%rainfall:550 %latitude:45 %mobiles Name = cockroach PName = "Cockroach" Location = fairytale6 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A huge, green bug stares at you with many-faceted eyes." End = cockroach Name = piggy PName = "Piggy" Location = fairytale55 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "This little piggy sticks out his tongue at you." End = piggy Name = pig PName = "Pig" Location = fairytale55 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "This little piggy thumbs his nose at you." End = pig Name = piglet PName = "Piglet" Location = fairytale55 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "This little piggy flips you off." End = piglet Name = cloud PName = "Cloud" Location = fairytale24 Strength = 150 Damage = 10 Armor = 0 Aggression = 18 Speed = 0 Description = "A cloud giant is sleeping here, snoring peacefully." End = cloud Name = storm PName = "Storm" Location = fairytale28 Strength = 150 Damage = 10 Armor = 0 Aggression = 30 Speed = 0 Description = "A storm giant storms around the room." End = storm Name = burning PName = "Burning" Location = fairytale29 Strength = 150 Damage = 10 Armor = 0 Aggression = 30 Speed = 0 Description = "A burning giant stands here, his fiery gaze fixed on you." End = burning Name = ice PName = "Ice" Location = fairytale28 Strength = 150 Damage = 10 Armor = 0 Aggression = 30 Speed = 0 Description = "An ice giant looks at you coldly." End = ice Name = aphid PName = "Aphid" Location = fairytale4 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The aphid reclines on his couch, blending into his surroundings." End = aphid Name = reflection PName = "Reflection" Location = fairytale21 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "Your reflection looks at you from the mirror." End = reflection Name = bumblebee PName = "Bumblebee" Location = fairytale8 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A bee buzzes gently here, poison dripping from its stinger." End = bumblebee Name = musician PName = "Musician" Location = fairytale41 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A music major sits here atop a pile of Theory books." End = musician Name = porridge PName = "Porridge" Location = fairytale4 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "A bowl of porridge rests on the table." End = porridge Name = sprite PName = "Sprite" Sflags { Female } Location = fairytale4 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "The sprite dances in the moonlight, eyeing you warily." End = sprite Name = roc PName = "Roc" Location = fairytale4 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A Roc circles the nest, glaring at you." End = roc Name = monkey PName = "Monkey" Location = fairytale45 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A monkey climbs on the bars, playfully kicking at you." End = monkey Name = ladybug PName = "Ladybug" Sflags { Female } Location = fairytale7 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A huge ladybug walks peacefully past you." End = ladybug Name = mantis PName = "Mantis" Location = fairytale7 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "The mantis is on his knees, praying to the gods for redemption." End = mantis Name = spider PName = "Spider" Location = fairytale7 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A spider hangs from a thin strand of silk." End = spider Name = horsefly PName = "Horsefly" Location = fairytale7 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A horsefly buzzes around your head, looking for a place to land." End = horsefly Name = clown PName = "Clown" Location = fairytale9 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A clown stands on his head, his eyes upside-down." End = clown Name = oldman PName = "Oldman" Location = fairytale32 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "An old man sits here, waiting for you to hit him." End = oldman Name = operator PName = "Operator" Location = fairytale10 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The Ride Operator stands before you, motioning you into the empty car." End = operator Name = fatman PName = "Fatman" Location = fairytale9 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A fat man rolls past you, chuckling gently." End = fatman Name = bearded PName = "Bearded" Sflags { Female } Location = fairytale9 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A bearded woman laughs, pointing at you." End = bearded Name = hawker PName = "Hawker" Location = fairytale9 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 0 Description = "The hawker stands in his booth, calling "Buy a ticket!"" End = hawker Name = big PName = "Big" Location = fairytale38 Strength = 350 Damage = 10 Armor = 0 Aggression = 18 Speed = 0 Description = "The biggest giant you have ever seen sits at the foot of the table and laughs." End = big Name = cinderella PName = "Cinderella" Sflags { Female } Location = fairytale55 Strength = 150 Damage = 10 Armor = 0 Aggression = 1 Speed = 2 Description = "Cinderella stands before you, dressed for the Hunt." End = cinderella Name = exterminator PName = "Exterminator" Location = fairytale2 Strength = 175 Damage = 10 Armor = 0 Aggression = 3 Speed = 2 Description = "The Exterminator stands before you, staring at a fly on your shoulder." End = exterminator Name = trogdylite PName = "Trogdylite" Location = fairytale71 Strength = 150 Damage = 10 Armor = 0 Aggression = 1 Speed = 2 Description = "A Trogdylite stares at you from behind a rock." End = trogdylite Name = burrower PName = "Burrower" Location = fairytale71 Strength = 150 Damage = 10 Armor = 0 Aggression = 1 Speed = 2 Description = "A Burrower hides in its hole. All you can see are its eyes." End = burrower Name = poppa PName = "Poppa" Location = fairytale92 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Poppa Bear stands before you, growling angrily." End = poppa Name = momma PName = "Momma" Sflags { Female } Location = fairytale92 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Momma Bear hides behind her husband." End = momma Name = baby PName = "Baby" Location = fairytale92 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Baby Bear scampers playfully, oblivious to your presence." End = baby Name = golden PName = "Golden" Sflags { Female } Location = fairytale36 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "The Golden Goose flies about angrily, protecting her eggs." End = golden Name = godmother PName = "Godmother" Sflags { Female } Location = fairytale89 Strength = 150 Damage = 10 Armor = 0 Aggression = 23 Speed = 2 Description = "Your Fairy Godmother is here, awaiting your command." End = godmother Name = proprietor PName = "Proprietor" Location = fairytale59 Strength = 150 Damage = 10 Armor = 0 Aggression = 34 Speed = 0 Description = "The Proprietor looks at you expectantly." End = proprietor Name = rug PName = "Rug" Location = fairytale85 Strength = 300 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "Suddenly, the rug comes to life!" End = rug Name = dog PName = "Dog" Location = fairytale94 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A dog growls at you angrily." End = dog Name = hubbard PName = "Hubbard" Sflags { Female } Location = fairytale94 Strength = 150 Damage = 10 Armor = 0 Aggression = 24 Speed = 2 Description = "Mother Hubbard searches the cupboard for a bone." End = hubbard Name = child PName = "Child" Location = fairytale42 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A child plays in the sand." End = child Name = kidder PName = "Kidder" Location = fairytale42 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A kidder runs past you, shouting." End = kidder Name = adolescent PName = "Adolescent" Location = fairytale42 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "An adolescent watches the kids play." End = adolescent Name = young PName = "Young" Location = fairytale42 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A young man observes the children at play." End = young Name = boyeee PName = "Boyeee" Location = fairytale42 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A boyeee plays on the swing set." End = boyeee Name = girl PName = "Girl" Sflags { Female } Location = fairytale42 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A girl sits on one end of the see-saw, playing with dolls." End = girl Name = trog PName = "Trog" Location = fairytale71 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A