%rainfall:550 %latitude:45 %mobiles Name = pan PName = "Pan" Location = fairybook105 Mflags { BarNorth } Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "Peter Pan threatens you with his Neversword." End = pan Name = boxer PName = "Boxer" Location = fairybook81 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A shadow dodges around behind you to throw the first punch." End = boxer Name = wendy PName = "Wendy" Sflags { Female } Location = fairybook91 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "The Wendy lady looks at you with tears in her eyes." End = wendy Name = tinkerbel PName = "Tinkerbel" Sflags { Female } Location = fairybook93 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Tinkerbel floats above you, screaming obscenities." End = tinkerbel Name = neverbird PName = "Neverbird" Sflags { Female } Location = fairybook98 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The Never-Bird squawks at you, protecting her nest." End = neverbird Name = tootles PName = "Tootles" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Tootles, the unfortunate Lost Boy, shakes his sword menacingly." End = tootles Name = nibs PName = "Nibs" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Nibs, the debonair Lost Boy, smiles innocently as he hovers above you." End = nibs Name = slightly PName = "Slightly" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Slightly, the conceited Lost Boy, sneers at you from where he floats." End = slightly Name = curly PName = "Curly" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Curly, the guilty Lost Boy, points at you." End = curly Name = twin PName = "Twin" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Twin, the identical Lost Boy, swings his sword in the air." End = twin Name = twins PName = "Twins" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Twin, the identical Lost Boy, swings his sword in the air." End = twins Name = cecco PName = "Cecco" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Cecco, the Italian Pirate, grins evilly as he brandishes his sword." End = cecco Name = blacky PName = "Blacky" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Blacky, the African Pirate, eats children for breakfast." End = blacky Name = jukes PName = "Jukes" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Bill Jukes, the Tattooed Pirate, loves his candy." End = jukes Name = cookson PName = "Cookson" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Cookson, the Pirate Cook, wields a sharpened spatula." End = cookson Name = starkey PName = "Starkey" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Gentleman Starkey, the polite Pirate, asks permission to kill you." End = starkey Name = skylights PName = "Skylights" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Skylights, the Irish Pirate, has painted his hair green." End = skylights Name = smee PName = "Smee" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Smee, Hook's bo'sun, wields his blade mercilessly." End = smee Name = noodler PName = "Noodler" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Noodler, the tallest Pirate, has his hands on backwards." End = noodler Name = mullins PName = "Mullins" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Mullins, the angry Pirate, chases you around the room." End = mullins Name = mason PName = "Mason" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Mason, the smiling Pirate, laughs as he draws his sword." End = mason Name = captainhook PName = "Captainhook" Location = fairybook103 Strength = 300 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Hook brandishes his hook, shouting "Bad form!" as he attacks." End = captainhook Name = panther PName = "Panther" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Panther, the silent Redskin, sneaks across the path." End = panther Name = walks PName = "Walks" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Walks at Night, the Redskin who walks at night, grins evilly." End = walks Name = laughing PName = "Laughing" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Laughing Tree, the tall Redskin, towers over you." End = laughing Name = eats PName = "Eats" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Eats All, the hungry Redskin, looks hungrily at you." End = eats Name = lily PName = "Lily" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Tiger Lily, the beautiful Redskin princess, proudly attacks you." End = lily Name = lion PName = "Lion" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A lion roars as he attacks." End = lion Name = boar PName = "Boar" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A boar roars as he attacks." End = boar Name = crocodile PName = "Crocodile" Location = fairybook104 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A gigantic crocodile ticks ominously as he crawls along the path." End = crocodile Name = ochre PName = "Ochre" Sflags { Female } Location = fairybook97 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A ochre mermaid swims past you, slapping you with her tail." End = ochre Name = vermillion PName = "Vermillion" Sflags { Female } Location = fairybook97 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A vermillion mermaid swims past you, slapping you with her fins." End = vermillion Name = duck PName = "Duck" Location = fairybook12 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A duck shakes its wings at you, splashing you with tears." End = duck Name = dodo PName = "Dodo" Location = fairybook12 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A dodo looks at you with confusion." End = dodo Name = lory PName = "Lory" Location = fairybook12 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A lory pecks at the ground, searching for grubs." End = lory Name = eaglet PName = "Eaglet" Sflags { Female } Location = fairybook12 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "An eaglet keens shrilly. She looks hungry." End = eaglet Name = magpie PName = "Magpie" Sflags { Female } Location = fairybook12 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A magpie, shining brightly, saunters past you." End = magpie Name = canary PName = "Canary" Sflags { Female } Location = fairybook12 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A canary sings a lovely song." End = canary Name = billy PName = "Billy" Location = fairybook17 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Billy the Lizard slides down the chimney." End = billy Name = puppy PName = "Puppy" Location = fairybook22 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A puppy rolls over playfully." End = puppy Name = guinea PName = "Guinea" Location = fairybook21 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A guinea pig nuzzles you experimentally." End = guinea Name = guineapig PName = "Guineapig" Location = fairybook20 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A guinea pig pokes you playfully." End = guineapig Name = caterpillar PName = "Caterpillar" Location = fairybook24 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A hookah-smoking caterpillar fades in and out of existence." End = caterpillar Name = fishfoot PName = "Fishfoot" Location = fairybook28 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A footman stands at the door. He looks like a fish." End = fishfoot Name = frogfoot PName = "Frogfoot" Location = fairybook28 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A footman stands at the door. He looks like a frog." End = frogfoot Name = cooky PName = "Cooky" Location = fairybook29 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The cook pours pepper into the soup." End = cooky Name = duchess PName = "Duchess" Location = fairybook29 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The Duchess protects her baby." End = duchess Name = cheshirecat PName = "CheshireCat" Location = fairybook29 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A cheshire cat grins at you from his perch." End = cheshirecat Name = babe PName = "Babe" Sflags { Female } Location = fairybook34 Strength = 200 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "Babe Bunny hops around the room, impersonating famous comedians." End = babe Name = busterbunny PName = "Buster Bunny" Location = fairybook34 Strength = 200 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "Buster Bunny tells bad jokes." End = busterbunny Name = bugs PName = "Bugs" Location = fairybook34 Strength = 200 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "Bugs Bunny nibbles on a carrot." End = bugs Name = brucie PName = "Brucie" Location = fairybook34 Strength = 200 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Brucie Bunny wails pitifully, trying to play the guitar." End = brucie Name = bianca PName = "Bianca" Sflags { Female } Location = fairybook34 Strength = 200 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Bianca Bunny stretches herself out on the divan." End = bianca Name = brent PName = "Brent" Location = fairybook34 Strength = 200 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Brent Bunny seduces a young rabbit." End = brent Name = beatrice PName = "Beatrice" Sflags { Female } Location = fairybook34 Strength = 200 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Beatrice Bunny, Bet to her friends, chews your ear off with gossip." End = beatrice Name = dormouse PName = "Dormouse" Location = fairybook35 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The Dormouse hides in the teapot." End = dormouse Name = hatter PName = "Hatter" Location = fairybook35 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "The Mad hatter offers you no tea." End = hatter Name = marchhare PName = "MarchHare" Location = fairybook35 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The March Hare runs around the top of the table." End = marchhare Name = five PName = "Five" Location = fairybook40 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The Five of Diamonds paints red roses white." End = five Name = seven PName = "Seven" Location = fairybook40 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The Seven of Diamonds paints white roses red." End = seven Name = two PName = "Two" Location = fairybook40 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The Two of Diamonds paints red roses white." End = two Name = ace PName = "Ace" Location = fairybook40 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The Ace of Clubs paints white roses red" End = ace Name = three PName = "Three" Location = fairybook40 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The Three of Clubs paints red roses white." End = three Name = four PName = "Four" Location = fairybook40 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The Four of Clubs paints white roses red" End = four Name = six PName = "Six" Location = fairybook40 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The Six of Clubs paints red roses white." End = six Name = eight PName = "Eight" Location = fairybook40 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The Eight of Clubs paints white roses red" End = eight Name = nine PName = "Nine" Location = fairybook40 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The Nine of Clubs paints red roses white." End = nine Name = ten PName = "Ten" Location = fairybook40 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The Ten of Clubs paints white roses red" End = ten Name = kingohearts PName = "KingoHearts" Location = fairybook41 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The King of Hearts looks around with impunity." End = kingohearts Name = queenohearts PName = "QueenoHearts" Sflags { Female } Location = fairybook41 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The Queen of Hearts shouts "Off with her head!"" End = queenohearts Name = knaveohearts PName = "KnaveoHearts" Sflags { Female } Location = fairybook41 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The Knave of Hearts stole some tarts." End = knaveohearts Name = flamingo PName = "Flamingo" Location = fairybook42 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A flamingo has been polished for better croquet." End = flamingo Name = flamingogo PName = "Flamingogo" Location = fairybook42 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A flamingoa flaps his wings wildly." End = flamingogo Name = flaminga PName = "Flaminga" Location = fairybook42 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A flamingo stretches out her neck." End = flaminga Name = hedgehog PName = "Hedgehog" Location = fairybook42 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A hedgehog rolls across the field." End = hedgehog Name = hedgehogy PName = "Hedgehogy" Location = fairybook42 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A hedgehog bounces across the field." End = hedgehogy Name = hedgehogie PName = "Hedgehogie" Location = fairybook42 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A hedgehog cringes in expectation of your blow." End = hedgehogie Name = gryphon PName = "Gryphon" Location = fairybook43 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "The gryphon shakes his head sadly." End = gryphon Name = mock PName = "Mock" Location = fairybook43 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "The Mock Turtle talks about the good old days." End = mock Name = tigerlily PName = "Tigerlily" Location = fairybook48 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A tiger-lily nods her head at you." End = tigerlily Name = rose PName = "Rose" Location = fairybook49 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A rose points back the way you came." End = rose Name = daisy PName = "Daisy" Sflags { Female } Location = fairybook50 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A daisy shakes her head sadly." End = daisy Name = larkspur PName = "Larkspur" Location = fairybook51 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A lark-spur blows in the wind." End = larkspur Name = redqueen PName = "RedQueen" Sflags { Female } Location = fairybook53 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A