#AREA Newbie School~ #VERSION 2 AV-2-TXT-ZC~ #MAPFILE None~ #AUTHOR Greywolf~ #RANGES 1 50 0 50 $ #FLAGS 320 59 0 0 #CLUB None~ #ECONOMY 0 259052 #MOBILES #25502 temple protector~ The Protector~ A Protector of the Temple stands here, on the lookout for intruders! ~ ~ Unknown~ Unknown~ 3 650 400 C 0 0 37 0 0 200d20+15000 4d4+6 0 0 8 8 0 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 1 0 0 0 0 0 0 0 6155 > all_greet_prog 100~ if isnpc($n) or level($n) < 6 or isimmort($n) else shout BLOODY FOOL! Trying to cheat and re-enter the Newbie Area, $n! endif ~ | #25503 Jalyn guardian~ Jalyn~ Jalyn, the Guardian of truth stands here smiling warmly at you. ~ ~ Greywolf~ Sat Mar 25 16:29:11 2000~ 3 128 400 S 0 0 55 0 -300 0d0+0 0d0+0 1000000 0 8 8 1 > all_greet_prog 100~ if ispc($n) smile $n say Hello $n, welcome to The Age of the Ancients! shake $n say to the north you will find the Path of Learning, on which say you will learn all you need to know to survive in these realms! say Welcome friend, please, continue on your journey! mpforce $n wear all endif ~ | #25504 The Deer~ The Deer~ A tan colored Deer is here, grazing quietly amony the thick grass. ~ ~ Unknown~ Unknown~ 1 0 0 S 0 0 1 0 0 0d0+0 0d0+0 0 0 8 8 2 > rand_prog 69~ ~ | #25505 healer jaylenne~ Jaylenne~ A beautiful child stands before you, smiling and combing her hair. ~ This child is of unequalled beauty. Watching her smile and daydream brings thoughts of childhood and innocence to your mind. Her hair sparkles as she distractedly combs it. A sweet sigh escapes her mouth, making you want to hold her and protect her from growing up and loosing her innocence. She is definitely a creature not made to be attacked. ~ Unknown~ Unknown~ 67 128 1000 C 0 0 53 0 -200 5d5+10 0d0+0 0 0 8 8 0 13 13 13 13 13 13 13 0 0 0 0 0 1 5 0 0 3 2 1 0 0 0 0 0 0 0 0 > all_greet_prog 100~ if ispc($n) smile $n tell 0.$n I can cast helpful spells on you if you stay here with me. else endif ~ | #25506 beast monster creature hairy~ a mangy monster~ This hairy beast stands chained to the wall, growling at your presence. ~ ~ Unknown~ Unknown~ 3 0 900 S 0 0 5 20 9 2d6+10 1d5+0 34 0 8 8 1 #25507 janitor~ the janitor~ A janitor is walking around, cleaning up. ~ ~ Unknown~ Unknown~ 3 0 900 S 0 0 2 20 9 2d6+10 1d5+0 34 0 8 8 1 #25508 rat~ a rat~ A small rat shrieks and runs around. ~ The rat is a little evil creature that deserves death. ~ Unknown~ Unknown~ 7 0 -200 S 0 0 2 19 8 2d4+24 1d5+1 5 0 8 8 1 #25509 Buster Mover~ Buster Mover~ Buster stands before you, looking friendly ~ ~ Unknown~ Unknown~ 3 4194432 1000 S 0 0 1 0 0 0d0+0 0d0+0 0 0 8 8 0 > act_prog p has entered the game.~ if isimmort($n) else mpoload 21 1 give ball 0.$n mpforce 0.$n wear all ~ > speech_prog 'light please' 100~ cas 'continual light' give ball $n say There you are, young adventurer smile $n ~ | #0 #OBJECTS #25501 sword truth~ The sword of Truth.~ The Sword of Truth~ ~ Unknown~ Unknown~ 5 11265 8193 0 0 0 0 0 0 0 0 0 0 0 3 1 0 0 A 13 50 A 17 -10 A 56 3 #25502 stone sword ~ The Sword in the Stone~ A peice of gagged granite sits here, with a Sword stuck in the center.~ You can us the 'look' command to look at items, mobs,people, and rooms this is very helpfull, there are some good clues in room descriptions.~ Unknown~ Unknown~ 13 1 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 E stone rock sword granite~ You can us the 'look' command to look at items, mobs, people, and rooms as you explore during your travels. This is very helpful. There are some hidden in room descriptions, on signs and objects, and in exit descriptions. Take that extra moment to look at your surroundings. ~ > look_prog 100~ mpechoat $n This is working. ~ | #25503 plaque~ The Temple of Knowledge Plaque~ A Black Marble Plaque split in four is embedded in the ground.~ ~ Unknown~ Unknown~ 13 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 #25504 torch~ A torch~ A torch hangs on the wall here.