emud/area_current/
emud/area_current/castle/
emud/area_current/newareas/
emud/area_current/nwcentral/
emud/area_current/scontinent/
emud/clans/
emud/player/
emud/player/d/e/bak/
emud/player/e/m/
emud/player/e/m/bak/
#AREA Refuge Tribe~
#AUTHORS Lolo~
#VERSION 3
#RANGES 30 95 0 99
#FLAGS AFLAG_NODEBUG|AFLAG_NOTELEPORT


#HELPS
0 REFUGETRIBE LOLO 'REFUGE TRIBE'~
{128}
                                Refuge Tribe
{308}
The area is called refuge tribe. It is the first area I have ever made, so
comments are welcome and please finger lele for my e-mail address.  English is
my second language so don't tell me if you find some spelling errors or grammar
mistakes; I won't spend time to correct them. I think this area is pretty...
ahem... good.

  {128}(A) {058}The Story
  {128}(B) {058}Equipment
  {128}(C) {058}Quests
{c}REFTRIBE3
{b}REFTRIBE2
{a}REFTRIBE1
~

0 REFTRIBE1~
{128}
                                    Story
{308}
As mentioned by Hiho in his book, all the residents here are originally 
refugees from the Kingdom of Dilemma. They fled because they were all
peace-loving people. After a thousand years of development, the tribe had
become one of the most advanced and populated cities in the realms. That
caught Demise's attention and he sent out troops to burn down this peaceful
city.  However, the military leader of the village, C. Slayer, with the help
of Gaia, was able to save the town from Demise's troops of destruction. This
time, Demise sent out yet another troop of minions who were determined to
destroy the whole city. If they should fail the mission, they would make sure
the two leaders of the town, Hiho and Slayer, were killed.

Now at this critical time, a hero walked through the gate.... YOU!! The
future of this city is now up to you. Can you save it?
{-}REFUGETRIBE LOLO 'REFUGE TRIBE'
~

0 REFTRIBE2~
{128}
                                  Equipment
{308}
There is eq for low and high level players in Refuge Tribe. For high level
players there are two sets of armor and weapons that have the same stats.
I just think this mud doesn't have much good armors for evil people so I
made the evil armors more easy to get. Although all high level eq is unique,
you have to go through a quest to get the good armor. For the evil armor you
just go in and kill the boss.
{-}REFUGETRIBE LOLO 'REFUGE TRIBE'
~

0 REFTRIBE3~
{128}
                                   Quests
{308}
There are several little quests in the village:

1) Rob the bank and get cash and some cool equipment.
2) Get Slayer out of the safe room so you can kill him.
3) The easiest quest probably will be this one. Find a good piece of iron and
   let Porky the blacksmith make some equipment for you.
4) Get a cool enchanted rune of magical ability.
5) Get the shopkeeper to show you the black market.
{-}REFUGETRIBE LOLO 'REFUGE TRIBE'
~

