rm4/
rm4/boards/
rm4/clans/
rm4/councils/
rm4/deity/
rm4/gods/
rm4/guilds/
rm4/player/a/
rm4/src/utils/
rm4/watch/
rm4/web/public_html/
#AREA   Tullfuhrzky Manor~



#VERSION 1
#AUTHOR Cedrick~

#RANGES
0 10 0 60
$

#FLAGS
0 10

#ECONOMY 0 59671270

#CLIMATE 2 2 2

#MOBILES
#2405
snake python~
a python~
A python lies here, ready to sink its fangs into you.
~
This snake could pick you up and swallow you whole!  You're terrified at
the thought of coming anywhere near it. 
~
67 0 -100 C
7 0 -20 5d4+60 2d3+1
7000 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
79 3 0 0 1 1 0
0 0 67617 288 0 0 1 0
> death_prog 100~
if level($n) > 19
  mpecho The python's corpse is cut to shreds!
  mpoload 2415
else
  mpecho The python hisses loudly as the life drains from its body.
  mpecho As the python falls to the ground, a piece of its hide is severed from
  mpecho its body.
  mpoload 2414
  mpoload 2415
endif
~
> fight_prog 40~
emote rears back to strike.
~
> rand_prog 5~
emote hisses, flicking its tongue out.
~
> greet_prog 85~
mpechoat $n The python hisses blindly at you.
~
|
#2407
dog collie~
a collie~
A collie approaches you, looking rather dangerous.
~
Although friendly with family members, this collie is a superb watchdog.
She doesn't approve of your presence in the house.
~
3 0 150 C
5 0 -10 1d1+50 1d1+1
0 0
112 112 2
13 13 13 13 13 13 13
0 0 0 0 0
73 3 0 0 1 1 0
0 0 328381 0 0 1024 0 0
> fight_prog 35~
snarl
growl $n
~
> rand_prog 5~
growl
~
> rand_prog 5~
mpecho The dog scratches her ears.
~
> greet_prog 100~
mpechoat $n The collie is not too happy to see you.
bark $n
snarl $n
~
|
#2408
a large rat~
a large rat~
An enormous rat scurries around here.
~
Disgusting and disease-ridden fur makes this rat something that you 
do not want to approach.
~
65 0 -200 C
4 0 -10 0d0+0 3d3+3
75 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
77 3 0 0 1 1 0
0 0 67081 0 0 0 0 0
> death_prog 100~
mpecho The rat hisses and squeals with its dying breath.
~
|
#2409
large rat~
A large rat~
A large rat wanders about here.
~
Disgusting and disease-ridden fur makes this rat something that you 
do not want to approach.
~
3 0 -1 C
5 0 -10 5d4+60 3d2+2
75 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
77 3 0 0 395666 324275 0
0 0 327685 0 0 0 0 0
> death_prog 100~
if level($n) > 14
  mpecho Thhe savage attack has reduced the corpse to shreds.
else
  mpecho The final blow detaches some of the rat's skin from its body.
  mpoload 2447
endif
~
> fight_prog 40~
mpecho The rat hisses and squeals.
~
> greet_prog 100~
mpecho $I hisses at you.
~
|
#2410
grandpa man~
old grandpa~
An old grandpa sits here, smoking a pipe and reading a book.
~
This old man has been around for a long, long time.  Although ancient, a
dangerous glimmer in his eye makes you wonder just how frail he is.
~
3 0 275 C
7 0 10 5d2+60 2d2+1
2000 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 0 0 0 0 0
> death_prog 100~
if level($n) > 14
  mpecho The savagery of the attack reduces some of $I's belongings to scrap.
  mpjunk 'smoking jacket'
endif
~
> fight_prog 50~
if rand(50)
  mpecho Grandpa starts coughing with the exertion of the fight.
  if rand(75)
    mpechoat $n Your attacks seem to be causing more damage.
  endif
else
  mpechoat $n Grandpa tries to knee you in the stomach!
  if rand(65)
    mpechoat $n Grandpa drives his knee into your gut!
    mpdamage $n 8
    mpechoaround $n Grandpa knees $n in the stomach!
  endif
endif
~
> greet_prog 100~
mpechoat $n Grandpa squints in your direction.
say Who are you?  I don't know you.
if rand(50)
  mpechoat $n Grandpa tries to hit you with his book!
  mpechoaround $n Grandpa tries to hit $n with a book!
  if rand(50)
    mpechoat $n That hurt!
    mpechoaround $n Grandpa smacks $n right in the face!
    mpdamage $n 3
  else
    mpechoat $n You duck out of the way just in time!
    mpechoaround $n $n ducks just in time.
  endif
else
  snarl $n 
endif
~
|
#2411
lady cook Kery~
the fat cook~
An old, fat lady is preparing food here.
~
Kery the cook looks like she really enjoys taste-testing!  She is very large,
and very friendly.  
~
3 4194305 250 C
5 0 0 5d4+40 3d1+1
2000 0
112 112 2
13 6 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 0 0 0 0 0
> fight_prog 60~
if rand(50)
mpechoat $n The cook grits her teeth and redoubles her efforts.
else
mpechoat $n The cook narrows her eyes into a glare of pure hate.
endif
if rand(50)
mpechoat $n The cook pulls your shirt over your head!
mpechoaround $n The cook pulls $n's shirt over $s head!
if rand(50)
mpdamage $n 1
mpechoat $n The cook knees you in the face!
mpechoaround $n The cook knees $n in the face!
else
mpechoat $n The cook tries to elbow you, but misses.
mpechoaround $n The cook swings an elbow at $n, but misses.
endif
else
mpecho The cook is starting to look tired.
endif
~
> rand_prog 5~
grumble
say Overworked...underpaid.
sigh
close cabinet
~
> greet_prog 100~
if ispc($n)
  say Hey, $n, either help me or get out of here.
  mpechoat $n The cook shoves a mop at you.
endif
~
|
#2412
rat large~
a huge rat~
An enormous rat scurries around here.
~
Disgusting and disease-ridden fur makes this rat something that you 
do not want to approach.
~
65 0 -200 C
5 0 -10 5d5+52 3d2+2
75 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
77 3 0 0 1 1 0
0 0 67081 0 0 0 0 0
#2420
child~
A small child~
A small child washes himself in the tub.
~
This is one of the young children in the Tullfuhrzky family.  
~
3 0 250 C
5 0 -10 3d3+45 2d2+2
400 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 0 0 0 0 0
> death_prog 100~
mpechoat $n The child looks up at you, draws his last breath, and dies.
mpechoaround $n The child looks up at $n, draws his last breath, and dies.
~
> fight_prog 33~
if rand(50)
  say You're hurting me!
  cry
else
  cry
  yell Mommy!  Help me!
endif
~
> rand_prog 5~
emote splashes water around.
~
> greet_prog 100~
hug $n
mpechoat $n The child looks innocently up at you.
say Hello!
~
|
#2421
baby~
a baby~
A cute baby crawls along on the floor.
~
The baby is so little and helpless.  You feel a sense of calm come over you, 
and couldn't even consider violence.  It would be a sin to harm such a precious
little creature.
~
3 0 1000 C
3 0 -10 5d5+50 2d2+1
10 0
112 112 2
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 0 0 0 0 0
> rand_prog 5~
mpecho The baby crawls around.
~
> death_prog 100~
mpechoat $n The baby looks up pitifully at you as its life comes to an end.
mpechoat $n Good job!  You have slain a helpless baby.
mpechoat $n A magical force has transferred you to another dimension.
mptrans $n 2485
mpat $n mpforce $n say Help!
~
> fight_prog 55~
scream
cry
~
> greet_prog 100~
mpechoat $n The baby looks up at you.
smile $n
~
|
#2422
Robert boy child~
Robert~
Robert Tullfuhrzky is drawing pictures here.
~
Robert Tullfuhrzky is quite a budding artist at age 4.  He is very friendly, 
and is not afraid of anyone.
~
3 0 250 C
6 0 -10 5d6+80 2d2+2
1000 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 1023 0 0 0 32 0
> fight_prog 45~
if rand(50) 
  mpecho Robert screams in pain.
  scream
else
  if rand(50)
    cry
    yell Help!  Help me!
    mpechoat $n Robert tries to flee your attack.
  else
    scream
    mpechoat $n $I looks at you, wondering why you have decided to hurt him.
  endif
endif
~
> greet_prog 100~
mpechoat $n Robert looks at you.
say Hello.  Would you like to see one of my paintings?
smile
mpechoat $n Robert thrusts a painting in your face.
mpechoaround $n Robert shoves a painting at $n
~
|
#2423
young child~
a young child~
A young child sits on his bed.
~
This is a young child of the Tullfuhrzky household.
~
3 0 150 C
3 0 1 4d5+75 2d3+2
600 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 0 0 0 0 0
#2425
Joshua Tullfuhrzky master man~
Master Tullfuhrzky~
Master Tullfuhrzky is angered by your presence.
~
Mr. Joshua Tullfuhrzky is a bear of a man, standing over two meters tall.
Although he is aging, you can see that he still has some fight left in him.
