LOW4_Fixup/src/obj/
#AREA	Yaegar  Firetop Mountain~
0

#HELPS
-1 firetop~
Debugged to standard Merc 2.x by Jason Huang (god@sure.net)
Further conversion to Rom 2.4 by Jaceks and Chicken's Den Staff~

0 $~


#MOBILES
#5735
sentry orc~
an Orc sentry~
An Orc sentry has fallen asleep at his post here.
~
This vile creature has been assigned to prevent unwanted visitors, but innate
laziness combined with generous servings of Orcish Ale have rendered him
quite ineffective at even this simple task.
~
2|4|32|64 512|131072 -400 S
11 0 0 2d8+134 1d10+2
20 0
8 8 1
#5736
orc~
a sleeping Orc~
An off-duty Orc sleeps here.
~
This vile creature has been assigned to prevent unwanted visitors, but innate
laziness combined with generous servings of Orcish Ale have rendered him
quite ineffective at even this simple task.
~
2|4|32|64 512|131072 -400 S
11 0 0 2d8+134 1d10+2
20 0
8 8 1
#5737
snake~
a small snake~
A small snake hisses and strikes!
~
This serpent has been placed here by the occupant of this room to guard the
box it is coiled about, and although it is quite small, its bite can be 
lethal!
~
2|32|64 512 0 S
10 0 0 2d7+121 2d4+2
20 0
8 8 0
#5738
orc~
a drunken Orc~
A drunken Orc breaks off in mid-song and lunges at you!
~
This foul drunk is quite possibly the worst singer you have ever heard in 
your life! And he smells even worse than he sings! Fortunately he is not a
very effective combatant, as the alcohol he has imbibed has dulled his 
senses.
~
2|4|32|64 512|4096 -400 S
10 0 0 2d7+121 2d4+2
20 0
8 8 0
#5739
orc chieftain~
an Orcish chieftain~
An Orcish chieftain snarls and cracks his whip at you angrily.
~
This evil chieftain was busy whipping his hapless servant when you entered,
and he is glad for a more challenging foe. He is the leader of the Orcs in
this area, and as such will be a tough foe.
~
2|4|32|64 128|512 -400 S
12 0 0 2d10+150 1d10+2
100 0
8 8 1
#5740
orc servant~
an orcish servant~
An Orcish servant moans piteously as his master beats him.
~
This pathetic whelp was been flogged by his demanding master as you entered,
but despite this he still leaps up to defend the chieftain against you. Best
to slay the ungrateful little wretch.
~
2|4|32|128 512 0 S
10 0 0 2d7+121 2d4+2
20 0
8 8 1
#5741
orc~
an eating Orc~
An Orc busily slurps up his rat stew.
~
This Orc is so busy eating that he doesn't even notice you enter. You could
easily leap in and have a hack before he was even prepared. However, he does
have several companions...
~
2|4|64 512 -400 S
11 0 0 2d8+134 1d10+2
20 0
8 8 1
#5742
prisoner~
A deranged prisoner~
A wild-eyed man lunges insanely at you!
~
Ack! Watch out! He's going to...Oh. You realize, as the deranged figure
suddenly collapses sobbing at your feet that this man is not aggressive or
seeking to attack you but was simply overjoyed at beign released. He is
quite harmless, but very filthy.
~
2|4|128 8388608 0 S
8 0 0 2d7+96 1d7+2
10 0
8 8 1
#5743
goblin torturer~
a Goblin torturer~
A Goblin torturer is angry that his victim has suddenly died.
~
This sadistic creature was busy torturing a captured Dwarf when you entered,
and the Dwarf died moments later. The creature is angered, and blames you 
for the Dwarf's premature death!
~
2|4|32|64 512 -600 S
10 0 0 2d7+121 2d4+2
10 0
8 8 1
#5744
cyclops iron~
an iron Cyclops~
A Huge iron Cyclops with a single huge gem serving as an eye towers over you.
~
This specially made Iron Golem is extremely tough and powerful. Although not
aggressive, it will certainly attack if you seek to take its gem.
~
2|64 8|128|8192|16384 0 S
15 0 0 3d9+208 2d6+3
10 0
8 8 1
#5745
barbarian~
an insane Barbarian~
An insane Barbarian leaps out and attacks you!
~
This demented berserker has been trapped in this dungeon for days and is
taking out his frustrations on you! Towering over you at six feet tall and
weighing in at 280 lbs, he is certainly a force to be reckoned with.
~
2|32|64 8192|16384 0 S
12 0 0 2d10+150 1d10+3
10 0
8 8 1
#5746
old man~
an old man~
An old man clad in a dirty nightrobe welcomes you to his shop.
~
"Oh my, a visitor! We don't get much of them these days...". Despite his
appearance, this elderly gentleman is more than capable of taking care of 
himself. He can sell you lighting equipment for the journey ahead.
~
2|4|64|131072 4|8|16|32|128|8192|16384 400 S
30 0 0 6d12+853 4d6+8
500 0
8 8 1
#5747
old man wererat~
an old man who is a Wererat~
An old man standing here gradually transforms into a wererat!
~
This seemingly harmless old coot is actually a powerful lycanthrope, who 
will not hesitate to kill you if you threaten him.
~
2|4|64 8|32|128|8192|16384 0 S
13 0 0 2d10+170 2d5+3
20 0
8 8 1
#5748
neanderthal caveman man~
A lumbering Neanderthal~
A primitive Neanderthal swings his stone club at your head!
~
This dim-witted cave man is possessed of only the most primitive instincts,
but has a blow like a sledgehammer and a hide like a stone wall, so fight 
well!
~
2|4|32|64 16|32|512|8192|16384 0 S
12 0 0 2d10+150 1d10+3
0 0
8 8 1
#5749
bat giant~
a giant Bat~
A giant Bat swoops down to attack you.
~
This bat is almost as big as you are, and with its huge black wings and long,
pointy fangs dripping potent venom, it is quite a formidable sight. Better 
be careful with this one.
~
2|4|32|64 8|8192|16384|524288|33554432 -400 S
11 0 0 2d8+134 1d10+2
0 0
8 8 0
#5750
spider giant~
a giant Spider~
A loathsome spider the size of a small pony scuttles towards you.
~
You are not sure which scares you the most about this horrible arachnid-
The way its 2 feet long furry legs scuttle on the rock as it races at you,
the way its beady eyes stare evilly at you as is approaches, or the way the
venom dripping from its maw burns into the stone as it falls...
~
2|32|64 8 -400 S
12 0 0 2d10+150 1d10+3
0 0
8 8 1
#5751
ogre~
an Ogre~
An Ogre lumbers about here.
~
This huge dullard is so big and so dense that he doesn't seem to have even
registered your presence. You could easily sneak past and escape his lair
should you so wish...
~
2|4|64 32|512|8192|16384|268435456 0 S
13 0 0 2d10+170 2d5+3
20 0
8 8 1
#5752
troll~
a Troll~
A Troll with very long, powerful arms lopes toward you.
~
This ugly monster is only 5 feet tall, but its arms are also nearly five
feet long, and end with wicked, sharp claws that could cut stone. Yellow
mucous drips from the fevered beast's slavering maw, and you shudder to
think fo the germs you could be infecte dwith by this grotesque.
~
2|4|32|64|65536 32|512|8192|16384|268435456 -500 S
13 0 0 2d10+170 2d5+3
20 0
8 8 1
#5753
rat giant~
a giant Rat~
A Rat the size of an Alsatian leaps at you!
~
This huge rodent has long, pointed teeth that are discolored with dried 
blood. It lashes at you with its sharp claws and seeks to clamp its fangs
around your neck!
~
2|32|64 8 -400 S
10 0 0 2d7+121 2d4+2
30 0
8 8 1
#5754
giant~
a burly Giant~
A burly Giant hurls a leg of lamb at you before attacking!
~
You have disturbed this big fellow's evening repast, and he is not happy 
about it.
~
2|32|64 8192|16384 0 S
15 0 0 3d9+208 2d6+3
0 0
8 8 1
#5755
piranha~
a vicious Piranha~
A vicious Piranha sinks its teeth into your leg!
~
You scream in pain as this savage little fish tears out a chunk of flesh.
It moves almsot too fast for you to catch it in the water, but eventually
returns for another bite, which gives you a chance to attack it.
~
2|32|64 0 0 S
10 0 0 2d7+121 2d4+2
30 0
8 8 0
#5756
sandworm giant~
a giant Sandworm~
A giant Sandworm rears up out of the sand and attacks!
~
This big fellow makes sea serpents of old look tiny. His circular maw is
lined with rows and rows of teeth, all ready to bite into you!.
~
2|32|64 8|8192|16384 0 S
16 0 0 3d9+233 2d6+4
10 0
8 8 1
#5757
skeleton~
a Skeleton worker~
A Skeleton worker busily helps assemble a boat.
~
This undead servant of the Warlock is far too busy engaging in its set tasks
to pay any mind to you. It will, however, act to defend itself if assaulted,
as will its many comrades.
~
2|4|64 8|8192|16384 0 S
12 0 0 2d10+150 2d5+3
10 0
8 8 1
#5758
wight~
a Wight~
A Wight, a fell undead servant of the Warlock, grins evilly at you.
~
This foul creature is not exceptionally strong or tough, but it has many
special abilities which make it more than a match for the average adventurer,
including its long, sharp, poisoned fangs and claws, its resistance to 
physical blows, and its nauseating stench.
~
2|4|32|64|16384 8|128|512|8192|16384 -1000 S
14 0 0 2d10+190 1d12+3
100 0
8 8 1
#5759
zombie~
a Zombie~
The physical form of a slain adventurer has been re-animated as a Zombie.
~
This poor fellow was once an eager young treasure-and-glory-seeker like 
yourself, who fell foul of the Warlock's minions, and has been damned to a
perpetual undead existence.
~
2|32|64 512 0 S
11 0 0 2d8+134 1d10+2
30 0
8 8 1
#5760
dog~
a Guard Dog~
A savage Guard Dog barks to alert its master of your intrusion!
~
Despite appearances, this Dog will not attack unless provoked. If it does, 
you may find that it is not like msot other Dogs, in that it is very tough 
and has certain abilities that may catch you by surprise...
~
2|64 8|32|8192|16384 0 S
12 0 0 2d10+150 1d10+3
10 0
8 8 1
#5761
werewolf man~
a Werewolf~
The man before you transforms into a Werewolf as you watch!
~
This dour old man is the chief ship-builder for the Warlock, and despite his
unfortunate curse (Lycanthropy), he is not a bad guy, and will only attack if
you initiate hostilities by attacking him or his dog.
~
2|64 128|8192|16384|131072 0 S
13 0 0 2d1+170 2d5+3
50 0
8 8 1
#5762
ghoul~
a Ghoul~
Hidden among the corpses is a sadistic Ghoul!
~
This decaying corpse-like undead slashes at you with its filthy fingernails,
attempting to slay and devour you!
~
2|32|64 8|8192|16384 -500 S
13 0 0 2d10+170 2d5+3
10 0
8 8 1
#5763
vampire~
an evil Vampire~
An evil Vampire attempts to drink your blood!
~
Rising from its coffin like Bela Lugosi in Dracula, the Vampire floats
towards you, attempting to make eye contact with you, so that it can charm
you and then feat upon you at its leisure.
~
2|4|32|64|16384 8|32|128|512|524288 -1000 S
17 0 0 3d9+258 3d4+4
200 0
8 8 1
#5764
dwarf~
a Dwarf~
A Dwarven gambler offers you a seat in his game.
~
This amiable fellow is leaning back in his chair at a table with three other
Dwarfs playing Five Card Stud. He draws deeply on a long pipe, exhaling some
noxious smoke, and invites you to join in.
~
2|4|64 512 400 S
12 0 0 2d10+150 1d10+3
40 0
8 8 1
#5765
minotaur~
a mighty Minotaur~
A mighty Minotaur threatens to tear you apart with his bare hands!
~
This Minotaur is quite insane and, lost in his delirium, he provokes all who
enter into battling with him. Although unarmed and unarmored, he is still a
potentially dangerous foe.
~
2|32|64 512 -400 S
14 0 0 2d10+190 1d12+3
40 0
8 8 1
#5766
dragon~
an enormous Red Dragon~
An enormous Red Dragon belches forth fire and smoke at you!
~
You are Dead. This Dragon can tear apart whole armies of Orcs, and eats
adventurers like you for breakfast. His huge, yellow, heavy-lidded eyes
glare balefully at you as he swings his massive claws at your head!


