/
vortex/area/
#AREA   Yaegar  Mirkwood (NEW AREA)~
8800
8869

#HELPS
0 mirkwood~

Written by Yaegar using MZF and a DOS text Editor in December 1995. Based
loosely on the forest mentioned in the works of Tolkien of the same name.

Thanks to J.R.R. Tolkien and the gang at AM.
~
0 $~


#MOBILES
#8800
sylvan elf scout~
a sylvan elf scout~
A Sylvan Elf scout is offended at your intrusion!
~
The Sylvan Elves are a good people, but centuries of subjection to the
violences and prejudices of other races have made them wary and very
hostile toward outsiders. However, if you're tough enough, perhaps he'll
back down. As natives of Mirkwood, they are virtually imposssible to see
if they don't want to be seen.
~
2|8|32|64 32|512|65536 400 S
5 0 0 0d0+0 0d0+0
0 0
0 0 1
#8801
sylvan elf warrior~
a sylvan elf warrior~
A Sylvan Elf warrior lunges at you with his sword!
~
The Sylvan Elves are a good people, but centuries of subjection to the
violences and prejudices of other races have made them wary and very
hostile toward outsiders. However, if you're tough enough, perhaps he'll
back down. 
~
2|8|32|64 512 400 S
7 0 0 0d0+0 0d0+0
0 0
0 0 1
#8802
orc scout~
an orc scout~
An Orcish scout screams and attacks!
~
These foul creatures have been sent in advance by Orcish forces to scout
out the defenses of Mirkwood. So far, their attempts have resulted only
in their own demise, but eventually the Elves will be worn down by the
sheer weight of numbers of the immense Orcish hordes.
~
4|32|128 512 -400 S
5 0 0 0d0+0 0d0+0
0 0
0 0 1
#8803
orc warrior~
an orc warrior~
An Orcish warrior screams and attacks!
~
These fell minions of Sauron have been sent in an attempt to subjugate 
Mirkwood. So far, their attempts have resulted only in their own demise, 
but eventually the Elves will be worn down by the
sheer weight of numbers of the immense Orcish hordes.
~
4|32 512 -400 S
5 0 0 0d0+0 0d0+0
0 0
0 0 1
#8804
guard~
a wood elf guard~
A Wood Elf guard angrily accosts you.
~
This angry guard is incensed at your trespass in the hall of his king, and
will attempt to forcibly eject you.
~
8|32 512 400 S
8 0 0 0d0+0 0d0+0
0 0
0 0 1
#8805
chief guard~
the chief of the guard~
A Wood Elf chief of the guard lunges at you with his sword!
~
The Wood Elves are a good people, but centuries of subjection to the
violences and prejudices of other races have made them wary and very
hostile toward outsiders. However, if you're tough enough, perhaps he'll
back down. 
~
2|8|32|64 512 400 S
12 0 0 0d0+0 0d0+0
0 0
0 0 1
#8806
galion butler~
Galion the butler~
A Wood Elf butler glares at you accusingly.
~
Galion has a tremenous fondness for Dorwinion Wine, and he is now well and
truly inebriated. However that does not mean he won't react to your
intrusion.
~
2|8|32|64 512 400 S
10 0 0 0d0+0 0d0+0
0 0
0 0 1
#8807
thranduil~
Thranduil, king of the Wood Elves~
Thranduil, King of the Wood Elves, eyes you suspiciously.
~
While not immune to the prejudices of his brethren, Thranduil is a trifle
wiser (and more civilized) and he will not attack without provocation.