~
3 40 350 C
12 0 1 7d5+130 5d3+4
7000 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
1 0 2047 0 2048 0 0 2
> death_prog 100~
if level($n) > 19
  mpjunk ring
endif
~
> greet_prog 100~
if ispc($n)
  snarl
  if rand(50)
    say Begone from my home!  Get out!
    curse $n
  else
    say $n, you are not welcome here.  LEAVE!
    glare $n
  endif
  if rand(50)
    mpechoat $n Master Tullfuhrzky slaps you across the face!
    mpechoat $n Ouch!  That hurt!
    mpechoaround $n Master Tullfuhrzky slaps $n across the face!
    mpdamage $n 3
  else
    mpechoat $n Master Tullfuhrzky tries to slap you, but misses.
    mpechoaround $n Master Tullfuhrzky takes a swing at $n, but misses.
  endif
endif
~
> fight_prog 50~
, snarls in rage.
if rand(60)
  mpechoat $n Master Tullfuhrzky swings his cane at your head!
  mpechoaround $n $I swings his cane at $n's head!
  if rand(80)
    mpechoat $n His strike glances off your shoulder
    mpechoaround $n His strike glances off $n's shoulder. 
    mpdamage $n 15
  else
    if rand(45)
      mpechoat $n His strike bashes you in the face!
      mpechoaround $n His strike bashes $n in the face!
      mpdamage $n 20
    else
      if rand(20)
        mpechoat $n His strike nails you in the skull!
        mpechoaround $n His strike nails $n in the skull!
        mpdamage $n 35
      endif
    endif
  endif
else
  mpechoat $n Master Tullfuhrzky misses you with his cane.
  mpechoaround $n $I misses $n with his cane.
endif
~
|
#2426
Lady Tullfuhrzky woman~
Lady Tullfuhrzky~
Lady Tullfuhrzky is terrified by your presence.
~
Lady Tullfuhrzky is one of the most beautiful women you have ever seen.
She is tall and lithe, with dark brown hair, sparkling eyes, and a
dazzling smile.
~
3 40 350 C
10 0 1 10d2+130 5d3+4
4000 0
112 112 2
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 0 2048 0 16 0
> greet_prog 100~
if ispc($n)
  mpasound A woman's scream comes from somewhere nearby.
  scream
  say Who are you?
  cringe $n
  mpechoat $n Lady Tullfhurzky tries to kick you!
  mpechoaround $n Lady Tullfuhrzky tries to kick $n!
  if rand(60)
    mpechoat $n Her kick connects with your shin!
    mpechoaround $n Lady Tullfuhrzky kicks $n in the shin!
    mpdamage $n 3
    mpforce $n wince
  else
    mpechoat $n You dodge out of the way just in time.
    mpechoaround $n $n dodges Lady Tullfhurzky's kick!
  endif
endif
~
> death_prog 100~
mpechoat $n With her dying breath, Lady Tullfuhrzky looks you in the eye and
mpechoat $n says, "Please, tell my children..."
if level($n) > 19
  mpecho The brutality of the attack reduces $I's belongings to scraps.
  mpjunk all
endif
~
> fight_prog 30~
if rand(50)
  yell Joshua!  Children!  Help me!
else
  say Get AWAY from me!
  glare $n
endif
~
|
#2442
spirit~
the corpse's spirit~
The corpse's spirit floats above the rotting carcass.
~
There's not really much to see, since this is the ghost of a man.  Peering
intently, you seem to be able to make out a vague shape of shimmering energy.
~
3 6291498 -200 C
6 0 1 1d1+55 5d5+5
100 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
36 3 0 0 1 1 0
0 0 0 0 0 0 0 2
> rand_prog 5~
mpecho You feel something brush past you.
mpat 3 c invis
~
> rand_prog 4~
mpecho You sense a presence moving about the room.
~
> death_prog 100~
if level($n) > 19
else
  mpoload 2426
endif
~
> act_prog p gets a panther-crested shield from a rotting corpse.~
say $n, you have INVADED my privacy.
vis
mpecho The spirit of the corpse fades into existance.
say You die!
mpkill $n
~
|
#2443
rotting corpse~
this mob is not used~
A corpse slowly decomposes here.
~
~
1 0 0 C
1 0 0 0d0+0 0d0+0
0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 0 0 0 0 0
#2450
torturer~
an evil-looking torturer~
A black-hooded torturer stands here, ready to massacre you.
~
You see a man dressed completely in black.  His entire body is covered, except
for his mouth, which is drawn into an evil grin.  He looks like he enjoys
dishing out pain.
~
3 4194344 -500 C
11 0 1 10d3+120 3d2+6
25000 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
2 0 2046 0 2048 0 33 2
> death_prog 100~
if level($n) > 29
  mpecho The corpse of this once fearsome man now lies mangled.
  mpjunk all
endif
~
> all_greet_prog 100~
mpechoat $n The torturer looks at you with a glint in his eye.
grin
say $n... you have the name of a coward.
say Congratulations, you have found me.
say You may now have a taste of my whip.
mpkill $n
~
> fight_prog 40~
if rand(50)
  mpechoat $n The torturer snarls angrily as he tries to destroy you.
else
  mpechoat $n The torturer cracks his whip at your face, but misses.
endif
if rand(70)
else
  say You think you're pretty tough, hotshot?
  if rand(50)
    say I shall bury you in an unmarked grave, coward.
  endif
endif
~
|
#2455
riding horse~
a riding horse~
A beautiful manor riding horse stands here.
~
A strong, proud, and properly groomed manor horse meets your gaze.
You are just dying for a ride, aren't you?
~
262145 40 200 C
8 0 1 9d3+100 3d3+2
1000 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
86 3 0 0 1 262145 0
0 0 66621 0 0 0 0 0
> rand_prog 4~
nuzzle $n
~
> rand_prog 4~
mpecho The horse swishes its tail.
~
|
#2456
stablehand man~
a stablehand~
An old stablehand is hard at work.
~
You see an old man with gnarled hands.  He has been performing the same
tasks for over thirty-five years, and is quite bitter about it.
~
1 0 200 C
7 0 1 5d5+80 3d2+1
3000 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 0 0 0 0 0
> greet_prog 100~
mpechoat $n The stablehand looks up at you and sees nothing of interest.
~
|
#2460
Nanny Nana~
a decrepit old nanny~
Nana is here, rocking merrily away.
~
Nana can't be less than 100 years old.  Her skin is wrinkled, her eyesight
is failing, and her hearing is poor.  In spite of this, her face has a 
kindness to it.
~
65 0 250 C
7 0 1 10d2+60 2d2+1
25000 0
112 112 2
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 79 0 0 0 0 0
> all_greet_prog 100~
if isnpc($n)
else
  mpechoat $n Nana looks at you in confusion.
  if rand(50)
    say Joshua?  Is that you?
  else
    say Robert?  Come to grandma.
    smile $n
  endif
endif
~
|
#2462
servant boy~
a servant boy~
A small servant boy relaxes here.
~
The little boy is only about five years old, and has already been introduced
to the harsh world of forced labor.
~
3 8 -100 C
5 0 15 3d3+60 2d2+2
20 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 0 0 0 0 0
> fight_prog 35~
yell $n is killing children!  Help me!
~
> fight_prog 35~
cry
if rand(50)
  say You're hurting me!
else
  say Stop hurting me!
endif
~
> greet_prog 100~
mpechoat $n The little boy is terrified of you.
cringe $n
~
|
#2463
man servant~
a house servant~
A house servant rests after a long day.
~
Years of labor have worn this man down.  He looks tired and unhappy, and
is not particularly happy to be looking at you.
~
3 0 200 C
6 0 1 4d5+60 2d3+3
3000 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 0 0 0 0 0
> all_greet_prog 100~
if ispc($n)
  if rand(50)
    say What're ya doin' here?  Get outta here!  Go on, move yer butt.
  else
    snarl $n
    say Get LOST!  This is MY house.
  endif
  mpechoat $n The servant shoves you toward the door.
  mpechoaround $n The house servant shoves $n toward the door.
    if rand(40)
    mpechoat $n The house servant kicks you out the door...literally!
    mpdamage $n 3
    mpechoat $n That hurt!
    mpechoaround $n $n gets kicked out the door!
    mpforce $n south
  endif
endif
~
|
#2465
gardener man~
the gardener~
The gardener works hard to produce fresh vegetables.
~
The man before you has been worn down by years of tilling the soil.
He looks old and frail, but has a glint of wisdom in his eye.
~
7 0 250 C
9 0 1 5d5+160 4d5+5
4000 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 0 2048 0 32 0
> all_greet_prog 100~
if isnpc($n)
else
  mpechoaround $n The gardener looks at $n.
  if rand(50)
    say Greetings, $n, please have a seat and examine my produce.
    smile $n
  else
    bow $n
    say Hello, $n, please sit down.
  endif 
endif
mpechoat $n The gardener motions for you to sit.
~
> rand_prog 5~
emote starts tilling the soil.
~
> act_prog p stands up.~
if rand(50)
  say Leaving so soon?  Have a good day, $n.
  wave $n
else
  say Please come again.
  shake $n
endif
~
> act_prog p sits down.~
say Here is what I have to offer you.  Please, take your time.
mpforce $n list
~
|
#2471
cockroach roach~
a giant cockroach~
An extremely LARGE roach wanders about.
~
This is the biggest, most disgusting roach you have ever seen in your life.
~
65 0 -275 C
7 0 1 4d3+78 3d4+4
100 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
83 3 0 0 1 1 0
0 0 9273 1 0 256 0 0
> death_prog 100~
if level($n) > 19
  mpecho The carcass of the roach is damaged beyond recognition.
else
  mpecho As the roach falls its exoskeleton detaches from the rest of its body.
  mpoload 2429
endif
~
|
#2472
cockroach roach~
this mob is not used~
An extremely LARGE roach wanders about.
