/********************************************************* * FEMNAZ.ZONE * * Author: Rex and Random * * Notes: Distribute with full DYRT distribution only * * Edited by Rex on 30 September 1996 * *********************************************************/ #include "undef.h" #include "cflags.h" #include "exits.h" %zone:femnaz %mobiles Name = femmie PName = "Femmie" Location = tower2 Strength = 120 Damage = 10 Aggression = 80 Speed = 5 SFlags { Female } Description = "A die-hard Femmenazi glares at you contemptuously." Examine = " You are looking at an Arnold Schwarzeneger with two X chromosomes." End = femmie Name = pike PName = "The Pike" Location = pikeroom Strength = 60 Damage = 10 Speed = 0 Description = "A pike swims sluggishly by." Examine = "The pick swims lazily... lazy... just like a man." End = pike Name = curly PName = "Curly" Location = curlyroom Strength = 90 Damage = 10 Aggression = 75 Speed = 0 Description = "This pirahna bears a striking resemblance to Curly Stoodge." Examine = "But is that really surprising? After all, he IS male." End = curly Name = goldfish PName = "The Goldfish" Location = goldroom Strength = 90 Damage = 10 Aggression = 75 Speed = 0 Description = "A goldfish glides gracefully by." End = goldfish Name = moe PName = "Moe" Location = moeroom Strength = 90 Damage = 10 Aggression = 75 Speed = 0 Description = "This pirahna bears a striking resemblance to Moe Stoodge." Examine = "Moe is rather bland looking. Nothing special here." End = moe Name = guppy PName = "The Guppy" Location = guppyroom Strength = 60 Damage = 10 Speed = 0 Description = "A guppy nibbles at your toe." Examine = "About the size of the average male... oh... nevermind." End = guppy Name = larry PName = "Larry" Location = larryroom Strength = 90 Damage = 10 Aggression = 75 Speed = 0 Description = "This pirahna bears a striking resemblance to Larry Stoodge." Examine = "This particular fish is... uh... intellectually challenged." End = larry Name = seahorse PName = "The Seahorse" Location = searoom Strength = 60 Damage = 10 Speed = 0 Description = "A seahorse bobs lazily by." Examine = " He looks rather at-ease despite his maleness; or perhaps because of it." End = seahorse Name = tom Location = tomroom Strength = 90 Damage = 10 Aggression = 75 Speed = 0 Description = "This vicious pirahna looks like a run-of-the-mill Tom." End = tom Name = turtle PName = "The Turtle" Location = turtleroom Strength = 50 Damage = 10 Aggression = 40 Speed = 0 Description = "A snapping turtle tries to take a chunk out of you!" Examine = " This turtle gets along fine with the Femmenazis... nothing gets through its thick armour." End = turtle Name = dick Location = dickroom Strength = 90 Damage = 10 Speed = 0 Description = "This vicious pirahna looks like a run-of-the-mill Dick." Examine = "You sicko! This is NOT what you think!" End = dick Name = shrimp PName = "The Shrimp" Location = shrimproom Strength = 50 Damage = 10 Speed = 0 Description = "A vicious-looking shrimp crawls by." Examine = " This shrimp has had JUST about enough abuse and is SICK and TIRED of being thought of as an easy mobile." End = shrimp Name = harry PName = "Harry" Location = harryroom Strength = 90 Damage = 10 Speed = 0 Description = "This vicious pirahna looks like a run-of-the-mill Harry." End = harry Name = crab PName = "Sebastian" Location = crabroom Strength = 55 Damage = 10 Aggression = 50 Speed = 0 Description = " Sebastian looks around and mumbles 'weemon... I tell you...'." Examine = " The Femmenazis happen to think that Sebastian is the impossible one." End = crab Name = batman PName = "Batman" Location = batroom Strength = 90 Damage = 10 Aggression = 75 Speed = 0 Description = " This pirahna bears a striking resemblance to the Caped Crusader." Examine = " Those years of parading around in tights have definitely unbalanced our 'hero'." End = batman Name = bottomfeeder PName = "The Bottomfeeder" Location = feederroom Strength = 60 Damage = 10 Speed = 0 Description = "A slime-sucking bottomfeeder wiggles by." Examine = "Hm.... reminds me of a man." End = bottomfeeder Name = robin PName = "Robin" Location = robinroom Strength = 90 Damage = 10 Aggression = 75 Speed = 0 Description = " This pirahna resembles Robin: the sidekick of the Caped Crusader." Examine = " Not many people know that this particular