%rainfall:690 %latitude:40 %mobiles Name = beavis Pname = "Beavis" Location = Green Pflags { NoZap NoPunt NoSteal NoExorcise NoAlias } Strength = 100 Damage = 8 Armor = 0 Aggression = 0 Speed = 0 Description = "Medieval Beavis is standing here with a grin on his face." Examine = " You are looking at the almighty Beavis. He is wearing his favorite (and only) shirt, a Metallica t-shirt. Then he starts to laugh as you turn away." End = beavis Name = butthead Pname = "Butthead" Location = Green Pflags { NoZap NoPunt NoSteal NoExorcise NoAlias } Strength = 100 Damage = 8 Armor = 0 Aggression = 0 Speed = 5 Description = "Sir Butthead is here looking very lost." Examine = " Butthead looks to you and says, 'What are you looking at bunghole?!?'" End = butthead %objects /* leggings donated by Shi */ Name = leggings PName = leggings AltName = leggings Oflags = {Wearable Armor} Aflags = {Legs Feet} Armor = 18 Location = IN_ROOM:Cave BValue = 100 Size = 30 Weight = 0 Desc[0] = "A pirate's old pair of leggings has been dropped here." Examine = "Dirty and worn, these tattered scraps of fabric just might keep your legs warm." End = Leggings Name = sack Location = IN_ROOM:alley Oflags {Container Openable} BValue = 30 Size = 50 Weight = 2 MaxState = 1 Desc[0] = "A very large sack has been left here." Desc[1] = "A very large sack has been left here. The sack is closed." End = sack Name = fire AltName = flames Location = IN_ROOM:seadog Oflags {Extinguish Lit NoGet} Desc[0] = "A huge fire burns in the center of the room." End = fire Name = poker Location = IN_ROOM:seadog Oflags {Weapon} Damage = 5 BValue = 10 Size = 5 Weight = 2 Desc[0] = "A heavy iron poker has been left here." Examine = " This poker looks a bit more dangerous than a card game, and it appears to be slightly bent from meeting various adventurers' heads with force!" End = poker Name = knife Location = IN_ROOM:yard Oflags {Weapon} Damage = 4 BValue = 10 Size = 2 Weight = 2 Desc[0] = "A small filleting knife has been left here carelessly." End = knife Name = jug Location = IN_ROOM:barman BValue = 40 Size = 4 Weight = 2 Desc[0] = "A large toby jug has been left here, its face a hideous grin." Examine = " This jug is shaped somewhat like a stout man with a cocked hat for the brim." End = jug Name = raft Location = IN_ROOM:cove BValue = 20 Size = 100 Weight = 100 Oflags { Boat } Desc[0] = "A small wooden raft has been dumped here." End = raft Name = boat Location = IN_ROOM:jetty BValue = 20 Size = 100 Weight = 100 Oflags { Boat } Desc[0] = "A small rowing boat has been left here." End = boat Name = bed Location = IN_ROOM:barman Oflags {NoGet} Size = 100 Weight = 200 Desc[0] = " The barman's bed lies here, it doesn't appear to have been slept in." End = bed Name = sheets Location = IN_ROOM:barman BValue = 10 Size = 20 Weight = 30 Desc[0] = "Some sheets lie strewn on the floor." End = sheets Name = map Location = IN_ROOM:slanted BValue = 100 Size = 1 Weight = 1 Desc[0] = " A worn and battered old treasure map lies torn and tattered before you." Examine = "Nothing doing here... yet..." End = map Name = pebble AltName = stone Location = IN_ROOM:cove Size = 1 Weight = 1 Desc[0] = "A bored pebble sits at your feet, philosophising." End = pebble Name = rat Location = IN_CONTAINER:barrel BValue = 1 Size = 1 Weight = 1 Desc[0] = "A dead rat lies rotting on the floor before you." End = rat Name = bell Location = IN_ROOM:barman BValue = 120 Size = 30 Weight = 40 Desc[0] = " A huge brass ships bell has been placed here, its gleaming surface evidently well polished." End = bell Name = barrel AltName = cask Location = IN_ROOM:cellar Oflags {Openable Container NoGet} State = 1 MaxState = 1 Size = 100 Weight = 100 Desc[0] = "An open wooden barrel stands before you." Desc[1] = "A large wooden barrel squats in a corner." End = barrel Name = Top_Boards Pname = floorboards AltName = floorboard Location = IN_ROOM:cellar Oflags {NoGet} Linked = Bot_Boards State = 1 MaxState = 1 Size = 50 Weight = 50 Desc[0] = " One of the floorboards has been lifted, allowing access down under the cellar, to some kind of passage." End = Top_Boards Name = Bot_Boards Pname = floorboards AltName = floorboard Location = IN_ROOM:passage Oflags {NoGet} Linked = Top_Boards State = 1 MaxState = 1 Size = 50 Weight = 50 Desc[0] = " The floorboards above you have been lifted, to allow access to some kind of room above." End = Bot_Boards Name = flag AltName = jolly Location = IN_ROOM:chamber BValue = 50 Size = 10 Weight = 5 Desc[0] = "An old Jolly Roger flag has been left here, carefully folded." End = flag Name = silk AltName = bale Location = IN_ROOM:chamber BValue = 150 Size = 40 Weight = 40 Desc[0] = "A bale of valuable silk has been dropped here." End = silk %locations Green n:Church@start e:Track s:r_land@blizzard w:bridge@blizzard; Altitude = 350 lflags {Outdoors} The Village Green^ You are standing on a square of grass in the center of the village. A road leads east into the rest of the village. To the north is a small church, and a path leads west into the trees. ^ Track e:Road1 w:Green n:hick1@hick s:Hospital; Altitude = 300 lflags {Outdoors} Village Track^ You are following a path which leads east through the village towards the sea. To the west a few buildings are clustered around the village green, while to the east the village becomes a collection of small houses and narrow streets. A small path leads to the north. ^ Road1 n:Yard e:Road2 s:Alley w:Track; Altitude = 200 lflags {Outdoors} Village Road^ You are following a narrow dirt road which leads east into the village. To the north a track leads into a small yard of some sort, to the south it leads down a narrow walled alley to the village well. ^ Yard s:Road1; Altitude = 200 lflags {Outdoors} Yard^ You are in a small walled dirt yard in the village. Various large pieces of rotten fishing netting lie all around you, and the yard stinks with the smell of rotting fish, a scent which seems to draw thousands of sea birds flapping around you. ^ Alley n:Road1 d:Well2 ; Altitude = 150 lflags {Outdoors} Narrow Alley^ You are standing in a narrow alleyway which deadends to the south. The alley is dark and dismal and is simply a walled passage down to a small well which appears to serve the village itself. ^ Road2 e:Shore s:Inn_Yard w:Road1 ; Altitude = 100 lflags {Outdoors} Village Road^ You are following the narrow main street of the village which leads east and west. To the south, the worn sign of the Old Seadog Inn flaps quietly in the wind. ^ Inn_Yard n:Road2 e:Seadog s:flag@noxypickle; Altitude = 50 lflags {Outdoors} Inn Yard^ You are standing in the yard of the Old Seadog Inn. The inn itself stands to the east, a battered structure half timbered and sagging, with that pleasant atmosphere of ages. To the north a narrow gateway leads back onto the road. ^ Seadog e:Behind w:Inn_Yard; lflags {} The Old Seadog^ You are standing in the 'Old Seadog' inn. The inn radiates age and charm, with its oak beam roof, and many seafaring momentos secured firmly around the walls. Even the bar is a single thick oak slab, worn and chipped with years of service to rowdy sailors. The door out is west. ^ Behind e:Barman w:Seadog d:Steps ; lflags {} Behind The Bar^ You are standing behind the bar of the 'Old Seadog'. The bar surface is worn and pitted from years and years of heavy use. Names are carved into its surface, 'Black Sea Pete', 'Grey Hook', 'Moog The Kipper', no doubt some of the pirates who long ago made this their haunt. A narrow stairway leads down, and a small room can be seen through a low doorway to the east. ^ Barman w:Behind; lflags {} Barman's Room^ You are crouched in the barman's small, and very personalized room. The walls have a large collection of battered naval memorabilia fastened securely to