/* Playhouse Zone * by Shail (rcmuise@nexus.interealm.com) * * The author of this zone requires that you ask permission before * using this zone in another MUD. */ #include "undef.h" #include "cflags.h" %zone:playhouse %mobiles Name = Darla Sflags { Female } Location = house2 Strength = 70 Damage = 4 Armor = 0 Speed = 0 Aggression = 20 Description = "Darla is here waiting to chat." End = Darla Name = Kara Sflags { Female } Location = yard1 Strength = 68 Damage = 5 Armor = 0 Speed = 4 Aggression = 20 Description = "Kara is here screaming for her mommy." End = Kara Name = Cody Location = house10 Strength = 70 Damage = 5 Armor = 0 Speed = 0 Aggression = 20 Description = "Cody is here munching happily on a graham cracker." End = Cody Name = Tony Location = house21 Strength = 75 Damage = 5 Armor = 0 Speed = 0 Aggression = 20 Description = "Tony is here, and he stinks from a dirty diaper." End = Tony Name = Maggie Sflags { Female } Location = house22 Strength = 40 Damage = 2 Armor = 0 Speed = 0 Aggression = 20 Description = "Maggie is here sucking on a shiny pacifier." End = Maggie Name = Brat Location = yard3 Strength = 100 Damage = 8 Armor = 0 Speed = 4 Aggression = 80 Description = "Brat is here, well, being a brat." End = Brat Name = Bully Location = yard2 Strength = 100 Damage = 8 Armor = 0 Speed = 0 Aggression = 90 Description = "Bully is here throwing sand at you." End = Bully Name = Biff Location = house9 Strength = 120 Damage = 12 Armor = 0 Speed = 0 Aggression = 90 Description = "Biff is here making out with Buffy." End = Biff Name = Buffy Sflags { Female } Location = house9 Strength = 120 Damage = 12 Armor = 0 Speed = 0 Aggression = 90 Description = "Buffy is here making out with Biff." End = Buffy Name = Prissy Sflags { Female } Location = house20 Strength = 60 Damage = 5 Armor = 0 Speed = 0 Aggression = 20 Description = "Prissy is here acting like a little princess." End = Prissy Name = Mikey Location = house20 Strength = 60 Damage = 5 Armor = 0 Speed = 0 Aggression = 20 Description = "Mikey is here acting like a little devil." End = Mikey Name = Peter Location = house8 Strength = 60 Damage = 5 Armor = 0 Speed = 5 Aggression = 15 Description = "Peter is here trying to look innocent about something." End = Peter Name = Angel Sflags { Female } Location = house1 Strength = 60 Damage = 5 Armor = 0 Speed = 0 Aggression = 60 Description = "Everyone's little Angel is here." End = Angel Name = Grandie Location = house12 Strength = 70 Damage = 8 Armor = 0 Speed = 0 Aggression = 0 Description = "Grandie is here, and he wants to grow up to be just like Grandar!" End = Grandie Name = Sweetie Sflags { Female } Location = house12 Strength = 70 Damage = 8 Armor = 0 Speed = 0 Aggression = 0 Description = "Sweetie is here, and she wants to grow up to be just like Sweetums." End = Sweetie Name = Tot Location = house3 Strength = 60 Damage = 5 Armor = 0 Speed = 0 Aggression = 20 Description = "A little Tot is here waving his rattle at you." End = Tot Name = Andrea Sflags { Female } Location = house16 Strength = 60 Damage = 5 Armor = 0 Speed = 0 Aggression = 20 Description = "Baby Andrea is here chewing on a teething ring." End = Andrea Name = John Location = house6 Strength = 70 Damage = 8 Armor = 0 Speed = 8 Aggression = 90 Description = "Little boy John is here, and he has to GO!" End = John Name = Nellie Sflags { Female } Location = house17 Strength = 60 Damage = 5 Armor = 0 Speed = 0 Aggression = 60 Description = "Baby Nellie is here in a puddle, whimpering." Examine = "I think she had an accident." End = Nellie Name = Nanny Sflags { Female } Location = house15 Strength = 150 Damage = 12 Armor = 0 Speed = 0 Aggression = 40 Description = "The Nanny is here watching the babies." End = Nanny Name = Snotty Pflags { NoHassle } Mflags { BarUp } Location = house25 Strength = 60 Damage = 5 Armor = 0 Speed = 0 Aggression = 0 Description = "Snotty is here, and his nose looks like it needs to be wiped." End = Snotty Name = Chester Location = house5 Strength = 70 Damage = 6 Armor = 0 Speed = 0 Aggression = 20 Description = "Chester is here boasting about how he 'knows-it-all.'" End = Chester Name = Patrick Location = house11 Strength = 70 Damage = 8 Armor = 0 Speed = 0 Aggression = 60 Description = "Patrick is here bossing you around." End = Patrick Name = Jack Location = house19 