diff -bB ./maze1.rst old/maze1.rst
2,14c2,3
< The Maze Level 1: The maze was created by the builders to challenge and
< test their young. It as since become the home to serveral "tennants" who
< don't particularly care for visitors.
<
< Level 1 features a simple puzzle of "get the pegs & put them in their baskets".
< Successfull completion of the puzzle will gain exp and a +1 int necklace.
< Note the puzzle doesn't have to be solved to get through the maze - a feat
< which also yields a one-time exp prize. Each exp bonus may only be granted
< once per player, regardless of death.
<
< -Corbin
< ~
< 18 20 RESET-WHEN-EMPTY
---
> Put your description here....~
> 18 120 RESET-WHEN-EMPTY
diff -bB ./maze2.mob old/maze2.mob
1,57d0
< #1650
< gruesome specter~
< Gruesome specter~
< A gruesome specter is floating nearby~
< The specter is of a grotesque four-legged winged creature with a terrible,
< twisted face. The figurine appears to be giving you a look of rage.
< ~
< TRACKER|STAYAREA|RPUNCTURE|RSLASH|RCONCUSSIVE|RHEAT|RLASER|RACID|RPOISON INVIS|BREATHWATER|DARKVISION|SEEINVIS|HIDDEN|PHASEWALK 0 S
< 15 45 34 1d45+50 2d11+5
< 0 225
< STANDING NONE SEXLESS
< P
< @AFTERCOMMAND~
< {
< if(ObjectCount(EVENT_THING,1653)) {
< FightStart(CODE_THING,EVENT_THING);
< }
< }~
< #1651
< large spindly specter~
< Large spindly specter~
< A large spindly specter is floating nearby~
< The specter is of a tall, four-limbed creature. The limbs each have 6
< joints, and are thin to the point of fragility. The face is adorned by a
< long, slender beak and bulbous eyes. The beak-face appears to be twisted in
< rage... at YOU!
< ~
< TRACKER|STAYAREA|RPUNCTURE|RSLASH|RCONCUSSIVE|RHEAT|RLASER|RACID|RPOISON INVIS|BREATHWATER|DARKVISION|SEEINVIS|HIDDEN|PHASEWALK 0 S
< 15 45 34 1d45+50 2d11+5
< 0 225
< STANDING NONE SEXLESS
< P
< @AFTERCOMMAND~
< {
< if(ObjectCount(EVENT_THING,1654)) {
< FightStart(CODE_THING,EVENT_THING);
< }
< }~
< #1652
< stout blocky specter~
< Stout blocky specter~
< A stout blocky specter is floating nearby~
< The specter is a stout tri-pedal creature. Four horns protrude from the
< creature's face, which is centred in the middle of what could be considered
< it's chest. You can just make out its face, twisted in rage.
< ~
< TRACKER|STAYAREA|RPUNCTURE|RSLASH|RCONCUSSIVE|RHEAT|RLASER|RACID|RPOISON INVIS|BREATHWATER|DARKVISION|SEEINVIS|HIDDEN|PHASEWALK 0 S
< 16 48 37 1d48+50 3d11+5
< 0 240
< STANDING NONE SEXLESS
< P
< @AFTERCOMMAND~
< {
< if(ObjectCount(EVENT_THING,1655)) {
< FightStart(CODE_THING,EVENT_THING);
< }
< }~
diff -bB ./maze2.obj old/maze2.obj
1,115d0
< #1650
< gruesome statue~
< Gruesome Statue~
< A gruesome statue rests in the middle of the corridor.~
< The status is of a grotesque four-legged winged creature with a terrible,
< twisted face. The statue appears to be giving you a warm smile.
