#26700 Vice Island Zone Description Room~ Vice Island is an evil-only area. It's rather large for a medium-sized MUD and is intended to be used in concurrence with Oceania. This area is intended to be part 1 of 4 subareas I have in mind for Oceania. It has mainly evil mobs, and almost all of the equipment in it is evil only. --------------------------------------------------------------------------- I make no legal claim on Vice Island save this: You MUST give me credit for its design SOMEPLACE in your mud. You can hide it if you want, but I want some credit somewhere for it. :) I spent 6 months making Oceania and Vice Island, and I feel some need to have it known that my work is appreciated. --------------------------------------------------------------------------- Builder : Questor Zone : 267 Vice Island Player Level : 20-25 Rooms : 98 Mobs : 20 Objects : 41 Triggers : 9 Links : Zone 267 is linked to the following zones: 268 Vice Island II at 26797 (west ) ---> 26804 268 Vice Island II at 26798 (east ) ---> 26800 ~ 267 0 0 S #26701 Port Harem~ You stand on a blindingly white beach; it stretches to your north and south as far as you can see. Hundred of beautifuly garbed women of all shades languish on the shore; they have stony-dull eyes that stare right past you. Something looks not-quite-so-right in this pristine place. ~ 267 0 2 D1 To your east you can see a huge mound of dirt. ~ ~ 0 0 26702 E women woman~ Each woman is spectacularly beautiful--except for their glazed eyes and expressions of utter stupor. What on earth could be wrong with them? ~ E sand beach~ Close examination of the beach shows that the sand is not only white--each and every grain is a single crystal; it reflects the light of the sun into a blinding display of bright white. While each one exhibits a different color, they all blend into this pristine color. ~ S #26702 Beachside Harem~ Now THIS is weird. Frightened women scamper out from a hole in a huge mound and you can hear screaming from down in the depths. A large forest lies to your east, and a trail can be vaguely seen. ~ 267 a 4 D1 To your east you can see a beach road that leads into the forest. ~ ~ 0 0 26703 D3 You can see the blindingly bright white beach to your east. ~ ~ 0 0 26701 D5 Downwards you can see what looks to be a lush harem. ~ ~ 0 0 26704 S #26703 Beach Road~ This path is extremely well-kept. Small stones line the outer path, and the sand from the beach has been lain to make a path--though the crystal seems to have been melted down to make the floor harder. The palm trees here completely fill every part of the area outside the path. Strange noises and utterly blood-chilling screams fill the air. It is very dark here. The path leads on to your west, and a strange mound lies to your east. ~ 267 a 2 D1 The beach road continues on. ~ ~ 0 0 26705 D3 To your west you can see a huge mound. ~ ~ 0 0 26702 S #26704 Harem~ This place is full of imported beauty--lavish Persian rugs, assorted priceless vases, and piles of money and jewelry everywhere. Beautiful, silent women dance before you, twirling in silk gowns that barely hide their beauty. A sound can be heard over all the racket, shouting, "Keep working! " ~ 267 adj 1 D4 You can just see from the hole in the ground that you are right by a path that leads into the woods. ~ ~ 0 0 26702 S #26705 Beach Road~ This path is extremely well-kept. Small stones line the outer path, and the sand from the beach has been lain to make a path--though the crystal seems to have been melted down to make the floor harder. The palm trees here completely fill every part of the area outside the path. Strange noises and utterly blood-chilling screams fill the air. It is very dark here. A large hill rises to your east, and the beach road lies to your west. ~ 267 ac 2 D1 A large hill rises to your east. ~ ~ 0 0 26739 D3 You see a well-kept trail. ~ ~ 0 0 26703 S #26706 Creepy Road~ You're not quite sure why, but this road sends shivers down your very spine. Perhaps it's the total and complete silence. Or perhaps it's the skeletons strown haphazardly about. You just don't know. ~ 267 c 2 D1 The creepy road continues east. ~ ~ 0 0 26707 D3 The huge Vice Hill lies to your west. ~ ~ 0 0 26739 E skeletons~ They're quite real, and quite frightening. We weren't lying to you. ~ S #26707 Creepy Road~ You're not quite sure why, but this road sends shivers down your very spine. Perhaps it's the total and complete silence. Or perhaps it's the skeletons strown haphazardly about. You just don't know. ~ 267 0 2 D1 The creepy road continues east. ~ ~ 0 0 26708 D3 The creepy road continues west. ~ ~ 0 0 26706 E skeletons~ They're quite real, and quite frightening. We weren't lying to you. ~ S #26708 Creepy Road~ You're not quite sure why, but this road sends shivers down your very spine. Perhaps it's the total and complete silence. Or perhaps it's the skeletons strown haphazardly about. You just don't know. A large building towers above you to the east. ~ 267 c 2 D1 You know, like we said, a large building lieing to your east and all. ~ ~ 0 0 26745 D3 The creepy road continues west. ~ ~ 0 0 26739 E building~ The building is a dark grey shade, but it seems to have been soiled by grimy tar. ~ E skeletons~ They're quite real, and quite frightening. We weren't lying to you. ~ S #26709 Vice Hill~ You are on a tall hill overlooking the entire island. You can see the zenith to your far north; the hill blocks all the view to the north and on. To your south, you can see the beginnings of a rock-strewn-path... Continuing further down, you can see the end of the hill. The forest covers up most of the view from here. ~ 267 0 4 D4 Looking up, you can see the zenith of Vice Hill. ~ ~ 0 0 26739 D5 Looking down, you can see the end of the hill. ~ ~ 0 0 26723 S #26710 Vice Hill~ You are on a tall hill overlooking the entire island. You can see the zenith to your far south; the hill blocks all the view to south and on. To your south, you can see the beginnings of a rock-strewn path... Continuing further down, you can see the end of the hill. The forest covers up most of the view from here. ~ 267 0 4 D4 Looking up, you can see the zenith of Vice Hill. ~ ~ 0 0 26739 D5 Looking down, you can see the end of the