daleken/
daleken/data/notes/
daleken/data/player/
daleken/data/system/poses/
daleken/doc/Homepage/images/
daleken/log/
# This file has been autogenerated, you can edit this online.
-Version 0;
-Date 1024369007;

Area {
Name	"&rArena&x";
Plane	"Koronin";
Builders	"Pug";
LVnum	4800;
UVnum	4899;
Security	5;
Flags	(verbose);
Economy	24407;
};






Mobile {
Vnum	4800;
Name	"giant rat";
Short	"a Giant Rat";
Long	"You see a Giant Rat here looking for food.\n";
Desc	"This giant rat looks uninterested in you, it seems more interested in looking\n
for food. I hope you don't have any or it might want it.\n";
Level	6;
Act	(npc scavenger stay_area);
Affected	(infrared);
Race	(Animal);
};
Mobile {
Vnum	4801;
Name	"kobold";
Short	"a Kobold";
Long	"A Kobold watches with no sign that he notices you.\n";
Desc	"This kobold doesn't seem to pose much of a threat, he looks small like an\n
easy fight, but then again maybe not.\n";
Level	7;
Align	-10;
Act	(npc stay_area);
Affected	(infrared);
Sex	(male);
Race	(Kobold);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	4802;
Name	"goblin";
Short	"a Goblin";
Long	"A Goblin watches you with hate in it's eyes.\n";
Desc	"This goblin attacks you without any fear for it's own safety, it must really\n
hate you.\n";
Level	10;
Align	-30;
Act	(npc scavenger aggressive stay_area);
Affected	(infrared);
Race	(Goblin);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	4803;
Name	"orc";
Short	"an Orc";
Long	"An Orc stands guard here.\n";
Desc	"This orc seems bored, he looks like he has been standing here for about 10\n
hours, judging by his look, he also looks like he wants a fight to relieve\n
the boredom.\n";
Level	11;
Align	-100;
Act	(npc aggressive stay_area);
Affected	(infrared);
Sex	(male);
Race	(Orc);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	4804;
Name	"bugbear";
Short	"a Bugbear";
Long	"A Bugbear leaps at you ready to crush you in it's arms.\n";
Desc	"This creature has huge arms, they nearly reach the ground, suitable for\n
crushing it's opponents, as you will no doubt find out.\n";
Level	13;
Act	(npc aggressive stay_area);
Affected	(infrared hide);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	4805;
Name	"gnoll";
Short	"a Gnoll";
Long	"You see a Gnoll standing here.\n";
Desc	"This thing strongly represents an orc, yet you can see the differences, and\n
judging by the remains here, not everyone did.\n";
Level	19;
Align	-50;
Act	(npc scavenger stay_area);
Affected	(sanctuary infrared);
Sex	(male);
Race	(Orc);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	4806;
Name	"minotaur";
Short	"a Minotaur";
Long	"A Minotaur watches you carefully, judging you.\n";
Desc	"This creature is tough, you can sense that he is tough, he has a lot of scars\n
to prove the number of battle he has been through.\n";
Level	19;
Align	-100;
Act	(npc aggressive stay_area);
Affected	(detect-hidden infrared);
Sex	(male);
Race	(Minotaur);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot horns lungs);
};
Mobile {
Vnum	4807;
Name	"ettin";
Short	"an Ettin";
Long	"A two headed Ettin is here.\n";
Desc	"This strange creature has two heads, you wonder how it manages to think, and\n
which head is in charge.\n";
Level	23;
Align	-100;
Act	(npc stay_area wimpy);
Affected	(detect-hidden infrared);
Sex	(male);
Race	(Giant);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	4808;
Name	"gargoyle";
Short	"a Gargoyle";
Long	"A statue of a Gargoyle is here, wait, it moved!!!\n";
Desc	"This creature looks more like a statue than a living being, but how do you\n
fight a statue?\n";
Level	23;
Align	-50;
Act	(npc sentinel aggressive stay_area);
Affected	(sanctuary infrared);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot tail horns wings lungs);
};
Mobile {
Vnum	4809;
Name	"ghoul";
Short	"a Ghoul";
Long	"A Ghoul looks hungry for your life.\n";
Desc	"This monster wants to suck the life from your body and, judging by the\n
looks of it, it doesn't care whether you are alive or dead at the time.\n";
Level	23;
Align	-200;
Act	(npc aggressive stay_area);
Affected	(detect-invis detect-hidden infrared ghoul);
Race	(Undead);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot wings lungs);
Specfun	"spec_cast_undead";
};
Mobile {
Vnum	4810;
Name	"wright";
Short	"a Wright";
Long	"A Wright lunges for you, needing your life.\n";
Desc	"This creature is akin to a ghoul, it exists on the life force of the\n
living.  However it is bigger than it's relative and you can see it's evil\n
strength in it's terrible eyes.\n";
Level	28;
Align	-200;
Act	(npc aggressive stay_area);
Affected	(detect-invis detect-hidden infrared ghoul);
Race	(Banshee);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot wings lungs);
Specfun	"spec_cast_undead";
};
Mobile {
Vnum	4811;
Name	"quickling";
Short	"a Quickling";
Long	"A Quickling flashes by you in a burst of speed.\n";
Desc	"This is a Quickling, so named as it is FUCKING fast, you can barley see it\n
stand still, it is more of a blur as it flashes past you, fuck knows how you\n
are going to hit it, let alone kill it.\n";
Level	31;
Act	(npc stay_area);
Affected	(sanctuary infrared);
Race	(Hobbit);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot wings lungs);
};
Mobile {
Vnum	4812;
Name	"hydra";
Short	"a hydra";
Long	"An eight headed Hydra is here.\n";
Desc	"This Hydra has eight heads, and all of them look capable of killing you single\n
handed, so how do you think that you will fare against eight?\n";
Level	32;
Align	-300;
Act	(npc aggressive stay_area);
Affected	(infrared);
Sex	(female);
Race	(Demon);
};
Mobile {
Vnum	4813;
Name	"hill giant";
Short	"a Hill Giant";
Long	"A Hill Giant stands here, guarding his home.\n";
Desc	"This giant is one of the lesser giants, yet you can still see the power\n
behind his actions, and he is very protective of his home.\n";
Level	35;
Align	-100;
Act	(npc sentinel aggressive);
Affected	(detect-invis detect-hidden infrared);
Sex	(male);
Race	(Giant);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot wings lungs);
};
Mobile {
Vnum	4814;
Name	"fire giant";
Short	"a Fire Giant";
Long	"A Fire Giant stands here being a firebug.\n";
Desc	"This giant likes setting things on fire, and you appear to be the closest\n
combustible thing.\n";
Level	39;
Align	-200;
Act	(npc aggressive stay_area);
Affected	(detect-invis detect-hidden infrared);
Sex	(male);
Race	(Giant);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot wings lungs);
Specfun	"spec_breath_fire";
};
Mobile {
Vnum	4815;
