#AREA Throng Training Tower~ #VERSION 11 #AUTHOR Aurin~ #DERIVATIVES ~ #COLOR 0 #HTOWN ~ #DESC ~ #RANGES 65 85 60 100 $ #SPELLLIMIT 0 #WEATHERCELL 0 0 #RESETMSG &CA chill wind blows through the desolate halls.&D~ #FLAGS 384 20 #CURRENCY 0 #HIGHECONOMY 0 0 0 0 0 -1 #LOWECONOMY 0 5000000 0 0 0 -1 #CLANNAME (null)~ #INFLUENCE 0 #MOBILES #10051 first mob~ a newly created first mob~ Some god abandoned a newly created first mob here. ~ ~ 1 Clanname none~ 0 0 1 0 0 C 1 0 0 0d0+0 0d0+0 0 0 0 0 0 0 115 115 0 13 13 13 13 13 13 13 0 0 0 0 0 0 4 0 0 1 1 0 0 0 0 0 0 0 0 0 #10052 skeleton~ a skeleton~ A skeleton is here. ~ This skeleton is an amalgamation of old, brittle bones. Various ribs are cracked, or missing. ~ 5 Clanname none~ 0 0 33 0 0 C 65 0 0 0d0+4300 0d0+0 0 0 0 0 0 0 115 115 0 13 13 13 13 13 13 13 0 0 0 0 0 56 4 0 0 1 1 0 0 0 451 1058 34 17 144 11 > death_prog 60~ mpoload 10056 if rand(50) mpoload 10057 endif ~ | #10053 tattered ghoul~ a tattered ghoul~ A tattered ghoul shuffles about, collecting limbs. ~ Flesh the color of a sickly, green, this hunk of flesh is rotten beyond imagining. ~ 9 Clanname none~ 0 0 1 0 -1000 C 70 0 0 0d0+5500 0d0+0 0 0 0 0 0 0 115 115 0 13 13 13 13 13 13 13 0 0 0 0 0 34 16 0 0 1 1 0 0 0 0 1282 2 1 1107558584 259 > death_prog 100~ if rand($n) == 30 mpoload 10059 endif ~ | #10054 rotten zombie~ a rotten zombie~ A rotten zombie wanders listlessly about. ~ Oozing with a rank, putrid smell, this zombie personifies the word 'rotten'. ~ 1 Clanname none~ 0 0 1 0&8196&16777216 0 C 75 0 0 0d0+5500 5d10+10 0 0 0 0 0 0 115 115 0 13 13 13 13 13 13 13 0 0 0 0 0 67 4 0 0 1 1 0 0 0 0 76 1280 1 788529 17826051 > death_prog 100~ if rand($n) == 25 mpoload 10062 else if rand($n) == 25 mpoload 10065 endif endif ~ | #10055 lich~ a lich~ A lich stands here, looking about with an intense gaze. ~ This lich is smarter than your average lich--it's received an education of the highest order, to grade 5! ~ 10 Clanname none~ 0 0 1 272629760&134217728&1 0 C 80 0 0 0d0+7200 10d10+100 0 0 0 0 0 0 115 115 0 13 13 13 13 13 13 13 0 0 -10 0 0 63 3 0 0 1 1 0 0 140 0 14 2 129 35655792 34603283 > death_prog 100~ if rand($n) == 25 mpoload 10067 else if rand($n) == 25 mpoload 10069 endif endif ~ | #10056 tinuvial tormentor lich~ Tinuvial the Tormentor~ Tinuvial the Tormentor paces about, practicing arcane rituals. ~ Tinuvial the Tormentor wears long flowing black robes, tattered. A hideously green glow emanates from his eyes, while nothing else can be distinguished. ~ 9 Clanname none~ 0 0 131075&4 335544448&24576&16384&33554432 0 C 85 0 0 0d0+8500 20d20+200 0 0 0 0 0 0 115 115 1 13 13 13 13 13 13 13 0 0 0 0 0 63 3 0 0 1 1 0 0 0 0 1048846 10 129 1110184112 105915715 > death_prog 100~ if rand(40) mpoload 10071 else if rand(30) mpoload 10070 endif endif ~ | #10057 Ogre Dakat stout~ Ogre Dakat~ A stout ogre, shuffles around in mild confusion here. ~ Dakat, a lowly devotee to Tanzean'al, stands here guarding the doors to one of the many Throng training camps. ~ 1 Clanname none~ 0 0 131075 4194304 0 C 90 0 0 0d0+9500 0d0+0 0 0 0 0 0 0 115 115 1 13 13 13 13 13 13 13 0 0 0 0 0 5 4 0 0 1 1 0 0 0 0 18 2 64 1073742000 104335107 > all_greet_prog 100~ if wasinroom($n) == 10051 if quest(throngtower) == 0 mpechoat $n &CDakat, the Ogre, says, 'Halt! No pass while Dakat protects!'&D mppause 6 mpechoat $n &cDakat, the Ogre, slowly thinks on what he just said, and his dim mpechoat $n &cface brightens a bit.&D mppause 5 mpechoat $n &CDakat, the Ogre, says, 'I let you through if you prove friendly mpechoat $n &Cto Throng.' mpechoat $n &cAs Dakat, the Ogre, slowly nods to himself.&D mppause 5 mpechoat $n &CDakat, the Ogre, says, 'You wish to prove yourself?'&D mpechoat $n &cType &WSAY YES&c to accept this task.