< ~
< OTHER DARK NOWEAR
< 0 0 0 0
< -1 0 0
< P
< @ENTRY~
< {
< if(ObjectCount(EVENT_THING,1653)==0) {
< SendAction(CODE_THING,EVENT_THING,SEND_DST|SEND_CAPFIRST,"^a$a $n bars your entry into the room.\n");
< BLOCK_CMD=TRUE;
< }
< }~
< #1651
< large spindly statue~
< Large spindly statue~
< A large, spindly statue looms ominously in the centre of the corridor.~
< The statue is of a tall, four-limbed creature. The limbs each have 6 joints,
< and are thin to the point of fragility. The face is adorned by a long,
< slender beak and bulbous eyes. The beak-face appears to be giving you a warm
< smile.
< ~
< OTHER DARK NOWEAR
< 0 0 0 0
< -1 0 0
< P
< @ENTRY~
< {
< if(ObjectCount(EVENT_THING,1654)==0) {
< SendAction(CODE_THING,EVENT_THING,SEND_DST|SEND_CAPFIRST,"^a$a $n bars your entry into the room.\n");
< BLOCK_CMD=TRUE;
< }
< }~
< #1652
< stout blocky statue~
< Stout blocky statue~
< A stout, blocky statue is here, blocking most of the corridor.~
< The statue is of a stout tri-pedal creature. Four horns protrude from the
< creature's face, which is centred in the middle of what could be considered
< it's chest. You can just make out a warm smile on its twisted face.
< ~
< OTHER DARK NOWEAR
< 0 0 0 0
< -1 0 0
< P
< @ENTRY~
< {
< if(ObjectCount(EVENT_THING,1655)==0) {
< SendAction(CODE_THING,EVENT_THING,SEND_DST|SEND_CAPFIRST,"^a$a $n bars your entry into the room.\n");
< BLOCK_CMD=TRUE;
< }
< }~
< #1653
< gruesome figurine~
< Gruesome figurine~
< A gruesome figurine is lying on the floor~
< The figurine is of a grotesque four-legged winged creature with a terrible,
< twisted face. The figurine appears to be giving you a look of rage.
< ~
< OTHER DARK NOWEAR
< 0 0 0 0
< 1 0 0
< A
< MOVE 246
< #1654
< large spindly figurine~
< Large spindly figurine~
< A large, spindly figurine is lying on the floor~
< The figurine is of a tall, four-limbed creature. The limbs each have 6
< joints, and are thin to the point of fragility. The face is adorned by a
< long, slender beak and bulbous eyes. The beak-face appears to be twisted in
< rage... at YOU!
< ~
< OTHER DARK NOWEAR
< 0 0 0 0
< 1 0 0
< A
< POWER 246
< #1655
< stout blocky figurine~
< Stout blocky figurine~
< A stout, blocky figurine is lying on the ground~
< The statue is of a stout tri-pedal creature. Four horns protrude from the
< creature's face, which is centred in the middle of what could be considered
< it's chest. You can just make out its face, twisted in rage.
< ~
< OTHER DARK NOWEAR
< 0 0 0 0
< 0 0 0
< A
< HIT 246
< #1656
< builder couch~
< Builder Couch~
< A builder couch is here... hmmm looks comfortable.~
< The builder couch looks like a long, slender bench covered in nice soft
< cushioning. Perhaps, by lying on the couch, you could PRACTICE here. (type
< "practice").
