#AREA Midgaard~ #AUTHORS MrMud~ #HELPS 0 $~ #RANGES 0 99 0 99 #FLAGS AFLAG_NODEBUG #MOBILES #3000 wizard~ the wizard~ A wizard walks around behind the counter, talking to himself.~ The wizard looks old and senile, and yet he looks like a very powerful wizard. He is equipped with fine clothing, and is wearing many fine rings and bracelets.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 900 S 93 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d1+18908 3d10+60 100000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >all_greet_prog 100~ if ispc($n) say Is there something I can help you? break endif ~ >rand_prog 5~ emote starts mixing two bottles of potions and..... mpecho BOOM! sigh This is not going to work. ~ | #3001 baker~ the baker~ The baker looks at you calmly, wiping flour from his face with one hand.~ A fat, nice looking baker. But you can see that he has many scars on his body.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 900 S 93 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d1+19988 2d8+90 12000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >speech_prog p vote me~ if quest(11,1,$n) == 0 if quest (4,1,$n) == 0 if quest (0,4,$n) == 2 grumble say I thought you are a customer. So you want me to vote you eh. say I can do that. grin say But you will have to show me that you are qualified for say the position. say Answer this question and you pass. say First question, What is the second smallest integer that say gives a balance of one when divided by 6 and a balance say of two when divided by 5? mpmset $n quest 11 1 1 mpmset $n quest 8 3 7 break endif endif endif ~ >speech_prog 127~ if ispc($n) if quest (8,3,$n) == 7 say Good. I like people who can count. You have my vote. mpmset $n quest 4 1 1 mpmset $n quest 8 4 0 break endif endif ~ | #3002 grocer~ the grocer~ A grocer stands at the counter, with a slightly impatient look on his face.~ A tall grocer, who moves two 200 pounds bag of flour around on his shoulders.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 900 S 93 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d1+21267 1d8+90 12000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3003 weaponsmith~ the weaponsmith~ A weaponsmith.~ A young weaponsmith, who still has lots to learn.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 900 S 93 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d1+20234 1d8+90 100000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3004 armourer armorer~ the armourer~ An armourer stands here.~ An old but very strong armourer, he has made more armours in his lifetime than you have ever seen.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 900 S 93 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d1+19012 1d8+90 150000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3005 thief~ the thief~ A thief, all dressed in black.~ Well COUNT your money!~ ACT_SCAVENGER|ACT_WIMPY|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_SNEAK|AFF_HIDE|AFF_UNDERSTAND|AFF_TONGUES 100 S 8 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 8d8+80 1d5+5 100 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3006 captain~ the captain~ A retired captain stands here, selling boats.~ This captain has killed more sharks than you have eaten peas.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 900 S 93 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d1+17633 1d8+90 12000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3007 sailor~ the sailor~ A sailor stands here, waiting to train you.~ He looks like a strong, fit sailor.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 900 S 15 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 3d23+330 8d4+13 2000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3008 boy~ the pet shop boy~ A pet shop boy is here, humming gently.~ He is young and close-cropped and looks quite happy.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 900 S 93 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d1+18821 1d4+90 12000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3009 jeweller~ the jeweller~ The jeweller is standing behind the desk.~ He is fat and has a content although watchful look on his face.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 900 S 93 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d1+18689 2d9+90 300000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3010 leather worker~ the leather worker~ The leather worker is sitting by the table, sewing a leather cap.~ He looks as an honest, hard-working artisan who only just earns enough to keep himself going.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 900 S 93 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d1+19589 1d8+90 100000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3011 Judge Jareth~ Judge Jareth~ Judge Jareth is here.~ A masked man with muscles bulging all over his body. You can tell by the look in his eyes that he enjoys seeing you cower in his presence.~ ACT_SENTINEL|ACT_STAY_AREA|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_DETECT_INVIS|AFF_SANCTUARY|AFF_UNDERSTAND|AFF_TONGUES 1000 S 120 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d1+24999 1d10+249 5000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >speech_prog register~ if ispc($n) if quest (0,4,$n) == 1 say Very well than $n. You are now regiatered. say The rules of the election is simple. Ask the citizens of say this fine city to vote you, and everytime they agree, you say get a vote. When you think that you have enough votes. say come to me and say CLEAR. To check the numbers of vote you say have, come here and say VOTES. mpmset $n quest 0 4 2 break endif endif ~ >speech_prog votes~ if quest(0,4,$n) == 2 if quest(4,1,$n) == 1 mpmadd $i quest 12 4 1 endif if quest(5,1,$n) == 1 mpmadd $i quest 12 4 1 endif if quest(6,1,$n) == 1 mpmadd $i quest 12 4 1 endif if quest(7,1,$n) == 1 mpmadd $i quest 12 4 1 endif if quest(12,4,$i) == 0 say You have no votes. endif if quest(12,4,$i) == 1 say You have one vote. endif if quest(12,4,$i) == 2 say You have two votes. endif if quest(12,4,$i) == 3 say You have three votes. endif if quest(12,4,$i) == 4 say You have four votes. say If you wish to clear it, say CLEAR. endif mpmset $i quest 12 4 0 endif ~ >speech_prog clear~ if ispc($n) if quest(0,4,$n) == 2 if quest(4,1,$n) == 1 mpmadd $i quest 12 4 1 endif if quest(5,1,$n) == 1 mpmadd $i quest 12 4 1 endif if quest(6,1,$n) == 1 mpmadd $i quest 12 4 1 endif if quest(7,1,$n) == 1 mpmadd $i quest 12 4 1 endif if quest (12,4,$i) == 0 say All right. Let's see. You have NO votes and conclusion is say you lose. mpmset $n quest 0 4 8 break endif if quest (12,4,$i) == 1 say All right. Let's see. You have ONE vote and conclusion is say you lose. mpmset $i quest 12 4 0 mpmset $n quest 0 4 8 break endif if quest (12,4,$i) == 2 say All right. Let's see. You have TWO votes and conclusion is say you lose. mpmset $i quest 12 4 0 mpmset $n quest 0 4 8 break endif if quest (12,4,$i) == 3 say You have THREE votes. Most Impressive. say However your competitor has four votes. say Thus you lose. Anyways, since you are the say one with the second most votes, please say accept this token of gratitute. mpoload 3373 give i3373 $n say Good luck on your future journeys. mpmset $n quest 0 4 8 mpmset $i quest 12 4 0 break endif if quest (12,4,$i) == 4 say All right. Let's see. You have FOUR votes. Impressive. say Very Impressive. Let's see, your competitor has say three votes....one short of you. Congratula.... mpmload 3143 mpforce mayor say WAIT! mpecho Everyone in the room fell silent. mpmset $i quest 12 4 0 mpmset $i quest 0 5 22 mpmset $n quest 0 4 8 break endif endif endif ~ >rand_prog 45~ if quest (0,5,$i) > 0 if quest (0,5,$i) == 22 mpforce mayor say He CHEATED. endif if quest (0,5,$i) == 21 ponder say Daniel'goh, what proof do you have that he cheated? say Please present the evidence if you have any. endif if quest (0,5,$i) == 20 mpforce mayor say I have evidence. Here he is. mpforce mayor shout Come foward Salyn! mpmload 3046 mpecho Salyn slowly walks into the square with his head down like a turtle. endif if quest (0,5,$i) == 19 say Salyn, answer me truthfully, did he cheat? endif if quest (0,5,$i) == 18 mpforce salyn nod mpforce salyn say He threatened to..to...to kill Sunny if I did not vote him. endif if quest (0,5,$i) == 17 mpforce mayor smile say Alright. You broke the rules, you are now disqualified. endif if quest (0,5,$i) == 16 mpforce mayor say I told you everything would be fine. mpforce salyn say Thank you M'lord. mpforce salyn hug mayor mpforce mayor emote kicks Salyn off from him. mpforce mayor say The hell are you doing! mpforce mayor say Never touch me you filthy scum. Now Get lost. endif if quest (0,5,$i) == 15 mpforce salyn say You..You...You.... mpforce salyn say After all I have done for you, this is what I get in mpforce salyn say return? endif if quest (0,5,$i) == 14 mpforce mayor say You're just a street rat. A pawn. Don't expect much from mpforce mayor say life. mpforce salyn say Take this you jerk! mpforce salyn kill mayor mpforce mayor Shout Help! This treacherous scum is trying to kill me!! endif if quest (0,5,$i) == 11 peace emote picks Salyn up and throws him on the ground HARD!. say How dare you attack the person who is going to be the say Lord of Midgaard before my very eyes! snarl endif if quest(0,5,$i) == 10 mpforce salyn say So! What can you do! The most you mpforce salyn say can do is to end my misery! mpforce salyn spit mayor endif if quest (0,5,$i) == 9 mpforce mayor say What are you waiting for? Do your job Judge. say Yes M'lord. say Any last words before I execute you Salyn? endif if quest (0,5,$i) == 8 mpforce salyn say Daniel'goh, even in death I shall not mpforce salyn say forget this day! mpforce mayor ponder endif if quest (0,5,$i) == 7 mpforce salyn say You, Jareth are a very stupid man! mpforce salyn say It will not be long before you suffer my fate! endif if quest (0,5,$i) == 6 mpforce salyn muhaha mpforce salyn say Even if I must die, I will die by my own hands! mpforce salyn emote bangs his head on the ground *HARD*! mpforce salyn suicide endif if quest (0,5,$i) == 5 ponder mpforce mayor muhaha mpforce mayor say What a piece of human junk. endif if quest(0,5,$i) == 4 bow mayor say M'Lord, you have won the election. Now you will have say to goto Chakkor and see Lord Lettkard. endif if quest(0,5,$i) == 3 mpforce mayor muhaha mpforce mayor say Indeed. Indeed. mpforce mayor emote leaves the temple laughing diabolically. mppurge mayor endif if quest(0,5,$i) == 2 shrug say I have a really bad feeling about today. say you are free to leave my young friend... endif if quest(0,5,$i) == 1 sigh emote stares at the window and mumbles 'What would become of Midgaard..' endif if quest (0,5,$i) > 0 mpmadd $i quest 0 5 -1 endif endif ~ | #3012 healer~ the healer~ A healer is here.~ Although retired from adventuring, the healer still lends a hand.~ ACT_SENTINEL|ACT_STAY_AREA|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_DETECT_INVIS|AFF_SANCTUARY|AFF_UNDERSTAND|AFF_TONGUES 1000 S 90 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d1+19436 2d4+90 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3020 guildmaster master~ the guildmaster~ Your guildmaster is standing here.~ Even though your guildmaster looks old and tired, you can clearly see the vast amount of knowledge she possesses. She is wearing fine magic clothing, and you notice that she is surrounded by a blue shimmering aura.~ ACT_SENTINEL|ACT_PRACTICE|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 1000 S 94 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d1+18804 3d8+90 8794 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE #3021 guildmaster master~ the guildmaster~ Your guildmaster is standing here.~ You are in no doubt that this guildmaster is truly close to your god; he has a peaceful, loving look. You notice that he is surrounded by a white aura.~ ACT_SENTINEL|ACT_PRACTICE|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_SANCTUARY|AFF_UNDERSTAND|AFF_TONGUES 1000 S 94 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d1+18603 3d8+90 8794 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3022 guildmaster master~ the guildmaster~ Your guildmaster is standing here.