trogdylite stares at you from behind a rock." End = trog Name = fish PName = "Fish" Location = fairytale64 Strength = 150 Damage = 10 Armor = 0 Aggression = 25 Speed = 2 Description = "A fish rises out of the water and spits at you!" End = fish Name = Sleeping_Beauty PName = "Beauty" Location = limbo@limbo Strength = 250 Sflags {Female} Damage = 10 Armor = 0 Aggression = 0 Speed = 0 /* Visibility = 13 */ Description = "Sleeping Beauty smiles softly, dreaming of happier days." End = Sleeping_Beauty %objects Name = red_balloon PName = balloon AltName = red Location = IN_ROOM:fairytale12 BValue = 10 Desc[0] = "An inflated red balloon dances merrily." Examine = "How could you burst such a pretty balloon? " End = red_balloon Name = blue_balloon PName = balloon AltName = blue Location = IN_ROOM:fairytale12 BValue = 10 Desc[0] = "An inflated blue balloon dances merrily." Examine = "How could you burst such a pretty balloon? " End = blue_balloon Name = green_balloon PName = balloon AltName = green Location = IN_ROOM:fairytale12 BValue = 10 Desc[0] = "An inflated green balloon dances merrily." Examine = "How could you burst such a pretty balloon? " End = green_balloon Name = steam_pipe PName = pipe AltName = steam Location = IN_ROOM:fairytale135 Oflags { Lockable Openable NoGet } Linked = steam_pipe_1 MaxState = 2 State = 2 Desc[0] = "The pipe is open." Desc[1] = "The pipe is closed." Desc[2] = "There is a pipe here. It looks hot!" End = steam_pipe Name = steam_pipe_1 PName = pipe AltName = steam Location = IN_ROOM:fairytale136 Oflags { Lockable Openable NoGet } Linked = steam_pipe MaxState = 2 State = 2 Desc[0] = "The pipe is open." Desc[1] = "The pipe is closed." Desc[2] = "There is a pipe here. It looks hot!" End = steam_pipe_1 Name = door_window PName = window AltName = door Location = IN_ROOM:fairytale33 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:fairytale35 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 = prison_door PName = door AltName = prison Location = IN_ROOM:fairytale37 Oflags { Lockable Openable NoGet } Linked = prison_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 = prison_door Name = prison_door_1 PName = door AltName = prison Location = IN_ROOM:fairytale38 Oflags { Lockable Openable NoGet } Linked = prison_door MaxState = 2 State = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = prison_door_1 Name = door_heavy PName = heavy AltName = door Location = IN_ROOM:fairytale82 Oflags { Lockable Openable NoGet } Linked = door_heavy_1 MaxState = 2 State = 2 Desc[0] = "The heavy double doors are open." Desc[1] = "The heavy double doors are closed." Desc[2] = "The heavy double doors are locked." End = door_heavy Name = door_heavy_1 PName = heavy AltName = door Location = IN_ROOM:fairytale83 Oflags { Lockable Openable NoGet } Linked = door_heavy MaxState = 2 State = 2 Desc[0] = "The heavy double doors are open." Desc[1] = "The heavy double doors are closed." Desc[2] = "The heavy double doors are locked." End = door_heavy_1 Name = tiny_door PName = door AltName = tiny Location = IN_ROOM:fairytale31 Oflags { Lockable Openable NoGet } Linked = tiny_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 = tiny_door Name = tiny_door_1 PName = door AltName = tiny Location = IN_ROOM:fairytale32 Oflags { Lockable Openable NoGet } Linked = tiny_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 = tiny_door_1 Name = full_glass PName = glass AltName = full Location = IN_ROOM:fairytale38 BValue = 30 Size = 10 Weight = 10 Desc[0] = "A glass stands before you, full of a bubbling liquid." Examine = "The glass is full of something which smells awful! " End = full_glass Name = stone_cup PName = cup AltName = stone Location = IN_ROOM:fairytale38 BValue = 30 Size = 10 Weight = 10 Desc[0] = "A cup stands before you, its contents bubbling softly." Examine = "The cup is full of a greenish liquid. It smells awful! " End = stone_cup Name = Sting_Stinger PName = Stinger AltName = Sting Location = CARRIED_BY:bumblebee BValue = 200 Size = 10 Weight = 10 Desc[0] = "The bee's stinger drips poison." Examine = "A giant bee's stinger rests here, dripping with poison. " End = Sting_Stinger Name = Curtain_Tapestry PName = Tapestry AltName = Curtain Location = IN_ROOM:fairytale29 BValue = 20 State = 1 Desc[0] = "A tapestry hangs in front of you, depicting giants throughout history." Examine = "The tapestry has been woven by expert weavers. " End = Curtain_Tapestry Name = Stone_Altar PName = Altar AltName = Stone Location = IN_ROOM:fairytale33 Oflags { NoGet } BValue = 20 State = 1 Desc[0] = "An altar stands before you, shining in the light." Examine = "The altar has been carved from a single block of stone. " End = Stone_Altar Name = spray_raid PName = raid AltName = spray Location = CARRIED_BY:exterminator Oflags { Weapon } BValue = 100 Damage = 25 Desc[0] = "A sword stands before you, striped black and red. It is marked 'Raid'." Examine = "The sword looks like it was made to kill bugs. " End = spray_raid Name = magic_bean PName = bean AltName = magic Location = IN_ROOM:fairytale4 Oflags { Food } /* FoodVal = 2 */ BValue = 20 Size = 5 Weight = 5 Desc[0] = "A bean lies here on the ground, dropped from someone's pocket." Examine = "The bean sparkles with magical energies and seems to leap about in your hand. " End = magic_bean Name = large_pearl PName = pearl AltName = large Location = IN_ROOM:fairytale4 BValue = 80 Size = 20 Weight = 10 Desc[0] = "A pearl, nearly the size of your head, lies here." Examine = "You wonder how such a large pearl got so far from the seashore. Carrier pigeons come to mind. " End = large_pearl Name = rose_seed PName = seed AltName = rose Location = IN_ROOM:fairytale8 Oflags { Food } /* FoodVal = 2 */ BValue = 50 Size = 5 Weight = 5 Desc[0] = "There is a seed here, almost ready to sprout." Examine = "The seed is a rose seed, bringing to mind a really sappy country song. " End = rose_seed Name = diamond_ring PName = ring AltName = diamond Location = IN_ROOM:fairytale11 Oflags { Wearable } Aflags { Hands } BValue = 100 Size = 6 Weight = 6 Desc[0] = "A diamond ring gleams from among the cushions of the seat." Examine = "It is engraved 'To Ditzhead: Don't lose this one! -Love, GC' You begin to wonder... " End = diamond_ring Name = plaque_rock PName = rock AltName = plaque Location = IN_ROOM:fairytale23 BValue = 40 Size = 19 Weight = 10 State = 1 Desc[0] = "A large rock is balanced upon the limestone. It seems to have writing on it." Examine = "The plaque is engraved 'Beware of sleeping giants!' " End = plaque_rock Name = bastard_sword PName = sword AltName = bastard Location = IN_ROOM:fairytale24 Oflags { Weapon } BValue = 140 Damage = 20 Size = 20 Weight = 10 Desc[0] = "A huge bastard sword lies among the rocks." Examine = "The sword was made for a real bastard. " End = bastard_sword Name = null_drawbridge PName = drawbridge AltName = null Location = IN_ROOM:fairytale25 Linked = null_bridge Oflags { NoGet } BValue = 20 Size = 40 Weight = 10 State = 1 Maxstate = 1 Desc[0] = "A drawbridge extends across the chasm." Examine = "The drawbridge looks well-used and very strong. " End = null_drawbridge Name = null_bridge PName = drawbridge AltName = null Location = IN_ROOM:fairytale27 Linked = null_drawbridge Oflags { NoGet } BValue = 20 Size = 40 Weight = 10 State = 1 Maxstate = 1 Desc[0] = "A drawbridge extends across the chasm." Examine = "The drawbridge looks well-used and very strong. " End = null_bridge Name = g_bod_top Pname = giant Location = IN_ROOM:fairytale38 Linked = g_bod_bot Oflags { NoGet } Bvalue = 0 Size = 100 Weight = 100 State = 1 Desc[0] = "The giant's body provides a way off of the table." End = g_bod_top Name = g_bod_bot Pname = giant Location = IN_ROOM:fairytale39 Oflags { NoGet } Linked = g_bod_top Bvalue = 0 Size = 100 Weight = 100 State = 1 Desc[0] = "The giant's body provides a way upto the table." End = g_bod_bot Name = large_tapestry PName = tapestry AltName = large Location = IN_ROOM:fairytale29 BValue = 500 Size = 35 Weight = 10 Desc[0] = "A large tapestry hangs here." Examine = "The tapestry is embroidered with dragons and knights riding across a plain. " End = large_tapestry Name = bird_nest PName = nest AltName = bird Location = IN_ROOM:fairytale36 Oflags { Container } BValue = 50 Size = 20 Weight = 10 Desc[0] = "An empty nest is nestled among the branches." Examine = "It looks like a big nest. I hope the mother bird isn't around... " End = bird_nest Name = pink_egg PName = egg AltName = pink