woman in red stands before you." End = redqueen Name = guardo PName = "Guardo" Location = fairybook54 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A guard asks for your ticket." End = guardo Name = gentleman PName = "Gentleman" Location = fairybook55 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A gentleman reads his newspaper." End = gentleman Name = goat PName = "Goat" Location = fairybook55 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A goat peers at you through his spectacles." End = goat Name = beatle PName = "Beatle" Location = fairybook55 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A beetle crawls up your leg." End = beatle Name = gnat PName = "Gnat" Location = fairybook56 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A gnat lands on your shoulder." End = gnat Name = rockingfly PName = "Rockingfly" Location = fairybook56 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A Rockinghorsefly rocks in place." End = rockingfly Name = snapfly PName = "Snapfly" Location = fairybook56 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A Snapdragonfly explodes in your ear." End = snapfly Name = breadfly PName = "Breadfly" Location = fairybook56 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A Bread-And-Butterfly lands face down on your foot." End = breadfly Name = doe PName = "Doe" Sflags { Female } Location = fairybook57 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A small brown, four-legged thing stands here, looking at you with gentle eyes." End = doe Name = tweedledum PName = "TweedleDum" Location = fairybook59 Mflags { BarEast } Strength = 200 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "Tweedle-Dum looks like his brother." End = tweedledum Name = tweedledee PName = "TweedleDee" Location = fairybook59 Mflags { BarWest } Strength = 200 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "Tweedle-Dee looks like his brother." End = tweedledee Name = oyster PName = "Oyster" Location = fairybook60 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "An oyster spits water at you." End = oyster Name = oysterer PName = "Oysterer" Location = fairybook60 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "An oyster lies here, cracked open on a rock." End = oysterer Name = walrus PName = "Walrus" Location = fairybook60 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The Walrus dances in the sand." End = walrus Name = carpenter PName = "Carpenter" Location = fairybook60 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The Carpenter tries to catch a fish." End = carpenter Name = redking PName = "RedKing" Location = fairybook61 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The Red King wakes up suddenly." End = redking Name = whitequeen PName = "WhiteQueen" Sflags { Female } Location = fairybook62 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "The White Queen cries out in pain." End = whitequeen Name = sheep PName = "Sheep" Sflags { Female } Location = fairybook63 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A Sheep sits in the corner, knitting." End = sheep Name = rush PName = "Rush" Location = fairybook64 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A Rush-Giant looms up suddenly from out of the swamp and attacks." End = rush Name = humpty PName = "Humpty" Location = fairybook66 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A rather large egg seems intent on not letting you pass." End = humpty Name = ed PName = "Ed" Location = fairybook67 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A horse bares its teeth at you." End = ed Name = francis PName = "Francis" Location = fairybook67 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A stallion rears and kicks at you!" End = francis Name = horse PName = "Horse" Location = fairybook67 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A horse nips at you." End = horse Name = quirk PName = "Quirk" Location = fairybook68 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A soldier threatens you with his sword." End = quirk Name = quentin PName = "Quentin" Location = fairybook68 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A soldier waves his shield at you." End = quentin Name = quisby PName = "Quisby" Location = fairybook68 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A soldier tells you to move." End = quisby Name = haigha PName = "Haigha" Location = fairybook71 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "Haigha waits on the King." End = haigha Name = hatta PName = "Hatta" Location = fairybook71 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "Hatta waits on the King." End = hatta Name = kingy PName = "Kingy" Location = fairybook71 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The King gives orders to his servants." End = kingy Name = unicorny PName = "Unicorny" Location = fairybook72 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The Unicorny tosses his mane in anger." End = unicorny Name = whiteknight PName = "WhiteKnight" Location = fairybook73 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The White Knight falls on his head." End = whiteknight Name = redknight PName = "RedKnight" Location = fairybook73 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The Red Knight falls from his horse." End = redknight Name = knaght PName = "Knaght" Location = fairybook77 Strength = 150 Mflags { BarUp } Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A Knight bars your way up. "The Queen is resting," he says." End = knaght Name = knught PName = "Knught" Location = fairybook77 Mflags { BarUp } Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A Knight will not let you go up the steps." End = knught Name = mutton PName = "Mutton" Location = fairybook78 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A leg of mutton introduces itself to you." End = mutton Name = pudding PName = "Pudding" Location = fairybook78 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A plate of pudding introduces itself to you." End = pudding Name = alice PName = "Alice" Location = fairybook80 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Alice sits here, glaring at you." End = alice Name = em PName = "Em" Sflags { Female } Location = fairybook108 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Auntie Em works hard in the garden." End = em Name = henry PName = "Henry" Location = fairybook107 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Uncle Henry hides his head in the cellar." End = henry Name = dorothy PName = "Dorothy" Sflags { Female } Location = fairybook109 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Dorothy looks at you with innocent eyes." End = dorothy Name = toto PName = "Toto" Location = fairybook109 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Toto snarls and chews on your pant leg." End = toto Name = munchkin PName = "Munchkin" Location = fairybook110 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A munchkin stares at you with fear in his eyes." End = munchkin Name = timmer PName = "Timmer" Location = fairybook111 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A munchkin welcomes you to munchkin land." End = timmer Name = toomer PName = "Toomer" Location = fairybook112 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A munchkin offers you a lollypop." End = toomer Name = tommer PName = "Tommer" Location = fairybook113 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A munchkin carries a pail of water." End = tommer Name = glinda PName = "Glinda" Location = fairybook114 Strength = 150 Damage = 10 Armor = 0 Eflags { Frost Shock } Aggression = 25 Speed = 2 Description = "Glinda the Good Witch smiles benevolently at you." End = glinda Name = boq PName = "Boq" Location = fairybook115 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Boq the innkeeper asks you for a tip." End = boq Name = scarecrow PName = "Scarecrow" Location = fairybook117 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 1 Description = "A scarecrow hangs upon a pole." End = scarecrow Name = crow PName = "Crow" Location = fairybook117 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A crow spins and wheels in the air around your head." End = crow Name = jem PName = "Jem" Location = fairybook117 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A crow dives lower to see you better." End = jem Name = tem PName = "Tem" Location = fairybook117 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A crow screams at you with indolence." End = tem Name = lem PName = "Lem" Location = fairybook117 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A crow lets out a startled 'Squawk!' as someone pulls his tail." End = lem Name = woodman PName = "Woodman" Location = fairybook122 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 1 Description = "A statue of a woodcutter stands here, made of tin." End = woodman Name = coward PName = "Coward" Location = fairybook125 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 1 Description = "A lion jumps out of the brush and attacks you!" End = coward Name = kalidah PName = "Kalidah" Location = fairybook131 Strength = 350 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A kalidah snarls and flexes his muscles as he stalks you." End = kalidah Name = kally PName = "Kally" Sflags { Female } Location = fairybook132 Strength = 350 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A kalidah waits silently in the bushes for you to pass by." End = kally Name = stork PName = "Stork" Location = fairybook133 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A very large stork lands in front of you." End = stork Name = wildcat PName = "Wildcat" Location = fairybook136 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A wildcat snarls at you from her treetop perch." End = wildcat Name = fieldmouse PName = "Fieldmouse" Location = fairybook135 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A field-mouse scampers past you." End = fieldmouse Name = mouse PName = "Mouse" Location = fairybook137 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A mouse crawls into your bag, looking for food." End = mouse Name = gateman PName = "Gateman" Location = fairybook140 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "The Guardian of the Gate offers you a pair of spectacles." End = gateman Name = soldier PName = "Soldier" Location = fairybook141 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A soldier asks you your business with the Great Oz." End = soldier Name = oz PName = "Oz" Location = fairybook145 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Oz the Great and Terrible roars 'What do you want?'" End = oz Name = crower PName = "Crower" Location = fairybook149 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A huge crow swoops down and attacks you!" End = crower Name = kingcrow PName = "Kingcrow" Location = fairybook150 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "The King of the Crows drops a rock on your head!" End = kingcrow Name = swarm PName = "Swarm" Location = fairybook151 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A swarm of bees flies around your head, looking for a place to sting." End = swarm Name = eppe PName = "Eppe" Location = fairybook152 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A flying monkey carries a rope." End = eppe Name = peppe PName = "Peppe" Location = fairybook152 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A flying monkey carrying a harness flies towards you." End = peppe Name = kekke PName = "Kekke" Location = fairybook152 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A flying monkey with a bridle and saddle grins at you." End = kekke Name = hillo PName = "Hillo" Location = fairybook153 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A flying monkey swings his mace wildly." End = hillo Name = hollo PName = "Hollo" Location = fairybook153 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A flying monkey throws darts at you with deadly accuracy." End = hollo Name = hello PName = "Hello" Location = fairybook154 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A flying monkey smiles politely." End = hello Name = zizzy PName = "Zizzy" Location = fairybook154 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A flying monkey hums as he flies in circles over your head." End = zizzy Name = zuzzy PName = "Zuzzy" Location = fairybook155 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A flying monkey calls out nasty names as she dances out of your reach." End = zuzzy Name = zik PName = "Zik" Location = fairybook155 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A flying monkey wears a golden cap." End = zik Name = witch PName = "Witch" Location = fairybook151 Strength = 350 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "The Wicked Witch of the West grins evilly at you." End = witch Name = winky PName = "Winky" Location = fairybook151 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "One of the winkies backs away in fear." End = winky Name = blinky PName = "Blinky" Location = fairybook156 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "One of the winkies winks knowingly at you." End = blinky Name = winkie PName = "Winkie" Location = fairybook156 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "One of the winkies blinks frantically." End = winkie Name = quelala PName = "Quelala" Sflags { Female } Location = fairybook161 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Quelala, once a princess, has been reduced to the state of a peasant." End = quelala Name = humbug PName = "Humbug" Location = fairybook145 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A tiny man shouts "Pay no attention to the man behind the curtain!"" End = humbug Name = elm PName = "Elm" Location = fairybook168 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A tree threatens you with its branches." End = elm Name = oak PName = "Oak" Location = fairybook168 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A tree