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 Ofcol~
#AUTHORS Hatchet~
#VERSION 3
#RANGES 5 35 0 99


#HELPS
0 OFCOL~
{128}
                                    Ofcol
{308}
Updated by Chaste Rukawa and Hammer :)
~

0 $~


#MOBILES
#600
cityguard guard~
the Ofcol cityguard~
An Ofcol cityguard is standing here, making sure there is no trouble.~
This guard is surely a trained and skilled fighter.  He is fully armed and
armored, and he uses his equipment with a practiced precision.  Luckily for
you, this guard will only use his deadly skills for the good of the citizens of
Ofcol.
~
ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_PROTECT_EVIL|AFF_TONGUES
1000 S
19 BODY_TORSO BODY_LEG|BODY_ARM 1d90+272 1d19+6
4000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>all_greet_prog 80~
if quest (0,10,$n) == 4
  bow $n
endif
~
>death_prog 100~
if level ($n) > 50
  mppurge self
endif
~
|
#601
marshall diana~
Marshall Diana~
Diana, the Marshall of Ofcol, stands here proudly.~
Diana is a beautiful, powerfully built woman.  She wears platinum armor for
three reasons.  The first is to show she is strong enough to withstand the
weight.  The second is to show her rank of office.  The third is that platinum
is the hardest metal she can find.  She is willing to defend Ofcol to her
death.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_SANCTUARY|AFF_UNDERSTAND|AFF_PROTECT_EVIL|AFF_TONGUES
1000 S
50 BODY_TORSO BODY_LEG|BODY_ARM 33d33+900 1d33+30
5000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
>all_greet_prog 100~
if ispc ($n)
  if quest (0,10,$n) == 1
    mpmset $n quest 0 10 2
    mpmset self quest 0 10 7
  endif
endif
~
>rand_prog 70~
if quest (0,10,$i) > 0
  if quest (0,10,$i) == 7
    mpecho A fat man arrives suddenly.
    mpmload 636
    mpforce questjack say M'Lady. I brought you some food,
    mpforce questjack say just my humble way of saying thanks
    mpforce questjack say for taking care of this fine town.
  endif
  if quest (0,10,$i) == 6
    mpforce questjack emote gives Diana some food.
    say You should not have Salyn. It is my duty to
    say protect this town.
    smile 
  endif
  if quest (0,10,$i) == 5
    mpforce questjack emote shivers nervously.
    say Are you alright Salyn, you dont look that good.
  endif
  if quest (0,10,$i) == 4
    mpforce questjack say I am fine.
    mpforce questjack say A bit tired maybe but I am fine.
  endif
  if quest (0,10,$i) == 3
    say Are you sure, maybe you should go home and get some rest.
    mpforce questjack emote giggles nervously..
    mpforce questjack say Wont you try those apple pie that me wife
    mpforce questjack say made for you?
  endif
  if quest (0,10,$i) == 2
    say You and Sunflower are so sweet.
    smile 
    say Very well than, I will have some of her pie.
    say I am sure that it taste great.
  endif
  if quest (0,10,$i) == 1
    emote takes out a pie and is about to eat it...........
    mpmset self quest 11 4 1
  endif
  if quest (0,10,$i) > 0
    mpmadd self quest 0 10 -1
  endif
else
  if quest (20,5,$i) > 0
    if quest (20,5,$i) == 8
      say Salyn! Why!?
      say Oh you son of a pig! After all I have done for you!
      say You bring me this Death Pie!?!
    endif
    if quest (20,5,$i) == 7
      mpforce questjack say No, do do dont kill me! I beg thee!
      mpforce questjack say M'Lady, it is Telarin! He forced me!
      mpforce questjack say He would kill me.. and and my family!!
      mpforce questjack say if I dont do this!
    endif
    if quest (20,5,$i) == 6
      say You could have come to me, but you did not!
      say So does he pay you well, is that what this is all about!?
      say Money!? You would sell hundreds of innocent people's life
      say for money!!
    endif
    if quest (20,5,$i) == 5
      mpforce questjack say I am wrong! I was not thinking! Please..
      mpforce questjack say M'Lady! Forgive me!
    endif
    if quest (20,5,$i) == 4
      say I can forgive you for trying to kill me.. or even killing me!
      say But I cannot forgive you for risking the lives of hundreds!
      say Just so you have more money to feed that already fat tummy
      say of yours!
      say Your crimes must be punish by death!
    endif
    if quest (20,5,$i) == 3
      mpforce questjack say No.. M'Lady mercy.. mercy!!!!!!!
      mpforce questjack emote kisses Diana's foot.
      say I would not show one who has no mercy any mercy!
      say You have just spoken your last words! Now, you must DIE!
      slay questjack
    endif
    if quest (20,5,$i) == 2
      say Thank you for saving my life.
      say Salyn is... I mean WAS a kind man... but he got greedy..
      sigh 
    endif
    if quest (20,5,$i) == 1
      say I dunno how to thank you.
      say Please accept this ring, it was given to me by my mother.
      say Do you?
      mpmset self quest 11 4 3
    endif
    if quest (20,5,$i) > 0
      mpmadd self quest 20 5 -1
    endif
  endif
endif
~
>speech_prog no stop~
if quest (0,10,$n) == 2
  if quest (11,4,$i) == 1
    say What!? Who are you!?
    mpforce $n say It is poison! This PIG is trying to poison you!
    emote cuts the pie with her sword.
    mpecho the tip of the Holy Avenger turns black!
    mpmset self quest 20 5 8
    mpmset self quest 11 4 2
    mpmset $n quest 0 10 3
  endif
endif
~
>speech_prog yes accept~
if quest (0,10,$n) == 3
  if quest (11,4,$i) == 3
    mpmset $n quest 0 10 4
    mpoload 668
    give i668 $n
    if sex ($n) == 1
      kiss $n
      say My hero.
    else
      smile $n
    endif
    say Now if you will excuse me, I have to pay Telarin a visit.
    emote casts a spell and disappears into nothingness.
    mpmset self quest 11 4 0
    mppurge self
  endif
endif
~
>death_prog 100~
if level ($n) > 50
  mppurge self
endif
~
|
#602
captainmob derrick captain guard cityguard~
Captain Derrick~
Derrick, Captain of the Guard, is here protecting the Priestess.~
Derrick is a very big man.  He has acquired this station, not by brains or
charm, but by brute strength.  He had fought in three orc wars and is a
descendent of a surviving cityguard of old Thalos.  He believes that everything
has to be hard won to be kept, and that laxity is for the weak.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_UNDERSTAND|AFF_PROTECT_EVIL|AFF_TONGUES
1000 S
27 BODY_TORSO BODY_LEG|BODY_ARM|BODY_HAND 1d182+549 1d27+6
5000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>all_greet_prog 20~
if quest (0,10,$n) == 4
  say I heard that you have saved Lady Diana's life.
  say Although she is young, she has risked her life many times
  say to protect this town from the Drow. How can we thank you enough.
  bow $n
endif
~
>death_prog 100~
if level ($n) > 50
  mppurge self
endif
~
|
#603
jacklyn captain guard cityguard~
Captain Jacklyn~
Jacklyn, Captain of the Citadel Guard, is here guarding the Temple.~
Jacklyn is pale and wiry, but then, so are most other witches.  The fact that
Jacklyn is a mage and a warrior makes her the perfect captain of the citadel
guards.  Jacklyn is very beautiful, but whether it is due to her pale softness
or her magic, no one has ever found out.  She isn't very strong physically, but
she need not be.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_UNDERSTAND|AFF_PROTECT_EVIL|AFF_TONGUES
1000 S
27 BODY_TORSO BODY_LEG|BODY_ARM|BODY_HAND 1d182+549 1d27+6
5000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
>all_greet_prog 20~
if quest (0,10,$n) == 4
  say I heard that you have saved Lady Diana's life.
  say Although she is young, she has risked her life many times
  say to protect this town from the Drow. How can we thank you enough.
  bow $n
endif
~
>death_prog 100~
if level ($n) > 50
  mppurge self
endif
~
|
#604
jim blacksmith~
Jim the Blacksmith~
Jim the Blacksmith is here, selling his latest works of metal.~
Jim is big and brawny, just like what you'd expect of a blacksmith.  He is
smiling a very big smile, as he looks at your coins.  You wonder if he likes
the metals or the value of the coins.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_PROTECT_EVIL
1000 S
130 BODY_TORSO BODY_LEG|BODY_ARM 1d1+20000 1d130+150
21077 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
#605
sam~
Sam~
Sam is here, selling his leather works.~
Sam is a middle-aged workman.  He looks tired, but never too tired to get that
last sale from you.  He grins at you slightly.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_PROTECT_EVIL
1000 S
130 BODY_TORSO BODY_LEG|BODY_ARM 1d1+20000 1d130+150
15000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
#606
madam tracy~
Madam Tracy~
Madam Tracy is here, selling and buying little treasures.~
Madam Tracy is a bit old, but not to the point of senility.  Besides, she knows
the hard ways of this world and is ready for it.  She spends her time at the
shop, trading little things (for a wee bit of profit).
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_PROTECT_EVIL
1000 S
120 BODY_TORSO BODY_LEG|BODY_ARM 1d3600+12681 1d4+225
14938 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
#607
marty~
Marty~
Marty the meat store owner is here, selling you his choice meats.~
Marty is a big man.  He used to hunt the animals he sells, but now he lets his
son, Jim, raise and slaughter the animals for him.  Marty still knows how to
kill, though.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_PROTECT_EVIL
1000 S
130 BODY_TORSO BODY_LEG|BODY_ARM 1d1+20000 1d4+203
5000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
#608
elizabeth farmer~
Farmer Elizabeth~
Farmer Elizabeth is here, selling the latest crop.~
Elizabeth is a very happy woman.  She can't believe the nice weather here in
Ofcol, and the great vegetables this land produces is unbelievable to her too.
Farmer Elizabeth smiles at you nicely, but you bet she is doing that just to
get a good price off of you!
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_PROTECT_EVIL
1000 S
120 BODY_TORSO BODY_LEG|BODY_ARM 1d3600+12681 1d4+225
5000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
#609
granny jenkins~
Granny Jenkins~
Granny Jenkins is here, running the still.~
Granny Jenkins is a feeble woman, but she knows her brew.  She might be very
old, but she is still in charge of the still.  She cackles lightly at herself
every time she tastes her whiskey, which is quite often!
Granny Jenkins cackles again.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_PROTECT_EVIL
500 S
8 BODY_TORSO BODY_LEG|BODY_ARM 1d16+55 1d8+2
100 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
#610
jack~
Jack~
Jack is here slaughtering away at the animals.~
Jack is the son of Marty, and you can see the family resemblance (especially in
their shared affinity for slaughtering animals.)  Jack leers at you as you
enter.  "Came by to watch, eh?", he asks.
~
ACT_SENTINEL|ACT_AGGRESSIVE|ACT_WIMPY|ACT_SMART|ACT_BODY|ACT_RACE
0
200 S
12 BODY_TORSO BODY_LEG|BODY_ARM 1d36+113 4d1+10
100 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
#611
sara farmer~
Farmer Sara~
Farmer Sara is here, milking the cows.~
Farmer Sara is all covered with bits of straw and grime, but underneath all
that, she doesn't look that bad.  She smiles at you demurely, and goes back to
her work.
~
ACT_SENTINEL|ACT_WIMPY|ACT_SMART|ACT_BODY|ACT_RACE
0
800 S
8 BODY_TORSO BODY_LEG|BODY_ARM 1d16+55 1d8+2
100 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
#612
chicken hen~
a hen~
A hen is here, squawking at your intrusion.~
The hen has yellow feathers and small wings.  It looks like a chicken, if
you've ever seen one.
~
ACT_WIMPY|ACT_BODY
0
0 S
1 BODY_TORSO BODY_LEG|BODY_CLAW 1d0+10 1d1+1
0 0
POS_STANDING POS_STANDING SEX_FEMALE
>rand_prog 5~
mpecho The hen goes 'Bekbek BEkeeR!'
~
|
#613
cow~
the cow~
A cow is here, munching on grass.~
The cow is here happily grazing.  It moos at you and goes back to grazing.
~
ACT_SENTINEL|ACT_BODY
0
0 S
1 BODY_TORSO BODY_LEG 1d5+10 1d1+1
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>rand_prog 5~
mpecho Mooooooooooooooooooooooooooooo!
