alRom/bin/
alRom/data/class/
alRom/data/command/
alRom/data/guild/
alRom/data/help/
alRom/data/lang/
alRom/data/race/
alRom/data/religion/
alRom/data/skill/
alRom/note/
#AREADATA
Name raschel~
Builders Raschel~
VNUMs 800 899
Credits (null)~
Security 1
Continent 0
End



#MOBILESNEW
#END



#OBJECTSNEW
#END



#ROOMSNEW
#ROOM
Vnum 800
Name {gPath {Dto {bRuingate{x~
Desc {gThis path, long and twisting through a dense forest of tall white birch
trees, brings you closer to the city that is Ruingate.  Sounds of fleeing
prey and hunter's arrows loosed from their bows can often be heard in these
forests.  The path is narrow and rocky in places.{x
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
801
0
EndRoom

#ROOM
Vnum 801
Name Path To Ruingate~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
802
0
Exit
2
~
~
0
800
0
EndRoom

#ROOM
Vnum 802
Name {DThe {rRuined {RGates{x~
Desc {rYou approach the corroded, wrought iron gates of the City, swung open
and hanging from rusty hinges set in stone walls.  The walls themselves
stand nearly ten feet high.  Brush and ivy have begun to claim the walls
that surround the establishment.  You feel {yeyes {ron your back. {x
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
806
0
Exit
1
~
~
0
803
0
Exit
2
~
~
0
801
0
EndRoom

#ROOM
Vnum 803
Name Gatehouse~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
3
~
~
0
802
0
Exit
4
~
~
0
804
0
EndRoom

#ROOM
Vnum 804
Name Guard Tower~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
4
~
~
0
805
0
Exit
5
~
~
0
803
0
EndRoom

#ROOM
Vnum 805
Name Guard Tower~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
4
~
~
0
808
0
Exit
5
~
~
0
804
0
EndRoom

#ROOM
Vnum 806
Name Entry Road~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
809
0
Exit
2
~
~
0
802
0
EndRoom

#ROOM
Vnum 807
Name {WR{ma{Ws{Yc{Whe{ml{R'{Ws {CE{Wde{Cn{x~
Desc {WPerfection is this Garden. The air is an ambrosia in and of itself, and your whole body feels relaxed in the presence of such exquisite creation. Lush trees, shrubs and ferns and the greenest of grass grows here, and ripe fruit is plentiful.{x
~
Room_flags 4
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
EndRoom

#ROOM
Vnum 808
Name Guard Tower~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
5
~
~
0
805
0
EndRoom

#ROOM
Vnum 809
Name {YMain {GSquare{x~
Desc {DA simple well attracts the attention of the entire square, standing in
the exact center of this main area.  The main square of Ruingate is wide,
leading in four distinct directions.  First, up ahead, you can see a gallows
tree standing black against the sky.  Second, the residentials lead off in
one direction, past the inn.  Third, opposite the residentials, shops
cluster about, signs swinging in the breeze.  Lastly, the road leads back
towards the gates of Ruingate.  {x 
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
810
0
Exit
1
~
~
0
811
0
Exit
2
~
~
0
806
0
Exit
3
~
~
0
812
0
EndRoom

#ROOM
Vnum 810
Name {RGall{Dows{x~
Desc {rThe gallows tree commands all attention in this square.  Black and
haunting, an eerie silence generally settles around this area unless of
course there is someone standing up upon the gibbet.  Taking up most of the
space in the square is the commanding Hall of Law building.  A flight of
stone steps leads up to the gilded double doors, each emblazoned with the
symbol of Ruingate: the gates opening on tongues of flame.  {x 
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
813
0
Exit
1
~
~
0
814
0
Exit
2
~
~
0
809
0
Exit
3
~
~
0
815
0
EndRoom

#ROOM
Vnum 811
Name {WVia Caspius{x~
Desc {wThis street has been paved neatly, though nothing else about it is
neat.  Trash and dirt has gathered in the corners of the street, at the
curbs, and in the doorways of the many commercial buildings.  Some are
cleaner than others.  Signs hanging above doorways or sitting outside depict
the merchants' wares, inviting anybeast who has money burning a hole in
their pocket to come and take a look.  {x 
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
823
0
Exit
1
~
~
0
825
0
Exit
2
~
~
0
824
0
Exit
3
~
~
0
809
0
EndRoom

#ROOM
Vnum 812
Name {WVia Ariadne{x~
Desc {wThis street, named for the Lord Regent's mother, is lined on both sides
with neatly kept houses.  At the corner of the main square is a large,
two-story building with a large black sign over the door that reads "The
Skull and Candle" in gold painted letters.  Golden light pours out from the
windows of what must be the town's inn.  {x 
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
822
0
Exit
1
~
~
0
809
0
Exit
2
~
~
0
851
0
Exit
3
~
~
0
852
0
EndRoom

