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

Area {
Name	"Argon";
Plane	"unfinished";
Builders	"Twoflower";
LVnum	8700;
UVnum	8799;
Security	1;
Economy	4022;
};






Mobile {
Vnum	8700;
Name	"beefeater man motionless";
Short	"a Beefeater";
Long	"A man in a funny hat and a red coat stands here, motionless.\n";
Desc	"You can't help staring at this oddly dressed man.  Clothed in a bright\n
red coat and a tall, furry black hat, this costume is so unusual it could\n
only be traditional.  You slap him in the face and he doesn't move a muscle.\n";
Level	10;
Align	800;
Class	(Warrior);
Act	(npc sentinel stay_area assist);
Sex	(male);
};


Object {
Vnum	8700;
Name	"beefeaters spear wooden";
Short	"beefeater's spear";
Long	"A long, wooden spear with a fancy handle lies here.";
Level	10;
Weight	5;
Type	(weapon);
Wear	(take wield);
Material	(wood);
Values	[(.), 0, 0, (<weapon> slice)];
Affect	{
Location	(hitroll);
Modifier	1;
};
Affect	{
Location	(damroll);
Modifier	1;
};
};
Object {
Vnum	8701;
Name	"black bearskin fluffy hat";
Short	"a black bearskin hat";
Long	"A black, fluffy hat made from bearskin lies here.";
Level	10;
Weight	8;
Type	(armour);
Wear	(take head);
Material	(fur);
Values	[0, -1, 0, 0];
Affect	{
Location	(ac);
Modifier	-5;
};
};
Object {
Vnum	8702;
Name	"bright red coat";
Short	"a bright red coat";
Long	"A bright red coat with gold buttons is lying here.";
Level	10;
Weight	8;
Type	(armour);
Wear	(take body);
Material	(wool);
Values	[0, -1, 0, 0];
};


Room {
Vnum	8700;
Name	"The Gates of Argon";
Desc	"As you approach the enormous gates that block any intruders from going\n
into the town, you notice the sweet sound of birds which emanates from the\n
dark forest to the west.  There is also present, the fresh fragrance of\n
forest grasses and shrubs that have just recently been covered in rain.  The\n
gates which now stand south of you tower far up above your head.  You notice\n
a symbol carved into the wood of the huge gates.\n";
Flags	(no_mob no_recall no_portal fall);
Sector	(field);
Exit	[  @(<dir> south) {
ToRoom	8703;
Flags	(door closed bashproof passproof);
} ];
ExDesc	{
Keyword	"gates symbol";
Text	"When you look at the enormous gates, you see, carved in the wood, a hand\n
clasping a star, the symbol of the town.  Though only an outline, the hand\n
looks strangely real.  There is no reason for this but that the town is run\n
by a very powerful wizard.\n";
};
Resets	{
# a Beefeater to room.
  M 8700 2;
#	equip beefeater's spear rwielded.
  E 8700 ("rwielded");
#	equip a black bearskin hat head.
  E 8701 ("head");
#	equip a bright red coat body.
  E 8702 ("body");
# a Beefeater to room.
  M 8700 2;
#	equip beefeater's spear rwielded.
  E 8700 ("rwielded");
#	equip a black bearskin hat head.
  E 8701 ("head");
