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 City of Ruins~
#AUTHORS Dorothy~
#VERSION 3
#RANGES 20 40 0 99
#OLC_RANGES 12500 12599


#HELPS
0 'CITY OF RUINS'~
{120}                                City of Ruins
{300}
The City of Ruins is set in a city hit hard by a series of unfortunate acts
of the gods. Earthquakes have caused many of the buildings to collapse and
much of the city infrastructure is in ruins.

The population is slowly rebuilding their once proud city and business is
beginning to pick up. This area is the gateway to Raptor Island to the west
and Vulcano to the east and seems to recieve a steady stream of refugees
from all over the realms looking for another start in life.

Suitable for players ranging from 20 - 40, this area contains several small
quests and some unique equipment as described below.

  {120}(A) {050}Quests
  {120}(B) {050}Equipment
  {120}(C) {050}Credits
{a}'CITY_RUINS_QUESTS'
{b}'CITY_RUINS_EQUIPMENT'
{c}'CITY_RUINS_VERSION'
~

0 'CITY_RUINS_QUESTS'~
{120}                                   Quests
{300}
One of the children has been lost and you are able to offer your services to
help the anxious mother and searching father. Speak with either of them for
more details.

The citizens and their children have collected many trinkets as they pick
over the remains of their once lavish houses. Whilst the trinkets have
little value in themselves, they can be turned into something much more
valuable if you take them to just the right person.

There is good opportunity to kill some of the local rats. Reports of bands
of adventurers collecting skulls as trophies have been circulating lately.
~

0 'CITY_RUINS_EQUIPMENT'~
{120}                                  Equipment
{300}
There are some lower level items of armour that improve intelligence. They are
useful to wear as they improve your chances of mastering a skill. There are
several level 40 items of armour that can complete a missing set of damage
equipment as well.

A collection of various level 30 armor items and some level 40 weapons have
been included to provide a selection of weapons for the true fighters.

A wonderful kind of light has been found for sale in the city. One that
combines the essense of the earth inside a simple jar. Powerful magic
prevents the lava from escaping or causing too much heat.

There are also one or two curious containers that allow you to store your
items away from the prying eyes of thieves.
~

98 'CITY_RUINS_QUESTBIT'~
{120}                               Quest Bit Usage
{300}
{000}. {300}Quest Bit
{000}.   {120}0 - 4{050}     Quest 1
{000}.     {120}5{050}       Has visited Southgate gate guard
{000}.     {120}6{050}       Has visited Westgate gate guard
{000}.     {120}7{050}       Has visited Eastgate gate guard
{300}
{050}Quest 1{300} - visit the frustrated mother                 [mob: 12551]
        - visit the searching father                  [mob: 12552]
        - find the lost little girl                   [mob: 12553]
        - return with her to the frustrated mother
        - give handwritten note to Fasto              [mob: 12501]
        - buy the items from the shop         [item: 12541, 12542]
        - completion bit (0 4 7) is set by Fasto      [mob: 12501]

Note that some of the mobs drop trinkets. If these trinkets are given to
Fasto [mob: 12501] then he will load some replacement equipment for sale.

The rats have a small chance of dropping a skull. If the player takes the
skull to Meldricko [mob: 12506] and triggers his greet program, then he will
offer to work on the skull. There is a 25% chance he is able to turn it into
one of the two enchanted rat skulls [item: 12561, 12562].

The ashen token [object: 12557] loads one of two portals randomly when
triggered using the trigger {010}jaunt{300}. These portals are single use and
lead to the rooms directly north, and directly south, of Neyland Square (safe
room). [room: 12515]
~

0 'CITY_RUINS_VERSION'~
{120}                              Acknowledgements
{300}
Some of you may recognise certain elements of City of Ruins. I would like
to thank Crouton for inspiring me with his classic area Pompeii. And of
course Demise for creating the OLC (OnLine Creation) code - without which
this area would never have been created.

