#AREA Alchemist's Workshop~ #AUTHORS Psiloc~ #VERSION 3 #RANGES 25 50 0 99 #FLAGS AFLAG_NODEBUG|AFLAG_NOTELEPORT #HELPS 0 ALCHEMIST WORKSHOP 'ALCHEMIST WORKSHOP'~ {120} The Alchemist's Workshop {300} The Alchemist's Workshop can be found by going east on the stream south of the gnome village. Be prepared to talk to the mobs and write down the clues that they give you (there are too many to remember). Words in all caps are likely to be good conversation starters. Do not trust the hints given to you by other PCs because the clues and the solutions to quests will vary from person to person. Be prepared to use your brain a little bit if you want to learn how to make gold and enter the guild of Alchemists. ~ 0 $~ #MOBILES #14400 yellow mouse~ the yellow mouse~ A yellow mouse scurries about here.~ It is about the right size for a mouse, but it seems a lot more muscular. It's fur is yellow. ~ ACT_SCAVENGER|ACT_WIMPY|ACT_SMART|ACT_BODY AFF_DETECT_INVIS -50 S 20 BODY_HEAD|BODY_LEG|BODY_TAIL BODY_MOUTH|BODY_TAIL|BODY_CLAW 2d25+325 3d6+14 7500 0 POS_STANDING POS_STANDING SEX_NEUTRAL >rand_prog 10~ mpecho The mouse looks for some grass to eat. ~ >fight_prog 20~ if rand (40) say SQUEAK...SQUEAK say SQUEAK! else say Don't kill me! endif ~ | #14401 packrat~ the packrat~ A packrat searches for something to carry here.~ It is about two feet long. It has strong jaws that it uses to carry various items. It doesn't seem to like you in its territory! ~ ACT_AGGRESSIVE|ACT_BODY AFF_HUNT -150 S 25 BODY_HEAD|BODY_LEG|BODY_ARM BODY_MOUTH|BODY_CLAW 4d7+450 3d6+18 10000 0 POS_STANDING POS_STANDING SEX_NEUTRAL #14402 leader~ the packrat leader~ The leader of the ratpack scurries here.~ The toughest looking of all the pack rats. She must have gotten her position by carrying the most stuff around. She sure looks strong. She doesn't seem to notice you at all, but would put up a very nasty fight if provoked. ~ ACT_SMART|ACT_BODY AFF_DETECT_INVIS|AFF_PASS_DOOR -150 S 28 BODY_HEAD|BODY_LEG|BODY_ARM BODY_MOUTH|BODY_CLAW 4d7+550 3d6+20 25001 0 POS_STANDING POS_STANDING SEX_FEMALE >fight_prog 10~ say KWE-AK KWE-AK KWE-AK! mpecho $I calls for help! mpmload 14401 ~ >death_prog 100~ if quest (0,2,$n) == 1 mpoload 14421 endif if quest (0,2,$n) == 2 mpoload 14462 endif if quest (0,2,$n) == 3 mpoload 14463 endif if quest (0,2,$n) == 0 mpoload 14470 endif mpecho The rat leader quivers and falls dead. ~ | #14403 giant yellow bat~ the giant yellow bat~ A giant yellow bat swoops in the air here!~ It is not very different from a normal bat, except in its size, strength and color. ~ ACT_SCAVENGER|ACT_WIMPY|ACT_BODY AFF_DETECT_INVIS|AFF_FLYING -300 S 26 BODY_EYE|BODY_WING BODY_MOUTH|BODY_WING|BODY_CLAW 4d7+500 3d6+17 1100 0 POS_STANDING POS_STANDING SEX_NEUTRAL >fight_prog 10~ mpecho The yellow bat flashes its teeth and swoops again! ~ | #14404 giant yellow bat~ the giant yellow bat~ A giant yellow bat swoops in the air here!~ It is not very different from a normal bat, except in its size, strength and color. ~ ACT_SCAVENGER|ACT_WIMPY|ACT_BODY AFF_DETECT_INVIS|AFF_FLYING|AFF_HUNT -300 S 26 BODY_EYE|BODY_WING BODY_MOUTH|BODY_WING|BODY_CLAW 4d7+500 3d6+17 1100 0 POS_STANDING POS_STANDING SEX_NEUTRAL >fight_prog 15~ mpecho The yellow bat flashes its teeth and swoops again! ~ | #14405 sewer rat~ the sewer rat~ A big sewer rat scavenges for scraps of food here.~ It is not very different from a normal sewer rat, just extra mean and strong. What mystical knowledge would it have taken to change these creatures? Or what terrible mistake? ~ ACT_SCAVENGER|ACT_AGGRESSIVE|ACT_BODY AFF_DETECT_INVIS|AFF_SNEAK|AFF_HUNT -400 S 29 BODY_EYE|BODY_TAIL BODY_MOUTH|BODY_CLAW 4d7+550 2d6+22 11000 0 POS_STANDING POS_STANDING SEX_NEUTRAL >fight_prog 15~ mpecho The rat rages and attacks more viciously! ~ | #14406 lead boulder~ the lead boulder~ An immense boulder made of lead sits here.~ A very large quantity of pure lead. Only an immortal could lift it. Wait! Did it just move? ~ ACT_SENTINEL|ACT_SCAVENGER|ACT_BODY AFF_DETECT_INVIS 150 S 31 BODY_TORSO BODY_TORSO|BODY_HIP 1d7+600 1d6+25 110 0 POS_RESTING POS_RESTING SEX_NEUTRAL >death_prog 100~ if rand (80) mpoload 14423 mpquiet on drop i14423 mpquiet off mpecho A large piece of the boulder breaks loose! else mpjunk all mpecho The boulder quits moving. endif ~ | #14407 crypt keeper~ the crypt keeper~ The crypt keeper stands here.~ The crypt keeper stands 2.5 meters tall. You can not make out any of its features because of the large cloak and cowl that it is wearing. All you can make out is a set of glowing yellow eyes glowering at you. ~ ACT_SENTINEL|ACT_SCAVENGER|ACT_AGGRESSIVE|ACT_BODY AFF_DETECT_INVIS|AFF_SANCTUARY -850 S 30 BODY_HEAD|BODY_LEG BODY_HAND 6d5+585 2d5+21 10000 0 POS_STANDING POS_STANDING SEX_MALE >fight_prog 65~ if rand (20) if position ($r) == pos_fighting mpecho $I opens his cloak. mpechoaround $r {140}A torrent of acidic liquid flies towards $r! mpechoat $r {140}A torrent of acidic liquid flies towards you! mpquiet on cast 'acid blast' $r mpquiet off endif else mpecho $I grits his teeth with rage! endif ~ >rand_prog 5~ mpecho $I is unamused by your presence here. ~ | #14408 pit viper~ the pit viper~ A multi-colored pit viper is coiled in the corner here.~ The serpent would be 20 feet long if stretched out. You wouldn't want to be caught in its coils! ~ ACT_SENTINEL|ACT_SCAVENGER|ACT_BODY AFF_DETECT_INVIS 250 S 32 BODY_HEAD|BODY_TAIL BODY_MOUTH|BODY_TAIL 3d5+600 2d5+23 500 0 POS_RESTING POS_RESTING SEX_NEUTRAL >rand_prog 10~ mpecho {100}The viper follows you with its black eyes. ~ >fight_prog 20~ if rand (25) mpechoaround $r {020}The viper's fangs dig deep into $r! mpechoat $r {020}The viper's fangs dig deep into you! mpechoat $r {160}You don't feel so well. mpquiet on cast 'poison' $r cast 'poison' $r mpquiet off else if rand (33) mpecho The viper crushes you with its coils! mpechoat $r {160}You don't feel so well. mpquiet on cast 'cause critical' $r mpquiet off else if rand (50) mpecho The viper gazes into your eyes! mpechoat $r {160}You don't feel so well. mpquiet on cast 'weaken' $r mpquiet off else mpecho The viper spits into your eyes! mpechoat $r {160}You can't see!! mpquiet on cast 'blindness' $r cast 'blindness' $r mpquiet off endif endif endif ~ | #14409 old man alchemist meldrum~ the old man~ An old gnome alchemist sits silently here.~ The old alchemist is sitting morosely, his head in his hands. You are sur- prised to see that he is a gnome. Based on their POLITICS, you thought that all gnomes were basically ignorant of any useful information or philosophy. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS -50 S 10 BODY_HEAD|BODY_LEG BODY_HAND 1d25+81 2d6+5 10 RACE_GNOME POS_RESTING POS_RESTING SEX_MALE >rand_prog 5~ mpecho The old gnome sighs. ~ >fight_prog 15~ say Kill me if you like...it makes no difference say I have nothing to live for! ~ >speech_prog politics~ if quest (10,3,$n) == 0 say What a sore spot for me! grumble say Good King Paoli dubbed me Meldrum, Sixth Earl of Sochi say Yes that's right Sixth Earl.. don't forget it! say I was Royal Alchemist of the Gnome Empire. say Now I have nothing, stripped of all my titles by the say usurpers who wrested the throne from the rightful heir. say How I yearn for the days of the old Transcendental say Empire of Gnomes! endif ~ >speech_prog meldrum~ say Meldrum...that's my name! Glad to meet you. ~ >speech_prog troubles~ if quest (10,3,$n) == 0 say Troubles?! Just look around. say It was Politics that took all I have. say Now I have to eke out a living trying to say practice my art with sub-standard materials say and worthless apprentices. say Somehow an experiment got out of control and say those creatures took over my house. say I haven't been in it for years. sigh endif ~ >speech_prog transmutation~ if quest (10,3,$n) == 0 say Are you interested in Gold? say No one has made any around here for a long time. endif ~ >speech_prog gold~ if quest (10,3,$n) == 0 look $n say So you're interested in learning the art of alchemy? say Making gold is a simple matter... say However, any information that I could give you say would be useless unless you could get to my equipment say in the Lab in my house... endif ~ >speech_prog lab~ if quest (10,3,$n) == 0 say Well, if you could get there, I could say teach you how to make it work... look $n say But before I do, I want to test you first say On the wall of the lab is a plaque that say describes the process of gold making in detail. say Tell me what guards the temple according to the say plaque and I will be convinced that you are worth say bothering with. mpmset $n quest 10 3 1 else say Have you found what guards the temple yet? endif ~ >speech_prog serpent~ if quest (10,3,$n) == 1 smile say Very good! Before we get to some specifics of say gold synthesis, I must explain some Theory. mpmset $n quest 10 3 2 endif ~ >speech_prog theory~ if quest (10,3,$n) == 2 mpmset $n quest 10 3 3 say As you may know, all things are made of say the four elements: earth, water, wind and fire. say Only the relative proportions determine the properties say of specific materials. If you want gold, you need to say know the percentages of the elements that make it up. say Combining other less valuable starting materials in say the right amounts, will reproduce the constitution of say gold... The first step is to collect the right say Materials and melt them together. if rand (33) mpmset $n quest 0 2 1 else if rand (50) mpmset $n quest 0 2 2 else mpmset $n quest 0 2 3 endif endif endif ~ >speech_prog materials~ if quest (10,3,$n) == 3 say To make gold you need a large piece of LEAD, say two ounces of saltpeter, say 6 drams of quicksilver, say and one ounce of Alum say Give these to my melting pot golem and then say in a very loud and strong voice if quest (0,2,$n) == 1 say speak the magic word Schwindel else if quest (0,2,$n) == 2 say speak the magic word Tuchtig else if quest (0,2,$n) == 3 say speak the magic word Zauberkunst endif endif endif say and it will do the hard work. say When you are done, come back and tell me what say you got and I will help you further. endif ~ >speech_prog lead~ if quest (10,3,$n) == 3 say You can get some lead from the old mine say up the road a bit. Here is the key. mpoload 14401 give i14401 $n say The other materials you will have to say scrounge up yourself. endif ~ >speech_prog blood~ if quest (10,3,$n) == 3 mpmset $n quest 10 3 4 say Well done! You have the right mix of the say elements to eventually make gold. I have say forgotten what to do now, however. say You will have to ask my Teacher. endif ~ >speech_prog teacher~ if quest (10,3,$n) == 4 say Yes, my old teacher could tell you, but now say he is dead. You can wake his spirit if you say speak his Name aloud. If you bring some Gift say that was important to him in life, he may say help you in making gold. endif ~ >speech_prog gift~ if quest (10,3,$n) == 4 if quest (0,2,$n) == 1 say My master always liked to keep a toothbrush say handy for his teeth. Give his corpse a say toothbrush before waking him and he may give say you some information. else if quest (0,2,$n) == 2 say My master always liked to his pelican flask. say Give his corpse his pelican flask before waking say him and he may give you some information. else if quest (0,2,$n) == 3 say My master always liked to warm up his drinks say with a brassier. Give his corpse a brassier before say waking him and he may give you some information. endif endif endif endif ~ >speech_prog name~ if quest (10,3,$n) == 4 say I can not speak his name aloud and wake him! say But I can tell you that he is known as the say Master Alchemist of Yellow. say If you are a bright one, you will find his name. say There should be enough Clues in the house for say you figure it out. The crypt is under the house. endif ~ >speech_prog clues~ if quest (10,3,$n) == 4 say If I know those old alchemists, each one will say probably only tell you a single step in gold say making. You must speak to each of my predecessors say in the order of their lives in order to complete say the synthesis. (Each step of the synthesis will be say carried out by a different machine.) My advice to say you is to work out the order of the 6 alchemists say that have lived in the house before you try talking say to them. I will give you one more hint. I am the say sixth and final Lord Alchemist of the line. My tomb say awaits me in the crypt. Traditionally the heir to say the alchemist knowledge layed his master to rest. say I don't know who I will find to place my old bones say there when I leave this plane of exsistence. say If you bring me the key for the pit under my crypt say I may give you one more hint. endif ~ >give_prog i14407~ if quest (10,3,$n) == 4 smile say Thank you for my key. say I don't know who ran off with it. say Here is the hint I promised. mpquiet on cast 'giant strength' $n mpoload 14478 mpquiet off give proclamation $n mpjunk all endif ~ | #14410 yellow alchemist master~ the yellow corpse~ A yellow master alchemist rests in peace here.~ A remarkably well preserved body. It looks only a few days dead. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_SANCTUARY 550 S 50 BODY_HEAD|BODY_LEG BODY_HAND|BODY_FOOT 1d625+1197 3d6+34 70000 RACE_GNOME POS_RESTING POS_RESTING SEX_MALE >speech_prog libavius~ if quest (0,2,$n) == 1 if hasobjnum ($i) == 14446 say Ah, my toothbrush! Thank you very much. say You must have talked to my disciple. I see say that you want to convert your lion's blood to say Dragon's Venom, the next step in your quest for say gold. You must degrade the blood to fully free say up the elements. Take your blood and some fuel, say give it to the Furnace Golem and speak Burgschaft. say You can get the fuel in the pit below my crypt. say Here is the key. mpquiet on cast 'giant strength' $n mpquiet off mpoload 14410 give yellow $n say As for the next step you will have to ask my master. say Be sure to give him his labcoat before speaking his name! mpjunk all else say LEAVE ME ALONE! mpkill $n endif else say LEAVE ME ALONE! mpkill $n endif ~ >speech_prog beauvais~ if quest (0,2,$n) == 2 if hasobjnum ($i) == 14448 say Ah, my pelican flask! Thank you very much. say You must have talked to my disciple. I see say that you want to convert your lion's blood to say Dragon's Venom, the next step in your quest for say gold. You must degrade the blood to fully free say up the elements. Take your blood and some fuel, say give it to the Furnace Golem and speak Schrecklich. say You can get the fuel in the pit below my crypt. say Here is the key. mpquiet on cast 'giant strength' $n mpquiet off mpoload 14410 give yellow $n say As for the next step you will have to ask my master. say Be sure to give him his toothbrush before speaking his name! mpjunk all else say LEAVE ME ALONE! mpkill $n endif else say LEAVE ME ALONE! mpkill $n endif ~ >speech_prog albertus~ if quest (0,2,$n) == 3 if hasobjnum ($i) == 14450 say Ah, my brassier! Thank you very much. say You must have talked to my disciple. I see say that you want to convert your lion's blood to say Dragon's Venom, the next step in your quest for say gold. You must degrade the blood to fully free say up the elements. Take your blood and some fuel, say give it to the Furnace Golem and speak VERNUNFT. say You can get the fuel in the pit below my crypt. say Here is the key. mpquiet on cast 'giant strength' $n mpquiet off mpoload 14410 give yellow $n say As for the next step you will have to ask my master. say Be sure to give him his labcoat before speaking his name! mpjunk all else say LEAVE ME ALONE! mpkill $n endif else say LEAVE ME ALONE! mpkill $n endif ~ >fight_prog 15~ if position ($r) == pos_fighting mpecho $I breaks a small vial. mpechoat $r {160}You are drenched with acid! mpquiet on cast 'acid breath' $r mpquiet off endif ~ | #14411 blue alchemist master~ the blue corpse~ A blue master alchemist rests in peace here.