hill. ~ ~ 0 0 26728 S #26711 Tarry Tunnel~ The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as you slowly slog your way through the gunk. ~ 267 ad 0 D0 The tarry tunnel continues to your north. ~ ~ 0 0 26713 D1 The tarry tunnel ascends onto a hill to your east. ~ ~ 0 0 26723 E goo tar~ The tar looks disgusting, but not too dangerous. ~ S #26712 Tarry Tunnel~ The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as you slowly slog your way through the gunk. ~ 267 ad 0 D0 The tarry tunnel continues to your north. ~ ~ 0 0 26714 D3 The tarrry ascends onto a hill to your west. ~ ~ 0 0 26723 E goo tar~ The tar looks disgusting, but not too dangerous. ~ S #26713 Tarry Tunnel~ The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as you slowly slog your way through the gunk. ~ 267 ad 0 D0 The tarry tunnel continues to your north. ~ ~ 0 0 26715 D2 The tarry tunnel continues to your south. ~ ~ 0 0 26711 E goo tar~ The tar looks disgusting, but not too dangerous. ~ S #26714 Tarry Tunnel~ The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as you slowly slog your way through the gunk. ~ 267 ad 0 D0 The tarry tunnel continues to your south. ~ ~ 0 0 26716 D2 The tarry tunnel continues to your north. ~ ~ 0 0 26712 E goo tar~ The tar looks disgusting, but not too dangerous. ~ S #26715 Tarry Tunnel~ The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as you slowly slog your way through the gunk. ~ 267 ad 0 D0 The tarry tunnel continues to your north. ~ ~ 0 0 26717 D2 The tarry tunnel continues to your south. ~ ~ 0 0 26713 E goo tar~ The tar looks disgusting, but not too dangerous. ~ S #26716 Tarry Tunnel~ The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as you slowly slog your way through the gunk. ~ 267 ad 0 D0 The tarry tunnel continues to your north. ~ ~ 0 0 26718 D2 The tarry tunnel continues to your south. ~ ~ 0 0 26714 E goo tar~ The tar looks disgusting, but not too dangerous. ~ S #26717 Tarry Tunnel~ The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as you slowly slog your way through the gunk. ~ 267 ad 0 D0 The tarry tunnel continues to your north. ~ ~ 0 0 26719 D2 The tarry tunnel continues to your south. ~ ~ 0 0 26715 E goo tar~ The tar looks disgusting, but not too dangerous. ~ S #26718 Tarry Tunnel~ The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as you slowly slog your way through the gunk. ~ 267 ad 0 D0 The tarry tunnel continues to your north. ~ ~ 0 0 26720 D2 The tarry tunnel continues to your south. ~ ~ 0 0 26716 E goo tar~ The tar looks disgusting, but not too dangerous. ~ S #26719 Tarry Tunnel~ The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as you slowly slog your way through the gunk. ~ 267 ad 0 D0 The tarry tunnel continues to your north. ~ ~ 0 0 26721 D2 The tarry tunnel continues to your south. ~ ~ 0 0 26717 E goo tar~ The tar looks disgusting, but not too dangerous. ~ S #26720 Tarry Tunnel~ The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as you slowly slog your way through the gunk. ~ 267 ad 0 D0 The tarry tunnel continues to your north. ~ ~ 0 0 26722 D2 The tarry tunnel continues to your south. ~ ~ 0 0 26718 E goo tar~ The tar looks disgusting, but not too dangerous. ~ S #26721 Tarry Tunnel~ The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as you slowly slog your way through the gunk. ~ 267 ach 0 D1 The tarry tunnel opens into a strange building to your east. ~ ~ 0 0 26778 D2 The tarry tunnel continues to your south. ~ ~ 0 0 26719 E goo tar~ The tar looks disgusting, but not too dangerous. ~ S #26722 Tarry Tunnel~ The walls of this tunnel are covered and dripping with wet, gooey tar. Your shoes half-squish, half-sink, half-stick in the disgusting substance as you slowly slog your way through the gunk. ~ 267 ach 0 D2 The tarry tunnel continues to your south. ~ ~ 0 0 26720 D3 The tarry tunnel opens into a strange building to your west. ~ ~ 0 0 26779 E goo tar~ The tar looks disgusting, but not too dangerous. ~ S #26723 Vice Hill~ You stand at the bottom of a tall hill. The forestry around you keeps you from seeing too much, but you can make out a tarry road to your north, and the dark openings of two tunnels to your east and west. Of course, you could always go south up to the relative safety of the hill. A huge tree here looks climbable, and you can vaguely see a net at the top. ~ 267 c 4 D0 You can see a dangerous-looking tarry road to your north. ~ ~ 0 0 26724 D1 You can see a dark, tarry tunnel opening to your east. ~ ~ 0 0 26712 D2 You see the relative safety of Vice Hill. ~ ~ 0 0 26710 D3 You can see a dark, tarry tunnel opening to your west. ~ ~ 0 0 26711 D4 You can see a path through the huge trees of the forest. ~ ~ 0 0 26784 S #26724 Tarry Road~ The tarry gunk of the road sticks firmly to your feet here, and it gets thicker and thicker as you venture north. If you go south, you'll probably be able to turn back before it's too late. ~ 267 acj 2 D0 It looks very dangerous and squishy that way, but you could probably survive it. ~ ~ 0 0 26725 D2 It's much safer to your south. Perhaps you should go back. ~ ~ 0 0 26723 S #26725 Tarry Road~ The tarry gunk of the road sticks firmly to your feet here, and it gets thicker and thicker as you venture south. If you go north, you'll probably be able to turn back before it's too late. There is a sign on the side of the road here. ~ 267 acj 2 D0 The tar looks even more dangerous that way, but survivable. ~ ~ 0 0 26726 D2 The tar thins out a bit in that direction--better go that way. ~ ~ 0 0 26724 E sign note writings writing inscription inscriptions rune runes~ TAR PIT DO NOT ENTER ! ! ! THIS IS THE POINT OF NO RETURN! ~ S #26726 Tarry Road~ The tar here is so bad that you can't turn around. There is no natural way of escape--either go forward, or don't move at all. Right ahead of you is a bubbling, boiling tar pit--it looks quite disgusting. PANIC! ~ 267 acj 2 D0 Looks like that would be a VERY bad idea. I don't think you could escape that one. ~ ~ 0 0 26727 E tar pit tarpit~ It's big, black, boiling, sticky, and gooey. What more incintive do you need to stay away from it? ~ S #26727 Boiling Tar Pit~ As you sink one foot into the goo, it sticks. You try to pull it out, but lose your balance, and the other foot gets