&D else if quest(throngtower) == 5 mpechoat $n &CDakat, the Ogre, says, 'You wish enter?'&D mpechoat $n &cType &WSAY ENTER&c to enter.&D endif endif endif ~ > speech_prog enter~ if quest(throngtower) == 5 mpechoat $n &CDakat, the Ogre, says, 'Step lively now!'&D mpechoat $n &cDakat, the Ogre, unlocks and opens the door.&D mpoload 10073 unlock north open north mpat 4 look mppause 20 mpat 4 look mppause 5 close north lock north mpecho &cDakat, the Ogre, closes and locks the door.&D mpat 4 drop key endif ~ > speech_prog no~ mpechoat $n &cDakat, the Ogre, grunts with a great deal of force and then charges!&D mpkill $n ~ > speech_prog yes~ if quest(throngtower) == 0 mpechoat $n &CDakat, the Ogre, says, 'Good! mpquest $n throngtower 1 mpechoat $n &CDakat, the Ogre, says, 'What you need do is kill and bring corpse mpechoat $n &Cof Alliance races. First race to bring back is Elf.'&D mppause 5 mpechoat $n &CDakat, the Ogre, says, 'Location of Elf is in Loramoor, on Garden mpechoat $n &CPlatform. Now go!'&D endif ~ > act_prog p gives you the corpse of an elven warrior.~ if quest(throngtower) == 1 mpechoat $n &cDakat, the Ogre, looks at the corpse with feral delight! mpechoat $n &CDakat, the Ogre, says, 'You bring! Good! Next I want you to bring mpechoat $n &Ccorpse of Dwarf. Location of Dwarf is in Manoake City, in The Public mpechoat $n &CTavern. Be sure to bring right one, or have to get different corpse!'&D mpquest $n throngtower 2 mpat 4 drop corpse else mpechoat $n &cDakat, the Ogre, looks at the corpse in confusion. mpat 4 drop corpse mpechoat $n &CDakat, the Ogre, says, 'No need.' mpechoat $n &cDakat, the Ogre, tosses the corpse in the refuse pile.&D endif ~ > act_prog p gives you the corpse of an overweight dwarf.~ if quest(throngtower) == 2 mpechoat $n &CDakat, the Ogre, says, 'Good! Next race to bring corpse of is Human. Location mpechoat $n &Cof Human is Paleon Prison, at An Intersection of Corridors.'&D mpquest $n throngtower 3 else mpechoat $n &cDakat, the Ogre, looks at the corpse in confusion. mpat 4 drop corpse mpechoat $n &CDakat, the Ogre, says, 'No need.' mpechoat $n &cDakat, the Ogre, tosses the corpse in the refuse pile. endif ~ > act_prog p gives you the corpse of Guard Marta.~ if quest(throngtower) == 3 mpechoat $n &CDakat, the Ogre, says, 'Good, good! One more, then entry granted!' mppause 3 mpechoat $n &cDakat, the Ogre, hops up and down in glee at such carnage.&D mppause 3 mpechoat $n &CDakat, the Ogre, says, 'Last corpse to bring is of a Centaur. Location of Centaur mpechoat $n &Cis in Ixious Village, in A General Store.'&D mpquest $n throngtower 4 else mpechoat $n &cDakat, the Ogre, looks at the corpse in confusion. mpat 4 drop corpse mpechoat $n &CDakat, the Ogre, says, 'No need.' mpechoat $n &cDakat, the Ogre, tosses the corpse in the refuse pile. endif ~ > act_prog p gives you the corpse of Persous.~ if quest(throngtower) == 4 mpechoat $n &CDakat, the Ogre, says, 'Good! Now I let you in.'&D mpechoat $n &cDakat, the Ogre turns to unlock and open the door, then pauses.&D mppause 5 mpquest $n throngtower 5 mpechoat $n &CDakat, the Ogre, says, 'Beware! Recruits here know not friend from enemy yet.'&D mpechoat $n &cDakat, the Ogre, finishes unlocking the door, and swing them open wide. mpoload 10073 unlock north open north mpat 4 look mppause 20 mpat 4 look mppause 20 mpat 4 look mppause 20 close north lock north mppause 5 drop key sac key else mpechoat $n &cDakat, the Ogre, looks at the corpse in confusion. mpat 4 drop corpse mpechoat $n &CDakat, the Ogre, says, 'No need.' mpechoat $n &cDakat, the Ogre, tosses the corpse in the refuse pile. endif ~ | #10090 last mob~ a newly created last mob~ Some god abandoned a newly created last mob here. ~ ~ 1 Clanname none~ 0 0 1 0 0 C 1 0 0 0d0+0 0d0+0 0 0 0 0 0 0 115 115 0 13 13 13 13 13 13 13 0 0 0 0 0 0 4 0 0 1 1 0 0 0 0 0 0 0 0 0 #0 #OBJECTS #10051 first obj~ a newly created first obj~ Some god dropped a newly created first obj here.