#AREA Gahld~ #AUTHORS Order~ #VERSION 3 #RANGES 5 25 0 99 #FLAGS AFLAG_NOCASTLE #HELPS 0 GAHLD~ {128} Gahld {308} Gahld is a small kingdom located somewhere on the north west part of the main continent. It is rumored a decrepit old castle where the king once lived can be found there. But a disastrous catastrophy killed every living creature in the kingdom centuries ago. Ever since no living creature has dared to return since the castle is inhabitted by the ghosts of its long dead owners and creatures of evil. {148}Main programs changed from hard code to area code by Scandum in june 2001 ~ 0 $~ #MOBILES #6400 Ghoul follower~ the ghastly Ghoul~ A terribly ugly Ghoul stands here, looking for fresh corpses.~ The long, lizard-like tongue of this undead creature hangs loosely between its deadly fangs. Although there is fresh meat hanging from the blood-tainted fangs, this Ghoul looks famished. ~ ACT_SENTINEL|ACT_SCAVENGER|ACT_WIMPY|ACT_SMART AFF_DETECT_INVIS|AFF_SNEAK|AFF_HIDE -1000 S 8 0 0 1d12+55 3d3+3 1000 0 POS_STANDING POS_STANDING SEX_NEUTRAL #6401 Ghoul leader~ the ghastly Ghoul Leader~ A charismatic Ghoul leads a pack of Ghouls around.~ The long, lizard-like tongue of this undead creature hangs loosely between its deadly fangs. Although there is fresh meat hanging from the fangs, this Ghoul looks famished. Somehow, this Ghoul looks a bit less ugly than the others in the group. ~ ACT_SCAVENGER|ACT_SMART AFF_DETECT_INVIS|AFF_SNEAK -1000 S 8 0 0 1d12+60 3d3+3 1200 0 POS_STANDING POS_STANDING SEX_NEUTRAL >greet_prog 50~ if isgood ($n) mpecho {038}A lizardy voice says 'I love killing good things!' mpkill $n else if level ($n) > 10 if level ($n) < 30 mpecho {038}A lizardy voice says 'I prefer killing good things..' mpecho {038}A lizardy voice says 'But a corpse IS a corpse!' mpkill $n endif endif endif ~ | #6402 Huecuva~ the Guardian Huecuva~ A Huecuva stands here, literally dripping disease.~ You've seen pots of spaghetti that look like this. It appears to be a large skeleton wrapped in many tattered rags. You doubt, however, that the red goop clinging to it is spaghetti sauce. ~ ACT_SENTINEL|ACT_SCAVENGER|ACT_SMART AFF_DETECT_INVIS|AFF_SANCTUARY -1000 S 5 0 0 1d6+27 2d3+0 1000 0 POS_RESTING POS_RESTING SEX_NEUTRAL #6403 knight ghost M6403~ the ghost of a black knight~ A black knight sits mounted on his steed, ready to charge.~ The knight's visor hides his undoubtedly gruesome face. He sits high upon his charger steed, seemingly intent on studying something barely discernible on the south end of the field. An evil presence pervades his being and the steed beneath him. ~ ACT_SENTINEL|ACT_SCAVENGER|ACT_SMART AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_FLYING -1000 S 20 0 0 1d12+400 1d1+18 0 0 POS_STANDING POS_STANDING SEX_MALE >rand_prog 40~ mpmadd self quest 0 8 1 if quest (0,6,$i) == 50 if existsarea (M6404) mpecho The black knight rears his steed and takes off in a thunder of sound to his destiny in the south. mpgoto 6409 mpat 6410 mpecho The white knight rears his steed and takes off in a thunder of sound to his destiny in the north. mptransfer M6404 if rand (50) mpecho The black knight arrives suddenly. mpforce M6404 mpecho The white knight arrives suddenly. else mpforce M6404 mpecho The white knight arrives suddenly. mpecho The black knight arrives suddenly. endif else mpmset self quest 0 8 0 endif endif if quest (0,6,$i) == 52 if rand (50) mpkill M6404 else mpforce M6404 mpkill M6403 endif mpmset M6404 quest 0 8 50 endif if quest (0,6,$i) == 60 mpecho The black knight heads toward the king's stand in the east. mpgoto 6412 mpecho The black knight arrives suddenly. endif if quest (0,6,$i) == 62 mpecho $I bows before his non-existant king. mpgoto 6408 endif ~ >rand_prog 10~ mpecho The black knight removes his visor, revealing nothing! ~ | #6404 knight ghost M6404~ the ghost of a white knight~ A white knight sits mounted on his steed, ready to charge.~ The knight's visor hides his undoubtedly gruesome face. He sits high upon his charger steed, seemingly intent on studying something barely discernible on the north end of the field. An essence of good fills this ghost with being. ~ ACT_SENTINEL|ACT_SCAVENGER|ACT_SMART AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_FLYING 1000 S 20 0 0 1d12+400 1d1+18 0 0 POS_STANDING POS_STANDING SEX_MALE >rand_prog 40~ if quest (0,6,$i) >= 50 mpmadd self quest 0 5 1 endif if quest (0,6,$i) == 60 mpecho The white knight heads toward the king's stand in the east. mpgoto 6412 mpecho The white knight arrives suddenly. endif if quest (0,6,$i) == 62 mpecho $I bows before his non-existant king. mpgoto 6408 endif ~ >rand_prog 10~ mpecho The white knight removes his visor, revealing maggots! ~ | #6405 commoner ghost~ the ghost of a commoner~ A commoner is here, intently watching the fights occurring in the field.~ Like the commoner he was, this ghost is dressed in cheap clothing and carries little gold. His eyes light up with greed at the the aura of life which surrounds you. ~ ACT_SENTINEL|ACT_SCAVENGER|ACT_SMART AFF_INVISIBLE|AFF_DETECT_INVIS 0 S 10 0 0 1d25+81 1d1+8 200 0 POS_STANDING POS_STANDING SEX_MALE >rand_prog 5~ mpecho $I reveils his face in its entirety! ~ | #6406 noble ghost~ the ghost of a noble~ A noble is here, intently watching the fights occurring in the field.~ This ghost is dressed in fine ethereal silk and carries a heavy leather purse. She knows that no one would have the gall to attack her in front of all these ghosts. With a flip of her flaxen hair, she continues to ignore your existence. ~ ACT_SENTINEL|ACT_SCAVENGER|ACT_SMART AFF_INVISIBLE|AFF_DETECT_INVIS -1000 S 12 0 0 1d36+113 1d1+12 6020 0 POS_STANDING POS_STANDING SEX_FEMALE >rand_prog 5~ mpecho $I reveils $l true appearance! ~ | #6407 mummy irritated~ the irritated mummy~ An extremely irritated mummy stands here moaning loudly.~ Like all of it's kind, this mummy is wrapped in cloth from head to toe. But, you've probably never seen one made out of mop strings before. ~ ACT_AGGRESSIVE|ACT_SMART AFF_DETECT_INVIS -1000 S 12 0 0 1d12+147 3d4+0 2000 0 POS_STANDING POS_STANDING SEX_NEUTRAL >rand_prog 5~ mpecho $I suddenly strikes you as horribly terrifying! ~ | #6408 shadow indefinite~ an indefinite shadow~ Shadows flicker back and forth...almost as if they are living.~ You think you see nothing hiding like a shadow. ~ ACT_SENTINEL|ACT_AGGRESSIVE|ACT_SMART AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_HIDE -1000 S 6 0 0 1d9+35 1d6+1 200 0 POS_STANDING POS_STANDING SEX_MALE #6409 King ghost~ the ghost of a King~ A regal and majestic King stands here.~ Looking a bit closer, you notice that you can see right through him! He does look abnormally solid for a ghost. He must have had a strong spirit in life. ~ ACT_SMART AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_SANCTUARY 0 S 21 0 0 1d110+332 1d1+14 17248 0 POS_STANDING POS_STANDING SEX_MALE >rand_prog 20~ if rand (25) if quest (0,4,$r) == 0 say I do believe I've lost my precious coin. say If you see it, would you please return it to me? else if rand (33) hug queen else if rand (50) kiss queen else say I wish my wife loved me... sniff endif endif endif endif if quest (0,4,$r) == 3 mpmset $r quest 0 4 4 say I have taken to haunting this castle because say my own blood employed the help of a deceitful say magician. mpecho {008} say The magician became a lich and drained all of say the life from my great grandson and his subjects. mpecho {008} say I wish to be avenged, but all I have been able say to do is haunt this room.. mpecho {008} say Something will not let me venture forth. endif if quest (0,4,$r) == 5 mpmset $r quest 0 4 6 say I heard the Lich's death cry my friend. say Take this gift please. say I can travel to here after in peace now. mpoload 6419 give i6419 $r mpecho The king fades out of existance.. mppurge self endif ~ >give_prog I6400~ if quest (0,4,$n) == 0 mpmset $n quest 0 4 1 say Thank you $n! say I will cherish it forever! wear i6400 say and here is a little token of my gratitude. mpjunk all mpoload 6407 mpecho The ghost of a king stops using a golden sceptre. give i6407 $n endif ~ >give_prog I6408~ if quest (0,4,$n) == 2 mpmset $n quest 0 4 3 say At last! say A token of love from my long dead wife! say Here is my beloved coin in exchange for say this wonderous gift! mpjunk all mpoload 6418 give i6418 $n endif ~ | #6410 Queen ghost~ the ghost of a Queen~ A Queen stands here. Stunning you with her beauty.