cthulu3/
cthulu3/backup/
cthulu3/distribution/
cthulu3/gods/
cthulu3/html/help/basic/
cthulu3/html/help/skills/
cthulu3/log/
cthulu3/player/
#AREADATA
Name        { All } Cthulhu  Darkgard~
Copyright   Darkgard~
Zone        0
Builders    None~
Map         None~
VNUMs       13000 13399
Security    5
Recall      13001
Respawn     13001
Morgue      13001
Dream       0
Mare       0
Prison     0
Climate     0
Version     1
MAX_CURRENCY    5
Currency -1 -1 -1 -1 -1
End



#MOBILES
#13000
wizard~
the wizard~
A wizard walks around behind the counter, talking to himself.
~
The wizard looks old and senile, and yet he looks like a very powerful
wizard. He is equipped with fine clothing, and is wearing many fine
rings and bracelets.
~
demon~
ABV DNZc 900 0
23 0 1d1+999 1d1+999 1d8+32 'magic' 'energy'
-15 -15 -15 -15
ABFKMR ABCDLQ B Na
'standing' 'standing' 'male' 15000
BCHM ABCDEFGHJKLPQUV 'medium' 'unknown'
X
Nature 0
End
#13001
baker~
the baker~
The baker looks at you calmly, wiping blood from his face with one hand.
~
A fat, nice looking baker. But you can see that he has many scars on his
body and his hands are covered in fresh blood. You wonder what he puts in
his pies.
~
undead~
ABOV N 900 0
23 0 1d1+999 1d1+99 1d8+20 'beating' 'bash'
-15 -15 -15 -15
CDFGIK ABCDLPQR 0 HN
'standing' 'standing' 'male' 500
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13002
grocer~
the grocer~
A grocer stands at the counter, with a slightly impatient look on his face.
~
A tall grocer, who moves two 200 pound corpses around with ease.
~
undead~
ABOV N 900 0
23 0 1d1+999 1d1+99 1d8+20 'beating' 'bash'
-15 -15 -15 -15
CEFGIJK ABCDLPQR 0 HN
'standing' 'standing' 'male' 1300
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13003
weaponsmith~
the weaponsmith~
A weaponsmith.
~
A young weaponsmith, who still has lots to learn.
~
undead~
ABOTV N 900 0
23 10 1d1+999 1d1+99 1d8+32 'punch' 'bash'
-15 -15 -15 -15
CEFGIK ABCDLPQR 0 HN
'standing' 'standing' 'male' 25000
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13004
armourer armorer~
the armourer~
An armourer stands here.
~
An old but very strong armourer, he has made more armours in his
lifetime than you have ever seen.
~
undead~
ABOV N 900 0
23 10 1d1+999 1d1+99 1d8+32 'punch' 'bash'
-15 -15 -15 -15
CEFGIJKN ABCDLPQR 0 HN
'standing' 'standing' 'male' 25000
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13005
thief~
the thief~
A thief, all dressed in black.
~
Well COUNT your money!
~
undead~
ACHOS NPQ -100 0
8 1 6d8+80 1d1+99 1d5+1 'punch' 'bash'
2 4 3 7
CEFGIJKN LPQR 0 HN
'standing' 'standing' 'neutral' 100
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13006
captain~
the captain~
A retired captain stands here, selling boats.
~
This captain has killed more adventurers than you have eaten peas.
~
undead~
ABOTV N 900 0
23 10 1d1+999 1d1+99 1d8+32 'beating' 'bash'
-15 -15 -15 -15
CEFGIK ABCDLPQR 0 HN
'standing' 'standing' 'male' 1300
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13007
sailor~
the sailor~
A cadaverous sailor stands here, waiting to train you.
~
He looks like a walking corpse.  Smells like one too.
~
undead~
ABJOTV N 900 0
23 5 1d1+999 1d1+99 1d4+23 'beating' 'bash'
-15 -15 -15 -15
CFGHIJKN ABCDLPQR 0 HN
'standing' 'standing' 'male' 58
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13008
boy~
the pet shop boy~
A pet shop boy is here, humming gently.
~
He is young and close-cropped and looks quite happy appart from his cut throat.
~
undead~
ABOV N 900 0
23 0 1d1+999 1d1+99 1d8+20 'punch' 'bash'
-15 -15 -15 -15
CFGIK ABCDLPQR 0 HN
'standing' 'standing' 'male' 4000
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13009
jeweller~
the jeweller~
The jeweller is standing behind the desk.
~
He is fat and has a content although watchful look on his face.
~
undead~
ABOV N 900 0
23 0 1d1+999 1d1+99 1d8+22 'slap' 'bash'
-15 -15 -15 -15
ACFGIK ABCDLPQR 0 HN
'standing' 'standing' 'male' 58000
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13010
leather worker~
the leather worker~
The leather worker is sitting by the table, sewing a hat of human skin.
~
She looks as an honest, hard-working artisan who only just earns enough to
keep herself going.
~
undead~
ABOV N 900 0
23 0 1d1+999 1d1+99 1d8+20 'punch' 'bash'
-15 -15 -15 -15
ACFGIKN ABCDLPQR 0 HN
'standing' 'standing' 'female' 4500
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13011
Hassan~
Hassan~
Hassan is here, waiting to dispense some justice.
~
Big. Very big.
Stupid. Very stupid.

Hassan, the guardian of the dark temple, towers over you.  He's over 12 
feet tall, every inch of it muscle. It would be a Bad Thing to commit a crime
in his presence.
~
demon~
ABTV CDFJNVZc 1000 3000
45 30 1d1+3999 1d1+499 5d4+40 'crush' 'bash'
-25 -25 -25 -15
ABCDEFHIKLMNORT ABLPQ BCD Na
'standing' 'standing' 'male' 0
BCHM ABCDEFGHJKLPQUV 'huge' 'unknown'
X
Nature 0
End
#13012
witch~
the witch~
A witch is here, studying spells.
~
~
undead~
ABOQVa DFHN 1000 0
50 0 1d1+999 1d1+999 2d4+30 'divine' 'holy power'
-15 -15 -15 -15
CFGHIK ABCDLPQR 0 HN
'standing' 'standing' 'female' 5000
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13020
guildmaster master~
the guildmaster~
Your guildmaster is standing here.
~
Even though your guildmaster looks old and tired, you can clearly see the
vast amount of knowledge she possesses. She is wearing fine magic clothing,
and you notice that she is surrounded by a blue shimmering aura.
~
ghoul~
ABKRV DEFZ 1000 0
36 0 1d1+1999 1d1+999 3d8+24 'magic' 'energy'
-15 -15 -15 -15
FGJKR ABCDLQ BFIPT NS
'standing' 'standing' 'female' 0
BHIMV BCDEFGHUV 'medium' 'unknown'
X
Nature 0
End
#13021
guildmaster master~
the guildmaster~
Your guildmaster is standing here.
~
You are in no doubt that this guildmaster is truly close to your god; he has
a peaceful, loving look. You notice that he is surrounded by a white aura.
~
ghoul~
ABKQV CDEFHZ 1000 0
36 0 1d1+1999 1d1+999 3d8+24 'divine' 'holy power'
-15 -15 -15 -15
EFHIJKR ABCDLQ BFIPT NS
'standing' 'standing' 'male' 0
BHIMV BCDEFGHUV 'medium' 'unknown'
X
Nature 0
End
#13022
guildmaster master~
the guildmaster~
Your guildmaster is standing here.
~
You realize that whenever your guildmaster moves, you fail to notice it:
the way of the true thief.  She is dressed in poor clothing, having
the appearance of a beggar.
ghoul~
unique~
ABKSV DFZ 1000 0
36 0 1d1+1999 1d1+199 3d8+24 'punch' 'bash'
-15 -15 -15 -15
BEFHJN ABCD 0 0
'standing' 'standing' 'female' 0
0 0 'medium' 'unknown'
X
Nature 0
End
#13023
guildmaster master~
the guildmaster~
Your guildmaster is standing here.
~
This was once your master. A short, strong undead dwarf with bulging
muscles.  Several scars across his body prove that he was using arms
before you were born.  He has a calm look on his face.
~
ghoul~
ABKTV DFZ 1000 0
36 0 1d1+1999 1d1+199 3d8+24 'beating' 'bash'
-20 -20 -20 -20
ACDEFIJKR ABCDLQ BFIPT NS
'standing' 'standing' 'male' 0
BHIMV BCDEFGHUV 'medium' 'unknown'
X
Nature 0
End
#13024
sorcerer~
the sorcerer~
A sorcerer is guarding the entrance.
~
He is an experienced mage who has specialized in the field of Combat Magic.
He is here to guard the Mage's Guild and his superior knowledge of offensive
as well as defensive spells make him a deadly opponent.
~
undead~
ABORTV BDN 800 0
30 5 1d1+999 1d1+499 10d4+10 'magic' 'energy'
-10 -10 -10 -8
ACEFGIK ABLPQR CD HN
'standing' 'standing' 'male' 2000
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13025
templar~
the ghastly knight templar~
A ghastly knight templar is guarding the entrance.
~
A slavering, drooling undead creature inhabits this fine suit of polished armor.
~
ghast~
ABQTV DJZ 800 0
30 5 1d1+999 1d1+499 5d8+10 'divine' 'holy power'
-10 -10 -10 -7
DEFIKR ABLQ CDIPT NS
'standing' 'standing' 'male' 2000
BHIMV BCDEFGHUV 'medium' 'unknown'
X
Nature 0
End
#13026
assassin~
the assassin~
An assassin is guarding the entrance.
~
He is a thief who has specialized in killing others as effectively as possible,
using all sorts of weapons.  His superior knowledge of how and where to use
them combined with his extraordinary stealth makes him a deadly opponent.
~
ghast~
ABSTV DFPQZ 800 0
30 8 1d1+999 1d1+99 4d10+12 'pierce' 'pierce'
-12 -12 -12 -6
BDEFIJKNR ABLQ CDIPT NS
'standing' 'standing' 'male' 2000
BHIMV BCDEFGHUV 'medium' 'unknown'
X
Nature 0
End
#13027
knight~
the ghastly knight~
A ghastly knight is guarding the entrance.
~
A slavering undead creature glares at you with burning eyes from within its
armored helm.
~
ghast~
ABTV DFZ 800 0
30 10 1d1+999 1d1+199 11d4+10 'punch' 'bash'
-10 -10 -10 -4
ACDEFHIKR ABLQ CDIPT NS
'standing' 'standing' 'male' 2000
BHIMV BCDEFGHUV 'medium' 'unknown'
X
Nature 0
End
#13040
bartender~
the bartender~
A zombie bartender watches you with empty eyes.
~
A very tired looking Bartender who hates trouble in his bar.
~
undead~
ABOV N 900 0
23 0 1d1+499 1d1+99 1d8+18 'beating' 'bash'
-6 -6 -6 0
CFGHIJKN ABLPQR CD HN
'standing' 'standing' 'male' 150
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13041
waiter~
the waiter~
A zombie waiter is standing here and decomposing.
~
A very tired looking waiter.
~
undead~
ABOV N 900 0
23 0 1d1+499 1d1+99 1d8+18 'beating' 'bash'
-6 -6 -6 0
CFGHIJKN ABLPQR CD HN
'standing' 'standing' 'male' 150
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13042
waiter~
the waiter~
A man who in his young days was a famous sorcerer but now leads a quiet,
peaceful life as a waiter.
~
~
undead~
ABORV DN 600 0
23 0 1d1+499 1d1+99 1d8+18 'beating' 'bash'
-6 -6 -6 0
CFGIJKN ABLPQR CD HN
'standing' 'standing' 'male' 150
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13043
waiter~
the waiter~
A waiter who seems to have reached contact with God.
~
~
undead~
ABOQV N 600 0
23 0 1d1+499 1d1+99 1d8+18 'beating' 'bash'
-6 -6 -6 0
CFGHIJKN ABLPQR CD HN
'standing' 'standing' 'male' 150
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13044
waiter~
the waiter~
A waiter who knows where all his customers keep their money.
~
~
undead~
ABOSV N 600 0
23 0 1d1+499 1d1+99 1d8+18 'beating' 'bash'
-6 -6 -6 0
CFGHIJKN ABLPQR CD HN
'standing' 'standing' 'male' 150
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13045
waiter~
the waiter~
A waiter who easily could kill you, and still carry quite a few firebreathers.
~
~
undead~
ABOTV N 600 0
23 0 1d1+499 1d1+99 1d8+18 'beating' 'bash'
-6 -6 -6 0
BCFGHIJKN ABLPQR CD HN
'standing' 'standing' 'male' 150
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13046
filthy~
Filthy~
Filthy is standing here, eager to serve you a special drink.
~
Filthy looks real, ehm, dirty. He likes to keep his costumers happy,
but do not mess with him or else he'll get upset.
~
undead~
ABOSV N 600 0
23 2 1d1+499 1d1+99 1d8+18 'beating' 'bash'
-8 -8 -8 -4
BCEFGIJKN ABLPQR CD HN
'standing' 'standing' 'male' 200
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13060
cityguard guard~
the cityguard~
A skeletal cityguard stands here.
~
A big, strong, and extreemly thin guard.
~
undead~
ACGOT N 1000 3000
15 3 15d15+160 1d1+149 2d4+4 'punch' 'bash'
0 0 0 8
CDEFGIKLTU LPQR C HN
'standing' 'standing' 'neutral' 150
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13061
janitor~
the janitor~
A janitor is walking around, scavenging for snacks.
~
~
undead~
AGHO N 900 0
1 0 2d6+10 1d1+99 1d5+0 'pound' 'bash'
10 10 10 10
CFGIKNU LPQR 0 CHN
'standing' 'standing' 'neutral' 10
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13062
fido dog~
the beastly fido~
A beastly fido is here.
~
Fido is a small dog that has a foul smell and pieces of rotted meat hanging
around its teeth.
~
unique~
AFGHU 0 -200 0
0 0 1d6+4 1d1+99 1d4+0 'bite' 'pierce'
10 10 10 10
0 0 0 0
'standing' 'standing' 'neutral' 0
0 0 'small' 'unknown'
X
Nature 0
End
#13063
vagabond~
the vagabond~
A vagabond is here, looking for victims.
~
He looks pretty mean.
~
ghoul~
ACS Z -200 0
5 1 2d6+60 1d1+99 1d6+1 'punch' 'bash'
7 5 5 10
BFJKNQR LQ BFIPT CNS
'standing' 'standing' 'male' 18
BHIMV BCDEFGHUV 'medium' 'unknown'
X
Nature 0
End
#13064
drunk~
the drunk~
A singing, happy drunk wanders around, singing about Moria.
~
A drunk who seems to be too happy, and to carry too much money.
~
undead~
AGO N 400 0
2 -1 2d6+22 1d1+99 1d6+0 'beating' 'bash'
8 8 8 10
CFGIKU LPQR 0 CHN
'standing' 'standing' 'male' 65
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13065
beggar~
the beggar~
A begging zombie is here, asking for a few coins.
~
The beggar looks like she was fed up with life.
~
undead~
ABO N 400 0
1 0 2d6+10 1d1+99 1d5+0 'beating' 'bash'
8 8 8 10
CFGIJKNU LPQR 0 CHN
'standing' 'standing' 'female' 0
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13066
cat~
an alley cat~
An alley cat hisses at you.
~
The alley cat is half starved and more than a little feral.
~
demon~
AFGHU NZc -200 0
0 1 1d6+4 1d1+99 1d4+0 'scratch' 'slash'
8 8 8 9
BDFKMR LQ B CNa
'standing' 'standing' 'neutral' 0
BCHM ABCDEFGHJKLPQUV 'small' 'unknown'
X
Nature 0
End
#13067
cityguard guard~
the cityguard~
A skeletal guard is here, guarding the gate.
~
A big, strong, extreemly thin guard.
~
undead~
ABOT N 1000 3000
15 3 15d15+160 1d1+149 2d4+4 'punch' 'bash'
0 0 0 8
CDEFGIKLTU LPQR C HN
'standing' 'standing' 'neutral' 150
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13068
cityguard guard~
the cityguard~
A skeletal guard is here, guarding the gate.
~
A big, strong, extreemly thin guard.
~
undead~
ABOT N 1000 3000
15 3 15d15+160 1d1+149 2d4+4 'punch' 'bash'
0 0 0 8
CDEFGIKLTU LPQR C HN
'standing' 'standing' 'neutral' 150
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13069
cityguard guard~
the cityguard~
A skeletal guard is here, guarding the mayor.
~
A big, strong, extreemly thin guard.
~
undead~
ABOT BNQ 1000 3000
20 4 20d20+200 1d1+199 2d4+7 'punch' 'bash'
-4 -6 -6 0
CDEFGHIKLTU LPQR C HN
'standing' 'standing' 'neutral' 500
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13070
shopkeeper old man~
the ancient potion-brewer~
An old man eyes you greedily.
The old man says, 'Would you like to buy a nice love potion?'
~
He looks very dangerous.  I wouldn't try to rob him.
~
ghoul~
ABQRV DEFZ 1000 0
32 0 1d1+999 1d1+999 10d10+10 'magic' 'energy'
-15 -15 -15 -15
FGHJKR ABCDLQ BFIPT NS
'standing' 'standing' 'male' 5000
BHIMV BCDEFGHUV 'medium' 'unknown'
X
Nature 0
End
#13071
cityguard guard~
the cityguard~
A skeletal guard is here, guarding the gate alertly.
~
A big, strong, extreemly thin guard.
~
undead~
ABOT N 1000 3000
15 3 15d15+160 1d1+149 2d4+4 'punch' 'bash'
0 0 0 8
CDEFGIKLTU LPQR C HN
'standing' 'standing' 'neutral' 150
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13072
cityguard guard~
the cityguard~
A skeletal guard is here, guarding the gate.  He is half asleep.
~
A big, strong, extreemly thin guard.
~
undead~
ABOT N 1000 3000
15 3 15d15+160 1d1+149 2d4+4 'punch' 'bash'
0 0 0 8
CDEFGIKLTU LPQR C HN
'standing' 'standing' 'neutral' 150
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13090
kitten cat pet~
the kitten~
A small loyal kitten is here.
~
The kitten looks like a cute, little, fierce fighter.
~
cat~
ABU Z 400 0
1 2 2d6+11 1d1+99 1d4+0 'scratch' 'slash'
8 8 8 10
FH 0 C 0
'standing' 'standing' 'neutral' 0
AGUV ACDEFHJKQUV 'tiny' 'unknown'
X
Nature 0
End
#13091
puppy dog pet~
the puppy~
A small loyal puppy is here.
~
The puppy looks like a cute, little, fierce fighter.
~
dog~
ABU F 400 0
3 2 4d6+25 1d1+99 1d6+0 'bite' 'pierce'
7 7 7 10
FHN 0 C 0
'standing' 'standing' 'neutral' 0
AGUV ACDEFHJKQV 'small' 'unknown'
X
Nature 0
End
#13092
beagle dog pet~
the beagle~
A small, quick, loyal beagle is here.
~
The beagle looks like a fierce fighter.
~
dog~
ABU F 400 0
5 3 3d12+50 1d1+99 1d6+0 'bite' 'pierce'
5 5 5 9
FHN 0 C 0
'standing' 'standing' 'neutral' 0
AGUV ACDEFHJKQV 'small' 'unknown'
X
Nature 0
End
#13093
rottweiler dog pet~
the rottweiler~
A large, loyal rottweiler is here.
~
The rottweiler looks like a strong, fierce fighter.
~
dog~
ABU F 400 0
7 3 6d10+60 1d1+149 2d4+1 'bite' 'pierce'
4 4 4 8
CDFHL 0 C 0
'standing' 'standing' 'neutral' 0
AGUV ACDEFHJKQV 'medium' 'unknown'
X
Nature 0
End
#13094
wolf pet~
the wolf~
A large, trained wolf is here.
~
The wolf looks like a strong, fearless fighter.
~
wolf~
ABU FZ 0 0
9 3 6d10+80 1d1+99 2d5+1 'bite' 'pierce'
4 4 4 8
CFH 0 C 0
'standing' 'standing' 'neutral' 0
AGUV ACDEFHJKQV 'medium' 'unknown'
X
Nature 0
End
#13095
eagle bird pet~
the eagle~
A loyal eagle circles overhead.
~
The eagle looks like a strong fierce fighter.
~
unique~
ABIU FZ 0 0
12 3 6d10+130 1d1+99 2d5+3 'claw' 'slash'
0 0 0 8
N 0 C 0
'standing' 'standing' 'neutral' 0
0 U 'small' 'unknown'
X
Nature 0
End
#13096
lion pet~
the lion~
A large, faithful lion is here.
~
The great lion looks very fierce.
~
cat~
ABIU FZ 0 0
15 2 4d9+205 1d1+99 2d8+3 'chomp' 'bash'
-2 -2 -2 7
CFH 0 C 0
'standing' 'standing' 'neutral' 0
AGUV ACDEFHJKQUV 'medium' 'unknown'
X
Nature 0
End
#13097
tiger pet~
the tiger~
A great, loyal tiger is here.
~
The large, striped tiger looks like a savage fighter.
~
cat~
ABIU FZ 0 0
20 3 4d9+325 1d1+99 4d4+5 'claw' 'slash'
-4 -4 -4 6
CFHMN 0 C 0
'standing' 'standing' 'neutral' 0
AGUV ACDEFHJKQUV 'medium' 'unknown'
X
Nature 0
End
#13100
maid~
the maid~
The maid is waiting for your order.
~
She was very beautiful with golden hair, and deep blue eyes. New greyed
flesh and fraying white hair greet your eyes!
~
undead~
ABOV N 1000 0
23 2 1d1+499 1d1+99 1d8+12 'beating' 'bash'
-15 -15 -15 -15
CFGIK ABLPQR CD HN
'standing' 'standing' 'female' 180
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13120
sexton~
the sexton~
A sexton is sitting here, drinking hot tea.
~
The sexton looks like he is relaxing after another grave-robbing job.
~
undead~
ABHO N 800 0
3 0 2d6+35 1d1+99 1d7+0 'punch' 'bash'
7 7 7 10
CFGIK LPQR 0 CHN
'standing' 'standing' 'male' 75
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13121
swan~
the swan~
A swan is swimming around in the pond.
~
The white swan is very elegant.
~
demon~
ABU NZc 1000 0
1 0 2d6+10 1d1+99 1d5+0 'peck' 'pierce'
8 8 8 10
BCFKMR LQ B CNa
'standing' 'standing' 'neutral' 0
BCHM ABCDEFGHJKLPQUV 'small' 'unknown'
X
Nature 0
End
#13122
duckling~
the duckling~
A duckling is swimming around in the pond.
~
The duckling is adorable, it looks most of all like a tiny furball.
~
demon~
ABU NZc 1000 0
0 0 1d4+0 1d1+99 1d1+0 'peckb' 'bash'
10 10 10 10
BFKMR LQ B CNa
'standing' 'standing' 'neutral' 0
BCHM ABCDEFGHJKLPQUV 'tiny' 'unknown'
X
Nature 0
End
#13123
sparrow~
the sparrow~
A sparrow is flapping around on the ground.
~
The sparrow looks like it is enjoying life.
~
demon~
AGHU NZc 1000 0
0 0 2d6+0 1d1+99 1d3+0 'peck' 'pierce'
10 10 10 10
BFKMR LQ B CNa
'standing' 'standing' 'neutral' 0
BCHM ABCDEFGHJKLPQUV 'tiny' 'unknown'
X
Nature 0
End
#13124
duck~
the duck~
A duck is here, quacking happily.
~
The duck is quite fat.  It looks like it is enjoying life.
~
demon~
AGU NZc 1000 0
1 0 2d6+5 1d1+99 1d4+0 'peckb' 'bash'
10 10 10 10
BFKMR LQ B CNa
'standing' 'standing' 'neutral' 0
BCHM ABCDEFGHJKLPQUV 'small' 'unknown'
X
Nature 0
End
#13140
captain~
the captain~
The skeletal guard captain.
~
A big, strong, extreemly thin guard captain.
~
ghoul~
ABCFT DZ 1000 3000
17 4 15d15+190 1d1+199 2d4+6 'punch' 'bash'
-2 -2 -2 6
CDEFHJKLRU LQ BCFIPT NS
'standing' 'standing' 'male' 500
BHIMV BCDEFGHUV 'medium' 'unknown'
X
Nature 0
End
#13141
cityguard guard~
the cityguard~
A skeletal guard stands here.
~
A big, strong, extreemly thin guard.
~
undead~
ABCFOT N 1000 3000
15 3 15d15+10 1d1+149 2d4+4 'punch' 'bash'
0 0 0 8
CDEFGHIKLU LPQR C HN
'standing' 'standing' 'neutral' 150
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13142
secretary~
the secretary~
A secretary is sitting at the desk.
~
She sits staring blankly ahead.
~
undead~
ABO N 900 0
12 2 4d12+148 1d1+99 2d7+1 'slap' 'bash'
0 0 0 8
CFGHIK LPQR 0 HN
'standing' 'standing' 'female' 100
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13143
mayor~
the mayor~
The mayor is here.  He looks at you hungrily.
~
He is a viscious killer!
~
demon~
AB NZc 900 3000
23 6 6d10+500 1d1+199 1d8+12 'punch' 'bash'
-15 -15 -15 -15
BEFKMNRS ABLQ BCD Na
'standing' 'standing' 'male' 1000
BCHM ABCDEFGHJKLPQUV 'medium' 'unknown'
X
Nature 0
End
#13144
crier~
the town crier~
The town crier is here, weeping quietly.
~
He is very good at his job - completely dissolved in tears.
~
human~
AH 0 900 0
1 0 2d6+10 1d1+99 1d5+0 'slap' 'bash'
10 10 10 10
DFK 0 0 C
'standing' 'standing' 'male' 14
AHMV ABCDEFGHIJK 'medium' 'unknown'
X
Nature 0
End
#13150
esme waitress~
Esme~
Esme the waitress hums to herself and wonders what you'd like to order.
~
Esme brushes a lock of dark hair away from her wire-rimmed glasess and
smiles warmly at you.
~
undead~
ABOV N 900 0
25 0 1d1+999 1d1+199 1d8+10 'slap' 'bash'
-15 -15 -15 -15
CFGIK ABCDLPQR 0 HN
'standing' 'standing' 'male' 1000
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13160
Melancholy~
Melancholy~
Melancholy is here, digging through a pile of scrolls, papers, and maps.
~
Ragged brown hair frames a ghostly, pale face.  Puffy eyelids surround two
sky blue, haunting eyes.  An old, brown robe is wrapped around her frail 
frame.  She looks up from her pile of papers and maps and looks inquiringly
at you, smiling faintly.
~
undead~
ABOV N 900 0
25 0 1d1+999 1d1+199 5d6+20 'slap' 'bash'
-15 -15 -15 -15
CFGIK ABCDLPQR 0 HN
'standing' 'standing' 'male' 1000
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13161
lister green tree snake~
Lister~
A green tree snake is sitting here on a pile of books.
~
This is Melancholy's pet tree snake, Lister.  Something seems odd about his 
jaw, almost as if he were smiling at you.  He's quite friendly, but don't
get him drunk.
~
snake~
ABV D 200 0
15 3 11d10+200 1d1+99 4d6+4 'bite' 'pierce'
-6 -5 -2 4
FHNR 0 FL I
'standing' 'standing' 'male' 0
AGRUXYc AEFKLVX 'small' 'unknown'
X
Nature 0
End
#13162
otho money changer moneychanger~
Otho the Changer~
Otho the Money Changer sits behind his desk, waiting for your coins.
~
Otho is grotesquely fat man dressed in rich clothes.  Apparently the money
changing business pays quite well in this busy city, or possibly the rumors
of his fencing services are true...
~
undead~
ABOVd DFN 900 0
25 0 1d1+999 1d1+199 5d6+20 'slap' 'bash'
-15 -15 -15 -15
CFGIK ABCDLPQR 0 HN
'standing' 'standing' 'male' 1000
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#13163
thief~
the thief~
A thief, all dressed in black.
~
Well COUNT your money!
~
undead~
ACHOS NPQ -100 0
30 1 6d8+400 1d1+99 4d5+5 'stab' 'pierce'
2 4 3 7
CEFGIJKN LPQR 0 HN
'standing' 'standing' 'neutral' 100
I ABCGHJK 'medium' 'unknown'
X
Nature 0
End
#0