~ ~ Unknown~ Unknown~ 1 1 16385 0 0 0 0 0 0 0 0 0 0 -1 0 1 0 0 #25505 ball gold light~ &C&WA &C&W&Yg&Ol&Yo&Ow&Yi&On&Yg&C&W ball of &C&W&OG&Yo&Ol&Yd&c&w~ &C&WA &C&W&Yg&Ol&Yo&Ow&Yi&On&Yg&C&W ball of &C&W&OG&Yo&Ol&Yd&c&w~ ~ Silvermoon~ Sun Nov 21 22:09:28 1999~ 1 1 1 0 0 536870912 0 0 0 0 0 0 0 -1 0 10 3500 350 E ball gold light~ This ball of gold glows so brightly you could probably use it as a light. ~ A 13 50 A 12 50 A 14 50 A 26 16777216 #25506 book immortals~ The book of the Immortals.~ An Acient book sits here on a Dragon Pedistal!~ ~ Unknown~ Unknown~ 13 65 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 #25507 mace adventurers~ &C&WA &z&rDeadly &C&WAdventurers &c&zMace&c&w~ &C&WA &z&rDeadly &C&WAdventurers &c&zMace&c&w~ ~ Silvermoon~ Sun Nov 21 09:49:27 1999~ 5 64 8193 0 0 536870912 0 0 0 0 0 0 10 40 8 5 0 0 E sub mace~ You see a mace of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ A 18 50 A 19 50 A 30 62 #25508 dagger adventurers~ &C&WA &z&rDeadly &C&WAdventurers &c&zDagger&c&w~ &C&WA &z&rDeadly &C&WAdventurers &c&zDagger&c&w~ ~ Silvermoon~ Sun Nov 21 09:59:47 1999~ 5 64 8193 0 0 536870912 0 0 0 0 0 12 10 40 11 5 0 0 E sub dagger~ You see a dagger of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ A 18 50 A 19 50 A 30 62 #25509 sword adventurers~ &C&WA &z&rDeadly &C&WAdventurers&c&z Sword&c&w~ &C&WA &z&rDeadly &C&WAdventurers&c&z Sword&c&w~ ~ Winter~ Sun Nov 21 14:36:10 1999~ 5 64 8193 0 0 536870912 0 0 0 0 0 0 10 40 3 5 0 0 E sub sword~ You see a sword of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ A 18 50 A 19 50 A 30 62 #25510 vest soft leather~ &C&WA &C&W&OHard Leather Vest&c&w~ &C&WA &C&W&OHard Leather Vest&c&w~ ~ Silvermoon~ Sun Nov 21 22:14:07 1999~ 9 0 9 0 0 536870912 0 0 0 0 0 50 50 50 50 5 0 0 E sub vest~ You see a vest of great but cheap craftsmanship. Stamped on the side is: Merc Industries ~ A 1 1 A 26 8 #25511 shield spiked~ &C&WA &c&wLarge &z&rS&c&zp&z&ri&c&zk&z&re&c&zd&C&W Shield~ &C&WA &c&wLarge &z&rS&c&zp&z&ri&c&zk&z&re&c&zd&C&W Shield~ ~ Gayle~ Sun Nov 21 22:12:16 1999~ 9 0 513 0 0 536870912 0 0 0 0 0 50 50 0 0 5 0 0 E sub shield~ You see a shield of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ A 13 100 A 12 100 A 14 100 A 5 3 A 26 128 #25512 cloak gleeman~ &C&WA &z&cGl&C&W&Cee&z&cma&C&W&Cns&z&c Cloak~ &C&WA &z&cGl&C&W&Cee&z&cma&C&W&Cns&z&c Cloak~ ~ Gayle~ Sun Nov 21 22:21:25 1999~ 9 0 1025 0 0 536870912 0 0 0 0 0 50 50 0 0 5 0 0 E sub cloak~ You see a cloak of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ A 4 3 A 13 50 A 12 50 A 26 98304 #25513 helmet plated~ &C&WA &c&zPl&c&wat&c&zed&c&w He&c&zlm&c&wet~ &C&WA &c&zPl&c&wat&c&zed&c&w He&c&zlm&c&wet~ ~ Silvermoon~ Mon Nov 29 16:54:57 1999~ 9 0 17 0 0 536870912 0 0 0 0 0 50 50 0 0 5 0 0 E sub helmet~ You see a helmet of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ A 13 100 A 12 100 A 14 100 A 2 3 A 4 5 A 56 28 #25514 leggings hard leather~ &C&WA &OPair&C&W of &OHard Leather Leggings&c&w~ &C&WA &OPair&C&W of &OHard Leather Leggings&c&w~ ~ Gayle~ Sun Nov 21 22:24:36 1999~ 9 0 33 0 0 536870912 0 0 0 0 0 50 50 0 0 5 0 0 E sub leggings~ You see leggings of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ A 3 3 A 14 50 A 12 50 A 13 50 A 26 -2147483648 #25515 boots soft leather~ &C&WSome &c&wSoft &c&zLeather Boots&c&w~ &C&WSome &c&wSoft &c&zLeather Boots&c&w~ ~ Gayle~ Sun Nov 21 22:26:01 1999~ 9 0 65 0 0 536870912 0 0 0 0 0 50 50 0 0 5 0 0 E sub boots~ You see boots of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ A 13 100 A 12 100 A 14 100 A 26 524288 #25516 sub gloves spiked~ &C&WA &c&wPair&C&W of&C&W&R S&c&wp&C&W&Ri&c&wk&C&W&Re&c&wd&C&W&O Gloves&c&w~ &C&WA &c&wPair&C&W of&C&W&R S&c&wp&C&W&Ri&c&wk&C&W&Re&c&wd&C&W&O Gloves&c&w~ ~ Silvermoon~ Sun Nov 21 20:38:21 1999~ 9 0 129 0 0 536870912 0 0 0 0 0 10 10 0 0 5 0 0 E sub gloves~ You see gloves of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ A 25 3 A 13 50 A 12 50 A 14 50 #25517 ring beginning life sub~ &cRing &zof &CNew &cBeginnings&w~ &c&w&zA &cRing &zof &CNew &cBeginnings has been left here.