idirt-1.82d/
idirt-1.82d/bin/
idirt-1.82d/data/LOGS/
idirt-1.82d/data/POLICY/
idirt-1.82d/data/WIZ_ZONES/
idirt-1.82d/doc/
idirt-1.82d/doc/info/
idirt-1.82d/doc/manual/
idirt-1.82d/src/Ident/
idirt-1.82d/src/utils/
idirt-1.82d/utils/
/* 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;
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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.
^
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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;
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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
^
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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.
^
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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;
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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.
^
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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.
^
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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.
^
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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.
^
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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.
^
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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;
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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.
^
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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.
^
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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.
^
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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;
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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.
^
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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.
^