#NEWOBJECTS
#13000
barrel beer~
a barrel of beer~
A beer barrel has been left here.~
wood~
'drink' 0 A
300 300 'beer' 0 'none'
0 16 75 P
R 100
#13001
bottle beer~
a bottle of beer~
A beer bottle has been left here.~
glass~
'drink' 0 A
16 16 'beer' 0 'none'
0 1 5 P
R 100
#13002
bottle ale~
a bottle of ale~
A dark bottle of ale has been left here.~
glass~
'drink' 0 A
16 16 'ale' 0 'none'
0 2 6 P
R 100
#13003
bottle firebreather~
a bottle of firebreather~
A bottle of firebreather has been left here.~
glass~
'drink' 0 A
12 12 'firebreather' 0 'none'
0 1 25 P
R 100
#13004
bottle local~
a bottle of local specialty~
A dark bottle has been left here.~
glass~
'drink' 0 A
12 12 'local specialty' 0 'none'
0 1 11 P
R 100
#13005
scimitar blade~
Hassan's scimitar~
Hassan's scimitar lies upon the ground, waiting for its owner.~
adamantite~
'weapon' 0 AN
'sword' 4 10 'cleave' EF
42 45 5600 P
R 100
E
scimitar blade~
It is quite heavy.  The blade is made of some metal that you can't even
spell.  The edge of the blade looks as if it could cut through anything
or anyone.
~
#13006
stone~
A Clan Stone~
Somebody left their Clan Stone here.~
unknown~
'food' 0 A
45 45 'none' 0 0
0 2 0 P
R 100
#13009
potpie pot pie~
a big pot pie~
A big pot pie has been left here.~
food~
'food' 0 A
20 40 'none' 0 0
0 2 22 P
R 100
#13010
pit~
the donation pit~
A pit for sacrifices is in front of the altar.~
unknown~
'container' 0 0
10000 0 0 100 100
0 0 0 P
R 100
E
pit~
This is where you put money and items to help Doz expand this shrine and
convert more people to the belief of Mota, lord of the gods.
~
#13011
bread~
a bread~
A loaf of bread is here. It doesn't look too stale.~
food~
'food' 0 A
18 12 'none' 0 0
0 1 9 P
R 100
#13012
cinnamon roll~
a cinnamon roll~
A piping hot cinnamon roll is here. It looks delicious!~
food~
'food' 0 A
4 8 'none' 0 0
0 1 16 P
R 100
#13013
cookies~
a batch of Sara's cookies~
A plate of chocolate chip cookies is here.~
food~
'food' 0 A
8 10 'none' 0 0
0 1 11 P
R 100
#13014
danish blueberry~
a blueberry danish~
A scrumptious blueberry danish is here.~
food~
'food' 0 A
8 6 'none' 0 0
0 1 5 P
R 100
#13020
dagger~
a dagger~
A dagger with a long thin blade is here.~
steel~
'weapon' 0 AN
'dagger' 1 4 'stab' 0
0 1 157 G
R 100
#13021
sword small~
a small sword~
A small sword lies here.~
steel~
'weapon' 0 AN
'sword' 1 5 'slice' 0
0 3 250 G
R 100
#13022
sword long~
a long sword~
A long sword has been left here.~
steel~
'weapon' 0 AN
'sword' 2 5 'slash' 0
7 5 610 G
R 100
#13023
club~
a club~
A stout wooden club is here.~
wood~
'weapon' 0 AN
'mace' 1 7 'pound' 0
3 3 220 G
R 100
A 18 -1
#13024
mace heavy~
a mace~
A heavy iron mace is here.~
iron~
'weapon' 0 AN
'mace' 2 4 'pound' 0
6 10 390 G
R 100
A 19 1
#13025
axe hand~
a hand axe~
A small hand axe lies forgotten on the floor.~
iron~
'weapon' 0 AN
'axe' 1 6 'chop' 0
1 5 310 G
R 100
#13026
axe battle~
a battle axe~
A large steel axe rests on the ground.~
steel~
'weapon' 0 AN
'axe' 2 5 'chop' F
5 9 650 G
R 100
#13027
spear~
a spear~
A long spear leans against the wall.~
steel~
'weapon' 0 AN
'staff' 1 8 'pierce' 0
4 5 84 G
R 100
#13028
staff~
a wooden staff~
A stout wooden staff lies on the floor.~
wood~
'weapon' 0 AN
'staff' 1 8 'pound' F
9 4 580 G
R 100
A 17 -2
#13029
flail~
a flail~
A small iron flail is here.~
iron~
'weapon' 0 AN
'flail' 1 7 'pound' 0
1 5 77 G
R 100
A 17 1
#13030
torch~
a torch~
A large torch.~
wood~
'light' 0 A
0 0 50 0 0
0 3 4 G
R 100
#13031
lantern~
a hooded brass lantern~
A hooded brass lantern has been left here.~
brass~
'light' 0 A
0 0 250 0 0
0 4 75 P
R 100
E
lantern~
It is a large and robust but somewhat battered oil lantern made from brass,
equipped with a handle to make it handy and a hood to protect its flame.
Some letters have been scratched on its bottom.
~
E
letters~
They say, "Use 'hold lantern' to activate."
~
#13032
bag~
a bag~
A small bag.~
leather~
'container' 0 A
50 0 0 100 100
0 1 9 G
R 100
#13033
box~
a box~
A small box.~
wood~
'container' 0 A
10 0 0 100 100
0 1 30 G
R 100
#13039
scroll cancellation~
a scroll of cancellation~
A rolled vellum scroll is here.~
vellum~
'scroll' 0 AO
15 'cancellation' 'none' 'none' 'none'
9 1 1190 P
R 100
E
scroll~
Use this scroll to remove magical curses.
~
#13040
scroll identify~
a scroll of identify~
A scroll has carelessly been left here.~
vellum~
'scroll' 0 AO
12 'identify' 'none' 'none' 'none'
7 1 890 P
R 100
E
scroll identify~
The scroll has a magic formula drawn upon it:
     ???
    ?   ?
       ?
      ?
      ?
      *
~
#13041
potion yellow~
a yellow potion of see invisible~
A small yellow potion has carelessly been left here.~
glass~
'potion' 0 AO
12 'detect invis' 'none' 'none' 'none'
0 1 220 P
R 100
E
potion yellow~
The potion has a small label 'Detect The Invisible'.
~
#13042
scroll recall~
a scroll of recall~
A scroll has carelessly been left here.~
vellum~
'scroll' 0 AO
20 'word of recall' 'none' 'none' 'none'
17 2 2900 P
R 100
E
scroll~
The scroll has written a formula of 'Word of Recall' upon it.
~
#13043
ring protection~
a ring of protection~
an enchanted ring of protection sits on the floor.~
silver~
'treasure' 0 AB
0 0 0 0 0
8 1 640 P
R 100
A 17 -2
A 20 -1
E
ring~
It's a silver ring set with a gleaming moonstone.
~
#13044
wand magic missile missiles~
a wand of magic missiles~
a wooden stick lies on the ground.~
wood~
'wand' 0 AO
4 10 10 'magic missile' 0
2 1 320 P
R 100
E
wand~
It has a little note that says 'point this end at target'.
~
#13045
jacket scale mail~
a scale mail jacket~
A scale mail jacket is lying on the ground.~
steel~
'armor' 0 AD
AB C C 0 B
5 16 850 G
R 100
#13046
bronze breast plate~
a bronze breast plate~
A bronze breast plate is lying on the ground.~
bronze~
'armor' 0 AD
BC AC ABC 0 AC
15 20 2100 G
R 100
#13047
bronze breast plate~
a special bronze breast plate~
A special bronze breast plate is lying on the ground.~
bronze~
'armor' 0 AD
BC AC ABC 0 AC
15 20 2100 G
R 100
#13050
raft~
a raft~
A raft has been left here.~
wood~
'boat' 0 A
0 0 0 0 0
0 75 400 A
R 100
E
raft~
The raft looks very primitive.
~
#13051
canoe~
a canoe~
A canoe has been left here.~
wood~
'boat' 0 A
0 0 0 0 0
0 32 900 G
R 100
E
canoe~
The canoe is fairly light.
~
#13052
bracer strong leather~
a leather bracer~
A strong leather bracer is here.~
leather~
'armor' 0 AM
0 B B 0 0
0 1 112 G
R 100
#13053
belt leather~
a leather belt~
A soft leather belt is here.~
leather~
'armor' 0 AL
A B B 0 0
0 1 136 G
R 100
#13054
girdle leather~
a leather girdle~
A wide leather girdle is here.~
leather~
'armor' 0 AL
A AB AB 0 A
0 2 220 G
R 100
#13060
jerkin leather~
a leather jerkin~
A leather jerkin is lying on the ground.~
leather~
'armor' 0 AD
A B B 0 0
0 5 270 G
R 100
#13061
cap leather~
a leather cap~
A leather cap is lying on the ground.~
leather~
'armor' 0 AE
A B B 0 0
0 1 136 G
R 100
#13062
pants leather~
a pair of leather pants~
A pair of leather pants is lying on the ground.~
leather~
'armor' 0 AF
A B B 0 0
0 5 136 G
R 100
#13063
boots leather~
a pair of leather boots~
A pair of leather boots lies here.~
leather~
'armor' 0 AG
A B B 0 0
0 3 136 G
R 100
#13064
gloves leather~
a pair of leather gloves~
A pair of leather gloves is lying on the ground.~
leather~
'armor' 0 AH
A B B 0 0
0 1 136 G
R 100
#13065
sleeves leather~
a pair of leather sleeves~
A pair of leather sleeves is lying on the ground.~
leather~
'armor' 0 AI
A B B 0 0
0 3 136 G
R 100
#13066
jerkin hard leather~
a hard leather jerkin~
A hard leather jerkin is lying on the ground.~
leather~
'armor' 0 AD
A AB AB 0 A
0 8 430 G
R 100
#13067
cap hard leather~
a hard leather cap~
A hard leather cap is lying on the ground.~
leather~
'armor' 0 AE
A AB AB 0 0
0 2 220 G
R 100
#13068
pants hard leather~
a pair of hard leather pants~
A pair of hard leather pants is lying on the ground.~
leather~
'armor' 0 AF
A AB AB 0 A
0 7 220 G
R 100
#13069
boots hard leather~
a pair of hard leather boots~
A pair of hard leather boots lies here.~
leather~
'armor' 0 AG
A AB AB 0 A
0 4 220 G
R 100
#13070
gloves hard leather~
a pair of hard leather gloves~
A pair of hard leather gloves is lying on the ground.~
leather~
'armor' 0 AH
A AB AB 0 A
0 1 220 G
R 100
#13071
sleeves hard leather~
a pair of hard leather sleeves~
A pair of hard leather sleeves is lying on the ground.~
leather~
'armor' 0 AI
A AB AB 0 A
0 4 220 G
R 100
#13072
jerkin scale mail~
a scale mail jerkin~
A scale mail jerkin is lying on the ground.~
steel~
'armor' 0 AD
AB C C 0 B
5 14 850 P
R 100
#13073
coif scale mail~
a scale mail coif~
A scale mail coif is lying on the ground.~
steel~
'armor' 0 AE
AB C C 0 A
5 4 420 P
R 100
#13074
skirt scale mail~
a long scale mail skirt~
A long scale mail skirt is lying on the ground.~
steel~
'armor' 0 AF
AB C C 0 B
5 8 420 P
R 100
#13075
boots reinforced~
a pair of reinforced boots~
A pair of reinforced boots lies here.~
leather~
'armor' 0 AG
AB C C 0 B
5 4 420 P
R 100
#13076
gloves reinforced~
a pair of reinforced gloves~
A pair of reinforced gloves is lying on the ground.~
leather~
'armor' 0 AH
AB C C 0 B
5 2 420 P
R 100
#13077
sleeves scale mail~
a pair of scale mail sleeves~
A pair of scale mail sleeves is lying on the ground.~
steel~
'armor' 0 AI
AB C C 0 B
5 6 420 P
R 100
#13080
potion heal healing~
a potion of healing~
A potion of healing is here.~
glass~
'potion' 0 AO
20 'heal' 'none' 'none' 'none'
11 1 800 P
R 100
#13081
potion sanct sanctuary~
a potion of sanctuary~
A potion of sanctuary is here.~
glass~
'potion' 0 AO
20 'sanctuary' 'none' 'none' 'none'
11 1 800 P
R 100
#13082
potion divine~
a potion of divine protection~
A potion of divine protection is here.~
crystal~
'potion' 0 AO
35 'sanctuary' 'none' 'armor' 'none'
16 1 1800 P
R 100
#13083
potion cure light~
a potion of cure light wounds~
A potion of cure light wounds is here.~
glass~
'potion' 0 AO
5 'cure light' 'none' 'none' 'none'
0 1 150 P
R 100
#13084
potion cure serious~
a potion of cure serious wounds~
A potion of cure serious wounds is here.~
glass~
'potion' 0 AO
10 'cure serious' 'none' 'none' 'none'
1 1 220 P
R 100
#13085
potion cure critical critic~
a potion of cure critical wounds~
A potion of cure critical wounds is here.~
glass~
'potion' 0 AO
15 'cure critical' 'none' 'none' 'none'
5 1 390 P
R 100
#13086
potion antidote bottle~
a bottle of antidote~
A bottle of antidote is here.~
unknown~
'potion' 0 AO
14 'cure poison' 'cure light' 'cure disease' 'none'
8 1 550 P
R 100
#13087
potion cure blindness~
a potion of cure blindness~
A potion of cure blindness is here.~
glass~
'potion' 0 AO
13 'cure blindness' 'none' 'none' 'none'
0 1 230 P
R 100
#13088
vial holy water~
a vial of holy water~
A vial of holy water is here.~
crystal~
'potion' 0 AO
20 'bless' 'protection evil' 'remove curse' 'none'
10 1 720 P
R 100
#13089
potion armor~
a potion of armor~
A potion of armor is here.~
glass~
'potion' 0 AO
10 'armor' 'none' 'none' 'none'
0 1 200 P
R 100
#13090
potion negation~
a potion of negation~
A potion of negation is here.~
glass~
'potion' 0 AO
35 'cancellation' 'none' 'none' 'none'
9 1 830 P
R 100
#13091
potion fly flying~
a potion of flying~
A potion of flying is here.~
glass~
'potion' 0 AO
9 'fly' 'none' 'none' 'none'
3 1 250 P
R 100
#13092
potion true sight~
a potion of true sight~
A potion of true sight is here.~
glass~
'potion' 0 AO
10 'detect invis' 'detect magic' 'detect hidden' 'none'
4 1 290 P
R 100
#13097
shield small metal~
a small metal shield~
A small metal shield is lying on the ground.~
steel~
'armor' 0 AJ
C C C A B
5 3 750 P
R 100
#13100
tea cup~
a cup of tea~
A cup has been set here.~
unknown~
'drink' 0 A
6 6 'tea' 0 'none'
0 1 8 P
R 100
E
cup~
It is a small simple cup.
~
#13101
coffee cup~
a cup of coffee~
A cup has been set here.~
unknown~
'drink' 0 A
6 6 'coffee' 0 'none'
0 1 6 P
R 100
E
cup~
It is a small simple cup.
~
#13102
water cup~
a cup of water~
A cup has been set here.~
unknown~
'drink' 0 A
10 10 'water' 0 'none'
0 1 1 P
R 100
E
cup~
It is a large simple cup.
~
#13105
bracer bronze~
a bronze bracer~
A bronze bracer is lying on the ground.~
bronze~
'armor' 0 AM
AB BC BC 0 AB
10 3 760 G
R 100
#13106
bracer iron~
an iron bracer~
An iron bracer is lying on the ground.~
iron~
'armor' 0 AM
AB ABC ABC 0 AB
15 4 1020 G
R 100
#13110
shirt chain mail~
a chain mail shirt~
A chain mail shirt is lying on the ground.~
steel~
'armor' 0 AD
AC C AC 0 AB
10 18 1320 P
R 100
#13111
coif chain mail~
a chain mail coif~
A chain mail coif is lying on the ground.~
steel~
'armor' 0 AE
AC C AC 0 B
10 5 660 P
R 100
#13112
skirt chain mail~
a long chain mail skirt~
A long chain mail skirt is lying on the ground.~
steel~
'armor' 0 AF
AC C AC 0 AB
10 10 660 P
R 100
#13113
boots ironbound~
a pair of iron-bound boots~
A pair of iron-bound boots lies here.~
iron~
'armor' 0 AG
AC C AC 0 AB
10 6 660 P
R 100
#13114
gauntlets chain mail~
a pair of chain mail gauntlets~
A pair of chain mail gauntlets is lying on the ground.~
steel~
'armor' 0 AH
AC C AC 0 AB
10 4 660 P
R 100
#13115
sleeves chain mail~
a pair of chain mail sleeves~
A pair of chain mail sleeves is lying on the ground.~
steel~
'armor' 0 AI
AC C AC 0 AB
10 8 660 P
R 100
#13116
shield large metal~
a large metal shield~
A large metal shield is lying on the ground.~
steel~
'armor' 0 AJ
AC AC AC B C
10 10 1190 P
R 100
#13117
shield small wooden~
a small wooden shield~
A small wooden shield is lying on the ground.~
wood~
'armor' 0 AJ
C AB B A A
3 2 510 P
R 100
#13120
key iron~
a key~
An iron key has been left here.~
iron~
'key' 0 A
0 0 0 0 0
0 1 0 G
R 100
E
key iron~
The iron key is not special.
~
#13121
key rusty~
a key~
A rusty key has been left here.~
iron~
'key' 0 A
0 0 0 0 0
0 1 0 W
R 100
E
key rusty~
The key is a fairly large rusty key.  You notice some fresh dirt on it.
~
#13122
key wooden~
a key~
A wooden key has been left here.~
wood~
'key' 0 A
0 0 0 0 0
0 1 0 G
R 100
E
key wooden~
The wooden key is not special.
~
#13123
key brass~
a key~
A brass key has been left here.~
brass~
'key' 0 A
0 0 0 0 0
0 1 0 G
R 100
E
key brass~
The brass key is small and looks like it fits a very complicated lock.
~
#13124
sword long~
a long sword~
A long sword has been left here.~
steel~
'weapon' 0 AN
'sword' 2 12 'slash' D
26 5 2000 P
R 100
E
sword long~
This is the ceremonial sword of the Mayor of Midgaard.
A
13 20
A
12 20
~
#13129
hand cuffs~
a pair of hand cuffs~
A pair of hand cuffs has been left here.~
iron~
'trash' 0 AO
0 0 0 0 0
0 4 0 A
R 100
#13130
desk drawer~
the desk~
A desk is set against the western wall.~
wood~
'container' 0 0
34 ABCD 13122 100 100
0 0 0 G
R 100
E
desk~
The desk looks very sparse, there is a drawer on the left side.
~
E
drawer~
You notice a keyhole in the drawer.
~
#13131
safe~
the safe~
A safe is placed in a dark corner of the room.~
iron~
'container' 0 0
34 ABCD 13123 100 100
0 0 0 G
R 100
E
safe~
The safe is very heavy.
~
#13132
silver coins~
the silver coins~
A lot of silver is here.~
silver~
'money' 0 A
DFGHIJ 0 0 0 0
0 0 0 P
R 100
E
silver~
Looks like at least a thousand coins.
~
#13133
city key~
the City Key~
The very big City Key is lying here.~
gold~
'key' 0 A
0 0 0 0 0
0 25 100 G
R 100
E
city key~
It is probably the biggest key you have seen in your life. It is made from
polished gold and has various patterns on it along with the Midgaard Coat of
Arms.
~
#13134
bench~
the Bench~
A white-painted wooden bench is standing here.~
wood~
'furniture' 0 0
0 0 0 0 0
0 0 0 G
R 100
E
bench~
It is a quite heavy but very comfortable bench.  It is placed with its front
towards the river so you can sit and watch the river and the houses on the
other side.
~
#13135
fountain water~
a fountain~
A small white fountain gushes forth here.~
unknown~
'fountain' 0 0
'water' 0 0 'none' -1
0 0 0 G
R 100
E
fountain~
It is very nice.  Made from fine white marble.
~
#13136
coins~
a small pile of coins~
A small pile of coins lies here.~
silver~
'money' 0 A
CE 0 0 0 0
0 0 0 P
R 100
#13137
key steel~
a steel key~
A large steel key has been left here.~
steel~
'key' 0 A
0 0 0 0 0
0 1 0 G
R 100
E
key steel~
A key of this size must fit a very strong lock.
~
#13138
skin water buffalo~
a buffalo water skin~
A bloated dead buffalo is on the floor.~
leather~
'drink' 0 A
64 64 'water' 0 'none'
0 4 24 G
R 100
#13139
letter resignation~
the receptionist's letter of resignation~
The receptionist's letter of resignation is taped to the wall.~
paper~
'furniture' 0 0
0 0 0 0 0
0 0 0 P
R 100
E
letter resignation~
The letter is written in a bold and feminine Carolinian hand.