stuck in the pit. Try and try as you might, you can't get them out! Each sinks lower and lower until your entire legs are encased in the pit. You scream for help, but no one can hear you. ~ 267 cfj 2 S #26728 Vice Hill~ You stand at the bottom of a large hill. It is eerily beautiful here, but it still looks quite sinister. You notice a rocky road to your south, and you can ascend the hill to take a look around you. A road hangs a bit above you to your left by no supports! Hmm... A beautifuly made road is to your west. ~ 267 0 4 D0 You can see the beautiful Vice Hill. ~ ~ 0 0 26709 D1 You can see a very strange road to your east. Worth exploring? Probably. ~ ~ 0 0 26730 D2 You see a slippery-looking rocky road to your south. ~ ~ 0 0 26740 D3 A beautifuly made, well-kept path is to your west. ~ ~ 0 0 26729 D4 Of course, you should ascend a hill, right? ~ ~ 0 0 26730 S #26729 High Path~ This road is amazingly built--some sort of black onyxlike substance, shined to a mirror-like gleam forms the main of the path. Bricks of the same substance line the path--it doesn't look as if a piece of paper could be inserted between them. The trees have been trimmed back to allow easy passage. Even among all this beauty, you sense a sinister presence. ~ 267 ac 1 D1 To your east you can see the bottom of Vice Hill. ~ ~ 0 0 26728 D2 The high path continues on. ~ ~ 0 0 26731 S #26730 Trail of Terror~ This trail is covered by the skeletal ribs of a huge creature in some sort of diabolocal canopy. You can hear--drums? --some sort of pulsing beat in the distance. A soft chanting can be heard in the far distance, but you can see no sign of life. Lonliness sends you into a panicky state. ~ 267 0 1 D2 The strange trail continues on. ~ ~ 0 0 26732 D3 The bottom of Vice Hill starts to your west. ~ ~ 0 0 26728 E ribs skeleton~ This must have been a HUGE monster! Whoever slayed it--no, you'd rather just not have to find out. Each rib seems to be razer-sharp at the edges, and the bones have been cleaned to a perfect white. ~ S #26731 High Path~ This road is amazingly built--some sort of blax onyxlike substance, shined to a mirror-like gleam forms the main of the path. Bricks of the same substance line the path--it doesn't look as if a piece of paper could be inserted between them. The trees have been trimmed back to allow easy passage. Even among all this beauty, you sense a sinister presence. ~ 267 ac 1 D0 The high path continues on. ~ ~ 0 0 26729 D2 The high path continues on. ~ ~ 0 0 26733 S #26732 Trail of Terror~ This trail is covered by the skeletal ribs of a huge creature in some sort of diabolocal canopy. You can hear--drums? --some sort of pulsing beat in the distance. A soft chanting can be heard in the far distance, but you can see no sign of life. Lonliness sends you into a panicky state. ~ 267 0 1 D0 The strange trail continues on.. ~ ~ 0 0 26730 D2 The strange trail continues on. ~ ~ 0 0 26734 E ribs skeleton~ This must have been a HUGE monster! Whoever slayed it--no, you'd rather just not have to find out. Each rib seems to be razer-sharp at the edges, and the bones have been cleaned to a perfect white. ~ S #26733 High Path~ This road is amazingly built--some sort of blax onyxlike substance, shined to a mirror-like gleam forms the main of the path. Bricks of the same substance line the path--it doesn't look as if a piece of paper could be inserted between them. The trees have been trimmed back to allow easy passage. Even among all this beauty, you sense a sinister presence. ~ 267 ac 1 D0 The high path continues on. ~ ~ 0 0 26731 D2 The high path continues on. ~ ~ 0 0 26735 S #26734 Trail of Terror~ This trail is covered by the skeletal ribs of a huge creature in some sort of diabolocal canopy. You can hear--drums? --some sort of pulsing beat in the distance. A soft chanting can be heard in the far distance, but you can see no sign of life. Lonliness sends you into a panicky state. ~ 267 0 1 D0 The strange trail continues on.. ~ ~ 0 0 26732 D2 The strange trail continues on. ~ ~ 0 0 26736 E ribs skeleton~ This must have been a HUGE monster! Whoever slayed it--no, you'd rather just not have to find out. Each rib seems to be razer-sharp at the edges, and the bones have been cleaned to a perfect white. ~ S #26735 High Path~ This road is amazingly built--some sort of blax onyxlike substance, shined to a mirror-like gleam forms the main of the path. Bricks of the same substance line the path--it doesn't look as if a piece of paper could be inserted between them. The trees have been trimmed back to allow easy passage. Even among all this beauty, you sense a sinister presence. ~ 267 ac 1 D0 The high path continues on. ~ ~ 0 0 26733 D2 The high path continues on. ~ ~ 0 0 26737 S #26736 Trail of Terror~ This trail is covered by the skeletal ribs of a huge creature in some sort of diabolocal canopy. You can hear--drums? --some sort of pulsing beat in the distance. A soft chanting can be heard in the far distance, but you can see no sign of life. Lonliness sends you into a panicky state. ~ 267 0 1 D0 The strange trail continues on. ~ ~ 0 0 26734 D2 The strange trail continues on. ~ ~ 0 0 26738 E ribs skeleton~ This must have been a HUGE monster! Whoever slayed it--no, you'd rather just not have to find out. Each rib seems to be razer-sharp at the edges, and the bones have been cleaned to a perfect white. ~ S #26737 High Path~ This road is amazingly built--some sort of blax onyxlike substance, shined to a mirror-like gleam forms the main of the path. Bricks of the same substance line the path--it doesn't look as if a piece of paper could be inserted between them. The trees have been trimmed back to allow easy passage. Even among all this beauty, you sense a sinister presence. ~ 267 ac 1 D0 The high path continues on. ~ ~ 0 0 26735 D2 A building of exquisite craftsmanship is to your south. ~ ~ 1 26727 26791 S #26738 Trail of Terror~ This trail is covered by the skeletal ribs of a huge creature in some sort of diabolocal canopy. You can hear--drums? --some sort of pulsing beat in the distance. A soft chanting can be heard in the far distance, but you can see no sign of life. Lonliness sends you into a panicky state. ~ 267 c 1 D0 The strange trail continues on. ~ ~ 0 0 