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 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