%zone:ruins %rainfall:500 %latitude:45 %mobiles Name = Diafear Pname = "Princess Diafear" Sflags { Female } Location = bedroom1 Strength = 100 Damage = 8 Armor = 0 Speed = 0 Description = "The ghost of Princess Diafear is here moaning and groaning." End = Diafear Name = Tom Pname = "Sir Tom" Location = westhall6 Strength = 120 Damage = 10 Armor = 0 Speed = 2 Description = "The ghost of Sir Tom is here looking at you and grinning." Examine = "In case you didn't know, that's Sir Tom of Peep.." End = Tom Name = Jeeves Location = closet1 Strength = 110 Damage = 8 Armor = 0 Speed = 3 Description = "The ghost of Jeeves is here, cleaning away." End = Jeeves Name = Spider Location = westhall9 Strength = 150 Damage = 12 Armor = 10 Speed = 8 Description = "A very large, mean looking spider is here waiting for lunch." End = Spider Name = John Pname = "Sir John" Location = bathroom Strength = 80 Damage = 5 Armor = 0 Speed = 0 Description = "Sir John is here." End = John Name = Richard Pname = "Prince Richard" Location = bedroom2 Strength = 150 Damage = 10 Armor = 0 Speed = 4 Description = "The ghost of Prince Richard is here looking for Princess Diaphere." End = Richard Name = Dilbert Pname = "Sir Dilbert" Location = closet2 Strength = 120 Damage = 8 Armor = 0 Speed = 2 Description = "The ghost of Sir Dilbert is here walking around." End = Dilbert Name = Rat Location = northhall7 Strength = 20 Damage = 10 Armor = 0 Speed = 10 Description = "A little rat is here scurrying around very quickly." End = Rat Name = Mouse Location = westhall Strength = 15 Damage = 8 Armor = 0 Speed = 8 Description = "A little white mouse is here, looking for it's friend the rat." End = Mouse Name = Mummy Location = northempty2 Strength = 150 Damage = 10 Armor = 10 Aggression = 80 Speed = 0 Description = "An ancient mummy is here, and he isn't happy that you disturbed his rest." End = Mummy Name = Ant Location = gardenrm Strength = 120 Damage = 10 Armor = 10 Aggression = 80 Speed = 0 Description = "A giant ant is here, and he doesn't look happy." End = Ant Name = Mantis Pname = "Praying Mantis" Location = gardenrm Strength = 150 Damage = 10 Armor = 10 Aggression = 80 Speed = 0 Description = "A giant praying mantis is here, gleaming at you." End = Mantis Name = cube Pname = "Gelatinous Cube" Location = gooey Pflags { NoSteal } Mflags { Thief } Eflags { FearFireball FearShock FearBHands FearMissile } Strength = 80 Damage = 5 Armor = 0 Aggression = 90 Speed = 5 Description = "A gelatinous cube is here, leaving a slimy trail in it's path." End = cube Name = Zephere Location = mageroom Pflags { NoSteal } Eflags { Fireball ImmFireball Missile ImmMissile Frost ImmFrost VTouch ImmVTouch Light Damage Blur BHands ImmBHands IceStorm ImmIceStorm } Strength = 100 Damage = 8 Armor = 20 Aggression = 0 Speed = 0 Description = "Zephere, the wise mage is here." Examine = " Zephere is sitting in his chair looking at you quite thoughtfully as though he has something to teach you. He seems to be slightly out of focus as if the light is bending around him which makes him a little blurry. As you look over him more, he starts to say something to you: 'By any chance, do you happen to have a horn or something to crush small items with? I need something of that nature to use for crushing various herbs and plants and I have seemed to misplace my tool for doing so.' He then smiles at you quizically." End = Zephere Name = Margoyle Location = magelib Mflags { BarWest } Strength = 180 Damage = 12 Armor = 10 Aggression = 0 Speed = 0 Description = "A Margoyle hovers here, barring you from going west." End = Margoyle Name = Beholder Location = csouth Eflags { Fireball Missile BHands ImmFireball } Strength = 250 Damage = 18 Armor = 15 Aggression = 90 Speed = 6 Description = "A large, mean looking Beholder is here, hovering in front of you." End = Beholder Name = skelone Pname = "Skeleton Warrior" Location = geast7 Strength = 150 Damage = 12 Armor = 6 Aggression = 90 Speed = 4 Description = "A grave looking skeleton warrior is here." End = skelone Name = skeltwo Pname = "Skeleton Warrior" Location = geast10 Strength = 140 Damage = 12 Armor = 5 Aggression = 95 Speed = 4 Description = "A skeleton warrior adorned in a red cloak is here." End = skeltwo Name = skelthree Pname = "Skeleton Warrior" Location = geast12 Strength = 160 Damage = 14 Armor = 8 Aggression = 85 Speed = 6 Description = "A powerful blue cloaked skeleton warrior is here." End = skelthree Name = skelfour Pname = "Skeleton Warrior" Location = geast15 Strength = 100 Damage = 8 Armor = 5 Aggression = 90 Speed = 4 Description = "A very weak, bony skeleton warrior is here." End = skelfour Name = skelfive Pname = "Skeleton Warrior" Location = geast18 Strength = 170 Damage = 16 Armor = 10 Aggression = 90 Speed = 5 Description = "A very strong looking skeleton warrior in a black cloak is here." End = skelfive %objects Name = scroll Location = IN_ROOM:sittingroom State = 2 MaxState = 2 Desc[0] = "A scroll has