waves its limbs menacingly at you." End = oak Name = maple PName = "Maple" Location = fairybook168 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A tree grumbles at you from deep inside its trunk." End = maple Name = chinadog PName = "Chinadog" Location = fairybook167 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A dog, made of china, snarls at you." End = chinadog Name = chinacow PName = "Chinacow" Location = fairybook167 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A cow, made of china, chews china grass." End = chinacow Name = chinamaid PName = "Chinamaid" Sflags { Female } Location = fairybook167 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A milk-maid, made of china, milks the china cow carefully." End = chinamaid Name = chinaprincess PName = "Chinaprincess" Sflags { Female } Location = fairybook167 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A princess, made of china, sits regally on a pillow." End = chinaprincess Name = tiger PName = "Tiger" Location = fairybook169 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A tiger stalks his prey." End = tiger Name = elephant PName = "Elephant" Location = fairybook162 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "An elephant raises his trunk and bellows." End = elephant Name = grizzly PName = "Grizzly" Location = fairybook165 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A bear looks hungrily in your direction." End = grizzly Name = wolfie PName = "Wolfie" Location = fairybook164 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A wolfie howls at the sun." End = wolfie Name = fox PName = "Fox" Location = fairybook163 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A fox hides in the bushes." End = fox Name = tarantula PName = "Tarantula" Location = fairybook169 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A giant spider crawls on a strand of fine webbing." End = tarantula Name = amazon PName = "Amazon" Sflags { Female } Location = fairybook170 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "An amazon warrior stops you in your path." End = amazon Name = quadling PName = "Quadling" Location = fairybook162 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A quadling stands before you." End = quadling Name = flathead PName = "Flathead" Location = fairybook163 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A quadling stands before you." End = flathead Name = eraserhead PName = "Eraserhead" Location = fairybook164 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A quadling stands before you. " End = eraserhead Name = sleepyhead PName = "Sleepyhead" Location = fairybook165 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A quadling stands before you." End = sleepyhead %objects Name = small_curtain PName = curtain AltName = small Location = IN_ROOM:fairybook10 Oflags { Lockable Openable NoGet } Linked = small_curtain_1 MaxState = 2 State = 2 Desc[0] = "The curtains are open." Desc[1] = "The curtains are closed." Desc[2] = "A curtain hangs in the corner." End = small_curtain Name = small_curtain_1 PName = curtain AltName = small Location = IN_ROOM:fairybook11 Oflags { Lockable Openable NoGet } Linked = small_curtain MaxState = 2 State = 2 Desc[0] = "The curtains are open." Desc[1] = "The curtains are closed." Desc[2] = "A curtain hangs in the corner." End = small_curtain_1 Name = little_door PName = door AltName = little Location = IN_ROOM:fairybook14 Oflags { Lockable Openable NoGet } Linked = little_door_1 MaxState = 2 State = 2 Desc[0] = "The tiny door is open." Desc[1] = "The tiny door is closed." Desc[2] = "The tiny door is locked." End = little_door Name = little_door_1 PName = door AltName = little Location = IN_ROOM:fairybook15 Oflags { Lockable Openable NoGet } Linked = little_door MaxState = 2 State = 2 Desc[0] = "The tiny door is open." Desc[1] = "The tiny door is closed." Desc[2] = "The tiny door is locked." End = little_door_1 Name = brown_door PName = door AltName = brown Location = IN_ROOM:fairybook28 Oflags { Lockable Openable NoGet } Linked = brown_door_1 MaxState = 2 State = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = brown_door Name = brown_door_1 PName = door AltName = brown Location = IN_ROOM:fairybook29 Oflags { Lockable Openable NoGet } Linked = brown_door MaxState = 2 State = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = brown_door_1 Name = door_tree PName = tree AltName = door Location = IN_ROOM:fairybook38 Oflags { Lockable Openable NoGet } Linked = door_tree_1 MaxState = 2 State = 2 Desc[0] = "The tree is open." Desc[1] = "The tree is closed." End = door_tree Name = door_tree_1 PName = tree AltName = door Location = IN_ROOM:fairybook39 Oflags { Lockable Openable NoGet } Linked = door_tree MaxState = 2 State = 2 Desc[0] = "The tree is open." Desc[1] = "The tree is closed." End = door_tree_1 Name = door_window PName = window AltName = door Location = IN_ROOM:fairybook81 Oflags { Lockable Openable NoGet } Linked = door_window_1 MaxState = 2 State = 2 Desc[0] = "The window is open." Desc[1] = "The window is closed." Desc[2] = "The window is locked." End = door_window Name = door_window_1 PName = window AltName = door Location = IN_ROOM:fairybook82 Oflags { Lockable Openable NoGet } Linked = door_window MaxState = 2 State = 2 Desc[0] = "The window is open." Desc[1] = "The window is closed." Desc[2] = "The window is locked." End = door_window_1 Name = hole_tree PName = tree AltName = hole Location = IN_ROOM:fairybook90 Oflags { Lockable Openable NoGet } Linked = hole_tree_1 MaxState = 2 State = 2 Desc[0] = "The tree is open." Desc[1] = "The tree is closed." End = hole_tree Name = hole_tree_1 PName = tree AltName = hole Location = IN_ROOM:fairybook91 Oflags { Lockable Openable NoGet } Linked = hole_tree MaxState = 2 State = 2 Desc[0] = "The tree is open." Desc[1] = "The tree is closed." End = hole_tree_1 Name = large_gates PName = gates AltName = large Location = IN_ROOM:fairybook142 Oflags { Lockable Openable NoGet } Linked = large_gates_1 MaxState = 2 State = 2 Desc[0] = "The gates are open." Desc[1] = "The gates are closed." Desc[2] = "The gates are locked." End = large_gates Name = large_gates_1 PName = gates AltName = large Location = IN_ROOM:fairybook143 Oflags { Lockable Openable NoGet } Linked = large_gates MaxState = 2 State = 2 Desc[0] = "The gates are open." Desc[1] = "The gates are closed." Desc[2] = "The gates are locked." End = large_gates_1 Name = discreet_curtain PName = curtain AltName = discreet Location = IN_ROOM:fairybook145 Oflags { Lockable Openable NoGet } Linked = discreet_curtain_1 MaxState = 2 State = 2 Desc[0] = "The curtain is open." Desc[1] = "The curtain is closed." Desc[2] = "A curtain hangs discreetly in one corner." End = discreet_curtain Name = discreet_curtain_1 PName = curtain AltName = discreet Location = IN_ROOM:fairybook146 Oflags { Lockable Openable NoGet } Linked = discreet_curtain MaxState = 2 State = 2 Desc[0] = "The curtain is open." Desc[1] = "The curtain is closed." Desc[2] = "A curtain hangs discreetly in one corner." End = discreet_curtain_1 Name = chain_daisies PName = daisies AltName = chain Location = IN_ROOM:fairybook4 BValue = 50 Size = 10 Weight = 10 Desc[0] = "A chain of daisies lies here, carelessly dropped by the side of the hole." Examine = "The daisies have been woven by tiny hands. " End = chain_daisies Name = marmalade_jar PName = jar AltName = marmalade Location = IN_ROOM:fairybook6 Oflags { Food } /* FoodVal = 11 */ BValue = 30 Size = 5 Weight = 5 Desc[0] = "A jar on one shelf is labelled 'Orange Marmalade.'" Examine = "The jar smells like fresh oranges. " End = marmalade_jar Name = brown_box PName = box AltName = brown Location = IN_ROOM:fairybook11 Oflags { Container } BValue = 50 Size = 20 Weight = 10 Desc[0] = "A box lies at your feet." Examine = "The box looks quite large. " End = brown_box Name = mailbox Location = IN_ROOM:fairybook16 Oflags { Container NoGet } BValue = 50 Size = 20 Weight = 10 State = 1 Desc[0] = "A mailbox stands here. Written on it, in white letters, is the name 'W. Rabbit.'" Examine = "Would you read someone else's mail?!? " End = mailbox Name = white_gloves PName = gloves AltName = white Location = IN_ROOM:fairybook18 Oflags { Wearable } Aflags { Hands } BValue = 50 Size = 5 Weight = 5 Desc[0] = "A pair of small, white gloves lies here." Examine = "These gloves were made for paws, not for fingers! " End = white_gloves Name = small_fan PName = fan AltName = small Location = IN_ROOM:fairybook18 BValue = 50 Size = 5 Weight = 5 Desc[0] = "A fan has been dropped here." Examine = "The small fan cheers for the Cubs. " End = small_fan Name = carrot_cake PName = cake AltName = carrot Location = IN_ROOM:fairybook19 Oflags { Food } /* FoodVal = 18 */ BValue = 50 Size = 5 Weight = 5 Desc[0] = "A piece of carrot cake is sitting here." Examine = "It smells pretty good... " End = carrot_cake Name = small_bottle PName = bottle AltName = small Location = IN_ROOM:fairybook20 Oflags { Food } /* FoodVal = 8 */ BValue = 50 Size = 10 Weight = 10 Desc[0] = "A little bottle lies here on the table." Examine = "The bottle says 'drink me'. " End = small_bottle Name = chess_set PName = set AltName = chess Location = IN_ROOM:fairybook20 BValue = 50 Size = 20 Weight = 10 Desc[0] = "A chess set stands on the table." Examine = "The pieces are very realistic looking... " End = chess_set Name = bong_hookah PName = hookah AltName = bong Location = CARRIED_BY:caterpillar BValue = 150 Size = 20 Weight = 10 Desc[0] = "A hookah rests on the ground, waiting to be used." Examine = "The hookah has been lit, and you smell wonderful scents coming from it... " End = bong_hookah Name = notwine_cup PName = cup AltName = notwine Location = IN_ROOM:fairybook35 Oflags { Food } /* FoodVal = 5 */ BValue = 50 Size = 10 Weight = 10 Desc[0] = "A cup of not-wine stands before you." Examine = "I wonder how filling this would be... " End = notwine_cup Name = pot_teapot PName = teapot AltName = pot Location = IN_ROOM:fairybook35 Oflags { Container } BValue = 100 Size = 10 Weight = 10 Desc[0] = "A tea-pot is balanced atop a pile of sugar cubes." Examine = "A few dormouse hairs float in the tea. " End = pot_teapot Name = white_hat PName = hat AltName = white Location = IN_ROOM:fairybook37 Oflags { Wearable } Aflags { Head } BValue = 50 Size = 5 Weight = 5 Desc[0] = "A hat lies discarded here in the center of the room." Examine = "Written on the inside brim is the name 'Mad Hatter'. " End = white_hat Name = rose_white PName = white AltName = rose Location = IN_ROOM:fairybook40 BValue = 150 Size = 10 Weight = 10 Desc[0] = "A white rose lies here, fallen from the tree." Examine = "You detect some white paint on the rose... " End = rose_white Name = rose_red PName = red AltName = rose Location = IN_ROOM:fairybook40 BValue = 150 Size = 10 Weight = 10 Desc[0] = "A red rose hangs on a low branch." Examine = "You detect some red paint on the rose... " End = rose_red Name = fallen_daisy PName = daisy AltName = fallen Location = IN_ROOM:fairybook41 BValue = 150 Size = 5 Weight = 5 Desc[0] = "A daisy lies fallen at your feet." Examine = "It has no scent at all. " End = fallen_daisy Name = slice_bread PName = bread AltName = slice Location = IN_ROOM:fairybook41 Oflags { Food } /* FoodVal = 9 */ BValue = 50 Size = 5 Weight = 5 Desc[0] = "A bread tree grows here. One slice is within your reach." Examine = "The bread smells fresh-baked. " End = slice_bread Name = diary_notebook PName = notebook AltName = diary Location = IN_ROOM:fairybook37 BValue = 100 Size = 5 Weight = 5 Desc[0] = "Lying on one step is a tiny notebook." Examine = "You squint at the writing, and can barely make out the title 'Jabberwocky'. " End = diary_notebook Name = scented_rush PName = rush AltName = scented Location = IN_ROOM:fairybook64 BValue = 70 Size = 10 Weight = 10 Desc[0] = "A pretty, scented rush lies here." Examine = "It smells good to me... " End = scented_rush Name = piece_egg PName = egg AltName = piece Location = IN_ROOM:fairybook68 Oflags { Food } /* FoodVal = 8 */ BValue = 50 Size = 5 Weight = 5 Desc[0] = "A piece of egg here looks edible." Examine = "It smells rather raw, and looks uncooked. " End = piece_egg Name = cake_loaf PName = loaf AltName = cake Location = IN_ROOM:fairybook72 Oflags { Food } /* FoodVal = 15 */ BValue = 50 Size = 5 Weight = 5 Desc[0] = "A loaf of plum cake lies here, a prize for the victor." Examine = "Blech! Plum cake! " End = cake_loaf Name = wooden_box PName = box AltName = wooden Location = IN_ROOM:fairybook73 Oflags { Container } BValue = 50 Size = 20 Weight = 10 Desc[0] = "A box lies here, upside-down." Examine = "It is upside-down so that things don't fly out from underneath it. " End = wooden_box Name = dusty_bag PName = bag AltName = dusty Location = IN_ROOM:fairybook74 Oflags { Container } BValue = 50 Size = 20 Weight = 10 Desc[0] = "A bag lies here in the dust of the road." Examine = "It's full of dust. " End = dusty_bag Name = sticks_candlesticks PName = candlesticks AltName = sticks Location = IN_CONTAINER:dusty_bag BValue = 50 Size = 15 Weight = 10 Desc[0] = "A pair of golden candlesticks was was hidden inside the bag." Examine = "Perhaps these belong to Jean-Claude Val Jean? " End = sticks_candlesticks Name = golden_crown PName = crown AltName = golden Location = IN_ROOM:fairybook75 Oflags { Wearable } Aflags { Head } BValue = 200 Size = 20 Weight = 10 Desc[0] = "Alice's golden crown lies here, waiting for someone to pick it up." Examine = "It glistens in the sunlight. " End = golden_crown Name = soup_tureen PName = tureen AltName = soup Location = IN_ROOM:fairybook78 Oflags { Container } BValue = 50 Size = 20 Weight = 10 Desc[0] = "A soup tureen lies on its side. Soup leaks out of it." Examine = "Looks like you were too late...all the soup is gone. Better luck next time. " End = soup_tureen Name = regal_sceptre PName = sceptre AltName = regal Location = IN_ROOM:fairybook79 BValue = 150 Size = 15 Weight = 10 Desc[0] = "A sceptre lies here." Examine = "It is carved with a large 'A'. " End = regal_sceptre Name = wonderland_book PName = book AltName = wonderland Location = IN_ROOM:fairybook80 BValue = 350 Size = 20 Weight = 10 Desc[0] = "A copy of the book 'Alice's Adventures in Wonderland' sits on the nightstand." Examine = "The book makes for interesting reading, and seems somehow familiar... " End = wonderland_book Name = bouncy_bed PName = bed AltName = bouncy Location = IN_ROOM:fairybook80 Oflags { Pushable Pushtoggle NoGet } BValue = 50 State = 1 Desc[0] = "A huge canopy bed is here, right next to a trap door." Desc[0] = "A huge canopy bed is pushed against the wall." Examine = "It is very bouncy, and very heavy. " End = bouncy_bed Name = thimble_kiss PName = kiss AltName = thimble Location = IN_ROOM:fairybook82 BValue = 100 Size = 5 Weight = 5 Desc[0] = "A kiss lies on the floor, forgotten. It is shaped like a thimble." Examine = "It shines with an innocence long forgotten. " End = thimble_kiss Name = bear_teddy PName = teddy AltName = bear Location = IN_ROOM:fairybook92 Oflags { Wearable } Aflags { Back } BValue = 100 Size = 10 Weight = 10 Desc[0] = "A teddy bear lies here, left behind long ago." Examine = "The teddy bear looks lonely. No one has cuddled it in quite some time. " End = bear_teddy Name = fairy_dust PName = dust AltName = fairy Location = IN_ROOM:fairybook93 Oflags { Wearable } Aflags { Head Face Arms Back Chest Legs Hands } BValue = 100 Size = 5 Weight = 5 Desc[0] = "A bag of fairy dust lies here." Examine = "Think of the magic you could perform with this dust... " End = fairy_dust Name = broken_arrowhead PName = arrowhead AltName = broken Location = IN_ROOM:fairybook94 BValue = 150 Size = 3 Weight = 3 Desc[0] = "An arrowhead is here, half-buried in the dirt." Examine = "The arrowhead is broken and scarred. The arrow has long since rotted away. " End = broken_arrowhead Name = coral_comb PName = comb AltName = coral Location = IN_ROOM:fairybook96 BValue = 150 Size = 5 Weight = 5 Desc[0] = "A comb lies here, dropped by a mermaid." Examine = "Maybe you could return it, if you knew whose it was? " End = coral_comb Name = picnic_basket PName = basket AltName = picnic Location = IN_ROOM:fairybook106 Oflags { Container } BValue = 50 Size = 15 Weight = 10 Desc[0] = "A basket lies here, covered with a white kerchief." Examine = "You peek under the kerchief, but it is too dark to see inside. " End = picnic_basket Name = dress_frock PName = frock AltName = dress Location = IN_ROOM:fairybook106 Oflags { Wearable } Aflags { Legs } BValue = 150 Size = 5 Weight = 5 Desc[0] = "A blue-and-white checked frock hangs on a peg." Examine = "It was made for a young girl. Do you really think it would fit? " End = dress_frock Name = silver_slippers PName = slippers AltName = silver Location = IN_ROOM:fairybook110 Oflags { Wearable } Aflags { Feet } BValue = 90 Size = 5 Weight = 5 Desc[0] = "Lying on the ground next to the house is a pair of silver slippers." Examine = "They look like they might fit. Written on the bottom of each sole is the word 'home'. " End = silver_slippers Name = pail_water PName = water AltName = pail Location = IN_ROOM:fairybook111 BValue = 50 Size = 5 Weight = 5 Desc[0] = "A pail of fresh water stands next to the well." Examine = "The water looks cool and refreshing. " End = pail_water Name = fresh_apple PName = apple AltName = fresh Location = IN_ROOM:fairybook112 Oflags { Food } /* FoodVal = 8 */ BValue = 50 Size = 5 Weight = 5 Desc[0] = "An apple hangs from a tree, speakling red in the sunlight." Examine = "The apple looks crisp and refreshing. " End = fresh_apple Name = blue_pitcher PName = pitcher AltName = blue Location = IN_ROOM:fairybook115 BValue = 70 Size = 5 Weight = 5 Desc[0] = "A blue pitcher sits here, on a blue table." Examine = "The pticher is empty. " End = blue_pitcher Name = oats_nuts PName = nuts AltName = oats Location = IN_ROOM:fairybook127 Oflags { Food } /* FoodVal = 4 */ BValue = 50 Size = 5 Weight = 5 Desc[0] = "A pile of nuts has been stored here for the winter." Examine = "Would you take a squirrel's food? " End = oats_nuts Name = flower_poppy PName = poppy AltName = flower Location = IN_ROOM:fairybook134 BValue = 50 Size = 5 Weight = 5 Desc[0] = "A poppy lies here, waiting to be plucked." Examine = "The poppy is quite intoxicating. " End = flower_poppy Name = distant_gate PName = gate AltName = distant Location = IN_ROOM:fairybook140 Oflags { NoGet } BValue = 50 Size = 20 Weight = 10 State = 1 Desc[0] = "In the distance is an emerald gate." Examine = "The gate is studded with emeralds. " End = distant_gate Name = watch_heart PName = heart AltName = watch Location = CARRIED_BY:woodman BValue = 250 Size = 5 Weight = 5 Desc[0] = "The Woodman's heart ticks away softly." Examine = "Have a heart! " End = watch_heart Name = diploma_brain PName = brain AltName = diploma Location = CARRIED_BY:scarecrow BValue = 250 Size = 5 Weight = 5 Desc[0] = "The Scarecrow's brain has been rolled up to keep it safe." Examine = "If you only had a brain... " End = diploma_brain Name = medal_courage PName = courage AltName = medal Location = CARRIED_BY:coward BValue = 200 Size = 5 Weight = 5 Desc[0] = "The Cowardly Lion's courage has fallen from where it was pinned on his chest." Examine = "It takes courage to be the King of the Beasts! " End = medal_courage Name = sword_neversword PName = neversword AltName = sword Location = CARRIED_BY:pan Oflags { Weapon } BValue = 80 Damage = 15 Size = 20 Weight = 10 Desc[0] = "The Neversword gleams brightly from where it lays." Examine = "Whoever wields this sword has control of Neverland! " End = sword_neversword Name = steel_hook PName = hook AltName = steel Location = CARRIED_BY:captainhook Oflags { Weapon } BValue = 80 Damage = 10 Size = 18 Weight = 10 Desc[0] = "A sharpened steel hook lies in the sand." Examine = "The hook has pieces of ragged flesh stuck onto it. " End = steel_hook Name = sword_corkscrew PName = corkscrew AltName = sword Location = CARRIED_BY:smee Oflags { Weapon } BValue = 70 Damage = 15 Size = 20 Weight = 10 Desc[0] = "Corkscrew, SmeeUs sword, is the latest innovation in curved swords." Examine = "The sword is shaped like a giant corkscrew. " End = sword_corkscrew Name = pig_baby PName = baby AltName = pig Location = CARRIED_BY:duchess Oflags { Weapon } BValue = 60 Damage = 25 Size = 20 Weight = 10 Desc[0] = "The baby lies on the ground, squealing." Examine = "The baby has cute little eyes and a pug nose. " End = pig_baby Name = club_rattle PName = rattle AltName = club Location = CARRIED_BY:tweedledum Oflags { Weapon } BValue = 50 Damage = 5 Size = 5 Weight = 5 Desc[0] = "Tweedle-dee has broken his brother's rattle." Examine = "Yep, it's broken all right. " End = club_rattle Name = carpet_armor PName = armor AltName = carpet Location = CARRIED_BY:tweedledum Oflags { Armor Wearable } Aflags { Arms Legs Chest Back } BValue = 50 Armor = 30 Size = 20 Weight = 10 Desc[0] = "Tweedle-dum's armor is made of carpet." Examine = "It looks like a rug. " End = carpet_armor Name = spear_umbrella PName = umbrella AltName = spear Location = CARRIED_BY:tweedledee Oflags { Weapon } BValue = 80 Damage = 5 Size = 10 Weight = 10 Desc[0] = "Tweedle-dee's umbrella is no match for his brother's rattle!" Examine = "The umbrella is rusted shut. " End = spear_umbrella Name = armor_helmet PName = helmet AltName = armor Location = CARRIED_BY:tweedledee Oflags { Armor Wearable } Aflags { Head Face } BValue = 50 Armor = 38 Size = 20 Weight = 10 Desc[0] = "Tweedle-dee's helmet lies here. It looks like a garbage can lid." Examine = "It smells like a garbage can lid. " End = armor_helmet Name = bone_brush PName = brush AltName = bone Location = CARRIED_BY:whitequeen BValue = 90 Size = 5 Weight = 5 Desc[0] = "The White Queen's brush lies here." Examine = "Bits of white hair are stuck in the bristles. " End = bone_brush Name = cloth_shawl PName = shawl AltName = cloth Location = CARRIED_BY:whitequeen Oflags { Wearable } Aflags { Neck Back } BValue = 90 Size = 5 Weight = 5 Desc[0] = "The White Queen's shawl is hung upon a branch." Examine = "It is woven of sheep hair. " End = cloth_shawl Name = sandwich_ham PName = ham AltName = sandwich Location = CARRIED_BY:haigha Oflags { Food } /* FoodVal = 10 */ BValue = 50 Size = 5 Weight = 5 Desc[0] = "A ham sandwich lies upon a silver plate." Examine = "The sandwich was made with bad mayonaise. " End = sandwich_ham Name = bale_hay PName = hay AltName = bale Location = CARRIED_BY:hatta Oflags { Food } /* FoodVal = 6 */ BValue = 50 Size = 5 Weight = 5 Desc[0] = "A bale of hay rests upon the path." Examine = "Yum yum! Looks tasty...if you're a horse. " End = bale_hay Name = bread_white PName = white AltName = bread Location = CARRIED_BY:lion Oflags { Food } /* FoodVal = 9 */ BValue = 50 Size = 5 Weight = 5 Desc[0] = "A slice of white bread has been dropped in the dust." Examine = "The bread still looks edible. " End = bread_white Name = bread_brown PName = brown AltName = bread Location = CARRIED_BY:unicorny Oflags { Food } /* FoodVal = 9 */ BValue = 50 Size = 5 Weight = 5 Desc[0] = "A slice of white bread has been dropped in the dust." Examine = "The bread still looks edible. " End = bread_brown Name = trap_door PName = door AltName = trap Location = IN_ROOM:fairybook80 Oflags { Lockable Openable Destroyed NoGet } MaxState = 2 State = 2 Desc[0] = "The trap door is open" Desc[1] = "The trap door is closed." Desc[2] = "The trap door is locked." End = trap_door Name = fairytale_book PName = book AltName = fairytale Location = IN_ROOM:Fairybook98 BValue = 300 Size = 10 Weight = 10 Desc[0] = "A book sits here, forgotten." Examine = "This book is a collection of fairytales from long ago. It seems that someone has torn out the last four pages! " End = fairytale_book Name = page_1 PName = page AltName = page Location = IN_ROOM:Fairybook125 BValue = 300 Size = 10 Weight = 10 Desc[0] = "A piece of paper flutters in the breeze." Examine = "This page continues the fairytale. " End = page_1 Name = page_2 PName = page AltName = page Location = IN_ROOM:Fairybook90 BValue = 300 Size = 10 Weight = 10 Desc[0] = "A piece of paper flutters in the breeze." Examine = "This page continues the fairytale. " End = page_2 Name = page_3 PName = page AltName = page Location = IN_ROOM:Fairybook24 BValue = 300 Size = 10 Weight = 10 Desc[0] = "A piece of paper flutters in the breeze." Examine = "This page continues the fairytale. " End = page_3 Name = page_4 PName = page AltName = page Location = IN_ROOM:Fairybook65 BValue = 300 Size = 10 Weight = 10 Desc[0] = "A piece of paper flutters in the breeze." Examine = "This page continues the fairytale. " End = page_4 %locations fairybook3 e:fairybook4 w:fairytale99@fairytale; lflags { Outdoors } A Sleepy Bank^ You stand on the bank of a gently flowing river. Daisies grow all around you, soaking up the warm summer sun. Their smell is quite intoxicating, and makes you feel quite relaxed. A large oak tree rises from the bank, spreading its branches wide to provide shade for anyone who wishes to curl up at its base and rest for awhile. Just as you decide to take a nap in these Elysian surroundings, a white rabbit with pink eyes runs past you muttering to itself and vanishes to the east. In the direction that it disappeared you see a large hole in the ground. To the west is the door to the library, and the paths to the north and south don't seem to go anywhere. ^ fairybook4 e:fairybook5 w:fairybook3 d:fairybook5; lflags { Outdoors } The Edge of the Hole^ You stand in front of a hole, set into the side of a hill. Except for its size, it looks like the entrance to a rabbit's warren. As much as you try, you cannot see more than a few feet in. A path also leads to the west, where you see a large tree. ^ fairybook5 d:fairybook6; lflags { } Down the Hole^ The rabbit hole goes straight, like a tunnel, for a few feet, and then sharply descends as you find yourself falling into a deep well. The descent goes slowly, and you are able to brake your fall at a few places. However, you cannot continue up again. I wonder how you shall get out again. ^ fairybook6 d:fairybook7; lflags { NoMobiles } Falling . . .^ Cupboards and shelves line the walls. here and there you see maps and pictures hanging upon pegs. The shaft continues down. ^ fairybook7 d:fairybook8; lflags { } Falling . . .^ You continue your descent, wondering how many miles you have fallen. You must be approaching the center of the earth. ^ fairybook8 e:fairybook9; lflags { } Falling . . .