an enormous Red Dragon's blast *** JOLTS *** you!
Ouch! That attack hurt your Silver Bracer!
That sure did HURT!
You sure are BLEEDING!
You have been KILLED!!!


BATTLE UPDATE : adventurer killed by an enormous red dragon.
~
2|4|32|64 4|8|16|32|128|512|8192|16384|524288 -1000 S
20 0 0 4d10+360 2d8+5
500 0
8 8 1
#5767
warlock~
the Warlock of Firetop Mountain~
The Warlock of Firetop Mountain stands proudly before you.
~
The Warlock has taken the form of a well-built young man, clad in robes of
Velvet and Gold. Sparks fly from his gloved hands as he stares grimly at you,
waiting for you to move. Already, you know you are in for a heck of a fight...
~
2|4|64|131072 4|8|16|32|128|512|8192|16384|1048576 -1000 S
23 0 0 5d10+450 3d6+6
800 0
8 8 1
#5768
hand~
a hand~
An animated Hand strikes at you!
~
This hand rises up from the floor and begins to beat you!
~
2|4|32|64|262144 8 0 S
10 0 0 2d7+121 2d4+2
0 0
8 8 0
#5769
crocodile croc~
a crocodile~
An angry crocodile lurches at your boat!
~
This huge reptile is hideous and mean, and it looks eager to bury its many
pointed teeth in your body!
~
2|32|64 8 0 S
12 0 0 2d10+150 1d10+3
0 0
8 8 0
#5770
gas beast~
a gas beast~
A gas beast wraps itself around you and attempts to smother you!
~
This horrid creature is little more than a gas cloud with a will of its own,
and as such is very hard to kill.
~
2|32|64 8|32|128|512|8192|16384|524288 -1000 S
15 0 0 3d9+208 1d12+3
10 0
8 8 0
#0


#OBJECTS
#5735
armor leather~
a suit of leather armor~
A suit of dirty Orcish leather armor has been (intentionally?) left here.~
~
9 0 1|8
5 5 5 0
50 400 0
E
armor leather~
This armor has been worn by a filthy Orc sentry. it is vermin-infested, moldy
and covered with dried ale, blood and various food stains.
~
#5736
polearm~
a polearm~
A battered Orcish polearm is here.~
~
5 0 1|8192
0 2 8 3
130 350 0
A
18 -2
A
19 -2
E
polearm~
This polearm is old, rusty and in bad need of repair.
~
#5737
grog bottle~
a bottle of Orc grog~
A bottle of Orc grog is here.~
~
17 0 1|16384
5 5 3 0
5 250 0
E
grog~
This is the staple drink of the Orcs of Firetop Mountain and it is FOUL.
~
#5738
box cache~
an Orc's box~
This box serves as the Orc's cache.~
~
15 0 1|16384
20 0 0 5
10 100 0
E
box~
This box contains all the Orc's personal possessions.
~
#5739
gold~
a single gold piece~
A single gold piece rests here.~
~
20 0 1
1 0 0 0
0 0 0
#5740
mouse~
a dead mouse~
A dead mouse lies here.~
~
13 0 1|16384
0 0 0 0
10 0 0
E
mouse~
The Orc who put this in the box thought it'd be a good place for it to live,
but forgot about things like food, water, oxygen, love, etc...
~
#5741
key~
a bronze-coloured key~
A bronze-coloured key is here.~
~
18 0 1|16384
0 0 0 0
10 0 0
E
key~
Upon closer examination, you notice that this key has the number 99 carved 
into it.
~
#5742
box~
a small wooden box with crude hinges~
A small wooden box with crude hinges rests here.~
~
15 0 1|16384
50 0 0 50
10 100 0
E
box~
A brass name plate on the lid of this box is inscribed with then name 
"Farrio Di Maggio".
~
#5743
book tome small~
a small leather-bound book~
A small leather-bound book entitled "The Making and Casting of Dragonfire".~
~
2 64 1|16384
40 204 203 201
50 300 0
E
book~
This book tells of the life work of the Mage Farrio Di Maggio- the creation
of the Dragonfire spell, for use against Dragons, capable of dealing out
significant amounts of damage to them, by speaking the words-

  "Ekil Erif,
   Ekam Erif,
   Erif Erif,
   Di Maggio"
~
#5744
chest~
a sturdy chest~
A sturdy chest made of oak and iron rests here.~
~
15 0 0
500 0 0 500
10 0 0
E
chest~
This chest looks extremely heavy and you are quite sure you couldn't budge 
it.
~
#5745
gold~
a fair number of gold pieces~
A fair number of Gold pieces are scattered here.~
~
20 0 1
250 0 0 0
0 0 0
#5746
potion vial~
a small black bottle with a tight glass stopper~
A small black bottle with a tight glass stopper containing black liquid is 
here.~
~
10 0 1|16384
8 0 0 0
10 200 0
E
vial~
The liquid in the vial looks vile but is in fact quite palatable.
~
#5747
glove~
a black velvet glove~
A black velvet glove is here.~
~
9 4 1|128
7 7 7 2
20 0 0
A
2 2
E
glove~
You have no idea what this glove may do...
~
#5748
mattress~
a staw mattress~
A straw mattress stained with various substances is here.~
~
12 0 0
2 400 0 100
0 0 0
E
mattress~
This foul bed serves as the resting place for an Orc...
~
#5749
case leather~
a tattered leather case~
A tattered leather case half a metre long is here.~
~
15 0 1|16384
10 0 0 5
10 0 0
E
case~
This case looks like it could hold a short bow. It is inscribed-

"The giver of sleep to those who never can..."

