area_current/castle/
area_current/gahld/
clans/
player/
player/c/
#AREA Tower of Entropy~
#AUTHORS Chaos~


#HELPS
-1 'TOWER OF ENTROPY'~
The Tower of Entropy was created by Chaos.

See HELP ENTROPY for more details.

     Bug fixes completed in January, 1999 by Emperor.
~
0 $~


#RANGES 0 99 10 89
#MOBILES
#27100
servant entropy~
The Servant of Entropy~
The Servant of Entropy stands here waiting for those that would enter the Tower.~
The Servant of Entropy seems to have no shape or form, but undulates with a
subliminal glow of power.~
ACT_SENTINEL|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES
0 S
99 BODY_LEG|BODY_ARM BODY_HEAD|BODY_CLAW 50d50+15000 10d10+50
0 838032
POS_STANDING POS_STANDING SEX_NEUTRAL
>speech_prog chaos~
say So you wish to enter the Tower of Entropy, $n?
if whichgod( $n ) != 0
  say You already follow a god.
  say You may not enter, $n.
  break
else
  if level( $n ) < 10
    say You cannot attempt to enter the tower at your level.
    break
  else
    if level( $n ) > 89
      say You cannot attempt to enter the tower at your level.
      break
    else
      if quest( 4, 4, $n) == 5
        say You cannot attempt to enter the tower more than 5 times.
        break
      else
        if pcsinarea(27100)==0 
          mptransfer $n 27101
          mpgoto 27101
          purge area
          maze 3 3 2 $n
          mpmload 27101
          rescale 27101 $n 60
          mpgorand 27110 27118 0 1
          connect 4 27120 both
          doorset 4 36 gate
          key 4 gate
          mpmload 27102
          give key wenlo
          mpgorand 27102 27118 0 1
          mpmload 27103
          mpgorand 27102 27109 0 1
          mpmload 27105
          mpgorand 27102 27109 0 1
          connect 5 27119 both
          doorset 5 36 cellar
          key 5 cellar
          mpgorand 27109 27117 0 1
          mpmload 27106
          give key child
          drop key
          mpgoto 27119
          connect 4 -1
          mpmload 27104
          rescale 27104 $n 120
          mpgoto 27120
          connect 4 27121 b
          mpmload 27107
          mpgoto 27101 
          say Here you are, so look around.
          recho You realize that you are not in Chakkor anymore.
          say Have a nice tour, $n.
          mpmadd $n quest 4 4 1
          mpmset $n quest 0 4 0
          mpecho The Servant of Entropy leaves the way he came.
          mpgoto 9709
          break
        else
          say The Tower of Entropy is currently occupied.
          break
        endif
      endif
    endif
  endif
endif
~
>rand_prog 10~
say You may enter the Tower of Entropy by saying the name of the Owner.
~
|
#27101
sentry~
The Sentry~
There is a Sentry here in dress uniform.~
The sentry does not seem to have eyes at all, just black orbs.  His hair is
slowly waving in the breeze, but there is no breeze.~
ACT_SENTINEL|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES
0 S
99 BODY_HEAD|BODY_ARM|BODY_FOOT BODY_LEG|BODY_HAND 1d1+7999 10d10+50
0 838032
POS_STANDING POS_STANDING SEX_NEUTRAL
>rand_prog 3~
if quest( 0, 4, $n) == 0
  say Hello mortal.  I hope you are comfortable here.
  say You are asked not to reveal anything here, on pain of death.
  say We also would request that once completed, do not attempt again
  say with another character.
endif
~
>rand_prog 3~
if quest( 0, 4, $n) == 0
  say You may find it very important to look at everything here.
endif
~
>rand_prog 3~
say My best friend has always been the maid.  She's very lovely.
~
>rand_prog 3~
if quest( 0, 4, $n) == 0
  say I think you should go spank those twins.
endif
~
>rand_prog 3~
if quest( 0, 4, $n) == 0
  say Most of the people here will talk to you if you SAY things to them.
endif
~
>rand_prog 3~
yawn 
~
>speech_prog maid~
say I want to marry Miss Tanlo.
sigh 
~
>speech_prog Tanlo~
say Truthfully, I think I just want her for a friend, Elizabeth that is.
smirk 
~
>speech_prog captain~
say Wenlo, the captain of the guard, may be found prowling the premises.
~
>speech_prog step steps~
say The steps up the tower are over that direction.
point 
~
>speech_prog maid tanlo elizabeth~
say The maid is quite the little lady.
~
>speech_prog ring~
say I will not give up my ring, ever.
say You will have to kill me before I do.
~
>death_prog 100~
if quest( 0, 4, $n) == 4
  mpoload 27100 
  mpquiet on
  cast 'giant strength' $n 
  drop I27100
  mpquiet off
  mpmset $n quest 0 4 5
  mpecho You notice a small green object fall from the guts of the sentry.
endif
~
|
#27102
captain wenlo~
The Captain of the Guard~
The Captain of the Guard is here wondering if you should be.~
The Captain of the Guard seems incredibly strong.  He has a large sword and
a small black shield that seems to change size.~
ACT_SENTINEL|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES
0 S
99 BODY_EYE|BODY_HAND BODY_HEAD|BODY_ARM 50d50+15000 10d10+50
0 838032
POS_STANDING POS_STANDING SEX_NEUTRAL
>rand_prog 3~
say You really don't want to venture into the section
say of the Tower, that is in the plane of Entropy.
~
>speech_prog strength~
if quest( 0, 4, $n) > 2
  say I think the maid knows a bit about strengths.
  say I have something for you if you know your true strength.
endif
~
>speech_prog race~
if quest( 0, 4, $n) > 2
  say Each race has a special characteristic, or strength.
endif
~
>speech_prog plane entropy~
say The plane of Entropy can be reached by going up.
~
>speech_prog adaptability~
if quest( 0, 4, $n) == 6
  if race($n)==0
    say You know the true characteristics of being Human.
    give key $n
    mpmset $n quest 0 4 7
  endif
endif
~
>speech_prog kindness~
if quest( 0, 4, $n) == 6
  if race($n)==1
    say You know the true characteristics of being Halfling.
    give key $n
    mpmset $n quest 0 4 7
  endif
endif
~
>speech_prog quickness~
if quest( 0, 4, $n) == 6
  if race($n)==2
    say You know the true characteristics of being Elven.
    give key $n
    mpmset $n quest 0 4 7
  endif
endif
~
>speech_prog deviousness~
if quest( 0, 4, $n) == 6
  if race($n)==3
    say You know the true characteristics of being Drow.
    give key $n
    mpmset $n quest 0 4 7
  endif
endif
~
>speech_prog surefootedness~
if quest( 0, 4, $n) == 6
  if race($n)==4
    say You know the true characteristics of being Dwarven.
    give key $n
    mpmset $n quest 0 4 7
  endif
endif
~
>speech_prog sensibility~
if quest( 0, 4, $n) == 6
  if race($n)==5
    say You know the true characteristics of being Gnome.