{050}  16 May 2003{300} - Version 1.1 released to SoT by Dorothy
~

0 $~


#MOBILES
#12500
guesto ogre~
Guesto the ogre~
A sallow looking ogre hunches over his counter.~
Once an ogre with attitude to match his huge size, Guesto is no longer the
specimen he once was. Bad fortune has a lot to do with it, and a seemingly
endless stream of bad luck. He still manages a cunning glance at your bag
of gold and judges your custom accordingly.
~
ACT_SENTINEL|ACT_SMART
0
0 S
40 0 0 1d400+746 1d40+10
50000 0
POS_STANDING POS_STANDING SEX_MALE
>group_greet_prog 50~
if quest (0,4,$n) == 7
  bow $n
  say Welcome back, $n. Stay a while.
else
  say What chew need?
  wink $n
  nudge $n
endif
~
>give_prog i12540~
if quest (0,4,$n) == 7
  mpjunk i12540
  say Ah, yes... I was expecting you. You know everyone
  say is talking about the demons that you killed when you
  say rescued that little girl. Good job, $n.
  mpoload 12541
  mpoload 12542
  mpforce $n list
  say Take your pick from my "specialist" range.
  chuckle 
else
  say Ummm... what is this for?
endif
~
|
#12501
fasto swindler~
Fasto the swindler~
A tall figure strikes a pose and smiles at you.~
You can tell Fasto was an overactive child.  He seems very anxious, as if
he needs to be doing something. Very little has changed over the years for
this gangly man... even his fortunes seem to be holding this month.
~
ACT_SENTINEL|ACT_SMART
0
0 S
40 0 0 1d400+746 1d40+10
50000 0
POS_STANDING POS_STANDING SEX_MALE
>group_greet_prog 50~
say Hello and welcome to Fasto's World of Goods!
say How may I be of service to you today $n?
if hasobjnum ($n) == 12528
or hasobjnum ($n) == 12529
or hasobjnum ($n) == 12530
or hasobjnum ($n) == 12531
  say I see you have some trinkets there. If you give them
  say to me I am confident I can make something of them.
  stare 
endif
~
>give_prog trinket~
if hasobjnum ($i) == 12528
  mpjunk i12528
  say I've managed to strengthen it a little... it was quite brittle.
  mpoload 12532
endif
if hasobjnum ($i) == 12529
  mpjunk i12529
  say I repaired the cracks... there were quite a few big ones.
  mpoload 12533
endif
if hasobjnum ($i) == 12530
  mpjunk i12530
  say I removed the worst of the scorching... it's not looking bad now.
  mpoload 12534
endif
if hasobjnum ($i) == 12531
  mpjunk i12531
  say I gave it a bit of a clean... it almost looks new now.
  mpoload 12535
endif
mpforce $n list
say If you want it back, you'll have to pay.
stare 
~
|
#12502
gim dwarf~
Gim the dwarf~
Gim the dwarf stands here waiting for you.~
Gim is a stocky dwarf that still hasn't quite got comfortable living and
working so close to humans. As with all dwarves, Gim gets a little anxious
when he notices you don't seem to be buying anything. Better make up your
mind quickly!
~
ACT_SENTINEL|ACT_SMART
0
0 S
40 0 0 1d400+746 1d40+10
50000 0
POS_STANDING POS_STANDING SEX_MALE
>group_greet_prog 50~
say What are you wearing that girly armor for?
say Buy something from the shop, or clear off!
~
|
#12503
utho ogre~
Utho the ogre~
An overbearing ogre stares blankly at you.~
An overbuilt ogre stands here dumbly ready to sell you anything you need.
Since the recent troubles he has had a lot of trouble managing the stock
levels, the books, and just about everything out of the ordinary. You stop
short of pity when you watch him pick his nose and smear it on the counter.
~
ACT_SENTINEL|ACT_SMART
0
0 S
40 0 0 1d400+746 1d40+10
50000 0
POS_STANDING POS_STANDING SEX_MALE
>group_greet_prog 50~
say Nice weapon newbie.
mpechoat $n $I gives you the secret Fire handshake.
mpechoaround $n $I gives $N the secret Fire handshake.
wink $n
~
|
#12504
zzevelo magician~
Zzevelo the magician~
A man in robes and chanting quietly wavers here.~
An intelligent looking human with a large pair of wire rimmed spectacles
stands in front of you. He seems to be humming something under his breath
and his eyes appear half closed. Just when you think he's not paying any
notice, he looks up and acknowledges your presence.
~
ACT_SENTINEL|ACT_SMART
0
0 S
40 0 0 1d400+746 1d40+10
50000 0
POS_STANDING POS_STANDING SEX_MALE
>group_greet_prog 50~
bow $n
say And how may I be of service to you today?
~
|
#12505
crayola fallen elf~
Crayola the fallen~
A fallen elf mopes about in the corner.~
A seedy looking elf stares back at you. His skin is pale and his hair seems
to be thinning. He appears unwashed and doesn't appear to care that you have
walked up to his stall. You catch a smell of some herb and try to imagine
what would have caused this proud elf to fall so low.
~
ACT_SENTINEL|ACT_SMART
0
0 S
40 0 0 1d400+746 1d40+10
50000 0
POS_STANDING POS_STANDING SEX_MALE
>group_greet_prog 50~
say If you don't mess with me, I wont mess with you.
say Now then... what is it you were after?
~
|
#12506
meldricko mortician~
Meldricko the mortician~
A powerfully built elf stands here looking enthusiastic.~
A small yet powerful looking elf stands here proudly waiting for you to die.
He is wearing an apron to protect his clothes from the worst of the blood
that is part of his trade. It seems that people come and go, but morticians
always have a job.
~
ACT_SENTINEL|ACT_SMART
0
0 S
40 0 0 1d400+746 1d40+10
50000 0
POS_STANDING POS_STANDING SEX_MALE
>group_greet_prog 50~
emote wipes the blood off of his face and onto his sleeve.
emote stares at you and smiles.
if delayed ($i)
  tell $n I'm busy at the moment.
  break
endif
say Dead again?! C'mon $n, get with the program!
if hasobjnum ($n) == 12560
  mpcalculate 1d5 + 5
  mpdelay self $X 1 $n
endif
~
>delay_prog 1~
if existsroom ($X)
  say Nice looking skull you have, $X.
  say I could try my hand at some taxidermy
  say if you'd like me to give it a go.
  stare 
endif
~
>give_prog i12560~
if delayed ($i)
  tell $X I'm busy with another project at the moment.
  give i12560 $X
  drop i12560
  break
endif
  mpcalculate 1d5 + 35
  mpecho Meldricko begins work on the skull.
  mpjunk i12560
  mpdelay self $X 2 $n
endif
~
>delay_prog 2~
if existsroom ($X)
  if rand (60)
    say I'm sorry $X, I was unable to do anything.
    sigh 
  else
    say Here you go, $X...
    say I'm really quite proud of this one!
    if rand (50)
      mpoload 12561
    else
      mpoload 12562
    endif
    mpquiet on
    give skull $X
    mpjunk skull
    mpquiet off
  endif
endif
~
|
#12507
zorr professor~
Zorr the professor~
A thin and whispy old man stares at you down his nose.~
Having spent all his life travelling the great libraries of the Realm, Zorr
returned to find his home in ruins. Taking things in his stride he has now
opened up shop to allow you to practice the skills and magics of all trades
in safety (and with his expert guidance). You feel confident in his ability.
~
ACT_SENTINEL|ACT_PRACTICE|ACT_SMART
AFF_SANCTUARY
0 S
40 0 0 1d400+746 1d40+10
50000 0
POS_STANDING POS_STANDING SEX_MALE
>group_greet_prog 50~
mpechoat $n Zorr the professor looks at you for a moment.
mpechoaround $n Zorr the professor looks at $n.
say You look like you could use some more practice.
~
|
#12508
croutonio ogre~
Croutonio the ogre~
A strong and agile ogre waits to train you here.~
Croutonio has fought many battles and has mastered the art of survival.
After returning home from travelling he pledged to help rebuild the city
he grew up in. He is here willing to train you as well as anyone else.
~
ACT_SENTINEL|ACT_TRAIN|ACT_SMART|ACT_RACE
AFF_SANCTUARY|AFF_UNDERSTAND|AFF_TONGUES
500 S
40 0 0 1d400+746 1d40+10
50000 RACE_OGRE
POS_STANDING POS_STANDING SEX_MALE
>group_greet_prog 50~
mpforce $n bow croutonio
say Looking good, $n. OK, I'll train ya!
~
|
#12509
terro elf~
Terro the elf~
A gentle elf looks after his tame pets.~
While you can tell that he is very dextrous, it surprises you with the ease
he lifts animals as he goes about his daily business. Elves have a close
affinity with nature and the animal kingdom, but you rarely see them working
in pet stores!
~
ACT_SENTINEL|ACT_SMART
0
0 S
40 0 0 1d400+746 1d40+10
50000 0
POS_STANDING POS_STANDING SEX_MALE
>group_greet_prog 50~
say Welcome to the Critter Barn! Have a look around and take
say your time. Don't get too many folks in here nowadays.
smile $n
~
|
#12510
bambino chef dwarf~
Bambino the chef~
A stocky dwarf is supervising the cooking here.~
Bambino is a bold stocky dwarf who has found his vocation in cooking. Since
opening up the Greasy Spoon, he has had a regular stream of hungry punters
gladly handing over gold. He wipes his greasy hands on his apron and looks
up at you expectantly.
~
ACT_SENTINEL|ACT_SMART
0
0 S
40 0 0 1d400+746 1d40+10
50000 0
POS_STANDING POS_STANDING SEX_MALE
>group_greet_prog 50~
shout BBBBBBBBBBBBAAAAAAAAAAAAMMMMMMMMMMMM!!!!
smile 
say What's yer poison, $n?
~
|
#12511
citizen displaced west~
a displaced citizen~
A displaced citizen is wandering in dispair here.~
After suffering a horrific doom in recent times, this citizen is worn out and
tired of day-to-day existence. He has lived through the destruction of his
once proud city, and now wanders about in despair.
~
ACT_RACE
0
0 S
30 0 0 1d225+410 1d30+6
5000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>death_prog 8~
if rand (50)
  if rand (50)
    mpoload 12528
  else
    mpoload 12529
  endif
else
  if rand (50)
    mpoload 12530
  else
    mpoload 12531
~
>fight_prog 10~
emote looks about in fear.
mpquiet on
cast 'cure light'
drop all
mpquiet off
trip $n
~
|
#12512
citizen purposeless east ~
a purposeless citizen~
A citizen wanders without purpose here.~
After suffering a horrific doom in recent times, this citizen is worn out and
tired of day-to-day existence. She has managed to cloth and feed herself and
what remains of her family, but is reaching the end of her limits. She moves
about almost without purpose.
~
ACT_RACE
0
0 S
29 0 0 1d210+382 1d29+6
5000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
>death_prog 8~
if rand (50)
  if rand (50)
    mpoload 12528
  else
    mpoload 12529
  endif
else
  if rand (50)
    mpoload 12530
  else
    mpoload 12531
~
>fight_prog 15~
emote looks about in fear.
mpquiet on
cast 'cure light'
drop all
mpquiet off
trip $n
~
|
#12513
waif child~
a waif of a child~
A waif of a child suffers here.~
Having lived through the displacement of her family and the loss of those
close, this poor waif of a child lives only for the moment. No thoughts go
toward bettering herself, only where the next meal is coming from.
~
ACT_RACE
0
0 S
22 0 0 1d121+219 1d22+4
3000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
>death_prog 8~
if rand (50)
  if rand (50)
    mpoload 12528
  else
    mpoload 12529
  endif
else
  if rand (50)
    mpoload 12530
  else
    mpoload 12531
~
>fight_prog 10~
emote looks about in terror.
shout Help! $n is hurting me!!!
emote screams in terror.
mpquiet on
cast 'cure light'
cast 'cure serious'
drop all
mpquiet off
~
|
#12514
waif child~
a waif of a child~
A waif of a child forages for food here.~
Having lived through the displacement of his family and the loss of those
close, this poor waif of a child lives only for the moment. No thoughts go
toward bettering himself, only where the next meal is coming from.
~
ACT_RACE
0
0 S
25 0 0 1d156+283 1d25+5
3000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>death_prog 8~
if rand (50)
  if rand (50)
    mpoload 12528
  else
    mpoload 12529
  endif
else
  if rand (50)
    mpoload 12530
  else
    mpoload 12531
~
>fight_prog 15~
emote looks about in terror.
shout Help! $n is bullying me!!!
emote screams in rage!
mpquiet on
cast 'cure light'
cast 'cure serious'
drop all
mpquiet off
disarm $n
~
|
#12515
old watchman gate guard ~
the old gatekeeper~
The old gatekeeper rests here.~
Having risen through the ranks of the city guard, this hardened career man
has been given the dubious responsibility of locking the city gates. He
looks thoroughly bored of the job, and seems to consider you worth less than
the effort of acknowledgment.
~
ACT_SENTINEL|ACT_SMART|ACT_RACE
AFF_UNDERSTAND|AFF_TONGUES
0 S
27 0 0 10d50+150 4d9+9
3000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>time_prog 6~
open gate
~
>time_prog 18~
lock gate
~
>greet_prog 75~
nod $n
if delayed ($i)
  break
endif
mpdelay self 1 1 $n
~
>delay_prog 1~
if existsroom ($X)
  if inroom ($i) == 12500
    say Welcome to the Southgate, $T.
    mpdelay self 1 2 $t
  endif
  if inroom ($i) == 12548
    say Welcome to the Westgate, $T.
    mpdelay self 1 3 $t
  endif
  if inroom ($i) == 12536
    say Welcome to the Eastgate, $T.
    mpdelay self 1 4 $t
  endif
~
>delay_prog 2~
if existsroom ($X)
  if quest (5,1,$t) == 0
    mpmset $t quest 5 1 1
    say It's always so nice to see fresh new faces paying
    say us a visit. There isn't a lot happening here at the
    say Southgate, but you meet a better sort of adventurer
    say or so I always say.
    mpechoaround $t The old gatekeeper glances kindly at $T.
    chuckle $t
  else
    say Good to see you again, have a pleasant day!
  endif
  mpdelay self 3 5
endif
~
>delay_prog 3~
if existsroom ($X)
  if quest (6,1,$t) == 0
    mpmset $t quest 6 1 1
    say I'm afraid that you haven't chosen to visit us at
    say a particularly good time. There have been a couple
    say of bad earthquakes this week, and most of the city
    say is now in ruins. It is rumoured to be caused by the
    say volcano on Raptor Island just to the west.
    mpechoaround $t The old gatekeeper looks appraisingly at $T.
    mpecho The old gatekeeper points west down the road.
  else
    say Good to see you again, have a pleasant day!
  endif
  mpdelay self 3 5
endif
~
>delay_prog 4~
if existsroom ($X)
  if quest (7,1,$t) == 0
    mpmset $t quest 7 1 1
    say This isn't the best time to visit us you know.
    say We had a bad earthquake the other day and now all
    say these refugees are trying to flood in from all the
    say villages by the volcano to the east.
    mpecho The old gatekeeper points east down the road.
    say Best to move along, $T.
    smile $t
  else
    say Good to see you again, have a pleasant day!
  endif
  mpdelay self 3 5
endif
~
>delay_prog 5~
if rand (50)
  if rand (50)
    emote straightens his back and breathes deeply.
  else
    emote scuffs his boots on the ground.
  endif
else
  if rand (50)
    mpechoat $X The old gatekeeper looks over your shoulder into the distance.
    mpechoaround $X The old gatekeeper looks into the distance.
  else
    emote straightens his cloak and looks about impassively.
  endif
endif
~
|
#12516
lava leech~
a lava leech~
A leech is stalking you.~
This black and green looking beast is at home in the molten lava in the
bowels of the mountains, but seems to be able to survive at more cooler
temperatures as well. A thick shell and dangerous looking claws tell you
that it's time to move on.
~
ACT_SCAVENGER|ACT_AGGRESSIVE|ACT_SMART
AFF_DETECT_INVIS
-200 S
30 0 0 1d225+410 1d30+6
8000 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>fight_prog 10~
mpechoat $n {010}The lava leech burns you with lava!!!{300}
mpechoaround $n {010}The lava leech sprays $n with lava!{300}
mpquiet on
cast 'harm' $n
mpquiet off
trip $n
~
>greet_prog 75~
if delayed ($i)
  break
endif
wiggle 
mpcalculate 1d5 + 1
mpdelay self $X 1 $n
~
>delay_prog 1~
if existsroom ($X)
  mpechoat $X {100}A lava leech sucks some lava from the ground and {110}glows{100} warmly.
  mpechoaround $X {100}A lava leech {110}glows{100} warmly.
endif
~
|
#12517
small demon~
a small demon~
A small demon is contemplating devouring you.~
Having been summoned from the very depths of beyond, this small devil looks
angry. He is hovering above the ground, and although his wings remain
perfectly still, he never falls. You struggle to keep your gaze away from
his piercing red eyes.
~
ACT_SENTINEL|ACT_SMART|ACT_UNDEAD
AFF_DETECT_INVIS|AFF_FLYING
-100 S
22 0 0 1d121+219 1d22+4
9000 0
POS_RESTING POS_RESTING SEX_MALE
>greet_prog 50~
if delayed ($i)
  break
endif
say I have been summoned for this?
say You can not be serious!!!
laugh $n
stand 
mpcalculate 1d10+1
mpdelay self $X 1 $n
~
>fight_prog 10~
mpechoat $n {010}The demon sends you flying with a double kick!!!{300}
mpechoaround $n {010}The small demon kicks $n violently!{300}
mpquiet on
cast 'harm' $n
mpquiet off
trip $n
~
>delay_prog 1~
if existsroom ($X)
  mpechoat $X {010}The demon pounces on you without thought!
  mpechoaround $X {010}The demon pounces on $X.
  mpquiet on
  mpkill $X
  mpquiet off
  trip $X
endif
~
|
#12518
medium demon~
a medium sized demon~
A medium sized demon is about to consume you.~
Large, red and angry sums up everything about this evil looking brute. The
stench that he gives off rivals anything you have smelt in Privy Lane.
As the demon turns to return your stares you begin to feel uncomfortable
and have a desire to move on.
~
ACT_SENTINEL|ACT_UNDEAD
AFF_DETECT_INVIS
-200 S
29 0 0 1d210+382 1d29+6
18000 0
POS_STANDING POS_STANDING SEX_MALE
>fight_prog 10~
mpechoat $n {010}The demon sends you flying with a triple kick!!!
mpechoaround $n {010}The demon kicks $n violently!
mpquiet on
cast 'harm' $n
mpquiet off
disarm $n
~
>delay_prog 1~
if existsroom ($X)
  mpechoat $X {010}The demon sends you flying with a triple kick!!!
  mpechoaround $X {010}The demon kicks $X violently!
  mpquiet on
  cast 'harm' $X
  mpquiet off