been discarded here." Desc[1] = "A scroll rests on the oak table." Desc[2] = "A scroll rests on the oak table under the crown." End = scroll Name = crown Location = IN_ROOM:sittingroom Oflags { Wearable RegenHealth } Aflags { Head } State = 1 MaxState = 1 Desc[0] = "A very luxurious crown has been left here." Desc[1] = "A very luxurious crown rests on the oak table covering a scroll." Examine = " This is a very fine crown made from the finest gold of all the land. It is adorned in several precious gems that gleam in the light. As you hold the crown you feel your lifeforce coming back to you..." End = crown Name = swordskelone AltName = sword Location = WIELDED_BY:skelone Oflags { Weapon } Damage = 15 BValue = 140 Size = 8 Weight = 8 Desc[0] = "A finely crafted sword has been discarded here." End = swordskelone Name = swordskeltwo AltName = longsword Location = WIELDED_BY:skeltwo Oflags { Weapon } Damage = 15 BValue = 140 Size = 8 Weight = 8 Desc[0] = "A fine looking longsword has been discarded here." End = swordskeltwo Name = axeskel AltName = axe Location = WIELDED_BY:skelthree Oflags { Weapon } Damage = 16 BValue = 150 Size = 9 Weight = 9 Desc[0] = "A well made battleaxe has been left here." End = axeskel Name = boneskel AltName = bone Location = WIELDED_BY:skelfour Oflags { Weapon } Damage = 12 BValue = 90 Size = 3 Weight = 10 Desc[0] = "A large bone that resembles a club has been left here." Examine = "You find this bone kind of humorous for a weapon." End = boneskel Name = maceskel AltName = mace Location = WIELDED_BY:skelfive Oflags { Weapon } Damage = 16 BValue = 140 Size = 6 Weight = 6 Desc[0] = "A finely crafted mace has been left behind." End = maceskel Name = key Location = IN_ROOM:storeroom Oflags { Key } Size = 1 Weight = 1 BValue = 30 Desc[0] = "An old weather worn key has been discarded here." End = key Name = rustysword AltName = sword Location = IN_ROOM:storeroom Oflags { Weapon } Damage = 12 Size = 1 Weight = 1 BValue = 150 Desc[0] = "An old, rusty, weather worn sword has been discarded here." End = rustysword Name = boots Location = IN_ROOM:storeroom Oflags { Armor Wearable } Aflags { Feet } Armor = 40 Size = 1 Weight = 1 BValue = 40 Desc[0] = "A pair of protective looking leather boots has been discarded here." End = boots Name = scalemail AltName = mail Location = IN_ROOM:storeroom2 Oflags { Armor Wearable } Aflags { Chest Back Arms Legs } Armor = 40 Size = 2 Weight = 2 BValue = 110 Desc[0] = "A tarnished suit of scaled mail armor has been discarded here." End = scalemail Name = leggings Location = IN_ROOM:storeroom2 Oflags { Armor Wearable } Aflags { Legs } Armor = 30 Size = 2 Weight = 2 BValue = 70 Desc[0] = "A pair of leather leggings lays crumpled in a heap." End = leggings Name = jerkin Location = IN_ROOM:closet2 Oflags { Armor Wearable } Aflags { Chest Back Arms } Armor = 25 Size = 2 Weight = 2 BValue = 80 Desc[0] = "An old weather worn leather jerkin has been discarded here." End = jerkin Name = mantle Altname = cloak Location = IN_ROOM:closet1 Oflags { Armor Wearable Lightable } Aflags { Back Arms Chest } Armor = 48 Size = 2 Weight = 2 BValue = 80 Desc[0] = "A fine magical feather mantle has been left here." Examine = " This is a very nice mantle that you wear over your shoulders like a cloak. You notice that the edges look a little brown, as if it was lit at one time." End = mantle Name = bracers Altname = braclet Location = IN_ROOM:storeroom2 Oflags { Armor Wearable } Aflags { Arms } Armor = 20 Size = 2 Weight = 2 BValue = 80 Desc[0] = "An old weather worn leather jerkin has been discarded here." End = bracers Name = helm Altname = helmet Location = IN_ROOM:storeroom Oflags { Armor Wearable RegenMana } Aflags { Head } Armor = 25 Size = 2 Weight = 2 BValue = 70 Desc[0] = "An old copper helmet has been discarded here." End = helm Name = amulet Location = IN_ROOM:storeroom Oflags { Wearable } Aflags { Neck } Size = 1 Weight = 1 BValue = 100 Desc[0] = "A long lost amulet has been left here." Examine = " It is a very interesting amulet with a fist on one side. You wonder what purpose it serves." End = amulet Name = talisman Location = CARRIED_BY:cube Oflags { Wearable } Aflags { Neck } Size = 1 Weight = 1 BValue = 120 Desc[0] = "An ancient talisman has been dropped here." Examine = " It is an intriguing talisman with a hand with a flame in the palm on one side and a picture of a wall on the other side with faint markings on it." End = talisman Name = runes Location = IN_ROOM:csouth Oflags { NoGet } End = runes Name = damagerunes Pname = runes Location = IN_ROOM:spellroom Oflags { NoGet } End = damagerunes Name = horn Pname = horn Location = IN_ROOM:limbo@limbo Size = 1 Weight = 1 BValue = 50 Desc[0] = "The horn from a dead Margoyle lies on the ground." End = horn Name = gauntlets Pname = gauntlets Oflags { Armor Wearable GetFlips } Aflags { Hands } Location = IN_ROOM:northempty1 State = 1 MaxState = 1 Armor = 30 BValue = 40 Size = 4 Weight = 4 Desc[0] = "A pair of