~ A remarkably well preserved body. It looks only a few days dead. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_SANCTUARY 550 S 50 BODY_HEAD|BODY_LEG BODY_HAND|BODY_FOOT 1d625+1197 3d6+34 70000 RACE_GNOME POS_RESTING POS_RESTING SEX_MALE >speech_prog albertus~ if quest (0,2,$n) == 1 if hasobjnum ($i) == 14447 say Ah, my labcoat! Thank you very much. say You must have talked to my disciple. I see say that you want to convert your dragon's venom to say white silver, the next step in your quest for say gold. You must grow the silver out of the venom say soil by the process of leukosis. Take your venom say and some orpiment, give it to the Olembic Bottle say golem and speak the word Frohlockend. Orpiment will say catalyze the silver's growth. You can get it in say the pit below my crypt. Here is the key. mpoload 14406 give blue $n say As for the next step you will have to ask my master. say Give him his pelican flask before speaking his name. mpjunk all else say LEAVE ME ALONE! mpkill $n endif else say LEAVE ME ALONE! mpkill $n endif ~ >speech_prog rupescissca~ if quest (0,2,$n) == 2 if hasobjnum ($i) == 14449 say Ah, my goggles! Thank you very much. say You must have talked to my disciple. I see say that you want to convert your silver to crude say gold, the next step in your quest for pure say gold. You must complete the transmutation of say the metal by the process of xanthosis. Take say some silver and some theion hudor (or divine say water), give it to the Retort golem and speak say the word Distillierblase. You can get the say theion hudor in the pit below my crypt. say Here is the key. mpoload 14406 give blue $n say As for the next step you will have to ask my say master. Give him his lab coat and speak his say name and he may help you. else say LEAVE ME ALONE! mpkill $n endif else say LEAVE ME ALONE! mpkill $n endif ~ >speech_prog beauvais~ if quest (0,2,$n) == 3 if hasobjnum ($i) == 14446 say Ah, my toothbrush! Thank you very much. say You must have talked to my disciple. I see say that you want to purify your crude gold into say finished gold, the last step in your quest say for gold. You must burn away all of the say impurities in your sample. Take your crude say gold and some liquid air, give it to the Cupel say golem and speak the word Konigsfischer. You say can get the air in the pit below my crypt. say Here is the key. mpoload 14406 give blue $n say As for the next step you will have to ask my say master. Give him his pelican flask and speak say his name and he may help you. mpjunk all else say LEAVE ME ALONE! mpkill $n endif else say LEAVE ME ALONE! mpkill $n endif ~ >fight_prog 15~ if position ($r) == pos_fighting mpecho $I breaks a small vial. mpechoat $r {160}You feel a very cold wind blow over you! mpquiet on cast 'frost breath' $r mpquiet off endif ~ | #14412 orange alchemist master~ the orange corpse~ An orange master alchemist rests in peace.~ A remarkably well preserved body. It looks only a few days dead. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_SANCTUARY 550 S 50 BODY_HEAD|BODY_LEG BODY_HAND|BODY_FOOT 1d625+1197 3d6+34 70000 RACE_GNOME POS_RESTING POS_RESTING SEX_MALE >speech_prog beauvais~ if quest (0,2,$n) == 1 if hasobjnum ($i) == 14448 say Ah, my pelican flask! Thank you very much. say You must have talked to my disciple. I see that say you want to convert your silver to crude gold, say the next step in your quest for pure gold. You say must complete the transmutation of the metal by say the process of xanthosis. Take your silver and say some theion hudor (or divine water), give it to say the Retort golem and speak the word Unwandelbarkeit. say You can get the theion hudor in the pit below my say crypt. Here is the key. mpoload 14405 give orange $n say As for the next step you will have to ask my master. say Give him his goggles before speaking his name. mpjunk all else say LEAVE ME ALONE! mpkill $n endif else say LEAVE ME ALONE! mpkill $n endif ~ >speech_prog angelus~ if quest (0,2,$n) == 2 if hasobjnum ($i) == 14450 say Ah, my brassier! Thank you very much. say You must have talked to my disciple. I assume say now that you have learned to make gold that say you would like to become a full-fledged, royal say Alchemist! Unfortunately, I cannot help you there. say The Oath of the Alchemist can only be administered say by the living. Old Meldrum is too worn and tired say for the task... My wife tried to learn the secrets say of eternal life and other magic before I died. say Perhaps she is still alive and could help. Find her, say give her your golden nugget and speak her name. I say would tell it to you, but my heart could never take say it. How lonely the afterlife is... sniff say You might try finding one of my old love letters. say I hope that you find what you want. mpjunk all else say LEAVE ME ALONE! mpkill $n endif else say LEAVE ME ALONE! mpkill $n endif ~ >speech_prog rupescissca~ if quest (0,2,$n) == 3 if hasobjnum ($i) == 14447 say Ah, my lab coat! Thank you very much. say You must have talked to my disciple. I see that say you want to convert your dragon's venom to white say silver, the next step in your quest for gold. You say must grow the silver out of the venom soil by the say process of leukosis. Take your venom and some say orpiment, give it to the Olembic Bottle golem and say speak Zuruckkehren. Orpiment will catalyze the say silver's growth. You can get it in the pit below say my crypt. Here is the key. mpquiet on cast 'giant strength' $n mpquiet off mpoload 14405 give orange $n say As for the next step you will have to ask my master. say Give him his goggles before speaking his name. mpjunk all else say LEAVE ME ALONE! mpkill $n endif else say LEAVE ME ALONE! mpkill $n endif ~ >fight_prog 15~ if position ($r) == pos_fighting mpecho $I breaks a small vial. mpechoat $r {160}Lightning shoots from the broken glass right at you! mpquiet on cast 'lightning breath' $r mpquiet off endif ~ | #14413 green alchemist master~ the green corpse~ A green master alchemist rests in peace.~ A remarkably well preserved body. It looks only a few days dead. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_SANCTUARY 550 S 50 BODY_HEAD|BODY_LEG BODY_HAND|BODY_FOOT 1d625+1197 3d6+34 70000 RACE_GNOME POS_RESTING POS_RESTING SEX_MALE >speech_prog rupescissca~ if quest (0,2,$n) == 1 if hasobjnum ($i) == 14449 say Ah, my goggles! Thank you very much. say You must have talked to my disciple. I see that say you want to purify your crude gold into finished say gold, the last step in your quest for gold. You say must burn away all of the impurities in your sample. say Take your crude gold and some liquid air, give it to say the Cupel golem and speak the word Geduldspiel. You say can get the air in the pit below my crypt. say Here is the key. mpquiet on cast 'giant strength' $n mpquiet off mpoload 14408 give green $n say As for the next step you will have to ask my master. say Give him his brassier before speaking his name. mpjunk all else say LEAVE ME ALONE! mpkill $n endif else say LEAVE ME ALONE! mpkill $n endif ~ >speech_prog libavius~ if quest (0,2,$n) == 2 if hasobjnum ($i) == 14446 say Ah, my toothbrush! Thank you very much. say You must have talked to my disciple. I see that say you want to convert your dragon's venom to white say silver, the next step in your quest for gold. say You must grow the silver out of the venom soil by say the process of leukosis. Take your venom and some say orpiment, give it to the Olembic Bottle golem and say speak Umfahren. Orpiment will catalyze the silver's say growth. You can get it in the pit below my crypt. say Here is the key. mpquiet on cast 'giant strength' $n mpquiet off mpoload 14408 give green $n say As for the next step you will have to ask my master. say Give him his goggles before speaking his name. mpjunk all else say LEAVE ME ALONE! mpkill $n endif else say LEAVE ME ALONE! mpkill $n endif ~ >speech_prog angelus~ if quest (0,2,$n) == 3 if hasobjnum ($i) == 14448 say Ah, my pelican flask! Thank you very much. say You must have talked to my disciple. I see that say now that you have learned how to make gold say you would like to become a full-fledged, royal say Alchemist! Unfortunately, I cannot help you there. say The Oath of the Alchemist can only be administered say by the living. Old Meldrum is too worn and tired say for the task... My wife tried to learn the secrets say of eternal life and other magic before I died. say Perhaps she is still alive and could help. Find her, say give her your golden nugget and speak her name. I say would tell it to you, but my heart could never take say it. How lonely the afterlife is... sniff say You might try finding one of my old love letters. say I hope that you find what you want. mpjunk all else say LEAVE ME ALONE! mpkill $n endif else say LEAVE ME ALONE! mpkill $n endif ~ >fight_prog 15~ if position ($r) == pos_fighting mpecho $I breaks a small vial. mpechoat $r A green gas blows over you! mpquiet on cast 'gas breath' $r mpquiet off endif ~ | #14414 red alchemist master~ the red corpse~ A red master alchemist rests in peace.~ A remarkably well preserved body. It looks only a few days dead. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_SANCTUARY 550 S 50 BODY_HEAD|BODY_LEG BODY_HAND|BODY_FOOT 1d625+1197 3d6+34 70000 RACE_GNOME POS_RESTING POS_RESTING SEX_MALE >speech_prog angelus~ if quest (0,2,$n) == 1 if hasobjnum ($i) == 14450 say Ah, my brassier! Thank you very much. say You must have talked to my disciple. I see that say now that you have learned to make gold that say you would like to become a full-fledged, royal say Alchemist! Unfortunately, I cannot help you there. say The Oath of the Alchemist can only be administered say by the living. Old Meldrum is too worn and tired say for the task... My wife tried to learn the secrets say of eternal life and other magic before I died. say Perhaps she is still alive and could help. Find her, say give her your golden nugget and speak her name. I say would tell it to you, but my heart could never take say it. How lonely the afterlife is... sniff say You might try finding one of my old love letters. say I hope that you find what you want. mpjunk all else say LEAVE ME ALONE! mpkill $n endif else say LEAVE ME ALONE! mpkill $n endif ~ >speech_prog albertus~ if quest (0,2,$n) == 2 if hasobjnum ($i) == 14447 say Ah, my lab coat! Thank you very much. say You must have talked to my disciple. I see that say you want to purify your crude gold into finished say gold, the last step in your quest for gold. You say must burn away all of the impurities in your sample. say Take your crude gold and some liquid air, give it to say the Cupel golem and speak the word Verwirrung. You say can get the air in the pit below my crypt. say Here is the key. mpoload 14409 give red $n say As for the next step you will have to ask my master. say Give him his brassier before speaking his name and he say may help you. mpjunk all else say LEAVE ME ALONE! mpkill $n endif else say LEAVE ME ALONE! mpkill $n endif ~ >speech_prog libavius~ if quest (0,2,$n) == 3 if hasobjnum ($i) == 14449 say Ah, my goggles! Thank you very much. say You must have talked to my disciple. I see that say you want to convert your silver to crude gold, the say next step in your quest for pure gold. You must say complete the transmutation of the metal by the say process of xanthosis. Take your silver and some say theion hudor (or divine water), give it to the say Retort golem and speak the word Zyanwasserstoffsaure. say You can get the theion hudor in the pit below my say crypt. Here is the key. mpoload 14409 give red $n say As for the next step you will have to ask my master. say Give him his toothbrush before speaking his name and say he may help you. mpjunk all else say LEAVE ME ALONE! mpkill $n endif else say LEAVE ME ALONE! mpkill $n endif ~ >fight_prog 15~ if position ($r) == pos_fighting mpecho $I breaks a small vial. mpechoat $r Flames shoot out at you! mpquiet on cast 'fire breath' $r mpquiet off endif ~ | #14415 melting pot~ the pot golem~ A melting-mixing pot golem is wandering around here.~ The pot is very big and could hold a great deal of material. It seems eager to melt and mix something. ~ ACT_BODY AFF_DETECT_INVIS|AFF_SANCTUARY -5 S 50 BODY_LEG BODY_TORSO|BODY_LEG 1d625+1197 3d6+34 7000 0 POS_STANDING POS_STANDING SEX_MALE >speech_prog schwindel~ if quest (0,2,$n) == 1 if hasobjnum ($i) == 14423 if hasobjnum ($i) == 14418 if hasobjnum ($i) == 14424 if hasobjnum ($i) == 14426 mpjunk all mpquiet on cast 'giant strength' $n mpquiet off mpoload 14428 mpecho $I mixes up the ingredients. mpecho $I delivers a portion of Lion's blood. give blood $n if quest (2,1,$n) == 0 mpmset $n quest 2 1 1 endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I does not respond. endif ~ >speech_prog tuchtig~ if quest (0,2,$n) == 2 if hasobjnum ($i) == 14423 if hasobjnum ($i) == 14418 if hasobjnum ($i) == 14424 if hasobjnum ($i) == 14426 mpjunk all mpquiet on cast 'giant strength' $n mpquiet off mpoload 14428 mpecho $I mixes up the ingredients. mpecho $I delivers a portion of Lion's blood. give blood $n if quest (2,1,$n) == 0 mpmset $n quest 2 1 1 endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I does not respond. endif ~ >speech_prog zauberkunst~ if quest (0,2,$n) == 3 if hasobjnum ($i) == 14423 if hasobjnum ($i) == 14418 if hasobjnum ($i) == 14424 if hasobjnum ($i) == 14426 mpjunk all mpquiet on cast 'giant strength' $n mpquiet off mpoload 14428 mpecho $I mixes up the ingredients. mpecho $I delivers a portion of Lion's blood. give blood $n if quest (2,1,$n) == 0 mpmset $n quest 2 1 1 endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I does not respond. endif ~ | #14416 walking furnace~ the hot furnace~ A hot furnace is walking around here.