    To whom it may concern,

        Merc Industries has installed a new no-rent save and quit
        system.  Apparently one can now save and quit at any time
        from anywhere inside a town or out.  My services here are
        no longer required.

    Diana the Receptionist
~
#13140
notice liquidation bank~
the bank's notice of liquidation~
The bank's notice of liquidation is taped to the wall.~
paper~
'furniture' 0 0
0 0 0 0 0
0 0 0 P
R 100
E
notice liquidation bank~
The letter is written in a reserved and dignified Spencer hand.

    To whom it may concern,

        Merc Industries has charmed your money.  Apparently one's
        gold will remain close, even beyond death. We are closing
        down our offices and ATM machines.  Our services here are
        no longer required.

    Midgaard City Bank
~
#13150
coffee cup cinnamon~
a cup of cinnamon coffee~
A piping hot cup of cinnamon coffee is here.~
unknown~
'drink' 0 A
6 6 'coffee' 0 'none'
0 1 12 P
R 100
E
coffee~
It's a nice flavorful blend, just right for late-night mudding sessions.
~
#13151
soup bowl~
a bowl of chicken noodle soup~
A nice hot bowl of chicken noodle soup is here.~
wood~
'food' 0 A
4 8 'none' 0 0
0 2 10 P
R 100
E
soup~
This looks like just the thing for a cold!
~
#13152
bowl beef stew~
a bowl of beef stew~
A bowl of nice thick beef stew, with lots of vegetables, steams here.~
food~
'food' 0 A
25 25 'none' 0 0
0 3 14 P
R 100
E
stew bowl~
This is Kate's special stew, guaranteed to keep hunger pangs away for many
hours.  Care for a bite?
~
#13153
biscuit~
a biscuit~
A yummy biscuit, covered with butter, is here.~
food~
'food' 0 A
4 3 'none' 0 0
0 1 5 P
R 100
E
biscuit~
A nice, soft biscuit with just enough butter.  Better buy two.
~
#13154
beer bottle killian irish red~
a bottle of George Killian's Irish Red~
A dark-tinted bottle of beer is here.~
glass~
'drink' 0 A
16 16 'beer' 0 'none'
0 2 20 P
R 100
E
beer bottle~
It's a fine beer for serious drinkers, complete with the famous horse head
logo.  Worth every penny.
~
#13161
key white~
a white key~
A white key has been left here.~
ivory~
'key' 0 AO
0 0 0 0 0
0 1 0 G
R 100
#13162
map midgaard~
a map of the city of Midgaard~
A rolled up map is here.~
paper~
'map' 0 A
A 0 0 0 0
0 1 500 P
R 100
E
map midgaard~
..
                        * * * MIDGAARD * * *
                         = = ========== = =
 
                                     Rainbow Bridge (Asgard and Valhalla)
                                    /
          North            Temple Altar   Mud School <--- ** NEWBIES **
            |   /Up        (Healer, Pit)      |           ** GO HERE **
            | /                  |       /Entrance to
     West---+---East             |     /  Mud School
          / |                 Temple of       |
    Down/   |                   Mota        Arena
          South               (Recall)
                                 |
                                 |   /In the Air   /Defunct Reception
                  Cleric         | /             /
       Northern   Guild----Temple Square---Grunting---Bar    Northern
       Midgaard              (Fountain)    Boar Inn          Midgaard
     (Clan Road) Magic           |                          (Clan Road)
           |     Shop   Bakery   |    Grocer    Weaponsmith     |
           |       |      |      |       |           |          |
To    <---West---Main-Street---Market----Main-Street-+--------East--->Cross
Shire,    Gate     |      |    Square    |           |        Gate    Roads
Forest of  |     Mage  Armoury   |     Jeweler    Warrior       |
Haon-Dor   |     Guild           |                 Guild     Wall Road
          Wall                   |                              |
          Road  Leather  Map     |    Grebe's  Pet   Apothecary |
           |     Shop    Shop    |    Tavern   Shop  (Potions)  |
           |      |       |    Common   |       |       |       |
          Wall---Poor-Alley----Square---Dark-Alley------+----Wall Road
          Road    |       |      |      |       |       |       |
           |   Temple   Grubby   |   Thieves  Levee   Warehouse |
           |  Of Stupid  Inn     |    Guild   (Boats) (Sailor)  |
           |                    Dump            |               |
          Wall  Mob      Sewers/ |              |             Wall
          Road--Factory          |              |             Road
           |                   South         Midgaard           |         To the
         Bridge                Bridge         River---------> Bridge <--> Sands
           |                     |                              |           of
        Southern              Southern                       Southern     Sorrow
        Midgaard              Midgaard                       Midgaard
~
#13163
map thera~
a map of Thera~
A rolled up map is here.~
paper~
'map' 0 A
A 0 0 0 0
0 1 1500 P
R 100
E
map thera~
..
                         * * * Northern Thera  * * *
                          = = ================== = =
 
                                                   Moria
                             Olympus          New    |    Dwarven--Mines
Mage            Elven Valley    |     Ofcol--Ofcol   +----Kingdom
Tower                       \   |       |            |       |    \Catacombs
  |    Dragon Tower          Plains-----+            |   Day-Care
  |   /                         |       |            |             Void---Old
Shadow                      Northern  Stones of      |   Nirvana\    |   Thalos
Grove---Galaxy              Midgaard   G'harne       |            \Holy
  |                             |                    |     Smurf   Grove
   \  Arachnos    Shire  Asgard | In the Air         |    Village    |
     \   |          |         \ | /                  |       |       |    Check
      Forest Of-----+-------Midgaard---------------Cross---Eastern Road---Point
      Haon Dor              / | | | \              Roads             |
     /     |     Mob Factory  | | |  Machine            \        Gnome Village
  Old    Troll               /  | |  Dreams               \
 Marsh    Den           Sewer   |  \            Ruins of---Dwarf---Frigid Waste
                                |    \Midgaard   Thalos    Forest         |
       Redferne's---Chain---Southern    River                |  \      Keep of
       Residence            Midgaard         \       Wyvern--+  Drow   Mahn-tor
           |                  / | \          Sands of Tower  |  City
         Clouds      Gang Land  | Graveyard  Sorrow          |
        (Harpies)               |      \           \       Elemental
                            Miden'nir   Church   Mega-City  Canyon
                            (Goblins)  Catacombs    One
 
This map shows just about all the major areas on ROM.  This map is NOT drawn
to scale, some of the directions were changed to make everything fit.  This
map shows the GENERAL location of an area with respect to the other areas.
Type "areas" for a complete list with suggested levels and the authors.
~
#13164
map southern midgaard~
a map of southern Midgaard~
A rolled up map is here.~
paper~
'map' 0 A
A 0 0 0 0
0 1 1000 P
R 100
E
map southern midgaard~
..
                         * * * SOUTHERN MIDGAARD * * *
                          = = =================== = =
 
 West                          South             Kate's                   East
Bridge                         Bridge            Diner                   Bridge
  |                              |                 |                       |
Northwest                        |              Austral                Northeast
Concourse---Promenade--------Promenade----------Square-----------------Concourse
    |           |                |                 |                       |
    |           |                |                 |          Fountain     |
    |           |                |              Emerald           |        |
Concourse     Park              Park-----Park     Ave----Penny--Penny--Concourse
    |         Road            Entrance   Cafe      |     Lane   Lane       |
    |           |                |              Emerald                    |
    |           |                |                Ave                      |
    |           |                |                 |                       |
    |  Guard  Park     Park     The      Park   Emerald   Town             |
    |   HQ----Road---Entrance---Park---Entrance---Ave-----Hall             |
    |           |                                  |                       |
    |         Park              Emerald---------Emerald--------------Gang  |
    |         Road                Ave             Ave                |  |  |
    |           |                  |                                 |  |  |
    |         Park----------------Road----------Park            Elm--Land  |
    |         Road             /Crossing        Road           Street      |
    |                     Chain    |              |              |         |
Concourse                /         |            Park----Elm-----Elm----Concourse
    |       (Redferne's, Harpies)  |            Road   Street  Street      |
    |                              |              |              |         |
    |                Emerald--Emerald            Park        Graveyard     |
    |                  Ave      Ave             Road    (Church Catacombs) |
    |                   |                         |                        |
    |                Emerald                    Park                       |
    |                  Ave                      Road                       |
    |                   |                         |                        |
Concourse-----------Concourse------Inside-----Concourse----------------Concourse
                                 South Gate
                                     |
                                 Miden'Nir
                                 (Goblins)

~
#13165
map dwarven kingdom dwarf~
a map of the Dwarven Kingdom~
A rolled up map is here.~
paper~
'map' 0 A
A 0 0 0 0
0 1 750 P
R 100
E
map dwarven kingdom dwarf~
..
                         * * * The Dwarven Kingdom * * *
                          = = ===================== = =
 
