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toc/caste/backup/
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toc/crash/
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toc/tableprog/
#AREA   Berum Manor~



#VERSION 53
#AUTHOR Ely~

#RANGES
5 50 0 75 0 0 0 0 0
$

#RESETMSG Somewhere .. a door slams shut.~

#FLAGS
12

#ECONOMY 0 38878161 0

#MOBILES
#6900
attendant~
&w&zB&w&ce&w&Cr&w&zu&w&cm&w&zs Attendant~
&zB&ce&Cr&zu&cm&z's Attendant stands here, grinning at you.
~
~
67108931 0 4194304 0 C
0 0 0 0 0 0
0d0+0 0d0+0 0 0 0
0 0
112 112 0
13 13 13 25 13 13 13 0
0 0 0 0 0
0 0 0 0 1 1 0
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
> speech_prog p let me in~
'&CYou want to see &zB&ce&Cr&zu&cm&z&C?
'&CWell, I can't let just anyone in, go talk to his first commander.
mpoload 6903
give assassinkey $n
~
> act_prog p gives you &rA&Rs&ws&Wa&ws&Rsi&rn &zBadge&w.~
'&CWell done $n.
'&CBut i'm afraid you'll have to go see the second commander if you want in.
mpoload 6904
give antipaladinkey $n
drop badge
sac badge
~
> act_prog p gives you &zAn&wti&Wpa&wla&zdin Badge&w.~
'&CSo, you defeated the second commander?
nod
'&C&zB&ce&Cr&zu&cm&z&C's third commander will be awaiting you.
unlock east
open east
drop badge
sac badge
~
> act_prog p gives you &bCu&Bt&wt&Wh&wr&Bo&bat &zBadge.~
'&CYou managed to defeat the third commander, excellent.
'&CBut you must speak with the fourth commander if you want to see &zB&ce&Cr&zu&cm.
unlock west
open west
mppurge badge
~
> act_prog p gives you &gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &zBadge&w.~
'&CCongratulations, you've defeated the fourth commander!
'&rV&Ro&wr&za&rt&Rh&C, tell $m what $e's won!
mpat 6911 t vorath get over here
mppurge badge
~
> act_prog p arrives from the east.~
if isnpc($n)
force $n east
endif
~
> act_prog p arrives from the west.~
if isnpc($n)
force $n west
endif
~
|
#6901
vorath~
&rV&Ro&wr&za&rt&Rh&z~
&rV&Ro&wr&za&rt&Rh&z &Cis here, waiting to hand out some justice.
~
Vorath stands before you wearing a large grin on his face.  It would
seem that instead of being entirelly serious in his position under
Berum, he has decided to look at things in a humerous way.  This
whimsical outlook is no reflection of his fighting ability, though.
~
67 0 71303296 0 C
0 0 23 22 20 20
10d43+6500 1d18+35 0 0 0
110000 0
112 112 0
22 22 24 25 13 13 24 93
0 0 0 0 0
0 0 0 0 1 1 93
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
50 50 0 8192 2104576 0 0 1074004224 524295
> speech_prog p get over here~
mpgoto 6910
mpecho &rV&Ro&wr&za&rt&Rh &rf&Rl&wa&Wshes &ri&Rn&wt&Wo &rE&Rx&wi&Wstense
'&CI'd be delighted to!
grin
'&CFor completing all your tasks in such an efficient manner, you win a one-way ticket, all-expenses-paid trip...
'&Rto &rH&Re&wl&zl&R!
hitall
~
> fight_prog 30~
mpechoat $n &rV&Ro&wr&za&rt&Rh &wspins his weapon in an arc over his
mpechoat $n &whead, then brings it crashing down on you.
mpechoaround $n &rV&Ro&wr&za&rt&Rh &wspins his weapon in an arc over his
mpechoaround $n &whead, then brings it crashing down on $n.
mpdamage $n 300
~
> death_prog 100~
mpecho &rB&Re&wr&zum's voice fills the chamber...
mpecho &w'&CYou have defeated the last of my men...&w'
mpecho &w'&CCome, I await you.&w'
mpoload 6926 0
if rand(30)
mpoload 6923 50
endif
~
|
#6902
gatekeeper~
&GThe &GG&ga&wt&ge&Gk&we&ge&Gp&we&Gr&w~
&GThe &GG&ga&wt&ge&Gk&we&ge&Gp&we&Gr &Gstands here.
~
A small man stands here, eyeing you up in a disturbing manner.  He
seems to be trying to decide if he should speak with you or not.
~
67108931 0 4194304 0 C
0 0 -150 0 0 0
10d20+1600 5d6+7 0 0 0
0 0
112 112 1
13 13 13 13 13 13 13 2
0 0 0 0 0
0 0 0 0 1 1 2
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
> all_greet_prog 100~
'Ahh, hello $n.
'I'll bet you want to get inside, don't you?
'Well, for a reasonable fee of, oh...  10000 coins, i can get you in.
snicker
~
> bribe_prog 10000~
'Thank you thank you, enjoy your stay.
snicker
unlock north
open north
~
> act_prog p leaves north.~
close north
lock north
snicker
~
> act_prog p flies north.~
close door
lock door
snicker
~
> act_prog p floats north.~
close door
lock door
snicker
~
|
#6903
berum battle~
&zB&ce&Cr&zu&cm&z~
&zB&ce&Cr&zu&cm&z &Cstands here, in full battle armor.
~
Berum is huge.  His years in charge of this band of outlaws have only
made him stronger, and this is reflected by his person.  Arms which
could uproot trees are crossed over a barrel chest.  Perhaps you don't
want to talk to him that badly...
~
67&1179648 0 373293184 0 C
0 0 24 23 23 23
10d200+11000 4d3+75 0 0 0
850000 0
112 112 1
25 25 25 22 22 13 22 100
0 0 0 0 0
0 0 0 0 1 1 100
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
60 50 0 3153936 6298952 0 0 192 530439
> all_greet_prog 100~
bow $n
'&CNone have made it to me before...  Prepare yourself!
mpkill $n
~
> fight_prog 30~
if rand(70)
emote &wfocuses his energy into a &Cg&wl&Wo&Cw&wi&Wn&Cg &Cs&wp&Wh&Ce&wr&We &wof &Yl&wi&Wg&Yh&wt
mpechoat $n &zB&ce&Cr&zu&cm&w raises his hand and points his finger at you.
mpechoat $n &wthe orb archs from his outstretched finger, slamming into you with full force.
mpechoaround $n &zB&ce&Cr&zu&cm&w raises his hand and points his finger at $n.
mpechoaround $n &wthe orb archs from his outstretched finger, slamming into $n with full force.
mpdamage $n 450
else
laugh
say Time for you all the feel PAIN!!!!  PREPARE for the END!!
c 'tidal wave'
c 'tidal wave'
endif
~
> death_prog 15~
mpoload 6924 50
~
> act_prog p flees~
chuckle
mpat $n say You will not get away that easily, time to DIE!
mptransfer $n 6912
say There will be no survivors, time to DIE SWINE!
mpkill $n
~
> rand_prog 30~
mpe _whi Berum's skin glows as he starts to heal.
mprestore self 150
~
> fight_prog 5~
evil
say You should of fled when you had the chance!
mpslay $n
~
|
#6904
assassin commander~
&rA&Rs&ws&Wa&ws&Rsi&rn &rCo&Rm&wm&Wa&wnd&Re&rr~
&RThe &rA&Rs&ws&Wa&ws&Rsi&rn &rCo&Rm&wm&Wa&wnd&Re&rr &Rstands here, glaring at you.
