#AREA Atlantis~ #AUTHORS Grimace~ #VERSION 3 #RANGES 50 95 0 99 #HELPS 0 ATLANTIS~ {128} Atlantis {308} The story of Atlantis is a sketchy one. The historians of the mushroom village honor the Lord of Water who rules the seas and holds the lives of those that take their existance from the water depths in the palm of His mighty hand. It is said that to the north of the mushroom forest once lived an advanced race of clever people. Their technology led them to great achievement, so great that they managed to offend their god along the way, and were duly punished. This is where the stories fragment into embellishment, but if you spend time on the eastern continent, you may indeed hear tales of intrepid explorers who have stumbled their way into a city of bright turquoise, full of wonder and religious severity, and never returned... {148} Grimace 1995 Last update, Juli 2001 ~ 0 $~ #MOBILES #15500 small flytrap fly trap~ a small flytrap~ A small flytrap snaps at you.~ The flytrap has several pods lined with sharp, sticky teeth. ~ ACT_SENTINEL|ACT_AGGRESSIVE|ACT_BODY AFF_DETECT_INVIS|AFF_HIDE -1 S 80 BODY_MOUTH|BODY_TENTACLE BODY_MOUTH|BODY_TENTACLE 1d1+4000 1d1+72 10000 0 POS_STANDING POS_STANDING SEX_NEUTRAL #15501 medium flytrap fly trap~ a medium flytrap~ A medium flytrap snaps at you.~ The flytrap has several pods lined with sharp, sticky teeth. ~ ACT_SENTINEL|ACT_AGGRESSIVE|ACT_BODY AFF_DETECT_INVIS|AFF_HIDE -2 S 80 BODY_MOUTH|BODY_TENTACLE BODY_MOUTH|BODY_TENTACLE 1d1+4091 3d10+58 12000 0 POS_STANDING POS_STANDING SEX_NEUTRAL #15502 large flytrap fly trap~ a large flytrap~ A large flytrap snaps and thrashes at you.~ The flytrap has several pods lined with sharp, sticky teeth. ~ ACT_SENTINEL|ACT_AGGRESSIVE|ACT_BODY AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_HIDE -3 S 80 BODY_MOUTH|BODY_TENTACLE BODY_MOUTH|BODY_TENTACLE 10d100+3500 3d10+61 15000 0 POS_STANDING POS_STANDING SEX_NEUTRAL #15503 giant flytrap fly trap~ a Giant flytrap~ A Giant flytrap snaps at you, almost taking off your head.~ The flytrap has one Huge pod lined with sharp, sticky teeth. ~ ACT_SENTINEL|ACT_BODY AFF_INVISIBLE|AFF_DETECT_INVIS -4 S 95 BODY_MOUTH|BODY_TENTACLE BODY_MOUTH|BODY_TENTACLE 10d100+7500 1d95+46 20000 0 POS_STANDING POS_STANDING SEX_NEUTRAL #15504 goat small~ a small goat~ A small goat wanders about, grazing on the hedge.~ The small goat has creamy white fur and sharp little teeth. ~ ACT_BODY 0 2 S 50 BODY_HEAD|BODY_MOUTH|BODY_LEG|BODY_HORN BODY_MOUTH|BODY_LEG|BODY_HORN 1d1+1636 1d50+13 48673 0 POS_STANDING POS_STANDING SEX_NEUTRAL #15505 municipal gardener~ the Municipal Gardener~ The Municipal Gardener is carefully clipping the hedges with a pair of shears.~ The Municipal Gardener works slowly, but meticulously, as if savoring his work and his tools. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_SANCTUARY|AFF_UNDERSTAND|AFF_TONGUES 20 S 150 BODY_HEAD|BODY_EYE|BODY_TORSO|BODY_HIP|BODY_LEG|BODY_ARM|BODY_HAND|BODY_FOOT BODY_HEAD|BODY_HAND|BODY_FOOT 10d100+20000 1d1+370 50000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ say You can help me by taking these shears and say cutting back the hedge at the old exit. say I do appreciate it. say This hedge just keeps growing. give shears $n ~ | #15506 mandagual~ the mandagual~ A mandagual chokes you with foul-smelling breath.~ The mandagual is large and hairy. He fixes you with an unsavory gaze. ~ ACT_BODY|ACT_RACE AFF_HUNT -1000 S 95 BODY_HEAD|BODY_MOUTH|BODY_LEG|BODY_TENTACLE|BODY_HORN|BODY_CLAW BODY_MOUTH|BODY_LEG|BODY_TENTACLE|BODY_HORN|BODY_CLAW 30d300+3500 1d95+46 142927 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >fight_prog 10~ mpecho The mandagual digs his claws into you. mpquiet on cast "poison" $n mpquiet off ~ | #15507 goon hired~ Dax's hired goon~ Dax's hired goon stands here, picking his teeth with a swiss-army toothpick.~ Dax's hired goon glares at you. ~ ACT_SENTINEL|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_SANCTUARY 4 S 95 BODY_HAND BODY_HAND 1d2256+7613 1d95+93 131370 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #15508 dragon corpse enchanted~ Taria's enchanted dragon corpse~ Taria's enchanted dragon corpse sighs gently.~ Taria's enchanted dragon corpse has been enslaved just to serve you. How about that. ~ ACT_SENTINEL|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_SANCTUARY 4 S 95 BODY_TAIL|BODY_CLAW BODY_TAIL|BODY_CLAW 1d2256+7613 1d95+93 140644 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #15509 guard gate imperial head~ the head imperial guard~ The head imperial guard ambles over, sneering at you menacingly.~ The head imperial guard is exceptionally well-built and well armored. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY AFF_SANCTUARY 20 S 95 BODY_HEAD|BODY_MOUTH|BODY_EYE|BODY_TORSO|BODY_HIP|BODY_LEG|BODY_ARM|BODY_HAND|BODY_FOOT BODY_HEAD|BODY_MOUTH|BODY_EYE|BODY_TORSO|BODY_HIP|BODY_LEG|BODY_ARM|BODY_HAND|BODY_FOOT 0d0+8000 1d95+46 113729 0 POS_STANDING POS_STANDING SEX_MALE >all_greet_prog 100~ if quest (0,4,$n) > 3 nod $n else say You're not supposed to be here. Say your prayers. mpkill $n endif ~ | #15510 graven despotine~ the despotine graven~ The despotine graven burrows its way into a pile of garbage, looking for rodents.~ The despotine graven is perfectly constructed for its main role as rodent exterminator. Judging by the immensity of this one, it's menu has been expanded to mammals of somewhat greater size. ~ ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_UNDERSTAND 0 S 55 BODY_MOUTH|BODY_WING|BODY_TAIL|BODY_TENTACLE|BODY_CLAW BODY_MOUTH|BODY_WING|BODY_TAIL|BODY_TENTACLE|BODY_CLAW 1d1+2218 1d55+16 50000 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL >greet_prog 50~ if rand (20) mpechoat $n The despotine graven sneezes, spraying foul-smelling mucus all over you. mpechoaround $n The despotine graven sneezes, spraying foul-smelling mucus all over $n. endif ~ >death_prog 100~ if quest (8,1,$n) == 1 mpmadd $n quest 9 7 1 if quest (9,7,$n) == 99 mpechoat $n Bingo! That's 100 gravens. Your prize arrives in a turquoise flash. mpmset $n quest 9 7 0 mpoload 15585 mpquiet on cast 'remove curse' cast 'remove curse' drop all mpquiet off endif endif ~ | #15511 graven iyengarian~ the iyengarian graven~ The iyengarian graven looks up momentarily from its scavenging to scan you with beady eyes.~ The iyengarian graven is perfectly constructed for its main role as rodent exterminator. Judging by the immensity of this one, it's menu has been expanded to mammals of somewhat greater size. ~ ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_UNDERSTAND|AFF_TONGUES 0 S 65 BODY_MOUTH|BODY_WING|BODY_TAIL|BODY_TENTACLE|BODY_CLAW BODY_MOUTH|BODY_WING|BODY_TAIL|BODY_TENTACLE|BODY_CLAW 1d1056+2111 1d65+22 50000 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL >greet_prog 50~ if rand (20) mpechoat $n The iyengarian graven flips some old coffee grounds at you with his snout. mpechoaround $n The iyengarian graven flips some old coffee grounds at $n with his snout. endif ~ >death_prog 100~ if quest (8,1,$n) == 1 mpmadd $n quest 9 7 1 if quest (9,7,$n) == 99 mpechoat $n Bingo! That's 100 gravens. Your prize arrives in a turquoise flash. mpmset $n quest 9 7 0 mpoload 15585 mpquiet on cast 'remove curse' cast 'remove curse' drop all mpquiet off endif endif ~ | #15512 graven reicharous~ the reicharous graven~ The reicharous graven snaps wildly at you as you approach.~ The reicharous graven is perfectly constructed for its main role as rodent exterminator. Judging by the immensity of this one, it's menu has been expanded to mammals of somewhat greater size. ~ ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_UNDERSTAND|AFF_TONGUES 0 S 75 BODY_MOUTH|BODY_WING|BODY_TAIL|BODY_TENTACLE|BODY_CLAW BODY_MOUTH|BODY_WING|BODY_TAIL|BODY_TENTACLE|BODY_CLAW 1d1406+2892 1d75+29 94445 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL >greet_prog 50~ if rand (20) mpecho The reicharous graven mumbles something about mpecho paper baigs and toe taigs. else if rand (30) mpechoat $n You reek! How can you stand to show yourself in public? grunt $n endif endif ~ >death_prog 100~ if quest (8,1,$n) == 1 mpmadd $n quest 9 7 1 if quest (9,7,$n) == 99 mpechoat $n Bingo! That's 100 gravens. Your prize arrives in a turquoise flash. mpmset $n quest 9 7 0 mpoload 15585 mpquiet on cast 'remove curse' cast 'remove curse' drop all mpquiet off endif endif ~ | #15513 graven boss~ the boss graven~ The boss graven grunts at you with impunity~ The boss graven is enormous and quite capable of consuming an average human in less than 45 seconds, you'd imagine. ~ ACT_SENTINEL|ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_STEALTH 0 S 95 BODY_MOUTH|BODY_WING|BODY_TAIL|BODY_TENTACLE|BODY_CLAW BODY_MOUTH|BODY_WING|BODY_TAIL|BODY_TENTACLE|BODY_CLAW 2d750+8000 1d1+92 180838 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL >rand_prog 20~ mpechoat $r The boss graven stares hungrily at you. mpechoaround $r The boss graven stares hungrily at $r. ~ >death_prog 100~ if quest (8,1,$n) == 1 mpmadd $n quest 9 7 1 if quest (9,7,$n) == 99 mpecho Bingo! That's 100 gravens. Your prize arrives in a turquoise flash. mpmset $n quest 9 7 0 mpoload 15585 mpquiet on cast 'remove curse' cast 'remove curse' drop all mpquiet off endif endif ~ | #15514 gladiator~ the gladiator~ The gladiator turns and takes a few steps in your direction.~ The gladiator is huge and burly, bearing the scars of a long life of arena fighting. Successful arena fighting. ~ ACT_SENTINEL|ACT_AGGRESSIVE|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_SANCTUARY|AFF_UNDERSTAND|AFF_PROTECT_EVIL|AFF_HUNT|AFF_TONGUES 1000 S 72 BODY_HEAD|BODY_EYE|BODY_TORSO|BODY_HIP|BODY_LEG|BODY_ARM|BODY_HAND|BODY_FOOT BODY_HEAD|BODY_EYE|BODY_TORSO|BODY_HIP|BODY_LEG|BODY_ARM|BODY_HAND|BODY_FOOT 2d300+4000 1d72+26 126450 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL >death_prog 100~ if quest (0,4,$n) == 2 mpoload 15560 mpmset $n quest 0 4 3 endif ~ | #15515 worker maintenance~ the maintenance worker~ The maintenance worker stands here, pondering a large crack in the dome.~ The maintenance worker has calloused hands and a large tool belt. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_SANCTUARY|AFF_UNDERSTAND|AFF_TONGUES 20 S 95 BODY_HEAD|BODY_EYE|BODY_TORSO|BODY_HIP|BODY_LEG|BODY_ARM|BODY_HAND|BODY_FOOT BODY_HEAD|BODY_HAND|BODY_FOOT 1d2256+7613 1d95+46 50000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >all_greet_prog 100~ if quest (0,4,$n) == 0 say What am I gonna do about this crack? If the prince say gets wind of this, say I'm outta of a job. Maybe more! cry endif ~ >give_prog I15503~ if quest (0,4,$n) == 0 say YES! I think this will do it! mpecho The worker takes a piece of tape and patches the dome neatly. say Thanks a bunch. You'll want to go see the prince say to collect a reward. say Tell him Mario sent you. mpmset $n quest 0 4 1 mpjunk I15503 endif ~ | #15516 senator~ a senator~ A senator stands here, arguing the finer points of public policy.~ The senator is all decked out in the finest turquoise. ~ ACT_SENTINEL|ACT_BODY|ACT_RACE AFF_HUNT 0 S 60 BODY_HEAD|BODY_LEG|BODY_ARM|BODY_HAND BODY_LEG|BODY_ARM 1d900+1774 1d60+19 100000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #15517 plaintiff~ the plaintiff~ The plaintiff stands here, looking sullen.~ The plaintiff is wearing cheap imitation turquoise. ~ ACT_SENTINEL|ACT_BODY|ACT_RACE 0 0 S 75 BODY_HEAD|BODY_LEG|BODY_ARM|BODY_HAND BODY_LEG|BODY_ARM 1d1+3593 1d75+29 50000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #15518 defendent~ the defendent~ The defendent stands here, looking jubilant. The bribe must've worked.~ The defendent is wrapped in the finest turquoise. ~ ACT_SENTINEL|ACT_BODY|ACT_RACE 0 0 S 75 BODY_HEAD|BODY_LEG|BODY_ARM|BODY_HAND BODY_LEG|BODY_ARM 1d1+3992 1d75+29 50000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #15519 judge~ the judge~ The judge sits behind his bench, hung over and miserable.~ The judge wears turquoise robes to hide a flask or two of cheap booze for those long stretches between recesses. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_HUNT 0 S 80 BODY_HEAD|BODY_LEG|BODY_ARM|BODY_HAND BODY_LEG|BODY_ARM 1d1+4263 1d80+33 100000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #15520 bailiff~ the bailiff~ The bailiff stands here looking alert.~ The bailiff seems to be the only one here who has not sold himself out. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_HUNT 1000 S 85 BODY_HEAD|BODY_MOUTH|BODY_LEG BODY_HEAD|BODY_MOUTH|BODY_LEG 500d7+3000 1d85+37 100000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #15521 page city~ the city page~ The city page stands behind the counter, organizing some papers.~ The city page's garb reflects his free spirit, its bright pink shocking to some. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 10 BODY_HEAD|BODY_LEG|BODY_ARM|BODY_HAND BODY_LEG|BODY_ARM 1d25+81 1d10+6 5000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if quest (4,4,$n) > 3 mpechoaround $n The pink clerk trembles at the sight of $n. mpechoat $n The pink clerk trembles at the sight of you. say Please... please, I beg you... say Don't take me to Arcus... grovel $n mpmset $n quest 4 4 5 mpmset self quest 4 4 1 else if quest (4,4,self) == 0 say What can I do for you, $n, eh? endif endif ~ >rand_prog 2~ if quest (4,4,self) == 0 wink $r endif ~ >rand_prog 5~ if quest (4,4,$i) == 0 if quest (4,4,$r) == 0 tickle self giggle say I just met a man named LORENTZ, funny guy, all say decked out in skintight white attire. He taught say me the joys of being tickled in the tummy. giggle endif else if quest (4,4,$i) == 1 emote trembles with terror and tries to climb the walls! endif endif ~ >rand_prog 60~ if inroom ($r) == 15636 if quest (4,4,self) == 1 cringe arcus say I throw myself at your feet for forgiveness. say You are my generous master, and I am your humble servant. mpmset self quest 4 4 2 break endif if quest (4,4,self) == 2 mpecho {300} mpforce Arcus say You shall nevertheless be punished for your mpforce Arcus say treachery. Our holy father, Lord Neptune, mpforce Arcus say showed us no mercy when we believed ourselves mpforce Arcus say kings, and thus I shall show you none. mpecho {300} mpforce Arcus say Offer up your prayers to our holy father, mpforce Arcus say and prepare to die. mpmset self quest 4 4 3 break endif if quest (4,4,self) == 3 mpecho {300} mpecho The pink clerk suddenly rips open the chest of his cloak. mpecho Prince Arcus catches his breath as he recognizes a large brand mpecho carved into the clerk's flesh. mpforce Arcus say Ah... so you have the mark of a Piscyrean mpforce Arcus say elder. I can see why you were sent away. mpforce Arcus say Well, you are at least worthy of a trial. mpecho Prince Arcus waves his hand nonchalantly. mpmset self quest 4 4 4 break endif if quest (4,4,self) == 4 mpecho {300} mpecho The city bailiff arrives to carry out Arcus' order. mpecho You accompany the clerk to the court. mptransfer pcs 15629 mpgoto 15629 mpmset self quest 4 4 5 break endif endif if inroom ($r) == 15629 if quest (4,4,self) == 5 if rand (30) mpecho The judge peers at the clerk from atop his pedastal. mpforce Bailiff say I have here the official records of the events mpforce Bailiff say leading up to the arrest and apprehension of mpforce Bailiff say the city page, whose name and papers appear to mpforce Bailiff say be missing. mpmset self quest 4 4 7 endif break endif if quest (4,4,$i) == 7 if rand (30) mpecho {300} mpforce Bailiff say It has long been known that the treacherous mpforce Bailiff say Lorentz has been organizing a small army of mpforce Bailiff say insurgents to violently oppose the chaste and mpforce Bailiff say morally righteous regime of Prince Arcus, and mpforce Bailiff say our agents followed his every move. The pink mpforce Bailiff say clerk has been polling strangers for weeks in mpforce Bailiff say attempts to raise funding for his cohort's mpforce Bailiff say rebellion, and there is no doubt as to his mpforce Bailiff say role in the insurgency. mpmset self quest 4 4 8 endif break endif if quest (4,4,$i) == 8 if rand (30) mpecho {300} mpecho The judge nods, then turns to the pink clerk. mpforce judge say Do you have anything to say for yourself? mpecho The pink clerk stares at the judge, trembling, and mpecho launches into the sad tale of his expulsion from Piscyra mpecho and subsequence abuse in Midgaard and the Mushroom Village mpecho all for the sake of his lifestyle. While the judge is mpecho visibly moved, he shakes his head slowly. mpmset self quest 4 4 9 endif break endif if quest (4,4,$i) == 9 if rand (30) mpecho {300} mpforce judge say While I empathize with your plight, it is no mpforce judge say departure from the lives that all of us live, mpforce judge say