~
|
#614
cow~
the cow~
A cow is here, waiting to be milked.~
The cow is just standing here.  She moos at you and otherwise ignores you.
~
ACT_SENTINEL|ACT_BODY
0
0 S
1 BODY_TORSO BODY_LEG|BODY_ARM 1d5+10 1d1+1
0 0
POS_STANDING POS_STANDING SEX_FEMALE
>rand_prog 5~
mpecho Mooooooooooooooooooooooooooooo!
~
|
#615
horse young~
the young horse~
A young horse is here, grazing.~
The horse whinnies at you, then runs around you a few times, then just goes
back to grazing.
~
ACT_AGGRESSIVE|ACT_WIMPY|ACT_BODY
0
0 S
8 BODY_TORSO BODY_LEG|BODY_ARM 1d16+55 1d7+3
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
#616
pig~
the pig~
A pig is playing here, getting itself and you dirty.~
The pig looks dirty.  It snorts and sniffs at you, then goes back to its slop.
~
ACT_SENTINEL|ACT_BODY
0
0 S
8 BODY_TORSO BODY_LEG|BODY_ARM 1d16+55 1d9+1
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
#617
citizen man~
the citizen~
A citizen is here, smiling at you.~
The citizen smiles at you.  He is having a great day, and he wishes the same
for you.  He looks at you strangely, though, wondering why you are so armed and
armored.
~
ACT_WIMPY|ACT_SMART|ACT_BODY|ACT_RACE
AFF_TONGUES
500 S
10 BODY_TORSO BODY_LEG|BODY_ARM 1d25+100 1d16+4
100 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>rand_prog 5~
whistle 
~
|
#618
citizen woman~
the citizen~
A citizen is here, smiling at you.~
The citizen smiles at you.  She is having a great day, and she wishes the same
for you.  She looks at you strangely, though, wondering why you are so armed
and armored.
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_TONGUES
0 S
5 BODY_TORSO BODY_LEG|BODY_ARM 1d6+27 1d6+3
100 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
>rand_prog 10~
if ispc ($r)
  if sex ($r) == 1
    say Hey there cutie.
    seduce $r
  endif
endif
~
|
#619
child boy~
the boy~
A boy is here, playing tag and other kids' games.~
The little boy looks up at you and says, 'Hi.  Can I have a piece of candy?'
He then smiles and runs away, remembering his game.
~
ACT_WIMPY|ACT_SMART|ACT_BODY|ACT_RACE
AFF_TONGUES
0 S
3 BODY_TORSO BODY_LEG|BODY_ARM 1d2+16 1d4+2
10 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>rand_prog 5~
if ispc ($r)
  poke $r
  giggle 
endif
if ispc ($r)
  if sex ($r) == 2
    kiss $r
    blush 
    giggle 
  endif
endif
~
|
#620
child girl~
the girl~
A girl is here, playing jump jacks and other kids' games.~
The little girl looks up at you and says, 'Hi.  Can I have a pretty little
coin?'  She then smiles and runs away, remembering her game.
~
ACT_WIMPY|ACT_SMART|ACT_BODY|ACT_RACE
AFF_TONGUES
0 S
3 BODY_TORSO BODY_LEG|BODY_ARM 1d2+16 1d4+2
10 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
>rand_prog 10~
if ispc ($r)
  if sex ($r) == 2
    look $r
    say Wow, your ..... are so big!
    emote . o O (mine are so tiny.. sniff!)
    sulk 
  endif
~
|
#621
maid woman~
the maid~
A maid is here, cleaning the house and preparing the next meal.~
The maid startles at your presence.  'You are ruining my floors!  Wait till
Master and Mistress come back.  You will get me in trouble!  Shoo!', she says.
She hits you with her broom.
~
ACT_WIMPY|ACT_SMART|ACT_BODY|ACT_RACE
AFF_TONGUES
0 S
5 BODY_TORSO BODY_LEG|BODY_ARM 1d6+27 1d6+3
50 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
>rand_prog 5~
grumble 
say Darn kids, they always leave tons of trash behind!
~
|
#622
Nyles~
Nyles the Bartender~
Nyles the Bartender is here, ready to serve you up a good brew.~
Nyles is a hefty guy, who looks like he's waiting for the next bar fight to
join in.  He keeps an eye on you and his glasses, making sure you don't steal
any.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
0
1000 S
130 BODY_TORSO BODY_LEG|BODY_ARM 1d1+22239 1d5+225
1000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
#623
cityguard guard~
the Ofcol cityguard~
An Ofcol cityguard is posted here to guard the gate.~
This guard is surely a trained and skilled fighter.  He is fully armed and
armored, and he uses his equipment with a practiced precision.  Luckily for
you, this guard will only use his deadly skills for the good of the citizens of
Ofcol.
~
ACT_SENTINEL|ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_PROTECT_EVIL|AFF_TONGUES
1000 S
19 BODY_TORSO BODY_LEG|BODY_ARM 1d90+272 1d19+6
1000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>all_greet_prog 10~
if quest (0,10,$n) == 4
  bow $n
endif
~
>death_prog 100~
if level ($n) > 50
  mppurge self
endif
~
|
#624
bard~
a bard~
A bard is here, singing of the glories of Ofcol.~
After years of traveling around the world, this bard has decided to stay in the
peaceful city of Ofcol, and to sing of its unmatched glories.  He smiles at
you, hinting toward a tip from you in ever a subtle way.
~
ACT_SENTINEL|ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_PROTECT_EVIL
800 S
13 BODY_TORSO BODY_LEG|BODY_ARM 1d42+131 1d18+4
1000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
#625
servant~
a servant~
A servant is here, carrying the duties of the Keeper of the Golden Citadel.~
The servant smiles good-naturedly at you, then goes on his duties.
~
ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_PROTECT_EVIL
1000 S
6 BODY_TORSO BODY_LEG|BODY_ARM 1d9+35 1d6+3
100 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
#626
squire~
a squire~
A squire is here, scurrying from duty to duty.~
This young man smiles at you, but is too busy to chat.
~
ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_PROTECT_EVIL
1000 S
7 BODY_TORSO BODY_LEG|BODY_ARM 1d12+44 1d1+5
100 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
#627
page~
a page~
A page is here, sending a message to his knight.~
The page smiles for you, asking if he can do you a favor too.
~
ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_PROTECT_EVIL
1000 S
5 BODY_TORSO BODY_LEG|BODY_ARM 1d6+27 1d7+2
100 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
#628
priestess~
the Priestess of Ofcol~
The Priestess of Ofcol is here, blessing you
with her beatific smile.~
The Priestess of Ofcol is an old woman, perfectly at peace with herself and
with the world.  She devotes all her time to help teach you the ways of her
god, Bahamut.  The dragon symbol around her neck looks almost alive.
~
ACT_SENTINEL|ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE
AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_SANCTUARY|AFF_PROTECT_EVIL|AFF_TONGUES
1000 S
30 BODY_TORSO BODY_LEG|BODY_ARM 30d30+300 1d4+20
1000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
>all_greet_prog 20~
if quest (0,10,$n) == 4
  say I heard that you have saved Diana's life.
  say She has been always like a daughter to me.
  say Thank you $n... thank you.
  smile $n
endif
~
>fight_prog 100~
mpforce captainmob mpkill $n
~
>death_prog 100~
if level ($n) > 50
  mppurge self
endif
~
>rand_prog 20~
cast "cure critical" $r
~
|
#629
chaplain Jerrold~
Chaplain Jerrold~
Jerrold, the chaplain of this Citadel, is here
directing the activities of the people around here.~
He smiles at you, with the enthusiasm of a little kid.  "What're you doing just
STANDING here, young man?  Go help that other squire there!", he yells.  He
turns to you and with a consipatory tone, whispers, "Kids!"
~
ACT_SENTINEL|ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE
AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_SANCTUARY|AFF_PROTECT_EVIL|AFF_TONGUES
1000 S
20 BODY_TORSO BODY_LEG|BODY_ARM 20d20+200 1d4+20
1000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>all_greet_prog 20~
if quest (0,10,$n) == 4
  say I heard that you have saved Lady Diana's life.
  say Although she is young, she has risked her life many times
  say to protect this town from the Drow. How can we thank you enough.
  bow $n
endif
~
>death_prog 100~
if level ($n) > 50
  mppurge self
endif
~
|
#630
dragonlord lord dragon~
a Dragonlord~
A knight wearing the scales of a dragon stands here.~
This person looks almost like a dragon itself.  His golden scales gleam with
power.  He smiles at you with a vicious grin.  You're happy that he doesn't
look upset at your presence.
~
ACT_SENTINEL|ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE
AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_SANCTUARY|AFF_PROTECT_EVIL|AFF_TONGUES
1000 S
29 BODY_TORSO BODY_LEG|BODY_ARM 29d29+290 1d4+20
1000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>all_greet_prog 100~
if quest (20,1,$n) == 1
  shout $n is an enemy of the Dragons! Die!
  mpkill $n
endif
~
>death_prog 100~
if level ($n) > 50
  mppurge self
endif
~
|
#631
ancient gold dragon m631~
the Ancient Gold Dragon~
An old dragon shimmering with the colors of this
cavern peers at you sleepily.~
This dragon's head is taller than you.  He is annoyed at your disturbance, but
realizing that you're no danger to him, he ignores you.  He waves to one of
his attendants to escort you away.
~
ACT_SENTINEL|ACT_DRUNK|ACT_SMART|ACT_BODY|ACT_RACE
AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_SANCTUARY|AFF_PROTECT_EVIL|AFF_TONGUES
1000 S
37 BODY_TORSO BODY_HEAD|BODY_LEG|BODY_TAIL|BODY_CLAW 37d37+770 1d4+30
51451 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>all_greet_prog 50~
mpechoat $n You hear a deep and ominous rumble coming from the Ancient Gold Dragon.
~
>speech_prog yes~
mpechoat $n The Ancient Gold Dragon says 'Ho! What news!'
~
>speech_prog no~
mpechoat $n The Ancient Gold Dragon says 'I thought not.'
~
>rand_prog 10~
mpechoat $r The Ancient Gold Dragon says 'You are dismissed, $r, leave me now.'
~
>death_prog 100~
if hasobjnum ($n) == 30900
or hasobjnum ($n) == 30967
or hasobjnum ($n) == 30968
or hasobjnum ($n) == 30969
  if quest (30,1,$n) == 0
    mpmset $n quest 30 1 1
    mpoload 30914
    mpforce $n HELP GUILDTOKEN
    mpquiet on
    cast 'giant strength' $n
    give i30914 $n
    mpquiet off
  endif
endif
~
>fight_prog 30~
cast 'fire breath' $n
~
>death_prog 100~
if ispc ($n)
  mpmset $n quest 20 1 1
  if level ($n) > 50
    mppurge self
  endif
endif
~
|
#632
attendant~
an attendant of the dragon~
A person robed in gold is attending to the Keeper of the Citadel.~
This elder servant to the Gold Dragon is very loyal to him, willing to risk
his life for his liege.
~
ACT_SENTINEL|ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE
AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_PROTECT_EVIL|AFF_TONGUES
1000 S
21 BODY_TORSO BODY_LEG|BODY_ARM 1d110+332 1d21+13
5000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>rand_prog 10~
mpechoat $r The Attendant clears his throat meaningfully.
mpechoat $r The Attendant says 'You may leave now $r.'
~
|
#633
dragonknight knight dragon~
a Dragonknight~
A person dressed in the scales of a gold dragon
stands here, guarding the Golden Citadel.~
This person looks like a dragon itself.  His golden scales gleam with power.
He smiles at you, showing very sharp teeth.
~
ACT_SENTINEL|ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE
AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_PROTECT_EVIL|AFF_TONGUES
1000 S
21 BODY_TORSO BODY_LEG|BODY_ARM 1d110+332 1d21+13
5000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>rand_prog 5~
if rand (25)
  say The Foreign Legion must re-group. We must march on the city of the accursed
  say drow before it is too late.
else
  if rand (33)
    say If what Kato says is true, our grip on Calimarra has never been stronger.
  else
    if rand (50)
      say These rumours of some rebel group are obviously just that: Rumours.
    else
      say If necessary, we can send in the dragonknights elite regiment. We would
      say crush them beneath our talons.
    endif
  endif
endif
~
>all_greet_prog 50~
if quest (20,1,$n) == 1
  shout $n is an enemy of the Dragons! Die!
  mpkill $n
endif
~
>death_prog 100~
if level ($n) > 50
  mppurge self
endif
~
|
#634
cityguard guard~
the Ofcol cityguard~
An Ofcol cityguard is posted here to guard the gate.~
This guard is surely a trained and skilled fighter.  He is fully armed and
armored, and he uses his equipment with a practiced precision.  Luckily for
you, this guard will only use his deadly skills for the good of the citizens of
Ofcol.