< ~
< OTHER GLOW NOWEAR
< 0 0 0 0
< -1 0 0
< P
< @COMMAND~
< {
< if(CharPractice(EVENT_THING,COMMAND,SF_APPORTATION,0,60)) {
< BLOCK_CMD=TRUE;
< stop;
< }
< }~
diff -bB ./maze2.rst old/maze2.rst
3,42c3
< 39 20 RESET-WHEN-EMPTY
< O 0 1656 1 1651 1 Builder Couch
< D 0 1653 4 13 Blue Crystal Cavern-up
< D 0 1653 2 13 Blue Crystal Cavern-south
< O 0 1654 200 1656 1 Large spindly figurine
< O 0 1655 200 1658 1 Stout blocky figurine
< O 0 1655 200 1663 1 Stout blocky figurine
< O 0 1653 200 1667 1 Gruesome figurine
< O 0 1654 200 1668 1 Large spindly figurine
< O 0 1655 200 1669 1 Stout blocky figurine
< O 0 1655 200 1672 5 Stout blocky figurine
< O 0 1652 1 1676 1 Stout blocky statue
< O 0 1655 200 1677 1 Stout blocky figurine
< O 0 1654 200 1679 1 Large spindly figurine
< O 0 1653 200 1682 1 Gruesome figurine
< O 0 1653 200 1683 1 Gruesome figurine
< O 0 1653 200 1694 1 Gruesome figurine
< O 0 1654 200 1698 1 Large spindly figurine
< M 0 1650 60 1700 5 Gruesome specter
< M 0 1651 60 1700 5 Large spindly specter
< M 0 1652 60 1700 5 Stout blocky specter
< O 0 1653 200 1710 1 Gruesome figurine
< O 0 1654 200 1711 1 Large spindly figurine
< O 0 1653 200 1715 1 Gruesome figurine
< O 0 1653 200 1721 1 Gruesome figurine
< O 0 1654 200 1724 1 Large spindly figurine
< O 0 1655 200 1730 1 Stout blocky figurine
< O 0 1655 200 1733 1 Stout blocky figurine
< O 0 1655 200 1740 1 Stout blocky figurine
< O 0 1651 1 1745 1 Large spindly statue
< O 0 1654 200 1746 5 Large spindly figurine
< O 0 1653 200 1748 5 Gruesome figurine
< O 0 1650 1 1749 1 Gruesome Statue
< M 0 1650 60 1753 5 Gruesome specter
< M 0 1651 60 1753 5 Large spindly specter
< M 0 1652 60 1753 5 Stout blocky specter
< O 0 1653 200 1757 1 Gruesome figurine
< O 0 1653 200 1758 1 Gruesome figurine
< O 0 1654 200 1762 1 Large spindly figurine
< O 0 1654 200 1775 1 Large spindly figurine
---
> 6 120 1
46c7,8
< $
---
> $~
> #999999
diff -bB ./maze2.wld old/maze2.wld
7c7
< 9 NOMOB|UNDEF3 CITY-OUTSIDE
---
> 9 UNDEF3 CITY-OUTSIDE
55c55
< ISDOOR|LOCKED|CLOSED -1 1657
---
> 0 -1 1657
60,63d59
< D4
< ~
< ~
< ISDOOR|LOCKED|CLOSED -1 1669
111c107
< ISDOOR|LOCKED|CLOSED -1 1653
---
> 0 -1 1653
280,283d275
< D5
< ~
< ~
< ISDOOR|LOCKED|CLOSED -1 1653
317c309
< 9 NOMOB CITY-OUTSIDE
---
> 9 UNDEF3 CITY-OUTSIDE
373c365
< 9 NOMOB|UNDEF3 CITY-OUTSIDE
---
> 9 UNDEF3 CITY-OUTSIDE
452,464d443
< P
< @AFTEREXIT~
< {
< str state;
< state="TheMazeLevel2-Solution";
< if(ExitGetDir(EXIT)==EDIR_UP) {
< if((PropertyGetInt(EVENT_THING,state)&8)==0) {
< SendAction(EVENT_THING,CODE_THING,SEND_SRC|SEND_ROOM|SEND_AUDIBLE,"^aYou hear joyfull music\n");
< CharGainExp(EVENT_THING,5000);
< PropertySetInt(EVENT_THING,state,PropertyGetInt(EVENT_THING,state)|8);
< }
< }
< }~
753c732
< 0 -1 1717
---
> 0 -1 1729
1357c1336
< 9 NOMOB CITY-OUTSIDE
---
> 9 UNDEF3 CITY-OUTSIDE
1375c1354
< 9 NOMOB CITY-OUTSIDE
---
> 9 UNDEF3 CITY-OUTSIDE
1403c1382
< 9 NOMOB CITY-OUTSIDE
---
> 9 UNDEF3 CITY-OUTSIDE
1417c1396
< 9 NOMOB CITY-OUTSIDE
---
> 9 UNDEF3 CITY-OUTSIDE
diff -bB ./maze3.obj old/maze3.obj
1,44d0
< #1800
< stone stone~
< small stone~
< a small stone is here~
< It's small, round, and made of rock.
