/* Minor additions by Marty to make it a teeny bit different from what most * players are used to ;) */ #include "undef.h" #include "exits.h" Zone = village Author = "Unknown" EndZone = village Mobile = Locksmith Name = "The locksmith" Location = locksmith@village Strength = 90 Damage = 8 Armor = 0 Aggression = 95 Speed = 0 PFlags = NoSummon MFlags = NegFireball, NegFrost, NegShock, NegMissile Desc = "A crazy looking man stands here looking at you." EndMobile = Locksmith Mobile = Baker Name = "The baker" Location = Store@village Strength = 50 Damage = 8 Armor = 2 Aggression = 0 Speed = 0 Desc = "A thin tall looking baker stands here." EndMobile = Baker Mobile = Lady Name = "The lady" Location = Store@village Strength = 80 Damage = 8 Armor = 0 Aggression = 0 Speed = 5 SFlags = Female Desc = "A Lady stands here looking around for something." EndMobile = Lady Mobile = Child Name = "The child" Location = Road10@village Strength = 20 Damage = 4 Armor = 0 Aggression = 0 Speed = 5 MFlags = PickStuff SFlags = Female Desc = "A small child looks very lost." EndMobile = Child Mobile = Armorer Name = "The armorer" Location = Armory@village Strength = 200 Damage = 10 Armor = 10 Aggression = 0 Speed = 0 MFlags = PickStuff PFlags = NoSummon Desc = "A bulky looking armorer stands before you." EndMobile = Armorer Mobile = Barman Name = "The barman" Location = Saloon1@village Strength = 80 Damage = 8 Armor = 0 Aggression = 10 Speed = 0 Desc = "A barman is here serving drinks." EndMobile = Barman Mobile = Drunk1 Name = "The drunk" Location = Saloon1@village Strength = 30 Damage = 5 Armor = 0 Aggression = 20 Speed = 5 Desc = "A drunk stumbles around in front of you." EndMobile = Drunk1 Mobile = Drunk2 Name = "The drunk" Location = Saloon1@village Strength = 50 Damage = 5 Armor = 0 Aggression = 40 Speed = 0 Desc = "A drunk stumbles around in front of you." EndMobile = Drunk2 Mobile = BankTender Name = "The tender" Location = Bank@village Strength = 50 Damage = 6 Armor = 0 Aggression = 0 Speed = 0 PFlags = NoSummon MFlags = PickStuff SFlags = Female Desc = "A small looking bank tender waits here patiently." EndMobile = BankTender Mobile = BankGuard Name = "The Officer" Location = Vault1@village Strength = 160 Damage = 8 Armor = 0 Aggression = 80 Speed = 0 PFlags = NoSummon MFlags = NegFrost, NegFireball, BarNorth Desc = "The banks security officer stands here looking very tough and mean." EndMobile = BankGuard Mobile = BankManager Name = "The manager" Location = Office@village Strength = 100 Damage = 8 Armor = 0 Aggression = 0 Speed = 0 PFlags = NoSummon Desc = "A chubby looking bank Manager stands here wearing a suit." EndMobile = BankManager Object = sack Location = IN_ROOM:alley@village OFlags = Container, Openable BaseValue = 30 Size = 50 Weight = 2 MaxState = 1 Desc0 = "A very large sack has been left here." Desc1 = "A very large sack has been left here. The sack is closed." EndObject = sack Object = fire Altname = "flames" Location = IN_ROOM:seadog@village OFlags = Extinguish, Lit, NoGet Desc0 = "A huge fire burns in the center of the room." EndObject = fire Object = poker Altname = "weapon" Location = IN_ROOM:seadog@village OFlags = Weapon Damage = 5 BaseValue = 10 Size = 5 Weight = 2 Desc0 = "A heavy iron poker has been left here." Examine = " This poker looks a bit more dangerous than a card game, and it appears to be slightly bent from meeting various adventurers' heads with force!" EndObject = poker Object = gameboard Location = IN_ROOM:seadog@village OFlags = NoGet Desc0 = "A gameboard has been left here." Examine = "It's a monopoly board!" Trap = all @ switch(event) { case E_ONEXAMINE: bprintf("As you examine the board you realize it is a game of Monopoly!