~ ~ 13 0 0 0 0 0 0 0 0 0 1 0 0 1 0 0 0 0 0 S 0 0 #10052 ornate sculpture~ an ornately carved sculpture~ An ornately carved sculpture rests here, obstructing the hallway.~ ~ 12 0 0 0 0 0 0 0 0 0 1 0 0 1 0 0 0 0 0 S 0 0 E sculpture statue~ This beautifully carved sculpture is made from solid marble. The skin is sanded to a lush polish, making it seem as if the statue is actually alive, using a technique called, 'living flesh'. The stone is soft and smooth to the touch. ~ #10053 unholy light~ an unholy light~ An holy light rests here.~ ~ 1 1073741824 1 0 0 -1 0 0 65 0 1 56 5 1 9 0 0 0 0 S 0 0 E light~ An unholy green light is being emanated from this ball of light. ~ A 56 19 A 56 44 A 56 18 #10054 bone ring~ a bone ring~ A bone ring rests here.~ ~ 9 0 3 50 50 0 0 0 65 0 1 132 13 2 5 0 0 0 0 S 77 0 E bone ring~ A medium sized ring, carved from bone. ~ A 18 6 A 19 6 A 13 75 #10055 bone necklace~ a bone necklace~ A bone necklace rests here.~ ~ 9 0 5 50 50 0 0 0 65 0 1 35 3 1 5 0 0 0 0 S 77 0 E bone necklace~ A white bone necklace, carved out of what looks like pieces of a rib bone. ~ A 1 6 #10056 skull fragment bone~ a bone skull fragment~ A bone skull fragment pulses here.~ ~ 9 0 65537 50 50 0 0 0 65 0 1 36 3 1 5 0 0 0 0 S 0 0 E bone skull fragment~ A small piece of fractured bone fragment. ~ A 4 6 #10057 bone mask~ a bone mask~ A mask made of bone has been left here.~ ~ 9 0 131073 50 50 0 0 0 65 0 2 24 2 1 5 0 0 0 0 S 77 0 E bone mask~ A white piece of bone with holes drilled through it. ~ A 17 -40 A 12 125 #10058 vest flesh~ a vest of flesh~ A vest made from some hideous, decomposed flesh lays here.~ ~ 9 0 9 50 50 0 0 0 70 0 4 154 15 1 11 0 0 0 0 S 77 0 E vest flesh~ Rotting flesh sewn together to make a hideously foul vest. ~ A 5 6 A 20 -2 #10059 scalped scalp~ a scalped scalp~ A bloody scalp that has been torn from some poor adventurer rests here.~ ~ 9 0 17 50 50 0 0 0 70 0 1 141 14 1 8 0 0 0 0 S 77 0 E scalp~ A blood-soaked scalp claimed from a vanquished ghoul. ~ A 12 100 A 3 7 #10060 leather filthy pants~ a pair of filthy leather pants~ A pair of filthy leather pants lays here.~ ~ 9 0 33 50 50 0 0 0 70 0 2 144 14 1 0 0 0 0 0 S 77 0 E leather pants~ A pair of well made, leather pants. The only drawback to them is that they are filthy, due to where they were found. ~ A 17 -70 A 14 50 #10061 gauntlets gore~ a pair of gauntlets of gore~ A pair of gauntlets of gore lay here.~ ~ 9 0 129 50 50 0 0 0 70 0 2 156 15 1 3 0 0 0 0 S 77 0 E gauntlets gore~ A pair of gauntlets covered in a gooey mess of parts. ~ A 18 7 A 17 -20 A 19 7 #10062 tattered skin~ a tattered piece of skin~ A tattered piece of skin, with remnants of hair is here.~ ~ 9 0 257 55 55 0 0 0 75 0 1 148 14 1 6 0 0 0 0 S 77 0 E tattered skin~ This tattered piece of skin is covered in patches of hideously long hair of an unknown source. ~ A 2 6 A 17 -60 #10063 shield guardian flesh~ Guardian of the Flesh~ The Guardian of the Flesh has been discarded and rests here.~ ~ 9 0 513 55 55 0 0 0 75 0 3 50 5 1 6 0 0 0 0 S 77 0 E guardian flesh shield~ This giant, bloody mess of a shield is crafted from the tanned remains of various skins found out in the wilderness. ~ A 5 6 A 17 -60 #10064 funeral shroud~ a funeral shroud~ A funeral shroud lays here discarded and forgotten.~ ~ 9 0 1025 55 55 0 0 0 75 0 1 140 14 1 5 0 0 0 0 S 77 0 A 5 3 A 56 56 #10065 desiccated wrist band wristband flesh~ a desiccated wristband of flesh~ A desiccated wristband of flesh lays here, discarded.~ ~ 9 0 4097 55 55 0 0 0 75 0 1 148 14 1 6 0 0 0 0 S 0 0 E desiccated wristband flesh wrist band~ This dried up and shriveled piece of flesh vaguely resembles that of what an ogre might have. ~ A 2 6 A 24 -2 #10066 back scratcher flail~ the Back Scratcher~ The Back Scratcher lays here, discarded and forgotten.