0 $~


#MOBILES
#14800
Male Villager~
a male villager~
A male villager passes you by here.~
This villager looks ordinary: not too poor, not too rich. Why don't you
leave him alone?
~
ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE
AFF_UNDERSTAND|AFF_TONGUES
0 S
40 BODY_TORSO BODY_HEAD|BODY_HAND 1d400+746 2d20+10
5000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>entry_prog 5~
say I really don't feel like being killed today
say so please don't attack me.
~
>speech_prog hiho~
say He knows everything
say and he is always happy to help others.
~
>greet_prog 20~
if ispc ($n)
  tell $n Hello stranger, why did you
  tell $n come to this quiet village?
  tell $n You are not one of Demise's spies, are you?
else
  break
endif
~
>rand_prog 4~
say It's rumored that something is fishy
say about Hiho and his secratary.
~
>repop_prog 5~
get i14804
~
|
#14801
Female villager~
a female villager~
A female villager is here.~
This female looks ordinary, not beautiful but certainly not ugly.
~
ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE
AFF_UNDERSTAND|AFF_TONGUES
0 S
30 BODY_MOUTH BODY_MOUTH|BODY_CLAW 2d50+500 1d1+25
2000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
>rand_prog 5~
if rand (50)
  say I'm concerned about my kids' safety
  say with so many strangers in town.
  say Not to mention the continuous
  say attempted attacks of Demise's troops.
else
  say It's rumored that Slayer had a
  say love affair with Hiho's wife.
endif
~
|
#14802
Pigeon~
a small pigeon~
A small pigeon is here looking for food.~
This pigeon looks a little stronger than the birds you normally feed in the
park.
~
ACT_WEAK|ACT_BODY
AFF_FLYING
0 S
7 BODY_WING BODY_MOUTH|BODY_WING 1d12+44 1d1+6
10 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>rand_prog 5~
mpecho $I eats something on the ground.
~
>greet_prog 5~
mpecho $I keeps a safe distance from $n.
~
|
#14803
peacock~
a peacock~
A beautiful peacock is standing here.~
This large bird looks back at you.
~
ACT_WEAK|ACT_BODY
AFF_FLYING
0 S
10 BODY_TAIL BODY_MOUTH|BODY_WING|BODY_CLAW 1d25+81 1d10+6
20 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>rand_prog 5~
mpecho $I looks at you curiously.
~
>greet_prog 10~
mpecho $I walks away from $n with disgust.
~
|
#14804
Guard~
a guard~
A guard is here, patrolling the refuge.~
This guard looks strong and it seems to you that he is always on duty and
always in silence.
~
ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE
AFF_UNDERSTAND|AFF_CLEAR|AFF_HUNT|AFF_TONGUES
500 S
75 BODY_HEAD BODY_HEAD|BODY_ARM|BODY_HAND|BODY_FOOT 5d20+4400 1d75+29
10000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>rand_prog 5~
if rand (50)
  say The guarding job is very stressful.
  say I always have to keep on eye open
  say for Demise's spies.
  sigh 
else
  look $r
  say Don't you dare try robbing the bank
  say They're so paranoid over there..
  say If you just say 'bank robbery' that might
  say be enough for them to get the wrong idea
  nudge $r
endif
if hasobjnum ($i) == 14829
  wear i14829
else
  mpoload 14829
endif
~
>all_greet_prog 20~
say Hello $n
tell $n You looks suspicious.
tell $n You'd better not make any
tell $n trouble during your stay here.
tell $n Or, I will have to take you in.
~
>entry_prog 90~
mpecho $I looks around for signs of trouble.
~
>hitprcnt_prog 40~
cast 'cure critical'
~
>hitprcnt_prog 90~
cast 'earthquake'
~
>death_prog 99~
cast 'faerie fire' $n
cast 'poison' $n
cast 'curse' $n
shout Beware! Fire spy spotted. Officer down!!
~
|
#14805
Alligator~
the alligator~
An alligator is here, slithering around.~
This is an alligator! Why are you wasting time looking? RUN! RUN!! RUN!!!!
~
ACT_AGGRESSIVE|ACT_WEAK|ACT_BODY|ACT_UNDEAD
AFF_STEALTH
-1000 S
75 BODY_MOUTH|BODY_TAIL BODY_MOUTH 10d10+4500 5d3+60
5000 0
POS_STANDING POS_STANDING SEX_NEUTRAL
#14806
Captain~
the captain~
The captain of the guards is here.~
Captain is an experienced military man. He earned his office from being the
best guard around.
~
ACT_SENTINEL|ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_SANCTUARY|AFF_UNDERSTAND|AFF_HUNT
900 S
80 BODY_TORSO BODY_HEAD|BODY_TORSO|BODY_HIP|BODY_LEG|BODY_ARM 1d1+4999 1d80+33
157203 RACE_HUMAN
POS_RESTING POS_RESTING SEX_MALE
>group_greet_prog 75~
look $n
say As long as you stay out of trouble,
say you are welcome to stay.
~
>fight_prog 100~
if rand (30)
  cast 'energy drain' $r
  cast 'harm' $r
else
  if rand (40)
    mpecho $I draws a small, poisoned dart and throws it!!
    knife $r
    mpquiet on
    cast 'poison' $r
    mpquiet off
  else
    shout GUARDS! GUARDS!
  endif
endif
~
>death_prog 100~
if hasobjnum ($n) == 30900
or hasobjnum ($n) == 30967
or hasobjnum ($n) == 30968
or hasobjnum ($n) == 30969
  if quest (30,1,$n) == 0
    mpmset $n quest 30 1 1
    mpoload 30914
    mpforce $n HELP GUILDTOKEN
    mpquiet on
    cast 'giant strength' $n
    give i30914 $n
    mpquiet off
  endif
endif
mpecho Two more guards enter the room!
mpmload 14804
mpmload 14804
remove all
drop all
mpforce guard mpkill $n
~
|
#14807
Small kid~
a kid~
A small kid is playing here happily.~
An innocent looking child full of life. Doesn't he remind you of your own
childhood?
~
ACT_SENTINEL|ACT_WIMPY|ACT_SMART|ACT_BODY|ACT_RACE
AFF_UNDERSTAND
0 S
18 BODY_ARM BODY_HEAD|BODY_HAND 1d33+222 3d6+9
500 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>rand_prog 5~
if rand (50)
  mpecho $I starts playing another weird game.
else
  giggle 
endif
~
|
#14808
security guard~
the security guard~
A security guard is standing here, guarding the bank.~
He used to be a guard of the village.  Now that he is old and clumsy, he is no
longer suitable for the job so he was hired by the banker. But be aware!! As
old as he is, he may still have something left in him!
~
ACT_SENTINEL|ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE
0
50 S
65 BODY_EYE|BODY_TORSO BODY_HAND 1d1056+2111 1d65+22
124920 RACE_HUMAN
POS_RESTING POS_RESTING SEX_MALE
>rand_prog 10~
mpecho $I spits tobacco on the floor.
connect west -1
~
>group_greet_prog 30~
mpecho $I glances at you with sleepy eyes.
~
>speech_prog p bank robbery~
stand 
say Rob the bank eh?  Over my dead body!!!
say Listen clerk, don't you give $m the vault key!
say I have everything under control!
shout GUARDS! HELP!
mpkill $n
~
>death_prog 100~
mpecho Two more guards enter the room!
mpmload 14804
mpmload 14804
mpforce 2.guard mpkill $n
~
|
#14809
Dog~
the dog~
A large dog is sniffing around aimlessly here.~
This dog has a color you can't recognize and fur you don't want to touch.
KILL IT!!
~
ACT_SCAVENGER|ACT_SMART|ACT_BODY
0
0 S
20 BODY_LEG BODY_MOUTH|BODY_CLAW 2d25+310 3d7+9
1000 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>greet_prog 30~
bark $n
~
>entry_prog 30~
mpecho $I suddenly stops and sniffs around.
~
>rand_prog 2~
mpecho $I pees in front of you.
mpecho $I wiggles $l tail happily.
~
|
#14810
Bank clerk~
the bank clerk~
A bank clerk is sitting here.~
She doesn't look like the type who will resist a bank robbery. If you are
planning one that is.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_UNDERSTAND|AFF_TONGUES
90 S
50 BODY_HIP BODY_HEAD|BODY_MOUTH|BODY_CLAW 1d625+1197 1d4+37
63927 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
>speech_prog p bank robbery~
scream 
mpecho $I gets down on the ground.
mpquiet on
rest 
mpquiet off
~
>speech_prog safe vault~
if isfight ($n)
  mpecho $I cringes away from the fighting.
else
  stand 
  cringe 
  mpecho $I unlocks the safe with a small key.
  mpecho $I opens the safe!
  connect west 14960
endif
~
>speech_prog key~
if isfight ($n)
  mpecho $I cringes away from the fighting.
else
  cringe 
  nod 
  mpoload 14884
  mpquiet off
  give I14884 $n
endif
~
|
#14811
Banker~
the banker~
The banker is sitting here counting his money.~
He is the owner of this one and only bank in town. From the color of his skin
you can tell that he hasn't been outside for a long time. What was he doing?
Sitting in the bank safe and counting money? What kind of freak is he?
~
ACT_SENTINEL|ACT_AGGRESSIVE|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
-450 S
96 BODY_EYE BODY_EYE 1d1+7999 1d96+47
180000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>group_greet_prog 100~
say Stay away from me!
mpkill $n
~
>hitprcnt_prog 50~
cast 'heal'
~
>fight_prog 15~
mpecho $I pulls a lever and a large bell sounds!
mpareaecho You hear a loud warning bell!
mpmload 14812
~
>death_prog 100~
mpecho $I's money falls out all over the floor!
mpoload 14866
~
|
#14812
bank guard~
the bank guard~
A bank guard is here, guarding the vault.~
The bank guards are specially trained with fighting abilities to guard the
safe and its contents. Beware!
~
ACT_SENTINEL|ACT_AGGRESSIVE|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_CLEAR|AFF_HUNT
500 S
60 BODY_ARM BODY_HAND 1d900+1774 2d5+55
114476 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
>rand_prog 10~
if hasobjnum ($i) == 14826
  wear i14826
else
  mpoload 14826
endif
~
>fight_prog 10~
mpquiet on
cast 'poison' $r
cast 'weaken' $r
mpquiet off
~
|
#14813
Gang member~
the gang member~
A gang member is here doing nothing.~
Well, every town, big or small, has some trash and here is the trash of this
one.
~
ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE
0
-359 S
50 BODY_HAND|BODY_FOOT BODY_EYE|BODY_HIP|BODY_LEG|BODY_ARM 1d625+1197 2d10+35
100000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>rand_prog 10~
if rand (50)
  mpecho $I lights a cigarette.
else
  say This town is lame.
  say I wish Demise would just take it over.
endif
~
>fight_prog 5~
say $n, you are going to die!!
~
|
#14814
deadly murderer~
the deadly murderer~
A deadly murderer is here smiling at you.~
She is really a killer. She killed, escaped from the jail and there she is,
wondering in the darkest part of the village.
~
ACT_SENTINEL|ACT_AGGRESSIVE|ACT_SMART|ACT_BODY|ACT_RACE|ACT_UNDEAD
AFF_HIDE|AFF_HUNT
-1000 S
85 BODY_HEAD|BODY_HAND|BODY_FOOT BODY_HEAD|BODY_HAND|BODY_FOOT 10d20+5500 1d85+37
167623 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
#14815
C slayer~
Slayer~
C. Slayer is sitting here working on some forms.~
The name is Slayer, C. Slayer. As you look at him you have the urge to help
him since he is such a powerful man looking unhappy with these figures.
~
ACT_SENTINEL|ACT_TRAIN|ACT_PRACTICE|ACT_SMART|ACT_BODY|ACT_RACE|ACT_UNDEAD
AFF_DETECT_INVIS|AFF_SANCTUARY|AFF_UNDERSTAND|AFF_PASS_DOOR|AFF_CLEAR|AFF_HUNT|AFF_TONGUES
999 S
95 BODY_HEAD BODY_HAND|BODY_FOOT 1d2256+7613 3d3+91
189789 RACE_HUMAN
POS_RESTING POS_RESTING SEX_MALE
>all_greet_prog 100~
say Do not disturb me when I'm working
~
>fight_prog 30~
mpecho $I brandishes a strange wand that sprays hot acid on you!
mass acid blast
~
>death_prog 33~
mpecho $I gets down on his knees.
mpecho $I prays to Gaia for help...
if rand (25)
  mpquiet on
  remove all
  drop all
  mpmload 14815
  mpforce 2.slayer get all
  mpforce 2.slayer wear all
  mpforce 2.slayer mpkill $r
  mpquiet off
  mpecho Gaia has restored her champion!
else
  mpecho Gaia has forsaken her champion!
  connect down 14822
endif
~
>give_prog I14878~
if quest (5,3,$n) == 3
  mpmset $n quest 5 3 4
  mpjunk I14878
  mpecho $I laughs loudly.
  mpoload 14819
  wear i14819
  say Where did you get this?
else
  say Why are you giving me this junk?
  sigh $n
  give i14878 $n
endif
~
>speech_prog p Yoyo asked me to give this to you~
if quest (5,3,$n) == 4
  say Her?
  mpmset $n quest 5 3 5
  ponder 
  say This gem is the signal of imminent war
  say So she wanted me to fight Demise? How silly...
  say Why should I risk my own life to fight a God?
endif
~
>speech_prog p Then I challenge you~
if quest (5,3,$n) == 5
  mpmset $n quest 5 3 6
  laugh $n
  say I can take anyone!!
  mptransfer pcs 14956
  mpgoto 14956
  connect down -1
  say You will have to kill me to leave this room!!
  mpoload 14840
  mpoload 14841
  mpoload 14842
  mpoload 14843
  mpoload 14844
  mpoload 14845
  mpoload 14846
  mpoload 14847
  mpoload 14848
  mpoload 14849
  mpoload 14850
  mpoload 14851
  mpoload 14872
  wear all
  say You can begin now
  say I'll let you take the first shot
  grin 
endif
~
>rand_prog 50~
if inroom ($i) != 14815
  if pcsinroom (14956) == 0
    remove all
    mpjunk all
    mpgoto 14815
  endif
endif
~
|
#14818
Ryu~
Ryu~
Ryu the mortician is standing here selling corpses.~
Ryu killed so many players on Street Fighter II, he decided to sell all the
corpses he had and make a profit.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_UNDERSTAND|AFF_TONGUES
0 S
95 BODY_HEAD BODY_HEAD 1d1+9663 1d1+99
100 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>all_greet_prog 100~
tell $n Welcome to my morgue.
tell $n Hope you can find what you want.
~
|
#14819
Porky~
Porky~
Porky the blacksmith is here, heating some nails.~
Yes, Porky, he should be selling nails and weapons but since his name is
porky, he normally only sells food. So enjoy your dinner.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_UNDERSTAND|AFF_TONGUES
0 S
10 BODY_HEAD BODY_HEAD 1d25+81 1d10+6
100 RACE_HUMAN
POS_STANDING POS_STANDING SEX_NEUTRAL
>all_greet_prog 100~
if ispc ($n)
  if quest (15,2,$n) == 0
    say Welcome to my Iron shop.
    say Would you like some nails?
  endif
endif
~
>speech_prog yes~
if ispc ($n)
  if quest (15,2,$n) == 0
    mpmset $n quest 15 2 1
    say Ok. Here you go.
    mpoload 14811
    give I14811 $n
  endif
endif
~
>speech_prog defective~
if hasobjnum ($n) == 14811
  say Hmm... well, let me take those
  say Now, here are some better ones
  mpforce $n give I14811 porky
  mpoload 14812
  give I14812 $n
endif
~
>give_prog I14804~
if quest (2,3,$n) == 0
  say Hmmm.... interesting Iron
  say What do you want me to do with it?
  say Do you want me to make something with it?
  mpjunk I14804
  mpmset $n quest 2 3 1
endif
~
>speech_prog yes make~
if quest (2,3,$n) == 1
  mpmset $n quest 2 3 2
  say I will make you something if you bring me a feather
  say I need it to keep the furnace hot
endif
~
>give_prog I14810~
if quest (2,3,$n) == 2
  mpmset $n quest 2 3 3
  smile 
  say Now what should I make out of the iron?
  say I can make Leggings or I can fashion you a Sword
  mpjunk I14810
endif
~
>speech_prog leggings~
if quest (2,3,$n) == 3
  say Ok, leggings it is
  mpmset $n quest 2 3 4
  mpecho $I bangs on the iron. *Clank*
  mpasound You hear loud clanging.
  mpoload 14805
  say Here you go
  give I14805 $n
endif
~
>speech_prog sword~
if quest (2,3,$n) == 3
  say Ok, sword it is
  mpmset $n quest 2 3 5
  mpecho $I bangs on the iron. *Clank*
  mpasound You hear loud clanging.
  mpoload 14806
  say Here you go
  give I14806 $n
endif
~
|
#14820
tall shopkeeper~
the tall shopkeeper~
A tall shopkeeper stands here, tending the store.~
He should have everything you need, unless you need more stuff.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_UNDERSTAND|AFF_TONGUES
0 S
20 BODY_HEAD BODY_HEAD 1d1+292 1d1+23
100 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>speech_prog p I need more stuff.~
laugh $n
say Been a while since you visited this city eh $n?
~
>all_greet_prog 100~
if hasobjnum ($n) == 14865
  say Ahh. Hello $n
  say I see that you bear the mark of Hiho
  say Would you like to visit the Blackmarket?
endif
~
>speech_prog yes~
if hasobjnum ($n) == 14865
  say Here you go.
  mpechoat $n You disappear suddenly!
  mpechoaround $n $n disappears suddenly!
  mptransfer $n 14954
endif
~
|
#14822
Secretary~
the secretary~
The secretary is sitting here applying her lipstick with care.~
This is the secretary of Hiho. She is doing nothing more than trying to cover
her ugly face with large amounts of make-up. She makes you feel sick.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_UNDERSTAND|AFF_TONGUES
0 S
30 BODY_MOUTH BODY_MOUTH|BODY_CLAW 1d10+600 2d5+20
5000 RACE_HUMAN
POS_RESTING POS_RESTING SEX_FEMALE
#14823
Wife~
Hiho's wife~
Hiho's wife is standing here.~
She is a VERY old woman. That's why she is sleeping. She is tired of living for
such a long time. Why don't you put her out of her misery?
~
ACT_SENTINEL|ACT_WEAK|ACT_SMART|ACT_BODY|ACT_RACE
0
0 S
25 BODY_TORSO BODY_HEAD 2d20+400 4d8+9
2000 RACE_HUMAN
POS_SLEEPING POS_SLEEPING SEX_FEMALE
>speech_prog p I come to you with information~
if quest (5,3,$n) == 0
  mpmset $n quest 5 3 1
  mpecho $I looks at you deeply.
  say What do you know?
endif
~
>speech_prog p Demise is going to destroy this village~
if quest (5,3,$n) == 1
  say That's bad news. We can't let that happen.
  mpmset $n quest 5 3 2
  say Will you help us?
endif
~
>speech_prog yes~
if quest (5,3,$n) == 2
  if level ($n) > 50
    nod 
    mpmset $n quest 5 3 3
    mpecho $I opens the jewel box.
    mpecho $I gets a gem stone from the box.
    mpoload 14878
    mpquiet on
    cast 'giant strength' $n
    mpquiet off
    give I14878 $n
    say Take this stone and give it to Slayer.
    say Tell him: Yoyo asked me to give this to you
    say If he refuses to help us, then he is worthless to us
    say You will need to destroy him so that we may unite
    say against the forces of Fire.
    say You will need to tell him: Then I challenge you
    say That's all I can do.
    mpecho $I bows her head solemnly.
    say I know it's a tough task.. Slayer is very tough
    say If you wish to forget this whole business
    say Just come to me and tell me: I changed my mind
  else
    look $n
    say Hmm.. I just realized how small you are
    say You had better come back when you're a little bigger
  endif
endif
~
>speech_prog p I changed my mind~
look $n
nod 
mpmset $n quest 5 3 0
say Begone now, it is as if you never came here
~
|
#14824
Hiho wiseman~
Hiho~
Hiho, the wiseman of the village, is here writing something.~
Hiho is the most wise and long living man in the village. He knows all about
the history of this village and maybe, just maybe, something else. He should be
able to answer most of your question. After all, he IS the wiseman.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_UNDERSTAND|AFF_TONGUES
1000 S
95 BODY_FOOT BODY_EYE|BODY_LEG|BODY_ARM|BODY_FOOT 1d1+9164 1d95+46
1 RACE_HUMAN
POS_RESTING POS_RESTING SEX_MALE
>group_greet_prog 100~
stand 
say Welcome, how may I assist you?
~
>speech_prog demise destroy help quest refuge tribe spies skeleton~
say Yes I too fear that Demise plans to destroy the village.
say I sense his minions already at work beneath us
say You must find them, and do away with them $n!
say They may be carrying an explosive device. Be careful.
say If so, crush it and bring whatever is left to me
say as proof of your good deed.
say Be careful, crushing it may cause it to explode!
say Good luck.
~
>give_prog I14879~
say You saved our village!!
thank $n
mpjunk all
mpoload 14865
mpquiet on
cast 'giant strength' $n
mpquiet off
give I14865 $n
say Please take this small token of mine
say in exchange of your service.
say I'm sure you will find this pass useful.
~
>speech_prog village history~
say I have written a book about
say the history of this village
say you can probably find it in the
say public library or a book store
smile 
~
>rand_prog 10~
say by the way, do not believe any
say rumors you hear in this village.
~
|
#14825
Bugs~
Bugs~
Bugs, the inn keeper, is here chewing carrots.~
A fussy little guy with long ears. He somewhat looks familiar.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY
0
0 S
95 BODY_HEAD BODY_MOUTH 1d1+9571 1d95+46
1 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>all_greet_prog 100~
smile 
tell $n What's up, traveller?
~
>rand_prog 5~
say You can't find a better value on hotel rooms
say than what I got here!
~
|
#14826
Daffy~
Daffy~
Daffy, the shopkeeper, is here looking greedy.~
This little black duck is crazy and sure IS greedy!!
~
ACT_SENTINEL|ACT_SMART|ACT_BODY
0
0 S
95 BODY_MOUTH BODY_MOUTH 1d1+9841 1d1+97
1 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>rand_prog 5~
if rand (40)
  say I am a crazy duck!!
  say Ho Ho HooHo Ho!!
  bounce 
else
  say I may be a little coward
  say but I am a GREEDY little coward.
endif
~
|
#14827
mafia boss~
the mafia boss~
A mafia boss is here eating his dinner.~
He is not too old with a face full of scars. It looks like that he has kept his
body built as when he was the hitman of his father.
~
ACT_SENTINEL|ACT_SCAVENGER|ACT_AGGRESSIVE|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_SANCTUARY|AFF_UNDERSTAND|AFF_TONGUES
-1000 S
95 BODY_EYE BODY_EYE 1d2256+7613 2d10+88
185730 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>all_greet_prog 100~
growl 
mpmload 14814
cast 'faerie fog'
~
>fight_prog 50~
divert killer
~
>fight_prog 30~
mpecho $I makes a horrible face.
mpforce $r flee
~
>hitprcnt_prog 25~
cast 'poison'
cast 'weaken'
cast 'faerie fire'
~
|
#14828
market owner~
the black market owner~
A black market owner is here selling some secret things.~
He is a former thief, the greatest ever. That's why he has so many illegal
things for sell here. Just say 'done' when you have found everything you
were looking for.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_FLYING
0 S
95 BODY_MOUTH BODY_MOUTH 1d1+9865 1d1+98
10 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>all_greet_prog 100~
tell $n Psst! Here! Anyone following you?
~
>speech_prog no nope~
say Good, let's do some business.
~
>rand_prog 10~
say I have the best selection and quality in town.
say All military standard supplies.
grin 
~
>speech_prog done~
say It was my pleasure to do business with you.
mptransfer $n 14822
~
|
#14829
saddened man~
the saddened man~
A saddened man in grey garb stands here, weeping.~
The man looks sick and sad. He weeps and sobs without end! He is truly the
most lugubrious, downtrodden, dejected, pitiful denizen of the Realms you
have ever seen.
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_INVISIBLE|AFF_DETECT_INVIS|AFF_SANCTUARY|AFF_UNDERSTAND|AFF_CLEAR|AFF_TONGUES
0 S
98 BODY_HEAD BODY_ARM|BODY_HAND|BODY_FOOT 1d2401+8144 1d98+98
1 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>speech_prog help sad weep wrong what why hello hi~
if quest (8,3,$n) == 0
  look $n
  say I am so.. so sad.
  cry $n
  say I miss my wife.. she passed away some time ago
  say Do you think there is something you can do
  say to make me feel better?
  mpmset $n quest 8 3 1
endif
~
>speech_prog wife yes time better sure~
if quest (8,3,$n) == 1
  mpmset $n quest 8 3 2
  mpecho $I lifts his head up.
  say Really? Hmm.. maybe you're right.
  sniff 
  say My wife used to carry around with her
  say a little bad luck charm...
  say I know it's bad to have a bad luck charm
  say but this particular charm carries sentimental value
  say I lost it recently somewhere in the refuge
  sniff 
  say I have something that may be of use to you
  say I'll give it to you if you can bring me
  say back my long lost bad luck charm
endif
~
>give_prog I14837~
mpjunk 14837
if quest (8,3,$n) == 2
  mpjunk all
  mpmset $n quest 8 3 0
  mpecho $I looks up.
  say You found it!
  thank $n
  say Here is your reward
  mpquiet on
  cast 'giant strength' $n
  mpquiet off
  mpoload 14871
  give I14871 $n
  say It is a special rune.. use it wisely!
endif
~
|
#14830
Skeleton digger~
a skeleton digger~
A skeleton is busy digging a tunnel.~
An VERY ordinary set of skeleton. Only this one is moving.
~
ACT_SENTINEL|ACT_AGGRESSIVE|ACT_BODY|ACT_RACE
AFF_FLYING
-900 S
43 BODY_EYE BODY_MOUTH 1d462+868 1d1+31
5 RACE_HUMAN
POS_STANDING POS_STANDING SEX_NEUTRAL
#14831
Skeleton Warrior~
a skeleton warrior~
A set of skeleton in armor is ordering other skeletons around.~
This skeleton is also moving. It's a little larger than other skeletons, and
has the smell of Fire all over it.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_SANCTUARY|AFF_TONGUES
-1000 S
80 BODY_HEAD BODY_HEAD 5d10+5000 1d80+33
154028 RACE_HUMAN
POS_STANDING POS_STANDING SEX_NEUTRAL
>fight_prog 30~
curse $n
mpquiet on
cast 'curse' $r
mpquiet off
~
>fight_prog 30~
mpechoat $r $I bites off his own finger and spits it at you!
mpechoaround $r $I bites off his own finger and spits it at $r!
mpquiet on
cast 'poison' $r
cast 'weaken' $r
mpquiet off
~
|
#14832
tempang~
the angel of the Rune of Ypmurcs~
The angel of the Rune of Ypmurcs stands here.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_SANCTUARY|AFF_TONGUES|AFF_ETHEREAL
0 S
100 BODY_HEAD BODY_HEAD 0d0+10000 1d100+51
0 RACE_HUMAN
POS_STANDING POS_STANDING SEX_NEUTRAL
>speech_prog p yamma shamma nowahaooo~
mpquiet on
cast 'sanctuary' $n
cast 'bless' $n
cast 'righteous fury' $n
cast 'feast'
cast 'enhanced heal' $n
cast 'giant strength' $n
mpquiet off
mpechoat $n Power surges through your body!
mppurge self
~
>speech_prog p yamma bamma sallawahaooo~
mpquiet on
cast 'shield' $n
cast 'armor' $n
cast 'mirror image' $n
cast 'feast'
cast 'enhanced revive' $n
mpechoat $n Power surges through your body!
mppurge self
~
>speech_prog p yamma flamma blickety blobbity boop~
mpquiet on
cast 'fly' $n
cast 'haste' $n
cast 'pass door' $n
cast 'feast'
cast 'enhanced rest' $n
cast 'breath water' $n
cast 'ethereal travel' $n
cast 'astral projection' $n
mpechoat $n Power surges through your body!
mppurge self
~
|
#0


#SHOPS
14818 ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  100  50  0 23
14819 ITEM_TYPE_WEAPON ITEM_TYPE_ARMOR ITEM_TYPE_TRASH ITEM_TYPE_FOOD ITEM_TYPE_NOTHING  100  50  0 23
14820 ITEM_TYPE_LIGHT ITEM_TYPE_SCROLL ITEM_TYPE_TREASURE ITEM_TYPE_POTION ITEM_TYPE_PILL  100  50  0 23
14826 ITEM_TYPE_BOAT ITEM_TYPE_TRASH ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  100  50  0 23
14828 ITEM_TYPE_AMMO ITEM_TYPE_POTION ITEM_TYPE_SCROLL ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  100  50  0 23
0