~
#5750
bow~
a bow and a single silver arrow~
A bow and a single arrow rests here.~
~
3 1|64 1|16384
50 1 1 30
38 110 0
E
bow~
This bow and silver arrow can inflict damage upon any foe it is used against,
especially the undead.
~
#5751
leg club~
a chair leg~
A chair leg that has been fashioned into a crude club is here.~
~
5 0 1|8192
0 3 5 0
10 10 0
A
18 -1
A
19 -1
E
leg~
This really is a pathetic attempt at a weapon...
~
#5752
rack~
a torture rack~
A torture rack holds a dead Dwarf here.~
~
12 0 0
1 300 0 100
0 0 0
E
rack~
This wicked-looking rack is surrounded by a variety of evil-looking tools,
all guaranteed to inflict excruciating pain.
~
#5753
knife~
a wicked-looking knife~
A wicked-looking knife is here.~
~
5 0 1|8192
0 3 5 11
130 570 0
A
19 4
E
knife~
This vicious little Goblin weapon would make a GREAT backstabbing weapon...
~
#5754
cheese~
a piece of sweet-smelling cheese~
A piece of sweet-smelling cheese is here.~
~
19 0 1|16384
5 5 0 0
10 5 0
E
cheese~
Must be the Goblin's lunch...
~
#5756
gem jewel~
an expensive-looking jewel~
This Jewel looks VERY valuable...~
~
4 1 1|16384
10 5 5 4
10 5000 0
A
12 25
E
jewel~
This Jewel once served as the eye of an Iron Cyclops, and as such has potent
magical properties...
~
#5757
key~
a small key~
A small key iser he.~
~
18 0 1|16384
0 0 0 0
0 0 0
E
key~
Upon cloer inspection, you notice that this key as the number 111 engraved
on it.
~
#5758
box~
an old box~
An old box has been discarded here.~
~
15 0 1|16384
50 0 0 50
20 100 0
E
box~
This box looks like it once contained carpentry tools.
~
#5759
mallet~
a wooden mallet~
A wooden mallet is here.~
~
5 0 1|8192
0 2 5 3
75 10 0
E
mallet~
This mallet looks PERFECT for driving wooden stakes...
~
#5760
stump stake~
a stump of wood~
A stump of wood sharpened into a stake is here.~
~
5 0 1|8192
0 2 8 0
15 10 0
E
stump stake~
This stump has a nasty point which could cause a LOT of damage if rammed 
into someone's back...
~
#5761
painting~
a painting of the Warlock~
A painting of the Warlock hangs on a wall here.~
~
12 2|16|4096 1|16384
0 0 0 0
25 0 0
A
1 -1
A
5 -1
A
13 -10
E
painting~
Just looking at this painting makes you feel sick and uneasy.
~
#5762
candle~
a blue candle~
A magical Blue Candle flames on command!~
~
1 1 1|16384
0 0 540 0
10 20 0
E
candle~
This candle is an exceptional one, flaming on command as it does. It used to
be a LOT cheaper, but since the Long Dark Night candlewax prices have 
soared...
~
#5763
club~
a crude stone club~
A crude stone club lies here.~
~
5 0 1|8192
0 3 6 8
130 1500 0
A
18 -4
A
19 6
E
club~
The Neanderthal who owns this doubtless would like it back...
~
#5764
wood~
a piece of y-shaped wood~
This would make an excellent frame for a slingshot. ~
~
5 0 1|16384
0 2 6 8
25 100 0
A
18 -1
E
wood~
This piece of Y-shaped wood is so fashioned that you could use it for a
slingshot once you fitted a rubber band...
~
#5765
rope~
a piece of rope~
This piece of rope looks rather sinister...~
~
13 16|128|4096 1|16384
0 0 0 0
10 0 0
A
12 -50
A
13 -25
E
rope~
This rope is magically cursed!
~
#5766
sword~
a magnificent-looking sword~
A magnificent-looking sword is here. Pick it up!~
~
5 1|64 1|16384
0 5 5 3
125 700 0
A
1 1
A
17 -5
A
18 4
A
19 4
E
sword~
This sword looks as if it would GREATLY aid you in combat...
~
#5767
boots~
a pair of boots~
A pair of red boots sit innocently here.~
~
9 4096 1|64
2 2 2 0
50 100 0
A
14 -150
E
boots~
These boots are finely crafted from deep red leather.
~
#5768
chisel~
a chisel with a silver blade~
A chisel with a silver blade is here.~
~
5 1|64 1|8192
0 4 4 11
40 600 0
A
18 2
E
chisel~
This chisel has been enchanted to make it a decent weapon.
~
#5770
helmet~
an iron helmet~
An Iron helmet is here.~
~
9 1024 1|16
7 7 7 0
158 1000 0
A
3 2
A
18 2
E
helmet~
This helmet looks like it would be a good fit.
~
#5771
table~
a sturdy oak table~
A sturdy oak table is here.~
~
12 0 0
0 0 0 0
0 0 0
E
table~
This table looks quite sturdy, as I said previously.
~
#5772
armor leather~
a suit of leather armor~
A suit of leather armor is here.~
~
9 0 1|8
5 5 6 0
120 550 0
E
armor~
By the look of it, this armor didnt do its previous owner much good...
~
#5773
shield~
a wooden shield~
A simple wooden shield has been abandoned here.~
~
9 0 1|512
6 5 5 0
100 700 0
E
shield~
This shield probably isn't much use for anything beyond practice sessions...
~
#5774
sword~
a steel sword~
This sword doesn't look any better than your own weapon...~
~
5 0 1|8192
0 4 4 1
250 50 0
E
sword~
Although in good condition, this is by all accounts an unremarkable blade...
~
#5775
crucifix~
a silver crucifix~
You spy a silver crucifix on the ground here.~
~
8 1 1|4
0 0 0 0
10 2000 0
A
17 -15
E
crucifix~
This crucifix is dedicated to St. Christopher, patron saint of travellers.
~
#5776
corpse~
a decaying corpse~
Some poor adventurer's decaying corpse rests here.~
~
13 0 1
0 0 0 0
70 0 0
E
corpse~
Although decayed, the corpse still looks cumbersome...
~
#5777
gold~
gold!~
Gold!~
~
20 0 1
100 0 0 0
0 0 0
#5778
barrel rum~
a barrel of rum~
A barrel of good rum is here.~
~
17 0 1|16384
8 8 0 0
20 0 0
E
rum~
This is tasty stuff!
~
#5779
key keys bunch~
a bunch of keys~
A bunch of keys has been left here.~
~
18 0 1|16384
0 0 0 0
20 0 0
E
key keys bunch~
One of these keys is labelled "Boat House"...
~
#5780
boots~
a pair of unlaced boots~
Someone forgot to tie their laces up on these boots...~
~
9 0 1|64
7 7 7 0
50 100 0
A
14 50
E
boots~
These boots, once laced up properly, would make a great pair of hiking 
boots.
~
#5781
eggs~
some pickled eggs~
Some pickled eggs have fallen out of their jar.~
~
19 0 1
5 5 0 0
5 10 0
E
eggs~
Whew! Whoever eats these will fart up a storm!
~
#5782
jar~
a jar~
This jar is commonly used to hold pickled eggs and other preserved foods.~
~
15 0 1|16384
10 0 0 10
20 10 0
E
jar~
A label on the side says "Rumblebottom's Fine Foods".
~
#5783
earrings~
a pair of cheap earrings~
Someone's cheap earrings have been left here.~
~
9 0 1|16
6 7 5 0
40 570 0
E
earrings~
They look tacky and worthless, but one man's trash is another man's 
treasure, so...
~
#5784
liquid~
a vial of liquid~
A vial of liquid glows strangely here...~
~
10 1 1|16384
10 3 61 43
10 100 0
A
4 2
E
vial~
This vial actually contains Holy Water, blessed by the Overpriest of
Kaynlesh-Ma. It will cure your injuries, including any inflicted by the 
poisonous touch of its undead owner, and bless you.
~
#5785
parchment~
a badly-damaged sheet of parchment~
A badly-damaged sheet of parchment is here.~
~
13 0 1|16384
0 0 0 0
10 0 0
E
parchment~
This parchment is almost illegible, but you can make out a map of this area,
with one section to the north of here marked "THE MAZE OF ZAGOR", with two
rooms marked "...GER" and "SM... P...LE".
~
#5786
book~
the Warlock's spellbook~
The Warlock's spellbook has been lost by its guardian.~
~
2 16|64|512 1|16384
20 59 56 7
10 100 0
A
12 50
E
book~
The Warlock entrusted this book to his faithful Vampire Guardian to guard
for him.
~
#5787
cards~
a deck of cards~
A deck of dog-eared cards has been scattered here.~
~
13 0 1
0 0 0 0
10 0 0
E
cards~
This is an unremarkable deck of Dwarven playing cards.
~
#5788
pipe~
a Dwarven pipe~
A Dwarven pipe has been left here.~
~
3 64 1|16384
8 4 4 73
75 1650 0
E
pipe~
The smoke that this pipe belches forth can detect magically concealed
creatures.
~
#5789
vase~
a vase full of liquid~
This vase is full of a liquid that looks suspiciously like plain water...~
~
17 0 1|16384
10 6 0 0
10 0 0
E
vase~
This vase is only half-full.
~
#5790
bowl~
a red clay bowl~
A red clay bowl rests here.~
~
15 0 1|16384
100 0 0 50
10 0 0
E
bowl~
This red clay bowl is used to store coins.
~
#5791
coins~
some coins~
Some coins have been scattered here.~
~
20 0 1|16384
20 0 0 0
0 0 0
#5792
fountain~
a fountain~
A small stone fish spurts water into a stone bowl. It looks drinkable.~
~
17 0 0
100000 100000 0 0
0 0 0
E
fountain~
This fountain bears a sign, written in the Goblin tongue, which reads "DO
NOT DRINK!".
~
#5793
cards~
a deck of magical cards~
A deck of magical cards covered in strange runes and glyphs is here.~
~
2 64|512 1|16384
20 38 17 4
90 1450 0
A
3 2
A
4 1
A
12 50
E
cards~
These cards serve as a focus of the Warlock's power.
~
#5794
robes~
the Warlock's robes~
The Warlock's robes have been torn from his body.~
~
9 64|512 1|1024
7 7 7 0
90 3500 0
A
3 1
A
4 1
A
12 25
A
17 -5
E
robes~
These robes contain a portion of the Warlock's power.
~
#5795
sword~
the Warlock's sword~
The Warlock's sword has been dropped here.~
~
5 64|512 1|8192
0 5 6 1
120 5300 0
A
5 -2
A
12 10
A
13 10
A
17 -5
E
sword~
This sword looks quite sharp.
~
#5796
chest~
a solid iron-bound oak chest~
A solid iron-bound oak chest rests in a corner.~
~
15 0 0
100 1 0 50
30 100 0
E
chest~
This chest is securely locked.
~
#5797
loot~
loot!~
The Warlock's Loot!~
~
8 1 1|16384
0 0 0 0
10 1000 0
E
loot~
This is part of the Warlock's wealth.
~
#5798
gold~
gold!~
The Warlock's Gold!~
~
20 0 1
50345 0 0 0
0 0 0
#5799
key~
a red key~
A red key~
~
18 0 1|16384
0 0 0 0
0 0 0
E
key~
This key looks like it must open a BIG lock.
~
#5800
bullwhip whip~
a bullwhip~
A piece of leather nearly ten feet long has been curled up here.~
~
5 0 1|8192
0 3 5 4
90 370 0
A
18 -2
E
bullwhip whip~
This bullwhip once belonged to the Orc Chieftain of Firetop Mountain...
Perhaps it still does.
~
#5801
cloak~
an Orcish cloak~
An Orc chieftain's cloak is crumpled up into a ball here.~
~
9 0 1|4
6 6 6 0
120 650 0
A
5 1
E
cloak~
Despite its owner, this cloak is in reasonably good shape.
~
#5802
belt pouch~
a pouch belt~
A small pouch belt is here.~
~
15 0 1|2048
25 1 0 5
10 450 0
#5803
bench~
a wooden bench~
A wooden bench is here. It has a small inscription carved into it.~
~
12 1 0
2 400 0 100
0 0 0
E
inscription bench~
The inscription says-