#	equip a bright red coat body.
  E 8702 ("body");
};
};
Room {
Vnum	8701;
Name	"A Small Kitchen";
Desc	"As you walk through the kitchen door, you smell the sweet fragrance of a\n
cake cooking in the oven.  The benches lining the walls are made from marble\n
and not a spot of dirt can be seen on their surface.  Hung neatly on a rack,\n
there are two colourful towels.  On the corner of each, you notice the\n
village symbol, the hand clasping a star.  As you glance around, you notice\n
that everything in the kitchen is remarkably clean.  The floor has recently\n
been scrubbed, the utensils have been stacked neatly in the appropriate\n
places and there are no dirty dishes in the sink.\n";
Flags	(indoors no_recall no_portal fall);
Exit	[  @(<dir> east) {
ToRoom	8702;
} ];
};
Room {
Vnum	8702;
Name	"Inside a Small House";
Desc	"You look around this room and notice that it is astonishingly neat.\n
There is a small, round table in the centre of the room.  On it is a floral\n
tablecloth and a crystal vase containing a bunch of bright flowers.  Seated\n
around the table are six wooden chairs, each having on them a green coloured\n
cushion.  Just by looking at them, the chairs seem to be fairly comfortable.\n";
Flags	(indoors no_recall no_portal fall);
Exit	[  @(<dir> east) {
ToRoom	8703;
Flags	(door closed passproof);
}, @(<dir> west) {
ToRoom	8701;
}, @(<dir> up) {
ToRoom	8769;
} ];
};
Room {
Vnum	8703;
Name	"A Paved Courtyard";
Desc	"As you walk over this paved surface you realise that the path needs a\n
little work.  You can feel a fair few bumps underneath you and you nearly\n
trip when you hit an extra big rise in the pavement.  You can also see some\n
green grass poking through the cracks, even a few small flowers are to be\n
seen.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8700;
Flags	(door closed bashproof passproof);
}, @(<dir> east) {
ToRoom	8704;
Flags	(door closed passproof);
}, @(<dir> south) {
ToRoom	8709;
}, @(<dir> west) {
ToRoom	8702;
Flags	(door closed passproof);
} ];
};
Room {
Vnum	8704;
Name	"Inside a Small House";
Desc	"You move into the house and find yourself in an extremely small room.  On\n
the wall, you see a picture of what looks like a dragon, although the glass\n
is cloudy.  When you turn to explore the rest of the room, you see yet\n
another picture.  This one, though, is definately of a man wearing a black\n
robe.  You decide to turn from that picture and you see a small archway\n
leading into the kitchen.  You also notice a staircase, leading up to what\n
lookes like a bedroom.\n";
Flags	(indoors no_recall no_portal fall);
Exit	[  @(<dir> east) {
ToRoom	8705;
}, @(<dir> west) {
ToRoom	8703;
Flags	(door closed passproof);
}, @(<dir> up) {
ToRoom	8770;
} ];
};
Room {
Vnum	8705;
Name	"A Small Kitchen";
Desc	"As you wander around the kitchen, you notice that the walls are covered\n
in a dark wallpaper.  The benches are not at all clean, but the dirt is\n
partly hidden by the colour of the surface.  Stacked near the sink are a\n
fair number of filthy plates, as you near them, you can smell the bacteria\n
growing on them.\n";
Flags	(indoors no_recall no_portal fall);
Exit	[  @(<dir> west) {
ToRoom	8704;
} ];
};
Room {
Vnum	8706;
Name	"At The Bottom Of The Stairs";
Desc	"The stairs leading up to the rooms in the inn are old and wooden.  They\n
look kind of unstable, stable enough to hold only a few people at any one\n
time.  The stairs have a railing on either side.  The rail is made from\n
wood, as the stairs are, and are painted dark red.\n";
Flags	(indoors no_recall no_portal fall);
Exit	[  @(<dir> south) {
ToRoom	8714;
}, @(<dir> up) {
ToRoom	8766;
} ];
};
Room {
Vnum	8707;
Name	"A Dirty Kitchen";
Desc	"As you enter this kitchen, you notice that it is extremely dirty.  Not\n
one plate, you think, has been washed.  The floor beneath you is littered\n
with rubbish and is covered in grime.  You turn up your nose at a peculiar\n
smell coming from the oven on the far wall.\n";
