#AREADATA Name KaVir The learning centre~ Builders None~ VNUMs 25000 25023 Security 1 End #MOBILES #25000 receptionist~ the receptionist~ The receptionist stands here, ready to help. ~ It is her job to point the direction for new players to go, and give any help they might require. She will also give out swords, shields, leather vests, lanterns, and daggers. ~ 67 0 0 S 52 0 0 0d0+0 0d0+0 0 0 0 0 2 #25002 helpful member staff~ the member of staff~ A helpful member of staff stands here, giving directions. ~ This is one of the many members of staff employed to give directions and hints to beginning players. ~ 67 0 0 S 100 0 0 0d0+0 0d0+0 0 0 0 0 1 #25003 clerk~ the clerk~ A clerk stands here, ready to help you. ~ Maybe you should ask him about mutants? ~ 67 0 0 S 102 0 0 0d0+0 0d0+0 0 0 0 0 1 #25004 professor~ the professor~ A professor stands here, ready to help you. ~ Maybe you should ask him about scavengers? ~ 67 0 0 S 106 0 0 0d0+0 0d0+0 0 0 0 0 1 #25006 helpful member staff~ the member of staff~ A helpful member of staff stands here, giving directions. ~ This is one of the many members of staff employed to give directions and hints to beginning players. ~ 67 0 0 S 102 0 0 0d0+0 0d0+0 0 0 0 0 1 #25007 master tactics~ the master of tactics~ The master of tactics stands here, offering to teach you some tricks. ~ He has mastered every known tactic, and is a very dangerous opponent... ~ 67 0 0 S 147 0 0 0d0+0 0d0+0 0 0 0 0 1 #25008 helpful member staff~ the member of staff~ A helpful member of staff stands here, giving directions. ~ This is one of the many members of staff employed to give directions and hints to beginning players. ~ 67 0 0 S 97 0 0 0d0+0 0d0+0 0 0 0 0 1 #25009 caine~ Caine~ Caine the fallen one stands here, glaring insanely at you. ~ He screams, growls, and dribbles at you, his eyes gleaming fanatically. It must be right when they say 'absolate power corrupts absolutely'! ~ 67 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 1 #25010 Motley~ Motley~ Motley sits here, eating garbage and claiming to be a great player-killer. ~ He thinks he's a great player killer, but you feel the most dangerous thing about him is his smell. ~ 67 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 0 #25012 rat~ a large rat~ A large rat scampers around looking for food...like you! ~ It has dark brown fur and beady red eyes. It's lips draw back, revealing a set of extremely sharp-looking teeth, which it hopes to use to tear the flesh from your body. ~ 97 0 0 S 5 0 0 0d0+0 0d0+0 0 0 0 0 0 #25015 gatekeeper keeper~ the gatekeeper~ The gatekeeper stands here, guardian the portal. ~ He guards the portal from anyone who seeks to return. You have nothing to fear, however, for you wish to leave, not come back. ~ 67 0 0 S 52 0 0 0d0+0 0d0+0 0 0 0 0 1 #0 #OBJECTS #25000 dagger~ a small iron dagger~ You see a small iron dagger here.~ ~ 5 64 8193 0 2 3 11 5 0 0 A 19 1 A 18 1 E dagger~ It is fairly crudely made, but still looks sharp enough to serve you well in a fight. ~ #25001 short sword shortsword~ an iron shortsword~ You see an iron shortsword here.~ ~ 5 64 8193 0 2 3 3 5 0 0 A 19 1 A 18 1 E short sword shortsword~ It is fairly crudely made, but still looks sharp enough to serve you well in a fight. ~ #25002 vest~ a soft leather vest~ You see a soft leather vest here.~ ~ 9 0 9 2 0 0 0 5 0 0 E vest~ It is crafted of soft leather, and is very comfortable. It also provides some protection in combat. ~ #25003 shield~ a small iron shield~ You see a small iron shield here.~ ~ 9 0 513 2 0 0 0 5 0 0 E shield~ It is crudely crafted of iron, but it looks like it could protect you pretty well from a sword slash. ~ #25004 lantern~ a lantern~ A lantern is on the floor here.~ ~ 1 65 1 0 0 50 0 1 0 0 A 17 -1 A 24 -1 E lantern~ This small lantern is a handy tool for when it is too dark to see. ~ #25005 book~ a small book entitled 'The history of mankind'~ A small leather-bound book lies here.