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	"Hall of Worlds";
Plane	"Astral";
Builders	"Kaz Symposium Johnson";
Repop	"A strange silence descends upon you.&n\n";
LVnum	6700;
UVnum	6799;
Security	5;
Flags	(verbose);
Economy	396344;
};






Mobile {
Vnum	6700;
Name	"siuan warden";
Short	"Siuan";
Long	"Siuan, warden of the hall of worlds, guards the entrance to the void.\n";
Desc	"Siuan is a wise looking man whose vigilance is the only thing guarding\n
this hall from the terrors of the Void.  He shows none of the scars this\n
dangerous work has given him, he stands silent and still, watching for a\n
breach in reality.\n";
Level	100;
Align	840;
Class	(Paladin);
Act	(npc sentinel banker);
Affected	(detect-evil detect-invis detect-magic detect-hidden infrared flying protect);
Sex	(male);
Specfun	"spec_cast_god";
MudProg	{
Type	(act_prog);
Args	"p disappears into a gap into a Void.";
Comlist	"say Oh No! The utter, utter FOOL!\n
say What can I do?\n
groan\n";
};
};
Mobile {
Vnum	6701;
Name	"kobold small tiny";
Short	"a tiny kobold";
Long	"A small kobold is playing in the filth and squalling loudly.\n";
Desc	"This ugly little brat is playing in all the disgusting filth on the\n
floor, even to the point of rubbing it's face in the muck.  It smells\n
terrible and every now and again you hear it fart loudly, giggling at the\n
sound it makes.\n";
Level	100;
Align	-500;
Act	(npc sentinel scavenger);
Affected	(detect-invis detect-hidden infrared flying protect);
Race	(Kobold);
MudProg	{
Type	(act_prog);
Args	"p lets off a real rip-roarer ... a greenish cloud envelops";
Comlist	"giggle\n
trans $n 5100\n";
};
};
Mobile {
Vnum	6702;
Name	"sandworm worm massive huge";
Short	"a huge sand worm";
Long	"A massive sand worm, master of the desert slides through the sand.\n";
Desc	"A long cylindrical creature of gargantuan proportions opens it's maw to\n
reveal row upon row of huge teeth.\n";
Level	100;
Align	-200;
Act	(npc sentinel buried);
Affected	(detect-invis detect-hidden infrared flying protect);
Race	(Ooze);
MudProg	{
Type	(all_greet_prog);
Args	"100";
Comlist	"vis\n
emote rises out of the sand to swallow you.\n
trans $n 5400\n
burrow\n";
};
};


Object {
Vnum	6700;
Name	"gate gap void";
Short	"a gap into a Void";
Long	"A deep black emptiness is all you can see through this gate.";
Level	75;
Cost	10000;
Weight	0;
Type	(portal);
Extra	(dark magic anti-good anti-neutral vampire-bane);
Material	(crystal);
Values	[6701, 0, 0, 0];
ExDesc	{
Keyword	"gate gap void";
Text	"A silky blackness, totally impervious to light forms a rough gateway into\n
something you can hardly imagine.  The light bends here such that you find\n
it impossible to look directly at the gate without seeming to look straight\n
past it.\n";
};
};
Object {
Vnum	6701;
Name	"portal path truth";
Short	"a portal";
Long	"A portal to the Path of Truth.";
Level	1;
Weight	10000;
Type	(portal);
Extra	(glow bless anti-good anti-neutral vampire-bane);
Material	(energy);
Values	[3700, 0, 0, 0];
};
Object {
Vnum	6702;
Name	"portal destiny";
Short	"a portal";
Long	"A portal into destiny.";
Action	"You feel a million needles of pain drive into your brain.&n\n";
Weight	10000;
Type	(portal);
Extra	(bless anti-good anti-neutral vampire-bane);
Material	(eternium);
Values	[200, 0, 0, 0];
};
Object {
Vnum	6703;
Name	"sword Luke Warrior";
Short	"the sword of Luke the Warrior";
Long	"A sword, covered in dust, sits above the fireplace.";
Level	45;
Weight	7;
Type	(weapon);
Wear	(take);
Extra	(magic anti-evil anti-neutral vampire-bane);
Material	(steel);
Required	(long sword proficiency);
Values	[(.), 0, 0, (<weapon> slice)];
MudProg	{
Type	(get_prog);
Args	"100";
Comlist	"echoat $n as you take up the sword it vanishes.\n
trans $n 8600\n
goto 8600\n
say Continue the quest...\n
qforce $n mp junk sword luke warrior\n";
};
};
Object {
Vnum	6704;
Name	"portal risk";
Short	"a portal to risk";
Long	"Enter this portal at your own risk.";
Level	200;
Weight	10000;
Type	(portal);
Extra	(dark vampire-bane);
Material	(eternium);
Required	(planeshift);
Values	[499, 0, 0, 0];
};
Object {
Vnum	6705;
Name	"great portal";
Short	"a great portal";
Long	"A set of wide stairs leads to a great portal.";
Level	50;
Weight	10000;
Type	(portal);
Extra	(vampire-bane);
Material	(eternium);
Values	[12700, 0, 0, 0];
};
Object {
Vnum	6706;
Name	"ter'angreal terangreal door stone";
Short	"a ter'angreal";
Long	"A ter'angreal made from twisting red stone forms a door.";
Level	34;
Weight	10000;
Type	(portal);
Extra	(hum);
Material	(granite);
Values	[10100, 0, 0, 0];
};
Object {
Vnum	6707;
Name	"exercise bike";
Short	"an exercise bike";
Long	"A discarded exercise bike stands here covered in dust.";
Level	50;
Weight	90;
Type	(furniture);
Wear	(take);
Extra	(vampire-bane fragile);