&w~ ~ Gayle~ Mon Feb 21 13:40:34 2000~ 9 0 3 0 0 536870912 0 0 0 0 0 50 50 25 25 1 0 0 A 26 369098752 #25518 adventurers amulet~ &C&WAn &C&W&YAd&Ove&Ynt&Our&Yer&Os &C&W&CAm&z&cul&C&W&Cet&c&w~ &C&WAn &C&W&YAd&Ove&Ynt&Our&Yer&Os &C&W&CAm&z&cul&C&W&Cet&c&w~ ~ Silvermoon~ Sun Nov 21 21:20:05 1999~ 9 0 5 0 0 536870912 0 0 0 0 0 50 50 0 0 5 0 0 E sub cape~ You see a cape of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ A 31 3 A 13 100 A 12 100 A 14 100 #25519 belt hard leather~ &C&WA &c&zHard &C&W&OLeather Belt&c&w~ &C&WA &c&zHard &C&W&OLeather Belt&c&w~ ~ Gayle~ Sun Nov 21 22:34:58 1999~ 9 0 2049 0 0 536870912 0 0 0 0 0 50 50 0 0 1 0 0 A 13 100 A 12 100 A 14 100 A 26 4194304 #25520 bracers spiked sub~ &C&WA &c&wPair&C&W of&z&r Deadly &c&wS&c&zp&c&wi&c&zk&c&we&c&zd&C&W Bracers&c&w~ &C&WA &c&wPair&C&W of&z&r Deadly &c&wS&c&zp&c&wi&c&zk&c&we&c&zd&C&W Bracers&c&w~ ~ Gayle~ Sun Nov 21 22:04:10 1999~ 9 0 4097 0 0 536870912 0 0 0 0 0 50 50 0 0 5 0 0 E sub bracer~ You see a bracer of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ A 13 50 A 12 50 A 14 50 A 26 2 #25521 newbie guide book~ The Age of the Ancients, Newbie Guide~ A book entitled, AoA Newbie Guidebook, lies here~ ~ Gayle~ Sun Nov 21 21:22:46 1999~ 9 0 16385 0 0 536870912 0 0 0 0 0 15 15 0 0 1 1 0 E book guide~ Welcome to the Age of the Ancients, I am the Newbie Guidebook and I'm here to tell you a little about the game to make your transition into our world a little easier type 'look (page)' to read this book and 'look contents' to see the table of contents (At the bottom of the book is inscribed the author's name) By, Callinon Soulforge, enjoy the game ~ E contents~ This page lists all the chapters and their starting pages type 'look (page number)' to read a page in this book 1. Movement 2. Creatures of the Land 3. Combat 4. Objects 5. Laws of the Land 6. Experiance 7. Death 8. Chatting with the Gods 9. Channels 10. Skills and Spells 11. Frequently Asked Questions (FAQ) ~ E 1~ Chapter 1. Movement. Movement in Age of the Ancients is pretty simple, just type the name of the direction you want to go, and if nothingis stopping you, you'll go in that direction. The shorthand version of directions is accepted so... n = north, s = south, w = west, e = east, u = up, d = down One thing that is immensly helpful is autoexits.. to turn these on type 'config +autoexit' you also may want to type 'help config' sometime in the future to find other useful features One of the main things that can prevent you from moving in a direction is the presence of a door.. doors can usually be moved out of the way by typing 'open (direction of door)' if the door isn't locked this will work. If the door is locked, you will need the key then type 'unlock (direction of door)' then open it and you will have removed the obsticle and be free to go in that direction ~ E 2~ Chapter 2. Creatures of the Land. This chapter deals with the creatures which inhabit this world with us.. they are called 'mobiles' or 'mobs' and they are the things you'll see walking around only without a person behind them :P (don't try to have a meaningful conversation with a mob it won't say much) There are several commands used for interacting with mobs they are, kill, look, and consider kill - will initiate combat with a mob, more on combat later look - will give you some information on the mob and what it's carrying consider - will give you the odds of your beating the mob in combat based on hitpoints and experiance Consider should always be used before beginning combat with a new mob.. but even consider isn't always right.. so use your judgement on that one (how's that for newbie help) ~ E 3~ Chapter 3. Combat. So you've decided to kill something have you? That's great as soon as you've