#29000 The Entrance To The Lizard Lair Safari~ This is the opulent entrance to the exciting Lizard Lair Safari Park. Around you stand many other adventurers awaiting their chance to try their luck in the quest set before them. And you. This quest consists of the recovery of the Golden treasure in the depths of the lair of the lizardmen. If you wish to test your luck, you can push your way through the exit to the south... If not, you can leave the Safari Park to the east. There is a large sign here. ~ 290 cd 4 D1 The Real World is to the east. ~ ~ 0 -1 29017 D2 The quest begins to the south. ~ ~ 0 -1 29001 E credits info~ The Lizard Lair Safari by Matrix and The Wandering Bard * Copyright 1994 by Curious Areas Workshop * The Lizard Lair Safari was originally merely the example area included with the Builders' Handbook, but since so many people use it, it was decided to release the area in its own right. * The lair consists of 18 rooms. Edit the following room: #17 (exit north to the rest of the world) * The mobs in this area were built on a -100 (good) to 100 (bad) armor class range. Remove the extra '0' if you don't need/want it. * Credits THANKS TO: C.A.W. for examples of areas. Builder_5 for the original Diku Builders' Handbook. VieMud (viemud.org 4000) for giving us a chance, and another, and... Links: 17 ~ E sign large~ The sign reads as follows: This area is not suggested if your character is less than 15th level since there are several tough aggressive monsters. There are one or two essential skills to have... either a knock spell or item, or the ability to pick locks. If you are LUCKY you might find an item to open locks.... Matrix ~ S #29001 The Quest Preparation Room~ In this room are various items of preparation for the upkeep of the quest. A guide explains to you what the object is: To get the gold. Looking around, you see that the exit to the north has disappeared and you are left with only the one exit down... Into the water. As you ready yourself to begin the quest, the guide gives you a potion and tells you to quaff it. You do so and feel like your movements are easier, and much more free. The guide suddenly vanishes and you begin the quest. ~ 290 cd 0 D5 The water below you looks rather ominous. ~ ~ 0 -1 29002 S #29002 A Tunnel~ This tunnel is filled with water and your light sheds all of the light that gives you visibility here. There are two exits. One is to the east and one above you. ~ 290 ad 6 D0 A LUCKY blocks your view of whatever is north. ~ lucky~ 1 -1 29016 D1 The tunnel stretches off to the east. ~ ~ 0 -1 29003 D4 The quest preparation room is above you. ~ ~ 0 -1 29015 S #29003 A Tunnel~ This tunnel is filled with water. There are exits to the east and west. The tunnel stretches off in both directions. ~ 290 ad 6 D1 The tunnel stretches off to the east. ~ ~ 0 -1 29004 D3 The tunnel stretches off to the west. ~ ~ 0 -1 29002 S #29004 A Tunnel~ The tunnel comes to an abrupt end as there is a rock wall right in front of you. Fortunately, there are two exits, one to the west and one through a hole in the floor. ~ 290 ad 6 D3 The tunnel stretches off to the west. ~ ~ 0 -1 29003 D5 There is a hole in the floor leading down. ~ ~ 0 -1 29005 E hole~ The hole leads down. ~ S #29005 Tunnel End~ The tunnel ends here. There is a hole in the ceiling and a large door to the west. ~ 290 ad 6 D3 There is a door here. ~ door~ 1 29008 29006 D4 There is a hole in the ceiling leading up. ~ ~ 0 -1 29004 E door~ You have to be able to Pick or Knock this door open, unless you got LUCKY. ~ E hole~ The hole leads up. Big surprise since you've already seen it. ~ S #29006 The Conjuring Chamber~ This large room is dominated by a whirlpool. There are two exits. To the east you can see a door and to the west you can see a waterfilled hallway stretching off. The whirlpool is threatening to pull you down, but you are certain that you would drown in it. ~ 290 ad 6 D0 There is a strange store that seems suspiciously out of place just to the north. ~ ~ 0 -1 29018 D1 A door blocks your way, unless it is open in which case