Material	(wire);
Values	[(<furniture> stand-on stand-at rest-on rest-in sleep-in sleep-at), 0, 0, 0];
};
Object {
Vnum	6708;
Name	"gates enormous jurassic park";
Short	"the enormous gates";
Long	"Two enormous gates bearing the words 'JURASSIC PARK'.";
Level	25;
Weight	10000;
Type	(portal);
Extra	(vampire-bane);
Material	(wood);
Values	[500, 0, 0, 0];
};
Object {
Vnum	6709;
Name	"tunnel dark";
Short	"a dark tunnel";
Long	"A tunnel leads further into the darkness of the mines.";
Level	40;
Weight	10000;
Type	(portal);
Extra	(dark vampire-bane);
Material	(eternium);
Values	[8202, 0, 0, 0];
};
Object {
Vnum	6710;
Name	"discarded toy";
Short	"a discarded toy";
Long	"A toy has been thrown away by a careless child and it lies forgotten.";
Level	1;
Weight	2;
Wear	(take);
Material	(eternium);
Values	[0, 0, 0, 0];
MudProg	{
Type	(get_prog);
Args	"100";
Comlist	"trans $n 2900\n
goto 2900\n
qforce $n mp junk discarded toy\n";
};
};
Object {
Vnum	6711;
Name	"book open pedestal wooden";
Short	"an open book";
Long	"An open book stands here chained to a wooden pedestal.";
Level	50;
Weight	400;
Type	(furniture);
Extra	(magic vampire-bane);
Material	(wood);
Values	[(<furniture> stand-on stand-at rest-on rest-in sleep-in sleep-at), 0, 0, 0];
ExDesc	{
Keyword	"book open pedestal wooden";
Text	"You look at the book and find the words have no meaning to you at all.\n
All of sudden the words seem to writhe on the page and you gaze is drawn in\n
further...  You feel a lurching sensation and you find yourself transported\n
somewhere.\n";
};
MudProg	{
Type	(look_prog);
Args	"100";
Comlist	"trans $n 4201\n";
};
};
Object {
Vnum	6712;
Name	"portal tall";
Short	"a portal";
Long	"A tall portal stands here with well-worn steps leading up to it.";
Level	10;
Weight	10000;
Type	(portal);
Extra	(magic bless vampire-bane);
Material	(eternium);
Values	[3001, 0, 0, 0];
};


Room {
Vnum	6700;
Name	"A Safe Room";
Desc	"You stand in the centre of a long hallway which stretches as far as you\n
can see into greyness at both ends.  The light here is strangely dimmed and\n
you feel a slight breeze drifting along the hall.  You notice doors along\n
the sides of the hall with a small sign above each, it is here that you can\n
find passage to anywhere in the realm of Daleken.\n";
Flags	(no_mob underground safe);
Exit	[  @(<dir> north) {
ToRoom	6703;
}, @(<dir> south) {
ToRoom	6706;
} ];
Resets	{
# Siuan to room.
  M 6700 1;
# a gap into a Void to room.
  O 6700;
};
};
Room {
Vnum	6701;
Name	"The Void";
Desc	"You have fallen into the vast blackness of the void, you float through a\n
grey haze and time seems to stand still.  All around there is nothing but a\n
thin grey which smothers any light, you are absolutely alone in this strange\n
place.\n";
Flags	(dark no_mob no_recall no_portal);
Sector	(space);
};
Room {
Vnum	6702;
Name	"Deep Space";
Desc	"You have stumbled into deepest space, all around you there is blackness.\n
The twinkle of distant stars is the only light and here it is very cold,\n
away from the heat of suns.  From here there is no way back, you are\n
stranded in the depths of space.\n";
Flags	(dark no_mob no_recall no_portal fall);
Sector	(space);
Exit	[  @(<dir> up) {
ToRoom	6702;
}, @(<dir> down) {
ToRoom	6702;
} ];
};
Room {
Vnum	6703;
Name	"The Hall of Portals";
Desc	"A long stone hallway stretches into the distance, on each side as far as\n
you can see there is a closed door.  The steely grey light cast on\n
everything comes from an unknown source and it lights the hall with an eerie\n
feel.\n";
Flags	(no_mob underground safe fall);
Exit	[  @(<dir> north) {
ToRoom	6709;
}, @(<dir> east) {
Desc	"The small plaque bears the faded inscription:\n
     Alice In Wonderland\n
You notice that the doorway has had little use, it is covered totally\n
in old spiders webs.\n";
ToRoom	6704;
}, @(<dir> south) {
ToRoom	6700;
}, @(<dir> west) {
Desc	"A gold plated plaque, polished to a bright gleam, proudly announces the\n
entrance to the fair city of Daleken.\n
This passage has seen frequent use.\n";
ToRoom	6705;
} ];
};
Room {
Vnum	6704;
Name	"The Mad Hatter's Tea Party";
Desc	"Several skeletons, wearing ridiculous hats sit around a table covered\n
with broken crockery, mainly teapots, cups and saucers.  It appears that the\n
un-birthday party raging here for centuries is over.\n";
Flags	(underground safe fall);
Exit	[  @(<dir> west) {
ToRoom	6703;
} ];
};
Room {
Vnum	6705;
Name	"A Stone Hall";
Desc	"You stand in a wide stone hall.  You can see a path leading along the\n
centre of the hall up to a central dias, a groove has been worn into the\n
stone from frequent use.  The hall displays faded banners from the old\n
families of Daleken City.\n";
Flags	(underground safe fall);
Exit	[  @(<dir> east) {
ToRoom	6703;
} ];