sidekick is an Aussie." End = robin Name = jellyfish PName = "The Jellyfish" Location = jellyroom Strength = 60 Damage = 10 Speed = 0 Description = "A spineless wimp of a jellyfish swims by." Examine = "Spineless + wimp = Male" End = jellyfish Name = PMS PName = "PMS" Location = dungeon2 Strength = 200 Damage = 10 Aggression = 95 Speed = 0 SFlags { Female } Description = " The evil PMS monster glares at you, clearly in a VERY bad mood." Examine = " This hulking, monstrous thing is too horrible to even describe." End = PMS Name = testo PName = "Testo" Location = dungeon3 Strength = 75 Damage = 10 Speed = 0 Description = " A whipped and wimpy testosterone monster sulks in the corner." Examine = "This monster reeks of futile aggression and self-pity." End = testo Name = ego PName = "Ego" Location = dungeon4 Strength = 200 Damage = 15 Aggression = 30 Speed = 0 Description = "A huge hulking beast glares at you menacingly." Examine = " Frothing at the mouth, this creature looms huge in its own mistaken glory." End = ego Name = estro PName = "Estro" Location = dungeon5 Strength = 200 Damage = 10 Speed = 0 SFlags { Female } Description = "A flaky estrogen monster sobs at you from the corner." Examine = " This flighty bit of goods is never sure of her emotional state." End = estro Name = nag PName = "The Nag" Location = dungeon7 Strength = 150 Damage = 10 Aggression = 90 Speed = 0 SFlags { Female } Description = "A baggy old lady scowls at you." Examine = " The old nag waves at you with the sagging skin of her biceps." End = nag Name = dave PName = "Dave" Location = dungeon9 Strength = 20 Damage = 2 Aggression = 97 Speed = 0 Description = " A poor wimpy male prisoner sulks here, glaring at you viciously." Examine = "Hmm... kinda resembles Imzadi." End = dave Name = piggy PName = "Piggy" Location = dungeon11 Strength = 60 Damage = 10 Aggression = 50 Speed = 0 Description = " A Male Chauvinist Pig sits here, a prisoner of the Femmenazis." Examine = "Hmm... kinda resembles Imzadi." End = piggy %objects Name = box Location = IN_ROOM:tower2 State = 1 MaxState = 1 BValue = 20 Size = 1 Weight = 1 OFlags { Openable Container } Desc[0] = "There is an open box lying here." Desc[1] = "A small box lies here. It is closed." Examine = "The box reads 'Trojan'." End = box Name = condom Location = IN_CONTAINER:box BValue = 10 Size = 1 Weight = 1 Desc[0] = "There is a condom lying here. How gross!" Examine = "This is a Trojan Ribbed: the condom of champions." End = condom Name = nuprin AltName = food Location = CARRIED_BY:PMS BValue = 10 Size = 1 Weight = 1 OFlags { Food } Desc[0] = "There is a bottle of Nuprin lying here." Examine = "Little.... yellow.... different." End = nuprin Name = sign Location = IN_ROOM:entry OFlags { NoGet } Desc[0] = "A crude sign of GIGANTIC PROPORTIONS has been tacked here." Examine = " The sign reads as follows: Due to the overwhelming number of ANNOYING adventurers desecrating our beloved castle, we are hereby declaring war on this MUD. We have moved our base of operations to our war camp to facilitate the taking of further steps toward the utter destruction of our vile enemies. THIS MEANS YOU!!! BE WARNED! We WILL be ready for you, and the penis party WILL end! Signed, The Generals" End = sign Name = banner Location = IN_ROOM:entry OFlags { NoGet } Desc[0] = "A long banner is displayed on the wall here." Examine = "It reads: 'Welcome to Hell'." End = banner Name = pamphlet Location = IN_ROOM:tower1 BValue = 10 Size = 1 Desc[0] = "A small pamphlet lies here." Examine = "The pamphlet is entitled: 'How to Pick and Train your Man'." End = pamphlet Name = article Location = IN_ROOM:tower2 BValue = 10 Size = 1 Desc[0] = "A clipped article lies here for all to read." Examine = "The title reads: 'Rapist Killed by Angry Woman'." End = article Name = leaflet Location = IN_ROOM:tower3 BValue = 10 Size = 1 Desc[0] = "A thin leaflet lies here." Examine = " This leaflet is a warning about AIDS and the evil men who carry it." End = leaflet Name = flyer Location = IN_ROOM:tower4 BValue = 10 Size = 1 Desc[0] = "A small flyer lies here." Examine = "The flyer gives tips on beating PMS." End = flyer Name = ad Location = CARRIED_BY:femmie BValue = 10 Size = 1 Desc[0] = "A long informational ad lies here." Examine = " The ad informs men on why it is so difficult to be a woman in