~ You realize that whenever your guildmaster moves, you fail to notice it: the way of the true thief. She is dressed in poor clothing, having the appearance of a beggar.~ ACT_SENTINEL|ACT_PRACTICE|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 1000 S 94 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d1+18516 3d8+90 8794 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE #3023 guildmaster master~ the guildmaster~ Your guildmaster is standing here.~ This is your master. Big and strong with bulging muscles. Several scars across his body prove that he was using arms before you were born. He has a calm look on his face.~ ACT_SENTINEL|ACT_PRACTICE|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 1000 S 94 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d1+19725 3d8+90 8794 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3024 sorcerer~ the sorcerer~ A sorcerer is guarding the entrance.~ He is an experienced mage who has specialized in the field of Combat Magic. He is here to guard the Mage's Guild and his superior knowledge of offensive as well as defensive spells make him a deadly opponent.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_INVISIBLE|AFF_UNDERSTAND|AFF_TONGUES 800 S 93 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 6d10+7900 3d8+62 2000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3025 templar~ the knight templar~ A knight templar is guarding the entrance.~ He is a specially trained warrior belonging to the military order of the Faith. His duty is to protect the faithful from persecution and infidel attacks and his religious devotion combined with his superior skill makes him a deadly opponent.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 800 S 93 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 6d10+7900 3d8+62 2000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3026 assassin~ the assassin~ An assassin is guarding the entrance.~ He is a thief who has specialized in killing others as effectively as possible, using all sorts of weapons. His superior knowledge of how and where to use them combined with his extraordinary stealth makes him a deadly opponent.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_HIDE|AFF_UNDERSTAND|AFF_TONGUES 800 S 93 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 6d10+7900 3d8+62 2000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3027 knight~ the knight~ A knight is guarding the entrance.~ He is an expert warrior who has attained knighthood through countless chivalrous deeds. His duty is to protect the Guild of Swordsmen and his extreme skill combined with his experience in warfare makes him a deadly opponent.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 800 S 93 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 6d10+7900 3d8+62 2000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3040 bartender~ the bartender~ A bartender watches you calmly, while he skillfully mixes a drink.~ A tired looking Bartender who hates trouble in his bar.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 900 S 93 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d1+19506 1d8+90 2000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >all_greet_prog 100~ if level($n) < 21 if quest (0,4,$n) == 0 say Hail stranger. mpechoat $n The Bartender hands you a drink. say Ever since Lord Lettkard of Chakkor decides to fund say the reconstruction of Midgaard City, I have seen so say many new faces. break endif endif ~ >speech_prog why reason~ if level($n) < 21 if quest (0,4,$n) == 0 say You mean you do not know! Where have you been kid!? say Since the death of Lord Etsa'ml seven years ago, this say city had been under the authority of Lord Lettkard. say However, Lord Lettkard is a busy man, and the reconstruction say of Midgaard is a huge project, thus an election for a new say Lord of Midgaard City is currently held, and everyone is say allowed to participate. All you need to do is go to say Judge Jareth and register. mpmset $n quest 0 4 1 smile $n break endif endif ~ | #3041 waiter~ the waiter~ A waiter is going around from one place to another.~ A tired looking waiter.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 900 S 23 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 6d10+390 1d8+18 2000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3042 waiter~ the waiter~ A man who in his young days was a famous sorcerer but now leads a quiet, peaceful life as a waiter.~ Just a waiter.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 600 S 23 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 6d10+390 1d8+18 2000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3043 waiter~ the waiter~ A waiter who seems to have reached contact with God.~ A young and vibrant waiter.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 600 S 23 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 6d10+390 1d8+18 2000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3044 waiter~ the waiter~ A waiter who knows where all his customers keep their money.~ An old and weak waiter, but sharp.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 600 S 23 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 6d10+390 1d8+18 2000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3045 waiter~ the waiter~ A waiter who easily could kill you, and still carry quite a few firebreathers.~ This waiter emmits an powerful battle area.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 600 S 23 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 6d10+390 1d8+18 2000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3046 Filthy Salyn~ Salyn~ Filthy is standing here all dirty and smelly.~ Salyn looks real, ehm, dirty. He smells like he's just left a pig sty. You can see from his expression that he's having some personal problems and need some help.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES -1000 S 40 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 5d30+2000 1d50+10 2000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >all_greet_prog 100~ if quest(11,1,$n) == 0 if quest(7,1,$n) == 0 if quest(0,4,$n) == 2 beg $n say Please help me. Please. I really need your help. Pleeeeeassse. sniff cry $n mpecho You feel a strong stench coming from him. mpforce $n puke say Oh I'm sorry. Forgive my condition. But I really need your help. say Will you help me? I know that you are trying to be the new say master of this city. Help me and I will vote you. mpmset $n quest 11 1 1 mpmset $n quest 8 3 1 break endif endif endif ~ >speech_prog ok deal cool yes~ if ispc($n) if quest (8,3,$n) == 1 say Great. I need you to help me buy a wedding ring from the jeweller. say I'm poor as you see and can't afford to but it to propose to my say girlfriend Sunflower. sniff say Will you help me? mpmset $n quest 8 3 2 break endif endif ~ >speech_prog yes~ if ispc($n) if quest (8,3,$n) == 2 bounce say Oh thank you my friend. I will wait for your good news. grin mpmset $n quest 8 3 3 break endif endif ~ >give_prog i3371~ if ispc($n) if quest (17,1,$n) == 0 if quest (8,3,$n) == 3 gasp say I don't know what to say. You have done so much for say a filth like me. I'm really grateful for you. My say my what am I doing. I should be going to Sunny now say and propose to her. This is the happiest day I had say in my life. By the way, you got my vote. wink $n mpecho You feel sick standing so close to him. mpforce $n puke mpmset $n quest 8 4 0 mpmset $n quest 7 1 1 break endif endif endif ~ | #3050 dealer~ Aod the Dealer~ Aod the Dealer stands in the shadows here.~ Aod looks just like the dealer hoodlum you see on T.V. He's wearing a concert shirt and Levi 501's. His hair is pulled back into a pony tail. A beard and moustache complete the look. Aod has brought some drugs with him from Generic Mud.~ ACT_SCAVENGER|ACT_STAY_AREA|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_INFRARED|AFF_UNDERSTAND|AFF_TONGUES 0 S 15 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d1+584 2d10+20 500 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >speech_prog p vote me~ if quest(0,4,$n) == 2 if quest (11,1,$n) == 0 if quest (6,1,$n) == 0 say So you want to be the master of this city eh? say Let me see. Would you buy one of my products from say me? mpmset $n quest 11 1 1 mpmset $n quest 8 3 4 break endif endif endif ~ >speech_prog yes~ if quest(0,4,$n) == 2 if quest (8,3,$n) == 4 say Cool....I have nothig else to sell now... say The only thing I have left to sell is this say rock. Would you buy it? mpmset $n quest 8 3 5 break endif if quest (6,1,$n) == 0 if quest (8,3,$n) == 5 mpmadd $n gold -50000 emote gives you a worthless rock. cackle emote leaves quickly and soon was out of sight. mpmadd $n quest 6 1 1 mpmset $n quest 8 4 0 mppurge $i break endif endif endif ~ | #3060 cityguard guard~ the cityguard~ A cityguard stands here.~ A big, strong, helpful, trustworthy guard.~ ACT_SCAVENGER|ACT_STAY_AREA|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 1000 S 15 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 15d15+150 1d4+19 500 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3061 janitor~ the janitor~ A janitor is walking around, cleaning up.~ Another janitor hired by the city.~ ACT_STAY_AREA|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 900 S 1 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 2d6+10 1d5+0 19 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >speech_prog p vote me~ if quest(11,1,$n) == 0 if quest (5,1,$n) == 0 if quest (0,4,$n) == 2 emote takes a close look at you. say So, you want my vote to become the new mayor. ponder say Ok, I'm hungry now. Go buy me a pie. Here's the say money and remember to give me the change. emote gives you three hundred and seventy six pieces of gold. mpmset $n quest 8 3 6 mpmset $n quest 11 1 1 break endif endif endif ~ >give_prog i3009~ if quest(5,1,$n) == 0 if quest (8,3,$n) == 6 smile $n say You are indeed kind. Very well than, you have my vote. mpmadd $n quest 5 1 1 mpmset $n quest 8 4 0 break endif endif endif ~ | #3062 fido dog~ the beastly fido~ Beastly Fido is here.~ Fido is a small dog that has a foul smell and pieces of rotted meat hanging around his teeth.~ ACT_AGGRESSIVE|ACT_WIMPY|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES -200 S 1 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d6+4 1d4+0 1 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3063 vagabond~ the vagabond~ A vagabond is here, looking for victims.~ He looks pretty mean. You hope you never came into this room.~ ACT_SCAVENGER|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES -400 S 5 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 2d6+60 1d8+5 47 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3064 drunk~ the drunk~ A singing, happy drunk.~ A drunk who seems to be too happy, and to carry too much money.~ ACT_STAY_AREA|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 0 S 2 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 2d6+22 1d6+0 85 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3065 beggar~ the beggar~ A beggar is here, asking for a few coins.~ The beggar looks like she is fed up with life. Ten thousand is a good number.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 400 S 1 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 2d6+10 1d5+0 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE >greet_prog 99~ if ispc($n) beg $n say Spare some gold? endif ~ >bribe_prog 1000~ say Oh my GOD! Thank you! Thank you! french $n ~ >bribe_prog 100~ say Wow! Thank you! Thank you! ~ >fight_prog 20~ say Help! Please somebody help me! if rand(50) say Ouch! break else say I'm bleeding. break endif ~ >death_prog 50~ if rand(50) mpechoaround $i $I says 'Now I go to a better place.' break else mpechoaround $i $I says 'Forgive me God for I have sinned...' break endif ~ >rand_prog 10~ get all corpse ~ >range_prog 0~ if shotfrom($i) == 3 throw dagger w $n endif ~ | #3066 cat~ an alley cat~ An alley cat hisses at you.~ The alley cat is half starved and more than a little feral.~ ACT_AGGRESSIVE|ACT_WIMPY|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES -200 S 1 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d6+4 1d4+0 1 RACE_HALFLING POS_STANDING POS_STANDING SEX_MALE #3067 cityguard guard~ the cityguard~ A cityguard is here, guarding the gate.