~ ~ 5 2 8193 10 40 80 4 5 80 50 3 171 17 1 5 0 0 0 0 S 0 0 E back scratcher flail~ This piece of bone is hinged at the wrist, acting as a primitive flail, but also doubling as a handy back scratcher! ~ A 18 8 A 19 8 A 13 25 A 12 25 A 2 -3 #10067 wand wisdom~ Wand of Wisdom~ This Wand of Wisdom has been dropped here.~ ~ 3 0 16385 80 70 70 -1 0 80 0 1 90 9 1 14 0 0 0 0 'identify' S 0 0 E wand wisdom~ This wand was christened in the blood of the holy magus, which allowed for a small transfer of his wisdom. ~ A 4 4 #10068 elven skull mask~ Elven Skull Mask~ An Elven Skull Mask has been discarded and lays forgotten here.~ ~ 9 0 1048577 55 55 0 0 0 80 0 1 221 22 1 5 0 0 0 0 S 77 0 E elven skull mask~ This partial mask was made from the remains of an elven skull. ~ A 18 8 A 19 8 #10069 braided mithril anklet~ Braided Mithril Anklet~ A Braided Mithril Anklet lays here, abandoned and forgotten.~ ~ 9 524547 2097153 55 55 0 0 0 80 0 3 233 23 1 8 0 0 0 0 S 77 0 E braided mithril anklet~ This anklet was stolen from the dwarven mines, where mithril veins run plentifully through the mountains. ~ A 14 150 #10070 frosted metal boots~ frosted metal boots~ A pair of frosted metal boots lay discarded on the ground.~ ~ 9 0 65 60 60 0 0 0 85 0 4 230 23 1 4 0 0 0 0 S 77 0 E frosted metal boots~ This pair of frosted metal boots was created by a master blacksmith, then forgotten out in the frozen tundra. ~ A 14 200 A 5 4 A 2 4 #10071 belt invisibility~ Belt of Invisibility~ A Belt of Invisibility shimmers while laying on the ground.~ ~ 9 0 2049 60 60 0 0 0 85 0 1 238 23 3 13 0 0 0 0 S 77 0 E belt invisibility~ This belt shimmers as it is looked upon, almost fading out of sight. ~ A 26 65536 A 26 32768 A 26 2 #10072 cursed hump acidic~ the cursed acidic hump~ The cursed acidic hump lays here on the ground, forgotten.~ ~ 9 0 524289 60 60 0 0 0 85 0 4 166 22 1 0 0 0 0 0 S 77 0 E cursed hump tranquility~ This cursed hump gives one the ability to help others, while being unable to remove it. ~ A 56 17 #10073 skeleton key~ skeleton key~ A skeleton key.~ ~ 18 0 1 0 0 0 0 0 0 0 1 0 0 1 0 0 0 0 0 S 0 0 #10090 last obj~ a newly created last obj~ Some god dropped a newly created last obj here.~ ~ 13 0 0 0 0 0 0 0 0 0 1 0 0 1 0 0 0 0 0 S 0 0 #0 #ROOMS #10051 Steps up to the Tower~ ~ &wA long, stone staircase carved into the side of the mountain, winds its way up to the tower on top. Vegetation is sparse on the trip up the steep climb, though the soil seems rich in nutrients with all the insects moving around. A few small rocks are scattered about. ~ 1 136314884 5 D0 ~ ~ 128 -1 10052 D11 ~ ~ 0 -1 49450 S #10052 Entrance to the Tower~ ~ &wThe large gate appears to be constructed of many bones of different shapes and sizes, yet arranged into a strange symbol. Along the ground, mice and grubs scurry along, yet not getting too near the entrance. Muffled sounds of screams and a horrible wailing can be heard. ~ 1 134217728 5 D0 ~ ~ 7 10073 10053 D2 ~ ~ 128 -1 10051 R M 0 10057 1 10052 R D 0 10052 0 2 S #10053 Entrance Hall~ ~ &wLarge bone pillars are placed along the four walls, supporting the upper structure. All around, everything is a monotonous gray, with the occasional red splash next to a decomposing, half eaten, corpse. A dull, green glow, can be seen coming from the stairs to the north. ~ 1 2097160 0 D0 ~ ~ 0 -1 10061 D1 ~ ~ 0 -1 10060 D2 ~ ~ 3 -1 10052 D3 ~ ~ 0 -1 10054 R D 0 10053 2 1 > pre_enter_prog 100~ if quest(throngtower) == 5 else abort mpat $n mpechoat $n &YA shimmering shield forces you back from whence you came.