~
This is the biggest, most disgusting roach you have ever seen in your life.
~
65 0 -275 C
3 0 0 4d3+20 3d2+2
0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
83 3 0 0 1 1 0
0 0 9273 1 0 256 0 0
#2484
judge~
The Judge~
The Final Judge glares at you.
~
The Judge is dressed in long, flowing robes, and has an air of arrogant
superiority about him.
~
1073741829 369098920 -1000 C
2 0 0 1d1+30000 1d1+1000
0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 34815 224 1052159 0 1359405504 532583
> all_greet_prog 100~
mea 0.$n $I looks at you with a glare of hatred in his eyes.
say VERMIN!  You SCUM!  CHILD KILLER!
yell $n Is a CHILD killer!
say You do not deserve LIFE.
say However, I will pardon you this time.
mea 0.$n The Judge points his finger at you...
say Begone, you vile murderer!
mea 0.$n By the Judge's mercy, you have been transferred to...
if ispkill($n)
  mea 0.$n Gravoc's waiting presence.
  mptrans 0.$n 3009
else
  if rand(35)
    mea 0.$n $n Hawk Street & Law Avenue
    mptrans 0.$n 21016
  else
    if rand(45)
      mea 0.$n Dwarven Day Care
      mptrans 0.$n 6601
    else
      if rand(50)
        mea 0.$n The Miden'nir
        mptrans 0.$n 3504
      else
        mea 0.$n Thoth's Rune
        mptrans 0.$n 21001
      endif
    endif 
  endif
endif
~
|
#0


#OBJECTS
#2400
toybox box~
a cute wooden toybox~
A cute wooden toybox sits here~
~
15 0 0
50 5 0 0
1 0 0
E
box toybox~
The box is painted white, with pictures of butterflies and wooden blocks.
~
#2401
mixing bowl~
a mixing bowl~
Here sits a large mixing bowl.~
~
15 0 1
30 0 0 0
1 50 5
#2402
wooden spoon~
a wooden spoon~
A cook's wooden spoon has been dropped here.~
~
5 262208 8193
12 2 5 0
1 100 10
E
spoon~
The spoon is long and strong.
~
A
18 1
A
19 1
#2403
well~
a well~
A small stone water well descends into the ground here.~
~
25 0 0
0 0 0 0
1 0 0
#2404
baker's apron~
this object is not used~
A plain baker's apron has been discarded here.~
~
15 0 1
0 0 0 0
1 0 0
#2405
rolling pin~
a rolling pin~
A rolling pin lies on the ground, forgotten.~
~
5 8454208 8193
12 0 0 7
3 500 50
A
18 2
A
1 1
#2406
pile gold coins~
a large pile of gold~
A large pile of gold coins lies here.~
~
20 0 1
40000 0 0 0
1 50000 5000
#2407
safe~
a safe~
A safe sits in the corner.~
~
15 8 0
100 15 2425 0
1 0 0
#2408
book~
a book entitled "50 Ways to Heal the Dying"~
A book entitled "50 Ways to Heal the Dying" lies on the ground.~
~
3 64 16385
15 3 3 -1
1 0 0
'cure critical'
E
book~
Instructions:  just hold this book and zap somebody with it to make
them feel better!
~
#2409
smoking jacket~
a plaid smoking jacket~
A old, plaid smoking jacket has been left on the ground.~
~
9 256 9
6 5 0 0
8 0 0
A
17 -4
A
18 1
#2410
pipe~
a hand-carved pipe~
Someone carelessly dropped their pipe on the ground.~
~
4 0 16385
11 3 3 -1
2 4000 400
'faerie fire'
A
3 2
#2411
row cabinet cabinets~
a large array of cabinets~
A large row of cabinets hangs above the sink.~
~
15 0 0
30 5 0 0
1 0 0
#2412
toolshed shed~
a small toolshed~
A small toolshed stands on the grounds here.~
~
15 0 0
999 5 0 0
1 0 0
#2413
gardening shears~
a small pair of gardening shears~
A small pair of gardening shears sits here.~
~
5 16908352 8193
12 0 0 1
4 0 0
A
19 1
A
2 1
#2414
snakeskin hide cloak~
the hide of a python~
A cloak made from the skin of a python lies here.~
~
9 262144 1025
6 6 0 0
2 0 0
A
5 1
A
27 256
#2415
wand venom fang~
a fang filled with venom~
A fang filled with python's venom has been dropped here.~
~
3 0 16385
15 6 6 -1
1 2000 200
'poison'
#2416
dresser~
object not used~
Some god dropped a newly created dresser here.~
~
15 0 0
10 5 0 0
1 0 0
#2417
panther-crested ring~
panther-crested ring~
A ring with the crest of a panther glitters on the ground.~
~
9 524352 3
5 5 0 0
1 4000 400
A
2 1
A
1 1
A
18 1
#2418
bar soap~
a bar of soap~
A bar of soap is here for you to trip over.~
~
26 0 1
30 -1 12 177
1 3000 300
'heal' 'armor' 'refresh'
#2419
nightshirt shirt~
a nightshirt~
A nightshirt with the image of a panther has been discarded here.~
~
9 0 9
5 0 0 0
2 100 10
A
17 -10
A
5 1
#2420
cabinet~
a small wooden cabinet~
A cabinet is here, waiting to be opened.~
~
15 0 0
50 5 0 0
1 0 0
#2421
silk robe~
a silk bathrobe~
A soft silk bathrobe sits here, waiting to be worn.~
~
9 262144 9
8 0 0 0
7 1600 160
A
17 -4
A
4 1
A
25 1
#2422
ivory cane~
an ivory cane~
An expensive-looking ivory cane has been carelessly left here.~
~
4 320 16385
1 1 1 -1
15 10000 1000
'sanctuary'
#2423
black patent leather shoes~
black patent leather shoes~
Some rich person has left their black patent leather shoes here.~
~
9 262144 65
5 5 0 0
2 1000 100
A
17 -5
A
14 50
#2424
sapphire ring~
a dazzling sapphire ring~
A sapphire ring glistens and sparkles.~
~
9 65 3
5 5 0 0
1 2000 200
A
13 5
A
2 1
A
18 2
#2425
key safekey~
a small, metal safe key~
A small, metal safe key sits here.~
~
18 524288 1
2407 0 0 0
1 0 0
#2426
vial potion undead~
a vial of undead spirits~
On the ground is a vial of undead spirit potion.~
~
10 80 1
10 -1 67 139
1 3000 300
'heal' 'detect evil' 'invis'
#2427
dog collar~
a gem encrusted dog collar~
On the ground sits a gem-encrusted dog collar.~
~
9 524288 5
3 3 0 0
8 0 0
A
17 -1
A
3 1
> wear_prog 100~
if level($n) > 10
  mpechoat $n You seem to have outgrown this collar.
  mpechoaround $n $n's neck is too big for $O.
  mpforce $n remove $o
endif
~
|
#2428
cowhide whip~
a cowhide whip~
A long whip made of cowhide lies on the ground.~
~
5 8651776 8193
12 2 6 4
2 560 56
A
18 2
#2429
exoskeleton breastplate plate~
a cockroach's exoskeleton~
Here lies a breastplate fashioned from the exoskeleton of an enormous roach.~
~
9 262144 9
5 7 0 0
3 10000 1000
A
5 1
A
17 -7
> use_prog 100~
mpechoaround $n Squishing noises abound as $n squeezes into $O.
mpechoat $n Squishing noises abound as you squeeze into $O.
~
|
#2430
gold~
this object is not used~
25000 gold coins lie here.~
~
20 0 1
0 0 0 0
1 25000 2500
#2431
purse coin~
a coin purse~
A small coin purse lies here.~
~
15 320 1
65 5 0 0
1 50 5
#2432
spectacles glasses~
gold spectacles~
Somebody has lost their spectacles here.~
~
9 524288 131073
4 3 0 0
1 8600 860
A
3 1
#2433
shawl~
a shawl~
A raggedy shawl is lying in the dirt.~
~
9 256 5
4 3 0 0
4 4000 400
A
17 -5
A
4 1
#2434
wooden knife~
a wooden knife~
A child has dropped a wooden knife here.~
~
5 262208 8193
12 0 0 2
1 50 5
#2435
fairy tale book~
a book of fairy tales~
A book of fairy tales has been left on the floor.~
~
2 0 1
2 -1 111 12
1 1000 100
'detect magic' 'flight' 'armor'
#2436
pocket watch~
an expensive-looking pocket watch~
An expensive-looking pocket watch has been left here.~
~
9 524288 16385
4 4 0 0
2 24000 2400
A
2 1
A
9 -14
#2437
candle~
a wax candle~
A wax candle flickers in the darkness.~
~
1 1 16385
0 0 65 0
1 0 0
#2438
cloth diaper~
a cloth diaper~
A cloth diaper lies on the ground.~
~
9 0 2049
1 1 0 0
1 0 0
#2439
paintbrush brush~
a paintbrush~
A brush drips with fresh watercolor paint.~
~
3 64 16385
9 4 4 -1
1 0 0
'colour spray'
#2440
make-up compact~
an ivory make-up compact~
A small, ivory make-up compact has been forgotten on the floor.~
~
4 320 16385
14 3 3 -1
1 1000 100
'elven beauty'
#2441
chef apron~
a chef's apron~
A white chef's apron has been discarded here.~
~
9 0 9
3 3 0 0
1 1000 100
A
17 -5
A
13 5
#2442
panther-crested helmet~
a panther-crested helmet~
Someone has dropped a helmet with the crest of a panther here.~
~
9 0 17
2 4 0 0
2 75 7
A
5 1
#2443
panther-crested shield~
a panther-crested shield~
Lying here is a shield with the crest of a panther.~
~
9 0 513
4 4 0 0
3 50 5
A
17 -6
A
24 -1
#2444
rotting corpse~
a rotting corpse~
A grotesque corpse rots away.~
~
15 0 0
5 0 0 0
1 0 0
#2445
scroll avatar avatar's~
an avatar's scroll~
An avatar's scroll lies here.~
~
2 65 1
4 -1 188 80
1 10000 1000
'kindred strength' 'sagacity' 'dragon wit'
E
scroll~
You are looking at a scroll which contains the 5 best lines heard over the
avatar channel.  To view the entries, type "look one", "look two", etc.
