area_current/castle/
area_current/gahld/
clans/
player/
player/c/
#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




#$