Resets	{
# a portal to room.
  O 6712;
};
};
Room {
Vnum	6706;
Name	"The Hall of Portals";
Desc	"A long stone hallway stretches into the distance, on each side as far as\n
you can see there is a closed door.  The steely grey light cast on\n
everything comes from an unknown source and it lights the hall with an eerie\n
feel.\n";
Flags	(no_mob safe fall);
Exit	[  @(<dir> north) {
ToRoom	6700;
}, @(<dir> east) {
Desc	"Large, clear lettering tells you that this is the gateway to the Caves of\n
Knowledge.\n";
ToRoom	6707;
}, @(<dir> south) {
ToRoom	6712;
}, @(<dir> west) {
Desc	"Engraved in spidery lettering on ebony, you can just make out the\n
letters, they say, \"Through this gateway lies the dreaded Mirkwood, in\n
darkness may your deepest fears be realised.\"\n";
ToRoom	6708;
} ];
};
Room {
Vnum	6707;
Name	"At the Portal to Enlightenment";
Desc	"A portal here leads to the Path of Truth, where you may learn the secrets\n
of the realm.\n";
Flags	(indoors safe fall);
Exit	[  @(<dir> west) {
ToRoom	6706;
} ];
Resets	{
# a portal to room.
  O 6701;
};
};
Room {
Vnum	6708;
Name	"On An Eagle's Back";
Desc	"You find yourself flying high above the ground.  Far below you a large\n
rock stands beside a rushing river.  To the west are open plains and to the\n
east the dark presence of the Misty Mountains towers threateningly.\n
The eagle spirals slowly to the ground on top of the rock.\n";
Sector	(air);
Exit	[  @(<dir> east) {
ToRoom	6706;
} ];
MudProg	{
Type	(all_greet_prog);
Args	"100";
Comlist	"trans $n 9800\n";
};
};
Room {
Vnum	6709;
Name	"The Hall of Portals";
Desc	"A long stone hallway stretches into the distance, on each side as far as\n
you can see there is a closed door.  The steely grey light cast on\n
everything comes from an unknown source and it lights the hall with an eerie\n
feel.\n";
Flags	(no_mob underground safe fall);
Exit	[  @(<dir> north) {
ToRoom	6715;
}, @(<dir> east) {
Desc	"Engraved into a brass plate is a picture of a book and a notice saying\n
that this leads to the Great Library.\n";
ToRoom	6710;
}, @(<dir> south) {
ToRoom	6703;
}, @(<dir> west) {
Desc	"A plain wooden sign says that this leads to the Pleasant Meadow.\n";
ToRoom	6711;
} ];
};
Room {
Vnum	6710;
Name	"A Small Library";
Desc	"Tall shelving covers all four walls in this room, even the table in the\n
centre of the room is piled with book of all sizes.  The air is slightly\n
musty and a thin film of dust covers everything, in so many ways this is\n
like every other library you have ever been in.\n";
Flags	(underground safe fall);
Exit	[  @(<dir> west) {
ToRoom	6709;
} ];