Flags	(indoors no_recall no_portal fall);
Exit	[  @(<dir> east) {
ToRoom	8708;
}, @(<dir> up) {
ToRoom	8771;
} ];
ExDesc	{
Keyword	"oven smell";
Text	"When you go to investigate this smell, you discover that it comes from a\n
burnt cake.  You can't go very close to it for the smell is simply too\n
strong for your liking.\n";
};
};
Room {
Vnum	8708;
Name	"A Messy Room";
Desc	"You enter this room and discover that you can hardly see the floor.\n
Covering almost the entire floor is a collection of weird things.  You can\n
see clothes, toys and much more.  You see there is a cabinet in the corner\n
of the room.\n";
Flags	(indoors no_recall no_portal fall);
Exit	[  @(<dir> east) {
ToRoom	8709;
Flags	(door closed passproof);
}, @(<dir> west) {
ToRoom	8707;
} ];
ExDesc	{
Keyword	"cabinet";
Text	"You look closely at the cabinet and notive that the glass window on it\n
had be broken.  Sharp pieces of glass are jutting out of the wooden door and\n
bits of the window are even on the floor around you.\n";
};
};
Room {
Vnum	8709;
Name	"A Paved Courtyard";
Desc	"You step over the paved surface of the courtyard and look around.  South\n
and north of you, the pavement continues, although the path south is a\n
little narrower.  East and west are the houses of the town.  The western\n
house looks to be rather messy, with an unkempt garden out the front.  The\n
eastern house seems to be just a normal home for the citizens of Argon.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8703;
}, @(<dir> east) {
ToRoom	8710;
Flags	(door closed passproof);
}, @(<dir> south) {
ToRoom	8718;
}, @(<dir> west) {
ToRoom	8708;
Flags	(door closed passproof);
} ];
};
Room {
Vnum	8710;
Name	"A Large Room";
Desc	"You step into a rather large room.  In the centre of this room is a\n
round, colourful mat.  You realise that in this room, there is very little\n
furniture.  A small table and a couple of chairs is about all that is in\n
here.  You cannot comprehend why so little can be needed in such a huge\n
room.\n";
Flags	(indoors no_recall no_portal fall);
Exit	[  @(<dir> east) {
ToRoom	8711;
}, @(<dir> west) {
ToRoom	8709;
Flags	(door closed passproof);
}, @(<dir> up) {
ToRoom	8772;
} ];
};
Room {
Vnum	8711;
Name	"A Clean Kitchen";
Desc	"You look around at your surroundings and note that the kitchen is one of\n
the cleanest you have ever seen.  Absolutely no dirt or grime can be seen on\n
the surfaces of the benches or on the floor.  There are a few dishes in the\n
sink, but they are hardly worth noticing.\n";
Exit	[  @(<dir> west) {
ToRoom	8710;
} ];
};
Room {
Vnum	8712;
Name	"In The Forest";
Desc	"As the darkness of this part of the forest envelopes you, you can here\n
the rustling sounds of tree-dwelling creatures.  You find it hard to adjust\n
your eyes to the lack of natural light, but after a while you manage.  While\n
standing on the spot, you can see glowing eyes peering down at you from the\n
trees.  When you look up at them, they scamper off into the darkness.\n";
Flags	(dark);
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	8713;
}, @(<dir> south) {
ToRoom	8724;
} ];
};
Room {
Vnum	8713;
Name	"In The Forest";
Desc	"All the trees surrounding you are bearly visible.  You can see, though,\n
the dark trunks leading up to the leaves in this aphotic region.  Through\n
squinted eyes, you see slight movement as a breeze blows through the forest.\n
You can also hear noises of some unknown creature.\n";
Flags	(dark);
Sector	(forest);
Exit	[  @(<dir> south) {
ToRoom	8725;
}, @(<dir> west) {
ToRoom	8712;
} ];
};
Room {
Vnum	8714;
Name	"The Bar";
Desc	"The stink in this place is enough to send any sober man crazy.  The bar\n
you stand in front of is littered with dirty tankards and spilt beer.  You\n
look around and see many drunkards dozing.  Some of them are even singing,\n
out of tune, some unknown song.\n";
Flags	(indoors no_recall no_portal fall);
Exit	[  @(<dir> north) {
ToRoom	8706;
}, @(<dir> east) {