  disarm $X
endif
~
>greet_prog 75~
if delayed ($i)
  break
endif
mpcalculate 1d5 + 1
mpdelay self $X 1 $n
~
|
#12519
large demon~
a large demon~
A large demon has been summoned here against his wishes.~
Having been summoned from the sulphur pits of hell, this is the foulest beast
you have ever had the misfortune to disturb. He growls at you and his eyes
turn as black as ink. Is he contemplating cooking you before he consumes
your soul? Best not stay around to find out!
~
ACT_SENTINEL|ACT_UNDEAD
AFF_DETECT_INVIS
-500 S
38 0 0 1d361+669 1d38+9
27000 0
POS_STANDING POS_STANDING SEX_MALE
>fight_prog 10~
mpechoat $n {010}The demon sends you flying with a flurry of kicks!!!{300}
mpechoaround $n {010}The demon kicks $n violently!{300}
mpquiet on
cast 'harm' $n
cast 'harm' $n
mpquiet off
trip $n
~
>greet_prog 75~
if delayed ($i)
  break
endif
mpcalculate 1d5 + 1
mpdelay self $X 1 $n
~
>delay_prog 1~
if existsroom ($X)
  mpechoat $X {010}The demon smites you without blinking!
  mpechoaround $X {010}The demon smites $X.
  mpquiet on
  mpkill $X
  mpquiet off
  cripple $X
endif
~
|
#12520
earthworm worm~
an earthworm~
An earthwoorm rolls about in ignorance here.~
As large as a dog, this massive earthworm is pitch black. It's skin is
as tough as any animal hide, and while it can't move fast, you have no
doubt how much damage something of that weight could do if it wanted.
~
ACT_SENTINEL|ACT_BODY
AFF_TRUESIGHT
0 S
30 BODY_TAIL BODY_TAIL 1d225+410 1d30+6
15000 0
POS_SLEEPING POS_SLEEPING SEX_NEUTRAL
>greet_prog 100~
if quest (0,1,$i) == 0
  if quest (0,4,$n) == 7
    mpecho The worm wriggles about and tries to escape!
    mpmadd self level 5
    mpmset self quest 0 1 1
  endif
endif
~
|
#12521
male onlooker~
a male onlooker~
A male onlooker makes sure he has a good view here.~
Wearing entirely inappropriate clothes for the weather, this onlooker
seems to be getting some kind of enjoyment from looking at the misfortunes
of others.
~
ACT_SCAVENGER|ACT_BODY
AFF_SANCTUARY
200 S
24 BODY_ARM BODY_ARM 1d144+261 1d24+4
30000 0
POS_STANDING POS_STANDING SEX_MALE
#12522
female onlooker~
a female onlooker~
A female onlooker vies for a better view here.~
Wearing entirely inappropriate clothes for the weather, this onlooker
seems to be getting some kind of enjoyment from looking at the misfortunes
experienced by others. It seems strange to see a woman acting in such a
vulgar manner.
~
ACT_SCAVENGER
AFF_SANCTUARY
200 S
24 0 0 1d144+261 1d24+4
30000 0
POS_STANDING POS_STANDING SEX_FEMALE
#12523
shep dog~
a dog called Shep~
A happy dog that answers to Shep runs about here.~
Many colours have combined and matted together to give this dog a thick
coat that acts almost like cheap armour. The smell is overpowering, but
you can't help but smile at his antics. Such a wonderful ray of happiness in
so much despair and depression about you.
~
ACT_BODY
AFF_HUNT
0 S
20 BODY_LEG|BODY_TAIL BODY_MOUTH|BODY_LEG|BODY_TAIL 1d100+182 1d20+4
30000 0
POS_STANDING POS_STANDING SEX_MALE
>fight_prog 10~
mpechoat $n {010}Shep bites you with his heavy jaw!!!{300}
mpechoaround $n {010}Shep the dog bites $n!{300}
mpquiet on
cast 'cause light' $n
cast 'cause light' $n
mpquiet off
~
>greet_prog 75~
if delayed ($i)
  mpecho Shep the dog wags his tail.
  break
endif
mpcalculate 1d5 + 10
mpdelay self $X 1 $n
~
>delay_prog 1~
if existsroom ($X)
  mpechoat $X Shep wags his tail at you and grins madly.
  mpechoaround $X Shep the dog seems to have found a friend in $X.
  lick $X
endif
~
|
#12524
tinker cat~
a cat called Tinker~
A cat that sometimes answers to Tinker is here.~
A grey coloured cat with very little fat and all too much bone showing through
her dull coat. You watch as she deftly preens herself before setting off on
another mousing expedition. You wish her good luck as you think of your own
stomach rumbling.
~
ACT_BODY
AFF_TRUESIGHT
0 S
15 BODY_CLAW BODY_CLAW 1d56+105 1d15+3
30000 0
POS_STANDING POS_STANDING SEX_FEMALE
>delay_prog 1~
if existsroom ($X)
  mpechoat $X Tinker the cat rubs herself around your legs and you hear her purring.
  mpechoaround $X Tinker the cat entwines herself in $X's legs.
endif
~
>fight_prog 10~
mpechoat $n {010}Tinker scratches you with her razor sharp claws!!!{300}
mpechoaround $n {010}Tinker the cat scratches $n!{300}
mpquiet on
cast 'cause light' $n
cast 'cause light' $n
mpquiet off
~
>greet_prog 75~
if delayed ($i)
  break
endif
mpcalculate 1d5 + 5
mpdelay self $X 1 $n
~
|
#12525
sea trout~
a sea trout~
A sea trout makes strange faces at you.~
A rare breed of salt water trout has been bred in captivity to provide a
reliable (if somewhat wet) pet that will love you as much as you love it.
~
ACT_RACE
0
0 S
25 0 0 1d156+520 1d25+5
10000 RACE_GRIFFON
POS_STANDING POS_STANDING SEX_MALE
#12526
baby dragon gold~
a baby dragon~
A baby dragon flaps her tiny wings wings here.~
Whether a freak of nature or just chance, this baby dragon seems to be
quite at home away from it's own kind. It even allows others to climb on
it's back from time to time. You wonder at the patience needed to master
such a beast.
~
ACT_RACE
AFF_FLYING
0 S
35 0 0 1d306+570 2d30+10
10000 RACE_DRAGON
POS_STANDING POS_STANDING SEX_FEMALE
#12527
slimy rat~
a slimy rat~
A slimy rat with beady eyes scitters about here.~
Dark brown and black fur has been matted together with grease, and mud from
the open sewers to provide excellent camouflage for night scavenging raids.
~
ACT_SCAVENGER|ACT_AGGRESSIVE|ACT_WIMPY|ACT_BODY
AFF_STEALTH|AFF_HUNT
-500 S
20 BODY_TAIL|BODY_CLAW BODY_MOUTH|BODY_EYE|BODY_CLAW 1d110+192 1d20+4
5000 0
POS_RESTING POS_RESTING SEX_NEUTRAL
>time_prog 5~
if pcsinarea () > 0
  emote squeals at you and tears off.
  mpgoto 12587
  rest 
endif
~
>time_prog 20~
if pcsinarea () > 0
  stand 
endif
~
>greet_prog 100~
if time () >= 5
  if time () < 20
    emote squeals at you and tears off.
    mpgoto 12587
    rest 
  endif
~
>death_prog 33~
mpechoat $n The rat stares at you with it's beady eyes and you feel weak.
mpquiet on
cast 'weaken' $n
cast 'weaken' $n
cast 'weaken' $n
if rand (50)
  if rand (50)
    mpoload 12528
  else
    mpoload 12529
  endif
else
  if rand (50)
    mpoload 12530
  else
    mpoload 12531
  endif
endif
if rand (20)
  mpoload 12560
endif
mpquiet off
~
|
#12528
refugee man wretch~
a refugee~
A refugee stumbles along the road here.~
This refugee has walked a very long way with the hope of happiness just a
dream away. He has left his home, and is wandering the realm looking for
new life and an escape from the constant nightmares that plague him by night.
~
ACT_RACE
0
-500 S
30 0 0 1d225+410 1d30+6
5000 RACE_GNOME
POS_STANDING POS_STANDING SEX_MALE
>greet_prog 100~
if delayed ($i)
  break
endif
mpcalculate 1d10 + 10
mpdelay self $X 1
~
>delay_prog 1~
if hitprcnt ($i) > 75
  mpcalculate 1d10 + 40
  mpmadd self currhp -$X
endif
emote coughs up some lung. Yuck!!!
~
|
#12529
demise_eth M12529~
a speech assisting ethereal~
A speech assisting ethereal spirit monitors this place.~
This mob sits in room 12594 and responds to the speech prog {010}demise{300}.
Checking the room description will reveal an obviously stated question, and
this event is encouraging players to be attentive to detail... I hope.
~
ACT_SENTINEL
AFF_ETHEREAL
0 S
95 0 0 1d2256+4906 1d95+47
50000 0
POS_STANDING POS_STANDING SEX_MALE
>speech_prog demise~
if delayed ($i)
  break
endif
mpechoat $n {170}The god of {110}Hellfire Demise{170} smiles down upon you.
mpquiet on
cast 'righteous fury' $n
mpquiet off
mpdelay self 20 1
~
|
#12550
shade ghost souldeo enraged~
the shade of Souldeo~
The enraged soul of Souldeo writhes here.~
The shade of Souldeo, the sheriff who tried in vain to save his once proud
city, stands here writhing in agony. He is not yet ready to depart this plane,
and has remained to torture those that let him die unaided.
~
ACT_SENTINEL|ACT_AGGRESSIVE|ACT_SMART|ACT_RACE
AFF_TRUESIGHT|AFF_STEALTH
0 S
46 0 0 1d550+1200 7d7+15
50000 RACE_SHADE
POS_STANDING POS_STANDING SEX_MALE
>death_prog 100~
if hasobjnum ($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
    give i30914 $n
    mpquiet off
  endif
endif
~
>greet_prog 75~
say I am here to harvest your soul, $n.
say Time for you meet your maker.
mpkill $n
~
|
#12551
frustrated mother woman M12551~
a frustrated mother~
A frustrated mother is anxiously pacing here.~
Her face is as white as a ghost, and her eyes are puffed up from constant
crying and rubbing. Her small nose is bright red and you can't help but
want to offer her some kind of assistance. Maybe if you agree to help
her you can solve her problems for her.
~
ACT_SENTINEL|ACT_SMART|ACT_RACE
AFF_TRUESIGHT
0 S
35 0 0 1d280+550 1d35+8
18000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
>all_greet_prog 100~
if quest (0,4,$n) == 7
  hug $n
  say Have something to eat, $n.
  cast 'feast'
  break
endif
if delayed ($i)
  smile $n
  tell $n I'm busy right now, come back later please.
  break
endif
if quest (0,4,$n) < 2
  if quest (0,4,$n) == 1
    say Oh, you spoke to my husband did you?
    say What did he have to say? Never mind...
  endif
  say Our daughter has been kidnapped from us!
  shiver 
  say Last night... something came and took my baby!
  cry $n
  say Will you help? You're our only hope $n!
  mpdelay self 2 2
  break
endif
if quest (0,4,$n) == 3
  tell $n Did you ask my husband about his worst fear?
  break
endif
if quest (0,4,$n) == 4
  tell $n Did you ask my husband about the Demons?
  tell $n What did he say?
  mpechoat $n $I looks at you.
  mpechoaround $n $I looks at $N.
  break
endif
if quest (0,4,$n) == 5
  say Have you found her? Have you found my baby yet?
  cry $n
  mpdelay self 1 2
  break
endif
if quest (0,4,$n) == 6
  gasp $n
  say You found her! You saw my baby!!!
  break
endif
~
>speech_prog yep yeah yes nod nods ok sure~
if quest (0,4,$n) < 2
  hug $n
  say You are a light in these dark days $n.
  say Find my husband and ask him how you can help.
  mpmset $n quest 0 4 2
else
  mpechoat $n $I looks at you.
  mpechoaround $n $I looks at $N.
endif
~
>delay_prog 1~
if existsroom ($X)
  if quest (0,4,$t) == 6
    mpmset $t quest 0 4 7
    mpoload 12540
    say Give this note to Guesto and he will reward you.
    say I have to go find my husband now!
    hug $t
    give i12540 $t
    drop i12540
    mppurge self
  endif
endif
~
>delay_prog 2~
if rand (50)
  emote tries unsuccessfully to regain her composure.
else
  mpecho The frustrated mother paces anxiously then returns to sobbing.
endif
~
|
#12552
searching father man M12552~
a searching father~
A father is searching anxiously here.~
He is beside himself with grief and anxiety. What little hair he had is
in the process of falling about him as he tears his hair out in frustration.
His voice is getting hoarse and you get the feeling that he's about to
collapse any time soon. Maybe you could offer him some help.
~
ACT_SMART|ACT_RACE
AFF_TRUESIGHT
0 S
40 0 0 1d300+905 2d20+12
18000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>greet_prog 100~
if quest (0,4,$n) == 0
  say Have you got news from my wife yet?
  say What did she say about our daughter?
  mpmset $n quest 0 4 1
endif
if quest (0,4,$n) == 2
  mpechoat $n The searching father looks at you quizzically for a moment.
endif
mpdelay self 2 1 $n
~
>speech_prog help~
if quest (0,4,$n) == 2
  hug $n
  say You are indeed a champion, $n.
  say I've searched all the streets and spoken to most
  say of the people left, but we fear the worst!
  mpmset $n quest 0 4 3
endif
~
>speech_prog fear worst~
if quest (0,4,$n) == 3
  say Demons have been seen around the city ever since the
  say city was destroyed by the earthquake. Many people say
  say that the demons forced their way out of the very roots
  say of the mountains and need human flesh to feed on!
  mpechoat $n The man looks about nervously.
  say I don't believe them, of course... but what if they
  say did steal our daughter? The Demons stole my baby!
  cry $n
  mpmset $n quest 0 4 4
endif
~
>speech_prog demon demons~
if quest (0,4,$n) == 4
  say They live beneath the city. You can hear them if you
  say listen hard enough on a calm night. There are shades
  say and all sorts rumoured to be down there with them!
  shake $n
  say Thank you for your offer of help, $n.
  say I just hope you have the courage to find her soon.
  sigh 
  mpmset $n quest 0 4 5
endif
~
>delay_prog 1~
if existsroom ($X)
  if quest (0,4,$t) == 5
    say Any luck seeking the way to the demons, $t?
  endif
  if quest (0,4,$t) == 6
    say I know my wife will be worrying so!
    say Please take my daughter home, $t.
    break
  endif
  say Has anyone seen my daughter? Please? Anyone!
  sigh 
endif
~
|
#12553
lost little girl M12553~
a lost little girl~
A little girl has lost her way and needs some help.~
This grubby little girl is lost and reliant entirely upon you to lead
her back home. You have no idea how she got so dirty, but there appear to
be no broken bones.
~
ACT_SENTINEL|ACT_SMART
AFF_TRUESIGHT
0 S
20 0 0 1d100+182 1d20+4
15000 0
POS_STANDING POS_STANDING SEX_FEMALE
>delay_prog 1~
if existsroom ($X)
  if quest (0,4,$i) == 0
    say Will you help me find mommy?!!!
  endif
  if quest (0,4,$i) == 1
    say I'm lost and I want my mommy *sniff*
    cry $t
  endif
  if quest (0,4,$i) == 2
    if inroom ($i) == 12567
      if validexit (up)
      else
        gasp $t
        mpechoat $t You look up and notice what looks to be an old well shaft.
        connect up 12584 both
      endif
    endif
  endif
  if quest (0,4,$i) == 3
    follow $t
  endif
  if quest (0,4,$i) == 4
    mpdelay self 60 1 $t
    break
  endif
  mpmadd self quest 0 4 1
  mpdelay self 3 1 $t
else
  mppurge self
endif
~
>greet_prog 100~
if inroom ($i) == 12567
  if rand (20)
    if hasobjnum ($n) == 12539
      if hasobjnum ($n) == 12527
        mpechoat $n The tunnel seems unstable and dirt starts falling from above.
        mpechoaround $n $N suddenly disappears as lava rushes at $m.
        mptransfer $n 12558
        mpat $n mpechoat $n You suddenly find yourself sucked into the lava!
        mpat $n mpechoaround $n $n Falls from the ceiling and looks stunned.
        break
      endif
    endif
  endif
  if delayed ($i)
    break
  endif
  if quest (0,4,$n) == 5
  or quest (0,4,$n) == 6
    mpmset $n quest 0 4 6
    mpdelay self 1 1 $n
    mpmset self quest 0 4 0
  endif
endif
~
>entry_prog 100~
if inroom ($i) == 12542
  if existsroom (M12551)
    mpecho The little girl runs to her mother and starts crying again.
    mpforce M12551 say Thank you so much for your help!
    mpforce M12551 say You know you are always welcome in our home
    follow self
    mpforce M12551 mpdelay self 2 1 $X
    mpecho The frustrated mother puts her daughter to bed.
    mppurge self
  endif
endif
~
>repop_prog 100~
if inroom ($i) == 12567
  if validexit (up)
    connect up -1
  endif
endif
~
|
#12554
tired city guard~
a tired city guard~
A city guard looks tired and worn out on patrol.~
This guardian of the city has spent far too many days on patrol without a
break. His mettle has been tested to the limits, and his resolve is near
breaking point (best not to upset him). He has lived through the turmoil of
recent times and appears detached from those about him.
~
ACT_SMART|ACT_RACE
0
0 S
40 0 0 1d400+746 5d10+3
20000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>all_greet_prog 30~
mpechoat $n $I looks you up and down for a moment.
mpechoaround $n $I looks $n up and down for a moment.
if delayed ($i)
  yawn 
  break
endif
nod $n
mpdelay self 1 1 $n
~
>speech_prog demon demons~
if delayed ($i)
  blink 
  break
endif
mpechoat $n A tired city guard looks at you fearfully before regaining his composure.
say Some folks have been talking, I know what you mean.
~
>delay_prog 1~
if rand (50)
  if rand (50)
    emote straightens his back and breathes deeply.
  else
    emote scuffs his boots on the ground.
  endif
else
  if rand (50)
    mpechoat $x A tired city guard looks over your shoulder into the distance.
    mpechoaround $x A tired city guard looks into the distance.
  else
    emote straightens his cloak and looks about impassively.
  endif
endif
~
>speech_prog folk folks talking know mean~
if delayed ($i)
  blink 
  break
endif
say I shouldn't be passing on idle gossip like this, but
say some folk are saying that there are demons under
say the city. And that they are angry with us for waking
say them. I don't listen to gossip, of course!
stare 
~
|
#12555
slobodan dealer shifty~
Slobodan the dealer~
A shifty looking dealer stands around looking nervous.~
A shifty looking individual with slicked back hair and a greasy smile is
looking about nervously at people as they pass by. Constantly on the lookout
for the city guards, Slobodan is ready to run in the opposite direction at
the mere mention of jail time.
~
ACT_SENTINEL|ACT_SMART
AFF_STEALTH
-1000 S
40 0 0 1d10+905 2d9+40
50000 0
POS_STANDING POS_STANDING SEX_MALE
>time_prog 20~
mpgoto 12508
~
>time_prog 22~
mpgoto 12587
mppurge self
~
>greet_prog 25~
if delayed ($i)
  break
endif
mpdelay self 10 1 $n
~
>delay_prog 1~
if existsroom ($X)
  tell $t Someone said that the shade of Souldeo seeks
  tell $t revenge on us all in the bowels of the city!
endif
~
|
#0