Resets	{
# an open book to room.
  O 6711;
};
};
Room {
Vnum	6711;
Name	"A Shaded Path";
Desc	"A pleasant forest surrounds you in it's silence, you feel truly at peace\n
here.  A bare earth path leads north through the trees.\n";
Flags	(underground safe fall);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	4114;
}, @(<dir> east) {
ToRoom	6709;
} ];
};
Room {
Vnum	6712;
Name	"The Hall of Portals";
Desc	"A long stone hallway stretches into the distance, on each side as far as\n
you can see there is a closed door.  The steely grey light cast on\n
everything comes from an unknown source and it lights the hall with an eerie\n
feel.\n";
Flags	(no_mob underground safe fall);
Exit	[  @(<dir> north) {
ToRoom	6706;
}, @(<dir> east) {
Desc	"A finely made wooden sign, engraved with delicate lettering declares the\n
location of the Wood Elves Free City.\n";
ToRoom	6713;
}, @(<dir> south) {
ToRoom	6718;
}, @(<dir> west) {
Desc	"A sign engraved with crossed swords held by a red dragon, has simply\n
\"Arena\" scribed on it.\n";
ToRoom	6714;
} ];
};
Room {
Vnum	6713;
Name	"A Room";
Flags	(underground safe fall);
Exit	[  @(<dir> west) {
ToRoom	6712;
} ];
};
Room {
Vnum	6714;
Name	"The Challenge";
Desc	"You stand at the top of a wide stone set of stairs.  Above you a large\n
sign reads 'Are you willing to take the challenge?'  If you decide to\n
proceed there will be no way back, the dangers are many but the rewards are\n
great, are you ready adventurer?\n";
Flags	(underground safe fall);
Exit	[  @(<dir> east) {
ToRoom	6712;
}, @(<dir> down) {
ToRoom	4800;
} ];
};
Room {
Vnum	6715;
Name	"The Hall of Portals";
Desc	"A long stone hallway stretches into the distance, on each side as far as\n
you can see there is a closed door.  The steely grey light cast on\n
everything comes from an unknown source and it lights the hall with an eerie\n
feel.\n";
Flags	(no_mob underground safe fall);
Exit	[  @(<dir> north) {
ToRoom	6721;
}, @(<dir> east) {
Desc	"Engraved in bone, this sign shows a skull above a complex maze.\n";
ToRoom	6716;
}, @(<dir> south) {
ToRoom	6709;
}, @(<dir> west) {
Desc	"A sign covered in dirt shows a faded wheat sheaf and a sickle.\n
Below are the words \"Fields of Fey\"\n";
ToRoom	6717;
} ];
};
Room {
Vnum	6716;
Name	"A Complex Maze of Twisting Passages";
Desc	"You stand above a maze of passages, you can't work out the destination,\n
let alone the correct path through the twists and turns.\n";
Flags	(underground safe fall);
Sector	(mountain);
Exit	[  @(<dir> west) {
ToRoom	6715;
} ];
};
Room {
Vnum	6717;
Name	"A Wheat Field";
Desc	"You find yourself in a field of tall wheat, all about you see farmers\n
tilling the fields and their children playing.\n";
Flags	(safe fall);
Sector	(field);
Exit	[  @(<dir> east) {
ToRoom	6715;
} ];
MudProg	{
Type	(all_greet_prog);
Args	"100";
Comlist	"trans $n 13000\n
at 13000 force $n look\n";
};
};
Room {
Vnum	6718;
Name	"The Hall of Portals";
Desc	"A long stone hallway stretches into the distance, on each side as far as\n
you can see there is a closed door.  The steely grey light cast on\n
everything comes from an unknown source and it lights the hall with an eerie\n
feel.\n";
Flags	(no_mob underground safe fall);
Exit	[  @(<dir> north) {
ToRoom	6712;
}, @(<dir> east) {
Desc	"A strange shiny grey material has the words \"Cloud City\" engraved in\n
impossibly neat writing.\n";
ToRoom	6719;
}, @(<dir> south) {
ToRoom	6724;
}, @(<dir> west) {
Desc	"Scrawled in blood that has gone brown is the word, \"Doom\", it is\n
underlined with a smear of decaying entrails.\n";
ToRoom	6720;
} ];
};
Room {
Vnum	6719;
Name	"A Transportation Chamber";
Flags	(underground safe fall);
Exit	[  @(<dir> west) {
ToRoom	6718;
} ];
};
Room {
Vnum	6720;
Name	"Doom";
Desc	"You feel a dreadful presence looming in the darkness and you shiver\n
uncomfortably.  You have unwittingly stumbled into this room and there is no\n
way out!  You blindly feel the walls for some sign of an exit and you feel\n
the slimy residue of blood and offal, this is not a pleasant room.\n";
Flags	(dark no_mob underground fall);
};
Room {
Vnum	6721;
Name	"The Hall of Portals";
Desc	"A long stone hallway stretches into the distance, on each side as far as\n
you can see there is a closed door.  The steely grey light cast on\n
everything comes from an unknown source and it lights the hall with an eerie\n
feel.\n";
Flags	(no_mob underground safe fall);
Exit	[  @(<dir> north) {
ToRoom	6727;
}, @(<dir> east) {
Desc	"The wall here shows a totally blank square, which gleams magicaly.\n";
ToRoom	6722;
}, @(<dir> south) {
ToRoom	6715;
}, @(<dir> west) {
Desc	"Brightly painted in the sign are the words \"Peace, Love and Harmony\", the\n
sign is decorated with multicoloured daisies and yellow smiley faces.\n";
ToRoom	6723;
} ];
};
Room {
Vnum	6722;
Name	"An Empty Room";
Desc	"All the walls are painted white and the room is totally empty.\n";
Flags	(indoors safe fall cold);
Exit	[  @(<dir> west) {
ToRoom	6721;
} ];
};
Room {
Vnum	6723;
Name	"Happiness";
Desc	"You find yourself overwhelmed with a sense of peace, you would like to\n
stay here forever.\n";
Flags	(safe cone_of_silence fall);
Exit	[  @(<dir> east) {
ToRoom	6721;
} ];
};
Room {
Vnum	6724;
Name	"The Hall of Portals";
Desc	"A long stone hallway stretches into the distance, on each side as far as\n
you can see there is a closed door.  The steely grey light cast on\n
everything comes from an unknown source and it lights the hall with an eerie\n
feel.\n";
Flags	(no_mob underground safe fall);
Exit	[  @(<dir> north) {
ToRoom	6718;
}, @(<dir> east) {
Desc	"The signs says, \"To Midkemia\" it is signed underneath by a man who calls\n
himself \"Macros the Black\".\n";
ToRoom	6725;
}, @(<dir> south) {
ToRoom	6730;
}, @(<dir> west) {
Desc	"On pale grey stone the word \"Dune\" is engraved, underneath which a\n
warning about the great sand worms is detailed.\n";
ToRoom	6726;
} ];
};
Room {
Vnum	6725;
Name	"An Empty Chamber";
Desc	"You notice the room is totally empty, it's filled with a huge nothingness\n
that could only be magical.\n";
Flags	(underground safe fall);
Sector	(space);
Exit	[  @(<dir> west) {
ToRoom	6724;
} ];
};
Room {
Vnum	6726;
Name	"A Sand Dune";
Desc	"A wide open expanse of sand lies before you the heat of the sun is\n
intense here.  You must hope that a sand worm doesn't get you...\n";
Flags	(safe fall hot);
Sector	(desert);
Exit	[  @(<dir> east) {
ToRoom	6724;
} ];