< ~
< OTHER 0 NOWEAR
< 0 0 0 0
< 1 0 0
< #1801
< miniature obelisk~
< Miniature Obelisk~
< A miniature obelisk rests on the floor~
< The obelisk is about 60cm tall. It is made of a dark, black stone.
< ~
< OTHER AURA NOWEAR
< 0 0 0 0
< -1 0 0
< P
< @use~
< {
< int color;
< str action;
< color=CharGetExp(EVENT_THING)%4;
< if (color==0) {
< action="$n glows a bright red\n";
< } else
< if (color==1) {
< action="$n glows a brilliant blue\n";
< } else
< if (color==2) {
< action="$n glows a soothing yellow\n";
< } else
< if (color==3) {
< action="$n glows a pleasant green\n";
< }
< SendAction(CODE_THING,EVENT_THING,
< SEND_VISIBLE|SEND_ROOM|SEND_CAPFIRST,
< action);
< SendAction(CODE_THING,EVENT_THING,
< SEND_VISIBLE|SEND_DST|SEND_CAPFIRST,
< action);
< PropertySetInt(CODE_THING,"TheMazeLevel3-circle",color);
< }~
diff -bB ./maze3.rst old/maze3.rst
3,24c3
< 21 120 RESET-WHEN-EMPTY
< D 0 1803 2 25 Shimmering Room-south
< O 0 1800 200 1806 20 small stone
< O 0 1800 200 1806 20 small stone
< O 0 1800 200 1806 20 small stone
< O 0 1800 200 1806 20 small stone
< O 0 1800 200 1806 20 small stone
< O 0 1800 200 1806 20 small stone
< O 0 1800 200 1806 20 small stone
< O 0 1800 200 1806 20 small stone
< O 0 1800 200 1806 20 small stone
< O 0 1800 200 1806 20 small stone
< O 0 1800 200 1806 20 small stone
< O 0 1800 200 1806 20 small stone
< O 0 1800 200 1806 20 small stone
< O 0 1800 200 1806 20 small stone
< O 0 1800 200 1806 20 small stone
< O 0 1800 200 1806 20 small stone
< O 0 1800 200 1806 20 small stone
< O 0 1800 200 1806 20 small stone
< O 0 1800 200 1806 20 small stone
< O 0 1800 200 1806 20 small stone
---
> 6 120 1
28c7,8
< $
---
> $~
> #999999
diff -bB ./maze3.wld old/maze3.wld
29,32d28
< D2
< ~
< ~
< 0 -1 1802
37,864d32
< S
< #1802
< Shimmering Room~
< You are in a room with shimmering walls. There are footprints in the dust
< leading south. Your first set of footprints come in from the north. Can it
< be that you just walked right through a wall?! Wow, cool.
< ~
< 10 0 INDOORS
< D2
< ~
< ~
< HIDDEN -1 1803
< D0
< ~
< ~
< HIDDEN -1 1801
< S
< #1803
< Shimmering Room~
< You are in a room with shimmering walls. There are footprints in the dust
< leading south. If you have trouble following the footprints, perhaps you
< could try "look south" followed by "open south" or "open secret" or "open
< door".
< ~
< 10 0 INDOORS
< D0
< ~
< ~
< HIDDEN -1 1802
< D2
< a secret door
< ~
< secret door~
< ISDOOR|HIDDEN -1 1804
< S
< #1804
< Shimmering Room~
< You are in a room with shimmering walls. Footprints in the dust lead to
< the middle of the room and then stop. When you look UP, you don't see any
< apparent way UP. Perhaps you should try UP anyways, just in case UP works.
