area_current/castle/
area_current/gahld/
clans/
player/
player/c/
#AREA Tower of Training~
#AUTHORS Desmond~





#HELPS
-1 TOWER TRAINING NEWBIE~
{734}Welcome to Mortal Realms{300}

   {120}The Tower of Training is the place where new adventurers would{300}
{120}kill their first mob,  or get killed for the very first time by a{300}
{120}mob.  The first tip that you will get from this help file is:  do{300}
{120}not rush into leveling,  take your time and read the  help files.{300}
{120}Read all the room description carefully,  and  learn  to use  the{300}
{120}help command. If you are still confuse, ask people for help,  but{300}
{120}try to find  things  out  for yourself before  you ask others for{300}
{120}help.                                                            {300}

{717}HELP{120} is the most powerful command in this MUD. Use it! :>{300}

~
0 $~




#RANGES 1 5 1 10
#FLAGS AFLAG_NODEBUG|AFLAG_FREEQUIT
#MOBILES
#3700
avatar recruiter fasttalker~
the Recruiter of Order~
An Avatar of Order is here attempting to persuade you to follow Order.~
The recruiter is a friendly looking man with blond hair and blue eyes. His 
vestments are pure white and crisply cut. The Avatar radiates an aura of pure 
power and is very persuasive.~
ACT_SENTINEL|ACT_STAY_AREA
AFF_DETECT_INVIS
1000 S
50 0 0 1d1+3026 2d4+100
0 269671
POS_STANDING POS_STANDING SEX_MALE
>greet_prog 99~
mpecho The Recruiter of Order says 'Welcome! Make yourself comfortable. I'm here to
mpecho TELL you about what Order stands for and what Order can do for you.'
~
>speech_prog tell~
mpecho The Recruiter of Order says 'Ah! But there's so much to say! I can tell you 
mpecho about the PHILOSOPHY of Order or fill you in on the BENEFITS of joining.'
~
>speech_prog philosophy~
mpecho The Recruiter of Order says 'Order is the embodiment of stability and reason.
mpecho Without Order there would be nothing to guide society to an improved state.
mpecho Also, it is Order who upholds justice and law. If we didn't have these things
mpecho we would be no better than the animals.'
~
>speech_prog benefits~
mpecho The Recruiter of Order says 'I just know you are going to be excited about 
mpecho this. When you JOIN Order, you are granted instant communication to all 
mpecho other followers. You receive a white gold chain that is priceless just in 
mpecho protective value alone! Plus you receive the ability to destroy Chaos 
mpecho followers in order to protect our fair land from their corruption.
~
>speech_prog join~
mpecho The Recruiter of Order says 'I'm so glad you asked me how! Order has a tower
mpecho on this plane that houses the Test of Reason. If you manage to pass the test,
mpecho you will automatically be inducted into our ranks!
~
>speech_prog thanks~
smile 
mpecho The Recruiter of Order says 'Don't thank me now! I look forward to seeing you
mpecho at one of our annual Order meetings!'
~
>speech_prog p the other recruiter set the grey lord free~
mpecho The Recruiter of Order says 'WHAT?'
mpecho The Recruiter of Order utters the words, 'glmpesd'.
if quest(0,3,$n) == 2
  gasp 
  mpecho The Recruiter of Order says 'Thank you for the information. You can watch me
  mpecho slay the traitor if you like.'
  mpmset $n quest 0 3 3
  mptransfer sleezebag
  mpecho The Recruiter of Order shouts 'Traitor of Chaos! You broke the pact!'
  mpkill sleezebag
else
  mpecho The Recruiter of Order laughs nervously.
  mpecho The Recruiter of Order says 'You must have been misinformed. You better go 
  mpecho practice some more.'
endif
~
>speech_prog defective~
mpecho The Recruiter of Order says 'The token is defective? Give it to me and if
mpecho it is then I'll replace it for you.'
~
>give_prog I3715~
mpecho The Recruiter of Order says 'Your right. Here's a new token. Sorry.'
mpjunk I3715
mpoload 3722
give I3722 $n
~
>death_prog 99~
mpecho The Recruiter of Order says 'Lord Order will punish you for this!'
groan 
mpecho The Recruiter of Chaos utters the words, 'agem pzar'.
restore sleezebag
mpecho The Recruiter of Chaos's wounds disappear.
mpforce sleezebag grin
mpecho The Recruiter of Chaos says 'Let that be a lesson to you, traitor.'
~
|
#3701
gargoyle~
the gargoyle~
The Gargoyle is here looking for revenge against his captors.~
He is big with skin the consitency of bark and sharp, bloody talons.  You 
don't want to fight him when he isn't locked up in a force cage. Perhaps 
now would be a good time to flee from him!!!  If you don't flee, you would 
really suffer the consequences.~
ACT_SENTINEL|ACT_STAY_AREA
AFF_DETECT_INVIS
0 S
5 0 0 1d1+50 1d1+7
0 631
POS_STANDING POS_STANDING SEX_NEUTRAL
#3702
drakeling~
the gold drakeling~
There is a gold drakeling wizzing around the room.~
The drakeling is a small flying lizard with scales made out of gold! It
looks pretty fast, and maybe a little dangerous. It has some items around its
long neck that look like they would fit you. The scales that cover its body
look almost like gold coins.~
ACT_SENTINEL
0
100 S
1 0 0 1d1+15 1d1+3
24 10
POS_STANDING POS_STANDING SEX_NEUTRAL
>fight_prog 15~
mpecho The gold drakeling inhales deeply...
mpecho and a flame that makes a lighter look large darts out of its mouth!
mpecho You should flee from the devastating heat of the flame!
~
|
#3703
pixie~
the forest pixie~
There is a small pixie moping about in the corner of the room.~
The pixie is a tiny man with butterfly wings growing out of his back. He
wears normal looking clothes and is carrying a tiny rapier. He doesn't look
like much of a threat to you, but he is guarding some equipment that you
could use.~
ACT_SENTINEL|ACT_WIMPY
0
250 S
1 0 0 1d1+10 1d1+2
10 10
POS_STANDING POS_STANDING SEX_MALE
#3704
worm~
the demonic worm~
There is a worm from the plane of Avernus slithering right toward you!~
The hellspawned worm is about three feet long and about a foot thick. As it
squirms around it spreads a disgusting black mucus along the floor. It's 
mouth opens wide as it jumps at you, but you still notice some important
pieces of equipment mired in its slimy body.~
ACT_SENTINEL|ACT_AGGRESSIVE
0
-250 S
1 0 0 1d1+10 1d1+2
10 10
POS_STANDING POS_STANDING SEX_NEUTRAL
#3705
kobold~
the crater kobold~
There is a small gnarled kobold here that stares at you intensely.~
The kobold is a small humanoid with grey skin and unusually large pointed
ears. It wears slovenly clothing and rubs its hands together as if warming
them. The kobold is muttering at you and you hesitate to sleep in this cage.~
ACT_SENTINEL|ACT_AGGRESSIVE|ACT_WIMPY
0
-100 S
1 0 0 1d1+10 1d1+2
10 10
POS_STANDING POS_STANDING SEX_NEUTRAL
#3706
warrior~
The brawny warrior~
There is a brawny human warrior here staring at you contemptuously.~
This man is bulging with muscles and looks like a powerful opponent. He
wears several pieces of the same type of spirit armor as you do. He stands
with his arms crossed as he waits for you to cross the line.~
ACT_SENTINEL
AFF_INFRARED
0 S
2 0 0 2d2+20 1d4+1
20 152
POS_STANDING POS_STANDING SEX_MALE
>rand_prog 20~
grin 
mpecho $I says 'I dare you to cross this line, wuss.'
mpecho $I lobs a huge glob of spit at your boots.
~
|
#3707
avatar~
the avatar of Chaos~
An Avatar of Chaos is here, eagerly helping you to slaughter 
monsters.~
She is a slightly crazed looking woman with dark hair and green eyes. Her 
vestments are of the deepest black and cut in a haphazard manner. The Avatar 
radiates an aura of pure power and seems eager to provide you with spells
which protect and heal you.~
ACT_SENTINEL|ACT_STAY_AREA
AFF_DETECT_INVIS|AFF_SANCTUARY
1000 S
50 0 0 1d1+2914 2d4+30
0 269671
POS_STANDING POS_STANDING SEX_FEMALE
>rand_prog 5~
mpecho The Avatar of Chaos asks 'Are you having fun yet?'
cackle 
~
|
#3709
rabbit~
the rabbit~
A rabbit is bouncing around here.~
The rabbit smiles at you, completely harmless!~
ACT_STAY_AREA|ACT_WIMPY
0
100 S
1 0 0 1d1+10 1d1+2
0 10
POS_STANDING POS_STANDING SEX_NEUTRAL
#3710
minion~
the minion~
A minion of the Grey Lord is here looking at you fearfully.~
The minion is really quite indescribable. He seems to be humanoid and
about one half of your height, but all of its distinguishing features 
flicker and change as if it isn't quite able to decide what form to take.
He looks weak.~
ACT_STAY_AREA
0
-100 S
2 0 0 2d2+20 1d4+1
10 152
POS_STANDING POS_STANDING SEX_NEUTRAL
#3711
minion~
the minion~
A minion of the Grey Lord is here trying to escape from confinement.~
The minion is really quite indescribable. He seems to be humanoid and
about three quarters of your height, but all of its distinguishing features 
flicker and change as if it isn't quite able to decide what form to take.
He looks like a tough fight.~
ACT_STAY_AREA
0
0 S
3 0 0 3d3+30 1d6+1
10 300
POS_STANDING POS_STANDING SEX_NEUTRAL
#3712
minion~
the minion~
A minion of the Grey Lord is here trying to run away from you.~
The minion is really quite indescribable. He seems to be humanoid and
about one quarter of your height, but all of its distinguishing features 
flicker and change as if it isn't quite able to decide what form to take.
He looks pretty weak.~
ACT_STAY_AREA|ACT_WIMPY
0
100 S
1 0 0 1d1+10 1d1+2
5 10
POS_STANDING POS_STANDING SEX_NEUTRAL
#3713
snail~
the snail~
A snail is trying to get out of your way.~
You don't see much but slime about it.~
ACT_STAY_AREA
0
0 S
1 0 0 1d1+6 1d1+3
1 10
POS_STANDING POS_STANDING SEX_NEUTRAL
#3714
chief minion~
the chief minion~
The chief minion of the Grey Lord is here eyeing you cunningly.~
The minion is really quite indescribable. He seems to be humanoid and
about one and a half times your height, but all of its distinguishing 
features flicker and change as if it isn't quite able to decide what form 
to take. You see the light of intelligence in its eyes.~
ACT_STAY_AREA|ACT_SMART
0
0 S
5 0 0 5d5+55 1d6+3
50 631
POS_STANDING POS_STANDING SEX_NEUTRAL
>greet_prog 99~
mpecho The chief minion says 'Greetings $n.'
~
>fight_prog 99~
mpecho The chief minion shouts 'Wait! Don't kill me!'
~
>rand_prog 20~
mpecho The chief minion says 'You must ask me about the GREY LORD.'
~
>speech_prog p grey lord~
mpecho The chief minion says 'The Grey Lord was the God of Neutrality. He made sure
mpecho the balance between Order and Chaos was kept. But Order and Chaos didn't want
mpecho perfect balance. So they join together to strip him of his power and locked
mpecho him up somewhere in this TOWER. They torture him even now.'
~
>speech_prog tower~
mpecho The chief minion says 'I don't know exactly where to find him. But I was able 
mpecho to steal a key to his prison. If you HELP him, I am sure he will do you a 
mpecho favor you will never forget.