picked out a target use 'kill (mob)' to proceed to bash it in combat you have access to some new commands as well as skills the 'flee' command will cause you to attempt to run away from your mob.. if successful you will run in *A* direction.. no telling which one.. if there is no where to run don't count on getting far.. and even if you manage to escape some mobs will hunt you down and try to kill you. Some skills also only work in combat such as, parry, dodge, second attack these skills are automatic and will be used when appropriate... other skill such as, kick, feed, and circle require you to type the name of the skill before it is used remember these skills can only be used once they have been practiced ~ E 4~ Chapter 4. Objects. An object is something you can pick up and carry with you several commands go with objects such as, get, drop, inventory, equipment, wear, wield, hold, remove, examine 'get (object)' will take an object and put it in your inventory 'drop (object)' will take an object from your inventory and put it on the ground in front of you 'inventory' or 'i' will show you what you are currently holding 'equipment' or 'eq' will show you the objects you're currently using the objects shown here are ones which are being used in combat 'wear (object)' will cause you to start using a piece of armor 'wield (object)' will cause you to begin using a weapon 'hold (object)' will cause you to hold something which doesn't go anywhere else a clan insignia can also be worn but to use it you will need another command.. 'use (insignia)' this will send you to your clan's hall ~ E 5~ Chapter 5. Laws of the Land "And the gods cried out for order amongst chaos" The laws that govern this world are very straightforward 1. No swearing on any channel other then FLAME 2. An immortal's word is law unless you are told differently by a higher ranked immortal 3. The highest immortals are IMPLEMENTOR, anyone disrespecting an IMP or disobeying them will possibly be balzhured or deleted on the spot (at the IMP's discretion) 4. Harrasment or Racial insults are not tolerated EVEN on flame 5. No PKILL outside the Arena.. killing a player outside the arena will give you a flag causing all guards and shopkeepers to hate you and attempt to kill you 6. Any descision can be appealed to a higher level imm even deletion 7. You are required to read all rules help files (this is just a brief list of rules) but some of the files you need to read are 'help rules' 'help pkill' 'help clanrules' AND ANY OTHER ONES WE TELL YOU TO Remember, stupidity is no excuse, you don't follow the rules you will face the full penelty of that rule ~ E 6~ Chapter 6. Experiance. Experiance is gained for doing any and all of these things, hitting something, killing something successfully using a spell or skill, adepting a spell or skill, being in a group that killed something experiance, when it adds up, can be used to advance you to the next level, a way to tell when you can advance is by checking your 'score' and then typing 'level' and checking the two EXP numbers against each other, or if you want to do it the easy way put %X in your prompt, when it hits 0 you can advance. here is a prompt that will show you everything you need to know <%h/%Hhp %m/%Mmp (or %b/%Bbp if you're a vampire) %v/%Vmv %Xto lvl> that prompt will display your current and max for hitpoints (hp), mana or blood (mp or bp) and movement (mv) ~ E 7~ Chapter 7. Death. It's a pain but it does happen, the question is what to do afterward When you die your corpse goes to just west of the Mithras healer, or if you're level 10 or over it stays right where you left it, where you died. You will need to go back there and get your stuff from it.. you have about 10 minutes of real time to get back to your corpse and get all your stuff from it before it, and everything inside it, decomposes and is destroyed. Spells are cancelled