%rainfall:980 %latitude:55 %mobiles Name = Death Location = Pain Mflags {BarW } Pflags {NoSummon} Strength = 200 Damage = 10 Aggression = 0 Armor = 0 Speed = 0 Description = "The Death Knight stands ready to challenge you." End = Death Name = Lolth Location = Lolth Sflags {Female} Mflags {} Strength = 200 Damage = 18 Aggression = 80 Armor = 0 Speed = 0 Description = " Lolth, Demon Queen of the Spiders sits here waiting for her next victim." End = Lolth Name = Jubilex Location = Swamp6 Mflags {} Strength = 250 Damage = 15 Aggression = 30 Armor = 0 Speed = 2 Description = "Jubilex the Faceless Lord is here." End = Jubilex Name = Daemon Location = Stairs Mflags {} Strength = 150 Damage = 8 Aggression = 1 Armor = 0 Speed = 1 Description = "Shadow Daemon is here skulking in the shadows." End = Daemon Name = Chuck Location = Pillars5 Strength = 100 Damage = 10 Aggression = 99 Armor = 0 Speed = 0 Description = "Chuck Gnoll is here." End = Chuck Name = Widow Location = Widow Sflags {Female} Strength = 120 Damage = 10 Aggression = 35 Armor = 0 Speed = 0 Description = "The Black Widow sits here spinning her web." End = Widow Name = Pink Location = Web Strength = 40 Damage = 6 Aggression = 80 Armor = 0 Speed = 0 Description = "There is a pink spider here." End = Pink Name = Green Location = Web Strength = 40 Damage = 6 Aggression = 80 Armor = 0 Speed = 0 Description = "There is a green spider here." End = Green Name = Brown Location = Web Strength = 40 Damage = 6 Aggression = 80 Armor = 0 Speed = 0 Description = "There is a brown spider here." End = Brown Name = Blue Location = Web Strength = 40 Damage = 6 Aggression = 80 Armor = 0 Speed = 0 Description = "There is a blue spider here." End = Blue Name = White Location = Web Strength = 40 Damage = 6 Aggression = 80 Armor = 0 Speed = 0 Description = "There is a white spider here." End = White Name = Ooze Location = Swamp7 Strength = 80 Damage = 8 Aggression = 25 Armor = 0 Speed = 2 Description = "A gray ooze slithers across the ground here." End = Ooze Name = Mush Location = Swamp3 Strength = 50 Damage = 8 Aggression = 5 Armor = 0 Speed = 0 Description = "The brown mush sits here bubbling." End = Mush Name = Mucus Location = Downstream Strength = 150 Damage = 15 Aggression = 15 Armor = 0 Speed = 1 Description = "The mucus monster is here spitting phlegm at you." End = Mucus Name = Beebop Location = Control Strength = 120 Damage = 12 Aggression = 98 Armor = 0 Speed = 0 Description = " Beebop the Mutant Guard is standing here scratching his head." End = Beebop Name = Rocksteady Location = Control Strength = 120 Damage = 12 Aggression = 98 Armor = 0 Speed = 0 Description = "Rocksteady the Mutant Guard is here slobbering on himself." End = Rocksteady Name = Guxx Location = Cell Pflags {NoSummon NoExor} Mflags {} Strength = 750 Damage = 25 Aggression = 0 Armor = 0 Speed = 0 Description = " The Grand Hoohah Guxx Unfufadoo is standing here testing his razor sharp claws." End = Guxx Name = Braxx Location = Road1 Strength = 125 Damage = 10 Aggression = 0 Armor = 0 Speed = 0 Mflags {} Description = " Smilin' Braxx the Salesdemon is here selling souvenirs and used weapons." End = Braxx Name = Qbert Location = Secret Pflags {NoSummon} Strength = 100 Damage = 20 Aggression = 80 Armor = 0 Speed = 0 Description = " Qbert the Quasit is sitting at his desk going over the financial records." End = Qbert Name = Orcus Location = Orcus Strength = 300 Damage = 20 Aggression = 98 Armor = 0 Speed = 0 Mflags {} Description = "The Demon Lord Orcus is here sizing up your skull." End = Orcus %objects Name = bodyarmor AltName = armor Location = IN_ROOM:Secret Oflags {GetFlips Wearable Armor} Aflags {Chest Back Arms} Armor = 60 BValue = 16 Size = 35 Weight = 50 State = 1 Maxstate = 1 Desc[0] = "Abaddon's jet black body-armor is here humming quietly." Desc[1] = "Hanging on the coat rack is Abaddon's body-armor." Examine = " This armor is made of some strange material that absorbs light. On the left shoulder is a patch with a white trident on a field of blue. Each arm has three yellow chevrons and there are some colorful ribbons on the left breast. The right breast has been inscribed with the name Stine. " End = bodyarmor Name = L663Boulder Pname = boulder Location = IN_ROOM:L663 Oflags {Pushable NoGet} Linked = SlimyBoulder State = 1 MaxState = 1 Desc[0] = "A huge slimy boulder sits beside the tunnel." Desc[1] = "A huge slimy boulder has been jammed into the tunnel." End = L663Boulder Name = SlimyBoulder Pname = boulder Location = IN_ROOM:Slimy Oflags {Pushable Noget} Linked = L663Boulder State = 1 MaxState = 0 Desc[0] = " " Desc[1] = " A huge boulder blocks the tunnel." End = SlimyBoulder Name = L662Web Pname = web AltName = webs Location = IN_ROOM:L662 Oflags {Lightable NoGet} Linked = CityWeb State = 1 MaxState = 0 Desc[0] = " A thick mass of webs have been burned away from the tunnel entrance." Desc[1] = "A thick mass of webs are blocking the tunnel entrance." End = L662Web Name = CityWeb Pname = web AltName = webs Location = IN_ROOM:City Oflags {Lightable NoGet} Linked = L662Web State = 1 MaxState = 0 Desc[0] = " A thick mass of webs have been burned away from the tunnel entrance." Desc[1] = "A thick mass of webs are blocking the tunnel entrance." End = CityWeb Name = BonesStairs Pname = stairs Location = IN_ROOM:Bones Oflags {NoGet} Linked = PlainStairs State = 1 MaxState = 0 Desc[0] = "A stairway leading downward has been cleared of rubble." Desc[1] = "The ceiling has collapsed blocking a stairway leading down." End = BonesStairs Name = PlainStairs Pname = stairs Location = IN_ROOM:Plain Oflags {NoGet} Linked = BonesStairs State = 1 MaxState = 0 Desc[0] = "A stairway leads upward here." Desc[1] = "A stairway leading up is blocked by rubble." End = PlainStairs Name = L664Rope Pname = rope Location = IN_ROOM:L664 Oflags {NoGet} Linked = L665Rope State = 1 MaxState = 1 Desc[0] = "A rope spans the gap allowing you to climb down." Desc[1] = "" End = L664Rope Name = L665Rope Pname = rope Location = IN_ROOM:L665 Oflags {NoGet} Linked = L664Rope State = 1 MaxState = 1 Desc[0] = "A rope hangs down here allowing you to climb up." Desc[1] = "" End = L665Rope Name = lance Location = WIELDED_BY:Death Oflags {Weapon} Damage = 16 BValue = 160 Size = 35 Weight = 50 State = 1 Maxstate = 1 Desc[0] = "The deadly Demon Lance is here glowing with a faint blue light." Desc[1] = "A dull iron lance lays here gathering rust." Examine = "The lance is made out of iron and appears rather heavy." End = lance Name = HallElevatorDoor Pname = door AltName = black Location = IN_ROOM:Hall Oflags {NoGet} Linked = ElevatorDoor State = 1 MaxState = 1 Desc[0] = "The southern door is open." Desc[1] = "The southern door is closed tightly." End = HallElevatorDoor Name = ElevatorDoor Pname = door Location = IN_ROOM:Elevator Oflags {NoGet} Linked = HallElevatorDoor State = 1 MaxState = 1 Desc[0] = "The elevator door is open." Desc[1] = "The elevator door is closed tightly." End = ElevatorDoor Name = ClosetPanel Pname = panel Location = IN_ROOM:Closet Oflags {NoGet} Linked = SecretPanel State = 1 MaxState = 1 Desc[0] = "A secret panel has been opened in the southern wall." End = ClosetPanel Name = SecretPanel Pname = panel Location = IN_ROOM:Secret Oflags {NoGet} Linked = ClosetPanel State = 1 MaxState = 1 Desc[0] = "A secret panel has been opened in the northern wall." End = SecretPanel Name = HomeDoor Pname = door AltName = front Location = IN_ROOM:Home Oflags {NoGet} Linked = HallDoor State = 1 MaxState = 0 Desc[0] = "The front door is open." Desc[1] = "The front door is closed." End = HomeDoor Name = HallDoor Pname = door AltName = front Location = IN_ROOM:Hall Oflags {NoGet} Linked = HomeDoor State = 1 MaxState = 0 Desc[0] = "The front door is open." Desc[1] = "The front door is closed." End = HallDoor Name = NetherDoor Pname = door AltName = wood Location = IN_ROOM:Netherhells Oflags {NoGet Lockable Openable} Linked = StoreDoor State = 2 MaxState = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = NetherDoor Name = StoreDoor Pname = door AltName = wood Location = IN_ROOM:StoreRoom Oflags {NoGet Lockable Openable} Linked = NetherDoor State = 2 MaxState = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = StoreDoor Name = SnareDoor Pname = door AltName = iron Location = IN_ROOM:Snare7 Oflags {NoGet Lockable Openable} Linked = CellDoor State = 2 MaxState = 2 Desc[0] = "The cell door is open." Desc[1] = "The cell door is closed." Desc[2] = "The cell door is locked." End = SnareDoor Name = CellDoor Pname = door AltName = iron Location = IN_ROOM:Cell Oflags {NoGet Lockable Openable} Linked = SnareDoor State = 2 MaxState = 2 Desc[0] = "The cell door is open." Desc[1] = "The cell door is closed." Desc[2] = "The cell door is locked." End = CellDoor Name = L664Door Pname = door Location = IN_ROOM:L664 Oflags {NoGet Lockable Openable} Linked = VaultDoor State = 2 MaxState = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = L664Door Name = VaultDoor Pname = door AltName = iron Location = IN_ROOM:Vault Oflags {NoGet Lockable Openable} Linked = L664Door State = 2 MaxState = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = VaultDoor Name = Bank1Timber Pname = timber Location = IN_ROOM:Bank1 Oflags {NoGet} Linked = Bank2Timber State = 1 MaxState = 1 Desc[0] = "A timber spans the river allowing you to cross to the east bank." End = Bank1Timber Name = Bank2Timber Pname = timber Location = IN_ROOM:Bank2 Oflags {NoGet} Linked = Bank1Timber State = 1 MaxState = 1 Desc[0] = "A timber spans the river allowing you to cross to the west bank." End = Bank2Timber Name = NetherWall Pname = wall Location = IN_ROOM:Netherhells Oflags {NoGet} Linked = CellWall State = 1 MaxState = 1 Desc[0] = "The east wall has been swung back allowing entry to a prison cell." End = NetherWall Name = CellWall Pname = wall Location = IN_ROOM:Cell Oflags {NoGet} Linked = NetherWall State = 1 MaxState = 1 Desc[0] = "The west wall has disappeared." End = CellWall Name = box AltName = slot Location = IN_ROOM:Charon Oflags {Container NoGet} BValue = 0 Size = 1 Weight = 0 End = box Name = Slot1 Pname = slot Location = IN_ROOM:Home