emud/area_current/
emud/area_current/castle/
emud/area_current/newareas/
emud/area_current/nwcentral/
emud/area_current/scontinent/
emud/clans/
emud/player/
emud/player/d/e/bak/
emud/player/e/m/
emud/player/e/m/bak/
#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
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M 15500 100 15535
M 15500 100 15563
M 15500 100 15523
M 15500 100 15543
M 15500 100 15576
M 15500 100 15511
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M 15504 100 15756
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G 15502 100 0
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G 15575 100 0
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P 15568 100 15567
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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
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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