     "REST YE HERE YE WEARY TRAVELLER"
~
#5804
boat punt~
a punt~
A small punt has been moored here.~
~
22 0 1
0 0 0 0
100 200 0
E
punt boat~
This punt is a servicable enough boat.
~
#5805
ale jack~
a jack of ale~
A giant-sized jack of ale rests here.~
~
17 0 1|16384
10 10 0 0
30 100 0
E
jack ale~
This jack of ale is very big but it holds a LOT of wine.
~
#5806
key~
a gold key~
A gold key hangs from a hook here.~
~
18 1 1|16384
0 0 0 0
0 0 0
E
key~
This key has the number 125 inscribed upon it.
~
#5807
key~
a copper key~
A copper key hangs from a hook here.~
~
18 0 1|16384
0 0 0 0
0 0 0
E
key~
This key has the number 66 inscribed upon it.
~
#5808
key~
a red key~
A red key is here.~
~
18 0 1|16384
0 0 0 0
0 0 0
E
key~
This key has the number 66 inscribed upon it.
~
#5809
cabinet glass~
a glass cabinet~
A glass cabinet full of curios rests against one wall.~
~
15 0 0
10000 1 0 10000
0 0 0
E
cabinet~
This cabinet contains the various mementoes of the Warlock.
~
#5810
mementoes curios curio~
one of the Warlock's curios~
You see one of the Warlock's curios here.~
~
8 0 1|16384
0 0 0 0
10 800 0
E
curio~
You are lookign at one of the curios of the Warlock of Firetop Mountain, 
which may be of value to someone.
~
#5811
book~
a book~
A book is here.~
~
2 1|64 1|16384
20 1 3 66
10 10 0
E
book~
This heavy book deals with the magical science of Abjuration.
~
#5812
desk~
a massive desk~
This massive desk looks far too heavy to even budge.~
~
12 1|64 0
0 0 0 0
0 0 0
E
desk~
This desk is a magnificently carved oak affair, made with exquisite detail
by the OOkers of NarHn.
~
#5813
chair~
a comfortable-looking chair~
This chair looks very comfortable.~
~
12 1|64 1|16384
0 0 0 0
50 50 0
A
5 1
A
13 25
A
17 -10
E
chair~
This chair is actually quite beneficial if held.
~
#0


#ROOMS
#5735
Path to Firetop Mountain~
You have reached the base of Firetop Mountain. The steep impenetrable face
that rises before you is deeply gouged, as if by the claws of a gargantuan
beast. Strange red vegetation grows at the peak, hence the mountain's name.
A small dark opening in front of you allows you to enter the depths of
Firetop Mountain, domain of the evil Warlock.
You see a small sign stuck to a nearby withered tree.
     There is a small (Glowing) (Humming) tablet.
~
0 4 3
D0
inside the mountain
~
~
0 0 5736
D1
~
~
0 0 4001
E
sign~
The sign says-

     "Welcome to Firetop Mountain, a fun- and excitement-filled area brought
to you by the Mad Elf. He hopes you enjoy yourself".

and below that-

     "Firetop Mountain was built on a DOS text-editor in November 1995 by
Yaegar for AnonyMud, though any Merc 2.2 Mud can (and is indeed welcome to)
use it".
~
E
small tablet~
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+                                                                  +
+            This area has been converted and adapted by           +
+                             Kajko                                +
+                                                                  +
+                               &                                  +
+                                                                  +
+                 revised, modified, debugged (?:)                 +
+                strongly enhanced and balanced by                 +
+                             jaceks                               +
+                                                          july'96 +
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
~
S
#5736
Inside the Mountain~
You are heading north along a gloomy stone passageway. Your footsteps echo
in the eerie silence, which is broken only by the distant sound of running
water. You soon reach a junction where you can head east or west.
~
0 1|8 0
D1
a door
~
~
0 0 5737
D2
the entrance
~
~
0 0 5735
D3
a guard post
~
~
0 0 5739
S
#5737
A Door~
You are standing before a wooden door, set flush with the stone wall that
marks the end of the passageway. It looks solid, but you get the idea that
it would give easily to a good shove from your shoulder. Or, you could try
just opening it with the handle...
~
0 1|8 0
D1
a pit
~
~
1 0 5738
D3
inside the mountain
~
~
0 0 5736
S
#5738
A Pit~
Ack! As you open the door and pass through, you fall into a deep pit! The 
sides are smooth and unscaleable, and for some reason your magic doesn't
seem to work here. Looks like you might need to recall.
~
0 1|4|8 0
S
#5739
A Guard Post~
After a short distance, the westward passage that you are following bends to
the north. At the bend there is a small niche in the wall, just large enough
for a medium-sized humanoid to stand in. A stone stool is in this niche, as
is a half-drunk flagon of some unknown alcohol, and you (correctly) assume 
that this alcove is used as a sentry post. Its inebriated occupant may be
around, so keep alert.
~
0 1|8 0
D0
a corridor
~
~
0 0 5740
D1
inside the mountain
~
~
0 0 5736
S
#5740
A Corridor~
You are advancing down a long north-south corridor lined by several wooden
doors to the west. The corridor is unlit- evidently it is either rarely
used or the occupants of this place have no need for light...
You hear loud snoring from behind the door nearest you.
~
0 1|8 0
D0
a corridor
~
~
0 0 5742
D2
a guard post
~
~
0 0 5739
D3
a door
~
~
1 0 5741
S
#5741
Orc Sleeping Quarters~
This room evidently serves as sleeping quarters for some of the foul Orcs
that reside in this place. Loud snoring echoes around this room, coming from
its single sleeping occupant, who lies with his arms curled about an
interesting-looking box...
~
0 1|8 0
D1
a corridor
~
~
1 0 5740
S
#5742
A Corridor~
You are advancing down a long north-south corridor lined by several wooden
doors to the west. The corridor is unlit- evidently it is either rarely
used or the occupants of this place have no need for light...
No sound comes from behind the door nearest you.
~
0 1|8 0
D0
a corridor
~
~
0 0 5744
D2
a corridor
~
~
0 0 5740
D3
a door
~
~
1 0 5743
S
#5743
Guards' Quarters~
This room seems to function as quarters for the Orcish soldiers that guard
the entrance here. From what you've seen so far of the Warlock's "Guards",
you think that maybe he should reconsider his choices for protection...
There is a small snake curled up around a box in the far corner of this room.
~
0 1|8 0
D1
a corridor
~
~
1 0 5742
S
#5744
A Corridor~
You are advancing down a long north-south corridor lined by several wooden
doors to the west. The corridor is unlit- evidently it is either rarely
used or the occupants of this place have no need for light...
You hear loud raucous drunken singing coming from behind the door nearest you.
There is a junction to the north of here.
~
0 1|8 0
D0
a corridor
~
~
0 0 5746
D2
a corridor
~
~
0 0 5742
D3
a door
~
~
1 0 5745
S
#5745
A Party~
You are hit by the combined stench of Orc Grog, sweat, vomit, urine and
blood as soon as you enter. Repulsed, you glance about and quickly gather
that this foul place serves as some sort of recreation area for the Orcish
soldiers. If you are lucky, you will be spared an encounter with the vile
drunkards.
~
0 1|8 0
D1
a corridor
~
~
1 0 5744
S
#5746
A Junction~
You have reached a T-junction in the passageway, where passages run to the
west, east and south. You can hear screaming and what sounds like a whip
cracking to the west, while the sound of many Orcs slurping and chomping
on their vile food emanates from the east. A variety of sounds come from
the south. In the distance, you can hear what sounds like running water.
~
0 1|8 0
D1
another junction
~
~
0 0 5748
D2
a corridor
~
~
0 0 5744
D3
a westward corridor
~
~
0 0 5747
S
#5747
A Westward Corridor~
You are advancing along an east-west corridor that ends at the east in a
juction and at the west in a solid oak portal. From behind the portal you
can hear screams, apparently being elicited by the bullwhip you hear cracking
just before each cry.
~
0 1|8 0
D1
a junction
~
~
0 0 5746
D3
a door
~
~
1 0 5799
S
#5748
Another Junction~
You have reached another junction. From here you can go north, toward a huge
iron portcullis, west, toward a branch in the corridor to the south, or east,
toward what sounds like a kitchen/dining area, judging by the clangour of
rattling pots and pans, and the shouts and grunts of the diners.
~
0 1|8 0
D0
a corridor
~
~
0 0 5750
D1
a door
~
~
0 0 5749
D3
a junction
~
~
0 0 5746
S
#5749
Outside the Kitchen~
The noises of the kitchen are loudest here. Behind this door there must be
some very nauseating dinner parties, if the noises and the *SMELL* are 
anything to go by.
~
0 1|8 0
D1
the kitchen
~
~
1 0 5800
D3
another junction
~
~
0 0 5748
S
#5750
A Corridor~
You are advancing along a long north-south corridor lined by several wooden
doors to the east. The corridor is unlit- evidently it is either rarely
used or the occupants of this place have no need for light...
You hear dreadful screaming coming from behind the door to the east.
There are junctions to the north and south of here.
~
0 1|8 0
D0
a corridor
~
~
0 0 5752
D1
a door
~
~
1 0 5751
D2
another junction
~
~
0 0 5748
S
#5751
A Cell~
Eeyew! This foul place obviously serves as a combined garbage room/prison
cell, for several skeletons manacled to the walls are half-buried in all
manner of disgusting refuse that has been hurled into here by the Orcs.
Just looking at the evil mess makes you want to vomit, and by the looks of
it you haven't been the first to so react...
~
0 1|8 0
D3
a corridor
~
~
1 0 5750
S
#5752
A Corridor~
You are advancing along a long north-south corridor lined by several wooden
doors to the east. The corridor is unlit- evidently it is either rarely
used or the occupants of this place have no need for light...
There are junctions to the north and south of here.
~
0 1|8 0
D0
a corridor
~
~
0 0 5754
D1
a door
~
~
1 0 5753
D2
another junction
~
~
0 0 5750
S
#5753
Armory~
You have entered an armory. Most of the weapons here are of Orcish make,
crude and clumsy-looking, and you ignore them. However, a few weapons of
human and elf make are also stored here- perhaps you may find one of use
to you...
~
0 1|8 0
D3
a corridor
~
~
1 0 5752
S
#5754
A Corridor~
You are advancing along a long north-south corridor lined by several wooden
doors to the east. The corridor is unlit- evidently it is either rarely
used or the occupants of this place have no need for light... You hear piteous 
moans and cries of pain, followed by insane cackling, coming from the door 
nearest you. There are junctions to the north and south of here.
~
0 1|8 0
D0
a junction
~
portcullis~
1 0 5756
D1
a door
~
~
1 0 5755
D2
another junction
~
~
0 0 5752
S
#5755
A Torture Chamber~
You have entered a torture chamber, currently being used by the Warlock's
Goblin torturers to extract information from intruders or confessions from
crooked or incompetent Orcish sentries. Of course, they don't really care
what you know, they are going to torture you anyway :).
~
0 1|8 0
D3
a corridor
~
~
1 0 5754
S
#5756
A Junction~
You have reached a T-Junction which allows you to travel east, west or south.
The corridor to the south is lined with doors to the east, while the east
and west branches of the junction disappear into the darkness which is barely
penetrated by your light source. You fancy that you can hear the sounds of 
a river to the far north.
~
0 1|8 0
D1
a bend in the corridor
~
~
0 0 5757
D2
a corridor
~
portcullis~
1 0 5754
D3
a long passageway~
~
0 0 5779
S
#5757
A Bend in the Corridor~
You have reached a bend in the corridor where you can head north to another
junction or back west to a southern branch of the corridor. The sound of 
running water seems to be coming directly from the north now.
You get the feeling this may be a good place to rest and collect yourself.
~
0 1|4|8|1024 0
D0
a junction
~
~
1 0 5758
D3
a junction
~
~
0 0 5756
S
#5758
A Junction~
You have reached yet another junction, where you can head east, west, or 
south to a strange-looking bench. There is a door to the far east, but you 
can hear nothing coming from that direction.
~
0 1|8 0
D1
a junction
~
~
0 0 5759
D2
a bench
~
~
0 0 5757
D3
a bend
~
~
0 0 5761
S
#5759
A Junction~
At this point, a long, dark passageway stretches off to the north, ending at
a wooden door. You fancy that you can hear heavy breathing coming from
behind it. You can still hear naught from behind the eastern door, which you
are standing before now.
~
0 1|8 0
D0
a door
~
~
1 0 5765
D1
a door
~
~
1 0 5760
D3
a junction
~
~
0 0 5758
S
#5760
An Ornate Room~
You enter a room heavily decorated by ornate stonework and detailed murals
and reliefs, crafted and colored in a style you have never seen before, 
giving the room an unearthly beauty. A pedestal has been placed in the
center of the room, and atop it is an iron statue of what looks like a 
one-eyed demon.
~
0 1|8 0
D3
a junction
~
~
1 0 5759
S
#5761
A Bend~
At this point the corridor bends sharply to the north, heading past doors
to the east and west toward some distant point, lost in the all-encompassing
murky darkness. You are thankful for your light.
~
0 1|8 0
D0
outside three doors
~
~
0 0 5762
D1
a junction
~
~
0 0 5758
S
#5762
Outside Three Doors~
You are standing in a north-south running corridor between two doors. The
one to the east has a small sign upon it, while the one to the west is
blank. You can here a gentle humming noise, as if of someone singing to
themself, behind the east door. There is another, pitch-black portal to 
the north. It looks ominous...
~
0 1|8 0
D0
a pitch-black portal
~
~
1 0 5766
D1
a shop
~
~
1 0 5764
D2
a bend
~
~
0 0 5761
D3
a door
~
~
1 0 5763
E
sign~
The sign says, in large, neatly-scribed letters-