#ROOM
Vnum 813
Name {WVia Narsalis{x~
Desc {w A carefully paved street leads up to the front steps of the Lord
Regent's villa.  This street has been swept clean by some beast looking to
curry favor with his Lord and Lady.  To the right of the Lord Regent's
Residence, a wooden stadium has been erected, stone pilings beginning to be
built up around the frame.  A red tent stands at the corner nearest the Lord
Regent's home, a thin path leading to the porch of the villa.  To the left
of the Residence is a large open field.  {x 
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
820
0
Exit
1
~
~
0
817
0
Exit
2
~
~
0
810
0
Exit
3
~
~
0
818
0
EndRoom

#ROOM
Vnum 814
Name {WHall {Dof {WLaw{x~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
816
0
Exit
3
~
~
0
810
0
EndRoom

#ROOM
Vnum 815
Name {CParade{Dground{x~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
810
0
EndRoom

#ROOM
Vnum 816
Name {DHall {Wof {DLaw{x~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
2
~
~
0
814
0
EndRoom

#ROOM
Vnum 817
Name Stadium Stands~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
819
0
Exit
3
~
~
0
813
0
EndRoom

#ROOM
Vnum 818
Name Gattick Field~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
813
0
EndRoom

#ROOM
Vnum 819
Name Fighting Pit~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
2
~
~
0
817
0
EndRoom

#ROOM
Vnum 820
Name Lord Regent's Residence~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
821
0
Exit
2
~
~
0
813
0
EndRoom

#ROOM
Vnum 821
Name Lord Regent's Residence~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
2
~
~
0
820
0
EndRoom

#ROOM
Vnum 822
Name The Skull and Candle~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
2
~
~
0
812
0
EndRoom

#ROOM
Vnum 823
Name Udat's Apothecary~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
2
~
~
0
811
0
EndRoom

#ROOM
Vnum 824
Name Ironfist's Weaponry~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
811
0
EndRoom

#ROOM
Vnum 825
Name {WVia Caspius{x~
Desc {wThis street has been paved neatly, though nothing else about it is
neat.  Trash and dirt has gathered in the corners of the street, at the
curbs, and in the doorways of the many commercial buildings.  Some are
cleaner than others.  Signs hanging above doorways or sitting outside depict
the merchants' wares, inviting anybeast who has money burning a hole in
their pocket to come and take a look.{x
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
826
0
Exit
2
~
~
0
827
0
Exit
3
~
~
0
811
0
EndRoom

#ROOM
Vnum 826
Name Clynt's Chints~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
2
~
~
0
825
0
EndRoom

#ROOM
Vnum 827
Name {CSanctum {YEntry{x~
Desc {cYou stand before a rather large building constructed entirely of stone.
An iron fence 7 feet tall surrounds the Sanctum, the gate is usually open,
as visitors to the Sanctum are welcome so long as they don't bear ill will
against the Order members.  And even if they did, the Order members within
would hardly have any trouble at all protecting themselves.  The doors are
made of wrought iron and bear the Guild of the Sword Dancers Crest.  {x 
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
825
0
Exit
2
~
~
0
828
0
EndRoom

#ROOM
Vnum 828
Name {CHall {Dof {WLucidity{x~
Desc {DThis is how the Sanctum looks on the inside.  The structure's black stone
interior affords it a rather bleak and arcane ambience.  The hallway is lit
by torches bracketed into the walls.  Flames cast eerie shadows across the
bare, stone floor.  Wooden doors have been set in the wall to your east and
west.{x
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
827
0
Exit
1
~
~
0
829
0
Exit
2
~
~
0
831
0
Exit
3
~
~
0
830
0
EndRoom

#ROOM
Vnum 829
Name {cCouncil {mChamber{x~
Desc {rThis is where the Order's Officers often gather to discuss issues.  The
room isn't too fancy, but it has a nice, comfortable feel to it.  Situated
at the center of the room is a large, oblong table, seemingly finely
crafted.  Twenty-five matching chairs encircle the table, each one equipped
with a red cusion to offer more comfort.  Up against the far left wall is a
tall scrollcase.  A dark-maroon rug has been carefully woven for the floor
of the Council Room.  Two lanterns hang from a ceiling.{x
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
3
~
~
0
828
0
EndRoom

#ROOM
Vnum 830
Name {RIn{rfirm{Rary{x~
Desc {rThe infirmary is lit by five lanterns hanging on chains from the
ceiling.  A wide array of medical instruments have been placed on a counter.
Next to the countertop is a door which leads to the Alchemy Chambers.  A
tall cabinet stands to the right of the Chamber door, and a fireplace has
been built into the wall to the left of the door.  Several cots line the
western wall.  In the center of the room stands a heavy table with a few
pelts for padding and clean linen cloths covering it, for use in emergency
operations.{x
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
828
0
EndRoom