Oflags {Container NoGet} BValue = 0 Size = 1 Weight = 0 Examine = "The slot is the size of a small card. " End = Slot1 Name = bellows Location = IN_ROOM:Forge Oflags {NoGet PushToggle} Linked = forge State = 2 MaxState = 2 Desc[0] = "The bellows is not moving." Desc[1] = "The bellows is pumping air into the forge." Desc[2] = "The bellows is not moving." Examine = " The bellows is a complicated looking device. Apparently is works automatically once it is started." End = bellows Name = forge Location = IN_ROOM:Forge Oflags {NoGet Lightable} Linked = bellows State = 2 MaxState = 2 Desc[0] = "The forge is lit." Desc[1] = "The forge is glowing hotly." Desc[2] = "The forge is cold." Examine = " The forge is large enough to create even very large weapons. There is a notch in the side of the forge for weapons that are being heated." End = forge Name = Button1 Pname = button Location = IN_ROOM:Shelf Oflags {Destroyed NoGet} BValue = 0 Size = 0 Weight = 0 State = 0 MaxState = 1 Desc[0] = "The dust has been cleared from a square button here." Desc[1] = "The dust has been cleared from a square button here." End = Button1 Name = Button2 Pname = button AltName = green Location = IN_ROOM:Hall Oflags {NoGet} BValue = 0 Size = 0 Weight = 0 MaxState = 0 End = Button2 Name = Button3 Pname = button AltName = red Location = IN_ROOM:Elevator Oflags {NoGet} BValue = 0 Size = 0 Weight = 0 MaxState = 0 End = Button3 Name = Potion1 Pname = potion AltName = milkey Location = IN_ROOM:Treasury Oflags {} BValue = 50 Size = 5 Weight = 2 MaxState = 0 Desc[0] = "A milky potion has been left here." Examine = " There is a small label on the side that says 'FDA and EPA approved'." End = Potion1 Name = Potion2 Pname = potion AltName = clear Location = IN_ROOM:Booth4 Oflags {GetFlips} BValue = 50 Size = 5 Weight = 2 State = 1 MaxState = 0 Desc[0] = "A clear potion has been left here." Desc[1] = "A clear potion sits on the shelf." Examine = "It's a clear liquid, did you expect a label or something?" End = Potion2 Name = diadem Location = IN_ROOM:Web Oflags {GetFlips Wearable} Aflags {Neck} BValue = 200 Size = 3 Weight = 0 State = 1 MaxState = 0 Desc[0] = "A gold diadem inset with a pearl is here." Desc[1] = "A finely crafted gold diadem inset with a pearl is on the altar." End = diadem Name = pearls AltName = string Location = IN_ROOM:Web Oflags {GetFlips Wearable} Aflags {Neck} BValue = 200 Size = 3 Weight = 0 State = 1 MaxState = 0 Desc[0] = "A string of pearls has been cast off here." Desc[1] = "A string of pearls is on the altar." End = pearls Name = Card1 Pname = card AltName = orange Location = IN_ROOM:Treasury Oflags {} BValue = 20 Size = 2 Weight = 0 MaxState = 0 Desc[0] = "A small orange card has been left here." Examine = "The card is inscribed with the words 'Get out of Jail Free'." End = Card1 Name = tooth Location = IN_ROOM:Cell Oflags {} BValue = 350 Size = 3 Weight = 1 MaxState = 0 Desc[0] = "A dragon's tooth has been dropped here." End = tooth Name = carbuncle AltName = gem Location = IN_ROOM:Cell Oflags {} BValue = 350 Size = 3 Weight = 1 MaxState = 0 Desc[0] = "A dragon's carbuncle is lying here." Examine = "The carbuncle is a large gem with a fiery gleam inside." End = carbuncle Name = ring AltName = opal Location = IN_ROOM:Pile Oflags {Wearable Destroyed} Aflags {Hand} BValue = 160 Size = 1 Weight = 0 MaxState = 0 Desc[0] = "An opal ring is here gathering dust." Examine = "The ring is etched in the shape of a feather." End = ring Name = husks Location = IN_ROOM:Pile Oflags {NoGet} BValue = 0 Size = 0 Weight = 0 MaxState = 0 End = husks Name = cheese AltName = wheel Location = IN_ROOM:Ledge Oflags {Food} BValue = 20 Size = 5 Weight = 2 MaxState = 0 Desc[0] = "A wheel of cheese has been left here." End = cheese Name = rope Location = IN_ROOM:Swamp3 Oflags {} BValue = 10 Size = 10 Weight = 3 MaxState = 0 Desc[0] = "A rope has been coiled up here." End = rope Name = flask AltName = wine Location = IN_ROOM:Swamp7 Oflags {Food} BValue = 5 Size = 5 Weight = 1 MaxState = 0 Desc[0] = "A flask of wine is here." End = flask Name = goblet AltName = cup Location = IN_ROOM:Swamp7 Oflags {} BValue = 160 Size = 5 Weight = 1 MaxState = 0 Desc[0] = "A gem encrusted goblet is lying here." End = goblet Name = oats Location = IN_ROOM:StoreRoom Oflags {Food} BValue = 10 Size = 5 Weight = 1 MaxState = 0 Desc[0] = "A small bag of oats has been left here." End = oats Name = rice Location = IN_ROOM:StoreRoom Oflags {Food} BValue = 10 Size = 5 Weight = 1 MaxState = 0 Desc[0] = "A small bag of rice has been left here." End = rice Name = Card2 Pname = card AltName = plastic Location = IN_ROOM:Home Oflags {Destroyed} BValue = 20 Size = 1 Weight = 0 MaxState = 0 Desc[0] = "A small white plastic card is here." Examine = " The card has some strange writing on it and a black strip on the back. " End = Card2 Name = mat Location = IN_ROOM:Home Oflags {NoGet} BValue = 0 Size = 0 Weight = 0 State = 0 MaxState = 1 Desc[0] = "A welcome mat has been placed here." Desc[1] = "A welcome mat has been placed here." End = mat Name = soda AltName = can Location = IN_CONTAINER:icebox Oflags {Food} BValue = 200 Size = 3 Weight = 1 State = 1 MaxState = 1 Desc[0] = "A can of Mountain Dew has been dropped here." Desc[1] = "There is one can of Mountain Dew left." End = soda Name = dust Location = IN_ROOM:Shelf Oflags {NoGet} MaxState = 1 State = 0 BValue = 0 Size = 0 Weight = 0 End = dust Name = graffiti Location = IN_ROOM:Netherhells Oflags {NoGet} BValue = 0 Size = 0 Weight = 0 MaxState = 0 Examine = " In one area it says: Guxx is a Putz! Right below that is: Puff likes it doggie style. " End = graffiti Name = timber Location = IN_ROOM:Trees Oflags {GetFlips Lightable Extinguish} BValue = 10 Size = 20 Weight = 5 State = 1 MaxState = 0 Desc[0] = "A large timber has been left here." Desc[1] = "There is a good sized timber among the fallen trees." End = timber Name = longsword AltName = sword Location = IN_ROOM:Bones Oflags {Weapon GetFlips} Damage = 8 BValue = 60 Size = 15 Weight = 7 State = 1 MaxState = 0 Desc[0] = "A broken longsword is lying here." Desc[1] = "A broken longsword lies half burried in the dust." Examine = " Although eight inches have been broken from the top of the sword it still looks like it might be serviceable. " End = longsword Name = Coin1 Pname = coin AltName = golden Location = IN_ROOM:Lolth Oflags {} BValue = 50 Size = 1 Weight = 0 MaxState = 0 Desc[0] = "A golden coin is lying here." End = Coin1 Name = Coin2 Pname = coin AltName = silver Location = IN_ROOM:Lolth Oflags {} BValue = 50 Size = 1 Weight = 0 MaxState = 0 Desc[0] = "A silver coin is lying here." End = Coin2 Name = stone AltName = large Location = IN_ROOM:Swamp7 Oflags {NoGet} BValue = 0 Size = 0 Weight = 0 MaxState = 0 Examine = " On the stone is written a tale of how the demons were tricked into making a a powerful lance that could destroy the most powerful demon with one blow. But the demons discovered the trickery before the lance was completed and sent a Death Knight to kill those who had tricked them. When he returned the Knight was given the lance to guard lest it fall into the wrong hands and be completely wrought. " End = stone Name = doorbell AltName = bell Location = IN_ROOM:Home Oflags {NoGet} BValue = 0 Size = 0 Weight = 0 MaxState = 0 End = doorbell Name = Slot2 Pname = slot Location = IN_ROOM:Cell Oflags {Container NoGet} BValue = 0 Size = 0 Weight = 0 MaxState = 0 Desc[0] = "There is a slot on the south wall." End = Slot2 Name = icebox AltName = door Location = IN_ROOM:Treasure Oflags {Container Openable NoGet} BValue = 0 Size = 0 Weight = 0 State = 1 MaxState = 1 Desc[0] = "The icebox door is open." Desc[1] = "The icebox door is closed." End = icebox %locations Bones w:Silent@Church d:^BonesStairs; lflags{Dark} Old Bones^ This musty chamber is cluttered with old bones and scraps of clothing. Your footsteps stir up the thick dust choking you with its dry bitter taste. No treasures remain, having long ago been looted by barrow robbers. ^ Plain w:River u:^PlainStairs; lflags{ } Gloomy Plain^ You are standing at one end of a vast underground plain. A murky orange glow dimly illuminates this place. A narrow path has been worn into the gray dust of the plain, which wends its way westward between scattered clumps of withered plant life. ^ River n:Rocks e:Plain w:Charon u:Rocks; lflags{ } Banks of River Styx^ You stand on the bank of a river that cuts through the plain. The river is foul and murky. Behind you to the east a path crosses the barren plain and above you to the north is a mound of rocks. To the west a boat sits on the river, waiting patiently. ^ Rocks s:River d:River; lflags{ } In the Rocks^ This mound of rocks could have been the ancient remains of a watchtower that afforded a good view of the river. The far bank looks even more desolate and forbidding than the near one, it is probably a good thing that the river seperates them. Up river, to the north, the current is much swifter as it gushes through a rocky narrow canyon. To the south the river wends it way slowly out of sight. ^ Charon n:Creek e:River s:Styx; lflags{ } Charon's Boat^ You stand on Charon's boat at the edge of the River Styx. The boat is actually little more than a raft propelled by polling it along the slow current. From here you could return to the eastern bank, though you get the feeling that few passengers do. Charon is not here now, but there is a collection box with a coin slot in it. ^ Creek; lflags{Death} Up the Creek^ The current is too swift here for safe navigation. Oh, dear you seem to be up the creek without a paddle... ^ Styx s:Stop; lflags{ } On the River Styx^ You are moving slowly down the River Styx. The water gives off a foul odor and looks just as bad. It appears to boil in places and its color is a mixture of grayish brown and yellow. Even though the water moves slowly here, movement upstream would be impossible without supernatural help. ^ Stop w:Abyss; lflags{ } Last Stop^ The boat seems to pull up to the western bank of the river and stops. On the bank is a sign that reads: Last Stop. Everyone Must Disembark. As you get off the