^ The descent continues. Perhaps you will fall right through the earth? Surely they will miss you at dinner tonight . . . With a thump, you land in a heap of sticks and dry leaves. You jump to your feet and look around to find yourself in a long passage, stretching to the north. Squinting, you can barely make out a bobbing, white shape down the passage to the east. ^ fairybook9 s:fairybook10 w:fairybook8; lflags { } Low Hall^ The passage here connects a long, low hall to the east and a small, cluttered hallway to the west. ^ fairybook10 w:fairybook9 d:^small_curtain; lflags { } Low Hall^ You step into a long, low hall, lit by a row of lamps hanging from the roof. There are doors all around you, but they are all locked. A three-legged table stands before you, made of glass. Below the table is a curtain, and to the west is a low hall. ^ fairybook11 e:fairybook12 u:^small_curtain_1; lflags { } Under the Table^ You stand beneath the glass table, staring up through it. From here, you realize that you can't reach the doorknobs of any of the doors. To the east is a large body of water. ^ fairybook12 e:fairybook13 w:fairybook11; lflags { } Ocean of Tears^ You stand in a puddle up to your waist, which turns out to be deeper than it looks. Fortunately, it is an ocean of tears, filled with salt water which buoys you up. You see other creatures splashing their way toward the shore to the east. To the west is dry land, and a large table. ^ fairybook13 e:fairybook14 w:fairybook12; lflags { } The Ocean Shore^ You stand on the shore of a large ocean, which stretches out to the distant west. To the east is a small door, set into midair. ^ fairybook14 e:^little_door w:fairybook13; lflags { } The Door^ You stand before a tiny door. It is carved with intricate, tiny details of mythical beasts and noble knights. And ladies, of course. The door hangs in mid-air, devoid of support. To the west is the shore of a large ocean. ^ fairybook15 s:fairybook16 w:^little_door_1; lflags { Outdoors } Little Path^ You stand on a garden path, which stretches out to the east and west. For some reason, you are certain that you shall be late for something. You notice that the trees here are made of toothpicks and tissue paper, and seem quite old. To the west us a small door, through which you can make out an ocean far in the distance. Far ahead to the south, you see a white blur on the same path as you. ^ fairybook16 n:fairybook15 e:fairybook17 s:fairybook22; lflags { Outdoors } Mailbox^ The path divides here, in three directions. To the north and south it travels through the woods, and to the east a footpath leads to a tiny house. ^ fairybook17 e:fairybook18 w:fairybook16; lflags { Outdoors } House^ A neat little house stands before you. On the door is a brass nameplate with the name "W. Rabbit" engraved on it. The house itself is white, with green shutters and a chimney. A path leads off to the west. ^ fairybook18 n:fairybook19 e:fairybook20 w:fairybook17; lflags { } The Foyer^ Through the open door to the west you see a path leading into the forest. To the east is the stairs, and to the north is a small kitchen. You stand in the foyer of the Rabbit house. Pictures of cartoon characters such as Thumper and Bugs hang here, flanking a mirror. ^ fairybook19 s:fairybook18; lflags { } Kitchen^ On the stove of this warm room a pot boils. You smell carrot stew wafting through the air, but it is certainly too hot to eat. A small table and three chairs occupy the center of the room, and kitchen utensils hang on the wall. The foyer is to the south. ^ fairybook20 w:fairybook18 u:fairybook21; lflags { } Stairs^ A staircase extends up to the room above. The foyer is to the west. ^ fairybook21 e:fairybook46 d:fairybook20; lflags { } The Upper Room^ You have found your way into a tidy little room. A table stands against the window, and on it stands a little bottle. A large mirror occupies the north wall of the room, and you fancy that you could walk into it if you wanted to. A staircase leads down. ^ fairybook22 n:fairybook16 s:fairybook23; lflags { Outdoors } The Path^ The path here continues through the woods, which are becoming thicker and greener. In fact, as you watch, the trees seem to grow in size. The path extends here north and south. ^ fairybook23 n:fairybook22 e:fairybook27 s:fairybook27 w:fairybook25 u:fairybook24; lflags { Outdoors } Mushroom Field^ The forest has unexpectedly become a field of mushrooms. To the east you can see trees, as to the south. To the west is a field of red flowers, from which a sweet smell emits. To the north is a path through the forest. Rising in front of you here is a tall mushroom, the tallest you have ever seen. With a bit of effort, you might be able to pull yourself up onto it. ^ fairybook24 d:fairybook23; lflags { NoMobiles Outdoors } The Mushroom^ You stand atop a mushroom, over-looking the rest of the mushroom field. The mushroom you stand on is purple and red, and you cannot recall having ever seen one like this before. From here, you can see the field of flowers to the west, the paths to the north and south, and a house to the east. ^ fairybook25 e:fairybook23 w:fairybook135; lflags { Outdoors } Field of Flowers^ You find yourself in a huge field of poppies. Your thoughts fly about your head without meaning as you begin to hallucinate about wicked witches on broomsticks and tin woodsmen. You feel the urge to sleep here, safe from the rest of the world. To the east is a field of mushrooms, and to the west the field becomes larger. ^ fairybook26 d:fairybook27; lflags { NoMobiles Outdoors } Tree^ You find yourself in the tallest tree in the woods. Here the birds of the forest built elaborate nests and raised the cost of living in this branch of the tree. A pigeon nest beckons to the north, and a canary does as well to the east. Below you is a forest path. ^ fairybook27 e:fairybook28 w:fairybook23 u:fairybook26; lflags { Outdoors } Path^ The path continues east and west, where you see mushrooms and a cottage, respectively. Above you is a tall, climbable tree. ^ fairybook28 e:fairybook29 w:fairybook27; lflags { Outdoors } Cottage^ You stand outside a small house, about four feet high. Magically, you begin to shrink in size until you are staring up at a two-story bungalow. To the east is the entrance to the small house, and to the west is a path. ^ fairybook29 e:fairybook30 w:fairybook28; lflags { } Inside the Cottage^ The door leads into a large kitchen, which is full of smoke from one end to the other. A woman sits on a three-legged stool in the middle, nursing a baby. A second woman leans over the fire, stirring a large cauldron which seems to be full of soup. The scent of pepper hangs heavily in the air, and a jar of it stands alone on a shelf. Open doors lead out to the east and the west. As you enter the room, a cat grins at you before vanishing entirely. ^ fairybook30 e:fairybook31 w:fairybook29; lflags { Outdoors } Path^ The path runs east and west here. You wonder which way you should go. The sun is beating down on your poor forehead, and you begin to see tiny coins flipping themselves... ^ fairybook31 n:fairybook32 s:fairybook35 w:fairybook30; lflags { Outdoors } Intersection^ You stand at an intersection of three paths. To the west you see a small house in the distance, to the north is a tiny grey hut, and to the south it leads to a clearing. A signpost here tells you that the west is 'The Duchess', the north is 'March Hare', and the south is 'Mad Hatter.' ^ fairybook32 e:fairybook33 s:fairybook31; lflags { Outdoors } March Hare's House^ You suspect this is the home of the March Hare by its appearance. The chimneys are shaped like ears and the roof is thatched with fur. You peer into one of the windows and see that the interior is decorated in early Art Deco, or else that the maid has died. A door enters the house, and a path twists behind you to the south. ^ fairybook33 n:fairybook34 w:fairybook32; lflags { NoMobiles } Inside the Hare House^ The first thing you notice inside this small building is the overall mess. Perhaps it has been burgled: the sofa cushions are missing, and ink has been poured over all of the plants. A tiny door leads to the north, and the exit is west. A sign next to the door reads 'Beware of the". The end of the sign appears to have been chewed off. ^ fairybook34 s:fairybook33; lflags { NoMobiles } Nursery^ The room is filled with cribs, and each crib seems to be full of screaming bunnies. They would be cute if they were not so plentiful. You hear a noise behind you, and turn to see five or six older bunnies approaching with tiny swords made of paper clips. ^ fairybook35 n:fairybook31 e:fairybook36 w:fairybook38; lflags { } Mad Hatter^ There is a table set under a tree in front of a house. Three rather odd characters sit around it. The table is rather large, but the three are crowded at one corner. An armchair is empty at the head of the table. On top of the table is a full spread for tea. A path leads to the west, a second leads north, and a house stands to the east. ^ fairybook36 w:fairybook35 u:fairybook37; lflags { } In Hat House^ The house is shaped like a giant hat. The room you now stand in is large and round, with a large and round, with a ladder climbing up through a hole in the center of the ceiling. Hats hang all around the room, almost covering the door to the west. ^ fairybook37 d:fairybook36; lflags { NoMobiles } Hatter's Bedroom^ The floor of this room is decorated with a large black-and-white checkerboard pattern. The walls are curved slightly, creating the illusion of being inside a giant checkered hat. In the center of the room is a hat the size of a rowboat, with an open top. Curious, you peer over the top to find that the inside is padded. In random places around the room, someone has left hats lying around. Below you is a large room. ^ fairybook38 n:fairybook39 e:fairybook35; lflags { Outdoors } Odd Path^ The path continues this direction for awhile, then suddenly stops. Surrounded by trees, you wonder if you have reached a dead end. As you stand here, a small door slowly swings open to the east. Through the door is a garden. ^ fairybook39 e:fairybook40 s:fairybook38; lflags { } Inside the Tree^ You stand inside a tree, the inside of which is covered with crystal. There are two doors, one to the east and one to the west. Through the door to the west is a path, and to the east lies a garden. A sign on the door reads "Beware the cards." ^ fairybook40 s:fairybook41 w:fairybook39; lflags { Outdoors } Beautiful Garden^ You find yourself in a beautiful garden, among bright flower beds and cool fountains. A large rose tree stands at the entrance, with three gardeners standing in front of it painting the white roses red. In the distance to the south, you see a croquet field. There is a door in the center of the tree, through which you see a crystal room. ^ fairybook41 n:fairybook40 s:fairybook42; lflags { Outdoors NoMobiles } The Grand Procession^ You follow the path which connects the north entrance to the garden and the south entrance to the croquet field. Trees alongside the path are laden with fruits, vegetables, and flowers. ^ fairybook42 n:fairybook41 e:fairybook43; lflags { Outdoors NoMobiles } Croquet Field^ You suspect that you have never seen such a curious croquet ground in your life. It is all ridges and furrows, bumpy and uneven ground. The croquet balls are live hedgehogs, the mallets are live flamingoes. The arches are made of giant playing card soldiers, doubled over on their hands and feet. To the north is a path leading to the garden, and to the east you see a low building. ^ fairybook43 e:fairybook44 w:fairybook42; lflags { NoMobiles } Court House^ The building before you is marked, quite clearly, "Court House." Headless bodies have been randomly scattered around the entrance. Inside, to the east, is the court room. To the west is the croquet field. ^ fairybook44 w:fairybook43 u:fairybook45; lflags { NoMobiles } Court Room^ The King and Queen of Hearts are seated on their throne. A great crowd is assembled about them - all sorts of little birds and beasts, as well as the whole pack of cards; the Knave stands before them, in chains, with a soldier on each side to guard him; near the King stands the White Rabbit, with a trumpet in one hand and a scroll of parchment in the other. The King serves as judge,. wearing his crown atop a white powdered wig. Twelve creatures sit in the jury box, the jurors. You realize that most of these creatures are merely ghosts of those you have killed. A great desk looms above you, behind which sits the Judge. ^ fairybook45 d:fairybook3; lflags { NoMobiles } Behind the Great Desk^ You stand behind the great desk, overlooking the courtroom. It is littered with bodies. An escape hatch is hidden here beneath the desk. ^ fairybook46 w:fairybook21 d:fairybook47; lflags { } Through the Looking Glass^ You stand in a tidy little room. A table stands against the window, and on it stands a little bottle. A large mirror occupies the west wall of the room, and you fancy that you could walk into it if you tried to. A staircase leads down. The clock on the mantle grins at you. ^ fairybook47 e:fairybook48 u:fairybook46; lflags { } Downstairs^ You stand at the bottom of the stairs. To the east lies a garden path, and above you is a small room. ^ fairybook48 n:fairybook48 e:fairybook49 s:fairybook50 w:fairybook48; lflags { Outdoors } Garden of Live Flowers^ A path here leads up to the top of a hill. You wander up and down, try turn after turn, but always wind up back where you began. ^ fairybook49 n:fairybook50 e:fairybook50 s:fairybook51 w:fairybook48; lflags { Outdoors } Garden of Live Flowers^ A path here leads up to the top of a hill. You wander up and down, try turn after turn, but always wind up back where you began. ^ fairybook50 n:fairybook49 e:fairybook48 s:fairybook51 w:fairybook50; lflags { Outdoors } Garden of Live Flowers^ A path here leads up to the top of a hill. You wander up and down, try turn after turn, but always wind up back where you began. ^ fairybook51 n:fairybook47 e:fairybook48 s:fairybook50 w:fairybook51 u:fairybook52; lflags { Outdoors NoMobiles } Garden of Live Flowers^ A path here leads up to the top of a hill. You wander up and down, try turn after turn, but always wind up back where you began. ^ fairybook52 u:fairybook53 d:fairybook51; lflags { Outdoors } Up the Hill^ You climb halfway up the hill. Above you is the top of the hill. Below you is a long garden path. ^ fairybook53 e:fairybook54 w:fairybook52 d:fairybook54; lflags { Outdoors } Overlook^ You stand at the top of the hill and stand without speaking for a few minutes, looking out in all directions over the country - and a most curious country it is. A number of tiny little brooks run straight across it from side to side, and the ground between is divided into squares by a number of little green hedges, that reach from brook to brook. You realize that it is laid out just like a chess board, and search for the playing pieces. Sure enough, you see them. You also see a path leading from your current location, down the hill, and across the field to the east. ^ fairybook54 e:fairybook55; lflags { Outdoors } The Third Square^ The path you follow crosses six tiny brooks. You leap the first and find yourself standing before a ticket gate. Through the gate to the east is a train. ^ fairybook55 e:fairybook56; lflags { Outdoors } The Train^ You stand in a large train, full of an odd assortment of travellers. The seats are made of naugha-hide, and the ceiling is made of glass. As you wait, you feel an odd twist in your stomach. The scenery outside changes