26736 D2 A building made of a strange, purely black substance is to your south. ~ Temple of terror~ 1 26728 26797 E ribs skeleton~ This must have been a HUGE monster! Whoever slayed it--no, you'd rather just not have to find out. Each rib seems to be razer-sharp at the edges, and the bones have been cleaned to a perfect white. ~ S #26739 Vice Hill~ You stand at the zenith of a tall hill overlooking the entire island. The view here would be breathtaking, were it not so sinister. You can see a gooey, tarry brine to your north, and to all other directions a sinister, black forest is eerily silent. If you look very carefully, you can see the harbours to your north and east. The exits descend in all directions. ~ 267 0 4 D0 The hill descends down into a tarry road, filled with the gooey stuff. ~ ~ 0 0 26709 D1 You can see the creepy road. ~ ~ 0 0 26706 D2 The road is much more rocky in this direction. ~ ~ 0 0 26710 D3 You see the strange beach road. ~ ~ 0 0 26705 E brine tar goo sinister black forest harbour see view~ Nothing describes this island with more clarity than "horror". All around you, you can sense evil, but you can't pinpoint why. The entire island is quite silent--not a chirp can be heard. ~ S #26740 Cliff Road~ The road is quite slippery here, and you can see to your far south what looks like a dropoff into absolute nothingness. Rocks skitter as you slide around the road. It really looks quite dangerous--the hill would be a much safer way to look at the view. ~ 267 0 5 D0 You can see the bottom of Vice Hill to your north. It looks comparatively safe. ~ ~ 0 0 26728 D2 The cliff road continues on, though I suggest you don't take it. ~ ~ 0 0 26741 E cliff~ You can't quite see it yet--all you can see is a line that extends across the horizon. ~ S #26741 Cliff Road~ The road is even more slippery here, and you can see to your south what looks like a dropoff into absolute nothingness. Rocks skitter as you slide around the road. It really looks quite dangerous--you'd be much better going back--now. ~ 267 0 5 D0 You can still go back--it's a better idea to anyways. ~ ~ 0 0 26740 D2 You ARE one for taking risks, aren't you? ~ ~ 0 0 26742 E cliff~ You can now see a little of it. It looks quite unstable. ~ S #26742 Cliff Road~ The road is quite slippery here, and you can see to your south what looks like a dropoff into absolute nothingness. Rocks skitter as you slide around the road. It really looks quite dangerous--you'd be much better going back--now. ~ 267 0 5 D0 You can still go back--it's a better idea to anyways. ~ ~ 0 0 26741 D2 Don't say we didn't warn you. It's a cliff allright. A big and unsteady one. ~ ~ 0 0 26743 E cliff~ You can see it. It looks quite close. It looks very dangerous. ~ S #26743 Cliff Road~ What a view! If you weren't having such trouble staying up, you could see it much better. Each step brings you closer to the edge--it looks very danger- ous, and the cliff's edge is quite close now. The ground is beginning to shake under your weight. ~ 267 0 5 D0 You can still go back--it's a better idea to anyways. ~ ~ 0 0 26742 D2 It's the cliff's edge. The ground looks quite unsteady there. ~ ~ 0 0 26744 E cliff~ Umm... We've warned you quite enough. Either go back, or face the consequences. ~ S #26744 Cliff's Edge~ The view is never better when you're seeing it from mid-air. But you've only got a few seconds to see it, as you're squashed down below. Too bad shrieks don't make you fly. ~ 267 cj 5 S T 26710 #26745 Entrance to the Building of Fear~ Low moans seem to come from the walls as you stand before the fallen entrance to a huge building. The walls appear to be made of some kind of grey stone-- that, or they have turned grey with age. A passageway opens to your east, but you can't see anything in the room, because of the darkness. Shadows cast weird angles everywhere. A faded plaque has hangs from a nail in a far corner of the room. ~ 267 0 0 D1 You can vaguly see some kind of picture or something on one of the walls... ~ ~ 0 0 26746 D3 The creepy road continues in that direction. ~ ~ 0 0 26708 E sign note plaque~ Building of Fear HIGH PRIESTS OF TERROR ALLOWED SAFE PASSAGE ONLY You have been forewarned. ~ S #26746 The Tapestry Room~ Strange tapestries fill all the walls here. Each one seems to depict a horrendous torture at the hands of some foul monster. If you look closely enough, the pictures are so realistic, so clear, so true-to-life, that they look real. Even closer examaniation reveals that they`re moving! You probably don't want to stay here long. ~ 267 ad 0 D1 You see a room filled with trophies. ~ ~ 0 0 26748 D3 You can see the entrance to the Building of Fear. ~ ~ 0 0 26745 S #26747 Gargoyle Room~ The gargoyle looks quite stony--that is, until you reach out to touch it. Suddenly, it seems to come to life and move slightly or was that just a shadow. ~ 267 cj 0 E gargoyle statue~ It's a gargoyle, with a large gaping mouth. Since you shouldn't be able to wee it, we're not going to tell you anything else. ~ S #26748 Trophy Room~ There are literally hundereds of pedestals here, each with the skulls of a different animal. Some are large, some quite small--some look like nothing you have ever seen before. You can see a large ritual alter on one side of the room, and a strange room encased in seamless glass on the other half. Behind the alter, a little uneavenness in the wall can be seen, as if someone cut perferations through the wall. ~ 267 dj 0 D0 There's something very strange up ahead. It looks like a huge statue--but you can clearly see a gaping maw...no human would ever make something so grotesque. It's quite frightening...it's probably not good that you go in there. ~ glass glassdoor door~ 2 26729 26747 D1 You see what looks to be a comfortable(?) waiting room. ~ ~ 0 0 26750 D2 You see nothing but a slight unevenness in the wall. ~ door secret~ 1 26730 26749 D3 You can see a room filled with strange and horrifying tapestries. ~ ~ 0 0 26746 E pedestal skull~ Each pedestal is about the size of your waist; each skull--well, it just depends. None look benevolent... Whoever caught them must have been a very skilled hunter. ~ S #26749 Dressing Room~ This room looks to be more the kind of room where a person dresses