       "T H E     H O U S E     O F      C A N D L E S"
     
     Visitors welcome. Please leave your children and pets outside.
     No Hawkers or Canvassers. Shoplifters WILL be prosecuted.

~
S
#5763
A Cavern~
The door opens onto a rough-hewn cavern, dark and dreary as the rest of the
dungeon, save that it has more than the usual amount of cobwebs, and also
sports a fair collection of Orcish, Dwarven and Human bones. You enter
cautiously, well aware that this may be the lair of a Huge SPIDER.
~
0 1|8 0
D1
outside three doors
~
~
1 0 5762
S
#5764
A Shop~
You have entered a brightly-lit shop, an oddity in this place made even
stranger by the bizarre array of goods available. However, what interests
you most in this normally black dungeon is the availability of magic candles
that can help light your way.
~
0 8 0
D3
outside three doors
~
~
1 0 5762
S
#5765
A Barbarian!~
You have entered the quarters of an insane barbarian, who by now is attacking
you if he has not already been slain by another adventurer before you. There
is little of interest in this dingy room. A passage runs from here to another 
door to the north.
~
0 1|8 0
D0
a short passage
~
~
1 0 5801
D2
a door
~
~
1 0 5759
S
#5766
A Black Corridor~
As you enter this foreboding place, your light source dwindles to a faint
glimmer, threatening to go out entirely at any moment. In its bleak glare
you manage to make out hideous murals on the walls depicting people being
maimed and tortured, and you could swear that they are actually MOVING. 
You feel a sudden urge to flee this horrid place.
~
0 1|8 0
D0
a fountain room
~
~
1 0 5768
D2
outside three doors
~
~
1 0 5762
S
#5767
A Gallery~
You have entered what appears to be an art gallery. Paintings of various old
men and women of noble birth line the whitewashed walls and you supress a
yawn as you walk past. However, one portrait here appears to be different...
Doors to the north and south allow you to leave this place.
~
0 8 0
D0
a short corridor
~
~
1 0 5802
D2
a short corridor
~
~
1 0 5801
S
#5768
A Fountain~
You have entered a small room, no more than a slight broadening of the 
passage, with a fountain in the middle of it. The passage continues to the
north and terminates at a pitch-black portal to the south.
~
0 1|8 0
D0
a corridor
~
~
0 0 5770
D2
a pitch-black portal
~
~
1 0 5766
S
#5769
A Pear-Shaped Room~
You have entered a pear-shaped room, with the south entrance opening into
the wide base and a door to the north exiting at the top of the fruit shape.
Several items of interest are scattered on the floor here..
The sound of flowing water is stronger than ever here. It appears to be
coming from directly beyond the door in the north wall.
~
0 1|8 0
D0
a door
~
~
1 0 5773
D2
a short corridor
~
~
0 0 5802
S
#5770
A Corridor~
You are marching along a long north-south corridor, which ends near a 
fountain to the south, and a small door to the north. A second door is in the 
eastern wall near you.
~
0 1|8 0
D0
a door
~
~
1 0 5803
D1
a door
~
~
1 0 5771
D2
a fountain
~
~
0 0 5768
S
#5771
A Bare Room~
You have entered a room that is completely unrearkable save for a table and
some interesting items upon it.
~
0 1|8 0
D3
a corridor
~
~
1 0 5770
S
#5772
A Junction~
You have reached a junction in the passageway, where you may go east, west
or south. The sound of running water is unmistakable now, and seems to be
coming from the western passage, which bends to the north. Bestial grunts 
echo from the passage to the east.
~
0 1|8 0
D1
a cave
~
~
0 0 5775
D2
a door
~
~
1 0 5803
D3
a bend
~
~
0 0 5774
S
#5773
A Ferryman and a Bridge~
You have finally reached the source of the sound of running water- a broad
underground river that cuts through the dungeons of Firetop Mountain. You
peer into it but can see nothing in its icy black depths, but doubtless this
river sports its own particular little nasties like all the other parts of
the dungeon have so far.
A rickety bridge allows you to cross to the other side if you wish, or you
may wish to go boating using a nearby punt.
A sign says- "Don't Pay the Ferryman...till he gets you to the other side..."
~
0 1|8 0
D0
the other side
~
~
0 0 5798
D1
river
~
~
0 0 5778
D2
pear room
~
~
1 0 5769
D3
river
~
~
0 0 5777
S
#5774
On the Banks of the River~
You have finally reached the river you have been hearing for so long. It
looks deep, dark and unswimmable, though if you had a boat you may be able
to cross it, though at this point there appears to be nothing of interest
on the other side. Perhaps you may find a crossing further down?
~
0 1|8 0
D0
the river
~
~
0 0 5777
D1
a junction
~
~
0 0 5772
S
#5775
A Cave~
You have entered a huge cave, cut from the rock face by Gods-know what force.
There is a campfire burning in the center of the room, and several hides and
rocks are scattered about the area, along with several bones and chewed
strips of half-cooked meat.
~
0 1|8 0
D3
a junction
~
~
0 0 5772
S
#5776
The River~
You are sailing along the mighty underground river that cuts through the
dungeons of Firetop Mountain. To the west you can see a rocky beach, while
to the east the river flows into the murky darkness that pervades here.
~
0 1|8 7
D1
river
~
~
0 0 5777
D3
a rocky beach
~
~
0 0 5797
S
#5777
The River~
You are sailing along the mighty underground river that cuts through the
dungeons of Firetop Mountain. To the west you can see a rocky beach, while
to the east the river flows towards what looks like a bridge.
There is a small alcove to the south at which you could dock.
~
0 1|8 7
D1
bridge
~
~
0 0 5773
D2
alcove
~
~
0 0 5774
D3
river
~
~
0 0 5776
S
#5778
The River~
You are sailing along the mighty underground river that cuts through the
dungeons of Firetop Mountain. To the west you can see a rickety bridge, 
while to the east the river down a narrow crevice and is impassable.
~
0 1|8 7
D3
bridge
~
~
0 0 5773
S
#5779
A Long Passageway~
You are heading along a long east-west passageway which meets a junction to
the east and bends sharply to the north to the west.
~
0 1|8 0
D1
a junction
~
~
0 0 5756
D3
entrance to a cave
~
~
0 0 5780
S
#5780
Entrance to a Cave~
You are passing by the entrance to a small cave, on the northern side of
this long east-west passage. A vile smell wafts from this dark place, and
you fancy that you can hear bestial gruntings.
~
0 1|8 0
D0
cave
~
~
0 0 5781
D1
a passage
~
~
0 0 5779
D3
a passage
~
~
0 0 5782
S
#5781
Ogre Cave~
Whew! What a smell! This cave, littered as it is with garbage, offal and 
half-eaten body parts, smells atrocious. And so does its inhabitant! Too
bad for you he's very sensitive about it all, and when he sees you gag and
retch, he leaps forward to attack. A traveller once told you that he found 
a gateway to another dimension in an Ogre cave in these parts...
~
0 1|8 0
D2
entrance to a cave
~
~
0 0 5780
E
floor ground~
There is a circular scorch mark on the floor here.
~
S
#5782
A Bend~
You have reached a bend in the passageway, where you can continue to the 
north or the east, depending on which way you were travelling. You can hear
faint laughter coming from the north.
~
0 1|8 0
D0
a junction
~
~
0 0 5783
D1
entrance to a cave
~
~
0 0 5780
S
#5783
A Junction~
You have reached a point where you can continue along the north-south passage
or head west along a very narrow path. You hear laughter coming from this
direction. As you examine the western passage, you notice that it is indeed 
VERY narrow, and you begin to harbour doubts about getting back out...
~
0 1|8 0
D0
a t-junction
~
~
0 0 5785
D2
a bend
~
~
0 0 5782
D3
a narrow passageway
~
~
0 0 5784
S
#5784
A Narrow Passageway~
You didn't listen, did you? You decided to try and worm your way down this
NARROW (That is a six letter adjective meaning not very freaking wide), and
now you're trapped, with only the mocking laughter you heard earlier to
keep you company. I hope for your sake you have a spell that enables you
to escape...
~
0 1|4|8 0
S
#5785
A T-Junction~
You have come to a T-Junction where an east-west passageway is met by a
north-south one. The north-south passage terminates at the meeting-point. To
the south it runs past another side passage before turning sharply to the east.
The east-west passage bends to the north in both directions. You see a small 
recess in the north wall here and think this would be a good place to rest 
your weary bones.
~
0 1|4|8 0
D1
a bend
~
~
0 0 5786
D2
a side passage
~
~
0 0 5783
D3
a bend
~
~
0 0 5788
S
#5786
A Bend~
The passage you are following bends sharply here, and you have the option of
going west or north, depending on which direction you were coming from. The
north passage looks particularly dull and empty, while the west leads to a
junction near a small recess in the north wall.
~
0 1|8 0
D0
a long passageway
~
~
0 0 5787
D3
a junction
~
~
0 0 5785
S
#5787
A Long Passageway~
This passageway is the longest straight-running passageway you have so far
encountered, running without interruption for at least 250 metres. It 
continues in both directions.
~
0 1|8 0
D0
a bend
~
~
0 0 5794
D2
a bend
~
~
0 0 5786
S
#5788
A Bend~
Turning the bend in the corridor, you sunndenly notice that the floor in the
bend has collapsed, making a gaping huge hole. Peering down into the hole,
you notice that there is another passageway below this one, running north.
Since the hole is far too big to leap over, and the passage beyond is blocked
by rubble, your only options are to go down or head back east. A horrid stench 
from the pit below suddenly wafts upward, making your eyes water.
~
0 1|8 0
D1
a junction
~
~
0 0 5785
D5
a troll den
~
~
0 0 5789
S
#5789
The Troll Den~
While climbing down, you misjudge your step, and go tumbling down into the
hole, which is a LOT deeper than you originally thought. Stunned, you 
slowly turn over, and find yourself staring into the vacant eye sockets of a
half-eaten decomposing corpse! Leaping back, you fall onto a pile of whitened
bones, and in a panicked state you suddenly recognise the odor you detected
earlier - TROLL.
~
0 1|8 0
D0
a rough cavern
~
~
0 0 5790
S
#5790
A Rough Cavern~
Proceeding away from the Troll den, you come into a long, rough cavern,
littered with decaying corpses and shards of broken bones and weapons.
Remembering the previous occupant of this foul place you encountered, you
grip your trusty weapons firmly and glare about, ready for anything. A
distant howl suddenly echoes about the cavern, and you tense, sweat beading
on your brow.You spy a set of steps leading up to a door in the far wall, to 
the north, and step up to it.
~
0 1|8 0
D0
a door
~
~
1 0 5791
S
#5791
Rat Room~
You cautiously step through the door and enter a room which is knee-deep in
bones! Several dark shapes move about amongst the bones, and with growing
alarm you realize that you have entered the lair of some giant rats! The door
to the south appears jammed from this side, and you realize you will 
probably have to fight your way out of here.
~
0 1|8 0
D0
a giant's room
~
~
1 0 5792
D1
a junction
~
~
1 0 5793
S
#5792
A Giant Room~
Fee Fi Fo Fum! You have entered a huge room filled with huge furniture. 
Obviously you have stumbled into the lair of a giant! He probably uses the
giant rats in the room you just exited as a food supply. Foul creature!
~
0 1|8 0
D2
rat room
~
~
1 0 5791
S
#5793
A Junction~
At this junction, you have the option of going north, where the sound of
running water is once more clearly audible, or east, towards a bend in the
passage to the south. Alternatively, you could step through a door to the
west, from which the sounds of scratching and high-pitched squeaking emanate.
~
0 1|8 0
D0
a passageway
~
~
0 0 5796
D1
a bend
~
~
0 0 5794
D3
a door
~
~
1 0 5791
S
#5794
A Bend~
You have entered into a bend in the passage, where you can head west toward
a junction, or south along a long dark passageway. There is also a heavy
oaken portal to the north, wich has a rubber skirt along the base, and heavy
rubber insulation along the sides...
~
0 1|8 0
D0
gas room
~
~
1 0 5795
D2
a long passageway
~
~
0 0 5787
D3
a junction
~
~
0 0 5793
S
#5795
A Gas Room!~
*Cough* This room is filled with gas. And it's attacking you!