~ A big, strong, helpful, trustworthy guard.~ ACT_SENTINEL|ACT_STAY_AREA|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 1000 S 15 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 15d15+150 1d4+19 500 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3068 cityguard guard~ the cityguard~ A cityguard is here, guarding the gate.~ A big, strong, helpful, trustworthy guard.~ ACT_SENTINEL|ACT_STAY_AREA|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 1000 S 15 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 15d15+150 1d4+19 500 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3069 cityguard guard~ the cityguard~ A cityguard is here, guarding the mayor.~ A big, strong, helpful, trustworthy guard.~ ACT_SENTINEL|ACT_STAY_AREA|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_INVISIBLE|AFF_HIDE|AFF_UNDERSTAND|AFF_TONGUES 1000 S 20 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 20d20+200 1d4+19 500 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3090 kitten~ the kitten~ A small loyal kitten is here.~ The kitten looks like a cute, little, fierce fighter.~ ACT_SENTINEL|ACT_SCAVENGER|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 400 S 1 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d6+11 1d4+0 0 RACE_HALFLING POS_STANDING POS_STANDING SEX_NEUTRAL #3091 puppy~ the puppy~ A small loyal puppy is here.~ The puppy looks like a cute, little, fierce fighter.~ ACT_SENTINEL|ACT_SCAVENGER|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 400 S 3 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d6+11 1d4+0 0 RACE_HALFLING POS_STANDING POS_STANDING SEX_NEUTRAL #3092 beagle~ the beagle~ A small, quick, loyal beagle is here.~ The beagle looks like a fierce fighter.~ ACT_SENTINEL|ACT_SCAVENGER|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 400 S 5 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d12+72 1d6+5 0 RACE_HALFLING POS_STANDING POS_STANDING SEX_NEUTRAL #3093 rottweiler~ the rottweiler~ A large, loyal rottweiler is here.~ The rottweiler looks like a strong, fierce fighter.~ ACT_SENTINEL|ACT_SCAVENGER|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 400 S 7 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d12+75 1d5+9 0 RACE_HALFLING POS_STANDING POS_STANDING SEX_NEUTRAL #3094 wolf~ the wolf~ A large, trained wolf is here.~ The wolf looks like a strong, fearless fighter.~ ACT_SENTINEL|ACT_SCAVENGER|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 0 S 9 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d12+47 1d8+6 0 RACE_HALFLING POS_STANDING POS_STANDING SEX_NEUTRAL #3100 maid~ the maid~ The maid is waiting for your order.~ She is very beautiful with golden hair, and deep blue eyes. A good reason for coming here more often.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 1000 S 23 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 6d10+390 1d8+42 2000 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE #3120 sexton~ the sexton~ A sexton is sitting here, drinking hot tea.~ The sexton looks like he is relaxing after another grave-digging job.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 800 S 3 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 2d6+35 1d7+0 13 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3121 swan~ the swan~ A swan is swimming around in the pond.~ The white swan is very elegant.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 1000 S 1 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 2d6+10 1d5+0 0 RACE_HALFLING POS_STANDING POS_STANDING SEX_NEUTRAL #3122 duckling~ the duckling~ A duckling is swimming around in the pond.~ The duckling is adorable, it looks most of all like a tiny furball.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 1000 S 1 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d1+6 1d1+2 0 RACE_HALFLING POS_STANDING POS_STANDING SEX_NEUTRAL #3123 sparrow~ the sparrow~ A sparrow is flapping around on the ground.~ The sparrow looks like it is enjoying life.~ ACT_STAY_AREA|ACT_WIMPY|ACT_BODY|ACT_RACE|ACT_NO_ORDER AFF_UNDERSTAND|AFF_TONGUES 1000 S 1 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 2d6+0 1d1+3 0 RACE_HALFLING POS_STANDING POS_STANDING SEX_NEUTRAL #3124 duck~ the duck~ A duck is here, quacking happily.~ The duck is quite fat. It looks like it is enjoying life.~ ACT_STAY_AREA|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 1000 S 1 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 2d6+5 1d4+0 0 RACE_HALFLING POS_STANDING POS_STANDING SEX_NEUTRAL #3140 captain~ the captain~ The captain of the guard is looking very upset.~ A big, strong, angry captain.~ ACT_SENTINEL|ACT_SCAVENGER|ACT_AGGRESSIVE|ACT_BODY|ACT_RACE|ACT_NO_ORDER AFF_DETECT_INVIS|AFF_UNDERSTAND|AFF_TONGUES 1000 S 17 0 0 1d12+260 2d9+9 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3141 cityguard guard~ the cityguard~ A cityguard stands here, looking very upset.~ A big, strong, angry guard.~ ACT_SENTINEL|ACT_SCAVENGER|ACT_AGGRESSIVE|ACT_BODY|ACT_RACE|ACT_NO_ORDER AFF_UNDERSTAND|AFF_TONGUES 1000 S 15 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 15d15+150 2d4+18 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3142 secretary~ the secretary~ A secretary is sitting at the desk.~ She looks very busy. The Secretary says 'Sorry, but the Mayor is extremely busy today'. The Secretary says 'Please sit down and have a seat in the meantime'.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 900 S 12 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 1d12+148 2d7+9 100 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE >rand_prog 5~ say The mayor looks so charming. Can't believe he's 43 years old. giggle ~ | #3143 mayor daniel~ Daniel'goh~ Daniel'goh is here. He shakes your hand.~ He is a sloopy, middle-aged, over weight man with thin, grey hair.~ ACT_SENTINEL|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_SANCTUARY|AFF_UNDERSTAND|AFF_TONGUES 900 S 43 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 6d10+1500 1d8+22 1000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3144 crier~ the town crier~ The town crier is here, weeping quietly.~ He is very good at his job - completely dissolved in tears.~ ACT_WIMPY|ACT_BODY|ACT_RACE|ACT_NO_ORDER|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 900 S 1 BODY_ARM|BODY_HAND BODY_ARM|BODY_HAND 2d6+10 1d5+0 21 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #0 #OBJECTS #3000 barrel beer~ a barrel of beer~ A beer barrel has been left here.~ ~ ITEM_TYPE_DRINK_CON ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 50 50 LIQ_BEER NOT_POISONED 65 300 1 #3001 bottle beer~ a bottle of beer~ A beer bottle has been left here.~ ~ ITEM_TYPE_DRINK_CON ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 8 8 LIQ_BEER NOT_POISONED 10 20 1 #3002 bottle ale~ a bottle of ale~ A dark bottle of ale has been left here.~ ~ ITEM_TYPE_DRINK_CON ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 8 8 LIQ_ALE NOT_POISONED 10 10 1 #3003 bottle firebreather~ a bottle of firebreather~ A firebreather has been left here.~ ~ ITEM_TYPE_DRINK_CON ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 8 8 LIQ_FIREBRT NOT_POISONED 10 50 1 #3004 bottle local~ a bottle of local specialty~ A dark bottle has been left here.~ ~ ITEM_TYPE_DRINK_CON ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 8 8 LIQ_LOCALSPC NOT_POISONED 10 20 1 #3005 LAWGIVER weapon~ a great weapon call 'LawGiver'~ A funny looking weapon.~ This is a Lawgiver used by people called Judges. It has many ammo type.~ ITEM_TYPE_WEAPON ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_ANTI_NEUTRAL|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_WIELD 0 1 1 WEAPON_STAB 1 300000 95 E ammo~ The following types of ammo are available on the lawgiver; Full-auto Armor-piercing Dual-fire Grenade~ #3009 potpie pot pie~ a big pot pie~ A big pot pie has been left here.~ ~ ITEM_TYPE_FOOD ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 40 0 0 NOT_POISONED 5 112 1 #3010 pit~ the donation pit~ A pit for sacrifices is in front of the altar.~ ~ ITEM_TYPE_CONTAINER ITEM_FLAG_LEVEL 0 10000 0 0 0 0 0 722 E pit~ This is where you put money and items to help Doz expand this shrine and convert more people to the belief of Eru our creator.~ #3020 dagger~ a dagger~ A dagger with a long thin blade is here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_WIELD 0 2 4 WEAPON_PIERCE 1 190 4 #3021 sword small~ a small sword~ A small sword lies here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_WIELD 0 2 5 WEAPON_STAB 3 281 2 #3022 sword long~ a long sword~ A long sword has been left here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_WIELD 0 2 6 WEAPON_SLICE 8 2500 13 #3030 torch~ a torch~ A large torch.~ ~ ITEM_TYPE_LIGHT ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 0 0 24 0 1 16 1 #3031 lantern~ a hooded brass lantern~ A hooded brass lantern has been left here.~ ~ ITEM_TYPE_LIGHT ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 100 0 4 60 1 E lantern~ It is a large and robust but somewhat battered oil lantern made from brass, equipped with a handle to make it handy and a hood to protect its flame. Some letters have been scratched on its bottom.~ E letters~ They say, "Use 'hold lantern' to activate."~ #3032 bag~ a bag~ A small bag.~ ~ ITEM_TYPE_CONTAINER ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 50 0 0 0 2 20 1 #3033 box~ a box~ A small box.~ ~ ITEM_TYPE_CONTAINER ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 10 0 0 0 5 50 1 #3040 scroll identify~ a scroll of identify~ A scroll has carelessly been left here.~ ~ ITEM_TYPE_SCROLL ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 12 SPELL_IDENTIFY SPELL_NONE SPELL_NONE 1 2000 7 E scroll identify~ The scroll has a magic formula drawn upon it: ??? ? ? ? ? ? *~ #3041 potion yellow~ a yellow potion of see invisible~ A small yellow potion has carelessly been left here.~ ~ ITEM_TYPE_POTION ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 12 SPELL_DETECT_INVIS SPELL_NONE SPELL_NONE 1 400 13 E potion yellow~ The potion has a small label 'Detect The Invisible'.~ #3042 potion understand understanding~ a potion of understanding~ A potion of understanding been left here.~ ~ ITEM_TYPE_POTION ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 5 SPELL_UNDERSTAND SPELL_NONE SPELL_NONE 1 200 5 #3043 potion tongues~ a potion of tongues~ A potion of speak in tongues has been left here.~ ~ ITEM_TYPE_POTION ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 5 SPELL_TONGUES SPELL_NONE SPELL_NONE 1 300 5 #3045 jacket scale mail~ a scale mail jacket~ A scale mail jacket is lying on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_BODY 4 0 0 0 40 1000 6 #3046 bronze breast plate~ a bronze breast plate~ A bronze breast plate is lying on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_BODY 6 0 0 0 80 7000 11 #3050 raft~ a raft~ A raft has been left here.~ ~ ITEM_TYPE_BOAT ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 0 0 0 0 75 400 1 E raft~ The raft looks very primitive.~ #3051 canoe~ a canoe~ A canoe has been left here.~ ~ ITEM_TYPE_BOAT ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 0 0 0 0 32 1000 1 E canoe~ The canoe is fairly light.