suddenly, and you are at your destination. The exit is to the east. ^ fairybook56 e:fairybook57; lflags { Outdoors } The Bugs^ You hop a tiny brook and find yourself in another garden. All around you are bugs of various shapes and sizes: a gnat, a rockinghorse-fly, a snapdragonfly, and a bread-and-butter fly. The garden gives way to a field to the east, and then a dark wood. ^ fairybook57 e:fairybook58; lflags { NoMobiles Outdoors } Dark Wood^ You are almost frightened by the feeling of darkness which radiates from this wood. You step in anyway, noticing that you are cool and comfortable beneath the shade of the - of the - um - oh no! You've forgotten! This must be the wood in which nothing has a name! I hope you can find the - what's it called? Path! Yes, that's it! Whatever you call it, it leads to the east. ^ fairybook58 e:fairybook59 w:fairybook57; lflags { Outdoors } Way Out^ You find yourself standing upon a path which leads out of the woods. Standing here are two signposts. One points to the east and reads "To Tweedle-dum's House." The other points to the east and reads "To the House of Tweedle-Dee." The path also leads west into the dark wood. ^ fairybook59 s:fairybook60 w:fairybook58; lflags { Outdoors } Tweedle House^ You turn the corner quite sharply and find yourself gazing at a tiny house. Beneath the trees, quite blocking the path, two men stand with their arms linked. Perhaps they will let you continue, perhaps not. ^ fairybook60 n:fairybook59 s:fairybook61; lflags { NoMobiles Outdoors } Odd Beach^ You continue down the path and find yourself suddenly on a beach. To the north and south are wooded paths, but here is a piece of sandy paradise. The surf crashes at your feet, washing up shells and stones and things. ^ fairybook61 e:fairybook60 w:fairybook62; lflags { Outdoors } Red King^ The Red King slumbers here, snoring loudly. He has a tall red nightcap on, with a tassel, and lies crumpled up into a sort of untidy heap. You suspect that he is dreaming of you, and wonder what will happen if he wakes up. . . To the east and the west, the path continues. ^ fairybook62 e:fairybook63 w:fairybook62; lflags { Outdoors } Still In the Woods^ A woman dressed in white is here, leaning against a tree. She looks at you oddly for a moment, and then begins to scream about the cut on her hand. You look, but see no blood. You wonder if she lives backwards . . . The path goes east and west here. You see a small building to the east and a wall to the west. ^ fairybook63 e:fairybook64; lflags { Outdoors } Sheep Store^ You step across another brook and your surroundings change again. You find yourself standing in a shop, full of all manner of curious things - but the oddest part of it is that whenever you look hard at any shelf, to make out exactly what it has on it, that particular shelf is always quite empty, though the others round it are crowded as full as they can hold. The shop becomes deeper to the east. ^ fairybook64 e:fairybook65; lflags { NoMobiles Outdoors } Deeper^ The shop extends here, where scented rushes grow from the cracks in the floor. You are caught up in their beauty and fragrance and wish you might have some. The shop continues to the east, where it meets a wall. ^ fairybook65 w:fairybook64 u:fairybook66; lflags { NoMobiles Outdoors } The Wall^ You come across a high wall, which looks especially narrow. Sitting atop it is a rather large egg, babbling away to itself about horses and doorways. A short ladder ascends the wall. To the west is the inside of a small shop. ^ fairybook66 n:fairybook67 d:fairybook65; lflags { Outdoors } Top of the Wall^ You balance carefully upon the top of the wall. To the north is a ladder descending to the other side of it. A ladder descends here as well. ^ fairybook67 s:fairybook66 d:fairybook68; lflags { Outdoors } North Side^ A ladder here descends to the path. You wonder who built this silly thing here. To the south, across the wall, is a ladder climbing down the other side. ^ fairybook68 w:fairybook69 u:fairybook67; lflags { Outdoors } Omlette Path^ At the foot of the ladder which leads up the wall is a rather large mess of egg. It appears that someone has tried to make an omlette, and had to break some eggs. . . the path leads on to the west. Above you, the ladder climbs the wall. ^ fairybook69 e:fairybook68 w:fairybook70; lflags { Outdoors } Horse Path^ A troop of horses run past you to help repair the broken egg, Humpty Dumpy. A few of them stop to harass you. The path goes east and west. ^ fairybook70 e:fairybook69 w:fairybook71; lflags { NoMobiles } Soldier Path^ A score of soldiers hurry past you to help repair the broken egg, humpty Dumpty. A few of them stop to harass you. The path goes east and west. ^ fairybook71 e:fairybook70 w:fairybook72; lflags { Outdoors } The Road to Town^ You approach the town along this road. In the distance, to the west, you can see two messengers far ahead of you. Far to the east is a tall wall. ^ fairybook72 e:fairybook71 w:fairybook73; lflags { Outdoors } Battlefield^ You enter a great arena, where hundreds of people watch the battles each Thursday night. At the moment, the crowds are absent. Two banners fly here: one displaying a proud lion and the other displaying a noble unicorn. The exits are to the west and east. ^ fairybook73 e:fairybook72 w:fairybook74; lflags { Outdoors } Knight Tracks^ You carefully follow the path, when suddenly a loud noise causes you to jump into the bushes. Two Knights thunder pass you from opposite directions, intersecting in front of you. With a loud crash they meet, and both are unseated. They both see you at the same moment, and prepare to attack. They stand in place, waiting for your first move. The path continues east and west. ^ fairybook74 e:fairybook73 w:fairybook75; lflags { NoMobiles } Castle Path^ The path continues west, across a brook to a castle. It also goes east, towards a battlefield. Perhaps you have reached the end of your quest? ^ fairybook75 w:fairybook76; lflags { Outdoors } Eighth Square^ You step across the final brook, onto a lawn as soft as moss, with little flower beds dotted about it here and there. Lying in the center of one of these flower beds, you see something shiny. ^ fairybook76 w:fairybook77; lflags { Outdoors } Queen's Home^ You stand before the house of Queen Alice, the queen of all of Wonderland. The castle in which she lives is smaller than most castles, with the typical moat and turrets and the like. It stands to the west. ^ fairybook77 n:fairybook79 e:fairybook76 s:fairybook78 u:fairybook80; lflags { } Entry Hall^ You are greeted by two great knights. Each has a large letter 'A' on his chest, and each holds a large weapon. The first one tells you that the throne room is to the north and the dining hall is to the south. The second one asks what your business is. The exit is to the east, and a bedroom is above you. ^ fairybook78 e:fairybook77; lflags { } Dining Hall^ The hall is occupied by a large dining table. About fifty guests of all kinds sit there expectantly. At the head of the table are three large chairs. Two are occupied while the third sits empty. The only exit is to the east. ^ fairybook79 s:fairybook78; lflags { NoMobiles } Throne Room^ Three large thrones rest upon three stone diases. Each is a different color: The one on the right is red, the one on the left is white, and the one in the center is golden. The hall is otherwise decorated with the letter 'A' in various places: on banners, flags, paintings - even carved into the floor. The exit is to the south. ^ fairybook80 d:fairybook77 w:fairytale99@fairytale; lflags { NoMobiles } Bedroom^ You ascend to an A-shaped room. As you gaze around it, you are astonished at the awesome spectacle about. All of the things here are made of gold, and all are adorned with the letter 'A'. Upon the A- shaped bed lies a beautiful little girl with blonde hair and a blue dress. A strange window looks west into a library. ^ fairybook81 e:fairytale99@fairytale w:^door_window; lflags { } The Room^ You stand in a bedroom. The door to the east leads to a library. A window is to the east. Three empty beds are here, two on one side and one on the other side. Between the two sides, across from the door, is a large, open window. All around the room, at the top of the walls, is painted a mural depicting pirate ships, sea monsters, indians, and lots of neat things. You begin to feel young just looking at them. You are suddenly aware of a shimmering light in the air, which tinkles like a bell, swoops over you, and sprinkles you with a glittering powder. If you know how, you feel that you can fly . . . ^ fairybook82 n:fairybook83 e:^door_window_1; lflags { Outdoors } Outside the Window^ You stand on the windowledge thinking happy thoughts. Below you, in the yard, is a large english sheepdog, who barks at you as if to say "Come down this instant and go to bed!" But the night air smells of adventure, and you are too awake to sleep now. Ahead of you you can see the stars . . . ^ fairybook83 n:fairybook85 e:fairybook84 s:fairybook83 w:fairybook87; lflags { Outdoors } Starry Night^ You pass a star on your right. ^ fairybook84 n:fairybook83 e:fairybook86 s:fairybook84 w:fairybook87; lflags { Outdoors } Starry Night^ You pass a star on your right. ^ fairybook85 n:fairybook86 e:fairybook87 s:fairybook87 w:fairybook88; lflags { Outdoors } Starry Night^ You pass a star on your right. ^ fairybook86 n:fairybook83 e:fairybook88 s:fairybook87 w:fairybook86; lflags { Outdoors } Starry Night^ You pass a star on your left. ^ fairybook87 n:fairybook88 e:fairybook83 s:fairybook85 w:fairybook89; lflags { Outdoors } Starry Night^ You pass a star on your right. ^ fairybook88; lflags { Death } Sunrise^ Blinded by the morning sun, you accidentally land in the ocean. The salt water washes off the fairy dust, and you realize that you can no longer fly. A shark fin breaks the surface in the distance . . . ^ fairybook89 e:fairybook84 s:fairybook83 w:fairybook87 d:fairybook104; lflags { Outdoors } Morning ^ Morning dawns over the horizon, and you see Neverland stretched out below you. You recognize parts of it from your dreams . . There is the lagoon, and the cave, and the pirate ship, and the mysterious river, and the war-path, and ahead of you you see a large clearing . . . ^ fairybook90 e:fairybook104 d:^hole_tree; lflags { Outdoors } The Clearing^ You stand in a clearing. Before you stands a great tree, with a score of smaller trees around the outside ring of the clearing. In each tree is a hole just big enough for a small boy or girl, but you are too old and too big for such games . . . ^ fairybook91 e:fairybook93 w:fairybook92 u:^hole_tree_1; lflags { } Inside the Tree^ The home underground is one large room, with a floor in which you can dig if you want to go fishing, and from which sprout great mushrooms of a charming colour. These mushrooms can be used as stools, and grow in a circle around a Nevertree, which tries hard to grow in the centre of the room. There is an enormous fireplace which is in almost any part of the room where you care to light it. Across this is strung strings of fibre, from which one can hang the wash. The bed is standing against the wall. The basket in which the youngest Lost Boy sleeps is to the west, and Tinkerbell's apartment is to the east. ^ fairybook92 e:fairybook91; lflags { NoMobiles } Basket^ A large basket hangs from the ceiling, padded to make it more comfortable than any bed you have ever slept in. You can climb out to the east. ^ fairybook93 w:fairybook91; lflags { } Tinkerbell's Apartment^ The private apartment of Tinkerbell can be shut off from the rest of the home by pulling a curtain across the doorway. The couch is a genuine Queen Mab with club legs. The mirror is a Puss-in-boots, of which there are now only three. The wash-stand is Pie-crust and reversible, the chest of drawers an authentic Charming the Sixth, and the carpet and rugs of the best (the early) period of Margery and Robin. There is a chandelier from Tiddlywinks. You can exit west. ^ fairybook94 e:fairybook105 w:fairybook104; lflags { Outdoors } Slightly Gulch^ Slightly Gulch, the site of a famous battle between the Lost Boys and the Redskins, has been a piece of history for years. The Redskins and Lost Boys decided one day to trade sides completely, and left at the end of the day declaring a stalemate. It is populated by sparse shrubs and bushes and the occasional scraggly tree. Exits lie to the east and the west. ^ fairybook95 e:fairybook96 s:fairybook104; lflags { Outdoors } The Lagoon^ The Mermaid's Lagoon is an infamous place. The surf crashes up on the beach of pure, white sand. It is a wonderful place for swimming, diving, or building sand castles. The water is so clear that you can see fish as deep as 30 meters, which is pretty deep. A great distance from the shore to the east is Marooner's Rock. ^ fairybook96 e:fairybook98 w:fairybook95 d:fairybook97; lflags { Outdoors } Marooner's Rock^ Marooner's Rock is a large rock sticking out of the lagoon. It is so called because Captain Hook used to tie prisoners up and leave them there to drown in the tide. During low tide, the mermaids relax there and comb out their hair. The Lost Boys often dive from the rock as well, playing among the coral reefs under the water. The shore lies to the west, and to the east is the nest of the Never-bird. ^ fairybook97 u:fairybook96; lflags { } Underwater^ The reefs beneath the waves serve as an underwater home for the mermaids. Each one has her own house here beneath the waves, with her name written upon the door. They are all asleep now, except for the guard patrol . . . A dark shadow reminds you that Marooners Rock is above you. ^ fairybook98 w:fairybook96; lflags { Outdoors } The Never-Bird Nest^ The Never-Bird lives in a nest which once grew above the lagoon. When the pirates cut down the tree, they threw the nest into the lagoon, where the Never-Bird found it again. As it is a Never-Bird nest, it floats, and has been used as a regular nest for years. To