#SHOPS
12500 ITEM_TYPE_TREASURE ITEM_TYPE_CONTAINER ITEM_TYPE_WEAPON ITEM_TYPE_ARMOR ITEM_TYPE_NOTHING  200  50  0 23
12501 ITEM_TYPE_LIGHT ITEM_TYPE_DRINK_CON ITEM_TYPE_TREASURE ITEM_TYPE_AMMO ITEM_TYPE_NOTHING  100  50  0 23
12502 ITEM_TYPE_ARMOR ITEM_TYPE_WEAPON ITEM_TYPE_DRINK_CON ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  100  50  0 23
12503 ITEM_TYPE_WEAPON ITEM_TYPE_ARMOR ITEM_TYPE_AMMO ITEM_TYPE_FOOD ITEM_TYPE_NOTHING  100  50  0 23
12504 ITEM_TYPE_SCROLL ITEM_TYPE_WAND ITEM_TYPE_TREASURE ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  100  50  0 23
12505 ITEM_TYPE_STAFF ITEM_TYPE_POTION ITEM_TYPE_PILL ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  100  50  0 23
12506 ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  100  50  0 23
12509 ITEM_TYPE_FOOD ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  100  50  0 23
12510 ITEM_TYPE_FOOD ITEM_TYPE_DRINK_CON ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  100  50  0 23
12555 ITEM_TYPE_TREASURE ITEM_TYPE_WEAPON ITEM_TYPE_ARMOR ITEM_TYPE_STAFF ITEM_TYPE_PILL  100  50 20 22
0