#ROOM
Vnum 831
Name {WHall {Dof {RPhantoms{x~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
828
0
Exit
1
~
~
0
832
0
Exit
2
~
~
0
834
0
Exit
3
~
~
0
833
0
EndRoom

#ROOM
Vnum 832
Name {BWork{Cshop{x~
Desc {cA spacious, well lit Chamber.  In the far corner stands a Forge setup,
complete with Billows, a fire pit and a stack of iron rods ready to be used.
An anvil rests in the corner.  Along the left wall is a long carpentry
table, littered by all manners of different tools.  Mechanisms for
stretching pelts and skins to be made into leather stand against the right
wall.  Along the front half of the right wall is the weaver and potter's
area.  A large pottery wheel and another fire pit stands in the corner,
serving as a kiln.{x
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
3
~
~
0
831
0
EndRoom

#ROOM
Vnum 833
Name {YBarr{Gacks{x~
Desc {yYou enter a spacious, well-lit corridor.  At the far end is a
fireplace.  The corridor is approximately 30 paces wide and four times as
long.  Lining the right side of the wall are beds made of stacks of pelts
raised on wooden frames.  They appear rather comfortable.  The beds are
spaced with 5 paces between each one.  Across from each bed stands a large
wooden chest, over which hangs a weapons rack.  A few large wooden chairs
cushioned with pelts have been positioned about the hearth.  {x 
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
831
0
EndRoom

#ROOM
Vnum 834
Name {MHall {rof {YDiscord{x~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
831
0
Exit
1
~
~
0
835
0
Exit
2
~
~
0
837
0
Exit
3
~
~
0
836
0
EndRoom

#ROOM
Vnum 835
Name {cTournament {yHall{x~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
3
~
~
0
834
0
EndRoom

#ROOM
Vnum 836
Name {mTraining {yArena{x~
Desc {mYou've entered the Sanctum's rather large Arena. Here is where the members of the Order come to train in the Dance. The floor is covered in mats of woven reeds. Weaponry racks hanging on the walls bear practice arms for those training. A chain bolted to the floor bears shackles for the unlucky slave on target duty.{x
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
838
0
Exit
1
~
~
0
834
0
Exit
2
~
~
0
839
0
EndRoom

#ROOM
Vnum 837
Name {bRecreation {yHall{x~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
834
0
Exit
4
~
~
0
840
0
Exit
5
~
~
0
841
0
EndRoom

#ROOM
Vnum 838
Name {DArsenal {bChamber{x~
Desc {gThe stone walls here are covered in racks of weapons. Several stepladders can be found about, aiding in reaching the higher-up items. Barrels and chests of armor, lances, bows and quivers of arrows line the walls as well.{x
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
2
~
~
0
836
0
EndRoom

#ROOM
Vnum 839
Name {RSlave {rPen{x~
Desc {DA room made entierly of stone, with piles of straw thrown in no seeming order. Strange oil lamps have been attatched to the ceiling and covered with glass, providing minimal light. A basin on one side of the room is filled with lukewarm water, while another basin has been set into a hollow of the floor.{x
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
836
0
EndRoom

#ROOM
Vnum 840
Name {cSanctum {CRoof{x~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
5
~
~
0
837
0
EndRoom

#ROOM
Vnum 841
Name {YHall {Wof {RExodus{x~
Desc {mA stone stair descends into this hallway beneath the Sanctum.  Few
non-members have ever seen this stretch of hallway and lived.  Torches
bracketed to the walls provide ample light.  The walls are also adorned by
various paintings, hanging swords and tapestries.  Set in the wall on your
right is a heavy iron door.  On your left is a wooden door leading to the
Oracle.  The Hall continues further.  {x 
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
844
0
Exit
1
~
~
0
842
0
Exit
3
~
~
0
843
0
Exit
4
~
~
0
837
0
EndRoom

#ROOM
Vnum 842
Name {yThe {gBursary{x~
Desc {YThis is the Bursary, the Order's Vault, where the riches of days spent
bounty hunting are kept.  The door is of wrought iron, and the walls are
stone.  Rubies, piles of silver and gold coin, other precious stones,
decanters of gold, jewel-encrusted goblets and scepters, silvern circlets,
brooches, velvet cloaks with golden embroidery, ornate necklaces and many
miscellaneous other items litter the room.  {x 
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
3
~
~
0
841
0
EndRoom

#ROOM
Vnum 843
Name {mChamber {Cof {cthe {rArcane{x~
Desc {cThe front wall is covered in a thin layer of dried moss, and thin wisps
of smoke rise from incense cones on the altar, which stands centered against
the rearmost wall.  The room is lit only by a few torches which have been
bracketed to the stone walls.  Two heavy wooden doors in the right wall lead
to the Crypt and the Athenaeum.{x
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
849
0
Exit
1
~
~
0
841
0
Exit
2
~
~
0
850
0
EndRoom