~
2|8|64 128|512 500 S
15 0 0 0d0+0 0d0+0
0 0
0 0 1
#8808
wood elf~
a male wood elf~
A male Wood Elf glares angrily at you.
~
This person won't attack you like the guards will, but that doesn't mean
he likes you any more than they do...
~
128 512 400 S
6 0 0 0d0+0 0d0+0
0 0
0 0 1
#8809
wood elf~
a female wood elf~
A female Wood Elf glares angrily at you.
~
This person won't attack you like the guards will, but that doesn't mean
ahe likes you any more than they do...
~
128 512 400 S
6 0 0 0d0+0 0d0+0
0 0
0 0 2
#8810
turnkey elf~
the turnkey~
The turnkey sleeps here.
~
This surly fellow is almost always passed out from copious alcohol
consumption.
~
2|4|64 512|131072 0 S
9 0 0 0d0+0 0d0+0
0 0
0 0 1
#8811
thorin oakenshield~
Thorin Oakenshield~
Thorin Oakenshield politely bows before you.
~
This Dwarf is descended from noble blood. He and his fellows were waylaid
by the Wood Elves while journeying to avenge their brethren against the
dragon Smaug.
~
4 8192 500 S
14 0 0 0d0+0 0d0+0
0 0
0 0 1
#0
#OBJECTS
#8800
pool~
a pool~
A pool of crystal-clear water fills this clearing.
~
~
25 0 0
0 0 0 0
1 0 0
E
pool~
It looks tasty. Have a drink!
~
#8801
sword~
an elvish sword~
A beautiful sword has been left here.
~
~
5 64 1|8192
0 0 0 11
15 0 0
A 18 2
#8802
cloak~
a plain elven cloak~
A plain, but practical, Elven cloak lies here.
~
~
9 0 1|1024
0 0 0 0
5 0 0
A 13 5
A 17 -2
#8803
boots~
a pair of plain elven boots~
A plain, but practical, pair of Elven boots.
~
~
9 0 1|64
0 0 0 0
5 0 0
A 2 1
A 14 50
#8804
water flask~
a water flask~
An Elven water flask. It is rumored that they can provide water for days.
~
~
17 0 1|16384
10 10 0 0
5 0 0
#8805
shield~
a spiked metal shield~
An Orcish spiked metal shield has been left here.
~
~
9 0 1|512
0 0 0 0
10 0 0
#8806
scimitar~
an orcish scimitar~
An Orcish scimitar has been left here.
~
~
5 0 1|8192
0 0 0 3
20 0 0
A 1 1
A 19 1
#8807
helm~
an ugly spiked helm~
An ugly Orcish spiked helm has been left here.
~
~
5 0 1|16
0 0 0 0
5 0 0
A 17 -5
#8808
flask wine~
a flask of Dorwinion wine~
A half-drunk flask of fine Dorwinion wine lies here.
~
~
17 0 1|16384
4 2 2 0
5 0 0
#8809
barrel wine~
a barrel of Dorwinion wine~
A barrel of Dorwinion wine is here.
~
~
17 0 1
10 10 2 0
25 0 0
#8810
barrel~
an empty barrel~
This empty barrel would make a fine boat.
~
~
15 262144|524288 1
500 0 0 1
25 0 0
#8811
sword~
a fine elven sword~
A fine Elven sword glimmers softly here.
~
~
5 1 1|8192
0 0 0 11
18 0 0
A 2 1
A 18 2
A 19 3
#8812
key~
a key~
A key to a cell door is here.
~
~
18 0 1|16384
0 0 0 0
1 0 0
#8813
key~
a key~
A key to a cave door is here.
~
~
18 0 1|16384
0 0 0 0
1 0 0
#0
#ROOMS
#8800
Entrance to Mirkwood~
You have entered the quasi-magical Elven forest of Mirkwood, populated by
Sylvan Elves and their mysterious allies. Strangers are frowned upon here,
so be on your guard. It is rumored that many different races of Elves
actually inhabit this forest, in various parts and sometimes they are
carefully hidden, away from the prying eyes of strangers.