#SPECIALS
S


#OBJECTS
#14800
strange totem~
a strange totem~
A strange totem stands here.~
It does look strange. After a long time examining it, you can still only say
it's a strange, somewhat exotic, totem.
~
ITEM_TYPE_TOTEM
ITEM_FLAG_GLOW
0
SPELL_SANCTUARY SPELL_SANCTUARY SPELL_BLESS SPELL_BLESS 0 0 0 0
1000 10 100
#14801
fountain~
the fountain~
An old fountain sits here at the city square.~
It is just a normal fountain that you see in practically every city.
~
ITEM_TYPE_FOUNTAIN
ITEM_FLAG_EVIL
0
0 0 LIQ_WATER 0 0 0 0 0
2000 10 1
#14802
Bench~
a bench~
A bench lies here for you to sit on.~
Well, a bench in a park. What's wrong with that?
~
ITEM_TYPE_FURNITURE
0
0
0 0 0 0 0 0 0 0
50 10 1
#14803
bookshelf shelf~
the bookshelf~
A bookshelf stands here.~
It looks like an ordinary shelf that holds books for you.
~
ITEM_TYPE_CONTAINER
0
0
4 0 -1 0 0 0 0 0
1000 10 1
#14804
dull piece iron~
a dull piece of iron~
A dull piece of iron lies on the ground.~
This piece doesn't look like it has been used before, but it doesn't look
unattractive either. It's just a plain piece of iron with some rust on it.
What should you do with it?
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_WEAPON 2 4 WEAPON_SLICE 0 0 0 0
3 50 8
A APPLY_SEX 1 0
#14805
iron plate leggings~
a pair of iron plate leggings~
A shiny pair of iron plate leggings is here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_HUM|ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE
ITEM_WEAR_TAKE|ITEM_WEAR_LEGS
15 0 0 0 0 0 0 0
5 19999 40
A APPLY_HIT -20 0
A APPLY_MANA -20 0
#14806
iron plate sword~
an iron plate sword~
An iron plate sword is here.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_GLOW|ITEM_FLAG_NODROP
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SWORD 3 14 WEAPON_SLICE 0 0 0 0
10 9999 38
#14807
tube ancient clay~
a tube of ancient clay~
A tube of ancient, brown clay is rolling around here.~
It's of a kind of strange green color.
~
ITEM_TYPE_WAND
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
25 5 5 SPELL_STONE_SKIN 0 0 0 0
2 10000 30
#14808
small circular mirror~
a small, circular mirror~
A small, circular mirror is here blinding you.~
It's an odd kind of mirror.
~
ITEM_TYPE_WAND
ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
35 4 3 SPELL_MIRROR_IMAGE 0 0 0 0
1 1000 40
#14809
cloud~
a small piece of cloud~
A small piece of cloud is floating around.~
It is small, but it never stops floating above the ground and probably can
hold a lot of weight.
~
ITEM_TYPE_BOAT
0
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
1 5000 10
P 1
TRIG_HIT 2
OPROG_ECHO
Your cloud bursts into nothing!!~
P 1
TRIG_VOID
OPROG_JUNK
#14810
feather~
one of Daffy's feathers~
A piece of black feather is on the ground about to be blown away.~
This looks like the feather of a black duck.
~
ITEM_TYPE_TRASH
ITEM_FLAG_DARK
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
1 320000 36
P 1
TRIG_HIT 2
OPROG_ECHO
The black feather is burnt in the fire of war!!~
P 1
TRIG_VOID
OPROG_JUNK
#14811
old box nails~
an old box of nails~
A small box of nails is here waiting to be taken.~
This box of nails looks relativly old.  Upon closer inspection, they
appear to be lopsided. Perhaps you should return them because they are
'defective'.
~
ITEM_TYPE_PILL
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE
20 -1 SPELL_POISON SPELL_CAUSE_SERIOUS 0 0 0 0
3 50 15
#14812
new box nails good~
a new box of nails~
A small box of nails is here waiting to be taken.~
This box of nails looks relativly new (and the nails look nice and
straight).
~
ITEM_TYPE_PILL
ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE
20 SPELL_GIANT_STRENGTH SPELL_CURE_CRITICAL -1 0 0 0 0
3 500 15
#14813
safe vault~
a large safe~
A large vault sits up against the wall here.~
This is a normal thing that you would find in a bank.  The huge vault seems
tightly locked, and unpickable.  Perhaps the teller can open it.
~
ITEM_TYPE_FURNITURE
0
0
0 0 0 0 0 0 0 0
2000 1000000 1
#14815
Gold ring~
a gold ring~
A shiny gold ring is rolling on the ground.~
As you closly examine the ring you found engraved on the back side of the ring
the following: 1K.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_FINGER
7 0 0 0 0 0 0 0
2 500 38
A APPLY_DAMROLL 5 0
#14816
walking cane~
a walking cane~
A small stick made of a strange looking wood is lying on the ground.~
It's a suitable walking cane and probably nothing else.
~
ITEM_TYPE_STAFF
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
5 3 3 SPELL_REFRESH 0 0 0 0
5 100 30
#14817
pan chili~
a pan of chili~
A pan full of chili is sitting on the stove here.~
This is a 5-Quarter sauce pan and it's full of chili, hot chili.
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE
24 0 0 0 0 0 0 0
4 50 1
#14818
jewelery box~
the jewelery box~
A small box sits here on the table.~
This is the kind of box you find in a woman's room probably holding her jewels.
~
ITEM_TYPE_CONTAINER
0
0
10 CONT_CLOSEABLE|CONT_PICKPROOF|CONT_CLOSED|CONT_LOCKED -1 0 0 0 0 0
10 10 1
#14819
gem stone~
a gem stone~
A stone is reflecting light here.~
You can see all kinds of color inside the stone.
~
ITEM_TYPE_TREASURE
ITEM_FLAG_GLOW
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
2 100000 55
#14820
pocket knife~
a pocket knife~
A pocket knife is here.~
This looks like a multifunction knife that travellers use.
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_DAGGER 5 4 WEAPON_PIERCE 0 0 0 0
3 7890 30
#14821
dangerous knife~
a dangerous knife~
A dangrous looking knife is here.~
This knife looks shiny.
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_DAGGER 6 5 WEAPON_STAB 0 0 0 0
4 9999 66
A APPLY_DAMROLL 5 0
A APPLY_HITROLL 4 0
#14822
scissors~
a pair of scissors~
A very large pair of scissors is here.~
You found some blood on the blade!!
~
ITEM_TYPE_WEAPON
ITEM_FLAG_EVIL|ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD|ITEM_WEAR_HOLD
WEAPONTYPE_DAGGER 2 10 WEAPON_STAB 0 0 0 0
4 99999 20
#14823
cigar~
a cigar~
A cigar is here, smoking on the ground.~
You can never tell the brand of a cigar so forget it.
~
ITEM_TYPE_FOOD
ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
5 0 0 0 0 0 0 0
1 10 1
A APPLY_WIS -1 0
A APPLY_INT -1 0
#14824
torn tie~
a torn tie~
A tasteless looking tie is lying on the ground here.~
This tie is not only ugly looking but it smells... Yuck!!
~
ITEM_TYPE_ARMOR
ITEM_FLAG_DARK|ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_NECK|ITEM_WEAR_WRIST
2 0 0 0 0 0 0 0
1 100000 10
A APPLY_WIS 2 0
A APPLY_INT 2 0
#14825
old bow~
an old bow~
An old bow lies here.~
Well... It's a bow. It has a wide arch and a string of immense strength.
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_LONGBOW 5 5 WEAPON_POUND 0 0 0 0
7 99999 65
C
arrow~
FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA|FLAG_CLASS_DRUID|FLAG_CLASS_SORCERER|FLAG_CLASS_SHAMAN
#14826
crossbow~
an old crossbow~
An old crossbow lies in the mud here.~
It's a crossbow made of oak.
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_CROSSBOW 5 7 WEAPON_CRUSH 0 0 0 0
8 1000000 65
C
bolt~
FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA|FLAG_CLASS_DRUID|FLAG_CLASS_SORCERER|FLAG_CLASS_SHAMAN|FLAG_CLASS_WARLOCK
#14827
crossbow bolt~
a crossbow bolt~
A bolt for a crossbow lies here.~
It's a bolt.
~
ITEM_TYPE_AMMO
0
ITEM_WEAR_TAKE
14827 15 20 5 0 0 0 0
3 900000 70
#14829
standard military sword~
a standard military sword~
A VERY heavy sword is here on the ground.~
This is a kind of sword you don't see every day. Only professinal soldiers in
this village use this kind of big sword.
~
ITEM_TYPE_WEAPON
ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SWORD 5 5 WEAPON_SLASH 0 0 0 0
25 50000 65
A APPLY_DAMROLL 6 0
A APPLY_HITROLL -10 0
#14830
suit copper plate armor~
a suit of copper plate armor~
A pile of copper pieces is on the ground.~
It's a pile of copper pieceds connected together.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_HUM|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
15 0 0 0 0 0 0 0
20 50000 65
A APPLY_DEX 3 0
A APPLY_HIT 25 0
#14831
metal copper helmet~
a copper helmet~
You see a metal helmet here.~
It's a helmet made out of one whole piece of copper.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_HUM|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_HEAD
15 0 0 0 0 0 0 0
15 50000 65
A APPLY_INT 2 0
A APPLY_MANA 30 0
#14832
copper gauntlets~
a pair of copper gauntlets~
A pair of gauntlets is lying on the ground~
Another piece of armor made out of one whole piece of copper.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_HUM|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_HANDS
15 0 0 0 0 0 0 0
13 50000 65
A APPLY_DAMROLL 3 0
A APPLY_HITROLL 3 0
#14833
sai~
the sai~
A tiny forklike thing is here.~
It looks like minimized forks but believe it or not it's a dangrous weapon in a
pair of trained hands.
~
ITEM_TYPE_WEAPON
ITEM_FLAG_HUM|ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_DAGGER 4 4 WEAPON_PIERCE 0 0 0 0
5 50000 73
A APPLY_AC -11 0
#14834
birthday wax candle pink~
a wax candle~
A pink candle is here.~
A normal candle of pink color that you buy in the store.
~
ITEM_TYPE_LIGHT
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 24 0 0 0 0 0
1 10 1
A APPLY_NONE 0 0
P 1
TRIG_TICK 5
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_APPLY OAPPLY_HIT -2
P 2
TRIG_VOID
OPROG_ECHO
A drop of HOT wax burns your hand.~
#14835
bottle pink~
a bottle of something pink~
A bottle of something pink sets here.~
I guess nobody likes this pink stuff.
~
ITEM_TYPE_POTION
0
ITEM_WEAR_TAKE
20 SPELL_CURE_POISON SPELL_REMOVE_CURSE -1 0 0 0 0
1 25 23
#14836
box~
a box~
A box sits here.~
The box is made of paper.
~
ITEM_TYPE_PILL
0
ITEM_WEAR_TAKE
20 -1 SPELL_CURE_SERIOUS SPELL_SLEEP 0 0 0 0
1 25 25
#14837
metal bad luck charm~
a bad luck charm~
A metal charm of some sort is here on the ground.~
The strings are messy and in the middle you can find a piece of yellow glass.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_EVIL|ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_FINGER|ITEM_WEAR_WRIST
5 0 0 0 0 0 0 0
3 100 15
A APPLY_WIS -1 0
A APPLY_INT -1 0
P 1
TRIG_TICK 5
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_APPLY OAPPLY_HIT -10
P 2
TRIG_VOID
OPROG_ECHO
The charm causes you to stumble and hurt yourself.~
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpechoaround $ stumbles and falls to the ground. What a clutz!!!~
#14838
book history~
a book about the refuge village history~
An old book is here.~
This is a book written by Hiho. It tells you all you need to know about refuge
village.  You can look at its many 'chapters'
~
ITEM_TYPE_TRASH
0
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
6 10 1
E
chapters~
This is the Refuge Tribe's village. Me, Hiho alone with Slayer brought
our people here a thousand years ago. Most people now don't remember their
roots and why their ancestors came to this place. We called this place
Refuge Tribe because we were all refugees from The Kingdom of Dilemma, a
place not suitable for most people to live in. The magic users and the
fighters in the kingdom formed their own groups fighting all day to prove
who was the most powerful in the kingdom and even the world. It's rumored
that both groups have something powerful enough to destroy the other and
no one dared to use them. Any outsiders, who can gain trust from them and
get to keep that secret weapon, will be almost matchless.
~
#14839
code book~
a code book~
A small slip of paper is here.~
This is the code book Hiho keeps to himself!! You can find out all the secrets
about refuge village. Every secret there is.  Unfortunately its all written in
a secret language that would take years to decipher.
~
ITEM_TYPE_TRASH
0
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
1 10 1
#14840
sucker knife~
the sucker knife~
A small knife in the shape of a cloud is humming here.~
It's really funny... How could a sword in the shape of cloud hurt anyone?
When you have looked for a long time you can make out the shape of a head out
of the sword, the mouth of the head is where you grab the sword. Will it bite
you? Why do you think it was called sucker anyway?
~
ITEM_TYPE_WEAPON
ITEM_FLAG_HUM|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_DAGGER 6 10 WEAPON_STAB 0 0 0 0
2 1000000 59
P 1
TRIG_HIT 5
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 0
P 3
TRIG_VOID
OPROG_APPLY OAPPLY_HIT -5
P 3
TRIG_VOID
OPROG_ECHO
The sucker knife sucks on your bloody wound!~
#14841
white cloud mask~
a mask made of white cloud~
You see some white cloud floating around.~
The white cloud forms a mask. Gazing upon it you find yourself wondering it
must be like to 'float' like a cloud...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_HUM|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_HEAD
18 0 0 0 0 0 0 0
1 1000000 93
A APPLY_HIT 60 0
P 1
TRIG_UNKNOWN 100 float
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see a white cloud floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are floating like a cloud.~
#14842
white cloud chainmail~
a suit of chainmail made of white cloud~
You see some white cloud floating around.~
The white cloud forms a suit of chainmail. Gazing upon it you find yourself wondering it must be like to 'float' like a cloud...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_HUM|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
18 0 0 0 0 0 0 0
1 1000000 93
A APPLY_HIT 60 0
P 1
TRIG_UNKNOWN 100 float
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see a white cloud floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are floating like a cloud.~
#14843
white cloud gauntlets~
a pair of gauntlets made of white cloud~
You see some white cloud floating around.~
The white cloud forms a pair of gauntlets.Gazing upon it you find yourself wondering it must be like to 'float' like a cloud...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_HUM|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_HANDS
18 0 0 0 0 0 0 0
1 1000000 93
A APPLY_HIT 60 0
P 1
TRIG_UNKNOWN 100 float
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see a white cloud floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are floating like a cloud.~
#14844
white cloud leggings~
a pair of leggings made of white cloud~
You see some white cloud floating around.~
The white cloud forms a pair of leggings.Gazing upon it you find yourself wondering it must be like to 'float' like a cloud...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_HUM|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_LEGS
18 0 0 0 0 0 0 0
1 1000000 93
A APPLY_MANA 90 0
P 1
TRIG_UNKNOWN 100 float
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see a white cloud floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are floating like a cloud.~
#14845
white cloud girth~
a girth made of white cloud~
You see some white cloud floating around.~
The white cloud forms a girth.Gazing upon it you find yourself wondering it must be like to 'float' like a cloud...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_HUM|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_WAIST
18 0 0 0 0 0 0 0
1 1000000 93
A APPLY_DAMROLL 5 0
A APPLY_HITROLL 2 0
P 1
TRIG_UNKNOWN 100 float
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see a white cloud floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are floating like a cloud.~
#14846
white cloud cloak~
a cloak made of white cloud~
You see some white cloud floating around.~
The white cloud forms a cloak. Gazing upon it you find yourself wondering it must be like to 'float' like a cloud...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_HUM|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_NECK
18 0 0 0 0 0 0 0
1 1000000 93
A APPLY_DAMROLL 5 0
A APPLY_HITROLL 2 0
P 1
TRIG_UNKNOWN 100 float
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see a white cloud floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are floating like a cloud.~
#14847
white cloud cape~
a cape made of white cloud~
You see some white cloud floating around.~
The white cloud forms a cape. Gazing upon it you find yourself wondering it must
be like to 'float' like a cloud...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_NECK|ITEM_WEAR_ABOUT
18 0 0 0 0 0 0 0
1 1000000 94
A APPLY_DAMROLL 5 0
A APPLY_SAVING_SPELL -5 0
P 1
TRIG_UNKNOWN 100 float
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see a white cloud floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are floating like a cloud.~
#14848
white cloud arm guards~
a pair of arm guards made of white cloud~
You see a white cloud floating around.~
The white cloud forms a pair of arm guards. Gazing upon it you find yourself wondering it must be like to 'float' like a cloud...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_HUM|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_ARMS
18 0 0 0 0 0 0 0
1 1000000 93
A APPLY_HIT 60 0
P 1
TRIG_UNKNOWN 100 float
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see a white cloud floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are floating like a cloud.~
#14849
white cloud boots~
a pair of boots made of white cloud~
You see a white cloud floating around.~
The white cloud forms a pair of boots. Gazing upon it you find yourself wondering it must be like to 'float' like a cloud...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_HUM|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_FEET
18 0 0 0 0 0 0 0
1 1000000 93
A APPLY_MANA 90 0
P 1
TRIG_UNKNOWN 100 float
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see a white cloud floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are floating like a cloud.~
#14850
white cloud wrist band~
a wrist band made of white cloud~
You see a white cloud floating around.~
The white cloud forms a band. Gazing upon it you find yourself wondering it must be like to 'float' like a cloud...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_HUM|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_WRIST
18 0 0 0 0 0 0 0
1 1000000 93
A APPLY_MANA 90 0
P 1
TRIG_UNKNOWN 100 float
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see a white cloud floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are floating like a cloud.~
#14851
white cloud ring~
a ring made of white cloud~
You see a white cloud floating around.~
The white cloud forms a ring. Gazing upon it you find yourself wondering it must be like to 'float' like a cloud...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_HUM|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_FINGER
18 0 0 0 0 0 0 0
1 1000000 93
A APPLY_MANA 90 0
P 1
TRIG_UNKNOWN 100 float
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see a white cloud floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are floating like a cloud.~
#14852
jagged fork pain~
the jagged fork of pain~
You see a large, wiry fork here.~
This fork is made of thick, jagged iron.
~
ITEM_TYPE_WEAPON
ITEM_FLAG_GLOW|ITEM_FLAG_EVIL|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_DAGGER 6 10 WEAPON_STAB 0 0 0 0
5 1000000 59
#14853
dark fog hat~
a hat made of dark fog~
You see some dark fog floating around.~
The dark fog forms a hat.  Looking at it, you ponder the possibility if being able to 'drift' like this piece of fog...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_GLOW|ITEM_FLAG_EVIL|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_HEAD
18 0 0 0 0 0 0 0
1 1000000 93
A APPLY_HIT 60 0
P 1
TRIG_UNKNOWN 100 drift
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see some dark fog floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are drifting like fog.~
#14854
dark fog necklace~
a necklace made of dark fog~
You see some dark fog floating around.~
The dark fog forms a necklace.  Looking at it, you ponder the possibility if being able to 'drift' like this piece of fog...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_GLOW|ITEM_FLAG_EVIL|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_NECK
18 0 0 0 0 0 0 0
1 1000000 94
A APPLY_DAMROLL 5 0
A APPLY_SAVING_SPELL -5 0
P 1
TRIG_UNKNOWN 100 drift
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see some dark fog floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are drifting like fog.~
#14855
dark fog fur coat~
a fur coat made of dark fog~
You see some dark fog floating around.~
The dark fog forms a fur coat.  Looking at it, you ponder the possibility if being able to 'drift' like this piece of fog...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_GLOW|ITEM_FLAG_EVIL|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_NECK|ITEM_WEAR_ABOUT
18 0 0 0 0 0 0 0
1 1000000 93
A APPLY_DAMROLL 5 0
A APPLY_HITROLL 2 0
P 1
TRIG_UNKNOWN 100 drift
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see some dark fog floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are drifting like fog.~
#14856
dark fog suit~
a suit made of dark fog~
You see some dark fog floating around.~
The dark fog forms a suit.  Looking at it, you ponder the possibility if being able to 'drift' like this piece of fog...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_GLOW|ITEM_FLAG_EVIL|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
17 0 0 0 0 0 0 0
1 1000000 93
A APPLY_MANA 100 0
P 1
TRIG_UNKNOWN 100 drift
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see some dark fog floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are drifting like fog.~
#14857
dark fog belt~
a belt made of dark fog~
You see some dark fog floating around.~
The dark fog forms a belt.  Looking at it, you ponder the possibility if being able to 'drift' like this piece of fog...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_GLOW|ITEM_FLAG_EVIL|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_WAIST
18 0 0 0 0 0 0 0
1 1000000 93
A APPLY_DAMROLL 5 0
A APPLY_HITROLL 2 0
P 1
TRIG_UNKNOWN 100 drift
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see some dark fog floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are drifting like fog.~
#14858
dark fog gloves~
a pair of gloves made of dark fog~
You see some dark fog floating around.~
The dark fog forms a pair of gloves.  Looking at it, you ponder the possibility if being able to 'drift' like this piece of fog...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_GLOW|ITEM_FLAG_EVIL|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_HANDS
17 0 0 0 0 0 0 0
1 1000000 93
A APPLY_MANA 100 0
P 1
TRIG_UNKNOWN 100 drift
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see some dark fog floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are drifting like fog.~
#14859
dark fog leather shoes~
a pair of leather shoes made of dark fog~
You see some dark fog floating around.~
The dark fog forms a pair of leather shoes.  Looking at it, you ponder the possibility if being able to 'drift' like this piece of fog...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_GLOW|ITEM_FLAG_EVIL|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_FEET
18 0 0 0 0 0 0 0
1 100000 93
A APPLY_MANA 90 0
P 1
TRIG_UNKNOWN 100 drift
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see some dark fog floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are drifting like fog.~
#14860
dark fog pants~
a pair of pants made of dark fog~
You see some dark fog floating around.~
The dark fog forms a pair of pants.  Looking at it, you ponder the possibility if being able to 'drift' like this piece of fog...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_GLOW|ITEM_FLAG_EVIL|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_LEGS
18 0 0 0 0 0 0 0
1 100000 93
A APPLY_MANA 90 0
P 1
TRIG_UNKNOWN 100 drift
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see some dark fog floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are drifting like fog.~
#14861
dark fog sleeves~
a pair of dark fog sleeves~
You see some dark fog floating around.~
The dark fog forms a pair of sleeves.  Looking at it, you ponder the possibility if being able to 'drift' like this piece of fog...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_GLOW|ITEM_FLAG_EVIL|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_ARMS
17 0 0 0 0 0 0 0
1 100000 93
A APPLY_MANA 100 0
P 1
TRIG_UNKNOWN 100 drift
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see some dark fog floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are drifting like fog.~
#14862
dark fog ring~
a ring made of dark fog~
You see some dark fog floating around.~
The dark fog forms a ring.  Looking at it, you ponder the possibility if being able to 'drift' like this piece of fog...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_GLOW|ITEM_FLAG_EVIL|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_FINGER
18 0 0 0 0 0 0 0
1 100000 93
A APPLY_HIT 60 0
P 1
TRIG_UNKNOWN 100 drift
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see some dark fog floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are drifting like fog.~
#14863
dark fog watch~
a watch made of dark fog~
You see some dark fog floating around.~
The dark fog forms a watch.  Looking at it, you ponder the possibility if being able to 'drift' like this piece of fog...
~
ITEM_TYPE_ARMOR
ITEM_FLAG_GLOW|ITEM_FLAG_EVIL|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_WRIST
17 0 0 0 0 0 0 0
1 100000 93
A APPLY_MANA 100 0
P 1
TRIG_UNKNOWN 100 drift
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see some dark fog floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are drifting like fog.~
#14865
black rune passage~
a black rune of passage~
You find a litte black rune on the ground.~
This pass identifies you as the friend of Hiho!! You might try visiting
the General Store now that you have one.
~
ITEM_TYPE_TRASH
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
1 123 1
A APPLY_INT 1 0
A APPLY_WIS 1 0
#14866
money gold coins~
a pile of gold~
A pile of gold is here.~
Ahem.... money don't you understand?
~
ITEM_TYPE_MONEY
0
ITEM_WEAR_TAKE
1000000 0 0 0 0 0 0 0
1 1000000 1
#14867
bottle saint potion~
the saint potion~
You see a bottle of clear liquid on the ground.~
You see a label on the bottle.
~
ITEM_TYPE_POTION
ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE
80 SPELL_PROTECTION_EVIL SPELL_MAGE_SHIELD SPELL_SANCTUARY 0 0 0 0
1 100000 75
E
label~
The label reads:
Saint potion quaff it and become a saint.