#ROOM
Vnum 844
Name {DHall {bof {gRuin{x~
Desc {cThe hall stretches further, leading you towards the final stop.  A
heavy iron door is set in the very end of the hallway - it leads to the
Warden's private Chamber, the Dirge.  The door is bolted and locked from
within.  Another wrought iron door is set in the wall to your right, leading
to the Chamber of Elegy.  To your left is a wooden door leading to the
Coffer.  More torches bracketed to the walls provide light for this Hallway.{x
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
848
0
Exit
1
~
~
0
845
0
Exit
2
~
~
0
841
0
Exit
3
~
~
0
846
0
EndRoom

#ROOM
Vnum 845
Name {GThe {CCoffer{x~
Desc {DThe Coffer can be described as a long, lurid corridor, lit only by a
few torches bracketed to the walls.  The air is stale, and smells faintly of
bloodshed.  Dry moss provides a very thin covering for the walls.  A long
walkway traverses between two rows of tall wooden stakes imbedded in the
rock floor.  Beast's skulls top the stakes, jaws open and grinning savagely.
This is the bounty hunter's trophy room.  {x 
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
3
~
~
0
844
0
EndRoom

#ROOM
Vnum 846
Name {RChamber {Wof {YElegy{x~
Desc {rA chill fills this room, though it is lit by the flames of dozens of
torches that give the room an eerie light.  Bare stone floors hold stains
ranging from dark red to black, with fresh spills of blood here and there. 
The walls are unadorned, save for several sets of shackles and chains set
into the stone.  From the ceiling hang even more shackles and chains, along
with a heavier chain holding an iron cage.  Around the room devices of
torture have been scattered.  A full dozen braziers full of glowing coals
sit around the room, a rack of metal pokers and blades near each one.  A
trick of the imagination might allow one to hear the screams of old victims
as they struggle against their jailors.  {x 
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
844
0
Exit
3
~
~
0
847
0
EndRoom

#ROOM
Vnum 847
Name {DThe {GEn{Yfor{Rcer{W'{Cs {DChamber{x~
Desc {yThis room is rather bleak and bare.  A cot stands in the far corner of
the room, opposite the door.  A single lantern hangs from a chain bracketed
to the ceiling - it doesn't provide much light.  The walls, ceiling and
floor are all hard stone.  A weapon rack hangs on the wall.  {x 
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
846
0
EndRoom

#ROOM
Vnum 848
Name {wThe {DDi{wr{Dge{x~
Desc {WThis room is nearly completely dark.  The only light provided comes
from a few candles at the very back of the Chamber.  The deathlike thickness
of the air here seems nothing short of otherworldly.  It feels as though
when you walk through this hallowed room, your body passes through astral
beings themselves.  Some patches of air seem denser than others somehow, as
though some holy entity is between a state of nonexistance and
materialization.  The only item other than the candles is a white fur pelt
that covers the floor.{x
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
2
~
~
0
844
0
EndRoom

#ROOM
Vnum 849
Name {DAthenaeum{x~
Desc {r A rather spacious room, well lit by three lanterns hanging from the
ceiling.  Three of the four walls are concealed by rows and rolls of
scrollcases and shelves.  The shelves are filled mostly by leather-bound
books.  A ladder leans against the far wall, and a small table stands alone
in the center of the room, strewn with scrolls, parchment, quill pens and
ceramic bottles of ink.  A mat of woven reeds serves as a carpet for the
cold stone floor.  {x 
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
2
~
~
0
843
0
EndRoom

#ROOM
Vnum 850
Name {rCrypt{x~
Desc {DThe Sanctum's Mortuary.  Cubbies have been built of stone along three of
the four walls.  Each contains a wooden coffin; not all coffins are filled,
though.  The air smells stale, and the only light provided the room is
emitted by a single lantern hanging from the ceiling.  A low slab of cut
stone stands in the center of the Chamber.  This is where the Haruspex goes
about the embalming process.{x
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
843
0
EndRoom

#ROOM
Vnum 851
Name Bard's Haven~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
812
0
EndRoom

#ROOM
Vnum 852
Name {WVia Ariadne{x~
Desc {wThis street, named for the Lord Regent's mother, is lined on both sides
with neatly kept houses.  At the corner of the main square is a large,
two-story building with a large black sign over the door that reads "The
Skull and Candle" in gold painted letters.  Golden light pours out from the
windows of what must be the town's inn.  {x 
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
812
0
EndRoom

#END



#SPECIALS
S



#RESETS
S



#SHOPS
0



#MOBPROGS
#0

#OBJPROGS
#0

#ROOMPROGS
#0

#$