than a butcher shop--meat racks, knives of all various and sundry sizes, and other assorted meat-preparing items lie strewn around the room. There is, of course, the paltry coatrack, with what look to be strange robes in it. ~ 267 ad 0 D0 You see the strange trophy room(which now begins to seem more a sacrificial chamber, as you look at it from this point of view...). ~ door secret~ 1 26730 26748 S #26750 Wailing Tower~ The howls you heard at the entrance are much louder here. It appears to be coming from above you--indeed, you can see a spiral staircase ascending into the building. Should you go up? You decide. ~ 267 acdj 0 D3 You can see the trophy room. ~ ~ 0 -1 26748 D4 The spiral staircase ascends up farther than the eye can see. ~ ~ 0 -1 26751 E stair spiral staircase~ This staircase appears to go up to infinity. You can't see where it ends. ~ S #26751 On the staircase~ The wailing surrounds you entirely here. You feel you might go mad if you don't leave this stairwell. Over and over and over the sounds shriek over you. Perhaps you should go up--and quickly. ~ 267 acdj 0 D4 You see a very weirdly shaped hallway. ~ ~ 0 -1 26753 D5 You see the bottom of the staircase. ~ ~ 0 -1 26750 S #26752 Cell~ The stench of refuse is particularly strong here. The cell can't be more than 3-by-2 meters. A small cot is bolted to the floor, and a small drainage hole with no covering is in the mi268le of the room. The floors slant down to the hole, and you can see streaks of rust where the iron bolts have oxidized. Manacles hang from the wall in the back of the cell, and you can see two skeletal hands, all that is left of what once must have been a human being. ~ 267 acdj 0 D0 You can see the strangely shaped hallway. ~ bars cell door~ 1 26713 26753 E manacles legirons irons hands skeletal~ Two small hands are all that remain of what must have once been a small child, or a very small human. You can see teeth marks where it looks like someone was trying to bite their way out. ~ E hole drainage~ The hole is about the size of your fist, and from the smell, it doesn't take a whole lot of imagination to figure out what is supposed to go down in that one. ~ E cot bed~ The cot is made of black. A mattress made of straw lies on top of it--very thin, and certainly not comfortable. Rats scuttle underneath the bed as you walk near it. ~ S #26753 Strangely shaped hallway.~ This hallway appears to be nothing more than an extension around the stairs. Made from the same grey material as the rest of the building, this room seems to have something strange about it. Perhaps it's the strange black tiling at certain points around the room. There are doors leading in almost all directions, and the stairs continue on upward. ~ 267 d 0 D0 You see what looks to be the smoldered remains of a bonfire. ~ door~ 1 -1 26754 D1 You see what look to be crates and crates of supplies. ~ door~ 2 26731 26755 D2 You see the bars of what is obviously a prison cell. ~ door~ 1 26713 26752 D4 The stairs ascend upwards. ~ ~ 0 -1 26757 D5 The stairs ascend downwards. ~ ~ 0 -1 26751 S #26754 Open Hearth~ The damp remains of what was probably once a huge bonfire are strewn about the room. The coals are mushy here, and they're everywhere. They creep through the soles of your boots and get caught between your toes. What a disgusting place. You can exit this gross room to your south. ~ 267 ad 0 D2 You can see the strangely-shaped hallway. ~ door~ 1 -1 26753 E coals fire coal~ They're wet, and mushy. As you pick one up, it crumbles into a disgusting mass of mud in your hand. ~ S #26755 Supply Room~ Old, rotten crates are piled up everywhere here. They appear to have been looted a long time ago. Some have been shattered to pieces. You have an exit to your west. ~ 267 acdj 0 D3 You can see the strangely-shaped hallway. ~ door~ 2 26731 26753 E crates~ The crates are old, rotting, and totally empty--except for one, snuck in the corner. It looks to have an o268 device of some kind in it. ~ S #26756 Deserted Bedroom~ This lush chamber looks as if it hasn't been used for centuries. A bed, once beautiful, has cobwebs hanging from its huge canopy. The room is so dark that you can only view certain things even WITH a light. A dresser is at the very back of the room. You can exit to your north. ~ 267 ad 0 D0 You see the creepy hallway. ~ door~ 1 -1 26757 E bed~ The bed has a pink/tapia canopy hanging over it, with cobwebs covering its entire surface. The spiders seemed to have a heyday over this one. ~ S #26757 Creepy Hallway~ You can hear strange music floating throughout the corridor. The hallway is lit by some unknown source in an eerie green light. The walls are painted a bright scarlet red. Whoever painted this hallway didn't have kindness or bunnies and light in mind. Exits lead in every direction but up. ~ 267 d 0 D0 You can see the creepy hallway. ~ ~ 0 0 26759 D1 You can see a door. ~ door~ 1 26732 26758 D2 You can see a door. ~ door~ 1 -1 26756 D3 You can see the creepy hallway. ~ ~ 0 0 26761 D5 The stairs descend downwards into nothingness. ~ ~ 0 0 26753 S #26758 Office of the High Priest of Fear~ This office is hardly the regular office. The High Priest of Fear is obviously into the torture thing, as manacles, iron maidens, and racks line the walls. A boiling cauldron of oil is in the very centre of the room. A door is to your west. ~ 267 d 0 D3 You can see the creepy hallway. ~ door~ 1 26732 26757 E cauldron boiling oil~ The thing bubbles. It curdles the brain and sends chills down your spine. ~ E iron maidens maiden~ This coffin-like object is lined with huge spikes. If closed, it looks like it would be an unpleasant experience. ~ E manacles manacle chain~ The manacles are small, and have spikes on the insides of them. They look very painful. ~ S #26759 Creepy Hallway~ You can hear strange music floating throughout the corridor. The hallway is lit by some unknown source in an eerie green light. The walls are painted a bright scarlet red. Whoever painted this hallway didn't have kindness or bunnies and light in mind. You can go to your north or south. ~ 267 d 0 D0 You can't see much in that direction. ~ closet~ 1 -1 26760 D2 You see the creepy hallway. ~ ~ 0 -1 26757 S #26760 Closet~ This