Name	"storm giant";
Short	"a Storm Giant";
Long	"A Storm Giant stands looking for some weather.\n";
Desc	"This giant seems more interested in looking for weather than you, you hope\n
that it remains that way.\n";
Level	40;
Affected	(sanctuary infrared);
Sex	(male);
Race	(Giant);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot wings lungs);
Specfun	"spec_breath_lightning";
};
Mobile {
Vnum	4816;
Name	"earth elemental";
Short	"an Earth Elemental";
Long	"An Earth Elemental watches you with interest.\n";
Desc	"This Earth Elemental seems uninterested in you, and that seems lucky when you\n
see the power in this being.\n";
Level	44;
Align	-100;
Act	(npc stay_area);
Affected	(sanctuary infrared protect);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot tail horns wings lungs);
};
Mobile {
Vnum	4817;
Name	"troll";
Short	"a Troll";
Long	"A Troll lunges at you with little regard for itself.\n";
Desc	"This Troll is large, but is still very tough, you don't want to mess with him.\n";
Level	47;
Align	-300;
Act	(npc aggressive stay_area wimpy);
Affected	(detect-invis detect-hidden infrared);
Race	(Troll);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot wings lungs);
};
Mobile {
Vnum	4818;
Name	"black dragon";
Short	"a Black Dragon";
Long	"A Black Dragon attacks!!\n";
Desc	"This Black Dragon is bad news, you will need to sleep for a week if you are\n
able to beat it, if not, then you will sleep for a lot longer.\n";
Level	50;
Align	-500;
Act	(npc sentinel aggressive stay_area);
Affected	(detect-invis sanctuary infrared);
Sex	(male);
Race	(Dragon);
Specfun	"spec_breath_acid";
};
Mobile {
Vnum	4819;
Name	"red dragon";
Short	"a Red Dragon";
Long	"A Red Dragon is here, blowing fire.\n";
Desc	"This Red Dragon looks bad tempered, and his actions prove it, he is also\n
looking hungry.\n";
Level	55;
Align	-700;
Act	(npc sentinel scavenger aggressive);
Affected	(invisible detect-invis detect-hidden sanctuary infrared protect);
Sex	(male);
Race	(Dragon);
Specfun	"spec_breath_fire";
};
Mobile {
Vnum	4820;
Name	"troll";
Short	"a Troll";
Long	"A Troll lunges at you with little regard for itself.\n";
Desc	"This Troll is large, but is still very tough, you don't want to mess with him.\n";
Level	49;
Align	-300;
Act	(npc aggressive stay_area wimpy);
Affected	(detect-invis detect-hidden infrared);
Race	(Troll);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};


Object {
Vnum	4800;
Name	"brass helm";
Short	"a Brass Helm";
Long	"You see a Helm made from Brass.";
Level	7;
Weight	6;
Type	(armour);
Wear	(take head);
Material	(bronze);
Values	[0, 40, 0, 0];
Affect	{
Location	(ac);
Modifier	-2;
};
};
Object {
Vnum	4801;
Name	"steel breastplate";
Short	"a Steel Breastplate";
Long	"You see a Steel Breastplate.";
Level	7;
Weight	10;
Type	(armour);
Wear	(take body);
Extra	(glow);
Material	(steel);
Values	[0, 40, 0, 0];
Affect	{
Location	(ac);
Modifier	-2;
};
};
Object {
Vnum	4802;
Name	"gladiators sword";
Short	"a Gladiators Sword";
Long	"You see a rough sword here.";
Level	7;
Weight	10;
Type	(weapon);
Wear	(take wield);
Material	(bronze);
Values	[(.), 0, 0, (<weapon> slice)];
};
Object {
Vnum	4803;
Name	"trident";
Short	"a Trident";
Long	"You see a three-pronged Trident here.";
Level	17;
Weight	15;
Type	(weapon);
Wear	(take wield);
Material	(bronze);
Values	[(.), 0, 0, (<weapon> stab)];
Affect	{
Location	(hitroll);
Modifier	1;
};
Affect	{
Location	(damroll);
Modifier	2;
};
};
Object {
Vnum	4804;
Name	"speed boots";
Short	"speed Boots";
Long	"You see a pair of boots built for speed.";
Level	30;
Weight	8;
Type	(armour);
Wear	(take feet);
Extra	(glow hum);
Material	(leather);
Values	[0, 30, 0, 0];
Affect	{
Location	(dexterity);
Modifier	2;
};
Affect	{
Location	(move);
Modifier	50;
};
};
Object {
Vnum	4805;
Name	"black dragon";
Short	"a small Black Dragon";
Long	"You see a small model of a little Black Dragon.";
Level	45;
Weight	3;
Type	(key);
Wear	(take hold);
Extra	(glow hum);
Material	(ebony);
Values	[0, 0, 0, 0];
};
Object {
Vnum	4806;
Name	"red dragon";
Short	"a small Red Dragon";
Long	"You see a model of a little Red Dragon.";
Level	48;
Weight	4;
Type	(key);
Wear	(take hold);
Extra	(glow hum);
Material	(ebony);
Values	[0, 0, 0, 0];
};
Object {
Vnum	4807;
Name	"red dragon eye";
Short	"a Red Dragon Eye";
Long	"You see a Red Dragon Eye.";
Level	53;
Weight	4;
Type	(key);
Wear	(take hold);
Extra	(glow hum);
Material	(glass);
Values	[0, 0, 0, 0];
};
Object {
Vnum	4808;
Name	"black dragon claw";
Short	"a Black Dragon Claw";
Long	"You see a pair of Black Dragon Claws.";
Level	48;
Weight	15;
Type	(weapon);
Wear	(take wield);
Extra	(glow hum);
Material	(ivory);
Values	[(.), 0, 0, (<weapon> claw)];
Affect	{
Location	(hitroll);
Modifier	3;
};
Affect	{
Location	(damroll);
Modifier	2;
};
};
Object {
Vnum	4809;
Name	"black dragon skull";
Short	"a Black Dragon Skull";
Long	"You see the skull from a Black Dragon.";
Level	48;
Weight	17;
Type	(armour);
Wear	(take head);
Extra	(glow);
Material	(bone);
Values	[0, 80, 0, 0];
Affect	{
Location	(intelligence);
Modifier	2;
};
Affect	{
Location	(ac);
Modifier	-36;
};
};
Object {
Vnum	4810;
Name	"black dragon eye";
Short	"the Eye of the Black Dragon";
Long	"You see the Eye of a Black Dragon.";
Level	48;
Weight	5;
Type	(treasure);
Wear	(take hold);
Extra	(glow magic);
Material	(glass);
Values	[0, 0, 0, 0];
Affect	{
Location	(wisdom);
Modifier	3;
};
Affect	{
Location	(intelligence);
Modifier	2;
};
};
Object {
Vnum	4811;
Name	"yellow potion";
Short	"a Yellow Potion";
Long	"You see a vial full of a murky Yellow Liquid.";
Level	9;
Weight	3;
Type	(potion);
Wear	(take hold);
Material	(glass);
Values	[17, (cure blindness), (.), (.)];
};
Object {
Vnum	4812;
Name	"green potion";
Short	"a Green Potion";
Long	"You see a Vial full of a clear Green Liquid.";
Level	20;
Weight	3;
Type	(potion);
Wear	(take hold);
Extra	(glow);
Material	(glass);
Values	[20, (cure poison), (heal), (.)];
};
Object {
Vnum	4813;
Name	"crystal wand";
Short	"a Crystal Wand";
Long	"You see a wand made out of a clear Crystal.";
Level	31;
Weight	4;
Type	(wand);
Wear	(take hold);
Extra	(glow magic);
Material	(crystal);
Values	[30, 5, 5, (fireball)];
};
Object {
Vnum	4814;
Name	"weather staff";
Short	"a Weather Staff";
Long	"You see a staff with lightning bolts inscribed upon it.";
Level	38;
Weight	9;
Type	(staff);
Wear	(take hold);
Extra	(glow hum);
Material	(steel);
Values	[40, 10, 10, (lightning breath)];
};
Object {
Vnum	4815;
Name	"jagged wand";
Short	"a Jagged Wand";
