D0
~
~
0 -1 22638
D3
~
~
0 -1 22602
S
#22634
The leafy path~
   The forest continues to get lighter as you journey further into the 
home of the Elves.  You can hear birds singing as you watch some squirrels
searching for acorns among the leaves.  A feeling of happiness comes over you.
~
81 8 0
D0
~
~
0 -1 22640
D2
~
~
0 -1 22637
S
#22635
Avenger's Tower~
    This room radiates some strange form of energy.  Even though small in
size, this room holds quite a large amount of equipment.  As you glance over
some of the brightly glowing objects, you notice several black pedestals that
were not there a moment ago.  Upon them are the most prized of all trophies:
Glaive, Avenger's weapon, floats above the pedestal, humming softly.  The head
of the Giant Purple Sand Worm is immortalized in a crystal sphere resting
now so lifelessly on it's pedestal.  The skull of the Dracolich glares at you
even now, you could almost swear that the eye sockets begin to glow red!
Finally, another pedestal comes into view, however nothing lies on it...
You wonder what else could possibly add to the collection when you notice the
word 'kris' carved into the base.
~
81 28 0
D3
~
~
0 -1 22622
D5
~
~
0 -1 18205
S
#22636
Inside the tall oak~
Empty
~
81 0 0
D2
~
bark tree~
2 22699 22602
S
#22637
The leafy path~
    This leaf-covered path seems vaguely familiar.  Up ahead, further to the
east, is a very tall oak tree.  The path begins to get darker, and less
animals seem to inhabit this area. 
~
81 12 0
D0
~
~
0 -1 22634
D1
~
~
0 -1 22602
S
#22638
The path less travelled upon~
    This faint path gradually broadens, leading up to what looks like a cave
up ahead.  Maybe whatever made the path lives in there?
~
81 1 3
D0
~
~
0 -1 22639
D2
~
~
0 -1 22633
S
#22639
The bear cave~
    You seem to have intruded upon the happy home of a family of grizzlys.
Mama bear sleeps soundly knowing that her cubs are safe.  It would probably
be wise to keep it that way..
~
81 8 3
D2
~
~
0 -1 22638
S
#22640
Entrance to the Elven Forest~
    You have entered into the fabled Elven Forest.  Here all the animals
live together, letting Mother Nature do her bidding.  You can hear birds
chirping and squirrels playing, and off in the distance you can hear the
gentle sounds of a brook flowing by.  There a a sign posted here that says:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> READ SIGN <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
~
81 8 0
D0
~
~
0 -1 22641
D2
~
~
0 -1 22634
E
sign~
Welcome to the Elven Forest.  To help keep your visit a safe one, we ask
that you do not venture into parts of the forest in which you do not belong.
 
The forest is divided into three (3) segments:
 
1) The Pine Trail and The Brook.   (Intended for levels 1-3)

2) The Maple Grove and Meadow.     (Intended for levels 4-6)

3) The Orchard of the Elven King.  (Intended for levels 7-9)

Also, it would be more than wise to use the "buddy system" when fighting. 
It's saved lives in the past - it could save yours...
 
