#AREA Temple of Demise~ #AUTHORS Presto Scandum~ #VERSION 3 #RANGES 10 95 1 99 #RESETMSG You hear the patter of little feet.~ #FLAGS AFLAG_NOTELEPORT|AFLAG_NOCASTLE|AFLAG_NORIP|AFLAG_NOSUMMON #HELPS 0 DEMISE~ {138} Demise {308} Demise is the Lord of Fire, the element in which all beings should delight. In order to follow Demise you must be between level 10 and 50 and venture deep into the Temple of Demise which is located on the Northern Continent. {128}(A) {058}The Temple of Demise {a}TEMPLEOFDEMISE 'TEMPLE OF DEMISE' ~ 0 TEMPLEOFDEMISE 'TEMPLE OF DEMISE'~ {128} The Temple of Demise {308} The Temple of Demise was built after the Time of Creation. According to the legends a thousand slaves worked on it for a thousand years. The temple is a sanctuary for all Fire followers. In its center one might be able to find the High Priestess who has been given the powers to induct neutrals into the ranks of Fire. {128}(A) {058}Credits {128}(-) {058}Return {a}TEMPLEOFDEMISECREDITS {-}DEMISE ~ 0 TEMPLEOFDEMISECREDITS~ {128} {110}Credits{300} {308} The Temple of Demise was originally written by Presto in 1995. It has been almost entirely re-written and otherwise modified by Scandum. {128}(-) {058}Return {-}TEMPLEOFDEMISE 'TEMPLE OF DEMISE' ~ 0 DEMISEGODCHAINCOMMANDS~ {018} Call-Fire -- for a restore once every 4 hours Warp -- for an instant teleportation to the Temple of Demise Check-Fire -- to see if you can call upon the Power of Fire Show-Tick -- to see your eternal fire charging after each restore {308} ~ 0 $~ #MOBILES #11800 controller M11800~ the controller~ The controller of the temple of Demise stands here.~ ~ ACT_SENTINEL AFF_SNEAK 0 S 1 0 0 0d0+15 1d1+1 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >act_prog gate~ if name ($2) == 1 if areaquest (0,2,$i) == 0 mpzset quest 0 2 1 mpdelay self 1 1 endif endif if name ($2) == 2 if areaquest (2,2,$i) == 0 mpzset quest 2 2 1 mpdelay self 1 1 endif endif if name ($2) == 3 if areaquest (4,2,$i) == 0 mpzset quest 4 2 1 mpdelay self 1 1 endif endif if name ($2) == 4 if areaquest (6,2,$i) == 0 mpzset quest 6 2 1 mpdelay self 1 1 endif endif if name ($2) == 5 if areaquest (8,2,$i) == 0 mpzset quest 8 2 1 mpdelay self 1 1 endif endif if name ($2) == 6 if areaquest (10,2,$i) == 0 mpzset quest 10 2 1 mpdelay self 1 1 endif endif ~ >delay_prog 1~ if areaquest (0,2,$i) == 1 mpat 11864 connect north 11866 mpat 11866 connect south 11864 mpat 11864 doorset north desc You look through the opened gates. mpat 11866 doorset south desc You look through the opened gates. mpat 11864 mpecho {078}With a hard tug the titanium gate bursts open. mpat 11866 mpecho {078}With a hard tug the titanium gate bursts open. mpat 11864 mppurge i11813 mpat 11866 mppurge i11814 mpzset quest 0 2 2 endif if areaquest (2,2,$i) == 1 mpat 11858 connect east 11859 mpat 11859 connect west 11858 mpat 11858 doorset east desc You look out over a circular hallway mpat 11859 doorset west desc You look out over a circular hallway mpat 11858 mpecho {078}The adamantium door slowly slides open then fades out of existance. mpat 11859 mpecho {078}The adamantium door slowly slides open then fades out of existance. mpat 11858 mppurge i11817 mpat 11859 mppurge i11818 mpzset quest 2 2 2 endif if areaquest (4,2,$i) == 1 mpat 11861 connect east 11862 mpat 11862 connect west 11861 mpat 11861 doorset east desc You look out over a circular hallway mpat 11862 doorset west desc You look out over a circular hallway mpat 11861 mpecho {078}The platinum door slowly slides open then fades out of existance. mpat 11862 mpecho {078}The platinum door slowly slides open then fades out of existance. mpat 11861 mppurge i11815 mpat 11862 mppurge i11816 mpzset quest 4 2 2 endif if areaquest (6,2,$i) == 1 mpat 11855 connect north 11856 mpat 11856 connect south 11855 mpat 11855 doorset north desc You see a small hallway. mpat 11856 doorset south desc You see a small hallway. mpat 11855 mpecho {078}The alabaster door slowly slides open then fades out of existance. mpat 11856 mpecho {078}The alabaster door slowly slides open then fades out of existance. mpat 11855 mppurge i11824 mpat 11856 mppurge i11825 mpzset quest 6 2 2 endif if areaquest (8,2,$i) == 1 mpat 11840 connect east 11808 mpat 11808 connect west 11840 mpat 11840 doorset east desc You look out over a circular hallway. mpat 11808 doorset west desc You look out over a circular hallway. mpat 11840 mpecho {078}The diamond door slowly slides open then fades out of existance. mpat 11808 mpecho {078}The diamond door slowly slides open then fades out of existance. mpat 11840 mppurge i11808 mpat 11808 mppurge i11809 mpzset quest 8 2 2 endif if areaquest (10,2,$i) == 1 mpat 11841 connect west 11826 mpat 11826 connect east 11841 mpat 11841 doorset west desc You look out over a circular hallway. mpat 11826 doorset east desc You look out over a circular hallway. mpat 11841 mpecho {078}The diamond door slowly slides open then fades out of existance. mpat 11826 mpecho {078}The diamond door slowly slides open then fades out of existance. mpat 11841 mppurge i11809 mpat 11826 mppurge i11808 mpzset quest 10 2 2 endif mppurge m11803 ~ | #11801 etherealFireRestore M11801~ the ethereal fire restore~ The ethereal fire restore stands here.~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+15 1d1+1 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >act_prog p fire restore please~ mpgoto $n mpquiet on restore $n cast 'cure poison' $n cast 'remove curse' $n cast 'cure critical' $n cast 'cure blindness' $n mpquiet off mpechoat $n {018}You feel the Power of Fire coursing through you! mpechoaround $n {018}$N calls upon the Power of Fire! mppurge self ~ | #11802 etherealFireWarp M11802~ the ethereal fire warp~ The ethereal fire warp stands here.~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+15 1d1+1 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >act_prog p fire warp please~ if inroom ($n) == 11880 mppurge self break endif mpmset self name used mpdelay self 1 1 $N mpechoat $n {018}A flame shoots from the ground and disintegrates you. mpechoaround $n {018}A disintegrating flame shoots from the ground enshrouding $N. mptransfer $n 11880 mpat 11880 mpechoaround $n $N materialises in the center of the room. ~ >delay_prog 1~ mpecho {018}As the flame dies you notice $X has vanished. mppurge self ~ | #11803 m11803~ an ethereal mob~ ~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+15 1d1+1 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >repop_prog 100~ if areaquest (0,2,$i) == 2 mpat 11864 connect north -1 mpat 11866 connect south -1 mpat 11864 mpecho {078}The Demonic Guardian closes the titanium gate. mpat 11866 mpecho {078}The Demonic Guardian closes the titanium gate. endif if areaquest (2,2,$i) == 2 mpat 11858 connect east -1 mpat 11859 connect west -1 mpat 11858 mpecho {078}An adamantium door fades into existance and slowly closes. mpat 11859 mpecho {078}An adamantium door fades into existance and slowly closes. endif if areaquest (4,2,$i) == 2 mpat 11861 connect east -1 mpat 11862 connect west -1 mpat 11861 mpecho {078}A platinum door fades into existance and slowly closes. mpat 11862 mpecho {078}A platinum door fades into existance and slowly closes. endif if areaquest (6,2,$i) == 2 mpat 11855 connect north -1 mpat 11856 connect south -1 mpat 11855 mpecho {078}An alabaster door fades into existance and slowly closes. mpat 11856 mpecho {078}An alabaster door fades into existance and slowly closes. endif if areaquest (8,2,$i) == 2 mpat 11840 connect east -1 mpat 11808 connect west -1 mpat 11840 mpecho {078}A diamond door fades into existance and slowly closes. mpat 11808 mpecho {078}A diamond door fades into existance and slowly closes. endif if areaquest (10,2,$i) == 2 mpat 11841 connect west -1 mpat 11826 connect east -1 mpat 11841 mpecho {078}A diamond door fades into existance and slowly closes. mpat 11826 mpecho {078}A diamond door fades into existance and slowly closes. endif mpzset quest 0 12 0 ~ | #11804 etherealFireCheck~ the ethereal fire check~ The ethereal fire checker stands here.~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+15 1d1+1 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >all_greet_prog 100~ if whichgod ($n) == god_demise break endif ifnot wearsobjnum ($n) == 11801 mpechoat $n {118}The devastating heat -+- DESINTEGRATES -+- you! mpechoat $n {300} mpechoat $n You have been KILLED!! mpmadd $n currhp -10000 mpquiet on slaughter $n mpquiet off mpecho The devastating heat -+- DESINTEGRATES -+- $n. mpecho {300} mpecho $n is DEAD!! mposet pc_corpse long A pile of $n's ash lies here. mposet pc_corpse short a pile of $n's ash ~ | #11806 etherealSilverkey~ the ethereal silverkey equiper~ The ethereal silverkey stands here.~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+15 1d1+1 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >exit_prog d~ if hasobjnum ($n) == 11854 if whichgod ($n) == god_neutral ifnot hasobjnum ($n) == 11855 mpmset $n quest 1 1 1 mpat 11846 mpoload 11855 r ~ | #11807 etherealCutThroat~ someone~ ~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+15 1d1+1 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >all_greet_prog 100~ if whichgod ($n) == god_neutral or whichgod ($n) == god_ulmo or whichgod ($n) == god_gaia or whichgod ($n) == god_hypnos or whichgod ($n) == god_manwe if quest (2,2,$n) < 2 or whichgod ($n) != god_neutral if hasobjnum ($n) == 11856 or whichgod ($n) != god_neutral mpmset $n quest 2 2 1 mpechoat $n {300} mpechoat $n Suddenly a hand grabs your hair pulling your head in your neck. mpechoat $n You feel a razor sharp blade being places against your throat. mpechoat $n {300} if whichgod ($n) == god_neutral mpechoat $n {138}Someone tells you 'Do not move adventurer..' else mpechoat $n {138}Someone tells you 'Do not move moron..' endif mpechoat $n {138}Someone tells you 'A certain death awaits you if you even breathe in too deeply.' mpechoat $n {300} mpechoat $n {138}Someone tells you 'Tell me.. and do give the correct answer..' mpechoat $n {138}Someone tells you 'Who is the only true Lord of these realms?' endif endif endif ~ >speech_prog p demise~ if quest (2,2,$n) == 1 if whichgod ($n) == god_neutral mpmset $n quest 2 2 2 else cackle mpechoat $n {138}Someone tells you 'such cowardism should not go unpunished.' endif endif ~ >speech_prog ~ if quest (2,2,$n) == 1 mpmset $n quest 2 2 0 mpechoat $n Blood still spurts out of your sliced through throat as your spirit frees itself from your lifeless body. mpechoat $n {008} mpechoat $n Your have been KILLED!! mpquiet on slaughter $n mpquiet off mpecho {018}Blood spurts out of $n's sliced through throat as $s lifeless body falls to the ground. ~ >exit_prog e~ if quest (2,2,$n) == 1 mpmset $n quest 2 2 0 mpechoat $n {118}Blood still spurts out of your sliced through throat as your spirit frees itself from your lifeless body. mpechoat $n {300} mpechoat $n Your soul has been retreived from oblivion. mpmadd $n currhp -10000 mpquiet on slaughter $n mpquiet off mpecho {018}Blood spurts out of $n's sliced through throat while $s lifeless body falls to the ground. endif if quest (2,2,$n) == 2 mpmset $n quest 2 2 3 mpat 11845 mpoload 11810 r ~ | #11809 etherealStatue~ ethereal statue~ The ethereal Statue stands here.~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+15 1d1+1 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >all_greet_prog 100~ ifnot delayed ($i) if hasobjnum ($n) == 11856 if existsroom (i11811) mpmset self quest 0 4 0 mpdelay self 30 1 $n ~ >delay_prog 1~ if existsroom ($X) mpmadd self quest 0 4 1 switch quest (0,4,$i) case 1 mpechoat $t {078}The eyes of the statue seem to transfix on you. mpechoaround $t {078}The eyes of the statue seem to transfix on $t. case 2 mpecho {078}The statue's mouth slowly opens to show teeth clenched by rage. case 3 mpecho {078}The statue's opened palms are closing to become fists. case 4 mpecho {078}Any second now the statue could leap out and attack you. case 5 mpmload 11810 rescale 11810 $t 150 mpmadd statue hp 500 restore statue mpecho {078}The statue comes to life and attacks. mpforce statue mpkill $t mppurge i11811 break endswitch mpdelay self 12 1 $t endif ~ | #11810 statue M11810~ a statue~ A man-size statue stands here.~ It seems very life-like, almost as if a man was turned to stone and left to decay. ~ ACT_SENTINEL|ACT_UNDEAD AFF_DETECT_INVIS|AFF_DETECT_HIDDEN 0 S 150 0 0 0d0+30000 20d20+50 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >rand_prog 100~ mpmadd self quest 0 1 1 if quest (0,1,$i) == 0 mppurge self endif ~ >hitprcnt_prog 20~ if wearsobjnum ($n) == 11810 mpechoat $n {128}You swing back your Demon Maul and -+- PULVERISE -+- the statue! mpoload 11812 room mpoload 11857 mpquiet on cast 'cure blindness' put i11857 i11812 mpquiet off mpecho {078}The man-size statue collapses into a pile of rocks. mppurge self endif ~ >hitprcnt_prog 30~ mpmset self quest 0 1 0 if wearsobjnum ($n) == 11810 if whichgod ($n) == god_neutral if level ($n) < 51 or level ($n) > 95 if rand (50) mpechoat $n {128}Your Pulverising Slam grazes a statue. mpechoaround $n $n's Pulverising Slam grazes a statue. else mpechoat $n {128}Your Pulverising Slam hits a statue. mpechoaround $n $n's Pulverising Slam hits a statue. endif mpmadd self currhp -25 else mpmadd self currhp 100 endif break endif endif ~ >hitprcnt_prog 100~ mpmset self quest 0 1 0 if wearsobjnum ($n) == 11810 if whichgod ($n) == god_neutral if level ($n) < 51 or level ($n) > 95 if rand (33) mpechoat $n {128}Your Pulverising Slam injures a statue. mpechoaround $n $n's Pulverising Slam injures a statue. else if rand (50) mpechoat $n {128}Your Pulverising Slam grazes a statue. mpechoaround $n $n's Pulverising Slam grazes a statue. else mpechoat $n {128}Your Pulverising Slam hits a statue. mpechoaround $n $n's Pulverising Slam hits a statue. endif endif mpmadd self currhp -50 else mpmadd self currhp 100 endif endif endif ~ >death_prog 100~ mpmset self level 1 mpoload 11812 mpquiet on cast 'cure blindness' drop i11812 mpquiet off mpecho {078}The man-size statue collapses into a pile of rocks. mppurge self ~ | #11812 etherealJailer~ the ethereal jailer~ The ethereal jailer stands here.