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 Ocean City~
#AUTHORS Covenant Presto~
#VERSION 3
#RANGES 25 50 1 95
#OLC_RANGES 11400 11499
#FLAGS AFLAG_NODEBUG


#HELPS
0 'OCEAN CITY'~
{138}                                    Ocean City
{300}
This coastal city is situated on the Northern continent and is the gateway to
the rest of the landmass. The city has been historically associated with the
seafaring trades and as such there is a traditional tendency towards the worship
of Ulmo. Ocean City is useful as a base for exploring the rest of the continent,
with plenty of shops and guilds (and a morgue ;) to assist you in your
adventures. The city may be reached by Griffon Airlines or through the oceans to
the north of Ofcol.

{128}  (A) {058}Quests
{128}  (B) {058}Creator's Notes
{128}  (C) {058}Map
{a}OCEANCITYQUESTS
{b}OCEANCITYNOTES
{c}OCEANCITYMAP
~

0 OCEANCITYQUESTS~
{138}                                     Quests
{300}
There is only one 'proper' quest in the city which involves helping one of the
denizens discover what has happened to his missing daughter. You will be
rewarded with a nice light.

There are also several mini quests in this area. Some are just for fun, some
will result in a small reward.
~

0 OCEANCITYNOTES~
{138}                                Creator's Notes
{300}
This area was originally created by Presto almost ten years ago as a starting
point for the rest of the continent. With the advent of a multitude of lowbie
areas since then the equipment in this area has become obsolete. My revision is
designed to correct this. I have left most of the area design as it was so
finding your way around shouldn't be a problem.
~

0 OCEANCITYMAP~
{138}                                Ocean City Map
{300}
                                      |
                                  _ _   _ _
                                 | | | | | |
                                 |  homes  |
                                 |_|_| |_|_|
                          _ _ _ _   _| |_   _ _ _ _
                        _| | | | |_|     |_| | | | |
                       |_ shops   _   *   _ guilds |
                         |_| |_|_| |_   _| |_|_|_|_|
                           | |  _____| |_____
                               |    beach    |
~