There is a sign tacked to a tree nearby.
~
0 0 3
D 0
~
~
0 -1 8801
D1
~
~
0 -1 6103
D 2
~
~
0 -1 8855
E
sign~
This area serves as a connector for many areas with an Elven or Faerie
flavour, favored areas of the Immortal Yaegar. Tread carefully, and remember
to keep track of where you have been.

--Yaegar
~
S
#8801
The Path Through Mirkwood~
You are advancing along a narrow path that runs deep into the forest of
Mirkwood. Giant, ancient trees tower over you to either side, and sweet
songbirds sing in their lofty branches. However, despite this serene scene,
you can't shake the feeling that you're being watched.
~
0 0 3
D 0
~
~
0 -1 8802
D 2
~
~
0 -1 8800
S
#8802
The Path Through Mirkwood~
You are advancing along a narrow path that runs deep into the forest of
Mirkwood. Giant, ancient trees tower over you to either side, and sweet
songbirds sing in their lofty branches. However, despite this serene scene,
you can't shake the feeling that you're being watched.
~
0 0 3
D 0
~
~
0 -1 8803
D 2
~
~
0 -1 8801
S
#8803
A Fork in the Path~
You have reached a point where the path branches, with paths running to the
east and west. A wild animal suddenly howls angrily some distance away, and
you involuntarily jump.
~
0 0 3
D 1
~
~
0 -1 8804
D 2
~
~
0 -1 8802
D 3
~
~
0 -1 8820
S
#8804
A Broad Path~
This branch of the path widens out after a short distance, and you notice
signs of heavy use, evidently by non-Elves, as Elves do not leave footprints.
The trees are thinner and smaller in this part of the forest, giving the
impression that it has been recently cleared.
~
0 0 3
D 1
~
~
0 -1 8805
D 3
~
~
0 -1 8803
S
#8805
Another Junction~
The path once again divides, this time into northern and southern branches.
To the north an impressive-looking citadel looms over the treetops, while
to the south the trail becomes significantly narrower, and overgrown.
~
0 0 3
D 0
~
~
0 -1 8806
D 2
~
~
0 -1 8808
D 3
~
~
0 -1 8804
S
#8806
A Bend in the Road~
The northern road bends to the east at this point, allowing you to gaze
upon a wondrous Elven Fortress. Although you are more than a mile away,
it still looms large ahead of you.
~
0 0 3
D 1
~
~
0 -1 8807
D 2
~
~
0 -1 8805
S
#8807
Plains~
The road opens onto an area cleared of trees here, a broad plain dotted with
the occasional hedge or distant farmhouse. There is a marked path running
due east toward the west gate of the distant fortress.
~
0 0 2
D 3
~
~
0 -1 8806
S
#8808
The Southern Trail~
Progress along this narrow, overgrown path is next to impossible, and you
find yourself having to stop several times for a rest. There doesn't seem to
be any quick end to it either.
~
0 0 3|12
D 0
~
~
0 -1 8805
D 2
~
~
0 -1 8809
S
#8809
The Southern Trail~
Progress along this narrow, overgrown path is next to impossible, and you
find yourself having to stop several times for a rest. There doesn't seem to
be any quick end to it either.

You spy a rope ladder ascending to a platform in a nearby tree.
~
0 0 3|12
D 0
~
~
0 -1 8808
D 2
~
~
0 -1 8811
D 4
~
~
0 -1 8810
S
#8810
A Guard Post~
You have stumbled into a Sylvan Elf guard post, from which they carefully
watch out for intruding Orcs or Goblins. They dislike strangers in general,
and detest interlopers into their personal areas even more. Expect a violent
reception if there is a guard present...
~
0 0 3
D 5
~
~
0 -1 8809
S
#8811
The Southern Trail~
Progress along this narrow, overgrown path is next to impossible, and you
find yourself having to stop several times for a rest. There doesn't seem to
be any quick end to it either.