~ ~ 12 0 1 0 0 0 0 1 300 0 E chapter3~ The ley lines and the rifts that they opened were not some insidious evil, nor a plot of some malignant intelligence from another world. It was an aspect of nature that science did not even know, let alone understand. Like a child playing with matches in a pool of gasoline, humankind dropped a match into the pool and was instantly engulfed. Once the match was lit and dropped, there was nothing that could be done to undo what had been done. Yet in a strange way, all this death was part of the birth of a new age. And through it all, humankind would persevere. Even the cosmic fury of a world gone mad could not completely eradicate all human life. However, it would take humankind hundreds of years to crawl out of the abyss that swallowed it. It is at this moment, as humankind finally emerges into the light of a new dawn that our story unfolds. ~ E chapter2~ Oceans leapt from their basin and washed over the land. Hundreds of millions more died, their psychic energy drawn into the ley lines, and the natural energies doubled again. A chain reaction was unleached that could not be halted. The continent men called Atlantis leapt from its watery grave and rose to the light of day for the first time in millennia, its rebirth changing the very face of the planet. In its wake, the eastern coast of the United States was engulfed by the ocean, sending the energy of millions more into the relentless rifts. From the rifts spewed forth energy that tore through man's citadels of steel and concrete like a tornado through a city built out of match sticks. For every million lives lost, the ley lines surged and destroyed millions more. ~ E chapter1~ Rifts are tears in the very fabric of space and time. They are found at the nexus points where several "lines" of natural energy (that mankind calls magic) intersect and create a surge in the lines of powers. The science of geomancy had vanished centuries before. Only myths and crackpot practitioners of magic had any inkling about ley lines and mystic energy. Consequently, no one could have anticipated the fate that awaited humankind. Nuclear holocaust ignited the destruction of the world as we know it, but it was not the primary instrument of destruction. The sudden destruction of a billion people triggered a surge in the ley lines. All that psychic energy sent the energy rippling through the mystical crossroads of earth like an earthquake. Ley lines flowed with energy that had not been felt for a million years. The energy surged and pulsed and crisscrossed across the planet at the speed of light. At ley line intersections (known as nexus points), rifts in space and time tore open, releasing even more energy. The earth shuddered and heaved. Millions more died, increasing the energy level of the rifts. ~ E book history index~ The book containers three chapters. Type: "look chapter1", "look chapter2" or "look chapter3". ~ #25006 book~ a small book entitled 'A study of the mutants'~ A small leather-bound book lies here.~ ~ 12 0 1 0 0 0 0 1 300 0 E book mutants~ The mutants are those of mankind who were most affected by the magical energies of the rifts; warped and changed by the energy, some are disfigured physically, perhaps having grown wings or extra limbs, while others are changed mentally, gaining magical or psychic powers. The mutants fear the technology that the scavengers employ, believing that it is evil - after all, was it not the technology that started all this trouble? For this reason, they seek to destroy the scavengers, for only then will the world be safe from a reoccurance of the nuclear war that was the original cause of the devastation. The scavengers must be stopped, for the sake of all remaining life...the war is on. ~ #25007 book~ a small book entitled 'A study of the scavengers'~ A small leather-bound book lies here.~ ~ 12 0 1 0 0 0 0 1 300 0 E book scavengers~ The scavengers are those of humankind who were shielded from the majority of the destruction. As such, they were able to save a certain amount of the technology available at that time, and even to improve it to a degree. The scavengers wish to restore things to the way they were before, but unfortunately the mutants see things differently. The scavengers see the destruction as a lesson to be learned from, but the mutants disagree with them, and seem content to let the remains of civilization slip into a state of primitive anarchy. The scavengers could accept that, as long as it didn't interfer with them, but the mutants fear the power of technology and those who wield it. They see only one solution...the war is on. ~ #25008 book~ a small book entitled 'Combat Tactics, Volume I'~ A small leather-bound book lies here.