~
>speech_prog help~
mpecho The chief minion says 'If you agree to help him, I will give you the key.
mpecho Will you help my master? If so, tell me to GIVE the key.'
~
>speech_prog give~
if quest(0,3,$n) == 0
  mpmset $n quest 0 3 1
  mpquiet on
  mpoload 3719
  cast 'giant strength' $n
  mpquiet off
  give i3719 $n
  mpecho The chief minion says 'Use it wisely. I thank you for your help.'
else
  mpecho The chief minion says 'But I already gave it to you!'
endif
~
|
#3715
minion~
the minion~
A minion of the Grey Lord is here looking at you vengefully.~
The minion is really quite indescribable. He seems to be humanoid and
about the same height as you, but all of its distinguishing features 
flicker and change as if it isn't quite able to decide what form to take.
He looks very tough.~
ACT_AGGRESSIVE|ACT_STAY_AREA
0
0 S
4 0 0 4d4+44 1d6+2
40 459
POS_STANDING POS_STANDING SEX_NEUTRAL
#3716
wolf~
the wolf~
A wolf is here snarling at you.~
The wolf doesn't want to be bothered.~
ACT_STAY_AREA
0
0 S
4 0 0 4d4+44 1d6+2
40 459
POS_STANDING POS_STANDING SEX_NEUTRAL
#3717
avatar~
the Avatar of Order~
An Avatar of Order is here, conjuring bread and selling you stuff.~
She is a friendly looking lady with brown hair and brown eyes. Her vestments
are pure white and crisply cut. The Avatar radiates an aura of pure power.
You are sure she can conjure more than just bread.~
ACT_SENTINEL|ACT_STAY_AREA
AFF_DETECT_INVIS|AFF_SANCTUARY
1000 S
50 0 0 1d1+2699 2d4+30
0 269671
POS_STANDING POS_STANDING SEX_FEMALE
#3718
avatar~
the Avatar of Order~
An Avatar of Order is here, training new mortals.~
He is a friendly looking man with blond hair and blue eyes. His vestments
are pure white and crisply cut. The Avatar radiates an aura of pure power
and seems to be able to train you in every way.~
ACT_SENTINEL|ACT_STAY_AREA|ACT_TRAIN
AFF_DETECT_INVIS|AFF_SANCTUARY
1000 S
50 0 0 1d1+2887 2d4+30
0 269671
POS_STANDING POS_STANDING SEX_MALE
>rand_prog 5~
smile 
mpecho The Avatar of Order says 'You are doing very well so far.'
~
>rand_prog 5~
mpecho The Avatar of Order says 'I recommend training your wisdom and constitution.'
~
>rand_prog 5~
mpecho The Avatar of Order says 'Go DOWN when you are finished here.'
~
>rand_prog 5~
mpecho The Avatar of Order says 'Don't forget. Always read the signs in the rooms.'
~
|
#3719
avatar~
the Avatar of Chaos~
The Avatar of Chaos is here and will sell you spells.~
He is a slightly crazed looking man with dark hair and blue eyes. His
vestments are of the deepest black and cut in a haphazard manner. The Avatar 
radiates an aura of pure power and seems willing to help you learn some 
skills. He seems even more willing to laugh at your mistakes.~
ACT_SENTINEL|ACT_STAY_AREA|ACT_PRACTICE
AFF_DETECT_INVIS|AFF_SANCTUARY
1000 S
50 0 0 1d1+2653 2d4+30
0 269671
POS_STANDING POS_STANDING SEX_MALE
>rand_prog 5~
mpecho The Avatar of Chaos says 'I'm here to help you practice your skills. If you 
mpecho are so new that you don't know what to do, then look at the sign. Only an 
mpecho idiot wouldn't read it anyhow.'
grin 
~
>rand_prog 5~
mpecho The Avatar of Chaos says 'By the way, if you are wounded I can heal you. It
mpecho only costs ten gold. Just give me the money and I'll do it.'
~
>bribe_prog 10~
cast 'cure serious' $n
~
|
#3720
statue~
the stone statue~
A statue of a man is standing atop the pedastal. Occasionally the statue 
moves its limbs and you realize that it is somehow alive.~
The statue is carved of grey stone that is flecked with white and black.
It has been carved as a perfect likeness of a human male. You can make out 
every detail in all of its perfection right down to the buttons on the 
statue's carved clothing.~
ACT_SENTINEL|ACT_SMART
AFF_INFRARED
0 S
4 0 0 2d4+30 1d6+1
100 459
POS_STANDING POS_STANDING SEX_NEUTRAL
>death_prog 100~
if quest(3, 2, $n) == 0
  say You have done well $n
  say The obelisk outside the tower can help you
  say find an even greater challenge
  mpecho $I crumbles into a million fragments.
  mpmset $n quest 3 2 1
else
endif
~
|
#3721
avatar recruiter sleezebag~
the Recruiter of Chaos~
An Avatar of Chaos is here attempting to lure you into following Chaos.~
The recruiter is a friendly looking man with brown hair and green eyes. His 
vestments are of the deepest black and cut in a haphazard manner. The Avatar 
radiates an aura of pure power and is almost mesmerizing in his approach.~
ACT_SENTINEL|ACT_STAY_AREA
AFF_DETECT_INVIS
1000 S
50 0 0 1d1+3026 2d4+100
0 269671
POS_STANDING POS_STANDING SEX_MALE
>greet_prog 99~
mpecho The Recruiter of Chaos says 'Welcome! Make yourself comfortable. I'm here to
mpecho TELL you about what Chaos stands for and what Chaos can do for you.'
~
>speech_prog tell~
mpecho The Recruiter of Chaos says 'Ah! But there's so much to say! I can tell you 
mpecho about the PHILOSOPHY of Chaos or fill you in on the BENEFITS of joining.'
~
>speech_prog philosophy~
mpecho The Recruiter of Chaos says 'Chaos is the embodiment of change and entropy.
mpecho Without Chaos society would be stagnant, with no change for better or worse.
mpecho Also, it is Chaos who casts down unfair laws and punishes the guilty. If we 
mpecho had no Chaos, we would all be living the most boring life imaginable.'
~
>speech_prog benefits~
mpecho The Recruiter of Chaos says 'I just know you are going to be excited about 
mpecho this. When you JOIN Chaos, you are granted instant communication to all 
mpecho other followers. You receive a black gold chain that is priceless just for
mpecho protective value alone! Plus you receive the ability to destroy Order 
mpecho followers in order to protect the land from their stagnation.'
~
>speech_prog join~
mpecho The Recruiter of Chaos says 'I'm so glad you asked me how! Chaos has a tower
mpecho on this plane that houses the Test of Entropy. If you manage to pass the test,
mpecho you will automatically be inducted into our ranks!
~
>speech_prog thanks~
grin 
mpecho The Recruiter of Chaos says 'Don't thank me now! I'll be seeing you at one of 
mpecho our secret war gatherings.'
~
>speech_prog p the other recruiter set the grey lord free~
mpecho The Recruiter of Chaos says 'WHAT?'
mpecho The Recruiter of Chaos utters the words, 'glmpesd'.
if quest(0,3,$n) == 2
  gasp 
  mpecho The Recruiter of Chaos says 'Thank you for the information. You can watch me
  mpecho slay the traitor if you like.'
  mpmset $n quest 0 3 3
  mptransfer fasttalker
  mpecho The Recruiter of Chaos shouts 'Cur of Order! You broke the pact!'
  mpkill fasttalker
else
  mpecho The Recruiter of Chaos laughs nervously.
  mpecho The Recruiter of Chaos says 'You must have been misinformed. You better go 
  mpecho practice some more.'
endif
~
>speech_prog defective~
mpecho The Recruiter of Chaos says 'The token is defective? Give it to me and if
mpecho it is then I'll replace it for you.'
~
>give_prog I3715~
mpecho The Recruiter of Chaos says 'Your right. Here's a new token. Sorry.'
mpjunk I3715
mpoload 3722
give I3722 $n
~
>death_prog 99~
mpecho The Recruiter of Chaos says 'Lord Chaos will punish you for this!'
groan 
mpecho The Recruiter of Order utters the words, 'agem pzar'.
restore fasttalker
mpecho The Recruiter of Order's wounds disappear.
mpforce fasttalker smile
mpecho The Recruiter of Order says 'Let that be a lesson to you, traitor.'
~
|
#3722
grey lord prisoner~
the Grey Lord~
The prisoner screams in agony but does not bleed!~
The prisoner appears to be a human male but he emanates an unearthly power.
His once fine clothing is hanging off of his body in tatters. The most
amazing thing about him is that gruesome spikes pierce his body and yet he
does not bleed!~
ACT_SENTINEL|ACT_STAY_AREA
AFF_DETECT_INVIS
1000 S
50 0 0 1d1+2526 1d1+33
0 269671
POS_STANDING POS_STANDING SEX_MALE
>greet_prog 99~
mpecho The Grey Lord says 'Are you here to AID me?'
~
>rand_prog 15~
mpasound From somewhere nearby you hear a voice scream in agony!
mpecho The Grey Lord cries out in pain and agony!
~
>speech_prog aid~
mpecho The Grey Lord narrows his eyes and looks at you carefully.
if quest(0,3,$n) == 1
  mpecho The Grey Lord sighs in relief.
  mpecho The Grey Lord says 'I am glad my servant was able to find you. It is not
  mpecho possible for you to help me escape, but you can help me gain revenge against
  mpecho my captors. The first step is to CONCEAL my presence from the recruiters.'
else
  mpecho The Grey Lord says 'The mark of my servant is not upon you. If you have 
  mpecho helped me in the past, I am sorry that I do not remember you. If you are a 
  mpecho thief I warn you: if you attempt to harm me you will regret it.'
endif
~
>speech_prog conceal~
mpecho The Grey Lord narrows his eyes and examines you again.
if quest(0,3,$n) == 1
  mpecho The Grey Lord says 'There was a time when I was the master of this tower and
  mpecho of all its contents. Then the thrice damned servants of Order and Chaos 
  mpecho joined together to strip me of my powers. As I was captured I managed to hide
  mpecho a powerful Stone of Concealment in one of the force cages. Find it and give 
  mpecho it to me so I can implement the next step of my plan.'
else
  mpecho The Grey Lord says 'Have you been spying on one of my helpers? I see no mark
  mpecho upon you. Begone before it is too late!'
endif
~
>give_prog I3720~
if quest(0,3,$n) == 1
  mpecho The Grey Lord says 'At last!'
  mpecho The Grey Lord utters the words 'dsepmlg'. 
  mpecho The Stone of Concealment begins to glow brightly!
  mpmset $n quest 0 3 2
  mpecho The Grey Lord says 'Now hurry. Since they cannot detect my presence it will
  mpecho be simple to instigate a fight. Tell either of the recruiters that:
  mpecho "The other recruiter set the grey lord free"
  mpecho Come back to me afterward and I will REWARD you handsomely.'
  mpat 6499 drop stone
else
  mpecho The Grey Lord says 'At last, the stone!'
  mpecho The Grey Lord narrows his eyes and examines you.
  mpecho The Grey Lord says 'You do not have the mark of one of my helpers. Are you 
  mpecho a spy for Chaos and Order? You will get no information from me.'
endif
mpjunk i3720
~
>speech_prog reward~
if quest(0,3,$n) == 3
  mpecho The Grey Lord says 'I am happy enough now to last another 1000 years of this
  mpecho torture. Let me reward you by giving you this rune dagger. It is weak, but 
  mpecho will help to keep you safe from harm.'
  mpoload 3721
  mpmset $n quest 0 3 4
  give I3721 $n
  mpecho The Grey Lord says 'Now leave me to my torment.'
  mpforce $n give I3719 lord
  mpjunk I3719
else
  mpecho The Grey Lord says 'You haven't fulfilled your part of the bargain yet.'
endif
~
|
#0