0 $~


#MOBILES
#11400
citizen m11400~
an Ocean City citizen~
A citizen of this city hurries about his business.~
This citizen seems quite cheerful and content in this city.
Maybe he could even give you DIRECTIONS if you asked.
~
ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
40 0 0 1d400+746 1d40+10
8000 0
POS_STANDING POS_STANDING SEX_MALE
>death_prog 15~
if quest (4,8,$n) == 18
  mpoload 11442
endif
~
>speech_prog directions~
say Where would you like to go? GUILDS, TRAINING YARD, SHOPS
~
>speech_prog guilds training yard practice~
say The training yard and guilds are east of the city square.
~
>speech_prog shops stores~
say The shops are west of the city square.
~
|
#11401
citizen m11401~
an Ocean City citizen~
A citizen of this city hurries about her business.~
This citizen seems quite cheerful and content in this city.
Maybe she could even give you DIRECTIONS if you asked.
~
ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
40 0 0 1d400+746 1d40+10
8000 0
POS_STANDING POS_STANDING SEX_FEMALE
>death_prog 15~
if quest (4,8,$n) == 18
  mpoload 11442
endif
~
>speech_prog directions~
say Where would you like to go? GUILDS, TRAINING YARD, SHOPS
~
>speech_prog guilds training yard practice~
say The training yard and guilds are east of the city square.
~
>speech_prog shops stores~
say The shops are west of the city square.
~
|
#11402
guard cityguard m11402~
an Ocean City guard~
A guard of this city is keeping the peace.~
This guard is fairly tall, has a beard, and takes his job quite seriously.
~
ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
1000 S
45 0 0 1d506+956 1d45+12
25000 0
POS_STANDING POS_STANDING SEX_MALE
>greet_prog 50~
if quest (1,2,$n) == 1
  shout $n the traitor is in the city!
  mpkill $n
~
|
#11403
guard gatekeeper m11403~
a Gatekeeper~
A Gatekeeper of Ocean City is here.~
This gatekeeper seems extremely powerful. It would be wise to ask him
the question "may I pass?".
~
ACT_SENTINEL|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
-1000 S
55 0 0 1d756+1469 1d55+17
50000 0
POS_STANDING POS_STANDING SEX_MALE
>exit_prog s~
mpoload 11404
close gate
lock gate
mpjunk i11404
~
>exit_prog n~
mpoload 11404
close gate
lock gate
mpjunk i11404
~
>speech_prog p may I pass?~
say You may pass if you answer the following question.
say Are you a FRIEND or a FOE?
~
>speech_prog friend~
mpmset $n quest 1 2 2
mpoload 11404
unlock gate
open gate
mpjunk i11404
say You may pass.
~
>speech_prog foe~
say Wrong answer! Prepare to die!
mpmset $n quest 1 2 1
mpkill $n
~
>death_prog 100~
mpoload 11404
~
>all_greet_prog 100~
if quest (1,2,$n) == 1
  shout Traitor!
  mpkill $n
endif
if quest (1,2,$n) == 2
  say Greetings $n, friend of Ocean City.
  mpoload 11404
  unlock gate
  open gate
  mpjunk i11404
endif
~
|
#11404
master training m11404~
the Training Master of Ocean City~
The Training Master of this city is here.~
This man is quite bulky, but it's all muscle. The sharp look he gives
you makes you shiver for a second, but then a warm smile gives him the
appearance of being someone quite friendly.
~
ACT_SENTINEL|ACT_TRAIN|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
65 0 0 1d1056+3379 1d65+22
10000 0
POS_STANDING POS_STANDING SEX_MALE
>delay_prog 3~
say That was fantastic!
smile $X
say Thanks so much for the soup. I haven't had it for ages!
say Here, take this as payment for your services.
mpoload 11443
give i11443 $X
smile $X
~
>give_prog i11901~
if quest (12,4,$n) == 3
  mpmset $n quest 12 4 4
  mpjunk i11901
  say Woohoo!
  say My favorite!
  emote guzzles the soup down, spilling half of it down his shirt.
  burp 
  mpdelay self 2 3 $n
endif
~
>delay_prog 2~
say Be off with you now!
spank $X
~
>delay_prog 1~
say Anyway, that's what they've done.
say I'd love some soup, but the only nearby place it's available is in the Land of Not.
say Fetch me some and I'll make it worth your while!
wink $X
mpdelay self 2 2 $X
~
>speech_prog shark's fin soup~
if quest (12,4,$n) == 2
  mpmset $n quest 12 4 3
  say Yes! I absolutely love it!
  say However ...
  emote looks glum.
  say It has recently been banned in Ocean City because it's "cruel" to animals!
  say Can you believe that?!
  mpdelay self 2 1 $n
endif
~
>speech_prog help~
if quest (12,4,$n) == 1
  mpmset $n quest 12 4 2
  say Being a lifelong resident of this wonderful seaside city, I have a particular weakness for seafood.
  say My favorite is shark's fin soup!
endif
~
>speech_prog hi hello~
if quest (12,4,$n) == 0
  mpmset $n quest 12 4 1
  tell $n Once you're done with your training I could use a little help.
endif
~
>greet_prog 100~
tell $n Hi there $n!
~
|
#11405
guildmaster master m11405~
the Guildmaster of Druids~
Your guildmaster is here.~
This guildmaster is tall and wears multi-colored robes. He looks very
intelligent.
~
ACT_SENTINEL|ACT_PRACTICE|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
65 0 0 1d1056+3379 1d65+22
10000 0
POS_STANDING POS_STANDING SEX_MALE
#11406
guildmaster master m11406~
the Guildmaster of Sorcerers~
Your guildmaster is here.~
This guildmaster is tall and wears sheer white robes. He looks very
intelligent.
~
ACT_SENTINEL|ACT_PRACTICE|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
65 0 0 1d1056+3379 1d65+22
10000 0
POS_STANDING POS_STANDING SEX_MALE
#11407
guildmaster master m11407~
the Guildmaster of Shamans~
Your guildmaster is here.~
This guildmaster is tall and wears the standard monk robes. He looks
very intelligent.
~
ACT_SENTINEL|ACT_PRACTICE|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
65 0 0 1d1056+3379 1d65+22
10000 0
POS_STANDING POS_STANDING SEX_MALE
#11408
guildmaster master m11408~
the Guildmaster of Warlocks~
Your guildmaster is here.~
This guildmaster is tall and wears midnight black robes. He looks very
intelligent.
~
ACT_SENTINEL|ACT_PRACTICE|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
65 0 0 1d1056+3379 1d65+22
10000 0
POS_STANDING POS_STANDING SEX_MALE
#11409
guildmaster master m11409~
the Guildmaster of Warriors~
Your guildmaster is here.~
This guildmaster is tall and wears bright shiny armor. He looks very
intelligent.
~
ACT_SENTINEL|ACT_PRACTICE|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
65 0 0 1d1056+3379 1d65+22
10000 0
POS_STANDING POS_STANDING SEX_MALE
#11410
guildmaster master m11410~
the Guildmaster of Marauders~
Your guildmaster is here.~
This guildmaster is tall and wears normal civilian clothes. He looks
very intelligent.
~
ACT_SENTINEL|ACT_PRACTICE|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
65 0 0 1d1056+3379 1d65+22
10000 0
POS_STANDING POS_STANDING SEX_MALE
#11411
guildmaster master m11411~
the Guildmaster of Ninjas~
Your guildmaster is here.~
This guildmaster is tall and wears black, almost invisible armor. He
looks very intelligent.
~
ACT_SENTINEL|ACT_PRACTICE|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
65 0 0 1d1056+3379 1d65+22
10000 0
POS_STANDING POS_STANDING SEX_MALE
#11412
restaurant owner m11412~
the restaurant owner~
The restaurant owner is here selling fine foods.~
The restaurant owner is very plump, just like the meats he sells.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
65 0 0 1d1056+3379 1d65+22
10000 0
POS_STANDING POS_STANDING SEX_MALE
>speech_prog clams clam~
say Clams? I'm afraid I don't have any clams at the moment.
say I sometimes dig them up on the beach though.
~
|
#11413
bartender m11413~
the bartender~
The bartender stands behind the counter selling drinks.~
The bartender almost looks drunk himself!
~
ACT_SENTINEL|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
65 0 0 1d1056+3379 1d65+22
10000 0
POS_STANDING POS_STANDING SEX_MALE
#11414
pet shop owner m11414~
the pet shop owner~
The pet shop owner is here waiting for a customer.~
The pet shop owner is young, and is covered with scratches from training
the tigers he sells.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
65 0 0 1d1056+3379 1d65+22
10000 0
POS_STANDING POS_STANDING SEX_MALE
>delay_prog 1~
say You can try out a tiger if you give me 10,000 coins.
~
>bribe_prog 10000~
mpat 11452 mpmload 11420
mpat 11452 mptransfer $n
tell $n The exit is north.
~
>greet_prog 100~
mpdelay self 4 1
~
|
#11415
magician m11415~
the magician~
The magician of this city is here selling magic items.~
The magician is tall, has a white beard, and seems to be very cheerful.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
65 0 0 1d1056+3379 1d65+22
10000 0
POS_STANDING POS_STANDING SEX_MALE
>bribe_prog 500000~
mpjunk i3
if quest (4,8,$n) == 21
  mpmset $n quest 4 8 22
  mpoload 11440
  mpecho {040}The magician intones a Word of Power.{300}
  mpecho {140}The opaline sceptre glows brightly!{300}
  give i11440 $n
  say There you go! Have a look at that beauty!
  emote rubs his hands together.
  say Good doing business with you. Hopefully you'll find that useful!
  wave $n
  emote returns to his daily business.
endif
~
>give_prog i11441~
if quest (4,8,$n) == 20
  mpmset $n quest 4 8 21
  mpjunk i11441
  say And now for the money ...
  say Half a million ought to do it.
  grin 
endif
~
>give_prog i11442~
if quest (4,8,$n) == 19
  mpmset $n quest 4 8 20
  mpjunk i11442
  say Okay, now give me the sceptre.
endif
~
>greet_prog 100~
if quest (4,8,$n) == 18
  if hasobjnum ($n) == 11442
    mpmset $n quest 4 8 19
    say Wonderful! You found it.
    say I hope it wasn't too difficult.
    stare 
    say Okay give me the scroll.
  endif
endif
~
>delay_prog 2~
say If you could get it back I might be able to help you for a small fee.
grin $X
~
>speech_prog enchant~
if quest (4,8,$n) == 17
  mpmset $n quest 4 8 18
  say Hmm, you'd like to enchant it eh?
  say I used to have the perfect scroll to enchant it with too ...
  say But a citizen of this city recently bought my only one.
  mpdelay self 2 2 $n
endif
~
>delay_prog 1~
say So ...
say What did you have in mind?
~
>speech_prog sceptre~
if quest (4,8,$n) == 16
  mpmset $n quest 4 8 17
  gasp 
  say That is an extraordinary sceptre you have there!
  say Very, very, interesting.
  mpdelay self 2 1 $n
endif
~
|
#11416
weaponsmith m11416~
the weaponsmith~
The weaponsmith of this city is here selling weapons.~
The weaponsmith is large and muscular and is wearing a fine suit of
platemail.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
65 0 0 1d1056+3379 1d65+22
10000 0
POS_STANDING POS_STANDING SEX_MALE
#11417
armorer m11417~
the armorer~
The armorer of this city is here working on a suit of armor.~
This man is tall, and is wearing a fine suit of stainless chainmail.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
65 0 0 1d1056+3379 1d65+22
10000 0
POS_STANDING POS_STANDING SEX_MALE
#11418
mortician m11418~
the mortician~
The mortician of this city is here selling corpses.~
The mortician is covered in blood, from operating on corpses.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
65 0 0 1d1056+3379 1d65+22
10000 0
POS_STANDING POS_STANDING SEX_MALE
#11419
master dock m11419~
the dock master~
The dock master is here, keeping an eye on the ships.~
The dock master is short, bulky, and has a wooden leg.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
65 0 0 1d1056+3379 1d65+22
10000 0
POS_STANDING POS_STANDING SEX_MALE
#11420
tiger m11420~
the tiger~
An untrained tiger is here glaring hungrily at you.~
The tiger is orange with black stripes.
~
ACT_SENTINEL|ACT_AGGRESSIVE|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
40 BODY_MOUTH|BODY_CLAW BODY_MOUTH|BODY_CLAW 1d400+746 1d40+10
0 0
POS_STANDING POS_STANDING SEX_MALE
>death_prog 100~
if hasobjnum ($n) == 30900
or hasobjnum ($n) == 30967
or hasobjnum ($n) == 30968