boat, it pulls away, returning whence it came. ^ Abyss e:Stop d:Stairs; lflags{Dark NoMobiles} The Abyss^ You are at the face of an enormous curved basalt cliff that extends down out of sight into a dark pit. A small sign, hand painted in blood, tells you: Mortals keep out! A black door set into the face of the cliff has a dark arrow above it pointing down. A sign pasted on the door informs you the elevator is out of order. For those hearty souls, a large, circular stairway has been carved into the, cliff face, allowing you to make the long descent into the black pit. ^ Stairs u:Abyss d:Stairway; lflags{Dark} Top of Stairway^ The inky darkness closes in on you here as you wend your way around the basalt face of this enormous abyssal pit. The stairway seems to go on forever as it descends to the lowest levels of the Abyss. A construction sign here informs you that the first 661 levels are closed for repairs... looks like you're in for a long walk. ^ Stairway u:Stairs d:L662; lflags{Dark} Abyssal Stairway^ You seem to be nearing the bottom now, but having lost track of how far you have come, you can't be sure. It looks like as good a place as any to rest. ^ L662 w:^L662Web u:Stairway d:L663; lflags{Dark} Level 662^ You stand at the entrance to the 662nd level of the Abyss. A tunnel has been bored into the western face of the pit. ^ L663 e:^L663Boulder u:L662 d:L664; lflags{Dark} Level 663^ You have reached the entry to the 663rd level of the Abyss. A tunnel has been bored into the eastern face of the pit. A sickly green goo seeps slowly from the tunnel, making the stairs here slippery. ^ L664 w:^L664Door u:L663 d:^L664Rope; lflags{Dark} Level 664^ Nearly at the bottom now, you have made it to the 664th level of the Abyss. In the western face of the pit is a heavy iron door with a massive lock. A sign on the door announces: None shall pass. A large gap in the stairs, where something or someone has smashed through them, prevents you from going further down. ^ L665 n:Netherhells u:^L665Rope d:L666; lflags{Dark} Level 665^ This is the next to last level of the Abyss. Below you, you can just make out the floor of the Abyss. To the north a tunnel has been bored into the rock. Words cut into the rock next to the entry remove all doubt who dwells here: I, Guxx Unfufadoo, rule this region soon your head I'll be a squeezin' A gap in the stairs above you prevents you from going up. ^ L666 s:Bottom u:L665; lflags{Dark} Level 666^ At last, the end of the stairway. This is the 666th and final level of the Abyss. A deep sense of foreboding comes from an archway to the south. ^ City e:^CityWeb d:Head; lflags{ } Web City^ You are standing amoung a cluster of boulders high up on one side of a large cavern. The other side of the cavern is filled with giant spider webs. Below you the cavern is split by a gaping chasm. A path winds down from here toward a bridge, which spans the chasm. ^ Head n:Wicket u:City; lflags{NoSummon} Bridge Head^ This is the southern end of a bridge, which crosses a dark chasm. The bridge is made of spider webbing, but is far from fragile. The main cables supporting the bridge are as big as a man's forearm. It's enough to make you wonder what kind of spider could make such silk. ^ Wicket n:Tunnel s:Head u:Ledge; lflags{NoSummon} Stickey Wicket^ The spider webs cover everything here. If you were a spider, it would would be easy to get around, otherwise the only way you could go and not get caught in the webs is northward, into a dark smelly tunnel. You could also climb up a single strand of webbing that hangs down directly over the tunnel. Or you could cross the bridge back to the south. ^ Tunnel n:Web s:Wicket; lflags{Dark NoMobiles} Stinky Tunnel^ The tunnel here feels close and uncomfortable. The air is filled with the stench of filth and decayed remains which wafts from a very narrow shaft in the side of the tunnel. To the north the tunnel widens into a room and a sense of great evil comes from that direction. ^ Web n:Lolth e:Eastside s:Tunnel w:Westside; lflags{Dark} Demon Web^ You are in a pocket at the center of a particulary large system of webs. At the center of the room is a large black altar. Fresh blood drips from the altar, forming a pool at its base and from there runs toward a large archway to the north. Smaller archways lead east and west. ^ Pile u:Widow; lflags{Dark} Husk Pile^ Decayed filth coats the floor here and overpowers you with its odor. Web enshrouded husks of various creatures, some of which are the remains of humans, are piled underneath a shaft in the ceiling. ^ Lolth s:Web; lflags{Dark NoSummon} Lolth's Lair^ Uh, oh... this isn't Kansas anymore Toto. You have stumbled onto the lair of the Demon Queen of Spiders. Darkness prevails here. Even the strongest light source can illuminate only a small portion of this chamber. A touch of the wall nearest you reveals a sticky substance and you are standing in a pool of warm liquid. ^ Eastside w:Web; lflags{Dark} Eastside Room^ This is a small room used by the Demon Queen's attendants to rest between sacrifices. It