 
                                             Happy Hunting!
                                             Management
~
S
#22641
The Pine Trail~
    You are walking along what seems to be a well travelled path through a 
forest full of tall pines.  You look up in awe at these magnificent trees,
towering above everything in the forest.  The trail leads further to the 
north, and you see what appears to be a brook to the west.  You also see some
broken brances in the brush to the east.  It seems possible to pass through
the brush in several spots.
~
81 8 0
D0
~
~
0 -1 22643
D1
~
~
0 -1 22652
D2
~
~
0 -1 22640
D3
~
~
0 -1 22642
S
#22642
The Quiet Brook~
    You are standing in the middle of a quietly flowing brook.  The water
feels cool and relaxing as it flows over your travel-worn feet.  Some brook
trout swim by, making you feel hungry.  Actually, now would be a good time
to stop and rest - and you could drink some water and eat some fresh fish
while you're at it.
~
81 8 0
D0
~
~
0 -1 22644
D1
~
~
0 -1 22641
S
#22643
The Pine Trail~
    You are walking along what seems to be a well travelled path through a 
forest full of tall pines.  You look up in awe at these magnificent trees,
towering above everything in the forest.  The trail continues to the north and 
south, and you see what appears to be a brook to the west.  You also see some
broken brances in the brush to the east.  It seems possible to pass through
the brush in several spots.
~
81 8 0
D0
~
~
0 -1 22645
D1
~
~
0 -1 22653
D2
~
~
0 -1 22641
D3
~
~
0 -1 22644
S
#22644
The Quiet Brook~
    You are standing in the middle of a quietly flowing brook.  The water
feels cool and relaxing as it flows over your travel-worn feet.  Some brook
trout swim by, making you feel hungry.  Actually, now would be a good time
to stop and rest - and you could drink some water and eat some fresh fish
while you're at it.
~
81 8 0
D0
~
~
0 -1 22646
D1
~
~
0 -1 22643
D2
~
~
0 -1 22642
S
#22645
By an old tree stump~
    Here, in the middle of the forest trail, lies an old tree stump.  It looks
very sturdy and comfortable, and this seems to be a nice place to rest.  The
pine trail continues to the north and south, and there seems to be some 
source of water to the west.  You also notice some broken brances in the 
brush to the east.  It seems possible to pass through in that direction as
well.
~
81 8 0
D0
~
~
0 -1 22647
D1
~
~
0 -1 22654
D2
~
~
0 -1 22643
D3
~
~
0 -1 22646
S
#22646
A natural spring~
    Here in front of you is the source of the brook water.  A nice flow of
water is coming out from between two rocks, forming this gently flowing 
brook.  This looks like an excellent place to take a drink, since you have
never seen water as sparkling clear as this.  The brook continues north and
south, and you see an old tree stump on the shore to the east.
~
81 8 0
D0
~
~
0 -1 22648
D1
~
~
0 -1 22645
D2
~
~
0 -1 22644
S
#22647
The Pine Trail~
    You are walking along what seems to be a well travelled path through a 
forest full of tall pines.  You look up in awe at these magnificent trees,
towering above everything in the forest.  The trail continues to the north and 
south, and you see what appears to be a brook to the west.  You also see some
broken brances in the brush to the east.  It seems possible to pass through
the brush in several spots.
~
81 8 0
D0
~
~
0 -1 22649
D1
~
~
0 -1 22655
D2
~
~
0 -1 22645
D3
~
~
0 -1 22648
S
#22648
The Quiet Brook~
    You are standing in the middle of a quietly flowing brook.  The water
feels cool and relaxing as it flows over your travel-worn feet.  Some brook
trout swim by, making you feel hungry.  Actually, now would be a good time
to stop and rest - and you could drink some water and eat some fresh fish
while you're at it.
~
81 8 0
D0
~
~
0 -1 22650
D1
~
~
0 -1 22647
D2
~
~
0 -1 22646
S
#22649
At the edge of a pond~
    You stand at the end of the Pine Trail, looking upon a large pond.  It
is a peaceful body of water, and you can see ducks swimming around, quacking
happily.  You also stop for a momemt to admire the pleasant sounds coming
from the pond.  The loons, frogs, ducks, and crickets all contribute to the
peaceful sounding atmosphere.  You are obviously not alone here, but you
definitely feel very safe.
~
81 12 0
D0
~
~
0 -1 22651
D1
~
~
0 -1 22656
D2
~
~
0 -1 22647
D3
~
~
0 -1 22650
S
#22650
The Widening Stream~
    You are now standing in a slightly larger body of water.  The brook
is widening and speeding up as it flows north into a pond.  The water also
gets deeper, and you cannot continue further north without a boat.
~
81 8 0
D0
~
~
0 -1 22651
D1
~
~
0 -1 22649
D2
~
~
0 -1 22648
S
#22651
The pond~
    As you row out into the pond, you see more sights of the forest.  To
the west, a stream flows into the pond.  The pond continues to the north and
east, beyond which you can see trees on the shores.  You can't quite make
out what kind, but it is obvious that they are not pine trees.
~
81 0 7 0 0
D0
~
~
0 -1 22658
D1
~
~
0 -1 22657
D2
~
~
0 -1 22649
D3
~
~
0 -1 22650
S
#22652
In some thick underbrush~
    You are fighting your way through some thick brush.  By the look of the
broken branches around you, you aren't the first to try to travel this way.
This brush seems to be a divider of some sorts, as you can see a row of pine
trees west of here and a row of maple trees east of here.  The brush
continues to the north.
~
81 4 3
D0
~
~
0 -1 22653
D1
~
~
0 -1 22672
D3
~
~
0 -1 22641
S
#22653
In some thick underbrush~
    You are fighting your way through some thick brush.  By the look of the
broken branches around you, you aren't the first to try to travel this way.
This brush seems to be a divider of some sorts, as you can see a row of pine
trees west of here and a row of maple trees east of here.  The brush
continues to the north and south.
~
81 4 3
D0
~
~
0 -1 22654
D1
~
~
0 -1 22673
D2
~
~
0 -1 22652
D3
~
~
0 -1 22643
S
#22654
In some thick underbrush~
    You are fighting your way through some thick brush.  By the look of the
broken branches around you, you aren't the first to try to travel this way.
This brush seems to be a divider of some sorts, as you can see a row of pine
trees west of here and a row of maple trees east of here.  The brush
continues to the north and south.
~
81 4 3
D0
~
~
0 -1 22655
D1
~
~
0 -1 22674
D2
~
~
0 -1 22653
D3
~
~
0 -1 22645
S
#22655
In some thick underbrush~
    You are fighting your way through some thick brush.  By the look of the
broken branches around you, you aren't the first to try to travel this way.
This brush seems to be a divider of some sorts, as you can see a row of pine
trees west of here and a row of maple trees east of here.  The brush
continues to the south, and you can see a clearing to the north.
~
81 4 3
D0
~
~
0 -1 22656
D1
~
~
0 -1 22675
D2
~
~
0 -1 22654
D3
~
~
0 -1 22647
S
#22656
At the edge of a pond~
    North of here is a large pond.  It is a peaceful body of water, and you
can see ducks swimming around, quacking happily.  You also stop for a momemt
to admire the pleasant sounds coming from the pond.  The loons, frogs, ducks,
and crickets all contribute to the peaceful sounding atmosphere.  You are
obviously not alone here, but you definitely feel very safe.  To the south is
some very thick brush.
~
81 0 3
D0
~
~
0 -1 22657
D2
~
~
0 -1 22655
D3
~
~
0 -1 22649
S
#22657
The pond~
        As you row out into the pond, you see more sights of the forest.  To
the east and north you can see shore, where you can see more trees.  You 
can't quite make out what kind of trees, but they are definitely not pines
anymore.  The pond continues to the west.
~
81 0 7 0 0
D0
~
~
0 -1 22659
D1
~
~
0 -1 22677
D2
~
~
0 -1 22656
D3
~
~
0 -1 22651
S
#22658
The pond~
        As you row out into the pond, you see more sights of the forest.  To
the east and north you can see shore, where you can see more trees.  You 
can't quite make out what kind of trees, but they are definitely not pines
anymore.  The pond continues to the south.
~
81 0 7 0 0
D0
~
~
0 -1 22660
D1
~
~
0 -1 22659
D2
~
~
0 -1 22651
S
#22659
At the edge of a pond~
    You stand the shore of a pond.  It is a peaceful body of water, and you
can see ducks swimming around, quacking happily.  You also stop for a momemt
to admire the pleasant sounds coming from the pond.  The loons, frogs, ducks,
and crickets all contribute to the peaceful sounding atmosphere.  You are
obviously not alone here, but you definitely feel very safe.
~
81 64 3
D0
~
~
0 -1 22661
D2
~
~
0 -1 22657
D3
~
~
0 -1 22658
S
#22660
At the edge of a pond~
    South of here is a large pond.  It is a peaceful body of water, and you
can see ducks swimming around, quacking happily.  You also stop for a momemt
to admire the pleasant sounds coming from the pond.  The loons, frogs, ducks,
and crickets all contribute to the peaceful sounding atmosphere.  You are
obviously not alone here, but you definitely feel very safe.
~
81 64 3
D0
~
~
0 -1 22662
D1
~
~
0 -1 22661
D2
~
~
0 -1 22658
S
#22661
By a large apple tree~
    You stand beneath a very large apple tree.  As you look up, you see many
juicy looking apples.  Actually, you could probably climb the tree if you
wanted to get some apples...  That is, of course, if you dare climb up and
pick one of the Elven King's apples!
~
81 64 3
D0
~
~
0 -1 22665
D1
~
~
0 -1 22663
D2
~
~
0 -1 22659
D3
~
~
0 -1 22660
D4
~
~
0 -1 22683
S
#22662
By a large cherry tree~
    You stand beneath a very large cherry tree.  As you look up, you see many
dark, delicious looking cherries.  You could probably climb the tree if you
wanted to get some of them...  That is, of course, if you dare climb up and
pick some of the Elven King's cherries!
~
81 64 3
D0
~
~
0 -1 22668
D1
~
~
0 -1 22665
D2
~
~
0 -1 22660
D4
~
~
0 -1 22684
S
#22663
In the Orchard of the Elven King~
    You are now in the Orchard of the Elven King.  You hope that he doesn't
find out about you trespassing.  All these wonderful trees here bear every
kind of fruit imaginable.  Some of them have even been gifts of rulers in
far away lands.  You dare not risk damaging these trees by climbing them,
but you help yourself to the fruit that has fallen to the ground.
~
81 64 3
D0
~
~
0 -1 22666
D1
~
~
0 -1 22664
D3
~
~
0 -1 22661
S
#22664
In the Orchard of the Elven King~
    You are now in the Orchard of the Elven King.  You hope that he doesn't
find out about you trespassing.  All these wonderful trees here bear every
kind of fruit imaginable.  Some of them have even been gifts of rulers in
far away lands.  You dare not risk damaging these trees by climbing them,
but you help yourself to the fruit that has fallen to the ground.
~
81 64 3
D0
~
~
0 -1 22667
D3
~
~
0 -1 22663
S
#22665
In the Orchard of the Elven King~
    You are now in the Orchard of the Elven King.  You hope that he doesn't
find out about you trespassing.  All these wonderful trees here bear every
kind of fruit imaginable.  Some of them have even been gifts of rulers in
far away lands.  You dare not risk damaging these trees by climbing them,
but you help yourself to the fruit that has fallen to the ground.
~
81 64 3
D0
~
~
0 -1 22669
D1
~
~
0 -1 22666
D2
~
~
0 -1 22661
D3
~
~
0 -1 22662
S
#22666
In the Orchard of the Elven King~
    You are now in the Orchard of the Elven King.  You hope that he doesn't
find out about you trespassing.  All these wonderful trees here bear every
kind of fruit imaginable.  Some of them have even been gifts of rulers in
far away lands.  You dare not risk damaging these trees by climbing them,
but you help yourself to the fruit that has fallen to the ground.
~
81 64 3
D0
~
~
0 -1 22670
D1
~
~
0 -1 22667
D2
~
~
0 -1 22663
D3
~
~
0 -1 22665
S
#22667
In the Orchard of the Elven King~
    You are now in the Orchard of the Elven King.  You hope that he doesn't
find out about you trespassing.  All these wonderful trees here bear every
kind of fruit imaginable.  Some of them have even been gifts of rulers in
far away lands.  You dare not risk damaging these trees by climbing them,
but you help yourself to the fruit that has fallen to the ground.
~
81 64 3
D0
~
~
0 -1 22671
D2
~
~
0 -1 22664
D3
~
~
0 -1 22666
S
#22668
In the Orchard of the Elven King~
    You are now in the Orchard of the Elven King.  You hope that he doesn't
find out about you trespassing.  All these wonderful trees here bear every
kind of fruit imaginable.  Some of them have even been gifts of rulers in
far away lands.  You dare not risk damaging these trees by climbing them,
but you help yourself to the fruit that has fallen to the ground.
~
81 64 3
D1
~
~
0 -1 22669
D2
~
~
0 -1 22662
S
#22669
In the Orchard of the Elven King~
    You are now in the Orchard of the Elven King.  You hope that he doesn't
find out about you trespassing.  All these wonderful trees here bear every
kind of fruit imaginable.  Some of them have even been gifts of rulers in
far away lands.  You dare not risk damaging these trees by climbing them,
but you help yourself to the fruit that has fallen to the ground.
~
81 64 3
D1
~
~
0 -1 22670
D2
~
~
0 -1 22665
D3
~
~
0 -1 22668
S
#22670
In the Orchard of the Elven King~
    You are now in the Orchard of the Elven King.  You hope that he doesn't
find out about you trespassing.  All these wonderful trees here bear every
kind of fruit imaginable.  Some of them have even been gifts of rulers in
far away lands.  You dare not risk damaging these trees by climbing them,
but you help yourself to the fruit that has fallen to the ground.
~
81 64 3
D1
~
~
0 -1 22671
D2
~
~
0 -1 22666
D3
~
~
0 -1 22669
S
#22671
Under The Tree~
    You stand beneath a tree that looks vaguely familiar.  After some 
thought, you realize that this one sort of resembles the Biblical tree
that God forbade people to eat from.  High above you, you can see a single
fruit.  It is the most delicious looking fruit you have ever seen.  You
look around to see if anyone is watching as you wonder whether to go
get it.
~
81 64 3
D2
~
~
0 -1 22667
D3
~
~
0 -1 22670
D4
~
~
0 -1 22685
S
#22672
In a Maple Grove~
    You are now walking on a path along a row of maple trees.  These trees
represent the strength of the Elves.  They stand tall and proud, taking in
every last bit of available sunlight. Some heavy brush lies to the west.
~
81 0 3
D0
~
~
0 -1 22673
D3
~
~
0 -1 22652
S
#22673
In a Maple Grove~
    You are now walking on a path along a row of maple trees.  These trees
represent the strength of the Elves.  They stand tall and proud, taking in
every last bit of available sunlight.  East of here is a vast meadow.  Some
thick brush lies to the west.
~
81 0 3
D0
~
~
0 -1 22674
D1
~
~
0 -1 22678
D2
~
~
0 -1 22672
D3
~
~
0 -1 22653
S
#22674
In a Maple Grove~
    You are now walking on a path along a row of maple trees.  These trees
represent the strength of the Elves.  They stand tall and proud, taking in
every last bit of available sunlight.  East of here is a vast meadow.  Some
thick brush lies to the west.
~
81 0 3
D0
~
~
0 -1 22675
D1
~
~
0 -1 22679
D2
~
~
0 -1 22673
D3
~
~
0 -1 22654
S
#22675
In a Maple Grove~
    You are now walking on a path along a row of maple trees.  These trees
represent the strength of the Elves.  They stand tall and proud, taking in
every last bit of available sunlight.  East of here is a vast meadow.  Some
thick brush lies to the west.
~
81 0 3
D0
~
~
0 -1 22676
D1
~
~
0 -1 22680
D2
~
~
0 -1 22674
D3
~
~
0 -1 22655
S
#22676
In a Maple Grove~
    You are now walking on a path along a row of maple trees.  These trees
represent the strength of the Elves.  They stand tall and proud, taking in
every last bit of available sunlight.  East of here is a vast meadow.
~
81 0 3
D0
~
~
0 -1 22677
D1
~
~
0 -1 22681
D2
~
~
0 -1 22675
S
#22677
At the edge of a pond~
    West of here is a large pond.  It is a peaceful body of water, and you
can see ducks swimming around, quacking happily.  You also stop for a momemt
to admire the pleasant sounds coming from the pond.  The loons, frogs, ducks,
and crickets all contribute to the peaceful sounding atmosphere.  You are
obviously not alone here, but you definitely feel very safe.
~
81 0 3
D1
~
~
0 -1 22682
D2
~
~
0 -1 22676
D3
~
~
0 -1 22657
S
#22678
Near some beehives~
    You are standing at the far end of a vast meadow.  To the west, you can
see a large forest.  You hear a buzzing sound as you notice what look like
beehives built in a shady area at the edge of the meadow.  An Elven Beekeper
is currently taking honey from the hives.  
~
81 0 2
D0
~
~
0 -1 22679
D3
~
~
0 -1 22673
S
#22679
A meadow~
    You are standing in the middle of a vast meadow.  Birds fly by and small
animals can be seen running around and playing in the fields.  It is very nice
and warm here, you almost feel like lying down and enjoying the sunshine. 
West of here is a large grove full of maple trees.
~
81 0 2
D0
~
~
0 -1 22680
D2
~
~
0 -1 22678
D3
~
~
0 -1 22674
S
#22680
A meadow~
    You are standing in the middle of a vast meadow.  Birds fly by and small
animals can be seen running around and playing in the fields.  It is very nice
and warm here, you almost feel like lying down and enjoying the sunshine. 
West of here is a large grove full of maple trees.
~
81 0 2
D0
~
~
0 -1 22681
D2
~
~
0 -1 22679
D3
~
~
0 -1 22675
S
#22681
A meadow~
    You are standing in the middle of a vast meadow.  Birds fly by and small
animals can be seen running around and playing in the fields.  It is very nice
and warm here, you almost feel like lying down and enjoying the sunshine. 
West of here is a large grove full of maple trees.
~
81 0 2
D0
~
~
0 -1 22682
D2
~
~
0 -1 22680
D3
~
~
0 -1 22676
S
#22682
A meadow~
    You are standing in the middle of a vast meadow.  Birds fly by and small
animals can be seen running around and playing in the fields.  It is very nice
and warm here, you almost feel like lying down and enjoying the sunshine.
~
81 0 2
D2
~
~
0 -1 22681
D3
~
~
0 -1 22677
S
#22683
In a large apple tree~
    You are now sitting on a limb in the Elven King's apple tree.  There are
plenty of very tasty looking apples here.  You don't think the Elven King 
would mind that much... Why don't you take and eat a few?
~
81 64 3
D5
~
~
0 -1 22661
S
#22684
In a large cherry tree~
    You are now sitting on a limb in the Elven King's cherry tree.  There are
plenty of very tasty looking cherries here.  You don't think the Elven King 
would mind that much... Why don't you take and eat a few?
~
81 64 3
D5
~
~
0 -1 22662
S
#22685
In The Tree~
    Oh oh, you're in trouble now!  The Elven Archbishop was strolling through
the orchard and spotted you.  He screams for the guards, and then drops to
his knees and prays for you.  A feeling of great fear overwhelms you, as
you KNOW that you are not alone up in this tree.  You suddenly wish you'd
never even seen that fruit!  What punishment will you get?
~
81 196 -1 0 22686 3 100 3
S
#22686
In a cell~
    After some time, the Elven Guards come and take you away.  You are now
imprisoned in this cell.  There appears to be no way out of here, and you
have no idea how long your sentence is.  What can you do to make up for
your crimes?
~
81 204 -1 0 22687 3 300 0
S
#22687
A Guard Room~
    After a VERY long wait (That seemed like an eternity!) an Elven Guard
releases you.  He then gives you a very long lecture and a stern warning
to NEVER try that again.  You remember his words and swear to yourself to
never go near that tree again!
~
81 8 0
D2
~
~
0 -1 98
S
#22688
22688~
Empty
~
81 0 0
S
#22689
22689~
Empty
~
81 0 0
S
#22690
22690~
Empty
~
81 0 0
S
#22691
22691~
Empty
~
81 0 0
S
#22692
22692~
Empty
~
81 0 0
S
#22693
22693~
Empty
~
81 0 0
S
#22694
22694~
Empty
~
81 0 0
S
#22695
22695~
Empty
~
81 0 0
S
#22696
22696~
Empty
~
81 0 0
S
#22697
22697~
Empty
~
81 0 0
S
#22698
22698~
Empty
~
81 0 0
S
#22699
22699~
Empty
~
81 0 0
S
#24760
The Entrance to Deadhame~
     You stand at the mouth of a large, man made tunnel.  The smell
of rotting flesh is strong here.  The feeling that you are about
the only one in the area not yet dead comes over you, making chills
run down your spine.  A large sign looks like it should be examined.
~
79 8 0
D1
~
~
0 -1 24761
D3
~
~
0 -1 3408
E
sign~
     You are at the entrance to Deadhame, an area designed for low 
level characters to explore and conquer.  Most of the monsters here
are well-trained not to attack players unless provoked.  As one 
goes downstairs, he is likely to encounter greater challenges than
he would on the first level, and he might even cross paths with one
of the bad-tempered monsters.  If you are 1-3rd level, you would be
well advised to adventure here as part of a group, or you will find
yourself overwhelmed.  If you are well over 8th level, you may find
the challenges here to be fading, and it is likely time for you to
move on to bigger things.~
S
#24761
A hallway~
     You stand in a hallway which runs from East to West.  It is well
lighted, so vision is no problem here.  The Walls are hewn out of the
rocky earth about, and the ceiling is supported by sturdy wooden 
timbers.  The odor here is not too pleasant.
~
79 8 0
D1
~
~
0 -1 24762
D3
~
~
0 -1 24760
S
#24762
A hallway~
     The hallway forks a bit here.  You have the options of heading
east, west, or south.  The hallway to the south looks as though it is
a little newer than the east-west passage.
~
79 8 0
D1
~
~
0 -1 24763
D2
~
~
0 -1 24777
D3
~
~
0 -1 24761
S
#24763
A hallway~
     The hallway splits off in four directions here.  As before, the
main passage continues east and west.  To the north is a musty looking
side passage, and to the south is a hallway much like this one, but a 
little newer.
~
79 8 0
D0
~
~
0 -1 24771
D1
~
~
0 -1 24764
D2
~
~
0 -1 24778
D3
~
~
0 -1 24762
S
#24764
A hallway~
     You stand in a smelly and dirty tunnel hewn out of the rocky soil.
The passage runs east and west, and you think you can see the end of 
the hall not too far to the east.
~
79 8 0
D1
~
~
0 -1 24765
D3
~
~
0 -1 24763
S
#24765
Atop the staircase~
     This is the eastern end of a well lighted hallway, and the top of 
a roughly fashioned staircase.  A passage to the north is dark and
forboding, and likely full of creepy dead things.  The bottom of the 
stairs appears to be as light as it is up here.
~
79 8 0
D0
~
~
0 -1 24766
D3
~
~
0 -1 24764
D5
~
~
0 -1 24786
S
#24766
A dark hallway~
     You are standing at the western end of a dark and foul-smelling
hallway.  The support beams don't inspire quite as much confidence as
you might like, but they look strong enough to last for now.  You can
see light to the south.
~
79 9 0
D1
~
~
0 -1 24767
D2
~
~
0 -1 24765
S
#24767
A dark hallway~
     You stand in a dark passage that is man-made or troll-made or 
something, but it is not natural in any way.  There are doors to the
north and south, made of some strange wood and stained by blood and
gore.  The hallway here runs both east and west.
~
79 9 0
D0
~
door~
1 -1 24782
D1
~
~
0 -1 24768
D2
~
2.door door~
1 -1 24784
D3
~
~
0 -1 24766
S
#24768
A dark hallway~
     You stand in a dark passage that is man-made or troll-made or
something, but it is not natural in any way.  There are doors to the
north and south, made of some strange wood and stained by blood and
gore.  The hallway here runs both east and west.
~
79 9 0
D0
~
door~
1 -1 24783
D1
~
~
0 -1 24769
D2
~
2.door door~
1 -1 24785
D3
~
~
0 -1 24767
S
#24769
End of a dark hallway~
     You stand at the eastern end of a dark hallway.  A door, however,
is mounted in the middle of the eastern wall.  Other than trying the 
door, your only option seems to be to return to the west, back down the
dark hallway.
~
79 9 0
D1
~
door~
1 -1 24770
D3
~
~
0 -1 24768
S
#24770
A back room~
     This room is apparently the end of the line.  Dirt crumbles omin-
ously from around the support timbers in the northeast corner.  A few
bones and and pieces of dried flesh are strewn about the floor, and the
smell makes you retch.
~
79 9 0
D3
~
door~
1 -1 24769
D5
~
secret trap~
1 -1 24791
E
floor flesh bones timbers~
  As you bend down to get a closer look, you see a trapdoor in the floor!
~
S
#24771
A hallway~
     You are standing in a small side passage that appears to have been
excavated not too long ago.  A chamber to the east is lighted in a red-
ish hue.
~
79 8 0
D0
~
~
0 -1 24772
D1
~
~
0 -1 24774
D2
~
~
0 -1 24763
S
#24772
A slanted hallway~
     The passage here begins to develop a slope down to the north and
up to the south.  A small room lies to the east, and from here you can
see that it is littered with dismembered body parts.
~
79 8 0
D0
~
~
0 -1 24775
D1
~
~
0 -1 24773
D2
~
~
0 -1 24771
D5
~
~
0 -1 24775
S
#24773
The Armory~
     This room is strewn with limbs from people who are presumably dead
by now.  The most common parts seem to be arms, and a few of these are
even in decent shape.  The only exit is a small doorway to the west.
~
79 8 0
D3
~
~
0 -1 24772
S
#24774
The dressing room~
     You are in a small room lit by red candles set into wall sconces.
Several articles of built in furniture here include an antique spin-
ning wheel and a serviceable loom.  Scraps of hair and flesh have been
allowed to clutter the floor.
~
79 8 0
D3
~
~
0 -1 24771
S
#24775
A slanted hallway~
     You are in a hall that runs from higher ground in the south to
greater depths in the north.  The tunneling here seems to be very 
recent, and the support timbers are freshly cut wood.  A foul stench
permeates the air.
~
79 8 0
D0
~
~
0 -1 24776
D2
~
~
0 -1 24772
D4
~
~
0 -1 24772
D5
~
~
0 -1 24773
S
#24776
A dead end~
     The hallway comes to an abrupt end here.  The northern wall is 
much rougher than the others, and appears to be the site of current
expansion of the warrens.  You wonder why anyone would need to expand
a home that houses no fertile, living people, but it wasn't your
decision to make.
~
79 8 0
D2
~
~
0 -1 24775
D4
~
~
0 -1 24775
S
#24777
In the South Annex~
     This area of the Deadhame appears to have been added after the 
original construction was completed.  The quality of the tunnel is 
a little higher than to the north.  The ground, however is rough and
looks like it would really hurt to walk with no shoes.
~
79 8 0
D0
~
~
0 -1 24762
D2
~
~
0 -1 24779
S
#24778
In the South Annex~
     This area of the Deadhame appears to have been added after the 
original construction was completed.  The quality of the tunnel is 
a little higher than to the north.  The ground, however is rough and
looks like it would really hurt to walk with no shoes.
~
79 8 0
D0
~
~
0 -1 24763
S
#24779
In the South Annex~
     This area of the Deadhame appears to have been added after the 
original construction was completed.  The quality of the tunnel is 
a little higher than to the north.  The ground, however is rough and
looks like it would really hurt to walk with no shoes.
~
79 8 0
D0
~
~
0 -1 24777
D1
~
~
0 -1 24780
D3
~
~
0 -1 24781
S
#24780
In the South Annex~
     This area of the Deadhame appears to have been added after the 
original construction was completed.  The quality of the tunnel is 
a little higher than to the north.  The ground, however is rough and
looks like it would really hurt to walk with no shoes.
~
79 8 0
D0
~
~
0 -1 24778
D3
~
~
0 -1 24779
S
#24781
The shoe shop~
     The walls of this room are hung with various implements that 
would be used by a cobbler.  You note, however, a pointed lack of
nails or quality leathers.  The floor is sprinkled here and there
with bits of thread and rotting flesh.
~
79 8 0
D1
~
~
0 -1 24779
S
#24782
The barracks~
     This is the room designed to hold the sleeping soldiery of 
Deadhame.  It seems as though corpses shouldn't need much rest, but
nevertheless you stand in their bedroom as it were.
~
79 9 0
D2
~
door~
1 -1 24767
S
#24783
The card room~
     The room is apparently the site of some card games, as posters
on the wall explain the rules to various games of chance, and a 
simple card table stands in the center of the chamber.
~
79 9 0
D2
~
door~
1 -1 24768
E
poster~
     The following are the possible hands and their value, listed
from weakest to strongest:
     Bloodiest card
     Pair of corpses
     Two pair of corpses
     Three corpses
     Death Row
     Bloodbath
     SlaughterHouse
     Four corpses
     Total Regicide~
S
#24784
The barracks~
     This is the room designed to hold the sleeping soldiery of 
Deadhame.  It seems as though corpses shouldn't need much rest, but
nevertheless you stand in their bedroom as it were.
~
79 9 0
D0
~
door~
1 -1 24767
S
#24785
The shower room~
     You have entered a small room with a group of nozzles on one wall,
and a bunch of flesh plastered to the opposite wall.
~
79 9 0
D0
~
door 2.door~
1 -1 24768
S
#24786
The white room~
     You walk into a room that almost glows in its brightness.  All of the
walls are pure white, and the floor is so white it would make your mother
embarrased about her laundry.
~
79 8 0
D2
~
~
0 -1 24787
D4
~
~
0 -1 24765
S
#24787
Outside the party~
     A strong smell of liquor eminates from somewhere nearby,  and you
hear a constant thump from some strange party music.
~
79 8 0
D0
~
~
0 -1 24786
D3
~
~
0 -1 24788
S
#24788
The Zombie Jamboree~
     You are overcome by an extremely strong scent, from which you are
able to pick out the odors of beer, tequilla, and puke.  Several piles
of all three are swimming around your feet.  You think you might 
recognize some sort of organ in it.
~
79 8 0
D1
~
~
0 -1 24787
D3
~
secret~
1 -1 24789
S
#24789
The smoke filled room~
     Strange wisps of vapors slowly wind around your body, and seem to 
grip at your weapons and tug at your clothes.~
79 9 0
D1
~
door~
1 -1 24788
D2
~
~
0 -1 24790
S
#24790
A romantic room~
     You have a sudden romantic urge to neck with someone, anyone, now
if you could just find someone...
~
79 9 0
D0
~
~
0 -1 24789
S
#24791
Below the backroom~
     You have entered a dark room where a feeling of dread quickly 
overcomes you.  You feel the hair on your neck rise, and start to
think that maybe you should go back where you were.
~
79 9 0
D3
~
~
0 -1 24792
D4
~
door~
1 -1 24770
S
#24792
Dark and scary hall~
     This hallway runs east and west, with doorways to the north and
south.  Your light source illuminates nicks and scratches linig the
walls, made from some unknown sharp object (maybe claws).
~
79 9 0
D0
~
~
0 -1 24797
D1
~
~
0 -1 24791
D2
~
~
0 -1 24798
D3
~
~
0 -1 24793
S
#24793
Dark and scary hall~
     This hallway runs east and west, with doorways to the north and
south.  Your light source illuminates nicks and scratches linig the
walls, made from some unknown sharp object (maybe claws).
~
79 9 0
D0
~
~
0 -1 24796
D1
~
~
0 -1 24792
D2
~
~
0 -1 24799
D3
~
~
0 -1 24794
S
#24794
The wight room~
Empty
~
79 9 0
D1
~
~
0 -1 24793
D3
~
~
0 -1 24795
S
#24795
The wight room with Black Curtiss~
     You hear a faint playing of music eminating from the walls but
it is hard to figure out where it is from.
~
79 9 0
D1
~
~
0 -1 24794
S
#24796
Corpse storage~
     This room is a little colder than the other rooms which you have
been travelling through, a perfect room for preserving corpses.  It
doesn't seem to have been too fruitful, although the corpses are.
~
79 9 0
D2
~
~
0 -1 24793
S
#24797
Corpse storage~
     This room is a little colder than the other rooms which you have
been travelling through, a perfect room for preserving corpses.  It
doesn't seem to have been too fruitful, although the corpses are.
~
79 9 0
D2
~
~
0 -1 24792
S
#24798
The salt stop~
     Just being in this room makes you thirsty, salt on all the walls,
on the floor, and now in your hair.
~
79 9 0
D0
~
~
0 -1 24792
S
#24799
The cannery~
     This is a very strange, all of the walls are lined with pepper. It
must be a natural resource in this area.
~
79 9 0
D0
~
~
0 -1 24793
S
#24900
Portal of Time~
This is the doorway to a different plane of time and space.  The portal
seems to hang suspended between two massive stone hands sticking out of
the ground.  A silent guardian stands to either side watching all who
enter.
~
88 4 1
D2
~
~
0 0 24901
S
#24901
North Street~
The street is nothing but dust.  Wagons and horses pass by you on both sides
and there seems to be an abundance of 'horse souveneirs' left here.  It is
good advice to watch your step, wouldn't want to track that stuff around...
~
88 0 1
D0
~
~
0 0 24900
D1
~
~
0 0 24999
D2
~
~
0 0 24902
D3
~
~
0 0 24924
S
#24902
North Street~
The street is very dusty and you hear children's screams to the south.
To the east you see The Last Wheel, and wonder if it is still to late 
to get a ride out of town.  You can make out the sounds of money changing
hands to the west.
~
88 0 1
D0
~
~
0 0 24901
D1
~
~
0 0 24964
D2
~
~
0 0 24903
D3
~
~
0 0 24925
S
#24903
North Street~
The street is dusty here, but seems to bear the mark of many small footprints.
The sound of a school bell ringing catches your attention, and it seems
that the Tombstone School just let out.  An aroma of baking bread
catches your attention, and your stomach begins to rumble.
~
88 0 1
D0
~
~
0 0 24902
D1
~
~
0 0 24963
D2
~
~
0 0 24904
D3
~
~
0 0 24926
S
#24904
North Street~
The street appears to be muddy and the sounds of splashing water are heard
to the south.  A dark alley lead off to the east, and children's voices 
are heard to the west.  As you look to the east you catch the glimpse of
a white hat in the darkness.  Could it be Billy the Kid?
~
88 0 1
D0
~
~
0 0 24903
D1
~
~
0 0 24962
D2
~
~
0 0 24905
S
#24905
North Street~
The mud is ankle deep here and you can hear the sounds of a fountain
splashing to the south.  To the east you hear shouts and it sounds as
if a party is going on.  The faint ring of a bell drifts above the 
noise.  A funny canoe looking structure filled with water sits along 
the street here.
~
88 0 1
D0
~
~
0 0 24904
D1
~
~
0 0 24961
D2
~
~
0 0 24906
D3
~
~
0 0 24928
S
#24906
Center Square~
Water, water, water.  This is the hub of Tombstone.  The fountain here
flows with crystal clean water, and you notice two statues with smiles
on their faces.  Roads lead of in all directions, and the man laying
in the fountain appears to be dead.
~
88 0 1
D0
~
~
0 0 24905
D1
~
~
0 0 24919
D2
~
~
0 0 24907
D3
~
~
0 0 24912
S
#24907
South Street~
The street is somewhat muddy.  To the west, a shout of pain sends shivers
up your spine.  The town square is the the north, and to the east the
door to the General Store welcomes you.  
~
88 0 1
D0
~
~
0 0 24906
D1
~
~
0 0 24952
D2
~
~
0 0 24908
S
#24908
South Street~
The street is rather dusty.  To the east, you see what looks like a barber
shop.  A store bell rings to the north, and to the west you hear a strangled
gurgle followed by shouts and fighting.  A horrible smell drifts in the air.
~
88 0 1
D0
~
~
0 0 24907
D1
~
~
0 0 24951
D2
~
~
0 0 24909
D3
~
~
0 0 24942
S
#24909
South Street~
The street here is tinged with red and you smell blood in the air.  The 
cries of cattle come from the east and an alley leaves the street to the
west.  You notice a hitching post to the east, but would it be wise to leave
your horse here?
~
88 0 1
D0
~
~
0 0 24908
D1
~
~
0 0 24950
D2
~
~
0 0 24910
D3
~
~
0 0 24943
S
#24910
South Street~
The street here is dusty.  Their is a smell of perfume in the air, and as
you look up you see smiling faces looking at you the second story building
to the west.  The house to the east seems to be in much need of repair.
~
88 0 1
D0
~
~
0 0 24909
D1
~
~
0 0 24949
D2
~
~
0 0 24911
S
#24911
South Street~
The riverbank here has a small sign stuck in it.  You notice many pretty
ladies smiling at you from the second story balcony to the west.  The sound
of woodwork drifts to your ear from somewhere near by.  To the north you 
notice many people and horses.
~
88 0 1
D0
~
~
0 0 24910
D1
~
~
0 0 24948
D3
~
~
0 0 24946
S
#24912
West Street~
The street here is packed with people and running children.  The hotel to the
north is very busy, and little boys throw mud at you as you walk by.  To the
south you hear a scream of pain followed by heavy breathing.  The sound of
splashing water comes from the east.
~
88 0 1
D0
~
~
0 0 24928
D1
~
~
0 0 24906
D2
~
~
0 0 24941
D3
~
~
0 0 24913
S
#24913
West Street~
The street here is dusty and you notice a hitching post to the north.  The
sound of a typewriter comes from the south and the sign above the building
reads Hall of Records.  To the north, you see the Tombstone Hotel, and it
looks like a safe place to rest.
~
88 0 1
D0
~
~
0 0 24929
D1
~
~
0 0 24912
D2
~
~
0 0 24940
D3
~
~
0 0 24914
S
#24914
West Street~
The street here is dusty, and you know that horses are near by the amount
of treasures that have been left in the street.  The faint smell of
cigarette smoke drifts in the air and you hear a man shouting somewhere
near by.
~
88 0 1
D0
~
~
0 0 24930
D1
~
~
0 0 24913
D2
~
door~
1 0 24939
D3
~
~
0 0 24915
S
#24915
West Street~
The street here is dusty, but not quite as crowded as the center of town.
The town hall to the south is full of people and you can hear a speaker 
shouting.  A man on a pale horse leaves west from the stables to the north.
~
88 0 1
D0
~
~
0 0 24931
D1
~
~
0 0 24914
D2
~
~
0 0 24938
D3
~
~
0 0 24916
S
#24916
West Street~
The street here has deep wagon wheel tracks leading off to the west.  The
tracks originate from the undertakers office south of here.  The sound of
a hammer pounding drifts from the north.
~
88 0 1
D0
~
~
0 0 24932
D1
~
~
0 0 24915
D2
~
~
0 0 24937
D3
~
~
0 0 24917
S
#24917
West Street~
The street here is thoroughly travelled, and traces of flower petals are
everywhere.  As you look to the north, you see many people gathered around
chanting.  The sounds of gunfire draw your attention.  It seems to come from
the west.  An eerie silence greets your attention from the south.
~
88 0 1
D1
~
~
0 0 24916
D2
~
~
0 0 24936
D3
~
~
0 0 24918
S
#24918
West Street~
The street here is thoroughly travelled, and traces of flowers petals are
everywhere.  As you look to the north, you catch a glimpse of Preacher
Holiness.  To the south the gate to the graveyard lies locked.  There
is a major gunfight going on just west of here!!
~
88 0 1
D0
~
~
0 0 24934
D1
~
~
0 0 24917
D2
~
~
0 0 24935
D3
~
~
0 0 24968
S
#24919
East Street~
The street here is filled with deep groves from wagon wheels.  The door to
the general store stands open to the south and the sound of organ music comes
from the north.
~
88 0 1
D0
~
~
0 0 24961
D1
~
~
0 0 24920
D2
~
~
0 0 24952
D3
~
~
0 0 24906
S
#24920
East Street~
The street here is dusty and many people pass you on both sides.  The general
store to the south has a sale on leather jackets with holes in them.  You
shudder as you think where the holes might have come from.
~
88 0 1
D0
~
~
0 0 24960
D1
~
~
0 0 24921
D2
~
~
0 0 24953
D3
~
~
0 0 24919
S
#24921
East Street~
The street here is dusty and glass is present from many broken bottles.  The
door to the shiriff post to the south looks very sturdy.  The barred
windows give you the idea that that would be a safe place to hold up.
You notice a service door to the north.
~
88 0 1
D0
~
~
0 0 24959
D1
~
~
0 0 24922
D2
~
~
0 0 24954
D3
~
~
0 0 24920
S
#24922
East Street~
Your feet feels like they have gotten 20 pounds heavier.  But from all the
mud, you understand why.  To the south, you see the sheriff's office.  The
office of the esteemed mayor of Tombstone is to the north.
~
88 0 1
D0
~
~
0 0 24958
D1
~
~
0 0 24923
D2
~
~
0 0 24955
D3
~
~
0 0 24921
S
#24923
East Street~
The street becomes drier as you approach the eastern entrance into town.
This part of town seems cleaner than the rest.  When you look to the
north, you see the mayors house.  It seems he wants to keep his part
of the town nice and clean where he lives.  A few street sweepers
shuffle up and down the road keeping everything nice and tidy.
~
88 0 1
D0
~
~
0 0 24957
D1
~
~
0 0 24967
D2
~
~
0 0 24956
D3
~
~
0 0 24922
S
#24924
Telegraph Office~
There is a rather large assortment of wires and magnets piled about the
room here.  Some magnets are wrapped in wire, some are not.  There is 
a clacking noise coming from the far corner of the room, you assume
it must be the telegraph, clacking noisily with news of the latest exploits
of Black Bart or Billy the Kid.  
~
88 0 0
D1
~
~
0 0 24901
S
#24925
The Last Bank of Silliness~
Several gold miners stare at you suspiciously as you enter and clutch
at their purses tighter.  Apparently they dislike strangers whenever
their money is concerned.  A scrawny bank teller calls out, 'Next!'
and one of the miners scrurries up to the window.  Two burly guards
protect the entrance to the vault.
~
88 8 0
D1
~
~
0 0 24902
D3
~
~
0 0 24992
S
#24926
Tombstone School~
Walking becomes quite difficult as you find yourself wading through
a room full of laughing children.  It seems you entered just as school
let out for the day.  At the front of the room, you see a teacher taking
a sigh of relief.
~
88 8 0
D1
~
~
0 0 24903
D2
~
~
0 0 24927
S
#24927
The Teacher's Office~
This tiny little office merely contains a desk and a small chalk
board.  Papers of all kinds lie spread out all over the desk.  You
smile as you notice that a student was kind enough to give her teacher
an apple.  However, when the worm poke his head out, you quickly change
your mind.
~
88 8 0
D0
~
~
0 0 24926
S
#24928
Hotel Lobby~
The room here is decorated with a few tables and couches.  As you look
around, you notice many people walking by in the street outside.  In the
corner a grand staircase leads up to guest rooms.  The ring of a bell comes
from the west.~
88 8 0
D1
~
~
0 0 24905
D2
~
~
0 0 24912
D3
~
~
0 0 24929
D4
~
~
0 0 24982
S
#24929
The Front Desk~
This is the hotel desk.  The receptionist stands behind the desk and you
notice many keys hanging on the board next to the mailboxes.  The sign on
the desk says 'Ring for Service'
~
88 8 0
D1
~
~
0 0 24928
D2
~
~
0 0 24913
S
#24930
Tombstone Livery~
The smell of hay and horse droppings here is rather strong.  Most of the stalls
are filled with horses, but you notice one empty in the back.  A large war
horse is standing in a stall with a man working on his shoes.
~
88 8 0
D2
~
~
0 0 24914
D3
~
~
0 0 24931
S
#24931
Stables~
Here is a room full of horses and foals.  You notice a large stack of hay in
the corner and many horses seem to be asleep.  A large stallion watches over
his mares with a mean look in his eyes.  The sound of blacksmithing comes
through the wall to the west.
~
88 8 0
D1
~
~
0 0 24930
D2
~
~
0 0 24915
D3
~
door~
1 0 24932
S
#24932
The Bent Horseshoe~
SMASH!!  POUND!!  The smith is hard at work straightening horseshoes, and
the heat from the furnace blinds you with its glow.  As you look around you
see various plows, shovels, and finely crafted items.  The hammer in the 
smiths hand seems to shimmer as he wields it.
~
88 8 0
D0
~
door~
1 24973 24983
D2
~
~
0 0 24916
S
#24933
The Confession Booth~
This small chamber contains a comfortable chair surrounded by soft,
pleasant colors.  It seems you are meant to be as relaxed as possible
as you divulge your innermost secrets.  A voice that seems to come from
out of no where says, "What do you have to confess?"
~
88 8 0
D3
~
~
0 0 24934
S
#24934
Tombstone Church~
The smell of incense is very thick here, and you can barely breathe.  The
altar is covered with a plain white cloth.  To the south you see many pews
lined with smiling faces.  Preacher Holiness seems upset that you have
disturbed his sermon.
~
88 8 0
D1
~
~
0 0 24933
D2
~
~
0 0 24918
S
#24935
Tombstone Graveyard~
The graveyard here is littered with broken tombstones, and there are a few
fresh graves recently dug.  To the east you are unable to penetrate the
darkness, and a strange cold grips at your soul.  The passage of horses is
seem to the north.
~
88 0 2
D0
~
~
0 0 24918
D1
~
~
0 0 24936
S
#24936
Tombstone Graveyard~
This is the crypt where the unknown are buried.  As you look around you see
the shadows begin to move and they seem very unhappy.  In the corner a coffin
lid seems to be loose and rattling.  A sudden chill grabs you from behind and
you realize your mistake much too late.
~
88 8 0
D3
~
~
0 0 24935
S
#24937
Undertaker's Office~
This room is filled with coffins of all sizes.  One looks like it might be
just the right size for you.  An old coffin maker sits in a chair in the
corner taking a break.  You can tell by the sweat on his forehead hes been
really busy.
~
88 8 0
D0
~
~
0 0 24916
D2
~
door~
1 0 24984
S
#24938
Town Hall~
The roar of the crowd hits you like a fist as you enter this vast hall.
In the front, a speaker with a multi-colored robe seems to have the
attention of the entire audience.  He seems to be waving a strange
looking staff which is giving off an eerie red smoke.  From what you
can make out, he is chanting something about the end of the world.
~
88 8 0
D0
~
~
0 0 24915
D1
~
trapdoor~
1 0 24939
S
#24939
Gambling Room~
As you peer through the smokey haze, you discover several town citizens
gatherered around the many tables in the room.  Everyone seems to be
enthralled in their various games of chance.  Some here have large piles
of money in front of them while others are walking out without their
shirts.  You suddenly feel tempted to make a little money here yourself,
that is if your feeling lucky.
~
88 8 0
D0
~
door~
1 0 24914
D3
~
door~
1 0 24938
S
#24940
Tombstone Hall of Records~
Here is a small room filled with cabinets and desks full of papers.  One
lady sits in the middle of the mountain of parchment and types dutifully
on a very old typewriter
~
88 8 0
D0
~
~
0 0 24913
S
#24941
Tombstone Medicine~
Here sits the infamous Doc Holiday.  You notice the room is filled with many
bottles and jars.  There is a flat wooden table in the middle and it appears
that the man lying on it needs all the attention he can get.  Looking
around you notice a couple of locked cabinets and jars of medicine in there
too.  Doc Holiday says "Please have a seat, I'm busy"
~
88 8 0
D0
~
~
0 0 24912
S
#24942
Yank Pullstein's Dentistry~
This small room quickly focuses your attention to the small chair in the
middle.  A large pile of dental equipment lays on a table next to the
chair.  You notice a large amount of pliers and drills laying in a pile.
Just as you begin to get seceond thoughts Yank asks, "May I help you?"
~
88 8 0
D1
~
~
0 0 24908
S
#24943
An Alley~
The alley is lined with garbage and other bizarre thing.  A cat hisses as
you walk by, and the bark of a dog follows.  South Street opens to the east,
and a racking cough penetrates the darkness to the west.
~
88 0 1
D1
~
~
0 0 24909
D3
~
~
0 0 24944
S
#24944
A Dark Alley~
The alley here is congested with trash from all over.  A man sits
in the corner grinding an organ.  You hear a loud snore to the south.
~
88 0 1
D1
~
~
0 0 24943
D2
~
~
0 0 24947
S
#24945
Madame Silver's Fine Selection~
You have found the parlor of Madame Silver.  Around the room you see
several beautiful ladies, and one very large woman with a satisfied smile
on her face.  You realize you are looking at Madame Silver and you are
amazed at how ugly she she is even behind that veil.  She steps forward, and
say "May i help you?"
~
88 8 0
D2
~
~
0 0 24946
D3
~
~
0 0 24947
D4
~
~
0 0 24987
S
#24946
Madame Silver's Happiness House~
The smell of many perfumes assault your nose as you enter this house.  The
sound of giggles and screams can be heard to the north, and to the east is
the street.  As you look around, you see a large couch and many pictures on
the walls.  The ceiling is decorated in the pretties pink, but it appears to
be pealing.
~
88 8 0
D0
~
~
0 0 24945
D1
~
~
0 0 24911
S
#24947
A Dark Alley~
This part of the alley is very narrow.  The two large men lying across the
floor don't appear to care as they snore heavily.  You hear the sounds of
giggles coming from somewhere.  To the south your progress is blocked by
trash and a bunch of crates.
~
88 1 1
D0
~
~
0 0 24944
D1
~
secret door~
1 0 24945
S
#24948
Tombstone Floats~
This room is covered in an inch of sawdust.  As you look around you see a
man bent over a table furiously sawing a log in half.  Various canoes line
the walls.  You notice a table in the back of the room.
~
88 8 0
D3
~
~
0 0 24911
S
#24949
Abandoned House~
You notice that this house is probably abandoned by the tumbleweeds, and
rotting timber pilled in every corner.  It looks as if the ceiling might
fall on your head.  The staircase in the corner looks very unstable.
~
88 8 0
D3
~
~
0 0 24910
D4
~
~
0 0 24991
S
#24950
Slaughter House~
The smell and sight of all this blood makes you nausous.  The Tombstone
Slaughter House could only be loved by one man, and as you look around you
see a very large man happily preparing meats.  He appears to wield his 
knife as if it was a toothpick.  Jars of blood and tiny bits line the walls.
~
88 8 0
D3
~
~
0 0 24909
S
#24951
Baldy's Barber Shop~
Two barber chairs rest in this room.  A man with no hair sits in one reading
the Tombstone Post.  An assortment of razors and jars of cream line the
shelves around the room.  You notice that one of the cabinets is open, and
something is dripping inside.
~
88 8 0
D3
~
~
0 0 24908
S
#24952
Tombstone General Store~
There are two aisles here filled with food stuffs.  The rack against the wall
contains various instruments for farming.  A couple of kids are huddled in 
the corner and it appears that they just stole a bag of sugar.  You notice
a rather strong metal locker wedged under one of the kids.
~
88 8 0
D0
~
~
0 0 24919
D1
~
~
0 0 24953
D3
~
~
0 0 24907
S
#24953
Tombstone General Store~
The room is full of barrels, large bags, racks of clothing, and a large desk
with many glass jars behind it.  The owner Sam Spade is behind the desk
sucking on a gumball.  You can just make out the hilt of a rather large knife
on his hip.  There are many signs on the counter and a wooden closet stands
locked in the corner.
~
88 8 0
D0
~
~
0 0 24920
D3
~
~
0 0 24952
S
#24954
Marshall Dillon's Office~
This room is filled with wanted posters from all over the state.  As you
enter, Marshall Dillon is intently studying each one.  He quickly looks you
over to make sure that you're not on the most wanted list, then continues
his endless search for criminals.  It seems that there's very little rest
for a lawman these days.
~
88 8 0
D0
~
~
0 0 24921
D1
~
~
0 0 24955
S
#24955
Sheriff's Office~
This is the office of the famous town sheriff.  As you take a look at
the office, and the sheriff himself, you are unimpressed.  He's just
lounging in his rocking chair smoking his pipe.  However, the stories
about this man's fighting prowess are legendary.  He looks at you with
a grin, wondering if you are brave enough to put him to the test.
~
88 8 0
D0
~
~
0 0 24922
D2
~
~
0 0 24994
D3
~
~
0 0 24954
S
#24956
Speeding Bullet~
A large variety of pistols and rifles fill the glass cases here.  There
seems to be enough weapons here for a small army.  However, the shopkeeper
looks tough enough to take any army on that may threaten his store.
Mr. Colt seems friendly enough though, and he humbly welcomes you into
his store.
~
88 8 0
D0
~
~
0 0 24923
S
#24957
Sam's House~
It seems that Sam has some exquisite taste as you look over his house.
Most of the furniture here is European and, from the looks of it, very
expensive.  Large Victorian windows give a large view of the boring
plains.  As you search through the house, you begin to wonder.  How can
a mayor of a backwater town afford a place like this?
~
88 8 0
D0
~
door~
1 0 24996
D2
~
~
0 0 24923
S
#24958
Sam's Office~
You casually wonder at the money at the mayor's disposal as you enter his
richly decorated office.  The evil grin he's wearing doesn't raise very
good ideas.  He just chuckles to himself as he's counting a pile of money
on his desk.
~
88 8 0
D2
~
~
0 0 24922
S
#24959
Behind the Bar~
Rows upon rows of bottles are set up under the counter here, and the
bartender is watching you very closely.  He looks at you and says "No
freebies"  There seems to be a fight going on in the saloon and the
bartender has just grabbed a rather large bat to break it up.
~
88 8 0
D2
~
service door~
1 0 24921
D3
~
~
0 0 24960
S
#24960
Hacking Cough Saloon~
The room is in turmoil, and everyone just looked at you for interrupting their
fun.  It seems that you have become the new center of attention.  The
bartender behind the bar asks you "Whada have?"
~
88 8 0
D0
~
door~
1 0 24965
D2
~
~
0 0 24920
D3
~
~
0 0 24961
S
#24961
Hacking Cough Saloon~
The door to the saloon closes behind you and the smell of smoke and spilled
beer assaults your nose.  There are a few tables around the room and a people
seem to be enjoying themselves.  A group of men is shoving a rather large
fellow infront of the bar, and it appears that there is about to be a fight.
~
88 8 0
D1
~
~
0 0 24960
D2
~
~
0 0 24919
D3
~
~
0 0 24905
D4
~
~
0 0 24971
S
#24962
Side Street~
This street is crowded with rubble and garbage.  A lot of dust has been
accumulating here and you notice that the ground seems to be rather worn
in the center of the alley.  From somewhere up ahead you hear the sounds of
fighting.  You can clearly see a white hat on a stranger and you recognize
the face from wanted posters.  Its BILLY THE KID!!
~
88 0 1
D1
~
~
0 0 24965
D3
~
~
0 0 24904
S
#24963
Jimmy Sweettooth's Shop~
Your mouth begins to water as you browse around the shop.  Breads and
pastries of all kinds line the shelves.  Your appetite begins to
increase as Jimmy takes his next batch of goodies out of the oven.
~
88 8 0
D3
~
~
0 0 24903
S
#24964
The Grassy Field~
This seems to merely a deserted lot with buildings to either side of it.
The grass is growing in clumps and you notice a few horses eating whats
left of it.  Suddenly, a ball hits you on the head from behind and a
squeal of laughter breaks the silence.  It seems that some kids are
playing hookey from school.
~
88 0 2
D3
~
~
0 0 24902
S
#24965
Side Street~
POW!!  You dive behind some crates as a bullet wizzes by your head.  It seems
that you have interupted a meeting between the KID and his gang.  You realize
your mistake as the white hat turns around and you see a face that belongs on
a milk carton.  RUN FOR IT!!
~
88 0 1
D1
~
~
0 0 24966
D2
~
door~
1 0 24960
D3
~
~
0 0 24962
S
#24966
Alley~
A pair of barrels is here.  There is a small door to the
bar here to the south where it appears deliveries are made.
~
88 0 1
D2
~
backdoor~
1 0 24959
D3
~
~
0 0 24965
S
#24967
Opening to the Plains~
This is a lightly traveled path leading to the plains in the east, and
back to town to the west.  This is the most quiet place you have found
since you have entered Tombstone.  Further to the east you barely hear
the sound of gunshots, and you wonder how long the quiet will last.
~
88 0 2
D1
~
~
0 0 24995
D3
~
~
0 0 24923
S
#24968
Okay Corral~
LOOK OUT!!  You have just walked in the Okay Corral and its Sundown.  As you
look around the room you see a lot of famous gunfighters, and decide that
you better leave NOW!!
~
88 0 2
D1
~
~
0 0 24918
D2
~
~
0 0 24997
S
#24969
Decision Room~
Here sits four men at a card table playing poker.  As you enter all heads
turn to look at you and quickly hands reach for their guns.  It appears
that you've just found Smily's headquarters.
~
88 8 0
D1
~
~
0 0 24970
D2
~
door~
1 0 24976
S
#24970
Hallway~
The hallway here is pretty much abandoned except for two chairs with large
men sitting in them.  The men seem to be guarding the door against unwanted
intruders.  One of the men points at you and says "Scram kid!"
~
88 8 0
D1
~
~
0 0 24971
D2
~
door~
1 0 24977
D3
~
door~
1 0 24969
S
#24971
Party!!  Party!!  Yeehaw!!~
The room is full of people filing into the large room to the south.  A
strange man bumps into you and says, "Watch out for the Kid."
~
88 0 0
D2
~
door~
1 0 24972
D3
~
~
0 0 24970
D5
~
~
0 0 24961
S
#24972
P A R T Y ~
Well you've found it.  People here really know how to party down.  There
are empty bottles all around and the bouncer at the door hands you a full
one as you enter the room.  The only requirement is that you drink your
bottle before you leave.  You notice quite a few people passed out and it
appears that others have tried to empty their bottles.~
88 8 0
D0
~
door~
1 0 24971
D2
~
~
0 0 24973
S
#24973
Balcony~
The two drunks waking up here are quite angry and hung over.  It appears
that someone has thrown them out of the party, and now they have an idea
of where they wanna throw you.~
88 8 0
D0
~
~
0 0 24972
S
#24974
Balcony~
The railing here is busted and it appears that you could actually jump
down to your horse although the horse might not appreciate it.
~
88 8 0
D0
~
~
0 0 24977
S
#24975
Closet~
This is Smily's closet and it is covered with lots of nice wall paper,
but most of it is very furry and it definetly suits Smily's taste.  There
is a locker in the corner but it appears to be rusted closed.
~
88 8 0
D0
~
~
0 0 24976
S
#24976
Smily's Bedroom~
Here lies the nicest most gaudy room you have ever seen.  You are
surrounded by wealth and it is not until to late that you notice
the owner of this place is very unhappy that you have beaten up his
band of outlaws.
~
88 8 0
D0
~
door~
1 0 24969
D2
~
closet door~
1 0 24975
S
#24977
Destroyed Room~
This room is a wreck.  Holes are in the wall and the floor is covered
with empty and broken bottles.  All of the chairs are broken and it 
seems that the party has moved next door.
~
88 8 0
D0
~
door~
1 0 24970
D2
~
~
0 0 24974
S
#24978
Room #1~
This appears to be the first room to the Tombstone Hotel.  A married
couple is living here and by the noise coming from the balcony it
appears that the couple has a rather large clutch of children.  The
grown man sitting in the chair seems rather upset that you have
disturbed him.
~
88 8 0
D0
~
door~
1 0 24998
S
#24979
Room #2~
This is the second room in the Tombstone Hotel.  It is decorated with
plush furniture and it even has a small rug on the floor.  There seems to
be someone sleeping under the covers of the bed, and by the large lump
it must be a rather large fellow.
~
88 8 0
D0
~
door~
1 0 24980
S
#24980
End of the Hallway~
The hallway is dark here reminding you more of a tunnel.  There is a room
to the south and it appears that the door is locked.  You hear a faint
snore coming from under the door.  
~
88 8 0
D1
~
~
0 0 24998
D2
~
door~
1 0 24979
S
#24981
Closet~
The closet here appears to be where things are hidden or forgotten.
Against the wall you notice several brooms, towels, sheets, and
something appears to be moving!!
~
88 8 0
D2
~
door~
1 0 24998
S
#24982
Landing above grand staircase~
The room here is plain except for a hallway leading off to the west.  The
wall in front of you is adorned with a plaque describing hotel rules to
all the guests...  I guess that applies to you to!!
~
88 8 0
D3
~
~
0 0 24998
D5
~
~
0 0 24928
S
#24983
Storage Room~
This small room has two strong youngsters in the back smoking some strange
smelling substance.  As you enter, they are very surprised and each grabs his
hammer and charges you.
~
88 8 0
D2
~
~
0 0 24932
S
#24984
Preparation Room~
This room has three coffins in it and the smell is quite revolting.  You
realize that these are the newest customers.  Around the room you see several
bizarre tubes, suction devices, and a serrated knife lying on the tables.
~
88 8 0
D0
~
~
0 0 24937
S
#24985
First Room~
This room is rather plain except for the double bed in the middle.  You
notice that there are two people in bed sleeping here, and it appears that
you have disturbed their slumber.  Unfortunately before you can leave the
man in bed goes for his gun.
~
88 8 0
D3
~
door~
1 0 24987
S
#24986
Candy's Room~
As you enter this room, you realize you have just made a very big mistake.
The five people in the middle of the room are very much embarassed and they
all blame you for interupting their fun.
EVIL!!!  BANZAII!!!  SHOOT HIM!!!
~
88 8 0
D3
~
door~
1 0 24988
S
#24987
Hallway~
This hallway is very narrow and dark.  You heal squeals of laughter and
bizarre noises coming from the south.  To the west you hear the sound of 
arguing.
~
88 8 0
D1
~
door~
1 0 24985
D2
~
~
0 0 24988
D3
~
door~
1 0 24989
D5
~
~
0 0 24945
S
#24988
Hallway~
The hallway comes to an end here and there are two large men standing in the
corner.  Squeals and laughter come from the east, but from the west all you
can hear are moans and screams.  This can't be the room Madame Silver told
you to go to.
~
88 8 0
D0
~
~
0 0 24987
D1
~
wooden door~
2 24965 24986
D3
~
door~
1 0 24990
S
#24989
Nicole's Room~
This is a very fancy room with dressers, chairs and a single bed.  You
quickly realize that this must be the room of Madame Silver's favorite
Nicole.  Sitting in the middle of the bed painting her nails is a very
beautiful woman.  She seems to be ignoring a man who is yelling at her
from the other corner of the room.
~
88 8 0
D1
~
door~
1 0 24987
S
#24990
Moana's Room~
This is obviously the more sedate type of room.  A simple bed and dresser
serve as the only furniture here.  A young very beautiful lady sits in the
bed and you feel very uncomfortable staring at her.  She seems to be nice,
but you wonder how she got all those bruises.  You notice the glint of some
metal hoops around each of the four bed posts.
~
88 8 0
D1
~
door~
1 0 24988
S
#24991
Upstairs~
As you reach the top step you notice how unstable the stair case has become
Even as you begin to turn back you hear the snapping of wood.  CRASH!!
The last thing you feel is something heavy hitting you in the head.
~
88 6 0
S
#24992
Inside the Vault~
Money is everywhere!  Your fingers begin to twitch as you think about what
all that money could buy.  You begin to hear several people shouting to
the east.
~
88 8 -1 30 24993 1 0
D1
~
~
0 0 24925
S
#24993
Captured!~
The Sheriff has arrived from the east.
The Sheriff screams, EVIL!!  BONZAI!!  CHARGE!!  SPOON!!'
The Sheriff hits you extremely well and knocks you to the ground.
You feel someone throwing you over thier shoulder and carrying you
away before you completely loose consciousness.
~
88 0 -1 50 24994 1 0
S
#24994
A Jail Cell~
This is a 9 foot by 9 foot cell.  The only thing in here is an old cot
for you to sleep on.  The steel bars covering the door seem quite thick.
It seems the only way you can leave is to get past the lock on the
door.  The window is also barred and it just gives you the view of more
grassy plains.
~
88 8 0
D0
~
cell door~
0 0 24955
S
#24995
The Rolling Hills~
There is nothing but grassy plains as far as the eye can see.  You think
to yourself that being a settler on this huge frontier must have been an
awesome task.  Several buffalo are scattered throughout the area, chewing
on the dry grass.  In the distance, you think you hear the sounds of
Indian drums and gunshots.  A pillar of black smoke rises in the east.
~
88 0 4
D0
~
~
0 0 24995
D1
~
~
0 0 24995
D2
~
~
0 0 24995
D3
~
~
0 0 24967
S
#24996
Sam's Bedroom~
The bedroom is even more elaborate than the rest of the house.  A huge
brass bed takes up most of the room.  The windows are covered by fine
curtains and the whole room smells like someone just emptied a bottle of
the finest perfume.  Suddenly, a very large woman walks in and shrieks as
you startle her.
~
88 8 0
D2
~
bedroom door~
1 0 24957
S
#24997
Overturned Wagon~
DIVE FOR COVER!!  REFUGE!!  You take cover behind a wagon and decide to wait
it out before returning to the gunfight.
~
88 16 2
D0
~
~
0 0 24968
S
#24998
Hallway~
The hallway continues here, and doors face you from the north and south.
The sound of a sickly cry is heard behind the northern door, and someone
nearby is snoring.
~
88 8 1
D0
~
door~
0 0 24981
D1
~
~
0 0 24982
D2
~
door~
1 0 24978
D3
~
~
0 0 24980
S
#24999
The Last Wheel~
The local stage coach lets off its passengers here.  It only runs about once
a week, since the distance involved is so great.  It left yesterday.
So if Black Bart is after you, start walkin....
~
88 8 1
D3
~
~
0 0 24901
S
#25000
The Mountain Path~
 You find yourself standing in a heavily wooded area, overgrown with brush,
and gnarled trees. To the north, you see a neglected, twisted path, 
disappearing far into the mountains.
~
49 68 5
D0
~
~
0 -1 25001
S
#25001
Lost in the Mountains~
 Numerous craggy mountains surround you. Twisted, deadened trees stare at
you from all around. A neglected path, at your feet. You get an uneasy
feeling of deja-vu. 
~
49 576 5
D0
~
~
0 -1 25001
D1
~
~
0 -1 25001
D2
~
~
0 -1 25001
D3
~
~
0 -1 25074
S
#25002
A Steep Trail~
 Here lies a steep, rocky trail, amidst the mountains, descending
downward, into pitch black silence.~
49 64 1
D0
~
~
0 -1 25003
D2
~
~
0 -1 25001
S
#25003
The End of the Trail~
 As you disappear into the mountains, you get a growing feeling
of evil, among the faint darkness. You find yourself amidst an
ancient warrior, towering far above you. His face, twisted into
an evil grin. A jagged opening in the mountain lies behind your
foe. 
~
49 576 5
D2
~
~
0 -1 25002
D5
~
~
0 -1 25004
S
#25004
Gateway to the Abyss~
 As you enter the jagged opening, you feel the coldness of the rock
against your skin. As you look into the darkness ahead, you are striken
by an overwhelming sense of evil. You dread the thought of what lies
ahead
~
49 65 3
D4
~
~
0 -1 25003
D5
~
~
0 -1 25005
S
#25005
Into the Dark~
 Here, the feeling of heat starts to engulf your soul. The intensity
is almost unbearable. The walls around you have a glow of faint red.
Thoughts of turning back start creeping into your mind. But, you feel
a strange force pulling you... pulling you deeper and deeper into the
pits of hell!
~
49 65 3
D0
~
~
0 -1 25006
D4
~
~
0 -1 25004
S
#25006
Cavern of Lost Souls~
 You wander into a dimly lit, caverous room. You are overpowered by
a strong sense of death, here. The darkness seems to come alive at 
your presence. Visions of gruesome death, dance before your eyes...
so real... as if they were alive... The souls of evil, banished from
their bodies.... trapped here, seeking revenge... You feel your body
being ravaged by the souls of adventurers long past.
~
49 65 3
D0
~
~
0 -1 25007
D2
~
~
0 -1 25005
S
#25007
Into the Caverns~
 From here, caverns branch off in all directions. You here
waves coming from a cavern to the east, while to the west
the cavern has beed enveloped in a glowing mist.
~
49 65 3
D0
~
~
0 -1 25007
D1
~
~
0 -1 25008
D2
~
~
0 -1 25006
D3
~
~
0 -1 25009
S
#25008
Damp Cavern~
 Here you find yourself in a large, cavernous passageway. The
walls and floor of the cave are rather damp, and a musty smell
feels the air. A familiar crashing sound continues to come from
beyond the east passageway.
~
49 65 3
D1
~
~
0 -1 25011
S
#25009
Misty Cavern~
 As you enter the cavern you are surronded by a strange mist
filling the cavern. You are overpowered by the feeling of 
death and despair. Through the mist you can just barely make 
out what looks like a door to the west.
~
49 65 3
D1
~
~
0 -1 25007
D3
~
~
0 -1 25010
S
#25010
Western End of the Misty Cavern~
 The entire west wall is made up of two huge doors which seem
to be glowing with a red aura. There is a small hole in one of
the doors, perhaps a key hole. The mist in this room seems to 
be alive. You here a deep wailing from beyond the doors, you
shudder at the thought of what lies behind them.
~
49 65 3
D1
~
~
0 -1 25009
D3
~
Door Huge~
1 -1 25012
S
#25011
The Gate~
 As you enter this room, your eyes become fixed upon a large
black object, in the center of the room. After carefull obse-
rvation, you find that it resembeles some sort of window. 
The sounds you have been hearing appear to be coming from inside
you start to recall the crashing sounds of the waves...and 
suddenly you realize you have stumbled upon there source.
~
49 65 3
D0
~
~
0 -1 25013
S
#25012
Realm of the Dead~
 This room appears to be a room of great riches. A large
chest sits at the back of the room, you notice a pair of
eyes staring at you from a dark corner of the room. You
are suddenly overcome by an overwhelming feeling of un-
easiness.
~
49 65 3
D0
~
~
0 -1 25011
D1
~
~
0 -1 25010
S
#25013
The Other Side~
 As you step through the window, you are instantly transported
to find yourself here. Just to the north is what appears to be 
the shore of a lareg ocean.
~
49 64 3
D0
~
~
0 -1 25014
S
#25014
Ocean Shore~
 Here, though you are underground (or so you believe) there seems
to be a sky of some sort, it is dark, and above you are black,
constantly moveing clouds, as black as the waves of the ocean which
flows before you.
~
49 64 3
D0
~
~
0 -1 25015
S
#25015
On the Ocean of Despair~
 As you float on the jet-black waters of the ocean, occasionally
something will stick its head above the surface. You try to focus
your eyes upon the image, but unfortuantely it is too dark to make
out exactly what the creature is.
~
49 64 7 30 2
D0
~
~
0 -1 25015
D1
~
~
0 -1 25015
D2
~
~
0 -1 25016
D3
~
~
0 -1 25015
S
#25016
On the Ocean of Despair~
 As you go farther and farther out into the see you lose sight of 
all land. The thing that was back toword the shore appears to be 
following you. You begin to wonder what lies ahead.
~
49 64 7 30 1
D0
~
~
0 -1 25015
D1
~
~
0 -1 25017
D2
~
~
0 -1 25015
D3
~
~
0 -1 25016
S
#25017
On the Ocean of Despair~
 After you have been on the ocean for what seems like says....
You notice what may be land to the north, at last land!
~
49 64 7 30 1
D0
~
~
0 -1 25018
D1
~
~
0 -1 25015
D2
~
~
0 -1 25015
D3
~
~
0 -1 25015
S
#25018
On the Shore~
   The shore is covered with the dead remains of many strange
creatures. Bones line the shore, hundreds of them, every wave 
seems to bring more of the eerie, decayed debris.
~
49 64 4
D1
~
~
0 -1 25019
D2
~
~
0 -1 25017
S
#25019
A Wooded Path~
   As you enter these woods you feel an ever growing sense 
of evil. The trees are twisted and bent, and you notice many plants
that have long since died, there is a small path  branching off to
east.
~
49 64 4
D1
~
~
0 -1 25020
D3
~
~
0 -1 25018
S
#25020
A Small Path in the Twisted Forest~
   This faint path appears to have been neglected. You get
the feeling that this path has not been treaded uopn for quite
some time. As you continue down the path a large, twisted tree
blocks the northern path. After taking a closer look you are
able to make out what appears to be a flat clear land to the south.
~
49 64 4
D1
~
~
0 -1 25019
D2
~
~
0 -1 25021
S
#25021
The Abyssial Plains~
   Here the land is free of all trees. You actually see some
plant life here. The plains are vast, and endless as far as the 
eye can see. Besides the woods from which you have just come 
there is nothing but flat land as far as the eye can see.