Strength = 140 Damage = 14 Armor = 0 Speed = 0 Aggression = 95 Description = "A Jack in the Box is here, and he looks mean." End = Jack Name = Soldier Location = house26 Strength = 140 Damage = 14 Armor = 10 Speed = 0 Aggression = 95 Description = "A toy Soldier is here yelling out orders." End = Soldier Name = Teddy Location = house27 Strength = 140 Damage = 14 Armor = 10 Speed = 0 Aggression = 95 Description = "A big Teddy bear is here looking for someone to bearhug." End = Teddy Name = Robot Location = house28 Strength = 140 Damage = 14 Armor = 10 Speed = 0 Aggression = 95 Description = "A toy Robot is here clinking around." End = Robot Name = Dinosaur Location = house26 Strength = 140 Damage = 14 Armor = 10 Speed = 0 Aggression = 95 Description = "A toy Dinosaur, T. Rex, is here looking for a snack." End = Dinosaur Name = Elephant Location = house27 Strength = 140 Damage = 14 Armor = 10 Speed = 0 Aggression = 95 Description = "A toy Elephant is here stomping around." End = Elephant Name = Stretch Pname = "Stretch Armstrong" Location = house28 Strength = 140 Damage = 14 Armor = 10 Speed = 0 Aggression = 95 Description = "Stretch Armstrong is here waiting to reach out and touch someone." End = Stretch Name = Coatrack Pname = "Coat Rack" Location = house28 Strength = 140 Damage = 14 Armor = 10 Speed = 0 Aggression = 95 Description = "A Coat Rack is here, waiting to attack." End = Coatrack %objects Name = puddle Location = IN_ROOM:house17 Oflags { Container NoGet } Size = 1 Desc[0] = "A yellow puddle covers the center of the floor." Examine = "Something could be in the puddle." End = puddle Name = pinkyring AltName = ring Location = IN_CONTAINER:puddle Oflags { Wearable GetFlips } State = 1 MaxState = 1 Size = 1 BValue = 100 Desc[0] = "A small child's pinkyring has been lost here." Desc[1] = "A ring floats in the puddle." Examine = "It's a keen little pinkyring with a bright red birthstone." End = pinkyring Name = dresser Location = IN_ROOM:house7 Oflags { NoGet } Desc[0] = "A fine oak dresser sits here with a loose drawer." End = dresser Name = drawer Location = IN_ROOM:house7 Oflags { Openable NoGet Container } State = 1 MaxState = 1 Size = 1 Desc[0] = "The dresser drawer is open." Desc[1] = "The dresser drawer is closed." Examine = "The drawer looks like it could be opened and closed." End = drawer Name = key Location = IN_CONTAINER:drawer Oflags { Key GetFlips } State = 1 MaxState = 1 Size = 1 BValue = 10 Desc[0] = "A shiny key has been dropped here." Desc[1] = "A shiny key lies on the bottom of the drawer." End = key Name = refridgerator AltName = fridge Location = IN_ROOM:house10 Oflags { Openable Container NoGet } State = 1 MaxState = 1 Size = 15 Desc[0] = "The large refridgerator door has been left open." Desc[1] = "The large refridgerator door is closed." Examine = " Wow! It's the Frigidaire 5000 complete with an ice maker and chilled water dispenser. It even has a childproof door, with a lock and all. But, this silly lock seems to be broken" End = refridgerator Name = jar Location = IN_CONTAINER:refridgerator Oflags { Container Openable } State = 1 MaxState = 1 Size = 4 BValue = 10 Desc[0] = "A baby food jar has been left behind here." Desc[1] = "A baby food jar rests on a shelf." Examine = "A keen little jar with a Gerber label on it." End = jar Name = babyfood AltName = food Location = IN_CONTAINER:jar Oflags { Food } Size = 4 BValue = 5 Desc[0] = "A pile of strained turkey baby food has been left here." Examine = "Well.. it IS edible.. ..yeah.. ..looks nummy.." End = babyfood Name = milk Location = IN_CONTAINER:refridgerator Oflags { Food GetFlips } State = 1 MaxState = 1 Size = 2 BValue = 5 Desc[0] = "A bottle of milk is waiting here." Desc[1] = "A cold bottle of milk rests on the shelf." Examine = "Nummy! Baby milk! Fresh from mommie! (Just Kidding!)" End = milk Name = coke Location = IN_CONTAINER:refridgerator Oflags { GetFlips Food } State = 1 MaxState = 1 Size = 1 BValue = 5 Desc[0] = "A can of Coke (yes the cola!) has been left here." Desc[1] = "An ice-cold can of Coca-Cola Classic rests on the shelf." Examine = "Remember: Coke is it! (TM)" End = coke Name = mountaindew AltName = dew Location = IN_CONTAINER:refridgerator Oflags { GetFlips Food } State = 1 MaxState = 1 Size = 1 BValue = 5 Desc[0] = "A can of Mountain Dew has been left here." Desc[1] = "An