#OBJECTS
#3700
spirit mace~
a spirit mace~
You see an insubstantial mace here.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
0 2 2 WEAPON_POUND
5 0 1
E
mace~
You see a mace that shines with beauty and power. Unfortuneately it is
created from the stuff of the spirit realm and is relatively powerless
on this plane.~
#3701
spirit dagger~
a spirit dagger~
You see an insubstantial dagger here.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
0 1 3 WEAPON_PIERCE
5 0 1
E
dagger~
You see a dagger that shines with beauty and power. Unfortuneately it is
created from the stuff of the spirit realm and is relatively powerless
on this plane.~
#3702
spirit sword~
a spirit sword~
You see an insubstantial sword here.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
0 2 3 WEAPON_SLASH
5 0 1
E
sword~
You see a sword that shines with beauty and power. Unfortuneately it is
created from the stuff of the spirit realm and is relatively powerless
on this plane.~
#3703
spirit breast breastplate plate~
a spirit breastplate~
You see an insubstantial breastplate here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
2 0 0 0
5 0 1
E
plate~
You see a breastplate that shines with beauty and strength. Unfortuneately 
it is created from the stuff of the spirit realm and is relatively powerless
on this plane.~
#3704
spirit shield~
a spirit shield~
You see an insubstantial shield here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD
2 0 0 0
5 0 1
E
shield~
You see a shield that shines with beauty and strength. Unfortuneately it is
created from the stuff of the spirit realm and is relatively powerless
on this plane.~
#3705
spirit cloak~
a spirit cloak~
You see an insubstantial cloak here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE|ITEM_WEAR_NECK
2 0 0 0
5 0 1
E
cloak~
You see a cloak that shines with beauty and strength. Unfortuneately it is
created from the stuff of the spirit realm and is relatively powerless
on this plane.~
#3706
spirit helmet~
a spirit helmet~
You see an insubstantial helmet here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE|ITEM_WEAR_HEAD
2 0 0 0
5 0 1
E
helmet~
You see a helmet that shines with beauty and strength. Unfortuneately it is
created from the stuff of the spirit realm and is relatively powerless
on this plane.~
#3707
spirit greaves~
a pair of spirit greaves~
You see a pair of insubstantial greaves here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE|ITEM_WEAR_LEGS
2 0 0 0
5 0 1
E
greaves~
You see a pair of greaves that shine with beauty and strength. Unfortuneately 
they are created from the stuff of the spirit realm and are relatively 
powerless on this plane.~
#3708
spirit boots~
a pair of spirit boots~
You see a pair of insubstantial boots here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE|ITEM_WEAR_FEET
2 0 0 0
5 0 1
E
boots~
You see a pair of boots that shine with beauty and strength. Unfortuneately 
they are created from the stuff of the spirit realm and are relatively 
powerless on this plane.~
#3709
spirit gauntlets~
a pair of spirit gauntlets~
You see a pair of insubstantial gauntlets here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE|ITEM_WEAR_HANDS
2 0 0 0
5 0 1
E
gauntlets~
You see a pair of gauntlets that shine with beauty and strength. 
Unfortuneately they are created from the stuff of the spirit realm and are 
relatively powerless on this plane.~
#3710
spirit vambraces~
a pair of spirit vambraces~
You see a pair of insubstantial vambraces here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE|ITEM_WEAR_ARMS
2 0 0 0
5 0 1
E
vambraces~
You see a pair of vambraces that shine with beauty and strength. 
Unfortuneately they are created from the stuff of the spirit realm and are 
relatively powerless on this plane.~
#3711
spirit cape~
a spirit cape~
You see an insubstantial cape here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT
2 0 0 0
5 0 1
E
cape~
You see a cape that shines with beauty and strength. Unfortuneately it is
created from the stuff of the spirit realm and is relatively powerless
on this plane.~
#3712
spirit sash~
a spirit sash~
You see an insubstantial sash here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE|ITEM_WEAR_WAIST
2 0 0 0
5 0 1
E
sash~
You see a sash that shines with beauty and strength. Unfortuneately it is
created from the stuff of the spirit realm and is relatively powerless
on this plane.~
#3713
spirit bracer~
a spirit bracer~
You see an insubstantial bracer here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE|ITEM_WEAR_WRIST
2 0 0 0
5 0 1
E
bracer~
You see a bracer that shines with beauty and strength. Unfortuneately it is
created from the stuff of the spirit realm and is relatively powerless
on this plane.~
#3714
key~
a key~
You see a very important key here!~
~
ITEM_TYPE_KEY
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE
0 0 0 0
1 0 1
#3715
symbol token completion~
a token of completion~
You see a tiny engraved symbol here.~
~
ITEM_TYPE_SCROLL
ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
12 SPELL_WORD_OF_RECALL SPELL_NONE SPELL_NONE
1 0 11
E
token~
Show this token to prove you have completed your tower training.
It is supposed to have magical effects on your abilities if you hold it 
but it appears to be DEFECTIVE. If you get into a life and death situation 
use it to recall. Stamped into the side of the token are the words:
'Minted by the Recruiters of Order and Chaos.'~
#3716
banner glowing~
a glowing banner~
A glowing banner is on the floor here.~
~
ITEM_TYPE_LIGHT
ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 24 0
1 70 1
#3717
spirit amulet~
a spirit amulet~
You see an insubstantial amulet here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE|ITEM_WEAR_NECK
2 0 0 0
3 200 1
E
amulet~
You see a amulet that shines with beauty and strength. Although it is
created from the stuff of the spirit realm, it seems to have retained some
of its power on this plane.~
#3718
loaf bread~
a loaf of bread~
There is a freshly conjured loaf of bread here.~
~
ITEM_TYPE_FOOD
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE
24 0 0 NOT_POISONED
1 10 1
E
loaf~
You see a loaf of bread that has been conjured straight from the hands of
an Avatar of Order. It's soft and fluffy and mmmmm.... so good.~
#3719
charred key~
a charred force key~
You see a blackened glowing key here.~
~
ITEM_TYPE_KEY
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE
0 0 0 0
1 0 1
E
key~
You see a dimly glowing key that appears to have been charred by a great
fire. It is warm to the touch.~
#3720
stone~
a stone~
There is a round, grey stone speckled with black and white here.~
~
ITEM_TYPE_TREASURE
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE
0 0 0 0
1 250 1
E
stone~
The stone is round and fits snugly into your palm. It would seem like a piece
of trash if it weren't for the runes carved into it.~
#3721
Glathkar drinker dagger~
glathkar the Drinker~
A twisted grey dagger covered with silver runes is here.~
You see a twisted grey dagger that is covered with runes carved out of pure
silver. There is a grey opal in the pommel and around the hilt the name 
'Glathkar the Drinker' is engraved.~
ITEM_TYPE_WEAPON
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
0 2 9 WEAPON_STAB
3 22000 5
A
APPLY_MANA -10
A
APPLY_AC 5
E
runes~
Glathkar the Drinker murmurs 'Greetings Master.'~
P 1
TRIG_DAMAGE 15
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_ECHO
You feel a rush of energy run up your arm!~
P 2
TRIG_VOID
OPROG_APPLY OAPPLY_HIT 4
P 3
TRIG_HIT 50
OPROG_IF OIF_USER_PERCENT_HITPT < 20 4 0
P 4
TRIG_VOID
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 5 0
P 5
TRIG_VOID
OPROG_ECHO
Glathkar the Drinker murmurs 'I recommend withdrawing from the fight, Master.'~
#3722
symbol token completion~
a token of completion~
You see a tiny engraved symbol here.~
~
ITEM_TYPE_SCROLL
ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
1 SPELL_WORD_OF_RECALL SPELL_NONE SPELL_NONE
1 0 1
E
token~
Show this token to prove you have completed your tower training.
It has magical effects on your abilities if you hold it and if you
get into a life and death situation use it to recall.~
A
APPLY_WIS 1
A
APPLY_CON 1
#3723
buffalo water skin waterskin~
a buffalo waterskin~ 
a buffalo waterskin is left on the ground.~
~
ITEM_TYPE_DRINK_CON
ITEM_FLAG_LEVEL
ITEM_WEAR_TAKE
24 24 0 0  
1 40 1  
#0