~ #3060 jerkin~ a leather jerkin~ A leather jerkin is lying on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_BODY 2 0 0 0 5 100 2 #3061 cap~ a leather cap~ A leather cap is lying on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 2 0 0 0 1 50 2 #3062 pants~ a pair of leather pants~ A pair of leather pants is lying on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_LEGS 2 0 0 0 5 50 2 #3063 boots~ a pair of leather boots~ A pair of leather boots lies here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_FEET 2 0 0 0 3 50 2 #3064 gloves~ a pair of leather gloves~ A pair of leather gloves is lying on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HANDS 2 0 0 0 1 50 2 #3065 sleeves~ a pair of leather sleeves~ A pair of leather sleeves is lying on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_ARMS 2 0 0 0 3 50 2 #3066 jerkin~ a studded leather jerkin~ A studded leather jerkin is lying on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_BODY 3 0 0 0 10 200 2 #3067 cap~ a hard leather cap~ A hard leather cap is lying on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 3 0 0 0 2 100 2 #3068 pants~ a pair of studded leather pants~ A pair of studded leather pants is lying on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_LEGS 3 0 0 0 8 100 2 #3069 boots~ a pair of hard leather boots~ A pair of hard leather boots lies here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_FEET 3 0 0 0 4 100 2 #3070 gloves~ a pair of hard leather gloves~ A pair of hard leather gloves is lying on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HANDS 3 0 0 0 1 100 2 #3071 sleeves~ a pair of studded leather sleeves~ A pair of studded leather sleeves is lying on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_ARMS 3 0 0 0 4 100 2 #3072 jerkin scale mail~ a scale mail jerkin~ A scale mail jerkin is lying on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_BODY 4 0 0 0 20 500 2 #3073 coif scale mail~ a scale mail coif~ A scale mail coif is lying on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 4 0 0 0 4 250 2 #3074 skirt scale mail~ a long scale mail skirt~ A long scale mail skirt is lying on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_LEGS 4 0 0 0 20 250 2 #3075 boots reinforced~ a pair of reinforced boots~ A pair of reinforced boots lies here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_FEET 4 0 0 0 6 250 2 #3076 gloves reinforced~ a pair of reinforced gloves~ A pair of reinforced gloves is lying on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HANDS 4 0 0 0 2 250 2 #3077 sleeves scale mail~ a pair of scale mail sleeves~ A pair of scale mail sleeves is lying on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_ARMS 4 0 0 0 8 250 2 #3097 shield small metal~ a small metal shield~ A small metal shield is lying on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD 4 0 0 0 3 500 2 #3100 tea cup~ a cup of tea~ A cup has been set here.~ ~ ITEM_TYPE_DRINK_CON ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 2 2 LIQ_TEA NOT_POISONED 3 5 1 E cup~ It is a small simple cup.~ #3101 coffee cup~ a cup of coffee~ A cup has been set here.~ ~ ITEM_TYPE_DRINK_CON ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 2 2 LIQ_COFFE NOT_POISONED 3 7 1 E cup~ It is a small simple cup.~ #3102 water cup~ a cup of water~ A cup has been set here.~ ~ ITEM_TYPE_DRINK_CON ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 2 2 LIQ_WATER NOT_POISONED 3 2 1 E cup~ It is a large simple cup.~ #3105 bracer bronze~ a bronze bracer~ A bronze bracer is lying on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_WRIST 6 0 0 0 8 2500 11 #3106 bracer iron~ an iron bracer~ An iron bracer is lying on the ground.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_WRIST 7 0 0 0 8 5000 14 #3120 key iron~ a key~ An iron key has been left here.~ ~ ITEM_TYPE_KEY ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 0 0 0 0 1 0 11 E key iron~ The iron key is not special.~ #3121 key rusty~ a key~ A rusty key has been left here.~ ~ ITEM_TYPE_KEY ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 0 0 0 0 1 0 2 E key rusty~ The key is a fairly large rusty key. You notice some fresh dirt on it.~ #3122 key wooden~ a key~ A wooden key has been left here.~ ~ ITEM_TYPE_KEY ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 0 0 0 0 1 0 12 E key wooden~ The wooden key is not special.~ #3123 key brass~ a key~ A brass key has been left here.~ ~ ITEM_TYPE_KEY ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 0 0 0 0 1 0 7 E key brass~ The brass key is small and looks like it fits a very complicated lock.~ #3124 sword long~ a long sword~ A long sword has been left here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_WIELD 0 3 8 WEAPON_SLASH 8 600 32 E sword long~ This is the ceremonial sword of the Mayor of Chakkor.~ #3129 hand cuffs~ a pair of hand cuffs~ A pair of hand cuffs has been left here.~ ~ ITEM_TYPE_TRASH ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 4 200 1 #3130 desk drawer~ the desk~ A desk is set against the western wall.~ The desk looks very sparse, there is a drawer in the left side.~ ITEM_TYPE_CONTAINER ITEM_FLAG_LEVEL 0 34 15 3122 0 100 0 7 E drawer~ You notice a keyhole in the drawer.~ #3131 safe~ the safe~ A safe is placed in a dark corner of the room.~ The safe has a keyhole.~ ITEM_TYPE_CONTAINER ITEM_FLAG_LEVEL 0 34 15 3123 0 100 0 7 E safe~ The safe is very heavy.~ #3132 gold coins~ the gold~ A lot of gold is here.~ Looks like at least 10,000 coins.~ ITEM_TYPE_MONEY ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 52385 0 0 0 0 52385 7 #3133 city key~ the City Key~ The very big City Key is lying here.~ It is probably the biggest key you have seen in your life. It is made from polished gold and has various patterns on it along with the Chakkor Coat of Arms.~ ITEM_TYPE_KEY ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 0 0 0 0 10 10000 32 #3134 bench~ the Bench~ A white-painted wooden bench is standing here.~ ~ ITEM_TYPE_FURNITURE ITEM_FLAG_LEVEL 0 0 0 0 0 100 600 3 E bench~ It is a quite heavy but very comfortable bench. It is placed with its front towards the river so you can sit and watch the river and the houses on the other side.~ #3135 fountain water~ a fountain~ A small white fountain gushes forth here.~ ~ ITEM_TYPE_FOUNTAIN ITEM_FLAG_LEVEL 0 50 50 0 0 500 3000 11 E fountain~ It is very nice. Made from fine white marble.~ #3136 coins gold~ a small pile of gold coins~ A small pile of gold coins lies here.~ ~ ITEM_TYPE_MONEY ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 20 0 0 0 0 0 1 #3137 key steel~ a steel key~ A large steel key has been left here.~ ~ ITEM_TYPE_KEY ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 0 0 0 0 1 0 12 E key steel~ A key of this size must fit a very strong lock.~ #3138 skin water buffalo~ a buffalo water skin~ A bloated dead buffalo is on the floor.~ ~ ITEM_TYPE_DRINK_CON ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 100 100 LIQ_WATER NOT_POISONED 5 30 1 #3139 letter resignation~ the receptionist's letter of resignation~ The receptionist's letter of resignation is taped to the wall.~ ~ ITEM_TYPE_FURNITURE ITEM_FLAG_LEVEL 0 0 0 0 0 999 0 4 E letter resignation~ The letter is written in a bold and feminine Carolinian hand. To whom it may concern, Merc Industries has installed a new no-rent save and quit system. Apparently one can now save and quit at any time from anywhere inside a town or out. My services here are no longer required. Diana the Receptionist~ #3140 notice liquidation bank~ the bank's notice of liquidation~ The bank's notice of liquidation is taped to the wall.~ ~ ITEM_TYPE_FURNITURE ITEM_FLAG_LEVEL 0 0 0 0 0 999 0 4 E notice liquidation bank~ The letter is written in a reserved and dignified Spencer hand. To whom it may concern, Merc Industries has charmed your money. Apparently one's gold will remain close, even beyond death. We are closing down our offices and ATM machines. Our services here are no longer required.~ #3350 sword~ a standard issue sword~ You see a standard issue sword here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_WIELD 0 3 4 WEAPON_SLASH 5 0 11 E sword~ You see a sword of great craftsmanship. Imprinted on the side is: Merc Industries~ A APPLY_HITROLL 2 A APPLY_DAMROLL 2 #3351 dagger~ a standard issue dagger~ You see a standard issue dagger here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_WIELD 0 4 4 WEAPON_PIERCE 5 0 19 E dagger~ You see a dagger of great craftsmanship. Imprinted on the side is: Merc Industries~ A APPLY_HITROLL 2 A APPLY_DAMROLL 1 #3352 mace~ a standard issue mace~ You see a standard issue mace here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_WIELD 0 4 4 WEAPON_POUND 5 0 22 E mace~ You see a mace of great craftsmanship. Imprinted on the side is: Merc Industries~ A APPLY_HITROLL 2 A APPLY_DAMROLL 2 #3353 vest~ a standard issue vest~ You see a standard issue vest here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_BODY 5 0 0 0 5 0 11 E vest~ You see a vest of great craftsmanship. Stamped on the side is: Merc Industries~ #3354 shield~ a standard issue shield~ You see a standard issue shield here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD 5 0 0 0 5 0 11 E shield~ You see a shield of great craftsmanship. Imprinted on the side is: Merc Industries~ #3355 cloak~ a standard issue cloak~ You see a standard issue cloak here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_NECK 5 0 0 0 5 0 11 E cloak~ You see a cloak of great craftsmanship. Imprinted on the side is: Merc Industries~ #3356 helmet~ a standard issue helmet~ You see a standard issue helmet here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 5 0 0 0 5 0 11 E helmet~ You see a helmet of great craftsmanship. Imprinted on the side is: Merc Industries~ #3357 leggings~ a pair of standard issue leggings~ You see a pair of standard issue leggings here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_LEGS 5 0 0 0 5 0 11 E leggings~ You see leggings of great craftsmanship. Imprinted on the side is: Merc Industries~ #3358 boots~ a pair of standard issue boots~ You see a pair of standard issue boots here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_FEET 5 0 0 0 5 0 11 E boots~ You see boots of great craftsmanship. Imprinted on the side is: Merc Industries~ #3359 gloves~ a pair of standard issue gloves~ You see a pair of standard issue gloves here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HANDS 5 0 0 0 5 0 11 E gloves~ You see gloves of great craftsmanship. Imprinted on the side is: Merc Industries~ #3360 sleeves~ a pair of standard issue sleeves~ You see a pair of standard issue sleeves here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_ARMS 5 0 0 0 5 0 11 E sleeves~ You see sleeves of great craftsmanship. Imprinted on the side is: Merc Industries~ #3361 cape~ a standard issue cape~ You see a standard issue cape here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 5 0 0 0 5 0 11 E cape~ You see a cape of great craftsmanship. Imprinted on the side is: Merc Industries~ #3362 belt~ a standard issue belt~ You see a standard issue belt here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_WAIST 5 0 0 0 5 0 11 E belt~ You see a belt of great craftsmanship. Imprinted on the side is: Merc Industries~ #3363 bracer~ a standard issue bracer~ You see a standard issue bracer here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_WRIST 5 0 0 0 5 0 11 E bracer~ You see a bracer of great craftsmanship. Imprinted on the side is: Merc Industries~ #3364 ring signet~ a city guard signet ring~ You see a ring with a strange symbol on the floor.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_FINGER 6 0 0 0 1 0 11 A APPLY_SAVING_SPELL -2 #3365 banner~ a war banner~ A war banner is on the floor here.~ ~ ITEM_TYPE_LIGHT ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 0 0 2 0 1 0 11 E banner~ This is the official Merc war banner to see you through the darkest realm!~ A APPLY_SAVING_SPELL -2 A APPLY_AC -2 #3371 ring diamond wedding~ a diamond wedding ring~ A diamond wedding ring has been left here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_BLESS|ITEM_FLAG_LEVEL|ITEM_FLAG_NOREMOVE|ITEM_FLAG_INVENTORY ITEM_WEAR_TAKE|ITEM_WEAR_FINGER 1 0 0 0 1 900000 2 E ring diamond wedding~ A slender gold band set with a marquise-cut four carat blue-white solitaire. Inscribed on the inside of the band is: 'Your loving husband'.~ #3372 band gold wedding~ a gold wedding band~ A gold wedding band has been left here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_BLESS|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_FINGER 1 0 0 0 1 100000 2 E band gold wedding~ A wide, plain circle of gold inscribed: 'Your loving wife'.~ #3373 Badge~ a badge~ A badge has been left here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_BLESS|ITEM_FLAG_LEVEL|ITEM_FLAG_NOREMOVE|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 3 0 0 0 1 300000 2 A APPLY_WIS 1 A APPLY_CON 1 A APPLY_INT 1 #0 #ROOMS #3000 ~ ~ 30 0 0 S #3001 The Temple Of Midgaard~ You are in the southern end of the temple hall in the Temple of Midgaard. The temple has been constructed from giant marble blocks, eternal in appearance, and most of the walls are covered by ancient wall paintings picturing Gods, Giants and peasants. Large steps lead down through the grand temple gate, descending the huge mound upon which the temple is built and ends on the temple square below.