constantly supplicating ourselves to our wise mpforce judge say and reasonable father, Lord Neptune. You have mpforce judge say been born into the body of a Piscyrean noble, mpforce judge say but you have acted irresponsibly and must mpforce judge say be put to death. I will, however, extend you mpforce judge say the opportunity to postpone your death in a mpforce judge say contest of strength and will. mpforce judge say The bailiff will take you to the arena. mpmset self quest 4 4 10 endif break endif if quest (4,4,$i) == 10 if rand (30) mpecho {300} mpecho Amidst sobs of grief, the pink clerk is dragged off to meet the gladiator, though you know he doesn't stand a chance. mpecho The judge turns to you and.. mpecho {300} mpforce judge say You are to be commended for bringing a close to mpforce judge say this unfortunate situation. We don't have many mpforce judge say cases these days, but I like to keep my cousin mpforce judge say busy. mpmset self quest 4 4 11 endif break endif if quest (4,4,$i) == 11 if rand (30) mpforce judge say He's a fine carpenter, but you may have noticed mpforce judge say that we haven't many trees either, just rosewood mpforce judge say from the garden that goes into trinkets like this mpforce judge say one. Please take this gavel and let it guide you mpforce judge say along the path of justice. mpforce judge say Be sure to check out the the inscription. mpoload 15580 mpquiet on cast 'remove curse' cast 'remove curse' cast 'remove curse' drop all mpquiet off mpecho You hear the hollow clattering of wood on the parquet floor. mppurge self endif break endif endif if inroom ($r) != 15631 emote heads back to the administration building lobby. mpgoto 15631 endif ~ >speech_prog p lorentz~ if quest (4,4,$n) == 0 emote cracks a lewd smile. mpechoaround $n The clerk leans over to $n and whispers something in mpechoaround $n $s ear... mpechoat $n The clerk leans over and whispers in your ear... if sex ($n) == 1 say Aw, honey, he could show you a thing or two. else say He's the best friend a girl could have, but not much say of a lady's man. endif say Lorentz has always lived on the edge. He has more say courage in his little finger than most people have say their whole bodies. say Ever since ARCUS posted his decrees on "morality and say chaste living", Lorentz has had to live a tenuous life, say concealing all that makes him so special under a cloak say of deceit and dishonesty. mpmset $n quest 4 4 1 else emote looks around nervously. endif ~ >speech_prog p arcus~ if quest (4,4,$n) == 1 mpechoaround $n The clerk pauses, then begins to speak with $n once again. say Arcus seems to bear the weight of centuries-old say catastrophe squarely on his back. It's as if by say living in a moral cloister he hopes to regain the say grace of Lord Neptune, restoring Atlantis to greatness. say His totalitarian regime is making life unlivable for say ENLIGHTENED folk such as myself, and I resent his say regulation of the bedroom. He has no right! say What I do in the privacy of my own home is between me say and Lord Neptune himself! mpmset $n quest 4 4 2 else emote looks around nervously. endif ~ >speech_prog p enlightened~ if quest (4,4,$n) == 2 mpechoaround $n The clerk once again takes up a conversation with $n. say Ah, so you seek enlightenment? Well we will never see say the day when we might share our beliefs openly unless... say unless... you are willing to seek out Lorentz and fund say the small band of mercenaries he has assembled. say A contribution of 1,000,000 gold coins would certainly say help the cause. say Lorentz has taken to the street, so it is there you will say find him. He'll be expecting you. mpmset $n quest 4 4 3 if sex ($n) == 1 say And, honey... come back and see me when you're done. else say Now you go, girlfriend! endif else emote looks around nervously. endif ~ | #15522 citizen Atlantis~ a citizen of Atlantis~ A citizen of Atlantis strolls here.~ The citizen wears plenty of turquoise to show his faith. ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_UNDERSTAND 0 S 55 BODY_HEAD|BODY_LEG|BODY_ARM|BODY_HAND BODY_LEG|BODY_ARM 1d1+1947 1d55+16 50000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >greet_prog 10~ smile $n say Neptune has been good to us today, no? ~ >speech_prog no nope~ frown $n mpecho The citizen makes a silent prayer to Lord Neptune. mpechoat $n You feel different. mptransfer $n 9755 ~ >speech_prog yes yeah yep~ hug $n ~ | #15523 ticketmaster~ the ticketmaster~ The ticketmaster guards his cashbox carefully.~ The ticketmaster looks pretty sinister. Probably has a hard life. ~ ACT_SENTINEL|ACT_BODY|ACT_RACE AFF_HUNT 1000 S 85 BODY_HEAD|BODY_MOUTH|BODY_LEG BODY_HEAD|BODY_MOUTH|BODY_LEG 500d7+3000 1d85+37 160617 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #15524 healer~ the Healer~ The Healer stands here in thought, stirring a pot of foul-smelling liquid.~ The Healer is wrapped in scraps of turquoise. She carries a tattoo of the personal ensignia of the prince on her right cheek. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_UNDERSTAND|AFF_PROTECT_EVIL|AFF_TONGUES 1000 S 150 BODY_HEAD|BODY_EYE|BODY_TORSO|BODY_HIP|BODY_LEG|BODY_ARM|BODY_HAND|BODY_FOOT BODY_HAND|BODY_FOOT 1d5625+14072 1d150+113 236850 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE >all_greet_prog 100~ if hasobjnum ($n) == 15580 tell $n I need rosewood! Arcus never keeps tell $n me supplied, though I know tell $n very well that he has rosewood tell $n in his garden. Healing potions just tell $n aren't quite right without rosewood. grumble $n else tell $n You're welcome to watch my work, but stay out of the way. endif ~ >give_prog I15560~ if quest (0,4,$n) == 4 say That's a fine disk. Here's one you might like better. mpjunk i15560 mpoload 15561 drop i15561 mpmset $n quest 0 4 5 else say What do you want me to do with this? drop i15560 endif ~ >rand_prog 33~ if isaffected ($r) != aff_sanctuary cast sanctuary $r else cast 'cure critical' $r endif ~ >give_prog i15580~ say Ahhhh! Rosewood... thank you, my dear. emote drops the gavel into a cauldron, where it spits and bubbles. say And of course now you need a weapon to replace it... let's see... say How about this? mpjunk all mpoload 15581 mpquiet on cast 'remove curse' cast 'remove curse' give maul $n drop all drop i15581 mpquiet off pat $n mpmset $n quest 4 4 0 ~ | #15525 arcus prince~ Prince Arcus~ Prince Arcus looms behind his podium as only a man of great nobility can.~ Prince Arcus is wearing the finest turquoise. He looks at you skeptically. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_SANCTUARY|AFF_UNDERSTAND|AFF_PROTECT_EVIL|AFF_TONGUES 1000 S 150 BODY_HEAD|BODY_EYE|BODY_TORSO|BODY_HIP|BODY_LEG|BODY_ARM|BODY_HAND|BODY_FOOT BODY_HAND|BODY_FOOT 2d3000+25000 1d150+113 293650 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >give_prog i19423~ if quest (29,2,$n) == 0 if quest (29,2,self) == 0 say Well, doesn't this look tasty? Thank you, $n. mpecho Prince Arcus sniffs the fried egg gingerly, mpecho then shoves it in his mouth. say Why yes! Quite good. Quite... indescribable... say I think you'll find this adequate compensation. mpjunk i19423 mpoload 15584 give i15584 $n drop i15584 mpmset $n quest 29 2 1 mpmset self quest 29 2 1 else say No thanks, I'm quite full at the moment. emote burps loudly. endif else say Aha! I won't make THAT mistake again, thank you very much! grin $n endif ~ >rand_prog 50~ if quest (29,2,$i) == 0 break endif if quest (29,2,$i) == 1 mpecho Prince Arcus begins to look sick, and begins also to belch loudly. say Er... excuse me, please. mpecho Prince Arcus leaves to visit his healer. mpmset self quest 29 2 2 mpgoto 15685 mpecho Prince Arcus arrives in a state of serious distress. else if quest (29,2,$i) == 2 mpecho Prince Arcus smiles as he receives a healing touch. mpecho Prince Arcus leaves quickly. mpgoto 15636 say I should slay you for trying to poison me... say but that egg really was tasty. Thanks all the same, but I think say I'm putting that on the list of things to avoid. Good day. mpmset self quest 29 2 0 endif endif ~ >all_greet_prog 100~ if quest (0,4,$n) == 1 say I hear you have helped our maintenance workers repair our say protective dome. That is good. It appears, however, that you say are not a citizen of this noble city. I don't know how you got in, say but I'm afraid you'll have to be put to death. mpmset $n quest 0 4 2 mptransfer $n 15668 endif if quest (0,4,$n) == 3 say You have proven your worth to me. You shall now be considered say a citizen of my noble city. I know of some valuable real estate say not too far from here... Small RODENT problem... pat $n say It looks like you've got some nasty wounds there. say You might want to go see my personal healer. say God be with you. mpmset $n quest 0 4 4 endif ~ >speech_prog p rodent~ if quest (8,1,$n) == 0 mpechoaround $n Prince Arcus speaks with $n for a moment. say Well, it's these damned gravens, say excuse my language. When we managed to tap into the say Great Mushroom River for fresh water, some mutant death say gerbils managed to make their way into our outlying homes. say We have since cultivated flytraps to take care of unwanted say rodent migration from the mainland, but we've been unable say to take care of the population which has established a say foothold here. They've grown rather large, and my botanist say tells me they've actually adapted to conditions here. He say calls them 'gravens shrug $n say Anyway, you'd be doing everyone a favor if you saw to say taking out a few of these pests. As added incentive, say I will see to it that every 100th graven you slay will say be.... lucky... emote puts his hand on your forehead and blesses you. mpmset $n quest 8 1 1 else if quest (8,1,$n) == 1 say Yes yes... kill the gravens... endif endif ~ >speech_prog p gravens~ if quest (8,1,$n) == 1 say Yes yes... kill the gravens... endif ~ >fight_prog 99~ if rand (10) if quest (7,1,$i) == 0 if quest (4,3,$i) < 5 mpecho Arcus summons one of his guards. mpmload 15528 mpmadd self quest 4 3 1 endif endif else if rand (20) cast "heal" self cast "heal" self cast "heal" self else if rand (30) cast "weaken" else if rand (40) cast "faerie fire" else if rand (50) cast "acid blast" else if rand (60) cast "earth" endif endif endif endif endif endif ~ | #15526 priest city~ the city priest~ The city priest is praying here.~ The city priest wears turquoise robes. ~ ACT_SENTINEL|ACT_BODY|ACT_RACE AFF_HUNT 0 S 60 BODY_HEAD|BODY_LEG|BODY_ARM|BODY_HAND BODY_LEG|BODY_ARM 1d900+1774 2d18+35 100000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #15527 lorentz~ Lorentz~ Lorentz giggles to himself.~ Lorentz is dressed in white. ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_SNEAK|AFF_HIDE|AFF_STEALTH 0 S 45 BODY_ARM BODY_ARM 1d506+956 30d2+1 200 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >rand_prog 10~ if inroom ($i) == 15636 mpkill arcus else giggle endif ~ >all_greet_prog 100~ if quest (4,4,$n) == 3 mpechoaround $n Lorentz smiles conspiratorially at $n. mpechoat $n Lorentz smiles conspiratorially at you. endif ~ >bribe_prog 1000000~ if quest (4,4,$n) == 3 cackle mpmset $n quest 4 4 4 mpmset self quest 4 4 1 shout Arcus, I'm a-comin' for your head! mptransfer $n 15636 mpgoto 15636 mpmset arcus quest 7 1 1 mpmload 15533 mpmload 15533 mpmload 15533 mpmload 15533 mpmload 15533 mpmload 15533 mpmload 15533 mpmload 15533 mpmload 15533 mpforce all.mercenary mpkill arcus else say thanks for the cash, $n, but I'm not sure say what you expect me to do with it... endif ~ >death_prog 100~ if quest (4,4,$i) == 1 mpmset arcus quest 7 1 0 shout Better to die free than live under tyranny! mpoload 15579 mpquiet on cast 'remove curse' mpquiet off drop i15579 emote bows his head in deference to Lord Neptune. mpforce Arcus say My foolish friend, heads will roll for this. mpecho Prince Arcus looks at you.. mpforce Arcus say Bring me the mastermind behind this plan, and mpforce Arcus say you shall be rewarded handsomely. endif ~ | #15528 guard gate imperial~ the imperial gate guard~ The imperial gate guard ambles over, sneering at you menacingly.~ The imperial gate guard is exceptionally well-built and well-armored. ~ ACT_SENTINEL|ACT_BODY AFF_SANCTUARY 20 S 65 BODY_HEAD|BODY_MOUTH|BODY_EYE|BODY_TORSO|BODY_HIP|BODY_LEG|BODY_ARM|BODY_HAND|BODY_FOOT BODY_HEAD|BODY_MOUTH|BODY_EYE|BODY_TORSO|BODY_HIP|BODY_LEG|BODY_ARM|BODY_HAND|BODY_FOOT 1d1056+2111 40d2+10 129825 0 POS_STANDING POS_STANDING SEX_MALE #15529 vendor~ a vendor~ A vendor wanders from aisle to aisle.~ The vendor looks tired from all his climbing. ~ ACT_SCAVENGER|ACT_BODY|ACT_RACE AFF_HUNT 0 S 75 BODY_HEAD|BODY_LEG|BODY_ARM|BODY_HAND BODY_LEG|BODY_ARM 1d1+3646 1d75+29 150000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #15530 noble~ a noble~ A noble sits here, enjoying the games.~ The noble wears the finest turquoise. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_HUNT 0 S 85 BODY_HEAD|BODY_LEG|BODY_ARM|BODY_HAND BODY_LEG|BODY_ARM 5d500+4200 1d85+37 100000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >greet_prog 10~ if quest (17,3,$n) == 0 tell $n Hello there, old chap. Care to wager on the games? mpmset $n quest 17 3 1 endif ~ >speech_prog p yes~ if quest (17,3,$n) == 1 tell $n Excellent. Would you rather bet on the gladiator or tell $n the infidel? It's all the same to me. mpmset $n quest 17 3 2 endif ~ >speech_prog p gladiator~ if quest (17,3,$n) == 2 tell $n Alright, the gladiator it is. The wager is 1,000,000 tell $n gold coins, paid up front. mpmset $n quest 17 3 3 endif ~ >speech_prog p infidel~ if quest (17,3,$n) == 2 tell $n Feeling lucky, eh? The infidel it is. The wager is 1,000,000 tell $n gold coins, paid up front. mpmset $n quest 17 3 4 endif ~ >bribe_prog 1000000~ if quest (17,3,$n) > 2 grin $n tell $n Good. Ah, here they go... mpmset self quest 17 3 1 endif ~ >rand_prog 50~ if quest (17,3,$i) == 1 if rand (10) mpecho A chorus of boos rises from the crowd as the infidel mpecho slays the gladiator! if quest (17,3,$r) == 3 smile $r say Sorry about that. Who expected an upset? mpmset $r quest 17 3 0 mpmset self quest 17 3 0 else if quest (17,3,$r) == 4 frown $r say Must've been fixed. mpechoat $r The noble hands you 2,000,000 gold coins. mpechoaround $r The noble hands $r some gold. mpmadd $r gold 2000000 mpmset $r quest 17 3 0 mpmset self quest 17 3 0 else if rand (50) mpecho The crowd cheers as the gladiator makes mincemeat out of mpecho the infidel! if quest (17,3,$r) == 4 smile $r say Sorry about that. You should have known better. mpmset $r quest 17 3 0 mpmset self quest 17 3 0 else if quest (17,3,$r) == 3 frown $r say Ah well. Easy come, easy go. mpechoat $r The noble hands you 2,000,000 gold coins. mpechoaround $r The noble hands $r some gold. mpmadd $r gold 2000000 mpmset $r quest 17 3 0 mpmset self quest 17 3 0 endif endif endif endif endif endif endif ~ | #15531 spectator~ a spectator~ A spectator sits here, enjoying the games.~ The spectator is decked out in turquoise. ~ ACT_SENTINEL|ACT_BODY|ACT_RACE 0 0 S 55 BODY_HEAD|BODY_LEG|BODY_ARM|BODY_HAND BODY_LEG|BODY_ARM 1d1+1913 1d55+16 50000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #15532 hedge mob~ hedge mob~ The hedge mob is here.~ This mob opens and closes the hedge. ~ ACT_SENTINEL AFF_ETHEREAL 0 S 55 0 0 1d1+1947 1d55+16 50000 0 POS_STANDING POS_STANDING SEX_MALE >rand_prog 80~ if quest (4,4,$i) == 0 if inroom ($i) == 15604 mpecho A hole appears in the hedge! connect north 15610 both mpmset self quest 4 4 1 else if inroom ($i) == 15610 mpecho A hole appears in the hedge! connect south 15604 both mpmset self quest 4 4 1 else mppurge self endif endif endif ~ >rand_prog 20~ if quest (4,4,$i) == 1 mpgoto 15604 mpecho The hedge grows up around the old entrance to the maze, blocking it. connect north -1 mpgoto 15610 mpecho The hedge grows up around the old entrance to the maze, blocking it. connect south -1 mppurge self endif ~ | #15533 lorentzian mercenary~ a lorentzian mercenary~ A mercenary dressed in pink stands here.~ The mercenary is extraordinarily well-groomed. ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_SNEAK|AFF_HIDE|AFF_STEALTH 0 S 5 BODY_ARM BODY_ARM 1d6+27 1d5+3 200 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >rand_prog 100~ emote shrieks a shrill war cry and attacks! mpkill arcus ~ | #15534 abyssal maul mob~ an abyssal maul~ an abyssal maul mob is here.~ This mob casts equake for the maul. ~ ACT_SENTINEL AFF_ETHEREAL 0 S 50 0 0 1d1+2000 0d0+50 50000 0 POS_STANDING POS_STANDING SEX_MALE >rand_prog 100~ mpecho The earth trembles and shivers! mpquiet on cast 'fireball' $r mpquiet off mppurge self ~ | #15535 warning mob~ a warning mob~ a warning mob is here.