~
49 64 4
D0
~
~
0 -1 25020
D1
~
~
0 -1 25022
S
#25022
On the Plains~
   These vast plains seem to go on forever. A well worn
path along the plains lies to the north, while you can make
out a small hill to the east.
~
49 64 4
D0
~
~
0 -1 25023
D1
~
~
0 -1 25035
D3
~
~
0 -1 25021
S
#25023
Along a Well Worn Path~
   As you come closer to the trail, you realize that it
has not been worn at all, but has been burned into the very
ground on which you stand. Whatever made this trail could 
not be far ahead, for the trail is still smoldering.
~
49 64 1
D2
~
~
0 -1 25022
D3
~
~
0 -1 25024
S
#25024
The Smouldering Trail~
   As you continue down the trail, you notive parts of the
trail are still burning. You appear to be catching up with
whatever made this trail.
~
49 64 1
D1
~
~
0 -1 25023
D3
~
~
0 -1 25025
S
#25025
The Smouldering Trail~
   Looking around you notice that you are no longer is
sight of the forest from which you came. The trail continues
to smolder at your feet.
~
49 64 1
D1
~
~
0 -1 25024
D3
~
~
0 -1 25026
S
#25026
The Smouldering Trail~
   The sky seems to get darker and darker with every step.
You start to wonder why you are hunting the creature which
lies at the end of this flaming trail.
~
49 64 1
D1
~
~
0 -1 25025
D3
~
~
0 -1 25027
S
#25027
The Smouldering Trail~
   It continues to grow darker, the only thing you can see are
the flames lighting your way along the trail on which you now
walk.
~
49 64 1
D1
~
~
0 -1 25026
D3
~
~
0 -1 25028
S
#25028
The Smouldering Trail~
   You must be nearing the end of the trail, for here the
heat gets more intense. Flames are all about the trail, you
must be nearing your quarry also.
~
49 64 1
D1
~
~
0 -1 25027
D3
~
~
0 -1 25029
S
#25029
The Smouldering Trail~
   Just ahead you see the end of the trail, the very end
appears to be burning heavily. You can make out anything else
ahead for the flames are too bright.
~
49 64 1
D1
~
~
0 -1 25028
D3
~
~
0 -1 25030
S
#25030
The Flaming Gates~
   As you approach the flames  you realize it was not
the trail itself that was burning so brightly ahead.
Suddenly you stand face to face with a huge, flaming
efreet! You cringe in terror as you see two large gates
that seem to glowing with a faint aura of red.
~
49 64 1
D0
~
gate flaming~
1 5113 25031
D1
~
~
0 -1 25029
S
#25031
Inside the Flaming Gates~
   As you open the huge gates and step inside, you notice
a large courtyard just to the north of you. On the far side
of the courtyard you can just barely make out what appears
to be a large castle of some sort.
~
49 64 1
D0
~
~
0 -1 25032
D2
~
gate flaming~
1 5113 25030
S
#25032
The Castle Courtyard~
   Strange, the courtyard is very quiet, nothing appears to
be around. Off to the west you notice a small structure. Closer
to the castle, you can now make out some sort of statues on each
side of the entrance.
~
49 64 1
D0
~
~
0 -1 25040
D2
~
~
0 -1 25031
D3
~
~
0 -1 25033
S
#25033
Western End of the Courtyard~
   Upon nearing the building you notice that it looks
rather ruined, you hear a strange sound come from within.
You find here, what appears to be the remains of some sort
of creature, bones are strewn all about the ground.
~
49 64 1
D1
~
~
0 -1 25032
D3
~
door ruined
~
1 25050 25034
S
#25034
Inside a Small Stone Building~
   As you enter the room you see several weapons hung upon
the walls, just as you start to take some of the weaponry you
notice that is has long since rusted and is of no use to you.
At the far end of the room you notice a small table, a closer
look reveals the remains of what may have been a knight. The 
corpse, resting in a chair just behind the table appears to be
grasping something. Moving closer to the corpse you notice a
sword held tightly in the clutch on the skeletal figure, looking
at the sword you realize it is unlike the rest of the decayed
weaponry.... The blade appears to be razor sharp, and the metal
untarnished.
~
49 328 1 4
D1
~
door ruined
~
1 25050 25033
S
#25035
A Small Hill~
   As you climb the hill you notice something at the top,
however it is too dark to make out exactly what the shape is.
~
49 64 4
D3
~
~
0 -1 25022
D4
~
~
0 -1 25036
S
#25036
Entrance to a Small Building~
   As you come to the top of the hill, you can see that
that the shape you seen from below was a small building.
The building appears empty, for the door lies open, 
revealing a stair well within.
~
49 328 1 2
D3
~
~
0 -1 25037
D5
~
~
0 -1 25035
S
#25037
Top of the Stair Well~
   You step inside the building to find that you were
correct, you find nothing within the small room. There is
a stair well descending downward into the darkness below.
~
49 328 0 4
D1
~
~
0 -1 25036
D5
~
~
0 -1 25038
S
#25038
The Stair Well~
   You set foot down the descending passage. The stairs are
made of stone and appear to be quite solid. There is a strong
steanch coming from below, you begin to feel sick as you
continue to descend the stairs.
~
49 328 1 6
D4
~
~
0 -1 25037
D5
~
~
0 -1 25039
S
#25039
A Large Room~