Location = IN_ROOM:fairytale36 BValue = 100 Size = 3 Weight = 3 Desc[0] = "A pink egg lies in the nest" Examine = "You wonder what kind of bird would lay a pink egg. " End = pink_egg Name = puce_egg PName = egg AltName = puce Location = IN_ROOM:fairytale36 BValue = 100 Size = 3 Weight = 3 Desc[0] = "A puce egg lies in the nest." Examine = "You wonder what kind of bird would lay a puce egg. " End = puce_egg Name = golden_egg PName = egg AltName = golden Location = IN_ROOM:fairytale36 BValue = 100 Size = 3 Weight = 3 Desc[0] = "A golden egg lies in the nest." Examine = "You wonder what kind of bird laid this golden egg. " End = golden_egg Name = golden_trumpet PName = trumpet AltName = golden Location = IN_ROOM:fairytale41 BValue = 200 Size = 8 Weight = 8 Desc[0] = "A trumpet is here, shining invitingly." Examine = "The trumpet has the words 'Don't call me a mirafone' engraved into the bell. " End = golden_trumpet Name = singing_harp PName = harp AltName = singing Location = IN_ROOM:fairytale41 BValue = 200 Size = 8 Weight = 8 Desc[0] = "A harp lies here, singing softly to itself." Examine = "A beautiful woman seems to have grown into the harp somehow. She smiles. " End = singing_harp Name = birds_key PName = key AltName = birds Location = IN_ROOM:fairytale36 Oflags { Key } BValue = 1 Size = 1 Weight = 1 Desc[0] = "A key is hidden among the branches of the nest." Examine = "The key seems to have fallen from the leg of a passenger pigeon. " End = birds_key Name = large_shovel PName = shovel AltName = large Location = IN_ROOM:fairytale53 BValue = 30 Size = 20 Weight = 10 Desc[0] = "A large, gold-plated shovel has been left here by a careless child." Examine = "What kind of kid leaves his or her toys out in the playground? Sheesh! " End = large_shovel Name = salty_cracker PName = cracker AltName = salty Location = IN_ROOM:fairytale59 Oflags { Food } /* FoodVal = 4 */ BValue = 20 Size = 15 Weight = 10 Desc[0] = "A cracker lies here." Examine = "It looks salty. " End = salty_cracker Name = wine_flagon PName = flagon AltName = wine Location = IN_ROOM:fairytale59 Oflags { Food } /* FoodVal = 14 */ BValue = 20 Size = 15 Weight = 10 Desc[0] = "A flagon of wine lies here." Examine = "The wine looks tasty. " End = wine_flagon Name = silvery_scythe PName = scythe AltName = silvery Location = IN_ROOM:fairytale59 BValue = 20 Size = 15 Weight = 10 Desc[0] = "A wicked-looking scythe lies here." Examine = "The scythe has some words carved into the handle: 'If found, please return to the reaper.' " End = silvery_scythe Name = top_lid PName = lid AltName = top Location = IN_ROOM:fairytale63 BValue = 200 Size = 20 Weight = 10 Desc[0] = "The lid of the coffin is transparent." Examine = "The lid is secured to the top of the coffin. " End = top_lid Name = gold_key PName = key AltName = gold Location = IN_CONTAINER:null_coffin Oflags { Key } BValue = 30 Size = 10 Weight = 10 Desc[0] = "A silver and gold key lies inside the coffin." Examine = "The key is lavishly decorated, but doesn't look very strong. " End = gold_key Name = null_coffin PName = coffin AltName = null Location = IN_ROOM:fairytale63 Oflags { Container NoGet } BValue = 1000 Size = 40 Weight = 10 State = 1 Desc[0] = "A coffin lies here, carved from a block of crystal." Examine = "The coffin holds the remains of Jessimine, a beautiful Goddess. " End = null_coffin Name = food_fish PName = fish AltName = food Location = IN_ROOM:fairytale64 Oflags { Food } /* FoodVal = 15 */ BValue = 30 Size = 20 Weight = 10 Desc[0] = "A school of fish swims idly around the lake." Examine = "The fish look tasty. I wonder if you could catch them? " End = food_fish Name = rock_stone PName = stone AltName = rock Location = IN_ROOM:fairytale76 Oflags { NoGet } BValue = 10 Size = 1 Weight = 1 State = 1 Desc[0] = "One of the stones looks different from the rest." Examine = "It just looks...different. " End = rock_stone Name = rotted_chest PName = chest AltName = rotted Location = IN_ROOM:fairytale77 Oflags { Container } BValue = 150 Size = 10 Weight = 10 Desc[0] = "A chest lies here, its hinges rotted away." Examine = "It's an old chest. " End = rotted_chest Name = tarnished_chest PName = chest AltName = tarnished Location = IN_ROOM:fairytale77 Oflags { Container } BValue = 150 Size = 10 Weight = 10 Desc[0] = "A chest lies here, its locks tarnished with age." Examine = "It's a really old chest. " End = tarnished_chest Name = mossy_chest PName = chest AltName = mossy Location = IN_ROOM:fairytale77 Oflags { Container } BValue = 150 Size = 10 Weight = 10 Desc[0] = "A chest lies here, covered with moss." Examine = "This chest is probably older than you are. " End = mossy_chest Name = hanging_sword PName = sword AltName = hanging Location = IN_ROOM:fairytale84 Oflags { Weapon } BValue = 250 Damage = 20 Size = 10 Weight = 10 Desc[0] = "A sword hangs here, waiting for its owner." Examine = "It is embossed with a large 'E' in a circle. " End = hanging_sword Name = hanging_shield PName = shield AltName = hanging Location = IN_ROOM:fairytale84 Oflags { Armor Wearable Shield } BValue = 250 Armor = 35 Size = 10 Weight = 10 Desc[0] = "A shield hangs here, waiting for its owner." Examine = "A large 'E' in a circle has been stamped onto the front of the shield. " End = hanging_shield Name = hanging_banner PName = banner AltName = hanging Location = IN_ROOM:fairytale84 BValue = 200 Size = 40 Weight = 10 Desc[0] = "A banner hangs here, waiting to be carried into battle." Examine = "The banner presents a large 'E' in a circle, the mark of Ender. " End = hanging_banner Name = snake_rug PName = rug AltName = snake Location = IN_ROOM:fairytale85 Oflags { NoGet } BValue = 50 Size = 20 Weight = 10 State = 1 Desc[0] = "A rug lies under your feet." Examine = "The rug looks like a snake. " End = snake_rug Name = eye_cats PName = cats AltName = eye Location = IN_ROOM:fairytale86 Oflags { Key } BValue = 300 Size = 10 Weight = 10 Desc[0] = "A tiny cat's eye marble has been dropped here." Examine = "The cat's eye is probably very valuable to the owner. " End = eye_cats Name = stole_mink PName = mink AltName = stole Location = IN_ROOM:fairytale88 Oflags { GetFlips Wearable } Aflags { Back Neck } BValue = 50 Size = 10 Weight = 10 MaxState = 1 Desc[0] = "A mink stole has been discarded here." Desc[1] = "A mink stole is woven carefully into the nest." Examine = "You wonder what mink the vixens stole this stole from. " End = stole_mink Name = jeweled_egg PName = egg AltName = jeweled Location = IN_ROOM:fairytale31 BValue = 150 Size = 20 Weight = 10 MaxState = 1 Desc[0] = "A large, jeweled egg lies here." Desc[1] = "A large, jeweled egg is carefully balanced on the bars." Examine = "The egg has been carefully carved by a master jeweller. " End = jeweled_egg Name = magic_wand PName = wand AltName = magic Location = IN_ROOM:fairytale90 BValue = 10 Size = 10 Weight = 10 Desc[0] = "You think you can see a stick protruding from the mouse-hole." Examine = "It looks like a magic wand! " End = magic_wand Name = feather_pillow PName = pillow AltName = feather Location = IN_ROOM:fairytale90 BValue = 300 Size = 45 Weight = 10 Desc[0] = "A large feather pillow lies atop the others." Examine = "It sure looks comfortable. You find yourself growing tired... " End = feather_pillow Name = black_pot PName = pot AltName = black Location = IN_ROOM:fairytale91 Oflags { Container NoGet } BValue = 10 Size = 30 Weight = 10 State = 1 Desc[0] = "A pot hangs over the fire." Examine = "The pot smells good... " End = black_pot Name = wolf_stew PName = stew AltName = wolf Location = IN_ROOM:fairytale91 Oflags { Food } /* FoodVal = 15 */ BValue = 10 Size = 20 Weight = 10 Desc[0] = "A large portion of wolf stew is bubbling here." Examine = "Mmmmmm..... " End = wolf_stew Name = display_case PName = case AltName = display Location = IN_ROOM:fairytale91 Oflags { Container NoGet } BValue = 10 Size = 40 Weight = 10 State = 1 Desc[0] = "A display case stands in the corner" Examine = "The case is unlocked. " End = display_case Name = porcelain_pig PName = pig AltName = porcelain Location = IN_ROOM:fairytale91 BValue = 180 Size = 10 Weight = 10 Desc[0] = "A tiny porcelain pig stands inside the case." Examine = "The pig turns up his nose at you. " End = porcelain_pig Name = beauty_coffin PName = coffin AltName = beauty Location = IN_ROOM:fairytale137 Oflags { Openable Container NoGet } BValue = 1000 Size = 40 Weight = 10 State = 1 Maxstate = 1 Desc[0] = "Sleeping Beauty lies inside her coffin, sleeping." Examine = "The coffin looks just like Sleeping Beauty, only bigger. " End = beauty_coffin Name = beauty_crown PName = crown AltName = beauty Location = IN_CONTAINER:beauty_coffin BValue = 300 Weight = 10 Oflags = { Wearable } Aflags = { Head } Desc[0] = "A crown lies in the coffin." Examine = "The crown is covered with gems. " End = beauty_crown Name = beauty_robe PName = robe AltName = beauty Location = IN_CONTAINER:beauty_coffin BValue = 300 Size = 10 Oflags = { Wearable } Aflags = { Chest Back Legs Arms } Weight = 10 Desc[0] = "A robe lies in the coffin." Examine = "The robe is made of woven silk and gold threads. " End = beauty_robe %locations fairytale1 s:Gardens@oaktree u:fairytale2; lflags {NoMobiles } Garden^ You stand in an unexplored section of the garden. The way back to the rest of the mansion gardens is to the south. Before you stands a huge vine, rising up into the clouds. It looks strong enough to hold you. ^ fairytale2 u:fairytale3 d:fairytale1; lflags { } On the Vine^ The vine seems to be solid, and you find it easy to climb both up and down. ^ fairytale3 e:fairytale4 u:fairytale5 d:fairytale2; lflags { } On the Vine^ The vine here is softer than that above and below it. You suspect that parasites have been nibbling at it. It continues up and down. ^ fairytale4 w:fairytale3; lflags { } In the Vine^ You stand inside a small room, decorated with pictures of great musicians: The Beatles, Buddy Holly and the Crickets, the Roches, and others. A few copies of Playbug are scattered around the room; one is open to the centerfold. The room looks like a basic bachelor's pad. ^ fairytale5 u:fairytale6 d:fairytale3; lflags { } On the Vine^ The vine continues both up and down. The sky above you is obscured by a low-hanging cloud bank, into which the vine disappears. Looking down, you realize that a fall from this height would surely kill you. ^ fairytale6 n:fairytale9 e:fairytale22 w:fairytale7 d:fairytale5; lflags { } Cloud Bank^ You stand among a field of clouds. To the east, in the distance, you see a castle rising out of some white mountains. To the west, a huge rose towers above you. From the north you smell cotton candy and hear children laughing. Below you the vine reaches through the clouds and eventually reaches the ground. ^ fairytale7 e:fairytale6 u:fairytale8; lflags { } Giant's Garden^ Tall flowers and huge vegetables loom above you. Some of the plants look strong enough to support your weight, including a beautiful rose which casts its delicate shadow over you. ^ fairytale8 d:fairytale7; lflags { NoMobiles } Inside the Rose^ You stand inside a beautiful rose, as big as a house. You are almost knocked out by its smell. From your vantage point, you can see a carnival with a ferris wheel and balloon rides. Also, far in the distance, you can make out a castle which seems to be floating on a cloud. ^ fairytale9 n:fairytale10 e:fairytale13 s:fairytale6 w:fairytale12; lflags { } Carnival Entrance^ You have entered a carnival. All around you, you see families enjoying themselves, riding rides and eating cotton candy. To the north is a ferris wheel, to the west a balloon ride, and the the east you see the entrance to a fun house. ^ fairytale10 n:fairytale11 s:fairytale9; lflags { } Ferris Wheel^ A giant wheel stands before you. As you step up to the platform, you hear a voice call out 'Next!'. The wheel slowly turns, and a car lowers itself to the north, waiting for you to step in. ^ fairytale11 s:fairytale10; lflags { NoMobiles } In the Car^ The seats of this ride are red vinyl, and the floors are sticky. You sit down and rest for a moment, as the car begins to move. Soon you are high above the carnival grounds, and you can see a huge fun house, a balloon ride, and a gigantic castle on a cloud in the distance. After a few minutes, the car returns to the ground. ^ fairytale12 e:fairytale9; lflags { NoMobiles } The Balloon Ride^ A large balloon is in the docking bay here. It looks like it would be strong enough to lift you off the ground. Smaller versions of the balloon are tied to the railing around the ride for decoration. ^ fairytale13 n:fairytale14 w:fairytale9; lflags { } Fun House Entrance^ 'Step right up,' the vendor calls, and you feel compelled to enter the maze of mirrors to the north. ^ fairytale14 n:fairytale14 e:fairytale15 s:fairytale13 w:fairytale14; lflags { } Lost in the Fun House^ You have entered a maze of mirrors. No matter where you turn, you see yourself. ^ fairytale15 n:fairytale15 e:fairytale16 s:fairytale14 w:fairytale15; lflags { } Lost in the Fun House^ You are lost in the Fun House. Mirrors surround you. ^ fairytale16 n:fairytale15 e:fairytale16 s:fairytale17 w:fairytale16; lflags { } Lost in the Fun House^ You are lost in the Fun House. Mirrors surround you. ^ fairytale17 n:fairytale17 e:fairytale18 s:fairytale17 w:fairytale16; lflags { } Lost in the Fun House^ You are lost in the Fun House. Mirrors surround you. ^ fairytale18 n:fairytale19 e:fairytale18 s:fairytale18 w:fairytale17; lflags { } Lost in the Fun House^ You are lost in the Fun House. Mirrors surround you. ^ fairytale19 n:fairytale18 e:fairytale19 s:fairytale20 w:fairytale19; lflags { } Lost in the Fun House^ You are lost in the Fun House. Mirrors surround you. ^ fairytale20 n:fairytale20 e:fairytale20 s:fairytale19 w:fairytale21; lflags { } Lost in the Fun House^ You are lost in the Fun House. Mirrors surround you. ^ fairytale21 e:fairytale20; lflags { NoSummon } Lost in the Fun House^ You are lost in the Fun House. Mirrors surround you. One mirror stands in front of you, clearer than any other mirror you have ever seen. Reflected in the mirror, next to your own reflection, is the reflection of a huge block of silver. ^ fairytale22 n:fairytale23 e:fairytale25 w:fairytale6; lflags { } Rolling Hills^ The clouds here slope gently up and down, and in some places grass has sprouted. In the distance to the east you see a floating castle, and to the north lies a pile of fallen rubble. To the west you see a clearing. ^ fairytale23 n:fairytale24 s:fairytale22; lflags { } Landslide^ You stand amidst a pile of fallen limestone, as though a mountain has collapsed in upon itself. Cleared through the rubble is a path to the north. ^ fairytale24 s:fairytale23; lflags { NoMobiles } Cloud Cave^ The clouds form a natural floor here in a hollow which has been dug from the pile of limestone. The walls and ceiling are tightly packed, but you cannot help but feel a tiny bit nervous about the stability of the structure. To the south is a path leading through the rubble. ^ fairytale25 w:fairytale22 d:fairytale26 e:^null_drawbridge; lflags { } Moat^ You stand on one side of a cliff. On the other side you see a castle, and in front of the castle is a bridge mounted on wheels. Far below you you see a smoking crater in the earth, as though something had somehow burned through the original bridge on its way down. A drawbridge is here, mounted on wheels. ^ fairytale26; lflags { Death } Pit^ You have fallen into a pit which rises as far up as the eye can see. In the center of the pit is a small disc. As you approach it for a closer look, it opens and a tiny woman jumps out. She screams 'In the name of glorious queen Rosmar, I claim this--' she breaks off as she catches sight of you. 