old, slightly rusted gauntlets has been left here." Desc[1] = "A pair of gauntlets are partially hidden in a pile of rubble." Examine = " Even though the gauntlets are a little rusty, they still look quite protective." End = gauntlets Name = tomato Location = IN_ROOM:gardenrm Oflags { Food GetFlips } State = 1 MaxState = 1 BValue = 2 Size = 1 Weight = 1 Desc[0] = "A ripe tomato has been left here." Desc[1] = "A ripe tomato looks perfect for the picking." End = tomato Name = corn Location = IN_ROOM:gardenrm Oflags { Food GetFlips } State = 1 MaxState = 1 BValue = 2 Size = 1 Weight = 1 Desc[0] = "An ear of corn has been left here." Desc[1] = "An ear of corn looks just right for the picking." End = corn Name = celery Location = IN_ROOM:gardenrm Oflags { Food GetFlips } State = 1 MaxState = 1 BValue = 2 Size = 1 Weight = 1 Desc[0] = "A crisp piece of celery has been left here." Desc[1] = "A few stalks of celery looks right for the picking." End = celery Name = beet Location = IN_ROOM:gardenrm Oflags { Food GetFlips } State = 1 MaxState = 1 BValue = 2 Size = 1 Weight = 1 Desc[0] = "A bright red beet has been left here." Desc[1] = "There is a beet that looks good for the picking." End = beet Name = turnip Location = IN_ROOM:gardenrm Oflags { Food GetFlips } State = 1 MaxState = 1 BValue = 2 Size = 1 Weight = 1 Desc[0] = "A healthy looking turnip has been left here." Desc[1] = "A turnip plant looks right for the picking." End = turnip Name = onion Location = IN_ROOM:gardenrm Oflags { Food GetFlips } State = 1 MaxState = 1 BValue = 2 Size = 1 Weight = 1 Desc[0] = "A nice, wafting onion has been left here." Desc[1] = "An onion plant looks good for picking." End = onion Name = sack Location = IN_ROOM:gardenrm Oflags { Container } BValue = 5 Size = 10 Weight = 1 Desc[0] = "An old food sack has been thrown to the side." End = sack Name = outsidetorch Pname = torch Oflags { NoGet Pushable } Linked = insidetorch Location = IN_ROOM:gnorth2 State = 1 MaxState = 1 Desc[0] = "The torch has been pulled down and the west hall has disappeared." Examine = " As you examine the torch, you notice that it is a little loose, and seems to almost pull away from the wall." End = outsidetorch Name = insidetorch Pname = torch Oflags { NoGet Pushable } Linked = outsidetorch Location = IN_ROOM:magelib State = 1 MaxState = 1 End = insidetorch Name = rmtwoindoor Pname = door Oflags { Openable NoGet Lockable } Linked = rmtwooutdoor Location = IN_ROOM:spellroom State = 2 MaxState = 2 Desc[0] = "The door leading to the corridor is open." Desc[1] = "The door leading to the corridor is closed." Desc[2] = "The door leading to the corridor is locked." End = rmtwoindoor Name = rmtwooutdoor Pname = door Oflags { Openable NoGet Lockable } Linked = rmtwoindoor Location = IN_ROOM:geast10 State = 2 MaxState = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = rmtwooutdoor Name = rmthreeindoor Pname = door Oflags { Openable NoGet Lockable } Linked = rmthreeoutdoor Location = IN_ROOM:storeroom2 State = 2 MaxState = 2 Desc[0] = "The door leading to the corridor is open." Desc[1] = "The door leading to the corridor is closed." Desc[2] = "The door leading to the corridor is locked." End = rmthreeindoor Name = rmthreeoutdoor Pname = door Oflags { Openable NoGet Lockable } Linked = rmthreeindoor Location = IN_ROOM:geast13 State = 2 MaxState = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = rmthreeoutdoor Name = endindoor Pname = door Oflags { Openable NoGet Lockable } Linked = endoutdoor Location = IN_ROOM:thirdlvlend State = 2 MaxState = 2 Desc[0] = "The door leading to the corridor is open." Desc[1] = "The door leading to the corridor is closed." Desc[2] = "The door leading to the corridor is locked." End = endindoor Name = endoutdoor Pname = door Oflags { Openable NoGet Lockable } Linked = endindoor Location = IN_ROOM:geast16 State = 2 MaxState = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = endoutdoor Name = insitroom Pname = door Oflags { Openable NoGet Lockable } Linked = outsitroom Location = IN_ROOM:sittingroom State = 2 MaxState = 2 Desc[0] = "The door leading to the corridor is open." Desc[1] = "The door leading to the corridor is closed." Desc[2] = "The door leading to the corridor is locked." End = insitroom Name = outsitroom Pname = door Oflags { Openable NoGet Lockable } Linked = insitroom Location = IN_ROOM:northhall5 State = 2 MaxState = 2 Desc[0] = "The door leading into the sitting room is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." End = outsitroom %locations start u:underruined@blizzard n:northhall e:easthall s:southhall w:westhall; lflags { Dark } Further into the Ruins^ You have entered into the underlevels of the ruined temple. A very strong musky odor that makes you gasp for air for a few seconds. Looking around this ancient stone-walled chamber you wonder just how old it is. A thick layer of green, slimy moss covers most of the walls. This chamber has exits leading in all directions. ^ northhall s:start