~ This mob warns adventurers ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 1d1+10 1d1+1 50 0 POS_STANDING POS_STANDING SEX_MALE >group_greet_prog 100~ mpecho You hear the screams of someone being hauled away by two burly, turquoise-clad guards. mpecho {138}A citizen shouts 'I WAS BORN HERE!! MY SLAAD ATE MY PAPERS!!' mpecho {138}A citizen shouts 'YOU GOTTA BELIEVE ME!!' mpecho {138}A citizen shouts 'NOOOOOO...' mpecho The cries make you shiver. mppurge self ~ | #0 #SHOPS 15507 ITEM_TYPE_WEAPON ITEM_TYPE_ARMOR ITEM_TYPE_BOAT ITEM_TYPE_FOOD ITEM_TYPE_LIGHT 100 50 0 23 15508 ITEM_TYPE_SCROLL ITEM_TYPE_WAND ITEM_TYPE_STAFF ITEM_TYPE_POTION ITEM_TYPE_TREASURE 100 50 0 23 0 #SPECIALS S #OBJECTS #15500 key turquoise~ a turquoise key~ A key made of turqoise lies here, partially concealed in the dirt.~ ~ ITEM_TYPE_KEY ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 5000 5 #15501 ruby key~ a ruby key~ A key made of ruby shines in the grass.~ ~ ITEM_TYPE_KEY ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 5000 5 #15502 pair shears~ a pair of well-oiled shears~ A pair of well-oiled shears lies in the grass.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_HUM ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_WEAPON 2 6 WEAPON_SLASH 0 0 0 0 10 1200 20 P 10 TRIG_UNKNOWN 100 cut OPROG_IF OIF_USER_ROOM_NUM = 15604 11 12 P 11 TRIG_VOID OPROG_GOD_COMMAND mpechoat self You go to work on the hedge... mpechoaround self $I begins to hack away at the hedge with the shears... mpmload 15532~ P 12 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 15610 13 14 P 13 TRIG_VOID OPROG_GOD_COMMAND mpechoat self You go to work on the hedge... mpechoaround self $I begins to hack away at the hedge with the shears... mpmload 15532~ P 14 TRIG_VOID OPROG_GOD_COMMAND mpechoat $ The hedge is too thick to be trimmed here.~ #15503 tape duct roll~ a roll of duct tape~ A roll of duct tape has been carelessly left here in the grass.~ ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 3 20000 20 #15505 chakkorian sausage~ a chakkorian sausage~ A chakkorian sausage, replete with sauerkraut, lies here looking tasty.~ ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE 5 0 0 0 0 0 0 0 2 500 5 #15506 garden hose~ a garden hose~ A garden hose is neatly coiled on the ground.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_WEAPON 1 6 WEAPON_WHIP 0 0 0 0 10 1200 20 A APPLY_HITROLL -4 0 A APPLY_DAMROLL -4 0 #15507 golden bee~ a golden bee~ A golden bee buzzes in the grass.~ ~ ITEM_TYPE_TREASURE ITEM_FLAG_HUM ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 1000000 20 #15508 key neptune~ a neptune key~ A key carved in the likeness of neptune has been carelessly dropped here.~ ~ ITEM_TYPE_KEY ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 5000 5 #15509 key judge's judge~ the judge's key~ The judge's key has been carelessly dropped here.~ ~ ITEM_TYPE_KEY ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 5000 5 #15510 key referee's referee~ the referee's key~ The referee's key has been carelessly dropped here.~ ~ ITEM_TYPE_KEY ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 5000 5 #15511 dog squid wiener~ a squid wiener~ A squid wiener with extra chili is getting cold.~ ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE 5 0 0 0 0 0 0 0 2 500 5 #15512 booze cheap bottle~ a bottle of cheap booze~ A bottle of cheap booze is here, with a faded and peeling label.~ ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE 8 7 LIQ_WHISKY 0 0 0 0 0 3 10 5 E faded peeling label~ "Colonel Sylvain's Bonafide Blitzkrieg Bourbon" ~ #15513 potion turquoise~ a turquoise potion~ A turquoise potion sits on the ground.~ ~ ITEM_TYPE_POTION 0 ITEM_WEAR_TAKE 50 SPELL_HEAL SPELL_CURE_POISON SPELL_REMOVE_CURSE 0 0 0 0 3 10000 50 #15514 toolbelt tool belt~ a large toolbelt~ A large toolbelt has been carelessly left behind.~ ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_WAIST 3 0 0 0 0 0 0 0 10 50000 30 #15518 fountain~ the Neptune fountain~ A large fountain depicting Neptune and his cohorts spews water here.~ ~ ITEM_TYPE_FOUNTAIN 0 0 0 0 LIQ_WATER 0 0 0 0 0 1000 1000 1 #15519 robe shocking pink~ a shocking pink robe~ A pile of cloth lies here on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_GLOW|ITEM_FLAG_HUM ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 15 0 0 0 0 0 0 0 3 250000 72 #15521 sandals pair~ a pair of handcrafted sandals~ A pair of handcrafted sandals walks nowhere here.~ ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_FEET 14 0 0 0 0 0 0 0 2 125000 50 #15522 sash turquoise~ a turqoise sash~ A pile of cloth lies here on the ground.~ ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_WAIST 14 0 0 0 0 0 0 0 2 125000 50 #15523 helmet jeweled~ a jeweled helmet~ A jeweled helmet has been carelessly dropped here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_GLOW|ITEM_FLAG_HUM ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 14 0 0 0 0 0 0 0 2 513243 50 #15524 fez turquoise~ a turquoise fez~ A pile of cloth lies here on the ground.~ ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 14 0 0 0 0 0 0 0 2 75000 50 #15525 scimitar turquoise~ a turquoise scimitar~ A turquoise scimitar has been carelessly dropped here.~ ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_WEAPON 2 10 WEAPON_SLICE 0 0 0 0 5 125000 50 #15526 knuckles brass pair~ a pair of brass knuckles~ A pair of brass knuckles shines here on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_GLOW|ITEM_FLAG_HUM|ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_FINGER 5 0 0 0 0 0 0 0 5 75000 72 A APPLY_DAMROLL 8 0 #15527 dagger turquoise~ a turquoise dagger~ A turquoise dagger has been dropped here.~ ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_WEAPON 2 8 WEAPON_SLICE 0 0 0 0 5 75000 50 #15528 trident Neptune's~ neptune's trident~ Neptune's trident lies here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_GLOW|ITEM_FLAG_HUM|ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_WEAPON 2 5 WEAPON_SLICE 0 0 0 0 8 250000 65 A APPLY_DAMROLL 6 0 A APPLY_HITROLL 4 0 #15560 disk bloody~ a bloody disk~ A bloody disk has been carelessly dropped here.~ ~ ITEM_TYPE_LIGHT ITEM_FLAG_HUM|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 -1 0 0 0 0 0 5 500000 50 #15561 disk ruby~ a ruby disk~ A ruby disk has been carelessly dropped here.~ ~ ITEM_TYPE_LIGHT ITEM_FLAG_HUM|ITEM_FLAG_INVIS|ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 -1 0 0 0 0 0 5 500000 65 A APPLY_HITROLL 7 0 A APPLY_DAMROLL 7 0 A APPLY_AC 10 0 P 1 TRIG_DAMAGE 2 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_GOD_COMMAND mpechoat $ The meek may inherit the earth, but they won't get the disk.~ #15566 turquoise turban~ a turquoise turban~ A pile of turquoise rags lies on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_GLOW|ITEM_FLAG_HUM|ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 15 0 0 0 0 0 0 0 4 2250000 90 A APPLY_HIT 75 0 #15567 rose ruby~ a rose of ruby hue~ A thornless rose of intense ruby hue stands out against the others.~ ~ ITEM_TYPE_CONTAINER 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 50 0 -1 0 0 0 0 0 1 42647 5 #15568 petal rose ruby~ a ruby rose petal~ A ruby rose petal hovers on a gentle wind current.~ ~ ITEM_TYPE_PILL 0 ITEM_WEAR_TAKE 5 SPELL_HASTE -1 -1 0 0 0 0 1 300000 5 #15569 rose black~ a rose of the deepest black~ An thornless rose of the deepest black is waiting to be picked.~ ~ ITEM_TYPE_CONTAINER 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 100 0 -1 0 0 0 0 0 1 42647 5 #15570 petal rose black~ a black rose petal~ A rose petal of the deepest black is humming in dirt.~ ~ ITEM_TYPE_PILL 0 ITEM_WEAR_TAKE 90 SPELL_DISPEL_MAGIC SPELL_DISPEL_MAGIC SPELL_DISPEL_MAGIC 0 0 0 0 1 30000 90 #15571 rose white~ a rose of the purest white~ A beautiful thornless rose of the purest white shimmers in the sun.~ ~ ITEM_TYPE_CONTAINER 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 100 0 -1 0 0 0 0 0 1 42647 5 #15572 petal rose white~ a white rose petal~ A rose petal of the purest white shimmers in the sun.~ ~ ITEM_TYPE_PILL 0 ITEM_WEAR_TAKE 50 -1 SPELL_BLESS SPELL_HEAL 0 0 0 0 1 30000 50 #15573 transparent rose~ an entirely transparent rose~ You catch a glimpse of an entirely transparent rose concealed in a corner.~ ~ ITEM_TYPE_CONTAINER 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 100 0 -1 0 0 0 0 0 1 42647 5 #15574 petal rose transparent~ a transparent rose petal~ A transparent rose petal is barely visible.~ ~ ITEM_TYPE_PILL 0 ITEM_WEAR_TAKE 5 SPELL_PASS_DOOR SPELL_DETECT_INVIS SPELL_DETECT_HIDDEN 0 0 0 0 1 30000 5 #15575 hip flask~ a hip flask stamped with the official seal of Atlantis~ A hip flask stamped with the official seal of Atlantis has been dropped here.~ ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE 10 10 LIQ_SLIME 0 0 0 0 0 1 21587 1 #15576 holy dirk Arcus'~ prince Arcus' holy dirk~ Prince Arcus' holy dirk glows with the grace of God.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_GLOW|ITEM_FLAG_HUM|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_WEAPON 3 30 WEAPON_PIERCE 0 0 0 0 5 125000 90 C dissection~ FLAG_CLASS_SHAMAN #15577 small ornate altar~ a small ornate altar~ The altar is intricately carved with effigies to Ulmo.~ ~ ITEM_TYPE_FURNITURE ITEM_FLAG_GLOW 0 0 0 0 0 0 0 0 0 1000 1000 95 #15578 robe turquoise~ a turquoise robe~ A pile of cloth lies here on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 8 0 0 0 0 0 0 0 5 125000 90 A APPLY_HITROLL 4 0 A APPLY_DAMROLL 8 0 A APPLY_MANA 40 0 #15579 boots lorentzian white~ white lorentzian boots~ A pair of white boots shimmers here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_GLOW|ITEM_FLAG_INVIS|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_FEET 0 0 0 0 0 0 0 0 1 645000 46 A APPLY_HITROLL 8 0 A APPLY_DAMROLL 4 0 A APPLY_MANA -60 0 #15580 judge's gavel~ a judge's gavel~ A rosewood gavel has been abandoned here. There is an inscription on the handle.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_WEAPON 1 1 WEAPON_CRUSH 0 0 0 0 1 450022 45 E inscription handle~ "Life prospers along the path of Water; From Fire springs only death." ~ A APPLY_AC -10 0 A APPLY_DEX 2 0 A APPLY_INT 1 0 #15581 maul abyssal~ an abyssal maul~ A sturdy kelp-leather maul with a weighted end has been left here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_MACE 20 2 WEAPON_CRUSH 0 0 0 0 1 450022 45 A APPLY_AC 10 0 A APPLY_DAMROLL 2 0 A APPLY_STR 1 0 P 1 TRIG_DAMAGE 1 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_GOD_COMMAND mpmload 15534 mpechoat self Your abyssal maul begins to shake and tremble... ~ #15582 enchanted graven tentacle~ an enchanted graven tentacle~ An enchanted graven tentacle has been dropped here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_WEAPON 5 5 WEAPON_WHIP 0 0 0 0 1 450022 50 A APPLY_AC 10 0 P 1 TRIG_DAMAGE 10 OPROG_IF OIF_WEAR_LOC = WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_GOD_COMMAND mpquiet on wear i15582 mpquiet off mpechoat self The graven tenticle wraps itself around your hand.~ P 3 TRIG_HIT 10 OPROG_IF OIF_WEAR_LOC = WEAR_NONE 4 0 P 4 TRIG_VOID OPROG_GOD_COMMAND mpquiet on wear i15582 mpechoat self The graven tenticle wraps itself around your hand.~ #15584 piece turquoise~ a piece of turquoise~ A piece of turquoise has been foolishly abandoned here.~ ~ ITEM_TYPE_TREASURE ITEM_FLAG_HUM ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10000000 20 #15585 pink torch~ a pink torch~ A small designer flaming stick has been abandoned here.~ ~ ITEM_TYPE_LIGHT ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 120 0 0 0 0 0 1 450022 45 A APPLY_AC -10 0 A APPLY_DEX 3 0 A APPLY_INT 2 0 #0 #ROOMS #15500 Inside a hollowed-out tree~ You are inside an old mushroom tree which has been hollowed out with some sort of blunt tool. The room is dominated by a large hole in the center, which leads down into darkness. You hear the faint sound of running water. There is a sign here. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_WEST The mushroom forest lies to the south.~ ~ 0 -1 13147 DDIR_DOWN You see a dark hole, from which you can hear the sound of running water.~ ~ 0 -1 15501 E tunnel~ A vacuous hole leads down into a dark tunnel, from which you can hear the sound of running water. ~ E sign~ {078} ------------------------- | Welcome to Atlantis | | | | Many thanks to Haxl, | | Chaste, and everyone | | else who's helped me | | along the way. This | | is the first Grimace | | area, and still my | | favorite. I hope you | | enjoy it. | | | | Grimace 1995 | ------------------------- ~ S #15501 The Tunnel~ You have dropped into a dark, cramped tunnel through the clay beneath the forest. The walls are moist and sticky, but the air is cool, blowing in from a natural cavern to the north. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH There is a natural cavern to the north.~ ~ 0 -1 15502 DDIR_UP The hollowed-out tree looms above.~ ~ 0 -1 15500 S #15502 The Underground River~ You have entered a large cavern carved by the ravages of a swiftly-flowing underground river. The water is black and deep, it's current making it impossible to swim across. You see a glint of something curious on the wall on the opposite bank of the river. The river flows out of a crack in the wall to the west and follows the cavern to the east. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see a glint of something on the far wall.~ ~ 0 -1 15504 DDIR_EAST The river forces its way to the east.~ ~ 0 -1 15504 DDIR_SOUTH A clay tunnel is north.~ ~ 0 -1 15501 E glint~ You can't quite make it out. ~ S #15503 trash room~ Trash room ~ 0 ROOM_NO_MOB SECT_INSIDE S #15504 The Underground River~ SPLASH!! You're carried to the east as you nose your boat into the raging current. The cavern has narrowed a bit, but you can still clear the ceiling without stooping over to accomodate it. The river continues inexorably to the east. ~ 0 ROOM_INDOORS SECT_OCEAN DDIR_EAST You can make out a bend ahead.~ ~ 0 -1 15505 E west~ The current is too strong to return upriver. ~ S #15505 The Bend in the River~ You're slammed against the wall of the cavern as the river plunges around a tight bend. Luckily you emerge with only a few scrapes and bruises as your vessel scrapes by without major damage. ~ 0 ROOM_INDOORS SECT_OCEAN DDIR_NORTH The cavern narrows considerably to the north.~ ~ 0 -1 15506 E west~ The current is too strong to return upriver. ~ S #15506 The Underground River~ The cavern has narrowed to a tight passageway, just large enough to admit you and a small craft. To the west, however, you can make out some daylight. ~ 0 ROOM_INDOORS SECT_OCEAN DDIR_WEST You can see daylight.~ ~ 0 -1 15507 E south~ The current is too strong to return upriver. ~ S #15507 Before a Large Green Hedge.~ You have emerged into bright sunlight, or at least it appears to be sunlight. You can't quite make out the sun, and the sky is a bit too blue. You blink your eyes and notice that you've run aground amidst tall grasses and amber waves of grain. The river that carried you here now plummets under ground once again, into a hole far too small to accomodate you. There is a large hedge to the north, which appears to have been burrowed through. Endless fields surround you on all sides. There is enough food here to feed a large city. ~ 0 0 SECT_FIELD DDIR_NORTH There is a hole in the large hedge.~ ~ 0 -1 15508 DDIR_EAST You see endless fields.~ ~ 0 -1 15507 DDIR_SOUTH You see endless fields.~ ~ 0 -1 15507 DDIR_WEST You see endless fields.~ ~ 0 -1 15760 E hedge~ The hedge is tall and lush. You doubt you'd be able to penetrate it, except for the hole that's been burrowed into it. ~ S #15508 Inside the Hedge~ You've managed to squeeze through the hedge, and you've emerged into a lush green maze. The walls are well-kept and nicely trimmed, but utterly unpassable. ~ 0 0 SECT_FIELD DDIR_SOUTH There is a hole in the hedge.~ ~ 0 -1 15507 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15509 S #15509 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15525 DDIR_EAST You see a path in the maze.~ ~ 0 -1 15508 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15510 S #15510 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15509 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15511 S #15511 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15510 S #15512 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15528 DDIR_DOWN You see an old cellar.~ trapdoor trap door~ EX_ISDOOR|EX_HIDDEN|EX_PICKPROOF -1 15581 S #15513 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_WEST You see a path in the maze.~ ~ 0 -1 15514 S #15514 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15513 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15515 S #15515 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15514 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15516 S #15516 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15523 DDIR_EAST You see a path in the maze.