~
&RThe assassin commander is of average build, and looks to be rather
slender.  Although there is an unhealthy glint in his eye that would
suggest his appearances don't have much to do with his fighting ability.
~
67 0 37748864 0 C
0 0 22 20 22 22
9d38+5500 1d18+25 0 0 0
250000 0
112 112 1
21 25 23 23 13 13 25 100
0 0 0 0 0
0 0 0 0 1 1 100
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
85 65 0 1056784 2104608 0 0 320 524295
> all_greet_prog 100~
if ispc($n)
'You want to talk to &zB&ce&Cr&zu&cm&z?
snicker
'Well, you have to pass my tests before you can see him.
mpkill $n
else
bah $n
endif
~
> fight_prog 20~
if rand(50)
emote &zfocuses his energy, and his blade begins to &Yg&Wlo&Yw&z.
emote &zswings his blade in a wide arc, showering the room with sparks.
mpdamage $n 200
else
emote &zscreams an ancient warcry, and his sword &Ys&Whim&Ymers&z with intensity.
mpdamage $n 250
endif
if rand(10)
emote &zhones his energy through his blade, and an immense &Yshockwave results!
mpdamage $n 350
endif
~
> death_prog 100~
mpecho &zB&ce&Cr&zu&cm&z's &zvoice echos through the room...
mpecho &z'&CWell done, you have defeated my first commander.&z'
mpecho &z'&CNow bring his badge to my attendant for your next challenge.&z'
if rand(20)
mpoload 6919 50
endif
~
> fight_prog 5~
emote &cunleashes his fury at your assault!
c 'gas breath' $n
~
> fight_prog 3~
emote laughs at $n and waves goodbye!
mpslay $n
~
> act_prog p flees~
if rand(35)
mpat $n say Death is the only way out!
mptransfer $n 6924
mpkill $n
endif
~
|
#6905
antipaladin commander~
&zAn&wti&Wpa&wla&zdin &zCo&wmm&Wan&wde&zr&w~
&wThe &zAn&wti&Wpa&wla&zdin &zCo&wmm&Wan&wde&zr&w is here, preparing to smite you.
~
A tall man stands before you, clothed entirelly in black.  The only
jewelry on him is a cross hanging from a chain around his neck.  Upon
closer examination you notice that the cross is inverted...
~
67 0 37748864 0 C
0 0 23 22 21 22
9d37+6500 1d18+25 0 0 0
125000 0
112 112 1
25 22 22 22 13 13 25 93
0 0 0 0 0
0 0 0 0 1 1 93
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
40 30 0 8304 3153152 0 0 256 2097159
> all_greet_prog 100~
'&CMore fools that vish to speak vith &zB&ce&Cr&zu&cm&z&C?
shake
'&CYou vill die!
mpkill $n
~
> fight_prog 20~
'&CYou vant to play rough?
'&COK, ve can play rough.
mpdamage $n 250
~
> death_prog 100~
mpecho &zB&ce&Cr&zu&cm&z's voice fills the room...
mpecho &w'&CYou have managed to defeat my second commander, I am impressed.&w'
mpecho &w'&CBring his badge to my attendant for your next challenge.&w'
if rand(75)
'You may have defeated me, but you will not have my sword!
emote slams his blade to the floor, shattering it!
mppurge great
endif
~
> act_prog p flees~
if rand(35)
mpat $n say get back here!
mptransfer $n 6931
mpkill $n
endif
~
> fight_prog 3~
cackle
say I have had enough of you, time to end it!
mpslay $n
~
|
#6906
cutthroat commander~
&bCu&Bt&wt&Wh&wr&Bo&bat &bCo&Bm&wm&Wa&wn&Bde&br~
&BThe &bCu&Bt&wt&Wh&wr&Bo&bat &bCo&Bm&wm&Wa&wn&Bde&br &Blurks here, on the verge of slicing you.
~
&BA tall man stands before you, sharpening his weapons as he grins
broadly.  His arms are covered in tattoos, and a chain runs between
a piercing in his left ear and left nostril.
~
67 0 4259842 0 C
0 0 22 20 22 21
10d43+7000 1d18+35 0 0 0
250000 0
112 112 1
21 25 24 23 13 13 24 93
0 0 0 0 0
0 0 0 0 1 1 93
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
40 30 0 1056816 2104576 0 0 320 524551
> all_greet_prog 100~
if isimmort($n)
else
if ispc($n)
shake
'Idiot
mpkill $n
endif
endif
~
> fight_prog 20~
emote &zcircles around the room, then swings out with his blade.
mpdamage $n 200
~
> death_prog 100~
mpecho &zB&ce&Cr&zu&cm&w&z's voice fills the chamber...
mpecho '&CYou have defeated yet another of my commanders, i applaud you.
mpecho &z'&CNow, return to my attendant with his badge.&z'
if rand(20)
mpoload 6921 50
endif
~
> act_prog p flees~
if rand(45)
mpat $n say Not today, today you will DIE!
mptransfer $n 6940
mpkill $n
endif
~
> fight_prog 3~
say Today is good day to watch $n DIE!
mpslay $n
~
|
#6907
Death Knight Commander~
&gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &gCo&zmm&wan&zde&gr~
&gThe &gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &gCo&zmm&wan&zde&gr towers before you, quivering with rage.
~
The death knight commander stands easily 7 feet tall.  He is covered
entirely in full-plate mail.  Across his back rests the hilt of a
black long sword.
~
1 0 373293056 0 C
0 0 24 20 20 21
10d42+8000 1d18+65 0 0 0
250000 0
112 112 0
21 22 25 24 13 13 22 93
0 0 0 0 0
0 0 0 0 1 1 93
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
40 30 0 1056768 2104576 0 0 320 524295
> all_greet_prog 100~
if isnpc($n)
else
'&CIf you want to talk to &zB&ce&Cr&zu&cm &Cyou have pass my tests first sol-dier!
'&CYou're gonna discover muscles you never knew you had before!
'&CBig muscles!  Hard muscles!
mpkill $n
endif
~
> fight_prog 20~
'&CI'm about to drop the hammer!
'&CAnd dispense some indescriminate justice!
mpdamage $n 200
~
> death_prog 100~
mpecho &zB&ce&Cr&zu&cm's voice fills the room...
mpecho &w'&COutstanding, you have defeated my last commander.&w'
mpecho &w'&CReturn his badge to my attendant to collect your reward!&w'
if rand(20)
mpoload 6922 50
endif
~
> act_prog p flees~
if rand(35)
mpat $n say You can only wish to escape me!
mptransfer $n 6961
mpkill $n
endif
~
> fight_prog 3~
cackle
say I wish to could get to know you better $n, but it is time to DIE!
mpslay $n
~
|
#6908
doorman~
&zThe &rA&Rs&ws&Wa&ws&Rsi&rn &zDoorman&W~
&zThe &rA&Rs&ws&Wa&ws&Rsi&rn &zDoorman&z stands here.&W
~
A rather large man stands here with his arms crossed over his chest.