n:northhall2; lflags { Dark } Hall North of the Ruins^ This is the north hall that branches off from the main ruins. The floor is quite damp and you move carefully along so that you don't slip. The hall continues to the north and the main ruins are to the south. ^ northhall2 s:northhall n:northhall3 e:northempty1; lflags { Dark } Northern Hall^ You are travelling further along in the north hall. The musky air makes you pause for a brief second to rest and you decide to look around. The hall seems to continue even further to the north and there is a room to the east, or you can turn around and go back south. ^ northempty1 w:northhall2; lflags { Dark } An Empty Room^ This looks to be a fairly empty room. Old, rotting torn banners line the top of the eastern wall and what looks to be a window has been covered from the outside by a wall of bricks. Piles of rubble from fallen rock litter the floor. The northern hall is to the west. ^ northhall3 s:northhall2 w:northempty2 n:northhall4; lflags { Dark } Further into the Northern Hall^ You are travelling along in the northern hall. It is quite drafty and the dust in the air tickles your nose. There is a small empty room to the west of here. The hall leads to the north and south. ^ northhall4 s:northhall3 n:northhall5; lflags { Dark } Even Further into the Northern Hall^ You are travelling along in the northern hall. Great deals of dust are stirred up as you walk along and you find yourself in a sneezing fit. After the sneezing fit ends you regain your senses and see the hallway continues to the north. ^ northhall5 s:northhall4 w:northhall6 e:^outsitroom; lflags { Dark } A Turn in the Northern Hall^ You find yourself at a turn in the northern hall. You hear shrieks coming from the hall to the west of here and wonder what could be making the annoying sound. The hallway leads to the west and there is a small room to the east. ^ northhall6 w:northhall7 e:northhall5 n:closet2; lflags { Dark } Western Hallway^ You are travelling in a western hallway. There are loud shrieks that are driving you mad coming from all directions. You put your hands over your ears to stop the sound and it does. You look around the area to see that there is a small room to the north with an old curtain in front of it. The hallway leads to the east and west. ^ northhall7 w:westhall10 e:northhall6; lflags { Dark } Western Hallway meets Northern Hall^ You are travelling in a western hallway. It looks like the hallways from the north and west of the ruins meet here making a complete circle. The dust in the area is getting much thicker and it makes you cough and wheeze a little. You then start to see spots before your eyes and decide to rest for a few minutes. After your head clears you decide to press on. The hallway leads to the east and to the west. ^ northempty2 e:northhall3; lflags { Dark } An Empty Room^ This looks to be a fairly empty room except for the piles of human remains that clutter the floor and the blood stains on the walls. Several shackles line the walls and a skeleton still hangs from one. This must of been somesort of prison cell or torture room. ^ easthall w:start e:easthall2; lflags { Dark } Hall East of the Ruins^ This is the east hall that branches off of the main ruins. The walls are covered with thick moss and the floor is quite slippery from water that leaks down from the upper levels. The hall leads off to the east and the main ruins are back to the west. ^ easthall2 w:easthall e:easthall3; lflags { Dark } Eastern Hall^ You are further along in the eastern hall which seems to go on a bit further. The damp musky odor seems to make you a little light-headed and you pause for a minute to gain your senses before proceeding. ^ easthall3 w:easthall2 n:gardenrm e:easthall4; lflags { Dark } Furthur Along in the Eastern Hall^ You have travelled quite a long way down this hall and start to wonder where the end is or if it leads to anywhere. As you wonder more you look around and find that some sort of garden is to the north while the hall continues to the east. ^ gardenrm s:easthall3; lflags { } An Underground Garden^ You look around and marvel at this underground garden. Looking around this dimly lit room you look up to find that a partially covered grate allows a bit of light to enter from above providing enough sunlight and rainwater for the plants to survive. ^ easthall4 w:easthall3 e:mossyeast; lflags { Dark } Further in the Eastern Hall^ You are now even further in the eastern hall. The floor is very mushy due to the overgrowth of moss and your feet sink into the moss with every step that you take. ^ mossyeast w:easthall4 e:sinkhole; lflags { Dark } A Mossy Room^ You are disgusted as your feet sink deep into the moss with a thick layer of goo underneath it. You feet slip and slide around in the goo and you find yourself having troubles standing up. Everytime you almost fall over the stench of the goo forces you to regain your balance and steady yourself again. You