#SPECIALS
S


#OBJECTS
#12500
silver key~
a silver key~
You see a sparkling silver key.~
This key looks very ornate, but upon close inspection you realise that a
cheap magical trick has made this steel key look more impressive that it
really is. You wonder what great gate this key might unlock.
~
ITEM_TYPE_KEY
ITEM_FLAG_GLOW
ITEM_WEAR_TAKE
7 0 0 0 0 0 0 0
1 10 20
#12501
ashen sword~
an ashen sword~
An ashen coloured sword is resting on the floor here.~
The blade is made from folded steel to provide added strength. The balance
appears fine, and you can feel by it's weight that this is indeed a very
fine weapon. The colour really sets off your eyes.
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SWORD 4 10 WEAPON_SLASH 0 0 0 0
4 23000 45
#12502
ashen combat helm~
an ashen helm~
You see a combat helm in ashen grey enamel.~
This battle helm has been decorated an ashen grey using enamels. The end
result is a stunning example of contemporary workmanship. Something to be
taking very good care of you imagine.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HEAD
10 0 0 0 0 0 0 0
3 2000 30
A APPLY_DEX 1 0
A APPLY_STR 1 0
A APPLY_DAMROLL 1 0
#12503
ashen grey boots~
a pair of ashen grey boots~
You see a pair of ash covered boots.~
These well constructed boots are designed for field combat and appear
perfectly suited for town and country marching. The sole has been nailed
onto the rest of the boot using horse-shoe nails for extra wear.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_FEET
8 0 0 0 0 0 0 0
3 2000 30
A APPLY_HITROLL 1 0
A APPLY_DEX 2 0
#12504
ashen grey gauntlets~
a pair of ashen grey gauntlets~
You see a pair of grey coloured gauntlets.~
These heavy gauntlets have had a trim of enamel added on the outside, and
some supple leather on the inside to protect the knuckles when in battle.
You marvel at the attention to detail and prize this find.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HANDS
9 0 0 0 0 0 0 0
3 2000 30
A APPLY_HIT 20 0
#12505
grey ashen chest plate~
a grey chest plate~
You see an ashen grey chest plate resting on the ground.~
This broad chest plate has been finished in an ashen grey enamel to act
as both camouflage and for court wear. The buckles are all new and it
is obvious that it has had little use at all!
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
10 0 0 0 0 0 0 0
3 2000 30
A APPLY_WIS 1 0
A APPLY_CON 2 0
#12506
ashen grey sleeves~
a pair of ashen sleeves~
You see a pair of grey coloured sleeves resting here.~
Offering protection to both upper and lower arms, coloured leather has been
stretched over steel to create a clever texture that looks unlike anything
else you have seen before.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_ARMS
11 0 0 0 0 0 0 0
3 2000 30
#12507
ashen grey shield~
an ashen grey shield~
An ashen grey sparring shield is waiting here.~
This lightweight sparring shield is not as heavy as the usual shields for
massive campaigns. Rather, this is for court use and settling disagreements
one-on-one after dinner. The metal has been enamelled over and a simple
cross is blazed in the centre in bright red.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD
10 0 0 0 0 0 0 0
3 2000 30
A APPLY_HITROLL 2 0
A APPLY_DAMROLL 2 0
#12508
recall scroll~
a scroll of recall~
You see a scroll of recall.~
~
ITEM_TYPE_SCROLL
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
1 SPELL_WORD_OF_RECALL -1 -1 0 0 0 0
1 15 1
#12509
scroll strength knowledge~
a scroll of strength and knowledge~
A scroll of strength and knowledge is folded here.~
~
ITEM_TYPE_SCROLL
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
13 SPELL_GIANT_STRENGTH SPELL_UNDERSTAND -1 0 0 0 0
1 7600 15
#12510
scroll identify~
a scroll of identify~
You see a scroll of identify.~
~
ITEM_TYPE_SCROLL
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
7 SPELL_IDENTIFY -1 -1 0 0 0 0
1 2800 10
#12511
scroll sanctuary shielding~
a scroll of sanctuary and shielding~
A scroll of sanctuary and shielding has been folded here.~
~
ITEM_TYPE_SCROLL
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
15 SPELL_SANCTUARY SPELL_SHIELD -1 0 0 0 0
1 15000 20
#12512
scroll passage~
a scroll of passage~
A scroll of passage has been folded here.~
~
ITEM_TYPE_SCROLL
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
20 SPELL_PASS_DOOR -1 -1 0 0 0 0
1 4000 15
#12513
strength knowledge~
a potion of strength and knowledge~
A potion of strength and knowledge is resting here.~
~
ITEM_TYPE_POTION
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
20 SPELL_GIANT_STRENGTH SPELL_UNDERSTAND -1 0 0 0 0
1 6700 15
#12514
potion defense~
a potion of defense~
A potion of defense is resting here.~
~
ITEM_TYPE_POTION
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
20 SPELL_SHIELD SPELL_ARMOR -1 0 0 0 0
1 5800 15
#12515
potion passage vision~
a potion of passage and vision~
A potion of passage and vision rests here.~
~
ITEM_TYPE_POTION
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
29 SPELL_PASS_DOOR SPELL_DETECT_HIDDEN -1 0 0 0 0
1 7500 20
#12516
clear potion~
a clear potion~
A potion of what appears to be water rests here.~
~
ITEM_TYPE_POTION
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
15 -1 -1 -1 0 0 0 0
1 500 15
#12517
ashen grey ring band~
an ashen grey ring~
You see a band of ashen grey metal here.~
This large ring is remarkably light considering how much metal it contains.
You suddenly realise that it must be magically enchanted, and as you turn
it over in your hand you feel the tell-tale tingles of residual magic. Quite
some prize you imagine.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_FINGER
7 0 0 0 0 0 0 0
1 50000 20
A APPLY_DAMROLL 2 0
A APPLY_HITROLL 1 0
#12518
bowl pasta~
a bowl of pasta~
You see fettucine alfredo.~
~
ITEM_TYPE_FOOD
0
0
40 0 0 0 0 0 0 0
1 10 1
#12519
garlic bread~
a loaf of garlic bread~
You see garlic bread.~
~
ITEM_TYPE_FOOD
0
0
20 0 0 0 0 0 0 0
1 10 1
#12520
red wine carafe~
a carafe of red wine~
You see a bottle of red wine.~
~
ITEM_TYPE_DRINK_CON
0
0
20 20 LIQ_WINE 0 0 0 0 0
1 10 1
#12521
bottle blood~
a bottle of blood~
You see a bottle filled with blood.~
~
ITEM_TYPE_DRINK_CON
0
0
20 20 LIQ_BLOOD 0 0 0 0 0
1 200 1
#12522
marble torch~
a marble torch~
A marble torch has been dropped on the ground here.~
This torch has a large bulb of white marble at one end that illuminates
on demand. Ii is immune to being blown out by gusts of wind, and guaranteed
not to burn anything if it's dropped. You can't think why anyone would
continue to use regular flame torches!
~
ITEM_TYPE_LIGHT
ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 -1 0 0 0 0 0
1 15000 10
A APPLY_DAMROLL 2 0
A APPLY_CON 2 0
#12523
fountain~
a fountain~
An ivory fountain glistens here.~
This ivory fountain is cracked and weakened by the stresses that have torn
this city apart. The stories it could tell reach out to you and plea to be
heard. You watch as a single drop of water slowly dribbles to your feet.
~
ITEM_TYPE_FOUNTAIN
0
0
0 0 LIQ_WATER 0 0 0 0 0
10000 10 1
#12524
lava lamp~
a lava lamp~
The fires of the earth battle inside a jar on the ground.~
Lava has been magically sealed into a simple jar to provide a soothing light
and many hours of relaxing entertainment in the absence of a fireplace.
~
ITEM_TYPE_LIGHT
ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 -1 0 0 0 0 0
1 100000 20
A APPLY_DAMROLL 3 0
A APPLY_HITROLL 3 0
A APPLY_STR 1 0
#12525
silver flask~
a silver flask~
A silver flask rests sedately on the ground here.~
This small hip flask is made from solid silver and bears no distinguishing
marks on it. The cap screws off, but through a clever mechanism is never lost.
You imagine it would be simple to conceal this should you need to sneak it into
somewhere for whatever reason.
~
ITEM_TYPE_DRINK_CON
ITEM_FLAG_INVENTORY
ITEM_WEAR_TAKE
18 18 LIQ_ICEWINE 0 0 0 0 0
5 14500 25
#12526
simple bench~
a simple bench~
A simple bench rests here.~
Built using quality tools, this simple wooden bench does not require any
nails to wedge together solidly. The back is just the right height and
judging by the length of the bench a whole party of adventurers could rest
here comfortably for a while.
~
ITEM_TYPE_FURNITURE
ITEM_FLAG_HUM
0
4 0 FURNITURE_SLEEP_ON|FURNITURE_REST_ON|FURNITURE_SIT_ON|FURNITURE_STAND_ON 250 0 0 0 0
1 10 1
#12527
burning key~
a burning key~
A key glowing with heat glows here.~
~
ITEM_TYPE_KEY
ITEM_FLAG_GLOW
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
5 10000 20
P 1
TRIG_TICK 20
OPROG_OBJECT_QUEST_IF 0 4 < 10 2 3
P 2
TRIG_VOID
OPROG_QUEST_ADD 0 4 1
P 2
TRIG_VOID
OPROG_ECHO
The key flares warmly in your hands.
~
P 3
TRIG_VOID
OPROG_ECHO
The key flares suddenly and you watch as it turns completely to ash.
~
P 3
TRIG_VOID
OPROG_JUNK
#12528
brittle trinket~
a brittle trinket~
A brittle trinket has been dropped here.~
~
ITEM_TYPE_TREASURE
0
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
1 20000 15
#12529
cracked trinket~
a cracked trinket~
A cracked trinket has been dropped here.~
~
ITEM_TYPE_TREASURE
0
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
1 20000 15
#12530
scorched trinket~
a scorched trinket~
A scorched trinket has been dropped here.~
~
ITEM_TYPE_TREASURE
0
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
1 20000 15
#12531
dirty trinket~
a dirty trinket~
A dirty trinket has been dropped here.~
~
ITEM_TYPE_TREASURE
0
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
1 20000 15
#12532
boots mica~
a pair of mica boots~
A pair of mica boots stand patiently here.~
The shiny mica stones have been baked in the bowels of the earth. They are
so dark and shiny that you suspect they are magically altering the way light
is reflected. They have a nice sheepskin protective lining too!
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_FEET
7 0 0 0 0 0 0 0
1 15000 19
A APPLY_INT 2 0
A APPLY_DEX 2 0
#12533
gauntlets mica~
a pair of mica gauntlets~
A pair of mica gauntlets have dropped to the ground.~
These gauntlets are covered with small tiles of mica. Contrasting different
shades of black, the craftsmen that made these has created a subtle pattern.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HANDS|ITEM_WEAR_ARMS
7 0 0 0 0 0 0 0
1 20000 18
A APPLY_INT 2 0
A APPLY_DEX 2 0
#12534
belt mica~
a mica belt~
A mica belt has been cast aside here.~
Links of mica tiles have been joined together over a combat belt to offer
added protection from stomach blows. You marvel at how well the belt sits
together as if it were natural to combine metal with stone.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WAIST
7 0 0 0 0 0 0 0
1 25000 18
A APPLY_INT 2 0
A APPLY_STR 2 0
#12535
sleeves mica~
a pair of mica sleeves~
A pair of mica sleeves have been left here.~
Mica has been fused to the surface of some strong sleeves to prevent any
broken bones to the upper arms during combat. You can't see any seams for
weapons to catch in, making it a very practical means of preventing damage.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_ARMS
7 0 0 0 0 0 0 0
1 30000 19
A APPLY_INT 2 0
A APPLY_STR 2 0
#12536
ashen dagger~
an ashen dagger~
An ashen coloured dagger has been lost here.~
This is a long, thin dagger that has been cut from a single piece of stone
and polished to a razor point. The grain of the stone gives it an ashen
grey colour from the tip to the hilt.
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_DAGGER 4 9 WEAPON_STAB 0 0 0 0
2 20000 40
#12537
ashen bull-whip whip~
an ashen bull-whip~
An ashen coloured bull-whip os coiled neatly here.~
A truncheon of granite has had a fine whip of leather and linen attached to
it as a base. The weight is perfect and leaves your fist free for extra
attacks. The ashen grey colour of the handle is very subtle.
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_WHIP 5 7 WEAPON_WHIP 0 0 0 0
1 18000 40
#12538
puzzle box~
a puzzle box~
A puzzle box has been left here in frustration.~
This simple children's toy has baffled many a scholar in both it's simplicity
and in it's complexity. You could study the grooves for some kind of pattern.
~
ITEM_TYPE_CONTAINER
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
434 CONT_CLOSEABLE 0 150 0 0 0 0
1 30000 30
E
pattern study~
You notice they form lines across the box.
~
E
lines~
The lines seem to converge at several points.
~
E
points~
You see several places where you can press at the same time.
~
E
places~
You have solved the puzzle box... observation is the key.
~
A APPLY_STR 1 0
#12539
frozen key~
a frozen key~
A key shivering with cold has been left here.~
~
ITEM_TYPE_KEY
ITEM_FLAG_GLOW
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
5 10000 20
P 1
TRIG_TICK 20
OPROG_OBJECT_QUEST_IF 0 4 < 10 2 3
P 2
TRIG_VOID
OPROG_QUEST_ADD 0 4 1
P 2
TRIG_VOID
OPROG_ECHO
The key melts a little in your hands.
~
P 3
TRIG_VOID
OPROG_ECHO
The key finally melts away completely and you are left with a wet hand.
~
P 3
TRIG_VOID
OPROG_JUNK
#12540
handwritten note~
a handwritten note~
A hand written note has been dropped here.~
You can't actually read the scrawl that has been left on the paper, but
you assume it has meaning to someone.
~
ITEM_TYPE_TREASURE
0
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
1 100 20
#12541
sash blazing yellow~
a blazing yellow sash~
A sash made of blazing yellow has been hung here.~
This sash is constructed of only the finest of materials to afford maximum
protection where you need it most. The bright yellow signifies the virility
and power that you possess to combat your enemies.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD
ITEM_WEAR_TAKE|ITEM_WEAR_WAIST
10 0 0 0 0 0 0 0
3 100000 40
A APPLY_DAMROLL 4 0
A APPLY_HITROLL 3 0
#12542
blazing red leg guards~
a pair of blazing red leg guards~
A pair of red leg guards have been stacked casually here.~
These spectacular leg guards cover all the major muscle groups and have extra
padding around the areas where muscle connects to bone. One side uses supple
leather to prevent chaffing, while the other side is enamelled steel.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD
ITEM_WEAR_TAKE|ITEM_WEAR_LEGS
10 0 0 0 0 0 0 0
1 100000 40
A APPLY_DAMROLL 4 0
A APPLY_HITROLL 3 0
#12543
cot mattress~
a cot and mattress~
A simple cot and mattress stand against a wall here.~
This wooden cot has been reinforced to withstand even the heaviest of abuse.
While the mattress looks a little lumpy, the stuffing looks fresh and has
relatively few bugs living in it. You could sleep here, or just take some
time to rest your weary bones.
~
ITEM_TYPE_FURNITURE
0
0
1 0 FURNITURE_SLEEP_IN|FURNITURE_REST_ON|FURNITURE_SIT_ON|FURNITURE_STAND_ON 250 0 0 0 0
1 10 1
#12544
bench benches row~
a row of benches~
A row of benches sits patiently here.~
These benches are well worn through constant over-use. The legs are sturdy
and can hold the heaviest of loads. The crafty use of joinery means that no
pins or nails are exposed that may work loose.
~
ITEM_TYPE_FURNITURE
0
0
3 0 FURNITURE_SLEEP_ON|FURNITURE_REST_ON|FURNITURE_SIT_ON|FURNITURE_STAND_ON 200 0 0 0 0
1 10 1
#12545
large carpet~
a large carpet~
A large carpet covers the ground here.~
This carpet has a simple weave to it. The motif on the front is a panel
display of woven flowers. Obviously looted from one of the lavish houses
that used to stand close by.
~
ITEM_TYPE_FURNITURE
0
0
2 0 FURNITURE_SLEEP_ON|FURNITURE_REST_ON|FURNITURE_SIT_ON|FURNITURE_STAND_ON 100 0 0 0 0
1 10 1
#12546
small stove~
a small stove~
A small stove provides warmth and light in the corner here.~
There is a small platform with which a pot can be placed to boil water. A trap
on the front allows coal and wood to be pushed into the firebox. At the base
is an air flow grill and a tray to collect ash and embers. Very compact.
~
ITEM_TYPE_FURNITURE
ITEM_FLAG_GLOW
0
1 0 FURNITURE_SIT_ON|FURNITURE_STAND_ON 100 0 0 0 0
1 10 1
#12547
small carpet~
a small carpet~
A small carpet has been laid out here.~
The carpet is long and narrow and probably more suited for a hallway than
a main room. It is an ashen grey colour - whether to camouflage the dirt
or as the result of it... you will never know for certain.
~
ITEM_TYPE_FURNITURE
0
0
1 0 FURNITURE_SLEEP_ON|FURNITURE_REST_ON|FURNITURE_SIT_ON|FURNITURE_STAND_ON 100 0 0 0 0
1 10 1
#12548
sign small~
a small sign~
A small sign hangs here discreetly.~
Please don't ask for credit, as a smack in the face often offends.
~
ITEM_TYPE_FURNITURE
0
0
0 0 0 0 0 0 0 0
1 10 1
#12549
small sign~
a small sign~
A small sign hangs discretely here.~
When banks sell diamonds, we will bank cheques.
~
ITEM_TYPE_FURNITURE
0
0
0 0 0 0 0 0 0 0
1 10 1
#12550
reeds mat~
a mat of reeds~
A mat of reeds has been thrown on the floor here.~
~
ITEM_TYPE_FURNITURE
0
0
1 0 FURNITURE_SLEEP_ON|FURNITURE_REST_ON|FURNITURE_SIT_ON|FURNITURE_STAND_ON 100 0 0 0 0
1 10 1
#12551
culvert drainage sewerage drain~
a culvert~
A drainage culvert follows the road.~
You see very little since the sewerage and waste water is housed completely
inside the culvert.
~
ITEM_TYPE_FURNITURE
0
0
0 0 0 0 0 0 0 0
1 10 1
#12552
broken culvert~
a broken culvert~
A broken culvert spews sewerage everywhere.~
~
ITEM_TYPE_FURNITURE
0
0
0 0 0 0 0 0 0 0
1 10 1
#12553
wooden box~
a wooden box~
A wooden box lies crumpled in the corner.~
Initially used for transporting goods, this is now the home for some of the
locals who have nowhere else to go after hours.
~
ITEM_TYPE_FURNITURE
0
0
1 0 FURNITURE_SLEEP_IN 150 0 0 0 0
1 10 1
#12554
tall bookshelf~
a tall bookshelf~
A tall bookshelf stands here full of books.~
The shelves are as close together as possible and books have been crammed in
closely. Manuals and drawings are all carefully bound and share shelf space
with maps and ancient spell books.
~
ITEM_TYPE_FURNITURE
0
0
0 0 0 0 0 0 0 0
1 10 1
#12555
lined coffin~
a lined coffin~
A fully lined coffin is presented here for your approval.~
The coffin is lined with ashen grey silk and finished with steel handles.
There is plenty of room inside this particular coffin, although you can't
see the point in having lots of room when you are in need of a coffin.
~
ITEM_TYPE_FURNITURE
0
0
1 0 FURNITURE_SLEEP_IN 100 0 0 0 0
1 10 1
#12556
portal ashen~
an ashen portal~
An ashen portal hangs in the air here.~
The air appears to shimmer about the whole of the portal base. The reflection
you see in the air is that of ashen grey.
~
ITEM_TYPE_PORTAL
ITEM_FLAG_GLOW
0
1 0 GATE_STEP_THROUGH|GATE_RANDOM_AREA 12506 0 0 0 0
1 10 1
#12557
ashen token~
an ashen token~
An ashen token has been dropped carelessly here.~
This small disc of heavy stone has the word {010}jaunt{300} etched on it.
~
ITEM_TYPE_TREASURE
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
1 100000 1
P 1
TRIG_UNKNOWN 100 jaunt
OPROG_GOD_COMMAND
mpecho {108}$I causes an ashen portal to appear like magic!
mpoload 12556 room
~
P 1
TRIG_VOID
OPROG_JUNK
#12559
gaming box game~
a gaming box~
A gaming box rests on the ground here.~
This wooden box has been carefully finished to protect the gaming tokens
and playing stones within.
~
ITEM_TYPE_CONTAINER
ITEM_FLAG_MAGIC|ITEM_FLAG_INVENTORY
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
419 CONT_CLOSEABLE 0 150 0 0 0 0
1 125000 40
A APPLY_INT 3 0
#12560
rat skull~
a rat skull~
The skull of a rat is decaying here.~
The grey skull of a rat stares back at you as if it were bored. The eyes
are drying out already, and the torn flesh is starting to turn brown.
This could make a nice trophy, if only you knew someone who could stuff it.
~
ITEM_TYPE_TRASH
ITEM_FLAG_EVIL|ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
1 1000 20
A APPLY_WIS -1 0
#12561
rat skull trophy~
a rat skull~
The skull of a rat is preserved here.~
The grey skull of a rat stares back at you as if it were bored. The skull
has been carefully cleaned and preserved to provide maximum appreciation
for years to come. This is quite some trophy that you have collected!
~
ITEM_TYPE_CONTAINER
ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_AUTO_ENGRAVE
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
179 CONT_CLOSEABLE 0 150 0 0 0 0
1 1000000 30
A APPLY_DAMROLL 4 0
A APPLY_DEX 2 0
#12562
rat skull trophy~
a rat skull~
The skull of a rat is preserved here.~
The grey skull of a rat stares back at you as if it were bored. The skull
has been carefully cleaned and preserved to provide maximum appreciation
for years to come. This is quite some trophy that you have collected!
~
ITEM_TYPE_ARMOR
ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_AUTO_ENGRAVE
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
8 0 0 0 0 0 0 0
1 1000000 30
A APPLY_INT 2 0
A APPLY_DEX 2 0
A APPLY_STR 2 0
#0