~
E
one~
"Let it be known that if I ever start to resemble Iceman in any way, shape,
or form, I want to be killed immediately."
-Quoted from Kyra
~
E
two~
"Link, you buy the dumbest things on auction."
-Quoted from Boheme
~
E
three~
"What is stupid?  Anything said by Zippy."
-Quoted from Rhianna
~
E
four~
"You may address me as master."
-Quoted from Zippy.  This proves Rhianna's theory.  See number three.
~
E
five~
"Where can I buy roots?"
-Overheard by Beran.  Speakers name withheld for fear of slaying.
~
#2446
tin shield~
a tin shield~
Somebody dropped a cheap tin shield on the floor.~
~
9 0 513
2 2 0 0
3 50 5
A
17 -3
A
22 -1
#2447
rat fur cloak~
a rat fur cloak~
A cloak made of rat fur sits on the ground.~
~
9 262144 1025
3 4 0 0
2 100 10
A
17 -6
A
13 10
#2448
small mirror~
a small mirror~
A small mirror has been left on the ground.~
~
3 320 16385
10 2 2 -1
1 50 5
'charm person'
#2449
undershirt shirt tattered~
a tattered undershirt~
An old, tattered undershirt has been discarded here.~
~
9 0 9
1 3 0 0
1 50 5
A
17 -4
#2450
key~
skeleton key~
A skeleton key lies here.~
~
18 0 1
2450 0 0 0
1 0 0
#2451
torturer's whip~
a nasty torturer's whip~
A long, nasty-looking whip lies here.~
~
5 199252 8193
12 0 0 4
2 5400 540
A
13 20
A
18 4
A
19 5
#2452
torturer's mask~
black torturer's mask~
On the ground lies a black mask with two eyeholes.~
~
9 199188 17
4 5 0 0
3 3000 300
A
3 1
A
18 1
#2453
torn pants~
a pair of torn pants~
An old pair of torn pants have been dropped here.~
~
9 0 33
2 3 0 0
1 100 10
A
17 -2
#2454
gavel judgement~
the Gavel of Judgement~
The Gavel of Judgement lies on the ground.~
~
5 0 8193
12 50 70 7
5 2000000 200000
#2455
riding stick~
a riding stick~
A riding stick has been dropped here.~
~
5 64 8193
12 0 0 0
4 450 45
A
18 1
A
19 2
A
2 -1
#2456
pair of chaps~
a pair of leather chaps~
A pair of leather chaps have been discarded here.~
~
9 262144 33
2 5 0 0
2 630 63
A
17 -2
#2457
oil lamp~
an oil lamp~
An oil lamp burns brightly.~
~
1 524289 1
0 0 70 0
4 5 0
#2458
carrot~
an orange carrot~
A large, orange carrot pokes up from the ground.~
~
26 262144 1
3 -1 -1 -1
6 500 50
'detect invis' 'NONE' 'NONE'
#2460
chest drawers~
a chest of drawers~
A chest of drawers sits in the corner.~
~
15 262144 0
30 5 0 0
1 0 0
#2461
watermelon~
a juicy watermelon~
A tantalizing watermelon grows here.~
~
26 262144 1
5 -1 111 -1
15 900 90
'kindred strength' 'flight' 'NONE'
#2462
head lettuce~
a head of lettuce~
A head of lettuce is growing here.~
~
26 262144 1
14 -1 -1 -1
4 500 50
'cure critical' 'NONE' 'NONE'
#2463
port barrel wine~
a barrel of port wine~
Several barrels of port wine are stacked here.~
~
17 262144 1
20 20 2 0
14 0 0
#2464
dried meat~
some dried meat~
On a shelf sits some dried meat.~
~
19 0 1
5 0 0 0
1 0 0
#2465
cheese~
delicious cheddar cheese~
The shelves contain some wonderful cheddar cheese.~
~
19 0 1
0 0 0 0
1 0 0
#2466
deck cards~
a deck of playing cards~
A deck of playing cards lies here.~
~
9 0 16385
2 2 0 0
2 0 0
A
4 1
A
2 1
#2486
trough~
a water trough~
A trough filled with cool water stands here.~
~
25 0 0
0 0 0 0
1 0 0
#2498
sword~
not used~
A deadly elvenbane lies here.~
~
5 0 8193
12 60 100 3
1 0 0
A
17 -399
A
18 100
A
19 100
#2499
potion sprite~
not used~
A Sprite~
~
10 0 1
50 -1 124 124
1 0 0
'heal' 'heal' 'heal'
#0


#ROOMS
#2400
The Main Gate~
As you reach the top of the hill, you come upon a large, three-story manor.
Past the gate, you can see a nice, well-maintained yard, with trees and
flowers.  The house is red brick with white trim, and two candle lamps are
on either side of the door.  You could turn around and go back the way you 
came, or enter the yard through the gate.  As you look to your right, you
see a small bronze plaque embedded in a rock.
~
0 8 0
D0
You see the front of a manor.
~
gate~
3 -1 2401
D5
This direction leads back down the hill.
~
~
0 -1 2467
R D 0 2400 0 1
E
plaque~
Welcome!  This area is intended for levels 1 to 10.  Remember, LOOK at 
everything.  There is a lot you will miss if you don't stop and examine your
surroundings.  Good luck and have fun!
-Cedrick, April 1996
~
E
rock~
The rock has a small plaque embedded in it.
~
S
#2401
Before the Front Door~
As you pass through the gate, you come up to the house's front door.  The
white lacy blinds are drawn across the front windows, preventing you from
peeking inside.  You peer through the window in the door.  Apparently
nobody is home.  It really is a nice looking house.  It wouldn't hurt to
take a quick look inside, would it?  Or, you could wander into the yard,
which extends east and west.
~
0 8 0
D0
The door leads into the house.
~
door~
3 -1 2406
D1
The yard continues on to the east.
~
~
0 -1 2402
D2
The main gate is this way.
~
gate~
3 -1 2400
D3
The yard continues on to the west.
~
~
0 -1 2403
R D 0 2401 0 1
R D 0 2401 2 1
E
door~
The door has a small square window built into it.
~
E
window~
Looks pretty empty.
~
S
#2402
East of the Front Door~
You walk around the east side of the house.  Looking in the windows, you
can see a parlor.  To the west is the front door to the home, and east takes
you around the house.
~
0 12 0
D1
The yard continues to the east.
~
~
0 -1 2405
D3
You see the front of the house.
~
~
0 -1 2401
S
#2403
West of the Front Door~
You are standing in the yard, west of the front door.  A small well is
full of cold, clear water.  The beautiful lawn takes you around the manor
to the west, or back east to the main enterance.
~
0 12 0
D1
The main enterance is this way.
~
~
0 -1 2401
D3
The yard continues west.
~
~
0 -1 2404
R O 0 2403 1 2403
S
#2404
Southwest Corner of the Manor~
This is the southwest corner of the manor house.  To the north, you see the
yard extends far back into the distance.  A large fence prevents movement
to the west.  More yard lies north, or you could return the way you came.
~
0 12 0
D0
The yard continues north.
~
~
0 -1 2412
D1
The yard continues east.
~
~
0 -1 2403
E
fence~
The fence is about fifteen feet high.  Looks like the owners don't want
anyone wandering around here.
~
S
#2405
Southeast Corner of the Manor~
You are standing at the southeast corner of the manor.  A large fence prevents
movement to the east.  Your only choices are to go around the house to the
north, or to return west to the front door.
~
0 12 0
D0
The yard continues north.
~
~
0 -1 2415
D3
The yard continues to the west.
~
~
0 -1 2402
S
#2406
The Foyer~
As you step into the house, you take a look around.  You are standing in
what appears to be the front hallway.  A mirror hangs on the wall to the
east, and a coat stand sits in the corner.  On the floor, a beautiful rug
draws your attention.  Wait!  What's that?  You hear noises coming from
within the house.  Maybe somebody is home after all.  You consider this
as you decide whether or not to continue on.
~
0 8 0
D0
You see a comfortable room ahead.
~
~
0 -1 2408
D1
A parlor lies this way.
~
~
0 -1 2464
D2
This leads out of the house.
~
~
3 -1 2401
D5
~
trapdoor~
11 -1 2407
R M 0 2407 1 2406
  R E 1 2427 1 3
R D 0 2406 2 1
R D 0 2406 5 1
E
rug~
As you lift up the rug, you see...a trapdoor!