#ROOMS
#3700
Pinnacle Of The Training Tower~
You have materialized into existence on a tiny platform at the top of the
Tower of Training. A delicate golden railing keeps you from falling a 
thousand feet to your death, but you can see the city of Chakkor spread in
all its splendor beneath you. You know that your spirit has been newly 
reincarnated to be a hero of this world, but even that knowledge is fading
as your soul becomes more firmly attached to its new body. A stairway leads 
down into the tower. An impressive looking sign is on the railing here.  
(Type "LOOK SIGN" to read)~
37 ROOM_NO_MOB SECT_INSIDE
DDIR_DOWN
~
~
0 -1 3757
E
sign~
To move around, use the simple commands: NORTH, SOUTH, EAST, WEST, UP, DOWN.
These commands, like all commands, can be shortened to a few letters.
Some commands work with less than 3 letters, nearly all will work with 3.
The direction commands, since they are used often, can be typed with one
letter.  Therefore to move around, simply enter: N, S, E, W, U, or D.
Type HELP NEWBIE, when you are done reading it, type DOWN to go to the next 
room now.~
S
#3701
A Room in the Tower~
You are in a austere, brightly-lit room. The walls are grey and there are 
no windows. Small, magical globes of energy drift lazily around the ceiling 
which provide you with light to see. The entire place is out of this world.
As you become increasingly aware of your mortal body, you notice that the 
clothing you are wearing is more appropriate for a spirit of the astral 
plane than a flesh and blood humanoid. The stairs continue up and down. An 
impressive looking sign is on the wall here, as well as a small plaque.~
37 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_UP
You see the stairs leading up to the Training Room.~
~
0 -1 3758
DDIR_DOWN
You see the stairs leading downward.~
~
0 -1 3702
E
plaque~
This zone (originally Mud School) was created by Hatchet for any Merc Mud.
Copyright 1992, 1993. The Tower of Training is a derivitive of Mud School
edited by Desmond for use with any MRMud.~
E
sign~
Equipment check time!  Type 'EQUIPMENT' to see your current equipment.  
Right now, you have just a breastplate, a shield, and a weapon.  As you go 
through the tower, you will acquire a complete set of equipment. Because the 
Tower of Training exists only partially on the mortal plane, the equipment 
available here will not be very suitable for mortal life.

To pick up items on the ground as you see them, type 'GET item'.
To wear a piece of armor, type 'WEAR item'.
To hold a light source, type 'HOLD item'.
To wield a weapon, type 'WIELD weapon'.
To wear, hold, and wield everything you have, type 'WEAR ALL'.
To stop using a piece of equipment, type 'REMOVE item'.
Finally, to see the items in your inventory, type 'INVENTORY'.

When you are ready to continue, go down.~
S
#3702
The Center Room~
You are in a austere, brightly-lit room. The walls are grey and there are 
no windows. Small, magical globes of energy drift lazily around the ceiling 
which provide you with light to see. The entire place is out of this world.
An impressive looking sign is on the wall here.  Exits lead in ALL directions.~
37 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see a room.~
~
0 0 3707
DDIR_EAST
You see a room.~
~
0 0 3708
DDIR_SOUTH
You see a room.~
~
0 0 3705
DDIR_WEST
You see a room.~
~
0 0 3704
DDIR_UP
You see a room.~
~
0 0 3701
DDIR_DOWN
You see the room down that will lead you to the next section.~
~
0 0 3703
E
sign~
This is the direction practicing room.  The directions you can go in any
room are: north, south, east, west, up, or down.  Of course, not all rooms
have all exits available.

To see the obvious exits in a room, type 'EXITS'.

Sometimes doors are closed, or locked, or secret.  Then you have to notice
clues in the room description, or try going into that direction and seeing
if you bump into a door.