~ The furnace keeps itself at a very high temperature. It seems eager to heat up something. ~ ACT_BODY AFF_DETECT_INVIS|AFF_SANCTUARY -5 S 50 BODY_LEG BODY_TORSO|BODY_LEG 1d625+1197 3d6+34 7000 0 POS_STANDING POS_STANDING SEX_MALE >speech_prog burgschaft~ if quest (0,2,$n) == 1 if hasobjnum ($i) == 14428 if hasobjnum ($i) == 14429 mpjunk all mpoload 14430 mpquiet on cast 'giant strength' $n mpquiet off mpecho $I heats up the lion's blood. mpecho $I delivers a portion of black Dragon's Venom. give venom $n if quest (3,1,$n) == 0 mpmset $n quest 3 1 1 endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I does not respond. endif ~ >speech_prog schrecklich~ if quest (0,2,$n) == 2 if hasobjnum ($i) == 14428 if hasobjnum ($i) == 14429 mpjunk all mpoload 14430 mpquiet on cast 'giant strength' $n mpquiet off mpecho $I heats up the lion's blood. mpecho $I delivers a portion of black Dragon's Venom. give venom $n if quest (3,1,$n) == 0 mpmset $n quest 3 1 1 endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I does not respond. endif ~ >speech_prog vernunft~ if quest (0,2,$n) == 3 if hasobjnum ($i) == 14428 if hasobjnum ($i) == 14429 mpjunk all mpoload 14430 mpquiet on cast 'giant strength' $n mpquiet off mpecho $I heats up the lion's blood. mpecho $I delivers a portion of black Dragon's Venom. give venom $n if quest (3,1,$n) == 0 mpmset $n quest 3 1 1 endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I does not respond. endif ~ >death_prog 99~ mpecho The golem's fire goes out. ~ | #14417 olembic bottle~ the bottle~ An olembic bottle is walking around here.~ The bottle has a wide bottom with small legs and a long neck. It's joy is to crystallize metals out of amorphous material. ~ ACT_BODY AFF_DETECT_INVIS|AFF_SANCTUARY -5 S 50 BODY_FOOT BODY_TORSO|BODY_FOOT 1d625+1197 3d6+34 7000 0 POS_STANDING POS_STANDING SEX_MALE >speech_prog frohlockend~ if quest (0,2,$n) == 1 if hasobjnum ($i) == 14430 if hasobjnum ($i) == 14431 mpjunk all mpoload 14432 mpquiet on cast 'giant strength' $n mpquiet off mpecho $I manages to produce some silver out of the Dragon's Venom. give silver $n if quest (4,1,$n) == 0 mpmset $n quest 4 1 1 endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I does not respond. endif ~ >speech_prog umfahren~ if quest (0,2,$n) == 2 if hasobjnum ($i) == 14430 if hasobjnum ($i) == 14431 mpjunk all mpoload 14432 mpquiet on cast 'giant strength' $n mpquiet off mpecho $I manages to produce some silver out of the Dragon's Venom. give silver $n if quest (4,1,$n) == 0 mpmset $n quest 4 1 1 endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I does not respond. endif ~ >speech_prog zuruckkehren~ if quest (0,2,$n) == 3 if hasobjnum ($i) == 14430 if hasobjnum ($i) == 14431 mpjunk all mpoload 14432 mpquiet on cast 'giant strength' $n mpquiet off mpecho $I manages to produce some silver out of the Dragon's Venom. give silver $n if quest (4,1,$n) == 0 mpmset $n quest 4 1 1 endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I does not respond. endif ~ >death_prog 99~ mpecho The olembic bottle smashes into many small pieces. ~ | #14418 retort~ the retort~ A retort is walking around here.~ The retort looks like what you would expect, except that it is walking around looking for something. ~ ACT_BODY AFF_DETECT_INVIS|AFF_SANCTUARY -5 S 50 BODY_FOOT BODY_TORSO|BODY_FOOT 1d625+1197 3d6+34 7000 0 POS_STANDING POS_STANDING SEX_MALE >speech_prog unwandelbarkeit~ if quest (0,2,$n) == 1 if hasobjnum ($i) == 14432 if hasobjnum ($i) == 14433 mpjunk all mpoload 14434 mpquiet on cast 'giant strength' $n mpquiet off mpecho $I manages to convert the silver into crude gold! give gold $n if quest (5,1,$n) == 0 mpmset $n quest 5 1 1 endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I does not respond. endif ~ >speech_prog distillierblase~ if quest (0,2,$n) == 2 if hasobjnum ($i) == 14432 if hasobjnum ($i) == 14433 mpjunk all mpoload 14434 mpquiet on cast 'giant strength' $n mpquiet off mpecho $I manages to convert the silver into crude gold! give gold $n if quest (5,1,$n) == 0 mpmset $n quest 5 1 1 endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I does not respond. endif ~ >speech_prog zyanwasserstoffsaure~ if quest (0,2,$n) == 3 if hasobjnum ($i) == 14432 if hasobjnum ($i) == 14433 mpjunk all mpoload 14434 mpquiet on cast 'giant strength' $n mpquiet off mpecho $I manages to convert the silver into crude gold! give gold $n if quest (5,1,$n) == 0 mpmset $n quest 5 1 1 endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I does not respond. endif ~ >death_prog 99~ mpecho The retort smashes into many small pieces. ~ | #14419 cupel~ the cupel~ A self-heating cupel is walking around here.~ The cupel is a large porcelain cup with legs and an eternal flame underneath for heating itself. ~ ACT_BODY AFF_DETECT_INVIS|AFF_SANCTUARY -5 S 50 BODY_FOOT BODY_TORSO|BODY_FOOT 1d625+1197 3d6+34 7000 0 POS_STANDING POS_STANDING SEX_MALE >speech_prog geduldspiel~ if quest (0,2,$n) == 1 if hasobjnum ($i) == 14434 if hasobjnum ($i) == 14435 mpjunk all mpoload 14436 mpquiet on cast 'giant strength' $n mpquiet off mpecho $I manages to purify your gold! give golden $n if quest (6,1,$n) == 0 mpmset $n quest 6 1 1 endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I does not respond. endif ~ >speech_prog verwirrung~ if quest (0,2,$n) == 2 if hasobjnum ($i) == 14434 if hasobjnum ($i) == 14435 mpjunk all mpoload 14436 mpquiet on cast 'giant strength' $n mpquiet off mpecho $I manages to purify your gold! give golden $n if quest (6,1,$n) == 0 mpmset $n quest 6 1 1 endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I does not respond. endif ~ >speech_prog konigsfischer~ if quest (0,2,$n) == 3 if hasobjnum ($i) == 14434 if hasobjnum ($i) == 14435 mpjunk all mpoload 14436 mpquiet on cast 'giant strength' $n mpquiet off mpecho $I manages to purify your gold! give golden $n if quest (6,1,$n) == 0 mpmset $n quest 6 1 1 endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I doesn't seem to have the right ingredients. endif else mpecho $I does not respond. endif ~ >death_prog 99~ if hasobjnum ($n) == 30900 or hasobjnum ($n) == 30967 or hasobjnum ($n) == 30968 or hasobjnum ($n) == 30969 if quest (30,1,$n) == 0 mpmset $n quest 30 1 1 mpoload 30914 mpforce $n HELP GUILDTOKEN mpquiet on cast 'giant strength' $n give i30914 $n mpquiet off endif endif mpecho $I is smashed into many small pieces. ~ | #14420 old female gnome~ the old lady~ An old female gnome wanders here, mumbling something to herself.~ She appears to be very old and quite blind. She doesn't see you at all. ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_SANCTUARY 750 S 5 BODY_HAND BODY_HEAD|BODY_HAND 1d6+27 1d5+3 70 RACE_GNOME POS_STANDING POS_STANDING SEX_FEMALE >speech_prog avilenna~ if quest (8,1,$n) == 1 say Greetings, fellow guild member. say Do you have any gold for me? smile else if hasobjnum ($i) == 14436 mpjunk all mpecho The old woman holds the gold in the palms of her gnarled hands. mpecho The gold changes shape and shrinks in her grasp. look $n say I see the proper qualities of an alchemist say in your soul. I will administer the oath of the say alchemists. If you take it, you will be a member of say the alchemist's guild and receive the symbol of our say organization as well as all of the benefits! say Do you swear allegiance to the Guild of Alchemists say of the Transcendental Empire of Gnomes? Do you say guarantee your silence in all matters alchemical? say Will you keep your knowledge of gold making secret say from the outside world? say Please answer with either I ACCEPT or I DECLINE. if quest (7,1,$n) == 0 mpmset $n quest 7 1 1 endif else if quest (10,3,$n) > 0 look $n say I can tell you know much about alchemy. say Bring me some gold and I will teach you say something marvelous. endif endif endif ~ >speech_prog accept~ if quest (7,2,$n) == 1 mpmset $n quest 8 1 1 smile if class ($n) > 3 mpoload 14400 else mpoload 14499 endif mpquiet on cast 'giant strength' $n cast 'remove curse' mpquiet off give medallion $n shout Welcome to the alchemist's guild $n! say Wear this medallian with pride and remember your oath. say It is more than just a symbol. bow say Good luck in your experiments, fellow alchemist else say Accept what? endif ~ >speech_prog decline~ if quest (7,1,$n) == 1 if quest (8,1,$n) != 1 mpmset $n quest 10 3 0 mpmset $n quest 7 1 0 mpmset $n quest 0 2 0 say I am sorry to hear that. Please leave this house say I have stripped you of all your knowledge of alchemy mpecho $I turns and looks away. endif endif ~ | #14421 pit viper blue~ the pit viper~ A multi-colored pit viper is coiled here.~ The serpent would be 20 feet long if stretched out. You wouldn't want to be caught in its coils! ~ ACT_SENTINEL|ACT_SCAVENGER|ACT_BODY AFF_DETECT_INVIS 250 S 32 BODY_HEAD|BODY_TAIL BODY_MOUTH|BODY_TAIL 3d5+600 2d5+23 500 0 POS_RESTING POS_RESTING SEX_NEUTRAL >rand_prog 20~ mpecho The viper follows you with its black eyes. ~ >fight_prog 20~ if rand (25) mpecho The viper's fangs dig deep! You don't feel so well. mpquiet on cast 'poison' $r mpquiet off else if rand (33) mpecho The viper crushes you with its coils! mpquiet on cast 'cause critical' $r mpquiet off else if rand (50) mpecho The viper gazes into your eyes! mpquiet on cast 'weaken' $r mpquiet off else mpecho The viper spits into your eyes! mpquiet on cast 'blindness' $r mpquiet off endif endif endif ~ >death_prog 99~ if quest (0,2,$n) == 1 mpecho The pit viper falls dead. You can now see what it was hiding. mpoload 14431 endif if quest (0,2,$n) == 2 mpecho The pit viper falls dead. You can now see what it was protecting. mpoload 14433 endif if quest (0,2,$n) == 3 mpecho The pit viper falls dead. You can now see what it was concealing. mpoload 14435 endif if quest (0,2,$n) == 0 mpecho The pit viper falls dead. You can now see what it was obscuring. endif ~ | #14422 pit viper orange~ the pit viper~ A multi-colored pit viper is coiled here.~ The serpent would be 20 feet long if stretched out. You wouldn't want to be caught in its coils! ~ ACT_SENTINEL|ACT_SCAVENGER|ACT_BODY AFF_DETECT_INVIS 250 S 32 BODY_HEAD|BODY_TAIL BODY_MOUTH|BODY_TAIL 3d5+600 2d5+23 500 0 POS_RESTING POS_RESTING SEX_NEUTRAL >rand_prog 20~ mpecho The viper follows you with its black eyes. ~ >fight_prog 20~ if rand (25) mpecho The viper's fangs dig deep! You don't feel so well. mpquiet on cast 'poison' $r mpquiet off else if rand (33) mpecho The viper crushes you with its coils! mpquiet on cast 'cause critical' $r mpquiet off else if rand (50) mpecho The viper gazes into your eyes! mpquiet on cast 'weaken' $r mpquiet off else mpecho The viper spits into your eyes! mpquiet on cast 'blindness' $r mpquiet off endif endif endif ~ >death_prog 99~ if quest (0,2,$n) == 1 mpecho The pit viper falls dead. You can now see what it was hiding. mpoload 14433 endif if quest (0,2,$n) == 2 mpecho The pit viper falls dead. You can now see what it was protecting. mpoload 14461 endif if quest (0,2,$n) == 3 mpecho The pit viper falls dead. You can now see what it was concealing. mpoload 14431 endif if quest (0,2,$n) == 0 mpecho The pit viper falls dead. You can now see what it was obscuring. endif ~ | #14423 pit viper green~ the pit viper~ A multi-colored pit viper is coiled here.~ The serpent would be 20 feet long if stretched out. You wouldn't want to be caught in its coils! ~ ACT_SENTINEL|ACT_SCAVENGER|ACT_BODY AFF_DETECT_INVIS 250 S 32 BODY_HEAD|BODY_TAIL BODY_MOUTH|BODY_TAIL 3d5+600 2d5+23 500 0 POS_RESTING POS_RESTING SEX_NEUTRAL >rand_prog 20~ mpecho The viper follows you with its black eyes. ~ >fight_prog 20~ if rand (25) mpecho The viper's fangs dig deep! You don't feel so well. mpquiet on cast 'poison' $r mpquiet off else if rand (33) mpecho The viper crushes you with its coils! mpquiet on cast 'cause critical' $r mpquiet off else if rand (50) mpecho The viper gazes into your eyes! mpquiet on cast 'weaken' $r mpquiet off else mpecho The viper spits into your eyes! mpquiet on cast 'blindness' $r mpquiet off endif endif endif ~ >death_prog 99~ if quest (0,2,$n) == 1 mpecho The pit viper falls dead. You can now see what it was hiding. mpoload 14435 endif if quest (0,2,$n) == 2 mpecho The pit viper falls dead. You can now see what it was protecting. mpoload 14431 endif if quest (0,2,$n) == 3 mpecho The pit viper falls dead. You can now see what it was concealing. mpoload 14461 endif if quest (0,2,$n) == 0 mpecho The pit viper falls dead. You can now see what it was obscuring. endif ~ | #14424 pit viper red~ the pit viper~ A multi-colored pit viper is coiled here.~ The serpent would be 20 feet long if stretched out. You wouldn't want to be caught in its coils! ~ ACT_SENTINEL|ACT_SCAVENGER|ACT_BODY AFF_DETECT_INVIS 250 S 32 BODY_HEAD|BODY_TAIL BODY_MOUTH|BODY_TAIL 3d5+600 2d5+23 500 0 POS_RESTING POS_RESTING SEX_NEUTRAL >rand_prog 20~ mpecho The viper follows you with its black eyes. ~ >fight_prog 20~ if rand (25) mpecho The viper's fangs dig deep! You don't feel so well. mpquiet on cast 'poison' $r mpquiet off else if rand (33) mpecho The viper crushes you with its coils! mpquiet on cast 'cause critical' $r mpquiet off else if rand (50) mpecho The viper gazes into your eyes! mpquiet on cast 'weaken' $r mpquiet off else mpecho The viper spits into your eyes! mpquiet on cast 'blindness' $r mpquiet off endif endif endif ~ >death_prog 99~ if quest (0,2,$n) == 1 mpecho The pit viper falls dead. You can now see what it was hiding. mpoload 14461 endif if quest (0,2,$n) == 2 mpecho The pit viper falls dead. You can now see what it was protecting. mpoload 14435 endif if quest (0,2,$n) == 3 mpecho The pit viper falls dead. You can now see what it was concealing. mpoload 14433 endif if quest (0,2,$n) == 0 mpecho The pit viper falls dead. You can now see what it was obscuring. endif ~ | #14425 pit viper yellow~ the pit viper~ A multi-colored pit viper is coiled here.