    give key $n
    mpmset $n quest 0 4 7
  endif
endif
~
>speech_prog stubbornness~
if quest( 0, 4, $n) == 6
  if race($n)==6
    say You know the true characteristics of being Orc.
    give key $n
    mpmset $n quest 0 4 7
  endif
endif
~
>speech_prog drive~
if quest( 0, 4, $n) == 6
  if race($n)==7
    say You know the true characteristics of being Ogre.
    give key $n
    mpmset $n quest 0 4 7
  endif
endif
~
>speech_prog flight~
if quest( 0, 4, $n) == 6
  if race($n)==8
    say You know the true characteristics of being Aviaran.
    give key $n
    mpmset $n quest 0 4 7
  endif
endif
~
>speech_prog endurance~
if quest( 0, 4, $n) == 6
  if race($n)==9
    say You know the true characteristics of being Centaur.
    give key $n
    mpmset $n quest 0 4 7
  endif
endif
~
>speech_prog mind~
if quest( 0, 4, $n) == 6
  if race($n)==10
    say You know the true characteristics of being Gith.
    give key $n
    mpmset $n quest 0 4 7
  endif
endif
~
>speech_prog stealth~
if quest( 0, 4, $n) == 6
  if race($n)==11
    say You know the true characteristics of being Tsarian.
    give key $n
    mpmset $n quest 0 4 7
  endif
endif
~
|
#27103
maid elizabeth tanlo~
The tower maid~
The tower maid is here dusting off some furnature.~
The tower maid is very beautiful, but has blue skin.  The looks to be of the
wood sprite race.  She seems very duty bound, and determined.~
ACT_SENTINEL|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES
0 S
99 BODY_HIP|BODY_TAIL BODY_MOUTH|BODY_TORSO 50d50+15000 10d10+50
0 838032
POS_STANDING POS_STANDING SEX_NEUTRAL
>rand_prog 3~
say Has that damned sentry been telling you stories again?
~
>speech_prog sentry~
say The sentry is the laziest person I have ever met.
~
>speech_prog wenlo~
say Wenlo is a fine warrior, but a little lacking upstairs.
~
>speech_prog plane entropy~
say The plane of Entropy is somewhere above us, hidden.
say I think I found it once, but I don't remember where.
~
>speech_prog strength~
if quest( 0, 4, $n) == 3
  say I know a bit about strengths, but...
  say The sentry has a ring that I want.
  mpmset $n quest 0 4 4
endif
~
>give_prog I27100~
if quest( 0, 4, $n) != 5
  say Thank you for this ring.
  say But I can help you no longer.
  break
else
  if race($n)==0
    say Your greatest strength is your adaptability.
    recho The maid sweeps you into the dustbin.
    mpmset $n quest 0 4 6
    mptransfer $n 27119
    break
  else
    if race($n)==1
      say Your greatest strength is your kindness.
      recho The maid sweeps you into the dustbin.
      mpmset $n quest 0 4 6
      mptransfer $n 27119
      break
    else
      if race($n)==2
        say Your greatest strength is your quickness.
        recho The maid sweeps you into the dustbin.
        mpmset $n quest 0 4 6
        mptransfer $n 27119
        break
      else
        if race($n)==3
          say Your greatest strength is your deviousness.
          recho The maid sweeps you into the dustbin.
          mpmset $n quest 0 4 6
          mptransfer $n 27119
          break
        else
          if race($n)==4
            say Your greatest strength is your surefootedness.
            recho The maid sweeps you into the dustbin.
            mpmset $n quest 0 4 6
            mptransfer $n 27119
            break
          else
            if race($n)==5
              say Your greatest strength is your sensibility.
              recho The maid sweeps you into the dustbin.
              mpmset $n quest 0 4 6
              mptransfer $n 27119
              break
            else
              if race($n)==6
                say Your greatest strength is your stubbornness.
                recho The maid sweeps you into the dustbin.
                mpmset $n quest 0 4 6
                mptransfer $n 27119
                break
              else
                if race($n)==7
                  say Your greatest strength is your drive.
                  recho The maid sweeps you into the dustbin.
                  mpmset $n quest 0 4 6
                  mptransfer $n 27119
                  break
                else
                  if race($n)==8
                    say Your greatest strength is your flight.
                    recho The maid sweeps you into the dustbin.
                    mpmset $n quest 0 4 6
                    mptransfer $n 27119
                    break
                  else
                    if race($n)==9
                      say Your greatest strength is your endurance.
                      recho The maid sweeps you into the dustbin.
                      mpmset $n quest 0 4 6
                      mptransfer $n 27119
                      break
                    else
                      if race($n)==10
                        say Your greatest strength is your mind.
                        recho The maid sweeps you into the dustbin.
                        mpmset $n quest 0 4 6
                        mptransfer $n 27119
                        break
                      else
                        if race($n)==11
                          say Your greatest strength is your stealth.
                          recho The maid sweeps you into the dustbin.
                          mpmset $n quest 0 4 6
                          mptransfer $n 27119
                          break
                        endif
                      endif
                    endif
                  endif
                endif
              endif
            endif
          endif
        endif
      endif
    endif
  endif
endif
~
|
#27104
mouse~
the mouse~
The small mouse is scurrying across the floor.~
The mouse looks like it could use some food, with it's black beady eyes, and
yellow teeth.~
ACT_SENTINEL|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS|AFF_INFRARED|AFF_UNDERSTAND|AFF_STEALTH|AFF_TONGUES
0 S
99 BODY_LEG|BODY_TAIL BODY_MOUTH|BODY_CLAW 1d1+7999 10d10+50
0 838032
POS_STANDING POS_STANDING SEX_NEUTRAL
>fight_prog 60~
mpmset mouse short The Chaos Monster
mpmset mouse long The Chaos Monster attacks you with no mercy.
mpmset mouse name chaos monster
~
>fight_prog 30~
recho The monster squeeks.
~
>rand_prog 4~
mpecho The mouse chews through the wall to the north.
connect 0 27105
~
>rand_prog 6~
mpecho The mouse squeeks.