~
E
mirror~
You see...YOU!
~
E
trapdoor~
The trapdoor leads into darkness.
~
E
stand~
Would you care to hang your coat?
~
S
#2407
The Basement~
Oops!  You wonder why you went down without looking first.  You slide down a
chute, and land with a *THUMP* on the well-padded floor.  As you look at the 
opening well above your head, you realize that you will have to find another
way out of here.  Other than a small safe built into the wall, there does
not seem to be anything else of interest here.
~
0 3153928 0
D2
South leads to a staircase.
~
~
3 -1 2474
R M 0 2409 2 2407
R O 0 2407 1 2407
  R P 0 2450 1 2407
  R P 0 2406 1 2407
  R P 0 2445 1 2407
R D 0 2407 2 1
S
#2408
A Luxurious Living Room~
You find yourself in a comfortable living room.  Beautiful artwork adorns
the walls, and you take a second to look at it all.  A crackling fire burns
in the fireplace.  A large, sturdy oak chair and a nice couch makes this
place feel like home.  Turning around, you see the curtains which prevented
you from looking through the windows.  There are also a few potted plants
sitting next to the windows, soaking up sunlight.  A beautiful grandfather
clock sits against the west wall.  A staircase leads up from here.
~
0 8 0
D0
The kitchen is this way.
~
~
0 -1 2411
D1
You see the study.
~
~
1 -1 2410
D2
The foyer lies to the south.
~
~
0 -1 2406
D4
The staircase leads to the second floor.
~
staircase~
0 -1 2419
D5
~
~
0 -1 2409
R D 0 2408 1 0
E
artwork~
Wow!  A real Picasso!
~
E
fireplace~
This brick fireplace appears to get a lot of use.
~
E
fire~
It looks like....well, a fire.
~
E
couch~
Makes you really want a nap.
~
E
curtains~
White lace curtains are drawn across the windows.
~
E
plant~
Just your run-of-the-mill houseplant.
~
E
chair~
A sturdy, oak chair.
~
E
art~
Wow!  A real Picasso!
~
S
#2409
The Secret Room~
Well what do you know?  A secret room!  It is quite dark in here, although
the living room windows provide enough light to see with.  It is very damp
in this room, and there is a tunnel leading down from here.  You try to peer
down, but can not penetrate the blackness.  You shiver unconsciously and 
decide to move on.
~
0 12 0
D4
~
~
0 -1 2408
D5
You see darkness.
~
~
0 -1 2429
S
#2410
A Comfortable Study~
As you enter a large room, all you see is books, books, and more books!
Every wall is lined with bookshelves.  They run from the ceiling to the
floor, all completely full.  You glance over some of the titles.  Two
leather chairs sit in the corner with a coffee table between them.
Underneath your feet is a large Persian rug.  A window in the east wall
reveals the yard outside.
~
0 8 0
D3
West takes you back to the living room.
~
~
1 -1 2408
R M 0 2410 1 2410
  R G 1 2436 1
  R G 1 2408 1
  R E 1 2410 1 17
  R E 1 2409 1 5
R D 0 2410 3 0
E
books~
Some of the titles include "Immortality on the Realms of Despair", "How to
Build an Area In Less Than 80 Days", "1,001 Ways to Annoy Taboo", "50 Reasons
Why All Areas Should Have DT's", "The Sad Life of an Avatar", and "Arkin's
Coding: A SlaveDriver Speaks".
~
E
bookshelves~
Never in your life have you seen so many shelves.
~
E
window~
You can see the yard outside.
~
E
rug~
This thing must have cost a fortune!
~
S
#2411
The Kitchen~
Upon entering the kitchen, you begin to feel very warm.  A huge oven
dominates the entire west wall.  Looking under it, you see the large
amount of wood fueling the flame.  Along the north wall is a small
basin, with a pitcher and towel alongside.  There are cabinets above
the basin, which probably contain dishes and glassware.  Hanging on
the south wall is a large array of knives.  In the middle of the
room is a large wooden table.  You may leave the house to the north,
or enter the pantry to the east.
~
0 8 0
D0
The door leads outside.
~
~
3 -1 2418
D1
There is quite a bit of food this way.
~
~
3 -1 2463
D2
You see a spacious living room.
~
~
0 -1 2408
R M 0 2411 1 2411
  R E 1 2405 1 16
  R E 1 2441 1 5
R O 0 2411 1 2411
  R P 0 2402 1 2411
  R P 0 2401 1 2411
R D 0 2411 0 1
R D 0 2411 1 1
S
#2412
West of the Manor~
You are standing west of the manor.  Other than a toolshed sitting here,
there is nothing of interest.  The fence prevents your going west.
~
0 12 0
D0
yard continues north.
~
~
0 -1 2413
D2
The yard continues south.
~
~
0 -1 2404
R O 0 2412 1 2412
  R P 0 2413 1 2412
S
#2413
Continuing Along the West Side of the Manor~
The yard continues north around the house.
~
0 12 0
D0
The yard continues north.
~
~
0 -1 2414
D2
The yard continues south.
~
~
0 -1 2412
S
#2414
Northwest Corner of the Manor~
This is the northwest corner of the manor.  The fence prevents your
movement north and west.  To the east, you can see the back door to the
home.  
~
0 12 0
D1
East takes you to the backyard.
~
~
0 -1 2418
D2
The yard continues south.
~
~
0 -1 2413
S
#2415
East of the Manor~
You are walking around the east side of the house.  The fence runs along
to your right.
~
0 12 0
D0
The yard continues north.
~
~
0 -1 2416
D2
The yard continues south.
~
~
0 -1 2405
S
#2416
Continuing Along the East Side of the Manor~
You are following the yard around the east side of the house.  You can see a
study through a window to the west.  The fence still runs to your right. 
~
0 12 0
D0
The yard continues north.
~
~
0 -1 2417
D2
The yard continues south.
~
~
0 -1 2415
S
#2417
Northeast Corner of the Manor~
You are standing at the northeast corner of the house.  Going west leads to
more yard.  South takes you back towards the front of the house.
~
0 12 0
D2
The yard continues south.
~
~
0 -1 2416
D3
West leads to the backyard.
~
~
0 -1 2418
S
#2418
The Backyard~
You are standing behind the manor.  The yard stretches out to the north.
Looking that way, you see two small structures standing next to each other.
Farther on, you see a small garden, and beyond that, you think you can see
another building but can't quite make it out behind all the hedges.  The
yard splits off in all directions here.  East and west takes you back
around the manor,  and south leads back into the house.
~
0 12 0
D0
North leads farther into the backyard.
~
~
0 -1 2451
D1
The yard continues east.
~
~
0 -1 2417
D2
The door leads into the rear of the house.
~
~
3 -1 2411
D3
~
~
0 -1 2414
R D 0 2418 2 1
S
#2419
The Second Floor Landing~
The second floor branches off in all directions.  The carpeting here is
worn and stained.  It evidently gets quite a bit of use, because you can
see the wood floor in the spots where the carpet has worn through.  You see
paintings on the wall, along with a portrait of the entire family.  Looking
north, you see another hallway.  To the west is a playroom, and east looks
like a bathroom.  Turning around, you notice yet another hallway leading
south, and also a staircase leading up.  You wonder which way to go.
~
0 8 0
D0
You see another hallway.
~
~
0 -1 2422
D1
You see a bathroom.
~
~
3 -1 2420
D2
You see another hallway.
~
~
0 -1 2458
D3
West leads to the playroom.
~
~
3 -1 2421
D4
It is really dark...
~
staircase~
0 -1 2426
D5
The staircase takes you back to the living room.
~
staircase~
0 -1 2408
R D 0 2419 1 1
R D 0 2419 3 1
S
#2420
A Large Bathroom~
This is just a standard bathroom.  A wash basin, complete with a pitcher
and towel, sits to your left.  Above that is a small, but adequate mirror.
Linen cabinets line the wall.  A large tub sits along the wall to your right.
A candle chandelier provides overhead illumination.
~
0 8 0
D3
The landing lies in this direction.
~
~
3 -1 2419
R M 0 2420 1 2420
R O 0 2420 1 2420
  R P 0 2421 1 2420
R D 0 2420 3 1
E
basin~
Just a standard basin, used for washing up.
~
E
cabinets~
The cabinet probably has towels and linens.
~
E
mirror~
Yup...it's you all right.
~
E
chandelier~
It appears to be made of diamond.
~
E
pitcher~
The pitcher is used to fill the basin.
~
E
tub~
You aren't sure if you're looking at a tub or a swimming pool.
~
S
#2421
The Playroom~
What a mess!  There are toys strewn about the room, and children are 
everywhere.  You carefully aviod stepping on anything.  The windows to the
west offer you a view of the endless forest beyond the house.  A toybox sits
along the north wall.
~
0 8 0
D1
East will return you to the landing.
~
~
3 -1 2419
R M 0 2421 1 2421
  R E 1 2438 1 13
R O 0 2400 1 2421
  R P 0 2434 1 2400
  R P 0 2435 1 2400
R D 0 2421 1 1
E
window~
You see a sprawling forest.
~
S
#2422
A Hallway on the Second Floor~
You are in a hallway on the second floor.  To the east, you can see
a fairly large bed and a dresser.  It doesn't appear to be in use, and you
figure that it is a guest room.  To the west is a room filled with beds and
several dressers.  North you can see a huge room with an enormous bed and
a shield hanging on the wall.  