Try going into each direction from here.  When you are done, go DOWN.~
S
#3703
A Room in the Tower~
You are in a austere, brightly-lit room. The walls are grey and there are 
no windows. Small, magical globes of energy drift lazily around the ceiling 
which provide you with light to see. The entire place is out of this world.
The golden stairs lead up and down. An impressive looking sign is on the wall 
here.~
37 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_UP
You see the central room.~
~
0 -1 3702
DDIR_DOWN
You see the next station ahead.~
~
0 0 3709
E
sign~
Since you are here, let us have another lesson.  We have already seen how
to use 'score' to see your statistics. If you wish to see what spells are
currently affecting you, you can type 'affect'. To see how much experience
you need to advance in level, you can type 'level'. You may try these now
if you wish.~
S
#3704
A Room in the Tower~
You are in a austere, brightly-lit room. The walls are grey and there are 
no windows. Small, magical globes of energy drift lazily around the ceiling 
which provide you with light to see. The entire place is out of this world.
The only exit is east. An impressive looking sign is on the wall here.~
37 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_EAST
You see the central room.~
~
0 0 3702
E
sign~
Just go east to the central room.~
S
#3705
A Room in the Tower~
You are in a austere, brightly-lit room. The walls are grey and there are 
no windows. Small, magical globes of energy drift lazily around the ceiling 
which provide you with light to see. The entire place is out of this world.
The only exit is north. An impressive looking sign is on the wall here.~
37 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the central room.~
~
0 0 3702
E
sign~
Just go north to the central room.~
S
#3707
A Room in the Tower~
You are in a austere, brightly-lit room. The walls are grey and there are 
no windows. Small, magical globes of energy drift lazily around the ceiling 
which provide you with light to see. The entire place is out of this world.
The only exit is south. An impressive looking sign is on the wall here.~
37 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see the central room.~
~
0 0 3702
E
sign~
Just go south to the central room.~
S
#3708
A Room in the Tower~
You are in a austere, brightly-lit room. The walls are grey and there are 
no windows. Small, magical globes of energy drift lazily around the ceiling 
which provide you with light to see. The entire place is out of this world.
The only exit is west. An impressive looking sign is on the wall here.~
37 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_WEST
You see the central room.~
~
0 0 3702
E
sign~
Just go west to the central room.~
S
#3709
A Room in the Tower~
You are in a austere, brightly-lit room. The walls are grey and there are 
no windows. Small, magical globes of energy drift lazily around the ceiling 
which provide you with light to see. The entire place is out of this world.
The golden stairway leads both upward and downward. To the west, you can see 
a doorway that is covered by an glowing wall of force. As you brush the wall 
of force it disappears and you catch a glimpse of a creature inside. An 
impressive looking sign is on the wall here.~
37 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_WEST
You see a force cage.~
~
0 -1 3710
DDIR_UP
You see a room in the Tower.~
~
0 -1 3703
DDIR_DOWN
You see the next station of the Tower.~
~
0 0 3711
E
sign~
Welcome to combat training.

The first lesson is knowing whom to fight.  Use the command 'CONSIDER' to
consider killing a monster.  Avoid fighting monsters that will kill you
easily.

The second lesson is running away.  There is a monster in the room west.
He is too strong for you to kill, but he won't kill you.  So go 'WEST' from
here, then 'CONSIDER' him, then 'KILL' him.  After a while, type 'FLEE' to
escape from him.

You can also set your character to flee automatically with the 'WIMPY' 
command. Type 'HELP WIMPY' to find out more about 'WIMPY'.

After you flee, you will be back in this room.  Don't worry, the wall of
force will keep the creature from following you. When you are ready to go on
to the next station, go 'DOWN'.~
S
#3710
A Force Cage~
You are in a cage bounded by glowing walls of force.  This particular cage
usually contains a quite powerful Gargoyle. The cage is littered with the 
bloody remains of the Gargoyle's last meal, but you are reassured when you
see that none of the body parts on the floor are humanoid. The force door out
of the cage is to the east. An impressive looking sign is on the wall here.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
You see a safe room to the east.~
~
0 0 3709
E
sign~
Remember, don't fight the Gargoyle to the finish!  Just type 'KILL GARGOYLE', 
then when you are fighting, type 'FLEE', until you flee and are out of here.
If you think you are powerful enough right now to kill the Gargoyle; 
think again.~
S
#3711
A Room in the Tower~
You are in a austere, brightly-lit room. The walls are grey and there are 
no windows. Small, magical globes of energy drift lazily around the ceiling 
which provide you with light to see. The entire place is out of this world.
An impressive looking sign is on the wall here.~
37 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_UP
You see the tower station that you just completed.~
~
0 0 3709
DDIR_DOWN
You see the combat hall.~
~
0 0 3712
E
sign~
Welcome to the next station.  Here, you will actually fight real monsters,
without fleeing!  Kill every monster, since they hold some equipment you 
need. To start, go down.~
S
#3712
First Floor of Introductory Combat~
You are in the the first of the combat zones that are in the tower. Small, 
magical globes of energy drift lazily around the ceiling which provide 
you with light to see. More force cages are in each of the four cardinal 
directions. Several extremely soft couches are here so that you make take 
a nap between battles. The ever present stairway leads up and down. An 
impressive looking sign is on the wall here.~
37 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see a cage labeled 'Demonic Worms'.~
~
0 -1 3713
DDIR_EAST
You see a cage labeled 'Gold Drakelings'.~
~
0 -1 3716
DDIR_SOUTH
You see a cage labeled 'Forest Pixies'.~
~
0 -1 3715
DDIR_WEST
You see a cage labeled 'Crater Kobolds'.~
~
0 -1 3714
DDIR_UP
You see a room in the Tower.~
~
0 -1 3711
DDIR_DOWN
You see the next station below.~
~
0 -1 3761
E
sign~
Welcome to the cage room.  The avatars of the Training Tower have summoned 
some monsters for you to kill.  In the four force cages are four monsters of 
various types.  Kill them all!

After you kill each monster, get all of the equipment from their corpses
with the command 'GET ALL CORPSE'.  You can then use the command 'WEAR ALL'
to wear your newly won equipment.

When you are done with the corpse, 'SACRIFICE CORPSE' to give it to your God.
God will reward you for this.

Between combat, you may need to rest or sleep to regenerate hit points.
You can 'REST' to regenerate hit points, or you can 'SLEEP'.  'SLEEP' will
refresh you faster than 'REST', but you will be less aware of your
surroundings.~
S
#3713
A Force Cage~
You are in a force cage.  Disgusting black mucus coats the entire floor. It
probably comes from the creature that lives here. Apparently Avatars don't 
know how to use a mop. An impressive looking sign is on the wall here.  
The only exit is south.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see the Combat Hall.~
~
0 -1 3712
E
sign~
There should be a demonic worm in this room.  Kill him and get out of here
fast!  Remember to loot and sacrifice the corpse.~
S
#3714
A Force Cage~
You are in a force cage.  In one corner of the room is nest made out of torn
up cloth. In another corner is a pile of offal that you avoid looking at but
your nose smells all too clearly. An impressive sign is on the wall here.  
The only exit is east.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
You see the Combat Hall.~
~
0 -1 3712
E
sign~
There should be a crater kobold in this room.  Kill him and get out of
here fast!  Remember to loot and sacrifice the corpse.~
S
#3715
A Force Cage~
You are in a force cage.  The cage is filled with miniature furniture. There
is a tiny little bed, a tiny little easy chair, a tiny little endtable, and
a tiny little book on the tiny little endtable. An impressive looking sign  
is on the wall here. The only exit is north.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the Cage Room.~
~
0 -1 3712
E
sign~
There should be a pixie in this room.  Kill him and get out of here fast!
Remember to loot and sacrifice the corpse.~
S
#3716
A Force Cage~
You are in a force cage. The ceiling is covered with scorch marks and the  
floor is layered in straw. Some of the straw has been burned to a crisp. An 
impressive looking sign is on the wall. The only exit is west.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
You see the Cage Room.~
~
0 -1 3712
E
sign~
There should be a gold drakeling in this room.  Kill him and get out of here 
fast! Remember to loot and sacrifice the corpse.~
S
#3717
A Room in the Tower~
You are in a austere, brightly-lit room. The walls are grey and there are 
no windows. Small, magical globes of energy drift lazily around the ceiling 
which provide you with light to see. The entire place is out of this world.
An impressive looking sign is on the wall here.  Find your own exit.~
37 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_UP
You see a stair leading up to the Combat Hall.~
~
0 -1 3761
DDIR_DOWN
You see a room in the tower.~
force door~
EX_ISDOOR|EX_CLOSED -1 3719
E
sign~
Time for another lesson. You will find that it can get annoying to have
to continue doing some minor actions such as looting a corpse, sacrificing
a corpse, or looking for exits among others. There is an easy way to set
it up so that you can have the game do these things for you.
To get all from a corpse automatically, type 'CONFIG +AUTOLOOT'
To automatically sacrifice a corpse, type 'CONFIG +AUTOSAC'
To automatically see all exits in the room, type 'CONFIG +AUTOEXIT'
This will set the game to automatically do these things for you. You can
type 'HELP CONFIG' for more automatic options.