today's world." End = ad Name = heatingpad AltName = pad Location = IN_ROOM:dungeon12 BValue = 200 Size = 3 Weight = 4 Desc[0] = "A warm heating pad lies here." End = heatingpad Name = flagstone1 PName = flagstone AltName = stone Location = IN_ROOM:dungeon6 State = 1 MaxState = 1 Linked = flagstone2 OFlags { NoGet PushToggle } Desc[0] = " A large flagstone has been pushed aside, revealing a passage to the north." Desc[1] = "A large flagstone looks a bit loose from the floor." Examine = "It looks kind of heavy, but maybe you can move it." End = flagstone1 Name = flagstone2 PName = flagstone AltName = stone Location = IN_ROOM:escape State = 1 MaxState = 1 Linked = flagstone1 OFlags { NoGet PushToggle } Desc[0] = " The flagstone to the south has been moved, allowing access to the castle." Desc[1] = "A huge flagstone blocks your way south." Examine = "It looks heavy, but you might be able to move it." End = flagstone2 Name = orb Location = IN_ROOM:maze20 BValue = 5000 Size = 2 Weight = 10 Desc[0] = "There is a smallish orb lying here." Examine = "Although it is not all that impressive in size, it is made of gold and diamond, and is definitely very valuable. I guess it was worth going through the maze afterall!" End = orb %locations /* 1*/ path n:moat s:WATERFALL@BLIZZARD; lflags { Outdoors RealTime } Overgrown Path^ Leading north is a slightly overgrown path winding through the trees and rocks. You feel uneasy as you remember tales of a horrid castle run entirely by evil Femmenazis. You see sunlight glittering off of white stone in the distance to the north. ^ /* 2 */ moat s:path n:bridge; lflags { Outdoors RealTime } On the Drawbridge^ You are standing on the rotting remains of a drawbridge. Looking down into the murky gloom of the moat, you can spy the silvery bodies of fish darting here and there. ^ /* 3 */ bridge s:moat n:entry w:pikeroom e:jellyroom; lflags { Outdoors RealTime } On the Drawbridge^ Here you find your footing to be more sure as the wood seems to be better- preserved. ^ /* 4 */ entry s:bridge n:yard2 w:hela e:athena; lflags { Outdoors NoMobiles RealTime } Entrance to Castle Femmenazi^ You are standing in the entrance hall of an enormous stone castle. Looking at the walls you realize that this castle must have been carved out of one enormous piece of stone. Surely this must be the work of women, for no man could ever conceive of such a thing, much less complete it! ^ /* 5 */ hela e:entry w:queen; lflags { RealTime } Shrine to Hela^ A bust of Hela, the Norn Goddess of the Dead and the Underworld, sits atop an onyx pedestal. Truly this woman caused much suffering to many men. The Femmenazis idolize her. ^ /* 6 */ queen e:hela w:stairs4; lflags { RealTime } Shrine to Queen^ This female entity of the psychic world has the Femmenazi attitude for creating havoc, destruction, and overall mayhem. This room's oppressive decor makes you feel faintly uncomfortable. ^ /* 7 */ stairs4 u:tower4 n:tgore e:queen; lflags { RealTime } Southwest Stairs^ You can follow this grand staircase up to the southwest tower of the castle. The stairway is dark and forboding. ^ /* 8 */ tower4 d:stairs4; lflags { RealTime } Southwest Tower^ This is the Femmenazi Training Room, (FTR). All young women can take classes in self-defense, verbal abuse, nasty attitudes, property damage, and the all-time favourite; male-bashing. ^ /* 9 */ tgore s:stairs4 n:wonder; lflags { RealTime } Shrine to Tipper Gore^ Decicated remains of Kiss dolls, Ozzie Ozbourne parafinalia, and other heavy metal artifacts are strewn over the altar. There is a big picture of Tipper surrounded by candles here. Your skin crawls. ^ /* 10 */ wonder n:joan s:tgore; lflags { RealTime } Shrine to Wonder Woman^ Magic gold bracelets are mounted on a mahogany base, silent testament to the many battles against the evils of man. Wonder Woman was inducted into the ranks of the Femmenazis for her upstaging of the Man of Kleenex himself, Superman. ^ /* 11 */ joan n:cat s:wonder; lflags { RealTime } Shrine to Joan of Arc^ This room is filled with thousands of white candles. The light reflects off of the guilded shrine of the sainted Joan of Arc. The walls are draped in white silk. In this room only, there is a white marble floor. Please remove your footwear when you come to worship this divine departed sister. ^ /* 12 */ cat