< ~
< 10 0 INDOORS
< D4
< ~
< ~
< HIDDEN -1 1805
< D0
< a secret door
< ~
< secret door~
< ISDOOR|HIDDEN -1 1803
< S
< #1805
< Shimmering Room~
< You are in a room with shimmering walls. Funny, you can see yourself to
< the north... and south... and east and west too! Strange. Maybe you should
< try UP again.
< ~
< 10 0 INDOORS
< D3
< ~
< ~
< 0 -1 1805
< D2
< ~
< ~
< 0 -1 1805
< D1
< ~
< ~
< 0 -1 1805
< D0
< ~
< ~
< 0 -1 1805
< D4
< ~
< ~
< HIDDEN -1 1806
< D5
< ~
< ~
< HIDDEN -1 1804
< S
< #1806
< Boundless landscape~
< You are in a boundless landscape. The ground is smooth and grey, but
< otherwise featureless. You can see clear to infinity in all directions.
< There is a sign here.
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1809
< D2
< ~
< ~
< 0 -1 1810
< D1
< ~
< ~
< 0 -1 1807
< D0
< ~
< ~
< 0 -1 1818
< D5
< ~
< ~
< HIDDEN -1 1800
< E
< sign~
< Welcome traveller.
<
< If you get stuck, go DOWN from
< anywhere and you will be returned to the Yellow Octagon. ~
< S
< #1807
< Boundless landscape~
< You are in a boundless landscape.
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1806
< D2
< ~
< ~
< 0 -1 1811
< D1
< ~
< ~
< 0 -1 1808
< D0
< ~
< ~
< 0 -1 1819
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1808
< Boundless landscape~
< You are in a boundless landscape.
< ~
< 10 0 CITY-OUTSIDE
< D5
< ~
< ~
< HIDDEN -1 1800
< D3
< ~
< ~
< 0 -1 1807
< D2
< ~
< ~
< 0 -1 1812
< D1
< ~
< ~
< 0 -1 1809
< D0
< ~
< ~
< 0 -1 1820
< S
< #1809
< Boundless landscape~
< You are in a boundless landscape.
< ~
< 10 0 CITY-OUTSIDE
< D5
< ~
< ~
< HIDDEN -1 1800
< D3
< ~
< ~
< 0 -1 1808
< D2
< ~
< ~
< 0 -1 1813
< D1
< ~
< ~
< 0 -1 1806
< D0
< ~
< ~
< 0 -1 1821
< S
< #1810
< Boundless landscape~
< You are in a boundless landscape.
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1813
< D2
< ~
< ~
< 0 -1 1814
< D1
< ~
< ~
< 0 -1 1811
< D0
< ~
< ~
< 0 -1 1806
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1811
< Boundless landscape~
< You are in a boundless landscape.
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1810
< D2
< ~
< ~
< 0 -1 1815
< D1
< ~
< ~
< 0 -1 1812
< D0
< ~
< ~
< 0 -1 1807
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1812
< Boundless landscape~
< You are in a boundless landscape.
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1811
< D2
< ~
< ~
< 0 -1 1816
< D1
< ~
< ~
< 0 -1 1813
< D0
< ~
< ~
< 0 -1 1808
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1813
< Boundless landscape~
< You are in a boundless landscape.
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1812
< D2
< ~
< ~
< 0 -1 1817
< D1
< ~
< ~
< 0 -1 1810
< D0
< ~
< ~
< 0 -1 1809
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1814
< Boundless landscape~
< You are in a boundless landscape.
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1817
< D2
< ~
< ~
< 0 -1 1818
< D1
< ~
< ~
< 0 -1 1815
< D0
< ~
< ~
< 0 -1 1810
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1815
< Boundless landscape~
< You are in a boundless landscape.
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1814
< D2
< ~
< ~
< 0 -1 1819
< D1
< ~
< ~
< 0 -1 1816
< D0
< ~
< ~
< 0 -1 1811
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1816
< Pillar square~
< Whoah. Like walking from night to day, you walk from the infinite
< wasteland into a square marked by four pillars. There is a ladder leading
< up.
