6D/
6D/area/
6D/boards/
6D/city/
6D/color/
6D/corpses/
6D/councils/
6D/htowns/
6D/news/
6D/specials/
6D/src/specials/
6D/src/trades/
#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


#$