                    Dwarven
                    Hospital
                       |                                              *Path to
         North of---Path by---Path by---Barracks     Guard--Door to----Castle
          Shops     Hospital  Barracks  Entrance     House  Kingdom  Strangelove
Granite     |                              |                   |
Head's---Path North                      First               Narrow
Bakery    of Shop                       Barracks              Path
            |                              |                   |
         Hide and    Turn               Back of     Bend in--Narrow
        Tooth Shop--in Road             Barracks     Path     Path
                       |                    \         |
                    Path to               Dwarven   Narrow
                    Village              Catacombs   Path
                       |                              |
             Store  *Inside    Entrance     Top of   Dark   *Mine
             Room---Entrance--To Mountain--Mountain--Path--Entrance
                \                             |                 \
               Wine                        Middle of          Dwarven
              Cellar                       Mountain            Mines
                  \                            |
                Dwarven                    Base of
               Catacombs    Moria          Mountain           North
                              |               |           Up\   |
                              |            Path to            \ |
                            Plains--Hills--Dwarven      West----+----East
                              |            Kingdom              | \
                              |               |                 |   \Down
              Midgaard <----Cross          Dwarven            South
                            Roads          Drop-off
                                          (Day-Care)
 
*key required
~
#13166
map moria first~
a map of the first level of Moria~
A rolled up map is here.~
paper~
'map' 0 A
A 0 0 0 0
0 1 1500 P
R 100
E
map moria first~
* * * MORIA - Map 1 * * *                                           To Mahn-Tor
 = = =============== = =                                                 |
Talk about a mess!                                                   Foothills
                                                                         |
This is as far as our courageous, noble, brave           Light Cave    Valley
and apparently quite deceased cartographers                   |           |
could get.  Perhaps more maps could be found             Smelly Tunnel  Cave
in the depths of Moria itself.                                |           |
                                                  Cave---Many Tunnels---Tunnel
                                                    |         |           |
         West End--Large Cave--East End           Cave      Tunnel      *Hole
            |          |                            |         |        (Map 2)
            |        Tunnel---------Tunnel--------Tunnel----Tunnel
            |                                       |
 *Hole----Damp----Damp  Tunnel--Tunnel--Tunnel    Tunnel
(Map 3)  Tunnel  Tunnel   |               |         |
                   |      |            (*Map 3)  The Cave
                   |      |                         |
                   |    Tunnel--Light--Maze      End of
                   |            Cave    |        The Path
                   |                  Light         |
                   |                  Cave      The Hills--> Dwarven Kingdom
                   |                    |           |
                 Tunnel----Tunnel-----Light     The Plains
                                      Cave          |
                                                 The Lane
                                                    |
                                      Midgaard <--Cross--> Eastern Road
                                                  Roads
                                                    |
                                               Dwarf Forest
~
#13167
map new thalos~
a map of New Thalos ~
A rolled up map is here.~
paper~
'map' 0 A
A 0 0 0 0
0 1 2500 P
R 100
E
map new thalos~
..
           * * * **************** New Thalos ***************** * * *
                   "Not Thalos or Old Thalos but New Thalos"
            = = =============================================== = =

                                   Plains
                                     |
Northwest--West Casbah-------------North-----------------Casbah--------Northeast
  Tower     |                       Gate                    |            Tower
          Alley                      |                      |              |
            |    Guard            Sultan's                  |  Library----Kali
          Alley  House              Walk                    |             Row
                   |                 |      Dancing         |              |
     Sultan's----Grand----Palace--Sultan's--Daemon          |   Dance-----Kali
      Palace    Entrance   Gate     Walk      Inn           |   Hall      Row
                   |                 |                      |
                 Guard               |         Bowyer--Guildsman's--Mason's
                 House               |         Guild       Row      Guild
 High                                |                      |
Priest                               |         Weaver--Guildsman's--Craftsman
Chamber  Altar                    Sultan's     Guild       Row        Guild
  |        |                        Walk                    |
Inside--Inside--Donation             |         Tanner--Guildsman's--Museum
Temple  Temple    Room               |         Guild       Row      of the
  |        |                         |                      |       Greater
Cleric     |                         |                 Guildsman's---Gods
Guild     /                          |                     Row
        /                            |                      |
     Temple             Ahkeem's  Sultan's  Vera's     Guildsman's         Mage
     Gates                Stuff     Walk   Veggies         Row             Tower
       |     Alley--Alley    |       |       |              |                |
     Temple    |           Market--Market--Market           | Witch's  Magic |
     Square  Alley   Bank--Square  Square  Square--Butchery |  Brew    Shop  |
       |       |             |       |       |              |    |      |    |
West--West---West---West---Market--Center--Market---East--East--East--East--East
Gate  Main   Main   Main   Square  Square  Square   Main  Main  Main  Main  Gate
  |    |       |             |       |       |              |    |
  |  Repair  Alley  Store--Market--Market--Market--Abdul's  | Mercenary--Thieves
  |   Shop     |           Square  Square  Sqaure   Armor   |   Guild     Guild
  |          Alley--Alley    |       |       |             Alley
Warrior's                  Bread   Medina  Igor's  Leather  |           Smuggler
  Guild                    Stand     |    Weapons   Shop---Alley--Alley---Inn
                                   Medina                        /
      Warehouse    Shipwright        |     Forge  Stables      /    Cass's  Dump
       |     |          |          Common    |       |        |       |      |
       +-----West Ishtar Drive-----Square----+---East Ishtar Drive----+------+
                        |            |
                    Boat Ramp        |
                        |          South
===================Ishtar River====Bridge======================> To Dragon Sea
                                     |
                                   South
                                   Gate
~
#13168
map olympus~
a map of Olympus~
A rolled up map is here.~
paper~
'map' 0 A
A 0 0 0 0
0 1 2000 P
R 100
E
map olympus~
..
                               *****OLYMPUS*****
                               =================
 
                                   Bedroom
                                      |
                                   Northern
                                     Hall
                        Western       |         Eastern
              Bedroom----Hall----Second Floor----Hall----Bedroom
                                /     |
                         Stairway  Southern
                             |       Hall                    North
                        Throne Room   |                        |  /Up
                             |      Bedroom                    |/
                             |                          West---+---East
                  Kitchen    |     Stable                     /|
                     |       |       |                  Down/  |
        Guest     Western  Castle  Eastern   Guest           South
       Quarters----Wing----Entry----Wing----Quarters
                     |       |       |
                  Storage   Z|    Storage
                   Room     e|S    Room   Smithy
                            u|t             |
                            s+--Ares Street-+--Weapon
                    Mystery  |              |   Shop
                    Shop-----+           Armoury
                             |
                   Residence-+-Residence
                             |
                     Bakery--+
                             |
                       **Entrance**
                            /
                      Mountain
~
#13200
juke box music~
the juke~
A neon-lit juke box sits in the corner of the bar.~
glass~
'jukebox' 0 0
0 0 0 0 0
0 0 0 P
R 100
#13237
pit~
the donation pit~
A pit for sacrifices is in front of the altar.~
unknown~
'container' 0 0
10000 0 0 100 100
0 0 0 P
R 100
#13238
skin water buffalo~
a buffalo water skin~
A bloated dead buffalo is on the floor.~
leather~
'drink' 0 A
64 64 'water' 0 'none'
0 4 3 G
R 100
#13240
scroll identify~
a scroll of identify~
A scroll has carelessly been left here.~
vellum~
'scroll' 0 AO
12 'identify' 'none' 'none' 'none'
7 1 890 P
R 100
E
scroll identify~
The scroll has a magic formula drawn upon it:
     ???
    ?   ?
       ?
      ?
      ?
      *
~
#13241
potion yellow~
a yellow potion of see invisible~
A small yellow potion has carelessly been left here.~
glass~
'potion' 0 AO
12 'detect invis' 'none' 'none' 'none'
0 1 220 P
R 100
E
potion yellow~
The potion has a small label 'Detect The Invisible'.
~
#13242
scroll recall~
a scroll of recall~
A scroll has carelessly been left here.~
vellum~
'scroll' 0 AO
20 'word of recall' 'none' 'none' 'none'
17 2 2900 P
R 100
E
scroll~
The scroll has written a formula of 'Word of Recall' upon it.
~
#13280
potion heal healing~
a potion of healing~
A potion of healing is here.~
glass~
'potion' 0 AO
20 'heal' 'none' 'none' 'none'
11 1 800 P
R 100
#13281
potion sanct sanctuary~
a potion of sanctuary~
A potion of sanctuary is here.~
glass~
'potion' 0 AO
20 'sanctuary' 'none' 'none' 'none'
11 1 800 P
R 100
#13282
potion divine~
a potion of divine protection~
A potion of divine protection is here.~
crystal~
'potion' 0 AO
35 'sanctuary' 'none' 'armor' 'none'
16 1 1800 P
R 100
#13283
potion cure light~
a potion of cure light wounds~
A potion of cure light wounds is here.~
glass~
'potion' 0 AO
5 'cure light' 'none' 'none' 'none'
0 1 150 P
R 100
#13284
potion cure serious~
a potion of cure serious wounds~
A potion of cure serious wounds is here.~
glass~
'potion' 0 AO
10 'cure serious' 'none' 'none' 'none'
1 1 220 P
R 100
#13285
potion cure critical critic~
a potion of cure critical wounds~
A potion of cure critical wounds is here.~
glass~
'potion' 0 AO
15 'cure critical' 'none' 'none' 'none'
5 1 390 P
R 100
#13286
potion antidote bottle~
a bottle of antidote~
A bottle of antidote is here.~
unknown~
'potion' 0 AO
14 'cure poison' 'cure light' 'cure disease' 'none'
8 1 550 P
R 100
#13287
potion cure blindness~
a potion of cure blindness~
A potion of cure blindness is here.~
glass~
'potion' 0 AO
13 'cure blindness' 'none' 'none' 'none'
0 1 230 P
R 100
#13288
vial holy water~
a vial of holy water~
A vial of holy water is here.~
crystal~
'potion' 0 AO
20 'bless' 'protection evil' 'remove curse' 'none'
10 1 720 P
R 100
#13289
potion armor~
a potion of armor~
A potion of armor is here.~
glass~
'potion' 0 AO
10 'armor' 'none' 'none' 'none'
0 1 200 P
R 100
#13290
potion negation~
a potion of negation~
A potion of negation is here.~
glass~
'potion' 0 AO
35 'cancellation' 'none' 'none' 'none'
9 1 830 P
R 100
#13291
potion fly flying~
a potion of flying~
A potion of flying is here.~
glass~
'potion' 0 AO
9 'fly' 'none' 'none' 'none'
3 1 250 P
R 100
#13292
potion true sight~
a potion of true sight~
A potion of true sight is here.~
glass~
'potion' 0 AO
10 'detect invis' 'detect magic' 'detect hidden' 'none'
4 1 290 P
R 100
#13349
long sword~
a glowing long sword~
A glowing long sword is here.~
steel~
'weapon' 0 AN
'sword' 4 6 'slash' 0
29 5 3100 G
R 100
A 18 2
A 19 2
E
long sword~
It looks exceptionally sharp and well-balanced. Maybe you should keep it.
~
#13350
sword standard merc~
a standard issue sword~
You see a standard issue sword here.~
steel~
'weapon' 0 AN
'sword' 3 5 'slash' 0
16 5 1280 P
R 100
A 18 1
A 19 1
E
sword~
You see a sword of great craftsmanship.  Imprinted on the side is:
Merc Industries
~
#13351
dagger standard merc~
a standard issue dagger~
You see a standard issue dagger here.~
steel~
'weapon' 0 AN
'dagger' 2 5 'pierce' 0
8 2 590 P
R 100
A 18 1
A 19 1
E
dagger~
You see a dagger of great craftsmanship.  Imprinted on the side is:
Merc Industries
~
#13352
mace standard merc~
a standard issue mace~
You see a standard issue mace here.~
iron~
'weapon' 0 AN
'mace' 2 4 'pound' 0
7 10 620 P
R 100
A 18 1
A 19 2
E
mace~
You see a mace of great craftsmanship.  Imprinted on the side is:
Merc Industries
~
#13353
vest standard merc~
a standard issue vest~
You see a standard issue vest here.~
leather~
'armor' 0 AD
C C AB A A
5 5 900 P
R 100
E
vest~
You see a vest of great craftsmanship.  Stamped on the side is:
Merc Industries
~
#13354
shield standard merc~
a standard issue shield~
You see a standard issue shield here.~
steel~
'armor' 0 AJ
C C C B B
5 3 810 P
R 100
E
shield~
You see a shield of great craftsmanship.  Imprinted on the side is:
Merc Industries
~
#13355
cloak standard merc~
a standard issue cloak~
You see a standard issue cloak here.~
cloth~
'armor' 0 AC
AB AC C A A
5 4 510 P
R 100
E
cloak~
You see a cloak of great craftsmanship.  Imprinted on the side is:
Merc Industries
~
#13356
helmet standard merc~
a standard issue helmet~
You see a standard issue helmet here.~
leather~
'armor' 0 AE
C C AB A A
5 3 450 P
R 100
E
helmet~
You see a helmet of great craftsmanship.  Imprinted on the side is:
Merc Industries
~
#13357
leggings standard merc~
a pair of standard issue leggings~
You see a pair of standard issue leggings here.~
leather~
'armor' 0 AF
C C AB A A
5 3 450 P
R 100
E
leggings~
You see leggings of great craftsmanship.  Imprinted on the side is:
Merc Industries
~
#13358
boots standard merc~
a pair of standard issue boots~
You see a pair of standard issue boots here.~
leather~
'armor' 0 AG
C C AB A A
5 3 450 P
R 100
E
boots~
You see boots of great craftsmanship.  Imprinted on the side is:
Merc Industries
~
#13359
gloves standard merc~
a pair of standard issue gloves~
You see a pair of standard issue gloves here.~
leather~
'armor' 0 AH
C C AB A A
5 3 450 P
R 100
E
gloves~
You see gloves of great craftsmanship.  Imprinted on the side is:
Merc Industries
~
#13360
sleeves standard merc~
a pair of standard issue sleeves~
You see a pair of standard issue sleeves here.~
leather~
'armor' 0 AI
C C AB A A
5 2 450 P
R 100
E
sleeves~
You see sleeves of great craftsmanship.  Imprinted on the side is:
Merc Industries
~
#13361
cape standard merc~
a standard issue cape~
You see a standard issue cape here.~
cloth~
'armor' 0 AK
AB C AB A A
3 2 380 P
R 100
E
cape~
You see a cape of great craftsmanship.  Imprinted on the side is:
Merc Industries
~
#13362
belt standard merc~
a standard issue belt~
You see a standard issue belt here.~
bronze~
'armor' 0 AL
C C AB A A
5 2 450 P
R 100
E
belt standard merc~
You see a bronze belt of great craftsmanship.  Imprinted on the side is:
Merc Industries
~
#13363
bracer standard merc~
a standard issue bracer~
You see a standard issue bracer here.~
bronze~
'armor' 0 AM
B C C A 0
3 1 390 P
R 100
E
bracer~
You see a bracer of great craftsmanship.  Imprinted on the side is:
Merc Industries
~
#13364
ring signet~
a city guard signet ring~
You see a ring with a strange symbol on the floor.~
unknown~
'treasure' 0 AB
0 0 0 0 0
16 1 1280 P
R 100
A 17 -4
A 20 -1
#13365
banner war merc~
a war banner~
A war banner is on the floor here.~
cloth~
'light' 0 A
0 0 500 0 0
8 1 640 P
R 100
A 20 -1
A 17 -2
E
banner~
This is the official Merc war banner to see you through the darkest realm!
~
#13371
ring diamond wedding~
a diamond wedding ring~
Vanya's diamond wedding ring has been left here.~
diamond~
'treasure' 0 AB
0 0 0 0 0
20 1 860 P
R 100
A 20 -2
E
ring diamond wedding~
A slender gold band set with a marquise-cut four carat blue-white solitaire.
Inscribed on the inside of the band is: 'Your loving husband, House'.
~
#13372
band gold wedding~
a gold wedding band~
House's gold wedding band has been left here.~
gold~
'treasure' 0 AB
0 0 0 0 0
20 1 860 P
R 100
A 20 -2
E
band gold wedding~
A wide, plain circle of gold inscribed: 'Your loving wife, Vanya'.
~
#13373
pearl~
a small pearl~
A small but well-formed pearl lies here.~
unknown~
'gem' c AO
0 0 0 0 0
0 0 1000 P
R 100
#13374
garnet gem~
a garnet~
A garnet catches your eye.~
unknown~
'gem' c AO
0 0 0 0 0
0 0 500 P
R 100
#13375
emerald gem~
an emerald~
A deep green emerald winks at you.~
unknown~
'gem' c AO
0 0 0 0 0
0 0 5000 P
R 100
#13376
ruby gem~
a ruby~
A beautiful, if small, ruby is here.~
unknown~
'gem' c AO
0 0 0 0 0
0 0 6000 P
R 100
#13377
diamond gem~
a diamond~
A diamond catches and reflects the lighting.~
unknown~
'gem' c AO
0 0 0 0 0
0 0 10000 P
R 100
#13378
opal~
an opal~
A lustrous opal reminds you of far-off places.~
unknown~
'gem' c AO
0 0 0 0 0
0 0 2000 P
R 100
#0