Configure the game for autoexit and type look again. You will be able to
see the exits to the room.~
S
#3718
The Tower Shop~
You are in a wide open room.  Stacked neatly on shelves are a few sparse
items and packages. Small, magical globes of energy drift lazily around the 
ceiling which provide you with light to see. A counter made of some strange 
grey material displays some freshly conjured loaves of bread. An impressive 
looking sign is on the wall here. The only exit is north.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the only exit out of here.~
~
0 0 3719
E
sign~
The sign reads:
By now, you must be hungry and thirsty.  Time to buy groceries!      
This is a store.  Inside the store, you can use these commands:

   Buy   - Buy something from the storekeeper.
   List  - The storekeeper will tell you what's for sale.
   Value - The storekeeper will tell you how much he will give to you for
           that item.
   Sell  - Sell that item to the storekeeper.
   Id    - The storekeeper will tell you everything about the item...
           for a price.
   Eval  - Let's you decide whether an item for sale is better than what
           you already have.

You may find that you do not have enough gold to buy the items that you need.
The only solution for this is to go back and kill a few more monsters first.

After buying some food and drink, you can 'EAT' and 'DRINK' it.~
S
#3719
A Room in the Tower~
You are in a austere, brightly-lit room. The walls are grey and there are 
no windows. Small, magical globes of energy drift lazily around the ceiling 
which provide you with light to see. The entire place is out of this world.
There is a pitch black room to the north and to the south is a store of some 
sort. Both stairs are covered with force doors and the one leading downward 
appears to be locked. An impressive looking sign is on the wall here.~
37 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see a darkened room inside.~
~
0 0 3720
DDIR_SOUTH
You see a store for new mortals.~
~
0 0 3718
DDIR_UP
You see the room you just came from.~
force door~
EX_ISDOOR|EX_CLOSED -1 3717
DDIR_DOWN
You see the next station of the Tower.~
force door~
EX_ISDOOR|EX_CLOSED|EX_LOCKED 3714 3722
E
sign~
North of you is a dark room.  You will need a lantern to see inside. If you
do not have one already, you will have to go to the store and buy one.

In the room is a monster with a key that you need.  After killing the
monster and getting the key, come back here, UNLOCK DOWN, OPEN DOWN,
and continue east.~
S
#3720
The Darkened Force Cage~
This room has been magically darkened so that you would be forced to get a
light source to see your way through. Now that you can see the room, you 
notice it is yet another of the magical force cages. This one has a line
drawn across the floor which cuts the room into two halves. The line seems
to be a challenge of some sort. The exit is to the south.~
37 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see the room that you have come from.~
~
0 0 3719
S
#3721
The Chamber of Testing~
This is a very bright room, with a low marble pedestal in the center. 
You sense that your first big test is at hand. An impressive looking sign 
is on the wall here. The golden stairs continue upward and downward.~
37 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_UP
You see the stairs ascending.~
~
0 0 3748
DDIR_DOWN
You see the stairs descending.~
~
0 -1 3760
E
sign~
If you can kill the stone statue then you have passed the Tower's Test  
of Completion. As a reward you can pick up your token of completion from
the golem's corpse. Make sure that you can at least handle the intermediate
hall of combat before you try to kill the statue. The entrance hallway of
the tower is beneath you. Beyond it lies the city of Chakkor.

If you want to go directly back to the city at any time, type 'RECALL'.
After you raise to level two, you can 'SAVE' your character.  Your character
will be automatically SAVE'd every few minutes.

If you need more help during the game, type 'HELP'.  If you see something
wrong or have comments, use 'BUG', 'IDEA', or 'TYPO' to report them.~
S
#3722
Recruitment Center~
You are standing in a large grey room. Various banners on the wall praise the
virtues of either Order or Chaos. Perhaps they are trying to sway you to
their side? There are two rooms, one to the east and one to the west. Each
one appears to be an office of some sort. The ever present stairway is also
here. An impressive sign is hanging on the wall here.~
37 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_EAST
~
~
0 0 3725
DDIR_WEST
~
~
0 0 3723
DDIR_UP
You see a room in the tower.~
~
0 0 3719
DDIR_DOWN
You see the Hall of Intermediate Combat.~
~
0 -1 3734
E
sign~
By now you must have seen that there are two gods controlling these mortal
realms. They are Order and Chaos. Here is your chance to go into each office
and talk with their recruiters. They will tell you why you should become a
follower of their god. Don't worry, there is no need to make any hasty 
decisions. You cannot actually make a commitment here. 

If one of the recruiters says something in all capital letter, try saying 
that word back to them. This will prompt the recruiter to tell you about
that statement. These 'keywords' as they are called will not always be
capitalized, but it has been done so in this area so that you can practice
the concept.