~ Is it your imagination or can you see the wall through her? ~ ACT_SMART AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_SANCTUARY -1000 S 19 0 0 1d90+272 1d1+15 5000 0 POS_STANDING POS_STANDING SEX_FEMALE >rand_prog 20~ if rand (25) mpecho The Queen reveals her true appearance! mpforce $r scream mpecho The Queen recaptures her beauty. else if rand (33) mpecho The Queen fusses with her hair. else if rand (50) say There is no powder-room in this castle. say And my nose is shiny! pout else slap king endif endif endif ~ >give_prog I6407~ if quest (0,4,$n) == 1 mpmset $n quest 0 4 2 say Thank you $n! say Now I'll rule the kingdom! say And here's you a worthless trinket from say my beloved. mpjunk all mpoload 6408 give i6408 $n endif ~ | #6411 servant wraith~ a wraith of a servant~ An ugly servant stands here ready to serve you death.~ The only way you can tell this is a servant is through the cut of its clothes, all of its features are heinously marred. The wraith glares coldly. ~ ACT_SCAVENGER|ACT_SMART AFF_DETECT_INVIS -1000 S 10 0 0 1d25+81 1d1+8 50 0 POS_STANDING POS_STANDING SEX_MALE #6412 Vampire blood-thirsty~ the blood-thirsty Vampire~ A thirsty-looking Vampire lays atop the coffin here.~ You wonder why his face is so white. The coffin he is laying upon is interesting to look at...lots of pretty colors. Your thoughts are coming slowly. What is happening to your mind you wonder? You begin saying "I don't care" over and over under your breath. Your eyes stare blankly ahead. You calmly notice that the fangs of this Vampire look particularly nasty. You feel like sleeping. ~ ACT_SMART AFF_DETECT_INVIS -1000 S 16 0 0 1d12+200 2d5+5 1000 0 POS_SLEEPING POS_SLEEPING SEX_MALE #6413 bat Vampire~ a nasty Vampire bat~ A nasty Vampire bat flutters around, looking for a neck to bite!~ Nasty little varmint. It's fangs are razor sharp and blood-crusted. ~ ACT_SMART AFF_DETECT_INVIS -1000 S 16 0 0 1d1+170 6d3+0 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL #6414 termite~ a hungry termite~ A hungry little termite is gnawing on a piece of wood.~ This termite is fairly large. It could possibly even enjoy the taste of flesh upon occasion. Returning your gaze, a look of gladness slowly penetrate its tiny face. ~ ACT_AGGRESSIVE|ACT_SMART 0 0 S 1 0 0 1d0+10 1d1+1 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL #6415 mouse~ a mouse~ A cute little mouse runs back and forth across the floor.~ This mouse is small and white. It doesn't appear capable of causing much harm. ~ ACT_SMART 0 1000 S 1 0 0 1d12+5 1d4+0 0 0 POS_STANDING POS_STANDING SEX_FEMALE #6416 Noble ghost~ a ghost of a Noble~ An almost invisible Noble sits here, waiting to be served.~ This is definitely a ghost, you can barely see him. His features are sharply angular, as if his creator had not taken the time to fashion him more smoothly. ~ ACT_SMART AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_SANCTUARY -1000 S 12 0 0 1d36+113 1d1+11 2000 0 POS_STANDING POS_STANDING SEX_MALE #6417 Wench ghost~ a ghost of a serving Wench~ A serving wench hurries about, catering food and beverages.~ With lips puckered tightly, this ghost seems intent on doing her job. You probably would not want to try to stop her. ~ ACT_SCAVENGER|ACT_SMART AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_SANCTUARY 1000 S 10 0 0 1d25+81 1d1+9 25 0 POS_STANDING POS_STANDING SEX_FEMALE #6418 Spectre ancient king~ the Spectre of an Ancient King~ An Ancient King stands here, defending this castle against the forces of evil.~ With his long, flowing beard and his intense eyes, this King humbles you into silence. His appearance suggest righteousness and virtue. You do notice that his form fades in and out in a slow, pulsating rhythm. He seems to be trying to say something. ~ ACT_SENTINEL|ACT_SMART AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_SANCTUARY 1000 S 14 0 0 1d12+200 2d4+7 5734 0 POS_STANDING POS_STANDING SEX_MALE #6419 Penanggalan penny~ a Penanggalan~ Penny the Deaconess stands here.~ Wait a second, Penny looks a bit weird. You can't determine why you think she looks weird, so you dismiss the idea. ~ ACT_SENTINEL|ACT_AGGRESSIVE|ACT_SMART AFF_DETECT_INVIS -1000 S 8 0 0 1d16+55 2d5+1 100 0 POS_STANDING POS_STANDING SEX_FEMALE #6420 head penanggalan's~ a Penanggalan's head~ A gruesome head lays here, rolling about while looking for something to kill.~ Yep, this is the former Penny's former head. It cackles at you as it fights. Strangely enough, there is no blood flowing out the head or the body. Maybe Penny wasn't a player after all? ~ ACT_SENTINEL|ACT_AGGRESSIVE|ACT_SMART AFF_DETECT_INVIS -1000 S 8 0 0 1d16+55 2d5+1 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL #6421 guard ghost~ a ghost of a castle guard~ A castle guard stand at attention here.~ "Hmmm, this guard is almost transparent," you think to yourself. He does look splendid in his bright and shiny suit of armor. ~ ACT_SENTINEL|ACT_SMART AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_SANCTUARY 0 S 15 0 0 1d56+172 1d1+13 500 0 POS_STANDING POS_STANDING SEX_MALE #6422 noble ghost~ a ghost of a noble~ A ghost of a noble is sleeping here...shhhh.~ Yep, he really is asleep. Otherwise, he resembles the Nobles loitering in the Audience hall. ~ ACT_SENTINEL|ACT_SMART AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_SANCTUARY 1000 S 12 0 0 1d36+113 1d1+10 2000 0 POS_SLEEPING POS_SLEEPING SEX_MALE #6423 ghost~ the ghost~ A ghost sits here, waiting for a hand-out.~ He doesn't looked to have had a bath in centuries. His clothes are VERY raddy. ~ ACT_SMART AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_SANCTUARY 1000 S 12 0 0 1d36+70 1d1+11 1 0 POS_STANDING POS_STANDING SEX_MALE #6424 Lich mage~ the powerful Lich~ A white-faced mage stands here. Obviously angry at your intrusion.~ The Lich was at one time a very powerful magician in the service of the king. However, he allowed his own power to overcome him and he became indifferent to the dealings of mere mortals, including the king. Many years ago, he devised and executed a scheme by which he could become nearly immortal at the expense of all other sentient lives in the kingdom. ~ ACT_SENTINEL|ACT_SMART AFF_DETECT_INVIS|AFF_SANCTUARY -1000 S 100 0 0 1d1+10000 1d100+51 10000 0 POS_STANDING POS_STANDING SEX_MALE >fight_prog 66~ if rand (5) say Who are you? say I thought I killed everyone! say Nevermind, you'll be dead soon enough. mass 'energy drain' else if rand (10) mass 'vampiric touch' else if rand (50) if quest (0,1,$i) == 0 mpecho {008} mpechoat $r {118}The Powerful Lich's drains your life to further his magic! mpechoaround $r The Powerful Lich drains $r's life to further his magic! mpecho {008} mpmadd $r currhp -1000 mpmset self quest 0 1 1 else if quest (0,1,$i) == 1 mpecho {108}The Powerful Lich is surrounded by a dark aura. restore self mpmset self quest 0 1 0 endif endif else mpecho {008} mpechoat $r {118}The Powerful Lich drains your magic to further his life! mpechoaround $r The Powerful Lich drains $n's magic to further his life! mpecho {008} mpmadd $r currmana -2000 restore self endif endif endif ~ >death_prog 100~ if quest (0,4,$n) == 4 mpmset $n quest 0 4 5 mpareaecho {078}The castle walls tremble under the Lich's death cry. mppurge self endif ~ | #6425 guardian wight~ a guardian wight~ A guardian wight stands here, ready to kill all takers.~ The wight seems happy enough to let you look around, but it growls whenever anyone even tries to get something. Obviously it is very possessive. ~ ACT_SENTINEL|ACT_AGGRESSIVE|ACT_SMART AFF_DETECT_INVIS|AFF_HIDE -1000 S 8 0 0 1d16+55 1d1+8 500 0 POS_STANDING POS_STANDING SEX_NEUTRAL #6426 healer~ the healer~ A healer is here.~ Although retired from adventuring, the healer still lends a hand to fellow followers of Order. ~ ACT_SENTINEL AFF_DETECT_INVIS|AFF_SANCTUARY 1000 S 90 0 0 1d2025+6773 1d90+41 0 0 POS_STANDING POS_STANDING SEX_FEMALE #0 #SHOPS 0 #SPECIALS S #OBJECTS #6400 coin unique cherish~ a unique coin~ A shiny coin lies here, seemingly abandoned.~ The unique coin seems to have a small clasp on it and you just might be able to break it open. ~ ITEM_TYPE_CONTAINER ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 250 0 -1 0 0 0 0 0 1 10000 15 E fish etching~ The fish appears to be of the Staccer variety. ~ E coin~ The coin appears to be made of a copper alloy; it is very shiny. Both sides of the coin depict the same fish. However, on one side the fish appears many times larger. ~ E staccer~ You know, the fish that can expand up to 5 times its normal size. ~ A APPLY_SAVING_BREATH -2 0 A APPLY_SAVING_PARA -2 0 #6401 crack cracks~ crack~ You now see that the moat has a draw-bridge over it.