~
>all_greet_prog 100~
mpecho There is a rustling under the bags of grain.
if quest( 0, 4, $n) == 1
  mpmset $n quest 0 4 2
endif
~
>rand_prog 99~
connect 0 -1
~
|
#27105
child chaos~
The child of Chaos~
There is a small child of Chaos playing here.~
The child of Chaos looks like it's having alot of fun, by causing sections of
the floor to melt into it's primordial material.~
ACT_SENTINEL|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES
0 S
99 BODY_WING|BODY_TAIL BODY_HORN|BODY_CLAW 1d1+8110 10d10+50
0 838032
POS_STANDING POS_STANDING SEX_NEUTRAL
>all_greet_prog 100~
if quest( 0, 4, $n) == 0
  say I think you might want the key my twin has...
endif
if quest(0,4,$n) == 2
  say Have you met my twin?
endif
~
>rand_prog 6~
if quest( 0, 4, $n) == 2
  say Have you met my twin?
endif
~
>speech_prog twin~
if quest( 0, 4, $n) == 2
  say Can you tell my twin to get lost?
endif
~
>speech_prog kiss~
if quest( 0, 4, $n) == 2
  say Can you tell my twin what the couches are made of around here?
endif
~
>speech_prog metal metals~
if quest( 0, 4, $n) == 2
  say Go tell my twin the name of the mouse.
endif
~
|
#27106
child chaos~
The child of Chaos~
There is a small child of Chaos playing here.~
The child of Chaos looks like it's having alot of fun, by causing sections of
the wall to melt into it's primordial material.~
ACT_SENTINEL|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES
0 S
150 BODY_WING|BODY_TAIL BODY_HORN|BODY_CLAW 1d1+17925 10d10+90
0 1810212
POS_STANDING POS_STANDING SEX_NEUTRAL
>rand_prog 60~
mpquiet on
get all
mpquiet off
if rand(40)
 say Have you met my twin?
endif
~
>all_greet_prog 100~
if quest( 0, 4, $n) == 0
  say I found this key...  Do you want it?  Have no idea what it goes to.
endif
~
>speech_prog key~
if quest( 0, 4, $n) == 0
  say Say please...
endif
~
>speech_prog please~
if quest( 0, 4, $n) == 0
  Say here you go!
  mpquiet on
  cast 'giant strength' $n
  mpquiet off
  give key $n
  mpmset $n quest 0 4 1
  drop all
endif
~
>speech_prog get~
if quest( 0, 4, $n) == 2
  say Don't tell me to get lost!!!
  say Go tell my twin to kiss off!!!
endif
~
>speech_prog steel~
if quest( 0, 4, $n) == 2
  say You think steel is strong...
  say Go ask my twin about metals.
endif
~
>speech_prog beast~
say You are a fool to say that!
say This quest is over!
mpkill $n
mpmset $n quest 0 4 0
~
>speech_prog monster~
if quest( 0, 4, $n) == 2
  say Wow, you have been around.
  say But you might go ask the Captain about a horse race.
  mpmset $n quest 0 4 3
  grin 
endif
~
|
#27107
servant entropy~
The Guardian of Entropy~
The Guardian of Entropy awaits your doom at the hands of Chaos.~
The Guardian of Entropy seems to have no shape or form, but undulates with a
subliminal glow of power.~
ACT_SENTINEL|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES
0 S
99 BODY_LEG|BODY_HAND BODY_TORSO|BODY_HIP 50d50+15000 10d10+50
0 838032
POS_STANDING POS_STANDING SEX_NEUTRAL
>speech_prog order demise~
say Sorry, that is the wrong answer.
slaughter $n
break
~
>speech_prog chaos~
if actorhasobjnum( 27109 )
  say Thank you.
  say You may proceed.
  mpmset $n quest 0 4 9
  mptransfer $n 27136
  break
else
  say You do not have what I'm looking for.
  say please try later.
  break
endif
~
>speech_prog fog~
say Ahh.   The fog was talking to you.
say The fog is very knowledgable about various devices.
~
>speech_prog device devices~
say I do know that you must include the cube into the sphere.
say This will create a pointed object.
~
>speech_prog pointed object~
say I think you mean the cantrip.
say Just INCLUDE it.
say But I think there is only one spot that you can do this.
~
>all_greet_prog 100~
if quest( 0, 4, $n) == 7
  cast 'continual light'
  get ball
  hold ball
  cast 'create food'
  say Hello, $n.
  say I need the arrow of Chaos.
  connect 4 0
  maze 2 2 4 $n
  mpgorand 27121 27135 0 1
  mpmload 27108
  rescale 27108 $n 85
  mpgorand 27121 27135 0 1
  mpmload 27109
  rescale 27109 $n 95
  mpgorand 27121 27135 0 1
  mpmload 27110
  rescale 27110 $n 105
  mpgorand 27121 27135 0 1
  mpmload 27111
  rescale 27111 $n 115
  mpgorand 27121 27135 0 1
  mpmload 27112
  rescale 27112 $n 125
  mpgoto 27134
  mpoload 27110
  mpmload 27113
  rescale 27113 $n 80
  mpgoto 27143
  mpmload 27114
  mpgoto 27141
  mpmload 27114
  mpgoto 27139
  mpmload 27114
  rescale 27114 $n 80
  mpgoto 27145
  mpmload 27115
  rescale 27115 $n 80
  mpgoto 27125
  mpoload 27112
  mpoload 27111
  drop i27111
  put i27112 i27111
  mpgoto 27128
  mpmload 27116
  rescale 27116 $n 80
  mpgoto 27130
  mpmload 27117
  rescale 27117 $n 80
  mpgoto 27131
  mpmload 27118
  rescale 27118 $n 80
  mpgoto 27120
  mpmset $n quest 0 4 8
  break
else
  if quest( 0, 4, $n) < 7
    say You should not be here!
    slay $n
    break
  endif
endif
if actorhasobjnum( 27109 )
  say I see you have the Arrow.
  say Who do you wish to follow?
  break
else
  say I need the arrow.
endif
~
|
#27108
demon~
The minor demon~
There is a small demon here.~
The demon is babbling in a totally foreign language.  You think you understand
some of the words it is saying, but you're not sure.  Regardless, he doesn't
seen to be prone to light conversation.~
ACT_AGGRESSIVE|ACT_SMART|ACT_BODY|ACT_UNDEAD
AFF_DETECT_INVIS|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES
-1000 S
99 BODY_HEAD|BODY_EYE|BODY_ARM|BODY_TAIL|BODY_HORN|BODY_CLAW BODY_HEAD|BODY_TAIL 1d1+7999 10d10+50
0 838032
POS_STANDING POS_STANDING SEX_NEUTRAL
>death_prog 100~
mpecho The demon explodes into small pieces.
mpoload 27101
~
>fight_prog 20~
mpecho The demon gives you the evil eye.
cast chill
~
>fight_prog 20~
cast 'cure light'
~
|
#27109
demon~
The small demon~
There is an incredibly ugly little demon here.~
This demon has the face of a dog, and the body of a money.  It's ears
are definitely human, yet the eyes are a solid opaque yellow.  There
are some small horns protruding from the slimy head.~
ACT_AGGRESSIVE|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES
-1000 S
99 BODY_HEAD|BODY_EYE|BODY_ARM|BODY_TAIL|BODY_HORN|BODY_CLAW BODY_MOUTH|BODY_HORN 1d1+7999 8d10+30
0 838032
POS_STANDING POS_STANDING SEX_NEUTRAL
>death_prog 100~
say Damn you!
say I just got over the last moron that entered here.
mpoload 27102
~
>fight_prog 20~
say The path of Chaos is resticted to those powerful enough to survive.