   Upon entering, you discover that this may have been
once been a small crypt of some sort. What looks to be the
remains of several adventures... perhaps a large party...
You wonder what could have done away with them. A strange
feeling comes over you, you sench you are not alone.

~
49 328 1 10
D4
~
~
0 -1 25038
D5
~
~
1 -1 25500
S
#25040
The Central Courtyard~
   As you come to the center of the courtyard, you notice
a large fountain... it looks very old and weathered, but a
constant stream of clear liquid continues to flow from a
small statue in the ceter of the fountain. The castle
drawbridge lies just to the north of you.
~
49 64 2
D0
~
~
0 -1 25041
D2
~
~
0 -1 25032
S
#25041
The Castle Drawbridge~
   You are now standing on the drawbridge of an ancient
castle. Two huge statues of some strange creature float in
mid-air directly above the pit beneath the drawbridge on
which you now stand. You can't see any farther than the
inside of the entrance, for the castle appears to be
totally without light.
~
49 64 1
D0
~
~
0 -1 25043
D2
~
~
0 -1 25040
D5
~
~
0 -1 25042
S
#25042
In The Bottomless Pit~
   As you begin to climb down the side of the pit, you begin to
lose your footing. Desperatly you try to regain any hold you can,
but unfortunatly you can not find any and you begin to fall! After
several minutes, you begin to wonder if there is any end to this
seemingly bottomless pit into which you have fallen. Just as you 
decide that there must be no end and that you will fall eternally,
you notice a bed of very large steel spikes fast approaching you,
Alas there is no escape. You cry out in agony as the spikes pierce
your flesh!
~
49 2 1
D4
~
~
0 -1 25041
S
#25043
Inside the Entrance to the Castle~
   As you step inside the castle, you are overpowered by the
darkness, the shadows seem to come alive at your presence. The
whole castle is pitch black, as your light cuts through the darkness
you notice a large banner hanging upon the wall. There are exits in
nearly every direction, to the north a large staircase asecnds
upwords into the darkness.
~
49 328 1 20
D0
~
~
0 -1 25044
D1
~
~
0 -1 25052
D2
~
~
0 -1 25041
S
#25044
At the Base of the Spiral Staircase~
    As you come to the base of the staircase, you hear a faint
roaring sound from somewhere above you. The staircase is old, but
still looks quite sturdy. Strange symbols are engraved into the
railings of the staircase.
~
49 328 0 6
D2
~
~
0 -1 25043
D4
~
~
0 -1 25045
S
#25045
On the Spiral Staircase~
   As you begin to climb the staircase, you start to hear strange 
noises from further up. The stairs creak as you set foot upon them,
you see the outline of something up ahead. Your light just barely
penetrates the darkness, you can only see about three feet in any
direction.
~
49 328 0 6
D4
~
~
0 -1 25046
D5
~
~
0 -1 25044
S
#25046
On the Spiral Staircase~
   You approach the figure.... you hear a loud roar and the darkness
is lit by a stream of fire coming from some kind of three-headed 
beast. The creature is winged, neither of the three heads appear to
be of the same species. Worn around the central neck of the creature is
an amulet of some kind.
~
49 328 0 6
D4
~
~
0 -1 25047
D5
~
~
0 -1 25045
S
#25047
The Top of the Spiral Staircase~
   You find the top floor of the castle is much cleaner than the
previous level. The floor is richly carpeted, several pictures line
the walls. The figure in the paintings is a skeletal, and dressed
in a richly tailored robe.
~
49 328 0 6
D1
~
~
0 -1 25048
D5
~
~
0 -1 25046
S
#25048
A Coridoor~
   You step into a rather long hallway, there appears to be
a door or two further down the hall. There seems to be a 
strange glow at the southern end of the hall.
~
49 328 0 6
D2
~
~
0 -1 25049
D3
~
~
0 -1 25047
S
#25049
Southern End of Coridoor~
   At this end of the hall, you come to a huge door, made entirely of
gold and silver. A small keyhole is set into the left side of the
door. The air seems to crackle with magical energy, the door resists
all of your attempts to enter without the proper key. As you reach
out to touch the door, you feel a sharp pain run through your body,
thoughts of death and great evil race through your mind. You hear an
evil laugh from beyond the door.
~
49 328 0 6
D0
~
~
0 -1 25048
D2
~
ex
door
~
1 25051 25050
S
#25050
Castle Throne Room~
   As you enter the room you notice several symbols and markings
of unholy nature. The room is light enough to see, but rather dim.
A huge pentacle is layed out upon the floor, the dwemor of some evil
magic is in the air. At the far back of the room, you see a brilliant
throne of crystal, strange runes of gold are set into the throne. Your
heart stops for a moment as you notice the decayed, skeletal form of a
lich seated in the throne, the red glow of its eyes fixed dead upon you.
With a quick motion of its hand, the door from which you entered,
magically forms into a stone wall. the only exit is an ornate door set
into the wall behind the throne of the lich! An evil laugh echoes
through the air.
~
49 328 0 10
D2
~
door
~
1 25052 25051
S
#25051
The Vault~
   You now stand within the lich's treasure vault, a huge treasure
lies in the center of the room. The room is decorated with many marble
columns, in the far corner you can make out a shiimering portal........
through which you can see a path along a vast mountain range.
~
49 328 0 2
D0
~
door
~
1 25052 25050
S
#25052
The Grand Hallway~
   You stand just to the east of the castke entrance. Many statues
of gargoyles and other strange creatures line each side of the hall
 a little farther down the hall, you can make our a huge set of double
doors, you hear a strange sound to the east.
~
49 328 0 15
D1
~
~
0 -1 25053
D3
~
~
0 -1 25043
S
#25053
The Grand Hallway~
   This part of the hall is lined with the same sort of statues.
The statues in the part of the hall to the east look a little more
life like...... they almost look real. A large statue of a wizard
of some sort stands at one side of the room, the statue is not like 
the others, it seems to be newly made. No dust or cracks are visible on the
statue, it almost appears as if it were staring directly at you!
~
49 328 0 15
D1
~
~
0 -1 25054
D3
~
~
0 -1 25052
S
#25054
End of the Grand Hallway~
   A huge set of doors are set into the wall to the east, the doors
are bound of iron and are very sturdy. The statues in this end of
the hall look as though they are watching you! As you reach for the
doors the statues suddenly spring to life and attack!