~
ACT_SENTINEL|ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_PROTECT_EVIL|AFF_TONGUES
1000 S
19 BODY_TORSO BODY_LEG|BODY_ARM 1d90+272 1d19+6
1000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>all_greet_prog 10~
if quest (0,10,$n) == 4
  say Greetings $n.
  bow $n
endif
~
>death_prog 100~
if level ($n) > 50
  mppurge self
endif
~
|
#635
questmobdrow hooded figure drow male telarin~
Telarin~
A hooded figure is here.~
He looks very slim, and stands about 5 feet 6 inches tall. Other than
that, you cannot see much about this strange man.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES
-1000 S
60 BODY_TORSO BODY_LEG|BODY_ARM|BODY_HAND 0d0+4000 1d60+19
10 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>rand_prog 75~
if quest (0,5,$i) > 0
  if quest (0,5,$i) == 11
    say Must we meet here, in a pig sty!?
    say Damn it.
  endif
  if quest (0,5,$i) == 10
    mpforce questjack say M'Lord, one cannot be too careful....
    mpforce questjack emote looks around him nervously.
  endif
  if quest (0,5,$i) == 9
    say Coward! Why did I ever pick you for this job.
    grumble 
    say Let's get on with business then.
    emote takes out a glowing bottle from his sleeves.
    emote gives the bottle to the nervous looking fat man.
  endif
  if quest (0,5,$i) == 8
    say Put that in Diana's food.
    say Do not fail me on such a simple mission!
    say You know what I like to do to failures...
  endif
  if quest (0,5,$i) == 7
    grin questjack
    say Do you not, fat man!
  endif
  if quest (0,5,$i) == 6
    mpforce questjack shiver
    mpforce questjack say Yes, M'Lord, I would not fail you...
  endif
  if quest (0,5,$i) == 5
    grin 
    say You had better not, or you would end up like these pigs.
    say B A C O N!
  endif
  if quest (0,5,$i) == 4
    say Not to mention what I would do to you fat wife!
    say ....... and your lovely daughter.
  endif
  if quest (0,5,$i) == 3
    say One last thing..
    mpforce questjack say Yes .. M'Lord...
    slap questjack
    say WHY ARE YOU STILL STANDING HERE! GET GOING YOU PIG!
  endif
  if quest (0,5,$i) == 2
    mpforce questjack say Yes M'Lord.. yes.. my bad..
    mpforce questjack emote puts the bottle in his sleeves.
    mpforce questjack emote leaves the pig sty.
    mppurge questjack
    say Darn humans!
    spit 
  endif
  if quest (0,5,$i) == 1
    grin 
    say Diana you bitch, once you are dead, Ofcol will belong to
    say the mighty Drow Empire!
    muhaha 
    emote utters the word 'teleport' and suddenly disappears into thin air!
    mppurge self
  endif
  if quest (0,5,$i) > 0
    mpmadd self quest 0 5 -1
  endif
endif
~
|
#636
questjack salyn fat nervous man human male~
Salyn~
A fat and nervous looking human male is here.~
If he was not standing on his legs, you could hardly tell him apart
from the pigs in the pig sty.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES
0 S
60 BODY_TORSO BODY_LEG|BODY_ARM|BODY_HAND 1d900+1774 1d60+19
0 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
#637
etherealone~
~
~
~
ACT_SENTINEL|ACT_SMART
AFF_ETHEREAL
1000 S
96 0 0 0d0+10000 0d0+100
100000 0
POS_STANDING POS_STANDING SEX_MALE
>all_greet_prog 100~
if ispc ($n)
  if quest (0,10,$n) == 0
    mpmset $n quest 0 10 1
    mpechoat $n You suddenly step on some pig shit and fall down!
    mpechoat $n As you try to get up, you see two strange
    mpechoat $n figures comming towards your direction.
    mpechoat $n You become curious and decide to lay low for a
    mpechoat $n while to see what is going on......
    mpmload 636
    mpmload 635
    mpmset questmobdrow quest 0 5 11
    mppurge self
  endif
endif
~
|
#638
katosonmob kato son bansu~
Bansu~
A stern looking young man, dressed in ofcol foreign legion armour.~
He looks young, but extremely confident and sure of himself. He looks at
you with an irritated expression on your face. He must share his father's
distrust of strange intruders.
~
ACT_SENTINEL|ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE
AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_PROTECT_EVIL|AFF_TONGUES
1000 S
21 BODY_TORSO BODY_LEG|BODY_ARM 1d110+332 1d21+13
5000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>all_greet_prog 30~
if inroom ($i) == 690
  if quest (6,6,$n) == 0
    mpechoat $n Bansu stares at you for a moment than nods briefly.
    mpmset $n quest 6 6 1
  endif
endif
~
>rand_prog 20~
if inroom ($i) == 690
  if rand (20)
    say My father needs more troops! The Phoenix is gaining in strength and power as we waste time here!
  else
    if rand (25)
      say Each day, more soldiers die in bizarre "accidents". It has to stop!
    else
      if rand (33)
        say Let me through to see the grand dragon! He will give us the help we need.
      else
        if quest (6,6,$r) == 1
          mpechoat $r Bansu passes you a small note unseen by the dragonknights.
          mpoload 669
          mpquiet on
          give i669 $r
          drop i669
          mpquiet off
          mpmset $r quest 6 6 2
        endif
      endif
    endif
  endif
endif
if inroom ($i) == 757
  if quest (0,5,$i) > 0
    if quest (0,5,$i) == 11
      say Hi. I suppose you're wondering what this is all about.
      say Well, okay. My father sent me here to get support from the dragonknights.
    endif
    if quest (0,5,$i) == 10
      say Against the enemy we face in Calimarra, the terrorists known as Phoenix.
      say If you havent heard of them before there is a group of rebels working
    endif
    if quest (0,5,$i) == 9
      say against the Ofcol Foreign Legion in Calimarra. They gain in strength every day
      say And the legion just doesnt have the strength to counter their guerrila
    endif
    if quest (0,5,$i) == 8
      say attacks. Unfortunately, due to the current political situation in Ofcol
      say The occupation of Calimarra is no longer a topic of debate. They seem to be
    endif
    if quest (0,5,$i) == 7
      say more concerned with some drow plot to kill their precious little Diana.
      say All Diana ever did for this place was hang around in her bloody expensive
    endif
    if quest (0,5,$i) == 6
      say armour and look nice. Who gives a shit if she dies ?? Certainly not I
      say and definitely not the soldiers that die in Calimarra every day in the name
      say of Ofcol.
    endif
    if quest (0,5,$i) == 5
      say Excuse my little rant. I feel very strongly on this issue and the bastard
      say dragonknights wont even let me thru to see the Grand Dragon.
    endif
    if quest (0,5,$i) == 4
      say If they were to realise that they arent safe from the pheonix here...
      say then they would give us the troops we need so badly.
    endif
    if quest (0,5,$i) == 3
      emote grins.
      say That's where you come in
      say I want you to kill one of the squires and leave this pheonix dagger
      say on the scene of the crime.
      grin 
    endif
    if quest (0,5,$i) == 2
      laugh 
      say Don't worry. The squire has been well paid. He knows the score.
      say He isnt even human. He is one of the Dragnarokh, shape changers
      say He'll emulate a corpse long enough for our plan to succeed
    endif
    if quest (0,5,$i) == 1
      say Are you with me or against me ?
      emote looks at you with a stern but hopeful gleam in his eyes.
    endif
    if quest (0,5,$i) > 0
      mpmadd $i quest 0 5 -1
    endif
  endif
~
>speech_prog yes~
if inroom ($i) == 757
  say Excellent!
  mpmset $n quest 6 6 4
  mpoload 670
  give i670 $n
  drop i670
  say That is the dagger...the squire you seek is north of the temple..
  say I must return, lest the dragonknights grow suspicious.
  emote leaves east.
  mpgoto 670
  emote arrives.
  say Excuse me. I suspect I picked up some unfortunate tropical diseases fighting
  say for the glory of Ofcol.
endif
~
|
#639
etherealtwo~
~
~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_ETHEREAL
1000 S
60 BODY_TORSO BODY_LEG|BODY_ARM|BODY_HAND 1d900+1774 1d60+19
100000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>all_greet_prog 100~
if ispc ($n)
  if quest (6,6,$n) == 2
    mpmset $n quest 6 6 3
    mpgoto 690
    mpforce katosonmob say Excuse me please, my bowels bother me sorely.
    mpforce katosonmob bow
    mpforce katosonmob emote leaves east.
    mptransfer katosonmob 757
    mpgoto 757
    mpecho Bansu arrives.
    mpecho Bansu looks around the room and smiles when he sees you.
    mpmset katosonmob quest 0 5 11
    mppurge self
  endif
endif
~
|
#640
squire~
a squire~
A squire is here, scurrying from duty to duty.~
This young man smiles at you, but is too busy to chat.
~
ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_PROTECT_EVIL
1000 S
7 BODY_TORSO BODY_LEG|BODY_ARM 1d12+44 1d1+5
100 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>all_greet_prog 100~
if quest (6,6,$n) == 4
  wink $n
  say Do it, $n
endif
~
>death_prog 100~
if quest (6,6,$n) == 4
  mpmset $n quest 6 6 5
  shout Assassins...ugh
  chuckle 
~
|
#641
trainer~
the Trainer of Ofcol~
Ofcol's new trainer stands here, ready to improve your skills.~
The trainer is tall and handsome, and has a wonderful smile.
He's probably been trying to get this job for a long time.
~
ACT_SENTINEL|ACT_TRAIN
AFF_DETECT_INVIS
0 S
95 0 0 1d1+9999 1d1+99
10000 0
POS_STANDING POS_STANDING SEX_MALE
#0


#SHOPS
604 ITEM_TYPE_WEAPON ITEM_TYPE_ARMOR ITEM_TYPE_CONTAINER ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  120  50  0 23
605 ITEM_TYPE_ARMOR ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  120  50  0 23
606 ITEM_TYPE_TREASURE ITEM_TYPE_FURNITURE ITEM_TYPE_TRASH ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  120  50  0 23
607 ITEM_TYPE_NOTHING ITEM_TYPE_FOOD ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  120  10  0 23
608 ITEM_TYPE_NOTHING ITEM_TYPE_DRINK_CON ITEM_TYPE_FOOD ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  120  10  0 23
622 ITEM_TYPE_NOTHING ITEM_TYPE_DRINK_CON ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  120  10  0 23
0


#SPECIALS
S


#OBJECTS
#600
handaxe hand axe~
a handaxe~
A handaxe is on the floor here.~
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_AXE 4 2 WEAPON_SLASH 0 0 0 0
10 100 2
E
handaxe hand axe~
You see a finely made axe.  Iron, with a nice wooden shaft, this axe can
withstand years of use.
~
#601
meat cleaver~
a meat cleaver~
A sharp meat cleaver is just lying on the floor here!~
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_AXE 2 4 WEAPON_SLASH 0 0 0 0
5 150 3
E
meat cleaver~
This meat cleaver is made of good steel.