~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+15 1d1+1 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >all_greet_prog 100~ if whichgod ($n) == god_neutral or whichgod ($n) == god_ulmo or whichgod ($n) == god_gaia or whichgod ($n) == god_hypnos or whichgod ($n) == god_manwe if hasobjnum ($n) == 11858 or whichgod ($n) != god_neutral if pcsinroom (11893) > 0 or pcsinroom (11894) > 0 or pcsinroom (11895) > 0 or pcsinroom (11896) > 0 or pcsinroom (11897) > 0 break else mpecho A darkside ninja steps out into the room. mpecho A darkside ninja steps out into the room. mpecho A darkside ninja steps out into the room. mpecho One of the ninjas throws some flash powder on the ground. mpecho F L A S H ! ! You are blinded by smoke! mpat 11893 mppurge all mpat 11897 mppurge all mpecho {008} mpechoat $n {118}Something hits the back of your head. HARD!! mpechoat $n The world goes black before your eyes. mptransfer $n 11893 mpecho When the smoke clears up you notice $n is gone. mpquiet on mpat 11893 mpforce $n sleep mpat 11893 mpmload 11813 mpat 11893 mpoload 11821 mpat 11893 give i11821 prisoner mpat 11893 mpforce prisoner wear i11821 mpat 11893 mpforce prisoner sleep mpat 11893 mpmload 11814 mpat 11893 connect east -1 mpquiet off mppurge self ~ >repop_prog 100~ if pcsinroom (11893) > 0 or pcsinroom (11894) > 0 or pcsinroom (11895) > 0 or pcsinroom (11896) > 0 or pcsinroom (11897) > 0 mppurge self ~ | #11813 prisoner~ a prisoner~ A prisoner dressed in rags sits on the dirty floor here.~ The prisoner is a human. His dirt stained skin is covered with fester. A tooth which must have recently fallen out of his mouth lies next to him on the ground, making you wonder how much longer he has to live. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_UNDERSTAND|AFF_TONGUES 0 S 20 0 0 0d0+300 1d20+10 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >act_prog p wakes you.~ mpecho The prisoner slowly opens his eyes and looks at you. say ooh.. hi, ventured too deep into this temple too? ~ >speech_prog yes~ if quest (0,4,$i) == 0 mpmset self quest 0 4 1 nod $n say I bet you wonder what we are here for.. say Quite simple.. we have to fight in the arena to please say that fire scum. spit mpdelay self 2 1 endif ~ >speech_prog fight~ if quest (0,4,$i) == 2 say They just let me rot away here, cause I am so weak. mpmset self quest 0 4 3 mpdelay self 2 1 endif ~ >delay_prog 1~ switch quest (0,4,$i) == 1 case 1 if whichgod ($r) == god_neutral mpecho You grab him by the neck and shake violently. mpforce $r say Do not dare call the followers of fire scum.. mpforce $r say Or I'll rip out your liver and eat it! mpecho You glare icily at him. else mpecho You nod in approval endif case 2 if whichgod ($r) == god_neutral grovel $r say Forgive me $r! say You should save your strength for the coming fight.. else say You should save your strength for the coming fight.. endif break case 3 say But you look very strong $r.. wouldn't surprise me say if they come to get you out for a battle soon. break endswitch mpmadd self quest 0 4 1 mpdelay self 4 1 endif ~ | #11814 etherealWaker~ the ethereal waker~ The ethereal waker stands here.~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+15 1d1+1 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >act_prog p wakes and stands up.~ mpechoat $n {308}You find yourself lying on a cold stone floor. Blood drips from your forehead mpechoat $n {308}forming a little puddle on the floor. From the east you hear footsteps made mpechoat $n {308}by heavy iron shod boots. Another prisoner is lying asleep next to you. mpechoat $n {308}You feel the urge to wake him and ask what is going on. ~ >speech_prog fight~ if quest (0,4,prisoner) >= 2 ifnot delayed ($i) mpmset self quest 0 4 0 mpdelay self 12 1 ~ >act_prog p A prisoner is DEAD!!~ mpmset self quest 0 4 0 mpdelay self 12 1 ~ >delay_prog 1~ switch quest (0,4,$i) case 0 mpecho You hear heavy foot steps coming toward you from the east. case 1 mpecho You hear a click and the door is smacked open. connect east 11894 both case 2 mpecho A Demonic Sentry walks in. mptransfer M11815 mpdelay m11815 4 1 mppurge self break endswitch mpmadd self quest 0 4 1 mpdelay self 8 1 ~ | #11815 DemonicSentry demonic sentry M11815~ a Demonic Sentry~ A twelve foot tall demon stands here.~ From under a cap you see bright red eyes staring at you. Flames leak from its body spreading a sinister flickering light through the room. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_DETECT_HIDDEN|AFF_SANCTUARY|AFF_UNDERSTAND|AFF_SNEAK|AFF_TONGUES -1000 S 150 0 0 1d5625+14072 20d20+100 200000 RACE_DEMON POS_STANDING POS_STANDING SEX_NEUTRAL >delay_prog 1~ if inroom ($i) == 11893 mpmadd self quest 0 2 1 if quest (0,2,$i) == 1 say Feel free to try to escape $r. say But don't be surprised when the cook serves say your brains for dinner tonight. endif if quest (0,2,$i) == 0 mpecho The Demonic Sentry grabs your arm and forces you to follow. mpecho The Demonic Sentry leaves east. mptransfer $r 11894 mpgoto 11894 mpecho You follow the Demonic Sentry. mpforce $r look auto endif endif if inroom ($i) == 11894 mpmadd self quest 0 2 1 if quest (0,2,$i) == 0 mpecho The Demonic Sentry leaves east pulling you along. mptransfer $r 11895 mpgoto 11895 mpforce $r look auto endif endif if inroom ($i) == 11895 mpmadd self quest 0 2 1 if quest (0,2,$i) == 0 mpecho The Demonic Sentry lifts you up and throws you eastwards. mpquiet on mpforce $r wake mpquiet off mpforce $r east endif endif mpdelay self 6 1 ~ >time_prog 24~ if pcsinroom (11893) > 0 or pcsinroom (11894) > 0 or pcsinroom (11895) > 0 or pcsinroom (11896) > 0 or pcsinroom (11897) > 0 break else mpgoto 11830 endif ~ | #11816 crowdEthereal~ the crowd ethereal~ The crowd ethereal stands here.~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+15 1d1+1 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >all_greet_prog 100~ mpecho {118}Crowds of the followers of Fire surround you from all sides. if inroom ($i) == 11898 mpecho {118}The followers of Fire cheer with great gusto! mpecho You are lifted up by the crowd and carried to the center of the arena. mpat 11830 mpforce M11817 cast invis mpat 11830 mpforce M11817 stealth mpat 11830 mptransfer M11817 11897 else switch numberrange (1,5) case 1 mpecho An ogre snarls, pushing you back to the center of the arena. case 2 mpecho A gargoyle grins wickedly, pushing you back to the center of the arena. case 3 mpecho A wraith screeches as she pushes you back to the center of the arena. case 4 mpecho A shade looks at you with evil intent before shoving you back in the center of the arena. case 5 mpecho A demon growls as he viciously shoves you back into the center of the arena. endswitch endif mptransfer $n 11897 mpat 11897 mpforce $n look auto mpat 11897 mpforce zimimar mpkill $n ~ | #11817 master ceremonies M11817~ the Master of Ceremonies~ The Master of Ceremonies stands here.~ He sees nothing special about you. ~ ACT_SENTINEL|ACT_SMART AFF_DETECT_HIDDEN|AFF_SANCTUARY|AFF_SNEAK -1000 S 150 0 0 1d5625+14072 20d20+100 0 0 POS_STANDING POS_STANDING SEX_MALE >rand_prog 100~ if inroom ($i) == 11897 mpmadd self quest 0 5 1 if quest (0,5,$i) == 3 mpecho {078}The crowd to the south parts and the Master of Ceremonies walks in. mpquiet on cast 'mage shield' stop all mpquiet off endif if quest (0,5,$i) == 4 mpecho {308}The Master of Ceremonies prays to Lord Demise and makes this small area a mpecho {308}sanctuary to all. mpquiet on cast 'sanctify' mpquiet off endif if quest (0,5,$i) == 6 mpecho {078}The crowd to the north parts, letting through a muscled drow. mpmload 11818 mpmset zimimar level 100 mpquiet on mpoload 11801 mpoload 11822 mpoload 11823 give i11822 zimimar give i11823 zimimar give i11801 zimimar mpforce zimimar wear i11801 mpquiet off mpecho You see Zimimar, the Champion of Fire walk slowly to the center of the arena. endif if quest (0,5,$i) == 9 mpecho The hairs on your back rise as you see Zimimar considering you. endif if quest (0,5,$i) == 10 mpecho Zimimar draws two double-edged blades. mpquiet on mpforce zimimar wear i11822 mpforce zimimar wear i11823 mpquiet off rescale 11818 $r 175 endif if quest (0,5,$i) == 11 mpecho {138}$I shouts 'Let the fight begin!' mpecho {018}A flame shoots from the ground and disintegrates the Master of Ceremonies. mpgoto 11830 mpat 11897 mpforce zimimar laugh $r mpat 11897 mpforce zimimar mpkill $r endif if quest (0,5,$i) == 13 clap $r endif if quest (0,5,$i) == 14 shout Supreme Victory for $r over Zimimar! endif if quest (0,5,$i) == 15 mpecho $I snaps his fingers and you find yourself somewhere else. mptransfer $r 11865 mpgoto 11830 mpmset self quest 0 5 0 endif endif ~ >time_prog 24~ if inroom ($i) != 11830 if pcsinroom (11893) == 0 if pcsinroom (11894) == 0 if pcsinroom (11895) == 0 if pcsinroom (11896) == 0 if pcsinroom (11897) == 0 mpgoto 11830 mpmset self quest 0 5 0 ~ | #11818 zimimar~ Zimimar~ Zimimar, the Champion of Fire, stands here.~ You see a dark, well-muscled elf, wearing the armor of a gladiator. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_DETECT_HIDDEN|AFF_SANCTUARY|AFF_UNDERSTAND|AFF_SNEAK|AFF_TONGUES -1000 S 100 0 0 1d2500+5510 1d100+101 10000 RACE_DEMON POS_STANDING POS_STANDING SEX_MALE >fight_prog 100~ mpmadd self quest 0 4 1 if quest (0,4,$i) == 5 mpecho $I spins around his pole and kicks at your throat. kick endif if quest (0,4,$i) == 10 mpecho $I ducks left and stabs at your liver. knife endif if quest (0,4,$i) == 15 mpecho $I dodges your attack and steps forward. kick endif ~ >death_prog 100~ mpoload 11859 mptransfer M11817 ~ >rand_prog 100~ if existsroom (plr) mpkill $t else mptransfer M11817 mppurge all mppurge self endif ~ | #11819 etherealSlayer~ the ethereal Slayer~ The ethereal Slayer stands here.~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+15 1d1+1 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >all_greet_prog 100~ mpecho A Demonic Sentry dooms up before you. mpecho {118}The Demonic Sentry swings back its battle axe and strikes! mpecho {008} mpecho You see your brains drip out of your split skull as your spirit frees itself from your lifeless body. mpecho {008} mpecho You have been KILLED!! mpmadd $n currhp -10000 mpquiet on slaughter $n mpquiet off ~ | #11820 etherealBlockSeeker~ the ethereal Block Seeker~ The ethereal Block Seeker stands here.~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+15 1d1+1 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >rand_prog 100~ mpmadd self quest 0 3 1 if quest (0,3,$i) == 1 mpgoto 11874 west endif if quest (0,3,$i) == 2 if inroom ($i) == 11873 west else mpmload 11821 mpgoto 11872 mpat 11873 mpecho You see a huge dragon shape circle above the tree tops. endif endif if quest (0,3,$i) == 3 if inroom ($i) == 11872 west else mpmload 11821 mpgoto 11871 mpat 11872 mpecho You see a huge dragon shape circle above the tree tops. endif endif if quest (0,3,$i) == 4 if inroom ($i) == 11871 west else mpmload 11821 mpgoto 11870 mpat 11871 mpecho You see a huge dragon shape circle above the tree tops. endif endif if quest (0,3,$i) == 5 if inroom ($i) == 11870 west else mpmload 11821 mpgoto 11869 mpat 11870 mpecho You see a huge dragon shape circle above the tree tops. endif endif if quest (0,3,$i) == 6 if inroom ($i) == 11869 west else mpmload 11821 mpgoto 11868 mpat 11869 mpecho You see a huge dragon shape circle above the tree tops. endif endif if quest (0,3,$i) == 7 if inroom ($i) == 11868 break else mpmload 11821 mpgoto 11868 mpecho You see a huge dragon shape circle above the tree tops. endif endif ~ | #11821 etherealBlockClearer~ the ethereal Block Clearer~ The ethereal Block Clearer stands here.~ ~ ACT_SENTINEL AFF_CLEAR|AFF_ETHEREAL 0 S 1 0 0 0d0+15 1d1+1 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >rand_prog 100~ west mpecho {008} mpecho A Fire Dragon dives through the vegetation and lands in the room. mpmload 11822 mpecho {008} mpecho {018}The Fire Dragon's flaming breath scorches away the vegetation. mppurge self ~ | #11822 firedragon dragon M11822~ a Fire Dragon~ A sixteen foot tall winged Fire Dragon stands here.~ The Dragon's skin is of a dark black. Flames and smoke leak from its nostrils while it slowly flaps its jagged wings to stabalise itself. ~ ACT_SENTINEL|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_SNEAK|AFF_FLYING -1000 S 150 BODY_WING|BODY_CLAW BODY_WING|BODY_CLAW 1d5625+14072 1d150+113 0 RACE_DRAGON POS_STANDING POS_STANDING SEX_NEUTRAL >all_greet_prog 100~ if whichgod ($n) == god_neutral or whichgod ($n) == god_demise mpecho The Fire Dragon spreads its wings and flies away. mppurge self else rescale 11822 $n 100 mpkill $n endif ~ >rand_prog 100~ mpmadd self quest 0 2 1 if quest (0,2,$i) == 0 mpecho The Fire Dragon spreads its wings and flies away. mppurge self endif ~ >fight_prog 100~ mpmadd self quest 0 2 1 if quest (0,2,$i) == 0 mpecho {018}The Fire Dragon breathes flames through the room! mass 'fire breath' mpecho The Fire Dragon spreads its wings and flies away. mppurge self endif ~ | #11823 etherealEnemySeeker~ the ethereal Enemy Seeker~ The ethereal Enemy Seeker stands here.