ToRoom	8715;
} ];
};
Room {
Vnum	8715;
Name	"Inside The Tavern";
Desc	"You stand on a slightly raised platform near the wooden door.  All around\n
you, you can hear odd noises coming from the drinkers.  You notice one man\n
standing on one of the tables singing with one hand on his chest and the\n
other holding a tankard of dark liquid.  There is barly any light coming\n
into this stinking room.  The reason for this is that the windows are\n
totally covered in beer and grime, just as all the furniture is.\n";
Flags	(indoors no_recall no_portal fall);
Exit	[  @(<dir> east) {
ToRoom	8716;
Flags	(door closed passproof);
}, @(<dir> west) {
ToRoom	8714;
} ];
};
Room {
Vnum	8716;
Name	"Outside The Tavern";
Desc	"You stand on the paved path just outside the town tavern.  You can\n
clearly hear the loud talk of all the drunks in the building, you can even\n
make out what sounds like a snore.  All around you, there are empty drink\n
bottles and things similar.  You have to dodge around the rubbish that\n
litters the path.\n";
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8717;
}, @(<dir> west) {
ToRoom	8715;
Flags	(door closed passproof);
} ];
};
Room {
Vnum	8717;
Name	"A Paved Walkway";
Desc	"The grass that lines the path on which you travel, is bright green as\n
though it has just recently been covered in rain.  You can see the\n
occasional flower as you move.  Although only small, the flowers seem\n
beautiful to look at.  North of you is the brick wall of one of the town\n
houses.  There is a window in the wall, but it is a little hard to see into\n
for some reason.\n";
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8718;
}, @(<dir> west) {
ToRoom	8716;
} ];
};
Room {
Vnum	8718;
Name	"A Paved Walkway";
Desc	"You look around and see that the path you are on widens to the north.\n
East of you is a small, but neat garden of one of the town's citizens.  The\n
flowers of the garden are all bright and colourful and not a weed can be\n
seen in the rich soil.  Whoever owns this garden should be very proud of\n
what they have achieved in keeping the plants tidy.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8709;
}, @(<dir> east) {
ToRoom	8719;
}, @(<dir> west) {
ToRoom	8717;
} ];
};
Room {
Vnum	8719;
Name	"A Neat Garden";
Desc	"The paved path on which you stand briefly passes through this small,\n
extremely neat garden.  It then travels south and into the centre of town.\n
East, you notice a brightly coloured door.  Painted on that door is the town\n
symbol, but this symbol has not been painted perfently so you gather that it\n
was done by the owners of the house.\n";
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8720;
Flags	(door closed passproof);
}, @(<dir> south) {
ToRoom	8728;
}, @(<dir> west) {
ToRoom	8718;
} ];
};
Room {
Vnum	8720;
Name	"A Neat Room";
Desc	"This room seems to be extremely neat.  An oil lamp sits on a mahogany\n
table by the polished, wooden staircase.  Along the southern wall is a\n
lounge chair covered in floral material.  This couch has on it three neatly\n
placed cushions covered in similar material to the lounge.  The carpet\n
underneath you is a beige in colour and it is just as clean as everything\n
else in the house.\n";
Flags	(indoors no_recall no_portal fall);
Exit	[  @(<dir> east) {
ToRoom	8721;
}, @(<dir> west) {
ToRoom	8719;
Flags	(door closed passproof);
}, @(<dir> up) {
ToRoom	8773;
} ];
};
Room {
Vnum	8721;
Name	"A Neat Kitchen";
Desc	"All around the walls of this perfectly clean kitchen are benches, made\n
from what looks to be finely carved marble.  The surfaces of these benches\n
are spotless, exept, of course, the items needed for making what looks like\n
a cake.  You look out the small window above the sink and see the buildings\n
of the town.  The floor beneath you is covered in cream coloured lino.  This\n
lino has just recently been cleaned by the looks of things, although, you\n
wouldn't be surprised to find that the floor never get very dirty at all.\n";