can see yet another mossy room to the east of here. ^ sinkhole; lflags { Dark } A Very Mossy, Gooey Room^ This room has even more moss on the floor, and even more goo. Your feet start to sink into the goo, and then they sink a little more, before you know it you're up to your hips and still sinking...into a lower level! ^ gooey n:gnorth s:gsouth e:geast; lflags { Dark } An Extremely Gooey Room^ This room is extremely gooey from the goo dripping from the ceiling. The thick, slimy goo covering the floor comes up to your ankles and makes you shudder from disgust. Your surroundings resemble that of a catacomb and you figure that this level was built several hundreds of centuries ago. ^ gnorth s:gooey n:gnorth2; lflags { Dark } Northern Catacombs^ You are travelling into the northern catacombs. A fine layer of slime covers the floor that has seeped in from the room to the south. Your feet slip around a little in the slimy mess and you watch your step very carefully so that you do not fall. ^ gnorth2 s:gnorth w:^outsidetorch; lflags { Dark } End of Northern Catacombs^ This looks to be the end of the northern catacombs. Looking around you wonder why this area is so small, it should be larger. You notice an old burned out torch hanging on the west wall with moss growing from it. There is also a great deal of moss growing on the ceiling and the other walls and there is yet more slime on the floor. ^ magelib w:mageroom e:^insidetorch; lflags { FastMana } Libary of the Mage^ This is an ancient library full of shelves and shelves of many books. The room is lit by a magical sphere of light that is hovering in the middle of the ceiling, it's dancing white light grabbing your attention. Just being in this room seems to make you feel more magically refreshed. Looking to the west, you notice another lit room. ^ mageroom e:magelib; lflags { FastMana Peaceful } The Mage's Study Room^ You have entered the Mage's private study room. You hope that he will not be upset that you have entered his dwelling or disturb his peace. You approach him quietly and humbly. His desk is cluttered with several ancient and modern scrolls and tablets of wisdom and he is thoughtfully examining them. You notice that his shelves are full of several spellbooks and magical items of all sorts. You would attempt to take something, but feel that it would not be right. As you move closer, the mage turns around and smiles at you. ^ gsouth n:gooey d:levelthree; lflags { Dark NoMobiles } Southern Catacomb^ You are inside the southern catacombs. The floor is covered with a fine layer of slime that is seeping in from the room to the north. There are a flight of steps that lead down into another level of the ruins. ^ levelthree u:gooey w:cwest s:ceast; lflags { Dark } Third Level Catacomb^ This is a rather dark and murky area and you feel a slight chill of fear run up and down your spine. Looking around the dimly lit area you see a few bones laying around on the floor which doesn't help your already nervous condition any. The catacomb has two passageways, one to the west and one to the south. ^ cwest e:levelthree s:csouth; lflags { Dark } Western Catacomb^ You have entered the western catacombs. A great deal of moss grows on the walls and it is very murky and cold. As you step forward you walk into a pool of blood and find yourself speechless with fear. You look nervously around this room some more and see exits to the east and south. ^ csouth n:cwest e:ceast; lflags { Dark } Southern Catacomb^ You have entered the southern catacombs. There are thick pools of blood covering the floors. You nervously look around the room and find that one of the walls has strange runes written on it. You also see that there are exits to the north and to the east. ^ ceast n:levelthree w:csouth; lflags { Dark } Eastern Catacomb^ You have entered the eastern catacombs. Your foot sinks into a large pool of goo, or so you think is goo until you look down and see it's dark red tinge and a large shiver of fear runs up your spine. There is also a foul odor of rotting meat and you feel your stomach begin to turn. Looking around quickly you find that there are exits to the north and to the west. ^ geast w:gooey e:geast2; lflags { Dark NoMobiles } Eastern Catacomb^ You are travelling into the eastern catacombs. You are walking in a thin trail of slime from the room to the west of here. There are a few bones laying along the walls and dried pools of blood. You can see that this catacomb continues for a great way to the east. ^ geast2 w:geast e:geast3; lflags { Dark } Further into the Eastern Catacomb^ You are travelling in the eastern catacombs. The air is rank with the smell of rotting meat and you step into a puddle of blood. You start to look around nervously only to see a complete skeleton hanging on one of the walls. The catacombs continue to the east. ^ geast3 e:geast4 n:storeroom w:geast2; lflags { Dark } Even Further into the Eastern Catacomb^ You are travelling in