#ROOMS
#12500
Southgate~
The gate before you is well constructed from steel reinforced wood. It has
a large lock to one side, and effectively prevents any access to the city
once secured. To the south the road meanders away, troubled only by the
occasional refugee or gypsy who stops off to camp for a while.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_NORTH
Southgate Road leading to Neyland Square~
Gate~
EX_ISDOOR|EX_CLOSED|EX_LOCKED 12500 12501
DDIR_SOUTH
A road wanders south~
~
0 -1 12594
E
sign~
Another creation brought to you in Zorro/Crouton-vision (c).
                             April '95.
~
S
#12501
Southgate Road~
The gate directly to the south is braced from the inside as if the gate lock
is not enough to prevent unwanted access. The guardhouse to the west and east
provide shelter and a place to question travellers as they attempt to pass
through. To the north Southgate Road continues toward the main town centre.
~
0 0 SECT_CITY
DDIR_NORTH
Southgate Road leading to Neyland Square~
~
0 -1 12529
DDIR_EAST
Guard House~
~
0 -1 12503
DDIR_SOUTH
A road leading to the Southgate~
Gate~
EX_ISDOOR|EX_CLOSED|EX_LOCKED 12500 12500
DDIR_WEST
Guard House~
~
0 -1 12502
S
#12502
Guard House~
The guardhouse has been patched up with tiles and recovered stonework. The
final result is a dry room with several chairs and a table. There are some
rafters supporting the roof above you, and a large hole where a window would
normally live to the side. The floor is made of hard packed dirt and has
been covered with reeds to keep the dust down.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
The road to town ~
~
0 -1 12501
S
#12503
Guard House~
The guardhouse has been patched up with tiles and recovered stonework. The
final result is a dry room with several chairs and a table. There are some
rafters supporting the roof above you, and a large hole where a window would
normally live to the side. The floor is made of hard packed dirt and has
been covered with reeds to keep the dust down.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
The road to town~
~
0 -1 12501
S
#12504
Southgate Road~
The road to Southgate runs from here directly south toward the city gates.
To the north you can almost make out the city centre surrounded by refugees
and tourists. The road to the north is muddy due to the large amount of foot
traffic around Main Street. You can see an expanse of rubble to the west and
east where once proud houses stood tall.
~
0 0 SECT_CITY
DDIR_NORTH
Southgate Road leading to Neyland Square~
~
0 -1 12505
DDIR_SOUTH
A road leading to the Southgate~
~
0 -1 12529
S
#12505
Main Street~
The street here is busy with people jostling back and forth as they seek out
bargains to help them rebuild their shattered lives. To the west and east is
Privy Lane, but the market stalls almost obscure the street from view. You
can easily make out the city centre to the north, and to the south you can
see a road leading to the gates of the city.
~
0 0 SECT_CITY
DDIR_NORTH
Main Street leading to Neyland Square~
~
0 -1 12506
DDIR_EAST
A merchant stall~
~
0 -1 12511
DDIR_SOUTH
A road leading to the Southgate~
~
0 -1 12504
DDIR_WEST
A merchant stall~
~
0 -1 12513
S
#12506
Main Street~
To the north you can see the centre of the city, Neylan Square. Looking to the
south you see Main Street and then Southgate Road leading to the south gates
of the city. Alley entrances to the west and east provide alternative routes
around the city centre. You notice a lot of activity directly to the south.
~
0 0 SECT_CITY
DDIR_NORTH
Neyland Square~
~
0 -1 12515
DDIR_EAST
A Small Alley~
~
0 -1 12507
DDIR_SOUTH
A road leading to the Southgate~
~
0 -1 12505
DDIR_WEST
A Small Alley~
~
0 -1 12508
S
#12507
A Small Alley~
This alley links Kingston Pike to the north with Main Street to the west and
is used as a shortcut for those wanting to bypass the very centre of the city.
Many of the businesses have closed, and the remainder have moved north to the
main shopping precinct. You can see extensive damage to the city east of here.
~
0 ROOM_DARK SECT_CITY
DDIR_NORTH
Kingston Pike~
~
0 -1 12517
DDIR_WEST
Main Street~
~
0 -1 12506
S
#12508
A Small Alley~
This alley links Kingston Pike to the north, with Main Street to the east.
The doors are all barred and it appears that local economy is not improving
fast enough for some. Damage to some of the store fronts has provided easy
access for those that profit in illict trade and it is rumoured that dealers
roam about at nights and sell goods on the black market.
~
0 ROOM_DARK SECT_CITY
DDIR_NORTH
Kingston Pike~
~
0 -1 12516
DDIR_EAST
Main Street~
~
0 -1 12506
S
#12509
Zzevelo's Magic Stall~
This stall is well sheltered from the worst of the weather with a tent made
of canvas covering a wide range of parchments and scrolls. To the south you
see a small jewellery shop and to the east you can see hear the telltale
sounds of training. The buildings about you are tall and seem to have escaped
the worst of the destruction.
~
0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_EAST
Stalls and shops crowd together~
~
0 -1 12530
DDIR_SOUTH
Stalls and shops crowd together~
~
0 -1 12514
S
#12510
Crayola's Magic Delights~
A rack of bottles and potions have been arranged for sale here. To the west
you can hear animals whilst to the south you spy an array of weapons for sale
at another stall. Some canvas has been stretched between the buildings to
provide cover from the elements, and seems to do an adequate job.
~
0 ROOM_NO_MOB SECT_INSIDE
DDIR_SOUTH
Stalls and shops crowd together~
~
0 -1 12512
DDIR_WEST
Stalls and shops crowd together~
~
0 -1 12571
S
#12511
Gim's Armor Market~
The alley way has been completely filled with hawkers, stall holders and
the general public bustling to get to, or from, somewhere important. Gim has
had this spot for ages and he commands a lot of space from those around him.
Privy Lane continues to the west and to the east where it turns residential.
~
0 0 SECT_INSIDE
DDIR_EAST
An alley strewn with filth~
~
0 -1 12539
DDIR_WEST
Main Street~
~
0 -1 12505
S
#12512
The Hunter's Companion~
This small shop has been set up for adventurers, like yourself, who need
a change in weapon or to do some serious damage. Utho has years of experience
and is sure to be able to provide you with just the right weapon. You can see
weapons stacked neatly in piles and to the north, more stalls and hawkers.
~
0 ROOM_NO_MOB SECT_INSIDE
DDIR_NORTH
Stalls and shops crowd together~
~
0 -1 12510
S
#12513
Fasto's General Goods Stall~
The alley way has been completely filled with hawkers, stall holders and
the general public bustling to get to, or from, somewhere important. All the
activity has turned any semblance of road into mud. To the west Privy Lane
continues into some residential houses. To the east it crosses through the
Main Street and continues.
~
0 0 SECT_INSIDE
DDIR_EAST
Main Street~
~
0 -1 12505
DDIR_WEST
An alley strewn with filth~
~
0 -1 12552
S
#12514
The Diamond Exchange~
This small jewellery store specialises in buying and selling cut diamonds.
Trade has been a little slow recently, and Guesto has been known to trade
in other goods to turn some coin on a quiet day. To the north you can see
Zzevelo hawking his scrolls amongst other stalls and stands.
~
0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
Stalls and shops crowd together~
~
0 -1 12509
S
#12515
Neyland Square~
An enormous ivory fountain shines even though everything around it is has
become tainted by sulphur. The water merely trickles down the fountain, seeming
to meander into the cracks and crevices that now adorn this symbol of pride.
People tend to mill aimlessly around the centre as if they have nothing else
to do with their simple lives.
~
0 ROOM_NO_MOB|ROOM_ALTAR_N|ROOM_SAFE SECT_CITY
DDIR_NORTH
Main Street~
~
0 -1 12521
DDIR_EAST
Kingston Pike~
~
0 -1 12517
DDIR_SOUTH
Main Street~
~
0 -1 12506
DDIR_WEST
Kingston Pike~
~
0 -1 12516
S
#12516
Kingston Pike~
Directly to the east you can see the centre of the city, Neylan Square.
Looking to the west you can see Kingston Pike leading into Westgate Road.
There are alley entrances to the north and south to provide alternative
routes around the city centre.
~
0 0 SECT_CITY
DDIR_NORTH
A Small Alley~
~
0 -1 12522
DDIR_EAST
Neyland Square~
~
0 -1 12515
DDIR_SOUTH
A Small Alley~
~
0 -1 12508
DDIR_WEST
A road leading to the Westgate~
~
0 -1 12518
S
#12517
Kingston Pike~
Directly to the west you see the centre of the city, Neylan Square. Looking
to the east you see Kingston Pike leading into Eastgate Road. In the far
distance, the east gate and a small cluster of buildings are just visible.
Alley entrances to the north and south provide alternative routes around
the city centre. There is a terrible smell coming from the east.
~
0 0 SECT_CITY
DDIR_NORTH
A Small Alley~
~
0 -1 12520
DDIR_EAST
A road leading to the Eastgate~
~
0 -1 12519
DDIR_SOUTH
A Small Alley~
~
0 -1 12507
DDIR_WEST
Neyland Square~
~
0 -1 12515
S
#12518
Kingston Pike~
The road leads into the city centre to the east. The buildings that used to
stand to the north and south now lie in collapsed ruins. The drainage culverts
along the sides of the street appear to be functioning well and there is a
marked improvement in smell. To the west you can see the gates of the city.
~
0 0 SECT_CITY
DDIR_EAST
Kingston Pike leading to Neyland Square~
~
0 -1 12516
DDIR_WEST
A road leading to the Westgate~
~
0 -1 12544
S
#12519
Kingston Pike~
The road leads into the city centre to the west, and has been lined with
cobblestones to prevent mud from forming. The culverts on the sides of the
road seem to be in fine working order and if it weren't for the expanse of
collapsed buildings to the north and south, you would assume that nothing
was wrong in this city.
~
0 0 SECT_CITY
DDIR_EAST
A road leading to the Eastgate~
~
0 -1 12531
DDIR_WEST
Kingston Pike leading to Neyland Square~
~
0 -1 12517
S
#12520
A Small Alley~
This alley links Kingston Pike to the south with Main Street to the west and
is used as a shortcut for those wanting to bypass the very centre of the city.
Many of the businesses have closed, and the remainder have moved north to the
main shopping precinct. You can see extensive damage to the city east of here.
~
0 ROOM_DARK SECT_CITY
DDIR_SOUTH
Kingston Pike~
~
0 -1 12517
DDIR_WEST
Main Street~
~
0 -1 12521
S
#12521
Main Street~
To the south you can see the centre of the city, Neylan Square. Looking
to the north you see Main Street as it continues into the markets and shops.
Alley entrances to the west and east provide alternative routes around the
city centre. You see many people moving around to the north.
~
0 0 SECT_CITY
DDIR_NORTH
Main Street~
~
0 -1 12525
DDIR_EAST
A Small Alley~
~
0 -1 12520
DDIR_SOUTH
Neyland Square~
~
0 -1 12515
DDIR_WEST
A Small Alley~
~
0 -1 12522
S
#12522
A Small Alley~
This alley links Kingston Pike to the south with Main Street to the east and
is used as a shortcut for those wanting to bypass the very centre of the city.
A lot of the buildings have suffered damage to some degree, but it looks like
they are well on the way to returning to daily use.
~
0 ROOM_DARK SECT_CITY
DDIR_EAST
Main Street~
~
0 -1 12521
DDIR_SOUTH
Kingston Pike~
~
0 -1 12516
S
#12523
Burning Pool~
You have jumped into the middle of a burning pool of lava!!! The lava flows
quite close to the surface here, and sometimes it breaks through. Some of the
recent earth tremors probably created this gap. You spy an exit a brief climb
down into a lava tube. It looks very dark down there.
~
0 ROOM_NO_MOB SECT_LAVA
DDIR_NORTH
A crumbling old building~
~
0 -1 12553
DDIR_DOWN
The twisting network of lava tubes~
~
0 -1 12555
S
#12524
Burning Pool~
You have jumped into the middle of a burning pool of lava!!! The lava flows
quite close to the surface here, and sometimes it breaks through. Some of the
recent earth tremors probably created this gap. You spy an exit a brief climb
down into a lava tube. It looks very dark down there.
~
0 ROOM_NO_MOB SECT_LAVA
DDIR_NORTH
A crumbling old building~
~
0 -1 12542
DDIR_DOWN
The twisting network of lava tubes~
~
0 -1 12579
S
#12525
Main Street~
To the north you see the end of Main Street and more shops. To the south
you see the centre of the city and in the distance you spot Southgate leading
towards the city gate. To the west and east are shops and stalls where you
can re-equip and train in new skills.
~
0 0 SECT_CITY
DDIR_NORTH
The End of Main Street~
~
0 -1 12528
DDIR_EAST
Morgue~
~
0 -1 12527
DDIR_SOUTH
Main Street leading to Neyland Square~
~
0 -1 12521
DDIR_WEST
A Large Floating Castle~
~
0 -1 12526
S
#12526
Zorr's Bookshop~
The walls are covered with bookshelves, and cabinets bulge with manuals of
instruction and history. Zorr has travelled the realms so you don't have to.
He will train you here in both the magical and the physical skills that you
desire. Please keep the noise down - so that others can study.
~
0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_EAST
Main Street~
~
0 -1 12525
S
#12527
Meldricko's Morgue~
The morgue here has had a good trade in recent times. Various coffins are
presented for viewing and can be custom built for any race or size. You catch
a glimpse of marble and steel in the back room where corpses are prepared.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_MORGUE SECT_INSIDE
DDIR_WEST
Main Street~
~
0 -1 12525
S
#12528
The End of Main Street~
To the south you can see more shops leading to the centre of the city. In
the far distance the city continues toward the south gate. Sounds of hawkers
can be heard to the west and east as the vendors vie for the limited coin.
To the west you can see a training ground and to the east the sounds of caged
animals pique your interest.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 16012
DDIR_EAST
The Pet Shop~
~
0 -1 12571
DDIR_SOUTH
Main Street leading to Neyland Square ~
~
0 -1 12525
DDIR_WEST
A Hovering Humming Glowing Invisible Castle~
~
0 -1 12530
S
#12529
Southgate Road~
The road passes through the worst of the destruction and you can see people
picking over the sites of lavish houses and buildings. To the south is a
collection of guard buildings and the gate out of the city, whilst the road
continues to the north as it leads to the centre of the city.
~
0 0 SECT_CITY
DDIR_NORTH
Southgate Road leading to Neyland Square~
~
0 -1 12504
DDIR_SOUTH
A road leading to the Southgate~
~
0 -1 12501
S
#12530
Workyard~
The work yard is set up for activity, with weapons stacked along one wall
and training dummies in the corner. To the east you can see the end of Main
Street and some more commercial shops to the west.
~
0 0 SECT_INSIDE
DDIR_EAST
End of Main Street~
~
0 -1 12528
DDIR_WEST
Stalls and shops crowd together~
~
0 -1 12509
S
#12531
Eastgate Road~
The road here leads toward the city centre to the west, and to the east the
gates of the city. There are several buildings clustered around the gates
including the gate itself. The devastation to the north and south is obvious
with buildings half collapsed and people picking over the remains.
~
0 0 SECT_CITY
DDIR_EAST
A road leading to the Eastgate~
~
0 -1 12532
DDIR_WEST
Eastgate Road leading to Neyland Square~
~
0 -1 12519
S
#12532
Eastgate Road~
Toward the east you can see the Southgate and a collection of guard houses.
To the west you can see the city centre and some of the commercial markets
that feed off the population. A popular diner, the Greasy Spoon, has been
open to the north for quite some time. It has a reputation for no fighting
and seems to have a lot of the city guards around for coffee at all hours.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 12557
DDIR_EAST
A road leading to the Eastgate~
~
0 -1 12534
DDIR_WEST
Eastgate Road leading to Neyland Square~
~
0 -1 12531
S
#12533
Guard House~
The guard house is a simple structure made of solid stone and designed to
keep out the wind. Since the Greasy Spoon opened up, the guard house has been
kept supplied with free coffee and in return there are always plenty of guards
around to make sure there is no trouble. The door is to the south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
The road to town~
~
0 -1 12534
S
#12534
Eastgate Road~
To the north and south you can see the open doors of the guard houses. The
city gate to the east is barred and locked to prevent undesirables from
travelling about freely. To the west you can see Eastgate Road leading to
the city centre. The mud churned up by traffic and the discharge from the
Greasy Spoon has created quite a health problem here.
~
0 0 SECT_CITY
DDIR_NORTH
Guard House~
~
0 -1 12533
DDIR_EAST
A road leading to the Eastgate~
Gate~
EX_ISDOOR|EX_CLOSED|EX_LOCKED 12500 12536
DDIR_SOUTH
Guard House~
~
0 -1 12535
DDIR_WEST
Eastgate Road leading to Neyland Square~
~
0 -1 12532
S
#12535
Guard House~
The guard house is a simple structure made of solid stone and designed to keep
out the wind. Years of use have lead to the installation of a small wooden cot
and stuffed mattress against one of the walls. The room is without any form of
window, but you notice a lack of door and assume they are the same.
~
0 ROOM_INDOORS|ROOM_SAFE SECT_INSIDE
DDIR_NORTH
The road to town~
~
0 -1 12534
S
#12536
Eastgate~
The gate here is of a solid wood and steel construction with a large lock
to one side. To the east you see the road disappearing into the distance,
and the lure to explore overwhelms you for a moment. The gateway is lined
with flat rocks in a vain attempt to prevent mud from building up. The
steady influx of visitors seems out of context with recent events.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_EAST
A road wanders east~
~
0 -1 12591
DDIR_WEST
Eastgate Road leading to Neyland Square~
Gate~
EX_ISDOOR|EX_CLOSED|EX_LOCKED 12500 12534
S
#12537
Decaying Shanty~
This is just a simple shanty consisting of two small rooms. One is used for
the children and relatives to sleep in, whilst the other is shared by mom and
dad in the evenings. The added warmth gained from having so many people in the
one room means they can exist without any heating... until winter. The entrance
is to the south, mind the open sewer on your way out.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
An alley strewn with filth~
~
0 -1 12539
S
#12538
Decaying Shanty~
This is just a simple shanty consisting of two small rooms. One is used for
the children and relatives to sleep in, whilst the other is shared by mom and
dad in the evenings. The added warmth gained from having so many people in the
one room means they can exist without any heating... until winter. The entrance
is to the south, mind the open sewer on your way out.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
An alley strewn with filth~
~
0 -1 12540
S
#12539
Privy Lane~
Privy Lane continues to the east and becomes a bustling market as it enters
the Main Street to the west. A nasty smell of raw sewerage seems to be coming
from the east. To the north and south are decaying hovels. Looking at the
wanton destruction about you it seems unsafe to live here at all.
~
0 0 SECT_CITY
DDIR_NORTH
The decay almost obscures a hovel~
~
0 -1 12537
DDIR_EAST
An alley strewn with filth~
~
0 -1 12540
DDIR_SOUTH
The decay almost obscures a hovel~
~
0 -1 12541
DDIR_WEST
A merchant stall~
~
0 -1 12511
S
#12540
Privy Lane~
This is the end of Privy Lane and the beginning of an open sewer. With all
the earth movements recently, sewerage flows everywhere and invades every
smell. The children appear oblivious to it as they play in the debris of the
street. The lane continues to the west, whilst to the north and south are
residential accommodation.
~
0 0 SECT_CITY
DDIR_NORTH
The decay almost obscures a hovel~
~
0 -1 12538
DDIR_SOUTH
An attempt has been made to rebuild~
~
0 -1 12542
DDIR_WEST
An alley strewn with filth~
~
0 -1 12539
S
#12541
Decaying Shanty~
This is just a simple shanty consisting of two small rooms. One is used for
the children and relatives to sleep in, whilst the other is shared by mom and
dad in the evenings. The added warmth gained from having so many people in the
one room means they can exist without any heating... until winter. The entrance
is to the north, mind the open sewer on your way out.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
An alley strewn with filth~
~
0 -1 12539
S
#12542
Crumbling Ruin~
This used to be a lavish house, but now it has degenerated into nothing more
practical that an outdoor shelter from the rain. To the south is what would
have been the garden in better days. The main entrance is to the north, mind
the open sewer on your way out. You feel like you could stay here for a while.
~
0 ROOM_INDOORS|ROOM_SAFE SECT_INSIDE
DDIR_NORTH
An alley strewn with filth~
~
0 -1 12540
DDIR_SOUTH
Lava has broken through the surface...~
~
0 -1 12524
S
#12543
Westgate Road~
To the north and south you can clearly see the devastation that has befallen
this city. Buildings are in ruins and the once proud owners are left with
nothing but rubble. To the west the gates of the city are visible, and to
the east you can see the city centre with it's over supply of visitors.
~
0 0 SECT_CITY
DDIR_EAST
Westgate Road leading to Neyland Square~
~
0 -1 12544
DDIR_WEST
A road leading to the Westgate~
~
0 -1 12546
S
#12544
Westgate Road~
The road here leads toward the city centre to the east, and to the west
the city gates. The devastation to the north and south is obvious with many
buildings half collapsed and people picking over the remains. The sewerage
problems are not as evident here where the culverts are in fine order.
~
0 0 SECT_CITY
DDIR_EAST
Westgate Road leading to Neyland Square~
~
0 -1 12518
DDIR_WEST
A road leading to the Westgate~
~
0 -1 12543
S
#12545
Guard House~
The guard house has been patched up with tiles and the worst of the holes have
been filled with mainly recovered stonework. The final result is a dry room with
only a few drafts and a small stove in the corner to provide heat, light and the