Resets	{
# a huge sand worm to room.
  M 6702 1;
};
};
Room {
Vnum	6727;
Name	"The Hall of Portals";
Desc	"A long stone hallway stretches into the distance, on each side as far as\n
you can see there is a closed door.  The steely grey light cast on\n
everything comes from an unknown source and it lights the hall with an eerie\n
feel.\n";
Flags	(no_mob underground safe fall);
Exit	[  @(<dir> north) {
ToRoom	6733;
}, @(<dir> east) {
Desc	"Jet black obsidian bears the inscription, \"Caverns of Shadows\".\n";
ToRoom	6728;
}, @(<dir> south) {
ToRoom	6721;
}, @(<dir> west) {
Desc	"A picture of a baby surrounded with brightly coloured toys is above the\n
sign saying \"Daleken Preschool\".\n";
ToRoom	6729;
} ];
};
Room {
Vnum	6728;
Name	"A Dark Cavern";
Desc	"You stand in a massive cavern, the walls are made from jet-black obsidian.\n";
Flags	(underground safe fall);
Exit	[  @(<dir> west) {
ToRoom	6727;
} ];
};
Room {
Vnum	6729;
Name	"A Noisy Preschool";
Desc	"The room is filled with the sound of young children, assaulting your\n
senses almost to the point of deafening you.  Discarded toys lie scattered\n
about and you can see the caretakers tearing their hair out as babies throw\n
toys about.\n";
Flags	(underground safe fall);
Exit	[  @(<dir> east) {
ToRoom	6727;
} ];
Resets	{
# a discarded toy to room.
  O 6710;
};
};
Room {
Vnum	6730;
Name	"The Hall of Portals";
Desc	"A long stone hallway stretches into the distance, on each side as far as\n
you can see there is a closed door.  The steely grey light cast on\n
everything comes from an unknown source and it lights the hall with an eerie\n
feel.\n";
Flags	(no_mob underground safe fall);
Exit	[  @(<dir> north) {
ToRoom	6724;
}, @(<dir> east) {
Desc	"This sign shows a picture of rolling hills and wide expanses of grassland.\n";
ToRoom	6731;
}, @(<dir> south) {
ToRoom	6736;
}, @(<dir> west) {
Desc	"Painted on gleaming steel is a picture of a tall tower, crested with a\n
bright sunburst.\n";
ToRoom	6732;
} ];
};
Room {
Vnum	6731;
Name	"An Open Field";
Desc	"You stand in a slight breeze on an open field, all about you can see\n
nothing but grass.\n";
Flags	(underground safe fall);
Sector	(field);
Exit	[  @(<dir> west) {
ToRoom	6730;
} ];
};
Room {
Vnum	6732;
Name	"A Bright Beam of Sunlight";
Desc	"A beam of sunlight comes down from the sky and transports you away.\n";
Sector	(air);
Exit	[  @(<dir> east) {
ToRoom	6730;
} ];
MudProg	{
Type	(all_greet_prog);
Args	"100";
Comlist	"trans $n $[rand(4300,4320)]\n";
};
};
Room {
Vnum	6733;
Name	"The Hall of Portals";
Desc	"A long stone hallway stretches into the distance, on each side as far as\n
you can see there is a closed door.  The steely grey light cast on\n
everything comes from an unknown source and it lights the hall with an eerie\n
feel.\n";
Flags	(no_mob underground safe fall);
Exit	[  @(<dir> north) {
ToRoom	6739;
}, @(<dir> east) {
Desc	"Dark flames seem to move on the ugly bone plaque as they form the word,\n
        \"&rHELL&x\"\n
Shadowy shapes on the aged bone are twisted into unnatural positions of\n
torture as they writhe in agony.\n";
ToRoom	6734;
}, @(<dir> south) {
ToRoom	6727;
}, @(<dir> west) {
Desc	"A silvery plaque here shows a dwarf holding a pickaxe.\n
It says, \"Dwarven Mines\"\n";
ToRoom	6735;
} ];
};
Room {
Vnum	6734;
Name	"The Fires of Hell";
Desc	"ARRRGGGGHHHHH!  The heat begins to melt the flesh from your body and you\n
scream in agony.\n";
Flags	(underground safe fall hot);
Exit	[  @(<dir> west) {
ToRoom	6733;
} ];
MudProg	{
Type	(all_greet_prog);
Args	"100";
Comlist	"trans $n 3200\n";
};
};
Room {
Vnum	6735;
Name	"A Mine Tunnel";
Desc	"You are in a dark mine tunnel, roughly cut beams support the roof above\n
and you hope that the creaking sound they are making is normal.  The sounds\n
of dwarves come from somewhere down the tunnel, singing and the sound of\n
metal pickaxes comes to you along the tunnel.\n";
Flags	(safe fall hot);
Exit	[  @(<dir> east) {
ToRoom	6733;
} ];