'Oh dear,' she exclaims, 'It's already inhabited!' With that, she jumps back into the disc, which closes and rises from the ground. A violet beam of light erupts from it and spears you between the eyes... ^ fairytale27 e:fairytale28 w:^null_bridge; lflags { } Drawbridge^ A drawbridge is here, mounted on wheels. It can be pushed across the moat to bridge the gap. The castle itself rises far above you to the east. ^ fairytale28 e:fairytale29 w:fairytale27; lflags { } Castle Entrance^ An iron portcullis has been lowered here to prevent further passage into the castle. Fortunately, the spaces between the bars are wide enough for you to fit through. To the east, you can see a large room, and to the west the drawbridge stretches part-way across the chasm. ^ fairytale29 n:fairytale30 e:fairytale33 w:fairytale28; lflags { } Tapestry Room^ A large tapestry hangs on the northern wall, depicting many knights and sorcerors battling a race of giants. The giants appear to be winning. The passage continues to the east and the west. ^ fairytale30 s:fairytale29 d:fairytale31; lflags { } Prison Stairs^ You stand on a set of stairs which spirals down into the depths of the earth. The steps are spaced too widely for you to walk on them, but some brave adventurer has tied a rope to the railing, making it possible to climb down rather than walk. ^ fairytale31 w:^tiny_door u:fairytale30; lflags { } Prison Stairs^ A set of stairs leads up to the surface, but the steps are too wide for someone of your height to climb. Fortunately, someone has tied a rope to the railing at the top of the stairs, making the ascent possible. ^ fairytale32 e:^tiny_door_1; lflags { } Prison^ You stand in the prison. The air hangs heavy with the stench of rotted flesh and human waste. Chains and manacles hang from the walls, above piles of bones which lie in grim repose to the rest of the room. A small fire burns in one corner, made of rags and rat droppings. ^ fairytale33 e:fairytale37 w:fairytale29; lflags { } Window Room^ This room is filled with towering stained-glass windows. It seems that it was once a church of some sort, but you do not recognize any of the figures depicted in the glass. An altar stone still stands here, its cold grey stone reflecting the colored light from the windows. One of the windows is clear, and you see a tree outside. One branch seems to be close enough to the window to touch. ^ fairytale34 e:fairytale54 s:^door_window; lflags { } The Church^ You stand in the church of Fairyville. ^ fairytale35 n:^door_window_1 u:fairytale36; lflags { } On the Branch^ You stand on the swaying branch of an ancient tree. The bark is thick and gnarled, and you suspect that you could climb here. To the north you see a room full of windows, and above you is a huge scar in the trunk. ^ fairytale36 d:fairytale35; lflags { NoMobiles } In the Scar^ There is a huge scar across the trunk of the tree, the product of some ancient storm. It prevents any further passage upwards. The tree here looks diseased and weakened, but it is healthy below. ^ fairytale37 e:^prison_door w:fairytale33; lflags { } Entrance to the Great Hall^ Two arched doors stand before you on the eastern wall. They are elaborately carved, and seem to tell a story of a man named Jack who stole many things from a giant. The story ends with a panel of a large man eating a sandwich, from which two feet protrude. To the west, you see colored light streaming in through the open door. The walls are decorated with portraits of important giants of history. ^ fairytale38 w:^prison_door_1 d:^g_bod_top; lflags { } The Giant's Table^ You enter a room whose size overwhelms you. The floor is wood, but the planks are bigger than you have ever seen. Facing you is a huge loaf of bread, twice your height, and on your right is a block of cheese nearly as large as the loaf. ^ fairytale39 d:fairytale40 u:^g_bod_bot; lflags { NoMobiles } Slide^ You stand at the top of a slide. Below you is the entrance to Fairyland. ^ fairytale40 u:fairytale41; lflags { } Padded Room^ A long slide ends here, in a room which is entirely padded. Foam rubber lines the walls, the ceiling, and the floor. A hole in the ceiling is marked 'Fairyland', and a hole in the floor is marked 'Heaven'. ^ fairytale41 e:fairytale42 d:fairytale40; lflags { } Music Room^ This room is dedicated to music. A beautiful stereo system lines the north wall, and a rack of CDs lines the south wall. Pictures of famous composers are on the western wall. A door to the east leads outside, and a hole in the floor leads to a padded room. ^ fairytale42 n:fairytale53 e:fairytale78 s:fairytale54 w:fairytale41 u:fairytale43; lflags { } Playground^ Children play here, giggling and laughing. They push each other and mock-fight on the swing-set. To the north is a sand-box, to the south is a country lane, to the west is the music room, and to the east is a river. A set of monkey bars climbs up into the sky. ^ fairytale43 n:fairytale43 e:fairytale47 s:fairytale49 w:fairytale43 u:fairytale44 d:fairytale42; lflags { } On the Bars^ You climb on the monkey bars. Many bars are missing, and some are loose. ^ fairytale44 e:fairytale43 w:fairytale45 u:fairytale44 d:fairytale49; lflags { } On the Bars^ You climb on the monkey bars. Many bars are missing, and some are loose. ^ fairytale45 e:fairytale49 s:fairytale46 w:fairytale45 u:fairytale45 d:fairytale44; lflags { } On the Bars^ You climb on the monkey bars. Many bars are missing, and some are loose. ^ fairytale46 n:fairytale47 e:fairytale48 s:fairytale47 u:fairytale46 d:fairytale45; lflags { } On the Bars^ You climb on the monkey bars. Many bars are missing, and some are loose. ^ fairytale47; lflags { Death } On the Bars^ You grab onto a bar, and it tears loose... ^ fairytale48 n:fairytale48 e:fairytale48 s:fairytale47 w:fairytale49 u:fairytale46 d:fairytale50; lflags { } On the Bars^ You climb on the monkey bars. Many bars are missing, and some are loose. ^ fairytale49; lflags { Death } On the Bars^ You step onto a bar, and it tears loose... ^ fairytale50 n:fairytale47 e:fairytale50 s:fairytale49 w:fairytale48 u:fairytale51 d:fairytale50; lflags { } On the Bars^ You climb on the monkey bars. Many bars are missing, and some are loose. ^ fairytale51 n:fairytale47 e:fairytale50 s:fairytale51 w:fairytale49 u:fairytale52 d:fairytale51; lflags { } On the Bars^ You climb on the monkey bars. Many bars are missing, and some are loose. ^ fairytale52 d:fairytale51; lflags { NoMobiles } On the Bars^ You climb on the monkey bars. Many bars are missing, and some are loose. ^ fairytale53 s:fairytale42; lflags { NoMobiles } Sandbox^ Here children dig in the sand, building castles and towns. Upon your arrival, they throw sand at you and yell and shout, protesting the presence of an adult on a children's world. ^ fairytale54 n:fairytale42 e:fairytale60 s:fairytale55 w:fairytale34; lflags { } Fairyville^ You stand at the entrance to Fairyville. The village spreads out to your south, the playground is to the north, and the Fairyville Church stands to the west. To the east is a lake, and you see a sailboat slowly moving across it. ^ fairytale55 n:fairytale54 e:fairytale89 s:fairytale56 w:fairytale91; lflags { } Happy Road^ Happy Road stretches to the north and south. It has been named for the line of smiley faces which lie in the center of the road, dividing it in half. A sign stands here, informing you that the Three Pigs live to the west and Cinderella to the east. ^ fairytale56 n:fairytale55 e:fairytale92 s:fairytale57 w:fairytale94; lflags { } Happy Road^ Happy Road continues here to the north and south, and you realize that the houses on the right and left sides of the road look as though they have been abandoned for some time. A sign on the house to the east says 'Three Bears', and the sign on the western house reads 'Mom Hubbard.' ^ fairytale57 n:fairytale56 w:fairytale95 s:fairytale58 e:fairytale96; lflags { } Happy Road^ You have entered the well-off section of the village. The houses to the east and west are modeled after Victorian mansions, and you suspect that they might still be occupied. A plaque on the western house reads 'Snow White', and the eastern plaque is 'Sleeping Beauty.' ^ fairytale58 n:fairytale57 e:fairytale97 s:fairytale59 w:fairytale98; lflags { } End of the Road^ Happy Road ends here. To leave the village, one must go north. To the south is a rather large department store, and to the east and west are houses labeled 'Ariel' and 'Rumplestilskin', respectively. ^ fairytale59 n:fairytale58; lflags { NoMobiles } Store^ You have entered an all-purpose store, where you may purchase food, drink, and weapons. The proprietor wanders in and out intermittently. ^ fairytale60 n:fairytale64 e:fairytale61 w:fairytale42; lflags { } Lake^ The lake is a large body of water. It looks very deep, and you could probably swim in it if you wanted to, but you doubt that the fish that live there would appreciate that. To the west is a playground, and to the north is a river, feeding into the lake. In the distance, to the east, you can see a statue standing alone on an island. ^ fairytale61 e:fairytale62 w:fairytale60; lflags { OnWater } On the Lake^ To your east is an island. It appears to be man-made, as evidenced by the metallic sheen of the bank. A huge statue rises from the center of the island, representing a tall woman with benevolent features and outstretched hands. ^ fairytale62 e:fairytale63 w:fairytale61; lflags { } Steel Island^ A metal beach stretches around the base of a huge statue. A door enters the base of the statue to the east, and a plaque sits next to it. The plaque reads 'Jessimine the Goddess'. Scratched into the steel beneath