He occasionaly casts glances down the hall to his west, apparantly
his job is to keep the people in the hall from going outside.
~
67240003 0 4194304 0 C
0 0 -150 0 0 0
6d60+1500 5d6+7 0 0 0
0 0
112 112 0
13 13 13 13 13 13 13 3
0 0 0 0 0
0 0 0 0 1 1 3
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
> all_greet_prog 100~
if ispc($n)
'&CAhh, visitors.
'&CWelcome to the Hall of the Assassin.
unlock east
open east
else
'&CGet back in there!
mpforce $n west
endif
~
|
#6909
assassin elite~
&zAn &rA&Rs&ws&Wa&wss&Ri&rn &rE&Rl&wi&Wt&we&W~
&zAn &rA&Rs&ws&Wa&wss&Ri&rn &rE&Rl&wi&Wt&we&z crouches here.&W
~
&zA normal looking man crouches here, looking altogether quite ordinary.
It would seem that the very best of the assassins strive to achieve
an unasuming appearance, one that allows them to get past their
target's defenses undetected.
~
67 0 65536 0 C
0 0 19 20 18 19
8d32+1505 1d16+22 0 0 0
50000 0
112 112 1
24 20 23 23 13 13 24 83
0 0 0 0 0
0 0 0 0 1 1 83
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 2104576 0 0 1280 1
> all_greet_prog 50~
if ispc($n)
backstab $n
mpkill $n
endif
~
|
#6910
antipaladin doorman~
&zThe An&wti&Wpa&wla&zdin Doorman&W~
&zThe An&wti&Wpa&wla&zdin Doorman stands here.&W
~
A slender man stands before you.  He seems to be in a considerable state
nervousness, apparantly this isn't his idea of a good time.
~
67108931 0 4194304 0 C
0 0 -150 0 0 0
6d60+1500 5d6+7 0 0 0
0 0
112 112 1
13 13 13 13 13 13 13 3
0 0 0 0 0
0 0 0 0 1 1 3
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
> all_greet_prog 100~
if ispc($n)
'&CWelcome to the hall of the Antipaladin.
unlock west
open west
else
shake
force $n north
endif
~
|
#6911
antipaladin elite~
&zAn An&wti&Wpa&wla&zdin E&wl&Wi&wt&ze&W~
&zAn An&wti&Wpa&wla&zdin E&wl&Wi&wt&ze stands here, sizing you up.&W
~
This man is of an above-average build, massive arms strain the sleeves
of his tunic.  The light of ferver burns in his eyes, and as he turns
them toward you you notice a glint of madness in them.
~
67 0 4194304 0 C
0 0 17 18 18 17
12d48+926 1d13+18 0 0 0
5510 0
112 112 1
21 20 21 18 13 13 19 73
0 0 0 0 0
0 0 0 0 1 1 73
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 320 7
> all_greet_prog 100~
if ispc($n)
mpechoat $n &zAn&wti&Wpa&wla&zdin E&wl&Wi&wt&ze raises his fist to the heavens, and brings it crashing down upon you!
mpechoaround $n &zAn&wti&Wpa&wla&zdin E&wl&Wi&wt&ze raises his fist to the heavens, and brings it crashing down upon $n!
mpdamage $n 100
mpkill $n
endif
~
|
#6912
cutthroat elite~
&bCu&Bt&wt&Wh&wr&Bo&bat &bE&Bl&wi&Bt&be&W~
&BA &bCu&Bt&wt&Wh&wr&Bo&bat &bE&Bl&wi&Bt&be &Bstands here.&W
~
A dark skinned man stands here, clothed in what would appear to be
rags gathered at random.  Although his appearance may be shabby, his
demeanor suggests he know's what he's doing.
~
67 0 4194304 0 C
0 0 19 20 20 19
8d34+1579 1d16+22 0 0 0
6825 0
112 112 0
20 20 20 22 13 13 22 83
0 0 0 0 0
0 0 0 0 1 1 83
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 192 3
#6913
death knight elite~
&gD&ze&wa&zt&gh K&zn&wig&zh&gt E&zl&wi&zt&ge&W~
&gA D&ze&wa&zt&gh K&zn&wig&zh&gt E&zl&wi&zt&ge stands here, lost in a trance.
~
The details of this man are hard to make out.  He is clothed entirelly
in black, and the handle of a sword can be seen over his left shoulder.
~
67 0 4194304 0 C
0 0 19 20 20 19
8d33+1535 1d16+23 0 0 0
7040 0
112 112 1
23 24 20 22 13 13 21 84
0 0 0 0 0
0 0 0 0 1 1 84
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 192 3
> rand_prog 5~
mpecho &gD&ze&wa&zt&gh K&zn&wig&zh&gt E&zl&wi&zt&ge&z's eyes glaze over as he chants to his god.
~
|
#6914
assassin~
&zAn &rA&Rs&ws&Wa&ws&Rsi&rn&w~
&zAn &rA&Rs&ws&Wa&ws&Rsi&rn &zcrouches here.&w
~
The man before you is clad entirelly in black, noticing him is difficult,
he seems to melt into the background.
~
97 0 8 0 C
0 0 17 16 16 17
12d50+969 1d13+18 0 0 0
5510 0
112 112 1
18 21 20 19 13 13 18 73
0 0 0 0 0
0 0 0 0 1 1 73
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
80 0 0 0 0 0 0 0 2
#6915
antipaladin~
&zAn An&wti&Wpa&wla&zdin&w~
&zAn An&wti&Wpa&wla&zdin &zstands here.&w
~
A figure clad entirelly in black armor stands before you.  The light
of blind devotion shines in his eyes as he moves to attack you.
~
97 0 8 0 C
0 0 -120 0 0 0
10d20+1200 5d5+6 0 0 0
0 0
112 112 1
13 13 13 13 13 13 13 2
0 0 0 0 0
0 0 0 0 1 1 2
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 2
#6916
cutthroat~
&zA &bCu&Bt&wt&Wh&wr&Bo&bat&w~
&zA &bCu&Bt&wt&Wh&wr&Bo&bat &zcrouches here.&w
~
A short man stands here, grinning at you.  Apparantly he feels he has
lucked into some easy wealth.  Convince him otherwise.
~
97 0 32 0 C
0 0 17 16 16 17
12d50+967 1d13+18 0 0 0
5510 0
112 112 1
22 22 19 19 13 13 21 73
0 0 0 0 0
0 0 0 0 1 1 73
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 2
#6917
death knight~
&zA &gD&ze&wa&zt&gh K&zn&wig&zh&gt&w~
&zA &gD&ze&wa&zt&gh K&zn&wig&zh&gt&z stands here.&w
~
Before you stands a shambles of what used to be a man.  Apparantly
the years of undeath have rotted this creature to such an extent that
it is only barely recognizable as having been human.