Dosage for adult: One bottle at a time. NOT to exceed one bottle per day.
Cut the dosage in half for children.
KEEP OUT OF THE REACH OF CHILDREN.
~
#14868
saint scroll~
the saint scroll~
You see an ancient piece of paper here.~
This is the saint scroll, so become a saint and recite it.
~
ITEM_TYPE_SCROLL
ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE
80 SPELL_PROTECTION_EVIL SPELL_MAGE_SHIELD SPELL_SANCTUARY 0 0 0 0
1 1000000 75
#14869
fountainhead pen~
a fountainhead pen~
You see a quilted pen rolling around.~
This is a quilted pen.
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_DAGGER 1 8 WEAPON_STAB 0 0 0 0
1 1000000 15
#14870
blank scroll paper~
a blank scroll~
You see a piece of blank scroll here.~
This is a blank paper in good quality. I am sure what ever you write on it will
be kept for a long long time.
~
ITEM_TYPE_SCROLL
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
1 -1 -1 -1 0 0 0 0
1 10 1
#14871
wooden rune ypmurcs~
the rune of ypmurcs~
A wooden rune is here on the ground.~
The rune is made of a light streaked wood. There are bits of metal and
glass (or quartz) that are embedded along its edges. The surface of the
rune says 'ypmurcs'.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
8 0 0 0 0 0 0 0
3 1000000 40
A APPLY_CON 1 0
A APPLY_INT 2 0
P 1
TRIG_UNKNOWN 100 ypmurcs
OPROG_IF OIF_USER_POSITION = POS_STANDING 2 15
P 2
TRIG_VOID
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 16
P 3
TRIG_VOID
OPROG_IF OIF_USER_ALIGNMENT > 349 5 4
P 4
TRIG_VOID
OPROG_IF OIF_USER_ALIGNMENT < -349 6 7
P 5
TRIG_VOID
OPROG_ECHO
The rune of ypmurcs determines that you are of good alignment.~
P 5
TRIG_VOID
OPROG_GOD_COMMAND
mpmload 14832 
say yamma shamma nowahaooo 
mpechoat self A powerful blue light emanates from the rune! 
mpechoaround self A powerful blue light emanates from $I's hand!~
P 5
TRIG_VOID
OPROG_ECHO
The rune of ypmurcs breaks apart in your grasp.~
P 5
TRIG_VOID
OPROG_JUNK
P 6
TRIG_VOID
OPROG_ECHO
The rune of ypmurcs determines that you are of evil alignment.~
P 6
TRIG_VOID
OPROG_GOD_COMMAND
mpmload 14832 
say yamma bamma sallawahaooo 
mpechoat self A powerful red light emanates from the rune! 
mpechoaround self A powerful red light emanates from $I's hand!~
P 6
TRIG_VOID
OPROG_ECHO
The rune of ypmurcs breaks apart in your grasp.~
P 6
TRIG_VOID
OPROG_JUNK
P 7
TRIG_VOID
OPROG_ECHO
The rune of ypmurcs determines that you are of neutral alignment.~
P 7
TRIG_VOID
OPROG_GOD_COMMAND
mpmload 14832 
say yamma flamma blickety blobbity boop 
mpechoat self A powerful green light emanates from the rune! 
mpechoaround self A powerful green light emanates from $I's hand!~
P 7
TRIG_VOID
OPROG_ECHO
The rune of ypmurcs breaks apart in your grasp.~
P 7
TRIG_VOID
OPROG_JUNK
P 15
TRIG_VOID
OPROG_ECHO
You must be standing for the rune to work its amazing magic.~
P 16
TRIG_VOID
OPROG_ECHO
The rune of ypmurcs will only respond with amazing magic when worn.~
#14872
white cloud shield~
a shield made of white cloud~
You see a white cloud floating around.~
The white shield forms a shield. Maybe you can 'float' like the dark fog ?
~
ITEM_TYPE_ARMOR
ITEM_FLAG_HUM|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD
17 0 0 0 0 0 0 0
1 1000000 93
A APPLY_MANA 100 0
P 1
TRIG_UNKNOWN 100 float
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see a white cloud floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are floating like a cloud.~
#14873
dark fog dish~
a dish made of dark fog~
You see some dark fog floating around.~
The dark fog forms a dish. Maybe you can 'drift' like the dark fog ?
~
ITEM_TYPE_ARMOR
ITEM_FLAG_GLOW|ITEM_FLAG_EVIL|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD
17 0 0 0 0 0 0 0
1 100000 93
A APPLY_MANA 100 0
P 1
TRIG_UNKNOWN 100 drift
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long You see some dark fog floating around.~
P 2
TRIG_VOID
OPROG_ECHO
You are drifting like fog.~
#14874
invincibility potion~
a potion of invincibility~
You see a bottle of dark liquid here.~
You see a label on the bottle.
~
ITEM_TYPE_POTION
ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE
80 SPELL_ARMOR SPELL_STONE_SKIN SPELL_SHIELD 0 0 0 0
1 100000 75
E
label~
The label reads:

      effects unknown
~
#14875
invincibility scroll~
a scroll of invincibility~
You see a piece of paper on the ground.~
This is a secret scroll.
~
ITEM_TYPE_SCROLL
ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE
80 SPELL_ARMOR SPELL_STONE_SKIN SPELL_SHIELD 0 0 0 0
1 100000 75
#14876
glass bottle eye drops~
a glass bottle of eye drops~
You see a small white glass bottle here.~
~
ITEM_TYPE_POTION
0
ITEM_WEAR_TAKE
25 SPELL_DETECT_INVIS SPELL_DETECT_HIDDEN SPELL_INFRAVISION 0 0 0 0
1 5000 25
#14877
binocular manual clear vision~
a manual of clear vision~
You see a slip here with text on it.~
This manual instructs you in the manner of vision.
~
ITEM_TYPE_SCROLL
0
ITEM_WEAR_TAKE
25 SPELL_DETECT_INVIS SPELL_DETECT_HIDDEN SPELL_INFRAVISION 0 0 0 0
1 5000 25
#14878
gem stone~
a gem stone~
A stone is reflecting light here.~
You can see all kinds of color inside the stone.
~
ITEM_TYPE_TREASURE
ITEM_FLAG_GLOW
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
2 1000000 55
#14879
skeleton skull~
a skull~
The top part of a skeleton is sitting here.~
Close examination told you that this skull is made of metal.
~
ITEM_TYPE_CONTAINER
ITEM_FLAG_GLOW|ITEM_FLAG_EVIL|ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
1000 CONT_CLOSEABLE -1 0 0 0 0 0
1 10 60
#14880
finger bone~
a curly finger bone~
A piece of bone is lying on the ground.~
Just the finger bone of a dead man.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_ANTI_NEUTRAL
ITEM_WEAR_TAKE|ITEM_WEAR_FINGER
5 0 0 0 0 0 0 0
1 20000 30
A APPLY_WIS 2 0
A APPLY_DAMROLL 4 0
#14881
arm bone~
an arm bone~
A long piece of bone is rolling around.~
A long white piece of bone.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_ARMS
10 0 0 0 0 0 0 0
2 300256 60
A APPLY_HIT 50 0
A APPLY_DAMROLL 4 0
#14882
a neck bone~
a piece of neck bone~
A small piece of bone is lying on the floor.~
It looks like a chicken bone is it?
~
ITEM_TYPE_ARMOR
ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_NECK
14 0 0 0 0 0 0 0
2 300256 70
A APPLY_MANA 100 0
A APPLY_HIT 50 0
A APPLY_DAMROLL -10 0
#14883
menacing crystal~
a menacing crystal~
You see a black, menacing crystal on the ground here.~
This seems to be some sort of explosive device. It seems to pulse or
gyrate every moment or two, as if it's counting...
~
ITEM_TYPE_TRASH
ITEM_FLAG_HUM
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
1 10 1
P 1
TRIG_UNKNOWN 100 crush
OPROG_IF OIF_RANDOM_PERCENT > 10 2 3
P 2
TRIG_VOID
OPROG_ECHO
You crush the menacing crystal!!
The crystal vanishes, leaving you a strange looking shell.~
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpoload 14879 
 mpjunk i14883~
P 3
TRIG_VOID
OPROG_ECHO
*** BOOM ***
The crystal blows you up into the sky!~
P 3
TRIG_VOID
OPROG_GOD_COMMAND
mpareaecho An enormous exlposion takes place!~
P 3
TRIG_VOID
OPROG_APPLY 13 -300
P 3
TRIG_VOID
OPROG_APPLY 14 -600
P 3
TRIG_VOID
OPROG_JUNK
#14884
small key~
a small key~
A small black key sits here.~
The key is light but dark colored.
~
ITEM_TYPE_TRASH
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
1 10 1
#0