Long	"A Jagged Wand lies in the dust.";
Level	38;
Weight	5;
Type	(wand);
Wear	(take hold);
Extra	(glow magic);
Material	(ebony);
Values	[45, 7, 7, (lightning bolt)];
};
Object {
Vnum	4816;
Name	"earth staff";
Short	"an Earth Staff";
Long	"You see a Staff made from stone.";
Level	44;
Weight	15;
Type	(staff);
Wear	(take hold);
Extra	(glow magic);
Material	(eternium);
Values	[45, 10, 10, (earthquake)];
};
Object {
Vnum	4817;
Name	"yellow wand";
Short	"a Yellow Wand";
Long	"You see a wand made out of a Yellow material.";
Level	45;
Weight	5;
Type	(wand);
Wear	(take hold);
Extra	(glow magic);
Material	(gold);
Values	[45, 5, 5, (heal)];
};
Object {
Vnum	4818;
Name	"treasure";
Short	"a large mound of treasure";
Long	"You see a large mound of treasure, it must be worth a fortune.";
Level	0;
Weight	20;
Type	(money);
Wear	(take);
Extra	(glow);
Material	(gold);
Values	[50000, 0, 0, 0];
};
Object {
Vnum	4819;
Name	"clay ring";
Short	"a clay ring";
Long	"A ring made from hardened clay lies here.";
Level	55;
Weight	4;
Type	(armour);
Wear	(take finger);
Extra	(glow magic);
Material	(eternium);
Values	[0, -1, 0, 0];
Affect	{
Location	(mana-earth);
Modifier	40;
};
Affect	{
Location	(intelligence);
Modifier	2;
};
};
Object {
Vnum	4820;
Name	"metal ring";
Short	"a Metal ring";
Long	"A ring shines metallically here.";
Level	55;
Weight	6;
Type	(armour);
Wear	(take finger);
Extra	(glow hum);
Material	(iron);
Values	[0, -1, 0, 0];
Affect	{
Location	(hitroll);
Modifier	3;
};
Affect	{
Location	(damroll);
Modifier	4;
};
};
Object {
Vnum	4821;
Name	"red dragon scale";
Short	"a Red Dragon Scale";
Long	"You see a scale of a Red Dragon that can be used as a shield.";
Level	55;
Weight	12;
Type	(armour);
Wear	(take shield);
Extra	(glow);
Material	(dragonskin);
Values	[0, -1, 0, 0];
Affect	{
Location	(magic-resist);
Modifier	5;
};
Affect	{
Location	(ac);
Modifier	-7;
};
};
Object {
Vnum	4822;
Name	"red dragon wings";
Short	"red Dragon Wings";
Long	"You see a pair of Red Dragon Wings.";
Level	53;
Weight	13;
Type	(armour);
Wear	(take shoulders);
Extra	(hum);
Material	(dragonskin);
Values	[0, -1, 0, 0];
Affect	{
Location	(dexterity);
Modifier	2;
};
Affect	{
Location	(damroll);
Modifier	5;
};
};
Object {
Vnum	4823;
Name	"club";
Short	"a Club";
Long	"You see a fucking big Club here.";
Level	20;
Weight	18;
Type	(weapon);
Wear	(take wield);
Material	(eternium);
Values	[(.), 0, 0, (<weapon> crush)];
Affect	{
Location	(strength);
Modifier	-1;
};
};
Object {
Vnum	4824;
Name	"stone belt";
Short	"a Stone belt";
Long	"You see a belt made from stone, it must be uncomfortable to wear.";
Level	21;
Weight	20;
Type	(armour);
Wear	(take waist);
Extra	(glow magic noremove);
Material	(eternium);
Values	[0, 60, 0, 0];
Affect	{
Location	(constitution);
Modifier	2;
};
Affect	{
Location	(move);
Modifier	-50;
};
Affect	{
Location	(ac);
Modifier	-5;
};
};
Object {
Vnum	4825;
Name	"leather bracelet";
Short	"a leather bracelet";
Long	"You see a bracelet made from animal hide.";
Level	12;
Weight	6;
Type	(armour);
Wear	(take wrist);
Extra	(noremove);
Material	(leather);
Values	[0, 30, 0, 0];
Affect	{
Location	(ac);
Modifier	-2;
};
};
Object {
Vnum	4826;
Name	"holy avenger";
Short	"th Holy Avenger";
Long	"You see a sword with symbols of Gods inscribed on it.";
Level	53;
Weight	18;
Type	(weapon);
Wear	(take wield);
Extra	(glow hum bless);
Material	(diamond);
Values	[(.), 0, 0, (<weapon> pierce)];
Affect	{
Location	(strength);
Modifier	1;
};
Affect	{
Location	(hitroll);
Modifier	7;
};
Affect	{
Location	(damroll);
Modifier	7;
};
};


Room {
Vnum	4800;
Name	"Entrance to the Arena";
Desc	"You stand before an arch leading into the darkness of the arena, the place\n
where man and monster used to battle before crowds, rumour has it that the\n
monsters are still alive.\n\n
You see a sign here\n";
Flags	(no_mob no_portal);
Sector	(desert);
Exit	[  @(<dir> north) {
ToRoom	914;
}, @(<dir> east) {
ToRoom	4801;
} ];
};
Room {
Vnum	4801;
Name	"Inside the Arena";
Desc	"You stand just inside the arena, man is it dark, thank god you have a\n
light.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4802;
}, @(<dir> east) {
ToRoom	4808;
}, @(<dir> south) {
ToRoom	4813;
}, @(<dir> west) {
ToRoom	4800;
} ];
};
Room {
Vnum	4802;
Name	"Inside the Arena";
Desc	"You stand in one of the many corridors of the arena, man this place needs a\n
good spring clean.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4803;
}, @(<dir> south) {
ToRoom	4801;
} ];
};
Room {
Vnum	4803;
Name	"Inside the Arena";
Desc	"You stand at a corner of the arena, you choke on the dust and the smell of\n
mould in this stone corridor.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4804;
}, @(<dir> south) {
ToRoom	4802;
} ];
Resets	{
# a Kobold to room.
  M 4801 7;
#	equip a Brass Helm head.
  E 4800 ("head");
#	equip a Steel Breastplate body.
  E 4801 ("body");
#	equip a Gladiators Sword rwielded.
  E 4802 ("rwielded");
};
};
Room {
Vnum	4804;
Name	"Inside the Arena";
Desc	"You are deep in the arena now, but not far enough to turn back.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4805;
}, @(<dir> west) {
ToRoom	4803;
} ];
Resets	{
# a Goblin to room.
  M 4802 4;
#	equip a Brass Helm head.
  E 4800 ("head");
#	equip a Steel Breastplate body.
  E 4801 ("body");
#	equip a Gladiators Sword rwielded.
  E 4802 ("rwielded");
};
};
Room {
Vnum	4805;
Name	"Inside the Arena";
Desc	"You stand at another corner, you can not see far in this darkness.\n";
Flags	(dark underground);
Exit	[  @(<dir> south) {
ToRoom	4806;
}, @(<dir> west) {
ToRoom	4804;
} ];
Resets	{
# a Kobold to room.
  M 4801 3;
#	equip a Brass Helm head.
  E 4800 ("head");
#	equip a Steel Breastplate body.
  E 4801 ("body");
#	equip a Gladiators Sword rwielded.
  E 4802 ("rwielded");
};
};
Room {
Vnum	4806;
Name	"Inside the Arena";
Desc	"You can see why few people bother with this place, it would take 100 liters\n
of Jiff to clean these walls.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4805;
}, @(<dir> south) {
ToRoom	4807;
} ];
};
Room {
Vnum	4807;
Name	"Inside the Arena";
Desc	"You stand at the top of the ladder, and you remember from the rumours that the\n
deeper you go, the bigger the monsters.\n\n
A sign stands here.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4806;
}, @(<dir> south) {
ToRoom	4809;
}, @(<dir> west) {
ToRoom	4808;
}, @(<dir> down) {
ToRoom	4814;
} ];
Resets	{
# an Orc to room.
  M 4803 5;
#	equip a Brass Helm head.
  E 4800 ("head");
#	equip a Steel Breastplate body.
  E 4801 ("body");
