dyrt/
dyrt/bin/
dyrt/data/MAIL/
dyrt/data/WIZ_ZONES/
dyrt/include/machine/
dyrt/src/misc/cpp/
/*********************************************************
* 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.
^