Flags	(indoors no_recall no_portal fall);
Exit	[  @(<dir> west) {
ToRoom	8720;
} ];
};
Room {
Vnum	8722;
Name	"A Dirt Path";
Desc	"The ground on which you tread seems to be packed down fairly hard.  A few\n
puddles have formed in the slight ditches, but you dodge them as you travel.\n
The path is only very narrow, this suggests that people only come on this\n
trail by foot.  Your foot hits a rock and you nearly trip, but you gain you\n
balance just in time.  You realise now that the track is covered with rocks\n
of all sizes, there is even a huge boulder by the side of the path.\n";
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8723;
}, @(<dir> south) {
ToRoom	8732;
} ];
};
Room {
Vnum	8723;
Name	"A Dirt path";
Desc	"East of you, you can see the forest begins.  The darkness of the trees is\n
evident even where you stand now.  The path you now walk on, you realise,\n
grows more narrow as it gets closer to the cover of the forest trees.  North\n
and south of you there is nothing but grass.  The bright grasses in the\n
south, though, stop when they hit the town orchard.\n";
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8724;
}, @(<dir> west) {
ToRoom	8722;
} ];
};
Room {
Vnum	8724;
Name	"Under The Eaves of The Forest";
Desc	"The forest trees are not very thick in the place where you stand, but you\n
still have darkness surrounding you.  You can hardly see anything around\n
you.  West of you, though, you can see the dirt path which leads to the\n
centre of the town.  As you walk around, you accidentally bump into a bush\n
and it scratches you.  You hardly feel a thing, though, because you are too\n
interested in what surrounds you, the huge trees and the thick bushes.\n";
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8712;
}, @(<dir> east) {
ToRoom	8725;
}, @(<dir> south) {
ToRoom	8733;
}, @(<dir> west) {
ToRoom	8723;
} ];
};
Room {
Vnum	8725;
Name	"In The Forest";
Desc	"You feel something brush against your neck as you walk, but you can't see\n
a thing because it is so dark.  The occasional pair of glowing eyes can be\n
seen, though.  You step on something that squeaks.  When you lift your foot\n
up, a small creature scampers away into the bushes.\n";
Flags	(dark);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8713;
}, @(<dir> south) {
ToRoom	8734;
}, @(<dir> west) {
ToRoom	8724;
} ];
};
Room {
Vnum	8726;
Name	"The Forge";
Desc	"The immense heat of this room hits you like a wave as you enter.  Despite\n
the heat, though, you look around and see several items which you have never\n
laid eyes on.  The heavy iron anvil lies in the centre of the room and next\n
to it is the furnace itself.  The bright flames are burning furiously around a\n
white-hot piece of metal which is yet to be molded into a shape.  The floor\n
beneath you is packed down hard and scattered across it are various pieces\n
of scrap metal.\n";
Flags	(indoors no_recall no_portal fall hot);
Exit	[  @(<dir> east) {
ToRoom	8727;
Flags	(door closed passproof);
} ];
};
Room {
Vnum	8727;
Name	"Grad's Smithy";
Desc	"The room in which you stand is neatly arranged.  To the north side of the\n
shop, the wall is decorated with various pieces of armour.  One of the\n
suits, though, draws your attention.  It is made from steel, but in a few\n
places, the suit has been adorned with gold.  On your other side, the wall\n
is nearly covered with all kinds of weapons.  You can see several swords,\n
axes, maces and many more odd items.  You can faintly feel the heat of the\n
forge which lies to the west of you.  Even though you aren't in there, the\n
heat is enough to make you break out into a sweat.\n";
Flags	(indoors no_recall no_portal fall hot);
Exit	[  @(<dir> east) {
ToRoom	8728;
Flags	(door closed passproof);
}, @(<dir> west) {
ToRoom	8726;
Flags	(door closed passproof);
} ];
};
Room {
Vnum	8728;
Name	"A Paved Walkway";
Desc	"You stand now on a paved walkway.  To the west of you is a rather large\n