#	equip a Gladiators Sword rwielded.
  E 4802 ("rwielded");
#	a Yellow Potion to inventory.
  G 4811;
};
};
Room {
Vnum	4808;
Name	"Inside the Arena";
Desc	"You are in another corridor, one of many in this place, the room to the north\n
is filled with rubble, you can't get in there, it makes you think about all\n
the tonnes of rock above your head.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4807;
}, @(<dir> west) {
ToRoom	4801;
} ];
};
Room {
Vnum	4809;
Name	"Inside the Arena";
Desc	"You can already believe the rumours about the monsters in this place you only\n
hope you don't meet some of the bigger ones.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4807;
}, @(<dir> south) {
ToRoom	4810;
} ];
Resets	{
# a Giant Rat to room.
  M 4800 8;
};
};
Room {
Vnum	4810;
Name	"Inside the Arena";
Desc	"You stand in a corner of the arena, this may be a good place to be as you can\n
easily see anything coming from either direction.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4809;
}, @(<dir> west) {
ToRoom	4811;
} ];
Resets	{
# a Giant Rat to room.
  M 4800 3;
};
};
Room {
Vnum	4811;
Name	"Inside the Arena";
Desc	"You know that you have not been here long, yet you want to leave now you can\n
sense the monsters here, and the hate that some of them hold for those that\n
made them fight each other.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4810;
}, @(<dir> west) {
ToRoom	4812;
} ];
Resets	{
# a Goblin to room.
  M 4802 2;
#	equip a Brass Helm head.
  E 4800 ("head");
#	equip a Steel Breastplate body.
  E 4801 ("body");
#	equip a Gladiators Sword rwielded.
  E 4802 ("rwielded");
};
};
Room {
Vnum	4812;
Name	"Inside the Arena";
Desc	"You stand at a join between two corridors, you don't have much choice on\n
where to go from here.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4813;
}, @(<dir> east) {
ToRoom	4811;
} ];
Resets	{
# a Giant Rat to room.
  M 4800 2;
};
};
Room {
Vnum	4813;
Name	"Inside the Arena";
Desc	"You stand just away from the entrance, you can easily turn back now if\n
you want to, and judging by the number of bones here, it might be a good\n
idea.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4801;
}, @(<dir> south) {
ToRoom	4812;
} ];
};
Room {
Vnum	4814;
Name	"Ladder";
Desc	"You stand on a ladder leading deeper into the dungeons of the arena, you only\n
hope that you have the courage to go down.\n";
Flags	(dark no_mob underground);
Exit	[  @(<dir> up) {
ToRoom	4807;
}, @(<dir> down) {
ToRoom	4815;
} ];
};
Room {
Vnum	4815;
Name	"Deeper in the Arena";
Desc	"You stand at the foot of a ladder, knowing that it can take you out. Or, you\n
could keep going, not knowing what you are going to meet.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4832;
}, @(<dir> east) {
ToRoom	4816;
}, @(<dir> south) {
ToRoom	4822;
}, @(<dir> west) {
ToRoom	4827;
}, @(<dir> up) {
ToRoom	4814;
}, @(<dir> down) {
ToRoom	4836;
} ];
Resets	{
# an Orc to room.
  M 4803 3;
#	equip a Brass Helm head.
  E 4800 ("head");
#	equip a Steel Breastplate body.
  E 4801 ("body");
#	equip a Gladiators Sword rwielded.
  E 4802 ("rwielded");
#	a Yellow Potion to inventory.
  G 4811;
};
};
Room {
Vnum	4816;
Name	"Deeper in the Arena";
Desc	"You stand in a corridor, you can see that the roof could collapse at any\n
moment, better move on.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4817;
}, @(<dir> west) {
ToRoom	4815;
} ];
};
Room {
Vnum	4817;
Name	"Deeper in the Arena";
Desc	"You stand at an intersection, one way could lead to death, the other to a\n
hard fight, bit of a toss up really.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4835;
}, @(<dir> south) {
ToRoom	4818;
}, @(<dir> west) {
ToRoom	4816;
} ];
Resets	{
# a Gnoll to room.
  M 4805 2;
#	equip a Brass Helm head.
  E 4800 ("head");
#	equip a Steel Breastplate body.
  E 4801 ("body");
#	equip a Gladiators Sword rwielded.
  E 4802 ("rwielded");
};
};
Room {
Vnum	4818;
Name	"Deeper in the Arena";
Desc	"You are in yet another corridor of this place, it stinks of death you can see\n
that these monsters must feed of each other judging by the different bones.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4817;
}, @(<dir> south) {
ToRoom	4819;
} ];
Resets	{
# a Gnoll to room.
  M 4805 6;
#	a Yellow Potion to inventory.
  G 4811;
#	equip a Brass Helm head.
  E 4800 ("head");
#	equip a Steel Breastplate body.
  E 4801 ("body");
#	equip a Gladiators Sword rwielded.
  E 4802 ("rwielded");
};
};
Room {
Vnum	4819;
Name	"Deeper in the Arena";
Desc	"You stand at another corner of this damned place, you hope that you can find\n
the exit or get out some other way.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4818;
}, @(<dir> west) {
ToRoom	4820;
} ];
};
Room {
Vnum	4820;
Name	"Deeper in the Arena";
Desc	"You stand in a half collapsed corridor, you only hope that the creaks and\n
dirt coming from the roof don't mean that the ceiling is about to fall some\n
more.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4819;
}, @(<dir> west) {
ToRoom	4821;
} ];
Resets	{
# a Bugbear to room.
  M 4804 3;
#	equip a leather bracelet lwrist.
  E 4825 ("lwrist");
};
};
Room {
Vnum	4821;
Name	"Deeper in the Arena";
Desc	"You stand at an intersection, God only knows what leads where.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4822;
}, @(<dir> east) {
ToRoom	4820;
}, @(<dir> west) {
ToRoom	4823;
} ];
Resets	{
# a Minotaur to room.
  M 4806 2;
#	a Yellow Potion to inventory.
  G 4811;
#	a Yellow Potion to inventory.
  G 4811;
#	equip a Brass Helm head.
  E 4800 ("head");
#	equip a Steel Breastplate body.
  E 4801 ("body");
#	equip a Trident rwielded.
  E 4803 ("rwielded");
};
};
Room {
Vnum	4822;
Name	"Deeper in the Arena";
Desc	"This corridor is much like the rest, in desperate need of some repair. You\n
wonder if some of the creatures here care about the state of the place that\n
they live.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4815;
}, @(<dir> south) {
ToRoom	4821;
} ];
};
Room {
Vnum	4823;
Name	"Deeper in the Arena";
Desc	"The sheer sameness of this place is enough to drive the bravest person mad,\n
thinking about the people who you know have been here, you can see why they\n
were mad.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4821;
}, @(<dir> west) {
ToRoom	4824;
} ];
Resets	{
# a Bugbear to room.
  M 4804 6;
#	equip a leather bracelet lwrist.
  E 4825 ("lwrist");
};
};
Room {
Vnum	4824;
Name	"Deeper in the Arena";
Desc	"You are at another corner, you wonder how the monsters were fed and moved as\n
there doesn't seem to be any cages about. Not that you need to worry about\n
that now.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4825;
}, @(<dir> east) {
ToRoom	4823;
} ];
};
Room {
Vnum	4825;
Name	"Deeper in the Arena";
Desc	"You have been here before, you are sure of it, everything is the same, on\n
second thoughts, you realise that this corridor just looks the same as one\n
you were in about 3 rooms back.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4826;
}, @(<dir> south) {
ToRoom	4824;
} ];
};
Room {
Vnum	4826;
Name	"Deeper in the Arena";
Desc	"You are at an intersection, the corridors leading off into the darkness and\n
possibly your death.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4828;
}, @(<dir> east) {
ToRoom	4827;
}, @(<dir> south) {
ToRoom	4825;
} ];
