cotn/notes/
cotn/src/
#AREADATA
Name        KaVir   The learning centre~
Builders    None~
Music       default.mid~
VNUMs       25000 25023
Cvnum       0
Security    3
Areabits    0
SecType  32
WeatAl  1024
End



#MOBILES
#25000
receptionist~
the receptionist~
The receptionist stands here, ready to help.
~
It is her job to point the direction for new players to go, and give any
help they might require.  She will also give out swords, shields, leather
vests, lanterns, and daggers.
~
67 0 0
124 0 0 0
2 0
0
0
#25002
helpful member staff~
the member of staff~
A helpful member of staff stands here, giving directions.
~
This is one of the many members of staff employed to give directions and
hints to beginning players.
~
67 0 0
108 0 0 0
1 0
0
0
#25003
clerk~
the clerk~
A clerk stands here, ready to help you.
~
Maybe you should ask him about mutants?
~
67 0 0
140 0 0 0
1 0
0
0
#25004
professor~
the professor~
A professor stands here, ready to help you.
~
Maybe you should ask him about scavengers?
~
67 0 0
20 0 0 0
1 0
0
0
#25006
helpful member staff~
the member of staff~
A helpful member of staff stands here, giving directions.
~
This is one of the many members of staff employed to give directions and
hints to beginning players.
~
67 0 0
88 0 0 0
1 0
0
0
#25007
master tactics~
the master of tactics~
The master of tactics stands here, offering to teach you some tricks.
~
He has mastered every known tactic, and is a very dangerous opponent...
~
67 0 0
110 0 0 0
1 0
0
0
#25008
helpful member staff~
the member of staff~
A helpful member of staff stands here, giving directions.
~
This is one of the many members of staff employed to give directions and
hints to beginning players.
~
67 0 0
46 0 0 0
1 0
0
0
#25009
cainz~
Cainz~
Caine the fallen one stands here, glaring insanely at you.
~
He screams, growls, and dribbles at you, his eyes gleaming fanatically.
It must be right when they say 'absolate power corrupts absolutely'!
~
67 0 0
8 0 0 0
1 0
0
0
#25010
Motley~
Motley~
Motley sits here, eating garbage and claiming to be a great player-killer.
~
He thinks he's a great player killer, but you feel the most dangerous
thing about him is his smell.  
~
67 0 0
6 0 0 0
0 0
0
0
#25012
rat~
a large rat~
A large rat scampers around looking for food...like you!
~
It has dark brown fur and beady red eyes.  It's lips draw back, revealing
a set of extremely sharp-looking teeth, which it hopes to use to tear the
flesh from your body.  
~
97 0 0
15 0 0 0
0 0
0
0
#25015
gatekeeper keeper~
the gatekeeper~
The gatekeeper stands here, guardian the portal.
~
He guards the portal from anyone who seeks to return.  You have nothing
to fear, however, for you wish to leave, not come back.  
~
67 0 0
29 0 0 0
1 0
0
0
#0