n:stairs1 s:joan; lflags { RealTime } Shrine to Cat Woman^ Batman and Robin dolls are hanging from the wall here, many pins stuck in them. Every good Femmenazi knows that Cat Woman did indeed vanquish her nasty male enemies, the despicable Batman and his evil sidekick Robin. ^ /* 13 */ stairs1 u:tower1 d:dungeon1 s:cat e:witch; lflags { RealTime } Northwest Stairs^ This grand stone staircase winds up to the northwest tower and down to the lower levels. ^ /* 14 */ tower1 d:stairs1; lflags { RealTime } The Northwest Tower^ This is the Propaganda Room. The Femmenazis gather here to put out their various pieces of literature on many subjects dealing with men; such as curfews, visiting hours, pregnancy and birth control, and testosterone regulation. ^ /* 15 */ witch w:stairs1 e:ursula; lflags { RealTime } Shrine to the Wicked Witch^ Some outdoorsy elements are worked into this room. Some twisted trees stand in pots on either side of a large black cauldron. Hundreds of strange things stand in jars. You think on of those jars my hold male... EEEEWWWWW!!! ^ /* 16 */ ursula e:medusa w:witch; lflags { RealTime } Shrine to Ursula^ Blue cellophane covers the walls to give this shrine an underwater look. Plastic fish and a crab resembling Sebastian are glued to the fake water. This room is really tacky. The Femmenazi who decorated this probably threw Tupperware parties in a former life. ^ /* 17 */ medusa e:she w:ursula; lflags { RealTime } Shrine to Medusa^ There appear to be lots of stone statues here. They seems somehow familiar. At the base of each statue you see odd runes that look like: K#+EN~D*E>R R*E&NDo;O;R I'MZ~&%A*D/I R~I*$C+K J#I@!%M S*$C%H*!O?N I@T=#H~O~&R T*&%HR!A#(#C&*E K~&!A*G~%A*N T%#H1U!N$D(ER T*R~~A)C*O#N Z!AR#N*IW~OO@P D~@E)*(TO@X K*(&^I!$~R@O E!R#$IO@$N~D E*#S*O~X ^ /* 18 */ she e:mal w:medusa; lflags { RealTime } Shrine to She-Ra^ A powerful golden sword is embedded in an anvil here. A winged headdress sits at its base. The Femmenazis like her because they know that she outshines He-Man anytime. Besides... she's good-looking. ^ /* 19 */ mal e:stairs2 w:she; lflags { RealTime } Shrine to Malefiscence^ The smell of evil, ichorous incense fills this room. In the smoky light you can just make out a spinning wheel in the corner. Somehow you feel that you shouldn't go play with it, tho that feeling could stem from the fact that the Femmenazis would be very upset at you for even considering doing any domestic work. You do NOT want to upset a Femmenazi... ^ /* 20 */ stairs2 u:tower2 d:dungeon12 s:shriek w:mal; lflags { RealTime } The Northeast Stairs^ You can follow a large marble staircase up to the Northeast Tower or down into the dungeons from here. ^ /* 21 */ tower2 d:stairs2; lflags { RealTime } The Northeast Tower^ This is a meeting room where the Femmenazis who live here can come to discuss hot topics such as curfews for men, visiting hours, leash laws, and whether or not men should be allowed into Ladies Nite at their favorite bar. ^ /* 22 */ shriek n:stairs2 s:cleo; lflags { RealTime } Shrine to Shriek^ Shriek is a serial kiler. 'Nuff said? ^ /* 23 */ cleo n:shriek s:jane; lflags { RealTime } Shrine to Cleopatra^ The sarcophagus of Lady Cleopatra stands in the middle of the room, heavily adorned and enameled. No wonder these people were so well-preserved. Next to the monument stands a tall plastic palm tree. Stuffed into its branches is an asp. ^ /* 24 */ jane n:cleo s:hulk; lflags { RealTime } Shrine to Calamity Jane^ A tattered and shot-up outfit lies here on a board covered with velvet. Calamity Jane was a great gunfighter in the American Old West. Why she felt she had to disguise herself as a man no Femmenazi will ever understand. But none the less... they liked her. ^ /* 25 */ hulk n:jane s:stairs3; lflags { RealTime } Shrine to She-Hulk^ This shrine more resembles a weight-lifting room. Bar-bells and weights lie scattered here and there, but then again... no Femmenazi was ever known for her ability to clean house. ^ /* 26 */ stairs3 u:tower3 n:hulk w:siren; lflags { RealTime } Southeast Stairs^ You can follow this grand staircase up to the southeast tower of the castle. ^ /* 27 */ tower3 d:stairs3; lflags { RealTime } The Southeast Tower^ You have stepped into the Femmenazi Armoury. Looking around you can see hammers, chainsaws, explosives, rape