or hasobjnum ($n) == 30969
  if quest (30,1,$n) == 0
    mpmset $n quest 30 1 1
    mpoload 30914
    mpforce $n HELP GUILDTOKEN
    mpquiet on
    give i30914 $n
    mpquiet off
  endif
endif
~
|
#11421
tiger m11421~
a tiger~
A pet tiger is here.~
This tiger is orange with black stripes.
~
ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
40 BODY_MOUTH|BODY_CLAW BODY_MOUTH|BODY_CLAW 1d400+746 1d40+10
0 0
POS_STANDING POS_STANDING SEX_MALE
#11422
resident m11422~
an Ocean City resident~
A resident of this city relaxes here in his home.~
This resident seems quite content.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
45 0 0 1d506+956 1d45+12
4500 0
POS_STANDING POS_STANDING SEX_MALE
>act_prog p gets a bag of gold coins from a rush mattress~
say Hey! That belongs to me!
kill $n
~
>all_greet_prog 100~
tell $n Welcome, stranger. May I help you?
~
>speech_prog yes~
if hasobjnum ($n) == 11408
  tell $n You can set your death room in the city square.
else
  tell $n Here, have a prayerbook.
  mpoload 11408
  give i11408 $n
endif
~
|
#11423
street urchin m11423~
a street urchin~
A ragged street urchin slinks along the street here.~
This young child is wearing ragged clothing and is so grimy it is difficult to
tell if it is a boy or girl. The child's stick thin limbs indicate an irregular
diet.
~
ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
30 0 0 1d225+410 1d30+6
100 0
POS_STANDING POS_STANDING SEX_FEMALE
>delay_prog 2~
mpoload 11439
give i11439 $X
say There. Give that to my father but tell him I must follow my own path.
say Thanks for all your help!
emote wanders out of the restaurant.
mppurge self
~
>greet_prog 100~
if quest (4,8,$n) == 14
  if inroom ($n) == 11442
    mpmset $n quest 4 8 15
    say Aha! There you are. I was wondering when you'd show up.
    say The chowder is all done.
    emote thanks the restaurant owner heartily.
    mpforce m11412 say No problem girlie!
    mpforce m11412 emote grins at the urchin.
    emote impishly sticks her tongue out at the restaurant owner.
    mpdelay self 2 2 $n
  endif
endif
~
>give_prog i11438~
if quest (4,8,$n) == 13
  mpmset $n quest 4 8 14
  say Awesome! That should be enough for a lovely thick chowder.
  backpat $n
  say Okay. I'm going to nip over to the restaurant and have my buddy there cook this up for me.
  say I'll meet you there!
  mpgoto 11442
  rest 
endif
if quest (4,8,$n) == 12
  mpmset $n quest 4 8 13
  say Wow! You are pretty good at clam digging!
  say I think just one more will do it!
  clap $n
endif
if quest (4,8,$n) == 11
  mpmset $n quest 4 8 12
  say Oooh great! Another fat clam!
  say Still not quite enough though - just a couple more!
  clap $n
endif
if quest (4,8,$n) == 10
  mpmset $n quest 4 8 11
  say Fantastic! That's a lovely clam.
  say However I need a few. Keep 'em coming!
  smile $n
endif
~
>give_prog i11414~
if quest (4,8,$n) == 9
  mpmset $n quest 4 8 10
  say Fantastic! That's a lovely piece of fish.
  say Now for those clams. I'll need a few ...
endif
~
>speech_prog yes yep yeah help~
if quest (4,8,$n) == 8
  mpmset $n quest 4 8 9
  say Great! Seafood chowder consists of veggies, herbs, clams and fish.
  say I can get the vegetables and herbs myself.
  say First I need you to bring me a piece of fish!
endif
~
>delay_prog 1~
say I know!
say His favorite food is seafood chowder. I'll make him some!
emote pauses in mid-sentence.
say Ah ...
say I will need some help with ingredients. Will you help?
~
>speech_prog reconcile~
if quest (4,8,$n) == 7
  mpmset $n quest 4 8 8
  say Yes. I'm not going to go back to him ...
  say But I'd like to do something nice for him.
  ponder 
  mpdelay self 2 1 $n
endif
~
>speech_prog path~
if quest (4,8,$n) == 6
  mpmset $n quest 4 8 7
  say I haven't decided yet what my path will be.
  say All I know is that I don't want to be a peddlar.
  say I do feel sorry for my father though.
  say I'd like to reconcile with him if possible ...
endif
~
>speech_prog yes yeah yep~
if quest (4,8,$n) == 5
  mpmset $n quest 4 8 6
  say Ah my poor father. He wants me to help him with the opaline business.
  say But I just want to be free to follow my own path.
endif
~
>speech_prog p father loves you~
if quest (4,8,$n) == 4
  mpmset $n quest 4 8 5
  say My father? You've spoken to him?
else
  say Eh?
endif
~
|
#11424
street urchin m11424~
a street urchin~
A ragged street urchin slinks along the street here.~
This young boy is wearing ragged clothing and is rather grimy. Despite the
child's scruffy appearance he appears to be successful at a life of begging on
the streets as evidenced by his alert eyes, rosy cheeks, and generally well-fed
appearance.
~
ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
33 0 0 1d272+499 1d33+7
500 0
POS_STANDING POS_STANDING SEX_MALE
>repop_prog 20~
mpoload 11446 wear
~
|
#11425
shark m11425~
a shark~
A shark is here, and it's headed toward you!~
This looks like an ordinary shark. Human appendages are even hanging
out of its mouth, scenting the ocean with blood.
~
ACT_AGGRESSIVE|ACT_BODY
AFF_HIDE
-500 S
35 BODY_MOUTH BODY_MOUTH 1d306+564 1d35+8
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>greet_prog 100~
mpkill $r
~
|
#11426
squid m11426~
a squid~
A squid is here, looking for dinner, and you may be it!~
This squid is about as large as you, and swims very quickly using it's
tentacles.
~
ACT_AGGRESSIVE|ACT_BODY
AFF_STEALTH
0 S
32 BODY_TENTACLE BODY_TENTACLE 1d256+468 1d32+7
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>greet_prog 100~
mpkill $r
~
>entry_prog 100~
mpkill $r
~
|
#11427
dolphin m11427~
a dolphin~
A gentle dolphin swims up beside you.~
This dolphin looks just like every other.
~
ACT_BODY
0
500 S
30 0 0 1d225+410 1d30+6
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
#11428
peddler~
a peddler~
A peddler plies her trade here.~
This raggedly dressed young girl is carrying a basket containing a variety of
items for sale.
~
ACT_SCAVENGER|ACT_SMART|ACT_BODY
AFF_DETECT_INVIS
0 S
65 0 0 1d1056+2111 1d65+23
10000 0
POS_STANDING POS_STANDING SEX_FEMALE
>speech_prog p follow her own path~
if quest (4,8,$n) == 15
  mpmset $n quest 4 8 16
  cry 
  emote smiles through his tears
  say She's an independent one, that's for sure.
  say Well $n, thanks for all your help anyway.
  say I'd like to give you a little something in return.
  mpoload 11441
  give i11441 $n
  say Thanks again for your help!
  tell $n You should speak to the magician about enchanting that sceptre.
  wave $n
endif
~
>delay_prog 1~
say I guess this means she isn't coming back eh?
say Did she say anything?
~
>give_prog i11439~
if quest (4,8,$n) == 15
  mpjunk i11439
  say Wow! My favorite soup!
  say This is unbelievable! No one knows how much I love this soup except for ...
  mpecho A peddlar's voice trails off and a look of sadness passes across his face.
  say ... this must be from my daughter ...
  mpdelay self 3 1
endif
~
>speech_prog help~
if quest (4,8,$n) == 3
  say Oh! Thank so much!
  grovel $n
  say Go and find her $n! And tell her that her father loves her.
  mpmset $n quest 4 8 4
else
  say Help? Help what?
endif
~
>speech_prog daughter~
if quest (4,8,$n) == 2
  say Yes ... my beloved daughter!
  mpecho The peddlar's lower lip starts to wobble.
  say She used to help me attract customers by modelling the jewelry.
  say But she ran away from home recently, and I haven't seen her since.
  say I would love to track her down, but I have to earn enough to survive.
  say If only someone would help me ...
  mpmset $n quest 4 8 3
endif
~
>greet_prog 100~
if hasobjnum ($n) == 11428
or hasobjnum ($n) == 11429
  if quest (4,8,$n) == 0
    mpmset $n quest 4 8 1
  endif
endif
if quest (4,8,$n) == 1
  mpmset $n quest 4 8 2
  say I am ever so grateful to you for buying some of my opaline...
  sniff 
  say Sales have been terrible recently.
  say Ever since my daughter disappeared my heart just isn't in it anymore.
endif
if delayed ($i)
  break
endif
mpdelay self 2 2
~
>delay_prog 2~
say Opaline jewelry, opaline jewelry!
say Buy yer opaline jewelry here!
~
|
#11429
ethfountainmob m11429~
EthFountainMob~
EthFountainMob~
~
ACT_SENTINEL
AFF_ETHEREAL
0 S
65 0 0 1d1056+2111 1d65+23
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>act_prog p from a beautiful gold fountain.~
if isaffected ($n) != spell_bless
  mpquiet on
  cast bless $n
  mpquiet off
  mpechoat $n The power of Ulmo infuses you!
endif
if whichgod ($r) == god_ulmo
  if isaffected ($r) != spell_sanctuary
    mpquiet on
    cast 'sanctuary' $r
    mpquiet off
    mpechoat $r The hand of Ulmo shelters you!
  endif
endif
~
|
#11430
mangy dog m11430~
a mangy dog~
A mangy dog slinks along the street here.~
This mangy dog obviously lives on the streets. Its fur is patchy and matted with
grime.
~
ACT_SMART|ACT_BODY
0
0 S
25 0 BODY_MOUTH 1d156+283 1d25+5
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>delay_prog 1~
emote sniffs at the ground.
~
>greet_prog 20~
if delayed ($i)
  break
endif
mpdelay self 2 1
~
|
#11431
ethdriftwoodmob m11431~
EthDriftwoodMob~
EthDriftwoodMob~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY
AFF_ETHEREAL
0 S
1 0 0 0d0+10 0d0+2
0 0
POS_STANDING POS_STANDING SEX_NEUTRAL
>time_prog 24~
if existsroom (i11444)
  mpecho The waves wash a piece of driftwood away.
  mppurge i11444
else
  if rand (10)
    mpecho The waves wash some driftwood up onto the beach.
    mpoload 11444 room
  endif
~
|
#11432
priest ulmo m11432~
a priest of Ulmo~
A priest of Ulmo wanders the streets here.~
This priest is dressed in the blue flowing robes of an Ulmo devotee. His serene
presence is palpable as he makes his way along the street. He glances at you
with a beautific gaze as you approach him.
~
ACT_SMART
AFF_TRUESIGHT
0 S
55 0 0 1d756+1469 1d55+17
25000 0
POS_STANDING POS_STANDING SEX_MALE
>repop_prog 100~
mpmset self dam 0d0+1
~
>fight_prog 100~
cast 'cause serious'
if rand (70)
  cast 'cause serious'
endif
if rand (18)
  cast 'cause critical'
endif
if rand (9)
  cast 'heal'
endif
~
>greet_prog 100~
if delayed ($i)
  break
endif
mpdelay self 2 1
~
>delay_prog 1~
mpdelay self 10 1
if isaffected ($r) == spell_armor
  if isaffected ($r) == spell_shield
    if isaffected ($r) == spell_stone_skin
      if isaffected ($r) == spell_righteous_fury
        if isaffected ($r) == spell_sanctuary
          break
        endif
        say May the hand of Ulmo shelter you.
        mpechoat $r The priest of Ulmo touches your forehead.
        mpechoaround $r The priest of Ulmo touches $r's forehead.
        cast sanctuary $r
        break
      endif
      say May the hand of Ulmo shelter you.
      mpechoat $r The priest of Ulmo touches your forehead.
      mpechoaround $r The priest of Ulmo touches $r's forehead.
      cast 'righteous fury' $r
      break
    endif
    say May the hand of Ulmo shelter you.
    mpechoat $r The priest of Ulmo touches your forehead.
    mpechoaround $r The priest of Ulmo touches $r's forehead.
    cast 'stone skin' $r
    break
  endif
  say May the hand of Ulmo shelter you.
  mpechoat $r The priest of Ulmo touches your forehead.
  mpechoaround $r The priest of Ulmo touches $r's forehead.
  cast 'shield' $r
  break
endif
say May the hand of Ulmo shelter you.
mpechoat $r The priest of Ulmo touches your forehead.
mpechoaround $r The priest of Ulmo touches $r's forehead.
cast armor $r
~
|
#11433
street sweeper~
a street sweeper~
A street sweeper cleans the thoroughfare here.~
This disgruntled looking man sweeps up the litter here.
~
ACT_SCAVENGER|ACT_SMART
AFF_DETECT_INVIS
0 S
40 0 0 1d400+746 1d40+10
20000 0
POS_STANDING POS_STANDING SEX_MALE
#0