\n"); param_s.ret=-1; break; default: break; } @ EndTrap EndObject = gameboard Object = knife Altname = "weapon" Location = IN_ROOM:yard@village OFlags = Weapon Damage = 4 BaseValue = 10 Size = 2 Weight = 2 Desc0 = "A small filleting knife has been left here carelessly." EndObject = knife Object = oar Location = IN_ROOM:shed@village OFlags = Weapon Damage = 5 BaseValue = 15 Size = 4 Weight = 4 Desc0 = "A single oar from a boat lies here." EndObject = oar Object = jug Location = IN_ROOM:barman@village OFlags = Container BaseValue = 40 Size = 2 Weight = 2 Desc0 = "A large toby jug has been left here, its face a hideous grin." Examine = " This jug is shaped somewhat like a stout man with a cocked hat for the brim." EndObject = jug Object = whiskey Altname = "booze" Location = IN_CONTAINER:jug@village OFlags = Food, Booze Size = 2 Desc0 = " You see a puddle of whiskey on the ground. Some fool must have spilled it here." Examine = " It isn't the best in the world, but it looks like it will give you a buzz.." EndObject = whiskey Object = draught Name = "beer" Location = IN_ROOM:Saloon1@village OFlags = GetFlips, Food, Booze Size = 2 Weight = 2 Maxstate = 1 State = 1 Desc0 = "Someone has thoughtlessly left a draught beer here." Desc1 = "There is a draught beer on the counter here." Examine = "Look like cheap, run of the mill, draught beer." EndObject = draught Object = raft Altname = "boat" OFlags = Boat Location = IN_ROOM:cove@village BaseValue = 20 Size = 100 Weight = 100 Desc0 = "A small wooden raft has been dumped here." EndObject = raft Object = boat Location = IN_ROOM:jetty@village BaseValue = 20 Size = 100 OFlags = Boat Weight = 100 Desc0 = "A small rowing boat has been left here." EndObject = boat Object = bed Location = IN_ROOM:barman@village OFlags = NoGet Size = 100 Weight = 200 Desc0 = " The barman's bed lies here, it doesn't appear to have been slept in." EndObject = bed Object = sheets Location = IN_ROOM:barman@village BaseValue = 10 Size = 20 Weight = 30 Desc0 = "Some sheets lie strewn on the floor." EndObject = sheets Object = map Location = IN_ROOM:slanted@village BaseValue = 100 Size = 1 Weight = 1 Desc0 = " A worn and battered old treasure map lies torn and tattered before you." Examine = "Nothing doing here... yet..." EndObject = map Object = pebble Altname = "stone" Location = IN_ROOM:cove@village Size = 1 Weight = 1 Desc0 = "A bored pebble sits at your feet, philosophizing." Trap = all @ switch(event) { case E_ONKILL: bprintf("The pebble gets annoyed and goes to philosophize elsewhere.\n"); setoloc(OBJ_VILLAGE_PEBBLE, LOC_DEAD_DESTROYED, IN_ROOM); param_s.ret = -1; break; default: break; } @ EndTrap EndObject = pebble Object = rat Location = IN_CONTAINER:barrel@village BaseValue = 1 Size = 1 Weight = 1 Desc0 = "A dead rat lies rotting on the floor before you." EndObject = rat Object = bell Location = IN_ROOM:barman@village BaseValue = 120 Size = 30 Weight = 40 Desc0 = " A huge brass ships bell has been placed here, its gleaming surface evidently well polished." Trap = all @ switch(event) { case E_ONMISC: if (param_s.misc == VERB_RING) { broad("There is an almighty &+BBONG!&*\n"); param_s.ret = -1; } break; default: break; } @ EndTrap EndObject = bell Object = barrel Altname = "cask" Location = IN_ROOM:cellar@village OFlags = Openable, Container, NoGet State = 1 MaxState = 1 Size = 100 Weight = 100 Desc0 = "An open wooden barrel stands before you." Desc1 = "A large wooden barrel squats in a corner." EndObject = barrel Object = Top_Boards Name = "floorboards" Altname = "floorboard" Location = IN_ROOM:cellar@village OFlags = NoGet Linked = Bot_Boards State = 1 MaxState = 1 Size = 50 Weight = 50 Desc0 = " One of the floorboards has been lifted, allowing access down under the cellar, to some kind of passage." Trap = all @ switch(event) { case E_ONOPEN: if (state(OBJ_VILLAGE_TOP_BOARDS) != 0) { bprintf("You shift the floorboards, with much heaving and tugging, to " "reveal an exit\nbeyond.