closet has strange clothes strewn everywhere. It probably wouldn't be a good idea to try them on. A stale musty smell has infested everything in this small space. ~ 267 ad 0 D2 You see the creepy hallway. ~ Creepy Hallway~ 1 -1 26759 S #26761 Creepy Hallway~ You can hear strange music floating throughout the corridor. The hallway is lit by some unknown source in an eerie green light. The walls are painted a bright scarlet red. Whoever painted this hallway didn't have kindness or bunnies and light in mind. You can go to your north or east. ~ 267 d 0 D0 You see the creepy hallway. ~ ~ 0 0 26762 D1 You see the creepy hallway. ~ ~ 0 0 26757 S #26762 Creepy Hallway~ You can hear strange music floating throughout the corridor. The hallway is lit by some unknown source in an eerie green light. The walls are painted a bright scarlet red. Whoever painted this hallway didn't have kindness or bunnies and light in mind. You can go to your north or south. ~ 267 d 0 D0 You see the creepy hallway. ~ ~ 0 0 26763 D2 You see the creepy hallway. ~ ~ 0 0 26761 S #26763 Creepy Hallway~ You can hear strange music floating throughout the corridor. The hallway is lit by some unknown source in an eerie green light. The walls are painted a bright scarlet red. Whoever painted this hallway didn't have kindness or bunnies and light in mind. You can go to your south or west. ~ 267 d 0 D2 You see the creepy hallway. ~ ~ 0 0 26762 D3 The end of the hallways opens up into the outside. It looks to be a balcony. ~ ~ 0 0 26764 S #26764 Balcony~ From here, you can see the entire island. The vantange is breathtaking, and still looks to be sinister. To your far south, you can see what looks like the ribs of a huge animal. To your far east, you can see a pristine white beach. Most of the island is covered in forest, and extends around a huge hill. The far, far north shows some absolutely huge trees, and a rather large, black pool of what can only be tar. You can go back into the building by going east. ~ 267 0 1 D1 You see the creepy hallway. ~ ~ 0 0 26763 S #26765 Torture Chambre~ This room is stacked high with torture instruments of all kinds, ranging from the mild shackle to spiked manacles, to several different whips, to some rather sinister-looking magical instruments, to a yoke that is obviously fitted to the human body. This isn't a pleasant place. An interrogation room lies to your east, and a teleporting zone is to your north. ~ 267 adj 0 D0 You can see a teleportation square. ~ ~ 0 0 26778 D2 You see the screening room. ~ door~ 1 -1 26766 S #26766 Screening Room~ This is the room where all prisoners are interrogated. Should they be found lacking in the information the interrogators need, they are taken to the torture chamber to your west. ~ 267 d 0 D2 You see the outlay. ~ door~ 1 26733 26767 D3 You see the torture chambre. ~ ~ 1 -1 26765 S #26767 Outlay~ This room is an outlying area of the square hallway in the House of Despair. Strange pictures line the walls, and shrieks can be heard all around you. You see no visible exits. ~ 267 d 0 D0 ~ door secret~ 1 26733 26766 S #26768 Outlay~ This room is an outlying area of the square hallway in the House of Despair. Strange pictures line the walls, and shrieks can be heard all around you. You see no visible exits. ~ 267 d 0 D2 ~ door secret~ 1 26733 26769 S #26769 Waiting Room~ This room has nothing but two chair in it, lined with straps. The walls are painted a sterile white, and the air has a hint of fog in it. There is an interrogation centre to your west. ~ 267 d 0 D3 You can see the interrogation room. ~ ~ 0 0 26770 S #26770 Interrogation Centre~ A long, circular desk forms the central piece of furniture in this room. A huge, stark chair is at the head, while smaller chairs line the rest. An opening in the desk allows a person to be placed in the iron chair with straps in the centre. For what purpose, you shu268er to guess. You can go back into the waiting room, or can go south through a teleportation device to the square room. ~ 267 d 0 D1 You see the waiting room. ~ ~ 0 0 26769 D2 You see a teleportation square. ~ ~ 0 0 26778 S #26771 Office of the Priest of Despair~ This plush office is full of every item that could ever please any child. From cute little cu268ly kittens to darling, stuffed dolls, they line the walls--just out of your reach. A beautiful chair sits in the mi268le of the room, but it's bolted to the ground, and there's a huge spike in the centre. What sicko would make a room up like this? You can leave this place through a transporter to your east or go back to the waiting room to your west. ~ 267 d 0 D1 You see a transportation platform. ~ ~ 0 0 26778 D3 You see a waiting room. ~ ~ 0 0 26772 S #26772 Waiting Room~ This room has nothing but two chair in it, lined with straps. The walls are painted a sterile white, and the air has a hint of fog in it. There is an office to your east. ~ 267 d 0 D3 You can see the office of the Priest of Despair. ~ ~ 0 0 26770 S #26773 Outlay~ This room is an outlying area of the square hallway in the House of Despair. Strange pictures line the walls, and shrieks can be heard all around you. You see no visible exits. ~ 267 d 0 D0 ~ door secret~ 1 26733 26772 S #26775 Alcove~ This small alcove has no real interesting quality, save the fact that it has a large opening to a tar pit of boggling dimensions. You can(and should) go back to your west. ~ 267 d 0 D2 DON'T GO THAT WAY! It's a tar pit, STUPID! DORK! ~ ~ 0 0 26727 D3 You can see the sitting room. ~ ~ 0 0 26776 S #26776 Sitting Room~ Here the Priest of Despair could sit and watch as his prisoners (and hapless adventurers were thrown(or stupidly walked into) the tar pit. Looks as though they were thrown in not far from here, as you can see telltale signs of scuffling around you. ~ 267 d 0 D1 That's probably as close as you'd want to get to the tar pit. ~ ~ 0 0 26775 S #26777 Outlay~ This room is an outlying area of the square hallway in the House of Despair. Strange pictures line the walls, and shrieks can be heard all around you. You see no visible exits. ~ 267 d 0 D2 ~ door secret~ 1 26733 26776 S #26778 Square~ Here, there are exits in all directions. These, however, are no ordinary exits. They're transporter