shop.  Out the front is a sign reading 'Grad's Smithy', on the sign is a\n
picture of a furnace burning hot.  The shop is not painted.  It is made from\n
a material that lookes like stone, but you cannot tell.  The path on which\n
you stand has been warn down by people constantly treading on the suface.\n";
Flags	(fall);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8719;
}, @(<dir> east) {
ToRoom	8729;
}, @(<dir> south) {
ToRoom	8736;
}, @(<dir> west) {
ToRoom	8727;
Flags	(door closed passproof);
} ];
};
Room {
Vnum	8729;
Name	"A Dirt Path";
Desc	"As you walk along this lonely path, you take note of your surroundings.\n
On both sides of you, you see bright flowers.  Every colour of the rainbow\n
seems to be in these wild gardens.  You notice a wall to the north.  This\n
wall has been carefully painted to look like a jungle scene.  You stand\n
awhile to admire this brilliant mural.\n";
Flags	(fall);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8730;
}, @(<dir> west) {
ToRoom	8728;
} ];
};
Room {
Vnum	8730;
Name	"A Dirt Path";
Desc	"You notice, as you move along the narrow path, that there is a low fence\n
to the south.  The fence seems to have fallen into disuse, for it looks as\n
though it has been eaten away by white ants.  Not one section of it looks to\n
be whole.  The fence adds character to the landscape, so you are not\n
surprised that the town did not take it away.\n";
Flags	(fall);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8731;
}, @(<dir> west) {
ToRoom	8729;
} ];
};
Room {
Vnum	8731;
Name	"A Dirt Path";
Desc	"The path on which you stand continues to the east and west, but all other\n
directions are bare.  A few trees are scattered across the flat ground, but\n
other than that, the land is empty.  In the west, you can see a few distant\n
buildings.  You can just make out the Smithy's shop.\n";
Flags	(fall);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8732;
}, @(<dir> west) {
ToRoom	8730;
} ];
};
Room {
Vnum	8732;
Name	"A Dirt Path";
Desc	"South of you, you see the town orchard.  The trees are loaded with fruit\n
and bright blossoms.  The mere sight of those apples and other fruits makes\n
your mouth water.  You tare your eyes away from the orchard and look around\n
at your other surroundings.  There is nothing out of the ordinary anywhere.\n
All you cann see is bare ground covered in dry grass.\n";
Flags	(fall);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8722;
}, @(<dir> south) {
ToRoom	8737;
}, @(<dir> west) {
ToRoom	8731;
} ];
};
Room {
Vnum	8733;
Name	"In The Forest";
Desc	"The sound that emanates from the forest trees is that of happy birds.\n
The sweet songs of those birds come from all around.  You cannot see any of\n
the birds, but you don't mind.  The sound of them is by far good enough.\n
You feel you could stay where you are for eternity, just listening to the\n
soothing sound of singing.  You breath in the fresh air and smile to\n
yourself, it seems as though all your worries are gone.\n";
Flags	(fall);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8724;
}, @(<dir> east) {
ToRoom	8734;
} ];
};
Room {
Vnum	8734;
Name	"In The Forest";
Desc	"The smell which filters into your nostrils is that of recent rain on the\n
forest leaves.  You notice that there is a drip of water coming from\n
somewhere up above, your nose suddenly feels wet.  Brushing the water from\n
your face, you step furthur into the forest, but you stop in your tracks as\n
you realise that this area is too relaxing to just step through in a couple\n
of minutes.\n";
Flags	(fall);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8725;
}, @(<dir> west) {
ToRoom	8733;
} ];
};
Room {
Vnum	8735;
Name	"The General Store";
Desc	"The shelves which line the walls of this store look old and battered.\n
The walls are covered with peeling paint and the floor hasn't been polished,\n
it seems, in years.  The walls are covered with peeling paint and it appears\n