~
49 328 0 15
D1
~
double doors
~
1 25053 25055
D3
~
~
0 -1 25053
S
#25055
A Large Room~
   This rooms appears to be the room where the owner of the castle
comes to dine. A large feast is layed out upon a table in the
center of the room, a voice echoes through the room 'I have been
expecting you' the voice says. You look all about the room for the
speaker, but fail to find one.
~
49 328 0 20
D1
~
~
0 -1 25056
D3
~
double door
doors
~
1 25053 25054
S
#25056
The Castle Pantry~
   Shelves line the walls, many differnt goods lay in piles
on top of them. The floors are covered with the remains of broken
shelves and other various items which were once stored on them.
There are exits to the west and south.
~
49 328 0 5
D2
~
~
0 -1 25057
D3
~
~
0 -1 25055
S
#25057
The Castle Store Room~
   The room is dark and very damp, dust covers the goods stored
here. There are many boxes and crates here, however most are empty,
but you manage to find an old noz with a few remaining goods stored
inside.
~
49 328 0 6
D0
~
~
0 -1 25056
D2
~
door
~
1 -1 25058
S
#25058
Castle Barracks~
   Upon entering this room, you see several figures laying all about
the room. Suddenly you realize you have entered the guards barracks!
Just as you are about to leave the figures begin to move, angry that
you have awakened them, they charge you!
~
49 328 0 8
D0
~
door
~
1 -1 25057
D2
~
door
~
1 -1 25059
S
#25059
Guest Room~
   This room is richly decorated, may fine tapestries line the
walls. A large bed lies in the southwest corner of the room. There
are also many chests in the room, but you look through them and
find nothing of value. There is a large metal door to the east.
~
49 328 0 3
D0
~
~
0 -1 25058
D1
~
metal large door~
1 25054 25060
S
#25060
Base of the Tower~
   This room appears to be the base of a large watch tower, stairs
ascend upword twords the top of the tower.. Several strange runes are
etched into each stair, the feeling of evil is strong in the air. You
hear footsteps behind you as the door suddenly slams shut! The only 
exit, now that the door has been sealed are a set of stairs going up
to the top of the tower and a set of stairs going downward into the
darkness.
~
49 328 0 4
D4
~
~
0 -1 25061
D5
~
~
0 -1 25075
S
#25061
The Tower Staircase~
   As you climb the staircase, you feel the presence of something
watching you. You feel a slight draft, there must be an opening
somewhere up the tower. You hear the movement of something above you.
~
49 328 0 4
D4
~
~
0 -1 25062
D5
~
~
0 -1 25060
S
#25062
The Tower Staircase~
   You have entered a small room near the top of the tower.
Stairs continue upword to the top of the tower, the room is deathly
quiet, you wander what could have made the strange sounds which
you heard from below.
~
49 328 0 5
D4
~
~
0 -1 25063
D5
~
~
0 -1 25061
S
#25063
Top of the Tower~
 The top of the tower is lit by a large window, probably meant as
a lookout incase of an attack. From the looks of the castle it appears
that this tower obviously didn't help much.
~
49 328 0 5
D5
~
~
0 -1 25062
S
#25074
Lost in the Mountains~
  Numerous craggy mountains surround you. Twisted, deadened trees stare at
you from all around. A neglected path, at your feet. You get an uneasy
feeling of deja-vu.
~
49 64 4
D0
~
~
0 -1 25002
D1
~
~
0 -1 25001
S
#25075
The Central Chamber~
   You are in a large chamber, from the looks of the room, it
appears that this is the place where the prisoners are executed.
A large pit lies in the center of the room, huge flames erupt
upwords from its firey depths.
~
49 328 0 10
D4
~
~
0 -1 25060
D5
~
~
0 -1 25076
S
#25076
The Pit of Sacrifice~
   As you begin to descend into the depths of the pit, you ready
yourself for the agony of the blaze. As the flames come in contact
with your skin you feel a slight disorientation, but you remain
unharmed.

~
49 328 0 2
D4
~
~
0 -1 25075
D5
~
~
0 -1 25077
S
#25077
Beneath the Sacraficial Pit~
   As you near the base of the illusionary blaze, you notice
several figures emerge from the flames. A large door lies to
the west, while the exit from the pit lies directly overhead.

~
49 328 0 4
D3
~
door large~
1 -1 25078
D4
~
~
0 -1 25076
S
#25078
Entrance to the Sanctuary~
   You stand in the doorway of some sort of sanctuary.
A small altar lies in the center of the room, bloodstained
from recent sacrafices that have been made upon it. The
only exits from the room are east and west.
~
49 328 0 4
D1
~
door large~
1 -1 25077
D3
~
~
0 -1 25079
S
#25079
The Sanctuary~
   As you approach the altar, you notice the blood upon it
is fresh. There are several exits to this room, the door to the
north is slightly ajar, while the door to the west remains closed.
The altar seems to glow with a sort of inner light....
~
49 328 0 2
D0
~
door ajar
~
1 -1 25082
D1
~
~
0 -1 25078
D2
~
~
0 -1 25086
D3
~
door
~
1 -1 25080
D5
~
~
0 -1 25094
S
#25080
The Sanctuary~
   As you enter this room, you get a feeling of safety. A large,
ornate door lies directly to the west of you, a feeling of great 
evil radiates from it. As you begin to look around the room, a 
strange red mist begins to seep from a crak beneath the door....
~
49 328 0 2
D1
~
door~
1 -1 25079
D3
~
ornate door large~
1 -1 25081
S
#25081
Crimson's Death Room~
   This oddly shaped room gives off a feeling of great power.
Dimly lit, and vast in size, you eyes focus on an eerie, demonic
throne at the far end of the chamber. The throne is etched with
many twisted, grotesque carvings that give off a faint aura of
crimson.
~
49 328 0 4
D1
~
large ornate door~
1 -1 25080
S
#25082
The Sanctuary~
   You are in a small chamber, upon entering the room you
notice a lone knight clad in armor run through the door to
the west, perhaps the same one you seen earlier. Suddenly,
without warning, you see two shadowy figures materialize
before you!
~
49 328 0 4
D2
~
door ajar~
1 -1 25079
D3
~
door~
1 -1 25083
S
#25083
The Sanctuary~
   You chase the knight into a small alcove. Upon seeing you,
the knight quickly shifts the south wall, revealing a passage,
and quickly runs through it. You hear an evil laugh.
~
49 328 0 2
D1
~
door~
1 -1 25082
D2
~
~
0 -1 25084
S
#25084
Sanctuary Guard Post~
   You have entered the guard post of the sanctuary, several
guards snarl at you entry. The knight quickly orders them to
dispose of the and takes off through the south door.
~
49 328 0 4
D0
~
~
0 -1 25083
D2
~
door~
1 -1 25085
S
#25085
Chamber of Kalas~
   You have entered the chambers of Kalas, the knight, and 
defender of this castle. Upon entering, Kalas begins to speak,
'You must leave, do not force me to destroy you.' The is a glint
of evil in his eyes as he prepares for battle.
~
49 328 0 2
D0
~
door~
1 -1 25084
D4
~
~
0 -1 25040
S
#25086
A Narrow Passage~
   You stand within a narrow passage deep below the castle.
You see no other exits other than the one you have just
come from except for the passage to the west.
~
49 328 0 2
D0
~
~
0 -1 25079
D3
~
~
0 -1 25087
S
#25087
A Narrow Passage~
   As you walk a little further down the passage, you see
a door a little further to the west. A thick mist fills this
portion of the passage, it appears to get even thicker to the
west.
~
49 328 0 1
D1
~
~
0 -1 25086
D3
~
~
0 -1 25088
S
#25088
End of a Narrow Passage~
   At this end of the passage, the mist gets very thick, and
you can just barely make out the door to the west. You hear 
a faint, ghost like voice float through the air, but you 
cant make out the words that are spoken.
~
49 328 0 2
D1
~
~
0 -1 25087
D3
~
door~
1 -1 25089
S
#25089
The Mist~
   Upon entering this room, you are assaulted by a dense patch
of mist. The mist seems to glow with an inner light, its almost
as if it were alive. The ghostly voice grows louder, speaking in
a language unknown to you.
~
49 328 0 4
D1
~
door~
1 -1 25088
S
#25090
The Castle Dungeon~
   You find yourself in a small room near the Dungeon entrance.
The room is deathly quiet, a large doorway lies to the south.
The words 'Beware of the Ancient One' are inscribed into the wall
next to the doorway.
~
49 328 0 4
D1
~
~
0 -1 25066
D2
~
~
0 -1 25091
S
#25091
The Castle Dungeon~
   You stand in a small torture chamber, like the rest of the
dungeon, bones lie strewn about the room. The only exit from 
this room is to the south. The wall to the west has a small 
split down the middle... it appears as if it could be opened.
~
49 328 0 3
D0
~
~
0 -1 25090
D3
~
wall split~
1 -1 25092
S
#25092
Secret Passage~
   This room is clean, the walls here are of marble, and are a
spectacular sight. Many fine tapestries line the walls. The room
is quiet, almost too quiet... You see a solid iron door to the south.
~
49 328 0 2
D1
~
wall split~
1 -1 25091
D2
~
iron solid door~
1 -1 25093
S
#25093
Hall of Ancients~
   This room is amazingly beautiful, there is the throne made
entirely of silver set against the south wall. A gruesome thing
lies in the center of the room, some disgusting green liquid
oozes from many small bubbles on the creatures flesh. The sight
of the horrible creature nearly makes you sick. The creature
slowly begins to make its way toword you.......
~
49 328 0 10
D0
~
solid iron door~
1 -1 25092
S
#25094
A Small Alcove~
   Upon entering this small alcove, you get a safe feeling 
within its walls. The room is clean and several tapestries 
hang upon the wall. The wall to the east appears to be moveable,
for there are marks on the floor where the wall may have
scraped it.
~
49 328 0 4
D1
~
wall~
1 -1 25095
D4
~
~
0 -1 25079
S
#25095
A Narrow Tunnel~
   Shifting the wall has revealed a long, narrow tunnel
in which you now find yourself. The tunnel is freshly dug
and appears to extend quite a long way. No doors are visible
save for the wall you just shifted.
~
49 328 0 2
D1
~
wall~
1 -1 25094
D3
~
~
0 -1 25096
S
#25096
A Narrow Tunnel~
   As you come around a small corner in the tunnel, you see
a faint light to the south. The southern part of the tunnel
is lit by a dim light of some kind at the far end of the 
tunnel.
~
49 328 0 1
D1
~
~
0 -1 25095
D2
~
~
0 -1 25097
S
#25097
A Narrow Tunnel~
   At this point of the tunnel, the walls get closer together 
and the passage gets very narrow. As you near the southern end
of the tunnel, the light grows brighter. The only apparent exits
from the room are north and south.
~
49 328 0 2
D0
~
~
0 -1 25096
D2
~
~
0 -1 25098
S
#25098
A Small Portal~
   As you come to the end of the tunnel, you notice the 
light is coming from a somewhat small portal. The light coming
from the portal is so intense that it nearly blinds you.
~
49 328 0 2
D0
~
~
0 -1 25097
S
#25500
Charred Stairwell~
   You are descending a steep stairwell.  The steps and stone walls
have been blackened from the constent scorching heat that erupts 
from below....
~
44 21 0
D4
~
secret door trap trapdoor~
1 -1 25039
D5
~
~
0 -1 25501
S
#25501
Charred Stairwell~
   You notice a faint red glow further down the stairwell. As
you clamber down the blackened steps a huge flame bursts around
you for a brief moment, you think this is the end, but then the 
flame dissapears leaving your heart pounding.
~
44 1 0
D4
~
~
0 -1 25500
D5
~
~
0 -1 25502
S
#25502
Stairwell's End~
   You have reached the bottom of the charred stairs.  The heat
here is almost unberable, the red glow seems to be emitted from
a small passage to the west.  To the east you see a large cavern
of some sort.
~
44 1 0
D1
~
~
0 -1 25505
D3
~
~
0 -1 25503
D4
~
~
0 -1 25501
S
#25503
Lava Bank~
   This room is extremely hot, flames leap up from a large
lake of molten lava.  Far below you a large stone bridge...
stretches across the lake.
~
44 0 0
D1
~
~
0 -1 25502
D5
~
~
0 -1 25504
S
#25504
Stone Bridge~
   As you reach for the rails of this bridge, you immediatly
draw back, the rail being so hot it has seared the flesh from
your scorching hand.  The bridge is extremely hot and seems 
that it would burst into flames at any second.
~
44 0 0
D3
~
~
0 -1 25507
D4
~
~
0 -1 25503
S
#25505
Blackened Cavern~
   As you walk into this large cavern, you begin to wonder if
this entire place is either black or glowing red.  The heat
in this cavern is a bit cooler than elsewhere, but not much.
~
44 1 0
D1
~
~
0 -1 25506
D3
~
~
0 -1 25502
S
#25506
Lair of the Salamander~
   As you walk in this cavern you notice the charred remains
of adventurers long past.  As you glance around, you are startled 
by the huge, flaming form of a salamander writhing up from a black
pit...
~
44 1 0
D3
~
~
0 -1 25505
S
#25507
Steep Passage~
   A steep passage winds its way through the debris. Off in the
distance you see a series of small caverns that have been cut from a wall of
marble embeded in the mountainside before you.
~
44 1 0
D1
~
~
0 -1 25504
D3
~
~
0 -1 25508
S
#25508
Flaming Pillars~
   At this point a set of huge stone pillars protrude from the
fierf depths below, the tops of them seem to form a natural bridge.
The thought of crossing the pillars sends a shiver through your body,
for falling would mean certain death!
~
44 0 0
D1
~
~
0 -1 25507
D3
~
~
0 -1 25509
S
#25509
Worn Trail~
   As you cross the last of the pillars, you breath a sigh of
relief as you step safely, onto the solid ground of a small
hillside.  A rather worn trail leads west towards the entrance of 
a small tunnel.
~
44 0 0
D1
~
~
0 -1 25508
D3
~
~
0 -1 25510
S
#25510
Before the Tunnel~
   You are standing at the foot of a set of marble stairs,
ascending far above a flaming lake of molten lava, to a 
large cavemouth on the mountainside before you.
~
44 1 0
D1
~
~
0 -1 25509
D3
~
~
0 -1 25511
S
#25511
The Marble Stairs~
   You seem to be burning alive by the constent heat surging
upward.  You stagger breathlessly up toward the cave mouth
as if it was an oasis from the heat.
~
44 1 0
D1
~
~
0 -1 25510
D4
~
~
0 -1 25512
S
#25512
Entrance to the Tunnel~
   You finally reach the top of the stairs in anquish you
hurry forward to escape the burning heat.
~
44 1 0
D3
~
~
0 -1 25513
D5
~
~
0 -1 25511
S
#25513
Dark Tunnel~
   You are wondering aimlessly through a long narrow
tunnel, the air is stale, and much cooler than that of 
the hell behind you.  You see an intersection to the
west.
~
44 265 0 4
D1
~
~
0 -1 25512
D3
~
~
0 -1 25514
S
#25514
Deep Inside the Tunnel~
   As you enter this tunnel you feel a nausiating sense of
dispair, as the tunnels branch off in many directions ahead
of you.
~
44 265 0 4
D0
~
~
0 -1 25515
D1
~
~
0 -1 25513
D2
~
~
0 -1 25520
D3
~
~
0 -1 25518
S
#25515
Deep Inside the Tunnel~
   You feel a brief sensation of fear as you see flames leaping
up from an exit ahead of you.
~
44 265 0 4
D0
~
~
0 -1 25516
D2
~
~
0 -1 25514
S
#25516
Edge of a Cliff~
   You are amazed by the majestic beauty of an ocean of
molten lave below.  The heat here is unbearable, and you look
around franticly for a way to escape it.
~
44 264 0 4
D0
~
~
0 -1 25517
S
#25517
On the Ocean~
   You have just made a very unwise choice .  You realize this
as you plummit downward towards a burning death!
~
44 2 0
S
#25518
Deep Inside the Tunnel~
   You enter a large dark tunnel, a huge shadowy form moves
its bulk across the floor, as it comes into view you see 
that it is a massive Blue Dragon!
~
44 265 0 4
D1
~
~
0 -1 25514
D3
~
~
0 -1 25519
S
#25519
Blue Dragon's Lair~
   You enter the vacant lair of the Blue Dragon his treasures
are scattared about covering the cavern floor.  As you start
to gather it a loud crash echos behind you, as you turn you 
see that a large stone has covered the only exit!
~
44 265 0 5
S
#25520
Deep Inside the Tunnel~
   You clamber through the black tunnels, you wonder if it 
will ever end when you fell a blast of fresh air coming
from an exit to the west.
~
44 265 0 4
D0
~
~
0 -1 25514
D3
~
~
0 -1 25521
S
#25521
Cave Mouth~
   You stand on a high ledge overlooking a smoking path below.
Directly behind you are the hideous tunnels.  You hear shouting
and other signs of inhabitants echoing around you.
~
44 0 0
D1
~
~
0 -1 25520
D5
~
~
0 -1 25522
S
#25522
Smoking Path~
   You are wandering along a path that smokes tremendously,
you try to pinpoint your location, the smoke dims all sense
of direction
~
44 0 0
D2
~
~
0 -1 25523
D4
~
~
0 -1 25521
S
#25523
Guard Post~
   You have come upon a small Fire Giant guard post, set
in front of a pair of huge granite gates.  This appears to
be a watch out for a strange village to the south.
~
44 64 0
D0
~
~
0 -1 25522
D2
~
~
0 -1 25524
S
#25524
Granite Gateway~
   Before you is a massive wall of granite, a huge gate
which looks like a human skull carved out of granite rises
before you.  There are two sentries posted here eyeing you
suspicously.
~
44 64 0
D0
~
~
0 -1 25523
D2
~
~
0 -1 25525
S
#25525
Cobblestone Path~
   You are walking along a wide cobblestone path, to the
south you notice a large building.  You hear shouting 
coming from all directions and you realize that an alarm 
has been sounded at your entry, you quickly walk down the
path.
~
44 0 0
D0
~
~
0 -1 25524
D2
~
~
0 -1 25526
S
#25526
Cobblestone Path~
   You are walking along a wide cobblestone path, to the south 
you notice that the building is some sort of guard house, while
to the east a large road leads to a dark keep.
~
44 0 0
D0
~
~
0 -1 25525
D1
~
~
0 -1 25533
D2
~
~
0 -1 25527
S
#25527
Guard Room~
   You enter a large guard house, two sentrys are here guarding a
large black iron door.  Two benches have been placed on either 
side of the room for the residents of this village to wait
when they have been ordered here to see the General.  A large 
portrait of a great battle between the Fire Giants and Githyan-
ki's rests against the east wall, and a large bar with a huge
pile of papers stacked upon it spans across the center of the
room.  The iron door stands ajar to the south.
~
44 64 0
D0
~
~
0 -1 25526
D2
~
door black iron~
1 -1 25528
S
#25528
Planning Chamber~
   You enter a large chamber with a massive oak table resting 
in the middle of the floor, around the table are many chairs 
for the officers to come and sit.  A large map of Midgaard is
unrolled stretching the length of the table, on the map there
are many circles and X's marking Midgaards weakest points for
what seems to be a massive invasion.  A large painting of an
ancient warrior hangs from the ceiling.  You see exits heading
in all directions.
~
44 8 0
D0
~
door iron black~
1 -1 25527
D1
~
~
0 -1 25529
D2
~
~
0 -1 25530
D3
~
~
0 -1 25531
S
#25529
Officer's Quarters~
   You enter a fairly large room with many cots resting against
either wall.  The chamber is neat and orderly, small chests that
hold each officer's personal belongings sit at the foot of each
cot.  The only exit lies to the west.
~
44 72 0
D3
~
~
0 -1 25528
S
#25530
General's Quarters~
   You enter the chamber of the Fire Giant General.  You see a 
large black upholstered chair resting behing a huge ivory desk.
You notice a rack of weapons with a soft blue arua emitting from
it.  You also see to your horror a bookshelf with many books cov-
ered in human skin.  On the far wall hangs a grim painting of a
decapatated woman, whose face lies upward, contorted in agony.
~
44 72 0
D0
~
~
0 -1 25528
S
#25531
Guard Quarters~
   You enter a huge chamber where the army comes to rest. Many
cots and tables are scattered about the room in no particular
order.  Lucky for you they must be out training.
~
44 8 0
D1
~
~
0 -1 25528
S
#25533
Checkpoint~
   You come upon a giant booth standing beside the road. Further
on you see an erie keep rising to the east, just as you are about
to leave a giant creature steps from the booth bellows an alarm 
and charges at you in crazed hatred.
~
44 64 0
D1
~
~
0 -1 25534
D3
~
~
0 -1 25526
S
#25534
Keep Entrance~
   You stand on a wide cobble stone path leading east into a 
large courtyard.  You see human slaves pulling carts of var-
ious items into the keep.  To the west you see a large booth.
~
44 0 0
D1
~
~
0 -1 25535
D3
~
~
0 -1 25533
S
#25535
Large Courtyard~
   The cobblestone path ends here and a huge courtyard spans
out ahead of you. To the north and south towers rise up tow-
ards the clouds, while to the east the courtyard continues.
The northern tower appears as if it could topple over and
kill you at any moment.
~
44 0 0
D0
~
~
0 -1 25537
D1
~
~
0 -1 25538
D2
~
~
0 -1 25536
D3
~
~
0 -1 25534
S
#25536
Base of the Tower~
   You stand at the base of a strange tower, you stare strait
up in amazement for the tower seems to rise forever.  A large
set of stairs lead upward into darkness.
~
44 0 0
D0
~
~
0 -1 25535
D4
~
~
0 -1 25539
S
#25537
Base of the Tower~
   You stand at the base of a huge tower.  As you begin your climb
upward the tower begins to shudder releasing large blocks of granite
hurdling toward you, as you try to escape you are bombarded by many
of the huge stone blocks.
~
44 2 0
S
#25538
Courtyard~
   You stand in the middle of a giant cobblestone courtyard.  
Everyone must have fled when they heard of your entrance...
Two solid oak doors lead east into a large arched hall.
~
44 0 0
D1
~
door oak~
1 -1 25542
D3
~
~
0 -1 25535
S
#25539
Granite Stairwell~