~
97 0 32 0 C
0 0 17 17 16 16
12d48+934 1d13+18 0 0 0
5510 0
112 112 1
20 20 21 20 13 13 20 73
0 0 0 0 0
0 0 0 0 1 1 73
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 2
#6918
SevreX trainer~
&WS&we&zvr&we&WX~
&WS&we&zvr&we&WX&P, Master of Energy and the Worlds, glances down at you.
~
&WS&we&zvr&we&WX&w, the Destroyer, glances down at you.
But only briefly.
Very briefly.
He has very little time to spare for mortals.  But for the right price,
he might show you a thing or two about hurling around the powers of the
Immortals.  Just please enjoy your newfound godliness responsibly.
~
131139&1179648 0 373293184 -1000 C
0 0 29 30 30 30
10d43+18000 1d18+85 0 50 70
10000000 0
112 112 1
25 23 24 22 13 13 24 100
-15 -15 -15 -15 -15
90 0 0 0 1 1 100
0 0 0 0 0 0 0 0 0 0 0 0 0
-500 -500 -500 120 -500 100 60 100 100 100 100 20 100 100 100
0 0 0 0 7424 0 0 1074233664 528390
> all_greet_prog 100~
say &WA mortal eh?
say &CGentlemen, we can rebuild $m.
say &CWe have the technology.
say &CWe can make $m stronger, faster, better than $e was before.
~
> rand_prog 2~
say &RSome say the end is near.
say &RSome say we'll see Armageddon soon.
say &RI certainly hope we will.
say &RI sure could use a vacation from this.
~
> rand_prog 2~
say &RA new light shall dawn.
say &RYour body shall be no more.
say &RYour soul sucked into the void.
say &RYour life will not mean a damn thing.
say &ROh what a waste you stupid fuck.
~
> act_prog p flees~
if rand(85)
mpat $n say How dare you $n, run from Sevrex the god of POWER!
mptransfer $n 6966
mpkill $n
mpdamage $n 500
endif
~
> fight_prog 35~
if rand(35)
cackle
mpe _whi Sevrex opens his mouth and lets out a horrifying blasting light right at $n
mpdamage $n 500
else
if rand(20)
evil
mpe _red Sevrex laughs and the horrifying sound scorches $n body.
mpdamage $n 750
else
if rand(35)
say It is time to end this NOW!
c 'tidal wave'
c 'tidal wave'
c 'tidal wave'
c 'quantum' $n
c 'quantum' $n
c 'quantum' $n
c 'power heal' self
c 'power heal' self
else
laugh
say You think you are going to kill me, fools!
mprestore self 1000
say I feel much better now
endif
endif
endif
~
> fight_prog 5~
say It is a shame it must end this way for you $n
mpe _blu Sevrex moves like the wind delivering a punishing blow to $n
mpdamage $n 10000
cackle
say Who is next!
~
> death_prog 100~
emote whispers something softly before he dies.
say You all have done well to defeat me, you are closer to godhood than I
say could ever imagine, so I leave with you a reward that will make you a god!
mpoload 6928
~
|
#6920
last mob~
a newly created last mob~
Some god abandoned a newly created last mob here.
~
~
1073741825 0 0 0 S
0 0 0 0 0 0
0d0+0 0d0+0 0 0 0
0 0
112 112 0
#0


#OBJECTS
#6900
manor key~
The Manor Key~
The Manor Key rests here.~
~
18 0 1
6903 0 0 0
1.000000 0 0 0 0 0 0
E
manor key~
You see a large, rusty key.
~
#6902
assassin badge~
&rA&Rs&ws&Wa&ws&Rsi&rn &zBadge&w~
&wThe &rA&Rs&ws&Wa&ws&Rsi&rn &zBadge&w is here.~
~
13 0 1
0 0 0 0
1.000000 0 0 0 0 0 0
E
assassin badge~
You see a shiny steel badge with the word Assassin engraved on it.
~
#6903
assassinkey key~
Assassin Key~
The Assassin Key is here.~
~
18 0 1
6913 0 0 0
1.000000 0 0 0 0 0 0
E
assassin key~
You see a small, brass key.
~
#6904
antipaladinkey key~
Antipaladin Key~
The Antipaladin Key is here.~
~
18 0 1
0 0 0 0
1.000000 0 0 0 0 0 0
E
antipaladinkey key~
You see a small, brass key.
~
#6905
antipaladin badge~
&zAn&wti&Wpa&wla&zdin Badge&w~
&wThe &zAn&wti&Wpa&wla&zdin Badge&w is here.~
~
13 0 1
0 0 0 0
1.000000 0 0 0 0 0 0
E
antipaladin badge~
You see a shiny steel badge with the word Antipaladin engraved on it.
~
#6906
cutthroat key~
Cutthroat Key~
The Cutthroat Key is here.~
~
18 0 1
6910 0 0 0
1.000000 0 0 0 0 0 0
E
cutthroatkey key~
You see a small brass key.
~
#6907
cutthroat badge~
&bCu&Bt&wt&Wh&wr&Bo&bat &zBadge~
&zThe &bCu&Bt&wt&Wh&wr&Bo&bat &zBadge is here.~
~
13 0 1
0 0 0 0
1.000000 0 0 0 0 0 0
E
cutthroat badge~
You see a shiny steel badge with the word Cutthroat engraved on it.
~
#6908
deathknightkey key~
Death Knight Key~
The Death Knight Key is here.~
~
18 0 1
6910 0 0 0
1.000000 0 0 0 0 0 0
E
death knight key~
You see a small, brass key.
~
#6909
Death Knight Badge~
&gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &zBadge&w~
&zThe &gD&ze&wa&zt&gh &qK&zn&wig&zh&gt &zBadge&z is here.~
~
13 0 1
0 0 0 0
1.000000 0 0 0 0 0 0
E
death knight badge~
You see a shiny steel badge with the words Death Knight engraved on it.
~
#6910
berum key~
Berum's Key~
The Key to Berum's Room is here~
~
18 0 1
6910 0 0 0
1.000000 0 0 0 0 0 0
E
berum key~
You see the key to Berum's room.
~
#6911
Inner Assassin Key~
Inner Assassin Key~
The Inner Assassin Key is here.~
~
18 0 1
6914 0 0 0
1.000000 0 0 0 0 0 0
E
inner assassin key~
You see a small, brass key.
~
#6912
assassin dagger~
&rA&Rs&ws&Was&ws&Ri&rn &zDagger&W~
&zAn &rA&Rs&ws&Was&ws&Ri&rn &zDagger&z is here.&W~
~
5 0 513
1000 25 27 6 -1 -1 0 8 10 12 12 0 40 4
3.000000 100000 0 0 0 0 2
'NONE'
E
assassin dagger~
A long steel dagger rests here.  The blade is very thin, and tapers to
a sharp point.  The pommel is capped with a grining rictus.
~
A
13 5 0
A
12 5 0
#6913
assassin commander key~
Assassin Commander Key~
The Assassin Commander Key is here.~
~
18 0 1
6921 0 0 0
1.000000 0 0 0 0 0 0
E
assassin commander key~
You see a small black key, apparantly made of steel.
~
#6914
inner antipaladin key~
Inner Antipaladin Key~
The Inner Antipaladin Key is here.~
~
18 0 1
6926 0 0 0
1.000000 0 0 0 0 0 0
E
inner antipaladin key~
You see a small, black key worn from use.