steady supply of hot coffee that guards demand. You see the floor is worn stone
and is covered with scratches and grooves.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
The road to town~
~
0 -1 12546
S
#12546
Westgate Road~
The gate before you is braced and locked from unwelcome visitors. You notice
the ground at your feed is cobbled and this whole part of the city appears
in good repair. To the north and south you see the guard houses positioned
close to the gate to discourage anyone from causing trouble.
~
0 0 SECT_CITY
DDIR_NORTH
Guard House~
~
0 -1 12545
DDIR_EAST
Westgate Road leading to Neyland Square~
~
0 -1 12543
DDIR_SOUTH
Guard House~
~
0 -1 12547
DDIR_WEST
A road leading to the Westgate~
Gate~
EX_ISDOOR|EX_CLOSED|EX_LOCKED 12500 12548
S
#12547
Guard House~
This guard house appears to have escaped the destruction that has touched so
much of the city. It has solid, plastered walls and the window still has it's
glass. A fire burns warmly in one of the corners. You see the floor is covered
by large mats and ill-fitting carpets. Whilst this remains an open building,
there is little wonder the guards spend more time indoors on duty at this gate.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
The road to town~
~
0 -1 12546
S
#12548
Westgate~
The gate before you is well constructed from steel reinforced wood. It has
a large lock to one side, and effectively prevents any access to the city
once secured. To the west you can see the peaks of a volcano and a wisp
of smoke as it belches against the sky. Refugees pick their way in both
directions along the road in hope of a better future.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_EAST
Westgate Road leading to Neyland Square~
Gate~
EX_ISDOOR|EX_CLOSED|EX_LOCKED 12500 12546
DDIR_WEST
A road wanders west~
~
0 -1 12588
S
#12549
Decaying Shanty~
This is just a simple shanty consisting of two small rooms. One is used for
the children and relatives to sleep in, whilst the other is shared by mom and
dad in the evenings. The added warmth gained from having so many people in the
one room means they can exist without any heating... until winter. The entrance
is to the south, mind the open sewer on your way out.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
An alley strewn with filth~
~
0 -1 12551
S
#12550
Decaying Shanty~
This is just a simple shanty consisting of two small rooms. One is used for
the children and relatives to sleep in, whilst the other is shared by mom and
dad in the evenings. The added warmth gained from having so many people in the
one room means they can exist without any heating... until winter. The entrance
is to the south, mind the open sewer on your way out.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
An alley strewn with filth~
~
0 -1 12552
S
#12551
Privy Lane~
This is the end of Privy Lane and the beginning of an open sewer. With all
the earth movements recently, sewerage flows everywhere and invades every
smell. The children appear oblivious to it as they play in the debris of the
street. The lane continues to the east, whilst to the north and south are
residential accommodation.
~
0 0 SECT_CITY
DDIR_NORTH
The decay almost obscures a hovel~
~
0 -1 12549
DDIR_EAST
An alley strewn with filth~
~
0 -1 12552
DDIR_SOUTH
An attempt has been made to rebuild ~
~
0 -1 12553
S
#12552
Privy Lane~
Privy Lane continues to the west and becomes a bustling market as it enters
the Main Street to the east. A nasty smell of raw sewerage seems to be coming
from the west. To the north and south are decaying hovels. Looking at the
wanton destruction about you it seems foolish to want to live here at all.
~
0 0 SECT_CITY
DDIR_NORTH
The decay almost obscures a hovel~
~
0 -1 12550
DDIR_EAST
A merchant stall~
~
0 -1 12513
DDIR_SOUTH
The decay almost obscures a hovel~
~
0 -1 12554
DDIR_WEST
An alley strewn with filth~
~
0 -1 12551
S
#12553
Crumbling Ruin~
This used to be a lavish house, but now it has degenerated into nothing more
practical that an outdoor shelter from the rain. To the south is what would
have been the garden in better days. Some of the furnishings have been broken
up for firewood. The main entrance is to the north, mind the open sewer.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
An alley strewn with filth~
~
0 -1 12551
DDIR_SOUTH
Lava has broken through the surface...~
~
0 -1 12523
S
#12554
Decaying Shanty~
This is just a simple shanty consisting of two small rooms. One is used for
the children and relatives to sleep in, whilst the other is shared by mom and
dad in the evenings. The added warmth gained from having so many people in the
one room means they can exist without any heating... until winter. The entrance
is to the north, mind the open sewer on your way out.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
An alley strewn with filth~
~
0 -1 12552
S
#12555
Lava Tubes~
You have climbed through to a network of tunnels that look like nothing you
have seen before. The walls about you are smooth to a level of perfection
you cannot begin to imagine. The ground is made of the same construction as
the walls. To the east the lava tubes begin their inward spiral whilst above
you is the burning pool.
~
0 0 SECT_UNDER_GROUND
DDIR_EAST
The tubes spiral on...~
~
0 -1 12556
DDIR_UP
A burning pool of lava!~
~
0 -1 12523
S
#12556
Lava Tubes~
The walls about you are smooth to a level of perfection you cannot begin
to imagine. The ground is made of the same construction as the walls. To the
east the lava tubes continue their inward passage whilst to the west they
spiral outward. There is a gentle draft coming from the west.
~
0 0 SECT_UNDER_GROUND
DDIR_EAST
The tubes spiral on...~
~
0 -1 12581
DDIR_WEST
The tubes spiral on...~
~
0 -1 12555
S
#12557
Greasy Spoon~
This fine establishment is a two room affair with the smaller back room
used for cooking, while the paying customers sit on the simple benches laid
out in rows in the front room. The roof pitch is high and there is just the
right combination of heat rising to ensure the air is at least breathable.
~
0 ROOM_INDOORS|ROOM_SAFE SECT_INSIDE
DDIR_SOUTH
~
~
0 -1 12532
S
#12558
Lava Pool~
~
0 ROOM_DARK|ROOM_INDOORS SECT_LAVA
S
#12559
Lava Tubes~
The walls about you retain their symmetrical perfection with no sign of aging
or wear. The air however, feels a little charged. To the west the lava tubes
continue their inward spiral whilst to the north they continue their outward
passage. The ground remains firm.
~
0 0 SECT_UNDER_GROUND
DDIR_NORTH
The tubes spiral on...~
~
0 -1 12580
DDIR_WEST
The tubes spiral on...~
~
0 -1 12560
S
#12560
Lava Tubes~
The walls about you continue their symmetrical perfection with no sign of
aging or wear. The air feels a little clingy about you. To the west the lava
tubes continue their inward spiral whilst to the east they continue their
outward spiral. The ground remains firm and you see no other signs of passage.
~
0 0 SECT_UNDER_GROUND
DDIR_EAST
The tubes spiral on...~
~
0 -1 12559
DDIR_WEST
The tubes spiral on...~
~
0 -1 12561
S
#12561
Lava Tubes~
The walls about you continue their symmetrical perfection with no sign of
aging or wear. The air feels a little humid about you. To the north the lava
tubes continue their inward spiral whilst to the east they continue their
outward spiral. The ground remains firm and you see no other signs of passage.
~
0 0 SECT_UNDER_GROUND
DDIR_NORTH
The tubes spiral on...~
~
0 -1 12562
DDIR_EAST
The tubes spiral on...~
~
0 -1 12560
S
#12562
Lava Tubes~
The walls about you continue their symmetrical perfection with no sign of
aging or wear. The air feels a little stale about you. To the east the lava
tubes open into a large cavern whilst to the south they begin their outward
spiral. The ground remains firm and you see no other signs of passage.
~
0 0 SECT_UNDER_GROUND
DDIR_EAST
The tunnel opens up ahead~
~
0 -1 12563
DDIR_SOUTH
The tubes spiral on...~
~
0 -1 12561
S
#12563
Open Cavern~
The rock walls have opened out into a massive cavern which looks like it is
in constant use by a large number of individuals. The air is a little close
and the temperature seems to have gone up a few degrees. You suddenly feel
very anxious about your safety. To the west the lava tubes spiral outward.
~
0 ROOM_NO_MOB SECT_UNDER_GROUND
DDIR_WEST
The tubes spiral on...~
~
0 -1 12562
DDIR_DOWN
The earth waits silently~
grate~
EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_HIDDEN|EX_PICKPROOF|EX_BASHPROOF|EX_MAGIC_PROOF|EX_PASSPROOF 12539 12564
S
#12564
Down Under~
Above you is the entrance to this ancient place, whilst to the east you can
see only that the tunnel continues for quite some time. The walls are made
of rough rock that are slowly being eaten at by large earth worms. The air
down here appears surprisingly clean considering. You can feel a zephyr of
wind to the east.
~
0 0 SECT_DEEP_EARTH
DDIR_EAST
The earth waits silently~
~
0 -1 12565
DDIR_UP
An open cavern beckons...~
~
0 -1 12563
S
#12565
Down Under~
Towards the west is the entrance to this place, whilst to the east you
can see only that the tunnel continues into the gloom. The walls are made
of rough rock that are slowly being eaten at by large earth worms. The air
down here appears surprisingly clean considering. You can feel a zephyr of
wind to the east.
~
0 0 SECT_DEEP_EARTH
DDIR_EAST
The earth waits silently~
~
0 -1 12566
DDIR_WEST
The earth waits silently~
~
0 -1 12564
S
#12566
Down Under~
Towards the west is the entrance to this place, whilst to the east you
can see only that the tunnel continues into the gloom. The walls are made
of rough rock that are slowly being eaten at by large earth worms. The air
down here appears surprisingly clean considering. You can feel a fair breeze
of wind to the east.
~
0 0 SECT_DEEP_EARTH
DDIR_EAST
The earth waits silently~
~
0 -1 12567
DDIR_WEST
The earth waits silently~
~
0 -1 12565
S
#12567
Down Under~
The entrance to this place seems too distant to remember. The walls seem to
be oppressing you from all sides and you are beginning to feel a little uneasy
being so deep underground. You can feel a fair breeze escaping through cracks
in the ceiling above you.
~
0 0 SECT_DEEP_EARTH
DDIR_EAST
The earth waits silently~
~
0 -1 12568
DDIR_WEST
The earth waits silently~
~
0 -1 12566
S
#12568
Down Under~
To the east lies the entrance to this place, whilst to the west you can see
only that the tunnel continues into the gloom. The walls are made of rough
rock that are slowly being eaten at by large earth worms. The air down here
appears surprisingly clean considering. You can feel a fair breeze of wind
escaping to the west.
~
0 0 SECT_DEEP_EARTH
DDIR_EAST
The earth waits silently~
~
0 -1 12569
DDIR_WEST
The earth waits silently~
~
0 -1 12567
S
#12569
Down Under~
Towards the east lies the entrance to this place, whilst to the west you
can see only that the tunnel continues into the gloom. The walls are made
of rough rock that are slowly being eaten at by large earth worms. The
air down here appears surprisingly clean considering. You can feel a zephyr
of wind to the west.
~
0 0 SECT_DEEP_EARTH
DDIR_EAST
The earth waits silently~
~
0 -1 12570
DDIR_WEST
The earth waits silently~
~
0 -1 12568
S
#12570
Down Under~
Above you is the entrance to this ancient place, whilst to the west you can
see only that the tunnel continues for quite some time. The walls are made
of rough rock that are slowly being eaten at by large earth worms. The air
down here appears surprisingly clean considering. You can feel a zephyr of
wind to the west.
~
0 0 SECT_DEEP_EARTH
DDIR_WEST
The earth waits silently~
~
0 -1 12569
DDIR_UP
An open cavern beckons...~
~
EX_ISDOOR -1 12582
S
#12571
Terro's Critter Barn~
Custom made cages and pens have been carefully stacked here to show off
the various stock for sale. To the west you see the end of Main Street and
to the east you spy more stalls and stands. You are well advised to keep
a good distance between yourself and the baby dragons.
~
0 ROOM_NO_MOB|ROOM_PET_SHOP SECT_INSIDE
DDIR_EAST
Stalls and shops crowd together~
~
0 -1 12510
DDIR_WEST
End of Main Street~
~
0 -1 12528
S
#12572
pet storage~
~
0 ROOM_NO_MOB|ROOM_NO_RECALL SECT_INSIDE
S
#12573
Lava Tubes~
The walls about you continue their symmetrical perfection with no sign of
aging or wear. The here air feels a little humid too. To the north the lava
tubes continue their inward spiral whilst to the west they continue their
outward spiral. The ground remains firm and you see no other signs of passage.
~
0 0 SECT_UNDER_GROUND
DDIR_NORTH
~
~
0 -1 12583
DDIR_WEST
~
~
0 -1 12574
S
#12574
Lava Tubes~
The walls about you continue their symmetrical perfection with no sign of
aging or wear. The air feels a little clingy about you. To the east the lava
tubes continue their inward spiral whilst to the west they continue their
outward spiral. The ground remains firm and you see no other signs of passage.
~
0 0 SECT_UNDER_GROUND
DDIR_EAST
~
~
0 -1 12573
DDIR_WEST
~
~
0 -1 12575
S
#12575
Lava Tubes~
The walls about you retain their symmetrical perfection with no sign of
aging or wear. The air feels a little charged about you. To the east the
lava tubes continue their inward spiral whilst to the north they continue
their outward passage. The ground remains firm.
~
0 0 SECT_UNDER_GROUND
DDIR_NORTH
~
~
0 -1 12576
DDIR_EAST
~
~
0 -1 12574
S
#12576
Lava Tubes~
The walls about you retain their symmetrical perfection with hardly a sign
of age or wear. The air feels a little damp about you. To the south the lava
tubes continue their inward spiral whilst to the north they continue their
outward passage. There is a zephyr of a draft coming from the north.
~
0 0 SECT_UNDER_GROUND
DDIR_NORTH
~
~
0 -1 12577
DDIR_SOUTH
~
~
0 -1 12575
S
#12577
Lava Tubes~
The walls about you retain their symmetrical perfection with not a sign
of age or wear. The air feels a little damp here. To the south the lava
tubes continue their inward spiral whilst to the east they continue their
outward passage. There is a gentle draft coming from the east.
~
0 0 SECT_UNDER_GROUND
DDIR_EAST
~
~
0 -1 12578
DDIR_SOUTH
~
~
0 -1 12576
S
#12578
Lava Tubes~
The walls about you are smooth to a level of perfection you cannot begin
to imagine. The ground is made of the same construction as the walls. To the
west the lava tubes continue their inward passage whilst to the east they
spiral outward. There is a gentle draft coming from the east.
~
0 0 SECT_UNDER_GROUND
DDIR_EAST
~
~
0 -1 12579
DDIR_WEST
~
~
0 -1 12577
S
#12579
Lava Tubes~
You have climbed through to a network of tunnels that look like nothing you
have seen before. The walls about you are smooth to a level of perfection
you cannot begin to imagine. The ground is made of the same construction as
the walls. To the west the lava tubes begin their inward spiral whilst above
you is the burning pool.
~
0 0 SECT_UNDER_GROUND
DDIR_WEST
~
~
0 -1 12578
DDIR_UP
~
~
0 -1 12524
S
#12580
Lava Tubes~
The walls about you retain their symmetrical perfection with hardly a sign
of age or wear. The air feels a little damp however. To the south the lava
tubes continue their inward spiral whilst to the north they continue their
outward passage. There is a zephyr of a draft coming from the north.
~
0 0 SECT_UNDER_GROUND
DDIR_NORTH
The tubes spiral on...~
~
0 -1 12581
DDIR_SOUTH
The tubes spiral on...~
~
0 -1 12559
S
#12581
Lava Tubes~
The walls here retain their symmetrical perfection with not a sign of age
or wear. The air feels a little damp about you. To the south the lava tubes
continue their inward spiral whilst to the west they continue their outward
passage. There is a gentle draft coming from the west.
~
0 0 SECT_UNDER_GROUND
DDIR_SOUTH
The tubes spiral on...~
~
0 -1 12580
DDIR_WEST
The tubes spiral on...~
~
0 -1 12556
S
#12582
Open Cavern~
The rock walls have opened out into a massive cavern which looks like it is
in constant use by a large number of individuals. The air is a little close
and the temperature seems to have gone up a few degrees. You suddenly feel
very anxious about your safety. To the east the lava tubes spiral outward.
~
0 ROOM_NO_MOB SECT_UNDER_GROUND
DDIR_EAST
~
~
0 -1 12583
DDIR_DOWN
The earth waits silently~
grate~
EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_HIDDEN|EX_PICKPROOF|EX_BASHPROOF|EX_MAGIC_PROOF|EX_PASSPROOF 12527 12570
S
#12583
Lava Tubes~
The walls about you continue their symmetrical perfection with no sign of
aging or wear. The air feels a little stale about you. To the west the lava
tubes open into a large cavern whilst to the south they continue their outward
spiral. The ground remains firm and you see no other signs of passage.
~
0 0 SECT_UNDER_GROUND
DDIR_SOUTH
~
~
0 -1 12573
DDIR_WEST
~
~
0 -1 12582
S
#12584
Mine Shaft~
You can see the bottom of the mine shaft below you. As you look up you see
the entrance is still quite some distance off. The walls have been previously
bricked over to prevent caving in. They provide some support as you make
your way precariously upward.
~
0 ROOM_DARK SECT_UNDER_GROUND
DDIR_UP
The mine shaft continues to get brighter~
~
0 -1 12585
DDIR_DOWN
A west-east tunnel~
~
0 -1 12567
S
#12585
Mine Shaft~
You see the top of the mine shaft just above you. As you look down you can
no longer see the bottom of the shaft, and you begin to get vertigo. The
bricks around this part of the mine shaft have broven away and you realise
how dangerous this shaft has become.
~
0 0 SECT_UNDER_GROUND
DDIR_UP
A forgotten mine shaft~
~
0 -1 12501
DDIR_DOWN
The mine shaft gets darker~
~
0 -1 12584
S
#12586
Mob Chute~
To assist in random distribution of mobs, these chutes allow mobs to "drop"
in from nowhere using the one-way doors about you. Hope you enjoy the area!
~
0 ROOM_SAFE|ROOM_NO_SAVE SECT_DEEP_EARTH
DDIR_NORTH
~
~
0 -1 12543
DDIR_EAST
~
~
0 -1 12511
DDIR_SOUTH
~
~
0 -1 12532
DDIR_WEST
~
~
0 -1 12529
DDIR_UP
~
~
0 -1 12513
DDIR_DOWN
~
~
0 -1 12528
S
#12587
Rat Nest~
To assist in random distribution of mobs, these chutes allow mobs to "drop"
in from nowhere using the one-way doors about you. This room is specifically
designed to house the rats and provide a nest for them to "hide in" during
the day time. Hope you enjoy the area!
~
0 ROOM_DARK|ROOM_SAFE|ROOM_NO_SAVE SECT_DEEP_EARTH
DDIR_NORTH
~
~
0 -1 12534
DDIR_EAST
~
~
0 -1 12540
DDIR_SOUTH
~
~
0 -1 12546
DDIR_WEST
~
~
0 -1 12551
DDIR_DOWN
~
~
0 -1 12505
S
#12588
Approaching Westgate~
As you draw closer to the city you notice the destruction of the buildings
that once stood so proud. You can't help but wonder at the reason for such
a large scale act. The road continues to the west as it leaves the city and
to the east toward the Westgate.
~
0 0 SECT_ROAD
DDIR_EAST
The gates to the city~
~
0 -1 12548
DDIR_WEST
The road continues west~
~
0 -1 12589
S
#12589
Road to Westgate~
As you draw closer to the city you notice the destruction of the buildings
that once stood proud. You can't help but wonder at the cause of such a
large scale act. The road continues to the west as it leaves the city and
to the east toward the Westgate.
~
0 0 SECT_ROAD
DDIR_EAST
The road to the city~
~
0 -1 12588
DDIR_WEST
A road wanders west~
~
0 -1 12590
S
#12590
Road to Westgate~
The road here has been well maintained, and the drainage ditches appear to
have been cleared sometime recently. The steady stream of refugees from the
east walk the roads as they seek a better life elsewhere. The countryside
spreads out all about you, and to the east you see a city in the distance.
~
0 0 SECT_ROAD
DDIR_EAST
The road to the city~
~
0 -1 12589
DDIR_WEST
~
~
0 -1 8131
S
#12591
Approaching Eastgate~
As you draw closer to the city you notice the destruction of the buildings
that once stood so proud. You can't help but wonder at the reasoning for such
massive destruction. The road continues to the east as it leaves the city.
Further along the road to the west is Eastgate.
~
0 0 SECT_ROAD
DDIR_EAST
The road continues east~
~
0 -1 12592
DDIR_WEST
The gates to the city~
~
0 -1 12536
S
#12592
Road to Eastgate~
As you draw closer to the city you notice the destruction of the buildings
that once here so stood proud. You are concerned at the powers that could
cause such a large scale act. The road continues to the east as it leaves
the city, and to the west as it heads toward the Eastgate.
~
0 0 SECT_ROAD
DDIR_EAST
The road wanders east~
~
0 -1 12593
DDIR_WEST
The road to the city~
~
0 -1 12591
S
#12593
Road to Eastgate~
The road here has been well maintained, and the drainage ditches appear to
have been cleared sometime recently. The steady stream of refugees from the
west walk the roads as they seek a better life elsewhere. The countryside
spreads out about you, and in the west you see a city in the distance.
~
0 0 SECT_ROAD
DDIR_EAST
~
~
0 -1 12701
DDIR_WEST
The road to the city~
~
0 -1 12592
S
#12594
Approaching Southgate~
As you draw closer to the city you notice the destruction of buildings that
are rumoured to have once stood so proud. You wonder at the suffering these
events have caused and ask 'what {110}god{300} would make this happen?' The road heads
south as it leaves the city, and north from here toward the Southgate.
~
0 0 SECT_ROAD
DDIR_NORTH
The gates to the city~
~
0 -1 12500
DDIR_SOUTH
The road continues south~
~
0 -1 12595
S
#12595
Road to Southgate~
As you draw closer to the city you notice the destruction of the buildings
that once stood so proud. You can't help but wonder at the reasons for such
large scale devastation. The road continues to the south as it leaves the
city, and to the north as it heads toward the Southgate.
~
0 0 SECT_ROAD
DDIR_NORTH
The road to the city~
~
0 -1 12594
DDIR_SOUTH
The road continues~
~
0 -1 12596
S
#12596
Road to Southgate~
The road here has been well maintained, and the drainage ditches appear
to have been cleared sometime recently. The steady stream of refugees from
the city wander the roads seeking a better life elsewhere. The countryside
spreads out all about you and to the north you see a city in the distance.
~
0 0 SECT_ROAD
DDIR_NORTH
The road to the city~
~
0 -1 12595
S
#0