There is a niche on the far wall, which looks like it could contain a key.
~
0 1|8 0
D2
a bend
~
~
0 0 5794
S
#5796
A Long Passageway~
This passageway is running south to a junction and north toward the sound
of running water. You can smell fresh water on the breeze, which blows
cold from the river to the north.
~
0 1|8 0
D0
a rocky beach
~
~
0 0 5797
D2
a junction
~
~
0 0 5793
S
#5797
A Rocky Beach~
You have come to a rocky beach, set in a hollowed-out portion of the south
wall which the river runs past. From the look of the huge holes in the
ground, you aren't the only one who comes here...
~
0 1|8 0
D1
the river
~
~
0 0 5776
D2
a passageway
~
~
0 0 5796
S
#5798
The Other Side~
You have reached the other side of the river. From here you can progress
east towards a secure-looking door, or west towards what looks like a door
to living quarters. Alternatively, there is a door set flush in the north
wall directly ahead of you.
~
0 1|8 0
D0
a door
~
~
1 0 5807
D1
towards a door
~
~
0 0 5815
D2
a bridge to the south bank
~
~
0 0 5773
D3
towards living quarters
~
~
0 0 5804
S
#5799
The Chieftain's Quarters~
You have entered the quarters of the leader of the Orcs of Firetop Mountain.
He is standing here brandishing a big bullwhip, which he is using to beat
another, smaller Orc, presumably his batman or servant. A chest in the far
corner catches you eye, and you wonder what wealth this Chieftain may 
possess...
~
0 1|8 0
D1
a westward corridor
~
~
1 0 5747
S
#5800
The Orc Kitchen~
It is here that the Orcs prepare their meals and partake of them, seated at
long filthy benches deeply scarred and stained. Pots and pans bubble and fry
atop a wood-burning cast-iron stove, and from it an Orc occasionally serves
himself some rat stew and grits. The Orcs in here seem far too engrossed in
their gastronomic acitivities to notice your presence, though doubtless they
would react strongly were you to disturb their meals.
~
0 1|8 0
D3
outside the kitchen
~
~
0 0 5749
S
#5801
A Short Corridor~
A short, unremarkable corridor that terminates to the north at a solid oak
door and to the south in a small room.
~
0 1|8 0
D0
a gallery
~
~
1 0 5767
D2
a barbarian
~
~
0 0 5765
S
#5802
A Short Corridor~
A short, unremarkable corrdior that terminates to the north at a pear-shaped
room and to the south at a solid oak door.
~
0 1|8 0
D0
a pear-shaped room
~
~
1 0 5769
D2
a gallery
~
~
1 0 5767
S
#5803
Room of Hands and Stars~
You have entered a room with a floor decorated with a mural of hands and
stars. Something about this room strikes you as being not quite right, and
you get the strange feeling that the hands are somehow ALIVE...
~
0 1|8 0
D0
a junction
~
~
1 0 5772
D2
a corridor
~
~
1 0 5770
S
#5804
Outside a Door~
You are standing at the end of a short east west corrdior, outside a door
set in the north wall. You can open this door, or head back to the east,
where you can see a bridge crossing a wide river.
~
0 1|8 0
D0
a door
~
~
1 0 5805
D1
a junction on the north bank near a bridge
~
~
0 0 5798
S
#5805
Inside the Shipbuilder's Quarters~
This room houses the shipbuilder and his faithful dog. There are bits of
wood and tools lying about everywhere, and a section of hull serves as a 
resting bench for the shipbuilder, who can usually be found sprawled over 
it. There is a door to the west, as well as the southern one you originally
came through.
~
0 1|8 0
D2
outside a door
~
~
1 0 5804
D3
a pantry
~
~
1 0 5806
S
#5806
Pantry~
This well-stocked larder is full of jars of preserved foods and jacks of ale,
but most of it looks inedible. There are a couple of jars, however, that
seem to contain palatable foodstuffs.
~
0 1|8 0
D1
the shipbuilder's quarters
~
~
1 0 5805
S
#5807
A Short Dark Corridor~
You are heading along a short dark corridor with doors at either end.
~
0 1|4|8 0
D0
a zombie room
~
~
1 0 5808
D2
a junction on the north bank near a bridge
~
~
1 0 5798
S
#5808
A Zombie Room~
You have entered the quarters of some of the Warlock's many undead servants.
Several Zombies reside here, along with some interesting-looking items
belonging to past adventurers which have been scattered on the floor here.