ice-cold can of Mountain Dew rests on the shelf." Examine = "Remember: Just Dew It!" End = mountaindew Name = pepsi Location = IN_CONTAINER:refridgerator Oflags { GetFlips Food } State = 1 MaxState = 1 Size = 1 BValue = 5 Desc[0] = "A can of Pepsi has been left here." Desc[1] = "An ice-cold can of Pepsi rests on the shelf." Examine = "Remember: It is the choice of a new generation!" End = pepsi Name = budweiser AltName = bud Location = IN_CONTAINER:refridgerator Oflags { GetFlips Food } State = 1 MaxState = 1 Size = 1 BValue = 15 Desc[0] = "A can of Budweiser has been left by the frogs here." Desc[1] = "An ice-cold can of Budweiser rests on the shelf." Examine = "Bud-why-zer.. (Must be at least 21!)" End = budweiser Name = playpen Location = IN_ROOM:house22 Oflags { NoGet } Desc[0] = "A playpen sets here." Examine = "Wow! Choo-Choo trains and teddy bears are in it!" End = playpen Name = plasticsack AltName = sack Location = IN_ROOM:house10 Oflags { GetFlips Container } State = 1 MaxState = 1 Size = 6 BValue = 10 Desc[0] = "A small plastic sack has been discarded here." Desc[1] = "A plastic sack has been left on the counter." Examine = "Seems to have a strange 'S' logo on the side.." End = plasticsack Name = dirtydiaper AltName = diaper Location = WORN_BY:Tony Oflags { Wearable } Size = 2 BValue = 60 Desc[0] = "A rather dirty diaper has been left here. A strange odor eminates from it." Examine = "Dear God, this stinks. Maybe it'll keep enemies away?" End = dirtydiaper Name = pillow Location = WIELDED_BY:Grandie Oflags { Weapon } Size = 2 Damage = 10 BValue = 110 Desc[0] = "A deadly looking baby pillow rests here." Examine = "Hrmm, good for whopping perhaps?" End = pillow Name = blankie Location = CARRIED_BY:Sweetie Size = 3 BValue = 150 Desc[0] = "Sweetie's precious blankie has been dropped here." Examine = "It's a cute little blankie." End = blankie Name = teethingring AltName = teether Location = CARRIED_BY:Andrea Size = 1 BValue = 80 Desc[0] = "A teething ring has been dropped here. It's still cold." Examine = "It's blue! And it's cold! Go figure!" End = teethingring Name = tiara Location = WORN_BY:Prissy Oflags { Wearable Armor } Size = 2 Armor = 5 BValue = 100 Desc[0] = "A shiny tiara has been dropped here." Examine = "It's really shiny!" End = tiara Name = pitchfork Location = WIELDED_BY:Mikey Oflags { Weapon } Size = 3 Damage = 8 BValue = 90 Desc[0] = "A killer looking plastic pitchfork has been dropped here." Examine = "It's red! And wow, that's mighty hard plastic!" End = pitchfork Name = pacifier AltName = nuk Location = CARRIED_BY:Maggie Size = 2 BValue = 170 Desc[0] = "A solid &+Ygold &*pacifier has been left here." Examine = "Wow! That's real &+YGOLD&+W!!&*" End = pacifier Name = cracker Location = CARRIED_BY:Cody Oflags { Food } Size = 1 BValue = 5 Desc[0] = "A nummy looking graham cracker has been left here." End = cracker Name = condom AltName = rubber Location = WORN_BY:Biff Oflags { Wearable Armor } Size = 1 Armor = 2 BValue = 150 Desc[0] = "A latex condom has been discarded here." Examine = "It's a genuine Trojan! And it looks protective! Jkenneth endorses these!" End = condom Name = toy Location = WIELDED_BY:Buffy Oflags { Weapon } Size = 4 Damage = 6 BValue = 150 Desc[0] = "A 'toy' has been discarded here." Examine = "Neat little 'toy' it hums when you press a switch. Looks pretty deadly though." End = toy Name = babydoll AltName = doll Location = CARRIED_BY:Angel Oflags { Lightable } Size = 3 BValue = 60 Desc[0] = "A cute little baby doll has been lost here." Examine = "It's a Cabbage Patch Doll!" End = babydoll Name = halo Location = WORN_BY:Peter Oflags { Wearable Armor Lit } Size = 2 Armor = 5 BValue = 120 Desc[0] = "A tarnished glowing halo is floating here." Examine = "Looks a little tarnished, but still shines." End = halo Name = gun Location = WIELDED_BY:Soldier Oflags { Weapon } Size = 3 Damage = 5 BValue = 20 Desc[0] = "A toy soldier's gun has been left here." Examine = "It would shoot, but it's out of bullets." End = gun Name = piano Location = IN_ROOM:house28 Size = 3 BValue = 120 Desc[0] = "A golden minature piano has been left here." Examine = "Wow! It even plays music!" End = piano Name = backpack Oflags { Container GetFlips } Location = IN_ROOM:yard5 Size = 10 BValue = 50 State = 1 MaxState = 1 Desc[0] = "A child's backpack