\n"); setobjstate(OBJ_VILLAGE_TOP_BOARDS, 0); param_s.ret = -1; } break; default: break; } @ EndTrap EndObject = Top_Boards Object = Bot_Boards Name = "floorboards" Altname = "floorboard" Location = IN_ROOM:passage@village OFlags = NoGet Linked = Top_Boards State = 1 MaxState = 1 Size = 50 Weight = 50 Desc0 = " The floorboards above you have been lifted, to allow access to some kind of room above." UseTrap = all:Top_Boards EndObject = Bot_Boards Object = flag Location = IN_ROOM:chamber@village BaseValue = 50 Size = 10 Weight = 5 Desc0 = "An old Jolly Roger flag has been left here, carefully folded." EndObject = flag Object = silk Location = IN_ROOM:chamber@village BaseValue = 150 Size = 40 Weight = 40 Desc0 = "A bale of valuable silk has been dropped here." EndObject = silk Object = Outer_door Name = "door" Location = IN_ROOM:Vault1@village OFlags = Openable, Lockable, NoGet Linked = Inner_door State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = Outer_door Object = Inner_door Name = "door" Location = IN_ROOM:Vault2@village OFlags = Openable, Lockable, NoGet Linked = Outer_door State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = Inner_door Object = batten Location = WIELDED_BY:BankGuard@village OFlags = Weapon Damage = 6 BaseValue = 50 Size = 5 Weight = 5 Desc0 = "A small solid batten is here." EndObject = batten Object = SilverCoins Name = "coins" Location = IN_CONTAINER:box@village BaseValue = 250 Size = 3 Weight = 5 Desc0 = "A large pile of silver coins sits here." EndObject = SilverCoins Object = Money Altname = "cash" Location = IN_ROOM:Vault2@village BaseValue = 300 Size = 1 Weight = 2 Desc0 = "A large bundle of money is here." EndObject = Money Object = pen Altname = "biro" Location = IN_ROOM:Office@village BaseValue = 50 Size = 1 Weight = 2 Desc0 = "A small gold biro is here." EndObject = pen Object = desk Location = IN_ROOM:Office@village OFlags = NoGet Size = 100 Weight = 200 Desc0 = " The manager's desk is here covered with papers." EndObject = desk Object = box Location = IN_ROOM:Vault2@village OFlags = Container, Openable BaseValue = 30 Size = 25 Weight = 2 State = 1 MaxState = 1 Desc0 = "A safety deposit box has been left here." Desc1 = "A safety deposit box has been left here. The box is closed." EndObject = box Object = Leather Name = "Armor" Altname = "armor" OFlags = WearOnBody, ExcludeWear, Armor Location = WORN_BY:Armorer@village BaseValue = 100 Size = 15 Weight = 10 Armor = 10 Desc0 = "A suit of leather armor lies here." EndObject = Leather Object = Bread Altname = "food" OFlags = Food Location = CARRIED_BY:Baker@village BaseValue = 10 Size = 5 Weight = 5 Desc0 = "A freshly baked loaf of bread is here." EndObject = Bread Object = Donut Altname = "food" OFlags = Food Location = CARRIED_BY:Baker@village BaseValue = 15 Size = 2 Weight = 2 Desc0 = "A freshly baked donut covered in chocolate icing is here." EndObject = Donut Object = gates1 Name = "gates" Altname = "door" Location = IN_ROOM:gates@village Linked = gates2 OFlags = NoGet State = 0 Maxstate = 0 Desc0 = "The gates of the village are open." Examine = " The gates are a constant reminder of how the world was before it was ruled by the Masters of this world. Nowadays they are a tourist attraction " EndObject = gates1 Object = gates2 Name = "gates" Altname = "door" Location = IN_ROOM:bridge@blizzard Linked = gates1 OFlags = NoGet State = 0 Maxstate = 0 Desc0 = "The gates of the village are open." Examine = " The gates are a constant reminder of how the world was before it was ruled by the Masters of this world. Nowadays they are a tourist attraction " EndObject = gates2 Location = "Green" North = Church@start East = Track@village West = VMarket@village South = entry@mcastle LFlags = Outdoors Title = "&+WThe Village Green&*" Desc = ^ You are standing on a square of grass in the center of the village. A road leads east into the rest of the village. To the north is a small church, and a path leads west onto the village market place, and to the gates of the