~
#6916
death knight blade~
&gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &zBlade&w~
&zA &gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &zBlade is here.~
~
5 0 8193
12 5 10 1 5 -1 0 0 0 0 0 0 0 0
1.000000 0 0 0 0 0 0
'acidic oblivion'
E
death knight blade~
A long black sword can be seen here, giving off an aura of darkness.
~
A
18 5 0
A
19 5 0
#6917
inner death knight key~
Inner Death Knight Key~
The Inner Death Knight Key is here.~
~
18 0 1
6960 0 0 0
1.000000 0 0 0 0 0 0
E
inner death knight key~
You see a small, black key, made of iron.
~
#6918
inner cutthroat key~
Inner Cutthroat Key~
The Inner Cutthroat Key is here.~
~
18 0 1
6939 0 0 0
1.000000 0 0 0 0 0 0
E
inner cutthroat key~
A small, brass key is here.
~
#6919
Assassin Boots~
&rA&Rs&ws&Wa&ws&Rsi&rn &zBoots&w~
&zThe &rA&Rs&ws&Wa&ws&Rsi&rn &zBoots are here.~
~
9 0&0&16 33
20 20 20 1000 24 2 0 0 0 0 0 0 0 0
3.000000 2000000 0 0 0 0 3
A
26 32768 0
A
77 8 0
A
12 15 0
A
13 35 0
A
80 1 0
A
81 2 0
A
82 1 0
#6920
antipaladin great sword~
&zAn&wti&Wpa&wla&zdin &zGr&wea&Wt-S&wwo&zrd&w~
&zThe An&wti&Wpa&wla&zdin &zGr&wea&Wt-S&wwo&zrd &zis here.&w~
~
5 -2146959360&2228352&80 513
1000 30 60 7 -1 -1 0 18 20 19 24 0 35 28
9.000000 250000 0 0 0 0 8
'NONE'
E
antipaladin great sword~
The sword is huge, standing close to 6 feet in length.  Entirelly black,
it seems to soak in the light from the room around it.
~
A
13 60 0
A
12 20 0
A
84 450 0
A
83 450 0
A
22 -8 0
A
21 -8 0
A
20 -8 0
A
23 -8 0
A
24 -8 0
A
79 15 0
A
85 90 0
#6921
Dragon Tattoos~
&bD&Bra&wgon Tatt&Boo&bs~
&wA Pair of &bD&Bra&wgon Tatt&Boo&bs &ware here.~
~
9 0 5
20 20 20 1000 23 2 0 0 0 0 0 0 0 0
3.000000 2000000 0 0 0 0 3
E
dragon tattoos~
A pair of intertwined dragons are ilistrated in these tattoos, running
up the arms to meet between the shoulder-blades.
~
A
13 35 0
A
12 15 0
A
82 2 0
A
79 3 0
A
24 -3 0
A
23 -10 0
#6922
blackened wristguard~
&gA &gB&Gl&zac&wke&zn&Ge&gd W&Gr&zis&wtg&zua&gr&Gd&w~
&gA &gB&Gl&zac&wke&zn&Ge&gd W&Gr&zis&wtg&zua&gr&Gd&w &gis here.~
~
9 0&0&16 65
20 20 20 1000 23 2 0 0 0 0 0 0 0 0
3.000000 2000000 0 0 0 0 3
A
13 35 0
A
12 15 0
A
24 -2 0
A
22 -2 0
A
21 -2 0
A
23 -2 0
A
20 -2 0
A
85 70 0
#6923
painted great helm~
&w&rP&w&Ra&c&wi&w&zn&c&wt&w&Re&w&rd Gr&w&Rea&w&zt H&c&we&w&Rl&w&rm~
&w&zA &w&rP&w&Ra&c&wi&w&zn&c&wt&w&Re&w&rd Gr&w&Rea&w&zt H&c&we&w&Rl&w&rm&w&z is here.~
~
9 0 17
21 21 21 1000 22 2 0 0 0 0 0 0 0 0
2.000000 125000 0 0 0 0 3
E
painted great helm~
The helm is made of hardened leather, and in the center of it is a
lens that radiates some mysterical power that makes the leather as
hard as any metal known to man.
~
A
13 25 0
A
12 20 0
A
82 1 0
A
80 1 0
A
77 5 0
A
2 1 0
#6924
flaming aura~
&zF&Cl&ca&Cm&zi&Cn&cg &zA&cu&Cr&ca&w~
&cA &zF&Cl&ca&Cm&zi&Cn&cg &zA&cu&Cr&ca is here.~
~
8 0&4096&16 131073
0 0 0 0
2.000000 5000000 0 0 0 0 5
E
flaming aura~
Dark blue flames shift constantly in this area, seeming to be fueled
by nothing, but continuing to glow.  You feel power surge through you
just being close to it.
~
A
13 75 0
A
12 25 0
A
85 60 0
A
77 15 0
A
1 2 0
A
101 65 0
A
102 65 0
#6925
altar ely~
An Altar to Ely~
&wAn altar to &RE&wl&Ry&w glows with an &ru&Rn&ws&zettl&wi&Rn&rg &za&Cur&za&w in the middle of this room.~
~
12 0 0
2 30000 585 15000 15000 0 0 0 0 0 0 0 0 0
1.000000 0 0 0 0 0 0
#6926
Shard Power~
&ra s&Rh&wa&Rr&rd of p&Ro&ww&Re&rr~
&rA s&Rh&wa&Rr&rd of p&Ro&ww&Re&rr l&Rie&rs h&Re&wr&Re&r.~
~
18 131&258 1
6966 0 0 0
1.000000 0 0 0 0 0 0
#6927
Berums belt~
&w&PB&w&ce&w&Cr&w&zu&w&cm&w&Ps B&w&ce&w&Cl&w&zt~
&w&zSomeone has left behind the powerful &w&PB&w&ce&w&Cr&w&zu&w&cm&w&Ps B&w&ce&w&Cl&w&zt&z behind here for you.~
~
8 0&0&16 257
0 0 0 0
2.000000 2000000 0 0 0 0 2
A
13 25 0
A
12 15 0
A
85 75 0
A
79 5 0
#6928
Energy Plate~
&w&WE&c&wn&w&ze&w&Wr&c&wg&w&zy &w&WP&c&wl&w&za&w&Wt&c&we~
&c&wSomeone has left behind the powerful short &w&WE&c&wn&w&ze&w&Wr&c&wg&w&zy &w&WP&c&wl&w&za&w&Wt&c&we&c&w here for you!~
~
9 -2146959360&4352&16 9
24 24 24 1000 25 3 0 0 0 0 0 0 0 0
5.000000 1000000 0 0 0 0 5
E
energy plate~
A very rare artifact left behind by the gods, the energy plate is made
out of pure energy and offers protection superior to anything known to
man.  Any hero that is lucky enough to have this item is fortunate in the
protection it offers, but unfortunate in the curse that the artifact status
carries.