#SHOPS
11412 ITEM_TYPE_DRINK_CON ITEM_TYPE_FOOD ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  115  50  0 23
11413 ITEM_TYPE_TREASURE ITEM_TYPE_ARMOR ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  100  50  0 23
11414 ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  100  50  0 23
11415 ITEM_TYPE_LIGHT ITEM_TYPE_SCROLL ITEM_TYPE_WAND ITEM_TYPE_STAFF ITEM_TYPE_POTION  115  50  0 23
11416 ITEM_TYPE_WEAPON ITEM_TYPE_AMMO ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  115  50  0 23
11417 ITEM_TYPE_ARMOR ITEM_TYPE_FURNITURE ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  120  50  0 23
11418 ITEM_TYPE_CORPSE_PC ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  120  50  0 23
11419 ITEM_TYPE_BOAT ITEM_TYPE_TRASH ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  115  50  0 23
11428 ITEM_TYPE_ARMOR ITEM_TYPE_KEY ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  120  50  0 23
0


#SPECIALS
S


#OBJECTS
#11400
scroll recall~
a scroll of recall~
A scroll of recall lies on the ground here.~
~
ITEM_TYPE_SCROLL
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
15 SPELL_WORD_OF_RECALL -1 -1 0 0 0 0
1 200 13
#11401
scroll detect invis~
a scroll of detect invisible~
A scroll of detect invisible lies on the ground here.~
~
ITEM_TYPE_SCROLL
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
20 SPELL_DETECT_INVIS -1 -1 0 0 0 0
1 350 22
#11402
scroll cure poison~
a scroll of cure poison~
A scroll of cure poison lies on the ground here.~
~
ITEM_TYPE_SCROLL
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
20 SPELL_CURE_POISON -1 -1 0 0 0 0
1 650 22
#11403
scroll armor~
a scroll of armor~
A scroll of armor lies on the ground here.~
~
ITEM_TYPE_SCROLL
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
28 SPELL_ARMOR -1 -1 0 0 0 0
1 525 25
#11404
key~
the gate key~
The key to the main gate of ocean city lies here.~
~
ITEM_TYPE_KEY
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
32 0 0 0 0 0 0 0
1 1000000 1
#11405
shield blue~
a blue shield~
An Ocean City guard's shield lies here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD
10 0 0 0 0 0 0 0
5 9000 26
A APPLY_STR 1 0
A APPLY_HITROLL 1 0
A APPLY_DAMROLL 2 0
#11406
armor suit blue~
a blue suit of armor~
An Ocean City guard's armor lies here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
10 0 0 0 0 0 0 0
10 12000 26
A APPLY_CON 1 0
A APPLY_HITROLL 1 0
A APPLY_DAMROLL 2 0
#11407
blade blue~
a blue blade~
An Ocean City guard's blade lies here.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SWORD 3 7 WEAPON_SLASH 0 0 0 0
5 20000 23
A APPLY_DAMROLL 1 0
A APPLY_HITROLL 3 0
#11408
prayerbook book ulmo~
a prayerbook of Ulmo~
A small book in blue bindings lies here.~
This small blue book contains a prayer to Ulmo, the Lord of the Seas.
~
ITEM_TYPE_SCROLL
ITEM_FLAG_GLOW
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
35 SPELL_BLESS SPELL_PROTECTION_EVIL SPELL_PROTECTION_GOOD 0 0 0 0
1 100 30
#11409
gold fountain~
a beautiful gold fountain~
A beautiful gold fountain is here.~
___    __
                                  / \ \ //  \
                                 /    \|/    \
                                /|     |      |
                               |||     |      |\
                              | |      |     /| \
                             ||||     .-.    ||||
                            |  |      | |   |  | |
                             |  |     | |    || |
                            | |       | |      | |
                                     /| |\
                                    | | | |
                            ___-----| | | |-----___
                          --  . .  .|_| |_|  .   . --
                         |__ .   . .  --- . . . .  __|
                         |  ---_________________---  |
                         |__                       __|
                            ---_________________---