~ 30 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_NORTH At the northern end of the temple hall is a statue and a huge altar.~ ~ 0 -1 3054 DDIR_SOUTH You see the temple square.~ ~ 0 -1 3005 S #3002 Cleric's Inner Sanctum~ This is the inner sanctum. A picture of the mighty Thor, is hanging on the wall, just above the altar which is set against the western wall. A well in the middle of the floor leads down into darkness. Vile smells waft from the depths.~ 30 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_EAST You see your favorite place, the bar of divination.~ ~ 0 -1 3003 S #3003 Cleric's Bar~ The bar is one of the finest in the land, lucky it is members only. Fine furniture is set all around the room. A small sign is hanging on the wall.~ 30 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see the entrance.~ ~ 0 -1 3004 DDIR_WEST You see the inner sanctum.~ ~ 0 -1 3002 E sign~ The sign reads: Free instructions provided by the waiter: Buy - Buy something (drinkable) from the waiter. List - The waiter will show you all the different drinks and specialties, and tell the price of each.~ S #3004 Entrance to Cleric's Guild~ The entrance hall is a small modest room, reflecting the true nature of the Clerics. The exit leads east to the temple square. A small entrance to the bar is in the northern wall.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the bar, richly decorated with really stylish furniture.~ ~ 0 -1 3003 DDIR_EAST You see the Temple Square.~ ~ 0 -1 3005 S #3005 The Temple Square~ You are standing on the temple square. Huge marble steps lead up to the temple gate. The entrance to the Clerics Guild is to the west, and the old Grunting Boar Inn, is to the east. Just south of here you see the market square, the center of Midgaard.~ 30 0 SECT_CITY DDIR_NORTH You see the temple.~ ~ 0 -1 3001 DDIR_EAST You see the good old Grunting Boar Inn.~ ~ 0 -1 3006 DDIR_SOUTH You see the Market Square.~ ~ 0 -1 3014 DDIR_WEST You see the entrance to the Clerics Guild.~ ~ 0 -1 3004 DDIR_UP You see the air.~ ~ 0 -1 3057 S #3006 Entrance to the Grunting Boar Inn~ You are standing in the entrance hall of the Grunting Boar Inn. The hall has been wisely decorated with simple but functional furniture. A small staircase leads up to the defunct reception room and the bar is to the east.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_EAST Surprise! You see the bar.~ ~ 0 -1 3007 DDIR_WEST You see the temple square.~ ~ 0 -1 3005 DDIR_UP You see the defunct reception room.~ ~ 0 -1 3008 S #3007 The Grunting Boar~ You are standing in the bar. The bar is set against the northern wall, old archaic writing, carvings and symbols cover its top. A fireplace is built into the western wall, and through the southeastern windows you can see the temple square. This place makes you feel like home. A small sign with big letters is fastened to the bar.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_WEST You see the exit to the entrance hall.~ ~ 0 -1 3006 E writing carving carvings symbols symbol~ Although it is very hard to understand, you think it looks a lot like beer, poems about beer, and small beer-mugs.~ E sign~ The sign reads: Free instructions provided by the Grunting Boar Inn. Buy - Buy something (drinkable) from the bartender. List - The bartender will show you all the different drinks and specialties, and tell the price of each.~ S #3008 The Defunct Reception~ You are standing in a dusty, defunct reception. The staircase leads down to the entrance hall.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_DOWN You see the entrance hall.~ ~ 0 -1 3006 S #3009 The Bakery~ You are standing inside the small bakery. A sweet scent of Danish and fine bread fills the room. The bread and Danish are arranged in fine order on the shelves, and seem to be of the finest quality. A small sign is on the counter.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see the main street.~ ~ 0 -1 3013 E sign~ Free instructions provided by the store: Buy - Will buy you some bread or pastry. List - The baker will kindly tell you the price and sort of the bread in his bakery.~ E danish pastry~ You see that this is truly delicious pastry. Must be made by a Dane from Denmark (which surely is not the capital of Sweden!). Former ruler of Scandinavia, England, Northern Germany, Northern France, Russia, Greenland, Iceland, Estonia etc. etc. The sight of those large, wholesome chokoladeboller makes your mouth water and your soul sing.~ S #3010 The General Store~ You are inside the general store. All sorts of items are stacked on shelves behind the counter, safely out of your reach. A small note hangs on the wall.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see the main street.~ ~ 0 -1 3015 E note~ The note reads: List - Show which various items are in the store. Buy - Buy an item. Value - The shopkeeper will (free of charge) tell how much he will pay for your item. Sell - Sell an item.~ S #3011 The Weapon Shop~ You are inside the weapon shop. There is a small note on the counter.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see the main street.~ ~ 0 -1 3016 E note~ The note reads: List - Show which various items are in the store. Buy - Buy an item. Value - The shopkeeper will (free of charge) tell how much he will pay for your item. Sell - Sell an item.~ S #3012 Main Street~ You are at the end of the main street of Midgaard. South of here is the entrance to the Guild of Magic Users. The street continues east towards the market square. The magic shop is to the north and to the west is the city gate.~ 30 0 SECT_CITY DDIR_NORTH You see the magic shop.~ ~ 0 -1 3033 DDIR_EAST You see the main street.~ ~ 0 -1 3013 DDIR_SOUTH You see the entrance to the Guild of Magic Users.~ ~ 0 -1 3017 DDIR_WEST You see the city gate.~ ~ 0 -1 3040 S #3013 Main Street~ You are on the main street passing through the City of Midgaard. South of here is the entrance to the Armoury, and the bakery is to the north. East of here is the market square.~ 30 0 SECT_CITY DDIR_NORTH You see the bakery.~ ~ 0 -1 3009 DDIR_EAST You see the market square.~ ~ 0 -1 3014 DDIR_SOUTH You see the armoury.~ ~ 0 -1 3020 DDIR_WEST You see the main street.~ ~ 0 -1 3012 S #3014 Market Square~ You are standing on the market square, the famous Square of Midgaard. A large, peculiar looking statue is standing in the middle of the square. Roads lead in every direction, north to the temple square, south to the common square, east and westbound is the main street.~ 30 0 SECT_CITY DDIR_NORTH You see the temple square.~ ~ 0 -1 3005 DDIR_EAST You see the main street.~ ~ 0 -1 3015 DDIR_SOUTH You see the common square.~ ~ 0 -1 3025 DDIR_WEST You see the main street.~ ~ 0 -1 3013 E statue~ What you see is the Midgaard Worm, stretching around the Palace of Midgaard.~ S #3015 The Main Street~ You are on Main Street crossing through town. To the north is the general store, and the main street continues east. To the west you see and hear the market place and to the south is the Jeweller's Shop.~ 30 0 SECT_CITY DDIR_NORTH You see the general store.~ ~ 0 -1 3010 DDIR_EAST You see Main Street.~ ~ 0 -1 3016 DDIR_SOUTH You see the Jeweller's Shop.~ ~ 0 -1 3034 DDIR_WEST You see the market square.~ ~ 0 -1 3014 S #3016 The Main Street~ The main street, to the north is the weapon shop and to the south is the Guild of Swordsmen. To the east you leave town and to the west the street leads to the market square.~ 30 0 SECT_CITY DDIR_NORTH You see the weapon shop.~ ~ 0 -1 3011 DDIR_EAST You see the city gate.~ ~ 0 -1 3041 DDIR_SOUTH You see the swordsmen's guild.~ ~ 0 -1 3021 DDIR_WEST You see the main street leading to the market square.~ ~ 0 -1 3015 S #3017 Entrance to Mage's Guild~ The entrance hall is a small, poor lighted room.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the main street.~ ~ 0 -1 3012 DDIR_SOUTH You see your favorite place, the Mage's Bar.~ ~ 0 -1 3018 S #3018 Mage's Bar~ The bar is one of the wierdest in the land. Mystical images float around the air. Illusions of fine furniture appear all around the room.~ 30 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the lobby.~ ~ 0 -1 3017 DDIR_EAST You see the laboratory.~ ~ 0 -1 3019 S #3019 Mage's Laboratory~ This is the Magical Experiments Laboratory. Dark smoke-stained stones arch over numerous huge oaken tables, most of these cluttered with strange- looking pipes and flasks. The floor is covered with half-erased pentagrams and even weirder symbols, and a blackboard in a dark corner has only been partially cleaned, some painful-looking letters faintly visible. A well in the middle of the floor leads down into darkness. Vile smells waft from the depths.~ 30 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_WEST You see the bar.~ ~ 0 -1 3018 S #3020 The Armoury~ The armoury with all kinds of armours on the walls and in the window. You see helmets, shields and chain mails. To the north is the main street. On the wall is a small note.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the main street.~ ~ 0 -1 3013 E note~ You can use these commands for trading: value <item> To get the price of an item in your possession. sell <item> To sell something. buy <item> To buy something (provided that the shop has it in store). list Gives you a listing of the shop's inventory. WE DON'T GIVE CREDIT; WE DON'T EXPECT TO RECEIVE CREDIT! NO HAGGLING~ S #3021 Entrance Hall to the Guild of Swordsmen~ The entrance hall to the Guild of Swordsmen. A place where one has to be careful not to say something wrong (or right). To the east is the bar and to the north is the main street.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the main street.~ ~ 0 -1 3016 DDIR_EAST You see the swordsmen's bar, many noises comes from there.~ ~ 0 -1 3022 S #3022 The Bar of Swordsmen~ The bar of swordsmen, once upon a time beautifully furnished. But now the furniture is all around you in small pieces. To the south is the yard, and to the west is the entrance hall.~ 30 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see the practice yard.~ ~ 0 -1 3023 DDIR_WEST You see the entrance hall to the thieves guild.~ ~ 0 -1 3021 S #3023 The Tournament and Practice Yard~ The practice yard of the fighters. To the north is the bar. A well leads down into darkness.~ 30 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the bar.~ ~ 0 -1 3022 S #3024 Eastern End of Poor Alley~ You are at the poor alley. South of here is the Grubby Inn and to the east you see common square. The alley continues further west.~ 30 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 16024 DDIR_EAST You see the common square.~ ~ 0 -1 3025 DDIR_SOUTH You see the Inn.~ ~ 0 -1 3048 DDIR_WEST You see the poor alley.~ ~ 0 -1 3044 S #3025 The Common Square~ The common square, people pass you, talking to each other. To the west is the poor alley and to the east is the dark alley. To the north, this square is connected to the market square. From the south you notice a nasty smell.~ 30 0 SECT_CITY DDIR_NORTH You see the market square.~ ~ 0 -1 3014 DDIR_EAST You see the dark alley.~ ~ 0 -1 3026 DDIR_SOUTH You see the city dump.~ ~ 0 -1 3030 DDIR_WEST You see the poor alley.~ ~ 0 -1 3024 S #3026 The Dark Alley~ The dark alley, to the west is the common square and to the south is the Guild of Thieves. The alley continues east.~ 30 0 SECT_CITY DDIR_EAST The alley continues east.~ ~ 0 -1 3045 DDIR_SOUTH You see the entrance to the thieves guild.~ ~ 0 -1 3027 DDIR_WEST You see the common square.~ ~ 0 -1 3025 E guild~ It is the thieves guild, don't enter if you care about your health or money.~ S #3027 Entrance Hall to the Guild of Thieves~ The entrance hall to the thieves' and assassins' guild. A place where you can lose both your life and your money, if you are not careful. To the north is the dark alley and to the east is the thieves' bar.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the alley.~ ~ 0 -1 3026 DDIR_EAST You see the thieves bar, where everything disappears.~ ~ 0 -1 3028 S #3028 The Thieves Bar~ The bar of the thieves. Once upon a time this place was beautifully furnished, but now it seems almost empty. To the south is the yard, and to the west is the entrance hall. (Maybe the furniture has been stolen?!)~ 30 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see the secret yard.