~ ~ 12 0 1 0 0 0 0 1 300 0 E BLIND~ The blindness spell, and the dirt/gouge fighting skills, are very useful when combined with disarm. The main problem with disarm is that is your opponent is fast enough they can pick up and rewield their weapons before you can grab it...however if they are blind they get no such chance. Another advantage of blinding someone is that they cannot use most equipment, like potions, and if you are forced to flee they won't be able to re-initiate the fight until they can see again. Be careful though, because some players will be able to cure themselves midfight... ~ E BLESS~ A worthwhile spell to have running at all times, as every bit of hitroll helps. Not a particularly amazing spell though. ~ E BACKSTAB~ Backstab will allow you to inflict a large amount of damage, giving you something of a headstart on your opponent. One problem with backstab is that your opponent must be at full health for it to work. This can be got around, however, with careful use of healing spells or items. ~ E book I tactics index~ The book contains chapters on the following tactics: BACKSTAB, BLESS, BLIND. ~ #25009 book~ a small book entitled 'Combat Tactics, Volume II'~ A small leather-bound book lies here.~ ~ 12 0 1 0 0 0 0 1 300 0 E DEFENSIVE~ There are three basic armor class spells; Shield, Armor, and Stone skin. Of these, stone skin is the most affective, although it also has the shortest duration. For players with poor magical ability, armor is probably the best because of its standard duration of 24 hours. The other spells won't have any sort of decent duration until you become more powerful at spellcasting (at which point their duration can become more than twice that of the armor spell). ~ E CHARM~ Charm person has got to be one of the most powerful anti-player spells around. The first (and most obvious) use is to charm mobs, which can either assist you in combat or give you their equipment. If cast directly on another player, however, the results are much more entertaining. A quick way to get rid of a powerful player is to charm them, order them to 'remove all', then order them to attack a powerful nearby mob. You can then join in if you wish to finish them off, or simply help yourself to their equipment after the mob has finished with them. Unfortunately it is because of this that most powerful players are immune to being charmed... ~ E CURSE~ This spell is good for preventing an opponent from recalling from a fight. Use in conjunction with the 'stamp' fight style (which stops your opponent from moving) for the best combination; Your opponent will have no choice but to fight it out to the bitter end. ~ E book II tactics index~ The book contains chapters on the following tactics: CURSE, CHARM, DEFENSIVE. ~ #25010 book~ a small book entitled 'Combat Tactics, Volume III'~ A small leather-bound book lies here.~ ~ 12 0 1 0 0 0 0 1 300 0 E FLY~ Fly is useful to leave on at all times for two reasons. Firstly, it prevents you being tripped in combat, and secondly it allows you to flee into the air/across water if the need arises. ~ E DISARM~ Disarm is a very useful skill when used on other players. If you're quick enough, you should be able to disarm then, then pick up their weapon, thus forcing them to fight unarmed (or with a backup weapon if they are lucky - but then you could always disarm that as well...) Some weapons cannot be disarmed, and some players are immune to disarm, so it's best to use this skill only on less powerful players. ~ E DETECT~ You should make sure you can detect invis at all times, otherwise invisible players will be able to sneak up on you without you knowing. Detect hidden can also be useful for mobs. The other detection spells generally have little combat use, although detect evil is useful for seeing if you should cast protection before fighting that person. ~ E book III tactics index~ The book contains chapters on the following tactics: DETECT, DISARM, FLY. ~ #25011 book~ a small book entitled 'Combat Tactics, Volume IV'~ A small leather-bound book lies here.