~
ITEM_TYPE_FOUNTAIN
0
0
0 0 LIQ_WATER 0 0 0 0 0
3000 10 1
#11410
sign~
a sign~
A sign is staked into the beach here.~
The sign:
                          ______________________________
                         |                              |
                         |  **  O c e a n  C i t y  **  |
                         |   ________________________   |
                         |  |                        |  |
                         |  | (=     Welcome!     =) |  |
                         |  |________________________|  |
                         |                              |
                         | created by Presto    11-1994 |
                         | revised by Covenant  06-2003 |
                         |______________________________|
                                       |  |
                                       |  |
                                       |  |
                                       |  |
~
ITEM_TYPE_TRASH
0
0
0 0 0 0 0 0 0 0
1 10 1
#11411
staff tongues~
a staff of tongues~
A staff of tongues lies here.~
~
ITEM_TYPE_STAFF
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
20 5 5 SPELL_TONGUES 0 0 0 0
5 250 17
#11412
staff understand~
a staff of understand~
A staff of understand lies here.~
~
ITEM_TYPE_STAFF
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
20 5 5 SPELL_UNDERSTAND 0 0 0 0
5 250 17
#11413
lantern~
a lantern~
A lantern lies abandoned here.~
~
ITEM_TYPE_LIGHT
ITEM_FLAG_GLOW
ITEM_WEAR_TAKE
0 0 30 0 0 0 0 0
3 500 5
#11414
perch ocean~
ocean perch~
A deep-fried ocean perch lies here.~
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE
12 0 0 0 0 0 0 0
1 250 1
#11415
sandwich tuna salad~
a tuna salad sandwich~
A tuna salad sandwich lies abandoned here.~
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE
18 0 0 0 0 0 0 0
1 350 1
#11416
platter shrimp~
a shrimp platter~
A shrimp platter lies here.~
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE
30 0 0 0 0 0 0 0
1 500 1
#11417
mug beer~
a mug of beer~
A frosty mug of beer lies here.~
~
ITEM_TYPE_DRINK_CON
0
ITEM_WEAR_TAKE
2 2 LIQ_BEER 0 0 0 0 0
2 150 1
#11418
shot firebreather~
a shot of firebreather~
A shot of firebreather lies here.~
~
ITEM_TYPE_DRINK_CON
0
ITEM_WEAR_TAKE
1 1 LIQ_FIREBRT 0 0 0 0 0
1 300 1
#11419
bottle wine~
a bottle of wine~
A bottle of wine lies here.~
~
ITEM_TYPE_DRINK_CON
0
ITEM_WEAR_TAKE
5 5 LIQ_WINE 0 0 0 0 0
2 750 1
#11420
barge collapsible~
a collapsible barge~
A collapsible barge lies unfolded on the ground here.~
This collapsible barge folds down to a somewhat manageable package, provided you
are strong enough to lug it around.
~
ITEM_TYPE_BOAT
0
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
50 500 1
P 1
TRIG_HIT 5
OPROG_ECHO
Your barge is destroyed during the battle.~
P 1
TRIG_VOID
OPROG_JUNK
#11421
scalemail shirt~
a scalemail shirt~
A shirt of metal scales lies here.~
This mail shirt comprises overlapping metal scales giving the wearer a reptilian
appearance.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
7 0 0 0 0 0 0 0
8 2750 31
A APPLY_DEX -1 0
A APPLY_DAMROLL 3 0
A APPLY_HITROLL 1 0
#11422
scalemail leggings~
a pair of scalemail leggings~
A pair of leggings of metal scales lie here.~
These leggings are made of overlapping metal scales sewn onto some leather
trousers, giving the wearer a reptilian appearance.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_LEGS
7 0 0 0 0 0 0 0
8 3200 31
A APPLY_DEX -1 0
A APPLY_DAMROLL 3 0
A APPLY_HITROLL 1 0
#11423
scalemail hood~
a scalemail hood~
A hood of metal scales lies here.~
This hood comprises of overlapping metal scales giving the wearer a reptilian
appearance.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT
7 0 0 0 0 0 0 0
3 1500 31
A APPLY_DAMROLL 3 0
A APPLY_HITROLL 1 0
#11424
scalemail boots~
a pair of scalemail boots~
Some boots of metal scales lie here.~
These boots are made of overlapping metal scales sewn onto a leather underboot.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_FEET
7 0 0 0 0 0 0 0
4 2000 31
A APPLY_DEX -1 0
A APPLY_DAMROLL 3 0
A APPLY_HITROLL 1 0
#11425
blue steel dagger~
a blue steel dagger~
A dagger lies here.~
This dagger is of good craftsmanship, but is nothing remarkable.
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_DAGGER 4 6 WEAPON_PIERCE 0 0 0 0
1 650 28
#11426
blue steel longsword~
a blue steel longsword~
A sword lies here.~
This sword is of good craftsmanship, but is nothing remarkable.
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SWORD 5 6 WEAPON_SLASH 0 0 0 0
2 1800 32
#11427
blue steel battle axe~
a blue steel battle axe~
A large battle axe lies here.~
This axe is of good craftsmanship, but is nothing remarkable.
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_AXE 5 7 WEAPON_SLASH 0 0 0 0
4 5500 34
A APPLY_DEX -1 0
#11428
opaline bracelet~
an opaline bracelet~
An iridescent bracelet lies here.~
This bracelet has been carved out of a single piece of an unidentifiable opaline
material.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WRIST
7 0 0 0 0 0 0 0
1 12000 31
A APPLY_INT 1 0
A APPLY_MANA 45 0
A APPLY_SAVING_SPELL -2 0
#11429
opaline ring~
an opaline ring~
An iridescent ring lies here.~
This ring has been carved out of a single piece of an unidentifiable opaline
material.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_FINGER
7 0 0 0 0 0 0 0
1 9500 29
A APPLY_INT 1 0
A APPLY_MANA 35 0
A APPLY_SAVING_SPELL -2 0
#11430
seashell necklace~
a seashell necklace~
A string of seashells lies here.~
This necklace has been fashioned from a series of unusually beautiful shells
threaded onto a chain of the finest gold.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_NECK
6 0 0 0 0 0 0 0
1 24500 35
A APPLY_WIS 3 0
A APPLY_HIT 20 0
A APPLY_SAVING_BREATH -3 0
#11431
scroll identify~
a scroll of identify~
A scroll of identify lies here.~
~
ITEM_TYPE_SCROLL
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
10 SPELL_IDENTIFY -1 -1 0 0 0 0
1 75 9
#11432
potion detect invis blue~
a blue potion of detect invisible~
A blue vial of detect invisible lies on the ground here.~
~
ITEM_TYPE_POTION
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
20 SPELL_DETECT_INVIS -1 -1 0 0 0 0
1 750 22
#11433
potion cure poison green~
a green potion of cure poison~
A green potion of cure poison lies on the ground here.~
~
ITEM_TYPE_POTION
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
20 SPELL_CURE_POISON -1 -1 0 0 0 0
1 500 22
#11434
potion armor violet~
a violet potion of armor~
A violet potion of armor lies on the ground here.~
~
ITEM_TYPE_POTION
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
30 SPELL_ARMOR -1 -1 0 0 0 0
1 1000 28
#11435
potion curse remove clear~
a clear potion of remove curse~
A clear potion of remove curse lies on the ground here.~
~
ITEM_TYPE_POTION
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
35 SPELL_REMOVE_CURSE SPELL_CURSE -1 0 0 0 0
1 5000 30
#11436
scroll curse remove~
a scroll of remove curse~
A scroll of remove curse lies on the ground here.~
~
ITEM_TYPE_SCROLL
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
35 SPELL_REMOVE_CURSE SPELL_CURSE -1 0 0 0 0
1 5000 30
#11437
folding shovel~
a folding shovel~
A small folded up metal shovel lies here.~
This small metal shovel has a large lockable hinge halfway up the handle for
easy storage. It would be useful if you ever have to dig a hole.
~
ITEM_TYPE_TRASH
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
4 1600 20
P 1
TRIG_WEAR_UNKNOWN 100 dig
OPROG_IF OIF_USER_ROOM_NUM = 11456 4 2
P 2
TRIG_VOID
OPROG_IF OIF_USER_SECTOR = SECT_DESERT 5 3
P 3
TRIG_VOID
OPROG_APPLY OAPPLY_MOVE -25
P 3
TRIG_VOID
OPROG_GOD_COMMAND
mpechoat self You cannot dig here!
mpmset self wait 3
~
P 4
TRIG_VOID
OPROG_IF OIF_RANDOM_PERCENT < 20 6 5
P 5
TRIG_VOID
OPROG_GOD_COMMAND
mpechoat self You dig a hole but do not find anything.
mpmset self wait 3
~
P 5
TRIG_VOID
OPROG_APPLY OAPPLY_MOVE -25
P 6
TRIG_VOID
OPROG_GOD_COMMAND
mpechoat self You dig a hole and uncover a clam!
mpoload 11438 room
mpmset self wait 3
~
P 6
TRIG_VOID
OPROG_APPLY OAPPLY_MOVE -25
#11438
large clam~
a large clam~
A large clam has been unearthed here.~
This large clam appears to hav ebeen freshly dug up. The black shell glistens
with rapidly drying salt.
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE
5 0 0 0 0 0 0 0
1 100 1
#11439
seafood chowder~
a bowl of seafood chowder~
A large bowl of soup has been left here.~
This large bowl contains a thick spicy soup with large chunks of seafood
floating around in it.
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE
20 0 0 0 0 0 0 0
3 2000 20
#11440
fabulous opaline iridescent sceptre~
an opaline sceptre~
A fabulous iridescent sceptre lies here.~
This fabulous sceptre has somehow been fashioned from a single shard of an
unknown opaline crystal. The workmanship is exquisite and deep within the
crystal you can see the faint glow of magic.
~
ITEM_TYPE_LIGHT
ITEM_FLAG_GLOW|ITEM_FLAG_HUM|ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 -1 0 0 0 0 0
1 2500000 35
A APPLY_HITROLL 3 0
A APPLY_DAMROLL 4 0
A APPLY_SAVING_SPELL -5 0
#11441
an opaline sceptre~
an opaline sceptre~
A fabulous iridescent sceptre lies here.~
This fabulous sceptre has somehow been fashioned from a single shard of an
unknown opaline crystal. The workmanship is exquisite.
~
ITEM_TYPE_LIGHT
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 -1 0 0 0 0 0
1 10 20
A APPLY_SAVING_SPELL -4 0
#11442
fine vellum scroll greater enchantment~
a scroll of greater enchantment~
A fine vellum scroll lies on the ground here.~
This fine scroll is made of vellum and is covered in a spidery script.
~
ITEM_TYPE_TRASH
ITEM_FLAG_GLOW
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
1 20000 30
#11443
black pearl ring~
a black pearl ring~
A silvery ring bearing a large black pearl lies here.~
This silvery ring has a large and apparently flawless black pearl mounted on it.
It looks very valuable.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_ANTI_EVIL
ITEM_WEAR_TAKE|ITEM_WEAR_FINGER
6 0 0 0 0 0 0 0
1 10 30
A APPLY_HIT 25 0
A APPLY_MANA 25 0
A APPLY_MOVE 25 0
#11444
driftwood~
a piece of driftwood~
A piece of driftwood lies here.~
This piece of driftwood has been bleached almost white by the sun.
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_MACE 6 4 WEAPON_POUND 0 0 0 0
1 100 25
#11445
magnificent statue ulmo~
a statue of Ulmo~
A magnificent statue stands here.~
This magnificent statue portrays a powerfully built man wearing nothing but a
skirt of kelp leaves. His muscular body has been masterfully carved, and his
regal visage gazes down at you impassively. A small bronze plaque has been
bolted to the plinth.
~
ITEM_TYPE_FURNITURE
0
0
0 0 0 0 0 0 0 0
1 10 1
E
bronze plaque~
The plaque is somewhat weathered and has a few scratches, but still decipherable
is an ornate inscription.
~
E
inscription~
"May the blessed Hand of Ulmo always shelter our sailors"
~
E
scratches~
Some words have been scratched into the bronze.
~
E
words~
Covenant's fourth area (well sort of, it's only a makeover :P)
~
#11446
dirty smock cloth~
a dirty smock~
A dirty pile of cloth lies here.~
This shapeless smock is quite small and increibly filthy. It looks as if it has
never been washed. The smell emanating from this garment leaves a lot to be
desired.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
4 0 0 0 0 0 0 0
1 50 23
A APPLY_INT 2 0
A APPLY_STR -1 0
A APPLY_WIS 2 0
#11447
blue steel mace~
a blue steel mace~
A heavy mace of steel lies here.~
This mace is of good craftsmanship, but is nothing remarkable.
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_MACE 6 5 WEAPON_POUND 0 0 0 0
3 4000 31
A APPLY_DEX -1 0
#11448
bed~
a bed~
A bed stands against the wall here.~
This plain wooden bed has a simple rush mattress and is covered by a slightly
ragged woollen blanket.
~
ITEM_TYPE_FURNITURE
0
0
2 0 FURNITURE_SLEEP_ON|FURNITURE_SIT_ON 150 0 0 0 0
1 10 1
E
blanket~
The blanket is made of a rough undyed wool.
~
#11449
table~
a wooden table~
A wooden table is in the center of the room.~
This ordinary table consist of four legs and a square top.
~
ITEM_TYPE_FURNITURE
0
0
0 0 0 0 0 0 0 0
1 10 1
#11450
rush mattress~
a rush mattress~
~
You poke around inside the rush mattress.
~
ITEM_TYPE_CONTAINER
0
0
5 0 0 5 0 0 0 0
1 10 1
#11451
bag gold coins~
a bag of gold coins~
A bag of gold coins.~
~
ITEM_TYPE_MONEY
0
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
1 20000 1
#0