#OBJECTS
#25000
Rune Whip~
a #rRune Whip#n~
A #rRune Whip#n Lies here.~
5 66 0 24577
0 0 0
none~
none~
1 1000 10000 4
5 0
A
19 1
A
18 1
E
dagger~
It is fairly crudely made, but still looks sharp enough to serve you well 
in a fight.
~
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0 0 0
Q
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0 0
#25001
short sword shortsword~
an iron shortsword~
You see an iron shortsword here.~
5 64 0 8193
0 0 0
none~
none~
0 2 3 3
5 0
A
19 1
A
18 1
E
short sword shortsword~
It is fairly crudely made, but still looks sharp enough to serve you well 
in a fight.
~
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0 0 0
Q
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0 0
#25002
vest~
a soft leather vest~
You see a soft leather vest here.~
9 0 0 9
0 0 0
none~
none~
2 0 0 0
5 0
E
vest~
It is crafted of soft leather, and is very comfortable.  It also provides 
some protection in combat.
~
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0 0 0
Q
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0 0
#25003
shield~
a small iron shield~
You see a small iron shield here.~
9 0 0 513
0 0 0
none~
none~
2 0 0 0
5 0
E
shield~
It is crudely crafted of iron, but it looks like it could protect you 
pretty well from a sword slash.
~
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0 0 0
Q
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0 0
#25004
lantern~
a lantern~
A lantern is on the floor here.~
1 65 0 1
0 0 0
none~
none~
0 0 50 0
1 0
A
17 -1
A
24 -1
E
lantern~
This small lantern is a handy tool for when it is too dark to see.
~
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0 0 0
Q
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0 0
#25005
book~
a small book entitled 'The history of mankind'~
A small leather-bound book lies here.~
12 0 0 1
0 0 0
none~
none~
0 0 0 0
1 300
E
chapter3~
The ley lines and the rifts that they opened were not some insidious evil, 
nor a plot of some malignant intelligence from another world.  It was an 
aspect of nature that science did not even know, let alone understand.  
Like a child playing with matches in a pool of gasoline, humankind 
dropped a match into the pool and was instantly engulfed.  Once the match 
was lit and dropped, there was nothing that could be done to undo what 
had been done.  Yet in a strange way, all this death was part of the 
birth of a new age.  And through it all, humankind would persevere.  Even 
the cosmic fury of a world gone mad could not completely eradicate all 
human life.  However, it would take humankind hundreds of years to crawl 
out of the abyss that swallowed it.  It is at this moment, as humankind 
finally emerges into the light of a new dawn that our story unfolds.
~
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0 0 0
E
chapter2~
Oceans leapt from their basin and washed over the land.  Hundreds of 
millions more died, their psychic energy drawn into the ley lines, and 
the natural energies doubled again.  A chain reaction was unleached that 
could not be halted.

The continent men called Atlantis leapt from its watery grave and rose to 
the light of day for the first time in millennia, its rebirth changing 
the very face of the planet.  In its wake, the eastern coast of the 
United States was engulfed by the ocean, sending the energy of millions 
more into the relentless rifts.

From the rifts spewed forth energy that tore through man's citadels of 
steel and concrete like a tornado through a city built out of match 
sticks.  For every million lives lost, the ley lines surged and destroyed 
millions more.
~
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0 0 0
E
chapter1~
Rifts are tears in the very fabric of space and time.  They are found at 
the nexus points where several "lines" of natural energy (that mankind 
calls magic) intersect and create a surge in the lines of powers.  The 
science of geomancy had vanished centuries before.  Only myths and 
crackpot practitioners of magic had any inkling about ley lines and 
mystic energy.  Consequently, no one could have anticipated the fate that 
awaited humankind.