the west is Marooners Rock. ^ fairybook99 n:fairybook100 s:fairybook104 u:fairybook100; lflags { Outdoors } The Jolly Roger^ You stand at the dock of Kidd's Creek, overlooking the pirate ship the Jolly Roger. It lies before you, low in the water, a rakish-looking craft foul to the hull, every beam in her detestable, like ground strown with mangled feathers. She is the cannibal of the seas. Two huge windows dominate the rear of the ship, which look into Hook's cabin. At the front end of the ship is a huge skeleton, holding aloft a sword which slices through the sails of enemy ships. It is trimmed in black and red and swarms with pirates. The deck of the ship is above you, and a large clearing is to the south. ^ fairybook100 n:fairybook101 e:fairybook103 s:fairybook102 d:fairybook99; lflags { Outdoors } The Deck^ You stand on the deck of the most-feared pirate ship in the land. To the north is the cabin in which prisoners are kept, to the south is the powder magazine, and to the east is Captain Hook's cabin. Below you is the dock. ^ fairybook101 s:fairybook100; lflags { } The Cabin^ The cabin where prisoners are kept until it is time for them to walk the plank is a stark and lonely room. names are carved into the walls, such as Tootles and Twin. A single window looks out across the ocean. The deck is to the south. ^ fairybook102 n:fairybook100; lflags { } The Powder Magazine^ A room full of gunpowder, shells, and cannonballs. The walls are painted black to add to the darkness of this room; not wise, but effective. The deck is to the north. ^ fairybook103 w:fairybook100; lflags { } Hook's Cabin^ Hook's cabin occupies most of the lower level of the ship. It contains a tiny swimming pool, a bunk, a table full of food, and a pile of treasure the likes of which you have never seen. Golden fittings line the walls and the furniture, and even the pool sparkles in the light. The opulence and wealth in this room are astounding in their brilliance and cannot be described. The deck is to the west. ^ fairybook104 n:fairybook99 e:fairybook94 s:fairybook95 w:fairybook90; lflags { Outdoors } The Never-Path^ You stand on the Never-Path. From here at the crossroads you can choose any direction to follow, any adventure to try, any story to live. To the east lies Slightly Gulch, where the Redskins battle the Lost Boys. To the west is the Clearing, where the Lost Boys live. To the north is Kidd's Creek, where the Jolly Roger is berthed. To the south is the Mermaid's Lagoon, where Peter Pan once nearly died to save Tiger Lily. Choose your path . . . ^ fairybook105 n:fairytale99@fairytale e:fairybook94; lflags { Outdoors } The Doorway Home^ Guarded by a single boy, the doorway home beckons. "Once you go," The boy tells you, "you may never return . . ." He draws his sword, prepared to prevent you from leaving Neverland. An exit lies north, beyond him. To the east is a large gulch. ^ fairybook106 n:fairytale99@fairytale e:fairybook108 d:fairybook107; lflags { } Kansas^ Dorothy's house in Kansas is small, for the lumber to build it had to be carried by wagon for several miles. There are four walls, a floor, and a roof, which make one room; and this room contains a rusty looking cooking stove, a cupboard for the dishes, a table, three or four chairs, and two beds. A trap-door leads down to the cyclone cellar, a door to the east leads to the garden, and a shimmering door to the north goes back to the library. ^ fairybook107 u:fairybook106; lflags { } Cyclone Cellar^ The smell of fresh earth assails your nostrils as you climb into the cyclone cellar, which is really nothing more than a hole dug in the ground. Kansas is rather prone to tornados, and it never hurts to be safe just in case one arrives. The house is upstairs. ^ fairybook108 w:fairybook109; lflags { NoMobiles } Garden^ The garden consists of three or four scraggly flowers growing in a sun-baked clay field. Not a tree or a house breaks the broad sweep of flat country that reaches the edge of the sky in all directions. The plowed land has been baked into a grey mass, with little cracks running through it. From here, you can see that the sun has blistered the paint on the house, and it is now as dull and grey as everything else. To the west is the house. ^ fairybook109 e:fairybook110; lflags { } Kansas^ Dorothy's house in Kansas is small, for the lumber to build it had to be carried by wagon for several miles. There are four walls, a floor, and a roof, which make one room; and this room contains a rusty looking cooking stove, a cupboard for the dishes, a table, three or four chairs, and two beds. A trap-door leads down to the cyclone cellar, a door to the east leads to the garden, and a shimmering door to the north goes back to the library. Suddenly, from the north, you hear a low wail of wind. A cyclone is coming! You run to the trapdoor, but just before you get there the house is shaken violently and you are thrown to the floor. The house seems to spin three or four times and rises in the air. Through the trap-door, you can see the ground rapidly receding. After a few hours of flight, the house lands with a crash. ^ fairybook110 n:fairybook111 e:fairybook112 w:fairybook109; lflags { Outdoors } Munchkin Country^ You stand in the midst of a country of marvelous beauty. There are patches of green sward all about, with stately trees bearing rich and luscious fruits. Banks of gorgeous flowers are on every hand, and birds with rare and brilliant plumage sing and flutter in the trees and bushes. A little way off is a small brook, rushing and sparkling along between green banks, and murmuring pleasantly. ^ fairybook111 s:fairybook110; lflags { NoMobiles } Brook^ Alongside this gentle brook is a soft, green bank. The brook itself gurgles happily, the water clear and sparkling. The trees which grow here are full of delicious fruit. The exit is to the south. ^ fairybook112 e:fairybook113 w:fairybook110; lflags { Outdoors } Yellow Brick Road^ You stand on the hard, yellow roadbed. The sun shines bright and the birds sing sweet, and you feel good. The country around you is very pretty. Neat fences stand at the sides of the road, painted a dainty blue color, and beyond them are fields of green and vegetables in abundance. To the east and west the path continues. ^ fairybook113 e:fairybook114 w:fairybook111; lflags { Outdoors } Golden Path^ You stand on the path. The houses alongside the road are off- looking dwellings: each is round, with a big dome for a roof. All are painted blue, for in this part of the country the favorite color is blue. The path continues east and west. ^ fairybook114 n:fairybook115 e:fairybook116 w:fairybook113; lflags { Outdoors } Golden Path^ You notice a house larger than the rest. On the green lawn before it, many men and women are dancing. Five little fiddlers play as loudly as possible and the people are laughing and singing, while a big table nearby is loaded with delicious fruits and nuts, pie and cakes, and many other food things to eat. The path continues east and west, and the house lies to me north. ^ fairybook115 s:fairybook114; lflags { Outdoors } In the House^ The house is primarily a bedroom. The bed here is covered with blue sheets, and a blue rug lies next to it. A blue table stands next to the bed. The only exit is to the south. ^ fairybook116 e:fairybook118 s:fairybook117 w:fairybook114; lflags { Outdoors } The Golden Path^ In the distance, to the south, you can see a large cornfield beyond the fence alongside the road. In the field, you see a scarecrow, placed high on a pole to keep the birds away from the corn. The path continues east and west. ^ fairybook117 n:fairybook116; lflags { Outdoors } Scarecrow's Field^ You stand in a huge cornfield. Overlooking the field is a scarecrow. Its head is a small sack stuffed with straw, with eyes, nose, and mouth painted on it to represent a face. An old, pointed blue hat, that once belonged to a Munchkin, is perched upon this head, and the rest of the figure is a blue suit of clothes, worn and faded, which has also been stuffed with straw. On the feet are some old boots with blue tops, and the figure is raised above the stalks of corn by means of the pole stuck up its back. As you look, it winks at you. The only exit is to the north. ^ fairybook118 e:fairybook119 w:fairybook116; lflags { Outdoors } Golden path^ The path continues east and west, and you see a forest in the distance to the west. It looks as though the path will go through the forest. Hope there's nothing bad in there . . . ^ fairybook119 e:fairybook120 w:fairybook118; lflags { Outdoors } Rough Path^ The golden path here begins to get rough, and the walking becomes difficult. The yellow bricks are here very uneven, sometimes broken or altogether missing. The farms are not nearly so well cared for here as they were further back, and the farther the path goes to the east the more dismal and lonesome the country becomes. ^ fairybook120 e:fairybook121 s:fairybook123 w:fairybook119; lflags { Outdoors } Rough Path^ There are no fences at all by the road anymore, and the land is rough and untilled. You come to a great forest, where the trees grow so big and close together that their branches meet over the road of yellow brick. It is almost dark under the trees, for the branches shut out most of the daylight. To the east you see a little cottage, built of logs and branches. ^ fairybook121 e:fairybook122 w:fairybook120; lflags { Outdoors } In the Cottage^ The cottage is built of logs and branches. In one corner is a pile of leaves. A rickety chair and table sit in another corner. Two exits leave this room: one to the east and one to the west. ^ fairybook122 w:fairybook121; lflags { Outdoors } Little Spring^ You walk through a short stretch of forest until you reach a little spring of clear water. Standing beside the spring is a statue of a woodman, made entirely of tin. In front of him is a tree, partly chopped through. The only exit is to the west. ^ fairybook123 n:fairybook120 s:fairybook124; lflags { Outdoors } Forest Path^ The rough path turns into a forested path, as bits of moss grow between the golden stones of the path. The woods here as think, covering the bricks with dried branches and dead leaves from the trees. Birds fly high overhead, occasionally swooping down to pick an insect out of the air. The exits are north and south. ^ fairybook124 n:fairybook123 s:fairybook125; lflags { Outdoors } Forest Path^ The rough, forested path continues here. The trees are thicker here than before, and are dotted here and there with bird's nests. Sometimes you can hear the growls and snarls of the beasts of the forest, waiting to pounce on you. The path goes north and south. ^ fairybook125 n:fairybook124 s:fairybook126; lflags { Outdoors } Forest Path^ The path extends on to the north and south through the heavy forest. ^ fairybook126 n:fairybook125 s:fairybook128 w:fairybook127; lflags { Outdoors } The Big Tree^ The path continues, parting to go around a large tree. The tree looks easy to climb, and you catch a brief glimpse of a board through the branches. The path goes on to the north and south. ^ fairybook127 d:fairybook126; lflags { } The Tree House^ The think foliage around the tree-house prevents you from seeing the ground below or the sky above. The tree-house consists of a floor, three walls, and a ceiling, and seems to be placed here so that travellers can rest. The exit is down. ^ fairybook128 n:fairybook126 e:fairybook129; lflags { Outdoors } The Great Ditch^ You stand at a great ditch that crosses the road and divides the forest as far as you can see on either side. It is a very wide ditch, and when you look over the edge you can see many big, jagged rocks at the bottom. The sides are too steep to climb down, but you might be able to jump across. . . The path continues to the north. ^ fairybook129 n:fairybook130 w:fairybook128; lflags { Outdoors } Forest^ You find the forest very thick here, and it looks dark and gloomy to the north. To the east is a great ditch, and to the north the yellow brick road enters the forest. ^ fairybook130 n:fairybook131 s:fairybook129; lflags { Outdoors } Forest^ A signpost here warns of the Kalidahs, with bodies like bears and heads like tigers, and with claws so long and sharp that they could tear you in two as easily as you squash a bug. The path goes north and south. ^ fairybook131 n:fairybook132 s:fairybook130; lflags { Outdoors } Gulch^ You have come to a ditch. A great tree has fallen across it, making a natural bridge. You can easily walk across it to the other side, where the forest thins out. The path goes north and south. ^ fairybook132 n:fairybook133 s:fairybook131; lflags { Outdoors } Forest^ The yellow brick road continues, as the forest begins to thin out. To the south a fallen tree crosses a ditch, and to the north is a broad, flowing swiftly river. On the other side of the water you can see the road of yellow brick running through a beautiful country, with green meadows dotted with bright flowers and all the road bordered with trees hanging full of delicious fruits. ^ fairybook133 w:fairybook134; lflags { Outdoors } Flowered Bank^ You jump into the river, and are swept downstream. You swim hard and fast, and finally climb out onto the bank, a few hundred meters from the road. You decide to walk upstream to get back where you belong. The path is through the woods to the west. ^ fairybook134 w:fairybook135; lflags { Outdoors } Field of Flowers^ You walk along, listening to the singing of the brightly-colored birds and looking at the lovely flowers which have now become so thick that the ground is carpeted with them. They are big yellow and white and blue and purple blossoms, besides great clusters of scarlet poppies, which are so brilliant in color that they almost dazzle your eyes. Their spicy scent makes you feel rather light- headed. The field continues west. ^ fairybook135 e:fairybook134 w:fairybook136; lflags { Outdoors } Field of Poppies^ You now come across more and more of the big scarlet poppies and