Resets	{
# a Minotaur to room.
  M 4806 3;
#	equip a Brass Helm head.
  E 4800 ("head");
#	equip a Steel Breastplate body.
  E 4801 ("body");
#	equip a Trident rwielded.
  E 4803 ("rwielded");
#	a Yellow Potion to inventory.
  G 4811;
#	a Yellow Potion to inventory.
  G 4811;
};
};
Room {
Vnum	4827;
Name	"Deeper in the Arena";
Desc	"You stand in a corridor, the walls are covered in mould and other rotting\n
vegetation, not surprising really, when you see the amount of water coming from\n
the ceiling.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4815;
}, @(<dir> west) {
ToRoom	4826;
} ];
Resets	{
# a Gnoll to room.
  M 4805 3;
#	a Yellow Potion to inventory.
  G 4811;
#	equip a Brass Helm head.
  E 4800 ("head");
#	equip a Steel Breastplate body.
  E 4801 ("body");
#	equip a Gladiators Sword rwielded.
  E 4802 ("rwielded");
};
};
Room {
Vnum	4828;
Name	"Deeper in the Arena";
Desc	"This corridor looks out of place, it is semi-clean, not completely filthy,\n
but, you wouldn't want to live here.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4829;
}, @(<dir> south) {
ToRoom	4826;
} ];
};
Room {
Vnum	4829;
Name	"Deeper in the Arena";
Desc	"You stand at another corner of this level of the dungeon that is the arena,\n
you are still wondering about the monsters, but perhaps you are the\n
entertainment at the moment, you look around, thinking that someone is\n
watching you.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4830;
}, @(<dir> south) {
ToRoom	4828;
} ];
Resets	{
# a Minotaur to room.
  M 4806 4;
#	a Yellow Potion to inventory.
  G 4811;
#	equip a Brass Helm head.
  E 4800 ("head");
#	equip a Steel Breastplate body.
  E 4801 ("body");
#	equip a Trident rwielded.
  E 4803 ("rwielded");
};
};
Room {
Vnum	4830;
Name	"Deeper in the Arena";
Desc	"This corridor is the same as the rest, out of service, you wonder what made\n
you come down here in the first place, if the monsters don't kill you, the\n
ceiling will, as it looks like it will collapse if you sneeze a little too\n
loudly.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4831;
}, @(<dir> west) {
ToRoom	4829;
} ];
Resets	{
# an Ettin to room.
  M 4807 2;
#	equip a Club rwielded.
  E 4823 ("rwielded");
#	a Green Potion to inventory.
  G 4812;
};
};
Room {
Vnum	4831;
Name	"Deeper in the Arena";
Desc	"You stand at another intersection, you again wonder which way is out as you\n
are starting to want out, perhaps you can ask one of the monsters, then again,\n
the last one wasn't much help either.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4833;
}, @(<dir> south) {
ToRoom	4832;
}, @(<dir> west) {
ToRoom	4830;
} ];
Resets	{
# a Bugbear to room.
  M 4804 3;
#	equip a leather bracelet lwrist.
  E 4825 ("lwrist");
# an Ettin to room.
  M 4807 4;
#	a Green Potion to inventory.
  G 4812;
#	equip a Club hands.
  E 4823 ("hands");
};
};
Room {
Vnum	4832;
Name	"Deeper in the Arena";
Desc	"This corridor is nearly fully blocked of, obviously someone didn't like the\n
state of the ceiling, and decided to change the way it was, maybe they are\n
underneath all of the rubble.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4831;
}, @(<dir> south) {
ToRoom	4815;
} ];
};
Room {
Vnum	4833;
Name	"Deeper in the Arena";
Desc	"You stand in another corridor, that looks like about 50 others that you have\n
passed through, looking around though, you can pick some differences, but not\n
many.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4834;
}, @(<dir> west) {
ToRoom	4831;
} ];
Resets	{
# an Orc to room.
  M 4803 3;
#	equip a Brass Helm head.
  E 4800 ("head");
#	equip a Steel Breastplate body.
  E 4801 ("body");
#	equip a Gladiators Sword rwielded.
  E 4802 ("rwielded");
#	a Yellow Potion to inventory.
  G 4811;
};
};
Room {
Vnum	4834;
Name	"Deeper in the Arena";
Desc	"You stand in another corner, that feeling that you are being watched is strong\n
and you look around for a pair of eyes, or a hole in the wall, at least\n
something you can focus your anger upon.\n";
Flags	(dark underground);
Exit	[  @(<dir> south) {
ToRoom	4835;
}, @(<dir> west) {
ToRoom	4833;
} ];
};
Room {
Vnum	4835;
Name	"Deeper in the Arena";
Desc	"This corridor is putrid, the amount of vegetable matter here is unbelievable,\n
you cannot understand how it can survive without light, but after what you\n
have already seen here, it doesn't surprise you too much.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4834;
}, @(<dir> south) {
ToRoom	4817;
} ];
};
Room {
Vnum	4836;
Name	"Ladder Room";
Desc	"You stand in a room with a ladder leading both up and down, you know what is\n
up, but down is beyond you.\n\n
You see a sign here.\n";
Flags	(dark no_mob underground);
Exit	[  @(<dir> up) {
ToRoom	4815;
}, @(<dir> down) {
ToRoom	4837;
} ];
};
Room {
Vnum	4837;
Name	"Deep in the Arena";
Desc	"You stand at an intersection, you can see the corridors stretch into the\n
darkness in all directions, the way out is up, but you can feel you want to\n
continue, and try and clear this evil place.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4838;
}, @(<dir> east) {
ToRoom	4844;
}, @(<dir> west) {
ToRoom	4843;
}, @(<dir> up) {
ToRoom	4836;
} ];
};
Room {
Vnum	4838;
Name	"Deep in the Arena";
Desc	"Despite being deeper in the arena, the decor of this place hasn't changed\n
much, it is still the same grey stone that the walls are made from, with the\n
same vegetable coverage.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4839;
}, @(<dir> south) {
ToRoom	4837;
} ];
};
Room {
Vnum	4839;
Name	"Deep in the Arena";
Desc	"You stand at a corner in the corridor, you wonder what can be ahead. God only\n
knows what else this forbidding place can hold.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4840;
}, @(<dir> south) {
ToRoom	4838;
} ];
Resets	{
# a Quickling to room.
  M 4811 3;
#	equip speed Boots feet.
  E 4804 ("feet");
};
};
Room {
Vnum	4840;
Name	"Deep in the Arena";
Desc	"You see something ahead, you only hope that it is friendly, you think about\n
what you have seen before in this place, and decide that it isn't friendly.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4841;
}, @(<dir> west) {
ToRoom	4839;
} ];
};
Room {
Vnum	4841;
Name	"Statue Room";
Desc	"This room in full of statues, it seems that every spare place of floor is\n
taken up by a statue. You wonder what it could be for, perhaps they are the\n
statues of people who have survived, or perished. You also see a ladder\n
leading further down into the dungeon.\n";
Flags	(dark underground);
Exit	[  @(<dir> west) {
ToRoom	4840;
}, @(<dir> down) {
ToRoom	4846;
} ];
Resets	{
# a Gargoyle to room.
  M 4808 2;
#	equip a Stone belt waist.
  E 4824 ("waist");
# a Gargoyle to room.
  M 4808 2;
#	equip a Stone belt waist.
  E 4824 ("waist");
};
};
Room {
Vnum	4842;
Name	"A Dead End";
Desc	"You stand at the end of a corridor, the only way being the way you came, you\n
only hope that nothing is following you up this corridor, as you will have\n
to meet it on your way out.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4843;
} ];
Resets	{
# an Ettin to room.
  M 4807 2;