&D endif ~ | S #10054 First Floor Southwest Corner~ ~ &wIn the corner of the room stands a high-backed chair. Along the walls are numerous pictures, though none are recognizable at this time. The floor is covered in a plush, red carpet; a strange color of red. ~ 1 136314888 0 D0 ~ ~ 0 -1 10055 D1 ~ ~ 0 -1 10053 R M 0 10052 6 10054 R E 0 10055 1 3 S #10055 First Floor West Corridor~ ~ &wAlong the wall a window is seen. Looking out the window, a majestic view of the valley down below greets the viewer. A few rust colored rugs are bunched up against the wall, ready for cleaning. ~ 1 2097160 0 D0 ~ ~ 0 -1 10056 D2 ~ ~ 0 -1 10054 S #10056 First Floor Northwest Corner~ ~ &wIn the corner, an old, worn desk rests. A few potted plants are placed atop the table, with a single candle chandelier hanging down, providing light to the nearby rooms. ~ 1 136314888 0 D1 ~ ~ 0 -1 10057 D2 ~ ~ 0 -1 10055 R M 0 10052 6 10056 R G 0 10054 1 S #10057 First Floor North Corridor~ ~ &wAlong the wall a huge tapestry depicting a violent scene is displayed. A small table with an unknown potted plant and a few knick-knacks are displayed. Hanging on the opposite wall is a rather gruesome picture of the owner to this tower. ~ 1 2097160 0 D1 ~ ~ 0 -1 10058 D3 ~ ~ 0 -1 10056 R M 0 10052 6 10057 R E 0 10055 1 3 R E 0 10054 1 1 R E 0 10053 1 0 R M 0 10052 6 10057 S #10058 First Floor Northeast Corner~ ~ &wIn the corner, a flat, brittle-looking table resides, holding up a massive vase. The vase itself is beautifully etched with blue patterns, which almost resemble runes. Hanging from above is a chandelier which provides light to the nearby rooms. ~ 1 136314888 0 D2 ~ ~ 0 -1 10059 D3 ~ ~ 0 -1 10057 R M 0 10052 6 10058 R E 0 10054 1 1 S #10059 First Floor East Corridor~ ~ &wA small amount of light makes it into this hallway, from either direction. A plush, shaggy carpet runs the length of this hall. To either side of the hallway are random paintings of nature fills the walls. ~ 1 2097160 0 D0 ~ ~ 0 -1 10058 D2 ~ ~ 0 -1 10060 S #10060 First Floor Southeast Corner~ ~ &wOff to the west the entrance to this tower can be seen. Above, an elaborate chandelier hangs, providing light in either direction. A small table is set in the corner, on which a small potted plant resides. ~ 1 136314888 0 D0 ~ ~ 0 -1 10059 D3 ~ ~ 0 -1 10053 R M 0 10052 6 10060 R G 0 10055 1 S #10061 Stairs to the Second Floor~ ~ &wA long, spiral staircase heads ever-upwards towards the top floor, with landings at each of the above levels. Strange sounds can be heard coming down this eerie staircase. ~ 1 2097164 0 D2 ~ ~ 0 -1 10053 D4 ~ ~ 0 -1 10062 S #10062 The Long Staircase, Second Floor~ ~ &wTwisting and turning, the staircase seems to run forever upwards, and only a short way down. Rusty rail guards make it seem that it couldn't hold any weight if someone were to lean on them. ~ 1 2097164 0 D2 ~ ~ 0 -1 10063 D4 ~ ~ 0 -1 10071 D5 ~ ~ 0 -1 10061 S #10063 Southern Hall~ ~ &wA dingy red carpet extends in the three directions, while paintings of various shapes, sizes and scenes decorate this stretch of hallway. An oak table with a small decanter of water and a single, dead, flower can be seen. ~ 1 2097160 0 D0 ~ ~ 0 -1 10062 D1 ~ ~ 0 -1 10064 D3 ~ ~ 0 -1 10070 R M 0 10053 5 10063 R E 0 10060 1 7 S #10064 Around the Corner~ ~ &wAt the end of a dingy red carpet, a large statue is placed squarely in the corner. The statue is horribly disfigured, though it looks as though the artist had done so on purpose. ~ 1 136314888 0 D0 ~ ~ 0 -1 10065 D3 ~ ~ 0 -1 10063 S #10065 Eastern Hall~ ~ &wA couple torches high on the walls provide minimal light to the area, it's a wonder how easily that light is sucked away into darkness near the floor. Cuts, scratches and abrasions erratically line the walls to either side of the hall. ~ 1 2097160 0 D0 ~ ~ 0 -1 10066 D2 ~ ~ 0 -1 10064 S #10066 Another Turn~ ~ &wBarely visible from the light from either direction, a squat statue can be seen in the corner of the room. The statue appears to be made out of marble, but upon closer inspection, it is nothing so exquisite as that precious stone. ~ 1 136314888 0 D2 ~ ~ 0 -1 10065 D3 ~ ~ 0 -1 10067 R M 0 10053 5 10066 R E 0 10058 1 5 S #10067 Northern Hall~ ~ &wTorches up on the walls provide dim light to the adjacent rooms. Blood is splattered all over the walls, with small fleshy pieces hanging about. It seems as if this room were some sort of feeding area for a bunch of wild animals. ~ 1 2097160 0 D1 ~ ~ 0 -1 10066 D3 ~ ~ 0 -1 10068 R M 0 10053 5 10067 R E 0 10058 1 5 R E 0 10060 1 7 R E 0 10061 1 9 R M 0 10053 5 10067 S #10068 Around the Corner~ ~ &wDim light from the nearby rooms allows for little visibility here. Though, the only dominant thing in the room is the tall, thin statue that vaguely resembles an emaciated elf. ~ 1 136314888 0 D1 ~ ~ 0 -1 10067 D2 ~ ~ 0 -1 10069 S #10069 Western Hall~ ~ &wTorches along the wall provide a small amount of light, make the scars on the walls stand out in contrast, given the angle of the light hitting them. Claw marks can also be seen along the floor, peeling up the once magnificent wood flooring. ~ 1 2097160 0 D0 ~ ~ 0 -1 10068 D2 ~ ~ 0 -1 10070 S #10070 Around a Corner~ ~ &wDim light reaches into this dusty corner, offering very little to the room. A large, grotesque statue of some unfortunate soul resides in the corner. A thick layer of dust adorn this statue, thankfully masking any facial features it may have once had. ~ 1 136314888 0 D0 ~ ~ 0 -1 10069 D1 ~ ~ 0 -1 10063 R M 0 10053 5 10070 R E 0 10061 1 9 S #10071 The Long Staircase, Third Floor~ ~ &wHalfway up the staircase, a faint green light can be seen coming from above, while darkness envelopes the senses below. The guard rails are deteriorated further here, with portions flaking off to the touch. ~ 1 2097164 0 D2 ~ ~ 0 -1 10072 D4 ~ ~ 0 -1 10080 D5 ~ ~ 0 -1 10062 S #10072 Southern Hall~ ~ &wTo either direction, faint moaning sounds can be heard. An unpleasant smell of rot and decay is faintly detected, along with the acidic smell of blood. ~ 1 2097160 0 D0 ~ ~ 0 -1 10071 D1 ~ ~ 0 -1 10073 D3 ~ ~ 0 -1 10079 R M 0 10054 4 10072 S #10073 An Eerie Corner~ ~ &wThe moaning is quite a bit louder here, and faint shapes can be seen shuffling towards this room from the north. In the corner, a broken vase can be seen that used to hold some sort of plant. ~ 1 136314888 0 D0 ~ ~ 0 -1 10074 D3 ~ ~ 0 -1 10072 S #10074 A Long Hallway~ ~ &wLimbs, torn from their bodies, are scattered around cluttering the floor. The walls are a complete mess, making the pictures which hang on them utterly discernible with the rest of the filth in the room. ~ 1 2097160 0 D0 ~ ~ 0 -1 10075 D2 ~ ~ 0 -1 10073 R M 0 10054 3 10074 S #10075 A Grizzly Sight~ ~ &wA bit overhead, a couple torches flicker upon the mangled corpses found in the corner of this solitary hallway. Mostly, all that remains of these corpses are bones, with many, many teeth marks. ~ 1 136314888 0 D2 ~ ~ 0 -1 10074 D3 ~ ~ 0 -1 10076 S #10076 Hall of Death~ ~ &wSwarming all about are dozens of zombies. The walls and floors are smeared with semi-fresh blood, coagulating into gooey droplets that barely slide down the walls. Thankfully, not much more is visible due to a lack of light, but what can be seen is enough. ~ 1 2097160 0 D1 ~ ~ 0 -1 10075 D3 ~ ~ 0 -1 10077 R M 0 10054 2 10076 R E 0 10063 1 11 R E 0 10064 1 12 R M 0 10054 2 10076 S #10077 A Ghastly Sight~ ~ &wIn the corner, a pile of rotting corpses can be seen covering what once was an ornately carved and built table. Now, it looks not much more than a buffet for the foul creatures that live here. ~ 1 136314888 0 D1 ~ ~ 0 -1 10076 D2 ~ ~ 