has been left here." Desc[1] = "A child's backpack rests against the fence." Examine = "It's a rather roomy backpack." End = backpack Name = rattle Oflags { Weapon } Location = WIELDED_BY:Tot Size = 3 Damage = 5 BValue = 60 Desc[0] = "A baby rattle has been left here." Examine = "Makes a real neat rattle." End = rattle Name = basket Oflags { Container GetFlips } Location = IN_ROOM:yard7 Size = 8 BValue = 30 State = 1 MaxState = 1 Desc[0] = "A little picnic basket has been left here." Desc[1] = "A picnic basket rests on the grass." End = basket Name = hotwheel AltName = car Location = IN_ROOM:yard2 Size = 1 BValue = 30 Desc[0] = "A cool little hot wheels car has been left here." Examine = "It's a hot-red Porsche! And the doors really open!" End = hotwheel Name = toilet Location = IN_ROOM:house4 Oflags { NoGet } State = 0 MaxState = 1 Examine = "It is the Porcelain God. You know, you can use it." End = toilet Name = toiletlid AltName = lid Location = IN_ROOM:house4 Oflags { NoGet Openable } State = 1 MaxState = 1 Examine = "It's a typical toilet lid, you can open and close it." End = toiletlid Name = sink Location = IN_ROOM:house13 Oflags { NoGet } Examine = "It is a really neat sink." End = sink Name = sinkhandle AltName = handle Location = IN_ROOM:house13 Oflags { PushToggle NoGet } State = 1 MaxState = 1 Desc[0] = "The sink handle has been turned on." Desc[1] = "The sink handle is turned off." Examine = "Yep, it's a sink handle and you can turn it." End = sinkhandle Name = closetindoor AltName = door Pname = Door Linked = closetoutdoor Location = IN_ROOM:house25 Oflags { NoGet Openable } State = 2 MaxState = 2 Desc[0] = "The closet door is open." Desc[1] = "The closet door is closed." Desc[2] = "The closet door is locked." End = closetindoor Name = closetoutdoor AltName = door Pname = Door Linked = closetindoor Location = IN_ROOM:house24 Oflags { NoGet Openable } State = 2 MaxState = 2 Desc[0] = "The closet door is open." Desc[1] = "The closet door is closed." Desc[2] = "The closet door is locked." End = closetoutdoor Name = house28door AltName = door Pname = Door Linked = house27wdoor Location = IN_ROOM:house28 Oflags { NoGet Openable } State = 2 MaxState = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = house28door Name = house27wdoor AltName = door Pname = Door Linked = house28door Location = IN_ROOM:house27 Oflags { NoGet Openable } State = 2 MaxState = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = house27wdoor Name = house27edoor AltName = door Pname = Door Linked = house26door Location = IN_ROOM:house27 Oflags { NoGet Openable } State = 2 MaxState = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = house27edoor Name = house26door AltName = door Pname = Door Linked = house27edoor Location = IN_ROOM:house26 Oflags { NoGet Openable } State = 2 MaxState = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = house26door %locations house1 e:house2 w:Road3@village; lflags { NoMobiles } Foyer^ The glass windows next to the huge oak door let in a good amount of light that allows the ferns hung in front of them to flourish. You look down and smile as you wipe your feet off on the welcome mat (manors!). The coatrack to the left of the door has several children's jackets hanging from it along with an adult one. The house is to the east or you can leave to the west. ^ house2 n:house5 e:house3 s:house8 w:house1 u:house11; lflags { } Main Room^ You drag your feet along the plush rug until you feel your feet goosh into someone's accident. You wipe off your shoe on a dry part of the carpet and continue on your way. There are exits in all directions and a staircase leads up to the second floor. ^ house3 n:house6 e:house10 s:house9 w:house2; lflags { } Nap Room^ There are little matpads scattered around the room with huge pillows set at the head of each of them. A thin, but warm looking blanket also covers the soft matpads. There is a clock on the wall for the children to stare at to pray that their naptime goes by quickly so that they can go back outside and play. This room actually makes you long for a nice relaxing nap. There are exits in all directions. ^ house4 e:house5; lflags { } Bathroom^ Ahhhhh, the ever needed Bathroom. The floor is black and white linolium. The walls are covered with pretty flowered wall paper. The sink has a bottle of pump hand