There is a door in the north wall.
~
0 1|8 0
D0
a crypt
~
~
1 0 5809
D2
a short dark corridor
~
~
1 0 5807
S
#5809
A Crypt~
You have entered a Gothic-looking crypt, which currently houses three 
ornately-fashioned marble coffins, one of which is open. You glance about
nervously, seeking its owner, who must be nearby...
~
0 1|8 0
D2
a zombie room
~
~
1 0 5808
D3
a junction
~
~
1 0 5810
S
#5810
A Junction~
You have reached a junction, a crossroads this time, where you may proceed
in any of the four cardinal directions. A door blocks the passage to the 
east, and you can hear sounds of construction to the west. No sound comes
from the northern or southern branches.
~
0 1|8 0
D0
a bend
~
~
0 0 5813
D1
a door
~
~
1 0 5809
D2
dead end
~
~
0 0 5811
D3
construction
~
~
0 0 5812
S
#5811
A Dead End~
You have reached a dead end, utterly devoid of anything whatsoever of the
slightest interest. Go back. Now.












You're still here?
~
0 1|8 0
D0
a junction
~
~
0 0 5810
S
#5812
A Construction Site~
You have come across a construction site, where an effort is being made to
construct a tunnel downwards from this passage. This in itself isn't unusual-
what makes this so weird is the fact that the laborers are animated tools,
industrious picks, shovels and spades, working and singing merrily as they 
do! Some of them even stop to make smalltalk with you. You may rest here as
long as you want, as the toosl will prevent you from any harm. However, you
cannot attack them, as they are quite immune to your puny efforts.
~
0 1|4|8 0
D1
a junction
~
~
0 0 5810
S
#5813
A Bend in the Passageway~
You have come to a bend, where you may proceed south toward a junction, or
east toward a hole in the north wall. The sounds one would normally associate
with heavy excavation echo from the south somewhere.
~
0 1|8 0
D1
a hole
~
~
0 0 5814
D2
a junction
~
~
0 0 5810
S
#5814
A Hole in the Wall~
You are passing by a hole in the north wall in this east west passageway.
You can feel a strangely warm breeze blowing from this direction. You can
enter if you wish, or proceed east or west. A junction lies to the east,
while to the west the passage bends sharply to the south.
~
0 1|8 0
D1
a junction
~
~
0 0 5820
D3
a bend
~
~
0 0 5813
D5
a creepy room
~
~
0 0 5823
S
#5815
A Door~
You have reached a securely-locked door. Through a small hole in the door,
you can see a group of skeletons industriously working on a large boat,
moving about with practiced efficiency as they hammer, saw and sand the
boat into shape.
~
0 1|8 0
D1
a shipbuilding room
~
~
2 5779 5816
D3
a junction on the north bank near a bridge
~
~
0 0 5798
S
#5816
A Shipbuilding Room~
This room is scattered with tools, planks, nails, rivets and sailcloth. You
see desks, tables and deck plans for various ships strewn about. Evidently
the Warlock is something of a nautical man. This room is usually filled
with skeletons busily constructing boats for the Warlock, and occasionally
the chief ship-builder will actually be doing his job here.
There are doors to the north and west.
~
0 8 0
D0
a door
~
~
1 0 5817
D3
a door
~
~
2 5779 5815
S
#5817
A Corridor~
You have entered a short corridor that runs between the boathouse to the
south and the quarters of shipbuilders to the north.
~
0 1|8 0
D0
a room
~
~
1 0 5818
D2
a boathouse
~
~
1 0 5816
S
#5818
A Room~
You have entered a sleeping room of some sort. Juding by the smell, the only
creatures that ever rest here are undead ones...There is a tatty wall-hanging
one one wall that has a faded representation of the Mountain woven into it,
and some scraps of cloth on the other wall contained some image that no-one
will ever see again. A small door is set into the north wall.
~
0 1|8 0
D0
a corridor
~
~
1 0 5819
D2
a corridor
~
~
1 0 5817
S
#5819
A Corridor~
You have entered a short corridor that runs north to a junction and south to
a sturdy oak door. You fancy you can hear raspy breathing coming from behind
it.
~
0 1|8 0
D0
junction
~
~
0 0 5820
D2
a room
~
~
1 0 5818
S
#5820
A Junction~
You have reached a junction, where you may go west, east or south.
~
0 1|8 0
D1
a door
~
~
0 0 5821
D2
a corridor
~
~
0 0 5819
D3
a long passageway and a hole
~
~
0 0 5814
S
#5821
A Door~
You are standing outside a huge studded metal door, set firmly into the
south wall. It has a massive golden keyhole. You know just by looking at it
that you have scant hopes of forcing it down.
~
0 1|8 0
D2
loot room
~
~
2 5806 5822
D3
a junction
~
~
0 0 5820
S
#5822
Loot Room~
You have found the treasury of the Warlock! Congratulations! Now...quickly
fill your sacks with gold and your packs with gems, before he finds you 
here...
~
0 8 0
D0
outside the loot room
~
~
2 5806 5821
S
#5823
A Creepy Room~
You have entered a creepy-looking room, littered with corpses and various
items of rubbish. Shadows flicker and dance in the glare of your wavering
light source, and you fancy you can feel a palpable aura of evil in this
place. You may hurry quickly north to a passage there, or back up to the
safety of the corridor you just left.
~
0 1|8 0
D0
a bend
~
~
0 0 5824
D4
a passage
~
~
0 0 5814
S
#5824
A Bend~
You have entered a bend in the passage, where you can head east toward a
wide section of the passage, or back south towards a ghastly smell...
~
0 1|8 0
D1
a widening of the passage
~
~
0 0 5825
D2
a creepy room
~
~
0 0 5823
S
#5825
A Widening in the Passage~
*>CLANG<*! As soon as you enter this area, a huge, heavy portcullis slams
down into place behind you, preventing your returning in that direction,
meaning you have no choice but to continue east into a sinister-looking area
of the dungeons of Firetop Mountain. You pray that you will find the key
to the portcullis somewhere in here...
~
0 1|8 0
D1
junction
~
~
0 0 5826
D3
a bend
~
~
2 5808 5824
S
#5826
A Junction~
You have come to a junction. From here you can head east or south, or through
a door to the north.
~
0 1|8 0
D0
dwarf room
~
~
1 0 5827
D1
another door
~
~
0 0 5828
D2
a bend
~
~
0 0 5830
D3
portcullis
~
~
0 0 5825
S
#5827
The Dwarf Room~
You open this door to be greeted by a very odd sight. Several Dwarves, 
smoking pipes and playing poker, are seated about a table. There is a deck
of cards scattered about, and as you watch the last player folds and the
dealer collects. Spying you they offer a cordial greeting and ask you if
you would like to join them.
~
0 8 0
D2
a junction
~
~
1 0 5826
S
#5828
Another Door~
You are standing outside another door. From behind this one you can hear
the sounds of pots being smashed and what sounds like the snortings of a 
bull...
~
0 1|8 0
D0
a minotaur room
~
~
1 0 5829
D2
a junction
~
~
0 0 5831
D3
a junction
~
~
0 0 5826
S
#5829
A Minotaur Room~
You have entered the lair of a MINOTAUR! And he will sure be pissed if he
catches you here, so you'd better leave real quick or get ready for a fight.
>From the looks of things, he has been mad for a while- broken pots scatter
the floor, and several smashed cups and plates are piled in one corner.
~
0 1|8 0
D2
another door
~
~
1 0 5828
S
#5830
A Bend~
You are standing at a bend in the corridor, where you can head north to a
junction or east to another junction. You fancy you can smell brimstone...
~
0 1|8 0
D0
a junction
~
~
0 0 5826
D1
a junction
~
~
0 0 5831
S
#5831
A Junction~
You are standing at a junction, where you can proceed north towards a door,
west towards a bend in the corridor, or down into a lower passage, from which 
waves of heat and the stench of brimstone emanate...
~
0 1|8 0
D0
another door
~
~
0 0 5828
D3
a bend
~
~
0 0 5830
D5
dragon cave
~
~
0 0 5832
S
#5832
A Dragon Cave~
Oh Dear...As you progress, you begin to feel uneasy, due to both the heat 
and smell, and the huge claw marks on the walls of this downward-sloping 
passage. Reaching the bottom, your worst fears are confirmed- you have 
entered the lair of a dragon! A passage leading to a locked steel door in 
the south wall offers itself as a possible escape route, as does a sloping 
passage that leads back up.
~
0 1|8 0
D2
a locked steel door
~
~
0 0 5833
D4
a junction
~
~
0 0 5831
S
#5833
A Locked Steel Door~
This hefty portal blocks any further progress in this direction, unless
you have a skeleton key...:)
~
0 1|8 0
D0
dragon cave
~
~
0 0 5832
D1
the warlock's chambers
~
chamber door~
2 5807 5834
S
#5834
The Warlock's Chambers~
You have finally discovered the Chambers of the Warlock of Firetop Mountain.
This room is a huge study, lined with shelves full of books of lore, a glass
cabinet full of curios, and a massive desk, behind which sits an impressive-
looking padded chair. You better hope that you have entered on one of the
rare occasions that the Warlock is absent...
~
0 8 0
D3
a door
~
door~
2 5807 5833
S
#0