0 -1 10078 R M 0 10054 5 10077 S #10078 A Long Hallway~ ~ &wEach wall is covered in gore, while limbs are scattered all around cluttering the floor. A ruined antique chair lays in a pile of rubble to one side of the hallway. ~ 1 2097160 0 D0 ~ ~ 0 -1 10077 D2 ~ ~ 0 -1 10079 S #10079 Around the Corner~ ~ &wThe sounds of moaning increase, and dark shapes start to loom out of the shadows. In the corner is a cabinet full of broken china, which once would have looked stunning. ~ 1 136314888 0 D0 ~ ~ 0 -1 10078 D1 ~ ~ 0 -1 10072 S #10080 The Long Staircase, Fourth Floor~ ~ &wWith one more level up, a steady green light is visible from above, along with curious sounds of chanting in a harsh tongue. No guard rails are evident at this point, and the steps themselves look less than trustworthy. ~ 1 2097164 0 D2 ~ ~ 0 -1 10081 D4 ~ ~ 8389767 -1 10089 D5 ~ ~ 0 -1 10071 R D 0 10080 4 2 > entry_prog 100~ if quest(towerboss) == 0 mpechoat $n &cA menacing voice fills your head... mpechoat $n &C'If you wish an audience with Tinuvial the Tormentor, you must mpechoat $n &Cpass several trials. The first is to defeat all the skeletons mpechoat $n &Cin this tower and return here for verification.'&D mpquest $n towerboss 1 else if quest(towerboss) == 1 if mobinarea(10052) == 0 mpechoat $n &cA menacing voice fills your head...&D mpechoat $n &C'You have passed the first trial to having an audience with his mpechoat $n &Cexalted self!'&D mppause 5 mpechoat $n &C'The next trial is to clear the tower of all the ghouls present in mpechoat $n &Cthis tower.'&D mpquest $n towerboss 2 else if mobinarea(10052) > 0 mpechoat $n &cA menacing voice fills your head...&D mpechoat $n &C'You have failed to clear the tower of all the skeletons present. For mpechoat $n &Cyour failure, suffer the consequences!'&D mppause 5 mpechoat $n &cA long whip suddenly materializes out of nowhere and begins to lash you mpechoat $n &cfor your impertinence!&D mpdamage $n 10 endif endif else if quest(towerboss) == 2 if mobinarea(10053) == 0 mpechoat $n &cA menacing voice fills your head...&D mpechoat $n &C'You have passed the second trial to having an audience with his mpechoat $n &Cexalted self!'&D mppause 5 mpechoat $n &C'The next trial is to clear the tower of all the zombies present in mpechoat $n &Cthis tower.'&D mpquest $n towerboss 3 else if mobinarea(10053) > 0 mpechoat $n &cA menacing voice fills your head...&D mpechoat $n &C'You have failed to clear the tower of all the ghouls present. For mpechoat $n &Cyour failure, suffer the consequences!'&D mppause 5 mpechoat $n &cA long whip suddenly materializes out of nowhere and begins to lash you mpechoat $n &cfor your impertinence!&D mpdamage $n 50 endif endif else if quest(towerboss) == 3 if mobinarea(10054) == 0 mpechoat $n &cA menacing voice fills your head...&D mpechoat $n &C'You have passed the third trial to having an audience with his mpechoat $n &Cexalted self!'&D mppause 5 mpechoat $n &C'The next trial is to clear the tower of all the lichs present in mpechoat $n &Cthis tower.'&D mpquest $n towerboss 4 else if mobinarea(10054) > 0 mpechoat $n &cA menacing voice fills your head...&D mpechoat $n &C'You have failed to clear the tower of all the zombies present. For mpechoat $n &Cyour failure, suffer the consequences!'&D mppause 5 mpechoat $n &cA long whip suddenly materializes out of nowhere and begins to lash you mpechoat $n &cfor your impertinence!&D mpdamage $n 100 endif endif else if quest(towerboss) == 4 if mobinarea(10055) == 0 mpechoat $n &cA menacing voice fills your head...&D mpechoat $n &C'You have passed the fourth trial to having an audience with his mpechoat $n &Cexalted self!'&D mppause 5 mpechoat $n &C'If you now wish an audience with his exhalted self, Tinuvial the mpechoat $n &CTormentor, just request it!'