When you are done talking with the recruiters, continue practicing with your
mortal body by using the Intermediate Combat Hall below you.~
S
#3723
Order's Recruiting Office~
You are in the recruiting office of Order. It is a pleasant room which 
radiates stability and knowledge. There is a large work desk here and in
front of it, a comfortable chair for visitors.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
~
~
0 0 3722
S
#3724
Air Vent~
You are hovering in a large air duct. All around you are glowing portals that
lead to strange areas.  The training room lies to the south.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the Dwarven Daycare.~
~
0 -1 6601
DDIR_EAST
You see the Gnome Village~
~
0 -1 1501
DDIR_SOUTH
You see the Entrance Hall.~
vent~
EX_ISDOOR|EX_CLOSED -1 3760
DDIR_WEST
You see the Miden'nir.~
~
0 -1 3505
DDIR_UP
You see the Dangerous Neighborhood.~
~
0 -1 2171
DDIR_DOWN
You see the Mob Factory.~
~
0 -1 9400
S
#3725
Chaos's Recruiting Office~
You are in the recruiting office of Chaos. It is a bizare room which 
radiates change and destruction. There is a large work desk here and in
front of it, a comfortable chair for visitors.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
~
~
0 0 3722
S
#3726
South East Corner of Arena~
This is a room that should no longer be here.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 3731
DDIR_WEST
~
~
0 0 3725
DDIR_UP
You see the EXIT.~
~
0 0 3760
S
#3727
West Wall of Arena~
This is a room that should no longer be here.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 3732
DDIR_EAST
~
~
0 0 3728
DDIR_SOUTH
~
~
0 0 3724
DDIR_UP
You see the EXIT.~
~
0 0 3760
S
#3728
A Corner of a Combat Hall~
You are in a corner of a huge dimly-lit room. It is so large that it must
fill the entire width of this section of the tower. Your light shines far
enough to catch glimpses of small, frightened creatures scuttling through 
the shadows.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 3733
DDIR_EAST
~
~
0 0 3729
S
#3729
In A Combat Hall~
You are on the edge of a huge dimly-lit room. It is so large that it must
fill the entire width of this section of the tower. Your light shines far
enough to catch glimpses of small, frightened creatures scuttling through 
the shadows.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 3734
DDIR_EAST
~
~
0 0 3730
DDIR_WEST
~
~
0 0 3728
S
#3730
A Corner of the Combat Hall~
You are in the corner of a huge dimly-lit room. It is so large that it must
fill the entire width of this section of the tower. Your light shines far
enough to catch glimpses of small, frightened creatures scuttling through 
the shadows.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 3735
DDIR_WEST
~
~
0 0 3729
S
#3731
East Wall of Arena~
This is a room that should no longer be here.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 3736
DDIR_SOUTH
~
~
0 0 3726
DDIR_WEST
~
~
0 0 3730
DDIR_UP
You see the EXIT.~
~
0 0 3760
S
#3732
West Wall of Arena~
This is a room that should no longer be here.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 3737
DDIR_EAST
~
~
0 0 3733
DDIR_SOUTH
~
~
0 0 3727
DDIR_UP
You see the EXIT.~
~
0 0 3760
S
#3733
In A Combat Hall~
You are on the edge of a huge dimly-lit room. It is so large that it must
fill the entire width of this section of the tower. Your light shines far
enough to catch glimpses of small, frightened creatures scuttling through 
the shadows.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 3738
DDIR_EAST
~
~
0 0 3734
DDIR_SOUTH
~
~
0 0 3728
S
#3734
The Intermediate Hall of Combat~
You are in the center of a huge dimly-lit room. It is so large that it must
fill the entire width of this section of the tower. Your light shines far
enough to catch glimpses of small, frightened creatures scuttling through 
the shadows. An impressive looking sign is sitting on a pedestal here.~
37 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 3739
DDIR_EAST
~
~
0 0 3735
DDIR_SOUTH
~
~
0 0 3729
DDIR_WEST
~
~
0 0 3733
DDIR_UP
You see the recruitment offices above.~
~
0 0 3722
DDIR_DOWN
You see a practice room below.~
~
0 -1 3759
E
sign~
Train here in this chamber for level one through three. The monsters will not
attack you and you can always return to the center of the room which has a
ward that prevents the creatures from entering.~
S
#3735
In A Combat Hall~
You are on the edge of a huge dimly-lit room. It is so large that it must
fill the entire width of this section of the tower. Your light shines far
enough to catch glimpses of small, frightened creatures scuttling through 
the shadows.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 3740
DDIR_SOUTH
~
~
0 0 3730
DDIR_WEST
~
~
0 0 3734
S
#3736
East Wall of Arena~
You are in a room that should no longer be here.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 3741
DDIR_SOUTH
~
~
0 0 3731
DDIR_WEST
~
~
0 0 3735
DDIR_UP
You see the EXIT.~
~
0 0 3760
S
#3737
West Wall of Arena~
You are in a room that should no longer be here.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 3742
DDIR_EAST
~
~
0 0 3738
DDIR_SOUTH
~
~
0 0 3732
DDIR_UP
You see the EXIT.~
~
0 0 3760
S
#3738
A Corner of the Combat Hall~
You are in the corner of a huge dimly-lit room. It is so large that it must
fill the entire width of this section of the tower. Your light shines far
enough to catch glimpses of small, frightened creatures scuttling through 
the shadows.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
~
~
0 0 3739
DDIR_SOUTH
~
~
0 0 3733
S
#3739
In A Combat Hall~
You are on the edge of a huge dimly-lit room. It is so large that it must
fill the entire width of this section of the tower. Your light shines far
enough to catch glimpses of small, frightened creatures scuttling through 
the shadows.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
~
~
0 0 3740
DDIR_SOUTH
~
~
0 0 3734
DDIR_WEST
~
~
0 0 3738
S
#3740
A Corner of the Combat Hall~
You are in the corner of a huge dimly-lit room. It is so large that it must
fill the entire width of this section of the tower. Your light shines far
enough to catch glimpses of small, frightened creatures scuttling through 
the shadows.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
~
~
0 0 3735
DDIR_WEST
~
~
0 0 3739
S
#3741
East Wall of Arena~
You are in a room that should no longer be here.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 3746
DDIR_SOUTH
~
~
0 0 3736
DDIR_WEST
~
~
0 0 3740
DDIR_UP
You see the EXIT.~
~
0 0 3760
S
#3742
North West Corner of Arena~
You are in a room that should no longer be here.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
~
~
0 0 3743
DDIR_SOUTH
~
~
0 0 3737
DDIR_UP
You see the EXIT.~
~
0 0 3760
S
#3743
North Wall of Arena~
You are in a room that should no longer be here.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
~
~
0 0 3744
DDIR_SOUTH
~
~
0 0 3738
DDIR_WEST
~
~
0 0 3742
DDIR_UP
You see the EXIT.~
~
0 0 3760
S
#3744
North Wall of Arena~
You are in a room that should no longer be here.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
~
~
0 0 3745
DDIR_SOUTH
~
~
0 0 3739
DDIR_WEST
~
~
0 0 3743
DDIR_UP
You see the EXIT.~
~
0 0 3760
S
#3745
Storeroom~
This room is a treasure trove of advanced magical knowledge. Summoning wands 
of all shapes and sizes line the wall, each labeled with the name of a 
different monster. There is also a glowing cube with the label 'Cubic Gate'
here. Unfortuneately, all of these things are sealed away behind powerful
magical force walls. Almost beyond your notice among all the clutter is a
small force door to the south.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see a locked force door.~
force door~
EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_PICKPROOF 3719 3746
DDIR_UP
You see the entrance hallway.~
~
0 0 3760
S
#3746
Torture Chamber~
You have entered a scene of horror! You are in a gruesome torture chamber.
Right in the middle of the room is a glowing machine that has two slabs of
spikes, one above and one beneath. The slabs are slowly coming together and
the spikes are already sunk deep into a prisoner.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
~
~
0 0 3745
S
#3748
The Advanced Hall of Combat~
You are in the center of a huge dimly-lit room. It is so large that it must
fill the entire width of this section of the tower. Your light does not shine
far enough to see anything, but a feeling of dread comes over you as you 
realize that you are not alone in here. An impressive looking sign is on a
pedestal here.~
37 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the north wall.~
~
0 0 3750
DDIR_EAST
You see the east wall.~
~
0 0 3753
DDIR_SOUTH
You see the south wall.~
~
0 0 3755
DDIR_WEST
You see the west wall.~
~
0 0 3752
DDIR_UP
You see a practice room above.~
~
0 -1 3759
DDIR_DOWN
You see the testing chamber below.~
~
0 -1 3721
E
sign~
Train here in this chamber for level four through five. The monsters WILL
attack you, so be careful. You can always return to the center of the room 
which has a ward that prevents the creatures from entering.~
S
#3749
A Corner of the Combat Hall~
You are in a corner of a huge dimly-lit room. It is so large that it must
fill the entire width of this section of the tower. Your light does not shine
far enough to see anything, but a feeling of dread comes over you as you 
realize that you are not alone in here.~
37 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_EAST
You see the north wall.~
~
0 0 3750
DDIR_SOUTH
You see the south wall.~
~
0 0 3752
S
#3750
In A Combat Hall~
You are on the edge of a huge dimly-lit room. It is so large that it must
fill the entire width of this section of the tower. Your light does not shine
far enough to see anything, but a feeling of dread comes over you as you 
realize that you are not alone in here.~
37 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_EAST
You see the north east corner.~
~
0 0 3751
DDIR_SOUTH
You see the center of the hall.~
~
0 0 3748
DDIR_WEST
You see the north west corner.~
~
0 0 3749
S
#3751
A Corner of the Combat Hall~
You are in a corner of a huge dimly-lit room. It is so large that it must
fill the entire width of this section of the tower. Your light does not shine
far enough to see anything, but a feeling of dread comes over you as you 
realize that you are not alone in here.~
37 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see the east wall.~
~
0 0 3753
DDIR_WEST
You see the north wall.~
~
0 0 3750
S
#3752
In A Combat Hall~
You are on the edge of a huge dimly-lit room. It is so large that it must
fill the entire width of this section of the tower. Your light does not shine
far enough to see anything, but a feeling of dread comes over you as you 
realize that you are not alone in here.~
37 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the north west corner.~
~
0 0 3749
DDIR_EAST
You see the center of the hall.~
~
0 0 3748
DDIR_SOUTH
You see the south west corner.~
~
0 0 3754
S
#3753
In A Combat Hall~
You are on the edge of a huge dimly-lit room. It is so large that it must
fill the entire width of this section of the tower. Your light does not shine
far enough to see anything, but a feeling of dread comes over you as you 
realize that you are not alone in here.~
37 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the north east corner.~
~
0 0 3751
DDIR_SOUTH
You see the south east corner.~
~
0 0 3756
DDIR_WEST
You see the center of the hall.~
~
0 0 3748
S
#3754
A Corner of the Combat Hall~
You are in a corner of a huge dimly-lit room. It is so large that it must
fill the entire width of this section of the tower. Your light does not shine
far enough to see anything, but a feeling of dread comes over you as you 
realize that you are not alone in here.~
37 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the north wall.~
~
0 0 3752
DDIR_EAST
You see the south wall.~
~
0 0 3755
S
#3755
In A Combat Hall~
You are on the edge of a huge dimly-lit room. It is so large that it must
fill the entire width of this section of the tower. Your light does not shine
far enough to see anything, but a feeling of dread comes over you as you 
realize that you are not alone in here.~
37 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the center of the hall.~
~
0 0 3748
DDIR_EAST
You see the south east corner.~
~
0 0 3756
DDIR_WEST
You see the south west corner.~
~
0 0 3754
S
#3756
A Corner of the Combat Hall~
You are in a corner of a huge dimly-lit room. It is so large that it must
fill the entire width of this section of the tower. Your light does not shine
far enough to see anything, but a feeling of dread comes over you as you 
realize that you are not alone in here.~
37 ROOM_DARK|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the east wall.~
~
0 0 3753
DDIR_WEST
You see the south wall.~
~
0 0 3755
S
#3757
Top Of The Tower~
You are in the top most room of the tower of training. This tower is very 
special and was created by the gods themselves to train new mortals. The 
avatars of the gods that dwell here are your teachers and they stock the 
tower with creatures against which you can test your strength. There is a 
stair leading to the very pinnacle of the tower here, but for some reason 
you cannot force yourself to climb it. The stair also leads downward.
There is a sign on the wall (type 'LOOK SIGN' to read it).~
37 0 SECT_CITY
DDIR_DOWN
You see a Training Room.  Go there to train your attributes.~
~
0 0 3758
E
sign~
To find out your attributes, type 'score'.  You can improve your attributes
in the Training Room below. Later on, you will be able to practice your 
skills and spells in by finding your guild in the city of Chakkor. You can 
continue through mud school by going down.
Another way to look at your attributes is by typing 'stat'. It is slightly
shorter and shows only the most essential information.~
S
#3758
The Training Room~
You are in the Training Room of the Tower. The room is watched over by an
Avatar who seems to create training tools out of thin air. The whole room is 
filled with an aura of hard work. When you are finished here, you should 
continue downward. As you descend through the tower, you will learn all of 
the basics of being a mortal. An impressive looking sign is on the wall here.~
37 0 SECT_CITY
DDIR_UP
~
~
0 0 3757
DDIR_DOWN
You sense more lessons will be learned if you go this way.~
~
0 0 3701
E
sign~
Welcome to the Training Room.  Here you can train your attributes.  To train 
an attribute, you need enough practices.  To find out how many practice
sessions you have, type 'train' while you are in this room.  To train for a 
specific attribute, type 'train <attr>' where attr is the first 3 letters of
the attribute you want increased.  Type 'help train' for more information.
Generally, your prime attribute costs three practice sessions to increase. 
Any other attribute costs five sessions. Type 'help stat' to find out about
your prime attribute.~
S
#3759
The Practice Room~
You are in the Practice Room of the Tower. The room is watched over by an
Avatar who seems to create practice tools out of thin air. The whole room is 
filled with an aura of hard work. The golden stairs lead up and down. A 
scream occasionally echoes up from the chamber below. An impressive looking 
sign is on the wall here.~
37 ROOM_NO_MOB SECT_CITY
DDIR_UP
You see the intermediate combat hall above.~
~
0 0 3734
DDIR_DOWN
You see the advanced combat hall below.~
~
0 -1 3748
E
sign~
Welcome to the Practice Room.  Here you can learn your skills and spells.
You are forbidden to learn skills until you reach at least third level. If 
you aren't third level, go back to the top of the tower to train more of your
attributes instead. To find out what skills and spells you can practice 
and how many practice sessions you have, type 'practice'.  To practice the 
specific skill, type 'practice <skill>', where 'skill' is the skill or spell 
you wish to practice. Practicing increases the amount you know of that skill 
or spell, up to a certain maximum.
It is important to note that this practice room is only for use before you
leave the tower. Once fully into the mortal world you should seek out your
guildhouse to practice in.~
S
#3760
Entrance Hall of the Tower~
You are in the entrance hall of the Tower of Training. Although, perhaps 
exit hall would be more appropriate as new mortals materialize on the very 
pinnacle of the tower. The hall is grey and a gold plated stairway leads
upward and downward. The city of Chakkor can be seen through a huge, vaulted
doorway to the south.~
37 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_WEST
~
~
0 -1 9735
DDIR_UP
~
~
0 0 3721
DDIR_DOWN
~
~
0 0 3745
S
#3761
Second Floor of Introductory Combat~
You are in the the first of the combat zones that are in the tower. Small, 
magical globes of energy drift lazily around the ceiling which provide 
you with light to see. More force cages are in each of the four cardinal 
directions. Several extremely soft couches are here so that you make take 
a nap between battles. The ever present stairway leads up and down.~
37 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see a cage labeled 'Demonic Worms'.~
~
0 -1 3762
DDIR_EAST
You see a cage labeled 'Gold Drakelings'.~
~
0 -1 3765
DDIR_SOUTH
You see a cage labeled 'Forest Pixies'.~
~
0 -1 3764
DDIR_WEST
You see a cage labeled 'Crater Kobolds'.~
~
0 -1 3763
DDIR_UP
You see a room in the Tower.~
~
0 -1 3712
DDIR_DOWN
You see the next station below.~
~
0 -1 3717
S
#3762
A Force Cage~
You are in a force cage.  Disgusting black mucus coats the entire floor. It
probably comes from the creature that lives here. Apparently Avatars don't 
know how to use a mop. An impressive looking sign is on the wall here.  
The only exit is south.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see the Combat Hall.~
~
0 -1 3761
E
sign~
There should be a demonic worm in this room.  Kill him and get out of here
fast!  Remember to loot and sacrifice the corpse.~
S
#3763
A Force Cage~
You are in a force cage.  In one corner of the room is nest made out of torn
up cloth. In another corner is a pile of offal that you avoid looking at but
your nose smells all too clearly. An impressive sign is on the wall here.  
The only exit is east.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_EAST
You see the Combat Hall.~
~
0 -1 3761
E
sign~
There should be a crater kobold in this room.  Kill him and get out of
here fast!  Remember to loot and sacrifice the corpse.~
S
#3764
A Force Cage~
You are in a force cage.  The cage is filled with miniature furniture. There
is a tiny little bed, a tiny little easy chair, a tiny little endtable, and
a tiny little book on the tiny little endtable. An impressive looking sign  
is on the wall here. The only exit is north.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the Cage Room.~
~
0 -1 3761
E
sign~
There should be a pixie in this room.  Kill him and get out of here fast!
Remember to loot and sacrifice the corpse.~
S
#3765
A Force Cage~
You are in a force cage. The ceiling is covered with scorch marks and the  
floor is layered in straw. Some of the straw has been burned to a crisp. An 
impressive looking sign is on the wall. The only exit is west.~
37 ROOM_INDOORS SECT_INSIDE
DDIR_WEST
You see the Cage Room.~
~
0 -1 3761
E
sign~
There should be a gold drakeling in this room.  Kill him and get out of here 
fast! Remember to loot and sacrifice the corpse.~
S
#0