by death and you lose EXP (halfway back to the start of your level) you will also lose favor with your deity Following and groups are not affected by death so if your group dragged you into a nasty battle they are still there for you to yell at ;) ~ E 8~ Chapter 8. Chatting with the Gods, Can you believe there is a whole section on just the right way to talk to an immortal? :) There are some rules which should be followed when addressing or speaking to an immortal, regardless of rank 1. ALWAYS be respectful of them, these guys don't sit on their butts all day, they work to hold their position, they shape the game you're playing, so the least you can do is show respect to them 2. NEVER NEVER NEVER NEVER NEVER *LIE* to an immortal.. you can count on your punishment for whatever it is to be increased and we WILL find out folks 3. Never walk away or IGNORE an immortal when they're talking to you when an imm is talking to you directly, give them your attention and never ignore an imm's tell as this will just make them mad and cause them to do bad things to you 4. Never harrass an immortal about anything, we have a command to deal with people who harrass.. plrpurge.. which will take away ALL you're possessions and leave you with nothing And the rest is just common sense, treat us with repect and we will you ~ E 9~ Chapter 9. Channels. This chapter covers how to use public channels, private channels, and local channels, as well as some do's and don't's gossip - general chatting, this is the most used channel wartalk - channel for talking to other people who are engaged in battle, usually an arena battle yell - this channel can be heard by everyone in your area who is awake shout - this channel can be heard by everyone on the MUD who is awake ask / answer - this channel is for questions and answers only music - for bringing the gift of song to the MUD newbiechat - this channel is for asking basic questions auction - not really a channel.. 'help auction' those are public channels and can only be heard by players.. do not try to ASK a mob to do something it won't hear you Private channels, clantalk - for talking to your clan tell (person) (message) - one on one conversation reply - will send a tell back to the last person who sent you one regardless if you can see them or not ~ E 9A~ Chapter 9 continued. local channels can only be seen by people in the room you're standing in, these channels cannot be turned on or off. say - says the message to everyone in the room emote - performs the action and displays it to everyone in the room social - performs a preset action 'socials' for a list ~ E 10~ Chapter 10. Skills and Spells This chapter deals with skills and spells, how to learn them, how to use them. first off.. to see a list of all the skills and spells you'll get type 'slist' and to see what you already have type 'practice' in order to learn a skill or spell you must first practice it in order to practice a skill or spell you need to find a trainer the trainer in Mithras is up and south from the recall point 'practice (skill or spell)' to begin learning that skill or spell once you've practiced it once you now have to practice it in a normal situation (go out and use it) some skills are automatically used in combat such as parry and some must be used by you to work.. such as kick ~ E 11~ Frequently Asked Questions (FAQ) Q: How do I gain a level? A: Go up and south from recall and type 'train (full class name)' Q: Where do I buy food? A: Type 'help map' and follow it to the food shop Q: I died, where's my corpse? A: where you left it, go back to where you died Q: Where's a good place to start killing things? A: Ask the newbie guide up from recall for help.. maybe he can tell you Q: What's a Kinju? A: I was hoping you knew ;) Q: Why do psiconists have so few spells? A: Because they don't have more yet Q: How do I get a second class? A: read 'help pray' If