~
|
#27110
demon~
The demon~
There is an ugly demon flying here.~
The demon has large claws and fangs dripping with black ooze.  It
has black wings similar to a bat's, but oddly it has no legs, only
a mass of tenticles.  Having three arms, it looks almost comical,
as it whacks you across the head several times.~
ACT_AGGRESSIVE|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES
-1000 S
99 BODY_HEAD|BODY_EYE|BODY_ARM|BODY_TAIL|BODY_HORN|BODY_CLAW BODY_WING|BODY_TENTICLE|BODY_CLAW 1d1+7999 8d10+30
0 838032
POS_STANDING POS_STANDING SEX_NEUTRAL
>death_prog 100~
mpecho The sputtering of what life the demon had is now gone.
mpoload 27103
~
>fight_prog 25~
say You will never be allowed to complete the path of Chaos.
~
>fight_prog 15~
mpecho The demon caughs on you.
cast fireball
~
|
#27111
demon~
The large demon~
There is a large demon growling fiercely.~
This demon has the body of a gorilla, and the head of Dar, the Master
trainer.  This fellow does not appear to be as friendly as Dar.~
ACT_AGGRESSIVE|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES
-1000 S
99 BODY_HEAD|BODY_EYE|BODY_ARM|BODY_TAIL|BODY_HORN|BODY_CLAW BODY_LEG|BODY_ARM|BODY_HAND 1d1+7999 8d10+30
0 838032
POS_STANDING POS_STANDING SEX_NEUTRAL
>death_prog 100~
mpecho The demon explodes.
cast 'earthquake'
mpoload 27104
~
>fight_prog 20~
mpecho You train your wisdom.
cast 'chill touch'
~
>fight_prog 20~
mpecho You train your strength.
cast 'weaken'
~
>fight_prog 20~
say The path of Chaos cannot be tread lightly.
say And by your size, I would say you are too light.
grin 
~
|
#27112
demon~
The major demon~
There is a major demon here.~
This demon has two heads.  One is a bull, and the other is a
crocodile.  These heads face opposite directions.  It also has
two sets of human arms going in either direction.   Having five legs
seems to do no less than give it a very good fighting stance.~
ACT_AGGRESSIVE|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES
-1000 S
99 BODY_HEAD|BODY_EYE|BODY_ARM|BODY_TAIL|BODY_HORN|BODY_CLAW BODY_HEAD|BODY_ARM|BODY_CLAW 1d1+7999 8d10+30
0 838032
POS_STANDING POS_STANDING SEX_NEUTRAL
>death_prog 100~
mpoload 27105
~
>fight_prog 20~
mpecho A putred gass eminates from the demon.
cast 'cure serious'
~
>fight_prog 20~
mpecho The demon lays his unholy hands on you.
cast 'energy drain'
~
>fight_prog 15~
say You are a fool to embark on the path of Chaos.
~
|
#27113
ether~
The Ether~
~
~
ACT_SENTINEL|ACT_SMART
AFF_DETECT_INVIS|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES|AFF_ETHEREAL
-1000 S
99 0 0 1d1+7999 8d10+30
0 838032
POS_STANDING POS_STANDING SEX_NEUTRAL
>rand_prog 20~
mpecho The chair says 'Do you know anything about the cone?'
~
>speech_prog cone~
mpecho The chair says 'The cone is used with the cylinder.'
~
>speech_prog cylinder~
mpecho The chair says 'That must be IMMERSEd in the cone.'
~
|
#27114
fall~
The fall~
The fall~
Humm, this looks like a very large fall.~
ACT_SENTINEL|ACT_SMART
AFF_DETECT_INVIS|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES|AFF_ETHEREAL
-1000 S
99 0 0 1d1+7999 8d10+30
0 838032
POS_STANDING POS_STANDING SEX_NEUTRAL
>all_greet_prog 100~
mpecho You immediately fall several hundred feet to your death.
slaughter $n
~
|
#27115
priestess~
The High Priestess of Chaos~
The High Priestess of Chaos awaits the bidding of her God.~
The High Priestess is wearing flowing white robes.  She has a
very beautiful elven body, with feline eyes.~
ACT_SENTINEL|ACT_SMART
AFF_DETECT_INVIS|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES
-1000 S
99 0 0 1d1+7999 8d10+30
0 838032
POS_STANDING POS_STANDING SEX_NEUTRAL
>all_greet_prog 100~
say Hello $n.
say You have survived the tests.
say You must now make your plea.
say What must your soul follow to become one with Chaos?
~
>speech_prog path~
say Very well.  You are allowed to enter the ranks of Chaos.
mpoload 51
give i51 $n
mpquiet on
c 'remove curse' $n
c 'remove curse' $n
c 'remove curse' $n
c 'remove curse' $n
c 'remove curse' $n
c 'remove curse' $n
c 'remove curse' $n
c 'remove curse' $n
c 'remove curse' $n
c 'remove curse' $n
c 'remove curse' $n
c 'remove curse' $n
c 'remove curse' $n
c 'remove curse' $n
c 'remove curse' $n
c 'remove curse' $n
c 'remove curse' $n
c 'remove curse' $n
c 'remove curse' $n
c 'remove curse' $n
mpquiet off
mpforce $n wear i51
say Chaos may have further need of you later, but I do not now.
mptransfer $n 9719
~
>speech_prog death order demise~
say You are insane to speak those words here.
slaughter $n
~
>speech_prog chaos~
say Yes, I am the High preistess of Chaos.
~
|
#27116
gardener~
The Gardener~
The Gardener is working on a small plant.~
The gardener looks to be the only friendly person here.  He is of Ogre
stock, and is wearing green pants, and a brown cloak.~
ACT_SENTINEL|ACT_SMART
AFF_DETECT_INVIS|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES
-1000 S
99 0 0 1d1+7999 8d10+30
0 838032
POS_STANDING POS_STANDING SEX_NEUTRAL
>all_greet_prog 100~
mpecho Hello $n.
~
>fight_prog 100~
say Get out of here, you little twit!
mpforce all flee
mpforce all flee
mpforce all flee
mpforce all flee
mpforce all flee
mpforce all flee
restore gardener
peace 
~
>speech_prog hello~
say I have a puzzle for you.
say If a hole is dug two feet wide, by three feet deep.
say And it is four feet long.
say How much dirt is there?
~
>speech_prog 24 twenty-four twentyfour twenty four~
say You need a hole in your head that large, so here!
cast 'fireball' $n
~
>speech_prog none zero 0~
say Ah, the smart one, are we?
say Then you should also know that the
say Dim Room is for the cantrip.
~
|
#27117
couch~
The couch~
There is a large couch here.~
The couch looks quit comfortable.   Have a seat.~
ACT_SENTINEL|ACT_SMART
AFF_DETECT_INVIS|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES
-1000 S
99 0 0 1d1+7999 8d10+30
0 838032
POS_STANDING POS_STANDING SEX_NEUTRAL
>rand_prog 20~
mpecho Have a seat, and read the newspaper.