At this point you may follow a side trail which runs to the east. It seems 
to be a little less overgrown.
~
0 0 3|12
D 0
~
~
0 -1 8809
D 1
~
~
0 -1 8813
D 2
~
~
0 -1 8812
S
#8812
A Dead End~
WHAT? After all that exertion, the path ends at a DEAD END??? Ah well, I
guess you had better turn back...
~
0 0 3|12
D 0
~
~
0 -1 8811
S
#8813
The Eastern Path~
This path is certainly less overgrown than the north-south one. You actually
find yourself able to move relatively quickly through the forest, stopping
only occasionally to hack away an overhanging branch or vine.
~
0 0 3
D 1
~
~
0 -1 8814
D 3
~
~
0 -1 8811
S
#8814
The Eastern Path~
This path is certainly less overgrown than the north-south one. You actually
find yourself able to move relatively quickly through the forest, stopping
only occasionally to hack away an overhanging branch or vine.
~
0 0 3
D 1
~
~
0 -1 8815
D 3
~
~
0 -1 8813
S
#8815
A Bend in the Path~
You have reached a point where the path bends to the north.
~
0 0 3
D 0
~
~
0 -1 8816
D 3
~
~
0 -1 8814
S
#8816
The Northern Path~
The path here is fairly clear and free of vegetation. It actually looks
fairly well-maintained. You think you can hear a distant singing to the
north.
~
0 0 3
D 0
~
~
0 -1 8817
D 2
~
~
0 -1 8815
S
#8817
The Northern Path~
The path here is fairly clear and free of vegetation. It actually looks
fairly well-maintained. You think you can hear a distant singing to the
north.

Another path runs to the east of here.
~
0 0 3
D 0
~
~
0 -1 8819
D 1
~
~
0 -1 8818
D 2
~
~
0 -1 8816
S
#8818
The End of the Path~
The path ends here in a small clearing with a small shallow pool of crystal
clear water. You feel strangely at ease here.
~
0 0 3
D 3
~
~
0 -1 8817
S
#8819
Approaching the Holy Grove~
The singing is clearly audible here, and it is coming from a well-tended
grove to the east. Dimly visible are all manner of man and beast, and 
although they would usually feed upon each other, they all seem to be at
peace.
~
0 0 3
D 1
~
~
0 -1 8904
D 2
~
~
0 -1 8817
S
#8820
The Western Path~
This path is rather overgrown but it is still easily navigable. You fancy
you can see a rope ladder ascending into the brances of a tall oak near the
eastern side of the road.
~
0 0 3
D 1
~
~
0 -1 8803
D 3
~
~
0 -1 8822
D 4
~
~
0 -1 8821
S
#8821
A Guard Post~
You have stumbled into a Sylvan Elf guard post, from which they carefully
watch out for intruding Orcs or Goblins. They dislike strangers in general,
and detest interlopers into their personal areas even more. Expect a violent
reception if there is a guard present...
~
0 0 3
D 5
~
~
0 -1 8820
S
#8822
A Bend to the North~
The path bends to the north here, running for some distance toward a stream.
~
0 0 3
D 0
~
~
0 -1 8823
D 1
~
~
0 -1 8820
S
#8823
A Northern Path~
This path is fairly even and well-used, so going is not as rough as the
previous paths. There is a wide stream dead ahead.
~
0 0 3
D 0
~
~
0 -1 8824
D 2
~
~
0 -1 8822
S
#8824
A Stream~
This stream is too wide and deep to wade across. You'll need a boat or a 
spell. Mind you, you could always whip out your rod and start angling :)
~
0 0 6
D 0
~
~
0 -1 8825
D1
~
~
0 -1 8866
D 2
~
~
0 -1 8823
S
#8825
A Northern Path~
This path is fairly even and well-used, so going is not as rough as the
previous paths. There is a wide stream to the south.