you can think of anything else that needs to be here tell Callinon ~ A 3 5 #0 #ROOMS #25501 The Path of Learning~ This is the path of Learning. Should you choose to traverse this path, you will learn many of the skills you shall need to be successful in these realms. All young adventurers are advised to take this path. This zone may not hold much interest for those adventurers that have reached level 5. Be aware, this area can cause your death. ~ ~ Taizu~ Wed Feb 2 22:19:41 2000~ 0 4 1 0 D0 ~ ~ 0 -1 25502 D2 ~ ~ 0 -1 6500 D4 ~ ~ 0 -1 7841 D5 ~ ~ 0 -1 3621 S #25502 Path to the Temple of Knowledge~ You find yourself traveling a small dirt path. Both sides of the path are framed by deep brush, clearly blocking your exploration in any way other than forward or back the way you came. In the distance you can see tall tree, looking as ageless and ancient as the gods themselves. The chattering and chirping of wildlife is heard all about you. Curious to your presence, the animals appear to be speculating on your purpose here. In thecenter of the path is a large granite stone. What catched your eye is the fact that a large stone is buried deeply into this huge rock. As you walk closer to this odd object, you make out a slight inscription carved into the stone. ~ ~ Unknown~ Unknown~ 0 0 1 0 D2 ~ ~ 0 -1 25501 D3 ~ ~ 0 -1 25503 > entry_prog 100~ if level($n) > 6 of isimmort($n) mpoload 25505 1 mpat 25504 drop ball else endif ~ | S #25503 The Lagoon~ Around the shore of this inlet is a myriad of footprints in the sand. It appears this is the main waterhole for the animals in this path of the forest. The water here drains towards the coral reef to the south. As you drink in the beauty of this place you notice a castle to the west. At first it blended into the surroundings so much as to appear to have grown where it stands. Then you notice a glittering of silver and gold as the sun creates a holo around the object of your inspection. ~ ~ Unknown~ Unknown~ 0 0 1 0 D1 ~ ~ 0 -1 25502 D3 ~ ~ 0 -1 25504 S #25504 Path to the Temple of Truth~ Gold sparkles brightly here, lighting your path. The very soil appears to be encrusted with actual flakes of gold. Ahead of you lies the fabled Castle of Truth. The place where the true adventurer begins the journey of growth. ~ ~ Unknown~ Unknown~ 0 0 1 0 D1 ~ ~ 0 -1 25503 D2 ~ ~ 0 -1 25505 S #25505 On the Steps of the Temple~ Just ahead are a set of gigantic steps, leading into the silver and gold castle known as The Temple if Truth. Looming above you, the steps seem as if the were constructed by the gods. You cannot make out the top step, they seem to go on for ever. You are awe struck when you realize that everything around you is created from gold; pure, quality gold. ~ ~ Unknown~ Unknown~ 0 4 1 0 D0 ~ ~ 0 -1 25504 D2 ~ ~ 0 -1 25506 > all_greet_prog 100~ ~ > all_greet_prog 100~ ~ | S #25506 Foyer of the Temple of Truth~ You stand upon a black marble floor. The walls are covered with murals of the great warriors of this realm who have graduated from this ancient castle in days long ago. If you are truly prepared to begin your training, you have merely to step ahead. You may also choose to turn back now, dooming yourself to almost certain failure. If you have already finished this tower then you can leave west to the Nexus of Knowledge, and continue on your adventure. Be Warned! Once you have chosen to enter the Nexus of Knowledge you cannot return to this place. You must finish what you have started. Good luck, adventurer. ~ ~ Unknown~ Unknown~ 0 0 1 0 D0 To the north is the base of the stairs. ~ ~ 0 -1 25505 D3 The Nexus of Knowledge lies in this direction. BEWARE.. it is a one way trip. ~ ~ 0 -1 25507 D4 Stairs lead far, far up into the clouds... leading to the castle entrance. ~ ~ 0 -1 30007 S #25507 The Nexus of Knowledge~ Surrounding you are saparkling blue portals, with large black marble plaques over them, which