#RESETS
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G 12521 200 0
G 12520 200 0
G 12519 200 0
G 12518 200 0
M 12526 100 12572
M 12525 100 12572
M 12554 100 12521
E 12505  50 WEAR_BODY
M 12554 100 12506
E 12507  50 WEAR_SHIELD
M 12554 100 12503
E 12501  75 WEAR_WIELD
E 12504  50 WEAR_HANDS
M 12554 100 12503
E 12501  75 WEAR_WIELD
E 12507  50 WEAR_SHIELD
M 12554 100 12502
E 12501  75 WEAR_WIELD
E 12503  50 WEAR_FEET
M 12554 100 12502
E 12501  75 WEAR_WIELD
E 12506  50 WEAR_ARMS
M 12515 100 12536
G 12500 200 0
D 12536 DIR_WEST  DOOR_CLOSED
D 12536 DIR_WEST  DOOR_CLOSED_LOCKED
D 12534 DIR_EAST  DOOR_CLOSED
D 12534 DIR_EAST  DOOR_CLOSED_LOCKED
M 12515 100 12500
G 12500 100 0
D 12500 DIR_NORTH DOOR_CLOSED
D 12500 DIR_NORTH DOOR_CLOSED_LOCKED
D 12501 DIR_SOUTH DOOR_CLOSED
D 12501 DIR_SOUTH DOOR_CLOSED_LOCKED
M 12515 100 12548
G 12500 200 0
D 12548 DIR_EAST  DOOR_CLOSED
D 12548 DIR_EAST  DOOR_CLOSED_LOCKED
D 12546 DIR_WEST  DOOR_CLOSED
D 12546 DIR_WEST  DOOR_CLOSED_LOCKED
M 12550 100 12563
E 12537 100 WEAR_WIELD
E 12502 100 WEAR_HEAD
E 12505 100 WEAR_BODY
E 12503 100 WEAR_FEET
E 12504 100 WEAR_HANDS
E 12506 100 WEAR_ARMS
E 12507 100 WEAR_SHIELD
G 12527 100 0
M 12550 100 12582
E 12502 100 WEAR_HEAD
E 12501 100 WEAR_WIELD
E 12505 100 WEAR_BODY
E 12503 100 WEAR_FEET
E 12504 100 WEAR_HANDS
E 12506 100 WEAR_ARMS
E 12507 100 WEAR_SHIELD
G 12539 100 0
D 12582 DIR_DOWN  DOOR_CLOSED
D 12563 DIR_DOWN  DOOR_CLOSED
O 12523 100 12515
M 12551 100 12542
D 12582 DIR_DOWN  DOOR_CLOSED_LOCKED
D 12563 DIR_DOWN  DOOR_CLOSED_LOCKED
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M 12516 100 12573
M 12516 100 12575
M 12516 100 12577
M 12516 100 12579
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M 12524 100 12586
M 12521 100 12586
M 12521 100 12586
M 12521 100 12586
M 12522 100 12586
M 12522 100 12586
M 12522 100 12586
O 12526 100 12542
O 12553 100 12507
M 12511 100 12507
M 12511 100 12525
M 12507 100 12526
M 12506 100 12527
M 12511 100 12528
M 12508 100 12530
M 12504 100 12509
G 12512 200 0
G 12509 200 0
G 12511 200 0
G 12508 200 0
G 12510 200 0
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G 12538 200 0
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M 12505 100 12510
G 12514 200 0
G 12513 200 0
G 12516 200 0
G 12515 200 0
M 12503 100 12512
G 12536 200 0
G 12537 200 0
G 12501 200 0
M 12513 100 12518
M 12514 100 12519
M 12554 100 12533
E 12501  75 WEAR_WIELD
E 12503  50 WEAR_FEET
M 12554 100 12533
E 12501  75 WEAR_WIELD
E 12502  50 WEAR_HEAD
M 12554 100 12535
E 12501  75 WEAR_WIELD
E 12505  50 WEAR_BODY
M 12554 100 12535
E 12501  75 WEAR_WIELD
E 12504  50 WEAR_HANDS
M 12554 100 12545
E 12501  75 WEAR_WIELD
E 12507  50 WEAR_SHIELD
M 12554 100 12545
E 12501  75 WEAR_WIELD
E 12506  50 WEAR_ARMS
O 12545 100 12547
M 12554 100 12547
E 12501  75 WEAR_WIELD
E 12502  50 WEAR_HEAD
M 12554 100 12547
E 12501  75 WEAR_WIELD
E 12505  50 WEAR_BODY
M 12501 100 12513
G 12559 100 0
G 12522 200 0
G 12524 200 0
G 12525 200 0
M 12502 100 12511
G 12506 200 0
G 12502 200 0
G 12517 200 0
M 12511 100 12537
M 12512 100 12537
M 12511 100 12538
M 12512 100 12538
M 12511 100 12541
M 12512 100 12541
M 12513 100 12550
M 12514 100 12550
M 12511 100 12554
M 12512 100 12554
M 12511 100 12549
M 12512 100 12549
M 12511 100 12553
M 12512 100 12553
M 12513 100 12552
M 12514 100 12552
M 12513 100 12551
M 12514 100 12551
M 12513 100 12539
M 12514 100 12539
M 12513 100 12540
M 12514 100 12540
M 12517 100 12556
M 12516 100 12581
M 12517 100 12580
M 12516 100 12559
M 12518 100 12560
M 12516 100 12561
M 12519 100 12562
M 12519 100 12583
M 12520 100 12570
M 12520 100 12569
M 12520 100 12569
M 12520 100 12568
M 12553 100 12567
M 12520 100 12566
M 12520 100 12565
M 12520 100 12565
M 12520 100 12564
M 12527 100 12587
M 12527 100 12587
M 12527 100 12587
M 12527 100 12587
M 12527 100 12587
M 12527 100 12587
M 12527 100 12587
M 12527 100 12587
M 12527 100 12587
O 12543 100 12535
O 12544 100 12557
O 12546 100 12545
O 12546 100 12554
O 12545 100 12553
O 12543 100 12537
O 12547 100 12541
O 12548 100 12511
O 12548 100 12512
O 12549 100 12514
O 12550 100 12502
O 12550 100 12503
O 12551 100 12518
O 12551 100 12544
O 12551 100 12543
O 12551 100 12519
O 12552 100 12540
M 12555 100 12587
G 12557 100 0
G 12538 100 0
G 12531   1 0
G 12530   1 0
G 12529   1 0
G 12528   1 0
O 12553 100 12522
O 12554 100 12526
O 12555 100 12527
M 12528 100 12591
M 12528 100 12592
M 12528 100 12593
M 12528 100 12588
M 12528 100 12589
M 12528 100 12590
M 12528 100 12595
M 12528 100 12596
M 12529 100 12594
M 12528 100 12594
S


#$

XXXXXXXXXX
#Savearea