~
#602
side meat beef~
a side of beef~
A side of beef is here on the floor.~
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE
24 0 0 0 0 0 0 0
10 50 1
#603
side meat pork~
a side of pork~
A side of pork is here on the floor.~
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE
23 0 0 0 0 0 0 0
10 45 1
#604
side meat horse~
a side of horse~
A side of horse is here on the floor.~
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE
30 0 0 0 0 0 0 0
12 60 1
#605
meat chicken~
a defeathered chicken~
A defeathered chicken is here on the floor.~
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE
16 0 0 0 0 0 0 0
5 30 1
#606
emerald ring~
an emerald ring~
An emerald ring is on the floor, gathering dust.~
~
ITEM_TYPE_TREASURE
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_FINGER
0 0 0 0 0 0 0 0
3 10000 1
#607
glass trinket~
a glass trinket~
A glass trinket is on the floor, gathering dust.~
~
ITEM_TYPE_TREASURE
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
1 100 1
A APPLY_SAVING_SPELL -1 0
#608
golden necklace~
a golden necklace~
A golden necklace is on the floor, gathering dust.~
~
ITEM_TYPE_TREASURE
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_NECK
0 0 0 0 0 0 0 0
2 10000 1
A APPLY_WIS -1 0
#609
cabbage~
a head of cabbage~
Some fresh cabbage is here, get it while it lasts!~
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE
12 0 0 0 0 0 0 0
2 20 1
#610
lettuce~
a head of lettuce~
Some fresh lettuce is here, get it while it lasts!~
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE
12 0 0 0 0 0 0 0
2 20 1
#611
milk bottle~
a bottle of milk~
A glass bottle of milk is on a shelf here, fresh from the cow.~
~
ITEM_TYPE_DRINK_CON
0
ITEM_WEAR_TAKE
20 20 LIQ_MILK 0 0 0 0 0
5 40 1
#612
apple~
an apple~
An apple is on the ground.~
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE
8 0 0 0 0 0 0 0
1 10 1
#613
corn~
an ear of corn~
An ear of corn is on the ground.~
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE
8 0 0 0 0 0 0 0
1 10 1
#614
hay pile~
a pile of hay~
There is a big pile of hay here.~
~
ITEM_TYPE_TRASH
0
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
20 10 2
#615
pitchfork fork~
a pitchfork~
A pitchfork is on the floor.~
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SPEAR 3 3 WEAPON_PIERCE 0 0 0 0
10 50 2
#616
vest~
a leather vest~
A leather vest is on the floor.~
~
ITEM_TYPE_ARMOR
0
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
5 0 0 0 0 0 0 0
10 50 6
#617
sleeves~
some leather sleeves~
Some leather sleeves are on the floor.~
~
ITEM_TYPE_ARMOR
0
ITEM_WEAR_TAKE|ITEM_WEAR_ARMS
2 0 0 0 0 0 0 0
2 50 2
#618
leggings~
some leather leggings~
Some leather leggings are on the floor.~
~
ITEM_TYPE_ARMOR
0
ITEM_WEAR_TAKE|ITEM_WEAR_LEGS
2 0 0 0 0 0 0 0
2 50 2
#619
boots~
some leather boots~
Some leather boots are on the floor.~
~
ITEM_TYPE_ARMOR
0
ITEM_WEAR_TAKE|ITEM_WEAR_FEET
2 0 0 0 0 0 0 0
2 50 2
#620
signet ring~
an Ofcol signet ring~
A shiny ring of gold is in the dirt.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_FINGER
6 0 0 0 0 0 0 0
1 1000 16
A APPLY_SAVING_SPELL -1 0
A APPLY_HITROLL 1 0
#621
plate brass~
brass plate~
A pile of brass plates is against the wall here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
8 0 0 0 0 0 0 0
10 1000 13
#622
helm brass~
a brass helm~
A brass helm is against the wall here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HEAD
7 0 0 0 0 0 0 0
10 1000 13
A APPLY_WIS 1 0
A APPLY_DEX 1 0
#623
leggings brass~
brass leggings~
A pile of brass plates is against the wall here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_LEGS
6 0 0 0 0 0 0 0
10 1000 16
A APPLY_SAVING_SPELL -1 0
A APPLY_DAMROLL 1 0
#624
boots brass~
brass boots~
Some brass boots are against the wall here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_FEET
6 0 0 0 0 0 0 0
10 1000 17
A APPLY_SAVING_SPELL -1 0
A APPLY_HIT 5 0
#625
gauntlets brass~
brass gauntlets~
Some brass gauntlets are against the wall here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HANDS
6 0 0 0 0 0 0 0
10 1000 17
A APPLY_SAVING_SPELL -1 0
A APPLY_HIT 5 0
#626
sleeves brass~
brass sleeves~
A pile of brass plates is against the wall here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_ARMS
6 0 0 0 0 0 0 0
10 1000 17
A APPLY_SAVING_SPELL -1 0
A APPLY_HIT 5 0
#627
shield brass~
a brass shield~
A big plate of brass is against the wall here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD
6 0 0 0 0 0 0 0
10 1000 14
A APPLY_SAVING_SPELL -1 0
A APPLY_HIT 5 0
#628
girth brass~
a brass girth~
A brass girth is against the wall here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WAIST
6 0 0 0 0 0 0 0
10 1000 17
A APPLY_SAVING_SPELL -1 0
A APPLY_HIT 5 0
#629
bracer brass~
a brass bracer~
A brass bracer is against the wall here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WRIST
6 0 0 0 0 0 0 0
10 1000 14
A APPLY_SAVING_SPELL -1 0
A APPLY_HIT 5 0
#630
claymore sword~
a claymore~
A VERY big sword is against the wall here.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SWORD 2 6 WEAPON_SLICE 0 0 0 0
16 1000 20
A APPLY_HITROLL 2 0
A APPLY_DAMROLL 3 0
#631
plate silver~
silver plate~
A pile of silver plating and chain is on the floor.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
8 0 0 0 0 0 0 0
20 2000 20
A APPLY_MANA 10 0
A APPLY_STR 1 0
#632
helm silver~
a silver helm~
A shiny helm is on the floor.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_HEAD
8 0 0 0 0 0 0 0
20 2000 20
A APPLY_MANA 5 0
A APPLY_DEX 1 0
#633
leggings silver~
silver leggings~
Some shiny leggings are on the floor.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_LEGS
8 0 0 0 0 0 0 0
20 2000 20
A APPLY_MANA 5 0
A APPLY_INT 1 0
#634
boots silver~
silver boots~
Some shiny boots are on the floor.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_FEET
8 0 0 0 0 0 0 0
20 2000 20
A APPLY_MANA 5 0
A APPLY_WIS 1 0
#635
gauntlets silver~
silver gauntlets~
Some shiny gauntlets are on the floor.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_HANDS
8 0 0 0 0 0 0 0
20 2000 20
A APPLY_MANA 5 0
A APPLY_CON 1 0
#636
sleeves silver~
silver sleeves~
Some shiny sleeves are on the floor.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_ARMS
8 0 0 0 0 0 0 0
20 2000 20
A APPLY_MANA 5 0
A APPLY_HITROLL 1 0
#637
shield silver~
the silver shield~
A shiny shield is on the floor.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD
9 0 0 0 0 0 0 0
20 2000 20
A APPLY_MANA 5 0
#638
girth silver~
the silver girth~
A shiny girth is on the floor.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_WAIST
8 0 0 0 0 0 0 0
20 2000 20
A APPLY_MANA 5 0
A APPLY_DAMROLL 1 0
#639
plate platinum~
platinum plate~
A pile of silvery metal is on the floor.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
9 0 0 0 0 0 0 0
50 10000 24
A APPLY_DEX 1 0
A APPLY_CON 2 0
#640
helmet platinum~
the platinum helmet~
A silvery helmet is on the floor.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_HEAD
9 0 0 0 0 0 0 0
30 10000 24
A APPLY_MANA 10 0
A APPLY_WIS 2 0
#641
leggings platinum~
platinum leggings~
Some silvery leggings are on the floor.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_LEGS
9 0 0 0 0 0 0 0
40 10000 24
A APPLY_HIT 10 0
A APPLY_DEX 2 0
#642
boots platinum~
platinum boots~
Some silvery boots are on the floor.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_FEET
9 0 0 0 0 0 0 0
40 10000 24
A APPLY_HIT 10 0
#643
gauntlets platinum~
platinum gauntlets~
A pair of silvery gauntlets are on the floor.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_HANDS
9 0 0 0 0 0 0 0
40 10000 24
A APPLY_HIT 10 0
A APPLY_HITROLL 2 0
#644
sleeves platinum~
platinum sleeves~
A pair of silvery sleeves are on the floor.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_ARMS
8 0 0 0 0 0 0 0
40 10000 24
A APPLY_HIT 10 0
A APPLY_STR 2 0
#645
shield spiked platinum~
the platinum spiked shield~
A jagged, silvery shield is on the floor.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD
7 0 0 0 0 0 0 0
40 10000 24
A APPLY_HIT 10 0
A APPLY_DAMROLL 3 0
#646
girth platinum~
the platinum girth~
A silvery girth is on the floor.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_WAIST
9 0 0 0 0 0 0 0
40 10000 24
A APPLY_HIT 10 0
A APPLY_SAVING_SPELL -3 0
#647
avenger holy sword~
holy Avenger~
A glowing silvery sword is hovering here, ready to possess an owner.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_GLOW|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SWORD 3 9 WEAPON_SLASH 0 0 0 0
25 10000 24
#648
whiskey shot~
a shot of whiskey~
A shot of whiskey is on the table.~
~
ITEM_TYPE_DRINK_CON
0
ITEM_WEAR_TAKE
5 5 LIQ_WHISKY 0 0 0 0 0
1 10 1
#649
ale quart~
a quart of ale~
A quart of ale is on the table.~
~
ITEM_TYPE_DRINK_CON
0
ITEM_WEAR_TAKE
50 50 LIQ_ALE 0 0 0 0 0
8 20 1
#650
port brew quart~
a quart of port brew~
A quart of port brew is on the table.~
~
ITEM_TYPE_DRINK_CON
0
ITEM_WEAR_TAKE
50 50 LIQ_DARKALE 0 0 0 0 0
8 20 1
#651
key citadel~
the citadel key~
A key is on the floor.~
~
ITEM_TYPE_KEY
0
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
1 10 14
#652
symbol holy~
the Holy Symbol of Bahamut~
A very shiny symbol is on the floor.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_BLESS|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_NECK
8 0 0 0 0 0 0 0
5 1000 22
A APPLY_MANA 10 0
A APPLY_WIS 2 0
#653
ranseur polearm~
a ranseur~
A heavy polearm is against the wall here, ready to inflict damage.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SPEAR 2 6 WEAPON_STAB 0 0 0 0
20 10000 20
A APPLY_HITROLL 5 0
A APPLY_DAMROLL -1 0
#654
torso dragonscale golden~
a golden dragonscale torso~
A golden dragonscale torso is on the floor!~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
9 0 0 0 0 0 0 0
25 5000 18
A APPLY_HITROLL 2 0
#655
dragonhelm golden~
a golden dragonhelm~
A golden dragonhelm is on the floor!~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_HEAD
9 0 0 0 0 0 0 0
10 5000 18
A APPLY_HITROLL 2 0
#656
leggings golden~
golden dragonscale leggings~
Some golden dragonscale leggings are on the floor!~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_LEGS
9 0 0 0 0 0 0 0
10 5000 18
A APPLY_HITROLL 2 0
#657
boots golden~
golden dragonscale boots~
Some golden dragonscale boots are on the floor!~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_FEET
9 0 0 0 0 0 0 0
10 5000 18
A APPLY_HITROLL 2 0
#658
gauntlets golden~
golden dragonscale gauntlets~
Some golden dragonscale gauntlets are on the floor!~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_HANDS
9 0 0 0 0 0 0 0
10 5000 18
A APPLY_HITROLL 2 0
#659
sleeves golden~
golden dragonscale sleeves~
Some golden dragonscale sleeves are on the floor!~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_ARMS
9 0 0 0 0 0 0 0
10 5000 18
A APPLY_HITROLL 2 0
#660
shield golden~
a golden dragonscale shield~
A golden dragonscale shield is on the floor!~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD
9 0 0 0 0 0 0 0
10 5000 18
A APPLY_HITROLL 2 0
#661
girth golden~
a golden dragonscale girth~
A golden dragonscale girth is on the floor!~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_WAIST
9 0 0 0 0 0 0 0
10 5000 18
A APPLY_HITROLL 2 0
#662
claw golden~
the Golden Claw~
A huge golden claw is on the floor~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_CLAW 4 4 WEAPON_CLAW 0 0 0 0
20 5000 20
A APPLY_DAMROLL 3 0
#663
orb dragonorb~
the Gold Dragon Orb~
A very large pearl-like sphere is in the center of this room.~
~
ITEM_TYPE_STAFF
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
5 5 5 SPELL_HEAL 0 0 0 0
30 100000 27
A APPLY_INT 2 0
A APPLY_WIS 2 0
#664
robe golden~
a golden robe~
A golden robe is on the floor.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT
9 0 0 0 0 0 0 0
10 5000 18
A APPLY_INT 2 0
#665
house key~
a house key~
A house key is on the floor.~
~
ITEM_TYPE_KEY
0
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
1 10 3
#666
broom~
a broom~
A broom is against the wall here.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_STAFF 2 3 WEAPON_POUND 0 0 0 0
8 100 3
A APPLY_HITROLL 1 0
#667
chest~
a chest~
A chest is on the floor here.~
~
ITEM_TYPE_CONTAINER
0
ITEM_WEAR_TAKE
100 0 0 0 0 0 0 0
10 100 4
#668
beautiful silver ring~
a beautiful silver ring~
A silvery ring is left on the ground.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_FINGER
2 0 0 0 0 0 0 0
1 9231 1
A APPLY_CON 1 0
A APPLY_DEX 1 0
A APPLY_DAMROLL 1 0
#669
note paper handwritten~
a handwritten note~
A small folded piece of paper lies on the ground.~
Reading the note you find it says: I need your help, meet me in the back room
of Nyles house of ale as soon as is convienent.