A broad, tree-lined path runs to the east.
~
0 4 3
D 0
~
~
0 -1 8826
D1
~
~
0 -1 8856
D 2
~
~
0 -1 8824
S
#8826
A Junction~
You have reached a point where you can proceed either north or west. Your
choice. You still have the feeling you're being watched...
~
0 0 3
D0
~
~
0 -1 8830
D 2
~
~
0 -1 8825
D 3
~
~
0 -1 8827
S
#8827
The Western Path~
The path you are on here runs down a gently sloping hill, to the base of a
beautiful valley below.
~
0 0 4
D 1
~
~
0 -1 8826
D 5
~
~
0 -1 8828
S
#8828
The Hill~
The path you are on here runs down a gently sloping hill, to the base of a
beautiful valley below.
~
0 0 4
D 4
~
~
0 -1 8827
D 5
~
~
0 -1 8829
S
#8829
The Base of the Hill~
You can proceed north toward the valley from here, or return to the summit
above.
~
0 0 4
D 0
~
~
0 -1 7800
D 4
~
~
0 -1 8828
S
#8830
A Northern Path~
This path is fairly even and well-used, so going is not as rough as the
previous paths. There is a narrow path to the east.
~
0 0 3
D 0
~
~
0 -1 8832
D 1
~
~
0 -1 8831
D 2
~
~
0 -1 8826
S
#8831
A Narrow Path~
You are walking along a narrow path that runs from the major northern path
through Mirkwood. Up ahead the path ends in a dead end.
~
0 0 3
D 3
~
~
0 -1 8830
S
#8832
A Northern Path~
This path is fairly even and well-used, so going is not as rough as the
previous paths.
~
0 0 3
D 0
~
~
0 -1 8833
D 2
~
~
0 -1 8830
S
#8833
A Northern Path~
This path is fairly even and well-used, so going is not as rough as the
previous paths. There is a broad junction to the north.
~
0 0 3
D 0
~
~
0 -1 8834
D 2
~
~
0 -1 8832
S
#8834
A Broad Junction~
You have come to another junction in the forest. The path to the east runs
through some handsome aspen and pine, but the northern passage is lined by
sickly-looking, dying trees of unidentifiable type.
~
0 0 3
D 0
~
~
0 -1 8835
D 1
~
~
0 -1 8841
D 2
~
~
0 -1 8833
S
#8835
An Evil Section of the Forest~
There is a palpable evil in this area that causes you to shiver as you pass
by the blighted vegetation that lines this twisted gray path. The sky can
no longer be seen overhead- instead a canopy of decaying leaves and rotten
branches obscures your view.
~
0 0 3|12
D 0
~
~
0 -1 8836
D 2
~
~
0 -1 8834
S
#8836
An Evil Section of the Forest~
There is a palpable eveil in this area that causes you to shiver as you pass
by the blighted vegetation that lines this twisted gray path. The sky can
no longer be seen overhead- instead a canopy of decaying leaves and rotten
branches obscures your view.
~
0 0 3|12
D 2
~
~
0 -1 8835
D 3
~
~
0 -1 8837
S
#8837
An Evil Section of the Forest~
There is a palpable eveil in this area that causes you to shiver as you pass
by the blighted vegetation that lines this twisted gray path. The sky can
no longer be seen overhead- instead a canopy of decaying leaves and rotten
branches obscures your view.

The dying screams of some animal can be heard.
~
0 0 3|12
D 1
~
~
0 -1 8836
D 3
~
~
0 -1 8838
S
#8838
An Evil Section of the Forest~
There is a palpable eveil in this area that causes you to shiver as you pass
by the blighted vegetation that lines this twisted gray path. The sky can
no longer be seen overhead- instead a canopy of decaying leaves and rotten
branches obscures your view.

Maggots crawl from a decaying Elven corpse hanging from an overhead branch.
The stench is unbearable.