Nuclear holocaust ignited the destruction of the world as we know it, but 
it was not the primary instrument of destruction.  The sudden destruction 
of a billion people triggered a surge in the ley lines.  All that psychic 
energy sent the energy rippling through the mystical crossroads of earth 
like an earthquake.  Ley lines flowed with energy that had not been felt 
for a million years.  The energy surged and pulsed and crisscrossed 
across the planet at the speed of light.  At ley line intersections 
(known as nexus points), rifts in space and time tore open, releasing 
even more energy.  The earth shuddered and heaved.  Millions more died, 
increasing the energy level of the rifts.
~
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0 0 0
E
book history index~
The book containers three chapters.
Type: "look chapter1", "look chapter2" or "look chapter3".
~
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Q
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0 0
#25006
book~
a small book entitled 'A study of the mutants'~
A small leather-bound book lies here.~
12 0 0 1
0 0 0
none~
none~
0 0 0 0
1 300
E
book mutants~
The mutants are those of mankind who were most affected by the magical 
energies of the rifts; warped and changed by the energy, some are 
disfigured physically, perhaps having grown wings or extra limbs, while 
others are changed mentally, gaining magical or psychic powers.
The mutants fear the technology that the scavengers employ, believing 
that it is evil - after all, was it not the technology that started all 
this trouble?  For this reason, they seek to destroy the scavengers, for 
only then will the world be safe from a reoccurance of the nuclear war 
that was the original cause of the devastation.  The scavengers must be 
stopped, for the sake of all remaining life...the war is on.
~
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0 0 0
Q
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0 0
#25007
book~
a small book entitled 'A study of the scavengers'~
A small leather-bound book lies here.~
12 0 0 1
0 0 0
none~
none~
0 0 0 0
1 300
E
book scavengers~
The scavengers are those of humankind who were shielded from the majority 
of the destruction.  As such, they were able to save a certain amount of 
the technology available at that time, and even to improve it to a 
degree.  The scavengers wish to restore things to the way they were 
before, but unfortunately the mutants see things differently.  The 
scavengers see the destruction as a lesson to be learned from, but 
the mutants disagree with them, and seem content to let the remains of 
civilization slip into a state of primitive anarchy.  The scavengers 
could accept that, as long as it didn't interfer with them, but the 
mutants fear the power of technology and those who wield it.  They see 
only one solution...the war is on.
~
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0 0 0
Q
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0 0
#25008
book~
a small book entitled 'Combat Tactics, Volume I'~
A small leather-bound book lies here.~
12 0 0 1
0 0 0
none~
none~
0 0 0 0
1 300
E
BLIND~
The blindness spell, and the dirt/gouge fighting skills, are very useful 
when combined with disarm.  The main problem with disarm is that is your 
opponent is fast enough they can pick up and rewield their weapons before 
you can grab it...however if they are blind they get no such chance.  
Another advantage of blinding someone is that they cannot use most 
equipment, like potions, and if you are forced to flee they won't be able 
to re-initiate the fight until they can see again.  Be careful though, 
because some players will be able to cure themselves midfight...
~
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0 0 0
E
BLESS~
A worthwhile spell to have running at all times, as every bit of hitroll 
helps.  Not a particularly amazing spell though.
~
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0 0 0
E
BACKSTAB~
Backstab will allow you to inflict a large amount of damage, giving you 
something of a headstart on your opponent.  One problem with backstab is 
that your opponent must be at full health for it to work.  This can be got 
around, however, with careful use of healing spells or items.
~
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book I tactics index~
The book contains chapters on the following tactics:
BACKSTAB, BLESS, BLIND.
~
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#25009
book~
a small book entitled 'Combat Tactics, Volume II'~
A small leather-bound book lies here.~
12 0 0 1
0 0 0
none~
none~
0 0 0 0
1 300
E
DEFENSIVE~
There are three basic armor class spells; Shield, Armor, and Stone skin.
Of these, stone skin is the most affective, although it also has the 
shortest duration.  For players with poor magical ability, armor is 
probably the best because of its standard duration of 24 hours.  The 
other spells won't have any sort of decent duration until you become more 
powerful at spellcasting (at which point their duration can become more 
than twice that of the armor spell).
~
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0 0 0
E
CHARM~