it, as though by a long fingernail, is the epitaph 'I'm sorry...' ^ fairytale63 w:fairytale62; lflags { NoMobiles } Inside the Statue^ You have entered the crypt in which Jessimine has been buried. Light shines in from a hole at the top of the statue and illuminates the room. You see a picture of a woman, who you recognize as the Goddess, as well as several tapestries hanging on the walls depicting Jessimine's sister, her friends, and her true love. ^ fairytale64 n:fairytale65 s:fairytale42; lflags { } The River^ A river flows past you, tinkling peacefully. The plants which grow here create a peaceful, gentle feeling. You are overcome by an urge to go to sleep on this manicured lawn. To the south is a lake, in which you see an island. To the north the river continues. ^ fairytale65 n:fairytale66 s:fairytale64; lflags { } The River^ The river continues to the north and south, and the pleasant hills have changed to rocky cliffs which bar further passage to the east and west. You hear a loud roaring noise from the north. ^ fairytale66 n:fairytale68 e:fairytale67 s:fairytale65; lflags { } Cave Mouth^ The river flows through a hole in the ground here, which is easily eight feet in diameter. Above the hole hangs a cloud of mist, and a rainbow arcs through the cloud. The river roars as it plunges through the hole, and feel yourself slowly growing deaf. Through the cloud you can vaguely make out the entrance to a cave. ^ fairytale67 e:fairytale69 w:fairytale66 d:fairytale68; lflags { } On the Rainbow^ The rainbow crosses the hole in the ground. You risk a glance into the darkness below and feel a sudden rush of vertigo. The rainbow continues to the east and the west, where you see a river bank and a cave, respectively. ^ fairytale68; lflags { Death } Underground Waterfall^ Your body is caught up in the rush of water and is smashed repeatedly into the rocks. One by one, your items are pulled from your hands and you die empty-handed. ^ fairytale69 n:fairytale70 w:fairytale67 d:fairytale68; lflags { } Cave Entrance^ You stand before the dark mouth of a cave, which seems to extend far into the distance. To the west is a cloud of mist, in which you see a rainbow suspended in the air. ^ fairytale70 n:fairytale71 e:fairytale72 s:fairytale73 w:fairytale74 u:fairytale75 d:fairytale69; lflags { } Cave Mouth^ Below you, you see a light glowing in the darkness. The cavern itself extends in all directions. ^ fairytale71 s:fairytale70; lflags { NoMobiles } Grotto^ You have entered a large room, lit by an opening in the wall to the north. You suspect that you can squeeze through that hole if you really try, and you realize that you hear rumbling behind it. The walls are decorated with elaborate scenes of the Gods and Goddesses at play. ^ fairytale72 w:fairytale70; lflags { } Boatwreck^ A large boat has been smashed here, as though it had been hurled into the cave by a tremendous force, or some huge giant. Scattered among the wreckage are bones of unwary travellers. ^ fairytale73 n:fairytale70; lflags { NoMobiles } Bone Room^ Upon entering this room, you are immediately struck by the blinding whiteness which fills this room. Bones are scattered around the room, stacked in piles by species. You recognize cats, dogs, people, and even a dragon or two. ^ fairytale74 e:fairytale70; lflags { } Rune Cave^ The walls of this cave have been decorated with red paint, in various patterns which seem to have some sort of meaning to them. ^ fairytale75 e:fairytale76 d:fairytale70; lflags { } Lower Cavern^ A light burns here, with no visible source. Perhaps the inhabitants of these caverns were able to cast spells which lasted longer than they did. ^ fairytale76 w:fairytale75 u:fairytale77; lflags { } Underground Lake^ The waterfall ends here in a pool, and the river flows on through a myriad of tiny holes. In the pool, you see the remains of many dead adventurers who tried to sail down the falls. A tube on the wall spews forth filthy water. ^ fairytale77 d:fairytale76; lflags { NoMobiles } Treasure Chamber^ You have discovered the treasure chamber of the ancient priests of the rainbow tribe! The cavern is damp and cold, and the sights are as chilling as the air. Skeletons lie randomly around the room, as though thrown around by some giant hand. Scraps of fabrics and jewelry are visible mixed with the bones. ^ fairytale78 e:fairytale42 d:fairytale80; lflags { NoMobiles } Well^ A series of rungs have been set into the wall of this well to allow access to the bottom. They are cold and slimy, and you pray that no rain falls to raise the level of the brackish water below. On the east wall, far below you, is a door which you suspect you could reach if you jumped from the rungs. ^ fairytale79; lflags { Death } Down the Well^ The rungs are much more slippery than you had thought. Finally, you reach the bottom. With a joyful cry you step out onto the ground and sink up to your neck in mud. The rain begins to fall... ^ fairytale80 e:fairytale82 u:fairytale78 d:fairytale79; lflags { } Down the Well^ You are partway down the well, in a good position to try for the door. The rungs are much more slippery than you had thought that they would be. ^ fairytale82 e:^door_heavy; lflags { } Base of Tower^ You are standing at the base of a tall tower. Written on the wall, high above you, are the words 'ICBM'. The tower itself looks like an ancient version of the missile which you just launched, or perhaps just a model of it. To the east is a small door, and all around you is a tall wall. ^ fairytale83 w:^door_heavy_1 u:fairytale84; lflags { } Bottom Floor^ A flight of stairs rises above you, and as you follow the spiral with your eyes, you find your gaze straying to the decorations on the walls. Swords, shields, and various multi-colored banners hang in colorful displays, and are interspersed with arched windows and oil lamps. Your head begins to spin as your blood drains from it, and you tear your gaze away from the walls to focus on the floor. There you see a rug which looks like a psychedelic snake. The rug continues up the stairs. ^ fairytale84 u:fairytale85 d:fairytale83; lflags { } Middle of Stairs^ You stand on a landing, halfway up the tower. You are level with one of the displays of equipment. The snake rug continues up and down, and the colorful patterns embroidered on it swirl before your eyes. ^ fairytale85 n:fairytale86 d:fairytale84; lflags { } Mirror Room^ A staircase descends here to the base of the tower which you now stand in. A tall, full-length mirror leans against the wall, and a window faces out to the cliffs below. The mirror has been perfectly carved, and reflects your image perfectly. You hear a rustling sound behind you. ^ fairytale86 s:fairytale85 u:fairytale87; lflags { } Beyond the Mirror^ You stand at the foot of a staircase which winds up and into the darkness. This room appears to have been hewn from solid rock, and a few pebbles lie on the floor. From above you, you smell foxes. ^ fairytale87 u:fairytale88 d:fairytale86; lflags { } Stairs^ A strong breeze blows through here, threatening to extinguish your light. You see cave paintings here, depicting giant foxes hunting tiny human beings. ^ fairytale88 u:Den@oaktree d:fairytale87; lflags { } Vixen Nest^ You have entered the lower level of the Fox's Den. It would appear, from the droppings and tiny bones, that this area is still inhabited. The nest itself is a pile of old furs, mud, and sticks, and three fox- shaped depressions are apparent in these furs. ^ fairytale89 w:fairytale55 u:fairytale90; lflags { } Cinderella's House^ You stand in the doorway to the fabled house of Cinderella. Her famous housecleaning abilities are reflected in this dust-free environment. A stairway leads up to a small landing, on which you can see a table. A fireplace on the far wall, where she was rumored to have slept, has a pallet spread in it. Wandering over to a table, you are startled to see your reflection in it. Amazingly, she has even done the windows. ^ fairytale90 d:fairytale89; lflags { NoMobiles } Landing^ From here, you can see the entire room spread out below you. You are again amazed at the absence of dirt, and begin to feel rather grimy yourself. On the landing before you is an oak table and two oak chairs, all highly polished. A mouse-hole is set into the wainscoting of the wall, also clean. ^ fairytale91 e:fairytale55; lflags { } The Three Pigs^ This residence appears to be the brick home of the three little pigs. The