&D mpechoat $n &cType &WSAY AUDIENCE&c to enter Tinuvial's chamber.&D mpquest $n towerboss 5 else if mobinarea(10055) > 0 mpechoat $n &cA menacing voice fills your head...&D mpechoat $n &C'You have failed to clear the tower of all the lichs present. For mpechoat $n &Cyour failure, suffer the consequences!'&D mppause 5 mpechoat $n &cA long whip suddenly materializes out of nowhere and begins to lash mpechoat $n &cyou for your impertinence!&D mpdamage $n 500 endif endif else if quest(towerboss) == 5 mpechoat $n &cType &WSAY AUDIENCE&c to have an audience with Tinuvial the Tormentor.&D endif endif endif endif endif endif ~ > speech_prog audience~ if quest(towerboss) == 5 mptrans $n 10089 mpat $n mpforce $n look endif ~ | S #10081 Either, Or.~ ~ &wThis room is surprisingly well kept, it even has flowers out on hanging planters--shame the flowers are dead, but they're there, nonetheless. Faint torchlight can be seen in either direction. ~ 1 2097160 0 D0 ~ ~ 0 -1 10080 D1 ~ ~ 0 -1 10082 D3 ~ ~ 0 -1 10088 R M 0 10055 5 10081 S #10082 Around a Corner~ ~ &wTorches set into the corner provide a significant amount of light to the nearby rooms. A cracked, full length mirror resides on the eastern wall, while a painting of some noble person, can bee seen on the southern wall. ~ 1 136314888 0 D0 ~ ~ 0 -1 10083 D3 ~ ~ 0 -1 10081 S #10083 Another Long Hallway of Doom~ ~ &wA strong sense of foreboding can be felt coming from the north. A large, ornately carved sculpture blocks half of the hallway, barely allowing the passage of a single person. ~ 1 2097420 0 0 0 2 0 D0 ~ ~ 0 -1 10084 D2 ~ ~ 0 -1 10082 R M 0 10055 5 10083 R O 0 10052 1 10083 S #10084 Nearing the End~ ~ &wA foul stench wafts in from the west, while slight movement can be seen as well. Hanging on the wall is a sign that reads, 'Turn back all ye who hath no faith. Beyond lies unimaginable darkness.' ~ 1 136314888 0 D2 ~ ~ 0 -1 10083 D3 ~ ~ 0 -1 10085 S #10085 Lich's Sanctuary~ ~ &wAll around, Lich's are coming and going. A large bookshelf is located to one side of the room, while the other side is protruding further out than any other room thus far, allowing room for whatever satanic rituals these monsters are experimenting with. ~ 1 2097161 0 D1 ~ ~ 0 -1 10084 D3 ~ ~ 0 -1 10086 R M 0 10055 6 10085 R E 0 10066 1 16 R E 0 10066 1 18 R E 0 10068 1 23 R M 0 10055 6 10085 S #10086 Nearing the Back~ ~ &wA smell so putrid, like rotting flesh, assaults all the senses. Not only can it almost be SEEN, it can be tasted. A small sign hanging on the wall reads, 'Turn back all ye who hath no faith. Beyond lies unimaginable darkness.' ~ 1 136314888 0 D1 ~ ~ 0 -1 10085 D2 ~ ~ 0 -1 10087 S #10087 The Long Hallway of Doom~ ~ &wA strong sense of foreboding can be felt coming from the north, as if something sinister may lie in wait. Paintings to either side of the hall show glorious views of landscape, which sharply contrast with the whole demeanor of this tower. ~ 1 2097160 0 D0 ~ ~ 0 -1 10086 D2 ~ ~ 0 -1 10088 R M 0 10055 5 10087 R M 0 10055 5 10087 S #10088 Another Corner~ ~ &wA once plush carpet, is now trodden with so much filth it's value is practically worthless. A small table in the corner holds yet another vase full of flowers--sadly, all are dead here as well. ~ 1 136314888 0 D0 ~ ~ 0 -1 10087 D1 ~ ~ 0 -1 10081 S #10089 Top of the Tower~ ~ &wA bright green aura emanates from the powerful necromancer that inhabits this room, warily eyeing anything and everything that moves. A large pentagram can be seen off to the side of the stairwell, drawn in a rustic red color. ~ 1 2097161 0 D5 ~ ~ 130 -1 10080 R M 0 10056 1 10089 R G 0 10072 1 > pre_enter_prog 100~ if quest(towerboss) < 5 abort endif ~ | S #0 #SHOPS 0 #REPAIRS 0 #SPECIALS M 10054 spec_poison M 10056 spec_cast_undead S #$