the floor hasn't been polished in years.  You can see a desk near the far\n
wall.  On it there is a mass of paperweights and sitting atop them is a\n
piece of blank paper.\n";
Flags	(fall);
Exit	[  @(<dir> east) {
ToRoom	8736;
Flags	(door closed passproof);
} ];
};
Room {
Vnum	8736;
Name	"A Paved Walkway";
Desc	"The pavement on which you stand is fairly well kept.  You can see several\n
tufts of grass poking up between the gaps, but there is nothing majorly\n
wrong.  The paving stones are a red-brown colour and show signs of wear in\n
places used continually by the people of the town.  The path you are on\n
continues to the north and south.  In the west, the general store stands\n
like an old, rundown shack.  On the front of the store is a sign which is\n
hard to read.  Not only because it is hanging precariously by a single, thin\n
rope, but also because half the paint has chipped away.\n";
Flags	(fall);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8728;
}, @(<dir> south) {
ToRoom	8742;
}, @(<dir> west) {
ToRoom	8735;
Flags	(door closed passproof);
} ];
};
Room {
Vnum	8737;
Name	"The Orchard";
Desc	"Several of the trees that surround you are burdened with huge supplies of\n
what looks to be juicy fruit.  The other trees are either in full bloom or\n
just starting to produce.  The fragrance that fills your nostrils is, you\n
guess, as sweet as the fruit.  Underneath you feet is a path littered with\n
the leaves from the fruit trees.  These leaves give the effect of a green\n
and brown carpet.\n";
Flags	(fall);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8732;
}, @(<dir> east) {
ToRoom	8738;
}, @(<dir> south) {
ToRoom	8745;
} ];
};
Room {
Vnum	8738;
Name	"The Orchard";
Desc	"As you walk along the tree lined path, you hear the sweet chirping of\n
birds.  You look around and see several tiny figures hopping around on the\n
ground and flying through the air.  The bird are colourful and look to be\n
forest birds.  You realise this could be true, for a huge forest lies just\n
in the east.\n";
Flags	(fall);
Sector	(forest);
Exit	[  @(<dir> south) {
ToRoom	8746;
}, @(<dir> west) {
ToRoom	8737;
} ];
};
Room {
Vnum	8739;
Name	"Fighter's Courtyard";
Flags	(fall);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8740;
} ];
};
Room {
Vnum	8740;
Name	"A Paved Walkway";
Flags	(fall);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8741;
}, @(<dir> west) {
ToRoom	8739;
} ];
};
Room {
Vnum	8741;
Name	"A Paved Walkway";
Flags	(fall);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8742;
}, @(<dir> south) {
ToRoom	8747;
Flags	(door closed passproof);
}, @(<dir> west) {
ToRoom	8740;
} ];
};
Room {
Vnum	8742;
Name	"A Paved Walkway";
Flags	(fall);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8736;
}, @(<dir> east) {
ToRoom	8743;
Flags	(door closed passproof);
}, @(<dir> south) {
ToRoom	8748;
Flags	(door closed passproof);
}, @(<dir> west) {
ToRoom	8741;
} ];
};
Room {
Vnum	8743;
Name	"Inside The Tower";
Flags	(fall);
Exit	[  @(<dir> east) {
ToRoom	8744;
}, @(<dir> south) {
ToRoom	8749;
}, @(<dir> west) {
ToRoom	8742;
Flags	(door closed passproof);
} ];
};
Room {
Vnum	8744;
Name	"A Classroom";
Flags	(fall);
Exit	[  @(<dir> west) {
ToRoom	8743;
} ];
};
Room {
Vnum	8745;
Name	"The Orchard";
Flags	(fall);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8737;
}, @(<dir> south) {
ToRoom	8751;
} ];
};
Room {
Vnum	8746;
Name	"The Orchard";
Flags	(fall);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8738;
}, @(<dir> south) {
ToRoom	8752;
} ];
};
Room {
Vnum	8747;
Name	"The Magic Shop";
Flags	(fall);
Exit	[  @(<dir> north) {
ToRoom	8741;
Flags	(door closed passproof);
} ];
};
Room {
Vnum	8748;
Name	"Apprentices' Dormitory";
Flags	(fall);
Exit	[  @(<dir> north) {
ToRoom	8742;
Flags	(door closed passproof);
}, @(<dir> south) {
ToRoom	8753;
} ];
};
Room {
Vnum	8749;
Name	"A Hallway";
Flags	(fall);
Exit	[  @(<dir> north) {
ToRoom	8743;
}, @(<dir> east) {
ToRoom	8750;