To the north you see a shadowy area of the forest.
~
0 0 3|12
D0
~
~
0 -1 1300
D 1
~
~
0 -1 8837
D 3
~
~
0 -1 8839
S
#8839
An Evil Section of the Forest~
There is a palpable eveil in this area that causes you to shiver as you pass
by the blighted vegetation that lines this twisted gray path. The sky can
no longer be seen overhead- instead a canopy of decaying leaves and rotten
branches obscures your view.

At this point the twisting turning path runs sharply downward toward a large
gash in the side of a grey cliff face.
~
0 0 3|12
D 1
~
~
0 -1 8838
D 2
~
~
0 -1 8840
S
#8840
The Cliff Face~
You are standing before the gash in the cliff-face now, wondering whether
you should continue into the inky darkness beyond...
~
0 0 4
D 0
~
~
0 -1 8839
S
#8841
A Bend in the Path~
You reach a bend in the path, where you can head north or west.
~
0 0 3
D 0
~
~
0 -1 8842
D 3
~
~
0 -1 8834
S
#8842
A Bend in the Path~
You reach a bend in the path, where you can head south or east.
~
0 0 3
D 1
~
~
0 -1 8843
D 2
~
~
0 -1 8841
S
#8843
A Junction~
The path once again divides, this time into northern and southern branches.
To the north lies another bend in the trail, while to the south the trail 
becomes significantly narrower, and overgrown.
~
0 0 3
D 0
~
~
0 -1 8845
D 2
~
~
0 -1 8844
D 3
~
~
0 -1 8842
S
#8844
A Dead End~
The passage ends in a dead end, but you see a small rope ladder hanging down
from a nearby oak tree, disappearing in its bushy branches above.
~
0 0 3|12
D 0
~
~
0 -1 8843
D 4
~
~
0 -1 8846
S
#8845
A Bend in the Path~
Here, the path bends sharply to the east, heading toward an area of the
forest that is very different from the previous section. A second path
runs to the north.
~
0 0 3
D0
~
~
0 -1 8868
D 1
~
~
0 -1 8847
D 2
~
~
0 -1 8843
S
#8846
A Guard Post~
You have stumbled into a Sylvan Elf guard post, from which they carefully
watch out for intruding Orcs or Goblins. They dislike strangers in general,
and detest interlopers into their personal areas even more. Expect a violent
reception if there is a guard present...
~
0 0 3
D 5
~
~
0 -1 8844
S
#8847
A T-Junction~
You have come out of Mirkwood onto a rather dusty trail. At this point you
may proceed east toward some well-cultivated fields, or south and west back
into the forest.
~
0 0 2
D 1
~
~
0 -1 8848
D 2
~
~
0 -1 8849
D 3
~
~
0 -1 8845
S
#8848
Cultivated Field~
This field borders on a neatly-tended area with several small farmhouses and
a small watch-tower near a wide stream.
~
0 0 2
D 3
~
~
0 -1 8847
S
#8849
A Desolate Section of the Forest~
You have entered a rather forlorn section of the forest, littered with dead
and dying trees, plus the occasional corpse. Howls and cries of pain sound
far off to the south.
~
0 0 3
D 0
~
~
0 -1 8847
D 1
~
~
0 -1 8850
S
#8850
A Desolate Section of the Forest~
You have entered a rather forlorn section of the forest, littered with dead
and dying trees, plus the occasional corpse. Howls and cries of pain sound
far off to the south.
~
0 0 3
D 2
~
~
0 -1 8851
D 3
~
~
0 -1 8849
S
#8851
A Desolate Section of the Forest~
You have entered a rather forlorn section of the forest, littered with dead
and dying trees, plus the occasional corpse. Howls and cries of pain sound
far off to the south.