village. To the south, you can see what appears to be a castle. ^ EndLocation = "Green" Location = "VMarket" East = green@village West = Gates@village NorthWest = stjames_1@stjames LFlags = Outdoors Title = "&+WThe Village Market&*" Desc = ^ You are standing on a large square near the village gates. On special days this square is completely filled with merchants selling their products. In the middle of the square a very old oak provides some shadow from the sun. To the east the square changes into the village green. To the west you can see the old gates that protected the village from the evils of the forest. ^ EndLocation = "VMarket" Location = "Gates" East = VMarket@village West = bridge@blizzard South = r_land@blizzard LFlags = Outdoors Title = "&+WThe Village Gates&*" Desc = ^ You are standing in the opening of the village gates. Many adventurers before made the step outside. An unknown number of them aren't around any more to tell their story. The gates used to be heavily guarded, but it has been a while now since the gates were closed. To the east you can enter the village marketplace while to the west a path leads into the forest. Just outside the gates you can go south to a rough patch of land to the south of the village. ^ EndLocation = "Gates" Location = "Track" North = path0@jbs East = Road1@village West = Green@village South = Hospital@village LFlags = Outdoors Title = "&+WVillage Track&*" Desc = ^ You are following a path which leads east through the village towards the sea. To the west a few buildings are clustered around the village green, while to the east the village becomes a collection of small houses and narrow streets. To the north are high walls and to the south is a hospital. ^ EndLocation = "Track" Location = "Road1" North = Yard@village East = Road2@village South = Alley@village West = Track@village LFlags = Outdoors Title = "&+WVillage Road&*" Desc = ^ You are following a narrow dirt road which leads east into the village. To the north a track leads into a small yard of some sort, to the south it leads down a narrow walled alley to the village well. ^ EndLocation = "Road1" Location = "Yard" South = Road1@village West = Shed@village North = entrance@townhall East = bpath1@townhall LFlags = Outdoors Title = "&+WYard&*" Desc = ^ You are in a small yard which is surrounded by several building. A large tree stands in the centre of the village as some kind of reminiscence of old forgotten times. The Town hall is to the north of here. A small path to the east leads between the Town Hall and another building. To the west you can see a small shed. A path leads south back to the main village road. ^ EndLocation = "Yard" Location = "Alley" North = Road1@village Down = Well2@village LFlags = Outdoors Title = "&+WNarrow Alley&*" Desc = ^ You are standing in a narrow alleyway which dead ends to the south. The alley is dark and dismal and is simply a walled passage down to a small well which appears to serve the village itself. ^ EndLocation = "Alley" Location = "Road2" North = Road3@village East = Shore@village South = Inn_Yard@village West = Road1@village LFlags = Outdoors Title = "&+WVillage Road&*" Desc = ^ You are following the narrow main street of the village which leads east and west. To the south, the worn sign of the Old Seadog Inn flaps quietly in the wind. ^ EndLocation = "Road2" Location = "Inn_Yard" North = Road2@village East = Seadog@village LFlags = Outdoors Title = "&+WInn Yard&*" Desc = ^ You are standing in the yard of the Old Seadog Inn. The inn itself stands to the east, a battered structure half timbered and sagging, with that pleasant atmosphere of ages. To the north a narrow gateway leads back onto the road. ^ EndLocation = "Inn_Yard" Location = "Seadog" East = Behind@village West = Inn_Yard@village Title = "&+WThe Old Seadog&*" Desc = ^ You are standing in the 'Old Seadog' inn. The inn radiates