} ];
};
Room {
Vnum	8750;
Name	"The Base of The Stairs";
Flags	(fall);
Exit	[  @(<dir> west) {
ToRoom	8749;
}, @(<dir> up) {
ToRoom	8757;
} ];
};
Room {
Vnum	8751;
Name	"The Orchard";
Flags	(fall);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8745;
}, @(<dir> south) {
ToRoom	8754;
} ];
};
Room {
Vnum	8752;
Name	"The Orchard";
Flags	(fall);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8746;
}, @(<dir> south) {
ToRoom	8755;
} ];
};
Room {
Vnum	8753;
Name	"Apprentices' Dormitory";
Flags	(fall);
Exit	[  @(<dir> north) {
ToRoom	8748;
} ];
};
Room {
Vnum	8754;
Name	"The Orchard";
Flags	(fall);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8751;
}, @(<dir> east) {
ToRoom	8755;
} ];
};
Room {
Vnum	8755;
Name	"The Orchard";
Flags	(fall);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8752;
}, @(<dir> west) {
ToRoom	8754;
} ];
};
Room {
Vnum	8756;
Name	"A Mage Training Room";
Flags	(fall);
Exit	[  @(<dir> east) {
ToRoom	8757;
Flags	(door closed passproof);
} ];
};
Room {
Vnum	8757;
Name	"The Stairs";
Flags	(fall);
Exit	[  @(<dir> west) {
ToRoom	8756;
Flags	(door closed passproof);
}, @(<dir> up) {
ToRoom	8759;
}, @(<dir> down) {
ToRoom	8750;
} ];
};
Room {
Vnum	8758;
Name	"A Mage Training Room";
Flags	(fall);
Exit	[  @(<dir> east) {
ToRoom	8759;
Flags	(door closed passproof);
} ];
};
Room {
Vnum	8759;
Name	"The Stairs";
Flags	(fall);
Exit	[  @(<dir> west) {
ToRoom	8758;
Flags	(door closed passproof);
}, @(<dir> up) {
ToRoom	8763;
}, @(<dir> down) {
ToRoom	8757;
} ];
};
Room {
Vnum	8760;
Name	"A Balcony";
Flags	(fall);
Sector	(air);
Exit	[  @(<dir> east) {
ToRoom	8761;
Flags	(door closed passproof);
} ];
};
Room {
Vnum	8761;
Name	"The Master Wizard's Study";
Flags	(fall);
Exit	[  @(<dir> south) {
ToRoom	8762;
}, @(<dir> west) {
ToRoom	8760;
Flags	(door closed passproof);
} ];
};
Room {
Vnum	8762;
Name	"The Master Wizard's Library";
Flags	(fall);
Exit	[  @(<dir> north) {
ToRoom	8761;
}, @(<dir> east) {
ToRoom	8763;
Flags	(door closed passproof);
} ];
};
Room {
Vnum	8763;
Name	"The Top of The Stairs";
Flags	(fall);
Exit	[  @(<dir> west) {
ToRoom	8762;
Flags	(door closed passproof);
}, @(<dir> down) {
ToRoom	8759;
} ];
};
Room {
Vnum	8764;
Name	"A Small Neat Room";
Flags	(fall);
Exit	[  @(<dir> south) {
ToRoom	8766;
Flags	(door closed passproof);
} ];
};
Room {
Vnum	8765;
Name	"A Small Neat room";
Flags	(fall);
Exit	[  @(<dir> east) {
ToRoom	8766;
Flags	(door closed passproof);
} ];
};
Room {
Vnum	8766;
Name	"The Top Of The Stairs";
Flags	(fall);
Exit	[  @(<dir> north) {
ToRoom	8764;
Flags	(door closed passproof);
}, @(<dir> east) {
ToRoom	8767;
Flags	(door closed passproof);
}, @(<dir> south) {
ToRoom	8768;
Flags	(door closed passproof);
}, @(<dir> west) {
ToRoom	8765;
Flags	(door closed passproof);
}, @(<dir> down) {
ToRoom	8706;
} ];
};
Room {
Vnum	8767;
Name	"A Small Neat Room";
Flags	(fall);
Exit	[  @(<dir> west) {
ToRoom	8766;
Flags	(door closed passproof);
} ];
};
Room {
Vnum	8768;
Name	"A Small Neat Room";
Flags	(fall);
Exit	[  @(<dir> north) {
ToRoom	8766;
Flags	(door closed passproof);
} ];
};
Room {
Vnum	8769;
Name	"A Bedroom";
Desc	"When you enter this small bedroom, you notice that it is just as neat as\n
the downstairs rooms.  Two single beds are positoned near the far wall.\n
They are neatly made with blue bedspreads.  On one of the bed there is a\n
light blue pillow, on the other is a purple pillow.  The beds don't look\n
terribly comfortable, but they would surely give you a decent nights sleep.\n";
Flags	(fall);
Exit	[  @(<dir> down) {
ToRoom	8702;
} ];
};
Room {
Vnum	8770;
Name	"A Neat Bedroom";
Flags	(fall);
Exit	[  @(<dir> down) {
ToRoom	8704;
} ];
};
Room {
Vnum	8771;
Name	"A Messy Bedroom";
Flags	(fall);
Exit	[  @(<dir> down) {
ToRoom	8707;
} ];
};
Room {
Vnum	8772;
Name	"A Small Bedroom";
Flags	(fall);
Exit	[  @(<dir> down) {
ToRoom	8710;
} ];
};
Room {
Vnum	8773;
Name	"A Neat Bedroom";
Flags	(fall);
Exit	[  @(<dir> down) {
ToRoom	8720;
} ];
};



eof