~ ~ ITEM_TYPE_CONTAINER 0 0 1 0 -1 0 0 0 0 0 999 10 6 #6403 wine barrel~ a barrel of fine wine~ A barrel of fine wine is laying undisturbed.~ ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE 80 80 LIQ_WINE 0 0 0 0 0 20 25 1 E barrel wine~ This barrel seems to hold a lot of wine. ~ #6404 darkale ale barrel~ a barrel of darkale~ A barrel of darkale sits here, ready to be downed.~ ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE 80 80 LIQ_DARKALE 0 0 0 0 0 20 20 1 E barrel darkale ale~ The barrel looks to contain darkale. ~ #6407 sceptre golden~ a golden sceptre~ An elegantly decorated, golden sceptre has been abandoned here.~ ~ ITEM_TYPE_LIGHT ITEM_FLAG_HUM|ITEM_FLAG_INVIS|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 -1 0 0 0 0 0 10 5000 15 E sceptre golden~ The golden sceptre has many elegant designs molded into its handle. ~ A APPLY_WIS 2 0 A APPLY_INT 2 0 #6408 scarab ruby~ a ruby scarab~ A beautiful ruby scarab lies here, as if it has escaped from its master.~ ~ ITEM_TYPE_TREASURE ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_NEUTRAL ITEM_WEAR_TAKE|ITEM_WEAR_NECK|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 5 5000 14 E ruby scarab~ The scarab is in the shape of a little beetle and is made of a single ruby. It has a chain attached to it so the user can wear it as a necklace. ~ A APPLY_WIS -1 0 A APPLY_CON 3 0 P 1 TRIG_TICK 5 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_ECHO You shiver uncontrollably.~ P 3 TRIG_COMMAND 100 say OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 4 0 P 4 TRIG_VOID OPROG_ECHO Something will not let you speak.~ #6409 fangs teeth vampire~ a set of vampire fangs~ Two sharp, deadly-looking fangs lie here.~ The fangs look SHARP! ~ ITEM_TYPE_WEAPON ITEM_FLAG_INVIS|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_ANTI_NEUTRAL ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_DAGGER 2 3 WEAPON_PIERCE 0 0 0 0 2 4000 12 A APPLY_HITROLL 2 0 A APPLY_DAMROLL 2 0 #6410 stick wood maple~ a lovely stick of wood~ A stick of polished maple lies here.~ It appears to be a staff of some sort. ~ ITEM_TYPE_STAFF ITEM_FLAG_HUM ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 10 10 3 SPELL_CHARM_PERSON 0 0 0 0 5 5000 12 #6411 knife paring~ a paring knife~ A short, yet sharp and thin, knife lies here.~ The knife looks like it would be great for slicing grapefruit. ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_DAGGER 1 4 WEAPON_PIERCE 0 0 0 0 3 50 9 #6412 sword ancient broad broadsword~ an ancient broadsword~ An ancient and rusty broadsword lies abandoned.~ The sword appears to be very ancient; however, the rust seems to enhance rather than degrade it. ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 5 2 WEAPON_SLASH 0 0 0 0 15 10000 10 A APPLY_AC -2 0 A APPLY_HITROLL 2 0 #6413 key chair-shaped chair~ a chair-shaped key~ A large, blocky key lies here.~ The key has a molded chair as a handle. The chair seems very plush, and is not something most people could afford. ~ ITEM_TYPE_CONTAINER 0 ITEM_WEAR_TAKE 1 0 -1 0 0 0 0 0 10 10 10 #6414 band fire~ a band of fire~ A glowing band of fire floats inches above the ground.~ ~ ITEM_TYPE_LIGHT ITEM_FLAG_GLOW|ITEM_FLAG_INVIS|ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_FINGER|ITEM_WEAR_NECK|ITEM_WEAR_WAIST|ITEM_WEAR_WRIST 0 -1 0 0 0 0 0 0 1 10000 25 E band fire~ The band glows firey red. Almost as if it is made of pure fire. ~ A APPLY_AC -12 0 A APPLY_HIT -25 0 #6415 lance cedar~ a long, cedar lance~ A long, cedar lance has been left here to rot.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_ANTI_NEUTRAL ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SPEAR 1 25 WEAPON_PIERCE 0 0 0 0 22 10000 16 E lance cedar~ The lance looks old but battle-worthy. The many large, menacing splinters running up and down its tremendous length make you shiver. ~ A APPLY_HITROLL 1 0 #6416 caldron boiling oil~ a caldron of boiling oil~ A caldron full of boiling-hot oil rests here.~ ~ ITEM_TYPE_WAND ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 15 1 1 SPELL_FIREBALL 0 0 0 0 1 8000 4 E caldron boiling oil~ The caldron is somehow able to keep the oil boiling. ~ #6417 heap huge gold~ a huge heap of gold~ Your eyes bug out at the amount of gold stored here!~ ~ ITEM_TYPE_MONEY ITEM_FLAG_GLOW ITEM_WEAR_TAKE 100000 0 0 0 0 0 0 0 170 100000 4 E gold heap huge~ It's very shiny...you are overcome with greed! ~ #6418 coin unique~ a unique coin~ A shiny coin lies here, seemingly abandoned.~ The unique coin seems to have a small clasp on it and you just might be able to break it open. ~ ITEM_TYPE_CONTAINER ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 150 CONT_CLOSEABLE|CONT_CLOSED 6418 0 0 0 0 0 1 1000000 15 E fish etching~ The fish appears to be of the Staccer variety. ~ E coin~ The coin appears to be made of a copper alloy; it is very shiny. Both sides of the coin depict the same fish. However, on one side the fish appears many times larger. ~ E staccer~ You know, the fish that can expand up to 5 times its normal size. ~ A APPLY_SAVING_PARA -2 0 A APPLY_SAVING_ROD -2 0 A APPLY_DAMROLL 3 0 #6419 coin unique~ a unique coin~ A shiny coin lies here, seemingly abandoned.~ The unique coin seems to have a small clasp on it and you just might be able to break it open. ~ ITEM_TYPE_CONTAINER ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 250 CONT_CLOSEABLE|CONT_CLOSED 6400 0 0 0 0 0 1 10000000 90 E fish etching~ The fish appears to be of the Staccer variety. ~ E coin~ The coin appears to be made of a copper alloy; it is very shiny. Both sides of the coin depict the same fish. However, on one side the fish appears many times larger. ~ E staccer~ You know, the fish that can expand up to 5 times its normal size. ~ A APPLY_SAVING_BREATH -3 0 A APPLY_SAVING_PARA -3 0 A APPLY_DAMROLL 9 0 #6464 scythe~ the Scythe of Death~ The Scythe of Death rests heavily upon the ground here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_ANTI_NEUTRAL ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_AXE 11 2 WEAPON_SLICE 0 0 0 0 15 10000 20 #0 #ROOMS #6400 A gloomy side road~ This portion of the road appears to be a transition between the brightly-lit city street to the north and the gloomy road disappearing amidst over-hanging trees to the east. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_NORTH The southern End of the eastern Wall Road.~ ~ 0 -1 17006 DDIR_EAST The gloomy road.~ ~ 0 -1 6401 E sky overcast~ Despite the weather elsewhere in this game, the sky here is always overcast. ~ E ground road~ The road leads east into the gloom. ~ E foliage~ It is made of many different varieties of vegetation randomly knit into a formidable barrier. ~ E gloom~ The gloom is dark. ~ S #6401 A gloomy road~ Vegetation has grown in an arch here, totally blocking out any light that may be in the sky. The road appears to be in good repair despite the dark brown stains scattered across its surface in various places. You notice many places to hide and wait in ambush. ~ 0 ROOM_DARK SECT_CITY DDIR_SOUTH A turn in the gloomy road.~ ~ 0 -1 6402 DDIR_WEST A gloomy side road.~ ~ 0 -1 6400 E foliage vegetation arch~ It is made of many different varieties of vegetation randomly knit into a formidable barrier. ~ E ambush hiding place~ You see nothing waiting in ambush. Don't let your imagination run too wild. ~ E gloom~ The gloom is dark. ~ E dark brown stains surface~ The stains appear red in color, are roughly circular, and average five feet in diameter. ~ E ground road~ The road leads south through the gloom and west into open ground. ~ S #6402 A turn in the gloomy road~ Nothing appears to have changed, except you are farther from the entrance and have reached a turn in the road. Many little cubby holes splotch the foliage. ~ 0 ROOM_DARK SECT_CITY DDIR_NORTH A gloomy road.~ ~ 0 -1 6401 DDIR_WEST Another turn in the road.~ ~ 0 -1 6403 E foliage vegetation arch~ It is made of many different varieties of vegetation randomly knit into a formidable barrier. ~ E ground road~ The road leads west and north through the gloom. ~ E dark brown stains surface~ The stains appear red in color, are roughly circular, and average five feet in diameter. ~ E gloom~ The gloom is dark. ~ E turn~ The road leads further into gloom in the west and back towards the lighted entrance in the north. ~ E ambush hiding place cubby holes~ You see nothing waiting in ambush. Don't let your imagination run too wild. ~ S #6403 Another turn in the gloomy road~ This turn aims the road towards the south again. east leads further into the gloom. You seem to have an uneasy feeling about all the vegetation surrounding you. For some unknown reason, this room is lighted. ~ 0 0 SECT_CITY DDIR_EAST A turn in the gloomy road.