age and charm, with its oak beam roof, and many seafaring momentos secured firmly around the walls. Even the bar is a single thick oak slab, worn and chipped with years of service to rowdy sailors. The door out is west. ^ EndLocation = "Seadog" Location = "Behind" East = Barman@village West = Seadog@village Down = Steps@village Title = "&+WBehind The Bar&*" Desc = ^ You are standing behind the bar of the 'Old Seadog'. The bar surface is worn and pitted from years and years of heavy use. Names are carved into its surface, 'Black Sea Pete', 'Grey Hook', 'Moog The Kipper', no doubt some of the pirates who long ago made this their haunt. A narrow stairway leads down, and a small room can be seen through a low doorway to the east. ^ EndLocation = "Behind" Location = "Barman" West = Behind@village Title = "&+WBarman's Room&*" Desc = ^ You are crouched in the barman's small, and very personalized room. The walls have a large collection of battered naval memorabilia fastened securely to them. Indeed, even the lone window is a porthole, giving the room that distinctive sea-cabin look. A single low doorway leads west into the inn proper. ^ EndLocation = "Barman" Location = "Steps" Up = Behind@village Down = Cellar@village Title = "&+WCellar Steps&*" Desc = ^ You are standing on the narrow, precarious steps which lead down into the cellars of the inn. A pale shaft of light shines down from the top of the steps, revealing the cellars below. ^ EndLocation = "Steps" Location = "Shore" East = Jetty@village West = Road2@village LFlags = Outdoors Title = "&+WVillage Shore&*" Desc = ^ You stand on the sea shore, to the east of the village. A narrow jetty leads east out into the waves. The road also leads westwards back into the center of the village. ^ EndLocation = "Shore" Location = "Jetty" East = sea_2@sea West = Shore@village North = eastcoast30@eastcoast LFlags = Outdoors Title = "&+WThe Jetty&*" Desc = ^ You stand on the jetty, looking east across the waves. A path leads west along the jetty back to the village. To the north you can see the remains of the old village defense wall. ^ EndLocation = "Jetty" Location = "Well1" LFlags = Death Title = "&+WDown The Well&*" Desc = ^ You slip and lose your grip, then plunge helplessly into the waters below... ^ EndLocation = "Well1" Location = "Well2" East = Tunnel@village Up = Alley@village Down = Well1@village Title = "&+WDown The Well&*" Desc = ^ You are hanging part of the way down the village well, looking upwards towards the light above. The well descends further but it gets very slippery. A narrow passage leads east into absolute darkness. ^ EndLocation = "Well2" Location = "Tunnel" East = Dirt@village West = Well2@village LFlags = Dark Title = "&+WNarrow Tunnel&*" Desc = ^ You are squeezing down a narrow dirt tunnel, quite crudely dug, and supported with old ships timbers. The tunnel leads westwards towards a faint light, or descends steeply to the east. ^ EndLocation = "Tunnel" Location = "Dirt" North = Slanted@village East = Chamber@village West = Tunnel@village LFlags = Dark Title = "&+WDirt Tunnel&*" Desc = ^ You are clambering along a low dirt tunnel which leads east and west. A wider tunnel joins from the north. ^ EndLocation = "Dirt" Location = "Chamber" South = Passage@village West = Dirt@village LFlags = Dark Title = "&+WDim Chamber&*" Desc = ^ You are standing in a dim, and secret chamber deep underground. Narrow rough passages lead west and south. ^ EndLocation = "Chamber" Location = "Passage" North = Chamber@village Up = ^bot_boards@village LFlags = Dark Title = "&+WPassage End&*" Desc = ^ The passage here ends with a blank stone wall, possibly foundations to a building. Above you is a set of floorboards. ^ EndLocation = "Passage" Location = "Cellar" Up = Steps@village Down = ^top_boards@village Trap = all @ switch(event) { case E_ONTIMER: if (randperc() < 10) sendf(LOC_VILLAGE_CELLAR ,"The floorboards creak alarmingly as you move around.