~
A
80 5 0
A
1 2 0
A
79 15 0
A
22 -10 0
A
21 -10 0
A
20 -10 0
A
23 -10 0
A
24 -10 0
A
13 350 0
A
12 200 0
A
101 50 0
A
102 50 0
A
100 -1 0
#6930
last obj~
a newly created last obj~
Some god dropped a newly created last obj here.~
~
13 1073741824 1
0 0 0 0
1.000000 0 0 0 0 0 0
#0


#ROOMS
#6900
&gBefore the Gates&W~
&GYou stand before a pair of large, iron gates.  They seem to be fairly
&Gwell maintained, it would appear that whomever lives here can afford
&Gto maintain his estate without taxing himself.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6901
0 0
D2
~
~
134217728 -1 16000
1393 274
S
#6901
&gInside the Gates&W~
&GThe inside of the gates afford a view of the manor itself.  It is a
large building, with statues lining the upper battlements, and a fair
amount of decoration gilding the windows and entryway.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6902
0 0
S
#6902
&gBefore a Large Manor&W~
&GUpon closer inspection, you notice that you're arrival has not gone
unnoticed.  The occasional face is seen peering through windows, and
the noise of activity comes from within the manor.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6903
0 0
D2
~
~
0 -1 6901
0 0
S
#6903
&zAt the Entrance&W~
The entryway stands almost ten feet tall, and has the look of having
withstood a great deal of abuse.  Before the doorway stands a smallish
man, that continuously glances at you while snickering to himself.
~
2097152&2
0 14
0
0
D0
~
~
8389671 6900 6904
0 0
D2
~
~
0 -1 6902
0 0
S
#6904
&zEntering the Main Hall&W~
&CThe main hall is filled with decorations.  Tapestries adorn the walls
and statues have been placed on pedestals at various points in the room.
The room stretches onward to the north.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6905
0 0
D2
~
~
8389671 6901 6903
0 0
S
#6905
&zIn the Main Hall&W~
The hall remains much the same as it was upon entering.  The noise of
activity is growing slightly louder, and you have the feeling that an
eye is upon you.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6906
0 0
D2
~
~
0 -1 6904
0 0
S
#6906
&zIn the Main Hall&W~
The north end of the hall ends in a large staircase going up, as well
as a door to the east, and one to the west.  The staircase seems to be
worn with use, as if those seeking an audience with the manor's lord
have went this way.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6962
0 0
D1
~
~
0 -1 6925
0 0
D2
~
~
0 -1 6905
0 0
D3
~
~
0 -1 6913
0 0
D4
~
~
0 -1 6907
0 0
S
#6907
&zAt the Top of the Staircase&W~
The top of the staircase narrows into a small hallway, which leads to
the north.  Torches have been placed in brackets along the walls to
provide lighting.
~
2097152&2
0 1
0
0
D0
~
~
0 -1 6908
0 0
D5
~
~
0 -1 6906
0 0
S
#6908
&zIn the Hallway&W~
The hallway continues much the same as it began, with torches lining
the walls, and the occasional painting providing decoration.  Further
north you notice that the hall comes to an end.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6909
0 0
D2
~
~
0 -1 6907
0 0
S
#6909
&zBefore &zB&ce&Cr&zu&cm&z's Chambers&W~
&zThe hall ends at the entrance to another room.  Looking inside you
notice a few decroations, as well as the occasional chair placed
around the sides of the room.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6910
0 0
D2
~
~
0 -1 6908
0 0
S
#6910
&zB&ce&Cr&zu&cm&z's Antechamber&W~
&zYou stand before a large doorway.  Apparently &zB&ce&Cr&zu&cm&z &zis
on the other side of it.  An average-looking attendant is standing in
front of the door.  Perhaps if you asked him to let you in, he would.
There is also a door to the east, and one to the west.
~
2097152&2
0 14
0
0
D0
~
~
8389671 6910 6911
0 0
D1
~
~
8389671 6906 6932
0 0
D2
~
~
0 -1 6909
0 0
D3
~
~
8389671 6908 6941
0 0
S
#6911
&zB&ce&Cr&zu&cm&z's Room&W~
&zYou stand inside &zB&ce&Cr&zu&cm&z's personal chambers.  Weapons hang
from the walls, as well as along racks toward the western end of the room.
It would appear the &zB&ce&Cr&zu&cm&z did not gain his wealth by the most
legal of manners.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6912
0 0
D2
~
~
8389664 -1 6910
0 0
S
#6912
&zThe Treasure Room&W~
&zB&ce&Cr&zu&cm&z's treasure room is occupied by piles of treasure which
have been placed almost at random around the room.  While taking some would
almost certainly enfuriate the manor's lord, the temptation is great.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6901
0 0
D2
~
~
0 -1 6911
0 0
D6
~
~
8391719 6926 6966
0 0
S
#6913
&zBefore a Doorway~
In a recess to the west of the staircase a large door can be seen.
In a remarkable contrast to the rest of the house, the door is very
stark, and seems to reek of corruption.
~
2097152&2
0 14
0
0
D1
~
~
0 -1 6906
0 0
D3
~
~
8389671 6903 6914
0 0
S
#6914
&zIn the Hall of the &rA&Rs&ws&Wa&ws&Rsi&rn&W~
&RThis hall stands out in stark contrast to the rest of the manor.
The lighting is almost non-existant, and the walls are bare of all
decoration.  The hall continues to the west.
~
2097152&2
0 14
0
0
D1
~
~
8389671 6911 6913
0 0
D3
~
~
0 -1 6915
0 0
S
#6915
&zIn the Hall of the &rA&Rs&ws&Wa&ws&Rsi&rn&W~
&RThis hall stands out in stark contrast to the rest of the manor.
The lighting is almost non-existant, and the walls are bare of all
decoration.  The hall continues to the south.
~
2097152&2
0 14
0
0
D1
~
~
0 -1 6914
0 0
D2
~
~
0 -1 6916
0 0
S
#6916
&zIn the Hall of the &rA&Rs&ws&Wa&ws&Rsi&rn&W~
&RThis hall stands out in stark contrast to the rest of the manor.
The lighting is almost non-existant, and the walls are bare of all
decoration.  The hall continues to the south.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6915
0 0
D2
~
~
0 -1 6917
0 0
S
#6917
&zIn the Hall of the &rA&Rs&ws&Wa&ws&Rsi&rn&W~
&RThis hall stands out in stark contrast to the rest of the manor.
The lighting is almost non-existant, and the walls are bare of all
decoration.  The hall continues to the south.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6916
0 0
D2
~
~
0 -1 6918
0 0
S
#6918
&zIn the Hall of the &rA&Rs&ws&Wa&ws&Rsi&rn&W~
&RThe end of the hall widens out, to the east and west can be seen
a pair of smaller rooms, although the lighting is too poor to afford
a good view of what may be lurking within.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6917
0 0
D1
~
~
0 -1 6922
0 0
D2
~
~
0 -1 6919
0 0
D3
~
~
0 -1 6920
0 0
S
#6919
&zIn the Hall of the &rA&Rs&ws&Wa&ws&Rsi&rn&W~
&RThe hall concludes here, leaving exits to the east and west.  The
darkened rooms cannot be made out clearly from here, a closer look would
be necessary to see what is inside.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6918
0 0
D1
~
~
0 -1 6923
0 0
D3
~
~
0 -1 6921
0 0
S
#6920
&zIn a Dark Room&W~
&RThe sensation that hidden watchers lurk in this room is overpowering.