   You clamber wearily up the large granite stairwell.  The
interior of the tower is much like the exterior, bleak and 
gray.  The stairs continue upward into darkness.
~
44 8 0
D4
~
~
0 -1 25540
D5
~
~
0 -1 25536
S
#25540
Top of the Stairwell~
   You reach the top of the granite stairwell, gasping wearily for
air.  The top is much diffrent from the rest of the tower, furniture
and strange tapestries decorate the room, you see a door to the east.
~
44 8 0
D1
~
door~
1 -1 25541
D5
~
~
0 -1 25539
S
#25541
High Priest's Chambers~
   You enter a lavishly decorated room, a jewel encrusted gold
desk sits in the center of the room, behind it rests a chair
formed of human bones.  To either wall strange statues of hid-
eous gods, stare at you in utter hatred.  On the south wall
hangs a huge portrait of Sinistrad the Dark Lord..the portrait
seems to be emitting a soft red aura......
~
44 72 0
D3
~
door~
1 -1 25540
S
#25542
Guard Post~
   You enter a small room of the keep.  A lone sentry stands
here.  The room is complety bare save for the guard.
~
44 72 0
D1
~
~
0 -1 25543
D2
~
~
0 -1 25544
D3
~
door oak~
1 -1 25538
S
#25543
Arched Hallway~
   Your walking along an arched halway designed for the guards
to travel to and from each guard post.
~
44 8 0
D1
~
~
0 -1 25545
D3
~
~
0 -1 25542
S
#25544
Arched hallway~
  Your walking along an arched hallway designed for the guards
to travel to and from each guard post. 
~
44 8 0
D0
~
~
0 -1 25542
D2
~
~
0 -1 25547
S
#25545
Guard Post~
   You enter a small room of the keep.  Four sentries are
here standing guard, the room is completely bare save for 
the guards.
~
44 72 0
D2
~
~
0 -1 25546
D3
~
~
0 -1 25543
S
#25546
Arched Hallway~
   You are walking along an arched hallway that has been
designed for the guards to travel to and from each guard post,
you see a large domed chamber to the east.
~
44 8 0
D0
~
~
0 -1 25545
D1
~
~
0 -1 25550
D2
~
~
0 -1 25549
S
#25547
Guard Post~
   You enter a small room of the keep.  Four sentries
are here standing guard.  The room is completely bare
save for the guards.
~
44 72 0
D0
~
~
0 -1 25544
D1
~
~
0 -1 25548
S
#25548
Arched Hallway~
   You are walking alond an arched hallway designed for
the guards to travel to and from each guard post.
~
44 8 0
D1
~
~
0 -1 25549
D3
~
~
0 -1 25547
S
#25549
Guard Post~
   You enter a small room of the keep, a lone sentry stands
here.  The room is completely bare save for the guard
~
44 72 0
D0
~
~
0 -1 25546
D3
~
~
0 -1 25548
S
#25550
Throne Room~
  You enter a massive chamber a beautiful golden throne 
sparkles in the center of the room.  Portraits of kings
long dead decorate the walls, while the floor is covered
by a giant fur rug of many creatures.  Windows reminding 
you of this extremely hot hell, open on the west and south 
wall.  As you start to leave, you feel a gust of wind explode
from the center of this chamber.  Two sentries are here, 
seemingly guarding something.
~
44 72 0
D3
~
~
0 -1 25546
D5
~
secret trap throne~
1 -1 25551
S
#25551
King's Bedroom~
   You enter a small bedroom hidden beneath the throne above. 
A large bed covered with unknown fabrics sits on the south side
on the room.  A small reading desk with a half burnt candle 
resting atop it sit next to the east wall.  The grey walls are
bare of portraits and tapistries.  You see a large obese giant
sitting in an oaken chair eyeing you in contempt.
~
44 73 0
D4
~
secret trap~
1 -1 25550
S
#27000
On the Molten Lake~
You are standing on the reamians of a fallen column that once stretched
to the roof of this enormous cavern. About you is a lake of 
molten lava. You think you could make it to the southern 
shore by column-hopping.
~
65 8 0
D1
~
~
0 -1 27002
D2
~
~
0 -1 27001
D3
~
~
0 -1 27002
S
#27001
On the Molten Lake~
You are standing on the reamians of a fallen column that once stretched
to the roof of this enormous cavern. About you is a lake of 
molten lava. You think you could make it to the southern 
shore by column-hopping.
~
65 8 0
D0
~
~
0 -1 27000
D1
~
~
0 -1 27002
D2
~
~
0 -1 27003
D3
~
~
0 -1 27002
S
#27002
Lake of Fire~
In a fit of extreme intelligence, you char youself to a crisp in the
liquid rock.
~
65 10 6
D4
~
~
0 -1 27001
S
#27003
Southern Shore~
You are standing on the shore of a lake of molten lava. To the south
is a small tunnel.
~
65 8 0
D0
~
~
0 -1 27001
D2
~
~
0 -1 27004
S
#27004
In the Caves~
The way becomes much more difficult in this rock cavern. It opens to
the north and continues on to the south.
~
65 9 4
D0
~
~
0 -1 27003
D2
~
~
0 -1 27005
S
#27005
Bend in the Cavern~
Here the cave goes on to the north and the east. The path seems 
difficult in either direction.
~
65 9 4
D0
~
~
0 -1 27004
D1
~
~
0 -1 27006
S
#27006
In the Cavern~
You think you can here running water and see a faint glow off to the
east. To the west the passage fades into darkness.
~
65 9 4
D1
~
~
0 -1 27007
D3
~
~
0 -1 27005
S
#27007
By the River~
You are in a small natural cavern, to the west of an underground river
flowing out of the northern wall and off to the south. Light is being
produced by strange runes on the walls.
~
65 8 4
D1
~
~
0 -1 27008
D3
~
~
0 -1 27006
E
runes~
They appear quit old and faded, and much of their radience is lost.
~
S
#27008
Unerground River~
You are splashing about in a stream flowing out from the northern 
wall of the tunneland into the darkness to the south.
~
65 8 6
D0
~
~
0 -1 27072
D1
~
~
0 -1 27009
D2
~
~
0 -1 27018
D3
~
~
0 -1 27007
S
#27009
River in the Tunnel~
You stand to the east of an underground river. The passage is lit 
by ancient runes.
~
65 8 4
D1
~
~
0 -1 27010
D3
~
~
0 -1 27008
S
#27010
Back in the Dark~
You see dim lights to both the east and the west.
~
65 9 4
D1
~
~
0 -1 27011
D3
~
~
0 -1 27009
S
#27011
Enruned Cavern~
Here the rocky tunnel is lit by glowing runes etched in the walls!
The way runs west and south, both back into darkness.
~
65 9 4
D2
~
~
0 -1 27012
D3
~
~
0 -1 27010
E
runes~
They appear to be very old, perhaps nearly a thousand years. Each is
hexagonal in shape, and they fit together neatly.
~
S
#27012
Tunnel of Death~
There are several ancient corpses lying in the tunnel here.
~
65 9 4
D0
~
~
0 -1 27011
D2
~
~
0 -1 27013
E
corpses~
There are nealr a dozen dead folk here, several of whom stir and try
to rise as you regard them...to no avail...the've just been dead for
too long, severall hundred years, you guess.
~
S
#27013
Mouth of the Tunnel~
You stand at the entrance to a modest tunnel, trailing off into darkness
to the north. South of here lies a great cavern, extending miles in all
directions (except down :-).)
~
65 8 4
D0
~
~
0 -1 27011
D2
~
~
0 -1 27014
S
#27014
Kairn Necros~
You now stand in the northern end of the cavern of death. A road leads
from here southward to a great citadel visible in the distance. On either
side of the road there are field of kairn grass...wich seem to be being
harvested by the dead!
~
65 8 1
D0
~
~
0 -1 27013
D1
~
~
0 -1 27025
D2
~
~
0 -1 27015
D3
~
~
0 -1 27020
S
#27015
On the Road to Necropolis~
You are on a north-south road leading from the city of the dead to a
small cavern to the north. To both sides you see fields tilled by the 
dead!
~
65 8 1
D0
~
~
0 -1 27014
D1
~
~
0 -1 27026
D2
~
~
0 -1 27016
D3
~
~
0 -1 27021
S
#27016
On the road to Necropolis~
You are on a north-south road leading from the city of the dead to some
point you can't really make out from here. To both sides there are fields
being planted by the dead!ex
~
65 8 1
D0
~
~
0 -1 27015
D1
~
~
0 -1 27027
D2
~
~
0 -1 27017
D3
~
~
0 -1 27022
S
#27017
At the Gate~
Before you lies the gate to Necropolis, the city of the dead. To either
side are fields being harvested by the dead! A road leads to the north.
The gate swings open...
~
65 8 1
D0
~
~
0 -1 27016
D1
~
~
0 -1 27028
D2
~
gate s~
1 94 27031
D3
~
~
0 -1 27023
S
#27018
In the River~
You are on an underground river, washing swiftly to the south. You can make
out very little of the caves you are rushing through.
~
65 9 6
D2
~
~
0 -1 27071
S
#27020
Kairn Grass Fields~
Empty~
65 8 3
D0
~
~
0 -1 27022
D1
~
~
0 -1 27014
D2
~
~
0 -1 27021
D3
~
~
0 -1 27024
S
#27021
Kairn Grass Fields~
Empty~
65 8 3
D0
~
~
0 -1 27020
D1
~
~
0 -1 27015
D2
~
~
0 -1 27022
D3
~
~
0 -1 27024
S
#27022
Kairn Grass Fields~
Empty~
65 8 3
D0
~
~
0 -1 27021
D1
~
~
0 -1 27016
D2
~
~
0 -1 27023
D3
~
~
0 -1 27024
S
#27023
Kairn Grass Fields~
Empty~
65 8 3
D0
~
~
0 -1 27022
D1
~
~
0 -1 27017
D2
~
~
0 -1 27021
D3
~
~
0 -1 27024
S
#27024
Kairn Grass Fields~
Empty~
65 8 3
D0
~
~
0 -1 27024
D1
~
~
0 -1 27021
D2
~
~
0 -1 27024
D3
~
~
0 -1 27024
S
#27025
Kairn Grass Fields~
Empty~
65 8 3
D0
~
~
0 -1 27027
D1
~
~
0 -1 27029
D2
~
~
0 -1 27026
D3
~
~
0 -1 27014
S
#27026
Kairn Grass Fields~
Empty~
65 8 3
D0
~
~
0 -1 27025
D1
~
~
0 -1 27029
D2
~
~
0 -1 27027
D3
~
~
0 -1 27015
S
#27027
Kairn Grass Fields~
Empty~
65 8 3
D0
~
~
0 -1 27026
D1
~
~
0 -1 27029
D2
~
~
0 -1 27028
D3
~
~
0 -1 27016
S
#27028
Kairn Grass Fields~
Empty~
65 8 3
D0
~
~
0 -1 27027
D1
~
~
0 -1 27029
D2
~
~
0 -1 27026
D3
~
~
0 -1 27017
S
#27029
Kairn Grass Fields~
Empty~
65 8 3
D0
~
~
0 -1 27029
D1
~
~
0 -1 27029
D2
~
~
0 -1 27029
D3
~
~
0 -1 27026
S
#27030
Main Drag~
Here begins Necrovia, the road of death. To the north is the gate, to the
south this road continues, and to the east and west there are paths along
the walls of the city.
~
65 8 2
D0
~
~
0 -1 27031
D1
~
~
0 -1 27040
D2
~
~
0 -1 27032
D3
~
~
0 -1 27050
S
#27031
Main Gate~
You are within the gate.
~
65 8 2
D0
~
gate n~
1 94 27017
D2
~
~
0 -1 27030
S
#27032
Main Drag~
You are on the main road in the city of the dead. To the east is the 
Blessed Sartan Inn. To the west is the Grinning Zombie Tavern.
~
65 8 2
D0
~
~
0 -1 27030
D1
~
~
0 -1 27033
D2
~
~
0 -1 27035
D3
~
~
0 -1 27034
S
#27033
Blessed Sartan Inn~
Here many of the dead have taken up residencs..on the floor, in chairs,
against the walls. This appears to have once been a respectable inn, with
fine wooden furnishings about the common room.
~
65 8 2
D3
~
~
0 -1 27032
E
chairs wood~
These were doubtless once of great value, made of fine Koa wood. Most
are now inhabited by corpses.
~
E
dead corpses~
Those who took up residence here in their lifetimes seem to have staid
quit a bit longer than they expected.
~
S
#27034
Grinning Zombie Tavern~
It appears that this old tavern has served no living customers for
centuries. 
~
65 8 2
D1
~
~
0 -1 27032
S
#27035
Main Drag~
You are along the main road of the city of the dead. To the east is a
bakery, while to the west is The Body Shope.
~
65 8 2
D0
~
~
0 -1 27032
D1
~
~
0 -1 27036
D2
~
~
0 -1 27038
D3
~
~
0 -1 27052
S
#27036
Bakery~
There is a baker here...or at least his remains...
~
65 8 2
D3
~
~
0 -1 27035
S
#27037
empty~
empty@~
65 8 2
D1
~
~
0 -1 27035
S
#27038
Main Drag~
You are on the main road of the city of the dead. Directly to the south
is the City Square. To the east is an armory, to the west a weapon smithy.
~
65 8 2
D0
~
~
0 -1 27035
D1
~
~
0 -1 27039
D2
~
~
0 -1 27045
D3
~
~
0 -1 27044
S
#27039
Armory~
This old shop is littered with rusted armor far too old to be usefull.
In addition, this shop's armor does not seem to have been much use
to its previous owners, many of whom are here now.
~
65 8 2
D3
~
~
0 -1 27038
S
#27040
Along the Wall~
You are on a path by the north wall of Necropolis. To the south is 
the Blessed Sartan Inn.
~
65 8 2
D1
~
~
0 -1 27041
D3
~
~
0 -1 27030
D4
~
~
0 -1 27042
S
#27041
Along the Wall~
You are at the northestern corner of Necropolis. Above you is a 
guard tower.
~
65 8 2
D2
~
~
0 -1 27043
D3
~
~
0 -1 27040
D4
~
~
0 -1 27042
S
#27042
Guardhouse~
From here one has an excellent view of the whole cavern. It can be seen
that the Sartan used a form of crop rotation. Now the dead carry on their
work.
~
65 8 2
D5
~
~
0 -1 27041
S
#27043
Along the Wall~
You are on a path along the eastern wall of Necropolis the way is
blocked to the south by fallen rubble.
~
65 8 2
D0
~
~
0 -1 27041
S
#27044
Weaponsmithy~
This once-proud smithy is littered with weapons used recently in battle,
but which have not tasted fresh blood for centuries.
~
65 8 2
D1
~
~
0 -1 27038
E
weapons~
You find all of them quite unsatisfactory for human usage, having been
used to butcher hundred-year-old corpses, they are quite unsanitary.
~
S
#27045
Towne Square~
Before you is an emense square which hints at the greatness this city once
possesed, when it was a land of the living. Many statues once decorated this
area, but have long since fallen apart, mush like many of this city's 
inhabitants. An empty fountain sits at the centre of the square. While this
was once the intersection of the two main roads of the city, only the one
extending to the north and south remains usable.
~
65 8 2
D0
~
~
0 -1 27038
D2
~
~
0 -1 27046
S
#27046
Main Drag~
You are at the terminus of the main road of Necropolis. To the south lies
Castle Necros. To the east is the great house of Runes, while to the west
lies the High Temple of Elihn.
~
65 8 2
D0
~
~
0 -1 27045
D1
~
~
0 -1 27047
D2
~
~
0 -1 27049
D3
~
~
0 -1 27048
S
#27047
House of Runes~
This building alone reflects the lost power of the Sartan. The walls are
hung with glowing runed carpets, which illuminate this huge hall. Various
animated brooms sweep the floors with great dilligence. even the mice give
you the impression of being highly enchanted...come to think of it, this
hall does seem much larger on the inside...
~
65 8 2
D3
~
~
0 -1 27046
E
brooms~
They seem to have runes scrawled up and down the lengths of their wooden
handles. They go about their jobs quite animatedly.
~
E
mice~
What strange mice these seem to be... they stand on two legs and wear little
red robes. Some seem to be waving their arms at the brooms.
~
S
#27048
Temple of Elihn~
This appears to have once been a place of worship...now it could only
be called a place of Death. Great columns support the the roof of the
hall. Dark runes adorn the floor and walls. Before the altar a stairway
leads downward.
~
65 8 2
D1
~
~
0 -1 27046
D5
~
~
0 -1 27051
E
altar~
This is the most abstract idol you have ever observed...whatever the 
beliefs of the Sartan were, they seemed to have been extremely out of 
touch with observable reality.
~
S
#27049
Castle Necros~
This is the entrance hall to Castle Necros. At the southern end of the hall
isan entrance to an even greater hall. Doors lead off to the east and to the
west. 
~
65 9 1
D0
~
~
0 -1 27046
D1
~
door east~
1 -1 27068
D2
~
~
0 -1 27054
D3
~
door west~
1 -1 27069
S
#27050
Along the Wall~
You are on a path along the north wall of Necropolis. To the south is
the Grinning Zombie Tavern. To the west the way is blocked by fallen
rubble.
~
65 8 2
D1
~
~
0 -1 27030
S
#27051
Sartan Crypt~
This is a chamber carved out of stone...tunnels once lead off in all
directions, though only those to the east and south still remain. In 
the centre of the room lies a crypt.
~
65 13 0
D0
~
~
0 -1 27080
D1
~
~
0 -1 27079
D2
~
~
0 -1 27067
D3
~
~
0 -1 27070
D4
~
~
0 -1 27048
E
crypt~
It appears to have been robbed...the lid pried off, and the contents
stolen.
~
S
#27052
Body Shoppe~
Here the dead wait to do your bidding...for a fee
~
65 0 0
D1
~
~
0 -1 27035
S
#27053
Zombie storage~
Reserved for use by the Body Shoppe.
~
65 0 0
S
#27054
Throne Room~
Here is the grand throne room of Castle Necros. A smaller hall lies to the
north. There is a great thron at the south end of the hall. Faded runes
addorn the cold stone walls of this hall.
~
65 9 1
D0
~
~
0 -1 27049
D2
~
secret Throne s~
1 0 27055
E
runes~
The hexagonal pattern of these runes now seems familiar. You feel as though
they once possesed great power. Now they can barely be made out.
~
S
#27055
Behind the Throne~
this is the entrance to a tunnel system. The tunnel leads down from here.
~
65 13 0
D0
~
throne n~
1 0 27054
D5
~
~
0 -1 27056
S
#27056
Tunnel Juncture~
From here tunnels lead west, south, and upwards.
~
65 9 1
D2
~
~
0 -1 27057
D3
~
~
0 -1 27079
D4
~
~
0 -1 27055
S
#27057
Dungeon~
You are in a small section of the dungeons of Castle Necros. Cells lie
to the east and west, with more to the south. To the north the dungeon
connects to other passages.
~
65 13 0
D0
~
~
0 -1 27056
D1
~
door e~
1 0 27058
D2
~
~
0 -1 27060
D3
~
door w~
1 0 27059
S
#27058
Dungeon Cell~
This is an old prison cell. The remains of several of this cells former
occupants still reside here.
~
65 9 1
D3
~
door w~
1 0 27057
E
remains~
The corpses stir slightly as you examine them, then lapse back into their
deathly sleep.
~
S
#27059
Dungeon Cell~
A century ago this cell might have held an able-bodied prisoner, but no 
longer. The door is barely hanging on its rusted hinges. Even the ancient
corpses seem to have crawled out of this cell.
~
65 9 1
D1
~
door e~
1 0 27057
E
corpses~
Like I said, they must have left.
~
S
#27060
Dungeon~
This is indeed a small portion of the Castle's dungeon, as it appears to
end just south of here. Two more cells line the walls.
~
65 13 0
D0
~
~
0 -1 27057
D1
~
~
0 -1 27061
D2
~
~
0 -1 27063
D3
~
~
0 -1 27062
S
#27061
Old Dungeon Cell~
Quite surprisingly, the fragrant aroma of rotting flesh greets you in this
cell. It must be comming from the rats.
~
65 9 0
D3
~
~
0 -1 27060
E
rats aroma~
Yep, its the rats. They're rotting quite well.
~
S
#27062
Old dungeon Cell~
Severall corpses stir briefly as you enter the cell. Then they stop.
~
65 9 0
D1
~
~
0 -1 27060
E
corpses~
They've stopped moving now.
~
S
#27063
Old Tunnel~
Here is a bend in the passage. To the north lies the dungeon, but to the
west is a much older tunnel.
~
65 9 0
D0
~
~
0 -1 27060
D3
~
~
0 -1 27064
S
#27064
Old Tunnel~
This east-west tunnel appears to be very old. You can see a dim light
to the west, while the tunnel remains dark to the east.
~
65 9 0
D1
~
~
0 -1 27063
D3
~
~
0 -1 27065
E
light~
It is very faint from here, but you think it is emanating from some sort
of pattern in the distance.
~
S
#27065
Warning Arch~
A large arch guards a chamber to the east. 
~
65 12 0
D1
~
~
0 -1 27064
D3
~
~
0 -1 27066
E
arch~
An eerie glow radiates from the runes carved on this structure.
~
E
runes~
They seem to bear some sort of warning.
~
S
#27066
Small Chamber~
This room is dominated by a huge wooden table. Glowing archways form the
entrances to tunnels to the north and east.
~
65 8 0
D0
~
~
0 -1 27067
D1
~
~
0 -1 27065
E
table~
This table was clearly not made from the wood of any plant to be
found in this world. As you contemplate it, the table seems almost
mysticall, as though some higher being were speaking to you through it.
~
S
#27067
Warning Arch~
The tunnel here seems to be much older than that to the north. To the south
an archway guards the entrance to a small chamber. Bright runes upon the arch
illuminate the passage.
~
65 12 0
D0
~
~
0 -1 27051
D2
~
~
0 -1 27066
E
arch archway runes~
The glowing runes upon the arch seem to convey some form of warning concerning
the contents of the room to the south.
~
S
#27068
Long Hall~
This is a long north-south hallway that seems to stretch out forever
Windows line the eastern wall, and there is a door in the west wall. More doors
lie to the north and south.
~
65 9 0
D0
~
~
0 -1 27068
D2
~
~
0 -1 27068
D3
~
door west~
1 -1 27049
E
windows window~
They are very cloudy, but you can make out many bodies moving slowly
outside.
~
S
#27069
Long Hall~
You stand in a very long hallway, leading north and south. A row of doors
line the eastern wall.
~
65 9 0
D0
~
~
0 -1 27069
D1
~
door east~
1 -1 27049
D2
~
~
0 -1 27069
S
#27070
Dark Tunnel~
You stand in a very dark tunnel, leading east to west. You can hear
running water off to the west.
~
65 9 1
D1
~
~
0 -1 27051
D3
~
~
0 -1 27071
S
#27071
Underground River~
You are swept away by the strong currents of the underground river! You think 
you could make it to ground to the west.
~
65 9 3
D1
~
~
0 -1 27070
D2
~
~
0 -1 13636
S
#27072
Underground stream~
The water flows more slowly here..and is quit cold.
~
65 9 0
D0
~
~
0 -1 27073
D2
~
~
0 -1 27008
S
#27073
The slow, cold flow of water through the dark tunnel.~