To the south is a particularly dark patch of forest.
~
0 0 3
D 0
~
~
0 -1 8850
D 2
~
~
0 -1 3505
S
#8852
The Path to Firetop Mountain~
The path runs past the rubble and up into the foothills of an immense
mountain range. far in the distance looms Firetop Mountain.
~
0 0 4
D 0
~
~
0 -1 8853
S
#8853
The Path Continues~
You continue for what seems like an eternity, drawing slowly closer to the
distant peak.
~
0 0 4
D 0
~
~
0 -1 8854
D 2
~
~
0 -1 8852
S
#8854
The Path Continues~
You continue for what seems like an eternity, drawing slowly closer to the
distant peak.
~
0 0 4
D 2
~
~
0 -1 8853
S
#8855
Approaching Mirkwood~
The forest begins to surround you as you step into its depths. The path
abruptly turns to the north and you continue.
~
0 0 3
D0
~
~
0 -1 8800
D3
~
~
0 -1 338
S
#8856
A Broad Tree-Lined Path~
This path runs for some distance toward a huge cave, entrance to which is 
restricted by a massive, handsome door that glows with magic. Magnificent
oaks tower high to either side, and everywhere there is light and beauty.
However, intruders are frowned upon here, so be on your guard.
~
0 0 3
D1
~
~
0 -1 8857
D3
~
~
0 -1 8825
S
#8857
A Broad Tree-Lined Path~
This path runs for some distance toward a huge cave, entrance to which is 
restricted by a massive, handsome door that glows with magic. Magnificent
oaks tower high to either side, and everywhere there is light and beauty.
However, intruders are frowned upon here, so be on your guard.

The entrance is directly before you.
~
0 128 3
D1
~
~
1 8813 8858
D3
~
~
0 -1 8856
S
#8858
Inside the Cave~
You are in the castle of the Wood Elven King Thranduil. The corridor here
is usually deserted. It would be advisable to keep a low profile, as the
natives are hostile...