< ~
< 10 0 CITY-OUTSIDE
< D4
< ~
< ~
< 0 -1 1822
< D3
< ~
< ~
< 0 -1 1815
< D2
< ~
< ~
< 0 -1 1820
< D1
< ~
< ~
< 0 -1 1817
< D0
< ~
< ~
< 0 -1 1812
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1817
< Boundless landscape~
< You are in a boundless landscape.
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1816
< D2
< ~
< ~
< 0 -1 1821
< D1
< ~
< ~
< 0 -1 1814
< D0
< ~
< ~
< 0 -1 1813
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1818
< Boundless landscape~
< You are in a boundless landscape.
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1821
< D2
< ~
< ~
< 0 -1 1806
< D1
< ~
< ~
< 0 -1 1819
< D0
< ~
< ~
< 0 -1 1814
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1819
< Boundless landscape~
< You are in a boundless landscape.
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1818
< D2
< ~
< ~
< 0 -1 1807
< D1
< ~
< ~
< 0 -1 1820
< D0
< ~
< ~
< 0 -1 1815
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1820
< Boundless landscape~
< You are in a boundless landscape.
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1819
< D2
< ~
< ~
< 0 -1 1808
< D1
< ~
< ~
< 0 -1 1821
< D0
< ~
< ~
< 0 -1 1816
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1821
< Boundless landscape~
< You are in a boundless landscape.
< ~
< 10 0 CITY-OUTSIDE
< D3
< ~
< ~
< 0 -1 1820
< D2
< ~
< ~
< 0 -1 1809
< D1
< ~
< ~
< 0 -1 1818
< D0
< ~
< ~
< 0 -1 1817
< D5
< ~
< ~
< HIDDEN -1 1800
< S
< #1822
< Circle of pillars~
< You are standing amidst a circle of pillars. Outside the circle, all is
< black.
< ~
< 10 0 CITY-OUTSIDE
< D0
< ~
< ~
< 0 -1 1823
< D1
< ~
< ~
< 0 -1 1824
< D2
< ~
< ~
< 0 -1 1825
< D3
< ~
< ~
< 0 -1 1826
< D5
< ~
< ~
< 0 -1 1822
< S
< #1823
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1824
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1825
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1826
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1827
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
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< #1828
< Type ^wWNAME^c to give this room a better title.~
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< #1829
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1830
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
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< upon it.
< ~
< 10 0 INDOORS
< S
< #1831
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
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< upon it.
< ~
< 10 0 INDOORS
< S
< #1832
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
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< upon it.
< ~
< 10 0 INDOORS
< S
< #1833
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
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< upon it.
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< 10 0 INDOORS
< S
< #1834
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
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< upon it.
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< 10 0 INDOORS
< S
< #1835
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
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< upon it.
< ~
< 10 0 INDOORS
< S
< #1836
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
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< upon it.
< ~
< 10 0 INDOORS
< S
< #1837
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
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< upon it.
< ~
< 10 0 INDOORS
< S
< #1838
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
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< upon it.
< ~
< 10 0 INDOORS
< S
< #1839
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1840
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
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< upon it.
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< 10 0 INDOORS
< S
< #1841
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
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< upon it.
< ~
< 10 0 INDOORS
< S
< #1842
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1843
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
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< upon it.
< ~
< 10 0 INDOORS
< S
< #1844
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
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< upon it.
< ~
< 10 0 INDOORS
< S
< #1845
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
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< upon it.
< ~
< 10 0 INDOORS
< S
< #1846
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
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< upon it.
< ~
< 10 0 INDOORS
< S
< #1847
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
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< upon it.
< ~
< 10 0 INDOORS
< S
< #1848
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1849
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1850
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1851
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1852
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1853
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1854
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1855
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1856
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1857
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
< S
< #1858
< Type ^wWNAME^c to give this room a better title.~
< You are standing in a completely featureless room. It awaits only a creators
< hand to stroke the keyboard spelling out the magic word ^wWDESC^b to breath life
< upon it.
< ~
< 10 0 INDOORS
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