~
0 8 0
D0
North leads you to the Master Bedroom.
~
~
3 -1 2425
D1
Just another bedroom.
~
~
3 -1 2424
D2
South leads to the landing.
~
~
0 -1 2419
D3
You see a room full of beds and dressers.
~
~
3 -1 2423
R D 0 2422 0 1
R D 0 2422 1 1
R D 0 2422 3 1
S
#2423
The Children's Bedroom~
Here is where all the children in the house sleep.  Beds line the wall to the
north, and rows of dressers sit to the south.  It is brightly painted, giving
a sense of happiness and warmth.  Hanging on the walls are whimsical drawings
which the children created.  
~
0 8 0
D1
You see the hallway.
~
~
3 -1 2422
R M 0 2422 1 2423
  R E 1 2439 1 17
R D 0 2423 1 1
E
drawing painting drawings~
What a cute drawing!  You see a picture of the entire family, mom, dad,
and all the siblings.
~
S
#2424
The Guest Bedroom~
This room is small and spartan, containing a bed, a chair, and a tiny
Oriental rug.  The master of the manor must not entertain a lot of house
guests.  The tiny window in the east wall provides a poor view of the 
outlying forest. 
~
0 8 0
D3
You see the hallway.
~
~
3 -1 2422
R D 0 2424 3 1
E
bed~
Your baby crib was bigger than this.
~
E
chair~
This chair has no cushion, no arm rests, and does not look comfortable at all.
~
E
window~
Peering through the tiny window, you get a glimpse of the yard and surrounding 
forest.
~
E
oriental rug~
A remnant of the Ming dynasty.
~
S
#2425
The Master Bedroom~
Well, you have found your way to the master bedroom.  The owner would not be
pleased with your intrustion.  You see a huge, comfortable king-sized bed, 
along with a large desk, two dressers, and a full-length mirror.  Several
large windows offer you a wonderful view of the outlying forest.  Hanging
on the wall is a shield with the crest of a panther.  Crossed over the shield
are two deadly scimitars.
~
0 8 0
D1
~
~
3 -1 2466
D2
You see the hallway.
~
~
3 -1 2422
R M 0 2425 1 2425
  R E 1 2422 1 17
  R E 1 2423 1 8
  R E 1 2424 1 1
  R G 1 2425 1
R D 0 2425 1 1
R D 0 2425 2 1
E
bed~
The king-sized bed looks VERY inviting.
~
E
mirror~
You look into the mirror, and a horrible beast stares back!  You draw your
weapon and prepare for battle!  Oh, wait, that's just you.
~
E
window~
You see a sprawling forest.
~
E
scimitar~
This blade could do some serious damage.
~
E
shield~
A large shield, crested with a panther.
~
S
#2426
The Attic~
You are in the attic.  It is cold, damp, and really dark.  You can
barely see five feet in front of your face.  As you walk on the floorboards,
you can feel them bending beneath your feet.  Apparently nobody comes up here.
It does not look like this place has been entered in years.  The layer of
dust on the walls is thick enough to write your name in.  The attic continues
to the west, where it is pitch black.  You could leave back down the stairs.
A cold chill runs down your spine as you decide what to do. 
~
0 13 0
D3
It is REALLY dark that way.
~
~
0 -1 2427
D5
You can leave down.  The concept entices you.
~
staircase~
0 -1 2419
S
#2427
Further Into the Attic~
You really feel scared now.  The boards are bending more now, and making
odd creaking sounds.  There aren't even rats up here.  The darkness is
so thick that your light can't penetrate more than two meters.  As you try
to peer north, you get a really bad feeling.  Maybe you should turn back 
right now.
~
0 13 0
D0
The darkness gives you a bad feeling...
~
~
0 -1 2428
D1
You can leave to the east.  Maybe that's a good idea.
~
~
0 -1 2426
S
#2428
Oops~
On your next step, your foot goes right through the floorboard.  Unable to keep
you balance, you fall forward.  Fortunately, you fall onto a solid part of the
floor.  The part of the floor by the door crumbles away, leaving a gaping
hole!  There's no way out...
~
0 12 0
S
#2429
The Sub-Basement~
It is really dark down here.  You can't see a thing.  You seriously
consider turning around immediately.  As a matter of fact, that might
be a good idea.
~
0 13 0
D1
It is so dark...
~
~
0 -1 2430
D4
You think you can see light above.
~
~
0 -1 2409
S
#2430
The Labyrinth~
Looking up, you see a burning torch mounted high on the wall.  Maybe that's
why it was so dark in the room to the west.  The torch must have gone out.
This room is utterly empty.  Damp, moldy walls make this place reek.  Your 
only choice is to continue on or turn back.
~
0 12 0
D2
You see nothing but darkened corridors.
~
~
0 -1 2431
D3
West leads out of here.
~
~
0 -1 2429
S
#2431
The Laybrinth~
You are in some sort of maze underneath the manor house.  The dark gray, moldy
walls are disorienting.  You realize that it would be very easy to get 
hopelessly lost in here.  Looking back, you see the way you came, the path
back to safety.  In the other directions, all you see is corridors, dark
and dismal.
~
0 12 0
D0
The exit to this place is north.
~
~
0 -1 2430
D1
You see nothing but darkened corridors.
~
~
0 -1 2434
D2
You see nothing but darkened corridors.
~
~
0 -1 2432
S
#2432
The Laybrinth~
The laybrinth branches off in many directions.
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2431
D2
You see nothing but darkened corridors.
~
~
0 -1 2438
D3
This is the enterance to the wine cellar.
~
~
0 -1 2433
D6
You see nothing but darkened corridors.
~
~
0 -1 2434
D8
You see nothing but darkened corridors.
~
~
0 -1 2439
S
#2433
The Wine Cellar~
This room is cold and damp.  Wooden kegs of wine are stacked from the floor
to the ceiling.  Along one wall is a huge wine rack, filled with various
bottles of choice vintages.
~
0 8 0
D1
~
~
0 -1 2432
R O 0 2463 2 2433
S
#2434
An Intersection~
The dark corridors branch off here.  You have no way of knowing which path
to choose.  You can only pick one, and hope...
~
0 8 0
D1
You see nothing but darkened corridors.
~
~
0 -1 2435
D2
You see nothing but darkened corridors.
~
~
0 -1 2440
D3
You see nothing but darkened corridors.
~
~
0 -1 2431
D6
You see nothing but darkened corridors.
~
~
0 -1 2437
D9
You see nothing but darkened corridors.
~
~
0 -1 2432
S
#2435
The Laybrinth~
You are lost in a maze of corridors.
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2437
D1
You see nothing but darkened corridors.
~
~
0 -1 2436
D2
You see nothing but darkened corridors.
~
~
0 -1 2445
D3
You see nothing but darkened corridors.
~
~
0 -1 2434
R M 0 2408 2 2435
S
#2436
The Laybrinth~
You are lost in a maze of corridors.
~
0 8 0
D2
You see nothing but darkened corridors.
~
~
0 -1 2446
D3
You see nothing but darkened corridors.
~
~
0 -1 2435
D7
You see nothing but darkened corridors.
~
~
0 -1 2437
S
#2437
The Laybrinth~
You are lost in a maze of corridors.
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2441
D2
You see nothing but darkened corridors.
~
~
0 -1 2435
D8
You see nothing but darkened corridors.
~
~
0 -1 2436
D9
You see nothing but darkened corridors.
~
~
0 -1 2434
S
#2438
The Laybrinth~
As you come up on a corner, you begin to feel completely lost.  Which way
did you come from?  You can't remember.  What could be lurking down here?
You shudder at the thought.  Best to keep moving.
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2432
D1
You see nothing but darkened corridors.
~
~
0 -1 2439
S
#2439
The Laybrinth~
You are really lost now.  As you come up on yet another intersection, you
spy a massive slate-grey metal door to the south.  Curious, you pull on the
handle, but it does not budge.  Pressing your ear to the door, you hear 
the sound of...machinery?  
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2440
D2
~
~
1063 2450 2450
D3
You see nothing but darkened corridors.
~
~
0 -1 2438
D7
You see nothing but darkened corridors.
~
~
0 -1 2432
R D 0 2439 2 2
S
#2440
The Laybrinth~
You are lost in a maze of corridors.
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2434
D1
You see nothing but darkened corridors.
~
~
0 -1 2445
D2
You see nothing but darkened corridors.
~
~
0 -1 2439
R M 0 2412 4 2440
S
#2441
The Laybrinth~
You are lost in a maze of corridors.
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2442
D2
You see nothing but darkened corridors.
~
~
0 -1 2437
S
#2442
The Laybrinth~
You are lost in a maze of corridors.  An absolutely repulsive stench drifts in
from the west.  From the east, you hear a fearsome hissing and rattling.  You 
shiver as you decide what to do.
~
0 8 0
D1
~
~
0 -1 2444
D2
You see nothing but darkened corridors.
~
~
0 -1 2441
D3
~
~
0 -1 2443
S
#2443
The Laybrinth~
This is the final resting point of some poor adventurer.  Built into the
wall is a small niche in which the corpse of a man lies.  The body is beginning
to decompose, making the whole room stink.  You think about searching the 
corpse for anything useful, but the very idea repulses you.