the eastern catacombs. The smell of rotting flesh is getting stronger and makes your nostrils burn a little. You hear rustling further ahead in the caverns and see a small room to the north of here. ^ storeroom s:geast3; lflags { Dark NoMobiles } A Small Storeroom^ What luck! You have come upon a small storeroom, perhaps some items have been left behind by some other traveler that has come this way. There is also a cross over the door going out, you decide not to take it because it looks quite fragile. ^ geast4 w:geast3 e:geast5; lflags { Dark } Yet Further into the Eastern Catacomb^ You are still travelling in the eastern catacombs. You start to wonder if this passageway will ever end, or turn another direction. The stench of rotting meat is starting to make you a little dizzy. You find yourself having to stop and take a short breather before continuing to the east. ^ geast5 w:geast4 s:geast6; lflags { Dark } The End of the Eastern Passage^ You have reached the end of the eastern passage only to find that now the catacomb turns to the south. You start to hear voice of the past echoing through the passage and makes the hair on the back of your neck stand up. ^ geast6 n:geast5 s:geast7; lflags { Dark } Southern Passage^ You are in the southern passage in the eastern catacombs. As you walk into this new passageway an overwhelming stench hits you causing you to almost fall over. After you regain your senses you look around to find pools of blood all over the ground, and blood stains on the walls and on the ceiling. You wonder what could possibly have caused such a massacre. This passage leads towards the south into another large catacomb. ^ geast7 n:geast6 e:geast18 w:geast8 s:deathroom; lflags { Dark } A Large Catacomb^ You have entered into a very large catacomb. It looks to be made up of several large rooms that actually look quite luxurious. You figure that at one time, or another, someone of great importance had lived in this area. The catacomb continues to the east and west. To the south you hear whispers of the past speaking of great pain and suffering. It is a very dark room, and you can't see anything inside of it. A sudden gust of wind brings the smell of decaying flesh to your nose. You don't think it would be a good idea to go that way. ^ geast8 e:geast7 w:geast9; lflags { Dark } Northwestern Corridor^ You are in the northwestern corridor of a large catacomb. The walls are a total crimson color as are the ceiling and the floor. This room is not putting your already nervous mind at rest. The sounds of crunching bone fill this whole catacomb and you swallow hard as you shiver from the cold. The corridor leads to the east and to the west. ^ geast9 e:geast8 s:geast10; lflags { Dark } Northwestern Corner^ You are in the northern corridor of a large catacomb. There are several blood stained bones littered across the floor. A very foul odor then fills your nostrils and you feel your stomach churn. You shake your head a little to regain your senses before contuining onward. The corridor turns to the south and leads to the east. ^ geast10 n:geast9 w:^rmtwooutdoor s:geast11; lflags { Dark } Western Corridor^ You are in the western corridor of a large catacomb. Old torn banners hang from the eastern wall and they seem to almost dance and sway in the chilling breeze that keeps whistling through the rooms. You shiver from the cold breeze and warm your hands by rubbing them together. You notice a door to a room to the west and the corridor seems to continue to the south and to the north. ^ geast11 n:geast10 e:geast12; lflags { Dark } Southwestern Corner^ You are in the southern corner of a large catacomb. There are small pools of blood on the floor and deep scratches in the walls. By the looks of the scratches you suspect that they were caused by a sword being swung at someone, or something, and missing. Looking at the deep scratches again you also suspect that whoever, or whatever, was swinging a sword around is quite powerful. The corridor leads up to the north, and seems to lead to the east. ^ geast12 w:geast11 e:geast13; lflags { Dark } Southwestern Corridor^ You are in the southwestern corridor of a large catacomb. You hear a great deal of rustling coming from the east and wonder what can be causing all of the noise. You then hear a crunch as you step forward and look down to see that you have crushed a bone of another explorer, much like yourself. The corridor leads to the east and to the west. ^ geast13 w:geast12 n:deathroom e:geast14 s:^rmthreeoutdoor; lflags { Dark } Southern Corridor^ You are in the southern corridor of a large catacomb. A chilling breeze rips through you and you shiver uncontrollably as you look around this area. The catacomb continues to the east and west and there is a door to a room to the south. To the south you hear whispers of the past speaking of great pain and suffering. It is a very dark room, and you can't see anything inside of it. A sudden gust of wind brings