soap sitting next to it. Pretty &+Yyellow flowers&* sit in a vase while the sun shines in from the windows. The curtains are made of &+Yyellow cloth&* and has beautiful &+Wwhite&* lace on the edges. The bathroom just wouldn't be a bathroom without a &+Ctoilet&*. The toilet is made of fine porcelain. The only exit from this room is back east. ^ house5 e:house6 s:house2 w:house4; lflags { } Hallway^ This is a hallway, it has white walls covered with a red tinge that most likely came from a wonderful child with a wonderful &+Rred&* crayon. There is a bathroom to the west. A playroom to the east and the main room is to the south. ^ house6 s:house3 w:house5; lflags { } Playroom^ I suppose this room was designed for rainy days when children couldn't go out. There are various toys littering the floor. Children run screaming from room to room throughout the house. You see a room to the south. There is also a room to the west. ^ house7 e:house8; lflags { } Changing Room^ Hrrrrrmmmmmmm, Do you really need to have this room described to you? There is a little baby changing table folded up against one wall. There seems to be a bucket full of lemony smelling soapy water sitting on the floor next to the changing table. On shelves rest clean &+Wwhite&* diapers folded neatly and stacked in stacks. Clean baby outfits are folded up and stacked on other shelves. The exit to this room is east into the sitting room. ^ house8 n:house2 e:house9 w:house7; lflags { } Sitting Room^ There is a HUGE couch sitting against one wall. A chair has been placed in an ideal position for chating with anyone sitting on the couch. There is another chair positioned opposite the first so that it makes a cosy little area for sitting a talking. There is writing on the wall in &+Rred&* crayon. You wonder who could have done such a thing. Upon closer examination you notice the letter &+R'P' &*and a letter &+R'E' &*written in a little childs barely discernable handwriting. The exits are west, east and north. ^ house9 n:house3 w:house8; lflags { } Quiet Room^ This is the room the children are sent to for punishment. There are little chairs positioned all throughout the room. You figure a child must be sent here and made to sit here till quiet time is up. How could someone possibly make a child sitdown for that long of a time you ponder. Up on the wall is a very long piece of wood that resembles a pingpong paddle only bigger. Wrote on the board it says &=lw'Board of Education' &*in bold black letters. Now you know how the children are kept sitting down. The exits lead north and west ^ house10 e:yard1 w:house3; lflags { NoMobiles } Kitchen^ The walls are clean and spotless. Everything seems to &B&+Wsparkle &*and shine. There is a refridgerator over in the corner. All of the appliances and pots and pans are all out of the children's reach. The cupboards all have child proofing items hooked on them. ^ house11 e:house12 s:house14 w:house17 d:house2; lflags { } Upstairs Landing^ This is the second floor landing. There are stairs leading down to the first floor. Rooms branch off in various directions from here. To the west is a hallway. To the south is a three-way hallway. Of course to the east is Grandie and Sweetie's room. ^ house12 s:house13 w:house11; lflags { } Grandie and Sweetie's Room^ This is Grandie and Sweetie's room as the title says. There are model planes hanging from the ceiling and a few dollies laying around. There is a Sega system sitting in a place of honor on a shelf. I wonder who likes that so much that it gets such a special place for just it and it's cartridges? There is a computer running over in the corner on a desk put there just for it. The keys are rather worn -- someone must use it alot. There are two exits leading from this room, one leading west to the landing and one leading south to the washroom. The curtains hanging from the rooms only window flaps in the breeze. ^ house13 n:house12 w:house14; lflags { } Washroom^ Well according to housing regulations a house this big must have at least two bathrooms. So this is another bathroom just has a spiffed up name for it. There is a plaque on the wall saying &+C'Please wash your hands before leaving.' And on that note, you look at the fine porcelain sink before you. ^ house14 n:house11 e:house13 w:house15; lflags { } Hallway^ This hallway