~ ~ 0 -1 15515 S #15517 A Wooden Bridge~ You have climbed onto a wooden bridge, from which you can survey the entire maze. It is still quite difficult to pick out a route, though beyond the north edge of the hedges lies a spectacular city with a turquoise glow. ~ 0 0 SECT_FIELD DDIR_NORTH You see the north end of a wooden bridge.~ ~ 0 -1 15518 DDIR_DOWN You see a path in the maze.~ ~ 0 -1 15532 S #15518 A Wooden Bridge~ You have climbed onto a wooden bridge, from which you can survey the entire maze. It is still quite difficult to pick out a route, though beyond the north edge of the hedges lies a spectacular city with a turquoise glow. ~ 0 0 SECT_FIELD DDIR_SOUTH You see the south end of a wooden bridge.~ ~ 0 -1 15517 DDIR_DOWN You see a path in the maze.~ ~ 0 -1 15573 S #15519 A Wooden Bridge~ You have climbed onto a wooden bridge, from which you can survey the entire maze. It is still quite difficult to pick out a route, though beyond the north edge of the hedges lies a spectacular city with a turquoise glow. ~ 0 0 SECT_FIELD DDIR_WEST You see the west end of the wooden bridge.~ ~ 0 -1 15609 DDIR_DOWN You see a path in the maze.~ ~ 0 -1 15600 S #15520 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15530 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15521 S #15521 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15520 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15522 S #15522 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH The path continues on the other side of an ornate iron gate.~ ornate iron gate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 15500 15532 DDIR_EAST You see a path in the maze.~ ~ 0 -1 15521 S #15523 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15516 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15524 S #15524 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15523 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15525 S #15525 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15535 DDIR_EAST You see a path in the maze.~ ~ 0 -1 15524 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15509 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15526 S #15526 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15525 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15527 S #15527 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15526 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15528 S #15528 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15538 DDIR_EAST You see a path in the maze.~ ~ 0 -1 15527 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15512 S #15529 mob_chute~ A mob chute ~ 0 ROOM_NO_MOB SECT_INSIDE S #15530 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15540 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15520 S #15531 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15541 S #15532 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_SOUTH You see a path in the maze.~ ornate iron gate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 15500 15522 DDIR_UP Stairs lead up to a wooden bridge.~ ~ 0 -1 15517 S #15533 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15543 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15534 S #15534 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15544 DDIR_EAST You see a path in the maze.~ ~ 0 -1 15533 S #15535 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15545 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15525 S #15536 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15546 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15537 S #15537 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15547 DDIR_EAST You see a path in the maze.~ ~ 0 -1 15536 S #15538 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15548 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15528 S #15540 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15550 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15530 S #15541 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15551 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15531 S #15542 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_WEST You see a path in the maze.~ ~ 0 -1 15543 S #15543 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15542 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15533 S #15544 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15534 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15545 S #15545 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15544 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15535 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15546 S #15546 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15545 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15536 S #15547 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15557 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15537 S #15548 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15558 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15538 S #15550 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15560 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15540 S #15551 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15541 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15552 S #15552 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15562 DDIR_EAST You see a path in the maze.~ ~ 0 -1 15551 S #15553 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15563 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15554 S #15554 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15553 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15555 S #15555 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15565 DDIR_EAST You see a path in the maze.~ ~ 0 -1 15554 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15556 S #15556 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15555 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15557 S #15557 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15556 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15547 S #15558 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15568 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15548 S #15560 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15570 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15550 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15561 S #15561 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15571 DDIR_EAST You see a path in the maze.~ ~ 0 -1 15560 S #15562 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15552 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15563 S #15563 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15562 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15553 S #15564 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15574 S #15565 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15555 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15566 S #15566 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15576 DDIR_EAST You see a path in the maze.~ ~ 0 -1 15565 S #15567 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15577 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15568 S #15568 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15567 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15558 S #15570 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15580 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15560 S #15571 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15561 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15572 S #15572 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15582 DDIR_EAST You see a path in the maze.~ ~ 0 -1 15571 S #15573 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH The path continues on the other side of an ornate brass gate.~ ornate brass gate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 15501 15583 DDIR_UP Stairs lead up to a wooden bridge.~ ~ 0 -1 15518 S #15574 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15564 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15575 S #15575 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15585 DDIR_EAST You see a path in the maze.~ ~ 0 -1 15574 S #15576 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15586 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15566 S #15577 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15567 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15578 S #15578 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15588 DDIR_EAST You see a path in the maze.~ ~ 0 -1 15577 S #15580 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15590 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15570 S #15581 A Secret Room~ You've discovered an old root cellar, which is apparently not used anymore. Just as you are about to leave, you kick something in the dirt on the floor. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_UP You see a path in the maze.~ trapdoor trap door~ EX_ISDOOR|EX_HIDDEN|EX_PICKPROOF -1 15512 S #15582 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15592 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15572 S #15583 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_SOUTH The path continues on the other side of an ornate brass gate.~ ornate brass gate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 15501 15573 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15584 S #15584 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15583 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15585 S #15585 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15584 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15575 S #15586 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15576 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15587 S #15587 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15586 S #15588 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15598 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15578 S #15590 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15600 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15580 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15591 S #15591 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15601 DDIR_EAST You see a path in the maze.~ ~ 0 -1 15590 S #15592 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15602 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15582 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15593 S #15593 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_NORTH You see a path in the maze.~ ~ 0 -1 15603 DDIR_EAST You see a path in the maze.~ ~ 0 -1 15592 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15594 S #15594 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15593 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15595 S #15595 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15594 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15596 S #15596 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15595 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15597 S #15597 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15596 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15598 S #15598 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15597 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15588 S #15600 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15590 DDIR_UP Stairs lead up to a wooden bridge.~ ~ 0 -1 15519 S #15601 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15591 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15602 S #15602 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15601 DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15592 S #15603 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_SOUTH You see a path in the maze.~ ~ 0 -1 15593 S #15604 The Old Entrance~ You've found what used to be the entrance to the lush green maze, but it is so badly overgrown that you can't manage to squeeze through. If only you had something to cut back some of the growth... ~ 0 0 SECT_FIELD DDIR_WEST You see a path in the maze.~ ~ 0 -1 15605 S #15605 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15604 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15606 S #15606 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15605 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15607 S #15607 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15606 DDIR_WEST You see a path in the maze.~ ~ 0 -1 15608 S #15608 A Path in the Lush Green Maze~ The hedge is well-kept and nicely trimmed, but utterly unpassable. The walk is pleasant enough, but you can't help but wonder how you're going to find your way out... ~ 0 0 SECT_FIELD DDIR_EAST You see a path in the maze.~ ~ 0 -1 15607 DDIR_UP Stairs lead up to a wooden bridge.~ ~ 0 -1 15609 S #15609 A Wooden Bridge~ You have climbed onto a wooden bridge, from which you can survey the entire maze. It is still quite difficult to pick out a route, though beyond the north edge of the hedges lies a spectacular city with a turquoise glow. ~ 0 0 SECT_FIELD DDIR_EAST You see the east end of the wooden bridge.~ ~ 0 -1 15519 DDIR_DOWN You see a path in the maze.~ ~ 0 -1 15608 S #15610 The Garden Shrine~ There is a large shrine here, with a fountain and carp pond. A large statue of Neptune holding his trident is the focus of the adoration. There are several small jiggers filled to the brim with dark rum, and a turquoise stone imbedded in the masonry of the small building housing the statue. To the south lies an overgrown hedge, begging to be trimmed. ~ 0 ROOM_INDOORS SECT_FOREST DDIR_NORTH A path leads away to the north.~ ~ 0 -1 15612 S #15611 The End of the Garden Path~ You've reached the end of the short path. The garden is in full bloom, and is simply stunning. The aroma of a large bed of roses is particularly intoxicating. You could easily nap here for a few hours on the decorative bench strategically placed here. ~ 0 ROOM_SAFE SECT_FOREST DDIR_EAST An imposing structure dominates the skyline.~ ~ 0 -1 19069 DDIR_WEST The path leads west.~ ~ 0 -1 15612 E bench~ The bench is decorative, yet comfortable. ~ E roses bed~ The roses are deep ruby in hue, and are entirely free of pesky thorns. ~ S #15612 Before the City~ You stand before the pristine city you spied from the maze bridges. The gate lies directly to the north, and beyond, the buildings beckon you with their blueish tinge. You see a sign. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The gate lies to the north.~ gate~ EX_ISDOOR|EX_CLOSED -1 15615 DDIR_EAST The garden path heads east.~ ~ 0 -1 15611 DDIR_SOUTH There is some sort of shrine to the south.~ ~ 0 -1 15610 DDIR_WEST The garden path heads west.~ ~ 0 -1 15613 E sign~ {078} No fires or projectile weapons!! The dome is fragile!! per order of Prince Arco. All hail the prince and his glorious regime. Noone without valid Atlantis citizenship shall pass these gates, due to the recent disasters brought on by the tourism. Air quality is at an all-time low, and the dome cannot accomodate any more strain. You will NOT be allowed to enter the city without proof of citizenship. ~ S #15613 The End of the Garden Path~ You've reached the end of the short path. The garden is in full bloom, and is simply stunning. The aroma of a large bed of roses is particularly intoxicating. There is a refreshing reflecting pool here. Off to the east you see an imposing stone structure built into the stone masonry of the garden walls. ~ 0 ROOM_INDOORS SECT_FOREST DDIR_EAST The path leads east.~ ~ 0 -1 15612 DDIR_DOWN You see your reflection in the pool.~ door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_HIDDEN|EX_PICKPROOF -1 15614 E pool reflecting~ You see your reflection in the pool. ~ S #15614 The Reflecting Pool~ SPLASH!! You dive into the reflecting pool, which is really quite deep. The water is cool and refreshing. You see the circulation pipes, pumping water through a grate. ~ 0 ROOM_INDOORS SECT_LAKE DDIR_NORTH A grate blocks your passage to the north.~ grate~ EX_ISDOOR|EX_CLOSED|EX_PICKPROOF 15506 15651 DDIR_UP You see your reflection off the surface of the pool.~ ~ 0 -1 15613 E grate~ The grate is caked with debris and rust. ~ S #15615 The City Gate~ You've reached the main checkpoint for people heading into the city and for people heading out. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH Atlantis Square is to the north.~ gate~ EX_ISDOOR|EX_CLOSED -1 15616 DDIR_SOUTH The gardens lie to the south.