\n"); break; default: break; } @ EndTrap LFlags = Dark Title = "&+WCellars&*" Desc = ^ You are stooped down low, in the cellars of the 'Old Seadog'. The room is dark and shadowy lit only by a pale light from high above at the top of the steps. The room stinks of cheap ale and rotting wood. ^ EndLocation = "Cellar" Location = "Slanted" North = Narrow@village South = Dirt@village LFlags = Dark Title = "&+WSlanted Tunnel&*" Desc = ^ You are clambering down a fairly wide earthen passage which descends from a junction of passages towards a turning of some sort. The dirt floor is hard, as if heavy objects have passed this way many times. ^ EndLocation = "Slanted" Location = "Narrow" East = Cave@village South = Slanted@village LFlags = Dark Title = "&+WNarrow Tunnel&*" Desc = ^ You are clambering down a narrow tunnel which slopes downwards and east turning from the south. From the east you can smell the sea and hear the sound of waves against the shore... ^ EndLocation = "Narrow" Location = "Cave" East = Cove@village West = Narrow@village Title = "&+WSea Cave&*" Desc = ^ You are standing in a low, reasonably dry sea cave. The cave echoes the gentle pounding of the waves on the sandy beach to the east. A single narrow passage leads west into darkness. ^ EndLocation = "Cave" Location = "Cove" East = sea_7@sea Up = ^ladder2pirate@pirate West = Cave@village Title = "&+WSecret Cove&*" Desc = ^ You are standing in a secret cove surrounded by high black crags. A narrow cavemouth leads west into darkness. The rocks and pounding surf along the shore here makes launching boats well nigh impossible. ^ EndLocation = "Cove" Location = "Hospital" North = Track@village LFlags = Peace Title = "&+WThe Village Hospital&*" Desc = ^ You are in the waiting room of the hospital. On the south wall is a door with a sign reading "Emergency" above it. From the sounds coming from within, it seems as if the doctors are frantically trying to save someone. ^ EndLocation = "Hospital" Location = "Shed" East = Yard@village LFlags = Dark Title = "&+WRotting Boat Shed&*" Desc = ^ As you enter the smell of old, rotting mouldy wood surrounds you. The shed is cluttered with old broken boats, fishing nets and other useless rubbish. ^ EndLocation = "Shed" Location = "Road3" North = Road4@village South = Road2@village LFlags = Outdoors Title = "&+WVillage Road&*" Desc = ^ You are follow a narrow street of the village which leads north and south. This road looks to have been constructed more recently than the old main street of the village. ^ EndLocation = "Road3" Location = "Road4" North = Road5@village South = Road3@village West = Road6@village LFlags = Outdoors Title = "&+WMain Street&*" Desc = ^ You are at an intersection in the village road. To the north you can see some shops, amongst which there is what looks like a weapons shop. The west leads to accommodation, the bank and some other stores, while to the south is the older part of the village. ^ EndLocation = "Road4" Location = "Road5" North = Road8@village South = Road4@village West = Saloon1@village LFlags = Outdoors Title = "&+WMain Street&*" Desc = ^ The newly built main street might well become the main street of the town. This part of it heads north-south. To the west is a saloon. Looks like a pretty mean place to go. ^ EndLocation = "Road5" Location = "Road6" North = Saloon1@village East = Road4@village West = Road7@village LFlags = Outdoors Title = "&+WMain Street&*" Desc = ^ The newly built main street might well become the main street of the town. This part of it heads east-west. To the north is a saloon. Looks like a pretty mean place to go. ^ EndLocation = "Road6" Location = "Road7" North = Bank@village East = Road6@village LFlags = Outdoors Title = "&+WMain Street&*" Desc = ^ Standing in Main street, there is a bank to the north, and the back of