read where each one leads. Use Enter <name> to use these portals, this is an important skill as you will run int into all kinds of portals and nifty little exits like this room. Type 'LOOK PLAQUE' for a list of exits. ~ ~ Unknown~ Unknown~ 0 8192 1 0 D0 ~ museum~ 133120 -1 25511 D1 ~ movement~ 133120 -1 25509 D2 ~ temple~ 33687552 -1 25506 D3 ~ hall~ 133120 -1 25508 E palque~ ~ E plaque~ The Plaque reads : portal name | Room Name ---------------------------------------------------------------------- museum | The Museum movement | The Room of Movement temple | Foyer of The Temple of Truth hall | The Hall of Absolutes ---------------------------------------------------------------------- Type: enter <portal name> to visit that room, the exit to this temple is som somewhere in one of them. You cannot go back to the temple now, you must finish what you have started, thus, you will benifit from it in the end. ~ S #25508 The Hall of Absulutes~ This is the Hall of Absolutes, it contains the thigs you must ABSOLUTLY know in order to play this MUD, please read all the room descriptions carefully, so you dont miss anything. In the center of this room there is an ancient leather bound book, attached to an magical chain which is bound to a white marbe pedistal, with a golden base in the shape of a dragon claw. It is believed this book is known as "The test of the Immortals", it is the only copy that exsists, as far as we know, trying to remove it may not be such a good idea....you may invoke the wrath of the immortal who bound it to with that majical chain, attempt it if you wish, but it has been pased down through the gennerations, that all one should attempt is to LOOK BOOK. ~ ~ Unknown~ Unknown~ 0 0 1 0 D1 ~ ~ 0 -1 25507 E book~ You have set your site upon a book written by a GOD, it seems to be able too be read by ANY person, who can read ANY language! This is what it reads: Reading this text will give you the knowledge you need to unlock the power and secrets of the ancient ones! -- this is what you need yo Know: 1. Leveling -- Goto your guild hall, of your MAIN class, no matter which one you plan on leveling, for if not, the guard will not admit you into the guild hall. When at yout guild master type : train <warrior/mage/cleric/thief/vampire/druid/ranger/augurer> (the option being the class which you wish too advance you knowledge of) -==- Note -==- The option MUST be ethier your first or second class! 2. Recieving a second class --You will recieve your second class after: * you level to 15 in your main class * you gain experience after that killing something. * Then it will be randomly selected for you. * -=- Note -=- There is a 25 % chance you will be granted the choice-=- 3. Read HELP RULES, HELP APPEAL, and HELP PKILL, these are required reading. You may also want to read The Quest of the Ancients, which is located In the book of the Ancients, inside the Immortal Temple. -==- NOTE -==- IGNORANCE IS NOT AN EXCUSE -- you are expected to know ~ S #25509 Room of Movement~ This MUD has 6 directions, maximun you can go from a room. These are [N]orth, [S]outh, [E]ast, [W]est, [U]p and [D]own. Before you go in any direction, you should try too see where it leads, if you are a Thief by Main Class, then use peek <dir>(then you get the skill). The reason this is recomended is well, thier could be a Death Trap [DT] in any direction. If you happen to fall into a death trap, you will lose all your eq, and will not get any reinbusement for it. So as you can guess that would not be a good thing, thus use peek, of if you are low level, group with someone who has it. Now there is also a command called [Ex]it, which will show you the names of the first room on any sie fo you (where the is an exit) looks like this: North - The Weapon Shop South - Dhenir Road Down - The Puddle But, be warned that like i said DT's can be very deciving, so try to group with a person