#RESETS
* this area is connected with:
*    5735 <>  8854  (mirkwood)
*    5738 <> 13400  (ciquala )
*
* ver 1.00 by Kajko
* this area has been converted to ROM 2.4 format by Kajko
* checked and balanced by jaceks
*                                 Mon Jul 29 03:13:37 MET DST 1996 
D 1 5754 0 1
D 1 5737 1 1    
*
M 1 5735 2 5739			*LOADS ORC SENTRY (11)
E 1 5735 -1 8        *EQUIPS LEATHER ARMOR
E 1 5736 -1 16       *EQUIPS POLEARM
*
O 1 5737 -1 5739  *LOADS GROG
*
D 1 5740 3 1    
*
M 1 5736 4 5741 *LOADS SLEEPING ORC (11)
*
O 1 5738 -1 5741   *LOADS BOX
P 1 5740 -1 5738     *LOADS MOUSE IN BOX
*
O 1 5748 -1 5741    *LOADS MATTRESS
*
D 1 5742 3 1   
*
M 1 5737 1 5743  * LOADS SNAKE (1)
G 1 5741 -1             *GIVES KEY
*
O 1 5748 -1 5743   *LOADS MATTRESS
*
D 1 5744 3 1  
*
M 1 5738 3 5745     *LOADS DRUNK ORC (10)
E 1 5735 -1 8              *EQUIPS LEATHER ARMOR
G 1 5737 -1                *GIVES GROG
*
O 1 5742 -1 5745     *LOADS BOX
P 1 5743 -1 5742          *PUTS TOME IN BOX
*
O 1 5748 -1 5745     *LOADS MATTRESS
*
D 1 5747 3 1
D 1 5749 1 1
D 1 5750 1 1
*
M 1 5742 1 5751     *LOADS PRISONER (8)
E 1 5751 -1 16               *WIELDS CHAIR LEG
*
D 1 5752 1 1 
*
O 1 5755 -1 5753     *LOADS SHIELD
*
D 1 5754 1 1   
*
M 1 5743 2 5755    *LOADS TORTURER (10)
E 1 5753 -1 16              *WIELDS KNIFE
G 1 5754 -1                 *GIVES CHEESE
*
O 1 5752 1 5755       *LOADS TORTURE RACK 
O 1 5803 1 5757       *LOADS BENCH
*
D 1 5759 0 1 
D 1 5759 1 1 
*
M 1 5744 1 5760     *LOADS IRON CYCLOPS (15)
G 1 5756 -1                  *GIVES JEVEL
G 1 5757 -1                  *GIVES KEY
*
D 1 5762 0 1 
D 1 5762 1 1  
D 1 5762 3 1  
*
M 1 5750 1 5763     *LOADS SPIDER (12)
*
O 1 5767 -1 5763      *LOADS BOOTS
*
M 1 5746 1 5764     *LOADS OLD MAN (S)
G 1 5762 -1                  *GIVES CANDLE
*
M 1 5745 1 5765     *LOADS BARBARIAN (12)
*
O 1 5758 -1 5765      *LOADS BOX
P 1 5759 -1 5758           *PUTS MALLET IN BOX
P 1 5760 -1 5758            *PUTS STUMP IN BOX
*
D 1 5766 0 1   
D 1 5766 2 1   
*
O 1 5761 -1 5767      *LOADS PAINTING
*
D 1 5768 2 1    
*
O 1 5792 -1 5768      *LOADS FOUNTAIN
*
D 1 5769 0 1    
*
O 1 5764 -1 5769      *LOADS WOOD
O 1 5765 -1 5769      *LOADS ROPE
*
D 1 5770 0 1   
D 1 5770 1 1   
*
O 1 5771 -1 5771       *LOADS TABLE
O 1 5769 -1 5771       *LOADS BRONZE HELMET
O 1 5770 -1 5771       *LOADS IRON HELMET
*
M 1 5747 1 5773      *LOADS FERRYMAN (13)
*
O 1 5804 -1 5773       *LOADS BOAT
*
D 1 5772 2 1  
*
M 1 5749 2 5774      *LOADS GIANT BAT (11)
*
M 1 5748 2 5775      *LOADS CAVEMEN (12)
E 1 5763 -1 16                *WIELDS CLUB
*
M 1 5769 1 5776      *LOADS CROCODILE (12)
*
O 1 5766 -1 5777       *LOADS SWORD
*
M 1 5755 3 5778      *LOADS PIRANHA (10)
*
M 1 5751 1 5781      *LOADS OGRE (13)
M 1 5752 1 5789      *LOADS TROLL (13)
*
D 1 5790 0 1  
*
M 1 5753 3 5791      *LOADS GIANT RATS (10)
*
D 1 5791 0 1    
*
M 1 5754 1 5792      *LOADS GIANT (15)
G 1 5805 -1                   *GIVES ALE GIANT
*
D 1 5793 3 1
D 1 5794 0 1
*
M 1 5770 1 5795      *LOADS GAS BEAST (15)
*
O 1 5806 -1 5795       *LOADS KEY IN GAS ROOM
*
M 1 5756 1 5797      *LOADS GIANT SANDWORM (16)
D 1 5798 0 1    
*
M 1 5739 1 5799      *LOADS CHIEFTAIN (12)
E 1 5800 -1 16                *WIELDS WHIP
E 1 5801 -1 3                 *WEARS CLOAK
E 1 5802 -1 13                *WEARS POUCH BELT
*
M 1 5740 1 5799       *LOADS SERVANT (10)
*
O 1 5744 -1 5799        *LOADS CHEST
P 1 5745 -1 5744            *PUTS GOLD
P 1 5746 -1 5744            *PUTS POTION OF INVISIBILITY
P 1 5747 -1 5744            *PUTS GLOVE
*
O 1 5748 -1 5799        *LOADS MATTRESS (12)
*
M 1 5741 4 5800       *LOADS EATING ORC (11)
*
O 1 5749 -1 5800        *LOADS CASE
P 1 5750 -1 5749             *LOADS BOW IN CASE
*
D 1 5801 0 1    
D 1 5802 2 1    
D 1 5803 0 1    
D 1 5803 2 1    
*
M 1 5768 5 5803       *LOADS HAND (1)
*
D 1 5804 0 1 
*
M 1 5760 1 5805       *LOADS DOG (12)
*
M 1 5761 1 5805     *LOADS WEREWOLF (13)
E 1 5780 -1 8                 *WEARS BOOTS
G 1 5779 -1                   *GIVES KEYS TO BOATHOUSE
*
D 1 5805 3 1
*
O 1 5782 -1 5806      *LOADS JAR
P 1 5781 -1 5782           *LOADS EGG INTO JAR
*
D 1 5807 0 1   
*
M 1 5759 4 5808     *LOADS ZOMBIES (11)
E 1 5772 -1 5                 *WEARS ARMOR
E 1 5773 -1 11                *HOLDS SHIELD
E 1 5774 -1 16                *WIELDS SWORD
*
O 1 5775 -1 5808      *LOADS CRUCIFIX
O 1 5776 -1 5808      *LOADS CORPSE
O 1 5777 -1 5808      *LOADS GOLD
O 1 5778 -1 5808      *LOADS RUM
*
D 1 5808 0 1   
D 1 5809 3 1   
D 1 5810 1 1   
D 1 5815 1 2   
*
M 1 5763 1 5809     *LOADS VAMPIRE (17)
G 1 5786 -1                    *GIVES BOOK
*
M 1 5757 5 5816     *LOADS SKELETONS (12)
*
O 1 5768 -1 5816      *LOADS CHISEL
O 1 5759 -1 5816      *LOADS MALLET
O 1 5807 -1 5816      *LOADS COPPER KEY
*
D 1 5816 0 1   
D 1 5817 0 1   
*
M 1 5758 1 5818     *LOADS WIGHT (14)
*
O 1 5748 -1 5818      *LOADS MATTRESS
*
D 1 5818 0 1   
D 1 5821 2 2  
*
O 1 5796 -1 5822      *LOADS CHEST
P 1 5797 -1 5796            *PUTS LOOT IN CHEST
P 1 5798 -1 5796            *PUTS GOLD IN CHEST
*
M 1 5762 1 5823     *LOADS GHOUL (13)
E 1 5783 -1 6         *WEARS EARRINGS
G 1 5784 -1                   *GIVES LIQUID
G 1 5785 -1                   *GIVES PARCHMENT
*
D 1 5826 0 1  
D 1 5825 3 2  
*
M 1 5764 4 5827     *LOADS DWARVE (12)
G 1 5788 -1                    *GIVES PIPE
*
O 1 5771 -1 5827      *LOADS TABLE
O 1 5793 -1 5827      *LOADS CARDS
*
D 1 5828 0 1 
*
M 1 5765 1 5829     *LOADS MINOTAUR (14)
G 1 5808 -1                    *GIVES PORTCULLIS RED KEY
*
O 1 5789 -1 5829      *LOADS LIQUID
O 1 5790 -1 5829      *LOADS BOWL
P 1 5791 -1 5790            *LOADS GOLD IN BOWL
*
M 1 5766 1 5832     *LOADS DRAGON (20)
*
D 1 5833 1 2
*
M 1 5767 1 5834     *LOADS WIZARD (23)
E 1 5794 -1 12                *WEARS ROBES
E 1 5795 -1 16                *WIELDS SWORD
G 1 5799 -1                   *GIVES KEY TO CHEST
*
O 1 5809 -1 5834      *LOADS CABINET
P 1 5810 -1 5809            *LOADS CURIO IN CABINET
*
O 1 5811 -1 5834      *LOADS BOOK
O 1 5812 -1 5834      *LOADS DESK
O 1 5813 -1 5834      *LOADS CHAIR
S


#SHOPS
5746 1 8 12 13 18 180 80 0 23
0


#SPECIALS
M  5737 spec_poison                     *a small snake
M  5742 spec_fido                       *A deranged prisoner
M  5744 spec_cast_judge                 *an iron Cyclops
M  5746 spec_cast_mage                  *an old man
M  5747 spec_poison                     *an old man who is a Wererat
M  5749 spec_poison                     *a giant Bat
M  5750 spec_poison                     *a giant Spider
M  5752 spec_poison                     *a Troll
M  5753 spec_poison                     *a giant Rat
M  5758 spec_cast_undead                        *a Wight
M  5760 spec_breath_fire                        *a Guard Dog
M  5761 spec_executioner                        *a Werewolf
M  5762 spec_poison                     *a Ghoul
M  5763 spec_cast_undead                        *an evil Vampire
M  5766 spec_breath_any                 *an enormous Red Dragon
M  5767 spec_cast_mage                  *the Warlock of Firetop Mountain
M  5768 spec_thief                      *a hand
M  5770 spec_breath_gas                 *a gas beast
S


#$