Resets	{
# a dark tunnel to room.
  O 6709;
};
};
Room {
Vnum	6736;
Name	"The Hall of Portals";
Desc	"A long stone hallway stretches into the distance, on each side as far as\n
you can see there is a closed door.  The steely grey light cast on\n
everything comes from an unknown source and it lights the hall with an eerie\n
feel.\n";
Flags	(no_mob underground safe fall);
Exit	[  @(<dir> north) {
ToRoom	6730;
}, @(<dir> east) {
Desc	"Someone has painted this sign on a mirror in flourescant colouring,\n
it declares that there is a party on Discoworld.\n";
ToRoom	6737;
}, @(<dir> south) {
ToRoom	6742;
}, @(<dir> west) {
Desc	"There is a picture here of a bayleaf, the lettering is faded but you\n
manage to make out, \"W? a??ays ?et ??r m?n.\"\n";
ToRoom	6738;
} ];
};
Room {
Vnum	6737;
Name	"A Party";
Desc	"You are in a room filled with dancers, all who seem ghostlike and barely\n
visible.  A loud voice booms through the huge speakers:\n
    DO YOU WANT TO PARTY?\n";
Flags	(indoors safe fall);
Exit	[  @(<dir> west) {
ToRoom	6736;
} ];
MudProg	{
Type	(speech_prog);
Args	"party dance boogie disco";
Comlist	"trans $n 13900\n
at 13900 force $n look\n";
};
};
Room {
Vnum	6738;
Name	"A Prison Cell";
Desc	"You find yourself in a bare prison cell make from solid brick.  A solid\n
iron door probably opens to the west but you can't seem to get it to open.\n
A bed with a thin matress and a cracked chamber pot are the only\n
furnishings.\n
It seems like you have been imprisoned for something...\n";
Flags	(no_mob indoors safe fall);
};
Room {
Vnum	6739;
Name	"The Hall of Portals";
Desc	"A long stone hallway stretches into the distance, on each side as far as\n
you can see there is a closed door.  The steely grey light cast on\n
everything comes from an unknown source and it lights the hall with an eerie\n
feel.\n";
Flags	(no_mob underground safe fall);
Exit	[  @(<dir> north) {
ToRoom	6745;
}, @(<dir> east) {
Desc	"Here you can see a painting of a rainbow arching across a clear blue sky.\n
The arch is represented with small figures walking across it.\n";
ToRoom	6740;
}, @(<dir> south) {
ToRoom	6733;
}, @(<dir> west) {
Desc	"The sign says in crude lettering, \"Kobolds\" and so you must assume that\n
there will be kobolds there.\n";
ToRoom	6741;
} ];
};
Room {
Vnum	6740;
Name	"Along the Rainbow";
Desc	"Hope that you don't fall too far, it looks like a long way down...\n";
Flags	(underground safe fall);
Sector	(air);
Exit	[  @(<dir> west) {
ToRoom	6739;
} ];
};
Room {
Vnum	6741;
Name	"A Tiny Hovel";
Desc	"The small room is filled with all sorts of rubbish, dirty rags and a\n
large amount of excrement.  It is obvious that the resident kobolds have\n
little care for their hygiene.\n";
Flags	(indoors safe fall);
Exit	[  @(<dir> east) {
ToRoom	6739;
} ];