is barren, cold and dark. ^ Westside e:Web; lflags{Dark} Westside Room^ This is a small room used by the Demon Queen's attendants to rest between sacrifices. It is barren, cold and dark. ^ Ledge n:Widow d:Wicket; lflags{OnePerson} Dusty Ledge^ You have reached a small ledge high above the tunnel entrance. A thick coating of dust covers everything here. A low tunnel leads north. ^ Widow s:Ledge d:Pile; lflags{Dark} Widow's Lair^ This is where the Black Widow makes her home. Her latest conquest hangs from the ceiling in a cocoon of silk. From a dark shaft at your feet comes a stomach turning odor. ^ Slimy n:Trees w:^SlimyBoulder; lflags{ Outdoors } Slimy Bank^ You are standing on the western bank of a river of slime. The slime level is high here and some of the goo occasionally slops over the bank and runs down toward a tunnel in the earth to the west. ^ Trees n:Bank1 s:Slimy; lflags{ Outdoors } Broken Trees^ The north-south path you are following runs through a stand of willow trees that have been blown over and smashed. Fungi of all kinds are growing on the downed trees and their stumps. The ground is blanketed with moss. ^ Bank1 e:^Bank1Timber s:Trees d:Goo; lflags{ Outdoors } West Bank^ You stand on a high bank overlooking a slow moving river of slime. The opposite bank is too far away to jump across. A path runs south from here along the river, and a slope has been cut into the bank, leading right down to the river. ^ Goo s:Downstream u:Bank1; lflags{OnWater Outdoors} On the River of Goo^ You are floating down the river of goo. The goo resembles the stuff you blow from your nose and is very thick. ^ Downstream n:goo e:Boggy s:Whirlpool u:boggy; lflags{OnWater Outdoors} Downstream^ The current is getting swifter as it pushes you up to the east bank of the river, allowing you to climb out. Further down, the river seems to boil. ^ Whirlpool; lflags{NoMobiles Death} Whirlpool^ The river is moving very fast now and begins to spin in a circle, sucking you down. You are soon drowning in snot... ^ Bank2 s:Boggy w:^Bank2Timber; lflags{ Outdoors } East Bank^ You are on the eastern bank of a river of mucus. The ground is soft and squishy here and someone's or something's footprints can be seen heading south. ^ Boggy n:Bank2 s:Swamp1 w:Downstream d:Downstream; lflags{ Outdoors } Boggy Bank^ The ground gets softer the further south you move along the mucus river. In that direction you see a stand of trees partially obscurred by mist. The river runs right up to the bank here, allowing easy boat launching. ^ Swamp1 n:Boggy e:Swamp2; lflags{Dark Peaceful NoMobiles } The Swamp^ You are at the edge of a vast swamp. The tall trees here are laden with moss hanging all the way to the surface of the swamp. Thick mists obscure vision, making it hard to find your way. The ground is most firm to the east. ^ Swamp2 n:swamp1 e:swamp4 s:swamp5 w:swamp3; lflags{Dark } The Swamp^ You are in the midst of the swamp. Shadows flit before your eyes as they move in and out of the thick mists that hang over the swamp. Paths seem to lead in all directions. ^ Swamp3 n:Swamp2 s:Swamp3 w:Swamp3; lflags{Dark } The Swamp^ You are in the midst of the swamp. Shadows flit before your eyes as they move in and out of the thick mists that hang over the swamp. Paths seem to lead in all directions. ^ Swamp4 e:Swamp6 s:Swamp2; lflags{Dark } The Swamp^ You are in the midst of the swamp. Shadows flit before your eyes as they move in and out of the thick mists that hang over the swamp. Paths seem to lead in all directions. ^ Swamp5 w:Swamp2; lflags{Dark } The Swamp^ You are in the midst of the swamp. Shadows flit before your eyes as they move in and out of the thick mists that hang over the swamp. Paths seem to lead in all directions. ^ Swamp6 s:Swamp7 w:Swamp5; lflags{Dark } The Swamp^ You are in the midst of the swamp. Shadows flit before your eyes as they move in and out of the thick mists that hang over the swamp. Paths seem to lead in all directions. ^ Swamp7 w:Swamp5; lflags{Dark } The Swamp^ You have reached the end of the swamp. The trees form a small semicircle here around a little hillock. On top of the mound is a large stone. ^ Vault e:^VaultDoor w:Pillars1; lflags{Dark Peaceful} Demon's Vault^ This place has an unnatural, sepulchral quietness to it. The ceiling of the vast chamber is supported by regularly spaced massive columns. The columns are carved with the contorted faces of demons. The ground, dry and dusty, is littered with dead leaves, which flutter slightly in an occasional light breeze. ^ Pillars1 n:Pillars2 e:Vault s:Pillars3 w:pillars5; lflags{Dark NoMagic } Among the Pillars^ You stand among the massive pillars of this expansive vaulted chamber. The faces of demons stare down at you as you decide which way to go. ^ Pillars2 s:Pillars1 w:Pillars6; lflags{Dark } Among the Pillars^ You stand among the massive pillars of this expansive vaulted chamber. The faces of demons stare down at you as you decide which way to go. ^ Pillars3 n:Pillars1 w:Pillars4; lflags{Dark } Among the Pillars^ You stand among the massive