~ gate~ EX_ISDOOR|EX_CLOSED -1 15612 S #15616 Atlantis Square~ This large square is situated between the gate to the south and the building which houses the main administration for the city to the north. There is a large fountain here, depicting various sea creatures spewing forth water - fresh water. The water must be piped up from somewhere far below. ~ 0 ROOM_NO_MOB|ROOM_SAFE SECT_CITY DDIR_NORTH You see a large door with a turqouise hue up some stairs here.~ Door~ EX_ISDOOR|EX_CLOSED -1 15631 DDIR_EAST Atlantis Avenue continues to the east.~ ~ 0 -1 15617 DDIR_SOUTH The city gate lies to the south.~ gate~ EX_ISDOOR|EX_CLOSED -1 15615 DDIR_WEST Atlantis Avenue continues to the west.~ ~ 0 -1 15643 DDIR_DOWN There is a small manhole cover poking out of the street next to the fountain.~ Manhole~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_HIDDEN|EX_PICKPROOF -1 15651 S #15617 Atlantis Avenue~ The avenue is crowded with people from all walks of life, from nobles wrapped in turquoise robes to peasants in from the fields with grain and stock to trade. Though serfdom has apparently been abolished, class distinctions are easy to make. The street has been kept very clean, and the cobblestones are polished and rounded from the hundreds of sandals that tread upon them every day. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST Atlantis Avenue continues to the east.~ ~ 0 -1 15618 DDIR_WEST Atlantis Square lies to the west.~ ~ 0 -1 15616 S #15618 Corner of Atlantis and Scooby~ You've reached the intersection of Atlantis Avenue and Scooby Blvd. The administrative building lies to the northwest, and the jeweler's workshop lies to the east. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH Scooby Blvd continues to the north.~ ~ 0 -1 15619 DDIR_EAST Taria's Fine Jewelry and Magic Wares lies to the east.~ ~ 0 -1 15658 DDIR_WEST Atlantis Avenue continues to the west.~ ~ 0 -1 15617 DDIR_UP You see a huge pillar.~ door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_HIDDEN|EX_PICKPROOF -1 15690 S #15619 Scooby Blvd~ The street is paved with colorful stones, some of which have carved into them the names of notable figures in the community and characters from local lore whose deeds in faraway lands are now the stuff of legends in the self-imposed isolation of Atlantis. A row of lampposts features colorful banners emblazoned with the famous family coat of arms of Scooby, the disk crossed by two wild things dancing in front of a tower with a grimacing face painted on it. Funny that the tales of Scooby's exploits should have made it all the way here. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH Scooby Blvd continues to the north.~ ~ 0 -1 15620 DDIR_SOUTH Scooby Blvd continues to the south.~ ~ 0 -1 15618 S #15620 Scooby Blvd~ The street is paved with colorful stones, some of which have carved into them the names of notable figures in the community and characters from local lore whose deeds in faraway lands are now the stuff of legends in the self-imposed isolation of Atlantis. A row of lampposts features colorful banners emblazoned with the famous family coat of arms of Scooby, the disk crossed by two wild things dancing in front of a tower with a grimacing face painted on it. Funny that the tales of Scooby's exploits should have made it all the way here. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH Scooby Blvd continues to the north.~ ~ 0 -1 15621 DDIR_EAST A senator's abode lies to the east.~ ~ 0 -1 15660 DDIR_SOUTH Scooby Blvd continues to the south.~ ~ 0 -1 15619 S #15621 Scooby Blvd~ The street is paved with colorful stones, some of which have carved into them the names of notable figures in the community and characters from local lore whose deeds in faraway lands are now the stuff of legends in the self-imposed isolation of Atlantis. A row of lampposts features colorful banners emblazoned with the famous family coat of arms of Scooby, the disk crossed by two wild things dancing in front of a tower with a grimacing face painted on it. Funny that the tales of Scooby's exploits should have made it all the way here. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH Scooby Blvd continues to the north.~ ~ 0 -1 15622 DDIR_EAST You see a row upon row of street vendor.~ door~ EX_ISDOOR|EX_HIDDEN -1 15661 DDIR_SOUTH Scooby Blvd continues to the south.~ ~ 0 -1 15620 S #15622 Scooby Blvd~ The street is paved with colorful stones, some of which have carved into them the names of notable figures in the community and characters from local lore whose deeds in faraway lands are now the stuff of legends in the self-imposed isolation of Atlantis. A row of lampposts features colorful banners emblazoned with the famous family coat of arms of Scooby, the disk crossed by two wild things dancing in front of a tower with a grimacing face painted on it. Funny that the tales of Scooby's exploits should have made it all the way here. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH Scooby Blvd continues to the north.~ ~ 0 -1 15623 DDIR_EAST A senator's house lies to the east.~ ~ 0 -1 15662 DDIR_SOUTH Scooby Blvd continues to the south.~ ~ 0 -1 15621 S #15623 Scooby Blvd~ The street is paved with colorful stones, some of which have carved into them the names of notable figures in the community and characters from local lore whose deeds in faraway lands are now the stuff of legends in the self-imposed isolation of Atlantis. A row of lampposts features colorful banners emblazoned with the famous family coat of arms of Scooby, the disk crossed by two wild things dancing in front of a tower with a grimacing face painted on it. Funny that the tales of Scooby's exploits should have made it all the way here. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH Scooby Blvd continues to the north.~ ~ 0 -1 15624 DDIR_SOUTH Scooby Blvd continues to the south.~ ~ 0 -1 15622 S #15624 Corner of Scooby and Zandarf~ You've reached the corner of Scooby Blvd and Zandarf Avenue. The administrative building looms to the southwest and the city bailiff's home lies to the east. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST You see the home of the city bailiff to the east.~ ~ 0 -1 15664 DDIR_SOUTH Scooby Blvd continues to the south.~ ~ 0 -1 15623 DDIR_WEST Zandarf Avenue continues to the west.~ ~ 0 -1 15625 DDIR_UP You see a huge pillar.~ ~ 0 -1 15694 DDIR_DOWN You've discovered Scooby's secret passage!~ manhole~ EX_ISDOOR|EX_CLOSED|EX_HIDDEN -1 15500 S #15625 Zandarf Avenue~ The street is darkened by the overhanging second story of the administrative building, and appears mainly deserted. There are no shops here, and this street functions mainly as a corridor for townsfolk wishing to avoid the crowds around Atlantis Square. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_CITY DDIR_EAST Zandarf Avenue continues to the east.~ ~ 0 -1 15624 DDIR_WEST Zandarf Avenue continues to the west.~ ~ 0 -1 15666 DDIR_DOWN You see the entrance to the huge indoor colloseum down some steps to the south.~ ~ 0 -1 15669 S #15626 The East Alcove~ This room is dominated by a huge statue of Neptune wielding his godly trident. There is a platform that is apparently used in some ritual associated with the senate proceedings. The marriage of religion and politics here seems to be a way of life. ~ 0 ROOM_INDOORS SECT_CITY DDIR_WEST Back in the main senate hall.~ ~ 0 -1 15635 DDIR_DOWN You see a platform.~ platform neptune~ EX_ISDOOR|EX_CLOSED|EX_HIDDEN|EX_PICKPROOF 15510 15667 S #15627 The Liquor Locker~ You've discovered the judge's private stash of alcohol, which he partakes of during frequent recesses. Every conceivable beverage is stacked in neat rows of bottles. ~ 0 ROOM_INDOORS SECT_CITY DDIR_SOUTH There is a bookcase on that side of the room.~ bookcase book case~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_HIDDEN|EX_PICKPROOF -1 15628 S #15628 The Judge's Chambers~ The judge's chambers are even more plush than the courtroom, and it is obvious that he's let money sway some decisions upon occasion. The turquoise leather couch looks especially inviting. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH There is a large bookcase on that side of the room.~ bookcase book case~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_HIDDEN|EX_PICKPROOF -1 15627 DDIR_SOUTH The courtroom lies to the south.~ chamber doors~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 15509 15629 S #15629 The Courtroom~ The courtroom has been decorated with the same turquoise silk in the lobby, and it looks very plush, a contrast to the activities that take place within. The judge's chair is a good eight feet above the floor, obviously for intimidation. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The judge's chamber lies behind a door to the north.~ chamber doors~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 15509 15628 DDIR_SOUTH You can exit the courtroom to the south.~ door~ EX_ISDOOR|EX_CLOSED -1 15630 S #15630 The East Wing of the Administrative Building~ The city court is located in this wing of the building. You are standing outside the main courtroom, and you can here vehement arguing coming from the north. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The courtroom lies to the north.~ door~ EX_ISDOOR|EX_CLOSED -1 15629 DDIR_WEST The main lobby lies to the west.~ ~ 0 -1 15631 S #15631 The Lobby of the Administrative Building~ You're standing in the main lobby of the administrative building. The page's desk stands before you and you see three signs indicating that the west wing lies to your left, the east wing to your right, and the senate floor beyond some doors to the north. The lobby is ornate and trimmed with the finest turquoise silk you've ever laid your eyes on. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The senate floor is to the north, beyond some doors.~ doors~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 15508 15632 DDIR_EAST The east wing opens to the east.~ ~ 0 -1 15630 DDIR_SOUTH There is a large door with a turqouise hue to the south.~ door~ EX_ISDOOR|EX_CLOSED -1 15616 DDIR_WEST The west wing opens to the east.~ ~ 0 -1 15642 S #15632 The Senate Floor~ Row upon row of leather-padded chairs greets you as you wander onto the senate floor. Each chair belongs to a desk, and the desks are each equipped with a pad of scrap paper, a tall jug of water, and a leather blotter. The hall is quite long, and the walls are adorned with the likenesses of famous statesmen of the past. The acoustics are such that you can hear a whisper from across the room as if it was no more than ten inches from your ear. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The senate floor stretches to the north.~ ~ 0 -1 15633 DDIR_SOUTH The main lobby lies to the south, beyond some doors.~ doors~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 15508 15631 S #15633 The Senate Floor~ Row upon row of leather-padded chairs greets you as you wander onto the senate floor. Each chair belongs to a desk, and the desks are each equipped with a pad of scrap paper, a tall jug of water, and a leather blotter. The hall is quite long, and the walls are adorned with the likenesses of famous statesmen of the past. The acoustics are such that you can hear a whisper from across the room as if it was no more than ten inches from your ear. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The senate floor stretches to the north.~ ~ 0 -1 15634 DDIR_SOUTH The senate floor stretches to the south.~ ~ 0 -1 15632 S #15634 The Senate Floor~ Row upon row of leather-padded chairs greets you as you wander onto the senate floor. Each chair belongs to a desk, and the desks are each equipped with a pad of scrap paper, a tall jug of water, and a leather blotter. The hall is quite long, and the walls are adorned with the likenesses of famous statesmen of the past. The acoustics are such that you can hear a whisper from across the room as if it was no more than ten inches from your ear. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH There is some bare floor to the north.~ ~ 0 -1 15635 DDIR_SOUTH The senate floor stretches to the south.~ ~ 0 -1 15633 DDIR_WEST The west wing lies beyond a door.~ door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 15508 15639 S #15635 Before the Prince's Podium~ You stand before the steps up to a huge ornate podium, from whence the proceedings of the city are administered in an authoritative fashion. While the city prides itself in its belief in due process and the democratic ideal, it is the prince who has the ultimate say in affairs of the state. The stairs are ornate but well-used, while the podium reflects the communal and universal worship of the sea which has its grip on this city. There are two alcoves, one to your left and one to the right. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST There is an alcove to the east.~ ~ 0 -1 15626 DDIR_SOUTH The senate floor lies to the south.~ ~ 0 -1 15634 DDIR_WEST There is an alcove to the west.~ ~ 0 -1 15638 DDIR_UP The prince's podium looms above you.~ ~ 0 -1 15636 S #15636 The Prince's Podium~ You stand before the entire assembly, and just standing behind the podium seems to fill you with great strength. Maybe your were meant to be a statesmen. The podium is elevated way off the senate floor, but the amazing acoustics that grace the rest of the hall are just as amazing here. There are no obvious means of amplification that you can perceive in the entire room. ~ 0 ROOM_INDOORS SECT_CITY DDIR_DOWN The main senate floor lies well below you.~ ~ 0 -1 15635 S #15637 Zandarf Avenue~ The street is darkened by the overhanging second story of the administrative building, and appears mainly deserted. There are no shops here, and this street functions mainly as a corridor for townsfolk wishing to avoid the crowds around Atlantis Square. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST Zandarf Avenue continues to the east.~ ~ 0 -1 15666 DDIR_WEST Zandarf Avenue continues to the west.~ ~ 0 -1 15650 S #15638 The West Alcove~ This room is dedicated to a dais carved with three sea nymphs providing food and drink for a desperate traveller, who you imagine must have meant to be Ulysses. The dais must be accompany the senate proceedings in some way. The marriage of religion and politics here seems to be a way of life. On the base of the pedestal there is an inscription. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST Back in the main senate hall.~ ~ 0 -1 15635 DDIR_DOWN You see the dais.~ dais nymph~ EX_ISDOOR|EX_CLOSED|EX_HIDDEN -1 15679 E inscription base pedestal~ Lovelingly donated by Clan BLITZKRIEG, in the 3rd year of the Rule of Trotus II. All hail Blitzkrieg and its glorious regime. Sir Tyris ~ S #15639 The West Wing of the Administrative Building~ This part of the building contains row upon row of small offices and cubicles which facilitate the normal day-to-day operation of the city. None is of particular interest to you, and no one pays any notice to you other than the occasional bored sidelong glance. There appears to be a side door to the senate floor here. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST The senate floor lies beyond a door.~ door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 15508 15634 DDIR_SOUTH You see more of the west wing to the south.~ ~ 0 -1 15640 S #15640 The West Wing of the Administrative Building~ This part of the building contains row upon row of small offices and cubicles which facilitate the normal day-to-day operation of the city. None is of particular interest to you, and no one pays any notice to you other than the occasional bored sidelong glance. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH You see more of the west wing to the north.~ ~ 0 -1 15639 DDIR_SOUTH You see more of the west wing to the south.~ ~ 0 -1 15641 S #15641 The West Wing of the Administrative Building~ This part of the building contains row upon row of small offices and cubicles which facilitate the normal day-to-day operation of the city. None is of particular interest to you, and no one pays any notice to you other than the occasional bored sidelong glance. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH You see more of the west wing to the north.~ ~ 0 -1 15640 DDIR_SOUTH You see more of the west wing to the south.~ ~ 0 -1 15642 S #15642 The West Wing of the Administrative Building~ This part of the building contains row upon row of small offices and cubicles which facilitate the normal day-to-day operation of the city. None is of particular interest to you, and no one pays any notice to you other than the occasional bored sidelong glance. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH You see more of the west wing to the north.~ ~ 0 -1 15641 DDIR_EAST The main lobby lies to the east.