~
>rand_prog 100~
mpforce $r rest
~
>fight_prog 100~
mpforce all flee
mpforce all flee
mpforce all flee
mpforce all flee
mpforce all flee
peace 
restore couch
~
|
#27118
bartender~
The Bartender~
The demonic bartender is here serving drinks.~
The demonic bartender has more than a few eyes, and uses them
all to their best ability.  You doubt you could do anything
fishy here.~
ACT_SENTINEL|ACT_SMART
AFF_DETECT_INVIS|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES
-1000 S
99 0 0 1d1+7999 8d10+30
0 838032
POS_STANDING POS_STANDING SEX_NEUTRAL
>all_greet_prog 100~
mpecho Hello $n.  Would you like a drink?
~
>fight_prog 100~
say Hey!  No fighting in my bar!
mpforce all flee
mpforce all flee
mpforce all flee
mpforce all flee
mpforce all flee
restore gardener
peace 
~
>speech_prog drink~
say Give me five thousand and I'll serve you a drink.
say Give me fifteen thousand and I'll serve you a stiff one.
~
>bribe_prog 15000~
say Here is your long island tea.
say Ahh, yes.  You can make the arrow there.
~
>bribe_prog 5000~
say Here is your beer.
say I seem to remember that the dingy room serves a purpose.
~
|
#0




#OBJECTS
#27100
green ring~
a green ring~
There is a green ring laying here.~
The ring seems to be made of some kind of stone.~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE
0 0 0 0
1 50 1
P 1
TRIG_TICK 100
OPROG_IF OIF_USER_AREA ! 27100 2 0
P 2
TRIG_VOID
OPROG_ECHO
The green ring dies of strangulation.~
P 2
TRIG_VOID
OPROG_JUNK
#27101
sphere~
the sphere~
There is a small sphere laying here.~
The small sphere is black beyond immagination.  It seems to
absorb light, as there is a black haze around the object.~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE
0 0 0 0
1 50 1
P 4
TRIG_TICK 100
OPROG_IF OIF_USER_AREA ! 27100 5 0
P 5
TRIG_VOID
OPROG_JUNK
#27102
pyramid~
the pyramid~
There is a grey pyramid sitting on the floor here.~
The pyramid has no markings on it.~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE
0 0 0 0
1 50 1
P 4
TRIG_TICK 100
OPROG_IF OIF_USER_AREA ! 27100 5 0
P 5
TRIG_VOID
OPROG_JUNK
#27103
cylinder~
the cylinder~
There is a miniature cylinder hovering above the floor.~
This appears to be about three inches in diameter and about four
and a half in length.  There is a small tab on one end.~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE
0 0 0 0
1 50 1
E
tab~
The tab reads 'Pull to open.'
Another line reads '5c Chakkor Refund.'~
P 1
TRIG_UNKNOWN 100 immerse
OPROG_IF_HAS_OBJECT 27106 2 0
P 2
TRIG_VOID
OPROG_IF OIF_USER_ROOM_NUM = 27135 3 0
P 3
TRIG_VOID
OPROG_ECHO
You immerse the cylinder in the cone.
They create a spring.~
P 3
TRIG_VOID
OPROG_GOD_COMMAND
MPJUNK I27106 & MPOLOAD 27107~
P 3
TRIG_VOID
OPROG_JUNK
P 4
TRIG_TICK 100
OPROG_IF OIF_USER_AREA ! 27100 5 0
P 5
TRIG_VOID
OPROG_JUNK
#27104
cube~
the steel cube~
A stell cube slowly rotates on the ground.~
The steel cube seems to rotate on it's own, whenever left to
itself.  It has small numbers written on it.~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE
0 0 0 0
1 50 1
E
numbers~
The numbers range from one to six.~
P 1
TRIG_UNKNOWN 100 include
OPROG_IF_HAS_OBJECT 27101 2 0
P 2
TRIG_VOID
OPROG_IF OIF_USER_ROOM_NUM = 27126 3 0
P 3
TRIG_VOID
OPROG_ECHO
You include the cube in the sphere.
They create a cantrip.~
P 3
TRIG_VOID
OPROG_GOD_COMMAND
MPJUNK I27101 & MPOLOAD 27108~
P 3
TRIG_VOID
OPROG_JUNK
P 4
TRIG_TICK 100
OPROG_IF OIF_USER_AREA ! 27100 5 0
P 5
TRIG_VOID
OPROG_JUNK
#27105
toroid~
an iron toroid~
A large iron toroid rests on the floor.~
The toroid looks like a pastry, but by it's weight, it's
definitely not eatible.~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE
0 0 0 0
1 50 1
P 1
TRIG_UNKNOWN 100 combine
OPROG_IF_HAS_OBJECT 27102 2 0
P 2
TRIG_VOID
OPROG_IF OIF_USER_ROOM_NUM = 27129 3 0
P 3
TRIG_VOID
OPROG_ECHO
You combine the pyrmid with the toroid.
They create a cone.~
P 3
TRIG_VOID
OPROG_GOD_COMMAND
MPJUNK I27102 & MPOLOAD 27106~
P 3
TRIG_VOID
OPROG_JUNK
P 4
TRIG_TICK 100
OPROG_IF OIF_USER_AREA ! 27100 5 0
P 5
TRIG_VOID
OPROG_JUNK
#27106
cone~
a stone cone~
A stone cone in stuck into the wall here.~
The cone is surrounded by small swirls of color.~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE
0 0 0 0
1 50 1
P 4
TRIG_TICK 100
OPROG_IF OIF_USER_AREA ! 27100 5 0
P 5
TRIG_VOID
OPROG_JUNK
#27107
spring~
the small spring~
A small spring hangs from the ceiling, bouncing up and down.~
The small spring never seems to stay still long enough to get a
good look at.~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE
0 0 0 0
1 50 1
P 4
TRIG_TICK 100
OPROG_IF OIF_USER_AREA ! 27100 5 0
P 5
TRIG_VOID
OPROG_JUNK
#27108
cantrip~
a cantrip~
A cantrip awaits someone to step on.~
The cantrip seems aufully sharp.  It is suggested not to
step on it.~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE
0 0 0 0
1 50 1
P 1
TRIG_UNKNOWN 100 merge
OPROG_IF_HAS_OBJECT 27107 2 0
P 2
TRIG_VOID
OPROG_IF OIF_USER_ROOM_NUM = 27123 3 0
P 3
TRIG_VOID
OPROG_ECHO
You merge the cantrip with the spring.