~ ~ 0 -1 3029 DDIR_WEST You see the entrance hall to the thieves guild.~ ~ 0 -1 3027 E furniture~ As you look at the furniture, the chair you sit on disappears.~ S #3029 The Secret Yard~ The secret practice yard of thieves and assassins. To the north is the bar. A well leads down into darkness.~ 30 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the bar.~ ~ 0 -1 3028 S #3030 The Dump~ The dump, where the people from the city drop their garbage. Through the garbage you can see a large junction of pipes, looks like the entrance to the sewer system. To the north you can see the common square.~ 30 ROOM_NO_MOB SECT_FIELD DDIR_NORTH You see the common square.~ ~ 0 -1 3025 DDIR_SOUTH ~ ~ 0 -1 17503 S #3031 The Pet Shop~ The Pet Shop is a small crowded store, full of cages and animals of various sorts and sizes. There is a sign on the wall.~ 30 ROOM_INDOORS|ROOM_PET_SHOP SECT_INSIDE DDIR_SOUTH You see the Alley.~ ~ 0 -1 3045 E sign~ The sign reads: Use 'List' to see the available pets. Use 'Buy <pet name>' to buy yourself a pet and name it. You can use 'order <pet> <instructions>' to order your pets around. If you abuse your pet, it will no longer regard you as its master. If you have several pets you may use 'order all <instructions>' Regards, The Shopkeeper~ S #3032 Pet Shop Store~ This is the small dark room in which the Pet Shop Boy keeps his pets. It is vital that this room be immediately after the pet shop.~ 30 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE S #3033 The Magic Shop~ You are in a small room that smells of rare chemicals and spices. Dividing the room in two is a large desk, and on the wall behind it are numerous shelves crammed with jars, bottles, books and scrolls of all sorts and sizes.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see the main street.~ ~ 0 -1 3012 E scrolls~ Each scroll is stored in a leather tube that protects it from moist.~ E books~ Most of them appear to be very old and dusty.~ E jars bottles~ Some of them are transparent enabling you to see that some contain colored powders while others contain body parts of various animals.~ S #3034 The Jeweller's Shop~ You are in a small, beautifully furnished room. The warm light emanating from the small oil lamps on the walls is reflected in the hard, polished surface of the big mahogany desk that stands in the centre of the room. A small sign with golden letters stands on the desk.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see Main Street.~ ~ 0 -1 3015 E sign~ The golden letters say :- Use 'list' to see what is in store, 'buy <item>' to buy an item, 'sell <item>' to sell an item and 'value <item>' to make the jeweller evaluate an item.~ E desk~ Your face is reflected in its surface.~ E oil lamps~ They are made from polished gold and looks as if they are securely fastened to the smooth stone walls.~ S #3035 The Leather Shop~ An acrid smell fills this large room. Along the walls are numerous shelves containing all sorts of animal hide and in the crackling fireplace hangs a big iron pot with boiling water. In the middle of the room is a large oak table. A wooden sign is hanging above the fireplace.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see the alley.~ ~ 0 -1 3044 E sign~ The wooden sign says :- Use 'list' to see what is in store, 'buy <item>' to buy an item, 'sell <item>' to sell an item and 'value <item>' to make the leather worker evaluate an item.~ E pot~ Several large pieces of leather hide are boiling in the iron pot.~ E table~ It is made from solid oak but appears to be very used. Its surface is covered in marks and scratches. A large burning candle stands directly on the table surface, tallow flowing down its sides.~ E fireplace~ It is a rather large fireplace made from heavy granite rocks.~ S #3040 Inside the West Gate of Midgaard~ You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. Main Street leads east and Wall Road leads south from here.~ 30 0 SECT_CITY DDIR_EAST You see Main Street.~ ~ 0 -1 3012 DDIR_SOUTH You see the road running along the inner side of the city wall. You notice that it is called Wall Road.~ ~ 0 -1 3042 DDIR_WEST The city gate is to the west.~ gate~ EX_ISDOOR 3133 3052 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb.~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall.~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock.~ E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other.~ S #3041 Inside the East Gate of Midgaard~ You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. Main Street leads west from here.~ 30 0 SECT_CITY DDIR_EAST You see the city gate.~ gate~ EX_ISDOOR 3133 3053 DDIR_WEST You see Main Street.~ ~ 0 -1 3016 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb.~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall.~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock.~ E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other.~ S #3042 Wall Road~ You are walking next to the western city wall. The road continues further south and the city gate is just north of here.~ 30 0 SECT_CITY DDIR_NORTH You see the city gate.~ ~ 0 -1 3040 DDIR_SOUTH The road continues further south.~ ~ 0 -1 3043 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb.~ S #3043 Wall Road~ You are walking next to the western city wall. Wall Road continues further north and south. A small, poor alley leads east. Some letters have been written on the wall here.~ 30 0 SECT_CITY DDIR_NORTH The road continues further north.~ ~ 0 -1 3042 DDIR_EAST The alley leads east.~ ~ 0 -1 3044 DDIR_SOUTH The road continues further south.~ ~ 0 -1 3047 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb.~ E letters~ It says 'Who watches the watchmen?'~ S #3044 Poor Alley~ You are in narrow and dirty alley leading east and west. The leather shop is to the north.~ 30 0 SECT_CITY DDIR_NORTH The leather shop is to the north.~ ~ 0 -1 3035 DDIR_EAST The alley leads east.~ ~ 0 -1 3024 DDIR_WEST The alley leads west.~ ~ 0 -1 3043 S #3045 Alley at Levee~ You are standing in the alley which continues east and west. South of here you see the levee. North is the Pet Shop.~ 30 0 SECT_CITY DDIR_NORTH You see, hear, and smell the pet shop.~ ~ 0 0 3031 DDIR_EAST The alley leads east.~ ~ 0 -1 3046 DDIR_SOUTH You see the levee.~ ~ 0 -1 3049 DDIR_WEST The alley leads west.~ ~ 0 -1 3026 S #3046 Eastern end of Alley~ You are standing at the eastern end of the alley. An old three-story warehouse is directly south of here.~ 30 0 SECT_CITY DDIR_SOUTH You see the warehouse.~ ~ 0 -1 3050 DDIR_WEST You see the alley.~ ~ 0 -1 3045 S #3047 Wall Road~ You are standing on the road next to the western city wall which continues north. South of here is a bridge across the river.~ 30 0 SECT_CITY DDIR_NORTH You see the road.~ ~ 0 -1 3043 DDIR_SOUTH You see the bridge.~ ~ 0 -1 3051 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb.~ S #3048 Grubby Inn~ You are inside the old Grubby Inn. This place has not been cleaned for several decades, vile smells make you dizzy.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the alley.~ ~ 0 -1 3024 S #3049 Levee~ You are at the levee. South of here you see the river gently flowing west. The river bank is very low making it possible to enter the river.~ 30 0 SECT_CITY DDIR_NORTH You see the Alley.~ ~ 0 -1 3045 DDIR_SOUTH You see the river flowing west.~ ~ 0 -1 3203 S #3050 Abandoned Warehouse~ You are inside the only room in the old warehouse. The place is very dusty and appears to have been unused for many years. The skylight spills violet-tinged light.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the alley.~ ~ 0 -1 3046 S #3051 On the Bridge~ You are standing on the stone bridge crosses the river. The bridge is built out from the western city wall and the river flows west through an opening in the wall ten feet below the bridge.~ 30 0 SECT_CITY DDIR_NORTH You see the road.~ ~ 0 -1 3047 DDIR_SOUTH You see the Concourse.~ ~ 0 -1 3100 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb.~ E opening~ You cannot really see it from here as it is somewhere beneath your feet.~ E bridge~ It is built from large grey rocks that have been fastened to each other with some kind of mortar, just like the wall.~ S #3052 Outside the West Gate of Midgaard~ You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. To the west you can see the edge of a big forest. A small dusty trail leads north along the wall.~ 30 0 SECT_CITY DDIR_EAST The city gate is to the east.~ gate~ EX_ISDOOR 3133 3040 DDIR_WEST ~ ~ 0 -1 17497 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb.~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall.~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock.~ E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other.~ S #3053 Outside the East Gate of Midgaard~ You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. To the east the plains stretch out in the distance. To the north a small dusty trail follow the city wall.~ 30 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 8904 DDIR_WEST You see the city gate.~ gate~ EX_ISDOOR 3133 3041 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb.~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall.~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock.~ E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other.~ S #3054 By the Temple Altar~ You are by the temple altar in the northern end of the Temple of Midgaard. A huge altar made from white polished marble is standing in front of you and behind it is a ten foot tall sitting statue of Odin, the King of the Gods.~ 30 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE DDIR_SOUTH You see the southern end of the temple.~ ~ 0 -1 3001 E statue odin king god~ The statue represents the one-eyed Odin sitting on a his throne. He has long, grey hair and beard and a strict look on his face. On top of the throne, just above his shoulders, his two ravens Hugin and Munin are sitting and at his feet are his wolves Gere and Freke.~ E altar~ Even though the altar is more than ten feet long it appears to be made from a single block of white virgin marble.~ S #3057 In the air...~ WOW you can fly! You are floating in the air above Temple Square of Midgaard.~ 30 ROOM_NO_MOB SECT_AIR DDIR_UP More of the same.~ ~ 0 0 1017 DDIR_DOWN Back down on the earth where you should be!~ ~ 0 0 3005 S #3100 Northwest end of Concourse~ You are at the concourse, the city wall is just west. A small promenade goes east, and the bridge is just north of here. The concourse continues south along the city wall.~ 30 0 SECT_CITY DDIR_NORTH You see the Bridge.~ ~ 0 -1 3051 DDIR_EAST You see the promenade.~ ~ 0 -1 3101 DDIR_SOUTH The promenade continues far south.~ ~ 0 -1 3127 S #3101 Promenade~ The river gently flows west just north of here. The promenade continues further east and to the west you see the city wall. Park Road leads south from here.~ 30 0 SECT_CITY DDIR_EAST The promenade.~ ~ 0 -1 3102 DDIR_SOUTH Park Road leads south.~ ~ 0 -1 3131 DDIR_WEST You see the Concourse.~ ~ 0 -1 3100 S #3102 Promenade~ The river gently flows west just north of here. The promenade continues both east and west. South of here you see the entrance to the park, and a small building seems to be just west of the entrance.~ 30 0 SECT_CITY DDIR_EAST You see the promenade.~ ~ 0 -1 3103 DDIR_SOUTH You see the park entrance.~ ~ 0 -1 3105 DDIR_WEST You see the promenade.~ ~ 0 -1 3101 S #3103 Promenade~ The river gently flows west just north of here. The promenade continues both east and west. A small path leads south. Looking across the river you see the levee.~ 30 0 SECT_CITY DDIR_EAST You see the Concourse.~ ~ 0 -1 3104 DDIR_SOUTH The small path leads south.~ ~ 0 -1 3132 DDIR_WEST You see the promenade.~ ~ 0 -1 3102 S #3104 Northeast end of Concourse~ You are at the Concourse. The city wall is just east and a small promenade goes west. Looking across the river you see a building that resembles a warehouse. The Concourse continues south along the city wall.~ 30 0 SECT_CITY DDIR_SOUTH The Concourse continues south.~ ~ 0 -1 3130 DDIR_WEST You see the promenade.~ ~ 0 -1 3103 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb.~ S #3105 Park Entrance~ You are standing just inside the small park of Midgaard. To the north is the promenade and a small path leads south into the park. To your east is the famous Park Cafe.