#	a Green Potion to inventory.
  G 4812;
#	equip a Club rwielded.
  E 4823 ("rwielded");
};
};
Room {
Vnum	4843;
Name	"Deep in the Arena";
Desc	"You stand in another section of corridor, the number of bones here is huge,\n
you only hope that you don't add to them.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4837;
}, @(<dir> west) {
ToRoom	4842;
} ];
};
Room {
Vnum	4844;
Name	"Deep in the Arena";
Desc	"This corridor is starting to get depressing, you are considering coming back\n
later with a can of spray can to try and add some colour to this place.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4845;
}, @(<dir> west) {
ToRoom	4837;
} ];
Resets	{
# a Ghoul to room.
  M 4809 4;
#	a Green Potion to inventory.
  G 4812;
};
};
Room {
Vnum	4845;
Name	"A Dead End";
Desc	"You stand at a dead end, the corridor ahead is filled with rubble there is no\n
where else for you to run, you must now turn and see if you can go back the\n
way you came.\n";
Flags	(dark underground);
Exit	[  @(<dir> west) {
ToRoom	4844;
} ];
Resets	{
# a Wright to room.
  M 4810 3;
#	a Green Potion to inventory.
  G 4812;
#	a Green Potion to inventory.
  G 4812;
};
};
Room {
Vnum	4846;
Name	"A Ladder Step";
Desc	"You are halfway down a ladder that is taking you deeper into the dungeon of\n
the arena, you only hope that you can survive the next level of the dungeon.\n\n
You see some writing on the step of the ladder.\n";
Flags	(dark no_mob underground);
Exit	[  @(<dir> up) {
ToRoom	4841;
}, @(<dir> down) {
ToRoom	4847;
} ];
};
Room {
Vnum	4847;
Name	"The Maze";
Desc	"You have reached the level of the dungeon called the maze, according to\n
legend, is full of twists and turns that can lead you astray, you only hope\n
that they are stories, as you have already lost your sense of direction.\n";
Flags	(dark underground);
Exit	[  @(<dir> south) {
ToRoom	4848;
}, @(<dir> up) {
ToRoom	4846;
} ];
Resets	{
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4848;
Name	"The Maze";
Desc	"You are now inside the maze, you may still be able to turn around if you are\n
lucky, but you may not be.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4849;
}, @(<dir> south) {
ToRoom	4847;
} ];
Resets	{
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4849;
Name	"The Maze";
Desc	"You stand in another section of the maze, you don't know which way leads out,\n
you can only hope that the way you choose will lead you to where you want to\n
go.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4848;
}, @(<dir> south) {
ToRoom	4850;
} ];
Resets	{
# a hydra to room.
  M 4812 4;
#	a Crystal Wand to inventory.
  G 4813;
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4850;
Name	"The Maze";
Desc	"You stand at a corner of the maze, you don't know if you are coming or going\n
by this stage, all you know is that you are lost, and that you don't think\n
that you have much chance of getting out of here.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4849;
}, @(<dir> east) {
ToRoom	4851;
} ];
Resets	{
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4851;
Name	"The Maze";
Desc	"You stand in a plain section of the maze, it looks the same as the rest that\n
you have passed through, you have no idea where you are.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4852;
}, @(<dir> west) {
ToRoom	4850;
} ];
Resets	{
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4852;
Name	"The Maze";
Desc	"You stand in a plain section of the maze it looks the same as the rest that\n
you have passed through, you have no idea where you are.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4853;
}, @(<dir> west) {
ToRoom	4851;
} ];
Resets	{
# a Fire Giant to room.
  M 4814 8;
#	equip a Club rwielded.
  E 4823 ("rwielded");
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4853;
Name	"The Maze";
Desc	"You stand in a plain section of the maze it looks the same as the rest that\n
you have passed through, you have no idea where you are.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4854;
}, @(<dir> south) {
ToRoom	4898;
}, @(<dir> west) {
ToRoom	4852;
} ];
Resets	{
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4854;
Name	"The Maze";
Desc	"You stand in a plain section of the maze it looks the same as the rest that\n
you have passed through, you have no idea where you are.\n";
Flags	(dark underground);
Exit	[  @(<dir> south) {
ToRoom	4855;
}, @(<dir> west) {
ToRoom	4853;
} ];
Resets	{
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4855;
Name	"The Maze";
Desc	"You stand in a plain section of the maze it looks the same as the rest that\n
you have passed through, you have no idea where you are.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4854;
}, @(<dir> east) {
ToRoom	4856;
}, @(<dir> west) {
ToRoom	4898;
} ];
Resets	{
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4856;
Name	"The Maze";
Desc	"You stand in a plain section of the maze it looks the same as the rest that\n
you have passed through, you have no idea where you are.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4857;
}, @(<dir> east) {
ToRoom	4895;
}, @(<dir> south) {
ToRoom	4892;
}, @(<dir> west) {
ToRoom	4855;
} ];
Resets	{
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4857;
Name	"The Maze";
Desc	"You stand in a plain section of the maze it looks the same as the rest that\n
you have passed through, you have no idea where you are.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4856;
}, @(<dir> east) {
ToRoom	4858;
} ];
Resets	{
# a hydra to room.
  M 4812 2;
#	a Crystal Wand to inventory.
  G 4813;
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4858;
Name	"The Maze";
Desc	"You stand in a plain section of the maze it looks the same as the rest that\n
you have passed through, you have no idea where you are.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4857;
}, @(<dir> west) {
ToRoom	4859;
} ];
Resets	{
# a Fire Giant to room.
  M 4814 4;
#	equip a Club rwielded.
  E 4823 ("rwielded");
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4859;
Name	"The Maze";
Desc	"You stand in a plain section of the maze it looks the same as the rest that\n
you have passed through, you have no idea where you are.\n";
Flags	(dark underground);
Exit	[  @(<dir> south) {
ToRoom	4858;
}, @(<dir> west) {
ToRoom	4860;
} ];
Resets	{
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4860;
Name	"The Maze";
Desc	"You stand in a plain section of the maze it looks the same as the rest that\n
you have passed through, you have no idea where you are.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4859;
}, @(<dir> west) {
ToRoom	4861;
} ];
Resets	{
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4861;
Name	"The Hill Giant's Home";
Desc	"You are inside the Hill Giants home, and he seems to keep a pretty tidy home,\n
the only problem is that he seems to consider you as garbage and that you\n
have to be removed.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4860;
}, @(<dir> south) {
ToRoom	4862;
} ];
Resets	{
# a Hill Giant to room.
  M 4813 1;
#	equip a Club rwielded.
  E 4823 ("rwielded");
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4862;
Name	"The Maze";
Desc	"You stand in a plain section of the maze it looks the same as the rest that\n
you have passed through, you have no idea where you are.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4861;
}, @(<dir> south) {
ToRoom	4863;
} ];
Resets	{
# a Storm Giant to room.
  M 4815 5;
#	equip a Club rwielded.
  E 4823 ("rwielded");
#	equip a Jagged Wand lhold.
  E 4815 ("lhold");