They create an arrow.~
P 3
TRIG_VOID
OPROG_GOD_COMMAND
MPJUNK I27107 & MPOLOAD 27109~
P 3
TRIG_VOID
OPROG_JUNK
P 4
TRIG_TICK 100
OPROG_IF OIF_USER_AREA ! 27100 5 0
P 5
TRIG_VOID
OPROG_JUNK
#27109
arrow~
the arrow~
You have no idea what is on the floor here.~
The arrow is dark-red and always points to a different
direction, but never the way it's actually pointed.~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE
0 0 0 0
1 50 1
P 1
TRIG_TICK 100
OPROG_IF OIF_USER_AREA ! 27100 2 0
P 2
TRIG_VOID
OPROG_JUNK
#27110
chair~
a chair~
A soft chair is here mumbling to itself.~
~
ITEM_TYPE_FURNITURE
ITEM_FLAG_LEVEL
0
0 0 0 0
1 50 1
#27111
skeleton~
the skeleton~
There is a skeleton chained to the wall here.~
The skeleton has a small sign attacked to it.~
ITEM_TYPE_CONTAINER
ITEM_FLAG_LEVEL
0
10 0 -1 0
1 50 1
#27112
bone~
the bone~
The bone of a skeleton has been negligently left here.~
The small bone looks very hard, but edible.~
ITEM_TYPE_FOOD
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE
1 0 0 POISONED
1 50 1
P 1
TRIG_COMMAND 100 eat
OPROG_ECHO
The bone is very hard, but you eat it anyways.
You are overwhelmed with the feeling that the dusk
room must be used with the cone.~
P 1
TRIG_VOID
OPROG_JUNK
P 2
TRIG_TICK 100
OPROG_IF OIF_USER_AREA ! 27100 3 0
P 3
TRIG_VOID
OPROG_JUNK
#0




#ROOMS
#27100
Entrance to the Tower of Entropy~
The entrance area is a large room with several pillars holding up an arched
roof.  There is a smaller entry to the east.  Chakkor is to the west.  There
is a very large moat between you and the entrance to the Tower.~
271 ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
DDIR_WEST
~
~
0 -1 9709
E
moat~
The moat is made up of flowing black stuff that cannot be seen very easily.~
S
#27101
Entrance to the Tower of Entropy~
The entrance area is a small room with several pillars holding up an arched
roof.  Hallways lead off in several directions.  There is a guard post near
the west side of the room.~
271 ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
DDIR_EAST
~
~
0 -1 27101
S
#27102
The straight hallway~
This is a hallway that leads of in one direction.
You realize that there is a mirror placed on the opposite wall that makes the
hallway appear to be straight and long.~
271 ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
DDIR_NORTH
~
~
0 -1 27102
DDIR_UP
~
~
0 -1 27102
E
mirror~
You do not see yourself in the mirror.~
S
#27103
Sitting room~
You are in a small sitting room, with a fireplace on one wall, and a large
table taking up the center.  There are numberous chairs scattered around the
room, and several couches.~
271 ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
DDIR_NORTH
~
~
0 -1 27103
DDIR_UP
~
~
0 -1 27103
E
fireplace fire~
The fireplace is burning a green fire, from purple logs.~
E
table~
The table is covered with dust that the maid hasn't gotten to yet.~
E
chair chairs~
The chairs might be good for a Halfling, but no-one else is small enough to
sit in them, although they appear to be expensive.~
E
couch couches~
The couches all look nice a soft, but upon testing, feel to be made out of
steel.~
S
#27104
The Kitchen~
This room has lots of cookware.  There are large pots hanging from the
ceilings. There are also large chunks of meat hanging from hooks.~
271 ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
DDIR_EAST
~
~
0 -1 27104
DDIR_UP
~
~
0 -1 27104
E
pots~
The pots look nice a clean, and made out of a strange metal.~
E
meat~
The meat looks very tasty, until you realize that it is human meat.~
S
#27105
The pantry~
This room has several brooms, and a vary basket about 8 feet tall.  The doors
are slotted, and there is a large hand-pump here.~
271 ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
DDIR_SOUTH
~
~
0 -1 27105
DDIR_WEST
~
~
0 -1 27105
DDIR_DOWN
Cellar~
cellar~
EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 27105 27105
E
pump~
The hand pump is dripping water onto your head.
The hand pump is at least 15 feet tall, and you could swing on the handle.~
E
basket~
You climb for several minutes.
When you reach the top, you notice that the basket is full of clothes.
Then, you fall into the basket.

  Inside the Basket
You see no visible exits.~
S
#27106
Imp's bedroom~
This room is very small.  The doors are about two feet wide, and only four
feet tall.  There is a tiny bed here, and a few dressers.
The window seems to offer a view.~
271 ROOM_DARK|ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
DDIR_EAST
~
~
0 -1 27106
DDIR_SOUTH
~
~
0 -1 27106
E
cow~
The brown cow says, "I think the snake knows the name of the mouse."~
E
oil~
After closer inspection, the moat is just one basic color.   Plaid.
But the chocolate milk cow seems to moo somthing to you.~
E
moat~
The moat seems to be covered by some kind of scintillating oil.~
E
bull~
The bull looks very strong, but appears to be purple.~
E
window~
The window looking out to the north shows large fields beyond a moat.
There are cattle grazing, with one nice bull drinking from the moat.~
E
bed~
The bed has silk covers, and the bed itself seems to be made out of some
jellatinous material, as it continually ripples slowly.~
S
#27107
The long hall~
This is an extremely ordinary hallway, except for the length of the hall.
You can barely see the ends of it.~
271 ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_WATER_NOSWIM
DDIR_EAST
~
~
0 -1 27107
DDIR_WEST
~
~
0 -1 27107
S
#27108
The den~
This room is filled with books stacked to the ceiling.  There are several
chairs and a large couch in the middle of the room, and a large desk against
one wall.~
271 ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
DDIR_WEST
~
~
0 -1 27108
DDIR_UP
~
~
0 -1 27108
E
note~
Upon completing the device, sanctitude is granted.~
E
desk~
The desk is covered with notes.~
E
couch~
The couch looks good enough to sleep on.~
E
chair~
The chairs look very comfortable.~
E
law~
This book is title 'Everything that is wrong with Law'.
This book has no author, and appears to be a book of poems.~
E
mandelbrot~
'Mandelbrot set, and the mathematics of Chaos' is a book that looks
well used.  It is filled with very complex mystical symbols.~
E
creation~
This book is filled with bad comments and markings.
It is title 'The construction of creation', by Patrokles.~
E
destruction~
This book is titled 'Destruction of the known and unknown Universe'.
It is written by Dregan Socrae.~
E
books~
There are books on Destruction, Creation, Mandelbrot, and Law.~
S
#27109
Workshop~
This room is filled with tools and devices of unhumanly nature.
There are several large tables scattered across the room.~
271 ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
DDIR_NORTH
~
~
0 -1 27109
DDIR_EAST
~
~
0 -1 27109
E
tables~
The tables are completely worn.  They appear to be very old.~
E
tools devices~
The tools appear to be either used for torure or mass destruction.~
S
#27110
The mildy warm room~
The room is mildly warm for a fire knute, you are actually burning up.
There is a large statue of Chaos here.~
271 ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_LAVA
DDIR_WEST
~
~
0 -1 27110
DDIR_DOWN
~
~
0 -1 27110
E
closer~
The sign reads,
    Who so ever reads thine sign.
    Must exist in a ungulfing state of insanity.