fewer and fewer of the other flowers; and soon you find yourself in the midst of a great field of poppies. It is well-known in this country that when there are many of these flowers together their odor is so powerful that anyone who breathes it falls asleep, and if the sleeper is not carried away from the scent of the flowers he sleeps on and on forever. You feel your eyelids drooping . . . The path continues east and west. ^ fairybook136 n:fairybook137 w:fairybook135; lflags { Outdoors } On the Road^ You stand on the yellow brick road, which goes north to the Emerald City and west to a poppy field. ^ fairybook137 n:fairybook138 s:fairybook136; lflags { Outdoors } Golden Road^ The road is smooth and well-paved here, and the country about is beautiful. You can see fences built beside the road; painted the green of the Winkies rather than the blue of the munchkins. You pass many houses as well, all painted green. In the distance you see a green glow. To the north and south the path continues. ^ fairybook138 n:fairybook140 e:fairybook139 s:fairybook137 w:fairybook148; lflags { } Farmhouse^ You stand in front of a good-sized farmhouse by the side of the road. The green glow is brighter now, outshining the luster of the road. A path meanders to the west from here, leading off into a patch of darkness. A sign here reads Glinda and points into the farmhouse. To the south the path goes into the woods. ^ fairybook139 s:fairybook161 w:fairybook138; lflags { } Inside the Farmhouse^ The farmhouse is well lit by emeralds, set into the ceiling. Your skin takes on an unhealthy pallor in this light. There is a couch in the corner, as well as a footrest. A door leads to the south, through which you see a green field. The west door leads to the golden path. ^ fairybook140 n:fairybook141 s:fairybook138; lflags { Outdoors } Outside the City^ You see a beautiful green glow in the sky before you, coming from the huge wall which surrounds the City to the north. It is high, and thick, and of a bright green color. ^ fairybook141 n:fairybook142 s:fairybook140; lflags { } Inside the City^ Even with your eyes protected by green spectacles, you would dazzled by the brilliancy of the Emerald City. The streets are lined with beautiful houses all built of green marble and studded everywhere with sparkling emeralds. You walk over a pavement of the same green marble, and where the blocks are joined together are rows of emeralds, set closely, and glittering in the brightness of the sun. The window panes are of green glass; even the sun above the city has a green tint, and the rays of the sun appear green. The path goes north and south. ^ fairybook142 n:^large_gates s:fairybook141; lflags { } The Wizard's Palace^ You stand outside a towering green castle. Carved into the gates is the gigantic word 'OZ'. The path leads south. ^ fairybook143 n:fairybook144 s:^large_gates_1; lflags { } Inside the Palace^ You enter a big room with a green carpet and lovely green furniture set with emeralds. You wipe your feet upon a green mat and look down the hall. The path continues north. ^ fairybook144 n:fairybook145 s:fairybook143 u:fairybook147; lflags { } Green Hallway^ >From here, you can see the entrance to the Throne Room as well as the entrance to the castle. A staircase leads up, and a sign next to the stairs reads 'Upstairs to Alice's Room'. ^ fairybook145 s:fairybook144 w:^discreet_curtain; lflags { } The Throne Room^ You stand in a big, round room with a high, arched roof, and the walls and ceiling and floor are covered with large emeralds set closely together. In the center of the roof is a great light, as bright as the sun, which make the emeralds sparkle in a wonderful manner. A big throne of green marble stands in the middle of the room. It is shaped like a chair and sparkles with gems, as does everything else. In the center of the chair is an enormous head, without body to support it or any arms or legs whatever. The path leads south, and a curtain hangs in the west corner. ^ fairybook146 e:^discreet_curtain_1; lflags { } Control Room^ It is from here that the Wizard controls the great Oz. Knobs and levers stick out of the walls, and little flashing lights nearly blind you. A curtain hangs in the east corner. ^ fairybook147 d:fairybook144; lflags { } Emerald Bedroom^ You are in what was once described as 'the sweetest little room in the world', with a soft, comfortable bed that has sheets of green silk and a green velvet counterpane. There is a tiny fountain in the middle of the room, that shoots a spray of green perfume into the air, to fall back into a beautifully carved green marble basin. Beautiful green flowers stand in the windows, and there is a shelf with a row of little green books. A staircase leads down. ^ fairybook148 e:fairybook138 w:fairybook149; lflags { Outdoors } Western Path^ Walking over fields of soft green grass dotted here and there with daisies and buttercups, you see a sign that points to the west. The sign tells you that that is the direction towards the castle of the Wicked Witch of the West, and you recall hearing a rumor that she has reportedly enslaved all trespassers. The path also goes east to the yellow brick road. ^ fairybook149 e:fairybook148 w:fairybook150; lflags { Outdoors } Fields^ The ground here is rough and hilly. There are no farms or houses in this country of the west, and the ground is untilled. The path continues to the east and west. ^ fairybook150 e:fairybook149 w:fairybook151; lflags { Outdoors } Forest^ You stand at the entrance to the dark forest of the west. To the east are some fields. As soon as you step beneath the canopy of trees, the sun vanishes as though someone turned it off. It is rumored that packs of wolves, swarms of bees, and flocks of crows monitor the forest to prevent visitors from reaching the Witch's castle. ^ fairybook151 e:fairybook150 w:fairybook152; lflags { Outdoors } Winkie Village^ You stand in the village of the Winkies, the Munchkins of the west. They are cowardly people who do only what they are told. They roam the area dressed in leather armor and carry spears, so that no-one wants to speak to them and maybe tell them to do something. The path goes east and west from here. ^ fairybook152 e:fairybook151 w:fairybook153; lflags { Outdoors } Forest^ The forest here is frightening and dark. You are filled with the ominous feeling that you are being watched by something with many eyes. . . The path goes east and west. ^ fairybook153 e:fairybook152 w:fairybook154; lflags { Outdoors } Forest^ The forest path continues through the pine needles and fallen leaves. You think you see something in the leaves above you, but upon closer examination you decide that your eyes must be playing tricks on you. The path goes east and west. ^ fairybook154 e:fairybook153 w:fairybook155; lflags { Outdoors } Forest^ The light ahead seems to indicate an end to the trees which you have become so used to seeing. As if to herald the fact that you are near the edge of the forest, the birds begin to sing more loudly than usual. The path goes east and west. ^ fairybook155 e:fairybook154 w:fairybook156; lflags { Outdoors } Rocky Lands^ The path here wanders east and west through a field of rocks. Sharp stones are underfoot, as well as larger boulders, the largest the size of your head. A few corpses are scattered around here, covered with dented armor. Blood has stained the stones red, as well as the clay. ^ fairybook156 e:fairybook155 w:fairybook157; lflags { Outdoors } Yellow Castle^ You stand before the gates of the Yellow Castle. Here it is rumored that the wicked witch of the west lives. Of course, you know how reliable rumors are. The castle is painted a shade of yellow which you can neither name nor recognize. The walls are high, and the windows pointed. The path goes east and west. ^ fairybook157 n:fairybook158 e:fairybook156 s:fairybook159 u:fairybook160; lflags { } Courtyard^ You stand on the cobbled stones of the yellow courtyard. The walls seem to glow with an un-earthly light, washing out your features and making your skin turn orange. From here you can go up to Dorothy's room, out to the exercise yard to the south, or to the kitchen to the north. The exit from the building is to the east. ^ fairybook158 s:fairybook157; lflags { } Kitchen^ You enter the kitchen. Workers scatter at your approach, in fear of their Witch's wrath falling on them for even looking for you. Food lies in various states of preparation on the tables and counters, and you are suddenly filled with hunger. The exit is to the south. ^ fairybook159 n:fairybook157; lflags { } Fenced Yard^ A spike has been driven into the ground at the center of the yard. This small field looks as though it was intended to be a dog run, but it doesn't smell much like dogs. In fact, it smells like a big cat. The exit is north. ^ fairybook160 d:fairybook157; lflags { NoMobiles } Dorothy's Room^ Dorothy's room is the prime tourist attraction at this castle. It is decorated in pink and white, and is the only room here which is not colored yellow. In fact, there is no yellow in the whole room. Her bed has been turned down, as though in preparation for her return. The exit is down. ^ fairybook161 n:fairybook138 s:fairybook162; lflags { Outdoors } Southern Path^ This path goes north and south, where the castle of Glinda the Good Witch is rumored to stand. This area is inhabited by living trees, Quadlings, and China people. Not Chinese people - China people. ^ fairybook162 n:fairybook161 s:fairybook163; lflags { Outdoors } Forest^ You walk through the forest, keeping your eyes open for anything which looks out of the ordinary. The path goes north and south. ^ fairybook163 n:fairybook162 s:fairybook164; lflags { Outdoors } Forest^ You continue done the forest path, content that you are ready for anything at all which might happen. The path goes north and south. ^ fairybook164 n:fairybook163 s:fairybook165; lflags { Outdoors } Forest^ You hear an owl call in a way you have never heard. It is as though it knows something you don't know. Perhaps you aren't as prepared as you want to be. . . The path goes north and south. ^ fairybook165 n:fairybook164 u:fairybook166; lflags { Outdoors } Wall^ A huge wall stands here, built among the trees. It is made of clay laid over tall trees, and looks thick enough to support people standing on top of it. Fortunately, there is a ladder here to assist you in case you want to climb it. The path goes north from here. ^ fairybook166 u:fairybook167 d:fairybook165; lflags { Outdoors } Atop the Wall^ You stand atop the wall, looking into the yard beyond. Before you is a great stretch of country having a floor as smooth and shining and white as the bottom of a big platter. Scattered around are many houses made entirely of china and painted in the brightest colours. These houses are quite small, the biggest of them reaching only as high as your waist. There are also pretty little barns, with china fences around them, and many cows and sheep and horses and pigs and chickens, all made of china, standing around in groups. But the strangest of all are the people who live in this queer country. There are milk-maids and shepherdesses, with bright-colored bodices and golden spots all over their gowns; and princesses with most gorgeous frocks of silver and gold and purple; and shepherds dressed in knee-breeches with pink and yellow and blue stripes down them, and golden buckles on their shoes; and princes with jewelled crowns upon their heads, wearing ermine robes and satin doublets; and funny clowns in ruffled gowns, with round red spots upon their cheeks and tall, pointed caps. And, strangest of all, these people are all made of china, even to their clothes, and are so small that the tallest of them is no higher than your knee. A ladder leads down to the China Land, and up to a strange path. ^ fairybook167 s:fairybook168 u:fairybook166; lflags { Outdoors } China Land^ You stand on the other side of the wall. Little people made of china are running all over, being bothersome. A ladder leads up, and a path leads south. ^ fairybook168 n:fairybook167 s:fairybook169; lflags { Outdoors } Evil Forest^ You enter a part of the forest which is like no forest you have ever seen. Here, in the land of the South, nothing is as it appears. Danger lurks behind every tree. Heck, danger *is* every tree. In fact, the trees here seem to be moving on their own. . . The path leads north and south. ^ fairybook169 n:fairybook168 s:fairybook170; lflags { Outdoors } Forest^ The trees seems to be normal here, not nearly as vicious as they could be. In fact, they don't look particularly threatening in the least bit. The sun is filtered through the leaves, making the ground a pleasant shade of green. The path goes north and south. ^ fairybook170 n:fairybook169 s:fairybook171; lflags { } Glinda's Castle^ You stand outside Glinda's castle, the home of the Good Witch of the South. The gates are to me south, and a path goes north. ^ fairybook171 n:fairybook170 e:fairybook172 s:fairybook173; lflags { } Hallway^ The hallway is decorated with pictures of famous people in Oz's history. You recognize the Tin Woodman, the Scarecrow, the Cowardly Lion, and Dorothy, posed together as they began their historic journey. The hallway goes north and south, as well as east to a powder room. ^ fairybook172 w:fairybook171; lflags { NoMobiles } Powder Room^ You stand in the room used by guests to clean up. The exit is west. ^ fairybook173 n:fairybook172 d:fairytale99@fairytale; lflags { } Throne Room^ Your breath is taken away by the sight of the crystal room which you now stand in. Everything in the room is made of crystal, shining in the light which comes from the diamonds in the ceiling. Sitting in the crystal throne which dominates the opposite wall is Glinda, the Good Witch. Her shining gown dazzles you with its brilliance, and she asks if you are ready to go home yet. She waves a hand, and a hole appears in front of her. Down the hole, you can see a library. An exit goes north. ^