#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.~ 271 ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE 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.~ 271 ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE 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.~ 271 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE DDIR_DOWN ~ door~ -1 0 27121 S #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.~ 271 ROOM_DARK|ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE 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 S #SHOPS 0 #SPECIALS S #$