the church is to the south. ^ EndLocation = "Road7" Location = "Road8" North = Road9@village East = Armory@village South = Road4@village West = Weaponshop@village LFlags = Outdoors Title = "&+WMain Street&*" Desc = ^ You see an armory to the East and a weapons shop to the West. The Main street continues to the north and south. ^ EndLocation = "Road8" Location = "Road9" North = Road10@village East = Store@village South = Road8@village West = Locksmith@village LFlags = Outdoors Title = "&+WMain Street&*" Desc = ^ Standing near the northern end of main street, you can see a general store on the eastern side of the road. While on the west there is a strange looking little shop. ^ EndLocation = "Road9" Location = "Road10" South = Road9@village East = entry@lww LFlags = Outdoors, NoMobile Title = "&+WMain Street&*" Desc = ^ This is the northern end of main street. An old gatehouse still stands here although it serves no purpose anymore. The thick wooden gates that used to protect the city from the outside wold have been removed. There are a few houses around here. A small path leads north from here towards a large farm. ^ EndLocation = "Road10" Location = "Armory" West = Road8@village Title = "&+WArmory&*" Desc = ^ Looking around this shop, you see piles of useless armor. The time it would take to look through it all for something useful you decide isn't worth it. ^ EndLocation = "Armory" Location = "Weaponshop" East = Road8@village Title = "&+WWeapons Shop&*" Desc = ^ This store has been abandoned for some time. The cob webs have built up across the single room shop. There are several tables, and in the back you notice an old forge. Unused for a long time. ^ EndLocation = "Weaponshop" Location = "Locksmith" East = Road9@village Title = "&+WLocksmith's&*" Desc = ^ This run down little building apparently serves as a shop for the local locksmith. The air smells of dust, and something rotting. Looking round you are unable to find the source of the smell, but understand why no one comes in here. ^ EndLocation = "Locksmith" Location = "Store" West = Road9@village Title = "&+WGeneral Store&*" Desc = ^ The store is packed tight with shelves containing various items that towns people would need for there every day lives. But not a lot of good to a seasoned adventurer like you. There is a small bakery over by the southern wall, opposite the counter where you would pay for the items you wanted. ^ EndLocation = "Store" Location = "Bank" South = Road7@village West = Office@village Down = Vault1@village Title = "&+WThe Bank&*" Desc = ^ This is only a small bank, the village has yet to grow sufficiently to support anything larger. The counter is on the western side of the bank behind which lies the managers office. There is a set of stairs leading down. ^ EndLocation = "Bank" Location = "Office" East = Bank@village Title = "&+WManager's office&*" Desc = ^ Entering a well decorated room, you see a large book shelf, filled with interesting titles, several chairs and a window looking out into some trees. ^ EndLocation = "Office" Location = "Vault1" North = ^Outer_door@village Up = Bank@village Title = "&+WBefore the Vault&*" Desc = ^ At the bottom of the stairs you enter a small, cold steel walled chamber. There is a single door in the north wall made of thick steel bars. ^ EndLocation = "Vault1" Location = "Vault2" South = ^Inner_door@village Title = "&+WVault&*" Desc = ^ Luckily the vault itself is open. You enter a small, dull room made completely of steel. There are many shelves, and lockable drawers lining the walls. ^ EndLocation = "Vault2" Location = "Saloon1" East = Road4@village South = Road6@village Title = "&+WThe bar&*" Desc = ^ A smoke filled saloon is filled with people. Looking around you see several tables, and a bar toward the north. There are exits back into the fresh air outside, heading both south and east. ^ EndLocation = "Saloon1"