~ ~ 12 0 1 0 0 0 0 1 300 0 E INVISIBILITY~ Invisibility can be very useful if your opponent cannot see invisible people, because it means they cannot initiate the fight - They have to wait for you to start at your own leisure. Unfortunately most players are able to see invisible creatures for this very reason. ~ E HURL~ This skill doesn't in itself cause a lot of damage. However with careful use you can throw players into traps or into rooms with aggressive mobs. A particularly useful application for people with fast connections is to enter a room which has a group of opponents, hurl all but one out of the room in rapid succession, then backstab the remaining member, loot them, and run off before the others realise what has happened. ~ E HEAL~ This spell is useful in a fight for healing damage you receive. If you inflict more than 100 damage with a spell then you would be better off casting that spell instead, however. Another use of this spell is on an opponent who is just below maximum hit points, just prior to a hurl or backstab. ~ E book IV tactics index~ The book contains chapters on the following tactics: HEAL, HURL, INVISIBILITY. ~ #25012 book~ a small book entitled 'Combat Tactics, Volume V'~ A small leather-bound book lies here.~ ~ 12 0 1 0 0 0 0 1 300 0 E POISON~ The poison spell has two main uses. The first (and most obvious) is to use it on your opponent. If you have a poisoned weapon, this is much more affective, as the more you poison someone, the weaker they become. Combined with disarm, you can make someone so weak that they cannot pick their weapon back up. The second use is to cast it on yourself. Poison itself doesn't cause a lot of damage, but it will keep you always just below maximum hit points, rendering you immune to being backstabbed (unless someone heals/cures you). ~ E OFFENSIVE~ There are many types of offensive spell, and because of spell immunities it is best to have a selection available. Breath spells are very good for players with lots of hit points, but otherwise it's best to stick to the standard spells. When you first start your spell casting power will be weak, so it is best to start with simple spells like 'magic missile' or 'burning hands'. When your skill improves you should try and move on to 'fireball', 'acid blast', 'lightning bolt', and particularly 'energy drain'. This last one doesn't cause as much damage as the others, but it does give you hit points when you hit, as well as drain your opponents mana and move. Additionally there is no immunity to it. When you are fighting against well prepared players with lots of immunities, you should try to use spells like 'harm' and 'gas breath'. ~ E KICK~ Kick is a skill best used by players who are better in combat than at magic. While not as flexable as spells, it is much more reliable, and can cause quite a lot of damage when used by a powerful player. Be careful, however, for some people may become immune to kicks. ~ E book V tactics index~ The book contains chapters on the following tactics: KICK, OFFENSIVE, POISON. ~ #25013 book~ a small book entitled 'Combat Tactics, Volume VI'~ A small leather-bound book lies here.~ ~ 12 0 1 0 0 0 0 1 300 0 E SLEEP~ This spell is good for pinning down players while you dispose of their friends. Another thing to remember is that hitting a sleeping person causes double damage, so combined with a backstab you can probably kill most players. ~ E SKILLS~ The best combat skills to learn are: Enhanced damage, second attack, third attack, parry, and dodge. You should make sure you learn all of these to 100% as soon as possible. ~ E SANCTUARY~ This spell is vital in any fight. It basically allows you to withstand twice the amount of damage you could normally. ~ E PROTECTION~ This spell is vital when fighting any evil creatures or players. It will basically allow you to withstand twice the damage you could normally, with a much longer duration and cheaper casting cost than sanctuary. It is also possible to have this spell AND sanctuary together, which is a very powerful defence. ~ E book VI tactics index~ The book contains chapters on the following tactics: PROTECTION, SANCTUARY, SKILLS, SLEEP. ~ #25014 book~ a small book entitled 'Combat Tactics, Volume VII'~ A small leather-bound book lies here.