Charm person has got to be one of the most powerful anti-player spells 
around.  The first (and most obvious) use is to charm mobs, which can 
either assist you in combat or give you their equipment.  If cast 
directly on another player, however, the results are much more 
entertaining.  A quick way to get rid of a powerful player is to charm 
them, order them to 'remove all', then order them to attack a powerful 
nearby mob.  You can then join in if you wish to finish them off, or 
simply help yourself to their equipment after the mob has finished with 
them.  Unfortunately it is because of this that most powerful players are 
immune to being charmed...
~
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0 0 0
E
CURSE~
This spell is good for preventing an opponent from recalling from a 
fight.  Use in conjunction with the 'stamp' fight style (which stops your 
opponent from moving) for the best combination; Your opponent will have 
no choice but to fight it out to the bitter end.
~
(null)~
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0 0 0
E
book II tactics index~
The book contains chapters on the following tactics:
CURSE, CHARM, DEFENSIVE.
~
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Q
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0 0
#25010
book~
a small book entitled 'Combat Tactics, Volume III'~
A small leather-bound book lies here.~
12 0 0 1
0 0 0
none~
none~
0 0 0 0
1 300
E
FLY~
Fly is useful to leave on at all times for two reasons.  Firstly, it 
prevents you being tripped in combat, and secondly it allows you to flee 
into the air/across water if the need arises.
~
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0 0 0
E
DISARM~
Disarm is a very useful skill when used on other players.  If you're 
quick enough, you should be able to disarm then, then pick up their 
weapon, thus forcing them to fight unarmed (or with a backup weapon if 
they are lucky - but then you could always disarm that as well...)
Some weapons cannot be disarmed, and some players are immune to disarm, 
so it's best to use this skill only on less powerful players.
~
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0 0 0
E
DETECT~
You should make sure you can detect invis at all times, otherwise 
invisible players will be able to sneak up on you without you knowing.  
Detect hidden can also be useful for mobs.  The other detection spells 
generally have little combat use, although detect evil is useful for 
seeing if you should cast protection before fighting that person.
~
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0 0 0
E
book III tactics index~
The book contains chapters on the following tactics:
DETECT, DISARM, FLY.
~
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Q
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0 0
#25011
book~
a small book entitled 'Combat Tactics, Volume IV'~
A small leather-bound book lies here.~
12 0 0 1
0 0 0
none~
none~
0 0 0 0
1 300
E
INVISIBILITY~
Invisibility can be very useful if your opponent cannot see invisible 
people, because it means they cannot initiate the fight - They have to 
wait for you to start at your own leisure.  Unfortunately most players 
are able to see invisible creatures for this very reason.
~
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0 0 0
E
HURL~
This skill doesn't in itself cause a lot of damage.  However with careful 
use you can throw players into traps or into rooms with aggressive mobs.  
A particularly useful application for people with fast connections is to 
enter a room which has a group of opponents, hurl all but one out of the 
room in rapid succession, then backstab the remaining member, loot them, 
and run off before the others realise what has happened.
~
(null)~
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0 0 0
E
HEAL~
This spell is useful in a fight for healing damage you receive.  If you 
inflict more than 100 damage with a spell then you would be better off 
casting that spell instead, however.
Another use of this spell is on an opponent who is just below maximum hit 
points, just prior to a hurl or backstab.
~
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0 0 0
E
book IV tactics index~
The book contains chapters on the following tactics:
HEAL, HURL, INVISIBILITY.
~
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Q
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0 0
#25012
book~
a small book entitled 'Combat Tactics, Volume V'~
A small leather-bound book lies here.~
12 0 0 1
0 0 0
none~
none~
0 0 0 0
1 300
E
POISON~
The poison spell has two main uses.  The first (and most obvious) is to 
use it on your opponent.  If you have a poisoned weapon, this is much 
more affective, as the more you poison someone, the weaker they become.  
Combined with disarm, you can make someone so weak that they cannot pick 
their weapon back up.
The second use is to cast it on yourself.  Poison itself doesn't cause a 
lot of damage, but it will keep you always just below maximum hit points, 
rendering you immune to being backstabbed (unless someone heals/cures you).
~
(null)~
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0 0 0
E
OFFENSIVE~
There are many types of offensive spell, and because of spell immunities 