~
ITEM_TYPE_TRASH
0
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
1 10 1
#670
pheonix dagger~
a pheonix dagger~
A dagger with a stylized fiery handle is here.~
The pommel of the dagger has a phoenix drawing etched in amber. The hilt is
constructed of some type of metal that seems to glow with a red fire-like
glow. The blade is made of burnished steel and is warm to the touch.
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_DAGGER 2 12 WEAPON_PIERCE 0 0 0 0
4 100000 20
P 1
TRIG_UNKNOWN 100 martin
OPROG_IF OIF_USER_AREA = 13300 2 100
P 2
TRIG_VOID
OPROG_PLAYER_QUEST_IF 20 5 = 0 3 4
P 3
TRIG_VOID
OPROG_ECHO
You are holding a pheonix dagger! And you havent had it very long :)
~
P 4
TRIG_VOID
OPROG_GOD_COMMAND
mpechoat $ This is the second time you typed martin with this dagger :) 
mpmset $ quest 20 5 1
~
P 5
TRIG_UNKNOWN 100 gallwey
OPROG_IF OIF_USER_AREA = 13300 6 100
P 6
TRIG_VOID
OPROG_PLAYER_QUEST_IF 20 5 = 1 7 8
P 7
TRIG_VOID
OPROG_GOD_COMMAND
mpechoat $ You have used the command 'martin' before while holding this dagger!
mpmset $ quest 20 5 2
~
P 8
TRIG_VOID
OPROG_ECHO
You've never typed martin while holding this dagger!
~
P 9
TRIG_UNKNOWN 100 rockslick
OPROG_IF OIF_USER_AREA = 13300 10 100
P 10
TRIG_VOID
OPROG_PLAYER_QUEST_IF 20 5 > 0 11 12
P 11
TRIG_VOID
OPROG_GOD_COMMAND
mpechoat $ Reseting quest bits.
mpmset $ quest 20 5 0
~
P 12
TRIG_VOID
OPROG_ECHO
Reset WHAT quest bits ?
~
P 100
TRIG_VOID
OPROG_ECHO
You arent in the city of entropy.~
#0


#ROOMS
#600
Granny's Still Room~
You are in Granny Jenkins' still room.  The smell of whiskey is heady, and
the bottles of it on the floor make your mouth water and your mind swirl.  You
also see a very large still.  So THIS is why there are so many grain fields!
The exit is to the east.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
You see the storage shed.~
door~
EX_ISDOOR|EX_CLOSED -1 616
S
#601
The Big Intersection~
You are in the big intersection between Raff Way and Impy Way.  Crowds
of people walk past you as they go on their daily tasks.  Raff Way continues
east and west, and Impy Way runs north and south.
~
0 0 SECT_CITY
DDIR_NORTH
Impy Way continues north.~
~
0 0 625
DDIR_EAST
Raff Way continues east.~
~
0 0 666
DDIR_SOUTH
Impy Way continues south.~
~
0 0 602
DDIR_WEST
Raff Way continues west.~
~
0 0 753
S
#602
Impy Way~
You are on Impy Way.  You can see a leather shop east and a blacksmith
west.  To the north you see a big intersection, and Impy Way continues south.
~
0 0 SECT_CITY
DDIR_NORTH
You see the big intersection.~
~
0 0 601
DDIR_EAST
You see the leather shop.~
~
0 0 604
DDIR_SOUTH
Impy Way continues south.~
~
0 0 605
DDIR_WEST
You see the blacksmith.~
~
0 0 603
S
#603
The Blacksmith~
You are in a black and smelly room.  Pieces of metal are strewn all over
the floor, and a wave of heat from a big furnace hits you.  An anvil sits on
one side of the room, and on the other side is a workbench.  The exit is east.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
You see Impy Way.~
~
0 0 602
S
#604
The Leather Shop~
You are in a brown and smelly room.  Pieces of leather are strewn all over
the floor.  The smell of burnt hide assaults your nose.  You can tell by the
looks that the tanning is done VERY CLOSE to here!   A table is near the
entrance.  The exit is west.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
You see Impy Way.~
~
0 0 602
S
#605
Impy Way~
You are on Impy Way.  To the east is a meat store, and to the west is a
pawn shop.  Impy Way continues north and south.  People are rushing around you
to go to these stores.
~
0 0 SECT_CITY
DDIR_NORTH
Impy Way continues North.~
~
0 0 602
DDIR_EAST
You see the Meat Store.~
~
0 0 607
DDIR_SOUTH
Impy Way continues south.~
~
0 0 608
DDIR_WEST
You see the Pawn Shop.~
~
0 0 606
S
#606
The Pawn Shop.~
You are in a little shop filled with a lot of knick knacks and semi-
valuable goods.  There is a display case full of little treasures that you are
sure that you or any other little kid would like to touch!  The exit is east.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
You see Impy Way.~
~
0 0 605
S
#607
The Meat Store~
You are in a meat store.  Hanging on hooks are meats of many kinds of
animals.  In the background, you can hear the sound of blade against flesh.
It smells like meat here (which is not a good smell).  The exit is west.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
You see Impy Way.~
~
0 0 605
S
#608
Impy Way~
You are on Impy Way.  To the east is Farmer's Market, and to the west is
Nyles' House of Ale.  Impy Way runs north and ends south of here.  You can hear
the sound of housewives gossiping at the market.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_NORTH
Impy Way continues north.~
~
0 0 605
DDIR_EAST
You see the Farmer's Market.~
~
0 0 610
DDIR_SOUTH
You see the end of Impy Way.~
~
0 0 611
DDIR_WEST
You see Nyles' House of Ale.~
~
0 0 609
S
#609
Nyles' House of Ale~
This is a very busy bar, with everyone holding homemade bottles of
ale.  You see even the more gentile persons here, laughing along with
Nyles, who offers you a quart of ale too.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
You see Impy Way.~
~
0 0 608
DDIR_WEST
You see the back room.~
~
0 0 757
S
#610
Farmer's Market~
You see many carts filled with fruits and vegetables.  Many farmers are
all trying to sell you their produce, each saying their's is better.  The exit
is west.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
You see Impy Way.~
~
0 0 608
S
#611
The End of Impy Way~
You are at the end of Impy and of the city part of Ofcol.  To the east is
a dirt road leading toward the farm animals.  West from here are fields.  Impy
Way continues north.
~
0 0 SECT_CITY
DDIR_NORTH
Impy Way continues north.~
~
0 0 608
DDIR_EAST
You see the dirt road.~
~
0 0 668
DDIR_WEST
You see the fields.~
~
0 0 612
S
#612
Fields~
You are in a corn field.  You can't see far, since the corn stalks are
taller than you are.  You remember that the end of Impy Way is east of here,
and you think you see a building to the north.  The field continues south and
west.
~
0 0 SECT_FIELD
DDIR_NORTH
You think you see a building north of here.~
~
0 0 616
DDIR_EAST
You remember that the end of Impy Way is east.~
~
0 0 611
DDIR_SOUTH
You can make a path to the fields south.~
~
0 0 613
DDIR_WEST
You can make a path to the fields west.~
~
0 0 615
S
#613
Fields~
You are among fruit trees in a field.  You see many apple and orange
trees.  You can make out the corn fields north and some vegetable patches west.
The sight of the fruit makes your mouth water.
~
0 0 SECT_FIELD
DDIR_NORTH
You see the corn fields.~
~
0 0 612
DDIR_WEST
You see the vegetable fields.~
~
0 0 614
S
#614
Fields~
You are among the vegetable fields.  You see many cabbage and lettuce
patches, along with tomato bushes and potato plants.  To the east are some
fruit trees, and north are some wheat fields.
~
0 0 SECT_FIELD
DDIR_NORTH
You see the wheat fields.~
~
0 0 615
DDIR_EAST
You see the fruit trees.~
~
0 0 613
S
#615
Fields~
You are among the wheat fields.  The gentle caress of the wheat and the
cool shadow from the tall stalks and scarecrow lulls you to sleep and dream
of a little girl and little dog from a faraway place.  To the east are the corn
stalks, and south of you are the vegetable patches.
~
0 0 SECT_FIELD
DDIR_EAST
You see the corn fields.~
~
0 0 612
DDIR_SOUTH
You see the vegetable patches.~
~
0 0 614
S
#616
The Shed~
You are in the storage shed.  Bales of wheat, corn and hay are piled
against the wall, and some vegetables are in carts.  You see a small door
on the west door.  The main exit is south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
You see the faint outline of a small hatch in the corner of the east wall.~
~
EX_ISDOOR|EX_CLOSED|EX_HIDDEN -1 757
DDIR_SOUTH
You see the corn fields.~
~
0 0 612
DDIR_WEST
You see the door.~
door~
EX_ISDOOR|EX_CLOSED -1 600
S
#617
Slaughterhouse~
You are in the slaughterhouse, where all the animals are slaughtered so
that they can be sold or their skins be tanned.  The scream of dying animals
makes your stomach churn.  The exit is to the west.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
You see the dirt road.~
~
0 0 668
S
#618
Dirt Road~
You are on a dirt road.  To the east is a barn, and you see a big chicken
coop south of you.  The dirt road continues north and west.
~
0 0 SECT_FIELD
DDIR_NORTH
You see the dirt road.~
~
0 0 668
DDIR_EAST
You see the barn.~
~
0 0 620
DDIR_SOUTH
You see the chicken coop.~
coop~
EX_ISDOOR|EX_CLOSED -1 619
DDIR_WEST
You see the dirt road.~
~
0 0 621
S
#619
Chicken Coop~
You are in the chicken coop.  The smell of chickens and chicken droppings
makes you gasp.  The exit is north.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You can sense the fresh air.~
door~
EX_ISDOOR|EX_CLOSED -1 618
S
#620
Barn~
You are in a barn.  There are some cows here, munching on mounds of hay.
Milk is milked and bottled here.  You see the exit west.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
You see the dirt road.~
~
0 0 618
S
#621
Dirt Road~
You are on a dirt road.  To the north and south, you see some grass
fields.  There is a pigsty west, and the dirt road continues east.
~
0 0 SECT_FIELD
DDIR_NORTH
You see some grass fields.~
~
0 0 622
DDIR_EAST
You see the dirt road.~
~
0 0 618
DDIR_SOUTH
You see some grass fields.~
~
0 0 623
DDIR_WEST
You see the pigsty.~
~
0 0 624
S
#622
Grass Field~
You are in a grass field.  Fences block the way north, east, and west.
The dirt road is to the south.
~
0 0 SECT_FIELD
DDIR_SOUTH
You see the dirt road.~
~
0 0 621
S
#623
Grass Field~
You are in a grass field.  Fences block the way south, east, and west.
The dirt road is to the north.
~
0 0 SECT_FIELD
DDIR_NORTH
You see the dirt road.~
~
0 0 621
S
#624
Pig Sty~
For some reason, you are in a pig sty.  You wonder why you are standing in
muck.  To realize your senses and notice the dirt road is to the east.
~
0 ROOM_SAFE SECT_FIELD
DDIR_EAST
You see the dry dirt road.~
~
0 0 621
S
#625
Impy Way~
You are on Impy Way.  East and west of you are big houses.  Impy Way
continues north and reaches a big intersection south.  Children are running to
from home to home.