~ ~ 12 0 1 0 0 0 0 1 300 0 E TELEPORT~ While this spell is not generally a very useful spell, you can sometimes be lucky with where you land. Ending up within your opponents line of defence allows you to pick off the weaker players quickly, then make your escape before anyone else realises you are there. This spell can also be useful for an emergency escape if you are being attacked near your recall point (where it wouldn't be safe to recall to). ~ E SUMMON~ The summoning spell is very powerful when used against other players. If you know your way around the areas and can find a room with lockable doors then you have a great tactical advantage. You should cast passdoor and invisibility, then summon several aggressive mobs that cannot see invisible creatures. Then you summon your opponent, and as soon as the mobs attack them join in yourself. Your opponent will be unable to escape because of the doors, but if you get into serious trouble yourself, you will be able to flee because of the passdoor spell. Summon can also be useful if you are in a group, by summoning your opponents and picking them off one by one. It is important to remember that summon only works within the area, although this can be very useful if you sit just outside of an area that has opponents in, because you can summon them whenever you like, but they have to wait for you to reveal yourself. ~ E SNEAK~ Sneak will prevent other players from realising that you have entered the room (unless they happen to type look). It is extremely useful if you are not a very fast typer, because otherwise your opponent might well leave the room or even attack you first as soon as they see you walk into the room. ~ E book VII tactics index~ The book contains chapters on the following tactics: SNEAK, SUMMON, TELEPORT. ~ #0 #ROOMS #25000 The reception~ You are standing in a small waiting room. A young receptionist stands behind a small counter on the east wall, checking a small timetable. A small door leads north, down a long corridor. ~ 0 8 0 D0 ~ door~ 0 0 25001 T |lantern*light*~ The receptionist says 'Here you go $n, maybe this lantern will help!'. The receptionist gives $n $p.~ The receptionist says 'Here you go $n, maybe this lantern will help!'. The receptionist gives you $p.~ all~ 1048608 25004 25000 T |shield*~ The receptionist says 'Here you go $n, maybe this shield will help!'. The receptionist gives $n $p.~ The receptionist says 'Here you go $n, maybe this shield will help!'. The receptionist gives you $p.~ all~ 1048608 25003 25000 T |vest*~ The receptionist says 'Here you go $n, maybe this vest will help!'. The receptionist gives $n $p.~ The receptionist says 'Here you go $n, maybe this vest will help!'. The receptionist gives you $p.~ all~ 1048608 25002 25000 T |sword*~ The receptionist says 'Here you go $n, maybe this sword will help!'. The receptionist gives $n $p.~ The receptionist says 'Here you go $n, maybe this sword will help!'. The receptionist gives you $p.~ all~ 1048608 25001 25000 T |dagger*~ The receptionist says 'Here you go $n, maybe this dagger will help!'. The receptionist gives $n $p.~ The receptionist says 'Here you go $n, maybe this dagger will help!'. The receptionist gives you $p.~ all~ 1048608 25000 25000 T &what*do*~ The receptionist says 'Open the door and go north'. The receptionist says 'The members of staff will help you'.~ copy~ all~ 1048576 0 25000 T &where*go*~ The receptionist says 'Open the door and go north'. The receptionist says 'The members of staff will help you'.~ copy~ all~ 1048576 0 25000 T |help*~ The receptionist says 'I can supply equipment if you need it...'. The receptionist says 'Look at me to see what I have available'.~ copy~ all~ 1048576 0 25000 T >ENTER<~ The receptionist says 'Good day, $n. If you need any help, just ask'.~ copy~ all~ 1048576 0 25000 S #25001 The corridor~ You are standing within a narrow white corridor. Strange sounds of combat can be heard further ahead. ~ 0 8 0 D0 ~ ~ 0 0 25002 D2 ~ door~ 0 0 25000 S #25002 The junction~ You are standing at a small junction in the corridor. The corridor leads on north, while to your east and west lie a couple of archways leading into small rooms. ~ 0 8 0 D0 ~ ~ 0 0 25005 D1 ~ ~ 0 0 25004 D2 ~ ~ 0 0 25001 D3 ~ ~ 0 0 25003 T >ENTER<~ The member of staff says 'Welcome, $n! I am here to help people like you'. The member of staff says 'Before you go any further north, go east and west'.