    As the lava burns you away.
         But I like that,  Chaos.~
E
sign~
The sign is too far away, you must look closer.~
E
statue~
This statue is muscular and over tewlve feet tall.
The statue is holding up a small sign.~
S
#27111
Hall of Enchantments~
This is a short hallway filled with large mirrors.  There is a square mirror,
a round mirror, and a triangular mirror.~
271 ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
DDIR_NORTH
~
~
0 -1 27111
DDIR_DOWN
~
~
0 -1 27111
E
triangular~
The triangular mirror shows you an image of what appears to be yourself at a
very old age.  You can't decide whether you look wise or just tired.~
E
round~
The round mirror shows your face covered in blood and gashes.~
E
square~
The square mirror reflects an image of yourself as you looked when you were
very young.~
S
#27112
Water Closet~
This room is about waist deep in slimy stinking water.  You notice a few
things floating about in the water.  They do not look too healthy.~
271 ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_WATER_SWIM
DDIR_SOUTH
~
~
0 -1 27112
DDIR_DOWN
~
~
0 -1 27112
E
healthy~
Who ever said that the effects of Chaos were healthy?~
E
things~
The things floating in the water do not appear to be very good
to eat.~
E
water~
The water is very dingy, and has a few things floating on it.~
S
#27113
The Laboratory~
This room stinks of chemicals and minerals, and other smells you cannot pick
out.  There are many glass devices and some larger machines scattered across
the room.~
271 ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
DDIR_NORTH
~
~
0 -1 27113
DDIR_DOWN
~
~
0 -1 27113
E
cables~
The cables make your hair stand on end as you look at them closely.~
E
machines~
The machines have many coated metal cables sprouting from it in
various direction.~
E
liquid~
The liquid ranges in color from red to green, and black to clear.~
E
devices~
The devices have some kind of liquid bubbling in them.~
S
#27114
The large bedroom~
This room is about two hundred feet square, and over sixty feet tall.
   {120}There is a massive bed in the middle of the room.{300}
   {120}This is a brasiure next to the bed.{300}~
271 ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
DDIR_NORTH
~
~
0 -1 27114
DDIR_SOUTH
~
~
0 -1 27114
DDIR_UP
Gate~
gate~
EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 27114 27114
E
snake~
The snake looks up at you and says, 'You monster'.~
E
feet~
There is a small green and chrome snake at your feet.~
E
imp~
The little imp on top the bed throws something at you that lands at your feet.~
E
bed~
The bed has several imps attempting to straighten the bed.
One of the imps is on top of the bed, playing with something.~
E
brasiure~
The brasiure had a pile of wood on it the size of a small house.~
S
#27115
The attic~
The hallway here moves quickly up into the ceiling.  You notice that there
is a set of stairs back down to the main tower.  Incredibly this appears to
be the entrance to the attic.  There are several large items just out of
reach.~
271 ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
DDIR_EAST
~
~
0 -1 27115
E
organ~
The organ is leaking blood.  It looks like a fist sized heart.~
E
plaque~
The plaque reads 'Baldwing'.~
E
piano~
This is a very expensive looking piano with a small plaque
set into it's side.~
E
crate~
The crate is locked.~
E
items~
There is a large crate, a large piano, and a small organ.~
S
#27116
The Conference Room~
This is an incredibly big room with a large table and sets of chairs around
it.  One end of the table is a massive raised throne, and at the other is a
large mirror.~
271 ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
DDIR_SOUTH
~
~
0 -1 27116
DDIR_WEST
~
~
0 -1 27116
E
placcard~
When faced with the choice of a path:
The path of Chaos is neither safe, nor straight.~
E
throne~
The throne appears to be a seat for someone about three times the size of a
normal humaniod.
There is a small ornamental placcard on the base of the throne.~
E
chair~
The chairs do not look very comfortable, but quite functional.~
E
candle~
The candles do not appear to be burning up.~
E
table~
The table has a candle by each chair.~
S
#27117
Music hall~
This is a large room with several plush couches.  There is a loft that some
music is coming out of.  There are various musical instruments scattered
across the floor.~
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DDIR_SOUTH
~
~
0 -1 27117
DDIR_DOWN
~
~
0 -1 27117
E
instruments~
The instruments appear to be playing on their own.~
E
singers~
The singers do not have tongues, and each scream a different
pitch.~
E
loft~
The loft has many singers screaming their hearts out.~
E
couch~
The couches are made of plaid and gold fabric.~
S
#27118
The great staircase~
This is a massive staircase that leads both up, and down.  It also seems to
lead other directions to.  When the staircase almost reaches the ceiling, it
turns down again, and starts bending.~
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DDIR_WEST
~
~
0 -1 27101
DDIR_UP
~
~
0 -1 27101
E
stairs staircase~
The stairs seem to lead nowhere.~
S
#27119
The cellar~
This room has many racks of wine along the walls, and a few broken
instruments of torture.  There are mildewing chunks of meat scrattered across
the floor.~
271 ROOM_DARK|ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
E
meat~
The meat looks humanoid, and quite fresh.~
E
instruments~
The instruments of torture looks quite deadly, and in very good condition.~
E
wine~
The wine looks very old and of the finest blends.~
S
#27120
The foyer~
This is a dimly lit room with several statues on the walls.  You get a great
sense of dread from the sounds in the rooms ahead.  The rooms start to darken
and fill with fog.~
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DDIR_DOWN
~
door~
-1 0 27121
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#27121
The Void~
This area is a totally devoid of all markings.  The fog is rolling through at
a slow pace.  There is a diffuse light coming from all directions.~
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DDIR_UP
~
door~
-1 0 27120
E
fog~
The fog seems to say 'Ask the servant about me.'~
E
light~
The light seems to shine through the fog from all directions.~
S
#27122
The Art Room~
This room is littered with works of art from the great artists.
     {120}There is a large painting on the wall.{300}
     {120}There is a small statue on a table.{300}~
271 ROOM_DARK|ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
E
statue~
The statue is of some unknown drow.~
E
painting~
The painting is of one of several hundred imps all glowing in their own
light.~
S
#27123
The Dingy room~
This room has muck covering the floors.  There is a small sheen of muck
covering the walls.  There is a bit of muck dripping from the ceiling.~
271 ROOM_DARK|ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
E
brown~
What, have you not had enough muck yet?~
E
green~
The green muck is dripping onto the floor to become brown muck.~
E
muck~
The green muck seems mostly to be on the ceiling.~
S
#27124
The Hallway~
This is a hallway.
It contains a floor, ceiling and several walls.~
271 ROOM_DARK|ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
E
wall walls~
Staring at the walls, are we?~
E
ceiling~
The ceiling is particularly blank.~
E
floor~
The floor has been recently mopped.
Obviously someone left a mess here before your arrival.~
S
#27125
The Dungeon~
This room is filled with mancles and chains.  There are more than a few
skeletons hanging on the walls.  More than a few are fresh.~
271 ROOM_DARK|ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
E
sign~
The sign reads: Eat my bones for more enlightenment'~
S
#27126
The Dim Room~
This room does not have any windows, and is very dim.  There are no visible
light sources.