~ 30 ROOM_NO_MOB SECT_CITY DDIR_NORTH You see the promenade.~ ~ 0 -1 3102 DDIR_EAST You see Park Cafe.~ ~ 0 -1 3106 DDIR_SOUTH You see the park.~ ~ 0 -1 3108 S #3106 Park Cafe~ You are inside Park Cafe, a very well lighted, cosy place. The cafe is built from large logs. Through the windows in the northern wall you see the river, and through the southern window you see many vigorous colorful plants.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_WEST You see the park entrance.~ ~ 0 -1 3105 S #3107 Small path through the park~ You are walking along a small path through the park. The path continues south and east.~ 30 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 3108 DDIR_SOUTH ~ ~ 0 -1 3113 S #3108 Small path in the park~ You are standing on a small path inside the park. The park entrance is just north of here, and Park Cafe is just east of the entrance. The path leads further east and west.~ 30 0 SECT_CITY DDIR_NORTH You see the northern park entrance.~ ~ 0 -1 3105 DDIR_EAST ~ ~ 0 -1 3109 DDIR_WEST ~ ~ 0 -1 3107 S #3109 Small path in the park~ You are on a small path running through the park. It continues west and south and just north of here you see the southern wall of Park Cafe.~ 30 0 SECT_CITY DDIR_SOUTH ~ ~ 0 -1 3115 DDIR_WEST ~ ~ 0 -1 3108 S #3110 Cityguard Head Quarters~ You are inside a tidy office. A big desk made from dark wood is standing in the centre of the room.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_EAST You see Park Road.~ door~ EX_ISDOOR -1 3111 DDIR_WEST You see a sign saying 'KEEP OUT'.~ door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 3120 3142 S #3111 Park Road~ The road continues north and south. A building is just west of here, you notice a sign on the door. The park entrance is to the east.~ 30 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 3131 DDIR_EAST You see the park entrance.~ ~ 0 -1 3112 DDIR_SOUTH ~ ~ 0 -1 3118 DDIR_WEST You see the cityguard head quarters.~ door~ EX_ISDOOR -1 3110 E building door sign~ The sign on the door says:- Cityguard Head Quarters~ S #3112 Western Park Entrance~ You are standing at the western end of the park. A small path leads east into the park and going west through the entrance you will reach Park Road.~ 30 ROOM_NO_MOB SECT_CITY DDIR_EAST ~ ~ 0 -1 3113 DDIR_WEST ~ ~ 0 -1 3111 S #3113 A path in the park~ You are in the park. The paths lead north and west. Westwards is the park entrance and to the east you see a small pond.~ 30 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 3107 DDIR_EAST You see the pond.~ ~ 0 -1 3114 DDIR_WEST You see the western park entrance.~ ~ 0 -1 3112 S #3114 The Pond~ You are swimming around in the pond, feeling rather stupid. You can get back on the path from the eastern and western end of the pond.~ 30 0 SECT_WATER_SWIM DDIR_EAST ~ ~ 0 -1 3115 DDIR_WEST ~ ~ 0 -1 3113 S #3115 A path in the park~ You are in the park. The paths lead north and east. Eastwards is the park entrance and to the west you see a small pond.~ 30 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 3109 DDIR_EAST ~ ~ 0 -1 3116 DDIR_WEST ~ ~ 0 -1 3114 S #3116 Eastern Park Entrance~ You are standing at the eastern end of the park. A small path leads west into the park. Going east through the entrance you will reach Emerald Avenue.~ 30 ROOM_NO_MOB SECT_CITY DDIR_EAST ~ ~ 0 -1 3117 DDIR_WEST ~ ~ 0 -1 3115 S #3117 Emerald Avenue~ You are at Emerald Avenue which continues north and south. To the west is the park entrance and to the east is the not very big Town Hall of Midgaard.~ 30 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 3132 DDIR_EAST ~ ~ 0 -1 3137 DDIR_SOUTH ~ ~ 0 -1 3119 DDIR_WEST ~ ~ 0 -1 3116 S #3118 Park Road~ You are on Park Road which leads north and south.~ 30 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 3111 DDIR_SOUTH ~ ~ 0 -1 3135 S #3119 Emerald Avenue~ You are standing at a bend on Emerald Avenue. The road leads north and west.~ 30 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 3117 DDIR_WEST ~ ~ 0 -1 3133 S #3120 Road Crossing~ You are in the middle of the road cross. Roads lead in all directions. A huge black iron chain as thick as a tree trunk is fastened into the ground at the centre of the road cross. Its other end leads directly upwards towards the sky. A road sign is here.~ 30 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 3133 DDIR_EAST ~ ~ 0 -1 3136 DDIR_SOUTH ~ ~ 0 -1 3134 DDIR_WEST ~ ~ 0 -1 3135 DDIR_UP The chain disappears in the clouds.~ ~ 0 -1 7914 E chain~ The the chain reaches the clouds high above you. It must take some really powerful magic to hold such a chain in place.~ E sign~ The sign points in all directions: North - Emerald Avenue. East - Park Road. South - Emerald Avenue. West - Park Road. Someone has added the following with red paint: Up - Redferne's Flying Citadel.~ S #3121 Emerald Avenue~ You are standing at a bend on Emerald Avenue. The road leads south and east.~ 30 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 3134 DDIR_SOUTH ~ ~ 0 -1 3125 S #3122 Park Road~ You are on Park Road which leads south and north. Elm Street is east of here.~ 30 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 3136 DDIR_EAST ~ ~ 0 -1 3123 DDIR_SOUTH ~ ~ 0 -1 3126 S #3123 Elm Street~ You are on Elm street. Park Road is to the west and Elm Street continues in eastward direction.~ 30 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 3124 DDIR_WEST ~ ~ 0 -1 3122 S #3124 End of Elm Street~ You are at the end of Elm Street. An old elm tree grows here.~ 30 0 SECT_CITY DDIR_WEST ~ ~ 0 -1 3123 E elm tree~ The fresh young leaves of the elm tree wave gently in the wind.~ S #3125 Emerald Avenue~ You are on Emerald Avenue which continues north. The Concourse is south of here.~ 30 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 3121 DDIR_SOUTH ~ ~ 0 -1 3128 S #3126 Park Road~ You are on Park Road which continues north. The Concourse is south of here.~ 30 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 3122 DDIR_SOUTH ~ ~ 0 -1 3129 S #3127 On the Concourse~ You are at the southwest corner of the city wall. The Concourse leads both north and east.~ 30 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 3100 DDIR_EAST ~ ~ 0 -1 3128 S #3128 On the Concourse~ The Concourse continues both east and west. Emerald Avenue is north of here.~ 30 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 3125 DDIR_EAST ~ ~ 0 -1 3129 DDIR_WEST ~ ~ 0 -1 3127 S #3129 On the Concourse~ The Concourse continues both east and west. Park Road is north of here.~ 30 ROOM_DARK SECT_CITY DDIR_NORTH ~ ~ 0 -1 3126 DDIR_EAST ~ ~ 0 -1 3130 DDIR_WEST ~ ~ 0 -1 3128 S #3130 On the Concourse~ You are at the southeast corner of the city wall. The Concourse leads both north and west.~ 30 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 3104 DDIR_WEST ~ ~ 0 -1 3129 S #3131 Park Road~ You are at Park Road which continues north and south.~ 30 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 3101 DDIR_SOUTH ~ ~ 0 -1 3111 S #3132 Emerald Avenue~ You are standing on the north end of Emerald Avenue. To the north is the promenade and to the east is the small street Penny Lane.~ 30 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 3103 DDIR_EAST ~ ~ 0 -1 3139 DDIR_SOUTH ~ ~ 0 -1 3117 S #3133 Emerald Avenue~ You are standing at a bend on Emerald Avenue. To the east the road goes on and to the south is the Road Crossing.~ 30 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 3119 DDIR_SOUTH ~ ~ 0 -1 3120 S #3134 Emerald Avenue~ You are standing at a bend on Emerald Avenue. To the west the road goes on and to the north is the Road Crossing.~ 30 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 3120 DDIR_WEST ~ ~ 0 -1 3121 S #3135 Park Road~ You are at a bend on Park Road. To the north the road goes on and to the east is the Road Crossing. To the south, the ancient cliffs rise from deep under the ground, forming a wall.~ 30 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 3118 DDIR_EAST ~ ~ 0 -1 3120 S #3136 Park Road~ You are at a bend on Park Road. To the south the road goes on and to the west is the Road Crossing.~ 30 0 SECT_CITY DDIR_SOUTH ~ ~ 0 -1 3122 DDIR_WEST ~ ~ 0 -1 3120 S #3137 The Waiting Room~ You are standing in the waiting room at the town hall. Wooden chairs stand along the walls and a long desk is placed in the middle of the room.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_EAST It looks like some kind of office.~ ~ 0 -1 3138 DDIR_WEST The exit west leads to Emerald Avenue.~ ~ 0 -1 3117 S #3138 The Mayor's Office~ You are in the not very big office of the Mayor of Midgaard. A large and polished but completely empty desk is standing in front of an armchair that looks so comfortable that it most of all resembles a bed with the head end raised slightly.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_WEST The waiting room is to the west.~ ~ 0 -1 3137 E chair armchair~ This chair is really a masterpiece. A chair where one can sit as comfortably as in a bed. All lecture halls should be equipped with these things.~ S #3139 Penny Lane~ You are on Penny Lane. Emerald Avenue is to the west and Penny Lane continues in eastward direction.~ 30 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 3140 DDIR_WEST ~ ~ 0 -1 3132 S #3140 Penny Lane~ You are on Penny Lane. The narrow road continues north and west.~ 30 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 3141 DDIR_WEST ~ ~ 0 -1 3139 S #3141 End of Penny Lane~ You are at the end of Penny Lane. The only exit appears to be south.~ 30 0 SECT_CITY DDIR_SOUTH ~ ~ 0 -1 3140 S #3142 Captain's Office~ You are in the Office of the Captain of the Guard. The Midgaard Coat of Arms is hanging on the north wall and a heavy steel door is to the south.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_EAST You see the Cityguard Head Quarters.~ door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 3120 3110 DDIR_SOUTH You see the heavy steel door.~ door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 3137 3143 E arms~ Although a bit dusty the Coat of Arms is an excellent piece of work.~ S #3143 The Jail~ You are in a dark and humid jail. The dark stone walls are hard and cold to the touch. A heavy steel door is to the north.~ 30 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the heavy steel door.~ door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 3137 3142 E wall walls~ The walls are marked with lots of scratches. Some of them spell sentences like "JAIL IS BETTER THAN SQL" and "INGRES STRIKES AGAIN".~ S #3200 Under the Bridge~ The arch under the bridge is covered by seaweed for one foot above the surface of the river. The water gently flows through an opening in the lower part of the city wall.~ 30 0 SECT_WATER_NOSWIM DDIR_EAST ~ ~ 0 -1 3201 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. Looks pretty solid.~ S #3201 On the River~ North of here you see the miserable buildings of the poor alley. The river flows west towards the bridge. The riverbanks are too steep to climb.~ 30 0 SECT_WATER_NOSWIM DDIR_EAST ~ ~ 0 -1 3202 DDIR_WEST ~ ~ 0 -1 3200 S #3202 On the River~ North of here you see the dump. The river flows from east to west. The riverbanks are too steep to climb.~ 30 0 SECT_WATER_NOSWIM DDIR_EAST ~ ~ 0 -1 3203 DDIR_WEST ~ ~ 0 -1 3201 S #3203 On the River~ The levee is directly north of here. The river flows in an east west direction.~ 30 ROOM_NO_MOB SECT_WATER_NOSWIM DDIR_NORTH ~ ~ 0 -1 3049 DDIR_EAST ~ ~ 0 -1 3204 DDIR_WEST ~ ~ 0 -1 3202 S #3204 On the River~ You see the warehouse on the northern riverbank. East of here you see the city wall. The river flows west towards the levee.~ 30 0 SECT_WATER_NOSWIM DDIR_EAST ~ ~ 0 -1 3205 DDIR_WEST ~ ~ 0 -1 3203 S #3205 On the River~ The river enters from a hole in the eastern city wall. The hole has been blocked by several vertically positioned iron bars set into the wall.