~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+15 1d1+1 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >rand_prog 10~ if whichgod ($r) == god_neutral or whichgod ($r) == god_demise or position ($r) == pos_fighting break else mpecho You see a huge bird shape circling above the tree tops. mpecho {008} mpecho A Phoenix dives through the vegetation and lands in the room. mpmload 11824 rescale 11824 $r 75 mpforce M11824 mpkill $r endif ~ | #11824 phoenix M11824~ a Phoenix~ A ten foot tall Phoenix burns here.~ The Phoenix's skin is of a bright red. Flames and smoke leak from its slowly flapping wings. ~ ACT_SENTINEL|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_SNEAK|AFF_FLYING -1000 S 150 BODY_WING|BODY_CLAW BODY_WING|BODY_CLAW 1d5625+14072 1d150+113 0 RACE_PHOENIX POS_STANDING POS_STANDING SEX_NEUTRAL >rand_prog 100~ mpmadd self quest 0 1 1 if quest (0,2,$i) == 0 mpecho The phoenix spreads its wings and shoots away into the sky. mppurge self endif ~ >fight_prog 100~ mpmadd self quest 0 1 1 if quest (0,2,$i) == 0 mpecho {018}The phoenix spreads its wings and blazes away in an explotion of flames. mpquiet on mass 'fireball' mpquiet off mppurge self endif ~ | #11825 firedemon demon~ a Fire Demon~ An eight foot tall Fire Demon burns here.~ From under a cap you see black holes staring at you. Flames leak from its body spreading a sinister flickering light through the room. Its wings are jagged and as sharp as a knife. ~ ACT_SENTINEL|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_SNEAK|AFF_FLYING -1000 S 150 BODY_WING|BODY_CLAW BODY_WING|BODY_CLAW 1d5625+14072 1d150+113 0 RACE_DEMON POS_STANDING POS_STANDING SEX_NEUTRAL >all_greet_prog 100~ if whichgod ($n) != god_demise mpechoat $n {018}A Fire Demon's firepunch sends you sprawning! mpechoaround $n {018}A Fire Demon's firepunch sends $n sprawning. rescale 11825 $n 100 mpquiet on cast fireball $n mpquiet off if inroom ($i) == 11808 mptransfer $n 11840 endif else bow $n endif ~ >rand_prog 10~ if inroom ($i) != 11808 mpecho {018}A Fire Demon vanishes in a bright flash of fire! mpgoto 11808 endif ~ >fight_prog 100~ if inroom ($i) != 11808 mpecho {018}A Fire Demon vanishes in a bright flash of fire! rescale 11825 $n 100 mass fireball mpgoto 11808 else mass fireball endif ~ | #11826 firedemon demon~ a Fire Demon~ An eight foot tall Fire Demon burns here.~ From under a cap you see black holes staring at you. Flames leak from its body spreading a sinister flickering light through the room. Its wings are jagged and as sharp as a knife. ~ ACT_SENTINEL|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_SNEAK|AFF_FLYING -1000 S 150 BODY_WING|BODY_CLAW BODY_WING|BODY_CLAW 1d5625+14072 1d150+113 0 RACE_DEMON POS_STANDING POS_STANDING SEX_NEUTRAL >all_greet_prog 100~ if whichgod ($n) != god_demise mpechoat $n {018}A Fire Demon's firepunch sends you sprawning! mpechoaround $n {018}A Fire Demon's firepunch sends $n sprawning. rescale 11826 $n 100 mpquiet on cast fireball $n mpquiet off if inroom ($i) == 11826 mptransfer $n 11840 endif else bow $n endif ~ >rand_prog 10~ if inroom ($i) != 11826 mpecho {018}A Fire Demon vanishes in a bright flash of fire! mpgoto 11826 restore self endif ~ >fight_prog 100~ if inroom ($i) != 11808 mpecho {018}A Fire Demon vanishes in a bright flash of fire! rescale 11826 $n 100 mass fireball mpgoto 11826 else mass fireball endif ~ | #11827 etherealOpener~ the ethereal Opener~ The ethereal Opener stands here.~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+15 1d1+1 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >speech_prog p open~ if whichgod ($n) == god_demise if inroom ($i) == 11840 or inroom ($i) == 11808 if areaquest (8,2,$i) == 0 mpecho {018}The diamond door glows red. mpat 11830 mpechoat M11800 gate 5 endif endif if inroom ($i) == 11841 or inroom ($i) == 11826 if areaquest (10,2,$i) == 0 mpecho {018}The diamond door glows red. mpat 11830 mpechoat M11800 gate 6 endif endif endif ~ | #11850 creature~ a creature~ An in flames engulfed creature stands here.~ You see a creature covered in blue to red flames trickling down its body. Its eyes are black holes, you are not sure if it can see. Enslaved for life by Lord Demise it serves the might of fire. ~ ACT_SENTINEL AFF_DETECT_INVIS|AFF_DETECT_HIDDEN 0 S 1 0 0 0d0+15 1d1+1 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >all_greet_prog 100~ if whichgod ($n) != god_demise mptransfer $n 9755 endif ~ | #11851 skinny hein~ Skinny Hein~ A skinny old man named Hein stands here.~ You see a skinny old man dressed in rags. The dark look in his eyes is the only thing that shows he is alive. He lost his alabaster key so he is always around when you have once again managed to get yourself killed. ~ ACT_SENTINEL|ACT_SMART AFF_DETECT_INVIS|AFF_DETECT_HIDDEN -1000 S 1 0 0 0d0+15 1d1+1 0 0 POS_STANDING POS_STANDING SEX_MALE >all_greet_prog 100~ if whichgod ($n) != god_demise mptransfer $n 9755 endif ~ >give_prog I11860~ say well well well.. thank you $n mpjunk all mpoload 11828 give i11828 $n mpecho $I leaves with a sinister look in his eyes. mppurge self ~ | #11852 Rajk~ Rajk~ Rajk stands here, selling pets and such.~ ~ ACT_SENTINEL AFF_DETECT_INVIS|AFF_DETECT_HIDDEN 0 S 1 0 0 0d0+15 1d1+1 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >all_greet_prog 100~ if whichgod ($n) != god_demise mptransfer $n 9755 endif ~ | #11853 lava beast~ a lava beast~ A lava beast stands here.~ ~ ACT_SENTINEL|ACT_MOUNT|ACT_WEAK|ACT_BODY|ACT_RACE 0 0 S 85 0 BODY_MOUTH|BODY_HORN|BODY_CLAW 0d0+5000 1d99+30 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL #11854 fire bird~ a fire bird~ A fire bird sits on the shoulder of its master here.~ ~ ACT_SENTINEL|ACT_WEAK|ACT_BODY|ACT_RACE AFF_FLYING 0 S 75 0 BODY_WING 0d0+4000 10d10+20 0 RACE_PHOENIX POS_STANDING POS_STANDING SEX_NEUTRAL #11855 fire fly~ a fire fly~ A fire fly is here, circling around its master's head.~ ~ ACT_SENTINEL|ACT_WEAK|ACT_BODY|ACT_RACE AFF_FLYING 0 S 20 0 BODY_WING 0d0+250 15d2+1 0 RACE_GRIFFON POS_STANDING POS_STANDING SEX_NEUTRAL #11856 highpriestess high priestess~ the High Priestess of Fire~ A High Priestess of Fire stands here.~ Lithe, sexy and moving as if her feet never touch the ground..The High Priestess of the Lord of Fire turns to acknowledge your presence.. ~ ACT_SENTINEL|ACT_TRAIN|ACT_PRACTICE|ACT_SMART AFF_DETECT_INVIS|AFF_DETECT_HIDDEN 0 S 100 0 0 0d0+10000 1d100+51 0 0 POS_STANDING POS_STANDING SEX_FEMALE >all_greet_prog 100~ if whichgod ($n) != god_demise mptransfer $n 9755 endif ~ >act_prog p looks at you.~ mpechoat $n mpechoat $n The High Priestess' sparkling, green eyes sweep up to meet yours mpechoat $n before she beckons you to approach. mpechoat $n mpechoat $n {018}The High Priestess whispers 'How may this lowly servant of mpechoat $n {018}The High Priestess whispers 'the Great Lord Demise serve you, $n? ~ >speech_prog serve~ mpechoaround $n The High Priestess smiles at $n and whispers something in $s ear. mpechoat $n {118}The High Priestess smiles seductively and leans forward.{300} mpechoat $n mpechoat $n The High Priestess whispers {118}'Spells'{300} - to be soothed and filled with magic. mpechoat $n The High Priestess whispers {118}'Cursed'{300} - to have curses removed. mpechoat $n The High Priestess whispers {118}'Dispel'{300} - to have spells removed. ~ >speech_prog spells~ if level ($n) < 31 mpechoat $n {118}The High Priestess smiles, a flicker of flame dancing in her eyes.{300} mpquiet on cast 'restore' $n cast 'sanctuary' $n cast 'giant strength' $n cast 'bless' $n cast 'enhanced heal' $n cast 'enhanced rest' $n cast 'enhanced revive' $n mpquiet off ~ >speech_prog dispel~ mpquiet on cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n mpquiet off mpechoaround $n {118}$n is cleansed by the energy of Fire. mpechoat $n {118}You are cleansed by the energy of Fire.{300} ~ >speech_prog cursed~ if isaffected ($n) == spell_curse mpechoat $n {118}You feel better.{300} endif if isaffected ($n) == spell_poison mpechoat $n {118}A warm feeling runs through your body.{300} endif if isaffected ($n) == spell_blindness mpechoat $n {118}Your vision returns!{300} endif mpquiet on cast 'remove curse' $n cast 'remove curse' $n cast 'remove curse' $n cast 'remove curse' $n cast 'remove curse' $n cast 'remove curse' $n cast 'remove curse' $n cast 'remove curse' $n cast 'remove curse' $n cast 'cure poison' $n cast ' cure blindness' $n mpquiet off mpechoaround $n {118}$n is filled with the wonder of Fire. mpechoat $n {118} You are filled with the wonder of Fire. ~ | #11857 demonicGuardian demonic guardian~ a Demonic Guardian~ A twelve foot tall demon stands here.~ From under a cap you see bright red eyes staring at you. Flames leak from its body spreading a sinister flickering light through the room. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_DETECT_HIDDEN|AFF_SANCTUARY|AFF_UNDERSTAND|AFF_SNEAK|AFF_TONGUES -1000 S 150 0 0 1d5625+14072 20d20+100 200000 RACE_DEMON POS_STANDING POS_STANDING SEX_MALE >all_greet_prog 100~ rescale 11857 $n 50 if whichgod ($n) == god_demise bow $n mptransfer M11800 if quest (30,1,M11800) == 0 tell $n Do you wish to proceed $n? endif mptransfer M11800 11830 else if whichgod ($n) == god_manwe mpareaecho {138}A Demonic Guardian shouts 'Lets hope I won't cut off your wings $n' mpareaecho {138}A Demonic Guardian shouts 'Cause you are going to fly to heaven soon!' else if whichgod ($n) == god_hypnos mpareaecho {138}A Demonic Guardian shouts 'Do not bother reading my mind $n' mpareaecho {138}A Demonic Guardian shouts 'It is all about your decapitated head lying mpareaecho {138}A Demonic Guardian shouts 'at my feet!' else if whichgod ($n) == god_ulmo mpareaecho {138}A Demonic Guardian shouts 'You are going to need Breath Blood after' mpareaecho {138}A Demonic Guardian shouts 'I am done with you $n!' else if whichgod ($n) == god_gaia mpareaecho {138}A Demonic Guardian shouts 'Hope you brought some friends $n' mpareaecho {138}A Demonic Guardian shouts 'To put what is left of you deep under ground' mpareaecho {138}A Demonic Guardian shouts 'after this fight!' else if level ($n) > 50 mpareaecho {138}A Demonic Guardian shouts 'Neutrality is a safe path $n' mpareaecho {138}A Demonic Guardian shouts 'Straight to hell!' cackle else if quest (0,1,$n) == 0 tell $n Greetings $n tell $n Do you wish to enter the temple and prove tell $n yourself worthy in the eyes of the only tell $n true God, the Lord of Fire? endif break endif endif endif endif endif mpkill $n endif ~ >speech_prog yes proceed~ if whichgod ($n) == god_demise mptransfer M11800 if quest (1,1,M11800) == 0 if quest (30,1,M11800) == 0 mpecho {078}The Demonic Guardian unlocks the gates. mpmset M11800 quest 1 1 1 else tell $n The gates are already opened $n. endif else tell $n Patience $n. endif mptransfer M11800 11830 else if whichgod ($n) == god_neutral if level ($n) < 51 or level ($n) > 95 if quest (0,1,$n) == 0 mpmset $n quest 0 1 1 mpoload 11854 tell $n Find a way to walk through fire. tell $n You'll find a sexy High Priestess tell $n once you've made it through. grin $n tell $n Do not lose this key! give i11854 $n break endif endif endif frown $n endif ~ >rand_prog 10~ if inroom ($i) != 11864 mpecho {118}The Demonic Guardian vanishes in an inferno of flames. restore self endif ~ >fight_prog 100~ if inroom ($i) != 11864 say Alas, I must guard the gates. mpecho {018}The Demonic Guardian vanishes in an inferno of flames. rescale 11857 $n 100 mpquiet on mass fireball mpquiet off mpgoto 11864 break endif if whichgod ($n) == god_demise break else mpmadd self quest 0 5 1 if quest (0,5,$i) == 5 mpecho {078}The Demonic Guardian opens a portal to another dimention. endif if quest (0,5,$i) == 6 mpecho You see several winged serpents fly screaming out of the portal. endif if quest (0,5,$i) == 8 or quest (0,5,$i) == 10 or quest (0,5,$i) == 12 if position ($r) == pos_fighting mpechoat $r The Demonic Guardian points at you while ordering the serpents to strike. mpechoaround $r The Demonic Guardian points at $r while ordering the serpents to strike. mpechoat $r {118}You feel many painfull bites as the winged serpents attack. cast fireball $r else mpechoat $n {118}You feel many painfull bites as the winged serpents attack. mass curse mass curse endif endif if quest (0,5,$i) == 14 mpecho {078}The winged serpents fly back through the portal right before it vanishes. endif endif ~ >hitprcnt_prog 25~ mpecho {018}The Power of Fire courses through the Demonic Guardian. rescale 11857 $n 50 ~ >death_prog 100~ if quest (0,5,$i) > 4 if quest (0,5,$i) < 14 mpecho {078}The winged serpents fly back through the portal right before it vanishes. endif endif ~ | #11858 demonicguardian demonic guardian~ a Demonic Guardian~ A twelve foot tall demon stands here.~ From under a cap you see bright red eyes staring at you. Flames leak from its body spreading a sinister flickering light through the room. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_DETECT_HIDDEN|AFF_SANCTUARY|AFF_UNDERSTAND|AFF_SNEAK|AFF_TONGUES -1000 S 150 0 0 1d5625+14072 20d20+100 200000 RACE_DEMON POS_STANDING POS_STANDING SEX_MALE >all_greet_prog 100~ rescale 11858 $n 50 if whichgod ($n) == god_demise bow $n mptransfer M11800 if quest (30,1,M11800) == 0 tell $n Do you wish to proceed $n? endif mptransfer M11800 11830 else if whichgod ($n) == god_manwe mpareaecho {138}A Demonic Guardian shouts 'Lets hope I won't cut off your wings $n' mpareaecho {138}A Demonic Guardian shouts 'Cause you are going to fly to heaven soon!' else if whichgod ($n) == god_hypnos mpareaecho {138}A Demonic Guardian shouts 'Do not bother reading my mind $n' mpareaecho {138}A Demonic Guardian shouts 'It is all about your decapitated head lying' mpareaecho {138}A Demonic Guardian shouts 'at my feet!' else if whichgod ($n) == god_ulmo mpareaecho {138}A Demonic Guardian shouts 'You are going to need Breath Blood after' mpareaecho {138}A Demonic Guardian shouts 'I am done with you $n!' else if whichgod ($n) == god_gaia mpareaecho {138}A Demonic Guardian shouts 'Hope you brought some friends $n' mpareaecho {138}A Demonic Guardian shouts 'To put what is left of you deep under ground' mpareaecho {138}A Demonic Guardian shouts 'after this fight!' else if level ($n) > 50 mpareaecho {138}A Demonic Guardian shouts 'Neutrality is a safe path $n' mpareaecho {138}A Demonic Guardian shouts 'Straight to hell!' cackle else if quest (0,1,$n) == 0 tell $n Greetings $n. endif break endif endif endif endif endif mpkill $n endif ~ >speech_prog yes proceed~ if whichgod ($n) == god_demise mptransfer M11800 if quest (1,1,M11800) == 0 if quest (30,1,M11800) == 0 mpecho {078}The Demonic Guardian unlocks the gates. mpmset M11800 quest 1 1 1 else tell $n The gates are already opened $n. endif else tell $n Patience $n. endif mptransfer M11800 11830 else frown $n endif ~ >rand_prog 10~ if inroom ($i) != 11866 mpecho {118}The Demonic Guardian vanishes in an inferno of flames. restore self endif ~ >fight_prog 100~ if inroom ($i) != 11866 say Alas, I must guard the gates. mpecho {118}The Demonic Guardian vanishes in an inferno of flames. rescale 11858 $n 100 mpquiet on mass fireball mpquiet off mpgoto 11866 break endif if whichgod ($n) == god_demise break else mpmadd self quest 0 5 1 if quest (0,5,$i) == 5 mpecho {078}The Demonic Guardian opens a portal to another dimention. endif if quest (0,5,$i) == 6 mpecho You see several winged serpents fly screaming out of the portal. endif if quest (0,5,$i) == 8 or quest (0,5,$i) == 10 or quest (0,5,$i) == 12 if position ($r) == pos_fighting mpechoat $r The Demonic Guardian points at you while ordering the serpents to strike. mpechoaround $r The Demonic Guardian points at $r while ordering the serpents to strike. mpechoat $r {118}You feel many painfull bites as the winged serpents attack. cast fireball $r else mpechoat $r {118}You feel many painfull bites as the winged serpents attack. mass curse mass curse endif endif if quest (0,5,$i) == 14 mpecho {078}The winged serpents fly back through the portal right before it vanishes. endif endif ~ >hitprcnt_prog 20~ mpecho {018}The Demonic Guardian calls upon the power of fire. rescale 11858 $n 50 ~ >death_prog 100~ if quest (0,5,$i) > 4 if quest (0,5,$i) < 14 mpecho {078}The winged serpents fly back through the portal right before it vanishes. endif endif ~ | #11859 highpriestess high priestess~ the High Priestess~ A High Priestess of Fire stands here.~ Lithe and sexy, she moves as if her feet never touch the ground. The High Priestess of Demise turns to acknowledge your presence. Her sparkling hazel eyes lift to meet yours ... locking in one enticing moment before she beckons you closer with a whisper from her luscious lips. ~ ACT_SENTINEL|ACT_SMART AFF_DETECT_INVIS|AFF_DETECT_HIDDEN 0 S 100 0 0 0d0+10000 1d100+51 0 0 POS_STANDING POS_STANDING SEX_FEMALE >all_greet_prog 100~ if hasobjnum ($n) == 11803 or hasobjnum ($n) == 11805 or hasobjnum ($n) == 11804 or hasobjnum ($n) == 11806 break endif if whichgod ($n) == god_neutral if level ($n) < 51 or level ($n) > 95 if sex ($n) == sex_female smile $n else tender $n endif say Greetings $n say You came here to be inducted into the ranks of Fire? endif endif ~ >speech_prog yes~ if hasobjnum ($n) == 11803 or hasobjnum ($n) == 11805 or hasobjnum ($n) == 11804 or hasobjnum ($n) == 11806 break endif lick say In order to become a follower one must sign their name in blood.. mpoload 11803 give i11803 $n mpoload 11805 give i11805 $n ~ >give_prog i11803~ mpjunk i11803 say Thank you for giving back the feather, but I asked for the signed scroll $n wink $n ~ >give_prog I11804~ mpechoat $n $I licks your blood from the feather. say mmmmmm yum say Thank you for giving back the feather, but I asked for the signed scroll $n give i11804 $n say You must sign the scroll with it $n giggle ~ >give_prog I11805~ mpjunk i11805 say I asked you to sign this scroll with your blood. say Lord Demise does not wish to be worshipped by idiots. slaughter $n ~ >give_prog I11806~ if whichgod ($n) == god_neutral if level ($n) < 51 or level ($n) > 95 mpoload 52 mpechoat $n You scream as the High Priestess burns them emblem of fire into your chest. mpquiet on give i52 $n mpquiet off echo {118}The sun burns brighter as the emblem of fire is scorched into $N's chest! say Your soul now belongs to Lord Demise. cackle mptransfer $n 11883 endif endif mpjunk all ~ | #0 #SHOPS 11850 ITEM_TYPE_ARMOR ITEM_TYPE_WEAPON ITEM_TYPE_LIGHT ITEM_TYPE_CONTAINER ITEM_TYPE_NOTHING 100 50 0 23 11851 ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 0 23 11852 ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 0 23 0 #SPECIALS S #OBJECTS #11800 construction sign~ the construction sign~ A construction sign here.~ The Temple is still under construction. When this sign will be removed the quest can either be completed or one can venture deeper without running into it eventually. All suggestions, feedback, etc are welcome. If you want to be a demise follower, leave me a note and I'll have it fixed for you asap. {118}D{018}e{118}m{018}i{118}s{018}e ~ ITEM_TYPE_FURNITURE ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 200 #11801 flame resistant cloak~ a flame resistant cloak~ A cloak with a metallic glow lies on the ground here.~ It has a metallic glow. The obvious combination of dwarven craftsmanship and elven magic is awkward. If you would wrap it around your body it might protect you from intense heat. ~ ITEM_TYPE_ARMOR ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 5 0 0 0 0 0 0 0 1 100000 10 A APPLY_DAMROLL 2 -1048576 A APPLY_HITROLL 2 0 P 1 TRIG_WEAR 100 OPROG_IF OIF_USER_WHICH_GOD ! GOD_NEUTRAL 2 3 P 2 TRIG_VOID OPROG_IF OIF_USER_WHICH_GOD ! GOD_DEMISE 4 3 P 3 TRIG_VOID OPROG_ECHO You wrap the flame resistant cloak tightly around your body.~ P 4 TRIG_VOID OPROG_ECHO The flame resistant cloak searches your flesh!~ P 4 TRIG_VOID OPROG_APPLY OAPPLY_HIT -1000 P 4 TRIG_VOID OPROG_JUNK P 5 TRIG_REMOVE 101 OPROG_ECHO You no longer feel fire proof.~ #11803 black feather~ a black feather~ a black feather lies on the ground here.~ You see a beautiful black feather. You notice that it has a very sharp point. ~ ITEM_TYPE_AMMO 0 ITEM_WEAR_TAKE 13 1 1 1 0 0 0 0 1 10 10 P 1 TRIG_UNKNOWN 101 PRICK OPROG_GOD_COMMAND mpechoat self {118}You prick the feather in your finger, the point slowly turns red. mpoload 11804~ P 1 TRIG_VOID OPROG_JUNK #11804 black feather~ a black feather~ a black feather lies on the ground here.~ You see a beautiful black feather. You notice that it has a very sharp point. It looks like the point has been dowsed in blood. ~ ITEM_TYPE_AMMO 0 ITEM_WEAR_TAKE 1 1 1 1 0 0 0 0 1 10 10 #11805 black scroll~ a black scroll~ A black scroll lies on the ground here.~ You see a plain black scroll. There is nothing written on it.. Yet it seems to hold a promise.. a dream.. something to live for.. something to die for.. a path to walk.. of no return. ~ ITEM_TYPE_SCROLL 0 ITEM_WEAR_TAKE 0 -1 -1 -1 0 0 0 0 1 10 10 P 1 TRIG_UNKNOWN 101 sign OPROG_IF_HAS_OBJECT 11804 2 5 P 2 TRIG_VOID OPROG_IF OIF_USER_CLASS < CLASS_DRUID 3 4 P 3 TRIG_VOID OPROG_GOD_COMMAND mpechoat self {118}You draw a big red X, signing your name in blood. mpoload 11806~ P 3 TRIG_VOID OPROG_JUNK P 4 TRIG_VOID OPROG_GOD_COMMAND mpechoat self {118}You sign your name in blood with curley letters. mpoload 11806~ P 4 TRIG_VOID OPROG_JUNK P 5 TRIG_VOID OPROG_IF_HAS_OBJECT 11803 6 7 P 6 TRIG_VOID OPROG_GOD_COMMAND mpechoat self There is no blood on your feather.~ P 7 TRIG_VOID OPROG_GOD_COMMAND mpechoat self You have no feather to sign the scroll with.~ #11806 black scroll~ a black scroll~ A black scroll lies on the ground here.~ You see a plain black scroll. There is nothing written on it.. Yet it seems to hold a promise.. a dream.. something to live for.. something to die for.. a path to walk.. of no return. A red {018}X {308}has been drawn upon this scroll. ~ ITEM_TYPE_SCROLL 0 ITEM_WEAR_TAKE 0 -1 -1 -1 0 0 0 0 1 10 10 #11807 mural~ a mural~ There is a large mural on the wall here.~ {108} _________ {108}__ __,----' `-----.__ {108}__ \\/====-____ ___,-' ` {108}\\ _/_/_/ /||\\ `---.____/ {108}______---\ _- {118}/{108} \/ ||| \\ _,'` {108}__,--' ,--'||\-_ /,--_/--.|- |`\. \\ ,' {108}_,' ,-' | \\`. ` {018}*{108}/ /{078}=={108}/- / || `\. / {108}.' ,' | \\ \_{018}**{108} /{078}=={108}/- / || \ / {108}/ _____ / __ | \\{018}**{108}-_/{078}=={108}/|- _/ ,// \ / {108},-' `-|--' `--_ \ {018}***{108}-/{078}==={108}| \-_-===-' _ _/` {108}`-| {018}**** *{108}|{078}===={108}| \_ __,-- ' {168}.. {108}'{018}* *** *{108}|{078}===={108}| \_ _, /\ {168}... {018}*** * {108}\{078}====={108}\__ \/ \__ _ {168}... {018}***{108}-' _/'\{078}={108},-' ____-'`-_ `== \ {138}() {168}*. {138}(){178}| {018}** {108}//--\ ///--\`._ `- _\ \ {158}#{058}_{068}/ {148}/{048}#{148}_{178}| {138}() {178}/ {108}\{078}======={108}\ `----.________,--- __/ {158}# {148}/ {048}# {068}/{168}#{068}_{178}/ {108}__--{078}======{108}`) \-._______________,--- {158}### {148}/ \ {068}/ {168}# {028}| {028} {108}//,--' `{078}=={108}--___ |-------' {158}##### {148}/ / {068}/ \ {138}O{128}##{028}<_ {108}//,-- -\ {068}/ / {028}\{308} ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 100 10 1 #11808 door diamond e ea eas east~ the diamond door~ A diamond door in which a rune has been engraved stands before you.~ The door is made of pitch-black, polished diamond. An aura of flames surrounds it, protecting it from magics and brutal force. ~ ITEM_TYPE_CONTAINER ITEM_FLAG_MAGIC 0 0 CONT_CLOSEABLE|CONT_PICKPROOF|CONT_CLOSED|CONT_LOCKED 11808 0 0 0 0 0 10 10 10 E rune~ {008} {118} 8888888888888b d888888888888 {118} V888888888b V8b d8V d888888888V {118} V888888b V8b d8V d888888V {118} V888b Y8b d8Y d888V {118} V8888b d8888V {118} V88b d88V {118} V8Y8V {118} 888 {118} d888b {118} dY' `Yb {118} d8 8b {118} 8Y Y8 {118} 8' `8 {118} Vb dV {118} Vb dV {118} Vb dV {118} VYV {118} V {078} Only a Fire follower's voice may open this door ~ #11809 door diamond w we wes west~ the diamond door~ A diamond door in which a rune has been engraved stands before you.~ The door is made of pitch-black, polished diamond. An aura of flames surrounds it, protecting it from magics and brutal force. ~ ITEM_TYPE_CONTAINER ITEM_FLAG_MAGIC 0 0 CONT_CLOSEABLE|CONT_PICKPROOF|CONT_CLOSED|CONT_LOCKED 11809 0 0 0 0 0 10 10 10 E rune~ {008} {118} 8888888888888b d888888888888 {118} V888888888b V8b d8V d888888888V {118} V888888b V8b d8V d888888V {118} V888b Y8b d8Y d888V {118} V8888b d8888V {118} V88b d88V {118} V8Y8V {118} 888 {118} d888b {118} dY' `Yb {118} d8 8b {118} 8Y Y8 {118} 8' `8 {118} Vb dV {118} Vb dV {118} Vb dV {118} VYV {118} V {078} Only a Fire follower's voice may open this door ~ #11810 demon maul~ a Demon Maul~ An iron maul rests heavily upon the ground here.~ Arcane powers of destruction have been added to the dark grey iron when this weapon was forged, giving its wielder pulverising powers. ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC|ITEM_FLAG_INVENTORY|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_WEAPON 6 2 WEAPON_BLAST 0 0 0 0 15 10 10 A APPLY_DAMROLL 1 0 A APPLY_STR 1 0 A APPLY_HITROLL 1 0 C Pulverising Slam~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA|FLAG_CLASS_DRUID|FLAG_CLASS_SORCERER|FLAG_CLASS_SHAMAN|FLAG_CLASS_WARLOCK P 1 TRIG_WEAR 101 OPROG_IF OIF_USER_WHICH_GOD ! GOD_NEUTRAL 2 4 P 2 TRIG_VOID OPROG_IF OIF_USER_WHICH_GOD ! GOD_DEMISE 3 4 P 3 TRIG_VOID OPROG_ECHO A Demon Maul growls at you and explodes.~ P 3 TRIG_VOID OPROG_JUNK P 4 TRIG_VOID OPROG_ECHO You feel arcane powers coursing through your veins.~ P 5 TRIG_REMOVE 101 OPROG_ECHO You feel less powerful.~ #11811 statue~ a man-size statue~ A man-size statue stands here.~ It seems very life-like, almost as if a man was turned to stone and left to decay. ~ ITEM_TYPE_TREASURE ITEM_FLAG_MAGIC 0 0 0 0 0 0 0 0 0 10 10 10 #11812 pile rocks corpse~ a pile of rocks~ A pile of rocks lies on the ground here.~ It looks like there might be something inside it. ~ ITEM_TYPE_CONTAINER ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE 1600 0 0 0 0 0 0 0 1500 10000000 100 #11813 gate titanium n no nor nort north ~ a titanium gate~ A titanium gate in which a rune has been engraved blocks your path.~ The gate is made of dark grey, polished titanium. An aura of flames surrounds it, protecting it from magics and brutal force. ~ ITEM_TYPE_CONTAINER ITEM_FLAG_MAGIC 0 0 CONT_CLOSEABLE|CONT_PICKPROOF|CONT_CLOSED|CONT_LOCKED 11813 0 0 0 0 0 10 10 10 E rune~ {008} {018} 8{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}b d{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}8 {018} V{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}b V{108}8{018}b d{108}8{018}V d{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}V {018} V{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}b V{108}8{018}b d{108}8{018}V d{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}V {018} V{108}8{018}8{108}8{018}b Y{108}8{018}b d{108}8{018}Y d{108}8{018}8{108}8{018}V {018} V{108}8{018}8{108}8{018}8{108}8{018}b d{108}8{018}8{108}8{018}8{108}8{018}V {018} V{108}8{018}8{108}8{018}b d{108}8{018}8{108}8{018}V {018} V{108}8{018}Y{108}8{018}V {018} 8{108}8{018}8 {018} d{108}8{018}8{108}8{018}b {018} d{108}Y{018}' `{108}Y{018}b {018} d{108}8 {108}8{018}b {018} 8{108}Y {108}Y{018}8 {018} 8{108}' {108}`{018}8 {018} V{108}b {108}d{018}V {018} V{108}b {108}d{018}V {018} V{108}b {108}d{018}V {018} V{108}Y{018}V {018} V ~ #11814 gate titanium s so sou sout south~ a titanium~ A titanium gate in which a rune has been engraved blocks your path.