The enchantments here prohibit spellcasting of any form.
~
0 8|128 0
D0
~
~
0 -1 8859
D2
~
~
0 -1 8864
D3
~
~
1 8813 8857
S
#8859
Inside the Cave~
You are in the castle of the Wood Elven King Thranduil. The corridor here
is usually deserted. It would be advisable to keep a low profile, as the
natives are hostile...
~
0 8|128 0
D1
~
~
1 0 8860
D2
~
~
0 -1 8858
S
#8860
A Guard Room~
You have stumbled into the guard room! The guards will definitely not
be happy to see you. You fancy you can hear muffled cries for help.
~
0 8|128 0
D0
~
~
1 8812 8867
D1
~
~
1 0 8861
D3
~
~
1 0 8859
S
#8861
Storage Room~
In this room the Elves store their foodstuffs and beloved Dorwinion Wine.
A trapdoor in the floor allows access to the river, and it is through here
that the Elves deposit their empty barrels, so that the river may carry
them down to Lake Town.
~
0 8|128 0
D3
~
~
1 0 8860
D5
~
~
1 0 8862
S
#8862
The River~
You are floating along a river that will carry you back through the forest,
and eventually to Lake Town.
~
0 4 7
D2
~
~
0 -1 8863
D4
~
~
1 0 8861
S
#8863
The River~
You are floating along a river that will carry you back through the forest,
and eventually to Lake Town.
~
0 4 7
D0
~
~
0 -1 8862
D2
~
~
0 -1 8866
S
#8864
Inside the Cave~
You are in the castle of the Wood Elven King Thranduil. The corridor here
is usually deserted. It would be advisable to keep a low profile, as the
natives are hostile...
~
0 8|128 0
D0
~
~
0 0 8858
D1
~
~
1 0 8865
S
#8865
The Throne Room of Thrandul~
Now you've blown it. You've gone and stumbled into the King's Throne Room.
He is seated upon an intricately-carved wooden throne at the end of the hall.
Dour guards glare at you on all sides.
~
0 8|128 0
D3
~
~
1 0 8864
S
#8866
The River~
You are floating along a river that will carry you back through the forest,
and eventually to Lake Town.
~
0 4 7
D0
~
~
0 -1 8863
D3
~
~
0 -1 8824
S
#8867
A Cell~
This damp cell is small and cramped, and offers little comfort to its 
single inhabitant.
~
0 1|8|128 0
D2
~
~
1 0 8860
S
#8868
A Northern Path~
This path runs more or less directly north toward a rather old-looking
section of the woods.
~
0 0 3
D0
~
~
0 -1 8869
D2
~
~
0 -1 8845
S
#8869
A Northern Path~
You are progressing along a long, straight northern path. Up ahead, you can 
see some sort of clearing.
~
0 0 3
D2
~
~
0 -1 8868
S
#0
#RESETS
*
D 1 8857 1 2        LOCKS DOOR TO HALL
D 1 8858 3 2        LOCKS FROM OTHER SIDE
D 1 8859 1 1        CLOSES DOOR TO GUARD ROOM
D 1 8860 3 1        CLOSES FROM OTHER SIDE
D 1 8860 0 2        LOCKS DOOR TO CELL
D 1 8867 2 2        LOCKS FROM OTHER SIDE
D 1 8860 1 1        CLOSES DOOR TO STORE ROOM
D 1 8861 3 1        CLOSES FROM OTHER SIDE
D 1 8861 5 1        CLOSES DOOR TO RIVER
D 1 8862 4 1        CLOSES DOOR FROM RIVER
D 1 8864 1 1        CLOSES DOOR TO THRONE ROOM
D 1 8865 3 1        CLOSES FROM OTHER SIDE
*
M 1 8800 4 8810     LOADS SCOUTS
E 1 8801 0 16         sword
E 1 8802 0 12         cloak
E 1 8803 0 8          boots
G 1 8804 0 0          water flask
*
O 1 8800 0 8818     LOADS POOL
*
M 1 8801 4 8821     LOADS WARRIOR
E 1 8801 0 16         sword
E 1 8802 0 12         cloak
E 1 8803 0 8          boots
G 1 8804 0 0          water flask
*
M 1 8802 3 8836     LOADS ORC SCOUTS
E 1 8805 0 11         shield
E 1 8806 0 16         scimitar
E 1 8807 0 6          helmet
*
M 1 8803 3 8839     LOADS ORC WARRIORS
E 1 8805 0 11         shield
E 1 8806 0 16         scimitar
E 1 8807 0 6          helmet
*
M 1 8800 4 8846     LOADS SCOUTS
E 1 8801 0 16         sword
E 1 8802 0 12         cloak
E 1 8803 0 8          boots
G 1 8804 0 0          water flask
*
M 1 8804 4 8857     LOADS GUARDS
E 1 8801 0 16         sword
E 1 8802 0 12         cloak
E 1 8803 0 8          boots
G 1 8804 0 0          water flask
G 1 8813 0 0        GIVES KEY TO HALL
M 1 8808 2 8859     LOADS MALE ELVES
M 1 8810 1 8860     LOADS TURNKEY
G 1 8812 0 0        GIVES KEY TO CELL
G 1 8808 0 0        GIVES WINE
G 1 8808 0 0        GIVES WINE
M 1 8806 1 8861     LOADS CHIEF
E 1 8801 0 16         sword
E 1 8802 0 12         cloak
E 1 8803 0 8          boots
G 1 8804 0 0          water flask
O 1 8809 0 8861     LOADS BARREL OF WINE
O 1 8810 0 8861     LOADS EMPTY BARREL
M 1 8809 2 8864     LOADS FEMALE ELVES
M 1 8807 1 8865     LOADS THRANDUIL
E 1 8811 0 16       WIELDS SWORD
M 1 8804 4 8865     LOADS GUARDS
E 1 8801 0 16         sword
E 1 8802 0 12         cloak
E 1 8803 0 8          boots
G 1 8804 0 0          water flask
M 1 8811 1 8867     LOADS THORIN OAKENSHIELD
S
#SPECIALS
M 8802 spec_thief
S

#$