~ ~ 0 -1 15631 S #15643 Atlantis Avenue~ The avenue is crowded with people from all walks of life, from nobles wrapped in turquoise robes to peasants in from the fields with grain and stock to trade. Though serfdom has apparently been abolished, class distinctions are easy to make. The street has been kept very clean, and the cobblestones are polished and rounded from the hundreds of sandals that tread upon them every day. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST Atlantis Square lies to the east.~ ~ 0 -1 15616 DDIR_WEST Atlantis Avenue continues to the west.~ ~ 0 -1 15644 S #15644 Corner of Atlantis and Lowris~ You've reached the intersection of Atlantis Avenue and Lowris Blvd. The administrative building lies to the northeast, and the armor and weapons shop to the west. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH Lowris Blvd continues to the north.~ ~ 0 -1 15645 DDIR_EAST Atlantis Avenue continues to the east.~ ~ 0 -1 15643 DDIR_WEST Dax's War Warehouse lies to the west.~ ~ 0 -1 15657 DDIR_UP You see a huge pillar.~ door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_HIDDEN|EX_PICKPROOF -1 15686 S #15645 Lowris Blvd~ Townsfolk and countryfolk alike scurry about their business here. The boulevard is a grand spectacle, befitting the center of a glorious city, and street merchants and denizens line the sidewalks on both sides. An occasional performer draws a mob of spectators, mostly peasants who just come from selling grain and stock, pockets full of money to burn. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH Lowris Blvd continues to the north.~ ~ 0 -1 15646 DDIR_SOUTH Lowris Blvd continues to the south.~ ~ 0 -1 15644 S #15646 Lowris Blvd~ Townsfolk and countryfolk alike scurry about their business here. The boulevard is a grand spectacle, befitting the center of a glorious city, and street merchants and denizens line the sidewalks on both sides. An occasional performer draws a mob of spectators, mostly peasants who just come from selling grain and stock, pockets full of money to burn. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH Lowris Blvd continues to the north.~ ~ 0 -1 15647 DDIR_SOUTH Lowris Blvd continues to the south.~ ~ 0 -1 15645 DDIR_WEST A senator's residence lies to the west.~ ~ 0 -1 15655 S #15647 Lowris Blvd~ Townsfolk and countryfolk alike scurry about their business here. The boulevard is a grand spectacle, befitting the center of a glorious city, and street merchants and denizens line the sidewalks on both sides. An occasional performer draws a mob of spectators, mostly peasants who just come from selling grain and stock, pockets full of money to burn. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH Lowris Blvd continues to the north.~ ~ 0 -1 15648 DDIR_SOUTH Lowris Blvd continues to the south.~ ~ 0 -1 15646 DDIR_WEST You see a crowd of people to the west.~ door~ EX_ISDOOR|EX_HIDDEN -1 15654 S #15648 Lowris Blvd~ Townsfolk and countryfolk alike scurry about their business here. The boulevard is a grand spectacle, befitting the center of a glorious city, and street merchants and denizens line the sidewalks on both sides. An occasional performer draws a mob of spectators, mostly peasants who just come from selling grain and stock, pockets full of money to burn. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH Lowris Blvd continues to the north.~ ~ 0 -1 15649 DDIR_SOUTH Lowris Blvd continues to the south.~ ~ 0 -1 15647 DDIR_WEST A senator's residence lies to the west.~ ~ 0 -1 15653 S #15649 Lowris Blvd~ Townsfolk and countryfolk alike scurry about their business here. The boulevard is a grand spectacle, befitting the center of a glorious city, and street merchants and denizens line the sidewalks on both sides. An occasional performer draws a mob of spectators, mostly peasants who just come from selling grain and stock, pockets full of money to burn. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH Lowris Blvd continues to the north.~ ~ 0 -1 15650 DDIR_SOUTH Lowris Blvd continues to the south.~ ~ 0 -1 15648 S #15650 Corner of Lowris and Zandarf~ You've reached the corner of Lowris Blvd and Zandarf Avenue. You can see the administrative building towering above you to the southeast and the city page's home to the west. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST Zandarf Avenue continues to the east.~ ~ 0 -1 15637 DDIR_SOUTH Lowris Blvd continues to the south.~ ~ 0 -1 15649 DDIR_WEST The home of the city page lies to the west.~ ~ 0 -1 15665 DDIR_UP You see a huge pillar.~ ~ 0 -1 15698 S #15651 The Circulation Tunnel~ This dimly-lit tunnel is used to circulate water into the reflecting pool. There are a series of great pumps to the north, blocking your passage. The light is filtering down from above, and your blinking eyes make out a few rungs in the wall. This must be how maintenance workers access the pumps. Maybe you can force your way up. ~ 0 ROOM_INDOORS SECT_LAKE DDIR_NORTH ~ ~ EX_ISDOOR|EX_HIDDEN -1 31200 DDIR_SOUTH A grate blocks your passage to the south.~ grate~ EX_ISDOOR|EX_CLOSED|EX_PICKPROOF 15506 15614 DDIR_UP Rungs lead up in this direction.~ manhole~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_HIDDEN|EX_PICKPROOF -1 15616 E grate~ The grate is caked with debris and rust. ~ S #15652 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_WEST You see Jon'dice Despot to the west.~ ~ 0 -1 15710 S #15653 A Senator's Home~ You're standing in the beautiful home of an important statesman. The furniture looks new, and the rugs are turquoise. A large trophy case contains curios collected from around the world, and the walls are covered with framed degrees and honorary plaques. There is a large stuffed hammerhead shark hanging over the door. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST Lowris Blvd lies to the east.~ ~ 0 -1 15648 S #15654 A Dark Alley~ As you push your way through the crowd, you find yourself in a rather dark alley. The smell of garbage is strong as you enter the seedier part of town. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_CITY DDIR_EAST You see a crowd of people to the east.~ door~ EX_ISDOOR|EX_HIDDEN -1 15647 DDIR_WEST Jon'dice Despot lies to the west.~ ~ 0 -1 15708 S #15655 A Senator's Home~ You're standing in the beautiful home of an important statesman. The furniture looks new, and the rugs are turquoise. A large trophy case contains curios collected from around the world, and the walls are covered with framed degrees and honorary plaques. There is a large stuffed squid hanging over the door. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST Lowris Blvd lies to the east.~ ~ 0 -1 15646 S #15656 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_WEST You see Jon'dice Despot to the west.~ ~ 0 -1 15706 S #15657 Dax's War Warehouse~ You've entered a rather large shop with a very high ceiling and rustic beams running laterally across the room. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST Atlantis Avenue lies to the east.~ ~ 0 -1 15644 S #15658 Taria's Fine Jewelry and Magic Wares~ You've entered a cozy shop with lavish tapestries hanging on the walls. ~ 0 ROOM_INDOORS SECT_CITY DDIR_WEST Atlantis Avenue lies to the west.~ ~ 0 -1 15618 S #15659 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST You see Troi Reichar to the east.~ ~ 0 -1 15726 S #15660 A Senator's Home~ You're standing in the beautiful home of an important statesman. The furniture looks new, and the rugs are turquoise. A large trophy case contains curios collected from around the world, and the walls are covered with framed degrees and honorary plaques. There is a large stuffed manatee hanging over the door. ~ 0 ROOM_INDOORS SECT_CITY DDIR_WEST Scooby Blvd lies to the west.~ ~ 0 -1 15620 S #15661 A Dark Alley~ As you push your way through the crowd, you find yourself in a rather dark alley. The smell of garbage is strong as you enter the seedier part of town. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_CITY DDIR_EAST Troi Reichar lies to the east.~ ~ 0 -1 15724 DDIR_WEST You see a crowd of people to the west.~ door~ EX_ISDOOR|EX_HIDDEN -1 15621 S #15662 A Senator's Home~ You're standing in the beautiful home of an important statesman. The furniture looks new, and the rugs are turquoise. A large trophy case contains curios collected from around the world, and the walls are covered with framed degrees and honorary plaques. There is a large stuffed raccoon-fish hanging over the door. ~ 0 ROOM_INDOORS SECT_CITY DDIR_WEST Scooby Blvd lies to the west.~ ~ 0 -1 15622 S #15663 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST You see Troi Reichar to the east.~ ~ 0 -1 15722 S #15664 The Home of the City Bailiff~ You're standing in the spartan home of the city bailiff. You can tell by the small arms proudly displayed on the walls that he has an interest in the military, or maybe hunting. Why he should need such gruesome weapons for hunting game escapes you, but apparently there are few restrictions in this libertarian society. There is an enormous stuffed whale mounted in the center of the living room. ~ 0 ROOM_INDOORS SECT_CITY DDIR_WEST Scooby Blvd lies to the west.~ ~ 0 -1 15624 S #15665 The Home of the City Page~ You're standing in the luxurious home of the city page. This is the first home you've seen to depart from the typical turquoise color scheme, as the walls are covered from ceiling to floor with pinks and lavenders. A number of strange but domestic cats roam the house, and they seem to rule the place. An enormous silk screening of Liberace hangs above a cozy fireplace. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST Lowris Blvd lies to the east.~ ~ 0 -1 15650 S #15666 Zandarf Avenue~ The street is darkened by the overhanging second story of the administrative building, and appears mainly deserted. There are no shops here, and this street functions mainly as a corridor for townsfolk wishing to avoid the crowds around Atlantis Square. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST Zandarf Avenue continues to the east.~ ~ 0 -1 15625 DDIR_WEST Zandarf Avenue continues to the west.~ ~ 0 -1 15637 S #15667 The Gladiator's Pit~ You are standing in the main arena of the huge indoor colloseum, and it seems you are the MAIN EVENT!! ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The pit extends to the north.~ ~ 0 -1 15668 DDIR_UP There is some sort of platform in the ceiling.~ platform neptune~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_HIDDEN|EX_PICKPROOF 15510 15626 S #15668 The Gladiator's Pit~ You are standing in the main arena of the huge indoor colloseum, and it seems you are the MAIN EVENT!! ~ 0 ROOM_INDOORS SECT_CITY DDIR_SOUTH The pit extends to the south.~ ~ 0 -1 15667 S #15669 The Ticket Booth~ You've entered the main entrance to the huge indoor colloseum. There are two booths with signs above them advertising tickets to the "greatest show on earth." Surprisingly, very few of the citizens pouring into the colloseum bother to stop for tickets. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST You see the east concourse.~ ~ 0 -1 15670 DDIR_WEST You see the west concourse.~ ~ 0 -1 15671 DDIR_UP Zandarf Avenue is up some stairs to the north.~ ~ 0 -1 15625 S #15670 Concourse East~ You stand at the entrance to the east commoner's stands. ~ 0 ROOM_INDOORS SECT_CITY DDIR_SOUTH The concourse opens to some seats.~ ~ 0 -1 15672 DDIR_WEST The ticket booths are to the west.~ ~ 0 -1 15669 S #15671 Concourse West~ You stand at the entrance to the west commoner's stands. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST The ticket booths are to the east.~ ~ 0 -1 15669 DDIR_SOUTH The concourse opens to some seats.~ ~ 0 -1 15673 S #15672 The East Commoners' Stands~ Many rows of uncomfortable wooden seats accomodate hundreds of bloodthirsty fans. There is some sort of spectacle going on in the arena below, and you can see some faint blood stains on the ceiling. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH A concourse leads away to the north.~ ~ 0 -1 15670 DDIR_SOUTH The stands extend to the south.~ ~ 0 -1 15674 S #15673 The West Commoners' Stands~ Many rows of uncomfortable wooden seats accomodate hundreds of bloodthirsty fans. There is some sort of spectacle going on in the arena below, and you can see some faint blood stains on the ceiling. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH A concourse leads away to the north.~ ~ 0 -1 15671 DDIR_SOUTH The stands extend to the south.~ ~ 0 -1 15675 S #15674 The East Commoners' Stands~ Many rows of uncomfortable wooden seats accomodate hundreds of bloodthirsty fans. There is some sort of spectacle going on in the arena below, and you can see some faint blood stains on the ceiling. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The stands extend to the north.~ ~ 0 -1 15672 DDIR_SOUTH The stands extend to the south.~ ~ 0 -1 15676 S #15675 The West Commoners' Stands~ Many rows of uncomfortable wooden seats accomodate hundreds of bloodthirsty fans. There is some sort of spectacle going on in the arena below, and you can see some faint blood stains on the ceiling. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The stands extend to the north.~ ~ 0 -1 15673 DDIR_SOUTH The stands extend to the south.~ ~ 0 -1 15677 S #15676 The East Commoners' Stands~ Many rows of uncomfortable wooden seats accomodate hundreds of bloodthirsty fans. There is some sort of spectacle going on in the arena below, and you can see some faint blood stains on the ceiling. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The stands extend to the north.~ ~ 0 -1 15674 DDIR_WEST You see some nicer seats to the west.~ ~ 0 -1 15678 S #15677 The West Commoners' Stands~ Many rows of uncomfortable wooden seats accomodate hundreds of bloodthirsty fans. There is some sort of spectacle going on in the arena below, and you can see some faint blood stains on the ceiling. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The stands extend to the north.~ ~ 0 -1 15675 DDIR_EAST You see some nicer seats to the east.~ ~ 0 -1 15678 S #15678 The Nobles' Seats~ About 30 plush seats command the best view in the colloseum. This area must be reserved for the most important people in town. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST You see cheap seats to the east.~ ~ 0 -1 15676 DDIR_WEST You see cheap seats to the west.~ ~ 0 -1 15677 S #15679 An Abandoned Tunnel~ You find yourself in a dark tunnel. The smell of body odor and old meat is strong. Whatever this tunnel was used for when the city planners created it, it isn't used for that anymore. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST The tunnel continues that way.~ ~ 0 -1 15680 DDIR_UP You see the bottom of the dais.~ dais nymph~ EX_ISDOOR|EX_CLOSED|EX_HIDDEN|EX_PICKPROOF -1 15638 S #15680 An Abandoned Tunnel~ You find yourself in a dark tunnel. The smell of body odor and old meat is strong. Whatever this tunnel was used for when the city planners created it, it isn't used for that anymore. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The tunnel continues that way.~ ~ 0 -1 15681 DDIR_WEST The tunnel continues that way.~ ~ 0 -1 15679 S #15681 An Abandoned Tunnel~ You find yourself in a dark tunnel. The smell of body odor and old meat is strong. Whatever this tunnel was used for when the city planners created it, it isn't used for that anymore. ~ 0 ROOM_INDOORS SECT_CITY DDIR_SOUTH The tunnel continues that way.~ ~ 0 -1 15680 DDIR_WEST The tunnel continues that way.~ ~ 0 -1 15682 S #15682 An Abandoned Tunnel~ You find yourself in a dark tunnel. The smell of body odor and old meat is strong. Whatever this tunnel was used for when the city planners created it, it isn't used for that anymore. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The tunnel continues that way.~ ~ 0 -1 15683 DDIR_EAST The tunnel continues that way.~ ~ 0 -1 15681 S #15683 An Abandoned Tunnel~ You find yourself in a dark tunnel. The smell of body odor and old meat is strong. Whatever this tunnel was used for when the city planners created it, it isn't used for that anymore. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The tunnel continues that way.~ ~ 0 -1 15684 DDIR_SOUTH The tunnel continues that way.~ ~ 0 -1 15682 S #15684 An Abandoned Tunnel~ You find yourself in a dark tunnel. The smell of body odor and old meat is strong. Whatever this tunnel was used for when the city planners created it, it isn't used for that anymore. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST The tunnel continues that way.~ ~ 0 -1 15685 DDIR_SOUTH The tunnel continues that way.~ ~ 0 -1 15683 S #15685 The Healer's Room~ This room used to have a greater purpose, but now it serves as the home of a curmudgeonly man with hair to his feet and a beard to match. Bits of plants and the bones from a dozen small rodents litter the floor. The air is musty and smells of decay. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_CITY DDIR_WEST The tunnel leads away to the west.