whistles, a small rocket launcher or two, a few high-heeled shoes, and of course, the ever-popular cans of mace. ^ /* 28 */ siren e:stairs3 w:athena; lflags { RealTime } Shrine to Siren^ Probably one of the favorite Femmenazi heroines of all time... the Siren. She would lull men to a rocky isle with her voice, where they would drown; their boats destroyed on the rocks. She killed a good many men in her day... and caused a lot of ego-downers. ^ /* 29 */ athena e:siren w:entry; lflags { RealTime } Shrine to Athena^ Another of the Femmenazi heroines was Greek. See, the Greeks knew the score HOW many years ago??? Athena's breastplate, helmet, and spear are lined up against the wall, gleaming. This was one woman not to be trifled with. ^ /* 30 */ pikeroom w:curlyroom e:moat; lflags { Outdoors RealTime } On the Moat^ The water is so thick and viscous that you can walk on it. As you trudge through the murk and ooze you can feel fish nibbling at your toes. ^ /* 31 */ curlyroom n:goldroom e:pikeroom; lflags { Outdoors RealTime } On the Moat^ The water is so thick and viscous that you can walk on it. As you trudge through the murk and ooze you can feel fish nibbling at your toes. ^ /* 32 */ goldroom s:curlyroom n:moeroom; lflags { Outdoors RealTime } On the Moat^ The water is so thick and viscous that you can walk on it. As you trudge through the murk and ooze you can feel fish nibbling at your toes. ^ /* 33 */ moeroom s:goldroom n:larryroom; lflags { Outdoors RealTime } On the Moat^ The water is so thick and viscous that you can walk on it. As you trudge through the murk and ooze you can feel fish nibbling at your toes. ^ /* 34 */ guppyroom s:moeroom n:larryroom; lflags { Outdoors RealTime } On the Moat^ The water is so thick and viscous that you can walk on it. As you trudge through the murk and ooze you can feel fish nibbling at your toes. ^ /* 35 */ larryroom n:searoom s:guppyroom; lflags { Outdoors RealTime } On the Moat^ The water is so thick and viscous that you can walk on it. As you trudge through the murk and ooze you can feel fish nibbling at your toes. ^ /* 36 */ searoom e:tomroom s:larryroom; lflags { Outdoors RealTime } On the Moat^ The water is so thick and viscous that you can walk on it. As you trudge through the murk and ooze you can feel fish nibbling at your toes. ^ /* 37 */ tomroom e:turtleroom w:searoom; lflags { Outdoors RealTime } On the Moat^ The water is so thick and viscous that you can walk on it. As you trudge through the murk and ooze you can feel fish nibbling at your toes. ^ /* 38 */ turtleroom w:tomroom e:dickroom; lflags { Outdoors RealTime } On the Moat^ The water is so thick and viscous that you can walk on it. As you trudge through the murk and ooze you can feel fish nibbling at your toes. ^ /* 39 */ dickroom e:shrimproom w:turtleroom; lflags { Outdoors RealTime } On the Moat^ The water is so thick and viscous that you can walk on it. As you trudge through the murk and ooze you can feel fish nibbling at your toes. ^ /* 40 */ shrimproom s:harryroom w:dickroom; lflags { Outdoors RealTime } On the Moat^ The water is so thick and viscous that you can walk on it. As you trudge through the murk and ooze you can feel fish nibbling at your toes. ^ /* 41 */ harryroom n:shrimproom s:crabroom; lflags { Outdoors RealTime } On the Moat^ The water is so thick and viscous that you can walk on it. As you trudge through the murk and ooze you can feel fish nibbling at your toes. ^ /* 42 */ crabroom n:harryroom s:batroom; lflags { Outdoors RealTime } On the Moat^ The water is so thick and viscous that you can walk on it. As you trudge through the murk and ooze you can feel fish nibbling at your toes. ^ /* 43 */ batroom n:crabroom s:feederroom; lflags { Outdoors RealTime } On the Moat^ The water is so thick and viscous that you can walk on it. As you trudge through the murk and ooze you can feel fish nibbling at your toes. ^ /* 44 */ feederroom s:robinroom n:batroom; lflags { Outdoors RealTime } On the Moat^ The water is so thick and viscous that you can walk on it. As you trudge through the murk and ooze you can feel fish nibbling at your toes. ^ /* 45 */ robinroom n:feederroom w:jellyroom; lflags { Outdoors RealTime } On the Moat^ The water is so thick and viscous that you can walk on it. As you trudge through the murk and ooze you can feel fish nibbling