~ The gate is made of dark grey, polished titanium. An aura of flames surounds it, protecting it from magics and brutal force. ~ ITEM_TYPE_CONTAINER ITEM_FLAG_MAGIC 0 0 CONT_CLOSEABLE|CONT_PICKPROOF|CONT_CLOSED|CONT_LOCKED 11814 0 0 0 0 0 10 10 10 E rune~ {008} {018} 8{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}b d{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}8 {018} V{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}b V{108}8{018}b d{108}8{018}V d{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}V {018} V{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}b V{108}8{018}b d{108}8{018}V d{108}8{018}8{108}8{018}8{108}8{018}8{108}8{018}V {018} V{108}8{018}8{108}8{018}b Y{108}8{018}b d{108}8{018}Y d{108}8{018}8{108}8{018}V {018} V{108}8{018}8{108}8{018}8{108}8{018}b d{108}8{018}8{108}8{018}8{108}8{018}V {018} V{108}8{018}8{108}8{018}b d{108}8{018}8{108}8{018}V {018} V{108}8{018}Y{108}8{018}V {018} 8{108}8{018}8 {018} d{108}8{018}8{108}8{018}b {018} d{108}Y{018}' `{108}Y{018}b {018} d{108}8 {108}8{018}b {018} 8{108}Y {108}Y{018}8 {018} 8{108}' {108}`{018}8 {018} V{108}b {108}d{018}V {018} V{108}b {108}d{018}V {018} V{108}b {108}d{018}V {018} V{108}Y{018}V {018} V ~ #11815 door platinum e ea eas east~ the platinum door~ A platinum door in which a rune has been engraved stands before you.~ The door is made of grey, polished platinum. An aura of flames surrounds it, protecting it from magics and brutal force. ~ ITEM_TYPE_CONTAINER ITEM_FLAG_MAGIC 0 0 CONT_CLOSEABLE|CONT_PICKPROOF|CONT_CLOSED|CONT_LOCKED 11815 0 0 0 0 0 10 10 10 E rune~ {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} ~ #11816 door platinum w we wes west~ the platinum door~ A platinum door in which a rune has been engraved stands before you.~ The door is made of grey, polished platinum. An aura of flames surrounds it, protecting it from magics and brutal force. ~ ITEM_TYPE_CONTAINER ITEM_FLAG_MAGIC 0 0 CONT_CLOSEABLE|CONT_PICKPROOF|CONT_CLOSED|CONT_LOCKED 11816 0 0 0 0 0 10 10 10 E rune~ {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} {007} {008} ~ #11817 door adamantium e ea eas east~ the adamantium door~ An adamantium door in which a rune has been engraved stands before you.~ The door is made of blood-red, polished adamantium. An aura of flames surrounds it, protecting it from magics and brutal force. ~ ITEM_TYPE_CONTAINER ITEM_FLAG_MAGIC 0 0 CONT_CLOSEABLE|CONT_PICKPROOF|CONT_CLOSED|CONT_LOCKED 11817 0 0 0 0 0 10 10 10 E rune~ {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} ~ #11818 door adamantium w we wes west~ the adamantium door~ An adamantium door in which a rune has been engraved stands before you.~ The door is made of blood-red, polished adamantium. An aura of flames surrounds it, protecting it from magics and brutal force. ~ ITEM_TYPE_CONTAINER ITEM_FLAG_MAGIC 0 0 CONT_CLOSEABLE|CONT_PICKPROOF|CONT_CLOSED|CONT_LOCKED 11818 0 0 0 0 0 10 10 10 E rune~ {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} {001} {008} ~ #11819 winding stairs~ the winding stairs~ Winding stairs are circling downwards here.~ The steps are made from black granite with a strange dark red glow. They circle downward and you can only guess where they lead to. ~ ITEM_TYPE_TREASURE ITEM_FLAG_MAGIC 0 0 0 0 0 0 0 0 0 10 10 10 E d do dow down~ The winding stairs circle downward and you can only guess where they lead to. ~ #11820 winding stairs~ the winding stairs~ Winding stairs are circling upward here.~ The steps are made from black granite with a strange dark red glow. They circle upward and you can only guess where they lead to. ~ ITEM_TYPE_TREASURE ITEM_FLAG_MAGIC 0 0 0 0 0 0 0 0 0 10 10 10 E u up~ The winding stairs circle upward and you can only guess where they lead to. ~ #11821 black ring~ a black ring~ a black ring lies here.~ The ring is made of black metal. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_FINGER 3 0 0 0 0 0 0 0 1 100 2 A APPLY_STR 1 0 A APPLY_DEX 1 0 A APPLY_DAMROLL 1 0 #11822 double-edged blade~ a double-edged blade~ A double-edged blade lies here.~ ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_DAGGER 1 18 WEAPON_PIERCE 0 0 0 0 10 1000 10 #11823 double-edged blade~ a double-edged blade~ A double-edged blade lies here.~ ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_DAGGER 1 18 WEAPON_STAB 0 0 0 0 10 1000 10 #11824 door alabaster n no nor nort north~ the alabaster door~ An alabaster door in which a rune has been engraved stands before you.~ The door is crafted of dark, polished alabaster. A halo of flames surrounds it as protection from magic and brute force. ~ ITEM_TYPE_CONTAINER ITEM_FLAG_MAGIC 0 0 CONT_CLOSEABLE|CONT_PICKPROOF|CONT_CLOSED|CONT_LOCKED 11817 0 0 0 0 0 10 10 10 #11825 door alabaster s so sou sout south~ the alabaster door~ An alabaster door in which a rune has been engraved stands before you.~ The door is made of dark, polished alabaster. An aura of flames surrounds it, protecting it from magics and brutal force. ~ ITEM_TYPE_CONTAINER ITEM_FLAG_MAGIC 0 0 CONT_CLOSEABLE|CONT_PICKPROOF|CONT_CLOSED|CONT_LOCKED 11817 0 0 0 0 0 10 10 10 #11826 two-handed battle~ a Two-handed Battle Axe~ A two-handed battle axe lies here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_NOREMOVE|ITEM_FLAG_INVENTORY ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_AXE 1 18 WEAPON_STAB 0 0 0 0 1 10 10 #11827 sacrificial altar~ the sacrificial altar~ An cobalt altar stands in the center of the room.~ Streams of dried up blood cover it from the last sacrificial ritual. ~ ITEM_TYPE_DRINK_CON ITEM_FLAG_MAGIC 0 99999 99999 LIQ_BLOOD 0 0 0 0 0 10 10 10 #11828 scythe polishes bone~ a scythe made from polished bone~ A scythe made from polished bone lies here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_NODROP|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_ANTI_NEUTRAL|ITEM_FLAG_NOREMOVE|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_AXE 28 2 WEAPON_STAB 0 0 0 0 15 1000 65 C Death Slice~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA|FLAG_CLASS_DRUID|FLAG_CLASS_SORCERER|FLAG_CLASS_SHAMAN|FLAG_CLASS_WARLOCK #11850 ultra violence~ Ultra Violence~ An aura of raw violence fills the room.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_NODROP|ITEM_FLAG_INVENTORY ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_WEAPON 1 10 WEAPON_PIERCE 0 0 0 0 10 10 10 C Ultra Violence~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA|FLAG_CLASS_DRUID|FLAG_CLASS_SORCERER|FLAG_CLASS_SHAMAN|FLAG_CLASS_WARLOCK #11851 ultra violence~ Ultra Violence~ An aura of raw violence fills the room.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_WEAPON 5 2 WEAPON_PIERCE 0 0 0 0 10 1000000 2 A APPLY_DAMROLL 1 0 A APPLY_STR 1 0 A APPLY_AC 5 0 C Ultra Violence~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA|FLAG_CLASS_DRUID|FLAG_CLASS_SORCERER|FLAG_CLASS_SHAMAN|FLAG_CLASS_WARLOCK #11852 super nova~ a super nova~ An old dying sun spreads its last light through the room here.~ You wouldn't want to become blind from staring into a sun, would you? ~ ITEM_TYPE_LIGHT ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE 0 0 -1 0 0 0 0 0 10 10000000 90 A APPLY_DAMROLL 8 0 #11853 note board~ the note board~ A note board stands here.~ ~ ITEM_TYPE_FURNITURE 0 0 0 0 0 0 0 0 0 0 10 10 10 #11854 titanium key~ a titanium key~ A titanium key lies on the ground here.~ According to its size this must be the key to unlock some huge gates. ~ ITEM_TYPE_TREASURE ITEM_FLAG_HUM|ITEM_FLAG_MAGIC|ITEM_FLAG_INVENTORY|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 10 P 1 TRIG_COMMAND 100 unlock OPROG_IF OIF_USER_ROOM_NUM = 11864 20 2 P 2 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11866 20 99 P 20 TRIG_VOID OPROG_IF OIF_USER_POSITION ! POS_FIGHTING 21 98 P 21 TRIG_VOID OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 22 22 P 22 TRIG_VOID OPROG_IF OIF_USER_POSITION > POS_SLEEPING 30 99 P 30 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11864 50 31 P 31 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11866 50 99 P 50 TRIG_VOID OPROG_GOD_COMMAND mpechoat self After turning the key round three times, you hear a sharp click. mpat 11830 mpechoat M11800 gate 1 mpechoaround self $I unlocks the titanium gate.~ P 97 TRIG_VOID OPROG_ECHO No way! You are still fighting!~ P 98 TRIG_VOID OPROG_ECHO You find it difficult to unlock something without holding the key.~ P 99 TRIG_VOID OPROG_ARGUMENT unlock~ #11855 silver key~ a silver key~ A silver key lies here, glowing red from the heat.~ According to its shape it is a key, the kind to unlock a door. ~ ITEM_TYPE_TREASURE ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_INVENTORY|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 10 P 1 TRIG_TICK 50 OPROG_IF_HAS_OBJECT 11854 2 3 P 2 TRIG_VOID OPROG_GOD_COMMAND mpechoat self {178}The titanium and silver key glow brightly as they melt into each other. mpjunk i11854 mpoload 11856 mpjunk i11855~ P 3 TRIG_VOID OPROG_GOD_COMMAND mpechoat self {078}The silver key vanishes. mpjunk i11855~ #11856 adamantium key~ an adamantium key~ An adamantium key lies here, glowing red from the heat.~ According to its shape it is a key, the kind to unlock a door. ~ ITEM_TYPE_TREASURE ITEM_FLAG_MAGIC|ITEM_FLAG_INVENTORY|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 10 P 1 TRIG_COMMAND 100 unlock OPROG_IF OIF_USER_ROOM_NUM = 11864 20 2 P 2 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11866 20 3 P 3 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11859 20 4 P 4 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11858 20 99 P 20 TRIG_VOID OPROG_IF OIF_USER_POSITION ! POS_FIGHTING 21 98 P 21 TRIG_VOID OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 22 22 P 22 TRIG_VOID OPROG_IF OIF_USER_POSITION > POS_SLEEPING 30 99 P 30 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11864 50 31 P 31 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11866 50 32 P 32 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11859 51 33 P 33 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11858 51 99 P 50 TRIG_VOID OPROG_GOD_COMMAND mpechoat self After turning the key round three times, you hear a sharp click. mpat 11830 mpechoat M11800 gate 1 mpechoaround self $I unlocks the titanium gate.~ P 51 TRIG_VOID OPROG_GOD_COMMAND mpechoat self You unlock the adamantium door. mpat 11830 mpechoat M11800 gate 2~ P 97 TRIG_VOID OPROG_ECHO No way! You are still fighting!~ P 98 TRIG_VOID OPROG_ECHO You find it difficult to unlock something without holding the key.~ P 99 TRIG_VOID OPROG_GOD_ARGUMENT unlock~ #11857 golden key~ a golden key~ A golden key lies on the ground here.~ According to its shape it is a key, the kind to unlock a door. ~ ITEM_TYPE_TREASURE ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 10 P 1 TRIG_TICK 50 OPROG_IF_HAS_OBJECT 11856 2 3 P 2 TRIG_VOID OPROG_GOD_COMMAND mpechoat self {178}The adamantium and golden key glow brightly as they melt into each other. mpjunk i11856 mpoload 11858 mpjunk i11857~ P 3 TRIG_VOID OPROG_GOD_COMMAND mpechoat self {078}The golden key vanishes. mpjunk i11857~ #11858 platinum key~ a platinum key~ A platinum key lies on the ground here.~ According to its shape it is a key, the kind to unlock a door. ~ ITEM_TYPE_TREASURE ITEM_FLAG_MAGIC|ITEM_FLAG_INVENTORY|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 10 P 1 TRIG_COMMAND 100 unlock OPROG_IF OIF_USER_ROOM_NUM = 11864 20 2 P 2 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11866 20 3 P 3 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11859 20 4 P 4 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11858 20 5 P 5 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11861 20 6 P 6 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11862 20 99 P 20 TRIG_VOID OPROG_IF OIF_USER_POSITION ! POS_FIGHTING 21 98 P 21 TRIG_VOID OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 22 22 P 22 TRIG_VOID OPROG_IF OIF_USER_POSITION > POS_SLEEPING 30 99 P 30 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11864 50 31 P 31 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11866 50 32 P 32 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11859 51 33 P 33 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11858 51 34 P 34 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11861 52 35 P 35 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11862 52 99 P 50 TRIG_VOID OPROG_GOD_COMMAND mpechoat self After turning the key round three times, you hear a sharp click. mpat 11830 mpechoat M11800 gate 1 mpechoaround self $I unlocks the titanium gate.~ P 51 TRIG_VOID OPROG_GOD_COMMAND mpechoat self You unlock the adamantium door. mpat 11830 mpechoat M11800 gate 2 mpechoaround self $I unlocks the adamantium door.~ P 52 TRIG_VOID OPROG_GOD_COMMAND mpechoat self You unlock the platinum door. mpat 11830 mpechoat M11800 gate 3 mpechoaround self $I unlocks the platinium door.~ P 97 TRIG_VOID OPROG_ECHO No way! You are still fighting!~ P 98 TRIG_VOID OPROG_ECHO You find it difficult to unlock something without holding the key.