smell of a finely-cooked stew assails your nose, apparently emanating from the pot over the cooking fire. The entire house is built of brick, and is done in the style known as 'early swine', Pictures of famous pigs line the walls, such as Porky, Penelope, and Miss Piggy. A newspaper on the end-table advertises the opening of a new Piggly-Wiggly supermarket, and lies next to an illustrated version of 'Charlotte's Web'. Small porcelain pigs are displayed prominently in a case on the wall. ^ fairytale92 w:fairytale56 u:fairytale93; lflags { } Three Bears^ The owners of this house seem to have left, perhaps to take a walk through the forest. The basic number of the house appears to be three: Three bowls stand on the table, steaming softly, three chairs sit around the triangular table, three LA-Z-Y BEAR chairs rest around the fireplace, and three steps lead up to the sleeping loft. ^ fairytale93 d:fairytale92; lflags { NoMobiles } Loft^ You have entered a small loft, which contains three beds. One of them is very large, one is medium-sized, and the third is rather small. A series of curtains can be pulled to divide the room, but they stand open. On the medium-sized bed lies a pile of pillows. ^ fairytale94 e:fairytale56; lflags { NoMobiles } Mother Hubbard's^ You enter a sparsely furnished one-room house. A wooden chair sits before a rickety table, and a bed lies in the corner. A thin mattress rests upon the bed. The only thing of interest is a cupboard on the wall, carved with elaborate patterns. ^ fairytale95 e:fairytale57; lflags { NoMobiles } Snow White^ A beautiful room is spread out around you. A crystal box shines in the center of the room, illuminated by light pouring in through a large picture window. Around the box are seven small people, perhaps dwarves. As you enter they look up at you with pleading eyes, as though begging something from you. Lying in the box is a beautiful woman with pale skin and black hair. In her dainty hand she holds an apple with one bite missing. You look around the room and see a sign which proclaims that 'Only a prince may awaken the sleeping beauty.' ^ fairytale96 n:fairytale103 e:fairytale101 s:fairytale102 w:fairytale57; lflags { } Sleeping Beauty^ This is the fabled home of Sleeping Beauty. Somewhere in this house, it is rumored, a woman sleeps, having been cursed by an evil witch to slumber forever. The house itself is rather large, and you suspect it would take quite some time to investigate the whole place. A kitchen is to the east, the living room is to the north, and to the south lies the dining room. Here, in the entrance hall, a series of coat hooks line the wall. ^ fairytale97 w:fairytale58; lflags { NoMobiles } Mermaid's Home^ The little mermaid, Ariel, has decorated her home with pictures of her father and sisters, as well as a statue of her husband, Eric. A large swimming pool is set into the east wall, where you see a fish and a crab. When you enter, they eye you suspiciously. Many common household items, such as Snarfblatts and Dinglehoppers, have been placed around the room in positions of honor. One Snarfblatt hangs on the wall with a plaque beneath it. ^ fairytale98 e:fairytale58; lflags { } Rumplestilskin's House^ You enter a large, cave-like room. Doors lead to the north, west, and south, but gossamer-like strands of webbing stretch across them and bar them from your use. The only clear door is the one you entered from, to the east. In the center of the room is a crib, in which a sack full of gold rests, but the webbing covers it as well. Following the strands with your eye, you realize that they originate from a spinning wheel which lies in the corner. ^ fairytale99 n:Mansion@oaktree e:fairybook3@fairybook s:fairybook106@fairybook w:fairybook81@fairybook; lflags { NoMobiles } Library^ Books line the walls of this large room, filling you with awe of anyone who could have read them all. Classics such as "Moby Dick", "Pride and Prejudice", "Treasure Island", and the "C Programming Language Handbook" are prevalent, mixed with lesser-known works such as "The Dark is Rising" and the "Books of Blood". Four doors lead from this room: one returning to the north, one to the east marked 'Alice', one to the west marked 'Peter', and one to the south marked 'Dorothy.' Through each is a different scene, all of which look somehow familiar. . . . ^ fairytale101 n:fairytale104 e:fairytale106 s:fairytale105 w:fairytale96; lflags { Dark } Kitchen^ Sleeping Beaty's cooks did not leave in a hurry. They out away their many utensils in racks on the wall. The feast, left out on the table for travellers, has long since rotted away. To the west of you is the entry room, to the south is the pantry, and to the north is the living room. A table is here, bolted to the floor, scarred by knives and stained with dried blood. ^ fairytale102 n:fairytale96 e:fairytale105; lflags { Dark } Family Room^ You have entered a large room, in which the family commonly spent time before the Time of the Great Sleep. Couches and chairs are spread artistically around the room, facing each other and the tables alternately. A small hole is in the floor, from which flows a stream of hot air. The furniture is covered with transparent material which is coated with a layer of dust. North of you is the entry room, and to the east is the pantry. ^ fairytale103 e:fairytale104 s:fairytale96; lflags { } Living Room West^ You are in a large living room, which extends the depth of the house. A piano stands in one corner, and a large display case is next to the southern door. The display case is filled with several pieces of fine china and valuable-looking artifacts. A white pipe extends from ceiling to floor, from which you can hear the sound of running water. To the south is the entry room, and to the east the living room extends. ^ fairytale104 s:fairytale101 w:fairytale103; lflags { Dark } Living Room East^ You are in a large living room, which extends the depth of the house. To the west it continues, and to the south is a kitchen. Out the window to the east you see a staircase going up to the next level. A card table is set up here, with a deck of cards and four piles of colored discs. Four chairs have been carefully set around the table. In the corner is a bar, fully stocked. ^ fairytale105 n:fairytale101 w:fairytale102 d:fairytale109; lflags { } Pantry^ You have entered a large food-storage room. It is empty now, perhaps cleaned out by the inhabitants of the three small mouse holes which are evenly placed on the south wall. One of the shelves has been unfastened from the east wall. ^ fairytale106 n:fairytale107 s:fairytale108 w:fairytale101; lflags { } Porch^ You stand on the back porch, gazing out into the forest which surrounds the house. To the north, you see a staircase leading up the side of the house, enclosed in glass. To your south is a large steel cube, and to the west is a kitchen. ^ fairytale107 s:fairytale106 u:fairytale113; lflags { } Stairs^ A set of stairs climb the wall of the house here, encased in glass to protect it from the wind and rain. A window to the west looks into a large living room. ^ fairytale108 n:fairytale106 u:fairytale121; lflags { NoMobiles } Portal^ You are inside a large, wooden portal. Along the north wall are a series of levers marked 'up', 'down', and 'open'. The lighting in this box is provided by tubes which glow softly above you. ^ fairytale109 n:fairytale110 u:fairytale105; lflags { } Cellar^ You have entered the cold storage cellar. Foods such as meat and wine were stored here in barrels of salt, such as those you see lying around. A heavy iron door is set into the north wall, which is warm to the touch. The cellars smell faintly musty, although the walls are clean. A staircase leads up to the pantry. ^ fairytale110 n:fairytale111 s:fairytale109; lflags { } Coal Room^ You have entered a large room, full of coal. The walls are thick with dust, and the coal is stacked hip-deep along the walls, sloping down to a narrow path which leads from the south door to the north doorway. ^ fairytale111 s:fairytale110 w:fairytale112; lflags { } Furnace Room^ You are in a large room, dominated by a huge furnace. The furnace has a large steel grate mounted on it, through which you can see flaming coals. A small pile of coal lies here, next to a shovel. A tube extends from the roof of the furnace to the ceiling of the room. To the south is the coal room, and to the west you can hear a gurgling noise, as though water