~ copy~ all~ 1048576 0 25002 S #25003 The mutant information centre~ This is a small information centre. The clerk here has spent many years researching into mutants, and knows quite a lot of information about them. He will be more than willing to answer any questions you have about them. ~ 0 8 0 D1 ~ ~ 0 0 25002 T |mutant*~ The clerk says 'Here you go $n, take a look at this book!'. The clerk gives $n $p.~ The clerk says 'Here you go $n, take a look at this book!'. The clerk gives you $p.~ all~ 1048608 25006 25003 T |history*mankind*~ The clerk says 'Here you go $n, take a look at this book!'. The clerk gives $n $p.~ The clerk says 'Here you go $n, take a look at this book!'. The clerk gives you $p.~ all~ 1048608 25005 25003 T |help*book*~ The clerk says 'Would you like a book on mutants, or mankinds history?'.~ copy~ all~ 1048576 0 25003 T >ENTER<~ The clerk says 'Welcome to my study, $n.'.~ copy~ all~ 1048576 0 25003 S #25004 The scavenger information centre~ You are standing in the scavenger information centre. A short professor sits behind a wooden desk in one corner. He has spent many years studying the history of the scavengers, and will try to give you whatever information you require. ~ 0 8 0 D3 ~ ~ 0 0 25002 T |scavenger*~ The professor says 'Here you go $n, take a look at this book!'. The professor gives $n $p.~ The professor says 'Here you go $n, take a look at this book!'. The professor gives you $p.~ all~ 1048608 25007 25004 T |history*mankind*~ The professor says 'Here you go $n, take a look at this book!'. The professor gives $n $p.~ The professor says 'Here you go $n, take a look at this book!'. The professor gives you $p.~ all~ 1048608 25005 25004 T |help*book*~ The professor says 'Would you like a book on scavengers, or mankinds history?'.~ copy~ all~ 1048576 0 25004 T >ENTER<~ The professor says 'Welcome to my study, $n.'.~ copy~ all~ 1048576 0 25004 S #25005 The corridor~ You are once again standing in a narrow corridor. The sounds of combat can be heard even closer than before; They seem to be coming from just a little way ahead... ~ 0 8 0 D0 ~ ~ 0 0 25006 D2 ~ ~ 0 0 25002 S #25006 The junction~ You are standing at another junction. The sounds of combat can be heard on all sides, and pools of blood are clearly visible on the floor. ~ 0 8 0 D0 ~ ~ 0 0 25014 D1 ~ ~ 0 0 25008 D2 ~ ~ 0 0 25005 D3 ~ ~ 0 0 25007 T >ENTER<~ The member of staff says 'Hello there $n. This is where you learn to fight'. The member of staff says 'First you should go west and consult the master...'. The member of staff says 'Then you should go east and practice for yourself!'.~ copy~ all~ 1048576 0 25006 S #25007 The tactics room~ You are standing in a fairly large room, filled with books on combat tactics, strange weapons, potions, scrolls, and many other devices. ~ 0 8 0 E books~ There are many books along the shelves, although most are repeated to allow young adventurers such as yourself to have a copy. If you want one you should ask the tactics master! ~ D1 ~ ~ 0 0 25006 T |seventh*seven*7*~ The tactics master says 'Here you go $n, take a look at this book!'. The tactics master gives $n $p.~ The tactics master says 'Here you go $n, take a look at this book!'. The tactics master gives you $p.~ all~ 1048608 25014 25007 T |sixth*six*6*~ The tactics master says 'Here you go $n, take a look at this book!'. The tactics master gives $n $p.~ The tactics master says 'Here you go $n, take a look at this book!'. The tactics master gives you $p.~ all~ 1048608 25013 25007 T |fifth*five*5*~ The tactics master says 'Here you go $n, take a look at this book!'. The tactics master gives $n $p.~ The tactics master says 'Here you go $n, take a look at this book!'. The tactics master gives you $p.~ all~ 1048608 25012 25007 T |fourth*four*4*~ The tactics master says 'Here you go $n, take a look at this book!'. The tactics master gives $n $p.~ The tactics master says 'Here you go $n, take a look at this book!'. The tactics master gives you $p.~ all~ 1048608 25011 25007 T |third*three*3*~ The tactics master says 'Here you go $n, take a look at this book!'. The tactics master gives $n $p.~ The tactics master says 'Here you go $n, take a look at this book!'. The tactics master gives you $p.~ all~ 1048608 25010 25007 T |second*two*2*~ The tactics master says 'Here you go $n, take a look at this book!'. The tactics master gives $n $p.~ The tactics master says 'Here you go $n, take a look at this book!'. The tactics master gives you $p.