The water flows very slowly here, and is excruciatingly cold upon you feet,
which is as high as it reaches...
~
65 9 0
D0
~
~
0 -1 27074
D2
~
~
0 -1 27072
S
#27074
Before the sea of ice~
You see now the source of the cold water...it is slowly melting off a vast
plain of ice which lies before you.
~
65 13 0
D0
~
~
0 -1 27075
D2
~
~
0 -1 27073
S
#27075
On the Plain of Ice~
You stand now on a vast plain of ice that stretches off in all directions.
The ice is slowly melting, forming a light flow of water down a dark tunnel.
~
65 9 0
D0
~
~
0 -1 27076
D1
~
~
0 -1 27076
D2
~
~
0 -1 27076
D3
~
~
0 -1 27076
D5
~
~
0 -1 27074
S
#27076
Lost on the Fields of Ice
~
The plain of ice looks all the same, and you have lost sight of the downwards
tunnel through which the melted ice flows.
~
65 9 0
D0
~
~
0 -1 27076
D1
~
~
0 -1 27076
D2
~
~
0 -1 27076
D3
~
~
0 -1 27077
S
#27077
Lost on the Fields of Ice~
The plain of ice looks all the same, and you have lost sight of the downwards
tunnel through which the melted ice flows.
~
65 9 0
D0
~
~
0 -1 27077
D1
~
~
0 -1 27076
D2
~
~
0 -1 27078
D3
~
~
0 -1 27077
S
#27078
Lost on the Fields of Ice~
The plain of ice looks all the same, and you have lost sight of the downwards
tunnel through which the melted ice flows.
~
65 9 0
D0
~
~
0 -1 27077
D1
~
~
0 -1 27075
D2
~
~
0 -1 27077
D3
~
~
0 -1 27078
S
#27079
Long tunnel~
You are in a long, dark tunnel running from east to west.
~
65 9 0
D1
~
~
0 -1 27056
D3
~
~
0 -1 27051
S
#27080
Blocked Passage~
You can go no further, for the passage is bloacked by fallen rocks.
~
65 9 0
D2
~
~
0 -1 27051
S
#27081
Prometheus' Rock~
You stand on a great cliff, next to a huge rock fitted with shakles
just about the right size...
In the distance you see a huge vulture cirle overhead. A bridge leads east
~
71 0 0
D1
~
bridge secret
~
1 27006 13636
S
#27400
Father's Private Sanctum~
    Here is where the Immortal Father decides what rewards and punishments are
deserved. He also performs his other "Godly" duties here with an alter on
one wall and a bed in a corner [for his (pro)creation work  :)]
~
79 24 0
S
#27401
In the Eucalyptus Forest~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. The trees are much too dense towards the North to allow you
through, the way West is blocked by an immense tree, and a passage to the
East semms to go to a chamber BELOW the River!
~
79 0 3
D1
~
~
0 -1 27436
D2
~
~
0 -1 27402
S
#27402
Along the Eucalyptus River~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. The way West is blocked by an immense tree.
~
79 0 3
D0
~
~
0 -1 27401
D1
~
~
0 -1 27494
D2
~
~
0 -1 27403
S
#27403
Along the Eucalyptus River~
    You see many Eucalyptus trees around you which fill the air with a
strange smell. To the East, the River gets a bit shallower to allow a River
Crossing. As you listen, to the East you hear... "thrashing?"... maybe
it's just someone swimming....
~
79 0 3
D0
~
~
0 -1 27402
D1
You look towards the East and see a few logs floating.... Wait! Those are
Crocodiles!
~
~
0 -1 27493
D2
~
~
0 -1 27404
D3
~
~
0 -1 27407
S
#27404
Under a Huge Ecalyptus Tree~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. The thing that REALLY catches your eye though is the rather
large tree that looks big enough to support an entire community in its limbs.
~
79 0 3
D0
~
~
0 -1 27403
D1
~
~
0 -1 27492
D2
~
~
0 -1 27405
D3
~
~
0 -1 27408
D4
~
~
0 -1 27496
S
#27405
Along the Eucalyptus River~
     You see many Eucalyptus trees around you which fill the air with a
strange smell.
~
79 0 3
D0
~
~
0 -1 27404
D1
~
~
0 -1 27491
D2
~
~
0 -1 27406
D3
~
~
0 -1 27409
S
#27406
In the Eucalyptus Forest~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. To the East is a path that leads off towards a lake. To the
South is a wall of the Aborigine Stronghold.
~
79 0 3
D0
~
~
0 -1 27405
D1
~
~
0 -1 27488
D3
~
~
0 -1 27410
S
#27407
In the Eucalyptus Forest~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. The trees are much too dense towards the North to allow you
through.
~
79 0 3
D1
~
~
0 -1 27403
D2
~
~
0 -1 27408
D3
~
~
0 -1 27411
S
#27408
In the Eucalyptus Forest~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. A ways to the South you see a stronghold of some sort.
~
79 0 3
D0
~
~
0 -1 27407
D1
~
~
0 -1 27404
D2
~
~
0 -1 27409
D3
~
~
0 -1 27412
S
#27409
In the Eucalyptus Forest~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. You see a stronghold a little to the South of here.
~
79 0 3
D0
~
~
0 -1 27408
D1
~
~
0 -1 27405
D2
~
~
0 -1 27410
D3
~
~
0 -1 27413
S
#27410
In the Eucalyptus Forest~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. To the South is the wall of a stronghold.
~
79 0 3
D0
~
~
0 -1 27409
D1
~
~
0 -1 27406
D3
~
~
0 -1 27414
S
#27411
In the Eucalyptus Forest~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. The trees are much too dense towards the North and West to
allow you through.
~
79 0 3
D1
~
~
0 -1 27407
D2
~
~
0 -1 27412
S
#27412
In the Eucalyptus Forest~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. You see a field to the West and a stronghold a ways to 
the South.
~
79 0 3
D0
~
~
0 -1 27411
D1
~
~
0 -1 27408
D2
~
~
0 -1 27413
D3
~
~
0 -1 27437
S
#27413
In the Eucalyptus Forest~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. You see a field to the West and a stronghold a little to
the South.
~
79 0 3
D0
~
~
0 -1 27412
D1
~
~
0 -1 27409
D2
~
~
0 -1 27414
D3
~
~
0 -1 27438
S
#27414
In the Eucalyptus Forest~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. To the West is a field and just South of here is the Entrance
to the Aborigine Stronghold.
~
79 0 3
D0
~
~
0 -1 27413
D1
~
~
0 -1 27410
D2
~
~
0 -1 27445
D3
~
~
0 -1 27439
S
#27415
In the Eucalyptus Forest~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. The trees are much too dense towards the North to allow you
through, to the South-East is a steep hill, and to the West is a passage
that seems to lead into a chamber BELOW the River!
~
79 0 3
D1
~
~
0 -1 27419
D2
~
~
0 -1 27416
D3
~
~
0 -1 27436
S
#27416
Between the River and a Steep Hill~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. To the East is the steep face of a hill while the River is
to the West.
~
79 0 3
D0
~
~
0 -1 27415
D2
~
~
0 -1 27417
D3
~
~
0 -1 27494
S
#27417
Along the Eucalyptus River~
    You see many Eucalyptus trees around you which fill the air with a
strange smell. To the East is the sloping side of a Hill while to the East
is the River. As you listen, to the West you hear... "thrashing?"... maybe
it's just someone swimming....
~
79 0 3
D0
~
~
0 -1 27416
D1
~
~
0 -1 27431
D2
~
~
0 -1 27418
D3
You look to the West and see a few logs folating.... Wait! Those are
Crocodiles!
~
~
0 -1 27493
S
#27418
Along the Eucalyptus River~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. The River bends here and lies to the West and South.
~
79 0 3
D0
~
~
0 -1 27417
D1
~
~
0 -1 27422
D2
~
~
0 -1 27490
D3
~
~
0 -1 27492
S
#27419
Base of a Steep Hill~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. The trees are much too dense towards the North to allow you
through and the steep face of a hill is to the South.
~
79 0 3
D1
~
~
0 -1 27420
D3
~
~
0 -1 27415
S
#27420
In the Eucalyptus Forest~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. The trees are much too dense towards the North and East to
allow you through. You see a large hill to the South-West.
~
79 0 3
D2
~
~
0 -1 27433
D3
~
~
0 -1 27419
S
#27421
Under a Huge Eucalyptus Tree~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. The thing that REALLY catches your eye though is the rather
large tree that looks big enough to support an entire community in its limbs.
~
79 0 3
D0
~
~
0 -1 27433
D1
~
~
0 -1 27429
D2
~
~
0 -1 27425
D3
~
~
0 -1 27432
D4
~
~
0 -1 27497
S
#27422
In the Eucalyptus Forest~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. A fortress is to the East and South.
~
79 0 3
D0
~
~
0 -1 27432
D1
~
~
0 -1 27425
D2
~
~
0 -1 27423
D3
~
~
0 -1 27418
S
#27423
Under a Huge Eucalyptus Tree~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. The thing that REALLY catches your eye though is the rather
large tree that looks big enough to support an entire community in its limbs.
~
79 0 3
D0
~
~
0 -1 27422
D1
~
~
0 -1 27426
D2
~
~
0 -1 27424
D3
~
~
0 -1 27490
D4
~
~
0 -1 27498
S
#27424
Along the Eucalyptus River Outside of a Fortress~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. To the South is the wall to a fortress and to the West is
the Eucalyptus River.
~
79 0 3
D0
~
~
0 -1 27423
D1
~
~
0 -1 27427
D3
~
~
0 -1 27489
S
#27425
In the Eucalyptus Forest~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. The Entrance to the Roo Fortress is to the East.
~
79 0 3
D0
~
~
0 -1 27421
D1
~
~
0 -1 27469
D2
~
~
0 -1 27426
D3
~
~
0 -1 27422
S
#27426
Outside the Fortress Wall~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. The wall of a Fortress blocks the way East though it looks
like there is an entrance on the North side of the wall.
~
79 0 3
D0
~
~
0 -1 27425
D2
~
~
0 -1 27427
D3
~
~
0 -1 27423
S
#27427
Outside the Fortress Wall~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. The Fortress wall comes to a corner here -- blocking the way
to the South and East. The Entrance appears to be to the North.
~
79 0 3
D0
~
~
0 -1 27426
D3
~
~
0 -1 27424
S
#27428
In the Eucalyptus Forest~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. The trees are much too dense towards the North and East to
allow you through. You see a Fortress a ways to the South.
~
79 0 3
D2
~
~
0 -1 27429
D3
~
~
0 -1 27433
S
#27429
In the Eucalyptus Forest~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. The trees are much too dense towards the East to allow you
through. The Entrance to the Roo Fortress is just South of here.
~
79 0 3
D0
~
~
0 -1 27428
D2
~
~
0 -1 27469
D3
~
~
0 -1 27421
S
#27430
Under a Huge Ecalyptus Tree~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. The trees are much too dense to the North and East to allow
you through and the Fortress blocks the way South. The most striking feature
of this patch of forest is the HUGE tree with the extensive branch network
above you that could probably support you and quite a few friends.
~
79 0 3
D3
~
~
0 -1 27469
D4
~
~
0 -1 27499
S
#27431
Top of a Large Hill~
    From this height, you can see the Eucalyptus Forest around you as well
as the Aborigine Stronghold to the distant South-West, the Roo Fortress to
the South, and the Eucalyptus River flowing between them towards a Lake.
    It looks like you can make it down the steep Western and Northern side
from the top but not back up from the bottom.
~
79 0 4
D0
~
~
0 -1 27419
D1
~
~
0 -1 27433
D2
~
~
0 -1 27432
D3
~
~
0 -1 27416
S
#27432
Base of Sloping Side of Hill~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. The Hill to the North seems climbable form this side. You
see a Fortress of some kind to the South-East.
~
79 0 3
D0
~
~
0 -1 27431
D1
~
~
0 -1 27421
D2
~
~
0 -1 27422
D3
~
~
0 -1 27417
S
#27433
Base of Sloping Side of Hill~
     You see many Eucalyptus trees around you which fill the air with a
strange smell. The Hill to the West seems climbable from this side. You see
a Fotress a ways to the South.
~
79 0 3
D0
~
~
0 -1 27420
D1
~
~
0 -1 27421
D2
~
~
0 -1 27422
D3
~
~
0 -1 27431
S
#27434
Small Wet Passage Below River~
    For some unknown reason, this passage goes UNDER the River without
collapsing. There is a small Hole above you that leads back to the Deep,
Dark Forest Riverbank and the passage continues to the South.
~
79 9 0
D2
~
~
0 -1 27435
D4
~
~
0 -1 6121
S
#27435
Small Wet Passage Below River~
    You feel a bit strange when you think of the River flowing ABOVE you and
what would happen if the enchantment on the roof suddenly expired....
But why worry about things you have no control over?   The passage goes
to the North and South.
~
79 9 0
D0
~
~
0 -1 27434
D2
~
~
0 -1 27436
S
#27436
Entrance to the Land Down Under~
    The passage ends here with exits leading above ground to the West and
East. As you stand here, you notice the peculiar smell of Eucalyptus leaves.
A large Sign is stuck in the ground here.
~
79 12 0
D0
~
~
0 -1 27435
D1
~
~
0 -1 27415
D3
~
~
0 -1 27401
E
large sign~
          Welcome to the Land Down Under!!

    This area is mainly controlled by two groups: the Aborigines and the Roos.
They are constantly at War with each other and are known to hunt each other
down and attack. It is best if you don't get in their way, but even then,
they have been known to come out of no where and attack outsiders. Watch
your step around here!!

Good Luck and Enjoy Your Visit!! (remember: you don't live here, they do)
~
E
sign~
     WELCOME!!