Resets	{
# a tiny kobold to room.
  M 6701 1;
};
};
Room {
Vnum	6742;
Name	"The Hall of Portals";
Desc	"A long stone hallway stretches into the distance, on each side as far as\n
you can see there is a closed door.  The steely grey light cast on\n
everything comes from an unknown source and it lights the hall with an eerie\n
feel.\n";
Flags	(no_mob underground safe fall);
Exit	[  @(<dir> north) {
ToRoom	6736;
}, @(<dir> east) {
Desc	"This sign is so faded you can only just make out a picture of something\n
that looks like it came from a Karma Sutra for four-legged beasts.\n";
ToRoom	6743;
}, @(<dir> south) {
ToRoom	6748;
}, @(<dir> west) {
Desc	"This plaque is made from some strange organic matter, it makes you feel\n
like vomiting, the lettering (probably made from tripe) says that here\n
is \"All you can eat!\"\n";
ToRoom	6744;
} ];
};
Room {
Vnum	6743;
Name	"An Alien Orgy";
Desc	"Somehow a warp in space has lead you to an alien party where the guests\n
are getting a little too friendly for your liking.  The sexual acts are so\n
bizarre it almost makes you sick, you make a hasty exit.\n";
Flags	(underground safe fall);
Exit	[  @(<dir> west) {
ToRoom	6742;
} ];
MudProg	{
Type	(all_greet_prog);
Args	"100";
Comlist	"force $n west\n";
};
};
Room {
Vnum	6744;
Name	"Utter Revulsion";
Desc	"The room here is filled with the sounds of noisy eating.  A line of\n
people, all covered in various foods, sit at a long table stuffing their\n
faces.  The floor is covered in a layer of offal and bones at varying stages\n
of decay, your stomach turns at the smell.  It seems like everyone here has\n
become slaves to an unending hunger.\n";
Flags	(indoors safe fall);
Exit	[  @(<dir> east) {
ToRoom	6742;
} ];
MudProg	{
Type	(greet_prog);
Args	"100";
Comlist	"echoat $n You feel hungry.\n";
};
};
Room {
Vnum	6745;
Name	"The Hall of Portals";
Desc	"A long stone hallway stretches into the distance, on each side as far as\n
you can see there is a closed door.  The steely grey light cast on\n
everything comes from an unknown source and it lights the hall with an eerie\n
feel.\n";
Flags	(no_mob underground safe fall);
Exit	[  @(<dir> north) {
ToRoom	6751;
}, @(<dir> east) {
Desc	"A scroll is nailed to the wall, beneath a picture of a long curving sword\n
is some strange writing, all you can make out is the word, \"Ninja\" next to a\n
picture of a scroll.\n";
ToRoom	6746;
}, @(<dir> south) {
ToRoom	6739;
}, @(<dir> west) {
Desc	"A picture of a dinosaur seems to want to leap at you from out of the\n
wall, the image is beneath a sign declaring \"Jurassic Park\"\n";
ToRoom	6747;
} ];
};
Room {
Vnum	6746;
Name	"An Empty Room";
Flags	(underground safe fall);
Exit	[  @(<dir> west) {
ToRoom	6745;
} ];
};
Room {
Vnum	6747;
Name	"Before the Gates";
Desc	"Before you stand two enormously large gates, the size of the gates tells\n
you one of two things, big things go through these gates OR (and this scares\n
you) big things have to be kept behind the gates.\n";
Flags	(underground safe fall);
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	6745;
} ];
Resets	{
# the enormous gates to room.
  O 6708;
};
};
Room {
Vnum	6748;
Name	"The Hall of Portals";
Desc	"A long stone hallway stretches into the distance, on each side as far as\n
you can see there is a closed door.  The steely grey light cast on\n
everything comes from an unknown source and it lights the hall with an eerie\n
feel.\n";
Flags	(no_mob underground safe fall);
Exit	[  @(<dir> north) {
ToRoom	6742;
}, @(<dir> east) {
Desc	"There is a short passage here:\n
\"When warriors of great might reach a power unsurpassed in this realm,\n
they come here to begin their initiation into something far greater than\n
anything they ever imagined.  On the Run for Destiny, if they can survive,\n
they will discover power that will make them supremely potent, here is where\n
they finally prove themselves.\"\n";
ToRoom	6749;
}, @(<dir> south) {
ToRoom	6754;
}, @(<dir> west) {
Desc	"A picture shows two small, furry animals beating at each other with\n
wooden swords.  The sign reads \"Redwall\".\n";
ToRoom	6750;
} ];
};
Room {
Vnum	6749;
Name	"Destiny's Choice";
Desc	"Are you ready for the most complete test of your skills ever?\n
Enter the portal to find out if you are worthy.\n";
Flags	(underground safe fall);
Exit	[  @(<dir> west) {
ToRoom	6748;
} ];
Resets	{
# a portal to room.
  O 6702;
};
};
Room {
Vnum	6750;
Name	"A Dark Treehouse";
Desc	"You stand in the hollowed out centre of a tree.  Once a home for a family\n
of small animals, now it is left empty and a thick layer of dust covers\n
everything.  A crude wooden table bears a decaying set of crockery and you\n
can see a note nailed above the fireplace.\n";
Flags	(underground safe fall);
Exit	[  @(<dir> east) {
ToRoom	6748;
} ];
ExDesc	{
Keyword	"note fireplace";
Text	"The note is written in a childish hand, it seems to have been pinned here\n
a while ago, the letters are fading and the paper is yellowing.\n
It says:\n
    To whoever may read this note, I am dying and cannot keep up my quest\n
I beseech you to take my sword and continue my quest, as I could not\n
complete it in my lifetime.\n";
};