pillars of this expansive vaulted chamber. The faces of demons stare down at you as you decide which way to go. ^ South n:Pillars4; lflags{Dark Peaceful} South Alcove^ This is a small round room off the main chamber. The walls here have been carved with scenes of torture and torment. A bench set into the wall allows you to sit and contemplate these scenes. ^ Pillars4 n:Pillars5 e:Pillars3 s:South w:Pillars9; lflags{Dark } Among the Pillars^ You stand among the massive pillars of this expansive vaulted chamber. The faces of demons stare down at you as you decide which way to go. ^ Pillars5 n:Pillars6 e:Pillars1 s:Pillars4 w:Pillars8; lflags{Dark } Among the Pillars^ You stand among the massive pillars of this expansive vaulted chamber. The faces of demons stare down at you as you decide which way to go. ^ Pillars6 n:North e:Pillars2 s:Pillars5 w:Pillars7; lflags{Dark } Among the Pillars^ You stand among the massive pillars of this expansive vaulted chamber. The faces of demons stare down at you as you decide which way to go. ^ North s:Pillars6; lflags{Dark Peaceful} North Alcove^ This is a small round room off the main chamber. The walls here have been carved with scenes of torture and torment. A bench set into the wall allows you to sit and contemplate these scenes. ^ Pillars7 e:Pillars6 s:Pillars8; lflags{Dark } Among the Pillars^ You stand among the massive pillars of this expansive vaulted chamber. The faces of demons stare down at you as you decide which way to go. ^ Pillars8 n:Pillars7 e:Pillars5 s:Pillars9 w:Pain; lflags{Dark } Among the Pillars^ You stand among the massive pillars of this expansive vaulted chamber. The faces of demons stare down at you as you decide which way to go. ^ Pillars9 n:Pillars8 e:Pillars4; lflags{Dark } Among the Pillars^ You stand among the massive pillars of this expansive vaulted chamber. The faces of demons stare down at you as you decide which way to go. ^ Pain e:Pillars8 w:Orcus; lflags{NoSummon} Archway of Pain^ At the far end of the vault here is a twenty foot high archway. On either side of the arch is a mound of skulls and set above the keystone is a statue of a large winged demon, half ram - half human. Through the arch to the west can be seen a large palatial room. ^ Orcus e:Pain w:Treasury; lflags{ } Throne of Orcus^ This is the throne room of Orcus. Ornate tapestries with scenes of warfare and suffering cover the walls. On either side of the room are rows of benches guilt with gold and silver. At the far end is his throne, a huge construction decorated with more skulls. Behind the throne is a low archway. ^ Treasury e:Orcus; lflags{Dark} Treasury^ This is where the demons keep those items liberated from their victims and the fearsome objects they create in the demon's forge. Unfortunately most all the mounds of treasure are protected by terrible wards and all you can do is look. ^ Netherhells n:^NetherDoor e:^NetherWall s:L665 w:Snare1; lflags{Peaceful NoMobiles} Netherhells Prison^ An iron archway dominates the western wall of this small antechamber. A placard over the archway states: Absolutely NO VISITORS Allowed In The Prison Maze A small wood door covered with graffiti occupies the north wall. ^ Snare1 e:Snare1 s:Snare1 w:Snare2; lflags{} Snare of Guxx^ You are in a labrynth of steel walls and doors designed to keep prisoners from escaping this demonic prison. The walls seem to shift as you move around. ^ Snare2 n:Snare3 e:Snare2 s:Snare1 w:Snare2; lflags{} Snare of Guxx^ You are in a labrynth of steel walls and doors designed to keep prisoners from escaping this demonic prison. The walls seem to shift as you move around. ^ Snare3 n:Snare5 e:Snare2 s:Snare6; lflags{} Snare of Guxx^ You are in a labrynth of steel walls and doors designed to keep prisoners from escaping this demonic prison. The walls seem to shift as you move around. ^ Snare4 e:Snare3 w:Snare7; lflags{Peaceful} Well of Souls^ You are somewhere in the middle of the Netherhells prison. A chair has been placed next to a well in the middle of the room. The well, instead of contain- ing water, contains a fire. The fire gives off no heat as the flames leap from the well, and from deep within faint cries of pain can be heard. ^ Snare5 e:Snare3 s:Snare4; lflags{} Snare of Guxx^ You are in a labrynth of steel walls and doors designed to keep prisoners from escaping this demonic prison. The walls seem to shift as you move around. ^ Snare6 n:Snare4 e:Snare3; lflags{} Snare of Guxx^ You are in a labrynth of steel walls and doors designed to keep prisoners from escaping this demonic prison. The walls seem to shift as you move around. ^ Snare7 n:Snare5 s:Snare6 w:^SnareDoor; lflags{} Snare of Guxx^ You are in a labrynth of steel walls and doors designed to keep prisoners from escaping this demonic prison. The walls seem to shift as you move around. ^ Cell e:^CellDoor w:^CellWall; lflags{Dark NoSummon} Prison Cell^ You are inside a prison cell designed to hold a very large demon. The iron walls of the cell are deeply scored by claw marks. The floor and ceiling too are made of iron. There