~ The serpent would be 20 feet long if stretched out. You wouldn't want to be caught in its coils! ~ ACT_SENTINEL|ACT_SCAVENGER|ACT_BODY AFF_DETECT_INVIS 250 S 32 BODY_HEAD|BODY_TAIL BODY_MOUTH|BODY_TAIL 3d5+600 2d5+23 500 0 POS_RESTING POS_RESTING SEX_NEUTRAL >rand_prog 20~ mpecho The viper follows you with its black eyes. ~ >fight_prog 20~ if rand (25) mpecho The viper's fangs dig deep! You don't feel so well. mpquiet on cast 'poison' $r mpquiet off else if rand (33) mpecho The viper crushes you with its coils! mpquiet on cast 'cause critical' $r mpquiet off else if rand (50) mpecho The viper gazes into your eyes! mpquiet on cast 'weaken' $r mpquiet off else mpecho The viper spits into your eyes! mpquiet on cast 'blindness' $r mpquiet off endif endif endif ~ >death_prog 99~ if quest (0,2,$n) == 1 mpecho The pit viper falls dead. You can now see what it was hiding. mpoload 14429 endif if quest (0,2,$n) == 2 mpecho The pit viper falls dead. You can now see what it was protecting. mpoload 14429 endif if quest (0,2,$n) == 3 mpecho The pit viper falls dead. You can now see what it was concealing. mpoload 14429 endif if quest (0,2,$n) == 0 mpecho The pit viper falls dead. You can now see what it was obscuring. endif ~ | #14426 giant yellow bat~ the giant yellow bat~ A giant yellow bat swoops here.~ It is not very different from a normal bat, except in its size, strength and color. ~ ACT_WIMPY|ACT_BODY AFF_DETECT_INVIS|AFF_FLYING|AFF_HUNT -300 S 26 BODY_EYE|BODY_WING BODY_MOUTH|BODY_WING|BODY_CLAW 4d7+500 3d6+17 1100 0 POS_STANDING POS_STANDING SEX_NEUTRAL >death_prog 99~ if quest (0,2,$n) == 1 mpoload 14422 mpecho The bat quivers and falls dead. endif if quest (0,2,$n) == 2 mpoload 14464 mpecho The bat quivers and falls dead. endif if quest (0,2,$n) == 3 mpoload 14465 mpecho The bat quivers and falls dead. endif if quest (0,2,$n) == 0 mpoload 14468 mpecho The bat quivers and falls dead. endif ~ | #14427 alchemist apprentice~ the apprentice~ An alchemist's apprentice is collecting some minerals here.~ The apprentice is older than you would expect. Shouldn't he be done with his training by now? ~ ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE 0 150 S 20 BODY_HEAD|BODY_ARM BODY_LEG 2d25+330 3d6+14 7500 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL >rand_prog 10~ if rand (50) say I wish I could find the materials to make Gold! else mpecho The apprentice notices an interesting crystal and picks it up. endif ~ >speech_prog gold~ say I am training to be an alchemist. One day I will say live in luxury when I can make my own gold. My say Master is living in the back of a potion shop not say far from here. Follow the path between the two say boulders to get there. I use the Stone trail to say find my way to the boulders. ~ >speech_prog master~ say He was once a great alchemist and a lord in the say old empire. He knows how to make Gold, but he say won't tell me. Maybe you would have better luck say talking to him. ~ >speech_prog stone~ say Each step you take should lead to a spot with more say stones. Look up when you find the five stone marker. say Ta-dah! You're there. smile ~ | #14428 surly young gnome~ the young gnome~ A surly young gnome ignores you here.~ By his manner you can tell that this young snipe is not the owner of this shop. Only a relative would put up with such a bad employee. ~ ACT_SENTINEL|ACT_SMART 0 -50 S 10 0 0 1d25+81 2d6+5 10 0 POS_RESTING POS_RESTING SEX_MALE >rand_prog 10~ if rand (15) spit else if rand (20) mpecho The surly young gnome sneaks a peek at a magazine. else mpecho The surly young gnome hums a little tune. endif endif ~ >speech_prog meldrum~ say What, you want to see the old fool? I'll sell say you the key to the back room where he is now. say I doubt if you will make any sense of what he say says, however. ~ >speech_prog gold~ say You want to make some gold? say I have some catalyst right here that will change say ordinary rocks into gold. I would love to sell say you some. Just pour the catalyst into a bag of say stones and shake it up. Instant Wealth! ~ | #0 #SHOPS 14428 ITEM_TYPE_KEY ITEM_TYPE_POTION ITEM_TYPE_DRINK_CON ITEM_TYPE_TREASURE ITEM_TYPE_NOTHING 100 50 6 18 0 #SPECIALS S #OBJECTS #14400 alchemist guild medallion~ the alchemist's medallion~ An official alchemist's guild membership medallion lies here.~ An oversized disk made out of pure gold hanging from a heavy chain. Inscribed on one face is the Alchemist's Creed: The alchemist will always strive to protect the secrets of the guild. It also mentions the ability to use a command called "BAR" that will enable you to create a gold bar worth 1,000,000 coins from the gold you carry on your person. On the other side is a portrait of Nicosia, whom everyone knows as the first Queen of the Tregganu Dynasty who united the seven historic tribes of the gnomes to defend their homeland in the Lampertium Wars. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_NECK|ITEM_WEAR_ABOUT 14 0 0 0 0 0 0 0 25 1000000 50 A APPLY_HIT 40 0 A APPLY_DEX 1 0 A APPLY_STR 1 0 P 1 TRIG_UNKNOWN 100 bar OPROG_IF OIF_USER_GOLD > 999999 2 8 P 2 TRIG_VOID OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 10 P 3 TRIG_VOID OPROG_ECHO You rub the medallion in your hands.~ P 3 TRIG_VOID OPROG_ECHO You concentrate on the medallion.~ P 3 TRIG_VOID OPROG_GOD_COMMAND mpmadd $ gold -1000000 mpoload 14480~ P 3 TRIG_VOID OPROG_ECHO You create a bar of gold!~ P 8 TRIG_VOID OPROG_ECHO You do not have enough gold to do that.~ P 10 TRIG_VOID OPROG_ECHO You must wear the medallion to do that.~ #14401 rusty key~ the rusty key~ A rusty key balances on edge here.~ The rusty key obviously hasn't been turned in a lock for a long time. ~ ITEM_TYPE_KEY 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 4 0 0 0 0 0 0 0 1 10 1 #14402 fireproof cabinet~ a fireproof cabinet~ A fireproof cabinet sits in the corner here.~ The cabinet has a small keyhole. Painted on the outside of the cabinet are the words: Caution: Flammable Materials. In case of fire do not open this cabinet. ~ ITEM_TYPE_CONTAINER 0 ITEM_WEAR_TAKE 25 CONT_LOCKED 14411 0 0 0 0 0 250 10 1 #14403 skeleton key~ the skeleton key~ A skeleton key lies here.~ The skeleton key is designed to open many household locks. ~ ITEM_TYPE_KEY 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 4 0 0 0 0 0 0 0 1 10 1 #14404 massive key~ the massive key~ A massive key lies here.~ The massive key is designed to open very large and strong locks. ~ ITEM_TYPE_KEY 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 32 0 0 0 0 0 0 0 10 10 1 #14405 orange key~ the orange key~ An orange key lies here.~ The orange key is made of a material that you can't recognize. ~ ITEM_TYPE_KEY ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 4 0 0 0 0 0 0 0 2 10 1 #14406 blue key~ the blue key~ A blue key lies here.~ The blue key is made of a material that you can't recognize. ~ ITEM_TYPE_KEY ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 4 0 0 0 0 0 0 0 2 10 1 #14407 indigo key~ the indigo key~ An indigo key lies here.~ The indigo key is made of a material that you can't recognize. ~ ITEM_TYPE_KEY ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 4 0 0 0 0 0 0 0 2 10 1 #14408 green key~ the green key~ A green key lies here.~ The green key is made of a material that you can't recognize. ~ ITEM_TYPE_KEY ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 4 0 0 0 0 0 0 0 2 10 1 #14409 red key~ the red key~ A red key lies here.~ The red key is made of a material that you can't recognize. ~ ITEM_TYPE_KEY ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 4 0 0 0 0 0 0 0 2 10 1 #14410 yellow key~ the yellow key~ A yellow key lies here.~ The yellow key is made of a material that you can't recognize (i.e. not gold). ~ ITEM_TYPE_KEY ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 4 0 0 0 0 0 0 0 2 10 1 #14411 small key~ the small key~ A small key lies here.~ The small key is good for opening small locks. ~ ITEM_TYPE_KEY 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 8 0 0 0 0 0 0 0 1 10 1 #14412 slime~ the sink slime~ Slime lines the edges of the sink here.~ It is green and has a slightly musty odor. ~ ITEM_TYPE_ARMOR ITEM_FLAG_GLOW|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_HEAD -4 0 0 0 0 0 0 0 3 10 7 #14413 residue tar~ the chemical residue~ A sticky chemical residue covers the floor here.~ It is a mixture of the many liquids and solids from the broken bottles. The various substances have reacted with each other, leaving only this sticky black tar behind. ~ ITEM_TYPE_TRASH ITEM_FLAG_GLOW 0 0 0 0 0 0 0 0 0 20 10 1 #14414 spirits~ the wood spirits~ A bottle of wood spirits lies here.~ The label says: Liberated from the largest of oak trees with a dash of holly. ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 3 3 LIQ_SALTWATER 0 0 0 0 0 3 150 1 #14415 alcohol~ the grain alcohol~ A bottle of grain alcohol sits here.~ The label says: Liberated from a mixture of 3 parts wheat, 1 part rye and 1 part barley. ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 5 5 LIQ_FIREBRT 0 0 0 0 0 5 200 1 #14416 water~ the distilled water~ A bottle of distilled water sits here.~ The label says: Liberated from sewer water under a full moon. ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 5 5 LIQ_WATER 0 0 0 0 0 5 10 1 #14417 lye~ the lye~ A bottle of lye sits here.~ The label says: Prepared by the following method: One a dark night with a strong wind, limestone is heated in a furnace. Water is poured onto the resulting solid (quick lime) which causes the water to boil for a time. After cooling, the newly obtained slaked lime is mixed with soda ash. The reconstituted limestone is filtered away to give lye. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 5 200 1 #14418 salt peter~ the salt peter~ A bottle of salt peter sits here.~ The label says: Mined in the high caves of the Carthage Mountains. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 10 200 1 #14419 trash can~ the trash can~ A trash can sits next to the desk here.~ A very ornate receptacle for keeping unneeded pieces of paper. ~ ITEM_TYPE_CONTAINER 0 0 5 0 -1 0 0 0 0 0 100 20 1 #14420 desk drawer~ the desk~ A desk with only one remaining drawer is here.~ Once a fine desk make of cherry wood, it is now covered with claw marks. All but one of the drawers have been pulled out and torn apart. One of the legs has been chewed like a bone. ~ ITEM_TYPE_CONTAINER 0 0 5 CONT_PICKPROOF 14411 0 0 0 0 0 250 20 1 #14421 rosy paper~ a rosy piece of paper~ A rosy piece of paper sits here.~ A very expensive grade of paper, tinted a rosy color, has some writing on it. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 1 E writing~ Dear RUPESCISSA, I am pleased to inform you that you have been chosen from among scores of applicants to receive the job as my apprentice. Should you choose to accept this offer, you will be bound to serve me until you have laid me to rest in the family crypt. In return I will teach you all of the secrets of alchemy and make you sole heir to all of my fortunes and titles. Upon my death you will take on a new apprentice and teach him all that you know, so that my knowledge will not be lost in the mists of the future. I am looking forward to your arrival at my estate. ANGELUS, Master Red Alchemist ~ #14422 thick paper~ a thick piece of paper~ A thick piece of paper sits here.~ A very expensive grade of paper has some writing on it. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 1 E writing~ Dear ALBERTUS, I am pleased to inform you that you have been chosen from among scores of applicants to receive the job as my apprentice Should you choose to accept this offer, you will be bound to serve me until you have laid me to rest in the family crypt. In return I will teach you all of the secrets of alchemy and make you sole heir to all of my fortunes and titles. Upon my death you will take on a new apprentice and teach him all that you know, just as my master RUPESCISSCA did before me, so that the knowledge of our line will not be lost in the mists of the future. I am looking forward to your arrival at my estate. BEAUVAIS, Master Orange Alchemist ~ #14423 chunk lead~ the chunk of lead~ A chunk of lead sits on the floor here.~ It is gray and irregularly shaped. ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE WEAPONTYPE_MACE 1 4 WEAPON_CRUSH 0 0 0 0 15 10 1 #14424 stomach medicine~ the stomach medicine~ A bottle of stomach medicine is here.~ A big brown bottle with a label. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 10 200 1 E label~ The label says: To induce vomiting take only one spoonful. Warning: Contains 76% Alum. Use sparingly. ~ #14425 aspirin tablet~ the tablet of aspirin~ An aspirin tablet lies here.~ A small white pill with the word 'ASPIRIN' printed on it. ~ ITEM_TYPE_PILL 0 ITEM_WEAR_TAKE 15 SPELL_CURE_LIGHT -1 -1 0 0 0 0 1 500 18 #14426 thermometer~ the thermometer~ A thermometer hangs from the ceiling here.~ A long glass tube with markings you can't make out. Inside is some silvery liquid. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 2 200 1 #14427 bread butter~ the bread and butter~ A thick piece of bread loaded with rich creamy butter is here.~ It sure looks good! ~ ITEM_TYPE_FOOD ITEM_FLAG_GLOW ITEM_WEAR_TAKE 3 0 0 0 0 0 0 0 2 200 1 #14428 lion's blood~ the lion's blood~ A large amount of lion's blood is here.~ A complex mixture of metal and salts. ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 25 10 1 #14429 pile coke~ the pile of coke~ A pile of coke sits here.~ Soft black rocks. They would burn really well. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 25 20 1 #14430 dragon's venom~ the dragon's venom~ Some dragon's venom sits here.~ The base metal has been reduced to its basic constituents. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 25 10 1 #14431 orpiment~ the orpiment~ An orpiment potion sits here.~ The bottle is green. You can't tell what's inside. ~ ITEM_TYPE_POTION 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 15 SPELL_BLINDNESS -1 -1 0 0 0 0 1 2000 13 #14432 white silver~ the white silver~ A piece of white silver sits here.~ The silver is very white...is it silver at all? ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 25 50000 1 #14433 bottle thion hudor~ the thion hudor~ A bottle of thion hudor sits here.~ A yellow liquid. ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 1 1 LIQ_WATER 0 0 0 0 0 10 200 1 #14434 crude gold ingot~ the crude gold~ An ingot of crude gold sits here.~ You see flecks of gold in the stone matrix. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 25 2000 1 #14435 liquefied air~ the liquefied air~ Some liquefied air sits here.~ A strong potion bottle holds air that has been concentrated into liquid. ~ ITEM_TYPE_POTION ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 25 SPELL_HARM -1 -1 0 0 0 0 5 5000 21 #14436 golden nugget~ the golden nugget~ A golden nugget sits here.~ This is real gold...and a lot of it! Homemade and of the highest quality. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 30 1000000 1 #14437 golden dust~ the golden dust~ Golden dust covers everything here.~ On closer examination you see that it is not gold, just ground brimstone. ~ ITEM_TYPE_TREASURE ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 2 10 1 #14438 bed~ the bed~ A torn up bed is here.~ The fine bed is now a piece of junk. ~ ITEM_TYPE_CONTAINER 0 0 5 CONT_CLOSEABLE -1 0 0 0 0 0 53 20 1 #14439 cabinet medicine~ the medicine cabinet~ A medicine cabinet is here.~ The medicine cabinet has a mirror on the front. ~ ITEM_TYPE_CONTAINER 0 0 50 CONT_CLOSEABLE -1 0 0 0 0 0 5 20 4 E mirror~ A scary face looks back at you. ~ #14440 sink pump~ the pump in the sink~ A pump with a sink is here.~ You could probably get some water out of the pump if you wanted. ~ ITEM_TYPE_FOUNTAIN 0 0 0 0 LIQ_WATER 0 0 0 0 0 25 10 1 #14441 brass tub~ the brass tub~ A large brass tub sits here.~ It is big and heavy. It would be hard to lift. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 400 75 1 #14442 ice box~ the ice box~ An ice box sits here.~ The ice box is pretty solid. It has taken a lot of abuse from creatures trying to open it. ~ ITEM_TYPE_CONTAINER 0 0 20 CONT_CLOSEABLE -1 0 0 0 0 0 150 20 2 #14443 dirty glass~ the dirty glass~ A dirty glass sits on the floor sits here.~ There is something in the bottom of the dirty glass. ~ ITEM_TYPE_CONTAINER 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 5 0 -1 0 0 0 0 0 3 10 1 #14444 spider~ the dead spider~ A dead spider is here.~ It's certainly dead. Hungry?. ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 2 0 0 0 0 0 0 0 1 50 35 #14445 binder~ the paper binder~ A paper binder is here.~ The paper binder binds a big sheaf of papers in a random order. You might find something useful inside. ~ ITEM_TYPE_CONTAINER 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 20 CONT_CLOSEABLE -1 0 0 0 0 0 150 20 2 #14446 tooth brush toothbrush~ the toothbrush~ A toothbrush is here.~ The toothbrush is certainly past its prime. The bristles are all bent and yellowed. You decide that if you wanted to brush your teeth, you should get a different brush. ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 2 10 15 #14447 filthy labcoat coat~ the filthy labcoat~ A filthy labcoat lies crumpled on the floor.~ A large baggy coat (once white, now many colors), worn in the laboratory to protect one's clothes from chemical spills. This one is wearing more alchemestry than most adepts will ever know about. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 1 0 0 0 0 0 0 0 2 50000 30 A APPLY_INT 3 0 #14448 pelican flask~ the pelican flask~ A pelican flask sits here.~ The pelican flask is a piece of glass alchemical apparatus. It has a round bottom and a long narrow neck which comes out of the top of the flask and curves to a dripping tip that points downward outside the radius of the body of the flask. ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 5 0 LIQ_WATER 0 0 0 0 0 5 5000 15 #14449 goggles pair~ the goggles~ A pair of goggles sits here.~ They appear to be some sort of eye protection for laboratory use. They are made of a strong, but flexible material that you do not recognize. The lenses in the front are very opaque. ~ ITEM_TYPE_ARMOR ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 8 0 0 0 0 0 0 0 2 10000 30 A APPLY_HIT 20 0 #14450 fiery brassier handles~ the fiery brassier~ A fiery brassier sits here.~ The brassier is used as a source of heat...and this one is still hot. You can hold it by the handles and not get burned. ~ ITEM_TYPE_WAND ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 35 3 1 SPELL_FIREBALL 0 0 0 0 10 25000 25 #14451 benzylidenebenzenesulfonamide sulfonamide~ the benzylidenebenzenesulfonamide~ A flask of benzylidenebenzenesulfonamide bubbles here.~ A foul smelling green liquid. ~ ITEM_TYPE_POTION 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 35 SPELL_ARMOR SPELL_SHIELD SPELL_PROTECTION_EVIL 0 0 0 0 2 45000 30 #14452 aminopropyltriethoxysilane silane~ the aminopropyltriethoxysilane~ A flask of aminopropyltriethoxysilane bubbles here.~ A foul smelling clear liquid. ~ ITEM_TYPE_POTION 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 35 SPELL_CURE_LIGHT -1 -1 0 0 0 0 2 40000 30 #14453 thymolphthalein phthalein~ the thymolphthalein~ A flask of thymolphthalein bubbles here.~ A foul smelling blue liquid. ~ ITEM_TYPE_POTION 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 35 SPELL_CURE_LIGHT -1 -1 0 0 0 0 2 40000 30 #14454 eicosafluorononane nonane~ the eicosafluorononane~ A flask of eicosafluorononane bubbles here.~ A foul smelling clear liquid. ~ ITEM_TYPE_POTION 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 35 SPELL_MIRROR_IMAGE -1 -1 0 0 0 0 2 40000 30 #14455 yohimbine~ the yohimbine~ A flask of yohimbine bubbles here.~ A foul smelling yellowish liquid. ~ ITEM_TYPE_POTION 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 15 SPELL_POISON -1 -1 0 0 0 0 2 4000 20 #14456 benzyloxytryptamine amine~ the benzyloxytryptamine~ A flask of benzyloxytryptamine bubbles here.~ A foul smelling clear liquid. ~ ITEM_TYPE_POTION 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 25 SPELL_GIANT_STRENGTH -1 -1 0 0 0 0 2 20000 30 #14457 hematoxylin~ the hematoxylin~ A flask of hematoxylin bubbles here.~ A foul smelling clear liquid. ~ ITEM_TYPE_POTION 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 15 SPELL_CURE_POISON -1 -1 0 0 0 0 2 20000 15 #14458 auramine~ the auramine~ A flask of auramine bubbles here.~ A foul smelling clear liquid. ~ ITEM_TYPE_POTION ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 15 SPELL_BLESS -1 -1 0 0 0 0 2 20000 15 #14459 eriochrome~ the eriochrome~ A flask of eriochrome bubbles here.~ A foul smelling turbid liquid. ~ ITEM_TYPE_POTION 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 15 SPELL_CURE_BLINDNESS -1 -1 0 0 0 0 2 20000 15 #14460 calmagite~ the calmagite~ A flask of calmagite bubbles here.~ A foul smelling pink liquid. ~ ITEM_TYPE_POTION 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 15 SPELL_SLEEP -1 -1 0 0 0 0 2 20000 15 #14461 cheap paper~ a cheap piece of paper~ A cheap piece of paper sits here.~ A very cheap grade of paper, ripped and chewed on, has some writing on it. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 1 E writing~ My Dear Wife, You are the sprinkle that creates the potion of my love, the eerie magic spoken only by unknown spirits but which brings a sense of calm to my child-like vision. I am innocent and free Avilenna, since I met you. It is like a perfectly concocted mixture of science and sentiment. With the purest of love, ANGELUS, Master Alchemist ~ #14462 rosy paper~ a rosy piece of paper~ A rosy piece of paper sits here.~ A very expensive grade of paper, tinted a rosy color, has some printing on it. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 1 E printing~ Dear ALBERTUS, I am pleased to inform you that you have been chosen from among scores of applicants to receive the job as my apprentice. Should you choose to accept this offer, you will be bound to serve me until you have laid me to rest in the family crypt. In return I will teach you all of the secrets of alchemy and make you sole heir to all of my fortunes and titles. Upon my death you will take on a new apprentice and teach him all that you know, so that my knowledge will not be lost in the mists of the future. I am looking forward to your arrival at my estate. ANGELUS, Master Orange Alchemist ~ #14463 rosy paper~ a rosy piece of paper~ A rosy piece of paper sits here.~ A very expensive grade of paper, tinted a rosy color, has some printing on it. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 1 E printing~ Dear BEAUVAIS, I am pleased to inform you that you have been chosen from among scores of applicants to receive the job as my apprentice. Should you choose to accept this offer, you will be bound to serve me until you have laid me to rest in the family crypt. In return I will teach you all of the secrets of alchemy and make you sole heir to all of my fortunes and titles. Upon my death you will take on a new apprentice and teach him all that you know, so that my knowledge will not be lost in the mists of the future. I am looking forward to your arrival at my estate. ANGELUS, Master Green Alchemist ~ #14464 thick paper~ a thick piece of paper~ A thick piece of paper sits here.~ A very expensive grade of paper has some markings on it. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 1 E markings~ Dear LIBAVIUS, I am pleased to inform you that you have been chosen from among scores of applicants to receive the job as my apprentice. Should you choose to accept this offer, you will be bound to serve me until you have laid me to rest in the family crypt. In return I will teach you all of the secrets of alchemy and make you sole heir to all of my fortunes and titles. Upon my death you will take on a new apprentice and teach him all that you know, just as my master ALBERTUS did before me, so that the knowledge of our line will not be lost in the mists of the future. I am looking forward to your arrival at my estate. RUPESCISSCA, Master Blue Alchemist ~ #14465 thick paper~ a thick piece of paper~ A thick piece of paper sits here.~ A very expensive grade of paper has some markings on it. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 1 E markings~ Dear RUPESCISSCA, I am pleased to inform you that you have been chosen from among scores of applicants to receive the job as my apprentice. Should you choose to accept this offer, you will be bound to serve me until you have laid me to rest in the family crypt. In return I will teach you all of the secrets of alchemy and make you sole heir to all of my fortunes and titles. Upon my death you will take on a new apprentice and teach him all that you know, just as my master BEAUVAIS did before me, so that the knowledge of our line will not be lost in the mists of the future. I am looking forward to your arrival at my estate. LIBAVIUS, Master Red Alchemist ~ #14466 squalene~ the squalene~ A flask of squalene bubbles here.~ A foul smelling colorless liquid. ~ ITEM_TYPE_POTION 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 25 SPELL_REMOVE_CURSE -1 -1 0 0 0 0 2 3500 35 #14467 bloody staff~ the bloody staff~ A bloody staff lies on the ground here.~ The staff is made of stout wood and has seen a lot of use. ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_STAFF 2 10 WEAPON_POUND 0 0 0 0 25 50000 25 A APPLY_SAVING_BREATH -3 0 #14468 sheet paper~ a sheet of paper~ A sheet of paper sits here.~ A sheet of paper has some marks on it. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 1 E marks~ Memo # 68 Note: Please keep all memos on file in order! Health Warning: It has been found that the furnace golem has been releasing a great deal of fumes during its operation. A request has been placed for a repair- gnome to fix this small problem. In the meantime, it is suggested that anyone using the furnace eat a large piece of bread covered with lots of butter to lessen the effect of the fumes. The management does not want to see a repeat of the BERTHOLLET incident (see memo #67). The Management ~ #14469 small vial~ the small vial~ A small vial of liquid lies here.~ A foul smelling colorless liquid. ~ ITEM_TYPE_POTION ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 25 SPELL_BLINDNESS -1 -1 0 0 0 0 2 3500 35 #14470 green elixir life~ the elixir of life~ A green bottle labeled "the elixir of life" sits here.~ A foul smelling green liquid. ~ ITEM_TYPE_POTION ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 30 SPELL_SLEEP SPELL_CHANGE_SEX -1 0 0 0 0 2 100000 30 #14471 gold catalyst vial~ the gold making catalyst~ A small vial of gold making catalyst is here.~ A golden colored liquid. ~ ITEM_TYPE_POTION ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 20 SPELL_BLINDNESS -1 -1 0 0 0 0 2 75000 20 #14472 curse potion~ the curse potion~ A curse potion is here.~ A black colored liquid. ~ ITEM_TYPE_POTION ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 20 SPELL_FLY SPELL_CURSE -1 0 0 0 0 2 75000 20 #14473 spring tonic~ the spring tonic~ A bottle of spring tonic lies here.~ A bottle of dark liquid. The label reads: Cleans out your system and prepares you for a busy day! Extends life! ~ ITEM_TYPE_DRINK_CON ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 2 2 LIQ_WHISKY 0 0 0 0 0 2 5000 15 #14474 crypt cloak~ the crypt keeper's cloak~ A dark colored cloak lies here.~ The cloak is very old indeed! ~ ITEM_TYPE_ARMOR ITEM_FLAG_INVIS|ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_BODY|ITEM_WEAR_ABOUT 12 0 0 0 0 0 0 0 15 200000 43 A APPLY_SAVING_SPELL -4 0 A APPLY_DEX 2 0 #14475 bright key~ the bright key~ A key that shines in the light sits here.~ It is brighter than you think. ~ ITEM_TYPE_KEY ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 4 0 0 0 0 0 0 0 3 100000 20 #14476 turtle juice~ the turtle juice~ A bottle of turtle juice sits here.~ A bottle of dark liquid. ~ ITEM_TYPE_POTION ITEM_FLAG_GLOW ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 20 SPELL_STONE_SKIN -1 -1 0 0 0 0 2 50000 20 #14477 bag of rocks~ the bag of rocks~ A bag of rocks sits here.~ Inside the bag are rocks of various colors and shapes collected from the surrounding area. ~ ITEM_TYPE_CONTAINER 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 25 0 0 0 0 0 0 0 1 10 1 #14478 proclamation~ an ornate proclamation~ An ornate proclamation in a glass case stands here.~ The proclamation has some ornate script written upon it. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 1 E script~ By Order of His Most Royal Highness {070} Heifetz Ugarteche Korzybski Reuchlin Landowska Lord of N'Djamena Prince of Peraea and Galati Overseer of Skagerak and Shang-ch'iu and King of the Transendental Empire of Gnomes {300} The common-gnome previously known as Angelus is hereby granted the title in saecula saeculorum First Earl of Sochi, Keeper of the Royal Ravens, and Emperial Alchemist of the Transendental Empire of Gnomes in recognition of his supergnomish efforts in wresting the Ancient Crown of the Gnome Empire from The Onychophoran Troglodyte. May he and his heirs serve pro rege, lege et grege throughout novus ordo seclorum, building a monumentum aere perennuis in service to gnomekind. {070} signed this 14th day of the 13th month of the 45th year of his highness's most beautific reign ~ #14479 scorched ring black~ the scorched ring of black~ A ring scorched black sits here.~ The ring has spent a long time in a very hot place. You would have thought that it would have been destroyed by the heat. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_FINGER 3 0 0 0 0 0 0 0 1 200000 10 A APPLY_CON 2 0 #14480 gold bar~ a bar of gold~ A bar of gold sits here.~ The gold looks to be worth about one million coins. You can cash it into coins by typing: MELT. Note that typically 5 percent of the value will be lost when melted. ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 10 1000000 20 P 1 TRIG_UNKNOWN 100 melt OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 10 P 2 TRIG_VOID OPROG_IF OIF_USER_GOLD < 94049999 3 11 P 3 TRIG_VOID OPROG_ECHO You melt the bar of gold and add 950,000 coins to your wealth.~ P 3 TRIG_VOID OPROG_GOD_COMMAND mpmadd $ gold 950000~ P 3 TRIG_VOID OPROG_JUNK P 10 TRIG_VOID OPROG_ECHO You must hold the bar in order to melt it.~ P 11 TRIG_VOID OPROG_ECHO You have too much gold already to do that.~ #14499 alchemist guild medallion~ the alchemist's medallion~ An official alchemist's guild membership medallion lies here.~ An oversized disk made out of pure gold hanging from a heavy chain. Inscribed on one face is the Alchemist's Creed: The alchemist will always strive to protect the secrets of the guild. It also mentions the ability to use a command called "BAR" that will enable you to create a gold bar worth 1,000,000 coins from the gold you carry on your person. On the other side is a portrait of Nicosia, whom everyone knows as the first Queen of the Tregganu Dynasty who united the seven historic tribes of the gnomes to defend their homeland in the Lampertium Wars. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_NECK|ITEM_WEAR_ABOUT 10 0 0 0 0 0 0 0 25 978000 50 A APPLY_DAMROLL 6 0 A APPLY_DEX 1 0 A APPLY_STR 1 0 #0 #ROOMS #14400 mob chute~ You shouldn't be here ~ 0 0 SECT_INSIDE DDIR_NORTH North~ ~ 0 -1 14411 DDIR_EAST East~ ~ 0 -1 14412 DDIR_SOUTH South~ ~ 0 -1 14413 DDIR_WEST West~ ~ 0 -1 14414 DDIR_UP Up~ ~ 0 -1 14415 DDIR_DOWN Down~ ~ 0 -1 14416 S #14401 The Plateau Entrance~ As you continue up the path you notice that there is little vegetation.. In fact there is practically no plant life to be seen within a mile or so of where you are. Here and there are large areas of bare rock colored green, red and black. The road continues east and down. ~ 0 0 SECT_FIELD DDIR_EAST Through the smog to the east you see a small hut north of the road.~ ~ 0 -1 14402 DDIR_DOWN You can return down to the barren hills.~ ~ 0 -1 14454 S #14402 By The Hut~ The vegetation is completely gone. Strange metal contraptions stand rusting next to a small hut to the north. A large SIGN hangs next to the door to the hut. ~ 0 0 SECT_FIELD DDIR_NORTH A small simple hut.~ door~ EX_ISDOOR|EX_CLOSED -1 14444 DDIR_EAST You see nothing though the smog to the east.~ ~ 0 -1 14404 DDIR_WEST You see nothing though the smog to the west.~ ~ 0 -1 14401 E hut~ The hut is very small. ~ E metal contraptions~ You have no idea what they are or what they may be for. ~ E sign large~ The old faded sign says: {070} Meldrum's Discount Potions and Elixirs Serving the Area for 25 years. Specializing in health maintenance and the Transmutation of metals. {300} ################################## #Special Sale! Limited Time only# ################################## ~ S #14403 Meldrum's Room~ As you enter you are overpowered by the burning smell of brimstone and rotten eggs. Incense burners are working overtime in the four corners of the room creating the haze. Through the smoky gloom you can see a small straw pallet and a flea ridden blanket. Sitting on the blanket is a forlorn old man. At first he looks at you sternly, but then his eyes soften and he beckons you forward. You can exit to the south through the door. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH To the South is back in the shop.~ south door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 14475 14444 E blanket~ The blanket is full of fleas. ~ E straw pallet bed~ The straw is a little stale. Any smell it may have is covered up by the incense. ~ E incense burners~ You don't want to get too close. Yellow smoke pours out of them. ~ E old man~ The years of mixing chemicals has taken its toll on him. His skin is driedout and has many scars. He is 3/4 blind and coughs up blood occasionally. These afflictions he bears without complaint. Something else seems to have broken his spirit. You get the impression that he wants to tell you his TROUBLES. ~ S #14404 By the Mine~ The smog is thickest here. To the north is some mining and smelting equipment. Yellow smoke rises out of them. To the south is the opening of a mine shaft. A note is stuck onto the iron grate covering the entrance. You can travel east or west on the pathway. ~ 0 0 SECT_FIELD DDIR_EAST Through the smog to the east you see the door to a large mansion.~ ~ 0 -1 14407 DDIR_SOUTH A dark mine stretches beyond an iron grate covering the hole.~ grate iron~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 14401 14405 DDIR_WEST To the west the road is thick with smog.~ ~ 0 -1 14402 E smelting mining equipment~ There is enough equipment to keep 50 workers busy. None of it has been used in a long time. ~ E note~ The note says: This mine closed by order of the Fraternal Union of Dwarven Miners, as decreed by Emperor, Dwarven Chieftain. BEWARE! This area has been invaded by living rock! ~ S #14405 Mine Entrance~ The roof of the tunnel is held up with rotting timbers. They may not last much longer. You can exit the mine to the north or continue deeper to the south. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_HILLS DDIR_NORTH You see the road outside the mine to the north.~ door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 14401 14404 DDIR_SOUTH Pitch black.~ ~ 0 -1 14406 E rotting timbers~ When you look closely, you see termites at work. ~ E roof~ The roof is starting to sag. ~ S #14406 Cave In~ A section of the roof has fallen in, blocking the tunnel. All of the stone seems to be hard granite, except one large gray boulder. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_HILLS DDIR_NORTH North is the mine entrance.~ ~ 0 -1 14405 S #14407 In Front of the Mansion~ The house is obviously several hundred years old. It was once beautiful and was owned by very rich and powerful people. Today it is in great disrepair, with the north and south wings collapsed. Only the oldest central portion remains. The older builders must have known some tricks that were lost to later generations. There is a mailbox and a footmat. A notice cut from wood has been hung beside the door. On the door is a strange carving.You can leave to the west or enter the house to the east. ~ 0 ROOM_NO_MOB SECT_FIELD DDIR_EAST To the east is the entrance door to the house.~ door entrance~ EX_ISDOOR|EX_CLOSED -1 14408 DDIR_WEST To the west it is too smoggy to discern anything.~ ~ 0 -1 14404 E mailbox~ The mailbox says: Home of Meldrum the Master Alchemist *Creator of the Aural Blanket *Founder of the Lindsay Society ~ E strange carving door~ The carving: \ / \/ /\ / \ O O | | | | //\ /\\ // \ / \\ O \/ O ~ E mailbox~ The lettering on the mailbox proclaims that this is Meldrum's address. There seems to be something in a crack behind the mailbox. ~ E crack something~ On closer examination you can see that there is nothing behind the mailbox but some dust. ~ E footmat~ The footmat says: GO AWAY! Retail sales in the hut only. ~ E notice wood~ It says: By order of the Imperial Gnomish Health Commission: These premises are hereby closed because of rodent infestation until further notice. ~ S #14408 Entrance Hall~ The house has not been the domicile of bipeds in many years. Dust an inch thick covers everything. The tracks of mice criss-cross the floor and walls(?!). A long hallway leads east with doors hanging at acute angles from their hinges along each wall. You may go north or south through open doorways,east down the hall, or outside to the west. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH To the north is a round door to a darkened room in the house.~ round~ EX_ISDOOR -1 14411 DDIR_EAST The hallway continues to the east.~ ~ 0 -1 14409 DDIR_SOUTH To the south is a square door to a darkened room in the house.~ square~ EX_ISDOOR -1 14414 DDIR_WEST The front porch.~ door entrance~ EX_ISDOOR|EX_CLOSED -1 14407 E tracks~ The creatures that made these tracks appear to have very long claws! ~ S #14409 Middle of Hall~ A long hallway leads east and west with doors hanging at acute angles from their hinges along each wall. You may go north, south, east or west. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH To the north is a round door to a darkened room in the house.~ round~ EX_ISDOOR -1 14412 DDIR_EAST The hallway continues to the east.~ ~ 0 -1 14410 DDIR_SOUTH To the south is a sqare door to a darkened room in the house.~ square~ EX_ISDOOR -1 14415 DDIR_WEST The hallway continues to the west.~ ~ 0 -1 14408 S #14410 Foot of the Stairs~ Two more doorways lead north and south. A staircase leads upstairs. The handrail for the stairs has been torn from the wall. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH To the north is a round door to a darkened room in the house.~ round~ EX_ISDOOR -1 14413 DDIR_SOUTH To the south is a sqare door to a darkened room in the house.~ square~ EX_ISDOOR -1 14416 DDIR_WEST The hallway continues west.~ ~ 0 -1 14409 DDIR_UP Stairs lead up.~ stairs door~ EX_ISDOOR|EX_CLOSED -1 14418 E handrail~ It's gone! All you see is the holes in the wall where the screws held it in. ~ E wall~ A wall with holes where the handrail used to be. ~ E holes~ The holes contain only air. ~ S #14411 Storage Room~ This appears to have been the room where the owner of the house kept his alchemical reagents. Almost all of the bottles are smashed on the ground. A thick sticky residue covers the floor. You can read some of the labels from the broken bottles. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH To the south is the hallway.~ door round~ EX_ISDOOR -1 14408 E broken bottles~ Careful! Don't cut yourself on the broken glass. ~ E labels~ You dig around and find a few labels that you can read: Sansobar---highest purity Glowing Arsenic Shadows (crude) Fermented Killer Bee Honey Putrefied Wood The rest of the labels are in an alphabet that you have never seen before. ~ S #14412 Bedroom~ This appears to have been the room where the owner of the house slept. The satin sheets are torn to rags, and the mattress has been emptied of its feathers. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH To the south is the hallway.~ door round~ EX_ISDOOR -1 14409 E feathers~ They are nowhere to be seen. ~ S #14413 Bathroom~ This is your basic luxury bathroom. There is a sink with a pump and a medicine cabinet above it. Next to the commode is a large brass tub. You are not used to seeing bath tubs that are round, but maybe it fit the shape of a previous owner better than the oblong kind that most people use. The door to the hallway is south. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH To the south is the hallway.~ door round~ EX_ISDOOR -1 14410 DDIR_DOWN It's a tight fit down the toilet, but you could squeeze down if you really wanted to do so.~ commode toilet~ EX_ISDOOR|EX_CLOSED -1 14443 S #14414 Study~ This appears to have been the room where the owner of the house kept his important papers. They are now spread around on the floor and many are ripped into small pieces. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH To the north is the hallway.~ door square~ EX_ISDOOR -1 14408 S #14415 Biological Lab~ This appears to have been the room where the owner of the house did his animal experiments. Some of the numerous cages contain skeletons of creatures you have never even dreamed about. A few other cages are ripped apart, apparently from the inside! You can exit to the north through the square door. There is a small door to the south. Next to the small door is a note. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH To the north is the hallway.~ door square~ EX_ISDOOR -1 14409 DDIR_SOUTH To the south you see a small door.~ small~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 14403 14417 E skeletons creatures~ All of the skeletons are deformed and the creatures appear to have died in agony. You start to recognize some as overgrown versions of familiar woodland creatures. ~ E cages~ The cages were constructed of stout oak planks reinforced with iron bands. Whatever broke its way our of these enclosures needed plenty of strength and the will (or anger) to use it to free themselves. ~ E note~ The note reads: Don't forget and leave your keys in the desk again! Renwaldo ~ S #14416 Kitchen~ This appears to have been the room where the owner of the house cooked his food. Any food out in the open has been cleaned away by scavengers. The sink is encrusted with mold and slime: you don't want to go near it. You can exit to the north. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH To the north is the hallway.~ door square~ EX_ISDOOR -1 14410 E sink~ The sink looks even worse up close. ~ S #14417 Staircase to Cellar~ This staircase is dark, steep and narrow. Don't loose your balance! You can walk down the stairs or go north. ~ 0 ROOM_DARK|ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_NORTH To the north through a small door is the bio lab.~ small~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 14403 14415 DDIR_DOWN Down the stairs it is very quiet.~ ~ 0 -1 14422 S #14418 Top of the Stairs~ The attic is one open room stacked to the rafters with the accumulated junk of several generations of researchers. It functioned as a library of sorts, but without any organization. In the past it would have taken weeks to find anything here. Now files and cabinets have been torn open. Papers and empty sample vials are spread all over the area. A strange green light filters through the wreckage of the room. You can go back down, north or west. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH To the north are some more boxes and trash.~ ~ 0 -1 14421 DDIR_WEST To the west are some more boxes and trash.~ ~ 0 -1 14419 DDIR_DOWN You can go down the stairs to the main floor.~ door~ EX_ISDOOR|EX_CLOSED -1 14410 E vials~ All the vials are empty. ~ E papers~ You can't understand the language of the papers. ~ S #14419 Among the Junk Piles~ The attic is one open room stacked to the rafters with the accumulated junk ofseveral generations of researchers. It functioned as a library of sorts, but without any organization. In the past it would have taken weeks to find anything here. Now files and cabinets have been torn open. Papers and empty sample vials are spread all over the area. A strange green light filters through the wreckage of the room. You can walk north or east. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH To the north are some more boxes and trash.~ ~ 0 -1 14420 DDIR_EAST To the east is the top of the stairs.~ ~ 0 -1 14418 E vials~ All the vials are empty. ~ E papers~ You can't understand the language of the papers. ~ S #14420 Among the Junk Piles~ The attic is one open room stacked to the rafters with the accumulated junk of several generations of researchers. It functioned as a library of sorts, but without any organization. In the past it would have taken weeks to find anything here. Now files and cabinets have been torn open. Papers and empty sample vials are spread all over the area. A strange green light filters through the wreckage of the room. You can walk south or east. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST To the east are some more boxes and trash.~ ~ 0 -1 14421 DDIR_SOUTH To the south are some more boxes and trash.~ ~ 0 -1 14419 E vials~ All the vials are empty. ~ E papers~ You can't understand the language of most of the papers. One sheet catches your eye, however. It doesn't make much sense, but as least you recognize the words. Chinese Wisdom: Gold is incorruptible and therefore the most valuable of things. The men of Art, feeding on it attain longevity...hoary hair regains it blackness and new teeth grow where fallen ones used to be. If an old man, he will once more become a youth. If an old woman, she will regain her maidenhood. Such transformations make one immune from worldly miseries. ~ S #14421 Among the Junk Piles~ The attic is one open room stacked to the rafters with the accumulated junk of several generations of researchers. It functioned as a library of sorts, but without any organization. In the past it would have taken weeks to find anything here. Now files and cabinets have been torn open. Papers and empty sample vials are spread all over the area. A strange green light filters through the wreckage of the room. You can walk south or west. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH To the south is the top of the stairs.~ ~ 0 -1 14418 DDIR_WEST To the west are some more boxes and trash.~ ~ 0 -1 14420 E vials~ All the vials are empty. ~ E papers~ You can't understand the language of the papers. ~ S #14422 Entrance to Alchemical Lab~ In contrast with the rest of the house that you have seen so far, this area appears to be clean an tidy (and well lit). The room is rather large and you can see strange shapes moving about in other parts of the room. There also appears to be writing on many of the walls. Exits are back up the stairs to safety, east, west and south. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_EAST You see a well lit corner to the east.~ ~ 0 -1 14423 DDIR_SOUTH You see a well lit area to the south.~ ~ 0 -1 14425 DDIR_WEST You see a well lit corner to the west.~ ~ 0 -1 14427 DDIR_UP Back up the stairs to safety.~ ~ 0 -1 14417 S #14423 Alchemical Lab~ A well lit work area for conducting experiments. Most of the small equipment has been smashed or carried away, but some large pieces seem to be walking around. A note is painted on the east wall and a message is scratched in the north wall. Exits are to the south and west. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see a well lit corner to the south.~ ~ 0 -1 14424 DDIR_WEST You see the lab entrance to the west.~ ~ 0 -1 14422 E message~ Secret Message #1 Gtsfu_d_soub_i_hseh__eautg_tgsa.h_t_stnelohaay_tfsd.owdra_otprfcysetw_ _mvn_e_rwm_dneoinnp__eotevnj_m_i.cshoenci ~ E note~ Experiment # 28 In a small container (such as a pelican flask or drinking glass) place one draught of Auramine and 3 drams of lye. After 5 minutes recite the following words: PARACELSUS IATROCHEM ~ S #14424 Alchemical Lab~ A well lit work area for conducting experiments. Most of the small equipment has been smashed or carried away, but some large pieces seem to be walking around. A note is painted on the south wall and a message is scratched in the east wall. Exits are to the north and the west. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see a well lit corner to the north.~ ~ 0 -1 14423 DDIR_WEST You see a well lit area to the west.~ ~ 0 -1 14425 E note~ Experiment #187 A strip of paper is soaked with wood spirits and set ablaze with a brazier. The ashes are collected and dissolved in water and drunk. ~ E message~ Secret Message #4 en_yrenh__t_relm_rhoot_telhAlceIvrehn_tws__ooip_horTeos_iedew_aem_kesln_l aiuonydong_Ae__aeaad_i_ocfceeAe__rmAet ~ S #14425 Alchemical Lab~ A well lit work area for conducting experiments. Most of the small equipment has been smashed or carried away, but some large pieces seem to be walking around. A large ornate plaque is affixed to the south wall. Exits are to the north, east and west. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the lab entrance to the north.~ ~ 0 -1 14422 DDIR_EAST You see a well lit corner to the east.~ ~ 0 -1 14424 DDIR_WEST You see a well lit corner to the west.~ ~ 0 -1 14426 E plaque~ It reads: My dear fellow seeker, Here is the mystery: the serpent Ouroboros, this composition which in its ensemble is devoured and melted, dissolved, and transformed by the fermentation or putrefaction. It becomes a deep green and the color of gold is derived from it. It is from it that is derived the red called the color of cinnabar. This is the cinnabar of the philosophers. Its stomach and back are the color of saffron, its head is a deep green. Its four feet constitute the tetrasomie. Its three ears are the three sublimed vapors. The One furnishes the Other its blood and the One gives birth to the Other: nature rejoices in nature; and that not for a nature opposed to such another nature but for one and the same nature proceeding of itself by the process with trouble and great effort. But thou, my dear friend, apply thy intelligence to these matters and thou wilt not fall into error; but work seriously, and without negligence, until thou hast seen the end. A serpent is stretched guarding this temple and he who has subdued it commences by sacrificing it, then roasts it, and after removing its flesh up to the bones makes of it a step to the entrance of the temple. Mount upon it and thou shalt find the object sought, for the priest at first a man of copper has changed color and nature and has become a man of silver; a few days later, if thou wish, thou wilt find him changed to a man of gold. Bolos of Mendes A glowing note is attached to the bottom which reads: Please follow my friend Bolos' instructions carefully in preparing your gold. He has been very kind to explicitly spell out the process of transmutation for us. Follow his instructions very carefully. Angelus, Master Alchemist of the Transcendental Empire of Gnomes ~ S #14426 Alchemical Lab~ A well lit work area for conducting experiments. Most of the small equipment has been smashed or carried away, but some large pieces seem to be walking around. A note is painted on the south wall and a message is scratched in the west wall. Exits are to the north and east. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see a well lit corner to the north.~ ~ 0 -1 14427 DDIR_EAST You see a well lit area to the east.~ ~ 0 -1 14425 E message~ Secret Message #3 ri._'rit,usetnaetaifm_nshot_e_v_awtt_e__lfebt_se__e_sheejbnhos_h_teh iogeing_y_lageut_ladehn_uoce_eoudr_h,euy_hs ~ E note~ It reads: Amorgo's Numerology of Annihilation. >From out of the pit of Orusteous come the five disciples of malevolence. The first is the jackal sporting green stockings. The twelve toes of the jackal are the various effluvium of the purple invertebrate overlord. The second disciple is the red saw grass of wretchedness whose sorrow is the sorrow of the damned. The third to appear is the blue oleum beast. Its four spigots of desperation, destitution, desolation and despoliation disgorge the fantasies of the three Sulwesi Witches. The fourth is the Orange Reblochon of Tessera whose six bourgeois conspirators make up the council of Sorbiodunum. Woe be to the being who crosses the two-fold threshold of her shrine in the Tuomotu Mountains. The last is the Golden Alpaca. In the beginning of the universe was the pledge and the pledge was the Alpaca and the pledge encompassed the whole world. On the day of the Annihilation, five disciples will range across the land; five disciples will probe the souls of the evanescent world; only four disciples will deliver the Hudibrastic Chimera into the hands of the Quezalten Slayer. The Golden One will return to the pit and leave the world to its fate unless the Ancient Crown of the Gnome Empire is returned to the Onychophoran Troglodyte. ~ S #14427 Alchemical Lab~ A well lit work area for conducting experiments. Most of the small equipment has been smashed or carried away, but some large pieces seem to be walking around. A note is painted on the north wall and a message is scratched in the west wall. Exits are to the south and east. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST You see a well lit area to the east.~ ~ 0 -1 14422 DDIR_SOUTH You see a well lit corner to the south.~ ~ 0 -1 14426 E message~ Secret Message #2 egIoeagiym_aadciscgrrhj__danurs_einiooha_tlrrnioirsh__imcy__eolmns__edoA e.vpue_el_gtvnaskrml_reabt_hs_rutJnalm. ~ E note~ Experiment #8756 Combine the wing of a large bat, golden dust and distilled water and in a large tub. After one hour (the mixture having turned a dark blue if done correctly) green slime is added. After a long period of effervescence, the residue is collected and recrystallized from grain alcohol to give the final product which is highly valued by the people who dwell in the Plains of Viliot. ~ S #14428 End of the Sewer Pipe~ A small hole in the floor carries any water present deeper into the earth, however you are too big to continue further down. As your eyes get accustomed to the darkness, you see that you are at the head of a rough hewn passage, water at your feet. The eastern and western walls are lined with heavily chained and locked portcullises There are two such portcullises directly to the east and west. You can continue south down the hall, or try to get back up the sewer pipe. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST A heavy green portcullis blocks the way east. Closer examination reveals lettering carved into the stone. You interpret it as follows: Here lies the carcass of the Green Master Alchemist Placed with loving care by his apprentice BEAUVAIS This 14th day of the 3rd month in the year %#@&^~ green~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 14404 14437 DDIR_SOUTH The rough cavern continues south.~ ~ 0 -1 14429 DDIR_WEST A heavy orange portcullis blocks the way west. Closer examination reveals lettering carved into the stone. You interpret it as follows: Here lies the corpse of the Orange Master Alchemist Placed with loving care by his apprentice ALBERTUS This 7th day of the 5th month in the year !&*%#~ orange~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 14404 14431 DDIR_UP You can barely see some light at the top of the pipe.~ ~ 0 -1 14443 S #14429 Center of the Cavern~ You see that you are in the middle of a rough hewn passage. The eastern and western walls are lined with heavily chained and locked portcullises. There are two such portcullises directly to the east and west. You can also continue north or south along the passage. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH There is a puddle on the ground to the north.~ ~ 0 -1 14428 DDIR_EAST A heavy red portcullis blocks the way east. Closer examination reveals lettering carved into the stone. You interpret it as follows: Here lies the cadaver of the Red Master Alchemist Placed with loving care by his apprentice RUPESCISSCA This 22nd day of the 8th month in the year *$%&@~ red~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 14404 14439 DDIR_SOUTH The rough cavern continues south.~ ~ 0 -1 14430 DDIR_WEST A heavy blue portcullis blocks the way west. Closer examination reveals lettering carved into the stone. You interpret it as follows: Here lies the body of the Blue Master Alchemist Placed with loving care by his apprentice LIBAVIUS This 29th day of the 2nd month in the year *@%#$~ blue~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 14404 14433 S #14430 South end of the Cavern~ You see that you are at the end of a rough hewn passage. The eastern and western walls are lined with heavily chained and locked portcullises. There are two such portcullises directly to the east and west. You can also continue north along the passage. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH The cavern continues north.~ ~ 0 -1 14429 DDIR_EAST A heavy yellow portcullis blocks the way east. Closer examination reveals lettering carved into the stone. You interpret it as follows: Here lies the remains of the Yellow Master Alchemist Placed with loving care by his apprentice MELDRUM This 35th day of the 12th month in the year #@$#&~ yellow~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 14404 14441 DDIR_WEST A heavy indigo portcullis blocks the way west. However, it is not locked and chained like all of the other portcullises. Only a small lock holds the door closed. Closer examination reveals a flattened stone, suitable for carving.~ indigo~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 14404 14435 S #14431 Orange Tomb~ A body draped in orange robes lies on an alter in the middle of the chamber. Near the back is a steaming hole covered by a grate. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST A heavy portcullis stands in the way east.~ portcullis~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 14404 14428 DDIR_DOWN A heavy grate blocks the way down into the smoky hole.~ grate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 14405 14432 E alter orange~ The alter is made of orange stone. Perhaps it is a rare type of MARBLE. ~ S #14432 Smoky Pit~ This is basically a pit dug into the rock. What is that in the corner? ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_UP Handholds allow you to return past the grate to the orange chamber.~ grate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 14405 14431 S #14433 Blue Tomb~ A body draped in Blue robes lies on an alter in the middle of the chamber. Near the back is a steaming hole covered by a grate. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST A heavy portcullis stands in the way east.~ portcullis~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 14404 14429 DDIR_DOWN A heavy grate blocks the way down into the smoky hole.