platforms, each designed to be a room to step in to go to the designated areas. A small sign is on a wall at the corner of the room. ~ 267 d 0 D0 You see a transporter platform. ~ ~ 0 0 26767 D1 You see a transporter platform. ~ ~ 0 0 26779 D2 You see a transporter platform. ~ ~ 0 0 26768 D4 You can see a transporter platform. ~ ~ 0 0 26773 D5 You see a transporter platform. ~ ~ 0 0 26777 E sign note plaque~ YOU HAVE ENTERED THE HALL OF DESPAIR AUTHORIZED PERSONNEL AND PRISONERS ONLY!!! ~ S #26779 Entrance to the Hall of Hopelessness~ You stand on a dusty floor in a fallen-down hut. Just to the east, you can see the remains of a deserted corridor. The entire chamber is empty and devoid of anything of any real interest. You can see an transporter platform to your north. All around you are depictions of people in inescapable situations. ~ 267 d 0 D0 You can see a transporter platform. ~ ~ 0 0 26778 D1 You can see the deserted corridor. ~ ~ 0 0 26781 D2 You can see a tarry tunnel. ~ ~ 0 0 26722 S #26780 Deserted Corridor~ A damp, musty hall leads north. You detect no sounds--in fact, all sounds seem to be muted in this strange place. The air seem thicker and heavier than usual. ~ 267 d 0 D0 You see a deserted corridor. ~ ~ 0 0 26781 D1 You see nothing. ~ door secret~ 1 0 26783 D3 You can see the entrance to the Hall of Hopelessness. ~ ~ 0 0 26779 S #26781 Deserted Corridor~ A damp, musty hall leads north and south. You detect no sounds--in fact, all sounds seem to me muted in this strange place. The air seem thicker and heavier than usual. ~ 267 d 0 D0 You see a deserted corridor. ~ ~ 0 0 26782 D1 You see nothing. ~ door secret~ 1 0 26783 D2 You see a deserted corridor. ~ ~ 0 0 26780 D3 You can see the entrance to the Hall of Hopelessness. ~ ~ 0 0 26779 S #26782 Deserted Corridor~ A damp, musty hall leads south. You detect no sounds--in fact, all sounds seem to be muted in this strange place. The air seem thicker and heavier than usual. ~ 267 d 0 D1 You see nothing. ~ door secret~ 1 0 26783 D2 You see a deserted corridor. ~ ~ 1 0 26781 D3 You can see the entrance to the Hall of Hopelessness. ~ ~ 0 0 26779 S #26783 Dark Room~ The walls are totally painted black in this strange room. You can detect nothing short of your hand in front of your face. The air seem thicker and heavier than usual. ~ 267 ad 0 D3 You can see the deserted corridor. ~ door secret~ 1 0 26781 S #26784 Through the Trees~ Someone has most convieniently placed netting through the trees here, so you may walk along it without fear of falling. This is probably best, as you are extremely high up from the ground. You hear birds chirping right by you, and feel very peaceful here--that is, as long as you are in the trees. You may go north or down. ~ 267 0 3 D0 The netting continues through the trees here. ~ ~ 0 0 26785 D5 You can see the bottom of Vice Hill from here. ~ ~ 0 0 26723 E netting~ The netting is firm, and made from some extremely tough substance--it looks quite strong, and supportable. You don't need to fear being on it at all. ~ S #26785 Through the Trees~ Someone has most convieniently placed netting through the trees here, so you may walk along it without fear of falling. This is probably best, as you are extremely high up from the ground. You hear birds chirping right by you, and feel very peaceful here--that is, as long as you are in the trees. You may go north or south on through the trees. ~ 267 0 3 D0 The netting continues through the trees here. ~ ~ 0 0 26786 D2 The netting continues through the trees here. ~ ~ 0 0 26784 E netting~ The netting is firm, and made from some extremely tough substance--it looks quite strong, and supportable. You don't need to fear being on it at all. ~ S #26786 Through the Trees~ Someone has most convieniently placed netting through the trees here, so you may walk along it without fear of falling. This is probably best, as you are extremely high up from the ground. You hear birds chirping right by you, and feel very peaceful here--that is, as long as you are in the trees. You may go north or south on through the trees. ~ 267 0 3 D0 The netting continues through the trees here. ~ ~ 0 0 26787 D2 The netting continues through the trees here. ~ ~ 0 0 26785 E netting~ The netting is firm, and made from some extremely tough substance--it looks quite strong, and supportable. You don't need to fear being on it at all. ~ S #26787 Through the Trees~ Someone has most convieniently placed netting through the trees here, so you may walk along it without fear of falling. This is probably best, as you are extremely high up from the ground. You hear birds chirping right by you, and feel very peaceful here--that is, as long as you are in the trees. You may go north or south on through the trees. You can see a very dangerous tar pit right below you. ~ 267 0 3 D0 The netting continues through the trees here. ~ ~ 0 0 26788 D2 The netting continues through the trees here. ~ ~ 0 0 26786 E netting~ The netting is firm, and made from some extremely tough substance--it looks quite strong, and supportable. You don't need to fear being on it at all. ~ S #26788 Through the Trees~ Someone has most convieniently placed netting through the trees here, so you may walk along it without fear of falling. This is probably best, as you are extremely high up from the ground. You hear birds chirping right by you, and feel very peaceful here--that is, as long as you are in the trees. You may go north or south on through the trees. ~ 267 0 3 D0 The netting continues through the trees here. ~ ~ 0 0 26789 D2 The netting continues through the trees here. ~ ~ 0 0 26787 E netting~ The netting is firm, and made from some extremely tough substance--it looks quite strong, and supportable. You don't need to fear being on it at all. ~ S #26789 Through the Trees~ Someone has most convieniently placed netting through the trees here, so you may walk along it without fear of falling. This is probably best, as you are extremely high up from the ground. You hear birds chirping right by you, and feel very peaceful here--that is, as long as you are in the trees. You may go north to a dock, or south on through the trees. ~ 267 0 3 D0 The netting ends at a dock. ~ ~ 0 0 26790 D2 The netting