at your toes. ^ /* 46 */ jellyroom e:robinroom w:moat; lflags { Outdoors RealTime } On the Moat^ The water is so thick and viscous that you can walk on it. As you trudge through the murk and ooze you can feel fish nibbling at your toes. ^ /* 47 */ yard1 e:yard2; lflags { Outdoors Party RealTime } Stone Bench^ A marble bench gleams invitingly, surrounded by climbing honeysuckle and gorgeous Black Jasmine. The ground is carpeted with pansies of all colors and a brilliant snapdragon or two. This place looks ideal to relax in. ^ /* 48 */ yard2 e:yard3 w:yard1 s:entry n:yard5; lflags { Outdoors Party RealTime } Courtyard Path^ You stand on a path that winds through the courtyard. On either side, you see beautiful beds of flowers and gleaming marble statues. The breeze here is colored with the flowers' perfumes and the soft nature of music. ^ /* 49 */ yard3 w:yard2; lflags { Outdoors Party RealTime } Rose Trellis^ Golden and scarlet roses cling tightly to a trellis that appears to be ancient. You can't be sure, but it seems that carnations are a predominant flower in this garden too. A marble angle stands impishly in the center of this bed of flowers. ^ /* 50 */ yard4 w:wonder e:yard5; lflags { Outdoors Party RealTime } Western Path^ The path leads into the castle and into the rest of the courtyard. The arched entryway into the castle looks dark and forboding. The sounds of birds chirping seems to help lighten the atmosphere a bit, though. ^ /* 51 */ yard5 n:yard8 s:yard2 e:yard6 w:yard4; lflags { Outdoors Party RealTime } Center of the Yard^ You stand at the center of the courtyard. The cobbled path leads off in all four directions. This place's gardens lend an aromatic delight to the area's atmosphere. Bright butterflies can be seen flitting here and there. ^ /* 52 */ yard6 w:yard5 e:jane; lflags { Outdoors Party RealTime } Eastern Path^ The path cuts east and west leading deeper into the courtyard and into the castle itself. You spy a small bird chirping at you from its nest high above. ^ /* 53 */ yard7 e:yard8; lflags { Outdoors Party RealTime } Fountain^ Beautiful pansies and mums flower here, creating a soft blanket of warm color, a striking background for the white marble fountain that stands here. A warm breeze gently caresses your skin. ^ /* 54 */ yard8 n:medusa s:yard5 e:yard7 w:yard9; lflags { Outdoors Party RealTime } Central Entrance^ The cobbled path leads straight into the castle and to the small garden beds on either side. The arched entrance to the castle is carved with intricate runes. ^ /* 55 */ yard9 e:yard8; lflags { Outdoors Party RealTime } Marble Angels^ Large marble angels lie here, covered in moss and lichen. More jasmine and honeysuckle cover the area. The warm breeze caresses your skin softly. ^ /* 56 */ dungeon1 u:stairs1 e:dungeon3; lflags { Dark NoMobiles } The Dungeon^ This dank and oppressive basement of the castle is the perfect setting for the Femmenazis to torture their victims. You can hear low moanings and coughing coming from the cells. ^ /* 57 */ dungeon2 s:dungeon3 e:dungeon4; lflags { Dark } The Dungeon^ This dank and oppressive basement of the castle is the perfect setting for the Femmenazis to torture their victims. You can hear low moanings and coughing coming from the cells. ^ /* 58 */ dungeon3 n:dungeon2 w:dungeon1 e:dungeon5; lflags { Dark } The Dungeon^ This dank and oppressive basement of the castle is the perfect setting for the Femmenazis to torture their victims. You can hear low moanings and coughing coming from the cells. ^ /* 59 */ dungeon4 e:dungeon6 w:dungeon2 s:dungeon5; lflags { Dark } The Dungeon^ This dank and oppressive basement of the castle is the perfect setting for the Femmenazis to torture their victims. You can hear low moanings and coughing coming from the cells. ^ /* 60 */ dungeon5 e:dungeon7 w:dungeon3 n:dungeon4; lflags { Dark } The Dungeon^ This dank and oppressive basement of the castle is the perfect setting for the Femmenazis to torture their victims. You can hear low moanings and coughing coming from the cells. ^ /* 61 */ dungeon6 n:^flagstone1 s:dungeon7 w:dungeon4 e:dungeon8; lflags { Dark } The Dungeon^ This dank and oppressive basement of the castle is the perfect setting for the Femmenazis to torture their victims. You can hear low moanings and coughing coming from the cells. ^ /* 62 */ dungeon7 n:dungeon6 e:dungeon9 w:dungeon5; lflags { Dark } The Dungeon^ This dank and oppressive basement of the castle is the perfect setting for the Femmenazis to torture their victims. You can hear low moanings and coughing coming from the cells. ^ /*63 */ dungeon8 e:dungeon10 w:dungeon6 s:dungeon9; lflags { Dark } The Dungeon^ This dank and oppressive basement of the castle is the perfect setting for the Femmenazis to torture their victims. You can hear low moanings and coughing coming from the cells. ^ /* 64 */ dungeon9 e:dungeon11 n:dungeon8 w:dungeon7; lflags { Dark } The Dungeon^ This dank and oppressive basement of the castle is the perfect setting for the Femmenazis to torture their victims. You can hear low moanings and coughing coming from the cells. ^ /* 65 */ dungeon10 w:dungeon8 s:dungeon11; lflags { Dark } The Dungeon^ This dank and oppressive basement of the castle is the perfect setting for the Femmenazis to torture their victims. You can hear low moanings and coughing coming from the cells. ^ /* 66 */ dungeon11 e:dungeon12 n:dungeon10 w:dungeon9; lflags { Dark } The Dungeon^ This dank and oppressive basement of the castle is the perfect setting for the Femmenazis to torture their victims. You can hear low moanings and coughing coming from the cells. ^ /* 67 */ dungeon12 w:dungeon11 u:stairs2; lflags { Dark NoMobiles } The Dungeon^ This dank and oppressive basement of the castle is the perfect setting for the Femmenazis to torture their victims. You can hear low moanings and coughing coming from the cells. ^ /* 68 */ escape s:^flagstone2 n:maze1; lflags { Dark } The Escape Tunnel^ Whew! You've found an escape from this horrible place! You only wish Dave could have been so lucky... ^ /* 69 */ maze1 n:maze2 s:escape; lflags { Outdoors Maze RealTime } In the Maze^ You have entered a large maze whose walls are made of well-pruned bushes. The bushes are tall enough that you can't see over them and so thick that you can't see through them. This maze is clearly an attempt to contain prisoners who may escape. The path continues straight ahead to the north. ^ /* 70 */ maze2 n:maze3 s:maze1 e:maze2 w:maze3; lflags { Outdoors Maze RealTime } In the Maze^ You have entered a large maze whose walls are made of well-pruned bushes. The bushes are tall enough that you can't see over them and so thick that you can't see through them. This maze is clearly an attempt to contain prisoners who may escape. Paths lead in all directions from here. ^ /* 71 */ maze3 e:maze4 s:maze2 w:maze3 n:maze4; lflags { Outdoors Maze RealTime } In the Maze^ You have entered a large maze whose walls are made of well-pruned bushes. The bushes are tall enough that you can't see over them and so thick that you can't see through them. This maze is clearly an attempt to contain prisoners who may escape. Paths lead in all directions from here. ^ /* 72 */ maze4 s:maze5 w:maze3 n:maze3 e:maze4; lflags { Outdoors Maze RealTime } In the Maze^ You have entered a large maze whose walls are made of well-pruned bushes. The bushes are tall enough that you can't see over them and so thick that you can't see through them. This maze is clearly an attempt to contain prisoners who may escape. Paths lead in all directions from here. ^ /* 73 */ maze5 e:maze6 n:maze4 s:maze5 w:maze4; lflags { Outdoors Maze RealTime } In the Maze^ You have entered a large maze whose walls are made of well-pruned bushes. The bushes are tall enough that you can't see over them and so thick that you can't see through them. This maze is clearly an attempt to contain prisoners who may escape. Paths lead in all directions from here. ^ /* 74 */ maze6 e:maze7 w:maze5 n:maze6 s:maze4; lflags { Outdoors Maze RealTime } In the Maze^ You have entered a large maze whose walls are made of well-pruned bushes. The bushes are tall enough that you can't see over them and so thick that you can't see through them. This maze is clearly an attempt to contain prisoners who may escape. Paths lead in all directions from here. ^ /* 75 */ maze7 n:maze8 w:maze6 s:maze7 e:maze6; lflags { Outdoors Maze RealTime } In the Maze^ You have entered a large maze whose walls are made of well-pruned bushes. The bushes are tall enough that you can't see over them and so thick that you can't see through them. This maze is clearly an attempt to contain prisoners