~ all~ 1048608 25009 25007 T |first*one*1*~ The tactics master says 'Here you go $n, take a look at this book!'. The tactics master gives $n $p.~ The tactics master says 'Here you go $n, take a look at this book!'. The tactics master gives you $p.~ all~ 1048608 25008 25007 T |help*tactics*book*combat*teach*fight*~ The tactics master says 'I have seven books on tactics available...'. The tactics master says 'Which number would you like?'.~ copy~ all~ 1048576 0 25007 T >ENTER<~ The tactics master says 'How can I help you, $n?'.~ copy~ all~ 1048576 0 25007 S #25008 The combat room~ You are standing within a small room, covered with blood, gore, and severed body parts. The sounds and snarls around you strike fear into your heart, but you realise that if you wish to pass the test you'll have to fight... ~ 0 8 0 D0 ~ ~ 0 0 25009 D1 ~ ~ 0 0 25010 D2 ~ ~ 0 0 25011 D3 ~ ~ 0 0 25006 D4 ~ ~ 0 0 25013 D5 ~ ~ 0 0 25012 T >ENTER<~ The member of staff says 'Welcome to the prison cells, $n.'. The member of staff says 'Try going all directions and fighting what you find'.~ copy~ all~ 1048576 0 25008 S #25009 The northern prison cell~ You are standing within a prison cell. A strangly twisted creature screams insanely at you, desperately pulling at his chains in an attempt to tear you limb from limb... Of course he IS chained up, while you are not, so surely he can't be THAT hard? ~ 0 8 0 D2 ~ ~ 0 0 25008 S #25010 The eastern prison cell~ As you enter this room, you can't help but wrinkle your nose at the smell. Covering the floor is rotten food, old smelly socks, and all manner of garbage. Suddenly a putrid creature leaps from the pile of litter, cackling madly to himself. ~ 0 8 0 D3 ~ ~ 0 0 25008 S #25011 The southern prison cell~ This cell is currently empty. ~ 0 8 0 D0 ~ ~ 0 0 25008 S #25012 The centre of the torture chamber~ You are standing within the centre of a large torture chamber. Many rusted implements of pain are hanging from the walls, still stained with ancient blood. Even more worrying are the huge rats that scamper all around you. ~ 0 8 0 D0 ~ ~ 0 0 25016 D1 ~ ~ 0 0 25018 D2 ~ ~ 0 0 25020 D3 ~ ~ 0 0 25022 D4 ~ ~ 0 0 25008 S #25013 The upper prison cell~ This cell is currently empty. ~ 0 8 0 D5 ~ ~ 0 0 25008 S #25014 The corridor~ You find yourself once more in the narrow corridor. A faint humming can be heard from up ahead! You decide to procede with caution... ~ 0 8 0 D0 ~ ~ 0 0 25015 D2 ~ ~ 0 0 25006 S #25015 The gateway~ You stand at the end of the corridor. If you feel you are ready for the big bad world, then you should tell the gatekeeper which side you wish to fight for; The mutants or the scavengers. If you do not yet feel ready, you should go back and look through the other rooms. ~ 0 8 0 D2 ~ ~ 0 0 25014 T |scavenger*~ The guardian says 'Ok then $n, just type "enter portal" to become a scavenger.'. The guardian makes a few gestures and a shimmering portal appears.~ copy~ all~ 1056768 15 25015 T |mutant*~ The guardian says 'Ok then $n, just type "enter portal" to become a mutant.'. The guardian makes a few gestures and a shimmering portal appears.~ copy~ all~ 1056768 3054 25015 T >ENTER<~ The gatekeeper says 'Do you wish to become a mutant or a scavenger?'.~ copy~ all~ 1048576 0 25015 S #25016 The northern end of the torture chamber~ ~ 0 8 0 D1 ~ ~ 0 0 25017 D2 ~ ~ 0 0 25012 D3 ~ ~ 0 0 25023 S #25017 The north-eastern corner of the torture chamber~ ~ 0 8 0 D2 ~ ~ 0 0 25018 D3 ~ ~ 0 0 25016 S #25018 The eastern end of the torture chamber~ ~ 0 8 0 D0 ~ ~ 0 0 25017 D2 ~ ~ 0 0 25019 D3 ~ ~ 0 0 25012 S #25019 The south-eastern corner of the torture chamber~ ~ 0 8 0 D0 ~ ~ 0 0 25018 D3 ~ ~ 0 0 25020 S #25020 The southern end of the torture chamber~ ~ 0 8 0 D0 ~ ~ 0 0 25012 D1 ~ ~ 0 0 25019 D3 ~ ~ 0 0 25021 S #25021 The south-western corner of the torture chamber~ ~ 0 8 0 D0 ~ ~ 0 0 25022 D1 ~ ~ 0 0 25020 S #25022 The western end of the torture chamber~ ~ 0 8 0 D0 ~ ~ 0 0 25023 D1 ~ ~ 0 0 25012 D2 ~ ~ 0 0 25021 S #25023 The north-western corner of the torture chamber~ ~ 0 8 0 D1 ~ ~ 0 0 25016 D2 ~ ~ 0 0 25022 S #0 #SPECIALS S #RESETS M 0 25000 1 25000 M 0 25002 1 25002 M 0 25003 1 25003 M 0 25004 1 25004 M 0 25006 1 25006 M 0 25007 1 25007 M 0 25008 1 25008 M 0 25009 1 25009 M 0 25010 1 25010 M 0 25012 4 25012 M 0 25015 1 25015 S #SHOPS 0 #$