were running there. ^ fairytale112 e:fairytale111; lflags { } Sewer Intake^ The first thing you notice about this room is the large pipe which sticks out of the ceiling. From it, a trickle of water runs down into a large cavity in the floor. From below, you hear the sound of rushing water, as if from an underground river. It would appear that you have discovered an early form of sewer system. ^ fairytale113 s:fairytale118 u:fairytale122 d:fairytale107; lflags { } Stairs^ You stand on a small platform, which serves as a landing. To your west is a mirror on the wall of the house, and to the south is a screened door through which you can see a porch, complete with furniture. The stairs continue up and down, encased in glass to protect people from the elements. ^ fairytale114 n:fairytale113 s:fairytale121 w:fairytale115; lflags { } Top Porch^ You stand on a railed porch. A glass roof is above you, and you can see clouds drift slowly past. To the east you may look down on the trees, which are just below your height. To your south is a large metal cube, and to the west is a hallway. Lying around the porch are various pieces of lounge furniture, such as a patio chair, a hammock, and a porch swing. This room appears to be a lovely place for a porch party. ^ fairytale115 n:fairytale116 e:fairytale114 s:fairytale117 w:fairytale119; lflags { } Hallway^ You stand in the hallway outside the two guest rooms (one north, the other south). To the east is a large, railed porch and to the west the hallway continues. Pictures of Sleeping Beauty and her ancestors line the walls. ^ fairytale116 s:fairytale115 w:fairytale118; lflags { } Bedroom^ You have entered the largest of two bedrooms. To the west is the bathroom, and to the south is the hallway. A large bed rests here beneath a canopy, which is supported by four elaborate oak posts. A closet stands next to the window. A small desk dozes quietly near the east wall, covered with papers. ^ fairytale117 n:fairytale115; lflags { } Bedroom^ You have entered the smaller of two guest rooms. The only exit is to the north, into the hallway. A closet, a small bed, a tiny desk, and a padded chair decorate the room. A tapestry is spread across the west wall, bulging slightly in the center as though it were warped by water. ^ fairytale118 e:fairytale116 s:fairytale119; lflags { Dark } Bathroom^ The bathroom is quite simple. A stool is in the northwest corner of the room, connected to the floor by a tube. A basin stands against the west wall, filled with warm water. A larger basin is in the southwest corner, also filled with water. ^ fairytale119 n:fairytale118 e:fairytale115 s:fairytale120; lflags { NoMobiles } Hallway^ The hallway ends here. It extends to the east, and to the south and the north are doors. The southern door is open. ^ fairytale120 n:fairytale119; lflags { NoMobiles } Linen Closet^ This closet is a storage room for linens. Sheets, pillowcases, and dressing gowns are stacked on the shelves which line the walls. ^ fairytale121 n:fairytale114 u:fairytale129 d:fairytale108; lflags { } Portal^ You are inside a large, wooden portal. Along the north wall are a series of levers marked 'up', 'down', and 'open'. The lighting in this box is provided by tubes which glow softly above you. ^ fairytale122 s:fairytale123 d:fairytale113; lflags { Dark } Stairs^ You stand at the top of the stairs which descend to the landing and porch below. The staircase is encased in glass, and you can see the forest far below you. Above you you notice that the mansion continues to rise. A door leads west into the sitting room. ^ fairytale123 e:fairytale122 w:fairytale124; lflags { Dark } Sitting Room^ You have entered a large sitting room. The walls are lines with books, which can be reached from a wheeled ladder. Couches are strategically located around the room to warrant easy conversation. A bar stands in the corner. You may exit this room to the east or the west. ^ fairytale124 e:fairytale123 s:fairytale125; lflags { Dark } Gallery^ This gallery is lined with pictures and portraits in all mediums, depicting various people, various scenes, and various images. Some that you recognize are 'The Garden of Earthly Delights' by Hieronomous Bosch, 'Icarus Descending' by Brughel, and 'Time' by Salvidor Dali. Seats are provided for people who wish to sit and observe the art. ^ fairytale125 n:fairytale124 e:fairytale126 s:fairytale128; lflags { Dark NoMobiles } Gallery^ This half of the gallery is devoted to sculpture. 'Three Women Praying', piece by Mac Gimse, is the most prominent, and other pieces are demonstrated here as well. To the north is more of the gallery, to the east is a closed door, and to the south is a work- room. ^ fairytale126 w:fairytale125; lflags { Dark NoMobiles } Store-Room^ You stand in a store-room. Here artists keep their materials for their art, including canvasses, paints, and slabs of stone. Light enters the room from the west door. ^ fairytale127 e:fairytale129 w:fairytale128; lflags { } Gallery^ This gallery is devoted to the art of the royal family. Portraits of dragons and knights hang on the walls, partitioned off by thin red cords. A tiny box in the southwest corner hums softly, on which is mounted a switch. ^ fairytale128 e:fairytale127 w:fairytale126; lflags { Dark } Art Room^ You have entered a workshop for artists. Tools lie around the room, including a large oven, a potter's wheel, and some easels. Unfinished works are in the proper places: paintings on the easels, sculptures on pedestals, and pots on the wheel. ^ fairytale129 n:fairytale127 u:fairytale130; lflags { Dark } Portal^ You are inside a large, wooden portal. Along the north wall are a series of levers marked 'up', 'down', and 'open'. The lighting in this box is provided by tubes which glow softly above you. ^ fairytale130 n:fairytale131 d:fairytale129; lflags { } Portal^ You are inside a large, wooden portal. Along the north wall are a series of levers marked 'up', 'down', and 'open'. The lighting in this box is provided by tubes which glow softly above you. ^ fairytale131 e:fairytale130 w:fairytale132; lflags { } Spinning Room^ You have entered a large spinning room. Four spinning wheels are arranged in a square, at the center of which is a large pile of spindles, all fully threaded. To the east is west is another room. ^ fairytale132 n:fairytale133 e:fairytale131; lflags { } Corner Room^ This room overlooks the town of Fairyville. Below, you can see all of the houses spread across the countryside. Far in the distance you can see Rapunzel's tower, the Shoe of the Old Woman In the Shoe, and Jack's Cottage. To the east is a spinning room, and to the north is a room set aside for sewing. ^ fairytale133 n:fairytale134 s:fairytale132; lflags { } Sewing Room^ The east wall of this room is covered with spools of thread. Two cabinets are set up in the northeast and southeast corners of the room; each is open and filled with fabric. Dressmaker dolls stand around the room, with half- finished clothing hanging from them. Four large tables have been pushed against the west wall for cutting and sewing. To the south is a large room, and to the north is a room full of tapestries. ^ fairytale134 e:fairytale135 s:fairytale133; lflags { } Weaving Room^ This room is devoted to the art of weaving. Tapestries decorate the walls, and an intricate pattern decorates the rug on the floor. A large loom stands against the north wall, on which hangs a nearly finished rug. A window looks out onto the street below to the west; a door leads south to the sewing room, and to the east is a closed door. ^ fairytale135 n:^steam_pipe w:fairytale134; lflags { } Warm Room^ A pipe extends up from the floor and opens here. Heat pours from it, making you sweat almost immediately. ^ fairytale136 s:^steam_pipe_1 u:fairytale137; lflags { NoMobiles } Secret Stairs^ A staircase rises into the room above you. ^ fairytale137 d:fairytale136; lflags { NoMobiles } Sleeping Beauty's Room^ You have entered a large, lavishly-decorated room. This must be the end of your quest, for among the gold brocade and silver furniture is a coffin. A throne rests against the north wall, inlaid with expensive gems. A crown rests on the throne, also inlaid with shining stones. A closet filled with valuable robes and gowns is against the east wall. The coffin is made of an alloy which you do not recognize, which seems to reflect the light. The coffin has been carved with Sleeping Beauty's name and face. ^