~ grate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 14406 14434 E alter blue~ The alter is made of blue stone. Perhaps it is AZURITE. ~ S #14434 Smoky Pit~ This is basically a pit dug into the rock. What is that in the corner? ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_UP Handholds allow you to return past the grate to the blue chamber.~ grate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 14406 14433 S #14435 Indigo Tomb~ An empty indigo alter sits in the middle of the chamber. Near the back is a steaming hole covered by a grate. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST A heavy indigo portcullis stands in the way east.~ portcullis~ EX_ISDOOR|EX_CLOSED|EX_LOCKED -1 14430 DDIR_DOWN A heavy grate blocks the way down into the smoky hole.~ grate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 14407 14436 E alter indigo~ The alter is made of indigo stone. Perhaps it is a type of metamorphosed SHALE. ~ S #14436 Smoky Pit~ This is basically a pit dug into the rock. What is that in the corner? ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_UP Handholds allow you to return past the grate to the indigo chamber.~ grate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 14407 14435 S #14437 Green Tomb~ A body draped in green robes lies on an alter in the middle of the chamber. Near the back is a steaming hole covered by a grate. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_WEST A heavy portcullis stands in the way west.~ portcullis~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 14404 14428 DDIR_DOWN A heavy grate blocks the way down into the smoky hole.~ grate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 14408 14438 E alter green~ The alter is made of green stone. Perhaps it is a type of MALACHITE. ~ S #14438 Smoky Pit~ This is basically a pit dug into the rock. What is that in the corner? ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_UP Handholds allow you to return past the grate to the green chamber.~ grate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 14408 14437 S #14439 Red Tomb~ A body draped in red robes lies on an alter in the middle of the chamber. Near the back is a steaming hole covered by a grate. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_WEST A heavy portcullis stands in the way west.~ portcullis~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 14404 14429 DDIR_DOWN A heavy grate blocks the way down into the smoky hole.~ grate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 14409 14440 E alter red~ The alter is made of red stone. Perhaps it is a type of HEMATITE. ~ S #14440 Smoky Pit~ This is basically a pit dug into the rock. What is that in the corner? ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_UP Handholds allow you to return past the grate to the red chamber.~ grate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 14409 14439 S #14441 Yellow Tomb~ A body draped in yellow robes lies on an alter in the middle of the chamber. Near the back is a steaming hole covered by a grate. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_WEST A heavy portcullis stands in the way west.~ portcullis~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 14404 14430 DDIR_DOWN A heavy grate blocks the way down into the smoky hole.~ grate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 14410 14442 E alter yellow~ The alter is made of yellow metal. Is it gold????? On closer inspection you see that it is the common alloy of zinc an copper, namely BRONZE. ~ S #14442 Smoky Pit~ This is basically a pit dug into the rock. What is that in the corner? ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_UP Handholds allow you to return past the grate to the yellow chamber.~ grate~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 14410 14441 S #14443 Stinky Tunnel~ This is a man-made tunnel through the rock. It is getting narrower, but does seem to open into a chamber further down. You can also return to the bathroom. ~ 0 ROOM_DARK|ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_UP Hand holds allow you to return to the bathroom through the toilet.~ toilet~ EX_ISDOOR|EX_CLOSED -1 14413 DDIR_DOWN The tunnel down opens to a larger room.~ ~ 0 -1 14428 S #14444 Meldrum's Potion Shoppe~ This shop has never seen better days. It appears to have been thrown together very quickly with no thought of the ambiance. It is dirty, drab and disorganized. Foul smelling yellow fumes leak out from under the door to the north. Shelves containing many differently sized bottles and jars line the walls. Some contain liquids, some powders, and some the pickled bodies of miscellaneous creatures; in whole or in part. A surly young gnome works the counter, if that is what you call what he is doing. He spends most of his time picking his teeth. If you put up a fuss, he might show you the items for sale. A sign hangs on the wall. You can exit to the south through the entrance. A small door is on the north wall. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_HILLS DDIR_NORTH You see a small door to the north.~ small~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 14475 14403 DDIR_SOUTH The road.~ ~ 0 -1 14402 E sign~ Welcome to Meldrum's Potion Shoppe Feel free to browse or ask our helpful staff to list our wares! ~ E bottles jars~ You are afraid to touch any of the containers...they are covered with a thick layer of yellow dust which you can not identify. ~ S #14445 The Barren Path~ The path is getting rougher and the going tougher. The path continues north onto a hill and south back down to the stream. A small, humble sign is posted by the path. ~ 0 0 SECT_HILLS DDIR_NORTH Through the smog to the north you see barren, rocky hills.~ ~ 0 -1 14446 DDIR_SOUTH To the south the path leads back to the stream.~ ~ 0 -1 14455 E sign humble small~ The sign says: Welcome to the Alchemist's Workshop Created by Psilocin 7/1995 Ver 1.5 Thanks to Presto for help with coding hints and Fullofit (aka Emperor) for Beta-testing and suggestions. ~ S #14446 The Barren Hills~ It is difficult to see very far through the yellow smog. Something in the air is irritating your lungs. Where could it be coming from? A single purple stone lies on the ground here. You can proceed north, south, east or west. ~ 0 0 SECT_HILLS DDIR_NORTH To the north you see smog.~ ~ 0 -1 14447 DDIR_EAST To the east you see smog.~ ~ 0 -1 14451 DDIR_SOUTH To the south you see smog.~ ~ 0 -1 14445 DDIR_WEST To the west you see smog.~ ~ 0 -1 14452 S #14447 The Barren Hills~ It is difficult to see very far through the smog. Something in the air is irritating your lungs. Where could it be coming from? Two purple stones lie on the ground here. You can proceed north, south, east or west. ~ 0 0 SECT_HILLS DDIR_NORTH To the north you see smog.~ ~ 0 -1 14448 DDIR_EAST To the east you see smog.~ ~ 0 -1 14450 DDIR_SOUTH To the south you see smog.~ ~ 0 -1 14446 DDIR_WEST To the west you see smog.~ ~ 0 -1 14453 S #14448 The Barren Hills~ It is difficult to see very far through the smog. Something in the air is irritating your lungs. Where could it be coming from? Three purple stones lie on the ground here. You can proceed north, south, east or west. ~ 0 0 SECT_HILLS DDIR_NORTH To the north you see smog.~ ~ 0 -1 14446 DDIR_EAST To the east you see smog.~ ~ 0 -1 14449 DDIR_SOUTH To the south you see smog.~ ~ 0 -1 14447 DDIR_WEST To the west you see smog.~ ~ 0 -1 14452 S #14449 The Barren Hills~ It is difficult to see very far through the smog. Something in the air is irritating your lungs. Where could it be coming from? Four purple stones lie on the ground here. You can proceed north, south, east or west. ~ 0 0 SECT_HILLS DDIR_NORTH To the north you see smog.~ ~ 0 -1 14451 DDIR_EAST To the east you see smog.~ ~ 0 -1 14454 DDIR_SOUTH To the south you see smog.~ ~ 0 -1 14450 DDIR_WEST To the west you see smog.~ ~ 0 -1 14448 S #14450 The Barren Hills~ It is difficult to see very far through the smog. Something in the air is irritating your lungs. Where could it be coming from? Three purple stones lie on the ground here. You can proceed north, south, east or west. ~ 0 0 SECT_HILLS DDIR_NORTH To the north you see smog.~ ~ 0 -1 14449 DDIR_EAST To the east you see smog.~ ~ 0 -1 14453 DDIR_SOUTH To the south you see smog.~ ~ 0 -1 14451 DDIR_WEST To the west you see smog.~ ~ 0 -1 14447 S #14451 The Barren Hills~ It is difficult to see very far through the smog. Something in the air is irritating your lungs. Where could it be coming from? Two purple stones lie on the ground here. You can proceed north, south, east or west. ~ 0 0 SECT_HILLS DDIR_NORTH To the north you see smog.~ ~ 0 -1 14450 DDIR_EAST To the east you see smog.~ ~ 0 -1 14452 DDIR_SOUTH To the south you see smog.~ ~ 0 -1 14453 DDIR_WEST To the west you see smog.~ ~ 0 -1 14446 S #14452 The Barren Hills~ It is difficult to see very far through the smog. Something in the air is irritating your lungs. Where could it be coming from? A single purple stone lies on the ground here. You can proceed north, south, east or west. ~ 0 0 SECT_HILLS DDIR_NORTH To the north you see smog.~ ~ 0 -1 14453 DDIR_EAST To the east you see smog.~ ~ 0 -1 14446 DDIR_SOUTH To the south you see smog.~ ~ 0 -1 14453 DDIR_WEST To the west you see smog.~ ~ 0 -1 14451 S #14453 The Barren Hills~ It is difficult to see very far through the smog. Something in the air is irritating your lungs. Where could it be coming from? A single purple stone lies on the ground here. You can proceed north, south, east or west. ~ 0 0 SECT_HILLS DDIR_NORTH To the north you see smog.~ ~ 0 -1 14452 DDIR_EAST To the east you see smog.~ ~ 0 -1 14447 DDIR_SOUTH To the south you see smog.~ ~ 0 -1 14452 DDIR_WEST To the west you see smog.~ ~ 0 -1 14450 S #14454 The Barren Hills~ It is difficult to see very far through the smog. Something in the air is irritating your lungs. Where could it be coming from? Five purple stones lie on the ground here. Paths lead north, south, east or west. ~ 0 0 SECT_HILLS DDIR_NORTH To the north you see smog.~ ~ 0 -1 14452 DDIR_EAST To the east you see smog.~ ~ 0 -1 14448 DDIR_SOUTH To the south you see smog.~ ~ 0 -1 14453 DDIR_WEST To the west you see smog.~ ~ 0 -1 14449 DDIR_UP You can barely make out a path up a hill between two boulders onto a plateau.~ ~ 0 -1 14401 S #14455 On the Stream~ The stream is cold and frigid, yet it supports plenty of life beneath its surface. A trickle of water comes from a crack in a rock face to the east and flows west.To the south is an embankment that you cannot climb. A small path leads away from the stream to the north. ~ 0 ROOM_NO_MOB SECT_OCEAN DDIR_NORTH A small path leading into the hills.~ ~ 0 -1 14445 DDIR_WEST Following the flow of the stream.~ ~ 0 -1 1520 S #0 #RESETS M 14428 100 14444 G 14470 75 0 G 14471 75 0 G 14472 475 0 G 14473 75 0 G 14475 50 0 G 14476 500 0 M 14409 100 14403 G 14460 50 0 M 14410 100 14441 G 14451 500 0 G 14469 50 0 G 14410 1 0 M 14411 100 14433 G 14452 500 0 G 14469 50 0 G 14406 1 0 M 14412 100 14431 G 14453 500 0 G 14469 50 0 G 14405 1 0 M 14413 100 14437 G 14454 500 0 G 14469 50 0 G 14408 1 0 M 14414 100 14439 G 14455 200 0 G 14469 50 0 G 14409 1 0 M 14415 100 14426 G 14456 500 0 M 14416 100 14427 G 14456 500 0 G 14479 200 0 M 14417 100 14425 G 14456 500 0 M 14418 100 14423 G 14456 500 0 M 14419 100 14424 G 14456 500 0 M 14420 100 14400 G 14460 50 0 M 14421 100 14434 G 14466 500 0 M 14422 100 14432 G 14466 500 0 M 14423 100 14438 G 14466 500 0 M 14424 100 14440 G 14466 500 0 M 14425 100 14442 G 14466 500 0 M 14408 100 14436 G 14466 500 0 M 14405 100 14428 M 14405 100 14435 M 14405 100 14429 M 14405 100 14429 M 14405 100 14430 M 14405 100 14430 M 14405 100 14430 M 14405 100 14428 M 14407 100 14428 G 14404 100 0 E 14467 50 WEAR_WIELD E 14474 50 WEAR_ABOUT M 14406 100 14406 G 14423 500 0 M 14426 100 14420 G 14458 500 0 M 14404 100 14420 M 14404 100 14420 M 14404 100 14421 M 14404 100 14421 M 14404 100 14419 M 14404 100 14419 G 14450 100 0 M 14403 100 14419 M 14404 100 14418 M 14404 100 14418 M 14402 100 14400 G 14457 500 0 M 14401 100 14400 G 14459 500 0 M 14401 100 14415 G 14448 100 0 M 14401 100 14413 G 14446 500 0 M 14401 100 14416 O 14412 1 14416 M 14401 100 14414 G 14447 200 0 M 14401 100 14412 G 14426 100 0 M 14401 100 14408 M 14401 100 14408 M 14401 100 14409 M 14401 100 14410 M 14401 100 14411 M 14401 100 14417 M 14400 100 14401 M 14400 100 14402 M 14400 100 14404 M 14400 100 14407 M 14400 100 14405 D 14402 DIR_NORTH DOOR_CLOSED D 14403 DIR_SOUTH DOOR_CLOSED_LOCKED D 14404 DIR_SOUTH DOOR_CLOSED_LOCKED D 14405 DIR_NORTH DOOR_CLOSED_LOCKED D 14407 DIR_EAST DOOR_CLOSED D 14408 DIR_WEST DOOR_CLOSED D 14408 DIR_NORTH DOOR_OPEN D 14408 DIR_SOUTH DOOR_OPEN D 14409 DIR_NORTH DOOR_OPEN D 14409 DIR_SOUTH DOOR_OPEN D 14410 DIR_NORTH DOOR_OPEN D 14410 DIR_SOUTH DOOR_OPEN D 14410 DIR_UP DOOR_CLOSED D 14411 DIR_SOUTH DOOR_OPEN D 14412 DIR_SOUTH DOOR_OPEN D 14413 DIR_SOUTH DOOR_OPEN D 14413 DIR_DOWN DOOR_CLOSED D 14414 DIR_NORTH DOOR_OPEN D 14415 DIR_NORTH DOOR_OPEN D 14415 DIR_SOUTH DOOR_CLOSED_LOCKED D 14416 DIR_NORTH DOOR_OPEN D 14417 DIR_NORTH DOOR_CLOSED_LOCKED D 14418 DIR_DOWN DOOR_CLOSED D 14428 DIR_EAST DOOR_CLOSED_LOCKED D 14428 DIR_WEST DOOR_CLOSED_LOCKED D 14429 DIR_EAST DOOR_CLOSED_LOCKED D 14429 DIR_WEST DOOR_CLOSED_LOCKED D 14430 DIR_EAST DOOR_CLOSED_LOCKED D 14430 DIR_WEST DOOR_CLOSED_LOCKED D 14431 DIR_EAST DOOR_CLOSED_LOCKED D 14431 DIR_DOWN DOOR_CLOSED_LOCKED D 14432 DIR_UP DOOR_CLOSED_LOCKED D 14433 DIR_EAST DOOR_CLOSED_LOCKED D 14433 DIR_DOWN DOOR_CLOSED_LOCKED D 14434 DIR_UP DOOR_CLOSED_LOCKED D 14435 DIR_EAST DOOR_CLOSED_LOCKED D 14435 DIR_DOWN DOOR_CLOSED_LOCKED D 14436 DIR_UP DOOR_CLOSED_LOCKED D 14437 DIR_WEST DOOR_CLOSED_LOCKED D 14437 DIR_DOWN DOOR_CLOSED_LOCKED D 14438 DIR_UP DOOR_CLOSED_LOCKED D 14439 DIR_WEST DOOR_CLOSED_LOCKED D 14439 DIR_DOWN DOOR_CLOSED_LOCKED D 14440 DIR_UP DOOR_CLOSED_LOCKED D 14441 DIR_WEST DOOR_CLOSED_LOCKED D 14441 DIR_DOWN DOOR_CLOSED_LOCKED D 14442 DIR_UP DOOR_CLOSED_LOCKED D 14443 DIR_UP DOOR_CLOSED D 14444 DIR_NORTH DOOR_CLOSED_LOCKED O 14439 1 14413 P 14424 2 14439 P 14425 1 14439 O 14438 1 14412 P 14411 1 14438 O 14437 1 14408 O 14440 1 14416 O 14441 1 14413 O 14442 1 14416 P 14427 1 14442 O 14443 3 14416 P 14444 50 14443 O 14402 1 14411 P 14414 1 14402 P 14415 1 14402 P 14416 1 14402 P 14417 3 14402 P 14418 3 14402 O 14419 1 14414 O 14445 1 14414 P 14468 1 14445 O 14420 1 14414 P 14449 1 14420 P 14403 1 14420 O 14413 1 14411 M 14401 100 14446 M 14401 100 14450 M 14401 100 14448 M 14401 100 14452 M 14401 100 14454 M 14427 100 14447 G 14469 50 0 G 14477 50 0 M 14427 100 14453 G 14469 50 0 G 14477 50 0 G 14407 10 0 M 14427 100 14451 G 14469 50 0 G 14477 50 0 M 14427 100 14450 G 14469 50 0 G 14477 50 0 S #$ XXXXXXXXXX #Savearea