leads in several different directions. Hanging on the walls are various pictures of children and adults alike. You think it is pretty safe to wander around up here. The hallway leads north, west and east. ^ house15 e:house14 w:house16; lflags { } Master Bedroom^ You are in the master bedroom of this house. A large, luxurious bed takes up the northern wall along with the nightstands that are to the left and right of it. There is a large fireplace set into the southern wall with several pictures placed on top of the mantle. There is also a small fish tank on top of the mantle and a beautiful Beta fish swims around showing off his glourious floating fins. To the east is a baby room or you can leave to the west. ^ house16 e:house15; lflags { } Baby Room^ This room looks designed with a purpose in mind, and that was to be used by a baby. There are spit-up rags cleaned and folded on shelves along with blankets and various other baby items. You look closer and see a beautiful little dress waiting for a child here. You know whoever ends up with this room is going to be one lucky little baby. The only exit from this room is to the east back into the master bedroom. ^ house17 e:house11 w:house18; lflags { } Hallway^ You are inside of a hallway. A few pictures hang from the walls and a single light on the ceiling casts enough light to let you see. There are blue markings on the wall, and you wonder what angel could have done this. The hallway continues to the west and the landing is to the east. ^ house18 n:house19 e:house17; lflags { } Hallway^ You are inside of a hallway. There are yet more pictures hanging from the walls and pretty blue markings on the wall. To the north is a toyroom or you can go back to the east. ^ house19 n:house20 s:house18; lflags { } Toy Room^ This is a rather nice toyroom with all the coolest toys available on the market. These people must keep Toys 'R Us in business! This room truly does make you long to be a child again. Before you devulge in this fantasy, however, you think it best to leave. ^ house20 e:house21 s:house19; lflags { } Costume Room^ This room looks to be designed souly to hold the various costumes the children use on the holiday Halloween. Hanging in rows after rows are various costumes of all sorts. From the all important &+RDevil &*outfit, to the &+Wwedding gown&*. All made in childrens sizes, some cute, some ugly, some small, some fat. It makes you wish that you were a child again just so that you could put one on. The pathway leads to the east and south from here. ^ house21 e:house22 w:house20; lflags { } Bedroom^ This is a small bedroom with a bunkbed set built into the north wall. A dresser lines the south wall and a large clock that resembles a cat hangs above it. To the east is a playpen or you can leave to the west. ^ house22 s:house23 w:house21; lflags { } Playpen^ This is a rather messy playpen! Whoever owns this room really keeps it a mess! You can't stand to be in this pigsty of a playpen much longer! You can go back to the bedroom to the west or to the closet to the south. ^ house23 n:house22 e:house24; lflags { } Hallway to the Closet^ This is a hallway much like the other hallways in the house. It's white, has blue markings, has some pictures hanging on the wall. Extremely boring. You can go north into the playpen or to the east to continue your way to the closet. ^ house24 n:^closetoutdoor w:house23; lflags { } On Your Way to the Closet^ You were told this way lead you to the children's closet. Children are running around bumping into you and everyone else. Upon the walls are more pictures of kids who have been here before. There is writing on the wall in crayon. You are sure whoever did this has been punished appropriately. Your journey into what you are sure must resemble a madhouse on the bad days continues north into a closet. It also leads west into the house. ^ house25 s:^closetindoor u:house26; lflags { } Kids Closet^ At first look this appears to be a simple kids closet. Yet upon closer look you see there is a way up to the attic here. There are clothes blocking you from seeing too much in this messy place. It is definately owned by a child. All of the clutter proves it. ^ house26 w:^house26door d:house25; lflags { Dark } Child's Nightmare: The Attic^ What could possibly be going through your head to venture