Perhaps leaving before someone sticks a knife in your back would be a
wise decision.
~
2097152&2
0 14
0
0
D1
~
~
0 -1 6918
0 0
S
#6921
&zIn a Dark Room&W~
&RThe sensation that hidden watchers lurk in this room is overpowering.
Perhaps leaving before someone sticks a knife in your back would be a
wise decision.  Upon closer inspection you notice a door in the western
wall.
~
2097152&2
0 14
0
0
D1
~
~
0 -1 6919
0 0
D3
~
~
8389671 6913 6924
0 0
S
#6922
&zIn a Dark Room&W~
&RThe sensation that hidden watchers lurk in this room is overpowering.
Perhaps leaving before someone sticks a knife in your back would be a
wise decision.
~
2097152&2
0 14
0
0
D3
~
~
0 -1 6918
0 0
S
#6923
&zIn a Dark Room&W~
&RThe sensation that hidden watchers lurk in this room is overpowering.
Perhaps leaving before someone sticks a knife in your back would be a
wise decision.
~
2097152&2
0 14
0
0
D3
~
~
0 -1 6919
0 0
S
#6924
&zThe &rA&Rs&ws&Wa&ws&Rsi&rn &rCo&Rm&wm&Wa&wnd&Re&rr's &zRoom&W~
&RThe commander's room is bare of all furniture and decorations, it
consists of nothing but four walls and a door.  It would appear that
the commander spends more time practicing his trade than maintaining
his quarters.
~
2097152
0 14
0
0
D1
~
~
8389671 6911 6921
0 0
S
#6925
&zBefore a Doorway&W~
&CIn a recess to the east of the staircase a large door can be seen.
Banded with iron, it seems very sturdy, any attempts at breaking it
down would most likely result in failure.
~
2097152&2
0 14
0
0
D1
~
~
8389671 6904 6926
0 0
D3
~
~
0 -1 6906
0 0
S
#6926
&zIn the An&wti&Wpa&wla&zdin Hall&W~
&wThe hallway is almost completely black, the only light source seems
to be coming from the north.  The scuffle of boots can be heard in that
direction, along with the occasional muttered curse.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6927
0 0
D3
~
~
8389671 6914 6925
0 0
S
#6927
&zIn the An&wti&Wpa&wla&zdin Hall&W~
&wContinuing to the north the hallway remains much the same.  The light
source still provides little assistance, and the sounds that were
apparent upon entering have quieted.  It appears your entrance was noted.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6928
0 0
D2
~
~
0 -1 6926
0 0
S
#6928
&zIn the An&wti&Wpa&wla&zdin Hall&W~
&wThe hall continues the same as before.  Nothing of importance can be
seen, and the noise that was heard upon entering has went away almost
entirely.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6929
0 0
D2
~
~
0 -1 6927
0 0
S
#6929
&zIn the An&wti&Wpa&wla&zdin Hall&W~
&wThe hall continues the same as before.  Nothing of importance can be
seen, and the noise that was heard upon entering has went away almost
entirely.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6930
0 0
D2
~
~
0 -1 6928
0 0
S
#6930
&zIn a &CC&Wol&Cd &zRoom&W~
&wYou have discovered the source of the light.  In the center of the
room a white fire is burning, apparently with no fuel source at all.
A group of people stand around it staring at you.  Apparently they are
unhappy about being disturbed.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6931
0 0
D2
~
~
0 -1 6929
0 0
S
#6931
&zThe An&wti&Wpa&wla&zdin &zCo&wmm&Wan&wde&zr's Room&W~
&wThe commander's room is lined with war trophies.  Dented shields and
armor line the western wall, and swords the eastern.  It would appear
that his campaigning days have been rather successful.
~
2097152&2
0 14
0
0
D2
~
~
0 -1 6930
0 0
S
#6932
&zIn the &bCu&Bt&wt&Wh&wr&Bo&bat &zHall~
&BThis hallway is very much like the previous two.  No decorations
adorn the walls, and lighting is very poor.  The sounds of movement can
be heard towards the other end of the hall.
~
2097152&2
0 14
0
0
D1
~
~
0 -1 6933
0 0
D3
~
~
8389671 6906 6910
0 0
S
#6933
&zIn the &bCu&Bt&wt&Wh&wr&Bo&bat &zHall~
&BThis hallway is very much like the previous two.  No decorations
adorn the walls, and lighting is very poor.  The sounds of movement can
be heard towards the other end of the hall.
~
2097152&2
0 14
0
0
D1
~
~
0 -1 6934
0 0
D3
~
~
0 -1 6932
0 0
S
#6934
&zIn the &bCu&Bt&wt&Wh&wr&Bo&bat &zHall~
&BThis hallway is very much like the previous two.  No decorations
adorn the walls, and lighting is very poor.  The sounds of movement can
be heard towards the other end of the hall.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6935
0 0
D3
~
~
0 -1 6933
0 0
S
#6935
&zIn the &bCu&Bt&wt&Wh&wr&Bo&bat &zHall~
&BThis hallway is very much like the previous two.  No decorations
adorn the walls, and lighting is very poor.  The sounds of movement can
be heard towards the other end of the hall.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6936
0 0
D2
~
~
0 -1 6934
0 0
S
#6936
&zIn the &bCu&Bt&wt&Wh&wr&Bo&bat &zHall~
&BThis hallway is very much like the previous two.  No decorations
adorn the walls, and lighting is very poor.  The sounds of movement can
be heard towards the other end of the hall.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6937
0 0
D2
~
~
0 -1 6935
0 0
S
#6937
&zIn the &bCu&Bt&wt&Wh&wr&Bo&bat &zHall~
&BThis hallway is very much like the previous two.  No decorations
adorn the walls, and lighting is very poor.  To the east you see a
darkened alcove, the hall continues to the west.
~
2097152&2
0 14
0
0
D1
~
~
0 -1 6938
0 0
D2
~
~
0 -1 6936
0 0
D3
~
~
0 -1 6939
0 0
S
#6938
&zIn a Dark Corner of the Hall~
&BThis corner of the hall is entirely black, nothing can be seen.
Sounds of movement drift in from the west, although none can be heard
here.  You still feel as if there is something here, though.
~
2097152&2
0 14
0
0
D3
~
~
0 -1 6937
0 0
S
#6939
&zBefore a Doorway~
&BA rickety door way stands before you seemingly barely hanging onto
the wall.  A light can be seen on the other side of it, as well as the
sounds of conversation.
~
2097152&2
0 14
0
0
D0
~
~
7 6918 6940
0 0
D1
~
~
0 -1 6937
0 0
S
#6940
&zThe &bCu&Bt&wt&Wh&wr&Bo&bat &bCo&Bm&wm&Wa&wn&Bde&br's &zRoom~
&BThe inside of the Commander's room is covered with dust and debris.
The far wall is occupied by a pile of crates, while some broken bottles
sit next to the entrance.
~
2097152&2
0 14
0
0
D2
~
~
7 6918 6939
0 0
S
#6941
&zIn the &gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &zHall~
&gThe walls are stark and bare in this hall.  In contrast to the other
halls, the entire area is swept clean of debris, and the only sound
heard is the clink of armored boots in the distance.