#ROOMS
#14800
A Dark Path~
You are on a dark path leading south. You can see some sort of
civilization at the end of the road.
~
0 ROOM_DARK SECT_FIELD
DDIR_NORTH
~
~
0 -1 17298
DDIR_SOUTH
Entrance to a village~
~
0 -1 14801
S
#14801
Entrance to Village~
You are standing at the entrance to the village of the Refuge Tribe.
There are guard houses to your east and to your west.
	You see a sign here.
~
0 ROOM_NO_MOB SECT_FIELD
DDIR_NORTH
A Dark Path~
~
0 -1 14800
DDIR_EAST
A guard house~
~
0 -1 14802
DDIR_SOUTH
The first checkpoint~
~
0 -1 14804
DDIR_WEST
A guard house~
~
0 -1 14803
E
sign~
{308}The sign:
                -----------------------------------------
               |                                         |
               |        Welcome to Refuge Tribe.         |
               |               Hope your                 |
               |         stay here is pleasant.          |
               |                                         |
               |                                         |
               |                                 Lolo    |
               |                                         |
                -----------------------------------------
                                   |   |
                                   |   |
                                   |   |
                                   |   |
                                   |   |
                                   |   |
~
S
#14802
A Guard House~
This a guard house. The only exit is to your west, back to the entrance
road.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
Entrance to village~
~
0 -1 14801
S
#14803
A Guard House~
This a guard house. To your east is the only exit of this room.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
Entrance to village~
~
0 -1 14801
S
#14804
First check point~
You are standing between two guard houses. The road continues to both
north and south. To the south you see more guard houses and some civilians
too.
~
0 ROOM_NO_MOB SECT_FIELD
DDIR_NORTH
Entrance to village~
~
0 -1 14801
DDIR_EAST
A guard house~
~
0 -1 14805
DDIR_SOUTH
The second check point~
~
0 -1 14807
DDIR_WEST
A guard house~
~
0 -1 14806
S
#14805
A guard house~
This is a guard house. It is crudely fashioned from wood and wires which,
oddly enough, does a great job of keeping the elements out.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
The first check point~
~
0 -1 14804
S
#14806
A guard house~
This is a guard house. It is crudely fashioned from wood and wires which,
oddly enough, does a great job of keeping the elements out.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
The first check point~
~
0 -1 14804
S
#14807
Second check point~
You are standing between two guard houses. The road countinues to both
north and south. To the south you see more guard houses and some civilians
too.
~
0 ROOM_NO_MOB SECT_FIELD
DDIR_NORTH
First check point~
~
0 -1 14804
DDIR_EAST
A guard house~
~
0 -1 14808
DDIR_SOUTH
The third check point~
~
0 -1 14810
DDIR_WEST
A guard house~
~
0 -1 14809
S
#14808
A guard house~
This is a guard house. The only exit is the direction from which you
walked in.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
The second check point~
~
0 -1 14807
S
#14809
A guard house~
This a guard house. The only exit is the direction from which you walked
in.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
The second check point~
~
0 -1 14807
S
#14810
Third check point~
You are standing between two guard houses. The road countinues to both
north and south. To the south you see a huge gate.
~
0 ROOM_NO_MOB SECT_FIELD
DDIR_NORTH
Second check point~
~
0 -1 14807
DDIR_EAST
A guard house~
~
0 -1 14811
DDIR_SOUTH
A huge gate~
huge gate~
EX_ISDOOR|EX_CLOSED -1 14813
DDIR_WEST
A guard house~
~
0 -1 14812
S
#14811
A guard house~
This is a simple small guard house. There are guards on duty in here 24 hours a
day. After all this is the last defense line to the villiage gate.
~
0 0 SECT_INSIDE
DDIR_WEST
The third check point~
~
0 -1 14810
S
#14812
A guard house~
This is a simple small guard house. There are guards on duty in here 24 hours a
day. After all this is the last defense line to the villiage gate.
~
0 0 SECT_INSIDE
DDIR_EAST
The third check point~
~
0 -1 14810
S
#14813
Inside the gate~
You have entered the Refuge Tribe village. Continue on south and you
will be in the village soon. To your west is the head quarters of the tribe
guards. To your east is the captain's post. I DO suggest you to go straight
south.
~
0 0 SECT_FIELD
DDIR_NORTH
A huge gate~
huge gate~
EX_ISDOOR|EX_CLOSED -1 14810
DDIR_EAST
Captain's post~
door~
EX_ISDOOR|EX_CLOSED -1 14814
DDIR_SOUTH
Magic Rd~
~
0 -1 14816
DDIR_WEST
HQ of guards~
door~
EX_ISDOOR|EX_CLOSED -1 14815
S
#14814
Captain's post~
This is the place where the captain of guards stays all the time. It is
apparent that you have NO business here! GET OUT!!!!
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
Inside gate~
door~
EX_ISDOOR|EX_CLOSED -1 14813
S
#14815
Guard Headquarters~
This is the office of C Slayer, the highest military officer of this
tribe. Every decision concerning security is made here.
~
0 ROOM_DARK|ROOM_INDOORS|ROOM_SAFE|ROOM_NO_RECALL SECT_INSIDE
DDIR_EAST
Inside gate~
door~
EX_ISDOOR|EX_CLOSED -1 14813
DDIR_SOUTH
Living quarters~
door~
EX_ISDOOR|EX_CLOSED -1 14818
S
#14816
Magic Rd~
Magic Road begins here and extends south, into the village. To your
west is the living quarters of guards.
~
0 0 SECT_FIELD
DDIR_NORTH
Inside gate~
~
0 -1 14813
DDIR_EAST
Magic Rd~
~
0 -1 14817
DDIR_WEST
Living Quarters~
door~
EX_ISDOOR -1 14818
S
#14817
Magic Rd~
You are on the Magic Road to the village. Back west you can get out of
here. Do you have the URGE to get out NOW?
~
0 0 SECT_CITY
DDIR_EAST
Magic Rd~
~
0 -1 14820
DDIR_WEST
Magic Rd~
~
0 -1 14816
S
#14818
Living Quarters~
This is the living quarters of the guards and, most time, is filled
with guards, resting sleeping and doing their own things. Even if you are in
their bedroom, they probably will leave you alone... IF you do the same.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
HQ~
door~
EX_ISDOOR|EX_CLOSED -1 14815
DDIR_EAST
Magic Rd~
door~
EX_ISDOOR -1 14816
DDIR_WEST
Living quarters~
door~
EX_ISDOOR -1 14819
S
#14819
Living Quarters~
This is another room of guards' living quarters. It looks the same as
all other rooms.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
Living quarters~
door~
EX_ISDOOR -1 14818
S
#14820
Magic Rd~
Magic Road continues.
~
0 0 SECT_CITY
DDIR_EAST
Magice Rd~
~
0 -1 14821
DDIR_WEST
Magic Rd~
~
0 -1 14817
S
#14821
Magic Rd~
Magic Road continues. To your east you see the downtown square.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 16022
DDIR_EAST
Square~
~
0 -1 14822
DDIR_SOUTH
You see a large building.~
~
0 -1 14856
DDIR_WEST
Magic Rd~
~
0 -1 14820
S
#14822
City Square~
You are standing at the central city square. Leading north and south,
Main Street crosses here with Magic Road.
~
0 ROOM_NO_MOB|ROOM_ALTAR_N|ROOM_SAFE SECT_CITY
DDIR_NORTH
Main St N~
~
0 -1 14828
DDIR_EAST
Magic Rd E~
~
0 -1 14823
DDIR_SOUTH
Main St S~
~
0 -1 14857
DDIR_WEST
Magic Rd W~
~
0 -1 14821
S
#14823
Magic Rd~
You can see some houses at this part of the town and downtown square is
to your west.
~
0 0 SECT_CITY
DDIR_NORTH
A house~
door~
EX_ISDOOR -1 14829
DDIR_EAST
Magic Rd~
~
0 -1 14824
DDIR_WEST
Square~
~
0 -1 14822
S
#14824
Magic Rd~
This is the end of Magic Road. There are houses to all directions
except the way you came from.
~
0 0 SECT_CITY
DDIR_NORTH
A house~
door~
EX_ISDOOR -1 14830
DDIR_EAST
A house~
door~
EX_ISDOOR -1 14825
DDIR_SOUTH
A house~
door~
EX_ISDOOR -1 14859
DDIR_WEST
Magic Rd~
~
0 -1 14823
S
#14825
A house~
This a residece of a villager. DID YOU KNOCK BEFORE YOU CAME IN?
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
Magic Rd~
door~
EX_ISDOOR -1 14824
S
#14826
Park~
This is a park, that folks living here use to relax themselves.
~
0 0 SECT_FIELD
DDIR_NORTH
Park~
~
0 -1 14831
DDIR_EAST
Entrance to Park~
~
0 -1 14827
S
#14827
Entrance to Park~
This is the entrance to a park.
~
0 0 SECT_FIELD
DDIR_NORTH
Park~
~
0 -1 14832
DDIR_EAST
Main St~
~
0 -1 14828
DDIR_WEST
Park~
~
0 -1 14826
S
#14828
Main St~
You are on the north section of Main Street. To your west is a park
that opens 24 hours a day 7 days a week. How nice.
~
0 0 SECT_CITY
DDIR_NORTH
Main St~
~
0 -1 14833
DDIR_SOUTH
Square~
~
0 -1 14822
DDIR_WEST
Entrance to park~
~
0 -1 14827
S
#14829
A house~
This a residece of a villager. DID YOU KNOCK BEFORE YOU CAME IN?
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
Magic Rd~
door~
EX_ISDOOR -1 14823
S
#14830
A house~
This a residece of a villager. DID YOU KNOCK BEFORE YOU CAME IN?
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
Magic Rd~
door~
EX_ISDOOR -1 14824
S
#14831
Park~
This is a park that folks living here use to relax themselves.
~
0 0 SECT_FIELD
DDIR_NORTH
Park~
~
0 -1 14835
DDIR_EAST
Park~
~
0 -1 14832
DDIR_SOUTH
Park~
~
0 -1 14826
S
#14832
Park~
This is a park that folks living here use to relax themselves.
~
0 0 SECT_FIELD
DDIR_NORTH
Park~
~
0 -1 14836
DDIR_SOUTH
Entrance to park~
~
0 -1 14827
DDIR_WEST
Park~
~
0 -1 14831
S
#14833
Main St~
Main Street continues to north and south.
~
0 0 SECT_CITY
DDIR_NORTH
Main St~
~
0 -1 14837
DDIR_EAST
A big sign reads: Grand Opening! FREE samples!!~
door~
EX_ISDOOR -1 14834
DDIR_SOUTH
Main St~
~
0 -1 14828
S
#14834
Blacksmiths~
This is the blacksmith's shop and it looks brand new to you.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
Main St.~
door~
EX_ISDOOR -1 14833
S
#14835
Park~
This is a park that folks living here use to relax themselves.
~
0 0 SECT_FIELD
DDIR_NORTH
Entrance to park~
~
0 -1 14839
DDIR_EAST
Park~
~
0 -1 14836
S
#14836
Park~
This is a park that folks living here use to relax themselves.
~
0 0 SECT_FIELD
DDIR_NORTH
Park~
~
0 -1 14840
DDIR_SOUTH
Park~
~
0 -1 14832
DDIR_WEST
Park~
~
0 -1 14835
S
#14837
Main St~
Still Main Street. The local motel is to your east.
~
0 0 SECT_CITY
DDIR_NORTH
Main St~
~
0 -1 14841
DDIR_EAST
Motel~
~
0 -1 14838
DDIR_SOUTH
Main St~
~
0 -1 14833
S
#14838
Motel~
This the only motel in town. After checking the rates, you found it
will be very costly to stay the night.
~
0 ROOM_INDOORS|ROOM_SAFE SECT_INSIDE
DDIR_WEST
Main St~
~
0 -1 14837
S
#14839
Entrance to Park~
This is yet another park entrance. To the north, there is a small
residential section.
~
0 0 SECT_FIELD
DDIR_NORTH
Residential Section~
~
0 -1 14843
DDIR_EAST
Entrance to Park~
~
0 -1 14840
DDIR_SOUTH
Park~
~
0 -1 14835
S
#14840
Entrance to Park~
You are right, this is another entrance.
~
0 0 SECT_FIELD
DDIR_EAST
Main St~
~
0 -1 14841
DDIR_SOUTH
Park~
~
0 -1 14836
DDIR_WEST
Park Entrance~
~
0 -1 14839
S
#14841
Main St~
Norh part of Main Street. You can smell some funny odor, and you
believe it came from the room to your east.
~
0 0 SECT_CITY
DDIR_NORTH
Main St~
~
0 -1 14845
DDIR_EAST
Morgue~
door~
EX_ISDOOR -1 14842
DDIR_SOUTH
Main St~
~
0 -1 14837
DDIR_WEST
Park Entrance~
~
0 -1 14840
S
#14842
Morgue~
Yes this is the morgue of this village. You see corpses everywhere.
Well this IS a morgue, isn't it? What else do you expect to see?
~
0 ROOM_INDOORS|ROOM_SAFE|ROOM_MORGUE SECT_INSIDE
DDIR_WEST
Main St~
door~
EX_ISDOOR -1 14841
S
#14843
Residential Section~
You see a few houses here.... And that's about it.
~
0 0 SECT_CITY
DDIR_NORTH
Residential section continues~
~
0 -1 14848
DDIR_EAST
A house~
door~
EX_ISDOOR -1 14844
DDIR_SOUTH
Park Entrance~
~
0 -1 14839
S
#14844
House~
This is an ordinary house of the villagers.
~
0 0 SECT_INSIDE
DDIR_WEST
Residential section~
door~
EX_ISDOOR -1 14843
S
#14845
Main St~
Main Street continues... You see the village general store to the east.
~
0 0 SECT_CITY
DDIR_NORTH
Bend~
~
0 -1 14850
DDIR_EAST
General Store~
door~
EX_ISDOOR -1 14846
DDIR_SOUTH
Main St~
~
0 -1 14841
S
#14846
General Store~
This is the general store. The villagers buy most their everyday
necessities here. Maybe you can do the same?
~
0 0 SECT_INSIDE
DDIR_NORTH
Main St~
door~
EX_ISDOOR -1 14851
DDIR_WEST
Main St~
door~
EX_ISDOOR -1 14845
S
#14847
A house~
This is an ordinary house.
~
0 0 SECT_INSIDE
DDIR_EAST
Residential section~
door~
EX_ISDOOR -1 14848
S
#14848
Residential Section~
That's all folks. All houses around no more wondering around.
~
0 0 SECT_CITY
DDIR_NORTH
House~
door~
EX_ISDOOR -1 14853
DDIR_EAST
House~
door~
EX_ISDOOR -1 14849
DDIR_SOUTH
Residential Section~
~
0 -1 14843
DDIR_WEST
House~
door~
EX_ISDOOR -1 14847
S
#14849
A house~
This is another house of the villagers.
~
0 0 SECT_INSIDE
DDIR_WEST
Residential Section~
door~
EX_ISDOOR -1 14848
S
#14850
Main St~
Main Street bends here. To the east, not far beyond you can peek some
houses. The Street becomes wider and cleaner to the south.
~
0 0 SECT_CITY
DDIR_NORTH
House~
door~
EX_ISDOOR -1 14853
DDIR_EAST
End of Main St~
~
0 -1 14851
DDIR_SOUTH
Main St~
~
0 -1 14845
S
#14851
End of Main St~
This is the end of Main Street.
~
0 0 SECT_CITY
DDIR_NORTH
House~
door~
EX_ISDOOR -1 14855
DDIR_EAST
House~
door~
EX_ISDOOR -1 14852
DDIR_SOUTH
General Store~
door~
EX_ISDOOR -1 14846
DDIR_WEST
Main St bends to the south.~
~
0 -1 14850
S
#14852
A house~
This is another ordinary house.
~
0 0 SECT_INSIDE
DDIR_WEST
End of Main St~
door~
EX_ISDOOR -1 14851
S
#14853
A house~
This is an ordinary house.
~
0 0 SECT_INSIDE
DDIR_SOUTH
Bend~
door~
EX_ISDOOR -1 14850
S
#14855
A house~
Yet another house.
~
0 0 SECT_INSIDE
DDIR_SOUTH
End of Main St~
door~
EX_ISDOOR -1 14851
S
#14856
The Bank~
A bank in this kind of village? Hmm... And surprisingly, the hall is full
of customers. The establishment looks conspicuously vulnerable. The south
wall looks suspicious too.
~
0 0 SECT_INSIDE
DDIR_NORTH
Magic Rd~
door~
EX_ISDOOR -1 14821
DDIR_EAST
Main St~
door~
EX_ISDOOR -1 14857
E
South Wall~
The color of wallpapers on this side looks a little different from the others.
You have detected tiny cracks that's not natrual. The cracks seem to form a
square!!
~
S
#14857
Main St~
You are in the southside of the town now. You noticed a lot of villagers
walking in and out of a door to your west. There is also a sign above
the door.
~
0 0 SECT_CITY
DDIR_NORTH
Central Square~
~
0 -1 14822
DDIR_EAST
A house~
door~
EX_ISDOOR -1 14858
DDIR_SOUTH
Main St continues~
~
0 -1 14861
DDIR_WEST
Bank~
door~
EX_ISDOOR -1 14856
E
sign~
The sign reads:

		OLD TRUSTY BANK
~
S
#14858
A House~
This is a house belong to a certain villager.
~
0 0 SECT_INSIDE
DDIR_WEST
Main St~
door~
EX_ISDOOR -1 14857
S
#14859
A House~
This is another house looking the same as all others.
~
0 0 SECT_INSIDE
DDIR_NORTH
Magic Rd~
door~
EX_ISDOOR -1 14824
S
#14860
Safe~
You are inside a huge safe built inside the wall. Since this safe
belong to the bank, you saw a lot of money stacking here. IF YOU DARE TO ROB
THIS BANK THE GUARDS WILL BE AFTER YOU!!
~
0 ROOM_DARK|ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE
DDIR_SOUTH
The vault.~
vault~
EX_ISDOOR|EX_CLOSED|EX_PICKPROOF -1 14960
S
#14861
Main St~
Main St continues.
~
0 0 SECT_CITY
DDIR_NORTH
Main St~
~
0 -1 14857
DDIR_SOUTH
Intersection~
~
0 -1 14870
S
#14862
A house~
Another house.
~
0 0 SECT_INSIDE
DDIR_SOUTH
Small alley~
door~
EX_ISDOOR -1 14871
S
#14863
A house~
Yes, another ordinary house.
~
0 0 SECT_INSIDE
DDIR_SOUTH
Small Alley~
door~
EX_ISDOOR -1 14872
S
#14864
Dark Alley~
ARE YOU KIDDING? This is a dark alley!!
~
0 ROOM_DARK SECT_CITY
DDIR_EAST
Dark Alley~
~
0 -1 14865
DDIR_SOUTH
~
~
0 -1 14867
S
#14865
Dark Alley~
ARE YOU KIDDING? This is a dark alley!!
~
0 ROOM_DARK SECT_CITY
DDIR_EAST
Dark Alley~
~
0 -1 14866
DDIR_WEST
Dark Alley~
~
0 -1 14864
S
#14866
Dark Alley~
ARE YOU KIDDING? This is a dark alley!!
~
0 ROOM_DARK SECT_CITY
DDIR_SOUTH
Dark Alley~
~
0 -1 14868
DDIR_WEST
Dark Alley~
~
0 -1 14865
S
#14867
Empty Room~
This place is completely deserted. Even the gang members are not here.
When you occasionally hear some loud scream from the south, you feel something
very cold running down your spine. Was it just sweat or it was a snake?
~
0 ROOM_DARK|ROOM_NO_MOB SECT_CITY
DDIR_NORTH
Dark Alley~
~
0 -1 14864
DDIR_SOUTH
~
~
0 -1 14875
S
#14868
Dark Alley~
ARE YOU KIDDING? This is a dark alley!!
~
0 ROOM_DARK|ROOM_NO_MOB SECT_CITY
DDIR_NORTH
Dark Alley~
~
0 -1 14866
DDIR_EAST
Dark Alley~
~
0 -1 14869
S
#14869
Dark Alley~
ARE YOU KIDDING? This is a dark alley!!
~
0 ROOM_DARK|ROOM_NO_MOB SECT_CITY
DDIR_EAST
Intersection~
~
0 1 14870
DDIR_WEST
Dark Alley~
~
0 -1 14868
S
#14870
Intersection~
You are standing at a intersection of a small valley and Main Street.
It's very dark to the west. The east is fairly lighted and you can see some
houses.
~
0 0 SECT_CITY
DDIR_NORTH
Main St continues...~
~
0 -1 14861
DDIR_EAST
A small alley~
~
0 -1 14871
DDIR_SOUTH
Main St continues...~
~
0 -1 14879
DDIR_WEST
Dark alley~
~
0 -1 14869
S
#14871
Small alley~
A small and short alley where poor people waste their lives.
~
0 0 SECT_CITY
DDIR_NORTH
A house~
door~
EX_ISDOOR -1 14862
DDIR_EAST
Small alley~
~
0 -1 14872
DDIR_SOUTH
Meeting room of this town~
door~
EX_ISDOOR -1 14880
DDIR_WEST
Intersection~
~
0 -1 14870
S
#14872
Small Alley~
This is where small alley ends and Hiho Street begins to the south.
~
0 0 SECT_CITY
DDIR_NORTH
House~
door~
EX_ISDOOR -1 14863
DDIR_EAST
House~
door~
EX_ISDOOR -1 14873
DDIR_SOUTH
Hiho St. begins~
~
0 -1 14881
DDIR_WEST
Small alley~
~
0 -1 14871
S
#14873
A house~
This is a house.... That's it.
~
0 0 SECT_INSIDE
DDIR_WEST
Small Alley~
door~
EX_ISDOOR -1 14872
S
#14874
Chaotic Yard~
This is a small piece of land that even gang members don't dare to
come in. As you looked around, You found that all you saw was blood and some
people. People? What are they doing here? You really should get out of here.
~
0 ROOM_DARK|ROOM_NO_RECALL SECT_CITY
DDIR_EAST
Chaotic Yard~
~
0 -1 14875
DDIR_SOUTH
Chaotic Yard~
~
0 -1 14883
S
#14875
Chaotic Yard~
This is a small piece of land that even gang members don't dare to
come in. As you looked around, You found that all you saw was blood and some
people. People? What are they doing here? You really should get out of here.
~
0 ROOM_DARK|ROOM_NO_RECALL SECT_CITY
DDIR_NORTH
~
~
0 -1 14867
DDIR_SOUTH
Chaotic Yard~
~
0 -1 14884
DDIR_WEST
Chaotic Yard~
~
0 -1 14874
S
#14876
Lawn~
This is a piece of beautiful lawn. You feel very relaxed walking on it.
~
0 0 SECT_FIELD
DDIR_EAST
Lawn~
~
0 -1 14877
DDIR_SOUTH
Lawn~
~
0 -1 14885
S
#14877
Lawn~
This is a piece of beautiful lawn. You feel very relaxed walking on it.
~
0 0 SECT_FIELD
DDIR_EAST
Lawn~
~
0 -1 14878
DDIR_SOUTH
Lawn~
~
0 -1 14886
DDIR_WEST
Lawn~
~
0 -1 14876
S
#14878
Lawn~
This is a piece of beautiful lawn. You feel very relaxed walking on it.
~
0 0 SECT_FIELD
DDIR_EAST
Main St~
~
0 -1 14879
DDIR_SOUTH
Lawn~
~
0 -1 14887
DDIR_WEST
Lawn~
~
0 -1 14877
S
#14879
Main St~
Main Street continues on regardless of you being bored. There is a
well-maintained lawn to the west. The city meeting room is to your east.
~
0 0 SECT_CITY
DDIR_NORTH
A intersection~
~
0 -1 14870
DDIR_EAST
Meeting room~
door~
EX_ISDOOR -1 14880
DDIR_SOUTH
Main St~
~
0 -1 14888
DDIR_WEST
Lawn~
~
0 -1 14878
S
#14880
Meeting Room~
You are in the meeting room of this village. People living here meet
every once in a while in this room to make decisions on something important.
There are rows of chairs here.
~
0 0 SECT_INSIDE
DDIR_NORTH
Small alley~
door~
EX_ISDOOR -1 14871
DDIR_EAST
Hiho St~
door~
EX_ISDOOR -1 14881
DDIR_SOUTH
Play ground~
door~
EX_ISDOOR -1 14889
DDIR_WEST
Main St~
door~
EX_ISDOOR -1 14879
DDIR_DOWN
You see the floor.~
floor~
EX_ISDOOR|EX_CLOSED|EX_HIDDEN|EX_PICKPROOF -1 14961
S
#14881
Beginning of Hiho St~
Hiho Street begins here. Around this street is the main residential area.
~
0 0 SECT_CITY
DDIR_NORTH
Small alley~
~
0 -1 14872
DDIR_EAST
House~
door~
EX_ISDOOR -1 14882
DDIR_SOUTH
Hiho St~
~
0 -1 14890
DDIR_WEST
Meeting room~
door~
EX_ISDOOR -1 14880
S
#14882
A house~
Houses houses houses. It never ends...
~
0 0 SECT_INSIDE
DDIR_WEST
Beginning of Hiho St~
door~
EX_ISDOOR -1 14881
S
#14883
Chaotic Yard~
This is a small piece of land that even gang members don't dare to
come in. As you looked around, You found that all you saw was blood and some
people. People? What are they doing here? You really should get out of here.
~
0 ROOM_DARK|ROOM_NO_RECALL SECT_CITY
DDIR_NORTH
Chaotic Yard~
~
0 -1 14874
DDIR_EAST
Chaotic Yard~
~
0 -1 14884
DDIR_SOUTH
A building~
door~
EX_ISDOOR|EX_CLOSED -1 14953
S
#14884
Chaotic Yard~
This is a small piece of land that even gang members don't dare to
come in. As you looked around, You found that all you saw was blood and some
people. People? What are they doing here? You really should get out of here.
~
0 ROOM_DARK|ROOM_NO_RECALL SECT_CITY
DDIR_NORTH
Chaotic Yard~
~
0 -1 14875
DDIR_WEST
Chaotic Yard~
~
0 -1 14883
S
#14885
Lawn~
This is a piece of beautiful lawn. You feel very relaxed walking on it.
~
0 0 SECT_FIELD
DDIR_NORTH
Lawn~
~
0 -1 14876
DDIR_EAST
Lawn~
~
0 -1 14886
DDIR_SOUTH
Lawn~
~
0 -1 14892
S
#14886
Lawn~
This is a piece of beautiful lawn. You feel very relaxed walking on it.
~
0 0 SECT_FIELD
DDIR_NORTH
Lawn~
~
0 -1 14877
DDIR_EAST
Lawn~
~
0 -1 14887
DDIR_SOUTH
Lawn~
~
0 -1 14893
DDIR_WEST
Lawn~
~
0 -1 14885
S
#14887
Lawn~
This is a piece of beautiful lawn. You feel very relaxed walking on it.
~
0 0 SECT_FIELD
DDIR_NORTH
Lawn~
~
0 -1 14878
DDIR_EAST
Main St~
~
0 -1 14888
DDIR_SOUTH
Lawn~
~
0 -1 14894
DDIR_WEST
Lawn~
~
0 -1 14886
S
#14888
Main St~
The surrounding gets quieter. You can see kids playing to the east and a
large piece of lawn lying to your west.
~
0 0 SECT_CITY
DDIR_NORTH
Main St~
~
0 -1 14879
DDIR_EAST
Play ground~
~
0 -1 14889
DDIR_SOUTH
Main St~
~
0 -1 14895
DDIR_WEST
Lawn~
~
0 -1 14887
S
#14889
Play ground~
This is a happy place with kids running and playing around. However,
after a while you are a little annoyed by the noise here.
~
0 0 SECT_FIELD
DDIR_NORTH
Meeting room~
door~
EX_ISDOOR -1 14880
DDIR_EAST
Hiho St~
~
0 -1 14890
DDIR_SOUTH
Play ground~
~
0 -1 14896
DDIR_WEST
Main St~
~
0 -1 14888
S
#14890
Hiho St~
This is Hiho Street, a quiet residential road.
~
0 0 SECT_CITY
DDIR_NORTH
Beginning of Hiho St~
~
0 -1 14881
DDIR_EAST
A House~
door~
EX_ISDOOR -1 14891
DDIR_SOUTH
Hiho St~
~
0 -1 14897
DDIR_WEST
Play ground~
~
0 -1 14889
S
#14891
A house~
You are in a house.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
Hiho St~
door~
EX_ISDOOR -1 14890
S
#14892
Lawn~
This is a piece of beautiful lawn. You feel very relaxed walking on it.
~
0 0 SECT_FIELD
DDIR_NORTH
Lawn~
~
0 -1 14885
DDIR_EAST
Lawn~
~
0 -1 14893
S
#14893
Lawn~
This is a piece of beautiful lawn. You feel very relaxed walking on it.
~
0 0 SECT_FIELD
DDIR_NORTH
Lawn~
~
0 -1 14886
DDIR_EAST
Lawn~
~
0 -1 14894
DDIR_WEST
Lawn~
~
0 -1 14892
S
#14894
Lawn~
This is a piece of beautiful lawn. You feel very relaxed walking on it.
~
0 0 SECT_FIELD
DDIR_NORTH
Lawn~
~
0 -1 14887
DDIR_EAST
Main St~
~
0 -1 14895
DDIR_WEST
Lawn~
~
0 -1 14893
S
#14895
Main St~
This is Main Street.
~
0 0 SECT_CITY
DDIR_NORTH
Main St~
~
0 -1 14888
DDIR_EAST
Play ground~
~
0 -1 14896
DDIR_SOUTH
Main St~
~
0 -1 14903
DDIR_WEST
Lawn~
~
0 -1 14894
S
#14896
Play ground~
This is the play ground. Kids are playing happily here.
~
0 0 SECT_FIELD
DDIR_NORTH
Play ground~
~
0 -1 14889
DDIR_EAST
Hiho St~
~
0 -1 14897
DDIR_WEST
Main St~
~
0 -1 14895
S
#14897
Hiho St~
You are on Hiho Street.
~
0 0 SECT_CITY
DDIR_NORTH
Hiho St~
~
0 -1 14890
DDIR_EAST
A house~
door~
EX_ISDOOR -1 14898
DDIR_SOUTH
Hiho St~
~
0 -1 14905
DDIR_WEST
Play ground~
~
0 -1 14896
S
#14898
A house~
You are in a house.
~
0 0 SECT_INSIDE
DDIR_WEST
Hiho St~
door~
EX_ISDOOR -1 14897
S
#14899
Restroom~
This is Hiho's restroom, with ordinary restroom fixtures. You see a
toilet seat and a sink.
~
0 ROOM_PRIVATE SECT_INSIDE
DDIR_EAST
Kitchen~
door~
EX_ISDOOR -1 14900
DDIR_SOUTH
Bedroom~
door~
EX_ISDOOR -1 14907
S
#14900
Kitchen~
This is Hiho's kitchen.
~
0 0 SECT_INSIDE
DDIR_SOUTH
Living room~
door~
EX_ISDOOR -1 14908
DDIR_WEST
Restroom~
door~
EX_ISDOOR -1 14899
S
#14901
Private library~
This is the Hiho's private library. Since you can get in here, you must
be one of his best friends.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE
DDIR_EAST
You see an empty shelf.~
shelf~
EX_ISDOOR|EX_CLOSED -1 14959
S
#14902
Public Library~
This is the town's Public Library. You can see people reading here.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
Main St~
door~
EX_ISDOOR -1 14903
S
#14903
Main St~
This almost the south end of Main Street. You see a large building to
your west, and you are told it's the public library.
~
0 0 SECT_CITY
DDIR_NORTH
Main St~
~
0 -1 14895
DDIR_SOUTH
End of Main St~
~
0 -1 14911
DDIR_WEST
Public Library~
door~
EX_ISDOOR -1 14902
S
#14904
A house~
You are in a house.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
Hiho St~
door~
EX_ISDOOR -1 14905
S
#14905
Hiho St~
You are on a quiet street.
~
0 0 SECT_CITY
DDIR_NORTH
Hiho St~
~
0 -1 14897
DDIR_EAST
A house~
door~
EX_ISDOOR -1 14906
DDIR_SOUTH
Hiho St~
~
0 -1 14913
DDIR_WEST
A house~
door~
EX_ISDOOR -1 14904
S
#14906
A house~
You are in a house.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
Hiho St~
door~
EX_ISDOOR -1 14905
S
#14907
Bedroom~
This is Hiho's bedroom.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
Restroom~
door~
EX_ISDOOR -1 14899
DDIR_EAST
Living room~
door~
EX_ISDOOR -1 14908
S
#14908
Living room~
This is Hiho's living room.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
Kitchen~
door~
EX_ISDOOR -1 14900
DDIR_EAST
Office~
door~
EX_ISDOOR -1 14909
DDIR_WEST
Bedroom~
door~
EX_ISDOOR -1 14907
S
#14909
Office~
This is Hiho's office where he spends most of his day.
~
0 ROOM_INDOORS|ROOM_SAFE SECT_INSIDE
DDIR_EAST
Reception room~
door~
EX_ISDOOR -1 14910
DDIR_WEST
Living room~
door~
EX_ISDOOR -1 14908
S
#14910
Reception Room~
This is Hiho's reception room. If you want to meet Hiho personally,
You'd better take a number and wait here til they call your number.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
End of Main St~
door~
EX_ISDOOR -1 14911
DDIR_WEST
Office~
door~
EX_ISDOOR|EX_CLOSED -1 14909
S
#14911
End of Main St~
Main Street ends here and Hiho Street begins east. You can see a
building to your west with a sign reads 'HIHO THE WISEMAN'.
~
0 0 SECT_CITY
DDIR_NORTH
Main St~
~
0 -1 14903
DDIR_EAST
Beginning of Hiho St~
~
0 -1 14912
DDIR_WEST
Reception room~
door~
EX_ISDOOR -1 14910
S
#14912
Beginning of Hiho St~
Hiho Street begins here. There is a small shack to your south with a
sign on the door.
~
0 0 SECT_CITY
DDIR_EAST
Hiho St~
~
0 -1 14913
DDIR_SOUTH
Boat House~
door~
EX_ISDOOR -1 14915
DDIR_WEST
End of Main St~
~
0 -1 14911
E
door sign~
A sign on the door reads:
			BOAT HOUSE
		    OPEN FOR BUSINESS.
~
S
#14913
A bend in Hiho St~
Hiho Street changes it's direction here.
~
0 0 SECT_CITY
DDIR_NORTH
Hiho St~
~
0 -1 14905
DDIR_EAST
A house~
door~
EX_ISDOOR -1 14914
DDIR_WEST
Hiho St westbound. You see a building to the end.~
~
0 -1 14912
S
#14914
A house~
You are in a house
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
Hiho Street bends here.~
door~
EX_ISDOOR -1 14913
S
#14915
Boat House~
This is the boat house. Well, you can buy boats here if you haven't
figure that out yet.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
Hiho St~
door~
EX_ISDOOR -1 14912
DDIR_WEST
Dock~
~
0 -1 14916
S
#14916
Dock~
This is the dock. You will be in the river if you keep going west.
~
0 0 SECT_CITY
DDIR_EAST
Boat house~
~
0 -1 14915
DDIR_WEST
Shallow~
~
0 -1 14917
S
#14917
Shallow~
You stand in the shallow of a river. You will need your boat soon!!
~
0 ROOM_NO_MOB SECT_LAKE
DDIR_EAST
Dock~
~
0 -1 14916
DDIR_WEST
River~
~
0 -1 14918
S
#14918
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_EAST
Shallow~
~
0 -1 14917
DDIR_WEST
River~
~
0 -1 14919
S
#14919
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_EAST
River~
~
0 -1 14918
DDIR_WEST
River~
~
0 -1 14920
S
#14920
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_EAST
River~
~
0 -1 14919
DDIR_WEST
River~
~
0 -1 14921
S
#14921
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_EAST
River~
~
0 -1 14920
DDIR_WEST
River~
~
0 -1 14922
S
#14922
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
River~
~
0 -1 14923
DDIR_EAST
River~
~
0 -1 14921
S
#14923
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
River~
~
0 -1 14924
DDIR_SOUTH
River~
~
0 -1 14922
S
#14924
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_SOUTH
River~
~
0 -1 14923
DDIR_WEST
River~
~
0 -1 14925
S
#14925
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
River~
~
0 -1 14928
DDIR_EAST
River~
~
0 -1 14924
DDIR_WEST
River~
~
0 -1 14926
S
#14926
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_EAST
River~
~
0 -1 14925
DDIR_SOUTH
River~
~
0 -1 14927
S
#14927
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
River~
~
0 -1 14926
S
#14928
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
River~
~
0 -1 14929
DDIR_SOUTH
River~
~
0 -1 14925
S
#14929
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
River~
~
0 -1 14933
DDIR_EAST
River~
~
0 -1 14930
DDIR_SOUTH
River~
~
0 -1 14928
DDIR_WEST
River~
~
0 -1 14931
S
#14930
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
River~
~
0 -1 14934
DDIR_WEST
River~
~
0 -1 14929
S
#14931
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
River~
~
0 -1 14932
DDIR_EAST
River~
~
0 -1 14929
S
#14932
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
River~
~
0 -1 14935
DDIR_EAST
River~
~
0 -1 14933
DDIR_SOUTH
River~
~
0 -1 14931
S
#14933
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
River~
~
0 -1 14936
DDIR_EAST
River~
~
0 -1 14934
DDIR_SOUTH
River~
~
0 -1 14929
DDIR_WEST
River~
~
0 -1 14932
S
#14934
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
River~
~
0 -1 14937
DDIR_SOUTH
River~
~
0 -1 14930
DDIR_WEST
River~
~
0 -1 14933
S
#14935
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_EAST
River~
~
0 -1 14936
DDIR_SOUTH
River~
~
0 -1 14932
S
#14936
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
River~
~
0 -1 14938
DDIR_EAST
River~
~
0 -1 14937
DDIR_SOUTH
River~
~
0 -1 14933
DDIR_WEST
River~
~
0 -1 14935
S
#14937
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
River~
~
0 -1 14939
DDIR_SOUTH
River~
~
0 -1 14930
DDIR_WEST
River~
~
0 -1 14936
S
#14938
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_EAST
River~
~
0 -1 14939
DDIR_SOUTH
River~
~
0 -1 14936
S
#14939
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_EAST
River~
~
0 -1 14940
DDIR_SOUTH
River~
~
0 -1 14937
DDIR_WEST
River~
~
0 -1 14938
S
#14940
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
River~
~
0 -1 14941
DDIR_WEST
River~
~
0 -1 14939
S
#14941
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_EAST
River~
~
0 -1 14942
DDIR_SOUTH
River~
~
0 -1 14940
DDIR_WEST
River~
~
0 -1 14944
S
#14942
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_EAST
River~
~
0 -1 14943
DDIR_WEST
River~
~
0 -1 14941
S
#14943
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_WEST
River~
~
0 -1 14942
S
#14944
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_EAST
River~
~
0 -1 14941
DDIR_WEST
River~
~
0 -1 14945
S
#14945
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
River~
~
0 -1 14946
DDIR_EAST
River~
~
0 -1 14944
S
#14946
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
River~
~
0 -1 14947
DDIR_SOUTH
River~
~
0 -1 14945
S
#14947
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_EAST
River~
~
0 -1 14948
DDIR_SOUTH
River~
~
0 -1 14946
S
#14948
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
River~
~
0 -1 14949
DDIR_WEST
River~
~
0 -1 14947
S
#14949
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_SOUTH
River~
~
0 -1 14948
DDIR_WEST
River~
~
0 -1 14950
S
#14950
River~
You are on a river at the side of the village. You don't see a lot of
boats around. Hmmm..... I wonder why?
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_EAST
River~
~
0 -1 14949
DDIR_WEST
River~
~
0 -1 14951
S
#14951
Shallow of River~
You are swimming agian. You can reach that beach just before you are
out of strength and just before that mean alligator get you.
BUT ONLY IF YOU GO NORTH AS FAST AS YOU CAN!!
~
0 ROOM_NO_MOB SECT_LAKE
DDIR_NORTH
Beach~
~
0 -1 14952
DDIR_EAST
River~
~
0 -1 14950
S
#14952
Beach~
You are on a sand beach. You see a sign here.
~
0 0 SECT_INSIDE
DDIR_SOUTH
River~
~
0 -1 14951
E
sign~
The sign reads:

		Well congratz for getting this far. This is the end of Refuge
Tribe. This will be the teleport site to my next area The Kingdom of Dolemma.
Don't, I repeat, DON'T expect the next one coming any time soon though.
MUHAHAHAHAHA!! What can you do about that?
							LOLO
Addendum:

                Don't you just love these little notes from creators? I
should tell you that I currently have no submissions from Lolo for his
next area, and in truth, there's nothing I can do about it. =[

                                                        EMPEROR
~
S
#14953
Building~
You are in a building, and it's surprisingly well built and maintained.
The only problem is that the smell here is not too pleasant. It smells like...
BLOOD?? DECAYING CORPSES??
~
0 ROOM_INDOORS|ROOM_MAZE SECT_INSIDE
DDIR_NORTH
Opening~
door~
EX_ISDOOR -1 14883
DDIR_EAST
Opening~
door~
EX_ISDOOR -1 14883
DDIR_SOUTH
Opening~
door~
EX_ISDOOR -1 14883
DDIR_WEST
Opening~
door~
EX_ISDOOR -1 14883
DDIR_UP
Opening~
door~
EX_ISDOOR -1 14883
DDIR_DOWN
Opening~
door~
EX_ISDOOR -1 14883
S
#14954
Blackmarket~
This is the offical black market of this village. You can buy many
forbidden and underhanded items here.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL SECT_FIELD
S
#14955
City Square~
~
0 ROOM_SAFE SECT_INSIDE
DDIR_NORTH
~
~
0 -1 14843
DDIR_EAST
~
~
0 -1 14837
DDIR_SOUTH
~
~
0 -1 14870
DDIR_WEST
~
~
0 -1 14881
DDIR_UP
~
~
0 -1 14892
DDIR_DOWN
~
~
0 -1 14913
S
#14956
Empty room~
This room is empty. Just four walls, a ceiling and a floor. And of
coure you...
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE
S
#14957
Empty room~
This room is empty. Just four walls, a ceiling and a floor. And of
coure you...
~
0 ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE
DDIR_DOWN
The city square~
trap door~
EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_HIDDEN|EX_PICKPROOF -1 14822
S
#14959
A book shelf~
This is an old crumpy book shelf and you are inside of it!! How could
you get out of here?! ARE YOU WORRIED?
~
0 ROOM_DARK|ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE
DDIR_WEST
You see an opening with lots and lots of books on the floor. OF COURSE, You are
on the shelf where the books should be then the books are on the ground where
you should be.~
The shelf~
EX_ISDOOR|EX_CLOSED -1 14901
S
#14960
Inside the safe~
You find yourself inside another safe, a kind of vestibule connecting one
vault door to another vault door. It seems you'll need that key the clerk
has.
~
0 ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE
DDIR_NORTH
The safe.~
safe~
EX_ISDOOR|EX_CLOSED|EX_LOCKED 14884 14860
DDIR_EAST
~
~
0 -1 14856
S
#14961
T-intersection~
You are inside a dark tunnel. It continues to the North East and South.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
The dark tunnel continues.~
~
0 -1 14969
DDIR_EAST
The dark tunnel continues.~
~
0 -1 14980
DDIR_SOUTH
The dark tunnel continues.~
~
0 -1 14962
DDIR_UP
You see some wooden pieces.~
floor~
EX_ISDOOR|EX_CLOSED|EX_HIDDEN|EX_PICKPROOF -1 14880
S
#14962
Dark tunnel~
You are inside a dark tunnel. You should get out of here as soon as
possible.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
Dark tunnel contunues.~
~
0 -1 14961
DDIR_SOUTH
Dark tunnel continues.~
~
0 -1 14963
S
#14963
Dark tunnel~
You are inside a dark tunnel. You should get out of here as soon as
possible.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
Dark tunnel contunues.~
~
0 -1 14962
DDIR_WEST
Dark tunnel continues.~
~
0 -1 14964
S
#14964
Dark tunnel~
You are inside a dark tunnel. You should get out of here as soon as
possible.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_EAST
Dark tunnel contunues.~
~
0 -1 14963
DDIR_SOUTH
Dark tunnel continues.~
~
0 -1 14965
S
#14965
Dark tunnel~
You are inside a dark tunnel. You should get out of here as soon as
possible.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
Dark tunnel contunues.~
~
0 -1 14964
DDIR_SOUTH
Dark tunnel continues.~
~
0 -1 14966
S
#14966
Dark tunnel~
You are inside a dark tunnel. You should get out of here as soon as
possible.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
Dark tunnel contunues.~
~
0 -1 14965
DDIR_WEST
Dark tunnel continues.~
~
0 -1 14967
S
#14967
Dark tunnel~
You are inside a dark tunnel. You should get out of here as soon as
possible.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_EAST
Dark tunnel contunues.~
~
0 -1 14966
DDIR_WEST
Dark tunnel continues.~
~
0 -1 14968
S
#14968
Dark tunnel~
The tunnel ends here.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_EAST
Dark tunnel continues.~
~
0 -1 14967
DDIR_UP
You see a rock~
rock~
EX_ISDOOR|EX_CLOSED|EX_HIDDEN|EX_PICKPROOF -1 14909
S
#14969
Dark tunnel~
You are inside a dark tunnel. You should get out of here as soon as
possible.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
Dark tunnel contunues.~
~
0 -1 14970
DDIR_SOUTH
Dark tunnel continues.~
~
0 -1 14961
S
#14970
Dark tunnel~
You are inside a dark tunnel. You should get out of here as soon as
possible.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
Dark tunnel contunues.~
~
0 -1 14971
DDIR_SOUTH
Dark tunnel continues.~
~
0 -1 14969
S
#14971
Dark tunnel~
You are inside a dark tunnel. You should get out of here as soon as
possible.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
Dark tunnel contunues.~
~
0 -1 14972
DDIR_SOUTH
Dark tunnel continues.~
~
0 -1 14970
S
#14972
Dark tunnel~
You are inside a dark tunnel. You should get out of here as soon as
possible.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
Dark tunnel contunues.~
~
0 -1 14971
DDIR_WEST
Dark tunnel continues.~
~
0 -1 14973
S
#14973
Dark tunnel~
You are inside a dark tunnel. You should get out of here as soon as
possible.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_EAST
Dark tunnel contunues.~
~
0 -1 14972
DDIR_WEST
Dark tunnel continues.~
~
0 -1 14974
S
#14974
Dark tunnel~
You are inside a dark tunnel. You should get out of here as soon as
possible.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_EAST
Dark tunnel contunues.~
~
0 -1 14973
DDIR_WEST
Dark tunnel continues.~
~
0 -1 14975
S
#14975
Dark tunnel~
You are inside a dark tunnel. You should get out of here as soon as
possible.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_EAST
Dark tunnel contunues.~
~
0 -1 14974
DDIR_WEST
Dark tunnel continues.~
~
0 -1 14976
S
#14976
Dark tunnel~
You are inside a dark tunnel. You should get out of here as soon as
possible.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_EAST
Dark tunnel contunues.~
~
0 -1 14975
DDIR_WEST
Dark tunnel continues.~
~
0 -1 14977
S
#14977
Dark tunnel~
You are inside a dark tunnel. You should get out of here as soon as
possible.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
Dark tunnel contunues.~
~
0 -1 14978
DDIR_EAST
Dark tunnel continues.~
~
0 -1 14976
S
#14978
Dark tunnel~
You are inside a dark tunnel. You should get out of here as soon as
possible.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
Dark tunnel contunues.~
~
0 -1 14977
DDIR_WEST
Dark tunnel continues.~
~
0 -1 14979
S
#14979
Dark tunnel~
The tunnel ends here.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_EAST
Dark tunnel continues.~
~
0 -1 14964
DDIR_UP
A huge rock~
rock~
EX_ISDOOR|EX_CLOSED|EX_HIDDEN|EX_PICKPROOF -1 14815
S
#14980
Dark tunnel~
You are inside a dark tunnel. You should get out of here as soon as
possible.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_EAST
Dark tunnel contunues.~
~
0 -1 14981
DDIR_WEST
T-intersection~
~
0 -1 14961
S
#14981
Dark tunnel~
You are inside a dark tunnel. You should get out of here as soon as
possible.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_EAST
Dark tunnel contunues.~
~
0 -1 14982
DDIR_WEST
Dark tunnel continues.~
~
0 -1 14980
S
#14982
Dark tunnel~
The tunnel ends here. You see a hole leading up.
~
0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_WEST
Dark tunnel continues.~
~
0 -1 14981
DDIR_UP
You see a rat hole.~
rat hole~
EX_ISDOOR|EX_CLOSED -1 14983
S
#14983
Hut~
You are in a small hut. The only problem is that you can't find the
exit!! You also noticed that the room is filled with strange powder.
~
0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
S
#0