~ ~ 0 -1 15684 DDIR_DOWN You see nothing special.~ door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_HIDDEN|EX_PICKPROOF -1 15769 S #15686 A Large Pillar~ You are climbing a small spiral staircase around a MASSIVE pillar. ~ 0 ROOM_INDOORS SECT_CITY DDIR_UP The staircase continues up.~ ~ 0 -1 15687 DDIR_DOWN The staircase leads back down to the street below.~ ~ 0 -1 15644 S #15687 A Large Pillar~ You are climbing a small spiral staircase around a MASSIVE pillar. ~ 0 ROOM_INDOORS SECT_CITY DDIR_UP The staircase continues up.~ ~ 0 -1 15688 DDIR_DOWN The staircase leads back down.~ ~ 0 -1 15686 S #15688 A Large Pillar~ You are climbing a small spiral staircase around a MASSIVE pillar. ~ 0 ROOM_INDOORS SECT_CITY DDIR_UP The staircase continues up.~ ~ 0 -1 15689 DDIR_DOWN The staircase leads back down.~ ~ 0 -1 15687 S #15689 Underneath the Dome~ You've reached the top of the pillar, and now you see that it supports part of the huge dome that is protecting the city in its resting place at the bottom of a huge ocean. As you reach out to touch the dome itself, some perfectly reflective dust deposits itself on your fingers, and in the place where you touched the dome, a small cod puckers at you through the clear spot. The entire city must be lit from one light source which reflects evenly off the entire inner surface of the dome. ~ 0 ROOM_INDOORS SECT_CITY DDIR_DOWN The staircase leads back down.~ ~ 0 -2 15688 S #15690 A Large Pillar~ You are climbing a small spiral staircase around a MASSIVE pillar. ~ 0 ROOM_INDOORS SECT_CITY DDIR_UP The staircase continues up.~ ~ 0 -1 15691 DDIR_DOWN The staircase leads back down to the street below.~ ~ 0 -1 15618 S #15691 A Large Pillar~ You are climbing a small spiral staircase around a MASSIVE pillar. ~ 0 ROOM_INDOORS SECT_CITY DDIR_UP The staircase continues up.~ ~ 0 -1 15692 DDIR_DOWN The staircase leads back down.~ ~ 0 -1 15690 S #15692 A Large Pillar~ You are climbing a small spiral staircase around a MASSIVE pillar. ~ 0 ROOM_INDOORS SECT_CITY DDIR_UP The staircase continues up.~ ~ 0 -1 15693 DDIR_DOWN The staircase leads back down.~ ~ 0 -1 15691 S #15693 Underneath the Dome~ You've reached the top of the pillar, and now you see that it supports part of the huge dome that is protecting the city in its resting place at the bottom of a huge ocean. As you reach out to touch the dome itself, some perfectly reflective dust deposits itself on your fingers, and in the place where you touched the dome, a small scoobyfish puckers at you through the clear spot. The entire city must be lit from one light source which reflects evenly off the entire inner surface of the dome. ~ 0 ROOM_INDOORS SECT_CITY DDIR_DOWN The staircase leads back down.~ ~ 0 -1 15692 S #15694 A Large Pillar~ You are climbing a small spiral staircase around a MASSIVE pillar. ~ 0 ROOM_INDOORS SECT_CITY DDIR_UP The staircase continues up.~ ~ 0 -1 15695 DDIR_DOWN The staircase leads back down to the street below.~ ~ 0 -1 15624 S #15695 A Large Pillar~ You are climbing a small spiral staircase around a MASSIVE pillar. ~ 0 ROOM_INDOORS SECT_CITY DDIR_UP The staircase continues up.~ ~ 0 -1 15696 DDIR_DOWN The staircase leads back down.~ ~ 0 -1 15694 S #15696 A Large Pillar~ You are climbing a small spiral staircase around a MASSIVE pillar. ~ 0 ROOM_INDOORS SECT_CITY DDIR_UP The staircase continues up.~ ~ 0 -1 15697 DDIR_DOWN The staircase leads back down.~ ~ 0 -1 15695 S #15697 Underneath the Dome~ You've reached the top of the pillar, and now you see that it supports part of the huge dome that is protecting the city in its resting place at the bottom of a huge ocean. As you reach out to touch the dome itself, some perfectly reflective dust deposits itself on your fingers, and in the place where you touched the dome, a small flounder puckers at you through the clear spot. The entire city must be lit from one light source which reflects evenly off the entire inner surface of the dome. ~ 0 ROOM_INDOORS SECT_CITY DDIR_DOWN The staircase leads back down.~ ~ 0 -2 15688 S #15698 A Large Pillar~ You are climbing a small spiral staircase around a MASSIVE pillar. ~ 0 ROOM_INDOORS SECT_CITY DDIR_UP The staircase continues up.~ ~ 0 -1 15699 DDIR_DOWN The staircase leads back down to the street below.~ ~ 0 -1 15650 S #15699 A Large Pillar~ You are climbing a small spiral staircase around a MASSIVE pillar. ~ 0 ROOM_INDOORS SECT_CITY DDIR_UP The staircase continues up.~ ~ 0 -1 15700 DDIR_DOWN The staircase leads back down.~ ~ 0 -1 15698 S #15700 A Large Pillar~ You are climbing a small spiral staircase around a MASSIVE pillar. ~ 0 ROOM_INDOORS SECT_CITY DDIR_UP The staircase continues up.~ ~ 0 -1 15701 DDIR_DOWN The staircase leads back down.~ ~ 0 -1 15699 S #15701 Underneath the Dome~ You've reached the top of the pillar, and now you see that it supports part of the huge dome that is protecting the city in its resting place at the bottom of a huge ocean. As you reach out to touch the dome itself, some perfectly reflective dust deposits itself on your fingers, and in the place where you touched the dome, a small snail puckers at you through the clear spot. The entire city must be lit from one light source which reflects evenly off the entire inner surface of the dome. ~ 0 ROOM_INDOORS SECT_CITY DDIR_DOWN The staircase leads back down.~ ~ 0 -2 15700 S #15705 The End of Jon'dice Despot~ You've reached the end of this godforsaken street. The smell of garbage is strong. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The Despot continues north.~ ~ 0 -1 15706 DDIR_WEST You see an overrun house to the west.~ ~ 0 -1 15728 S #15706 Jon'dice Despot~ A few citizens scurry about what used to be a glorious promenade. It has lost its glory. The smell of garbage is strong. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The Despot continues north.~ ~ 0 -1 15707 DDIR_EAST You see an overrun house to the east.~ ~ 0 -1 15656 DDIR_SOUTH The Despot continues south.~ ~ 0 -1 15705 S #15707 Jon'dice Despot~ A few citizens scurry about what used to be a glorious promenade. It has lost its glory. The smell of garbage is strong. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The Despot continues north.~ ~ 0 -1 15708 DDIR_SOUTH The Despot continues south.~ ~ 0 -1 15706 DDIR_WEST An overrun house lies to the west.~ ~ 0 -1 15730 S #15708 Jon'dice Despot~ You stand in the middle of a street which runs north-south through this part of town. After canvassing the few locals wandering about on the street, you find out that this was once one of the nicer parts of the city, but when they brought in a handful of gravens to take care of the rodent population feeding on the rich refuse discarded by the welltodoers, things got out of hand. You see no tourists here. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The Despot continues to the north.~ ~ 0 -1 15709 DDIR_EAST You see a dark alley leading off to the east.~ ~ 0 -1 15654 DDIR_SOUTH The Despot leads off to the south.~ ~ 0 -1 15707 DDIR_WEST You see the judge's home to the west.~ ~ 0 -1 15731 S #15709 Jon'dice Despot~ A few citizens scurry about what used to be a glorious promenade. It has lost its glory. The smell of garbage is strong. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The Despot continues north.~ ~ 0 -1 15710 DDIR_SOUTH The Despot continues south.~ ~ 0 -1 15708 DDIR_WEST You see an overrun house to the west.~ ~ 0 -1 15732 S #15710 Jon'dice Despot~ A few citizens scurry about what used to be a glorious promenade. It has lost its glory. The smell of garbage is strong. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The Despot continues north.~ ~ 0 -1 15711 DDIR_EAST You see an overrun house to the east.~ ~ 0 -1 15652 DDIR_SOUTH The Despot continues south.~ ~ 0 -1 15709 S #15711 Jon'dice Despot~ A few citizens scurry about what used to be a glorious promenade. It has lost its glory. The smell of garbage is strong. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The Despot continues north.~ ~ 0 -1 15712 DDIR_SOUTH The Despot continues south.~ ~ 0 -1 15710 DDIR_WEST You see an overrun house to the west.~ ~ 0 -1 15734 S #15712 The Corner of Jon'dice Despot and Dapa Iyengar~ You've reached the intersection of two dismal streets, reflecting none of their former grandeur. The smell of garbage is strong. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH You see an overrun home to the north.~ ~ 0 -1 15736 DDIR_EAST The Iyengar extends to the east.~ ~ 0 -1 15713 DDIR_SOUTH The Despot continues to the south.~ ~ 0 -1 15711 DDIR_WEST You see an overrun house to the west.~ ~ 0 -1 15735 S #15713 Dapa Iyengar~ You're walking along an east-west path littered with debris. Any color that might have once graced this avenue has since been covered with a thick layer of soot. The smell of garbage is strong. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST The Iyengar extends to the east.~ ~ 0 -1 15714 DDIR_WEST The Iyengar extends to the west.~ ~ 0 -1 15712 DDIR_UP You see an overrun home up some stairs to the south.~ ~ 0 -1 15737 S #15714 Dapa Iyengar~ You're walking along an east-west path littered with debris. Any color that might have once graced this avenue has since been covered with a thick layer of soot. The smell of garbage is strong. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH You see an overrun home to the north.~ ~ 0 -1 15738 DDIR_EAST The Iyengar extends to the east.~ ~ 0 -1 15715 DDIR_WEST The Iyengar extends to the west.~ ~ 0 -1 15713 S #15715 Dapa Iyengar~ You're walking along an east-west path littered with debris. Any color that might have once graced this avenue has since been covered with a thick layer of soot. The smell of garbage is strong. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST The Iyengar extends to the east.~ ~ 0 -1 15716 DDIR_WEST The Iyengar extends to the west.~ ~ 0 -1 15714 DDIR_UP You see an overrun home up some stairs to the south.~ ~ 0 -1 15739 S #15716 Dapa Iyengar~ You're walking along an east-west path littered with debris. Any color that might have once graced this avenue has since been covered with a thick layer of soot. The smell of garbage is strong. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH You see an overrun house to the north.~ ~ 0 -1 15740 DDIR_EAST The Iyengar extends to the east.~ ~ 0 -1 15717 DDIR_WEST The Iyengar extends to the west.~ ~ 0 -1 15715 S #15717 Dapa Iyengar~ You're walking along an east-west path littered with debris. Any color that might have once graced this avenue has since been covered with a thick layer of soot. The smell of garbage is strong. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST The Iyengar extends to the east.~ ~ 0 -1 15718 DDIR_WEST The Iyengar extends to the west.~ ~ 0 -1 15716 DDIR_UP You see an overrun home up some stairs to the south.~ ~ 0 -1 15741 S #15718 Dapa Iyengar~ You're walking along an east-west path littered with debris. Any color that might have once graced this avenue has since been covered with a thick layer of soot. The smell of garbage is strong. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH You see an overrun house to the north.~ ~ 0 -1 15742 DDIR_EAST The Iyengar extends to the east.~ ~ 0 -1 15719 DDIR_WEST The Iyengar extends to the west.~ ~ 0 -1 15717 S #15719 Dapa Iyengar~ You're walking along an east-west path littered with debris. Any color that might have once graced this avenue has since been covered with a thick layer of soot. The smell of garbage is strong. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST The Iyengar extends to the east.~ ~ 0 -1 15720 DDIR_WEST The Iyengar extends to the west.~ ~ 0 -1 15718 DDIR_UP You see an overrun home up some stairs to the south.~ ~ 0 -1 15743 S #15720 The Corner of Troi Reichar and Dapa Iyengar~ You've reached the intersection of two dismal streets, reflecting none of their former grandeur. The smell of garbage is strong. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH You see an overrun house to the north.~ ~ 0 -1 15744 DDIR_EAST You see an overrun house to the east.~ ~ 0 -1 15745 DDIR_SOUTH The Reichar leads to the south.~ ~ 0 -1 15721 DDIR_WEST The Iyengar leads to the west.~ ~ 0 -1 15719 S #15721 Troi Reichar~ The vapors rising off the street sting your eyes, and you can feel residue oozing under your feet. The smell of garbage is strong. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The Reichar leads to the north.~ ~ 0 -1 15720 DDIR_EAST You see an overrun house to the east.~ ~ 0 -1 15746 DDIR_SOUTH The Reichar leads to the south.~ ~ 0 -1 15722 S #15722 Troi Reichar~ The vapors rising off the street sting your eyes, and you can feel residue oozing under your feet. The smell of garbage is strong. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The Reichar leads to the north.~ ~ 0 -1 15721 DDIR_SOUTH The Reichar leads to the south.~ ~ 0 -1 15723 DDIR_WEST You see an overrun home to the west.~ ~ 0 -1 15663 S #15723 Troi Reichar~ The vapors rising off the street sting your eyes, and you can feel residue oozing under your feet. The smell of garbage is strong. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The Reichar leads to the north.~ ~ 0 -1 15722 DDIR_EAST You see an overrun house to the east.~ ~ 0 -1 15748 DDIR_SOUTH The Reichar leads to the south.~ ~ 0 -1 15724 S #15724 Troi Reichar~ You stand in the middle of a street which runs north-south through this part of town. After canvassing the few locals wandering about on the street, you find out that this was once one of the nicer parts of the city, but when they brought in a handful of gravens to take care of the rodent population feeding on the rich refuse discarded by the welltodoers, things got out of hand. You see no tourists here. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The Reichar leads to the north.~ ~ 0 -1 15723 DDIR_EAST You hear low but steady grunting from the east.~ ~ 0 -1 15749 DDIR_SOUTH The Reichar leads to the south.~ ~ 0 -1 15725 DDIR_WEST You see a dark alley to the west.~ ~ 0 -1 15661 S #15725 Troi Reichar~ The vapors rising off the street sting your eyes, and you can feel residue oozing under your feet. The smell of garbage is strong. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The Reichar leads to the north.~ ~ 0 -1 15724 DDIR_EAST You see an overrun home to the east.~ ~ 0 -1 15750 DDIR_SOUTH The Reichar leads to the south.~ ~ 0 -1 15726 S #15726 Troi Reichar~ The vapors rising off the street sting your eyes, and you can feel residue oozing under your feet. The smell of garbage is strong. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The Reichar leads to the north.~ ~ 0 -1 15725 DDIR_SOUTH The Reichar leads to the south.~ ~ 0 -1 15727 DDIR_WEST You see an overrun house to the west.~ ~ 0 -1 15659 S #15727 The End of Troi Reichar~ The vapors rising off the street sting your eyes, and you can feel residue oozing under your feet. The smell of garbage is strong. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH The Reichar leads to the north.~ ~ 0 -1 15726 DDIR_EAST You see an overrun home to the east.~ ~ 0 -1 15752 S #15728 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST You see Jon'dice Despot to the east.~ ~ 0 -1 15705 S #15730 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST You see Jon'dice Despot to the east.~ ~ 0 -1 15707 S #15731 The Home of the City Judge~ You've entered what appears to be a home of some kind, though the ankle-deep garbage, old newspapers, and empty liquor bottles strewn across the floor makes you wonder when was the last time this place was cleaned. A tattered law degree hangs on a once-proud wall. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST Jon'dice Despot lies to the east.~ ~ 0 -1 15708 S #15732 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST You see Jon'dice Despot to the east.~ ~ 0 -1 15709 S #15734 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST You see Jon'dice Despot to the east.~ ~ 0 -1 15711 S #15735 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_EAST You see Jon'dice Despot to the east.~ ~ 0 -1 15712 S #15736 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_SOUTH You see Dapa Iyengar to the south.~ ~ 0 -1 15712 S #15737 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_DOWN You see Dapa Iyengar below.~ ~ 0 -1 15713 S #15738 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_SOUTH You see Dapa Iyengar to the south.~ ~ 0 -1 15714 S #15739 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_DOWN You see Dapa Iyengar below.~ ~ 0 -1 15715 S #15740 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_SOUTH You see Dapa Iyengar to the south.~ ~ 0 -1 15716 S #15741 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_DOWN You see Dapa Iyengar below.~ ~ 0 -1 15717 S #15742 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_SOUTH You see Dapa Iyengar to the south.