There is a small switch on the wall.~
271 ROOM_DARK|ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
E
switch~
The switch seems to be broken.~
S
#27127
The Garden~
This room is filled with plant life.  There are many that are well known to
you and many that you have never seen before.  A small path winds between
the plants.~
271 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
E
handwriting~
This combination creates a cone.~
E
scribbling~
You must COMBINE the pyramid with the toroid.
There is some smudged handwriting also.~
E
bench~
On closer inspection you discover some scribbling.~
E
seat~
It's really a quite comfortable bench.~
E
path~
There is a small seat on the path.~
S
#27128
The Gardener's Room~
This room is filled with assorted tools, a work-bench covered in dirt
and a small cot.  There is a fire glowing from a hearth.~
271 ROOM_DARK|ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
E
fire~
The fire is glowing a slight blue.~
E
plant~
The plant is eating on the lower portion of a canine.~
E
work bench~
The bench has a pot on it with an ugly plant in it.~
E
tools~
The tools don't look like the ones your mother used.~
S
#27129
The Dusk room~
This room is encased in a perpetual dusk.  Several windows look out to a
setting sun.  There is a small candle on a table beside the window.~
271 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
E
candle~
The candle is about half gone, or should that be half there?~
E
window~
The window looks out over a flat plane of fog.  Absolutely nothing is
visible on the surface of the realm.~
S
#27130
The Sitting Room~
The sitting room has several lights, a small table, and a large fur on
the floor.  There are numerous candelabras on the wall.~
271 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
E
fur~
The fur is from a polar bear.~
E
candelabras~
The candelabras are currently empty.~
E
obituary~
You read the obituaries, and you guested it.   You're in there.~
E
arrows~
The section on the arrow is quite technical, about space-time distortions
that only a god necromancer could read.  You glean the following:
You must MERGE the cantrip with the spring to make an arrow.~
E
bonds~
This is a list of all the best bondage equipment throughout the realm.~
E
stocks~
The stocks for gold have been going down for awhile, but are on an 
upward trend.~
E
newspaper~
There is an article on stocks, bonds, and arrows.
There is an obituary section.~
S
#27131
The Bar~
This is the bar for the tower.  There is a long table with high backed
chairs, and a large mirror on the wall behind the table.  The table is
taller than normal tables.~
271 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
E
mirror~
Hey, you see yourself.   What did you expect?~
E
chairs~
The chairs almost look comfortable.~
E
table~
This serves the function as a bar in the bar.~
S
#27132
The Sunning Room~
This room has sunlight pouring in from all windows placed around the
room.  There are several benches in the room.~
271 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
E
note~
The note reads:     The Spring can be made in the Dank Room.~
E
bench benches~
The benches look like they would almost make you lay back prone to
sit apon them.~
E
sunlight windows~
You have no idea where the light is actually coming from, since some
of the walls are on the inside of the tower.
You do notice a small note on the floor.~
S
#27133
The Storage Room~
There are numberous boxes stacked to the ceiling, and a tight path is
carved out of the space left behind.~
271 ROOM_DARK|ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
E
openbox~
The open box is currently empty.~
E
boxes~
The boxes are all closed except for one openbox.~
S
#27134
Hallway~
This is a short hallway between rooms.  It is devoid of furnishings.~
271 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
E
furnishings~
Hey, there is nothing here.~
S
#27135
The Dank Room~
Upon entering this room, you are immediately covered in sweat.  There is a
heavy fog or steam floating in this room.  The room is about the temperature
of a hot summer day.
There is a small puddle in the room.~
271 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE
E
puddle~
The puddle reflects your grizzly appearance.
You realize that you need a hair cutt and a bath.~
S
#27136
Tower Pinnacle~
You are at the pinnacle of the tower.  There is a small path across a cloud
that extends out over the city.~
271 ROOM_NO_MOB|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_HILLS
DDIR_EAST
~
~
0 0 27137
E
path~
The path seems to have very little substance.~
S
#27137
The path over the city~
You are standing on a patch of fog forming a small path.  Directly down
from here is a city.  The path continues straight to the east.
There are a few fluffy patches to the north.  There is a solid brick path
to the south.~
271 ROOM_NO_MOB|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_HILLS
DDIR_NORTH
~
~
0 0 27142
DDIR_EAST
~
~
0 0 27140
DDIR_SOUTH
~
~
0 0 27138
E
city~
The city does not appear to be Chakkor.  After intense study, you
determine that it is actually the fabled city of Avernus.~
E
brick bricks~
The bricks look very safe and solid.~
E
fluffy fluff patches~
The patches do not look very safe, but it may be possible to jump
from one patch to another.~
E
path~
The path is made of clouds and fog.~
S
#27138
The Brick Path~
The bricks still look solid, except they seem to dissappear behind you.~
271 ROOM_NO_MOB|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_HILLS
DDIR_SOUTH
~
~
0 0 27139
S
#27139
The Brick Path~
~
271 ROOM_NO_MOB|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_HILLS
S
#27140
The Straight Path~
The straight path continues to the east.  There seems to be no end of the
path in sight.  Either side of you gives a good view of Chakkor.~
271 ROOM_NO_MOB|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_HILLS
DDIR_EAST
~
~
0 0 27141
E
chakkor~
Chakkor looks miles below you.~
S
#27141
The Straight Path~
~
271 ROOM_NO_MOB|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_HILLS
S
#27142
The Fluffy Clouds~
The clouds here are barely large enough to stand on.  To the
north is a small platform with something glinting with the
color of gold on it.  To the east is another set of fluffy
clouds.~
271 ROOM_NO_MOB|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_HILLS
DDIR_NORTH
~
~
0 0 27144
DDIR_EAST
~
~
0 0 27143
E
chain~
The chain appears to be made out of black gold.~
E
gold glint glinting~
There seems to be a chain on the platform.~
E
platform~
The platform is a refreshing site up here in the clouds.~
S
#27143
The Fluffy Clouds~
These fluffy clouds seem to give a bit, and at the last instant, you fall
through.

You immediately fall several thousand feet.~
271 ROOM_NO_MOB|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_HILLS
S
#27144
The Small Platform~
This is a small platform floating out over the city.  It seems solid enough
for you.~
271 ROOM_NO_MOB|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_HILLS
DDIR_EAST
~
~
0 -1 27145
E
chain~
There is an illusion of a chain here.~
S
#27145
The Large Patch of Swhirling Chaotic Clouds~
You are standing in the massive Void.  There is nothing here that
can be visible, yet you feel that there is some oppressive
power here.  You feel that the power is neither good nor evil, yet
that power is quite strong.~
271 ROOM_NO_MOB|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_HILLS
S
#0




#RESETS
M 0 27100   1  9709 ;   The Servant of Entropy in Common room of Chaos     
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#SHOPS
0




#SPECIALS
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#$