is no furniture here, just an iron bench on one wall. ^ StoreRoom s:^StoreDoor; lflags{Dark} Store Room^ This is where the jailors keep spare chains, locks and food for their prisoners. Most of the shelves are empty now. ^ Bottom n:L666 e:Road1; lflags{ } Bottom of the Abyss^ Amazingly enough, this level resembles a small town. A wide road heads east from here. Off in that direction can be seen lurid lights and the sounds of voices shouting. ^ Road1 n:Booth1 e:Road2 s:Booth2 w:Bottom; lflags{ } Merchants Road^ You stand at the beginning of rows of what could only be described as carnival booths. Dark secretive people walk in and out of the booths and up and down the thoroughfare. Salesmen hawking their wares try to outshout each other as the people pass by. There are booths to the north and south, or you can continue east. ^ Booth1 s:Road1; lflags{ } Booth #1^ A small, dilapidated open front shack with rows of shelves in the back stands here. The small swarthy proprietor is trying to sell kewpi dolls for a dollar. ^ Booth2 n:Road1; lflags{ } Booth #2^ The hawker here is trying to sell miniature busts of Orcus. One customer is complaining that the dealer cheated him and the two are trying to shout each other down. ^ Road2 n:Booth3 e:Road3 s:Booth4 w:Road1; lflags{ } Middle of the Road^ You are nearing the end of the merchants road. The booths are becoming more run down and trash lining the road blows about on little eddies of wind. There are booths to the north and south. ^ Booth3 s:Road2; lflags{ } Booth #3^ This is a small roadside bar. The bartender spies you approaching and says, "Hey! We don't serve your kind here." ^ Booth4 n:Road2; lflags{ } Booth #4^ This booth is empty. Most of the shelves in back have collapsed, smashing the bottles they contained. One lone shelf remains. ^ Road3 s:Area w:Road2; lflags{Dark} End of the Road^ The road ends here, where it meets another street running south. Back to the west the sounds of street hawkers drones on. A street lamp that once lit this corner has gone dark. ^ Area n:Road3 s:Home; lflags{Dark NoMobiles} Residential Area^ You are walking down a dark residential street. A street sign identifies it as Pleasant Avenue. The street is lined with small brick houses. The only house that looks occupied however, is to the south at the end of the street. ^ Home n:Area w:^HomeDoor d:Cellar; lflags{ } Somebody's Home^ You stand on the doorstep of someone's private quarters. From a small window a dim light shines through heavy curtains. On the heavy wooden front door is carved the number 666. The door has no handle, just a small slot in the middle. A door bell is mounted on the doorjam. At the side of the porch a set of short steps leads downward. ^ Cellar s:Forge u:Home; lflags{Dark} Demon's Cellar^ You stand in a small room at the nadir of the world. There isn't much to see here, just a barrel filled with water. A low arch leads south. ^ Forge n:Cellar; lflags{Dark} Demon's Forge^ Heat scorched bricks line this room and the floor is covered in sand. Scraps of iron, steel and other metals lie about the room. Tongs, hammers and various other tools line the walls. A large anvil sits next to a forge and bellows. ^ Hall e:^HallDoor s:^HallElevatorDoor w:Control; lflags{ } Front Hall^ This is the front hall of a private residence. A small side table is piled high with unopened mail. There is an exit to the west and a black door to the south. The door has a dark arrow above it pointing up and a small green button beside it. ^ Elevator n:^ElevatorDoor; lflags{OnePerson} The Elevator^ You are in a small enclosure without features save a large red button. You hear Van Morrison singing in the background. ^ Control n:Treasure e:Hall s:Closet; lflags{NoSummon} Control Room^ A large table dominates this room. On the table are charts, maps and various scraps of vellum that detail the construction of a new world. A piece of slate has been mounted on the back wall and on the slate are strange formulae written with colored chalk. ^ Treasure s:Control; lflags{NoMobiles} An Angel's Treasure^ This room is devoid of anything except a large icebox. There is a note attached to the icebox door that reminds you to buy more Mountain Dew. ^ Closet n:Control s:^ClosetPanel; lflags{Dark} Closet^ The faint smell of mothballs can be detected as you look about this rather spacious closet. A torch here has long since burnt out and the place is totally empty. Above you and just out of reach is a shelf. There appears to be something on the shelf. ^ Secret n:^SecretPanel; lflags{ } Secret Room^ You have entered a secret storage chamber behind the closet. The walls are paneled in aromatic cedar and a single torch is mounted on the far wall. Beneath the torch sits a small high desk cluttered with scraps of paper. In the back corner is a coat rack. ^ Shelf d:Closet; lflags{Dark OnePerson} On the Shelf^ You are squatting on large wooden shelf high up in the closet. It doesn't seem to get much use as everything is covered with a thick coat of dust that threatens to make you sneeze. ^