~ ~ 0 -1 15718 S #15743 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_DOWN You see Dapa Iyengar below.~ ~ 0 -1 15719 S #15744 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_SOUTH You see Dapa Iyengar to the south.~ ~ 0 -1 15720 S #15745 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_WEST You see Troi Reichar to the west.~ ~ 0 -1 15720 S #15746 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_WEST You see Troi Reichar to the west.~ ~ 0 -1 15721 S #15748 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_WEST You see Troi Reichar to the west.~ ~ 0 -1 15723 S #15749 Grump's Winter Palace~ Somehow, a dwarf has made a home in this desolate city sector. Among all the trappings a dwarf needs to feel comfortable in his or her home, a row of door knockers is laid out on a table, along with a bottle of grecian formula 99: mandarin orange. ~ 0 ROOM_INDOORS SECT_CITY DDIR_WEST Troi Reichar lies to the west.~ ~ 0 -1 15724 S #15750 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_WEST You see Troi Reichar to the west.~ ~ 0 -1 15725 S #15752 An Overrun Home~ You've entered a building which has been entirely overrun by the gravens ironically brought in for pest control. There is garbage everywhere, and the stench from these unsanitary creatures is overpowering. The walls are smeared and the furniture broken and tossed about. You wonder who was responsible for this grievous oversight in public policy. ~ 0 ROOM_INDOORS SECT_CITY DDIR_WEST You see Troi Reichar to the west.~ ~ 0 -1 15727 S #15753 Mob Chute~ A mob chute. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 15706 DDIR_SOUTH ~ ~ 0 -1 15708 DDIR_UP ~ ~ 0 -1 15710 S #15754 Mob Chute~ A mob chute. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 15713 DDIR_SOUTH ~ ~ 0 -1 15716 DDIR_UP ~ ~ 0 -1 15719 S #15755 Mob Chute~ A mob chute. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 15722 DDIR_SOUTH ~ ~ 0 -1 15725 DDIR_UP ~ ~ 0 -1 15726 S #15756 A Mob Chute~ A chute for distributing mobs. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 15590 DDIR_SOUTH ~ ~ 0 -1 15512 DDIR_UP ~ ~ 0 -1 15555 S #15757 Another Mob Chute~ This is a chute for citizens. ~ 0 ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 15617 DDIR_SOUTH ~ ~ 0 -1 15620 DDIR_UP ~ ~ 0 -1 15623 S #15760 Before a Large Green Hedge.~ You have emerged into bright sunlight, or at least it appears to be sunlight. You can't quite make out the sun, and the sky is a bit too blue. You blink your eyes and notice that you've run aground amidst tall grasses and amber waves of grain. The river that carried you here now plummets under ground once again, into a hole far too small to accomodate you. There is a large hedge to the north, which appears to have been burrowed through. Endless fields surround you on all sides. There is enough food here to feed a large city. ~ 0 0 SECT_FIELD DDIR_NORTH There is a hole in the large hedge.~ ~ 0 -1 15508 DDIR_EAST You see endless fields.~ ~ 0 -1 15761 DDIR_SOUTH You see endless fields.~ ~ 0 -1 15507 DDIR_WEST You see endless fields.~ ~ 0 -1 15507 S #15761 Before a Large Green Hedge.~ You have emerged into bright sunlight, or at least it appears to be sunlight. You can't quite make out the sun, and the sky is a bit too blue. You blink your eyes and notice that you've run aground amidst tall grasses and amber waves of grain. The river that carried you here now plummets under ground once again, into a hole far too small to accomodate you. There is a large hedge to the north, which appears to have been burrowed through. Endless fields surround you on all sides. There is enough food here to feed a large city. ~ 0 0 SECT_FIELD DDIR_NORTH There is a hole in the large hedge.~ ~ 0 -1 15508 DDIR_EAST You see endless fields.~ ~ 0 -1 15507 DDIR_SOUTH You see endless fields.~ ~ 0 -1 15507 DDIR_WEST You see endless fields.~ ~ 0 -1 15762 S #15762 Before a Large Green Hedge.~ You have emerged into bright sunlight, or at least it appears to be sunlight. You can't quite make out the sun, and the sky is a bit too blue. You blink your eyes and notice that you've run aground amidst tall grasses and amber waves of grain. The river that carried you here now plummets under ground once again, into a hole far too small to accomodate you. There is a large hedge to the north, which appears to have been burrowed through. Endless fields surround you on all sides. There is enough food here to feed a large city. ~ 0 0 SECT_FIELD DDIR_NORTH There is a hole in the large hedge.~ ~ 0 -1 15508 DDIR_EAST You see endless fields.~ ~ 0 -1 15763 DDIR_SOUTH You see endless fields.~ ~ 0 -1 15507 DDIR_WEST You see endless fields.~ ~ 0 -1 15507 S #15763 Before a Large Green Hedge.~ You have emerged into bright sunlight, or at least it appears to be sunlight. You can't quite make out the sun, and the sky is a bit too blue. You blink your eyes and notice that you've run aground amidst tall grasses and amber waves of grain. The river that carried you here now plummets under ground once again, into a hole far too small to accomodate you. There is a large hedge to the north, which appears to have been burrowed through. Endless fields surround you on all sides. There is enough food here to feed a large city. ~ 0 0 SECT_FIELD DDIR_NORTH There is a hole in the large hedge.~ ~ 0 -1 15508 DDIR_EAST You see endless fields.~ ~ 0 -1 15507 DDIR_SOUTH You see endless fields.~ ~ 0 -1 15507 DDIR_WEST You see endless fields.~ ~ 0 -1 15764 S #15764 Before a Large Green Hedge.~ You have emerged into bright sunlight, or at least it appears to be sunlight. You can't quite make out the sun, and the sky is a bit too blue. You blink your eyes and notice that you've run aground amidst tall grasses and amber waves of grain. The river that carried you here now plummets under ground once again, into a hole far too small to accomodate you. There is a large hedge to the north, which appears to have been burrowed through. Endless fields surround you on all sides. There is enough food here to feed a large city. ~ 0 0 SECT_FIELD DDIR_NORTH There is a hole in the large hedge.~ ~ 0 -1 15508 DDIR_EAST You see endless fields.~ ~ 0 -1 15765 DDIR_SOUTH You see endless fields.~ ~ 0 -1 15507 DDIR_WEST You see endless fields.~ ~ 0 -1 15507 S #15765 Before a Large Green Hedge.~ You have emerged into bright sunlight, or at least it appears to be sunlight. You can't quite make out the sun, and the sky is a bit too blue. You blink your eyes and notice that you've run aground amidst tall grasses and amber waves of grain. The river that carried you here now plummets under ground once again, into a hole far too small to accomodate you. There is a large hedge to the north, which appears to have been burrowed through. Endless fields surround you on all sides. There is enough food here to feed a large city. ~ 0 0 SECT_FIELD DDIR_NORTH There is a hole in the large hedge.~ ~ 0 -1 15508 DDIR_EAST You see endless fields.~ ~ 0 -1 15507 DDIR_SOUTH You see endless fields.~ ~ 0 -1 15507 DDIR_WEST You see endless fields.~ ~ 0 -1 15507 DDIR_DOWN You see nothing special.~ door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_HIDDEN|EX_PICKPROOF -1 15766 S #15766 Mole Hole~ You've burrowed into a small hole. ~ 0 0 SECT_FIELD DDIR_NORTH You see nothing special.~ ~ 0 -1 15507 DDIR_EAST You see nothing special.~ ~ 0 -1 15507 DDIR_SOUTH You see nothing special.~ ~ 0 -1 15507 DDIR_WEST You see nothing special.~ ~ 0 -1 15507 DDIR_UP You see nothing special.~ ~ 0 -1 15507 DDIR_DOWN You see nothing special.~ ~ 0 -1 15507 S #15769 Secret Shrine~ You've encountered a secret shrine to Ulmo, Lord of the Seas. The small room is illuminated by three solitary candles which glow with blue light. The walls are adorned with turquoise tapestries and there is a small but ornate altar near one end of the room. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE DDIR_EAST You notice a small alcove leading off to the east.~ ~ 0 -1 15770 DDIR_UP The healer toils away above.~ ~ 0 -1 15685 S #15770 The Dark Alcove~ You're crouched over in a tiny, dark alcove off the main shrine. There is something dark in the corner... a casket! As you carefully pry the lid open, you are shocked to discover your own corpse. ~ 0 ROOM_DARK|ROOM_INDOORS|ROOM_MORGUE SECT_CITY DDIR_WEST The alcove opens up to the west.~ ~ 0 -1 15769 S #0 #RESETS M 15500 100 15510 O 15506 100 15587 M 15500 100 15535 M 15500 100 15563 M 15500 100 15523 M 15500 100 15543 M 15500 100 15576 M 15500 100 15511 M 15501 100 15591 M 15501 100 15546 M 15501 100 15551 M 15501 100 15516 M 15501 100 15514 M 15501 100 15533 M 15501 100 15557 M 15502 100 15513 M 15502 100 15565 M 15502 100 15554 M 15502 100 15542 M 15502 100 15515 M 15502 100 15566 M 15502 100 15586 M 15502 100 15503 M 15502 100 15501 M 15502 100 15562 M 15503 100 15531 M 15503 100 15576 M 15503 100 15522 M 15503 100 15608 M 15503 100 15606 M 15503 100 15600 M 15503 100 15602 M 15503 100 15584 M 15504 100 15756 M 15504 100 15756 M 15504 100 15756 M 15504 100 15756 M 15504 100 15756 M 15504 100 15756 M 15504 100 15756 M 15504 100 15756 M 15504 100 15756 M 15504 100 15756 M 15505 100 15564 G 15502 100 0 O 15502 100 15564 M 15506 100 15679 M 15506 100 15680 M 15506 100 15681 M 15506 100 15682 M 15506 100 15683 M 15506 100 15684 M 15507 100 15657 G 15511 100 0 G 15521 100 0 G 15522 100 0 G 15525 100 0 G 15524 100 0 G 15527 100 0 G 15575 100 0 M 15508 100 15658 G 15513 100 0 G 15568 100 0 G 15570 100 0 G 15572 100 0 G 15574 100 0 O 15506 100 15587 O 15567 100 15611 P 15568 100 15567 O 15569 100 15611 O 15571 100 15611 P 15572 100 15571 O 15573 100 15611 P 15574 100 15573 M 15509 100 15615 E 15521 100 WEAR_FEET E 15522 100 WEAR_WAIST E 15525 100 WEAR_WIELD M 15528 100 15615 E 15521 100 WEAR_FEET E 15522 100 WEAR_WAIST E 15525 100 WEAR_WIELD M 15528 100 15615 E 15521 100 WEAR_FEET E 15522 100 WEAR_WAIST E 15525 100 WEAR_WIELD M 15528 100 15615 E 15521 100 WEAR_FEET E 15522 100 WEAR_WAIST E 15525 100 WEAR_WIELD M 15528 100 15615 E 15521 100 WEAR_FEET E 15522 100 WEAR_WAIST E 15525 100 WEAR_WIELD M 15510 100 15753 M 15510 100 15753 M 15510 100 15753 M 15510 100 15753 M 15510 100 15753 M 15510 100 15753 M 15510 100 15753 M 15510 100 15753 M 15510 100 15753 M 15510 100 15753 M 15511 100 15754 M 15511 100 15754 M 15511 100 15754 M 15511 100 15754 M 15511 100 15754 M 15511 100 15754 M 15511 100 15754 M 15511 100 15754 M 15511 100 15754 M 15511 100 15754 M 15512 100 15755 M 15512 100 15755 G 15511 100 0 M 15512 100 15755 G 15511 100 0 M 15512 100 15755 G 15512 100 0 M 15512 100 15755 G 15511 100 0 M 15512 100 15755 G 15511 100 0 M 15512 100 15755 M 15512 100 15755 M 15512 100 15755 M 15512 100 15755 M 15513 100 15728 M 15513 100 15736 M 15513 100 15744 M 15513 100 15752 M 15514 100 15668 G 15510 10 0 G 15513 100 0 E 15521 100 WEAR_FEET E 15523 10 WEAR_HEAD E 15526 1 WEAR_HANDS E 15528 1 WEAR_WIELD M 15515 100 15701 E 15521 100 WEAR_FEET E 15514 100 WEAR_WAIST M 15516 100 15655 E 15521 100 WEAR_FEET E 15524 100 WEAR_HEAD E 15527 100 WEAR_WIELD M 15516 100 15653 E 15521 100 WEAR_FEET E 15524 100 WEAR_HEAD E 15527 100 WEAR_WIELD M 15516 100 15662 E 15521 100 WEAR_FEET E 15524 100 WEAR_HEAD E 15527 100 WEAR_WIELD M 15516 100 15660 E 15521 100 WEAR_FEET E 15524 100 WEAR_HEAD E 15527 100 WEAR_WIELD M 15516 100 15632 E 15521 100 WEAR_FEET E 15524 100 WEAR_HEAD E 15527 100 WEAR_WIELD M 15516 100 15632 E 15521 100 WEAR_FEET E 15524 100 WEAR_HEAD E 15527 100 WEAR_WIELD M 15516 100 15632 E 15521 100 WEAR_FEET E 15524 100 WEAR_HEAD E 15527 100 WEAR_WIELD M 15516 100 15633 E 15521 100 WEAR_FEET E 15524 100 WEAR_HEAD E 15527 100 WEAR_WIELD M 15516 100 15633 E 15521 100 WEAR_FEET E 15524 100 WEAR_HEAD E 15527 100 WEAR_WIELD M 15516 100 15633 E 15521 100 WEAR_FEET E 15524 100 WEAR_HEAD E 15527 100 WEAR_WIELD M 15516 100 15634 E 15521 100 WEAR_FEET E 15524 100 WEAR_HEAD E 15527 100 WEAR_WIELD M 15516 100 15634 E 15521 100 WEAR_FEET E 15524 100 WEAR_HEAD E 15527 100 WEAR_WIELD M 15516 100 15634 E 15521 100 WEAR_FEET E 15524 100 WEAR_HEAD E 15527 100 WEAR_WIELD M 15517 100 15629 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15518 100 15629 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15519 100 15629 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD G 15509 10 0 G 15512 100 0 G 15512 100 0 G 15512 100 0 G 15512 100 0 G 15512 100 0 O 15512 100 15627 O 15512 100 15627 O 15512 100 15627 O 15512 100 15627 O 15512 100 15627 O 15512 100 15627 O 15512 100 15627 O 15512 100 15627 O 15512 100 15627 O 15512 100 15627 M 15520 100 15629 E 15521 100 WEAR_FEET E 15522 100 WEAR_WAIST E 15525 100 WEAR_WIELD M 15521 100 15631 E 15519 100 WEAR_ABOUT E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD G 15508 10 0 M 15522 100 15757 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15522 100 15757 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15522 100 15757 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15522 100 15757 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15522 100 15757 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15522 100 15757 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15522 100 15757 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15522 100 15757 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15522 100 15757 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15522 100 15757 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15522 100 15757 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15522 100 15757 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15522 100 15757 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15522 100 15757 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15522 100 15757 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15523 100 15669 E 15521 100 WEAR_FEET E 15522 100 WEAR_WAIST E 15525 100 WEAR_WIELD M 15523 100 15669 E 15521 100 WEAR_FEET E 15522 100 WEAR_WAIST E 15525 100 WEAR_WIELD M 15524 100 15685 G 15513 100 0 M 15525 100 15636 E 15521 100 WEAR_FEET E 15522 100 WEAR_WAIST E 15576 100 WEAR_WIELD E 15578 100 WEAR_ABOUT E 15566 1 WEAR_HEAD E 15561 100 WEAR_LIGHT M 15526 100 15635 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15527 100 15631 M 15531 100 15672 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15531 100 15673 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15531 100 15674 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15531 100 15675 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15531 100 15676 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15531 100 15677 E 15521 100 WEAR_FEET E 15527 100 WEAR_WIELD M 15530 100 15678 E 15521 100 WEAR_FEET E 15524 100 WEAR_HEAD E 15527 100 WEAR_WIELD M 15530 100 15678 E 15521 100 WEAR_FEET E 15524 100 WEAR_HEAD E 15527 100 WEAR_WIELD M 15530 100 15678 E 15521 100 WEAR_FEET E 15524 100 WEAR_HEAD E 15527 100 WEAR_WIELD M 15529 100 15678 E 15527 100 WEAR_WIELD E 15521 100 WEAR_FEET G 15505 100 0 G 15505 100 0 G 15505 100 0 G 15505 100 0 G 15505 100 0 G 15505 100 0 G 15505 100 0 M 15529 100 15678 E 15527 100 WEAR_WIELD E 15521 100 WEAR_FEET G 15505 100 0 G 15505 100 0 G 15505 100 0 G 15505 100 0 G 15505 100 0 G 15505 100 0 G 15505 100 0 M 15529 100 15678 E 15527 100 WEAR_WIELD E 15521 100 WEAR_FEET G 15505 100 0 G 15505 100 0 G 15505 100 0 G 15505 100 0 G 15505 100 0 G 15505 100 0 G 15505 100 0 M 15529 100 15678 E 15527 100 WEAR_WIELD E 15521 100 WEAR_FEET G 15505 100 0 G 15505 100 0 G 15505 100 0 G 15505 100 0 G 15505 100 0 G 15505 100 0 G 15505 100 0 O 15500 10 15581 O 15501 10 15531 O 15503 100 15766 O 15507 100 15565 O 15507 100 15603 O 15507 100 15514 O 15507 100 15584 O 15507 100 15537 O 15507 100 15598 O 15577 1 15769 O 15518 1 15616 M 15535 100 15612 D 15512 DIR_DOWN DOOR_OPEN D 15581 DIR_UP DOOR_OPEN D 15522 DIR_NORTH DOOR_CLOSED_LOCKED D 15532 DIR_SOUTH DOOR_CLOSED_LOCKED D 15573 DIR_NORTH DOOR_CLOSED_LOCKED D 15583 DIR_SOUTH DOOR_CLOSED_LOCKED D 15614 DIR_NORTH DOOR_CLOSED D 15651 DIR_SOUTH DOOR_CLOSED D 15616 DIR_NORTH DOOR_CLOSED D 15631 DIR_SOUTH DOOR_CLOSED D 15631 DIR_NORTH DOOR_CLOSED_LOCKED D 15632 DIR_SOUTH DOOR_CLOSED_LOCKED D 15639 DIR_EAST DOOR_CLOSED_LOCKED D 15634 DIR_WEST DOOR_CLOSED_LOCKED D 15630 DIR_NORTH DOOR_CLOSED D 15629 DIR_SOUTH DOOR_CLOSED D 15629 DIR_NORTH DOOR_CLOSED_LOCKED D 15628 DIR_SOUTH DOOR_CLOSED_LOCKED D 15628 DIR_NORTH DOOR_CLOSED_LOCKED D 15627 DIR_SOUTH DOOR_CLOSED_LOCKED D 15626 DIR_DOWN DOOR_CLOSED D 15667 DIR_UP DOOR_CLOSED_LOCKED D 15638 DIR_DOWN DOOR_CLOSED D 15679 DIR_UP DOOR_CLOSED D 15647 DIR_WEST DOOR_OPEN D 15654 DIR_EAST DOOR_OPEN D 15661 DIR_WEST DOOR_OPEN D 15621 DIR_EAST DOOR_OPEN D 15651 DIR_NORTH DOOR_OPEN D 15624 DIR_DOWN DOOR_CLOSED D 15612 DIR_NORTH DOOR_CLOSED D 15615 DIR_NORTH DOOR_CLOSED D 15615 DIR_SOUTH DOOR_CLOSED D 15631 DIR_SOUTH DOOR_CLOSED S #$ XXXXXXXXXX #Savearea