who may escape. Paths lead in all directions from here. ^ /* 76 */ maze8 n:maze9 s:maze7 e:maze6 w:maze5; lflags { Outdoors Maze RealTime } In the Maze^ You have entered a large maze whose walls are made of well-pruned bushes. The bushes are tall enough that you can't see over them and so thick that you can't see through them. This maze is clearly an attempt to contain prisoners who may escape. Paths lead in all directions from here. ^ /* 77 */ maze9 w:maze10 s:maze8 e:maze7 n:maze8; lflags { Outdoors Maze RealTime } In the Maze^ You have entered a large maze whose walls are made of well-pruned bushes. The bushes are tall enough that you can't see over them and so thick that you can't see through them. This maze is clearly an attempt to contain prisoners who may escape. Paths lead in all directions from here. ^ /* 78 */ maze10 e:maze9 w:maze11 n:maze8 s:maze7; lflags { Outdoors Maze RealTime } In the Maze^ You have entered a large maze whose walls are made of well-pruned bushes. The bushes are tall enough that you can't see over them and so thick that you can't see through them. This maze is clearly an attempt to contain prisoners who may escape. Paths lead in all directions from here. ^ /*79 */ maze11 w:maze12 e:maze10 n:maze9 s:maze8; lflags { Outdoors Maze RealTime } In the Maze^ You have entered a large maze whose walls are made of well-pruned bushes. The bushes are tall enough that you can't see over them and so thick that you can't see through them. This maze is clearly an attempt to contain prisoners who may escape. Paths lead in all directions from here. ^ /* 80 */ maze12 n:maze13 e:maze11 w:maze9 s:maze10; lflags { Outdoors Maze RealTime } In the Maze^ You have entered a large maze whose walls are made of well-pruned bushes. The bushes are tall enough that you can't see over them and so thick that you can't see through them. This maze is clearly an attempt to contain prisoners who may escape. Paths lead in all directions from here. ^ /* 81 */ maze13 n:maze14 s:maze12 e:maze13 w:maze11; lflags { Outdoors Maze RealTime } In the Maze^ You're getting a bit sick of seeing the same thing every time you turn a corner. You hope there is a bench nearby that you can relax on. There seems to be a fork in the paths to the north. ^ /* 82 */ maze14 e:maze15 s:maze12 w:maze13 n:maze14; lflags { Outdoors maze RealTime } In the Maze^ It looks like your wish for a bench may have come true. To the east there is a small white bench that looks very inviting right now. ^ /* 83 */ maze15 e:maze16 n:maze14 w:maze13 s:maze12; lflags { Outdoors maze RealTime } In the Maze^ There is a small bench here where you can rest your tired bones while you try to figure your way out of this mess. ^ /* 84 */ maze16 w:maze17 e:maze16 n:maze15 s:maze14; lflags { Outdoors Maze RealTime } In the Maze^ You are standing in a large maze whose walls consist of well-pruned bushes. The bushes are tall enough that you can't see over them and so thick that you can't see through them. This maze is clearly an attempt to contain prisoners who may escape. Paths lead in all directions from here. ^ /* 85 */ maze17 s:maze18 n:maze15 e:maze16 w:maze17; lflags { Outdoors Maze RealTime } In the Maze^ You are standing in a large maze whose... aww... you know the story. Anyway, you can't help but wonder if you will ever reach the end of this bloody maze. ^ /* 86 */ maze18 e:maze19 n:maze16 s:maze14 w:maze15; lflags { Outdoors Maze RealTime } In the Maze^ Paths lead in all directions, but you think you see a tree off to the southwest. It doesn't look terribly far away, and it just might be the end of the maze. ^ /* 87 */ maze19 s:maze14 e:maze18 n:maze16 w:maze20; lflags {Outdoors Maze RealTime } In the Maze^ To the south of here is a very large oak tree that takes your breath away with its sheer size. Despite all of the trouble it took for you to get here, it was worth it just to see this spot. Maybe... Actually, it probably wasn't worth it at all. ^ /*88 */ maze20 n:maze19; lflags { Outdoors Maze RealTime } The Grand Oak^ After all your work, you reach the end of the maze. You are standing at the base of a huge oak tree. Oh joy oh rapture... you have finally arrived... at nothing. Well the area is pretty, and you wish that you had brought along a blanket, because this looks like a wonderful place for a picnic. ^