continues through the trees here. ~ ~ 0 0 26788 E netting~ The netting is firm, and made from some extremely tough substance--it looks quite strong, and supportable. You don't need to fear being on it at all. ~ S #26790 Port by the Forest~ You are at an extremely weird dock. It's raised high on stilts on one side-- apparently keeping you from falling off of a cliff. Netting starts out to your south, keeping you from falling through the trees. You can see a large tar pit to your south--good thing there's that netting to keep you from falling into it. ~ 267 0 1 D2 The netting begins to your south. ~ ~ 0 0 26789 S #26791 Hall of Wax~ Gory statues line this hall--statues of all kinds of torture, from the most mundane iron-maiden experience to the more imaginative things one can do with a cat-of-nine tails and razors. The thing that makes these statues most uncomfortable to look at is the fact that they are made from wax--and look so lifelike you can almost see them screaming in terror. Do you see one move? No, it must be your mind playing tricks on you. ~ 267 ad 0 D0 You can see a horrid hall to your north. ~ ~ 0 0 26793 S #26792 Entrance to the Office of the High Priest of Terror~ This is certainly not your average office--certain telltale signs lead you to this fact. Perhaps it's the skulls lined up on spikes around the room. Or, perhaps the fact that it looks to be several rooms. You really don't want to be here. You can go south or north... Neither way looks too comforting. ~ 267 d 0 D0 You see the strange trail. ~ Trail of terror~ 1 26727 26738 D2 You can see a hall of wax statues. ~ ~ 0 -1 26791 S #26793 Hall of Torture~ This certainly isn't the entrance to the office... How does one get back? You feel somewhat turned around. As you look around you, you are overcome with nausea as you realize immediately that you shouldn't have. Many items of torture lie around here, some that you'd never imagined could have been invent- ed. Certainly not by a sane person. You can go to your east(oh, so that's how you get back to the entrance), or to the south, into another chambre. ~ 267 d 0 D1 You see the entrance to the Office of the High Priest of Terror, of course. ~ ~ 0 -1 26792 D2 You see a hall with lots of dead bodies around. ~ ~ 0 -1 26794 S #26794 Hall of Death~ Dead bodies lie strewn about here. They appear to have been killed from the devices in the Hall of Torture. You certainly don't want to think too long about it, as they are so mangled you can't tell what they were--whether they were human or other. You can get out of here by going back to the Hall of Torture, to the Temple of Terror to your east, or to the Office of the High Priest to your south. ~ 267 d 0 D0 You can see the hall of torture. ~ ~ 0 -1 26793 D1 You can see the entrance to the Temple of Terror. ~ ~ 0 -1 26797 D2 You can see the entrance to the office of the High Priest of Terror. ~ door~ 1 26734 26795 S #26795 Office of the High Priest of Terror~ This is probably the most beautiful part of the entire island you have seen. Amazingly enough, there are no signs of the carnage and disgusting methods of torture that can be seen throughout the rest of the buildings you've viewed. In fact, this place looks downright natural. A nice desk made of redwood is the frontpiece of the room, and a high-backed chair is behind it. A plush sofa is in front of it, and plaques and other credentials line the walls. An insignia--the cat o' nine tails--is frosted into the only window in the room. ~ 267 d 0 D0 You, amazingly enough, end right back up at the entrance. ~ ~ 0 0 26792 E insignia window~ The cat o' nine tails, a whip with multiple straps, apparently is the ultimate symbol for the Reign of Terror. It's the most painful--sometimes even fatal--whip known. ~ E plaques~ These aren't awards--they're decrees and petitions outlining the law of Vice Island. Each one is more severe than the last. What you basically glean from the rules of the land is that while this once was a prosperous island, several people began to experiment with dark magic, and began to mu268le in affairs they had no business in. Eventually, the island became nothing more than a place for several delvers to take up shop--and build a religion based mostly on the most horrible feelings in life--Despair, Hopelessness, Fear, and the crowning emotion, in which all these culminate--Terror. Not a pretty picture. ~ E sofa~ This sofa looks so comfortable, you want to just sink right into it. ~ E chair~ The chair is made of redwood, and looks very comfortable. It also looks VERY heavy. ~ S #26797 Entrance to the Temple of Terror~ The entrance to this temple is blinding--that's probably the most noteworthy point of note. Flashes of light emenate from a globe in the center of the room, causing strange effects in the room. The room is made from a metal that reflects the light like a mirror--but brighter. You can go to the strange trail to your north, or on into the temple to your east. ~ 267 d 0 D0 You can see the strange trail. ~ trail~ 1 26728 26738 D1 You see a blindingly lit hallway. ~ ~ 0 0 26798 D3 ~ ~ 0 0 26804 E globe ball light~ All the light seems to emenate from this globe. It's made from material that looks to come from the sun itself--yet it's cold--very cold. ~ S #26798 Blindingly lit hallway~ This east-west hallway is so brightly lit that you can barely see anything. You have to shield your eyes just to see in front of you. It appears to be made from the same metal as the entrance to the building does. A small room opens to your north. ~ 267 d 0 D0 You see a small shrine to your north. ~ ~ 0 0 26799 D1 The hallway continues on. ~ ~ 0 0 26800 D3 The entrance to the temple is to your direct west. ~ ~ 0 0 26797 S #26799 Shrine to Vice~ This small shrine contains nothing other than an alter and a small book with the inscription, "You cannot take that which is not yours--but you can have as much of it as you want. "... You think you hear maniacal cackling somewhere around you, but when you turn, you see nothing. ~ 267 d 0 D2 You see the blindingly lit hallway. ~ ~ 0 0 26798 E alter altar~ This small alter looks as if you could bow and pray with relative comfort. But you somehow get the feeling you shouldn't bend over. ~ S $~