~ P 99 TRIG_VOID OPROG_GOD_ARGUMENT unlock~ #11859 cobalt key~ a cobalt key~ A cobalt key lies on the ground here.~ By its shape it appears to be a key. You know. The kind to unlock a door. ~ ITEM_TYPE_TREASURE ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 10 P 1 TRIG_TICK 50 OPROG_IF_HAS_OBJECT 11858 2 3 P 2 TRIG_VOID OPROG_GOD_COMMAND mpechoat self {178}The platinum and cobald key glow brightly as they melt into each other. mpjunk i11858 mpoload 11860 mpjunk i11859~ P 3 TRIG_VOID OPROG_GOD_COMMAND mpechoat self {078}The cobald key vanishes. mpjunk i11859~ #11860 alabaster key~ an alabaster key~ An alabaster key lies on the ground here.~ According to its shape it is a key, the kind to unlock a door. ~ ITEM_TYPE_TREASURE ITEM_FLAG_MAGIC|ITEM_FLAG_INVENTORY|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 10 P 1 TRIG_COMMAND 100 unlock OPROG_IF OIF_USER_ROOM_NUM = 11864 20 2 P 2 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11866 20 3 P 3 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11859 20 4 P 4 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11858 20 5 P 5 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11861 20 6 P 6 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11862 20 7 P 7 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11855 20 8 P 8 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11856 20 99 P 20 TRIG_VOID OPROG_IF OIF_USER_POSITION ! POS_FIGHTING 21 98 P 21 TRIG_VOID OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 22 22 P 22 TRIG_VOID OPROG_IF OIF_USER_POSITION > POS_SLEEPING 30 99 P 30 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11864 50 31 P 31 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11866 50 32 P 32 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11859 51 33 P 33 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11858 51 34 P 34 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11861 52 35 P 35 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11862 52 36 P 36 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11855 53 37 P 37 TRIG_VOID OPROG_IF OIF_USER_ROOM_NUM = 11856 53 99 P 50 TRIG_VOID OPROG_GOD_COMMAND mpechoat self After turning the key round three times, you hear a sharp click. mpat 11830 mpechoat M11800 gate 1 mpechoaround self $I unlocks the titanium gate.~ P 51 TRIG_VOID OPROG_GOD_COMMAND mpechoat self You unlock the adamantium door. mpat 11830 mpechoat M11800 gate 2 mpechoaround self $I unlocks the adamantium door.~ P 52 TRIG_VOID OPROG_GOD_COMMAND mpechoat self You unlock the platinum door. mpat 11830 mpechoat M11800 gate 3 mpechoaround self $I unlocks the platinum door.~ P 53 TRIG_VOID OPROG_GOD_COMMAND mpechoat self You unlock the alabaster door. mpat 11830 mpechoat M11800 gate 4 mpechoaround self $I unlocks the alabaster door.~ P 97 TRIG_VOID OPROG_ECHO No way! You are still fighting!~ P 98 TRIG_VOID OPROG_ECHO You find it difficult to unlock something without holding the key.~ P 99 TRIG_VOID OPROG_GOD_ARGUMENT unlock~ #0 #ROOMS #11800 The Ledge~ This ledge is long and smooth. It is carved out of stone. The craftsmanship is incredible, almost as if it were made by some ancient tribe of dwarves. There is a smooth black wall all along the north and west sides. The ledge continues south and east. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST You look out over the ledge.~ ~ 0 -1 11801 DDIR_SOUTH You look out over the ledge.~ ~ 0 -1 11804 S #11801 The Ledge~ This ledge is long and smooth. It is carved out of stone. The craftsmanship is incredible, almost as if it were made by some ancient tribe of dwarves. There is a smooth black wall all along the north side. To the south you can feel warmth radiating from a pit. It's very dark down there. The ledge continues to the east and west. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST You look out over the ledge.~ ~ 0 -1 11802 DDIR_SOUTH You look into a pit filled with boiling lava.~ ~ 0 -1 11805 DDIR_WEST You look out over the ledge.~ ~ 0 -1 11800 S #11802 The Ledge~ This ledge is long and smooth. It is carved out of stone. The craftsmanship is incredible, almost as if it were made by some ancient tribe of dwarves. There is a smooth black wall all along the north side. To the south you can feel warmth radiating from a pit. It's very dark down there. The ledge continues to the east and west. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST You look out over the ledge~ ~ 0 -1 11803 DDIR_SOUTH You look into a pit filled with boiling lava.~ ~ 0 -1 11806 DDIR_WEST You look out over the ledge.~ ~ 0 -1 11801 S #11803 The Ledge~ This ledge is long and smooth. It is carved out of stone. The craftsmanship is incredible, almost as if it were made by some ancient tribe of dwarves. There is a smooth black wall all along the north and east sides. The ledge continues to the west. To the south you can see some fine steps leading up. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see some stairs of incredible craftsmanship.~ ~ 0 -1 11807 DDIR_WEST You look out over the ledge.~ ~ 0 -1 11802 S #11804 The Ledge~ This ledge is long and smooth. It is carved out of stone. The craftsmanship is incredible, almost as if it were made by some ancient tribe of dwarves. There is a smooth black wall all along the west side. To the east you can feel warmth radiating from a pit. It's very dark down there. The ledge continues to the north and south. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look out over the ledge.~ ~ 0 -1 11800 DDIR_EAST You look into a pit filled with boiling lava.~ ~ 0 -1 11805 DDIR_SOUTH You look out over the ledge.~ ~ 0 -1 11809 S #11805 The Pit~ Ack! There's a bunch of lava in this pit! It's very hot! You ought to leave. All you can see is more lava. The ledge is too high to get back on. The pit continues east and south. ~ 0 ROOM_INDOORS SECT_LAVA DDIR_EAST You see a pit.~ ~ 0 -1 11806 DDIR_SOUTH You see a pit.~ ~ 0 -1 11810 S #11806 The Pit~ Ack! There's a bunch of lava in this pit! It's very hot! You ought to leave. All you can see is more lava. The ledge is too high to get back on. The pit continues to the west. ~ 0 ROOM_INDOORS SECT_LAVA DDIR_WEST You see a pit.~ ~ 0 -1 11805 S #11807 Some Stairs~ These stairs are so precisely carved that you feel they were created just for your feet. They almost seem to grab your boots to prevent them from slipping, yet you still maintain complete control. To the west you can see a pit. To the south is another ledge, higher than the first. North is the lower ledge. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look out over the ledge.~ ~ 0 -1 11803 DDIR_SOUTH You look out over the ledge.~ ~ 0 -1 11812 DDIR_WEST You look into a pit filled with boiling lava.~ ~ 0 -1 11806 S #11808 The Circular Hallway~ The hallway is well lighted. All sorts of deadly weaponry line the walls. The ceiling is about thirty feet high. The floor is made of black, adjacent, hexagonal bricks. The hallway circles to the east and south. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST You look out over a circular hallway.~ ~ 0 -1 11813 S #11809 The Ledge~ This ledge is long and smooth. It is carved out of stone. The craftsmanship is incredible, almost as if it were made by some ancient tribe of dwarves. There is a smooth black wall all along the west side. To the east you can feel warmth radiating from a pit. It's very dark down there. The ledge continues to the north and south. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look out over the ledge.~ ~ 0 -1 11804 DDIR_EAST You look into a pit filled with boiling lava.~ ~ 0 -1 11810 DDIR_SOUTH You look out over the ledge.~ ~ 0 -1 11814 S #11810 The Pit~ Ack! There's a bunch of lava in this pit! It's very hot! You ought to leave. All you can see is more lava. The ledge is too high to get back on. The pit continues north and south. ~ 0 ROOM_INDOORS SECT_LAVA DDIR_NORTH You see a pit.~ ~ 0 -1 11805 DDIR_SOUTH You see a pit.~ ~ 0 -1 11815 S #11811 The Higher Ledge~ The ledge here is higher and narrower than the lower ledge. The view of the surrounding area is better, but you still can't see what's in the pit. The warmth you felt radiating from it earlier is forgotten as you start feeling a little dizzy. The ledge continues east and south. The pit is north and west. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look into a pit filled with boiling lava.~ ~ 0 -1 11806 DDIR_EAST You look out over the ledge.~ ~ 0 -1 11812 DDIR_SOUTH You look out over the ledge.~ ~ 0 -1 11816 DDIR_WEST You look into a pit filled with boiling lava.~ ~ 0 -1 11810 S #11812 The Higher Ledge~ The ledge here is higher and narrower than the lower ledge. The view of the surrounding area is better, but you still can't see what's in the pit. The warmth you felt radiating from it earlier is forgotten as you start feeling a little dizzy. The ledge continues west. You see some stairs to the north. The pit is south. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see some stairs.~ ~ 0 -1 11807 DDIR_SOUTH You look into a pit filled with boiling lava.~ ~ 0 -1 11877 DDIR_WEST You look out over the ledge.~ ~ 0 -1 11811 S #11813 The Circular Hallway~ The hallway is well lighted. All sorts of deadly weaponry line the walls. The ceiling is about thirty feet high. The floor is made of black, adjacent, hexagonal bricks. The hallway circles to the east and south. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the morgue.~ ~ 0 -1 11884 DDIR_EAST You look out over the center of the temple.~ ~ 0 -1 11880 DDIR_SOUTH You see the petshop.~ ~ 0 -1 11885 DDIR_WEST You look out over the circular hallway.~ ~ 0 -1 11808 S #11814 The Ledge~ This ledge is long and smooth. It is carved out of stone. The craftsmanship is incredible, almost as if it were made by some ancient tribe of dwarves. There is a smooth black wall all along the west side. To the east you can feel warmth radiating from a pit. It's very dark down there. The ledge continues to the north and south. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look out over the ledge.~ ~ 0 -1 11809 DDIR_EAST You look into a pit filled with boiling lava.~ ~ 0 -1 11815 DDIR_SOUTH You look out over the ledge.~ ~ 0 -1 11817 S #11815 The Pit~ Ack! There's a bunch of lava in this pit! It's very hot! You ought to leave. All you can see is more lava. The ledge is too high to get back on. The pit continues north and south. ~ 0 ROOM_INDOORS SECT_LAVA DDIR_NORTH You see a pit.~ ~ 0 -1 11810 DDIR_SOUTH You see a pit.~ ~ 0 -1 11818 S #11816 The Ledge Ends~ You stand on the final section of the ledge. The view is remarkable. Far to the south you can see the ledge archway. The pit lies to the east, south, and west. To the north the ledge continues. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look out over the ledge.~ ~ 0 -1 11811 DDIR_EAST You look into a pit filled with boiling lava.~ ~ 0 -1 11877 DDIR_SOUTH You look into a pit filled with boiling lava.~ ~ 0 -1 11819 DDIR_WEST You look into a pit filled with boiling lava.~ ~ 0 -1 11815 S #11817 The Ledge~ This ledge is long and smooth. It is carved out of stone. The craftsmanship is incredible, almost as if it were made by some ancient tribe of dwarves. There is a smooth black wall all along the west side. To the east you can feel warmth radiating from a pit. It's very dark down there. The ledge continues to the north and south. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look out over the ledge.~ ~ 0 -1 11814 DDIR_EAST You look into a pit filled with boiling lava.~ ~ 0 -1 11818 DDIR_SOUTH You look out over the ledge.~ ~ 0 -1 11822 S #11818 The Pit~ Ack! There's a bunch of lava in this pit! It's very hot! You ought to leave. All you can see is more lava. The ledge is too high to get back on. The pit continues north and east. ~ 0 ROOM_INDOORS SECT_LAVA DDIR_NORTH You see a pit.~ ~ 0 -1 11815 DDIR_EAST You see a pit.~ ~ 0 -1 11819 S #11819 The Pit~ Ack! There's a bunch of lava in this pit! It's very hot! You ought to leave. All you can see is more lava. The ledge is too high to get back on. The pit continues east and west. ~ 0 ROOM_INDOORS SECT_LAVA DDIR_EAST You see some stairs.~ ~ 0 -1 11820 DDIR_WEST You see a pit.~ ~ 0 -1 11818 S #11820 Some Stairs~ These stairs seem to have once been a beautiful black marble. Now they're charred and not very sturdy. They lead into a dark, warm pit to the north and west. The top of the stairs is to the south. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look into a pit filled with boiling lava.~ ~ 0 -1 11877 DDIR_SOUTH You look out over the ledge.~ ~ 0 -1 11825 DDIR_WEST You look into a pit filled with boiling lava.~ ~ 0 -1 11819 S #11821 The Circular Hallway~ The hallway is well lighted. All sorts of deadly weaponry line the walls. The ceiling is about thirty feet high. The floor is made of black, adjacent, hexagonal bricks. The hallway circles to the east and south. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the armor shop.~ ~ 0 -1 11882 DDIR_EAST You look out over a circular hallway.~ ~ 0 -1 11826 DDIR_WEST You look out over the center of the temple~ ~ 0 -1 11880 S #11822 The Ledge~ This ledge is long and smooth. It is carved out of stone. The craftsmanship is incredible, almost as if it were made by some ancient tribe of dwarves. There is a smooth black wall all along the south side. The ledge continues to the north and east. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look out over the ledge.~ ~ 0 -1 11817 DDIR_EAST You look out over the ledge.