the smell of decaying flesh to your nose. You don't think it would be a good idea to go that way. ^ geast14 w:geast13 e:geast15; lflags { Dark } Southeastern Corridor^ You are in the southeastern corridor of a large catacomb. You hear something moving around near your feet and look down quickly to find that it is only a rat and sigh a breath of relief. You then look around the corridor for exits and see that it leads to the east and to the west. ^ geast15 w:geast14 n:geast16; lflags { Dark } Southeastern Corner^ You are in the southeastern corner of a large catacomb. Looking around the dimly lit room you feel a shiver of fear go up and down your spine as you see a complete skeleton hanging on the northern wall. You pray that you are almost out of this evil place. The corridor leads to the north and to the west. ^ geast16 s:geast15 n:geast17 e:^endoutdoor; lflags { Dark } Eastern Corridor^ You are in the eastern corridor of a large catacomb. Old torn banners hang from the western wall and they seem to almost dance and sway in the chilling breeze that keeps whistling through the rooms. You shiver from the cold breeze and warm your hands by rubbing them together. You notice a door to a room to the east and the corridor seems to continue to the south and to the north. ^ geast17 s:geast16 w:geast18; lflags { Dark } Northeastern Corner^ You are in the northeastern corner of a large catacomb. You look around this area and see bones lined up along the walls which makes you a little nervous. What makes you even more nervous is the blood that covers the bones that are laying around. Looking around nervously you see that the corridor turns to the west and to the south. ^ geast18 w:geast7 e:geast17; lflags { Dark } Northeastern Corridor^ You are in the northeastern corridor of a large catacomb. You hear loud rustlings from the rooms around you and wonder what can be causing all of the noise which makes you a little nervous. As your foot sinks into a pool of blood your nerves start to snap and you hold back a shriek. After you regain your senses you look around for exits and see them to the east and to the west. ^ spellroom e:^rmtwoindoor; lflags { Dark } A Room^ As you enter the room, you stir up some dust that has been still for countless ages. When it clears, you notice runes, of a long forgotten language. You dust your fingers over them, feeling the rise and fall of the letters. ^ storeroom2 n:^rmthreeindoor; lflags { Dark } A Room^ You are in what looks to be a storeroom. There are shelves built into the stone walls that are covered with thick layers of dust. Looking around at the various hooks and imprints on the wall you suspect that this once was an armory of some sort. ^ thirdlvlend w:^endindoor e:teleport; lflags { Dark FastHeal FastMana NoMobiles } A Room^ This room is quite unusual. It is warm and welcoming unlike the rest of the catacombs. You also seem to feel your strength replenishing faster as if some God is watching over you. You decide that it would be a good idea to rest here for a few minutes. You then look to the east and notice that the wall seems to shimmer and blur in and out with pink sparkles. You look closer at the wall and you see what appears to be a room much like one that you were in on the first level of these ruins. ^ teleport; lflags { Dark } A Strange Wall^ You walk into the strange wall and feel yourself falling and then flying all at once. You close your eyes hoping that this experience will end soon. ^ deathroom; lflags { Dark NoMobiles } A Bottomless Pit...^ You start to fall down into an endless void... You land inside of a mouth of some sort.. or so you think it is as the teeth of this monster eat you alive.. As your body is torn to shreds, your bones being shattered, you think back to the room before this.. ^ southhall n:start s:teleportend; lflags { Dark } Hall South of the Ruins^ This is the south hall that branches off of the main ruins. The walls are covered with a very thick moss and there is a thin layer of slime covering the floor. The hallway leads to the south and the main ruins are back to the north. ^ teleportend n:southhall; lflags { Dark } End of the Southern Hall^ This looks to be the end of the southern hall. The floor is very slippery from water leaking in from the upper level. A thick blanket of moss grows from the ceiling down the walls to the floor. You look around this room one more time before deciding to turn back to the north. ^ westhall e:start w:westhall2; lflags { Dark } Hall West of the Ruins^ This is the west hall that branches off of the main ruins. Thick moss grows on the walls and ceilings. A sudden cold draft hits your body and you swear that you hear shrieks coming from the chambers to the west of here. ^ westhall2 e:westhall n:bedroom1 w:westhall3; lflags { Dark } Western Hallway^ You are in the western hallway that branches off of the main ruins. Thick layers of dust cover the moss on the walls. Little tracks of water spread out