#ROOMS
#13314
Clan Road~
Noise and light abound on this part of Clan Road.  Clan road continues off
to the east and west.
~
0 262144 1
D1
Clan Road continues to the east.
~
~
0 -1 13315
D3
Clan Road continues to the west.
~
~
0 -1 13303
X
End
S
#13315
Clan Road~
Clan Road seems to widen here slightly, allowing more traffic to 
travel through the area.  To the south is another entrance to the busy
pub.  This door is also open wide and spilling forth the sounds of
happy patrons.  Clan Road continues to the east and west.
~
0 262144 1
D1
Clan Road continues to the east.
~
~
0 -1 13316
D2
A busy pub is to the south.
~
~
0 -1 13356
D3
Clan Road continues to the west.
~
~
0 -1 13314
X
End
S
#13316
Clan Road~
You are at the eastern end of Clan Road.  To the east of you, the  
tall wall around the city looms up before you and casts its shadow on
you.  Clan Road continues to the west.  
~
0 262144 1
D1
Wall Road is east of here.
~
~
0 -1 13266
D3
Clan Road continues to the west.
~
~
0 -1 13315
X
End
S
#13334
A Money Changer's Room~
A few strategically placed lanterns keep this place well-lit in the 
absence of any windows.  The room is surprisingly well appointed with  
tapestries hanging on the walls.  You'd wager your life the moneylender's
guards are behind them, as there are none here.  The moneylender himself
works from behind a large desk, no doubt holding a fortune in gold and silver.
A smallish sign hangs on the wall, lettered in common.
~
0 262152 0
E
tapestries walls~
You think about peeking behind the tapestries, but think better of it.
~
E
sign~
Give me your coins, and I shall change them for you, taking but 1 in 20 for
my fee.  --- Otho the Changer
~
D0
Clan Road is to the north.
~
~
0 -1 13302
X
End
S
#13352
Grebe's Tavern~
Dive.  That's all you can say about this place; its a
dive.  You step carefully over the dead and/or drunk sailors
on the floor toward the center of the room.  There's no
decorations on the wall; they've all been ripped down in anger
or for use as weapons at one time or another.  Looking around,
you search vainly for a clean table to sit at, and then give up.
~
0 262152 0
E
wall walls~
Bare, except for the holes.
~
E
table tables~
You find a table that's relatively vomit-free.
~
D2
A dark alley is to the south.
~
~
0 0 13026
X
End
S
#13355
Andy's Pub~
The busy pub is filled with patrons.  People are laughing and singing.
A minstrel plays his lute in another part of the pub, and a few people
are even dancing.  Andy, the pubs owner, wanders around and checks to see
that the needs of his customers are met.  The bar is to your south.  East
of you is another section of the pub.  You know that there are rooms to
be had somewhere around here...
~
0 262152 0
D1
You see another room in the pub.
~
~
0 -1 13356
D2
The bar is to the south of you.
~
~
0 -1 13357
X
End
S
#13356
A Room in the Pub~
This part of the pub is filled with dancing and singing.  A wandering
minstrel is on a chair in a corner with his lute.  A busty red headed
woman is standing near him and singing a tale of comedic heroism. Drunk
men sit laughing at their tables and busy bar maids weave through the
crowd with full mugs and horns of ale and mead.  Another part of the pub
is located to your west. The bar is to the south.  A set of steps occupy
in a corner of the room.  They lead up to the inn section of this
prosperous establishment.
~
0 262152 0
D0
Clan Road is to the north.
~
~
0 -1 13315
D2
The bar is to your south.
~
~
0 -1 13358
D3
Another room in the pub is to your west.
~
~
0 -1 13355
D4
A set of stairs leads up to the reception area.
~
~
0 -1 13359
X
End
S
#13357
The Bar~
A long mahogany bar is set in the back of the pub.  Mugs line a shelf
behind the bar.  Bottles of strong, nasty looking liquids decorate one
of the lower shelves.  A large cask rests on a table behind the bar.  A
strong but friendly-looking bartender stands next to the cask polishing
glasses.  A couple of the bar maids stand in a corner and throw the most
inviting glances your way.
A sign is on the wall.
~
0 262152 0
E
sign~
The sign says: Don't forget our dinner menu.
~
D0
The pub proper is to the north.
~
~
0 -1 13355
X
End
S
#13358
The Bar~
A long mahogany bar is set in the back of the pub.  Mugs line a shelf
behind the bar.  Bottles of strong, nasty looking liquids decorate one
of the lower shelves.  A large cask rests on a table behind the bar.  A
strong but friendly looking bartender stands next to the cask polishing
glasses.  A couple of the bar maids stand in a corner and throw the most
inviting glances your way.
~
0 262152 0
E
sign~
The sign says: Don't forget our dinner menu.
~
D0
The pub proper is to the north.
~
~
0 -1 13356
X
End
S
#13359
The Inn~
You are standing upstairs from Andy's Pub at Andy's Inn.  A few chairs
and a couple of end tables give the room a `homey' atmosphere.  A large
stone fireplace burns brightly against one wall and warms the room.  A
large oak desk is nestled in one corner of the room.  A small man with
wire-framed glasses sits behind the desk working dilligently on his books.
He looks up as you enter the room.  He looks at you quizzically.  He is
probably waiting for you to ask him for a room.
~
0 262152 0
D5
The stairs lead back down to the pub.
~
~
0 -1 13356
X
End
S
#13001
The Temple Of Mota~
You are in the southern end of the temple hall in the Temple of Mota.
The temple has been constructed from giant marble blocks, eternal in
appearance, and most of the walls are covered by ancient wall paintings
picturing gods, giants and peasants.
   Large steps lead down through the grand temple gate, descending the huge
mound upon which the temple is built and ends on the temple square below.
~
0 263180 0
E
plaque~
This entire world has been integrated, modified, debugged, and enhanced by
Hatchet, Kahn, and Furey of MERC Industries to be run by any MERC Mud.
1992 December 17
ROM enhancements by Alander.
~
D0
At the northern end of the temple hall is a statue and a huge altar.
~
~
0 -1 13054
D2
You see the temple square.
~
~
0 -1 13005
X
End
S
#13002
Cleric's Inner Sanctum~
This is the inner sanctum.  A picture of the mighty Mota is hanging on
the wall, just above the altar which is set against the western wall.
~
0 262156 0
D1
You see your favorite place, the bar of divination.
~
~
0 -1 13003
X
End
S
#13003
Cleric's Bar~
The bar is one of the finest in the land, lucky it is members only.  Fine
furniture is set all around the room.  A small sign is hanging on the wall.
~
0 262156 0
E
sign~
The sign reads:
Free instructions provided by the waiter:

   Buy  - Buy something (drinkable) from the waiter.
   List - The waiter will show you all the different drinks and
          specialties, and tell the price of each.
~
D2
You see the entrance.
~
~
0 -1 13004
D3
You see the inner sanctum.
~
~
0 -1 13002
X
End
S
#13004
Entrance to Cleric's Guild~
The entrance hall is a small modest room, reflecting the true nature of
the Clerics.  The exit leads east to the temple square.  A small entrance to
the bar is in the northern wall.
~
0 262152 0
D0
You see the bar, richly decorated with really stylish furniture.
~
~
0 -1 13003
D1
You see the temple square.
~
~
0 -1 13005
X
End
S
#13005
The Temple Square~
You are standing on the temple square.  Huge marble steps lead up to the
temple gate.  The entrance to the Clerics Guild is to the west, and the old
Grunting Boar Inn, is to the east.  Just south of here you see the market
square, the center of Midgaard.
~
0 262144 1
D0
You see the temple.
~
~
0 -1 13001
D1
You see the good old Grunting Boar Inn.
~
~
0 -1 13006
D2
You see the Market Square.
~
~
0 -1 13014
D3
You see the entrance to the Clerics Guild.
~
~
0 -1 13004
D4
You see the air.
~
~
0 -1 13057
X
End
S
#13006
Entrance to the Grunting Boar Inn~
You are standing in the entrance hall of the Grunting Boar Inn.  The hall
has been wisely decorated with simple but functional furniture.  A small
staircase leads up to the defunct reception room and the bar is to the east.
~
0 262152 0
D1
Surprise! You see the bar.
~
~
0 -1 13007
D3
You see the temple square.
~
~
0 -1 13005
D4
You see the defunct reception room.
~
~
0 -1 13008
X
End
S
#13007
The Grunting Boar~
You are standing in the bar.  The bar is set against the northern wall, old
archaic writing, carvings and symbols cover its top.  A fireplace is built into
the western wall, and through the southeastern windows you can see the temple
square.  This place makes you feel like home.
A small sign with big letters is fastened to the bar.
~
0 262152 0
E
writing carving carvings symbols symbol~
Although it is very hard to understand, you think it looks a lot like beer,
poems about beer, and small beer-mugs.
~
E
sign~
The sign reads:
Free instructions provided by the Grunting Boar Inn.

   Buy  - Buy something (drinkable) from the bartender.
   List - The bartender will show you all the different drinks and
          specialties, and tell the price of each.
~
D3
You see the exit to the entrance hall.
~
~
0 -1 13006
X
End
S
#13008
The Defunct Reception~
You are standing in a dusty, defunct reception.  The staircase leads
down to the entrance hall.
~
0 262152 0
D5
You see the entrance hall.
~
~
0 -1 13006
X
End
S
#13009
The Bakery~
You are standing inside the small bakery.  A sweet scent of Danish and
fine bread fills the room.  The bread and Danish are arranged in fine order
on the shelves, and seem to be of the finest quality.
A small sign is on the counter.
~
0 262152 0
E
sign~
Free instructions provided by the store:

   Buy  - Will buy you some bread or pastry.
   List - The baker will kindly tell you the price and sort of the bread in
          his bakery.
~
E
danish pastry~
You see that this is truly delicious pastry.  Must be made by a Dane from
Denmark (which surely is not the capital of Sweden!).  Former ruler of
Scandinavia, England, Northern Germany, Northern France, Russia, Greenland,
Iceland, Estonia etc. etc.
   The sight of those large, wholesome chokoladeboller makes your mouth water
and your soul sing.

~
D2
You see the main street.
~
~
0 -1 13013
X
End
S
#13010
The General Store~
You are inside the general store.  All sorts of items are stacked on shelves
behind the counter, safely out of your reach.
A small note hangs on the wall.
~
0 262152 0
E
note~
The note reads:

  List  - Show which various items are in the store.
  Buy   - Buy an item.
  Value - The shopkeeper will (free of charge) tell how much he will
          pay for your item.
  Sell  - Sell an item.
~
D2
You see the main street.
~
~
0 -1 13015
X
End
S
#13011
The Weapon Shop~
You are inside the weapon shop.  There is a small note on the counter.
~
0 262152 0
E
note~
The note reads:

  List  - Show which various items are in the store.
  Buy   - Buy an item.
  Value - The shopkeeper will (free of charge) tell how much he will
          pay for your item.
  Sell  - Sell an item.
~
D2
You see the main street.
~
~
0 -1 13016
X
End
S
#13012
Main Street~
You are at the end of the main street of Midgaard.  South of here is the
entrance to the Guild of Magic Users.  The street continues east towards the
market square.  The magic shop is to the north and to the west is the city
gate.
~
0 262144 1
D0
You see the magic shop.
~
~
0 -1 13033
D1
You see the main street.
~
~
0 -1 13013
D2
You see the entrance to the Guild of Magic Users.
~
~
0 -1 13017
D3
You see the city gate.
~
~
0 -1 13040
X
End
S
#13013
Main Street~
You are on the main street passing through the City of Midgaard.  South of
here is the entrance to the Armoury, and the bakery is to the north.  East of
here is the market square.
~
0 262144 1
D0
You see the bakery.
~
~
0 -1 13009
D1
You see the Market Square.
~
~
0 -1 13014
D2
You see the armoury.
~
~
0 -1 13020
D3
You see the main street.
~
~
0 -1 13012
X
End
S
#13014
Market Square~
You are standing on the market square, the famous Square of Midgaard.
A large, peculiar looking statue is standing in the middle of the square.
Roads lead in every direction, north to the temple square, south to the
common square, east and westbound is the main street.
~
0 262144 1
E
statue~
What you see is the Midgaard Worm, stretching around the Palace of Midgaard.
~
D0
You see the temple square.
~
~
0 -1 13005
D1
You see the main street.
~
~
0 -1 13015
D2
You see the common square.
~
~
0 -1 13025
D3
You see the main street.
~
~
0 -1 13013
X
End
S
#13015
The Main Street~
You are on Main Street crossing through town.  To the north is the general
store, and the main street continues east.  To the west you see and hear the
market place and to the south is the Jeweller's Shop.
~
0 262144 1
D0
You see the general store.
~
~
0 -1 13010
D1
You see Main Street.
~
~
0 -1 13016
D2
You see the Jeweller's Shop.
~
~
0 -1 13034
D3
You see the Market Square.
~
~
0 -1 13014
X
End
S
#13016
The Main Street~
The main street, to the north is the weapon shop and to the south is the
Guild of Swordsmen.  To the east you leave town and to the west the street
leads to the market square.
~
0 262144 1
D0
You see the weapon shop.
~
~
0 -1 13011
D1
You see the city gate.
~
~
0 -1 13041
D2
You see the swordsmen's guild.
~
~
0 -1 13021
D3
You see the main street leading to the market square.
~
~
0 -1 13015
X
End
S
#13017
Entrance to Mage's Guild~
The entrance hall is a small, poor lighted room.
~
0 262152 0
D0
You see the main street.
~
~
0 -1 13012
D2
You see your favorite place, the Mage's Bar.
~
~
0 -1 13018
X
End
S
#13018
Mage's Bar~
The bar is one of the wierdest in the land.  Mystical images float around
the air.  Illusions of fine furniture appear all around the room.
~
0 262156 0
D0
You see the lobby.
~
~
0 -1 13017
D1
You see the laboratory.
~
~
0 -1 13019
X
End
S
#13019
Mage's Laboratory~
This is the Magical Experiments Laboratory.  Dark smoke-stained stones
arch over numerous huge oaken tables, most of these cluttered with strange-
looking pipes and flasks.  The floor is covered with half-erased pentagrams
and even weirder symbols, and a blackboard in a dark corner has only been
partially cleaned, some painful-looking letters faintly visible.
~
0 262156 0
D3
You see the bar.
~
~
0 -1 13018
X
End
S
#13020
The Armoury~
The armoury with all kinds of armours on the walls and in the window.  You
see helmets, shields and chain mails.  To the north is the main street.
On the wall is a small note.
~
0 262152 0
E
note~
You can use these commands for trading:

  value <item>     To get the price of an item in your possession.
  sell <item>      To sell something.
  buy <item>       To buy something (provided that the shop has it in store).
  list             Gives you a listing of the shop's inventory.

        WE DON'T GIVE CREDIT; WE DON'T EXPECT TO RECEIVE CREDIT!
                             NO HAGGLING
~
D0
You see the main street.
~
~
0 -1 13013
X
End
S
#13021
Entrance Hall to the Guild of Swordsmen~
The entrance hall to the Guild of Swordsmen.  A place where one has to be
careful not to say something wrong (or right).  To the east is the bar and to
the north is the main street.
~
0 262152 0
D0
You see the main street.
~
~
0 -1 13016
D1
You see the swordsmen's bar, many noises comes from there.
~
~
0 -1 13022
X
End
S
#13022
The Bar of Swordsmen~
The bar of swordsmen, once upon a time beautifully furnished.  But now the
furniture is all around you in small pieces.  To the south is the yard, and
to the west is the entrance hall.
~
0 262156 0
D2
You see the practice yard.
~
~
0 -1 13023
D3
You see the entrance hall to the thieves guild.
~
~
0 -1 13021
X
End
S
#13023
The Tournament and Practice Yard~
The practice yard of the fighters.  To the north is the bar.
~
0 262156 0
D0
You see the bar.
~
~
0 -1 13022
X
End
S
#13024
Eastern End of Poor Alley~
You are at the poor alley. South of here is the Grubby Inn and to the
east you see common square. Melancholy's map shop is north. The alley continues 
further west.
~
0 262144 1
D0
You see Melancholy's Map Shop
~
~
0 -1 13160
D1
You see the common square.
~
~
0 -1 13025
D2
You see the Inn.
~
~
0 -1 13048
D3
You see the poor alley.
~
~
0 -1 13044
X
End
S
#13025
The Common Square~
The common square, people pass you, talking to each other.  To the west is
the poor alley and to the east is the dark alley.  To the north, this square
is connected to the market square.  From the south you notice a nasty smell.
~
0 262144 1
D0
You see the Market Square.
~
~
0 -1 13014
D1
You see the dark alley.
~
~
0 -1 13026
D2
You see the city dump.
~
~
0 -1 13030
D3
You see the poor alley.
~
~
0 -1 13024
X
End
S
#13026
The Dark Alley~
The dark alley, to the west is the common square and to the south is the
Guild of Thieves.  Grebe's Tavern, the famous sailor's dive, is north.
The alley continues east.
~
0 262144 1
E
guild~
It is the thieves guild, don't enter if you care about your health or money.
~
D0
You see a foul-smelling sailor's dive.
~
~
0 -1 13352
D1
The alley continues east.
~
~
0 -1 13045
D2
You see the entrance to the thieves guild.
~
~
0 -1 13027
D3
You see the common square.
~
~
0 -1 13025
X
End
S
#13027
Entrance Hall to the Guild of Thieves~
The entrance hall to the thieves' and assassins' guild.  A place where you
can lose both your life and your money, if you are not careful.  To the north
is the dark alley and to the east is the thieves' bar.
~
0 262152 0
D0
You see the alley.
~
~
0 -1 13026
D1
You see the thieves bar, where everything disappears.
~
~
0 -1 13028
X
End
S
#13028
The Thieves Bar~
The bar of the thieves.  Once upon a time this place was beautifully
furnished, but now it seems almost empty.  To the south is the yard, and to
the west is the entrance hall.
   (Maybe the furniture has been stolen?!)
~
0 262156 0
E
furniture~
As you look at the furniture, the chair you sit on disappears.
~
D2
You see the secret yard.
~
~
0 -1 13029
D3
You see the entrance hall to the thieves guild.
~
~
0 -1 13027
X
End
S
#13029
The Secret Yard~
The secret practice yard of thieves and assassins.  To the north is the
bar.
~
0 262156 0
D0
You see the bar.
~
~
0 -1 13028
X
End
S
#13030
The Dump~
The dump, where the people from the city drop their garbage.  Through the
garbage you can see a large junction of pipes.  South of here you see the
river and to the north is the common square.  A rickety old bridge leads
south to the promenade.
~
0 262148 2
D0
You see the common square.
~
~
0 -1 13025
D2
You see a river between northern and southern Midgaard.  A small bridge
spans the flow.
~
~
0 -1 13254
X
End
S
#13031
The Pet Shop~
The Pet Shop is a small crowded store, full of cages and animals of
various sorts and sizes.  There is a sign on the wall.
~
0 266248 0
E
sign~
The sign reads:

  Use 'List' to see the available pets.
  Use 'Buy <pet> <name>' to buy yourself a pet and name it.

  You can use 'order <pet> <instructions>' to order your pets around.
  If you abuse your pet, it will no longer regard you as its master.
  If you have several pets you may use 'order all <instructions>'

 Regards,

   The Shopkeeper
~
D2
You see the alley.
~
~
0 -1 13045
X
End
S
#13032
Pet Shop Store~
This is the small dark room in which the Pet Shop Boy keeps his pets.
It is vital that this room be immediately after the pet shop.
~
0 262156 0
X
End
S
#13033
The Magic Shop~
You are in a small room that smells of rare chemicals and spices.
Dividing the room in two is a large desk, and on the wall behind it are
numerous shelves crammed with jars, bottles, books and scrolls of all
sorts and sizes.
~
0 262152 0
E
scrolls~
Each scroll is stored in a leather tube that protects it from moist.
~
E
books~
Most of them appear to be very old and dusty.
~
E
jars bottles~
Some of them are transparent enabling you to see that some contain colored
powders while others contain body parts of various animals.
~
D2
You see the main street.
~
~
0 -1 13012
X
End
S
#13034
The Jeweller's Shop~
You are in a small, beautifully furnished room.  The warm light emanating
from the small oil lamps on the walls is reflected in the hard, polished
surface of the big mahogany desk that stands in the centre of the room.
A small sign with golden letters stands on the desk.
~
0 262152 0
E
sign~
The golden letters say :-

    Use 'list' to see what is in store,
        'buy <item>' to buy an item,
        'sell <item>' to sell an item and
        'value <item>' to make the jeweller evaluate an item.
~
E
desk~
Your face is reflected in its surface.
~
E
oil lamps~
They are made from polished gold and looks as if they are securely fastened
to the smooth stone walls.
~
D0
You see Main Street.
~
~
0 -1 13015
X
End
S
#13035
The Leather Shop~
An acrid smell fills this large room.  Along the walls are numerous
shelves containing all sorts of animal hide and in the crackling fireplace
hangs a big iron pot with boiling water.  In the middle of the room is a
large oak table.
A wooden sign is hanging above the fireplace.
~
0 262152 0
E
sign~
The wooden sign says :-