it doesn't block your way. ~ door~ 1 29008 29005 D3 A hallway begins to move to the east. ~ ~ 0 -1 29008 D5 The whirlpool is threatening to pull you down to your death. ~ ~ 0 -1 29007 E whirlpool~ This just looks scary and EXTREMELY dangerous. ~ E door~ This is a big door, but not as big as it looked from the other side. ~ S #29007 The Whirlpool~ It was not a good idea to come here. ~ 290 d 0 D4 ~ ~ 0 -1 29006 S #29008 A Hallway~ The hallway naturally twists so that is seems to head east and down, but the hallway doesn't seem to be curved or bent in any way. ~ 290 ad 6 D1 There is a large room to the east. ~ ~ 0 -1 29006 D5 The hallway continues to the south... er... below. ~ ~ 0 -1 29009 E hallway hall~ It is dead straight but it goes down and east... M. C. Escher has struck again! ~ S #29009 A Hallway~ The hallway here is bent in a big way. It goes up and east. ~ 290 ad 6 D1 There is a large chamber to the east. ~ ~ 0 -1 29011 D4 The hall continues up. ~ ~ 0 -1 29008 E hallway hall~ This hall is BENT! ~ S #29010 A Completely Useless Room~ This is a room to keep the continuity going of the numbering system. Other than that it serves no purpose. This area was conceived and built by Matrix of The Curious Area Workshop If you have questions or complaints please contact <fletcher@@cspo.queensu.ca> ~ 290 0 0 S #29011 The Throne Room Annex~ This is the entrance to the Throne room which lies to the east. A hall leads off to the west. The room is lavishly decorated but there is not much to see. ~ 290 ad 6 D1 The Throne Room looms to the east. ~ ~ 0 -1 29012 D3 A hall looms to the west. ~ ~ 0 -1 29009 E loom~ What a descriptive word that is. Loom. ~ S #29012 Throne Room~ This large room is rather large. A throne sits on the east wall below a hole in the ceiling. The throne almost dominates the room. No one is sitting in it. The wall is decorated to look like pillars surround the room. The annex is to the west whilst you are not sure what is above. ~ 290 ad 6 D3 The Throne Room Annex is to the west. ~ ~ 0 -1 29011 D4 You can't see what is above this room. ~ ~ 0 -1 29013 E pillars wall~ What a useless concept. Why didn't the designer just put actual pillars in? ~ E throne~ This is a large ugly thing that you are repulsed by. You can think of no conceivable reason why the lizardmen keep it here. ~ S #29013 Temple Of Morgash~ This is the temple to the Lizardmen's evil deity, Morgash. It is quite ugly. At least in your opinion it is... You are certain that the lizardmen like it though. There are two exits. Down and through the large door to the east. ~ 290 ad 6 D1 A large door blocks your way. ~ door~ 2 29005 29014 D5 There is a hole leading down. Obvious eh? ~ ~ 0 -1 29012 E door~ It is quite large with a small keyhole. ~ S #29014 Quest End~ You have completed the quest! CONGRATULATIONS!! There are two exits back into the quest through the door and back to the outer world which lies to the east. ~ 290 c 0 D1 The way back to te real world is to the east. ~ ~ 0 -1 29017 D3 The quest is back to the west. ~ door~ 2 29001 29013 S #29015 Quest Preparation Room~ This room is exactly as you left it. One exit... Down... ~ 290 cd 0 D5 The water below still looks ominous. ~ ~ 0 -1 29002 S #29016 LUCKY~ This room is empty. There is a LUCKY blocking your way to the south. There is a sign on the wall. ~ 290 d 0 D2 The is a LUCKY blocking your view. ~ lucky~ 1 -1 29002 E sign~ The sign says: Boy are you ever LUCKY!!!! ~ S #29017 The Real World Ends Here~ This is the point where the real world ends... PROCEED AT YOUR OWN RISK! The entrance to the Lizard Lair Safari is to the west. ~ 290 0 0 D3 This is the entrance way to the Safari. ~ ~ 0 -1 29000 E door metal huge~ It's one of those huge studio-like doors. It seems pretty strong. ~ S #29018 Mr. Hooper's store~ This is your friendly neighbourhood convenience store and restaurant. There are many interesting things that you can buy here. ~ 290 cd 1 D2 The conjuring chamber is still to the south. ~ ~ 0 -1 29006 E counter~ The counter is nice and clean. Mr. Hooper looks at you expectantly. ~ S $~