The Land Down Under is mainly controlled by two groups: the Aborigines and
the Roos. Some of them don't care about outsiders, others..... well they
sometimes seem to come out of nowhere and attack without warning!!
    These two groups are at war with each other and will attack each other
if they see someone of the other side. Try not to get in their way....
    There are several dangerous creatures here, but with a bit of common
sense, you should be able to avoid most of them.
Good Luck and Enjoy your visit! (remember: you don't live here, they do...)
~
S
#27437
Northern End of a Cultivated Field~
    Here is where the Aborigines get most of thier food. You see thier
stronghold to the South-East and the Forest gets too dense to the North to
allow further progress.
~
79 0 2
D1
~
~
0 -1 27412
D2
~
~
0 -1 27438
D3
~
~
0 -1 27441
S
#27438
A Cultivated Field~
    Here is where the Aborigines get most of thier food. You see thier
stronghold to the South-East.
~
79 0 2
D0
~
~
0 -1 27437
D1
~
~
0 -1 27413
D2
~
~
0 -1 27439
D3
~
~
0 -1 27442
S
#27439
A Cultivated Field~
    Here is where the Aborigines get most of thier food. You see thier
stronghold to the South-East. You see a Bag of seed on the ground.
~
79 0 2
D0
~
~
0 -1 27438
D1
~
~
0 -1 27414
D2
~
~
0 -1 27440
D3
~
~
0 -1 27443
E
bag~
The Bag of seed is partially opened.... obviously waiting for the Aborigine
to come back and plant it.
~
S
#27440
Southern End of A Cultivated Field~
    Here is where the Aborigines get most of thier food. You see thier
stronghold Entrance to the East while to the South is part of a wall.
You see Small Signs sticking out of the ground.
~
79 0 2
D0
~
~
0 -1 27439
D1
~
~
0 -1 27445
D3
~
~
0 -1 27444
E
small signs sign~
The signs just label what the various rows of crops are supposed to be.
~
S
#27441
Northern End of a Cultivated Field~
    Here is where the Aborigines get most of thier food. You see thier
stronghold to the South-East and the Forest gets too dense to the North
and West to allow further progress.
~
79 0 2
D1
~
~
0 -1 27437
D2
~
~
0 -1 27442
S
#27442
A Cultivated Field~
    Here is where the Aborigines get most of thier food. You see thier
stronghold to the South-East while the Forest to the West gets too dense
to allow further progress. Neat Rows of Wheat grow here.
~
79 0 2
D0
~
~
0 -1 27441
D1
~
~
0 -1 27438
D2
~
~
0 -1 27443
E
rows wheat row~
The fabled Amber Waves of Grain look like they are almost ready to be harvested.
~
S
#27443
A Cultivated Field~
    Here is where the Aborigines get most of thier food. You see thier
stronghold to the South-East while to the West the Forest becomes too dense
to allow further progress.
You see Vegetables growing here in neat Rows.
~
79 0 2
D0
~
~
0 -1 27442
D1
~
~
0 -1 27439
D2
~
~
0 -1 27444
E
vege vegetable rows row vegetables~
A sudden feeling of dread falls over you as you have flashbacks to dinner
times during childhood. You quiver uncontrollably and look away before the
feeling of Nausea overcomes you.
~
S
#27444
Southern End of A Cultivated Field~
    Here is where the Aborigines get most of thier food. You see thier
stronghold to the East, a Wall to the South, and the Forest becomes too dense
to allow further progress to the West.
~
79 0 2
D0
~
~
0 -1 27443
D1
~
~
0 -1 27440
S
#27445
Entrance to the Aborigine Stronghold~
    As you arrive, you notice the the Stronghold isn't really a stronghold.
Actually it looks more like a walled Village. Aborigines come and go either
to take care of their duties or to go out and stalk Roos.
~
79 0 1
D0
~
~
0 -1 27414
D1
~
~
0 -1 27446
D2
~
~
0 -1 27448
D3
~
~
0 -1 27440
S
#27446
Common Dwelling~
    There is a largish area in which several Aborigine families live. There
are bed rolls scattered about the room and a fire in the center to provide
light and warmth for cooking and seeing. In all though, there doesn't seem
to be much of interest to you since you don't live here.
~
79 8 0
D3
~
~
0 -1 27445
S
#27447
Common Dwelling~
    This is a largish area in which several Aborigine families live. There
are bed rolls scattered about the room and a Fire in the center to provide
light and warmth for cooking and seeing. In all though, there doesn't seem
to be much of interest to you since you don't live here.
~
79 8 0
D1
~
~
0 -1 27448
S
#27448
Village Path~
    This is a small path between the various huts and buildings of the
Aborigine Village. Common Dwellings lie to the East and West while the way
South goes further into the Village.
~
79 0 1
D0
~
~
0 -1 27445
D1
~
~
0 -1 27449
D2
~
~
0 -1 27452
D3
~
~
0 -1 27447
S
#27449
Common Dwelling~
    This is a largish area in which several Aborigine families live. There
are bed rolls scattered about the room and a fire in the center to provide
light and warmth for cooking and seeing. In all though, there doesn't seem
to be much of interest to you since you don't live here.
~
79 8 0
D3
~
~
0 -1 27448
S
#27450
POW Cage~
    Here is where the Aborigines hold the few Roos that they capture in
combat or raids on the Roo Fortress. You see a few bones and scraps
scattered around the cage.
~
79 8 0
D1
~
cage door east e~
1 27415 27451
S
#27451
Outside the POW Cage~
    The Cage where the Aborigines hold their prisoners is to the West while
the rest of the Village is back to the East.
~
79 0 1
D1
~
~
0 -1 27452
D3
You see what looks like a beaten up and Very subdued Roo.
~
cage door west w~
1 27415 27450
S
#27452
Village Path~
    This is a small path between the various huts and buildings of the
Aborigine Village. You see a Cage towards the West, a Kennel towards the East,
the Village Entrance towards the North, and the Rest of the Village towards
the South.
~
79 0 1
D0
~
~
0 -1 27448
D1
~
~
0 -1 27453
D2
~
~
0 -1 27456
D3
~
~
0 -1 27451
S
#27453
Outside of the Dingo Kennel~
    The Dingo kennel is just East of here and the rest of the Village is back
towards the West. You smell an unpleasant odor and hear them yipping at you
from the other side of the Door.
~
79 0 1
D1
~
kennel door east e~
1 27416 27454
D3
~
~
0 -1 27452
S
#27454
The Dingo Kennel~
    The Dingos obviously live here as you see droppings and bones lying
scattered about the room. As a result, a MOST unpleasant stench fills the air
of this small and dirty Kennel.
~
79 8 0
D3
~
kennel door west w~
1 27416 27453
S
#27455
Tanner's Workshop~
    This room is filled with various tools and implements to aid in the
Skinning and Tanning.... ehh... Preperation of hides. (After all, where
do you think Roo-Hide armor comes from?)
~
79 8 0
D1
~
~
0 -1 27456
S
#27456
Village Path~
    This is a small path between the various huts and buildings of the
Aborigine Village. The Tanner's Shop is to the West, an Elder's Dwelling is
to the East, and the rest of the Village is North and South.
~
79 0 1
D0
~
~
0 -1 27452
D1
~
~
0 -1 27457
D2
~
~
0 -1 27462
D3
~
~
0 -1 27455
S
#27457
Elder's Dwelling~
    This decent-sized room has several Worktables covered with strange devices
and bottles. It also seems to be the residence of a somewhat elderly Aborigine
who would not take it kindly if you were to disturb his studies....
~
79 8 0
D3
~
~
0 -1 27456
E
worktable worktables table tables~
It is virtually impossible to describe the unique things on these tables
but being a seasoned adventurer, you recognize a few items to be involved
in the research of magical spells and items. (Maybe you saw them at Zifnab's
or in your Guildmaster's training area...)
~
S
#27458
Advanced Youth Training Grounds~
    Here is where the older, more advanced students practice with the slightly
more dangerous weapons. They realize that they will soon be able to go out on
a REAL patrol to stalk Roos and kill them. As a result, they are very serious
while they attack each other and listen to the Armsmaster's instructions.
~
79 0 1
D2
~
~
0 -1 27464
S
#27459
Aborigine Alter~
    While you aren't familiar with the god being worshipped here (looks sort
of like he is some kind of Father figure perhaps), you can obviously tell that
this is the Village Alter against the West wall. The main Congregation area
is back to the East but there seems to be no other exits from the Alter. A
strange mixture of incense permeates the air.
~
79 8 0
D1
~
~
0 -1 27460
E
alter~
The Alter is covered with candles, religious symbols, and other things
that you can't recognize. The incense holders also contain several types of
incense that fill the air and start to make you feel light-headed.
~
S
#27460
Congregation Hall~
    This long room is filled with several Pews which face towards the West.
As you look in that direction, you see the Alter and to the South you see the
entrance to the Priest chambers.
~
79 8 0
D1
~
~
0 -1 27461
D2
~
door south s~
1 0 27465
D3
~
~
0 -1 27459
S
#27461
Village Path~
    This is a small path between the various huts and buildings of the
Aborigine Village. You see what appears to be the Village Holy Area to the 
West and buildings block your way to the North and South.
~
79 0 1
D1
~
~
0 -1 27462
D3
~
~
0 -1 27460
S
#27462
Village Path~
    This is a small path between the various huts and buildings of the
Aborigine Village. The Holy Area seems to be towards the West, the Entrance
is back to the North, and a few buildings are to the East.
~
79 0 1
D0
~
~
0 -1 27456
D1
~
~
0 -1 27463
D3
~
~
0 -1 27461
S
#27463
Village Path~
    This is a small path between the various huts and buildings of the
Aborigine Village. To the South seems to be a pretty important building
because it seems a bit taller and more solidly built than the rest of the
buildings and to the East you half-hearted War Cries and the sounds of Battle.
~
79 0 0
D1
~
~
0 -1 27464
D2
~
~
0 -1 27468
D3
~
~
0 -1 27462
S
#27464
Youth Training Grounds~
    Most of the Youths training here are still young and inexperienced. They
tend to view the training as work without really realizing how much thier lives
will depend on their skills in the future....
~
79 0 1
D0
~
~
0 -1 27458
D3
~
~
0 -1 27463
S
#27465
Acolyte's Chamber~
    Here is where the lesser Aborigine Priests reside and study their
prayers that will aid them and their friends in battle versus the evil Roos!
Prayer books and holy items are in neat groupings for each Priest.
~
79 8 0
D0
~
door north n~
1 0 27460
D1
~
~
0 -1 27466
S
#27466
Shaman's Private Sanctum~
    This is the private quarters of the Aborigine Shaman who absolutely hates
being bothered by even his Priests while he is in private meditation! (Just
think, he doesn't even know you....)
~
79 8 0
D3
~
~
0 -1 27465
S
#27467
Chief's Quarters~
    The Village Chief lives in this spacious, sturdy building. You see his
bed and personal items in the corner of the room while Trophies from combat.
~
79 8 0
D1
~
~
0 -1 27468
E
trophies trophy~
Various weapons, hides, and a few stuffed heads (is that a Roo?) hang on the
walls in decorative arrangements.
~
S
#27468
War Council Chamber~
    The War Chamber! A table in the center of the room is completely covered
by Papers, Charts, and War Plans for attacks on the Roo Fortress.
~
79 8 0
D0
~
~
0 -1 27463
D3
~
~
0 -1 27467
E
plans charts papers table~
They seem to be highly detailed plans with all sorts of colors and lines.
Unfortunately, they seem to be in some sort of code or something because they
certainly don't make any sense to anyone but the Aborigines.
~
S
#27469
Outside the Roo Fortress~
    The Fortress doesn't seem to be very big, but it does seem to be 
defensible. The only apparent way in is to the South.
~
79 0 2
D0
~
~
0 -1 27429
D1
~
~
0 -1 27430
D2
~
~
0 -1 27470
D3
~
~
0 -1 27425
S
#27470
Inside the Fortress~
    The Hallway into most of the Fortress is to the South, but you can't help
but notice the Cage to the East from which strange Growls emerge. You see a 
Small Sign on the side of the cage.
~
79 8 0
D0
~
~
0 -1 27469
D1
Looking into the Cage, you observe a small, but VERY Viscious and
Dangerous looking Beast. Feeling your eyes watching it, the Beast suddenly
truns and Leaps at you!!   Fortunately, the Cage stopped it... but you feel
a bit unsure as to whether the Cage can contain the Beast.
    Examining the Cage a bit closer, you notice a small Sign on the side.
~
cage door east e~
2 27414 27471
D2
~
~
0 -1 27472
E
sign small~
The small Sign has:

                      TASMANIAN DEVIL
             (some words you don't understand)

This vicious beast was captured at the loss of several warriors. It is
unpredictable and attacks anything is senses. It seems to have unusual
perception though and can tell when creatures are near (invisible or not).
~
S
#27471
The Beast's Cage~
    The Cage apears to be very strong but een that can't hold up to the 
Tasmanian Devil's rage and strength forever. As it is, the Cage has
scratches and gouges all around. A bit of Trash is scattered everywhere
around the room from the Beast's rampages. The only way out is to the West.
~
79 8 0
D3
~
cage door west w~
1 27414 27470
E
trash~
The Trash is made of bits of cloth, metal, bone, and excrement... just about
anything that the Devil wouldn't eat.
~
S
#27472
Fortress Hallway~
    This narrow Hallway connects the various rooms of the Roo Fortress
together. You see the Entrance to the North while the South goes deeper into
the Roo Fortress.
~
79 8 0
D0
~
~
0 -1 27470
D2
~
~
0 -1 27474
S
#27473
Barracks~
    Apparently, almost all of the Roo population sleeps and relaxes in here
during their off hours. Bunks are spread about the room on which they and
even their younger people can sleep.
~
79 8 0
D2
~
~
0 -1 27477
S
#27474
Fortress Hallway~
    This narrow Hallway connects the various rooms of the Roo Fortress
together. You see the entrance to the North while the way south leads deeper
into the Fortress.
~
79 8 0
D0
~
~
0 -1 27472
D2
~
~
0 -1 27478
S
#27475
Meeting Hall~
    This is apparently where the Roos plan their raids on the Aborigines.
There are Plans, Charts, and Graphs lying on a table here.
~
79 8 0
D2
~
~
0 -1 27479
E
plans charts graphs table~
The plans look very complex with colors, lines, shading, and words.
Unfortunately, they seem to be in some sort of code because they make no sense
to you at all.
~
S
#27476
Fortress Dungeon~
    Here is where the Roos keep prisoners for the short time they are
around. Funny thing though... where do the prisoners go? The Roos certainly
don't let any of them go....
~
79 8 0
D1
~
east e door~
1 27417 27477
D2
~
kitchen south s~
1 27417 27481
S
#27477
Fortress Hallway~
    This narrow Hallway connects the various rooms of the Roo Fortress
together. You see the Barracks to the North, a Door to the West, and to the
South you see what looks like a Mess Hall
~
79 8 0
D0
~
~
0 -1 27473
D1
~
~
0 -1 27478
D2
~
~
0 -1 27482
D3
~
door west w~
1 27417 27476
S
#27478
Hallway Intersection~
    This narrow Hallway connects the various rooms of the Roo Fortress
together. You see a few doorways further down the Hallway to the East and
West but you can't go any further South as there is a wall there.
~
79 8 0
D0
~
~
0 -1 27474
D1
~
~
0 -1 27479
D3
~
~
0 -1 27477
S
#27479
Fortress Hallway~
    This narrow Hallway connects the various rooms of the Roo Fortress
together. You see a Meeting Hall to the North, the Captain's Office to the
East, and the Royal Chambers to the South.
~
79 8 0
D0
~
~
0 -1 27475
D1
~
~
0 -1 27480
D2
~
~
0 -1 27484
D3
~
~
0 -1 27478
S
#27480
Captain's Office~
    The Captain's Office serves as both a place where he can interview the
guards and warriors as well as the place where he sleeps at night. He has
several Trophies hanging on the wall.
~
79 8 0
D3
~
~
0 -1 27479
E
trophies~
The Trophies are mainly weapons and pieces of armor captured from defeated
enemies of the Roos. They are firmly anchored to the wall and trying to get
them off would probably ruin them.
~
E
trophies trophy~
The Trophies are mainly weapons and pieces of armor captured from defeated
enimies.
~
S
#27481
Kitchen~
    The air is a bit hot in here because of the cooking fires and strange
smells fill the air with whatever the "food" they are cooking. Whatever it is,
it certainly doesn't smell very appealing to your senses.
~
79 8 0
D0
~
kitchen north n~
1 27417 27476
D1
~
~
0 -1 27482
S
#27482
Mess Hall~
    The room is filled with a few tables where the Roo soldiers can eat
whatever it is that Roos eat. Not being too neat, however, a few bits of
"food?" are on the floor and fill the air with an unpleasant odor.
~
79 8 0
D0
~
~
0 -1 27477
D3
~
~
0 -1 27481
S
#27483
Library~
    This small Library is filled with ancient Books, Tomes, and Manuals.
There is a small reading desk and chair in one corner of the room. The desk
has several candle stubs along one of its edges.
~
79 8 0
D1
~
~
0 -1 27484
E
books tomes manuals~
The literature mainly discusses Roo history (pretty boring and a few cover
Roo magic (of which you can't understand the writing). In all, not much seems
to be interesting to you.
~
S
#27484
Entrance to the Royal Chambers~
    The Royal Chambers lead to here with the Library to the West, the
Prince's Bedroom to the East, and the Queen's Chambers to the South.
~
79 8 0
D0
~
~
0 -1 27479
D1
~
~
0 -1 27485
D2
~
~
0 -1 27486
D3
~
~
0 -1 27483
S
#27485
Prince's Bedroom~
    As it should for a Prince, this Bedroom is lavishly furnished with
highly decorative items and things to increase the comfort of its inhabitants.
There is also a plush, soft looking Bed against the far wall.
~
79 8 0
D3
~
~
0 -1 27484
E
bed~
Rather large and comfortable, the Bed has red sheets that are neatly folded
in all of the right places (after all, what else are servants good for?)
~
S
#27486
Queen's Chamber~
    The Roo Queen spends most of her time in here or in the Library. Here is
where she sleeps, relaxes, and "entertains" herself. You notice a Small Door
on the East wall.
~
79 8 0
D0
~
~
0 -1 27484
D1
~
door padded east e~
1 27414 27487
S
#27487
Padded Room~
    This room resembles something that you would find in a Mental Hospital.
The walls, floor, and ceiling are Padded to prevent the Occupant from hurting
himself on hard surfaces.
~
79 8 0
D3
~
door padded west w~
1 27414 27486
S
#27488
Path Along the River~
    The Path starts here at a bend in the River and looks like it heads South
towards a Lake. The Forest is back to the West while the River goes around
to the North and East.
~
79 0 3
D0
~
~
0 -1 27491
D1
~
~
0 -1 27489
D3
~
~
0 -1 27406
S
#27489
On the Eucalyptus River~
    The River here flows between the Trees of the Eucalyptus Forest with
the Roo area to the East and the Aborigine area to the West. The River goes
back to the North and to the South towards a large body of water.
~
79 0 7 30 2
D0
~
~
0 -1 27490
D1
~
~
0 -1 27424
D2
~
~
0 0 27489
D3
~
~
0 -1 27488
S
#27490
A Bend on the Eucalyptus River~
    The Ecalyptus River bends to the South and West here and the Roo area is
off towards the East side of the River with the Aborigines towards the West.
~
79 0 7 30 2
D0
~
~
0 -1 27418
D1
~
~
0 -1 27423
D2
~
~
0 -1 27489
D3
~
~
0 -1 27491
S
#27491
A Bend on the Eucalyptus River~
    The Eucalyptus River Bends to the North and East here and the Roo area is
off towards the East side of the River with the Aborigines towards the West.
~
79 0 7 30 1
D0
~
~
0 -1 27492
D1
~
~
0 -1 27490
D2
~
~
0 -1 27488
D3
~
~
0 -1 27405
S
#27492
On the Eucalyptus River~
    The River here flows between the Trees of the Eucalyptus Forest with
the Roo area to the East and the Aborigines are to the West. The River
continues to the South while to the North the water gets a bit shallower
to a River Crossing. As you listen, to the North you can faintly hear...
"thrashing?".... maybe it's just someone swimming....
~
79 0 7 30 2
D0
You look to the North and you see a few logs floating.... Wait! those are
Crocodiles!   and they sure look Hungry!
~
~
0 -1 27493
D1
~
~
0 -1 27418
D2
~
~
0 -1 27491
D3
~
~
0 -1 27404
S
#27493
River Crossing~
    The River gets shallow here so that you can cross in all of your
equipment and not drown. Thinking yourself lucky, you start across and suddenly
notice that those innocent-looking logs aren't logs! They are Crocodiles!!
~
79 4 6
D0
~
~
0 -1 27494
D1
~
~
0 -1 27417
D2
~
~
0 -1 27492
D3
~
~
0 -1 27403
S
#27494
On the Eucalyptus River~
    The River here flows between the Trees of the Eucalyptus Forest with
the Roo area to the East and the Aborigines to the West. The River
continues to the North while to the South the water gets a bit shallower
to a River Crossing. As you listen, to the South you can faintly hear...
"thrashing?"... maybe it's just someone swimming....
~
79 0 7 60 2
D0
~
~
0 -1 27495
D1
~
~
0 -1 27416
D2
You look to the South and see a few logs floating.... Wait! Those are
Crocodiles!   and they sure look hungry!
~
~
0 -1 27493
D3
~
~
0 -1 27402
S
#27495
On the Eucalyptus River~
    The Eucalyptus River branches off of the Dark River here and goes to the
South. The trees are much too dense here to let you get off of the River.
~
79 0 7 60 2
D0
~
~
0 -1 13673
D2
~
~
0 -1 27494
S
#27496
In the Limbs of a Eucalyptus Tree~
    Up here, you see that the limbs of this huge tree support entire
communities of Koala Bears. The branches seem quite sturdy and can
support many people though they prevent you from seeing too far.
~
79 4 3
D5
~
~
0 -1 27404
S
#27497
In the Limbs of a Eucalyptus Tree~
    Up here, you see that the limbs of this huge tree support entire
communities of Koala Bears. The branches seem quite sturdy and can
support many people though they prevent you from seeing too far.
~
79 4 3
D5
~
~
0 -1 27421
S
#27498
In the Limbs of a Eucalyptus Tree~
    Up here, you see that the limbs of this huge tree support entire
communities of Koala Bears. The branches seem quite sturdy and can
support many people though they prevent you from seeing too far.
~
79 4 3
D5
~
~
0 -1 27423
S
#27499
In the Limbs of a Eucalyptus Tree~
    Up here, you see that the limbs of this huge tree support entire
communities of Koala Bears. The branches seem quite sturdy and can
support many people though they don't allow you to see too far.
~
79 4 3
D5
~
~
0 -1 27430
S
$~