who has the peek skill. ~ ~ Unknown~ Unknown~ 0 0 1 0 D3 ~ ~ 0 -1 25507 S #25510 Elevator Shaft~ ~ ~ Unknown~ Unknown~ 0 0 1 0 D2 ~ ~ 0 -1 25513 D4 ~ ~ 0 -1 25511 S #25511 The Museum~ All around this room are Platinum stands, on which are statues of the great warriors of these realms. engraved in the floor, in the center of this room, is the Crest of the Ancients. The floor is made of pure gold, the walls of black marble ~ ~ Unknown~ Unknown~ 0 0 1 0 D0 ~ ~ 0 -1 25512 D2 ~ ~ 0 -1 25507 S #25512 The Museum~ All around this room are Platinum stands, on which are statues of the great warriors of these realms. engraved in the floor, in the center of this room, is the Crest of the Ancients. The floor is made of pure gold, the walls of black marble. ~ ~ Unknown~ Unknown~ 0 0 1 0 D2 ~ ~ 0 -1 25511 D5 ~ ~ 0 -1 25513 S #25513 The Stairwell~ Afoot is a rotting wooden circular staircase, the walls are constructed of decaying limestone blocks. A constant dripping sound can be heard coming from above, a dim light shines from below. In the corners a couple pairs of red eyes stare out into the darkness... ~ ~ Unknown~ Unknown~ 0 0 1 0 D4 ~ ~ 0 -1 25512 D5 ~ ~ 0 -1 25514 S #25514 The Basement of the Museum~ The walls are constructed of decaying limestone blocks. A constant Dripping sound can be heard coming from above, a dim light shines from a torch hanging on the wall here. In the corners a couple pairs of red eyes stare out into the darkness... ~ ~ Unknown~ Unknown~ 0 0 1 0 D1 ~ ~ 0 -1 25515 D4 ~ ~ 0 -1 25513 S #25515 The Basement of the Museum~ The walls are constructed of decaying limestone blocks. A constant Dripping sound can be heard coming from above, a dim light shines from a torch hanging on the wall here. In the corners a couple pairs of red eyes stare out into the darkness... There seems to be some kind of grate to the north, try 'OPEN GRATE'. ~ ~ Unknown~ Unknown~ 0 1056769 1 0 D0 ~ grate~ 1 -1 25516 D3 ~ ~ 32 -1 25514 S #25516 The Duct~ Jeez it STINKS IN HERE, and there seems to be some fur rubbing ... OH NO !!! RATS!!!! ~ ~ Unknown~ Unknown~ 0 1056769 1 0 D2 ~ ~ 33 -1 25515 D4 ~ ~ 0 -1 30601 S #25517 The Nexus of Creation~ This is the Nexus of Creation, where all things are born. The walls seem to be alive here, they are made of a silver substance which seems to hold no mass. If one tried, they may even be able to stick thier hand right through them! To the north a blue portal fades in and out of exsistance. ~ ~ Greywolf~ Sat Mar 25 16:28:18 2000~ 0 3146752 1 0 D0 ~ ~ 0 -1 25504 S #25518 The Room of Souls~ You stand in a plain room, try going north. The walls are lined with stone alters, on which are lifless bodys waiting to be filled with souls. To the north is The Nexus of Creation. Go Friend, kill, gain experience, and maybe you, may solve the Quest of the Ancients. ~ ~ Unknown~ Unknown~ 0 1152 1 0 D0 ~ ~ 0 -1 25517 S #25519 Alter of the Gods~ At the front of the room stands a large golden alter, it is this alter infront of which you must wait for the gods to allow you entry to this realm, wait patiently, for if thy hassle the gods thy will surely be refused admittance. ~ ~ Greywolf~ Wed Jul 14 16:37:40 1999~ 0 66692 1 0 > act_prog p has entered the game.~ mpoload 25521 mpat $n give book $n mpat $n mpechoat $n _blu The Newbie Guide is delivered into your hands mpat $n mpechoat $n _blu It would be wise to read it as it has much to mpat $n mpechoat $n _blu teach ~ | S #0 #RESETS M 1 25504 1 25503 O 1 25506 1 25508 O 1 25503 1 25507 M 1 25503 1 25517 M 1 25507 1 25511 M 1 25507 2 25512 M 1 25508 2 25513 M 1 25508 2 25513 O 1 25504 1 25514 M 1 25508 3 25515 D 0 25515 0 0 M 1 25508 4 25516 M 1 25502 1 25502 E 1 25501 1 18 E 1 25501 1 16 O 1 25502 1 25502 S #SHOPS 25502 0 0 0 0 0 120 90 0 23 ; The Protector 0 #REPAIRS 0 #SPECIALS M 25503 spec_cast_cleric M 25505 spec_cast_adept M 25506 spec_janitor M 25507 spec_janitor M 25508 spec_poison S #$