~
0 8 0
D1
~
~
0 -1 2442
R M 0 2442 1 2443
  R G 1 2426 1
R O 0 2444 1 2443
  R P 0 2442 1 2444
  R P 0 2443 1 2444
S
#2444
A Gruesome Lair~
What a disgusting, horrible place!  Blood covers every square centimeter
of the walls.  The decaying guts of several animals...or maybe people...
are scattered across the floor.  Bones are everywhere.  This whole room
reminds you of only one thing - DEATH.
~
0 8 0
D3
~
~
0 -1 2442
R M 0 2405 1 2444
S
#2445
The Laybrinth~
You are lost in a maze of corridors.
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2435
D3
You see nothing but darkened corridors.
~
~
0 -1 2440
D8
You see nothing but darkened corridors.
~
~
0 -1 2468
S
#2446
The Labyrinth~
You are lost in a maze of corridors.
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2436
D1
You see nothing but darkened corridors.
~
~
0 -1 2447
D2
You see nothing but darkened corridors.
~
~
0 -1 2468
S
#2447
The Labyrinth~
You are lost in a maze of corridors.
~
0 8 0
D2
You see nothing but darkened corridors.
~
~
0 -1 2448
D3
You see nothing but darkened corridors.
~
~
0 -1 2446
R M 0 2471 4 2447
S
#2448
The Labyrinth~
You are lost in a maze of corridors.
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2447
D2
You see nothing but darkened corridors.
~
~
0 -1 2449
S
#2449
The Labyrinth~
You are lost in a maze of corridors.
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2448
D7
You see nothing but darkened corridors.
~
~
0 -1 2468
R M 0 2408 2 2449
S
#2450
Torture Room~
Now you've done it.  Maybe you shouldn't have been so curious about
this room.  Deadly looking machines and instruments are everywhere.
You see equipment for every type of torture imaginable.  Cringing,
you turn around and are greeted with an array of whips, spears,
and chains.  A chill runs down your spine as you contemplate
the evil that can occur here.
~
0 8 0
D0
North will take you out of this horrible place.
~
~
33 0 2439
R M 0 2450 1 2450
  R E 1 2452 1 6
  R E 1 2451 1 16
S
#2451
Farther into the Backyard~
You find yourself standing right outside two wooden shacks.  The one to 
the west smells horrible.  The shack to the north appears to be a residence
of some sort.  The yard continues to the east, and also leads back south to
the manor.
~
0 12 0
D0
You see the servants' home.
~
~
3 -1 2462
D1
Several paths intersect this way.
~
~
0 -1 2453
D2
South takes you closer to the house.
~
~
0 -1 2418
D3
You catch a whiff of a putrid odor...
~
~
3 -1 2452
R D 0 2451 0 1
R D 0 2451 3 1
S
#2452
The Outhouse~
Phew!  You really want to get out of here.  The whole place absolutely 
reeks.  How can the servants stand living right next to such a stench?
Apparently, the master of the house does not care.  At least the walls seem
to be solid, and the roof is relatively whole.  You hold your nose, for the
smell is starting to gag you.  
~
0 12 0
D1
East leads to the yard...and fresh air!
~
~
3 -1 2451
R D 0 2452 1 1
> rand_prog 10~
mpecho The horrid stench has overcome you.  You feel very sick.
mpforce all puke
~
|
S
#2453
An Intersection~
A few paths intersect here.  The north one brings you to a small, but very
beautiful garden.  Heading west brings you back to the manor.  From the 
east, you catch a whiff of...hay?  
~
0 12 0
D0
You see a garden.
~
~
0 -1 2465
D1
You see the stables.
~
~
0 -1 2454
D3
West will take you back toward the house.
~
~
0 -1 2451
S
#2454
The Stable Entrance~
This is the gate to the stables.  Oddly enough, the stables seem to be in 
better condition than the servants' quarters.  It doesn't smell as bad either.
As you peer past the gate, you think that you see some motion from within. 
Maybe somebody's in there.
~
0 12 0
D1
The horses are corraled here.
~
gate~
3 -1 2455
D3
You see an intersection of paths.
~
~
0 -1 2453
R D 0 2454 1 1
S
#2455
The Horse Stalls~
This is the private stables for the manor.  You see 5 separate stalls,
each with it's own bed of hay and feeding trough.  The floor is kept 
incredibly clean.  The owner must take really good care of the horses.
~
0 12 0
D0
~
gate~
33 -1 2457
D2
You see lots of horse equimpent.
~
~
0 -1 2456
D3
You see the enterance to the stables.
~
gate~
3 -1 2454
R M 0 2455 3 2455
R M 0 2455 3 2455
R D 0 2455 0 0
R D 0 2455 3 1
S
#2456
Equipment Storage~
This room is used to store extra equipment for the horses.  On the northern
wall you see several saddles and bridles.  An array of horseshoes dominates
the west wall.  Hanging on the south wall are several pieces of jockey
equipment:  whips, riding sticks, and chaps.  The only way out of here is
back to the north.
~
0 12 0
D0
You see the horse stalls.
~
~
0 -1 2455
R M 0 2456 1 2456
  R E 1 2428 1 16
R O 0 2455 1 2456
R O 0 2456 1 2456
S
#2457
The Field~
You are in a large field.  This is the area in which the horses are ridden.
You see several obstacles in various spots in the field.  The grass is fairly
worn.  The owner is obviuosly an avid equestrian.  The field continues north
and west, and the stables lie to the south.
~
0 0 2
D0
~
~
0 -1 2483
D2
You see horse stalls.
~
gate~
1 -1 2455
D3
~
~
0 -1 2482
R D 0 2457 2 0
S
#2458
A Darkened Hallway on the Second Floor~
You are in a hallway on the second floor.  It is much darker here than the
rest of the house.  This must be the servant's section of the manor.  East
and south appear to be bedrooms, and to the west lies another bathroom.
Apparently, the owners do not want the servants to use the same bathroom.
~
0 8 0
D0
The landing lies in this direction.
~
~
0 -1 2419
D1
You see a bedroom.
~
~
3 -1 2459
D2
You see a bedroom.
~
~
3 -1 2460
D3
This leads to a ridiculously small bathroom.
~
~
3 -1 2461
R D 0 2458 1 1
R D 0 2458 2 1
R D 0 2458 3 1
S
#2459
The Cook's Bedroom~
This room is absolutely pathetic.  You've seen prison cells with more
furniture than this.  The only things in the room are the bed, one chair, 
and a mirror that probably would fit into your pocket.  
~
0 8 0
D3
The hallway lies in this direction.
~
~
3 -1 2458
R O 0 2448 1 2459
R D 0 2459 3 1
S
#2460
Nanny's Bedroom~
This is where the nanny retires for the evening.  It is a sparse room, with
a bed, a small rocking chair, and a rug.  Nothing hangs on the cold, white
walls.  A tiny window provides minimal light during the daytime.  A single
candle is on a nightstand next to the bed, and a chest of drawers sits in
the corner.  The only way out of here is back the way you came.
~
0 8 0
D0
lead back into the hall.
~
~
3 -1 2458
R M 0 2460 1 2460
  R E 1 2433 1 3
  R E 1 2432 1 20
R O 0 2460 1 2460
  R P 0 2440 1 2460
  R P 0 2431 1 2460
R D 0 2460 0 1
E
bed~
A tiny bed with a cheap mattress.
~
E
chair~
Your typical nanny's rocking chair.
~
E
rug~
You see a small rug, which prevents what little heat in the room from escaping 
through the floor
~
S
#2461
A Tiny Bathroom~
You can't believe how small this room is.  You barely have room to walk, 
let alone do anything else.  There is one candle on the wall, providing 
scant light for the room.  You can not imagine anyone older than 5 fitting
into that minute tub.  The washing basin is no wider than a dinner plate.
Even the pitcher is small.  You start getting claustrophobic, and want to
leave.
~
0 8 0
D1
You desperately want to get out of this TINY room.
~
~
3 -1 2458
R O 0 2437 1 2461
R D 0 2461 1 1
E
candle~
It provides a little light for the room.
~
E
tub~
~
S
#2462
Servants' Quarters~
You walk through the doorway into a wooden shack.  You know that servants
don't usually get the best accomodations, but this is ridiculous.  The whole
room is virtually empty, except for a small straw mat and a cabinet, and
underneath your feet is clay;  the poor servants don't even have a floor to
their house.  Poorly built walls have no chance of keeping any heat within
the shack, and the windows aren't even windows; they're small squares cut in
the wall covered with animal skin.  Above you is a straw roof, which has
holes in several places.  The only exit is to the south.  
~
0 12 0
D2
This way leads you out of this wretched place.
~
~
3 -1 2451
R M 0 2462 1 2462
  R E 1 2449 1 5
R M 0 2463 1 2462
  R E 1 2453 1 7
R O 0 2457 1 2462
R D 0 2462 2 1
E
mat~
A simple straw mat serves as a bed.
~
S
#2463
The Pantry~
You have never seen so much food.  It is everywhere, stacked on the floor,
and on shelves.  You see flour, dried meat, and grain on one wall.  On the
other side sits pastries, cheese, and baskets full of fruit.  Stacked on
the floor are a few barrels of portwine.  You become really hungry, and
decide to take something.
~
0 8 0
D3
West will take you back to the kitchen.