~
2097156&2
0 14
0
0
D1
~
~
8389671 6908 6910
0 0
D3
~
~
0 -1 6942
0 0
S
#6942
&zIn the &gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &zHall~
&gThe walls are stark and bare in this hall.  In contrast to the other
halls, the entire area is swept clean of debris, and the only sound
heard is the clink of armored boots in the distance.
~
2097156&2
0 14
0
0
D0
~
~
0 -1 6951
0 0
D1
~
~
0 -1 6941
0 0
D2
~
~
0 -1 6943
0 0
S
#6943
&zIn the &gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &zHall~
&gThe walls are stark and bare in this hall.  In contrast to the other
halls, the entire area is swept clean of debris, and the only sound
heard is the clink of armored boots in the distance.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6942
0 0
D2
~
~
0 -1 6944
0 0
S
#6944
&zIn the &gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &zHall~
&gThe walls are stark and bare in this hall.  In contrast to the other
halls, the entire area is swept clean of debris, and the only sound
heard is the clink of armored boots in the distance.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6943
0 0
D2
~
~
0 -1 6945
0 0
S
#6945
&zIn the &gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &zHall~
&gThe walls are stark and bare in this hall.  In contrast to the other
halls, the entire area is swept clean of debris, and the only sound
heard is the clink of armored boots in the distance.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6944
0 0
D2
~
~
0 -1 6946
0 0
S
#6946
&zIn the &gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &zHall~
&gThe walls are stark and bare in this hall.  In contrast to the other
halls, the entire area is swept clean of debris, and the only sound
heard is the clink of armored boots in the distance.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6945
0 0
D2
~
~
0 -1 6947
0 0
S
#6947
&zFurther Down the &gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &zHall~
&gApproaching the southern end of the hall, you notice the flickering
of a flame to the south.  In addition to this you hear a low chanting
in that direction as well.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6946
0 0
D2
~
~
0 -1 6948
0 0
S
#6948
&zFurther Down the &gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &zHall~
&gApproaching the southern end of the hall, you notice the flickering
of a flame to the south.  In addition to this you hear a low chanting
in that direction as well.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6947
0 0
D2
~
~
0 -1 6949
0 0
S
#6949
&zFurther Down the &gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &zHall~
&gApproaching the southern end of the hall, you notice the flickering
of a flame to the south.  In addition to this you hear a low chanting
in that direction as well.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6948
0 0
D2
~
~
0 -1 6950
0 0
S
#6950
&zThe Southern End of the &gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &zHall~
&gYou have discovered the source of the flame.  In the center of the
room a circle of candles gives off the fitful light, while a figure
clothed entirelly in black chants in the center of them.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6949
0 0
S
#6951
&zIn the &gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &zHall~
&gThe walls are stark and bare in this hall.  In contrast to the other
halls, the entire hall is swept clean of debris, and the only sound
heard is the clink of armored boots in the distance.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6952
0 0
D2
~
~
0 -1 6942
0 0
S
#6952
&zIn the &gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &zHall~
&gThe walls are stark and bare in this hall.  In contrast to the other
halls, the entire hall is swept clean of debris, and the only sound
heard is the clink of armored boots in the distance.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6953
0 0
D2
~
~
0 -1 6951
0 0
S
#6953
&zIn the &gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &zHall~
&gThe walls are stark and bare in this hall.  In contrast to the other
halls, the entire hall is swept clean of debris, and the only sound
heard is the clink of armored boots in the distance.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6955
0 0
D1
~
~
0 -1 6954
0 0
D2
~
~
0 -1 6952
0 0
S
#6954
&zA Corner in the Hall~
&gDarkness fills this room, making the details hazy.  The only thing
that stands out in the room is a large tapestry against the far wall.
It looks to have been here for some time...
~
2097152&2
0 14
0
0
D3
~
~
0 -1 6953
0 0
S
#6955
&zIn the &gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &zHall~
&gThe walls are stark and bare in this hall.  In contrast to the other
halls, the entire hall is swept clean of debris, and the only sound
heard is the clink of armored boots in the distance.
~
2097152&2
0 14
0
0
D2
~
~
0 -1 6953
0 0
D3
~
~
0 -1 6956
0 0
S
#6956
&zIn the &gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &zHall~
&gThe walls are stark and bare in this hall.  In contrast to the other
halls, the entire hall is swept clean of debris, and the only sound
heard is the clink of armored boots in the distance.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6957
0 0
D1
~
~
0 -1 6955
0 0
S
#6957
&zIn the &gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &zHall~
&gThe walls are stark and bare in this hall.  In contrast to the other
halls, the entire hall is swept clean of debris, and the only sound
heard is the clink of armored boots in the distance.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6958
0 0
D2
~
~
0 -1 6956
0 0
S
#6958
&zApproaching the end of the &gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &zHall~
&gApproaching the northern end of the hall, you begin to hear more
signs of activity.  The clank of armor is louder, and you notice light
gleaming from beneath a doorway to the north.
~
2097152&2
0 14
0
0
D0
~
~
0 -1 6960
0 0
D2
~
~
0 -1 6957
0 0
D3
~
~
0 -1 6959
0 0
S
#6959
&zA Dark Alcove~
&gNothing can be seen clearly in this room, darkness fills it
entirely.  You can hear a noise coming from further within, but
determining what is causing it is all but impossible.
~
2097152&2
0 14
0
0
D1
~
~
0 -1 6958
0 0
S
#6960
&zBefore a Large Doorway~
&gA large iron door stands at the northern exit of this room.  From the
other side of it can be heard the sounds of metal striking metal, and
a low drone that sounds almost like voices reciting a spell...
~
2097152&2
0 14
0
0
D0
~
~
8389671 6917 6961
0 0
D2
~
~
0 -1 6958
0 0
S
#6961
&zThe &gD&ze&wa&zt&gh &gK&zn&wig&zh&gt &gCo&zmm&wan&zde&gr's &zRoom~
&gInside the commander's room, you see signs of many battles.
It would seem that death knights deal with failure within their own
ranks swiftly, and personally.
~
2097152&2
0 14
0
0
D2
~
~
8389671 6917 6960
0 0
S
#6962
An Altar to Ely~
The only illumination in this room is provided by a row of candles
that line both the walls.  A chanting can be heard coming from
around a glowing altar which is the centerpiece of this shrine.
~
2097156&2
0 14
0
0
D2
~
~
0 -1 6906
0 0
S
#6963
Floating in a void~
~
2097156
0 1
0
0
D9
~
~
0 -1 6912
0 0
S
#6964
Floating in a void~
~
2097156
0 1
0
0
S
#6965
Floating in a void~
~
2097156
0 1
0
0
S
#6966
&zA Hidden Room In the Manor&w~
&zThis room is entirelly dark, nothing can be seen of the far walls.
&zThe sound of movement echos from one corner of the room, it would
&zappear that you aren't alone.
~
1076895744
0 1
0
0
D9
~
~
1 6926 6912
0 0
S
#0


#RESETS
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S


#SHOPS
0


#REPAIRS
0


#SPECIALS
S


#$