#	a Weather Staff to inventory.
  G 4814;
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4863;
Name	"The End of the Maze";
Desc	"You are at the end of the maze, you only hope that there is a quicker way out\n
besides the way you came in. There is a ladder leading down deeper again into\n
the arena.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4862;
}, @(<dir> down) {
ToRoom	4864;
} ];
Resets	{
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4864;
Name	"Ladder Room";
Desc	"This ladder is very badly in need of replacement, it seems that it could\n
break at any minute trying to support your weight, you start to carefully\n
continue down.\n\n
You see some faint writing on a plaque on the wall.\n";
Flags	(dark no_mob underground);
Exit	[  @(<dir> up) {
ToRoom	4863;
}, @(<dir> down) {
ToRoom	4865;
} ];
};
Room {
Vnum	4865;
Name	"The Depths of the Dungeon";
Desc	"You stand on one of the lowest levels of the dungeon, according to the stories,\n
there is a level below this one where the dragons are kept. You also know that\n
the rewards for killing them can be very rich.\n";
Flags	(dark underground);
Exit	[  @(<dir> south) {
ToRoom	4866;
}, @(<dir> up) {
ToRoom	4864;
} ];
};
Room {
Vnum	4866;
Name	"The Depths of the Dungeon";
Desc	"The corridor you stand in stretches off into the darkness, you cannot see\n
where it ends, and you hope that nothing nasty is waiting for you at the\n
other end, but from previous experience, you know that there probably will be.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4865;
}, @(<dir> south) {
ToRoom	4867;
} ];
};
Room {
Vnum	4867;
Name	"The Depths of the Dungeon";
Desc	"You are starting to get apprehensive, you again can feel that something is\n
watching you, you turn quickly, but you see nothing, you try and put it down\n
to the darkness and your nerves.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4866;
}, @(<dir> south) {
ToRoom	4868;
} ];
Resets	{
# an Earth Elemental to room.
  M 4816 5;
#	equip an Earth Staff lhold.
  E 4816 ("lhold");
};
};
Room {
Vnum	4868;
Name	"The Depths of the Dungeon";
Desc	"You think that you can see a turning ahead, you only hope no surprises wait\n
for you around it.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4867;
}, @(<dir> south) {
ToRoom	4869;
} ];
};
Room {
Vnum	4869;
Name	"The Depths of the Dungeon";
Desc	"You stand at a corner of a corridor, you notice nothing unusual about it, but\n
there is a nagging feeling that you are being watched and possibly judged.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4868;
}, @(<dir> east) {
ToRoom	4870;
} ];
Resets	{
# a Troll to room.
  M 4817 20;
#	equip a Club rwielded.
  E 4823 ("rwielded");
};
};
Room {
Vnum	4870;
Name	"The Depths of the Dungeon";
Desc	"This corridor looks identical to one you saw several levels up, you start to\n
think that perhaps it is the same corridor that you went through before.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4871;
}, @(<dir> west) {
ToRoom	4869;
} ];
};
Room {
Vnum	4871;
Name	"The Depths of the Dungeon";
Desc	"The floor here looks pitted, and very heavily used, you only hope you don't\n
meet what might be using it a lot, you have a feeling that it is quite large\n
and unpleasant.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4872;
}, @(<dir> west) {
ToRoom	4870;
} ];
Resets	{
# an Earth Elemental to room.
  M 4816 3;
#	equip an Earth Staff lhold.
  E 4816 ("lhold");
};
};
Room {
Vnum	4872;
Name	"The Depths of the Dungeon";
Desc	"You can see another turning ahead, again you have no idea where it might lead,\n
you only hope that it can take you closer to your goal of the Red Dragon\n
which, according to rumour has many items worth getting.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4873;
}, @(<dir> west) {
ToRoom	4871;
} ];
};
Room {
Vnum	4873;
Name	"The Depths of the Dungeon";
Desc	"You are at another corner of two corridors, you have only one way to go and\n
that is onwards, you only hope that you are brave enough to be able to get\n
there.\n";
Flags	(dark underground);
Exit	[  @(<dir> south) {
ToRoom	4874;
}, @(<dir> west) {
ToRoom	4872;
} ];
Resets	{
# a Troll to room.
  M 4817 3;
#	equip a Club rwielded.
  E 4823 ("rwielded");
};
};
Room {
Vnum	4874;
Name	"The Depths of the Dungeon";
Desc	"You stand in a part of the corridor that has red coloured stone, you wonder\n
if the decorator felt like a change, then on closer inspection you realise\n
that it is blood, and no doubt what ever put it there had no thought to\n
decor.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4873;
}, @(<dir> south) {
ToRoom	4875;
} ];
};
Room {
Vnum	4875;
Name	"The Depths of the Dungeon";
Desc	"You are at another corner of a corridor, you have no idea where it leads,\n
only where it comes from, you hope you find the Red Dragon soon, as you want\n
to get out of this place.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	4874;
}, @(<dir> west) {
ToRoom	4876;
} ];
Resets	{
# a Troll to room.
  M 4817 3;
#	equip a Club rwielded.
  E 4823 ("rwielded");
#	a Yellow Wand to inventory.
  G 4817;
};
};
Room {
Vnum	4876;
Name	"The Depths of the Dungeon";
Desc	"This section of corridor is much the same as the other hundred or so that\n
you have passed through, it makes use of the same grey stone with the same\n
mortar and so forth.  The floor seems unusually hollow though.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4875;
}, @(<dir> west) {
ToRoom	4877;
}, @(<dir> down) {
ToRoom	4880;
Flags	(door closed locked bashproof pickproof);
} ];
};
Room {
Vnum	4877;
Name	"The Depths of the Dungeon";
Desc	"This corridor stretches on into the darkness as far as you can see, there\n
seems to be no end, but it is probably a trick of the light, or perhaps the\n
lack of it.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4876;
}, @(<dir> west) {
ToRoom	4878;
} ];
};
Room {
Vnum	4878;
Name	"The Depths of the Dungeon";
Desc	"This grey stone is starting to get to you, you only wish that there was some\n
change in it all, something to make you feel that you were actually getting\n
somewhere.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4877;
}, @(<dir> west) {
ToRoom	4879;
} ];
Resets	{
# a Troll to room.
  M 4820 1;
#	equip a Club rwielded.
  E 4823 ("rwielded");
#	a Yellow Wand to inventory.
  G 4817;
#	a small Black Dragon to inventory.
  G 4805;
};
};
Room {
Vnum	4879;
Name	"The Depths of the Dungeon";
Desc	"You are at a dead end, there is no way out of here, you search in vain for the\n
way down, or the way out, because down is where the Red Dragon is, and his\n
treasure.\n";
Flags	(dark underground);
Exit	[  @(<dir> east) {
ToRoom	4878;
} ];
Resets	{
# a Troll to room.
  M 4817 2;
#	equip a Club rwielded.
  E 4823 ("rwielded");
};
};
Room {
Vnum	4880;
Name	"Ladder";
Desc	"You stand on another ladder that leads up and down, you know what is up, but\n
you have no idea what is down, oh well, only one way to find out.\n\n
You see something written on the wall in blood.\n";
Flags	(dark underground);
Exit	[  @(<dir> up) {
ToRoom	4876;
}, @(<dir> down) {
ToRoom	4881;
} ];
};
Room {
Vnum	4881;
Name	"Ladder";
Desc	"You stand lower on the ladder, you realise that to get down, you must drop\n
the last 6 feet, knowing this you realise that there is no way for you to get\n
back up once you are down there.\n";
Flags	(dark underground);
Exit	[  @(<dir> up) {
ToRoom	4880;
}, @(<dir> down) {
ToRoom	4882;
} ];
};
Room {
Vnum	4882;
Name	"A Dark Corridor";
Desc	"You stand at the beginning of a dark corridor, your heart speeds up as you\n
realise that the Red Dragon can't be far, yet you know that you must first\n
defeat the Black Dragon to get to the Red.\n";
Flags	(dark underground no_portal);
Exit	[  @(<dir> east) {
ToRoom	4883;
} ];
};
Room {
Vnum	4883;
Name	"A Dark Corridor";
Desc	"You stand in a corridor made from black stone, it makes a change from the\n
grey that you had to put up with on all the previous levels, but it isn't a\n
nice change, it reminds you of death.\n";
Flags	(dark underground no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	4884;
}, @(<dir> west) {
ToRoom	4882;
} ];
};
Room {
Vnum	4884;
Name	"A Dark Corridor";
Desc	"You're in another part of the corridor, you notice the north wall is heavily\n
pitted as if burned by acid, the rock on the floor is similar.\n";
Flags	(dark underground no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	4886;
}, @(<dir> south) {
Keyword	"wall";
Key	4805;
ToRoom	4885;
Flags	(door closed locked bashproof pickproof passproof);
}, @(<dir> west) {
ToRoom	4883;
} ];