#ROOMS
#11400
The North Entrance of Ocean City~
You stand inside the north entrance of Ocean City. The ground is simply
brown soil that extends north into dense vegetation and south into the
residential area of the city.
~
0 0 SECT_CITY
DDIR_NORTH
You see outside the gate.~
~
0 -1 11876
DDIR_SOUTH
You see the road.~
~
0 -1 11407
S
#11401
A Residence~
This home is simply one room, but it is quite spacious. The owner of
the house has done a good job at keeping the place tidy. The exit is to
the south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see the road.~
~
0 -1 11405
S
#11402
A Residence~
This home is simply one room, but it is quite spacious. The owner of
the house has done a good job at keeping the place tidy. The exit is to
the south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see the road.~
~
0 -1 11406
S
#11403
A Residence~
This home is simply one room, but it is quite spacious. The owner of
the house has done a good job at keeping the place tidy. The exit is to
the south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see the road.~
~
0 -1 11408
S
#11404
A Residence~
This home is simply one room, but it is quite spacious. The owner of
the house has done a good job at keeping the place tidy. The exit is to
the south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see the road.~
~
0 -1 11409
S
#11405
Residential Road~
This road is not paved or modified in any way. It leads to the east.
To the north and south are the homes of residents.
~
0 0 SECT_CITY
DDIR_NORTH
You see a residence.~
~
0 -1 11401
DDIR_EAST
You see the road.~
~
0 -1 11406
DDIR_SOUTH
You see a residence.~
~
0 -1 11410
S
#11406
Residential Road~
This road is not paved or modified in any way. It leads east and west.
To the north and south are the homes of residents.
~
0 0 SECT_CITY
DDIR_NORTH
You see a residence.~
~
0 -1 11402
DDIR_EAST
You see an intersection.~
~
0 -1 11407
DDIR_SOUTH
You see a residence.~
~
0 -1 11411
DDIR_WEST
You see the road.~
~
0 -1 11405
S
#11407
Residential Intersection~
You are standing in the intersection of residential road and the
northern road that leads out of the city. To the south, in the distance
you can see the city square.
~
0 0 SECT_CITY
DDIR_NORTH
You see the northern entrance of the city.~
~
0 -1 11400
DDIR_EAST
You see residential road.~
~
0 -1 11408
DDIR_SOUTH
You see the city square in the distance.~
~
0 -1 11412
DDIR_WEST
You see residential road.~
~
0 -1 11406
S
#11408
Residential Road~
This road is not paved or modified in any way. It leads east and west.
To the north and south are the homes of residents.
~
0 0 SECT_CITY
DDIR_NORTH
You see a residence.~
~
0 -1 11403
DDIR_EAST
You see the road.~
~
0 -1 11409
DDIR_SOUTH
You see a residence.~
~
0 -1 11413
DDIR_WEST
You see an intersection.~
~
0 -1 11407
S
#11409
Residential Road~
This road is not paved or modified in any way. It leads to the west.
To the north and south are the homes of residents.
~
0 0 SECT_CITY
DDIR_NORTH
You see a residence.~
~
0 -1 11404
DDIR_SOUTH
You see a residence.~
~
0 -1 11414
DDIR_WEST
You see the road.~
~
0 -1 11408
S
#11410
A Residence~
This home is simply one room, but it is quite spacious. The owner of
the house has done a good job at keeping the place tidy. The exit is to
the north.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the road.~
~
0 -1 11405
S
#11411
A Residence~
This home is simply one room, but it is quite spacious. The owner of
the house has done a good job at keeping the place tidy. The exit is to
the north.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the road.~
~
0 -1 11406
S
#11412
North Road of Ocean City~
You are standing on the north road of ocean city. It leads to the
residential area of the city. To the south is the city square.
~
0 0 SECT_CITY
DDIR_NORTH
You see an intersection.~
~
0 -1 11407
DDIR_SOUTH
You see the road.~
~
0 -1 11415
S
#11413
A Residence~
This home is simply one room, but it is quite spacious. The owner of
the house has done a good job at keeping the place tidy. The exit is to
the north.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the road.~
~
0 -1 11408
S
#11414
A Residence~
This home is simply one room, but it is quite spacious. The owner of
the house has done a good job at keeping the place tidy. The exit is to
the north.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the road.~
~
0 -1 11409
S
#11415
North Road of Ocean City~
You are standing on the north road of ocean city. It leads to the
residential area of the city. To the south is the city square.
~
0 0 SECT_CITY
DDIR_NORTH
You see the road.~
~
0 -1 11412
DDIR_SOUTH
You see the city square.~
~
0 -1 11417
S
#11416
Northwest Corner of the City Square~
You stand in the great city square of Ocean City. The sun shines down
beautifully into the square during the daytime, and the moon creates
mysterious shadows throughout the square at night. The square continues
south and east.
~
0 0 SECT_CITY
DDIR_EAST
You see the square.~
~
0 -1 11417
DDIR_SOUTH
You see the square.~
~
0 -1 11419
S
#11417
North Entrance to the City Square~
You stand in the great city square of Ocean City. The sun shines down
beautifully into the square during the daytime, and the moon creates
mysterious shadows throughout the square at night. The square continues
east, west, and south. The city's residences are to the north.
~
0 0 SECT_CITY
DDIR_NORTH
You see the north road.~
~
0 -1 11415
DDIR_EAST
You see the square.~
~
0 -1 11418
DDIR_SOUTH
You see the center square.~
~
0 -1 11420
DDIR_WEST
You see the square.~
~
0 -1 11416
S
#11418
Northeast Corner of the City Square~
You stand in the great city square of Ocean City. The sun shines down
beautifully into the square during the daytime, and the moon creates
mysterious shadows throughout the square at night. The square continues
south and west.
~
0 0 SECT_CITY
DDIR_SOUTH
You see the square.~
~
0 -1 11421
DDIR_WEST
You see the square.~
~
0 -1 11417
S
#11419
West Entrance to the City Square~
You stand in the great city square of Ocean City. The sun shines down
beautifully into the square during the daytime, and the moon creates
mysterious shadows throughout the square at night. The square continues
north, east, and south. To the west are the shops.
~
0 0 SECT_CITY
DDIR_NORTH
You see the square.~
~
0 -1 11416
DDIR_EAST
You see the center square.~
~
0 -1 11420
DDIR_SOUTH
You see the square.~
~
0 -1 11422
DDIR_WEST
You see the shops.~
~
0 -1 11438
S
#11420
The Center Square of Ocean City~
You stand in the great city square of Ocean City. The sun shines down
beautifully into the square during the daytime, and the moon creates
mysterious shadows throughout the square at night. The square continues
in all directions.
~
0 ROOM_NO_MOB|ROOM_ALTAR_N|ROOM_SAFE SECT_CITY
DDIR_NORTH
You see the square.~
~
0 -1 11417
DDIR_EAST
You see the square.~
~
0 -1 11421
DDIR_SOUTH
You see the square.~
~
0 -1 11423
DDIR_WEST
You see the square.~
~
0 -1 11419
S
#11421
East Entrance to the City Square~
You stand in the great city square of Ocean City. The sun shines down
beautifully into the square during the daytime, and the moon creates
mysterious shadows throughout the square at night. The square continues
north, south, and west. The guilds and training yard are east.
~
0 0 SECT_CITY
DDIR_NORTH
You see the square.~
~
0 -1 11418
DDIR_EAST
You see the guilds.~
~
0 -1 11425
DDIR_SOUTH
You see the square.~
~
0 -1 11424
DDIR_WEST
You see the center square.~
~
0 -1 11420
S
#11422
Southwest Corner of the City Square~
You stand in the great city square of Ocean City. The sun shines down
beautifully into the square during the daytime, and the moon creates
mysterious shadows throughout the square at night. The square continues
north and east.
~
0 0 SECT_CITY
DDIR_NORTH
You see the square.~
~
0 -1 11419
DDIR_EAST
You see the square.~
~
0 -1 11423
S
#11423
South Entrance to the City Square~
You stand in the great city square of Ocean City. The sun shines down
beautifully into the square during the daytime, and the moon creates
mysterious shadows throughout the square at night. The square continues
north, east, and west. The city entrance is south.
~
0 0 SECT_CITY
DDIR_NORTH
You see the center square.~
~
0 -1 11420
DDIR_EAST
You see the square.~
~
0 -1 11424
DDIR_SOUTH
~
~
0 -1 11496
DDIR_WEST
You see the square.~
~
0 -1 11422
S
#11424
Southeast Corner of the City Square~
You stand in the great city square of Ocean City. The sun shines down
beautifully into the square during the daytime, and the moon creates
mysterious shadows throughout the square at night. The square continues
north and west.
~
0 0 SECT_CITY
DDIR_NORTH
You see the square.~
~
0 -1 11421
DDIR_WEST
You see the square.~
~
0 -1 11423
S
#11425
East Road of Ocean City~
This is the east road of ocean city. It is long and paved with brick.
To the east are the guilds and training yard. To the west is the city
square.
~
0 0 SECT_CITY
DDIR_EAST
You see the guilds.~
~
0 -1 11430
DDIR_WEST
You see the city square.~
~
0 -1 11421
S
#11426
Druid Guild~
Welcome to your guild. Your guildmaster is here, ready to train your skills.
The exit is south.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE|ROOM_ALLOW_DRU SECT_INSIDE
DDIR_SOUTH
You see the east road.~
~
0 -1 11430
S
#11427
Sorcerer Guild~
Welcome to your guild. Your guildmaster is here, ready to train your skills.
The exit is south.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE|ROOM_ALLOW_SOR SECT_INSIDE
DDIR_SOUTH
You see the east road.~
~
0 -1 11431
S
#11428
Shaman Guild~
Welcome to your guild. Your guildmaster is here, ready to train your skills.
The exit is south.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE|ROOM_ALLOW_SHA SECT_INSIDE
DDIR_SOUTH
You see the east road.~
~
0 -1 11432
S
#11429
Warlock Guild~
Welcome to your guild. Your guildmaster is here, ready to train your skills.
The exit is south.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE|ROOM_ALLOW_WLC SECT_INSIDE
DDIR_SOUTH
You see the east road.~
~
0 -1 11433
S
#11430
East Road of Ocean City~
This road has also been called guild road and training road, due to the
vast number of guilds and the training yard located on this road. The
road continues east and west. The elementalist guild is north and the
training yard is south.
~
0 0 SECT_CITY
DDIR_NORTH
You see the elementalist guild.~
~
0 -1 11426
DDIR_EAST
You see the road.~
~
0 -1 11431
DDIR_SOUTH
You see the training yard.~
~
0 -1 11434
DDIR_WEST
You see the city square.~
~
0 -1 11425
S
#11431
East Road of Ocean City~
This road has also been called guild road and training road, due to the
vast number of guilds and the training yard located on this road. The
road continues east and west. The illusionist guild is north and the
ranger guild is south.
~
0 0 SECT_CITY
DDIR_NORTH
You see the illusionist guild.~
~
0 -1 11427
DDIR_EAST
You see the road.~
~
0 -1 11432
DDIR_SOUTH
You see the ranger guild.~
~
0 -1 11435
DDIR_WEST
You see the road.~
~
0 -1 11430
S
#11432
East Road of Ocean City~
This road has also been called guild road and training road, due to the
vast number of guilds and the training yard located on this road. The
road continues east and west. The monk guild is north and the rogue
guild is south.
~
0 0 SECT_CITY
DDIR_NORTH
You see the monk guild.~
~
0 -1 11428
DDIR_EAST
You see the road.~
~
0 -1 11433
DDIR_SOUTH
You see the rogue guild.~
~
0 -1 11436
DDIR_WEST
You see the city square.~
~
0 -1 11431
S
#11433
East Road of Ocean City~
This road has also been called guild road and training road, due to the
vast number of guilds and the training yard located on this road. The
road continues to the west. The necromancer guild is north and the
assassin guild is south.
~
0 0 SECT_CITY
DDIR_NORTH
You see the necromancer guild.~
~
0 -1 11429
DDIR_SOUTH
You see the assassin guild.~
~
0 -1 11437
DDIR_WEST
You see the city square.~
~
0 -1 11432
S
#11434
Ocean City Training Yard~
Welcome to the training yard. Ocean City's Master Trainer is here to
train your statistics to help you be all you can be.
The exit is north.
~
0 ROOM_INDOORS|ROOM_SAFE SECT_INSIDE
DDIR_NORTH
You see the east road.~
~
0 -1 11430
S
#11435
Warrior Guild~
Welcome to your guild. Your guildmaster is here, ready to train your skills.
The exit is north.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE|ROOM_ALLOW_WAR|ROOM_ALLOW_GLA SECT_INSIDE
DDIR_NORTH
You see the east road.~
~
0 -1 11431
S
#11436
Marauder Guild~
Welcome to your guild. Your guildmaster is here, ready to train your skills.
The exit is north.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE|ROOM_ALLOW_MAR SECT_INSIDE
DDIR_NORTH
You see the east road.~
~
0 -1 11432
S
#11437
Ninja Guild~
Welcome to your guild. Your guildmaster is here, ready to train your skills.
The exit is north.
~
0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE|ROOM_ALLOW_NIN SECT_INSIDE
DDIR_NORTH
You see the east road.~
~
0 -1 11433
S
#11438
West Road of Ocean City~
This road leads to all the shops of Ocean City. It is usually bustling
with citizens. East is the city square.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_EAST
You see the city square.~
~
0 -1 11419
DDIR_WEST
You see the shops.~
~
0 -1 11446
S
#11439
Armor Shop~
You stand in a large shop. There is a coil of wire here for chainmail
and a stack of metal plates for other suits of armor. There is also a
counter behind which the shopkeeper stands. The exit is back to the south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see the road.~
~
0 -1 11443
S
#11440
Weaponsmith's Shop~
This shop isn't very large, but there are several weapons here. The
exit is south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see the road.~
~
0 -1 11444
S
#11441
Magic Shop~
This shop has got to be the most colorful shop you have ever seen.
Potions and scrolls of every shape and color line the walls. There is a
magician here behind the counter. The exit is back south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see the road.~
~
0 -1 11445
S
#11442
Restaurant~
Something smells fishy here. It's got to be the food. After all, the
city is built next to the ocean. What did you expect? The exit is
back to the south.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_SOUTH
You see the road.~
~
0 -1 11446
S
#11443
West Road of Ocean City~
This road is the busiest road in Ocean City because of all the shops
located on it. The road continues to the east. North is the Armorer's
Shop. South is the Morgue.
~
0 0 SECT_CITY
DDIR_NORTH
You see the armorer's shop.~
~
0 -1 11439
DDIR_EAST
You see the road.~
~
0 -1 11444
DDIR_SOUTH
You see the morgue.~
~
0 -1 11447
DDIR_WEST
~
~
0 -1 16002
S
#11444
West Road of Ocean City~
This road is the busiest road in Ocean City because of all the shops
located on it. The road continues east and west. North is the Weaponsmith's
Shop. South is the Dock Master's Shop.
~
0 0 SECT_CITY
DDIR_NORTH
You see the weaponsmith's shop.~
~
0 -1 11440
DDIR_EAST
You see the road.~
~
0 -1 11445
DDIR_SOUTH
You see the dock master's shop.~
~
0 -1 11448
DDIR_WEST
You see the road.~
~
0 -1 11443
S
#11445
West Road of Ocean City~
This road is the busiest road in Ocean City because of all the shops
located on it. The road continues east and west. North is the Magic
Shop. South is the Pet Shop.
~
0 0 SECT_CITY
DDIR_NORTH
You see the magic shop.~
~
0 -1 11441
DDIR_EAST
You see the road.~
~
0 -1 11446
DDIR_SOUTH
You see the pet shop.~
~
0 -1 11449
DDIR_WEST
You see the road.~
~
0 -1 11444
S
#11446
West Road of Ocean City~
This road is the busiest road in Ocean City because of all the shops
located on it. The road continues east and west. North is the Restaurant.
South is the Bar.
~
0 0 SECT_CITY
DDIR_NORTH
You see the restaurant.~
~
0 -1 11442
DDIR_EAST
You see the road.~
~
0 -1 11438
DDIR_SOUTH
You see the bar.~
~
0 -1 11453
DDIR_WEST
You see the road.~
~
0 -1 11445
S
#11447
The Morgue~
You stand in the morgue of Ocean City. It stinks in here! The exit is north.
~
0 ROOM_INDOORS|ROOM_MORGUE SECT_INSIDE
DDIR_NORTH
You see the road.~
~
0 -1 11443
S
#11448
The Dock Master's Shop~
This shop is totally bare, except for a counter and pictures of boats.
Apparently the boats are kept south at the docks. The road is north.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the road.~
~
0 -1 11444
DDIR_SOUTH
You see the docks.~
~
0 -1 11451
S
#11449
The Pet Shop~
This shop sells only one type of pet: Tigers. They seem quite gentle in
their cages, but you know how fierce they can be. The exit is north.
There is a sign on the wall.
~
0 ROOM_INDOORS|ROOM_PET_SHOP SECT_INSIDE
DDIR_NORTH
You see the road.~
~
0 -1 11445
E
sign~
The sign reads:

                      The Pet Shop Owner will let you 
                      fight against an untrained tiger
                      if you pay him 10,000 coins.
~
S
#11450
The Pet Holding Area~
You should never read this, but if you do, who cares?
~
0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE
S
#11451
The Docks~
There are a lot of ships here. Cruisers, cargo ships, combat ships, and
just about every other type imaginable. The ocean is south. The Dock
Master's Shop is back to the north.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_NORTH
You see the dock master's shop.~
~
0 -1 11448
DDIR_SOUTH
You see the ocean.~
~
0 -1 11464
S
#11452
The Tiger Cage~
Can you believe you paid to be put in a tiger cage?
~
0 ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE
DDIR_NORTH
You see the pet shop.~
~
0 -1 11449
S
#11453
The Bar~
This has got to be the neatest bar you have ever walked into. You'd
think that having a lot of drunk sailors around would cause this place
to be a mess, but instead it's quite clean. The exit is north.
~
0 ROOM_INDOORS SECT_INSIDE
DDIR_NORTH
You see the road.~
~
0 -1 11446
S
#11454
At the Gate of Ocean City~
You stand before a large gate into what appears to be a large city.
A man stands here guarding the key. The exits are north, through the
gate, and south onto the beach.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_NORTH
You see the gate.~
gate~
EX_ISDOOR|EX_CLOSED|EX_LOCKED 11404 11496
DDIR_SOUTH
You see the beach.~
~
0 -1 11458
S
#11455
The Beach~
This beach is made of white sand. It extends to the east. To the south
is the ocean.
~
0 ROOM_NO_MOB SECT_DESERT
DDIR_EAST
You see the beach.~
~
0 -1 11456
DDIR_SOUTH
You see the ocean.~
~
0 -1 11463
E
sand~
The sand is fine and white.
~
S
#11456
The Beach~
This beach is made of white sand. It extends to the east and west. To the
south is the ocean.
~
0 ROOM_NO_MOB SECT_DESERT
DDIR_EAST
You see the beach.~
~
0 -1 11457
DDIR_SOUTH
You see the ocean.~
~
0 -1 11462
DDIR_WEST
You see the beach.~
~
0 -1 11455
E
sand~
The sand is fine and white. You see some small holes in the sand.
~
E
holes~
The holes seems to be breathing holes for clams buried beneath the sand!
~
S
#11457
The Beach~
This beach is made of white sand. It extends to the east and west. To the
south is the ocean.
~
0 ROOM_NO_MOB SECT_DESERT
DDIR_EAST
You see the beach.~
~
0 -1 11458
DDIR_SOUTH
You see the ocean.~
~
0 -1 11462
DDIR_WEST
You see the beach.~
~
0 -1 11456
E
sand~
The sand is fine and white.
~
S
#11458
The Beach~
This beach is made of white sand. It extends to the east and west. To the
north you can see some gates in the distance. To the south is the ocean.
~
0 ROOM_NO_MOB SECT_DESERT
DDIR_NORTH
You see a short stretch of beach.~
~
0 -1 11454
DDIR_EAST
You see the beach.~
~
0 -1 11459
DDIR_SOUTH
You see the ocean.~
~
0 -1 11462
DDIR_WEST
You see the beach.~
~
0 -1 11457
E
sand~
The sand is fine and white.
~
S
#11459
The Beach~
This beach is made of white sand. It extends to the east and west. To the
south is the ocean.
~
0 ROOM_NO_MOB SECT_DESERT
DDIR_EAST
You see the beach.~
~
0 -1 11460
DDIR_SOUTH
You see the ocean.~
~
0 -1 11462
DDIR_WEST
You see the beach.~
~
0 -1 11458
E
sand~
The sand is fine and white.
~
S
#11460
The Beach~
This beach is made of white sand. It extends to the east and west. To the
south is the ocean.
~
0 ROOM_NO_MOB SECT_DESERT
DDIR_EAST
You see the beach.~
~
0 -1 11461
DDIR_SOUTH
You see the ocean.~
~
0 -1 11462
DDIR_WEST
You see the beach.~
~
0 -1 11459
E
sand~
The sand is fine and white.
~
S
#11461
The Beach~
This beach is made of white sand. It extends to the west. To the south
is the ocean.
~
0 ROOM_NO_MOB SECT_DESERT
DDIR_SOUTH
You see the ocean.~
~
0 -1 11465
DDIR_WEST
You see the beach.~
~
0 -1 11460
E
sand~
The sand is fine and white.
~
S
#11462
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_MAZE SECT_OCEAN
DDIR_NORTH
You see land!~
~
0 -1 11458
DDIR_EAST
You see land!~
~
0 -1 11459
DDIR_SOUTH
You see the ocean.~
~
0 -1 11464
DDIR_WEST
You see land!~
~
0 -1 11456
S
#11463
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_MAZE SECT_OCEAN
DDIR_NORTH
You see land!~
~
0 -1 11455
DDIR_EAST
You see the ocean.~
~
0 -1 11464
DDIR_SOUTH
You see the ocean.~
~
0 -1 11466
DDIR_WEST
You see the ocean.~
~
0 -1 11468
S
#11464
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_MAZE SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11462
DDIR_EAST
You see the ocean.~
~
0 -1 11465
DDIR_SOUTH
You see the ocean.~
~
0 -1 11467
DDIR_WEST
You see the ocean.~
~
0 -1 11463
S
#11465
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_MAZE SECT_OCEAN
DDIR_NORTH
You see land!~
~
0 -1 11461
DDIR_EAST
You see the ocean.~
~
0 -1 11466
DDIR_SOUTH
You see the ocean.~
~
0 -1 11468
DDIR_WEST
You see the ocean.~
~
0 -1 11464
S
#11466
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11470
DDIR_EAST
You see the ocean.~
~
0 -1 11467
DDIR_SOUTH
You see the ocean.~
~
0 -1 11469
DDIR_WEST
You see the ocean.~
~
0 -1 11471
S
#11467
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11464
DDIR_EAST
You see the ocean.~
~
0 -1 11468
DDIR_SOUTH
You see the ocean.~
~
0 -1 11470
DDIR_WEST
You see the ocean.~
~
0 -1 11466
S
#11468
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11470
DDIR_EAST
You see the ocean.~
~
0 -1 11463
DDIR_SOUTH
You see the ocean.~
~
0 -1 11471
DDIR_WEST
You see the ocean.~
~
0 -1 11467
S
#11469
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11466
DDIR_EAST
You see the ocean.~
~
0 -1 11470
DDIR_SOUTH
You see the ocean.~
~
0 -1 11467
DDIR_WEST
You see the ocean.~
~
0 -1 11474
S
#11470
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11467
DDIR_EAST
You see the ocean.~
~
0 -1 11471
DDIR_SOUTH
You see the ocean.~
~
0 -1 11473
DDIR_WEST
You see the ocean.~
~
0 -1 11469
S
#11471
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11468
DDIR_EAST
You see the ocean.~
~
0 -1 11466
DDIR_SOUTH
You see the ocean.~
~
0 -1 11474
DDIR_WEST
You see the ocean.~
~
0 -1 11470
S
#11472
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11466
DDIR_EAST
You see the ocean.~
~
0 -1 11473
DDIR_SOUTH
You see the ocean.~
~
0 -1 11475
DDIR_WEST
You see the ocean.~
~
0 -1 11477
S
#11473
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11470
DDIR_EAST
You see the ocean.~
~
0 -1 11474
DDIR_SOUTH
You see the ocean.~
~
0 -1 11476
DDIR_WEST
You see the ocean.~
~
0 -1 11472
S
#11474
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11476
DDIR_EAST
You see the ocean.~
~
0 -1 11469
DDIR_SOUTH
You see the ocean.~
~
0 -1 11477
DDIR_WEST
You see the ocean.~
~
0 -1 11473
S
#11475
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11479
DDIR_EAST
You see the ocean.~
~
0 -1 11476
DDIR_SOUTH
You see the ocean.~
~
0 -1 11478
DDIR_WEST
You see the ocean.~
~
0 -1 11480
S
#11476
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11473
DDIR_EAST
You see the ocean.~
~
0 -1 11477
DDIR_SOUTH
You see the ocean.~
~
0 -1 11477
DDIR_WEST
You see the ocean.~
~
0 -1 11475
S
#11477
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11474
DDIR_EAST
You see the ocean.~
~
0 -1 11472
DDIR_SOUTH
You see the ocean.~
~
0 -1 11480
DDIR_WEST
You see the ocean.~
~
0 -1 11476
S
#11478
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11475
DDIR_EAST
You see the ocean.~
~
0 -1 11479
DDIR_SOUTH
You see the ocean.~
~
0 -1 11481
DDIR_WEST
You see the ocean.~
~
0 -1 11483
S
#11479
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11476
DDIR_EAST
You see the ocean.~
~
0 -1 11480
DDIR_SOUTH
You see the ocean.~
~
0 -1 11482
DDIR_WEST
You see the ocean.~
~
0 -1 11478
S
#11480
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11477
DDIR_EAST
You see the ocean.~
~
0 -1 11478
DDIR_SOUTH
You see the ocean.~
~
0 -1 11483
DDIR_WEST
You see the ocean.~
~
0 -1 11479
S
#11481
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11478
DDIR_EAST
You see the ocean.~
~
0 -1 11482
DDIR_SOUTH
You see the ocean.~
~
0 -1 11484
DDIR_WEST
You see the ocean.~
~
0 -1 11486
S
#11482
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11484
DDIR_EAST
You see the ocean.~
~
0 -1 11483
DDIR_SOUTH
You see the ocean.~
~
0 -1 11485
DDIR_WEST
You see the ocean.~
~
0 -1 11484
S
#11483
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11480
DDIR_EAST
You see the ocean.~
~
0 -1 11480
DDIR_SOUTH
You see the ocean.~
~
0 -1 11486
DDIR_WEST
You see the ocean.~
~
0 -1 11482
S
#11484
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11481
DDIR_EAST
You see the ocean.~
~
0 -1 11485
DDIR_SOUTH
You see the ocean.~
~
0 -1 11487
DDIR_WEST
You see the ocean.~
~
0 -1 11489
S
#11485
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11489
DDIR_EAST
You see the ocean.~
~
0 -1 11486
DDIR_SOUTH
You see the ocean.~
~
0 -1 11488
DDIR_WEST
You see the ocean.~
~
0 -1 11484
S
#11486
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11483
DDIR_EAST
You see the ocean.~
~
0 -1 11486
DDIR_SOUTH
You see the ocean.~
~
0 -1 11489
DDIR_WEST
You see the ocean.~
~
0 -1 11485
S
#11487
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11484
DDIR_EAST
You see the ocean.~
~
0 -1 11488
DDIR_SOUTH
You see the ocean.~
~
0 -1 11490
DDIR_WEST
You see the ocean.~
~
0 -1 11492
S
#11488
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11485
DDIR_EAST
You see the ocean.~
~
0 -1 11489
DDIR_SOUTH
You see the ocean.~
~
0 -1 11491
DDIR_WEST
You see the ocean.~
~
0 -1 11487
S
#11489
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11486
DDIR_EAST
You see the ocean.~
~
0 -1 11484
DDIR_SOUTH
You see the ocean.~
~
0 -1 11492
DDIR_WEST
You see the ocean.~
~
0 -1 11488
S
#11490
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11487
DDIR_EAST
You see the ocean.~
~
0 -1 11491
DDIR_SOUTH
You see the ocean.~
~
0 -1 11486
DDIR_WEST
You see the ocean.~
~
0 -1 11489
S
#11491
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11488
DDIR_EAST
You see the ocean.~
~
0 -1 11492
DDIR_SOUTH
You see shallow water.~
~
0 -1 11493
DDIR_WEST
You see the ocean.~
~
0 -1 11490
S
#11492
The Ocean~
You are floating over a beautiful blue ocean. It seems to extend
forever in all directions.
~
0 ROOM_NO_RECALL SECT_OCEAN
DDIR_NORTH
You see the ocean.~
~
0 -1 11489
DDIR_EAST
You see the ocean.~
~
0 -1 11487
DDIR_SOUTH
You see the ocean.~
~
0 -1 11484
DDIR_WEST
You see the ocean.~
~
0 -1 11491
S
#11493
The Shallows~
You have just entered the ocean. It is cold, blue, and huge. Land is
back to the south. The ocean occupies all view to the north.
~
0 ROOM_NO_MOB SECT_LAKE
DDIR_NORTH
You see the ocean.~
~
0 -1 11491
DDIR_SOUTH
You see land!~
~
0 -1 11494
S
#11494
The Beach~
You stand on a beach. Before you is the largest expanse of water you have
ever seen in your life. There is a trail here leading back south.
~
0 0 SECT_DESERT
DDIR_NORTH
You see shallow water.~
~
0 -1 11493
DDIR_SOUTH
You see a trail leading away from beach.~
~
0 -1 11495
S
#11495
A Trail~
This trail is short and unpaved. Flowers are growing on both the east 
and west sides.  To the north everything looks blue and brilliant.
To the south you see the raff way of New Ofcol. There is a sign here.
~
0 0 SECT_FIELD
DDIR_NORTH
You see a beach.~
~
0 -1 11494
DDIR_SOUTH
You see the raff way.~
~
0 -1 667
E
sign~
The sign:
                        ________________________________
                       |                                |
                       |  OOO   CCC   EEEEE   A   N   N |
                       | O   O C   C  E      A A  N   N |
                       | O   O C      E     A   A NN  N |
                       | O   O C      EEE   AAAAA N N N |
                       | O   O C      E     A   A N  NN |
                       | O   O C   C  E     A   A N   N |
                       |  OOO   CCC   EEEEE A   A N   N |
                       |________________________________|
                                     |   |
                                     |   |
                                     |   |
                                \\/__|___|__\//
~
S
#11496
Inside the Gate of Ocean City~
You stand before a large gate on the south side of the city. A man
stands here guarding the key. The exits are south, through the gate,
and north into the main city square.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 11423
DDIR_SOUTH
You see the gate.~
gate~
EX_ISDOOR|EX_CLOSED|EX_LOCKED 11404 11454
S
#0