~
~
3 -1 2411
R O 0 2464 1 2463
R O 0 2465 1 2463
R O 0 2463 2 2463
R D 0 2463 3 1
S
#2464
The Parlor~
You are in a small, comfortable room.  Several high-backed chairs line the
walls, and between them are solid cherry coffee tables.  The walls are made
of oak paneling, with stunning crystal candlelamps providing light.  In
the center of the room sits a round table with several chairs surrounding
it.  There is a deck of cards sitting on it.  The floor is carpeted, and
meticulously maintained.  Some works of art are hanging on the walls.  The
only exit is west, which takes you back to the main foyer.
~
0 8 0
D3
West will return you to the foyer.
~
~
0 -1 2406
R O 0 2466 1 2464
E
lamp~
Within the beautiful crystal lamp burns a solitary white candle.
~
E
chair~
A rather large chair, upholstered with red velvet.
~
E
art~
Looks like a genuine Breugel.
~
S
#2465
The Garden~
You are standing in a beautiful garden.  Row upon row of flowers stretch
off into the distance.  A small patch of vegetables grows here as well.  
A wall standing six meters tall surrounds the garden.  Just beyond the wall
is a small forest of trees. 
~
0 0 0
D2
~
~
0 -1 2453
R M 0 2465 1 2465
  R G 1 2462 1
  R G 1 2461 1
  R G 1 2458 1
S
#2466
The Master Bathroom~
Never in your life have you seen a more expensive bathroom.  The elegance and
ostentatiousness of this room astounds you.  Almost everything in the room is
made of marble.  The mirror hanging on the wall is framed in gold.  Overhead,
a diamond chandelier provides light.
~
0 8 0
D3
~
~
3 -1 2425
R M 0 2426 1 2466
  R E 1 2419 1 5
  R E 1 2418 1 17
  R E 1 2417 1 1
R D 0 2466 3 1
E
mirror~
Just looking at this thing makes you feel rich.
~
E
chandelier~
The chandelier is made totally of gold and diamonds.
~
S
#2467
A Gentle Hill~
Your progress becomes a little difficult as the ground slopes up into a hill.
To the east and west, all you can see is forest, and at the top of the hill
you think you can make out a gate and a large fence.  You can continue on
and explore what lies ahead, or return south toward the pond.
~
0 0 4
D2
You see a small path.
~
~
0 -1 2492
D4
You think you see a small gate ahead.
~
~
0 -1 2400
S
#2468
An Intersection~
The dark corridors branch off here.  You have no way of knowing which 
path to choose.  You can only pick one, and hope...
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2446
D2
You see nothing but darkened corridors.
~
~
0 -1 2469
D7
You see nothing but darkened corridors.
~
~
0 -1 2445
D8
You see nothing but darkened corridors.
~
~
0 -1 2449
R M 0 2412 4 2468
R O 0 2446 1 2468
S
#2469
The Labyrinth~
You are lost in a maze of corridors.
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2468
D2
You see nothing but darkened corridors.
~
~
0 -1 2470
D8
You see nothing but darkened corridors.
~
~
0 -1 2491
S
#2470
The Labyrinth~
You are lost in a maze of corridors.
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2469
D3
You see nothing but darkened corridors.
~
~
0 -1 2471
R M 0 2409 2 2470
S
#2471
The Labyrinth~
You are lost in a maze of corridors.
~
0 8 0
D1
You see nothing but darkened corridors.
~
~
0 -1 2470
D2
You see nothing but darkened corridors.
~
~
0 -1 2473
D3
You see nothing but darkened corridors.
~
~
0 -1 2472
S
#2472
The Labyrinth~
You are lost in a maze of corridors.
~
0 8 0
D1
You see nothing but darkened corridors.
~
~
0 -1 2471
D2
You see nothing but darkened corridors.
~
~
0 -1 2475
D3
You see nothing but darkened corridors.
~
~
0 -1 2478
R M 0 2471 4 2472
S
#2473
The Labyrinth~
You are lost in a maze of corridors.
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2471
D8
You see nothing but darkened corridors.
~
~
0 -1 2488
S
#2474
A Staircase~
Ah!  You knew there had to be a way out!  You climb the stairs and come to 
a door.  You push the door open, and finds that it opens into the parlor.
Looking at the other side of the door, you find that it is ingeniously 
concealed in the wall.  You realize that you will not be able to re-enter
this room from the parlor.
~
0 12 0
D0
North will take you back into the basement.
~
~
3 -1 2407
D4
~
~
0 -1 2464
R D 0 2474 0 1
S
#2475
The Labyrinth~
You are lost in a maze of corridors.
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2472
D2
You see nothing but darkened corridors.
~
~
0 -1 2476
S
#2476
The Labyrinth~
You are lost in a maze of corridors.
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2475
D3
You see nothing but darkened corridors.
~
~
0 -1 2487
S
#2477
The Labyrinth~
You are lost in a maze of corridors.
~
0 8 0
D2
You see nothing but darkened corridors.
~
~
0 -1 2478
S
#2478
An Intersection~
The dark corridors branch off here.  You have no way of knowing which
path to choose.  You can only pick one, and hope...
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2477
D1
You see nothing but darkened corridors.
~
~
0 -1 2472
D2
You see nothing but darkened corridors.
~
~
0 -1 2479
D3
You see nothing but darkened corridors.
~
~
0 -1 2481
S
#2479
The Labyrinth~
You are lost in a maze of corridors.
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2478
D2
You see nothing but darkened corridors.
~
~
0 -1 2487
D3
You see nothing but darkened corridors.
~
~
0 -1 2480
R M 0 2412 4 2479
R O 0 2447 1 2479
S
#2480
The Labyrinth~
You are lost in a maze of corridors.
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2481
D1
You see nothing but darkened corridors.
~
~
0 -1 2479
S
#2481
The Labyrinth~
You are lost in a maze of corridors.
~
0 8 0
D1
You see nothing but darkened corridors.
~
~
0 -1 2478
D2
You see nothing but darkened corridors.
~
~
0 -1 2480
R M 0 2412 4 2481
S
#2482
The Field~
The field leads north and east from here.  The ground does not appear to be
as worn here.  You can see a water trough to the north.
~
0 0 2
D0
~
~
0 -1 2486
D1
~
~
0 -1 2457
S
#2483
The Field~
You are in the northeast corner of the field.  There is nothing here but
open grass.  Well, it used to be grass.  It has been used so much that now
there is just a large area of mud.
~
0 0 2
D2
~
~
0 -1 2457
D3
~
~
0 -1 2486
S
#2484
Final Judgment~
You have really done it now.  You are floating, helpless, in a void. 
The judge sits behind his desk, ready to pass judgment on you.
~
0 3145804 0
R M 0 2484 1 2484
  R E 1 2454 1 16
S
#2485
An Antechamber~
You are in a room with no walls at all.  Looking around, you see nothing. 
Complete and total nothingness.  A chill envelops your body.  Down below, 
you can see an important-looking man sitting in a chair.  He doesn't look too
happy, and you would just as soon leave.
~
0 3154060 0
D5
~
~
0 -1 2484
> speech_prog p Help!~
mpforce $n down
~
|
S
#2486
The Field~
This is the northwest corner of the field.  The mud is ankle deep here, and
is sticking to your shoes.  Apparently, the horses like to walk around the 
water trough.
~
0 0 2
D1
~
~
0 -1 2483
D2
~
~
0 -1 2482
R M 0 2455 3 2486
R O 0 2486 1 2486
S
#2487
The Labyrinth~
You are lost in a maze of corridors.
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2479
D1
You see nothing but darkened corridors.
~
~
0 -1 2476
S
#2488
The Labyrinth~
You are lost in a maze of corridors.
~
0 8 0
D1
You see nothing but darkened corridors.
~
~
0 -1 2489
D7
You see nothing but darkened corridors.
~
~
0 -1 2473
R M 0 2471 4 2488
S
#2489
The Labyrinth~
You are lost in a maze of corridors.
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2490
D3
You see nothing but darkened corridors.
~
~
0 -1 2488
S
#2490
The Labyrinth~
You are lost in a maze of corridors.
~
0 8 0
D0
You see nothing but darkened corridors.
~
~
0 -1 2491
D2
You see nothing but darkened corridors.
~
~
0 -1 2489
R M 0 2471 4 2490
S
#2491
The Labyrinth~
You are lost in a maze of corridors.
~
0 8 0
D2
You see nothing but darkened corridors.
~
~
0 -1 2490
D7
You see nothing but darkened corridors.
~
~
0 -1 2469
S
#2492
A small path in the forest~
You find yourself wandering along a small path through the forest.  Ahead of
you is a gently sloping hill.  You can't quite make out what is at the top.
Trees and brush surround you to the east and west.  You can investigate
what lies ahead, or return south to the pond.
~
0 0 3
D0
A gentle hill rises slowly ahead...
~
~
0 -1 2467
D9
A small pond...
~
~
0 -1 2096
S
#2493
Floating in a void~
~
0 12 0
S
#2494
Floating in a void~
~
0 12 0
S
#2495
Floating in a void~
~
0 3145740 0
S
#2496
Floating in a void~
~
0 12 0
S
#2497
Floating in a void~
~
0 12 0
S
#2498
Floating in a void~
~
0 12 0
S
#2499
Floating in a void~
~
0 12 0
S
#0


#SHOPS
 2465    0  0  0  0  0   150  90         0 23    ; the gardener
0


#REPAIRS
0


#SPECIALS
M  2405 spec_poison
M  2462 spec_thief
M  2484 spec_janitor
S


#$