Resets	{
# the sword of Luke the Warrior to room.
  O 6703;
};
};
Room {
Vnum	6751;
Name	"The Hall of Portals";
Desc	"A long stone hallway stretches into the distance, on each side as far as\n
you can see there is a closed door.  The steely grey light cast on\n
everything comes from an unknown source and it lights the hall with an eerie\n
feel.\n";
Flags	(no_mob underground safe fall);
Exit	[  @(<dir> north) {
ToRoom	6757;
}, @(<dir> east) {
Desc	"The sign here bears a plain symbol, looking much like a dragon's fang,\n
and a warning about the dangers of the blight.\n";
ToRoom	6752;
}, @(<dir> south) {
ToRoom	6745;
}, @(<dir> west) {
Desc	"The sign advertises a sports store, showing various balls and implements\n
of sport.\n";
ToRoom	6753;
} ];
};
Room {
Vnum	6752;
Name	"A Cold Stone Storeroom";
Desc	"You stand in a dark storeroom filled with strange implements of all\n
imaginable (and unimaginable) shapes and sizes.  There seems to be no order\n
to the clutter, but you can see signs that someone has recently rearranged\n
some of the items.  A few blank spaces in the dust show some pieces have\n
been taken.  You notice footprints in the dust leading to a large doorframe\n
made from twisting red stone.\n";
Flags	(underground safe fall);
Exit	[  @(<dir> west) {
ToRoom	6751;
} ];
Resets	{
# a ter'angreal to room.
  O 6706;
};
};
Room {
Vnum	6753;
Name	"A Deserted Sports Store";
Desc	"You are in a vast empty storeroom with a bare concrete floor.  You notice\n
a few things lying about and you can guess that this was some type of\n
sporting shop.\n";
Flags	(underground safe fall);
Exit	[  @(<dir> east) {
ToRoom	6751;
} ];
Resets	{
# an exercise bike to room.
  O 6707;
};
};
Room {
Vnum	6754;
Name	"The Hall of Portals";
Desc	"A long stone hallway stretches into the distance, on each side as far as\n
you can see there is a closed door.  The steely grey light cast on\n
everything comes from an unknown source and it lights the hall with an eerie\n
feel.\n";
Flags	(no_mob underground safe fall);
Exit	[  @(<dir> north) {
ToRoom	6748;
}, @(<dir> east) {
Desc	"The sign simply says \"Faerie Hollow\".\n";
ToRoom	6755;
}, @(<dir> south) {
ToRoom	6757;
}, @(<dir> west) {
Desc	"This shows an ant-like creature, standing on 4 legs and holding the\n
other like razor sharp claws.\n";
ToRoom	6756;
} ];
};
Room {
Vnum	6755;
Name	"A Wooden Bridge Among the Trees";
Desc	"You stand on a wooden bridge that swings between two trees.  To the north\n
you see bustling movement as the citizens of the faerie town go about their\n
business.\n";
Flags	(underground safe fall);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	5318;
}, @(<dir> west) {
ToRoom	6754;
} ];
};
Room {
Vnum	6756;
Name	"A Dark Tunnel";
Desc	"You are in a tunnel which looks like it has been hollowed out by some\n
form of enormous ant-like creature.  A thin layer of a sticky substance\n
covers the walls and you notice a faint scratching noise in the distance.\n";
Flags	(underground safe fall);
Exit	[  @(<dir> east) {
ToRoom	6754;
} ];
Resets	{
# a portal to risk to room.
  O 6704;
};
};
Room {
Vnum	6757;
Name	"The Hall of Portals";
Desc	"A long stone hallway stretches into the distance, on each side as far as\n
you can see there is a closed door.  The steely grey light cast on\n
everything comes from an unknown source and it lights the hall with an eerie\n
feel.\n";
Flags	(no_mob underground safe fall);
Exit	[  @(<dir> north) {
ToRoom	6754;
}, @(<dir> east) {
Desc	"An enamelled plaque bearing a coat of arms declares that this leads to the\n
great city of Zoth.\n";
ToRoom	6758;
}, @(<dir> south) {
ToRoom	6751;
}, @(<dir> west) {
Desc	"\"Shoe Shiners Transdimensional Cobbling Service\"\n
The sign is made from pale leather and written in black shoe polish.\n";
ToRoom	6759;
} ];
};
Room {
Vnum	6758;
Name	"A Grand Entryway";
Desc	"This is a simply stupendous room, a stained glass ceiling spreads\n
multicoloured light on marble floors and great marble pillars.  Standards of\n
the families of kings hang at strategic points, their bright colours and\n
glittering gold edging giving an air of festivity to the room.\n";
Flags	(underground safe fall);
Exit	[  @(<dir> west) {
ToRoom	6757;
} ];
Resets	{
# a great portal to room.
  O 6705;
};
};
Room {
Vnum	6759;
Name	"A Shoe Shop";
Desc	"You stand in an abandoned shoe shop, most of the stock has been tipped\n
out of boxes and you stand up to your waist in dusty shoes, moccasins, high\n
heels, brogues, loafers, boots, winklepickers and sandshoes.\n";
Flags	(underground safe fall);
Exit	[  @(<dir> east) {
ToRoom	6757;
} ];
};



eof