#RESETS
M 11400 100 11400
M 11433 100 11407
M 11430 100 11407
M 11423 100 11407
M 11424 100 11407
M 11400 100 11407
M 11400 100 11416
M 11424 100 11444
M 11400 100 11444
M 11430 100 11430
M 11400 100 11430
M 11430 100 11422
M 11400 100 11422
M 11424 100 11405
M 11401 100 11405
M 11424 100 11409
M 11401 100 11409
M 11401 100 11418
M 11401 100 11446
M 11401 100 11430
M 11401 100 11424
M 11402 100 11406
E 11405  11 WEAR_SHIELD
E 11406  11 WEAR_BODY
E 11407  11 WEAR_WIELD
M 11402 100 11408
E 11405  11 WEAR_SHIELD
E 11406  11 WEAR_BODY
E 11407  11 WEAR_WIELD
M 11402 100 11412
E 11405  11 WEAR_SHIELD
E 11406  11 WEAR_BODY
E 11407  11 WEAR_WIELD
M 11402 100 11417
E 11405  11 WEAR_SHIELD
E 11406  11 WEAR_BODY
E 11407  11 WEAR_WIELD
M 11402 100 11419
E 11405  11 WEAR_SHIELD
E 11406  11 WEAR_BODY
E 11407  11 WEAR_WIELD
M 11402 100 11421
E 11405  11 WEAR_SHIELD
E 11406  11 WEAR_BODY
E 11407  11 WEAR_WIELD
M 11433 100 11423
M 11402 100 11423
E 11405  11 WEAR_SHIELD
E 11406  11 WEAR_BODY
E 11407  11 WEAR_WIELD
M 11424 100 11431
M 11402 100 11431
E 11405  11 WEAR_SHIELD
E 11406  11 WEAR_BODY
E 11407  11 WEAR_WIELD
M 11428 100 11433
G 11437 100 0
G 11413 100 0
G 11430 100 0
G 11429 100 0
G 11428 100 0
M 11402 100 11433
E 11405  11 WEAR_SHIELD
E 11406  11 WEAR_BODY
E 11407  11 WEAR_WIELD
M 11402 100 11443
E 11405  11 WEAR_SHIELD
E 11406  11 WEAR_BODY
E 11407  11 WEAR_WIELD
M 11402 100 11445
E 11405  11 WEAR_SHIELD
E 11406  11 WEAR_BODY
E 11407  11 WEAR_WIELD
M 11403 100 11454
M 11404 100 11434
M 11405 100 11426
M 11406 100 11427
M 11407 100 11428
M 11408 100 11429
M 11409 100 11435
M 11410 100 11436
M 11411 100 11437
M 11412 100 11442
G 11414 100 0
G 11415 100 0
G 11416 100 0
M 11413 100 11453
G 11417 100 0
G 11418 100 0
G 11419 100 0
M 11414 100 11449
M 11415 100 11441
G 11432 100 0
G 11433 100 0
G 11434 100 0
G 11435 100 0
G 11400 100 0
G 11401 100 0
G 11402 100 0
G 11403 100 0
G 11411 100 0
G 11412 100 0
G 11431 100 0
G 11436 100 0
M 11416 100 11440
G 11447 100 0
G 11425 100 0
G 11426 100 0
G 11427 100 0
M 11417 100 11439
G 11421 100 0
G 11422 100 0
G 11423 100 0
G 11424 100 0
M 11418 100 11447
M 11419 100 11448
G 11420 100 0
M 11421 100 11450
O 11450 100 11401
P 11451 100 11450
O 11449 100 11401
O 11448 100 11401
M 11422 100 11401
O 11450 100 11402
P 11451 100 11450
O 11449 100 11402
O 11448 100 11402
M 11422 100 11402
O 11450 100 11403
P 11451 100 11450
P 11451 100 11450
P 11451 100 11450
O 11449 100 11403
O 11448 100 11403
M 11422 100 11403
O 11450 100 11411
P 11451 100 11450
O 11449 100 11411
O 11448 100 11411
M 11422 100 11411
O 11450 100 11413
P 11451 100 11450
O 11449 100 11413
O 11448 100 11413
M 11422 100 11413
O 11450 100 11414
P 11451 100 11450
O 11449 100 11414
O 11448 100 11414
M 11422 100 11414
M 11425 100 11467
M 11425 100 11473
M 11425 100 11479
M 11425 100 11483
M 11425 100 11488
M 11426 100 11469
M 11426 100 11477
M 11426 100 11490
M 11427 100 11471
M 11427 100 11475
M 11427 100 11486
M 11427 100 11491
M 11432 100 11420
M 11429 100 11420
O 11445 100 11420
O 11409   1 11420
O 11410   1 11458
O 11450 100 11410
P 11451 100 11450
P 11451 100 11450
O 11449 100 11410
O 11448 100 11410
M 11422 100 11410
O 11450 100 11404
P 11451 100 11450
O 11449 100 11404
O 11448 100 11404
M 11422 100 11404
M 11430 100 11438
M 11424 100 11438
M 11424 100 11425
M 11424 100 11415
M 11431 100 11461
M 11431 100 11460
M 11431 100 11459
M 11431 100 11457
M 11431 100 11456
M 11431 100 11455
M 11403 100 11496
S


#$

XXXXXXXXXX
#Savearea