    Use 'list' to see what is in store,
        'buy <item>' to buy an item,
        'sell <item>' to sell an item and
        'value <item>' to make the leather worker evaluate an item.
~
E
pot~
Several large pieces of leather hide are boiling in the iron pot.
~
E
table~
It is made from solid oak but appears to be very used.  Its surface is
covered in marks and scratches.  A large burning candle stands directly on
the table surface, tallow flowing down its sides.
~
E
fireplace~
It is a rather large fireplace made from heavy granite rocks.
~
D2
You see the alley.
~
~
0 -1 13044
X
End
S
#13040
Inside the West Gate of Midgaard~
You are by two small towers that have been built into the city wall and
connected with a footbridge across the heavy wooden gate.  Main Street leads
east and Wall Road leads both north and south from here.
~
0 262144 1
E
wall~
It is built from large grey rocks that have been fastened to each other with
some kind of mortar.  It is far too high to climb.
~
E
tower towers~
Both of the towers are built from large grey rocks that have been fastened to
each other with some kind of mortar, just like the city wall.
~
E
gate~
It is a set of very big double doors made from hard wood.  They have been
reinforced with large iron bands to make them even more sturdy.  One of the
doors is equipped with a very big lock.
~
E
bridge footbridge~
It is too high up to reach but it looks as if one easily could walk across it
from one tower to the other.
~
D0
Wall road runs along the inner city wall to the north.
~
~
0 -1 13257
D1
You see Main Street.
~
~
0 -1 13012
D2
You see the road running along the inner side of the city wall.  You notice
that it is called Wall Road.
~
~
0 -1 13042
D3
The city gate is to the west.
~
gate~
1 13133 13052
X
End
S
#13041
Inside the East Gate of Midgaard~
You are by two small towers that have been built into the city wall and
connected with a footbridge across the heavy wooden gate.  Main Street leads
west from here.  Wall road crosses the street, heading north and south along
the city wall.
~
0 262144 1
E
wall~
It is built from large grey rocks that have been fastened to each other with
some kind of mortar.  It is far too high to climb.
~
E
tower towers~
Both of the towers are built from large grey rocks that have been fastened to
each other with some kind of mortar, just like the city wall.
~
E
gate~
It is a set of very big double doors made from hard wood.  They have been
reinforced with large iron bands to make them even more sturdy.  One of the
doors is equipped with a very big lock.
~
E
bridge footbridge~
It is too high up to reach but it looks as if one easily could walk across it
from one tower to the other.
~
D0
Wall road heads north along the city wall.
~
~
0 -1 13267
D1
You see the city gate.
~
gate~
1 13133 13053
D2
Wall road heads south towards the poor section of town.
~
~
0 0 13250
D3
You see Main Street.~
~
0 -1 13016
X
End
S
#13042
Wall Road~
You are walking next to the western city wall.  The road continues further
south and the city gate is just north of here.
~
0 262144 1
E
wall~
It is built from large grey rocks that have been fastened to each other with
some kind of mortar.  It is far too high to climb.
~
D0
You see the city gate.
~
~
0 -1 13040
D2
The road continues further south.
~
~
0 -1 13043
X
End
S
#13043
Wall Road~
You are walking next to the western city wall.  Wall Road continues further
north and south.  A small, poor alley leads east.
Some letters have been written on the wall here.
~
0 262144 1
E
wall~
It is built from large grey rocks that have been fastened to each other with
some kind of mortar.  It is far too high to climb.
~
E
letters~
It says 'Who watches the watchmen?'
~
D0
The road continues further north.
~
~
0 -1 13042
D1
The alley leads east.
~
~
0 -1 13044
D2
The road continues further south.
~
~
0 -1 13047
X
End
S
#13044
Poor Alley~
You are in narrow and dirty alley leading east and west.  The leather shop
is to the north.
~
0 262144 1
D0
The leather shop is to the north.
~
~
0 -1 13035
D1
The alley leads east.
~
~
0 -1 13024
D2
There is an ornate doorway to the south.
~
~
0 -1 13170
D3
The alley leads west.
~
~
0 -1 13043
X
End
S
#13045
Alley at Levee~
You are standing in the alley which continues east and west.  South of
here you see the levee.  North is the Pet Shop.
~
0 262144 1
D0
You see, hear, and smell the pet shop.
~
~
0 0 13031
D1
The alley leads east.
~
~
0 -1 13046
D2
You see the levee.
~
~
0 -1 13049
D3
The alley leads west.
~
~
0 -1 13026
X
End
S
#13046
Eastern end of Alley~
You are standing at the eastern end of the alley,  near the city walls.  
Wall road loops around the city to your east, and you can see an old 
three-story warehouse to the south.  The Fountain of Youth Apothecary is 
north.
~
0 262144 1
D0
You see a pricey-looking potion shop.
~
~
0 0 13056
D1
You see wall road, running a north-south loop around the city.
~
~
0 -1 13251
D2
You see the warehouse.
~
~
0 -1 13050
D3
You see the alley.
~
~
0 -1 13045
X
End
S
#13047
Wall Road~
You are standing on the road next to the western city wall which
continues north.  South of here is a bridge across the river.  To the east,
you see an ruined building.
~
0 262144 1
E
wall~
It is built from large grey rocks that have been fastened to each other with
some kind of mortar.  It is far too high to climb.
~
D0
You see the road.
~
~
0 -1 13043
D2
You see the bridge.
~
~
0 -1 13051
X
End
S
#13048
Grubby Inn~
You are inside the old Grubby Inn.  This place has not been cleaned for
several decades, vile smells make you dizzy.
~
0 262152 0
D0
You see the alley.
~
~
0 -1 13024
X
End
S
#13049
Levee~
You are at the levee.  South of here you see the river gently flowing west.
The river bank is very low making it possible to enter the river.  Directly
across the river you can see a small boat landing built off of Kate's Diner.
~
0 262144 1
D0
You see the alley.
~
~
0 -1 13045
D2
You see the river flowing west.
~
~
0 -1 13203
X
End
S
#13050
Abandoned Warehouse~
You are inside the only room in the old warehouse.  The place is very dusty
and appears to have been unused for many years.  The skylight spills
violet-tinged light.
~
0 262152 0
D0
You see the alley.
~
~
0 -1 13046
X
End
S
#13051
On the Bridge~
You are standing on the stone bridge crosses the river.  The bridge is
built out from the western city wall and the river flows west through an
opening in the wall ten feet below the bridge.
~
0 262144 1
E
wall~
It is built from large grey rocks that have been fastened to each other with
some kind of mortar.  It is far too high to climb.
~
E
opening~
You cannot really see it from here as it is somewhere beneath your feet.
~
E
bridge~
It is built from large grey rocks that have been fastened to each other with
some kind of mortar, just like the wall.
~
D0
You see the road.
~
~
0 -1 13047
D2
You see the Concourse.
~
~
0 -1 13100
X
End
S
#13052
Outside the West Gate of Midgaard~
You are by two small towers that have been built into the city wall and
connected with a footbridge across the heavy wooden gate.
~
0 262144 1
E
wall~
It is built from large grey rocks that have been fastened to each other with
some kind of mortar.  It is far too high to climb.
~
E
tower towers~
Both of the towers are built from large grey rocks that have been fastened to
each other with some kind of mortar, just like the city wall.
~
E
gate~
It is a set of very big double doors made from hard wood.  They have been
reinforced with large iron bands to make them even more sturdy.  One of the
doors is equipped with a very big lock.
~
E
bridge footbridge~
It is too high up to reach but it looks as if one easily could walk across it
from one tower to the other.
~
D1
The city gate is to the east.
~
gate~
1 13133 13040
X
End
S
#13053
Outside the East Gate of Midgaard~
You are by two small towers that have been built into the city wall and
connected with a footbridge across the heavy wooden gate.
~
0 262144 1
E
wall~
It is built from large grey rocks that have been fastened to each other with
some kind of mortar.  It is far too high to climb.
~
E
tower towers~
Both of the towers are built from large grey rocks that have been fastened to
each other with some kind of mortar, just like the city wall.
~
E
gate~
It is a set of very big double doors made from hard wood.  They have been
reinforced with large iron bands to make them even more sturdy.  One of the
doors is equipped with a very big lock.
~
E
bridge footbridge~
It is too high up to reach but it looks as if one easily could walk across it
from one tower to the other.
~
D3
You see the city gate.
~
gate~
1 13133 13041
X
End
S
#13054
By the Temple Altar~
You are by the temple altar in the northern end of the Temple of Mota.
A huge altar made from white polished marble is standing in front of you and
behind it is a ten foot tall sitting statue of Odin, the King of the Gods.
The back of the altar opens into a a beautiful atrium, above which can be
seen a rainbow.
~
0 263176 0
E
statue Mota king god~
The statue represents the Great God Mota, holding a staff.  He has long, grey
hair and beard and a kindly look on his face.  His staff is topped by a painted
cube, the 6 faces of which represent the 6 aspects of his power.
~
E
altar~
Even though the altar is more than ten feet long it appears to be made from a
single block of white virgin marble.
~
D2
You see the southern end of the temple.
~
~
0 -1 13001
H 110 M 110
X
End
S
#13056
The Fountain of Youth Apothecary~
An old man putters around behind the counter, making strange love potions
and curative philtres.  He turns as you enter, and looks on with avarice.
Judging from the furnishings, he's been made very wealthy by his trade.
~
0 262152 0
D2
You see the eastern end of alley.
~
~
0 -1 13046
X
End
S
#13057
In the air...~
WOW you can fly!  You are floating in the air above Temple Square of Midgaard.
~
0 262148 9
D5
Back down on the earth where you should be!
~
~
0 0 13005
X
End
S
#13100
Northwest end of Concourse~
You are at the concourse, the city wall is just west.  A small promenade
goes east, and the bridge is just north of here.  The concourse continues
south along the city wall.
~
0 262144 1
D0
You see the bridge.
~
~
0 -1 13051
D1
You see the promenade.
~
~
0 -1 13101
D2
The concourse continues south.
~
~
0 -1 13270
X
End
S
#13101
Promenade~
The river gently flows west just north of here.  The promenade continues
further east and to the west you see the city wall.  Park Road leads south
from here.
~
0 262144 1
D1
The promenade.
~
~
0 -1 13102
D2
Park Road leads south.
~
~
0 -1 13131
D3
You see the Concourse.
~
~
0 -1 13100
X
End
S
#13102
Promenade~
The river gently flows west just north of here.  The promenade continues
both east and west.  A rickety bridge crosses the river to the north, towards
the city dump (fortunately, the wind is blowing towards the dump today). 
South of here you see the entrance to the park, and a small building seems
to be just west of the entrance.  Austral Square, home of Kate's Diner, lies
to your east.
~
0 262144 1
D0
A rickety old bridge crosses the river, heading towards the city dump.
~
~
0 -1 13254
D1
You see people moving in and out of Kate's Diner.
~
~
0 -1 13103
D2
You see the park entrance.
~
~
0 -1 13105
D3
You see the promenade.
~
~
0 -1 13101
X
End
S
#13103
Austral Square~
The Promenade opens here onto Austral Square, on the south bank of the
Midgaard River.  All around you is the bustle of Southern Midgaard--
shopkeepers on break, a town gossip or two prattling away.  You hear the
river lapping at the pilings of the dock by Kate's Diner, which is to your
north.  Emerald Avenue begins to the south, the Promenade continues west,
and the concourse ends to your east.
~
0 262144 1
D0
You smell the heavenly scents of Kate's Diner.
~
~
0 -1 13150
D1
You see the Concourse.
~
~
0 -1 13104
D2
The small path leads south.
~
~
0 -1 13132
D3
You see the promenade.
~
~
0 -1 13102
X
End
S
#13104
Northeast end of Concourse~
You are at the Concourse.  The city wall is just east and Austral Square,
home of Kate's Diner, is west.  Looking across the river you see an old  
warehouse.  A strong stone bridge crosses the river to the north, where the
concourse becomes wall road.  The Concourse continues south along the wall.
~
0 262144 1
E
wall~
It is built from large grey rocks that have been fastened to each other with
some kind of mortar.  It is far too high to climb.
~
D0
A strong stone bridge crosses the river.
~
~
0 -1 13253
D2
The Concourse continues south, towards an intersection with Penny Lane.
~
~
0 -1 13272
D3
You Austral Square.
~
~
0 -1 13103
X
End
S
#13105
Park Entrance~
You are standing just inside the small park of Midgaard.  To the north is
the promenade and a small path leads south into the park.  To your east is
the famous Park Cafe.
~
0 262148 1
D0
You see the promenade.
~
~
0 -1 13102
D1
You see Park Cafe.
~
~
0 -1 13106
D2
You see the park.
~
~
0 -1 13108
X
End
S
#13106
Park Cafe~
You are inside Park Cafe, a very well lighted, cosy place. The cafe
is built from large logs. Through the windows in the northern wall you
see the river, and through the southern window you see many vigorous
colorful plants.
~
0 262152 0
D3
You see the park entrance.
~
~
0 -1 13105
X
End
S
#13107
Small path through the park~
You are walking along a small path through the park.  The path continues
south and east.
~
0 262144 1
D1
~
~
0 -1 13108
D2
~
~
0 -1 13113
X
End
S
#13108
Small path in the park~
You are standing on a small path inside the park.  The park entrance is
just north of here, and Park Cafe is just east of the entrance.  The path
leads further east and west.
~
0 262144 1
D0
You see the northern park entrance.
~
~
0 -1 13105
D1
~
~
0 -1 13109
D3
~
~
0 -1 13107
X
End
S
#13109
Small path in the park~
You are on a small path running through the park.  It continues west and
south and just north of here you see the southern wall of Park Cafe.
~
0 262144 1
D2
~
~
0 -1 13115
D3
~
~
0 -1 13108
X
End
S
#13110
Cityguard Head Quarters~
You are inside a tidy office.  A big desk made from dark wood is standing
in the centre of the room.
~
0 262152 0
D1
You see Park Road.
~
door~
1 -1 13111
D3
You see a sign saying 'KEEP OUT'.
~
door~
1 13120 13142
X
End
S
#13111
Park Road~
The road continues north and south.  A building is just west of here, you
notice a sign on the door.  The park entrance is to the east.
~
0 262144 1
E
building door sign~
The sign on the door says:-

                 Cityguard Head Quarters
~
D0
~
~
0 -1 13131
D1
You see the park entrance.
~
~
0 -1 13112
D2
~
~
0 -1 13118
D3
You see the cityguard head quarters.
~
door~
1 -1 13110
X
End
S
#13112
Western Park Entrance~
You are standing at the western end of the park.  A small path leads east
into the park and going west through the entrance you will reach Park Road.
~
0 262148 1
D1
~
~
0 -1 13113
D3
~
~
0 -1 13111
X
End
S
#13113
A path in the park~
You are in the park.  The paths lead north and west.  Westwards is the
park entrance and to the east you see a small pond.
~
0 262144 1
D0
~
~
0 -1 13107
D1
You see the pond.
~
~
0 -1 13114
D3
You see the western park entrance.
~
~
0 -1 13112
X
End
S
#13114
The Pond~
You are swimming around in the pond, feeling rather stupid.  You can get
back on the path from the eastern and western end of the pond.
~
0 262144 6
D1
~
~
0 -1 13115
D3
~
~
0 -1 13113
X
End
S
#13115
A path in the park~
You are in the park.  The paths lead north and east.  Eastwards is the
park entrance and to the west you see a small pond.
~
0 262144 1
D0
~
~
0 -1 13109
D1
~
~
0 -1 13116
D3
~
~
0 -1 13114
X
End
S
#13116
Eastern Park Entrance~
You are standing at the eastern end of the park.  A small path leads west
into the park.  Going east through the entrance you will reach Emerald
Avenue.
~
0 262148 1
D1
~
~
0 -1 13117
D3
~
~
0 -1 13115
X
End
S
#13117
Emerald Avenue~
You are at Emerald Avenue which continues north and south.  To the west is
the park entrance and to the east is the not very big Town Hall of Midgaard.
~
0 262144 1
D0
~
~
0 -1 13132
D1
~
~
0 -1 13137
D2
~
~
0 -1 13119
D3
~
~
0 -1 13116
X
End
S
#13118
Park Road~
You are on Park Road which leads north and south.
~
0 262144 1
D0
~
~
0 -1 13111
D2
~
~
0 -1 13135
X
End
S
#13119
Emerald Avenue~
You are standing at a bend on Emerald Avenue.  The road leads north and west.
~
0 262144 1
D0
~
~
0 -1 13117
D3
~
~
0 -1 13133
X
End
S
#13120
Road Crossing~
You are in the middle of the road cross.  Roads lead in all directions.
A huge black iron chain as thick as a tree trunk is fastened into the ground
at the centre of the road cross.  Its other end leads directly upwards towards
the sky.
A road sign is here.
~
0 262144 1
E
chain~
The the chain reaches the clouds high above you.  It must take some really
powerful magic to hold such a chain in place.
~
E
sign~
The sign points in all directions:

   North - Emerald Avenue.
   East  - Park Road.
   South - Emerald Avenue.
   West  - Park Road.
~
D0
~
~
0 -1 13133
D1
~
~
0 -1 13136
D2
~
~
0 -1 13134
D3
~
~
0 -1 13135
X
End
S
#13121
Emerald Avenue~
You are standing at a bend on Emerald Avenue.  The road leads south and
east.
~
0 262144 1
D1
~
~
0 -1 13134
D2
~
~
0 -1 13125
X
End
S
#13122
Park Road~
You are on Park Road which leads south and north.  Elm Street is east of
here.
~
0 262144 1
D0
~
~
0 -1 13136
D1
~
~
0 -1 13123
D2
~
~
0 -1 13126
X
End
S
#13123
Elm Street~
You are on Elm street.  Park Road is to the west and Elm Street continues
in eastward direction.
~
0 262144 1
D1
~
~
0 -1 13124
D3
~
~
0 -1 13122
X
End
S
#13124
Elm Street~
You near the end of Elm Street.  An old elm tree grows here.  A heavy
iron grating is south, surrounding the city's graveyard.  You can see a sign
hanging on the grate.  The concourse joins Elm Street to the east, and the
street ends to the north near a run-down neighborhood.
~
0 262144 1
E
elm tree~
The fresh young leaves of the elm tree wave gently in the wind.
~
E
sign~
The sign says :-
 