up into the attic? It is cold and dreary up here and very little light is up here. You hear scratching yet see nothing that causes it. There are boxes upon boxes of junk cluttering the rooms up here. Where could all of this stuff come from? The attic continues to the west, or you can return to the house by going down. ^ house27 e:^house27edoor w:^house27wdoor; lflags { Dark } Child's Nightmare: Middle of the Attic^ This is TERRIBLE!! Reminding you of what you used to think of the attic when you were barely knee-high to a grasshopper. The rooms have a very ominous quality to them. The hair on the nape of your neck stands on end just thinking there is still more left to look at. The attic continues to the west and east from here. ^ house28 e:^house28door; lflags { } Child's Nightmare: End of the Attic^ There is a little round window letting in just enough light for you to see your way arround here. This somehow reminds you of what you always thought the attic would be like when you were a little kid. Aren't you happy you conqured your fear? The attic leads to the east. ^ yard1 n:yard4 e:yard2 s:yard7 w:house10; lflags { Outdoors } Middle of the Yard^ You stand in the middle of what looks to be a bustling little playground. Kids run from one toy to another. To the west is the entrance to the house kitchen. To the east you see a pretty sandbox. To the north you notice kids playing on a swingset. To the south there is a children's picnic area. ^ yard2 n:yard5 s:yard8 w:yard1; lflags { Outdoors } Sandbox^ You stand in the middle of what appears to be a sandbox. The sand is a beautiful &+Wwhite&* color. Teeter-totters are to the north. To the south is where the kids are playing on all the ridable toys. West leads you back into the middle of the playground. ^ yard3 e:yard4; lflags { Outdoors } Jungle Gym^ You see before you what appears to be an incomplete dome. Made of pipes and metal discs it looks stable enough to hold a hundred kids. It must be fun to climb because kids are all over it, swinging from the pipes and jumping from the sides of it. To the east are the swings. ^ yard4 e:yard5 s:yard1 w:yard3; lflags { Outdoors } Swings^ Here we have a huge set of swings. The a-frame pipes are painted &+Rred&* and &+Wwhite&* like a &+Rc&+Wa&+Rn&+Wd&+Ry &+Wc&+Ra&+Wn&+Re&*. The swing seats are &+Bblue&* and the empty ones are swaying gently in the breeze. There are even a few baby seats that are &+Ggreen&* in color. The north is blocked off by a chainlink fence that surrounds the entire yard keeping the children in. To the west is the jungle gym. To the east is the teeter-totters. To the south is the middle of the yard. ^ yard5 s:yard2 w:yard4; lflags { Outdoors } Teeter-Totters^ This is where the teeter-totters reside in the playyard. The teeter- totters are painted a bright &+Ylemon-yellow&*. They remind you of all the fun you used to have on these contraptions when you were just a wee one. The chainlink fence blocks your passage to the north and east. To the south you can go play in the sandbox. Of course you could always decide to go to the west and play on the swings. ^ yard6 e:yard7; lflags { Outdoors } Outdoor Playpen^ This is a nice large playpen with a fine layer of sand covering most of the grass within the plastic mesh walls. You look down to see that the ground is littered with toy fire engines, toy ambulances, hot wheel cars, transformers, and many other favorite children's toys. To the east is the children's picnic area. ^ yard7 n:yard1 e:yard8 w:yard6; lflags { Outdoors } Kiddy Picnic Table^ It looks to be a mini-picnic table. You get a picture of the seven dwarfs gone to dinner in your head. (If you can actually picture this you're certifiable!) The table looks perfect for the children to sit at and have a tea party or something at. The yard continues to the west into the playpen area. To the north is the middle of the yard. To the east is where the kids ride on the kiddy bikes, tricycles and things. ^ yard8 n:yard2 w:yard7; lflags { Outdoors } Kiddy Motors^ This is the area set aside souly for the ridable toys to be played on. Children here are riding on three wheelers and tricycles and even a little bitty bike made just for their size. The chainlink fence blocks your exit to the east and to the south. To the north is the sandbox and west is the picnic area. ^