#RESETS
M 14804 100 14802
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14803
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14805
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14805
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14806
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14806
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14808
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14808
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14808
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14809
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14809
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14809
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
D 14810 DIR_SOUTH DOOR_CLOSED
D 14813 DIR_NORTH DOOR_CLOSED
D 14813 DIR_EAST  DOOR_CLOSED
D 14813 DIR_WEST  DOOR_CLOSED
M 14804 100 14814
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14814
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14806 100 14814
E 14830 501 WEAR_BODY
E 14831   1 WEAR_HEAD
E 14832   1 WEAR_HANDS
E 14833   1 WEAR_WIELD
D 14814 DIR_WEST  DOOR_CLOSED
D 14815 DIR_EAST  DOOR_CLOSED
M 14815 100 14815
D 14815 DIR_SOUTH DOOR_CLOSED
D 14816 DIR_WEST  DOOR_OPEN
D 14818 DIR_NORTH DOOR_CLOSED
D 14818 DIR_EAST  DOOR_OPEN
D 14818 DIR_WEST  DOOR_OPEN
M 14804 100 14818
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14818
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14818
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14818
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
D 14819 DIR_EAST  DOOR_OPEN
M 14804 100 14819
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14819
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14819
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14819
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
O 14801   1 14822
D 14823 DIR_NORTH DOOR_OPEN
D 14824 DIR_NORTH DOOR_OPEN
D 14824 DIR_EAST  DOOR_OPEN
D 14824 DIR_SOUTH DOOR_OPEN
D 14825 DIR_WEST  DOOR_OPEN
M 14800 100 14825
M 14801 100 14825
O 14802  20 14826
D 14829 DIR_SOUTH DOOR_OPEN
D 14830 DIR_SOUTH DOOR_OPEN
M 14800 100 14830
M 14801 100 14830
O 14802  20 14831
O 14802  20 14832
D 14833 DIR_EAST  DOOR_OPEN
D 14834 DIR_WEST  DOOR_OPEN
M 14819 100 14834
G 14811 999 0
O 14802  20 14835
O 14802  20 14836
M 14825 100 14838
D 14841 DIR_EAST  DOOR_OPEN
D 14842 DIR_WEST  DOOR_OPEN
M 14818 100 14842
D 14843 DIR_EAST  DOOR_OPEN
D 14845 DIR_EAST  DOOR_OPEN
D 14846 DIR_WEST  DOOR_OPEN
D 14846 DIR_NORTH DOOR_OPEN
M 14820 100 14846
G 14834 999 0
G 14835 999 0
G 14836 999 0
G 14870 999 0
G 14876 999 0
G 14877 999 0
D 14847 DIR_EAST  DOOR_OPEN
M 14800 100 14847
M 14801 100 14847
D 14848 DIR_NORTH DOOR_OPEN
D 14848 DIR_EAST  DOOR_OPEN
D 14848 DIR_WEST  DOOR_OPEN
D 14849 DIR_WEST  DOOR_OPEN
M 14800 100 14849
M 14801 100 14849
D 14850 DIR_NORTH DOOR_OPEN
D 14851 DIR_NORTH DOOR_OPEN
D 14851 DIR_EAST  DOOR_OPEN
D 14851 DIR_SOUTH DOOR_OPEN
D 14852 DIR_WEST  DOOR_OPEN
M 14800 100 14852
M 14801 100 14852
D 14853 DIR_SOUTH DOOR_OPEN
M 14800 100 14853
M 14801 100 14853
D 14855 DIR_SOUTH DOOR_OPEN
M 14800 100 14855
M 14801 100 14855
D 14856 DIR_NORTH DOOR_OPEN
D 14856 DIR_EAST  DOOR_OPEN
O 14813   1 14856
M 14810 100 14856
M 14808 100 14856
E 14825   2 WEAR_WIELD
D 14857 DIR_EAST  DOOR_OPEN
D 14857 DIR_WEST  DOOR_OPEN
D 14858 DIR_WEST  DOOR_OPEN
M 14800 100 14858
M 14801 100 14858
D 14859 DIR_NORTH DOOR_OPEN
M 14800 100 14859
M 14801 100 14859
M 14811 100 14860
E 14824   1 WEAR_NECK_A
E 14869   1 WEAR_WIELD
O 14866   3 14860
O 14866   3 14860
O 14866   3 14860
D 14862 DIR_SOUTH DOOR_OPEN
M 14800 100 14862
M 14801 100 14862
D 14863 DIR_SOUTH DOOR_OPEN
M 14800 100 14863
M 14801 100 14863
M 14813 100 14864
E 14821  50 WEAR_WIELD
E 14823  50 WEAR_DUAL_WIELD
M 14813 100 14864
E 14821  50 WEAR_WIELD
E 14823  50 WEAR_DUAL_WIELD
M 14813 100 14865
E 14821  50 WEAR_WIELD
E 14823  50 WEAR_DUAL_WIELD
M 14813 100 14865
E 14821  50 WEAR_WIELD
E 14823  50 WEAR_DUAL_WIELD
M 14813 100 14866
E 14821  50 WEAR_WIELD
E 14823  50 WEAR_DUAL_WIELD
M 14813 100 14866
E 14821  50 WEAR_WIELD
E 14823  50 WEAR_DUAL_WIELD
M 14813 100 14868
E 14821  50 WEAR_WIELD
E 14823  50 WEAR_DUAL_WIELD
M 14813 100 14868
E 14821  50 WEAR_WIELD
E 14823  50 WEAR_DUAL_WIELD
D 14871 DIR_NORTH DOOR_OPEN
D 14871 DIR_SOUTH DOOR_OPEN
D 14872 DIR_NORTH DOOR_OPEN
D 14872 DIR_EAST  DOOR_OPEN
D 14873 DIR_WEST  DOOR_OPEN
M 14800 100 14873
M 14801 100 14873
M 14814 100 14874
E 14822 200 WEAR_WIELD
M 14814 100 14875
E 14822 200 WEAR_WIELD
D 14860 DIR_SOUTH DOOR_CLOSED
D 14879 DIR_EAST  DOOR_OPEN
D 14880 DIR_NORTH DOOR_OPEN
D 14880 DIR_EAST  DOOR_OPEN
D 14880 DIR_SOUTH DOOR_OPEN
D 14880 DIR_WEST  DOOR_OPEN
D 14880 DIR_DOWN  DOOR_CLOSED
D 14881 DIR_EAST  DOOR_OPEN
D 14881 DIR_WEST  DOOR_OPEN
D 14882 DIR_WEST  DOOR_OPEN
M 14800 100 14882
M 14801 100 14882
M 14814 100 14883
E 14822 200 WEAR_WIELD
M 14814 100 14884
E 14822 200 WEAR_WIELD
O 14800   1 14886
M 14807 100 14889
E 14837  20 WEAR_NECK_B
M 14807 100 14889
M 14807 100 14889
D 14890 DIR_EAST  DOOR_OPEN
D 14891 DIR_WEST  DOOR_OPEN
M 14800 100 14891
M 14801 100 14891
M 14807 100 14896
M 14807 100 14896
M 14807 100 14896
D 14897 DIR_EAST  DOOR_OPEN
D 14898 DIR_WEST  DOOR_OPEN
M 14800 100 14898
M 14801 100 14898
D 14899 DIR_EAST  DOOR_OPEN
D 14899 DIR_SOUTH DOOR_OPEN
D 14900 DIR_SOUTH DOOR_OPEN
D 14900 DIR_WEST  DOOR_OPEN
O 14817 100 14900
D 14901 DIR_EAST  DOOR_CLOSED
O 14803   2 14901
P 14839   1 14803
O 14803   2 14902
P 14838  20 14803
D 14902 DIR_EAST  DOOR_OPEN
D 14903 DIR_WEST  DOOR_OPEN
D 14904 DIR_EAST  DOOR_OPEN
M 14800 100 14904
M 14801 100 14904
D 14905 DIR_EAST  DOOR_OPEN
D 14905 DIR_WEST  DOOR_OPEN
D 14906 DIR_WEST  DOOR_OPEN
M 14800 100 14906
M 14801 100 14906
D 14907 DIR_NORTH DOOR_OPEN
D 14907 DIR_EAST  DOOR_OPEN
O 14818   1 14907
M 14823 100 14907
D 14908 DIR_NORTH DOOR_OPEN
D 14908 DIR_EAST  DOOR_OPEN
D 14908 DIR_WEST  DOOR_OPEN
D 14909 DIR_EAST  DOOR_OPEN
D 14909 DIR_WEST  DOOR_OPEN
M 14824 100 14909
D 14910 DIR_EAST  DOOR_OPEN
D 14910 DIR_WEST  DOOR_CLOSED
M 14822 100 14910
G 14807  34 0
E 14808  34 WEAR_DUAL_WIELD
D 14911 DIR_WEST  DOOR_OPEN
D 14912 DIR_SOUTH DOOR_OPEN
D 14913 DIR_EAST  DOOR_OPEN
D 14914 DIR_WEST  DOOR_OPEN
M 14800 100 14914
M 14801 100 14914
D 14915 DIR_NORTH DOOR_OPEN
M 14826 100 14915
G 14809 999 0
G 14810 999 0
M 14805 100 14922
M 14805 100 14922
M 14805 100 14922
M 14805 100 14926
M 14805 100 14926
M 14805 100 14926
M 14805 100 14933
M 14805 100 14933
M 14805 100 14933
M 14805 100 14933
M 14805 100 14933
M 14805 100 14938
M 14805 100 14941
M 14805 100 14941
M 14805 100 14941
M 14805 100 14949
M 14805 100 14949
M 14805 100 14949
D 14953 DIR_NORTH DOOR_OPEN
D 14953 DIR_EAST  DOOR_OPEN
D 14953 DIR_SOUTH DOOR_OPEN
D 14953 DIR_WEST  DOOR_OPEN
D 14953 DIR_UP    DOOR_OPEN
D 14953 DIR_DOWN  DOOR_OPEN
M 14827 100 14953
E 14852   1 WEAR_WIELD
E 14853   1 WEAR_HEAD
E 14854   1 WEAR_NECK_A
E 14855   1 WEAR_ABOUT
E 14856   1 WEAR_BODY
E 14857   1 WEAR_WAIST
E 14858   1 WEAR_HANDS
E 14859   1 WEAR_FEET
E 14860   1 WEAR_LEGS
E 14861   1 WEAR_ARMS
E 14862   1 WEAR_FINGER_R
E 14863   1 WEAR_WRIST_R
E 14873   1 WEAR_SHIELD
M 14828 100 14954
G 14827 999 0
G 14867 999 0
G 14868 999 0
G 14874 999 0
G 14875 999 0
O 14804   1 14955
M 14802 100 14955
M 14802 100 14955
M 14802 100 14955
M 14802 100 14955
M 14802 100 14955
M 14802 100 14955
M 14803 100 14955
M 14803 100 14955
M 14803 100 14955
M 14803 100 14955
M 14803 100 14955
M 14800 100 14955
E 14816  10 WEAR_DUAL_WIELD
E 14820  10 WEAR_WIELD
M 14800 100 14955
M 14800 100 14955
M 14800 100 14955
M 14800 100 14955
M 14800 100 14955
M 14800 100 14955
M 14800 100 14955
M 14800 100 14955
E 14816  10 WEAR_DUAL_WIELD
E 14820  10 WEAR_WIELD
M 14800 100 14955
E 14816  10 WEAR_DUAL_WIELD
E 14820  10 WEAR_WIELD
M 14800 100 14955
E 14816  10 WEAR_DUAL_WIELD
E 14820  10 WEAR_WIELD
M 14800 100 14955
E 14820  10 WEAR_WIELD
E 14816  10 WEAR_DUAL_WIELD
M 14800 100 14955
E 14820  10 WEAR_WIELD
M 14800 100 14955
E 14820  10 WEAR_WIELD
M 14801 100 14955
E 14815  12 WEAR_FINGER_R
M 14801 100 14955
E 14815  12 WEAR_FINGER_R
M 14801 100 14955
M 14801 100 14955
M 14801 100 14955
M 14801 100 14955
M 14801 100 14955
M 14801 100 14955
M 14801 100 14955
M 14801 100 14955
E 14815  12 WEAR_FINGER_R
M 14801 100 14955
E 14815  12 WEAR_FINGER_R
M 14801 100 14955
E 14815  12 WEAR_FINGER_R
M 14801 100 14955
E 14815  12 WEAR_FINGER_R
M 14801 100 14955
E 14815  12 WEAR_FINGER_R
M 14801 100 14955
E 14815  12 WEAR_FINGER_R
M 14801 100 14955
E 14815  12 WEAR_FINGER_R
M 14801 100 14955
E 14815  12 WEAR_FINGER_R
M 14804 100 14955
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14955
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14955
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14955
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14955
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14955
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14955
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14955
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14955
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14955
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14804 100 14955
E 14829 500 WEAR_WIELD
E 14830 501 WEAR_BODY
M 14809 100 14955
M 14809 100 14955
M 14809 100 14955
M 14809 100 14955
M 14809 100 14955
M 14809 100 14955
M 14809 100 14955
M 14829 100 14955
D 14957 DIR_DOWN  DOOR_CLOSED_LOCKED
D 14960 DIR_NORTH DOOR_CLOSED_LOCKED
D 14961 DIR_UP    DOOR_CLOSED
M 14830 100 14961
M 14830 100 14961
M 14830 100 14961
M 14830 100 14962
M 14830 100 14963
M 14830 100 14964
M 14830 100 14965
M 14830 100 14966
M 14830 100 14967
D 14968 DIR_UP    DOOR_CLOSED
M 14830 100 14968
M 14830 100 14969
M 14830 100 14970
M 14830 100 14971
M 14830 100 14972
M 14830 100 14973
M 14830 100 14974
M 14830 100 14975
M 14830 100 14976
M 14830 100 14977
M 14830 100 14978
D 14979 DIR_UP    DOOR_CLOSED
M 14830 100 14979
M 14830 100 14980
M 14830 100 14981
D 14982 DIR_UP    DOOR_CLOSED
M 14830 100 14982
M 14830 100 14983
M 14831 100 14983
E 14880  10 WEAR_FINGER_L
E 14881  10 WEAR_ARMS
E 14882  10 WEAR_NECK_B
E 14883   1 WEAR_DUAL_WIELD
S


#$

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#Savearea