them. Indeed, even the lone window is a porthole, giving the room that distinctive sea-cabin look. A single low doorway leads west into the inn proper. ^ Steps u:Behind d:Cellar ; lflags {} Cellar Steps^ You are standing on the narrow, precarious steps which lead down into the cellars of the inn. A pale shaft of light shines down from the top of the steps, revealing the cellars below. ^ Shore e:Jetty w:Road2 n:beach1@beach ; Altitude = 50 lflags {Outdoors} Village Shore^ You stand on the sea shore, to the east of the village. A narrow jetty leads east out into the waves. The road also leads westwards back into the center of the village. ^ Jetty e:2@sea w:Shore d:camb1@evolution ; Altitude = 0 lflags {Outdoors} The Jetty^ You stand on the jetty, looking east across the waves. A path leads west along the jetty back to the village. ^ Well1 ; lflags {Death} Down The Well^ You slip and lose your grip, then plunge helplessly into the waters below... ^ Well2 e:Tunnel u:Alley d:Well1; lflags {} Down The Well^ You are hanging part of the way down the village well, looking upwards towards the light above. The well descends further but it gets very slippery. A narrow passage leads east into absolute darkness. ^ Tunnel e:Dirt w:Well2 ; lflags {Dark} Narrow Tunnel^ You are squeezing down a narrow dirt tunnel, quite crudely dug, and supported with old ships timbers. The tunnel leads westwards towards a faint light, or descends steeply to the east. ^ Dirt n:Slanted e:Chamber w:Tunnel; lflags {Dark} Dirt Tunnel^ You are clambering along a low dirt tunnel which leads east and west. A wider tunnel joins from the north. ^ Chamber s:Passage w:Dirt; lflags {Dark} Dim Chamber^ You are standing in a dim, and secret chamber deep underground. Narrow rough passages lead west and south. ^ Passage n:Chamber u:^bot_boards; lflags {Dark} Passage End^ The passage here ends with a blank stone wall, possibly foundations to a building. Above you is a set of floorboards. ^ Cellar u:Steps d:^top_boards; lflags {Dark} Cellars^ You are stooped down low, in the cellars of the 'Old Seadog'. The room is dark and shadowy lit only by a pale light from high above at the top of the steps. The room stinks of cheap ale and rotting wood. ^ Slanted n:Narrow s:Dirt; lflags {Dark} Slanted Tunnel^ You are clambering down a fairly wide earthen passage which descends from a junction of passages towards a turning of some sort. The dirt floor is hard, as if heavy objects have passed this way many times. ^ Narrow e:Cave s:Slanted; lflags {Dark} Narrow Tunnel^ You are clambering down a narrow tunnel which slopes downwards and east turning from the south. From the east you can smell the sea and hear the sound of waves against the shore... ^ Cave e:Cove w:Narrow; lflags {} Sea Cave^ You are standing in a low, reasonably dry sea cave. The cave echoes the gentle pounding of the waves on the sandy beach to the east. A single narrow passage leads west into darkness. ^ Cove e:7@sea w:Cave u:^ladder2pirate@pirate; lflags {} Secret Cove^ You are standing in a secret cove surrounded by high black crags. A narrow cavemouth leads west into darkness. The rocks and pounding surf along the shore here makes launching boats well nigh impossible. ^ Hospital n:Track; lflags { Peace } The Village Hospital^ You are in the waiting room of the hospital. On the south wall is a door with a sign reading "Emergency" above it. From the sounds coming from within, it seems as if the doctors are frantically trying to save someone. There is a small green button on the counter. ^ Emergency; lflags { SoundProof Peace } The Emergency Room^ This is a busy area with many doctors frantically running around to save patients. There are about 32 beds here, all with seperate sets of machines; some of these go BLIP-BLIP, others have red and green flashing lights, and the remaining ones are some sort of measurement of your vitality. ^