~ ~ 0 -1 6402 DDIR_SOUTH The end of the gloomy road.~ ~ 0 -1 6404 E ground road~ The road leads east through the gloom and south to its end. ~ E ambush hiding place cubby holes~ You see nothing waiting in ambush. Don't let your imagination run too wild. ~ E foliage vegetation arch~ It is made of many different varieties of vegetation randomly knit into a formidable barrier. The foliage seems to be thinning towards the south. ~ E gloom~ The gloom is dark. ~ E turn~ The road leads further into gloom in the east and towards its lighted end in the south. ~ E dark brown stains surface~ The stains appear red in color, are roughly circular, and average five feet in diameter. ~ S #6404 The end of the gloomy road.~ The dim light which filters down through the loose foliage from the overcast sky appears incredibly bright compared to the dark gloom which swallows the road to the north. The road leads into a vast field of grass in the south. A decrepit old castle looms in the distance. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_NORTH Another turn in the road.~ ~ 0 -1 6403 DDIR_SOUTH The beginning of the open road.~ ~ 0 -1 6405 E ambush hiding place cubby holes~ There are no hiding places here. ~ E foliage vegetation~ It is made of many different varieties of vegetation randomly knit into a formidable barrier. The foliage overhead seems to be thinning towards the south. ~ E gloom~ The gloom is dark. ~ E sky overcast~ Despite the weather elsewhere in this game, the sky here is always overcast. ~ E decrepit old castle~ The castle looks like it has been untended for ages. ~ E vast field~ The field is bordered on the south by the castle moat, on the east by a few low hills, and on the north and west by some dense foliage. The east end of the field appears to have some sort of construction on it. ~ E moat~ The castle seems to have a moat around it. You wonder if you can reach the castle or not. ~ E ground road~ The road leads north into the gloom and south towards a castle. ~ S #6405 The beginning of the open road.~ The road of oppressive gloom to the north greatly contrasts with this open and neatly bricked road leading to the castle in the south. A large field opens to the east. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_NORTH The end of the gloomy road.~ ~ 0 -1 6404 DDIR_EAST The north end of the open field.~ ~ 0 -1 6408 DDIR_SOUTH The open road.~ ~ 0 -1 6406 E crack cracks~ The cracks are small, you think there is something like this in France. ~ E vast field~ The field is bordered on the south by the castle moat, on the east by a few low hills, and on the north and west by some dense foliage. The east end of the field appears to have some sort of construction on it. ~ E foliage vegetation~ It is made of many different varieties of vegetation randomly knit into a formidable barrier. ~ E ground road~ The road leads north into the gloom and south towards a castle. The road is made out of many blue bricks. ~ E blue bricks brick~ The bricks appear to be made from fine European blue clay. They are laid very closely, with only fine cracks between them. ~ E blue bricks brick~ The bricks appear to be made from fine European blue clay. ~ E decrepit old castle~ The castle looks like it has been untended for ages. ~ E gloom~ The gloom is dark. ~ E moat~ The castle seems to have a moat around it. You wonder if you can reach the castle or not. ~ E sky overcast~ Despite the weather elsewhere in this game, the sky here is always overcast. ~ S #6406 The open road.~ The road you are on travels north into the woods and south towards a castle. Although the road's size indicates large volumes of travelers, its bricks do not appear to have seen much wear in recent times. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_NORTH The beginning of the open road.~ ~ 0 -1 6405 DDIR_EAST The middle of the open field.~ ~ 0 -1 6409 DDIR_SOUTH At the draw-bridge.~ ~ 0 -1 6407 E decrepit old castle~ The castle looks like it has been untended for ages. ~ E foliage vegetation~ It is made of many different varieties of vegetation randomly knit into a formidable barrier. ~ E ground road~ The road leads north towards the distant forest and south towards a castle. It is made out of many blue bricks. ~ E blue bricks~ The bricks appear to be made from fine European blue clay. They are laid very closely, with only fine cracks between them. ~ E sky overcast~ Despite the weather elsewhere in this game, the sky here is always overcast. ~ E vast field~ The field is bordered on the south by the castle moat, on the east by a few low hills, and on the north and west by some dense foliage. The east end of the field appears to have some sort of construction on it. ~ E moat~ The castle seems to have a moat around it. ~ E crack cracks~ The cracks are small, you think there is something in one of the cracks! ~ S #6407 At the draw-bridge.~ You are at the south end of an open road. The road leads south onto a large, wooden drawbridge which spans the moat between you and the looming castle. To the north, the road appears to merge with a dark forest and a field opens to the east. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_NORTH The open road.~ ~ 0 -1 6406 DDIR_EAST The south end of the open field.~ ~ 0 -1 6410 DDIR_SOUTH The Drawbridge.~ gate~ EX_ISDOOR|EX_CLOSED -1 6414 E draw-bridge draw bridge~ The draw-bridge spans the moat. It should hold for ages to come. ~ E ground road~ The road leads north towards a dark forest and south onto the drawbridge. ~ E foliage vegetation~ It is made of many different varieties of vegetation randomly knit into a formidable barrier. The foliage appears to be trying to span the moat. ~ E sky overcast~ Despite the weather elsewhere in this game, the sky here is always overcast. ~ E vast field~ The field is bordered on the south by the castle moat, on the east by a few low hills, and on the north and west by some dense foliage. The east end of the field appears to have some sort of construction on it. ~ E moat~ The moat appears deep and murky. For a split second you think you see something surface, then it vanishes, and you wonder if you saw anything. ~ E looming castle~ The castle looks like it has been untended for ages. ~ S #6408 The north end of the open field.~ You take a deep breath of air as you enjoy the feeling of being out in the open. The grass here appears short, as if cut for some sporting event. There are several spectator stands along the east end of the field. The castle to the south overlooks this field. ~ 0 0 SECT_FIELD DDIR_EAST The commoners' stands.~ ~ 0 -1 6411 DDIR_SOUTH The center of the open field.~ ~ 0 -1 6409 DDIR_WEST The beginning of the open road.~ ~ 0 -1 6405 E commoners' stands~ Lots of seats arranged in ascension. You get the impression that they are jammed with people, but can't seem to isolate a distinct image. ~ E moat~ The castle seems to have a moat around it. You wonder if you can reach the castle or not. ~ E vast field~ The field is bordered on the south by the castle moat, on the east by a few low hills, and on the north and west by some dense foliage. ~ E castle~ The castle looks like it has been untended for ages. ~ E sky overcast~ Despite the weather elsewhere in this game, the sky here is always overcast. ~ E ground grass~ The grass is shortly cropped and densely grown. ~ E foliage vegetation~ It is made of many different varieties of vegetation randomly knit into a formidable barrier. ~ S #6409 The center of the open field.~ You take a deep breath of air as you enjoy the feeling of being out in the open. The grass here appears short, as if cut for some sporting event. There are several spectator stands along the east end of the field. The castle to the south overlooks this field. ~ 0 0 SECT_FIELD DDIR_NORTH The north end of the open field.~ ~ 0 -1 6408 DDIR_EAST The King's grandstand.~ ~ 0 -1 6412 DDIR_SOUTH The south end of the open field.~ ~ 0 -1 6410 DDIR_WEST The open road.~ ~ 0 -1 6406 E sky overcast~ Despite the weather elsewhere in this game, the sky here is always overcast. ~ E kings grandstand~ This set of seats have plush cushions and deep shading. They are empty. ~ E moat~ The castle seems to have a moat around it. You wonder if you can reach the castle or not. ~ E castle~ The castle looks like it has been untended for ages. ~ E ground grass~ The grass is shortly cropped and densely grown. It looks like many battles have been fought in this very place. ~ E vast field~ The field is bordered on the south by the castle moat, on the east by a few low hills, and on the north and west by some dense foliage. ~ S #6410 The south end of the open field.