~
0 0 SECT_CITY
DDIR_NORTH
Impy Way continues north.~
~
0 0 632
DDIR_EAST
You see a big house.~
door~
EX_ISDOOR|EX_CLOSED|EX_LOCKED 665 626
DDIR_SOUTH
You see a big intersection.~
~
0 0 601
DDIR_WEST
You see a big house.~
door~
EX_ISDOOR|EX_CLOSED|EX_LOCKED 665 629
S
#626
Big House~
You are in a big house.  Evidently, the owners of this house are richer
than the average citizen, since there is more than one room to this house.  A
door leads to the kitchen east, and a bedroom is upstairs.  The exit is to the
west.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
You see the kitchen.~
~
0 0 628
DDIR_WEST
You see Impy Way.~
door~
EX_ISDOOR|EX_CLOSED|EX_LOCKED 665 625
DDIR_UP
You see the bedroom.~
~
0 0 627
S
#627
Bedroom~
You are in the bedroom.  There isn't much of interest except for a bed and
a closet.  The stairs lead back down.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_DOWN
You see the main room of the house.~
~
0 0 626
S
#628
Kitchen~
You are in a kitchen.  There isn't much of interest here.  The main room
is west of here.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
You see the main room of the house.~
~
0 0 626
S
#629
Big House~
You are in a big house.  Evidently, the owners of this house are richer
than the average citizen, since there is more than one room to this house.  A
door leads to the kitchen west, and a bedroom is upstairs.  The exit is to the
east.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
You see Impy Way.~
door~
EX_ISDOOR|EX_CLOSED|EX_LOCKED 665 625
DDIR_WEST
You see the kitchen.~
~
0 0 631
DDIR_UP
You see the bedroom.~
~
0 0 630
S
#630
Bedroom~
You are in the bedroom.  There isn't much of interest except for a bed and
a closet.  The stairs lead back down.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_DOWN
You see the main room of the house.~
~
0 0 629
S
#631
Kitchen~
You are in a kitchen.  There isn't much of interest here.  The main room
is east of here.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
You see the main room of the house.~
~
0 0 629
S
#632
Impy Way~
You are on Impy Way.  Houses are to the east and west of here.  Impy Way
continues north and south.  There are many people walking along the streets.
~
0 0 SECT_CITY
DDIR_NORTH
Impy Way continues north.~
~
0 0 637
DDIR_EAST
You see a house.~
door~
EX_ISDOOR|EX_CLOSED -1 633
DDIR_SOUTH
Impy Way continues south.~
~
0 0 625
DDIR_WEST
You see a house.~
door~
EX_ISDOOR|EX_CLOSED -1 635
S
#633
House~
You are in a house.  The living room and kitchen are all bundled into
this room.  There is a bedroom south of here.  The exit is west.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see the bedroom.~
~
0 0 634
DDIR_WEST
You see Impy Way.~
door~
EX_ISDOOR|EX_CLOSED -1 632
S
#634
Bedroom~
You are in a bedroom.  There isn't much of interest here except for a bed
and a dresser.  The main room of the house is north of here.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the main room of the house.~
~
0 0 633
S
#635
House~
You are in a house.  The living room and kitchen are all bundled into
this room.  There is a bedroom south of here.  The exit is east.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
You see Impy Way.~
door~
EX_ISDOOR|EX_CLOSED -1 632
DDIR_SOUTH
You see the bedroom.~
~
0 0 636
S
#636
Bedroom~
You are in a bedroom.  There isn't much of interest here except for a bed
and a dresser.  The main room of the house is north of here.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the main room of the house.~
~
0 0 635
S
#637
Impy Way~
You are on Impy Way.  Houses are to the east and west of here.  Impy Way
continues south.  To the north is a big intersection.  There are many people
walking along the streets.
~
0 0 SECT_CITY
DDIR_NORTH
You see a big intersection.~
~
0 0 642
DDIR_EAST
You see a house.~
door~
EX_ISDOOR|EX_CLOSED -1 638
DDIR_SOUTH
Impy Way continues south.~
~
0 0 632
DDIR_WEST
You see a house.~
door~
EX_ISDOOR|EX_CLOSED -1 640
S
#638
House~
You are in a house.  The living room and kitchen are all bundled into
this room.  There is a bedroom south of here.  The exit is west.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see the bedroom.~
~
0 0 639
DDIR_WEST
You see Impy Way.~
door~
EX_ISDOOR|EX_CLOSED -1 637
S
#639
Bedroom~
You are in a bedroom.  There isn't much of interest here except for a bed
and a dresser.  The main room of the house is north of here.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the main room of the house.~
~
0 0 638
S
#640
House~
You are in a house.  The living room and kitchen are all bundled into
this room.  There is a bedroom south of here.  The exit is east.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
You see Impy Way.~
door~
EX_ISDOOR|EX_CLOSED -1 637
DDIR_SOUTH
You see the bedroom.~
~
0 0 641
S
#641
Bedroom~
You are in a bedroom.  There isn't much of interest here except for a bed
and a dresser.  The main room of the house is north of here.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the main room of the house.~
~
0 0 640
S
#642
The Big Intersection~
You are on the intersection of Impy Way and Swiftest Way.  To the north of
you is a big house.  Swiftest Way runs east and west, and Impy way continues
south.  There are quite a few people on this intersection.
~
0 0 SECT_CITY
DDIR_NORTH
You see the big house.~
door~
EX_ISDOOR|EX_CLOSED|EX_LOCKED 665 643
DDIR_EAST
Swiftest Way continues east.~
~
0 0 646
DDIR_SOUTH
Impy Way continues south.~
~
0 0 637
DDIR_WEST
Swiftest Way continues west.~
~
0 0 649
S
#643
Big House~
You are in a big house.  Evidently, the owners of this house are richer
than the average citizen, since there is more than one room to this house.  A
door leads to the kitchen north, and a bedroom is upstairs.  The exit is to
the south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the kitchen.~
~
0 0 645
DDIR_SOUTH
You see Impy Way.~
door~
EX_ISDOOR|EX_CLOSED|EX_LOCKED 665 642
DDIR_UP
You see the bedroom.~
~
0 0 644
S
#644
Bedroom~
You are in the bedroom.  There isn't much of interest except for a bed
and a closet.  The stairs lead back down.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_DOWN
You see the main room of the house.~
~
0 0 643
S
#645
Kitchen~
You are in a kitchen.  There isn't much of interest here.  The main room
is east of here.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see the main room of the house.~
~
0 0 643
S
#646
Swiftest Way~
You are on Swiftest Way, the commoner's residential area.  Small houses
are north and south of you.  Swiftest Way continues east, and west is a big
intersection.
~
0 0 SECT_CITY
DDIR_NORTH
You see a small house.~
~
0 0 652
DDIR_EAST
Swiftest Way continues east.~
~
0 0 647
DDIR_SOUTH
You see a small house.~
~
0 0 653
DDIR_WEST
You see a big intersection.~
~
0 0 642
S
#647
Swiftest Way~
You are on Swiftest Way, the commoner's residential area.  Small houses
are north and south of you.  Swiftest Way continues east and west.
~
0 0 SECT_CITY
DDIR_NORTH
You see a small house.~
~
0 0 654
DDIR_EAST
You see the end of Swiftest Way.~
~
0 0 648
DDIR_SOUTH
You see a small house.~
~
0 0 655
DDIR_WEST
Swiftest Way continues west.~
~
0 0 646
S
#648
End of Swiftest Way~
You are on Swiftest Way, the commoner's residential area.  Small houses
are north, south, and east of you.  Swiftest Way continues west.
~
0 0 SECT_CITY
DDIR_NORTH
You see a small house.~
~
0 0 656
DDIR_EAST
You see a small house.~
~
0 0 657
DDIR_SOUTH
You see a small house.~
~
0 0 658
DDIR_WEST
Swiftest Way continues west.~
~
0 0 647
S
#649
Swiftest Way~
You are on Swiftest Way, the commoner's residential area.  Small houses
are north and south of you.  Swiftest Way continues west, and to the east you
see a big intersection.
~
0 0 SECT_CITY
DDIR_NORTH
You see a small house.~
~
0 0 659
DDIR_EAST
You see the big intersection.~
~
0 0 642
DDIR_SOUTH
You see a small house.~
~
0 0 660
DDIR_WEST
Swiftest Way continues west.~
~
0 0 650
S
#650
Swiftest Way~
You are on Swiftest Way, the commoner's residential area.  Small houses
are north and south of you.  Swiftest Way continues east and west.
~
0 0 SECT_CITY
DDIR_NORTH
You see a small house.~
~
0 0 661
DDIR_EAST
Swiftest Way continues east.~
~
0 0 649
DDIR_SOUTH
You see a small house.~
~
0 0 662
DDIR_WEST
You see the end of Swiftest Way.~
~
0 0 651
S
#651
The end of Swiftest Way~
You are on Swiftest Way, the commoner's residential area.  Small houses
are north, south, and west of you.  Swiftest Way continues east.
~
0 0 SECT_CITY
DDIR_NORTH
You see a small house.~
~
0 0 663
DDIR_EAST
Swiftest Way continues east.~
~
0 0 650
DDIR_SOUTH
You see a small house.~
~
0 0 664
DDIR_WEST
You see a small house.~
~
0 0 665
S
#652
Small House~
You are in a small house, owned by a commoner of Ofcol.  There isn't much
of value here to you, but you'd bet that the owner really cherishes the pile
of stuff here.  The exit is to the south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see Swiftest Way.~
~
0 0 646
S
#653
Small House~
You are in a small house, owned by a commoner of Ofcol.  There isn't much
of value here to you, but you'd bet that the owner really cherishes the pile
of stuff here.  The exit is to the north.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see Swiftest Way.~
~
0 0 646
S
#654
Small House~
You are in a small house, owned by a commoner of Ofcol.  There isn't much
of value here to you, but you'd bet that the owner really cherishes the pile
of stuff here.  The exit is to the south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see Swiftest Way.~
~
0 0 647
S
#655
Small House~
You are in a small house, owned by a commoner of Ofcol.  There isn't much
of value here to you, but you'd bet that the owner really cherishes the pile
of stuff here.  The exit is to the north.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see Swiftest Way.~
~
0 0 647
S
#656
Small House~
You are in a small house, owned by a commoner of Ofcol.  There isn't much
of value here to you, but you'd bet that the owner really cherishes the pile
of stuff here.  The exit is to the south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see the end of Swiftest Way.~
~
0 0 648
S
#657
Small House~
You are in a small house, owned by a commoner of Ofcol.  There isn't much
of value here to you, but you'd bet that the owner really cherishes the pile
of stuff here.  The exit is to the west.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
You see the end of Swiftest Way.~
~
0 0 648
S
#658
Large lawn~
This is a large lawn in the heart of the residential area of New Ofcol.
The road continues to the north.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the end of Swiftest Way.~
~
0 0 648
S
#659
Small House~
You are in a small house, owned by a commoner of Ofcol.  There isn't much
of value here to you, but you'd bet that the owner really cherishes the pile
of stuff here.  The exit is to the south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see Swiftest Way.~
~
0 0 649
S
#660
Small House~
You are in a small house, owned by a commoner of Ofcol.  There isn't much
of value here to you, but you'd bet that the owner really cherishes the pile
of stuff here.  The exit is to the north.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see Swiftest Way.~
~
0 0 649
S
#661
Small House~
You are in a small house, owned by a commoner of Ofcol.  There isn't much
of value here to you, but you'd bet that the owner really cherishes the pile
of stuff here.  The exit is to the south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see Swiftest Way.~
~
0 0 650
S
#662
Small House~
You are in a small house, owned by a commoner of Ofcol.  There isn't much
of value here to you, but you'd bet that the owner really cherishes the pile
of stuff here.  The exit is to the north.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see Swiftest Way.~
~
0 0 650
S
#663
Small House~
You are in a small house, owned by a commoner of Ofcol.  There isn't much
of value here to you, but you'd bet that the owner really cherishes the pile
of stuff here.  The exit is to the south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see the end of Swiftest Way.~
~
0 0 651
S
#664
Small House~
You are in a small house, owned by a commoner of Ofcol.  There isn't much
of value here to you, but you'd bet that the owner really cherishes the pile
of stuff here.  The exit is to the north.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the end of Swiftest Way.~
~
0 0 651
S
#665
Small House~
You are in a small house, owned by a commoner of Ofcol.  There isn't much
of value here to you, but you'd bet that the owner really cherishes the pile
of stuff here.  The exit is to the east.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
You see the end of Swiftest Way.~
~
0 0 651
S
#666
Raff Way~
You are on Raff Way.  To the west, you can see a big intersection.  To
the east, you see Raff Way continue toward the Golden Citadel.  There are
beautiful flowers growing along the road here, making this more of a garden
than a road.