~ 30 0 SECT_WATER_NOSWIM DDIR_WEST ~ ~ 0 -1 3204 S #0 #RESETS M 0 3011 1 3001 ; the executioner in The Temple Of Midgaard E 1 3005 999 WEAR_WIELD ;equip an executioner's axe O 0 3010 1 3054 ; the donation pit in By the Temple Altar M 0 3000 1 3033 ; the wizard in The Magic Shop G 1 3040 5000 ; a scroll of identify G 1 3041 5000 ;a yellow potion of see in G 1 3042 2000 ;a potion of understanding G 1 3043 3000 ; a potion of tongues M 0 3003 1 3011 ; the weaponsmith in The Weapon Shop G 1 3020 1000 ; a dagger G 1 3021 1000 ; a small sword G 1 3022 1000 ; a long sword E 1 3022 100 ITEM_WEAR_HEAD ;equip a long sword M 0 3004 1 3020 ; the armourer in The Armoury G 1 3072 100 ; a scale mail jerkin G 1 3073 100 ; a scale mail coif G 1 3074 100 ; a long scale mail skirt G 1 3075 100 ;a pair of reinforced boot G 1 3076 100 ;a pair of reinforced glov G 1 3077 100 ;a pair of scale mail slee G 1 3097 100 ; a small metal shield E 1 3022 100 ITEM_WEAR_HEAD ;equip a long sword M 0 3002 1 3010 ; the grocer in The General Store G 1 3030 900 ; a torch G 1 3031 900 ; a hooded brass lantern G 1 3138 999 ; a buffalo water skin E 1 3022 900 ITEM_WEAR_HEAD ;equip a long sword M 0 3001 1 3009 ; the baker in The Bakery G 1 3009 100 ; a big pot pie E 1 3022 100 ITEM_WEAR_HEAD ;equip a long sword M 0 3008 1 3031 ; the pet shop boy in The Pet Shop M 0 3009 1 3034 ; the jeweller in The Jeweller's Shop G 1 3371 100 ; a diamond wedding ring G 1 3372 100 ; a gold wedding band M 0 3010 1 3035 ; the leather worker in The Leather Shop G 1 3066 100 ; a studded leather jerkin G 1 3067 100 ; a hard leather cap G 1 3068 100 ;a pair of studded leather G 1 3069 100 ;a pair of hard leather bo G 1 3070 100 ;a pair of hard leather gl G 1 3071 100 ;a pair of studded leather M 0 3006 1 3049 ; the captain in Levee G 1 3050 20 ; a raft G 1 3051 10 ; a canoe M 0 3007 1 3050 ; the sailor in Abandoned Warehouse M 0 3040 1 3007 ; the bartender in The Grunting Boar G 1 3000 100 ; a barrel of beer G 1 3001 100 ; a bottle of beer E 1 3022 100 ITEM_WEAR_HEAD ;equip a long sword M 0 3043 1 3003 ; the waiter in Cleric's Bar G 1 3002 100 ; a bottle of ale G 1 3004 100 ;a bottle of local special E 1 3022 100 ITEM_WEAR_HEAD ;equip a long sword M 0 3042 1 3018 ; the waiter in Mage's Bar G 1 3002 100 ; a bottle of ale G 1 3003 100 ; a bottle of firebreather E 1 3022 100 ITEM_WEAR_HEAD ;equip a long sword M 0 3045 1 3022 ; the waiter in The Bar of Swordsmen G 1 3002 100 ; a bottle of ale G 1 3003 100 ; a bottle of firebreather G 1 3004 100 ;a bottle of local special E 1 3022 100 ITEM_WEAR_HEAD ;equip a long sword M 0 3044 1 3028 ; the waiter in The Thieves Bar G 1 3003 100 ; a bottle of firebreather G 1 3004 100 ;a bottle of local special E 1 3022 100 ITEM_WEAR_HEAD ;equip a long sword M 0 3046 1 3048 ; Filthy in Grubby Inn G 1 3003 100 ; a bottle of firebreather G 1 3004 100 ;a bottle of local special E 1 3022 100 ITEM_WEAR_HEAD ;equip a long sword M 0 3020 1 3019 ; the guildmaster in Mage's Laboratory M 0 3021 1 3002 ; the guildmaster in Cleric's Inner Sanctum M 0 3022 1 3029 ; the guildmaster in The Secret Yard M 0 3023 1 3023 ; the guildmaster in The Tournament and Practi M 0 3024 1 3017 ; the sorcerer in Entrance to Mage's Guild E 1 3022 100 ITEM_WEAR_HEAD ;equip a long sword M 0 3025 1 3004 ; the knight templar in Entrance to Cleric's Guil E 1 3022 100 ITEM_WEAR_HEAD ;equip a long sword M 0 3026 1 3027 ; the assassin in Entrance Hall to the Guil E 1 3022 100 ITEM_WEAR_HEAD ;equip a long sword M 0 3027 1 3021 ; the knight in Entrance Hall to the Guil E 1 3022 100 ITEM_WEAR_HEAD ;equip a long sword M 0 3060 12 3004 ; the cityguard in Entrance to Cleric's Guil E 1 3365 99 0 ;equip a war banner E 1 3364 99 ITEM_WEAR_TAKE ;equip a city guard signet ring E 1 3350 199 ITEM_WEAR_HEAD ;equip a standard issue sword E 1 3353 99 5 ;equip a standard issue vest E 1 3355 199 ITEM_WEAR_NECK ;equip a standard issue cloak M 0 3060 12 3014 ; the cityguard in Market Square E 1 3365 99 0 ;equip a war banner E 1 3364 99 ITEM_WEAR_TAKE ;equip a city guard signet ring E 1 3350 199 ITEM_WEAR_HEAD ;equip a standard issue sword E 1 3353 99 5 ;equip a standard issue vest E 1 3356 99 6 ;equip a standard issue helmet M 0 3060 10 3017 ; the cityguard in Entrance to Mage's Guild E 1 3365 99 0 ;equip a war banner E 1 3364 99 ITEM_WEAR_TAKE ;equip a city guard signet ring E 1 3350 199 ITEM_WEAR_HEAD ;equip a standard issue sword E 1 3353 99 5 ;equip a standard issue vest E 1 3357 99 7 ;equip a pair of standard issue M 0 3060 10 3021 ; the cityguard in Entrance Hall to the Guil E 1 3365 99 0 ;equip a war banner E 1 3364 99 ITEM_WEAR_TAKE ;equip a city guard signet ring E 1 3350 199 ITEM_WEAR_HEAD ;equip a standard issue sword E 1 3353 99 5 ;equip a standard issue vest E 1 3358 99 ITEM_WEAR_BODY ;equip a pair of standard issue M 0 3060 12 3027 ; the cityguard in Entrance Hall to the Guil E 1 3365 99 0 ;equip a war banner E 1 3364 99 ITEM_WEAR_TAKE ;equip a city guard signet ring E 1 3350 199 ITEM_WEAR_HEAD ;equip a standard issue sword E 1 3353 99 5 ;equip a standard issue vest E 1 3359 99 9 ;equip a pair of standard issue M 0 3067 2 3041 ; the cityguard in Inside the East Gate of M E 1 3365 99 0 ;equip a war banner E 1 3364 99 ITEM_WEAR_TAKE ;equip a city guard signet ring E 1 3350 199 ITEM_WEAR_HEAD ;equip a standard issue sword E 1 3353 99 5 ;equip a standard issue vest E 1 3360 99 10 ;equip a pair of standard issue M 0 3067 2 3041 ; the cityguard in Inside the East Gate of M E 1 3365 99 0 ;equip a war banner E 1 3364 99 ITEM_WEAR_TAKE ;equip a city guard signet ring E 1 3350 199 ITEM_WEAR_HEAD ;equip a standard issue sword E 1 3353 99 5 ;equip a standard issue vest E 1 3354 99 11 ;equip a standard issue shield M 0 3068 2 3040 ; the cityguard in Inside the West Gate of M E 1 3365 99 0 ;equip a war banner E 1 3364 99 ITEM_WEAR_TAKE ;equip a city guard signet ring E 1 3350 199 ITEM_WEAR_HEAD ;equip a standard issue sword E 1 3353 99 5 ;equip a standard issue vest E 1 3361 99 12 ;equip a standard issue cape M 0 3068 2 3040 ; the cityguard in Inside the West Gate of M E 1 3365 99 0 ;equip a war banner E 1 3364 99 ITEM_WEAR_TAKE ;equip a city guard signet ring E 1 3350 199 ITEM_WEAR_HEAD ;equip a standard issue sword E 1 3353 99 5 ;equip a standard issue vest E 1 3362 99 13 ;equip a standard issue belt M 0 3063 5 3026 ; the vagabond in The Dark Alley E 1 3021 100 ITEM_WEAR_HEAD ;equip a small sword M 0 3064 3 3007 ; the drunk in The Grunting Boar M 0 3065 2 3044 ; the beggar in Poor Alley M 0 3062 15 3024 ; the beastly fido in Eastern End of Poor Alley M 0 3062 15 3025 ; the beastly fido in The Common Square M 0 3062 15 3016 ; the beastly fido in The Main Street M 0 3062 15 3012 ; the beastly fido in Main Street M 0 3066 1 3026 ; an alley cat in The Dark Alley M 0 3061 5 3006 ; the janitor in Entrance to the Grunting M 0 3090 1 3032 ; the kitten in Pet Shop Store M 0 3091 1 3032 ; the puppy in Pet Shop Store M 0 3092 1 3032 ; the beagle in Pet Shop Store M 0 3093 1 3032 ; the rottweiler in Pet Shop Store M 0 3094 1 3032 ; the wolf in Pet Shop Store M 0 3005 5 3027 ; the thief in Entrance Hall to the Guil E 1 3020 99 ITEM_WEAR_HEAD ;equip a dagger M 0 3005 5 3128 ; the thief in On the Concourse E 1 3020 99 ITEM_WEAR_HEAD ;equip a dagger O 0 3135 10 3005 ; a fountain in The Temple Square O 0 3139 15 3008 ;the receptionist's letter in The Defunct Reception O 0 3140 15 3008 ;the bank's notice of liqu in The Defunct Reception D 0 3110 DIR_WEST DOOR_CLOSED_LOCKED ;door in Cityguard Head Quarters D 0 3142 DIR_EAST DOOR_CLOSED_LOCKED ;door in Captain's Office D 0 3142 DIR_SOUTH DOOR_CLOSED_LOCKED ;door in Captain's Office D 0 3143 DIR_NORTH DOOR_CLOSED_LOCKED ;door in The Jail O 0 3134 3 3101 ; the Bench in Promenade O 0 3134 3 3102 ; the Bench in Promenade O 0 3134 3 3103 ; the Bench in Promenade M 0 3100 1 3106 ; the maid in Park Cafe G 1 3100 500 ; a cup of tea G 1 3101 500 ; a cup of coffee G 1 3102 500 ; a cup of water M 0 3120 1 3106 ; the sexton in Park Cafe G 1 3121 2 ; a key M 0 3121 1 3114 ; the swan in The Pond M 0 3122 1 3114 ; the duckling in The Pond M 0 3123 1 3109 ; the sparrow in Small path in the park M 0 3124 2 3113 ; the duck in A path in the park M 0 3124 2 3115 ; the duck in A path in the park M 0 3140 1 3142 ; the captain in Captain's Office G 1 3122 2 ; a key G 1 3137 2 ; a steel key M 0 3141 4 3142 ; the cityguard in Captain's Office M 0 3141 4 3142 ; the cityguard in Captain's Office M 0 3141 4 3142 ; the cityguard in Captain's Office M 0 3141 4 3142 ; the cityguard in Captain's Office O 0 3130 1 3142 ; the desk in Captain's Office P 1 3123 1 3130 ; a key in the desk O 0 3131 1 3142 ; the safe in Captain's Office P 1 3132 1 3131 ; the gold in the safe M 0 3060 20 3111 ; the cityguard in Park Road E 1 3365 99 0 ;equip a war banner E 1 3364 99 ITEM_WEAR_TAKE ;equip a city guard signet ring E 1 3350 199 ITEM_WEAR_HEAD ;equip a standard issue sword E 1 3353 99 5 ;equip a standard issue vest G 1 3120 8 ; a key M 0 3060 20 3111 ; the cityguard in Park Road E 1 3365 99 0 ;equip a war banner E 1 3364 99 ITEM_WEAR_TAKE ;equip a city guard signet ring E 1 3350 199 ITEM_WEAR_HEAD ;equip a standard issue sword E 1 3353 99 5 ;equip a standard issue vest E 1 3363 199 15 ;equip a standard issue bracer M 0 3060 20 3111 ; the cityguard in Park Road E 1 3365 99 0 ;equip a war banner E 1 3364 99 ITEM_WEAR_TAKE ;equip a city guard signet ring E 1 3350 199 ITEM_WEAR_HEAD ;equip a standard issue sword E 1 3353 99 5 ;equip a standard issue vest M 0 3060 20 3111 ; the cityguard in Park Road E 1 3365 99 0 ;equip a war banner E 1 3364 99 ITEM_WEAR_TAKE ;equip a city guard signet ring E 1 3350 199 ITEM_WEAR_HEAD ;equip a standard issue sword E 1 3353 99 5 ;equip a standard issue vest M 0 3142 1 3137 ; the secretary in The Waiting Room M 0 3069 4 3138 ; the cityguard in The Mayor's Office E 1 3365 99 0 ;equip a war banner E 1 3364 99 ITEM_WEAR_TAKE ;equip a city guard signet ring E 1 3350 199 ITEM_WEAR_HEAD ;equip a standard issue sword M 0 3069 4 3138 ; the cityguard in The Mayor's Office E 1 3365 99 0 ;equip a war banner E 1 3364 99 ITEM_WEAR_TAKE ;equip a city guard signet ring E 1 3350 199 ITEM_WEAR_HEAD ;equip a standard issue sword M 0 3069 4 3138 ; the cityguard in The Mayor's Office E 1 3365 99 0 ;equip a war banner E 1 3364 99 ITEM_WEAR_TAKE ;equip a city guard signet ring E 1 3350 199 ITEM_WEAR_HEAD ;equip a standard issue sword M 0 3069 4 3138 ; the cityguard in The Mayor's Office E 1 3365 99 0 ;equip a war banner E 1 3364 99 ITEM_WEAR_TAKE ;equip a city guard signet ring E 1 3350 199 ITEM_WEAR_HEAD ;equip a standard issue sword M 0 3144 1 3120 ; the town crier in Road Crossing O 0 3135 1 3141 ; a fountain in End of Penny Lane O 0 3136 1 3141 ;a small pile of gold coin in End of Penny Lane M 0 3012 1 3054 ; the healer in By the Temple Altar M 0 3050 1 3014 ; dealer S #SHOPS 3000 ITEM_TYPE_SCROLL ITEM_TYPE_WAND ITEM_TYPE_STAFF ITEM_TYPE_POTION ITEM_TYPE_NOTHING 105 15 0 23 ;the wizard 3001 ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 110 50 0 23 ;the baker 3002 ITEM_TYPE_LIGHT ITEM_TYPE_TREASURE ITEM_TYPE_TRASH ITEM_TYPE_CONTAINER ITEM_TYPE_FOOD 150 40 0 23 ;the grocer 3003 ITEM_TYPE_WEAPON 6 7 ITEM_TYPE_AMMO ITEM_TYPE_NOTHING 130 40 0 23 ;the weaponsmith 3004 ITEM_TYPE_ARMOR ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 0 23 ;the armourer 3006 ITEM_TYPE_BOAT ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 120 50 6 22 ;the captain 3008 ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 0 23 ;the pet shop boy 3009 ITEM_TYPE_TREASURE ITEM_TYPE_MONEY ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 150 50 9 17 ;the jeweller 3010 ITEM_TYPE_ARMOR ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 110 50 8 21 ;the leather worker 3040 ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 110 50 0 23 ;the bartender 3042 ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 0 23 ;the waiter 3043 ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 110 50 0 23 ;the waiter 3044 ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 170 50 0 23 ;the waiter 3045 ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 150 50 0 23 ;the waiter 3100 ITEM_TYPE_DRINK_CON ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 110 50 6 23 ;the maid 0 #SPECIALS M 3000 spec_cast_mage M 3005 spec_thief M 3012 spec_cast_adept M 3020 spec_cast_mage M 3021 spec_cast_cleric M 3022 spec_thief M 3024 spec_cast_mage M 3042 spec_cast_mage M 3043 spec_cast_cleric M 3044 spec_thief M 3050 spec_cast_undead M 3060 spec_guard M 3061 spec_janitor M 3062 spec_fido M 3066 spec_fido M 3067 spec_guard M 3068 spec_guard M 3069 spec_guard M 3100 spec_cast_cleric M 3120 spec_cast_cleric S #$