emud/area_current/
emud/area_current/castle/
emud/area_current/newareas/
emud/area_current/nwcentral/
emud/area_current/scontinent/
emud/clans/
emud/player/
emud/player/d/e/bak/
emud/player/e/m/
emud/player/e/m/bak/
#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