~
0 0 SECT_CITY
DDIR_EAST
Raff Way continues east.~
~
0 0 667
DDIR_WEST
You see the big intersection.~
~
0 0 601
S
#667
Raff Way~
You are on Raff Way.  Raff Way continues west to the city of Ofcol.  To
the east, you see Raff Way continue toward the Golden Citadel.  There are
beautiful flowers growing along the road here, making this more of a garden
than a road.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 0 11495
DDIR_EAST
You see the entrance of the Golden Citadel.~
~
0 0 699
DDIR_WEST
Raff Way continues west.~
~
0 0 666
S
#668
Dirt Road~
You are on a dirt road.  To the east is a large building with a bad smell
emanating from it.  To the west is the end of Impy Way, and this road continues
south.
~
0 0 SECT_FIELD
DDIR_EAST
You see the large building with the bad smell.~
~
0 0 617
DDIR_SOUTH
The dirt road continues south.~
~
0 0 618
DDIR_WEST
You see the end of Impy Way.~
~
0 0 611
S
#669
The Temple of Ofcol~
You are in the Temple of Ofcol.  Golden tiles cover the floor, and solid
gold columns reach the twelve foot ceiling of this vast chamber.  Servants in
golden livery wander this place, making even the raggiest messenger boy look
richer than you are.  Exits lead to the anterooms in the cardinal directions.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 670
DDIR_EAST
~
~
0 0 672
DDIR_SOUTH
~
~
0 0 673
DDIR_WEST
~
~
0 0 671
S
#670
The Anteroom to the Temple of Ofcol~
You are in an anteroom to the Temple of Ofcol.  Gold tiles cover the
floor, and servants in golden livery pass you by peaceably.  The temple is to
the south, and to the north is a hallway.  A stairways leads up.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 675
DDIR_SOUTH
~
~
0 0 669
DDIR_UP
~
~
0 0 686
S
#671
The Anteroom to the Temple of Ofcol~
You are in an anteroom to the Temple of Ofcol.  Gold tiles cover the
floor, and servants in golden livery pass you by peaceably.  The temple is to
the east, and to the west is a hallway.  A stairways leads up.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
~
~
0 0 669
DDIR_WEST
~
~
0 0 679
DDIR_UP
~
~
0 0 687
S
#672
The Anteroom to the Temple of Ofcol~
You are in an anteroom to the Temple of Ofcol.  Gold tiles cover the
floor, and servants in golden livery pass you by peaceably.  The temple is to
the west, and to the east is a hallway.  A stairways leads up.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
~
~
0 0 680
DDIR_WEST
~
~
0 0 669
DDIR_UP
~
~
0 0 689
S
#673
The Anteroom to the Temple of Ofcol~
You are in an anteroom to the Temple of Ofcol.  Gold tiles cover the
floor, and servants in golden livery pass you by peaceably.  The temple is to
the north, and to the south is a hallway.  A stairways leads up.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 669
DDIR_SOUTH
~
~
0 0 684
DDIR_UP
~
~
0 0 690
S
#674
A Hallway of the Golden Citadel~
You are in a hallway of the Golden Citadel.  Gold tiles cover the floors,
and rich golden tapestries drape the walls.  Servants in golden livery pass you
by peaceably.  Exits lead east and south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
~
~
0 0 675
DDIR_SOUTH
~
~
0 0 677
S
#675
A Hallway of the Golden Citadel~
You are in a hallway of the Golden Citadel.  Gold tiles cover the floors,
and rich golden tapestries drape the walls.  Servants in golden livery pass you
by peaceably.  Exits lead east, west, and south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
~
~
0 0 676
DDIR_SOUTH
~
~
0 0 670
DDIR_WEST
~
~
0 0 674
S
#676
A Hallway of the Golden Citadel~
You are in a hallway of the Golden Citadel.  Gold tiles cover the floors,
and rich golden tapestries drape the walls.  Servants in golden livery pass you
by peaceably.  Exits lead west and south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
~
~
0 0 678
DDIR_WEST
~
~
0 0 675
S
#677
A Hallway of the Golden Citadel~
You are in a hallway of the Golden Citadel.  Gold tiles cover the floors,
and rich golden tapestries drape the walls.  Servants in golden livery pass you
by peaceably.  Exits lead north and south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 674
DDIR_SOUTH
~
~
0 0 679
S
#678
A Hallway of the Golden Citadel~
You are in a hallway of the Golden Citadel.  Gold tiles cover the floors,
and rich golden tapestries drape the walls.  Servants in golden livery pass you
by peaceably.  Exits lead north and south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 676
DDIR_SOUTH
~
~
0 0 680
S
#679
A Hallway of the Golden Citadel~
You are in a hallway of the Golden Citadel.  Gold tiles cover the floors,
and rich golden tapestries drape the walls.  Servants in golden livery pass you
by peaceably.  Exits lead to the cardinal directions, with the east leading
toward the Temple of Ofcol, and west leading toward the City of Ofcol.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 677
DDIR_EAST
~
~
0 0 671
DDIR_SOUTH
~
~
0 0 681
DDIR_WEST
~
~
0 0 698
S
#680
A Hallway of the Golden Citadel~
You are in a hallway of the Golden Citadel.  Gold tiles cover the floors,
and rich golden tapestries drape the walls.  Servants in golden livery pass you
by peaceably.  Exits lead west, north and south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 678
DDIR_SOUTH
~
~
0 0 682
DDIR_WEST
~
~
0 0 672
S
#681
A Hallway of the Golden Citadel~
You are in a hallway of the Golden Citadel.  Gold tiles cover the floors,
and rich golden tapestries drape the walls.  Servants in golden livery pass you
by peaceably.  Exits lead north and south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 679
DDIR_SOUTH
~
~
0 0 683
S
#682
A Hallway of the Golden Citadel~
You are in a hallway of the Golden Citadel.  Gold tiles cover the floors,
and rich golden tapestries drape the walls.  Servants in golden livery pass you
by peaceably.  Exits lead north and south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 680
DDIR_SOUTH
~
~
0 0 685
S
#683
A Hallway of the Golden Citadel~
You are in a hallway of the Golden Citadel.  Gold tiles cover the floors,
and rich golden tapestries drape the walls.  Servants in golden livery pass you
by peaceably.  Exits lead north and east.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 681
DDIR_EAST
~
~
0 0 684
S
#684
A Hallway of the Golden Citadel~
You are in a hallway of the Golden Citadel.  Gold tiles cover the floors,
and rich golden tapestries drape the walls.  Servants in golden livery pass you
by peaceably.  Exits lead east, west, and north.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 673
DDIR_EAST
~
~
0 0 685
DDIR_WEST
~
~
0 0 683
S
#685
A Hallway of the Golden Citadel~
You are in a hallway of the Golden Citadel.  Gold tiles cover the floors,
and rich golden tapestries drape the walls.  Servants in golden livery pass you
by peaceably.  Exits lead west and north.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 682
DDIR_WEST
~
~
0 0 684
S
#686
An Upper Chamber of the Golden Citadel~
You are in one of the upper chambers of the Golden Citadel.  The decora-
tions of this place surpass even those of the first floor.  Gold tiles etched
with platinum cover the floor, walls and the ceiling.  The lights from numerous
torches reflect from these shimmering planes, giving the illusion that you are
standing in a gem.  Stairways lead up and down, and the hall leads south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
~
~
0 0 688
DDIR_UP
~
~
0 0 691
DDIR_DOWN
~
~
0 0 670
S
#687
An Upper Chamber of the Golden Citadel~
You are in one of the upper chambers of the Golden Citadel.  The decora-
tions of this place surpass even those of the first floor.  Gold tiles etched
with platinum cover the floor, walls and the ceiling.  The lights from numerous
torches reflect from these shimmering planes, giving the illusion that you are
standing in a gem.  Stairways lead up and down, and the hall leads east.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
~
~
0 0 688
DDIR_UP
~
~
0 0 692
DDIR_DOWN
~
~
0 0 671
S
#688
The Hall of the DragonLords~
You are in a vast hall, filled with the commanders of the Golden Citadel.
Golden tiles etched with platinum cover the floors, and weapons of all types
are mounted on the walls of this meeting hall.  Surrounding a solid gold table
are four sons of the Keeper of the Golden Citadel.  They smile at you and ask
you to join them in lunch.  Exits lead to the cardinal directions.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 686
DDIR_EAST
~
~
0 0 689
DDIR_SOUTH
~
~
0 0 690
DDIR_WEST
~
~
0 0 687
S
#689
An Upper Chamber of the Golden Citadel~
You are in one of the upper chambers of the Golden Citadel.  The decora-
tions of this place surpass even those of the first floor.  Gold tiles etched
with platinum cover the floor, walls and the ceiling.  The lights from numerous
torches reflect from these shimmering planes, giving the illusion that you are
standing in a gem.  Stairways lead up and down, and the hall leads west.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
~
~
0 0 688
DDIR_UP
~
~
0 0 694
DDIR_DOWN
~
~
0 0 672
S
#690
An Upper Chamber of the Golden Citadel~
You are in one of the upper chambers of the Golden Citadel.  The decora-
tions of this place surpass even those of the first floor.  Gold tiles etched
with platinum cover the floor, walls and the ceiling.  The lights from numerous
torches reflect from these shimmering planes, giving the illusion that you are
standing in a gem.  Stairways lead up and down, and the hall leads north.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 688
DDIR_UP
~
~
0 0 695
DDIR_DOWN
~
~
0 0 673
S
#691
A Top Chamber of the Golden Citadel~
You are in one of the top chambers of the Golden Citadel.  The decorations
of this room looks like a dragon's hoard.  The whole room is carved out of pure
gold, and gems of all types glitter from the walls, ceiling, even the floor.
It is obvious that this room was not meant for you to intrude upon.  A stair-
case leads back down, and a doorway leads south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
~
~
0 0 693
DDIR_DOWN
~
~
0 0 686
S
#692
A Top Chamber of the Golden Citadel~
You are in one of the top chambers of the Golden Citadel.  The decorations
of this room looks like a dragon's hoard.  The whole room is carved out of pure
gold, and gems of all types glitter from the walls, ceiling, even the floor.
It is obvious that this room was not meant for you to intrude upon.  A stair-
case leads back down, and a doorway leads east.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
~
~
0 0 693
DDIR_DOWN
~
~
0 0 687
S
#693
The Dragon Chamber~
You are in a vast chamber carved from gold and platinum.  Gems the size of
a man's fist protrude from the walls, ceiling, and the floor, making your step
painful.  A vast open sky-light lets fresh air come in from the top.  In the
center of this chamber, you see a great wealth of coins, and on top of that
pile of coins, you see a golden dragon squinting at you.  Exits lead to the
cardinal directions to the anterooms.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 691
DDIR_EAST
~
~
0 0 694
DDIR_SOUTH
~
~
0 0 695
DDIR_WEST
~
~
0 0 692
DDIR_UP
~
~
0 0 696
S
#694
A Top Chamber of the Golden Citadel~
You are in one of the top chambers of the Golden Citadel.  The decorations
of this room looks like a dragon's hoard.  The whole room is carved out of pure
gold, and gems of all types glitter from the walls, ceiling, even the floor.
It is obvious that this room was not meant for you to intrude upon.  A stair-
case leads back down, and a doorway leads west.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
~
~
0 0 693
DDIR_DOWN
~
~
0 0 689
S
#695
A Top Chamber of the Golden Citadel~
You are in one of the top chambers of the Golden Citadel.  The decorations
of this room looks like a dragon's hoard.  The whole room is carved out of pure
gold, and gems of all types glitter from the walls, ceiling, even the floor.
It is obvious that this room was not meant for you to intrude upon.  A stair-
case leads back down, and a doorway leads north.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
~
~
0 0 695
DDIR_DOWN
~
~
0 0 690
S
#696
Above the Dragon Chamber~
You are above the Dragon Chamber.  You curiously note that this shaft that
connects the chamber to the sky is wide enough that even a dragon can fit
through.  This shaft leads up and down.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_UP
~
~
0 0 697
DDIR_DOWN
~
~
0 0 693
S
#697
In the Shaft from the Dragon Chamber~
You are in the shaft leading from the Dragon Chamber.  Below you lies the
Dragon Chamber of the Golden Citadel.  Above you, you see the sky, but
currently, the way out is sealed by a layer of diamond that looks impenetrable.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_DOWN
~
~
0 0 696
S
#698
Inside the Entrance to the Golden Citadel~
You are inside the entrance to the Golden Citadel.  Rich golden tapestries
line the walls, and golden tiles cover the floors.  The exit to this citadel is
to the west, while the citadel itself is to the east.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
~
~
0 0 679
DDIR_WEST
~
gate~
EX_ISDOOR 651 699
S
#699
Outside the Entrance to the Golden Citadel~
You are outside the entrance to the Golden Citadel.  A great gate is to
to the east, marking the entranceway into the citadel.  The road also leads
back west to Raff Way.