~ ~ 0 -1 11823 S #11823 The Ledge~ This ledge is long and smooth. It is carved out of stone. The craftsmanship is incredible, almost as if it were made by some ancient tribe of dwarves. There is a smooth black wall all along the south side. To the north you can feel warmth radiating from a pit. It's very dark down there. The ledge continues to the east and west. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look into a pit filled with boiling lava.~ ~ 0 -1 11818 DDIR_EAST You look out over the ledge.~ ~ 0 -1 11824 DDIR_WEST You look out over the ledge.~ ~ 0 -1 11822 S #11824 The Ledge Archway~ You walk through a huge, beautiful, black marble archway to find youself standing on a smooth black ledge carved out of stone. From here you can see the ledge continuing to the east and west, with a large pit to the north. To the south are stairs leading down. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look into a pit filled with boiling lava.~ ~ 0 -1 11819 DDIR_EAST You look out over the ledge.~ ~ 0 -1 11825 DDIR_SOUTH You see stairs leading down.~ ~ 0 -1 11831 DDIR_WEST You look out over the ledge.~ ~ 0 -1 11823 S #11825 The Ledge~ This ledge is long and smooth. It is carved out of stone. The craftsmanship is incredible, almost as if it were made by some ancient tribe of dwarves. There is a smooth black wall all along the south side. To the north you can see some stairs descending into a pit. It's very dark down there. The ledge continues to the west. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see some stairs.~ ~ 0 -1 11820 DDIR_WEST You look out over the ledge.~ ~ 0 -1 11824 S #11826 The Circular Hallway~ The hallway is well lighted. All sorts of deadly weaponry line the walls. The ceiling is about thirty feet high. The floor is made of black, adjacent, hexagonal bricks. The hallway circles to the east and south. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_WEST You look out over a circular hallway.~ ~ 0 -1 11821 S #11827 The Darkest Chamber~ This chamber has got to be the darkest chamber you have ever been in. Your light source only illuminates a five foot radius around you, making it impossible to see what lies in the dark corners of the chamber. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST It is pitch black ...~ ~ 0 -1 11828 E e ea eas east~ It is pitch black ... ~ S #11828 The Dark Tunnel~ You stand in a dark tunnel. Your light source seems almost powerless in the dense darkness here. You could almost cut through the darkness with a blade. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You look through a doorway.~ ~ 0 -1 11834 DDIR_WEST It is pitch black ...~ ~ 0 -1 11827 E w we wes west~ It is pitch black ... ~ S #11830 The Control Center~ Little red and green lights are flickering on several control panels here. The controller sits in a huge leather chair keeping an eye on them, but he seems to be more interested in mudding. You see a sign. ~ 0 ROOM_NO_MOB SECT_INSIDE E sign~ {078} Scandum Technology ~ S #11831 Sloping Steps~ You stand on a staircase in which must be over fifty steps. Each step seems to be carved to precision. You can't tell the difference between any two of them. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see steps leading up into darkness.~ ~ 0 -1 11824 DDIR_SOUTH You look out over a circular hallway.~ ~ 0 -1 11840 E n no nor nort north~ You see steps leading up into darkness. {300}1> A length of darkness... ~ S #11834 The Dark Tunnel~ The tunnel here is quite dark. The air is damp and cool. There are faint sounds coming from the dark corners. The tunnel continues to the east. There is a doorway to the north. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look through a doorway.~ ~ 0 -1 11828 DDIR_EAST You see a tunnel.~ ~ 0 -1 11835 S #11835 The Dark Tunnel~ The tunnel here is quite dark. The air is damp and cool. There are faint sounds coming from the dark corners. The tunnel continues to the south and west. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see a tunnel.~ ~ 0 -1 11843 DDIR_WEST You see a tunnel.~ ~ 0 -1 11834 S #11838 The Circular Hallway~ The hallway is well lighted. All sorts of deadly weaponry line the walls. The ceiling is about thirty feet high. The floor is made of black, adjacent, hexagonal bricks. The hallway circles to the east and south. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST You look out over a circular hallway.~ ~ 0 -1 11839 DDIR_SOUTH You look out over a circular hallway.~ ~ 0 -1 11845 S #11839 The Circular Hallway~ The hallway is well lighted. All sorts of deadly weaponry line the walls. The ceiling is about thirty feet high. The floor is made of black, adjacent, hexagonal bricks. The hallway circles to the east and west. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST You look out over a circular hallway.~ ~ 0 -1 11840 DDIR_WEST You look out over a circular hallway.~ ~ 0 -1 11838 S #11840 The Circular Hallway~ The hallway is well lighted. All sorts of deadly weaponry line the walls. The ceiling is about thirty feet high. The floor is made of black, adjacent, hexagonal bricks. The hallway circles to the west and east. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see some stairs.~ ~ 0 -1 11831 DDIR_WEST You look out over a circular hallway.~ ~ 0 -1 11839 S #11841 The Circular Hallway~ The hallway is well lighted. All sorts of deadly weaponry line the walls. The ceiling is about thirty feet high. The floor is made of black, adjacent, hexagonal bricks. The hallway circles to the east and west. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST You look out over a circular hallway.~ ~ 0 -1 11842 S #11842 The Circular Hallway~ The hallway is well lighted. All sorts of deadly weaponry line the walls. The ceiling is about thirty feet high. The floor is made of black, adjacent, hexagonal bricks. The hallway circles to the west and south. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You look out over a circular hallway.~ ~ 0 -1 11848 DDIR_WEST You look out over a circular hallway.~ ~ 0 -1 11841 S #11843 The Dark Tunnel~ The tunnel here is quite dark. The air is damp and cool. There are faint sounds coming from the dark corners. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see a tunnel.~ ~ 0 -1 11835 DDIR_SOUTH You see some winding stairs.~ ~ 0 -1 11851 S #11844 A Dark Hallway~ It is pitch black ... ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST You look out over a circular hallway.~ ~ 0 -1 11845 S #11845 The Circular Hallway~ The hallway is well lighted. All sorts of deadly weaponry line the walls. The ceiling is about thirty feet high. The floor is made of black, adjacent, hexagonal bricks. The hallway circles to the north and south. There is a dark hallway to the west. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look out over a circular hallway.~ ~ 0 -1 11838 DDIR_SOUTH You look out over a circular hallway.~ ~ 0 -1 11852 DDIR_WEST You stare into the darkness ...~ ~ 0 -1 11844 S #11846 The Pit~ You stand knee deep in lava. The walls of the pit have been scorched black by the smoke that rises up from the fires below. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_LAVA DDIR_UP You see stairs leading up.~ ~ 0 -1 11853 S #11847 The Second Key Chamber~ You stand in a small room. Only one guard is here, luckily for you. On his belt you can see a small key. As you glance at it, he moves one of his hands down to cover it. The other hand is brought to his weapon, and he charges toward you. The only exit is the runed door to the south. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE E door runed~ Only your voice may open this door. ~ S #11848 The Circular Hallway~ The hallway is well lighted. All sorts of deadly weaponry line the walls. The ceiling is about thirty feet high. The floor is made of black, adjacent, hexagonal bricks. The hallway circles to the east and north. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look out over a circular hallway.~ ~ 0 -1 11842 DDIR_EAST You look out over a circular hallway.~ ~ 0 -1 11849 S #11849 The Circular Hallway~ The hallway is well lighted. All sorts of deadly weaponry line the walls. The ceiling is about thirty feet high. The floor is made of black, adjacent, hexagonal bricks. The hallway circles to the west and south. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST You see some winding stairs.~ ~ 0 -1 11850 DDIR_SOUTH You look out over a circular hallway.~ ~ 0 -1 11857 DDIR_WEST You look out over a circular hallway.~ ~ 0 -1 11848 S #11850 Winding Stairs~ You stand on the top step of some winding stairs. Light coming from the circular hallway to the west dances over the steps. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_WEST You look out over a circular hallway.~ ~ 0 -1 11849 DDIR_DOWN The stairs circle downward and you can only guess where they lead to.~ ~ 0 -1 11851 S #11851 Winding Stairs~ You stand on the bottom step of some winding stairs. The air is damp and cool. There is a dark tunnel to the north. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see a tunnel.~ ~ 0 -1 11843 DDIR_UP The stairs circle upward and you can only guess where they lead to.~ ~ 0 -1 11850 S #11852 The Circular Hallway~ The hallway is well lighted. All sorts of deadly weaponry line the walls. The ceiling is about thirty feet high. The floor is made of black, adjacent, hexagonal bricks. The hallway circles to the north and south. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look out over a circular hallway.~ ~ 0 -1 11845 DDIR_SOUTH You look out over a circular hallway.~ ~ 0 -1 11858 S #11853 Some Stairs~ These stairs were once crafted of the finest black obsidian. Now they are dull, their sheen dulled by the searing heat of the pit below them. The top of the stairs is to the east. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST You see an intersection.~ ~ 0 -1 11854 DDIR_DOWN You stare into the pit.~ ~ 0 -1 11846 S #11854 An Intersection~ You have arrived at an intersection. The walls are merely black brick. A deep, red glow from the west illuminates the room. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST You see a small hallway.~ ~ 0 -1 11855 DDIR_SOUTH You look out over a circular hallway through the door opening.~ ~ 0 -1 11860 DDIR_WEST You see a small hallway.~ ~ 0 -1 11853 S #11855 Before an Inner Door~ You stand in a small hallway leading deeper into the temple. Heat radiates from the northern wall. The intersection is to the west. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_WEST You see an intersection.~ ~ 0 -1 11854 E rune~ {008} {108} 8888888888888b d888888888888 {108} V888888888b V8b d8V d888888888V {108} V888888b V8b d8V d888888V {108} V888b Y8b d8Y d888V {108} V8888b d8888V {108} V88b d88V {108} V8Y8V {108} 888 {108} d888b {108} dY' `Yb {108} d8 8b {108} 8Y Y8 {108} 8' `8 {108} Vb dV {108} Vb dV {108} Vb dV {108} VYV {108} V ~ S #11856 Before an Inner Door~ You stand in a small hallway leading deeper into the temple. Heat radiates from the north where a disintegrating fire blocks your path. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see a burning chamber.~ ~ 0 -1 11890 E rune~ {008} {108} 8888888888888b d888888888888 {108} V888888888b V8b d8V d888888888V {108} V888888b V8b d8V d888888V {108} V888b Y8b d8Y d888V {108} V8888b d8888V {108} V88b d88V {108} V8Y8V {108} 888 {108} d888b {108} dY' `Yb {108} d8 8b {108} 8Y Y8 {108} 8' `8 {108} Vb dV {108} Vb dV {108} Vb dV {108} VYV {108} V ~ S #11857 The Circular Hallway~ The hallway is well lighted. All sorts of deadly weaponry line the walls. The ceiling is about thirty feet high. The floor is made of black, adjacent, hexagonal bricks. The hallway circles to the north and south. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look out over a circular hallway.~ ~ 0 -1 11849 DDIR_SOUTH You look out over a circular hallway.~ ~ 0 -1 11863 S #11858 The Circular Hallway~ The hallway is well lighted. All sorts of deadly weaponry line the walls. The ceiling is about thirty feet high. The floor is made of black, adjacent, hexagonal bricks. The hallway circles to the north and east. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look out over a circular hallway.~ ~ 0 -1 11852 S #11859 The Circular Hallway~ The hallway is well lighted. All sorts of deadly weaponry line the walls. The ceiling is about thirty feet high. The floor is made of black, adjacent, hexagonal bricks. The hallway circles to the east and west. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST You look out over a circular hallway.~ ~ 0 -1 11860 S #11860 The Circular Hallway~ The hallway is well lighted. All sorts of deadly weaponry line the walls. The ceiling is about thirty feet high. The floor is made of black, adjacent, hexagonal bricks. The hallway circles to the east and west. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see an intersection through the door opening.~ ~ 0 -1 11854 DDIR_EAST You look out over a circular hallway.~ ~ 0 -1 11861 DDIR_SOUTH You see the temple gates.~ ~ 0 -1 11866 DDIR_WEST You look out over a circular hallway.~ ~ 0 -1 11859 S #11861 The Circular Hallway~ The hallway is well lighted. All sorts of deadly weaponry line the walls. The ceiling is about thirty feet high. The floor is made of black, adjacent, hexagonal bricks. The hallway circles to the east and west. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_WEST You look out over a circular hallway.~ ~ 0 -1 11860 S #11862 The Circular Hallway~ The hallway is well lighted. All sorts of deadly weaponry line the walls. The ceiling is about thirty feet high. The floor is made of black, adjacent, hexagonal bricks. The hallway circles to the east and west. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST You look out over a circular hallway.~ ~ 0 -1 11863 S #11863 The Circular Hallway~ The hallway is well lighted. All sorts of deadly weaponry line the walls. The ceiling is about thirty feet high. The floor is made of black, adjacent, hexagonal bricks. The hallway circles to the north and west. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look out over a circular hallway.~ ~ 0 -1 11857 DDIR_WEST You look out over a circular hallway.~ ~ 0 -1 11862 S #11864 Before the Temple Gates~ You stand before the temple gates. The thick walls made from a million black and dark red bricks tower high above you. ~ 0 0 SECT_INSIDE DDIR_SOUTH You see the temple entrance.~ ~ 0 -1 11865 S #11865 The Temple Entrance~ Before you stands the largest temple you have ever seen. It seems circular in shape, from what you can see. It is made of black bricks, all the way to the top, though some spots are colored dark red. The colors seem almost burned into it. {168} You have a great view of the Temple here. ~ 0 ROOM_NO_MOB SECT_INSIDE DDIR_NORTH You see the temple gates.~ ~ 0 -1 11864 DDIR_SOUTH You see the jungle.~ ~ 0 -1 11870 E temple~ {078} Presto 12/14/94 {078} Scandum 07/23/01 {128}{128}{128} {128} {128}{128}{128}{128}{128}{128} {128}{128}{128}{108} ___ {108}{108} {108}{108} ___ {128}{128}{128} {128} {128}{128}{128}{128}{128}{128} {128}{128}{128}{108} | {018}-{108} |_____| {018}-{108} | {128}{128}{128} {128} {128}{128}{128}{128}{128}{128} {128}{128}{128}{108} | {018}-{018} {018}-{108} | {128}{128}{128} {128} {128}{128}{128}{128}{128}{128} {128}{128}{128}{108} |_{018}- _{018}_{018}_ -{108}_| {128}{128}{128} {128} @@@ {128}{128}{128}{128}{128}{128} @@@ {128}{128}{128}{108} | {018}__{018}_{018}__ {108} | {128}{128} @@@ {128}{128}{128}{128}{128}{128} @@@ {128}{128}{128} {128} @@@@@ {128}{128}{128}{128}{128}{128} @@@@@ {128}{128}{128}{108} _| {018}___{018}_{018}___{108} |_ {128}{128} @@@@@ {128}{128}{128}{128}{128}{128} @@@@@ {128}{128}{128} {128} @@@@@ {128}{128}{128}{128}{128}{128} @@@@@ {128}{128}{128}{108} | {018}____{018}_{018}____{108} | {128}{128} @@@@@ {128}{128}{128}{128}{128}{128} @@@@@ {128}{128}{128} {128} @@@ {128}{128}{128}{128}{128}{128} @@@ {128}{128}{128}{108} _| {018}____ {108}_{018} ____{108} |_ {128}{128} @@@ {128}{128}{128}{128}{128}{128} @@@ {128}{038}{038} {038} | {038}{038}{038}{038}{038}{038} | {038}{038}{038}{108} _/ {018}_____ {108}/ \{018} _____{108} \_ {128}{038} | {038}{038}{038}{038}{038}{038} | {128} |/__{038}|{128}__{038}|{128}__{038}|{128}__\|/__{038}|{128}__{038}|{128}__{038}|{128}__ {108}/________/{018}___{108}\________\ {128}__{038}|{128}__{038}|{128}__{038}|{128}__\|/__{038}|{128}__{038}|{128}__{038}|{128}__\| ~ S #11866 The Temple Gates~ You stand before the temple gates. The ceiling is about thirty feet high. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look out over a circular hallway.~ ~ 0 -1 11860 S #11867 A Clearing~ You stand in a small clearing. There really isn't anything exciting here. The grass is green, and there's a clear sky above. To the south you see the cross roads. ~ 0 0 SECT_FOREST DDIR_NORTH You see a rutted path.~ ~ 0 -1 28200 DDIR_EAST You see a forest trail.~ ~ 0 -1 13482 DDIR_SOUTH You see the cross roads.~ ~ 0 -1 11874 S #11868 The Jungle~ You stand in the jungle which is pretty thick here. There are trees, vines, shrubs, and almost every other type of plant-life you can imagine. The jungle gets thicker westwards. ~ 0 ROOM_NO_MOB SECT_FOREST DDIR_EAST You see the jungle.~ ~ 0 -1 11869 DDIR_SOUTH You see a forest trail.~ ~ 0 -1 13644 S #11869 The Jungle~ You stand in the jungle which is pretty thick here. There are trees, vines, shrubs, and almost every other type of plant-life you can imagine. The jungle continues to the east and west. ~ 0 0 SECT_FOREST DDIR_EAST You see the jungle.~ ~ 0 -1 11870 DDIR_WEST You see the jungle.~ ~ 0 -1 11868 S #11870 The Jungle Intersection~ Just as you were beginning to despair because the jungle looked as though it would never end, you arrive at an intersection. The jungle continues east and west, but to the north you can see some sort of structure, almost like a building, protruding from the tree-tops to the north. ~ 0 0 SECT_FOREST DDIR_NORTH You see something big.~ ~ 0 -1 11865 DDIR_EAST You see the jungle.~ ~ 0 -1 11871 DDIR_WEST You see the jungle.~ ~ 0 -1 11869 S #11871 The Jungle~ You stand in the jungle which is pretty thick here. There are trees, vines, shrubs, and almost every other type of plant-life you can imagine. The jungle continues to the east and west. ~ 0 0 SECT_FOREST DDIR_EAST You see the jungle.~ ~ 0 -1 11872 DDIR_WEST You see the jungle.~ ~ 0 -1 11870 S #11872 The Jungle~ You stand in the jungle which is pretty thick here. There are trees, vines, shrubs, and almost every other type of plant-life you can imagine. The jungle continues to the east and west. ~ 0 0 SECT_FOREST DDIR_EAST You see the jungle.~ ~ 0 -1 11873 DDIR_SOUTH You see some forest.~ ~ 0 -1 11929 DDIR_WEST You see the jungle.~ ~ 0 -1 11871 S #11873 The Jungle~ You stand in the jungle which started as just a few trees in the east, but it quickly grew into a vast, lush jungle to the west. There are trees, vines, shrubs, and almost every other type of plant-life you can imagine. The cross roads are east. The jungle gets thicker to the west. ~ 0 ROOM_NO_MOB SECT_FOREST DDIR_EAST You see the cross roads.~ ~ 0 -1 11874 DDIR_WEST You see the dense jungle.~ ~ 0 -1 11872 S #11874 The Cross Roads~ You stand on the cross roads. They seem to have been well-trodden. Trails clearly stretch out in all the compass directions. To the west is a lot of dense vegetation. Far off to the east you see barren land. To the south you can make out Ocean City. Finally to the north you see a small clearing. ~ 0 0 SECT_CITY DDIR_NORTH You see a clearing.~ ~ 0 -1 11867 DDIR_EAST You see barren land off in the distance.~ ~ 0 -1 11875 DDIR_SOUTH You see Ocean City.~ ~ 0 -1 11876 DDIR_WEST You see a dense jungle.~ ~ 0 -1 11873 S #11875 A Barren Trail~ You stand on a totally barren trail. Not even a single blade of grass has been able to poke through the rough top-soil. The cross roads are west. Off in the east, the barren land continues as far as your eyes can see. ~ 0 0 SECT_DESERT DDIR_WEST You see the cross roads.~ ~ 0 -1 11874 S #11876 Outside Ocean City~ You stand on the outskirts of Ocean City. The ground is covered with grass. A few rabbits occasionally pop there heads up from their burrows, and then duck back down when they see you look at them. The cross roads are north. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_NORTH You see the cross roads.~ ~ 0 -1 11874 DDIR_EAST You see a very small clearing.~ ~ 0 -1 12365 DDIR_SOUTH You see Ocean City.~ ~ 0 -1 11400 S #11877 The Pit~ Ack! There's a bunch of lava in this pit! It's very hot! You ought to leave. All you can see is more lava. The ledge is too high to get back on. The pit continues to the south. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_LAVA DDIR_SOUTH You see some stairs.~ ~ 0 -1 11820 S #11880 The Center of the Temple~ You stand in the spacious center of the temple. Two hallways circle east and westwards into the temple. ~ 0 ROOM_INDOORS|ROOM_SAFE|ROOM_NOTE_BOARD SECT_CITY DDIR_NORTH You look out over the center of the temple.~ ~ 0 -1 11883 DDIR_EAST You look out over a circular hallway.~ ~ 0 -1 11821 DDIR_SOUTH You look out over an intersection.~ ~ 0 -1 11854 DDIR_WEST You look out over a circular hallway.~ ~ 0 -1 11813 DDIR_DOWN You see a wrinkle through time and space leading to Roterodamum.~ ~ 0 -1 9755 S #11881 The void within~ You find yourself spinning in darkness, weightless.. the tasteless void surrounding you kills your senses, till nothing but a numb cold emotion inside you is left. ~ 0 ROOM_SAFE SECT_INSIDE DDIR_DOWN ~ ~ 0 -1 9755 S #11882 The Armor Shop~ You stand in a brightly lit room, along the walls you see some of the most powerful items from all known eras. Some are rumored to be so powerful only a God could wear them without being destroyed by their power. ~ 0 ROOM_INDOORS SECT_CITY DDIR_SOUTH You look out over a circular hallway.~ ~ 0 -1 11821 S #11883 The Altar room~ You stand in the center of the temple. A thousand bright flames hover in the air above you, forming a pentagram. The dark alabaster walls are covered with ancient runes which only immortals were granted the knowledge to read millenia ago. ~ 0 ROOM_INDOORS|ROOM_ALTAR_N|ROOM_SAFE SECT_INSIDE DDIR_SOUTH You look out over the center of the temple.~ ~ 0 -1 11880 S #11884 The Morgue~ You stand in a small room filled with corpses. Once in a while small devils fly in and throw a fresh one on one of the piles of corpses. ~ 0 ROOM_INDOORS|ROOM_MORGUE SECT_CITY DDIR_SOUTH You look out over a circular hallway.~ ~ 0 -1 11813 S #11885 The Pet Shop~ Cages line the wall so you can examine the powerful creatures that are for sale here. The thick steel bars of the cages of the ultra fast fire birds and the slow but strong lava beasts draw your attention. ~ 0 ROOM_INDOORS|ROOM_PET_SHOP SECT_CITY DDIR_NORTH You look out over a circular hallway.~ ~ 0 -1 11813 S #11886 The Pet Shop~ ~ 0 ROOM_NO_MOB SECT_INSIDE S #11890 A Burning Chamber~ You stand here enshrouded by flames. A disintegrating heat surrounds you. Through the bright yellow flames you can see an exit to the north and south. ~ 0 ROOM_INDOORS|ROOM_NO_SAVE SECT_LAVA DDIR_NORTH You see the center of the temple.~ ~ 0 -1 11891 DDIR_SOUTH You see a small hallway.~ ~ 0 -1 11856 S #11891 The Altar~ You stand in the center of the Temple. A black altar stands here. Streams of dried up blood cover it from the last sacrificial ritual. ~ 0 ROOM_INDOORS|ROOM_SAFE|ROOM_NO_SAVE SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 11890 S #11893 A Cell~ The cell reeks of decay and disease. Long dead skeletons hang from shackles bolted in the cold stone walls. A scorched black rope dangles from the ceiling above. The rotting corpse of a rat is impaled upon a rusted torture device in the corner. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_GOHOME|ROOM_NO_SAVE SECT_INSIDE S #11894 A Hallway~ A small flame hovers twenty feet high above the ground, its dim light shining upon the dark grey stones lining the walls here, which are emblazoned with the symbol of Fire. Guards are walking around and the sound of a large crowd to the far east fills the room. ~ 0 ROOM_INDOORS|ROOM_NO_GOHOME|ROOM_NO_SAVE SECT_INSIDE DDIR_EAST You look out over a hallway.~ ~ 0 -1 11895 DDIR_WEST You see a cell.~ ~ 0 -1 11893 E e ea eas east~ You try to look past the guard before you, but its shoulders are too broad. ~ S #11895 A Hallway~ A small flame hovers twenty feet high above the ground, its dim light shining upon the dark grey stones lining the walls here, which are emblazoned with the symbol of Fire. Guards are walking around and you hear the disturbing sound of a large crowd to the far east. ~ 0 ROOM_INDOORS|ROOM_NO_GOHOME|ROOM_NO_SAVE SECT_INSIDE DDIR_EAST You look out over an inner square.~ ~ 0 -1 11898 DDIR_WEST You see a hallway.~ ~ 0 -1 11894 E e ea eas east~ You try to look past the guard before you, but its shoulders are too broad. ~ S #11896 An Inner Square~ You stand on an inner square. Blood has colored the bricks that pave this square into a dark red. ~ 0 ROOM_NO_GOHOME|ROOM_NO_SAVE SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 11896 DDIR_EAST ~ ~ 0 -1 11896 DDIR_SOUTH ~ ~ 0 -1 11896 DDIR_WEST ~ ~ 0 -1 11896 E n no nor nort north e ea eas east s so sou sout south w we wes west~ The crowd blocks your view. ~ S #11897 The Death Match Arena~ You are in an arena. The stones that pave the ground are stained by bloody battles to a dark, crimson red. A massive crowd is gathered, blocking exits in all directions. ~ 0 ROOM_NO_GOHOME|ROOM_NO_SAVE SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 11896 DDIR_EAST ~ ~ 0 -1 11896 DDIR_SOUTH ~ ~ 0 -1 11896 DDIR_WEST ~ ~ 0 -1 11896 E n no nor nort north e ea eas east s so sou sout south w we wes west~ The crowd blocks your view. ~ S #11898 An Inner Square~ You stand on an inner square. Blood has colored the bricks that pave this square into a dark red. ~ 0 ROOM_NO_GOHOME|ROOM_NO_SAVE SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 11896 DDIR_EAST ~ ~ 0 -1 11896 DDIR_SOUTH ~ ~ 0 -1 11896 DDIR_WEST ~ ~ 0 -1 11896 E n no nor nort north e ea eas east s so sou sout south w we wes west~ The crowd blocks your view. ~ S #0 #RESETS O 11807 99 11854 O 11808 9 11840 O 11809 9 11841 O 11808 9 11826 O 11809 9 11808 O 11813 9 11864 O 11814 9 11866 O 11817 9 11858 O 11818 9 11859 O 11815 9 11861 O 11816 9 11862 O 11819 9 11850 O 11820 9 11851 O 11824 9 11855 O 11825 9 11856 O 11811 9 11816 O 11827 1 11883 O 11853 1 11880 M 11800 100 11830 M 11803 100 11830 M 11804 100 11890 M 11807 100 11844 M 11809 100 11816 M 11812 100 11827 M 11815 100 11830 E 11826 1 WEAR_WIELD M 11816 100 11896 M 11816 100 11898 M 11817 100 11830 M 11819 100 11894 M 11819 100 11895 M 11820 100 11874 M 11823 100 11868 M 11823 100 11869 M 11823 100 11870 M 11823 100 11871 M 11823 100 11872 M 11823 100 11873 M 11825 100 11808 M 11826 100 11826 M 11827 100 11808 M 11827 100 11826 M 11827 100 11840 M 11827 100 11841 M 11850 100 11882 G 11851 99 0 G 11852 99 0 M 11851 100 11884 E 11828 1 WEAR_WIELD M 11852 100 11885 M 11853 100 11886 M 11854 100 11886 M 11855 100 11886 M 11856 100 11883 M 11859 100 11891 M 11857 100 11864 E 11850 1 WEAR_WIELD M 11858 100 11866 E 11850 1 WEAR_WIELD M 11806 100 11853 S #$ XXXXXXXXXX #Savearea