                          Graveyard of Midgaard
 
    Many brave adventurers have found their final resting place here.
          Please show respect and do not desecrate their tombs.
~
E
grate grating~
Looks heavy.  A small sign is hanging on it.
~
D0
You see the beginnings of Midgaard's bad neighborhoods.
~
~
0 -1 13144
D1
You see the Concourse.
~
~
0 -1 13273
D3
~
~
0 -1 13123
X
End
S
#13125
Emerald Avenue~
You are on Emerald Avenue which continues north.
The Concourse is south of here.
~
0 262144 1
D0
~
~
0 -1 13121
D2
~
~
0 -1 13128
X
End
S
#13126
Park Road~
You are on Park Road which continues north.  The Concourse is south of here.
~
0 262144 1
D0
~
~
0 -1 13122
D2
~
~
0 -1 13129
X
End
S
#13127
On the Concourse~
You are at the southwest corner of the city wall.  The Concourse leads
both north and east.
~
0 262144 1
D0
~
~
0 -1 13271
D1
~
~
0 -1 13128
X
End
S
#13128
On the Concourse~
You are walking around the scenic concourse as it continues its path around
the city of Midgaard.  The south gate of the city lies to your east, and the 
southwestern corner of the city wall is west.  Emerald Avenue stretches out
to the north.
~
0 262144 1
D0
Emerald avenue lies to the north.
~
~
0 -1 13125
D1
You can see the heavily guarded southern gate of Midgaard.
~
~
0 -1 13255
D3
~
~
0 -1 13127
X
End
S
#13129
On the Concourse~
The concourse continues its path around the city.  The southern gates of the
city are west of here, and park road lies north.  The northeastern corner of
the city wall is east.
~
0 262145 1
D0
~
~
0 -1 13126
D1
~
~
0 -1 13130
D3
You see the south gate of Midgaard.
~
~
0 -1 13255
X
End
S
#13130
On the Concourse~
You are at the southeast corner of the city wall.  The Concourse leads
both north and west.
~
0 262144 1
D0
~
~
0 -1 13273
D3
~
~
0 -1 13129
X
End
S
#13131
Park Road~
You are at Park Road which continues north and south.
~
0 262144 1
D0
~
~
0 -1 13101
D2
~
~
0 -1 13111
X
End
S
#13132
Emerald Avenue~
You are standing on the north end of Emerald Avenue.  To the north is 
Austral Square and Kate's Diner, to the east is the small street Penny Lane.
~
0 262144 1
D0
~
~
0 -1 13103
D1
~
~
0 -1 13139
D2
~
~
0 -1 13117
X
End
S
#13133
Emerald Avenue~
You are standing at a bend on Emerald Avenue.  To the east the road goes on
and to the south is the Road Crossing.
~
0 262144 1
D1
~
~
0 -1 13119
D2
~
~
0 -1 13120
X
End
S
#13134
Emerald Avenue~
You are standing at a bend on Emerald Avenue.  To the west the road goes on
and to the north is the Road Crossing.
~
0 262144 1
D0
~
~
0 -1 13120
D3
~
~
0 -1 13121
X
End
S
#13135
Park Road~
You are at a bend on Park Road.  To the north the road goes on and to the
east is the Road Crossing.  To the south, the ancient cliffs rise from deep
under the ground, forming a wall.
~
0 262144 1
D0
~
~
0 -1 13118
D1
~
~
0 -1 13120
X
End
S
#13136
Park Road~
You are at a bend on Park Road.  To the south the road goes on and to the
west is the Road Crossing.
~
0 262144 1
D2
~
~
0 -1 13122
D3
~
~
0 -1 13120
X
End
S
#13137
The Waiting Room~
You are standing in the waiting room at the town hall.  Wooden chairs stand
along the walls and a long desk is placed in the middle of the room.
~
0 262152 0
D1
It looks like some kind of office.
~
~
0 -1 13138
D3
The exit west leads to Emerald Avenue.
~
~
0 -1 13117
X
End
S
#13138
The Mayor's Office~
You are in the not very big office of the Mayor of Midgaard.  A large and
polished but completely empty desk is standing in front of an armchair that
looks so comfortable that it most of all resembles a bed with the head end
raised slightly.
~
0 262152 0
E
chair armchair~
This chair is really a masterpiece.  A chair where one can sit as comfortably
as in a bed.  All lecture halls should be equipped with these things.
~
D3
The waiting room is to the west.
~
~
0 -1 13137
X
End
S
#13139
Penny Lane~
You are on Penny Lane.  Emerald Avenue is to the west and Penny Lane
continues in eastward direction.
~
0 262144 1
D1
~
~
0 -1 13140
D3
~
~
0 -1 13132
X
End
S
#13140
Penny Lane~
You are on Penny Lane.  The narrow road continues north and west, and
the concourse intersects this street to the east.
~
0 262144 1
D0
~
~
0 -1 13141
D1
You see the Concourse.
~
~
0 -1 13272
D3
~
~
0 -1 13139
X
End
S
#13141
The end of Penny Lane~
You are at the end of Penny Lane.  The only exit appears to be south.
~
0 262144 1
D2
~
~
0 -1 13140
X
End
S
#13142
Captain's Office~
You are in the Office of the Captain of the Guard.  The Midgaard Coat of
Arms is hanging on the north wall and a heavy steel door is to the south.
~
0 262152 0
E
arms~
Although a bit dusty the Coat of Arms is an excellent piece of work.
~
D1
You see the cityguard head quarters.
~
door~
1 13120 13110
D2
You see the heavy steel door.
~
door~
1 13137 13143
X
End
S
#13143
The Jail~
You are in a dark and humid jail.  The dark stone walls are hard and cold
to the touch.  A heavy steel door is to the north.
~
0 262152 0
E
wall walls~
The walls are marked with lots of scratches.  Some of them spell sentences
like "JAIL IS BETTER THAN SQL" and "BIGFOOTDAMOOSE IS ALIVE".
~
D0
You see the heavy steel door.
~
door~
1 13137 13142
X
End
S
#13144
The end of Elm Street~
Elm street sort of peters out here, leaving just a track running towards the
graveyard to the south.
~
0 262144 1
D2
Elm street continues towards a graveyard.
~
~
0 -1 13124
X
End
S
#13150
Kate's Diner~
The smells of baking bread and simmering stew lead you dancing through
the doorway of the diner.  No greasy spoons to be seen here-- the
booth walls are covered in casual paisleys; the chairs are carved wood,
rescued from garage sales.  Most tables have chess or backgammon boards
carved and painted on their fingertip-smooth tops.  The refrain of some
musical or other from the 1930's blends with the dusty golden light and the
wonderful smells to put you completely at ease.  A huge picture window
looks out over the Midgaard River, and a doorway leads north onto the dock
and the South Bank river landing, while the main entrance to the south
returns you to Austral Square.
On most days you will find Kate here, testing a batch of stew or brewing
a special pot of cinnamon coffee, eerily just in time for your arrival
Pull up a chair, perhaps play a game, and take time out to talk.
~
0 263176 0
E
window landing~
You can see a rickety bridge to your northwest, leading back into
Central Midgaard.  A rustic dock connects the Diner with the Midgaard
River, and a boat or two floats lazily past.  Across the river you can see
the Levee and the Guild of Thieves, but they seem very far away from all
of this...
~
D0
A small boat landing lets boats land at the diner.
~
~
0 -1 13203
D2
You see Austral Square.
~
~
0 -1 13103
X
End
S
#13160
Melancholy's Maps~
As you walk in, a sudden gust of wind enters the shop and sends several
scraps of paper fly around the room.  You blink as the dust you've stirred 
up stings your eyes, and take a look around the shop.  This shop is cluttered 
with old pieces of parchment, stacks of books, and odd scraps.  A desk with 
slightly less clutter than the rest of the shop is in front of you.  A scroll 
case full of scrolls is behind the desk.  A bookcase is to the right of you, 
and to the left is a window overlooking the Common Square.  A small door, 
half hidden by a stack of books, leads to a room in the back of the shop.
~
0 262150 0
E
window~
You peer out the window and see a cityguard beating up an old lady.
~
E
bookcase~
You see many cartographer journals and topographical studies.  You also see
quite a few tomes written by someone named "Anson MacDonald".
~
D0
A sign on the door says, "Unauthorized Personel Prohibited".
~
door~
2 13161 13161
D2
To the south is the Poor Alley.  Across the alley, you see the Grubby Inn.
~
~
0 -1 13024
X
End
S
#13161
Melancholy's Room~
A faint smell of incense teases your nose as you enter this room.  You 
step onto a soft bearskin rug and look around.  A simple bed lies against
the far wall.  At the foot of it is a sturdy, ironbound chest, most likely
full of Melancholy's trappings from her adventuring days.  On a small table
under a window to the east is a vase with a single white rose.  Other than
that, the room is quite bare.  
~
0 262662 0
E
chest~
This chest is firmly locked, and the device by which it opens is beyond your
reckoning.
~
D2
A small door to the south leads out into the map shop.
~
door~
2 13161 13160
X
End
S
#13170
Temple Of Stupid~
As you enter the abandoned warehouse your eyes blink violently to
adjust to the almost total darkness.  You wonder where the windows are
as you step into a mud puddle in the middle of the floor.  As your eyes
adjust, you realize that there are mud puddles all around the room, and
this is some weird version of windows.  In a flash of revelation, you
realize that you've entered the Temple of Stupid.
~
0 262152 0
E
puddle puddles~
The puddles on the floor are filthy and exude a foul stench.
~
D0
Poor Alley is to the north.
~
~
0 -1 13044
X
End
S
#13200
Under the Bridge~
The arch under the bridge is covered by seaweed for one foot above the
surface of the river.  The water gently flows through an opening in the lower
part of the city wall.
~
0 262144 7
E
wall~
It is built from large grey rocks that have been fastened to each other with
some kind of mortar.  Looks pretty solid.
~
D1
~
~
0 -1 13201
X
End
S
#13201
On the River~
North of here you see the miserable buildings of the poor alley.  The
river flows west towards the bridge.  The riverbanks are too steep to climb.
~
0 262144 7
D1
~
~
0 -1 13202
D3
~
~
0 -1 13200
X
End
S
#13202
On the River~
North of here you see the dump.  The river flows from east to west.  The
riverbanks are too steep to climb.  A bridge passes overhead, connecting the
dump to the promenade.
~
0 262144 7
D1
~
~
0 -1 13203
D3
~
~
0 -1 13201
X
End
S
#13203
On the River~
The levee is directly north of here, and a small boat landing for Kate's
Diner is to the south.  The river flows in an east west direction.
~
0 262148 7
D0
~
~
0 -1 13049
D1
~
~
0 -1 13204
D2
You see the landing in the back of Kate's Diner. 
~
~
0 -1 13150
D3
~
~
0 -1 13202
X
End
S
#13204
On the River~
You see the warehouse on the northern riverbank.  East of here the river
passes under the eastern bridge and through the city wall. The banks of the 
levee are west, in the direction of the current.
~
0 262144 7
D1
~
~
0 -1 13205
D3
~
~
0 -1 13203
X
End
S
#13205
On the River~
The river enters from a hole in the eastern city wall.  The hole has been
blocked by several vertically positioned iron bars set into the wall. Overhead
you can see the stone buttresses of the eastern bridge.
~
0 262144 7
D3
~
~
0 -1 13204
X
End
S
#13250
Wall Road~
Wall road extends north and south along the eastern walls of the city.
The east gate is north of you, south is an intersection with a dark alley. You
check to make sure you still have your wallet.
~
0 262144 1
D0
The eastern gate of the city is north.
~
~
0 -1 13041
D2
You see an intersection with a dark alley.
~
~
0 -1 13251
X
End
S
#13251
Wall Road~
You are walking along the eastern wall of the city, on a road extending 
between the east gate and a bridge to the south.  A dark, dirty alley lies west 
of here.  You step carefully around a pool of liquid...who knows what it could 
be in a place this foul...
~
0 262144 1
D0
Wall road continues to the north, heading towards the gate.
~
~
0 -1 13250
D2
Wall road continues to the south, towards a bridge over the Midgaard river.
~
~
0 -1 13252
D3
A dirty, unlight alley lies to the west...it looks like a perfect spot for a
mugging.
~
~
0 -1 13046
X
End
S
#13252
Wall Road~
The walls of Midgaard tower above you to the east, keeping the city safe
from its enemies...you hope.  An intersection with a dark alley lies north,
and a bridge over the Midgaard river is south.  Beyond the bridge wall road 
turns in the concourse.
~
0 262144 1
D0
You see an intersection with a dark alley.
~
~
0 -1 13251
D2
The eastern bridge crosses the river to the south.
~
~
0 -1 13253
X
End
S
#13253
On the Bridge~
You are crossing a strong stone bridge, which spans the Midgaard river.
Below you, the river flows into an opening in the city wall, sealed with
strong metal bars.  North of you is wall road, south of here the concourse
loops around the inside of the city walls.
~
0 262144 1
E
opening bars river~
Hmm...some of the bars have been ripped out of the wall.  Enough to pass a
good sized raft or canoe, or perhaps even a barge.  You wonder what sort of
beast had the strength to do this.
~
D0
Wall road continues to the north.
~
~
0 -1 13252
D2
The concourse stretches around the southern parts of Midgaard.
~
~
0 -1 13104
X
End
S
#13254
The South Bridge~
You are standing on a small, rickety bridge leading from the Midgaard
City Dump to the much more attractive promenade of the southern parts of 
Midgaard.  You can smell the stench of the dump to the north, the fresher
air of the promenade seems preferable.  Below you are the swift-moving 
currents of the Midgaard river.
~
0 262144 1
D0
You can see the clutter of the City Dump.
~
~
0 0 13030
D2
The beautiful promenade lies along the river.  What a romantic place to visit!
~
~
0 -1 13102
X
End
S
#13255
Inside the South Gate of Midgaard~
Two strong stone towers surround a heavy wooden gate set into the city wall,
to guard against the goblins that lurk in the southern forests.  You can exit
the city to the south, if you dare, or walk down the concourse to the east
or west.
~
0 262144 1
D1
The concourse heads east along the inside of the city wall.
~
~
0 -1 13129
D2
You see the southern gate.
~
~
1 13133 13256
D3
The concourse heads west along the inside of the city wall.
~
~
0 -1 13128
X
End
S
#13256
Outside the South Gate of Midgaard~
You are standing outside the strong wooden gate on the southern walls of
Midgaard.  Guards eye you suspiciously from the two towers on either side of
the gate, as they stand watch to protect the city.
~
0 262144 3
D0
You see the southern gate.
~
~
1 13133 13255
X
End
S
#13257
Wall Road~
You are walking along wall road, just north of the west gate of Midgaard.  
The road continues along the western wall to the north, towards an intersection
with a busy Clan street.
~
0 262144 1
D0
You see an intersection between wall road and a busy Clan street.
~
~
0 -1 13258
D2
The west gate of the city lies south.
~
~
0 -1 13040
X
End
S
#13258
Wall Road~
Wall road intersects with a crowded Clan Road here, filled with shops and
artisans.  The street stretches off to the east, towards the far wall of the
city.  Wall road continues to the north and south.
~
0 262144 1
D0
Wall road continues to the north, towards the northwestern corner of the wall.
~
~
0 -1 13259
D1
You see the shops and clan halls of Clan Road.
~
~
0 -1 13301
D2
Wall road continues alongside the western wall, heading towards the west gate.
~
~
0 -1 13257
X
End
S
#13259
Wall Road~
You are walking along wall road, which extends along the inside of the western
wall of Midgaard.  To the south, you can see an intersection with a crowded
Clan street.  The northwestern corner of the city wall lies ahead to the
north.
~
0 262144 1
D0
You see the northwestern corner of the city wall.
~
~
0 -1 13260
D2
To the south, wall road intersects with a crowded Clan street.
~
~
0 -1 13258
X
End
S
#13260
The Northwest Corner~
You are standing beneath the northwestern corner of the city wall, on a turn
in wall road.  You can head south, towards the west gate, or east, to the 
north gate.
~
0 262144 1
D1
Wall road continues along the northern wall of the city.
~
~
0 -1 13261
D2
Wall road continues along the western wall of the city.
~
~
0 -1 13259
X
End
S
#13261
Wall Road~
The city walls tower over you as walk down wall road, between the northwestern
corner of the wall to the west, and the northern gate of Midgaard to the east.
~
0 262144 1
D1
Wall road continues to the east, towards the northern gate of Midgaard.
~
~
0 -1 13262
D3
You can see the northwest corner of the city wall to the west.
~
~
0 -1 13260
X
End
S
#13262
Inside the North Gate of Midgaard~
Two small towers surround a strong wooden gate, connected by a small stone
bridge set with murder holes.  This gate is not as heavily guarded as the 
others, as the plains outside are safe to travel.  You can leave midgaard to
the north, or continues along wall road to the west and east.  A teeming clan
street is visible to the south, and beyond that the graceful spires of the
Temple of Mota, but there is no way to reach them from here.
~
0 262144 1
D0
The northern plains are visible through the gate.
~
~
1 13133 13268
D1
Wall road continues to the east, alongside the northern wall.
~
~
0 -1 13263
D3
Wall road continues to the west, alongside the northern wall.
~
~
0 -1 13261
X
End
S
#13263
Wall Road~
You are walking along wall road, between the northern gate of the city and the
northeastern corner of the city walls.  You can see bloodstains on the road...
better be on guard for thieves.
~
0 262144 1
D1
You see the northeastern corner of the city walls.
~
~
0 -1 13264
D3
The northern gate of the city lies east.
~
~
0 -1 13262
X
End
S
#13264
The Northeast Corner~
Wall road turns the corner here, as you pass by the northeastern edge of the
city wall.  The north gate lies to your west, and the road south leads to the
eastern gate of Midgaard.
~
0 262144 1
D2
Wall road continues to the south, along the eastern wall of the city.
~
~
0 -1 13265
D3
Wall road continues to the west, along the northern wall of the city.
~
~
0 -1 13263
X
End
S
#13265
Wall Road~
Just south of you is an intersection with a crowded clan street.  The 
eastern wall of Midgaard is beside you, and to the north you can see the 
northeast corner of the city wall.
~
0 262144 1
D0
You can see the northeast corner of the city wall.
~
~
0 -1 13264
D2
You see an intersection with a crowded street.
~
~
0 -1 13266
X
End
S
#13266
Wall Road~
Here, wall road meets up with a busy clan street heading off towards the 
west, and the far wall of the city.  You can smell spices, perfume, freshly
cured hide, and other strange scents, all mingle together in one heady aroma.
Wall road continues to the north and south.
~
0 262144 1
D0
Wall road continues to the north, along the eastern wall of the city.
~
~
0 -1 13265
D2
Wall road continues to the south, towards the east gate of Midgaard.
~
~
0 -1 13267
D3
You see a mass of people heading down Clan Road.
~
~
0 -1 13316
X
End
S
#13267
Wall Road~
You are near the center of wall road, just north of the east gate of the city.
To the north, you can see an intersection with a crowded clan street.
The guards at the gate eye you suspiciously from afar.
~
0 262144 1
D0
You see an intersection with a busy clan street.
~
~
0 -1 13266
D2
You see the well-guarded east gate of Midgaard.
~
~
0 -1 13041
X
End
S
#13268
Outside the North Gate of Midgaard~
You stand outside the north gate of the walled city of Midgaard. 
~
0 262144 2
D2
You see the north gate of Midgaard.
~
~
1 13133 13262
X
End
S
#13270
On the Concourse~
The strong stone walls of Midgaard rise up to the west, keeping evil at bay.
The concourse heads towards a bridge to the north, and continues south 
alongside a beautiful park.
~
0 262144 1
D0
The concourse continues to the north, along the city wall.
~
~
0 -1 13100
D2
The concourse heads south, passing by a beautiful park.
~
~
0 -1 13271
X
End
S
#13271
On the Concourse near the park~
You are walking down the Concoruse, along the western wall of Midgaard.  To
the north, the road passes by a beautiful park, to the south, you can see
the southwest corner of the city wall.
~
0 262144 1
D0
The concourse heads north, passing by a beautiful park.
~
~
0 -1 13270
D2
You can see the southwest corner of the city wall.
~
~
0 -1 13127
X
End
S
#13272
On the Concourse at Penny Lane~
You are on a road leading around the inner walls of Midgaard.  To the north,
the concourse heads towards a bridge into northern Midgaard.  To the south, 
you can see an intersection with Elm Street.  The quaint paved streets of
Penny Lane lie west.
~
0 262144 1
D0
The concourse continues to the north, towards the east bridge.
~
~
0 -1 13104
D2
The concourse continues south, towards an intersection with Elm Street.
~
~
0 -1 13273
D3
You see Penny Lane.
~
~
0 -1 13140
X
End
S
#13273
On the Concourse at Elm Street~
The air grows chill as you pass near the Elm Street graveyard.  The walls of
Midgaard are to the east, and the concourse continues to the north and south.
To your west, you see Elm Street at the graveyard entrance.
~
0 262144 1
D0
The concourse continues to the north, towards an intersection with Penny Lane.
~
~
0 -1 13272
D2
The concourse continues to the south, towards the southeast corner of the wall.
~
~
0 -1 13130
D3
You see Elm Street and the graveyard entrance.
~
~
0 -1 13124
X
End
S
#13301
Clan Road~
You are standing on the western end of Clan Road.  The traffic here  
is light.  This is a quieter section of Midgaard.  You can hear the sound of
haggling coming from the east.
~
0 262144 1
D1
Clan Road continues east.
~
~
0 -1 13302
D3
Wall Road is to the west.
~
~
0 -1 13258
X
End
S
#13302
Clan Road~
You are walking along Clan Road.  To the south of you is the money changer.  
Clan Road continues on to the east and the west.  
~
0 262144 1
D1
Clan Road continues east.
~
~
0 -1 13303
D2
The money changer is to the south.
~
~
0 -1 13334
D3
Clan Road continues west.
~
~
0 -1 13301
X
End
S
#13303
Clan Road~
The shops on this stretch of Clan road are long-closed and boarded up.
Not much traffic passes through this part, as there is nothing to buy.  
~
0 262144 1
D1
Clan Road continues to the east.
~
~
0 -1 13314
D3
Clan Road continues to the west.
~
~
0 -1 13302
X
End
S
#0