~
0 0 SECT_FIELD
DDIR_EAST
~
door~
EX_ISDOOR 651 698
DDIR_WEST
~
~
0 0 667
S
#750
Village street~
You stand at the small village street in Ofcol.
From here you see small houses and only few people.
North of here the village street continues up to the small
square where some people are gathered as always.
~
0 0 SECT_CITY
DDIR_NORTH
You look up the village street noticing nothing special at all.~
~
0 -1 751
DDIR_SOUTH
~
~
0 -1 17130
S
#751
Village street~
You are standing on the village street of Ofcol.
East from here is a small alley and north you enter the village
square. Towards the south you can leave Ofcol.
~
0 0 SECT_CITY
DDIR_NORTH
The village square is as usual not overcrowded.~
~
0 -1 752
DDIR_EAST
The small alley looks relative peaceful.~
~
0 -1 753
DDIR_SOUTH
You see the village street eventually becoming the wide road.~
~
0 -1 750
S
#752
Village square~
The village square is a place where inhabitants of Ofcol gather
to talk, trade and sell items and just have a good time.
You see a small shop to the west and the local inn to the north.
If you leave south you go to village street.
~
0 0 SECT_CITY
DDIR_NORTH
You see a local inn called 'The Ofcol Local Inn'. Looks nice.~
~
0 -1 756
DDIR_EAST
~
~
0 -1 16004
DDIR_SOUTH
You see the village street of Ofcol.~
~
0 -1 751
DDIR_WEST
A small shop with the sign 'Luxan's Mixed goods' hanging in front of it.~
~
0 -1 755
S
#753
The small alley~
You are in a small, quiet alley.  From here you see the village street
to the west and a small room lies to the south.
~
0 0 SECT_CITY
DDIR_EAST
You see a big intersection.~
~
0 0 601
DDIR_SOUTH
It looks like the new training room.~
~
0 -1 754
DDIR_WEST
You notice nothing but the village street.~
~
0 -1 751
S
#754
The new training room~
The new training yard has finally been built!  To the north you can
see a small alley.
~
0 ROOM_INDOORS SECT_CITY
DDIR_NORTH
You are able to see the small alley, really not very interesting.~
~
0 -1 753
S
#755
Luxan's mixed shop~
You are standing in a small shop, filled with all kinds of goods.
Here you might be able to find just the thing you're looking for.
The only exit is east to village square.
~
0 ROOM_INDOORS SECT_CITY
DDIR_EAST
The village square is as usual not overcrowded.~
~
0 -1 752
S
#756
The Local Inn~
You are in the local inn, where the peaceful citizens of Ofcol
gather to have a drink or 5 if they have dry throats.
You can't help thinking that Ofcol is a dry city, when you see the
many people here.
The only exit is south to the village square.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
The village square is as usual not overcrowded.~
~
0 -1 752
S
#757
Nyle's backroom~
This is quite a quiet room, compared to the bar outside. The walls and ceiling
are a dark wood and there are several small booths around the room. There are
several people sitting, talking quietly amongst themselves, and you can hear
giggles coming from one corner of the room.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
You see Impy Way.~
~
0 0 609
DDIR_WEST
You see the faint outline of a small hatch in the corner of the west wall.~
~
EX_ISDOOR|EX_CLOSED|EX_HIDDEN -1 616
S
#0


#RESETS
D 618 DIR_SOUTH DOOR_CLOSED
D 619 DIR_NORTH DOOR_CLOSED
D 600 DIR_EAST  DOOR_CLOSED
D 616 DIR_WEST  DOOR_CLOSED
D 625 DIR_EAST  DOOR_CLOSED_LOCKED
D 626 DIR_WEST  DOOR_CLOSED_LOCKED
D 625 DIR_WEST  DOOR_CLOSED_LOCKED
D 629 DIR_EAST  DOOR_CLOSED_LOCKED
D 642 DIR_NORTH DOOR_CLOSED_LOCKED
D 643 DIR_SOUTH DOOR_CLOSED_LOCKED
D 632 DIR_EAST  DOOR_CLOSED
D 632 DIR_WEST  DOOR_CLOSED
D 633 DIR_WEST  DOOR_CLOSED
D 635 DIR_EAST  DOOR_CLOSED
D 637 DIR_EAST  DOOR_CLOSED
D 637 DIR_WEST  DOOR_CLOSED
D 638 DIR_WEST  DOOR_CLOSED
D 640 DIR_EAST  DOOR_CLOSED
M 641 100 754
M 637 100 624
M 600 100 605
E 620  99 WEAR_FINGER_L
E 621  99 WEAR_BODY
E 630  99 WEAR_WIELD
E 622  99 WEAR_HEAD
M 600 100 604
E 620  99 WEAR_FINGER_L
E 621  99 WEAR_BODY
E 630  99 WEAR_WIELD
E 623  99 WEAR_LEGS
M 600 100 601
E 620  99 WEAR_FINGER_L
E 621  99 WEAR_BODY
E 630  99 WEAR_WIELD
E 624  99 WEAR_FEET
M 600 100 650
E 620  99 WEAR_FINGER_L
E 621  99 WEAR_BODY
E 630  99 WEAR_WIELD
E 625  99 WEAR_HANDS
M 600 100 642
E 620  99 WEAR_FINGER_L
E 621  99 WEAR_BODY
E 630  99 WEAR_WIELD
E 626  99 WEAR_ARMS
M 600 100 647
E 620  99 WEAR_FINGER_L
E 621  99 WEAR_BODY
E 630  99 WEAR_WIELD
E 627  99 WEAR_SHIELD
M 600 100 667
E 620  99 WEAR_FINGER_L
E 621  99 WEAR_BODY
E 630  99 WEAR_WIELD
E 628  99 WEAR_WAIST
M 600 100 637
E 620  99 WEAR_FINGER_L
E 621  99 WEAR_BODY
E 630  99 WEAR_WIELD
E 629  99 WEAR_WRIST_L
M 601 100 601
E 620  99 WEAR_FINGER_L
E 639  99 WEAR_BODY
E 640  99 WEAR_HEAD
E 641  99 WEAR_LEGS
E 642  99 WEAR_FEET
E 643  99 WEAR_HANDS
E 644  99 WEAR_ARMS
E 645  99 WEAR_SHIELD
E 646  99 WEAR_WAIST
E 647  99 WEAR_WIELD
M 602 100 669
E 620  99 WEAR_FINGER_L
E 631  99 WEAR_BODY
E 653  99 WEAR_WIELD
E 632  99 WEAR_HEAD
E 633  99 WEAR_LEGS
E 634  99 WEAR_FEET
E 635  99 WEAR_HANDS
E 626  99 WEAR_ARMS
E 627  99 WEAR_SHIELD
E 628  99 WEAR_WAIST
M 603 100 699
E 620  99 WEAR_FINGER_L
E 631  99 WEAR_BODY
E 653  99 WEAR_WIELD
E 632  99 WEAR_HEAD
E 623  99 WEAR_LEGS
E 624  99 WEAR_FEET
E 625  99 WEAR_HANDS
E 636  99 WEAR_ARMS
E 637  99 WEAR_SHIELD
E 638  99 WEAR_WAIST
M 623 100 699
E 620  99 WEAR_FINGER_L
E 621  99 WEAR_BODY
E 630  99 WEAR_WIELD
E 627  99 WEAR_SHIELD
G 651  99 0
M 623 100 699
E 620  99 WEAR_FINGER_L
E 621  99 WEAR_BODY
E 630  99 WEAR_WIELD
E 627  99 WEAR_SHIELD
G 651  99 0
M 623 100 699
E 620  99 WEAR_FINGER_L
E 621  99 WEAR_BODY
E 630  99 WEAR_WIELD
E 627  99 WEAR_SHIELD
G 651  99 0
M 634 100 698
E 620  99 WEAR_FINGER_L
E 621  99 WEAR_BODY
E 630  99 WEAR_WIELD
E 627  99 WEAR_SHIELD
G 651  99 0
M 634 100 698
E 620  99 WEAR_FINGER_L
E 621  99 WEAR_BODY
E 630  99 WEAR_WIELD
E 627  99 WEAR_SHIELD
G 651  99 0
M 634 100 698
E 620  99 WEAR_FINGER_L
E 621  99 WEAR_BODY
E 630  99 WEAR_WIELD
E 627  99 WEAR_SHIELD
G 651  99 0
M 604 100 603
G 600  99 0
G 601  99 0
G 615  99 0
G 667  99 0
M 605 100 604
G 616  99 0
G 617  99 0
G 618  99 0
G 619  99 0
M 606 100 606
G 606  99 0
G 607  99 0
G 608  99 0
M 607 100 607
G 602  99 0
G 603  99 0
G 604  99 0
G 605  99 0
M 622 100 609
G 648  99 0
G 649  99 0
G 650  99 0
M 608 100 610
G 609  99 0
G 610  99 0
G 611  99 0
G 612  99 0
G 613  99 0
M 609 100 600
O 649  99 600
M 610 100 617
E 601  99 WEAR_WIELD
M 611 100 620
E 615  99 WEAR_WIELD
O 614  99 620
O 611  99 620
M 612 100 619
M 612 100 619
M 612 100 619
M 612 100 619
M 613 100 623
M 613 100 623
M 613 100 623
M 614 100 620
M 614 100 620
M 615 100 622
M 615 100 622
M 615 100 622
M 615 100 622
M 616 100 624
M 616 100 624
M 616 100 624
M 616 100 624
M 617 100 601
M 617 100 650
M 617 100 648
M 618 100 611
M 618 100 666
M 618 100 637
M 619 100 661
M 619 100 655
M 620 100 635
M 620 100 652
M 624 100 609
M 621 100 627
G 665  99 0
E 666  99 WEAR_WIELD
M 621 100 629
G 665  99 0
E 666  99 WEAR_WIELD
M 621 100 643
G 665  99 0
E 666  99 WEAR_WIELD
M 625 100 674
M 625 100 673
M 626 100 682
M 626 100 683
M 627 100 678
M 628 100 669
E 620  99 WEAR_FINGER_L
E 664  99 WEAR_ABOUT
E 652  99 WEAR_NECK_A
M 629 100 698
E 664  99 WEAR_ABOUT
M 630 100 688
E 620  99 WEAR_FINGER_L
E 654  99 WEAR_BODY
E 660  99 WEAR_SHIELD
E 662  99 WEAR_WIELD
E 656  99 WEAR_HEAD
E 657  99 WEAR_LEGS
M 630 100 688
E 620  99 WEAR_FINGER_L
E 654  99 WEAR_BODY
E 660  99 WEAR_SHIELD
E 662  99 WEAR_WIELD
E 657  99 WEAR_FEET
E 658  99 WEAR_HANDS
M 630 100 688
E 620  99 WEAR_FINGER_L
E 654  99 WEAR_BODY
E 660  99 WEAR_SHIELD
E 662  99 WEAR_WIELD
E 659  99 WEAR_ARMS
E 661  99 WEAR_WAIST
M 631 100 693
E 620  99 WEAR_FINGER_L
E 662  99 WEAR_WIELD
E 663  99 WEAR_DUAL_WIELD
M 632 100 693
E 620  99 WEAR_FINGER_L
E 664  99 WEAR_ABOUT
M 632 100 693
E 620  99 WEAR_FINGER_L
E 664  99 WEAR_ABOUT
M 633 100 690
M 638 100 690
E 620  99 WEAR_FINGER_L
E 654  99 WEAR_BODY
E 660  99 WEAR_SHIELD
E 662  99 WEAR_WIELD
M 633 100 676
E 620  99 WEAR_FINGER_L
E 654  99 WEAR_BODY
E 660  99 WEAR_SHIELD
E 662  99 WEAR_WIELD
M 633 100 681
E 620  99 WEAR_FINGER_L
E 654  99 WEAR_BODY
E 660  99 WEAR_SHIELD
E 662  99 WEAR_WIELD
S


#$

XXXXXXXXXX
#Savearea