#RESETS
M 0  3701   1  3710 ;             the gargoyle in A Force Cage             
G 1  3720   1       ;                  a stone
M 0  3702   1  3716 ;       the gold drakeling in A Force Cage             
E 1  3705 99 3 ;equip a sprit cloak            
E 1  3717 99 4 ;equip a spirit amulet          
M 0  3703   1  3715 ;         the forest pixie in A Force Cage             
E 1  3706 99 6 ;equip a spirit helmet          
E 1  3711 99 12 ;equip a spirit cape            
M 0  3704   1  3713 ;         the demonic worm in A Force Cage             
E 1  3707 99 7 ;equip a pair of spririt greaves
E 1  3712 99 13 ;equip a spirit sash            
M 0  3705   1  3714 ;        the crater kobold in A Force Cage             
E 1  3708 99 WEAR_BODY ;equip a pair of spirit boots   
E 1  3713 99 14 ;equip a spirit bracer          
M 0  3702   1  3765 ;       the gold drakeling in A Force Cage             
E 1  3705 99 3 ;equip a sprit cloak            
E 1  3717 99 4 ;equip a spirit amulet          
M 0  3703   1  3764 ;         the forest pixie in A Force Cage             
E 1  3706 99 6 ;equip a spirit helmet          
E 1  3711 99 12 ;equip a spirit cape            
M 0  3704   1  3762 ;         the demonic worm in A Force Cage             
E 1  3707 99 7 ;equip a pair of spririt greaves
E 1  3712 99 13 ;equip a spirit sash            
M 0  3705   1  3763 ;        the crater kobold in A Force Cage             
E 1  3708 99 WEAR_BODY ;equip a pair of spirit boots   
E 1  3713 99 14 ;equip a spirit bracer          
D 0  3717 DIR_DOWN DOOR_CLOSED ;door in A Room in the Tower      
D 0  3719 DIR_UP DOOR_CLOSED ;door in A Room in the Tower      
D 0  3719 DIR_DOWN DOOR_CLOSED_LOCKED ;door in A Room in the Tower      
M 0  3717   1  3718 ;      the Avatar of Order in The Tower Shop
G 1  3716 999       ;          glowing banner
G 1  3718 999       ;          a loaf of bread
G 1  9780 999  ; book
G 1 9781 999  ; book
G 1 9782 999  ; book
G 1  3723 999       ;          a buffalo waterskin
M 0  3706   1  3720 ;       The brawny warrior in The Darkened Force Cage  
E 1  3709 99 9 ;equip a pair of spirit gauntlet
E 1  3710 99 10 ;equip a pair of spirit vambrace
E 1  3714 99 17 ;equip a key                    
E 1  3713 99 14 ;equip a spirit bracer          
M 0  3700   1  3723 ;   the Recruiter of Order in Order's Recruiting Office
M 0  3721   1  3725 ;   the Recruiter of Chaos in Chaos's Recruiting Office
M 0  3712   1  3729 ;               the minion in In A Combat Hall         
M 0  3711   1  3730 ;               the minion in A Corner of the Combat Ha
M 0  3710   1  3733 ;               the minion in In A Combat Hall         
M 0  3712   1  3739 ;               the minion in In A Combat Hall         
M 0  3710   1  3735 ;               the minion in In A Combat Hall         
M 0  3711   1  3738 ;               the minion in A Corner of the Combat Ha
M 0  3714   1  3749 ;         the chief minion in A Corner of the Combat Ha
M 0  3711   1  3750 ;               the minion in In A Combat Hall         
M 0  3711   1  3752 ;               the minion in In A Combat Hall         
M 0  3715   1  3751 ;               the minion in A Corner of the Combat Ha
M 0  3715   1  3754 ;               the minion in A Corner of the Combat Ha
M 0  3707   1  3712 ;      the avatar of Chaos in First Floor of Introducto
M 0  3720   1  3721 ;         the stone statue in The Chamber of Testing   
E 1  3715 99 17 ;equip a token of completion    
M 0  3718   1  3758 ;      the Avatar of Order in The Training Room        
M 0  3719   1  3759 ;      the Avatar of Chaos in The Practice Room        
D 0  3724 DIR_SOUTH DOOR_CLOSED ;door in Air Vent                 
M 0  3722   1  3746 ;            the Grey Lord in Torture Chamber          
S




#SHOPS
3717 ITEM_TYPE_LIGHT ITEM_TYPE_CONTAINER ITEM_TYPE_DRINK_CON ITEM_TYPE_FOOD
     ITEM_TYPE_NOTHING 100  50  0 23 ;the Avatar of Order
0




#SPECIALS
M 3707 spec_cast_adept
S




#$