#SPECIALS
M 13000 spec_cast_mage Load to: the wizard
M 13005 spec_thief Load to: the thief
M 13011 spec_executioner Load to: Hassan
M 13012 spec_cast_adept Load to: the witch
M 13020 spec_cast_mage Load to: the guildmaster
M 13021 spec_cast_cleric Load to: the guildmaster
M 13024 spec_cast_mage Load to: the sorcerer
M 13042 spec_cast_mage Load to: the waiter
M 13043 spec_cast_cleric Load to: the waiter
M 13060 spec_guard Load to: the cityguard
M 13061 spec_janitor Load to: the janitor
M 13062 spec_fido Load to: the beastly fido
M 13067 spec_guard Load to: the cityguard
M 13068 spec_guard Load to: the cityguard
M 13069 spec_guard Load to: the cityguard
M 13100 spec_cast_cleric Load to: the maid
M 13120 spec_cast_cleric Load to: the sexton
M 13163 spec_nasty Load to: the thief
S



#RESETS
D 0 13110 3 2
D 0 13142 1 2
D 0 13142 2 2
D 0 13143 0 2
D 0 13160 0 2
D 0 13161 2 2
M 0 13162 1 13334 Load Otho the Changer
O 0 13200 -1 13352 The juke loaded to Grebe's Tavern
O 0 13200 -1 13355 The juke loaded to Andy's Pub
O 0 13200 -1 13356 The juke loaded to A Room in the Pub
M 0 13011 1 13001 Load Hassan
E 0 13005 1 16 Hassan's scimitar is loaded wielded of Hassan
M 0 13021 1 13002 Load the guildmaster
M 0 13043 1 13003 Load the waiter
G 0 13002 -1 A bottle of ale is given to the waiter
G 0 13004 -1 A bottle of local specialty is given to the waiter
E 0 13022 1 16 A long sword is loaded wielded of the waiter
O 0 13200 -1 13003 The juke loaded to Cleric's Bar
M 0 13025 1 13004 Load the ghastly knight templar
M 0 13060 1 13004 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
E 0 13353 1 5 A standard issue vest is loaded on the body of the cityguard
E 0 13355 1 4 A standard issue cloak is loaded around the neck (2) of the cityguard
O 0 13135 1 13005 A fountain loaded to The Temple Square
M 0 13061 1 13006 Load the janitor
M 0 13040 1 13007 Load the bartender
G 0 13000 -1 A barrel of beer is given to the bartender
G 0 13001 -1 A bottle of beer is given to the bartender
E 0 13022 1 16 A long sword is loaded wielded of the bartender
M 0 13064 1 13007 Load the drunk
O 0 13200 -1 13007 The juke loaded to The Grunting Boar
O 0 13139 1 13008 The receptionist's letter of resignation loaded to The Defunct Reception
O 0 13140 1 13008 The bank's notice of liquidation loaded to The Defunct Reception
M 0 13001 1 13009 Load the baker
G 0 13009 -1 A big pot pie is given to the baker
G 0 13011 -1 A bread is given to the baker
G 0 13012 -1 A cinnamon roll is given to the baker
G 0 13013 -1 A batch of sara's cookies is given to the baker
G 0 13014 -1 A blueberry danish is given to the baker
E 0 13022 1 16 A long sword is loaded wielded of the baker
M 0 13002 1 13010 Load the grocer
G 0 13030 -1 A torch is given to the grocer
G 0 13031 -1 A hooded brass lantern is given to the grocer
G 0 13138 -1 A buffalo water skin is given to the grocer
G 0 13032 -1 A bag is given to the grocer
G 0 13033 -1 A box is given to the grocer
E 0 13022 1 16 A long sword is loaded wielded of the grocer
M 0 13003 1 13011 Load the weaponsmith
G 0 13020 -1 A dagger is given to the weaponsmith
G 0 13021 -1 A small sword is given to the weaponsmith
G 0 13022 -1 A long sword is given to the weaponsmith
G 0 13023 -1 A club is given to the weaponsmith
G 0 13024 -1 A mace is given to the weaponsmith
G 0 13025 -1 A hand axe is given to the weaponsmith
G 0 13026 -1 A battle axe is given to the weaponsmith
G 0 13027 -1 A spear is given to the weaponsmith
G 0 13028 -1 A wooden staff is given to the weaponsmith
G 0 13029 -1 A flail is given to the weaponsmith
E 0 13022 1 16 A long sword is loaded wielded of the weaponsmith
M 0 13062 1 13012 Load the beastly fido
M 0 13060 1 13014 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
E 0 13353 1 5 A standard issue vest is loaded on the body of the cityguard
E 0 13356 1 6 A standard issue helmet is loaded over the head of the cityguard
M 0 13062 1 13016 Load the beastly fido
M 0 13024 1 13017 Load the sorcerer
M 0 13060 1 13017 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
E 0 13353 1 5 A standard issue vest is loaded on the body of the cityguard
E 0 13357 1 7 A pair of standard issue leggings is loaded on the legs of the cityguard
M 0 13042 1 13018 Load the waiter
G 0 13002 -1 A bottle of ale is given to the waiter
G 0 13003 -1 A bottle of firebreather is given to the waiter
E 0 13022 1 16 A long sword is loaded wielded of the waiter
O 0 13200 -1 13018 The juke loaded to Mage's Bar
M 0 13020 1 13019 Load the guildmaster
M 0 13004 1 13020 Load the armourer
G 0 13072 -1 A scale mail jerkin is given to the armourer
G 0 13073 -1 A scale mail coif is given to the armourer
G 0 13074 -1 A long scale mail skirt is given to the armourer
G 0 13075 -1 A pair of reinforced boots is given to the armourer
G 0 13076 -1 A pair of reinforced gloves is given to the armourer
G 0 13077 -1 A pair of scale mail sleeves is given to the armourer
G 0 13110 -1 A chain mail shirt is given to the armourer
G 0 13111 -1 A chain mail coif is given to the armourer
G 0 13112 -1 A long chain mail skirt is given to the armourer
G 0 13113 -1 A pair of iron-bound boots is given to the armourer
G 0 13114 -1 A pair of chain mail gauntlets is given to the armourer
G 0 13115 -1 A pair of chain mail sleeves is given to the armourer
G 0 13116 -1 A large metal shield is given to the armourer
G 0 13097 -1 A small metal shield is given to the armourer
G 0 13117 -1 A small wooden shield is given to the armourer
E 0 13022 1 16 A long sword is loaded wielded of the armourer
M 0 13027 1 13021 Load the ghastly knight
E 0 13349 1 16 A glowing long sword is loaded wielded of the ghastly knight
M 0 13060 1 13021 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
E 0 13353 1 5 A standard issue vest is loaded on the body of the cityguard
E 0 13358 1 8 A pair of standard issue boots is loaded on the feet of the cityguard
M 0 13045 1 13022 Load the waiter
G 0 13002 -1 A bottle of ale is given to the waiter
G 0 13003 -1 A bottle of firebreather is given to the waiter
G 0 13004 -1 A bottle of local specialty is given to the waiter
E 0 13022 1 16 A long sword is loaded wielded of the waiter
O 0 13200 -1 13022 The juke loaded to The Bar of Swordsmen
M 0 13023 1 13023 Load the guildmaster
M 0 13062 1 13024 Load the beastly fido
M 0 13062 1 13025 Load the beastly fido
M 0 13063 1 13026 Load the vagabond
E 0 13021 1 16 A small sword is loaded wielded of the vagabond
E 0 13066 1 5 A hard leather jerkin is loaded on the body of the vagabond
E 0 13052 1 15 A leather bracer is loaded on the right wrist of the vagabond
M 0 13066 1 13026 Load an alley cat
M 0 13026 1 13027 Load the assassin
E 0 13349 1 16 A glowing long sword is loaded wielded of the assassin
M 0 13060 1 13027 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
E 0 13353 1 5 A standard issue vest is loaded on the body of the cityguard
E 0 13359 1 9 A pair of standard issue gloves is loaded on the hands of the cityguard
M 0 13005 1 13027 Load the thief
E 0 13351 1 16 A standard issue dagger is loaded wielded of the thief
M 0 13044 1 13028 Load the waiter
G 0 13003 -1 A bottle of firebreather is given to the waiter
G 0 13004 -1 A bottle of local specialty is given to the waiter
E 0 13022 1 16 A long sword is loaded wielded of the waiter
O 0 13200 -1 13028 The juke loaded to The Thieves Bar
M 0 13022 1 13029 Load the guildmaster
M 0 13008 1 13031 Load the pet shop boy
M 0 13090 1 13032 Load the kitten
M 0 13091 1 13032 Load the puppy
M 0 13092 1 13032 Load the beagle
M 0 13093 1 13032 Load the rottweiler
M 0 13094 1 13032 Load the wolf
M 0 13000 1 13033 Load the wizard
G 0 13040 -1 A scroll of identify is given to the wizard
G 0 13041 -1 A yellow potion of see invisible is given to the wizard
G 0 13039 -1 A scroll of cancellation is given to the wizard
G 0 13042 -1 A scroll of recall is given to the wizard
G 0 13043 -1 A ring of protection is given to the wizard
G 0 13044 -1 A wand of magic missiles is given to the wizard
M 0 13009 1 13034 Load the jeweller
G 0 13378 -1 An opal is given to the jeweller
G 0 13377 -1 A diamond is given to the jeweller
G 0 13376 -1 A ruby is given to the jeweller
G 0 13375 -1 An emerald is given to the jeweller
G 0 13374 -1 A garnet is given to the jeweller
G 0 13373 -1 A small pearl is given to the jeweller
M 0 13010 1 13035 Load the leather worker
G 0 13060 -1 A leather jerkin is given to the leather worker
G 0 13061 -1 A leather cap is given to the leather worker
G 0 13062 -1 A pair of leather pants is given to the leather worker
G 0 13063 -1 A pair of leather boots is given to the leather worker
G 0 13064 -1 A pair of leather gloves is given to the leather worker
G 0 13065 -1 A pair of leather sleeves is given to the leather worker
G 0 13066 -1 A hard leather jerkin is given to the leather worker
G 0 13067 -1 A hard leather cap is given to the leather worker
G 0 13068 -1 A pair of hard leather pants is given to the leather worker
G 0 13069 -1 A pair of hard leather boots is given to the leather worker
G 0 13070 -1 A pair of hard leather gloves is given to the leather worker
G 0 13071 -1 A pair of hard leather sleeves is given to the leather worker
G 0 13052 -1 A leather bracer is given to the leather worker
G 0 13053 -1 A leather belt is given to the leather worker
G 0 13054 -1 A leather girdle is given to the leather worker
M 0 13068 1 13040 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
E 0 13353 1 5 A standard issue vest is loaded on the body of the cityguard
E 0 13361 1 12 A standard issue cape is loaded about the shoulders of the cityguard
M 0 13068 1 13040 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
E 0 13353 1 5 A standard issue vest is loaded on the body of the cityguard
E 0 13362 1 13 A standard issue belt is loaded around the waist of the cityguard
M 0 13067 1 13041 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
E 0 13353 1 5 A standard issue vest is loaded on the body of the cityguard
E 0 13360 1 10 A pair of standard issue sleeves is loaded on the arms of the cityguard
M 0 13067 1 13041 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
E 0 13353 1 5 A standard issue vest is loaded on the body of the cityguard
E 0 13354 1 11 A standard issue shield is loaded as a shield of the cityguard
M 0 13065 1 13044 Load the beggar
M 0 13046 1 13048 Load Filthy
G 0 13003 -1 A bottle of firebreather is given to Filthy
G 0 13004 -1 A bottle of local specialty is given to Filthy
E 0 13022 1 16 A long sword is loaded wielded of Filthy
M 0 13163 1 13048 Load the thief
M 0 13065 1 13048 Load the beggar
M 0 13006 1 13049 Load the captain
G 0 13050 -1 A raft is given to the captain
G 0 13051 -1 A canoe is given to the captain
M 0 13007 1 13050 Load the sailor
O 0 13010 1 13054 The donation pit loaded to By the Temple Altar
M 0 13012 1 13054 Load the witch
M 0 13070 1 13056 Load the ancient potion-brewer
G 0 13080 -1 A potion of healing is given to the ancient potion-brewer
G 0 13081 -1 A potion of sanctuary is given to the ancient potion-brewer
G 0 13082 -1 A potion of divine protection is given to the ancient potion-brewer
G 0 13083 -1 A potion of cure light wounds is given to the ancient potion-brewer
G 0 13084 -1 A potion of cure serious wounds is given to the ancient potion-brewer
G 0 13085 -1 A potion of cure critical wounds is given to the ancient potion-brewer
G 0 13086 -1 A bottle of antidote is given to the ancient potion-brewer
G 0 13087 -1 A potion of cure blindness is given to the ancient potion-brewer
G 0 13088 -1 A vial of holy water is given to the ancient potion-brewer
G 0 13089 -1 A potion of armor is given to the ancient potion-brewer
G 0 13090 -1 A potion of negation is given to the ancient potion-brewer
G 0 13091 -1 A potion of flying is given to the ancient potion-brewer
G 0 13092 -1 A potion of true sight is given to the ancient potion-brewer
O 0 13134 1 13101 The bench loaded to Promenade
O 0 13134 1 13102 The bench loaded to Promenade
O 0 13134 1 13103 The bench loaded to Austral Square
M 0 13100 1 13106 Load the maid
G 0 13100 -1 A cup of tea is given to the maid
G 0 13101 -1 A cup of coffee is given to the maid
G 0 13102 -1 A cup of water is given to the maid
M 0 13120 1 13106 Load the sexton
G 0 13121 1 A key is given to the sexton
O 0 13200 -1 13106 The juke loaded to Park Cafe
M 0 13123 1 13109 Load the sparrow
M 0 13060 1 13109 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
E 0 13353 1 5 A standard issue vest is loaded on the body of the cityguard
E 0 13363 1 15 A standard issue bracer is loaded on the right wrist of the cityguard
M 0 13060 1 13111 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
E 0 13353 1 5 A standard issue vest is loaded on the body of the cityguard
G 0 13120 1 A key is given to the cityguard
M 0 13060 1 13111 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
E 0 13353 1 5 A standard issue vest is loaded on the body of the cityguard
E 0 13363 1 15 A standard issue bracer is loaded on the right wrist of the cityguard
M 0 13124 1 13113 Load the duck
M 0 13121 1 13114 Load the swan
M 0 13122 1 13114 Load the duckling
M 0 13124 1 13115 Load the duck
M 0 13060 1 13117 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
E 0 13353 1 5 A standard issue vest is loaded on the body of the cityguard
M 0 13060 1 13120 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
E 0 13353 1 5 A standard issue vest is loaded on the body of the cityguard
M 0 13144 1 13120 Load the town crier
M 0 13060 1 13125 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
E 0 13353 1 5 A standard issue vest is loaded on the body of the cityguard
M 0 13005 1 13128 Load the thief
E 0 13351 1 16 A standard issue dagger is loaded wielded of the thief
M 0 13142 1 13137 Load the secretary
M 0 13143 1 13138 Load the mayor
E 0 13124 1 16 A long sword is loaded wielded of the mayor
M 0 13069 1 13138 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
M 0 13069 1 13138 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
M 0 13069 1 13138 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
M 0 13069 1 13138 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
O 0 13135 1 13141 A fountain loaded to The end of Penny Lane
O 0 13136 -1 13141 A small pile of coins loaded to The end of Penny Lane
M 0 13140 1 13142 Load the captain
E 0 13350 1 16 A standard issue sword is loaded wielded of the captain
G 0 13122 1 A key is given to the captain
G 0 13137 1 A steel key is given to the captain
M 0 13141 1 13142 Load the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
M 0 13141 1 13142 Load the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
M 0 13141 1 13142 Load the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
M 0 13141 1 13142 Load the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
O 0 13130 1 13142 The desk loaded to Captain's Office
P 0 13123 1 13130 A key put inside a key
O 0 13131 1 13142 The safe loaded to Captain's Office
P 0 13132 1 13131 The silver coins put inside the silver coins
M 0 13150 1 13150 Load Esme
G 0 13154 -1 A bottle of george killian's irish red is given to Esme
G 0 13152 -1 A bowl of beef stew is given to Esme
G 0 13153 -1 A biscuit is given to Esme
G 0 13151 -1 A bowl of chicken noodle soup is given to Esme
G 0 13150 -1 A cup of cinnamon coffee is given to Esme
G 0 13100 -1 A cup of tea is given to Esme
O 0 13200 -1 13150 The juke loaded to Kate's Diner
M 0 13160 1 13160 Load Melancholy
G 0 13168 -1 A map of olympus is given to Melancholy
G 0 13167 -1 A map of new thalos  is given to Melancholy
G 0 13166 -1 A map of the first level of moria is given to Melancholy
G 0 13165 -1 A map of the dwarven kingdom is given to Melancholy
G 0 13164 -1 A map of southern midgaard is given to Melancholy
G 0 13163 -1 A map of thera is given to Melancholy
G 0 13162 -1 A map of the city of midgaard is given to Melancholy
M 0 13161 1 13160 Load Lister
M 0 13071 1 13255 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
E 0 13353 1 5 A standard issue vest is loaded on the body of the cityguard
E 0 13361 1 12 A standard issue cape is loaded about the shoulders of the cityguard
M 0 13071 1 13255 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
E 0 13353 1 5 A standard issue vest is loaded on the body of the cityguard
E 0 13362 1 13 A standard issue belt is loaded around the waist of the cityguard
M 0 13072 1 13262 Load the cityguard
E 0 13365 1 0 A war banner is loaded as a light of the cityguard
E 0 13364 1 1 A city guard signet ring is loaded on the left finger of the cityguard
E 0 13350 1 16 A standard issue sword is loaded wielded of the cityguard
E 0 13353 1 5 A standard issue vest is loaded on the body of the cityguard
E 0 13354 1 11 A standard issue shield is loaded as a shield of the cityguard
S



#SHOPS
13000 2 3 4 10 0 105 15 0 23 -1 0
13001 0 0 0 0 0 110 100 0 23 -1 0
13002 1 8 13 15 19 150 40 0 23 -1 0
13003 5 6 7 0 0 120 40 0 23 -1 0
13004 9 0 0 0 0 100 50 0 23 -1 0
13006 22 0 0 0 0 120 90 6 22 -1 0
13008 0 0 0 0 0 100 100 0 23 -1 0
13009 8 30 32 33 0 110 100 0 23 -1 0
13010 9 0 0 0 0 110 50 0 23 -1 0
13040 0 0 0 0 0 110 100 0 23 -1 0
13042 0 0 0 0 0 100 100 0 23 -1 0
13043 0 0 0 0 0 110 100 0 23 -1 0
13044 0 0 0 0 0 170 100 0 23 -1 0
13045 0 0 0 0 0 150 100 0 23 -1 0
13046 0 0 0 0 0 100 90 0 23 -1 0
13070 10 0 0 0 0 1000 100 0 23 -1 0
13100 0 0 0 0 0 110 90 6 23 -1 0
13150 0 0 0 0 0 100 100 0 23 -1 0
13160 0 0 0 0 0 100 100 0 23 -1 0
0



#$