Resets	{
# a Troll to room.
  M 4817 3;
#	equip a Club hands.
  E 4823 ("hands");
#	a Yellow Wand to inventory.
  G 4817;
};
};
Room {
Vnum	4885;
Name	"The Black Dragon's Room";
Desc	"This room looks like it has kept the Black Dragon held for a long time and\n
judging by the number of stains on the floor, the Black Dragon has destroyed\n
many hunters, it also looks slightly pissed off.\n";
Flags	(dark underground no_recall no_portal);
Exit	[  @(<dir> north) {
Key	4805;
ToRoom	4884;
Flags	(door closed locked bashproof pickproof passproof);
} ];
Resets	{
# a Black Dragon to room.
  M 4818 1;
#	a small Red Dragon to inventory.
  G 4806;
#	equip a Black Dragon Claw rwielded.
  E 4808 ("rwielded");
#	equip a Black Dragon Skull head.
  E 4809 ("head");
#	the Eye of the Black Dragon to inventory.
  G 4810;
};
};
Room {
Vnum	4886;
Name	"A Dark Corridor";
Desc	"The corridor stretches off into the darkness in either direction, you\n
only hope that the Red Dragon is at one end, you want his treasure.\n";
Flags	(dark underground no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	4887;
}, @(<dir> west) {
ToRoom	4884;
} ];
};
Room {
Vnum	4887;
Name	"A Dark Corridor";
Desc	"This black rock, although you have not had to put up with it for long is\n
already getting on your nerves, and that feeling of being watched is even\n
stronger down here, it's like the watchers don't often see someone this deep\n
in the dungeon.\n";
Flags	(dark underground no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	4888;
}, @(<dir> west) {
ToRoom	4886;
} ];
Resets	{
# a Troll to room.
  M 4817 3;
#	equip a Club hands.
  E 4823 ("hands");
};
};
Room {
Vnum	4888;
Name	"A Dark Corridor";
Desc	"You can see a ladder leading down further ahead, you only hope that the Red\n
Dragon is at the end of it.\n";
Flags	(dark underground no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	4889;
}, @(<dir> west) {
ToRoom	4887;
} ];
};
Room {
Vnum	4889;
Name	"Top of a Ladder";
Desc	"You realise that you aren't far from the Red Dragon, the temperature here is\n
much higher than the rest of the dungeon, you feel your heart flutter, as you\n
know that only one can survive this fight, and you hope that it is you.\n";
Flags	(dark underground no_recall no_portal);
Exit	[  @(<dir> west) {
ToRoom	4888;
}, @(<dir> down) {
Keyword	"ladder";
Key	4806;
ToRoom	4890;
Flags	(door closed locked bashproof pickproof passproof);
} ];
Resets	{
# a Troll to room.
  M 4817 6;
#	equip a Club hands.
  E 4823 ("hands");
};
};
Room {
Vnum	4890;
Name	"The Red Dragons Room";
Desc	"You stand in the Red Dragon's room, you realise just how big it really is,\n
and you know this is not going to be an easy fight, you only hope that you\n
can get the treasure, not become part of it.\n";
Flags	(no_mob underground no_recall no_portal);
Exit	[  @(<dir> up) {
Keyword	"ladder";
Key	4806;
ToRoom	4889;
Flags	(door closed locked bashproof pickproof passproof);
}, @(<dir> down) {
Keyword	"trapdoor";
Key	4807;
ToRoom	4891;
Flags	(door closed locked bashproof pickproof passproof);
} ];
Resets	{
# a Red Dragon to room.
  M 4819 1;
#	a Red Dragon Eye to inventory.
  G 4807;
#	equip a Red Dragon Scale shield.
  E 4821 ("shield");
#	equip red Dragon Wings shoulders.
  E 4822 ("shoulders");
#	equip th Holy Avenger rwielded.
  E 4826 ("rwielded");
};
};
Room {
Vnum	4891;
Name	"The Red Dragons Treasure Room";
Desc	"You stop amazed, the sheer amount of treasure here is amazing, you can now\n
see why so many people tried to get it, the struggle was worth it, as you can\n
now see before you.\n";
Flags	(underground no_recall no_portal);
Exit	[  @(<dir> up) {
Key	4807;
ToRoom	4890;
Flags	(door closed locked bashproof pickproof passproof);
} ];
Resets	{
# a clay ring to room.
  O 4819;
# a Metal ring to room.
  O 4820;
# a large mound of treasure to room.
  O 4818;
};
};
Room {
Vnum	4892;
Name	"The Maze";
Desc	"You stand in a plain section of the maze it looks the same as the rest that\n
you have passed through, you have no idea where you are.\n";
Flags	(dark underground no_portal);
Exit	[  @(<dir> east) {
ToRoom	4893;
}, @(<dir> west) {
ToRoom	4856;
} ];
Resets	{
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4893;
Name	"The Maze";
Desc	"You stand in a plain section of the maze it looks the same as the rest that\n
you have passed through, you have no idea where you are.\n";
Flags	(dark underground no_portal);
Exit	[  @(<dir> east) {
ToRoom	4894;
}, @(<dir> west) {
ToRoom	4892;
} ];
Resets	{
# a Storm Giant to room.
  M 4815 3;
#	equip a Club hands.
  E 4823 ("hands");
#	equip a Jagged Wand lfinger.
  E 4815 ("lfinger");
#	a Weather Staff to inventory.
  G 4814;
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4894;
Name	"The Maze";
Desc	"You stand in a plain section of the maze it looks the same as the rest that\n
you have passed through, you have no idea where you are.\n";
Flags	(dark underground no_portal);
Exit	[  @(<dir> east) {
ToRoom	4893;
} ];
Resets	{
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4895;
Name	"The Maze";
Desc	"You stand in a plain section of the maze it looks the same as the rest that\n
you have passed through, you have no idea where you are.\n";
Flags	(dark underground no_portal);
Exit	[  @(<dir> north) {
ToRoom	4856;
}, @(<dir> east) {
ToRoom	4896;
}, @(<dir> west) {
ToRoom	4854;
} ];
Resets	{
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4896;
Name	"The Maze";
Desc	"You stand in a plain section of the maze it looks the same as the rest that\n
you have passed through, you have no idea where you are.\n";
Flags	(dark underground no_portal);
Exit	[  @(<dir> east) {
ToRoom	4895;
}, @(<dir> south) {
ToRoom	4897;
} ];
Resets	{
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4897;
Name	"The Maze";
Desc	"You stand in a plain section of the maze it looks the same as the rest that\n
you have passed through, you have no idea where you are.\n";
Flags	(dark underground no_portal);
Exit	[  @(<dir> west) {
ToRoom	4896;
} ];
Resets	{
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4898;
Name	"The Maze";
Desc	"You stand in a plain section of the maze it looks the same as the rest that\n
you have passed through, you have no idea where you are.\n";
Flags	(dark underground no_portal);
Exit	[  @(<dir> north) {
ToRoom	4855;
}, @(<dir> east) {
ToRoom	4899;
}, @(<dir> south) {
ToRoom	4853;
} ];
Resets	{
# Randomise 3 exits.
  R 3;
};
};
Room {
Vnum	4899;
Name	"The Maze";
Desc	"You stand in a plain section of the maze it looks the same as the rest that\n
you have passed through, you have no idea where you are.\n";
Flags	(dark underground no_portal);
Exit	[  @(<dir> south) {
ToRoom	4898;
} ];
Resets	{
# Randomise 3 exits.
  R 3;
};
};



eof