on the floor making it a little slippery. To the north you see a very old tattered curtain that shadows the room behind it. The hallway leads to the west and to the east as well. ^ westhall3 e:westhall2 w:westhall4; lflags { Dark } Further in the Western Hallway^ You are in the western hallway that branches off of the main ruins. The moss that lines the walls looks like it has been growing for ages. Huge cobwebs adorn the corners of this hallway and a few small spiders run busily back and forth across the webs. ^ westhall4 n:westhall5 s:closet1 e:westhall3; lflags { Dark } A Turn in the Western Hallway^ You are in the western hallway that branches off of the main ruins. The hallway looks to take a turn to the north here and there seems to be a small room to the south of here. ^ westhall5 s:westhall4 n:westhall6; lflags { Dark } Northern Turn in the Western Hallway^ You are now travelling north in this seemingly neverending hallway. Strange shrieks fill the air making the hair on the back of your neck standup. You peer into the infinite darkness in front of you and swear that you see dancing lights. The hallway leads to the north and to the south. ^ westhall6 s:westhall5 n:westhall7 e:bathroom w:bedroom2; lflags { Dark } Northern Hallway^ You are now travelling north in the hallway. The shrieks are getting louder and more nervewracking as you continue forward. You look to the east and west and find that there are what appear to be small rooms with ragged curtains partially covering the entryways. You start to wonder if this area could have been a guest area of some sort. The hallway leads to the north and the south. ^ westhall7 s:westhall6 n:westhall8; lflags { Dark } Further into the Northern Hallway^ You are now travelling north in the hallway. The shrieks are starting to really get on your nerves and you find yourself starting to clench your fists. You look ahead into the darkness and once again swear that you see a light of some sort dancing before you. You blink your eyes. The light that was there seems to have disappeared. The hallway leads to the north and to the south. ^ westhall8 s:westhall7 e:westhall9; lflags { Dark } Turn in the Northern Hallway^ You are now travelling north in the hallway. The dust is so thick here that it causes you to choke and your eyes water. A cyclonic breeze constantly blows the dust around and you look around quickly for an exit. The hallway turns to the east here. ^ westhall9 w:westhall8 n:westhall10; lflags { Dark } Another Turn in the Northern Hallway^ You are briefly travelling west in the hallway. The constant turning of this hallway is starting to confuse you. The shrieking is still a constant bother and you wish that you could somehow stop it. The room turns to the north and goes back to the west. ^ westhall10 s:westhall9 e:northhall7; lflags { Dark } Yet Another Turn in the Northern Hallway^ You are now briefly travelling north in the hallway. All of this turning is really starting to get you confused and rather annoyed at the same time. The hallway turns to the east here and leads back to the south. ^ bedroom1 s:westhall2; lflags { Dark } A Small Room^ This is a small room that looks like it was once a bedroom. There is a bed in the room. Actually, the bed is nothing more then the wooden frame that once held the luxurious bedding that was once on it. You look around this drab area and wonder when it was last occupied before leaving it unoccupied yet again. ^ closet1 n:westhall4; lflags { Dark } A Small Room^ This room resembles a closet of some sort. There are a few shelves lining the walls and the remains of a broom is decaying in the corner. You look around this area one more time and then decide to leave. ^ bathroom w:westhall6; lflags { Dark OnePerson } A Small Room^ It takes you little time to figure out what this room once was. There is a washbasin, a mirror, and a toilet in here. Just remember that if you want to do your duty, make sure that nobody is watching. ^ bedroom2 e:westhall6; lflags { Dark } A Small Room^ This room looks like it was a bedroom at one time. A large dresser with all of the drawers broken out lines the northern wall and the remains of a bed litter the southern wall. A bricked up window is on the west wall making this room look very unfriendly. ^ closet2 s:northhall6; lflags { Dark } A Small Room^ This is a small room that resembles a coat closet. It is quite spacious and has several brass hooks that still hang from the walls. A couple of small shelves line the back of the closet. You look around this closet one more time before deciding to leave. ^ sittingroom w:^insitroom; lflags { Dark NoMobiles } A Small Room^ This is a small room that resembles a sitting room. A few decaying chairs are scattered around the room and a small oak table rests in the middle of the room. There is even a fireplace set into the eastern wall with a finely crafted marble hearth. Perhaps you should take a few minutes to sit and relax in here. ^