~ You take a deep breath of air as you enjoy the feeling of being out in the open. The grass here appears short, as if cut for some sporting event. There are several spectator stands along the east end of the field. The castle appears to loom ominously over you. ~ 0 0 SECT_FIELD DDIR_NORTH The center of the open field.~ ~ 0 -1 6409 DDIR_EAST The nobles' grandstand.~ ~ 0 -1 6413 DDIR_WEST At the draw-bridge.~ ~ 0 -1 6407 E sky overcast~ Despite the weather elsewhere in this game, the sky here is always overcast. ~ E ground grass~ The grass is shortly cropped and densely grown. ~ E castle stone~ At this distance, it is easy to see the signs of neglect. The very stone which the castle is made of is deteriorating in many spots. Mold and mildew have claimed much of northern face. ~ E vast field~ The field is bordered on the south by the castle moat, on the east by a few low hills, and on the north and west by some dense foliage. ~ E draw-bridge draw bridge~ The draw-bridge spans the moat to the south and west. ~ E moat~ The moat appears deep and murky. ~ E mold mildew~ It's green icky stuff. ~ E nobles' stands~ Lots of seats arranged in ascension and with moderate cushioning. You get the impression that they are jammed with people, but can't seem to isolate a distinct image. ~ S #6411 The commoners' stands.~ There are no frills to this set of seats. They do face the combat field and you can sit on them, but that's all you can say for them. You see many wispy presenses, a few of which are quite discernible. ~ 0 0 SECT_INSIDE DDIR_SOUTH The King's grandstand.~ ~ 0 -1 6412 DDIR_WEST The north end of the open field.~ ~ 0 -1 6408 E wispy presenses~ They appear to be ghosts. But they aren't corporeal enough to pose a threat. ~ E ground grass~ The grass is shortly cropped and densely grown. ~ E vast field~ The field is bordered on the south by the castle moat, on the east by a few low hills, and on the north and west by some dense foliage. ~ E hills hard rock wall~ Composed of tough granite, the hills to the east could be riddled with caves. ~ E seats stands~ You wouldn't want to sit on that bed of splinters! ~ E sky overcast~ Despite the weather elsewhere in this game, the sky here is always overcast. ~ S #6412 The King's grandstand.~ This set of seats has all the frills: plush velvet pillowing, heavy purple awning, and huge, human-powered fans. Whoever was able to sit in this area must have had powerful influence with the king himself. ~ 0 ROOM_DARK|ROOM_NO_MOB SECT_INSIDE DDIR_NORTH The commoners' stands.~ ~ 0 -1 6411 DDIR_SOUTH The nobles' stands.~ ~ 0 -1 6413 DDIR_WEST The center of the open field.~ ~ 0 -1 6409 E seats stands~ Oooo, so soft. You feel like resting here indefinitely. ~ E hills hard rock wall~ Composed of tough granite, the hills to the east could be riddled with caves. ~ E kings grandstand~ This set of seats have plush cushions and deep shading. They are empty. ~ E ground grass~ The grass is shortly cropped and densely grown. ~ E vast field~ The field is bordered on the south by the castle moat, on the east by a few low hills, and on the north and west by some dense foliage. ~ S #6413 The nobles' stands.~ This set of seats is quite livable. No splinters and molded seats. Not plush, but many times better than what the commoners get. ~ 0 ROOM_DARK|ROOM_NO_MOB SECT_INSIDE DDIR_NORTH The King's grandstand.~ ~ 0 -1 6412 DDIR_WEST The south end of the open field.~ ~ 0 -1 6410 E sky overcast~ Despite the weather elsewhere in this game, the sky here is always overcast. ~ E ground grass~ The grass is shortly cropped and densely grown. ~ E vast field~ The field is bordered on the south by the castle moat, on the east by a few low hills, and on the north and west by some dense foliage. ~ E hills hard rock wall~ Composed of tough granite, the hills to the east could be riddled with caves. ~ E seats stands~ Not cushioned, but molded to fit the behind. Very nice. ~ S #6414 north end of Drawbridge~ Just as you start trusting the support of the drawbridge underfoot, a beam cracks loudly and sags noticably when you step on it. You suddenly wish you had stayed off of the bridge. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_CITY DDIR_NORTH At the Drawbridge~ gate~ EX_ISDOOR|EX_CLOSED -1 6407 DDIR_SOUTH south end of Drawbridge~ ~ 0 -1 6415 E bridge drawbridge beam~ Closer inspection of the bridge yields many termite holes and rotten planks. ~ S #6415 south end of Drawbridge~ Just as you start trusting the support of the drawbridge again, another beam cracks loudly and sags noticably when you step on it. You suddenly wish (even more than before) that you had stayed off of the bridge. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_CITY DDIR_NORTH north end of Drawbridge~ ~ 0 -1 6414 DDIR_SOUTH Great hall~ gate~ EX_ISDOOR|EX_CLOSED -1 6416 E bridge drawbridge beam~ Closer inspection of the bridge yields many termite holes and rotten planks. ~ S #6416 northeast corner of great hall~ You are in a great hall. It encompasses over two-thirds of the castle's first floor. A tremendous chandelier hangs threateningly over most of the hall. The hall doesn't appear to have been used recently...at least not by living beings. There is an open storage area to the east. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH On the Drawbridge~ gate~ EX_ISDOOR|EX_CLOSED -1 6415 DDIR_EAST Open storage area~ ~ 0 -1 6418 DDIR_SOUTH Great hall~ ~ 0 -1 6419 DDIR_WEST Great hall~ ~ 0 -1 6417 E chandelier~ The Chandelier is ENORMOUS. You decide you would rather be elsewhere when it finally falls. ~ S #6417 northwest corner of great hall~ You are in a great hall. It encompasses over two-thirds of the castle's first floor. A tremendous chandelier hangs threateningly over most of the hall. The hall doesn't appear to have been used recently...at least not by living beings. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST Great hall~ ~ 0 -1 6416 DDIR_SOUTH Great hall~ ~ 0 -1 6420 DDIR_DOWN Base of the northwest tower~ ~ 0 -1 6425 E chandelier~ The Chandelier is ENORMOUS. You decide you would rather be elsewhere when it finally falls. ~ S #6418 Open storage area~ At one time this little room might have been used to store travel and associated gear, but now it is dark and desolate. A great hall opens to the west. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_WEST Great hall~ ~ 0 -1 6416 DDIR_DOWN Base of northeast tower~ ~ 0 -1 6426 S #6419 east end of great hall~ You are in a great hall. It encompasses over two-thirds of the castle's first floor. A tremendous chandelier hangs threateningly over most of the hall. The hall doesn't appear to have been used recently...at least not by living beings. A broad, spiralling staircase leads up to the east. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH Great hall~ ~ 0 -1 6416 DDIR_EAST Winding stairs~ ~ 0 -1 6429 DDIR_SOUTH Great hall~ ~ 0 -1 6422 DDIR_WEST Great hall~ ~ 0 -1 6420 E broad spiralling staircase~ Just your normal, everyday, 50 foot wide spiralling staircase. ~ E chandelier~ The Chandelier is ENORMOUS. You decide you would rather be elsewhere when it finally falls. ~ S #6420 west end of great hall~ You are in a great hall. It encompasses over two-thirds of the castle's first floor. A tremendous chandelier hangs threateningly over most of the hall. The hall doesn't appear to have been used recently...at least not by living beings. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH Great hall~ ~ 0 -1 6417 DDIR_EAST Great hall~ ~ 0 -1 6419 DDIR_SOUTH Great hall~ ~ 0 -1 6423 E chandelier~ The Chandelier is ENORMOUS. You decide you would rather be elsewhere when it finally falls. ~ S #6421 Utility closet~ Various mechanizations of laundry tasks rest here, ready for the next load of dirty clothing. A long, thin stick leans against the wall in the northwest corner of the closet. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH Kitchen~ door closet~ EX_ISDOOR|EX_CLOSED -1 6424 E long thin stick corner~ It appears to have been the handle to a mop. You wonder what could have happened to the mop-head. ~ E mechanizations laundry~ They appear to be large wash-buckets with attached golems; however, they don't seem to have any life left in them. ~ S #6422 southeast corner of great hall~ You are in a great hall, which encompasses over two-thirds of the castle's first floor. A tremendous chandelier hangs threateningly over most of the hall. The hall doesn't appear to have been used recently...at least not by living beings. This area appears to have had more use than the other parts of the great hall. You hear the clank and clatter of pots to the east. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH Great hall~ ~ 0 -1 6419 DDIR_EAST Kitchen~ ~ 0 -1 6424 DDIR_WEST Great hall~ ~ 0 -1 6423 DDIR_DOWN Cellar~ trapdoor trap~ EX_ISDOOR|EX_CLOSED -1 6431 E chandelier~ The Chandelier is ENORMOUS. You decide you would rather be elsewhere when it finally falls. ~ S #6423 southwest corner of great hall~ You are in a great hall. It encompasses over two-thirds of the castle's first floor. A tremendous chandelier hangs threateningly over most of the hall. The hall doesn't appear to have been used recently...at least not by living beings. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH Great hall~ ~ 0 -1 6420 DDIR_EAST Great hall~ ~ 0 -1 6422 DDIR_DOWN Base of southwest tower~ ~ 0 -1 6427 E chandelier~ The Chandelier is ENORMOUS. You decide you would rather be elsewhere when it finally falls. ~ S #6424 Kitchen~ A tremendous oven dominates this room. It would seem that whatever was cooked here, it was in mass quantities. A dumbwaiter is mounted in the northern wall, just beside the entrance to a closet of some sort. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH Utility closet~ closet~ EX_ISDOOR|EX_CLOSED -1 6421 DDIR_WEST Great hall~ ~ 0 -1 6422 DDIR_DOWN Base of southeast tower~ ~ 0 -1 6428 E dumbwaiter~ It appears to be some sort of contraption designed to take items and transport them to another room. Food perhaps? ~ E tremendous oven~ It's HUGE! ~ S #6425 Base of northwest tower~ This is the base of one of the four towers which serve the castle in support. It is very dark in here...even your light-source cannot dispel all of the shadows. ~ 0 ROOM_DARK|ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_UP Stairs spiralling up~ ~ 0 -1 6450 DDIR_DOWN Great hall~ ~ 0 -1 6417 S #6426 Base of northeast tower~ This is the base of one of the four towers which serve the castle in support. It is very dark in here...even your light-source cannot dispel all of the shadows. ~ 0 ROOM_DARK|ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_UP Stairs spiralling up~ ~ 0 -1 6451 DDIR_DOWN Open storage area~ ~ 0 -1 6418 S #6427 Base of southwest tower~ This is the base of one of the four towers which serve the castle in support. It is very dark in here...even your light-source cannot dispel all of the shadows. ~ 0 ROOM_DARK|ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_UP Stairs spiralling up~ ~ 0 -1 6452 DDIR_DOWN Great hall~ ~ 0 -1 6423 S #6428 Base of southeast tower~ This is the base of one of the four towers which serve the castle in support. It is very dark in here...even your light-source cannot dispel all of the shadows. ~ 0 ROOM_DARK|ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_UP Stairs spiralling up~ ~ 0 -1 6453 DDIR_DOWN Kitchen~ ~ 0 -1 6424 S #6429 Landing~ You are now one-third of the way up the spiralling staircase. Stairs lead up to the south, and down to the west. Many murals are painted on the tapestry which decorates the wall to the east. ~ 0 ROOM_DARK|ROOM_INDOORS|ROOM_MAZE SECT_INSIDE DDIR_SOUTH Stairs going up~ ~ 0 -1 6430 DDIR_WEST Great hall~ ~ 0 -1 6419 E tapestry murals~ You stand in awe as you observe the rise to power of an ancient king unfold in the story of the tapestry. Who could this king have been? You feel the material of the tapestry and realize that it is more ancient than you had originally thought. ~ S #6430 Landing~ Having ascended so many steps, you are glad to reach another landing. Stairs lead down to the north and up to the west. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH Stairs going down~ ~ 0 -1 6429 DDIR_WEST Stairs going up~ ~ 0 -1 6440 S #6431 Cellar~ You have entered the castle cellar. No telling what went on in this area. You faintly smell the aroma of delicate wine, although you cannot see any here. ~ 0 ROOM_DARK|ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_NORTH Crypt~ crypt tomb~ EX_ISDOOR|EX_CLOSED -1 6432 DDIR_EAST Storeroom~ Storeroom door~ EX_ISDOOR|EX_CLOSED -1 6434 DDIR_WEST Wine cellar~ Cellar wine~ EX_ISDOOR|EX_CLOSED -1 6433 DDIR_UP Great hall~ trapdoor trap~ EX_ISDOOR|EX_CLOSED -1 6422 S #6432 Crypt~ This appears to have been a burial chamber. Many long-ago burned-out torches line the walls. A coffin lies here, giving the room an even more ominous aura. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH Cellar entrance~ crypt tomb~ EX_ISDOOR|EX_CLOSED -1 6431 E coffin~ Looks all right. It does appear that something has been using the coffin for a bed recently. ~ S #6433 Wine cellar~ This used to be an elegant wine cellar. However, years and pesky little critters have caused the wine-racks to collapse, breaking any bottles encased in them. But, you think, not all wines are contained in bottles. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST Cellar entrance~ Cellar wine~ EX_ISDOOR|EX_CLOSED -1 6431 S #6434 Storeroom~ This appears to be a storage room for various kingdom-management materials. However, mice seem to have ruled this area. Almost all of the paper has been turned into quaint, little mouse homes, rendering it less than useless. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_WEST Cellar entrance~ Storeroom door~ EX_ISDOOR|EX_CLOSED -1 6431 E homes~ Very small and ugly. It would seem that mice are poor architects. ~ S #6440 Another landing~ This is a large landing connecting the stairs spiralling down to the east and those spiralling up to the south. To the north you can see a set of large doors which appear to have been shut for countless ages. ~ 0 ROOM_DARK|ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_NORTH Large doors~ doors~ EX_ISDOOR|EX_CLOSED -1 6442 DDIR_EAST Stairs going down~ ~ 0 -1 6430 DDIR_SOUTH Steep stairs going up~ ~ 0 -1 6441 DDIR_WEST Ornate curtains~ curtains~ EX_ISDOOR|EX_CLOSED -1 6448 S #6441 Small landing~ This landing leads up to the north and down to the south. The stairs here are steeper than the ones on the other spiralling stairway. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH Steep stairs leading up~ ~ 0 -1 6461 DDIR_SOUTH Steep stairs leading down~ ~ 0 -1 6440 S #6442 Audience chamber~ When someone wished to address the king, this is where they did it. Several long tables face the throne up on it's dias. Ghost's of many nobles appear to be seated at the tables, but only a hand full are clearly discernible. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH Throne~ ~ 0 -1 6444 DDIR_EAST Audience chamber~ ~ 0 -1 6445 DDIR_SOUTH Large, ornate curtains~ curtains~ EX_ISDOOR|EX_CLOSED -1 6440 DDIR_WEST Audience chamber~ ~ 0 -1 6443 E tables~ The tables are long and thin. All of the tables face the throne. It appears that nobles would sit at the outside edges to be served by wenches running about and serving on the inside. ~ E dias throne~ The throne rests high above the tables. A very commanding position. ~ S #6443 Audience chamber~ When someone wished to address the king, this is where they did it. Several long tables face the throne up on it's dias. Ghost's of many nobles appear to be seated at the tables, but only a hand full are clearly discernible. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH Audience chamber~ ~ 0 -1 6446 DDIR_EAST Audience chamber~ ~ 0 -1 6442 DDIR_SOUTH Large, regal doors~ doors~ EX_ISDOOR|EX_CLOSED -1 6448 E tables~ The tables are long and thin. All of the tables face the throne. It appears that nobles would sit at the outside edges to be served by wenches running about and serving on the inside. ~ E dias throne~ The throne rests high above the tables. A very commanding position. ~ S #6444 Throne~ The throne is a large and glorious construction. Many faux jewels decorate its golden surfaces with sparkling wonder. You can't help but notice that the throne is empty. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH The Throne~ throne~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 6413 6458 DDIR_EAST Audience chamber~ ~ 0 -1 6447 DDIR_SOUTH Audience chamber~ curtains~ EX_ISDOOR -1 6442 DDIR_WEST Audience chamber~ ~ 0 -1 6446 E faux jewels~ You are appalled to find that these jewels are invaluable. You wonder where the trully valuable valuables are kept. ~ S #6445 Audience chamber~ When someone wished to address the king, this is where they did it. Several long tables face the throne up on it's dias. Ghost's of many nobles appear to be seated at the tables, but only a hand full are clearly discernible. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH Audience chamber~ ~ 0 -1 6447 DDIR_SOUTH Small, soft-colored doors~ doors~ EX_ISDOOR|EX_CLOSED -1 6449 DDIR_WEST Audience chamber~ ~ 0 -1 6442 E tables~ The tables are long and thin. All of the tables face the throne. It appears that nobles would sit at the outside edges to be served by wenches running about and serving on the inside. ~ E dias throne~ The throne rests high above the tables. A very commanding position. ~ S #6446 Audience chamber~ When someone wished to address the king, this is where they did it. Several long tables face the throne up on it's dias. Ghost's of many nobles appear to be seated at the tables, but only a hand full are clearly discernible. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST Throne~ ~ 0 -1 6444 DDIR_SOUTH Audience chamber~ ~ 0 -1 6443 E tables~ The tables are long and thin. All of the tables face the throne. It appears that nobles would sit at the outside edges to be served by wenches running about and serving on the inside. ~ E dias throne~ The throne rests high above the tables. A very commanding position. ~ S #6447 Audience chamber~ When someone wished to address the king, this is where they did it. Several long tables face the throne up on it's dias. Ghost's of many nobles appear to be seated at the tables, but only a hand full are clearly discernible. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH Audience~ ~ 0 -1 6445 DDIR_WEST Throne~ ~ 0 -1 6444 E tables~ The tables are long and thin. All of the tables face the throne. It appears that nobles would sit at the outside edges to be served by wenches running about and serving on the inside. ~ E dias throne~ The throne rests high above the tables. A very commanding position. ~ S #6448 Kings bed chamber~ Wow! This king sure lived well. His bed is magnificent, spread in silk and stuffed with the finest feathers money can buy. You feel like resting on it, but something in the room prevents you. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH Large, regal doors~ doors~ EX_ISDOOR|EX_CLOSED -1 6443 DDIR_EAST Long, flowing curtains~ curtains~ EX_ISDOOR|EX_CLOSED -1 6440 DDIR_UP A trap door!~ trap~ EX_ISDOOR|EX_CLOSED -1 6462 DDIR_DOWN A secret passageway!~ passageway secret~ EX_ISDOOR|EX_CLOSED -1 6454 E bed~ Just look, and you will see. ~ S #6449 The Queen's bed chamber~ Not quite as spectacular as the kings bed chamber, but you wish you could do as well. The furniture appears to be made from teak and is very delicate. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH Small, soft-colored doors~ doors~ EX_ISDOOR|EX_CLOSED -1 6445 E teak furniture~ Very rare and priceless. Who would have dared brave the harsh seas to import these treasures. ~ S #6450 northwest tower~ This is the inside of a castle tower...you're not quite sure where it's located, but you know that stairs still lead up and down from here. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_UP Stairs spiralling up~ ~ 0 -1 6475 DDIR_DOWN Stairs spiralling down~ ~ 0 -1 6425 S #6451 northeast tower~ This is the inside of a castle tower...you're not quite sure where it's located, but you know that stairs still lead up and down from here. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_UP Stairs spiralling up~ ~ 0 -1 6476 DDIR_DOWN Stairs spiralling down~ ~ 0 -1 6426 S #6452 southwest tower~ This is the inside of a castle tower...you're not quite sure where it's located, but you know that stairs still lead up and down from here. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_UP Stairs spiralling up~ ~ 0 -1 6477 DDIR_DOWN Stairs spiralling down~ ~ 0 -1 6427 S #6453 southeast tower~ This is the inside of a castle tower...you're not quite sure where it's located, but you know that stairs still lead up and down from here. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_UP Stairs spiralling up~ ~ 0 -1 6478 DDIR_DOWN Stairs spiralling down~ ~ 0 -1 6428 S #6454 Secret passageway~ Wow! A secret passageway! You wonder where it leads. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_WEST Secret passageway~ ~ 0 -1 6455 DDIR_UP King's bed chamber~ ~ 0 -1 6448 S #6455 Secret passageway~ The passageway turns down here, you think it might lead to the cellar. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST Secret passageway~ ~ 0 -1 6454 DDIR_DOWN Secret passageway~ ~ 0 -1 6456 S #6456 Secret passageway~ You were wrong...it doesn't lead to the cellar. It continues as a passageway to the north. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH Secret passageway~ ~ 0 -1 6457 DDIR_UP Secret passageway~ ~ 0 -1 6455 S #6457 Secret passageway~ You wonder to yourself if you have, in fact, reached the end of this long passageway. Above you is a small exit. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH Secret passageway~ ~ 0 -1 6456 DDIR_UP King's grandstand~ ~ 0 -1 6412 S #6458 Treasury~ This room seems too large to be hidden behind that throne. It's so large, that you wonder at the amount of treasure it must have contained in the past. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH The Throne~ throne~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 6413 6444 S #6460 Small landing~ This landing leads down to the north and up to the south. The stairs here are steeper than the ones on the other spiralling stairway. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH Steep stairs leading down~ ~ 0 -1 6440 DDIR_SOUTH Steep stairs leading up~ ~ 0 -1 6461 S #6461 south end of Narrow hall~ You are in a narrow hallway leading to the north. south of you is a set of stairs spiralling down to the previous floor. Several doors of different types line the east and west walls. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH Narrow hall~ ~ 0 -1 6463 DDIR_EAST An evil looking doorway~ doorway evil~ EX_ISDOOR|EX_CLOSED -1 6464 DDIR_SOUTH Steep stairs leading down~ ~ 0 -1 6460 DDIR_WEST A dainty door~ door dainty~ EX_ISDOOR|EX_CLOSED -1 6462 S #6462 Dainty room~ You are struck with a sense of awe at the richness of the furniture in this room. Many subtle hints lead you to believe that this bedroom once belonged to a fair maiden. What purpose could she have served? ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST A dainty door~ door dainty~ EX_ISDOOR|EX_CLOSED -1 6461 DDIR_DOWN Trap door~ trap~ EX_ISDOOR|EX_CLOSED -1 6448 E more~ I'm sorry, you are hopeless. ~ E hints~ A box labeled "Trojan" lies upon a desk. A picture of what could have been the king is mounted on the wall. The ceiling is a mirror. Need any more hints? ~ E furniture~ Almost as rare and priceless as the Queen's. Where would a mere maiden get that kind of cash? ~ S #6463 Center of narrow hall~ You are in a narrow hallway leading north and south. Several doors of different types line the walls. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH Narrow hall~ ~ 0 -1 6466 DDIR_EAST An oaken door~ oaken~ EX_ISDOOR|EX_CLOSED -1 6467 DDIR_SOUTH Narrow hall~ ~ 0 -1 6461 DDIR_WEST An iron door~ iron~ EX_ISDOOR|EX_CLOSED -1 6465 S #6464 A mage's laboratory~ Many vials of unholy substances litter the broad tables which take up the majority of the room here. It appears as if something has lived here for countless ages. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_WEST An evil looking doorway~ doorway evil~ EX_ISDOOR|EX_CLOSED -1 6461 E broad tables vials unholy substances~ Yep, that's what they are alright. ~ S #6465 Indescript room~ No words can describe this room...as a matter of fact, there is nothing to describe. This room is total empty. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST An iron door~ iron door~ EX_ISDOOR|EX_CLOSED -1 6463 S #6466 north end of narrow hall~ You are in a narrow hallway leading to the south. Several doors of different types line the east and west walls. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST An ivory door~ door ivory~ EX_ISDOOR|EX_CLOSED -1 6469 DDIR_SOUTH Narrow hall~ ~ 0 -1 6463 DDIR_WEST A broad doorway~ doorway broad~ EX_ISDOOR|EX_CLOSED -1 6468 S #6467 Descript room~ Unlike the room on the opposite side of the hall, this room has character and flavor. The characters could be Addams' and the flavor smells like blood. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_WEST An oaken door~ door oaken~ EX_ISDOOR|EX_CLOSED -1 6463 S #6468 Grandiose room~ Everyone who enters here has to catch their breath in awe. The large, oak- wood bed is placed strategically to catch the stunningly beautiful scene available through the window which is the western wall. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST A broad doorway~ doorway broad~ EX_ISDOOR|EX_CLOSED -1 6466 E stunningly beautiful scene window western~ You hold your breath as you soak in the beauty. ~ E large, oakwood bed~ Looks solid and sturdy. It should hold a pair of elephants if you ever needed for it to. ~ S #6469 Typical room~ This room could be described in two words: "Not atypical." ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_WEST An ivory door~ door ivory~ EX_ISDOOR|EX_CLOSED -1 6466 S #6475 northwest tower~ This is the inside of a castle tower...you're not quite sure where it's located, but you know that stairs still lead up and down from here. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST On the north wall~ ~ 0 -1 6479 DDIR_SOUTH On the west wall~ ~ 0 -1 6480 DDIR_UP Stairs spiralling up~ ~ 0 -1 6483 DDIR_DOWN Stairs spiralling down~ ~ 0 -1 6450 S #6476 northeast tower~ This is the inside of a castle tower...you're not quite sure where it's located, but you know that stairs still lead up and down from here. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH On the east wall~ ~ 0 -1 6481 DDIR_WEST On the north wall~ ~ 0 -1 6479 DDIR_UP Stairs spiralling up~ ~ 0 -1 6484 DDIR_DOWN Stairs spiralling down~ ~ 0 -1 6451 S #6477 southwest tower~ This is the inside of a castle tower...you're not quite sure where it's located, but you know that stairs still lead up and down from here. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH On the west wall~ ~ 0 -1 6480 DDIR_EAST On the south wall~ ~ 0 -1 6482 DDIR_UP Stairs spiralling up~ ~ 0 -1 6485 DDIR_DOWN Stairs spiralling down~ ~ 0 -1 6452 S #6478 southeast tower~ This is the inside of a castle tower...you're not quite sure where it's located, but you know that stairs still lead up and down from here. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH On the east wall~ ~ 0 -1 6481 DDIR_WEST On the south wall~ ~ 0 -1 6482 DDIR_UP Stairs spiralling up~ ~ 0 -1 6486 DDIR_DOWN Stairs spiralling down~ ~ 0 -1 6453 S #6479 On the north wall~ The wind is harsh and cold atop the castle's rock wall. From this point you can see the majority of the surrounding areas. The city of Midgaard is to the west, a large river flows through it. To the north the land gets hilly, and you think you can see a large shrine on the eastern face of one of the larger hills. Woods surround the Castle on all sides except this one. A large field is immediately north and you can look down upon the ant-like beings crawling across it. To the immediate east are a range of hills which lead into yet another forest. ~ 0 0 SECT_INSIDE DDIR_EAST northeast tower~ ~ 0 -1 6476 DDIR_WEST northwest tower~ ~ 0 -1 6475 S #6480 On the west wall~ A thick mist obscures any view possible from this vantage point. You shiver as you think of what could be hidden. ~ 0 0 SECT_INSIDE DDIR_NORTH northwest tower~ ~ 0 -1 6475 DDIR_SOUTH southwest tower~ ~ 0 -1 6477 S #6481 On the east wall~ The wind is harsh and cold atop the castle's rock wall. The city of Midgaard is to the west, a large river flows through it. To the north the land gets hilly, almost mountainous. Woods dominate the area just below this wall. Although you can see some traces of what looks to be a swamp beginning to the south. ~ 0 0 SECT_INSIDE DDIR_NORTH northeast tower~ ~ 0 -1 6476 DDIR_SOUTH southeast tower~ ~ 0 -1 6478 S #6482 On the south wall~ A thick mist obscures any view possible from this vantage point. You shiver as you think of what could be hidden. ~ 0 0 SECT_INSIDE DDIR_EAST southeast tower~ ~ 0 -1 6478 DDIR_WEST southwest tower~ ~ 0 -1 6477 S #6483 Top of northwest tower~ You never realized how quaint the city looks from this high. Of course, specific details are lacking...but you choose to ignore this fact. This area looks like it could be easily defended. ~ 0 0 SECT_CITY DDIR_SOUTH A huge, thick door.~ door huge thick~ EX_ISDOOR|EX_CLOSED -1 6487 DDIR_DOWN Stairs spiralling down~ ~ 0 -1 6475 S #6484 Top of northeast tower~ You seem to be standing on the top of a tower in the middle of a batch of low- flying clouds. This area looks like it could be easily defended. ~ 0 0 SECT_CITY DDIR_SOUTH A huge, thick door.~ door huge thick~ EX_ISDOOR|EX_CLOSED -1 6488 DDIR_DOWN Stairs spiralling down~ ~ 0 -1 6476 S #6485 Top of southwest tower~ You seem to be standing on the top of a tower in the middle of a batch of low- flying clouds. ~ 0 0 SECT_CITY DDIR_DOWN Stairs spiralling down~ ~ 0 -1 6477 S #6486 Top of southeast tower~ You seem to be standing on the top of a tower in the middle of a batch of low- flying clouds. ~ 0 0 SECT_CITY DDIR_DOWN Stairs spiralling down~ ~ 0 -1 6478 S #6487 The armory~ You have entered a long-unused armory. All the weapons here have rusted away long ago. Only something preserved by magic could still be usable. ~ 0 0 SECT_CITY DDIR_NORTH A huge, thick door~ door huge thick~ EX_ISDOOR|EX_CLOSED -1 6483 S #6488 The secondary armory~ You have entered a long, low room carpeted with a layer of red dust. Many racks line the walls and appear to have held various instruments of war, but now they are empty. ~ 0 0 SECT_CITY DDIR_NORTH A large, thick door~ door large thick~ EX_ISDOOR|EX_CLOSED -1 6484 S #6496 Order's private workshop~ This workshop is placed in the middle of nowhere so Order can get away from it all (whatever that is). A nice, big fireplace covers the entire eastern wall. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_PRIVATE|ROOM_SAFE SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 6400 E fire~ You stare into the fire for what seems like an eternity. When you finally have the will to turn away, you realize that it has been mere seconds since you began gazing into the fire. ~ E fireplace~ The fireplace has a tremendous fire in it. ~ E nowhere~ Where was that again? ~ S #6499 Nowhere~ You see nothing; in which you are not floating. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_PRIVATE|ROOM_SAFE SECT_CITY E nothing~ You see nothing of note of the nothing wherein you float. ~ S #0 #RESETS M 6402 100 6404 M 6401 100 6403 M 6400 100 6403 M 6400 100 6403 M 6400 100 6403 M 6400 100 6403 M 6403 100 6408 M 6404 100 6410 M 6405 100 6411 M 6406 100 6413 M 6407 100 6421 M 6408 100 6425 M 6408 100 6426 M 6408 100 6427 M 6408 100 6428 M 6409 100 6417 E 6407 1 WEAR_LIGHT M 6410 100 6418 E 6408 1 WEAR_HOLD M 6411 100 6424 M 6411 100 6416 M 6412 100 6432 E 6409 1 WEAR_HOLD G 6410 1 0 M 6414 100 6433 M 6414 100 6433 M 6414 100 6433 M 6414 100 6433 M 6414 100 6433 M 6415 100 6434 M 6415 100 6434 M 6416 100 6442 E 6411 5 WEAR_WIELD M 6417 100 6447 M 6417 100 6446 M 6418 100 6448 E 6412 2 WEAR_WIELD M 6419 100 6458 M 6419 100 6458 M 6419 100 6458 M 6419 100 6458 M 6419 100 6458 M 6421 100 6479 M 6421 100 6479 M 6421 100 6480 M 6421 100 6481 M 6421 100 6482 M 6422 100 6468 M 6422 100 6467 M 6424 100 6464 E 6414 1 WEAR_WAIST E 6415 1 WEAR_WIELD M 6423 100 6464 M 6421 100 6483 M 6421 100 6484 M 6421 100 6485 M 6421 100 6486 M 6425 100 6487 M 6425 100 6487 M 6425 100 6487 M 6425 100 6487 M 6425 100 6487 M 6426 100 6496 O 6401 1 6406 P 6400 2 6401 O 6403 1 6433 O 6404 5 6433 O 6417 5 6458 O 6416 2 6487 O 6416 2 6487 D 6407 DIR_SOUTH DOOR_CLOSED D 6414 DIR_NORTH DOOR_CLOSED D 6415 DIR_SOUTH DOOR_CLOSED D 6416 DIR_NORTH DOOR_CLOSED D 6424 DIR_NORTH DOOR_CLOSED D 6421 DIR_SOUTH DOOR_CLOSED D 6422 DIR_DOWN DOOR_CLOSED D 6431 DIR_UP DOOR_CLOSED D 6431 DIR_NORTH DOOR_CLOSED D 6432 DIR_SOUTH DOOR_CLOSED D 6431 DIR_EAST DOOR_CLOSED D 6434 DIR_WEST DOOR_CLOSED D 6431 DIR_WEST DOOR_CLOSED D 6433 DIR_EAST DOOR_CLOSED D 6440 DIR_NORTH DOOR_CLOSED D 6442 DIR_SOUTH DOOR_CLOSED D 6440 DIR_WEST DOOR_CLOSED D 6448 DIR_EAST DOOR_CLOSED D 6443 DIR_SOUTH DOOR_CLOSED D 6448 DIR_NORTH DOOR_CLOSED D 6444 DIR_NORTH DOOR_CLOSED_LOCKED D 6458 DIR_SOUTH DOOR_CLOSED_LOCKED D 6445 DIR_SOUTH DOOR_CLOSED D 6449 DIR_NORTH DOOR_CLOSED D 6448 DIR_DOWN DOOR_CLOSED D 6448 DIR_UP DOOR_CLOSED D 6462 DIR_DOWN DOOR_CLOSED D 6461 DIR_EAST DOOR_CLOSED D 6464 DIR_WEST DOOR_CLOSED D 6461 DIR_WEST DOOR_CLOSED D 6462 DIR_EAST DOOR_CLOSED D 6462 DIR_DOWN DOOR_CLOSED D 6463 DIR_EAST DOOR_CLOSED D 6467 DIR_WEST DOOR_CLOSED D 6463 DIR_WEST DOOR_CLOSED D 6465 DIR_EAST DOOR_CLOSED D 6466 DIR_EAST DOOR_CLOSED D 6469 DIR_WEST DOOR_CLOSED D 6466 DIR_WEST DOOR_CLOSED D 6468 DIR_EAST DOOR_CLOSED D 6483 DIR_SOUTH DOOR_CLOSED D 6487 DIR_NORTH DOOR_CLOSED D 6484 DIR_SOUTH DOOR_CLOSED D 6488 DIR_NORTH DOOR_CLOSED S #$ XXXXXXXXXX #Savearea