it is best to have a selection available.  Breath spells are very good 
for players with lots of hit points, but otherwise it's best to stick to 
the standard spells.  When you first start your spell casting power will 
be weak, so it is best to start with simple spells like 'magic missile' 
or 'burning hands'.  When your skill improves you should try and move on 
to 'fireball', 'acid blast', 'lightning bolt', and particularly 'energy 
drain'.  This last one doesn't cause as much damage as the others, but it 
does give you hit points when you hit, as well as drain your opponents 
mana and move.  Additionally there is no immunity to it.  When you are 
fighting against well prepared players with lots of immunities, you 
should try to use spells like 'harm' and 'gas breath'.
~
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0 0 0
E
KICK~
Kick is a skill best used by players who are better in combat than at 
magic.  While not as flexable as spells, it is much more reliable, and 
can cause quite a lot of damage when used by a powerful player.  Be 
careful, however, for some people may become immune to kicks.
~
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0 0 0
E
book V tactics index~
The book contains chapters on the following tactics:
KICK, OFFENSIVE, POISON.
~
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0 0 0
Q
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0 0
#25013
book~
a small book entitled 'Combat Tactics, Volume VI'~
A small leather-bound book lies here.~
12 0 0 1
0 0 0
none~
none~
0 0 0 0
1 300
E
SLEEP~
This spell is good for pinning down players while you dispose of their 
friends.  Another thing to remember is that hitting a sleeping person 
causes double damage, so combined with a backstab you can probably kill 
most players.
~
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0 0 0
E
SKILLS~
The best combat skills to learn are: Enhanced damage, second attack, 
third attack, parry, and dodge.  You should make sure you learn all of 
these to 100% as soon as possible.
~
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0 0 0
E
SANCTUARY~
This spell is vital in any fight.  It basically allows you to withstand 
twice the amount of damage you could normally.
~
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0 0 0
E
PROTECTION~
This spell is vital when fighting any evil creatures or players.  It will 
basically allow you to withstand twice the damage you could normally, 
with a much longer duration and cheaper casting cost than sanctuary.  It 
is also possible to have this spell AND sanctuary together, which is a 
very powerful defence.
~
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0 0 0
E
book VI tactics index~
The book contains chapters on the following tactics:
PROTECTION, SANCTUARY, SKILLS, SLEEP.
~
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0 0 0
Q
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0 0
#25014
book~
a small book entitled 'Combat Tactics, Volume VII'~
A small leather-bound book lies here.~
12 0 0 1
0 0 0
none~
none~
0 0 0 0
1 300
E
TELEPORT~
While this spell is not generally a very useful spell, you can sometimes 
be lucky with where you land.  Ending up within your opponents line of 
defence allows you to pick off the weaker players quickly, then make your 
escape before anyone else realises you are there.  This spell can also be 
useful for an emergency escape if you are being attacked near your recall 
point (where it wouldn't be safe to recall to).
~
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E
SUMMON~
The summoning spell is very powerful when used against other players.  If 
you know your way around the areas and can find a room with lockable 
doors then you have a great tactical advantage.  You should cast passdoor 
and invisibility, then summon several aggressive mobs that cannot see 
invisible creatures.  Then you summon your opponent, and as soon as the 
mobs attack them join in yourself.  Your opponent will be unable to escape 
because of the doors, but if you get into serious trouble yourself, you 
will be able to flee because of the passdoor spell.  Summon can also be 
useful if you are in a group, by summoning your opponents and picking 
them off one by one.
It is important to remember that summon only works within the area, 
although this can be very useful if you sit just outside of an area that 
has opponents in, because you can summon them whenever you like, but they 
have to wait for you to reveal yourself.
~
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E
SNEAK~
Sneak will prevent other players from realising that you have entered the 
room (unless they happen to type look).  It is extremely useful if you 
are not a very fast typer, because otherwise your opponent might well 
leave the room or even attack you first as soon as they see you walk into 
the room.
~
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0 0 0
E
book VII tactics index~
The book contains chapters on the following tactics:
SNEAK, SUMMON, TELEPORT.
~
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0 0 0
Q
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0 0
#0



#ROOMDATA
#25000
The reception~
You are standing in a small waiting room.  A young receptionist stands
behind a small counter on the east wall, checking a small timetable. 
A small door leads north, down a long corridor.
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D0
~
door~
1 0 25001
S
#25001
The corridor~
You are standing within a narrow white corridor.  Strange sounds of
combat can be heard further ahead.  
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D0
~
~
0 0 25002
D2
~
door~
1 0 25000
S
#25002
The junction~
You are standing at a small junction in the corridor.  The corridor leads
on north, while to your east and west lie a couple of archways leading into
small rooms.  
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D0
~
~
0 0 25005
D1
~
~
0 0 25004
D2
~
~
0 0 25001
D3
~
~
0 0 25003
S
#25003
The mutant information centre~
This is a small information centre.  The clerk here has spent many years
researching into mutants, and knows quite a lot of information about them.  
He will be more than willing to answer any questions you have about them.
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D1
~
~
0 0 25002
S
#25004
The scavenger information centre~
You are standing in the scavenger information centre.  A short professor
sits behind a wooden desk in one corner.  He has spent many years studying
the history of the scavengers, and will try to give you whatever information
you require.  
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D3
~
~
0 0 25002
S
#25005
The corridor~
You are once again standing in a narrow corridor.  The sounds of combat
can be heard even closer than before; They seem to be coming from just a
little way ahead... 
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D0
~
~
0 0 25006
D2
~
~
0 0 25002
S
#25006
The junction~
You are standing at another junction.  The sounds of combat can be heard
on all sides, and pools of blood are clearly visible on the floor.  
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D0
~
~
0 0 25014
D1
~
~
0 0 25008
D2
~
~
0 0 25005
D3
~
~
0 0 25007
S
#25007
The tactics room~
You are standing in a fairly large room, filled with books on combat
tactics, strange weapons, potions, scrolls, and many other devices.  
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
E
books~
There are many books along the shelves, although most are repeated to
allow young adventurers such as yourself to have a copy.  If you want one
you should ask the tactics master!  
~
(null)~
(null)~
0 0 0
D1
~
~
0 0 25006
S
#25008
The combat room~
You are standing within a small room, covered with blood, gore, and
severed body parts.  The sounds and snarls around you strike fear into your
heart, but you realise that if you wish to pass the test you'll have to
fight...  
~
4 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D0
~
~
0 0 25009
D1
~
~
0 0 25010
D2
~
~
0 0 25011
D3
~
~
0 0 25006
D4
~
~
0 0 25013
D5
~
~
0 0 25012
S
#25009
The northern prison cell~
You are standing within a prison cell.  A strangly twisted creature
screams insanely at you, desperately pulling at his chains in an attempt to
tear you limb from limb...  Of course he IS chained up, while you are not,
so surely he can't be THAT hard?  
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D2
~
~
0 0 25008
S
#25010
The eastern prison cell~
As you enter this room, you can't help but wrinkle your nose at the
smell.  Covering the floor is rotten food, old smelly socks, and all manner
of garbage.  Suddenly a putrid creature leaps from the pile of litter,
cackling madly to himself.  
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D3
~
~
0 0 25008
S
#25011
The southern prison cell~
This cell is currently empty.
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D0
~
~
0 0 25008
S
#25012
The centre of the torture chamber~
You are standing within the centre of a large torture chamber.  Many
rusted implements of pain are hanging from the walls, still stained with
ancient blood.  Even more worrying are the huge rats that scamper all around
you.  
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D0
~
~
0 0 25016
D1
~
~
0 0 25018
D2
~
~
0 0 25020
D3
~
~
0 0 25022
D4
~
~
0 0 25008
S
#25013
The upper prison cell~
This cell is currently empty.
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D5
~
~
0 0 25008
S
#25014
The corridor~
You find yourself once more in the narrow corridor.  A faint humming can
be heard from up ahead!  You decide to procede with caution...  
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D0
~
~
0 0 25015
D2
~
~
0 0 25006
S
#25015
The gateway~
You stand at the end of the corridor.  If you feel you are ready for the
big bad world, then you should tell the gatekeeper which side you wish to
fight for; The mutants or the scavengers.  If you do not yet feel ready, you
should go back and look through the other rooms.  
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D2
~
~
0 0 25014
S
#25016
The northern end of the torture chamber~
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D1
~
~
0 0 25017
D2
~
~
0 0 25012
D3
~
~
0 0 25023
S
#25017
The north-eastern corner of the torture chamber~
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D2
~
~
0 0 25018
D3
~
~
0 0 25016
S
#25018
The eastern end of the torture chamber~
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D0
~
~
0 0 25017
D2
~
~
0 0 25019
D3
~
~
0 0 25012
S
#25019
The south-eastern corner of the torture chamber~
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D0
~
~
0 0 25018
D3
~
~
0 0 25020
S
#25020
The southern end of the torture chamber~
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D0
~
~
0 0 25012
D1
~
~
0 0 25019
D3
~
~
0 0 25021
S
#25021
The south-western corner of the torture chamber~
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D0
~
~
0 0 25022
D1
~
~
0 0 25020
S
#25022
The western end of the torture chamber~
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D0
~
~
0 0 25023
D1
~
~
0 0 25012
D2
~
~
0 0 25021
S
#25023
The north-western corner of the torture chamber~
~
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
D1
~
~
0 0 25016
D2
~
~
0 0 25022
S
#0



#MOBPROGS
#0

#OBJPROGS
#0

#ROOMPROGS
#0

#SPECIALS
S



#RESETS
M 0 25000 1 25000
M 0 25002 1 25002
M 0 25003 1 25003
M 0 25004 1 25004
M 0 25006 1 25006
M 0 25007 1 25007
M 0 25008 1 25008
M 0 25009 1 25009
M 0 25010 1 25010
M 0 25012 4 25012
M 0 25015 1 25015
S



#$